mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 05:38:56 +00:00
ba50b42c36
svn-id: r11313
2563 lines
58 KiB
C++
2563 lines
58 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "stdafx.h"
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#include "queen/logic.h"
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#include "queen/command.h"
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#include "queen/cutaway.h"
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#include "queen/defs.h"
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#include "queen/debug.h"
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#include "queen/display.h"
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#include "queen/graphics.h"
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#include "queen/input.h"
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#include "queen/sound.h"
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#include "queen/talk.h"
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#include "queen/walk.h"
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namespace Queen {
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const VerbEnum Logic::PANEL_VERBS[] = {
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VERB_NONE,
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VERB_OPEN,
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VERB_CLOSE,
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VERB_MOVE,
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VERB_GIVE,
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VERB_LOOK_AT,
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VERB_PICK_UP,
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VERB_TALK_TO,
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VERB_USE,
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VERB_SCROLL_UP,
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VERB_SCROLL_DOWN,
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VERB_DIGIT_1, // inventory item 1
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VERB_DIGIT_2, // inventory item 2
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VERB_DIGIT_3, // inventory item 3
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VERB_DIGIT_4, // inventory item 4
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};
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char* Verb::_verbName[13];
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Direction State::findDirection(uint16 state) {
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// queen.c l.4014-4021
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static const Direction sd[] = {
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DIR_BACK,
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DIR_RIGHT,
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DIR_LEFT,
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DIR_FRONT
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};
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return sd[(state >> 2) & 3];
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}
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StateTalk State::findTalk(uint16 state) {
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return (state & (1 << 9)) ? STATE_TALK_TALK : STATE_TALK_MUTE;
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}
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StateGrab State::findGrab(uint16 state) {
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// queen.c l.4022-4029
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static const StateGrab gd[] = {
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STATE_GRAB_NONE,
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STATE_GRAB_DOWN,
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STATE_GRAB_UP,
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STATE_GRAB_MID
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};
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return gd[state & 3];
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}
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StateOn State::findOn(uint16 state) {
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return (state & (1 << 8)) ? STATE_ON_ON : STATE_ON_OFF;
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}
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Verb State::findDefaultVerb(uint16 state) {
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Verb v;
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switch((state >> 4) & 0xF) {
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case 1:
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v = Verb(VERB_OPEN);
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break;
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case 3:
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v = Verb(VERB_CLOSE);
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break;
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case 7:
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v = Verb(VERB_MOVE);
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break;
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case 8:
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v = Verb(VERB_GIVE);
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break;
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case 12:
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v = Verb(VERB_USE);
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break;
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case 14:
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v = Verb(VERB_PICK_UP);
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break;
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case 9:
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v = Verb(VERB_TALK_TO);
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break;
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case 6:
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v = Verb(VERB_LOOK_AT);
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break;
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default:
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v = Verb(VERB_NONE);
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break;
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}
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return v;
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}
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StateUse State::findUse(uint16 state) {
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return (state & (1 << 10)) ? STATE_USE : STATE_USE_ON;
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}
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void State::alterOn(uint16 *objState, StateOn state) {
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switch (state) {
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case STATE_ON_ON:
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*objState |= (1 << 8);
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break;
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case STATE_ON_OFF:
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*objState &= ~(1 << 8);
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break;
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}
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}
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void State::alterDefaultVerb(uint16 *objState, Verb v) {
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uint16 val;
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switch (v.value()) {
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case VERB_OPEN:
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val = 1;
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break;
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case VERB_CLOSE:
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val = 3;
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break;
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case VERB_MOVE:
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val = 7;
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break;
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case VERB_GIVE:
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val = 8;
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break;
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case VERB_USE:
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val = 12;
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break;
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case VERB_PICK_UP:
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val = 14;
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break;
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case VERB_TALK_TO:
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val = 9;
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break;
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case VERB_LOOK_AT:
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val = 6;
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break;
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default:
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val = 0;
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break;
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}
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*objState = (*objState & ~0xF0) | (val << 4);
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}
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Common::RandomSource Logic::randomizer;
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Logic::Logic(Resource *theResource, Graphics *graphics, Display *theDisplay, Input *input, Sound *sound)
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: _resource(theResource), _graphics(graphics), _display(theDisplay),
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_input(input), _sound(sound) {
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_settings.talkSpeed = DEFAULT_TALK_SPEED;
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_jas = _resource->loadFile("QUEEN.JAS", 20);
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_joe.x = _joe.y = 0;
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_joe.scale = 100;
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_walk = new Walk(this, _graphics);
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_cmd = new Command(this, _graphics, _input, _walk, _sound);
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_dbg = new Debug(_input, this, _graphics);
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memset(_gameState, 0, sizeof(_gameState));
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memset(_talkSelected, 0, sizeof(_talkSelected));
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initialise();
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}
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Logic::~Logic() {
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delete[] _jas;
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delete _walk;
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delete _cmd;
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delete _dbg;
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}
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void Logic::initialise() {
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int16 i, j;
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uint8 *ptr = _jas;
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_numRooms = READ_BE_UINT16(ptr); ptr += 2;
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_numNames = READ_BE_UINT16(ptr); ptr += 2;
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_numObjects = READ_BE_UINT16(ptr); ptr += 2;
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_numDescriptions = READ_BE_UINT16(ptr); ptr += 2;
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// Object data
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_objectData = new ObjectData[_numObjects + 1];
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memset(&_objectData[0], 0, sizeof(ObjectData));
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for (i = 1; i <= _numObjects; i++) {
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_objectData[i].readFrom(ptr);
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}
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// Room data
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_roomData = new uint16[_numRooms + 2];
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_roomData[0] = 0;
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for (i = 1; i <= (_numRooms + 1); i++) {
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_roomData[i] = READ_BE_UINT16(ptr); ptr += 2;
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}
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_roomData[_numRooms + 1] = _numObjects;
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// SFX Name
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// the following table isn't available in demo version
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if (_resource->isDemo()) {
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_sfxName = NULL;
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}
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else {
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_sfxName = new uint16[_numRooms + 1];
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_sfxName[0] = 0;
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for (i = 1; i <= _numRooms; i++) {
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_sfxName[i] = READ_BE_UINT16(ptr); ptr += 2;
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}
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}
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// Item information
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_numItems = READ_BE_UINT16(ptr); ptr += 2;
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_itemData = new ItemData[_numItems + 1];
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memset(&_itemData[0], 0, sizeof(ItemData));
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for (i = 1; i <= _numItems; i++) {
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_itemData[i].readFrom(ptr);
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}
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// Graphic Image Data
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_numGraphics = READ_BE_UINT16(ptr); ptr += 2;
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_graphicData = new GraphicData[_numGraphics + 1];
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memset(&_graphicData[0], 0, sizeof(GraphicData));
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for (i = 1; i <= _numGraphics; i++) {
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_graphicData[i].readFrom(ptr);
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}
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_objMax = new int16[_numRooms + 1];
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_areaMax = new int16[_numRooms + 1];
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_area = new Area[_numRooms + 1][MAX_AREAS_NUMBER];
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_objMax[0] = 0;
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_areaMax[0] = 0;
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memset(&_area[0], 0, sizeof(Area) * MAX_AREAS_NUMBER);
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for (i = 1; i <= _numRooms; i++) {
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_objMax[i] = (int16)READ_BE_UINT16(ptr); ptr += 2;
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_areaMax[i] = (int16)READ_BE_UINT16(ptr); ptr += 2;
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memset(&_area[i][0], 0, sizeof(Area));
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for (j = 1; j <= _areaMax[i]; j++) {
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assert(j < MAX_AREAS_NUMBER);
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_area[i][j].readFrom(ptr);
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}
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}
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_objectBox = new Box[_numObjects + 1];
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memset(&_objectBox[0], 0, sizeof(Box));
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for (i = 1; i <= _numObjects; i++) {
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_objectBox[i].readFrom(ptr);
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}
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// Walk OFF Data
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_numWalkOffs = READ_BE_UINT16(ptr); ptr += 2;
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_walkOffData = new WalkOffData[_numWalkOffs + 1];
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memset(&_walkOffData[0], 0, sizeof(WalkOffData));
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for (i = 1; i <= _numWalkOffs; i++) {
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_walkOffData[i].readFrom(ptr);
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}
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// Special Object Descriptions
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_numObjDesc = READ_BE_UINT16(ptr); ptr += 2;
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_objectDescription = new ObjectDescription[_numObjDesc + 1];
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memset(&_objectDescription[0], 0, sizeof(ObjectDescription));
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for (i = 1; i <= _numObjDesc; i++) {
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_objectDescription[i].readFrom(ptr);
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}
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_cmd->readCommandsFrom(ptr);
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_entryObj = READ_BE_UINT16(ptr); ptr += 2;
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// Furniture DATA
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_numFurniture = READ_BE_UINT16(ptr); ptr += 2;
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_furnitureData = new FurnitureData[_numFurniture + 1];
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memset(&_furnitureData[0], 0, sizeof(_furnitureData));
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for (i = 1; i <= _numFurniture; i++) {
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_furnitureData[i].readFrom(ptr);
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}
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// Actors
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_numActors = READ_BE_UINT16(ptr); ptr += 2;
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_numAAnim = READ_BE_UINT16(ptr); ptr += 2;
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_numAName = READ_BE_UINT16(ptr); ptr += 2;
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_numAFile = READ_BE_UINT16(ptr); ptr += 2;
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_actorData = new ActorData[_numActors + 1];
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memset(&_actorData[0], 0, sizeof(ActorData));
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for (i = 1; i <= _numActors; i++) {
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_actorData[i].readFrom(ptr);
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}
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_numGraphicAnim = READ_BE_UINT16(ptr); ptr += 2;
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_graphicAnim = new GraphicAnim[_numGraphicAnim + 1];
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memset(&_graphicAnim[0], 0, sizeof(GraphicAnim));
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for (i = 1; i <= _numGraphicAnim; i++) {
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_graphicAnim[i].readFrom(ptr);
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}
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_currentRoom = _objectData[_entryObj].room;
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_entryObj = 0;
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if(memcmp(ptr, _resource->JASVersion(), 5) != 0) {
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warning("Unexpected queen.jas file format");
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}
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_objDescription = new char*[_numDescriptions + 1];
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_objDescription[0] = 0;
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for (i = 1; i <= _numDescriptions; i++)
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_objDescription[i] = _resource->getJAS2Line();
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//Patch for German text bug
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if (_resource->getLanguage() == GERMAN) {
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char *txt = new char[48];
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strcpy(txt, "Es bringt nicht viel, das festzubinden.");
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_objDescription[296] = txt;
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}
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_objName = new char*[_numNames + 1];
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_objName[0] = 0;
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for (i = 1; i <= _numNames; i++)
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_objName[i] = _resource->getJAS2Line();
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_roomName = new char*[_numRooms + 1];
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_roomName[0] = 0;
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for (i = 1; i <= _numRooms; i++)
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_roomName[i] = _resource->getJAS2Line();
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Verb::initName(0, NULL);
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for (i = 1; i <= 12; i++)
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Verb::initName(i, _resource->getJAS2Line());
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_joeResponse[0] = 0;
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for (i = 1; i <= JOE_RESPONSE_MAX; i++)
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_joeResponse[i] = _resource->getJAS2Line();
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_aAnim = new char*[_numAAnim + 1];
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_aAnim[0] = 0;
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for (i = 1; i <= _numAAnim; i++)
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_aAnim[i] = _resource->getJAS2Line();
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_aName = new char*[_numAName + 1];
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_aName[0] = 0;
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for (i = 1; i <= _numAName; i++)
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_aName[i] = _resource->getJAS2Line();
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_aFile = new char*[_numAFile + 1];
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_aFile[0] = 0;
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for (i = 1; i <= _numAFile; i++)
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_aFile[i] = _resource->getJAS2Line();
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_settings.textToggle = true;
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if (_resource->isFloppy())
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_sound->speechToggle(false);
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else
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_sound->speechToggle(true);
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_cmd->clear(false);
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_scene = 0;
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memset(_gameState, 0, sizeof(_gameState));
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_graphics->loadPanel();
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_graphics->bobSetupControl();
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joeSetup();
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zoneSetupPanel();
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_oldRoom = 0;
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}
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ObjectData* Logic::objectData(int index) {
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index = abs(index);
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if (index <= _numObjects)
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return &_objectData[index];
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else
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error("[Logic::objectData] Invalid object data index: %i", index);
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}
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uint16 Logic::roomData(int room) {
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return _roomData[room];
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}
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uint16 Logic::objMax(int room) {
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return _objMax[room];
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}
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Area *Logic::area(int room, int num) {
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return &_area[room][num];
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}
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Area *Logic::currentRoomArea(int num) {
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if (num == 0 || num > _areaMax[_currentRoom]) {
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error("Logic::currentRoomArea() - Bad area number = %d (max = %d), currentRoom = %d", num, _areaMax[_currentRoom], _currentRoom);
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}
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return &_area[_currentRoom][num];
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}
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uint16 Logic::areaMax(int room) {
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return _areaMax[room];
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}
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uint16 Logic::currentRoomAreaMax() {
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return _areaMax[_currentRoom];
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}
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uint16 Logic::walkOffCount() {
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return _numWalkOffs;
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}
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WalkOffData *Logic::walkOffData(int index) {
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return &_walkOffData[index];
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}
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GraphicData *Logic::graphicData(int index) {
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return &_graphicData[index];
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}
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uint16 Logic::findBob(uint16 obj) {
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uint16 i;
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uint16 bobnum = 0;
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uint16 bobtype = 0; // 1 for animated, 0 for static
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if (obj > _numObjects)
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error("Object index (%i) > _numObjects (%i)", obj, _numObjects);
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uint16 room = _objectData[obj].room;
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if (room >= _numRooms) {
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warning("room (%i) > _numRooms (%i)", room, _numRooms);
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}
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int16 img = _objectData[obj].image;
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if(img != 0) {
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if(img == -3 || img == -4) {
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// a person object
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for(i = _roomData[room] + 1; i <= obj; ++i) {
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img = _objectData[i].image;
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if(img == -3 || img == -4) {
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++bobnum;
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}
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}
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}
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else {
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if(img <= -10) {
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// object has been turned off, but the image order hasn't been updated
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if(_graphicData[-(img + 10)].lastFrame != 0) {
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bobtype = 1;
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}
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}
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else if(img == -2) {
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// -1 static, -2 animated
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bobtype = 1;
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}
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else if(img > 0) {
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if(_graphicData[img].lastFrame != 0) {
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bobtype = 1;
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}
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}
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uint16 idxAnimated = 0;
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uint16 idxStatic = 0;
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for(i = _roomData[room] + 1; i <= obj; ++i) {
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img = _objectData[i].image;
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if(img <= -10) {
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if(_graphicData[-(img + 10)].lastFrame != 0) {
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++idxAnimated;
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}
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else {
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++idxStatic;
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}
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}
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else if(img > 0) {
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if(img > 5000) {
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img -= 5000;
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}
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if (img >= _numGraphics)
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warning("img (%i) >= _numGraphics (%i)", img, _numGraphics);
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if(_graphicData[img].lastFrame != 0) {
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++idxAnimated;
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}
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else {
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++idxStatic;
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}
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}
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else if(img == -1) {
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++idxStatic;
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}
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else if(img == -2) {
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++idxAnimated;
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}
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}
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if(bobtype == 0) {
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// static bob
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if(idxStatic > 0) {
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bobnum = 19 + _numFurnitureStatic + idxStatic;
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}
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}
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else {
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// 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
|
|
_input->dialogueRunning(JWM_SPEAK == 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) {
|
|
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() {
|
|
|
|
_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() {
|
|
|
|
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;
|
|
_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 = 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;
|
|
_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 = gstate[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) {
|
|
ObjectData *pod = &_objectData[i];
|
|
if (pod->name > 0) {
|
|
int16 obj = pod->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;
|
|
|
|
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) {
|
|
warning("Logic::roomRefreshObject() - Trying to display an object (%i=%s) that is not in 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 = _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: for now, always display room even if mode tells us
|
|
// to not do so. This is necessary as actual Cutaway code
|
|
// doesn't do any of the needed palFadeIn() calls. The only
|
|
// noticeable problem is the initial display of the pinnacle
|
|
// room which is faded 2 times.
|
|
// if (mode != RDM_NOFADE_JOE) {
|
|
update();
|
|
BobSlot *joe = _graphics->bob(0);
|
|
if (_currentRoom >= 114) {
|
|
_display->palFadeIn(0, 255, _currentRoom, joe->active, joe->x, joe->y);
|
|
}
|
|
else {
|
|
_display->palFadeIn(0, 223, _currentRoom, joe->active, joe->x, joe->y);
|
|
}
|
|
// }
|
|
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() - 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) {
|
|
warning("Actor '%s' not found, using default", actorName);
|
|
actor = 1;
|
|
}
|
|
|
|
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;
|
|
|
|
debug(0, "Logic::personSetup(%d, %d) - bob = %d", noun, curImage, pad->bobNum);
|
|
|
|
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;
|
|
_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()
|
|
|
|
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", 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);
|
|
switch (_joe.facing) {
|
|
case DIR_BACK:
|
|
_joe.facing = DIR_FRONT;
|
|
break;
|
|
case DIR_FRONT:
|
|
_joe.facing = DIR_BACK;
|
|
break;
|
|
}
|
|
_joe.prevFacing = _joe.facing;
|
|
|
|
BobSlot *pbs = _graphics->bob(0);
|
|
pbs->scale = _joe.scale;
|
|
|
|
// TODO: room 108 specific
|
|
|
|
joeFace();
|
|
pbs->active = true;
|
|
pbs->x = oldx;
|
|
pbs->y = oldy;
|
|
pbs->frameNum = 29 + FRAMES_JOE_XTRA;
|
|
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 = _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 = 6;
|
|
}
|
|
else if (_joe.facing == DIR_FRONT) {
|
|
frame = 4;
|
|
}
|
|
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(ITEM_CLOTHES);
|
|
}
|
|
else {
|
|
playCutaway("cudrs.CUT");
|
|
}
|
|
}
|
|
_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);
|
|
}
|
|
_display->palSetJoe(JP_CLOTHES);
|
|
joeSetupFromBanks("Joe_A.BBK", "Joe_B.BBK");
|
|
inventoryDeleteItem(ITEM_CLOTHES);
|
|
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::dialogue(const char *dlgFile, int personInRoom, char *cutaway) {
|
|
|
|
char cutawayFile[20];
|
|
if (cutaway == NULL) {
|
|
cutaway = cutawayFile;
|
|
}
|
|
_display->fullscreen(true);
|
|
Talk::talk(dlgFile, personInRoom, cutaway, _graphics, _input, this, _resource, _sound);
|
|
_display->fullscreen(false);
|
|
}
|
|
|
|
|
|
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 && _objectData[obj].name != 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] = 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
|
|
_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] = 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();
|
|
_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(roomName(ROOM_JUNGLE_PINNACLE), 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, joe->active, joe->x, joe->y);
|
|
|
|
_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;
|
|
|
|
// 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;
|
|
_graphics->textClear(5, 5);
|
|
|
|
// camera follows Joe again
|
|
_graphics->cameraBob(0);
|
|
|
|
_display->palFadeOut(0, 223, ROOM_JUNGLE_PINNACLE);
|
|
}
|
|
|
|
|
|
void Logic::update() {
|
|
_graphics->update(_currentRoom);
|
|
_input->delay();
|
|
_display->palCustomScroll(_currentRoom);
|
|
BobSlot *joe = _graphics->bob(0);
|
|
_display->update(joe->active, joe->x, joe->y);
|
|
_dbg->update(_input->checkKeys());
|
|
|
|
if (_input->quickSave())
|
|
if (!_input->cutawayRunning()) {
|
|
_input->quickSaveReset();
|
|
gameSave(0, "Quicksave");
|
|
}
|
|
if (_input->quickLoad())
|
|
if (!_input->cutawayRunning()) {
|
|
_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, _settings.talkSpeed); ptr += 2;
|
|
WRITE_BE_UINT16(ptr, _settings.musicVolume); ptr += 2;
|
|
WRITE_BE_UINT16(ptr, _sound->sfxOn() ? 1 : 0); ptr += 2;
|
|
WRITE_BE_UINT16(ptr, _sound->speechOn() ? 1 : 0); ptr += 2;
|
|
WRITE_BE_UINT16(ptr, _sound->musicOn() ? 1 : 0); ptr += 2;
|
|
WRITE_BE_UINT16(ptr, _settings.textToggle ? 1 : 0); ptr += 2;
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
WRITE_BE_UINT16(ptr, _inventoryItem[i]); ptr += 2;
|
|
}
|
|
|
|
WRITE_BE_UINT16(ptr, _graphics->bob(0)->x); ptr += 2;
|
|
WRITE_BE_UINT16(ptr, _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, 0); ptr += 2; //TODO: tmpbamflag
|
|
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 = _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 (!_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
|
|
_settings.talkSpeed = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
_settings.musicVolume = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
_sound->sfxToggle(READ_BE_UINT16(ptr) != 0); ptr += 2;
|
|
_sound->speechToggle(READ_BE_UINT16(ptr) != 0); ptr += 2;
|
|
_sound->musicToggle(READ_BE_UINT16(ptr) != 0); ptr += 2;
|
|
_settings.textToggle = 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;
|
|
READ_BE_UINT16(ptr); ptr += 2; //TODO: tmpbamflag
|
|
READ_BE_UINT16(ptr); ptr += 2; //TODO: lastoverride
|
|
//_sound->playSound(_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;
|
|
}
|
|
|
|
//CUTJOEF = _joe.facing;
|
|
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();
|
|
//bamflag = ..
|
|
|
|
delete[] saveData;
|
|
return true;
|
|
}
|
|
|
|
void Logic::sceneStart() {
|
|
debug(0, "[Logic::sceneStart] _scene = %i", _scene);
|
|
_scene++;
|
|
|
|
_display->mouseCursorShow(false);
|
|
|
|
if (1 == _scene) { // && _input->cutawayRunning()) { // sceneStart is always called when cutaway is running
|
|
_display->palFadePanel();
|
|
}
|
|
|
|
update();
|
|
}
|
|
|
|
void Logic::sceneStop() {
|
|
debug(0, "[Logic::sceneStop] _scene = %i", _scene);
|
|
_scene--;
|
|
|
|
if (_scene > 0)
|
|
return;
|
|
|
|
_display->palSetAllDirty();
|
|
_display->mouseCursorShow(true);
|
|
zoneSetupPanel();
|
|
}
|
|
|
|
|
|
void Logic::useJournal() {
|
|
|
|
warning("Journal unimplemented");
|
|
if (_resource->isDemo()) {
|
|
Talk::speak("This is a demo, so I can't load or save games*14", NULL, "", _graphics, _input, this, _resource, _sound);
|
|
}
|
|
else {
|
|
// FIXME: add Journal code, suggestion :
|
|
// (execute.c l.428-437 & queen.c l.350-365)
|
|
// save some vars
|
|
// Journal j(this, _graphics...);
|
|
// j.run();
|
|
// restore vars
|
|
}
|
|
}
|
|
|
|
|
|
} // End of namespace Queen
|
|
|