scummvm/engines/gob/inter_v2.cpp
Sven Hesse f16cc050e9 GOB: Add class Inter_LittleRed
This fixes the crash when selecting an animal in the "Languages"
screen.

Interestingly, the German names of the animals are partially
wrong... And for "Das Schmetterling" (sic!), even the recorded
speech sample is wrong.
2012-06-15 01:14:49 +02:00

1541 lines
41 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 "common/endian.h"
#include "common/str.h"
#include "common/translation.h"
#include "gui/message.h"
#include "audio/mixer.h"
#include "audio/mods/infogrames.h"
#include "gob/gob.h"
#include "gob/inter.h"
#include "gob/global.h"
#include "gob/util.h"
#include "gob/dataio.h"
#include "gob/draw.h"
#include "gob/game.h"
#include "gob/expression.h"
#include "gob/script.h"
#include "gob/resources.h"
#include "gob/hotspots.h"
#include "gob/goblin.h"
#include "gob/map.h"
#include "gob/mult.h"
#include "gob/scenery.h"
#include "gob/video.h"
#include "gob/save/saveload.h"
#include "gob/videoplayer.h"
#include "gob/sound/sound.h"
namespace Gob {
#define OPCODEVER Inter_v2
#define OPCODEDRAW(i, x) _opcodesDraw[i]._OPCODEDRAW(OPCODEVER, x)
#define OPCODEFUNC(i, x) _opcodesFunc[i]._OPCODEFUNC(OPCODEVER, x)
#define OPCODEGOB(i, x) _opcodesGob[i]._OPCODEGOB(OPCODEVER, x)
Inter_v2::Inter_v2(GobEngine *vm) : Inter_v1(vm) {
}
void Inter_v2::setupOpcodesDraw() {
Inter_v1::setupOpcodesDraw();
OPCODEDRAW(0x01, o2_playMult);
OPCODEDRAW(0x02, o2_freeMultKeys);
OPCODEDRAW(0x0A, o2_setRenderFlags);
OPCODEDRAW(0x13, o2_multSub);
OPCODEDRAW(0x14, o2_initMult);
OPCODEDRAW(0x17, o2_loadMultObject);
OPCODEDRAW(0x1C, o2_renderStatic);
OPCODEDRAW(0x1D, o2_loadCurLayer);
OPCODEDRAW(0x20, o2_playCDTrack);
OPCODEDRAW(0x21, o2_waitCDTrackEnd);
OPCODEDRAW(0x22, o2_stopCD);
OPCODEDRAW(0x23, o2_readLIC);
OPCODEDRAW(0x24, o2_freeLIC);
OPCODEDRAW(0x25, o2_getCDTrackPos);
OPCODEDRAW(0x30, o2_loadFontToSprite);
OPCODEDRAW(0x40, o2_totSub);
OPCODEDRAW(0x41, o2_switchTotSub);
OPCODEDRAW(0x42, o2_pushVars);
OPCODEDRAW(0x43, o2_popVars);
OPCODEDRAW(0x50, o2_loadMapObjects);
OPCODEDRAW(0x51, o2_freeGoblins);
OPCODEDRAW(0x52, o2_moveGoblin);
OPCODEDRAW(0x53, o2_writeGoblinPos);
OPCODEDRAW(0x54, o2_stopGoblin);
OPCODEDRAW(0x55, o2_setGoblinState);
OPCODEDRAW(0x56, o2_placeGoblin);
OPCODEDRAW(0x80, o2_initScreen);
OPCODEDRAW(0x81, o2_scroll);
OPCODEDRAW(0x82, o2_setScrollOffset);
OPCODEDRAW(0x83, o2_playImd);
OPCODEDRAW(0x84, o2_getImdInfo);
OPCODEDRAW(0x85, o2_openItk);
OPCODEDRAW(0x86, o2_closeItk);
OPCODEDRAW(0x87, o2_setImdFrontSurf);
OPCODEDRAW(0x88, o2_resetImdFrontSurf);
}
void Inter_v2::setupOpcodesFunc() {
Inter_v1::setupOpcodesFunc();
OPCODEFUNC(0x09, o2_assign);
OPCODEFUNC(0x11, o2_printText);
OPCODEFUNC(0x17, o2_animPalInit);
OPCODEFUNC(0x18, o2_addHotspot);
OPCODEFUNC(0x19, o2_removeHotspot);
OPCODEFUNC(0x25, o2_goblinFunc);
OPCODEFUNC(0x39, o2_stopSound);
OPCODEFUNC(0x3A, o2_loadSound);
OPCODEFUNC(0x3E, o2_getFreeMem);
OPCODEFUNC(0x3F, o2_checkData);
OPCODEFUNC(0x4D, o2_readData);
OPCODEFUNC(0x4E, o2_writeData);
}
void Inter_v2::setupOpcodesGob() {
OPCODEGOB( 0, o2_loadInfogramesIns);
OPCODEGOB( 1, o2_startInfogrames);
OPCODEGOB( 2, o2_stopInfogrames);
OPCODEGOB( 10, o2_playInfogrames);
OPCODEGOB(100, o2_handleGoblins);
OPCODEGOB(500, o2_playProtracker);
OPCODEGOB(501, o2_stopProtracker);
}
void Inter_v2::checkSwitchTable(uint32 &offset) {
byte type;
int16 len;
int32 value;
bool found;
found = false;
offset = 0;
type = _vm->_game->_script->peekByte();
value = (uint16) _vm->_game->_script->readVarIndex();
switch (type) {
case TYPE_VAR_INT8:
case TYPE_ARRAY_INT8:
value = (int8) READ_VARO_UINT8(value);
break;
case TYPE_VAR_INT32:
case TYPE_ARRAY_INT32:
value = READ_VARO_UINT32(value);
break;
default:
value = (int16) READ_VARO_UINT16(value);
break;
}
if (_terminate)
return;
len = _vm->_game->_script->readInt8();
while (len != -5) {
for (int i = 0; i < len; i++) {
type = _vm->_game->_script->peekByte();
switch (type) {
case TYPE_IMM_INT32:
_vm->_game->_script->skip(1);
if (!found &&
(value == _vm->_game->_script->peekInt32()))
found = true;
_vm->_game->_script->skip(5);
break;
case TYPE_IMM_INT16:
_vm->_game->_script->skip(1);
if (!found &&
(value == _vm->_game->_script->peekInt16()))
found = true;
_vm->_game->_script->skip(3);
break;
case TYPE_IMM_INT8:
_vm->_game->_script->skip(1);
if (!found && (value == _vm->_game->_script->peekInt8()))
found = true;
_vm->_game->_script->skip(2);
break;
default:
if (!found) {
_vm->_game->_script->evalExpr(0);
if (value == _vm->_game->_script->getResultInt())
found = true;
} else
_vm->_game->_script->skipExpr(99);
break;
}
}
if (found && (offset == 0))
offset = _vm->_game->_script->pos();
_vm->_game->_script->skip(_vm->_game->_script->peekUint16(2) + 2);
len = _vm->_game->_script->readInt8();
}
if ((_vm->_game->_script->peekByte() >> 4) != 4)
return;
_vm->_game->_script->skip(1);
if (offset == 0)
offset = _vm->_game->_script->pos();
_vm->_game->_script->skip(_vm->_game->_script->peekUint16(2) + 2);
}
void Inter_v2::o2_playMult() {
int16 checkEscape;
checkEscape = _vm->_game->_script->readInt16();
_vm->_mult->setMultData(checkEscape >> 1);
_vm->_mult->playMult(VAR(57), -1, checkEscape & 0x1, 0);
}
void Inter_v2::o2_freeMultKeys() {
uint16 index = _vm->_game->_script->readUint16();
if (!_vm->_mult->hasMultData(index))
return;
_vm->_mult->setMultData(index);
_vm->_mult->freeMultKeys();
_vm->_mult->zeroMultData(index);
}
void Inter_v2::o2_setRenderFlags() {
int16 expr;
expr = _vm->_game->_script->readValExpr();
if (expr & 0x8000) {
_vm->_draw->_renderFlags |= expr & 0x3FFF;
} else {
if (expr & 0x4000)
_vm->_draw->_renderFlags &= expr & 0x3FFF;
else
_vm->_draw->_renderFlags = expr;
}
}
void Inter_v2::o2_multSub() {
_vm->_mult->multSub(_vm->_game->_script->readValExpr());
}
void Inter_v2::o2_initMult() {
int16 oldAnimHeight;
int16 oldAnimWidth;
int16 oldObjCount;
uint16 posXVar;
uint16 posYVar;
uint16 animDataVar;
oldAnimWidth = _vm->_mult->_animWidth;
oldAnimHeight = _vm->_mult->_animHeight;
oldObjCount = _vm->_mult->_objCount;
_vm->_mult->_animLeft = _vm->_game->_script->readInt16();
_vm->_mult->_animTop = _vm->_game->_script->readInt16();
_vm->_mult->_animWidth = _vm->_game->_script->readInt16();
_vm->_mult->_animHeight = _vm->_game->_script->readInt16();
_vm->_mult->_objCount = _vm->_game->_script->readInt16();
posXVar = _vm->_game->_script->readVarIndex();
posYVar = _vm->_game->_script->readVarIndex();
animDataVar = _vm->_game->_script->readVarIndex();
if (_vm->_mult->_objects && (oldObjCount != _vm->_mult->_objCount)) {
warning("Initializing new objects without having "
"cleaned up the old ones at first");
_vm->_mult->clearObjectVideos();
for (int i = 0; i < _vm->_mult->_objCount; i++) {
delete _vm->_mult->_objects[i].pPosX;
delete _vm->_mult->_objects[i].pPosY;
}
delete[] _vm->_mult->_objects;
delete[] _vm->_mult->_renderObjs;
delete[] _vm->_mult->_orderArray;
_vm->_mult->_objects = 0;
_vm->_mult->_renderObjs = 0;
_vm->_mult->_orderArray = 0;
}
if (_vm->_mult->_objects == 0) {
_vm->_mult->_renderObjs = new Mult::Mult_Object*[_vm->_mult->_objCount];
memset(_vm->_mult->_renderObjs, 0,
_vm->_mult->_objCount * sizeof(Mult::Mult_Object*));
if (_terminate)
return;
_vm->_mult->_orderArray = new int8[_vm->_mult->_objCount];
memset(_vm->_mult->_orderArray, 0, _vm->_mult->_objCount * sizeof(int8));
_vm->_mult->_objects = new Mult::Mult_Object[_vm->_mult->_objCount];
memset(_vm->_mult->_objects, 0,
_vm->_mult->_objCount * sizeof(Mult::Mult_Object));
for (int i = 0; i < _vm->_mult->_objCount; i++) {
uint32 offPosX = i * 4 + (posXVar / 4) * 4;
uint32 offPosY = i * 4 + (posYVar / 4) * 4;
uint32 offAnim = animDataVar + i * 4 * _vm->_global->_inter_animDataSize;
_vm->_mult->_objects[i].pPosX = new VariableReference(*_vm->_inter->_variables, offPosX);
_vm->_mult->_objects[i].pPosY = new VariableReference(*_vm->_inter->_variables, offPosY);
_vm->_mult->_objects[i].pAnimData =
(Mult::Mult_AnimData *)_variables->getAddressOff8(offAnim);
_vm->_mult->_objects[i].pAnimData->isStatic = 1;
_vm->_mult->_objects[i].tick = 0;
_vm->_mult->_objects[i].lastLeft = -1;
_vm->_mult->_objects[i].lastRight = -1;
_vm->_mult->_objects[i].lastTop = -1;
_vm->_mult->_objects[i].lastBottom = -1;
_vm->_mult->_objects[i].goblinX = 1;
_vm->_mult->_objects[i].goblinY = 1;
}
}
if (_vm->_mult->_animSurf &&
((oldAnimWidth != _vm->_mult->_animWidth) ||
(oldAnimHeight != _vm->_mult->_animHeight))) {
_vm->_draw->freeSprite(Draw::kAnimSurface);
_vm->_mult->_animSurf.reset();
}
_vm->_draw->adjustCoords(0,
&_vm->_mult->_animWidth, &_vm->_mult->_animHeight);
if (!_vm->_mult->_animSurf) {
_vm->_draw->initSpriteSurf(Draw::kAnimSurface, _vm->_mult->_animWidth,
_vm->_mult->_animHeight, 0);
_vm->_mult->_animSurf = _vm->_draw->_spritesArray[Draw::kAnimSurface];
if (_terminate)
return;
}
_vm->_draw->adjustCoords(1,
&_vm->_mult->_animWidth, &_vm->_mult->_animHeight);
_vm->_draw->_sourceSurface = Draw::kBackSurface;
_vm->_draw->_destSurface = Draw::kAnimSurface;
_vm->_draw->_spriteLeft = _vm->_mult->_animLeft;
_vm->_draw->_spriteTop = _vm->_mult->_animTop;
_vm->_draw->_spriteRight = _vm->_mult->_animWidth;
_vm->_draw->_spriteBottom = _vm->_mult->_animHeight;
_vm->_draw->_destSpriteX = 0;
_vm->_draw->_destSpriteY = 0;
_vm->_draw->spriteOperation(0);
debugC(4, kDebugGraphics, "o2_initMult: x = %d, y = %d, w = %d, h = %d",
_vm->_mult->_animLeft, _vm->_mult->_animTop,
_vm->_mult->_animWidth, _vm->_mult->_animHeight);
debugC(4, kDebugGraphics, " _vm->_mult->_objCount = %d, "
"animation data size = %d", _vm->_mult->_objCount,
_vm->_global->_inter_animDataSize);
}
void Inter_v2::o2_loadMultObject() {
assert(_vm->_mult->_objects);
uint16 objIndex = _vm->_game->_script->readValExpr();
debugC(4, kDebugGameFlow, "Loading mult object %d", objIndex);
Mult::Mult_Object &obj = _vm->_mult->_objects[objIndex];
Mult::Mult_AnimData &objAnim = *(obj.pAnimData);
*obj.pPosX = _vm->_game->_script->readValExpr();
*obj.pPosY = _vm->_game->_script->readValExpr();
byte *multData = (byte *) &objAnim;
for (int i = 0; i < 11; i++) {
if (_vm->_game->_script->peekByte() != 99)
multData[i] = _vm->_game->_script->readValExpr();
else
_vm->_game->_script->skip(1);
}
if ((objAnim.animType == 100) && (objIndex < _vm->_goblin->_gobsCount)) {
uint8 posX = *(obj.pPosX) % 256;
obj.destX = posX;
obj.gobDestX = posX;
obj.goblinX = posX;
uint8 posY = *(obj.pPosY) % 256;
obj.destY = posY;
obj.gobDestY = posY;
obj.goblinY = posY;
*(obj.pPosX) *= _vm->_map->getTilesWidth();
int16 layer = objAnim.layer;
int16 animation = obj.goblinStates[layer][0].animation;
objAnim.framesLeft = objAnim.maxFrame;
objAnim.nextState = -1;
objAnim.newState = -1;
objAnim.pathExistence = 0;
objAnim.isBusy = 0;
objAnim.state = layer;
objAnim.layer = obj.goblinStates[objAnim.state][0].layer;
objAnim.animation = animation;
_vm->_scenery->updateAnim(layer, 0, animation, 0,
*(obj.pPosX), *(obj.pPosY), 0);
if (!_vm->_map->hasBigTiles())
*(obj.pPosY) = (obj.goblinY + 1) * _vm->_map->getTilesHeight()
- (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
else
*(obj.pPosY) = ((obj.goblinY + 1) * _vm->_map->getTilesHeight()) -
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop) -
((obj.goblinY + 1) / 2);
*(obj.pPosX) = obj.goblinX * _vm->_map->getTilesWidth();
} else if ((objAnim.animType == 101) && (objIndex < _vm->_goblin->_gobsCount)) {
int16 layer = objAnim.layer;
int16 animation = obj.goblinStates[layer][0].animation;
objAnim.nextState = -1;
objAnim.newState = -1;
objAnim.state = layer;
objAnim.layer = obj.goblinStates[objAnim.state][0].layer;
objAnim.animation = animation;
if ((*(obj.pPosX) == 1000) && (*(obj.pPosY) == 1000)) {
Scenery::AnimLayer *animLayer =
_vm->_scenery->getAnimLayer(animation, objAnim.layer);
*(obj.pPosX) = animLayer->posX;
*(obj.pPosY) = animLayer->posY;
}
_vm->_scenery->updateAnim(layer, 0, animation, 0,
*(obj.pPosX), *(obj.pPosY), 0);
} else if ((objAnim.animType != 100) && (objAnim.animType != 101)) {
if ((((int32) *(obj.pPosX)) == -1234) && (((int32) *(obj.pPosY)) == -4321)) {
if (obj.videoSlot > 0)
_vm->_vidPlayer->closeVideo(obj.videoSlot - 1);
obj.videoSlot = 0;
obj.lastLeft = -1;
obj.lastTop = -1;
obj.lastBottom = -1;
obj.lastRight = -1;
}
}
}
void Inter_v2::o2_renderStatic() {
int16 layer;
int16 index;
index = _vm->_game->_script->readValExpr();
layer = _vm->_game->_script->readValExpr();
_vm->_scenery->renderStatic(index, layer);
}
void Inter_v2::o2_loadCurLayer() {
_vm->_scenery->_curStatic = _vm->_game->_script->readValExpr();
_vm->_scenery->_curStaticLayer = _vm->_game->_script->readValExpr();
}
void Inter_v2::o2_playCDTrack() {
if (!(_vm->_draw->_renderFlags & RENDERFLAG_NOBLITINVALIDATED))
_vm->_draw->blitInvalidated();
_vm->_sound->cdPlay(_vm->_game->_script->evalString());
}
void Inter_v2::o2_waitCDTrackEnd() {
debugC(1, kDebugSound, "CDROM: Waiting for playback to end");
while (_vm->_sound->cdGetTrackPos() >= 0)
_vm->_util->longDelay(1);
}
void Inter_v2::o2_stopCD() {
_vm->_sound->cdStop();
}
void Inter_v2::o2_readLIC() {
Common::String file = _vm->_game->_script->evalString();
file += ".LIC";
_vm->_sound->cdLoadLIC(file.c_str());
}
void Inter_v2::o2_freeLIC() {
_vm->_sound->cdUnloadLIC();
}
void Inter_v2::o2_getCDTrackPos() {
int16 varPos;
int16 varName;
_vm->_util->longDelay(1);
varPos = _vm->_game->_script->readVarIndex();
varName = _vm->_game->_script->readVarIndex();
WRITE_VAR_OFFSET(varPos, _vm->_sound->cdGetTrackPos(GET_VARO_STR(varName)));
WRITE_VARO_STR(varName, _vm->_sound->cdGetCurrentTrack());
}
void Inter_v2::o2_loadFontToSprite() {
int16 i = _vm->_game->_script->readInt16();
_vm->_draw->_fontToSprite[i].sprite = _vm->_game->_script->readByte();
_vm->_game->_script->skip(1);
_vm->_draw->_fontToSprite[i].base = _vm->_game->_script->readByte();
_vm->_game->_script->skip(1);
_vm->_draw->_fontToSprite[i].width = _vm->_game->_script->readByte();
_vm->_game->_script->skip(1);
_vm->_draw->_fontToSprite[i].height = _vm->_game->_script->readByte();
_vm->_game->_script->skip(1);
}
void Inter_v2::o2_totSub() {
uint8 length = _vm->_game->_script->readByte();
if ((length & 0x7F) > 13)
error("Length in o2_totSub is greater than 13 (%d)", length);
Common::String totFile;
if (length & 0x80)
totFile = _vm->_game->_script->evalString();
else
for (uint8 i = 0; i < length; i++)
totFile += _vm->_game->_script->readChar();
// WORKAROUND: There is a race condition in the script when opening the notepad
if (!totFile.equalsIgnoreCase("edit"))
_vm->_util->forceMouseUp();
// WORKAROUND: For some reason, the variable indicating which TOT to load next
// is overwritten in the guard house card game in Woodruff
if ((_vm->getGameType() == kGameTypeWoodruff) && (totFile == "6"))
totFile = "EMAP2011";
uint8 flags = _vm->_game->_script->readByte();
_vm->_game->totSub(flags, totFile);
}
void Inter_v2::o2_switchTotSub() {
int16 index;
int16 function;
index = _vm->_game->_script->readInt16();
function = _vm->_game->_script->readInt16();
_vm->_game->switchTotSub(index, function);
}
void Inter_v2::o2_pushVars() {
uint8 count = _vm->_game->_script->readByte();
for (int i = 0; i < count; i++) {
if ((_vm->_game->_script->peekByte() == 25) ||
(_vm->_game->_script->peekByte() == 28)) {
int16 varOff = _vm->_game->_script->readVarIndex();
_vm->_game->_script->skip(1);
_varStack.pushData(*_variables, varOff, _vm->_global->_inter_animDataSize * 4);
} else {
int16 value;
if (_vm->_game->_script->evalExpr(&value) != 20)
value = 0;
_varStack.pushInt((uint16)value);
}
}
}
void Inter_v2::o2_popVars() {
uint8 count = _vm->_game->_script->readByte();
for (int i = 0; i < count; i++) {
int16 varOff = _vm->_game->_script->readVarIndex();
_varStack.pop(*_variables, varOff);
}
}
void Inter_v2::o2_loadMapObjects() {
_vm->_map->loadMapObjects(0);
}
void Inter_v2::o2_freeGoblins() {
_vm->_goblin->freeObjects();
}
void Inter_v2::o2_moveGoblin() {
int16 destX, destY;
int16 index;
destX = _vm->_game->_script->readValExpr();
destY = _vm->_game->_script->readValExpr();
index = _vm->_game->_script->readValExpr();
_vm->_goblin->move(destX, destY, index);
}
void Inter_v2::o2_writeGoblinPos() {
int16 varX, varY;
int16 index;
varX = _vm->_game->_script->readVarIndex();
varY = _vm->_game->_script->readVarIndex();
index = _vm->_game->_script->readValExpr();
WRITE_VAR_OFFSET(varX, _vm->_mult->_objects[index].goblinX);
WRITE_VAR_OFFSET(varY, _vm->_mult->_objects[index].goblinY);
}
void Inter_v2::o2_stopGoblin() {
int16 index = _vm->_game->_script->readValExpr();
_vm->_mult->_objects[index].pAnimData->pathExistence = 4;
}
void Inter_v2::o2_setGoblinState() {
int16 index;
int16 state;
int16 type;
int16 layer;
int16 animation;
int16 deltaX, deltaY;
int16 deltaWidth, deltaHeight;
index = _vm->_game->_script->readValExpr();
state = _vm->_game->_script->readValExpr();
type = _vm->_game->_script->readValExpr();
Mult::Mult_Object &obj = _vm->_mult->_objects[index];
Mult::Mult_AnimData &objAnim = *(obj.pAnimData);
objAnim.stateType = type;
if (!obj.goblinStates || !obj.goblinStates[state])
return;
Scenery::AnimLayer *animLayer;
switch (type) {
case 0:
objAnim.frame = 0;
layer = obj.goblinStates[state][0].layer;
animation = obj.goblinStates[state][0].animation;
objAnim.state = state;
objAnim.layer = layer;
objAnim.animation = animation;
animLayer = _vm->_scenery->getAnimLayer(animation, layer);
*(obj.pPosX) = animLayer->posX;
*(obj.pPosY) = animLayer->posY;
objAnim.isPaused = 0;
objAnim.isStatic = 0;
objAnim.newCycle = animLayer->framesCount;
break;
case 1:
case 4:
case 6:
layer = obj.goblinStates[objAnim.state][0].layer;
animation = obj.goblinStates[objAnim.state][0].animation;
_vm->_scenery->updateAnim(layer, 0, animation, 0,
*(obj.pPosX), *(obj.pPosY), 0);
deltaHeight = _vm->_scenery->_animBottom - _vm->_scenery->_animTop;
deltaWidth = _vm->_scenery->_animRight - _vm->_scenery->_animLeft;
animLayer =
_vm->_scenery->getAnimLayer(objAnim.animation, objAnim.layer);
deltaX = animLayer->animDeltaX;
deltaY = animLayer->animDeltaY;
layer = obj.goblinStates[state][0].layer;
animation = obj.goblinStates[state][0].animation;
objAnim.state = state;
objAnim.layer = layer;
objAnim.animation = animation;
objAnim.frame = 0;
objAnim.isPaused = 0;
objAnim.isStatic = 0;
animLayer = _vm->_scenery->getAnimLayer(animation, layer);
objAnim.newCycle = animLayer->framesCount;
_vm->_scenery->updateAnim(layer, 0, animation, 0,
*(obj.pPosX), *(obj.pPosY), 0);
deltaHeight -= _vm->_scenery->_animBottom - _vm->_scenery->_animTop;
deltaWidth -= _vm->_scenery->_animRight - _vm->_scenery->_animLeft;
*(obj.pPosX) += deltaWidth + deltaX;
*(obj.pPosY) += deltaHeight + deltaY;
break;
case 11:
layer = obj.goblinStates[state][0].layer;
animation = obj.goblinStates[state][0].animation;
objAnim.state = state;
objAnim.layer = layer;
objAnim.animation = animation;
objAnim.frame = 0;
objAnim.isPaused = 0;
objAnim.isStatic = 0;
animLayer = _vm->_scenery->getAnimLayer(animation, layer);
objAnim.newCycle = animLayer->framesCount;
_vm->_scenery->updateAnim(layer, 0, animation, 0,
*(obj.pPosX), *(obj.pPosY), 0);
if (_vm->_map->hasBigTiles())
*(obj.pPosY) = ((obj.goblinY + 1) * _vm->_map->getTilesHeight()) -
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop) -
((obj.goblinY + 1) / 2);
else
*(obj.pPosY) = ((obj.goblinY + 1) * _vm->_map->getTilesHeight()) -
(_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
*(obj.pPosX) = obj.goblinX * _vm->_map->getTilesWidth();
break;
}
}
void Inter_v2::o2_placeGoblin() {
int16 index;
int16 x, y;
int16 state;
index = _vm->_game->_script->readValExpr();
x = _vm->_game->_script->readValExpr();
y = _vm->_game->_script->readValExpr();
state = _vm->_game->_script->readValExpr();
_vm->_goblin->placeObject(0, 0, index, x, y, state);
}
void Inter_v2::o2_initScreen() {
int16 offY;
int16 videoMode;
int16 width, height;
offY = _vm->_game->_script->readInt16();
videoMode = offY & 0xFF;
offY = (offY >> 8) & 0xFF;
width = _vm->_game->_script->readValExpr();
height = _vm->_game->_script->readValExpr();
_vm->_video->clearScreen();
// Lost in Time switches to 640x400x16 when showing the title screen
if (_vm->getGameType() == kGameTypeLostInTime) {
if (videoMode == 0x10) {
width = _vm->_width = 640;
height = _vm->_height = 400;
_vm->_global->_colorCount = 16;
_vm->_video->setSize(true);
} else if (_vm->_global->_videoMode == 0x10) {
if (width == -1)
width = 320;
if (height == -1)
height = 200;
_vm->_width = 320;
_vm->_height = 200;
_vm->_global->_colorCount = 256;
_vm->_video->setSize(false);
}
}
_vm->_global->_fakeVideoMode = videoMode;
// Some versions require this
if (videoMode == 0xD)
videoMode = _vm->_mode;
if ((videoMode == _vm->_global->_videoMode) && (width == -1))
return;
if (width > 0)
_vm->_video->_surfWidth = width;
if (height > 0)
_vm->_video->_surfHeight = height;
_vm->_video->_splitHeight1 = MIN<int16>(_vm->_height, _vm->_video->_surfHeight - offY);
_vm->_video->_splitHeight2 = offY;
_vm->_video->_splitStart = _vm->_video->_surfHeight - offY;
_vm->_video->_screenDeltaX = 0;
_vm->_video->_screenDeltaY = 0;
_vm->_global->_mouseMinX = 0;
_vm->_global->_mouseMinY = 0;
_vm->_global->_mouseMaxX = _vm->_width;
_vm->_global->_mouseMaxY = _vm->_height - _vm->_video->_splitHeight2 - 1;
_vm->_draw->closeScreen();
_vm->_util->clearPalette();
memset(_vm->_global->_redPalette, 0, 256);
memset(_vm->_global->_greenPalette, 0, 256);
memset(_vm->_global->_bluePalette, 0, 256);
_vm->_global->_videoMode = videoMode;
_vm->_video->initPrimary(videoMode);
WRITE_VAR(15, _vm->_global->_fakeVideoMode);
_vm->_global->_setAllPalette = true;
_vm->_util->setMousePos(_vm->_global->_inter_mouseX,
_vm->_global->_inter_mouseY);
_vm->_util->clearPalette();
_vm->_draw->initScreen();
_vm->_util->setScrollOffset();
}
void Inter_v2::o2_scroll() {
int16 startX;
int16 startY;
int16 endX;
int16 endY;
int16 stepX;
int16 stepY;
int16 curX;
int16 curY;
startX = CLIP((int) _vm->_game->_script->readValExpr(), 0,
_vm->_video->_surfWidth - _vm->_width);
startY = CLIP((int) _vm->_game->_script->readValExpr(), 0,
_vm->_video->_surfHeight - _vm->_height);
endX = CLIP((int) _vm->_game->_script->readValExpr(), 0,
_vm->_video->_surfWidth - _vm->_width);
endY = CLIP((int) _vm->_game->_script->readValExpr(), 0,
_vm->_video->_surfHeight - _vm->_height);
stepX = _vm->_game->_script->readValExpr();
stepY = _vm->_game->_script->readValExpr();
curX = startX;
curY = startY;
while (!_vm->shouldQuit() && ((curX != endX) || (curY != endY))) {
curX = stepX > 0 ? MIN(curX + stepX, (int) endX) :
MAX(curX + stepX, (int) endX);
curY = stepY > 0 ? MIN(curY + stepY, (int) endY) :
MAX(curY + stepY, (int) endY);
_vm->_draw->_scrollOffsetX = curX;
_vm->_draw->_scrollOffsetY = curY;
_vm->_util->setScrollOffset();
_vm->_video->dirtyRectsAll();
}
}
void Inter_v2::o2_setScrollOffset() {
int16 offsetX, offsetY;
offsetX = _vm->_game->_script->readValExpr();
offsetY = _vm->_game->_script->readValExpr();
if (offsetX == -1) {
_vm->_game->_preventScroll = !_vm->_game->_preventScroll;
WRITE_VAR(2, _vm->_draw->_scrollOffsetX);
WRITE_VAR(3, _vm->_draw->_scrollOffsetY);
} else {
int16 screenW = _vm->_video->_surfWidth;
int16 screenH = _vm->_video->_surfHeight;
if (screenW > _vm->_width)
screenW -= _vm->_width;
if (screenH > _vm->_height)
screenH -= _vm->_height;
_vm->_draw->_scrollOffsetX = CLIP<int16>(offsetX, 0, screenW);
_vm->_draw->_scrollOffsetY = CLIP<int16>(offsetY, 0, screenH);
_vm->_video->dirtyRectsAll();
}
_vm->_util->setScrollOffset();
_noBusyWait = true;
}
void Inter_v2::o2_playImd() {
VideoPlayer::Properties props;
Common::String imd = _vm->_game->_script->evalString();
if (imd.size() > 8)
imd = Common::String(imd.c_str(), 8);
props.x = _vm->_game->_script->readValExpr();
props.y = _vm->_game->_script->readValExpr();
props.startFrame = _vm->_game->_script->readValExpr();
props.lastFrame = _vm->_game->_script->readValExpr();
props.breakKey = _vm->_game->_script->readValExpr();
props.flags = _vm->_game->_script->readValExpr();
props.palStart = _vm->_game->_script->readValExpr();
props.palEnd = _vm->_game->_script->readValExpr();
props.palCmd = 1 << (props.flags & 0x3F);
debugC(1, kDebugVideo, "Playing video \"%s\" @ %d+%d, frames %d - %d, "
"paletteCmd %d (%d - %d), flags %X", imd.c_str(),
props.x, props.y, props.startFrame, props.lastFrame,
props.palCmd, props.palStart, props.palEnd, props.flags);
int slot = 0;
if (!imd.empty()) {
_vm->_vidPlayer->evaluateFlags(props);
if ((slot = _vm->_vidPlayer->openVideo(true, imd, props)) < 0) {
WRITE_VAR(11, (uint32) -1);
return;
}
}
bool close = (props.lastFrame == -1);
if (props.startFrame == -2) {
props.startFrame = 0;
props.lastFrame = 0;
close = false;
}
if (props.startFrame >= 0)
_vm->_vidPlayer->play(slot, props);
if (close)
_vm->_vidPlayer->closeVideo(slot);
}
void Inter_v2::o2_getImdInfo() {
Common::String imd = _vm->_game->_script->evalString();
int16 varX = _vm->_game->_script->readVarIndex();
int16 varY = _vm->_game->_script->readVarIndex();
int16 varFrames = _vm->_game->_script->readVarIndex();
int16 varWidth = _vm->_game->_script->readVarIndex();
int16 varHeight = _vm->_game->_script->readVarIndex();
// WORKAROUND: The nut rolling animation in the administration center
// in Woodruff is called "noixroul", but the scripts think it's "noixroule".
if ((_vm->getGameType() == kGameTypeWoodruff) &&
imd.equalsIgnoreCase("noixroule"))
imd = "noixroul";
_vm->_vidPlayer->writeVideoInfo(imd, varX, varY, varFrames, varWidth, varHeight);
}
void Inter_v2::o2_openItk() {
Common::String file = _vm->_game->_script->evalString();
if (!file.contains('.'))
file += ".ITK";
_vm->_dataIO->openArchive(file, false);
}
void Inter_v2::o2_closeItk() {
_vm->_dataIO->closeArchive(false);
// NOTE: Lost in Time might close a data file without explicitely closing a video in it.
// So we make sure that all open videos are still available.
_vm->_vidPlayer->reopenAll();
}
void Inter_v2::o2_setImdFrontSurf() {
}
void Inter_v2::o2_resetImdFrontSurf() {
}
void Inter_v2::o2_assign(OpFuncParams &params) {
byte destType = _vm->_game->_script->peekByte();
int16 dest = _vm->_game->_script->readVarIndex();
byte loopCount;
if (_vm->_game->_script->peekByte() == 99) {
_vm->_game->_script->skip(1);
loopCount = _vm->_game->_script->readByte();
} else
loopCount = 1;
for (int i = 0; i < loopCount; i++) {
int16 result;
int16 srcType = _vm->_game->_script->evalExpr(&result);
switch (destType) {
case TYPE_VAR_INT8:
case TYPE_ARRAY_INT8:
WRITE_VARO_UINT8(dest + i, _vm->_game->_script->getResultInt());
break;
case TYPE_VAR_INT16:
case TYPE_ARRAY_INT16:
WRITE_VARO_UINT16(dest + i * 2, _vm->_game->_script->getResultInt());
break;
case TYPE_VAR_INT32:
case TYPE_ARRAY_INT32:
WRITE_VAR_OFFSET(dest + i * 4, _vm->_game->_script->getResultInt());
break;
case TYPE_VAR_INT32_AS_INT16:
WRITE_VARO_UINT16(dest + i * 4, _vm->_game->_script->getResultInt());
break;
case TYPE_VAR_STR:
case TYPE_ARRAY_STR:
if (srcType == TYPE_IMM_INT16)
WRITE_VARO_UINT8(dest, result);
else
WRITE_VARO_STR(dest, _vm->_game->_script->getResultStr());
break;
}
}
}
void Inter_v2::o2_printText(OpFuncParams &params) {
char buf[60];
int i;
_vm->_draw->_destSpriteX = _vm->_game->_script->readValExpr();
_vm->_draw->_destSpriteY = _vm->_game->_script->readValExpr();
_vm->_draw->_backColor = _vm->_game->_script->readValExpr();
_vm->_draw->_frontColor = _vm->_game->_script->readValExpr();
_vm->_draw->_fontIndex = _vm->_game->_script->readValExpr();
_vm->_draw->_destSurface = Draw::kBackSurface;
_vm->_draw->_textToPrint = buf;
_vm->_draw->_transparency = 0;
SurfacePtr surface = _vm->_draw->_spritesArray[_vm->_draw->_destSurface];
uint16 destWidth = surface ? surface->getWidth() : 0;
uint16 destHeight = surface ? surface->getHeight() : 0;
if (_vm->_draw->_backColor == 16) {
_vm->_draw->_backColor = 0;
_vm->_draw->_transparency = 1;
}
do {
for (i = 0; (_vm->_game->_script->peekChar() != '.') &&
(_vm->_game->_script->peekByte() != 200); i++) {
buf[i] = _vm->_game->_script->readChar();
}
if (_vm->_game->_script->peekByte() != 200) {
_vm->_game->_script->skip(1);
switch (_vm->_game->_script->peekByte()) {
case TYPE_VAR_INT8:
case TYPE_ARRAY_INT8:
sprintf(buf + i, "%d",
(int8) READ_VARO_UINT8(_vm->_game->_script->readVarIndex()));
break;
case TYPE_VAR_INT16:
case TYPE_VAR_INT32_AS_INT16:
case TYPE_ARRAY_INT16:
sprintf(buf + i, "%d",
(int16) READ_VARO_UINT16(_vm->_game->_script->readVarIndex()));
break;
case TYPE_VAR_INT32:
case TYPE_ARRAY_INT32:
sprintf(buf + i, "%d",
(int32)VAR_OFFSET(_vm->_game->_script->readVarIndex()));
break;
case TYPE_VAR_STR:
case TYPE_ARRAY_STR:
sprintf(buf + i, "%s",
GET_VARO_STR(_vm->_game->_script->readVarIndex()));
break;
}
_vm->_game->_script->skip(1);
} else
buf[i] = 0;
if ((_vm->_draw->_destSpriteX < destWidth) &&
(_vm->_draw->_destSpriteY < destHeight))
_vm->_draw->spriteOperation(DRAW_PRINTTEXT);
} while (_vm->_game->_script->peekByte() != 200);
_vm->_game->_script->skip(1);
}
void Inter_v2::o2_animPalInit(OpFuncParams &params) {
int16 index;
index = _vm->_game->_script->readInt16();
if (index > 0) {
index--;
_animPalLowIndex[index] = _vm->_game->_script->readValExpr();
_animPalHighIndex[index] = _vm->_game->_script->readValExpr();
_animPalDir[index] = 1;
} else if (index == 0) {
memset(_animPalDir, 0, 8 * sizeof(int16));
_vm->_game->_script->readValExpr();
_vm->_game->_script->readValExpr();
} else {
index = -index - 1;
_animPalLowIndex[index] = _vm->_game->_script->readValExpr();
_animPalHighIndex[index] = _vm->_game->_script->readValExpr();
_animPalDir[index] = -1;
}
}
void Inter_v2::o2_addHotspot(OpFuncParams &params) {
int16 id = _vm->_game->_script->readValExpr();
uint16 funcPos = _vm->_game->_script->pos();
int16 left = _vm->_game->_script->readValExpr();
int16 top = _vm->_game->_script->readValExpr();
uint16 width = _vm->_game->_script->readValExpr();
uint16 height = _vm->_game->_script->readValExpr();
uint16 flags = _vm->_game->_script->readValExpr();
uint16 key = _vm->_game->_script->readInt16();
if (key == 0)
key = ABS(id) + 41960;
if (left < 0) {
width += left;
left = 0;
}
if (top < 0) {
height += top;
top = 0;
}
if (id < 0)
_vm->_game->_hotspots->add(0xD000 - id, left & 0xFFFC, top & 0xFFFC,
left + width + 3, top + height + 3, flags, key, 0, 0, funcPos);
else
_vm->_game->_hotspots->add(0xE000 + id, left, top,
left + width - 1, top + height - 1, flags, key, 0, 0, funcPos);
}
void Inter_v2::o2_removeHotspot(OpFuncParams &params) {
int16 id = _vm->_game->_script->readValExpr();
uint8 stateType1 = Hotspots::kStateFilledDisabled | Hotspots::kStateType1;
uint8 stateType2 = Hotspots::kStateFilledDisabled | Hotspots::kStateType2;
if (id == -2)
_vm->_game->_hotspots->removeState(stateType1);
else if (id == -1)
_vm->_game->_hotspots->removeState(stateType2);
else
_vm->_game->_hotspots->remove((stateType2 << 12) + id);
}
void Inter_v2::o2_goblinFunc(OpFuncParams &params) {
OpGobParams gobParams;
int16 cmd;
cmd = _vm->_game->_script->readInt16();
gobParams.paramCount = _vm->_game->_script->readInt16();
gobParams.extraData = cmd;
if (cmd != 101)
executeOpcodeGob(cmd, gobParams);
}
void Inter_v2::o2_stopSound(OpFuncParams &params) {
int16 expr;
expr = _vm->_game->_script->readValExpr();
if (expr < 0) {
_vm->_sound->adlibStop();
} else
_vm->_sound->blasterStop(expr);
_soundEndTimeKey = 0;
}
void Inter_v2::o2_loadSound(OpFuncParams &params) {
loadSound(0);
}
void Inter_v2::o2_getFreeMem(OpFuncParams &params) {
uint16 freeVar;
uint16 maxFreeVar;
freeVar = _vm->_game->_script->readVarIndex();
maxFreeVar = _vm->_game->_script->readVarIndex();
// HACK
WRITE_VAR_OFFSET(freeVar , 1000000);
WRITE_VAR_OFFSET(maxFreeVar, 1000000);
WRITE_VAR(16, _vm->_game->_script->getVariablesCount() * 4);
}
void Inter_v2::o2_checkData(OpFuncParams &params) {
Common::String file = _vm->_game->_script->evalString();
int16 varOff = _vm->_game->_script->readVarIndex();
// WORKAROUND: For some reason, the variable indicating which TOT to load next
// is overwritten in the guard house card game in Woodruff.
if ((_vm->getGameType() == kGameTypeWoodruff) && file.equalsIgnoreCase("6.tot"))
file = "EMAP2011.TOT";
int32 size = -1;
SaveLoad::SaveMode mode = _vm->_saveLoad ? _vm->_saveLoad->getSaveMode(file.c_str()) : SaveLoad::kSaveModeNone;
if (mode == SaveLoad::kSaveModeNone) {
size = _vm->_dataIO->fileSize(file);
if (size == -1)
warning("File \"%s\" not found", file.c_str());
} else if (mode == SaveLoad::kSaveModeSave)
size = _vm->_saveLoad->getSize(file.c_str());
else if (mode == SaveLoad::kSaveModeExists)
size = 23;
debugC(2, kDebugFileIO, "Requested size of file \"%s\": %d", file.c_str(), size);
WRITE_VAR_OFFSET(varOff, (size == -1) ? -1 : 50);
WRITE_VAR(16, (uint32) size);
}
void Inter_v2::o2_readData(OpFuncParams &params) {
const char *file = _vm->_game->_script->evalString();
uint16 dataVar = _vm->_game->_script->readVarIndex();
int32 size = _vm->_game->_script->readValExpr();
int32 offset = _vm->_game->_script->evalInt();
int32 retSize = 0;
debugC(2, kDebugFileIO, "Read from file \"%s\" (%d, %d bytes at %d)",
file, dataVar, size, offset);
SaveLoad::SaveMode mode = _vm->_saveLoad ? _vm->_saveLoad->getSaveMode(file) : SaveLoad::kSaveModeNone;
if (mode == SaveLoad::kSaveModeSave) {
WRITE_VAR(1, 1);
if (!_vm->_saveLoad->load(file, dataVar, size, offset)) {
GUI::MessageDialog dialog(_("Failed to load game state from file."));
dialog.runModal();
} else
WRITE_VAR(1, 0);
return;
} else if (mode == SaveLoad::kSaveModeIgnore)
return;
if (size < 0) {
warning("Attempted to read a raw sprite from file \"%s\"",
file);
return;
} else if (size == 0) {
dataVar = 0;
size = _vm->_game->_script->getVariablesCount() * 4;
}
byte *buf = _variables->getAddressOff8(dataVar);
if (file[0] == 0) {
WRITE_VAR(1, size);
return;
}
WRITE_VAR(1, 1);
Common::SeekableReadStream *stream = _vm->_dataIO->getFile(file);
if (!stream)
return;
_vm->_draw->animateCursor(4);
if (offset < 0)
stream->seek(offset + 1, SEEK_END);
else
stream->seek(offset);
if (((dataVar >> 2) == 59) && (size == 4)) {
WRITE_VAR(59, stream->readUint32LE());
// The scripts in some versions divide through 256^3 then,
// effectively doing a LE->BE conversion
if ((_vm->getPlatform() != Common::kPlatformPC) && (VAR(59) < 256))
WRITE_VAR(59, SWAP_BYTES_32(VAR(59)));
} else
retSize = stream->read(buf, size);
if (retSize == size)
WRITE_VAR(1, 0);
delete stream;
}
void Inter_v2::o2_writeData(OpFuncParams &params) {
const char *file = _vm->_game->_script->evalString();
int16 dataVar = _vm->_game->_script->readVarIndex();
int32 size = _vm->_game->_script->readValExpr();
int32 offset = _vm->_game->_script->evalInt();
debugC(2, kDebugFileIO, "Write to file \"%s\" (%d, %d bytes at %d)",
file, dataVar, size, offset);
WRITE_VAR(1, 1);
SaveLoad::SaveMode mode = _vm->_saveLoad ? _vm->_saveLoad->getSaveMode(file) : SaveLoad::kSaveModeNone;
if (mode == SaveLoad::kSaveModeSave) {
if (!_vm->_saveLoad->save(file, dataVar, size, offset)) {
GUI::MessageDialog dialog(_("Failed to save game state to file."));
dialog.runModal();
} else
WRITE_VAR(1, 0);
} else if (mode == SaveLoad::kSaveModeIgnore)
return;
else if (mode == SaveLoad::kSaveModeNone)
warning("Attempted to write to file \"%s\"", file);
}
void Inter_v2::o2_loadInfogramesIns(OpGobParams &params) {
int16 varName;
char fileName[20];
varName = _vm->_game->_script->readInt16();
Common::strlcpy(fileName, GET_VAR_STR(varName), 16);
strcat(fileName, ".INS");
_vm->_sound->infogramesLoadInstruments(fileName);
}
void Inter_v2::o2_playInfogrames(OpGobParams &params) {
int16 varName;
char fileName[20];
varName = _vm->_game->_script->readInt16();
Common::strlcpy(fileName, GET_VAR_STR(varName), 16);
strcat(fileName, ".DUM");
_vm->_sound->infogramesLoadSong(fileName);
_vm->_sound->infogramesPlay();
}
void Inter_v2::o2_startInfogrames(OpGobParams &params) {
_vm->_game->_script->readInt16();
_vm->_sound->infogramesPlay();
}
void Inter_v2::o2_stopInfogrames(OpGobParams &params) {
_vm->_game->_script->readInt16();
_vm->_sound->infogramesStop();
}
void Inter_v2::o2_playProtracker(OpGobParams &params) {
_vm->_sound->protrackerPlay("mod.babayaga");
}
void Inter_v2::o2_stopProtracker(OpGobParams &params) {
_vm->_sound->protrackerStop();
}
void Inter_v2::o2_handleGoblins(OpGobParams &params) {
_vm->_goblin->_gob1NoTurn = VAR(_vm->_game->_script->readInt16()) != 0;
_vm->_goblin->_gob2NoTurn = VAR(_vm->_game->_script->readInt16()) != 0;
_vm->_goblin->_gob1RelaxTimeVar = _vm->_game->_script->readInt16();
_vm->_goblin->_gob2RelaxTimeVar = _vm->_game->_script->readInt16();
_vm->_goblin->_gob1Busy = VAR(_vm->_game->_script->readInt16()) != 0;
_vm->_goblin->_gob2Busy = VAR(_vm->_game->_script->readInt16()) != 0;
_vm->_goblin->handleGoblins();
}
int16 Inter_v2::loadSound(int16 search) {
int16 id;
int16 slot;
uint16 slotIdMask;
SoundType type;
type = SOUND_SND;
slotIdMask = 0;
if (!search) {
slot = _vm->_game->_script->readValExpr();
if (slot < 0) {
type = SOUND_ADL;
slot = -slot;
}
id = _vm->_game->_script->readInt16();
} else {
id = _vm->_game->_script->readInt16();
for (slot = 0; slot < Sound::kSoundsCount; slot++)
if (_vm->_sound->sampleGetBySlot(slot)->isId(id)) {
slotIdMask = 0x8000;
break;
}
if (slot == Sound::kSoundsCount) {
for (slot = (Sound::kSoundsCount - 1); slot >= 0; slot--) {
if (_vm->_sound->sampleGetBySlot(slot)->empty())
break;
}
if (slot == -1) {
warning("Inter_v2::loadSound(): No free slot to load sound "
"(id = %d)", id);
return 0;
}
}
}
SoundDesc *sample = _vm->_sound->sampleGetBySlot(slot);
_vm->_sound->sampleFree(sample, true, slot);
if (id == -1) {
char sndfile[14];
Common::strlcpy(sndfile, _vm->_game->_script->readString(9), 10);
if (type == SOUND_ADL)
strcat(sndfile, ".ADL");
else
strcat(sndfile, ".SND");
int32 dataSize;
byte *dataPtr = _vm->_dataIO->getFile(sndfile, dataSize);
if (!dataPtr)
return 0;
if (!sample->load(type, dataPtr, dataSize)) {
delete[] dataPtr;
return 0;
}
sample->_id = id;
return slot | slotIdMask;
}
Resource *resource = _vm->_game->_resources->getResource(id);
if (!resource)
return 0;
if (!sample->load(type, resource)) {
delete resource;
return 0;
}
sample->_id = id;
return slot | slotIdMask;
}
void Inter_v2::animPalette() {
int16 i;
int16 j;
Video::Color col;
bool first;
first = true;
for (j = 0; j < 8; j ++) {
if (_animPalDir[j] == 0)
continue;
if (first) {
_vm->_video->waitRetrace();
first = false;
}
if (_animPalDir[j] == -1) {
col = _vm->_global->_pPaletteDesc->vgaPal[_animPalLowIndex[j]];
for (i = _animPalLowIndex[j]; i < _animPalHighIndex[j]; i++)
_vm->_draw->_vgaPalette[i] = _vm->_draw->_vgaPalette[i + 1];
_vm->_global->_pPaletteDesc->vgaPal[_animPalHighIndex[j]] = col;
} else {
col = _vm->_global->_pPaletteDesc->vgaPal[_animPalHighIndex[j]];
for (i = _animPalHighIndex[j]; i > _animPalLowIndex[j]; i--)
_vm->_draw->_vgaPalette[i] = _vm->_draw->_vgaPalette[i - 1];
_vm->_global->_pPaletteDesc->vgaPal[_animPalLowIndex[j]] = col;
}
_vm->_global->_pPaletteDesc->vgaPal = _vm->_draw->_vgaPalette;
}
if (!first)
_vm->_video->setFullPalette(_vm->_global->_pPaletteDesc);
}
} // End of namespace Gob