mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-17 07:07:10 +00:00
8343bc6cc0
svn-id: r41860
499 lines
12 KiB
C++
499 lines
12 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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* $URL$
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* $Id$
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*
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*/
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#include "common/endian.h"
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#include "gob/gob.h"
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#include "gob/game.h"
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#include "gob/helper.h"
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#include "gob/global.h"
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#include "gob/util.h"
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#include "gob/dataio.h"
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#include "gob/variables.h"
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#include "gob/script.h"
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#include "gob/resources.h"
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#include "gob/inter.h"
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#include "gob/draw.h"
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#include "gob/mult.h"
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#include "gob/videoplayer.h"
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#include "gob/sound/sound.h"
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namespace Gob {
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Game::Environment::Environment(GobEngine *vm) : _vm(vm) {
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_cursorHotspotX = 0;
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_cursorHotspotY = 0;
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_variables = 0;
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_script = 0;
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_resources = 0;
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_curTotFile[0] = '\0';
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}
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Game::Environment::~Environment() {
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if (_script != _vm->_game->_script)
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delete _script;
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if (_resources != _vm->_game->_resources)
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delete _resources;
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if (_variables != _vm->_inter->_variables)
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delete _variables;
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}
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void Game::Environment::set() {
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_cursorHotspotX = _vm->_draw->_cursorHotspotXVar;
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_cursorHotspotY = _vm->_draw->_cursorHotspotYVar;
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_script = _vm->_game->_script;
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_resources = _vm->_game->_resources;
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_variables = _vm->_inter->_variables;
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strncpy(_curTotFile, _vm->_game->_curTotFile, 14);
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}
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void Game::Environment::get() {
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_vm->_draw->_cursorHotspotXVar = _cursorHotspotX;
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_vm->_draw->_cursorHotspotYVar = _cursorHotspotY;
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_vm->_game->_script = _script;
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_vm->_game->_resources = _resources;
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_vm->_inter->_variables = _variables;
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strncpy(_vm->_game->_curTotFile, _curTotFile, 14);
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}
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const char *Game::Environment::getTotFile() const {
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return _curTotFile;
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}
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Game::Game(GobEngine *vm) : _vm(vm) {
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_collisionAreas = 0;
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_shouldPushColls = 0;
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_captureCount = 0;
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_collStackSize = 0;
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for (int i = 0; i < 5; i++) {
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_collStack[i] = 0;
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_collStackElemSizes[i] = 0;
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}
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_curTotFile[0] = 0;
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_totToLoad[0] = 0;
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_startTimeKey = 0;
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_mouseButtons = 0;
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_lastCollKey = 0;
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_lastCollAreaIndex = 0;
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_lastCollId = 0;
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_activeCollResId = 0;
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_activeCollIndex = 0;
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_handleMouse = 0;
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_forceHandleMouse = 0;
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_menuLevel = 0;
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_noScroll = true;
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_preventScroll = false;
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_scrollHandleMouse = false;
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_noCd = false;
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_tempStr[0] = 0;
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_collStr[0] = 0;
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_numEnvironments = 0;
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_curEnvironment = 0;
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for (int i = 0; i < kMaxEnvironments; i++)
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_environments[i] = new Environment(_vm);
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_script = new Script(_vm);
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_resources = new Resources(_vm);
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}
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Game::~Game() {
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for (int i = 0; i < kMaxEnvironments; i++)
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delete _environments[i];
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delete _script;
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delete _resources;
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}
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void Game::freeCollision(int16 id) {
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for (int i = 0; i < 250; i++) {
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if (_collisionAreas[i].id == id)
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_collisionAreas[i].left = 0xFFFF;
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}
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}
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void Game::capturePush(int16 left, int16 top, int16 width, int16 height) {
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int16 right;
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if (_captureCount == 20)
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error("Game::capturePush(): Capture stack overflow");
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_captureStack[_captureCount].left = left;
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_captureStack[_captureCount].top = top;
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_captureStack[_captureCount].right = left + width;
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_captureStack[_captureCount].bottom = top + height;
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_vm->_draw->_spriteTop = top;
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_vm->_draw->_spriteBottom = height;
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right = left + width - 1;
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left &= 0xFFF0;
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right |= 0xF;
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_vm->_draw->initSpriteSurf(30 + _captureCount, right - left + 1, height, 0);
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_vm->_draw->_sourceSurface = 21;
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_vm->_draw->_destSurface = 30 + _captureCount;
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_vm->_draw->_spriteLeft = left;
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_vm->_draw->_spriteRight = right - left + 1;
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_vm->_draw->_destSpriteX = 0;
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_vm->_draw->_destSpriteY = 0;
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_vm->_draw->_transparency = 0;
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_vm->_draw->spriteOperation(0);
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_captureCount++;
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}
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void Game::capturePop(char doDraw) {
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if (_captureCount <= 0)
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return;
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_captureCount--;
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if (doDraw) {
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_vm->_draw->_destSpriteX = _captureStack[_captureCount].left;
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_vm->_draw->_destSpriteY = _captureStack[_captureCount].top;
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_vm->_draw->_spriteRight =
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_captureStack[_captureCount].width();
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_vm->_draw->_spriteBottom =
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_captureStack[_captureCount].height();
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_vm->_draw->_transparency = 0;
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_vm->_draw->_sourceSurface = 30 + _captureCount;
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_vm->_draw->_destSurface = 21;
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_vm->_draw->_spriteLeft = _vm->_draw->_destSpriteX & 0xF;
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_vm->_draw->_spriteTop = 0;
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_vm->_draw->spriteOperation(0);
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}
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_vm->_draw->freeSprite(30 + _captureCount);
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}
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void Game::freeSoundSlot(int16 slot) {
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if (slot == -1)
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slot = _vm->_game->_script->readValExpr();
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_vm->_sound->sampleFree(_vm->_sound->sampleGetBySlot(slot));
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}
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void Game::evaluateScroll(int16 x, int16 y) {
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if (_preventScroll || !_scrollHandleMouse || (_menuLevel > 0))
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return;
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if (_noScroll ||
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((_vm->_global->_videoMode != 0x14) && (_vm->_global->_videoMode != 0x18)))
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return;
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if ((x == 0) && (_vm->_draw->_scrollOffsetX > 0)) {
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uint16 off;
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off = MIN(_vm->_draw->_cursorWidth, _vm->_draw->_scrollOffsetX);
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off = MAX(off / 2, 1);
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_vm->_draw->_scrollOffsetX -= off;
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_vm->_video->dirtyRectsAll();
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} else if ((y == 0) && (_vm->_draw->_scrollOffsetY > 0)) {
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uint16 off;
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off = MIN(_vm->_draw->_cursorHeight, _vm->_draw->_scrollOffsetY);
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off = MAX(off / 2, 1);
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_vm->_draw->_scrollOffsetY -= off;
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_vm->_video->dirtyRectsAll();
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}
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int16 cursorRight = x + _vm->_draw->_cursorWidth;
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int16 screenRight = _vm->_draw->_scrollOffsetX + _vm->_width;
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int16 cursorBottom = y + _vm->_draw->_cursorHeight;
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int16 screenBottom = _vm->_draw->_scrollOffsetY + _vm->_height;
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if ((cursorRight >= _vm->_width) &&
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(screenRight < _vm->_video->_surfWidth)) {
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uint16 off;
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off = MIN(_vm->_draw->_cursorWidth,
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(int16) (_vm->_video->_surfWidth - screenRight));
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off = MAX(off / 2, 1);
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_vm->_draw->_scrollOffsetX += off;
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_vm->_video->dirtyRectsAll();
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_vm->_util->setMousePos(_vm->_width - _vm->_draw->_cursorWidth, y);
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} else if ((cursorBottom >= (_vm->_height - _vm->_video->_splitHeight2)) &&
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(screenBottom < _vm->_video->_surfHeight)) {
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uint16 off;
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off = MIN(_vm->_draw->_cursorHeight,
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(int16) (_vm->_video->_surfHeight - screenBottom));
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off = MAX(off / 2, 1);
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_vm->_draw->_scrollOffsetY += off;
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_vm->_video->dirtyRectsAll();
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_vm->_util->setMousePos(x, _vm->_height - _vm->_video->_splitHeight2 -
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_vm->_draw->_cursorHeight);
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}
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_vm->_util->setScrollOffset();
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}
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int16 Game::checkKeys(int16 *pMouseX, int16 *pMouseY,
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int16 *pButtons, char handleMouse) {
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_vm->_util->processInput(true);
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if (_vm->_mult->_multData && _vm->_inter->_variables &&
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(VAR(58) != 0)) {
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if (_vm->_mult->_multData->frameStart != (int) VAR(58) - 1)
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_vm->_mult->_multData->frameStart++;
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else
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_vm->_mult->_multData->frameStart = 0;
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_vm->_mult->playMult(_vm->_mult->_multData->frameStart + VAR(57),
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_vm->_mult->_multData->frameStart + VAR(57), 1, handleMouse);
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}
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if ((_vm->_inter->_soundEndTimeKey != 0) &&
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(_vm->_util->getTimeKey() >= _vm->_inter->_soundEndTimeKey)) {
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_vm->_sound->blasterStop(_vm->_inter->_soundStopVal);
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_vm->_inter->_soundEndTimeKey = 0;
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}
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if (pMouseX && pMouseY && pButtons) {
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_vm->_util->getMouseState(pMouseX, pMouseY, pButtons);
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if (*pButtons == 3)
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*pButtons = 0;
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}
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return _vm->_util->checkKey();
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}
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int16 Game::adjustKey(int16 key) {
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if (key <= 0x60 || key >= 0x7B)
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return key;
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return key - 0x20;
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}
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void Game::start(void) {
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_collisionAreas = new Collision[250];
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memset(_collisionAreas, 0, 250 * sizeof(Collision));
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prepareStart();
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playTot(-2);
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delete[] _collisionAreas;
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_vm->_draw->closeScreen();
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for (int i = 0; i < SPRITES_COUNT; i++)
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_vm->_draw->freeSprite(i);
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_vm->_draw->_scummvmCursor.reset();
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}
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// flagbits: 0 = freeInterVariables, 1 = skipPlay
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void Game::totSub(int8 flags, const char *newTotFile) {
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int8 curBackupPos;
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if (_numEnvironments >= kMaxEnvironments)
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return;
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_environments[_numEnvironments]->set();
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curBackupPos = _curEnvironment;
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_numEnvironments++;
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_curEnvironment = _numEnvironments;
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_script = new Script(_vm);
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_resources = new Resources(_vm);
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if (flags & 1)
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_vm->_inter->_variables = 0;
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strncpy0(_curTotFile, newTotFile, 9);
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// if (_vm->getGameType() == kGameTypeGeisha)
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// strcat(_curTotFile, ".0OT");
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// else
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strcat(_curTotFile, ".TOT");
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if (_vm->_inter->_terminate != 0)
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return;
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pushCollisions(0);
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if (flags & 2)
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playTot(-1);
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else
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playTot(0);
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if (_vm->_inter->_terminate != 2)
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_vm->_inter->_terminate = 0;
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popCollisions();
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if ((flags & 1) && _vm->_inter->_variables) {
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_vm->_inter->delocateVars();
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}
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_numEnvironments--;
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_curEnvironment = curBackupPos;
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_environments[_numEnvironments]->get();
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}
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void Game::switchTotSub(int16 index, int16 skipPlay) {
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int16 backupedCount;
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int16 curBackupPos;
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if ((_numEnvironments - index) < 1)
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return;
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int16 newPos = _curEnvironment - index - ((index >= 0) ? 1 : 0);
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if (newPos >= kMaxEnvironments)
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return;
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// WORKAROUND: Some versions don't make the MOVEMENT menu item unselectable
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// in the dreamland screen, resulting in a crash when it's clicked.
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if ((_vm->getGameType() == kGameTypeGob2) && (index == -1) && (skipPlay == 7) &&
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!scumm_stricmp(_environments[newPos]->getTotFile(), "gob06.tot"))
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return;
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curBackupPos = _curEnvironment;
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backupedCount = _numEnvironments;
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if (_curEnvironment == _numEnvironments) {
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_environments[_numEnvironments]->set();
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_numEnvironments++;
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}
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_curEnvironment -= index;
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if (index >= 0)
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_curEnvironment--;
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_environments[_curEnvironment]->get();
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if (_vm->_inter->_terminate != 0)
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return;
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pushCollisions(0);
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playTot(skipPlay);
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if (_vm->_inter->_terminate != 2)
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_vm->_inter->_terminate = 0;
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popCollisions();
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_curEnvironment = curBackupPos;
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_numEnvironments = backupedCount;
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_environments[_curEnvironment]->get();
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}
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void Game::setCollisions(byte arg_0) {
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uint16 left;
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uint16 top;
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uint16 width;
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uint16 height;
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Collision *collArea;
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for (collArea = _collisionAreas; collArea->left != 0xFFFF; collArea++) {
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if (((collArea->id & 0xC000) != 0x8000) || (collArea->funcSub == 0))
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continue;
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_script->call(collArea->funcSub);
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left = _script->readValExpr();
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top = _script->readValExpr();
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width = _script->readValExpr();
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height = _script->readValExpr();
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if ((_vm->_draw->_renderFlags & RENDERFLAG_CAPTUREPOP) &&
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(left != 0xFFFF)) {
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left += _vm->_draw->_backDeltaX;
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top += _vm->_draw->_backDeltaY;
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}
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if (_vm->_draw->_needAdjust != 2) {
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_vm->_draw->adjustCoords(0, &left, &top);
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if ((collArea->flags & 0x0F) < 3)
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_vm->_draw->adjustCoords(2, &width, &height);
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else {
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height &= 0xFFFE;
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_vm->_draw->adjustCoords(2, 0, &height);
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}
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}
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collArea->left = left;
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collArea->top = top;
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collArea->right = left + width - 1;
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collArea->bottom = top + height - 1;
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_script->pop();
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}
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}
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void Game::collSub(uint16 offset) {
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int16 collStackSize;
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_script->call(offset);
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_shouldPushColls = 1;
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collStackSize = _collStackSize;
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_vm->_inter->funcBlock(0);
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if (collStackSize != _collStackSize)
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popCollisions();
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_shouldPushColls = 0;
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_script->pop();
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setCollisions();
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}
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void Game::collAreaSub(int16 index, int8 enter) {
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uint16 collId;
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collId = _collisionAreas[index].id & 0xF000;
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if ((collId == 0xA000) || (collId == 0x9000)) {
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if (enter == 0)
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WRITE_VAR(17, _collisionAreas[index].id & 0x0FFF);
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else
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WRITE_VAR(17, -(_collisionAreas[index].id & 0x0FFF));
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}
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if (enter != 0) {
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if (_collisionAreas[index].funcEnter != 0)
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collSub(_collisionAreas[index].funcEnter);
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} else {
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if (_collisionAreas[index].funcLeave != 0)
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collSub(_collisionAreas[index].funcLeave);
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}
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}
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} // End of namespace Gob
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