scummvm/engines/bbvs/scene.cpp
Colin Snover 972c453986 BBVS: Remove all bit shifts of potentially negative integers
Previous patches that removed shifts of constant negative values
to eliminate UB were valid, but did not correct all places where
this engine was potentially bit shifting negative values. There is
no reason to not just use multiplication and division and let the
compiler make the right choice for optimisation for an
architecture, so that is what this patch does.
2017-11-10 09:57:03 -06:00

228 lines
6.4 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.
*
*/
#include "bbvs/bbvs.h"
#include "bbvs/gamemodule.h"
#include "bbvs/graphics.h"
#include "bbvs/sound.h"
namespace Bbvs {
static const int kAfterVideoSceneNum[] = {
0, 43, 23, 12, 4, 44, 2,
16, 4, 4, 4, 44, 12, 44
};
void BbvsEngine::loadScene(int sceneNum) {
debug(0, "BbvsEngine::loadScene() sceneNum: %d", sceneNum);
Common::String sprFilename = Common::String::format("vnm/vspr%04d.vnm", sceneNum);
Common::String gamFilename = Common::String::format("vnm/game%04d.vnm", sceneNum);
_screen->clear();
_spriteModule->load(sprFilename.c_str());
_gameModule->load(gamFilename.c_str());
Palette palette = _spriteModule->getPalette();
_screen->setPalette(palette);
// Preload sounds
for (uint i = 0; i < _gameModule->getPreloadSoundsCount(); ++i) {
Common::String filename = Common::String::format("snd/snd%05d.aif", _gameModule->getPreloadSound(i));
_sound->loadSound(filename);
}
if (sceneNum >= kMainMenu) {
DrawList drawList;
drawList.add(_gameModule->getBgSpriteIndex(0), 0, 0, 0);
_screen->drawDrawList(drawList, _spriteModule);
drawScreen();
}
}
void BbvsEngine::initScene(bool sounds) {
stopSpeech();
stopSounds();
_sound->unloadSounds();
_gameState = kGSScene;
_prevSceneNum = _currSceneNum;
_sceneVisited[_currSceneNum] = 1;
_mouseCursorSpriteIndex = 0;
_verbPos.x = -1;
_verbPos.y = -1;
_activeItemType = kITEmpty;
_activeItemIndex = 0;
_cameraPos.x = 0;
_cameraPos.y = 0;
_newCameraPos.x = 0;
_newCameraPos.y = 0;
_inventoryButtonIndex = -1;
_currTalkObjectIndex = -1;
_currCameraNum = 0;
_walkMousePos.x = -1;
_walkMousePos.y = -1;
_currAction = 0;
_currActionCommandIndex = -1;
_currActionCommandTimeStamp = 0;
_dialogSlotCount = 0;
_buttheadObject = 0;
_beavisObject = 0;
memset(_backgroundSoundsActive, 0, sizeof(_backgroundSoundsActive));
memset(_sceneObjects, 0, sizeof(_sceneObjects));
for (int i = 0; i < kSceneObjectsCount; ++i) {
_sceneObjects[i].walkDestPt.x = -1;
_sceneObjects[i].walkDestPt.y = -1;
}
memset(_dialogItemStatus, 0, sizeof(_dialogItemStatus));
_sceneObjectActions.clear();
loadScene(_newSceneNum);
_currSceneNum = _newSceneNum;
_newSceneNum = 0;
for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i)
_sceneObjects[i].sceneObjectDef = _gameModule->getSceneObjectDef(i);
for (int i = 0; i < _gameModule->getSceneObjectInitsCount(); ++i) {
SceneObjectInit *soInit = _gameModule->getSceneObjectInit(i);
if (evalCondition(soInit->conditions)) {
SceneObject *sceneObject = &_sceneObjects[soInit->sceneObjectIndex];
sceneObject->anim = _gameModule->getAnimation(soInit->animIndex);
sceneObject->animIndex = soInit->animIndex;
sceneObject->frameIndex = sceneObject->anim->frameCount - 1;
sceneObject->frameTicks = 1;
sceneObject->x = soInit->x * 65536;
sceneObject->y = soInit->y * 65536;
}
}
if (_gameModule->getButtheadObjectIndex() >= 0) {
_buttheadObject = &_sceneObjects[_gameModule->getButtheadObjectIndex()];
// Search for the Beavis object
for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i)
if (!strcmp(_sceneObjects[i].sceneObjectDef->name, "Beavis")) {
_beavisObject = &_sceneObjects[i];
break;
}
}
updateSceneObjectsTurnValue();
updateWalkableRects();
_currCameraNum = 0;
if (_buttheadObject) {
int minDistance = 0xFFFFFF;
for (int cameraNum = 0; cameraNum < 4; ++cameraNum) {
CameraInit *cameraInit = _gameModule->getCameraInit(cameraNum);
int curDistance = ABS(cameraInit->cameraPos.x - (int)(_buttheadObject->x / 65536) + 160);
if (curDistance < minDistance) {
minDistance = curDistance;
_currCameraNum = cameraNum;
}
}
}
_cameraPos = _gameModule->getCameraInit(_currCameraNum)->cameraPos;
_newCameraPos = _cameraPos;
_walkAreaActions.clear();
for (int i = 0; i < _gameModule->getActionsCount(); ++i) {
Action *action = _gameModule->getAction(i);
for (int j = 0; j < 8; ++j)
if (action->conditions.conditions[j].cond == kCondIsButtheadAtBgObject)
_walkAreaActions.push_back(action);
}
_mouseCursorSpriteIndex = 0;
_activeItemIndex = 0;
_activeItemType = kITEmpty;
for (int i = 0; i < _gameModule->getActionsCount(); ++i) {
Action *action = _gameModule->getAction(i);
if (evalCondition(action->conditions)) {
_gameState = kGSWait;
_currAction = action;
for (uint j = 0; j < action->actionCommands.size(); ++j) {
ActionCommand *actionCommand = &action->actionCommands[j];
if (actionCommand->cmd == kActionCmdSetCameraPos) {
_currCameraNum = actionCommand->param;
_cameraPos = _gameModule->getCameraInit(_currCameraNum)->cameraPos;
_newCameraPos = _cameraPos;
break;
}
}
break;
}
}
if (sounds)
updateBackgroundSounds();
}
bool BbvsEngine::changeScene() {
writeContinueSavegame();
if (_newSceneNum >= 27 && _newSceneNum <= 30) {
// Run minigames
stopSpeech();
stopSounds();
_sceneVisited[_currSceneNum] = 1;
if (runMinigame(_newSceneNum - 27)) {
SWAP(_currSceneNum, _newSceneNum);
}
} else if (_newSceneNum >= 31 && _newSceneNum <= 43) {
// Play video
stopSpeech();
stopSounds();
_sceneVisited[_currSceneNum] = 1;
_playVideoNumber = _newSceneNum - 30;
_currSceneNum = _newSceneNum;
_newSceneNum = kAfterVideoSceneNum[_playVideoNumber];
} else if (_newSceneNum >= 100 && _currSceneNum == kCredits) {
// Play secret video
stopSounds();
_playVideoNumber = _newSceneNum;
_currSceneNum = 49;
_newSceneNum = kCredits;
} else {
// Normal scene
initScene(true);
}
return true;
}
} // End of namespace Bbvs