mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 01:08:25 +00:00
5ab4eb6555
- Also fix a very stupid bug in AsScene1307Key which messed up the key moving animation
592 lines
14 KiB
C++
592 lines
14 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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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "neverhood/gamemodule.h"
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#include "neverhood/graphics.h"
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#include "neverhood/module1000.h"
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#include "neverhood/module1100.h"
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#include "neverhood/module1200.h"
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#include "neverhood/module1300.h"
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#include "neverhood/module1400.h"
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#include "neverhood/module1500.h"
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#include "neverhood/module1600.h"
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#include "neverhood/module1700.h"
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#include "neverhood/module1800.h"
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#include "neverhood/module1900.h"
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#include "neverhood/module2000.h"
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#include "neverhood/module2100.h"
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#include "neverhood/module2200.h"
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#include "neverhood/module2300.h"
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#include "neverhood/module2400.h"
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#include "neverhood/module2500.h"
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#include "neverhood/module2600.h"
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#include "neverhood/module2700.h"
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#include "neverhood/module2800.h"
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#include "neverhood/module3000.h"
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namespace Neverhood {
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GameModule::GameModule(NeverhoodEngine *vm)
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: Module(vm, NULL), _moduleNum(-1) {
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// Other initializations moved to actual engine class
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// TODO
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_vm->_soundMan->playSoundThree(0x002D0031, 0x8861079);
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SetMessageHandler(&GameModule::handleMessage);
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}
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GameModule::~GameModule() {
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_vm->_soundMan->deleteSoundGroup(0x002D0031);
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delete _childObject;
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_childObject = NULL;
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// TODO: Set palette to black but probably not neccessary
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// TODO SoundMan_deinit();
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// TODO Set debug vars (maybe)
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}
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void GameModule::handleMouseMove(int16 x, int16 y) {
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if (_childObject) {
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NPoint mousePos;
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mousePos.x = x;
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mousePos.y = y;
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debug(2, "GameModule::handleMouseMove(%d, %d)", x, y);
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sendPointMessage(_childObject, 0, mousePos);
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}
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}
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void GameModule::handleMouseDown(int16 x, int16 y) {
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if (_childObject) {
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NPoint mousePos;
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mousePos.x = x;
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mousePos.y = y;
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debug(2, "GameModule::handleMouseDown(%d, %d)", x, y);
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sendPointMessage(_childObject, 1, mousePos);
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}
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}
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void GameModule::initScene1307Vars() {
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// Exit if it's already initialized
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if (getSubVar(0x40050052, 0x25400B10))
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return;
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for (uint i = 0; i < 3; i++) {
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bool more;
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do {
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more = false;
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setSubVar(0x0C10A000, i, _vm->_rnd->getRandomNumber(16 - 1));
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if (i > 0) {
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for (uint j = 0; j < i && !more; j++) {
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more = getSubVar(0x0C10A000, j) == getSubVar(0x0C10A000, i);
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}
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}
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} while (more);
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}
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for (uint i = 0; i < 3; i++) {
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bool more;
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do {
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more = false;
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setSubVar(0xA010B810, i, _vm->_rnd->getRandomNumber(16 - 1));
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if (i > 0) {
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for (uint j = 0; j < i && !more; j++) {
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more = getSubVar(0xA010B810, j) == getSubVar(0xA010B810, i);
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}
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}
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if (getSubVar(0xA010B810, i) == getSubVar(0x0C10A000, i))
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more = true;
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} while (more);
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}
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setSubVar(0x40050052, 0x25400B10, 1);
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}
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void GameModule::initScene1405Vars() {
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// TODO: Give better names
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byte array44[3];
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byte array3C[10];
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byte array30[48];
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uint32 index3 = 48;
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uint32 index2 = 9;
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uint32 index1 = 2;
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uint32 rndIndex;
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// Exit if it's already initialized
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if (getSubVar(0x40050052, 0xC8606803))
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return;
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for (uint32 i = 0; i < 3; i++)
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setSubVar(0x61084036, i, 1);
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for (byte i = 0; i < 3; i++)
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array44[i] = i;
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for (byte i = 0; i < 10; i++)
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array3C[i] = i;
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for (byte i = 0; i < 48; i++)
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array30[i] = i;
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rndIndex = _vm->_rnd->getRandomNumber(3 - 1);
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setSubVar(0x13100631, array44[rndIndex], 5);
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for (byte i = 5; i < 9; i++)
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array3C[i] = array3C[i + 1];
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while (rndIndex < 2) {
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array44[rndIndex] = array44[rndIndex + 1];
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rndIndex++;
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}
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for (int i = 0; i < 2; i++) {
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uint32 rndIndex1 = _vm->_rnd->getRandomNumber(index2 - 1); // si
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uint32 rndIndex2 = _vm->_rnd->getRandomNumber(index1 - 1); // di
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setSubVar(0x13100631, array44[rndIndex2], array3C[rndIndex1]);
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index2--;
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while (rndIndex1 < index2) {
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array3C[rndIndex1] = array3C[rndIndex1 + 1];
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rndIndex1++;
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}
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index1--;
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while (rndIndex2 < index1) {
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array44[rndIndex2] = array44[rndIndex2 + 1];
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rndIndex2++;
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}
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}
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for (uint32 i = 0; i < 3; i++) {
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uint32 rndValue = _vm->_rnd->getRandomNumber(4 - 1) * 2 + 2;
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uint32 index4 = 0;
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setSubVar(0x7500993A, i, rndValue);
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while (index4 < rndValue) {
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uint32 rndIndex3 = _vm->_rnd->getRandomNumber(index3 - 1);
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setSubVar(0x0C65F80B, array30[rndIndex3], getSubVar(0x13100631, i));
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index3--;
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while (rndIndex3 < index3) {
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array30[rndIndex3] = array30[rndIndex3 + 1];
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rndIndex3++;
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}
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index4++;
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}
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}
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uint32 index5 = 0;
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while (index3 != 0) {
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uint32 rndIndex4 = _vm->_rnd->getRandomNumber(index3 - 1);
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index1 = array3C[index5];
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setSubVar(0x0C65F80B, array30[rndIndex4], index1);
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index3--;
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while (rndIndex4 < index3) {
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array30[rndIndex4] = array30[rndIndex4 + 1];
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rndIndex4++;
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}
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uint32 rndIndex5 = _vm->_rnd->getRandomNumber(index3 - 1);
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setSubVar(0x0C65F80B, array30[rndIndex5], index1);
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index3--;
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while (rndIndex5 < index3) {
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array30[rndIndex5] = array30[rndIndex5 + 1];
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rndIndex5++;
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}
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index5++;
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if (index5 >= index2)
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index5 = 0;
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}
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setSubVar(0x40050052, 0xC8606803, 1);
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}
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void GameModule::initScene2401Vars() {
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if (getSubVar(0x40050052, 0x40520234))
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return;
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setSubVar(0x90405038, 0, 3);
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setSubVar(0x90405038, 1, 1);
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setSubVar(0x90405038, 2, 2);
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setSubVar(0x90405038, 3, 0);
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setSubVar(0x90405038, 4, 4);
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setSubVar(0x40050052, 0x40520234, 1);
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}
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void GameModule::initScene2808Vars1() {
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// Exit if it's already initialized
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if (getSubVar(0x40050052, 0x20479010))
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return;
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for (uint i = 0; i < 3; i++)
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setSubVar(0x0C601058, i, _vm->_rnd->getRandomNumber(3 - 1) + 1);
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setSubVar(0x40050052, 0x20479010, 1);
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}
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void GameModule::initScene2808Vars2() {
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// Exit if it's already initialized
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if (getSubVar(0x40050052, 0x66059818))
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return;
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for (uint i = 0; i < 3; i++)
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setSubVar(0x40005834, i, _vm->_rnd->getRandomNumber(6 - 1) + 1);
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setSubVar(0x40050052, 0x66059818, 1);
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}
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void GameModule::initScene3009Vars() {
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if (!getSubVar(0x40050052, 0x8C9819C2)) {
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for (int i = 0; i < 3; i++) {
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setSubVar(0x00504B86, i, _vm->_rnd->getRandomNumber(12 - 1));
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setSubVar(0x0A4C0A9A, i, _vm->_rnd->getRandomNumber(12 - 1));
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}
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setSubVar(0x40050052, 0x8C9819C2, 1);
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}
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}
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uint32 GameModule::handleMessage(int messageNum, const MessageParam ¶m, Entity *sender) {
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uint32 messageResult = Module::handleMessage(messageNum, param, sender);
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switch (messageNum) {
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case 0x0800:
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_someFlag1 = true;
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return messageResult;
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case 0x1009:
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_moduleResult = param.asInteger();
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_done = true;
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return messageResult;
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case 0x100A:
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// Unused resource preloading message
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return messageResult;
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case 0x101F:
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_field2C = true;
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return messageResult;
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case 0x1023:
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// Unused resource preloading message
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return messageResult;
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}
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return messageResult;
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}
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void GameModule::startup() {
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// TODO: Displaying of error text probably not needed in ScummVM
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// createModule(1500, 0); // Logos and intro video //Real
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#if 1
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_vm->gameState().sceneNum = 6;
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createModule(1300, -1);
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#endif
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#if 0
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_vm->gameState().sceneNum = 0;
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createModule(1800, -1);
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#endif
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#if 0
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_vm->gameState().sceneNum = 0;
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createModule(2000, -1);
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#endif
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#if 0
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_vm->gameState().sceneNum = 5;
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createModule(2200, -1);
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#endif
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#if 0
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_vm->gameState().sceneNum = 1;
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createModule(1000, -1);
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#endif
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#if 0
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_vm->gameState().sceneNum = 1;
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createModule(1000, -1);
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#endif
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#if 0
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_vm->gameState().sceneNum = 8;
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_vm->gameState().which = 1;
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createModule(1600, -1);
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#endif
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#if 0
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_vm->gameState().sceneNum = 6;
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createModule(1900, -1);
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#endif
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#if 0
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_vm->gameState().sceneNum = 0;
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createModule(2100, 3);
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#endif
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#if 0
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_vm->gameState().sceneNum = 8;
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createModule(2600, -1);
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#endif
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#if 0
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_vm->gameState().which = 0;
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_vm->gameState().sceneNum = 1;
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createModule(2700, -1);
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#endif
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#if 0
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setGlobalVar(0x1860C990, 1); // DEBUG Make Klayman small
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_vm->gameState().sceneNum = 2;
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createModule(2800, -1);
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#endif
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#if 0
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_vm->gameState().which = 0;
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_vm->gameState().sceneNum = 0;
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createModule(2500, -1);
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#endif
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#if 0
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_vm->gameState().sceneNum = 1;
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createModule(2400, -1);
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#endif
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}
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void GameModule::createModule(int moduleNum, int which) {
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debug("GameModule::createModule(%d, %d)", moduleNum, which);
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_moduleNum = moduleNum;
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switch (_moduleNum) {
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case 1000:
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setGlobalVar(0x91080831, 0x03294419);
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_childObject = new Module1000(_vm, this, which);
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break;
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case 1100:
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setGlobalVar(0x91080831, 0x0002C818);
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_childObject = new Module1100(_vm, this, which);
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break;
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case 1200:
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setGlobalVar(0x91080831, 0x00478311);
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_childObject = new Module1200(_vm, this, which);
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break;
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case 1300:
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setGlobalVar(0x91080831, 0x0061C090);
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_childObject = new Module1300(_vm, this, which);
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break;
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case 1400:
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setGlobalVar(0x91080831, 0x00AD0012);
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_childObject = new Module1400(_vm, this, which);
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break;
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case 1500:
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_someFlag1 = false;
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setGlobalVar(0x91080831, 0x00F10114);
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_childObject = new Module1500(_vm, this, which, true);
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break;
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case 1600:
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setGlobalVar(0x91080831, 0x01A008D8);
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_childObject = new Module1600(_vm, this, which);
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break;
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case 1700:
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setGlobalVar(0x91080831, 0x04212331);
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_childObject = new Module1700(_vm, this, which);
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break;
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case 1800:
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setGlobalVar(0x91080831, 0x04A14718);
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_childObject = new Module1800(_vm, this, which);
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break;
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case 1900:
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setGlobalVar(0x91080831, 0x04E1C09C);
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_childObject = new Module1900(_vm, this, which);
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break;
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case 2000:
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setGlobalVar(0x91080831, 0x08250000);
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_childObject = new Module2000(_vm, this, which);
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break;
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case 2100:
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setGlobalVar(0x91080831, 0x10A10C14);
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_childObject = new Module2100(_vm, this, which);
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break;
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case 2200:
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setGlobalVar(0x91080831, 0x11391412);
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_childObject = new Module2200(_vm, this, which);
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break;
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case 2300:
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setGlobalVar(0x91080831, 0x1A214010);
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_childObject = new Module2300(_vm, this, which);
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break;
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case 2400:
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setGlobalVar(0x91080831, 0x202D1010);
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_childObject = new Module2400(_vm, this, which);
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break;
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case 2500:
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setGlobalVar(0x91080831, 0x29220120);
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_childObject = new Module2500(_vm, this, which);
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break;
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case 2600:
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setGlobalVar(0x91080831, 0x40271018);
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_childObject = new Module2600(_vm, this, which);
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break;
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case 2700:
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setGlobalVar(0x91080831, 0x42212411);
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_childObject = new Module2700(_vm, this, which);
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break;
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case 2800:
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setGlobalVar(0x91080831, 0x64210814);
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_childObject = new Module2800(_vm, this, which);
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break;
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case 3000:
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setGlobalVar(0x91080831, 0x81293110);
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_childObject = new Module3000(_vm, this, which);
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break;
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default:
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error("GameModule::createModule() Could not create module %d", moduleNum);
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}
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SetUpdateHandler(&GameModule::updateModule);
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_childObject->handleUpdate();
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}
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void GameModule::updateModule() {
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if (!updateChild()) {
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switch (_moduleNum) {
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case 1000:
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createModule(2300, 0);
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break;
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case 1200:
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if (_moduleResult == 1) {
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createModule(2600, 0);
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} else {
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createModule(2300, 2);
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}
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break;
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case 1100:
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if (_moduleResult == 0) {
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createModule(2900, 2);
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} else {
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setGlobalVar(0xD0A14D10, 1);
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createModule(1300, 0);
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}
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break;
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case 1300:
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if (_moduleResult == 1) {
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// TODO _gameState.clear();
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// TODO GameModule_handleKeyEscape
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} else {
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createModule(2900, 0);
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}
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break;
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case 1400:
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if (_moduleResult == 1) {
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error("WEIRD!");
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} else {
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createModule(1600, 1);
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}
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break;
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case 1500:
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createModule(1000, 0);
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break;
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case 1600:
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if (_moduleResult == 1) {
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createModule(1400, 0);
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} else if (_moduleResult == 2) {
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createModule(1700, 0);
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} else {
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createModule(2100, 0);
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}
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break;
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case 1700:
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if (_moduleResult == 1) {
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createModule(2900, 3);
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} else {
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createModule(1600, 2);
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}
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break;
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case 1800:
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if (_moduleResult == 1) {
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// TODO GameState_clear();
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// TODO GameModule_handleKeyEscape();
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} else if (_moduleResult == 2) {
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createModule(2700, 0);
|
|
} else if (_moduleResult == 3) {
|
|
createModule(3000, 3);
|
|
} else {
|
|
createModule(2800, 0);
|
|
}
|
|
break;
|
|
case 1900:
|
|
createModule(3000, 1);
|
|
break;
|
|
case 2000:
|
|
createModule(2900, 4);
|
|
break;
|
|
case 2100:
|
|
if (_moduleResult == 1) {
|
|
createModule(2900, 1);
|
|
} else {
|
|
createModule(1600, 0);
|
|
}
|
|
break;
|
|
case 2200:
|
|
createModule(2300, 1);
|
|
break;
|
|
case 2300:
|
|
if (_moduleResult == 1) {
|
|
createModule(2200, 0);
|
|
} else if (_moduleResult == 2) {
|
|
createModule(1200, 0);
|
|
} else if (_moduleResult == 3) {
|
|
createModule(2400, 0);
|
|
} else if (_moduleResult == 4) {
|
|
createModule(3000, 0);
|
|
} else {
|
|
createModule(1000, 1);
|
|
}
|
|
break;
|
|
case 2400:
|
|
createModule(2300, 3);
|
|
break;
|
|
case 2500:
|
|
createModule(2600, 1);
|
|
break;
|
|
case 2600:
|
|
if (_moduleResult == 1) {
|
|
createModule(2500, 0);
|
|
} else {
|
|
createModule(1200, 1);
|
|
}
|
|
break;
|
|
case 2700:
|
|
createModule(1800, 2);
|
|
break;
|
|
case 2800:
|
|
if (_moduleResult == 1) {
|
|
createModule(2900, 5);
|
|
} else {
|
|
createModule(1800, 0);
|
|
}
|
|
break;
|
|
case 3000:
|
|
if (_moduleResult == 1) {
|
|
createModule(1900, 0);
|
|
} else if (_moduleResult == 2) {
|
|
// WEIRD: Sets the errorFlag
|
|
} else if (_moduleResult == 3) {
|
|
createModule(1800, 3);
|
|
} else if (_moduleResult == 4) {
|
|
createModule(3000, 0);
|
|
} else {
|
|
createModule(2300, 4);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
} // End of namespace Neverhood
|