mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 10:19:27 +00:00
2dc7cb2cd4
- Cutting down the code-dup - Plucking leaks - Removing dead/unused code - Properly naming "word_2342F"-style variables and functions (removing the warnings alongside) - Fleshing out the "stubby" functions - Moving functions and variables to more appropriate/logical places - Re-ordering functions and variables - Re-structuring functions - Moving the IMD stuff into a new "Imd" class in the new imd.cpp/.h (still to be completely implemented and cleaned up) - Formatting - Getting rid off the classes "Anim", "Pack" and "Timer", along with their files svn-id: r26252
282 lines
6.0 KiB
C++
282 lines
6.0 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 Ivan Dubrov
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* Copyright (C) 2004-2006 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/stdafx.h"
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#include "common/endian.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/util.h"
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#include "gob/draw.h"
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#include "gob/game.h"
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#include "gob/parse.h"
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#include "gob/scenery.h"
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#include "gob/sound.h"
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namespace Gob {
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Inter::Inter(GobEngine *vm) : _vm(vm) {
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_terminate = 0;
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_break = false;
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for (int i = 0; i < 8; i++) {
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_animPalLowIndex[i] = 0;
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_animPalHighIndex[i] = 0;
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_animPalDir[i] = 0;
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}
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_breakFromLevel = 0;
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_nestLevel = 0;
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_soundEndTimeKey = 0;
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_soundStopVal = 0;
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memset(_pasteBuf, 0, 300);
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memset(_pasteSizeBuf, 0, 300);
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_pastePos = 0;
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_noBusyWait = false;
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}
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void Inter::initControlVars(char full) {
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*_nestLevel = 0;
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*_breakFromLevel = -1;
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*_vm->_scenery->_pCaptureCounter = 0;
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_break = false;
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_terminate = 0;
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if (full == 1) {
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for (int i = 0; i < 8; i++)
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_animPalDir[i] = 0;
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_soundEndTimeKey = 0;
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}
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}
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int16 Inter::load16() {
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int16 tmp = (int16) READ_LE_UINT16(_vm->_global->_inter_execPtr);
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_vm->_global->_inter_execPtr += 2;
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return tmp;
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}
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char Inter::evalExpr(int16 *pRes) {
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byte token;
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_vm->_parse->printExpr(99);
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_vm->_parse->parseExpr(99, &token);
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if (!pRes)
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return token;
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switch (token) {
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case 20:
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*pRes = _vm->_global->_inter_resVal;
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break;
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case 22:
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case 23:
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*pRes = 0;
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break;
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case 24:
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*pRes = 1;
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break;
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}
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return token;
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}
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bool Inter::evalBoolResult() {
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byte token;
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_vm->_parse->printExpr(99);
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_vm->_parse->parseExpr(99, &token);
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if ((token == 24) || ((token == 20) && _vm->_global->_inter_resVal))
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return true;
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else
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return false;
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}
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void Inter::renewTimeInVars() {
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struct tm *t;
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time_t now = time(NULL);
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t = localtime(&now);
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WRITE_VAR(5, 1900 + t->tm_year);
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WRITE_VAR(6, t->tm_mon + 1);
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WRITE_VAR(7, 0);
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WRITE_VAR(8, t->tm_mday);
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WRITE_VAR(9, t->tm_hour);
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WRITE_VAR(10, t->tm_min);
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WRITE_VAR(11, t->tm_sec);
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}
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void Inter::storeMouse() {
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int16 x;
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int16 y;
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x = _vm->_global->_inter_mouseX;
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y = _vm->_global->_inter_mouseY;
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_vm->_draw->adjustCoords(1, &x, &y);
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WRITE_VAR(2, x);
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WRITE_VAR(3, y);
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WRITE_VAR(4, _vm->_game->_mouseButtons);
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}
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void Inter::storeKey(int16 key) {
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WRITE_VAR(12, _vm->_util->getTimeKey() - _vm->_game->_startTimeKey);
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storeMouse();
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WRITE_VAR(1, _vm->_snd->_playingSound);
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if (key == 0x4800)
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key = 0x0B;
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else if (key == 0x5000)
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key = 0x0A;
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else if (key == 0x4D00)
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key = 0x09;
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else if (key == 0x4B00)
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key = 0x08;
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else if (key == 0x011B)
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key = 0x1B;
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else if (key == 0x0E08)
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key = 0x19;
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else if (key == 0x5300)
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key = 0x1A;
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else if ((key & 0xFF) != 0)
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key &= 0xFF;
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WRITE_VAR(0, key);
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if (key != 0)
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_vm->_util->clearKeyBuf();
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}
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void Inter::funcBlock(int16 retFlag) {
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OpFuncParams params;
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byte cmd;
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byte cmd2;
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params.retFlag = retFlag;
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if (!_vm->_global->_inter_execPtr)
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return;
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_break = false;
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_vm->_global->_inter_execPtr++;
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params.cmdCount = *_vm->_global->_inter_execPtr++;
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_vm->_global->_inter_execPtr += 2;
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if (params.cmdCount == 0) {
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_vm->_global->_inter_execPtr = 0;
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return;
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}
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int startaddr = _vm->_global->_inter_execPtr - _vm->_game->_totFileData;
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params.counter = 0;
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do {
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if (_terminate)
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break;
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// WORKAROUND:
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// The EGA version of gob1 doesn't add a delay after showing
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// images between levels. We manually add it here.
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if ((_vm->_features & GF_GOB1) && (_vm->_features & GF_EGA)) {
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int addr = _vm->_global->_inter_execPtr-_vm->_game->_totFileData;
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if ((startaddr == 0x18B4 && addr == 0x1A7F && // Zombie
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!strncmp(_vm->_game->_curTotFile, "avt005.tot", 10)) ||
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(startaddr == 0x1299 && addr == 0x139A && // Dungeon
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!strncmp(_vm->_game->_curTotFile, "avt006.tot", 10)) ||
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(startaddr == 0x11C0 && addr == 0x12C9 && // Cauldron
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!strncmp(_vm->_game->_curTotFile, "avt012.tot", 10)) ||
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(startaddr == 0x09F2 && addr == 0x0AF3 && // Statue
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!strncmp(_vm->_game->_curTotFile, "avt016.tot", 10)) ||
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(startaddr == 0x0B92 && addr == 0x0C93 && // Castle
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!strncmp(_vm->_game->_curTotFile, "avt019.tot", 10)) ||
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(startaddr == 0x17D9 && addr == 0x18DA && // Finale
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!strncmp(_vm->_game->_curTotFile, "avt022.tot", 10)))
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{
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_vm->_util->longDelay(5000);
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}
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} // End of workaround
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cmd = (byte) *_vm->_global->_inter_execPtr;
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if ((cmd >> 4) >= 12) {
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cmd2 = 16 - (cmd >> 4);
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cmd &= 0xF;
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} else
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cmd2 = 0;
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_vm->_global->_inter_execPtr++;
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params.counter++;
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if (cmd2 == 0)
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cmd >>= 4;
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if (executeFuncOpcode(cmd2, cmd, params))
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return;
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if (_vm->_quitRequested)
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break;
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if (_break) {
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if (params.retFlag != 2)
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break;
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if (*_breakFromLevel == -1)
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_break = false;
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break;
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}
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} while (params.counter != params.cmdCount);
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_vm->_global->_inter_execPtr = 0;
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return;
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}
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void Inter::callSub(int16 retFlag) {
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int16 block;
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while (!_vm->_quitRequested && _vm->_global->_inter_execPtr &&
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(_vm->_global->_inter_execPtr != _vm->_game->_totFileData)) {
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block = *_vm->_global->_inter_execPtr;
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if (block == 1)
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funcBlock(retFlag);
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else if (block == 2)
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_vm->_game->collisionsBlock();
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else
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error("Unknown block type %d in Inter::callSub()", block);
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}
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if (_vm->_global->_inter_execPtr == _vm->_game->_totFileData)
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_terminate = 1;
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}
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} // End of namespace Gob
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