/* 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 "queen/command.h" #include "queen/cutaway.h" #include "queen/defs.h" #include "queen/display.h" #include "queen/graphics.h" #include "queen/input.h" #include "queen/talk.h" #include "queen/walk.h" namespace Queen { const VerbEnum Logic::PANEL_VERBS[] = { 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_DIGIT_1, // inventory item 1 VERB_DIGIT_2, // inventory item 2 VERB_DIGIT_3, // inventory item 3 VERB_DIGIT_4, // inventory item 4 }; char* Verb::_verbName[13]; Direction State::findDirection(uint16 state) { // queen.c l.4014-4021 static const Direction sd[] = { DIR_BACK, DIR_RIGHT, DIR_LEFT, DIR_FRONT }; return sd[(state >> 2) & 3]; } StateTalk State::findTalk(uint16 state) { return (state & (1 << 9)) ? STATE_TALK_TALK : STATE_TALK_MUTE; } StateGrab State::findGrab(uint16 state) { // queen.c l.4022-4029 static const StateGrab gd[] = { STATE_GRAB_NONE, STATE_GRAB_DOWN, STATE_GRAB_UP, STATE_GRAB_MID }; return gd[state & 3]; } StateOn State::findOn(uint16 state) { return (state & (1 << 8)) ? STATE_ON_ON : STATE_ON_OFF; } Verb State::findDefaultVerb(uint16 state) { Verb v; switch((state >> 4) & 0xF) { case 1: v = Verb(VERB_OPEN); break; case 3: v = Verb(VERB_CLOSE); break; case 7: v = Verb(VERB_MOVE); break; case 8: v = Verb(VERB_GIVE); break; case 12: v = Verb(VERB_USE); break; case 14: v = Verb(VERB_PICK_UP); break; case 9: v = Verb(VERB_TALK_TO); break; case 6: v = Verb(VERB_LOOK_AT); break; default: v = Verb(VERB_NONE); break; } return v; } StateUse State::findUse(uint16 state) { return (state & (1 << 10)) ? STATE_USE : STATE_USE_ON; } void State::alterOn(uint16 *objState, StateOn state) { switch (state) { case STATE_ON_ON: *objState |= (1 << 8); break; case STATE_ON_OFF: *objState &= ~(1 << 8); break; } } void State::alterDefaultVerb(uint16 *objState, Verb v) { uint16 val; switch (v.value()) { case VERB_OPEN: val = 1; break; case VERB_CLOSE: val = 3; break; case VERB_MOVE: val = 7; break; case VERB_GIVE: val = 8; break; case VERB_USE: val = 12; break; case VERB_PICK_UP: val = 14; break; case VERB_TALK_TO: val = 9; break; case VERB_LOOK_AT: val = 6; break; default: val = 0; break; } *objState = (*objState & ~0xF0) | (val << 4); } Common::RandomSource Logic::randomizer; Logic::Logic(Resource *resource, Graphics *graphics, Display *theDisplay, Input *input, Sound *sound) : _resource(resource), _graphics(graphics), _display(theDisplay), _input(input), _sound(sound) { _settings.talkSpeed = DEFAULT_TALK_SPEED; _jas = _resource->loadFile("QUEEN.JAS", 20); _joe.x = _joe.y = 0; _joe.scale = 100; _walk = new Walk(this, _graphics); _cmd = new Command(this, _graphics, _input, _walk); memset(_gameState, 0, sizeof(_gameState)); initialise(); } Logic::~Logic() { delete[] _jas; delete _walk; delete _cmd; } void Logic::initialise() { int16 i, j; 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 (_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); } _cmd->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, _resource->JASVersion(), 5) != 0) { warning("Unexpected queen.jas file format"); } _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(); Verb::initName(0, NULL); for (i = 1; i <= 12; i++) Verb::initName(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(); _settings.textToggle = true; if (_resource->isFloppy()) _settings.speechToggle = false; else _settings.speechToggle = true; _cmd->clear(false); // XXX SCENE = 0 memset(_gameState, 0, sizeof(_gameState)); _graphics->loadPanel(); _graphics->bobSetupControl(); joeSetup(); zoneSetupPanel(); _oldRoom = 0; } 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) { 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) { return _areaMax[room]; } uint16 Logic::currentRoomAreaMax() { return _areaMax[_currentRoom]; } uint16 Logic::walkOffCount() { return _numWalkOffs; } WalkOffData *Logic::walkOffData(int index) { return &_walkOffData[index]; } 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); 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(uint16 walking) { _joe.walk = walking; } 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); } 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() { _graphics->frameEraseAll(false); _graphics->bankErase(15); _graphics->bankErase(11); _graphics->bankErase(10); _graphics->bankErase(12); // TODO: TALKHEAD=0; if (_currentRoom >= 114) { _display->palFadeOut(0, 255, _currentRoom); } else { _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() { _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() { 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: 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; _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) { 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[_objectData[obj].name], 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 (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 _graphics->bankUnpack(pgd->firstFrame, 2, 15); pbs->animating = false; uint16 firstImage = 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 = firstImage; if (pgd->speed > 0) { _graphics->bobAnimNormal(curBob, firstImage, 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) { char filename[20]; // loads background image sprintf(filename, "%s.PCX", room); _graphics->loadBackdrop(filename, _currentRoom); // custom colors _display->palCustomColors(_currentRoom); // setup graphics to enter fullscreen/panel mode _display->screenMode(comPanel, inCutaway); // reset sprites table (bounding box...) _graphics->bobClearAll(); // load/setup objects associated to this room sprintf(filename, "%s.BBK", room); _graphics->bankLoad(filename, 15); zoneSetup(); _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); ObjectData *pod = NULL; if (mode != RDM_FADE_NOJOE) { pod = joeSetupInRoom(mode != RDM_FADE_JOE_XY, scale); } // FIXME: commented for now, to avoid color glitches when // switching rooms during cutaway // if (mode != RDM_NOFADE_JOE) { update(); if (_currentRoom >= 114) { _display->palFadeIn(0, 255, _currentRoom); } else { _display->palFadeIn(0, 223, _currentRoom); } // } if (pod != NULL) { _walk->joeMove(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() - 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; } } // 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; _graphics->bankUnpack(i, curImage, person->bankNum); } } // start animation _graphics->bobAnimString(person->actor->bobNum, animFrames); return curImage; } void Logic::animErase(uint16 bobNum) { _newAnim[bobNum][0].frame = 0; BobSlot *pbs = _graphics->bob(bobNum); pbs->animating = false; pbs->anim.string.buffer = NULL; } 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) { _graphics->bankUnpack(ABS(tempFrames[i]), firstImage + i, 15); } BobSlot *pbs = _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; _graphics->bankLoad(animBank, 13); for (i = 11; i <= 28 + FRAMES_JOE_XTRA; ++i) { _graphics->bankUnpack(i - 10, i, 13); } _graphics->bankErase(13); _graphics->bankLoad(standBank, 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); } void Logic::joeSetup() { joeSetupFromBanks("joe_a.BBK", "joe_b.BBK"); _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 _joe.facing = State::findDirection(pod->state); _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; update(); } frame = 34; } else if (_joe.facing == DIR_BACK) { if (_joe.prevFacing == DIR_FRONT) { pbs->frameNum = 33 + FRAMES_JOE_XTRA; 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; update(); } pbs->frameNum = frame + FRAMES_JOE_XTRA; pbs->scale = _joe.scale; pbs->xflip = (_joe.facing == DIR_LEFT); 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; } void Logic::joeGrab(uint16 state, uint16 speed) { StateGrab sg = State::findGrab(state); if (sg != STATE_GRAB_NONE) { joeGrabDirection(sg, speed); } } void Logic::joeGrabDirection(StateGrab grab, uint16 speed) { // if speed == 0, then keep Joe in position uint16 frame = 0; BobSlot *bobJoe = _graphics->bob(0); switch (grab) { case STATE_GRAB_NONE: break; case STATE_GRAB_MID: if (_joe.facing == DIR_BACK) { frame = 4; } else if (_joe.facing == DIR_FRONT) { frame = 6; } else { frame = 2; } break; case STATE_GRAB_DOWN: if (_joe.facing == DIR_BACK) { frame = 9; } else { frame = 8; } break; case STATE_GRAB_UP: // turn back _graphics->bankUnpack(5, 29 + FRAMES_JOE_XTRA, 7); bobJoe->xflip = (_joe.facing == DIR_LEFT); bobJoe->scale = _joe.scale; update(); // grab up _graphics->bankUnpack(7, 29 + FRAMES_JOE_XTRA, 7); bobJoe->xflip = (_joe.facing == DIR_LEFT); bobJoe->scale = _joe.scale; update(); // turn back if (speed == 0) { frame = 7; } else { frame = 5; } break; } if (frame != 0) { _graphics->bankUnpack(frame, 29 + FRAMES_JOE_XTRA, 7); bobJoe->xflip = (_joe.facing == DIR_LEFT); bobJoe->scale = _joe.scale; update(); // extra delay for grab down if (grab == STATE_GRAB_DOWN) { update(); update(); } if (speed > 0) { joeFace(); } } } void Logic::joeUseDress(bool showCut) { if (showCut) { joeFacing(DIR_FRONT); joeFace(); if (gameState(VAR_DRESSING_MODE) == 0) { playCutaway("cdres.CUT"); inventoryInsertItem(58); } else { playCutaway("cudrs.CUT"); } } _display->palSetJoe(JP_DRESS); joeSetupFromBanks("JoeD_A.BBK", "JoeD_B.BBK"); inventoryDeleteItem(56); gameState(VAR_DRESSING_MODE, 2); } void Logic::joeUseClothes(bool showCut) { if (showCut) { joeFacing(DIR_FRONT); joeFace(); playCutaway("cdclo.CUT"); inventoryInsertItem(56); } _display->palSetJoe(JP_CLOTHES); joeSetupFromBanks("Joe_A.BBK", "Joe_B.BBK"); inventoryDeleteItem(58); gameState(VAR_DRESSING_MODE, 0); } void Logic::joeUseUnderwear() { _display->palSetJoe(JP_CLOTHES); joeSetupFromBanks("JoeU_A.BBK", "JoeU_B.BBK"); gameState(VAR_DRESSING_MODE, 1); } void Logic::playCutaway(const char *cutFile, char *next) { char nextFile[20]; if (next == NULL) { next = nextFile; } Cutaway::run(cutFile, next, _graphics, _input, this, _resource, _sound); } 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); Talk::speak(text, NULL, descFilePrefix, _graphics, _input, this, _resource, _sound); } const char* Logic::objectOrItemName(int16 obj) const { uint16 name; if (obj < 0) { name = _itemData[ABS(obj)].name; } else { name = _objectData[obj].name; } return _objName[name]; } Verb Logic::findVerbUnderCursor(int16 cursorx, int16 cursory) const { return Verb(PANEL_VERBS[zoneIn(ZONE_PANEL, cursorx, cursory)]); } uint16 Logic::findObjectUnderCursor(int16 cursorx, int16 cursory) const { uint16 roomObj = 0; if (cursory < ROOM_ZONE_HEIGHT) { int16 x = cursorx + _display->horizontalScroll(); roomObj = zoneIn(ZONE_ROOM, x, cursory); } return roomObj; } uint16 Logic::findObjectRoomNumber(uint16 zoneNum) const { // l.316-327 select.c uint16 noun = zoneNum; uint16 objectMax = _objMax[_currentRoom]; if (zoneNum > objectMax) { // this is an area box, check for associated object uint16 obj = _area[_currentRoom][zoneNum - objectMax].object; if (obj != 0) { // there is an object, get its number noun = obj - _roomData[_currentRoom]; } } return noun; } uint16 Logic::findObjectGlobalNumber(uint16 zoneNum) const { return _roomData[_currentRoom] + findObjectRoomNumber(zoneNum); } uint16 Logic::findInventoryItem(int invSlot) const { // queen.c l.3894-3898 if (invSlot >= 0 && invSlot < 4) { return _inventoryItem[invSlot]; } return 0; } void Logic::inventorySetup() { _graphics->bankLoad("objects.BBK", 14); _inventoryItem[0] = 1; // Bat _inventoryItem[1] = _resource->isDemo() ? 7 : 2; // Journal _inventoryItem[2] = 0; _inventoryItem[3] = 0; } 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 _graphics->bankUnpack(_itemData[itemNum].frame, dstFrame, 14); _graphics->bobDrawInventoryItem(dstFrame, x, 14); } else { // no object, clear the panel _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] = 0; } 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(); _cmd->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 _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 4: joeSpeak(16); break; case 6: playCutaway("c6c.CUT", nextCut); break; case 14: playCutaway("c14b.CUT", nextCut); break; case 16: if (areaNum == 3) { playCutaway("c16a.CUT", nextCut); } break; case 17: if (walkDataNum == 4) { playCutaway("c17a.CUT", nextCut); } else if (walkDataNum == 2) { playCutaway("c17b.CUT", nextCut); } break; case 22: playCutaway("c22a.CUT", nextCut); break; case 26: playCutaway("c26b.CUT", nextCut); break; case 30: playCutaway("c30a.CUT", nextCut); break; case 32: playCutaway("c32c.CUT", nextCut); break; case 50: 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 53: playCutaway("c53b.CUT", nextCut); break; case 55: joeSpeak(19); break; case 71: joeSpeak(21); break; case 73: // don't play next Cutaway if (_gameState[VAR_ROOM73_CUTAWAY] == 0) { playCutaway("c73a.CUT"); _gameState[VAR_ROOM73_CUTAWAY] = 1; joeUseUnderwear(); joeFace(); } else if (_gameState[VAR_ROOM73_CUTAWAY] == 1) { playCutaway("c73b.CUT"); _gameState[VAR_ROOM73_CUTAWAY] = 2; } else if (_gameState[VAR_ROOM73_CUTAWAY] == 2) { playCutaway("c73c.CUT"); } break; case 100: if (areaNum == 7) { joeSpeak(17); } break; case 101: if (areaNum == 5 && _gameState[187] == 0) { playCutaway("c101b.CUT", nextCut); } break; case 103: if (areaNum == 3) { if (_gameState[35] == 1) { playCutaway("c103e.CUT", nextCut); } else if (_gameState[35] == 0) { playCutaway("c103b.CUT", nextCut); _gameState[35] = 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 _graphics->cameraBob(-1); roomDisplay("m1", RDM_NOFADE_JOE, 100, 2, true); BobSlot *joe = _graphics->bob(6); BobSlot *piton = _graphics->bob(7); // set scrolling value to mouse position to avoid glitch _display->horizontalScroll(_input->mousePosX()); joe->x = piton->x = 3 * _input->mousePosX() / 4 + 200; joe->frameNum = _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(); _display->palFadeIn(0, 223, ROOM_JUNGLE_PINNACLE); _entryObj = 0; uint16 prevObj = 0; while (_input->mouseButton() == 0 || _entryObj == 0) { update(); int mx = _input->mousePosX(); int my = _input->mousePosY(); // update screen scrolling _display->horizontalScroll(_input->mousePosX()); // update bobs position / frame joe->x = piton->x = 3 * mx / 4 + 200; joe->frameNum = mx / 36 + 43 + FRAMES_JOE_XTRA; 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", Verb(VERB_WALK_TO).name(), _objName[objData->name]); _graphics->textCurrentColor(INK_MAP7); _graphics->textSetCentered(5, textCmd); } prevObj = curObj; } } _input->clearMouseButton(); _newRoom = _objectData[_entryObj].room; joe->active = piton->active = false; _graphics->textClear(5, 5); // There is quite a hack in original source code to handle properly this // special room. The main problem is described in executed.c l.334-339. // // Below is how room switching is handled // // ACTION2=10; // SUBJECT[1]=NOUN+ROOM_DATA[ROOM]; // EXECUTE_ACTION(NO); // // None of the following commands updates gamestate/areas/objects/items : // // piton -> crash : 0x216 // piton -> floda : 0x217 // piton -> bob : 0x219 // piton -> embark : 0x218 // piton -> jungle : 0x20B // // But this list is surely not exhaustive... // // So basically, EXECUTE_ACTION only performs the playsong calls... // XXX if (com->song > 0) { playsong(com->song); } // camera follows Joe again _graphics->cameraBob(0); // XXX COMPANEL=1; // XXX panelflag=1; } void Logic::update() { _graphics->update(_currentRoom); _input->delay(); _display->palCustomScroll(_currentRoom); BobSlot *joe = _graphics->bob(0); _display->update(joe->active, joe->x, joe->y); _input->checkKeys(); } } // End of namespace Queen