mirror of
https://github.com/libretro/scummvm.git
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500 lines
14 KiB
C++
500 lines
14 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bbvs/gamemodule.h"
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#include "engines/util.h"
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namespace Bbvs {
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GameModule::GameModule()
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: _bgSpriteCount(0), _bgSpriteIndices(nullptr), _bgSpritePriorities(nullptr), _walkRectsCount(0),
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_walkRects(nullptr), _sceneExitsCount(0), _sceneExits(nullptr), _bgObjectsCount(0), _bgObjects(nullptr),
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_animationsCount(0), _animations(nullptr), _sceneObjectDefsCount(0), _sceneObjectDefs(nullptr),
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_sceneObjectInitsCount(0), _sceneObjectInits(nullptr), _actionsCount(0), _actions(nullptr),
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_sceneSoundsCount(0), _sceneSounds(nullptr), _preloadSoundsCount(0), _preloadSounds(nullptr) {
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}
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GameModule::~GameModule() {
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unload();
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}
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void GameModule::load(const char *filename) {
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debug(0, "GameModule::load()");
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unload();
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Common::File fd;
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if (!fd.open(filename))
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error("GameModule::load() Could not open %s", filename);
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loadBgSprites(fd);
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loadCameraInits(fd);
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loadWalkRects(fd);
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loadSceneExits(fd);
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loadBgObjects(fd);
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loadAnimations(fd);
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loadSceneObjectDefs(fd);
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loadSceneObjectInits(fd);
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loadActions(fd);
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loadGuiSpriteIndices(fd);
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loadInventoryItemSpriteIndices(fd);
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loadInventoryItemInfos(fd);
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loadDialogItemSpriteIndices(fd);
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loadSceneSounds(fd);
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loadPreloadSounds(fd);
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fd.seek(0xC);
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_fieldC = fd.readUint32LE();
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fd.seek(0x1A8);
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_buttheadObjectIndex = fd.readUint32LE();
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fd.close();
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debug(0, "GameModule::load() OK");
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}
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int GameModule::getFieldC() {
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return _fieldC;
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}
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int GameModule::getButtheadObjectIndex() {
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return _buttheadObjectIndex;
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}
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int GameModule::getGuiSpriteIndex(int index) {
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assert(index < kGuiSpriteCount);
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return _guiSpriteIndices[index];
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}
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int GameModule::getInventoryItemSpriteIndex(int index) {
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assert(index < kInventoryItemSpriteCount);
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return _inventoryItemSpriteIndices[index];
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}
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int GameModule::getDialogItemSpriteIndex(int index) {
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assert(index < kDialogItemSpriteCount);
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return _dialogItemSpriteIndices[index];
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}
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int GameModule::getActionsCount() {
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return _actionsCount;
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}
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Action *GameModule::getAction(int index) {
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assert(index < _actionsCount);
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return &_actions[index];
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}
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InventoryItemInfo *GameModule::getInventoryItemInfo(int index) {
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assert(index < kInventoryItemCount);
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return &_inventoryItemInfos[index];
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}
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CameraInit *GameModule::getCameraInit(int cameraNum) {
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assert(cameraNum < kCameraInitsCount);
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return &_cameraInits[cameraNum];
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}
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int GameModule::getSceneExitsCount() {
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return _sceneExitsCount;
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}
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SceneExit *GameModule::getSceneExit(int index) {
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assert(index < _sceneExitsCount);
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return &_sceneExits[index];
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}
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int GameModule::getWalkRectsCount() {
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return _walkRectsCount;
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}
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Common::Rect *GameModule::getWalkRects() {
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return _walkRects;
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}
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int GameModule::getSceneObjectDefsCount() {
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return _sceneObjectDefsCount;
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}
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SceneObjectDef *GameModule::getSceneObjectDef(int index) {
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assert(index < _sceneObjectDefsCount);
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return &_sceneObjectDefs[index];
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}
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int GameModule::getSceneObjectInitsCount() {
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return _sceneObjectInitsCount;
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}
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SceneObjectInit *GameModule::getSceneObjectInit(int index) {
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assert(index < _sceneObjectInitsCount);
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return &_sceneObjectInits[index];
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}
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int GameModule::getBgObjectsCount() {
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return _bgObjectsCount;
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}
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BgObject *GameModule::getBgObject(int index) {
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assert(index < _bgObjectsCount);
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return &_bgObjects[index];
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}
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int GameModule::getBgSpritesCount() {
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return _bgSpriteCount;
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}
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int GameModule::getBgSpriteIndex(int index) {
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assert(index < _bgSpriteCount);
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return _bgSpriteIndices[index];
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}
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int GameModule::getBgSpritePriority(int index) {
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assert(index < _bgSpriteCount);
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return _bgSpritePriorities[index];
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}
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int GameModule::getSceneSoundsCount() {
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return _sceneSoundsCount;
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}
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SceneSound *GameModule::getSceneSound(int index) {
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assert(index < _sceneSoundsCount);
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return &_sceneSounds[index];
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}
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uint GameModule::getSceneSoundIndex(uint soundNum) {
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for (int i = 0; i < getSceneSoundsCount(); ++i)
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if (getSceneSound(i)->soundNum == soundNum)
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return i;
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return 0;
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}
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uint GameModule::getPreloadSoundsCount() {
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return _preloadSoundsCount;
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}
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uint GameModule::getPreloadSound(uint index) {
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assert(index < _preloadSoundsCount);
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return _preloadSounds[index];
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}
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Animation *GameModule::getAnimation(int index) {
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assert(index < _animationsCount);
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return &_animations[index];
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}
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Common::Point GameModule::readPoint(Common::SeekableReadStream &s) {
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Common::Point p;
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p.x = s.readUint16LE();
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p.y = s.readUint16LE();
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return p;
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}
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Common::Rect GameModule::readRect(Common::SeekableReadStream &s) {
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Common::Rect r;
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r.left = s.readUint16LE();
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r.top = s.readUint16LE();
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r.setWidth(s.readUint16LE());
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r.setHeight(s.readUint16LE());
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return r;
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}
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Conditions GameModule::readConditions(Common::SeekableReadStream &s) {
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Conditions c;
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for (int i = 0; i < 8; ++i) {
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c.conditions[i].cond = s.readByte();
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c.conditions[i].value1 = s.readByte();
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c.conditions[i].value2 = s.readUint16LE();
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}
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return c;
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}
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void GameModule::unload() {
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delete[] _bgSpriteIndices;
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delete[] _bgSpritePriorities;
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delete[] _walkRects;
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delete[] _sceneExits;
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delete[] _bgObjects;
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delete[] _animations;
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delete[] _sceneObjectDefs;
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delete[] _sceneObjectInits;
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delete[] _actions;
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delete[] _sceneSounds;
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delete[] _preloadSounds;
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_bgSpriteIndices = nullptr;
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_bgSpritePriorities = nullptr;
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_walkRects = nullptr;
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_sceneExits = nullptr;
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_bgObjects = nullptr;
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_animations = nullptr;
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_sceneObjectDefs = nullptr;
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_sceneObjectInits = nullptr;
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_actions = nullptr;
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_sceneSounds = nullptr;
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_preloadSounds = nullptr;
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}
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void GameModule::loadBgSprites(Common::SeekableReadStream &s) {
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debug(0, "GameModule::loadBgSprites()");
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s.seek(0x14);
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_bgSpriteCount = s.readUint32LE();
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uint32 bgSpriteIndicesOffs = s.readUint32LE();
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uint32 bgSpritePrioritiesOffs = s.readUint32LE();
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_bgSpriteIndices = new int[_bgSpriteCount];
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_bgSpritePriorities = new int16[_bgSpriteCount];
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s.seek(bgSpriteIndicesOffs);
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for (int i = 0; i < _bgSpriteCount; ++i)
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_bgSpriteIndices[i] = s.readUint32LE();
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s.seek(bgSpritePrioritiesOffs);
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for (int i = 0; i < _bgSpriteCount; ++i)
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_bgSpritePriorities[i] = s.readUint16LE();
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}
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void GameModule::loadCameraInits(Common::SeekableReadStream &s) {
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debug(0, "GameModule::loadCameraInits()");
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s.seek(0x20);
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for (int i = 0; i < kCameraInitsCount; ++i) {
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CameraInit &cameraInit = _cameraInits[i];
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cameraInit.cameraPos = readPoint(s);
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for (int j = 0; j < 8; ++j)
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cameraInit.cameraLinks[j] = s.readByte();
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for (int j = 0; j < 8; ++j)
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cameraInit.rects[j] = readRect(s);
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}
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}
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void GameModule::loadWalkRects(Common::SeekableReadStream &s) {
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debug(0, "GameModule::loadWalkRects()");
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s.seek(0x150);
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_walkRectsCount = s.readUint32LE();
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uint32 offs = s.readUint32LE();
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_walkRects = new Common::Rect[_walkRectsCount];
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s.seek(offs);
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for (int i = 0; i < _walkRectsCount; ++i)
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_walkRects[i] = readRect(s);
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}
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void GameModule::loadSceneExits(Common::SeekableReadStream &s) {
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debug(0, "GameModule::loadSceneExits()");
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s.seek(0x158);
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_sceneExitsCount = s.readUint32LE();
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uint32 offs = s.readUint32LE();
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_sceneExits = new SceneExit[_sceneExitsCount];
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s.seek(offs);
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for (int i = 0; i < _sceneExitsCount; ++i) {
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_sceneExits[i].rect = readRect(s);
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_sceneExits[i].newModuleNum = s.readUint32LE();
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}
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}
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void GameModule::loadBgObjects(Common::SeekableReadStream &s) {
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debug(0, "GameModule::loadBgObjects()");
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s.seek(0x160);
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_bgObjectsCount = s.readUint32LE();
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uint32 offs = s.readUint32LE();
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_bgObjects = new BgObject[_bgObjectsCount];
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s.seek(offs);
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for (int i = 0; i < _bgObjectsCount; ++i) {
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s.read(_bgObjects[i].name, 20);
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_bgObjects[i].rect = readRect(s);
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}
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}
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void GameModule::loadAnimations(Common::SeekableReadStream &s) {
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debug(0, "GameModule::loadAnimations()");
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s.seek(0x168);
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_animationsCount = s.readUint32LE();
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uint32 offs = s.readUint32LE();
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_animations = new Animation[_animationsCount];
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for (int i = 0; i < _animationsCount; ++i) {
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Animation &anim = _animations[i];
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s.seek(offs + i * 20);
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anim.frameCount = s.readUint32LE();
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uint32 frameSpriteIndicesOffs = s.readUint32LE();
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uint32 frameTicksOffs = s.readUint32LE();
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uint32 frameRects1Offs = s.readUint32LE();
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uint32 frameRects2Offs = s.readUint32LE();
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anim.frameSpriteIndices = new int[anim.frameCount];
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s.seek(frameSpriteIndicesOffs);
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for (int j = 0; j < anim.frameCount; ++j)
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anim.frameSpriteIndices[j] = s.readUint32LE();
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anim.frameTicks = new int16[anim.frameCount];
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s.seek(frameTicksOffs);
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for (int j = 0; j < anim.frameCount; ++j)
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anim.frameTicks[j] = s.readUint16LE();
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anim.frameRects1 = new Common::Rect[anim.frameCount];
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s.seek(frameRects1Offs);
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for (int j = 0; j < anim.frameCount; ++j)
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anim.frameRects1[j] = readRect(s);
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anim.frameRects2 = new Common::Rect[anim.frameCount];
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s.seek(frameRects2Offs);
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for (int j = 0; j < anim.frameCount; ++j)
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anim.frameRects2[j] = readRect(s);
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}
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}
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void GameModule::loadSceneObjectDefs(Common::SeekableReadStream &s) {
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debug(0, "GameModule::loadSceneObjectDefs()");
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s.seek(0x170);
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_sceneObjectDefsCount = s.readUint32LE();
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uint32 offs = s.readUint32LE();
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_sceneObjectDefs = new SceneObjectDef[_sceneObjectDefsCount];
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s.seek(offs);
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for (int i = 0; i < _sceneObjectDefsCount; ++i) {
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s.read(_sceneObjectDefs[i].name, 20);
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_sceneObjectDefs[i].walkSpeed = s.readUint32LE();
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for (int j = 0; j < 16; ++j)
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_sceneObjectDefs[i].animIndices[j] = s.readUint32LE();
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}
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}
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void GameModule::loadSceneObjectInits(Common::SeekableReadStream &s) {
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debug(0, "GameModule::loadSceneObjectInits()");
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s.seek(0x178);
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_sceneObjectInitsCount = s.readUint32LE();
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uint32 offs = s.readUint32LE();
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_sceneObjectInits = new SceneObjectInit[_sceneObjectInitsCount];
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s.seek(offs);
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for (int i = 0; i < _sceneObjectInitsCount; ++i) {
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_sceneObjectInits[i].conditions = readConditions(s);
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_sceneObjectInits[i].sceneObjectIndex = s.readUint32LE();
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_sceneObjectInits[i].animIndex = s.readUint32LE();
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_sceneObjectInits[i].x = s.readUint16LE();
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_sceneObjectInits[i].y = s.readUint16LE();
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}
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}
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void GameModule::loadActions(Common::SeekableReadStream &s) {
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debug(0, "GameModule::loadActions()");
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s.seek(0x180);
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_actionsCount = s.readUint32LE();
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uint32 offs = s.readUint32LE();
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_actions = new Action[_actionsCount];
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for (int i = 0; i < _actionsCount; ++i) {
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s.seek(offs + i * 72);
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debug(0, "Action(%d) offs: %08X", i, offs + i * 72);
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_actions[i].conditions = readConditions(s);
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for (int j = 0; j < 8; ++j) {
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_actions[i].results.actionResults[j].kind = s.readByte();
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_actions[i].results.actionResults[j].value1 = s.readByte();
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_actions[i].results.actionResults[j].value2 = s.readUint16LE();
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}
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const int actionListCount = s.readUint32LE();
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const uint32 actionListOffs = s.readUint32LE();
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s.seek(actionListOffs);
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for (int j = 0; j < actionListCount; ++j) {
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ActionCommand actionCommand;
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actionCommand.cmd = s.readUint16LE();
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actionCommand.sceneObjectIndex = s.readUint16LE();
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actionCommand.timeStamp = s.readUint32LE();
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actionCommand.walkDest = readPoint(s);
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actionCommand.param = s.readUint32LE();
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_actions[i].actionCommands.push_back(actionCommand);
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}
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}
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}
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void GameModule::loadGuiSpriteIndices(Common::SeekableReadStream &s) {
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debug(0, "GameModule::loadGuiSpriteIndices()");
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s.seek(0x188);
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uint32 offs = s.readUint32LE();
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s.seek(offs);
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for (int i = 0; i < kGuiSpriteCount; ++i)
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_guiSpriteIndices[i] = s.readUint32LE();
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}
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void GameModule::loadInventoryItemSpriteIndices(Common::SeekableReadStream &s) {
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debug(0, "GameModule::loadInventoryItemSpriteIndices()");
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s.seek(0x18C);
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uint32 offs = s.readUint32LE();
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s.seek(offs);
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for (int i = 0; i < kInventoryItemSpriteCount; ++i)
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_inventoryItemSpriteIndices[i] = s.readUint32LE();
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}
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void GameModule::loadInventoryItemInfos(Common::SeekableReadStream &s) {
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debug(0, "GameModule::loadInventoryItemInfos()");
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s.seek(0x190);
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uint32 offs = s.readUint32LE();
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s.seek(offs);
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for (int i = 0; i < kInventoryItemCount; ++i) {
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_inventoryItemInfos[i].xOffs = s.readUint16LE();
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_inventoryItemInfos[i].yOffs = s.readUint16LE();
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_inventoryItemInfos[i].width = s.readUint16LE();
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_inventoryItemInfos[i].height = s.readUint16LE();
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s.skip(8); // Unused
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}
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}
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void GameModule::loadDialogItemSpriteIndices(Common::SeekableReadStream &s) {
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debug(0, "GameModule::loadDialogItemSpriteIndices()");
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s.seek(0x194);
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uint32 offs = s.readUint32LE();
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s.seek(offs);
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for (int i = 0; i < kDialogItemSpriteCount; ++i) {
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_dialogItemSpriteIndices[i] = s.readUint32LE();
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}
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}
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void GameModule::loadSceneSounds(Common::SeekableReadStream &s) {
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debug(0, "GameModule::loadSceneSounds()");
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s.seek(0x1A0);
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_sceneSoundsCount = s.readUint32LE();
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uint32 offs = s.readUint32LE();
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_sceneSounds = new SceneSound[_sceneSoundsCount];
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s.seek(offs);
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for (int i = 0; i < _sceneSoundsCount; ++i) {
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_sceneSounds[i].conditions = readConditions(s);
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_sceneSounds[i].soundNum = s.readUint32LE();
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}
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}
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void GameModule::loadPreloadSounds(Common::SeekableReadStream &s) {
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debug(0, "GameModule::loadPreloadSounds()");
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|
|
|
s.seek(0x198);
|
|
_preloadSoundsCount = s.readUint32LE();
|
|
uint32 offs = s.readUint32LE();
|
|
_preloadSounds = new uint[_preloadSoundsCount];
|
|
s.seek(offs);
|
|
for (uint i = 0; i < _preloadSoundsCount; ++i)
|
|
_preloadSounds[i] = s.readUint32LE();
|
|
}
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|
|
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} // End of namespace Bbvs
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