ILLUSIONS: Move Duckman dialog code to own file

This commit is contained in:
johndoe123 2014-12-04 13:23:29 +01:00 committed by Eugene Sandulenko
parent dec9ef3123
commit d6e2f61155
6 changed files with 242 additions and 123 deletions

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@ -0,0 +1,178 @@
/* 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.
*
*/
#include "illusions/duckman/illusions_duckman.h"
#include "illusions/duckman/duckman_dialog.h"
#include "illusions/actor.h"
#include "illusions/camera.h"
#include "illusions/cursor.h"
#include "illusions/dictionary.h"
#include "illusions/resources/fontresource.h"
#include "illusions/graphics.h"
#include "illusions/input.h"
#include "illusions/resources/actorresource.h"
#include "illusions/resources/backgroundresource.h"
#include "illusions/resources/midiresource.h"
#include "illusions/resources/scriptresource.h"
#include "illusions/resources/soundresource.h"
#include "illusions/resources/talkresource.h"
#include "illusions/resourcesystem.h"
#include "illusions/screen.h"
#include "illusions/screentext.h"
#include "illusions/scriptopcodes_duckman.h"
#include "illusions/scriptstack.h"
#include "illusions/sound.h"
#include "illusions/specialcode.h"
#include "illusions/textdrawer.h"
#include "illusions/thread.h"
#include "illusions/time.h"
#include "illusions/updatefunctions.h"
#include "illusions/threads/abortablethread.h"
#include "illusions/threads/causethread_duckman.h"
#include "illusions/threads/scriptthread.h"
#include "illusions/threads/talkthread_duckman.h"
#include "illusions/threads/timerthread.h"
#include "engines/util.h"
namespace Illusions {
// DuckmanDialogSystem
DuckmanDialogSystem::DuckmanDialogSystem(IllusionsEngine_Duckman *vm)
: _vm(vm) {
}
DuckmanDialogSystem::~DuckmanDialogSystem() {
}
void DuckmanDialogSystem::addDialogItem(int16 choiceJumpOffs, uint32 sequenceId) {
DialogItem dialogItem;
dialogItem._choiceJumpOffs = choiceJumpOffs;
dialogItem._sequenceId = sequenceId;
_dialogItems.push_back(dialogItem);
}
void DuckmanDialogSystem::startDialog(int16 *choiceOfsPtr, uint32 actorTypeId, uint32 callerThreadId) {
static const uint32 kDialogSequenceIds[] = {
0,
0x6049C, 0x6049C, 0x6047A, 0x6049D,
0x60479, 0x6049E, 0x6049F, 0x60468
};
if (_dialogItems.size() == 1) {
*choiceOfsPtr = _dialogItems[0]._choiceJumpOffs;
_vm->notifyThreadId(callerThreadId);
} else {
if (!_vm->_cursor._control) {
Common::Point pos = _vm->getNamedPointPosition(0x70001);
_vm->_controls->placeActor(0x50001, pos, 0x60001, 0x40004, 0);
_vm->_cursor._control = _vm->_dict->getObjectControl(0x40004);
}
_vm->_cursor._control->appearActor();
_vm->setCursorActorIndex(6, 1, 0);
_vm->_cursor._gameState = 3;
_vm->_cursor._notifyThreadId30 = callerThreadId;
_vm->_cursor._dialogItemsCount = 0;
_vm->_cursor._overlappedObjectId = 0;
_vm->_cursor._op113_choiceOfsPtr = choiceOfsPtr;
_vm->_cursor._currOverlappedControl = 0;
/* TODO?
if (!_vm->_input->getCursorMouseMode())
_vm->_input->setMousePos((Point)0xBC0014);
*/
_vm->_cursor._dialogItemsCount = _dialogItems.size();
Common::Point placePt(20, 188);
for (uint i = 1; i <= _dialogItems.size(); ++i) {
DialogItem &dialogItem = _dialogItems[_dialogItems.size() - i];
_vm->_controls->placeDialogItem(i + 1, actorTypeId, dialogItem._sequenceId, placePt, dialogItem._choiceJumpOffs);
placePt.x += 40;
}
Common::Point placePt2 = _vm->getNamedPointPosition(0x700C3);
_vm->_controls->placeActor(0x5006E, placePt2, kDialogSequenceIds[_dialogItems.size()], 0x40148, 0);
Control *control = _vm->_dict->getObjectControl(0x40148);
control->_flags |= 8;
_vm->playSoundEffect(8);
}
_dialogItems.clear();
}
void DuckmanDialogSystem::updateDialogState() {
Common::Point mousePos = _vm->_input->getCursorPosition();
// TODO Handle keyboard input
_vm->_cursor._control->_actor->_position = mousePos;
mousePos = _vm->convertMousePos(mousePos);
Control *currOverlappedControl = _vm->_cursor._currOverlappedControl;
Control *newOverlappedControl;
if (_vm->_controls->getDialogItemAtPos(_vm->_cursor._control, mousePos, &newOverlappedControl)) {
if (currOverlappedControl != newOverlappedControl) {
newOverlappedControl->setActorIndex(2);
newOverlappedControl->startSequenceActor(newOverlappedControl->_actor->_sequenceId, 2, 0);
if (currOverlappedControl) {
currOverlappedControl->setActorIndex(1);
currOverlappedControl->startSequenceActor(currOverlappedControl->_actor->_sequenceId, 2, 0);
}
_vm->playSoundEffect(10);
_vm->startCursorSequence();
_vm->setCursorActorIndex(6, 2, 0);
_vm->_cursor._currOverlappedControl = newOverlappedControl;
_vm->_cursor._overlappedObjectId = newOverlappedControl->_objectId;
}
} else if (currOverlappedControl) {
currOverlappedControl->setActorIndex(1);
currOverlappedControl->startSequenceActor(currOverlappedControl->_actor->_sequenceId, 2, 0);
_vm->playSoundEffect(10);
_vm->_cursor._currOverlappedControl = 0;
_vm->_cursor._overlappedObjectId = 0;
_vm->startCursorSequence();
_vm->setCursorActorIndex(6, 1, 0);
}
if (_vm->_input->pollButton(1)) {
if (_vm->_cursor._currOverlappedControl) {
_vm->playSoundEffect(9);
*_vm->_cursor._op113_choiceOfsPtr = _vm->_cursor._currOverlappedControl->_actor->_choiceJumpOffs;
_vm->_controls->destroyDialogItems();
Control *control = _vm->_dict->getObjectControl(0x40148);
_vm->_controls->destroyControl(control);
_vm->notifyThreadId(_vm->_cursor._notifyThreadId30);
_vm->_cursor._notifyThreadId30 = 0;
_vm->_cursor._gameState = 2;
_vm->_cursor._dialogItemsCount = 0;
_vm->_cursor._overlappedObjectId = 0;
_vm->_cursor._op113_choiceOfsPtr = 0;
_vm->_cursor._control->disappearActor();
}
}
}
} // End of namespace Illusions

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@ -0,0 +1,51 @@
/* 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.
*
*/
#ifndef ILLUSIONS_DUCKMAN_DUCKMAN_DIALOG_H
#define ILLUSIONS_DUCKMAN_DUCKMAN_DIALOG_H
#include "illusions/illusions.h"
#include "common/algorithm.h"
#include "common/stack.h"
namespace Illusions {
struct DialogItem {
int16 _choiceJumpOffs;
uint32 _sequenceId;
};
class DuckmanDialogSystem {
public:
DuckmanDialogSystem(IllusionsEngine_Duckman *vm);
~DuckmanDialogSystem();
void addDialogItem(int16 choiceJumpOffs, uint32 sequenceId);
void startDialog(int16 *choiceOfsPtr, uint32 actorTypeId, uint32 callerThreadId);
void updateDialogState();
public:
IllusionsEngine_Duckman *_vm;
Common::Array<DialogItem> _dialogItems;
};
} // End of namespace Illusions
#endif // ILLUSIONS_DUCKMAN_DUCKMAN_DIALOG_H

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@ -21,6 +21,7 @@
*/
#include "illusions/duckman/illusions_duckman.h"
#include "illusions/duckman/duckman_dialog.h"
#include "illusions/duckman/duckman_specialcode.h"
#include "illusions/actor.h"
#include "illusions/camera.h"
@ -109,6 +110,8 @@ Common::Error IllusionsEngine_Duckman::run() {
_soundMan = new SoundMan(this);
_fader = new Fader();
_dialogSys = new DuckmanDialogSystem(this);
initUpdateFunctions();
@ -167,6 +170,8 @@ Common::Error IllusionsEngine_Duckman::run() {
delete _stack;
delete _scriptOpcodes;
delete _dialogSys;
delete _fader;
delete _soundMan;
@ -582,7 +587,7 @@ void IllusionsEngine_Duckman::cursorControlRoutine(Control *control, uint32 delt
updateGameState2();
break;
case 3:
updateDialogState();
_dialogSys->updateDialogState();
break;
case 4:
// TODO ShellMgr_update(_cursor._control);
@ -1024,113 +1029,4 @@ uint32 IllusionsEngine_Duckman::runTriggerCause(uint32 verbId, uint32 objectId2,
return tempThreadId;
}
void IllusionsEngine_Duckman::addDialogItem(int16 choiceJumpOffs, uint32 sequenceId) {
DialogItem dialogItem;
dialogItem._choiceJumpOffs = choiceJumpOffs;
dialogItem._sequenceId = sequenceId;
_dialogItems.push_back(dialogItem);
}
void IllusionsEngine_Duckman::startDialog(int16 *choiceOfsPtr, uint32 actorTypeId, uint32 callerThreadId) {
static const uint32 kDialogSequenceIds[] = {
0,
0x6049C, 0x6049C, 0x6047A, 0x6049D,
0x60479, 0x6049E, 0x6049F, 0x60468
};
if (_dialogItems.size() == 1) {
*choiceOfsPtr = _dialogItems[0]._choiceJumpOffs;
notifyThreadId(callerThreadId);
} else {
if (!_cursor._control) {
Common::Point pos = getNamedPointPosition(0x70001);
_controls->placeActor(0x50001, pos, 0x60001, 0x40004, 0);
_cursor._control = _dict->getObjectControl(0x40004);
}
_cursor._control->appearActor();
setCursorActorIndex(6, 1, 0);
_cursor._gameState = 3;
_cursor._notifyThreadId30 = callerThreadId;
_cursor._dialogItemsCount = 0;
_cursor._overlappedObjectId = 0;
_cursor._op113_choiceOfsPtr = choiceOfsPtr;
_cursor._currOverlappedControl = 0;
/* TODO?
if (!_input->getCursorMouseMode())
_input->setMousePos((Point)0xBC0014);
*/
_cursor._dialogItemsCount = _dialogItems.size();
Common::Point placePt(20, 188);
for (uint i = 1; i <= _dialogItems.size(); ++i) {
DialogItem &dialogItem = _dialogItems[_dialogItems.size() - i];
_controls->placeDialogItem(i + 1, actorTypeId, dialogItem._sequenceId, placePt, dialogItem._choiceJumpOffs);
placePt.x += 40;
}
Common::Point placePt2 = getNamedPointPosition(0x700C3);
_controls->placeActor(0x5006E, placePt2, kDialogSequenceIds[_dialogItems.size()], 0x40148, 0);
Control *control = _dict->getObjectControl(0x40148);
control->_flags |= 8;
playSoundEffect(8);
}
_dialogItems.clear();
}
void IllusionsEngine_Duckman::updateDialogState() {
Common::Point mousePos = _input->getCursorPosition();
// TODO Handle keyboard input
_cursor._control->_actor->_position = mousePos;
mousePos = convertMousePos(mousePos);
Control *currOverlappedControl = _cursor._currOverlappedControl;
Control *newOverlappedControl;
if (_controls->getDialogItemAtPos(_cursor._control, mousePos, &newOverlappedControl)) {
if (currOverlappedControl != newOverlappedControl) {
newOverlappedControl->setActorIndex(2);
newOverlappedControl->startSequenceActor(newOverlappedControl->_actor->_sequenceId, 2, 0);
if (currOverlappedControl) {
currOverlappedControl->setActorIndex(1);
currOverlappedControl->startSequenceActor(currOverlappedControl->_actor->_sequenceId, 2, 0);
}
playSoundEffect(10);
startCursorSequence();
setCursorActorIndex(6, 2, 0);
_cursor._currOverlappedControl = newOverlappedControl;
_cursor._overlappedObjectId = newOverlappedControl->_objectId;
}
} else if (currOverlappedControl) {
currOverlappedControl->setActorIndex(1);
currOverlappedControl->startSequenceActor(currOverlappedControl->_actor->_sequenceId, 2, 0);
playSoundEffect(10);
_cursor._currOverlappedControl = 0;
_cursor._overlappedObjectId = 0;
startCursorSequence();
setCursorActorIndex(6, 1, 0);
}
if (_input->pollButton(1)) {
if (_cursor._currOverlappedControl) {
playSoundEffect(9);
*_cursor._op113_choiceOfsPtr = _cursor._currOverlappedControl->_actor->_choiceJumpOffs;
_controls->destroyDialogItems();
Control *control = _dict->getObjectControl(0x40148);
_controls->destroyControl(control);
notifyThreadId(_cursor._notifyThreadId30);
_cursor._notifyThreadId30 = 0;
_cursor._gameState = 2;
_cursor._dialogItemsCount = 0;
_cursor._overlappedObjectId = 0;
_cursor._op113_choiceOfsPtr = 0;
_cursor._control->disappearActor();
}
}
}
} // End of namespace Illusions

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@ -31,6 +31,7 @@ namespace Illusions {
class Dictionary;
class ScriptStack;
class DuckmanDialogSystem;
struct Cursor_Duckman {
int _gameState;
@ -51,11 +52,6 @@ struct Cursor_Duckman {
uint32 _field40;
};
struct DialogItem {
int16 _choiceJumpOffs;
uint32 _sequenceId;
};
struct ScreenShakerPoint {
int16 x, y;
};
@ -97,8 +93,8 @@ public:
Cursor_Duckman _cursor;
Control *_currWalkOverlappedControl;
Common::Array<DialogItem> _dialogItems;
DuckmanDialogSystem *_dialogSys;
int _savedInventoryActorIndex;
@ -181,10 +177,6 @@ public:
bool getTriggerCause(uint32 verbId, uint32 objectId2, uint32 objectId, uint32 &outThreadId);
uint32 runTriggerCause(uint32 verbId, uint32 objectId2, uint32 objectId);
void addDialogItem(int16 choiceJumpOffs, uint32 sequenceId);
void startDialog(int16 *choiceOfsPtr, uint32 actorTypeId, uint32 callerThreadId);
void updateDialogState();
};
} // End of namespace Illusions

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@ -11,6 +11,7 @@ MODULE_OBJS := \
cursor.o \
detection.o \
dictionary.o \
duckman/duckman_dialog.o \
duckman/duckman_inventory.o \
duckman/duckman_specialcode.o \
duckman/illusions_duckman.o \

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@ -21,6 +21,7 @@
*/
#include "illusions/duckman/illusions_duckman.h"
#include "illusions/duckman/duckman_dialog.h"
#include "illusions/scriptopcodes_duckman.h"
#include "illusions/actor.h"
#include "illusions/camera.h"
@ -716,13 +717,13 @@ void ScriptOpcodes_Duckman::opAddDialogItem(ScriptThread *scriptThread, OpCall &
ARG_INT16(choiceJumpOffs);
ARG_UINT32(sequenceId);
if (index && (_vm->_scriptResource->_blockCounters.getC0(index) & 0x40))
_vm->addDialogItem(choiceJumpOffs, sequenceId);
_vm->_dialogSys->addDialogItem(choiceJumpOffs, sequenceId);
}
void ScriptOpcodes_Duckman::opStartDialog(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(actorTypeId);
_vm->startDialog(&_vm->_menuChoiceOfs, actorTypeId, opCall._callerThreadId);
_vm->_dialogSys->startDialog(&_vm->_menuChoiceOfs, actorTypeId, opCall._callerThreadId);
}
void ScriptOpcodes_Duckman::opJumpToDialogChoice(ScriptThread *scriptThread, OpCall &opCall) {