mirror of
https://github.com/libretro/scummvm.git
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abedc7e9bb
svn-id: r43162
1108 lines
30 KiB
C++
1108 lines
30 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/stream.h"
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#include "draci/draci.h"
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#include "draci/game.h"
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#include "draci/barchive.h"
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#include "draci/script.h"
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#include "draci/animation.h"
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#include <cmath>
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namespace Draci {
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static double real_to_double(byte real[6]);
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Game::Game(DraciEngine *vm) : _vm(vm) {
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unsigned int i;
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BArchive *initArchive = _vm->_initArchive;
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BAFile *file;
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// Read in persons
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file = initArchive->getFile(5);
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Common::MemoryReadStream personData(file->_data, file->_length);
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unsigned int numPersons = file->_length / personSize;
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_persons = new Person[numPersons];
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for (i = 0; i < numPersons; ++i) {
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_persons[i]._x = personData.readUint16LE();
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_persons[i]._y = personData.readUint16LE();
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_persons[i]._fontColour = personData.readByte();
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}
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// Close persons file
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file->close();
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// Read in dialog offsets
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file = initArchive->getFile(4);
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Common::MemoryReadStream dialogData(file->_data, file->_length);
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unsigned int numDialogs = file->_length / sizeof(uint16);
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_dialogOffsets = new uint[numDialogs];
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unsigned int curOffset;
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for (i = 0, curOffset = 0; i < numDialogs; ++i) {
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_dialogOffsets[i] = curOffset;
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curOffset += dialogData.readUint16LE();
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}
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// Close dialogs file
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file->close();
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// Read in game info
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file = initArchive->getFile(3);
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Common::MemoryReadStream gameData(file->_data, file->_length);
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_info._startRoom = gameData.readByte() - 1;
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_info._mapRoom = gameData.readByte() - 1;
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_info._numObjects = gameData.readUint16LE();
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_info._numIcons = gameData.readUint16LE();
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_info._numVariables = gameData.readByte();
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_info._numPersons = gameData.readByte();
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_info._numDialogs = gameData.readByte();
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_info._maxIconWidth = gameData.readUint16LE();
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_info._maxIconHeight = gameData.readUint16LE();
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_info._musicLength = gameData.readUint16LE();
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_info._crc[0] = gameData.readUint16LE();
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_info._crc[1] = gameData.readUint16LE();
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_info._crc[2] = gameData.readUint16LE();
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_info._crc[3] = gameData.readUint16LE();
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_info._numDialogBlocks = curOffset;
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// Close game info file
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file->close();
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// Read in variables
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file = initArchive->getFile(2);
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unsigned int numVariables = file->_length / sizeof (int16);
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_variables = new int[numVariables];
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Common::MemoryReadStream variableData(file->_data, file->_length);
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for (i = 0; i < numVariables; ++i) {
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_variables[i] = variableData.readUint16LE();
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}
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// Close variables file
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file->close();
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// Read in item icon status
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file = initArchive->getFile(1);
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_iconStatus = file->_data;
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uint numIcons = file->_length;
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// Read in object status
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file = initArchive->getFile(0);
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unsigned int numObjects = file->_length;
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_objects = new GameObject[numObjects];
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Common::MemoryReadStream objStatus(file->_data, file->_length);
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for (i = 0; i < numObjects; ++i) {
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byte tmp = objStatus.readByte();
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// Set object visibility
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_objects[i]._visible = tmp & (1 << 7);
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// Set object location
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_objects[i]._location = (~(1 << 7) & tmp) - 1;
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}
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// Close object status file
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file->close();
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assert(numDialogs == _info._numDialogs);
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assert(numPersons == _info._numPersons);
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assert(numVariables == _info._numVariables);
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assert(numObjects == _info._numObjects);
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assert(numIcons == _info._numIcons);
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}
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void Game::start() {
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while (!shouldQuit()) {
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// If the scheduled room differs from the current one, do a room change
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if (_newRoom != _currentRoom._roomNum) {
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// Set the first two variables to the new room / gate
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_variables[0] = _newGate;
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_variables[1] = _newRoom;
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// If the new room is the map room, set the appropriate coordinates
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// for the dragon in the persons array
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if (_newRoom == _info._mapRoom) {
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_persons[kDragonObject]._x = 160;
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_persons[kDragonObject]._y = 0;
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}
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setLoopSubstatus(kStatusOrdinary);
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// Do the actual change
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changeRoom(_newRoom);
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// Set the current room / gate to the new value
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_currentRoom._roomNum = _newRoom;
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_currentGate = _newGate;
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// HACK: Won't be needed once I've implemented the loop properly
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_roomChange = false;
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// Run the program for the gate the dragon came through
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runGateProgram(_newGate);
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// Set cursor state
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// Need to do this after we set the palette since the cursors use it
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if (_currentRoom._mouseOn) {
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debugC(6, kDraciLogicDebugLevel, "Mouse: ON");
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_vm->_mouse->cursorOn();
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} else {
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debugC(6, kDraciLogicDebugLevel, "Mouse: OFF");
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_vm->_mouse->cursorOff();
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}
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}
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// Mimic the original engine by setting the loop status to Ordinary before
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// entering the main loop
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setLoopStatus(kStatusOrdinary);
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loop();
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}
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}
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void Game::init() {
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_shouldQuit = false;
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_shouldExitLoop = false;
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_currentIcon = kNoIcon;
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_vm->_mouse->setCursorType(kNormalCursor);
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// HACK: Won't be needed once I've implemented the loop properly
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_roomChange = false;
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_loopStatus = kStatusOrdinary;
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_objUnderCursor = kOverlayImage;
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// Initialize animation for object / room titles
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Animation *titleAnim = _vm->_anims->addText(kTitleText, true);
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Text *title = new Text("", _vm->_smallFont, kTitleColour, 0, 0);
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titleAnim->addFrame(title);
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// Initialize animation for speech text
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Animation *speechAnim = _vm->_anims->addText(kSpeechText, true);
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Text *speech = new Text("", _vm->_bigFont, kFontColour1, 0, 0);
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speechAnim->addFrame(speech);
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loadObject(kDragonObject);
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GameObject *dragon = getObject(kDragonObject);
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debugC(4, kDraciLogicDebugLevel, "Running init program for the dragon object...");
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_vm->_script->run(dragon->_program, dragon->_init);
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_currentRoom._roomNum = _info._startRoom;
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_currentGate = 0;
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_newRoom = _currentRoom._roomNum;
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_newGate = _currentGate;
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_variables[0] = _currentGate;
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_variables[1] = _currentRoom._roomNum;
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changeRoom(_currentRoom._roomNum);
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runGateProgram(_currentGate);
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}
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void Game::loop() {
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Surface *surface = _vm->_screen->getSurface();
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do {
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_vm->handleEvents();
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if (_currentRoom._mouseOn) {
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// Fetch mouse coordinates
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int x = _vm->_mouse->getPosX();
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int y = _vm->_mouse->getPosY();
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// Fetch the dedicated objects' title animation / current frame
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Animation *titleAnim = _vm->_anims->getAnimation(kTitleText);
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Text *title = reinterpret_cast<Text *>(titleAnim->getFrame());
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if (_loopStatus == kStatusOrdinary && _loopSubstatus == kStatusOrdinary) {
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if(_vm->_mouse->isCursorOn()) {
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// Find the game object under the cursor
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// (to be more precise, one that corresponds to the animation under the cursor)
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int animUnderCursor = _vm->_anims->getTopAnimationID(x, y);
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int curObject = getObjectWithAnimation(animUnderCursor);
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updateTitle();
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_objUnderCursor = curObject;
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if (_objUnderCursor != _oldObjUnderCursor) {
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_oldObjUnderCursor = _objUnderCursor;
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updateCursor();
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}
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if (_vm->_mouse->lButtonPressed()) {
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_vm->_mouse->lButtonSet(false);
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if (_objUnderCursor != kObjectNotFound) {
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GameObject *obj = &_objects[_objUnderCursor];
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_vm->_mouse->cursorOff();
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titleAnim->markDirtyRect(surface);
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title->setText("");
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if (!obj->_imLook) {
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if (obj->_lookDir == -1) {
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walkHero(x, y);
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} else {
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walkHero(obj->_lookX, obj->_lookY);
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}
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}
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_vm->_script->run(obj->_program, obj->_look);
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_vm->_mouse->cursorOn();
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} else {
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walkHero(x, y);
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}
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}
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if (_vm->_mouse->rButtonPressed()) {
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_vm->_mouse->rButtonSet(false);
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if (_objUnderCursor != kObjectNotFound) {
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GameObject *obj = &_objects[_objUnderCursor];
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if (_vm->_script->testExpression(obj->_program, obj->_canUse)) {
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_vm->_mouse->cursorOff();
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titleAnim->markDirtyRect(surface);
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title->setText("");
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if (!obj->_imUse) {
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if (obj->_useDir == -1) {
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walkHero(x, y);
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} else {
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walkHero(obj->_useX, obj->_useY);
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}
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}
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_vm->_script->run(obj->_program, obj->_use);
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_vm->_mouse->cursorOn();
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} else {
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walkHero(x, y);
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}
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} else {
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if (_vm->_script->testExpression(_currentRoom._program, _currentRoom._canUse)) {
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_vm->_mouse->cursorOff();
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titleAnim->markDirtyRect(surface);
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title->setText("");
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_vm->_script->run(_currentRoom._program, _currentRoom._use);
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_vm->_mouse->cursorOn();
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} else {
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walkHero(x, y);
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}
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}
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}
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debugC(2, kDraciAnimationDebugLevel, "Anim under cursor: %d", animUnderCursor);
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}
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}
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}
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// Handle character talking (if there is any)
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if (_loopSubstatus == kStatusTalk) {
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Animation *speechAnim = _vm->_anims->getAnimation(kSpeechText);
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Text *speechFrame = reinterpret_cast<Text *>(speechAnim->getFrame());
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uint speechDuration = kBaseSpeechDuration +
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speechFrame->getLength() * kSpeechTimeUnit /
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(128 / 16 + 1);
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// If the current speech text has expired or the user clicked a mouse button,
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// advance to the next line of text
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if (_vm->_mouse->lButtonPressed() ||
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_vm->_mouse->rButtonPressed() ||
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(_vm->_system->getMillis() - _speechTick) >= speechDuration) {
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_shouldExitLoop = true;
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_vm->_mouse->lButtonSet(false);
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_vm->_mouse->rButtonSet(false);
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} else {
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_shouldExitLoop = false;
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}
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}
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// This returns true if we got a signal to quit the game
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if (shouldQuit())
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return;
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// Advance animations and redraw screen
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if (_loopStatus != kStatusInventory) {
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_vm->_anims->drawScene(surface);
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}
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_vm->_screen->copyToScreen();
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_vm->_system->delayMillis(20);
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// HACK: Won't be needed once the game loop is implemented properly
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_shouldExitLoop = _shouldExitLoop || _roomChange;
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} while (!shouldExitLoop());
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}
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void Game::updateCursor() {
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_vm->_mouse->setCursorType(kNormalCursor);
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if (_currentIcon != kNoIcon) {
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_vm->_mouse->loadItemCursor(_currentIcon);
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}
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if (_objUnderCursor == kObjectNotFound) {
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if (_vm->_script->testExpression(_currentRoom._program, _currentRoom._canUse)) {
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if (_currentIcon == kNoIcon) {
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_vm->_mouse->setCursorType(kHighlightedCursor);
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} else {
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_vm->_mouse->loadItemCursor(_currentIcon, true);
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}
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}
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} else {
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GameObject *obj = &_objects[_objUnderCursor];
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_vm->_mouse->setCursorType((CursorType)obj->_walkDir);
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if (!(obj->_walkDir > 0)) {
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if (_vm->_script->testExpression(obj->_program, obj->_canUse)) {
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if (_currentIcon == kNoIcon) {
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_vm->_mouse->setCursorType(kHighlightedCursor);
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} else {
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_vm->_mouse->loadItemCursor(_currentIcon, true);
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}
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}
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}
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}
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}
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void Game::updateTitle() {
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Surface *surface = _vm->_screen->getSurface();
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const int smallFontHeight = _vm->_smallFont->getFontHeight();
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// Fetch mouse coordinates
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int x = _vm->_mouse->getPosX();
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int y = _vm->_mouse->getPosY();
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// Fetch the dedicated objects' title animation / current frame
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Animation *titleAnim = _vm->_anims->getAnimation(kTitleText);
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Text *title = reinterpret_cast<Text *>(titleAnim->getFrame());
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// Mark dirty rectangle to delete the previous text
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titleAnim->markDirtyRect(surface);
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if (_objUnderCursor == kObjectNotFound) {
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title->setText("");
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} else {
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GameObject *obj = &_objects[_objUnderCursor];
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title->setText(obj->_title);
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}
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// Move the title to the correct place (just above the cursor)
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int newX = surface->centerOnX(x, title->getWidth());
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int newY = surface->centerOnY(y - smallFontHeight / 2, title->getHeight() * 2);
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titleAnim->setRelative(newX, newY);
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if (titleAnim->isPlaying()) {
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titleAnim->markDirtyRect(surface);
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} else {
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_vm->_anims->play(titleAnim->getID());
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}
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}
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int Game::getObjectWithAnimation(int animID) {
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for (uint i = 0; i < _info._numObjects; ++i) {
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GameObject *obj = &_objects[i];
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for (uint j = 0; j < obj->_anims.size(); ++j) {
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if (obj->_anims[j] == animID) {
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return i;
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}
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}
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}
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return kObjectNotFound;
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}
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void Game::walkHero(int x, int y) {
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Surface *surface = _vm->_screen->getSurface();
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Common::Point p = _currentRoom._walkingMap.findNearestWalkable(x, y, surface->getRect());
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x = p.x;
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y = p.y;
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debugC(4, kDraciLogicDebugLevel, "Walk to x: %d y: %d", x, y);
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// Fetch dragon's animation ID
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// FIXME: Need to add proper walking (this only warps the dragon to position)
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int animID = getObject(kDragonObject)->_anims[0];
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Animation *anim = _vm->_anims->getAnimation(animID);
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// Calculate scaling factors
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double scaleX = _currentRoom._pers0 + _currentRoom._persStep * y;
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double scaleY = scaleX;
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// Set the Z coordinate for the dragon's animation
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anim->setZ(y+1);
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// Fetch current frame
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Drawable *frame = anim->getFrame();
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// Fetch base dimensions of the frame
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uint height = frame->getHeight();
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uint width = frame->getWidth();
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_persons[kDragonObject]._x = x + (lround(scaleX) * width) / 2;
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_persons[kDragonObject]._y = y - lround(scaleY) * height;
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// Set the per-animation scaling factor
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anim->setScaleFactors(scaleX, scaleY);
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// We naturally want the dragon to position its feet to the location of the
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// click but sprites are drawn from their top-left corner so we subtract
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// the current height of the dragon's sprite
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y -= (int)(scaleY * height);
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//x -= (int)(scaleX * width) / 2;
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anim->setRelative(x, y);
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// Play the animation
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_vm->_anims->play(animID);
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}
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void Game::loadRoom(int roomNum) {
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BAFile *f;
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f = _vm->_roomsArchive->getFile(roomNum * 4);
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Common::MemoryReadStream roomReader(f->_data, f->_length);
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roomReader.readUint32LE(); // Pointer to room program, not used
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roomReader.readUint16LE(); // Program length, not used
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roomReader.readUint32LE(); // Pointer to room title, not used
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_currentRoom._music = roomReader.readByte();
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int mapID = roomReader.readByte() - 1;
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loadWalkingMap(mapID);
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_currentRoom._palette = roomReader.readByte() - 1;
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_currentRoom._numOverlays = roomReader.readSint16LE();
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_currentRoom._init = roomReader.readSint16LE();
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_currentRoom._look = roomReader.readSint16LE();
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_currentRoom._use = roomReader.readSint16LE();
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_currentRoom._canUse = roomReader.readSint16LE();
|
|
_currentRoom._imInit = roomReader.readByte();
|
|
_currentRoom._imLook = roomReader.readByte();
|
|
_currentRoom._imUse = roomReader.readByte();
|
|
_currentRoom._mouseOn = roomReader.readByte();
|
|
_currentRoom._heroOn = roomReader.readByte();
|
|
|
|
// Read in pers0 and persStep (stored as 6-byte Pascal reals)
|
|
byte real[6];
|
|
|
|
for (int i = 5; i >= 0; --i) {
|
|
real[i] = roomReader.readByte();
|
|
}
|
|
|
|
_currentRoom._pers0 = real_to_double(real);
|
|
|
|
for (int i = 5; i >= 0; --i) {
|
|
real[i] = roomReader.readByte();
|
|
}
|
|
|
|
_currentRoom._persStep = real_to_double(real);
|
|
|
|
_currentRoom._escRoom = roomReader.readByte() - 1;
|
|
_currentRoom._numGates = roomReader.readByte();
|
|
|
|
debugC(4, kDraciLogicDebugLevel, "Music: %d", _currentRoom._music);
|
|
debugC(4, kDraciLogicDebugLevel, "Map: %d", mapID);
|
|
debugC(4, kDraciLogicDebugLevel, "Palette: %d", _currentRoom._palette);
|
|
debugC(4, kDraciLogicDebugLevel, "Overlays: %d", _currentRoom._numOverlays);
|
|
debugC(4, kDraciLogicDebugLevel, "Init: %d", _currentRoom._init);
|
|
debugC(4, kDraciLogicDebugLevel, "Look: %d", _currentRoom._look);
|
|
debugC(4, kDraciLogicDebugLevel, "Use: %d", _currentRoom._use);
|
|
debugC(4, kDraciLogicDebugLevel, "CanUse: %d", _currentRoom._canUse);
|
|
debugC(4, kDraciLogicDebugLevel, "ImInit: %d", _currentRoom._imInit);
|
|
debugC(4, kDraciLogicDebugLevel, "ImLook: %d", _currentRoom._imLook);
|
|
debugC(4, kDraciLogicDebugLevel, "ImUse: %d", _currentRoom._imUse);
|
|
debugC(4, kDraciLogicDebugLevel, "MouseOn: %d", _currentRoom._mouseOn);
|
|
debugC(4, kDraciLogicDebugLevel, "HeroOn: %d", _currentRoom._heroOn);
|
|
debugC(4, kDraciLogicDebugLevel, "Pers0: %f", _currentRoom._pers0);
|
|
debugC(4, kDraciLogicDebugLevel, "PersStep: %f", _currentRoom._persStep);
|
|
debugC(4, kDraciLogicDebugLevel, "EscRoom: %d", _currentRoom._escRoom);
|
|
debugC(4, kDraciLogicDebugLevel, "Gates: %d", _currentRoom._numGates);
|
|
|
|
// Read in the gates' numbers
|
|
|
|
_currentRoom._gates.clear();
|
|
|
|
for (uint i = 0; i < _currentRoom._numGates; ++i) {
|
|
_currentRoom._gates.push_back(roomReader.readSint16LE());
|
|
}
|
|
|
|
// Load the room's objects
|
|
for (uint i = 0; i < _info._numObjects; ++i) {
|
|
debugC(7, kDraciLogicDebugLevel,
|
|
"Checking if object %d (%d) is at the current location (%d)", i,
|
|
_objects[i]._location, roomNum);
|
|
|
|
if (_objects[i]._location == roomNum) {
|
|
debugC(6, kDraciLogicDebugLevel, "Loading object %d from room %d", i, roomNum);
|
|
loadObject(i);
|
|
}
|
|
}
|
|
|
|
// Run the init scripts for room objects
|
|
// We can't do this in the above loop because some objects' scripts reference
|
|
// other objects that may not yet be loaded
|
|
for (uint i = 0; i < _info._numObjects; ++i) {
|
|
if (_objects[i]._location == roomNum) {
|
|
debugC(6, kDraciLogicDebugLevel,
|
|
"Running init program for object %d (offset %d)", i, getObject(i)->_init);
|
|
_vm->_script->run(getObject(i)->_program, getObject(i)->_init);
|
|
}
|
|
}
|
|
|
|
// Load the room's GPL program and run the init part
|
|
f = _vm->_roomsArchive->getFile(roomNum * 4 + 3);
|
|
_currentRoom._program._bytecode = f->_data;
|
|
_currentRoom._program._length = f->_length;
|
|
|
|
debugC(4, kDraciLogicDebugLevel, "Running room init program...");
|
|
_vm->_script->run(_currentRoom._program, _currentRoom._init);
|
|
|
|
// Set room palette
|
|
f = _vm->_paletteArchive->getFile(_currentRoom._palette);
|
|
_vm->_screen->setPalette(f->_data, 0, kNumColours);
|
|
|
|
// HACK: Create a visible overlay from the walking map so we can test it
|
|
byte *wlk = new byte[kScreenWidth * kScreenHeight];
|
|
memset(wlk, 255, kScreenWidth * kScreenHeight);
|
|
|
|
for (uint i = 0; i < kScreenWidth; ++i) {
|
|
for (uint j = 0; j < kScreenHeight; ++j) {
|
|
if (_currentRoom._walkingMap.isWalkable(i, j)) {
|
|
wlk[j * kScreenWidth + i] = 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
Sprite *ov = new Sprite(wlk, kScreenWidth, kScreenHeight, 0, 0, false);
|
|
|
|
Animation *map = _vm->_anims->addAnimation(kWalkingMapOverlay, 255, false);
|
|
map->addFrame(ov);
|
|
}
|
|
|
|
int Game::loadAnimation(uint animNum, uint z) {
|
|
|
|
BAFile *animFile = _vm->_animationsArchive->getFile(animNum);
|
|
Common::MemoryReadStream animationReader(animFile->_data, animFile->_length);
|
|
|
|
uint numFrames = animationReader.readByte();
|
|
|
|
// FIXME: handle these properly
|
|
animationReader.readByte(); // Memory logic field, not used
|
|
animationReader.readByte(); // Disable erasing field, not used
|
|
|
|
bool cyclic = animationReader.readByte();
|
|
|
|
animationReader.readByte(); // Relative field, not used
|
|
|
|
Animation *anim = _vm->_anims->addAnimation(animNum, z, false);
|
|
|
|
anim->setLooping(cyclic);
|
|
|
|
for (uint i = 0; i < numFrames; ++i) {
|
|
uint spriteNum = animationReader.readUint16LE() - 1;
|
|
int x = animationReader.readSint16LE();
|
|
int y = animationReader.readSint16LE();
|
|
uint scaledWidth = animationReader.readUint16LE();
|
|
uint scaledHeight = animationReader.readUint16LE();
|
|
byte mirror = animationReader.readByte();
|
|
/* uint sample = */ animationReader.readUint16LE();
|
|
/* uint freq = */ animationReader.readUint16LE();
|
|
uint delay = animationReader.readUint16LE();
|
|
|
|
BAFile *spriteFile = _vm->_spritesArchive->getFile(spriteNum);
|
|
|
|
Sprite *sp = new Sprite(spriteFile->_data, spriteFile->_length, x, y, true);
|
|
|
|
// Some frames set the scaled dimensions to 0 even though other frames
|
|
// from the same animations have them set to normal values
|
|
// We work around this by assuming it means no scaling is necessary
|
|
if (scaledWidth == 0) {
|
|
scaledWidth = sp->getWidth();
|
|
}
|
|
|
|
if (scaledHeight == 0) {
|
|
scaledHeight = sp->getHeight();
|
|
}
|
|
|
|
sp->setScaled(scaledWidth, scaledHeight);
|
|
|
|
if (mirror)
|
|
sp->setMirrorOn();
|
|
|
|
sp->setDelay(delay * 10);
|
|
|
|
anim->addFrame(sp);
|
|
}
|
|
|
|
return animNum;
|
|
}
|
|
|
|
void Game::loadObject(uint objNum) {
|
|
BAFile *file;
|
|
|
|
file = _vm->_objectsArchive->getFile(objNum * 3);
|
|
Common::MemoryReadStream objReader(file->_data, file->_length);
|
|
|
|
GameObject *obj = _objects + objNum;
|
|
|
|
obj->_init = objReader.readUint16LE();
|
|
obj->_look = objReader.readUint16LE();
|
|
obj->_use = objReader.readUint16LE();
|
|
obj->_canUse = objReader.readUint16LE();
|
|
obj->_imInit = objReader.readByte();
|
|
obj->_imLook = objReader.readByte();
|
|
obj->_imUse = objReader.readByte();
|
|
obj->_walkDir = objReader.readByte() - 1;
|
|
obj->_z = objReader.readByte();
|
|
objReader.readUint16LE(); // idxSeq field, not used
|
|
objReader.readUint16LE(); // numSeq field, not used
|
|
obj->_lookX = objReader.readUint16LE();
|
|
obj->_lookY = objReader.readUint16LE();
|
|
obj->_useX = objReader.readUint16LE();
|
|
obj->_useY = objReader.readUint16LE();
|
|
obj->_lookDir = objReader.readByte() - 1;
|
|
obj->_useDir = objReader.readByte() - 1;
|
|
|
|
obj->_absNum = objNum;
|
|
|
|
file = _vm->_objectsArchive->getFile(objNum * 3 + 1);
|
|
|
|
// The first byte of the file is the length of the string (without the length)
|
|
assert(file->_length - 1 == file->_data[0]);
|
|
|
|
obj->_title = Common::String((char *)(file->_data+1), file->_length-1);
|
|
|
|
file = _vm->_objectsArchive->getFile(objNum * 3 + 2);
|
|
obj->_program._bytecode = file->_data;
|
|
obj->_program._length = file->_length;
|
|
}
|
|
|
|
void Game::loadWalkingMap(int mapID) {
|
|
|
|
BAFile *f;
|
|
f = _vm->_walkingMapsArchive->getFile(mapID);
|
|
_currentRoom._walkingMap.load(f->_data, f->_length);
|
|
}
|
|
|
|
GameObject *Game::getObject(uint objNum) {
|
|
return _objects + objNum;
|
|
}
|
|
|
|
uint Game::getNumObjects() {
|
|
return _info._numObjects;
|
|
}
|
|
|
|
void Game::loadOverlays() {
|
|
uint x, y, z, num;
|
|
|
|
BAFile *overlayHeader;
|
|
|
|
overlayHeader = _vm->_roomsArchive->getFile(_currentRoom._roomNum * 4 + 2);
|
|
Common::MemoryReadStream overlayReader(overlayHeader->_data, overlayHeader->_length);
|
|
BAFile *overlayFile;
|
|
|
|
for (int i = 0; i < _currentRoom._numOverlays; i++) {
|
|
|
|
num = overlayReader.readUint16LE() - 1;
|
|
x = overlayReader.readUint16LE();
|
|
y = overlayReader.readUint16LE();
|
|
z = overlayReader.readByte();
|
|
|
|
overlayFile = _vm->_overlaysArchive->getFile(num);
|
|
Sprite *sp = new Sprite(overlayFile->_data, overlayFile->_length, x, y, true);
|
|
|
|
_vm->_anims->addOverlay(sp, z);
|
|
}
|
|
|
|
_vm->_overlaysArchive->clearCache();
|
|
|
|
_vm->_screen->getSurface()->markDirty();
|
|
}
|
|
|
|
void Game::changeRoom(uint roomNum) {
|
|
|
|
debugC(1, kDraciLogicDebugLevel, "Changing to room %d", roomNum);
|
|
|
|
// Clear archives
|
|
_vm->_roomsArchive->clearCache();
|
|
_vm->_spritesArchive->clearCache();
|
|
_vm->_paletteArchive->clearCache();
|
|
_vm->_animationsArchive->clearCache();
|
|
_vm->_walkingMapsArchive->clearCache();
|
|
|
|
_vm->_screen->clearScreen();
|
|
|
|
_vm->_anims->deleteOverlays();
|
|
|
|
// Delete walking map testing overlay
|
|
_vm->_anims->deleteAnimation(kWalkingMapOverlay);
|
|
|
|
int oldRoomNum = _currentRoom._roomNum;
|
|
|
|
// TODO: Make objects capable of stopping their own animations
|
|
GameObject *dragon = getObject(kDragonObject);
|
|
for (uint i = 0; i < dragon->_anims.size(); ++i) {
|
|
_vm->_anims->stop(dragon->_anims[i]);
|
|
}
|
|
|
|
for (uint i = 0; i < _info._numObjects; ++i) {
|
|
GameObject *obj = &_objects[i];
|
|
|
|
if (i != 0 && (obj->_location == oldRoomNum)) {
|
|
for (uint j = 0; j < obj->_anims.size(); ++j) {
|
|
_vm->_anims->deleteAnimation(obj->_anims[j]);
|
|
}
|
|
obj->_anims.clear();
|
|
}
|
|
}
|
|
|
|
_currentRoom._roomNum = roomNum;
|
|
loadRoom(roomNum);
|
|
loadOverlays();
|
|
}
|
|
|
|
void Game::runGateProgram(int gate) {
|
|
|
|
debugC(6, kDraciLogicDebugLevel, "Running program for gate %d", gate);
|
|
|
|
// Set the appropriate loop statu before executing the gate program
|
|
setLoopStatus(kStatusGate);
|
|
|
|
// Mark last animation
|
|
int lastAnimIndex = _vm->_anims->getLastIndex();
|
|
|
|
// Run gate program
|
|
_vm->_script->run(_currentRoom._program, _currentRoom._gates[gate]);
|
|
|
|
// Delete all animations loaded after the marked one
|
|
// (from objects and from the AnimationManager)
|
|
for (uint i = 0; i < getNumObjects(); ++i) {
|
|
GameObject *obj = &_objects[i];
|
|
|
|
for (uint j = 0; j < obj->_anims.size(); ++j) {
|
|
Animation *anim;
|
|
|
|
anim = _vm->_anims->getAnimation(obj->_anims[j]);
|
|
if (anim != NULL && anim->getIndex() > lastAnimIndex)
|
|
obj->_anims.remove_at(j);
|
|
}
|
|
}
|
|
|
|
_vm->_anims->deleteAfterIndex(lastAnimIndex);
|
|
|
|
setExitLoop(false);
|
|
}
|
|
|
|
int Game::getRoomNum() {
|
|
return _currentRoom._roomNum;
|
|
}
|
|
|
|
void Game::setRoomNum(int room) {
|
|
_newRoom = room;
|
|
}
|
|
|
|
int Game::getGateNum() {
|
|
return _currentGate;
|
|
}
|
|
|
|
void Game::setGateNum(int gate) {
|
|
_newGate = gate;
|
|
}
|
|
|
|
void Game::setLoopStatus(LoopStatus status) {
|
|
_loopStatus = status;
|
|
}
|
|
|
|
void Game::setLoopSubstatus(LoopStatus status) {
|
|
_loopSubstatus = status;
|
|
}
|
|
|
|
LoopStatus Game::getLoopStatus() {
|
|
return _loopStatus;
|
|
}
|
|
|
|
LoopStatus Game::getLoopSubstatus() {
|
|
return _loopSubstatus;
|
|
}
|
|
|
|
int Game::getVariable(int numVar) {
|
|
return _variables[numVar];
|
|
}
|
|
|
|
void Game::setVariable(int numVar, int value) {
|
|
_variables[numVar] = value;
|
|
}
|
|
|
|
int Game::getIconStatus(int iconID) {
|
|
return _iconStatus[iconID];
|
|
}
|
|
|
|
int Game::getCurrentIcon() {
|
|
return _currentIcon;
|
|
}
|
|
|
|
Person *Game::getPerson(int personID) {
|
|
return &_persons[personID];
|
|
}
|
|
|
|
void Game::setSpeechTick(uint tick) {
|
|
_speechTick = tick;
|
|
}
|
|
|
|
int Game::getEscRoom() {
|
|
return _currentRoom._escRoom;
|
|
}
|
|
|
|
/**
|
|
* The GPL command Mark sets the animation index (which specifies the order in which
|
|
* animations were loaded in) which is then used by the Release command to delete
|
|
* all animations that have an index greater than the one marked.
|
|
*/
|
|
|
|
int Game::getMarkedAnimationIndex() {
|
|
return _markedAnimationIndex;
|
|
}
|
|
|
|
/**
|
|
* See Game::getMarkedAnimationIndex().
|
|
*/
|
|
|
|
void Game::setMarkedAnimationIndex(int index) {
|
|
_markedAnimationIndex = index;
|
|
}
|
|
|
|
Game::~Game() {
|
|
delete[] _persons;
|
|
delete[] _variables;
|
|
delete[] _dialogOffsets;
|
|
delete[] _objects;
|
|
}
|
|
|
|
|
|
bool WalkingMap::isWalkable(int x, int y) {
|
|
|
|
// Convert to map pixels
|
|
x = x / _deltaX;
|
|
y = y / _deltaY;
|
|
|
|
int pixelIndex = _mapWidth * y + x;
|
|
int byteIndex = pixelIndex / 8;
|
|
int mapByte = _data[byteIndex];
|
|
|
|
return mapByte & (1 << pixelIndex % 8);
|
|
}
|
|
|
|
/**
|
|
* @brief For a given point, find a nearest walkable point on the walking map
|
|
*
|
|
* @param startX x coordinate of the point
|
|
* @param startY y coordinate of the point
|
|
*
|
|
* @return A Common::Point representing the nearest walkable point
|
|
*
|
|
* The algorithm was copied from the original engine for exactness.
|
|
* TODO: Study this algorithm in more detail so it can be documented properly and
|
|
* possibly improved / simplified.
|
|
*/
|
|
Common::Point WalkingMap::findNearestWalkable(int startX, int startY, Common::Rect searchRect) {
|
|
|
|
// If the starting point is walkable, just return that
|
|
if (searchRect.contains(startX, startY) && isWalkable(startX, startY)) {
|
|
return Common::Point(startX, startY);
|
|
}
|
|
|
|
|
|
int signs[] = { 1, -1 };
|
|
const uint kSignsNum = 2;
|
|
|
|
int radius = 0;
|
|
int x, y;
|
|
int dx, dy;
|
|
int prediction;
|
|
|
|
// The place where, eventually, the result coordinates will be stored
|
|
int finalX, finalY;
|
|
|
|
// The algorithm appears to start off with an ellipse with the minor radius equal to
|
|
// zero and the major radius equal to the walking map delta (the number of pixels
|
|
// one map pixel represents). It then uses a heuristic to gradually reshape it into
|
|
// a circle (by shortening the major radius and lengthening the minor one). At each
|
|
// such resizing step, it checks some select points on the ellipse for walkability.
|
|
// It also does the same check for the ellipse perpendicular to it (rotated by 90 degrees).
|
|
|
|
while(1) {
|
|
|
|
// The default major radius
|
|
radius += _deltaX;
|
|
|
|
// The ellipse radii (minor, major) that get resized
|
|
x = 0;
|
|
y = radius;
|
|
|
|
// Heuristic variables
|
|
prediction = 1 - radius;
|
|
dx = 3;
|
|
dy = 2 * radius - 2;
|
|
|
|
do {
|
|
|
|
// The following two loops serve the purpose of checking the points on the two
|
|
// ellipses for walkability. The signs[] array is there to obliterate the need
|
|
// of writing out all combinations manually.
|
|
|
|
for (uint i = 0; i < kSignsNum; ++i) {
|
|
finalY = startY + y * signs[i];
|
|
|
|
for (uint j = 0; j < kSignsNum; ++j) {
|
|
finalX = startX + x * signs[j];
|
|
|
|
// If the current point is walkable, return it
|
|
if (searchRect.contains(finalX, finalY) && isWalkable(finalX, finalY)) {
|
|
return Common::Point(finalX, finalY);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (x == y) {
|
|
// If the starting point is walkable, just return that
|
|
if (searchRect.contains(finalX, finalY) && isWalkable(finalX, finalY)) {
|
|
return Common::Point(finalX, finalY);
|
|
}
|
|
}
|
|
|
|
for (uint i = 0; i < kSignsNum; ++i) {
|
|
finalY = startY + x * signs[i];
|
|
|
|
for (uint j = 0; j < kSignsNum; ++j) {
|
|
finalX = startX + y * signs[j];
|
|
|
|
// If the current point is walkable, return it
|
|
if (searchRect.contains(finalX, finalY) && isWalkable(finalX, finalY)) {
|
|
return Common::Point(finalX, finalY);
|
|
}
|
|
}
|
|
}
|
|
|
|
// If prediction is non-negative, we need to decrease the major radius of the
|
|
// ellipse
|
|
if (prediction >= 0) {
|
|
prediction -= dy;
|
|
dy -= 2 * _deltaX;
|
|
y -= _deltaX;
|
|
}
|
|
|
|
// Increase the minor radius of the ellipse and update heuristic variables
|
|
prediction += dx;
|
|
dx += 2 * _deltaX;
|
|
x += _deltaX;
|
|
|
|
// If the current ellipse has been reshaped into a circle,
|
|
// end this loop and enlarge the radius
|
|
} while (x <= y);
|
|
}
|
|
}
|
|
|
|
static double real_to_double(byte real[6]) {
|
|
|
|
// Extract sign bit
|
|
int sign = real[0] & (1 << 7);
|
|
|
|
// Extract exponent and adjust for bias
|
|
int exp = real[5] - 129;
|
|
|
|
double mantissa;
|
|
double tmp = 0.0;
|
|
|
|
if (real[5] == 0) {
|
|
mantissa = 0.0;
|
|
} else {
|
|
|
|
// Process the first four least significant bytes
|
|
for (int i = 4; i >= 1; --i) {
|
|
tmp += real[i];
|
|
tmp /= 1 << 8;
|
|
}
|
|
|
|
// Process the most significant byte (remove the sign bit)
|
|
tmp += real[0] & ((1 << 7) - 1);
|
|
tmp /= 1 << 8;
|
|
|
|
// Calculate mantissa
|
|
mantissa = 1.0;
|
|
mantissa += 2.0 * tmp;
|
|
}
|
|
|
|
// Flip sign if necessary
|
|
if (sign) {
|
|
mantissa = -mantissa;
|
|
}
|
|
|
|
// Calculate final value
|
|
return ldexp(mantissa, exp);
|
|
}
|
|
|
|
}
|