scummvm/engines/queen/cutaway.cpp
2010-04-25 21:53:09 +00:00

1326 lines
35 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 "queen/cutaway.h"
#include "queen/bankman.h"
#include "queen/display.h"
#include "queen/graphics.h"
#include "queen/grid.h"
#include "queen/input.h"
#include "queen/logic.h"
#include "queen/queen.h"
#include "queen/resource.h"
#include "queen/sound.h"
#include "queen/talk.h"
#include "queen/walk.h"
namespace Queen {
void Cutaway::run(
const char *filename,
char *nextFilename,
QueenEngine *vm) {
Cutaway *cutaway = new Cutaway(filename, vm);
cutaway->run(nextFilename);
delete cutaway;
}
Cutaway::Cutaway(
const char *filename,
QueenEngine *vm)
: _vm(vm), _personDataCount(0), _personFaceCount(0), _lastSong(0), _songBeforeComic(0) {
memset(&_bankNames, 0, sizeof(_bankNames));
_vm->input()->cutawayQuitReset();
load(filename);
}
Cutaway::~Cutaway() {
delete[] _fileData;
}
void Cutaway::load(const char *filename) {
byte *ptr;
debug(6, "----- Cutaway::load(\"%s\") -----", filename);
ptr = _fileData = _vm->resource()->loadFile(filename, 20);
if (0 == scumm_stricmp(filename, "COMIC.CUT"))
_songBeforeComic = _vm->sound()->lastOverride();
strcpy(_basename, filename);
_basename[strlen(_basename)-4] = '\0';
_comPanel = READ_BE_UINT16(ptr);
ptr += 2;
debug(6, "_comPanel = %i", _comPanel);
_cutawayObjectCount = (int16)READ_BE_INT16(ptr);
ptr += 2;
debug(6, "_cutawayObjectCount = %i", _cutawayObjectCount);
if (_cutawayObjectCount < 0) {
_cutawayObjectCount = -_cutawayObjectCount;
_vm->input()->canQuit(false);
} else
_vm->input()->canQuit(true);
int16 flags1 = (int16)READ_BE_INT16(ptr);
ptr += 2;
debug(6, "flags1 = %i", flags1);
if (flags1 < 0) {
_vm->logic()->entryObj(0);
_finalRoom = -flags1;
} else
_finalRoom = PREVIOUS_ROOM;
_anotherCutaway = (flags1 == 1);
debug(6, "[Cutaway::load] _finalRoom = %i", _finalRoom);
debug(6, "[Cutaway::load] _anotherCutaway = %i", _anotherCutaway);
/*
Pointers to other places in the cutaway data
*/
_gameStatePtr = _fileData + READ_BE_UINT16(ptr);
ptr += 2;
_nextSentenceOff = READ_BE_UINT16(ptr);
ptr += 2;
uint16 bankNamesOff = READ_BE_UINT16(ptr);
ptr += 2;
_objectData = ptr;
loadStrings(bankNamesOff);
if (_bankNames[0][0]) {
debug(6, "Loading bank '%s'", _bankNames[0]);
_vm->bankMan()->load(_bankNames[0], CUTAWAY_BANK);
}
char entryString[MAX_STRING_SIZE];
Talk::getString(_fileData, _nextSentenceOff, entryString, MAX_STRING_LENGTH);
debug(6, "Entry string = '%s'", entryString);
_vm->logic()->joeCutFacing(_vm->logic()->joeFacing());
_vm->logic()->joeFace();
if (entryString[0] == '*' &&
entryString[1] == 'F' &&
entryString[3] == '\0') {
switch (entryString[2]) {
case 'L':
_vm->logic()->joeCutFacing(DIR_LEFT);
break;
case 'R':
_vm->logic()->joeCutFacing(DIR_RIGHT);
break;
case 'F':
_vm->logic()->joeCutFacing(DIR_FRONT);
break;
case 'B':
_vm->logic()->joeCutFacing(DIR_BACK);
break;
}
}
}
void Cutaway::loadStrings(uint16 offset) {
int bankNameCount = READ_BE_UINT16(_fileData + offset);
offset += 2;
debug(6, "Bank name count = %i", bankNameCount);
/*
The _bankNames zero-based array is the one-based BANK_NAMEstr array in
the original source code.
*/
for (int i = 0, j = 0; i < bankNameCount; i++) {
Talk::getString(_fileData, offset, _bankNames[j], MAX_FILENAME_LENGTH);
if (_bankNames[j][0]) {
debug(6, "Bank name %i = '%s'", j, _bankNames[j]);
j++;
}
}
debug(6, "Getting talk file");
Talk::getString(_fileData, offset, _talkFile, MAX_FILENAME_LENGTH);
debug(6, "Talk file = '%s'", _talkFile);
_talkTo = (int16)READ_BE_INT16(_fileData + offset);
debug(6, "_talkTo = %i", _talkTo);
}
const byte *Cutaway::getCutawayObject(const byte *ptr, CutawayObject &object) {
const byte *oldPtr = ptr;
object.objectNumber = (int16)READ_BE_INT16(ptr); ptr += 2;
object.moveToX = (int16)READ_BE_INT16(ptr); ptr += 2;
object.moveToY = (int16)READ_BE_INT16(ptr); ptr += 2;
object.bank = (int16)READ_BE_INT16(ptr); ptr += 2;
object.animList = (int16)READ_BE_INT16(ptr); ptr += 2;
object.execute = (int16)READ_BE_INT16(ptr); ptr += 2;
object.limitBobX1 = (int16)READ_BE_INT16(ptr); ptr += 2;
object.limitBobY1 = (int16)READ_BE_INT16(ptr); ptr += 2;
object.limitBobX2 = (int16)READ_BE_INT16(ptr); ptr += 2;
object.limitBobY2 = (int16)READ_BE_INT16(ptr); ptr += 2;
object.specialMove = (int16)READ_BE_INT16(ptr); ptr += 2;
object.animType = (int16)READ_BE_INT16(ptr); ptr += 2;
object.fromObject = (int16)READ_BE_INT16(ptr); ptr += 2;
object.bobStartX = (int16)READ_BE_INT16(ptr); ptr += 2;
object.bobStartY = (int16)READ_BE_INT16(ptr); ptr += 2;
object.room = (int16)READ_BE_INT16(ptr); ptr += 2;
object.scale = (int16)READ_BE_INT16(ptr); ptr += 2;
if ((ptr - oldPtr) != 17*sizeof(int16))
error("Wrong number of values read");
// Make ugly reuse of data less ugly
if (object.limitBobX1 < 0) {
object.song = -object.limitBobX1;
object.limitBobX1 = 0;
} else
object.song = 0;
return ptr;
}
void Cutaway::dumpCutawayObject(int index, CutawayObject &object) {
debug(6, "----- CutawayObject[%i] -----", index);
const char *objectNumberStr;
switch (object.objectNumber) {
case -1:
objectNumberStr = "MESSAGE";
break;
case 0:
objectNumberStr = "Joe";
break;
default:
if (object.objectNumber > 0)
objectNumberStr = _vm->logic()->objectName(ABS(_vm->logic()->objectData(object.objectNumber)->name));
else
objectNumberStr = "Unknown!";
break;
}
debug(6, "objectNumber = %i (%s)", object.objectNumber, objectNumberStr);
if (object.moveToX) debug(6, "moveToX = %i", object.moveToX);
if (object.moveToY) debug(6, "moveToY = %i", object.moveToY);
if (object.bank) debug(6, "bank = %i", object.bank);
if (object.animList) debug(6, "animList = %i", object.animList);
if (object.execute) debug(6, "execute = %i", object.execute);
if (object.limitBobX1) debug(6, "limitBobX1 = %i", object.limitBobX1);
if (object.limitBobY1) debug(6, "limitBobY1 = %i", object.limitBobY1);
if (object.limitBobX2) debug(6, "limitBobX2 = %i", object.limitBobX2);
if (object.limitBobY2) debug(6, "limitBobY2 = %i", object.limitBobY2);
if (object.specialMove) debug(6, "specialMove = %i", object.specialMove);
if (object.animType) debug(6, "animType = %i", object.animType);
if (object.fromObject) debug(6, "fromObject = %i", object.fromObject);
if (object.bobStartX) debug(6, "bobStartX = %i", object.bobStartX);
if (object.bobStartY) debug(6, "bobStartY = %i", object.bobStartY);
if (object.room) debug(6, "room = %i", object.room);
if (object.scale) debug(6, "scale = %i", object.scale);
}
const byte *Cutaway::turnOnPeople(const byte *ptr, CutawayObject &object) {
// Lines 1248-1259 in cutaway.c
object.personCount = (int16)READ_BE_INT16(ptr);
ptr += 2;
if (object.personCount > MAX_PERSON_COUNT)
error("[Cutaway::turnOnPeople] object.personCount > MAX_PERSON_COUNT");
for (int i = 0; i < object.personCount; i++) {
object.person[i] = (int16)READ_BE_INT16(ptr);
ptr += 2;
debug(7, "[%i] Turn on person %i", i, object.person[i]);
}
return ptr;
}
void Cutaway::limitBob(CutawayObject &object) {
if (object.limitBobX1) {
if (object.objectNumber < 0) {
warning("QueenCutaway::limitBob called with objectNumber = %i", object.objectNumber);
return;
}
BobSlot *bob =
_vm->graphics()->bob( _vm->logic()->findBob(object.objectNumber) );
if (!bob) {
warning("Failed to find bob");
return;
}
bob->box.x1 = object.limitBobX1;
bob->box.y1 = object.limitBobY1;
bob->box.x2 = object.limitBobX2;
bob->box.y2 = object.limitBobY2;
}
}
void Cutaway::restorePersonData() {
for (int i = 0; i < _personDataCount; i++) {
int index = _personData[i].index;
ObjectData *objectData = _vm->logic()->objectData(index);
objectData->name = _personData[i].name;
objectData->image = _personData[i].image;
}
}
void Cutaway::changeRooms(CutawayObject &object) {
// Lines 1291-1385 in cutaway.c
debug(6, "Changing from room %i to room %i",
_temporaryRoom,
object.room);
restorePersonData();
_personDataCount = 0;
if (_finalRoom != object.room) {
int firstObjectInRoom = _vm->logic()->roomData(object.room) + 1;
int lastObjectInRoom = _vm->logic()->roomData(object.room) + _vm->grid()->objMax(object.room);
for (int i = firstObjectInRoom; i <= lastObjectInRoom; i++) {
ObjectData *objectData = _vm->logic()->objectData(i);
if (objectData->image == -3 || objectData->image == -4) {
assert(_personDataCount < MAX_PERSON_COUNT);
// The object is a person! So record the details...
_personData[_personDataCount].index = i;
_personData[_personDataCount].name = objectData->name;
_personData[_personDataCount].image = objectData->image;
_personDataCount++;
// Now, check to see if we need to keep the person on
bool on = false;
for (int j = 0; j < object.personCount; j++) {
if (object.person[j] == i) {
on = true;
break;
}
}
if (on) {
// It is needed, so ensure it's ON
objectData->name = ABS(objectData->name);
} else {
// Not needed, so switch off!
objectData->name = -ABS(objectData->name);
}
}
} // for ()
}
// set coordinates for Joe if he is on screen
_vm->logic()->joePos(0, 0);
for (int i = 0; i < object.personCount; i++) {
if (PERSON_JOE == object.person[i]) {
_vm->logic()->joePos(object.bobStartX, object.bobStartY);
}
}
_vm->logic()->oldRoom(_initialRoom);
// FIXME: Cutaway c41f is played at the end of the command 0x178. This command
// setups some persons and associates bob slots to them. They should be hidden as
// their y coordinate is > 150, but they aren't ! As a workaround, we display the room
// with the panel area enabled. We do the same problem for cutaway c62c.
int16 comPanel = _comPanel;
if ((strcmp(_basename, "c41f") == 0 && _temporaryRoom == 106 && object.room == 41) ||
(strcmp(_basename, "c62c") == 0 && _temporaryRoom == 105 && object.room == 41)) {
comPanel = 1;
}
// Hide panel before displaying the 'head room' (ie. before palette fading). This doesn't
// match the original engine, but looks better to me.
if (object.room == FAYE_HEAD || object.room == AZURA_HEAD || object.room == FRANK_HEAD) {
comPanel = 2;
}
RoomDisplayMode mode;
if (!_vm->logic()->joeX() && !_vm->logic()->joeY()) {
mode = RDM_FADE_NOJOE;
} else {
// We need to display Joe on screen
if (_roomFade)
mode = RDM_NOFADE_JOE;
else
mode = RDM_FADE_JOE_XY;
}
_vm->logic()->displayRoom(_vm->logic()->currentRoom(), mode, object.scale, comPanel, true);
_currentImage = _vm->graphics()->numFrames();
_temporaryRoom = _vm->logic()->currentRoom();
restorePersonData();
}
Cutaway::ObjectType Cutaway::getObjectType(CutawayObject &object) {
// Lines 1387-1449 in cutaway.c
ObjectType objectType = OBJECT_TYPE_ANIMATION;
if (object.objectNumber > 0) {
if (!object.animList) {
// No anim frames, so treat as a PERSON, ie. allow to speak/walk
ObjectData *objectData = _vm->logic()->objectData(object.objectNumber);
if (objectData->image == -3 || objectData->image == -4)
objectType = OBJECT_TYPE_PERSON;
}
} else if (object.objectNumber == OBJECT_JOE) {
// It's Joe. See if he's to be treated as a person.
if (!object.animList) {
// There's no animation list, so Joe must be talking.
objectType = OBJECT_TYPE_PERSON;
}
}
if (object.fromObject > 0) {
/* Copy FROM_OBJECT into OBJECT */
if (object.objectNumber != object.fromObject) {
_vm->logic()->objectCopy(object.fromObject, object.objectNumber);
} else {
// Same object, so just turn it on!
ObjectData *objectData = _vm->logic()->objectData(object.objectNumber);
objectData->name = ABS(objectData->name);
}
_vm->graphics()->refreshObject(object.objectNumber);
// Skip doing any anim stuff
objectType = OBJECT_TYPE_NO_ANIMATION;
}
switch (object.objectNumber) {
case -2:
// Text to be spoken
objectType = OBJECT_TYPE_TEXT_SPEAK;
break;
case -3:
// Text to be displayed AND spoken
objectType = OBJECT_TYPE_TEXT_DISPLAY_AND_SPEAK;
break;
case -4:
// Text to be displayed only (not spoken)
objectType = OBJECT_TYPE_TEXT_DISPLAY;
break;
}
if (OBJECT_TYPE_ANIMATION == objectType && !object.execute) {
// Execute is not on, and it's an object, so ignore any Anims
objectType = OBJECT_TYPE_NO_ANIMATION;
}
return objectType;
}
const byte *Cutaway::getCutawayAnim(const byte *ptr, int header, CutawayAnim &anim) {
// lines 1531-1607 in cutaway.c
debug(6, "[Cutaway::getCutawayAnim] header=%i", header);
anim.currentFrame = 0;
anim.originalFrame = 0;
if (-1 == header)
header = 0;
if (0 == header) {
anim.object = 0;
anim.originalFrame = 31;
} else {
anim.object = _vm->logic()->findBob(header);
anim.originalFrame = _vm->logic()->findFrame(header);
}
anim.unpackFrame = (int16)READ_BE_INT16(ptr);
ptr += 2;
anim.speed = ((int16)READ_BE_INT16(ptr)) / 3 + 1;
ptr += 2;
anim.bank = (int16)READ_BE_INT16(ptr);
ptr += 2;
if (anim.bank == 0) {
anim.bank = 15;
} else {
if (anim.bank != 13) {
assert(anim.bank - 1 < MAX_BANK_NAME_COUNT);
_vm->bankMan()->load(_bankNames[anim.bank-1], CUTAWAY_BANK);
anim.bank = 8;
} else {
// Make sure we ref correct JOE bank (7)
anim.bank = 7;
}
}
anim.mx = (int16)READ_BE_INT16(ptr);
ptr += 2;
anim.my = (int16)READ_BE_INT16(ptr);
ptr += 2;
anim.cx = (int16)READ_BE_INT16(ptr);
ptr += 2;
anim.cy = (int16)READ_BE_INT16(ptr);
ptr += 2;
anim.scale = (int16)READ_BE_INT16(ptr);
ptr += 2;
if ((_vm->resource()->isDemo() && _vm->resource()->getPlatform() == Common::kPlatformPC) ||
(_vm->resource()->isInterview() && _vm->resource()->getPlatform() == Common::kPlatformAmiga)) {
anim.song = 0;
} else {
anim.song = (int16)READ_BE_INT16(ptr);
ptr += 2;
}
// Extract information that depend on the signedness of values
if (anim.unpackFrame < 0) {
anim.flip = true;
anim.unpackFrame = -anim.unpackFrame;
} else
anim.flip = false;
return ptr;
}
void Cutaway::dumpCutawayAnim(CutawayAnim &anim) {
debug(6, "----- CutawayAnim -----");
if (anim.object) debug(6, "object = %i", anim.object);
if (anim.unpackFrame) debug(6, "unpackFrame = %i", anim.unpackFrame);
if (anim.speed) debug(6, "speed = %i", anim.speed);
if (anim.bank) debug(6, "bank = %i", anim.bank);
if (anim.mx) debug(6, "mx = %i", anim.mx);
if (anim.my) debug(6, "my = %i", anim.my);
if (anim.cx) debug(6, "cx = %i", anim.cx);
if (anim.cy) debug(6, "cy = %i", anim.cy);
if (anim.scale) debug(6, "scale = %i", anim.scale);
if (anim.currentFrame) debug(6, "currentFrame = %i", anim.currentFrame);
if (anim.originalFrame) debug(6, "originalFrame = %i", anim.originalFrame);
if (anim.song) debug(6, "song = %i", anim.song);
}
const byte *Cutaway::handleAnimation(const byte *ptr, CutawayObject &object) {
// lines 1517-1770 in cutaway.c
int frameCount = 0;
int header = 0;
int i;
CutawayAnim objAnim[56];
// Read animation frames
for (;;) {
header = (int16)READ_BE_INT16(ptr);
ptr += 2;
if (-2 == header)
break;
//debug(6, "Animation frame %i, header = %i", frameCount, header);
if (header > 1000)
error("Header too large");
ptr = getCutawayAnim(ptr, header, objAnim[frameCount]);
//dumpCutawayAnim(objAnim[frameCount]);
frameCount++;
if (_vm->input()->cutawayQuit())
return NULL;
}
if (object.animType == 1) {
// lines 1615-1636 in cutaway.c
debug(6, "----- Complex cutaway animation (animType = %i) -----", object.animType);
if ((_vm->logic()->currentRoom() == 47 || _vm->logic()->currentRoom() == 63) &&
objAnim[0].object == 1) {
//CR 2 - 3/3/95, Special harcoded section to make Oracle work...
makeComplexAnimation(_vm->graphics()->personFrames(1) - 1, objAnim, frameCount);
} else {
_currentImage = makeComplexAnimation(_currentImage, objAnim, frameCount);
}
if (object.bobStartX || object.bobStartY) {
BobSlot *bob = _vm->graphics()->bob(objAnim[0].object);
bob->x = object.bobStartX;
bob->y = object.bobStartY;
}
}
// Setup the SYNCHRO bob channels
for (i = 0; i < frameCount; i++) {
if (objAnim[i].mx || objAnim[i].my) {
BobSlot *bob = _vm->graphics()->bob(objAnim[i].object);
bob->frameNum = objAnim[i].originalFrame;
bob->move(objAnim[i].mx, objAnim[i].my, (object.specialMove > 0) ? object.specialMove : 4);
// Boat room hard coded
if (_vm->logic()->currentRoom() == ROOM_TEMPLE_OUTSIDE) {
BobSlot *bobJoe = _vm->graphics()->bob(0);
if (bobJoe->x < 320) {
bobJoe->move(bobJoe->x + 346, bobJoe->y, 4);
}
}
}
}
// Normal cutaway
if (object.animType != 1) {
// lines 1657-1761 in cutaway.c
debug(6, "----- Normal cutaway animation (animType = %i) -----", object.animType);
for (i = 0; i < frameCount; i++) {
//debug(6, "===== Animating frame %i =====", i);
//dumpCutawayAnim(objAnim[i]);
BobSlot *bob = _vm->graphics()->bob(objAnim[i].object);
bob->active = true;
if (bob->animating) {
bob->animating = false;
bob->frameNum = objAnim[i].originalFrame;
}
if (objAnim[i].object < 4)
bob->frameNum = 31 + objAnim[i].object;
if (objAnim[i].unpackFrame == 0) {
// Turn off the bob
bob->active = false;
} else {
if (object.animType == 2 || object.animType == 0) {
// Unpack animation, but do not unpack moving people
if (!((objAnim[i].mx > 0 || objAnim[i].my > 0) && inRange(objAnim[i].object, 1, 3))) {
_vm->bankMan()->unpack(
objAnim[i].unpackFrame,
objAnim[i].originalFrame,
objAnim[i].bank);
}
if (0 == objAnim[i].object) {
// Scale Joe
bob->scale = scale(object);
}
}
if (objAnim[i].cx || objAnim[i].cy) {
bob->x = objAnim[i].cx;
bob->y = objAnim[i].cy;
}
// Only flip if we are not moving or it is not a person object
if (!(objAnim[i].object > 0 && objAnim[i].object < 4) ||
!(objAnim[i].mx || objAnim[i].my) )
bob->xflip = objAnim[i].flip;
// Add frame alteration
if (!(objAnim[i].object > 0 && objAnim[i].object < 4)) {
bob->frameNum = objAnim[i].originalFrame;
}
int j;
for (j = 0; j < objAnim[i].speed; j++)
_vm->update();
}
if (_vm->input()->cutawayQuit())
return NULL;
if (objAnim[i].song > 0)
_vm->sound()->playSong(objAnim[i].song);
} // for ()
}
bool moving = true;
while (moving) {
moving = false;
_vm->update();
for (i = 0; i < frameCount; i++) {
BobSlot *bob = _vm->graphics()->bob(objAnim[i].object);
if (bob->moving) {
moving = true;
break;
}
}
if (_vm->input()->cutawayQuit())
return NULL;
}
return ptr;
}
static void findCdCut(const char *basename, int index, char *result) {
strcpy(result, basename);
for (int i = strlen(basename); i < 5; i++)
result[i] = '_';
snprintf(result + 5, 3, "%02i", index);
}
void Cutaway::handlePersonRecord(
int index,
CutawayObject &object,
const char *sentence) {
// Lines 1455-1516 in cutaway.c
Person p;
if (object.objectNumber == OBJECT_JOE) {
if (object.moveToX || object.moveToY) {
_vm->walk()->moveJoe(0, object.moveToX, object.moveToY, true);
}
} else {
_vm->logic()->initPerson(
object.objectNumber - _vm->logic()->currentRoomData(),
"", true, &p);
if (object.bobStartX || object.bobStartY) {
BobSlot *bob = _vm->graphics()->bob(p.actor->bobNum);
bob->scale = scale(object);
bob->x = object.bobStartX;
bob->y = object.bobStartY;
}
if (object.moveToX || object.moveToY)
_vm->walk()->movePerson(
&p,
object.moveToX, object.moveToY,
_currentImage + 1,
_vm->logic()->objectData(object.objectNumber)->image
);
}
if (_vm->input()->cutawayQuit())
return;
if (0 != strcmp(sentence, "*")) {
if (sentence[0] == '#') {
debug(4, "Starting credits '%s'", sentence + 1);
_vm->logic()->startCredits(sentence + 1);
} else {
if (object.objectNumber > 0) {
bool foundPerson = false;
for (int i = 1; i <= _personFaceCount; i++) {
if (_personFace[i].index == object.objectNumber) {
foundPerson = true;
break;
}
}
if (!foundPerson) {
_personFaceCount++;
assert(_personFaceCount < MAX_PERSON_FACE_COUNT);
_personFace[_personFaceCount].index = object.objectNumber;
_personFace[_personFaceCount].image = _vm->logic()->objectData(object.objectNumber)->image;
}
}
char voiceFilePrefix[MAX_STRING_SIZE];
findCdCut(_basename, index, voiceFilePrefix);
_vm->logic()->makePersonSpeak(sentence, (object.objectNumber == OBJECT_JOE) ? NULL : &p, voiceFilePrefix);
}
}
if (_vm->input()->cutawayQuit())
return;
}
void Cutaway::run(char *nextFilename) {
int i;
nextFilename[0] = '\0';
_currentImage = _vm->graphics()->numFrames();
BobSlot *joeBob = _vm->graphics()->bob(0);
int initialJoeX = joeBob->x;
int initialJoeY = joeBob->y;
debug(6, "[Cutaway::run] Joe started at (%i, %i)", initialJoeX, initialJoeY);
_vm->input()->cutawayRunning(true);
_initialRoom = _temporaryRoom = _vm->logic()->currentRoom();
_vm->display()->screenMode(_comPanel, true);
if (_comPanel == 0 || _comPanel == 2) {
_vm->logic()->sceneStart();
}
memset(_personFace, 0, sizeof(_personFace));
_personFaceCount = 0;
const byte *ptr = _objectData;
for (i = 0; i < _cutawayObjectCount; i++) {
CutawayObject object;
ptr = getCutawayObject(ptr, object);
//dumpCutawayObject(i, object);
if (!object.moveToX &&
!object.moveToY &&
object.specialMove > 0 &&
object.objectNumber >= 0) {
_vm->logic()->executeSpecialMove(object.specialMove);
object.specialMove = 0;
}
if (CURRENT_ROOM == object.room) {
// Get current room
object.room = _vm->logic()->currentRoom();
} else {
// Change current room
_vm->logic()->currentRoom(object.room);
}
ptr = turnOnPeople(ptr, object);
limitBob(object);
char sentence[MAX_STRING_SIZE];
Talk::getString(_fileData, _nextSentenceOff, sentence, MAX_STRING_LENGTH);
if (OBJECT_ROOMFADE == object.objectNumber) {
_roomFade = true;
object.objectNumber = OBJECT_JOE;
} else {
_roomFade = false;
}
if (object.room != _temporaryRoom)
changeRooms(object);
ObjectType objectType = getObjectType(object);
if (object.song)
_vm->sound()->playSong(object.song);
switch (objectType) {
case OBJECT_TYPE_ANIMATION:
ptr = handleAnimation(ptr, object);
break;
case OBJECT_TYPE_PERSON:
handlePersonRecord(i + 1, object, sentence);
break;
case OBJECT_TYPE_NO_ANIMATION:
// Do nothing?
break;
case OBJECT_TYPE_TEXT_SPEAK:
case OBJECT_TYPE_TEXT_DISPLAY_AND_SPEAK:
case OBJECT_TYPE_TEXT_DISPLAY:
handleText(i + 1, objectType, object, sentence);
break;
default:
warning("Unhandled object type: %i", objectType);
break;
}
if (_vm->input()->cutawayQuit())
break;
if (_roomFade) {
_vm->update();
BobSlot *j = _vm->graphics()->bob(0);
_vm->display()->palFadeIn(_vm->logic()->currentRoom(), j->active, j->x, j->y);
_roomFade = false;
}
} // for ()
_vm->display()->clearTexts(0, 198);
// XXX lines 1887-1895 in cutaway.c
stop();
updateGameState();
_vm->bankMan()->close(CUTAWAY_BANK);
talk(nextFilename);
if (_comPanel == 0 || (_comPanel == 2 && !_anotherCutaway)) {
_vm->logic()->sceneStop();
_comPanel = 0;
}
if (nextFilename[0] == '\0' && !_anotherCutaway && _vm->logic()->currentRoom() != ROOM_ENDING_CREDITS) {
_vm->display()->fullscreen(false);
// Lines 2138-2182 in cutaway.c
if (_finalRoom) {
_vm->logic()->newRoom(0);
_vm->logic()->entryObj(0);
} else {
/// No need to stay in current room, so return to previous room
// if one exists. Reset Joe's X,Y coords to those when first entered
restorePersonData();
debug(6, "_vm->logic()->entryObj() = %i", _vm->logic()->entryObj());
if (_vm->logic()->entryObj() > 0) {
_initialRoom = _vm->logic()->objectData(_vm->logic()->entryObj())->room;
} else {
// We're not returning to new room, so return to old Joe X,Y coords
debug(6, "[Cutaway::run] Moving joe to (%i, %i)", initialJoeX, initialJoeY);
_vm->logic()->joePos(initialJoeX, initialJoeY);
}
if (_vm->logic()->currentRoom() != _initialRoom) {
_vm->logic()->currentRoom(_initialRoom);
_vm->logic()->changeRoom();
if (_vm->logic()->currentRoom() == _vm->logic()->newRoom()) {
_vm->logic()->newRoom(0);
}
}
_vm->logic()->joePos(0, 0);
}
_vm->logic()->joeCutFacing(0);
_comPanel = 0;
int k = 0;
for (i = _vm->logic()->roomData(_vm->logic()->currentRoom());
i <= _vm->logic()->roomData(_vm->logic()->currentRoom() + 1); i++) {
ObjectData *object = _vm->logic()->objectData(i);
if (object->image == -3 || object->image == -4) {
k++;
if (object->name > 0) {
_vm->graphics()->resetPersonAnim(k);
}
}
}
_vm->logic()->removeHotelItemsFromInventory();
}
joeBob->animating = 0;
joeBob->moving = 0;
// if the cutaway has been cancelled, we must stop the speech and the sfx as well
if (_vm->input()->cutawayQuit()) {
if (_vm->sound()->isSpeechActive())
_vm->sound()->stopSpeech();
_vm->sound()->stopSfx();
}
_vm->input()->cutawayRunning(false);
_vm->input()->cutawayQuitReset();
_vm->input()->quickSaveReset();
_vm->input()->quickLoadReset();
if (_songBeforeComic > 0)
_vm->sound()->playSong(_songBeforeComic);
else if (_lastSong > 0)
_vm->sound()->playSong(_lastSong);
}
void Cutaway::stop() {
// Lines 1901-2032 in cutaway.c
byte *ptr = _gameStatePtr;
// Skipping GAMESTATE data
int gameStateCount = (int16)READ_BE_INT16(ptr); ptr += 2;
if (gameStateCount > 0)
ptr += (gameStateCount * 12);
// Get the final room and Joe's final position
int16 joeRoom = READ_BE_UINT16(ptr); ptr += 2;
int16 joeX = READ_BE_UINT16(ptr); ptr += 2;
int16 joeY = READ_BE_UINT16(ptr); ptr += 2;
debug(6, "[Cutaway::stop] Final position is room %i and coordinates (%i, %i)",
joeRoom, joeX, joeY);
if ((!_vm->input()->cutawayQuit() || (!_anotherCutaway && joeRoom == _finalRoom)) &&
joeRoom != _temporaryRoom &&
joeRoom != 0) {
debug(6, "[Cutaway::stop] Changing rooms and moving Joe");
_vm->logic()->joePos(joeX, joeY);
_vm->logic()->currentRoom(joeRoom);
_vm->logic()->oldRoom(_initialRoom);
_vm->logic()->displayRoom(_vm->logic()->currentRoom(), RDM_FADE_JOE_XY, 0, _comPanel, true);
}
if (_vm->input()->cutawayQuit()) {
// Lines 1927-2032 in cutaway.c
int i;
// Stop the credits from running
_vm->logic()->stopCredits();
_vm->graphics()->stopBobs();
for (i = 1; i <= _personFaceCount; i++) {
int index = _personFace[i].index;
if (index > 0) {
_vm->logic()->objectData(_personFace[i].index)->image = _personFace[i].image;
_vm->graphics()->bob(_vm->logic()->findBob(index))->xflip =
(_personFace[i].image != -4);
}
}
int quitObjectCount = (int16)READ_BE_INT16(ptr); ptr += 2;
for (i = 0; i < quitObjectCount; i++) {
int16 objectIndex = (int16)READ_BE_INT16(ptr); ptr += 2;
int16 fromIndex = (int16)READ_BE_INT16(ptr); ptr += 2;
int16 x = (int16)READ_BE_INT16(ptr); ptr += 2;
int16 y = (int16)READ_BE_INT16(ptr); ptr += 2;
int16 room = (int16)READ_BE_INT16(ptr); ptr += 2;
int16 frame = (int16)READ_BE_INT16(ptr); ptr += 2;
int16 bank = (int16)READ_BE_INT16(ptr); ptr += 2;
int bobIndex = _vm->logic()->findBob(objectIndex);
ObjectData *object = _vm->logic()->objectData(objectIndex);
if (fromIndex > 0) {
if (fromIndex == objectIndex) {
// Enable object
object->name = ABS(object->name);
} else {
_vm->logic()->objectCopy(fromIndex, objectIndex);
ObjectData *from = _vm->logic()->objectData(fromIndex);
if (object->image && !from->image && bobIndex && _vm->logic()->currentRoom() == object->room)
_vm->graphics()->clearBob(bobIndex);
}
if (_vm->logic()->currentRoom() == room)
_vm->graphics()->refreshObject(objectIndex);
}
if (_vm->logic()->currentRoom() == object->room) {
BobSlot *pbs = _vm->graphics()->bob(bobIndex);
if (x || y) {
pbs->x = x;
pbs->y = y;
if (inRange(object->image, -4, -3))
pbs->scale = _vm->grid()->findScale(x, y);
}
if (frame) {
if (0 == bank)
bank = 15;
else if (bank != 13) {
_vm->bankMan()->load(_bankNames[bank-1], CUTAWAY_BANK);
bank = 8;
}
int objectFrame = _vm->logic()->findFrame(objectIndex);
if (objectFrame == 1000) {
_vm->graphics()->clearBob(bobIndex);
} else if (objectFrame) {
_vm->bankMan()->unpack(ABS(frame), objectFrame, bank);
pbs->frameNum = objectFrame;
if (frame < 0)
pbs->xflip = true;
}
}
}
} // for ()
int16 specialMove = (int16)READ_BE_INT16(ptr); ptr += 2;
if (specialMove > 0)
_vm->logic()->executeSpecialMove(specialMove);
_lastSong = (int16)READ_BE_INT16(ptr); ptr += 2;
}
if (joeRoom == _temporaryRoom &&
joeRoom != 37 && joeRoom != 105 && joeRoom != 106 &&
(joeX || joeY)) {
BobSlot *joeBob = _vm->graphics()->bob(0);
debug(6, "[Cutaway::stop] Moving Joe");
joeBob->x = joeX;
joeBob->y = joeY;
_vm->logic()->joeScale(_vm->grid()->findScale(joeX, joeY));
_vm->logic()->joeFace();
}
}
void Cutaway::updateGameState() {
// Lines 2047-2115 in cutaway.c
byte *ptr = _gameStatePtr;
int gameStateCount = (int16)READ_BE_INT16(ptr); ptr += 2;
for (int i = 0; i < gameStateCount; i++) {
int16 stateIndex = (int16)READ_BE_INT16(ptr); ptr += 2;
int16 stateValue = (int16)READ_BE_INT16(ptr); ptr += 2;
int16 objectIndex = (int16)READ_BE_INT16(ptr); ptr += 2;
int16 areaIndex = (int16)READ_BE_INT16(ptr); ptr += 2;
int16 areaSubIndex = (int16)READ_BE_INT16(ptr); ptr += 2;
int16 fromObject = (int16)READ_BE_INT16(ptr); ptr += 2;
bool update = false;
if (stateIndex > 0) {
if (_vm->logic()->gameState(stateIndex) == stateValue)
update = true;
} else {
_vm->logic()->gameState(ABS(stateIndex), stateValue);
update = true;
}
if (update) {
if (objectIndex > 0) { // Show the object
ObjectData *objectData = _vm->logic()->objectData(objectIndex);
objectData->name = ABS(objectData->name);
if (fromObject > 0)
_vm->logic()->objectCopy(fromObject, objectIndex);
_vm->graphics()->refreshObject(objectIndex);
} else if (objectIndex < 0) { // Hide the object
objectIndex = -objectIndex;
ObjectData *objectData = _vm->logic()->objectData(objectIndex);
objectData->name = -ABS(objectData->name);
_vm->graphics()->refreshObject(objectIndex);
}
if (areaIndex > 0) {
// Turn area on or off
if (areaSubIndex > 0) {
Area *area = _vm->grid()->area(areaIndex, areaSubIndex);
area->mapNeighbours = ABS(area->mapNeighbours);
} else {
Area *area = _vm->grid()->area(areaIndex, ABS(areaSubIndex));
area->mapNeighbours = -ABS(area->mapNeighbours);
}
}
}
} // for ()
}
void Cutaway::talk(char *nextFilename) {
const char *p = strrchr(_talkFile, '.');
if (p && 0 == scumm_stricmp(p, ".DOG")) {
nextFilename[0] = '\0';
assert(_talkTo > 0);
int personInRoom = _talkTo - _vm->logic()->roomData(_vm->logic()->currentRoom());
_vm->logic()->startDialogue(_talkFile, personInRoom, nextFilename);
}
}
int Cutaway::makeComplexAnimation(int16 currentImage, Cutaway::CutawayAnim *objAnim, int frameCount) {
int frameIndex[256];
int i;
assert(frameCount < 30);
AnimFrame cutAnim[30];
memset(frameIndex, 0, sizeof(frameIndex));
debug(6, "[Cutaway::makeComplexAnimation] currentImage = %i", currentImage);
for (i = 0; i < frameCount; i++) {
cutAnim[i].frame = objAnim[i].unpackFrame;
cutAnim[i].speed = objAnim[i].speed;
frameIndex[objAnim[i].unpackFrame] = 1;
}
cutAnim[frameCount].frame = 0;
cutAnim[frameCount].speed = 0;
int nextFrameIndex = 1;
for (i = 1; i < 256; i++)
if (frameIndex[i])
frameIndex[i] = nextFrameIndex++;
for (i = 0; i < frameCount; i++) {
cutAnim[i].frame = currentImage + frameIndex[objAnim[i].unpackFrame];
}
for (i = 1; i < 256; i++) {
if (frameIndex[i]) {
currentImage++;
_vm->bankMan()->unpack(i, currentImage, objAnim[0].bank);
}
}
_vm->graphics()->setBobCutawayAnim(objAnim[0].object, objAnim[0].flip, cutAnim, frameCount + 1);
return currentImage;
}
void Cutaway::handleText(
int index,
ObjectType type,
CutawayObject &object,
const char *sentence) {
// lines 1776-1863 in cutaway.c
int spaces = countSpaces(type, sentence);
int x;
int flags;
if (OBJECT_TYPE_TEXT_DISPLAY == type) {
x = _vm->display()->textCenterX(sentence);
flags = 2;
} else {
x = object.bobStartX;
flags = 1;
}
BobSlot *bob =
_vm->graphics()->bob( _vm->logic()->findBob(ABS(object.objectNumber)) );
_vm->graphics()->setBobText(bob, sentence, x, object.bobStartY, object.specialMove, flags);
if (OBJECT_TYPE_TEXT_SPEAK == type || OBJECT_TYPE_TEXT_DISPLAY_AND_SPEAK == type) {
if (_vm->sound()->speechOn()) {
char voiceFileName[MAX_STRING_SIZE];
findCdCut(_basename, index, voiceFileName);
strcat(voiceFileName, "1");
_vm->sound()->playSpeech(voiceFileName);
}
if (OBJECT_TYPE_TEXT_SPEAK == type && _vm->sound()->speechOn() && !_vm->subtitles())
_vm->display()->clearTexts(0, 150);
}
while (1) {
_vm->update();
if (_vm->input()->cutawayQuit())
return;
if (_vm->input()->keyVerb() == VERB_SKIP_TEXT) {
_vm->input()->clearKeyVerb();
break;
}
if ((OBJECT_TYPE_TEXT_SPEAK == type || OBJECT_TYPE_TEXT_DISPLAY_AND_SPEAK == type) && _vm->sound()->speechOn() && _vm->sound()->speechSfxExists()) {
if (!_vm->sound()->isSpeechActive()) {
break;
}
} else {
--spaces;
if (spaces <= 0) {
break;
}
}
}
_vm->display()->clearTexts(0, 198);
_vm->update();
}
int Cutaway::countSpaces(ObjectType type, const char *segment) {
int tmp = 0;
while (*segment++)
tmp++;
if (tmp < 50)
tmp = 50;
if (OBJECT_TYPE_TEXT_DISPLAY == type)
tmp *= 3;
return (tmp * 2) / (_vm->talkSpeed() / 3);
}
int Cutaway::scale(CutawayObject &object) {
int scaling = 100;
if (object.scale > 0)
scaling = object.scale;
else if (!object.objectNumber) {
// Only scale Joe
int x, y;
if (object.bobStartX > 0 || object.bobStartY > 0) {
x = object.bobStartX;
y = object.bobStartY;
} else {
BobSlot *bob = _vm->graphics()->bob(0);
x = bob->x;
y = bob->y;
}
int zone = _vm->grid()->findAreaForPos(GS_ROOM, x, y);
if (zone > 0) {
Area *area = _vm->grid()->area(_vm->logic()->currentRoom(), zone);
scaling = area->calcScale(y);
}
}
return scaling;
}
} // End of namespace Queen