scummvm/engines/gob/mult.cpp
Sven Hesse 42e03bd707 - Sound! Still a bit glitchy, though:
- Negative frequences?!? Maybe "SFX"?
  - No sound for a small part of the intro
    (there aren't any sndKeys covering that part either)
  - A rythm-instrument (hi-hat?) in the titlemusic isn't played as one
- More differences in the drawing functions fleshed out
- Some of the goblin handling functions written
- More unnamed functions and variables, wheeee...

svn-id: r22410
2006-05-11 19:43:30 +00:00

203 lines
4.3 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 Ivan Dubrov
* Copyright (C) 2004-2006 The ScummVM project
*
* 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/stdafx.h"
#include "common/endian.h"
#include "gob/gob.h"
#include "gob/video.h"
#include "gob/anim.h"
#include "gob/draw.h"
#include "gob/scenery.h"
#include "gob/mult.h"
#include "gob/util.h"
#include "gob/inter.h"
#include "gob/parse.h"
#include "gob/global.h"
#include "gob/sound.h"
#include "gob/palanim.h"
#include "gob/game.h"
namespace Gob {
Mult::Mult(GobEngine *vm) : _vm(vm) {
_objects = 0;
_renderData = 0;
_renderData2 = 0;
_objCount = 0;
_underAnimSurf = 0;
_multData = 0;
_frame = 0;
_doPalSubst = 0;
_counter = 0;
_frameRate = 0;
_animArrayX = 0;
_animArrayY = 0;
_animArrayData = 0;
_index = 0;
_staticKeysCount = 0;
_staticKeys = 0;
int i;
for (i = 0; i < 10; i++)
_staticIndices[i] = 0;
for (i = 0; i < 4; i++) {
_animKeys[i] = 0;
_animKeysCount[i] = 0;
}
_animLayer = 0;
for (i = 0; i < 10; i++)
_animIndices[i] = 0;
_textKeysCount = 0;
_textKeys = 0;
_frameStart = 0;
_palKeyIndex = 0;
_palKeysCount = 0;
_palKeys = 0;
_oldPalette = 0;
_palAnimKey = 0;
for (i = 0; i < 256; i++) {
_palAnimPalette[i].red = 0;
_palAnimPalette[i].green = 0;
_palAnimPalette[i].blue = 0;
}
for (i = 0; i < 4; i++) {
_palAnimIndices[i] = 0;
_palAnimRed[i] = 0;
_palAnimGreen[i] = 0;
_palAnimBlue[i] = 0;
}
_palFadeKeys = 0;
_palFadeKeysCount = 0;
_palFadingRed = 0;
_palFadingGreen = 0;
_palFadingBlue = 0;
_animDataAllocated = 0;
_dataPtr = 0;
for (i = 0; i < 10; i++) {
_staticLoaded[i] = 0;
_animLoaded[i] = 0;
}
_sndSlotsCount = 0;
_sndKeysCount = 0;
_sndKeys = 0;
for (i = 0; i < 5; i++)
for (int j = 0; j < 16; j++) {
_fadePal[i][j].red = 0;
_fadePal[i][j].green = 0;
_fadePal[i][j].blue = 0;
}
_orderArray = 0;
warning("GOB2 Stub! _word_2F2B1, _word_2F2AF, _word_2CC86, _word_2F22A, _word_2CC84");
_word_2F2B1 = 0;
_word_2F2AF = 0;
_word_2CC86 = 0;
_word_2F22A = 0;
_word_2CC84 = 0;
}
void Mult::interGetObjAnimSize(void) {
Mult_AnimData *pAnimData;
int16 objIndex;
_vm->_inter->evalExpr(&objIndex);
pAnimData = _objects[objIndex].pAnimData;
if (pAnimData->isStatic == 0) {
_vm->_scenery->updateAnim(pAnimData->layer, pAnimData->frame,
pAnimData->animation, 0, *(_objects[objIndex].pPosX),
*(_objects[objIndex].pPosY), 0);
}
WRITE_VAR_OFFSET(_vm->_parse->parseVarIndex(), _vm->_scenery->_toRedrawLeft);
WRITE_VAR_OFFSET(_vm->_parse->parseVarIndex(), _vm->_scenery->_toRedrawTop);
WRITE_VAR_OFFSET(_vm->_parse->parseVarIndex(), _vm->_scenery->_toRedrawRight);
WRITE_VAR_OFFSET(_vm->_parse->parseVarIndex(), _vm->_scenery->_toRedrawBottom);
}
void Mult::freeMult(void) {
if (_vm->_anim->_animSurf != 0)
_vm->_video->freeSurfDesc(_vm->_anim->_animSurf);
delete[] _objects;
delete[] _renderData;
_objects = 0;
_renderData = 0;
_vm->_anim->_animSurf = 0;
}
void Mult::freeAll(void) {
int16 i;
freeMult();
for (i = 0; i < 10; i++)
_vm->_scenery->freeAnim(i);
for (i = 0; i < 10; i++)
_vm->_scenery->freeStatic(i);
}
void Mult::initAll(void) {
int16 i;
_objects = 0;
_vm->_anim->_animSurf = 0;
_renderData = 0;
for (i = 0; i < 10; i++)
_vm->_scenery->_animPictCount[i] = 0;
for (i = 0; i < 20; i++) {
_vm->_scenery->_spriteRefs[i] = 0;
_vm->_scenery->_spriteResId[i] = -1;
}
for (i = 0; i < 10; i++)
_vm->_scenery->_staticPictCount[i] = -1;
_vm->_scenery->_curStaticLayer = -1;
_vm->_scenery->_curStatic = -1;
}
void Mult::zeroMultData(void) {
_multData = 0;
}
void Mult::checkFreeMult(void) {
if (_multData != 0)
freeMultKeys();
}
} // End of namespace Gob