/* ScummVM - Scumm Interpreter * Copyright (C) 2003 The ScummVM project * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "queen/logic.h" #include "queen/defs.h" #include "queen/graphics.h" #include "queen/walk.h" #include "common/str.h" namespace Queen { Logic::Logic(Resource *resource, Graphics *graphics) : _resource(resource), _graphics(graphics) { _jas = _resource->loadFile("QUEEN.JAS", 20); _joe.x = _joe.y = 0; _walk = new Walk(this, _graphics); memset(_gameState, 0, sizeof(_gameState)); initialise(); } Logic::~Logic() { delete[] _jas; delete _walk; //free(_graphicData); } void Logic::initialise() { int16 i, j; uint8 *ptr = _jas; //_display->loadFont(); _numRooms = READ_BE_UINT16(ptr); ptr += 2; _numNames = READ_BE_UINT16(ptr); ptr += 2; _numObjects = READ_BE_UINT16(ptr); ptr += 2; _numDescriptions = READ_BE_UINT16(ptr); ptr += 2; //Object data _objectData = new ObjectData[_numObjects + 1]; //clear first object _objectData[0].name = 0; _objectData[0].x = 0; _objectData[0].y = 0; _objectData[0].description = 0; _objectData[0].entryObj = 0; _objectData[0].room = 0; _objectData[0].state = 0; _objectData[0].image = 0; for (i = 1; i <= _numObjects; i++) { _objectData[i].name = (int16)READ_BE_UINT16(ptr); ptr += 2; _objectData[i].x = READ_BE_UINT16(ptr); ptr += 2; _objectData[i].y = READ_BE_UINT16(ptr); ptr += 2; _objectData[i].description = READ_BE_UINT16(ptr); ptr += 2; _objectData[i].entryObj = (int16)READ_BE_UINT16(ptr); ptr += 2; _objectData[i].room = READ_BE_UINT16(ptr); ptr += 2; _objectData[i].state = (int16)READ_BE_UINT16(ptr); ptr += 2; _objectData[i].image = (int16)READ_BE_UINT16(ptr); ptr += 2; } //Room data _roomData = new uint16[_numRooms + 2]; 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]; 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]; for (i = 1; i <= _numItems; i++) { _itemData[i].item = (int16)READ_BE_UINT16(ptr); ptr += 2; _itemData[i].description = (int16)READ_BE_UINT16(ptr); ptr += 2; _itemData[i].state = (int16)READ_BE_UINT16(ptr); ptr += 2; _itemData[i].bobFrame = READ_BE_UINT16(ptr); ptr += 2; _itemData[i].sfxDescription = READ_BE_UINT16(ptr); ptr += 2; } //Graphic Image Data _numGraphics = READ_BE_UINT16(ptr); ptr += 2; _graphicData = new GraphicData[_numGraphics + 1]; for (i = 1; i <= _numGraphics; i++) { _graphicData[i].x = READ_BE_UINT16(ptr); ptr += 2; _graphicData[i].y = READ_BE_UINT16(ptr); ptr += 2; _graphicData[i].firstFrame = (int16)READ_BE_UINT16(ptr); ptr += 2; _graphicData[i].lastFrame = (int16)READ_BE_UINT16(ptr); ptr += 2; _graphicData[i].speed = READ_BE_UINT16(ptr); ptr += 2; } _objMax = new int16[_numRooms + 1]; _areaMax = new int16[_numRooms + 1]; _area = new Area[_numRooms + 1][11]; for (i = 1; i <= _numRooms; i++) { _objMax[i] = (int16)READ_BE_UINT16(ptr); ptr += 2; _areaMax[i] = (int16)READ_BE_UINT16(ptr); ptr += 2; for (j = 1; j <= _areaMax[i]; j++) { assert(j < 11); _area[i][j].mapNeighbours = READ_BE_UINT16(ptr); ptr += 2; _area[i][j].box.x1 = READ_BE_UINT16(ptr); ptr += 2; _area[i][j].box.y1 = READ_BE_UINT16(ptr); ptr += 2; _area[i][j].box.x2 = READ_BE_UINT16(ptr); ptr += 2; _area[i][j].box.y2 = READ_BE_UINT16(ptr); ptr += 2; _area[i][j].bottomScaleFactor = READ_BE_UINT16(ptr); ptr += 2; _area[i][j].topScaleFactor = READ_BE_UINT16(ptr); ptr += 2; _area[i][j].object = READ_BE_UINT16(ptr); ptr += 2; } } _objectBox = new Box[_numObjects + 1]; for (i = 1; i <= _numObjects; i++) { _objectBox[i].x1 = READ_BE_UINT16(ptr); ptr += 2; _objectBox[i].y1 = READ_BE_UINT16(ptr); ptr += 2; _objectBox[i].x2 = READ_BE_UINT16(ptr); ptr += 2; _objectBox[i].y2 = READ_BE_UINT16(ptr); ptr += 2; } //Walk OFF Data _numWalkOffs = READ_BE_UINT16(ptr); ptr += 2; _walkOffData = new WalkOffData[_numWalkOffs + 1]; for (i = 1; i <= _numWalkOffs; i++) { _walkOffData[i].entryObj = (int16)READ_BE_UINT16(ptr); ptr += 2; _walkOffData[i].x = READ_BE_UINT16(ptr); ptr += 2; _walkOffData[i].y = READ_BE_UINT16(ptr); ptr += 2; } //Special Object Descriptions _numObjDesc = READ_BE_UINT16(ptr); ptr += 2; _objectDescription = new ObjectDescription[_numObjDesc + 1]; for (i = 1; i <= _numObjDesc; i++) { _objectDescription[i].object = READ_BE_UINT16(ptr); ptr += 2; _objectDescription[i].type = READ_BE_UINT16(ptr); ptr += 2; _objectDescription[i].lastDescription = READ_BE_UINT16(ptr); ptr += 2; _objectDescription[i].seenCount = READ_BE_UINT16(ptr); ptr += 2; } //Command List Data _numCmdList = READ_BE_UINT16(ptr); ptr += 2; _cmdList = new CmdListData[_numCmdList + 1]; for (i = 1; i <= _numCmdList; i++) { _cmdList[i].verb = (int16)READ_BE_UINT16(ptr); ptr += 2; _cmdList[i].nounObj1 = (int16)READ_BE_UINT16(ptr); ptr += 2; _cmdList[i].nounObj2 = (int16)READ_BE_UINT16(ptr); ptr += 2; _cmdList[i].song = (int16)READ_BE_UINT16(ptr); ptr += 2; _cmdList[i].setAreas = READ_BE_UINT16(ptr) != 0; ptr += 2; _cmdList[i].setObjects = READ_BE_UINT16(ptr) != 0; ptr += 2; _cmdList[i].setItems = READ_BE_UINT16(ptr) != 0; ptr += 2; _cmdList[i].setConditions = READ_BE_UINT16(ptr) != 0; ptr += 2; _cmdList[i].image = (int16)READ_BE_UINT16(ptr); ptr += 2; _cmdList[i].specialSection = (int16)READ_BE_UINT16(ptr); ptr += 2; } //Command AREA _numCmdArea = READ_BE_UINT16(ptr); ptr += 2; _cmdArea = new CmdArea[_numCmdArea + 1]; for (i = 1; i <= _numCmdArea; i++) { _cmdArea[i].id = (int16)READ_BE_UINT16(ptr); ptr += 2; _cmdArea[i].area = (int16)READ_BE_UINT16(ptr); ptr += 2; _cmdArea[i].room = (int16)READ_BE_UINT16(ptr); ptr += 2; } //Command OBJECT _numCmdObject = READ_BE_UINT16(ptr); ptr += 2; _cmdObject = new CmdObject[_numCmdObject + 1]; for (i = 1; i <= _numCmdObject; i++) { _cmdObject[i].id = (int16)READ_BE_UINT16(ptr); ptr += 2; _cmdObject[i].dstObj = (int16)READ_BE_UINT16(ptr); ptr += 2; _cmdObject[i].srcObj = (int16)READ_BE_UINT16(ptr); ptr += 2; } //Command INVENTORY _numCmdInventory = READ_BE_UINT16(ptr); ptr += 2; _cmdInventory = new CmdInventory[_numCmdInventory + 1]; for (i = 1; i <= _numCmdInventory; i++) { _cmdInventory[i].id = (int16)READ_BE_UINT16(ptr); ptr += 2; _cmdInventory[i].dstItem = (int16)READ_BE_UINT16(ptr); ptr += 2; _cmdInventory[i].srcItem = (int16)READ_BE_UINT16(ptr); ptr += 2; } //Command GAMESTATE _numCmdGameState = READ_BE_UINT16(ptr); ptr += 2; _cmdGameState = new CmdGameState[_numCmdGameState + 1]; for (i = 1; i <= _numCmdGameState; i++) { _cmdGameState[i].id = (int16)READ_BE_UINT16(ptr); ptr += 2; _cmdGameState[i].gameStateSlot = (int16)READ_BE_UINT16(ptr); ptr += 2; _cmdGameState[i].gameStateValue = (int16)READ_BE_UINT16(ptr); ptr += 2; _cmdGameState[i].speakValue = (int16)READ_BE_UINT16(ptr); ptr += 2; } _entryObj = READ_BE_UINT16(ptr); ptr += 2; //Furniture DATA _numFurniture = READ_BE_UINT16(ptr); ptr += 2; _furnitureData = new FurnitureData[_numFurniture + 1]; for (i = 1; i <= _numFurniture; i++) { _furnitureData[i].room = (int16)READ_BE_UINT16(ptr); ptr += 2; _furnitureData[i].gameStateValue = (int16)READ_BE_UINT16(ptr); ptr += 2; } _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]; for (i = 1; i <= _numActors; i++) { _actorData[i].room = (int16)READ_BE_UINT16(ptr); ptr += 2; _actorData[i].bobNum = (int16)READ_BE_UINT16(ptr); ptr += 2; _actorData[i].name = READ_BE_UINT16(ptr); ptr += 2; _actorData[i].gameStateSlot = (int16)READ_BE_UINT16(ptr); ptr += 2; _actorData[i].gameStateValue = (int16)READ_BE_UINT16(ptr); ptr += 2; _actorData[i].color = READ_BE_UINT16(ptr); ptr += 2; _actorData[i].bobFrameStanding = READ_BE_UINT16(ptr); ptr += 2; _actorData[i].x = READ_BE_UINT16(ptr); ptr += 2; _actorData[i].y = READ_BE_UINT16(ptr); ptr += 2; _actorData[i].anim = READ_BE_UINT16(ptr); ptr += 2; _actorData[i].bankNum = READ_BE_UINT16(ptr); ptr += 2; _actorData[i].actorFile = READ_BE_UINT16(ptr); ptr += 2; } _numGraphicAnim = READ_BE_UINT16(ptr); ptr += 2; _graphicAnim = new GraphicAnim[_numGraphicAnim + 1]; for (i = 1; i <= _numGraphicAnim; i++) { _graphicAnim[i].frame1 = (int16)READ_BE_UINT16(ptr); ptr += 2; _graphicAnim[i].frame2 = (int16)READ_BE_UINT16(ptr); ptr += 2; _graphicAnim[i].frame3 = (int16)READ_BE_UINT16(ptr); ptr += 2; } _currentRoom = _objectData[_entryObj].room; _entryObj = 0; /* switch (_resource->getLanguage()) { case ENGLISH: _keyLanguage = _keyCommands[KEYS_ENGLISH]; break; case GERMAN: _keyLanguage = _keyCommands[KEYS_GERMAN]; break; case FRENCH: _keyLanguage = _keyCommands[KEYS_FRENCH]; break; case ITALIAN: _keyLanguage = _keyCommands[KEYS_ITALIAN]; break; default: _keyLanguage = _keyCommands[KEYS_ENGLISH]; break; } */ _objDescription = new char*[_numDescriptions + 1]; _objDescription[0] = 0; for (i = 1; i <= _numDescriptions; i++) _objDescription[i] = _resource->getJAS2Line(); //Patch for German text bug if (_resource->getLanguage() == GERMAN) { char *txt = new char[48]; strcpy(txt, "Es bringt nicht viel, das festzubinden."); _objDescription[296] = txt; } _objName = new char*[_numNames + 1]; _objName[0] = 0; for (i = 1; i <= _numNames; i++) _objName[i] = _resource->getJAS2Line(); _roomName = new char*[_numRooms + 1]; _roomName[0] = 0; for (i = 1; i <= _numRooms; i++) _roomName[i] = _resource->getJAS2Line(); _verbName[0] = 0; for (i = 1; i <= 12; i++) _verbName[i] = _resource->getJAS2Line(); _joeResponse[0] = 0; for (i = 1; i <= JOE_RESPONSE_MAX; i++) _joeResponse[i] = _resource->getJAS2Line(); _aAnim = new char*[_numAAnim + 1]; _aAnim[0] = 0; for (i = 1; i <= _numAAnim; i++) _aAnim[i] = _resource->getJAS2Line(); _aName = new char*[_numAName + 1]; _aName[0] = 0; for (i = 1; i <= _numAName; i++) _aName[i] = _resource->getJAS2Line(); _aFile = new char*[_numAFile + 1]; _aFile[0] = 0; for (i = 1; i <= _numAFile; i++) _aFile[i] = _resource->getJAS2Line(); _textToggle = true; if (_resource->isFloppy()) _speechToggle = false; else _speechToggle = true; _graphics->panelLoad(); _graphics->bobSetupControl(); _walk->joeSetup(); zoneSetupPanel(); memset(_zones, 0, sizeof(_zones)); _oldRoom = 0; } uint16 Logic::currentRoom() { return _currentRoom; } void Logic::currentRoom(uint16 room) { _currentRoom = room; } void Logic::oldRoom(uint16 room) { _oldRoom = room; } ObjectData* Logic::objectData(int index) { return &_objectData[index]; } uint16 Logic::roomData(int room) { return _roomData[room]; } uint16 Logic::objMax(int room) { return _objMax[room]; } Area *Logic::area(int room, int num) { return &_area[room][num]; } Area *Logic::currentRoomArea(int num) { return &_area[_currentRoom][num]; } uint16 Logic::areaMax(int room) { return _areaMax[room]; } uint16 Logic::currentRoomAreaMax() { return _areaMax[_currentRoom]; } uint16 Logic::walkOffCount() { return _numWalkOffs; } WalkOffData *Logic::walkOffData(int index) { return &_walkOffData[index]; } 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) { 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) { 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 walk) { _joe.walk = walk; } void Logic::joeScale(uint16 scale) { _joe.scale = scale; } 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) { ZoneSlot *pzs = &_zones[screen][zone]; pzs->valid = true; pzs->box.x1 = x1; pzs->box.y1 = y1; pzs->box.x2 = x2; pzs->box.y2 = y2; } void Logic::zoneSet(uint16 screen, uint16 zone, const Box& box) { debug(9, "Logic::zoneSet(%d, %d, (%d,%d), (%d,%d))", screen, zone, box.x1, box.y1, box.x2, box.y2); ZoneSlot *pzs = &_zones[screen][zone]; pzs->valid = true; pzs->box = box; } uint16 Logic::zoneIn(uint16 screen, uint16 x, uint16 y) { int i; if (screen == ZONE_PANEL) { y -= ROOM_ZONE_HEIGHT; } for(i = 1; i < MAX_ZONES_NUMBER; ++i) { ZoneSlot *pzs = &_zones[screen][i]; if (pzs->valid && pzs->box.contains(x, y)) { return i; } } return 0; } uint16 Logic::zoneInArea(uint16 screen, uint16 x, uint16 y) { uint16 zone = zoneIn(screen, x, y); if (zone <= _objMax[_currentRoom]) { zone = 0; } else { zone -= _objMax[_currentRoom]; } return zone; } void Logic::zoneClearAll(uint16 screen) { int i; for(i = 1; i < MAX_ZONES_NUMBER; ++i) { _zones[screen][i].valid = false; } } void Logic::zoneSetup() { zoneClearAll(ZONE_ROOM); int i; int zoneNum; // setup objects zones uint16 maxObjRoom = _objMax[_currentRoom]; uint16 objRoomNum = _roomData[_currentRoom]; zoneNum = 1; for (i = objRoomNum + 1; i <= objRoomNum + maxObjRoom; ++i) { if (_objectData[i].name != 0) { zoneSet(ZONE_ROOM, zoneNum, _objectBox[i]); } ++zoneNum; } // setup room zones (areas) uint16 maxAreaRoom = _areaMax[_currentRoom]; for (zoneNum = 1; zoneNum <= maxAreaRoom; ++zoneNum) { zoneSet(ZONE_ROOM, maxObjRoom + zoneNum, _area[_currentRoom][zoneNum].box); _graphics->boxDraw(_area[_currentRoom][zoneNum].box, 18); } } void Logic::zoneSetupPanel() { int i; // verbs for (i = 0; i <= 7; ++i) { int x = i * 20; zoneSet(ZONE_PANEL, i + 1, x, 10, x + 19, 49); } // inventory scrolls zoneSet(ZONE_PANEL, PANEL_AREA_INV_UP, 160, 10, 179, 29); zoneSet(ZONE_PANEL, PANEL_AREA_INV_DOWN, 160, 30, 179, 49); // inventory items zoneSet(ZONE_PANEL, PANEL_AREA_INV_1, 180, 10, 213, 49); zoneSet(ZONE_PANEL, PANEL_AREA_INV_2, 214, 10, 249, 49); zoneSet(ZONE_PANEL, PANEL_AREA_INV_3, 250, 10, 284, 49); zoneSet(ZONE_PANEL, PANEL_AREA_INV_4, 285, 10, 320, 49); } void Logic::roomErase() { _graphics->frameEraseAll(false); _graphics->bankErase(15); _graphics->bankErase(11); _graphics->bankErase(10); _graphics->bankErase(12); // TODO: TALKHEAD=0; // TODO: _display->fadeOut(); // TODO: credits system // invalidates all persons animations uint16 i; for (i = 0; i <= 3; ++i) { _personFrames[i] = 0; } for (i = 1; i <= 16; ++i) { _newAnim[i][0] = 0; } uint16 cur = _roomData[_oldRoom] + 1; uint16 last = _roomData[_oldRoom + 1]; while (cur <= last) { ObjectData *pod = &_objectData[cur]; if (pod->name == 0) { // object has been deleted, invalidate image pod->image = 0; } else if (pod->image > -4000 && pod->image <= -10) { if (_graphicData[ABS(pod->image + 10)].lastFrame == 0) { // static Bob pod->image = -1; } else { // animated Bob pod->image = -2; } } ++cur; } } void Logic::roomSetupFurniture() { _numFurnitureStatic = 0; _numFurnitureAnimated = 0; _numFurnitureAnimatedLen = 0; uint16 curImage = 36 + FRAMES_JOE_XTRA; // count the furniture and update gameState uint16 furnitureTotal = 0; uint16 i; for (i = 1; i <= _numFurniture; ++i) { if (_furnitureData[i].room == _currentRoom) { ++furnitureTotal; _gameState[furnitureTotal] = _furnitureData[i].gameStateValue; } } if (furnitureTotal == 0) { return; } // unpack the furniture from the bank 15 // there are 3 kinds : // - static (bobs), gamestate range = ]0;5000] // - animated (bobs), gamestate range = ]0;5000] // - static (paste downs), gamestate range = [5000; [ // unpack the static bobs for (i = 1; i <= furnitureTotal; ++i) { int16 obj = _gameState[i]; if (obj > 0 && obj <= 5000) { GraphicData *pgd = &_graphicData[obj]; if (pgd->lastFrame == 0) { ++_numFurnitureStatic; ++curImage; _graphics->bankUnpack(pgd->firstFrame, curImage, 15); ++_numFrames; BobSlot *pbs = _graphics->bob(19 + _numFurnitureStatic); pbs->active = true; pbs->x = pgd->x; pbs->y = pgd->y; pbs->frameNum = curImage; } } } // unpack the animated bobs uint16 curBob = 0; for (i = 1; i <= furnitureTotal; ++i) { int16 obj = _gameState[i]; if (obj > 0 && obj <= 5000) { GraphicData *pgd = &_graphicData[obj]; bool rebound = false; int16 lastFrame = pgd->lastFrame; if (lastFrame < 0) { rebound = true; lastFrame = -lastFrame; } if (lastFrame > 0) { _numFurnitureAnimatedLen += lastFrame - pgd->firstFrame + 1; ++_numFurnitureAnimated; uint16 image = curImage + 1; int k; for (k = pgd->firstFrame; k <= pgd->lastFrame; ++k) { ++curImage; _graphics->bankUnpack(k, curImage, 15); ++_numFrames; } _graphics->bobAnimNormal(5 + curBob, image, curImage, pgd->speed / 4, rebound, false); BobSlot *pbs = _graphics->bob(5 + curBob); pbs->x = pgd->x; pbs->y = pgd->y; ++curBob; } } } // unpack the paste downs ++curImage; for (i = 1; i <= furnitureTotal; ++i) { int16 obj = _gameState[i]; if (obj > 5000) { obj -= 5000; GraphicData *pgd = &_graphicData[obj]; _graphics->bankUnpack(pgd->firstFrame, curImage, 15); _graphics->bobPaste(curImage, pgd->x, pgd->y); // no need to increment curImage here, as bobPaste() destroys the // unpacked frame after blitting it } } } void Logic::roomSetupObjects() { warning("Logic::roomSetupObjects() not fully implemented"); uint16 i; // furniture frames are reserved in ::roomSetupFurniture(), we append objects // frames after the furniture ones. uint16 curImage = 36 + FRAMES_JOE_XTRA + _numFurnitureStatic + _numFurnitureAnimatedLen; uint16 firstRoomObj = _roomData[_currentRoom] + 1; uint16 lastRoomObj = _roomData[_currentRoom + 1]; uint16 numObjectStatic = 0; uint16 numObjectAnimated = 0; uint16 curBob; // invalidates all Bobs for persons (except Joe's one) for (i = 1; i <= 3; ++i) { _graphics->bob(i)->active = false; } // static/animated Bobs for (i = firstRoomObj; i <= lastRoomObj; ++i) { int16 obj = _objectData[i].image; // setup blanks bobs for turned off objects (in case // you turn them on again) if (obj == -1) { // static OFF Bob curBob = 20 + _numFurnitureStatic + numObjectStatic; ++numObjectStatic; // create a blank frame for the for the OFF object ++_numFrames; ++curImage; } else if(obj == -2) { // animated OFF Bob curBob = 5 + _numFurnitureAnimated + numObjectAnimated; ++numObjectAnimated; } else if(obj > 0 && obj < 5000) { // FIXME: need GRAPHIC_ANIM stuff warning("Logic::roomSetupObjects() - Object number %d not handled", obj); } } // 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); } } } void Logic::roomSetup(const char* room, int comPanel, bool inCutaway) { // loads background image Common::String bdFile(room); bdFile += ".PCX"; _graphics->backdropLoad(bdFile.c_str(), _currentRoom); // setup graphics to enter fullscreen/panel mode _graphics->setScreenMode(comPanel, inCutaway); // reset sprites table (bounding box...) _graphics->bobClearAll(); // setup any hard-coded palette effect // TODO: graphics->check_colors(_currentRoom); // load/setup objects associated to this room Common::String bkFile(room); bkFile += ".BBK"; _graphics->bankLoad(bkFile.c_str(), 15); _numFrames = 37 + FRAMES_JOE_XTRA; roomSetupFurniture(); roomSetupObjects(); } void Logic::roomDisplay(const char* room, RoomDisplayMode mode, uint16 scale, int comPanel, bool inCutaway) { debug(9, "Logic::roomDisplay(%s, %d, %d, %d, %d)", room, mode, scale, comPanel, inCutaway); roomErase(); // TODO: _sound->loadSFX(SFXNAME[_currentRoom]); roomSetup(room, comPanel, inCutaway); zoneSetup(); ObjectData *pod = NULL; if (mode != RDM_FADE_NOJOE) { pod = _walk->joeSetupInRoom(mode != RDM_FADE_JOE_XY, scale); } if (mode != RDM_NOFADE_JOE) { _graphics->update(); // TODO: _display->fadeIn(); } if (pod != NULL) { _walk->joeMove(0, pod->x, pod->y, inCutaway); } } 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 = 1; 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(pp->name, actorName) == 0) { actor = i; break; } } } } 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; } if (loadBank) { const char *actorFile = _aFile[pp->actor->actorFile]; if (actorFile) { _graphics->bankLoad(actorFile, pp->bankNum); } else { pp->bankNum = 15; } } if (pp->actor->bobNum >= 1 && pp->actor->bobNum <= 3) { pp->bobFrame = 29 + FRAMES_JOE_XTRA + pp->actor->bobNum; } else { warning("Logic::personSetData() - The bob number for actor is not in the [1:3] range"); } } uint16 Logic::personSetup(uint16 noun, uint16 curImage) { Person p; personSetData(noun, "", true, &p); const ActorData *pad = p.actor; uint16 scale = 100; uint16 a = zoneInArea(ZONE_ROOM, pad->x, pad->y); if (a > 0) { // person is not standing in the area box, scale it accordingly scale = currentRoomArea(a)->calcScale(pad->y); } _graphics->bankUnpack(pad->bobFrameStanding, p.bobFrame, p.bankNum); bool xflip = false; uint16 person = _roomData[_currentRoom] + noun; if (_objectData[person].image == -3) { // person is facing left xflip = true; } BobSlot *pbs = _graphics->bob(pad->bobNum); pbs->active = true; pbs->scale = scale; pbs->x = pad->x; pbs->y = pad->y; pbs->frameNum = p.bobFrame; pbs->xflip = xflip; if (p.anim != NULL) { _personFrames[pad->bobNum] = curImage + 1; curImage = animCreate(curImage, &p); } else { animErase(pad->bobNum); } return curImage; } uint16 Logic::personAllocate(uint16 noun, uint16 curImage) { uint16 i; uint16 person = _roomData[_currentRoom] + noun; // search Bob number for the person uint16 bobNum = 0; for (i = _roomData[_currentRoom] + 1; i <= person; ++i) { int16 img = _objectData[i].image; if (img == -3 || img == -4) { ++bobNum; } } // search for a matching actor uint16 actor = 0; for (i = 1; i <= _numActors; ++i) { ActorData *pad = &_actorData[i]; if (pad->room == _currentRoom) { if (_gameState[pad->gameStateSlot] == pad->gameStateValue) { if (bobNum > 0 && bobNum == pad->bobNum) { actor = i; break; } } } } if (actor > 0) { const char *animStr = _aAnim[_actorData[actor].actorFile]; if (animStr[0] != '\0') { bool allocatedFrames[256]; memset(allocatedFrames, 0, sizeof(allocatedFrames)); uint16 f1, f2; do { sscanf(animStr, "%3hu,%3hu", &f1, &f2); animStr += 8; allocatedFrames[f1] = true; } while(f1 != 0); for (i = 1; i <= 255; ++i) { if (allocatedFrames[i]) { ++curImage; } } _personFrames[bobNum] = curImage + 1; } } return curImage; } uint16 Logic::animCreate(uint16 curImage, const Person *person) { uint16 *animFrames = _newAnim[person->actor->bobNum]; uint16 allocatedFrames[256]; memset(allocatedFrames, 0, sizeof(allocatedFrames)); const char *p = person->anim; int frame = 0; uint16 f1, f2; do { sscanf(p, "%3hu,%3hu", &f1, &f2); animFrames[frame + 0] = f1; animFrames[frame + 1] = f2; if (f1 > 500) { // SFX allocatedFrames[f1 - 500] = 1; } else { allocatedFrames[f1] = 1; } p += 8; frame += 2; } while(f1 != 0); // ajust frame numbers uint16 n = 1; uint16 i; for (i = 1; i <= 255; ++i) { if (allocatedFrames[i] != 0) { allocatedFrames[i] = n; ++n; } } for (i = 0; animFrames[i] != 0; i += 2) { uint16 frameNum = animFrames[i]; if (frameNum > 500) { animFrames[i] = curImage + allocatedFrames[frameNum - 500] + 500; } else { animFrames[i] = curImage + allocatedFrames[frameNum]; } } // unpack necessary frames for (i = 1; i <= 255; ++i) { if (allocatedFrames[i] != 0) { ++curImage; _graphics->bankUnpack(i, curImage, person->bankNum); } } // start animation _graphics->bobAnimString(person->actor->bobNum, animFrames); return curImage; } void Logic::animErase(uint16 bobNum) { _newAnim[bobNum][0] = 0; BobSlot *pbs = _graphics->bob(bobNum); pbs->animating = false; pbs->anim.string.buffer = NULL; } } // End of namespace Queen