scummvm/queen/logic.cpp
Gregory Montoir 308b5de8a6 fix some bugs :
- right-clicking on inventory item doesn't execute default action
- unapplied room light level when Joe enters a room
- updated comment in roomDisplay on palette fading problem
- during dialogue, invalid mouse-overs (added enum for joeWalk flag too)

preparing Journal stuff :
- add a (almost useless) useJournal method to Logic
- removed useless code in Graphics, as it should (and could) be easily re-written in a more OO way

svn-id: r11299
2003-11-15 15:44:50 +00:00

2564 lines
58 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "queen/logic.h"
#include "queen/command.h"
#include "queen/cutaway.h"
#include "queen/defs.h"
#include "queen/debug.h"
#include "queen/display.h"
#include "queen/graphics.h"
#include "queen/input.h"
#include "queen/talk.h"
#include "queen/walk.h"
namespace Queen {
const VerbEnum Logic::PANEL_VERBS[] = {
VERB_NONE,
VERB_OPEN,
VERB_CLOSE,
VERB_MOVE,
VERB_GIVE,
VERB_LOOK_AT,
VERB_PICK_UP,
VERB_TALK_TO,
VERB_USE,
VERB_SCROLL_UP,
VERB_SCROLL_DOWN,
VERB_DIGIT_1, // inventory item 1
VERB_DIGIT_2, // inventory item 2
VERB_DIGIT_3, // inventory item 3
VERB_DIGIT_4, // inventory item 4
};
char* Verb::_verbName[13];
Direction State::findDirection(uint16 state) {
// queen.c l.4014-4021
static const Direction sd[] = {
DIR_BACK,
DIR_RIGHT,
DIR_LEFT,
DIR_FRONT
};
return sd[(state >> 2) & 3];
}
StateTalk State::findTalk(uint16 state) {
return (state & (1 << 9)) ? STATE_TALK_TALK : STATE_TALK_MUTE;
}
StateGrab State::findGrab(uint16 state) {
// queen.c l.4022-4029
static const StateGrab gd[] = {
STATE_GRAB_NONE,
STATE_GRAB_DOWN,
STATE_GRAB_UP,
STATE_GRAB_MID
};
return gd[state & 3];
}
StateOn State::findOn(uint16 state) {
return (state & (1 << 8)) ? STATE_ON_ON : STATE_ON_OFF;
}
Verb State::findDefaultVerb(uint16 state) {
Verb v;
switch((state >> 4) & 0xF) {
case 1:
v = Verb(VERB_OPEN);
break;
case 3:
v = Verb(VERB_CLOSE);
break;
case 7:
v = Verb(VERB_MOVE);
break;
case 8:
v = Verb(VERB_GIVE);
break;
case 12:
v = Verb(VERB_USE);
break;
case 14:
v = Verb(VERB_PICK_UP);
break;
case 9:
v = Verb(VERB_TALK_TO);
break;
case 6:
v = Verb(VERB_LOOK_AT);
break;
default:
v = Verb(VERB_NONE);
break;
}
return v;
}
StateUse State::findUse(uint16 state) {
return (state & (1 << 10)) ? STATE_USE : STATE_USE_ON;
}
void State::alterOn(uint16 *objState, StateOn state) {
switch (state) {
case STATE_ON_ON:
*objState |= (1 << 8);
break;
case STATE_ON_OFF:
*objState &= ~(1 << 8);
break;
}
}
void State::alterDefaultVerb(uint16 *objState, Verb v) {
uint16 val;
switch (v.value()) {
case VERB_OPEN:
val = 1;
break;
case VERB_CLOSE:
val = 3;
break;
case VERB_MOVE:
val = 7;
break;
case VERB_GIVE:
val = 8;
break;
case VERB_USE:
val = 12;
break;
case VERB_PICK_UP:
val = 14;
break;
case VERB_TALK_TO:
val = 9;
break;
case VERB_LOOK_AT:
val = 6;
break;
default:
val = 0;
break;
}
*objState = (*objState & ~0xF0) | (val << 4);
}
Common::RandomSource Logic::randomizer;
Logic::Logic(Resource *theResource, Graphics *graphics, Display *theDisplay, Input *input, Sound *sound)
: _resource(theResource), _graphics(graphics), _display(theDisplay),
_input(input), _sound(sound) {
_settings.talkSpeed = DEFAULT_TALK_SPEED;
_jas = _resource->loadFile("QUEEN.JAS", 20);
_joe.x = _joe.y = 0;
_joe.scale = 100;
_walk = new Walk(this, _graphics);
_cmd = new Command(this, _graphics, _input, _walk);
_dbg = new Debug(_input, this, _graphics);
memset(_gameState, 0, sizeof(_gameState));
memset(_talkSelected, 0, sizeof(_talkSelected));
initialise();
}
Logic::~Logic() {
delete[] _jas;
delete _walk;
delete _cmd;
delete _dbg;
}
void Logic::initialise() {
int16 i, j;
uint8 *ptr = _jas;
_numRooms = READ_BE_UINT16(ptr); ptr += 2;
_numNames = READ_BE_UINT16(ptr); ptr += 2;
_numObjects = READ_BE_UINT16(ptr); ptr += 2;
_numDescriptions = READ_BE_UINT16(ptr); ptr += 2;
// Object data
_objectData = new ObjectData[_numObjects + 1];
memset(&_objectData[0], 0, sizeof(ObjectData));
for (i = 1; i <= _numObjects; i++) {
_objectData[i].readFrom(ptr);
}
// Room data
_roomData = new uint16[_numRooms + 2];
_roomData[0] = 0;
for (i = 1; i <= (_numRooms + 1); i++) {
_roomData[i] = READ_BE_UINT16(ptr); ptr += 2;
}
_roomData[_numRooms + 1] = _numObjects;
// SFX Name
// the following table isn't available in demo version
if (_resource->isDemo()) {
_sfxName = NULL;
}
else {
_sfxName = new uint16[_numRooms + 1];
_sfxName[0] = 0;
for (i = 1; i <= _numRooms; i++) {
_sfxName[i] = READ_BE_UINT16(ptr); ptr += 2;
}
}
// Item information
_numItems = READ_BE_UINT16(ptr); ptr += 2;
_itemData = new ItemData[_numItems + 1];
memset(&_itemData[0], 0, sizeof(ItemData));
for (i = 1; i <= _numItems; i++) {
_itemData[i].readFrom(ptr);
}
// Graphic Image Data
_numGraphics = READ_BE_UINT16(ptr); ptr += 2;
_graphicData = new GraphicData[_numGraphics + 1];
memset(&_graphicData[0], 0, sizeof(GraphicData));
for (i = 1; i <= _numGraphics; i++) {
_graphicData[i].readFrom(ptr);
}
_objMax = new int16[_numRooms + 1];
_areaMax = new int16[_numRooms + 1];
_area = new Area[_numRooms + 1][MAX_AREAS_NUMBER];
_objMax[0] = 0;
_areaMax[0] = 0;
memset(&_area[0], 0, sizeof(Area) * MAX_AREAS_NUMBER);
for (i = 1; i <= _numRooms; i++) {
_objMax[i] = (int16)READ_BE_UINT16(ptr); ptr += 2;
_areaMax[i] = (int16)READ_BE_UINT16(ptr); ptr += 2;
memset(&_area[i][0], 0, sizeof(Area));
for (j = 1; j <= _areaMax[i]; j++) {
assert(j < MAX_AREAS_NUMBER);
_area[i][j].readFrom(ptr);
}
}
_objectBox = new Box[_numObjects + 1];
memset(&_objectBox[0], 0, sizeof(Box));
for (i = 1; i <= _numObjects; i++) {
_objectBox[i].readFrom(ptr);
}
// Walk OFF Data
_numWalkOffs = READ_BE_UINT16(ptr); ptr += 2;
_walkOffData = new WalkOffData[_numWalkOffs + 1];
memset(&_walkOffData[0], 0, sizeof(WalkOffData));
for (i = 1; i <= _numWalkOffs; i++) {
_walkOffData[i].readFrom(ptr);
}
// Special Object Descriptions
_numObjDesc = READ_BE_UINT16(ptr); ptr += 2;
_objectDescription = new ObjectDescription[_numObjDesc + 1];
memset(&_objectDescription[0], 0, sizeof(ObjectDescription));
for (i = 1; i <= _numObjDesc; i++) {
_objectDescription[i].readFrom(ptr);
}
_cmd->readCommandsFrom(ptr);
_entryObj = READ_BE_UINT16(ptr); ptr += 2;
// Furniture DATA
_numFurniture = READ_BE_UINT16(ptr); ptr += 2;
_furnitureData = new FurnitureData[_numFurniture + 1];
memset(&_furnitureData[0], 0, sizeof(_furnitureData));
for (i = 1; i <= _numFurniture; i++) {
_furnitureData[i].readFrom(ptr);
}
// Actors
_numActors = READ_BE_UINT16(ptr); ptr += 2;
_numAAnim = READ_BE_UINT16(ptr); ptr += 2;
_numAName = READ_BE_UINT16(ptr); ptr += 2;
_numAFile = READ_BE_UINT16(ptr); ptr += 2;
_actorData = new ActorData[_numActors + 1];
memset(&_actorData[0], 0, sizeof(ActorData));
for (i = 1; i <= _numActors; i++) {
_actorData[i].readFrom(ptr);
}
_numGraphicAnim = READ_BE_UINT16(ptr); ptr += 2;
_graphicAnim = new GraphicAnim[_numGraphicAnim + 1];
memset(&_graphicAnim[0], 0, sizeof(GraphicAnim));
for (i = 1; i <= _numGraphicAnim; i++) {
_graphicAnim[i].readFrom(ptr);
}
_currentRoom = _objectData[_entryObj].room;
_entryObj = 0;
if(memcmp(ptr, _resource->JASVersion(), 5) != 0) {
warning("Unexpected queen.jas file format");
}
_objDescription = new char*[_numDescriptions + 1];
_objDescription[0] = 0;
for (i = 1; i <= _numDescriptions; i++)
_objDescription[i] = _resource->getJAS2Line();
//Patch for German text bug
if (_resource->getLanguage() == GERMAN) {
char *txt = new char[48];
strcpy(txt, "Es bringt nicht viel, das festzubinden.");
_objDescription[296] = txt;
}
_objName = new char*[_numNames + 1];
_objName[0] = 0;
for (i = 1; i <= _numNames; i++)
_objName[i] = _resource->getJAS2Line();
_roomName = new char*[_numRooms + 1];
_roomName[0] = 0;
for (i = 1; i <= _numRooms; i++)
_roomName[i] = _resource->getJAS2Line();
Verb::initName(0, NULL);
for (i = 1; i <= 12; i++)
Verb::initName(i, _resource->getJAS2Line());
_joeResponse[0] = 0;
for (i = 1; i <= JOE_RESPONSE_MAX; i++)
_joeResponse[i] = _resource->getJAS2Line();
_aAnim = new char*[_numAAnim + 1];
_aAnim[0] = 0;
for (i = 1; i <= _numAAnim; i++)
_aAnim[i] = _resource->getJAS2Line();
_aName = new char*[_numAName + 1];
_aName[0] = 0;
for (i = 1; i <= _numAName; i++)
_aName[i] = _resource->getJAS2Line();
_aFile = new char*[_numAFile + 1];
_aFile[0] = 0;
for (i = 1; i <= _numAFile; i++)
_aFile[i] = _resource->getJAS2Line();
_settings.textToggle = true;
if (_resource->isFloppy())
_settings.speechToggle = false;
else
_settings.speechToggle = true;
_cmd->clear(false);
_scene = 0;
memset(_gameState, 0, sizeof(_gameState));
_graphics->loadPanel();
_graphics->bobSetupControl();
joeSetup();
zoneSetupPanel();
_oldRoom = 0;
}
ObjectData* Logic::objectData(int index) {
index = abs(index);
if (index <= _numObjects)
return &_objectData[index];
else
error("[Logic::objectData] Invalid object data index: %i", index);
}
uint16 Logic::roomData(int room) {
return _roomData[room];
}
uint16 Logic::objMax(int room) {
return _objMax[room];
}
Area *Logic::area(int room, int num) {
return &_area[room][num];
}
Area *Logic::currentRoomArea(int num) {
if (num == 0 || num > _areaMax[_currentRoom]) {
error("Logic::currentRoomArea() - Bad area number = %d (max = %d), currentRoom = %d", num, _areaMax[_currentRoom], _currentRoom);
}
return &_area[_currentRoom][num];
}
uint16 Logic::areaMax(int room) {
return _areaMax[room];
}
uint16 Logic::currentRoomAreaMax() {
return _areaMax[_currentRoom];
}
uint16 Logic::walkOffCount() {
return _numWalkOffs;
}
WalkOffData *Logic::walkOffData(int index) {
return &_walkOffData[index];
}
GraphicData *Logic::graphicData(int index) {
return &_graphicData[index];
}
uint16 Logic::findBob(uint16 obj) {
uint16 i;
uint16 bobnum = 0;
uint16 bobtype = 0; // 1 for animated, 0 for static
if (obj > _numObjects)
error("Object index (%i) > _numObjects (%i)", obj, _numObjects);
uint16 room = _objectData[obj].room;
if (room >= _numRooms) {
warning("room (%i) > _numRooms (%i)", room, _numRooms);
}
int16 img = _objectData[obj].image;
if(img != 0) {
if(img == -3 || img == -4) {
// a person object
for(i = _roomData[room] + 1; i <= obj; ++i) {
img = _objectData[i].image;
if(img == -3 || img == -4) {
++bobnum;
}
}
}
else {
if(img <= -10) {
// object has been turned off, but the image order hasn't been updated
if(_graphicData[-(img + 10)].lastFrame != 0) {
bobtype = 1;
}
}
else if(img == -2) {
// -1 static, -2 animated
bobtype = 1;
}
else if(img > 0) {
if(_graphicData[img].lastFrame != 0) {
bobtype = 1;
}
}
uint16 idxAnimated = 0;
uint16 idxStatic = 0;
for(i = _roomData[room] + 1; i <= obj; ++i) {
img = _objectData[i].image;
if(img <= -10) {
if(_graphicData[-(img + 10)].lastFrame != 0) {
++idxAnimated;
}
else {
++idxStatic;
}
}
else if(img > 0) {
if(img > 5000) {
img -= 5000;
}
if (img >= _numGraphics)
warning("img (%i) >= _numGraphics (%i)", img, _numGraphics);
if(_graphicData[img].lastFrame != 0) {
++idxAnimated;
}
else {
++idxStatic;
}
}
else if(img == -1) {
++idxStatic;
}
else if(img == -2) {
++idxAnimated;
}
}
if(bobtype == 0) {
// static bob
if(idxStatic > 0) {
bobnum = 19 + _numFurnitureStatic + idxStatic;
}
}
else {
// animated bob
if(idxAnimated > 0) {
bobnum = 4 + _numFurnitureAnimated + idxAnimated;
}
}
}
}
return bobnum;
}
uint16 Logic::findFrame(uint16 obj) {
uint16 i;
uint16 framenum = 0;
uint16 room = _objectData[obj].room;
int16 img = _objectData[obj].image;
if(img == -3 || img == -4) {
uint16 bobnum = 0;
for(i = _roomData[room] + 1; i <= obj; ++i) {
img = _objectData[i].image;
if(img == -3 || img == -4) {
++bobnum;
}
}
if(bobnum <= 3) {
framenum = 29 + FRAMES_JOE_XTRA + bobnum;
}
}
else {
uint16 idx = 0;
for(i = _roomData[room] + 1; i < obj; ++i) {
img = _objectData[i].image;
if(img <= -10) {
GraphicData* pgd = &_graphicData[-(img + 10)];
if(pgd->lastFrame != 0) {
// skip all the frames of the animation
idx += ABS(pgd->lastFrame) - pgd->firstFrame + 1;
}
else {
// static bob, skip one frame
++idx;
}
}
else if(img == -1) {
++idx;
}
else if(img > 0) {
if(img > 5000) {
img -= 5000;
}
GraphicData* pgd = &_graphicData[img];
uint16 lastFrame = ABS(pgd->lastFrame);
if(pgd->firstFrame < 0) {
idx += lastFrame;
}
else if(lastFrame != 0) {
idx += (lastFrame - pgd->firstFrame) + 1;
}
else {
++idx;
}
}
}
img = _objectData[obj].image;
if(img <= -10) {
GraphicData* pgd = &_graphicData[-(img + 10)];
if(pgd->lastFrame != 0) {
idx += ABS(pgd->lastFrame) - pgd->firstFrame + 1;
}
else {
++idx;
}
}
else if(img == -1 || img > 0) {
++idx;
}
// calculate only if there are person frames
if(idx > 0) {
framenum = 36 + FRAMES_JOE_XTRA + _numFurnitureStatic + _numFurnitureAnimatedLen + idx;
}
}
return framenum;
}
uint16 Logic::objectForPerson(uint16 bobNum) const {
uint16 bobcur = 0;
// first object number in the room
uint16 cur = _roomData[_currentRoom] + 1;
// last object number in the room
uint16 last = _roomData[_currentRoom + 1];
while (cur <= last) {
int16 image = _objectData[cur].image;
if (image == -3 || image == -4) {
// the object is a bob
++bobcur;
}
if (bobcur == bobNum) {
return cur;
}
++cur;
}
return 0;
}
WalkOffData *Logic::walkOffPointForObject(uint16 obj) const {
uint16 i;
for (i = 1; i <= _numWalkOffs; ++i) {
if (_walkOffData[i].entryObj == obj) {
return &_walkOffData[i];
}
}
return NULL;
}
void Logic::joeFacing(uint16 dir) {
_joe.facing = dir;
}
void Logic::joeX(uint16 x) {
_joe.x = x;
}
void Logic::joeY(uint16 y) {
_joe.y = y;
}
void Logic::joeWalk(JoeWalkMode walking) {
_joe.walk = walking;
}
void Logic::joeScale(uint16 scale) {
_joe.scale = scale;
}
void Logic::joePrevFacing(uint16 dir) {
_joe.prevFacing = dir;
}
int16 Logic::gameState(int index) {
if (index >= 0 && index < GAME_STATE_COUNT)
return _gameState[index];
else
error("[QueenLogic::gameState] invalid index: %i", index);
}
void Logic::gameState(int index, int16 newValue) {
if (index >= 0 && index < GAME_STATE_COUNT) {
debug(0, "Logic::gameState() - GAMESTATE[%d] = %d", index, newValue);
_gameState[index] = newValue;
}
else
error("[QueenLogic::gameState] invalid index: %i", index);
}
void Logic::zoneSet(uint16 screen, uint16 zone, uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
debug(9, "Logic::zoneSet(%d, %d, (%d,%d), (%d,%d))", screen, zone, x1, y1, x2, y2);
ZoneSlot *pzs = &_zones[screen][zone];
pzs->valid = true;
pzs->box.x1 = x1;
pzs->box.y1 = y1;
pzs->box.x2 = x2;
pzs->box.y2 = y2;
}
void Logic::zoneSet(uint16 screen, uint16 zone, const Box& box) {
debug(9, "Logic::zoneSet(%d, %d, (%d,%d), (%d,%d))", screen, zone, box.x1, box.y1, box.x2, box.y2);
ZoneSlot *pzs = &_zones[screen][zone];
pzs->valid = true;
pzs->box = box;
}
uint16 Logic::zoneIn(uint16 screen, uint16 x, uint16 y) const {
debug(9, "Logic::zoneIn(%d, (%d,%d))", screen, x, y);
int i;
if (screen == ZONE_PANEL) {
y -= ROOM_ZONE_HEIGHT;
}
for(i = 1; i < MAX_ZONES_NUMBER; ++i) {
const ZoneSlot *pzs = &_zones[screen][i];
if (pzs->valid && pzs->box.contains(x, y)) {
return i;
}
}
return 0;
}
uint16 Logic::zoneInArea(uint16 screen, uint16 x, uint16 y) const {
uint16 zone = zoneIn(screen, x, y);
if (zone <= _objMax[_currentRoom]) {
zone = 0;
}
else {
zone -= _objMax[_currentRoom];
}
return zone;
}
void Logic::zoneClearAll(uint16 screen) {
debug(9, "Logic::zoneClearAll(%d)", screen);
int i;
for(i = 1; i < MAX_ZONES_NUMBER; ++i) {
_zones[screen][i].valid = false;
}
}
void Logic::zoneSetup() {
debug(9, "Logic::zoneSetup()");
zoneClearAll(ZONE_ROOM);
int i;
int zoneNum;
// setup objects zones
uint16 maxObjRoom = _objMax[_currentRoom];
uint16 objRoomNum = _roomData[_currentRoom];
zoneNum = 1;
for (i = objRoomNum + 1; i <= objRoomNum + maxObjRoom; ++i) {
if (_objectData[i].name != 0) {
zoneSet(ZONE_ROOM, zoneNum, _objectBox[i]);
}
++zoneNum;
}
// setup room zones (areas)
uint16 maxAreaRoom = _areaMax[_currentRoom];
for (zoneNum = 1; zoneNum <= maxAreaRoom; ++zoneNum) {
zoneSet(ZONE_ROOM, maxObjRoom + zoneNum, _area[_currentRoom][zoneNum].box);
}
}
void Logic::zoneSetupPanel() {
// verbs
int i;
for (i = 0; i <= 7; ++i) {
int x = i * 20;
zoneSet(ZONE_PANEL, i + 1, x, 10, x + 19, 49);
}
// inventory scrolls
zoneSet(ZONE_PANEL, 9, 160, 10, 179, 29);
zoneSet(ZONE_PANEL, 10, 160, 30, 179, 49);
// inventory items
zoneSet(ZONE_PANEL, 11, 180, 10, 213, 49);
zoneSet(ZONE_PANEL, 12, 214, 10, 249, 49);
zoneSet(ZONE_PANEL, 13, 250, 10, 284, 49);
zoneSet(ZONE_PANEL, 14, 285, 10, 320, 49);
}
void Logic::roomErase() {
_graphics->frameEraseAll(false);
_graphics->bankErase(15);
_graphics->bankErase(11);
_graphics->bankErase(10);
_graphics->bankErase(12);
// TODO: TALKHEAD=0;
if (_currentRoom >= 114) {
_display->palFadeOut(0, 255, _currentRoom);
}
else {
_display->palFadeOut(0, 223, _currentRoom);
}
// TODO: credits system
// invalidates all persons animations
uint16 i;
for (i = 0; i <= 3; ++i) {
_personFrames[i] = 0;
}
for (i = 1; i <= 16; ++i) {
_newAnim[i][0].frame = 0;
}
uint16 cur = _roomData[_oldRoom] + 1;
uint16 last = _roomData[_oldRoom + 1];
while (cur <= last) {
ObjectData *pod = &_objectData[cur];
if (pod->name == 0) {
// object has been deleted, invalidate image
pod->image = 0;
}
else if (pod->image > -4000 && pod->image <= -10) {
if (_graphicData[ABS(pod->image + 10)].lastFrame == 0) {
// static Bob
pod->image = -1;
}
else {
// animated Bob
pod->image = -2;
}
}
++cur;
}
}
void Logic::roomSetupFurniture() {
int16 gstate[9];
_numFurnitureStatic = 0;
_numFurnitureAnimated = 0;
_numFurnitureAnimatedLen = 0;
uint16 curImage = 36 + FRAMES_JOE_XTRA;
// count the furniture and update gameState
uint16 furnitureTotal = 0;
uint16 i;
for (i = 1; i <= _numFurniture; ++i) {
if (_furnitureData[i].room == _currentRoom) {
++furnitureTotal;
gstate[furnitureTotal] = _furnitureData[i].gameStateValue;
}
}
if (furnitureTotal == 0) {
return;
}
// unpack the furniture from the bank 15
// there are 3 kinds :
// - static (bobs), gamestate range = ]0;5000]
// - animated (bobs), gamestate range = ]0;5000]
// - static (paste downs), gamestate range = [5000; [
// unpack the static bobs
for (i = 1; i <= furnitureTotal; ++i) {
int16 obj = gstate[i];
if (obj > 0 && obj <= 5000) {
GraphicData *pgd = &_graphicData[obj];
if (pgd->lastFrame == 0) {
++_numFurnitureStatic;
++curImage;
_graphics->bankUnpack(pgd->firstFrame, curImage, 15);
++_numFrames;
BobSlot *pbs = _graphics->bob(19 + _numFurnitureStatic);
pbs->active = true;
pbs->x = pgd->x;
pbs->y = pgd->y;
pbs->frameNum = curImage;
}
}
}
// unpack the animated bobs
uint16 curBob = 0;
for (i = 1; i <= furnitureTotal; ++i) {
int16 obj = gstate[i];
if (obj > 0 && obj <= 5000) {
GraphicData *pgd = &_graphicData[obj];
bool rebound = false;
int16 lastFrame = pgd->lastFrame;
if (lastFrame < 0) {
rebound = true;
lastFrame = -lastFrame;
}
if (lastFrame > 0) {
_numFurnitureAnimatedLen += lastFrame - pgd->firstFrame + 1;
++_numFurnitureAnimated;
uint16 image = curImage + 1;
int k;
for (k = pgd->firstFrame; k <= lastFrame; ++k) {
++curImage;
_graphics->bankUnpack(k, curImage, 15);
++_numFrames;
}
_graphics->bobAnimNormal(5 + curBob, image, curImage, pgd->speed / 4, rebound, false);
BobSlot *pbs = _graphics->bob(5 + curBob);
pbs->x = pgd->x;
pbs->y = pgd->y;
++curBob;
}
}
}
// unpack the paste downs
++curImage;
for (i = 1; i <= furnitureTotal; ++i) {
int16 obj = gstate[i];
if (obj > 5000) {
obj -= 5000;
GraphicData *pgd = &_graphicData[obj];
_graphics->bankUnpack(pgd->firstFrame, curImage, 15);
_graphics->bobPaste(curImage, pgd->x, pgd->y);
// no need to increment curImage here, as bobPaste() destroys the
// unpacked frame after blitting it
}
}
}
void Logic::roomSetupObjects() {
uint16 i;
// furniture frames are reserved in ::roomSetupFurniture(), we append objects
// frames after the furniture ones.
uint16 curImage = 36 + FRAMES_JOE_XTRA + _numFurnitureStatic + _numFurnitureAnimatedLen;
uint16 firstRoomObj = _roomData[_currentRoom] + 1;
uint16 lastRoomObj = _roomData[_currentRoom + 1];
uint16 numObjectStatic = 0;
uint16 numObjectAnimated = 0;
uint16 curBob;
// invalidates all Bobs for persons (except Joe's one)
for (i = 1; i <= 3; ++i) {
_graphics->bob(i)->active = false;
}
// static/animated Bobs
for (i = firstRoomObj; i <= lastRoomObj; ++i) {
ObjectData *pod = &_objectData[i];
// setup blanks bobs for turned off objects (in case
// you turn them on again)
if (pod->image == -1) {
// static OFF Bob
curBob = 20 + _numFurnitureStatic + numObjectStatic;
++numObjectStatic;
// create a blank frame for the for the OFF object
++_numFrames;
++curImage;
}
else if(pod->image == -2) {
// animated OFF Bob
curBob = 5 + _numFurnitureAnimated + numObjectAnimated;
++numObjectAnimated;
}
else if(pod->image > 0 && pod->image < 5000) {
GraphicData *pgd = &_graphicData[pod->image];
int16 lastFrame = pgd->lastFrame;
bool rebound = false;
if (lastFrame < 0) {
lastFrame = -lastFrame;
rebound = true;
}
if (pgd->firstFrame < 0) {
// FIXME: if(TEMPA[1]<0) bobs[CURRBOB].xflip=1;
curBob = 5 + _numFurnitureAnimated;
animSetup(pgd, curImage + 1, curBob + numObjectAnimated, pod->name > 0);
curImage += pgd->lastFrame;
++numObjectAnimated;
}
else if (lastFrame != 0) {
// animated objects
uint16 j;
uint16 firstFrame = curImage + 1;
for (j = pgd->firstFrame; j <= lastFrame; ++j) {
++curImage;
_graphics->bankUnpack(j, curImage, 15);
++_numFrames;
}
curBob = 5 + _numFurnitureAnimated + numObjectAnimated;
if (pod->name > 0) {
BobSlot *pbs = _graphics->bob(curBob);
pbs->active = true;
pbs->x = pgd->x;
pbs->y = pgd->y;
pbs->frameNum = firstFrame;
if (pgd->speed > 0) {
_graphics->bobAnimNormal(curBob, firstFrame, curImage, pgd->speed / 4, rebound, false);
}
}
++numObjectAnimated;
}
else {
// static objects
curBob = 20 + _numFurnitureStatic + numObjectStatic;
++curImage;
_graphics->bobClear(curBob);
// FIXME: if((COMPANEL==2) && (FULLSCREEN==1)) bobs[CURRBOB].y2=199;
_graphics->bankUnpack(pgd->firstFrame, curImage, 15);
++_numFrames;
if (pod->name > 0) {
BobSlot *pbs = _graphics->bob(curBob);
pbs->active = true;
pbs->x = pgd->x;
pbs->y = pgd->y;
pbs->frameNum = curImage;
}
++numObjectStatic;
}
}
}
// persons Bobs
for (i = firstRoomObj; i <= lastRoomObj; ++i) {
ObjectData *pod = &_objectData[i];
if (pod->image == -3 || pod->image == -4) {
debug(9, "Logic::roomSetupObjects() - Setting up person %d", i);
uint16 noun = i - _roomData[_currentRoom];
if (pod->name > 0) {
curImage = personSetup(noun, curImage);
}
else {
curImage = personAllocate(noun, curImage);
}
}
}
// paste downs list
++curImage;
_numFrames = curImage;
for (i = firstRoomObj; i <= lastRoomObj; ++i) {
ObjectData *pod = &_objectData[i];
if (pod->name > 0) {
int16 obj = pod->image;
if (obj > 5000) {
obj -= 5000;
GraphicData *pgd = &_graphicData[obj];
_graphics->bankUnpack(pgd->firstFrame, curImage, 15);
_graphics->bobPaste(curImage, pgd->x, pgd->y);
}
}
}
}
uint16 Logic::roomRefreshObject(uint16 obj) {
uint16 curImage = _numFrames;
if (obj == 0 || obj > _numObjects) {
warning("Invalid object number %d", obj);
return curImage;
}
ObjectData *pod = &_objectData[obj];
if (pod->image == 0) {
return curImage;
}
// check the object is in the current room
if (pod->room != _currentRoom) {
warning("Logic::roomRefreshObject() - Trying to display an object (%i=%s) that is not in room (object room=%i, current room=%i)",
obj, _objName[ABS(pod->name)], pod->room, _currentRoom);
return curImage;
}
// find bob for the object
uint16 curBob = findBob(obj);
BobSlot *pbs = _graphics->bob(curBob);
if (pod->image == -3 || pod->image == -4) {
// a person object
if (pod->name <= 0) {
_graphics->bobClear(curBob);
}
else {
// find person number
uint16 pNum = 1;
uint16 i = _roomData[_currentRoom] + 1;
while (i < obj) {
if (_objectData[i].image == -3 || _objectData[i].image == -4) {
++pNum;
}
++i;
}
curImage = _personFrames[pNum] - 1;
if (_personFrames[pNum] == 0) {
curImage = _numFrames;
_personFrames[pNum] = curImage;
}
curImage = personSetup(obj - _roomData[_currentRoom], curImage);
}
return curImage;
}
if (pod->name < 0 || pod->image < 0) {
// object is hidden or disabled
_graphics->bobClear(curBob);
return curImage;
}
// find frame used for object
curImage = findFrame(obj);
int image = pod->image;
if (image > 5000) {
image -= 5000;
}
GraphicData *pgd = &_graphicData[image];
bool rebound = false;
int16 lastFrame = pgd->lastFrame;
if (lastFrame < 0) {
lastFrame = -lastFrame;
rebound = true;
}
if (pgd->firstFrame < 0) {
animSetup(pgd, curImage, curBob, pod->name != 0);
curImage += pgd->lastFrame - 1;
}
else if (lastFrame != 0) {
// turn on an animated bob
_graphics->bankUnpack(pgd->firstFrame, 2, 15);
pbs->animating = false;
uint16 firstImage = curImage;
--curImage;
uint16 j;
for (j = pgd->firstFrame; j <= lastFrame; ++j) {
++curImage;
_graphics->bankUnpack(j, curImage, 15);
}
pbs->active = true;
pbs->x = pgd->x;
pbs->y = pgd->y;
pbs->frameNum = firstImage;
if (pgd->speed > 0) {
_graphics->bobAnimNormal(curBob, firstImage, curImage, pgd->speed / 4, rebound, false);
}
}
else {
// frame 2 is used as a buffer frame to prevent BOB flickering
_graphics->bankUnpack(pgd->firstFrame, 2, 15);
_graphics->bankUnpack(pgd->firstFrame, curImage, 15);
pbs->active = true;
pbs->x = pgd->x;
pbs->y = pgd->y;
pbs->frameNum = curImage;
}
return curImage;
}
void Logic::roomSetup(const char* room, int comPanel, bool inCutaway) {
char filename[20];
// loads background image
sprintf(filename, "%s.PCX", room);
_graphics->loadBackdrop(filename, _currentRoom);
// custom colors
_display->palCustomColors(_currentRoom);
// setup graphics to enter fullscreen/panel mode
_display->screenMode(comPanel, inCutaway);
// reset sprites table (bounding box...)
_graphics->bobClearAll();
// load/setup objects associated to this room
sprintf(filename, "%s.BBK", room);
_graphics->bankLoad(filename, 15);
zoneSetup();
_numFrames = 37 + FRAMES_JOE_XTRA;
roomSetupFurniture();
roomSetupObjects();
}
void Logic::roomDisplay(const char* room, RoomDisplayMode mode, uint16 scale, int comPanel, bool inCutaway) {
debug(9, "Logic::roomDisplay(%s, %d, %d, %d, %d)", room, mode, scale, comPanel, inCutaway);
roomErase();
// TODO: _sound->loadSFX(SFXNAME[_currentRoom]);
roomSetup(room, comPanel, inCutaway);
ObjectData *pod = NULL;
if (mode != RDM_FADE_NOJOE) {
pod = joeSetupInRoom(mode != RDM_FADE_JOE_XY, scale);
}
// FIXME: for now, always display room even if mode tells us
// to not do so. This is necessary as actual Cutaway code
// doesn't do any of the needed palFadeIn() calls. The only
// noticeable problem is the initial display of the pinnacle
// room which is faded 2 times.
// if (mode != RDM_NOFADE_JOE) {
update();
BobSlot *joe = _graphics->bob(0);
if (_currentRoom >= 114) {
_display->palFadeIn(0, 255, _currentRoom, joe->active, joe->x, joe->y);
}
else {
_display->palFadeIn(0, 223, _currentRoom, joe->active, joe->x, joe->y);
}
// }
if (pod != NULL) {
_walk->joeMove(0, pod->x, pod->y, inCutaway);
}
}
uint16 Logic::findScale(uint16 x, uint16 y) {
uint16 scale = 100;
uint16 areaNum = zoneInArea(ZONE_ROOM, x, y);
if(areaNum != 0) {
scale = _area[_currentRoom][areaNum].calcScale(y);
}
return scale;
}
void Logic::personSetData(int16 noun, const char *actorName, bool loadBank, Person *pp) {
if (noun <= 0) {
warning("Logic::personSetData() - Invalid object number: %i", noun);
}
uint16 i;
uint16 obj = _roomData[_currentRoom] + noun;
int16 img = _objectData[obj].image;
if (img != -3 && img != -4) {
warning("Logic::personSetData() - Object %d is not a person", obj);
return;
}
// search Bob number for the person
uint16 bobNum = 0;
for (i = _roomData[_currentRoom] + 1; i <= obj; ++i) {
img = _objectData[i].image;
if (img == -3 || img == -4) {
++bobNum;
}
}
// search for a matching actor
uint16 actor = 0;
for (i = 1; i <= _numActors; ++i) {
ActorData *pad = &_actorData[i];
if (pad->room == _currentRoom) {
if (_gameState[pad->gameStateSlot] == pad->gameStateValue) {
if ((bobNum > 0 && bobNum == pad->bobNum) || strcmp(_aName[pad->name], actorName) == 0) {
actor = i;
break;
}
}
}
}
if (!actor) {
warning("Actor '%s' not found, using default", actorName);
actor = 1;
}
pp->actor = &_actorData[actor];
pp->bankNum = pp->actor->bankNum;
pp->name = _aName[pp->actor->name];
if (pp->actor->anim != 0) {
pp->anim = _aAnim[pp->actor->anim];
}
else {
pp->anim = NULL;
}
if (loadBank) {
const char *actorFile = _aFile[pp->actor->actorFile];
if (actorFile) {
_graphics->bankLoad(actorFile, pp->bankNum);
}
else {
pp->bankNum = 15;
}
}
if (pp->actor->bobNum >= 1 && pp->actor->bobNum <= 3) {
pp->bobFrame = 29 + FRAMES_JOE_XTRA + pp->actor->bobNum;
}
else {
warning("Logic::personSetData() - The bob number for actor is not in the [1:3] range");
}
}
uint16 Logic::personSetup(uint16 noun, uint16 curImage) {
Person p;
personSetData(noun, "", true, &p);
const ActorData *pad = p.actor;
uint16 scale = 100;
uint16 a = zoneInArea(ZONE_ROOM, pad->x, pad->y);
if (a > 0) {
// person is not standing in the area box, scale it accordingly
scale = currentRoomArea(a)->calcScale(pad->y);
}
_graphics->bankUnpack(pad->bobFrameStanding, p.bobFrame, p.bankNum);
bool xflip = false;
uint16 person = _roomData[_currentRoom] + noun;
if (_objectData[person].image == -3) {
// person is facing left
xflip = true;
}
BobSlot *pbs = _graphics->bob(pad->bobNum);
pbs->active = true;
pbs->scale = scale;
pbs->x = pad->x;
pbs->y = pad->y;
pbs->frameNum = p.bobFrame;
pbs->xflip = xflip;
debug(0, "Logic::personSetup(%d, %d) - bob = %d", noun, curImage, pad->bobNum);
if (p.anim != NULL) {
_personFrames[pad->bobNum] = curImage + 1;
curImage = animCreate(curImage, &p);
}
else {
animErase(pad->bobNum);
}
return curImage;
}
uint16 Logic::personAllocate(uint16 noun, uint16 curImage) {
uint16 i;
uint16 person = _roomData[_currentRoom] + noun;
// search Bob number for the person
uint16 bobNum = 0;
for (i = _roomData[_currentRoom] + 1; i <= person; ++i) {
int16 img = _objectData[i].image;
if (img == -3 || img == -4) {
++bobNum;
}
}
// search for a matching actor
uint16 actor = 0;
for (i = 1; i <= _numActors; ++i) {
ActorData *pad = &_actorData[i];
if (pad->room == _currentRoom) {
if (_gameState[pad->gameStateSlot] == pad->gameStateValue) {
if (bobNum > 0 && bobNum == pad->bobNum) {
actor = i;
break;
}
}
}
}
if (actor > 0) {
const char *animStr = _aAnim[_actorData[actor].anim];
if (animStr) {
bool allocatedFrames[256];
memset(allocatedFrames, 0, sizeof(allocatedFrames));
uint16 f1, f2;
do {
sscanf(animStr, "%3hu,%3hu", &f1, &f2);
animStr += 8;
allocatedFrames[f1] = true;
} while(f1 != 0);
for (i = 1; i <= 255; ++i) {
if (allocatedFrames[i]) {
++curImage;
}
}
// FIXME: shouldn't this line be executed BEFORE curImage is incremented ?
_personFrames[bobNum] = curImage + 1;
}
}
return curImage;
}
uint16 Logic::animCreate(uint16 curImage, const Person *person) {
AnimFrame *animFrames = _newAnim[person->actor->bobNum];
uint16 allocatedFrames[256];
memset(allocatedFrames, 0, sizeof(allocatedFrames));
const char *p = person->anim;
int frame = 0;
uint16 f1, f2;
do {
sscanf(p, "%3hu,%3hu", &f1, &f2);
animFrames[frame].frame = f1;
animFrames[frame].speed = f2;
if (f1 > 500) {
// SFX
allocatedFrames[f1 - 500] = 1;
}
else {
allocatedFrames[f1] = 1;
}
p += 8;
++frame;
} while(f1 != 0);
// ajust frame numbers
uint16 n = 1;
uint16 i;
for (i = 1; i <= 255; ++i) {
if (allocatedFrames[i] != 0) {
allocatedFrames[i] = n;
++n;
}
}
for (i = 0; animFrames[i].frame != 0; ++i) {
uint16 frameNum = animFrames[i].frame;
if (frameNum > 500) {
animFrames[i].frame = curImage + allocatedFrames[frameNum - 500] + 500;
}
else {
animFrames[i].frame = curImage + allocatedFrames[frameNum];
}
}
// unpack necessary frames
for (i = 1; i <= 255; ++i) {
if (allocatedFrames[i] != 0) {
++curImage;
_graphics->bankUnpack(i, curImage, person->bankNum);
}
}
// start animation
_graphics->bobAnimString(person->actor->bobNum, animFrames);
return curImage;
}
void Logic::animErase(uint16 bobNum) {
_newAnim[bobNum][0].frame = 0;
BobSlot *pbs = _graphics->bob(bobNum);
pbs->animating = false;
pbs->anim.string.buffer = NULL;
}
void Logic::animSetup(const GraphicData *gd, uint16 firstImage, uint16 bobNum, bool visible) {
int16 tempFrames[20];
memset(tempFrames, 0, sizeof(tempFrames));
uint16 numTempFrames = 0;
uint16 i, j;
for (i = 1; i <= _numGraphicAnim; ++i) {
const GraphicAnim *pga = &_graphicAnim[i];
if (pga->keyFrame == gd->firstFrame) {
int16 frame = pga->frame;
if (frame > 500) { // SFX
frame -= 500;
}
bool foundMatchingFrame = false;
for (j = 0; j < numTempFrames; ++j) {
if (tempFrames[j] == frame) {
foundMatchingFrame = true;
break;
}
}
if (!foundMatchingFrame) {
assert(numTempFrames < 20);
tempFrames[numTempFrames] = frame;
++numTempFrames;
}
}
}
// sort found frames ascending
bool swap = true;
while (swap) {
swap = false;
for (i = 0; i < numTempFrames - 1; ++i) {
if (tempFrames[i] > tempFrames[i + 1]) {
SWAP(tempFrames[i], tempFrames[i + 1]);
swap = true;
}
}
}
// queen.c l.962-980 / l.1269-1294
for (i = 0; i < gd->lastFrame; ++i) {
_graphics->bankUnpack(ABS(tempFrames[i]), firstImage + i, 15);
}
BobSlot *pbs = _graphics->bob(bobNum);
pbs->animating = false;
if (visible) {
pbs->x = gd->x;
pbs->y = gd->y;
if (tempFrames[0] < 0) {
pbs->xflip = true;
}
AnimFrame *paf = _newAnim[bobNum];
for (i = 1; i <= _numGraphicAnim; ++i) {
const GraphicAnim *pga = &_graphicAnim[i];
if (pga->keyFrame == gd->firstFrame) {
uint16 frameNr = 0;
for (j = 1; j <= gd->lastFrame; ++j) {
if (pga->frame > 500) {
if (pga->frame - 500 == tempFrames[j - 1]) {
frameNr = j + firstImage - 1 + 500;
}
}
else if (pga->frame == tempFrames[j - 1]) {
frameNr = j + firstImage - 1;
}
}
paf->frame = frameNr;
paf->speed = pga->speed;
++paf;
}
}
paf->frame = 0;
paf->speed = 0;
pbs->animString(_newAnim[bobNum]);
}
}
void Logic::joeSetupFromBanks(const char *animBank, const char *standBank) {
int i;
_graphics->bankLoad(animBank, 13);
for (i = 11; i <= 28 + FRAMES_JOE_XTRA; ++i) {
_graphics->bankUnpack(i - 10, i, 13);
}
_graphics->bankErase(13);
_graphics->bankLoad(standBank, 7);
_graphics->bankUnpack(1, 33 + FRAMES_JOE_XTRA, 7);
_graphics->bankUnpack(3, 34 + FRAMES_JOE_XTRA, 7);
_graphics->bankUnpack(5, 35 + FRAMES_JOE_XTRA, 7);
}
void Logic::joeSetup() {
joeSetupFromBanks("joe_a.BBK", "joe_b.BBK");
_joe.facing = DIR_FRONT;
}
ObjectData *Logic::joeSetupInRoom(bool autoPosition, uint16 scale) {
// queen.c SETUP_HERO()
uint16 oldx;
uint16 oldy;
WalkOffData *pwo = NULL;
ObjectData *pod = objectData(_entryObj);
if (pod == NULL) {
error("Logic::joeSetupInRoom() - No object data for obj %d", _entryObj);
}
if (!autoPosition || _joe.x != 0 || _joe.y != 0) {
oldx = _joe.x;
oldy = _joe.y;
}
else {
// find the walk off point for the entry object and make
// Joe walking to that point
pwo = walkOffPointForObject(_entryObj);
if (pwo != NULL) {
oldx = pwo->x;
oldy = pwo->y;
}
else {
// no walk off point, use object position
oldx = pod->x;
oldy = pod->y;
}
}
debug(9, "Logic::joeSetupInRoom() - oldx=%d, oldy=%d", oldx, oldy);
if (scale > 0 && scale < 100) {
_joe.scale = scale;
}
else {
uint16 a = zoneInArea(ZONE_ROOM, oldx, oldy);
if (a > 0) {
_joe.scale = currentRoomArea(a)->calcScale(oldy);
}
else {
_joe.scale = 100;
}
}
// TODO: cutawayJoeFacing
// check to see which way Joe entered room
_joe.facing = State::findDirection(pod->state);
switch (_joe.facing) {
case DIR_BACK:
_joe.facing = DIR_FRONT;
break;
case DIR_FRONT:
_joe.facing = DIR_BACK;
break;
}
_joe.prevFacing = _joe.facing;
BobSlot *pbs = _graphics->bob(0);
pbs->scale = _joe.scale;
// TODO: room 108 specific
joeFace();
pbs->active = true;
pbs->x = oldx;
pbs->y = oldy;
pbs->frameNum = 29 + FRAMES_JOE_XTRA;
_joe.x = 0;
_joe.y = 0;
if (pwo != NULL) {
// entryObj has a walk off point, then walk from there to object x,y
return pod;
}
return NULL;
}
uint16 Logic::joeFace() {
debug(9, "Logic::joeFace() - curFace = %d, prevFace = %d", _joe.facing, _joe.prevFacing);
BobSlot *pbs = _graphics->bob(0);
uint16 frame;
if (_currentRoom == 108) {
frame = 1;
}
else {
frame = 33;
if (_joe.facing == DIR_FRONT) {
if (_joe.prevFacing == DIR_BACK) {
pbs->frameNum = 33 + FRAMES_JOE_XTRA;
update();
}
frame = 34;
}
else if (_joe.facing == DIR_BACK) {
if (_joe.prevFacing == DIR_FRONT) {
pbs->frameNum = 33 + FRAMES_JOE_XTRA;
update();
}
frame = 35;
}
else if ((_joe.facing == DIR_LEFT && _joe.prevFacing == DIR_RIGHT)
|| (_joe.facing == DIR_RIGHT && _joe.prevFacing == DIR_LEFT)) {
pbs->frameNum = 34 + FRAMES_JOE_XTRA;
update();
}
pbs->frameNum = frame + FRAMES_JOE_XTRA;
pbs->scale = _joe.scale;
pbs->xflip = (_joe.facing == DIR_LEFT);
update();
_joe.prevFacing = _joe.facing;
switch (frame) {
case 33: frame = 1; break;
case 34: frame = 3; break;
case 35: frame = 5; break;
}
}
pbs->frameNum = 29 + FRAMES_JOE_XTRA;
_graphics->bankUnpack(frame, pbs->frameNum, 7);
return frame;
}
void Logic::joeGrab(uint16 state, uint16 speed) {
StateGrab sg = State::findGrab(state);
if (sg != STATE_GRAB_NONE) {
joeGrabDirection(sg, speed);
}
}
void Logic::joeGrabDirection(StateGrab grab, uint16 speed) {
// if speed == 0, then keep Joe in position
uint16 frame = 0;
BobSlot *bobJoe = _graphics->bob(0);
switch (grab) {
case STATE_GRAB_NONE:
break;
case STATE_GRAB_MID:
if (_joe.facing == DIR_BACK) {
frame = 4;
}
else if (_joe.facing == DIR_FRONT) {
frame = 6;
}
else {
frame = 2;
}
break;
case STATE_GRAB_DOWN:
if (_joe.facing == DIR_BACK) {
frame = 9;
}
else {
frame = 8;
}
break;
case STATE_GRAB_UP:
// turn back
_graphics->bankUnpack(5, 29 + FRAMES_JOE_XTRA, 7);
bobJoe->xflip = (_joe.facing == DIR_LEFT);
bobJoe->scale = _joe.scale;
update();
// grab up
_graphics->bankUnpack(7, 29 + FRAMES_JOE_XTRA, 7);
bobJoe->xflip = (_joe.facing == DIR_LEFT);
bobJoe->scale = _joe.scale;
update();
// turn back
if (speed == 0) {
frame = 7;
}
else {
frame = 5;
}
break;
}
if (frame != 0) {
_graphics->bankUnpack(frame, 29 + FRAMES_JOE_XTRA, 7);
bobJoe->xflip = (_joe.facing == DIR_LEFT);
bobJoe->scale = _joe.scale;
update();
// extra delay for grab down
if (grab == STATE_GRAB_DOWN) {
update();
update();
}
if (speed > 0) {
joeFace();
}
}
}
void Logic::joeUseDress(bool showCut) {
if (showCut) {
joeFacing(DIR_FRONT);
joeFace();
if (gameState(VAR_DRESSING_MODE) == 0) {
playCutaway("cdres.CUT");
inventoryInsertItem(ITEM_CLOTHES);
}
else {
playCutaway("cudrs.CUT");
}
}
_display->palSetJoe(JP_DRESS);
joeSetupFromBanks("JoeD_A.BBK", "JoeD_B.BBK");
inventoryDeleteItem(ITEM_DRESS);
gameState(VAR_DRESSING_MODE, 2);
}
void Logic::joeUseClothes(bool showCut) {
if (showCut) {
joeFacing(DIR_FRONT);
joeFace();
playCutaway("cdclo.CUT");
inventoryInsertItem(ITEM_DRESS);
}
_display->palSetJoe(JP_CLOTHES);
joeSetupFromBanks("Joe_A.BBK", "Joe_B.BBK");
inventoryDeleteItem(ITEM_CLOTHES);
gameState(VAR_DRESSING_MODE, 0);
}
void Logic::joeUseUnderwear() {
_display->palSetJoe(JP_CLOTHES);
joeSetupFromBanks("JoeU_A.BBK", "JoeU_B.BBK");
gameState(VAR_DRESSING_MODE, 1);
}
void Logic::dialogue(const char *dlgFile, int personInRoom, char *cutaway) {
char cutawayFile[20];
if (cutaway == NULL) {
cutaway = cutawayFile;
}
_display->fullscreen(true);
Talk::talk(dlgFile, personInRoom, cutaway, _graphics, _input, this, _resource, _sound);
_display->fullscreen(false);
}
void Logic::playCutaway(const char *cutFile, char *next) {
char nextFile[20];
if (next == NULL) {
next = nextFile;
}
Cutaway::run(cutFile, next, _graphics, _input, this, _resource, _sound);
}
void Logic::joeSpeak(uint16 descNum, bool objectType) {
// joeSpeak(k, false) == SPEAK(JOE_RESPstr[k],"JOE",find_cd_desc(k))
// joeSpeak(k, true) == SPEAK(OBJECT_DESCRstr[k],"JOE",find_cd_desc(JOERESPMAX+k))
const char *text = objectType ? _objDescription[descNum] : _joeResponse[descNum];
if (objectType) {
descNum += JOE_RESPONSE_MAX;
}
char descFilePrefix[10];
sprintf(descFilePrefix, "JOE%04i", descNum);
Talk::speak(text, NULL, descFilePrefix, _graphics, _input, this, _resource, _sound);
}
const char* Logic::objectOrItemName(int16 obj) const {
uint16 name;
if (obj < 0) {
name = _itemData[ABS(obj)].name;
}
else {
name = _objectData[obj].name;
}
return _objName[name];
}
Verb Logic::findVerbUnderCursor(int16 cursorx, int16 cursory) const {
return Verb(PANEL_VERBS[zoneIn(ZONE_PANEL, cursorx, cursory)]);
}
uint16 Logic::findObjectUnderCursor(int16 cursorx, int16 cursory) const {
uint16 roomObj = 0;
if (cursory < ROOM_ZONE_HEIGHT) {
int16 x = cursorx + _display->horizontalScroll();
roomObj = zoneIn(ZONE_ROOM, x, cursory);
}
return roomObj;
}
uint16 Logic::findObjectRoomNumber(uint16 zoneNum) const {
// l.316-327 select.c
uint16 noun = zoneNum;
uint16 objectMax = _objMax[_currentRoom];
if (zoneNum > objectMax) {
// this is an area box, check for associated object
uint16 obj = _area[_currentRoom][zoneNum - objectMax].object;
if (obj != 0 && _objectData[obj].name != 0) {
// there is an object, get its number
noun = obj - _roomData[_currentRoom];
}
}
return noun;
}
uint16 Logic::findObjectGlobalNumber(uint16 zoneNum) const {
return _roomData[_currentRoom] + findObjectRoomNumber(zoneNum);
}
uint16 Logic::findInventoryItem(int invSlot) const {
// queen.c l.3894-3898
if (invSlot >= 0 && invSlot < 4) {
return _inventoryItem[invSlot];
}
return 0;
}
void Logic::inventorySetup() {
_graphics->bankLoad("objects.BBK", 14);
_inventoryItem[0] = ITEM_BAT;
_inventoryItem[1] = ITEM_JOURNAL;
_inventoryItem[2] = ITEM_NONE;
_inventoryItem[3] = ITEM_NONE;
}
void Logic::inventoryRefresh() {
int16 i;
uint16 x = 182;
for (i = 0; i < 4; ++i) {
uint16 itemNum = _inventoryItem[i];
if (itemNum != 0) {
// 1st object in inventory uses frame 8,
// whereas 2nd, 3rd and 4th uses frame 9
uint16 dstFrame = (itemNum != 0) ? 8 : 9;
// unpack frame for object and draw it
_graphics->bankUnpack(_itemData[itemNum].frame, dstFrame, 14);
_graphics->bobDrawInventoryItem(dstFrame, x, 14);
}
else {
// no object, clear the panel
_graphics->bobDrawInventoryItem(0, x, 14);
}
x += 35;
}
// XXX OLDVERB=VERB;
update();
}
int16 Logic::previousInventoryItem(int16 start) const {
int i;
for (i = start - 1; i >= 1; i--)
if (_itemData[i].name > 0)
return i;
for (i = _numItems; i > start; i--)
if (_itemData[i].name > 0)
return i;
return 0; //nothing found
}
int16 Logic::nextInventoryItem(int16 start) const {
int i;
for (i = start + 1; i < _numItems; i++)
if (_itemData[i].name > 0)
return i;
for (i = 1; i < start; i++)
if (_itemData[i].name > 0)
return i;
return 0; //nothing found
}
void Logic::removeDuplicateItems() {
for (int i = 0; i < 4; i++)
for (int j = i + 1; j < 4; j++)
if (_inventoryItem[i] == _inventoryItem[j])
_inventoryItem[j] = ITEM_NONE;
}
uint16 Logic::numItemsInventory() const {
uint16 count = 0;
for (int i = 1; i < _numItems; i++)
if (_itemData[i].name > 0)
count++;
return count;
}
void Logic::inventoryInsertItem(uint16 itemNum, bool refresh) {
int16 item = _inventoryItem[0] = (int16)itemNum;
_itemData[itemNum].name = abs(_itemData[itemNum].name); //set visible
for (int i = 1; i < 4; i++) {
item = nextInventoryItem(item);
_inventoryItem[i] = item;
removeDuplicateItems();
}
if (refresh)
inventoryRefresh();
}
void Logic::inventoryDeleteItem(uint16 itemNum, bool refresh) {
int16 item = (int16)itemNum;
_itemData[itemNum].name = -abs(_itemData[itemNum].name); //set invisible
for (int i = 0; i < 4; i++) {
item = nextInventoryItem(item);
_inventoryItem[i] = item;
removeDuplicateItems();
}
if (refresh)
inventoryRefresh();
}
void Logic::inventoryScroll(uint16 count, bool up) {
if (!(numItemsInventory() > 4))
return;
if (up) {
for (int i = 3; i > 0; i--)
_inventoryItem[i] = _inventoryItem[i - 1];
_inventoryItem[0] = previousInventoryItem(_inventoryItem[0]);
} else {
for (int i = 0; i < 3; i++)
_inventoryItem[i] = _inventoryItem[i + 1];
_inventoryItem[3] = nextInventoryItem(_inventoryItem[3]);
}
inventoryRefresh();
}
void Logic::objectCopy(int dummyObjectIndex, int realObjectIndex) {
// P3_COPY_FROM function in cutaway.c
/* Copy data from Dummy (D) object to object (K)
If COPY_FROM Object images are greater than COPY_TO Object
images then swap the objects around. */
ObjectData *dummyObject = objectData(dummyObjectIndex);
ObjectData *realObject = objectData(realObjectIndex);
int fromState = (dummyObject->name < 0) ? -1 : 0;
int frameCountReal = 1;
int frameCountDummy = 1;
int graphic = realObject->image;
if (graphic > 0) {
if (graphic > 5000)
graphic -= 5000;
GraphicData *data = graphicData(graphic);
if (data->lastFrame > 0)
frameCountReal = data->lastFrame - data->firstFrame + 1;
graphic = dummyObject->image;
if (graphic > 0) {
if (graphic > 5000)
graphic -= 5000;
data = graphicData(graphic);
if (data->lastFrame > 0)
frameCountDummy = data->lastFrame - data->firstFrame + 1;
}
}
ObjectData temp = *realObject;
*realObject = *dummyObject;
if (frameCountDummy > frameCountReal)
*dummyObject = temp;
realObject->name = abs(realObject->name);
if (fromState == -1)
dummyObject->name = -abs(dummyObject->name);
// Make sure that WALK_OFF_DATA is copied too!
for (int i = 1; i <= _numWalkOffs; i++) {
WalkOffData *walkOff = &_walkOffData[i];
if (walkOff->entryObj == (int16)dummyObjectIndex) {
walkOff->entryObj = (int16)realObjectIndex;
break;
}
}
}
void Logic::checkPlayer() {
update();
_cmd->updatePlayer();
}
void Logic::customMoveJoe(int facing, uint16 areaNum, uint16 walkDataNum) {
// queen.c l.2838-2911
debug(9, "customMoveJoe(%d, %d, %d)\n", facing, areaNum, walkDataNum);
// Stop animating Joe
_graphics->bob(0)->animating = false;
// Make Joe face the right direction
joeFacing(facing);
joeFace();
_newRoom = 0;
_entryObj = 0;
char nextCut[20];
memset(nextCut, 0, sizeof(nextCut));
switch (_currentRoom) {
case 4:
joeSpeak(16);
break;
case 6:
playCutaway("c6c.CUT", nextCut);
break;
case 14:
playCutaway("c14b.CUT", nextCut);
break;
case 16:
if (areaNum == 3) {
playCutaway("c16a.CUT", nextCut);
}
break;
case 17:
if (walkDataNum == 4) {
playCutaway("c17a.CUT", nextCut);
}
else if (walkDataNum == 2) {
playCutaway("c17b.CUT", nextCut);
}
break;
case 22:
playCutaway("c22a.CUT", nextCut);
break;
case 26:
playCutaway("c26b.CUT", nextCut);
break;
case 30:
playCutaway("c30a.CUT", nextCut);
break;
case 32:
playCutaway("c32c.CUT", nextCut);
break;
case 50:
if (areaNum == 6) {
if (_gameState[21] == 0) {
playCutaway("c50d.CUT", nextCut);
while (nextCut[0] != '\0') {
playCutaway(nextCut, nextCut);
}
_gameState[21] = 1;
} else {
playCutaway("c50h.CUT", nextCut);
}
}
break;
case 53:
playCutaway("c53b.CUT", nextCut);
break;
case 55:
joeSpeak(19);
break;
case 71:
joeSpeak(21);
break;
case 73:
// don't play next Cutaway
if (_gameState[VAR_ROOM73_CUTAWAY] == 0) {
playCutaway("c73a.CUT");
_gameState[VAR_ROOM73_CUTAWAY] = 1;
joeUseUnderwear();
joeFace();
}
else if (_gameState[VAR_ROOM73_CUTAWAY] == 1) {
playCutaway("c73b.CUT");
_gameState[VAR_ROOM73_CUTAWAY] = 2;
}
else if (_gameState[VAR_ROOM73_CUTAWAY] == 2) {
playCutaway("c73c.CUT");
}
break;
case 100:
if (areaNum == 7) {
joeSpeak(17);
}
break;
case 101:
if (areaNum == 5 && _gameState[187] == 0) {
playCutaway("c101b.CUT", nextCut);
}
break;
case 103:
if (areaNum == 3) {
if (_gameState[35] == 1) {
playCutaway("c103e.CUT", nextCut);
}
else if (_gameState[35] == 0) {
playCutaway("c103b.CUT", nextCut);
_gameState[35] = 1;
}
}
break;
}
while (strlen(nextCut) > 4 &&
scumm_stricmp(nextCut + strlen(nextCut) - 4, ".cut") == 0) {
playCutaway(nextCut, nextCut);
}
}
void Logic::handlePinnacleRoom() {
// camera does not follow Joe anymore
_graphics->cameraBob(-1);
roomDisplay("m1", RDM_NOFADE_JOE, 100, 2, true);
BobSlot *joe = _graphics->bob(6);
BobSlot *piton = _graphics->bob(7);
// set scrolling value to mouse position to avoid glitch
_display->horizontalScroll(_input->mousePosX());
joe->x = piton->x = 3 * _input->mousePosX() / 4 + 200;
joe->frameNum = _input->mousePosX() / 36 + 43 + FRAMES_JOE_XTRA;
// adjust bounding box for fullscreen
joe->box.y2 = piton->box.y2 = GAME_SCREEN_HEIGHT - 1;
// bobs have been unpacked from animating objects, we don't need them
// to animate anymore ; so turn animating off
joe->animating = piton->animating = false;
update();
_display->palFadeIn(0, 223, ROOM_JUNGLE_PINNACLE, joe->active, joe->x, joe->y);
_entryObj = 0;
uint16 prevObj = 0;
while (_input->mouseButton() == 0 || _entryObj == 0) {
update();
int mx = _input->mousePosX();
int my = _input->mousePosY();
// update screen scrolling
_display->horizontalScroll(_input->mousePosX());
// update bobs position / frame
joe->x = piton->x = 3 * mx / 4 + 200;
joe->frameNum = mx / 36 + 43 + FRAMES_JOE_XTRA;
uint16 curObj = findObjectUnderCursor(mx, my);
if (curObj != 0 && curObj != prevObj) {
_entryObj = 0;
curObj += _roomData[_currentRoom]; // global object number
ObjectData *objData = &_objectData[curObj];
if (objData->name > 0) {
_entryObj = objData->entryObj;
char textCmd[CmdText::MAX_COMMAND_LEN];
sprintf(textCmd, "%s %s", Verb(VERB_WALK_TO).name(), _objName[objData->name]);
_graphics->textCurrentColor(INK_MAP7);
_graphics->textSetCentered(5, textCmd);
}
prevObj = curObj;
}
}
_input->clearMouseButton();
_newRoom = _objectData[_entryObj].room;
joe->active = piton->active = false;
_graphics->textClear(5, 5);
// There is quite a hack in original source code to handle properly this
// special room. The main problem is described in executed.c l.334-339.
//
// Below is how room switching is handled
//
// ACTION2=10;
// SUBJECT[1]=NOUN+ROOM_DATA[ROOM];
// EXECUTE_ACTION(NO);
//
// None of the following commands updates gamestate/areas/objects/items :
//
// piton -> crash : 0x216
// piton -> floda : 0x217
// piton -> bob : 0x219
// piton -> embark : 0x218
// piton -> jungle : 0x20B
//
// But this list is surely not exhaustive...
//
// So basically, EXECUTE_ACTION only performs the playsong calls...
// XXX if (com->song > 0) { playsong(com->song); }
// camera follows Joe again
_graphics->cameraBob(0);
// XXX COMPANEL=1;
// _display->panel(true); // cyx: to me, that's completely useless
_display->palFadeOut(0, 223, 7);
}
void Logic::update() {
_graphics->update(_currentRoom);
_input->delay();
_display->palCustomScroll(_currentRoom);
BobSlot *joe = _graphics->bob(0);
_display->update(joe->active, joe->x, joe->y);
_dbg->update(_input->checkKeys());
if (_input->quickSave())
if (!_input->cutawayRunning()) {
_input->quickSaveReset();
gameSave(0, "Quicksave");
}
if (_input->quickLoad())
if (!_input->cutawayRunning()) {
_input->quickLoadReset();
gameLoad(0);
}
}
bool Logic::gameSave(uint16 slot, const char *desc) {
if (!desc) //no description entered
return false;
debug(3, "Saving game to slot %d", slot);
int i, j;
char *buf = new char[32];
memcpy(buf, desc, strlen(desc) < 32 ? strlen(desc) : 32);
for (i = strlen(desc); i < 32; i++)
buf[i] = '\0';
byte *saveData = new byte[SAVEGAME_SIZE];
byte *ptr = saveData;
memcpy(ptr, buf, 32); ptr += 32;
delete[] buf;
WRITE_BE_UINT16(ptr, _settings.talkSpeed); ptr += 2;
WRITE_BE_UINT16(ptr, _settings.musicVolume); ptr += 2;
WRITE_BE_UINT16(ptr, _settings.sfxToggle ? 1 : 0); ptr += 2;
WRITE_BE_UINT16(ptr, _settings.speechToggle ? 1 : 0); ptr += 2;
WRITE_BE_UINT16(ptr, _settings.musicToggle ? 1 : 0); ptr += 2;
WRITE_BE_UINT16(ptr, _settings.textToggle ? 1 : 0); ptr += 2;
for (i = 0; i < 4; i++) {
WRITE_BE_UINT16(ptr, _inventoryItem[i]); ptr += 2;
}
WRITE_BE_UINT16(ptr, _graphics->bob(0)->x); ptr += 2;
WRITE_BE_UINT16(ptr, _graphics->bob(0)->y); ptr += 2;
WRITE_BE_UINT16(ptr, _currentRoom); ptr += 2;
for (i = 1; i <= _numObjects; i++)
_objectData[i].writeTo(ptr);
for (i = 1; i <= _numItems; i++)
_itemData[i].writeTo(ptr);
for (i = 0; i < GAME_STATE_COUNT; i++) {
WRITE_BE_UINT16(ptr, gameState(i)); ptr += 2;
}
for (i = 1; i <= _numRooms; i++)
for (j = 1; j <= _areaMax[i]; j++)
_area[i][j].writeTo(ptr);
for (i = 0; i < TALK_SELECTED_COUNT; i++)
_talkSelected[i].writeTo(ptr);
for (i = 1; i <= _numWalkOffs; i++)
_walkOffData[i].writeTo(ptr);
WRITE_BE_UINT16(ptr, _joe.facing); ptr += 2;
WRITE_BE_UINT16(ptr, 0); ptr += 2; //TODO: tmpbamflag
WRITE_BE_UINT16(ptr, 0); ptr += 2; //TODO: lastoverride
//TODO: lastmerge, lastalter, altmrgpri
for (i = 0; i < 3; i++) {
WRITE_BE_UINT16(ptr, 0); ptr += 2;
}
if ((ptr - saveData) != SAVEGAME_SIZE) {
delete[] saveData;
return false;
}
bool result = _resource->writeSave(slot, saveData, SAVEGAME_SIZE);
delete[] saveData;
return result;
}
bool Logic::gameLoad(uint16 slot) {
int i, j;
byte *saveData = new byte[SAVEGAME_SIZE];
byte *ptr = saveData;
if (!_resource->readSave(slot, saveData)) {
warning("Couldn't load savegame from slot %d", slot);
delete[] saveData;
return false;
}
debug(3, "Loading game from slot %d", slot);
ptr += 32; //skip description
_settings.talkSpeed = (int16)READ_BE_UINT16(ptr); ptr += 2;
_settings.musicVolume = (int16)READ_BE_UINT16(ptr); ptr += 2;
_settings.sfxToggle = READ_BE_UINT16(ptr) != 0; ptr += 2;
_settings.speechToggle = READ_BE_UINT16(ptr) != 0; ptr += 2;
_settings.musicToggle = READ_BE_UINT16(ptr) != 0; ptr += 2;
_settings.textToggle = READ_BE_UINT16(ptr) != 0; ptr += 2;
for (i = 0; i < 4; i++) {
_inventoryItem[i] = (int16)READ_BE_UINT16(ptr); ptr += 2;
}
_joe.x = (int16)READ_BE_UINT16(ptr); ptr += 2;
_joe.y = (int16)READ_BE_UINT16(ptr); ptr += 2;
currentRoom(READ_BE_UINT16(ptr)); ptr += 2;
for (i = 1; i <= _numObjects; i++)
_objectData[i].readFrom(ptr);
for (i = 1; i <= _numItems; i++)
_itemData[i].readFrom(ptr);
for (i = 0; i < GAME_STATE_COUNT; i++) {
gameState(i, (int16)READ_BE_UINT16(ptr)); ptr += 2;
}
for (i = 1; i <= _numRooms; i++)
for (j = 1; j <= _areaMax[i]; j++)
_area[i][j].readFrom(ptr);
for (i = 0; i < TALK_SELECTED_COUNT; i++)
_talkSelected[i].readFrom(ptr);
for (i = 1; i <= _numWalkOffs; i++)
_walkOffData[i].readFrom(ptr);
joeFacing(READ_BE_UINT16(ptr)); ptr += 2;
READ_BE_UINT16(ptr); ptr += 2; //TODO: tmpbamflag
READ_BE_UINT16(ptr); ptr += 2; //TODO: lastoverride
//_sound->playSound(_sound->lastOverride())
//TODO: lastmerge, lastalter, altmrgpri
for (i = 0; i < 3; i++) {
READ_BE_UINT16(ptr); ptr += 2;
}
if ((ptr - saveData) != SAVEGAME_SIZE) {
delete[] saveData;
return false;
}
//CUTJOEF = _joe.facing;
joeFace();
//OLDX = _joe.x;
//OLDY = _joe.y;
_oldRoom = 0;
newRoom(_currentRoom);
_entryObj = 0;
switch (gameState(VAR_DRESSING_MODE)) {
case 0:
joeUseClothes(false);
break;
case 1:
joeUseUnderwear();
break;
case 2:
joeUseDress(false);
break;
}
inventoryRefresh();
//bamflag = ..
delete[] saveData;
return true;
}
void Logic::sceneStart() {
debug(0, "[Logic::sceneStart] _scene = %i", _scene);
_scene++;
_display->mouseCursorShow(false);
if (1 == _scene) { // && _input->cutawayRunning()) { // sceneStart is always called when cutaway is running
_display->palFadePanel();
}
update();
}
void Logic::sceneStop() {
debug(0, "[Logic::sceneStop] _scene = %i", _scene);
_scene--;
if (_scene > 0)
return;
_display->palSetAllDirty();
_display->mouseCursorShow(true);
zoneSetupPanel();
}
void Logic::useJournal() {
warning("Journal unimplemented");
if (_resource->isDemo()) {
Talk::speak("This is a demo, so I can't load or save games*14", NULL, "", _graphics, _input, this, _resource, _sound);
}
else {
// FIXME: add Journal code, suggestion :
// (execute.c l.428-437 & queen.c l.350-365)
// save some vars
// Journal j(this, _graphics...);
// j.run();
// restore vars
}
}
} // End of namespace Queen