/* 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 "stdafx.h" #include "queen/logic.h" #include "common/config-manager.h" #include "queen/command.h" #include "queen/cutaway.h" #include "queen/defs.h" #include "queen/debug.h" #include "queen/display.h" #include "queen/graphics.h" #include "queen/input.h" #include "queen/journal.h" #include "queen/queen.h" #include "queen/resource.h" #include "queen/sound.h" #include "queen/state.h" #include "queen/talk.h" #include "queen/walk.h" namespace Queen { Logic::Logic(QueenEngine *vm) : _vm(vm) { _joe.x = _joe.y = 0; _joe.scale = 100; _dbg = new Debug(vm); memset(_gameState, 0, sizeof(_gameState)); memset(_talkSelected, 0, sizeof(_talkSelected)); initialise(); } Logic::~Logic() { delete _dbg; } void Logic::initialise() { int16 i, j; // Step 1 : read queen.jas file and 'unserialize' some arrays uint8 *jas = _vm->resource()->loadFile("QUEEN.JAS", 20); uint8 *ptr = jas; _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; // Object data _objectData = new ObjectData[_numObjects + 1]; memset(&_objectData[0], 0, sizeof(ObjectData)); for (i = 1; i <= _numObjects; i++) { _objectData[i].readFrom(ptr); } // 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; } _roomData[_numRooms + 1] = _numObjects; // SFX Name // the following table isn't available in demo version if (_vm->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; } } // Item information _numItems = READ_BE_UINT16(ptr); ptr += 2; _itemData = new ItemData[_numItems + 1]; memset(&_itemData[0], 0, sizeof(ItemData)); for (i = 1; i <= _numItems; i++) { _itemData[i].readFrom(ptr); } // Graphic Image Data _numGraphics = READ_BE_UINT16(ptr); ptr += 2; _graphicData = new GraphicData[_numGraphics + 1]; memset(&_graphicData[0], 0, sizeof(GraphicData)); for (i = 1; i <= _numGraphics; i++) { _graphicData[i].readFrom(ptr); } _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)); for (j = 1; j <= _areaMax[i]; j++) { assert(j < MAX_AREAS_NUMBER); _area[i][j].readFrom(ptr); } } _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); } _vm->command()->readCommandsFrom(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, _vm->resource()->JASVersion(), 5) != 0) { warning("Unexpected queen.jas file format"); } delete[] jas; // Step 2 : read queen2.jas and grab all description texts _objDescription = new char*[_numDescriptions + 1]; _objDescription[0] = 0; for (i = 1; i <= _numDescriptions; i++) _objDescription[i] = _vm->resource()->getJAS2Line(); //Patch for German text bug if (_vm->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] = _vm->resource()->getJAS2Line(); _roomName = new char*[_numRooms + 1]; _roomName[0] = 0; for (i = 1; i <= _numRooms; i++) _roomName[i] = _vm->resource()->getJAS2Line(); _verbName[0] = 0; for (i = 1; i <= 12; i++) _verbName[i] = _vm->resource()->getJAS2Line(); _joeResponse[0] = 0; for (i = 1; i <= JOE_RESPONSE_MAX; i++) _joeResponse[i] = _vm->resource()->getJAS2Line(); _aAnim = new char*[_numAAnim + 1]; _aAnim[0] = 0; for (i = 1; i <= _numAAnim; i++) _aAnim[i] = _vm->resource()->getJAS2Line(); _aName = new char*[_numAName + 1]; _aName[0] = 0; for (i = 1; i <= _numAName; i++) _aName[i] = _vm->resource()->getJAS2Line(); _aFile = new char*[_numAFile + 1]; _aFile[0] = 0; for (i = 1; i <= _numAFile; i++) _aFile[i] = _vm->resource()->getJAS2Line(); // Step 3 : initialise game state / variables _vm->command()->clear(false); _scene = 0; memset(_gameState, 0, sizeof(_gameState)); _vm->graphics()->loadPanel(); _vm->graphics()->bobSetupControl(); joeSetup(); zoneSetupPanel(); _oldRoom = 0; } ObjectData* Logic::objectData(int index) const { if (index < 0) { warning("Logic::objectData() called with negative object index: %i", index); } index = ABS(index); // cyx: is that really necessary ? if (index <= _numObjects) return &_objectData[index]; else error("[Logic::objectData] Invalid object data index: %i", index); } uint16 Logic::roomData(int room) const { return _roomData[room]; } uint16 Logic::objMax(int room) const { return _objMax[room]; } GraphicData *Logic::graphicData(int index) const { return &_graphicData[index]; } Area *Logic::area(int room, int num) const { return &_area[room][num]; } Area *Logic::currentRoomArea(int num) const { if (num == 0 || num > _areaMax[_currentRoom]) { error("Logic::currentRoomArea() - Bad area number = %d (max = %d), currentRoom = %d", num, _areaMax[_currentRoom], _currentRoom); } return &_area[_currentRoom][num]; } uint16 Logic::areaMax(int room) const { return _areaMax[room]; } uint16 Logic::currentRoomAreaMax() const { return _areaMax[_currentRoom]; } uint16 Logic::walkOffCount() const { return _numWalkOffs; } WalkOffData *Logic::walkOffData(int index) const { return &_walkOffData[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); uint16 room = _objectData[obj].room; 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; } 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; } uint16 Logic::objectForPerson(uint16 bobNum) const { 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; } ++cur; } return 0; } WalkOffData *Logic::walkOffPointForObject(uint16 obj) const { 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(JoeWalkMode walking) { _joe.walk = walking; // Do this so that Input doesn't need to know the walk value _vm->input()->dialogueRunning(JWM_SPEAK == walking); } void Logic::joeScale(uint16 scale) { _joe.scale = scale; } void Logic::joeCutFacing(uint16 dir) { _joe.cutFacing = dir; } 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) { // debug(0, "Logic::gameState() - GAMESTATE[%d] = %d", index, newValue); _gameState[index] = newValue; } else error("[QueenLogic::gameState] invalid index: %i", index); } void Logic::zoneSet(uint16 screen, uint16 zone, uint16 x1, uint16 y1, uint16 x2, uint16 y2) { debug(9, "Logic::zoneSet(%d, %d, (%d,%d), (%d,%d))", screen, zone, x1, y1, x2, 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) const { debug(9, "Logic::zoneIn(%d, (%d,%d))", screen, x, y); int i; if (screen == ZONE_PANEL) { y -= ROOM_ZONE_HEIGHT; } for(i = 1; i < MAX_ZONES_NUMBER; ++i) { const 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) const { uint16 zone = zoneIn(screen, x, y); if (zone <= _objMax[_currentRoom]) { zone = 0; } else { zone -= _objMax[_currentRoom]; } return zone; } void Logic::zoneClearAll(uint16 screen) { debug(9, "Logic::zoneClearAll(%d)", screen); int i; for(i = 1; i < MAX_ZONES_NUMBER; ++i) { _zones[screen][i].valid = false; } } void Logic::zoneSetup() { debug(9, "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); } } void Logic::zoneSetupPanel() { // verbs int i; 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, 9, 160, 10, 179, 29); zoneSet(ZONE_PANEL, 10, 160, 30, 179, 49); // inventory items zoneSet(ZONE_PANEL, 11, 180, 10, 213, 49); zoneSet(ZONE_PANEL, 12, 214, 10, 249, 49); zoneSet(ZONE_PANEL, 13, 250, 10, 284, 49); zoneSet(ZONE_PANEL, 14, 285, 10, 320, 49); } void Logic::roomErase() { _vm->graphics()->frameEraseAll(false); _vm->graphics()->bankErase(15); _vm->graphics()->bankErase(11); _vm->graphics()->bankErase(10); _vm->graphics()->bankErase(12); if (_currentRoom >= 114) { _vm->display()->palFadeOut(0, 255, _currentRoom); } else { _vm->display()->palFadeOut(0, 223, _currentRoom); } // 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].frame = 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() { int16 gstate[9]; _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; gstate[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 = gstate[i]; if (obj > 0 && obj <= 5000) { GraphicData *pgd = &_graphicData[obj]; if (pgd->lastFrame == 0) { ++_numFurnitureStatic; ++curImage; _vm->graphics()->bankUnpack(pgd->firstFrame, curImage, 15); ++_numFrames; BobSlot *pbs = _vm->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 = gstate[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 <= lastFrame; ++k) { ++curImage; _vm->graphics()->bankUnpack(k, curImage, 15); ++_numFrames; } BobSlot *pbs = _vm->graphics()->bob(5 + curBob); pbs->animNormal(image, curImage, pgd->speed / 4, rebound, false); pbs->x = pgd->x; pbs->y = pgd->y; ++curBob; } } } // unpack the paste downs ++curImage; for (i = 1; i <= furnitureTotal; ++i) { int16 obj = gstate[i]; if (obj > 5000) { obj -= 5000; GraphicData *pgd = &_graphicData[obj]; _vm->graphics()->bankUnpack(pgd->firstFrame, curImage, 15); _vm->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() { 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) { _vm->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: if(TEMPA[1]<0) bobs[CURRBOB].xflip=1; curBob = 5 + _numFurnitureAnimated; animSetup(pgd, curImage + 1, curBob + numObjectAnimated, pod->name > 0); curImage += pgd->lastFrame; ++numObjectAnimated; } else if (lastFrame != 0) { // animated objects uint16 j; uint16 firstFrame = curImage + 1; for (j = pgd->firstFrame; j <= lastFrame; ++j) { ++curImage; _vm->graphics()->bankUnpack(j, curImage, 15); ++_numFrames; } curBob = 5 + _numFurnitureAnimated + numObjectAnimated; if (pod->name > 0) { BobSlot *pbs = _vm->graphics()->bob(curBob); pbs->active = true; pbs->x = pgd->x; pbs->y = pgd->y; pbs->frameNum = firstFrame; if (pgd->speed > 0) { pbs->animNormal(firstFrame, curImage, pgd->speed / 4, rebound, false); } } ++numObjectAnimated; } else { // static objects curBob = 20 + _numFurnitureStatic + numObjectStatic; ++curImage; _vm->graphics()->bobClear(curBob); // FIXME: if((COMPANEL==2) && (FULLSCREEN==1)) bobs[CURRBOB].y2=199; _vm->graphics()->bankUnpack(pgd->firstFrame, curImage, 15); ++_numFrames; if (pod->name > 0) { BobSlot *pbs = _vm->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(0, "Logic::roomSetupObjects() - Setting up person %X, name=%X", i, pod->name); 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) { ObjectData *pod = &_objectData[i]; if (pod->name > 0) { int16 obj = pod->image; if (obj > 5000) { obj -= 5000; GraphicData *pgd = &_graphicData[obj]; _vm->graphics()->bankUnpack(pgd->firstFrame, curImage, 15); _vm->graphics()->bobPaste(curImage, pgd->x, pgd->y); } } } } uint16 Logic::roomRefreshObject(uint16 obj) { uint16 curImage = _numFrames; if (obj == 0 || obj > _numObjects) { warning("Invalid object number %d", obj); return curImage; } ObjectData *pod = &_objectData[obj]; if (pod->image == 0) { return curImage; } debug(0, "Logic::roomRefreshObject(%X, %s)", obj, _objName[ABS(pod->name)]); // check the object is in the current room if (pod->room != _currentRoom) { debug(0, "Refreshing an object (%i=%s) not in current room (object room=%i, current room=%i)", obj, _objName[ABS(pod->name)], pod->room, _currentRoom); return curImage; } // find bob for the object uint16 curBob = findBob(obj); BobSlot *pbs = _vm->graphics()->bob(curBob); if (pod->image == -3 || pod->image == -4) { // a person object if (pod->name <= 0) { _vm->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; } // find frame used for object curImage = findFrame(obj); if (pod->name < 0 || pod->image < 0) { // object is hidden or disabled _vm->graphics()->bobClear(curBob); return curImage; } int image = pod->image; if (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 < 0) { animSetup(pgd, curImage, curBob, pod->name != 0); curImage += pgd->lastFrame - 1; } else if (lastFrame != 0) { // turn on an animated bob _vm->graphics()->bankUnpack(pgd->firstFrame, 2, 15); pbs->animating = false; uint16 firstImage = curImage; --curImage; uint16 j; for (j = pgd->firstFrame; j <= lastFrame; ++j) { ++curImage; _vm->graphics()->bankUnpack(j, curImage, 15); } pbs->active = true; pbs->x = pgd->x; pbs->y = pgd->y; pbs->frameNum = firstImage; if (pgd->speed > 0) { pbs->animNormal(firstImage, curImage, pgd->speed / 4, rebound, false); } } else { // frame 2 is used as a buffer frame to prevent BOB flickering _vm->graphics()->bankUnpack(pgd->firstFrame, 2, 15); _vm->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) { char filename[20]; // loads background image sprintf(filename, "%s.PCX", room); _vm->graphics()->loadBackdrop(filename, _currentRoom); // custom colors _vm->display()->palCustomColors(_currentRoom); // setup graphics to enter fullscreen/panel mode _vm->display()->screenMode(comPanel, inCutaway); // reset sprites table (bounding box...) _vm->graphics()->bobClearAll(); // load/setup objects associated to this room sprintf(filename, "%s.BBK", room); _vm->graphics()->bankLoad(filename, 15); zoneSetup(); _numFrames = 37 + FRAMES_JOE_XTRA; roomSetupFurniture(); roomSetupObjects(); } void Logic::roomDisplay(uint16 room, RoomDisplayMode mode, uint16 scale, int comPanel, bool inCutaway) { debug(0, "Logic::roomDisplay(%d, %d, %d, %d, %d)", room, mode, scale, comPanel, inCutaway); roomErase(); // XXX _vm->sound()->loadSFX(SFXNAME[_currentRoom]); roomSetup(roomName(room), comPanel, inCutaway); ObjectData *pod = NULL; if (mode != RDM_FADE_NOJOE) { pod = joeSetupInRoom(mode != RDM_FADE_JOE_XY, scale); } if (mode != RDM_NOFADE_JOE) { update(); BobSlot *joe = _vm->graphics()->bob(0); if (IS_CD_INTRO_ROOM(_currentRoom)) { _vm->display()->palFadeIn(0, 255, _currentRoom, joe->active, joe->x, joe->y); } else { _vm->display()->palFadeIn(0, 223, _currentRoom, joe->active, joe->x, joe->y); } } if (pod != NULL) { _vm->walk()->moveJoe(0, pod->x, pod->y, inCutaway); } } 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() - Invalid object number: %i", noun); } 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 != 0) { pp->actor = &_actorData[actor]; pp->name = _aName[pp->actor->name]; if (pp->actor->anim != 0) { pp->anim = _aAnim[pp->actor->anim]; } else { pp->anim = NULL; } debug(0, "Logic::personSetData() - name=%s n=%d", pp->name, actor); if (loadBank) { const char *actorFile = _aFile[pp->actor->actorFile]; if (actorFile) { _vm->graphics()->bankLoad(actorFile, pp->actor->bankNum); } // if actorFile is null, the person data is already loaded as // it is contained in objects room bank (.bbk) } pp->bobFrame = 29 + FRAMES_JOE_XTRA + pp->actor->bobNum; } } 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); } if (noun == 0) { warning("Trying to setup person 0"); return curImage; } _vm->graphics()->bankUnpack(pad->bobFrameStanding, p.bobFrame, p.actor->bankNum); bool xflip = false; uint16 person = _roomData[_currentRoom] + noun; if (_objectData[person].image == -3) { // person is facing left xflip = true; } BobSlot *pbs = _vm->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; debug(0, "Logic::personSetup(%d, %d) - bob = %d name = %s", noun, curImage, pad->bobNum, p.name); 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].anim]; if (animStr) { 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; } } // FIXME: shouldn't this line be executed BEFORE curImage is incremented ? _personFrames[bobNum] = curImage + 1; } } return curImage; } uint16 Logic::animCreate(uint16 curImage, const Person *person) { AnimFrame *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].frame = f1; animFrames[frame].speed = f2; if (f1 > 500) { // SFX allocatedFrames[f1 - 500] = 1; } else { allocatedFrames[f1] = 1; } p += 8; ++frame; } 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].frame != 0; ++i) { uint16 frameNum = animFrames[i].frame; if (frameNum > 500) { animFrames[i].frame = curImage + allocatedFrames[frameNum - 500] + 500; } else { animFrames[i].frame = curImage + allocatedFrames[frameNum]; } } // unpack necessary frames for (i = 1; i <= 255; ++i) { if (allocatedFrames[i] != 0) { ++curImage; _vm->graphics()->bankUnpack(i, curImage, person->actor->bankNum); } } // start animation _vm->graphics()->bob(person->actor->bobNum)->animString(animFrames); return curImage; } void Logic::animErase(uint16 bobNum) { _newAnim[bobNum][0].frame = 0; BobSlot *pbs = _vm->graphics()->bob(bobNum); pbs->animating = false; pbs->anim.string.buffer = NULL; } void Logic::animReset(uint16 bobNum) { if (_newAnim[bobNum][0].frame != 0) { _vm->graphics()->bob(bobNum)->animString(_newAnim[bobNum]); } } void Logic::animSetup(const GraphicData *gd, uint16 firstImage, uint16 bobNum, bool visible) { int16 tempFrames[20]; memset(tempFrames, 0, sizeof(tempFrames)); uint16 numTempFrames = 0; uint16 i, j; for (i = 1; i <= _numGraphicAnim; ++i) { const GraphicAnim *pga = &_graphicAnim[i]; if (pga->keyFrame == gd->firstFrame) { int16 frame = pga->frame; if (frame > 500) { // SFX frame -= 500; } bool foundMatchingFrame = false; for (j = 0; j < numTempFrames; ++j) { if (tempFrames[j] == frame) { foundMatchingFrame = true; break; } } if (!foundMatchingFrame) { assert(numTempFrames < 20); tempFrames[numTempFrames] = frame; ++numTempFrames; } } } // sort found frames ascending bool swap = true; while (swap) { swap = false; for (i = 0; i < numTempFrames - 1; ++i) { if (tempFrames[i] > tempFrames[i + 1]) { SWAP(tempFrames[i], tempFrames[i + 1]); swap = true; } } } // queen.c l.962-980 / l.1269-1294 for (i = 0; i < gd->lastFrame; ++i) { _vm->graphics()->bankUnpack(ABS(tempFrames[i]), firstImage + i, 15); } BobSlot *pbs = _vm->graphics()->bob(bobNum); pbs->animating = false; if (visible) { pbs->x = gd->x; pbs->y = gd->y; if (tempFrames[0] < 0) { pbs->xflip = true; } AnimFrame *paf = _newAnim[bobNum]; for (i = 1; i <= _numGraphicAnim; ++i) { const GraphicAnim *pga = &_graphicAnim[i]; if (pga->keyFrame == gd->firstFrame) { uint16 frameNr = 0; for (j = 1; j <= gd->lastFrame; ++j) { if (pga->frame > 500) { if (pga->frame - 500 == tempFrames[j - 1]) { frameNr = j + firstImage - 1 + 500; } } else if (pga->frame == tempFrames[j - 1]) { frameNr = j + firstImage - 1; } } paf->frame = frameNr; paf->speed = pga->speed; ++paf; } } paf->frame = 0; paf->speed = 0; pbs->animString(_newAnim[bobNum]); } } void Logic::joeSetupFromBanks(const char *animBank, const char *standBank) { int i; _vm->graphics()->bankLoad(animBank, 13); for (i = 11; i <= 28 + FRAMES_JOE_XTRA; ++i) { _vm->graphics()->bankUnpack(i - 10, i, 13); } _vm->graphics()->bankErase(13); _vm->graphics()->bankLoad(standBank, 7); _vm->graphics()->bankUnpack(1, 33 + FRAMES_JOE_XTRA, 7); _vm->graphics()->bankUnpack(3, 34 + FRAMES_JOE_XTRA, 7); _vm->graphics()->bankUnpack(5, 35 + FRAMES_JOE_XTRA, 7); } void Logic::joeSetup() { joeSetupFromBanks("joe_a.BBK", "joe_b.BBK"); joeFacing(DIR_FRONT); } ObjectData *Logic::joeSetupInRoom(bool autoPosition, uint16 scale) { debug(0, "Logic::joeSetupInRoom(%d, %d) joe.x=%d joe.y=%d", autoPosition, scale, _joe.x, _joe.y); 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 || joeX() != 0 || joeY() != 0) { oldx = joeX(); oldy = joeY(); } 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(0, "Logic::joeSetupInRoom() - oldx=%d, oldy=%d scale=%d", oldx, oldy, scale); if (scale > 0 && scale < 100) { joeScale(scale); } else { uint16 a = zoneInArea(ZONE_ROOM, oldx, oldy); if (a > 0) { joeScale(currentRoomArea(a)->calcScale(oldy)); } else { joeScale(100); } } if (joeCutFacing() > 0) { joeFacing(joeCutFacing()); joeCutFacing(0); } else { // check to see which way Joe entered room switch (State::findDirection(pod->state)) { case DIR_BACK: joeFacing(DIR_FRONT); break; case DIR_FRONT: joeFacing(DIR_BACK); break; case DIR_LEFT: joeFacing(DIR_RIGHT); break; case DIR_RIGHT: joeFacing(DIR_LEFT); break; } } joePrevFacing(joeFacing()); BobSlot *pbs = _vm->graphics()->bob(0); pbs->scale = joeScale(); if (_currentRoom == 108) { _vm->graphics()->cameraBob(-1); _vm->graphics()->bankLoad("joe_e.act", 7); _vm->graphics()->bankUnpack(2, 29 + FRAMES_JOE_XTRA, 7); _vm->display()->horizontalScroll(320); joeFacing(DIR_RIGHT); joeCutFacing(DIR_RIGHT); joePrevFacing(DIR_RIGHT); } joeFace(); pbs->active = true; pbs->x = oldx; pbs->y = oldy; pbs->frameNum = 29 + FRAMES_JOE_XTRA; joeX(0); joeY(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 = _vm->graphics()->bob(0); uint16 frame; if (_currentRoom == 108) { frame = 1; } else { frame = 33; if (joeFacing() == DIR_FRONT) { if (joePrevFacing() == DIR_BACK) { pbs->frameNum = 33 + FRAMES_JOE_XTRA; update(); } frame = 34; } else if (joeFacing() == DIR_BACK) { if (joePrevFacing() == DIR_FRONT) { pbs->frameNum = 33 + FRAMES_JOE_XTRA; update(); } frame = 35; } else if ((joeFacing() == DIR_LEFT && joePrevFacing() == DIR_RIGHT) || (joeFacing() == DIR_RIGHT && joePrevFacing() == DIR_LEFT)) { pbs->frameNum = 34 + FRAMES_JOE_XTRA; update(); } pbs->frameNum = frame + FRAMES_JOE_XTRA; pbs->scale = joeScale(); pbs->xflip = (joeFacing() == DIR_LEFT); update(); joePrevFacing(joeFacing()); switch (frame) { case 33: frame = 1; break; case 34: frame = 3; break; case 35: frame = 5; break; } } pbs->frameNum = 29 + FRAMES_JOE_XTRA; _vm->graphics()->bankUnpack(frame, pbs->frameNum, 7); return frame; } void Logic::joeGrab(int16 grabState) { uint16 frame = 0; BobSlot *bobJoe = _vm->graphics()->bob(0); switch (grabState) { case STATE_GRAB_NONE: break; case STATE_GRAB_MID: if (joeFacing() == DIR_BACK) { frame = 6; } else if (joeFacing() == DIR_FRONT) { frame = 4; } else { frame = 2; } break; case STATE_GRAB_DOWN: if (joeFacing() == DIR_BACK) { frame = 9; } else { frame = 8; } break; case STATE_GRAB_UP: // turn back _vm->graphics()->bankUnpack(5, 29 + FRAMES_JOE_XTRA, 7); bobJoe->xflip = (joeFacing() == DIR_LEFT); bobJoe->scale = joeScale(); update(); // grab up _vm->graphics()->bankUnpack(7, 29 + FRAMES_JOE_XTRA, 7); bobJoe->xflip = (joeFacing() == DIR_LEFT); bobJoe->scale = joeScale(); update(); // turn back frame = 7; break; } if (frame != 0) { _vm->graphics()->bankUnpack(frame, 29 + FRAMES_JOE_XTRA, 7); bobJoe->xflip = (joeFacing() == DIR_LEFT); bobJoe->scale = joeScale(); update(); // extra delay for grab down if (grabState == STATE_GRAB_DOWN) { update(); update(); } } } void Logic::joeUseDress(bool showCut) { if (showCut) { joeFacing(DIR_FRONT); joeFace(); if (gameState(VAR_DRESSING_MODE) == 0) { playCutaway("cdres.CUT"); inventoryInsertItem(ITEM_CLOTHES); } else { playCutaway("cudrs.CUT"); } } _vm->display()->palSetJoe(JP_DRESS); joeSetupFromBanks("JoeD_A.BBK", "JoeD_B.BBK"); inventoryDeleteItem(ITEM_DRESS); gameState(VAR_DRESSING_MODE, 2); } void Logic::joeUseClothes(bool showCut) { if (showCut) { joeFacing(DIR_FRONT); joeFace(); playCutaway("cdclo.CUT"); inventoryInsertItem(ITEM_DRESS); } _vm->display()->palSetJoe(JP_CLOTHES); joeSetupFromBanks("Joe_A.BBK", "Joe_B.BBK"); inventoryDeleteItem(ITEM_CLOTHES); gameState(VAR_DRESSING_MODE, 0); } void Logic::joeUseUnderwear() { _vm->display()->palSetJoe(JP_CLOTHES); joeSetupFromBanks("JoeU_A.BBK", "JoeU_B.BBK"); gameState(VAR_DRESSING_MODE, 1); } void Logic::makePersonSpeak(const char *sentence, Person *person, const char *voiceFilePrefix) { _vm->command()->clear(false); Talk::speak(sentence, person, voiceFilePrefix, _vm); } void Logic::dialogue(const char *dlgFile, int personInRoom, char *cutaway) { char cutawayFile[20]; if (cutaway == NULL) { cutaway = cutawayFile; } _vm->display()->fullscreen(true); Talk::talk(dlgFile, personInRoom, cutaway, _vm); if (!cutaway[0]) { _vm->display()->fullscreen(false); } } void Logic::playCutaway(const char *cutFile, char *next) { char nextFile[20]; if (next == NULL) { next = nextFile; } _vm->graphics()->textClear(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS); Cutaway::run(cutFile, next, _vm); } void Logic::joeSpeak(uint16 descNum, bool objectType) { // joeSpeak(k, false) == SPEAK(JOE_RESPstr[k],"JOE",find_cd_desc(k)) // joeSpeak(k, true) == SPEAK(OBJECT_DESCRstr[k],"JOE",find_cd_desc(JOERESPMAX+k)) const char *text = objectType ? _objDescription[descNum] : _joeResponse[descNum]; if (objectType) { descNum += JOE_RESPONSE_MAX; } char descFilePrefix[10]; sprintf(descFilePrefix, "JOE%04i", descNum); makePersonSpeak(text, NULL, descFilePrefix); } Verb Logic::findVerbUnderCursor(int16 cursorx, int16 cursory) const { static const Verb pv[] = { VERB_NONE, VERB_OPEN, VERB_CLOSE, VERB_MOVE, VERB_GIVE, VERB_LOOK_AT, VERB_PICK_UP, VERB_TALK_TO, VERB_USE, VERB_SCROLL_UP, VERB_SCROLL_DOWN, VERB_INV_1, VERB_INV_2, VERB_INV_3, VERB_INV_4, }; return pv[zoneIn(ZONE_PANEL, cursorx, cursory)]; } uint16 Logic::findObjectUnderCursor(int16 cursorx, int16 cursory) const { uint16 roomObj = 0; if (cursory < ROOM_ZONE_HEIGHT) { int16 x = cursorx + _vm->display()->horizontalScroll(); roomObj = zoneIn(ZONE_ROOM, x, cursory); } return roomObj; } uint16 Logic::findObjectNumber(uint16 zoneNum) const { // l.316-327 select.c uint16 obj = zoneNum; uint16 objectMax = currentRoomObjMax(); debug(9, "Logic::findObjectNumber(%X, %X)", zoneNum, objectMax); if (zoneNum > objectMax) { // this is an area box, check for associated object obj = currentRoomArea(zoneNum - objectMax)->object; if (obj != 0) { // there is an object, get its number obj -= currentRoomData(); } } return obj; } uint16 Logic::findInventoryItem(int invSlot) const { // queen.c l.3894-3898 if (invSlot >= 0 && invSlot < 4) { return _inventoryItem[invSlot]; } return 0; } void Logic::inventorySetup() { _vm->graphics()->bankLoad("objects.BBK", 14); _inventoryItem[0] = ITEM_BAT; _inventoryItem[1] = ITEM_JOURNAL; _inventoryItem[2] = ITEM_NONE; _inventoryItem[3] = ITEM_NONE; } void Logic::inventoryRefresh() { int16 i; uint16 x = 182; for (i = 0; i < 4; ++i) { uint16 itemNum = _inventoryItem[i]; if (itemNum != 0) { // 1st object in inventory uses frame 8, // whereas 2nd, 3rd and 4th uses frame 9 uint16 dstFrame = (itemNum != 0) ? 8 : 9; // unpack frame for object and draw it _vm->graphics()->bankUnpack(_itemData[itemNum].frame, dstFrame, 14); _vm->graphics()->bobDrawInventoryItem(dstFrame, x, 14); } else { // no object, clear the panel _vm->graphics()->bobDrawInventoryItem(0, x, 14); } x += 35; } // XXX OLDVERB=VERB; update(); } int16 Logic::previousInventoryItem(int16 start) const { int i; for (i = start - 1; i >= 1; i--) if (_itemData[i].name > 0) return i; for (i = _numItems; i > start; i--) if (_itemData[i].name > 0) return i; return 0; //nothing found } int16 Logic::nextInventoryItem(int16 start) const { int i; for (i = start + 1; i < _numItems; i++) if (_itemData[i].name > 0) return i; for (i = 1; i < start; i++) if (_itemData[i].name > 0) return i; return 0; //nothing found } void Logic::removeDuplicateItems() { for (int i = 0; i < 4; i++) for (int j = i + 1; j < 4; j++) if (_inventoryItem[i] == _inventoryItem[j]) _inventoryItem[j] = ITEM_NONE; } uint16 Logic::numItemsInventory() const { uint16 count = 0; for (int i = 1; i < _numItems; i++) if (_itemData[i].name > 0) count++; return count; } void Logic::inventoryInsertItem(uint16 itemNum, bool refresh) { int16 item = _inventoryItem[0] = (int16)itemNum; _itemData[itemNum].name = ABS(_itemData[itemNum].name); //set visible for (int i = 1; i < 4; i++) { item = nextInventoryItem(item); _inventoryItem[i] = item; removeDuplicateItems(); } if (refresh) inventoryRefresh(); } void Logic::inventoryDeleteItem(uint16 itemNum, bool refresh) { int16 item = (int16)itemNum; _itemData[itemNum].name = -ABS(_itemData[itemNum].name); //set invisible for (int i = 0; i < 4; i++) { item = nextInventoryItem(item); _inventoryItem[i] = item; removeDuplicateItems(); } if (refresh) inventoryRefresh(); } void Logic::inventoryScroll(uint16 count, bool up) { if (!(numItemsInventory() > 4)) return; if (up) { for (int i = 3; i > 0; i--) _inventoryItem[i] = _inventoryItem[i - 1]; _inventoryItem[0] = previousInventoryItem(_inventoryItem[0]); } else { for (int i = 0; i < 3; i++) _inventoryItem[i] = _inventoryItem[i + 1]; _inventoryItem[3] = nextInventoryItem(_inventoryItem[3]); } inventoryRefresh(); } void Logic::objectCopy(int dummyObjectIndex, int realObjectIndex) { // P3_COPY_FROM function in cutaway.c /* Copy data from Dummy (D) object to object (K) If COPY_FROM Object images are greater than COPY_TO Object images then swap the objects around. */ ObjectData *dummyObject = objectData(dummyObjectIndex); ObjectData *realObject = objectData(realObjectIndex); int fromState = (dummyObject->name < 0) ? -1 : 0; int frameCountReal = 1; int frameCountDummy = 1; int graphic = realObject->image; if (graphic > 0) { if (graphic > 5000) graphic -= 5000; GraphicData *data = graphicData(graphic); if (data->lastFrame > 0) frameCountReal = data->lastFrame - data->firstFrame + 1; graphic = dummyObject->image; if (graphic > 0) { if (graphic > 5000) graphic -= 5000; data = graphicData(graphic); if (data->lastFrame > 0) frameCountDummy = data->lastFrame - data->firstFrame + 1; } } ObjectData temp = *realObject; *realObject = *dummyObject; if (frameCountDummy > frameCountReal) *dummyObject = temp; realObject->name = ABS(realObject->name); if (fromState == -1) dummyObject->name = -ABS(dummyObject->name); // Make sure that WALK_OFF_DATA is copied too! for (int i = 1; i <= _numWalkOffs; i++) { WalkOffData *walkOff = &_walkOffData[i]; if (walkOff->entryObj == (int16)dummyObjectIndex) { walkOff->entryObj = (int16)realObjectIndex; break; } } } void Logic::checkPlayer() { update(); if (!_vm->input()->cutawayRunning()) { _vm->command()->updatePlayer(); } } void Logic::customMoveJoe(int facing, uint16 areaNum, uint16 walkDataNum) { // queen.c l.2838-2911 debug(9, "customMoveJoe(%d, %d, %d)\n", facing, areaNum, walkDataNum); // Stop animating Joe _vm->graphics()->bob(0)->animating = false; // Make Joe face the right direction joeFacing(facing); joeFace(); _newRoom = 0; _entryObj = 0; char nextCut[20]; memset(nextCut, 0, sizeof(nextCut)); switch (_currentRoom) { case ROOM_JUNGLE_BRIDGE: joeSpeak(16); break; case ROOM_JUNGLE_GORILLA_1: playCutaway("c6c.CUT", nextCut); break; case ROOM_JUNGLE_GORILLA_2: playCutaway("c14b.CUT", nextCut); break; case ROOM_AMAZON_ENTRANCE: if (areaNum == 3) { playCutaway("c16a.CUT", nextCut); } break; case ROOM_AMAZON_HIDEOUT: if (walkDataNum == 4) { playCutaway("c17a.CUT", nextCut); } else if (walkDataNum == 2) { playCutaway("c17b.CUT", nextCut); } break; case ROOM_FLODA_OUTSIDE: playCutaway("c22a.CUT", nextCut); break; case ROOM_FLODA_KITCHEN: playCutaway("c26b.CUT", nextCut); break; case ROOM_FLODA_KLUNK: playCutaway("c30a.CUT", nextCut); break; case ROOM_FLODA_HENRY: playCutaway("c32c.CUT", nextCut); break; case ROOM_TEMPLE_ZOMBIES: if (areaNum == 6) { if (_gameState[21] == 0) { playCutaway("c50d.CUT", nextCut); while (nextCut[0] != '\0') { playCutaway(nextCut, nextCut); } _gameState[21] = 1; } else { playCutaway("c50h.CUT", nextCut); } } break; case ROOM_TEMPLE_SNAKE: playCutaway("c53b.CUT", nextCut); break; case ROOM_TEMPLE_LIZARD_LASER: joeSpeak(19); break; case ROOM_HOTEL_DOWNSTAIRS: joeSpeak(21); break; case ROOM_HOTEL_LOBBY: if (_gameState[VAR_ESCAPE_FROM_HOTEL_COUNT] == 0) { playCutaway("c73a.CUT"); _gameState[VAR_ESCAPE_FROM_HOTEL_COUNT] = 1; joeUseUnderwear(); joeFace(); } else if (_gameState[VAR_ESCAPE_FROM_HOTEL_COUNT] == 1) { playCutaway("c73b.CUT"); _gameState[VAR_ESCAPE_FROM_HOTEL_COUNT] = 2; } else if (_gameState[VAR_ESCAPE_FROM_HOTEL_COUNT] == 2) { playCutaway("c73c.CUT"); } break; case ROOM_TEMPLE_MAZE_5: if (areaNum == 7) { joeSpeak(17); } break; case ROOM_TEMPLE_MAZE_6: if (areaNum == 5 && _gameState[187] == 0) { playCutaway("c101b.CUT", nextCut); } break; case ROOM_FLODA_FRONTDESK: if (areaNum == 3) { if (_gameState[VAR_BYPASS_FLODA_RECEPTIONIST] == 1) { playCutaway("c103e.CUT", nextCut); } else if (_gameState[VAR_BYPASS_FLODA_RECEPTIONIST] == 0) { playCutaway("c103b.CUT", nextCut); _gameState[VAR_BYPASS_FLODA_RECEPTIONIST] = 1; } } break; } while (strlen(nextCut) > 4 && scumm_stricmp(nextCut + strlen(nextCut) - 4, ".cut") == 0) { playCutaway(nextCut, nextCut); } } void Logic::handlePinnacleRoom() { // camera does not follow Joe anymore _vm->graphics()->cameraBob(-1); roomDisplay(ROOM_JUNGLE_PINNACLE, RDM_NOFADE_JOE, 100, 2, true); BobSlot *joe = _vm->graphics()->bob(6); BobSlot *piton = _vm->graphics()->bob(7); // set scrolling value to mouse position to avoid glitch _vm->display()->horizontalScroll(_vm->input()->mousePosX()); joe->x = piton->x = 3 * _vm->input()->mousePosX() / 4 + 200; joe->frameNum = _vm->input()->mousePosX() / 36 + 43 + FRAMES_JOE_XTRA; // adjust bounding box for fullscreen joe->box.y2 = piton->box.y2 = GAME_SCREEN_HEIGHT - 1; // bobs have been unpacked from animating objects, we don't need them // to animate anymore ; so turn animating off joe->animating = piton->animating = false; update(); _vm->display()->palFadeIn(0, 223, ROOM_JUNGLE_PINNACLE, joe->active, joe->x, joe->y); _vm->graphics()->textCurrentColor(INK_PINNACLE_ROOM); _entryObj = 0; uint16 prevObj = 0; while (_vm->input()->mouseButton() == 0 || _entryObj == 0) { update(); int mx = _vm->input()->mousePosX(); int my = _vm->input()->mousePosY(); // update screen scrolling _vm->display()->horizontalScroll(_vm->input()->mousePosX()); // update bobs position / frame joe->x = piton->x = 3 * mx / 4 + 200; joe->frameNum = mx / 36 + 43 + FRAMES_JOE_XTRA; _vm->graphics()->textClear(5, 5); uint16 curObj = findObjectUnderCursor(mx, my); if (curObj != 0 && curObj != prevObj) { _entryObj = 0; curObj += _roomData[_currentRoom]; // global object number ObjectData *objData = &_objectData[curObj]; if (objData->name > 0) { _entryObj = objData->entryObj; char textCmd[CmdText::MAX_COMMAND_LEN]; sprintf(textCmd, "%s %s", verbName(VERB_WALK_TO), _objName[objData->name]); _vm->graphics()->textSetCentered(5, textCmd); } prevObj = curObj; } } _vm->input()->clearMouseButton(); _newRoom = _objectData[_entryObj].room; // Only a few commands can be triggered from this room : // piton -> crash : 0x216 (obj=0x2a, song=3) // piton -> floda : 0x217 (obj=0x29, song=16) // piton -> bob : 0x219 (obj=0x2f, song=6) // piton -> embark : 0x218 (obj=0x2c, song=7) // piton -> jungle : 0x20B (obj=0x2b, song=3) // piton -> amazon : 0x21A (obj=0x30, song=3) // // Because none of these update objects/areas/gamestate, the EXECUTE_ACTION() // call, as the original does, is useless. All we have to do is the playsong // call (all songs have the PLAY_BEFORE type). This way we could get rid of // the hack described in execute.c l.334-339. // // XXX if (com->song > 0) { playsong(com->song); } joe->active = piton->active = false; _vm->graphics()->textClear(5, 5); // camera follows Joe again _vm->graphics()->cameraBob(0); _vm->display()->palFadeOut(0, 223, ROOM_JUNGLE_PINNACLE); } void Logic::update() { _vm->graphics()->update(_currentRoom); _vm->input()->delay(); _vm->display()->palCustomScroll(_currentRoom); BobSlot *joe = _vm->graphics()->bob(0); _vm->display()->update(joe->active, joe->x, joe->y); _dbg->update(_vm->input()->checkKeys()); if (_vm->input()->quickSave()) if (!_vm->input()->cutawayRunning()) { _vm->input()->quickSaveReset(); gameSave(0, "Quicksave"); } if (_vm->input()->quickLoad()) if (!_vm->input()->cutawayRunning()) { _vm->input()->quickLoadReset(); gameLoad(0); } } bool Logic::gameSave(uint16 slot, const char *desc) { if (!desc) //no description entered return false; debug(3, "Saving game to slot %d", slot); int i, j; char *buf = new char[32]; memcpy(buf, desc, strlen(desc) < 32 ? strlen(desc) : 32); for (i = strlen(desc); i < 32; i++) buf[i] = '\0'; byte *saveData = new byte[SAVEGAME_SIZE]; byte *ptr = saveData; memcpy(ptr, buf, 32); ptr += 32; delete[] buf; WRITE_BE_UINT16(ptr, _talkSpeed); ptr += 2; WRITE_BE_UINT16(ptr, 0 /*_settings.musicVolume*/); ptr += 2; WRITE_BE_UINT16(ptr, _vm->sound()->sfxOn() ? 1 : 0); ptr += 2; WRITE_BE_UINT16(ptr, _vm->sound()->speechOn() ? 1 : 0); ptr += 2; WRITE_BE_UINT16(ptr, _vm->sound()->musicOn() ? 1 : 0); ptr += 2; WRITE_BE_UINT16(ptr, _subtitles ? 1 : 0); ptr += 2; for (i = 0; i < 4; i++) { WRITE_BE_UINT16(ptr, _inventoryItem[i]); ptr += 2; } WRITE_BE_UINT16(ptr, _vm->graphics()->bob(0)->x); ptr += 2; WRITE_BE_UINT16(ptr, _vm->graphics()->bob(0)->y); ptr += 2; WRITE_BE_UINT16(ptr, _currentRoom); ptr += 2; for (i = 1; i <= _numObjects; i++) _objectData[i].writeTo(ptr); for (i = 1; i <= _numItems; i++) _itemData[i].writeTo(ptr); for (i = 0; i < GAME_STATE_COUNT; i++) { WRITE_BE_UINT16(ptr, gameState(i)); ptr += 2; } for (i = 1; i <= _numRooms; i++) for (j = 1; j <= _areaMax[i]; j++) _area[i][j].writeTo(ptr); for (i = 0; i < TALK_SELECTED_COUNT; i++) _talkSelected[i].writeTo(ptr); for (i = 1; i <= _numWalkOffs; i++) _walkOffData[i].writeTo(ptr); WRITE_BE_UINT16(ptr, _joe.facing); ptr += 2; WRITE_BE_UINT16(ptr, _vm->bam()->_flag); ptr += 2; WRITE_BE_UINT16(ptr, 0); ptr += 2; //TODO: lastoverride //TODO: lastmerge, lastalter, altmrgpri for (i = 0; i < 3; i++) { WRITE_BE_UINT16(ptr, 0); ptr += 2; } if ((ptr - saveData) != SAVEGAME_SIZE) { delete[] saveData; return false; } bool result = _vm->resource()->writeSave(slot, saveData, SAVEGAME_SIZE); delete[] saveData; return result; } bool Logic::gameLoad(uint16 slot) { int i, j; byte *saveData = new byte[SAVEGAME_SIZE]; byte *ptr = saveData; if (!_vm->resource()->readSave(slot, saveData)) { warning("Couldn't load savegame from slot %d", slot); delete[] saveData; return false; } debug(3, "Loading game from slot %d", slot); ptr += 32; //skip description /*_talkSpeed = (int16)READ_BE_UINT16(ptr);*/ ptr += 2; /*_settings.musicVolume = (int16)READ_BE_UINT16(ptr);*/ ptr += 2; _vm->sound()->sfxToggle(READ_BE_UINT16(ptr) != 0); ptr += 2; _vm->sound()->speechToggle(READ_BE_UINT16(ptr) != 0); ptr += 2; _vm->sound()->musicToggle(READ_BE_UINT16(ptr) != 0); ptr += 2; _subtitles = READ_BE_UINT16(ptr) != 0; ptr += 2; for (i = 0; i < 4; i++) { _inventoryItem[i] = (int16)READ_BE_UINT16(ptr); ptr += 2; } _joe.x = (int16)READ_BE_UINT16(ptr); ptr += 2; _joe.y = (int16)READ_BE_UINT16(ptr); ptr += 2; currentRoom(READ_BE_UINT16(ptr)); ptr += 2; for (i = 1; i <= _numObjects; i++) _objectData[i].readFrom(ptr); for (i = 1; i <= _numItems; i++) _itemData[i].readFrom(ptr); for (i = 0; i < GAME_STATE_COUNT; i++) { gameState(i, (int16)READ_BE_UINT16(ptr)); ptr += 2; } for (i = 1; i <= _numRooms; i++) for (j = 1; j <= _areaMax[i]; j++) _area[i][j].readFrom(ptr); for (i = 0; i < TALK_SELECTED_COUNT; i++) _talkSelected[i].readFrom(ptr); for (i = 1; i <= _numWalkOffs; i++) _walkOffData[i].readFrom(ptr); joeFacing(READ_BE_UINT16(ptr)); ptr += 2; _vm->bam()->_flag = READ_BE_UINT16(ptr); ptr += 2; READ_BE_UINT16(ptr); ptr += 2; //TODO: lastoverride //_vm->sound()->playSound(_vm->sound()->lastOverride()) //TODO: lastmerge, lastalter, altmrgpri for (i = 0; i < 3; i++) { READ_BE_UINT16(ptr); ptr += 2; } if ((ptr - saveData) != SAVEGAME_SIZE) { delete[] saveData; return false; } if (_vm->bam()->_flag != BamScene::F_STOP) { _vm->bam()->prepareAnimation(); } joeCutFacing(joeFacing()); joeFace(); //OLDX = _joe.x; //OLDY = _joe.y; _oldRoom = 0; newRoom(_currentRoom); _entryObj = 0; switch (gameState(VAR_DRESSING_MODE)) { case 0: joeUseClothes(false); break; case 1: joeUseUnderwear(); break; case 2: joeUseDress(false); break; } inventoryRefresh(); delete[] saveData; return true; } void Logic::sceneStart() { debug(0, "[Logic::sceneStart] _scene = %i", _scene); _scene++; _vm->display()->showMouseCursor(false); if (1 == _scene) { // && _vm->input()->cutawayRunning()) { // sceneStart is always called when cutaway is running _vm->display()->palFadePanel(); } update(); } void Logic::sceneStop() { debug(0, "[Logic::sceneStop] _scene = %i", _scene); _scene--; if (_scene > 0) return; _vm->display()->palSetAllDirty(); _vm->display()->showMouseCursor(true); zoneSetupPanel(); } void Logic::changeRoom() { if (currentRoom() == ROOM_JUNGLE_PINNACLE) { handlePinnacleRoom(); } else if (currentRoom() == FOTAQ_LOGO && gameState(VAR_INTRO_PLAYED) == 0) { // FIXME: this should be rewritten in a more elegant way bool pcGamesDemo = _vm->resource()->isDemo() && !_vm->resource()->exists("pclogo.cut"); if (pcGamesDemo) { currentRoom(79); } roomDisplay(currentRoom(), RDM_FADE_NOJOE, 100, 2, true); if (_vm->resource()->isDemo()) { if (pcGamesDemo) { playCutaway("clogo.cut"); } else { playCutaway("pclogo.cut"); } } else { playCutaway("copy.cut"); playCutaway("clogo.cut"); // TODO enable talking for talkie version playCutaway("cdint.cut"); // restore palette colors ranging from 144 to 256 _vm->graphics()->loadPanel(); playCutaway("cred.cut"); } // Ugly fix from original code sceneReset(); currentRoom(ROOM_HOTEL_LOBBY); entryObj(584); roomDisplay(currentRoom(), RDM_FADE_JOE, 100, 2, true); playCutaway("c70d.cut"); gameState(VAR_INTRO_PLAYED, 1); inventorySetup(); inventoryRefresh(); } else { roomDisplay(currentRoom(), RDM_FADE_JOE, 100, 1, false); } _vm->display()->showMouseCursor(true); // _drawMouseFlag = 1; } void Logic::useJournal() { if (_vm->resource()->isDemo()) { makePersonSpeak("This is a demo, so I can't load or save games*14", NULL, ""); } else { // XXX save some vars // // XXX tmpbamflag=bamflag; // XXX bamflag=0; // XXX in_journal=1; _vm->command()->clear(false); Journal j(_vm); j.use(); _vm->walk()->stopJoe(); // XXX restore vars // // XXX in_journal=0; // XXX bamflag=tmpbamflag; // XXX TALKQUIT=CUTQUIT=0; Make sure that we turn off cut stuff in case we use Journal during cutaways } } void Logic::registerDefaultSettings() { ConfMan.registerDefault("master_volume", 255); ConfMan.registerDefault("music_mute", false); ConfMan.registerDefault("sfx_mute", false); ConfMan.registerDefault("talkspeed", DEFAULT_TALK_SPEED); ConfMan.registerDefault("speech_mute", _vm->resource()->isFloppy()); ConfMan.registerDefault("subtitles", true); } void Logic::checkOptionSettings() { // check talkspeed value if (_talkSpeed < 4) { _talkSpeed = 4; } else if (_talkSpeed > 95) { _talkSpeed = 100; } // XXX check master_volume value // only CD-ROM version has speech if (_vm->resource()->JASVersion()[0] != 'C' && _vm->sound()->speechOn()) { _vm->sound()->speechToggle(false); } // ensure text is always on when voice is off if (!_vm->sound()->speechOn()) { _subtitles = true; } } void Logic::readOptionSettings() { // XXX master_volume _vm->sound()->musicToggle(!ConfMan.getBool("music_mute")); _vm->sound()->sfxToggle(!ConfMan.getBool("sfx_mute")); _talkSpeed = ConfMan.getInt("talkspeed"); _vm->sound()->speechToggle(!ConfMan.getBool("speech_mute")); _subtitles = ConfMan.getBool("subtitles"); checkOptionSettings(); } void Logic::writeOptionSettings() { // XXX master_volume ConfMan.set("music_mute", !_vm->sound()->musicOn()); ConfMan.set("sfx_mute", !_vm->sound()->sfxOn()); ConfMan.set("talkspeed", _talkSpeed); ConfMan.set("speech_mute", !_vm->sound()->speechOn()); ConfMan.set("subtitles", _subtitles); ConfMan.flushToDisk(); } void Logic::executeSpecialMove(uint16 sm) { // FIXME: for now, we initialise the various 'asm' procs here but, // in order to support the 'interview' mini-game', we will have to do // that in a proper setupAsmForGame() or setupAsmForInterview() function. static const SpecialMoveProc proc[40] = { /* 00 */ NULL, NULL, &Logic::asmMakeJoeUseDress, &Logic::asmMakeJoeUseNormalClothes, /* 04 */ &Logic::asmMakeJoeUseUnderwear, &Logic::asmSwitchToDressPalette, &Logic::asmSwitchToNormalPalette, &Logic::asmStartCarAnimation, /* 08 */ &Logic::asmStopCarAnimation, &Logic::asmStartFightAnimation, &Logic::asmWaitForFrankPosition, &Logic::asmMakeFrankGrowing, /* 12 */ &Logic::asmMakeRobotGrowing, &Logic::asmShrinkRobot, &Logic::asmEndGame, &Logic::asmPutCameraOnDino, /* 16 */ &Logic::asmPutCameraOnJoe, NULL, // XXX alternative introduction NULL, // XXX alternative introduction &Logic::asmSetAzuraInLove, /* 20 */ &Logic::asmPanRightFromJoe, &Logic::asmSetLightsOff, &Logic::asmSetLightsOn, &Logic::asmSetManequinAreaOn, /* 24 */ &Logic::asmPanToJoe, &Logic::asmTurnGuardOn, &Logic::asmPanLeft320To144, &Logic::asmSmooch, /* 28 */ &Logic::asmMakeLightningHitPlane, &Logic::asmScaleBlimp, &Logic::asmScaleEnding, &Logic::asmWaitForCarPosition, /* 32 */ &Logic::asmShakeScreen, &Logic::asmAttemptPuzzle, &Logic::asmScaleTitle, NULL, // XXX PC Demo ? /* 36 */ &Logic::asmPanRightToHugh, &Logic::asmMakeWhiteFlash, &Logic::asmPanRightToJoeAndRita, &Logic::asmPanLeftToBomb }; if (sm >= ARRAYSIZE(proc) || proc[sm] == NULL) { warning("unhandled / invalid special move : %d", sm); } else { debug(0, "Special move: %d", sm); (this->*proc[sm])(); } } void Logic::asmMakeJoeUseDress() { joeUseDress(false); } void Logic::asmMakeJoeUseNormalClothes() { joeUseClothes(false); } void Logic::asmMakeJoeUseUnderwear() { joeUseUnderwear(); } void Logic::asmSwitchToDressPalette() { _vm->display()->palSetJoe(JP_DRESS); } void Logic::asmSwitchToNormalPalette() { _vm->display()->palSetJoe(JP_CLOTHES); } void Logic::asmStartCarAnimation() { // Carbam background animation - room 74 _vm->bam()->_flag = BamScene::F_PLAY; _vm->bam()->prepareAnimation(); } void Logic::asmStopCarAnimation() { _vm->bam()->_flag = BamScene::F_STOP; //CR 2 - Turn off big oil splat and gun shots! _vm->graphics()->bob(findBob(594))->active = false; // Oil object _vm->graphics()->bob(7)->active = false; } void Logic::asmStartFightAnimation() { // Fight1 background animation - room 69 _vm->bam()->_flag = BamScene::F_PLAY; _vm->bam()->prepareAnimation(); gameState(148, 1); } void Logic::asmWaitForFrankPosition() { // c69e.cut _vm->bam()->_flag = BamScene::F_REQ_STOP; while (_vm->bam()->_flag != BamScene::F_STOP) { update(); } } void Logic::asmMakeFrankGrowing() { // c69z.cut _vm->graphics()->bankUnpack(1, 38, 15); BobSlot *bobFrank = _vm->graphics()->bob(5); bobFrank->frameNum = 38; bobFrank->curPos(160, 200); bobFrank->box.y2 = GAME_SCREEN_HEIGHT - 1; int i; for (i = 10; i <= 100; i += 4) { bobFrank->scale = i; update(); } for (i = 0; i <= 20; ++i) { update(); } objectData(521)->name = ABS(objectData(521)->name); // Dinoray objectData(526)->name = ABS(objectData(526)->name); // Frank obj objectData(522)->name = -ABS(objectData(522)->name); // TMPD object off objectData(525)->name = -ABS(objectData(525)->name); // Floda guards off objectData(523)->name = -ABS(objectData(523)->name); // Sparky object off gameState(157, 1); // No more Ironstein } void Logic::asmMakeRobotGrowing() { // c69z.cut _vm->graphics()->bankUnpack(1, 38, 15); BobSlot *bobRobot = _vm->graphics()->bob(5); bobRobot->frameNum = 38; bobRobot->curPos(160, 200); bobRobot->box.y2 = GAME_SCREEN_HEIGHT - 1; int i; for (i = 10; i <= 100; i += 4) { bobRobot->scale = i; update(); } for (i = 0; i <= 20; ++i) { update(); } objectData(524)->name = -ABS(objectData(524)->name); // Azura object off objectData(526)->name = -ABS(objectData(526)->name); // Frank object off } void Logic::asmShrinkRobot() { int i; for (i = 100; i >= 35; i -= 5) { _vm->graphics()->bob(6)->scale = i; update(); } } void Logic::asmEndGame() { int i; for (i = 0; i < 40; ++i) { update(); } debug(0, "Game completed"); OSystem::instance()->quit(); } void Logic::asmPutCameraOnDino() { _vm->graphics()->cameraBob(-1); while (_vm->display()->horizontalScroll() < 320) { _vm->display()->horizontalScroll(_vm->display()->horizontalScroll() + 16); if (_vm->display()->horizontalScroll() > 320) { _vm->display()->horizontalScroll(320); } update(); } _vm->graphics()->cameraBob(1); } void Logic::asmPutCameraOnJoe() { _vm->graphics()->cameraBob(0); } void Logic::asmSetAzuraInLove() { gameState(VAR_AZURA_IN_LOVE, 1); } void Logic::asmPanRightFromJoe() { _vm->graphics()->cameraBob(-1); while (_vm->display()->horizontalScroll() < 320) { _vm->display()->horizontalScroll(_vm->display()->horizontalScroll() + 16); if (_vm->display()->horizontalScroll() > 320) { _vm->display()->horizontalScroll(320); } update(); } } void Logic::asmSetLightsOff() { _vm->display()->palCustomLightsOff(currentRoom()); } void Logic::asmSetLightsOn() { _vm->display()->palCustomLightsOn(currentRoom()); } void Logic::asmSetManequinAreaOn() { area(ROOM_FLODA_FRONTDESK, 7)->mapNeighbours = ABS(area(ROOM_FLODA_FRONTDESK, 7)->mapNeighbours); } void Logic::asmPanToJoe() { int i = _vm->graphics()->bob(0)->x - 160; if (i < 0) { i = 0; } else if (i > 320) { i = 320; } _vm->graphics()->cameraBob(-1); if (i < _vm->display()->horizontalScroll()) { while (_vm->display()->horizontalScroll() > i) { _vm->display()->horizontalScroll(_vm->display()->horizontalScroll() - 16); if (_vm->display()->horizontalScroll() < i) { _vm->display()->horizontalScroll(i); } update(); } } else { while (_vm->display()->horizontalScroll() < i) { _vm->display()->horizontalScroll(_vm->display()->horizontalScroll() + 16); if (_vm->display()->horizontalScroll() > i ) { _vm->display()->horizontalScroll(i); } } update(); } _vm->graphics()->cameraBob(0); } void Logic::asmTurnGuardOn() { gameState(85, 1); } void Logic::asmPanLeft320To144() { _vm->graphics()->cameraBob(-1); while (_vm->display()->horizontalScroll() > 144) { _vm->display()->horizontalScroll(_vm->display()->horizontalScroll() - 8); if (_vm->display()->horizontalScroll() < 144) { _vm->display()->horizontalScroll(144); } update(); } } void Logic::asmSmooch() { _vm->graphics()->cameraBob(-1); BobSlot *bobAzura = _vm->graphics()->bob(5); BobSlot *bobJoe = _vm->graphics()->bob(6); while (_vm->display()->horizontalScroll() < 320) { _vm->display()->horizontalScroll(_vm->display()->horizontalScroll() + 8); if (bobJoe->x - bobAzura->x > 128) { bobAzura->x += 10; bobJoe->x += 6; } else { bobAzura->x += 8; bobJoe->x += 8; } update(); } } void Logic::asmMakeLightningHitPlane() { _vm->graphics()->cameraBob(-1); short iy = 0, x, ydir = -1, j, k; BobSlot *planeBob = _vm->graphics()->bob(5); BobSlot *lightningBob = _vm->graphics()->bob(20); planeBob->box.y2 = lightningBob->box.y2 = 199; planeBob->y = 135; planeBob->scale = 20; for (x = 660; x > 163; x -= 6) { planeBob->x = x; planeBob->y = 135 + iy; iy -= ydir; if (iy < -9 || iy > 9) ydir = -ydir; planeBob->scale++; if (planeBob->scale > 100) planeBob->scale = 100; int scrollX = x - 163; if (scrollX > 320) scrollX = 320; _vm->display()->horizontalScroll(scrollX); update(); } planeBob->scale = 100; _vm->display()->horizontalScroll(0); planeBob->x -= -8; planeBob->y += 6; lightningBob->x = 160; lightningBob->y = 0; // 23/2/95 - Play lightning SFX // XXX sfxplay(NULLstr); _vm->graphics()->bankUnpack(18, lightningBob->frameNum, 15); _vm->graphics()->bankUnpack(4, planeBob ->frameNum, 15); // Plane plunges into the jungle! BobSlot *fireBob = _vm->graphics()->bob(6); fireBob->animating = true; fireBob->x = planeBob->x; fireBob->y = planeBob->y + 10; _vm->graphics()->bankUnpack(19, fireBob->frameNum, 15); update(); k = 20; j = 1; for (x = 163; x > -30; x -= 10) { planeBob->y += 4; fireBob->y += 4; planeBob->x = fireBob->x = x; if (k < 40) { _vm->graphics()->bankUnpack(j, planeBob->frameNum, 15); _vm->graphics()->bankUnpack(k, fireBob ->frameNum, 15); k++; j++; if (j == 4) j = 1; } update(); } _vm->graphics()->cameraBob(0); } void Logic::asmScaleBlimp() { int16 z = 256; BobSlot *bob = _vm->graphics()->bob(7); int16 x = bob->x; int16 y = bob->y; while (bob->x > 150) { bob->x = x * 256 / z + 150; bob->x = y * 256 / z + 112; bob->scale = 100 * 256 / z; ++z; if (z % 6 == 0) { --x; } update(); } } void Logic::asmScaleEnding() { _vm->graphics()->bob(7)->active = false; // Turn off blimp BobSlot *b = _vm->graphics()->bob(20); b->x = 160; b->y = 100; int i; for (i = 5; i <= 100; i += 5) { b->scale = i; update(); } for (i = 0; i < 50; ++i) { update(); } _vm->display()->palFadeOut(0, 255, currentRoom()); } void Logic::asmWaitForCarPosition() { // Wait for car to reach correct position before pouring oil while (_vm->bam()->_index != 60) { update(); } } void Logic::asmShakeScreen() { OSystem::instance()->set_shake_pos(3); update(); OSystem::instance()->set_shake_pos(0); update(); } void Logic::asmAttemptPuzzle() { static short n = 0; ++n; if (n & 4) { joeSpeak(226, true); } } void Logic::asmScaleTitle() { BobSlot *bob = _vm->graphics()->bob(5); bob->animating = false; bob->x = 161; bob->y = 200; bob->scale = 100; int i; for (i = 5; i <= 100; i +=5) { bob->scale = i; bob->y -= 4; update(); } } void Logic::asmPanRightToHugh() { BobSlot *bob_thugA1 = _vm->graphics()->bob(20); BobSlot *bob_thugA2 = _vm->graphics()->bob(21); BobSlot *bob_thugA3 = _vm->graphics()->bob(22); BobSlot *bob_hugh1 = _vm->graphics()->bob(1); BobSlot *bob_hugh2 = _vm->graphics()->bob(23); BobSlot *bob_hugh3 = _vm->graphics()->bob(24); BobSlot *bob_thugB1 = _vm->graphics()->bob(25); BobSlot *bob_thugB2 = _vm->graphics()->bob(26); _vm->graphics()->cameraBob(-1); _vm->input()->fastMode(true); update(); int i = 4, k = 160; // Adjust thug1 gun so it matches rest of body bob_thugA1->x += (k / 2) * 2 - 45; bob_thugA2->x += (k / 2) * 2; bob_thugA3->x += (k / 2) * 2; bob_hugh1->x += (k / 2) * 3 + (k / 2); bob_hugh2->x += (k / 2) * 3 + (k / 2); bob_hugh3->x += (k / 2) * 3 + (k / 2); bob_thugB1->x += (k / 2) * 4 + k; bob_thugB2->x += (k / 2) * 4 + k; if (i == 3) { bob_thugB1->x += 10; bob_thugB2->x += 10; } i *= 2; int horizontalScroll = 0; while (horizontalScroll < k) { horizontalScroll = horizontalScroll + i; if (horizontalScroll > k) horizontalScroll = k; //debug(0, "horizontalScroll = %i", horizontalScroll); _vm->display()->horizontalScroll(horizontalScroll); bob_thugA1->x -= i * 2; bob_thugA2->x -= i * 2; bob_thugA3->x -= i * 2; bob_hugh1->x -= i * 3; bob_hugh2->x -= i * 3; bob_hugh3->x -= i * 3; bob_thugB1->x -= i * 4; bob_thugB2->x -= i * 4; update(); if (_vm->input()->cutawayQuit()) return; } _vm->input()->fastMode(false); } void Logic::asmMakeWhiteFlash() { _vm->display()->palCustomFlash(); } void Logic::asmPanRightToJoeAndRita() { // cdint.cut BobSlot *bob_box = _vm->graphics()->bob(20); BobSlot *bob_beam = _vm->graphics()->bob(21); BobSlot *bob_crate = _vm->graphics()->bob(22); BobSlot *bob_clock = _vm->graphics()->bob(23); BobSlot *bob_hands = _vm->graphics()->bob(24); _vm->graphics()->cameraBob(-1); _vm->input()->fastMode(true); update(); bob_box ->x += 280 * 2; bob_beam ->x += 30; bob_crate->x += 180 * 3; int horizontalScroll = _vm->display()->horizontalScroll(); int i = 1; while (horizontalScroll < 290) { horizontalScroll = horizontalScroll + i; if (horizontalScroll > 290) horizontalScroll = 290; //debug(0, "horizontalScroll = %i", horizontalScroll); _vm->display()->horizontalScroll(horizontalScroll); bob_box ->x -= i * 2; bob_beam ->x -= i; bob_crate->x -= i * 3; bob_clock->x -= i * 2; bob_hands->x -= i * 2; update(); if (_vm->input()->cutawayQuit()) return; } _vm->input()->fastMode(false); } void Logic::asmPanLeftToBomb() { // cdint.cut BobSlot *bob21 = _vm->graphics()->bob(21); BobSlot *bob22 = _vm->graphics()->bob(22); _vm->graphics()->cameraBob(-1); _vm->input()->fastMode(true); int horizontalScroll = _vm->display()->horizontalScroll(); int i = 5; while (horizontalScroll > 0 || bob21->x < 136) { horizontalScroll -= i; if (horizontalScroll < 0) horizontalScroll = 0; //debug(0, "horizontalScroll = %i", horizontalScroll); _vm->display()->horizontalScroll(horizontalScroll); if (horizontalScroll < 272 && bob21->x < 136) bob21->x += (i/2); bob22->x += i; update(); if (_vm->input()->cutawayQuit()) return; } _vm->input()->fastMode(false); } } // End of namespace Queen