scummvm/engines/draci/game.cpp
2009-07-25 18:29:43 +00:00

630 lines
17 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 double real_to_double(byte real[6]);
Game::Game(DraciEngine *vm) : _vm(vm) {
unsigned int i;
BArchive *initArchive = _vm->_initArchive;
BAFile *file;
// Read in persons
file = initArchive->getFile(5);
Common::MemoryReadStream personData(file->_data, file->_length);
unsigned int numPersons = file->_length / personSize;
_persons = new Person[numPersons];
for (i = 0; i < numPersons; ++i) {
_persons[i]._x = personData.readByte();
_persons[i]._y = personData.readByte();
_persons[i]._fontColour = personData.readUint16LE();
}
// Close persons file
file->close();
// Read in dialog offsets
file = initArchive->getFile(4);
Common::MemoryReadStream dialogData(file->_data, file->_length);
unsigned int numDialogs = file->_length / sizeof(uint16);
_dialogOffsets = new uint[numDialogs];
unsigned int curOffset;
for (i = 0, curOffset = 0; i < numDialogs; ++i) {
_dialogOffsets[i] = curOffset;
curOffset += dialogData.readUint16LE();
}
// Close dialogs file
file->close();
// 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._numIcons = gameData.readUint16LE();
_info._numVariables = gameData.readByte();
_info._numPersons = gameData.readByte();
_info._numDialogs = gameData.readByte();
_info._maxIconWidth = gameData.readUint16LE();
_info._maxIconHeight = 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._numDialogBlocks = curOffset;
// Close game info file
file->close();
// Read in variables
file = initArchive->getFile(2);
unsigned int 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();
}
// Close variables file
file->close();
// Read in item icon status
file = initArchive->getFile(1);
_iconStatus = file->_data;
uint numIcons = file->_length;
// Read in object status
file = initArchive->getFile(0);
unsigned int 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;
}
// Close object status file
file->close();
assert(numDialogs == _info._numDialogs);
assert(numPersons == _info._numPersons);
assert(numVariables == _info._numVariables);
assert(numObjects == _info._numObjects);
assert(numIcons == _info._numIcons);
}
void Game::init() {
_loopStatus = kStatusOrdinary;
loadObject(kDragonObject);
GameObject *dragon = getObject(kDragonObject);
debugC(4, kDraciLogicDebugLevel, "Running init program for the dragon object...");
_vm->_script->run(dragon->_program, dragon->_init);
_currentRoom._roomNum = _info._startRoom;
changeRoom(_info._startRoom);
}
void Game::loop() {
if (_currentRoom._mouseOn) {
int x = _vm->_mouse->getPosX();
int y = _vm->_mouse->getPosY();
if (_vm->_mouse->lButtonPressed() && _currentRoom._walkingMap.isWalkable(x, y)) {
walkHero(x, y);
}
}
}
void Game::walkHero(int x, int y) {
// Fetch dragon's animation ID
// FIXME: Need to add proper walking (this only warps the dragon to position)
int animID = getObject(kDragonObject)->_anims[0];
Animation *anim = _vm->_anims->getAnimation(animID);
// Calculate scaling factors
double scaleX = _currentRoom._pers0 + _currentRoom._persStep * y;
double scaleY = scaleX;
// Set the Z coordinate for the dragon's animation
anim->setZ(y+1);
// Fetch current frame
Drawable *frame = anim->getFrame();
// Fetch base height of the frame
uint height = frame->getHeight();
// 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
y -= (int)(scaleY * height);
anim->setRelative(x, y);
// Set the per-animation scaling factor
anim->setScaleFactors(scaleX, scaleY);
// Play the animation
_vm->_anims->play(animID);
debugC(4, kDraciLogicDebugLevel, "Walk to x: %d y: %d", x, y);
}
void Game::loadRoom(int roomNum) {
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 mapIdx = roomReader.readByte() - 1;
f = _vm->_walkingMapsArchive->getFile(mapIdx);
_currentRoom._walkingMap.load(f->_data, f->_length);
_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", mapIdx);
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
Common::Array<int> gates;
for (uint i = 0; i < _currentRoom._numGates; ++i) {
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) {
debugC(6, kDraciLogicDebugLevel,
"Running init program for object %d (offset %d)", i, getObject(i)->_init);
_vm->_script->run(getObject(i)->_program, getObject(i)->_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);
// HACK: Gates' scripts shouldn't be run unconditionally
// This is for testing
for (uint i = 0; i < _currentRoom._numGates; ++i) {
debugC(6, kDraciLogicDebugLevel, "Running program for gate %d", i);
_vm->_script->run(_currentRoom._program, gates[i]);
}
// Set room palette
f = _vm->_paletteArchive->getFile(_currentRoom._palette);
_vm->_screen->setPalette(f->_data, 0, kNumColours);
// 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();
}
_vm->_mouse->setCursorType(kNormalCursor);
// 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);
Animation *map = _vm->_anims->addAnimation(kWalkingMapOverlay, 255, false);
map->addFrame(ov);
}
int Game::loadAnimation(uint animNum, uint z) {
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();
/* uint sample = */ animationReader.readUint16LE();
/* uint freq = */ animationReader.readUint16LE();
uint delay = animationReader.readUint16LE();
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);
anim->addFrame(sp);
}
return animNum;
}
void Game::loadObject(uint objNum) {
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();
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 = objReader.readByte();
obj->_useDir = objReader.readByte();
obj->_absNum = objNum;
file = _vm->_objectsArchive->getFile(objNum * 3 + 1);
obj->_title = file->_data;
file = _vm->_objectsArchive->getFile(objNum * 3 + 2);
obj->_program._bytecode = file->_data;
obj->_program._length = file->_length;
}
GameObject *Game::getObject(uint objNum) {
return _objects + objNum;
}
uint Game::getNumObjects() {
return _info._numObjects;
}
void Game::loadOverlays() {
uint x, y, z, num;
BAFile *overlayHeader;
overlayHeader = _vm->_roomsArchive->getFile(_currentRoom._roomNum * 4 + 2);
Common::MemoryReadStream overlayReader(overlayHeader->_data, overlayHeader->_length);
BAFile *overlayFile;
for (int i = 0; i < _currentRoom._numOverlays; i++) {
num = overlayReader.readUint16LE() - 1;
x = overlayReader.readUint16LE();
y = overlayReader.readUint16LE();
z = overlayReader.readByte();
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::changeRoom(uint roomNum) {
debugC(1, kDraciLogicDebugLevel, "Changing to room %d", roomNum);
// Clear archives
_vm->_roomsArchive->clearCache();
_vm->_spritesArchive->clearCache();
_vm->_paletteArchive->clearCache();
_vm->_animationsArchive->clearCache();
_vm->_walkingMapsArchive->clearCache();
_vm->_screen->clearScreen();
_vm->_anims->deleteOverlays();
// Delete walking map testing overlay
_vm->_anims->deleteAnimation(kWalkingMapOverlay);
int oldRoomNum = _currentRoom._roomNum;
// TODO: Make objects capable of stopping their own animations
GameObject *dragon = getObject(kDragonObject);
for (uint i = 0; i < dragon->_anims.size(); ++i) {
_vm->_anims->stop(dragon->_anims[i]);
}
for (uint i = 0; i < _info._numObjects; ++i) {
GameObject *obj = &_objects[i];
if (i != 0 && (obj->_location == oldRoomNum)) {
for (uint j = 0; j < obj->_anims.size(); ++j) {
_vm->_anims->deleteAnimation(obj->_anims[j]);
}
obj->_anims.clear();
}
}
_currentRoom._roomNum = roomNum;
loadRoom(roomNum);
loadOverlays();
}
void Game::setLoopStatus(LoopStatus status) {
_loopStatus = status;
}
LoopStatus Game::getLoopStatus() {
return _loopStatus;
}
int Game::getRoomNum() {
return _currentRoom._roomNum;
}
int Game::getVariable(int numVar) {
return _variables[numVar];
}
void Game::setVariable(int numVar, int value) {
_variables[numVar] = value;
}
int Game::getIconStatus(int iconID) {
return _iconStatus[iconID];
}
/**
* 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() {
return _markedAnimationIndex;
}
/**
* See Game::getMarkedAnimationIndex().
*/
void Game::setMarkedAnimationIndex(int index) {
_markedAnimationIndex = index;
}
Game::~Game() {
delete[] _persons;
delete[] _variables;
delete[] _dialogOffsets;
delete[] _objects;
}
bool WalkingMap::isWalkable(int x, int y) {
// 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);
}
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);
}
}