scummvm/queen/logic.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "queen/logic.h"
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#include "queen/defs.h"
#include "queen/graphics.h"
#include "queen/walk.h"
#include "common/str.h"
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namespace Queen {
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Logic::Logic(Resource *resource, Graphics *graphics)
: _resource(resource), _graphics(graphics), _talkSpeed(DEFAULT_TALK_SPEED) {
_jas = _resource->loadFile("QUEEN.JAS", 20);
_joe.x = _joe.y = 0;
_walk = new Walk(this, _graphics);
memset(_gameState, 0, sizeof(_gameState));
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initialise();
}
Logic::~Logic() {
delete[] _jas;
delete _walk;
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//free(_graphicData);
}
void Logic::initialise() {
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int16 i, j;
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uint8 *ptr = _jas;
//_display->loadFont();
_numRooms = READ_BE_UINT16(ptr); ptr += 2;
_numNames = READ_BE_UINT16(ptr); ptr += 2;
_numObjects = READ_BE_UINT16(ptr); ptr += 2;
_numDescriptions = READ_BE_UINT16(ptr); ptr += 2;
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// Object data
_objectData = new ObjectData[_numObjects + 1];
memset(&_objectData[0], 0, sizeof(ObjectData));
for (i = 1; i <= _numObjects; i++) {
_objectData[i].readFrom(ptr);
}
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// Room data
_roomData = new uint16[_numRooms + 2];
_roomData[0] = 0;
for (i = 1; i <= (_numRooms + 1); i++) {
_roomData[i] = READ_BE_UINT16(ptr); ptr += 2;
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}
_roomData[_numRooms + 1] = _numObjects;
// SFX Name
// the following table isn't available in demo version
if (_resource->isDemo()) {
_sfxName = NULL;
}
else {
_sfxName = new uint16[_numRooms + 1];
_sfxName[0] = 0;
for (i = 1; i <= _numRooms; i++) {
_sfxName[i] = READ_BE_UINT16(ptr); ptr += 2;
}
}
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// Item information
_numItems = READ_BE_UINT16(ptr); ptr += 2;
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_itemData = new ItemData[_numItems + 1];
memset(&_itemData[0], 0, sizeof(ItemData));
for (i = 1; i <= _numItems; i++) {
_itemData[i].readFrom(ptr);
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}
// Graphic Image Data
_numGraphics = READ_BE_UINT16(ptr); ptr += 2;
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_graphicData = new GraphicData[_numGraphics + 1];
memset(&_graphicData[0], 0, sizeof(GraphicData));
for (i = 1; i <= _numGraphics; i++) {
_graphicData[i].readFrom(ptr);
}
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_objMax = new int16[_numRooms + 1];
_areaMax = new int16[_numRooms + 1];
_area = new Area[_numRooms + 1][MAX_AREAS_NUMBER];
_objMax[0] = 0;
_areaMax[0] = 0;
memset(&_area[0], 0, sizeof(Area) * MAX_AREAS_NUMBER);
for (i = 1; i <= _numRooms; i++) {
_objMax[i] = (int16)READ_BE_UINT16(ptr); ptr += 2;
_areaMax[i] = (int16)READ_BE_UINT16(ptr); ptr += 2;
memset(&_area[i][0], 0, sizeof(Area));
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for (j = 1; j <= _areaMax[i]; j++) {
assert(j < MAX_AREAS_NUMBER);
_area[i][j].readFrom(ptr);
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}
}
_objectBox = new Box[_numObjects + 1];
memset(&_objectBox[0], 0, sizeof(Box));
for (i = 1; i <= _numObjects; i++) {
_objectBox[i].readFrom(ptr);
}
// Walk OFF Data
_numWalkOffs = READ_BE_UINT16(ptr); ptr += 2;
_walkOffData = new WalkOffData[_numWalkOffs + 1];
memset(&_walkOffData[0], 0, sizeof(WalkOffData));
for (i = 1; i <= _numWalkOffs; i++) {
_walkOffData[i].readFrom(ptr);
}
// Special Object Descriptions
_numObjDesc = READ_BE_UINT16(ptr); ptr += 2;
_objectDescription = new ObjectDescription[_numObjDesc + 1];
memset(&_objectDescription[0], 0, sizeof(ObjectDescription));
for (i = 1; i <= _numObjDesc; i++) {
_objectDescription[i].readFrom(ptr);
}
// Command List Data
_numCmdList = READ_BE_UINT16(ptr); ptr += 2;
_cmdList = new CmdListData[_numCmdList + 1];
memset(&_cmdList[0], 0, sizeof(CmdListData));
for (i = 1; i <= _numCmdList; i++) {
_cmdList[i].readFrom(ptr);
}
// Command AREA
_numCmdArea = READ_BE_UINT16(ptr); ptr += 2;
_cmdArea = new CmdArea[_numCmdArea + 1];
memset(&_cmdArea[0], 0, sizeof(CmdArea));
for (i = 1; i <= _numCmdArea; i++) {
_cmdArea[i].readFrom(ptr);
}
// Command OBJECT
_numCmdObject = READ_BE_UINT16(ptr); ptr += 2;
_cmdObject = new CmdObject[_numCmdObject + 1];
memset(&_cmdObject[0], 0, sizeof(CmdObject));
for (i = 1; i <= _numCmdObject; i++) {
_cmdObject[i].readFrom(ptr);
}
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// Command INVENTORY
_numCmdInventory = READ_BE_UINT16(ptr); ptr += 2;
_cmdInventory = new CmdInventory[_numCmdInventory + 1];
memset(&_cmdInventory[0], 0, sizeof(CmdInventory));
for (i = 1; i <= _numCmdInventory; i++) {
_cmdInventory[i].readFrom(ptr);
}
// Command GAMESTATE
_numCmdGameState = READ_BE_UINT16(ptr); ptr += 2;
_cmdGameState = new CmdGameState[_numCmdGameState + 1];
memset(&_cmdGameState[0], 0, sizeof(CmdGameState));
for (i = 1; i <= _numCmdGameState; i++) {
_cmdGameState[i].readFrom(ptr);
}
_entryObj = READ_BE_UINT16(ptr); ptr += 2;
// Furniture DATA
_numFurniture = READ_BE_UINT16(ptr); ptr += 2;
_furnitureData = new FurnitureData[_numFurniture + 1];
memset(&_furnitureData[0], 0, sizeof(_furnitureData));
for (i = 1; i <= _numFurniture; i++) {
_furnitureData[i].readFrom(ptr);
}
// Actors
_numActors = READ_BE_UINT16(ptr); ptr += 2;
_numAAnim = READ_BE_UINT16(ptr); ptr += 2;
_numAName = READ_BE_UINT16(ptr); ptr += 2;
_numAFile = READ_BE_UINT16(ptr); ptr += 2;
_actorData = new ActorData[_numActors + 1];
memset(&_actorData[0], 0, sizeof(ActorData));
for (i = 1; i <= _numActors; i++) {
_actorData[i].readFrom(ptr);
}
_numGraphicAnim = READ_BE_UINT16(ptr); ptr += 2;
_graphicAnim = new GraphicAnim[_numGraphicAnim + 1];
memset(&_graphicAnim[0], 0, sizeof(GraphicAnim));
for (i = 1; i <= _numGraphicAnim; i++) {
_graphicAnim[i].readFrom(ptr);
}
_currentRoom = _objectData[_entryObj].room;
_entryObj = 0;
if(memcmp(ptr, _resource->JASVersion(), 5) != 0) {
warning("Unexpected queen.jas file format");
}
/*
switch (_resource->getLanguage()) {
case ENGLISH:
_keyLanguage = _keyCommands[KEYS_ENGLISH];
break;
case GERMAN:
_keyLanguage = _keyCommands[KEYS_GERMAN];
break;
case FRENCH:
_keyLanguage = _keyCommands[KEYS_FRENCH];
break;
case ITALIAN:
_keyLanguage = _keyCommands[KEYS_ITALIAN];
break;
default:
_keyLanguage = _keyCommands[KEYS_ENGLISH];
break;
}
*/
_objDescription = new char*[_numDescriptions + 1];
_objDescription[0] = 0;
for (i = 1; i <= _numDescriptions; i++)
_objDescription[i] = _resource->getJAS2Line();
//Patch for German text bug
if (_resource->getLanguage() == GERMAN) {
char *txt = new char[48];
strcpy(txt, "Es bringt nicht viel, das festzubinden.");
_objDescription[296] = txt;
}
_objName = new char*[_numNames + 1];
_objName[0] = 0;
for (i = 1; i <= _numNames; i++)
_objName[i] = _resource->getJAS2Line();
_roomName = new char*[_numRooms + 1];
_roomName[0] = 0;
for (i = 1; i <= _numRooms; i++)
_roomName[i] = _resource->getJAS2Line();
_verbName[0] = 0;
for (i = 1; i <= 12; i++)
_verbName[i] = _resource->getJAS2Line();
_joeResponse[0] = 0;
for (i = 1; i <= JOE_RESPONSE_MAX; i++)
_joeResponse[i] = _resource->getJAS2Line();
_aAnim = new char*[_numAAnim + 1];
_aAnim[0] = 0;
for (i = 1; i <= _numAAnim; i++)
_aAnim[i] = _resource->getJAS2Line();
_aName = new char*[_numAName + 1];
_aName[0] = 0;
for (i = 1; i <= _numAName; i++)
_aName[i] = _resource->getJAS2Line();
_aFile = new char*[_numAFile + 1];
_aFile[0] = 0;
for (i = 1; i <= _numAFile; i++)
_aFile[i] = _resource->getJAS2Line();
_textToggle = true;
if (_resource->isFloppy())
_speechToggle = false;
else
_speechToggle = true;
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_graphics->panelLoad();
_graphics->bobSetupControl();
joeSetup();
zoneSetupPanel();
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memset(_zones, 0, sizeof(_zones));
_oldRoom = 0;
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}
uint16 Logic::currentRoom() {
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return _currentRoom;
}
void Logic::currentRoom(uint16 room) {
_currentRoom = room;
}
void Logic::oldRoom(uint16 room) {
_oldRoom = room;
}
ObjectData* Logic::objectData(int index) {
return &_objectData[index];
}
uint16 Logic::roomData(int room) {
return _roomData[room];
}
uint16 Logic::objMax(int room) {
return _objMax[room];
}
Area *Logic::area(int room, int num) {
return &_area[room][num];
}
Area *Logic::currentRoomArea(int num) {
return &_area[_currentRoom][num];
}
uint16 Logic::areaMax(int room) {
return _areaMax[room];
}
uint16 Logic::currentRoomAreaMax() {
return _areaMax[_currentRoom];
}
uint16 Logic::walkOffCount() {
return _numWalkOffs;
}
WalkOffData *Logic::walkOffData(int index) {
return &_walkOffData[index];
}
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GraphicData *Logic::graphicData(int index) {
return &_graphicData[index];
}
uint16 Logic::findBob(uint16 obj) {
uint16 i;
uint16 bobnum = 0;
uint16 bobtype = 0; // 1 for animated, 0 for static
if (obj > _numObjects)
error("Object index (%i) > _numObjects (%i)", obj, _numObjects);
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uint16 room = _objectData[obj].room;
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if (room >= _numRooms) {
warning("room (%i) > _numRooms (%i)", room, _numRooms);
}
int16 img = _objectData[obj].image;
if(img != 0) {
if(img == -3 || img == -4) {
// a person object
for(i = _roomData[room] + 1; i <= obj; ++i) {
img = _objectData[i].image;
if(img == -3 || img == -4) {
++bobnum;
}
}
}
else {
if(img <= -10) {
// object has been turned off, but the image order hasn't been updated
if(_graphicData[-(img + 10)].lastFrame != 0) {
bobtype = 1;
}
}
else if(img == -2) {
// -1 static, -2 animated
bobtype = 1;
}
else if(img > 0) {
if(_graphicData[img].lastFrame != 0) {
bobtype = 1;
}
}
uint16 idxAnimated = 0;
uint16 idxStatic = 0;
for(i = _roomData[room] + 1; i <= obj; ++i) {
img = _objectData[i].image;
if(img <= -10) {
if(_graphicData[-(img + 10)].lastFrame != 0) {
++idxAnimated;
}
else {
++idxStatic;
}
}
else if(img > 0) {
if(img > 5000) {
img -= 5000;
}
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if (img >= _numGraphics)
warning("img (%i) >= _numGraphics (%i)", img, _numGraphics);
if(_graphicData[img].lastFrame != 0) {
++idxAnimated;
}
else {
++idxStatic;
}
}
else if(img == -1) {
++idxStatic;
}
else if(img == -2) {
++idxAnimated;
}
}
if(bobtype == 0) {
// static bob
if(idxStatic > 0) {
bobnum = 19 + _numFurnitureStatic + idxStatic;
}
}
else {
// animated bob
if(idxAnimated > 0) {
bobnum = 4 + _numFurnitureAnimated + idxAnimated;
}
}
}
}
return bobnum;
}
uint16 Logic::findFrame(uint16 obj) {
uint16 i;
uint16 framenum = 0;
uint16 room = _objectData[obj].room;
int16 img = _objectData[obj].image;
if(img == -3 || img == -4) {
uint16 bobnum = 0;
for(i = _roomData[room] + 1; i <= obj; ++i) {
img = _objectData[i].image;
if(img == -3 || img == -4) {
++bobnum;
}
}
if(bobnum <= 3) {
framenum = 29 + FRAMES_JOE_XTRA + bobnum;
}
}
else {
uint16 idx = 0;
for(i = _roomData[room] + 1; i < obj; ++i) {
img = _objectData[i].image;
if(img <= -10) {
GraphicData* pgd = &_graphicData[-(img + 10)];
if(pgd->lastFrame != 0) {
// skip all the frames of the animation
idx += ABS(pgd->lastFrame) - pgd->firstFrame + 1;
}
else {
// static bob, skip one frame
++idx;
}
}
else if(img == -1) {
++idx;
}
else if(img > 0) {
if(img > 5000) {
img -= 5000;
}
GraphicData* pgd = &_graphicData[img];
uint16 lastFrame = ABS(pgd->lastFrame);
if(pgd->firstFrame < 0) {
idx += lastFrame;
}
else if(lastFrame != 0) {
idx += (lastFrame - pgd->firstFrame) + 1;
}
else {
++idx;
}
}
}
img = _objectData[obj].image;
if(img <= -10) {
GraphicData* pgd = &_graphicData[-(img + 10)];
if(pgd->lastFrame != 0) {
idx += ABS(pgd->lastFrame) - pgd->firstFrame + 1;
}
else {
++idx;
}
}
else if(img == -1 || img > 0) {
++idx;
}
// calculate only if there are person frames
if(idx > 0) {
framenum = 36 + FRAMES_JOE_XTRA + _numFurnitureStatic + _numFurnitureAnimatedLen + idx;
}
}
return framenum;
}
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uint16 Logic::objectForPerson(uint16 bobNum) {
uint16 bobcur = 0;
// first object number in the room
uint16 cur = _roomData[_currentRoom] + 1;
// last object number in the room
uint16 last = _roomData[_currentRoom + 1];
while (cur <= last) {
int16 image = _objectData[cur].image;
if (image == -3 || image == -4) {
// the object is a bob
++bobcur;
}
if (bobcur == bobNum) {
return cur;
}
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++cur;
}
return 0;
}
WalkOffData *Logic::walkOffPointForObject(uint16 obj) {
uint16 i;
for (i = 1; i <= _numWalkOffs; ++i) {
if (_walkOffData[i].entryObj == obj) {
return &_walkOffData[i];
}
}
return NULL;
}
void Logic::joeFacing(uint16 dir) {
_joe.facing = dir;
}
void Logic::joeX(uint16 x) {
_joe.x = x;
}
void Logic::joeY(uint16 y) {
_joe.y = y;
}
void Logic::joeWalk(uint16 walking) {
_joe.walk = walking;
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}
void Logic::joeScale(uint16 scale) {
_joe.scale = scale;
}
void Logic::joePrevFacing(uint16 dir) {
_joe.prevFacing = dir;
}
int16 Logic::gameState(int index) {
if (index >= 0 && index < GAME_STATE_COUNT)
return _gameState[index];
else
error("[QueenLogic::gameState] invalid index: %i", index);
}
void Logic::gameState(int index, int16 newValue) {
if (index >= 0 && index < GAME_STATE_COUNT)
_gameState[index] = newValue;
else
error("[QueenLogic::gameState] invalid index: %i", index);
}
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void Logic::zoneSet(uint16 screen, uint16 zone, uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
ZoneSlot *pzs = &_zones[screen][zone];
pzs->valid = true;
pzs->box.x1 = x1;
pzs->box.y1 = y1;
pzs->box.x2 = x2;
pzs->box.y2 = y2;
}
void Logic::zoneSet(uint16 screen, uint16 zone, const Box& box) {
debug(9, "Logic::zoneSet(%d, %d, (%d,%d), (%d,%d))", screen, zone, box.x1, box.y1, box.x2, box.y2);
ZoneSlot *pzs = &_zones[screen][zone];
pzs->valid = true;
pzs->box = box;
}
uint16 Logic::zoneIn(uint16 screen, uint16 x, uint16 y) {
int i;
if (screen == ZONE_PANEL) {
y -= ROOM_ZONE_HEIGHT;
}
for(i = 1; i < MAX_ZONES_NUMBER; ++i) {
ZoneSlot *pzs = &_zones[screen][i];
if (pzs->valid && pzs->box.contains(x, y)) {
return i;
}
}
return 0;
}
uint16 Logic::zoneInArea(uint16 screen, uint16 x, uint16 y) {
uint16 zone = zoneIn(screen, x, y);
if (zone <= _objMax[_currentRoom]) {
zone = 0;
}
else {
zone -= _objMax[_currentRoom];
}
return zone;
}
void Logic::zoneClearAll(uint16 screen) {
int i;
for(i = 1; i < MAX_ZONES_NUMBER; ++i) {
_zones[screen][i].valid = false;
}
}
void Logic::zoneSetup() {
zoneClearAll(ZONE_ROOM);
int i;
int zoneNum;
// setup objects zones
uint16 maxObjRoom = _objMax[_currentRoom];
uint16 objRoomNum = _roomData[_currentRoom];
zoneNum = 1;
for (i = objRoomNum + 1; i <= objRoomNum + maxObjRoom; ++i) {
if (_objectData[i].name != 0) {
zoneSet(ZONE_ROOM, zoneNum, _objectBox[i]);
}
++zoneNum;
}
// setup room zones (areas)
uint16 maxAreaRoom = _areaMax[_currentRoom];
for (zoneNum = 1; zoneNum <= maxAreaRoom; ++zoneNum) {
zoneSet(ZONE_ROOM, maxObjRoom + zoneNum, _area[_currentRoom][zoneNum].box);
_graphics->boxDraw(_area[_currentRoom][zoneNum].box, 18);
}
}
void Logic::zoneSetupPanel() {
int i;
// verbs
for (i = 0; i <= 7; ++i) {
int x = i * 20;
zoneSet(ZONE_PANEL, i + 1, x, 10, x + 19, 49);
}
// inventory scrolls
zoneSet(ZONE_PANEL, PANEL_AREA_INV_UP, 160, 10, 179, 29);
zoneSet(ZONE_PANEL, PANEL_AREA_INV_DOWN, 160, 30, 179, 49);
// inventory items
zoneSet(ZONE_PANEL, PANEL_AREA_INV_1, 180, 10, 213, 49);
zoneSet(ZONE_PANEL, PANEL_AREA_INV_2, 214, 10, 249, 49);
zoneSet(ZONE_PANEL, PANEL_AREA_INV_3, 250, 10, 284, 49);
zoneSet(ZONE_PANEL, PANEL_AREA_INV_4, 285, 10, 320, 49);
}
void Logic::roomErase() {
_graphics->frameEraseAll(false);
_graphics->bankErase(15);
_graphics->bankErase(11);
_graphics->bankErase(10);
_graphics->bankErase(12);
// TODO: TALKHEAD=0;
// TODO: _display->fadeOut();
// TODO: credits system
// invalidates all persons animations
uint16 i;
for (i = 0; i <= 3; ++i) {
_personFrames[i] = 0;
}
for (i = 1; i <= 16; ++i) {
_newAnim[i][0] = 0;
}
uint16 cur = _roomData[_oldRoom] + 1;
uint16 last = _roomData[_oldRoom + 1];
while (cur <= last) {
ObjectData *pod = &_objectData[cur];
if (pod->name == 0) {
// object has been deleted, invalidate image
pod->image = 0;
}
else if (pod->image > -4000 && pod->image <= -10) {
if (_graphicData[ABS(pod->image + 10)].lastFrame == 0) {
// static Bob
pod->image = -1;
}
else {
// animated Bob
pod->image = -2;
}
}
++cur;
}
}
void Logic::roomSetupFurniture() {
_numFurnitureStatic = 0;
_numFurnitureAnimated = 0;
_numFurnitureAnimatedLen = 0;
uint16 curImage = 36 + FRAMES_JOE_XTRA;
// count the furniture and update gameState
uint16 furnitureTotal = 0;
uint16 i;
for (i = 1; i <= _numFurniture; ++i) {
if (_furnitureData[i].room == _currentRoom) {
++furnitureTotal;
_gameState[furnitureTotal] = _furnitureData[i].gameStateValue;
}
}
if (furnitureTotal == 0) {
return;
}
// unpack the furniture from the bank 15
// there are 3 kinds :
// - static (bobs), gamestate range = ]0;5000]
// - animated (bobs), gamestate range = ]0;5000]
// - static (paste downs), gamestate range = [5000; [
// unpack the static bobs
for (i = 1; i <= furnitureTotal; ++i) {
int16 obj = _gameState[i];
if (obj > 0 && obj <= 5000) {
GraphicData *pgd = &_graphicData[obj];
if (pgd->lastFrame == 0) {
++_numFurnitureStatic;
++curImage;
_graphics->bankUnpack(pgd->firstFrame, curImage, 15);
++_numFrames;
BobSlot *pbs = _graphics->bob(19 + _numFurnitureStatic);
pbs->active = true;
pbs->x = pgd->x;
pbs->y = pgd->y;
pbs->frameNum = curImage;
}
}
}
// unpack the animated bobs
uint16 curBob = 0;
for (i = 1; i <= furnitureTotal; ++i) {
int16 obj = _gameState[i];
if (obj > 0 && obj <= 5000) {
GraphicData *pgd = &_graphicData[obj];
bool rebound = false;
int16 lastFrame = pgd->lastFrame;
if (lastFrame < 0) {
rebound = true;
lastFrame = -lastFrame;
}
if (lastFrame > 0) {
_numFurnitureAnimatedLen += lastFrame - pgd->firstFrame + 1;
++_numFurnitureAnimated;
uint16 image = curImage + 1;
int k;
for (k = pgd->firstFrame; k <= pgd->lastFrame; ++k) {
++curImage;
_graphics->bankUnpack(k, curImage, 15);
++_numFrames;
}
_graphics->bobAnimNormal(5 + curBob, image, curImage, pgd->speed / 4, rebound, false);
BobSlot *pbs = _graphics->bob(5 + curBob);
pbs->x = pgd->x;
pbs->y = pgd->y;
++curBob;
}
}
}
// unpack the paste downs
++curImage;
for (i = 1; i <= furnitureTotal; ++i) {
int16 obj = _gameState[i];
if (obj > 5000) {
obj -= 5000;
GraphicData *pgd = &_graphicData[obj];
_graphics->bankUnpack(pgd->firstFrame, curImage, 15);
_graphics->bobPaste(curImage, pgd->x, pgd->y);
// no need to increment curImage here, as bobPaste() destroys the
// unpacked frame after blitting it
}
}
}
void Logic::roomSetupObjects() {
warning("Logic::roomSetupObjects() not fully implemented");
uint16 i;
// furniture frames are reserved in ::roomSetupFurniture(), we append objects
// frames after the furniture ones.
uint16 curImage = 36 + FRAMES_JOE_XTRA + _numFurnitureStatic + _numFurnitureAnimatedLen;
uint16 firstRoomObj = _roomData[_currentRoom] + 1;
uint16 lastRoomObj = _roomData[_currentRoom + 1];
uint16 numObjectStatic = 0;
uint16 numObjectAnimated = 0;
uint16 curBob;
// invalidates all Bobs for persons (except Joe's one)
for (i = 1; i <= 3; ++i) {
_graphics->bob(i)->active = false;
}
// static/animated Bobs
for (i = firstRoomObj; i <= lastRoomObj; ++i) {
ObjectData *pod = &_objectData[i];
// setup blanks bobs for turned off objects (in case
// you turn them on again)
if (pod->image == -1) {
// static OFF Bob
curBob = 20 + _numFurnitureStatic + numObjectStatic;
++numObjectStatic;
// create a blank frame for the for the OFF object
++_numFrames;
++curImage;
}
else if(pod->image == -2) {
// animated OFF Bob
curBob = 5 + _numFurnitureAnimated + numObjectAnimated;
++numObjectAnimated;
}
else if(pod->image > 0 && pod->image < 5000) {
GraphicData *pgd = &_graphicData[pod->image];
int16 lastFrame = pgd->lastFrame;
bool rebound = false;
if (lastFrame < 0) {
lastFrame = -lastFrame;
rebound = true;
}
if (pgd->firstFrame < 0) {
// FIXME: need GRAPHIC_ANIM stuff
// see queen.c l.1251-1296
warning("Logic::roomSetupObjects() - Object number %d not handled", pod->image);
}
else if (lastFrame != 0) {
// animated objects
uint16 j;
uint16 firstFrame = curImage + 1;
for (j = pgd->firstFrame; j <= lastFrame; ++j) {
++curImage;
_graphics->bankUnpack(j, curImage, 15);
++_numFrames;
}
curBob = 5 + _numFurnitureAnimated + numObjectAnimated;
if (pod->name > 0) {
BobSlot *pbs = _graphics->bob(curBob);
pbs->active = true;
pbs->x = pgd->x;
pbs->y = pgd->y;
pbs->frameNum = firstFrame;
if (pgd->speed > 0) {
_graphics->bobAnimNormal(curBob, firstFrame, curImage, pgd->speed / 4, rebound, false);
}
}
++numObjectAnimated;
}
else {
// static objects
curBob = 20 + _numFurnitureStatic + numObjectStatic;
++curImage;
_graphics->bobClear(curBob);
// FIXME: if((COMPANEL==2) && (FULLSCREEN==1)) bobs[CURRBOB].y2=199;
_graphics->bankUnpack(pgd->firstFrame, curImage, 15);
++_numFrames;
if (pod->name > 0) {
BobSlot *pbs = _graphics->bob(curBob);
pbs->active = true;
pbs->x = pgd->x;
pbs->y = pgd->y;
pbs->frameNum = curImage;
}
++numObjectStatic;
}
}
}
// persons Bobs
for (i = firstRoomObj; i <= lastRoomObj; ++i) {
ObjectData *pod = &_objectData[i];
if (pod->image == -3 || pod->image == -4) {
debug(9, "Logic::roomSetupObjects() - Setting up person %d", i);
uint16 noun = i - _roomData[_currentRoom];
if (pod->name > 0) {
curImage = personSetup(noun, curImage);
}
else {
curImage = personAllocate(noun, curImage);
}
}
}
// paste downs list
++curImage;
_numFrames = curImage;
for (i = firstRoomObj; i <= lastRoomObj; ++i) {
int16 obj = _objectData[i].image;
if (obj > 5000) {
obj -= 5000;
GraphicData *pgd = &_graphicData[obj];
_graphics->bankUnpack(pgd->firstFrame, curImage, 15);
_graphics->bobPaste(curImage, pgd->x, pgd->y);
}
}
}
uint16 Logic::roomRefreshObject(uint16 obj) {
warning("Logic::roomRefreshObject() not fully implemented");
uint16 curImage = _numFrames;
ObjectData *pod = &_objectData[obj];
if (pod->image == 0) {
return curImage;
}
// check the object is in the current room
if (pod->room != _currentRoom) {
warning("Logic::roomRefreshObject() - Trying to display an object (%i=%s) that is not in room (object room=%i, current room=%i)",
obj, _objName[obj], pod->room, _currentRoom);
return curImage;
}
// find bob for the object
uint16 curBob = findBob(obj);
BobSlot *pbs = _graphics->bob(curBob);
if (pod->image == -3 || pod->image == -4) {
// a person object
if (pod->name < 0) {
_graphics->bobClear(curBob);
}
else {
// find person number
uint16 pNum = 1;
uint16 i = _roomData[_currentRoom] + 1;
while (i < obj) {
if (_objectData[i].image == -3 || _objectData[i].image == -4) {
++pNum;
}
++i;
}
curImage = _personFrames[pNum] - 1;
if (_personFrames[pNum] == 0) {
curImage = _numFrames;
_personFrames[pNum] = curImage;
}
curImage = personSetup(obj - _roomData[_currentRoom], curImage);
}
return curImage;
}
if (pod->name < 0 || pod->image < 0) {
// object is hidden or disabled
_graphics->bobClear(curBob);
return curImage;
}
// find frame used for object
curImage = findFrame(obj);
int image = pod->image;
if (pod->image > 5000)
image -= 5000;
GraphicData *pgd = &_graphicData[image];
bool rebound = false;
int16 lastFrame = pgd->lastFrame;
if (lastFrame < 0) {
lastFrame = -lastFrame;
rebound = true;
}
if (pgd->firstFrame) {
// FIXME: need GRAPHIC_ANIM stuff
// see queen.c l.944-981
warning("Logic::roomRefreshObject() - Object number %d not handled", obj);
}
else if (lastFrame != 0) {
// turn on an animated bob
_graphics->bankUnpack(pgd->firstFrame, 2, 15);
pbs->animating = false;
uint16 firstFrame = curImage;
--curImage;
uint16 j;
for (j = pgd->firstFrame; j <= lastFrame; ++j) {
++curImage;
_graphics->bankUnpack(j, curImage, 15);
}
pbs->active = true;
pbs->x = pgd->x;
pbs->y = pgd->y;
pbs->frameNum = firstFrame;
if (pgd->speed > 0) {
_graphics->bobAnimNormal(curBob, firstFrame, curImage, pgd->speed / 4, rebound, false);
}
}
else {
// frame 2 is used as a buffer frame to prevent BOB flickering
_graphics->bankUnpack(pgd->firstFrame, 2, 15);
_graphics->bankUnpack(pgd->firstFrame, curImage, 15);
pbs->active = true;
pbs->x = pgd->x;
pbs->y = pgd->y;
pbs->frameNum = curImage;
}
return curImage;
}
void Logic::roomSetup(const char* room, int comPanel, bool inCutaway) {
// loads background image
Common::String bdFile(room);
bdFile += ".PCX";
_graphics->backdropLoad(bdFile.c_str(), _currentRoom);
// setup graphics to enter fullscreen/panel mode
_graphics->setScreenMode(comPanel, inCutaway);
// reset sprites table (bounding box...)
_graphics->bobClearAll();
// setup any hard-coded palette effect
// TODO: graphics->check_colors(_currentRoom);
// load/setup objects associated to this room
Common::String bkFile(room);
bkFile += ".BBK";
_graphics->bankLoad(bkFile.c_str(), 15);
_numFrames = 37 + FRAMES_JOE_XTRA;
roomSetupFurniture();
roomSetupObjects();
}
void Logic::roomDisplay(const char* room, RoomDisplayMode mode, uint16 scale, int comPanel, bool inCutaway) {
debug(9, "Logic::roomDisplay(%s, %d, %d, %d, %d)", room, mode, scale, comPanel, inCutaway);
roomErase();
// TODO: _sound->loadSFX(SFXNAME[_currentRoom]);
roomSetup(room, comPanel, inCutaway);
zoneSetup();
ObjectData *pod = NULL;
if (mode != RDM_FADE_NOJOE) {
pod = joeSetupInRoom(mode != RDM_FADE_JOE_XY, scale);
}
if (mode != RDM_NOFADE_JOE) {
_graphics->update();
// TODO: _display->fadeIn();
}
if (pod != NULL) {
_walk->joeMove(0, pod->x, pod->y, inCutaway);
2003-10-09 09:09:40 +00:00
}
}
uint16 Logic::findScale(uint16 x, uint16 y) {
uint16 scale = 100;
uint16 areaNum = zoneInArea(ZONE_ROOM, x, y);
if(areaNum != 0) {
scale = _area[_currentRoom][areaNum].calcScale(y);
}
return scale;
}
void Logic::personSetData(int16 noun, const char *actorName, bool loadBank, Person *pp) {
if (noun <= 0) {
warning("Logic::personSetData() - Negative object number");
}
uint16 i;
uint16 obj = _roomData[_currentRoom] + noun;
int16 img = _objectData[obj].image;
if (img != -3 && img != -4) {
warning("Logic::personSetData() - Object %d is not a person", obj);
return;
}
// search Bob number for the person
uint16 bobNum = 0;
for (i = _roomData[_currentRoom] + 1; i <= obj; ++i) {
img = _objectData[i].image;
if (img == -3 || img == -4) {
++bobNum;
}
}
// search for a matching actor
uint16 actor = 0;
for (i = 1; i <= _numActors; ++i) {
ActorData *pad = &_actorData[i];
if (pad->room == _currentRoom) {
if (_gameState[pad->gameStateSlot] == pad->gameStateValue) {
if ((bobNum > 0 && bobNum == pad->bobNum) || strcmp(_aName[pad->name], actorName) == 0) {
actor = i;
break;
}
}
}
}
if (!actor)
error ("Actor '%s' not found", actorName);
pp->actor = &_actorData[actor];
pp->bankNum = pp->actor->bankNum;
pp->name = _aName[pp->actor->name];
if (pp->actor->anim != 0) {
pp->anim = _aAnim[pp->actor->anim];
}
else {
pp->anim = NULL;
}
if (loadBank) {
const char *actorFile = _aFile[pp->actor->actorFile];
if (actorFile) {
_graphics->bankLoad(actorFile, pp->bankNum);
}
else {
pp->bankNum = 15;
}
}
if (pp->actor->bobNum >= 1 && pp->actor->bobNum <= 3) {
pp->bobFrame = 29 + FRAMES_JOE_XTRA + pp->actor->bobNum;
}
else {
warning("Logic::personSetData() - The bob number for actor is not in the [1:3] range");
}
}
uint16 Logic::personSetup(uint16 noun, uint16 curImage) {
Person p;
personSetData(noun, "", true, &p);
const ActorData *pad = p.actor;
uint16 scale = 100;
uint16 a = zoneInArea(ZONE_ROOM, pad->x, pad->y);
if (a > 0) {
// person is not standing in the area box, scale it accordingly
scale = currentRoomArea(a)->calcScale(pad->y);
}
_graphics->bankUnpack(pad->bobFrameStanding, p.bobFrame, p.bankNum);
bool xflip = false;
uint16 person = _roomData[_currentRoom] + noun;
if (_objectData[person].image == -3) {
// person is facing left
xflip = true;
}
BobSlot *pbs = _graphics->bob(pad->bobNum);
pbs->active = true;
pbs->scale = scale;
pbs->x = pad->x;
pbs->y = pad->y;
pbs->frameNum = p.bobFrame;
pbs->xflip = xflip;
if (p.anim != NULL) {
_personFrames[pad->bobNum] = curImage + 1;
curImage = animCreate(curImage, &p);
}
else {
animErase(pad->bobNum);
}
return curImage;
}
uint16 Logic::personAllocate(uint16 noun, uint16 curImage) {
uint16 i;
uint16 person = _roomData[_currentRoom] + noun;
// search Bob number for the person
uint16 bobNum = 0;
for (i = _roomData[_currentRoom] + 1; i <= person; ++i) {
int16 img = _objectData[i].image;
if (img == -3 || img == -4) {
++bobNum;
}
}
// search for a matching actor
uint16 actor = 0;
for (i = 1; i <= _numActors; ++i) {
ActorData *pad = &_actorData[i];
if (pad->room == _currentRoom) {
if (_gameState[pad->gameStateSlot] == pad->gameStateValue) {
if (bobNum > 0 && bobNum == pad->bobNum) {
actor = i;
break;
}
}
}
}
if (actor > 0) {
const char *animStr = _aAnim[_actorData[actor].actorFile];
if (animStr[0] != '\0') {
bool allocatedFrames[256];
memset(allocatedFrames, 0, sizeof(allocatedFrames));
uint16 f1, f2;
do {
sscanf(animStr, "%3hu,%3hu", &f1, &f2);
animStr += 8;
allocatedFrames[f1] = true;
} while(f1 != 0);
for (i = 1; i <= 255; ++i) {
if (allocatedFrames[i]) {
++curImage;
}
}
_personFrames[bobNum] = curImage + 1;
}
}
return curImage;
}
uint16 Logic::animCreate(uint16 curImage, const Person *person) {
uint16 *animFrames = _newAnim[person->actor->bobNum];
uint16 allocatedFrames[256];
memset(allocatedFrames, 0, sizeof(allocatedFrames));
const char *p = person->anim;
int frame = 0;
uint16 f1, f2;
do {
sscanf(p, "%3hu,%3hu", &f1, &f2);
animFrames[frame + 0] = f1;
animFrames[frame + 1] = f2;
if (f1 > 500) {
// SFX
allocatedFrames[f1 - 500] = 1;
}
else {
allocatedFrames[f1] = 1;
}
p += 8;
frame += 2;
} while(f1 != 0);
// ajust frame numbers
uint16 n = 1;
uint16 i;
for (i = 1; i <= 255; ++i) {
if (allocatedFrames[i] != 0) {
allocatedFrames[i] = n;
++n;
}
}
for (i = 0; animFrames[i] != 0; i += 2) {
uint16 frameNum = animFrames[i];
if (frameNum > 500) {
animFrames[i] = curImage + allocatedFrames[frameNum - 500] + 500;
}
else {
animFrames[i] = curImage + allocatedFrames[frameNum];
}
}
// unpack necessary frames
for (i = 1; i <= 255; ++i) {
if (allocatedFrames[i] != 0) {
++curImage;
_graphics->bankUnpack(i, curImage, person->bankNum);
}
}
// start animation
_graphics->bobAnimString(person->actor->bobNum, animFrames);
return curImage;
}
void Logic::animErase(uint16 bobNum) {
_newAnim[bobNum][0] = 0;
BobSlot *pbs = _graphics->bob(bobNum);
pbs->animating = false;
pbs->anim.string.buffer = NULL;
}
StateDirection Logic::findStateDirection(uint16 state) {
// FIXME: may be we should return a DIR_* constant instead
// of a STATE_DIR_*. Some (all ?) calls to FIND_STATE(, "DIR")
// are often followed by a DIR_* constant.
// see queen.c l.4016-4023
StateDirection sd = STATE_DIR_BACK;
switch ((state >> 2) & 3) {
case 0:
sd = STATE_DIR_BACK;
break;
case 1:
sd = STATE_DIR_RIGHT;
break;
case 2:
sd = STATE_DIR_LEFT;
break;
case 3:
sd = STATE_DIR_FRONT;
break;
}
return sd;
}
StateTalk Logic::findStateTalk(uint16 state) {
return (state & (1 << 9)) ? STATE_TALK_TALK : STATE_TALK_MUTE;
}
void Logic::joeSetup() {
int i;
_graphics->bankLoad("joe_a.BBK", 13);
for (i = 11; i <= 28 + FRAMES_JOE_XTRA; ++i) {
_graphics->bankUnpack(i - 10, i, 13);
}
_graphics->bankErase(13);
_graphics->bankLoad("joe_b.BBK", 7);
_graphics->bankUnpack(1, 33 + FRAMES_JOE_XTRA, 7);
_graphics->bankUnpack(3, 34 + FRAMES_JOE_XTRA, 7);
_graphics->bankUnpack(5, 35 + FRAMES_JOE_XTRA, 7);
_joe.facing = DIR_FRONT;
}
ObjectData *Logic::joeSetupInRoom(bool autoPosition, uint16 scale) {
// queen.c SETUP_HERO()
uint16 oldx;
uint16 oldy;
WalkOffData *pwo = NULL;
ObjectData *pod = &_objectData[_entryObj];
if (pod == NULL) {
error("Logic::joeSetupInRoom() - No object data for obj %d", _entryObj);
}
if (!autoPosition || _joe.x != 0 || _joe.y != 0) {
oldx = _joe.x;
oldy = _joe.y;
}
else {
// find the walk off point for the entry object and make
// Joe walking to that point
pwo = walkOffPointForObject(_entryObj);
if (pwo != NULL) {
oldx = pwo->x;
oldy = pwo->y;
}
else {
// no walk off point, use object position
oldx = pod->x;
oldy = pod->y;
}
}
debug(9, "Logic::joeSetupInRoom() - oldx=%d, oldy=%d", oldx, oldy);
if (scale > 0 && scale < 100) {
_joe.scale = scale;
}
else {
uint16 a = zoneInArea(ZONE_ROOM, oldx, oldy);
if (a > 0) {
_joe.scale = currentRoomArea(a)->calcScale(oldy);
}
else {
_joe.scale = 100;
}
}
// TODO: cutawayJoeFacing
// check to see which way Joe entered room
switch (findStateDirection(pod->state)) {
case STATE_DIR_FRONT:
_joe.facing = DIR_FRONT;
break;
case STATE_DIR_BACK:
_joe.facing = DIR_BACK;
break;
case STATE_DIR_LEFT:
_joe.facing = DIR_LEFT;
break;
case STATE_DIR_RIGHT:
_joe.facing = DIR_RIGHT;
break;
}
_joe.prevFacing = _joe.facing;
BobSlot *pbs = _graphics->bob(0);
pbs->scale = _joe.scale;
// TODO: room 108 specific
joeFace();
pbs->active = true;
pbs->x = oldx;
pbs->y = oldy;
pbs->frameNum = 29 + FRAMES_JOE_XTRA;
_joe.x = 0;
_joe.y = 0;
if (pwo != NULL) {
// entryObj has a walk off point, then walk from there to object x,y
return pod;
}
return NULL;
}
uint16 Logic::joeFace() {
debug(9, "Logic::joeFace() - curFace = %d, prevFace = %d", _joe.facing, _joe.prevFacing);
BobSlot *pbs = _graphics->bob(0);
uint16 frame;
if (_currentRoom == 108) {
frame = 1;
}
else {
frame = 33;
if (_joe.facing == DIR_FRONT) {
if (_joe.prevFacing == DIR_BACK) {
pbs->frameNum = 33 + FRAMES_JOE_XTRA;
_graphics->update();
}
frame = 34;
}
else if (_joe.facing == DIR_BACK) {
if (_joe.prevFacing == DIR_FRONT) {
pbs->frameNum = 33 + FRAMES_JOE_XTRA;
_graphics->update();
}
frame = 35;
}
else if ((_joe.facing == DIR_LEFT && _joe.prevFacing == DIR_RIGHT)
|| (_joe.facing == DIR_RIGHT && _joe.prevFacing == DIR_LEFT)) {
pbs->frameNum = 34 + FRAMES_JOE_XTRA;
_graphics->update();
}
pbs->frameNum = frame + FRAMES_JOE_XTRA;
pbs->scale = _joe.scale;
pbs->xflip = (_joe.facing == DIR_LEFT);
_graphics->update();
_joe.prevFacing = _joe.facing;
switch (frame) {
case 33: frame = 1; break;
case 34: frame = 3; break;
case 35: frame = 5; break;
}
}
pbs->frameNum = 29 + FRAMES_JOE_XTRA;
_graphics->bankUnpack(frame, pbs->frameNum, 7);
return frame;
}
2003-10-03 19:47:41 +00:00
} // End of namespace Queen