scummvm/engines/gob/mult_v1.cpp

670 lines
18 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 "common/endian.h"
#include "common/stream.h"
#include "gob/gob.h"
#include "gob/mult.h"
#include "gob/global.h"
#include "gob/util.h"
#include "gob/draw.h"
#include "gob/game.h"
#include "gob/script.h"
#include "gob/resources.h"
#include "gob/inter.h"
#include "gob/scenery.h"
namespace Gob {
Mult_v1::Mult_v1(GobEngine *vm) : Mult(vm) {
}
void Mult_v1::loadMult(int16 resId) {
debugC(4, kDebugGameFlow, "Loading mult");
_multData = new Mult_Data;
memset(_multData, 0, sizeof(Mult_Data));
_multData->sndSlotsCount = 0;
_multData->frameStart = 0;
Resource *resource = _vm->_game->_resources->getResource(resId);
if (!resource)
return;
Common::SeekableReadStream &data = *resource->stream();
_multData->staticCount = data.readSByte() + 1;
_multData->animCount = data.readSByte() + 1;
for (int i = 0; i < 10; i++) {
_multData->staticLoaded[i] = false;
_multData->animLoaded[i] = false;
}
for (int i = 0; i < _multData->staticCount; i++, data.seek(14, SEEK_CUR)) {
_multData->staticIndices[i] = _vm->_scenery->loadStatic(1);
if (_multData->staticIndices[i] >= 100) {
_multData->staticIndices[i] -= 100;
_multData->staticLoaded[i] = true;
}
}
for (int i = 0; i < _multData->animCount; i++, data.seek(14, SEEK_CUR)) {
_multData->animIndices[i] = _vm->_scenery->loadAnim(1);
if (_multData->animIndices[i] >= 100) {
_multData->animIndices[i] -= 100;
_multData->animLoaded[i] = true;
}
}
_multData->frameRate = data.readSint16LE();
_multData->staticKeysCount = data.readSint16LE();
_multData->staticKeys = new Mult_StaticKey[_multData->staticKeysCount];
for (int i = 0; i < _multData->staticKeysCount; i++) {
_multData->staticKeys[i].frame = data.readSint16LE();
_multData->staticKeys[i].layer = data.readSint16LE();
}
for (int i = 0; i < 4; i++) {
_multData->animKeysCount[i] = data.readSint16LE();
_multData->animKeys[i] = new Mult_AnimKey[_multData->animKeysCount[i]];
for (int j = 0; j < _multData->animKeysCount[i]; j++) {
_multData->animKeys[i][j].frame = data.readSint16LE();
_multData->animKeys[i][j].layer = data.readSint16LE();
_multData->animKeys[i][j].posX = data.readSint16LE();
_multData->animKeys[i][j].posY = data.readSint16LE();
_multData->animKeys[i][j].order = data.readSint16LE();
}
}
for (int i = 0; i < 5; i++) {
for (int j = 0; j < 16; j++) {
_multData->fadePal[i][j].red = data.readByte();
_multData->fadePal[i][j].green = data.readByte();
_multData->fadePal[i][j].blue = data.readByte();
}
}
_multData->palFadeKeysCount = data.readSint16LE();
_multData->palFadeKeys = new Mult_PalFadeKey[_multData->palFadeKeysCount];
for (int i = 0; i < _multData->palFadeKeysCount; i++) {
_multData->palFadeKeys[i].frame = data.readSint16LE();
_multData->palFadeKeys[i].fade = data.readSint16LE();
_multData->palFadeKeys[i].palIndex = data.readSint16LE();
_multData->palFadeKeys[i].flag = data.readSByte();
}
_multData->palKeysCount = data.readSint16LE();
_multData->palKeys = new Mult_PalKey[_multData->palKeysCount];
for (int i = 0; i < _multData->palKeysCount; i++) {
_multData->palKeys[i].frame = data.readSint16LE();
_multData->palKeys[i].cmd = data.readSint16LE();
_multData->palKeys[i].rates[0] = data.readSint16LE();
_multData->palKeys[i].rates[1] = data.readSint16LE();
_multData->palKeys[i].rates[2] = data.readSint16LE();
_multData->palKeys[i].rates[3] = data.readSint16LE();
_multData->palKeys[i].unknown0 = data.readSint16LE();
_multData->palKeys[i].unknown1 = data.readSint16LE();
data.read(_multData->palKeys[i].subst, 64);
}
_multData->textKeysCount = data.readSint16LE();
_multData->textKeys = new Mult_TextKey[_multData->textKeysCount];
for (int i = 0; i < _multData->textKeysCount; i++) {
_multData->textKeys[i].frame = data.readSint16LE();
_multData->textKeys[i].cmd = data.readSint16LE();
data.read(_multData->textKeys[i].unknown, 18);
data.read(_multData->textKeys[i].script, 6);
}
_multData->sndKeysCount = data.readSint16LE();
_multData->sndKeys = new Mult_SndKey[_multData->sndKeysCount];
for (int i = 0; i < _multData->sndKeysCount; i++) {
int j;
_multData->sndKeys[i].frame = data.readSint16LE();
_multData->sndKeys[i].cmd = data.readSint16LE();
_multData->sndKeys[i].freq = data.readSint16LE();
_multData->sndKeys[i].fadeLength = data.readSint16LE();
_multData->sndKeys[i].repCount = data.readSint16LE();
_multData->sndKeys[i].soundIndex = -1;
_multData->sndKeys[i].resId = -1;
data.seek(26, SEEK_CUR);
switch (_multData->sndKeys[i].cmd) {
case 1:
case 4:
_multData->sndKeys[i].resId = _vm->_game->_script->peekUint16();
for (j = 0; j < i; j++) {
if (_multData->sndKeys[i].resId ==
_multData->sndKeys[j].resId) {
_multData->sndKeys[i].soundIndex =
_multData->sndKeys[j].soundIndex;
_vm->_game->_script->skip(2);
break;
}
}
if (i == j) {
_vm->_inter->loadSound(19 - _multData->sndSlotsCount);
_multData->sndKeys[i].soundIndex =
19 - _multData->sndSlotsCount;
_multData->sndSlotsCount++;
}
break;
case 3:
_vm->_game->_script->skip(6);
break;
case 5:
_vm->_game->_script->skip(_multData->sndKeys[i].freq * 2);
break;
}
}
delete resource;
}
void Mult_v1::freeMultKeys() {
for (int i = 0; i < _multData->staticCount; i++)
if (_multData->staticLoaded[i])
_vm->_scenery->freeStatic(_multData->staticIndices[i]);
for (int i = 0; i < _multData->animCount; i++)
if (_multData->animLoaded[i])
_vm->_scenery->freeAnim(_multData->animIndices[i]);
delete[] _multData->staticKeys;
for (int i = 0; i < 4; i++)
delete[] _multData->animKeys[i];
delete[] _multData->palFadeKeys;
delete[] _multData->palKeys;
delete[] _multData->textKeys;
for (int i = 0; i < _multData->sndSlotsCount; i++)
_vm->_game->freeSoundSlot(19 - i);
delete[] _multData->sndKeys;
if (_animDataAllocated) {
clearObjectVideos();
if (_objects)
for (int i = 0; i < _objCount; i++) {
delete _objects[i].pPosX;
delete _objects[i].pPosY;
}
delete[] _objects;
delete[] _renderData;
delete _animArrayX;
delete _animArrayY;
delete[] _animArrayData;
_objects = 0;
_renderData = 0;
_animArrayX = 0;
_animArrayY = 0;
_animArrayData = 0;
_animSurf.reset();
_vm->_draw->freeSprite(22);
_animDataAllocated = false;
}
delete _multData;
_multData = 0;
}
bool Mult_v1::hasMultData(uint16 multIndex) {
error("Switching mults not supported for Gob1");
}
void Mult_v1::setMultData(uint16 multIndex) {
error("Switching mults not supported for Gob1");
}
void Mult_v1::zeroMultData(uint16 multIndex) {
error("Switching mults not supported for Gob1");
}
void Mult_v1::multSub(uint16 multIndex) {
error("Switching mults not supported for Gob1");
}
void Mult_v1::playMultInit() {
_doPalSubst = false;
_palFadingRed = 0;
_palFadingGreen = 0;
_palFadingBlue = 0;
_oldPalette = _vm->_global->_pPaletteDesc->vgaPal;
if (!_animSurf) {
if (_objects)
for (int i = 0; i < _objCount; i++) {
delete _objects[i].pPosX;
delete _objects[i].pPosY;
}
delete[] _objects;
_vm->_util->setFrameRate(_multData->frameRate);
_animTop = 0;
_animLeft = 0;
_animWidth = 320;
_animHeight = 200;
_objCount = 4;
delete[] _renderData;
delete _animArrayX;
delete _animArrayY;
delete[] _animArrayData;
_objects = new Mult_Object[_objCount];
_renderData = new int16[9 * _objCount];
_animArrayX = new VariablesLE(_objCount * 4);
_animArrayY = new VariablesLE(_objCount * 4);
_animArrayData = new Mult_AnimData[_objCount];
memset(_objects, 0, _objCount * sizeof(Mult_Object));
memset(_renderData, 0, _objCount * 9 * sizeof(int16));
memset(_animArrayData, 0, _objCount * sizeof(Mult_AnimData));
for (_counter = 0; _counter < _objCount; _counter++) {
Mult_Object &multObj = _objects[_counter];
Mult_AnimData &animData = _animArrayData[_counter];
multObj.pPosX = new VariableReference(*_animArrayX, _counter * 4);
multObj.pPosY = new VariableReference(*_animArrayY, _counter * 4);
multObj.pAnimData = &animData;
animData.isStatic = 1;
multObj.lastLeft = -1;
multObj.lastTop = -1;
multObj.lastRight = -1;
multObj.lastBottom = -1;
}
_animSurf = _vm->_video->initSurfDesc(_vm->_global->_videoMode,
320, 200, 0);
_vm->_draw->_spritesArray[22] = _animSurf;
_vm->_video->drawSprite(*_vm->_draw->_backSurface,
*_animSurf, 0, 0, 319, 199, 0, 0, 0);
_animDataAllocated = true;
} else
_animDataAllocated = false;
_frame = 0;
}
void Mult_v1::drawStatics(bool &stop) {
if (_multData->staticKeys[_multData->staticKeysCount - 1].frame > _frame)
stop = false;
for (_counter = 0; _counter < _multData->staticKeysCount; _counter++) {
if ((_multData->staticKeys[_counter].frame != _frame)
|| (_multData->staticKeys[_counter].layer == -1))
continue;
_vm->_scenery->_curStaticLayer = _multData->staticKeys[_counter].layer;
for (_vm->_scenery->_curStatic = 0;
_vm->_scenery->_curStaticLayer >=
_vm->_scenery->getStaticLayersCount(_multData->staticIndices[_vm->_scenery->_curStatic]);
_vm->_scenery->_curStatic++) {
_vm->_scenery->_curStaticLayer -=
_vm->_scenery->getStaticLayersCount(_multData->staticIndices[_vm->_scenery->_curStatic]);
}
_vm->_scenery->_curStatic = _multData->staticIndices[_vm->_scenery->_curStatic];
_vm->_scenery->renderStatic(_vm->_scenery->_curStatic, _vm->_scenery->_curStaticLayer);
_vm->_video->drawSprite(*_vm->_draw->_backSurface, *_animSurf,
0, 0, 319, 199, 0, 0, 0);
}
}
void Mult_v1::drawAnims(bool &stop) {
int16 count;
int animIndex;
for (_index = 0; _index < 4; _index++) {
for (_counter = 0; _counter < _multData->animKeysCount[_index]; _counter++) {
Mult_AnimKey &key = _multData->animKeys[_index][_counter];
Mult_Object &animObj = _objects[_index];
Mult_AnimData &animData = *(animObj.pAnimData);
if (key.frame != _frame)
continue;
if (key.layer != -1) {
*(animObj.pPosX) = key.posX;
*(animObj.pPosY) = key.posY;
animData.frame = 0;
animData.order = key.order;
animData.animType = 1;
animData.isPaused = 0;
animData.isStatic = 0;
animData.maxTick = 0;
animObj.tick = 0;
animData.layer = key.layer;
int i = 0;
animIndex = _multData->animIndices[i];
count = _vm->_scenery->getAnimLayersCount(animIndex);
while (animData.layer >= count) {
animData.layer -= count;
animIndex = _multData->animIndices[++i];
count = _vm->_scenery->getAnimLayersCount(animIndex);
}
animData.animation = animIndex;
} else
animData.isStatic = 1;
}
}
}
void Mult_v1::newCycleAnim(Mult_Object &animObj) {
Mult_AnimData &animData = *(animObj.pAnimData);
int nAnim = animData.animation;
int nLayer = animData.layer;
Scenery::AnimLayer *animLayer = _vm->_scenery->getAnimLayer(nAnim, nLayer);
animData.frame++;
if (animData.frame < animLayer->framesCount) {
animData.newCycle = 0;
return;
}
switch (animData.animType) {
case 0:
animData.frame = 0;
break;
case 1:
animData.frame = 0;
*(animObj.pPosX) += animLayer->animDeltaX;
*(animObj.pPosY) += animLayer->animDeltaY;
break;
case 2:
animData.frame = 0;
animData.animation =
animData.newAnimation;
animData.layer =
animData.newLayer;
break;
case 3:
animData.animType = 4;
animData.frame = 0;
break;
case 5:
animData.isStatic = 1;
animData.frame = 0;
break;
case 6:
animData.frame--;
animData.isPaused = 1;
break;
}
animData.newCycle = 1;
}
void Mult_v1::animate() {
int16 minOrder;
int16 maxOrder;
int16 *pCurLefts, *pCurRights, *pCurTops, *pCurBottoms;
int16 *pDirtyLefts, *pDirtyRights, *pDirtyTops, *pDirtyBottoms;
int16 *pNeedRedraw;
Mult_AnimData *pAnimData;
int16 i, j;
int16 order;
if (!_renderData)
return;
pDirtyLefts = _renderData;
pDirtyRights = pDirtyLefts + _objCount;
pDirtyTops = pDirtyRights + _objCount;
pDirtyBottoms = pDirtyTops + _objCount;
pNeedRedraw = pDirtyBottoms + _objCount;
pCurLefts = pNeedRedraw + _objCount;
pCurRights = pCurLefts + _objCount;
pCurTops = pCurRights + _objCount;
pCurBottoms = pCurTops + _objCount;
minOrder = 100;
maxOrder = 0;
// Find dirty areas
for (i = 0; i < _objCount; i++) {
Mult_Object &animObj = _objects[i];
Mult_AnimData &animData = *(animObj.pAnimData);
pNeedRedraw[i] = 0;
pDirtyTops[i] = 1000;
pDirtyLefts[i] = 1000;
pDirtyBottoms[i] = 1000;
pDirtyRights[i] = 1000;
if (!animData.isStatic && !animData.isPaused &&
(animObj.tick == animData.maxTick)) {
if (animData.order < minOrder)
minOrder = animData.order;
if (animData.order > maxOrder)
maxOrder = animData.order;
pNeedRedraw[i] = 1;
_vm->_scenery->updateAnim(animData.layer, animData.frame,
animData.animation, 0, *(animObj.pPosX), *(animObj.pPosY), 0);
if (animObj.lastLeft != -1) {
pDirtyLefts[i] =
MIN(animObj.lastLeft, _vm->_scenery->_toRedrawLeft);
pDirtyTops[i] =
MIN(animObj.lastTop, _vm->_scenery->_toRedrawTop);
pDirtyRights[i] =
MAX(animObj.lastRight, _vm->_scenery->_toRedrawRight);
pDirtyBottoms[i] =
MAX(animObj.lastBottom, _vm->_scenery->_toRedrawBottom);
} else {
pDirtyLefts[i] = _vm->_scenery->_toRedrawLeft;
pDirtyTops[i] = _vm->_scenery->_toRedrawTop;
pDirtyRights[i] = _vm->_scenery->_toRedrawRight;
pDirtyBottoms[i] = _vm->_scenery->_toRedrawBottom;
}
pCurLefts[i] = _vm->_scenery->_toRedrawLeft;
pCurRights[i] = _vm->_scenery->_toRedrawRight;
pCurTops[i] = _vm->_scenery->_toRedrawTop;
pCurBottoms[i] = _vm->_scenery->_toRedrawBottom;
} else {
if (animObj.lastLeft != -1) {
if (animData.order < minOrder)
minOrder = animData.order;
if (animData.order > maxOrder)
maxOrder = animData.order;
if (animData.isStatic)
*pNeedRedraw = 1;
pCurLefts[i] = animObj.lastLeft;
pDirtyLefts[i] = animObj.lastLeft;
pCurTops[i] = animObj.lastTop;
pDirtyTops[i] = animObj.lastTop;
pCurRights[i] = animObj.lastRight;
pDirtyRights[i] = animObj.lastRight;
pCurBottoms[i] = animObj.lastBottom;
pDirtyBottoms[i] = animObj.lastBottom;
}
}
}
// Find intersections
for (i = 0; i < _objCount; i++) {
Mult_AnimData &animData = *(_objects[i].pAnimData);
animData.intersected = 200;
if (animData.isStatic)
continue;
for (j = 0; j < _objCount; j++) {
if (i == j)
continue;
if (_objects[j].pAnimData->isStatic)
continue;
if (pCurRights[i] < pCurLefts[j])
continue;
if (pCurRights[j] < pCurLefts[i])
continue;
if (pCurBottoms[i] < pCurTops[j])
continue;
if (pCurBottoms[j] < pCurTops[i])
continue;
animData.intersected = j;
break;
}
}
// Restore dirty areas
for (i = 0; i < _objCount; i++) {
if ((pNeedRedraw[i] == 0) || (_objects[i].lastLeft == -1))
continue;
_vm->_draw->_sourceSurface = 22;
_vm->_draw->_destSurface = 21;
_vm->_draw->_spriteLeft = pDirtyLefts[i] - _animLeft;
_vm->_draw->_spriteTop = pDirtyTops[i] - _animTop;
_vm->_draw->_spriteRight = pDirtyRights[i] - pDirtyLefts[i] + 1;
_vm->_draw->_spriteBottom = pDirtyBottoms[i] - pDirtyTops[i] + 1;
_vm->_draw->_destSpriteX = pDirtyLefts[i];
_vm->_draw->_destSpriteY = pDirtyTops[i];
_vm->_draw->_transparency = 0;
_vm->_draw->spriteOperation(DRAW_BLITSURF);
_objects[i].lastLeft = -1;
}
// Update view
for (order = minOrder; order <= maxOrder; order++) {
for (i = 0; i < _objCount; i++) {
Mult_Object &animObj = _objects[i];
Mult_AnimData &animData = *(animObj.pAnimData);
if (animData.order != order)
continue;
if (pNeedRedraw[i]) {
if (!animData.isStatic) {
_vm->_scenery->updateAnim(animData.layer, animData.frame,
animData.animation, 2, *(animObj.pPosX),
*(animObj.pPosY), 1);
if (_vm->_scenery->_toRedrawLeft != -12345) {
animObj.lastLeft = _vm->_scenery->_toRedrawLeft;
animObj.lastTop = _vm->_scenery->_toRedrawTop;
animObj.lastRight = _vm->_scenery->_toRedrawRight;
animObj.lastBottom = _vm->_scenery->_toRedrawBottom;
} else
animObj.lastLeft = -1;
}
_vm->_scenery->updateStatic(order + 1);
} else if (!animData.isStatic) {
for (j = 0; j < _objCount; j++) {
if (pNeedRedraw[j] == 0)
continue;
if (pDirtyRights[i] < pDirtyLefts[j])
continue;
if (pDirtyRights[j] < pDirtyLefts[i])
continue;
if (pDirtyBottoms[i] < pDirtyTops[j])
continue;
if (pDirtyBottoms[j] < pDirtyTops[i])
continue;
_vm->_scenery->_toRedrawLeft = pDirtyLefts[j];
_vm->_scenery->_toRedrawRight = pDirtyRights[j];
_vm->_scenery->_toRedrawTop = pDirtyTops[j];
_vm->_scenery->_toRedrawBottom = pDirtyBottoms[j];
_vm->_scenery->updateAnim(animData.layer, animData.frame,
animData.animation, 4, *(animObj.pPosX),
*(animObj.pPosY), 1);
_vm->_scenery->updateStatic(order + 1);
}
}
}
}
// Advance animations
for (i = 0; i < _objCount; i++) {
pAnimData = _objects[i].pAnimData;
if (pAnimData->isStatic || pAnimData->isPaused)
continue;
if (_objects[i].tick == pAnimData->maxTick) {
_objects[i].tick = 0;
if (pAnimData->animType == 4) {
pAnimData->isPaused = 1;
pAnimData->frame = 0;
} else
newCycleAnim(_objects[i]);
} else
_objects[i].tick++;
}
}
} // End of namespace Gob