scummvm/queen/logic.cpp
Max Horn 47280d9433 Updated copyright
svn-id: r16398
2005-01-01 16:09:25 +00:00

2211 lines
52 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2003-2005 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "queen/logic.h"
#include "common/config-manager.h"
#include "queen/bankman.h"
#include "queen/command.h"
#include "queen/credits.h"
#include "queen/cutaway.h"
#include "queen/debug.h"
#include "queen/defs.h"
#include "queen/display.h"
#include "queen/graphics.h"
#include "queen/grid.h"
#include "queen/input.h"
#include "queen/journal.h"
#include "queen/queen.h"
#include "queen/resource.h"
#include "queen/sound.h"
#include "queen/state.h"
#include "queen/talk.h"
#include "queen/walk.h"
namespace Queen {
static Common::String trim(const Common::String &s) {
const char *p;
p = s.c_str();
while (*p == ' ') ++p;
int start = p - s.c_str();
p = s.c_str() + s.size() - 1;
while (p != s.c_str() && *p == ' ') --p;
int end = p - s.c_str();
return Common::String(s.c_str() + start, end - start + 1);
}
Logic::Logic(QueenEngine *vm)
: _credits(NULL), _objectData(NULL), _roomData(NULL), _sfxName(NULL),
_itemData(NULL), _graphicData(NULL), _walkOffData(NULL), _objectDescription(NULL),
_furnitureData(NULL), _actorData(NULL), _graphicAnim(NULL), _vm(vm) {
_joe.x = _joe.y = 0;
_joe.scale = 100;
_joe.walk = JWM_NORMAL;
memset(_gameState, 0, sizeof(_gameState));
memset(_talkSelected, 0, sizeof(_talkSelected));
_puzzleAttemptCount = 0;
_journal = new Journal(vm);
_scene = 0;
initialise();
}
Logic::~Logic() {
delete _journal;
delete _credits;
delete[] _objectData;
delete[] _roomData;
delete[] _sfxName;
delete[] _itemData;
delete[] _graphicData;
delete[] _walkOffData;
delete[] _objectDescription;
delete[] _furnitureData;
delete[] _actorData;
delete[] _graphicAnim;
}
void Logic::initialise() {
int16 i;
uint8 *jas = _vm->resource()->loadFile("QUEEN.JAS", 20);
uint8 *ptr = jas;
_numRooms = READ_BE_UINT16(ptr); ptr += 2;
_numNames = READ_BE_UINT16(ptr); ptr += 2;
_numObjects = READ_BE_UINT16(ptr); ptr += 2;
_numDescriptions = READ_BE_UINT16(ptr); ptr += 2;
_objectData = new ObjectData[_numObjects + 1];
memset(&_objectData[0], 0, sizeof(ObjectData));
for (i = 1; i <= _numObjects; i++) {
_objectData[i].readFromBE(ptr);
}
_roomData = new uint16[_numRooms + 2];
_roomData[0] = 0;
for (i = 1; i <= (_numRooms + 1); i++) {
_roomData[i] = READ_BE_UINT16(ptr); ptr += 2;
}
_roomData[_numRooms + 1] = _numObjects;
if (_vm->resource()->isDemo()) {
_sfxName = NULL;
} else {
_sfxName = new uint16[_numRooms + 1];
_sfxName[0] = 0;
for (i = 1; i <= _numRooms; i++) {
_sfxName[i] = READ_BE_UINT16(ptr); ptr += 2;
}
}
_numItems = READ_BE_UINT16(ptr); ptr += 2;
_itemData = new ItemData[_numItems + 1];
memset(&_itemData[0], 0, sizeof(ItemData));
for (i = 1; i <= _numItems; i++) {
_itemData[i].readFromBE(ptr);
}
_numGraphics = READ_BE_UINT16(ptr); ptr += 2;
_graphicData = new GraphicData[_numGraphics + 1];
memset(&_graphicData[0], 0, sizeof(GraphicData));
for (i = 1; i <= _numGraphics; i++) {
_graphicData[i].readFromBE(ptr);
}
_vm->grid()->readDataFrom(_numObjects, _numRooms, ptr);
_numWalkOffs = READ_BE_UINT16(ptr); ptr += 2;
_walkOffData = new WalkOffData[_numWalkOffs + 1];
memset(&_walkOffData[0], 0, sizeof(WalkOffData));
for (i = 1; i <= _numWalkOffs; i++) {
_walkOffData[i].readFromBE(ptr);
}
_numObjDesc = READ_BE_UINT16(ptr); ptr += 2;
_objectDescription = new ObjectDescription[_numObjDesc + 1];
memset(&_objectDescription[0], 0, sizeof(ObjectDescription));
for (i = 1; i <= _numObjDesc; i++) {
_objectDescription[i].readFromBE(ptr);
}
_vm->command()->readCommandsFrom(ptr);
_entryObj = READ_BE_UINT16(ptr); ptr += 2;
_numFurniture = READ_BE_UINT16(ptr); ptr += 2;
_furnitureData = new FurnitureData[_numFurniture + 1];
memset(&_furnitureData[0], 0, sizeof(FurnitureData));
for (i = 1; i <= _numFurniture; i++) {
_furnitureData[i].readFromBE(ptr);
}
// Actors
_numActors = READ_BE_UINT16(ptr); ptr += 2;
_numAAnim = READ_BE_UINT16(ptr); ptr += 2;
_numAName = READ_BE_UINT16(ptr); ptr += 2;
_numAFile = READ_BE_UINT16(ptr); ptr += 2;
_actorData = new ActorData[_numActors + 1];
memset(&_actorData[0], 0, sizeof(ActorData));
for (i = 1; i <= _numActors; i++) {
_actorData[i].readFromBE(ptr);
}
_numGraphicAnim = READ_BE_UINT16(ptr); ptr += 2;
_graphicAnim = new GraphicAnim[_numGraphicAnim + 1];
if (_numGraphicAnim == 0) {
_graphicAnim[0].readFromBE(ptr);
} else {
memset(&_graphicAnim[0], 0, sizeof(GraphicAnim));
for (i = 1; i <= _numGraphicAnim; i++) {
_graphicAnim[i].readFromBE(ptr);
}
}
_currentRoom = _objectData[_entryObj].room;
_entryObj = 0;
if (memcmp(ptr, _vm->resource()->JASVersion(), 5) != 0) {
warning("Unexpected queen.jas file format");
}
delete[] jas;
uint32 size;
char *buf = (char *)_vm->resource()->loadFile("QUEEN2.JAS", 0, &size);
LineReader queen2jas(buf, size);
_objDescription.push_back("");
for (i = 1; i <= _numDescriptions; i++) {
_objDescription.push_back(queen2jas.nextLine());
}
// Patch for German text bug
if (_vm->resource()->getLanguage() == GERMAN) {
_objDescription[296] = "Es bringt nicht viel, das festzubinden.";
}
_objName.push_back("");
for (i = 1; i <= _numNames; i++) {
_objName.push_back(queen2jas.nextLine());
}
_roomName.push_back("");
for (i = 1; i <= _numRooms; i++) {
_roomName.push_back(queen2jas.nextLine());
}
_verbName.push_back("");
for (i = 1; i <= 12; i++) {
_verbName.push_back(queen2jas.nextLine());
}
_joeResponse.push_back("");
for (i = 1; i <= JOE_RESPONSE_MAX; i++) {
_joeResponse.push_back(queen2jas.nextLine());
}
// FIXME - the spanish version adds some space characters (0x20) at the
// beginning and the end of the journal button captions. As we don't need
// that 'trick' to center horizontally the texts, we simply trim them.
if (_vm->resource()->getLanguage() == SPANISH) {
for (i = 30; i <= 35; i++) {
_joeResponse[i] = trim(_joeResponse[i]);
}
}
_aAnim.push_back("");
for (i = 1; i <= _numAAnim; i++) {
_aAnim.push_back(queen2jas.nextLine());
}
_aName.push_back("");
for (i = 1; i <= _numAName; i++) {
_aName.push_back(queen2jas.nextLine());
}
_aFile.push_back("");
for (i = 1; i <= _numAFile; i++) {
_aFile.push_back(queen2jas.nextLine());
}
}
void Logic::start() {
_vm->command()->clear(false);
_vm->display()->setupPanel();
_vm->graphics()->unpackControlBank();
_vm->graphics()->setupMouseCursor();
setupJoe();
_vm->grid()->setupPanel();
inventorySetup();
_oldRoom = 0;
_newRoom = _currentRoom;
}
ObjectData* Logic::objectData(int index) const {
assert(index >= 0 && index <= _numObjects);
return &_objectData[index];
}
uint16 Logic::findBob(uint16 obj) const {
assert(obj <= _numObjects);
uint16 room = _objectData[obj].room;
assert(room <= _numRooms);
uint16 bobnum = 0;
int16 img = _objectData[obj].image;
if (img != 0) {
if (img == -3 || img == -4) {
// a person object
bobnum = findPersonNumber(obj, room);
} else {
uint16 bobtype = 0; // 1 for animated, 0 for static
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 (uint16 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;
}
assert (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 + _vm->graphics()->numStaticFurniture() + idxStatic;
}
} else {
// animated bob
if (idxAnimated > 0) {
bobnum = 4 + _vm->graphics()->numAnimatedFurniture() + idxAnimated;
}
}
}
}
return bobnum;
}
uint16 Logic::findFrame(uint16 obj) const {
uint16 framenum = 0;
uint16 room = _objectData[obj].room;
int16 img = _objectData[obj].image;
if (img == -3 || img == -4) {
uint16 bobnum = findPersonNumber(obj, room);
if (bobnum <= 3) {
framenum = 31 + bobnum;
}
} else {
uint16 idx = 0;
for (uint16 i = _roomData[room] + 1; i < obj; ++i) {
img = _objectData[i].image;
if (img <= -10) {
const 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;
}
const 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) {
const 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 = FRAMES_JOE + _vm->graphics()->numFurnitureFrames() + idx;
}
}
return framenum;
}
uint16 Logic::objectForPerson(uint16 bobNum) const {
uint16 bobcur = 0;
// first object number in the room
uint16 cur = currentRoomData() + 1;
// last object number in the room
uint16 last = _roomData[_currentRoom + 1];
for (; cur <= last; ++cur) {
int16 image = _objectData[cur].image;
if (image == -3 || image == -4) {
// the object is a bob
++bobcur;
}
if (bobcur == bobNum) {
return cur;
}
}
return 0;
}
WalkOffData *Logic::walkOffPointForObject(int16 obj) const {
for (uint16 i = 1; i <= _numWalkOffs; ++i) {
if (_walkOffData[i].entryObj == obj) {
return &_walkOffData[i];
}
}
return NULL;
}
void Logic::joeWalk(JoeWalkMode walking) {
_joe.walk = walking;
// Do this so that Input doesn't need to know the walk value
_vm->input()->dialogueRunning(JWM_SPEAK == walking);
}
int16 Logic::gameState(int index) const {
assert(index >= 0 && index < GAME_STATE_COUNT);
return _gameState[index];
}
void Logic::gameState(int index, int16 newValue) {
assert(index >= 0 && index < GAME_STATE_COUNT);
debug(8, "Logic::gameState() [%d] = %d", index, newValue);
_gameState[index] = newValue;
}
const char *Logic::roomName(uint16 roomNum) const {
assert(roomNum >= 1 && roomNum <= _numRooms);
return _roomName[roomNum].c_str();
}
const char *Logic::objectName(uint16 objNum) const {
assert(objNum >= 1 && objNum <= _numNames);
return _objName[objNum].c_str();
}
const char *Logic::objectTextualDescription(uint16 objNum) const {
assert(objNum >= 1 && objNum <= _numDescriptions);
return _objDescription[objNum].c_str();
}
const char *Logic::joeResponse(int i) const {
assert(i >= 1 && i <= JOE_RESPONSE_MAX);
return _joeResponse[i].c_str();
}
const char *Logic::verbName(Verb v) const {
assert(v >= 0 && v <= 12);
return _verbName[v].c_str();
}
void Logic::eraseRoom() {
_vm->bankMan()->eraseFrames(false);
_vm->bankMan()->close(15);
_vm->bankMan()->close(11);
_vm->bankMan()->close(10);
_vm->bankMan()->close(12);
_vm->display()->palFadeOut(_currentRoom);
// invalidates all persons animations
_vm->graphics()->clearPersonFrames();
_vm->graphics()->eraseAllAnims();
uint16 cur = _roomData[_oldRoom] + 1;
uint16 last = _roomData[_oldRoom + 1];
for (; cur <= last; ++cur) {
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;
}
}
}
}
void Logic::setupRoom(const char *room, int comPanel, bool inCutaway) {
// load backdrop image, init dynalum, setup colors
_vm->display()->setupNewRoom(room, _currentRoom);
// setup graphics to enter fullscreen/panel mode
_vm->display()->screenMode(comPanel, inCutaway);
_vm->grid()->setupNewRoom(_currentRoom, _roomData[_currentRoom]);
int16 furn[9];
uint16 furnTot = 0;
for (uint16 i = 1; i <= _numFurniture; ++i) {
if (_furnitureData[i].room == _currentRoom) {
++furnTot;
furn[furnTot] = _furnitureData[i].objNum;
}
}
_vm->graphics()->setupNewRoom(room, _currentRoom, furn, furnTot);
_vm->display()->forceFullRefresh();
}
void Logic::displayRoom(uint16 room, RoomDisplayMode mode, uint16 scale, int comPanel, bool inCutaway) {
debug(6, "Logic::displayRoom(%d, %d, %d, %d, %d)", room, mode, scale, comPanel, inCutaway);
eraseRoom();
if (_credits)
_credits->nextRoom();
setupRoom(roomName(room), comPanel, inCutaway);
if (mode != RDM_FADE_NOJOE) {
setupJoeInRoom(mode != RDM_FADE_JOE_XY, scale);
}
if (mode != RDM_NOFADE_JOE) {
_vm->update();
BobSlot *joe = _vm->graphics()->bob(0);
_vm->display()->palFadeIn(_currentRoom, joe->active, joe->x, joe->y);
}
if (mode != RDM_FADE_NOJOE && joeX() != 0 && joeY() != 0) {
int16 jx = joeX();
int16 jy = joeY();
joePos(0, 0);
_vm->walk()->moveJoe(0, jx, jy, inCutaway);
}
}
ActorData *Logic::findActor(uint16 noun, const char *name) const {
uint16 obj = currentRoomData() + noun;
int16 img = objectData(obj)->image;
if (img != -3 && img != -4) {
warning("Logic::findActor() - Object %d is not a person", obj);
return NULL;
}
// search Bob number for the person
uint16 bobNum = findPersonNumber(obj, _currentRoom);
// search for a matching actor
if (bobNum > 0) {
for (uint16 i = 1; i <= _numActors; ++i) {
ActorData *pad = &_actorData[i];
if (pad->room == _currentRoom && gameState(pad->gsSlot) == pad->gsValue) {
if (bobNum == pad->bobNum || (name && _aName[pad->name] == name)) {
return pad;
}
}
}
}
return NULL;
}
bool Logic::initPerson(uint16 noun, const char *actorName, bool loadBank, Person *pp) {
const ActorData *pad = findActor(noun, actorName);
if (pad != NULL) {
pp->actor = pad;
pp->name = _aName[pad->name].c_str();
if (pad->anim != 0) {
pp->anim = _aAnim[pad->anim].c_str();
} else {
pp->anim = NULL;
}
if (loadBank && pad->file != 0) {
_vm->bankMan()->load(_aFile[pad->file].c_str(), pad->bankNum);
// if there is no valid actor file (ie pad->file is 0), the person
// data is already loaded as it is included in objects room bank (.bbk)
}
pp->bobFrame = 31 + pp->actor->bobNum;
}
return pad != NULL;
}
uint16 Logic::findPersonNumber(uint16 obj, uint16 room) const {
uint16 num = 0;
for (uint16 i = _roomData[room] + 1; i <= obj; ++i) {
int16 img = _objectData[i].image;
if (img == -3 || img == -4) {
++num;
}
}
return num;
}
void Logic::loadJoeBanks(const char *animBank, const char *standBank) {
_vm->bankMan()->load(animBank, 13);
for (int i = 11; i < 31; ++i) {
_vm->bankMan()->unpack(i - 10, i, 13);
}
_vm->bankMan()->close(13);
_vm->bankMan()->load(standBank, 7);
_vm->bankMan()->unpack(1, 35, 7);
_vm->bankMan()->unpack(3, 36, 7);
_vm->bankMan()->unpack(5, 37, 7);
}
void Logic::setupJoe() {
loadJoeBanks("joe_a.BBK", "joe_b.BBK");
joePrevFacing(DIR_FRONT);
joeFacing(DIR_FRONT);
}
void Logic::setupJoeInRoom(bool autoPosition, uint16 scale) {
debug(9, "Logic::setupJoeInRoom(%d, %d) joe.x=%d joe.y=%d", autoPosition, scale, _joe.x, _joe.y);
int16 oldx, oldy;
if (!autoPosition || joeX() != 0 || joeY() != 0) {
oldx = joeX();
oldy = joeY();
joePos(0, 0);
} else {
const ObjectData *pod = objectData(_entryObj);
// find the walk off point for the entry object and make
// Joe walking to that point
const WalkOffData *pwo = walkOffPointForObject(_entryObj);
if (pwo != NULL) {
oldx = pwo->x;
oldy = pwo->y;
// entryObj has a walk off point, then walk from there to object x,y
joePos(pod->x, pod->y);
} else {
// no walk off point, use object position
oldx = pod->x;
oldy = pod->y;
joePos(0, 0);
}
}
debug(6, "Logic::setupJoeInRoom() - oldx=%d, oldy=%d scale=%d", oldx, oldy, scale);
if (scale > 0 && scale < 100) {
joeScale(scale);
} else {
uint16 a = _vm->grid()->findAreaForPos(GS_ROOM, oldx, oldy);
if (a > 0) {
joeScale(_vm->grid()->area(_currentRoom, a)->calcScale(oldy));
} else {
joeScale(100);
}
}
if (joeCutFacing() > 0) {
joeFacing(joeCutFacing());
joeCutFacing(0);
} else {
// check to see which way Joe entered room
const ObjectData *pod = objectData(_entryObj);
switch (State::findDirection(pod->state)) {
case DIR_BACK:
joeFacing(DIR_FRONT);
break;
case DIR_FRONT:
joeFacing(DIR_BACK);
break;
case DIR_LEFT:
joeFacing(DIR_RIGHT);
break;
case DIR_RIGHT:
joeFacing(DIR_LEFT);
break;
}
}
joePrevFacing(joeFacing());
BobSlot *pbs = _vm->graphics()->bob(0);
pbs->scale = joeScale();
if (_currentRoom == 108) {
_vm->graphics()->putCameraOnBob(-1);
_vm->bankMan()->load("joe_e.act", 7);
_vm->bankMan()->unpack(2, 31, 7);
_vm->display()->horizontalScroll(320);
joeFacing(DIR_RIGHT);
joeCutFacing(DIR_RIGHT);
joePrevFacing(DIR_RIGHT);
}
joeFace();
pbs->curPos(oldx, oldy);
pbs->frameNum = 31;
}
uint16 Logic::joeFace() {
debug(9, "Logic::joeFace() - curFace = %d, prevFace = %d", _joe.facing, _joe.prevFacing);
BobSlot *pbs = _vm->graphics()->bob(0);
uint16 frame;
if (_currentRoom == 108) {
frame = 1;
} else {
frame = 35;
if (joeFacing() == DIR_FRONT) {
if (joePrevFacing() == DIR_BACK) {
pbs->frameNum = 35;
_vm->update();
}
frame = 36;
} else if (joeFacing() == DIR_BACK) {
if (joePrevFacing() == DIR_FRONT) {
pbs->frameNum = 35;
_vm->update();
}
frame = 37;
} else if ((joeFacing() == DIR_LEFT && joePrevFacing() == DIR_RIGHT)
|| (joeFacing() == DIR_RIGHT && joePrevFacing() == DIR_LEFT)) {
pbs->frameNum = 36;
_vm->update();
}
pbs->frameNum = frame;
pbs->scale = joeScale();
pbs->xflip = (joeFacing() == DIR_LEFT);
_vm->update();
joePrevFacing(joeFacing());
switch (frame) {
case 35:
frame = 1;
break;
case 36:
frame = 3;
break;
case 37:
frame = 5;
break;
}
}
pbs->frameNum = 31;
_vm->bankMan()->unpack(frame, pbs->frameNum, 7);
return frame;
}
void Logic::joeGrab(int16 grabState) {
uint16 frame = 0;
BobSlot *bobJoe = _vm->graphics()->bob(0);
switch (grabState) {
case STATE_GRAB_NONE:
break;
case STATE_GRAB_MID:
if (joeFacing() == DIR_BACK) {
frame = 6;
} else if (joeFacing() == DIR_FRONT) {
frame = 4;
} else {
frame = 2;
}
break;
case STATE_GRAB_DOWN:
if (joeFacing() == DIR_BACK) {
frame = 9;
} else {
frame = 8;
}
break;
case STATE_GRAB_UP:
// turn back
_vm->bankMan()->unpack(5, 31, 7);
bobJoe->xflip = (joeFacing() == DIR_LEFT);
bobJoe->scale = joeScale();
_vm->update();
// grab up
_vm->bankMan()->unpack(7, 31, 7);
bobJoe->xflip = (joeFacing() == DIR_LEFT);
bobJoe->scale = joeScale();
_vm->update();
// turn back
frame = 7;
break;
}
if (frame != 0) {
_vm->bankMan()->unpack(frame, 31, 7);
bobJoe->xflip = (joeFacing() == DIR_LEFT);
bobJoe->scale = joeScale();
_vm->update();
// extra delay for grab down
if (grabState == STATE_GRAB_DOWN) {
_vm->update();
_vm->update();
}
}
}
void Logic::joeUseDress(bool showCut) {
if (showCut) {
joeFacing(DIR_FRONT);
joeFace();
if (gameState(VAR_DRESSING_MODE) == 0) {
playCutaway("cdres.CUT");
inventoryInsertItem(ITEM_CLOTHES);
} else {
playCutaway("cudrs.CUT");
}
}
_vm->display()->palSetJoeDress();
loadJoeBanks("JoeD_A.BBK", "JoeD_B.BBK");
inventoryDeleteItem(ITEM_DRESS);
gameState(VAR_DRESSING_MODE, 2);
}
void Logic::joeUseClothes(bool showCut) {
if (showCut) {
joeFacing(DIR_FRONT);
joeFace();
playCutaway("cdclo.CUT");
inventoryInsertItem(ITEM_DRESS);
}
_vm->display()->palSetJoeNormal();
loadJoeBanks("Joe_A.BBK", "Joe_B.BBK");
inventoryDeleteItem(ITEM_CLOTHES);
gameState(VAR_DRESSING_MODE, 0);
}
void Logic::joeUseUnderwear() {
_vm->display()->palSetJoeNormal();
loadJoeBanks("JoeU_A.BBK", "JoeU_B.BBK");
gameState(VAR_DRESSING_MODE, 1);
}
void Logic::makePersonSpeak(const char *sentence, Person *person, const char *voiceFilePrefix) {
_vm->command()->clear(false);
Talk::speak(sentence, person, voiceFilePrefix, _vm);
}
void Logic::startDialogue(const char *dlgFile, int personInRoom, char *cutaway) {
ObjectData *data = objectData(_roomData[_currentRoom] + personInRoom);
if (data->name > 0 && data->entryObj <= 0) {
if (State::findTalk(data->state) == STATE_TALK_MUTE) {
// 'I can't talk to that'
makeJoeSpeak(24 + _vm->randomizer.getRandomNumber(2));
} else {
char cutawayFile[20];
if (cutaway == NULL) {
cutaway = cutawayFile;
}
_vm->display()->fullscreen(true);
Talk::talk(dlgFile, personInRoom, cutaway, _vm);
if (!cutaway[0]) {
_vm->display()->fullscreen(false);
}
}
}
}
void Logic::playCutaway(const char *cutFile, char *next) {
char nextFile[20];
if (next == NULL) {
next = nextFile;
}
_vm->display()->clearTexts(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS);
Cutaway::run(cutFile, next, _vm);
}
void Logic::makeJoeSpeak(uint16 descNum, bool objectType) {
const char *text = objectType ? _objDescription[descNum].c_str() : _joeResponse[descNum].c_str();
if (objectType) {
descNum += JOE_RESPONSE_MAX;
}
char descFilePrefix[10];
sprintf(descFilePrefix, "JOE%04i", descNum);
makePersonSpeak(text, NULL, descFilePrefix);
}
uint16 Logic::findInventoryItem(int invSlot) const {
// queen.c l.3894-3898
if (invSlot >= 0 && invSlot < 4) {
return _inventoryItem[invSlot];
}
return 0;
}
void Logic::inventorySetup() {
_vm->bankMan()->load("objects.BBK", 14);
if (_vm->resource()->isInterview()) {
_inventoryItem[0] = 1;
_inventoryItem[1] = 2;
_inventoryItem[2] = 3;
_inventoryItem[3] = 4;
} else {
_inventoryItem[0] = ITEM_BAT;
_inventoryItem[1] = ITEM_JOURNAL;
_inventoryItem[2] = ITEM_NONE;
_inventoryItem[3] = ITEM_NONE;
}
}
void Logic::inventoryRefresh() {
uint16 x = 182;
for (int i = 0; i < 4; ++i) {
uint16 itemNum = _inventoryItem[i];
if (itemNum != 0) {
// 1st object in inventory uses frame 8,
// whereas 2nd, 3rd and 4th uses frame 9
uint16 dstFrame = (itemNum != 0) ? 8 : 9;
// unpack frame for object and draw it
_vm->bankMan()->unpack(_itemData[itemNum].frame, dstFrame, 14);
_vm->graphics()->drawInventoryItem(dstFrame, x, 14);
} else {
// no object, clear the panel
_vm->graphics()->drawInventoryItem(0, x, 14);
}
x += 35;
}
}
int16 Logic::previousInventoryItem(int16 first) const {
int i;
for (i = first - 1; i >= 1; i--)
if (_itemData[i].name > 0)
return i;
for (i = _numItems; i > first; i--)
if (_itemData[i].name > 0)
return i;
return 0; //nothing found
}
int16 Logic::nextInventoryItem(int16 first) const {
int i;
for (i = first + 1; i < _numItems; i++)
if (_itemData[i].name > 0)
return i;
for (i = 1; i < first; 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;
while (count--) {
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::removeHotelItemsFromInventory() {
if (currentRoom() == 1 && gameState(3) == 0) {
inventoryDeleteItem(ITEM_CROWBAR, false);
inventoryDeleteItem(ITEM_DRESS, false);
inventoryDeleteItem(ITEM_CLOTHES, false);
inventoryDeleteItem(ITEM_HAY, false);
inventoryDeleteItem(ITEM_OIL, false);
inventoryDeleteItem(ITEM_CHICKEN, false);
gameState(3, 1);
inventoryRefresh();
}
}
void Logic::objectCopy(int dummyObjectIndex, int realObjectIndex) {
// copy data from dummy object to real object, 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);
for (int i = 1; i <= _numWalkOffs; i++) {
WalkOffData *walkOff = &_walkOffData[i];
if (walkOff->entryObj == (int16)dummyObjectIndex) {
walkOff->entryObj = (int16)realObjectIndex;
break;
}
}
}
void Logic::handleSpecialArea(Direction facing, uint16 areaNum, uint16 walkDataNum) {
// queen.c l.2838-2911
debug(9, "handleSpecialArea(%d, %d, %d)\n", facing, areaNum, walkDataNum);
// Stop animating Joe
_vm->graphics()->bob(0)->animating = false;
// Make Joe face the right direction
joeFacing(facing);
joeFace();
_newRoom = 0;
_entryObj = 0;
char nextCut[20];
memset(nextCut, 0, sizeof(nextCut));
switch (_currentRoom) {
case ROOM_JUNGLE_BRIDGE:
makeJoeSpeak(16);
break;
case ROOM_JUNGLE_GORILLA_1:
playCutaway("c6c.CUT", nextCut);
break;
case ROOM_JUNGLE_GORILLA_2:
playCutaway("c14b.CUT", nextCut);
break;
case ROOM_AMAZON_ENTRANCE:
if (areaNum == 3) {
playCutaway("c16a.CUT", nextCut);
}
break;
case ROOM_AMAZON_HIDEOUT:
if (walkDataNum == 4) {
playCutaway("c17a.CUT", nextCut);
} else if (walkDataNum == 2) {
playCutaway("c17b.CUT", nextCut);
}
break;
case ROOM_FLODA_OUTSIDE:
playCutaway("c22a.CUT", nextCut);
break;
case ROOM_FLODA_KITCHEN:
playCutaway("c26b.CUT", nextCut);
break;
case ROOM_FLODA_KLUNK:
playCutaway("c30a.CUT", nextCut);
break;
case ROOM_FLODA_HENRY:
playCutaway("c32c.CUT", nextCut);
break;
case ROOM_TEMPLE_ZOMBIES:
if (areaNum == 6) {
if (_gameState[21] == 0) {
playCutaway("c50d.CUT", nextCut);
while (nextCut[0] != '\0') {
playCutaway(nextCut, nextCut);
}
_gameState[21] = 1;
} else {
playCutaway("c50h.CUT", nextCut);
}
}
break;
case ROOM_TEMPLE_SNAKE:
playCutaway("c53b.CUT", nextCut);
break;
case ROOM_TEMPLE_LIZARD_LASER:
makeJoeSpeak(19);
break;
case ROOM_HOTEL_DOWNSTAIRS:
makeJoeSpeak(21);
break;
case ROOM_HOTEL_LOBBY:
if (_gameState[VAR_ESCAPE_FROM_HOTEL_COUNT] == 0) {
playCutaway("c73a.CUT");
_gameState[VAR_ESCAPE_FROM_HOTEL_COUNT] = 1;
joeUseUnderwear();
joeFace();
} else if (_gameState[VAR_ESCAPE_FROM_HOTEL_COUNT] == 1) {
playCutaway("c73b.CUT");
_gameState[VAR_ESCAPE_FROM_HOTEL_COUNT] = 2;
} else if (_gameState[VAR_ESCAPE_FROM_HOTEL_COUNT] == 2) {
playCutaway("c73c.CUT");
}
break;
case ROOM_TEMPLE_MAZE_5:
if (areaNum == 7) {
makeJoeSpeak(17);
}
break;
case ROOM_TEMPLE_MAZE_6:
if (areaNum == 5 && _gameState[187] == 0) {
playCutaway("c101b.CUT", nextCut);
}
break;
case ROOM_FLODA_FRONTDESK:
if (areaNum == 3) {
if (_gameState[VAR_BYPASS_FLODA_RECEPTIONIST] == 1) {
playCutaway("c103e.CUT", nextCut);
} else if (_gameState[VAR_BYPASS_FLODA_RECEPTIONIST] == 0) {
playCutaway("c103b.CUT", nextCut);
_gameState[VAR_BYPASS_FLODA_RECEPTIONIST] = 1;
}
}
break;
}
while (strlen(nextCut) > 4 &&
scumm_stricmp(nextCut + strlen(nextCut) - 4, ".cut") == 0) {
playCutaway(nextCut, nextCut);
}
}
void Logic::handlePinnacleRoom() {
// camera does not follow Joe anymore
_vm->graphics()->putCameraOnBob(-1);
displayRoom(ROOM_JUNGLE_PINNACLE, RDM_NOFADE_JOE, 100, 2, true);
BobSlot *joe = _vm->graphics()->bob(6);
BobSlot *piton = _vm->graphics()->bob(7);
// set scrolling value to mouse position to avoid glitch
_vm->display()->horizontalScroll(_vm->input()->mousePosX());
joe->x = piton->x = 3 * _vm->input()->mousePosX() / 4 + 200;
joe->frameNum = _vm->input()->mousePosX() / 36 + 45;
// bobs have been unpacked from animating objects, we don't need them
// to animate anymore ; so turn animating off
joe->animating = piton->animating = false;
_vm->update();
_vm->display()->palFadeIn(ROOM_JUNGLE_PINNACLE, joe->active, joe->x, joe->y);
_entryObj = 0;
uint16 prevObj = 0;
CmdText cmdText((_vm->resource()->getLanguage() == HEBREW), 5, _vm);
cmdText.setVerb(VERB_WALK_TO);
while (_vm->input()->mouseButton() == 0 || _entryObj == 0) {
_vm->update();
int mx = _vm->input()->mousePosX();
int my = _vm->input()->mousePosY();
// update screen scrolling
_vm->display()->horizontalScroll(mx);
// update bobs position / frame
joe->x = piton->x = 3 * mx / 4 + 200;
joe->frameNum = mx / 36 + 45;
_vm->display()->clearTexts(5, 5);
uint16 curObj = _vm->grid()->findObjectUnderCursor(mx, my);
if (curObj != 0 && curObj != prevObj) {
_entryObj = 0;
curObj += currentRoomData(); // global object number
ObjectData *objData = objectData(curObj);
if (objData->name > 0) {
_entryObj = objData->entryObj;
cmdText.displayTemp(INK_PINNACLE_ROOM, objectName(objData->name), true);
}
prevObj = curObj;
}
}
_vm->input()->clearMouseButton();
_newRoom = objectData(_entryObj)->room;
// FIXME - only a few commands can be triggered from this room :
// piton -> crash : 0x216 (obj1=0x2a, song=3)
// piton -> floda : 0x217 (obj1=0x29, song=16)
// piton -> bob : 0x219 (obj1=0x2f, song=6)
// piton -> embark : 0x218 (obj1=0x2c, song=7)
// piton -> jungle : 0x20B (obj1=0x2b, song=3)
// piton -> amazon : 0x21A (obj1=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.
struct {
uint16 obj;
int16 song;
} cmds[] = {
{ 0x2A, 3 },
{ 0x29, 16 },
{ 0x2F, 6 },
{ 0x2C, 7 },
{ 0x2B, 3 },
{ 0x30, 3 }
};
for (int i = 0; i < ARRAYSIZE(cmds); ++i) {
if (cmds[i].obj == prevObj) {
_vm->sound()->playSong(cmds[i].song);
break;
}
}
joe->active = piton->active = false;
_vm->display()->clearTexts(5, 5);
// camera follows Joe again
_vm->graphics()->putCameraOnBob(0);
_vm->display()->palFadeOut(ROOM_JUNGLE_PINNACLE);
}
void Logic::update() {
if (_credits)
_credits->update();
if (_vm->debugger()->_drawAreas) {
_vm->grid()->drawZones();
}
}
void Logic::saveState(byte *&ptr) {
uint16 i;
for (i = 0; i < 4; i++) {
WRITE_BE_UINT16(ptr, _inventoryItem[i]); ptr += 2;
}
WRITE_BE_UINT16(ptr, _vm->graphics()->bob(0)->x); ptr += 2;
WRITE_BE_UINT16(ptr, _vm->graphics()->bob(0)->y); ptr += 2;
WRITE_BE_UINT16(ptr, _currentRoom); ptr += 2;
for (i = 1; i <= _numObjects; i++)
_objectData[i].writeToBE(ptr);
for (i = 1; i <= _numItems; i++)
_itemData[i].writeToBE(ptr);
for (i = 0; i < GAME_STATE_COUNT; i++) {
WRITE_BE_UINT16(ptr, _gameState[i]); ptr += 2;
}
for (i = 0; i < TALK_SELECTED_COUNT; i++)
_talkSelected[i].writeToBE(ptr);
for (i = 1; i <= _numWalkOffs; i++)
_walkOffData[i].writeToBE(ptr);
WRITE_BE_UINT16(ptr, _joe.facing); ptr += 2;
// V1
WRITE_BE_UINT16(ptr, _puzzleAttemptCount); ptr += 2;
for (i = 1; i <= _numObjDesc; i++)
_objectDescription[i].writeToBE(ptr);
}
void Logic::loadState(uint32 ver, byte *&ptr) {
uint16 i;
for (i = 0; i < 4; i++) {
_inventoryItem[i] = (int16)READ_BE_INT16(ptr); ptr += 2;
}
_joe.x = (int16)READ_BE_INT16(ptr); ptr += 2;
_joe.y = (int16)READ_BE_INT16(ptr); ptr += 2;
_currentRoom = READ_BE_UINT16(ptr); ptr += 2;
for (i = 1; i <= _numObjects; i++)
_objectData[i].readFromBE(ptr);
for (i = 1; i <= _numItems; i++)
_itemData[i].readFromBE(ptr);
for (i = 0; i < GAME_STATE_COUNT; i++) {
_gameState[i] = (int16)READ_BE_INT16(ptr); ptr += 2;
}
for (i = 0; i < TALK_SELECTED_COUNT; i++)
_talkSelected[i].readFromBE(ptr);
for (i = 1; i <= _numWalkOffs; i++)
_walkOffData[i].readFromBE(ptr);
_joe.facing = READ_BE_UINT16(ptr); ptr += 2;
if (ver >= 1) {
_puzzleAttemptCount = READ_BE_UINT16(ptr); ptr += 2;
for (i = 1; i <= _numObjDesc; i++)
_objectDescription[i].readFromBE(ptr);
}
}
void Logic::setupRestoredGame() {
_vm->sound()->playLastSong();
switch (gameState(VAR_DRESSING_MODE)) {
case 0:
_vm->display()->palSetJoeNormal();
loadJoeBanks("Joe_A.BBK", "Joe_B.BBK");
break;
case 1:
_vm->display()->palSetJoeNormal();
loadJoeBanks("JoeU_A.BBK", "JoeU_B.BBK");
break;
case 2:
_vm->display()->palSetJoeDress();
loadJoeBanks("JoeD_A.BBK", "JoeD_B.BBK");
break;
}
BobSlot *pbs = _vm->graphics()->bob(0);
pbs->xflip = (joeFacing() == DIR_LEFT);
joePrevFacing(joeFacing());
joeCutFacing(joeFacing());
switch (joeFacing()) {
case DIR_FRONT:
pbs->frameNum = 36;
_vm->bankMan()->unpack(3, 31, 7);
break;
case DIR_BACK:
pbs->frameNum = 37;
_vm->bankMan()->unpack(5, 31, 7);
break;
default:
pbs->frameNum = 35;
_vm->bankMan()->unpack(1, 31, 7);
break;
}
_oldRoom = 0;
_newRoom = _currentRoom;
_entryObj = 0;
if (_vm->bam()->_flag != BamScene::F_STOP) {
_vm->bam()->prepareAnimation();
}
inventoryRefresh();
}
void Logic::sceneStart() {
debug(6, "[Logic::sceneStart] _scene = %i", _scene);
_scene++;
_vm->display()->showMouseCursor(false);
if (1 == _scene) {
_vm->display()->palGreyPanel();
}
_vm->update();
}
void Logic::sceneStop() {
debug(6, "[Logic::sceneStop] _scene = %i", _scene);
_scene--;
if (_scene > 0)
return;
_vm->display()->palSetAllDirty();
_vm->display()->showMouseCursor(true);
_vm->grid()->setupPanel();
}
void Logic::changeRoom() {
if (!preChangeRoom())
displayRoom(currentRoom(), RDM_FADE_JOE, 100, 1, false);
_vm->display()->showMouseCursor(true);
}
void Logic::executeSpecialMove(uint16 sm) {
debug(6, "Special move: %d", sm);
if (!handleSpecialMove(sm))
warning("unhandled / invalid special move : %d", sm);
}
void Logic::asmMakeJoeUseDress() {
joeUseDress(false);
}
void Logic::asmMakeJoeUseNormalClothes() {
joeUseClothes(false);
}
void Logic::asmMakeJoeUseUnderwear() {
joeUseUnderwear();
}
void Logic::asmSwitchToDressPalette() {
_vm->display()->palSetJoeDress();
}
void Logic::asmSwitchToNormalPalette() {
_vm->display()->palSetJoeNormal();
}
void Logic::asmStartCarAnimation() {
_vm->bam()->_flag = BamScene::F_PLAY;
_vm->bam()->prepareAnimation();
}
void Logic::asmStopCarAnimation() {
_vm->bam()->_flag = BamScene::F_STOP;
_vm->graphics()->bob(findBob(594))->active = false; // oil object
_vm->graphics()->bob(7)->active = false; // gun shots
}
void Logic::asmStartFightAnimation() {
_vm->bam()->_flag = BamScene::F_PLAY;
_vm->bam()->prepareAnimation();
gameState(148, 1);
}
void Logic::asmWaitForFrankPosition() {
_vm->bam()->_flag = BamScene::F_REQ_STOP;
while (_vm->bam()->_flag != BamScene::F_STOP) {
_vm->update();
}
}
void Logic::asmMakeFrankGrowing() {
_vm->bankMan()->unpack(1, 38, 15);
BobSlot *bobFrank = _vm->graphics()->bob(5);
bobFrank->frameNum = 38;
bobFrank->curPos(160, 200);
int i;
for (i = 10; i <= 100; i += 4) {
bobFrank->scale = i;
_vm->update();
}
for (i = 0; i <= 20; ++i) {
_vm->update();
}
objectData(521)->name = ABS(objectData(521)->name); // Dinoray
objectData(526)->name = ABS(objectData(526)->name); // Frank obj
objectData(522)->name = -ABS(objectData(522)->name); // TMPD object off
objectData(525)->name = -ABS(objectData(525)->name); // Floda guards off
objectData(523)->name = -ABS(objectData(523)->name); // Sparky object off
gameState(157, 1); // No more Ironstein
}
void Logic::asmMakeRobotGrowing() {
_vm->bankMan()->unpack(1, 38, 15);
BobSlot *bobRobot = _vm->graphics()->bob(5);
bobRobot->frameNum = 38;
bobRobot->curPos(160, 200);
int i;
for (i = 10; i <= 100; i += 4) {
bobRobot->scale = i;
_vm->update();
}
for (i = 0; i <= 20; ++i) {
_vm->update();
}
objectData(524)->name = -ABS(objectData(524)->name); // Azura object off
objectData(526)->name = -ABS(objectData(526)->name); // Frank object off
}
void Logic::asmShrinkRobot() {
int i;
BobSlot *robot = _vm->graphics()->bob(6);
for (i = 100; i >= 35; i -= 5) {
robot->scale = i;
_vm->update();
}
}
void Logic::asmEndGame() {
int n = 40;
while (n--) {
_vm->update();
}
debug(0, "Game completed.");
_vm->quitGame();
}
void Logic::asmPutCameraOnDino() {
_vm->graphics()->putCameraOnBob(-1);
int16 scrollx = _vm->display()->horizontalScroll();
while (scrollx < 320) {
scrollx += 16;
if (scrollx > 320) {
scrollx = 320;
}
_vm->display()->horizontalScroll(scrollx);
_vm->update();
}
_vm->graphics()->putCameraOnBob(1);
}
void Logic::asmPutCameraOnJoe() {
_vm->graphics()->putCameraOnBob(0);
}
void Logic::asmAltIntroPanRight() {
_vm->graphics()->putCameraOnBob(-1);
_vm->input()->fastMode(true);
_vm->update();
int16 scrollx = _vm->display()->horizontalScroll();
while (scrollx < 285 && !_vm->input()->cutawayQuit()) {
++scrollx;
if (scrollx > 285) {
scrollx = 285;
}
_vm->display()->horizontalScroll(scrollx);
_vm->update();
}
_vm->input()->fastMode(false);
}
void Logic::asmAltIntroPanLeft() {
_vm->graphics()->putCameraOnBob(-1);
_vm->input()->fastMode(true);
int16 scrollx = _vm->display()->horizontalScroll();
while (scrollx > 0 && !_vm->input()->cutawayQuit()) {
scrollx -= 4;
if (scrollx < 0) {
scrollx = 0;
}
_vm->display()->horizontalScroll(scrollx);
_vm->update();
}
_vm->input()->fastMode(false);
}
void Logic::asmSetAzuraInLove() {
gameState(VAR_AZURA_IN_LOVE, 1);
}
void Logic::asmPanRightFromJoe() {
_vm->graphics()->putCameraOnBob(-1);
int16 scrollx = _vm->display()->horizontalScroll();
while (scrollx < 320) {
scrollx += 16;
if (scrollx > 320) {
scrollx = 320;
}
_vm->display()->horizontalScroll(scrollx);
_vm->update();
}
}
void Logic::asmSetLightsOff() {
_vm->display()->palCustomLightsOff(currentRoom());
}
void Logic::asmSetLightsOn() {
_vm->display()->palCustomLightsOn(currentRoom());
}
void Logic::asmSetManequinAreaOn() {
Area *a = _vm->grid()->area(ROOM_FLODA_FRONTDESK, 7);
a->mapNeighbours = ABS(a->mapNeighbours);
}
void Logic::asmPanToJoe() {
int i = _vm->graphics()->bob(0)->x - 160;
if (i < 0) {
i = 0;
} else if (i > 320) {
i = 320;
}
_vm->graphics()->putCameraOnBob(-1);
int16 scrollx = _vm->display()->horizontalScroll();
if (i < scrollx) {
while (scrollx > i) {
scrollx -= 16;
if (scrollx < i) {
scrollx = i;
}
_vm->display()->horizontalScroll(scrollx);
_vm->update();
}
} else {
while (scrollx < i) {
scrollx += 16;
if (scrollx > i) {
scrollx = i;
}
_vm->display()->horizontalScroll(scrollx);
_vm->update();
}
_vm->update();
}
_vm->graphics()->putCameraOnBob(0);
}
void Logic::asmTurnGuardOn() {
gameState(85, 1);
}
void Logic::asmPanLeft320To144() {
_vm->graphics()->putCameraOnBob(-1);
int16 scrollx = _vm->display()->horizontalScroll();
while (scrollx > 144) {
scrollx -= 8;
if (scrollx < 144) {
scrollx = 144;
}
_vm->display()->horizontalScroll(scrollx);
_vm->update();
}
}
void Logic::asmSmooch() {
_vm->graphics()->putCameraOnBob(-1);
BobSlot *bobAzura = _vm->graphics()->bob(5);
BobSlot *bobJoe = _vm->graphics()->bob(6);
int16 scrollx = _vm->display()->horizontalScroll();
while (scrollx < 320) {
scrollx += 8;
_vm->display()->horizontalScroll(scrollx);
if (bobJoe->x - bobAzura->x > 128) {
bobAzura->x += 10;
bobJoe->x += 6;
} else {
bobAzura->x += 8;
bobJoe->x += 8;
}
_vm->update();
}
}
void Logic::asmMakeLightningHitPlane() {
_vm->graphics()->putCameraOnBob(-1);
short iy = 0, x, ydir = -1, j, k;
BobSlot *planeBob = _vm->graphics()->bob(5);
BobSlot *lightningBob = _vm->graphics()->bob(20);
planeBob->y = 135;
planeBob->scale = 20;
for (x = 660; x > 163; x -= 6) {
planeBob->x = x;
planeBob->y = 135 + iy;
iy -= ydir;
if (iy < -9 || iy > 9)
ydir = -ydir;
planeBob->scale++;
if (planeBob->scale > 100)
planeBob->scale = 100;
int scrollX = x - 163;
if (scrollX > 320)
scrollX = 320;
_vm->display()->horizontalScroll(scrollX);
_vm->update();
}
planeBob->scale = 100;
_vm->display()->horizontalScroll(0);
planeBob->x += 8;
planeBob->y += 6;
lightningBob->x = 160;
lightningBob->y = 0;
_vm->sound()->playSfx(currentRoomSfx(), false);
_vm->bankMan()->unpack(18, lightningBob->frameNum, 15);
_vm->bankMan()->unpack(4, planeBob ->frameNum, 15);
// Plane plunges into the jungle!
BobSlot *fireBob = _vm->graphics()->bob(6);
fireBob->animating = true;
fireBob->x = planeBob->x;
fireBob->y = planeBob->y + 10;
_vm->bankMan()->unpack(19, fireBob->frameNum, 15);
_vm->update();
k = 20;
j = 1;
for (x = 163; x > -30; x -= 10) {
planeBob->y += 4;
fireBob->y += 4;
planeBob->x = fireBob->x = x;
if (k < 40) {
_vm->bankMan()->unpack(j, planeBob->frameNum, 15);
_vm->bankMan()->unpack(k, fireBob ->frameNum, 15);
k++;
j++;
if (j == 4)
j = 1;
}
_vm->update();
}
_vm->graphics()->putCameraOnBob(0);
}
void Logic::asmScaleBlimp() {
int16 z = 256;
BobSlot *bob = _vm->graphics()->bob(7);
int16 x = bob->x;
int16 y = bob->y;
while (bob->x > 150) {
bob->x = x * 256 / z + 150;
bob->y = y * 256 / z + 112;
bob->scale = 100 * 256 / z;
++z;
if (z % 6 == 0) {
--x;
}
_vm->update();
}
}
void Logic::asmScaleEnding() {
_vm->graphics()->bob(7)->active = false; // Turn off blimp
BobSlot *b = _vm->graphics()->bob(20);
b->x = 160;
b->y = 100;
int i;
for (i = 5; i <= 100; i += 5) {
b->scale = i;
_vm->update();
}
for (i = 0; i < 50; ++i) {
_vm->update();
}
_vm->display()->palFadeOut(_currentRoom);
}
void Logic::asmWaitForCarPosition() {
// Wait for car to reach correct position before pouring oil
while (_vm->bam()->_index != 60) {
_vm->update();
}
}
void Logic::asmShakeScreen() {
_vm->display()->shake(false);
_vm->update();
_vm->display()->shake(true);
_vm->update();
}
void Logic::asmAttemptPuzzle() {
++_puzzleAttemptCount;
if (_puzzleAttemptCount == 4) {
makeJoeSpeak(226, true);
_puzzleAttemptCount = 0;
}
}
void Logic::asmScaleTitle() {
BobSlot *bob = _vm->graphics()->bob(5);
bob->animating = false;
bob->x = 161;
bob->y = 200;
bob->scale = 100;
int i;
for (i = 5; i <= 100; i +=5) {
bob->scale = i;
bob->y -= 4;
_vm->update();
}
}
void Logic::asmPanRightToHugh() {
BobSlot *bob_thugA1 = _vm->graphics()->bob(20);
BobSlot *bob_thugA2 = _vm->graphics()->bob(21);
BobSlot *bob_thugA3 = _vm->graphics()->bob(22);
BobSlot *bob_hugh1 = _vm->graphics()->bob(1);
BobSlot *bob_hugh2 = _vm->graphics()->bob(23);
BobSlot *bob_hugh3 = _vm->graphics()->bob(24);
BobSlot *bob_thugB1 = _vm->graphics()->bob(25);
BobSlot *bob_thugB2 = _vm->graphics()->bob(26);
_vm->graphics()->putCameraOnBob(-1);
_vm->input()->fastMode(true);
_vm->update();
// Adjust thug1 gun so it matches rest of body
bob_thugA1->x += 160 - 45;
bob_thugA2->x += 160;
bob_thugA3->x += 160;
bob_hugh1->x += 160 * 2;
bob_hugh2->x += 160 * 2;
bob_hugh3->x += 160 * 2;
bob_thugB1->x += 160 * 3;
bob_thugB2->x += 160 * 3;
int horizontalScroll = 0;
while (horizontalScroll < 160 && !_vm->input()->cutawayQuit()) {
horizontalScroll += 8;
if (horizontalScroll > 160)
horizontalScroll = 160;
_vm->display()->horizontalScroll(horizontalScroll);
bob_thugA1->x -= 16;
bob_thugA2->x -= 16;
bob_thugA3->x -= 16;
bob_hugh1->x -= 24;
bob_hugh2->x -= 24;
bob_hugh3->x -= 24;
bob_thugB1->x -= 32;
bob_thugB2->x -= 32;
_vm->update();
}
_vm->input()->fastMode(false);
}
void Logic::asmMakeWhiteFlash() {
_vm->display()->palCustomFlash();
}
void Logic::asmPanRightToJoeAndRita() { // cdint.cut
BobSlot *bob_box = _vm->graphics()->bob(20);
BobSlot *bob_beam = _vm->graphics()->bob(21);
BobSlot *bob_crate = _vm->graphics()->bob(22);
BobSlot *bob_clock = _vm->graphics()->bob(23);
BobSlot *bob_hands = _vm->graphics()->bob(24);
_vm->graphics()->putCameraOnBob(-1);
_vm->input()->fastMode(true);
_vm->update();
bob_box ->x += 280 * 2;
bob_beam ->x += 30;
bob_crate->x += 180 * 3;
int horizontalScroll = _vm->display()->horizontalScroll();
while (horizontalScroll < 290 && !_vm->input()->cutawayQuit()) {
++horizontalScroll;
if (horizontalScroll > 290)
horizontalScroll = 290;
_vm->display()->horizontalScroll(horizontalScroll);
bob_box ->x -= 2;
bob_beam ->x -= 1;
bob_crate->x -= 3;
bob_clock->x -= 2;
bob_hands->x -= 2;
_vm->update();
}
_vm->input()->fastMode(false);
}
void Logic::asmPanLeftToBomb() {
BobSlot *bob21 = _vm->graphics()->bob(21);
BobSlot *bob22 = _vm->graphics()->bob(22);
_vm->graphics()->putCameraOnBob(-1);
_vm->input()->fastMode(true);
int horizontalScroll = _vm->display()->horizontalScroll();
while ((horizontalScroll > 0 || bob21->x < 136) && !_vm->input()->cutawayQuit()) {
horizontalScroll -= 5;
if (horizontalScroll < 0)
horizontalScroll = 0;
_vm->display()->horizontalScroll(horizontalScroll);
if (horizontalScroll < 272 && bob21->x < 136)
bob21->x += 2;
bob22->x += 5;
_vm->update();
}
_vm->input()->fastMode(false);
}
void Logic::asmEndDemo() {
debug(0, "Flight of the Amazon Queen, released January 95.");
_vm->quitGame();
}
void Logic::asmInterviewIntro() {
// put camera on airship
_vm->graphics()->putCameraOnBob(5);
BobSlot *bas = _vm->graphics()->bob(5);
bas->curPos(-30, 40);
bas->move(700, 10, 3);
int scale = 450;
while (bas->moving && !_vm->input()->cutawayQuit()) {
bas->scale = 256 * 100 / scale;
--scale;
if (scale < 256) {
scale = 256;
}
_vm->update();
}
bas->scale = 90;
bas->xflip = true;
bas->move(560, 25, 4);
while (bas->moving && !_vm->input()->cutawayQuit()) {
_vm->update();
}
bas->move(545, 65, 2);
while (bas->moving && !_vm->input()->cutawayQuit()) {
_vm->update();
}
bas->move(540, 75, 2);
while (bas->moving && !_vm->input()->cutawayQuit()) {
_vm->update();
}
// put camera on Joe
_vm->graphics()->putCameraOnBob(0);
}
void Logic::asmEndInterview() {
debug(0, "Interactive Interview copyright (c) 1995, IBI.");
_vm->quitGame();
}
void Logic::startCredits(const char *filename) {
stopCredits();
_credits = new Credits(_vm, filename);
}
void Logic::stopCredits() {
if (_credits) {
_vm->display()->clearTexts(0, 199);
delete _credits;
_credits = NULL;
}
}
void LogicDemo::useJournal() {
makePersonSpeak("This is a demo, so I can't load or save games*14", NULL, "");
}
bool LogicDemo::preChangeRoom() {
if (currentRoom() == FOTAQ_LOGO && gameState(VAR_INTRO_PLAYED) == 0) {
currentRoom(79);
displayRoom(currentRoom(), RDM_FADE_NOJOE, 100, 2, true);
playCutaway("clogo.cut");
sceneReset();
currentRoom(ROOM_HOTEL_LOBBY);
entryObj(584);
displayRoom(currentRoom(), RDM_FADE_JOE, 100, 2, true);
playCutaway("c70d.cut");
gameState(VAR_INTRO_PLAYED, 1);
inventoryRefresh();
return true;
}
return false;
}
bool LogicDemo::handleSpecialMove(uint16 sm) {
switch (sm) {
case 4:
asmMakeJoeUseUnderwear();
break;
case 5:
asmSwitchToDressPalette();
break;
case 14:
asmEndDemo();
break;
default:
return false;
}
return true;
}
void LogicInterview::useJournal() {
// no-op
}
bool LogicInterview::preChangeRoom() {
if (currentRoom() == 2 && gameState(2) == 0) {
currentRoom(6);
displayRoom(currentRoom(), RDM_FADE_NOJOE, 100, 2, true);
playCutaway("start.cut");
gameState(2, 1);
inventoryRefresh();
return true;
}
return false;
}
bool LogicInterview::handleSpecialMove(uint16 sm) {
switch (sm) {
case 1:
asmInterviewIntro();
break;
case 2:
asmEndInterview();
break;
default:
return false;
}
return true;
}
void LogicGame::useJournal() {
_vm->command()->clear(false);
_journal->use();
_vm->walk()->stopJoe();
}
bool LogicGame::preChangeRoom() {
if (currentRoom() == ROOM_JUNGLE_PINNACLE) {
handlePinnacleRoom();
return true;
} else if (currentRoom() == FOTAQ_LOGO && gameState(VAR_INTRO_PLAYED) == 0) {
displayRoom(currentRoom(), RDM_FADE_NOJOE, 100, 2, true);
playCutaway("copy.cut");
playCutaway("clogo.cut");
if (ConfMan.getBool("alt_intro") && _vm->resource()->isCD()) {
playCutaway("cintr.cut");
} else {
playCutaway("cdint.cut");
}
playCutaway("cred.cut");
_vm->display()->palSetPanel();
sceneReset();
currentRoom(ROOM_HOTEL_LOBBY);
entryObj(584);
displayRoom(currentRoom(), RDM_FADE_JOE, 100, 2, true);
playCutaway("c70d.cut");
gameState(VAR_INTRO_PLAYED, 1);
inventoryRefresh();
return true;
}
return false;
}
bool LogicGame::handleSpecialMove(uint16 sm) {
typedef void (LogicGame::*SpecialMoveProc)();
static const SpecialMoveProc asmTable[] = {
/* 00 */
0,
0,
&LogicGame::asmMakeJoeUseDress,
&LogicGame::asmMakeJoeUseNormalClothes,
/* 04 */
&LogicGame::asmMakeJoeUseUnderwear,
&LogicGame::asmSwitchToDressPalette,
&LogicGame::asmSwitchToNormalPalette,
&LogicGame::asmStartCarAnimation, // room 74
/* 08 */
&LogicGame::asmStopCarAnimation, // room 74
&LogicGame::asmStartFightAnimation, // room 69
&LogicGame::asmWaitForFrankPosition, // c69e.cut
&LogicGame::asmMakeFrankGrowing, // c69z.cut
/* 12 */
&LogicGame::asmMakeRobotGrowing, // c69z.cut
&LogicGame::asmShrinkRobot,
&LogicGame::asmEndGame,
&LogicGame::asmPutCameraOnDino,
/* 16 */
&LogicGame::asmPutCameraOnJoe,
&LogicGame::asmAltIntroPanRight, // cintr.cut
&LogicGame::asmAltIntroPanLeft, // cintr.cut
&LogicGame::asmSetAzuraInLove,
/* 20 */
&LogicGame::asmPanRightFromJoe,
&LogicGame::asmSetLightsOff,
&LogicGame::asmSetLightsOn,
&LogicGame::asmSetManequinAreaOn,
/* 24 */
&LogicGame::asmPanToJoe,
&LogicGame::asmTurnGuardOn,
&LogicGame::asmPanLeft320To144,
&LogicGame::asmSmooch,
/* 28 */
&LogicGame::asmMakeLightningHitPlane,
&LogicGame::asmScaleBlimp,
&LogicGame::asmScaleEnding,
&LogicGame::asmWaitForCarPosition,
/* 32 */
&LogicGame::asmShakeScreen,
&LogicGame::asmAttemptPuzzle,
&LogicGame::asmScaleTitle,
0,
/* 36 */
&LogicGame::asmPanRightToHugh,
&LogicGame::asmMakeWhiteFlash,
&LogicGame::asmPanRightToJoeAndRita,
&LogicGame::asmPanLeftToBomb // cdint.cut
};
if (sm >= ARRAYSIZE(asmTable) || asmTable[sm] == 0)
return false;
(this->*asmTable[sm])();
return true;
}
} // End of namespace Queen