scummvm/engines/cine/object.cpp
Kari Salminen 2ca52fc007 CINE: Add support for Operation Stealth.
Add support for Operation Stealth PC 16 and 256 color versions with
AdLib and Roland MT-32 sound. Add support for 20 extended savegames
(Thumbnails, playtime etc) for both Future Wars and Operation Stealth
(20 because it fits on screen using the original save/load interface).

Details:
 - Add versioning to Future Wars and Operation Stealth savegames.
 - Add fade in effect to both Future Wars and Operation Stealth.
 - Add mouse wheel support and keyboard support to moving in menus.
 - Map middle mouse button to pressing both left and right buttons.
 - Make interface more responsive (See manageEvents() and drawFrame()).
 - Amiga versions should be completable but sound may or may not work.
 - Atari ST versions completely untested.

Game options currently supported:
 - Using original save/load interface
 - Using transparent dialog boxes in 16 color scenes (Also for PC)

Console commands currently supported:
 - labyrinthCheat (For cheating in Operation Stealth's labyrinths)
 - disableLabyrinthCheat (Disabling labyrinth cheat)
 - disableHacks (Disabling hacks, useful for testing)
 - enableHacks (Enabling hacks, useful for testing. On by default)
2020-07-25 00:33:42 +02:00

341 lines
9.5 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/endian.h"
#include "common/memstream.h"
#include "common/util.h"
#include "cine/cine.h"
#include "cine/object.h"
#include "cine/part.h"
#include "cine/various.h"
namespace Cine {
/** Resets all elements in the object table. */
void resetObjectTable() {
for (Common::Array<ObjectStruct>::iterator it = g_cine->_objectTable.begin(); it != g_cine->_objectTable.end(); ++it) {
it->clear();
}
}
int16 loadObject(char *pObjectName) {
debug(5, "loadObject(\"%s\")", pObjectName);
uint16 numEntry;
uint16 entrySize;
uint16 i;
byte *ptr, *dataPtr;
checkDataDisk(-1);
int16 foundFileIdx = findFileInBundle(pObjectName);
if (foundFileIdx < 0) {
return -1;
}
ptr = dataPtr = readBundleFile(foundFileIdx);
setMouseCursor(MOUSE_CURSOR_DISK);
numEntry = READ_BE_UINT16(ptr); ptr += 2;
entrySize = READ_BE_UINT16(ptr); ptr += 2;
assert(numEntry <= NUM_MAX_OBJECT);
for (i = 0; i < numEntry; i++) {
bool overwrite =
(g_cine->getGameType() == Cine::GType_FW && g_cine->_objectTable[i].costume != -2) ||
(g_cine->getGameType() == Cine::GType_OS && g_cine->_objectTable[i].costume != -3);
// HACK: Fix handling of electric razor and cable in Amiga version of Operation Stealth
// when entering the Dr. Why's control room.
if (hacksEnabled && g_cine->getPlatform() == Common::kPlatformAmiga &&
g_cine->getGameType() == Cine::GType_OS && (i == 231 || i == 232) &&
scumm_stricmp(pObjectName, "SALLE59.REL") == 0) {
overwrite = false;
}
if (overwrite) {
Common::MemoryReadStream readS(ptr, entrySize);
g_cine->_objectTable[i].x = readS.readSint16BE();
g_cine->_objectTable[i].y = readS.readSint16BE();
g_cine->_objectTable[i].mask = readS.readUint16BE();
g_cine->_objectTable[i].frame = readS.readSint16BE();
g_cine->_objectTable[i].costume = readS.readSint16BE();
readS.read(g_cine->_objectTable[i].name, 20);
g_cine->_objectTable[i].part = readS.readUint16BE();
}
ptr += entrySize;
}
if (!strcmp(pObjectName, "INTRO.OBJ")) {
for (i = 0; i < 10; i++) {
g_cine->_objectTable[i].costume = 0;
}
}
free(dataPtr);
return 0;
}
/**
* Remove overlay sprite from the list
* @param objIdx Remove overlay associated with this object
* @param param Remove overlay of this type
*/
int removeOverlay(uint16 objIdx, uint16 param) {
Common::List<overlay>::iterator it;
for (it = g_cine->_overlayList.begin(); it != g_cine->_overlayList.end(); ++it) {
if (it->objIdx == objIdx && it->type == param) {
g_cine->_overlayList.erase(it);
return 1;
}
}
return 0;
}
/**
* Add new overlay sprite to the list
* @param objIdx Associate the overlay with this object
* @param type Type of new overlay
* @todo Why are x, y, width and color left uninitialized?
*/
void addOverlay(uint16 objIdx, uint16 type) {
Common::List<overlay>::iterator it;
overlay tmp;
for (it = g_cine->_overlayList.begin(); it != g_cine->_overlayList.end(); ++it) {
// This is done for both Future Wars and Operation Stealth
if (g_cine->_objectTable[it->objIdx].mask >= g_cine->_objectTable[objIdx].mask) {
break;
}
// There are additional checks in Operation Stealth's implementation
if (g_cine->getGameType() == Cine::GType_OS && (it->type == 2 || it->type == 3)) {
break;
}
}
// In Operation Stealth's implementation we might bail out early
if (g_cine->getGameType() == Cine::GType_OS && it != g_cine->_overlayList.end() && it->objIdx == objIdx && it->type == type) {
return;
}
tmp.objIdx = objIdx;
tmp.type = type;
tmp.x = 0;
tmp.y = 0;
tmp.width = 0;
tmp.color = 0;
g_cine->_overlayList.insert(it, tmp);
}
/**
* Add new background mask overlay
* @param objIdx Associate the overlay with this object
* @param param source background index
*/
void addGfxElement(int16 objIdx, int16 param, int16 type) {
Common::List<overlay>::iterator it;
overlay tmp;
for (it = g_cine->_overlayList.begin(); it != g_cine->_overlayList.end(); ++it) {
if (g_cine->_objectTable[it->objIdx].mask >= g_cine->_objectTable[objIdx].mask || it->type == 2 || it->type == 3) {
break;
}
}
if (it != g_cine->_overlayList.end() && it->objIdx == objIdx && it->type == type && it->x == param) {
return;
}
tmp.objIdx = objIdx;
tmp.type = type;
tmp.x = param;
tmp.y = 0;
tmp.width = 0;
tmp.color = 0;
g_cine->_overlayList.insert(it, tmp);
}
/**
* Remove background mask overlay
* @param objIdx Remove overlay associated with this object
* @param param Remove overlay using this background
* @todo Check that it works
*/
void removeGfxElement(int16 objIdx, int16 param, int16 type) {
Common::List<overlay>::iterator it;
for (it = g_cine->_overlayList.begin(); it != g_cine->_overlayList.end(); ++it) {
if (it->objIdx == objIdx && it->type == type && it->x == param) {
g_cine->_overlayList.erase(it);
return;
}
}
}
void setupObject(byte objIdx, uint16 param1, uint16 param2, uint16 param3, uint16 param4) {
g_cine->_objectTable[objIdx].x = param1;
g_cine->_objectTable[objIdx].y = param2;
g_cine->_objectTable[objIdx].mask = param3;
g_cine->_objectTable[objIdx].frame = param4;
if (g_cine->getGameType() == Cine::GType_OS) {
resetGfxEntityEntry(objIdx);
} else { // Future Wars
if (removeOverlay(objIdx, 0)) {
addOverlay(objIdx, 0);
}
}
}
void subObjectParam(byte objIdx, byte paramIdx, int16 newValue) {
addObjectParam(objIdx, paramIdx, -newValue);
}
void addObjectParam(byte objIdx, byte paramIdx, int16 newValue) {
int16 currentValue = getObjectParam(objIdx, paramIdx);
modifyObjectParam(objIdx, paramIdx, currentValue + newValue);
}
void modifyObjectParam(byte objIdx, byte paramIdx, int16 newValue) {
// Operation Stealth checks object index range, Future Wars doesn't.
if (g_cine->getGameType() == Cine::GType_OS && objIdx >= NUM_MAX_OBJECT)
return;
switch (paramIdx) {
case 1:
g_cine->_objectTable[objIdx].x = newValue;
break;
case 2:
g_cine->_objectTable[objIdx].y = newValue;
break;
case 3:
g_cine->_objectTable[objIdx].mask = newValue;
if (g_cine->getGameType() == Cine::GType_OS) { // Operation Stealth specific
resetGfxEntityEntry(objIdx);
} else { // Future Wars specific
if (removeOverlay(objIdx, 0)) {
addOverlay(objIdx, 0);
}
}
break;
case 4:
g_cine->_objectTable[objIdx].frame = newValue;
break;
case 5:
// TODO: Test if this really breaks the newspaper machine on the airport in Operation Stealth.
if (g_cine->getGameType() == Cine::GType_FW && newValue == -1) {
g_cine->_objectTable[objIdx].costume = g_cine->_globalVars[0];
} else {
g_cine->_objectTable[objIdx].costume = newValue;
}
break;
case 6:
g_cine->_objectTable[objIdx].part = newValue;
break;
default:
break;
}
}
/**
* Check if at least one of the range B's endpoints is inside range A,
* not counting the starting and ending points of range A.
* Used at least by Operation Stealth's opcode 0x8D i.e. 141.
*/
bool compareRanges(uint16 aStart, uint16 aEnd, uint16 bStart, uint16 bEnd) {
return (bStart > aStart && bStart < aEnd) || (bEnd > aStart && bEnd < aEnd);
}
uint16 compareObjectParamRanges(uint16 objIdx1, uint16 xAdd1, uint16 yAdd1, uint16 maskAdd1, uint16 objIdx2, uint16 xAdd2, uint16 yAdd2, uint16 maskAdd2) {
assert(objIdx1 < NUM_MAX_OBJECT && objIdx2 < NUM_MAX_OBJECT);
const ObjectStruct &obj1 = g_cine->_objectTable[objIdx1];
const ObjectStruct &obj2 = g_cine->_objectTable[objIdx2];
if (compareRanges(obj1.x, obj1.x + xAdd1, obj2.x, obj2.x + xAdd2) &&
compareRanges(obj1.y, obj1.y + yAdd1, obj2.y, obj2.y + yAdd2) &&
compareRanges(obj1.mask, obj1.mask + maskAdd1, obj2.mask, obj2.mask + maskAdd2)) {
return kCmpEQ;
} else {
return 0;
}
}
uint16 compareObjectParam(byte objIdx, byte type, int16 value) {
uint16 compareResult = 0;
int16 objectParam = getObjectParam(objIdx, type);
if (objectParam > value) {
compareResult |= kCmpGT;
} else if (objectParam < value) {
compareResult |= kCmpLT;
} else {
compareResult |= kCmpEQ;
}
return compareResult;
}
/**
* @bug In Operation Stealth, if you try to go downstairs to the sea in the
* location between bank and hotel, getObjectParam is called with paramIdx 16
* and crashes
*/
int16 getObjectParam(uint16 objIdx, uint16 paramIdx) {
assert(objIdx <= NUM_MAX_OBJECT);
paramIdx--;
assert(paramIdx <= 5);
switch (paramIdx) {
case 0:
return g_cine->_objectTable[objIdx].x;
case 1:
return g_cine->_objectTable[objIdx].y;
case 2:
return g_cine->_objectTable[objIdx].mask;
case 3:
return g_cine->_objectTable[objIdx].frame;
case 4:
return g_cine->_objectTable[objIdx].costume;
case 5:
return g_cine->_objectTable[objIdx].part;
default:
break;
}
return 0;
}
} // End of namespace Cine