scummvm/engines/lure/hotspots.cpp
Paul Gilbert 33fb0f235d LURE: Properly reset straw fire animation
Fix provided by whizse
2020-09-29 21:55:29 -07:00

4817 lines
132 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "lure/hotspots.h"
#include "lure/decode.h"
#include "lure/palette.h"
#include "lure/disk.h"
#include "lure/res.h"
#include "lure/scripts.h"
#include "lure/room.h"
#include "lure/strings.h"
#include "lure/res_struct.h"
#include "lure/events.h"
#include "lure/game.h"
#include "lure/fights.h"
#include "lure/sound.h"
#include "lure/lure.h"
#include "common/endian.h"
namespace Lure {
Hotspot::Hotspot(HotspotData *res): _pathFinder(this) {
Resources &resources = Resources::getReference();
bool isEGA = LureEngine::getReference().isEGA();
_data = res;
_anim = NULL;
_frames = NULL;
_numFrames = 0;
_persistant = false;
_direction = NO_DIRECTION;
_hotspotId = res->hotspotId;
_originalId = res->hotspotId;
_roomNumber = res->roomNumber;
_startX = res->startX;
_startY = res->startY;
_destX = res->startX;
_destY = res->startY;
_destHotspotId = 0;
_frameWidth = res->width;
_frameStartsUsed = false;
_height = res->height;
_width = res->width;
_heightCopy = res->heightCopy;
_widthCopy = res->widthCopy;
_yCorrection = res->yCorrection;
_talkX = res->talkX;
_talkY = res->talkY;
_layer = res->layer;
_hotspotScriptOffset = res->hotspotScriptOffset;
_frameCtr = res->tickTimeout;
_tempDest.counter = 0;
_colorOffset = isEGA ? 0 : res->colorOffset;
_override = resources.getHotspotOverride(res->hotspotId);
setAnimation(_data->animRecordId);
_tickHandler = _tickHandlers.getHandler(_data->tickProcId);
_nameBuffer[0] = '\0';
_skipFlag = false;
_charRectY = 0;
_voiceCtr = 0;
_blockedOffset = 0;
_exitCtr = 0;
_walkFlag = false;
_startRoomNumber = 0;
_supportValue = 0;
}
// Special constructor used to create a voice hotspot
Hotspot::Hotspot(Hotspot *character, uint16 objType): _pathFinder(this) {
assert(character);
_originalId = objType;
_data = NULL;
_anim = NULL;
_frames = NULL;
_numFrames = 0;
_persistant = false;
_hotspotId = 0xffff;
_override = NULL;
_colorOffset = 0;
_destHotspotId = character->hotspotId();
_blockedOffset = 0;
_exitCtr = 0;
_voiceCtr = 0;
_walkFlag = false;
_skipFlag = false;
_direction = NO_DIRECTION;
switch (objType) {
case VOICE_ANIM_IDX:
_roomNumber = character->roomNumber();
_destHotspotId = character->hotspotId();
_startX = character->x() + character->talkX() + 12;
_startY = character->y() + character->talkY() - 18;
_destX = _startX;
_destY = _startY;
_layer = 1;
_height = 18;
_width = 32;
_heightCopy = character->height() + 14;
_widthCopy = 24;
_yCorrection = 1;
_frameCtr = 0;
_voiceCtr = 40;
_tickHandler = _tickHandlers.getHandler(VOICE_TICK_PROC_ID);
setAnimationIndex(VOICE_ANIM_INDEX);
break;
case PUZZLED_ANIM_IDX:
case EXCLAMATION_ANIM_IDX:
_roomNumber = character->roomNumber();
_hotspotId = 0xfffe;
_startX = character->x() + character->talkX() + 12;
_startY = character->y() + character->talkY() - 20;
_width = 32;
_height = 18;
_widthCopy = 19;
_heightCopy = 18 + character->heightCopy();
_layer = 1;
_persistant = false;
_yCorrection = 1;
_voiceCtr = CONVERSE_COUNTDOWN_SIZE;
_destHotspotId = character->hotspotId();
_tickHandler = _tickHandlers.getHandler(PUZZLED_TICK_PROC_ID);
setAnimationIndex(VOICE_ANIM_INDEX);
setFrameNumber(objType == PUZZLED_ANIM_IDX ? 1 : 2);
character->setFrameCtr(_voiceCtr);
break;
default:
break;
}
_frameWidth = _width;
_frameStartsUsed = false;
_nameBuffer[0] = '\0';
}
Hotspot::Hotspot(): _pathFinder(NULL) {
_data = NULL;
_anim = NULL;
_frames = NULL;
_numFrames = 0;
_persistant = false;
_hotspotId = 0xffff;
_override = NULL;
_colorOffset = 0;
_destHotspotId = 0;
_blockedOffset = 0;
_exitCtr = 0;
_voiceCtr = 0;
_walkFlag = false;
_skipFlag = false;
_roomNumber = 0;
_startX = 0;
_startY = 0;
_destX = 0;
_destY = 0;
_layer = 0;
_height = 0;
_width = 0;
_heightCopy = 0;
_widthCopy = 0;
_yCorrection = 0;
_frameCtr = 0;
_tickHandler = NULL;
_frameWidth = _width;
_frameStartsUsed = false;
_tempDest.counter = 0;
_direction = NO_DIRECTION;
}
Hotspot::~Hotspot() {
delete _frames;
}
void Hotspot::setAnimation(uint16 newAnimId) {
Resources &r = Resources::getReference();
HotspotAnimData *tempAnim;
_animId = newAnimId;
if (_data)
_data->animRecordId = newAnimId;
if (newAnimId == 0)
tempAnim = NULL;
else {
tempAnim = r.getAnimation(newAnimId);
if (tempAnim == NULL)
error("Hotspot %xh tried to set non-existent Animation Id: %xh", _hotspotId, newAnimId);
}
setAnimation(tempAnim);
}
void Hotspot::setAnimationIndex(int animIndex) {
Resources &r = Resources::getReference();
// Get the animation specified
HotspotAnimList::iterator a = r.animRecords().begin();
for (int i = 0; i < animIndex; i++)
++a;
HotspotAnimData *tempAnim = (*a).get();
_animId = tempAnim->animRecordId;
if (_data)
_data->animRecordId = tempAnim->animRecordId;
setAnimation(tempAnim);
}
struct SizeOverrideEntry {
int animIndex;
uint16 width, height;
};
static const SizeOverrideEntry sizeOverrides[] = {
{BLACKSMITH_DEFAULT_ANIM_INDEX, 32, 48},
{BLACKSMITH_HAMMERING_ANIM_INDEX, 48, 47},
{0, 0, 0}
};
void Hotspot::setAnimation(HotspotAnimData *newRecord) {
Disk &disk = Disk::getReference();
Resources &res = Resources::getReference();
uint16 tempWidth, tempHeight;
int16 xStart;
int animIndex = res.getAnimationIndex(newRecord);
if (_frames) {
delete _frames;
_frames = NULL;
}
_anim = NULL;
_numFrames = 0;
_frameNumber = 0;
if (!newRecord)
return;
if (!disk.exists(newRecord->animId))
return;
// Scan for any size overrides - some animations get their size set after decoding, but
// we want it in advance so we can decode the animation straight to a graphic surface
const SizeOverrideEntry *p = &sizeOverrides[0];
while ((p->animIndex != 0) && (p->animIndex != animIndex)) ++p;
if (p->animIndex != 0)
setSize(p->width, p->height);
_anim = newRecord;
MemoryBlock *src = Disk::getReference().getEntry(_anim->animId);
uint16 numEntries = READ_LE_UINT16(src->data());
uint16 *headerEntry = (uint16 *) (src->data() + 2);
assert((numEntries >= 1) && (numEntries < 100));
// Calculate total needed size for output and create memory block to hold it
uint32 totalSize = 0;
for (uint16 ctr = 0; ctr < numEntries; ++ctr, ++headerEntry) {
totalSize += (READ_LE_UINT16(headerEntry) + 31) / 32;
}
totalSize = (totalSize + 0x81) << 4;
MemoryBlock *dest = Memory::allocate(totalSize);
uint32 srcStart = (numEntries + 1) * sizeof(uint16) + 6;
AnimationDecoder::decode_data(src, dest, srcStart);
_numFrames = numEntries;
_frameNumber = 0;
// Special handling need
if (_hotspotId == RACK_SERF_ID) {
_frameStartsUsed = true;
_frames = new Surface(416, 27);
} else {
_frames = new Surface(_width * _numFrames, _height);
_frameStartsUsed = false;
}
_frames->data().setBytes(_colorOffset, 0, _frames->data().size());
byte *pSrc = dest->data() + 0x40;
byte *pDest;
headerEntry = (uint16 *) (src->data() + 2);
MemoryBlock &mDest = _frames->data();
uint16 frameOffset = 0x40;
uint16 *offsetPtr = (uint16 *) src->data();
tempWidth = _width;
tempHeight = _height;
for (uint16 frameNumCtr = 0; frameNumCtr < _numFrames; ++frameNumCtr, ++headerEntry) {
if ((newRecord->flags & PIXELFLAG_HAS_TABLE) != 0) {
// For animations with an offset table, set the source pointer
pSrc = dest->data() + frameOffset;
}
if (_hotspotId == RACK_SERF_ID) {
// Save the start of each frame for serf, since the size varies
xStart = (frameNumCtr == 0) ? 0 : _frameStarts[frameNumCtr - 1] + tempWidth;
_frameStarts[frameNumCtr] = xStart;
// Switch statement to handle varying size for different frames
switch (frameNumCtr) {
case 3:
tempWidth = 48;
tempHeight = 25;
break;
case 4:
tempHeight = 26;
break;
case 5:
tempWidth = 32;
break;
case 6:
tempHeight = 27;
break;
case 7:
tempWidth = 16;
break;
default:
break;
}
} else {
// Set the X Start based on the frame size
xStart = frameNumCtr * _width;
}
// Copy over the frame, applying the color offset to each nibble
for (uint16 yPos = 0; yPos < tempHeight; ++yPos) {
pDest = mDest.data() + yPos * _frames->width() + xStart;
for (uint16 xPos = 0; xPos < tempWidth / 2; ++xPos) {
*pDest++ = _colorOffset + (*pSrc >> 4);
*pDest++ = _colorOffset + (*pSrc & 0xf);
++pSrc;
}
}
if ((newRecord->flags & PIXELFLAG_HAS_TABLE) != 0)
frameOffset += (READ_LE_UINT16(++offsetPtr) >> 1);
}
delete src;
delete dest;
}
void Hotspot::copyTo(Surface *dest) {
int16 xPos = _startX;
int16 yPos = _startY;
uint16 hWidth = _frameWidth;
uint16 hHeight = _height;
Common::Rect r(_frameNumber * hWidth, 0, (_frameNumber + 1) * hWidth - 1, hHeight - 1);
if (_frameStartsUsed) {
assert(_frameNumber < MAX_NUM_FRAMES);
r.left = _frameStarts[_frameNumber];
r.right = (_frameNumber == _numFrames - 1) ? _frames->width() - 1 :
_frameStarts[_frameNumber + 1] - 1;
r.bottom = _height - 1;
}
// Handle clipping for X position
if (xPos < 0) {
if (xPos + hWidth <= 0)
// Completely off screen, so don't display
return;
// Reduce the source rectangle to only the on-screen portion
r.left += -xPos;
xPos = 0;
}
else if (xPos >= FULL_SCREEN_WIDTH)
return;
else if (xPos + hWidth > FULL_SCREEN_WIDTH)
r.right = r.left + (FULL_SCREEN_WIDTH - xPos - 1);
// Handle clipping for Y position
if (yPos < 0) {
if (yPos + hHeight <= MENUBAR_Y_SIZE)
// Completely off screen, so don't display
return;
// Reduce the source rectangle to only the on-screen portion
r.top += -yPos + MENUBAR_Y_SIZE;
yPos = MENUBAR_Y_SIZE;
}
else if (yPos >= FULL_SCREEN_HEIGHT)
return;
else if (yPos + hHeight > FULL_SCREEN_HEIGHT)
r.bottom = r.top + (FULL_SCREEN_HEIGHT - yPos - 1);
// Final check to make sure there is anything to display
if ((r.top >= r.bottom) || (r.left >= r.right))
return;
_frames->copyTo(dest, r, (uint16) xPos, (uint16) yPos, _colorOffset);
}
void Hotspot::incFrameNumber() {
++_frameNumber;
if (_frameNumber >= _numFrames)
_frameNumber = 0;
}
bool Hotspot::isActiveAnimation() {
return ((_numFrames != 0) && (_layer != 0));
}
uint16 Hotspot::nameId() const {
if (_data == NULL)
return 0;
else
return _data->nameId;
}
const char *Hotspot::getName() {
// If name hasn't been loaded yet, then do so
if (!_nameBuffer[0] && (nameId() != 0))
StringData::getReference().getString(nameId(), _nameBuffer);
return &_nameBuffer[0];
}
void Hotspot::setPosition(int16 newX, int16 newY) {
_startX = newX;
_startY = newY;
if (_data) {
_data->startX = newX;
_data->startY = newY;
}
}
void Hotspot::setSize(uint16 newWidth, uint16 newHeight) {
_width = newWidth;
_frameWidth = newWidth;
_height = newHeight;
}
bool Hotspot::executeScript() {
if (_data->hotspotScriptOffset == 0xffff)
return false;
else
return HotspotScript::execute(this);
}
void Hotspot::tick() {
uint16 id = _hotspotId;
debugC(ERROR_BASIC, kLureDebugAnimations, "Hotspot %xh tick begin", id);
(_tickHandlers.*_tickHandler)(*this);
debugC(ERROR_BASIC, kLureDebugAnimations, "Hotspot %xh tick end", id);
}
void Hotspot::setTickProc(uint16 newVal) {
if (_data)
_data->tickProcId = newVal;
_tickHandler = _tickHandlers.getHandler(newVal);
}
void Hotspot::walkTo(int16 endPosX, int16 endPosY, uint16 destHotspot) {
if ((hotspotId() == PLAYER_ID) && (PATHFIND_COUNTDOWN != 0)) {
// Show the clock cursor whilst pathfinding will be calculated
Mouse &mouse = Mouse::getReference();
mouse.setCursorNum(CURSOR_TIME_START, 0, 0);
}
_destX = endPosX;
_destY = endPosY;
_destHotspotId = destHotspot;
currentActions().addFront(START_WALKING, _roomNumber);
}
void Hotspot::stopWalking() {
_voiceCtr = 0;
setActionCtr(0);
currentActions().clear();
Room::getReference().setCursorState(CS_NONE);
}
void Hotspot::endAction() {
Room &room = Room::getReference();
_voiceCtr = 0;
setActionCtr(0);
if (_hotspotId == PLAYER_ID)
room.setCursorState((CursorState) ((int)room.cursorState() & 2));
if (currentActions().top().hasSupportData()) {
CharacterScheduleEntry *rec = currentActions().top().supportData().next();
currentActions().top().setSupportData(rec);
}
}
void Hotspot::setDirection(Direction dir) {
if ((_numFrames == 0) || (_direction == dir))
return;
uint8 newFrameNumber = 0;
switch (dir) {
case UP:
newFrameNumber = _anim->upFrame;
_charRectY = 4;
break;
case DOWN:
newFrameNumber = _anim->downFrame;
_charRectY = 4;
break;
case LEFT:
newFrameNumber = _anim->leftFrame;
_charRectY = 0;
break;
case RIGHT:
newFrameNumber = _anim->rightFrame;
_charRectY = 0;
break;
default:
// No need to change
return;
}
setFrameNumber(newFrameNumber);
_direction = dir;
}
// Makes the character face the given hotspot
void Hotspot::faceHotspot(HotspotData *hotspot) {
Resources &res = Resources::getReference();
Room &room = Room::getReference();
Screen &screen = Screen::getReference();
if (hotspot->hotspotId >= START_NONVISUAL_HOTSPOT_ID) {
// Non visual hotspot
setDirection(hotspot->nonVisualDirection());
} else {
// Visual hotspot
int xp, yp;
HotspotOverrideData *hsEntry = res.getHotspotOverride(hotspot->hotspotId);
if (hsEntry != NULL) {
xp = x() - hsEntry->xs;
yp = y() + heightCopy() - (hsEntry->ys + hotspot->heightCopy);
} else {
xp = x() - hotspot->startX;
yp = y() + heightCopy() - (hotspot->startY + hotspot->heightCopy);
}
if (ABS(yp) >= ABS(xp)) {
if (yp < 0) setDirection(DOWN);
else setDirection(UP);
} else {
if (xp < 0) setDirection(RIGHT);
else setDirection(LEFT);
}
}
if (hotspotId() == PLAYER_ID) {
room.update();
screen.update();
}
}
void Hotspot::faceHotspot(uint16 id) {
HotspotData *hotspot = Resources::getReference().getHotspot(id);
assert(hotspot != NULL);
faceHotspot(hotspot);
}
// Sets a character walking to a random destination position
void Hotspot::setRandomDest() {
Resources &res = Resources::getReference();
RoomData *roomData = res.getRoom(roomNumber());
Common::Rect &rect = roomData->walkBounds;
Common::RandomSource &rnd = LureEngine::getReference().rnd();
int16 xp, yp;
if (currentActions().isEmpty())
currentActions().addFront(START_WALKING, roomNumber());
else
currentActions().top().setAction(START_WALKING);
_walkFlag = true;
// Try up to 20 times to find an unoccupied destination
for (int tryCtr = 0; tryCtr < 20; ++tryCtr) {
xp = rect.left + rnd.getRandomNumber(rect.right - rect.left);
yp = rect.top + rnd.getRandomNumber(rect.bottom - rect.top);
setDestPosition(xp, yp);
setDestHotspot(0);
// Check if three sequential blocks at chosen destination are unoccupied
if (!roomData->paths.isOccupied(xp, yp, 3))
break;
}
}
// Sets or clears the hotspot as occupying an area in its room's pathfinding data
void Hotspot::setOccupied(bool occupiedFlag) {
if ((coveredFlag() != VB_INITIAL) &&
(occupiedFlag == (coveredFlag() == VB_TRUE)))
return;
setCoveredFlag(occupiedFlag ? VB_TRUE : VB_FALSE);
int xp = x() >> 3;
int yp = (y() - 8 + heightCopy() - 4) >> 3;
int widthVal = MAX(widthCopy() >> 3, 1);
// Handle cropping for screen left
if (xp < 0) {
xp = -xp;
widthVal -= xp;
if (widthVal <= 0)
return;
xp = 0;
}
// Handle cropping for screen right
int x2 = xp + widthVal - ROOM_PATHS_WIDTH - 1;
if (x2 >= 0) {
widthVal -= (x2 + 1);
if (widthVal <= 0)
return;
}
RoomPathsData &paths = Resources::getReference().getRoom(_roomNumber)->paths;
if (occupiedFlag) {
paths.setOccupied(xp, yp, widthVal);
} else {
paths.clearOccupied(xp, yp, widthVal);
}
}
// walks the character a single step in a sequence defined by the walking list
bool Hotspot::walkingStep() {
if (_pathFinder.isEmpty())
return true;
// Check to see if the end of the next straight walking slice
if (_pathFinder.stepCtr() >= _pathFinder.top().numSteps()) {
// Move to next slice in walking sequence
_pathFinder.stepCtr() = 0;
_pathFinder.pop();
if (_pathFinder.isEmpty())
return true;
}
if (_pathFinder.stepCtr() == 0)
// At start of new slice, set the direction
setDirection(_pathFinder.top().direction());
MovementDataList *frameSet;
switch (_pathFinder.top().direction()) {
case UP:
frameSet = &_anim->upFrames;
break;
case DOWN:
frameSet = &_anim->downFrames;
break;
case LEFT:
frameSet = &_anim->leftFrames;
break;
case RIGHT:
frameSet = &_anim->rightFrames;
break;
default:
return true;
}
int16 _xChange, _yChange;
uint16 nextFrame;
if (frameSet->getFrame(frameNumber(), _xChange, _yChange, nextFrame)) {
setFrameNumber(nextFrame);
setPosition(x() + _xChange, y() + _yChange);
++_pathFinder.stepCtr();
} else {
warning("Hotspot %xh dir frame not found: currentFrame=%d, dir=%s",
_hotspotId, frameNumber(), directionList[(int)_pathFinder.top().direction()]);
}
return false;
}
void Hotspot::updateMovement() {
assert(_data != NULL);
if (currentActions().action() == EXEC_HOTSPOT_SCRIPT) {
if (_data->coveredFlag) {
// Reset position and direction
resetPosition();
} else {
// Make sure the cell occupied by character is covered
_data->coveredFlag = VB_TRUE;
setOccupied(true);
}
}
resetDirection();
}
void Hotspot::updateMovement2(CharacterMode value) {
setCharacterMode(value);
updateMovement();
}
void Hotspot::resetPosition() {
setPosition((x() & 0xf8) | 5, y());
setDirection(direction());
}
void Hotspot::converse(uint16 destCharacterId, uint16 messageId, bool srcStandStill,
bool destStandStill) {
assert(_data);
_data->talkDestCharacterId = destCharacterId;
_data->talkMessageId = messageId;
_data->talkCountdown = CONVERSE_COUNTDOWN_SIZE;
if ((destCharacterId != 0) && (destCharacterId != NOONE_ID)) {
// Talking to a destination - add in any talk countdown from the destination,
// in case the destination is already in process of talking
HotspotData *hotspot = Resources::getReference().getHotspot(destCharacterId);
_data->talkCountdown += hotspot->talkCountdown;
if (destStandStill) {
hotspot->talkerId = _hotspotId;
hotspot->talkGate = 0;
}
}
if (srcStandStill) {
setDelayCtr(_data->talkCountdown);
_data->characterMode = CHARMODE_CONVERSING;
}
}
void Hotspot::showMessage(uint16 messageId, uint16 destCharacterId) {
debugC(ERROR_DETAILED, kLureDebugStrings, "Hotspot::showMessage messageId=%xh srcChar=%xh, destChar=%xh",
messageId, _hotspotId, destCharacterId);
Resources &res = Resources::getReference();
char nameBuffer[MAX_HOTSPOT_NAME_SIZE];
MemoryBlock *data = res.messagesData();
Hotspot *hotspot;
uint8 *msgData = (uint8 *) data->data();
uint16 idVal;
messageId &= 0x7fff;
// Skip through header to find table for given character
uint headerEnd = READ_LE_UINT16(msgData + 2);
uint idx = 0;
while ((idx < headerEnd) && (READ_LE_UINT16(msgData + idx) != hotspotId()))
idx += 2 * sizeof(uint16);
if (idx == headerEnd) {
// Given character doesn't have a message set, so fall back on a simple puzzled animation
hotspot = new Hotspot(this, PUZZLED_ANIM_IDX);
res.addHotspot(hotspot);
return;
}
// Scan through secondary list
uint16 *v = (uint16 *) (msgData + READ_LE_UINT16(msgData + idx + sizeof(uint16)));
while ((idVal = READ_LE_UINT16(v)) != 0xffff) {
++v;
if (READ_LE_UINT16(v) == messageId)
break;
++v;
}
// default response if a specific response not found
if (idVal == 0xffff)
idVal = 0x8c4;
debugC(ERROR_DETAILED, kLureDebugStrings, "Hotspot::showMessage idVal=%xh", idVal);
if (idVal == 0x76) {
// Special code id for showing the puzzled talk bubble
hotspot = new Hotspot(this, PUZZLED_ANIM_IDX);
res.addHotspot(hotspot);
} else if (idVal == 0x120) {
// Special code id for showing the exclamation talk bubble
hotspot = new Hotspot(this, EXCLAMATION_ANIM_IDX);
res.addHotspot(hotspot);
} else if (idVal >= 0x8000) {
// Handle string display
idVal &= 0x7fff;
HotspotData *hotspotData = res.getHotspot(res.fieldList().getField(ACTIVE_HOTSPOT_ID));
const char *itemName = NULL;
if (hotspotData != NULL) {
StringData::getReference().getString(hotspotData->nameId, nameBuffer);
itemName = nameBuffer;
}
Dialog::show(idVal, itemName, this->getName());
} else if (idVal != 0) {
// Handle message as a talking dialog
converse(destCharacterId, idVal, true, false);
}
}
void Hotspot::handleTalkDialog() {
assert(_data);
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
Room &room = Room::getReference();
// Return if no talk dialog is necessary
if (_data->talkCountdown == 0)
return;
debugC(ERROR_DETAILED, kLureDebugAnimations, "Talk countdown = %d", _data->talkCountdown);
if (_data->talkCountdown == CONVERSE_COUNTDOWN_SIZE) {
// Check if there's already an active dialog - if so, wait until it's finished
if (room.isDialogShowing() && (res.getTalkingCharacter() != _hotspotId)) {
++_data->talkCountdown;
if (delayCtr() > 0)
setDelayCtr(delayCtr() + 2);
if ((_data->talkDestCharacterId != 0) && (_data->talkDestCharacterId != NOONE_ID)) {
Hotspot *destCharacter = res.getActiveHotspot(_data->talkDestCharacterId);
if (destCharacter->resource()->talkCountdown > CONVERSE_COUNTDOWN_SIZE) {
destCharacter->resource()->talkCountdown += 2;
if (destCharacter->delayCtr() > 0)
destCharacter->setDelayCtr(destCharacter->delayCtr() + 2);
}
}
return;
}
// Time to set up the dialog for the character
--_data->talkCountdown;
debugC(ERROR_DETAILED, kLureDebugAnimations, "Talk dialog opening");
startTalkDialog();
if ((_data->talkDestCharacterId != NOONE_ID) && (_data->talkDestCharacterId != 0) &&
(_hotspotId < FIRST_NONCHARACTER_ID)) {
// Speaking to a hotspot
fields.setField(ACTIVE_HOTSPOT_ID, _data->talkDestCharacterId);
// Face the character to the hotspot
HotspotData *destHotspot = res.getHotspot(_data->talkDestCharacterId);
assert(destHotspot != NULL);
faceHotspot(destHotspot);
// If the hotspot is also a character, then face it to the speaker
if (_data->talkDestCharacterId < FIRST_NONCHARACTER_ID) {
Hotspot *charHotspot = res.getActiveHotspot(_data->talkDestCharacterId);
if (charHotspot != NULL)
charHotspot->faceHotspot(resource());
}
}
/*
} else if (game.fastTextFlag()) {
// Fast text speed
--_data->talkCountdown;
} else if (fields.textCtr2() != 0) {
fields.textCtr2() = 1;
--_data->talkCountdown;
} else {
--_data->talkCountdown;
--fields.textCtr2();
}*/
} else if ((room.talkDialog() != NULL) && (room.talkDialog()->isBuilding())) {
return;
} else if (_data->talkCountdown > 0) {
--_data->talkCountdown;
if (_data->talkCountdown == 0) {
// Talking is finish - stop talking and free voice animation
debugC(ERROR_DETAILED, kLureDebugAnimations, "Talk dialog close");
room.setTalkDialog(0, 0, 0, 0);
/*
if ((_data->talkDestCharacterId != 0) && (_data->talkDestCharacterId != NOONE_ID)) {
HotspotData *destChar = res.getHotspot(_data->talkDestCharacterId);
destChar->talkerId = 0;
}
_data->talkerId = 0;
_data->talkGate = 0;
*/
}
}
debugC(ERROR_DETAILED, kLureDebugAnimations, "Talk handler method end");
}
void Hotspot::startTalkDialog() {
assert(_data);
Room &room = Room::getReference();
if ((_data->talkDestCharacterId != 0) && (_data->talkDestCharacterId != NOONE_ID)) {
// HotspotData *hotspot = Resources::getReference().getHotspot(_data->talkDestCharacterId);
// hotspot->talkerId = _hotspotId;
}
if (room.roomNumber() != roomNumber())
return;
room.setTalkDialog(hotspotId(), _data->talkDestCharacterId, _data->useHotspotId,
_data->talkMessageId);
}
/*-------------------------------------------------------------------------*/
/* Hotspot action handling */
/* */
/*-------------------------------------------------------------------------*/
static const uint16 validRoomExitHotspots[] = {0x2711, 0x2712, 0x2714, 0x2715, 0x2716, 0x2717,
0x2718, 0x2719, 0x271A, 0x271E, 0x271F, 0x2720, 0x2721, 0x2722, 0x2725, 0x2726,
0x2729, 0x272A, 0x272B, 0x272C, 0x272D, 0x272E, 0x272F, 0};
bool Hotspot::isRoomExit(uint16 id) {
for (const uint16 *p = &validRoomExitHotspots[0]; *p != 0; ++p)
if (*p == id)
return true;
return false;
}
HotspotPrecheckResult Hotspot::actionPrecheck(HotspotData *hotspot) {
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
if ((hotspot->hotspotId == SID_ID) || (hotspot->hotspotId == EWAN_ID) ||
(hotspot->hotspotId == NELLIE_ID)) {
// Check for a bar place
if (getBarPlace() == BP_KEEP_TRYING)
return PC_WAIT;
} else if (hotspot->roomNumber != roomNumber()) {
// Object is not in the same room
if (actionCtr() == 0)
showMessage(0, hotspot->hotspotId);
setActionCtr(0);
return PC_NOT_IN_ROOM;
} else if (actionCtr() != 0) {
// loc_883
setActionCtr(actionCtr() + 1);
if (actionCtr() >= 6) {
warning("actionCtr exceeded");
setActionCtr(0);
showMessage(13, NOONE_ID);
return PC_EXCESS;
}
if ((hotspot->hotspotId >= FIRST_NONCHARACTER_ID) ||
(hotspot->characterMode == CHARMODE_INTERACTING) ||
(hotspot->characterMode == CHARMODE_WAIT_FOR_PLAYER) ||
(hotspot->characterMode == CHARMODE_WAIT_FOR_INTERACT)) {
// loc_880
if (characterWalkingCheck(hotspot->hotspotId))
return PC_WAIT;
} else {
// loc_886
setActionCtr(0);
showMessage(14, NOONE_ID);
return PC_FAILED;
}
} else {
setActionCtr(1);
if ((hotspot->hotspotId >= FIRST_NONCHARACTER_ID) ||
((hotspot->actionHotspotId != _hotspotId) &&
(hotspot->characterMode == CHARMODE_WAIT_FOR_PLAYER))) {
// loc_880
if (characterWalkingCheck(hotspot->hotspotId))
return PC_WAIT;
} else if (hotspot->actionHotspotId != _hotspotId) {
if (fields.getField(AREA_FLAG) != 2) {
showMessage(5, hotspot->hotspotId);
setDelayCtr(4);
}
hotspot->talkGate = GENERAL_MAGIC_ID;
hotspot->talkerId = _hotspotId;
return PC_WAIT;
}
}
// loc_888
setActionCtr(0);
if (hotspot->hotspotId < FIRST_NONCHARACTER_ID) {
hotspot->characterMode = CHARMODE_INTERACTING;
hotspot->delayCtr = 30;
hotspot->actionHotspotId = _hotspotId;
}
// If the player had called out to someone to wait, close down that talk dialog
if ((_hotspotId == PLAYER_ID) && (res.getTalkingCharacter() == PLAYER_ID))
Room::getReference().setTalkDialog(0, 0, 0, 0);
return PC_EXECUTE;
}
BarPlaceResult Hotspot::getBarPlace() {
Resources &res = Resources::getReference();
BarEntry &barEntry = res.barmanLists().getDetails(roomNumber());
if (actionCtr() != 0) {
// Already at bar
// Find the character's slot in the bar entry list
for (int index = 0; index < NUM_SERVE_CUSTOMERS; ++index) {
if (barEntry.customers[index].hotspotId == hotspotId())
return ((barEntry.customers[index].serveFlags & 0x80) == 0) ? BP_GOT_THERE : BP_KEEP_TRYING;
}
setActionCtr(0);
return BP_KEEP_TRYING;
}
// Try and find a bar place
if (!findClearBarPlace())
return BP_KEEP_TRYING;
// First scan for any existing entry for the character
int index = -1;
while (++index < NUM_SERVE_CUSTOMERS) {
if (barEntry.customers[index].hotspotId == hotspotId())
break;
}
if (index == NUM_SERVE_CUSTOMERS) {
// Not already present - so scan for an empty slot
index = -1;
while (++index < NUM_SERVE_CUSTOMERS) {
if (barEntry.customers[index].hotspotId == 0)
break;
}
if (index == NUM_SERVE_CUSTOMERS)
// No slots available, so flag to keep trying
return BP_KEEP_TRYING;
}
// Set up the slot entry for the character
barEntry.customers[index].hotspotId = hotspotId();
barEntry.customers[index].serveFlags = 0x82;
setActionCtr(1);
updateMovement();
setDirection(UP);
return BP_KEEP_TRYING;
}
bool Hotspot::findClearBarPlace() {
// Check if character has reached the bar
Resources &res = Resources::getReference();
BarEntry &barEntry = res.barmanLists().getDetails(roomNumber());
if ((y() + heightCopy()) < ((barEntry.gridLine << 3) + 24))
return true;
RoomPathsData &paths = res.getRoom(roomNumber())->paths;
// Scan backwards from the right side for 4 free blocks along the bar line block
int numFree = 0;
for (int xp = ROOM_PATHS_WIDTH - 1; xp >= 0; --xp) {
if (paths.isOccupied(xp, barEntry.gridLine))
numFree = 0;
else if (++numFree == 4) {
// Start character walking to the found position
walkTo(xp * 8, (barEntry.gridLine << 3) + 8);
return false;
}
}
return false;
}
bool Hotspot::characterWalkingCheck(uint16 id) {
Resources &res = Resources::getReference();
int16 xp, yp;
bool altFlag;
HotspotData *hotspot;
// Note that several invalid hotspot Ids are used to identify special walk to
// coordinates used throughout the game
_walkFlag = true;
altFlag = false;
switch (id) {
case 997:
xp = 169; yp = 146;
altFlag = true;
break;
case 998:
xp = 124; yp = 169;
break;
case 999:
xp = 78; yp = 162;
break;
default:
hotspot = res.getHotspot(id);
if (hotspot == NULL) {
// Should never come here, as all other constants are handled
warning("characterWalkingCheck done on unknown hotspot Id %xh", id);
xp = 78; yp = 162;
} else if ((hotspot->walkX == 0) && (hotspot->walkY == 0)) {
// The hotspot doesn't have any walk co-ordinates
xp = hotspot->startX;
yp = hotspot->startY + hotspot->heightCopy - 4;
_walkFlag = false;
} else {
xp = hotspot->walkX;
yp = hotspot->walkY & 0x7fff;
altFlag = (hotspot->walkY & 0x8000) != 0;
}
break;
}
if (altFlag) {
// Alternate walking check
if (((x() >> 3) != (xp >> 3)) ||
((((y() + heightCopy()) >> 3) - 1) != (yp >> 3))) {
// Walk to the specified destination
walkTo(xp, yp);
return true;
} else {
return false;
}
}
// Default walking handling
if ((ABS(x() - xp) >= 8) ||
(ABS(y() + heightCopy() - yp - 1) >= 19)) {
walkTo(xp, yp);
return true;
}
return false;
}
bool Hotspot::doorCloseCheck(uint16 doorId) {
Resources &res = Resources::getReference();
Hotspot *doorHotspot = res.getActiveHotspot(doorId);
if (!doorHotspot) {
warning("Hotspot %xh is not currently active", doorId);
return true;
}
Common::Rect bounds(doorHotspot->x(), doorHotspot->y() + doorHotspot->heightCopy()
- doorHotspot->yCorrection() - doorHotspot->charRectY(),
doorHotspot->x() + doorHotspot->widthCopy(),
doorHotspot->y() + doorHotspot->heightCopy() + doorHotspot->charRectY());
// Loop through active hotspots
HotspotList::iterator i;
HotspotList &lst = res.activeHotspots();
for (i = lst.begin(); i != lst.end(); ++i) {
Hotspot const &hsCurrent = **i;
// Skip entry if it's the door or the character
if ((hsCurrent.hotspotId() == hotspotId()) ||
(hsCurrent.hotspotId() == doorHotspot->hotspotId()))
continue;
// Skip entry if it doesn't meet certain criteria
if ((hsCurrent.layer() == 0) ||
(hsCurrent.roomNumber() != doorHotspot->roomNumber()) ||
(hsCurrent.hotspotId() < PLAYER_ID) ||
((hsCurrent.hotspotId() >= 0x408) && (hsCurrent.hotspotId() < 0x2710)))
continue;
// Also skip entry if special Id
if ((hsCurrent.hotspotId() == 0xfffe) || (hsCurrent.hotspotId() == 0xffff))
continue;
// Check to see if the character is intersecting the door area
int tempY = hsCurrent.y() + hsCurrent.heightCopy();
if ((hsCurrent.x() >= bounds.right) ||
(hsCurrent.x() + hsCurrent.widthCopy() <= bounds.left) ||
(tempY + hsCurrent.charRectY() < bounds.top) ||
(tempY - hsCurrent.yCorrection() - hsCurrent.charRectY() > bounds.bottom))
continue;
// At this point we know a character is blocking door, so return false
return false;
}
// No blocking characters, so return true that the door can be closed
return true;
}
void Hotspot::resetDirection() {
uint16 newFrameNumber;
switch (_direction) {
case UP:
newFrameNumber = _anim->upFrame;
break;
case DOWN:
newFrameNumber = _anim->downFrame;
break;
case LEFT:
newFrameNumber = _anim->leftFrame;
break;
case RIGHT:
newFrameNumber = _anim->rightFrame;
break;
default:
// No need to change
return;
}
setFrameNumber(newFrameNumber);
}
/*-------------------------------------------------------------------------*/
typedef void (Hotspot::*ActionProcPtr)(HotspotData *hotspot);
void Hotspot::doAction() {
CurrentActionEntry &entry = currentActions().top();
HotspotData *hotspot = NULL;
if (!entry.hasSupportData() || (entry.supportData().action() == NONE)) {
doAction(NONE, NULL);
} else {
if (entry.supportData().numParams() > 0)
hotspot = Resources::getReference().getHotspot(entry.supportData().param(
(entry.supportData().action() == USE) ? 1 : 0));
doAction(entry.supportData().action(), hotspot);
}
}
void Hotspot::doAction(Action action, HotspotData *hotspot) {
StringList &stringList = Resources::getReference().stringList();
int charId = _hotspotId;
debugC(ERROR_INTERMEDIATE, kLureDebugHotspots, "Action charId=%xh Action=%d/%s",
charId, (int)action, (action > EXAMINE) ? NULL : stringList.getString((int)action));
// Set the ACTIVE_HOTSPOT_ID and USE_HOTSPOT_ID fields
if (hotspot != NULL) {
ValueTableData &fields = Resources::getReference().fieldList();
fields.setField(ACTIVE_HOTSPOT_ID, hotspot->hotspotId);
if (action == USE)
fields.setField(USE_HOTSPOT_ID, currentActions().top().supportData().param(0));
else if ((action == GIVE) || (action == ASK))
fields.setField(USE_HOTSPOT_ID, currentActions().top().supportData().param(1));
else
fields.setField(USE_HOTSPOT_ID, hotspot->hotspotId);
}
// Call the appropriate action method
switch (action) {
case GET:
doGet(hotspot);
break;
case PUSH:
case PULL:
case OPERATE:
doOperate(hotspot);
break;
case OPEN:
doOpen(hotspot);
break;
case CLOSE:
doClose(hotspot);
break;
case LOCK:
case UNLOCK:
doLockUnlock(hotspot);
break;
case USE:
doUse(hotspot);
break;
case GIVE:
doGive(hotspot);
break;
case TALK_TO:
doTalkTo(hotspot);
break;
case TELL:
doTell(hotspot);
break;
case LOOK:
doLook(hotspot);
break;
case LOOK_AT:
doLookAt(hotspot);
break;
case LOOK_THROUGH:
doLookThrough(hotspot);
break;
case ASK:
doAsk(hotspot);
break;
case DRINK:
doDrink(hotspot);
break;
case STATUS:
doStatus(hotspot);
break;
case GO_TO:
doGoto(hotspot);
break;
case RETURN:
doReturn(hotspot);
break;
case BRIBE:
doBribe(hotspot);
break;
case EXAMINE:
doExamine(hotspot);
break;
case NPC_SET_ROOM_AND_OFFSET:
npcSetRoomAndBlockedOffset(hotspot);
break;
case NPC_TALK_TO_PLAYER:
npcHeySir(hotspot);
break;
case NPC_EXEC_SCRIPT:
npcExecScript(hotspot);
break;
case NPC_RESET_PAUSED_LIST:
npcResetPausedList(hotspot);
break;
case NPC_SET_RAND_DEST:
npcSetRandomDest(hotspot);
break;
case NPC_WALKING_CHECK:
npcWalkingCheck(hotspot);
break;
case NPC_SET_SUPPORT_OFFSET:
npcSetSupportOffset(hotspot);
break;
case NPC_SUPPORT_OFFSET_COND:
npcSupportOffsetConditional(hotspot);
break;
case NPC_DISPATCH_ACTION:
npcDispatchAction(hotspot);
break;
case NPC_TALK_NPC_TO_NPC:
npcTalkNpcToNpc(hotspot);
break;
case NPC_PAUSE:
npcPause(hotspot);
break;
case NPC_START_TALKING:
npcStartTalking(hotspot);
break;
case NPC_JUMP_ADDRESS:
npcJumpAddress(hotspot);
break;
default:
doNothing(hotspot);
break;
}
debugC(ERROR_DETAILED, kLureDebugHotspots, "Action charId=%xh Action=%d/%s Complete",
charId, (int)action, (action > EXAMINE) ? NULL : stringList.getString((int)action));
}
void Hotspot::doNothing(HotspotData *hotspot) {
if (!currentActions().isEmpty()) {
currentActions().pop();
if (!currentActions().isEmpty()) {
setBlockedFlag(false);
currentActions().top().setAction(DISPATCH_ACTION);
return;
}
}
if (hotspotId() == PLAYER_ID)
Room::getReference().setCursorState(CS_NONE);
}
void Hotspot::doGet(HotspotData *hotspot) {
Resources &res = Resources::getReference();
HotspotPrecheckResult result = actionPrecheck(hotspot);
if (result == PC_WAIT)
return;
else if (result != PC_EXECUTE) {
endAction();
return;
}
faceHotspot(hotspot);
endAction();
uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, GET);
if (sequenceOffset >= 0x8000) {
showMessage(sequenceOffset);
return;
}
if (sequenceOffset != 0) {
uint16 execResult = Script::execute(sequenceOffset);
if (execResult == 1)
return;
else if (execResult != 0) {
showMessage(execResult);
return;
}
}
// Move hotspot into characters's inventory
hotspot->roomNumber = hotspotId();
if (hotspot->hotspotId < START_NONVISUAL_HOTSPOT_ID) {
// Deactive hotspot animation
Resources::getReference().deactivateHotspot(hotspot->hotspotId);
// Remove any 'on the ground' description for the hotspot
hotspot->descId2 = 0;
}
}
void Hotspot::doOperate(HotspotData *hotspot) {
Resources &res = Resources::getReference();
Action action = currentActions().top().supportData().action();
HotspotPrecheckResult result = actionPrecheck(hotspot);
if (result == PC_WAIT)
return;
else if (result != PC_EXECUTE) {
endAction();
return;
}
setActionCtr(0);
faceHotspot(hotspot);
endAction();
uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, action);
if (sequenceOffset >= 0x8000) {
showMessage(sequenceOffset);
} else {
sequenceOffset = Script::execute(sequenceOffset);
if (sequenceOffset > 1)
showMessage(sequenceOffset);
}
}
void Hotspot::doOpen(HotspotData *hotspot) {
Resources &res = Resources::getReference();
RoomExitJoinData *joinRec;
if (isRoomExit(hotspot->hotspotId)) {
joinRec = res.getExitJoin(hotspot->hotspotId);
if (!joinRec->blocked) {
// Room exit is already open
showMessage(4);
endAction();
return;
}
}
HotspotPrecheckResult result = actionPrecheck(hotspot);
if (result == PC_WAIT)
return;
else if (result != PC_EXECUTE) {
endAction();
return;
}
faceHotspot(hotspot);
setActionCtr(0);
endAction();
uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, OPEN);
if (sequenceOffset >= 0x8000) {
// Message to display
showMessage(sequenceOffset);
return;
}
if (sequenceOffset != 0) {
sequenceOffset = Script::execute(sequenceOffset);
if (sequenceOffset == 1)
return;
if (sequenceOffset != 0) {
if (_exitCtr != 0)
_exitCtr = 4;
showMessage(sequenceOffset);
return;
}
}
joinRec = res.getExitJoin(hotspot->hotspotId);
if (joinRec->blocked) {
joinRec->blocked = 0;
if (hotspotId() != PLAYER_ID) {
setCharacterMode(CHARMODE_PAUSED);
setDelayCtr(4);
}
}
}
void Hotspot::doClose(HotspotData *hotspot) {
Resources &res = Resources::getReference();
RoomExitJoinData *joinRec;
if (isRoomExit(hotspot->hotspotId)) {
joinRec = res.getExitJoin(hotspot->hotspotId);
if (joinRec->blocked) {
// Room exit is already closed/blocked
showMessage(3);
endAction();
return;
}
}
HotspotPrecheckResult result = actionPrecheck(hotspot);
if (result == PC_WAIT)
return;
else if (result != PC_EXECUTE) {
endAction();
return;
}
faceHotspot(hotspot);
setActionCtr(0);
endAction();
uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, CLOSE);
if (sequenceOffset >= 0x8000) {
// Message to display
showMessage(sequenceOffset);
return;
} else if (sequenceOffset != 0) {
// Otherwise handle script
sequenceOffset = Script::execute(sequenceOffset);
if (sequenceOffset != 0) {
showMessage(sequenceOffset);
return;
}
}
joinRec = res.getExitJoin(hotspot->hotspotId);
if (!joinRec->blocked) {
// Close the door
if (!doorCloseCheck(joinRec->hotspots[0].hotspotId) ||
!doorCloseCheck(joinRec->hotspots[1].hotspotId)) {
// A character is preventing the door from closing
showMessage(2);
} else {
// Flag the door as closed
joinRec->blocked = 1;
}
}
}
void Hotspot::doUse(HotspotData *hotspot) {
Resources &res = Resources::getReference();
uint16 usedId = currentActions().top().supportData().param(0);
HotspotData *usedHotspot = res.getHotspot(usedId);
_data->useHotspotId = usedId;
if (usedHotspot->roomNumber != hotspotId()) {
// Item to be used is not in character's inventory - say "What???"
endAction();
showMessage(0xF);
return;
}
HotspotPrecheckResult result = actionPrecheck(hotspot);
if (result == PC_WAIT)
return;
else if (result != PC_EXECUTE) {
endAction();
return;
}
faceHotspot(hotspot);
endAction();
if (hotspotId() == RATPOUCH_ID) {
_tempDest.position.x = 40;
setFrameCtr(80);
}
uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, USE);
if (sequenceOffset >= 0x8000) {
showMessage(sequenceOffset);
} else if (sequenceOffset == 0) {
showMessage(17);
} else {
sequenceOffset = Script::execute(sequenceOffset);
if (sequenceOffset != 0)
showMessage(sequenceOffset);
}
}
void Hotspot::doGive(HotspotData *hotspot) {
Resources &res = Resources::getReference();
uint16 usedId = currentActions().top().supportData().param(1);
HotspotData *usedHotspot = res.getHotspot(usedId);
_data->useHotspotId = usedId;
if (usedHotspot->roomNumber != hotspotId()) {
// Item to be used is not in character's inventory - say "What???"
endAction();
showMessage(0xF);
return;
}
HotspotPrecheckResult result = actionPrecheck(hotspot);
if (result == PC_WAIT)
return;
else if (result != PC_EXECUTE) {
endAction();
return;
}
faceHotspot(hotspot);
endAction();
if ((hotspot->hotspotId != PRISONER_ID) || (usedId != BOTTLE_HOTSPOT_ID))
showMessage(7, hotspot->hotspotId);
uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, GIVE);
if (sequenceOffset >= 0x8000) {
showMessage(sequenceOffset);
} else if (sequenceOffset != 0) {
sequenceOffset = Script::execute(sequenceOffset);
if (sequenceOffset == NOONE_ID) {
// Start a conversation based on the index of field #6
uint16 index = res.fieldList().getField(GIVE_TALK_INDEX);
uint16 id = res.getGiveTalkId(index);
startTalk(hotspot, id);
} else if (sequenceOffset == 0) {
// Move item into character's inventory
HotspotData *usedItem = res.getHotspot(usedId);
usedItem->roomNumber = hotspot->hotspotId;
} else if (sequenceOffset > 1) {
Hotspot *destCharacter = res.getActiveHotspot(hotspot->hotspotId);
if (destCharacter != NULL)
destCharacter->showMessage(sequenceOffset, hotspotId());
}
}
}
void Hotspot::doTalkTo(HotspotData *hotspot) {
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
fields.setField(ACTIVE_HOTSPOT_ID, hotspot->hotspotId);
fields.setField(USE_HOTSPOT_ID, hotspot->hotspotId);
if ((hotspot->hotspotId != SKORL_ID) && ((hotspot->roomNumber != 28) ||
(hotspot->hotspotId != BLACKSMITH_ID))) {
HotspotPrecheckResult result = actionPrecheck(hotspot);
if (result == PC_WAIT)
return;
else if (result != PC_EXECUTE) {
endAction();
return;
}
}
faceHotspot(hotspot);
endAction();
// WORKAROUND: Fix crash when talking when an ask conversation is active
if (_data->talkDestCharacterId != 0) {
// Don't allow the talk to start
return;
}
uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, TALK_TO);
if (sequenceOffset >= 0x8000) {
showMessage(sequenceOffset);
return;
}
if (sequenceOffset != 0) {
uint16 result = Script::execute(sequenceOffset);
if (result != 0) {
endAction();
return;
}
}
// Start talking with character
startTalk(hotspot, getTalkId(hotspot));
}
void Hotspot::doTell(HotspotData *hotspot) {
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
fields.setField(ACTIVE_HOTSPOT_ID, hotspot->hotspotId);
fields.setField(USE_HOTSPOT_ID, hotspot->hotspotId);
Hotspot *character = res.getActiveHotspot(hotspot->hotspotId);
assert(character);
HotspotPrecheckResult hsResult = actionPrecheck(hotspot);
if (hsResult == PC_WAIT)
return;
else if (hsResult != PC_EXECUTE) {
endAction();
return;
}
converse(hotspot->hotspotId, 0x7C, true, false);
uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, TELL);
if (sequenceOffset >= 0x8000) {
showMessage(sequenceOffset);
} else if (sequenceOffset != 0) {
uint16 result = Script::execute(sequenceOffset);
if (result == 0) {
// Build up sequence of commands for character to follow
CharacterScheduleEntry &cmdData = currentActions().top().supportData();
character->setStartRoomNumber(character->roomNumber());
character->currentActions().clear();
character->setBlockedFlag(false);
for (int index = 1; index < cmdData.numParams(); index += 3) {
character->currentActions().addBack((Action) cmdData.param(index), 0,
cmdData.param(index + 1), cmdData.param(index + 2));
}
}
}
endAction();
}
void Hotspot::doLook(HotspotData *hotspot) {
endAction();
Dialog::show(Room::getReference().descId());
}
static const uint16 hotspotLookAtList[] = {0x411, 0x412, 0x41F, 0x420, 0x421, 0x422, 0x426,
0x427, 0x428, 0x429, 0x436, 0x437, 0};
void Hotspot::doLookAt(HotspotData *hotspot) {
doLookAction(hotspot, LOOK_AT);
}
void Hotspot::doLookThrough(HotspotData *hotspot) {
doLookAction(hotspot, LOOK_THROUGH);
}
void Hotspot::doLookAction(HotspotData *hotspot, Action action) {
Resources &res = Resources::getReference();
uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, action);
if (hotspot->hotspotId >= FIRST_NONCHARACTER_ID) {
// Check if the hotspot appears in the list of hotspots that don't
// need to be walked to before being looked at
const uint16 *tempId = &hotspotLookAtList[0];
while ((*tempId != 0) && (*tempId != hotspot->hotspotId))
++tempId;
if (!*tempId) {
// Hotspot wasn't in the list
HotspotPrecheckResult result = actionPrecheck(hotspot);
if (result == PC_WAIT)
return;
else if (result != PC_EXECUTE) {
endAction();
return;
}
}
}
faceHotspot(hotspot);
setActionCtr(0);
endAction();
if (sequenceOffset >= 0x8000) {
showMessage(sequenceOffset);
} else {
if (sequenceOffset != 0)
sequenceOffset = Script::execute(sequenceOffset);
if (sequenceOffset == 0) {
uint16 descId = (hotspot->descId2 != 0) ? hotspot->descId2 : hotspot->descId;
Dialog::show(descId);
}
}
}
void Hotspot::doAsk(HotspotData *hotspot) {
Resources &res = Resources::getReference();
uint16 usedId = currentActions().top().supportData().param(1);
Hotspot *destCharacter = res.getActiveHotspot(hotspot->hotspotId);
HotspotData *usedHotspot = res.getHotspot(usedId);
_data->useHotspotId = usedId;
HotspotPrecheckResult result = actionPrecheck(hotspot);
if (result == PC_WAIT)
return;
else if (result != PC_EXECUTE) {
endAction();
return;
}
faceHotspot(hotspot);
endAction();
showMessage(9, hotspot->hotspotId); // CHARACTER, DO YOU HAVE ITEM?
// Get the action and handle the reply
uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, ASK);
if (sequenceOffset >= 0x8000) {
if (destCharacter != NULL)
destCharacter->showMessage(sequenceOffset, hotspotId());
} else if (sequenceOffset != 0) {
sequenceOffset = Script::execute(sequenceOffset);
if (sequenceOffset == 0) {
// Give item to character
usedHotspot->roomNumber = hotspotId();
if (destCharacter != NULL)
destCharacter->showMessage(32, hotspotId());
} else if ((sequenceOffset != 1) && (destCharacter != NULL)) {
destCharacter->showMessage(sequenceOffset, hotspotId());
}
}
}
void Hotspot::doDrink(HotspotData *hotspot) {
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
fields.setField(ACTIVE_HOTSPOT_ID, hotspot->hotspotId);
fields.setField(USE_HOTSPOT_ID, hotspot->hotspotId);
endAction();
// Make sure item is in character's inventory
if (hotspot->roomNumber != hotspotId()) {
showMessage(0xF);
return;
}
uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, DRINK);
if (sequenceOffset >= 0x8000) {
showMessage(sequenceOffset);
} else if (sequenceOffset == 0) {
showMessage(22);
} else {
uint16 result = Script::execute(sequenceOffset);
if (result == 0) {
// Item has been drunk, so remove item from game
hotspot->roomNumber = 0;
} else if (result != 1) {
showMessage(result);
}
}
}
// doStatus
// Handle the status window
void Hotspot::doStatus(HotspotData *hotspot) {
char buffer[MAX_DESC_SIZE];
uint16 numItems = 0;
Resources &res = Resources::getReference();
StringList &stringList = res.stringList();
StringData &strings = StringData::getReference();
Room &room = Room::getReference();
room.update();
endAction();
strings.getString(room.roomNumber(), buffer);
Common::strlcat(buffer, "\n\n", MAX_DESC_SIZE);
Common::strlcat(buffer, stringList.getString(S_YOU_ARE_CARRYING), MAX_DESC_SIZE);
// Scan through the list and add in any items assigned to the player
HotspotDataList &list = res.hotspotData();
HotspotDataList::iterator i;
for (i = list.begin(); i != list.end(); ++i) {
HotspotData const &rec = **i;
if (rec.roomNumber == PLAYER_ID) {
if (numItems++ == 0)
Common::strlcat(buffer, ": ", MAX_DESC_SIZE);
else
Common::strlcat(buffer, ", ", MAX_DESC_SIZE);
strings.getString(rec.nameId, buffer + strlen(buffer));
}
}
// If there were no items, add in the word 'nothing'
if (numItems == 0)
Common::strlcat(buffer, stringList.getString(S_INV_NOTHING), MAX_DESC_SIZE);
// If the player has money, add it in
uint16 numGroats = res.fieldList().numGroats();
if (numGroats > 0) {
Common::strlcat(buffer, "\n\n", MAX_DESC_SIZE);
Common::strlcat(buffer, stringList.getString(S_YOU_HAVE), MAX_DESC_SIZE);
snprintf(buffer + strlen(buffer), MAX_DESC_SIZE - strlen(buffer), "%d", numGroats);
Common::strlcat(buffer, " ", MAX_DESC_SIZE);
Common::strlcat(buffer, stringList.getString((numGroats == 1) ? S_GROAT : S_GROATS), MAX_DESC_SIZE); // Make sure we're not overrunning
}
// Display the dialog
Screen &screen = Screen::getReference();
Mouse &mouse = Mouse::getReference();
mouse.cursorOff();
Surface *s = Surface::newDialog(INFO_DIALOG_WIDTH, buffer);
s->copyToScreen(INFO_DIALOG_X, (FULL_SCREEN_HEIGHT-s->height())/2);
Events::getReference().waitForPress();
screen.update();
mouse.cursorOn();
}
// doGoto
// Sets the room for the character to go to
void Hotspot::doGoto(HotspotData *hotspot) {
_exitCtr = 0;
_blockedOffset = 0;
currentActions().top().setRoomNumber(currentActions().top().supportData().param(0));
endAction();
}
void Hotspot::doReturn(HotspotData *hotspot) {
currentActions().top().setRoomNumber(startRoomNumber());
endAction();
}
static const uint16 bribe_hotspot_list[] = {0x421, 0x879, 0x3E9, 0x8C7, 0x429, 0x8D1,
0x422, 0x8D4, 0x420, 0x8D6, 0x42B, 0x956, 0x3F2, 0xBE6, 0};
void Hotspot::doBribe(HotspotData *hotspot) {
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
fields.setField(ACTIVE_HOTSPOT_ID, hotspot->hotspotId);
fields.setField(USE_HOTSPOT_ID, hotspot->hotspotId);
HotspotPrecheckResult result = actionPrecheck(hotspot);
if (result == PC_WAIT)
return;
else if (result != PC_EXECUTE) {
endAction();
return;
}
const uint16 *tempId = &bribe_hotspot_list[0];
uint16 sequenceOffset = 0x14B; // Default sequence offset
while (*tempId != 0) {
if (*tempId++ == hotspotId()) {
sequenceOffset = *tempId;
if ((sequenceOffset & 0x8000) != 0)
sequenceOffset = Script::execute(sequenceOffset & 0x7fff);
break;
}
++tempId; // Move over entry's sequence offset
}
faceHotspot(hotspot);
setActionCtr(0);
endAction();
sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, BRIBE);
if (sequenceOffset != 0) {
sequenceOffset = Script::execute(sequenceOffset);
if (sequenceOffset != 0)
return;
}
uint16 talkIndex = res.fieldList().getField(TALK_INDEX);
showMessage((talkIndex == 6) ? 0x30 : 0x29);
}
void Hotspot::doExamine(HotspotData *hotspot) {
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
fields.setField(ACTIVE_HOTSPOT_ID, hotspot->hotspotId);
fields.setField(USE_HOTSPOT_ID, hotspot->hotspotId);
endAction();
uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, EXAMINE);
if (sequenceOffset >= 0x8000) {
showMessage(sequenceOffset);
} else {
if (sequenceOffset != 0)
sequenceOffset = Script::execute(sequenceOffset);
if (sequenceOffset == 0) {
Dialog::show(hotspot->descId);
}
}
}
void Hotspot::doLockUnlock(HotspotData *hotspot) {
Action action = currentActions().top().supportData().action();
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
fields.setField(ACTIVE_HOTSPOT_ID, hotspot->hotspotId);
fields.setField(USE_HOTSPOT_ID, hotspot->hotspotId);
HotspotPrecheckResult result = actionPrecheck(hotspot);
if (result == PC_WAIT)
return;
else if (result != PC_EXECUTE) {
endAction();
return;
}
faceHotspot(hotspot);
endAction();
uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, action);
if (sequenceOffset >= 0x8000) {
showMessage(sequenceOffset);
} else {
if (sequenceOffset != 0)
Script::execute(sequenceOffset);
}
}
void Hotspot::npcSetRoomAndBlockedOffset(HotspotData *hotspot) {
CharacterScheduleEntry &entry = currentActions().top().supportData();
_exitCtr = 0;
_blockedOffset = entry.param(1);
currentActions().top().setRoomNumber(entry.param(0));
endAction();
}
void Hotspot::npcHeySir(HotspotData *hotspot) {
Resources &res = Resources::getReference();
// If player is performing an action, wait until it's done
Hotspot *playerHotspot = res.getActiveHotspot(PLAYER_ID);
if (!playerHotspot->currentActions().isEmpty()) {
setDelayCtr(12);
setCharacterMode(CHARMODE_PAUSED);
setActionCtr(0);
return;
}
// TODO: Check storage of hotspot Id in talk_first=player/talk_second=0
// Get the npc to say "Hey Sir" to player
showMessage(0x22, PLAYER_ID);
// Get the character to remain in place for a while
setDelayCtr(130);
setCharacterMode(CHARMODE_WAIT_FOR_PLAYER);
// Set the talk override to the specified Id
CharacterScheduleEntry &entry = currentActions().top().supportData();
_data->talkOverride = entry.param(0);
doNothing(hotspot);
}
void Hotspot::npcExecScript(HotspotData *hotspot) {
CharacterScheduleEntry &entry = currentActions().top().supportData();
uint16 offset = entry.param(0);
endAction();
Script::execute(offset);
}
void Hotspot::npcResetPausedList(HotspotData *hotspot) {
Resources &res = Resources::getReference();
setCharacterMode(CHARMODE_HESITATE);
setDelayCtr(IDLE_COUNTDOWN_SIZE + 1);
res.pausedList().reset(hotspotId());
endAction();
}
void Hotspot::npcSetRandomDest(HotspotData *hotspot) {
endAction();
setRandomDest();
}
void Hotspot::npcWalkingCheck(HotspotData *hotspot) {
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
CharacterScheduleEntry &entry = currentActions().top().supportData();
uint16 hId = entry.param(0);
endAction();
fields.setField(USE_HOTSPOT_ID, hId);
fields.setField(ACTIVE_HOTSPOT_ID, hId);
if ((hId < PLAYER_ID) || (hotspot->roomNumber == _roomNumber)) {
characterWalkingCheck(hId);
}
}
void Hotspot::npcSetSupportOffset(HotspotData *hotspot) {
CharacterScheduleEntry &entry = currentActions().top().supportData();
uint16 entryId = entry.param(0);
CharacterScheduleEntry *newEntry = Resources::getReference().
charSchedules().getEntry(entryId, entry.parent());
currentActions().top().setSupportData(newEntry);
}
void Hotspot::npcSupportOffsetConditional(HotspotData *hotspot) {
Resources &res = Resources::getReference();
CharacterScheduleEntry &entry = currentActions().top().supportData();
CharacterScheduleEntry *newEntry;
uint16 scriptOffset = entry.param(0);
uint16 entryId = entry.param(1);
if (Script::execute(scriptOffset) == 0) {
// Not succeeded, get next entry
newEntry = entry.next();
} else {
// Get entry specified by parameter 1
newEntry = res.charSchedules().getEntry(entryId, entry.parent());
}
currentActions().top().setSupportData(newEntry);
HotspotData *hotspotData = (newEntry->numParams() == 0) ? NULL : res.getHotspot(
(newEntry->action() == USE) ? newEntry->param(1) : newEntry->param(0));
doAction(newEntry->action(), hotspotData);
}
void Hotspot::npcDispatchAction(HotspotData *hotspot) {
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
CharacterScheduleEntry &entry = currentActions().top().supportData();
fields.setField(USE_HOTSPOT_ID, entry.param(0));
fields.setField(ACTIVE_HOTSPOT_ID, entry.param(0));
HotspotPrecheckResult result = actionPrecheck(hotspot);
if (result == PC_EXECUTE) {
endAction();
} else if (result != PC_WAIT) {
CharacterScheduleEntry *newEntry = Resources::getReference().
charSchedules().getEntry(entry.param(0), entry.parent());
currentActions().top().setSupportData(newEntry);
HotspotData *hotspotData = (newEntry->numParams() == 0) ? NULL :
res.getHotspot(newEntry->param((newEntry->action() == USE) ? 1 : 0));
doAction(newEntry->action(), hotspotData);
}
}
void Hotspot::npcTalkNpcToNpc(HotspotData *hotspot) {
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
CharacterScheduleEntry &entry = currentActions().top().supportData();
fields.setField(ACTIVE_HOTSPOT_ID, hotspot->hotspotId);
fields.setField(USE_HOTSPOT_ID, hotspot->hotspotId);
HotspotPrecheckResult result = actionPrecheck(hotspot);
if (result == PC_WAIT)
return;
else if (result != PC_EXECUTE) {
endAction();
return;
}
// If dest is already talking, keep exiting until they're free
if (hotspot->talkCountdown != 0)
return;
// Handle the source's talk message
if (entry.param(1) != 0) {
converse(hotspot->hotspotId, entry.param(1), true, false);
_data->talkCountdown += entry.param(2);
setDelayCtr(delayCtr() + entry.param(2));
}
// Handle the destination's response message
if (entry.param(3) != 0) {
Hotspot *destHotspot = res.getActiveHotspot(hotspot->hotspotId);
assert(destHotspot);
destHotspot->converse(this->hotspotId(), entry.param(3), true, false);
}
endAction();
}
void Hotspot::npcPause(HotspotData *hotspot) {
uint16 delayAmount = currentActions().top().supportData().param(0);
endAction();
setCharacterMode(CHARMODE_PAUSED);
setDelayCtr(delayAmount);
}
void Hotspot::npcStartTalking(HotspotData *hotspot) {
CharacterScheduleEntry &entry = currentActions().top().supportData();
uint16 stringId = entry.param(0);
uint16 destHotspot = entry.param(1);
converse(destHotspot, stringId, false);
endAction();
}
void Hotspot::npcJumpAddress(HotspotData *hotspot) {
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
int procIndex = currentActions().top().supportData().param(0);
Hotspot *player;
CharacterScheduleEntry *entry;
endAction();
switch (procIndex) {
case 0:
if (fields.getField(OLD_ROOM_NUMBER) == 19) {
fields.setField(TALK_INDEX, 24);
res.getHotspot(0x3F1)->nameId = 0x154;
Dialog::show(0xAB9);
}
break;
case 1:
player = res.getActiveHotspot(PLAYER_ID);
if (player->y() < 52) {
entry = res.charSchedules().getEntry(JUMP_ADDR_2_SUPPORT_ID, NULL);
assert(entry);
currentActions().clear();
currentActions().addFront(DISPATCH_ACTION, entry, ROOMNUM_CELLAR);
}
break;
default:
error("Hotspot::npcJumpAddress - invalid method index %d", procIndex);
break;
}
}
/*------------------------------------------------------------------------*/
uint16 Hotspot::getTalkId(HotspotData *charHotspot) {
Resources &res = Resources::getReference();
uint16 talkIndex;
TalkHeaderData *headerEntry;
bool isEnglish = LureEngine::getReference().getLanguage() == Common::EN_ANY;
// If the hotspot has a talk data override, return it
if (charHotspot->talkOverride != 0) {
// Has an override, so return it and reset back to zero
uint16 result = charHotspot->talkOverride;
charHotspot->talkOverride = 0;
return result;
}
// Get offset of talk set to use
headerEntry = res.getTalkHeader(charHotspot->hotspotId);
// Check whether character is a stranger
if ((isEnglish && (charHotspot->nameId == 378)) ||
(!isEnglish && ((charHotspot->nameId == 381) || (charHotspot->nameId == 382))))
// Is a stranger, so force talk Index to be 0 (initial talk)
talkIndex = 0;
else
// Set the talk index based on the current game-wide talk index
talkIndex = res.fieldList().getField(TALK_INDEX) + 1;
return headerEntry->getEntry(talkIndex);
}
void Hotspot::startTalk(HotspotData *charHotspot, uint16 id) {
Resources &res = Resources::getReference();
// Set for providing talk listing
setTickProc(TALK_TICK_PROC_ID);
// Signal the character that they're being talked to
charHotspot->talkerId = _hotspotId;
charHotspot->talkGate = 0;
charHotspot->talkDestCharacterId = _hotspotId;
_data->talkDestCharacterId = charHotspot->hotspotId;
_data->talkGate = 0;
// Set the active talk data
res.setTalkStartEntry(0);
res.setTalkData(id);
if (!res.getTalkData())
error("Talk failed - invalid offset: Character=%xh, offset=%xh",
charHotspot->hotspotId, id);
}
void Hotspot::saveToStream(Common::WriteStream *stream) const {
if (_data)
_data->npcSchedule.saveToStream(stream);
else
// Hotspot doesn't have an underlying data object, so write out an empty actions list
stream->writeByte(0xff);
_pathFinder.saveToStream(stream);
stream->writeUint16LE(_roomNumber);
stream->writeSint16LE(_startX);
stream->writeSint16LE(_startY);
stream->writeSint16LE(_destX);
stream->writeSint16LE(_destY);
stream->writeUint16LE(_destHotspotId);
stream->writeByte(_tempDest.counter);
stream->writeSint16LE(_tempDest.position.x);
stream->writeSint16LE(_tempDest.position.y);
stream->writeUint16LE(_frameWidth);
stream->writeUint16LE(_height);
stream->writeUint16LE(_width);
stream->writeUint16LE(_heightCopy);
stream->writeUint16LE(_widthCopy);
stream->writeUint16LE(_yCorrection);
stream->writeUint16LE(_talkX);
stream->writeUint16LE(_talkY);
stream->writeByte(_layer);
stream->writeUint16LE(_hotspotScriptOffset);
stream->writeByte(_colorOffset);
stream->writeByte((byte)_direction);
stream->writeUint16LE(_animId);
stream->writeUint16LE(_frameNumber);
stream->writeUint16LE(_frameCtr);
stream->writeByte(_skipFlag);
stream->writeUint16LE(_charRectY);
stream->writeUint16LE(_voiceCtr);
stream->writeUint16LE(_blockedOffset);
stream->writeUint16LE(_exitCtr);
stream->writeByte(_walkFlag);
stream->writeByte(_persistant);
stream->writeUint16LE(_startRoomNumber);
stream->writeUint16LE(_supportValue);
}
void Hotspot::loadFromStream(Common::ReadStream *stream) {
if (_data)
_data->npcSchedule.loadFromStream(stream);
else {
// Dummy read of terminator for empty actions list
byte dummy = stream->readByte();
assert(dummy == 0xff);
}
_pathFinder.loadFromStream(stream);
_roomNumber = stream->readUint16LE();
_startX = stream->readSint16LE();
_startY = stream->readSint16LE();
_destX = stream->readSint16LE();
_destY = stream->readSint16LE();
_destHotspotId = stream->readUint16LE();
_tempDest.counter = stream->readByte();
_tempDest.position.x = stream->readSint16LE();
_tempDest.position.y = stream->readSint16LE();
_frameWidth = stream->readUint16LE();
_height = stream->readUint16LE();
_width = stream->readUint16LE();
_heightCopy = stream->readUint16LE();
_widthCopy = stream->readUint16LE();
_yCorrection = stream->readUint16LE();
_talkX = stream->readUint16LE();
_talkY = stream->readUint16LE();
_layer = stream->readByte();
_hotspotScriptOffset = stream->readUint16LE();
_colorOffset = stream->readByte();
_direction = (Direction)stream->readByte();
setAnimation(stream->readUint16LE());
setFrameNumber(stream->readUint16LE());
_frameCtr = stream->readUint16LE();
_skipFlag = stream->readByte() != 0;
_charRectY = stream->readUint16LE();
_voiceCtr = stream->readUint16LE();
_blockedOffset = stream->readUint16LE();
_exitCtr = stream->readUint16LE();
_walkFlag = stream->readByte() != 0;
_persistant = stream->readByte() != 0;
_startRoomNumber = stream->readUint16LE();
_supportValue = stream->readUint16LE();
}
/*------------------------------------------------------------------------*/
HotspotTickHandlers::HotspotTickHandlers() {
countdownCtr = 0;
ewanXOffset = false;
}
HandlerMethodPtr HotspotTickHandlers::getHandler(uint16 procIndex) {
switch (procIndex) {
case 1:
return &HotspotTickHandlers::defaultHandler;
case STANDARD_CHARACTER_TICK_PROC:
return &HotspotTickHandlers::standardCharacterAnimHandler;
case PLAYER_TICK_PROC_ID:
return &HotspotTickHandlers::playerAnimHandler;
case VOICE_TICK_PROC_ID:
return &HotspotTickHandlers::voiceBubbleAnimHandler;
case PUZZLED_TICK_PROC_ID:
return &HotspotTickHandlers::puzzledAnimHandler;
case 6:
return &HotspotTickHandlers::roomExitAnimHandler;
case 7:
case FOLLOWER_TICK_PROC_2:
return &HotspotTickHandlers::followerAnimHandler;
case JAILOR_TICK_PROC_ID:
case 10:
return &HotspotTickHandlers::jailorAnimHandler;
case STANDARD_ANIM_2_TICK_PROC:
return &HotspotTickHandlers::standardAnimHandler2;
case STANDARD_ANIM_TICK_PROC:
return &HotspotTickHandlers::standardAnimHandler;
case 13:
return &HotspotTickHandlers::sonicRatAnimHandler;
case 14:
return &HotspotTickHandlers::droppingTorchAnimHandler;
case 15:
return &HotspotTickHandlers::playerSewerExitAnimHandler;
case 16:
return &HotspotTickHandlers::fireAnimHandler;
case 17:
return &HotspotTickHandlers::sparkleAnimHandler;
case 18:
return &HotspotTickHandlers::teaAnimHandler;
case 19:
return &HotspotTickHandlers::goewinCaptiveAnimHandler;
case 20:
return &HotspotTickHandlers::prisonerAnimHandler;
case 21:
return &HotspotTickHandlers::catrionaAnimHandler;
case 22:
return &HotspotTickHandlers::morkusAnimHandler;
case 23:
return &HotspotTickHandlers::grubAnimHandler;
case 24:
return &HotspotTickHandlers::barmanAnimHandler;
case 25:
return &HotspotTickHandlers::skorlAnimHandler;
case 26:
return &HotspotTickHandlers::gargoyleAnimHandler;
case GOEWIN_SHOP_TICK_PROC:
return &HotspotTickHandlers::goewinShopAnimHandler;
case 28:
case 29:
case 30:
case 31:
case 32:
case 33:
return &HotspotTickHandlers::skullAnimHandler;
case 34:
return &HotspotTickHandlers::dragonFireAnimHandler;
case 35:
return &HotspotTickHandlers::castleSkorlAnimHandler;
case 36:
return &HotspotTickHandlers::rackSerfAnimHandler;
case TALK_TICK_PROC_ID:
return &HotspotTickHandlers::talkAnimHandler;
case 38:
return &HotspotTickHandlers::fighterAnimHandler;
case PLAYER_FIGHT_TICK_PROC_ID:
return &HotspotTickHandlers::playerFightAnimHandler;
default:
error("Unknown tick proc Id %xh for hotspot", procIndex);
}
}
void HotspotTickHandlers::defaultHandler(Hotspot &h) {
// No handling done
}
void HotspotTickHandlers::standardAnimHandler(Hotspot &h) {
Resources &res = Resources::getReference();
if (h.frameCtr() > 0)
h.decrFrameCtr();
else {
if (h.executeScript()) {
// Script is finished - deactivate hotspot and move it to an out of range room
HotspotData *data = h.resource();
res.deactivateHotspot(&h);
data->roomNumber |= 0x8000;
}
}
}
void HotspotTickHandlers::standardAnimHandler2(Hotspot &h) {
h.handleTalkDialog();
standardAnimHandler(h);
}
void HotspotTickHandlers::standardCharacterAnimHandler(Hotspot &h) {
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
RoomPathsData &paths = Resources::getReference().getRoom(h.roomNumber())->paths;
PathFinder &pathFinder = h.pathFinder();
CurrentActionStack &actions = h.currentActions();
Hotspot *player = res.getActiveHotspot(PLAYER_ID);
uint16 impingingList[MAX_NUM_IMPINGING];
int numImpinging;
bool bumpedPlayer;
if (h.currentActions().action() != WALKING) {
Common::String buffer = h.currentActions().getDebugInfo();
debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character p=(%d,%d,%d) bs=%d\n%s",
h.x(), h.y(), h.roomNumber(), h.blockedState(), buffer.c_str());
}
// Handle any active talk dialog
h.handleTalkDialog();
// If someone is talking to the character, this stops them from moving for the duration)
if (h.resource()->talkerId != 0) {
debugC(ERROR_DETAILED, kLureDebugAnimations, "Talker Id = %xh, talk_gate = %d",
h.resource()->talkerId, h.talkGate());
if (h.talkGate() == GENERAL_MAGIC_ID) {
fields.setField(ACTIVE_HOTSPOT_ID, h.talkGate());
fields.setField(USE_HOTSPOT_ID, h.resource()->talkerId);
Script::execute(h.talkScript());
h.resource()->talkerId = 0;
} else {
h.updateMovement();
return;
}
}
// If a frame countdown is in progress, then decrement and exit
if (h.frameCtr() > 0) {
debugC(ERROR_DETAILED, kLureDebugAnimations, "Frame ctr = %d", h.frameCtr());
h.decrFrameCtr();
return;
}
debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character point 2");
numImpinging = Support::findIntersectingCharacters(h, impingingList);
bumpedPlayer = (numImpinging == 0) ? false :
Support::isCharacterInList(impingingList, numImpinging, PLAYER_ID);
// Check for character having just changed room
debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character point 3");
if (h.skipFlag()) {
debugC(ERROR_DETAILED, kLureDebugAnimations, "Skip flag was set");
if (numImpinging > 0) {
// Scan to check if the character has bumped into player
if (bumpedPlayer && (player->characterMode() == CHARMODE_IDLE)) {
// Signal the player to move out of the way automatically
player->setBlockedState(BS_INITIAL);
player->setDestHotspot(0);
player->setRandomDest();
Room::getReference().setCursorState(CS_BUMPED);
debugC(ERROR_DETAILED, kLureDebugAnimations, "Player bumped code starting");
} else {
// Signal the character to pause briefly to allow bumped
// character time to start moving out of the way
h.setDelayCtr(10);
h.setCharacterMode(CHARMODE_PAUSED);
debugC(ERROR_DETAILED, kLureDebugAnimations, "Pausing after bumping into character");
}
return;
}
h.setSkipFlag(false);
}
if (h.resource()->scriptHotspotId != 0) {
// Character bumped against another
fields.setField(USE_HOTSPOT_ID, h.resource()->scriptHotspotId);
Script::execute(h.resource()->tickScriptOffset);
h.resource()->scriptHotspotId = 0;
}
debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character point 4");
if (h.pauseCtr() != 0) {
debugC(ERROR_DETAILED, kLureDebugAnimations, "pause ctr = %d", h.pauseCtr());
h.updateMovement();
h.pathFinder().clear();
if (h.pauseCtr() > 1) {
res.pausedList().scan(h);
return;
} else {
h.setPauseCtr(0);
if (h.characterMode() == CHARMODE_NONE) {
h.pathFinder().clear();
return;
}
}
}
debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character point 5");
if (h.characterMode() != CHARMODE_NONE) {
debugC(ERROR_DETAILED, kLureDebugAnimations, "char mode = %d, delay ctr = %d",
h.characterMode(), h.delayCtr());
if (h.characterMode() == CHARMODE_PLAYER_WAIT) {
h.updateMovement();
if (bumpedPlayer)
return;
} else {
// All other character modes
if (h.delayCtr() > 0) {
// There is some countdown left to do
h.updateMovement();
bool decrementFlag = (h.resource()->actionHotspotId == 0);
if (!decrementFlag) {
HotspotData *hotspot = res.getHotspot(h.resource()->actionHotspotId);
assert(hotspot);
decrementFlag = (hotspot->roomNumber != h.roomNumber()) ? false :
Support::charactersIntersecting(hotspot, h.resource());
}
if (decrementFlag) {
h.setDelayCtr(h.delayCtr() - 1);
return;
}
}
}
h.resource()->actionHotspotId = 0;
CharacterMode currentMode = h.characterMode();
h.setCharacterMode(CHARMODE_NONE);
h.pathFinder().clear();
if ((currentMode == CHARMODE_WAIT_FOR_PLAYER) || (currentMode == CHARMODE_WAIT_FOR_INTERACT)) {
h.resource()->talkOverride = 0;
h.showMessage(1);
}
return;
}
/* interactHotspotId never seems to be set
if ((h.resource()->interactHotspotId != 0) && !player->currentActions().isEmpty()) {
h.setActionCtr(99);
if (!actions.isEmpty())
actions.top().setAction(DISPATCH_ACTION);
}
*/
debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character point 6");
CurrentAction action = actions.action();
PathFinderResult pfResult;
switch (action) {
case NO_ACTION:
h.updateMovement2(CHARMODE_IDLE);
break;
case DISPATCH_ACTION:
// Dispatch an action
debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character dispatch action");
if (actions.top().roomNumber() == 0)
actions.top().setRoomNumber(h.roomNumber());
if (actions.top().roomNumber() == h.roomNumber()) {
// NPC in correct room for action
h.setSkipFlag(false);
h.doAction();
} else {
// NPC in wrong room for action
npcRoomChange(h);
debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character change room request");
}
break;
case EXEC_HOTSPOT_SCRIPT:
// A hotspot script is in progress for the player, so don't interrupt
debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character exec hotspot script");
if (h.executeScript()) {
// Script is finished
actions.top().setAction(DISPATCH_ACTION);
}
break;
case START_WALKING:
// Start the character walking to the given destination
debugC(ERROR_DETAILED, kLureDebugAnimations,
"Hotspot standard character exec start walking => (%d,%d)",
h.destX(), h.destY());
h.setCoveredFlag(VB_INITIAL);
h.setOccupied(false);
pathFinder.reset(paths);
h.currentActions().top().setAction(PROCESSING_PATH);
// fall through
case PROCESSING_PATH:
// Handle processing pathfinding
debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character processing path");
res.pausedList().scan(h);
pfResult = pathFinder.process();
if (pfResult == PF_UNFINISHED)
break;
debugC(ERROR_DETAILED, kLureDebugAnimations,
"pathFinder done: result = %d", pfResult);
// Post-processing checks
if ((pfResult == PF_OK) ||
((h.destHotspotId() == 0) && (pfResult == PF_DEST_OCCUPIED))) {
// Standard processing
debugC(ERROR_DETAILED, kLureDebugAnimations, "Standard result handling");
h.setBlockedState(BS_NONE);
if (h.pathFinder().isEmpty()) {
// No path was defined
h.currentActions().top().setAction(DISPATCH_ACTION);
return;
}
h.currentActions().top().setAction(WALKING);
// WORKAROUND: A character that had enteredg an exit area might have been blocked from entering the new room.
// The Y position adjust below could thus place a character further into the exit area. So don't do the
// position adjustment if the user is already in an exit area
int16 x = h.x() + (h.widthCopy() >> 1);
int16 y = h.y() + h.heightCopy() - (h.yCorrection() >> 1);
RoomData *roomData = Resources::getReference().getRoom(h.roomNumber());
RoomExitData *exitRec = roomData->exits.checkExits(x, y);
if (!exitRec)
h.setPosition(h.x(), h.y() & 0xfff8);
} else if (h.blockedState() == BS_FINAL) {
// If this point is reached, the character twice hasn't found a walking path
debugC(ERROR_DETAILED, kLureDebugAnimations, "Character is hopelessly blocked");
res.pausedList().reset(h.hotspotId());
h.updateMovement();
assert(!h.currentActions().isEmpty());
h.currentActions().pop();
h.setBlockedFlag(false);
h.setBlockedState(BS_NONE);
h.setCharacterMode(CHARMODE_PAUSED);
h.setDelayCtr(2);
if (h.currentActions().isEmpty() ||
(h.currentActions().top().roomNumber() != h.roomNumber()))
h.setDestHotspot(0xffff);
if (bumpedPlayer)
h.setCharacterMode(CHARMODE_PLAYER_WAIT);
} else {
debugC(ERROR_DETAILED, kLureDebugAnimations, "Character is blocked from moving");
CharacterScheduleEntry *newEntry = res.charSchedules().getEntry(RETURN_SUPPORT_ID);
assert(newEntry);
// Increment the blocked state
h.setBlockedState((BlockedState) ((int)h.blockedState() + 1));
if (!h.blockedFlag()) {
// Not already handling blocked, so add a new dummy action so that the new
// action set below will not replace the existing one
h.currentActions().addFront(DISPATCH_ACTION, 0);
h.setBlockedFlag(true);
}
// Set the current action
CurrentActionEntry &entry = h.currentActions().top();
entry.setAction(DISPATCH_ACTION);
entry.setSupportData(newEntry);
entry.setRoomNumber(h.roomNumber());
}
// If the top action is now walking, deliberately fall through to the case entry;
// otherwise break out to exit method
if (h.currentActions().isEmpty() || h.currentActions().top().action() != WALKING)
break;
// fall through
case WALKING:
// The character is currently moving
debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character walking");
h.setOccupied(false);
// If the character is walking to an exit hotspot, make sure it's still open
if ((h.destHotspotId() != 0) && (h.destHotspotId() != 0xffff)) {
// Player is walking to a room exit hotspot
RoomExitJoinData *joinRec = res.getExitJoin(h.destHotspotId());
if (joinRec->blocked) {
// Exit now blocked, so stop walking
actions.top().setAction(DISPATCH_ACTION);
h.setOccupied(true);
break;
}
}
if (res.pausedList().check(h.hotspotId(), numImpinging, impingingList) == 0) {
if (h.walkingStep())
// Walking done
h.currentActions().top().setAction(DISPATCH_ACTION);
// if (h.destHotspotId() != 0) {
// Walking to an exit, check for any required room change
if (Support::checkRoomChange(h))
break;
// }
}
h.setOccupied(true);
break;
default:
break;
}
debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character point 7");
}
void HotspotTickHandlers::voiceBubbleAnimHandler(Hotspot &h) {
Resources &res = Resources::getReference();
debugC(ERROR_DETAILED, kLureDebugAnimations,
"Voice Bubble anim handler: char = %xh, ctr = %d, char speaking ctr = %d",
h.hotspotId(), h.voiceCtr(),
res.getHotspot(res.getTalkingCharacter())->talkCountdown);
if (h.voiceCtr() != 0)
h.setVoiceCtr(h.voiceCtr() - 1);
if (h.voiceCtr() != 0) {
// Countdown not yet ended
HotspotData *charHotspot = res.getHotspot(res.getTalkingCharacter());
if (charHotspot->roomNumber == h.roomNumber()) {
// Character is still in the same room as when it began speaking
if (charHotspot->talkCountdown != 0) {
// Character still talking
if (!res.checkHotspotExtent(charHotspot)) {
// Set voice bubble off screen to hide it
h.setPosition(h.x(), -100);
} else {
// Keep voice bubble in track with character
h.setPosition(charHotspot->startX + charHotspot->talkX + 12,
charHotspot->startY + charHotspot->talkY - 18);
}
return;
}
}
}
// End of voice time, so unload
res.deactivateHotspot(&h);
return;
}
void HotspotTickHandlers::puzzledAnimHandler(Hotspot &h) {
Resources &res = Resources::getReference();
HotspotData *charHotspot = res.getHotspot(h.destHotspotId());
assert(charHotspot);
h.setVoiceCtr(h.voiceCtr() - 1);
if ((charHotspot->roomNumber != h.roomNumber()) || (h.voiceCtr() == 0) ||
!res.checkHotspotExtent(charHotspot)) {
// Remove the animation
res.deactivateHotspot(&h);
return;
}
h.setPosition(charHotspot->startX + charHotspot->talkX + 12,
charHotspot->startY + charHotspot->talkY - 20);
}
void HotspotTickHandlers::roomExitAnimHandler(Hotspot &h) {
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
Room &room = Room::getReference();
RoomExitJoinData *rec = res.getExitJoin(h.hotspotId());
if (!rec)
return;
RoomExitJoinStruct &rs = (rec->hotspots[0].hotspotId == h.hotspotId()) ?
rec->hotspots[0] : rec->hotspots[1];
if ((rec->blocked != 0) && (rs.currentFrame != rs.destFrame)) {
// Closing the door
h.setOccupied(true);
++rs.currentFrame;
if ((rs.currentFrame == rs.destFrame) && (h.hotspotId() == room.roomNumber()))
Sound.addSound(rs.closeSound);
} else if ((rec->blocked == 0) && (rs.currentFrame != 0)) {
// Opening the door
h.setOccupied(false);
--rs.currentFrame;
if ((rs.currentFrame == rs.destFrame) && (h.hotspotId() == room.roomNumber())) {
Sound.addSound(rs.openSound);
// If in the outside village, trash reverb
if (fields.getField(AREA_FLAG) == 1)
Sound.musicInterface_TrashReverb();
}
}
h.setFrameNumber(rs.currentFrame);
}
void HotspotTickHandlers::playerAnimHandler(Hotspot &h) {
Resources &res = Resources::getReference();
Room &room = Room::getReference();
Mouse &mouse = Mouse::getReference();
RoomPathsData &paths = Resources::getReference().getRoom(h.roomNumber())->paths;
PathFinder &pathFinder = h.pathFinder();
CurrentActionStack &actions = h.currentActions();
uint16 impingingList[MAX_NUM_IMPINGING];
int numImpinging;
Action hsAction;
uint16 hotspotId;
HotspotData *hotspot;
Common::String buffer;
buffer = h.currentActions().getDebugInfo();
debugC(ERROR_DETAILED, kLureDebugAnimations,
"Hotspot player anim handler p=(%d,%d,%d) bs=%d\n%s",
h.x(), h.y(), h.roomNumber(), h.blockedState(), buffer.c_str());
h.handleTalkDialog();
// If a frame countdown is in progress, then decrement and exit
if (h.frameCtr() > 0) {
debugC(ERROR_DETAILED, kLureDebugAnimations, "Frame countdown = %d", h.frameCtr());
h.decrFrameCtr();
return;
}
numImpinging = Support::findIntersectingCharacters(h, impingingList);
if (h.skipFlag()) {
debugC(ERROR_DETAILED, kLureDebugAnimations, "Skip flag set: numImpinging = %d", numImpinging);
if (numImpinging > 0)
return;
h.setSkipFlag(false);
}
/* interactHotspotId never seems to be set
if (h.resource()->interactHotspotId != 0) {
h.resource()->interactHotspotId = 0;
Hotspot *hotspot = res.getActiveHotspot(h.resource()->interactHotspotId);
assert(hotspot);
if ((hotspot->characterMode() != CHARMODE_WAIT_FOR_INTERACT) &&
!actions.isEmpty())
actions.top().setAction(ACTION_NONE);
}
*/
if (h.pauseCtr() > 0) {
debugC(ERROR_DETAILED, kLureDebugAnimations, "Pause countdown = %d", h.pauseCtr());
h.updateMovement();
h.pathFinder().clear();
if (h.pauseCtr() == 1) {
h.setPauseCtr(0);
if (h.characterMode() == 0) {
h.setOccupied(false);
return;
}
} else {
res.pausedList().scan(h);
return;
}
}
if ((h.characterMode() != CHARMODE_NONE) && (h.characterMode() != CHARMODE_IDLE)) {
if (h.delayCtr() != 0) {
debugC(ERROR_DETAILED, kLureDebugAnimations, "Delay countdown = %d", h.delayCtr());
h.updateMovement();
h.pathFinder().clear();
h.setDelayCtr(h.delayCtr() - 1);
return;
}
debugC(ERROR_DETAILED, kLureDebugAnimations, "Character mode = %d", h.characterMode());
h.setOccupied(false);
h.setCharacterMode(CHARMODE_NONE);
if (h.tempDest().counter != 0) {
// Start walking to the previously set destination
h.tempDest().counter = 0;
h.setDestPosition(h.tempDest().position.x, h.tempDest().position.y);
h.currentActions().addFront(START_WALKING, h.roomNumber());
h.setWalkFlag(false);
}
return;
}
CurrentAction action = actions.action();
PathFinderResult pfResult;
switch (action) {
case NO_ACTION:
// Make sure there is no longer any destination
h.setDestHotspot(0);
h.updateMovement2(CHARMODE_IDLE);
h.doNothing(NULL);
strcpy(room.statusLine(), "");
break;
case DISPATCH_ACTION:
// Dispatch an action
h.setDestHotspot(0);
hotspot = NULL;
if (actions.top().hasSupportData()) {
hsAction = actions.top().supportData().action();
if (actions.top().supportData().numParams() > 0) {
hotspotId = actions.top().supportData().param((hsAction == USE) ? 1 : 0);
hotspot = res.getHotspot(hotspotId);
}
} else {
hsAction = NONE;
}
h.doAction(hsAction, hotspot);
break;
case EXEC_HOTSPOT_SCRIPT:
// A hotspot script is in progress for the player, so don't interrupt
if (h.executeScript()) {
// Script is finished, so pop of the execution action
actions.pop();
}
break;
case START_WALKING:
// Start the player walking to the given destination
h.setCoveredFlag(VB_INITIAL);
h.setOccupied(false);
// Reset the path finder / walking sequence
pathFinder.reset(paths);
// Set current action to processing walking path
actions.pop();
h.currentActions().addFront(PROCESSING_PATH, h.roomNumber());
// fall through
case PROCESSING_PATH:
h.setCharacterMode(CHARMODE_NONE);
res.pausedList().scan(h);
pfResult = pathFinder.process();
if (pfResult == PF_UNFINISHED)
break;
// Pathfinding is now complete
buffer = pathFinder.getDebugInfo();
debugC(ERROR_DETAILED, kLureDebugAnimations,
"Pathfind processing done; result=%d, walkFlag=%d\n%s",
pfResult, h.walkFlag(), buffer.c_str());
if ((pfResult != PF_OK) && (h.walkFlag() || (pfResult != PF_DEST_OCCUPIED))) {
debugC(ERROR_DETAILED, kLureDebugAnimations, "Blocked state checking");
if (h.blockedState() == BS_FINAL) {
res.pausedList().reset(h.hotspotId());
h.setBlockedState(BS_NONE);
h.currentActions().pop();
h.setCharacterMode(CHARMODE_PLAYER_WAIT);
h.setDelayCtr(7);
return;
} else if (h.blockedState() != BS_NONE) {
h.tempDest().position.x = h.destX();
h.tempDest().position.y = h.destY();
h.tempDest().counter = 1;
h.setBlockedState((BlockedState) ((int)h.blockedState() + 1));
h.setRandomDest();
return;
}
}
h.setCharacterMode(CHARMODE_NONE);
h.setPosition(h.x(), h.y() & 0xFFF8);
if (pathFinder.isEmpty()) {
mouse.setCursorNum(CURSOR_ARROW);
h.currentActions().top().setAction(DISPATCH_ACTION);
break;
}
h.currentActions().top().setAction(WALKING);
if (mouse.getCursorNum() != CURSOR_CAMERA)
mouse.setCursorNum(CURSOR_ARROW);
// fall through
case WALKING:
// The character is currently moving
h.setOccupied(false);
if (h.destHotspotId() != 0) {
RoomExitJoinData *joinRec = res.getExitJoin(h.destHotspotId());
if ((joinRec != NULL) && (joinRec->blocked)) {
// Player is walking to a blocked room exit, so stop walking
actions.pop();
h.setOccupied(true);
break;
}
}
if (res.pausedList().check(PLAYER_ID, numImpinging, impingingList) == 0) {
if (h.walkingStep()) {
// Walking done
if (room.cursorState() == CS_BUMPED)
room.setCursorState(CS_NONE);
if (h.tempDest().counter != 0) {
h.setCharacterMode(CHARMODE_PLAYER_WAIT);
h.setDelayCtr(IDLE_COUNTDOWN_SIZE);
return;
}
h.currentActions().top().setAction(DISPATCH_ACTION);
}
// Check for whether need to change room
if (Support::checkRoomChange(h))
// Player changinge room - break now to avoid resetting occupied status
break;
}
h.setOccupied(true);
break;
default:
break;
}
debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot player anim handler end");
}
void HotspotTickHandlers::followerAnimHandler(Hotspot &h) {
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
Hotspot *player = res.getActiveHotspot(PLAYER_ID);
if ((h.resource()->tickProcId == FOLLOWER_TICK_PROC_2) || (fields.getField(37) == 0)) {
if (h.currentActions().isEmpty() && (h.roomNumber() != player->roomNumber())) {
// Character in different room than player
if (h.hotspotId() == GOEWIN_ID)
h.currentActions().addFront(DISPATCH_ACTION, player->roomNumber());
else {
// Scan through the translation list for an alternate destination room
const RoomTranslationRecord *p = &roomTranslations[0];
while ((p->srcRoom != 0) && (p->srcRoom != player->roomNumber()))
++p;
if (p->destRoom == h.roomNumber())
// Character is already in destination room, so set a random dest
h.setRandomDest();
else
// Move character to either the player's room, or found alternate destination
h.currentActions().addFront(DISPATCH_ACTION,
(p->srcRoom != 0) ? p->destRoom : player->roomNumber());
}
}
}
// If some action is in progress, do standard handling
if (h.characterMode() != CHARMODE_IDLE) {
standardCharacterAnimHandler(h);
return;
}
// Handle any pause countdown
if (countdownCtr > 0) {
--countdownCtr;
standardCharacterAnimHandler(h);
return;
}
// Handle selecting a random action for the character to do
RandomActionSet *set = res.randomActions().getRoom(h.roomNumber());
if (!set) {
standardCharacterAnimHandler(h);
return;
}
Common::RandomSource &rnd = LureEngine::getReference().rnd();
RandomActionType actionType;
uint16 scheduleId;
int actionIndex = rnd.getRandomNumber(set->numActions() - 1);
set->getEntry(actionIndex, actionType, scheduleId);
if (actionType == REPEAT_ONCE_DONE) {
// Repeat once random action that's already done, so don't repeat it
standardCharacterAnimHandler(h);
return;
}
// For repeat once actions, make sure the character is in the same room as the player
if (actionType == REPEAT_ONCE) {
if (player->roomNumber() != h.roomNumber()) {
// Not in the same room, so don't do the action
standardCharacterAnimHandler(h);
return;
}
// Flag the action as having been done, so it won't be repeated
set->setDone(actionIndex);
}
if (scheduleId == 0) {
// No special schedule to perform, so simply set a random destination
h.setRandomDest();
} else {
// Prepare the follower to standard the specified schedule
CharacterScheduleEntry *newEntry = res.charSchedules().getEntry(scheduleId);
assert(newEntry);
h.currentActions().addFront(DISPATCH_ACTION, newEntry, h.roomNumber());
// Set a random delay before beginning the action
countdownCtr = rnd.getRandomNumber(32);
}
standardCharacterAnimHandler(h);
}
void HotspotTickHandlers::jailorAnimHandler(Hotspot &h) {
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
Game &game = Game::getReference();
HotspotData *player = res.getHotspot(PLAYER_ID);
if ((fields.getField(11) != 0) || (h.hotspotId() == CASTLE_SKORL_ID)) {
if (!h.skipFlag() && !game.preloadFlag() && (h.roomNumber() == player->roomNumber)) {
if (Support::charactersIntersecting(h.resource(), player)) {
// Skorl has caught the player
Game::getReference().setState(GS_RESTORE_RESTART | GS_CAUGHT);
}
}
}
standardCharacterAnimHandler(h);
}
void HotspotTickHandlers::sonicRatAnimHandler(Hotspot &h) {
if (h.actionCtr() == 0) {
HotspotData *player = Resources::getReference().getHotspot(PLAYER_ID);
if (Support::charactersIntersecting(h.resource(), player))
h.setActionCtr(1);
} else {
standardAnimHandler(h);
}
}
void HotspotTickHandlers::droppingTorchAnimHandler(Hotspot &h) {
if (h.frameCtr() > 0)
h.setFrameCtr(h.frameCtr() - 1);
else {
bool result = h.executeScript();
if (result) {
// Changeover to the fire on the straw
Resources &res = Resources::getReference();
res.deactivateHotspot(h.hotspotId());
res.activateHotspot(0x41C);
// Add sound
Sound.addSound(8);
// Enable the fire and activate its animation
HotspotData *fire = res.getHotspot(0x418);
fire->flags |= 0x80;
fire->loadOffset = 4;
res.activateHotspot(0x418);
fire->loadOffset = 2;
}
}
}
void HotspotTickHandlers::playerSewerExitAnimHandler(Hotspot &h) {
if (h.frameCtr() > 0) {
h.decrFrameCtr();
} else if (h.executeScript()) {
Resources &res = Resources::getReference();
// Deactive the dropping animation
h.setLayer(0);
res.deactivateHotspot(h.hotspotId());
// Position the player
Hotspot *playerHotspot = res.getActiveHotspot(PLAYER_ID);
playerHotspot->setPosition(FULL_SCREEN_WIDTH / 2, (FULL_SCREEN_HEIGHT - MENUBAR_Y_SIZE) / 2);
playerHotspot->setDirection(DOWN);
playerHotspot->setCharacterMode(CHARMODE_NONE);
// Setup Ratpouch
Hotspot *ratpouchHotspot = res.getActiveHotspot(RATPOUCH_ID);
assert(ratpouchHotspot);
ratpouchHotspot->setCharacterMode(CHARMODE_NONE);
ratpouchHotspot->setDelayCtr(0);
ratpouchHotspot->setActions(0x821C00);
// Ratpouch has previously been moved to room 8. Start him moving to room 7
ratpouchHotspot->currentActions().clear();
ratpouchHotspot->currentActions().addFront(DISPATCH_ACTION, 7);
}
}
void HotspotTickHandlers::fireAnimHandler(Hotspot &h) {
standardAnimHandler(h);
h.setOccupied(true);
}
void HotspotTickHandlers::sparkleAnimHandler(Hotspot &h) {
Resources &res = Resources::getReference();
Hotspot *player = res.getActiveHotspot(PLAYER_ID);
ValueTableData &fields = res.fieldList();
h.setRoomNumber(player->roomNumber());
h.setPosition(player->x() - 14, player->y() - 10);
h.setActionCtr(h.actionCtr() + 1);
if (h.actionCtr() == 6) {
int animIndex;
if ((fields.getField(11) == 2) || (fields.getField(28) != 0)) {
fields.setField(28, 0);
animIndex = PLAYER_ANIM_INDEX;
} else {
fields.setField(28, fields.getField(28) + 1);
animIndex = SELENA_ANIM_INDEX;
}
player->setAnimationIndex(animIndex);
}
if (h.executeScript()) {
HotspotData *data = h.resource();
res.deactivateHotspot(&h);
data->roomNumber = 0x1A8;
if (fields.getField(28) != 0) {
Hotspot *ratpouch = res.getActiveHotspot(RATPOUCH_ID);
assert(ratpouch);
ratpouch->converse(NOONE_ID, 0x854, false);
uint16 dataId = res.getCharOffset(4);
CharacterScheduleEntry *entry = res.charSchedules().getEntry(dataId);
ratpouch->currentActions().addFront(DISPATCH_ACTION, entry, ratpouch->roomNumber());
ratpouch->setActionCtr(0);
}
}
}
void HotspotTickHandlers::teaAnimHandler(Hotspot &h) {
if (h.frameCtr() > 0) {
h.decrFrameCtr();
return;
}
if (h.executeScript()) {
// Signal that the tea is done
h.setHotspotScript(0xB82);
Resources::getReference().fieldList().setField(27, 1);
}
}
void HotspotTickHandlers::goewinCaptiveAnimHandler(Hotspot &h) {
if (h.actionCtr() > 0) {
if (h.executeScript()) {
h.setTickProc(STANDARD_CHARACTER_TICK_PROC);
h.setActionCtr(0);
}
}
}
void HotspotTickHandlers::prisonerAnimHandler(Hotspot &h) {
ValueTableData &fields = Resources::getReference().fieldList();
Common::RandomSource &rnd = LureEngine::getReference().rnd();
h.handleTalkDialog();
if (h.frameCtr() > 0) {
h.setFrameCtr(h.frameCtr() - 1);
return;
}
if (h.actionCtr() != 0) {
if (h.executeScript() == 0) {
h.setActionCtr(0);
h.setHotspotScript(0x3E0);
}
return;
}
if ((fields.getField(PRISONER_DEAD) == 0) && (rnd.getRandomNumber(65536) >= 6)) {
h.setActionCtr(1);
h.setHotspotScript(0x3F6);
}
}
void HotspotTickHandlers::catrionaAnimHandler(Hotspot &h) {
h.handleTalkDialog();
if (h.frameCtr() > 0) {
h.decrFrameCtr();
} else {
h.executeScript();
int delayVal = (h.actionCtr() == 0) ? 5 : h.actionCtr();
h.setFrameCtr(delayVal);
}
}
void HotspotTickHandlers::morkusAnimHandler(Hotspot &h) {
h.handleTalkDialog();
if (h.frameCtr() > 0) {
h.decrFrameCtr();
return;
}
if (h.executeScript()) {
// Script is done - set new script to one of two alternates randomly
Common::RandomSource &rnd = LureEngine::getReference().rnd();
h.setHotspotScript(rnd.getRandomNumber(100) >= 50 ? 0x54 : 0);
h.setFrameCtr(20 + rnd.getRandomNumber(63));
}
}
void HotspotTickHandlers::talkAnimHandler(Hotspot &h) {
// Talk handler
Resources &res = Resources::getReference();
StringData &strings = StringData::getReference();
Screen &screen = Screen::getReference();
Room &room = Room::getReference();
Mouse &mouse = Mouse::getReference();
TalkSelections &talkSelections = res.getTalkSelections();
TalkData *data = res.getTalkData();
TalkEntryList &entries = data->entries;
Hotspot *charHotspot;
char buffer[MAX_DESC_SIZE];
Common::Rect r;
int lineNum, numLines;
int selectedLine, responseNumber;
bool showSelections, keepTalkingFlag;
TalkEntryList::iterator i;
TalkEntryData *entry;
uint16 result, descId;
debugC(ERROR_DETAILED, kLureDebugAnimations, "Player talk anim handler state = %d", res.getTalkState());
switch (res.getTalkState()) {
case TALK_NONE:
talkDestCharacter = h.resource()->talkDestCharacterId;
assert(talkDestCharacter != 0);
// Make sure any other dialog is finished before we start talking
if (room.isDialogShowing())
return;
// fall through
case TALK_START:
// Handle initial setup of talking options
// Reset talk entry pointer list
for (lineNum = 0; lineNum < MAX_TALK_SELECTIONS; ++lineNum)
talkSelections[lineNum] = NULL;
// Loop through list to find entries to display
_talkResponse = NULL;
numLines = 0;
showSelections = false;
i = entries.begin();
for (lineNum = 0; lineNum < res.getTalkStartEntry(); ++lineNum)
if (i != entries.end()) ++i;
for (; i != entries.end(); ++i) {
entry = (*i).get();
uint8 flags = (uint8) (entry->descId >> 14);
if (flags == 3)
// Skip the entry
continue;
uint16 sequenceOffset = entry->preSequenceId & 0x3fff;
bool showLine = sequenceOffset == 0;
if (!showLine) {
debugC(ERROR_DETAILED, kLureDebugAnimations,
"Checking whether to display line: script=%xh, descId=%d",
sequenceOffset, entry->descId);
showLine = Script::execute(sequenceOffset) != 0;
}
if (showLine) {
talkSelections[numLines++] = entry;
showSelections |= (entry->descId & 0x3fff) != TALK_MAGIC_ID;
}
if ((entry->preSequenceId & 0x8000) != 0)
break;
}
if (showSelections && (numLines > 1)) {
res.setTalkState(TALK_SELECT);
// Make sure the dest character holds still while an option is selected
//HotspotData *destHotspot = res.getHotspot(talkDestCharacter);
//destHotspot->talkerId = h.hotspotId();
} else {
res.setTalkState(TALK_RESPOND);
res.setTalkSelection(1);
}
break;
case TALK_SELECT:
r.left = 0; r.right = FULL_SCREEN_WIDTH - 1;
selectedLine = mouse.y() / MENUBAR_Y_SIZE;
if ((selectedLine > MAX_TALK_SELECTIONS) || ((selectedLine != 0) &&
!talkSelections[selectedLine-1]))
selectedLine = 0;
for (lineNum = 0; lineNum < MAX_TALK_SELECTIONS; ++lineNum) {
if (!talkSelections[lineNum]) break;
entry = talkSelections[lineNum];
strings.getString(entry->descId & 0x3fff, buffer);
// Clear line
r.top = (lineNum + 1) * MENUBAR_Y_SIZE;
r.bottom = r.top + MENUBAR_Y_SIZE - 1;
screen.screen().fillRect(r, 0);
// Display line
byte color = LureEngine::getReference().isEGA() ?
((lineNum + 1 == selectedLine) ? EGA_DIALOG_WHITE_COLOR : EGA_DIALOG_TEXT_COLOR) :
((lineNum + 1 == selectedLine) ? VGA_DIALOG_WHITE_COLOR : VGA_DIALOG_TEXT_COLOR);
screen.screen().writeString(r.left, r.top, buffer, false, color);
}
if (mouse.mButton() || mouse.rButton()) {
// Abort the conversation
talkEndConversation();
// Have destination character show question speech bubble
charHotspot = res.getActiveHotspot(talkDestCharacter);
if (charHotspot != NULL)
charHotspot->showMessage(13, NOONE_ID);
} else if (mouse.lButton() && (selectedLine != 0)) {
// Set the talk response index to use
res.setTalkSelection(selectedLine);
res.setTalkState(TALK_RESPOND);
}
break;
case TALK_RESPOND:
// Handle initial response to show the question in a talk dialog if needed
if (h.resource()->talkCountdown != 0) {
// Current talk dialog already pending needs to finish
h.handleTalkDialog();
return;
}
// Get the original question for display
selectedLine = res.getTalkSelection();
entry = talkSelections[selectedLine-1];
descId = entry->descId & 0x3fff;
entry->descId |= 0x4000;
debugC(ERROR_DETAILED, kLureDebugAnimations, "Talk line set: line=#%d, desc=%xh",
selectedLine, descId);
// Get the response the destination character will say
if (descId != TALK_MAGIC_ID) {
// Set up to display the question and response in talk dialogs
h.converse(talkDestCharacter, descId);
res.setTalkState(TALK_RESPOND_2);
} else {
res.setTalkState(TALK_RESPOND_3);
}
break;
case TALK_RESPOND_2:
// Wait until the question dialog is no longer active
h.handleTalkDialog();
debugC(ERROR_DETAILED, kLureDebugAnimations, "Player talk dialog countdown %d",
h.resource()->talkCountdown);
if (res.getTalkingCharacter() != 0)
return;
// fall through
case TALK_RESPOND_3:
// Respond
selectedLine = res.getTalkSelection();
entry = talkSelections[selectedLine-1];
responseNumber = entry->postSequenceId;
debugC(ERROR_DETAILED, kLureDebugAnimations, "Post sequence Id = %xh", responseNumber);
if ((responseNumber & 0x8000) != 0) {
responseNumber = Script::execute(responseNumber & 0x7fff);
debugC(ERROR_DETAILED, kLureDebugAnimations, "Post sequence Id = %xh", responseNumber);
}
do {
_talkResponse = res.getTalkData()->getResponse(responseNumber);
debugC(ERROR_DETAILED, kLureDebugAnimations, "Character response pre id = %xh",
_talkResponse->preSequenceId);
if (!_talkResponse->preSequenceId)
break;
responseNumber = Script::execute(_talkResponse->preSequenceId);
debugC(ERROR_DETAILED, kLureDebugAnimations, "Character response new response = %d",
responseNumber);
} while (responseNumber != TALK_RESPONSE_MAGIC_ID);
descId = _talkResponse->descId;
if ((descId & 0x8000) != 0)
descId = Script::execute(descId & 0x7fff);
if (descId != TALK_MAGIC_ID) {
charHotspot = res.getActiveHotspot(talkDestCharacter);
if (charHotspot != NULL)
charHotspot->converse(PLAYER_ID, descId, true);
}
res.setTalkState(TALK_RESPONSE_WAIT);
break;
case TALK_RESPONSE_WAIT:
// Wait until the character's response has finished being displayed
h.handleTalkDialog();
charHotspot = res.getActiveHotspot(talkDestCharacter);
assert(charHotspot);
debugC(ERROR_DETAILED, kLureDebugAnimations, "Player talk dialog countdown %d",
(charHotspot) ? charHotspot->resource()->talkCountdown : 0);
if ((charHotspot->resource()->talkCountdown > 0) || (res.getTalkingCharacter() != 0))
return;
result = _talkResponse->postSequenceId;
debugC(ERROR_DETAILED, kLureDebugAnimations, "Character response post id = %xh", result);
if (result == 0xffff)
keepTalkingFlag = false;
else {
if ((result & 0x8000) == 0)
keepTalkingFlag = true;
else {
result = Script::execute(result & 0x7fff);
keepTalkingFlag = result != 0xffff;
}
}
debugC(ERROR_DETAILED, kLureDebugAnimations, "Keep Talking flag = %d", keepTalkingFlag);
if (keepTalkingFlag) {
// Reset for loading the next set of talking options
res.setTalkStartEntry(result);
res.setTalkState(TALK_START);
} else {
// End the conversation
talkEndConversation();
}
break;
default:
break;
}
}
void HotspotTickHandlers::talkEndConversation() {
Resources &res = Resources::getReference();
Hotspot *charHotspot = res.getActiveHotspot(talkDestCharacter);
assert(charHotspot);
res.getActiveHotspot(PLAYER_ID)->setTickProc(PLAYER_TICK_PROC_ID);
charHotspot->setUseHotspotId(0);
charHotspot->resource()->talkerId = 0;
charHotspot->setDelayCtr(24);
res.setTalkData(0);
res.setCurrentAction(NONE);
res.setTalkState(TALK_NONE);
}
void HotspotTickHandlers::fighterAnimHandler(Hotspot &h) {
Fights.fighterAnimHandler(h);
}
void HotspotTickHandlers::playerFightAnimHandler(Hotspot &h) {
Fights.playerAnimHandler(h);
}
void HotspotTickHandlers::grubAnimHandler(Hotspot &h) {
Resources &res = Resources::getReference();
h.handleTalkDialog();
Hotspot *character = res.getActiveHotspot(PLAYER_ID);
uint16 frameNumber = 0;
if (character->y() < 79) {
// If player is behind Grub, use Ratpouch if possible
Hotspot *ratpouch = res.getActiveHotspot(RATPOUCH_ID);
if ((ratpouch != NULL) && (ratpouch->roomNumber() == h.roomNumber()))
character = ratpouch;
}
if (character->x() < 72)
frameNumber = 0;
else if (character->x() < 172)
frameNumber = 1;
else
frameNumber = 2;
h.setActionCtr(frameNumber);
h.setFrameNumber(frameNumber);
}
void HotspotTickHandlers::barmanAnimHandler(Hotspot &h) {
Resources &res = Resources::getReference();
Room &room = Room::getReference();
BarEntry &barEntry = res.barmanLists().getDetails(h.roomNumber());
Common::RandomSource &rnd = LureEngine::getReference().rnd();
h.handleTalkDialog();
if (h.delayCtr() > 0) {
h.setDelayCtr(h.delayCtr() - 1);
return;
}
if (h.frameCtr() == 0) {
// Barman not currently doing something
if (barEntry.currentCustomer != NULL) {
// A customer has been set to be served
Hotspot *servee = res.getActiveHotspot(barEntry.currentCustomer->hotspotId);
if (servee != NULL) {
// Check whether the character is still at the bar
if ((servee->y() + servee->heightCopy()) >= ((barEntry.gridLine << 3) + 24)) {
// Customer has left - nullify their entry
barEntry.currentCustomer->hotspotId = 0;
barEntry.currentCustomer->serveFlags = 0;
barEntry.currentCustomer = NULL;
}
else if (servee->hotspotId() != PLAYER_ID) {
// Any other NPC character, so serve them
barEntry.currentCustomer->serveFlags = 0;
} else {
// Servee is the player, flag to stop the barman until the player walks away
barEntry.currentCustomer->serveFlags &= 0x7f;
if ((barEntry.currentCustomer->serveFlags & 7) != 0) {
// Barman needs to do something
h.setFrameCtr(barEntry.currentCustomer->serveFlags);
barEntry.currentCustomer->serveFlags &= 0xf8;
} else if (h.resource()->talkerId == 0) {
// Barman is not currently being talked to
// Clear entry from list
barEntry.currentCustomer->hotspotId = 0;
barEntry.currentCustomer->serveFlags = 0;
barEntry.currentCustomer = NULL;
// Set the barman to polish the bar
h.setFrameCtr(2);
}
}
return;
}
}
// Check for any customer waiting to be served
for (int index = 0; index < NUM_SERVE_CUSTOMERS; ++index) {
if ((barEntry.customers[index].serveFlags & 0x80) != 0) {
// Found one to serve
barEntry.customers[index].serveFlags = 0;
barEntry.currentCustomer = &barEntry.customers[index];
Hotspot *hotspot = res.getActiveHotspot(barEntry.customers[index].hotspotId);
assert(hotspot);
h.setSupportValue(hotspot->x()); // Save the position to move to
h.setFrameCtr(0x80); // Flag for movement
return;
}
}
// At this point, no customers need servering. Empty the table
barEntry.currentCustomer = NULL;
for (int index = 0; index < NUM_SERVE_CUSTOMERS; ++index) {
barEntry.customers[index].hotspotId = 0;
barEntry.customers[index].serveFlags = 0;
}
// Choose a random action for the barman to do - walk around, polish the bar, or wait
h.setFrameCtr(rnd.getRandomNumber(2) + 1);
}
// At this point the barman is known to be doing something
if ((h.frameCtr() & 0x80) != 0) {
// Bit 7 being set indicates the barman is moving to a destination
int16 xDiff = h.x() - h.supportValue();
if (ABS(xDiff) >= 2) {
// Keep the barman moving
if (xDiff > 0) {
// Moving left
h.setPosition(h.x() - 2, h.y());
h.setActionCtr(h.actionCtr() + 1);
if ((h.actionCtr() >= 12) || (h.actionCtr() < 6))
h.setActionCtr(6);
} else {
// Moving right
h.setPosition(h.x() + 2, h.y());
h.setActionCtr(h.actionCtr() + 1);
if (h.actionCtr() >= 6)
h.setActionCtr(0);
}
} else {
// Stop the barman moving
h.setActionCtr(12);
h.setFrameCtr(h.frameCtr() & 0x7f);
}
h.setFrameNumber(h.actionCtr());
return;
}
// All other actions
uint16 xp, id;
const uint16 *frameList;
uint16 frameNumber;
BarmanAction action = (BarmanAction) (h.frameCtr() & 0x3F);
switch (action) {
case WALK_AROUND:
// Wander around between the ends of the bar
if (h.hotspotId() == EWAN_ID)
xp = rnd.getRandomNumber(51) + 94;
else
xp = rnd.getRandomNumber(85) + 117;
h.setSupportValue(xp);
h.setFrameCtr(0x83);
return;
case POLISH_BAR:
case SERVE_BEER:
if (action == SERVE_BEER) {
// Serving a beer
if ((h.frameCtr() & 0x40) == 0)
h.setSupportValue(h.resource()->flags2);
} else {
// Polishing the bar
if ((h.frameCtr() & 0x40) == 0) {
// New polish beginning
id = BG_RANDOM << 8;
if (h.hotspotId() == EWAN_ID) {
HotspotData *player = res.getHotspot(PLAYER_ID);
HotspotData *gwyn = res.getHotspot(GWEN_ID);
HotspotData *wayne = res.getHotspot(WAYNE_ID);
if ((player->roomNumber != 35) && (gwyn->roomNumber != 35) && (wayne->roomNumber != 35)) {
h.setAnimationIndex(EWAN_ANIM_INDEX);
if (rnd.getRandomNumber(1) == 1)
id = BG_EXTRA1 << 8;
else {
// Set up alternate animation
h.setWidth(32);
h.setAnimationIndex(EWAN_ALT_ANIM_INDEX);
ewanXOffset = true;
h.setPosition(h.x() - 8, h.y());
id = BG_EXTRA2 << 8;
}
}
}
h.setSupportValue(id);
}
}
// At this point, either a polish or a beer serve is in progress
h.setFrameCtr(h.frameCtr() | 0x40);
h.setSupportValue(h.supportValue() + 1); // Move to next frame
frameList = barEntry.graphics[h.supportValue() >> 8];
frameNumber = frameList[h.supportValue() & 0xff];
if (frameNumber != 0) {
h.setActionCtr(frameNumber);
h.setFrameNumber(frameNumber);
return;
}
if (h.hotspotId() == EWAN_ID) {
// Make sure Ewan is back to his standard animation
h.setWidth(16);
h.setAnimationIndex(EWAN_ANIM_INDEX);
if (ewanXOffset) {
h.setPosition(h.x() + 8, h.y());
ewanXOffset = false;
}
}
break;
case WAIT_DIALOG:
if (room.isDialogActive()) {
h.setFrameNumber(h.actionCtr());
return;
}
break;
case WAIT:
default:
// Immediate break, since the code outside the switch handles stopping the barman
break;
}
// If this point is reached, then the barman should stop whatever he's doing
if (action != WAIT_DIALOG)
h.setDelayCtr(10);
h.setFrameCtr(0);
h.setActionCtr(12);
h.setFrameNumber(h.actionCtr());
}
void HotspotTickHandlers::skorlAnimHandler(Hotspot &h) {
h.handleTalkDialog();
h.setFrameNumber(h.actionCtr());
}
void HotspotTickHandlers::gargoyleAnimHandler(Hotspot &h) {
h.handleTalkDialog();
}
void HotspotTickHandlers::goewinShopAnimHandler(Hotspot &h) {
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
h.resource()->actionHotspotId = 0;
h.setCharacterMode(CHARMODE_WAIT_FOR_INTERACT);
h.handleTalkDialog();
if (h.frameCtr() > 0) {
h.decrFrameCtr();
return;
}
h.executeScript();
if (h.delayCtr() > 0) {
h.setDelayCtr(h.delayCtr() - 1);
if (h.delayCtr() == 0) {
Hotspot *playerHotspot = res.getActiveHotspot(PLAYER_ID);
uint16 talkIndex = fields.getField(TALK_INDEX);
if ((talkIndex == 12) || (talkIndex == 13) || (talkIndex == 14) ||
(playerHotspot->roomNumber() == 34))
h.setDelayCtr(1500);
else
Script::normalGoewin(0, 0, 0);
}
}
}
void HotspotTickHandlers::skullAnimHandler(Hotspot &h) {
Resources &res = Resources::getReference();
uint16 doorId = 0x272E;
if ((h.hotspotId() == 0x42E) || (h.hotspotId() == 0x431) || (h.hotspotId() == 0x432))
doorId = 0x272A;
else if ((h.hotspotId() == 0x42f) || (h.hotspotId() == 0x433))
doorId = 0x272C;
RoomExitJoinData *joinRec = res.getExitJoin(doorId);
if ((h.hotspotId() == 0x42E) || (h.hotspotId() == 0x42F)) {
h.setFrameNumber(joinRec->blocked ? 0 : 1);
} else {
h.setFrameNumber(joinRec->blocked ? 1 : 0);
}
}
void HotspotTickHandlers::dragonFireAnimHandler(Hotspot &h) {
if (h.executeScript())
// Script is finished - player is dead
Game::getReference().setState(GS_RESTORE_RESTART);
}
void HotspotTickHandlers::castleSkorlAnimHandler(Hotspot &h) {
Resources &res = Resources::getReference();
h.handleTalkDialog();
if (h.frameCtr() > 0) {
h.decrFrameCtr();
return;
}
if (h.executeScript()) {
HotspotData *hotspot = res.getHotspot(h.hotspotId());
assert(hotspot);
res.deactivateHotspot(hotspot->hotspotId);
hotspot->roomNumber = 0xffff;
hotspot->layer = 255;
hotspot->talkCountdown = 0;
hotspot->flags |= HOTSPOTFLAG_MENU_EXCLUSION;
hotspot = res.getHotspot(CASTLE_SKORL_ID);
hotspot->roomNumber = 45;
res.activateHotspot(CASTLE_SKORL_ID);
}
}
void HotspotTickHandlers::rackSerfAnimHandler(Hotspot &h) {
Resources &res = Resources::getReference();
// Handle any talking
h.handleTalkDialog();
if (h.frameCtr() > 0) {
h.decrFrameCtr();
return;
}
switch (h.actionCtr()) {
case 1:
h.setHotspotScript(RACK_SERF_SCRIPT_ID_1);
h.setActionCtr(2);
break;
case 2:
if (HotspotScript::execute(&h))
h.setActionCtr(0);
break;
case 3:
h.setHotspotScript(RACK_SERF_SCRIPT_ID_2);
h.setActionCtr(4);
h.setLayer(2);
// fall through
case 4:
if (HotspotScript::execute(&h)) {
h.setLayer(255);
res.deactivateHotspot(h.hotspotId());
HotspotData *ratpouchData = res.getHotspot(RATPOUCH_ID);
ratpouchData->roomNumber = 4;
Hotspot *newHotspot = res.activateHotspot(RATPOUCH_ID);
newHotspot->converse(PLAYER_ID, 0x9C, true);
}
break;
default:
break;
}
}
/*-------------------------------------------------------------------------*/
// support method for the standard character tick proc routine - it gets called
// when the character is in the wrong room designated for an action, and is
// responsible for starting the character walking to the correct exit
void HotspotTickHandlers::npcRoomChange(Hotspot &h) {
Resources &res = Resources::getReference();
// Increment number of times an exit has been attempted
h.setExitCtr(h.exitCtr() + 1);
if (h.exitCtr() >= 5) {
// Failed to exit room too many times
h.setExitCtr(0);
if (!h.currentActions().isEmpty()) {
if (h.startRoomNumber() != 0) {
// If character isn't already returning to starting room, redirect them to the
// player's current room
if (!h.currentActions().bottom().hasSupportData() ||
(h.currentActions().bottom().supportData().action() != RETURN)) {
// Start follower returning
Hotspot *playerHotspot = res.getActiveHotspot(PLAYER_ID);
h.currentActions().clear();
h.currentActions().addFront(RETURN, playerHotspot->roomNumber(), 0, 0);
}
}
} else if ((h.blockedOffset() != 0) && (h.blockedOffset() != 0xffff)) {
// Only current action on stack - and there is a block handler
CharacterScheduleEntry *entry = res.charSchedules().getEntry(h.blockedOffset());
h.currentActions().addFront(DISPATCH_ACTION, entry, h.roomNumber());
}
return;
}
// Get room exit coordinates
RoomExitCoordinateData &exitData = res.coordinateList().getEntry(
h.roomNumber()).getData(h.currentActions().top().roomNumber());
if (h.hotspotId() != RATPOUCH_ID) {
// Count up the number of characters in the room
HotspotList &list = res.activeHotspots();
HotspotList::iterator i;
int numCharacters = 0;
for (i = list.begin(); i != list.end(); ++i) {
if ((h.roomNumber() == (exitData.roomNumber & 0xff)) && (h.layer() != 0) &&
(h.hotspotId() >= PLAYER_ID) && (h.hotspotId() < FIRST_NONCHARACTER_ID))
++numCharacters;
}
if (numCharacters >= 4) {
uint16 dataId = res.getCharOffset(0);
CharacterScheduleEntry *entry = res.charSchedules().getEntry(dataId);
h.currentActions().addFront(DISPATCH_ACTION, entry, h.roomNumber());
return;
}
}
h.setDestPosition(exitData.x, exitData.y);
h.setDestHotspot(res.exitHotspots().getHotspot(h.roomNumber(), exitData.hotspotIndexId));
if (h.destHotspotId() != 0xffff) {
RoomExitJoinData *joinRec = res.getExitJoin(h.destHotspotId());
if (joinRec->blocked) {
// The room exit is blocked - so add an opening action
h.currentActions().addFront(OPEN, h.roomNumber(), h.destHotspotId(), 0);
h.setBlockedFlag(false);
return;
}
}
// No exit hotspot, or it has one that's not blocked. So start the walking
h.currentActions().top().setAction(START_WALKING);
h.setWalkFlag(true);
}
/*-------------------------------------------------------------------------*/
/* Miscellaneous classes */
/* */
/*-------------------------------------------------------------------------*/
// WalkingActionEntry class
// This method performs rounding of the number of steps depending on direciton
int WalkingActionEntry::numSteps() const {
switch (_direction) {
case UP:
case DOWN:
return (_numSteps + 1) >> 1;
case LEFT:
case RIGHT:
return (_numSteps + 3) >> 2;
default:
return 0;
}
}
// PathFinder class
PathFinder::PathFinder(Hotspot *h) {
_hotspot = h;
_inUse = false;
_list.clear();
_stepCtr = 0;
}
void PathFinder::clear() {
_stepCtr = 0;
_list.clear();
_inProgress = false;
_countdownCtr = PATHFIND_COUNTDOWN;
}
void PathFinder::reset(RoomPathsData &src) {
clear();
src.decompress(_layer, _hotspot->widthCopy());
_inUse = true;
}
// Does the next stage of processing to figure out a path to take to a given
// destination. Returns true if the path finding has been completed
PathFinderResult PathFinder::process() {
bool returnFlag = _inProgress;
// Check whether the pathfinding can be broken by the countdown counter
bool breakFlag = (PATHFIND_COUNTDOWN != 0);
_countdownCtr = PATHFIND_COUNTDOWN;
int v;
uint16 *pTemp;
bool scanFlag = false;
Direction currDirection = NO_DIRECTION;
Direction newDirection;
uint16 numSteps = 0, savedSteps = 0;
bool altFlag;
uint16 *pCurrent;
PathFinderResult result = PF_UNFINISHED;
bool skipToFinalStep = false;
if (!_inProgress) {
// Following code only done during first call to method
_inProgress = true;
initVars();
Common::Point diff(_destX - _xCurrent, _destY - _yCurrent);
_xCurrent >>= 3; _yCurrent >>= 3;
_xDestCurrent >>= 3; _yDestCurrent >>= 3;
if ((_xCurrent == _xDestCurrent) && (_yCurrent == _yDestCurrent)) {
// Very close move
if (_xDestPos > 0)
add(RIGHT, _xDestPos);
else if (_xDestPos < 0)
add(LEFT, -_xDestPos);
else if (diff.y > 0)
add(DOWN, diff.y);
else
add(UP, -diff.y);
_inProgress = false;
result = PF_OK;
skipToFinalStep = true;
} else {
// Path finding
_destX >>= 3;
_destY >>= 3;
_pSrc = &_layer[(_yCurrent + 1) * DECODED_PATHS_WIDTH + 1 + _xCurrent];
_pDest = &_layer[(_yDestCurrent + 1) * DECODED_PATHS_WIDTH + 1 + _xDestCurrent];
// Flag starting/ending cells
*_pSrc = 1;
_destOccupied = *_pDest != 0;
result = _destOccupied ? PF_DEST_OCCUPIED : PF_OK;
*_pDest = 0;
// Set up the current pointer, adjusting away from edges if necessary
if (_xCurrent >= _xDestCurrent) {
_xChangeInc = -1;
_xChangeStart = ROOM_PATHS_WIDTH;
} else {
_xChangeInc = 1;
_xChangeStart = 1;
}
if (_yCurrent >= _yDestCurrent) {
_yChangeInc = -1;
_yChangeStart = ROOM_PATHS_HEIGHT;
} else {
_yChangeInc = 1;
_yChangeStart = 1;
}
}
}
if (!skipToFinalStep) {
// Major loop to populate data
_cellPopulated = false;
while (1) {
// Loop through to process cells in the given area
if (!returnFlag)
_yCtr = 0;
while (returnFlag || (_yCtr < ROOM_PATHS_HEIGHT)) {
if (!returnFlag) _xCtr = 0;
while (returnFlag || (_xCtr < ROOM_PATHS_WIDTH)) {
if (!returnFlag) {
processCell(&_layer[(_yChangeStart + _yCtr * _yChangeInc) * DECODED_PATHS_WIDTH +
(_xChangeStart + _xCtr * _xChangeInc)]);
if (breakFlag && (_countdownCtr <= 0))
return PF_UNFINISHED;
} else {
returnFlag = false;
}
++_xCtr;
}
++_yCtr;
}
// If the destination cell has been filled in, then break out of loop
if (*_pDest != 0)
break;
if (_cellPopulated) {
// At least one cell populated, so go repeat loop
_cellPopulated = false;
} else {
result = PF_PART_PATH;
scanFlag = true;
break;
}
}
_inProgress = false;
if (scanFlag || _destOccupied) {
// Adjust the end point if necessary to stop character walking into occupied area
// Restore destination's occupied state if necessary
if (_destOccupied) {
*_pDest = 0xffff;
_destOccupied = false;
}
// Scan through lines
v = 0xff;
pTemp = _pDest;
scanLine(_destX, -1, pTemp, v);
scanLine(ROOM_PATHS_WIDTH - _destX, 1, pTemp, v);
scanLine(_destY, -DECODED_PATHS_WIDTH, pTemp, v);
scanLine(ROOM_PATHS_HEIGHT - _destY, DECODED_PATHS_WIDTH, pTemp, v);
if (pTemp == _pDest) {
clear();
return PF_NO_WALK;
}
_pDest = pTemp;
}
// ****DEBUG****
if (_hotspot->hotspotId() == PLAYER_ID) {
for (int ctr = 0; ctr < DECODED_PATHS_WIDTH * DECODED_PATHS_HEIGHT; ++ctr)
Room::getReference().tempLayer[ctr] = _layer[ctr];
}
// Determine the walk path by working backwards from the destination, adding in the
// walking steps in reverse order until source is reached
int stageCtr;
for (stageCtr = 0; stageCtr < 3; ++stageCtr) {
// Clear out any previously determined directions
clear();
altFlag = stageCtr == 1;
pCurrent = _pDest;
numSteps = 0;
currDirection = NO_DIRECTION;
while (1) {
v = *pCurrent - 1;
if (v == 0)
break;
newDirection = NO_DIRECTION;
if (!altFlag && (currDirection != LEFT) && (currDirection != RIGHT)) {
// Standard order direction checking
if (*(pCurrent - DECODED_PATHS_WIDTH) == v)
newDirection = DOWN;
else if (*(pCurrent + DECODED_PATHS_WIDTH) == v)
newDirection = UP;
else if (*(pCurrent + 1) == v)
newDirection = LEFT;
else if (*(pCurrent - 1) == v)
newDirection = RIGHT;
} else {
// Alternate order direction checking
if (*(pCurrent + 1) == v)
newDirection = LEFT;
else if (*(pCurrent - 1) == v)
newDirection = RIGHT;
else if (*(pCurrent - DECODED_PATHS_WIDTH) == v)
newDirection = DOWN;
else if (*(pCurrent + DECODED_PATHS_WIDTH) == v)
newDirection = UP;
}
if (newDirection == NO_DIRECTION)
error("Path finding process failed");
// Process for the specified direction
if (newDirection != currDirection)
add(newDirection, 0);
switch (newDirection) {
case UP:
pCurrent += DECODED_PATHS_WIDTH;
break;
case DOWN:
pCurrent -= DECODED_PATHS_WIDTH;
break;
case LEFT:
++pCurrent;
break;
case RIGHT:
--pCurrent;
break;
default:
break;
}
++numSteps;
top().rawSteps() += 8;
currDirection = newDirection;
}
if (stageCtr == 0)
// Save the number of steps needed
savedSteps = numSteps;
if ((stageCtr == 1) && (numSteps <= savedSteps))
// Less steps were needed, so break out
break;
}
// Add final movement if necessary
if (result == PF_OK) {
if (_xDestPos < 0)
addBack(LEFT, -_xDestPos);
else if (_xDestPos > 0)
addBack(RIGHT, _xDestPos);
}
}
// Final Step
if (_xPos < 0)
add(RIGHT, -_xPos);
else if (_xPos > 0)
add(LEFT, _xPos);
return result;
}
Common::String PathFinder::getDebugInfo() const {
Common::String buffer;
buffer += "Pathfinder::list(\n";
WalkingActionList::const_iterator i;
for (i = _list.begin(); i != _list.end(); ++i) {
WalkingActionEntry const &e = **i;
buffer += Common::String::format("Direction=%d, numSteps=%d\n", e.direction(), e.numSteps());
}
return buffer;
}
void PathFinder::processCell(uint16 *p) {
// Only process cells that are still empty
if (*p == 0) {
uint16 vMax = 0xffff;
uint16 vTemp;
// Check the surrounding cells (up,down,left,right) for values
// Up
vTemp = *(p - DECODED_PATHS_WIDTH);
if ((vTemp != 0) && (vTemp < vMax))
vMax = vTemp;
// Down
vTemp = *(p + DECODED_PATHS_WIDTH);
if ((vTemp != 0) && (vTemp < vMax))
vMax = vTemp;
// Left
vTemp = *(p - 1);
if ((vTemp != 0) && (vTemp < vMax))
vMax = vTemp;
// Right
vTemp = *(p + 1);
if ((vTemp != 0) && (vTemp < vMax))
vMax = vTemp;
if (vMax != 0xffff) {
// A surrounding cell with a value was found
++vMax;
*p = vMax;
_cellPopulated = true;
}
_countdownCtr -= 3;
} else {
--_countdownCtr;
}
}
void PathFinder::scanLine(int numScans, int changeAmount, uint16 *&pEnd, int &v) {
uint16 *pTemp = _pDest;
for (int ctr = 1; ctr <= numScans; ++ctr) {
pTemp += changeAmount;
if ((*pTemp != 0) && (*pTemp != 0xffff)) {
if ((v < ctr) || ((v == ctr) && (*pTemp >= *pEnd)))
return;
pEnd = pTemp;
v = ctr;
break;
}
}
}
void PathFinder::initVars() {
int16 xRight;
// Set up dest position, adjusting for walking off screen if necessary
_destX = _hotspot->destX();
_destY = _hotspot->destY();
if (_destX < 10)
_destX -= 50;
if (_destX >= FULL_SCREEN_WIDTH-10)
_destX += 50;
_xPos = 0;
_yPos = 0;
_xDestPos = 0;
_yDestPos = 0;
_xCurrent = _hotspot->x();
if (_xCurrent < 0) {
_xPos = _xCurrent;
_xCurrent = 0;
}
xRight = FULL_SCREEN_WIDTH - _hotspot->widthCopy() - 1;
if (_xCurrent >= xRight) {
_xPos = _xCurrent - xRight;
_xCurrent = xRight;
}
_yCurrent = (_hotspot->y() & 0xf8) + _hotspot->heightCopy() - MENUBAR_Y_SIZE - 4;
if (_yCurrent < 0) {
_yPos = _yCurrent;
_yCurrent = 0;
}
if (_yCurrent >= (FULL_SCREEN_HEIGHT - MENUBAR_Y_SIZE)) {
_yPos = _yCurrent - (FULL_SCREEN_HEIGHT - MENUBAR_Y_SIZE);
_yCurrent = FULL_SCREEN_HEIGHT - MENUBAR_Y_SIZE;
}
_xDestCurrent = _destX;
if (_xDestCurrent < 0) {
_xDestPos = _xDestCurrent;
_xDestCurrent = 0;
}
xRight = FULL_SCREEN_WIDTH - _hotspot->widthCopy();
if (_xDestCurrent >= xRight) {
_xDestPos = _xDestCurrent - xRight;
_xDestCurrent = xRight;
}
_yDestCurrent = _destY - MENUBAR_Y_SIZE;
if (_yDestCurrent < 0)
_yDestCurrent = 0;
if (_yDestCurrent >= (FULL_SCREEN_HEIGHT - MENUBAR_Y_SIZE))
_yDestCurrent = FULL_SCREEN_HEIGHT - MENUBAR_Y_SIZE - 1;
// Subtract an amount from the countdown counter to compensate for
// the time spent decompressing the walkable areas set for the room
_countdownCtr -= 700;
}
void PathFinder::saveToStream(Common::WriteStream *stream) const {
stream->writeByte(_inUse);
if (_inUse) {
// Save the path finding plane
stream->write(_layer, sizeof(RoomPathsDecompressedData));
// Save any active step sequence
for (WalkingActionList::const_iterator i = _list.begin(); i != _list.end(); ++i) {
WalkingActionEntry &entry = **i;
stream->writeByte(entry.direction());
stream->writeSint16LE(entry.rawSteps());
}
stream->writeByte(0xff);
stream->writeSint16LE(_stepCtr);
}
}
void PathFinder::loadFromStream(Common::ReadStream *stream) {
_inProgress = false;
_inUse = stream->readByte() != 0;
if (_inUse) {
stream->read(_layer, sizeof(RoomPathsDecompressedData));
_list.clear();
uint8 direction;
while ((direction = stream->readByte()) != 0xff) {
int steps = stream->readSint16LE();
_list.push_back(WalkingActionList::value_type(new WalkingActionEntry((Direction) direction, steps)));
}
_stepCtr = stream->readSint16LE();
}
}
/*-------------------------------------------------------------------------*/
/* Support methods */
/* */
/*-------------------------------------------------------------------------*/
// finds a list of character animations whose base area are impinging
// that of the specified character (ie. are bumping into them)
int Support::findIntersectingCharacters(Hotspot &h, uint16 *charList, int16 xp, int16 yp, int roomNumber) {
int numImpinging = 0;
Resources &res = Resources::getReference();
Common::Rect r;
uint16 hotspotY;
// If a specific x/y/room isn't provided, use the specified hotspot's current location
if (roomNumber == -1) {
xp = h.x();
yp = h.y();
roomNumber = h.roomNumber();
}
r.left = xp;
r.right = xp + h.widthCopy();
r.top = yp + h.heightCopy() - h.yCorrection() - h.charRectY();
r.bottom = yp + h.heightCopy() + h.charRectY();
HotspotList::iterator i;
for (i = res.activeHotspots().begin(); i != res.activeHotspots().end(); ++i) {
Hotspot &hotspot = **i;
// Check for basic reasons to skip checking the animation
if ((h.hotspotId() == hotspot.hotspotId()) || (hotspot.layer() == 0) ||
(roomNumber != hotspot.roomNumber()) ||
(hotspot.hotspotId() >= FIRST_NONCHARACTER_ID) ||
hotspot.skipFlag()) continue;
// TODO: See why si+ANIM_HOTSPOT_OFFSET compared aganst di+ANIM_VOICE_CTR
hotspotY = hotspot.y() + hotspot.heightCopy();
if ((hotspot.x() >= r.right) || (hotspot.x() + hotspot.widthCopy() <= r.left) ||
(hotspotY + hotspot.charRectY() <= r.top) ||
(hotspotY - hotspot.charRectY() - hotspot.yCorrection() >= r.bottom))
continue;
// Add hotspot Id to list
if (numImpinging == MAX_NUM_IMPINGING)
error("Exceeded maximum allowable number of impinging characters");
*charList++ = hotspot.hotspotId();
++numImpinging;
}
return numImpinging;
}
// Returns true if any other characters are intersecting the specified one
bool Support::checkForIntersectingCharacter(Hotspot &h, int16 xp, int16 yp, int roomNumber) {
uint16 tempList[MAX_NUM_IMPINGING];
return findIntersectingCharacters(h, tempList, xp, yp, roomNumber) != 0;
}
// Check whether a character needs to change the room they're in
bool Support::checkRoomChange(Hotspot &h) {
int16 x = h.x() + (h.widthCopy() >> 1);
int16 y = h.y() + h.heightCopy() - (h.yCorrection() >> 1);
RoomData *roomData = Resources::getReference().getRoom(h.roomNumber());
RoomExitData *exitRec = roomData->exits.checkExits(x, y);
if (exitRec) {
// End the current walking sequence
if (exitRec->sequenceOffset != 0xffff) {
Script::execute(exitRec->sequenceOffset);
} else {
Support::characterChangeRoom(h, exitRec->roomNumber,
exitRec->x, exitRec->y, exitRec->direction);
}
}
return (exitRec != NULL);
}
void Support::characterChangeRoom(Hotspot &h, uint16 roomNumber,
int16 newX, int16 newY, Direction dir) {
Resources &res = Resources::getReference();
Room &room = Room::getReference();
ValueTableData &fields = res.fieldList();
if (h.hotspotId() == PLAYER_ID) {
// Room change code for the player
if (room.cursorState() != CS_NONE)
return;
PlayerNewPosition &p = fields.playerNewPos();
if (checkForIntersectingCharacter(h, newX, newY - 48, roomNumber)) {
// Another character is blocking the exit in the other room, so set the player to
// temporarily move to a random destination in the current room
h.tempDest().position.x = h.destX();
h.tempDest().position.y = h.destY();
h.tempDest().counter = 1;
Room::getReference().setCursorState(CS_BUMPED);
h.setActionCtr(0);
h.setBlockedState((BlockedState) ((int)h.blockedState() + 1));
h.setDestHotspot(0);
h.setRandomDest();
p.roomNumber = 0;
} else {
// Flag the new location to move the player to (which will be handled by the outer game loop)
h.setDirection(dir);
p.roomNumber = roomNumber;
p.position.x = newX;
p.position.y = newY - 48;
}
} else {
// Any other character changing room
newX = (newX & 0xfff8) | 5;
newY = (newY - h.heightCopy()) & 0xfff8;
if (checkForIntersectingCharacter(h, newX, newY, roomNumber)) {
// Character is blocked, so add a handler for handling it
uint16 dataId = res.getCharOffset(0);
CharacterScheduleEntry *entry = res.charSchedules().getEntry(dataId);
h.currentActions().addFront(DISPATCH_ACTION, entry, h.roomNumber());
} else {
// Handle character room change
h.setRoomNumber(roomNumber);
h.setPosition(newX, newY);
h.setSkipFlag(true);
h.setDirection(dir);
h.setExitCtr(0);
h.currentActions().top().setAction(DISPATCH_ACTION);
}
}
}
bool Support::charactersIntersecting(HotspotData *hotspot1, HotspotData *hotspot2) {
return !((hotspot1->startX + hotspot1->widthCopy + 4 < hotspot2->startX) ||
(hotspot2->startX + hotspot2->widthCopy + 4 < hotspot1->startX) ||
(hotspot2->startY + hotspot2->heightCopy - hotspot2->yCorrection - 2 >=
hotspot1->startY + hotspot1->heightCopy + 2) ||
(hotspot2->startY + hotspot2->heightCopy + 2 <
hotspot1->startY + hotspot1->heightCopy - hotspot1->yCorrection - 2));
}
bool Support::isCharacterInList(uint16 *lst, int numEntries, uint16 charId) {
while (numEntries-- > 0)
if (*lst++ == charId)
return true;
return false;
}
void HotspotList::saveToStream(Common::WriteStream *stream) const {
for (HotspotList::const_iterator i = begin(); i != end(); ++i) {
Hotspot const &hotspot = **i;
debugC(ERROR_INTERMEDIATE, kLureDebugAnimations, "Saving hotspot %xh", hotspot.hotspotId());
bool dynamicObject = hotspot.hotspotId() != hotspot.originalId();
stream->writeUint16LE(hotspot.originalId());
stream->writeByte(dynamicObject);
stream->writeUint16LE(hotspot.destHotspotId());
hotspot.saveToStream(stream);
debugC(ERROR_DETAILED, kLureDebugAnimations, "Saved hotspot %xh", hotspot.hotspotId());
}
stream->writeUint16LE(0);
}
void HotspotList::loadFromStream(Common::ReadStream *stream) {
Resources &res = Resources::getReference();
Hotspot *hotspot;
clear();
uint16 hotspotId = stream->readUint16LE();
while (hotspotId != 0) {
debugC(ERROR_INTERMEDIATE, kLureDebugAnimations, "Loading hotspot %xh", hotspotId);
bool dynamicObject = stream->readByte() != 0;
uint16 destHotspotId = stream->readUint16LE();
if (dynamicObject) {
// Add in a dynamic object (such as a floating talk bubble)
Hotspot *destHotspot = res.getActiveHotspot(destHotspotId);
assert(destHotspot);
hotspot = new Hotspot(destHotspot, hotspotId);
} else {
HotspotData *hotspotData = res.getHotspot(hotspotId);
assert(hotspotData);
hotspot = new Hotspot(hotspotData);
}
res.addHotspot(hotspot);
assert(hotspot);
hotspot->loadFromStream(stream);
debugC(ERROR_DETAILED, kLureDebugAnimations, "Loaded hotspot %xh", hotspotId);
// Get the next hotspot
hotspotId = stream->readUint16LE();
}
}
} // End of namespace Lure