scummvm/engines/draci/game.cpp
Robert Špalek 8d8b4dc50a Enabled music.
Several TODO's added.

svn-id: r45298
2009-10-21 08:41:57 +00:00

1768 lines
50 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.
*
* $URL$
* $Id$
*
*/
#include "common/stream.h"
#include "draci/draci.h"
#include "draci/game.h"
#include "draci/barchive.h"
#include "draci/script.h"
#include "draci/animation.h"
#include <cmath>
namespace Draci {
static const Common::String dialoguePath("ROZH");
static double real_to_double(byte real[6]);
Game::Game(DraciEngine *vm) : _vm(vm) {
uint i;
BArchive *initArchive = _vm->_initArchive;
const BAFile *file;
// Read in persons
file = initArchive->getFile(5);
Common::MemoryReadStream personData(file->_data, file->_length);
uint numPersons = file->_length / personSize;
_persons = new Person[numPersons];
for (i = 0; i < numPersons; ++i) {
_persons[i]._x = personData.readUint16LE();
_persons[i]._y = personData.readUint16LE();
_persons[i]._fontColour = personData.readByte();
}
// Read in dialogue offsets
file = initArchive->getFile(4);
Common::MemoryReadStream dialogueData(file->_data, file->_length);
uint numDialogues = file->_length / sizeof(uint16);
_dialogueOffsets = new uint[numDialogues];
uint curOffset;
for (i = 0, curOffset = 0; i < numDialogues; ++i) {
_dialogueOffsets[i] = curOffset;
curOffset += dialogueData.readUint16LE();
}
_dialogueVars = new int[curOffset];
memset(_dialogueVars, 0, sizeof (int) * curOffset);
// Read in game info
file = initArchive->getFile(3);
Common::MemoryReadStream gameData(file->_data, file->_length);
_info._startRoom = gameData.readByte() - 1;
_info._mapRoom = gameData.readByte() - 1;
_info._numObjects = gameData.readUint16LE();
_info._numItems = gameData.readUint16LE();
_info._numVariables = gameData.readByte();
_info._numPersons = gameData.readByte();
_info._numDialogues = gameData.readByte();
_info._maxItemWidth = gameData.readUint16LE();
_info._maxItemHeight = gameData.readUint16LE();
_info._musicLength = gameData.readUint16LE();
_info._crc[0] = gameData.readUint16LE();
_info._crc[1] = gameData.readUint16LE();
_info._crc[2] = gameData.readUint16LE();
_info._crc[3] = gameData.readUint16LE();
_info._numDialogueBlocks = curOffset;
// Read in variables
file = initArchive->getFile(2);
uint numVariables = file->_length / sizeof (int16);
_variables = new int[numVariables];
Common::MemoryReadStream variableData(file->_data, file->_length);
for (i = 0; i < numVariables; ++i) {
_variables[i] = variableData.readUint16LE();
}
// Read in item icon status
file = initArchive->getFile(1);
uint numItems = file->_length;
_itemStatus = new byte[numItems];
memcpy(_itemStatus, file->_data, numItems);
_items = new GameItem[numItems];
// Read in object status
file = initArchive->getFile(0);
uint numObjects = file->_length;
_objects = new GameObject[numObjects];
Common::MemoryReadStream objStatus(file->_data, file->_length);
for (i = 0; i < numObjects; ++i) {
byte tmp = objStatus.readByte();
// Set object visibility
_objects[i]._visible = tmp & (1 << 7);
// Set object location
_objects[i]._location = (~(1 << 7) & tmp) - 1;
}
assert(numDialogues == _info._numDialogues);
assert(numPersons == _info._numPersons);
assert(numVariables == _info._numVariables);
assert(numObjects == _info._numObjects);
assert(numItems == _info._numItems);
// Deallocate all cached files, because we have copied them into our own data structures.
initArchive->clearCache();
}
void Game::start() {
while (!shouldQuit()) {
debugC(1, kDraciGeneralDebugLevel, "Game::start()");
const bool force_reload = shouldExitLoop() > 1;
// Whenever the top-level loop is entered, it should not finish unless
// the exit is triggered by a script
_shouldExitLoop = false;
enterNewRoom(force_reload);
loop();
}
}
void Game::init() {
_shouldQuit = false;
_shouldExitLoop = false;
_scheduledPalette = 0;
setLoopStatus(kStatusGate);
setLoopSubstatus(kSubstatusOrdinary);
_animUnderCursor = kOverlayImage;
_currentItem = kNoItem;
_itemUnderCursor = kNoItem;
_vm->_mouse->setCursorType(kNormalCursor);
_oldObjUnderCursor = _objUnderCursor = kOverlayImage;
// Set the inventory to empty initially
memset(_inventory, kNoItem, kInventorySlots * sizeof(int));
// Initialize animation for object / room titles
Animation *titleAnim = _vm->_anims->addText(kTitleText, true);
Text *title = new Text("", _vm->_smallFont, kTitleColour, 0, 0);
titleAnim->addFrame(title, NULL);
// Initialize animation for speech text
Animation *speechAnim = _vm->_anims->addText(kSpeechText, true);
Text *speech = new Text("", _vm->_bigFont, kFontColour1, 0, 0);
speechAnim->addFrame(speech, NULL);
// Initialize inventory animation
const BAFile *f = _vm->_iconsArchive->getFile(13);
Animation *inventoryAnim = _vm->_anims->addAnimation(kInventorySprite, 255, false);
Sprite *inventorySprite = new Sprite(f->_data, f->_length, 0, 0, true);
inventoryAnim->addFrame(inventorySprite, NULL);
inventoryAnim->setRelative((kScreenWidth - inventorySprite->getWidth()) / 2,
(kScreenHeight - inventorySprite->getHeight()) / 2);
for (uint i = 0; i < kDialogueLines; ++i) {
_dialogueAnims[i] = _vm->_anims->addText(kDialogueLinesID - i, true);
Text *dialogueLine = new Text("", _vm->_smallFont, kLineInactiveColour, 0, 0);
_dialogueAnims[i]->addFrame(dialogueLine, NULL);
_dialogueAnims[i]->setZ(254);
_dialogueAnims[i]->setRelative(1,
kScreenHeight - (i + 1) * _vm->_smallFont->getFontHeight());
Text *text = reinterpret_cast<Text *>(_dialogueAnims[i]->getFrame());
text->setText("");
}
for (uint i = 0; i < _info._numItems; ++i) {
loadItem(i);
}
loadObject(kDragonObject);
const GameObject *dragon = getObject(kDragonObject);
debugC(4, kDraciLogicDebugLevel, "Running init program for the dragon object...");
_vm->_script->run(dragon->_program, dragon->_init);
// Make sure we enter the right room in start().
setRoomNum(kNoEscRoom);
rememberRoomNumAsPrevious();
scheduleEnteringRoomUsingGate(_info._startRoom, 0);
_pushedNewRoom = _pushedNewGate = -1;
}
void Game::loop() {
Surface *surface = _vm->_screen->getSurface();
do {
debugC(4, kDraciLogicDebugLevel, "loopstatus: %d, loopsubstatus: %d",
_loopStatus, _loopSubstatus);
_vm->handleEvents();
if (shouldExitLoop() > 1) // after loading
break;
// Fetch mouse coordinates
int x = _vm->_mouse->getPosX();
int y = _vm->_mouse->getPosY();
if (_loopStatus == kStatusDialogue && _loopSubstatus == kSubstatusOrdinary) {
Text *text;
for (int i = 0; i < kDialogueLines; ++i) {
text = reinterpret_cast<Text *>(_dialogueAnims[i]->getFrame());
if (_animUnderCursor == _dialogueAnims[i]->getID()) {
text->setColour(kLineActiveColour);
} else {
text->setColour(kLineInactiveColour);
}
}
if (_vm->_mouse->lButtonPressed() || _vm->_mouse->rButtonPressed()) {
_shouldExitLoop = true;
_vm->_mouse->lButtonSet(false);
_vm->_mouse->rButtonSet(false);
}
}
if (_vm->_mouse->isCursorOn()) {
// Fetch the dedicated objects' title animation / current frame
Animation *titleAnim = _vm->_anims->getAnimation(kTitleText);
Text *title = reinterpret_cast<Text *>(titleAnim->getFrame());
updateCursor();
updateTitle();
if (_loopStatus == kStatusOrdinary && _loopSubstatus == kSubstatusOrdinary) {
if (_vm->_mouse->lButtonPressed()) {
_vm->_mouse->lButtonSet(false);
if (_currentItem != kNoItem) {
putItem(_currentItem, 0);
_currentItem = kNoItem;
updateCursor();
} else {
if (_objUnderCursor != kObjectNotFound) {
const GameObject *obj = &_objects[_objUnderCursor];
_vm->_mouse->cursorOff();
titleAnim->markDirtyRect(surface);
title->setText("");
_objUnderCursor = kObjectNotFound;
if (!obj->_imLook) {
if (obj->_lookDir == kDirectionLast) {
walkHero(x, y, obj->_lookDir);
} else {
walkHero(obj->_lookX, obj->_lookY, obj->_lookDir);
}
}
_vm->_script->run(obj->_program, obj->_look);
_vm->_mouse->cursorOn();
} else {
walkHero(x, y, kDirectionLast);
}
}
}
if (_vm->_mouse->rButtonPressed()) {
_vm->_mouse->rButtonSet(false);
if (_objUnderCursor != kObjectNotFound) {
const GameObject *obj = &_objects[_objUnderCursor];
if (_vm->_script->testExpression(obj->_program, obj->_canUse)) {
_vm->_mouse->cursorOff();
titleAnim->markDirtyRect(surface);
title->setText("");
_objUnderCursor = kObjectNotFound;
if (!obj->_imUse) {
if (obj->_useDir == kDirectionLast) {
walkHero(x, y, obj->_useDir);
} else {
walkHero(obj->_useX, obj->_useY, obj->_useDir);
}
}
_vm->_script->run(obj->_program, obj->_use);
_vm->_mouse->cursorOn();
} else {
walkHero(x, y, kDirectionLast);
}
} else {
if (_vm->_script->testExpression(_currentRoom._program, _currentRoom._canUse)) {
_vm->_mouse->cursorOff();
titleAnim->markDirtyRect(surface);
title->setText("");
_vm->_script->run(_currentRoom._program, _currentRoom._use);
_vm->_mouse->cursorOn();
} else {
walkHero(x, y, kDirectionLast);
}
}
}
}
if (_loopStatus == kStatusInventory && _loopSubstatus == kSubstatusOrdinary) {
if (_inventoryExit) {
inventoryDone();
}
// If we are in inventory mode, all the animations except game items'
// images will necessarily be paused so we can safely assume that any
// animation under the cursor (a value returned by
// AnimationManager::getTopAnimationID()) will be an item animation or
// an overlay, for which we check. Item animations have their IDs
// calculated by offseting their itemID from the ID of the last "special"
// animation ID. In this way, we obtain its itemID.
if (_animUnderCursor != kOverlayImage && _animUnderCursor != kInventorySprite) {
_itemUnderCursor = kInventoryItemsID - _animUnderCursor;
} else {
_itemUnderCursor = kNoItem;
}
// If the user pressed the left mouse button
if (_vm->_mouse->lButtonPressed()) {
_vm->_mouse->lButtonSet(false);
// If there is an inventory item under the cursor and we aren't
// holding any item, run its look GPL program
if (_itemUnderCursor != kNoItem && _currentItem == kNoItem) {
const GameItem *item = &_items[_itemUnderCursor];
_vm->_script->run(item->_program, item->_look);
// Otherwise, if we are holding an item, try to place it inside the
// inventory
} else if (_currentItem != kNoItem) {
// FIXME: This should place the item in the nearest inventory slot,
// not the first one available
putItem(_currentItem, 0);
// Remove it from our hands
_currentItem = kNoItem;
}
} else if (_vm->_mouse->rButtonPressed()) {
_vm->_mouse->rButtonSet(false);
// If we right-clicked outside the inventory, close it
if (_animUnderCursor != kInventorySprite && _itemUnderCursor == kNoItem) {
inventoryDone();
// If there is an inventory item under our cursor
} else if (_itemUnderCursor != kNoItem) {
// Again, we have two possibilities:
// The first is that there is no item in our hands.
// In that case, just take the inventory item from the inventory.
if (_currentItem == kNoItem) {
_currentItem = _itemUnderCursor;
removeItem(_itemUnderCursor);
// The second is that there *is* an item in our hands.
// In that case, run the canUse script for the inventory item
// which will check if the two items are combinable and, finally,
// run the use script for the item.
} else {
const GameItem *item = &_items[_itemUnderCursor];
if (_vm->_script->testExpression(item->_program, item->_canUse)) {
_vm->_script->run(item->_program, item->_use);
}
}
updateCursor();
}
}
}
}
debugC(5, kDraciLogicDebugLevel, "Anim under cursor: %d", _animUnderCursor);
// Handle character talking (if there is any)
if (_loopSubstatus == kSubstatusTalk) {
// If the current speech text has expired or the user clicked a mouse button,
// advance to the next line of text
if (_vm->_mouse->lButtonPressed() ||
_vm->_mouse->rButtonPressed() ||
(_vm->_system->getMillis() - _speechTick) >= _speechDuration) {
_shouldExitLoop = true;
_vm->_mouse->lButtonSet(false);
_vm->_mouse->rButtonSet(false);
}
}
// This returns true if we got a signal to quit the game
if (shouldQuit())
return;
// Advance animations and redraw screen
_vm->_anims->drawScene(surface);
_vm->_screen->copyToScreen();
_vm->_system->delayMillis(20);
// HACK: Won't be needed once the game loop is implemented properly
_shouldExitLoop = _shouldExitLoop || (_newRoom != getRoomNum() &&
(_loopStatus == kStatusOrdinary || _loopStatus == kStatusGate));
} while (!shouldExitLoop());
}
void Game::updateCursor() {
// Fetch mouse coordinates
int x = _vm->_mouse->getPosX();
int y = _vm->_mouse->getPosY();
// Find animation under cursor
_animUnderCursor = _vm->_anims->getTopAnimationID(x, y);
// If we are inside a dialogue, all we need is to update the ID of the current
// animation under the cursor. This enables us to update the currently selected
// dialogue line (by recolouring it) but still leave the cursor unupdated when
// over background objects.
if (_loopStatus == kStatusDialogue)
return;
// If we are in inventory mode, we do a different kind of updating that handles
// inventory items and return early
if (_loopStatus == kStatusInventory && _loopSubstatus == kSubstatusOrdinary) {
if (_currentItem == kNoItem) {
_vm->_mouse->setCursorType(kNormalCursor);
} else {
_vm->_mouse->loadItemCursor(_currentItem);
}
if (_itemUnderCursor != kNoItem) {
const GameItem *item = &_items[_itemUnderCursor];
if (_vm->_script->testExpression(item->_program, item->_canUse)) {
if (_currentItem == kNoItem) {
_vm->_mouse->setCursorType(kHighlightedCursor);
} else {
_vm->_mouse->loadItemCursor(_currentItem, true);
}
}
}
return;
}
// Find the game object under the cursor
// (to be more precise, one that corresponds to the animation under the cursor)
int curObject = getObjectWithAnimation(_animUnderCursor);
// Update the game object under the cursor
_objUnderCursor = curObject;
if (_objUnderCursor != _oldObjUnderCursor) {
_oldObjUnderCursor = _objUnderCursor;
}
// Load the appropriate cursor (item image if an item is held or ordinary cursor
// if not)
if (_currentItem == kNoItem) {
_vm->_mouse->setCursorType(kNormalCursor);
} else {
_vm->_mouse->loadItemCursor(_currentItem);
}
// TODO: Handle main menu
// If there is no game object under the cursor, try using the room itself
if (_objUnderCursor == kObjectNotFound) {
if (_vm->_script->testExpression(_currentRoom._program, _currentRoom._canUse)) {
if (_currentItem == kNoItem) {
_vm->_mouse->setCursorType(kHighlightedCursor);
} else {
_vm->_mouse->loadItemCursor(_currentItem, true);
}
}
// If there *is* a game object under the cursor, update the cursor image
} else {
const GameObject *obj = &_objects[_objUnderCursor];
// If there is no walking direction set on the object (i.e. the object
// is not a gate / exit), test whether it can be used and, if so,
// update the cursor image (highlight it).
if (obj->_walkDir == 0) {
if (_vm->_script->testExpression(obj->_program, obj->_canUse)) {
if (_currentItem == kNoItem) {
_vm->_mouse->setCursorType(kHighlightedCursor);
} else {
_vm->_mouse->loadItemCursor(_currentItem, true);
}
}
// If the walking direction *is* set, the game object is a gate, so update
// the cursor image to the appropriate arrow.
} else {
_vm->_mouse->setCursorType((CursorType)obj->_walkDir);
}
}
}
void Game::updateTitle() {
// If we are inside a dialogue, don't update titles
if (_loopStatus == kStatusDialogue)
return;
// Fetch current surface and height of the small font (used for titles)
Surface *surface = _vm->_screen->getSurface();
const int smallFontHeight = _vm->_smallFont->getFontHeight();
// Fetch mouse coordinates
int x = _vm->_mouse->getPosX();
int y = _vm->_mouse->getPosY();
// Fetch the dedicated objects' title animation / current frame
Animation *titleAnim = _vm->_anims->getAnimation(kTitleText);
Text *title = reinterpret_cast<Text *>(titleAnim->getFrame());
// Mark dirty rectangle to delete the previous text
titleAnim->markDirtyRect(surface);
if (_loopStatus == kStatusInventory) {
// If there is no item under the cursor, delete the title.
// Otherwise, show the item's title.
if (_itemUnderCursor == kNoItem) {
title->setText("");
} else {
const GameItem *item = &_items[_itemUnderCursor];
title->setText(item->_title);
}
} else {
// If there is no object under the cursor, delete the title.
// Otherwise, show the object's title.
if (_objUnderCursor == kObjectNotFound) {
title->setText("");
} else {
const GameObject *obj = &_objects[_objUnderCursor];
title->setText(obj->_title);
}
}
// Move the title to the correct place (just above the cursor)
int newX = surface->centerOnX(x, title->getWidth());
int newY = surface->putAboveY(y - smallFontHeight / 2, title->getHeight());
titleAnim->setRelative(newX, newY);
// If we are currently playing the title, mark it dirty so it gets updated.
// Otherwise, start playing the title animation.
if (titleAnim->isPlaying()) {
titleAnim->markDirtyRect(surface);
} else {
_vm->_anims->play(titleAnim->getID());
}
}
int Game::getObjectWithAnimation(int animID) const {
for (uint i = 0; i < _info._numObjects; ++i) {
GameObject *obj = &_objects[i];
for (uint j = 0; j < obj->_anim.size(); ++j) {
if (obj->_anim[j] == animID) {
return i;
}
}
}
return kObjectNotFound;
}
void Game::removeItem(int itemID) {
for (uint i = 0; i < kInventorySlots; ++i) {
if (_inventory[i] == itemID) {
_inventory[i] = kNoItem;
_vm->_anims->stop(kInventoryItemsID - itemID);
break;
}
}
}
void Game::putItem(int itemID, int position) {
if (itemID == kNoItem)
return;
if (position >= 0 &&
position < kInventoryLines * kInventoryColumns &&
(_inventory[position] == kNoItem || _inventory[position] == itemID)) {
_inventory[position] = itemID;
} else {
for (position = 0; position < kInventorySlots; ++position) {
if (_inventory[position] == kNoItem) {
_inventory[position] = itemID;
break;
}
}
}
const int line = position / kInventoryColumns + 1;
const int column = position % kInventoryColumns + 1;
const int anim_id = kInventoryItemsID - itemID;
Animation *anim = _vm->_anims->getAnimation(anim_id);
if (!anim) {
anim = _vm->_anims->addItem(anim_id);
const BAFile *img = _vm->_itemImagesArchive->getFile(2 * itemID);
Sprite *sp = new Sprite(img->_data, img->_length, 0, 0, true);
anim->addFrame(sp, NULL);
}
Drawable *frame = anim->getFrame();
const int x = kInventoryX +
(column * kInventoryItemWidth) -
(kInventoryItemWidth / 2) -
(frame->getWidth() / 2);
const int y = kInventoryY +
(line * kInventoryItemHeight) -
(kInventoryItemHeight / 2) -
(frame->getHeight() / 2);
debug(2, "itemID: %d position: %d line: %d column: %d x: %d y: %d", itemID, position, line, column, x, y);
anim->setRelative(x, y);
// If we are in inventory mode, we need to play the item animation, immediately
// upon returning it to its slot but *not* in other modes because it should be
// invisible then (along with the inventory)
if (_loopStatus == kStatusInventory && _loopSubstatus == kSubstatusOrdinary) {
_vm->_anims->play(anim_id);
}
}
void Game::inventoryInit() {
// Pause all "background" animations
_vm->_anims->pauseAnimations();
// Draw the inventory and the current items
inventoryDraw();
// Turn cursor on if it is off
_vm->_mouse->cursorOn();
// Set the appropriate loop status
setLoopStatus(kStatusInventory);
// TODO: This will be used for exiting the inventory automatically when the mouse
// is outside it for some time
_inventoryExit = false;
}
void Game::inventoryDone() {
_vm->_mouse->cursorOn();
setLoopStatus(kStatusOrdinary);
_vm->_anims->unpauseAnimations();
_vm->_anims->stop(kInventorySprite);
for (uint i = 0; i < kInventorySlots; ++i) {
if (_inventory[i] != kNoItem) {
_vm->_anims->stop(kInventoryItemsID - _inventory[i]);
}
}
// Reset item under cursor
_itemUnderCursor = kNoItem;
// TODO: Handle main menu
}
void Game::inventoryDraw() {
_vm->_anims->play(kInventorySprite);
for (uint i = 0; i < kInventorySlots; ++i) {
if (_inventory[i] != kNoItem) {
_vm->_anims->play(kInventoryItemsID - _inventory[i]);
}
}
}
void Game::inventoryReload() {
// Make sure all items are loaded into memory (e.g., after loading a
// savegame) by re-putting them on the same spot in the inventory.
for (uint i = 0; i < kInventorySlots; ++i) {
putItem(_inventory[i], i);
}
}
void Game::dialogueMenu(int dialogueID) {
int oldLines, hit;
char tmp[5];
sprintf(tmp, "%d", dialogueID+1);
Common::String ext(tmp);
_dialogueArchive = new BArchive(dialoguePath + ext + ".dfw");
debugC(4, kDraciLogicDebugLevel, "Starting dialogue (ID: %d, Archive: %s)",
dialogueID, (dialoguePath + ext + ".dfw").c_str());
_currentDialogue = dialogueID;
oldLines = 255;
dialogueInit(dialogueID);
do {
_dialogueExit = false;
hit = dialogueDraw();
debugC(7, kDraciLogicDebugLevel,
"hit: %d, _lines[hit]: %d, lastblock: %d, dialogueLines: %d, dialogueExit: %d",
hit, _lines[hit], _lastBlock, _dialogueLinesNum, _dialogueExit);
if ((!_dialogueExit) && (hit != -1) && (_lines[hit] != -1)) {
if ((oldLines == 1) && (_dialogueLinesNum == 1) && (_lines[hit] == _lastBlock)) {
break;
}
_currentBlock = _lines[hit];
runDialogueProg(_dialogueBlocks[_lines[hit]]._program, 1);
} else {
break;
}
_lastBlock = _lines[hit];
_dialogueVars[_dialogueOffsets[dialogueID] + _lastBlock] += 1;
_dialogueBegin = false;
oldLines = _dialogueLinesNum;
} while (!_dialogueExit);
dialogueDone();
_currentDialogue = kNoDialogue;
}
int Game::dialogueDraw() {
_dialogueLinesNum = 0;
int i = 0;
int ret = 0;
Animation *anim;
Text *dialogueLine;
while ((_dialogueLinesNum < 4) && (i < _blockNum)) {
GPL2Program blockTest;
blockTest._bytecode = _dialogueBlocks[i]._canBlock;
blockTest._length = _dialogueBlocks[i]._canLen;
debugC(3, kDraciLogicDebugLevel, "Testing dialogue block %d", i);
if (_vm->_script->testExpression(blockTest, 1)) {
anim = _dialogueAnims[_dialogueLinesNum];
dialogueLine = reinterpret_cast<Text *>(anim->getFrame());
dialogueLine->setText(_dialogueBlocks[i]._title);
dialogueLine->setColour(kLineInactiveColour);
_lines[_dialogueLinesNum] = i;
_dialogueLinesNum++;
}
++i;
}
for (i = _dialogueLinesNum; i < kDialogueLines; ++i) {
_lines[i] = -1;
anim = _dialogueAnims[i];
dialogueLine = reinterpret_cast<Text *>(anim->getFrame());
dialogueLine->setText("");
}
_oldObjUnderCursor = kObjectNotFound;
if (_dialogueLinesNum > 1) {
_vm->_mouse->cursorOn();
_shouldExitLoop = false;
loop();
_vm->_mouse->cursorOff();
bool notDialogueAnim = true;
for (uint j = 0; j < kDialogueLines; ++j) {
if (_dialogueAnims[j]->getID() == _animUnderCursor) {
notDialogueAnim = false;
break;
}
}
if (notDialogueAnim) {
ret = -1;
} else {
ret = _dialogueAnims[0]->getID() - _animUnderCursor;
}
} else {
ret = _dialogueLinesNum - 1;
}
for (i = 0; i < kDialogueLines; ++i) {
dialogueLine = reinterpret_cast<Text *>(_dialogueAnims[i]->getFrame());
_dialogueAnims[i]->markDirtyRect(_vm->_screen->getSurface());
dialogueLine->setText("");
}
return ret;
}
void Game::dialogueInit(int dialogID) {
_vm->_mouse->setCursorType(kDialogueCursor);
_blockNum = _dialogueArchive->size() / 3;
_dialogueBlocks = new Dialogue[_blockNum];
const BAFile *f;
for (uint i = 0; i < kDialogueLines; ++i) {
_lines[i] = 0;
}
for (int i = 0; i < _blockNum; ++i) {
f = _dialogueArchive->getFile(i * 3);
_dialogueBlocks[i]._canLen = f->_length;
_dialogueBlocks[i]._canBlock = f->_data;
f = _dialogueArchive->getFile(i * 3 + 1);
// The first byte of the file is the length of the string (without the length)
assert(f->_length - 1 == f->_data[0]);
_dialogueBlocks[i]._title = Common::String((char *)(f->_data+1), f->_length-1);
f = _dialogueArchive->getFile(i * 3 + 2);
_dialogueBlocks[i]._program._bytecode = f->_data;
_dialogueBlocks[i]._program._length = f->_length;
}
for (uint i = 0; i < kDialogueLines; ++i) {
_vm->_anims->play(_dialogueAnims[i]->getID());
}
setLoopStatus(kStatusDialogue);
_lastBlock = -1;
_dialogueBegin = true;
}
void Game::dialogueDone() {
for (uint i = 0; i < kDialogueLines; ++i) {
_vm->_anims->stop(_dialogueAnims[i]->getID());
}
delete _dialogueArchive;
delete[] _dialogueBlocks;
setLoopStatus(kStatusOrdinary);
_vm->_mouse->setCursorType(kNormalCursor);
}
void Game::runDialogueProg(GPL2Program prog, int offset) {
// Mark last animation
int lastAnimIndex = _vm->_anims->getLastIndex();
// Run the dialogue program
_vm->_script->run(prog, offset);
deleteAnimationsAfterIndex(lastAnimIndex);
}
bool Game::isDialogueBegin() const {
return _dialogueBegin;
}
bool Game::shouldExitDialogue() const {
return _dialogueExit;
}
void Game::setDialogueExit(bool exit) {
_dialogueExit = exit;
}
int Game::getDialogueBlockNum() const {
return _blockNum;
}
int Game::getDialogueVar(int dialogueID) const {
return _dialogueVars[dialogueID];
}
void Game::setDialogueVar(int dialogueID, int value) {
_dialogueVars[dialogueID] = value;
}
int Game::getCurrentDialogue() const {
return _currentDialogue;
}
int Game::getDialogueLastBlock() const {
return _lastBlock;
}
int Game::getDialogueLinesNum() const {
return _dialogueLinesNum;
}
int Game::getDialogueCurrentBlock() const {
return _currentBlock;
}
int Game::getCurrentDialogueOffset() const {
return _dialogueOffsets[_currentDialogue];
}
void Game::playHeroAnimation(int anim_index) {
const GameObject *dragon = getObject(kDragonObject);
const int animID = dragon->_anim[anim_index];
Animation *anim = _vm->_anims->getAnimation(animID);
stopObjectAnimations(dragon);
positionAnimAsHero(anim);
_vm->_anims->play(animID);
}
void Game::walkHero(int x, int y, SightDirection dir) {
// Needed for the map room with empty walking map. For some reason,
// findNearestWalkable() takes several seconds with 100% CPU to finish
// (correctly).
if (!_currentRoom._heroOn)
return;
Surface *surface = _vm->_screen->getSurface();
_hero = _currentRoom._walkingMap.findNearestWalkable(x, y, surface->getRect());
debugC(3, kDraciLogicDebugLevel, "Walk to x: %d y: %d", _hero.x, _hero.y);
// FIXME: Need to add proper walking (this only warps the dragon to position)
Movement movement = kStopRight;
switch (dir) {
case kDirectionLeft:
movement = kStopLeft;
break;
case kDirectionRight:
movement = kStopRight;
break;
default: {
const GameObject *dragon = getObject(kDragonObject);
const int anim_index = playingObjectAnimation(dragon);
if (anim_index >= 0) {
movement = static_cast<Movement> (anim_index);
}
break;
}
}
playHeroAnimation(movement);
}
void Game::loadItem(int itemID) {
const BAFile *f = _vm->_itemsArchive->getFile(itemID * 3);
Common::MemoryReadStream itemReader(f->_data, f->_length);
GameItem *item = _items + itemID;
item->_init = itemReader.readSint16LE();
item->_look = itemReader.readSint16LE();
item->_use = itemReader.readSint16LE();
item->_canUse = itemReader.readSint16LE();
item->_imInit = itemReader.readByte();
item->_imLook = itemReader.readByte();
item->_imUse = itemReader.readByte();
f = _vm->_itemsArchive->getFile(itemID * 3 + 1);
// The first byte is the length of the string
item->_title = Common::String((const char *)f->_data + 1, f->_length - 1);
assert(f->_data[0] == item->_title.size());
f = _vm->_itemsArchive->getFile(itemID * 3 + 2);
item->_program._bytecode = f->_data;
item->_program._length = f->_length;
}
void Game::loadRoom(int roomNum) {
const BAFile *f;
f = _vm->_roomsArchive->getFile(roomNum * 4);
Common::MemoryReadStream roomReader(f->_data, f->_length);
roomReader.readUint32LE(); // Pointer to room program, not used
roomReader.readUint16LE(); // Program length, not used
roomReader.readUint32LE(); // Pointer to room title, not used
_currentRoom._music = roomReader.readByte();
int mapID = roomReader.readByte() - 1;
loadWalkingMap(mapID);
_currentRoom._palette = roomReader.readByte() - 1;
_currentRoom._numOverlays = roomReader.readSint16LE();
_currentRoom._init = roomReader.readSint16LE();
_currentRoom._look = roomReader.readSint16LE();
_currentRoom._use = roomReader.readSint16LE();
_currentRoom._canUse = roomReader.readSint16LE();
_currentRoom._imInit = roomReader.readByte();
_currentRoom._imLook = roomReader.readByte();
_currentRoom._imUse = roomReader.readByte();
_currentRoom._mouseOn = roomReader.readByte();
_currentRoom._heroOn = roomReader.readByte();
// Read in pers0 and persStep (stored as 6-byte Pascal reals)
byte real[6];
for (int i = 5; i >= 0; --i) {
real[i] = roomReader.readByte();
}
_currentRoom._pers0 = real_to_double(real);
for (int i = 5; i >= 0; --i) {
real[i] = roomReader.readByte();
}
_currentRoom._persStep = real_to_double(real);
_currentRoom._escRoom = roomReader.readByte() - 1;
_currentRoom._numGates = roomReader.readByte();
debugC(4, kDraciLogicDebugLevel, "Music: %d", _currentRoom._music);
debugC(4, kDraciLogicDebugLevel, "Map: %d", mapID);
debugC(4, kDraciLogicDebugLevel, "Palette: %d", _currentRoom._palette);
debugC(4, kDraciLogicDebugLevel, "Overlays: %d", _currentRoom._numOverlays);
debugC(4, kDraciLogicDebugLevel, "Init: %d", _currentRoom._init);
debugC(4, kDraciLogicDebugLevel, "Look: %d", _currentRoom._look);
debugC(4, kDraciLogicDebugLevel, "Use: %d", _currentRoom._use);
debugC(4, kDraciLogicDebugLevel, "CanUse: %d", _currentRoom._canUse);
debugC(4, kDraciLogicDebugLevel, "ImInit: %d", _currentRoom._imInit);
debugC(4, kDraciLogicDebugLevel, "ImLook: %d", _currentRoom._imLook);
debugC(4, kDraciLogicDebugLevel, "ImUse: %d", _currentRoom._imUse);
debugC(4, kDraciLogicDebugLevel, "MouseOn: %d", _currentRoom._mouseOn);
debugC(4, kDraciLogicDebugLevel, "HeroOn: %d", _currentRoom._heroOn);
debugC(4, kDraciLogicDebugLevel, "Pers0: %f", _currentRoom._pers0);
debugC(4, kDraciLogicDebugLevel, "PersStep: %f", _currentRoom._persStep);
debugC(4, kDraciLogicDebugLevel, "EscRoom: %d", _currentRoom._escRoom);
debugC(4, kDraciLogicDebugLevel, "Gates: %d", _currentRoom._numGates);
// Read in the gates' numbers
_currentRoom._gates.clear();
for (uint i = 0; i < _currentRoom._numGates; ++i) {
_currentRoom._gates.push_back(roomReader.readSint16LE());
}
// Load the room's objects
for (uint i = 0; i < _info._numObjects; ++i) {
debugC(7, kDraciLogicDebugLevel,
"Checking if object %d (%d) is at the current location (%d)", i,
_objects[i]._location, roomNum);
if (_objects[i]._location == roomNum) {
debugC(6, kDraciLogicDebugLevel, "Loading object %d from room %d", i, roomNum);
loadObject(i);
}
}
// Run the init scripts for room objects
// We can't do this in the above loop because some objects' scripts reference
// other objects that may not yet be loaded
for (uint i = 0; i < _info._numObjects; ++i) {
if (_objects[i]._location == roomNum) {
const GameObject *obj = getObject(i);
debugC(6, kDraciLogicDebugLevel,
"Running init program for object %d (offset %d)", i, obj->_init);
_vm->_script->run(obj->_program, obj->_init);
}
}
// Load the room's GPL program and run the init part
f = _vm->_roomsArchive->getFile(roomNum * 4 + 3);
_currentRoom._program._bytecode = f->_data;
_currentRoom._program._length = f->_length;
debugC(4, kDraciLogicDebugLevel, "Running room init program...");
_vm->_script->run(_currentRoom._program, _currentRoom._init);
// Set room palette
f = _vm->_paletteArchive->getFile(_currentRoom._palette);
_vm->_screen->setPalette(f->_data, 0, kNumColours);
// HACK: Create a visible overlay from the walking map so we can test it
byte *wlk = new byte[kScreenWidth * kScreenHeight];
memset(wlk, 255, kScreenWidth * kScreenHeight);
for (uint i = 0; i < kScreenWidth; ++i) {
for (uint j = 0; j < kScreenHeight; ++j) {
if (_currentRoom._walkingMap.isWalkable(i, j)) {
wlk[j * kScreenWidth + i] = 2;
}
}
}
Sprite *ov = new Sprite(wlk, kScreenWidth, kScreenHeight, 0, 0, false);
delete[] wlk;
Animation *map = _vm->_anims->addAnimation(kWalkingMapOverlay, 255, false);
map->addFrame(ov, NULL);
if (_currentRoom._music) {
_vm->_music->playSMF(_currentRoom._music, true);
} else {
_vm->_music->stop();
}
}
int Game::loadAnimation(uint animNum, uint z) {
const BAFile *animFile = _vm->_animationsArchive->getFile(animNum);
Common::MemoryReadStream animationReader(animFile->_data, animFile->_length);
uint numFrames = animationReader.readByte();
// FIXME: handle these properly
animationReader.readByte(); // Memory logic field, not used
animationReader.readByte(); // Disable erasing field, not used
bool cyclic = animationReader.readByte();
animationReader.readByte(); // Relative field, not used
Animation *anim = _vm->_anims->addAnimation(animNum, z, false);
anim->setLooping(cyclic);
for (uint i = 0; i < numFrames; ++i) {
uint spriteNum = animationReader.readUint16LE() - 1;
int x = animationReader.readSint16LE();
int y = animationReader.readSint16LE();
uint scaledWidth = animationReader.readUint16LE();
uint scaledHeight = animationReader.readUint16LE();
byte mirror = animationReader.readByte();
int sample = animationReader.readUint16LE() - 1;
uint freq = animationReader.readUint16LE();
uint delay = animationReader.readUint16LE();
const BAFile *spriteFile = _vm->_spritesArchive->getFile(spriteNum);
Sprite *sp = new Sprite(spriteFile->_data, spriteFile->_length, x, y, true);
// Some frames set the scaled dimensions to 0 even though other frames
// from the same animations have them set to normal values
// We work around this by assuming it means no scaling is necessary
if (scaledWidth == 0) {
scaledWidth = sp->getWidth();
}
if (scaledHeight == 0) {
scaledHeight = sp->getHeight();
}
sp->setScaled(scaledWidth, scaledHeight);
if (mirror)
sp->setMirrorOn();
sp->setDelay(delay * 10);
const SoundSample *sam = _vm->_soundsArchive->getSample(sample, freq);
anim->addFrame(sp, sam);
}
return animNum;
}
void Game::loadObject(uint objNum) {
const BAFile *file;
file = _vm->_objectsArchive->getFile(objNum * 3);
Common::MemoryReadStream objReader(file->_data, file->_length);
GameObject *obj = _objects + objNum;
obj->_init = objReader.readUint16LE();
obj->_look = objReader.readUint16LE();
obj->_use = objReader.readUint16LE();
obj->_canUse = objReader.readUint16LE();
obj->_imInit = objReader.readByte();
obj->_imLook = objReader.readByte();
obj->_imUse = objReader.readByte();
obj->_walkDir = objReader.readByte() - 1;
obj->_z = objReader.readByte();
objReader.readUint16LE(); // idxSeq field, not used
objReader.readUint16LE(); // numSeq field, not used
obj->_lookX = objReader.readUint16LE();
obj->_lookY = objReader.readUint16LE();
obj->_useX = objReader.readUint16LE();
obj->_useY = objReader.readUint16LE();
obj->_lookDir = static_cast<SightDirection> (objReader.readByte());
obj->_useDir = static_cast<SightDirection> (objReader.readByte());
obj->_absNum = objNum;
file = _vm->_objectsArchive->getFile(objNum * 3 + 1);
// The first byte of the file is the length of the string (without the length)
assert(file->_length - 1 == file->_data[0]);
obj->_title = Common::String((char *)(file->_data+1), file->_length-1);
file = _vm->_objectsArchive->getFile(objNum * 3 + 2);
obj->_program._bytecode = file->_data;
obj->_program._length = file->_length;
}
void Game::loadWalkingMap(int mapID) {
const BAFile *f;
f = _vm->_walkingMapsArchive->getFile(mapID);
_currentRoom._walkingMap.load(f->_data, f->_length);
}
GameObject *Game::getObject(uint objNum) {
return _objects + objNum;
}
uint Game::getNumObjects() const {
return _info._numObjects;
}
void Game::loadOverlays() {
uint x, y, z, num;
const BAFile *overlayHeader;
overlayHeader = _vm->_roomsArchive->getFile(getRoomNum() * 4 + 2);
Common::MemoryReadStream overlayReader(overlayHeader->_data, overlayHeader->_length);
for (int i = 0; i < _currentRoom._numOverlays; i++) {
num = overlayReader.readUint16LE() - 1;
x = overlayReader.readUint16LE();
y = overlayReader.readUint16LE();
z = overlayReader.readByte();
const BAFile *overlayFile;
overlayFile = _vm->_overlaysArchive->getFile(num);
Sprite *sp = new Sprite(overlayFile->_data, overlayFile->_length, x, y, true);
_vm->_anims->addOverlay(sp, z);
}
_vm->_overlaysArchive->clearCache();
_vm->_screen->getSurface()->markDirty();
}
void Game::deleteObjectAnimations() {
for (uint i = 0; i < _info._numObjects; ++i) {
GameObject *obj = &_objects[i];
if (i != 0 && (obj->_location == getPreviousRoomNum())) {
for (uint j = 0; j < obj->_anim.size(); ++j) {
_vm->_anims->deleteAnimation(obj->_anim[j]);
}
obj->_anim.clear();
}
}
}
int Game::playingObjectAnimation(const GameObject *obj) const {
for (uint i = 0; i < obj->_anim.size(); ++i) {
const int animID = obj->_anim[i];
const Animation *anim = _vm->_anims->getAnimation(animID);
if (anim && anim->isPlaying()) {
return i;
}
}
return -1;
}
void Game::enterNewRoom(bool force_reload) {
if (_newRoom == getRoomNum() && !force_reload) {
return;
}
debugC(1, kDraciLogicDebugLevel, "Entering room %d using gate %d", _newRoom, _newGate);
// TODO: maybe wait till all sounds end instead of stopping them.
// In any case, make sure all sounds are stopped before we deallocate
// their memory by clearing the cache.
_vm->_sound->stopAll();
// Clear archives
_vm->_roomsArchive->clearCache();
_vm->_spritesArchive->clearCache();
_vm->_paletteArchive->clearCache();
_vm->_animationsArchive->clearCache();
_vm->_walkingMapsArchive->clearCache();
_vm->_soundsArchive->clearCache();
_vm->_dubbingArchive->clearCache();
_vm->_screen->clearScreen();
_vm->_anims->deleteOverlays();
// Delete walking map testing overlay
_vm->_anims->deleteAnimation(kWalkingMapOverlay);
// TODO: Make objects capable of stopping their own animations
const GameObject *dragon = getObject(kDragonObject);
stopObjectAnimations(dragon);
// Remember the previous room for returning back from the map.
rememberRoomNumAsPrevious();
deleteObjectAnimations();
// Set the current room to the new value
_currentRoom._roomNum = _newRoom;
// Before setting these variables we have to convert the values to 1-based indexing
// because this is how everything is stored in the data files
_variables[0] = _newGate + 1;
_variables[1] = _newRoom + 1;
// If the new room is the map room, set the appropriate coordinates
// for the dragon in the persons array
if (_newRoom == _info._mapRoom) {
_persons[kDragonObject]._x = 160;
_persons[kDragonObject]._y = 0;
}
// Set the appropriate loop statu before loading the room
setLoopStatus(kStatusGate);
setLoopSubstatus(kSubstatusOrdinary);
loadRoom(_newRoom);
loadOverlays();
// Run the program for the gate the dragon came through
runGateProgram(_newGate);
// Set cursor state
// Need to do this after we set the palette since the cursors use it
if (_currentRoom._mouseOn) {
debugC(6, kDraciLogicDebugLevel, "Mouse: ON");
_vm->_mouse->cursorOn();
} else {
debugC(6, kDraciLogicDebugLevel, "Mouse: OFF");
_vm->_mouse->cursorOff();
}
// Reset the loop status.
setLoopStatus(kStatusOrdinary);
}
void Game::runGateProgram(int gate) {
debugC(6, kDraciLogicDebugLevel, "Running program for gate %d", gate);
// Mark last animation
int lastAnimIndex = _vm->_anims->getLastIndex();
// Run gate program
_vm->_script->run(_currentRoom._program, _currentRoom._gates[gate]);
deleteAnimationsAfterIndex(lastAnimIndex);
setExitLoop(false);
}
void Game::positionAnimAsHero(Animation *anim) {
// Calculate scaling factors
const double scale = getPers0() + getPersStep() * _hero.y;
// Set the Z coordinate for the dragon's animation
anim->setZ(_hero.y + 1);
// Fetch current frame
Drawable *frame = anim->getFrame();
// Fetch base dimensions of the frame
uint height = frame->getHeight();
uint width = frame->getWidth();
// We naturally want the dragon to position its feet to the location of the
// click but sprites are drawn from their top-left corner so we subtract
// the current height of the dragon's sprite
Common::Point p = _hero;
p.x -= (int)(scale * width) / 2;
p.y -= (int)(scale * height);
// Since _persons[] is used for placing talking text, we use the non-adjusted x value
// so the text remains centered over the dragon.
_persons[kDragonObject]._x = _hero.x;
_persons[kDragonObject]._y = p.y;
// Set the per-animation scaling factor
anim->setScaleFactors(scale, scale);
anim->setRelative(p.x, p.y);
}
int Game::getHeroX() const {
return _hero.x;
}
int Game::getHeroY() const {
return _hero.y;
}
double Game::getPers0() const {
return _currentRoom._pers0;
}
double Game::getPersStep() const {
return _currentRoom._persStep;
}
int Game::getRoomNum() const {
return _currentRoom._roomNum;
}
void Game::setRoomNum(int num) {
_currentRoom._roomNum = num;
}
int Game::getPreviousRoomNum() const {
return _previousRoom;
}
void Game::rememberRoomNumAsPrevious() {
_previousRoom = getRoomNum();
}
void Game::scheduleEnteringRoomUsingGate(int room, int gate) {
_newRoom = room;
_newGate = gate;
}
void Game::pushNewRoom() {
_pushedNewRoom = _newRoom;
_pushedNewGate = _newGate;
}
void Game::popNewRoom() {
if (_loopStatus != kStatusInventory && _pushedNewRoom >= 0) {
scheduleEnteringRoomUsingGate(_pushedNewRoom, _pushedNewGate);
_pushedNewRoom = _pushedNewGate = -1;
}
}
void Game::setLoopStatus(LoopStatus status) {
_loopStatus = status;
}
void Game::setLoopSubstatus(LoopSubstatus status) {
_loopSubstatus = status;
}
LoopStatus Game::getLoopStatus() const {
return _loopStatus;
}
LoopSubstatus Game::getLoopSubstatus() const {
return _loopSubstatus;
}
int Game::getVariable(int numVar) const {
return _variables[numVar];
}
void Game::setVariable(int numVar, int value) {
_variables[numVar] = value;
}
int Game::getItemStatus(int itemID) const {
return _itemStatus[itemID];
}
void Game::setItemStatus(int itemID, int status) {
_itemStatus[itemID] = status;
}
int Game::getCurrentItem() const {
return _currentItem;
}
void Game::setCurrentItem(int itemID) {
_currentItem = itemID;
}
const Person *Game::getPerson(int personID) const {
return &_persons[personID];
}
void Game::setSpeechTiming(uint tick, uint duration) {
_speechTick = tick;
_speechDuration = duration;
}
void Game::shiftSpeechTick(int delta) {
_speechTick += delta;
}
int Game::getEscRoom() const {
return _currentRoom._escRoom;
}
int Game::getMapRoom() const {
return _info._mapRoom;
}
void Game::schedulePalette(int paletteID) {
_scheduledPalette = paletteID;
}
int Game::getScheduledPalette() const {
return _scheduledPalette;
}
/**
* The GPL command Mark sets the animation index (which specifies the order in which
* animations were loaded in) which is then used by the Release command to delete
* all animations that have an index greater than the one marked.
*/
int Game::getMarkedAnimationIndex() const {
return _markedAnimationIndex;
}
void Game::deleteAnimationsAfterIndex(int lastAnimIndex) {
// Delete all animations loaded after the marked one
// (from objects and from the AnimationManager)
for (uint i = 0; i < getNumObjects(); ++i) {
GameObject *obj = &_objects[i];
for (uint j = 0; j < obj->_anim.size(); ++j) {
Animation *anim;
anim = _vm->_anims->getAnimation(obj->_anim[j]);
if (anim != NULL && anim->getIndex() > lastAnimIndex)
obj->_anim.remove_at(j--);
}
}
_vm->_anims->deleteAfterIndex(lastAnimIndex);
}
void Game::stopObjectAnimations(const GameObject *obj) {
for (uint i = 0; i < obj->_anim.size(); ++i) {
_vm->_anims->stop(obj->_anim[i]);
}
}
/**
* See Game::getMarkedAnimationIndex().
*/
void Game::setMarkedAnimationIndex(int index) {
_markedAnimationIndex = index;
}
Game::~Game() {
delete[] _persons;
delete[] _variables;
delete[] _dialogueOffsets;
delete[] _dialogueVars;
delete[] _objects;
delete[] _itemStatus;
delete[] _items;
}
void Game::DoSync(Common::Serializer &s) {
s.syncAsUint16LE(_currentRoom._roomNum);
for (uint i = 0; i < _info._numObjects; ++i) {
GameObject& obj = _objects[i];
s.syncAsSint16LE(obj._location);
s.syncAsByte(obj._visible);
}
for (uint i = 0; i < _info._numItems; ++i) {
s.syncAsByte(_itemStatus[i]);
}
for (int i = 0; i < kInventorySlots; ++i) {
s.syncAsSint16LE(_inventory[i]);
}
for (int i = 0; i < _info._numVariables; ++i) {
s.syncAsSint16LE(_variables[i]);
}
for (uint i = 0; i < _info._numDialogueBlocks; ++i) {
s.syncAsSint16LE(_dialogueVars[i]);
}
}
bool WalkingMap::isWalkable(int x, int y) const {
// Convert to map pixels
x = x / _deltaX;
y = y / _deltaY;
int pixelIndex = _mapWidth * y + x;
int byteIndex = pixelIndex / 8;
int mapByte = _data[byteIndex];
return mapByte & (1 << pixelIndex % 8);
}
/**
* @brief For a given point, find a nearest walkable point on the walking map
*
* @param startX x coordinate of the point
* @param startY y coordinate of the point
*
* @return A Common::Point representing the nearest walkable point
*
* The algorithm was copied from the original engine for exactness.
* TODO: Study this algorithm in more detail so it can be documented properly and
* possibly improved / simplified.
*/
Common::Point WalkingMap::findNearestWalkable(int startX, int startY, Common::Rect searchRect) const {
// If the starting point is walkable, just return that
if (searchRect.contains(startX, startY) && isWalkable(startX, startY)) {
return Common::Point(startX, startY);
}
int signs[] = { 1, -1 };
const uint kSignsNum = 2;
int radius = 0;
int x, y;
int dx, dy;
int prediction;
// The place where, eventually, the result coordinates will be stored
int finalX, finalY;
// The algorithm appears to start off with an ellipse with the minor radius equal to
// zero and the major radius equal to the walking map delta (the number of pixels
// one map pixel represents). It then uses a heuristic to gradually reshape it into
// a circle (by shortening the major radius and lengthening the minor one). At each
// such resizing step, it checks some select points on the ellipse for walkability.
// It also does the same check for the ellipse perpendicular to it (rotated by 90 degrees).
while (1) {
// The default major radius
radius += _deltaX;
// The ellipse radii (minor, major) that get resized
x = 0;
y = radius;
// Heuristic variables
prediction = 1 - radius;
dx = 3;
dy = 2 * radius - 2;
do {
// The following two loops serve the purpose of checking the points on the two
// ellipses for walkability. The signs[] array is there to obliterate the need
// of writing out all combinations manually.
for (uint i = 0; i < kSignsNum; ++i) {
finalY = startY + y * signs[i];
for (uint j = 0; j < kSignsNum; ++j) {
finalX = startX + x * signs[j];
// If the current point is walkable, return it
if (searchRect.contains(finalX, finalY) && isWalkable(finalX, finalY)) {
return Common::Point(finalX, finalY);
}
}
}
if (x == y) {
// If the starting point is walkable, just return that
if (searchRect.contains(finalX, finalY) && isWalkable(finalX, finalY)) {
return Common::Point(finalX, finalY);
}
}
for (uint i = 0; i < kSignsNum; ++i) {
finalY = startY + x * signs[i];
for (uint j = 0; j < kSignsNum; ++j) {
finalX = startX + y * signs[j];
// If the current point is walkable, return it
if (searchRect.contains(finalX, finalY) && isWalkable(finalX, finalY)) {
return Common::Point(finalX, finalY);
}
}
}
// If prediction is non-negative, we need to decrease the major radius of the
// ellipse
if (prediction >= 0) {
prediction -= dy;
dy -= 2 * _deltaX;
y -= _deltaX;
}
// Increase the minor radius of the ellipse and update heuristic variables
prediction += dx;
dx += 2 * _deltaX;
x += _deltaX;
// If the current ellipse has been reshaped into a circle,
// end this loop and enlarge the radius
} while (x <= y);
}
}
static double real_to_double(byte real[6]) {
// Extract sign bit
int sign = real[0] & (1 << 7);
// Extract exponent and adjust for bias
int exp = real[5] - 129;
double mantissa;
double tmp = 0.0;
if (real[5] == 0) {
mantissa = 0.0;
} else {
// Process the first four least significant bytes
for (int i = 4; i >= 1; --i) {
tmp += real[i];
tmp /= 1 << 8;
}
// Process the most significant byte (remove the sign bit)
tmp += real[0] & ((1 << 7) - 1);
tmp /= 1 << 8;
// Calculate mantissa
mantissa = 1.0;
mantissa += 2.0 * tmp;
}
// Flip sign if necessary
if (sign) {
mantissa = -mantissa;
}
// Calculate final value
return ldexp(mantissa, exp);
}
}