scummvm/engines/draci/game.cpp
Denis Kasak b96b434446 * Added Game::init() and moved some functionality from Game::Game to it (loading objects, changing rooms)
* Made Game::load*(), Game::getObject() and Game::changeRoom() methods public
* Stopped specifying Z coordinate when creating some Sprites (which I forgot in my previous commit)

svn-id: r42101
2009-07-04 18:35:08 +00:00

312 lines
9.0 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"
namespace Draci {
Game::Game(DraciEngine *vm) : _vm(vm) {
unsigned int i;
Common::String path("INIT.DFW");
BArchive initArchive(path);
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();
}
// Read in dialog offsets
file = initArchive.getFile(4);
Common::MemoryReadStream dialogData(file->_data, file->_length);
unsigned int numDialogs = file->_length / sizeof(uint16);
_dialogOffsets = new uint16[numDialogs];
unsigned int curOffset;
for (i = 0, curOffset = 0; i < numDialogs; ++i) {
_dialogOffsets[i] = curOffset;
curOffset += dialogData.readUint16LE();
}
// Read in game info
file = initArchive.getFile(3);
Common::MemoryReadStream gameData(file->_data, file->_length);
_info = new GameInfo();
_info->_currentRoom = 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;
// Read in variables
file = initArchive.getFile(2);
unsigned int numVariables = file->_length / sizeof (int16);
_variables = new int16[numVariables];
Common::MemoryReadStream variableData(file->_data, file->_length);
for (i = 0; i < numVariables; ++i) {
_variables[i] = variableData.readUint16LE();
}
// Read in item status
file = initArchive.getFile(1);
_itemStatus = new byte[file->_length];
memcpy(_itemStatus, file->_data, 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;
// Set object location
_objects[i]._location = tmp & ~1;
}
assert(numDialogs == _info->_numDialogs);
assert(numPersons == _info->_numPersons);
assert(numVariables == _info->_numVariables);
assert(numObjects == _info->_numObjects);
}
void Game::init() {
loadObject(0);
_vm->_script->run(getObject(0)->_program, getObject(0)->_init);
changeRoom(0);
}
void Game::loadRoom(uint 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();
_currentRoom._map = roomReader.readByte();
_currentRoom._palette = roomReader.readByte() - 1;
_currentRoom._numMasks = roomReader.readUint16LE();
_currentRoom._init = roomReader.readUint16LE();
_currentRoom._look = roomReader.readUint16LE();
_currentRoom._use = roomReader.readUint16LE();
_currentRoom._canUse = roomReader.readUint16LE();
_currentRoom._imInit = roomReader.readByte();
_currentRoom._imLook = roomReader.readByte();
_currentRoom._imUse = roomReader.readByte();
_currentRoom._mouseOn = roomReader.readByte();
_currentRoom._heroOn = roomReader.readByte();
roomReader.read(&_currentRoom._pers0, 12);
roomReader.read(&_currentRoom._persStep, 12);
_currentRoom._escRoom = roomReader.readByte() - 1;
_currentRoom._numGates = roomReader.readByte();
f = _vm->_paletteArchive->getFile(_currentRoom._palette);
_vm->_screen->setPalette(f->_data, 0, kNumColours);
}
int Game::loadAnimation(uint animNum) {
BAFile *animFile = _vm->_animationsArchive->getFile(animNum);
Common::MemoryReadStream animationReader(animFile->_data, animFile->_length);
int numFrames = animationReader.readByte();
// FIXME: handle these properly
animationReader.readByte(); // Memory logic field, not used
animationReader.readByte(); // Disable erasing field, not used
animationReader.readByte(); // Cyclic field, not used
animationReader.readByte(); // Relative field, not used
_vm->_anims->addAnimation(animNum, 254, true);
for (uint i = 0; i < numFrames; ++i) {
uint spriteNum = animationReader.readUint16LE() - 1;
int x = animationReader.readSint16LE();
int y = animationReader.readSint16LE();
uint zoomX = animationReader.readUint16LE();
uint zoomY = animationReader.readUint16LE();
byte mirror = animationReader.readByte();
uint sample = animationReader.readUint16LE();
uint freq = animationReader.readUint16LE();
uint delay = animationReader.readUint16LE();
// TODO: implement Animation::setDelay()
//_vm->_anims->setDelay(animNum, delay*10);
BAFile *spriteFile = _vm->_spritesArchive->getFile(spriteNum);
Sprite *sp = new Sprite(spriteFile->_data, spriteFile->_length, x, y, true);
if (mirror)
sp->setMirrorOn();
_vm->_anims->addFrame(animNum, 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->_priority = objReader.readByte();
obj->_idxSeq = objReader.readUint16LE();
obj->_numSeq = objReader.readUint16LE();
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;
obj->_animObj = 0;
obj->_seqTab = new uint16[obj->_numSeq];
file = _vm->_objectsArchive->getFile(objNum * 3 + 1);
obj->_title = new byte[file->_length];
memcpy(obj->_title, file->_data, file->_length);
file = _vm->_objectsArchive->getFile(objNum * 3 + 2);
obj->_program._bytecode = new byte[file->_length];
obj->_program._length = file->_length;
memcpy(obj->_program._bytecode, file->_data, file->_length);
}
GameObject *Game::getObject(uint objNum) {
return _objects + objNum;
}
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 (uint i = 0; i < _currentRoom._numMasks; 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) {
_currentRoom._roomNum = roomNum;
loadRoom(roomNum);
loadOverlays();
}
Game::~Game() {
delete[] _persons;
delete[] _variables;
delete[] _dialogOffsets;
delete[] _itemStatus;
delete[] _objects;
delete _info;
}
GameObject::~GameObject() {
delete[] _seqTab;
delete[] _title;
delete[] _program._bytecode;
}
}