mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 01:08:25 +00:00
294 lines
6.4 KiB
C++
294 lines
6.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/endian.h"
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#include "common/file.h"
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#include "gob/gob.h"
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#include "gob/inter.h"
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#include "gob/global.h"
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#include "gob/dataio.h"
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#include "gob/draw.h"
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#include "gob/game.h"
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#include "gob/script.h"
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#include "gob/resources.h"
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#include "gob/sound/sound.h"
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namespace Gob {
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#define OPCODEVER Inter_v3
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#define OPCODEDRAW(i, x) _opcodesDraw[i]._OPCODEDRAW(OPCODEVER, x)
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#define OPCODEFUNC(i, x) _opcodesFunc[i]._OPCODEFUNC(OPCODEVER, x)
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#define OPCODEGOB(i, x) _opcodesGob[i]._OPCODEGOB(OPCODEVER, x)
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Inter_v3::Inter_v3(GobEngine *vm) : Inter_v2(vm), _ignoreSpeakerOff(false) {
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}
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void Inter_v3::setupOpcodesDraw() {
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Inter_v2::setupOpcodesDraw();
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}
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void Inter_v3::setupOpcodesFunc() {
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Inter_v2::setupOpcodesFunc();
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OPCODEFUNC(0x1A, o3_getTotTextItemPart);
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OPCODEFUNC(0x22, o3_speakerOn);
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OPCODEFUNC(0x23, o3_speakerOff);
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OPCODEFUNC(0x32, o3_copySprite);
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}
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void Inter_v3::setupOpcodesGob() {
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OPCODEGOB( 0, o2_loadInfogramesIns);
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OPCODEGOB( 1, o2_startInfogrames);
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OPCODEGOB( 2, o2_stopInfogrames);
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OPCODEGOB( 10, o2_playInfogrames);
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OPCODEGOB(100, o3_wobble);
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}
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void Inter_v3::o3_getTotTextItemPart(OpFuncParams ¶ms) {
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byte *totData;
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int16 totTextItem;
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int16 part, curPart = 0;
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int16 offX = 0, offY = 0;
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int16 collId = 0, collCmd;
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uint32 stringStartVar, stringVar;
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bool end;
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totTextItem = _vm->_game->_script->readInt16();
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stringStartVar = _vm->_game->_script->readVarIndex();
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part = _vm->_game->_script->readValExpr();
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stringVar = stringStartVar;
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if (part == -1) {
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warning("o3_getTotTextItemPart, part == -1");
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_vm->_draw->_hotspotText = GET_VARO_STR(stringVar);
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}
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WRITE_VARO_UINT8(stringVar, 0);
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TextItem *textItem = _vm->_game->_resources->getTextItem(totTextItem);
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if (!textItem)
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return;
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totData = textItem->getData();
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// Skip background rectangles
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while (((int16) READ_LE_UINT16(totData)) != -1)
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totData += 9;
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totData += 2;
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while (*totData != 1) {
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switch (*totData) {
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case 2:
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case 5:
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totData++;
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offX = READ_LE_UINT16(totData);
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offY = READ_LE_UINT16(totData + 2);
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totData += 4;
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break;
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case 3:
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case 4:
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totData += 2;
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break;
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case 6:
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totData++;
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collCmd = *totData++;
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if (collCmd & 0x80) {
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collId = READ_LE_UINT16(totData);
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totData += 2;
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}
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// Skip collision coordinates
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if (collCmd & 0x40)
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totData += 8;
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if ((collCmd & 0x8F) && ((-collId - 1) == part)) {
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int n = 0;
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while (1) {
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if ((*totData < 1) || (*totData > 7)) {
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if (*totData >= 32) {
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WRITE_VARO_UINT8(stringVar++, *totData++);
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n++;
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} else
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totData++;
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continue;
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}
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if ((n != 0) || (*totData == 1) ||
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(*totData == 6) || (*totData == 7)) {
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WRITE_VARO_UINT8(stringVar, 0);
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delete textItem;
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return;
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}
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switch (*totData) {
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case 2:
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case 5:
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totData += 5;
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break;
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case 3:
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case 4:
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totData += 2;
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break;
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}
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}
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}
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break;
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case 7:
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case 8:
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case 9:
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totData++;
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break;
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case 10:
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if (curPart == part) {
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WRITE_VARO_UINT8(stringVar++, 0xFF);
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WRITE_VARO_UINT16(stringVar, offX);
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WRITE_VARO_UINT16(stringVar + 2, offY);
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WRITE_VARO_UINT16(stringVar + 4,
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totData - _vm->_game->_resources->getTexts());
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WRITE_VARO_UINT8(stringVar + 6, 0);
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delete textItem;
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return;
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}
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end = false;
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while (!end) {
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switch (*totData) {
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case 2:
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case 5:
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if (ABS(offY - READ_LE_UINT16(totData + 3)) > 1)
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end = true;
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else
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totData += 5;
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break;
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case 3:
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totData += 2;
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break;
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case 10:
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totData += totData[1] * 2 + 2;
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break;
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default:
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if (*totData < 32)
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end = true;
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while (*totData >= 32)
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totData++;
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break;
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}
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}
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if (part >= 0)
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curPart++;
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break;
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default:
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while (1) {
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while (*totData >= 32)
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WRITE_VARO_UINT8(stringVar++, *totData++);
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WRITE_VARO_UINT8(stringVar, 0);
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if (((*totData != 2) && (*totData != 5)) ||
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(ABS(offY - READ_LE_UINT16(totData + 3)) > 1)) {
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if (curPart == part) {
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delete textItem;
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return;
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}
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stringVar = stringStartVar;
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WRITE_VARO_UINT8(stringVar, 0);
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while (*totData >= 32)
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totData++;
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if (part >= 0)
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curPart++;
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break;
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} else
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totData += 5;
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}
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break;
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}
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}
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delete textItem;
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}
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void Inter_v3::o3_speakerOn(OpFuncParams ¶ms) {
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int16 frequency = _vm->_game->_script->readValExpr();
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int32 length = -1;
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_ignoreSpeakerOff = false;
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// WORKAROUND: This is the footsteps sound. The scripts just fire
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// speaker on" and then a "speaker off" after a short while. Since
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// we have delay in certain places avoid 100% CPU all the time and
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// our PC speaker emulator sometimes "swallows" very short beeper
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// bursts issued in this way, this is in general quite wonky and
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// prone to fail, as can be seen in bug report #3376547. Therefore,
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// we explicitely set a length in this case and ignore the next
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// speaker off command.
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if (frequency == 50) {
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length = 5;
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_ignoreSpeakerOff = true;
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}
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_vm->_sound->speakerOn(frequency, length);
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}
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void Inter_v3::o3_speakerOff(OpFuncParams ¶ms) {
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if (!_ignoreSpeakerOff)
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_vm->_sound->speakerOff();
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_ignoreSpeakerOff = false;
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}
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void Inter_v3::o3_copySprite(OpFuncParams ¶ms) {
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o1_copySprite(params);
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// For the close-up "fading" in the CD version
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if (_vm->_draw->_destSurface == Draw::kFrontSurface)
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_vm->_video->sparseRetrace(Draw::kFrontSurface);
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}
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void Inter_v3::o3_wobble(OpGobParams ¶ms) {
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_vm->_draw->wobble(*_vm->_draw->_backSurface);
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}
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} // End of namespace Gob
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