mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-17 15:18:11 +00:00
472045d578
- add remaining fadein() call in cutaway, pinnacle room is ok now - add 2 macros to 'clarify' some room tests - some cleanup svn-id: r11502
2030 lines
49 KiB
C++
2030 lines
49 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "stdafx.h"
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#include "queen/cutaway.h"
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#include "queen/display.h"
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#include "queen/graphics.h"
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#include "queen/input.h"
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#include "queen/logic.h"
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#include "queen/resource.h"
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#include "queen/sound.h"
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#include "queen/talk.h"
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#include "queen/walk.h"
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namespace Queen {
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/*
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TODO soon
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- Implement SCENE_START and SCENE_END
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- Finish Cutaway::actionSpecialMove
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TODO later
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- Finish Cutaway::stop
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- Show credits
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- Play voices
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- Play songs
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*/
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void Cutaway::run(
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const char *filename,
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char *nextFilename,
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Graphics *graphics,
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Input *input,
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Logic *logic,
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Resource *resource,
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Sound *sound) {
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Cutaway *cutaway = new Cutaway(filename, graphics, input, logic, resource, sound);
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cutaway->run(nextFilename);
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delete cutaway;
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}
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Cutaway::Cutaway(
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const char *filename,
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Graphics *graphics,
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Input *input,
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Logic *logic,
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Resource *resource,
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Sound *sound)
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: _graphics(graphics), _input(input), _logic(logic), _resource(resource), _sound(sound), _walk(logic->walk()),
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_personDataCount(0), _personFaceCount(0), _lastSong(0), _songBeforeComic(0) {
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memset(&_bankNames, 0, sizeof(_bankNames));
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_input->cutawayQuitReset();
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load(filename);
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}
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Cutaway::~Cutaway() {
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delete[] _fileData;
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}
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void Cutaway::load(const char *filename) {
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byte *ptr;
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debug(0, "----- Cutaway::load(\"%s\") -----", filename);
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ptr = _fileData = _resource->loadFile(filename, 20);
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if (!_fileData) {
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error("Failed to load resource data file '%s'", filename);
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}
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if (0 == scumm_stricmp(filename, "comic.cut"))
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/* XXX _songBeforeComic = CURRSONG */;
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strcpy(_basename, filename);
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_basename[strlen(_basename)-4] = '\0';
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_comPanel = READ_BE_UINT16(ptr);
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ptr += 2;
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debug(0, "_comPanel = %i", _comPanel);
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_cutawayObjectCount = (int16)READ_BE_UINT16(ptr);
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ptr += 2;
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debug(0, "_cutawayObjectCount = %i", _cutawayObjectCount);
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if (_cutawayObjectCount < 0) {
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_cutawayObjectCount = -_cutawayObjectCount;
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_input->canQuit(false);
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}
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else
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_input->canQuit(true);
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int16 flags1 = (int16)READ_BE_UINT16(ptr);
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ptr += 2;
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debug(0, "flags1 = %i", flags1);
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if (flags1 < 0) {
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_logic->entryObj(0);
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_finalRoom = -flags1;
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}
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else
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_finalRoom = PREVIOUS_ROOM;
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_anotherCutaway = (flags1 == 1);
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debug(0, "[Cutaway::load] _finalRoom = %i", _finalRoom);
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debug(0, "[Cutaway::load] _anotherCutaway = %i", _anotherCutaway);
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/*
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Pointers to other places in the cutaway data
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*/
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_gameStatePtr = _fileData + READ_BE_UINT16(ptr);
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ptr += 2;
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_nextSentence = _fileData + READ_BE_UINT16(ptr);
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ptr += 2;
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byte *bankNamesPtr = _fileData + READ_BE_UINT16(ptr);
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ptr += 2;
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//debug(0, "Bank name file offset = %08x", 20 + bankNamesPtr - _fileData);
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_objectData = ptr;
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loadStrings(bankNamesPtr);
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if (_bankNames[0][0]) {
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debug(0, "Loading bank '%s'", _bankNames[0]);
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_graphics->bankLoad(_bankNames[0], CUTAWAY_BANK);
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}
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char entryString[MAX_STRING_SIZE];
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_nextSentence = Talk::getString(_nextSentence, entryString, MAX_STRING_LENGTH);
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debug(0, "Entry string = '%s'", entryString);
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if (entryString[0] == '*' &&
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entryString[1] == 'F' &&
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entryString[3] == '\0') {
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switch (entryString[2]) {
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case 'L':
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_logic->joeCutFacing(DIR_LEFT);
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break;
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case 'R':
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_logic->joeCutFacing(DIR_RIGHT);
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break;
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case 'F':
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_logic->joeCutFacing(DIR_FRONT);
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break;
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case 'B':
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_logic->joeCutFacing(DIR_BACK);
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break;
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}
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}
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}
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void Cutaway::loadStrings(byte *ptr) {
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int i,j;
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int bankNameCount = READ_BE_UINT16(ptr);
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ptr += 2;
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//debug(0, "Bank name count = %i", bankNameCount);
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/*
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The _bankNames zero-based array is the one-based BANK_NAMEstr array in
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the original source code.
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*/
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for (i = 0, j = 0; i < bankNameCount; i++) {
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ptr = Talk::getString(ptr, _bankNames[j], MAX_FILENAME_LENGTH);
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if (_bankNames[j][0]) {
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//debug(0, "Bank name %i = '%s'", j, _bankNames[j]);
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j++;
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}
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}
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debug(0, "Getting talk file");
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ptr = Talk::getString(ptr, _talkFile, MAX_FILENAME_LENGTH);
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debug(0, "Talk file = '%s'", _talkFile);
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_talkTo = (int16)READ_BE_UINT16(ptr);
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ptr += 2;
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debug(0, "_talkTo = %i", _talkTo);
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}
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byte *Cutaway::getCutawayObject(byte *ptr, CutawayObject &object)
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{
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byte *oldPtr = ptr;
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object.objectNumber = (int16)READ_BE_UINT16(ptr); ptr += 2;
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object.moveToX = (int16)READ_BE_UINT16(ptr); ptr += 2;
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object.moveToY = (int16)READ_BE_UINT16(ptr); ptr += 2;
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object.bank = (int16)READ_BE_UINT16(ptr); ptr += 2;
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object.animList = (int16)READ_BE_UINT16(ptr); ptr += 2;
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object.execute = (int16)READ_BE_UINT16(ptr); ptr += 2;
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object.limitBobX1 = (int16)READ_BE_UINT16(ptr); ptr += 2;
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object.limitBobY1 = (int16)READ_BE_UINT16(ptr); ptr += 2;
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object.limitBobX2 = (int16)READ_BE_UINT16(ptr); ptr += 2;
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object.limitBobY2 = (int16)READ_BE_UINT16(ptr); ptr += 2;
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object.specialMove = (int16)READ_BE_UINT16(ptr); ptr += 2;
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object.animType = (int16)READ_BE_UINT16(ptr); ptr += 2;
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object.fromObject = (int16)READ_BE_UINT16(ptr); ptr += 2;
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object.bobStartX = (int16)READ_BE_UINT16(ptr); ptr += 2;
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object.bobStartY = (int16)READ_BE_UINT16(ptr); ptr += 2;
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object.room = (int16)READ_BE_UINT16(ptr); ptr += 2;
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object.scale = (int16)READ_BE_UINT16(ptr); ptr += 2;
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if ((ptr - oldPtr) != 17*sizeof(int16))
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error("Wrong number of values read");
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// Make ugly reuse of data less ugly
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if (object.limitBobX1 < 0) {
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object.song = -object.limitBobX1;
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object.limitBobX1 = 0;
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}
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else
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object.song = 0;
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return ptr;
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}
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void Cutaway::dumpCutawayObject(int index, CutawayObject &object)
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{
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debug(0, "----- CutawayObject[%i] -----", index);
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const char *objectNumberStr;
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switch (object.objectNumber) {
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case -1:
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objectNumberStr = "MESSAGE"; break;
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case 0:
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objectNumberStr = "Joe"; break;
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default:
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if (object.objectNumber > 0)
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objectNumberStr = _logic->objectName(ABS(_logic->objectData(object.objectNumber)->name));
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else
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objectNumberStr = "Unknown!";
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break;
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}
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debug(0, "objectNumber = %i (%s)", object.objectNumber, objectNumberStr);
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if (object.moveToX) debug(0, "moveToX = %i", object.moveToX);
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if (object.moveToY) debug(0, "moveToY = %i", object.moveToY);
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if (object.bank) debug(0, "bank = %i", object.bank);
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if (object.animList) debug(0, "animList = %i", object.animList);
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if (object.execute) debug(0, "execute = %i", object.execute);
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if (object.limitBobX1) debug(0, "limitBobX1 = %i", object.limitBobX1);
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if (object.limitBobY1) debug(0, "limitBobY1 = %i", object.limitBobY1);
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if (object.limitBobX2) debug(0, "limitBobX2 = %i", object.limitBobX2);
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if (object.limitBobY2) debug(0, "limitBobY2 = %i", object.limitBobY2);
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if (object.specialMove) debug(0, "specialMove = %i", object.specialMove);
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if (object.animType) debug(0, "animType = %i", object.animType);
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if (object.fromObject) debug(0, "fromObject = %i", object.fromObject);
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if (object.bobStartX) debug(0, "bobStartX = %i", object.bobStartX);
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if (object.bobStartY) debug(0, "bobStartY = %i", object.bobStartY);
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if (object.room) debug(0, "room = %i", object.room);
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if (object.scale) debug(0, "scale = %i", object.scale);
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}
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void Cutaway::actionSpecialMove(int index) {
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if (index <= 0)
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return;
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debug(0, "Special move: %i", index);
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switch (index) {
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case 2:
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_logic->joeUseDress(false);
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break;
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// c74a.cut - use clothes
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case 3:
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_logic->joeUseClothes(false);
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break;
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case 4:
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_logic->joeUseUnderwear();
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break;
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// cdres.cut
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case 5:
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_logic->display()->palSetJoe(JP_DRESS);
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break;
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// cdclo.cut - Set Joe's palette
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case 6:
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_logic->display()->palSetJoe(JP_CLOTHES);
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break;
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// c73e.cut - carbam background animation
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case 7:
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_graphics->initCarBamScene();
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break;
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// c74a.cut - Turn off big oil splat and gun shots!
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case 8:
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_graphics->cleanupCarBamScene(_logic->findBob(594)); // Oil object
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break;
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// c69e.cut - Fight1 background animation
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case 9:
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_graphics->initFightBamScene();
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_logic->gameState(148, 1);
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break;
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// c69e.cut
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case 10:
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_graphics->bamData()->flag = 2;
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while (_graphics->bamData()->flag) {
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_logic->update();
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}
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break;
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// c69z.cut - Frank growing
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case 11: {
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_graphics->bankUnpack(1, 38, 15);
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BobSlot *bobFrank = _graphics->bob(5);
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bobFrank->frameNum = 38;
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bobFrank->curPos(160, 200);
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bobFrank->box.y2 = GAME_SCREEN_HEIGHT - 1;
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int i;
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for (i = 10; i <= 100; i += 4) {
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bobFrank->scale = i;
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_logic->update();
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}
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for (i = 0; i <= 20; ++i) {
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_logic->update();
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}
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_logic->objectData(521)->name = ABS(_logic->objectData(521)->name); // Dinoray
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_logic->objectData(526)->name = ABS(_logic->objectData(526)->name); // Frank obj
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_logic->objectData(522)->name = -ABS(_logic->objectData(522)->name); // TMPD object off
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_logic->objectData(525)->name = -ABS(_logic->objectData(525)->name); // Floda guards off
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_logic->objectData(523)->name = -ABS(_logic->objectData(523)->name); // Sparky object off
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_logic->gameState(157, 1); // No more Ironstein
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}
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break;
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// c69z.cut - Robot growing
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case 12: {
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_graphics->bankUnpack(1, 38, 15);
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BobSlot *bobRobot = _graphics->bob(5);
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bobRobot->frameNum = 38;
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bobRobot->curPos(160, 200);
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bobRobot->box.y2 = GAME_SCREEN_HEIGHT - 1;
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int i;
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for (i = 10; i <= 100; i += 4) {
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bobRobot->scale = i;
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_logic->update();
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}
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for (i = 0; i <= 20; ++i) {
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_logic->update();
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}
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_logic->objectData(524)->name = -ABS(_logic->objectData(524)->name); // Azura object off
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_logic->objectData(526)->name = -ABS(_logic->objectData(526)->name); // Frank object off
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}
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break;
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// Robot shrinking
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case 13: {
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int i;
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for (i = 100; i >= 35; i -= 5) {
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_graphics->bob(6)->scale = i;
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_logic->update();
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}
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}
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break;
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// End game
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case 14: {
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int i;
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for (i = 0; i < 40; ++i) {
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_logic->update();
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}
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OSystem::instance()->quit();
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}
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break;
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// Dinocam
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case 15:
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_graphics->cameraBob(-1);
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while (_logic->display()->horizontalScroll() < 320) {
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_logic->display()->horizontalScroll(_logic->display()->horizontalScroll() + 16);
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if (_logic->display()->horizontalScroll() > 320) {
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_logic->display()->horizontalScroll(320);
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}
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_logic->update();
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}
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_graphics->cameraBob(1);
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break;
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// cdint.cut / room 67 - put camera on Joe
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case 16:
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_graphics->cameraBob(0);
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break;
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// XXX sm17&18 : alternative intro
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case 19:
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_logic->gameState(VAR_AZURA_IN_LOVE, 1);
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break;
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// Pan right from Joe
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case 20:
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_graphics->cameraBob(-1);
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while (_logic->display()->horizontalScroll() < 320) {
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_logic->display()->horizontalScroll(_logic->display()->horizontalScroll() + 16);
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if (_logic->display()->horizontalScroll() > 320) {
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_logic->display()->horizontalScroll(320);
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}
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_logic->update();
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}
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break;
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case 21:
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_logic->display()->palCustomLightsOff(_logic->currentRoom());
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break;
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case 22:
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_logic->display()->palCustomLightsOn(_logic->currentRoom());
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break;
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// manequin area on
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case 23:
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_logic->area(ROOM_FLODA_FRONTDESK, 7)->mapNeighbours = ABS(_logic->area(ROOM_FLODA_FRONTDESK, 7)->mapNeighbours);
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break;
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case 24: {
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int i = _graphics->bob(0)->x - 160;
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if (i < 0) {
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i = 0;
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}
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else if (i > 320) {
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i = 320;
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}
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_graphics->cameraBob(-1);
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if (i < _logic->display()->horizontalScroll()) {
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while (_logic->display()->horizontalScroll() > i) {
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_logic->display()->horizontalScroll(_logic->display()->horizontalScroll() - 16);
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if (_logic->display()->horizontalScroll() < i) {
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_logic->display()->horizontalScroll(i);
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}
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_logic->update();
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}
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}
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else {
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while (_logic->display()->horizontalScroll() < i) {
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_logic->display()->horizontalScroll(_logic->display()->horizontalScroll() + 16);
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if (_logic->display()->horizontalScroll() > i ) {
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_logic->display()->horizontalScroll(i);
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}
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}
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_logic->update();
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}
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_graphics->cameraBob(0);
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}
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break;
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// Turn guard on
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case 25:
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_logic->gameState(85, 1);
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break;
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// c69g.CUT - Pan left 320 to 144
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case 26:
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_graphics->cameraBob(-1);
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while (_logic->display()->horizontalScroll() > 144) {
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_logic->display()->horizontalScroll(_logic->display()->horizontalScroll() - 8);
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if (_logic->display()->horizontalScroll() < 144) {
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_logic->display()->horizontalScroll(144);
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}
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_logic->update();
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}
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break;
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// smooch
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case 27: {
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_graphics->cameraBob(-1);
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BobSlot *bobAzura = _graphics->bob(5);
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BobSlot *bobJoe = _graphics->bob(6);
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while (_logic->display()->horizontalScroll() < 320) {
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_logic->display()->horizontalScroll(_logic->display()->horizontalScroll() + 8);
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if (bobJoe->x - bobAzura->x > 128) {
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bobAzura->x += 10;
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bobJoe->x += 6;
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}
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else {
|
|
bobAzura->x += 8;
|
|
bobJoe->x += 8;
|
|
}
|
|
_logic->update();
|
|
}
|
|
}
|
|
break;
|
|
|
|
// c75b.cut - Lightning hits plane
|
|
case 28:
|
|
{
|
|
_graphics->cameraBob(-1);
|
|
|
|
short iy = 0, x, ydir = -1, j, k;
|
|
|
|
BobSlot *planeBob = _graphics->bob(5);
|
|
BobSlot *lightningBob = _graphics->bob(20);
|
|
|
|
planeBob->box.y2 = lightningBob->box.y2 = 199;
|
|
planeBob->y = 135;
|
|
|
|
planeBob->scale = 20;
|
|
|
|
for (x = 660; x > 163; x -= 6) {
|
|
planeBob->x = x;
|
|
planeBob->y = 135 + iy;
|
|
|
|
iy -= ydir;
|
|
if (iy < -9 || iy > 9)
|
|
ydir = -ydir;
|
|
|
|
planeBob->scale++;
|
|
if (planeBob->scale > 100)
|
|
planeBob->scale = 100;
|
|
|
|
int scrollX = x - 163;
|
|
if (scrollX > 320)
|
|
scrollX = 320;
|
|
_logic->display()->horizontalScroll(scrollX);
|
|
|
|
_logic->update();
|
|
}
|
|
|
|
planeBob->scale = 100;
|
|
_logic->display()->horizontalScroll(0);
|
|
|
|
planeBob->x -= -8;
|
|
planeBob->y += 6;
|
|
|
|
lightningBob->x = 160;
|
|
lightningBob->y = 0;
|
|
|
|
// 23/2/95 - Play lightning SFX
|
|
// XXX sfxplay(NULLstr);
|
|
|
|
_graphics->bankUnpack(18, lightningBob->frameNum, 15);
|
|
_graphics->bankUnpack(4, planeBob ->frameNum, 15);
|
|
|
|
// Plane plunges into the jungle!
|
|
|
|
BobSlot *fireBob = _graphics->bob(6);
|
|
|
|
fireBob->animating = true;
|
|
fireBob->x = planeBob->x;
|
|
fireBob->y = planeBob->y + 10;
|
|
|
|
_graphics->bankUnpack(19, fireBob->frameNum, 15);
|
|
_logic->update();
|
|
|
|
k = 20;
|
|
j = 1;
|
|
|
|
for (x = 163; x > -30; x -= 10) {
|
|
planeBob->y += 4;
|
|
fireBob->y += 4;
|
|
planeBob->x = fireBob->x = x;
|
|
|
|
if (k < 40) {
|
|
_graphics->bankUnpack(j, planeBob->frameNum, 15);
|
|
_graphics->bankUnpack(k, fireBob ->frameNum, 15);
|
|
k++;
|
|
j++;
|
|
|
|
if (j == 4)
|
|
j = 1;
|
|
}
|
|
|
|
_logic->update();
|
|
}
|
|
|
|
_graphics->cameraBob(0);
|
|
}
|
|
break;
|
|
|
|
// Scale blimp - end game!
|
|
case 29: {
|
|
int16 z = 256;
|
|
BobSlot *bob = _graphics->bob(7);
|
|
int16 x = bob->x;
|
|
int16 y = bob->y;
|
|
while (bob->x > 150) {
|
|
bob->x = x * 256 / z + 150;
|
|
bob->x = y * 256 / z + 112;
|
|
bob->scale = 100 * 256 / z;
|
|
|
|
++z;
|
|
if (z % 6 == 0) {
|
|
--x;
|
|
}
|
|
|
|
_logic->update();
|
|
}
|
|
}
|
|
break;
|
|
|
|
// scale ending
|
|
case 30: {
|
|
_graphics->bob(7)->active = false; // Turn off blimp
|
|
BobSlot *b = _graphics->bob(20);
|
|
b->x = 160;
|
|
b->y = 100;
|
|
int i;
|
|
for (i = 5; i <= 100; i += 5) {
|
|
b->scale = i;
|
|
_logic->update();
|
|
}
|
|
for (i = 0; i < 50; ++i) {
|
|
_logic->update();
|
|
}
|
|
_logic->display()->palFadeOut(0, 255, _logic->currentRoom());
|
|
}
|
|
break;
|
|
|
|
// c74a.cut - Wait for car to reach correct position before pouring oil
|
|
case 31:
|
|
while (_graphics->bamData()->index != 60) {
|
|
_logic->update();
|
|
}
|
|
break;
|
|
|
|
// c75b.cut - Screen shake
|
|
case 32:
|
|
OSystem::instance()->set_shake_pos(3);
|
|
_logic->update();
|
|
OSystem::instance()->set_shake_pos(0);
|
|
_logic->update();
|
|
break;
|
|
|
|
// Attempt puzzle
|
|
case 33: {
|
|
static short n = 0;
|
|
++n;
|
|
if (n & 4) {
|
|
_logic->joeSpeak(226, true);
|
|
}
|
|
}
|
|
break;
|
|
|
|
// cred.cut - scale title
|
|
case 34:
|
|
{
|
|
BobSlot *bob = _graphics->bob(5);
|
|
bob->animating = false;
|
|
bob->x = 161;
|
|
bob->y = 200;
|
|
bob->scale = 100;
|
|
|
|
int i;
|
|
for (i = 5; i <= 100; i +=5) {
|
|
bob->scale = i;
|
|
bob->y -= 4;
|
|
_logic->update();
|
|
}
|
|
}
|
|
break;
|
|
|
|
// XXX sm35: demo
|
|
|
|
// cdint.cut - pan right fast
|
|
case 36:
|
|
{
|
|
Display *display = _logic->display();
|
|
|
|
BobSlot *bob_thugA1 = _graphics->bob(20);
|
|
BobSlot *bob_thugA2 = _graphics->bob(21);
|
|
BobSlot *bob_thugA3 = _graphics->bob(22);
|
|
BobSlot *bob_hugh1 = _graphics->bob(1);
|
|
BobSlot *bob_hugh2 = _graphics->bob(23);
|
|
BobSlot *bob_hugh3 = _graphics->bob(24);
|
|
BobSlot *bob_thugB1 = _graphics->bob(25);
|
|
BobSlot *bob_thugB2 = _graphics->bob(26);
|
|
|
|
_graphics->cameraBob(-1);
|
|
_input->fastMode(true);
|
|
_logic->update();
|
|
|
|
int i = 4, k = 160;
|
|
|
|
// Adjust thug1 gun so it matches rest of body
|
|
bob_thugA1->x += (k / 2) * 2 - 45;
|
|
bob_thugA2->x += (k / 2) * 2;
|
|
bob_thugA3->x += (k / 2) * 2;
|
|
|
|
bob_hugh1->x += (k / 2) * 3 + (k / 2);
|
|
bob_hugh2->x += (k / 2) * 3 + (k / 2);
|
|
bob_hugh3->x += (k / 2) * 3 + (k / 2);
|
|
|
|
bob_thugB1->x += (k / 2) * 4 + k;
|
|
bob_thugB2->x += (k / 2) * 4 + k;
|
|
|
|
if (i == 3) {
|
|
bob_thugB1->x += 10;
|
|
bob_thugB2->x += 10;
|
|
}
|
|
|
|
i *= 2;
|
|
|
|
int horizontalScroll = 0;
|
|
|
|
while (horizontalScroll < k) {
|
|
|
|
horizontalScroll = horizontalScroll + i;
|
|
if (horizontalScroll > k)
|
|
horizontalScroll = k;
|
|
|
|
//debug(0, "horizontalScroll = %i", horizontalScroll);
|
|
|
|
display->horizontalScroll(horizontalScroll);
|
|
|
|
bob_thugA1->x -= i * 2;
|
|
bob_thugA2->x -= i * 2;
|
|
bob_thugA3->x -= i * 2;
|
|
|
|
bob_hugh1->x -= i * 3;
|
|
bob_hugh2->x -= i * 3;
|
|
bob_hugh3->x -= i * 3;
|
|
|
|
bob_thugB1->x -= i * 4;
|
|
bob_thugB2->x -= i * 4;
|
|
|
|
_logic->update();
|
|
|
|
if (_input->cutawayQuit())
|
|
return;
|
|
}
|
|
|
|
_input->fastMode(false);
|
|
}
|
|
break;
|
|
|
|
// cdint.cut - flash white
|
|
case 37:
|
|
_logic->display()->palCustomFlash();
|
|
break;
|
|
|
|
// cdint.cut - pan right
|
|
case 38:
|
|
{
|
|
Display *display = _logic->display();
|
|
|
|
BobSlot *bob_box = _graphics->bob(20);
|
|
BobSlot *bob_beam = _graphics->bob(21);
|
|
BobSlot *bob_crate = _graphics->bob(22);
|
|
BobSlot *bob_clock = _graphics->bob(23);
|
|
BobSlot *bob_hands = _graphics->bob(24);
|
|
|
|
_graphics->cameraBob(-1);
|
|
_input->fastMode(true);
|
|
|
|
_logic->update();
|
|
|
|
bob_box ->x += 280 * 2;
|
|
bob_beam ->x += 30;
|
|
bob_crate->x += 180 * 3;
|
|
|
|
int horizontalScroll = display->horizontalScroll();
|
|
|
|
int i = 1;
|
|
while (horizontalScroll < 290) {
|
|
|
|
horizontalScroll = horizontalScroll + i;
|
|
if (horizontalScroll > 290)
|
|
horizontalScroll = 290;
|
|
|
|
//debug(0, "horizontalScroll = %i", horizontalScroll);
|
|
|
|
display->horizontalScroll(horizontalScroll);
|
|
|
|
bob_box ->x -= i * 2;
|
|
bob_beam ->x -= i;
|
|
bob_crate->x -= i * 3;
|
|
bob_clock->x -= i * 2;
|
|
bob_hands->x -= i * 2;
|
|
|
|
_logic->update();
|
|
|
|
if (_input->cutawayQuit())
|
|
return;
|
|
|
|
}
|
|
|
|
_input->fastMode(false);
|
|
}
|
|
break;
|
|
|
|
// cdint.cut - pan left to bomb
|
|
case 39:
|
|
{
|
|
Display *display = _logic->display();
|
|
|
|
BobSlot *bob21 = _graphics->bob(21);
|
|
BobSlot *bob22 = _graphics->bob(22);
|
|
|
|
_graphics->cameraBob(-1);
|
|
_input->fastMode(true);
|
|
|
|
int horizontalScroll = display->horizontalScroll();
|
|
|
|
int i = 5;
|
|
while (horizontalScroll > 0 || bob21->x < 136) {
|
|
|
|
horizontalScroll -= i;
|
|
if (horizontalScroll < 0)
|
|
horizontalScroll = 0;
|
|
|
|
//debug(0, "horizontalScroll = %i", horizontalScroll);
|
|
display->horizontalScroll(horizontalScroll);
|
|
|
|
if (horizontalScroll < 272 && bob21->x < 136)
|
|
bob21->x += (i/2);
|
|
|
|
bob22->x += i;
|
|
|
|
_logic->update();
|
|
|
|
if (_input->cutawayQuit())
|
|
return;
|
|
|
|
}
|
|
|
|
_input->fastMode(false);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
warning("Unhandled special move: %i", index);
|
|
break;
|
|
}
|
|
}
|
|
|
|
byte *Cutaway::turnOnPeople(byte *ptr, CutawayObject &object) {
|
|
// Lines 1248-1259 in cutaway.c
|
|
object.personCount = (int16)READ_BE_UINT16(ptr);
|
|
ptr += 2;
|
|
|
|
if (object.personCount > MAX_PERSON_COUNT)
|
|
error("[Cutaway::turnOnPeople] object.personCount > MAX_PERSON_COUNT");
|
|
|
|
for (int i = 0; i < object.personCount; i++) {
|
|
object.person[i] = (int16)READ_BE_UINT16(ptr);
|
|
ptr += 2;
|
|
//debug(0, "[%i] Turn on person %i", i, object.person[i]);
|
|
}
|
|
|
|
return ptr;
|
|
}
|
|
|
|
void Cutaway::limitBob(CutawayObject &object) {
|
|
if (object.limitBobX1) {
|
|
|
|
if (object.objectNumber < 0) {
|
|
warning("QueenCutaway::limitBob called with objectNumber = %i", object.objectNumber);
|
|
return;
|
|
}
|
|
|
|
BobSlot *bob =
|
|
_graphics->bob( _logic->findBob(object.objectNumber) );
|
|
|
|
if (!bob) {
|
|
warning("Failed to find bob");
|
|
return;
|
|
}
|
|
|
|
bob->box.x1 = object.limitBobX1;
|
|
bob->box.y1 = object.limitBobY1;
|
|
bob->box.x2 = object.limitBobX2;
|
|
bob->box.y2 = object.limitBobY2;
|
|
}
|
|
}
|
|
|
|
void Cutaway::restorePersonData() {
|
|
for (int i = 0; i < _personDataCount; i++) {
|
|
int index = _personData[i].index;
|
|
ObjectData *objectData = _logic->objectData(index);
|
|
objectData->name = _personData[i].name;
|
|
objectData->image = _personData[i].image;
|
|
}
|
|
}
|
|
|
|
void Cutaway::changeRooms(CutawayObject &object) {
|
|
// Lines 1291-1385 in cutaway.c
|
|
|
|
debug(0, "Changing from room %i to room %i",
|
|
_temporaryRoom,
|
|
object.room);
|
|
|
|
restorePersonData();
|
|
_personDataCount = 0;
|
|
|
|
if (_finalRoom != object.room) {
|
|
int firstObjectInRoom = _logic->roomData(object.room) + 1;
|
|
int lastObjectInRoom = _logic->roomData(object.room) + _logic->objMax(object.room);
|
|
|
|
for (int i = firstObjectInRoom; i <= lastObjectInRoom; i++) {
|
|
ObjectData *objectData = _logic->objectData(i);
|
|
|
|
if (objectData->image == -3 || objectData->image == -4) {
|
|
|
|
// The object is a person! So record the details...
|
|
_personData[_personDataCount].index = i;
|
|
_personData[_personDataCount].name = objectData->name;
|
|
_personData[_personDataCount].image = objectData->image;
|
|
_personDataCount++;
|
|
|
|
// Now, check to see if we need to keep the person on
|
|
bool on = false;
|
|
for (int j = 0; j < object.personCount; j++) {
|
|
if (object.person[j] == i) {
|
|
on = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*debug(0, "Person '%s' (%i) is %s",
|
|
_logic->objectName(objectData->name),
|
|
objectData->name,
|
|
on ? "on" : "off");*/
|
|
|
|
if (on) {
|
|
// It is needed, so ensure it's ON
|
|
objectData->name = ABS(objectData->name);
|
|
}
|
|
else {
|
|
// Not needed, so switch off!
|
|
objectData->name = -ABS(objectData->name);
|
|
}
|
|
|
|
}
|
|
} // for()
|
|
}
|
|
|
|
// set coordinates for Joe if he is on screen
|
|
|
|
_logic->joeX(0);
|
|
_logic->joeY(0);
|
|
|
|
for (int i = 0; i < object.personCount; i++) {
|
|
if (PERSON_JOE == object.person[i]) {
|
|
_logic->joeX(object.bobStartX);
|
|
_logic->joeY(object.bobStartY);
|
|
}
|
|
}
|
|
|
|
_logic->oldRoom(_initialRoom);
|
|
|
|
RoomDisplayMode mode;
|
|
|
|
if (!_logic->joeX() && !_logic->joeY()) {
|
|
mode = RDM_FADE_NOJOE;
|
|
}
|
|
else {
|
|
// We need to display Joe on screen
|
|
if (_roomFade)
|
|
mode = RDM_NOFADE_JOE;
|
|
else
|
|
mode = RDM_FADE_JOE_XY;
|
|
}
|
|
|
|
_logic->roomDisplay(_logic->currentRoom(), mode, object.scale, _comPanel, true);
|
|
|
|
_currentImage = _logic->numFrames();
|
|
|
|
_temporaryRoom = _logic->currentRoom();
|
|
|
|
restorePersonData();
|
|
}
|
|
|
|
Cutaway::ObjectType Cutaway::getObjectType(CutawayObject &object) {
|
|
// Lines 1387-1449 in cutaway.c
|
|
|
|
ObjectType objectType = OBJECT_TYPE_ANIMATION;
|
|
|
|
if (object.objectNumber > 0) {
|
|
if (!object.animList) {
|
|
// No anim frames, so treat as a PERSON, ie. allow to speak/walk
|
|
ObjectData *objectData = _logic->objectData(object.objectNumber);
|
|
if (objectData->image == -3 || objectData->image == -4)
|
|
objectType = OBJECT_TYPE_PERSON;
|
|
}
|
|
}
|
|
else if (object.objectNumber == OBJECT_JOE) {
|
|
// It's Joe. See if he's to be treated as a person.
|
|
if (!object.animList) {
|
|
// There's no animation list, so Joe must be talking.
|
|
objectType = OBJECT_TYPE_PERSON;
|
|
}
|
|
}
|
|
|
|
if (object.fromObject > 0) {
|
|
/* Copy FROM_OBJECT into OBJECT */
|
|
|
|
if(object.objectNumber != object.fromObject) {
|
|
_logic->objectCopy(object.fromObject, object.objectNumber);
|
|
}
|
|
else {
|
|
// Same object, so just turn it on!
|
|
ObjectData *objectData = _logic->objectData(object.objectNumber);
|
|
objectData->name = ABS(objectData->name);
|
|
}
|
|
|
|
_logic->roomRefreshObject(object.objectNumber);
|
|
|
|
// Skip doing any anim stuff
|
|
objectType = OBJECT_TYPE_NO_ANIMATION;
|
|
}
|
|
|
|
switch(object.objectNumber) {
|
|
case -2:
|
|
// Text to be spoken
|
|
objectType = OBJECT_TYPE_TEXT_SPEAK;
|
|
break;
|
|
case -3:
|
|
// Text to be displayed AND spoken
|
|
objectType = OBJECT_TYPE_TEXT_DISPLAY_AND_SPEAK;
|
|
break;
|
|
case -4:
|
|
// Text to be displayed only (not spoken)
|
|
objectType = OBJECT_TYPE_TEXT_DISPLAY;
|
|
break;
|
|
}
|
|
|
|
if (OBJECT_TYPE_ANIMATION == objectType && !object.execute) {
|
|
// Execute is not on, and it's an object, so ignore any Anims
|
|
objectType = OBJECT_TYPE_NO_ANIMATION;
|
|
}
|
|
|
|
return objectType;
|
|
}
|
|
|
|
byte *Cutaway::getCutawayAnim(byte *ptr, int header, CutawayAnim &anim) {
|
|
// lines 1531-1607 in cutaway.c
|
|
|
|
//debug(0, "[Cutaway::getCutawayAnim] header=%i", header);
|
|
|
|
anim.currentFrame = 0;
|
|
anim.originalFrame = 0;
|
|
|
|
if (-1 == header)
|
|
header = 0;
|
|
|
|
if (0 == header) {
|
|
anim.object = 0;
|
|
anim.originalFrame = 29 + FRAMES_JOE_XTRA;
|
|
|
|
// 21/9/94, Make sure that bobs are clipped on 150 screens
|
|
if (_logic->display()->fullscreen())
|
|
_graphics->bob(0)->box.y2 = 199;
|
|
}
|
|
else {
|
|
//warning("Stuff not yet implemented in Cutaway::getCutawayAnim()");
|
|
|
|
anim.object = _logic->findBob(header);
|
|
|
|
// If fullscreen cutaway then clip to 199 down
|
|
|
|
// 21/9/94, Make sure that bobs are clipped on 150 screens
|
|
// XXX if(COMPANEL==2 && OBJ_CUT[6]<=0 && BDyres==200) bobs[Param].y2=199;
|
|
|
|
anim.originalFrame = _logic->findFrame(header);
|
|
}
|
|
|
|
anim.unpackFrame = (int16)READ_BE_UINT16(ptr);
|
|
ptr += 2;
|
|
|
|
anim.speed = ((int16)READ_BE_UINT16(ptr)) / 3 + 1;
|
|
ptr += 2;
|
|
|
|
anim.bank = (int16)READ_BE_UINT16(ptr);
|
|
ptr += 2;
|
|
|
|
if (anim.bank == 0) {
|
|
anim.bank = 15;
|
|
}
|
|
else {
|
|
if (anim.bank != 13) {
|
|
/* XXX if (OLDBANK != T) */ {
|
|
//debug(0, "Loading bank '%s'", _bankNames[anim.bank-1]);
|
|
_graphics->bankLoad(_bankNames[anim.bank-1], 8);
|
|
// XXX OLDBANK=T;
|
|
}
|
|
|
|
anim.bank = 8;
|
|
}
|
|
else {
|
|
// Make sure we ref correct JOE bank (7)
|
|
anim.bank = 7;
|
|
}
|
|
}
|
|
|
|
anim.mx = (int16)READ_BE_UINT16(ptr);
|
|
ptr += 2;
|
|
|
|
anim.my = (int16)READ_BE_UINT16(ptr);
|
|
ptr += 2;
|
|
|
|
anim.cx = (int16)READ_BE_UINT16(ptr);
|
|
ptr += 2;
|
|
|
|
anim.cy = (int16)READ_BE_UINT16(ptr);
|
|
ptr += 2;
|
|
|
|
anim.scale = (int16)READ_BE_UINT16(ptr);
|
|
ptr += 2;
|
|
|
|
if (_resource->isDemo()) {
|
|
anim.song = 0;
|
|
}
|
|
else {
|
|
anim.song = (int16)READ_BE_UINT16(ptr);
|
|
ptr += 2;
|
|
}
|
|
|
|
// Extract information that depend on the signedness of values
|
|
if (anim.unpackFrame < 0) {
|
|
anim.flip = true;
|
|
anim.unpackFrame = -anim.unpackFrame;
|
|
}
|
|
else
|
|
anim.flip = false;
|
|
|
|
return ptr;
|
|
}
|
|
|
|
void Cutaway::dumpCutawayAnim(CutawayAnim &anim) {
|
|
debug(0, "----- CutawayAnim -----");
|
|
if (anim.object) debug(0, "object = %i", anim.object);
|
|
if (anim.unpackFrame) debug(0, "unpackFrame = %i", anim.unpackFrame);
|
|
if (anim.speed) debug(0, "speed = %i", anim.speed);
|
|
if (anim.bank) debug(0, "bank = %i", anim.bank);
|
|
if (anim.mx) debug(0, "mx = %i", anim.mx);
|
|
if (anim.my) debug(0, "my = %i", anim.my);
|
|
if (anim.cx) debug(0, "cx = %i", anim.cx);
|
|
if (anim.cy) debug(0, "cy = %i", anim.cy);
|
|
if (anim.scale) debug(0, "scale = %i", anim.scale);
|
|
if (anim.currentFrame) debug(0, "currentFrame = %i", anim.currentFrame);
|
|
if (anim.originalFrame) debug(0, "originalFrame = %i", anim.originalFrame);
|
|
if (anim.song) debug(0, "song = %i", anim.song);
|
|
}
|
|
|
|
byte *Cutaway::handleAnimation(byte *ptr, CutawayObject &object) {
|
|
// lines 1517-1770 in cutaway.c
|
|
int frameCount = 0;
|
|
int header = 0;
|
|
int i;
|
|
|
|
CutawayAnim objAnim[56];
|
|
|
|
// Read animation frames
|
|
for (;;) {
|
|
|
|
header = (int16)READ_BE_UINT16(ptr);
|
|
ptr += 2;
|
|
|
|
if (-2 == header)
|
|
break;
|
|
|
|
//debug(0, "Animation frame %i, header = %i", frameCount, header);
|
|
|
|
if (header > 1000)
|
|
error("Header too large");
|
|
|
|
ptr = getCutawayAnim(ptr, header, objAnim[frameCount]);
|
|
//dumpCutawayAnim(objAnim[frameCount]);
|
|
|
|
frameCount++;
|
|
|
|
if (_input->cutawayQuit())
|
|
return NULL;
|
|
}
|
|
|
|
if (object.animType == 1) {
|
|
// lines 1615-1636 in cutaway.c
|
|
|
|
debug(0, "----- Complex cutaway animation (animType = %i) -----", object.animType);
|
|
|
|
if ((_logic->currentRoom() == 47 || _logic->currentRoom() == 63) &&
|
|
objAnim[0].object == 1) {
|
|
//CR 2 - 3/3/95, Special harcoded section to make Oracle work...
|
|
makeComplexAnimation(_logic->personFrames(1) - 1, objAnim, frameCount);
|
|
}
|
|
else {
|
|
_currentImage = makeComplexAnimation(_currentImage, objAnim, frameCount);
|
|
}
|
|
|
|
if (object.bobStartX || object.bobStartY) {
|
|
BobSlot *bob = _graphics->bob(objAnim[0].object);
|
|
bob->x = object.bobStartX;
|
|
bob->y = object.bobStartY;
|
|
}
|
|
}
|
|
|
|
// Setup the SYNCHRO bob channels
|
|
|
|
for (i = 0; i < frameCount; i++) {
|
|
if (objAnim[i].mx || objAnim[i].my) {
|
|
BobSlot *bob = _graphics->bob(objAnim[i].object);
|
|
bob->frameNum = objAnim[i].originalFrame;
|
|
bob->move(objAnim[i].mx, objAnim[i].my, (object.specialMove > 0) ? object.specialMove : 4);
|
|
// Boat room hard coded
|
|
if (_logic->currentRoom() == ROOM_TEMPLE_OUTSIDE) {
|
|
BobSlot *bobJoe = _graphics->bob(0);
|
|
if (bobJoe->x < 320) {
|
|
bobJoe->move(bobJoe->x + 346, bobJoe->y, 4);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Normal cutaway
|
|
|
|
if (object.animType != 1) {
|
|
// lines 1657-1761 in cutaway.c
|
|
|
|
debug(0, "----- Normal cutaway animation (animType = %i) -----", object.animType);
|
|
|
|
for (i = 0; i < frameCount; i++) {
|
|
//debug(0, "===== Animating frame %i =====", i);
|
|
//dumpCutawayAnim(objAnim[i]);
|
|
|
|
BobSlot *bob = _graphics->bob(objAnim[i].object);
|
|
bob->active = true;
|
|
if (bob->animating) {
|
|
bob->animating = false;
|
|
bob->frameNum = objAnim[i].originalFrame;
|
|
}
|
|
|
|
if (objAnim[i].object < 4)
|
|
bob->frameNum = 29 + objAnim[i].object + FRAMES_JOE_XTRA;
|
|
|
|
if (objAnim[i].unpackFrame == 0) {
|
|
// Turn off the bob
|
|
bob->active = false;
|
|
}
|
|
else {
|
|
if (object.animType == 2 || object.animType == 0) {
|
|
// Unpack animation, but do not unpack moving people
|
|
|
|
if (!((objAnim[i].mx > 0 || objAnim[i].my > 0) && InRange(objAnim[i].object, 1, 3))) {
|
|
/*debug(0, "Animation - bankUnpack(%i, %i, %i);",
|
|
objAnim[i].unpackFrame,
|
|
objAnim[i].originalFrame,
|
|
objAnim[i].bank);*/
|
|
_graphics->bankUnpack(
|
|
objAnim[i].unpackFrame,
|
|
objAnim[i].originalFrame,
|
|
objAnim[i].bank);
|
|
}
|
|
|
|
if (0 == objAnim[i].object) {
|
|
// Scale Joe
|
|
bob->scale = scale(object);
|
|
}
|
|
}
|
|
|
|
if (objAnim[i].cx || objAnim[i].cy) {
|
|
bob->x = objAnim[i].cx;
|
|
bob->y = objAnim[i].cy;
|
|
}
|
|
|
|
// Only flip if we are not moving or it is not a person object
|
|
if (!(objAnim[i].object > 0 && objAnim[i].object < 4) ||
|
|
!(objAnim[i].mx || objAnim[i].my) )
|
|
bob->xflip = objAnim[i].flip;
|
|
|
|
// Add frame alteration
|
|
if (!(objAnim[i].object > 0 && objAnim[i].object < 4)) {
|
|
bob->frameNum = objAnim[i].originalFrame;
|
|
}
|
|
|
|
int j;
|
|
for (j = 0; j < objAnim[i].speed; j++)
|
|
_logic->update();
|
|
}
|
|
|
|
if (_input->cutawayQuit())
|
|
return NULL;
|
|
|
|
if (objAnim[i].song > 0)
|
|
_sound->playSong(objAnim[i].song);
|
|
|
|
// Load but don't play
|
|
if(objAnim[i].song < 0) {
|
|
// XXX loadnoplay=1;
|
|
// XXX playsong(abs(OBJ_ANIM[J][11]));
|
|
// XXX loadnoplay=0;
|
|
}
|
|
|
|
} // for()
|
|
}
|
|
|
|
bool moving = true;
|
|
|
|
while (moving) {
|
|
moving = false;
|
|
_logic->update();
|
|
|
|
for (i = 0; i < frameCount; i++) {
|
|
BobSlot *bob = _graphics->bob(objAnim[i].object);
|
|
if (bob->moving) {
|
|
moving = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (_input->cutawayQuit())
|
|
return NULL;
|
|
}
|
|
|
|
return ptr;
|
|
}
|
|
|
|
static void findCdCut(const char *basename, int index, char *result) {
|
|
// Function find_cd_cut, lines 5-15 in execute.c
|
|
|
|
strcpy(result, basename);
|
|
for (int i = strlen(basename); i < 5; i++)
|
|
result[i] = '_';
|
|
snprintf(result + 5, 3, "%02i", index);
|
|
//debug(0, "findCdCut(\"%s\", %i, \"%s\")", basename, index, result);
|
|
}
|
|
|
|
void Cutaway::handlePersonRecord(
|
|
int index,
|
|
CutawayObject &object,
|
|
const char *sentence) {
|
|
// Lines 1455-1516 in cutaway.c
|
|
|
|
Person p;
|
|
|
|
_personFaceCount = 0; //Hello, please verify me. (Fixes crash on OSX)
|
|
|
|
if (object.objectNumber == OBJECT_JOE) {
|
|
if (object.moveToX || object.moveToY) {
|
|
_walk->moveJoe(0, object.moveToX, object.moveToY, true);
|
|
}
|
|
}
|
|
else {
|
|
_logic->personSetData(
|
|
object.objectNumber - _logic->roomData(_logic->currentRoom()),
|
|
"", true, &p);
|
|
|
|
if (object.bobStartX || object.bobStartY) {
|
|
BobSlot *bob = _graphics->bob(p.actor->bobNum);
|
|
bob->scale = scale(object);
|
|
bob->x = object.bobStartX;
|
|
bob->y = object.bobStartY;
|
|
}
|
|
|
|
if (object.moveToX || object.moveToY)
|
|
_walk->movePerson(
|
|
&p,
|
|
object.moveToX, object.moveToY,
|
|
_currentImage + 1, // XXX CI+1
|
|
_logic->objectData(object.objectNumber)->image
|
|
);
|
|
}
|
|
|
|
if (_input->cutawayQuit())
|
|
return;
|
|
|
|
if (0 != strcmp(sentence, "*")) {
|
|
if (sentence[0] == '#') {
|
|
warning("Credit scripting system not yet implemented");
|
|
// XXX Cinit(sentence + 1);
|
|
}
|
|
else {
|
|
if (object.objectNumber > 0) {
|
|
bool foundPerson = false;
|
|
|
|
for (int i = 1; i <= _personFaceCount; i++) {
|
|
if (_personFace[i].index == object.objectNumber) {
|
|
foundPerson = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!foundPerson) {
|
|
_personFaceCount++;
|
|
_personFace[_personFaceCount].index = object.objectNumber;
|
|
_personFace[_personFaceCount].image = _logic->objectData(object.objectNumber)->image;
|
|
}
|
|
}
|
|
|
|
char voiceFilePrefix[MAX_STRING_SIZE];
|
|
findCdCut(_basename, index, voiceFilePrefix);
|
|
_logic->makePersonSpeak(sentence, (object.objectNumber == OBJECT_JOE) ? NULL : &p, voiceFilePrefix);
|
|
}
|
|
|
|
}
|
|
|
|
if (_input->cutawayQuit())
|
|
return;
|
|
}
|
|
|
|
void Cutaway::run(char *nextFilename) {
|
|
int i;
|
|
nextFilename[0] = '\0';
|
|
|
|
_currentImage = _logic->numFrames();
|
|
|
|
BobSlot *joeBob = _graphics->bob(0);
|
|
int initialJoeX = joeBob->x;
|
|
int initialJoeY = joeBob->y;
|
|
debug(0, "[Cutaway::run] Joe started at (%i, %i)", initialJoeX, initialJoeY);
|
|
|
|
_input->cutawayRunning(true);
|
|
|
|
_logic->joeCutFacing(_logic->joeFacing());
|
|
_logic->joeFace();
|
|
|
|
_initialRoom = _temporaryRoom = _logic->currentRoom();
|
|
|
|
// FIXME: hack to hide the panel *before* displaying a talking head.
|
|
// This was not handled in the original game, but I think it is
|
|
// better like that.
|
|
if (_talkTo != 0) {
|
|
_comPanel = 2;
|
|
}
|
|
|
|
_logic->display()->screenMode(_comPanel, true);
|
|
|
|
if (_comPanel == 0 || _comPanel == 2) {
|
|
_logic->sceneStart();
|
|
}
|
|
|
|
byte *ptr = _objectData;
|
|
|
|
for (i = 0; i < _cutawayObjectCount; i++) {
|
|
CutawayObject object;
|
|
ptr = getCutawayObject(ptr, object);
|
|
//dumpCutawayObject(i, object);
|
|
|
|
if (!object.moveToX &&
|
|
!object.moveToY &&
|
|
object.specialMove &&
|
|
object.objectNumber >= 0) {
|
|
actionSpecialMove(object.specialMove);
|
|
object.specialMove = 0;
|
|
}
|
|
|
|
if (CURRENT_ROOM == object.room) {
|
|
// Get current room
|
|
object.room = _logic->currentRoom();
|
|
}
|
|
else {
|
|
// Change current room
|
|
_logic->currentRoom(object.room);
|
|
}
|
|
|
|
ptr = turnOnPeople(ptr, object);
|
|
|
|
limitBob(object);
|
|
|
|
char sentence[MAX_STRING_SIZE];
|
|
_nextSentence = Talk::getString(_nextSentence, sentence, MAX_STRING_LENGTH);
|
|
//debug(0, "Sentence = '%s'", sentence);
|
|
|
|
if (OBJECT_ROOMFADE == object.objectNumber) {
|
|
_roomFade = true;
|
|
object.objectNumber = OBJECT_JOE;
|
|
}
|
|
else {
|
|
_roomFade = false;
|
|
}
|
|
|
|
if (object.room != _temporaryRoom)
|
|
changeRooms(object);
|
|
|
|
ObjectType objectType = getObjectType(object);
|
|
|
|
if (object.song)
|
|
_sound->playSong(object.song);
|
|
|
|
switch (objectType) {
|
|
case OBJECT_TYPE_ANIMATION:
|
|
ptr = handleAnimation(ptr, object);
|
|
break;
|
|
|
|
case OBJECT_TYPE_PERSON:
|
|
handlePersonRecord(i + 1, object, sentence);
|
|
break;
|
|
|
|
case OBJECT_TYPE_NO_ANIMATION:
|
|
// Do nothing?
|
|
break;
|
|
|
|
case OBJECT_TYPE_TEXT_SPEAK:
|
|
case OBJECT_TYPE_TEXT_DISPLAY_AND_SPEAK:
|
|
case OBJECT_TYPE_TEXT_DISPLAY:
|
|
handleText(i + 1, objectType, object, sentence);
|
|
break;
|
|
|
|
default:
|
|
warning("Unhandled object type: %i", objectType);
|
|
break;
|
|
}
|
|
|
|
if (_input->cutawayQuit())
|
|
break;
|
|
|
|
if (_roomFade) {
|
|
_logic->update();
|
|
int end = 223;
|
|
if (IS_CD_INTRO_ROOM(_logic->currentRoom())) {
|
|
end = 255;
|
|
}
|
|
BobSlot *j = _graphics->bob(0);
|
|
_logic->display()->palFadeIn(0, end, _logic->currentRoom(), j->active, j->x, j->y);
|
|
_roomFade = false;
|
|
}
|
|
|
|
} // for()
|
|
|
|
stop();
|
|
|
|
_input->cutawayQuitReset();
|
|
|
|
updateGameState();
|
|
|
|
_graphics->bankErase(CUTAWAY_BANK);
|
|
|
|
talk(nextFilename);
|
|
|
|
if (_comPanel == 0 || (_comPanel == 2 && !_anotherCutaway)) {
|
|
_logic->sceneStop();
|
|
_comPanel = 0;
|
|
}
|
|
|
|
if (nextFilename[0] == '\0' && !_anotherCutaway) {
|
|
_logic->display()->fullscreen(false);
|
|
|
|
// Lines 2138-2182 in cutaway.c
|
|
if (_finalRoom) {
|
|
_logic->newRoom(0);
|
|
_logic->entryObj(0);
|
|
}
|
|
else {
|
|
/// No need to stay in current room, so return to previous room
|
|
// if one exists. Reset Joe's X,Y coords to those when first entered
|
|
|
|
restorePersonData();
|
|
|
|
debug(0, "_logic->entryObj() = %i", _logic->entryObj());
|
|
if (_logic->entryObj() > 0) {
|
|
_initialRoom = _logic->objectData(_logic->entryObj())->room;
|
|
}
|
|
else {
|
|
// We're not returning to new room, so return to old Joe X,Y coords
|
|
debug(0, "[Cutaway::run] Moving joe to (%i, %i)", initialJoeX, initialJoeY);
|
|
_logic->joeX(initialJoeX);
|
|
_logic->joeY(initialJoeY);
|
|
}
|
|
|
|
if (_logic->currentRoom() != _initialRoom) {
|
|
// XXX should call SETUP_ROOM here but that would introduce a
|
|
// circual dependency, so we try to set newRoom to the room
|
|
// instead
|
|
debug(0, "[Cutaway::run] Not calling SETUP_ROOM here, just setting newRoom to %i", _initialRoom);
|
|
_logic->newRoom(_initialRoom);
|
|
_logic->display()->fullscreen(true);
|
|
}
|
|
else {
|
|
_logic->joeX(0);
|
|
_logic->joeY(0);
|
|
}
|
|
}
|
|
|
|
_logic->joeCutFacing(0);
|
|
_comPanel = 0;
|
|
|
|
int k = 0;
|
|
for (i = _logic->roomData(_logic->currentRoom());
|
|
i <= _logic->roomData(_logic->currentRoom() + 1); i++) {
|
|
|
|
ObjectData *object = _logic->objectData(i);
|
|
if (object->image == -3 || object->image == -4) {
|
|
k++;
|
|
if (object->name > 0) {
|
|
_logic->animReset(k);
|
|
}
|
|
}
|
|
}
|
|
|
|
// function CUTAWAY_SPECIAL(), lines 885-896 in cutaway.c
|
|
if (_logic->currentRoom() == 1 && _logic->gameState(3) == 0) {
|
|
// XXX hard-coded room and inventory items
|
|
_logic->inventoryDeleteItem(ITEM_CROWBAR, false);
|
|
_logic->inventoryDeleteItem(ITEM_DRESS, false);
|
|
_logic->inventoryDeleteItem(ITEM_CLOTHES, false);
|
|
_logic->inventoryDeleteItem(ITEM_HAY, false);
|
|
_logic->inventoryDeleteItem(ITEM_OIL, false);
|
|
_logic->inventoryDeleteItem(ITEM_CHICKEN, false);
|
|
_logic->gameState(3, 1);
|
|
_logic->inventoryRefresh();
|
|
}
|
|
|
|
}
|
|
|
|
joeBob->animating = 0;
|
|
joeBob->moving = 0;
|
|
// Make sure Joe is clipped!
|
|
joeBob->box.y2 = 149;
|
|
|
|
_input->cutawayRunning(false);
|
|
_input->cutawayQuitReset();
|
|
|
|
if (_songBeforeComic > 0)
|
|
_sound->playSong(_songBeforeComic);
|
|
else if (_lastSong > 0)
|
|
_sound->playSong(_lastSong);
|
|
}
|
|
|
|
void Cutaway::stop() {
|
|
// Lines 1901-2032 in cutaway.c
|
|
byte *ptr = _gameStatePtr;
|
|
|
|
// Skipping GAMESTATE data
|
|
int gameStateCount = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
if (gameStateCount > 0)
|
|
ptr += (gameStateCount * 12);
|
|
|
|
// Get the final room and Joe's final position
|
|
|
|
int16 joeRoom = READ_BE_UINT16(ptr); ptr += 2;
|
|
int16 joeX = READ_BE_UINT16(ptr); ptr += 2;
|
|
int16 joeY = READ_BE_UINT16(ptr); ptr += 2;
|
|
|
|
debug(0, "[Cutaway::stop] Final position is room %i and coordinates (%i, %i)",
|
|
joeRoom, joeX, joeY);
|
|
|
|
if ((!_input->cutawayQuit() || (!_anotherCutaway && joeRoom == _finalRoom)) &&
|
|
joeRoom != _temporaryRoom &&
|
|
joeRoom != 0) {
|
|
|
|
debug(0, "[Cutaway::stop] Changing rooms and moving Joe");
|
|
|
|
_logic->joeX(joeX);
|
|
_logic->joeY(joeY);
|
|
_logic->currentRoom(joeRoom);
|
|
_logic->oldRoom(_initialRoom);
|
|
_logic->roomDisplay(_logic->currentRoom(), RDM_FADE_JOE_XY, 0, _comPanel, true);
|
|
}
|
|
|
|
if (_input->cutawayQuit()) {
|
|
// Lines 1927-2032 in cutaway.c
|
|
int i;
|
|
|
|
// Stop the credits from running
|
|
// XXX CFlag = 0;
|
|
|
|
_graphics->bobStopAll();
|
|
|
|
for (i = 1; i <= _personFaceCount; i++) {
|
|
int index = _personFace[i].index;
|
|
if (index > 0) {
|
|
_logic->objectData(_personFace[i].index)->image = _personFace[i].image;
|
|
|
|
_graphics->bob(_logic->findBob(index))->xflip =
|
|
(_personFace[i].image != -4);
|
|
}
|
|
}
|
|
|
|
int quitObjectCount = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
|
|
for (i = 0; i < quitObjectCount; i++) {
|
|
int16 objectIndex = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
int16 fromIndex = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
int16 x = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
int16 y = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
int16 room = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
int16 frame = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
int16 bank = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
|
|
int bobIndex = _logic->findBob(objectIndex);
|
|
ObjectData *object = _logic->objectData(objectIndex);
|
|
|
|
if (fromIndex > 0) {
|
|
if (fromIndex == objectIndex) {
|
|
// Enable object
|
|
object->name = ABS(object->name);
|
|
}
|
|
else {
|
|
_logic->objectCopy(fromIndex, objectIndex);
|
|
|
|
ObjectData *from = _logic->objectData(fromIndex);
|
|
if (object->image && !from->image && bobIndex && _logic->currentRoom() == object->room)
|
|
_graphics->bobClear(bobIndex);
|
|
}
|
|
|
|
if (_logic->currentRoom() == room)
|
|
_logic->roomRefreshObject(objectIndex);
|
|
}
|
|
|
|
if (_logic->currentRoom() == object->room) {
|
|
BobSlot *pbs = _graphics->bob(bobIndex);
|
|
|
|
if (x || y) {
|
|
pbs->x = x;
|
|
pbs->y = y;
|
|
if (InRange(object->image, -4, -3))
|
|
pbs->scale = _logic->findScale(x, y);
|
|
}
|
|
|
|
if (frame) {
|
|
if (0 == bank)
|
|
bank = 15;
|
|
else if (bank != 13) {
|
|
// XXX if(bank != oldBank) {
|
|
_graphics->bankLoad(_bankNames[bank-1], 8);
|
|
// XXX oldBank = bank;
|
|
// XXX }
|
|
bank = 8;
|
|
}
|
|
|
|
int objectFrame = _logic->findFrame(objectIndex);
|
|
|
|
if (objectFrame == 1000) {
|
|
_graphics->bobClear(bobIndex);
|
|
}
|
|
else if (objectFrame) {
|
|
_graphics->bankUnpack(ABS(frame), objectFrame, bank);
|
|
pbs->frameNum = objectFrame;
|
|
if (frame < 0)
|
|
pbs->xflip = true;
|
|
|
|
}
|
|
}
|
|
}
|
|
} // for()
|
|
|
|
int16 specialMove = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
actionSpecialMove(specialMove);
|
|
|
|
_lastSong = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
}
|
|
|
|
if (joeRoom == _temporaryRoom &&
|
|
joeRoom != 37 && // XXX hard coded room number
|
|
joeRoom != 105 && // XXX hard coded room number
|
|
joeRoom != 106 && // XXX hard coded room number
|
|
(joeX || joeY)) {
|
|
BobSlot *joeBob = _graphics->bob(0);
|
|
|
|
debug(0, "[Cutaway::stop] Moving Joe");
|
|
|
|
joeBob->x = joeX;
|
|
joeBob->y = joeY;
|
|
_logic->joeScale(_logic->findScale(joeX, joeY));
|
|
_logic->joeFace();
|
|
}
|
|
}
|
|
|
|
void Cutaway::updateGameState() {
|
|
// Lines 2047-2115 in cutaway.c
|
|
byte *ptr = _gameStatePtr;
|
|
|
|
int gameStateCount = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
|
|
for (int i = 0; i < gameStateCount; i++) {
|
|
int16 stateIndex = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
int16 stateValue = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
int16 objectIndex = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
int16 areaIndex = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
int16 areaSubIndex = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
int16 fromObject = (int16)READ_BE_UINT16(ptr); ptr += 2;
|
|
|
|
bool update = false;
|
|
|
|
if (stateIndex > 0) {
|
|
if(_logic->gameState(stateIndex) == stateValue)
|
|
update = true;
|
|
}
|
|
else {
|
|
_logic->gameState(ABS(stateIndex), stateValue);
|
|
update = true;
|
|
}
|
|
|
|
if (update) {
|
|
|
|
// Show or hide an object
|
|
|
|
if (objectIndex > 0) { // Show the object
|
|
ObjectData *objectData = _logic->objectData(objectIndex);
|
|
objectData->name = ABS(objectData->name);
|
|
if (fromObject > 0)
|
|
_logic->objectCopy(fromObject, objectIndex);
|
|
_logic->roomRefreshObject(objectIndex);
|
|
}
|
|
else if (objectIndex < 0) { // Hide the object
|
|
objectIndex = -objectIndex;
|
|
ObjectData *objectData = _logic->objectData(objectIndex);
|
|
objectData->name = -ABS(objectData->name);
|
|
_logic->roomRefreshObject(objectIndex);
|
|
}
|
|
|
|
if (areaIndex > 0) {
|
|
|
|
// Turn area on or off
|
|
|
|
if (areaSubIndex > 0) {
|
|
Area *area = _logic->area(areaIndex, areaSubIndex);
|
|
area->mapNeighbours = ABS(area->mapNeighbours);
|
|
}
|
|
else {
|
|
Area *area = _logic->area(areaIndex, ABS(areaSubIndex));
|
|
area->mapNeighbours = -ABS(area->mapNeighbours);
|
|
}
|
|
}
|
|
|
|
}
|
|
} // for()
|
|
}
|
|
|
|
// XXX this function could probably be useful at other places too
|
|
static char *right(char *str, int count) {
|
|
// This function does _not_ use static data (the implementation in talk.c does!)
|
|
int length = strlen(str);
|
|
if (count > length)
|
|
return str;
|
|
else
|
|
return str + length - count;
|
|
}
|
|
|
|
void Cutaway::talk(char *nextFilename) {
|
|
// Lines 2119-2131 in cutaway.c
|
|
|
|
if (0 == scumm_stricmp(right(_talkFile, 4), ".dog")) {
|
|
nextFilename[0] = '\0';
|
|
|
|
int personInRoom;
|
|
|
|
if (_talkTo > 0)
|
|
personInRoom = _talkTo - _logic->roomData(_logic->currentRoom());
|
|
else {
|
|
warning("_talkTo is 0!");
|
|
personInRoom = 0; // XXX is this correct?
|
|
}
|
|
|
|
Talk::talk(_talkFile, personInRoom, nextFilename, _graphics, _input, _logic, _resource, _sound);
|
|
}
|
|
}
|
|
|
|
int Cutaway::makeComplexAnimation(int16 currentImage, Cutaway::CutawayAnim *objAnim, int frameCount) {
|
|
// function MAKE_COMPLEX_ANIM, lines 816-883 in cutaway.c
|
|
int frameIndex[256];
|
|
int i;
|
|
int bobNum = objAnim[0].object;
|
|
|
|
memset(frameIndex, 0, sizeof(frameIndex));
|
|
debug(0, "[Cutaway::makeComplexAnimation] currentImage = %i", currentImage);
|
|
|
|
BobSlot *bob = _graphics->bob(bobNum);
|
|
bob->xflip = objAnim[0].flip;
|
|
|
|
for (i = 0; i < frameCount; i++) {
|
|
_cutAnim[bobNum][i].frame = objAnim[i].unpackFrame;
|
|
_cutAnim[bobNum][i].speed = objAnim[i].speed;
|
|
frameIndex[objAnim[i].unpackFrame] = 1;
|
|
}
|
|
|
|
_cutAnim[bobNum][frameCount].frame = 0;
|
|
_cutAnim[bobNum][frameCount].speed = 0;
|
|
|
|
int nextFrameIndex = 1;
|
|
|
|
for (i = 1; i < 256; i++)
|
|
if (frameIndex[i])
|
|
frameIndex[i] = nextFrameIndex++;
|
|
|
|
for (i = 0; i < frameCount; i++) {
|
|
_cutAnim[bobNum][i].frame = currentImage + frameIndex[objAnim[i].unpackFrame];
|
|
//debug(0, "_cutAnim[%i][%i].frame = %i", bobNum, i, _cutAnim[bobNum][i].frame);
|
|
}
|
|
|
|
for (i = 1; i < 256; i++) {
|
|
if (frameIndex[i]) {
|
|
currentImage++;
|
|
//debug(0, "bankUnpack(%i, %i, %i)", i, currentImage, objAnim[0].bank);
|
|
_graphics->bankUnpack(i, currentImage, objAnim[0].bank);
|
|
}
|
|
}
|
|
|
|
bob->animString(_cutAnim[bobNum]);
|
|
|
|
return currentImage;
|
|
}
|
|
|
|
void Cutaway::handleText(
|
|
int index,
|
|
ObjectType type,
|
|
CutawayObject &object,
|
|
const char *sentence) {
|
|
// lines 1776-1863 in cutaway.c
|
|
|
|
//debug(0, "----- Write '%s' ----", sentence);
|
|
|
|
int spaces = countSpaces(type, sentence);
|
|
|
|
int x;
|
|
int flags;
|
|
|
|
if (OBJECT_TYPE_TEXT_DISPLAY == type) {
|
|
x = _graphics->textCenterX(sentence);
|
|
flags = 2;
|
|
}
|
|
else {
|
|
x = object.bobStartX;
|
|
flags = 1;
|
|
}
|
|
|
|
BobSlot *bob =
|
|
_graphics->bob( _logic->findBob(ABS(object.objectNumber)) );
|
|
|
|
_graphics->bobSetText(bob, sentence, x, object.bobStartY, object.specialMove, flags);
|
|
|
|
if (OBJECT_TYPE_TEXT_SPEAK == type || OBJECT_TYPE_TEXT_DISPLAY_AND_SPEAK == type) {
|
|
char voiceFileName[MAX_STRING_SIZE];
|
|
findCdCut(_basename, index, voiceFileName);
|
|
strcat(voiceFileName, "1");
|
|
_sound->sfxPlay(voiceFileName);
|
|
}
|
|
|
|
int i;
|
|
for (i = 0; i < spaces; i++) {
|
|
_logic->update();
|
|
|
|
if (OBJECT_TYPE_TEXT_SPEAK == type || OBJECT_TYPE_TEXT_DISPLAY_AND_SPEAK == type) {
|
|
// XXX: see if speaking is finished
|
|
}
|
|
|
|
if (_input->cutawayQuit())
|
|
return;
|
|
|
|
if (_input->keyVerb().isSkipText()) {
|
|
_input->clearKeyVerb();
|
|
break;
|
|
}
|
|
}
|
|
|
|
_graphics->textClear(0,198);
|
|
_logic->update();
|
|
}
|
|
|
|
int Cutaway::countSpaces(ObjectType type, const char *segment) {
|
|
int tmp = 0;
|
|
|
|
while (*segment++)
|
|
tmp++;
|
|
|
|
if (tmp < 10)
|
|
tmp = 10;
|
|
|
|
if (OBJECT_TYPE_TEXT_DISPLAY == type)
|
|
tmp *= 3;
|
|
|
|
return (tmp * 2) / _logic->talkSpeed();
|
|
|
|
}
|
|
|
|
int Cutaway::scale(CutawayObject &object) {
|
|
int scaling = 100;
|
|
|
|
if (object.scale > 0)
|
|
scaling = object.scale;
|
|
else if (!object.objectNumber) {
|
|
// Only scale Joe
|
|
int x, y;
|
|
|
|
if (object.bobStartX > 0 || object.bobStartY > 0) {
|
|
x = object.bobStartX;
|
|
y = object.bobStartY;
|
|
}
|
|
else {
|
|
BobSlot *bob = _graphics->bob(0);
|
|
x = bob->x;
|
|
y = bob->y;
|
|
}
|
|
|
|
int zone = _logic->zoneInArea(0, x, y);
|
|
if (zone > 0) {
|
|
Area *area = _logic->area(_logic->currentRoom(), zone);
|
|
scaling = area->calcScale(y);
|
|
}
|
|
}
|
|
|
|
return scaling;
|
|
}
|
|
|
|
} // End of namespace Queen
|