scummvm/engines/bbvs/bbvs.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

1407 lines
38 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/dialogs.h"
#include "bbvs/gamemodule.h"
#include "bbvs/graphics.h"
#include "bbvs/sound.h"
#include "bbvs/spritemodule.h"
#include "bbvs/minigames/minigame.h"
#include "bbvs/minigames/bbairguitar.h"
#include "bbvs/minigames/bbant.h"
#include "bbvs/minigames/bbloogie.h"
#include "bbvs/minigames/bbtennis.h"
#include "bbvs/minigames/minigame.h"
#include "audio/audiostream.h"
#include "audio/decoders/aiff.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/fs.h"
#include "common/timer.h"
#include "common/translation.h"
#include "engines/advancedDetector.h"
#include "engines/util.h"
#include "graphics/cursorman.h"
#include "graphics/font.h"
#include "graphics/fontman.h"
#include "graphics/palette.h"
#include "graphics/surface.h"
namespace Bbvs {
static const BBPoint kInventorySlotPositions[] = {
{ 66, 191}, { 94, 217}, {192, 217}, {159, 213}, {228, 49},
{137, 49}, {168, 165}, {101, 55}, {177, 46}, {165, 165},
{202, 74}, {141, 53}, {164, 164}, {165, 78}, {167, 71},
{142, 188}, {171, 100}, {250, 216}, {200, 72}, {200, 72},
{101, 82}, { 67, 93}, {133, 87}, {123, 220}, {199, 129},
{188, 192}, {102, 82}, {188, 192}, { 99, 170}, { 68, 126},
{159, 130}, {102, 116}, {207, 157}, {130, 141}, {236, 100},
{102, 197}, {141, 186}, {200, 102}, {221, 220}, {222, 188},
{135, 93}, {134, 145}, { 96, 224}, {128, 224}, {160, 224},
{192, 224}, {224, 224}, {240, 224}, {256, 224}, { 0, 0}
};
static const BBRect kVerbRects[6] = {
{-32, -2, 19, 27}, {-33, -33, 19, 27}, { 12, -2, 19, 27},
{ 13, -33, 19, 27}, {-10, 8, 19, 27}, {-11, -49, 19, 27}
};
static const byte kTurnTbl[] = {
2, 6, 4, 0, 2, 6, 4, 0,
3, 1, 5, 7, 0, 0, 0, 0
};
bool WalkArea::contains(const Common::Point &pt) const {
return Common::Rect(x, y, x + width, y + height).contains(pt);
}
BbvsEngine::BbvsEngine(OSystem *syst, const ADGameDescription *gd) :
Engine(syst), _gameDescription(gd) {
_random = new Common::RandomSource("bbvs");
_currActionCommandIndex = -1;
_buttheadObject = nullptr;
_beavisObject = nullptr;
_currCameraNum = 0;
_walkAreasCount = 0;
_walkInfosCount = 0;
_walkableRectsCount = 0;
_sourceWalkArea = nullptr;
_destWalkArea = nullptr;
_currWalkDistance = kMaxDistance;
_walkReachedDestArea = false;
_hasSnapshot = false;
_snapshot = nullptr;
_snapshotStream = nullptr;
_isSaveAllowed = false;
for (int i = 0; i < 80; i++) {
_walkAreas[i].x = 0;
_walkAreas[i].y = 0;
_walkAreas[i].width = 0;
_walkAreas[i].height = 0;
_walkAreas[i].checked = false;
_walkAreas[i].linksCount = 0;
for (int j = 0; j < 16; j++)
_walkAreas[i].links[j] = nullptr;
for (int j = 0; j < 32; j++) {
_walkAreas[i].linksD1[j] = nullptr;
_walkAreas[i].linksD2[j] = nullptr;
}
}
for (int i = 0; i < 256; i++) {
_walkInfoPtrs[i] = nullptr;
}
Engine::syncSoundSettings();
#ifdef USE_TRANSLATION
_oldGUILanguage = TransMan.getCurrentLanguage();
if (gd->flags & GF_GUILANGSWITCH)
TransMan.setLanguage(getLanguageLocale(gd->language));
#endif
}
BbvsEngine::~BbvsEngine() {
#ifdef USE_TRANSLATION
if (TransMan.getCurrentLanguage() != _oldGUILanguage)
TransMan.setLanguage(_oldGUILanguage);
#endif
delete _random;
}
void BbvsEngine::newGame() {
memset(_easterEggInput, 0, sizeof(_easterEggInput));
_gameTicks = 0;
_playVideoNumber = 0;
memset(_inventoryItemStatus, 0, sizeof(_inventoryItemStatus));
memset(_gameVars, 0, sizeof(_gameVars));
memset(_sceneVisited, 0, sizeof(_sceneVisited));
_mouseX = 160;
_mouseY = 120;
_mouseButtons = 0;
_currVerbNum = kVerbLook;
_currTalkObjectIndex = -1;
_currSceneNum = 0;
_currInventoryItem = -1;
_newSceneNum = 32;
}
void BbvsEngine::continueGameFromQuickSave() {
_bootSaveSlot = 0;
}
void BbvsEngine::setNewSceneNum(int newSceneNum) {
_newSceneNum = newSceneNum;
}
Common::Error BbvsEngine::run() {
_isSaveAllowed = false;
_hasSnapshot = false;
initGraphics(320, 240);
_screen = new Screen(_system);
_gameModule = new GameModule();
_spriteModule = new SpriteModule();
_sound = new SoundMan();
allocSnapshot();
newGame();
_bootSaveSlot = -1;
_newSceneNum = 31;
if (ConfMan.hasKey("save_slot"))
_bootSaveSlot = ConfMan.getInt("save_slot");
while (!shouldQuit()) {
updateEvents();
if (_currSceneNum < kMainMenu || _newSceneNum > 0 || _bootSaveSlot >= 0)
updateGame();
else if (_currSceneNum == kMainMenu)
runMainMenu();
else if (_currSceneNum == kCredits &&
(_mouseButtons & kAnyButtonClicked)) {
_mouseButtons &= ~kAnyButtonClicked;
_newSceneNum = kMainMenu;
}
if (_playVideoNumber > 0) {
playVideo(_playVideoNumber);
_playVideoNumber = 0;
}
}
writeContinueSavegame();
freeSnapshot();
delete _sound;
delete _spriteModule;
delete _gameModule;
delete _screen;
return Common::kNoError;
}
bool BbvsEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsRTL) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
void BbvsEngine::updateEvents() {
Common::Event event;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN:
_keyCode = event.kbd.keycode;
break;
case Common::EVENT_KEYUP:
checkEasterEgg(event.kbd.ascii);
_keyCode = Common::KEYCODE_INVALID;
break;
case Common::EVENT_MOUSEMOVE:
_mouseX = event.mouse.x;
_mouseY = event.mouse.y;
break;
case Common::EVENT_LBUTTONDOWN:
_mouseButtons |= kLeftButtonClicked;
_mouseButtons |= kLeftButtonDown;
break;
case Common::EVENT_LBUTTONUP:
_mouseButtons &= ~kLeftButtonDown;
break;
case Common::EVENT_RBUTTONDOWN:
_mouseButtons |= kRightButtonClicked;
_mouseButtons |= kRightButtonDown;
break;
case Common::EVENT_RBUTTONUP:
_mouseButtons &= ~kRightButtonDown;
break;
case Common::EVENT_QUIT:
quitGame();
break;
default:
break;
}
}
}
int BbvsEngine::getRandom(int max) {
return max == 0 ? 0 : _random->getRandomNumber(max - 1);
}
void BbvsEngine::drawDebugInfo() {
#if 0
Graphics::Surface *s = _screen->_surface;
const Graphics::Font *font = FontMan.getFontByUsage(Graphics::FontManager::kConsoleFont);
for (int i = 0; i < _walkAreasCount; ++i) {
WalkArea *walkArea = &_walkAreas[i];
Common::Rect r(walkArea->x, walkArea->y, walkArea->x + walkArea->width, walkArea->y + walkArea->height);
s->frameRect(r, 255);
Common::String text = Common::String::format("%d", i);
font->drawString(s, text, r.left + 1, r.top + 1, 100, 11);
}
#endif
}
void BbvsEngine::drawScreen() {
drawDebugInfo();
_screen->copyToScreen();
}
void BbvsEngine::updateGame() {
int inputTicks;
if (_gameTicks > 0) {
int currTicks = _system->getMillis();
inputTicks = (currTicks - _gameTicks) / 17;
_gameTicks = currTicks - (currTicks - _gameTicks) % 17;
} else {
inputTicks = 1;
_gameTicks = _system->getMillis();
}
if (inputTicks > 20) {
inputTicks = 20;
_gameTicks = _system->getMillis();
}
if (inputTicks == 0)
return;
if (_mouseX >= 320 || _mouseY >= 240) {
_mouseY = -1;
_mouseX = -1;
}
bool done;
do {
done = !update(_mouseX, _mouseY, _mouseButtons, _keyCode);
_mouseButtons &= ~kLeftButtonClicked;
_mouseButtons &= ~kRightButtonClicked;
_keyCode = Common::KEYCODE_INVALID;
} while (--inputTicks && _playVideoNumber == 0 && _gameTicks > 0 && !done);
if (!done && _playVideoNumber == 0 && _gameTicks > 0) {
DrawList drawList;
buildDrawList(drawList);
_screen->drawDrawList(drawList, _spriteModule);
drawScreen();
}
_system->delayMillis(10);
}
void BbvsEngine::updateBackgroundSounds() {
for (int i = 0; i < _gameModule->getSceneSoundsCount(); ++i) {
SceneSound *sceneSound = _gameModule->getSceneSound(i);
bool isActive = evalCondition(sceneSound->conditions);
debug(5, "bgSound(%d) isActive: %d; soundNum: %d", i, isActive, sceneSound->soundNum);
if (isActive && !_backgroundSoundsActive[i]) {
playSound(sceneSound->soundNum, true);
_backgroundSoundsActive[i] = 1;
} else if (!isActive && _backgroundSoundsActive[i]) {
stopSound(sceneSound->soundNum);
_backgroundSoundsActive[i] = 0;
}
}
}
bool BbvsEngine::update(int mouseX, int mouseY, uint mouseButtons, Common::KeyCode keyCode) {
if (_bootSaveSlot >= 0) {
loadGameState(_bootSaveSlot);
_gameTicks = 0;
_bootSaveSlot = -1;
return false;
}
if (_newSceneNum != 0) {
_gameTicks = 0;
return changeScene();
}
_mousePos.x = mouseX + _cameraPos.x;
_mousePos.y = mouseY + _cameraPos.y;
switch (_gameState) {
case kGSScene:
_isSaveAllowed = true;
saveSnapshot();
if (mouseButtons & kRightButtonDown) {
_verbPos = _mousePos;
if (_mousePos.x - _cameraPos.x < 33)
_verbPos.x = _cameraPos.x + 33;
if (_verbPos.x - _cameraPos.x > 287)
_verbPos.x = _cameraPos.x + 287;
if (_verbPos.y - _cameraPos.y < 51)
_verbPos.y = _cameraPos.y + 51;
if (_verbPos.y - _cameraPos.y > 208)
_verbPos.y = _cameraPos.y + 208;
_gameState = kGSVerbs;
} else {
switch (keyCode) {
case Common::KEYCODE_SPACE:
case Common::KEYCODE_i:
_inventoryButtonIndex = -1;
_gameState = kGSInventory;
return true;
case Common::KEYCODE_l:
_currVerbNum = kVerbLook;
break;
case Common::KEYCODE_t:
_currVerbNum = kVerbTalk;
break;
case Common::KEYCODE_u:
_currVerbNum = kVerbUse;
break;
case Common::KEYCODE_w:
_currVerbNum = kVerbWalk;
break;
default:
break;
}
updateScene(mouseButtons & kLeftButtonClicked);
updateCommon();
}
break;
case kGSInventory:
_isSaveAllowed = true;
saveSnapshot();
if (mouseButtons & kRightButtonClicked)
_currVerbNum = kVerbUse;
switch (keyCode) {
case Common::KEYCODE_SPACE:
case Common::KEYCODE_i:
_gameState = kGSScene;
stopSpeech();
return true;
case Common::KEYCODE_l:
_currVerbNum = kVerbLook;
break;
case Common::KEYCODE_u:
_currVerbNum = kVerbUse;
break;
default:
break;
}
updateInventory(mouseButtons & kLeftButtonClicked);
break;
case kGSVerbs:
_isSaveAllowed = false;
updateVerbs();
if (!(mouseButtons & kRightButtonDown)) {
if (_currVerbNum == kVerbShowInv) {
_inventoryButtonIndex = -1;
_gameState = kGSInventory;
} else {
_gameState = kGSScene;
}
}
break;
case kGSWait:
case kGSWaitDialog:
_isSaveAllowed = false;
_activeItemType = kITEmpty;
_activeItemIndex = 0;
_mouseCursorSpriteIndex = _gameModule->getGuiSpriteIndex(9);
if (keyCode == Common::KEYCODE_ESCAPE)
skipCurrAction();
else
updateCommon();
break;
case kGSDialog:
_isSaveAllowed = true;
saveSnapshot();
updateDialog(mouseButtons & kLeftButtonClicked);
updateCommon();
break;
}
return true;
}
void BbvsEngine::buildDrawList(DrawList &drawList) {
if (_gameState == kGSInventory) {
// Inventory background
drawList.add(_gameModule->getGuiSpriteIndex(15), 0, 0, 0);
// Inventory button
if (_inventoryButtonIndex == 0)
drawList.add(_gameModule->getGuiSpriteIndex(18 + 0), 97, 13, 1);
else if (_inventoryButtonIndex == 1)
drawList.add(_gameModule->getGuiSpriteIndex(18 + 1), 135, 15, 1);
else if (_inventoryButtonIndex == 2)
drawList.add(_gameModule->getGuiSpriteIndex(18 + 2), 202, 13, 1);
// Inventory items
int currItem = -1;
if (_currVerbNum == kVerbInvItem)
currItem = _currInventoryItem;
for (int i = 0; i < 50; ++i)
if (_inventoryItemStatus[i] && currItem != i)
drawList.add(_gameModule->getInventoryItemSpriteIndex(i * 2), kInventorySlotPositions[i].x, kInventorySlotPositions[i].y, 1);
} else {
// Scene objects
for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i) {
SceneObject *sceneObject = &_sceneObjects[i];
Animation *anim = sceneObject->anim;
if (anim) {
drawList.add(anim->frameSpriteIndices[sceneObject->frameIndex],
(sceneObject->x / 65536) - _cameraPos.x, (sceneObject->y / 65536) - _cameraPos.y,
sceneObject->y / 65536);
}
}
// Background objects
for (int i = 0; i < _gameModule->getBgSpritesCount(); ++i)
drawList.add(_gameModule->getBgSpriteIndex(i), -_cameraPos.x, -_cameraPos.y, _gameModule->getBgSpritePriority(i));
if (_gameState == kGSVerbs) {
// Verbs icon background
for (int i = 0; i < 6; ++i) {
if (i != 4) {
int index = (i == _activeItemIndex) ? 17 : 16;
drawList.add(_gameModule->getGuiSpriteIndex(index), _verbPos.x + kVerbRects[i].x - _cameraPos.x,
_verbPos.y + kVerbRects[i].y - _cameraPos.y, 499);
}
}
// Verbs background
drawList.add(_gameModule->getGuiSpriteIndex(13), _verbPos.x - _cameraPos.x,
_verbPos.y - _cameraPos.y, 500);
// Selected inventory item
if (_currInventoryItem >= 0) {
drawList.add(_gameModule->getInventoryItemSpriteIndex(2 * _currInventoryItem), _verbPos.x - _cameraPos.x,
_verbPos.y - _cameraPos.y + 27, 500);
}
}
if (_gameState == kGSDialog) {
// Dialog background
drawList.add(_gameModule->getGuiSpriteIndex(14), 0, 0, 500);
// Dialog icons
int iconX = 16;
for (int i = 0; i < 50; ++i)
if (_dialogItemStatus[i]) {
drawList.add(_gameModule->getDialogItemSpriteIndex(i), iconX, 36, 501);
iconX += 32;
}
}
}
// Mouse cursor
if (_mouseCursorSpriteIndex > 0 && _mousePos.x >= 0)
drawList.add(_mouseCursorSpriteIndex, _mousePos.x - _cameraPos.x, _mousePos.y - _cameraPos.y, 1000);
}
void BbvsEngine::updateVerbs() {
_activeItemIndex = 99;
if (_mousePos.x < 0) {
_mouseCursorSpriteIndex = 0;
return;
}
for (int i = 0; i < 6; ++i) {
const BBRect &verbRect = kVerbRects[i];
const int16 x = _verbPos.x + verbRect.x;
const int16 y = _verbPos.y + verbRect.y;
if (Common::Rect(x, y, x + verbRect.width, y + verbRect.height).contains(_mousePos)) {
if (i != kVerbInvItem || _currInventoryItem >= 0) {
_currVerbNum = i;
_activeItemIndex = i;
}
break;
}
}
switch (_currVerbNum) {
case kVerbLook:
case kVerbUse:
case kVerbTalk:
case kVerbWalk:
_mouseCursorSpriteIndex = _gameModule->getGuiSpriteIndex(2 * _currVerbNum);
break;
case kVerbInvItem:
_mouseCursorSpriteIndex = _gameModule->getInventoryItemSpriteIndex(2 * _currInventoryItem);
break;
case kVerbShowInv:
_mouseCursorSpriteIndex = _gameModule->getGuiSpriteIndex(8);
break;
}
}
void BbvsEngine::updateDialog(bool clicked) {
if (_mousePos.x < 0) {
_mouseCursorSpriteIndex = 0;
_activeItemType = 0;
return;
}
if (_mousePos.y > 32) {
_mouseCursorSpriteIndex = _gameModule->getGuiSpriteIndex(10);
_activeItemIndex = 0;
_activeItemType = kITEmpty;
if (clicked)
_gameState = kGSScene;
return;
}
int slotX = (_mousePos.x - _cameraPos.x) / 32;
if (slotX >= _dialogSlotCount) {
_mouseCursorSpriteIndex = _gameModule->getGuiSpriteIndex(4);
_activeItemType = kITEmpty;
_activeItemIndex = 0;
return;
}
_mouseCursorSpriteIndex = _gameModule->getGuiSpriteIndex(5);
_activeItemType = kITDialog;
// Find the selected dialog item index
for (int i = 0; i < 50 && slotX >= 0; ++i) {
if (_dialogItemStatus[i]) {
--slotX;
_activeItemIndex = i;
}
}
// Select the dialog item action if it was clicked
if (clicked) {
for (int i = 0; i < _gameModule->getActionsCount(); ++i) {
Action *action = _gameModule->getAction(i);
if (evalCondition(action->conditions)) {
_mouseCursorSpriteIndex = 0;
_gameState = kGSWaitDialog;
_currAction = action;
break;
}
}
}
}
void BbvsEngine::updateInventory(bool clicked) {
Common::Rect kInvButtonRects[3] = {
Common::Rect(97, 13, 97 + 20, 13 + 26),
Common::Rect(135, 15, 135 + 46, 15 + 25),
Common::Rect(202, 13, 202 + 20, 13 + 26)};
if (_mousePos.x < 0) {
_mouseCursorSpriteIndex = 0;
_activeItemType = 0;
return;
}
if (_currVerbNum != kVerbLook && _currVerbNum != kVerbUse && _currVerbNum != kVerbInvItem)
_currVerbNum = kVerbUse;
const int16 mx = _mousePos.x - _cameraPos.x;
const int16 my = _mousePos.y - _cameraPos.y;
// Check inventory exit left/right edge of screen
if (mx < 40 || mx > 280) {
_mouseCursorSpriteIndex = _gameModule->getGuiSpriteIndex(10);
_activeItemIndex = 0;
_activeItemType = kITEmpty;
if (clicked) {
_gameState = kGSScene;
stopSpeech();
}
return;
}
// Check hovered/clicked inventory button
_inventoryButtonIndex = -1;
if (kInvButtonRects[0].contains(mx, my)) {
_inventoryButtonIndex = 0;
if (clicked)
_currVerbNum = kVerbLook;
} else if (kInvButtonRects[2].contains(mx, my)) {
_inventoryButtonIndex = 2;
if (clicked)
_currVerbNum = kVerbUse;
} else if (kInvButtonRects[1].contains(mx, my)) {
_inventoryButtonIndex = 1;
_mouseCursorSpriteIndex = _gameModule->getGuiSpriteIndex(10);
_activeItemIndex = 0;
_activeItemType = kITEmpty;
if (clicked) {
_gameState = kGSScene;
stopSpeech();
}
return;
}
// Find hovered/clicked inventory item
int currItem = -1;
if (_currVerbNum == kVerbInvItem)
currItem = _currInventoryItem;
_activeItemType = kITEmpty;
for (int i = 0; i < 50; ++i) {
if (_inventoryItemStatus[i] && i != currItem) {
InventoryItemInfo *info = _gameModule->getInventoryItemInfo(i);
const int16 sx = kInventorySlotPositions[i].x + info->xOffs;
const int16 sy = kInventorySlotPositions[i].y + info->yOffs;
if (Common::Rect(sx, sy, sx + info->width, sy + info->height).contains(mx, my)) {
_activeItemType = kITInvItem;
_activeItemIndex = i;
break;
}
}
}
// Update mouse cursor and select inventory item if clicked
if (_activeItemType == kITInvItem) {
if (clicked) {
if (_currVerbNum == kVerbLook) {
stopSpeech();
playSpeech(_activeItemIndex + 10000);
} else if (_currVerbNum == kVerbUse) {
_currInventoryItem = _activeItemIndex;
_currVerbNum = kVerbInvItem;
_mouseCursorSpriteIndex = _gameModule->getInventoryItemSpriteIndex(2 * _activeItemIndex);
} else if (_currVerbNum == kVerbInvItem) {
if ((_currInventoryItem == 22 && _activeItemIndex == 39) ||
(_currInventoryItem == 39 && _activeItemIndex == 22)) {
_inventoryItemStatus[22] = 0;
_inventoryItemStatus[39] = 0;
_inventoryItemStatus[40] = 1;
_currVerbNum = kVerbInvItem;
_currInventoryItem = 40;
_mouseCursorSpriteIndex = _gameModule->getInventoryItemSpriteIndex(40);
}
if ((_currInventoryItem == 25 && _activeItemIndex == 26) ||
(_currInventoryItem == 26 && _activeItemIndex == 25)) {
_inventoryItemStatus[26] = 0;
_inventoryItemStatus[25] = 0;
_inventoryItemStatus[27] = 1;
_currVerbNum = kVerbInvItem;
_currInventoryItem = 27;
_mouseCursorSpriteIndex = _gameModule->getInventoryItemSpriteIndex(27);
}
}
} else {
if (_currVerbNum == kVerbLook)
_mouseCursorSpriteIndex = _gameModule->getGuiSpriteIndex(1);
else if (_currVerbNum == kVerbUse)
_mouseCursorSpriteIndex = _gameModule->getGuiSpriteIndex(3);
else if (_currVerbNum == kVerbInvItem)
_mouseCursorSpriteIndex = _gameModule->getInventoryItemSpriteIndex(2 * _currInventoryItem + 1);
}
} else {
if (_currVerbNum >= kVerbInvItem)
_mouseCursorSpriteIndex = _gameModule->getInventoryItemSpriteIndex(2 * _currInventoryItem);
else
_mouseCursorSpriteIndex = _gameModule->getGuiSpriteIndex(2 * _currVerbNum);
}
}
void BbvsEngine::updateScene(bool clicked) {
if (_mousePos.x < 0) {
_mouseCursorSpriteIndex = 0;
_activeItemType = kITNone;
return;
}
int lastPriority = 0;
_activeItemType = kITEmpty;
for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i) {
SceneObject *sceneObject = &_sceneObjects[i];
if (sceneObject->anim) {
Common::Rect frameRect = sceneObject->anim->frameRects1[sceneObject->frameIndex];
const int objY = sceneObject->y / 65536;
frameRect.translate(sceneObject->x / 65536, objY);
if (lastPriority <= objY && frameRect.width() > 0 && frameRect.contains(_mousePos)) {
lastPriority = objY;
_activeItemIndex = i;
_activeItemType = KITSceneObject;
}
}
}
for (int i = 0; i < _gameModule->getBgObjectsCount(); ++i) {
BgObject *bgObject = _gameModule->getBgObject(i);
if (lastPriority <= bgObject->rect.bottom && bgObject->rect.contains(_mousePos)) {
lastPriority = bgObject->rect.bottom;
_activeItemIndex = i;
_activeItemType = kITBgObject;
}
}
if (_currVerbNum >= kVerbInvItem)
_mouseCursorSpriteIndex = _gameModule->getInventoryItemSpriteIndex(2 * _currInventoryItem);
else
_mouseCursorSpriteIndex = _gameModule->getGuiSpriteIndex(2 * _currVerbNum);
bool checkMore = true;
if (_activeItemType == KITSceneObject || _activeItemType == kITBgObject) {
for (int i = 0; i < _gameModule->getActionsCount(); ++i) {
Action *action = _gameModule->getAction(i);
if (evalCondition(action->conditions)) {
checkMore = false;
if (clicked) {
_mouseCursorSpriteIndex = 0;
_gameState = kGSWait;
_currAction = action;
if (_currVerbNum == kVerbTalk)
_currTalkObjectIndex = _activeItemIndex;
if (_buttheadObject) {
_buttheadObject->walkDestPt.x = -1;
_buttheadObject->walkCount = 0;
}
} else {
if (_currVerbNum >= kVerbInvItem)
_mouseCursorSpriteIndex = _gameModule->getInventoryItemSpriteIndex(2 * _currInventoryItem + 1);
else
_mouseCursorSpriteIndex = _gameModule->getGuiSpriteIndex(2 * _currVerbNum + 1);
}
break;
}
}
}
// Test scroll arrow left
if (checkMore && _buttheadObject && _buttheadObject->anim && _mousePos.x - _cameraPos.x < 16 && _currCameraNum > 0) {
--_currCameraNum;
for (int i = 0; i < _gameModule->getActionsCount(); ++i) {
Action *action = _gameModule->getAction(i);
if (evalCameraCondition(action->conditions, _currCameraNum + 1)) {
checkMore = false;
if (clicked) {
_mouseCursorSpriteIndex = 0;
_gameState = kGSWait;
_currAction = action;
_buttheadObject->walkDestPt.x = -1;
_buttheadObject->walkCount = 0;
} else {
_activeItemType = kITScroll;
_mouseCursorSpriteIndex = _gameModule->getGuiSpriteIndex(12);
}
break;
}
}
++_currCameraNum;
}
// Test scroll arrow right
if (checkMore && _buttheadObject && _buttheadObject->anim && _mousePos.x - _cameraPos.x >= 304 && _currCameraNum < 4) {
++_currCameraNum;
for (int i = 0; i < _gameModule->getActionsCount(); ++i) {
Action *action = _gameModule->getAction(i);
if (evalCameraCondition(action->conditions, _currCameraNum - 1)) {
checkMore = false;
if (clicked) {
_mouseCursorSpriteIndex = 0;
_gameState = kGSWait;
_currAction = action;
_buttheadObject->walkDestPt.x = -1;
_buttheadObject->walkCount = 0;
} else {
_activeItemType = kITScroll;
_mouseCursorSpriteIndex = _gameModule->getGuiSpriteIndex(11);
}
break;
}
}
--_currCameraNum;
}
if (checkMore && _buttheadObject && _buttheadObject->anim) {
_walkMousePos = _mousePos;
while (1) {
int foundIndex = -1;
for (int i = 0; i < _walkableRectsCount; ++i)
if (_walkableRects[i].contains(_walkMousePos)) {
foundIndex = i;
break;
}
if (foundIndex >= 0) {
if (_walkMousePos.y != _mousePos.y)
_walkMousePos.y = _walkableRects[foundIndex].top;
break;
} else {
_walkMousePos.y += 4;
if (_walkMousePos.y >= 240)
break;
}
}
if (_beavisObject->anim) {
Common::Rect frameRect = _beavisObject->anim->frameRects2[_beavisObject->frameIndex];
frameRect.translate(_beavisObject->x / 65536, (_beavisObject->y / 65536) + 1);
if (!frameRect.isEmpty() && frameRect.contains(_walkMousePos))
_walkMousePos.y = frameRect.bottom;
}
if (_walkMousePos.y < 240 && canButtheadWalkToDest(_walkMousePos)) {
if (clicked) {
_buttheadObject->walkDestPt = _walkMousePos;
_buttheadObject->walkCount = 0;
}
for (int i = 0; i < _gameModule->getSceneExitsCount(); ++i) {
SceneExit *sceneExit = _gameModule->getSceneExit(i);
if (sceneExit->rect.contains(_walkMousePos.x, _walkMousePos.y)) {
_activeItemIndex = i;
_activeItemType = kITSceneExit;
_mouseCursorSpriteIndex = _gameModule->getGuiSpriteIndex(10);
}
}
} else {
_walkMousePos.x = -1;
_walkMousePos.y = -1;
}
}
}
bool BbvsEngine::performActionCommand(ActionCommand *actionCommand) {
debug(5, "BbvsEngine::performActionCommand() cmd: %d", actionCommand->cmd);
switch (actionCommand->cmd) {
case kActionCmdStop:
stopSpeech();
return false;
case kActionCmdWalkObject:
{
SceneObject *sceneObject = &_sceneObjects[actionCommand->sceneObjectIndex];
debug(5, "[%s] walks from (%d, %d) to (%d, %d)", sceneObject->sceneObjectDef->name,
sceneObject->x / 65536, sceneObject->y / 65536, actionCommand->walkDest.x, actionCommand->walkDest.y);
walkObject(sceneObject, actionCommand->walkDest, actionCommand->param);
}
return true;
case kActionCmdMoveObject:
{
SceneObject *sceneObject = &_sceneObjects[actionCommand->sceneObjectIndex];
sceneObject->x = actionCommand->walkDest.x * 65536;
sceneObject->y = actionCommand->walkDest.y * 65536;
sceneObject->xIncr = 0;
sceneObject->yIncr = 0;
sceneObject->walkCount = 0;
}
return true;
case kActionCmdAnimObject:
{
SceneObject *sceneObject = &_sceneObjects[actionCommand->sceneObjectIndex];
if (actionCommand->param == 0) {
sceneObject->anim = 0;
sceneObject->animIndex = 0;
sceneObject->frameTicks = 0;
sceneObject->frameIndex = 0;
} else if (actionCommand->timeStamp != 0 || sceneObject->anim != _gameModule->getAnimation(actionCommand->param)) {
sceneObject->animIndex = actionCommand->param;
sceneObject->anim = _gameModule->getAnimation(actionCommand->param);
sceneObject->frameIndex = sceneObject->anim->frameCount - 1;
sceneObject->frameTicks = 1;
}
}
return true;
case kActionCmdSetCameraPos:
_currCameraNum = actionCommand->param;
_newCameraPos = _gameModule->getCameraInit(_currCameraNum)->cameraPos;
updateBackgroundSounds();
return true;
case kActionCmdPlaySpeech:
playSpeech(actionCommand->param);
return true;
case kActionCmdPlaySound:
playSound(actionCommand->param);
return true;
case kActionCmdStartBackgroundSound:
{
const uint soundIndex = _gameModule->getSceneSoundIndex(actionCommand->param);
if (!_backgroundSoundsActive[soundIndex]) {
_backgroundSoundsActive[soundIndex] = 1;
playSound(actionCommand->param, true);
}
}
return true;
case kActionCmdStopBackgroundSound:
{
const uint soundIndex = _gameModule->getSceneSoundIndex(actionCommand->param);
_backgroundSoundsActive[soundIndex] = 0;
stopSound(actionCommand->param);
}
return true;
default:
return true;
}
}
bool BbvsEngine::processCurrAction() {
bool actionsFinished = false;
if (_sceneObjectActions.size() == 0) {
for (uint i = 0; i < _currAction->actionCommands.size(); ++i) {
ActionCommand *actionCommand = &_currAction->actionCommands[i];
if (actionCommand->timeStamp != 0)
break;
if (actionCommand->cmd == kActionCmdMoveObject || actionCommand->cmd == kActionCmdAnimObject) {
SceneObjectAction *sceneObjectAction = 0;
// See if there's already an entry for the SceneObject
for (uint j = 0; j < _sceneObjectActions.size(); ++j)
if (_sceneObjectActions[j].sceneObjectIndex == actionCommand->sceneObjectIndex) {
sceneObjectAction = &_sceneObjectActions[j];
break;
}
// If not, add one
if (!sceneObjectAction) {
SceneObjectAction newSceneObjectAction;
newSceneObjectAction.sceneObjectIndex = actionCommand->sceneObjectIndex;
_sceneObjectActions.push_back(newSceneObjectAction);
sceneObjectAction = &_sceneObjectActions.back();
}
if (actionCommand->cmd == kActionCmdMoveObject) {
sceneObjectAction->walkDest = actionCommand->walkDest;
} else {
sceneObjectAction->animationIndex = actionCommand->param;
}
}
if (actionCommand->cmd == kActionCmdSetCameraPos) {
_currCameraNum = actionCommand->param;
_newCameraPos = _gameModule->getCameraInit(actionCommand->param)->cameraPos;
}
}
// Delete entries for SceneObjects without anim
for (uint i = 0; i < _sceneObjectActions.size();) {
if (!_sceneObjects[_sceneObjectActions[i].sceneObjectIndex].anim)
_sceneObjectActions.remove_at(i);
else
++i;
}
// Prepare affected scene objects
for (uint i = 0; i < _sceneObjectActions.size(); ++i) {
_sceneObjects[_sceneObjectActions[i].sceneObjectIndex].walkCount = 0;
_sceneObjects[_sceneObjectActions[i].sceneObjectIndex].turnCount = 0;
}
}
actionsFinished = true;
// Update SceneObject actions (walk and turn)
for (uint i = 0; i < _sceneObjectActions.size(); ++i) {
SceneObjectAction *soAction = &_sceneObjectActions[i];
SceneObject *sceneObject = &_sceneObjects[soAction->sceneObjectIndex];
if (sceneObject->walkDestPt.x != -1) {
debug(5, "waiting for walk to finish");
actionsFinished = false;
} else if ((int16)(sceneObject->x / 65536) != soAction->walkDest.x || (int16)(sceneObject->y / 65536) != soAction->walkDest.y) {
debug(5, "starting to walk");
sceneObject->walkDestPt = soAction->walkDest;
actionsFinished = false;
} else if (sceneObject->walkCount == 0 && sceneObject->turnCount == 0) {
debug(5, "not walking");
for (int turnCount = 0; turnCount < 8; ++turnCount)
if (sceneObject->sceneObjectDef->animIndices[kWalkTurnTbl[turnCount]] == soAction->animationIndex && sceneObject->turnValue != turnCount) {
sceneObject->turnCount = turnCount | 0x80;
break;
}
}
if (sceneObject->turnCount)
actionsFinished = false;
}
if (actionsFinished)
_sceneObjectActions.clear();
return actionsFinished;
}
void BbvsEngine::skipCurrAction() {
ActionCommands &actionCommands = _currAction->actionCommands;
while (_currAction && _newSceneNum == 0)
updateCommon();
for (uint i = 0; i < actionCommands.size(); ++i)
if (actionCommands[i].cmd == kActionCmdPlaySound)
stopSound(actionCommands[i].param);
_system->delayMillis(250);
_gameTicks = 0;
}
void BbvsEngine::updateCommon() {
if (_currAction) {
bool doActionCommands = true;
if (_currActionCommandTimeStamp == 0) {
doActionCommands = processCurrAction();
_currActionCommandIndex = 0;
}
if (doActionCommands) {
ActionCommand *actionCommand = &_currAction->actionCommands[_currActionCommandIndex];
while (actionCommand->timeStamp == _currActionCommandTimeStamp &&
_currActionCommandIndex < (int)_currAction->actionCommands.size()) {
if (!performActionCommand(actionCommand)) {
_gameState = kGSScene;
evalActionResults(_currAction->results);
if (_gameState == kGSDialog)
updateDialogConditions();
_currAction = 0;
_currActionCommandTimeStamp = 0;
_currActionCommandIndex = -1;
updateSceneObjectsTurnValue();
updateWalkableRects();
break;
}
actionCommand = &_currAction->actionCommands[++_currActionCommandIndex];
}
if (_currAction) {
++_currActionCommandTimeStamp;
} else {
_activeItemIndex = 0;
_mouseCursorSpriteIndex = 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 (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i) {
SceneObject *sceneObject = &_sceneObjects[i];
if (sceneObject->walkDestPt.x != -1) {
if (sceneObject->walkCount == 0) {
debug(5, "[%s] needs to walk", sceneObject->sceneObjectDef->name);
startWalkObject(sceneObject);
if (sceneObject->walkCount == 0) {
debug(5, "no walk possible");
sceneObject->walkDestPt.x = -1;
sceneObject->walkDestPt.y = -1;
sceneObject->xIncr = 0;
sceneObject->yIncr = 0;
}
}
updateWalkObject(sceneObject);
}
if (sceneObject->walkCount > 0 && sceneObject->turnCount == 0) {
debug(5, "walk step, xIncr: %d, yIncr: %d", sceneObject->xIncr, sceneObject->yIncr);
sceneObject->x += sceneObject->xIncr;
sceneObject->y += sceneObject->yIncr;
--sceneObject->walkCount;
} else if (sceneObject->turnCount != 0) {
debug(5, "need turn, turnCount: %d", sceneObject->turnCount);
turnObject(sceneObject);
}
if (sceneObject == _buttheadObject && sceneObject->walkDestPt.x != -1) {
for (uint j = 0; j < _walkAreaActions.size(); ++j) {
if (_walkAreaActions[j] != _currAction && evalCondition(_walkAreaActions[j]->conditions)) {
_sceneObjectActions.clear();
_gameState = kGSWait;
_currAction = _walkAreaActions[j];
_currActionCommandTimeStamp = 0;
_currActionCommandIndex = -1;
for (int k = 0; k < _gameModule->getSceneObjectDefsCount(); ++k) {
SceneObject *sceneObject2 = &_sceneObjects[k];
sceneObject2->walkDestPt.x = -1;
sceneObject2->walkDestPt.y = -1;
sceneObject2->walkCount = 0;
}
break;
}
}
}
if (sceneObject->anim && --sceneObject->frameTicks == 0) {
if (++sceneObject->frameIndex >= sceneObject->anim->frameCount)
sceneObject->frameIndex = 0;
sceneObject->frameTicks = sceneObject->anim->frameTicks[sceneObject->frameIndex];
}
}
if (!_currAction && _buttheadObject) {
int16 buttheadX = _buttheadObject->x / 65536;
int16 buttheadY = _buttheadObject->y / 65536;
CameraInit *cameraInit = _gameModule->getCameraInit(_currCameraNum);
for (int i = 0; i < 8; ++i) {
if (cameraInit->rects[i].contains(buttheadX, buttheadY)) {
int newCameraNum = cameraInit->cameraLinks[i];
if (_currCameraNum != newCameraNum) {
int prevCameraNum = _currCameraNum;
_currCameraNum = newCameraNum;
_newCameraPos = _gameModule->getCameraInit(newCameraNum)->cameraPos;
for (int j = 0; j < _gameModule->getActionsCount(); ++j) {
Action *action = _gameModule->getAction(j);
if (evalCameraCondition(action->conditions, prevCameraNum)) {
_gameState = kGSWait;
_currAction = action;
_mouseCursorSpriteIndex = 0;
_buttheadObject->walkDestPt.x = -1;
_buttheadObject->walkCount = 0;
break;
}
}
updateBackgroundSounds();
}
}
}
}
if (_cameraPos.x < _newCameraPos.x)
++_cameraPos.x;
if (_cameraPos.x > _newCameraPos.x)
--_cameraPos.x;
if (_cameraPos.y < _newCameraPos.y)
++_cameraPos.y;
if (_cameraPos.y > _newCameraPos.y)
--_cameraPos.y;
// Check if Butthead is inside a scene exit
if (_newSceneNum == 0 && !_currAction && _buttheadObject) {
int16 buttheadX = _buttheadObject->x / 65536;
int16 buttheadY = _buttheadObject->y / 65536;
for (int i = 0; i < _gameModule->getSceneExitsCount(); ++i) {
SceneExit *sceneExit = _gameModule->getSceneExit(i);
if (sceneExit->rect.contains(buttheadX, buttheadY)) {
_newSceneNum = sceneExit->newModuleNum;
break;
}
}
}
}
void BbvsEngine::updateSceneObjectsTurnValue() {
for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i) {
SceneObject *sceneObject = &_sceneObjects[i];
sceneObject->turnValue = 0;
for (int j = 0; j < 12; ++j) {
if (sceneObject->sceneObjectDef->animIndices[j] == sceneObject->animIndex) {
sceneObject->turnValue = kTurnTbl[j];
break;
}
}
}
}
void BbvsEngine::updateDialogConditions() {
_dialogSlotCount = 0;
memset(_dialogItemStatus, 0, sizeof(_dialogItemStatus));
for (int i = 0; i < _gameModule->getActionsCount(); ++i) {
Action *action = _gameModule->getAction(i);
int slotIndex = evalDialogCondition(action->conditions);
if (slotIndex >= 0) {
_dialogItemStatus[slotIndex] = 1;
++_dialogSlotCount;
}
}
}
void BbvsEngine::playSpeech(int soundNum) {
debug(5, "playSpeech(%0d)", soundNum);
Common::String sndFilename = Common::String::format("snd/snd%05d.aif", soundNum);
Common::File *fd = new Common::File();
fd->open(sndFilename);
Audio::AudioStream *audioStream = Audio::makeAIFFStream(fd, DisposeAfterUse::YES);
_mixer->playStream(Audio::Mixer::kSpeechSoundType, &_speechSoundHandle, audioStream);
}
void BbvsEngine::stopSpeech() {
_mixer->stopHandle(_speechSoundHandle);
}
void BbvsEngine::playSound(uint soundNum, bool loop) {
debug(5, "playSound(%0d)", soundNum);
for (uint i = 0; i < _gameModule->getPreloadSoundsCount(); ++i)
if (_gameModule->getPreloadSound(i) == soundNum) {
_sound->playSound(i, loop);
break;
}
}
void BbvsEngine::stopSound(uint soundNum) {
for (uint i = 0; i < _gameModule->getPreloadSoundsCount(); ++i)
if (_gameModule->getPreloadSound(i) == soundNum) {
_sound->stopSound(i);
break;
}
}
void BbvsEngine::stopSounds() {
_sound->stopAllSounds();
}
bool BbvsEngine::runMinigame(int minigameNum) {
debug(0, "BbvsEngine::runMinigame() minigameNum: %d", minigameNum);
bool fromMainGame = _currSceneNum != kMainMenu;
_sound->unloadSounds();
Minigame *minigame = 0;
switch (minigameNum) {
case kMinigameBbLoogie:
minigame = new MinigameBbLoogie(this);
break;
case kMinigameBbTennis:
minigame = new MinigameBbTennis(this);
break;
case kMinigameBbAnt:
minigame = new MinigameBbAnt(this);
break;
case kMinigameBbAirGuitar:
minigame = new MinigameBbAirGuitar(this);
break;
default:
error("Incorrect minigame number %d", minigameNum);
break;
}
bool minigameResult = minigame->run(fromMainGame);
delete minigame;
// Check if the principal was hit with a megaloogie in the loogie minigame
if (minigameNum == 0 && minigameResult)
_gameVars[42] = 1;
#if 0
//DEBUG Fake it :)
if (minigameNum == 0)
_gameVars[42] = 1;
#endif
return true;
}
void BbvsEngine::runMainMenu() {
MainMenu *mainMenu = new MainMenu(this);
mainMenu->runModal();
delete mainMenu;
}
void BbvsEngine::checkEasterEgg(char key) {
static const char * const kEasterEggStrings[] = {
"BOIDUTS",
"YNNIF",
"SKCUS",
"NAMTAH"
};
static const int kEasterEggLengths[] = {
7, 5, 5, 6
};
if (_currSceneNum == kCredits) {
memmove(&_easterEggInput[1], &_easterEggInput[0], 6);
_easterEggInput[0] = key;
for (int i = 0; i < ARRAYSIZE(kEasterEggStrings); ++i) {
if (!scumm_strnicmp(kEasterEggStrings[i], _easterEggInput, kEasterEggLengths[i])) {
_easterEggInput[0] = 0;
_newSceneNum = 100 + i;
break;
}
}
}
}
} // End of namespace Bbvs