scummvm/engines/tony/loc.cpp
2012-05-21 23:54:32 +02:00

2336 lines
49 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.
*
*/
/*
* This code is based on original Tony Tough source code
*
* Copyright (c) 1997-2003 Nayma Software
*/
#include "common/scummsys.h"
#include "tony/mpal/mpalutils.h"
#include "tony/adv.h"
#include "tony/loc.h"
#include "tony/tony.h"
namespace Tony {
using namespace ::Tony::MPAL;
/****************************************************************************\
* RMPalette Methods
\****************************************************************************/
/**
* Operator for reading palette information from a data stream.
*
* @param ds Data stream
* @param pal Destination palette
*
* @returns Reference to the data stream
*/
RMDataStream &operator>>(RMDataStream &ds, RMPalette &pal) {
ds.Read(pal.m_data, 1024);
return ds;
}
/****************************************************************************\
* RMSlot Methods
\****************************************************************************/
/**
* Operator for reading slot information from a data stream.
*
* @param ds Data stream
* @param slot Destination slot
*
* @returns Reference to the data stream
*/
RMDataStream &operator>>(RMDataStream &ds, RMPattern::RMSlot &slot) {
slot.ReadFromStream(ds);
return ds;
}
void RMPattern::RMSlot::ReadFromStream(RMDataStream &ds, bool bLOX) {
byte type;
// Type
ds >> type;
m_type = (RMPattern::RMSlotType)type;
// Dati
ds >> m_data;
// Posizione
ds >> m_pos;
// Flag generica
ds >> m_flag;
}
/****************************************************************************\
* Metodi di RMPattern
\****************************************************************************/
/**
* Operator for reading pattern information from a data stream
*
* @param ds Data stream
* @param pat Destination pattern
*
* @returns Reference to the data stream
*/
RMDataStream &operator>>(RMDataStream &ds, RMPattern &pat) {
pat.ReadFromStream(ds);
return ds;
}
void RMPattern::ReadFromStream(RMDataStream &ds, bool bLOX) {
int i;
// Pattern name
if (!bLOX)
ds >> m_name;
// Velocity
ds >> m_speed;
// Position
ds >> m_pos;
// Flag for pattern looping
ds >> m_bLoop;
// Number of slots
ds >> m_nSlots;
// Create and read the slots
m_slots = new RMSlot[m_nSlots];
for (i = 0; i < m_nSlots && !ds.IsError(); i++) {
if (bLOX)
m_slots[i].ReadFromStream(ds, true);
else
m_slots[i].ReadFromStream(ds, false);
}
}
void RMPattern::UpdateCoord(void) {
m_curPos = m_pos + m_slots[m_nCurSlot].Pos();
}
void RMPattern::StopSfx(RMSfx *sfx) {
for (int i = 0; i < m_nSlots; i++) {
if (m_slots[i].m_type == SOUND) {
if (sfx[m_slots[i].m_data].m_name[0] == '_')
sfx[m_slots[i].m_data].Stop();
else if (GLOBALS.bSkipSfxNoLoop)
sfx[m_slots[i].m_data].Stop();
}
}
}
int RMPattern::Init(RMSfx *sfx, bool bPlayP0, byte *bFlag) {
int i;
// Read the current time
m_nStartTime = _vm->GetTime();
m_nCurSlot = 0;
// Find the first frame of the pattern
i = 0;
while (m_slots[i].m_type != SPRITE) {
assert(i + 1 < m_nSlots);
i++;
}
m_nCurSlot = i;
m_nCurSprite = m_slots[i].m_data;
if (bFlag)
*bFlag = m_slots[i].m_flag;
// Calculate the current coordinates
UpdateCoord();
// Check for sound:
// If the slot is 0, play
// If speed = 0, must playing unless it goes into loop '_', or if specified by the parameter
// If speed != 0, play only the loop
for (i = 0; i < m_nSlots; i++) {
if (m_slots[i].m_type == SOUND) {
if (i == 0) {
if (sfx[m_slots[i].m_data].m_name[0] == '_') {
sfx[m_slots[i].m_data].SetVolume(m_slots[i].Pos().x);
sfx[m_slots[i].m_data].Play(true);
} else {
sfx[m_slots[i].m_data].SetVolume(m_slots[i].Pos().x);
sfx[m_slots[i].m_data].Play();
}
} else if (m_speed == 0) {
if (bPlayP0) {
sfx[m_slots[i].m_data].SetVolume(m_slots[i].Pos().x);
sfx[m_slots[i].m_data].Play();
} else if (sfx[m_slots[i].m_data].m_name[0] == '_') {
sfx[m_slots[i].m_data].SetVolume(m_slots[i].Pos().x);
sfx[m_slots[i].m_data].Play(true);
}
} else {
if (m_bLoop && sfx[m_slots[i].m_data].m_name[0] == '_') {
sfx[m_slots[i].m_data].SetVolume(m_slots[i].Pos().x);
sfx[m_slots[i].m_data].Play(true);
}
}
}
}
return m_nCurSprite;
}
int RMPattern::Update(uint32 hEndPattern, byte &bFlag, RMSfx *sfx) {
int CurTime = _vm->GetTime();
// If the speed is 0, then the pattern never advances
if (m_speed == 0) {
CoroScheduler.pulseEvent(hEndPattern);
bFlag = m_slots[m_nCurSlot].m_flag;
return m_nCurSprite;
}
// Is it time to change the slots?
while (m_nStartTime + m_speed <= (uint32)CurTime) {
m_nStartTime += m_speed;
if (m_slots[m_nCurSlot].m_type == SPRITE)
m_nCurSlot++;
if (m_nCurSlot == m_nSlots) {
m_nCurSlot = 0;
bFlag = m_slots[m_nCurSlot].m_flag;
CoroScheduler.pulseEvent(hEndPattern);
// @@@ If there is no loop pattern, and there's a warning that it's the final
// frame, then remain on the last frame
if (!m_bLoop) {
m_nCurSlot = m_nSlots - 1;
bFlag = m_slots[m_nCurSlot].m_flag;
return m_nCurSprite;
}
}
for (;;) {
switch (m_slots[m_nCurSlot].m_type) {
case SPRITE:
// Read the next sprite
m_nCurSprite = m_slots[m_nCurSlot].m_data;
// Update the parent & child coordinates
UpdateCoord();
break;
case SOUND:
if (sfx != NULL) {
sfx[m_slots[m_nCurSlot].m_data].SetVolume(m_slots[m_nCurSlot].Pos().x);
if (sfx[m_slots[m_nCurSlot].m_data].m_name[0] != '_')
sfx[m_slots[m_nCurSlot].m_data].Play(false);
else
sfx[m_slots[m_nCurSlot].m_data].Play(true);
}
break;
case COMMAND:
assert(0);
break;
default:
assert(0);
break;
}
if (m_slots[m_nCurSlot].m_type == SPRITE)
break;
m_nCurSlot++;
}
}
// Return the current sprite
bFlag = m_slots[m_nCurSlot].m_flag;
return m_nCurSprite;
}
RMPattern::RMPattern() {
m_slots = NULL;
m_speed = 0;
m_bLoop = 0;
m_nSlots = 0;
m_nCurSlot = 0;
m_nCurSprite = 0;
m_nStartTime = 0;
m_slots = NULL;
}
RMPattern::~RMPattern() {
if (m_slots != NULL) {
delete[] m_slots;
m_slots = NULL;
}
}
/****************************************************************************\
* RMSprite Methods
\****************************************************************************/
/**
* Operator for reading sprite information from a data stream.
*
* @param ds Data stream
* @param sprite Destination slot
*
* @returns Reference to the data stream
*/
RMDataStream &operator>>(RMDataStream &ds, RMSprite &sprite) {
sprite.ReadFromStream(ds);
return ds;
}
void RMSprite::Init(RMGfxSourceBuffer *buf) {
m_buf = buf;
}
void RMSprite::LOXGetSizeFromStream(RMDataStream &ds, int *dimx, int *dimy) {
int pos = ds.Pos();
ds >> *dimx >> *dimy;
ds.Seek(pos, ds.START);
}
void RMSprite::GetSizeFromStream(RMDataStream &ds, int *dimx, int *dimy) {
int pos = ds.Pos();
ds >> m_name;
ds >> *dimx >> *dimy;
ds.Seek(pos, ds.START);
}
void RMSprite::ReadFromStream(RMDataStream &ds, bool bLOX) {
int dimx, dimy;
// Sprite name
if (!bLOX)
ds >> m_name;
// Dimensions
ds >> dimx >> dimy;
// Bounding box
ds >> m_rcBox;
// Unused space
if (!bLOX)
ds += 32;
// Create buffer and read
m_buf->Init(ds, dimx, dimy);
}
void RMSprite::Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim) {
m_buf->Draw(coroParam, bigBuf, prim);
}
void RMSprite::SetPalette(byte *buf) {
((RMGfxSourceBufferPal *)m_buf)->LoadPalette(buf);
}
RMSprite::RMSprite() {
m_buf = NULL;
}
RMSprite::~RMSprite() {
if (m_buf) {
delete m_buf;
m_buf = NULL;
}
}
/****************************************************************************\
* RMSfx Methods
\****************************************************************************/
/**
* Operator for reading SFX information from a data stream.
*
* @param ds Data stream
* @param sfx Destination SFX
*
* @returns Reference to the data stream
*/
RMDataStream &operator>>(RMDataStream &ds, RMSfx &sfx) {
sfx.ReadFromStream(ds);
return ds;
}
void RMSfx::ReadFromStream(RMDataStream &ds, bool bLOX) {
char id[4];
int size;
byte *raw;
// sfx name
ds >> m_name;
ds >> size;
// Upload the sound effect identifier from the buffer
ds.Read(id, 4);
// Ensure it's a RIFF
assert(id[0] == 'R' && id[1] == 'I' && id[2] == 'F' && id[3] == 'F');
// Read the size
ds >> size;
// Read the raw WAV data
raw = new byte[size];
ds.Read(raw, size);
// Create the sound effect
m_fx = _vm->CreateSFX(raw);
m_fx->SetLoop(false);
// Close the read buffer which is no longer needed
delete[] raw;
}
RMSfx::RMSfx() {
m_fx = NULL;
m_bPlayingLoop = false;
}
RMSfx::~RMSfx() {
if (m_fx) {
m_fx->Release();
m_fx = NULL;
}
}
void RMSfx::Play(bool bLoop) {
if (m_fx && !m_bPlayingLoop) {
m_fx->SetLoop(bLoop);
m_fx->Play();
if (bLoop)
m_bPlayingLoop = true;
}
}
void RMSfx::SetVolume(int vol) {
if (m_fx) {
m_fx->SetVolume(vol);
}
}
void RMSfx::Pause(bool bPause) {
if (m_fx) {
m_fx->Pause(bPause);
}
}
void RMSfx::Stop(void) {
if (m_fx) {
m_fx->Stop();
m_bPlayingLoop = false;
}
}
/****************************************************************************\
* RMItem Methods
\****************************************************************************/
/**
* Operator for reading item information from a data stream.
*
* @param ds Data stream
* @param tem Destination item
*
* @returns Reference to the data stream
*/
RMDataStream &operator>>(RMDataStream &ds, RMItem &item) {
item.ReadFromStream(ds);
return ds;
}
RMGfxSourceBuffer *RMItem::NewItemSpriteBuffer(int dimx, int dimy, bool bPreRLE) {
if (m_cm == CM_256) {
RMGfxSourceBuffer8RLE *spr;
if (m_FX == 2) { // AB
spr = new RMGfxSourceBuffer8RLEWordAB;
} else if (m_FX == 1) { // OMBRA+AA
if (dimx == -1 || dimx > 255)
spr = new RMGfxSourceBuffer8RLEWordAA;
else
spr = new RMGfxSourceBuffer8RLEByteAA;
spr->SetAlphaBlendColor(m_FXparm);
if (bPreRLE)
spr->SetAlreadyCompressed();
} else {
if (dimx == -1 || dimx > 255)
spr = new RMGfxSourceBuffer8RLEWord;
else
spr = new RMGfxSourceBuffer8RLEByte;
if (bPreRLE)
spr->SetAlreadyCompressed();
}
return spr;
} else
return new RMGfxSourceBuffer16;
}
bool RMItem::IsIn(const RMPoint &pt, int *size) {
RMRect rc;
if (!m_bIsActive)
return false;
// Search for the right bounding box to use - use the sprite's if it has one, otherwise use the generic one
if (m_nCurPattern != 0 && !m_sprites[m_nCurSprite].m_rcBox.IsEmpty())
rc = m_sprites[m_nCurSprite].m_rcBox + CalculatePos();
else if (!m_rcBox.IsEmpty())
rc = m_rcBox;
// If no box, return immediately
else
return false;
if (size != NULL)
*size = rc.Size();
return rc.PtInRect(pt + m_curScroll);
}
void RMItem::ReadFromStream(RMDataStream &ds, bool bLOX) {
int i, dimx, dimy;
byte cm;
// MPAL code
ds >> m_mpalCode;
// Object name
ds >> m_name;
// Z (signed)
ds >> m_z;
// Parent position
ds >> m_pos;
// Hotspot
ds >> m_hot;
// Bounding box
ds >> m_rcBox;
// Number of sprites, sound effects, and patterns
ds >> m_nSprites >> m_nSfx >> m_nPatterns;
// Color mode
ds >> cm;
m_cm = (RMColorMode)cm;
// Flag for the presence of custom palette differences
ds >> m_bPal;
if (m_cm == CM_256) {
// If there is a palette, read it in
if (m_bPal)
ds >> m_pal;
}
// MPAL data
if (!bLOX)
ds += 20;
ds >> m_FX;
ds >> m_FXparm;
if (!bLOX)
ds += 106;
// Create sub-classes
if (m_nSprites > 0)
m_sprites = new RMSprite[m_nSprites];
if (m_nSfx > 0)
m_sfx = new RMSfx[m_nSfx];
m_patterns = new RMPattern[m_nPatterns + 1];
// Read in class data
if (!ds.IsError())
for (i = 0; i < m_nSprites && !ds.IsError(); i++) {
// Download the sprites
if (bLOX) {
m_sprites[i].LOXGetSizeFromStream(ds, &dimx, &dimy);
m_sprites[i].Init(NewItemSpriteBuffer(dimx, dimy, true));
m_sprites[i].ReadFromStream(ds, true);
} else {
m_sprites[i].GetSizeFromStream(ds, &dimx, &dimy);
m_sprites[i].Init(NewItemSpriteBuffer(dimx, dimy, false));
m_sprites[i].ReadFromStream(ds, false);
}
if (m_cm == CM_256 && m_bPal)
m_sprites[i].SetPalette(m_pal.m_data);
}
if (!ds.IsError())
for (i = 0; i < m_nSfx && !ds.IsError(); i++) {
if (bLOX)
m_sfx[i].ReadFromStream(ds, true);
else
m_sfx[i].ReadFromStream(ds, false);
}
// Read the pattern from pattern 1
if (!ds.IsError())
for (i = 1; i <= m_nPatterns && !ds.IsError(); i++) {
if (bLOX)
m_patterns[i].ReadFromStream(ds, true);
else
m_patterns[i].ReadFromStream(ds, false);
}
// Initialise the current pattern
if (m_bInitCurPattern)
SetPattern(mpalQueryItemPattern(m_mpalCode));
// Initailise the current activation state
m_bIsActive = mpalQueryItemIsActive(m_mpalCode);
}
RMGfxPrimitive *RMItem::NewItemPrimitive() {
return new RMGfxPrimitive(this);
}
void RMItem::SetScrollPosition(const RMPoint &scroll) {
m_curScroll = scroll;
}
bool RMItem::DoFrame(RMGfxTargetBuffer *bigBuf, bool bAddToList) {
int oldSprite = m_nCurSprite;
// Pattern 0 = Do not draw anything!
if (m_nCurPattern == 0)
return false;
// We do an update of the pattern, which also returns the current frame
if (m_nCurPattern != 0) {
m_nCurSprite = m_patterns[m_nCurPattern].Update(m_hEndPattern, m_bCurFlag, m_sfx);
// WORKAROUND: Currently, m_nCurSprite = -1 is used to flag that an item should be removed.
// However, this seems to be done inside a process waiting on an event pulsed inside the pattern
// Update method. So the value of m_nCurSprite = -1 is being destroyed with the return value
// replacing it. It may be that the current coroutine PulseEvent implementation is wrong somehow.
// In any case, a special check here is done for items that have ended
if (m_nCurPattern == 0)
m_nCurSprite = -1;
}
// If the function returned -1, it means that the pattern has finished
if (m_nCurSprite == -1) {
// We have pattern 0, so leave. The class will self de-register from the OT list
m_nCurPattern = 0;
return false;
}
// If we are not in the OT list, add ourselves
if (!m_nInList && bAddToList)
bigBuf->AddPrim(NewItemPrimitive());
return oldSprite != m_nCurSprite;
}
RMPoint RMItem::CalculatePos(void) {
return m_pos + m_patterns[m_nCurPattern].Pos();
}
void RMItem::Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim) {
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
// If CurSprite == -1, then the pattern is finished
if (m_nCurSprite == -1)
return;
// Set the flag
prim->SetFlag(m_bCurFlag);
// Offset direction for scrolling
prim->Dst().Offset(-m_curScroll);
// We must offset the cordinates of the item inside the primitive
// It is estimated as nonno + (babbo + figlio)
prim->Dst().Offset(CalculatePos());
// No stretching, please
prim->SetStrecth(false);
// Now we turn to the generic surface drawing routines
CORO_INVOKE_2(m_sprites[m_nCurSprite].Draw, bigBuf, prim);
CORO_END_CODE;
}
void RMItem::RemoveThis(CORO_PARAM, bool &result) {
// Remove from the OT list if the current frame is -1 (pattern over)
result = (m_nCurSprite == -1);
}
void RMItem::SetStatus(int nStatus) {
m_bIsActive = (nStatus > 0);
}
void RMItem::SetPattern(int nPattern, bool bPlayP0) {
int i;
assert(nPattern >= 0 && nPattern <= m_nPatterns);
if (m_sfx)
if (m_nCurPattern > 0)
m_patterns[m_nCurPattern].StopSfx(m_sfx);
// Remember the current pattern
m_nCurPattern = nPattern;
// Start the pattern to start the animation
if (m_nCurPattern != 0)
m_nCurSprite = m_patterns[m_nCurPattern].Init(m_sfx, bPlayP0, &m_bCurFlag);
else {
m_nCurSprite = -1;
// Look for the sound effect for pattern 0
if (bPlayP0)
for (i = 0; i < m_nSfx; i++)
if (strcmp(m_sfx[i].m_name, "p0") == 0)
m_sfx[i].Play();
}
}
bool RMItem::GetName(RMString &name) {
char buf[256];
mpalQueryItemName(m_mpalCode, buf);
name = buf;
if (buf[0] == '\0')
return false;
return true;
}
void RMItem::Unload(void) {
if (m_patterns != NULL) {
delete[] m_patterns;
m_patterns = NULL;
}
if (m_sprites != NULL) {
delete[] m_sprites;
m_sprites = NULL;
}
if (m_sfx != NULL) {
delete[] m_sfx;
m_sfx = NULL;
}
}
RMItem::RMItem() {
m_bCurFlag = 0;
m_patterns = NULL;
m_sprites = NULL;
m_sfx = NULL;
m_curScroll.Set(0, 0);
m_bInitCurPattern = true;
m_nCurPattern = 0;
m_z = 0;
m_cm = CM_256;
m_FX = 0;
m_FXparm = 0;
m_mpalCode = 0;
m_nSprites = 0;
m_nSfx = 0;
m_nPatterns = 0;
m_bPal = 0;
m_nCurSprite = 0;
m_hEndPattern = CoroScheduler.createEvent(false, false);
}
RMItem::~RMItem() {
Unload();
CoroScheduler.closeEvent(m_hEndPattern);
}
void RMItem::WaitForEndPattern(CORO_PARAM, uint32 hCustomSkip) {
CORO_BEGIN_CONTEXT;
uint32 h[2];
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
if (m_nCurPattern != 0) {
if (hCustomSkip == CORO_INVALID_PID_VALUE)
CORO_INVOKE_2(CoroScheduler.waitForSingleObject, m_hEndPattern, CORO_INFINITE);
else {
_ctx->h[0] = hCustomSkip;
_ctx->h[1] = m_hEndPattern;
CORO_INVOKE_4(CoroScheduler.waitForMultipleObjects, 2, &_ctx->h[0], false, CORO_INFINITE);
}
}
CORO_END_CODE;
}
void RMItem::ChangeHotspot(const RMPoint &pt) {
m_hot = pt;
}
void RMItem::PlaySfx(int nSfx) {
if (nSfx < m_nSfx)
m_sfx[nSfx].Play();
}
void RMItem::PauseSound(bool bPause) {
int i;
for (i = 0; i < m_nSfx; i++)
m_sfx[i].Pause(bPause);
}
/****************************************************************************\
* RMWipe Methods
\****************************************************************************/
RMWipe::RMWipe() {
m_hUnregistered = CoroScheduler.createEvent(false, false);
m_hEndOfFade = CoroScheduler.createEvent(false, false);
}
RMWipe::~RMWipe() {
CoroScheduler.closeEvent(m_hUnregistered);
CoroScheduler.closeEvent(m_hEndOfFade);
}
int RMWipe::Priority(void) {
return 200;
}
void RMWipe::Unregister(void) {
RMGfxTask::Unregister();
assert(m_nInList == 0);
CoroScheduler.setEvent(m_hUnregistered);
}
void RMWipe::RemoveThis(CORO_PARAM, bool &result) {
result = m_bUnregister;
}
void RMWipe::WaitForFadeEnd(CORO_PARAM) {
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
CORO_INVOKE_2(CoroScheduler.waitForSingleObject, m_hEndOfFade, CORO_INFINITE);
m_bEndFade = true;
m_bFading = false;
CORO_INVOKE_0(MainWaitFrame);
CORO_INVOKE_0(MainWaitFrame);
CORO_END_CODE;
}
void RMWipe::CloseFade(void) {
m_wip0r.Unload();
}
void RMWipe::InitFade(int type) {
// Activate the fade
m_bUnregister = false;
m_bEndFade = false;
m_nFadeStep = 0;
m_bMustRegister = true;
RMRes res(RES_W_CERCHIO);
RMDataStream ds;
ds.OpenBuffer(res);
ds >> m_wip0r;
ds.Close();
m_wip0r.SetPattern(1);
m_bFading = true;
}
void RMWipe::DoFrame(RMGfxTargetBuffer &bigBuf) {
if (m_bMustRegister) {
bigBuf.AddPrim(new RMGfxPrimitive(this));
m_bMustRegister = false;
}
if (m_bFading) {
m_wip0r.DoFrame(&bigBuf, false);
m_nFadeStep++;
if (m_nFadeStep == 10) {
CoroScheduler.setEvent(m_hEndOfFade);
}
}
}
void RMWipe::Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim) {
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
if (m_bFading) {
CORO_INVOKE_2(m_wip0r.Draw, bigBuf, prim);
}
if (m_bEndFade)
Common::fill((byte *)bigBuf, (byte *)bigBuf + bigBuf.Dimx() * bigBuf.Dimy() * 2, 0x0);
CORO_END_CODE;
}
/****************************************************************************\
* RMCharacter Methods
\****************************************************************************/
/****************************************************************************/
/* Find the shortest path between two nodes of the graph connecting the BOX */
/* Returns path along the vector path path[] */
/****************************************************************************/
short RMCharacter::FindPath(short source, short destination) {
static RMBox BOX[MAXBOXES]; // Matrix of adjacent boxes
static short COSTO[MAXBOXES]; // Cost per node
static short VALIDO[MAXBOXES]; // 0:Invalid 1:Valid 2:Saturated
static short NEXT[MAXBOXES]; // Prossimo Nodo
short i, j, k, costominimo, fine, errore = 0;
RMBoxLoc *cur;
g_system->lockMutex(csMove);
if (source == -1 || destination == -1) {
g_system->unlockMutex(csMove);
return 0;
}
// Get the boxes
cur = theBoxes->GetBoxes(curLocation);
// Make a backup copy to work on
for (i = 0; i < cur->numbbox; i++)
memcpy(&BOX[i], &cur->boxes[i], sizeof(RMBox));
// Invalidate all nodes
for (i = 0; i < cur->numbbox; i++)
VALIDO[i] = 0;
// Prepare source and variables for the procedure
COSTO[source] = 0;
VALIDO[source] = 1;
fine = 0;
// Find the shortest path
while (!fine) {
costominimo = 32000; // Reset the minimum cost
errore = 1; // Possible error
// 1st cycle: explore possible new nodes
for (i = 0; i < cur->numbbox; i++)
if (VALIDO[i] == 1) {
errore = 0; // Failure de-bunked
j = 0;
while (((BOX[i].adj[j]) != 1) && (j < cur->numbbox))
j++;
if (j >= cur->numbbox)
VALIDO[i] = 2; // nodo saturated?
else {
NEXT[i] = j;
if (COSTO[i] + 1 < costominimo)
costominimo = COSTO[i] + 1;
}
}
if (errore)
fine = 1; // All nodes saturated
// 2nd cycle: adding new nodes that were found, saturate old nodes
for (i = 0; i < cur->numbbox; i++)
if ((VALIDO[i] == 1) && ((COSTO[i] + 1) == costominimo)) {
BOX[i].adj[NEXT[i]] = 2;
COSTO[NEXT[i]] = costominimo;
VALIDO[NEXT[i]] = 1;
for (j = 0; j < cur->numbbox; j++)
if (BOX[j].adj[NEXT[i]] == 1)
BOX[j].adj[NEXT[i]] = 0;
if (NEXT[i] == destination)
fine = 1;
}
}
// Remove the path from the adjacent modified matrixes
if (!errore) {
pathlenght = COSTO[destination];
k = pathlenght;
path[k] = destination;
while (path[k] != source) {
i = 0;
while (BOX[i].adj[path[k]] != 2)
i++;
k--;
path[k] = i;
}
pathlenght++;
}
g_system->unlockMutex(csMove);
return !errore;
}
void RMCharacter::GoTo(CORO_PARAM, RMPoint destcoord, bool bReversed) {
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
if (m_pos == destcoord) {
if (minpath == 0) {
CORO_INVOKE_0(Stop);
CoroScheduler.pulseEvent(hEndOfPath);
return;
}
}
status = WALK;
linestart = m_pos;
lineend = destcoord;
dx = linestart.x - lineend.x;
dy = linestart.y - lineend.y;
fx = dx;
fy = dy;
dx = ABS(dx);
dy = ABS(dy);
walkspeed = curSpeed;
walkcount = 0;
if (bReversed) {
while (0) ;
}
int nPatt = GetCurPattern();
if (dx > dy) {
slope = fy / fx;
if (lineend.x < linestart.x)
walkspeed = -walkspeed;
walkstatus = 1;
// Change the pattern for the new direction
bNeedToStop = true;
if ((walkspeed < 0 && !bReversed) || (walkspeed >= 0 && bReversed)) {
if (nPatt != PAT_WALKLEFT)
SetPattern(PAT_WALKLEFT);
} else {
if (nPatt != PAT_WALKRIGHT)
SetPattern(PAT_WALKRIGHT);
}
} else {
slope = fx / fy;
if (lineend.y < linestart.y)
walkspeed = -walkspeed;
walkstatus = 0;
bNeedToStop = true;
if ((walkspeed < 0 && !bReversed) || (walkspeed >= 0 && bReversed)) {
if (nPatt != PAT_WALKUP)
SetPattern(PAT_WALKUP);
} else {
if (nPatt != PAT_WALKDOWN)
SetPattern(PAT_WALKDOWN);
}
}
olddx = dx;
olddy = dy;
CORO_END_CODE;
}
RMPoint RMCharacter::Searching(char UP, char DOWN, char RIGHT, char LEFT, RMPoint punto) {
short passi, minimo;
RMPoint nuovo, trovato;
minimo = 32000;
if (UP) {
nuovo = punto;
passi = 0;
while ((InWhichBox(nuovo) == -1) && (nuovo.y >= 0)) {
nuovo.y--;
passi++;
}
if ((InWhichBox(nuovo) != -1) && (passi < minimo) &&
FindPath(InWhichBox(m_pos), InWhichBox(nuovo))) {
minimo = passi;
nuovo.y--; // to avoid error?
trovato = nuovo;
}
}
if (DOWN) {
nuovo = punto;
passi = 0;
while ((InWhichBox(nuovo) == -1) && (nuovo.y < 480)) {
nuovo.y++;
passi++;
}
if ((InWhichBox(nuovo) != -1) && (passi < minimo) &&
FindPath(InWhichBox(m_pos), InWhichBox(nuovo))) {
minimo = passi;
nuovo.y++; // to avoid error?
trovato = nuovo;
}
}
if (RIGHT) {
nuovo = punto;
passi = 0;
while ((InWhichBox(nuovo) == -1) && (nuovo.x < 640)) {
nuovo.x++;
passi++;
}
if ((InWhichBox(nuovo) != -1) && (passi < minimo) &&
FindPath(InWhichBox(m_pos), InWhichBox(nuovo))) {
minimo = passi;
nuovo.x++; // to avoid error?
trovato = nuovo;
}
}
if (LEFT) {
nuovo = punto;
passi = 0;
while ((InWhichBox(nuovo) == -1) && (nuovo.x >= 0)) {
nuovo.x--;
passi++;
}
if ((InWhichBox(nuovo) != -1) && (passi < minimo) &&
FindPath(InWhichBox(m_pos), InWhichBox(nuovo))) {
minimo = passi;
nuovo.x--; // to avoid error?
trovato = nuovo;
}
}
if (minimo == 32000) trovato = punto;
return trovato;
}
RMPoint RMCharacter::NearestPoint(const RMPoint &punto) {
return Searching(1, 1, 1, 1, punto);
}
short RMCharacter::ScanLine(const RMPoint &punto) {
int Ldx, Ldy, Lcount;
float Lfx, Lfy, Lslope;
RMPoint Lstart, Lend, Lscan;
signed char Lspeed, Lstatus;
Lstart = m_pos;
Lend = punto;
Ldx = Lstart.x - Lend.x;
Ldy = Lstart.y - Lend.y;
Lfx = Ldx;
Lfy = Ldy;
Ldx = ABS(Ldx);
Ldy = ABS(Ldy);
Lspeed = 1;
Lcount = 0;
if (Ldx > Ldy) {
Lslope = Lfy / Lfx;
if (Lend.x < Lstart.x) Lspeed = -Lspeed;
Lstatus = 1;
} else {
Lslope = Lfx / Lfy;
if (Lend.y < Lstart.y) Lspeed = - Lspeed;
Lstatus = 0;
}
Lscan = Lstart; // Start scanning
while (InWhichBox(Lscan) != -1) {
Lcount++;
if (Lstatus) {
Ldx = Lspeed * Lcount;
Ldy = Lslope * Ldx;
} else {
Ldy = Lspeed * Lcount;
Ldx = Lslope * Ldy;
}
Lscan.x = Lstart.x + Ldx;
Lscan.y = Lstart.y + Ldy;
if ((ABS(Lscan.x - Lend.x) <= 1) && (ABS(Lscan.y - Lend.y) <= 1)) return 1;
}
return 0;
}
/**
* Calculates intersections between the straight line and the closest BBOX
*/
RMPoint RMCharacter::InvScanLine(const RMPoint &punto) {
int Ldx, Ldy, Lcount;
float Lfx, Lfy, Lslope;
RMPoint Lstart, Lend, Lscan;
signed char Lspeed, Lstatus, Lbox = -1;
Lstart = punto; // Exchange!
Lend = m_pos; // :-)
Ldx = Lstart.x - Lend.x;
Ldy = Lstart.y - Lend.y;
Lfx = Ldx;
Lfy = Ldy;
Ldx = ABS(Ldx);
Ldy = ABS(Ldy);
Lspeed = 1;
Lcount = 0;
if (Ldx > Ldy) {
Lslope = Lfy / Lfx;
if (Lend.x < Lstart.x) Lspeed = -Lspeed;
Lstatus = 1;
} else {
Lslope = Lfx / Lfy;
if (Lend.y < Lstart.y) Lspeed = -Lspeed;
Lstatus = 0;
}
Lscan = Lstart;
for (;;) {
if (InWhichBox(Lscan) != -1) {
if (InWhichBox(Lscan) != Lbox) {
if (InWhichBox(m_pos) == InWhichBox(Lscan) || FindPath(InWhichBox(m_pos), InWhichBox(Lscan)))
return Lscan;
else
Lbox = InWhichBox(Lscan);
}
}
Lcount++;
if (Lstatus) {
Ldx = Lspeed * Lcount;
Ldy = Lslope * Ldx;
} else {
Ldy = Lspeed * Lcount;
Ldx = Lslope * Ldy;
}
Lscan.x = Lstart.x + Ldx;
Lscan.y = Lstart.y + Ldy;
}
}
/**
* Returns the HotSpot coordinate closest to the player
*/
RMPoint RMCharacter::NearestHotSpot(int sourcebox, int destbox) {
RMPoint puntocaldo;
short cc;
int x, y, distanzaminima;
distanzaminima = 10000000;
RMBoxLoc *cur = theBoxes->GetBoxes(curLocation);
for (cc = 0; cc < cur->boxes[sourcebox].numhotspot; cc++)
if ((cur->boxes[sourcebox].hotspot[cc].destination) == destbox) {
x = ABS(cur->boxes[sourcebox].hotspot[cc].hotx - m_pos.x);
y = ABS(cur->boxes[sourcebox].hotspot[cc].hoty - m_pos.y);
if ((x * x + y * y) < distanzaminima) {
distanzaminima = x * x + y * y;
puntocaldo.x = cur->boxes[sourcebox].hotspot[cc].hotx;
puntocaldo.y = cur->boxes[sourcebox].hotspot[cc].hoty;
}
}
return puntocaldo;
}
void RMCharacter::Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim) {
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
if (bDrawNow) {
prim->Dst() += m_fixedScroll;
CORO_INVOKE_2(RMItem::Draw, bigBuf, prim);
}
CORO_END_CODE;
}
void RMCharacter::NewBoxEntered(int nBox) {
RMBoxLoc *cur;
bool bOldReverse;
// Recall on ExitBox
mpalQueryDoAction(3, curLocation, curbox);
cur = theBoxes->GetBoxes(curLocation);
bOldReverse = cur->boxes[curbox].bReversed;
curbox = nBox;
// If Z is changed, we must remove it from the OT
if (cur->boxes[curbox].Zvalue != m_z) {
bRemoveFromOT = true;
m_z = cur->boxes[curbox].Zvalue;
}
// Movement management is reversed, only if we are not in the shortest path. If we are in the shortest
// path, directly do the DoFrame
if (bMovingWithoutMinpath) {
if ((cur->boxes[curbox].bReversed && !bOldReverse) || (!cur->boxes[curbox].bReversed && bOldReverse)) {
switch (GetCurPattern()) {
case PAT_WALKUP:
SetPattern(PAT_WALKDOWN);
break;
case PAT_WALKDOWN:
SetPattern(PAT_WALKUP);
break;
case PAT_WALKRIGHT:
SetPattern(PAT_WALKLEFT);
break;
case PAT_WALKLEFT:
SetPattern(PAT_WALKRIGHT);
break;
}
}
}
// Recall On EnterBox
mpalQueryDoAction(2, curLocation, curbox);
}
void RMCharacter::DoFrame(CORO_PARAM, RMGfxTargetBuffer *bigBuf, int loc) {
CORO_BEGIN_CONTEXT;
bool bEndNow;
RMBoxLoc *cur;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
_ctx->bEndNow = false;
bEndOfPath = false;
bDrawNow = (curLocation == loc);
g_system->lockMutex(csMove);
// If we're walking..
if (status != STAND) {
// If we are going horizontally
if (walkstatus == 1) {
dx = walkspeed * walkcount;
dy = slope * dx;
m_pos.x = linestart.x + dx;
m_pos.y = linestart.y + dy;
// Right
if (((walkspeed > 0) && (m_pos.x > lineend.x)) || ((walkspeed < 0) && (m_pos.x < lineend.x))) {
m_pos = lineend;
status = STAND;
_ctx->bEndNow = true;
}
}
// If we are going vertical
if (walkstatus == 0) {
dy = walkspeed * walkcount;
dx = slope * dy;
m_pos.x = linestart.x + dx;
m_pos.y = linestart.y + dy;
// Down
if (((walkspeed > 0) && (m_pos.y > lineend.y)) || ((walkspeed < 0) && (m_pos.y < lineend.y))) {
m_pos = lineend;
status = STAND;
_ctx->bEndNow = true;
}
}
// Check if the character came out of the BOX in error, in which case he returns immediately
if (InWhichBox(m_pos) == -1) {
m_pos.x = linestart.x + olddx;
m_pos.y = linestart.y + olddy;
}
// If we have just moved to a temporary location, and is over the shortest path, we stop permanently
if (_ctx->bEndNow && minpath == 0) {
if (!bEndOfPath)
CORO_INVOKE_0(Stop);
bEndOfPath = true;
CoroScheduler.pulseEvent(hEndOfPath);
}
walkcount++;
// Update the character Z. @@@ Should remove only if the Z was changed
// Check if the box was changed
if (!theBoxes->IsInBox(curLocation, curbox, m_pos))
NewBoxEntered(InWhichBox(m_pos));
// Update the old coordinates
olddx = dx;
olddy = dy;
}
// If we stop
if (status == STAND) {
// Check if there is still the shortest path to calculate
if (minpath == 1) {
_ctx->cur = theBoxes->GetBoxes(curLocation);
// If we still have to go through a box
if (pathcount < pathlenght) {
// Check if the box we're going into is active
if (_ctx->cur->boxes[path[pathcount - 1]].attivo) {
// Move in a straight line towards the nearest hotspot, taking into account the reversing
// NEWBOX = path[pathcount-1]
CORO_INVOKE_2(GoTo, NearestHotSpot(path[pathcount - 1], path[pathcount]), _ctx->cur->boxes[path[pathcount - 1]].bReversed);
pathcount++;
} else {
// If the box is off, we can only block all
// @@@ Whilst this should not happen, because have improved
// the search for the minimum path
minpath = 0;
if (!bEndOfPath)
CORO_INVOKE_0(Stop);
bEndOfPath = true;
CoroScheduler.pulseEvent(hEndOfPath);
}
} else {
// If we have already entered the last box, we just have to move in a straight line towards the
// point of arrival
// NEWBOX = InWhichBox(pathend)
minpath = 0;
CORO_INVOKE_2(GoTo, pathend, _ctx->cur->boxes[InWhichBox(pathend)].bReversed);
}
}
}
g_system->unlockMutex(csMove);
// Invoke the DoFrame of the item
RMItem::DoFrame(bigBuf);
CORO_END_CODE;
}
void RMCharacter::Stop(CORO_PARAM) {
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
bMoving = false;
// You never know..
status = STAND;
minpath = 0;
if (!bNeedToStop)
return;
bNeedToStop = false;
switch (GetCurPattern()) {
case PAT_WALKUP:
SetPattern(PAT_STANDUP);
break;
case PAT_WALKDOWN:
SetPattern(PAT_STANDDOWN);
break;
case PAT_WALKLEFT:
SetPattern(PAT_STANDLEFT);
break;
case PAT_WALKRIGHT:
SetPattern(PAT_STANDRIGHT);
break;
default:
SetPattern(PAT_STANDDOWN);
break;
}
CORO_END_CODE;
}
inline int RMCharacter::InWhichBox(const RMPoint &pt) {
return theBoxes->WhichBox(curLocation, pt);
}
void RMCharacter::Move(CORO_PARAM, RMPoint pt, bool *result) {
CORO_BEGIN_CONTEXT;
RMPoint dest;
int numbox;
RMBoxLoc *cur;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
bMoving = true;
// 0, 0 does not do anything, just stops the character
if (pt.x == 0 && pt.y == 0) {
minpath = 0;
status = STAND;
CORO_INVOKE_0(Stop);
if (result)
*result = true;
return;
}
// If clicked outside the box
_ctx->numbox = InWhichBox(pt);
if (_ctx->numbox == -1) {
// Find neareste point inside the box
_ctx->dest = NearestPoint(pt);
// ???!??
if (_ctx->dest == pt)
_ctx->dest = InvScanLine(pt);
pt = _ctx->dest;
_ctx->numbox = InWhichBox(pt);
}
_ctx->cur = theBoxes->GetBoxes(curLocation);
minpath = 0;
status = STAND;
bMovingWithoutMinpath = true;
if (ScanLine(pt))
CORO_INVOKE_2(GoTo, pt, _ctx->cur->boxes[_ctx->numbox].bReversed);
else if (FindPath(InWhichBox(m_pos), InWhichBox(pt))) {
bMovingWithoutMinpath = false;
minpath = 1;
pathcount = 1;
pathend = pt;
} else {
// @@@ This case is whether a hotspot is inside a box, but there is
// a path to get there. We use the InvScanLine to search around a point
_ctx->dest = InvScanLine(pt);
pt = _ctx->dest;
if (ScanLine(pt))
CORO_INVOKE_2(GoTo, pt, _ctx->cur->boxes[_ctx->numbox].bReversed);
else if (FindPath(InWhichBox(m_pos), InWhichBox(pt))) {
bMovingWithoutMinpath = false;
minpath = 1;
pathcount = 1;
pathend = pt;
if (result)
*result = true;
} else {
if (result)
*result = false;
}
return;
}
if (result)
*result = true;
CORO_END_CODE;
}
void RMCharacter::SetPosition(const RMPoint &pt, int newloc) {
RMBoxLoc *box;
minpath = 0;
status = STAND;
m_pos = pt;
if (newloc != -1)
curLocation = newloc;
// Update the character's Z value
box = theBoxes->GetBoxes(curLocation);
curbox = InWhichBox(m_pos);
assert(curbox != -1);
m_z = box->boxes[curbox].Zvalue;
bRemoveFromOT = true;
}
void RMCharacter::WaitForEndMovement(CORO_PARAM) {
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
if (bMoving)
CORO_INVOKE_2(CoroScheduler.waitForSingleObject, hEndOfPath, CORO_INFINITE);
CORO_END_CODE;
}
void RMCharacter::RemoveThis(CORO_PARAM, bool &result) {
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
if (bRemoveFromOT)
result = true;
else
CORO_INVOKE_1(RMItem::RemoveThis, result);
CORO_END_CODE;
}
RMCharacter::RMCharacter() {
csMove = g_system->createMutex();
hEndOfPath = CoroScheduler.createEvent(false, false);
minpath = 0;
curSpeed = 3;
bRemoveFromOT = false;
bMoving = false;
curLocation = 0;
curbox = 0;
dx = dy = 0;
olddx = olddy = 0;
fx = fy = slope = 0;
walkspeed = walkstatus = 0;
nextbox = 0;
pathlenght = pathcount = 0;
status = STAND;
theBoxes = NULL;
walkcount = 0;
bEndOfPath = false;
bMovingWithoutMinpath = false;
bDrawNow = false;
bNeedToStop = false;
m_pos.Set(0, 0);
}
RMCharacter::~RMCharacter() {
g_system->deleteMutex(csMove);
CoroScheduler.closeEvent(hEndOfPath);
}
void RMCharacter::LinkToBoxes(RMGameBoxes *boxes) {
theBoxes = boxes;
}
/****************************************************************************\
* RMBox Methods
\****************************************************************************/
void RMBox::ReadFromStream(RMDataStream &ds) {
uint16 w;
int i;
byte b;
// Bbox
ds >> left;
ds >> top;
ds >> right;
ds >> bottom;
// Adjacency
for (i = 0; i < MAXBOXES; i++) {
ds >> adj[i];
}
// Misc
ds >> numhotspot;
ds >> Zvalue;
ds >> b;
attivo = b;
ds >> b;
bReversed = b;
// Reversed expansion space
ds += 30;
// Hotspots
for (i = 0; i < numhotspot; i++) {
ds >> w;
hotspot[i].hotx = w;
ds >> w;
hotspot[i].hoty = w;
ds >> w;
hotspot[i].destination = w;
}
}
RMDataStream &operator>>(RMDataStream &ds, RMBox &box) {
box.ReadFromStream(ds);
return ds;
}
/****************************************************************************\
* RMBoxLoc Methods
\****************************************************************************/
RMBoxLoc::RMBoxLoc() {
boxes = NULL;
}
RMBoxLoc::~RMBoxLoc() {
delete[] boxes;
}
void RMBoxLoc::ReadFromStream(RMDataStream &ds) {
int i;
char buf[2];
byte ver;
// ID and version
ds >> buf[0] >> buf[1] >> ver;
assert(buf[0] == 'B' && buf[1] == 'X');
assert(ver == 3);
// Number of boxes
ds >> numbbox;
// Allocate memory for the boxes
boxes = new RMBox[numbbox];
// Read in boxes
for (i = 0; i < numbbox; i++)
ds >> boxes[i];
}
void RMBoxLoc::RecalcAllAdj(void) {
int i, j;
for (i = 0; i < numbbox; i++) {
Common::fill(boxes[i].adj, boxes[i].adj + MAXBOXES, 0);
for (j = 0; j < boxes[i].numhotspot; j++)
if (boxes[boxes[i].hotspot[j].destination].attivo)
boxes[i].adj[boxes[i].hotspot[j].destination] = 1;
}
}
RMDataStream &operator>>(RMDataStream &ds, RMBoxLoc &bl) {
bl.ReadFromStream(ds);
return ds;
}
/****************************************************************************\
* RMGameBoxes methods
\****************************************************************************/
RMGameBoxes::RMGameBoxes() {
m_nLocBoxes = 0;
Common::fill(m_allBoxes, m_allBoxes + GAME_BOXES_SIZE, (RMBoxLoc *)NULL);
}
RMGameBoxes::~RMGameBoxes() {
for (int i = 1; i <= m_nLocBoxes; ++i)
delete m_allBoxes[i];
}
void RMGameBoxes::Init(void) {
int i;
RMString fn;
RMDataStream ds;
// Load boxes from disk
m_nLocBoxes = 130;
for (i = 1; i <= m_nLocBoxes; i++) {
RMRes res(10000 + i);
ds.OpenBuffer(res);
m_allBoxes[i] = new RMBoxLoc();
ds >> *m_allBoxes[i];
m_allBoxes[i]->RecalcAllAdj();
ds.Close();
}
}
void RMGameBoxes::Close(void) {
}
RMBoxLoc *RMGameBoxes::GetBoxes(int nLoc) {
return m_allBoxes[nLoc];
}
bool RMGameBoxes::IsInBox(int nLoc, int nBox, const RMPoint &pt) {
RMBoxLoc *cur = GetBoxes(nLoc);
if ((pt.x >= cur->boxes[nBox].left) && (pt.x <= cur->boxes[nBox].right) &&
(pt.y >= cur->boxes[nBox].top) && (pt.y <= cur->boxes[nBox].bottom))
return true;
else
return false;
}
int RMGameBoxes::WhichBox(int nLoc, const RMPoint &punto) {
int i;
RMBoxLoc *cur = GetBoxes(nLoc);
if (!cur) return -1;
for (i = 0; i < cur->numbbox; i++)
if (cur->boxes[i].attivo)
if ((punto.x >= cur->boxes[i].left) && (punto.x <= cur->boxes[i].right) &&
(punto.y >= cur->boxes[i].top) && (punto.y <= cur->boxes[i].bottom))
return i;
return -1;
}
void RMGameBoxes::ChangeBoxStatus(int nLoc, int nBox, int status) {
m_allBoxes[nLoc]->boxes[nBox].attivo = status;
m_allBoxes[nLoc]->RecalcAllAdj();
}
int RMGameBoxes::GetSaveStateSize(void) {
int size;
int i;
size = 4;
for (i = 1; i <= m_nLocBoxes; i++) {
size += 4;
size += m_allBoxes[i]->numbbox;
}
return size;
}
void RMGameBoxes::SaveState(byte *state) {
int i, j;
// Save the number of locations with boxes
WRITE_LE_UINT32(state, m_nLocBoxes);
state += 4;
// For each location, write out the number of boxes and their status
for (i = 1; i <= m_nLocBoxes; i++) {
WRITE_LE_UINT32(state, m_allBoxes[i]->numbbox);
state += 4;
for (j = 0; j < m_allBoxes[i]->numbbox; j++)
*state++ = m_allBoxes[i]->boxes[j].attivo;
}
}
void RMGameBoxes::LoadState(byte *state) {
int i, j;
int nloc, nbox;
// Load number of items
nloc = READ_LE_UINT32(state);
state += 4;
assert(nloc <= m_nLocBoxes);
// For each location, read the number of boxes and their status
for (i = 1; i <= nloc; i++) {
nbox = READ_LE_UINT32(state);
state += 4;
for (j = 0; j < nbox ; j++) {
if (j < m_allBoxes[i]->numbbox)
m_allBoxes[i]->boxes[j].attivo = *state;
state++;
}
m_allBoxes[i]->RecalcAllAdj();
}
}
/****************************************************************************\
* RMLocation Methods
\****************************************************************************/
/**
* Standard constructor
*/
RMLocation::RMLocation() {
m_nItems = 0;
m_items = NULL;
m_buf = NULL;
}
/**
* Load a location (.LOC) from a file that is provided.
*
* @param lpszFileName Name of the file
*/
bool RMLocation::Load(const char *lpszFileName) {
Common::File f;
bool bRet;
// Open the file for reading
if (!f.open(lpszFileName))
return false;
// Passes to the method variation for loading from the opened file
bRet = Load(f);
// Close the file
f.close();
return bRet;
}
/**
* Load a location (.LOC) from a given open file
*
* @param hFile File reference
*
* @returns True if succeeded OK, false in case of error.
*/
bool RMLocation::Load(Common::File &file) {
int size;
bool bRet;
// Get the file size
size = file.size();
file.seek(0);
RMFileStreamSlow fs;
fs.OpenFile(file);
bRet = Load(fs);
fs.Close();
return bRet;
}
bool RMLocation::Load(const byte *buf) {
RMDataStream ds;
bool bRet;
ds.OpenBuffer(buf);
bRet = Load(ds);
ds.Close();
return bRet;
}
/**
* Load a location (.LOC) from a given data stream
*
* @param ds Data stream
* @returns True if succeeded OK, false in case of error.
*/
bool RMLocation::Load(RMDataStream &ds) {
char id[3];
int dimx, dimy;
byte ver;
byte cm;
int i;
// Check the ID
ds >> id[0] >> id[1] >> id[2];
// Check if we are in a LOX
if (id[0] == 'L' && id[1] == 'O' && id[2] == 'X')
return LoadLOX(ds);
// Otherwise, check that it is a normal LOC
if (id[0] != 'L' || id[1] != 'O' || id[2] != 'C')
return false;
// Version
ds >> ver;
assert(ver == 6);
// Location name
ds >> m_name;
// Skip the MPAL bailouts (64 bytes)
ds >> TEMPNumLoc;
ds >> TEMPTonyStart.x >> TEMPTonyStart.y;
ds += 64 - 4 * 3;
// Skip flag associated with the background (?)
ds += 1;
// Location dimensions
ds >> dimx >> dimy;
m_curScroll.Set(0, 0);
// Read the colour mode
ds >> cm;
m_cmode = (RMColorMode)cm;
// Initialise the source buffer and read the location
switch (m_cmode) {
case CM_256:
m_buf = new RMGfxSourceBuffer8;
break;
case CM_65K:
m_buf = new RMGfxSourceBuffer16;
break;
default:
assert(0);
break;
};
// Initialise the surface, loading the palette if necessary
m_buf->Init(ds, dimx, dimy, true);
// Check the size of the location
// assert(dimy!=512);
// Number of objects
ds >> m_nItems;
// Create and read in the objects
if (m_nItems > 0)
m_items = new RMItem[m_nItems];
_vm->FreezeTime();
for (i = 0; i < m_nItems && !ds.IsError(); i++)
ds >> m_items[i];
_vm->UnfreezeTime();
return ds.IsError();
}
bool RMLocation::LoadLOX(RMDataStream &ds) {
int dimx, dimy;
byte ver;
int i;
// Version
ds >> ver;
assert(ver == 1);
// Location name
ds >> m_name;
// Location number
ds >> TEMPNumLoc;
ds >> TEMPTonyStart.x >> TEMPTonyStart.y;
// Dimensions
ds >> dimx >> dimy;
m_curScroll.Set(0, 0);
// It's always 65K (16-bit) mode
m_cmode = CM_65K;
m_buf = new RMGfxSourceBuffer16;
// Initialise the surface, loading in the palette if necessary
m_buf->Init(ds, dimx, dimy, true);
// Number of items
ds >> m_nItems;
// Create and read objects
if (m_nItems > 0)
m_items = new RMItem[m_nItems];
for (i = 0; i < m_nItems && !ds.IsError(); i++)
m_items[i].ReadFromStream(ds, true);
return ds.IsError();
}
/**
* Draw method overloaded from RMGfxSourceBUffer8
*/
void RMLocation::Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim) {
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
// Set the position of the source scrolling
if (m_buf->Dimy() > RM_SY || m_buf->Dimx() > RM_SX) {
prim->SetSrc(RMRect(m_curScroll, m_curScroll + RMPoint(640, 480)));
}
prim->SetDst(m_fixedScroll);
// Invoke the drawing method fo the image class, which will draw the location background
CORO_INVOKE_2(m_buf->Draw, bigBuf, prim);
CORO_END_CODE;
}
/**
* Prepare a frame, adding the location to the OT list, and all the items that have changed animation frame.
*/
void RMLocation::DoFrame(RMGfxTargetBuffer *bigBuf) {
int i;
// If the location is not in the OT list, add it in
if (!m_nInList)
bigBuf->AddPrim(new RMGfxPrimitive(this));
// Process all the location items
for (i = 0; i < m_nItems; i++)
m_items[i].DoFrame(bigBuf);
}
RMItem *RMLocation::GetItemFromCode(uint32 dwCode) {
int i;
for (i = 0; i < m_nItems; i++)
if (m_items[i].MpalCode() == (int)dwCode)
return &m_items[i];
return NULL;
}
RMItem *RMLocation::WhichItemIsIn(const RMPoint &pt) {
int found = -1;
int foundSize = 0;
int size;
for (int i = 0; i < m_nItems; i++) {
size = 0;
if (m_items[i].IsIn(pt, &size)) {
if (found == -1 || size < foundSize) {
foundSize = size;
found = i;
}
}
}
if (found == -1)
return NULL;
else
return &m_items[found];
}
RMLocation::~RMLocation() {
Unload();
}
void RMLocation::Unload(void) {
// Clear memory
if (m_items) {
delete[] m_items;
m_items = NULL;
}
// Destroy the buffer
if (m_buf) {
delete m_buf;
m_buf = NULL;
}
}
void RMLocation::UpdateScrolling(const RMPoint &ptShowThis) {
RMPoint oldScroll = m_curScroll;
if (m_curScroll.x + 250 > ptShowThis.x) {
m_curScroll.x = ptShowThis.x - 250;
} else if (m_curScroll.x + RM_SX - 250 < ptShowThis.x) {
m_curScroll.x = ptShowThis.x + 250 - RM_SX;
} else if (ABS(m_curScroll.x + RM_SX / 2 - ptShowThis.x) > 32 && m_buf->Dimx() > RM_SX) {
if (m_curScroll.x + RM_SX / 2 < ptShowThis.x)
m_curScroll.x++;
else
m_curScroll.x--;
}
if (m_curScroll.y + 180 > ptShowThis.y) {
m_curScroll.y = ptShowThis.y - 180;
} else if (m_curScroll.y + RM_SY - 180 < ptShowThis.y) {
m_curScroll.y = ptShowThis.y + 180 - RM_SY;
} else if (ABS(m_curScroll.y + RM_SY / 2 - ptShowThis.y) > 16 && m_buf->Dimy() > RM_SY) {
if (m_curScroll.y + RM_SY / 2 < ptShowThis.y)
m_curScroll.y++;
else
m_curScroll.y--;
}
if (m_curScroll.x < 0) m_curScroll.x = 0;
if (m_curScroll.y < 0) m_curScroll.y = 0;
if (m_curScroll.x + RM_SX > m_buf->Dimx()) m_curScroll.x = m_buf->Dimx() - RM_SX;
if (m_curScroll.y + RM_SY > m_buf->Dimy()) m_curScroll.y = m_buf->Dimy() - RM_SY;
if (oldScroll != m_curScroll)
for (int i = 0; i < m_nItems; i++)
m_items[i].SetScrollPosition(m_curScroll);
}
void RMLocation::SetFixedScroll(const RMPoint &scroll) {
m_fixedScroll = scroll;
for (int i = 0; i < m_nItems; i++)
m_items[i].SetScrollPosition(m_curScroll - m_fixedScroll);
}
void RMLocation::SetScrollPosition(const RMPoint &scroll) {
RMPoint pt = scroll;
if (pt.x < 0) pt.x = 0;
if (pt.y < 0) pt.y = 0;
if (pt.x + RM_SX > m_buf->Dimx()) pt.x = m_buf->Dimx() - RM_SX;
if (pt.y + RM_SY > m_buf->Dimy()) pt.y = m_buf->Dimy() - RM_SY;
m_curScroll = pt;
for (int i = 0; i < m_nItems; i++)
m_items[i].SetScrollPosition(m_curScroll);
}
void RMLocation::PauseSound(bool bPause) {
int i;
for (i = 0; i < m_nItems; i++)
m_items[i].PauseSound(bPause);
}
/****************************************************************************\
* RMMessage Methods
\****************************************************************************/
RMMessage::RMMessage(uint32 dwId) {
Load(dwId);
}
RMMessage::RMMessage() {
lpMessage = NULL;
}
RMMessage::~RMMessage() {
if (lpMessage)
GlobalFree(lpMessage);
}
void RMMessage::Load(uint32 dwId) {
lpMessage = mpalQueryMessage(dwId);
assert(lpMessage != NULL);
if (lpMessage)
ParseMessage();
}
void RMMessage::ParseMessage(void) {
char *p;
assert(lpMessage != NULL);
nPeriods = 1;
p = lpPeriods[0] = lpMessage;
for (;;) {
// Find the end of the current period
while (*p != '\0')
p++;
// If there is another '0' at the end of the string, the end has been found
p++;
if (*p == '\0')
break;
// Otherwise there is another line, and remember it's start
lpPeriods[nPeriods++] = p;
}
}
} // End of namespace Tony