scummvm/engines/bbvs/gamemodule.cpp
2021-12-26 18:48:43 +01:00

500 lines
14 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "bbvs/gamemodule.h"
#include "engines/util.h"
namespace Bbvs {
GameModule::GameModule()
: _bgSpriteCount(0), _bgSpriteIndices(nullptr), _bgSpritePriorities(nullptr), _walkRectsCount(0),
_walkRects(nullptr), _sceneExitsCount(0), _sceneExits(nullptr), _bgObjectsCount(0), _bgObjects(nullptr),
_animationsCount(0), _animations(nullptr), _sceneObjectDefsCount(0), _sceneObjectDefs(nullptr),
_sceneObjectInitsCount(0), _sceneObjectInits(nullptr), _actionsCount(0), _actions(nullptr),
_sceneSoundsCount(0), _sceneSounds(nullptr), _preloadSoundsCount(0), _preloadSounds(nullptr) {
}
GameModule::~GameModule() {
unload();
}
void GameModule::load(const char *filename) {
debug(0, "GameModule::load()");
unload();
Common::File fd;
if (!fd.open(filename))
error("GameModule::load() Could not open %s", filename);
loadBgSprites(fd);
loadCameraInits(fd);
loadWalkRects(fd);
loadSceneExits(fd);
loadBgObjects(fd);
loadAnimations(fd);
loadSceneObjectDefs(fd);
loadSceneObjectInits(fd);
loadActions(fd);
loadGuiSpriteIndices(fd);
loadInventoryItemSpriteIndices(fd);
loadInventoryItemInfos(fd);
loadDialogItemSpriteIndices(fd);
loadSceneSounds(fd);
loadPreloadSounds(fd);
fd.seek(0xC);
_fieldC = fd.readUint32LE();
fd.seek(0x1A8);
_buttheadObjectIndex = fd.readUint32LE();
fd.close();
debug(0, "GameModule::load() OK");
}
int GameModule::getFieldC() {
return _fieldC;
}
int GameModule::getButtheadObjectIndex() {
return _buttheadObjectIndex;
}
int GameModule::getGuiSpriteIndex(int index) {
assert(index < kGuiSpriteCount);
return _guiSpriteIndices[index];
}
int GameModule::getInventoryItemSpriteIndex(int index) {
assert(index < kInventoryItemSpriteCount);
return _inventoryItemSpriteIndices[index];
}
int GameModule::getDialogItemSpriteIndex(int index) {
assert(index < kDialogItemSpriteCount);
return _dialogItemSpriteIndices[index];
}
int GameModule::getActionsCount() {
return _actionsCount;
}
Action *GameModule::getAction(int index) {
assert(index < _actionsCount);
return &_actions[index];
}
InventoryItemInfo *GameModule::getInventoryItemInfo(int index) {
assert(index < kInventoryItemCount);
return &_inventoryItemInfos[index];
}
CameraInit *GameModule::getCameraInit(int cameraNum) {
assert(cameraNum < kCameraInitsCount);
return &_cameraInits[cameraNum];
}
int GameModule::getSceneExitsCount() {
return _sceneExitsCount;
}
SceneExit *GameModule::getSceneExit(int index) {
assert(index < _sceneExitsCount);
return &_sceneExits[index];
}
int GameModule::getWalkRectsCount() {
return _walkRectsCount;
}
Common::Rect *GameModule::getWalkRects() {
return _walkRects;
}
int GameModule::getSceneObjectDefsCount() {
return _sceneObjectDefsCount;
}
SceneObjectDef *GameModule::getSceneObjectDef(int index) {
assert(index < _sceneObjectDefsCount);
return &_sceneObjectDefs[index];
}
int GameModule::getSceneObjectInitsCount() {
return _sceneObjectInitsCount;
}
SceneObjectInit *GameModule::getSceneObjectInit(int index) {
assert(index < _sceneObjectInitsCount);
return &_sceneObjectInits[index];
}
int GameModule::getBgObjectsCount() {
return _bgObjectsCount;
}
BgObject *GameModule::getBgObject(int index) {
assert(index < _bgObjectsCount);
return &_bgObjects[index];
}
int GameModule::getBgSpritesCount() {
return _bgSpriteCount;
}
int GameModule::getBgSpriteIndex(int index) {
assert(index < _bgSpriteCount);
return _bgSpriteIndices[index];
}
int GameModule::getBgSpritePriority(int index) {
assert(index < _bgSpriteCount);
return _bgSpritePriorities[index];
}
int GameModule::getSceneSoundsCount() {
return _sceneSoundsCount;
}
SceneSound *GameModule::getSceneSound(int index) {
assert(index < _sceneSoundsCount);
return &_sceneSounds[index];
}
uint GameModule::getSceneSoundIndex(uint soundNum) {
for (int i = 0; i < getSceneSoundsCount(); ++i)
if (getSceneSound(i)->soundNum == soundNum)
return i;
return 0;
}
uint GameModule::getPreloadSoundsCount() {
return _preloadSoundsCount;
}
uint GameModule::getPreloadSound(uint index) {
assert(index < _preloadSoundsCount);
return _preloadSounds[index];
}
Animation *GameModule::getAnimation(int index) {
assert(index < _animationsCount);
return &_animations[index];
}
Common::Point GameModule::readPoint(Common::SeekableReadStream &s) {
Common::Point p;
p.x = s.readUint16LE();
p.y = s.readUint16LE();
return p;
}
Common::Rect GameModule::readRect(Common::SeekableReadStream &s) {
Common::Rect r;
r.left = s.readUint16LE();
r.top = s.readUint16LE();
r.setWidth(s.readUint16LE());
r.setHeight(s.readUint16LE());
return r;
}
Conditions GameModule::readConditions(Common::SeekableReadStream &s) {
Conditions c;
for (int i = 0; i < 8; ++i) {
c.conditions[i].cond = s.readByte();
c.conditions[i].value1 = s.readByte();
c.conditions[i].value2 = s.readUint16LE();
}
return c;
}
void GameModule::unload() {
delete[] _bgSpriteIndices;
delete[] _bgSpritePriorities;
delete[] _walkRects;
delete[] _sceneExits;
delete[] _bgObjects;
delete[] _animations;
delete[] _sceneObjectDefs;
delete[] _sceneObjectInits;
delete[] _actions;
delete[] _sceneSounds;
delete[] _preloadSounds;
_bgSpriteIndices = nullptr;
_bgSpritePriorities = nullptr;
_walkRects = nullptr;
_sceneExits = nullptr;
_bgObjects = nullptr;
_animations = nullptr;
_sceneObjectDefs = nullptr;
_sceneObjectInits = nullptr;
_actions = nullptr;
_sceneSounds = nullptr;
_preloadSounds = nullptr;
}
void GameModule::loadBgSprites(Common::SeekableReadStream &s) {
debug(0, "GameModule::loadBgSprites()");
s.seek(0x14);
_bgSpriteCount = s.readUint32LE();
uint32 bgSpriteIndicesOffs = s.readUint32LE();
uint32 bgSpritePrioritiesOffs = s.readUint32LE();
_bgSpriteIndices = new int[_bgSpriteCount];
_bgSpritePriorities = new int16[_bgSpriteCount];
s.seek(bgSpriteIndicesOffs);
for (int i = 0; i < _bgSpriteCount; ++i)
_bgSpriteIndices[i] = s.readUint32LE();
s.seek(bgSpritePrioritiesOffs);
for (int i = 0; i < _bgSpriteCount; ++i)
_bgSpritePriorities[i] = s.readUint16LE();
}
void GameModule::loadCameraInits(Common::SeekableReadStream &s) {
debug(0, "GameModule::loadCameraInits()");
s.seek(0x20);
for (int i = 0; i < kCameraInitsCount; ++i) {
CameraInit &cameraInit = _cameraInits[i];
cameraInit.cameraPos = readPoint(s);
for (int j = 0; j < 8; ++j)
cameraInit.cameraLinks[j] = s.readByte();
for (int j = 0; j < 8; ++j)
cameraInit.rects[j] = readRect(s);
}
}
void GameModule::loadWalkRects(Common::SeekableReadStream &s) {
debug(0, "GameModule::loadWalkRects()");
s.seek(0x150);
_walkRectsCount = s.readUint32LE();
uint32 offs = s.readUint32LE();
_walkRects = new Common::Rect[_walkRectsCount];
s.seek(offs);
for (int i = 0; i < _walkRectsCount; ++i)
_walkRects[i] = readRect(s);
}
void GameModule::loadSceneExits(Common::SeekableReadStream &s) {
debug(0, "GameModule::loadSceneExits()");
s.seek(0x158);
_sceneExitsCount = s.readUint32LE();
uint32 offs = s.readUint32LE();
_sceneExits = new SceneExit[_sceneExitsCount];
s.seek(offs);
for (int i = 0; i < _sceneExitsCount; ++i) {
_sceneExits[i].rect = readRect(s);
_sceneExits[i].newModuleNum = s.readUint32LE();
}
}
void GameModule::loadBgObjects(Common::SeekableReadStream &s) {
debug(0, "GameModule::loadBgObjects()");
s.seek(0x160);
_bgObjectsCount = s.readUint32LE();
uint32 offs = s.readUint32LE();
_bgObjects = new BgObject[_bgObjectsCount];
s.seek(offs);
for (int i = 0; i < _bgObjectsCount; ++i) {
s.read(_bgObjects[i].name, 20);
_bgObjects[i].rect = readRect(s);
}
}
void GameModule::loadAnimations(Common::SeekableReadStream &s) {
debug(0, "GameModule::loadAnimations()");
s.seek(0x168);
_animationsCount = s.readUint32LE();
uint32 offs = s.readUint32LE();
_animations = new Animation[_animationsCount];
for (int i = 0; i < _animationsCount; ++i) {
Animation &anim = _animations[i];
s.seek(offs + i * 20);
anim.frameCount = s.readUint32LE();
uint32 frameSpriteIndicesOffs = s.readUint32LE();
uint32 frameTicksOffs = s.readUint32LE();
uint32 frameRects1Offs = s.readUint32LE();
uint32 frameRects2Offs = s.readUint32LE();
anim.frameSpriteIndices = new int[anim.frameCount];
s.seek(frameSpriteIndicesOffs);
for (int j = 0; j < anim.frameCount; ++j)
anim.frameSpriteIndices[j] = s.readUint32LE();
anim.frameTicks = new int16[anim.frameCount];
s.seek(frameTicksOffs);
for (int j = 0; j < anim.frameCount; ++j)
anim.frameTicks[j] = s.readUint16LE();
anim.frameRects1 = new Common::Rect[anim.frameCount];
s.seek(frameRects1Offs);
for (int j = 0; j < anim.frameCount; ++j)
anim.frameRects1[j] = readRect(s);
anim.frameRects2 = new Common::Rect[anim.frameCount];
s.seek(frameRects2Offs);
for (int j = 0; j < anim.frameCount; ++j)
anim.frameRects2[j] = readRect(s);
}
}
void GameModule::loadSceneObjectDefs(Common::SeekableReadStream &s) {
debug(0, "GameModule::loadSceneObjectDefs()");
s.seek(0x170);
_sceneObjectDefsCount = s.readUint32LE();
uint32 offs = s.readUint32LE();
_sceneObjectDefs = new SceneObjectDef[_sceneObjectDefsCount];
s.seek(offs);
for (int i = 0; i < _sceneObjectDefsCount; ++i) {
s.read(_sceneObjectDefs[i].name, 20);
_sceneObjectDefs[i].walkSpeed = s.readUint32LE();
for (int j = 0; j < 16; ++j)
_sceneObjectDefs[i].animIndices[j] = s.readUint32LE();
}
}
void GameModule::loadSceneObjectInits(Common::SeekableReadStream &s) {
debug(0, "GameModule::loadSceneObjectInits()");
s.seek(0x178);
_sceneObjectInitsCount = s.readUint32LE();
uint32 offs = s.readUint32LE();
_sceneObjectInits = new SceneObjectInit[_sceneObjectInitsCount];
s.seek(offs);
for (int i = 0; i < _sceneObjectInitsCount; ++i) {
_sceneObjectInits[i].conditions = readConditions(s);
_sceneObjectInits[i].sceneObjectIndex = s.readUint32LE();
_sceneObjectInits[i].animIndex = s.readUint32LE();
_sceneObjectInits[i].x = s.readUint16LE();
_sceneObjectInits[i].y = s.readUint16LE();
}
}
void GameModule::loadActions(Common::SeekableReadStream &s) {
debug(0, "GameModule::loadActions()");
s.seek(0x180);
_actionsCount = s.readUint32LE();
uint32 offs = s.readUint32LE();
_actions = new Action[_actionsCount];
for (int i = 0; i < _actionsCount; ++i) {
s.seek(offs + i * 72);
debug(0, "Action(%d) offs: %08X", i, offs + i * 72);
_actions[i].conditions = readConditions(s);
for (int j = 0; j < 8; ++j) {
_actions[i].results.actionResults[j].kind = s.readByte();
_actions[i].results.actionResults[j].value1 = s.readByte();
_actions[i].results.actionResults[j].value2 = s.readUint16LE();
}
const int actionListCount = s.readUint32LE();
const uint32 actionListOffs = s.readUint32LE();
s.seek(actionListOffs);
for (int j = 0; j < actionListCount; ++j) {
ActionCommand actionCommand;
actionCommand.cmd = s.readUint16LE();
actionCommand.sceneObjectIndex = s.readUint16LE();
actionCommand.timeStamp = s.readUint32LE();
actionCommand.walkDest = readPoint(s);
actionCommand.param = s.readUint32LE();
_actions[i].actionCommands.push_back(actionCommand);
}
}
}
void GameModule::loadGuiSpriteIndices(Common::SeekableReadStream &s) {
debug(0, "GameModule::loadGuiSpriteIndices()");
s.seek(0x188);
uint32 offs = s.readUint32LE();
s.seek(offs);
for (int i = 0; i < kGuiSpriteCount; ++i)
_guiSpriteIndices[i] = s.readUint32LE();
}
void GameModule::loadInventoryItemSpriteIndices(Common::SeekableReadStream &s) {
debug(0, "GameModule::loadInventoryItemSpriteIndices()");
s.seek(0x18C);
uint32 offs = s.readUint32LE();
s.seek(offs);
for (int i = 0; i < kInventoryItemSpriteCount; ++i)
_inventoryItemSpriteIndices[i] = s.readUint32LE();
}
void GameModule::loadInventoryItemInfos(Common::SeekableReadStream &s) {
debug(0, "GameModule::loadInventoryItemInfos()");
s.seek(0x190);
uint32 offs = s.readUint32LE();
s.seek(offs);
for (int i = 0; i < kInventoryItemCount; ++i) {
_inventoryItemInfos[i].xOffs = s.readUint16LE();
_inventoryItemInfos[i].yOffs = s.readUint16LE();
_inventoryItemInfos[i].width = s.readUint16LE();
_inventoryItemInfos[i].height = s.readUint16LE();
s.skip(8); // Unused
}
}
void GameModule::loadDialogItemSpriteIndices(Common::SeekableReadStream &s) {
debug(0, "GameModule::loadDialogItemSpriteIndices()");
s.seek(0x194);
uint32 offs = s.readUint32LE();
s.seek(offs);
for (int i = 0; i < kDialogItemSpriteCount; ++i) {
_dialogItemSpriteIndices[i] = s.readUint32LE();
}
}
void GameModule::loadSceneSounds(Common::SeekableReadStream &s) {
debug(0, "GameModule::loadSceneSounds()");
s.seek(0x1A0);
_sceneSoundsCount = s.readUint32LE();
uint32 offs = s.readUint32LE();
_sceneSounds = new SceneSound[_sceneSoundsCount];
s.seek(offs);
for (int i = 0; i < _sceneSoundsCount; ++i) {
_sceneSounds[i].conditions = readConditions(s);
_sceneSounds[i].soundNum = s.readUint32LE();
}
}
void GameModule::loadPreloadSounds(Common::SeekableReadStream &s) {
debug(0, "GameModule::loadPreloadSounds()");
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();
}
} // End of namespace Bbvs