mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 01:08:25 +00:00
360 lines
9.3 KiB
C++
360 lines
9.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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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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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "fullpipe/fullpipe.h"
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#include "fullpipe/objects.h"
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#include "fullpipe/behavior.h"
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#include "fullpipe/statics.h"
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#include "fullpipe/messages.h"
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namespace Fullpipe {
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BehaviorManager::BehaviorManager() {
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_scene = 0;
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_isActive = 1;
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}
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BehaviorManager::~BehaviorManager() {
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clear();
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}
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void BehaviorManager::clear() {
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for (uint i = 0; i < _behaviors.size(); i++) {
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for (int j = 0; j < _behaviors[i]->_itemsCount; j++)
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delete _behaviors[i]->_bheItems[j];
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delete _behaviors[i];
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}
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_behaviors.clear();
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}
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void BehaviorManager::initBehavior(Scene *sc, GameVar *var) {
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clear();
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_scene = sc;
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BehaviorInfo *behinfo;
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GameVar *behvar = var->getSubVarByName("BEHAVIOR");
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if (!behvar)
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return;
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for (GameVar *subvar = behvar->_subVars; subvar; subvar = subvar->_nextVarObj) {
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if (!strcmp(subvar->_varName, "AMBIENT")) {
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behinfo = new BehaviorInfo;
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behinfo->initAmbientBehavior(subvar, sc);
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_behaviors.push_back(behinfo);
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} else {
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StaticANIObject *ani = sc->getStaticANIObject1ByName(subvar->_varName, -1);
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if (ani)
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for (uint i = 0; i < sc->_staticANIObjectList1.size(); i++)
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if (((StaticANIObject *)sc->_staticANIObjectList1[i])->_id == ani->_id) {
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behinfo = new BehaviorInfo;
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behinfo->initObjectBehavior(subvar, sc, ani);
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behinfo->_ani = (StaticANIObject *)sc->_staticANIObjectList1[i];
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_behaviors.push_back(behinfo);
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}
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}
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}
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}
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void BehaviorManager::updateBehaviors() {
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if (!_isActive)
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return;
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debug(0, "BehaviorManager::updateBehaviors()");
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for (uint i = 0; i < _behaviors.size(); i++) {
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BehaviorInfo *beh = _behaviors[i];
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if (!beh->_ani) {
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beh->_counter++;
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if (beh->_counter >= beh->_counterMax)
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updateBehavior(beh, beh->_bheItems[0]);
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continue;
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}
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if (beh->_ani->_movement || !(beh->_ani->_flags & 4) || (beh->_ani->_flags & 2)) {
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beh->_staticsId = 0;
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continue;
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}
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if (beh->_ani->_statics->_staticsId == beh->_staticsId) {
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beh->_counter++;
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if (beh->_counter >= beh->_counterMax) {
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if (beh->_subIndex >= 0 && !(beh->_flags & 1) && beh->_ani->_messageQueueId <= 0)
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updateStaticAniBehavior(beh->_ani, beh->_counter, beh->_bheItems[beh->_subIndex]);
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}
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} else {
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beh->_staticsId = beh->_ani->_statics->_staticsId;
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beh->_counter = 0;
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beh->_subIndex = -1;
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for (int j = 0; j < beh->_itemsCount; j++)
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if (beh->_bheItems[j]->_staticsId == beh->_staticsId) {
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beh->_subIndex = j;
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break;
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}
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}
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}
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}
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void BehaviorManager::updateBehavior(BehaviorInfo *behaviorInfo, BehaviorEntry *entry) {
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debug(0, "BehaviorManager::updateBehavior() %d", entry->_itemsCount);
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for (int i = 0; i < entry->_itemsCount; i++) {
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BehaviorEntryInfo *bhi = entry->_items[i];
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if (!(bhi->_flags & 1)) {
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if (bhi->_flags & 2) {
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MessageQueue *mq = new MessageQueue(bhi->_messageQueue, 0, 1);
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mq->sendNextCommand();
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bhi->_flags &= 0xFFFFFFFD;
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} else if (behaviorInfo->_counter >= bhi->_delay && bhi->_percent && g_fp->_rnd->getRandomNumber(32767) <= entry->_items[i]->_percent) {
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MessageQueue *mq = new MessageQueue(bhi->_messageQueue, 0, 1);
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mq->sendNextCommand();
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behaviorInfo->_counter = 0;
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}
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}
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}
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}
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void BehaviorManager::updateStaticAniBehavior(StaticANIObject *ani, int delay, BehaviorEntry *bhe) {
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debug(0, "BehaviorManager::updateStaticAniBehavior(%s)", transCyrillic((byte *)ani->_objectName));
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MessageQueue *mq = 0;
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if (bhe->_flags & 1) {
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uint rnd = g_fp->_rnd->getRandomNumber(32767);
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uint runPercent = 0;
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for (int i = 0; i < bhe->_itemsCount; i++) {
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if (!(bhe->_items[i]->_flags & 1) && bhe->_items[i]->_percent) {
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if ((rnd >= runPercent && rnd <= runPercent + bhe->_items[i]->_percent) || i == bhe->_itemsCount - 1) {
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mq = new MessageQueue(bhe->_items[i]->_messageQueue, 0, 1);
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break;
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}
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runPercent += bhe->_items[i]->_percent;
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}
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}
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} else {
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for (int i = 0; i < bhe->_itemsCount; i++) {
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if (!(bhe->_items[i]->_flags & 1) && delay >= bhe->_items[i]->_delay) {
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if (bhe->_items[i]->_percent) {
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if (g_fp->_rnd->getRandomNumber(32767) <= bhe->_items[i]->_percent) {
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mq = new MessageQueue(bhe->_items[i]->_messageQueue, 0, 1);
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break;
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}
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}
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}
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}
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}
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if (mq) {
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mq->replaceKeyCode(-1, ani->_okeyCode);
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mq->chain(ani);
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}
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}
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bool BehaviorManager::setBehaviorEnabled(StaticANIObject *obj, int aniId, int quId, int flag) {
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BehaviorEntryInfo *entry = getBehaviorEntryInfoByMessageQueueDataId(obj, aniId, quId);
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if (entry) {
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if (flag)
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entry->_flags &= 0xFFFFFFFE;
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else
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entry->_flags |= 1;
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} else
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return false;
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return true;
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}
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void BehaviorManager::setFlagByStaticAniObject(StaticANIObject *ani, int flag) {
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for (uint i = 0; i < _behaviors.size(); i++) {
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BehaviorInfo *beh = _behaviors[i];
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if (ani == beh->_ani) {
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if (flag)
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beh->_flags &= 0xfe;
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else
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beh->_flags |= 1;
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}
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}
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}
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BehaviorEntryInfo *BehaviorManager::getBehaviorEntryInfoByMessageQueueDataId(StaticANIObject *ani, int id1, int id2) {
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for (uint i = 0; i < _behaviors.size(); i++) {
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if (_behaviors[i]->_ani == ani) {
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for (uint j = 0; j < _behaviors[i]->_bheItems.size(); j++) {
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if (_behaviors[i]->_bheItems[j]->_staticsId == id1) {
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for (int k = 0; k < _behaviors[i]->_bheItems[j]->_itemsCount; k++) {
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if (_behaviors[i]->_bheItems[j]->_items[k]->_messageQueue->_dataId == id2)
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return _behaviors[i]->_bheItems[j]->_items[k];
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}
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}
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}
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}
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}
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return 0;
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}
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void BehaviorInfo::clear() {
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_ani = 0;
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_staticsId = 0;
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_counter = 0;
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_counterMax = 0;
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_flags = 0;
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_subIndex = 0;
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_itemsCount = 0;
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_bheItems.clear();
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}
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void BehaviorInfo::initAmbientBehavior(GameVar *var, Scene *sc) {
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debug(0, "BehaviorInfo::initAmbientBehavior(%s)", transCyrillic((byte *)var->_varName));
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clear();
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_itemsCount = 1;
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_counterMax = -1;
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BehaviorEntry *bi = new BehaviorEntry();
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_bheItems.push_back(bi);
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bi->_itemsCount = var->getSubVarsCount();
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bi->_items = (BehaviorEntryInfo**)calloc(bi->_itemsCount, sizeof(BehaviorEntryInfo *));
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for (int i = 0; i < bi->_itemsCount; i++) {
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int delay;
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bi->_items[i] = new BehaviorEntryInfo(var->getSubVarByIndex(i), sc, &delay);
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if (bi->_items[i]->_delay <_counterMax)
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_counterMax = bi->_items[i]->_delay;
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}
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}
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void BehaviorInfo::initObjectBehavior(GameVar *var, Scene *sc, StaticANIObject *ani) {
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debug(0, "BehaviorInfo::initObjectBehavior(%s)", transCyrillic((byte *)var->_varName));
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clear();
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_itemsCount = var->getSubVarsCount();
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_counterMax = -1;
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while (var->_varType == 2) {
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if (strcmp(var->_value.stringValue, "ROOT"))
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break;
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GameVar *v1 = g_fp->getGameLoaderGameVar()->getSubVarByName("BEHAVIOR")->getSubVarByName(ani->getName());
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if (v1 == var)
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return;
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sc = g_fp->accessScene(ani->_sceneId);
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clear();
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var = v1;
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_itemsCount = var->getSubVarsCount();
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_counterMax = -1;
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}
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for (int i = 0; i < _itemsCount; i++) {
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int maxDelay = 0;
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_bheItems.push_back(new BehaviorEntry(var->getSubVarByIndex(i), sc, ani, &maxDelay));
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if (maxDelay < _counterMax)
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_counterMax = maxDelay;
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}
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}
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BehaviorEntry::BehaviorEntry() {
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_staticsId = 0;
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_itemsCount = 0;
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_flags = 0;
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_items = 0;
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}
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BehaviorEntry::BehaviorEntry(GameVar *var, Scene *sc, StaticANIObject *ani, int *minDelay) {
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_staticsId = 0;
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_itemsCount = 0;
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*minDelay = 100000000;
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int totalPercent = 0;
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_flags = 0;
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_items = 0;
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Statics *st = ani->getStaticsByName(var->_varName);
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if (st)
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_staticsId = st->_staticsId;
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_itemsCount = var->getSubVarsCount();
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if (_itemsCount) {
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_items = (BehaviorEntryInfo**)calloc(_itemsCount, sizeof(BehaviorEntryInfo *));
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for (int i = 0; i < _itemsCount; i++) {
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GameVar *subvar = var->getSubVarByIndex(i);
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int delay = 0;
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_items[i] = new BehaviorEntryInfo(subvar, sc, &delay);
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totalPercent += delay;
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if (_items[i]->_delay < *minDelay)
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*minDelay = _items[i]->_delay;
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}
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if (!*minDelay && totalPercent == 1000)
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_flags |= 1;
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}
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}
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BehaviorEntryInfo::BehaviorEntryInfo(GameVar *subvar, Scene *sc, int *delay) {
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_messageQueue = 0;
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_delay = 0;
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_percent = 0;
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_flags = 0;
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_messageQueue = sc->getMessageQueueByName(subvar->_varName);
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GameVar *vart = subvar->getSubVarByName("dwDelay");
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if (vart)
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_delay = vart->_value.intValue;
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*delay = 0;
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vart = subvar->getSubVarByName("dwPercent");
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if (vart) {
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_percent = 0x7FFF * vart->_value.intValue / 1000;
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*delay = vart->_value.intValue;
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}
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vart = subvar->getSubVarByName("dwFlags");
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if (vart && vart->_varType == 2 && strstr(vart->_value.stringValue, "QDESC_AUTOSTART"))
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_flags |= 2;
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}
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} // End of namespace Fullpipe
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