scummvm/engines/tsage/core.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL: https://scummvm-misc.svn.sourceforge.net/svnroot/scummvm-misc/trunk/engines/tsage/core.cpp $
* $Id: core.cpp 229 2011-02-12 06:50:14Z dreammaster $
*
*/
#include "common/system.h"
#include "common/config-manager.h"
#include "common/translation.h"
#include "engines/engine.h"
#include "gui/saveload.h"
#include "tsage/tsage.h"
#include "tsage/core.h"
#include "tsage/dialogs.h"
#include "tsage/events.h"
#include "tsage/scenes.h"
#include "tsage/staticres.h"
#include "tsage/globals.h"
namespace tSage {
// The engine uses ScumMVM screen buffering, so all logic is hardcoded to use pane buffer 0
#define CURRENT_PANENUM 0
/*--------------------------------------------------------------------------*/
InvObject::InvObject(int sceneNumber, int rlbNum, int cursorNum, CursorType cursorId, const Common::String description):
_sceneNumber(sceneNumber), _rlbNum(rlbNum), _cursorNum(cursorNum), _cursorId(cursorId),
_description(description) {
_displayResNum = 3;
_iconResNum = 5;
// Decode the image for the inventory item to get it's display bounds
uint size;
byte *imgData = _vm->_dataManager->getSubResource(_displayResNum, _rlbNum, _cursorNum, &size);
GfxSurface s = surfaceFromRes(imgData);
_bounds = s.getBounds();
DEALLOCATE(imgData);
}
void InvObject::setCursor() {
if (_iconResNum != -1) {
GfxSurface s = surfaceFromRes(_iconResNum, _rlbNum, _cursorNum);
Graphics::Surface src = s.lockSurface();
_globals->_events.setCursor(src, s._transColour, s._centroid, _cursorId);
}
}
/*--------------------------------------------------------------------------*/
InvObjectList::InvObjectList():
_stunner(2280, 1, 2, OBJECT_STUNNER, "This is your stunner."),
_scanner(1, 1, 3, OBJECT_SCANNER, "A combination scanner comm unit."),
_stasisBox(5200, 1, 4, OBJECT_STASIS_BOX, "A stasis box."),
_infoDisk(40, 1, 1, OBJECT_INFODISK, "The infodisk you took from the assassin."),
_stasisNegator(0, 2, 2, OBJECT_STASIS_NEGATOR, "The stasis field negator."),
_keyDevice(4250, 1, 6, OBJECT_KEY_DEVICE, "A magnetic key device."),
_medkit(2280, 1, 7, OBJECT_MEDKIT, "Your medkit."),
_ladder(4100, 1, 8, OBJECT_LADDER, "The chief's ladder."),
_rope(4150, 1, 9, OBJECT_ROPE, "The chief's rope."),
_key(7700, 1, 11, OBJECT_KEY, "A key."),
_translator(7700, 1, 13, OBJECT_TRANSLATOR, "The dolphin translator box."),
_ale(2150, 1, 10, OBJECT_ALE, "A bottle of ale."),
_paper(7700, 1, 12, OBJECT_PAPER, "A slip of paper with the numbers 2,4, and 3 written on it."),
_waldos(0, 1, 14, OBJECT_WALDOS, "A pair of waldos from the ruined probe."),
_stasisBox2(8100, 1, 4, OBJECT_STASIS_BOX2, "A stasis box."),
_ring(8100, 2, 5, OBJECT_RING, "This is a signet ring sent to you by Louis Wu."),
_cloak(9850, 2, 6, OBJECT_CLOAK, "A fine silk cloak."),
_tunic(9450, 2, 7, OBJECT_TUNIC, "The patriarch's soiled tunic."),
_candle(9500, 2, 8, OBJECT_CANDLE, "A tallow candle."),
_straw(9400, 2, 9, OBJECT_STRAW, "Clean, dry straw."),
_scimitar(9850, 1, 18, OBJECT_SCIMITAR, "A scimitar from the Patriarch's closet."),
_sword(9850, 1, 17, OBJECT_SWORD, "A short sword from the Patriarch's closet."),
_helmet(9500, 2, 4, OBJECT_HELMET, "Some type of helmet."),
_items(4300, 2, 10, OBJECT_ITEMS, "Two interesting items from the Tnuctipun vessel."),
_concentrator(4300, 2, 11, OBJECT_CONCENTRATOR, "The Tnuctipun anti-matter concentrator contained in a stasis field."),
_nullifier(5200, 2, 12, OBJECT_NULLIFIER, "A purported neural wave nullifier."),
_peg(4045, 2, 16, OBJECT_PEG, "A peg with a symbol."),
_vial(5100, 2, 17, OBJECT_VIAL, "A vial of the bat creatures anti-pheromone drug."),
_jacket(9850, 3, 1, OBJECT_JACKET, "A natty padded jacket."),
_tunic2(9850, 3, 2, OBJECT_TUNIC2, "A very hairy tunic."),
_bone(5300, 3, 5, OBJECT_BONE, "A very sharp bone."),
_jar(7700, 3, 4, OBJECT_JAR, "An jar filled with a green substance."),
_emptyJar(7700, 3, 3, OBJECT_EMPTY_JAR, "An empty jar.") {
// Add the items to the list
_itemList.push_back(&_stunner);
_itemList.push_back(&_scanner);
_itemList.push_back(&_stasisBox);
_itemList.push_back(&_infoDisk);
_itemList.push_back(&_stasisNegator);
_itemList.push_back(&_keyDevice);
_itemList.push_back(&_medkit);
_itemList.push_back(&_ladder);
_itemList.push_back(&_rope);
_itemList.push_back(&_key);
_itemList.push_back(&_translator);
_itemList.push_back(&_ale);
_itemList.push_back(&_paper);
_itemList.push_back(&_waldos);
_itemList.push_back(&_stasisBox2);
_itemList.push_back(&_ring);
_itemList.push_back(&_cloak);
_itemList.push_back(&_tunic);
_itemList.push_back(&_candle);
_itemList.push_back(&_straw);
_itemList.push_back(&_scimitar);
_itemList.push_back(&_sword);
_itemList.push_back(&_helmet);
_itemList.push_back(&_items);
_itemList.push_back(&_concentrator);
_itemList.push_back(&_nullifier);
_itemList.push_back(&_peg);
_itemList.push_back(&_vial);
_itemList.push_back(&_jacket);
_itemList.push_back(&_tunic2);
_itemList.push_back(&_bone);
_itemList.push_back(&_jar);
_itemList.push_back(&_emptyJar);
_selectedItem = NULL;
}
void InvObjectList::synchronise(Serialiser &s) {
SYNC_POINTER(_selectedItem);
List<InvObject *> _itemList;
}
/*--------------------------------------------------------------------------*/
void EventHandler::dispatch() {
if (_action) _action->dispatch();
}
void EventHandler::setAction(Action *action, EventHandler *fmt, ...) {
if (_action) {
_action->_fmt = NULL;
_action->remove();
}
_action = action;
if (action) {
va_list va;
va_start(va, fmt);
_action->attached(this, fmt, va);
va_end(va);
}
}
/*--------------------------------------------------------------------------*/
Action::Action() {
_actionIndex = 0;
_owner = NULL;
_fmt = NULL;
}
void Action::synchronise(Serialiser &s) {
EventHandler::synchronise(s);
if (s.isLoading())
remove();
SYNC_POINTER(_owner);
s.syncAsSint32LE(_actionIndex);
s.syncAsSint32LE(_delayFrames);
s.syncAsUint32LE(_startFrame);
s.syncAsSint16LE(_field16);
SYNC_POINTER(_fmt);
}
void Action::remove() {
if (_action)
_action->remove();
if (_owner) {
_owner->_action = NULL;
_owner = NULL;
} else {
_globals->_sceneManager.removeAction(this);
}
_field16 = 0;
if (_fmt)
_fmt->signal();
}
void Action::process(Event &event) {
if (_action)
_action->process(event);
}
void Action::dispatch() {
if (_action)
_action->dispatch();
if (_delayFrames) {
uint32 frameNumber = _globals->_events.getFrameNumber();
if (frameNumber >= _startFrame) {
_delayFrames -= frameNumber - _startFrame;
_startFrame = frameNumber;
if (_delayFrames <= 0) {
_delayFrames = 0;
signal();
}
}
}
}
void Action::attached(EventHandler *newOwner, EventHandler *fmt, va_list va) {
_actionIndex = 0;
_delayFrames = 0;
_startFrame = _globals->_events.getFrameNumber();
_owner = newOwner;
_fmt = fmt;
_field16 = 1;
signal();
}
void Action::setDelay(int numFrames) {
_delayFrames = numFrames;
_startFrame = _globals->_events.getFrameNumber();
}
/*--------------------------------------------------------------------------*/
ObjectMover::~ObjectMover() {
if (_sceneObject->_mover == this)
_sceneObject->_mover = NULL;
}
void ObjectMover::synchronise(Serialiser &s) {
EventHandler::synchronise(s);
s.syncAsSint16LE(_destPosition.x); s.syncAsSint16LE(_destPosition.y);
s.syncAsSint16LE(_moveDelta.x); s.syncAsSint16LE(_moveDelta.y);
s.syncAsSint16LE(_moveSign.x); s.syncAsSint16LE(_moveSign.y);
s.syncAsSint32LE(_minorDiff);
s.syncAsSint32LE(_majorDiff);
s.syncAsSint32LE(_field1A);
SYNC_POINTER(_action);
SYNC_POINTER(_sceneObject);
}
void ObjectMover::remove() {
if (_sceneObject->_mover == this)
_sceneObject->_mover = NULL;
delete this;
}
void ObjectMover::dispatch() {
Common::Point currPos = _sceneObject->_position;
int yDiff = _sceneObject->_yDiff;
if (dontMove())
return;
_sceneObject->_field6E = NULL;
if (_moveDelta.x >= _moveDelta.y) {
int xAmount = _moveSign.x * _sceneObject->_moveDiff.x * _sceneObject->_percent / 100;
if (!xAmount)
xAmount = _moveSign.x;
currPos.x += xAmount;
int yAmount = ABS(_destPosition.y - currPos.y);
int yChange = _majorDiff / ABS(xAmount);
int ySign;
if (!yChange)
ySign = _moveSign.y;
else {
int v = yAmount / yChange;
_field1A += yAmount % yChange;
if (_field1A >= yChange) {
++v;
_field1A -= yChange;
}
ySign = _moveSign.y * v;
}
currPos.y += ySign;
_majorDiff -= ABS(xAmount);
} else {
int yAmount = _moveSign.y * _sceneObject->_moveDiff.y * _sceneObject->_percent / 100;
if (!yAmount)
yAmount = _moveSign.y;
currPos.y += yAmount;
int xAmount = ABS(_destPosition.x - currPos.x);
int xChange = _majorDiff / ABS(yAmount);
int xSign;
if (!xChange)
xSign = _moveSign.x;
else {
int v = xAmount / xChange;
_field1A += xAmount % xChange;
if (_field1A >= xChange) {
++v;
_field1A -= xChange;
}
xSign = _moveSign.x * v;
}
currPos.x += xSign;
_majorDiff -= ABS(yAmount);
}
//TODO: _sceneObject->_field6E = _sceneObject->proc1(currPos);
if (!_sceneObject->_field6E) {
_sceneObject->setPosition(currPos, yDiff);
_sceneObject->getHorizBounds();
if (dontMove()) {
_sceneObject->_position = _destPosition;
endMove();
}
} else {
endMove();
}
}
void ObjectMover::setup(const Common::Point &destPos) {
_sceneObject->calcAngle(destPos);
if ((_sceneObject->_objectWrapper) && !(_sceneObject->_flags & OBJFLAG_8))
_sceneObject->_objectWrapper->dispatch();
// Get the difference
int diffX = destPos.x - _sceneObject->_position.x;
int diffY = destPos.y - _sceneObject->_position.y;
int xSign = (diffX < 0) ? -1 : (diffX > 0 ? 1 : 0);
int ySign = (diffY < 0) ? -1 : (diffY > 0 ? 1 : 0);
diffX = ABS(diffX);
diffY = ABS(diffY);
if (diffX < diffY) {
_minorDiff = diffX / 2;
_majorDiff = diffY;
} else {
_minorDiff = diffY / 2;
_majorDiff = diffX;
}
// Set the destination position
_destPosition = destPos;
_moveDelta = Common::Point(diffX, diffY);
_moveSign = Common::Point(xSign, ySign);
_field1A = 0;
if (!diffX && !diffY)
// Object is already at the correct destination
endMove();
}
bool ObjectMover::dontMove() const {
return (_majorDiff <= 0);
}
void ObjectMover::endMove() {
EventHandler *actionP = _action;
remove();
if (actionP)
actionP->signal();
}
/*--------------------------------------------------------------------------*/
ObjectMover2::ObjectMover2(): ObjectMover() {
_destObject = NULL;
}
void ObjectMover2::synchronise(Serialiser &s) {
ObjectMover::synchronise(s);
SYNC_POINTER(_destObject);
s.syncAsSint32LE(_minArea);
s.syncAsSint32LE(_maxArea);
}
void ObjectMover2::dispatch() {
int area = _sceneObject->getSpliceArea(_destObject);
if (area > _maxArea) {
// Setup again for the new destination
setup(_destObject->_position);
} else if (area >= _minArea) {
// Keep dispatching
ObjectMover::dispatch();
} else {
// Within minimum, so end move
endMove();
}
}
void ObjectMover2::startMove(SceneObject *sceneObj, va_list va) {
// Set up fields
_sceneObject = sceneObj;
_minArea = va_arg(va, int);
_maxArea = va_arg(va, int);
_destObject = va_arg(va, SceneObject *);
setup(_destObject->_position);
}
void ObjectMover2::endMove() {
_sceneObject->_field6E = 64;
}
/*--------------------------------------------------------------------------*/
void ObjectMover3::dispatch() {
int area = _sceneObject->getSpliceArea(_destObject);
if (area <= _minArea) {
endMove();
} else {
setup(_destObject->_position);
ObjectMover::dispatch();
}
}
void ObjectMover3::startMove(SceneObject *sceneObj, va_list va) {
_sceneObject = va_arg(va, SceneObject *);
_destObject = va_arg(va, SceneObject *);
_minArea = va_arg(va, int);
_action = va_arg(va, Action *);
setup(_destObject->_position);
}
void ObjectMover3::endMove() {
ObjectMover::endMove();
}
/*--------------------------------------------------------------------------*/
void NpcMover::startMove(SceneObject *sceneObj, va_list va) {
_sceneObject = sceneObj;
Common::Point *destPos = va_arg(va, Common::Point *);
_action = va_arg(va, Action *);
setup(*destPos);
}
/*--------------------------------------------------------------------------*/
void PlayerMover::synchronise(Serialiser &s) {
NpcMover::synchronise(s);
s.syncAsSint16LE(_finalDest.x); s.syncAsSint16LE(_finalDest.y);
s.syncAsSint32LE(_routeIndex);
for (int i = 0; i < MAX_ROUTE_SIZE; ++i) {
s.syncAsSint16LE(_routeList[i].x); s.syncAsSint16LE(_routeList[i].y);
}
}
void PlayerMover::startMove(SceneObject *sceneObj, va_list va) {
_sceneObject = sceneObj;
Common::Point *pt = va_arg(va, Common::Point *);
_finalDest = *pt;
_action = va_arg(va, Action *);
setDest(_finalDest);
}
void PlayerMover::endMove() {
while (++_routeIndex != 0) {
if ((_routeList[_routeIndex].x == ROUTE_END_VAL) ||
(_routeList[_routeIndex].y == ROUTE_END_VAL) ||
(_sceneObject->_field6E)) {
// Movement route is completely finished
ObjectMover::endMove();
return;
}
if ((_routeList[_routeIndex].x != _sceneObject->_position.x) ||
(_routeList[_routeIndex].y != _sceneObject->_position.y))
break;
}
// Set up the new interim destination along the route
_globals->_walkRegions._routeEnds.moveSrc = _globals->_walkRegions._routeEnds.moveDest;
_globals->_walkRegions._routeEnds.moveDest = _routeList[_routeIndex];
setup(_routeList[_routeIndex]);
dispatch();
}
void PlayerMover::setDest(const Common::Point &destPos) {
_routeList[0] = _sceneObject->_position;
if (_globals->_walkRegions._resNum == -1) {
// Scene has no walk regions defined, so player can walk anywhere directly
_routeList[0] = destPos;
_routeList[1] = Common::Point(ROUTE_END_VAL, ROUTE_END_VAL);
} else {
// Figure out a path to the destination (or as close as possible to it)
pathfind(_routeList, _sceneObject->_position, destPos, _globals->_walkRegions._routeEnds);
}
_routeIndex = 0;
_globals->_walkRegions._routeEnds.moveSrc = _sceneObject->_position;
_globals->_walkRegions._routeEnds.moveDest = _routeList[0];
setup(_routeList[0]);
}
2011-02-15 13:04:55 +00:00
#define REGION_LIST_SIZE 20
void PlayerMover::pathfind(Common::Point *routeList, Common::Point srcPos, Common::Point destPos, RouteEnds routeEnds) {
List<int> regionIndexes;
RouteEnds tempRouteEnds;
2011-02-15 13:04:55 +00:00
int routeRegions[REGION_LIST_SIZE];
Common::Point objPos;
// Get the region the source is in
int srcRegion = _globals->_walkRegions.indexOf(srcPos);
if (srcRegion == -1) {
srcRegion = findClosestRegion(srcPos, regionIndexes);
}
// Main loop for building up the path
routeRegions[0] = 0;
while (!routeRegions[0]) {
// Check the destination region
int destRegion = _globals->_walkRegions.indexOf(destPos, &regionIndexes);
if ((srcRegion == -1) && (destRegion == -1)) {
// Both source and destination are outside walkable areas
} else if (srcRegion == -1) {
// Source is outside walkable areas
tempRouteEnds = routeEnds;
objPos = _sceneObject->_position;
Common::Point newPos;
findLinePoint(&tempRouteEnds, &objPos, 1, &newPos);
int srcId = _globals->_walkRegions.indexOf(newPos);
if (srcId == -1) {
tempRouteEnds.moveDest = tempRouteEnds.moveSrc;
tempRouteEnds.moveSrc = routeEnds.moveDest;
findLinePoint(&tempRouteEnds, &objPos, 1, &newPos);
srcRegion = _globals->_walkRegions.indexOf(newPos);
if (srcRegion == -1)
srcRegion = checkMover(srcPos, destPos);
}
} else if (destRegion == -1) {
// Destination is outside walkable areas
destRegion = findClosestRegion(destPos, regionIndexes);
if (destRegion == -1) {
// No further route found, so end it
*routeList++ = srcPos;
break;
} else {
_finalDest = destPos;
}
}
if (srcRegion == destRegion) {
*routeList++ = (srcRegion == -1) ? srcPos : destPos;
break;
}
int var6;
proc1(routeRegions, srcRegion, destRegion, var6);
if (!routeRegions[0]) {
regionIndexes.push_back(destRegion);
continue;
}
_globals->_walkRegions._field18[0]._pt1 = srcPos;
_globals->_walkRegions._field18[0]._pt2 = srcPos;
_globals->_walkRegions._field18[1]._pt1 = destPos;
_globals->_walkRegions._field18[1]._pt2 = destPos;
2011-02-15 13:04:55 +00:00
int tempList[REGION_LIST_SIZE];
tempList[0] = 0;
int endIndex = 0;
int idx = 1;
do {
int breakEntry = routeRegions[idx];
int breakEntry2 = routeRegions[idx + 1];
int listIndex = 0;
2011-02-15 13:04:55 +00:00
while (_globals->_walkRegions._idxList[_globals->_walkRegions[breakEntry]._idxListIndex + listIndex] !=
breakEntry2)
++listIndex;
tempList[idx] = _globals->_walkRegions._idxList2[_globals->_walkRegions[breakEntry]._idxList2Index
+ listIndex];
++endIndex;
} while (routeRegions[++idx] != destRegion);
tempList[idx] = 1;
idx = 0;
for (int listIndex = 1; listIndex <= endIndex; ++listIndex) {
int var10 = tempList[listIndex];
int var12 = tempList[listIndex + 1];
2011-02-15 13:11:17 +00:00
if (sub_F8E5(_globals->_walkRegions._field18[0]._pt1, _globals->_walkRegions._field18[var12]._pt1,
_globals->_walkRegions._field18[var10]._pt1, _globals->_walkRegions._field18[var10]._pt2) &&
2011-02-15 13:11:17 +00:00
sub_F8E5(_globals->_walkRegions._field18[0]._pt1, _globals->_walkRegions._field18[var12]._pt2,
_globals->_walkRegions._field18[var10]._pt1, _globals->_walkRegions._field18[var10]._pt2))
continue;
Common::Point tempPt;
if (sub_F8E5(_globals->_walkRegions._field18[0]._pt1, _globals->_walkRegions._field18[0]._pt1,
_globals->_walkRegions._field18[var10]._pt1, _globals->_walkRegions._field18[var10]._pt2, &tempPt)) {
// Add point to the route list
_globals->_walkRegions._field18[0]._pt1 = tempPt;
*routeList++ = tempPt;
} else {
int v16 =
(findDistance(_globals->_walkRegions._field18[0]._pt1, _globals->_walkRegions._field18[var10]._pt1) << 1) +
(findDistance(_globals->_walkRegions._field18[var10]._pt1, _globals->_walkRegions._field18[1]._pt1) << 1) +
findDistance(_globals->_walkRegions._field18[var10]._pt1, _globals->_walkRegions._field18[var12]._pt1) +
findDistance(_globals->_walkRegions._field18[var10]._pt1, _globals->_walkRegions._field18[var12]._pt2);
int v1A =
(findDistance(_globals->_walkRegions._field18[0]._pt1, _globals->_walkRegions._field18[var10]._pt2) << 1) +
(findDistance(_globals->_walkRegions._field18[var10]._pt2, _globals->_walkRegions._field18[1]._pt2) << 1) +
findDistance(_globals->_walkRegions._field18[var10]._pt2, _globals->_walkRegions._field18[var12]._pt1) +
findDistance(_globals->_walkRegions._field18[var10]._pt2, _globals->_walkRegions._field18[var12]._pt2);
if (v16 < v1A) {
checkMovement2(_globals->_walkRegions._field18[var10]._pt1,
_globals->_walkRegions._field18[var10]._pt2, 1, objPos);
} else {
checkMovement2(_globals->_walkRegions._field18[var10]._pt2,
_globals->_walkRegions._field18[var10]._pt1, 1, objPos);
}
*routeList++ = objPos;
}
}
// Add in the route entry
2011-02-15 13:11:17 +00:00
*routeList++ = _globals->_walkRegions._field18[1]._pt1;
}
// Mark the end of the path
*routeList = Common::Point(ROUTE_END_VAL, ROUTE_END_VAL);
}
int PlayerMover::regionIndexOf(const Common::Point &pt) {
for (uint idx = 0; idx < _globals->_walkRegions._regionList.size(); ++idx) {
if (_globals->_walkRegions._regionList[idx].contains(pt))
return idx + 1;
}
return 0;
}
int PlayerMover::findClosestRegion(Common::Point &pt, List<int> &indexList) {
int newY = pt.y;
int result = 0;
for (int idx = 1; idx < SCREEN_WIDTH; ++idx, newY += idx) {
int newX = pt.x + idx;
result = regionIndexOf(newX, pt.y);
if ((result == 0) || indexList.contains(result)) {
newY = pt.y + idx;
result = regionIndexOf(newX, newY);
if ((result == 0) || indexList.contains(result)) {
newX -= idx;
result = regionIndexOf(newX, newY);
if ((result == 0) || indexList.contains(result)) {
newX -= idx;
result = regionIndexOf(newX, newY);
if ((result == 0) || indexList.contains(result)) {
newY -= idx;
result = regionIndexOf(newX, newY);
if ((result == 0) || indexList.contains(result)) {
newY -= idx;
result = regionIndexOf(newX, newY);
if ((result == 0) || indexList.contains(result)) {
newX += idx;
result = regionIndexOf(newX, newY);
if ((result == 0) || indexList.contains(result)) {
newX += idx;
result = regionIndexOf(newX, newY);
if ((result == 0) || indexList.contains(result)) {
continue;
}
}
}
}
}
}
}
}
// Found an index
pt.x = newX;
pt.y = newY;
return result;
}
return (result == 0) ? -1 : result;
}
Common::Point *PlayerMover::findLinePoint(RouteEnds *routeEnds, Common::Point *objPos, int length, Common::Point *outPos) {
int xp = objPos->x + (((routeEnds->moveDest.y - routeEnds->moveSrc.y) * 9) / 8);
int yp = objPos->y - (((routeEnds->moveDest.x - routeEnds->moveSrc.x) * 8) / 9);
int xDiff = xp - objPos->x;
int yDiff = yp - objPos->y;
int xDirection = (xDiff == 0) ? 0 : ((xDiff < 0) ? 1 : -1);
int yDirection = (yDiff == 0) ? 0 : ((yDiff < 0) ? 1 : -1);
xDiff = ABS(xDiff);
yDiff = ABS(yDiff);
int majorChange = MAX(xDiff, yDiff) / 2;
int outX = objPos->x;
int outY = objPos->y;
while (length-- > 0) {
if (xDiff < yDiff) {
outY += yDirection;
majorChange += xDiff;
if (majorChange > yDiff) {
majorChange -= yDiff;
outX += xDirection;
}
} else {
outX += xDirection;
majorChange += yDiff;
if (majorChange > xDiff) {
majorChange -= xDiff;
outY += yDirection;
}
}
}
outPos->x = outX;
outPos->y = outY;
return outPos;
}
int PlayerMover::checkMover(Common::Point &srcPos, const Common::Point &destPos) {
int regionIndex = 0;
Common::Point objPos = _sceneObject->_position;
uint32 regionBitList = _sceneObject->_regionBitList;
_sceneObject->_regionBitList = 0;
_sceneObject->_position.x = srcPos.x;
_sceneObject->_position.y = srcPos.y;
_sceneObject->_mover = NULL;
NpcMover *mover = new NpcMover();
_sceneObject->addMover(mover, &destPos, NULL);
// Handle automatic movement of the player until a walkable region is reached,
// or the end point of the movement is
do {
_sceneObject->_mover->dispatch();
// Scan walk regions for point
for (uint idx = 0; idx < _globals->_walkRegions._regionList.size(); ++idx) {
if (_globals->_walkRegions[idx].contains(_sceneObject->_position)) {
regionIndex = idx + 1;
srcPos = _sceneObject->_position;
break;
}
}
} while ((regionIndex == 0) && (_sceneObject->_mover) && !_vm->shouldQuit());
_sceneObject->_position = objPos;
_sceneObject->_regionBitList = regionBitList;
if (_sceneObject->_mover)
_sceneObject->_mover->remove();
_sceneObject->_mover = this;
return regionIndex;
}
void PlayerMover::checkMovement2(const Common::Point &srcPos, const Common::Point &destPos, int numSteps, Common::Point &ptOut) {
Common::Point objPos = _sceneObject->_position;
_sceneObject->_position = srcPos;
uint32 regionBitList = _sceneObject->_regionBitList;
_sceneObject->_position = srcPos;
_sceneObject->_mover = NULL;
NpcMover *mover = new NpcMover();
_sceneObject->addMover(mover, &destPos, NULL);
while ((numSteps > 0) && ((_sceneObject->_position.x != destPos.x) || (_sceneObject->_position.y != destPos.y))) {
_sceneObject->_mover->dispatch();
--numSteps;
}
ptOut = _sceneObject->_position;
_sceneObject->_position = objPos;
_sceneObject->_regionBitList = regionBitList;
if (_sceneObject->_mover)
_sceneObject->_mover->remove();
_sceneObject->_mover = this;
}
int PlayerMover::proc1(int *routeList, int srcRegion, int destRegion, int &v) {
2011-02-15 13:04:55 +00:00
int tempList[REGION_LIST_SIZE];
v = 0;
for (int idx = 0; idx <= *routeList; ++idx)
tempList[idx] = routeList[idx];
2011-02-15 13:04:55 +00:00
if (*routeList == REGION_LIST_SIZE)
// Sequence too long
return 32000;
int regionIndex;
for (regionIndex = 1; regionIndex <= *tempList; ++regionIndex) {
if (routeList[regionIndex] == srcRegion)
// Current path returns to original source region, so don't allow it
return 32000;
}
WalkRegion &srcWalkRegion = _globals->_walkRegions[srcRegion];
int distance;
if (!routeList[0]) {
// No route
distance = 0;
} else {
WalkRegion &region = _globals->_walkRegions[routeList[*routeList]];
distance = findDistance(srcWalkRegion._pt, region._pt);
}
tempList[++*tempList] = srcRegion;
int newIndex = *tempList;
if (srcRegion == destRegion) {
v = 1;
for (int idx = newIndex; idx <= *tempList; ++idx) {
routeList[idx] = tempList[idx];
++*routeList;
}
return distance;
} else {
int foundIndex = 0;
int idx = 0;
int currDest;
while ((currDest = _globals->_walkRegions._idxList[srcWalkRegion._idxListIndex + idx]) != 0) {
if (currDest == destRegion) {
foundIndex = idx;
break;
}
++idx;
}
int resultOffset = 31990;
while (((currDest = _globals->_walkRegions._idxList[srcWalkRegion._idxListIndex + foundIndex]) != 0) && (v == 0)) {
int newDistance = proc1(tempList, currDest, destRegion, v);
if ((newDistance <= resultOffset) || v) {
routeList[0] = newIndex - 1;
for (int i = newIndex; i <= tempList[0]; ++i) {
routeList[i] = tempList[i];
++routeList[0];
}
resultOffset = newDistance;
}
tempList[0] = newIndex;
++foundIndex;
}
v = 0;
return resultOffset + distance;
}
}
int PlayerMover::findDistance(const Common::Point &pt1, const Common::Point &pt2) {
int diff = ABS(pt1.x - pt2.x);
double xx = diff * diff;
diff = ABS(pt1.y - pt2.y);
double yy = diff * 8.0 / 7.0;
yy *= yy;
return (int)sqrtf(xx + yy);
}
bool PlayerMover::sub_F8E5(const Common::Point &pt1, const Common::Point &pt2, const Common::Point &pt3,
const Common::Point &pt4, Common::Point *ptOut) {
double diff1 = pt2.x - pt1.x;
double diff2 = pt2.y - pt1.y;
double diff3 = pt4.x - pt3.x;
double diff4 = pt4.y - pt3.y;
double var10 = 0.0, var8 = 0.0;
double var18 = 0.0, var20 = 0.0;
if (diff1 != 0.0) {
var8 = diff2 / diff1;
var18 = pt1.y - (pt1.x * var8);
}
if (diff3 != 0.0) {
var10 = diff4 / diff3;
var20 = pt3.y - (pt3.x * var10);
}
if (var8 == var10)
return false;
double var48, var50;
if (diff1 == 0) {
if (diff3 == 0)
return false;
var48 = pt1.x;
var50 = var10 * var48 + var20;
} else {
var48 = (diff3 == 0) ? pt3.x : (var20 - var18) / (var8 - var10);
var50 = var8 * var48 + var18;
}
bool var52 = false, var56 = false, var54 = false, var58 = false;
Common::Point tempPt((int)(var48 + 0.5), (int)(var50 + 0.5));
if ((tempPt.x >= pt3.x) && (tempPt.x <= pt4.x))
var56 = true;
else if ((tempPt.x >= pt4.x) && (tempPt.x <= pt3.x))
var56 = true;
if (var56) {
if ((tempPt.y >= pt3.y) && (tempPt.y <= pt4.y))
var58 = true;
else if ((tempPt.y >= pt4.y) && (tempPt.y <= pt3.y))
var58 = true;
}
if ((tempPt.x >= pt1.x) && (tempPt.x <= pt2.x))
var52 = true;
else if ((tempPt.x >= pt2.x) && (tempPt.x <= pt1.x))
var52 = true;
if (var52) {
if ((tempPt.y >= pt1.y) && (tempPt.y <= pt2.y))
var54 = true;
else if ((tempPt.y >= pt2.y) && (tempPt.y <= pt1.y))
var54 = true;
}
if (var52 && var54 && var56 && var58) {
if (ptOut)
*ptOut = tempPt;
return true;
}
return false;
}
/*--------------------------------------------------------------------------*/
PaletteModifier::PaletteModifier() {
_scenePalette = NULL;
_action = NULL;
}
/*--------------------------------------------------------------------------*/
PaletteRotation::PaletteRotation(): PaletteModifier() {
_disabled = false;
_delayFrames = 0;
_delayCtr = 0;
_frameNumber = _globals->_events.getFrameNumber();
}
void PaletteRotation::synchronise(Serialiser &s) {
PaletteModifier::synchronise(s);
s.syncAsByte(_disabled);
s.syncAsSint32LE(_delayFrames);
s.syncAsSint32LE(_delayCtr);
s.syncAsUint32LE(_frameNumber);
s.syncAsSint32LE(_currIndex);
s.syncAsSint32LE(_start);
s.syncAsSint32LE(_end);
s.syncAsSint32LE(_rotationMode);
s.syncAsSint32LE(_duration);
for (int i = 0; i < 256; ++i)
s.syncAsUint32LE(_palette[i]);
}
void PaletteRotation::signal() {
if (_delayCtr) {
uint32 frameNumber = _globals->_events.getFrameNumber();
if (frameNumber >= _frameNumber) {
_delayCtr -= frameNumber - _frameNumber;
_frameNumber = frameNumber;
if (_delayCtr < 0)
_delayCtr = 0;
}
}
if (_delayCtr)
return;
_delayCtr = _delayFrames;
if (_disabled)
return;
bool flag = true;
switch (_rotationMode) {
case 0:
if (--_currIndex < _start) {
flag = decDuration();
if (flag)
_currIndex = _end - 1;
}
break;
case 2:
if (++_currIndex >= _end) {
flag = decDuration();
if (flag)
_currIndex = _start;
}
break;
case 3:
if (++_currIndex >= _end) {
flag = decDuration();
if (flag) {
_currIndex = _end - 2;
_rotationMode = 3;
}
}
break;
case 4:
if (--_currIndex < _start) {
flag = decDuration();
if (flag) {
_currIndex = _start + 1;
_rotationMode = 2;
}
}
break;
}
if (flag) {
int count2 = _currIndex - _start;
int count = _end - _currIndex;
g_system->getPaletteManager()->setPalette((const byte *)&_palette[_currIndex], _start, count);
if (count2) {
g_system->getPaletteManager()->setPalette((const byte *)&_palette[_start], _start, count2);
}
}
}
void PaletteRotation::remove() {
Action *action = _action;
g_system->getPaletteManager()->setPalette((const byte *)&_palette[0], _start, _end - _start);
if (_scenePalette->_listeners.contains(this))
_scenePalette->_listeners.remove(this);
delete this;
if (action)
action->signal();
}
void PaletteRotation::set(ScenePalette *palette, int start, int end, int rotationMode, int duration, Action *action) {
_duration = duration;
_disabled = false;
_action = action;
_scenePalette = palette;
Common::copy(&palette->_palette[0], &palette->_palette[256], &_palette[0]);
_start = start;
_end = end + 1;
_rotationMode = rotationMode;
switch (_rotationMode + 1) {
case 0:
case 4:
_currIndex = _end;
break;
default:
_currIndex = _start;
break;
}
}
void PaletteRotation::setPalette(ScenePalette *palette, bool disabled) {
_scenePalette = palette;
_disabled = disabled;
_delayFrames = 100;
}
bool PaletteRotation::decDuration() {
if (_duration) {
if (--_duration == 0) {
remove();
return false;
}
}
return true;
}
void PaletteRotation::setDelay(int amount) {
_delayFrames = _delayCtr = amount;
}
/*--------------------------------------------------------------------------*/
ScenePalette::ScenePalette() {
// Set a default gradiant range
for (int idx = 0; idx < 256; ++idx)
_palette[idx] = idx | (idx << 8) | (idx << 16);
_field412 = 0;
}
ScenePalette::ScenePalette(int paletteNum) {
loadPalette(paletteNum);
}
bool ScenePalette::loadPalette(int paletteNum) {
byte *palData = _vm->_dataManager->getResource(RES_PALETTE, paletteNum, 0);
if (!palData)
return false;
int palStart = READ_LE_UINT16(palData);
int palSize = READ_LE_UINT16(palData + 2);
assert(palSize <= 256);
uint32 *destP = &_palette[palStart];
byte *srcP = palData + 6;
for (int i = 0; i < palSize; ++i, srcP += 3, ++destP)
*destP = *srcP | (*(srcP + 1) << 8) | (*(srcP + 2) << 16);
DEALLOCATE(palData);
return true;
}
void ScenePalette::refresh() {
// Set indexes for standard colours to closest colour in the palette
_colours.background = indexOf(255, 255, 255); // White background
_colours.foreground = indexOf(0, 0, 0); // Black foreground
_redColour = indexOf(180, 0, 0); // Red-ish
_greenColour = indexOf(0, 180, 0); // Green-ish
_blueColour = indexOf(0, 0, 180); // Blue-ish
_aquaColour = indexOf(0, 180, 180); // Aqua
_purpleColour = indexOf(180, 0, 180); // Purple
_limeColour = indexOf(180, 180, 0); // Lime
// Refresh the palette
g_system->getPaletteManager()->setPalette((const byte *)&_palette[0], 0, 256);
}
/**
* Loads a section of the palette into the game palette
*/
void ScenePalette::setPalette(int index, int count) {
g_system->getPaletteManager()->setPalette((const byte *)&_palette[index], index, count);
}
/**
* Returns the palette index with the closest matching colour to that specified
* @param r R component
* @param g G component
* @param b B component
* @param threshold Closeness threshold.
* @remarks A threshold may be provided to specify how close the matching colour must be
*/
uint8 ScenePalette::indexOf(uint r, uint g, uint b, int threshold) {
int palIndex = -1;
for (int i = 0; i < 256; ++i) {
int ir = _palette[i] & 0xff;
int ig = (_palette[i] >> 8) & 0xff;
int ib = (_palette[i] >> 16) & 0xff;
int rDiff = abs(ir - (int)r);
int gDiff = abs(ig - (int)g);
int bDiff = abs(ib - (int)b);
int idxThreshold = rDiff * rDiff + gDiff * gDiff + bDiff * bDiff;
if (idxThreshold <= threshold) {
threshold = idxThreshold;
palIndex = i;
}
}
return palIndex;
}
/**
* Loads the specified range of the palette with the current system palette
* @param start Start index
* @param count Number of palette entries
*/
void ScenePalette::getPalette(int start, int count) {
g_system->getPaletteManager()->grabPalette((byte *)&_palette[start], start, count);
}
void ScenePalette::signalListeners() {
for (List<PaletteModifier *>::iterator i = _listeners.begin(); i != _listeners.end(); ++i) {
(*i)->signal();
}
}
void ScenePalette::clearListeners() {
List<PaletteModifier *>::iterator i = _listeners.begin();
while (i != _listeners.end()) {
PaletteModifier *obj = *i;
++i;
obj->remove();
}
}
void ScenePalette::fade(const byte *adjustData, bool fullAdjust, int percent) {
uint32 tempPalette[256];
// Ensure the percent adjustment is within 0 - 100%
percent = CLIP(percent, 0, 100);
for (int palIndex = 0; palIndex < 256; ++palIndex) {
const byte *srcP = (const byte *)&_palette[palIndex];
byte *destP = (byte *)&tempPalette[palIndex];
for (int rgbIndex = 0; rgbIndex < 3; ++rgbIndex, ++srcP, ++destP) {
*destP = *srcP - ((*srcP - adjustData[rgbIndex]) * (100 - percent)) / 100;
}
if (fullAdjust)
adjustData += 3;
}
// Set the altered pale4tte
g_system->getPaletteManager()->setPalette((const byte *)&tempPalette[0], 0, 256);
g_system->updateScreen();
}
PaletteRotation *ScenePalette::addRotation(int start, int end, int rotationMode, int duration, Action *action) {
PaletteRotation *obj = new PaletteRotation();
if ((rotationMode == 2) || (rotationMode == 3))
duration <<= 1;
obj->set(this, start, end, rotationMode, duration, action);
return obj;
}
void ScenePalette::changeBackground(const Rect &bounds, FadeMode fadeMode) {
ScenePalette tempPalette;
if (_globals->_sceneManager._hasPalette) {
if ((fadeMode == FADEMODE_GRADUAL) || (fadeMode == FADEMODE_IMMEDIATE)) {
// Fade out any active palette
tempPalette.getPalette();
uint32 adjustData = 0;
for (int percent = 100; percent >= 0; percent -= 5) {
if (fadeMode == FADEMODE_IMMEDIATE)
percent = 0;
tempPalette.fade((byte *)&adjustData, false, percent);
g_system->delayMillis(10);
}
} else {
_globals->_scenePalette.refresh();
_globals->_sceneManager._hasPalette = false;
}
}
_globals->_screenSurface.copyFrom(_globals->_sceneManager._scene->_backSurface,
bounds, Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), NULL);
}
void ScenePalette::synchronise(Serialiser &s) {
for (int i = 0; i < 256; ++i)
s.syncAsUint32LE(_palette[i]);
s.syncAsSint32LE(_colours.foreground);
s.syncAsSint32LE(_colours.background);
s.syncAsSint32LE(_field412);
s.syncAsByte(_redColour);
s.syncAsByte(_greenColour);
s.syncAsByte(_blueColour);
s.syncAsByte(_aquaColour);
s.syncAsByte(_purpleColour);
s.syncAsByte(_limeColour);
}
/*--------------------------------------------------------------------------*/
void SceneItem::synchronise(Serialiser &s) {
EventHandler::synchronise(s);
_bounds.synchronise(s);
s.syncString(_msg);
s.syncAsSint32LE(_fieldE);
s.syncAsSint32LE(_field10);
s.syncAsSint16LE(_position.x); s.syncAsSint32LE(_position.y);
s.syncAsSint16LE(_yDiff);
s.syncAsSint32LE(_sceneRegionId);
}
void SceneItem::remove() {
_globals->_sceneItems.remove(this);
}
void SceneItem::doAction(int action) {
const char *msg = NULL;
switch ((int)action) {
case CURSOR_LOOK:
msg = LOOK_SCENE_HOTSPOT;
break;
case CURSOR_USE:
msg = USE_SCENE_HOTSPOT;
break;
case CURSOR_TALK:
msg = TALK_SCENE_HOTSPOT;
break;
case 0x1000:
msg = SPECIAL_SCENE_HOTSPOT;
break;
default:
msg = DEFAULT_SCENE_HOTSPOT;
break;
}
GUIErrorMessage(msg);
}
bool SceneItem::contains(const Common::Point &pt) {
const Rect &sceneBounds = _globals->_sceneManager._scene->_sceneBounds;
if (_sceneRegionId == 0)
return _bounds.contains(pt.x + sceneBounds.left, pt.y + sceneBounds.top);
else
return _globals->_sceneRegions.indexOf(Common::Point(pt.x + sceneBounds.left,
pt.y + sceneBounds.top)) == _sceneRegionId;
}
void SceneItem::display(int resNum, int lineNum, ...) {
Common::String msg = !resNum ? Common::String() : _vm->_dataManager->getMessage(resNum, lineNum);
if (_globals->_sceneObjects->contains(&_globals->_sceneText)) {
_globals->_sceneObjects->remove(&_globals->_sceneText);
_globals->_sceneObjects->draw();
}
GfxFontBackup font;
Common::Point pos(160, 100);
Rect textRect;
int maxWidth = 120;
bool keepOnscreen = false;
bool centreText = true;
if (resNum) {
va_list va;
va_start(va, lineNum);
int mode;
do {
// Get next instruction
mode = va_arg(va, int);
switch (mode) {
case SET_WIDTH:
// Set width
maxWidth = va_arg(va, int);
_globals->_sceneText._width = maxWidth;
break;
case SET_X:
// Set the X Position
pos.x = va_arg(va, int);
break;
case SET_Y:
// Set the Y Position
pos.y = va_arg(va, int);
break;
case SET_FONT:
// Set the font number
_globals->gfxManager()._font.setFontNumber(va_arg(va, int));
break;
case SET_BG_COLOUR: {
// Set the background colour
int bgColour = va_arg(va, int);
_globals->gfxManager()._font._colours.background = bgColour;
break;
}
case SET_FG_COLOUR:
// Set the foreground colour
_globals->gfxManager()._font._colours.foreground = va_arg(va, int);
break;
case SET_KEEP_ONSCREEN:
// Suppresses immediate display
keepOnscreen = va_arg(va, int) != 0;
break;
case SET_EXT_BGCOLOUR: {
// Set secondary bg colour
int v = va_arg(va, int);
_globals->_sceneText._colour2 = v;
_globals->gfxManager()._font._colours2.background = v;
break;
}
case SET_EXT_FGCOLOUR: {
// Set secondary fg colour
int v = va_arg(va, int);
_globals->_sceneText._colour3 = v;
_globals->gfxManager()._font._colours.foreground = v;
break;
}
case SET_POS_MODE:
// Set whether a custom x/y is used
centreText = va_arg(va, int) != 0;
break;
case SET_TEXT_MODE:
// Set the text mode
_globals->_sceneText._textMode = (TextAlign)va_arg(va, int);
break;
default:
break;
}
} while (mode != LIST_END);
va_end(va);
}
if (resNum) {
// Get required bounding size
_globals->gfxManager().getStringBounds(msg.c_str(), textRect, maxWidth);
textRect.centre(pos.x, pos.y);
textRect.contain(_globals->gfxManager()._bounds);
if (centreText) {
_globals->_sceneText._colour1 = _globals->_sceneText._colour2;
_globals->_sceneText._colour2 = 0;
_globals->_sceneText._colour3 = 0;
}
_globals->_sceneText.setup(msg);
if (centreText) {
_globals->_sceneText.setPosition(Common::Point(
_globals->_sceneManager._scene->_sceneBounds.left + textRect.left,
_globals->_sceneManager._scene->_sceneBounds.top + textRect.top), 0);
} else {
_globals->_sceneText.setPosition(pos, 0);
}
_globals->_sceneText.setPriority2(255);
_globals->_sceneObjects->draw();
}
// Unless the flag is set to keep the message on-screen, show it until a mouse or keypress, then remove it
if (!keepOnscreen && !msg.empty()) {
Event event;
// Keep event on-screen until a mouse or keypress
while (!_vm->getEventManager()->shouldQuit() && !_globals->_events.getEvent(event,
EVENT_BUTTON_DOWN | EVENT_KEYPRESS)) {
g_system->updateScreen();
g_system->delayMillis(10);
}
_globals->_sceneText.remove();
}
}
/*--------------------------------------------------------------------------*/
void SceneHotspot::doAction(int action) {
switch ((int)action) {
case CURSOR_LOOK:
display(1, 0, SET_Y, 20, SET_WIDTH, 200, SET_EXT_BGCOLOUR, 7, LIST_END);
break;
case CURSOR_USE:
display(1, 5, SET_Y, 20, SET_WIDTH, 200, SET_EXT_BGCOLOUR, 7, LIST_END);
break;
case CURSOR_TALK:
display(1, 15, SET_Y, 20, SET_WIDTH, 200, SET_EXT_BGCOLOUR, 7, LIST_END);
break;
case CURSOR_WALK:
break;
default:
display(2, action, SET_Y, 20, SET_WIDTH, 200, SET_EXT_BGCOLOUR, 7, LIST_END);
break;
}
}
/*--------------------------------------------------------------------------*/
void SceneObjectWrapper::setSceneObject(SceneObject *so) {
_sceneObject = so;
so->_strip = 1;
so->_flags |= OBJFLAG_PANES;
}
void SceneObjectWrapper::synchronise(Serialiser &s) {
EventHandler::synchronise(s);
SYNC_POINTER(_sceneObject);
}
void SceneObjectWrapper::dispatch() {
_visageImages.setVisage(_sceneObject->_visage);
int frameCount = _visageImages.getFrameCount();
int angle = _sceneObject->_angle;
int strip = _sceneObject->_strip;
if (frameCount == 4) {
if ((angle > 314) || (angle < 45))
strip = 4;
if ((angle > 44) && (angle < 135))
strip = 1;
if ((angle >= 135) && (angle < 225))
strip = 3;
if ((angle >= 225) && (angle < 315))
strip = 2;
} else if (frameCount == 8) {
if ((angle > 330) || (angle < 30))
strip = 4;
if ((angle >= 30) && (angle < 70))
strip = 7;
if ((angle >= 70) && (angle < 110))
strip = 1;
if ((angle >= 110) && (angle < 150))
strip = 5;
if ((angle >= 150) && (angle < 210))
strip = 3;
if ((angle >= 210) && (angle < 250))
strip = 6;
if ((angle >= 250) && (angle < 290))
strip = 2;
if ((angle >= 290) && (angle < 331))
strip = 8;
}
if (strip > frameCount)
strip = frameCount;
_sceneObject->setStrip(strip);
}
/*--------------------------------------------------------------------------*/
SceneObject::SceneObject(): SceneHotspot() {
_endAction = NULL;
_mover = NULL;
_objectWrapper = NULL;
_flags = 0;
_walkStartFrame = 0;
_animateMode = ANIM_MODE_NONE;
_updateStartFrame = 0;
_moveDiff.x = 5;
_moveDiff.y = 3;
_numFrames = 10;
_numFrames = 10;
_field7A = 10;
_regionBitList = 0;
_sceneRegionId = 0;
_percent = 100;
_flags |= OBJFLAG_PANES;
_frameChange = 0;
}
SceneObject::~SceneObject() {
delete _mover;
delete _objectWrapper;
}
int SceneObject::getNewFrame() {
int frameNum = _frame + _frameChange;
if (_frameChange > 0) {
if (frameNum > getFrameCount()) {
frameNum = 1;
if (_animateMode == ANIM_MODE_1)
++frameNum;
}
} else if (frameNum < 1) {
frameNum = getFrameCount();
}
return frameNum;
}
int SceneObject::getFrameCount() {
_visageImages.setVisage(_visage, _strip);
return _visageImages.getFrameCount();
}
void SceneObject::animEnded() {
_animateMode = ANIM_MODE_NONE;
if (_endAction)
_endAction->signal();
}
int SceneObject::changeFrame() {
int frameNum = _frame;
uint32 mouseCtr = _globals->_events.getFrameNumber();
if ((_updateStartFrame <= mouseCtr) || (_animateMode == ANIM_MODE_1)) {
if (_numFrames > 0) {
int v = 60 / _numFrames;
_updateStartFrame = mouseCtr + v;
frameNum = getNewFrame();
}
}
return frameNum;
}
void SceneObject::setPosition(const Common::Point &p, int yDiff) {
_position = p;
_yDiff = yDiff;
_flags |= OBJFLAG_PANES;
}
void SceneObject::setZoom(int percent) {
if (percent != _percent) {
_percent = percent;
_flags |= OBJFLAG_PANES;
}
}
void SceneObject::changeZoom(int percent) {
if (percent == -1)
_flags &= ~OBJFLAG_ZOOMED;
else {
_flags |= OBJFLAG_ZOOMED;
setZoom(percent);
}
}
void SceneObject::setStrip(int stripNum) {
if (stripNum != _strip) {
_strip = stripNum;
_flags |= OBJFLAG_PANES;
}
}
void SceneObject::setStrip2(int stripNum) {
if (stripNum == -1)
_flags &= ~OBJFLAG_8;
else {
_flags |= OBJFLAG_8;
setStrip(stripNum);
}
}
void SceneObject::setFrame(int frameNum) {
if (frameNum != _frame) {
_frame = frameNum;
_flags |= OBJFLAG_PANES;
}
}
void SceneObject::setFrame2(int frameNum) {
if (frameNum == -1) {
_flags |= OBJFLAG_NO_UPDATES;
setFrame(frameNum);
} else {
_flags &= ~OBJFLAG_NO_UPDATES;
}
}
void SceneObject::setPriority(int priority) {
if (priority != _priority) {
_priority = priority;
_flags |= OBJFLAG_PANES;
}
}
void SceneObject::setPriority2(int priority) {
if (priority == -1) {
_flags &= ~1;
} else {
_flags |= 1;
setPriority(priority);
}
}
void SceneObject::setVisage(int visage) {
if (visage != _visage) {
_visage = visage;
_flags |= OBJFLAG_PANES;
}
}
void SceneObject::setObjectWrapper(SceneObjectWrapper *objWrapper) {
if (_objectWrapper)
_objectWrapper->remove();
_objectWrapper = objWrapper;
if (objWrapper)
objWrapper->setSceneObject(this);
}
void SceneObject::addMover(ObjectMover *mover, ...) {
if (_mover)
_mover->remove();
_mover = mover;
if (mover) {
// Set up the assigned mover
_walkStartFrame = _globals->_events.getFrameNumber();
if (_field7A != 0)
_walkStartFrame = 60 / _field7A;
// Signal the mover that movement is beginning
va_list va;
va_start(va, mover);
mover->startMove(this, va);
va_end(va);
}
}
void SceneObject::getHorizBounds() {
Rect tempRect;
GfxSurface frame = getFrame();
tempRect.resize(frame, _position.x, _position.y - _yDiff, _percent);
_xs = tempRect.left;
_xe = tempRect.right;
}
int SceneObject::checkRegion(const Common::Point &pt) {
Rect tempRect;
int regionIndex = 0;
// Temporarily change the position
Common::Point savedPos = _position;
_position = pt;
int regIndex = _globals->_sceneRegions.indexOf(pt);
if (_regionBitList & (1 << regIndex))
regionIndex = regIndex;
// Restore position
_position = savedPos;
// Get the object's frame bounds
GfxSurface frame = getFrame();
tempRect.resize(frame, _position.x, _position.y - _yDiff, _percent);
int yPos, newY;
if ((_position.y - _yDiff) <= (pt.y - _yDiff)) {
yPos = _position.y - _yDiff;
newY = pt.y;
} else {
yPos = pt.y - _yDiff;
newY = _position.y;
}
newY -= _yDiff;
List<SceneObject *>::iterator i;
for (i = _globals->_sceneObjects->begin(); (regionIndex == 0) && (i != _globals->_sceneObjects->end()); ++i) {
if ((*i) && ((*i)->_flags & OBJFLAG_1000)) {
int objYDiff = (*i)->_position.y - _yDiff;
if ((objYDiff >= yPos) && (objYDiff <= newY) &&
((*i)->_xs < tempRect.right) && ((*i)->_xe > tempRect.left)) {
// Found index
regionIndex = -1; //****DEBUG*** = *i;
break;
}
}
}
return regionIndex;
}
void SceneObject::animate(AnimateMode animMode, ...) {
_animateMode = animMode;
_updateStartFrame = _globals->_events.getFrameNumber();
if (_numFrames)
_updateStartFrame += 60 / _numFrames;
va_list va;
va_start(va, animMode);
switch (_animateMode) {
case ANIM_MODE_NONE:
_endAction = NULL;
break;
case ANIM_MODE_1:
_frameChange = 1;
_field2E = _position;
_endAction = 0;
break;
case ANIM_MODE_2:
_frameChange = 1;
_endAction = NULL;
break;
case ANIM_MODE_3:
_frameChange = -1;
_endAction = NULL;
break;
case ANIM_MODE_4:
_endFrame = va_arg(va, int);
_frameChange = va_arg(va, int);
_endAction = va_arg(va, Action *);
if (_endFrame == _frame)
setFrame(getNewFrame());
break;
case ANIM_MODE_5:
_frameChange = 1;
_endFrame = getFrameCount();
_endAction = va_arg(va, Action *);
if (_endFrame == _frame)
setFrame(getNewFrame());
break;
case ANIM_MODE_6:
_frameChange = -1;
_endAction = va_arg(va, Action *);
_endFrame = 1;
if (_frame == _endFrame)
setFrame(getNewFrame());
break;
case ANIM_MODE_7:
_endFrame = va_arg(va, int);
_endAction = va_arg(va, Action *);
_frameChange = 1;
break;
case ANIM_MODE_8:
_field68 = va_arg(va, int);
_endAction = va_arg(va, Action *);
_frameChange = 1;
_endFrame = getFrameCount();
if (_frame == _endFrame)
setFrame(getNewFrame());
break;
}
}
SceneObject *SceneObject::clone() const {
SceneObject *obj = new SceneObject(*this);
return obj;
}
void SceneObject::checkAngle(const SceneObject *obj) {
_angle = GfxManager::getAngle(_position, obj->_position);
if (_objectWrapper)
_objectWrapper->dispatch();
}
void SceneObject::flag100() {
_flags |= OBJFLAG_100;
if (_flags & OBJFLAG_200)
_flags |= OBJFLAG_PANES;
}
void SceneObject::unflag100() {
if (_flags & OBJFLAG_100) {
_flags &= ~OBJFLAG_100;
_flags |= OBJFLAG_PANES;
}
}
int SceneObject::getSpliceArea(const SceneObject *obj) {
int xd = ABS(_position.x - obj->_position.x);
int yd = ABS(_position.y - obj->_position.y);
return (xd * xd + yd) / 2;
}
void SceneObject::synchronise(Serialiser &s) {
SceneHotspot::synchronise(s);
s.syncAsUint32LE(_updateStartFrame);
s.syncAsUint32LE(_walkStartFrame);
s.syncAsSint16LE(_field2E.x); s.syncAsSint16LE(_field2E.y);
s.syncAsSint16LE(_percent);
s.syncAsSint16LE(_priority);
s.syncAsSint16LE(_angle);
s.syncAsUint32LE(_flags);
s.syncAsSint16LE(_xs);
s.syncAsSint16LE(_xe);
_paneRects[0].synchronise(s);
_paneRects[1].synchronise(s);
s.syncAsSint32LE(_visage);
SYNC_POINTER(_objectWrapper);
s.syncAsSint32LE(_strip);
SYNC_ENUM(_animateMode, AnimateMode);
s.syncAsSint32LE(_frame);
s.syncAsSint32LE(_endFrame);
s.syncAsSint32LE(_field68);
s.syncAsSint32LE(_frameChange);
s.syncAsSint32LE(_numFrames);
s.syncAsSint32LE(_field6E);
SYNC_POINTER(_mover);
s.syncAsSint16LE(_moveDiff.x); s.syncAsSint16LE(_moveDiff.y);
s.syncAsSint32LE(_field7A);
SYNC_POINTER(_endAction);
s.syncAsUint32LE(_regionBitList);
}
void SceneObject::postInit(SceneObjectList *OwnerList) {
if (!OwnerList)
OwnerList = _globals->_sceneObjects;
if (!OwnerList->contains(this)) {
_percent = 100;
_priority = 255;
_flags = 4;
_visage = 0;
_strip = 1;
_frame = 1;
_objectWrapper = NULL;
_animateMode = ANIM_MODE_NONE;
_endAction = 0;
_mover = NULL;
_yDiff = 0;
_moveDiff.x = 5;
_moveDiff.y = 3;
_field7A = 10;
_field6E = 64;
_numFrames = 10;
_regionBitList = 0;
OwnerList->push_back(this);
_flags |= OBJFLAG_PANES;
}
}
void SceneObject::remove() {
SceneItem::remove();
if (_globals->_sceneObjects->contains(this))
// For objects in the object list, flag the object for removal in the next drawing, so that
// the drawing code has a chance to restore the area previously covered by the object
_flags |= OBJFLAG_PANES | OBJFLAG_REMOVE | OBJFLAG_100;
else
// Not in the list, so immediately remove the object
removeObject();
}
void SceneObject::dispatch() {
uint32 currTime = _globals->_events.getFrameNumber();
if (_action)
_action->dispatch();
if (_mover && (_walkStartFrame <= currTime)) {
if (_field7A) {
int frameInc = 60 / _field7A;
_walkStartFrame = currTime + frameInc;
}
_mover->dispatch();
}
if (!(_flags & OBJFLAG_NO_UPDATES)) {
switch (_animateMode) {
case ANIM_MODE_1:
if (isNoMover())
setFrame(1);
else if ((_field2E.x != _position.x) || (_field2E.y != _position.y)) {
setFrame(changeFrame());
_field2E = _position;
}
break;
case ANIM_MODE_2:
case ANIM_MODE_3:
setFrame(changeFrame());
break;
case ANIM_MODE_4:
case ANIM_MODE_5:
case ANIM_MODE_6:
if (_frame == _endFrame)
animEnded();
else
setFrame(changeFrame());
break;
case ANIM_MODE_7:
if (changeFrame() != _frame) {
// Pick a new random frame
int frameNum = 0;
do {
int count = getFrameCount();
frameNum = _globals->_randomSource.getRandomNumber(count - 1);
} while (frameNum == _frame);
setFrame(frameNum);
if (_endFrame) {
if (--_endFrame == 0)
animEnded();
}
}
break;
case ANIM_MODE_8:
if (_frame == _endFrame) {
if (_frameChange != -1) {
_frameChange = -1;
_endFrame = 1;
setFrame(changeFrame());
} else if (!_field68 || (--_field68 > 0)) {
_frameChange = 1;
_endFrame = getFrameCount();
setFrame(changeFrame());
} else {
animEnded();
}
}
break;
default:
break;
}
}
// Handle updating the zoom and/or priority
if (!(_flags & OBJFLAG_ZOOMED)) {
int yp = MIN((int)_position.y, 255);
setZoom(_globals->_sceneManager._scene->_zoomPercents[yp]);
}
if (!(_flags & OBJFLAG_FIXED_PRIORITY)) {
setPriority(_position.y);
}
}
void SceneObject::calcAngle(const Common::Point &pt) {
int newAngle = GfxManager::getAngle(_position, pt);
if (newAngle != -1)
_angle = newAngle;
}
void SceneObject::removeObject() {
if (_globals->_sceneItems.contains(this))
_globals->_sceneItems.remove(this);
if (_globals->_sceneObjects->contains(this))
_globals->_sceneObjects->remove(this);
if (_visage) {
_vm->_memoryManager.deallocate(_visage);
_visage = 0;
}
if (_objectWrapper) {
_objectWrapper->remove();
_objectWrapper = NULL;
}
if (_mover) {
_mover->remove();
_mover = NULL;
}
if (_flags & 0x800)
destroy();
}
GfxSurface SceneObject::getFrame() {
_visageImages.setVisage(_visage, _strip);
return _visageImages.getFrame(_frame);
}
void SceneObject::reposition() {
GfxSurface frame = getFrame();
_bounds.resize(frame, _position.x, _position.y - _yDiff, _percent);
_xs = _bounds.left;
_xe = _bounds.right;
}
/**
* Draws an object into the scene
*/
void SceneObject::draw() {
Rect destRect = _bounds;
destRect.translate(-_globals->_sceneManager._scene->_sceneBounds.left,
-_globals->_sceneManager._scene->_sceneBounds.top);
Region *priorityRegion = _globals->_sceneManager._scene->_priorities.find(_priority);
GfxSurface frame = getFrame();
_globals->gfxManager().copyFrom(frame, destRect, priorityRegion);
}
/**
* Refreshes the background around the area of a scene object prior to it's being redrawn,
* in case it is moving
*/
void SceneObject::updateScreen() {
Rect objRect = _paneRects[CURRENT_PANENUM];
const Rect &sceneBounds = _globals->_sceneManager._scene->_sceneBounds;
objRect.left = (objRect.left / 4) * 4;
objRect.right = ((objRect.right + 3) / 4) * 4;
objRect.clip(_globals->_sceneManager._scene->_sceneBounds);
if (objRect.isValidRect()) {
Rect tempRect = objRect;
tempRect.translate(-_globals->_sceneOffset.x, -_globals->_sceneOffset.y);
objRect.translate(-sceneBounds.left, -sceneBounds.top);
_globals->_screenSurface.copyFrom(_globals->_sceneManager._scene->_backSurface, objRect, tempRect);
}
}
/*--------------------------------------------------------------------------*/
void SceneObjectList::draw() {
Common::Array<SceneObject *> objList;
int paneNum = 0;
int xAmount = 0, yAmount = 0;
if (_objList.size() == 0) {
// Alternate draw mode
if (_globals->_paneRefreshFlag[paneNum] == 1) {
// Load the background
_globals->_sceneManager._scene->refreshBackground(0, 0);
Rect tempRect = _globals->_sceneManager._scene->_sceneBounds;
tempRect.translate(-_globals->_sceneOffset.x, -_globals->_sceneOffset.y);
ScenePalette::changeBackground(tempRect, _globals->_sceneManager._FadeMode);
} else {
_globals->_paneRegions[CURRENT_PANENUM].draw();
}
_globals->_paneRegions[CURRENT_PANENUM].setRect(0, 0, 0, 0);
_globals->_sceneManager.fadeInIfNecessary();
} else {
// If there is a scroll follower, check whether it has moved off-screen
if (_globals->_scrollFollower) {
const Common::Point &objPos = _globals->_scrollFollower->_position;
const Rect &scrollerRect = _globals->_sceneManager._scrollerRect;
int loadCount = 0;
if (objPos.x >= scrollerRect.right) {
xAmount = 8;
loadCount = 20;
}
if (objPos.x < scrollerRect.left) {
xAmount = -8;
loadCount = 20;
}
if (objPos.y >= scrollerRect.bottom) {
yAmount = 2;
loadCount = 25;
}
if (objPos.y < scrollerRect.top) {
yAmount = -2;
loadCount = 25;
}
if (loadCount > 0)
_globals->_sceneManager.setBgOffset(Common::Point(xAmount, yAmount), loadCount);
}
if (_globals->_sceneManager._sceneLoadCount > 0) {
--_globals->_sceneManager._sceneLoadCount;
_globals->_sceneManager._scene->loadBackground(_globals->_sceneManager._sceneBgOffset.x,
_globals->_sceneManager._sceneBgOffset.y);
}
// Set up the flag mask
uint32 flagMask = (paneNum == 0) ? OBJFLAG_PANE_0 : OBJFLAG_PANE_1;
// Initial loop to set up object list and update object position, priority, and flags
for (List<SceneObject *>::iterator i = _globals->_sceneObjects->begin();
i != _globals->_sceneObjects->end(); ++i) {
SceneObject *obj = *i;
objList.push_back(obj);
if (!(obj->_flags & OBJFLAG_100))
obj->_flags &= ~OBJFLAG_200;
// Reposition the bounds of the object to match the desired position
obj->reposition();
// Handle updating object priority
if (!(obj->_flags & OBJFLAG_FIXED_PRIORITY)) {
obj->_priority = MIN((int)obj->_position.y - 1,
(int)_globals->_sceneManager._scene->_backgroundBounds.bottom);
}
if ((_globals->_paneRefreshFlag[paneNum] != 0) || !_globals->_paneRegions[paneNum].empty()) {
obj->_flags |= flagMask;
}
}
// Check for any intersections, and then sort the object list by priority
checkIntersection(objList, objList.size(), CURRENT_PANENUM);
sortList(objList);
if (_globals->_paneRefreshFlag[paneNum] == 1) {
// Load the background
_globals->_sceneManager._scene->refreshBackground(0, 0);
}
_globals->_sceneManager._scene->_sceneBounds.left &= ~3;
_globals->_sceneManager._scene->_sceneBounds.right &= ~3;
_globals->_sceneOffset.x &= ~3;
if (_globals->_paneRefreshFlag[paneNum] != 0) {
// Change the background
Rect tempRect = _globals->_sceneManager._scene->_sceneBounds;
tempRect.translate(-_globals->_sceneOffset.x, -_globals->_sceneOffset.y);
ScenePalette::changeBackground(tempRect, _globals->_sceneManager._FadeMode);
} else {
for (uint objIndex = 0; objIndex < objList.size(); ++objIndex) {
SceneObject *obj = objList[objIndex];
if ((obj->_flags & flagMask) && obj->_paneRects[paneNum].isValidRect())
obj->updateScreen();
}
_globals->_paneRegions[paneNum].draw();
}
_globals->_paneRegions[paneNum].setRect(0, 0, 0, 0);
redraw:
// Main draw loop
for (uint objIndex = 0; objIndex < objList.size(); ++objIndex) {
SceneObject *obj = objList[objIndex];
if ((obj->_flags & flagMask) && !(obj->_flags & OBJFLAG_100)) {
obj->_paneRects[paneNum] = obj->_bounds;
obj->draw();
}
}
// Update the palette
_globals->_sceneManager.fadeInIfNecessary();
_globals->_paneRefreshFlag[paneNum] = 0;
// Loop through the object list, removing any objects and refreshing the screen as necessary
for (uint objIndex = 0; objIndex < objList.size(); ++objIndex) {
SceneObject *obj = objList[objIndex];
if (obj->_flags & OBJFLAG_100)
obj->_flags |= OBJFLAG_200;
obj->_flags &= ~flagMask;
if (obj->_flags & OBJFLAG_REMOVE) {
obj->_flags |= OBJFLAG_PANES;
checkIntersection(objList, objIndex, CURRENT_PANENUM);
obj->updateScreen();
obj->removeObject();
// FIXME: Currently, removing objects causes screen flickers when the removed object intersects
// another drawn object, since the background is briefly redrawn over the object. For now, I'm
// using a forced jump back to redraw objects. In the long term, I should figure out how the
// original game does this properly
objList.remove_at(objIndex);
goto redraw;
}
}
}
}
void SceneObjectList::checkIntersection(Common::Array<SceneObject *> &ObjList, uint ObjIndex, int PaneNum) {
uint32 flagMask = (PaneNum == 0) ? OBJFLAG_PANE_0 : OBJFLAG_PANE_1;
SceneObject *obj = (ObjIndex == ObjList.size()) ? NULL : ObjList[ObjIndex];
Rect rect1;
for (uint idx = 0; idx < ObjList.size(); ++idx) {
SceneObject *currObj = ObjList[idx];
if (ObjIndex == ObjList.size()) {
if (currObj->_flags & flagMask)
checkIntersection(ObjList, idx, PaneNum);
} else if (idx != ObjIndex) {
Rect &paneRect = obj->_paneRects[PaneNum];
Rect objBounds = currObj->_bounds;
if (paneRect.isValidRect())
objBounds.extend(paneRect);
Rect objBounds2 = currObj->_bounds;
if (paneRect.isValidRect())
objBounds2.extend(paneRect);
objBounds.left &= ~3;
objBounds.right += 3;
objBounds.right &= ~3;
objBounds2.left &= ~3;
objBounds2.right += 3;
objBounds2.right &= ~3;
if (objBounds.intersects(objBounds2) && !(currObj->_flags & flagMask)) {
currObj->_flags |= flagMask;
checkIntersection(ObjList, idx, PaneNum);
}
}
}
}
struct SceneObjectLess {
bool operator()(const SceneObject *x, const SceneObject *y) const {
if (y->_priority > x->_priority)
return true;
else if ((y->_priority == x->_priority) && (y->_position.y > x->_position.y))
return true;
else if ((y->_priority == x->_priority) && (y->_position.y == x->_position.y) &&
(y->_yDiff > x->_yDiff))
return true;
return false;
}
};
void SceneObjectList::sortList(Common::Array<SceneObject *> &ObjList) {
Common::sort(ObjList.begin(), ObjList.end(), SceneObjectLess());
}
void SceneObjectList::activate() {
SceneObjectList *objectList = _globals->_sceneObjects;
_globals->_sceneObjects = this;
_globals->_sceneObjects_queue.push_front(this);
// Flag all the objects as modified
List<SceneObject *>::iterator i;
for (i = begin(); i != end(); ++i) {
(*i)->_flags |= OBJFLAG_PANES;
}
// Replicate all existing objects on the old object list
for (i = objectList->begin(); i != objectList->end(); ++i) {
SceneObject *sceneObj = (*i)->clone();
sceneObj->_flags |= OBJFLAG_100 | OBJFLAG_REMOVE | OBJFLAG_800;
push_front(sceneObj);
}
}
void SceneObjectList::deactivate() {
if (_globals->_sceneObjects_queue.size() <= 1)
return;
SceneObjectList *objectList = *_globals->_sceneObjects_queue.begin();
_globals->_sceneObjects_queue.pop_front();
_globals->_sceneObjects = *_globals->_sceneObjects_queue.begin();
List<SceneObject *>::iterator i;
for (i = objectList->begin(); i != objectList->end(); ++i) {
if (!((*i)->_flags & OBJFLAG_800)) {
SceneObject *sceneObj = (*i)->clone();
sceneObj->_flags |= OBJFLAG_100 | OBJFLAG_REMOVE | OBJFLAG_800;
_globals->_sceneObjects->push_front(sceneObj);
}
}
}
void SceneObjectList::synchronise(Serialiser &s) {
_objList.synchronise(s);
}
/*--------------------------------------------------------------------------*/
SceneText::SceneText(): SceneObject() {
_fontNumber = 2;
_width = 160;
_textMode = ALIGN_LEFT;
_colour2 = 0;
_colour3 = 0;
}
SceneText::~SceneText() {
}
void SceneText::setup(const Common::String &msg) {
GfxManager gfxMan(_textSurface);
gfxMan.activate();
Rect textRect;
gfxMan._font.setFontNumber(_fontNumber);
gfxMan._font._colours.foreground = _colour1;
gfxMan._font._colours2.background = _colour2;
gfxMan._font._colours2.foreground = _colour3;
gfxMan.getStringBounds(msg.c_str(), textRect, _width);
_bounds = textRect;
// Set up a new blank surface to hold the text
_textSurface.create(textRect.width(), textRect.height());
_textSurface._transColour = 0xff;
_textSurface.fillRect(textRect, _textSurface._transColour);
// Write the text to the surface
gfxMan._font.writeLines(msg.c_str(), textRect, _textMode);
// Do post-init, which adds this SceneText object to the scene
postInit();
gfxMan.deactivate();
}
void SceneText::synchronise(Serialiser &s) {
SceneObject::synchronise(s);
s.syncAsSint16LE(_fontNumber);
s.syncAsSint16LE(_width);
s.syncAsSint16LE(_colour1);
s.syncAsSint16LE(_colour2);
s.syncAsSint16LE(_colour3);
SYNC_ENUM(_textMode, TextAlign);
}
/*--------------------------------------------------------------------------*/
Visage::Visage() {
_resNum = 0;
_rlbNum = 0;
_data = NULL;
}
void Visage::setVisage(int resNum, int rlbNum) {
if ((_resNum != resNum) || (_rlbNum != rlbNum)) {
_resNum = resNum;
_rlbNum = rlbNum;
DEALLOCATE(_data);
_data = _vm->_dataManager->getResource(RES_VISAGE, resNum, rlbNum);
assert(_data);
}
}
Visage::~Visage() {
DEALLOCATE(_data);
}
GfxSurface Visage::getFrame(int frameNum) {
int numFrames = READ_LE_UINT16(_data);
if (frameNum > numFrames)
frameNum = numFrames;
if (frameNum > 0)
--frameNum;
int offset = READ_UINT32(_data + 2 + frameNum * 4);
byte *frameData = _data + offset;
return surfaceFromRes(frameData);
}
int Visage::getFrameCount() const {
return READ_LE_UINT16(_data);
}
/*--------------------------------------------------------------------------*/
void Player::postInit(SceneObjectList *OwnerList) {
SceneObject::postInit();
_canWalk = true;
_uiEnabled = true;
_percent = 100;
_field8C = 10;
_moveDiff.x = 4;
_moveDiff.y = 2;
}
void Player::disableControl() {
_canWalk = false;
_uiEnabled = false;
_globals->_events.hideCursor();
}
void Player::enableControl() {
_canWalk = true;
_uiEnabled = true;
_globals->_events.showCursor();
switch (_globals->_events.getCursor()) {
case CURSOR_CROSSHAIRS:
_globals->_events.setCursor(CURSOR_WALK);
break;
default:
break;
}
}
void Player::process(Event &event) {
if (!event.handled && (event.eventType == EVENT_BUTTON_DOWN) &&
(_globals->_events.getCursor() == CURSOR_WALK) && _globals->_player._canWalk &&
(_position != event.mousePos) && _globals->_sceneObjects->contains(this)) {
PlayerMover *newMover = new PlayerMover();
Common::Point destPos(event.mousePos.x - _globals->_sceneManager._scene->_sceneBounds.left,
event.mousePos.y - _globals->_sceneManager._scene->_sceneBounds.top);
addMover(newMover, &destPos, NULL);
event.handled = true;
}
}
void Player::synchronise(Serialiser &s) {
SceneObject::synchronise(s);
s.syncAsByte(_canWalk);
s.syncAsByte(_uiEnabled);
s.syncAsSint16LE(_field8C);
}
/*--------------------------------------------------------------------------*/
Region::Region(int resNum, int rlbNum, ResourceType ctlType) {
_regionId = rlbNum;
byte *regionData = _vm->_dataManager->getResource(ctlType, resNum, rlbNum);
assert(regionData);
// Set the region bounds
_bounds.top = READ_LE_UINT16(regionData + 6);
_bounds.left = READ_LE_UINT16(regionData + 8);
_bounds.bottom = READ_LE_UINT16(regionData + 10);
_bounds.right = READ_LE_UINT16(regionData + 12);
// Special handling for small size regions
_regionSize = READ_LE_UINT16(regionData);
if (_regionSize == 14)
// No line slices
return;
// Set up the line slices
for (int y = 0; y < (_regionSize == 22 ? 1 : _bounds.height()); ++y) {
int slicesCount = READ_LE_UINT16(regionData + 16 + y * 4);
int slicesOffset = READ_LE_UINT16(regionData + 14 + y * 4);
assert(slicesCount < 100);
LineSliceSet sliceSet;
sliceSet.load(slicesCount, regionData + 14 + slicesOffset);
_ySlices.push_back(sliceSet);
}
DEALLOCATE(regionData);
}
/**
* Returns true if the given region contains the specified point
* @param pt Specified position
*/
bool Region::contains(const Common::Point &pt) {
// First check if the point falls inside the overall bounding rectangle
if (!_bounds.contains(pt) || _ySlices.empty())
return false;
// Get the correct Y line to use
const LineSliceSet &line = getLineSlices(pt.y);
// Loop through the horizontal slice list to see if the point falls in one
for (uint idx = 0; idx < line.items.size(); ++idx) {
if ((pt.x >= line.items[idx].xs) && (pt.x < line.items[idx].xe))
return true;
}
return false;
}
/**
* Returns true if the given region is empty
*/
bool Region::empty() const {
return !_bounds.isValidRect() && (_regionSize == 14);
}
void Region::clear() {
_bounds.set(0, 0, 0, 0);
_regionId = 0;
_regionSize = 0;
}
void Region::setRect(const Rect &r) {
setRect(r.left, r.top, r.right, r.bottom);
}
void Region::setRect(int xs, int ys, int xe, int ye) {
bool validRect = (ys < ye) && (xs < xe);
_ySlices.clear();
if (!validRect) {
_regionSize = 14;
_bounds.set(0, 0, 0, 0);
} else {
_regionSize = 22;
_bounds.set(xs, ys, xe, ye);
LineSliceSet sliceSet;
sliceSet.load2(1, xs, xe);
_ySlices.push_back(sliceSet);
}
}
const LineSliceSet &Region::getLineSlices(int yp) {
return _ySlices[(_regionSize == 22) ? 0 : yp - _bounds.top];
}
LineSliceSet Region::sectPoints(int yp, const LineSliceSet &sliceSet) {
if ((yp < _bounds.top) || (yp >= _bounds.bottom))
return LineSliceSet();
const LineSliceSet &ySet = getLineSlices(yp);
return mergeSlices(sliceSet, ySet);
}
LineSliceSet Region::mergeSlices(const LineSliceSet &set1, const LineSliceSet &set2) {
LineSliceSet result;
uint set1Index = 0, set2Index = 0;
while ((set1Index < set1.items.size()) && (set2Index < set2.items.size())) {
if (set1.items[set1Index].xe <= set2.items[set2Index].xs) {
++set1Index;
} else if (set2.items[set2Index].xe <= set1.items[set1Index].xs) {
++set2Index;
} else {
bool set1Flag = set1.items[set1Index].xs >= set2.items[set2Index].xs;
const LineSlice &slice = set1Flag ? set1.items[set1Index] : set2.items[set2Index];
result.add(slice.xs, MIN(set1.items[set1Index].xe, set2.items[set2Index].xe));
if (set1Flag)
++set1Index;
else
++set2Index;
}
}
return result;
}
/**
* Copies the background covered by the given region to the screen surface
*/
void Region::draw() {
Rect &sceneBounds = _globals->_sceneManager._scene->_sceneBounds;
for (int yp = sceneBounds.top; yp < sceneBounds.bottom; ++yp) {
// Generate a line slice set
LineSliceSet tempSet;
tempSet.add(sceneBounds.left, sceneBounds.right);
LineSliceSet newSet = sectPoints(yp, tempSet);
// Loop through the calculated slices
for (uint idx = 0; idx < newSet.items.size(); ++idx) {
Rect rect1(newSet.items[idx].xs, yp, newSet.items[idx].xe, yp + 1);
rect1.left &= ~3;
rect1.right = (rect1.right + 3) & ~3;
Rect rect2 = rect1;
rect1.translate(-_globals->_sceneOffset.x, -_globals->_sceneOffset.y);
rect2.translate(-sceneBounds.left, -sceneBounds.top);
_globals->gfxManager().getSurface().copyFrom(_globals->_sceneManager._scene->_backSurface,
rect1, rect2);
}
}
}
void Region::uniteLine(int yp, LineSliceSet &sliceSet) {
// TODO: More properly implement like the original
// First expand the bounds as necessary to fit in the row
if (_ySlices.empty()) {
_bounds = Rect(sliceSet.items[0].xs, yp, sliceSet.items[sliceSet.items.size() - 1].xe, yp + 1);
_ySlices.push_back(LineSliceSet());
}
while (yp < _bounds.top) {
_ySlices.insert_at(0, LineSliceSet());
--_bounds.top;
}
while (yp >= _bounds.bottom) {
_ySlices.push_back(LineSliceSet());
++_bounds.bottom;
}
// Merge the existing line set into the line
LineSliceSet &destSet = _ySlices[yp - _bounds.top];
for (uint srcIndex = 0; srcIndex < sliceSet.items.size(); ++srcIndex) {
LineSlice &srcSlice = sliceSet.items[srcIndex];
// Check if overlaps existing slices
uint destIndex = 0;
while (destIndex < destSet.items.size()) {
LineSlice &destSlice = destSet.items[destIndex];
if (((srcSlice.xs >= destSlice.xs) && (srcSlice.xs <= destSlice.xe)) ||
((srcSlice.xe >= destSlice.xs) && (srcSlice.xe <= destSlice.xe)) ||
((srcSlice.xs < destSlice.xs) && (srcSlice.xe > destSlice.xe))) {
// Intersecting, so merge them
destSlice.xs = MIN(srcSlice.xs, destSlice.xs);
destSlice.xe = MAX(srcSlice.xe, destSlice.xe);
break;
}
++destIndex;
}
if (destIndex == destSet.items.size()) {
// No intersecting region found, so add it to the list
destSet.items.push_back(srcSlice);
}
}
// Check whether to expand the left/bounds bounds
if (destSet.items[0].xs < _bounds.left)
_bounds.left = destSet.items[0].xs;
if (destSet.items[destSet.items.size() - 1].xe > _bounds.right)
_bounds.right = destSet.items[destSet.items.size() - 1].xe;
}
/*--------------------------------------------------------------------------*/
void SceneRegions::load(int sceneNum) {
clear();
byte *regionData = _vm->_dataManager->getResource(RES_CONTROL, sceneNum, 9999, true);
if (regionData) {
int regionCount = READ_LE_UINT16(regionData);
for (int regionCtr = 0; regionCtr < regionCount; ++regionCtr) {
int rlbNum = READ_LE_UINT16(regionData + regionCtr * 6 + 2);
push_back(Region(sceneNum, rlbNum));
}
DEALLOCATE(regionData);
}
}
int SceneRegions::indexOf(const Common::Point &pt) {
for (SceneRegions::iterator i = begin(); i != end(); ++i) {
if ((*i).contains(pt))
return (*i)._regionId;
}
return 0;
}
/*--------------------------------------------------------------------------*/
SoundHandler::SoundHandler() {
_action = NULL;
_field280 = -1;
if (_globals)
_globals->_sceneListeners.push_back(this);
}
SoundHandler::~SoundHandler() {
if (_globals)
_globals->_sceneListeners.remove(this);
}
void SoundHandler::dispatch() {
EventHandler::dispatch();
int v = _sound.proc12();
if (v != -1) {
_field280 = v;
_sound.proc2(-1);
if (_action)
_action->signal();
}
if (_field280 != -1) {
if (!_sound.proc3()) {
_field280 = -1;
if (_action) {
_action->signal();
_action = NULL;
}
}
}
}
void SoundHandler::startSound(int soundNum, Action *action, int volume) {
_action = action;
_field280 = 0;
setVolume(volume);
_sound.startSound(soundNum);
warning("TODO: SoundHandler::startSound");
}
/*--------------------------------------------------------------------------*/
void SceneItemList::addItems(SceneItem *first, ...) {
va_list va;
va_start(va, first);
SceneItem *p = first;
while (p) {
push_back(p);
p = va_arg(va, SceneItem *);
}
}
/*--------------------------------------------------------------------------*/
RegionSupportRec WalkRegion::_processList[PROCESS_LIST_SIZE];
void RegionSupportRec::process() {
if (_xDiff < _yDiff) {
_halfDiff += _xDiff;
if (_halfDiff > _yDiff) {
_halfDiff -= _yDiff;
_xp += _xDirection;
}
} else {
do {
_xp += _xDirection;
_halfDiff += _yDiff;
} while (_halfDiff <= _xDiff);
_halfDiff -= _xDiff;
}
--_yDiff2;
}
/*--------------------------------------------------------------------------*/
void WalkRegion::loadRegion(byte *dataP, int size) {
// First clear the region
clear();
// Decode the data for the region
int dataCount, regionHeight;
loadProcessList(dataP, size, dataCount, regionHeight);
int processIndex = 0, idx2 = 0, count;
for (int yp = _processList[0]._yp; yp < regionHeight; ++yp) {
process3(yp, dataCount, processIndex, idx2);
process4(yp, processIndex, idx2, count);
loadRecords(yp, count, processIndex);
}
}
void WalkRegion::loadProcessList(byte *dataP, int dataSize, int &dataIndex, int &regionHeight) {
dataIndex = 0;
int x1 = READ_LE_UINT16(dataP + (dataSize - 1) * 4);
int y1 = READ_LE_UINT16(dataP + (dataSize - 1) * 4 + 2);
regionHeight = y1;
for (int idx = 0; idx < dataSize; ++idx) {
int xp = READ_LE_UINT16(dataP + idx * 4);
int yp = READ_LE_UINT16(dataP + idx * 4 + 2);
if (yp != y1) {
/*
* Commented out: doesn't seem to be used
int v;
if (idx == (dataSize - 1))
v = READ_LE_UINT16(dataP + 2);
else
v = process1(idx, dataP, dataSize);
warning("TODO: v not used? - %d", v);
*/
process2(dataIndex, x1, y1, xp, yp);
++dataIndex;
}
// Keep regionHeight as the maximum of any y
if (yp > regionHeight)
regionHeight = yp;
x1 = xp;
y1 = yp;
}
}
int WalkRegion::process1(int idx, byte *dataP, int dataSize) {
int idx2 = idx + 1;
if (idx2 == dataSize)
idx2 = 0;
while (READ_LE_UINT16(dataP + idx2 * 4 + 2) == READ_LE_UINT16(dataP + idx * 4 + 2)) {
if (idx2 == (dataSize - 1))
idx2 = 0;
else
++idx2;
}
return READ_LE_UINT16(dataP + idx2 * 4 + 2);
}
void WalkRegion::process2(int dataIndex, int x1, int y1, int x2, int y2) {
int xDiff = ABS(x2 - x1);
int yDiff = ABS(y2 - y1);
int halfDiff = MAX(xDiff, yDiff) / 2;
int yMax = MIN(y1, y2);
while (dataIndex && (_processList[dataIndex - 1]._yp > yMax)) {
_processList[dataIndex] = _processList[dataIndex - 1];
--dataIndex;
}
_processList[dataIndex]._yp = yMax;
_processList[dataIndex]._xp = (y1 >= y2) ? x2 : x1;
_processList[dataIndex]._xDiff = xDiff;
_processList[dataIndex]._yDiff = yDiff;
_processList[dataIndex]._halfDiff = halfDiff;
int xTemp = (y1 >= y2) ? x1 - x2 : x2 - x1;
_processList[dataIndex]._xDirection = (xTemp == 0) ? 0 : ((xTemp < 0) ? -1 : 1);
_processList[dataIndex]._yDiff2 = yDiff;
}
void WalkRegion::process3(int yp, int dataCount, int &idx1, int &idx2) {
while ((idx2 < (dataCount - 1)) && (_processList[idx2 + 1]._yp <= yp))
++idx2;
while (!_processList[idx1]._yDiff2)
++idx1;
}
void WalkRegion::process4(int yp, int idx1, int idx2, int &count) {
count = 0;
for (int idx = idx1; idx <= idx2; ++idx) {
if (_processList[idx]._yDiff2 > 0)
++count;
process5(idx, idx1);
}
}
void WalkRegion::process5(int idx1, int idx2) {
while ((idx1 > idx2) && (_processList[idx1 - 1]._xp > _processList[idx1]._xp)) {
SWAP(_processList[idx1], _processList[idx1 - 1]);
--idx1;
}
}
void WalkRegion::loadRecords(int yp, int size, int processIndex) {
LineSliceSet sliceSet;
int sliceCount = size / 2;
for (int idx = 0; idx < sliceCount; ++idx, ++processIndex) {
while (!_processList[processIndex]._yDiff2)
++processIndex;
int sliceXs = _processList[processIndex]._xp;
_processList[processIndex].process();
do {
++processIndex;
} while (!_processList[processIndex]._yDiff2);
int sliceXe = _processList[processIndex]._xp;
_processList[processIndex].process();
sliceSet.items.push_back(LineSlice(sliceXs, sliceXe));
}
uniteLine(yp, sliceSet);
}
/*--------------------------------------------------------------------------*/
void WRField18::load(byte *data) {
_pt1.x = READ_LE_UINT16(data);
_pt1.y = READ_LE_UINT16(data + 2);
_pt2.x = READ_LE_UINT16(data + 4);
_pt2.y = READ_LE_UINT16(data + 6);
_v = READ_LE_UINT16(data + 8);
}
/*--------------------------------------------------------------------------*/
void WalkRegions::clear() {
_regionList.clear();
_field18.clear();
_idxList.clear();
_idxList2.clear();
}
void WalkRegions::load(int sceneNum) {
clear();
_resNum = sceneNum;
byte *regionData = _vm->_dataManager->getResource(RES_WALKRGNS, sceneNum, 1, true);
if (!regionData)
// No data, so return
return;
byte *dataP;
int dataSize;
// Load the field 18 list
dataP = _vm->_dataManager->getResource(RES_WALKRGNS, sceneNum, 2);
dataSize = _vm->_memoryManager.getSize(dataP);
assert(dataSize % 10 == 0);
byte *p = dataP;
for (int idx = 0; idx < (dataSize / 10); ++idx, p += 10) {
WRField18 rec;
rec.load(p);
_field18.push_back(rec);
}
DEALLOCATE(dataP);
// Load the idx list
dataP = _vm->_dataManager->getResource(RES_WALKRGNS, sceneNum, 3);
dataSize = _vm->_memoryManager.getSize(dataP);
assert(dataSize % 2 == 0);
p = dataP;
for (int idx = 0; idx < (dataSize / 2); ++idx, p += 2)
_idxList.push_back(READ_LE_UINT16(p));
DEALLOCATE(dataP);
// Load the secondary idx list
dataP = _vm->_dataManager->getResource(RES_WALKRGNS, sceneNum, 4);
dataSize = _vm->_memoryManager.getSize(dataP);
assert(dataSize % 2 == 0);
p = dataP;
for (int idx = 0; idx < (dataSize / 2); ++idx, p += 2)
_idxList2.push_back(READ_LE_UINT16(p));
DEALLOCATE(dataP);
// Handle the loading of the actual regions themselves
dataP = _vm->_dataManager->getResource(RES_WALKRGNS, sceneNum, 5);
byte *pWalkRegion = regionData + 16;
byte *srcP = dataP;
for (; (int16)READ_LE_UINT16(pWalkRegion) != -20000; pWalkRegion += 16) {
WalkRegion wr;
// Set the Walk region specific fields
wr._pt.x = (int16)READ_LE_UINT16(pWalkRegion);
wr._pt.y = (int16)READ_LE_UINT16(pWalkRegion + 2);
wr._idxListIndex = READ_LE_UINT32(pWalkRegion + 4);
wr._idxList2Index = READ_LE_UINT32(pWalkRegion + 8);
// Region in the region data
int size = READ_LE_UINT16(srcP);
srcP += 2;
wr.loadRegion(srcP, size);
srcP += size * 4;
_regionList.push_back(wr);
}
DEALLOCATE(dataP);
DEALLOCATE(regionData);
}
/**
* Returns the index of the walk region that contains the given point
* @param pt Point to locate
* @param indexList List of region indexes that should be ignored
*/
int WalkRegions::indexOf(const Common::Point &pt, List<int> *indexList) {
for (uint idx = 0; idx < _regionList.size(); ++idx) {
if ((!indexList || !indexList->contains(idx + 1)) && _regionList[idx].contains(pt))
return idx + 1;
}
return -1;
}
/*--------------------------------------------------------------------------*/
void ScenePriorities::load(int resNum) {
_resNum = resNum;
clear();
byte *regionData = _vm->_dataManager->getResource(RES_PRIORITY, resNum, 9999, true);
if (regionData) {
int regionCount = READ_LE_UINT16(regionData);
for (int regionCtr = 0; regionCtr < regionCount; ++regionCtr) {
int rlbNum = READ_LE_UINT16(regionData + regionCtr * 6 + 2);
push_back(Region(resNum, rlbNum, RES_PRIORITY));
}
DEALLOCATE(regionData);
}
}
Region *ScenePriorities::find(int priority) {
// If no priority regions are loaded, then return the placeholder region
if (empty())
return &_defaultPriorityRegion;
if (priority > 255)
priority = 255;
// Loop through the regions to find the closest for the givne priority level
int minRegionId = 9998;
Region *region = NULL;
for (ScenePriorities::iterator i = begin(); i != end(); ++i) {
Region *r = &(*i);
int regionId = r->_regionId;
if ((regionId > priority) && (regionId < minRegionId)) {
minRegionId = regionId;
region = r;
}
}
assert(region);
return region;
}
/*--------------------------------------------------------------------------*/
GameHandler::GameHandler(): EventHandler() {
_nextWaitCtr = 1;
_waitCtr.setCtr(1);
_field14 = 10;
}
GameHandler::~GameHandler() {
if (_globals)
_globals->_game.removeHandler(this);
}
void GameHandler::execute() {
if (_waitCtr.decCtr() == 0) {
_waitCtr.setCtr(_nextWaitCtr);
dispatch();
}
}
void GameHandler::synchronise(Serialiser &s) {
_lockCtr.synchronise(s);
_waitCtr.synchronise(s);
s.syncAsSint16LE(_nextWaitCtr);
s.syncAsSint16LE(_field14);
}
/*--------------------------------------------------------------------------*/
SceneHandler::SceneHandler() {
_saveGameSlot = -1;
_loadGameSlot = -1;
}
void SceneHandler::registerHandler() {
postInit();
_globals->_game.addHandler(this);
}
void SceneHandler::postInit(SceneObjectList *OwnerList) {
_delayTicks = 2;
_globals->_scenePalette.loadPalette(0);
_globals->_scenePalette.refresh();
// TODO: Bunch of other scene related setup goes here
_globals->_soundManager.postInit();
// Set some default flags and cursor
_globals->setFlag(12);
_globals->setFlag(34);
_globals->_events.setCursor(CURSOR_WALK);
// Set the screen to scroll in response to the player moving off-screen
_globals->_scrollFollower = &_globals->_player;
// Set the object's that will be in the player's inventory by default
_globals->_inventory._stunner._sceneNumber = 1;
_globals->_inventory._scanner._sceneNumber = 1;
_globals->_inventory._ring._sceneNumber = 1;
// Currently hardcoded for first game room. Should be scene 1000 for title screen
_globals->_sceneManager.setNewScene(30);
}
void SceneHandler::process(Event &event) {
// Main keypress handler
if ((event.eventType == EVENT_KEYPRESS) && !event.handled) {
switch (event.kbd.keycode) {
case Common::KEYCODE_F1:
// F1 - Help
_globals->_events.setCursor(CURSOR_ARROW);
MessageDialog::show(HELP_MSG, OK_BTN_STRING);
break;
case Common::KEYCODE_F2: {
// F2 - Sound Options
ConfigDialog *dlg = new ConfigDialog();
dlg->runModal();
delete dlg;
_globals->_events.setCursorFromFlag();
break;
}
case Common::KEYCODE_F3:
// F3 - Quit
_globals->_game.quitGame();
event.handled = false;
break;
case Common::KEYCODE_F4:
// F4 - Restart
_globals->_game.restartGame();
_globals->_events.setCursorFromFlag();
break;
case Common::KEYCODE_F7:
// F7 - Restore
_globals->_game.restoreGame();
_globals->_events.setCursorFromFlag();
break;
case Common::KEYCODE_F10:
// F10 - Pause
GfxDialog::setPalette();
MessageDialog::show(GAME_PAUSED_MSG, OK_BTN_STRING);
_globals->_events.setCursorFromFlag();
break;
default:
break;
}
_globals->_events.setCursorFromFlag();
}
// Check for displaying right-click dialog
if ((event.eventType == EVENT_BUTTON_DOWN) && (event.btnState == BTNSHIFT_RIGHT) &&
_globals->_player._uiEnabled) {
RightClickDialog *dlg = new RightClickDialog();
dlg->execute();
delete dlg;
event.handled = true;
return;
}
// If there is an active scene, pass the event to it
if (_globals->_sceneManager._scene)
_globals->_sceneManager._scene->process(event);
// Separate check for F5 - Save key
if (!event.handled) {
if ((event.eventType == EVENT_KEYPRESS) && (event.kbd.keycode == Common::KEYCODE_F5)) {
// F5 - Save
_globals->_game.saveGame();
event.handled = true;
_globals->_events.setCursorFromFlag();
}
// Check for debugger
if ((event.eventType == EVENT_KEYPRESS) && (event.kbd.keycode == Common::KEYCODE_d) &&
(event.kbd.flags & KBD_CTRL)) {
// Attach to the debugger
_vm->_debugger->attach();
_vm->_debugger->onFrame();
}
// Mouse press handling
if (_globals->_player._uiEnabled && (event.eventType == EVENT_BUTTON_DOWN) &&
!_globals->_sceneItems.empty()) {
// Scan the item list to find one the mouse is within
List<SceneItem *>::iterator i = _globals->_sceneItems.begin();
while ((i != _globals->_sceneItems.end()) && !(*i)->contains(event.mousePos))
++i;
if (i != _globals->_sceneItems.end()) {
// Pass the action to the item
(*i)->doAction(_globals->_events.getCursor());
event.handled = _globals->_events.getCursor() != CURSOR_WALK;
if (!_globals->_player._uiEnabled && !_globals->_player._canWalk &&
(_globals->_events.getCursor() != CURSOR_LOOK)) {
_globals->_events.setCursor(CURSOR_WALK);
} else if (_globals->_player._canWalk && (_globals->_events.getCursor() != CURSOR_LOOK)) {
_globals->_events.setCursor(CURSOR_WALK);
} else if (_globals->_player._uiEnabled && (_globals->_events.getCursor() != CURSOR_LOOK)) {
_globals->_events.setCursor(CURSOR_USE);
}
}
// Handle player processing
_globals->_player.process(event);
}
}
}
void SceneHandler::dispatch() {
// Handle game saving and loading
if (_saveGameSlot != -1) {
int saveSlot = _saveGameSlot;
_saveGameSlot = -1;
if (_saver->save(saveSlot, _saveName) != Common::kNoError)
GUIErrorMessage(SAVE_ERROR_MSG);
}
if (_loadGameSlot != -1) {
int loadSlot = _loadGameSlot;
_loadGameSlot = -1;
_saver->restore(loadSlot);
_globals->_events.setCursorFromFlag();
}
_globals->_soundManager.dispatch();
_globals->_scenePalette.signalListeners();
// Dispatch to any objects registered in the scene
_globals->_sceneObjects->recurse(SceneHandler::handleListener);
// If a scene is active, then dispatch to it
if (_globals->_sceneManager._scene)
_globals->_sceneManager._scene->dispatch();
//TODO: Figure out purpose of the given list
//_globals->_regions.forEach(SceneHandler::handleListener);
Event event;
while (_globals->_events.getEvent(event))
process(event);
_globals->_sceneManager.checkScene();
_globals->_sceneObjects->draw();
_vm->_debugger->onFrame();
// Delay between frames
_globals->_events.delay(_delayTicks);
}
void SceneHandler::handleListener(EventHandler *obj) {
obj->dispatch();
}
void SceneHandler::saveListener(Serialiser &ser) {
warning("TODO: SceneHandler::saveListener");
}
/*--------------------------------------------------------------------------*/
void Game::execute() {
// Main game loop
bool activeFlag = false;
do {
// Process all currently atcive game handlers
activeFlag = false;
for (List<GameHandler *>::iterator i = _handlers.begin(); i != _handlers.end(); ++i) {
GameHandler *gh = *i;
if (gh->_lockCtr.getCtr() == 0) {
gh->execute();
activeFlag = true;
}
}
} while (activeFlag && !_vm->getEventManager()->shouldQuit());
}
void Game::restartGame() {
if (MessageDialog::show(RESTART_MSG, CANCEL_BTN_STRING, RESTART_BTN_STRING) == 1)
_globals->_game.restart();
}
void Game::saveGame() {
if (_globals->getFlag(50))
MessageDialog::show(SAVING_NOT_ALLOWED_MSG, OK_BTN_STRING);
else {
// Show the save dialog
handleSaveLoad(true, _globals->_sceneHandler._saveGameSlot, _globals->_sceneHandler._saveName);
}
}
void Game::restoreGame() {
if (_globals->getFlag(50))
MessageDialog::show(RESTORING_NOT_ALLOWED_MSG, OK_BTN_STRING);
else {
// Show the load dialog
handleSaveLoad(false, _globals->_sceneHandler._loadGameSlot, _globals->_sceneHandler._saveName);
}
}
void Game::quitGame() {
if (MessageDialog::show(QUIT_CONFIRM_MSG, CANCEL_BTN_STRING, QUIT_BTN_STRING) == 1)
_vm->quitGame();
}
void Game::handleSaveLoad(bool saveFlag, int &saveSlot, Common::String &saveName) {
const EnginePlugin *plugin = 0;
EngineMan.findGame(_vm->getGameId(), &plugin);
GUI::SaveLoadChooser *dialog;
if (saveFlag)
dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"));
else
dialog = new GUI::SaveLoadChooser(_("Load game:"), _("Load"));
dialog->setSaveMode(saveFlag);
saveSlot = dialog->runModalWithPluginAndTarget(plugin, ConfMan.getActiveDomainName());
saveName = dialog->getResultString();
delete dialog;
}
void Game::restart() {
_globals->_scenePalette.clearListeners();
_globals->_soundHandler.proc3();
// Reset the flags
_globals->reset();
_globals->setFlag(34);
// Clear save/load slots
_globals->_sceneHandler._saveGameSlot = -1;
_globals->_sceneHandler._loadGameSlot = -1;
_globals->_stripNum = 0;
_globals->_events.setCursor(CURSOR_WALK);
// Reset item properties
_globals->_inventory._stunner._sceneNumber = 1;
_globals->_inventory._scanner._sceneNumber = 1;
_globals->_inventory._stasisBox._sceneNumber = 5200;
_globals->_inventory._infoDisk._sceneNumber = 40;
_globals->_inventory._stasisNegator._sceneNumber = 0;
_globals->_inventory._keyDevice._sceneNumber = 0;
_globals->_inventory._medkit._sceneNumber = 2280;
_globals->_inventory._ladder._sceneNumber = 4100;
_globals->_inventory._rope._sceneNumber = 4150;
_globals->_inventory._key._sceneNumber = 7700;
_globals->_inventory._translator._sceneNumber = 2150;
_globals->_inventory._paper._sceneNumber = 7700;
_globals->_inventory._waldos._sceneNumber = 0;
_globals->_inventory._ring._sceneNumber = 1;
_globals->_inventory._stasisBox2._sceneNumber = 8100;
_globals->_inventory._cloak._sceneNumber = 9850;
_globals->_inventory._tunic._sceneNumber = 9450;
_globals->_inventory._candle._sceneNumber = 9500;
_globals->_inventory._straw._sceneNumber = 9400;
_globals->_inventory._scimitar._sceneNumber = 9850;
_globals->_inventory._sword._sceneNumber = 9850;
_globals->_inventory._helmet._sceneNumber = 9500;
_globals->_inventory._items._sceneNumber = 4300;
_globals->_inventory._concentrator._sceneNumber = 4300;
_globals->_inventory._nullifier._sceneNumber = 4300;
_globals->_inventory._peg._sceneNumber = 4045;
_globals->_inventory._vial._sceneNumber = 5100;
_globals->_inventory._jacket._sceneNumber = 9850;
_globals->_inventory._tunic2._sceneNumber = 9850;
_globals->_inventory._bone._sceneNumber = 5300;
_globals->_inventory._jar._sceneNumber = 7700;
_globals->_inventory._emptyJar._sceneNumber = 7700;
// Change to the first game scene
_globals->_sceneManager.changeScene(30);
}
void Game::endGame(int resNum, int lineNum) {
_globals->_events.setCursor(CURSOR_WALK);
Common::String msg = _vm->_dataManager->getMessage(resNum, lineNum);
bool savesExist = _saver->savegamesExist();
if (!savesExist) {
// No savegames exist, so prompt the user to restart or quit
if (MessageDialog::show(msg, QUIT_BTN_STRING, RESTART_BTN_STRING) == 0)
_vm->quitGame();
else
restart();
} else {
// Savegames exist, so prompt for Restore/Restart
bool breakFlag;
do {
if (MessageDialog::show(msg, RESTART_BTN_STRING, RESTORE_BTN_STRING) == 0) {
breakFlag = true;
} else {
handleSaveLoad(false, _globals->_sceneHandler._loadGameSlot, _globals->_sceneHandler._saveName);
breakFlag = _globals->_sceneHandler._loadGameSlot > 0;
}
} while (!breakFlag);
}
_globals->_events.setCursorFromFlag();
}
} // End of namespace tSage