scummvm/engines/cine/various.cpp
Kari Salminen 5cb08bd1e5 Added basic moving using keyboard (Only works in Operation Stealth at the moment):
- Should make it possible to complete the first arcade sequence legitimately
Renamed input variables (Their names were mixed up between Future Wars and Operation Stealth):
- Future Wars's inputVar1 -> egoMovedWithKeyboard
- Future Wars's inputVar2 -> xMoveKeyb
- Future Wars's inputVar3 -> yMoveKeyb
- Operation Stealth's inputVar0 -> xMoveKeyb
- Operation Stealth's inputVar1 -> yMoveKeyb

svn-id: r33698
2008-08-08 13:30:01 +00:00

2596 lines
67 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/events.h"
#include "common/savefile.h"
#include "cine/cine.h"
#include "cine/main_loop.h"
#include "cine/object.h"
#include "cine/sound.h"
#include "cine/bg_list.h"
#include "cine/various.h"
namespace Cine {
bool disableSystemMenu = false;
bool inMenu;
int16 commandVar3[4];
int16 commandVar1;
int16 commandVar2;
//Message messageTable[NUM_MAX_MESSAGE];
uint16 var2;
uint16 var3;
uint16 var4;
uint16 var5;
int16 buildObjectListCommand(int16 param);
int16 canUseOnObject = 0;
void drawString(const char *string, byte param) {
}
void waitPlayerInput(void) {
}
void setTextWindow(uint16 param1, uint16 param2, uint16 param3, uint16 param4) {
}
uint16 errorVar;
byte menuVar;
bool fadeRequired;
uint16 allowPlayerInput;
uint16 checkForPendingDataLoadSwitch;
uint16 isDrawCommandEnabled;
uint16 waitForPlayerClick;
uint16 menuCommandLen;
bool _paletteNeedUpdate;
uint16 _messageLen;
byte _danKeysPressed;
int16 playerCommand;
char commandBuffer[80];
char currentPrcName[20];
char currentRelName[20];
char currentObjectName[20];
char currentMsgName[20];
char newPrcName[20];
char newRelName[20];
char newObjectName[20];
char newMsgName[20];
char currentCtName[15];
char currentPartName[15];
char currentDatName[30];
int16 saveVar2;
byte isInPause = 0;
/*! \brief Values used by the xMoveKeyb variable */
enum xMoveKeybEnums {
kKeybMoveCenterX = 0,
kKeybMoveRight = 1,
kKeybMoveLeft = 2
};
/*! \brief Values used by the yMoveKeyb variable */
enum yMoveKeybEnums {
kKeybMoveCenterY = 0,
kKeybMoveDown = 1,
kKeybMoveUp = 2
};
uint16 xMoveKeyb = kKeybMoveCenterX;
bool egoMovedWithKeyboard = false;
uint16 yMoveKeyb = kKeybMoveCenterY;
SelectedObjStruct currentSelectedObject;
static CommandeType currentSaveName[10];
int16 currentDisk;
static const int16 choiceResultTable[] = { 1, 1, 1, 2, 1, 1, 1 };
static const int16 subObjectUseTable[] = { 3, 3, 3, 3, 3, 0, 0 };
static const int16 canUseOnItemTable[] = { 1, 0, 0, 1, 1, 0, 0 };
CommandeType objectListCommand[20];
int16 objListTab[20];
uint16 exitEngine;
uint16 zoneData[NUM_MAX_ZONE];
uint16 zoneQuery[NUM_MAX_ZONE]; //!< Only exists in Operation Stealth
/*! \brief Move the player character using the keyboard
* \param x Negative values move left, positive right, zero not at all
* \param y Negative values move down, positive up, zero not at all
* NOTE: If both x and y are zero then the character stops
* FIXME: This seems to only work in Operation Stealth. May need code changes somewhere else...
*/
void moveUsingKeyboard(int x, int y) {
if (x > 0) {
xMoveKeyb = kKeybMoveRight;
} else if (x < 0) {
xMoveKeyb = kKeybMoveLeft;
} else {
xMoveKeyb = kKeybMoveCenterX;
}
if (y > 0) {
yMoveKeyb = kKeybMoveUp;
} else if (y < 0) {
yMoveKeyb = kKeybMoveDown;
} else {
yMoveKeyb = kKeybMoveCenterY;
}
egoMovedWithKeyboard = x || y;
}
void stopMusicAfterFadeOut(void) {
// if (g_sfxPlayer->_fadeOutCounter != 0 && g_sfxPlayer->_fadeOutCounter < 100) {
// g_sfxPlayer->stop();
// }
}
void runObjectScript(int16 entryIdx) {
ScriptPtr tmp(scriptInfo->create(*relTable[entryIdx], entryIdx));
assert(tmp);
objectScripts.push_back(tmp);
}
/*! \brief Add action result message to overlay list
* \param cmd Message description
* \todo Why are x, y, width and color left uninitialized?
*/
void addPlayerCommandMessage(int16 cmd) {
overlay tmp;
memset(&tmp, 0, sizeof(tmp));
tmp.objIdx = cmd;
tmp.type = 3;
overlayList.push_back(tmp);
}
int16 getRelEntryForObject(uint16 param1, uint16 param2, SelectedObjStruct *pSelectedObject) {
int16 i;
int16 found = -1;
for (i = 0; i < (int16)relTable.size(); i++) {
if (relTable[i]->_param1 == param1 && relTable[i]->_param2 == pSelectedObject->idx) {
if (param2 == 1) {
found = i;
} else if (param2 == 2) {
if (relTable[i]->_param3 == pSelectedObject->param) {
found = i;
}
}
}
if (found != -1)
break;
}
return found;
}
/*! \brief Find index of the object under cursor
* \param x Mouse cursor coordinate
* \param y Mouse cursor coordinate
* \todo Fix displaced type 1 objects
*/
int16 getObjectUnderCursor(uint16 x, uint16 y) {
Common::List<overlay>::iterator it;
int16 objX, objY, frame, part, threshold, height, xdif, ydif;
int width;
// reverse_iterator would be nice
for (it = overlayList.reverse_begin(); it != overlayList.end(); --it) {
if (it->type >= 2 || !objectTable[it->objIdx].name[0]) {
continue;
}
objX = objectTable[it->objIdx].x;
objY = objectTable[it->objIdx].y;
frame = ABS((int16)(objectTable[it->objIdx].frame));
part = objectTable[it->objIdx].part;
// Additional case for negative frame values in Operation Stealth
if (g_cine->getGameType() == Cine::GType_OS && objectTable[it->objIdx].frame < 0) {
if ((it->type == 1) && (x >= objX) && (objX + frame >= x) && (y >= objY) && (objY + part >= y)) {
return it->objIdx;
} else {
continue;
}
}
if (it->type == 0) {
threshold = animDataTable[frame]._var1;
} else {
threshold = animDataTable[frame]._width / 2;
}
height = animDataTable[frame]._height;
width = animDataTable[frame]._realWidth;
xdif = x - objX;
ydif = y - objY;
if ((xdif < 0) || ((threshold << 4) <= xdif) || (ydif <= 0) || (ydif >= height) || !animDataTable[frame].data()) {
continue;
}
if (g_cine->getGameType() == Cine::GType_OS) {
// This test isn't present in Operation Stealth's PC version's disassembly
// but removing it makes things crash sometimes (e.g. when selecting a verb
// and moving the mouse cursor around the floor in the airport's bathroom).
if (xdif >= width) {
continue;
}
if (it->type == 0 && animDataTable[frame].getColor(xdif, ydif) != (part & 0x0F)) {
return it->objIdx;
} else if (it->type == 1 && gfxGetBit(xdif, ydif, animDataTable[frame].data(), animDataTable[frame]._width * 4)) {
return it->objIdx;
}
} else if (it->type == 0) { // use generated mask
if (gfxGetBit(xdif, ydif, animDataTable[frame].mask(), animDataTable[frame]._width)) {
return it->objIdx;
}
} else if (it->type == 1) { // is mask
if (gfxGetBit(xdif, ydif, animDataTable[frame].data(), animDataTable[frame]._width * 4)) {
return it->objIdx;
}
}
}
return -1;
}
bool writeChunkHeader(Common::OutSaveFile &out, const ChunkHeader &header) {
out.writeUint32BE(header.id);
out.writeUint32BE(header.version);
out.writeUint32BE(header.size);
return !out.ioFailed();
}
bool loadChunkHeader(Common::SeekableReadStream &in, ChunkHeader &header) {
header.id = in.readUint32BE();
header.version = in.readUint32BE();
header.size = in.readUint32BE();
return !in.ioFailed();
}
void saveObjectTable(Common::OutSaveFile &out) {
out.writeUint16BE(NUM_MAX_OBJECT); // Entry count
out.writeUint16BE(0x20); // Entry size
for (int i = 0; i < NUM_MAX_OBJECT; i++) {
out.writeUint16BE(objectTable[i].x);
out.writeUint16BE(objectTable[i].y);
out.writeUint16BE(objectTable[i].mask);
out.writeUint16BE(objectTable[i].frame);
out.writeUint16BE(objectTable[i].costume);
out.write(objectTable[i].name, 20);
out.writeUint16BE(objectTable[i].part);
}
}
void saveZoneData(Common::OutSaveFile &out) {
for (int i = 0; i < 16; i++) {
out.writeUint16BE(zoneData[i]);
}
}
void saveCommandVariables(Common::OutSaveFile &out) {
for (int i = 0; i < 4; i++) {
out.writeUint16BE(commandVar3[i]);
}
}
void saveAnimDataTable(Common::OutSaveFile &out) {
out.writeUint16BE(NUM_MAX_ANIMDATA); // Entry count
out.writeUint16BE(0x1E); // Entry size
for (int i = 0; i < NUM_MAX_ANIMDATA; i++) {
animDataTable[i].save(out);
}
}
void saveScreenParams(Common::OutSaveFile &out) {
// Screen parameters, unhandled
out.writeUint16BE(0);
out.writeUint16BE(0);
out.writeUint16BE(0);
out.writeUint16BE(0);
out.writeUint16BE(0);
out.writeUint16BE(0);
}
void saveGlobalScripts(Common::OutSaveFile &out) {
ScriptList::const_iterator it;
out.writeUint16BE(globalScripts.size());
for (it = globalScripts.begin(); it != globalScripts.end(); ++it) {
(*it)->save(out);
}
}
void saveObjectScripts(Common::OutSaveFile &out) {
ScriptList::const_iterator it;
out.writeUint16BE(objectScripts.size());
for (it = objectScripts.begin(); it != objectScripts.end(); ++it) {
(*it)->save(out);
}
}
void saveOverlayList(Common::OutSaveFile &out) {
Common::List<overlay>::const_iterator it;
out.writeUint16BE(overlayList.size());
for (it = overlayList.begin(); it != overlayList.end(); ++it) {
out.writeUint32BE(0); // next
out.writeUint32BE(0); // previous?
out.writeUint16BE(it->objIdx);
out.writeUint16BE(it->type);
out.writeSint16BE(it->x);
out.writeSint16BE(it->y);
out.writeSint16BE(it->width);
out.writeSint16BE(it->color);
}
}
void saveBgIncrustList(Common::OutSaveFile &out) {
Common::List<BGIncrust>::const_iterator it;
out.writeUint16BE(bgIncrustList.size());
for (it = bgIncrustList.begin(); it != bgIncrustList.end(); ++it) {
out.writeUint32BE(0); // next
out.writeUint32BE(0); // previous?
out.writeUint16BE(it->objIdx);
out.writeUint16BE(it->param);
out.writeUint16BE(it->x);
out.writeUint16BE(it->y);
out.writeUint16BE(it->frame);
out.writeUint16BE(it->part);
}
}
void saveZoneQuery(Common::OutSaveFile &out) {
for (int i = 0; i < 16; i++) {
out.writeUint16BE(zoneQuery[i]);
}
}
void saveSeqList(Common::OutSaveFile &out) {
Common::List<SeqListElement>::const_iterator it;
out.writeUint16BE(seqList.size());
for (it = seqList.begin(); it != seqList.end(); ++it) {
out.writeSint16BE(it->var4);
out.writeUint16BE(it->objIdx);
out.writeSint16BE(it->var8);
out.writeSint16BE(it->frame);
out.writeSint16BE(it->varC);
out.writeSint16BE(it->varE);
out.writeSint16BE(it->var10);
out.writeSint16BE(it->var12);
out.writeSint16BE(it->var14);
out.writeSint16BE(it->var16);
out.writeSint16BE(it->var18);
out.writeSint16BE(it->var1A);
out.writeSint16BE(it->var1C);
out.writeSint16BE(it->var1E);
}
}
bool CineEngine::loadSaveDirectory(void) {
Common::InSaveFile *fHandle;
char tmp[80];
snprintf(tmp, 80, "%s.dir", _targetName.c_str());
fHandle = g_saveFileMan->openForLoading(tmp);
if (!fHandle) {
return false;
}
fHandle->read(currentSaveName, 10 * 20);
delete fHandle;
return true;
}
/*! \brief Savegame format detector
* \param fHandle Savefile to check
* \return Savegame format on success, ANIMSIZE_UNKNOWN on failure
*
* This function seeks through the savefile and tries to determine the
* savegame format it uses. There's a miniscule chance that the detection
* algorithm could get confused and think that the file uses both the older
* and the newer format but that is such a remote possibility that I wouldn't
* worry about it at all.
*
* Also detects the temporary Operation Stealth savegame format now.
*/
enum CineSaveGameFormat detectSaveGameFormat(Common::SeekableReadStream &fHandle) {
const uint32 prevStreamPos = fHandle.pos();
// First check for the temporary Operation Stealth savegame format.
fHandle.seek(0);
ChunkHeader hdr;
loadChunkHeader(fHandle, hdr);
fHandle.seek(prevStreamPos);
if (hdr.id == TEMP_OS_FORMAT_ID) {
return TEMP_OS_FORMAT;
}
// Ok, so the savegame isn't using the temporary Operation Stealth savegame format.
// Let's check for the plain Future Wars savegame format and its different versions then.
// The animDataTable begins at savefile position 0x2315.
// Each animDataTable entry takes 23 bytes in older saves (Revisions 21772-31443)
// and 30 bytes in the save format after that (Revision 31444 and onwards).
// There are 255 entries in the animDataTable in both of the savefile formats.
static const uint animDataTableStart = 0x2315;
static const uint animEntriesCount = 255;
static const uint oldAnimEntrySize = 23;
static const uint newAnimEntrySize = 30;
static const uint animEntrySizeChoices[] = {oldAnimEntrySize, newAnimEntrySize};
Common::Array<uint> animEntrySizeMatches;
// Try to walk through the savefile using different animDataTable entry sizes
// and make a list of all the successful entry sizes.
for (uint i = 0; i < ARRAYSIZE(animEntrySizeChoices); i++) {
// 206 = 2 * 50 * 2 + 2 * 3 (Size of global and object script entries)
// 20 = 4 * 2 + 2 * 6 (Size of overlay and background incrust entries)
static const uint sizeofScreenParams = 2 * 6;
static const uint globalScriptEntrySize = 206;
static const uint objectScriptEntrySize = 206;
static const uint overlayEntrySize = 20;
static const uint bgIncrustEntrySize = 20;
static const uint chainEntrySizes[] = {
globalScriptEntrySize,
objectScriptEntrySize,
overlayEntrySize,
bgIncrustEntrySize
};
uint animEntrySize = animEntrySizeChoices[i];
// Jump over the animDataTable entries and the screen parameters
uint32 newPos = animDataTableStart + animEntrySize * animEntriesCount + sizeofScreenParams;
// Check that there's data left after the point we're going to jump to
if (newPos >= fHandle.size()) {
continue;
}
fHandle.seek(newPos);
// Jump over the remaining items in the savegame file
// (i.e. the global scripts, object scripts, overlays and background incrusts).
bool chainWalkSuccess = true;
for (uint chainIndex = 0; chainIndex < ARRAYSIZE(chainEntrySizes); chainIndex++) {
// Read entry count and jump over the entries
int entryCount = fHandle.readSint16BE();
newPos = fHandle.pos() + chainEntrySizes[chainIndex] * entryCount;
// Check that we didn't go past the end of file.
// Note that getting exactly to the end of file is acceptable.
if (newPos > fHandle.size()) {
chainWalkSuccess = false;
break;
}
fHandle.seek(newPos);
}
// If we could walk the chain successfully and
// got exactly to the end of file then we've got a match.
if (chainWalkSuccess && fHandle.pos() == fHandle.size()) {
// We found a match, let's save it
animEntrySizeMatches.push_back(animEntrySize);
}
}
// Check that we got only one entry size match.
// If we didn't, then return an error.
enum CineSaveGameFormat result = ANIMSIZE_UNKNOWN;
if (animEntrySizeMatches.size() == 1) {
const uint animEntrySize = animEntrySizeMatches[0];
assert(animEntrySize == oldAnimEntrySize || animEntrySize == newAnimEntrySize);
if (animEntrySize == oldAnimEntrySize) {
result = ANIMSIZE_23;
} else { // animEntrySize == newAnimEntrySize
// Check data and mask pointers in all of the animDataTable entries
// to see whether we've got the version with the broken data and mask pointers or not.
// In the broken format all data and mask pointers were always zero.
static const uint relativeDataPos = 2 * 4;
bool pointersIntact = false;
for (uint i = 0; i < animEntriesCount; i++) {
fHandle.seek(animDataTableStart + i * animEntrySize + relativeDataPos);
uint32 data = fHandle.readUint32BE();
uint32 mask = fHandle.readUint32BE();
if ((data != 0) || (mask != 0)) {
pointersIntact = true;
break;
}
}
result = (pointersIntact ? ANIMSIZE_30_PTRS_INTACT : ANIMSIZE_30_PTRS_BROKEN);
}
} else if (animEntrySizeMatches.size() > 1) {
warning("Savegame format detector got confused by input data. Detecting savegame to be using an unknown format");
} else { // animEtrySizeMatches.size() == 0
debug(3, "Savegame format detector was unable to detect savegame's format");
}
fHandle.seek(prevStreamPos);
return result;
}
/*! \brief Restore script list item from savefile
* \param fHandle Savefile handle open for reading
* \param isGlobal Restore object or global script?
*/
void loadScriptFromSave(Common::SeekableReadStream &fHandle, bool isGlobal) {
ScriptVars localVars, labels;
uint16 compare, pos;
int16 idx;
labels.load(fHandle);
localVars.load(fHandle);
compare = fHandle.readUint16BE();
pos = fHandle.readUint16BE();
idx = fHandle.readUint16BE();
// no way to reinitialize these
if (idx < 0) {
return;
}
// original code loaded everything into globalScripts, this should be
// the correct behavior
if (isGlobal) {
ScriptPtr tmp(scriptInfo->create(*scriptTable[idx], idx, labels, localVars, compare, pos));
assert(tmp);
globalScripts.push_back(tmp);
} else {
ScriptPtr tmp(scriptInfo->create(*relTable[idx], idx, labels, localVars, compare, pos));
assert(tmp);
objectScripts.push_back(tmp);
}
}
/*! \brief Restore overlay sprites from savefile
* \param fHandle Savefile open for reading
*/
void loadOverlayFromSave(Common::SeekableReadStream &fHandle) {
overlay tmp;
fHandle.readUint32BE();
fHandle.readUint32BE();
tmp.objIdx = fHandle.readUint16BE();
tmp.type = fHandle.readUint16BE();
tmp.x = fHandle.readSint16BE();
tmp.y = fHandle.readSint16BE();
tmp.width = fHandle.readSint16BE();
tmp.color = fHandle.readSint16BE();
overlayList.push_back(tmp);
}
void CineEngine::resetEngine() {
g_sound->stopMusic();
freeAnimDataTable();
overlayList.clear();
bgIncrustList.clear();
closePart();
objectScripts.clear();
globalScripts.clear();
relTable.clear();
scriptTable.clear();
messageTable.clear();
for (int i = 0; i < NUM_MAX_OBJECT; i++) {
objectTable[i].x = 0;
objectTable[i].y = 0;
objectTable[i].part = 0;
objectTable[i].name[0] = 0;
objectTable[i].frame = 0;
objectTable[i].mask = 0;
objectTable[i].costume = 0;
}
globalVars.reset();
var2 = var3 = var4 = var5 = 0;
strcpy(newPrcName, "");
strcpy(newRelName, "");
strcpy(newObjectName, "");
strcpy(newMsgName, "");
strcpy(currentCtName, "");
allowPlayerInput = 0;
waitForPlayerClick = 0;
playerCommand = -1;
isDrawCommandEnabled = 0;
strcpy(commandBuffer, "");
globalVars[VAR_MOUSE_X_POS] = 0;
globalVars[VAR_MOUSE_Y_POS] = 0;
fadeRequired = false;
renderer->clear();
checkForPendingDataLoadSwitch = 0;
if (g_cine->getGameType() == Cine::GType_OS) {
seqList.clear();
currentAdditionalBgIdx = 0;
currentAdditionalBgIdx2 = 0;
// TODO: Add resetting of the following variables
// adBgVar1 = 0;
// adBgVar0 = 0;
// gfxFadeOutCompleted = 0;
}
}
bool loadObjectTable(Common::SeekableReadStream &in) {
in.readUint16BE(); // Entry count
in.readUint16BE(); // Entry size
for (int i = 0; i < NUM_MAX_OBJECT; i++) {
objectTable[i].x = in.readSint16BE();
objectTable[i].y = in.readSint16BE();
objectTable[i].mask = in.readUint16BE();
objectTable[i].frame = in.readSint16BE();
objectTable[i].costume = in.readSint16BE();
in.read(objectTable[i].name, 20);
objectTable[i].part = in.readUint16BE();
}
return !in.ioFailed();
}
bool loadZoneData(Common::SeekableReadStream &in) {
for (int i = 0; i < 16; i++) {
zoneData[i] = in.readUint16BE();
}
return !in.ioFailed();
}
bool loadCommandVariables(Common::SeekableReadStream &in) {
for (int i = 0; i < 4; i++) {
commandVar3[i] = in.readUint16BE();
}
return !in.ioFailed();
}
bool loadScreenParams(Common::SeekableReadStream &in) {
// TODO: handle screen params (really required ?)
in.readUint16BE();
in.readUint16BE();
in.readUint16BE();
in.readUint16BE();
in.readUint16BE();
in.readUint16BE();
return !in.ioFailed();
}
bool loadGlobalScripts(Common::SeekableReadStream &in) {
int size = in.readSint16BE();
for (int i = 0; i < size; i++) {
loadScriptFromSave(in, true);
}
return !in.ioFailed();
}
bool loadObjectScripts(Common::SeekableReadStream &in) {
int size = in.readSint16BE();
for (int i = 0; i < size; i++) {
loadScriptFromSave(in, false);
}
return !in.ioFailed();
}
bool loadOverlayList(Common::SeekableReadStream &in) {
int size = in.readSint16BE();
for (int i = 0; i < size; i++) {
loadOverlayFromSave(in);
}
return !in.ioFailed();
}
bool loadSeqList(Common::SeekableReadStream &in) {
uint size = in.readUint16BE();
SeqListElement tmp;
for (uint i = 0; i < size; i++) {
tmp.var4 = in.readSint16BE();
tmp.objIdx = in.readUint16BE();
tmp.var8 = in.readSint16BE();
tmp.frame = in.readSint16BE();
tmp.varC = in.readSint16BE();
tmp.varE = in.readSint16BE();
tmp.var10 = in.readSint16BE();
tmp.var12 = in.readSint16BE();
tmp.var14 = in.readSint16BE();
tmp.var16 = in.readSint16BE();
tmp.var18 = in.readSint16BE();
tmp.var1A = in.readSint16BE();
tmp.var1C = in.readSint16BE();
tmp.var1E = in.readSint16BE();
seqList.push_back(tmp);
}
return !in.ioFailed();
}
bool loadZoneQuery(Common::SeekableReadStream &in) {
for (int i = 0; i < 16; i++) {
zoneQuery[i] = in.readUint16BE();
}
return !in.ioFailed();
}
bool CineEngine::loadTempSaveOS(Common::SeekableReadStream &in) {
char musicName[13];
char bgNames[8][13];
// First check the temporary Operation Stealth savegame format header.
ChunkHeader hdr;
loadChunkHeader(in, hdr);
if (hdr.id != TEMP_OS_FORMAT_ID) {
warning("loadTempSaveOS: File has incorrect identifier. Not loading savegame");
return false;
} else if (hdr.version > CURRENT_OS_SAVE_VER) {
warning("loadTempSaveOS: Detected newer format version. Not loading savegame");
return false;
} else if ((int)hdr.version < (int)CURRENT_OS_SAVE_VER) {
warning("loadTempSaveOS: Detected older format version. Trying to load nonetheless. Things may break");
} else { // hdr.id == TEMP_OS_FORMAT_ID && hdr.version == CURRENT_OS_SAVE_VER
debug(3, "loadTempSaveOS: Found correct header (Both the identifier and version number match).");
}
// There shouldn't be any data in the header's chunk currently so it's an error if there is.
if (hdr.size > 0) {
warning("loadTempSaveOS: Format header's chunk seems to contain data so format is incorrect. Not loading savegame");
return false;
}
// Ok, so we've got a correct header for a temporary Operation Stealth savegame.
// Let's start loading the plain savegame data then.
currentDisk = in.readUint16BE();
in.read(currentPartName, 13);
in.read(currentPrcName, 13);
in.read(currentRelName, 13);
in.read(currentMsgName, 13);
// Load the 8 background names.
for (uint i = 0; i < 8; i++) {
in.read(bgNames[i], 13);
}
in.read(currentCtName, 13);
// Moved the loading of current procedure, relation,
// backgrounds and Ct here because if they were at the
// end of this function then the global scripts loading
// made an array out of bounds access. In the original
// game's disassembly these aren't here but at the end.
// The difference is probably in how we handle loading
// the global scripts and some other things (i.e. the
// loading routines aren't exactly the same and subtle
// semantic differences result in having to do things
// in a different order).
{
// Not sure if this is needed with Operation Stealth...
checkDataDisk(currentDisk);
if (strlen(currentPrcName)) {
loadPrc(currentPrcName);
}
if (strlen(currentRelName)) {
loadRel(currentRelName);
}
// Load first background (Uses loadBg)
if (strlen(bgNames[0])) {
loadBg(bgNames[0]);
}
// Add backgrounds 1-7 (Uses addBackground)
for (int i = 1; i < 8; i++) {
if (strlen(bgNames[i])) {
addBackground(bgNames[i], i);
}
}
if (strlen(currentCtName)) {
loadCtOS(currentCtName);
}
}
loadObjectTable(in);
renderer->restorePalette(in);
globalVars.load(in, NUM_MAX_VAR);
loadZoneData(in);
loadCommandVariables(in);
in.read(commandBuffer, 0x50);
loadZoneQuery(in);
// TODO: Use the loaded string (Current music name (String, 13 bytes)).
in.read(musicName, 13);
// TODO: Use the loaded value (Is music loaded? (Uint16BE, Boolean)).
in.readUint16BE();
// TODO: Use the loaded value (Is music playing? (Uint16BE, Boolean)).
in.readUint16BE();
renderer->_cmdY = in.readUint16BE();
in.readUint16BE(); // Some unknown variable that seems to always be zero
allowPlayerInput = in.readUint16BE();
playerCommand = in.readUint16BE();
commandVar1 = in.readUint16BE();
isDrawCommandEnabled = in.readUint16BE();
var5 = in.readUint16BE();
var4 = in.readUint16BE();
var3 = in.readUint16BE();
var2 = in.readUint16BE();
commandVar2 = in.readUint16BE();
renderer->_messageBg = in.readUint16BE();
// TODO: Use the loaded value (adBgVar1 (Uint16BE)).
in.readUint16BE();
currentAdditionalBgIdx = in.readSint16BE();
currentAdditionalBgIdx2 = in.readSint16BE();
// TODO: Check whether the scroll value really gets used correctly after this.
// Note that the backgrounds are loaded only later than this value is set.
renderer->setScroll(in.readUint16BE());
// TODO: Use the loaded value (adBgVar0 (Uint16BE). Maybe this means bgVar0?).
in.readUint16BE();
disableSystemMenu = in.readUint16BE();
// TODO: adBgVar1 = 1 here
// Load the animDataTable entries
in.readUint16BE(); // Entry count (255 in the PC version of Operation Stealth).
in.readUint16BE(); // Entry size (36 in the PC version of Operation Stealth).
loadResourcesFromSave(in, ANIMSIZE_30_PTRS_INTACT);
loadScreenParams(in);
loadGlobalScripts(in);
loadObjectScripts(in);
loadSeqList(in);
loadOverlayList(in);
loadBgIncrustFromSave(in);
// Left this here instead of moving it earlier in this function with
// the other current value loadings (e.g. loading of current procedure,
// current backgrounds etc). Mostly emulating the way we've handled
// Future Wars savegames and hoping that things work out.
if (strlen(currentMsgName)) {
loadMsg(currentMsgName);
}
// TODO: Add current music loading and playing here
// TODO: Palette handling?
if (in.pos() == in.size()) {
debug(3, "loadTempSaveOS: Loaded the whole savefile.");
} else {
warning("loadTempSaveOS: Loaded the savefile but didn't exhaust it completely. Something was left over");
}
return !in.ioFailed();
}
bool CineEngine::loadPlainSaveFW(Common::SeekableReadStream &in, CineSaveGameFormat saveGameFormat) {
char bgName[13];
// At savefile position 0x0000:
currentDisk = in.readUint16BE();
// At 0x0002:
in.read(currentPartName, 13);
// At 0x000F:
in.read(currentDatName, 13);
// At 0x001C:
saveVar2 = in.readSint16BE();
// At 0x001E:
in.read(currentPrcName, 13);
// At 0x002B:
in.read(currentRelName, 13);
// At 0x0038:
in.read(currentMsgName, 13);
// At 0x0045:
in.read(bgName, 13);
// At 0x0052:
in.read(currentCtName, 13);
checkDataDisk(currentDisk);
if (strlen(currentPartName)) {
loadPart(currentPartName);
}
if (strlen(currentPrcName)) {
loadPrc(currentPrcName);
}
if (strlen(currentRelName)) {
loadRel(currentRelName);
}
if (strlen(bgName)) {
loadBg(bgName);
}
if (strlen(currentCtName)) {
loadCtFW(currentCtName);
}
// At 0x005F:
loadObjectTable(in);
// At 0x2043 (i.e. 0x005F + 2 * 2 + 255 * 32):
renderer->restorePalette(in);
// At 0x2083 (i.e. 0x2043 + 16 * 2 * 2):
globalVars.load(in, NUM_MAX_VAR);
// At 0x2281 (i.e. 0x2083 + 255 * 2):
loadZoneData(in);
// At 0x22A1 (i.e. 0x2281 + 16 * 2):
loadCommandVariables(in);
// At 0x22A9 (i.e. 0x22A1 + 4 * 2):
in.read(commandBuffer, 0x50);
renderer->setCommand(commandBuffer);
// At 0x22F9 (i.e. 0x22A9 + 0x50):
renderer->_cmdY = in.readUint16BE();
// At 0x22FB:
bgVar0 = in.readUint16BE();
// At 0x22FD:
allowPlayerInput = in.readUint16BE();
// At 0x22FF:
playerCommand = in.readSint16BE();
// At 0x2301:
commandVar1 = in.readSint16BE();
// At 0x2303:
isDrawCommandEnabled = in.readUint16BE();
// At 0x2305:
var5 = in.readUint16BE();
// At 0x2307:
var4 = in.readUint16BE();
// At 0x2309:
var3 = in.readUint16BE();
// At 0x230B:
var2 = in.readUint16BE();
// At 0x230D:
commandVar2 = in.readSint16BE();
// At 0x230F:
renderer->_messageBg = in.readUint16BE();
// At 0x2311:
in.readUint16BE();
// At 0x2313:
in.readUint16BE();
// At 0x2315:
loadResourcesFromSave(in, saveGameFormat);
loadScreenParams(in);
loadGlobalScripts(in);
loadObjectScripts(in);
loadOverlayList(in);
loadBgIncrustFromSave(in);
if (strlen(currentMsgName)) {
loadMsg(currentMsgName);
}
if (strlen(currentDatName)) {
/* i = saveVar2;
saveVar2 = 0;
loadMusic();
if (i) {
playMusic();
}*/
}
return !in.ioFailed();
}
bool CineEngine::makeLoad(char *saveName) {
Common::SharedPtr<Common::InSaveFile> saveFile(g_saveFileMan->openForLoading(saveName));
if (!saveFile) {
drawString(otherMessages[0], 0);
waitPlayerInput();
// restoreScreen();
checkDataDisk(-1);
return false;
}
setMouseCursor(MOUSE_CURSOR_DISK);
uint32 saveSize = saveFile->size();
// TODO: Evaluate the maximum savegame size for the temporary Operation Stealth savegame format.
if (saveSize == 0) { // Savefile's compressed using zlib format can't tell their unpacked size, test for it
// Can't get information about the savefile's size so let's try
// reading as much as we can from the file up to a predefined upper limit.
//
// Some estimates for maximum savefile sizes (All with 255 animDataTable entries of 30 bytes each):
// With 256 global scripts, object scripts, overlays and background incrusts:
// 0x2315 + (255 * 30) + (2 * 6) + (206 + 206 + 20 + 20) * 256 = ~129kB
// With 512 global scripts, object scripts, overlays and background incrusts:
// 0x2315 + (255 * 30) + (2 * 6) + (206 + 206 + 20 + 20) * 512 = ~242kB
//
// I think it extremely unlikely that there would be over 512 global scripts, object scripts,
// overlays and background incrusts so 256kB seems like quite a safe upper limit.
// NOTE: If the savegame format is changed then this value might have to be re-evaluated!
// Hopefully devices with more limited memory can also cope with this memory allocation.
saveSize = 256 * 1024;
}
Common::SharedPtr<Common::MemoryReadStream> in(saveFile->readStream(saveSize));
// Try to detect the used savegame format
enum CineSaveGameFormat saveGameFormat = detectSaveGameFormat(*in);
// Handle problematic savegame formats
bool load = true; // Should we try to load the savegame?
bool result = false;
if (saveGameFormat == ANIMSIZE_30_PTRS_BROKEN) {
// One might be able to load the ANIMSIZE_30_PTRS_BROKEN format but
// that's not implemented here because it was never used in a stable
// release of ScummVM but only during development (From revision 31453,
// which introduced the problem, until revision 32073, which fixed it).
// Therefore be bail out if we detect this particular savegame format.
warning("Detected a known broken savegame format, not loading savegame");
load = false; // Don't load the savegame
} else if (saveGameFormat == ANIMSIZE_UNKNOWN) {
// If we can't detect the savegame format
// then let's try the default format and hope for the best.
warning("Couldn't detect the used savegame format, trying default savegame format. Things may break");
saveGameFormat = ANIMSIZE_30_PTRS_INTACT;
}
if (load) {
// Reset the engine's state
resetEngine();
if (saveGameFormat == TEMP_OS_FORMAT) {
// Load the temporary Operation Stealth savegame format
result = loadTempSaveOS(*in);
} else {
// Load the plain Future Wars savegame format
result = loadPlainSaveFW(*in, saveGameFormat);
}
}
setMouseCursor(MOUSE_CURSOR_NORMAL);
return result;
}
void CineEngine::makeSaveFW(Common::OutSaveFile &out) {
out.writeUint16BE(currentDisk);
out.write(currentPartName, 13);
out.write(currentDatName, 13);
out.writeUint16BE(saveVar2);
out.write(currentPrcName, 13);
out.write(currentRelName, 13);
out.write(currentMsgName, 13);
renderer->saveBgNames(out);
out.write(currentCtName, 13);
saveObjectTable(out);
renderer->savePalette(out);
globalVars.save(out, NUM_MAX_VAR);
saveZoneData(out);
saveCommandVariables(out);
out.write(commandBuffer, 0x50);
out.writeUint16BE(renderer->_cmdY);
out.writeUint16BE(bgVar0);
out.writeUint16BE(allowPlayerInput);
out.writeUint16BE(playerCommand);
out.writeUint16BE(commandVar1);
out.writeUint16BE(isDrawCommandEnabled);
out.writeUint16BE(var5);
out.writeUint16BE(var4);
out.writeUint16BE(var3);
out.writeUint16BE(var2);
out.writeUint16BE(commandVar2);
out.writeUint16BE(renderer->_messageBg);
saveAnimDataTable(out);
saveScreenParams(out);
saveGlobalScripts(out);
saveObjectScripts(out);
saveOverlayList(out);
saveBgIncrustList(out);
}
void CineEngine::makeSave(char *saveFileName) {
Common::SharedPtr<Common::OutSaveFile> fHandle(g_saveFileMan->openForSaving(saveFileName));
setMouseCursor(MOUSE_CURSOR_DISK);
if (!fHandle) {
drawString(otherMessages[1], 0);
waitPlayerInput();
// restoreScreen();
checkDataDisk(-1);
} else {
if (g_cine->getGameType() == GType_FW) {
makeSaveFW(*fHandle);
} else {
makeSaveOS(*fHandle);
}
}
setMouseCursor(MOUSE_CURSOR_NORMAL);
}
void CineEngine::makeSystemMenu(void) {
int16 numEntry, systemCommand;
int16 mouseX, mouseY, mouseButton;
int16 selectedSave;
if (!disableSystemMenu) {
inMenu = true;
do {
manageEvents();
getMouseData(mouseUpdateStatus, (uint16 *)&mouseButton, (uint16 *)&mouseX, (uint16 *)&mouseY);
} while (mouseButton);
numEntry = 6;
if (!allowPlayerInput) {
numEntry--;
}
systemCommand = makeMenuChoice(systemMenu, numEntry, mouseX, mouseY, 140);
switch (systemCommand) {
case 0:
{
drawString(otherMessages[2], 0);
waitPlayerInput();
break;
}
case 1:
{
getMouseData(mouseUpdateStatus, (uint16 *)&mouseButton, (uint16 *)&mouseX, (uint16 *)&mouseY);
if (!makeMenuChoice(confirmMenu, 2, mouseX, mouseY + 8, 100)) {
//reinitEngine();
}
break;
}
case 2:
{
getMouseData(mouseUpdateStatus, (uint16 *)&mouseButton, (uint16 *)&mouseX, (uint16 *)&mouseY);
if (!makeMenuChoice(confirmMenu, 2, mouseX, mouseY + 8, 100)) {
exitEngine = 1;
}
break;
}
case 3: // Select save drive... change ?
{
break;
}
case 4: // load game
{
if (loadSaveDirectory()) {
// int16 selectedSave;
getMouseData(mouseUpdateStatus, (uint16 *)&mouseButton, (uint16 *)&mouseX, (uint16 *)&mouseY);
selectedSave = makeMenuChoice(currentSaveName, 10, mouseX, mouseY + 8, 180);
if (selectedSave >= 0) {
char saveNameBuffer[256];
sprintf(saveNameBuffer, "%s.%1d", _targetName.c_str(), selectedSave);
getMouseData(mouseUpdateStatus, (uint16 *)&mouseButton, (uint16 *)&mouseX, (uint16 *)&mouseY);
if (!makeMenuChoice(confirmMenu, 2, mouseX, mouseY + 8, 100)) {
char loadString[256];
sprintf(loadString, otherMessages[3], currentSaveName[selectedSave]);
drawString(loadString, 0);
makeLoad(saveNameBuffer);
} else {
drawString(otherMessages[4], 0);
waitPlayerInput();
checkDataDisk(-1);
}
} else {
drawString(otherMessages[4], 0);
waitPlayerInput();
checkDataDisk(-1);
}
} else {
drawString(otherMessages[5], 0);
waitPlayerInput();
checkDataDisk(-1);
}
break;
}
case 5:
{
loadSaveDirectory();
selectedSave = makeMenuChoice(currentSaveName, 10, mouseX, mouseY + 8, 180);
if (selectedSave >= 0) {
char saveFileName[256];
char saveName[20];
saveName[0] = 0;
if (!makeTextEntryMenu(otherMessages[6], saveName, 20, 120))
break;
strncpy(currentSaveName[selectedSave], saveName, 20);
sprintf(saveFileName, "%s.%1d", _targetName.c_str(), selectedSave);
getMouseData(mouseUpdateStatus, (uint16 *)&mouseButton, (uint16 *)&mouseX, (uint16 *)&mouseY);
if (!makeMenuChoice(confirmMenu, 2, mouseX, mouseY + 8, 100)) {
char saveString[256], tmp[80];
snprintf(tmp, 80, "%s.dir", _targetName.c_str());
Common::OutSaveFile *fHandle = g_saveFileMan->openForSaving(tmp);
if (!fHandle) {
warning("Unable to open file %s for saving", tmp);
break;
}
fHandle->write(currentSaveName, 200);
delete fHandle;
sprintf(saveString, otherMessages[3], currentSaveName[selectedSave]);
drawString(saveString, 0);
makeSave(saveFileName);
checkDataDisk(-1);
} else {
drawString(otherMessages[4], 0);
waitPlayerInput();
checkDataDisk(-1);
}
}
break;
}
}
inMenu = false;
}
}
/**
* Save an Operation Stealth type savegame. WIP!
*
* NOTE: This is going to be very much a work in progress so the Operation Stealth's
* savegame formats that are going to be tried are extremely probably not going
* to be supported at all after Operation Stealth becomes officially supported.
* This means that the savegame format will hopefully change to something nicer
* when official support for Operation Stealth begins.
*/
void CineEngine::makeSaveOS(Common::OutSaveFile &out) {
int i;
// Make a temporary Operation Stealth savegame format chunk header and save it.
ChunkHeader header;
header.id = TEMP_OS_FORMAT_ID;
header.version = CURRENT_OS_SAVE_VER;
header.size = 0; // No data is currently put inside the chunk, all the plain data comes right after it.
writeChunkHeader(out, header);
// Start outputting the plain savegame data right after the chunk header.
out.writeUint16BE(currentDisk);
out.write(currentPartName, 13);
out.write(currentPrcName, 13);
out.write(currentRelName, 13);
out.write(currentMsgName, 13);
renderer->saveBgNames(out);
out.write(currentCtName, 13);
saveObjectTable(out);
renderer->savePalette(out);
globalVars.save(out, NUM_MAX_VAR);
saveZoneData(out);
saveCommandVariables(out);
out.write(commandBuffer, 0x50);
saveZoneQuery(out);
// FIXME: Save a proper name here, saving an empty string currently.
// 0x2925: Current music name (String, 13 bytes).
for (i = 0; i < 13; i++) {
out.writeByte(0);
}
// FIXME: Save proper value for this variable, currently writing zero
// 0x2932: Is music loaded? (Uint16BE, Boolean).
out.writeUint16BE(0);
// FIXME: Save proper value for this variable, currently writing zero
// 0x2934: Is music playing? (Uint16BE, Boolean).
out.writeUint16BE(0);
out.writeUint16BE(renderer->_cmdY);
out.writeUint16BE(0); // Some unknown variable that seems to always be zero
out.writeUint16BE(allowPlayerInput);
out.writeUint16BE(playerCommand);
out.writeUint16BE(commandVar1);
out.writeUint16BE(isDrawCommandEnabled);
out.writeUint16BE(var5);
out.writeUint16BE(var4);
out.writeUint16BE(var3);
out.writeUint16BE(var2);
out.writeUint16BE(commandVar2);
out.writeUint16BE(renderer->_messageBg);
// FIXME: Save proper value for this variable, currently writing zero.
// An unknown variable at 0x295E: adBgVar1 (Uint16BE).
out.writeUint16BE(0);
out.writeSint16BE(currentAdditionalBgIdx);
out.writeSint16BE(currentAdditionalBgIdx2);
// FIXME: Save proper value for this variable, currently writing zero.
// 0x2954: additionalBgVScroll (Uint16BE). This probably means renderer->_bgShift.
out.writeUint16BE(0);
// FIXME: Save proper value for this variable, currently writing zero.
// An unknown variable at 0x2956: adBgVar0 (Uint16BE). Maybe this means bgVar0?
out.writeUint16BE(0);
out.writeUint16BE(disableSystemMenu);
saveAnimDataTable(out);
saveScreenParams(out);
saveGlobalScripts(out);
saveObjectScripts(out);
saveSeqList(out);
saveOverlayList(out);
saveBgIncrustList(out);
}
void drawMessageBox(int16 x, int16 y, int16 width, int16 currentY, int16 offset, int16 color, byte* page) {
gfxDrawLine(x + offset, y + offset, x + width - offset, y + offset, color, page); // top
gfxDrawLine(x + offset, currentY + 4 - offset, x + width - offset, currentY + 4 - offset, color, page); // bottom
gfxDrawLine(x + offset, y + offset, x + offset, currentY + 4 - offset, color, page); // left
gfxDrawLine(x + width - offset, y + offset, x + width - offset, currentY + 4 - offset, color, page); // right
}
void drawDoubleMessageBox(int16 x, int16 y, int16 width, int16 currentY, int16 color, byte* page) {
drawMessageBox(x, y, width, currentY, 1, 0, page);
drawMessageBox(x, y, width, currentY, 0, color, page);
}
void processInventory(int16 x, int16 y) {
int16 listSize = buildObjectListCommand(-2);
uint16 button;
if (!listSize)
return;
renderer->drawMenu(objectListCommand, listSize, x, y, 140, -1);
renderer->blit();
do {
manageEvents();
getMouseData(mouseUpdateStatus, &button, &dummyU16, &dummyU16);
} while (!button);
}
int16 buildObjectListCommand(int16 param) {
int16 i = 0, j = 0;
for (i = 0; i < 20; i++) {
objectListCommand[i][0] = 0;
}
for (i = 0; i < 255; i++) {
if (objectTable[i].name[0] && objectTable[i].costume == param) {
strcpy(objectListCommand[j], objectTable[i].name);
objListTab[j] = i;
j++;
}
}
return j;
}
int16 selectSubObject(int16 x, int16 y, int16 param) {
int16 listSize = buildObjectListCommand(param);
int16 selectedObject;
bool osExtras = g_cine->getGameType() == Cine::GType_OS;
if (!listSize) {
return -2;
}
selectedObject = makeMenuChoice(objectListCommand, listSize, x, y, 140, osExtras);
if (selectedObject == -1)
return -1;
if (osExtras) {
if (selectedObject >= 8000) {
return objListTab[selectedObject - 8000] + 8000;
}
}
return objListTab[selectedObject];
}
void makeCommandLine(void) {
uint16 x, y;
commandVar1 = 0;
commandVar2 = -10;
if (playerCommand != -1) {
strcpy(commandBuffer, defaultActionCommand[playerCommand]);
} else {
strcpy(commandBuffer, "");
}
if ((playerCommand != -1) && (choiceResultTable[playerCommand] == 2)) { // need object selection ?
int16 si;
getMouseData(mouseUpdateStatus, &dummyU16, &x, &y);
if (g_cine->getGameType() == Cine::GType_FW) {
si = selectSubObject(x, y + 8, -2);
} else {
si = selectSubObject(x, y + 8, -subObjectUseTable[playerCommand]);
}
if (si < 0) {
playerCommand = -1;
strcpy(commandBuffer, "");
} else {
if (g_cine->getGameType() == Cine::GType_OS) {
if (si >= 8000) {
si -= 8000;
canUseOnObject = canUseOnItemTable[playerCommand];
} else {
canUseOnObject = 0;
}
}
commandVar3[0] = si;
commandVar1 = 1;
strcat(commandBuffer, " ");
strcat(commandBuffer, objectTable[commandVar3[0]].name);
strcat(commandBuffer, " ");
strcat(commandBuffer, commandPrepositionOn);
}
} else {
if (playerCommand == 2) {
getMouseData(mouseUpdateStatus, &dummyU16, &x, &y);
processInventory(x, y + 8);
playerCommand = -1;
commandVar1 = 0;
strcpy(commandBuffer, "");
}
}
if (g_cine->getGameType() == Cine::GType_OS) {
if (playerCommand != -1 && canUseOnObject != 0) { // call use on sub object
int16 si;
getMouseData(mouseUpdateStatus, &dummyU16, &x, &y);
si = selectSubObject(x, y + 8, -subObjectUseTable[playerCommand]);
if (si) {
if (si >= 8000) {
si -= 8000;
}
commandVar3[commandVar1] = si;
commandVar1++;
// TODO: add command message draw
}
isDrawCommandEnabled = 1;
if (playerCommand != -1 && choiceResultTable[playerCommand] == commandVar1) {
SelectedObjStruct obj;
obj.idx = commandVar3[0];
obj.param = commandVar3[1];
int16 di = getRelEntryForObject(playerCommand, commandVar1, &obj);
if (di != -1) {
runObjectScript(di);
}
}
}
}
if (!disableSystemMenu) {
isDrawCommandEnabled = 1;
renderer->setCommand(commandBuffer);
}
}
uint16 needMouseSave = 0;
uint16 menuVar4 = 0;
uint16 menuVar5 = 0;
int16 makeMenuChoice(const CommandeType commandList[], uint16 height, uint16 X, uint16 Y, uint16 width, bool recheckValue) {
int16 paramY;
uint16 button;
int16 var_A;
int16 di;
uint16 j;
int16 mouseX, mouseY;
int16 var_16;
int16 var_14;
int16 currentSelection, oldSelection;
int16 var_4;
if (disableSystemMenu)
return -1;
paramY = (height * 9) + 10;
if (X + width > 319) {
X = 319 - width;
}
if (Y + paramY > 199) {
Y = 199 - paramY;
}
renderer->drawMenu(commandList, height, X, Y, width, -1);
renderer->blit();
do {
manageEvents();
getMouseData(mouseUpdateStatus, &button, &dummyU16, &dummyU16);
} while (button);
var_A = 0;
currentSelection = 0;
di = currentSelection * 9 + Y + 4;
renderer->drawMenu(commandList, height, X, Y, width, currentSelection);
renderer->blit();
manageEvents();
getMouseData(mouseUpdateStatus, &button, (uint16 *)&mouseX, (uint16 *)&mouseY);
var_16 = mouseX;
var_14 = mouseY;
menuVar = 0;
do {
manageEvents();
getMouseData(mouseUpdateStatus, &button, (uint16 *)&mouseX, (uint16 *)&mouseY);
if (button) {
var_A = 1;
}
oldSelection = currentSelection;
if (needMouseSave) {
for (j = 0; j < 3; j++) {
mainLoopSub6();
}
if (menuVar4 && currentSelection > 0) { // go up
currentSelection--;
}
if (menuVar5) { // go down
if (height - 1 > currentSelection) {
currentSelection++;
}
}
} else {
if (mouseX > X && mouseX < X + width && mouseY > Y && mouseY < Y + height * 9) {
currentSelection = (mouseY - (Y + 4)) / 9;
if (currentSelection < 0)
currentSelection = 0;
if (currentSelection >= height)
currentSelection = height - 1;
}
}
if (currentSelection != oldSelection) { // old != new
if (needMouseSave) {
hideMouse();
}
di = currentSelection * 9 + Y + 4;
renderer->drawMenu(commandList, height, X, Y, width, currentSelection);
renderer->blit();
// if (needMouseSave) {
// gfxRedrawMouseCursor();
// }
}
} while (!var_A);
assert(!needMouseSave);
var_4 = button;
menuVar = 0;
do {
manageEvents();
getMouseData(mouseUpdateStatus, &button, &dummyU16, &dummyU16);
} while (button);
if (var_4 == 2) { // recheck
if (!recheckValue)
return -1;
else
return currentSelection + 8000;
}
return currentSelection;
}
void makeActionMenu(void) {
uint16 mouseButton;
uint16 mouseX;
uint16 mouseY;
inMenu = true;
getMouseData(mouseUpdateStatus, &mouseButton, &mouseX, &mouseY);
if (g_cine->getGameType() == Cine::GType_OS) {
playerCommand = makeMenuChoice(defaultActionCommand, 6, mouseX, mouseY, 70, true);
if (playerCommand >= 8000) {
playerCommand -= 8000;
canUseOnObject = 1;
}
} else {
playerCommand = makeMenuChoice(defaultActionCommand, 6, mouseX, mouseY, 70);
}
inMenu = false;
}
uint16 executePlayerInput(void) {
uint16 var_5E;
uint16 var_2;
uint16 mouseX, mouseY, mouseButton;
uint16 currentEntry = 0;
uint16 di = 0;
canUseOnObject = 0;
if (isInPause) {
drawString(otherMessages[2], 0);
waitPlayerInput();
isInPause = 0;
}
if (allowPlayerInput) {
if (isDrawCommandEnabled) {
renderer->setCommand(commandBuffer);
isDrawCommandEnabled = 0;
}
getMouseData(mouseUpdateStatus, &mouseButton, &mouseX, &mouseY);
while (mouseButton && currentEntry < 200) {
if (mouseButton & 1) {
di |= 1;
}
if (mouseButton & 2) {
di |= 2;
}
getMouseData(mouseUpdateStatus, &mouseButton, &mouseX, &mouseY);
currentEntry++;
}
if (di) {
mouseButton = di;
}
if (playerCommand != -1) {
if (mouseButton & 1) {
if (mouseButton & 2) {
g_cine->makeSystemMenu();
} else {
int16 si;
do {
manageEvents();
getMouseData(mouseUpdateStatus, &mouseButton, &dummyU16, &dummyU16);
} while (mouseButton);
si = getObjectUnderCursor(mouseX,
mouseY);
if (si != -1) {
commandVar3[commandVar1] = si;
commandVar1++;
strcat(commandBuffer, " ");
strcat(commandBuffer, objectTable[si].name);
isDrawCommandEnabled = 1;
if (choiceResultTable[playerCommand] == commandVar1) {
int16 relEntry;
SelectedObjStruct obj;
obj.idx = commandVar3[0];
obj.param = commandVar3[1];
relEntry = getRelEntryForObject(playerCommand, commandVar1, &obj);
if (relEntry != -1) {
runObjectScript(relEntry);
} else {
addPlayerCommandMessage(playerCommand);
}
playerCommand = -1;
commandVar1 = 0;
strcpy(commandBuffer, "");
renderer->setCommand("");
}
} else {
globalVars[VAR_MOUSE_X_POS] = mouseX;
globalVars[VAR_MOUSE_Y_POS] = mouseY;
}
}
} else if (mouseButton & 2) {
if (mouseButton & 1) {
g_cine->makeSystemMenu();
}
makeActionMenu();
makeCommandLine();
} else {
int16 objIdx;
objIdx = getObjectUnderCursor(mouseX, mouseY);
if (commandVar2 != objIdx) {
if (objIdx != -1) {
char command[256];
strcpy(command, commandBuffer);
strcat(command, " ");
strcat(command, objectTable[objIdx].name);
renderer->setCommand(command);
} else {
isDrawCommandEnabled = 1;
}
}
commandVar2 = objIdx;
}
} else {
if (mouseButton & 2) {
if (!(mouseButton & 1)) {
if (g_cine->getGameType() == Cine::GType_OS) {
playerCommand = makeMenuChoice(defaultActionCommand, 6, mouseX, mouseY, 70, true);
if (playerCommand >= 8000) {
playerCommand -= 8000;
canUseOnObject = 1;
}
} else {
playerCommand = makeMenuChoice(defaultActionCommand, 6, mouseX, mouseY, 70);
}
makeCommandLine();
} else {
g_cine->makeSystemMenu();
}
} else {
if (mouseButton & 1) {
if (!(mouseButton & 2)) {
int16 objIdx;
int16 relEntry;
globalVars[VAR_MOUSE_X_POS] = mouseX;
if (!mouseX) {
globalVars[VAR_MOUSE_X_POS]++;
}
globalVars[VAR_MOUSE_Y_POS] = mouseY;
objIdx = getObjectUnderCursor(mouseX, mouseY);
if (objIdx != -1) {
currentSelectedObject.idx = objIdx;
currentSelectedObject.param = -1;
relEntry = getRelEntryForObject(6, 1, &currentSelectedObject);
if (relEntry != -1) {
runObjectScript(relEntry);
}
}
} else {
g_cine->makeSystemMenu();
}
}
}
}
} else {
di = 0;
getMouseData(mouseUpdateStatus, &mouseButton, &mouseX, &mouseY);
while (mouseButton) {
if (mouseButton & 1) {
di |= 1;
}
if (mouseButton & 2) {
di |= 2;
}
manageEvents();
getMouseData(mouseUpdateStatus, &mouseButton, &mouseX, &mouseY);
}
if (di) {
mouseButton = di;
}
if ((mouseButton & 1) && (mouseButton & 2)) {
g_cine->makeSystemMenu();
}
}
var_2 = menuVar & 0x7F;
var_5E = var_2;
if (menuVar & 0x80) {
var_5E = 0;
var_2 = 0;
}
if (egoMovedWithKeyboard && allowPlayerInput) { // use keyboard
egoMovedWithKeyboard = false;
switch (globalVars[VAR_MOUSE_X_MODE]) {
case 1:
mouseX = objectTable[1].x + 12;
break;
case 2:
mouseX = objectTable[1].x + 7;
break;
default:
mouseX = globalVars[VAR_MOUSE_X_POS];
break;
}
switch (globalVars[VAR_MOUSE_Y_MODE]) {
case 1:
mouseY = objectTable[1].y + 34;
break;
case 2:
mouseY = objectTable[1].y + 28;
break;
default:
mouseY = globalVars[VAR_MOUSE_Y_POS];
break;
}
if (var_5E == bgVar0) {
var_5E = 0;
globalVars[VAR_MOUSE_X_POS] = mouseX;
globalVars[VAR_MOUSE_Y_POS] = mouseY;
} else {
if (xMoveKeyb) {
if (xMoveKeyb == kKeybMoveLeft) {
globalVars[VAR_MOUSE_X_POS] = 1;
} else {
globalVars[VAR_MOUSE_X_POS] = 320;
}
} else {
globalVars[VAR_MOUSE_X_POS] = mouseX;
}
if (yMoveKeyb) {
if (yMoveKeyb == kKeybMoveUp) {
globalVars[VAR_MOUSE_Y_POS] = 1;
} else {
globalVars[VAR_MOUSE_Y_POS] = 200;
}
} else {
globalVars[VAR_MOUSE_Y_POS] = mouseY;
}
}
bgVar0 = var_5E;
} else { // don't use keyboard for move -> shortcuts to commands
getMouseData(mouseUpdateStatus, &mouseButton, &mouseX, &mouseY);
switch (var_2 - 59) {
case 0:
case 1:
case 2:
case 3:
case 4:
case 5:
if (allowPlayerInput) {
playerCommand = var_2 - 59;
makeCommandLine();
}
break;
case 6:
case 7:
case 8:
case 23:
break;
case 9:
case 24:
g_cine->makeSystemMenu();
break;
default:
// printf("Unhandled case %d in last part of executePlayerInput\n",var2-59);
break;
}
}
return var_5E;
}
void drawSprite(Common::List<overlay>::iterator it, const byte *spritePtr, const byte *maskPtr, uint16 width, uint16 height, byte *page, int16 x, int16 y) {
byte *msk = NULL;
int16 maskX, maskY, maskWidth, maskHeight;
uint16 maskSpriteIdx;
msk = (byte *)malloc(width * height);
if (g_cine->getGameType() == Cine::GType_OS) {
generateMask(spritePtr, msk, width * height, objectTable[it->objIdx].part);
} else {
memcpy(msk, maskPtr, width * height);
}
for (++it; it != overlayList.end(); ++it) {
if (it->type != 5) {
continue;
}
maskX = objectTable[it->objIdx].x;
maskY = objectTable[it->objIdx].y;
maskSpriteIdx = ABS((int16)(objectTable[it->objIdx].frame));
maskWidth = animDataTable[maskSpriteIdx]._realWidth;
maskHeight = animDataTable[maskSpriteIdx]._height;
gfxUpdateSpriteMask(msk, x, y, width, height, animDataTable[maskSpriteIdx].data(), maskX, maskY, maskWidth, maskHeight);
#ifdef DEBUG_SPRITE_MASK
gfxFillSprite(animDataTable[maskSpriteIdx].data(), maskWidth, maskHeight, page, maskX, maskY, 1);
#endif
}
gfxDrawMaskedSprite(spritePtr, msk, width, height, page, x, y);
free(msk);
}
void removeMessages() {
Common::List<overlay>::iterator it;
bool remove;
for (it = overlayList.begin(); it != overlayList.end(); ) {
if (g_cine->getGameType() == Cine::GType_OS) {
// NOTE: These are really removeOverlay calls that have been deferred.
// In Operation Stealth's disassembly elements are removed from the
// overlay list right in the drawOverlays function (And actually in
// some other places too) and that's where incrementing a the overlay's
// last parameter by one if it's negative and testing it for positivity
// comes from too.
remove = it->type == 3 || (it->type == 2 && (it->color >= 0 || ++it->color >= 0));
} else { // Future Wars
remove = it->type == 2 || it->type == 3;
}
if (remove) {
it = overlayList.erase(it);
} else {
++it;
}
}
}
uint16 processKeyboard(uint16 param) {
return 0;
}
void mainLoopSub6(void) {
}
void checkForPendingDataLoad(void) {
if (newPrcName[0] != 0) {
bool loadPrcOk = loadPrc(newPrcName);
strcpy(currentPrcName, newPrcName);
strcpy(newPrcName, "");
// Check that the loading of the script file was successful before
// trying to add script 1 from it to the global scripts list. This
// fixes a crash when failing copy protection in Amiga or Atari ST
// versions of Future Wars.
if (loadPrcOk) {
addScriptToGlobalScripts(1);
} else if (scumm_stricmp(currentPrcName, COPY_PROT_FAIL_PRC_NAME)) {
// We only show an error here for other files than the file that
// is loaded if copy protection fails (i.e. L201.ANI).
warning("checkForPendingDataLoad: loadPrc(%s) failed", currentPrcName);
}
}
if (newRelName[0] != 0) {
loadRel(newRelName);
strcpy(currentRelName, newRelName);
strcpy(newRelName, "");
}
if (newObjectName[0] != 0) {
overlayList.clear();
loadObject(newObjectName);
strcpy(currentObjectName, newObjectName);
strcpy(newObjectName, "");
}
if (newMsgName[0] != 0) {
loadMsg(newMsgName);
strcpy(currentMsgName, newMsgName);
strcpy(newMsgName, "");
}
}
void hideMouse(void) {
}
void removeExtention(char *dest, const char *source) {
strcpy(dest, source);
byte *ptr = (byte *) strchr(dest, '.');
if (ptr) {
*ptr = 0;
}
}
void addMessage(byte param1, int16 param2, int16 param3, int16 param4, int16 param5) {
overlay tmp;
tmp.objIdx = param1;
tmp.type = 2;
tmp.x = param2;
tmp.y = param3;
tmp.width = param4;
tmp.color = param5;
overlayList.push_back(tmp);
}
Common::List<SeqListElement> seqList;
void removeSeq(uint16 param1, uint16 param2, uint16 param3) {
Common::List<SeqListElement>::iterator it;
for (it = seqList.begin(); it != seqList.end(); ++it) {
if (it->objIdx == param1 && it->var4 == param2 && it->varE == param3) {
it->var4 = -1;
break;
}
}
}
bool isSeqRunning(uint16 param1, uint16 param2, uint16 param3) {
Common::List<SeqListElement>::iterator it;
for (it = seqList.begin(); it != seqList.end(); ++it) {
if (it->objIdx == param1 && it->var4 == param2 && it->varE == param3) {
// Just to be on the safe side there's a restriction of the
// addition's result to 16-bit arithmetic here like in the
// original. It's possible that it's not strictly needed.
return ((it->var14 + it->var16) & 0xFFFF) == 0;
}
}
return true;
}
void addSeqListElement(uint16 objIdx, int16 param1, int16 param2, int16 frame, int16 param4, int16 param5, int16 param6, int16 param7, int16 param8) {
Common::List<SeqListElement>::iterator it;
SeqListElement tmp;
for (it = seqList.begin(); it != seqList.end() && it->varE < param7; ++it) ;
tmp.objIdx = objIdx;
tmp.var4 = param1;
tmp.var8 = param2;
tmp.frame = frame;
tmp.varC = param4;
tmp.var14 = 0;
tmp.var16 = 0;
tmp.var18 = param5;
tmp.var1A = param6;
tmp.varE = param7;
tmp.var10 = param8;
tmp.var12 = param8;
tmp.var1C = 0;
tmp.var1E = 0;
seqList.insert(it, tmp);
}
void modifySeqListElement(uint16 objIdx, int16 var4Test, int16 param1, int16 param2, int16 param3, int16 param4) {
// Find a suitable list element and modify it
for (Common::List<SeqListElement>::iterator it = seqList.begin(); it != seqList.end(); ++it) {
if (it->objIdx == objIdx && it->var4 == var4Test) {
it->varC = param1;
it->var18 = param2;
it->var1A = param3;
it->var10 = it->var12 = param4;
break;
}
}
}
void computeMove1(SeqListElement &element, int16 x, int16 y, int16 param1,
int16 param2, int16 x2, int16 y2) {
element.var16 = 0;
element.var14 = 0;
if (y2) {
if (y - param2 > y2) {
element.var16 = 2;
}
if (y + param2 < y2) {
element.var16 = 1;
}
}
if (x2) {
if (x - param1 > x2) {
element.var14 = 2;
}
if (x + param1 < x2) {
element.var14 = 1;
}
}
}
uint16 computeMove2(SeqListElement &element) {
int16 returnVar = 0;
if (element.var16 == 1) {
returnVar = 4;
} else if (element.var16 == 2) {
returnVar = 3;
}
if (element.var14 == 1) {
returnVar = 1;
} else if (element.var14 == 2) {
returnVar = 2;
}
return returnVar;
}
uint16 addAni(uint16 param1, uint16 objIdx, const int8 *ptr, SeqListElement &element, uint16 param3, int16 *param4) {
const int8 *ptrData;
const int8 *ptr2;
int16 di;
debug(5, "addAni: param1 = %d, objIdx = %d, ptr = %p, element.var8 = %d, element.var14 = %d param3 = %d",
param1, objIdx, ptr, element.var8, element.var14, param3);
// In the original an error string is set and 0 is returned if the following doesn't hold
assert(ptr);
// We probably could just use a local variable here instead of the dummyU16 but
// haven't checked if this has any side-effects so keeping it this way still.
dummyU16 = READ_BE_UINT16(ptr + param1 * 2 + 8);
ptrData = ptr + dummyU16;
// In the original an error string is set and 0 is returned if the following doesn't hold
assert(*ptrData);
di = (objectTable[objIdx].costume + 1) % (*ptrData);
++ptrData; // Jump over the just read byte
// Here ptr2 seems to be indexing a table of structs (8 bytes per struct):
// struct {
// int8 x; // 0 (Used with checkCollision)
// int8 y; // 1 (Used with checkCollision)
// int8 numZones; // 2 (Used with checkCollision)
// int8 var3; // 3 (Not used in this function)
// int8 xAdd; // 4 (Used with an object)
// int8 yAdd; // 5 (Used with an object)
// int8 maskAdd; // 6 (Used with an object)
// int8 frameAdd; // 7 (Used with an object)
// };
ptr2 = ptrData + di * 8;
// We might probably safely discard the AND by 1 here because
// at least in the original checkCollision returns always 0 or 1.
if ((checkCollision(objIdx, ptr2[0], ptr2[1], ptr2[2], ptr[0]) & 1)) {
return 0;
}
objectTable[objIdx].x += ptr2[4];
objectTable[objIdx].y += ptr2[5];
objectTable[objIdx].mask += ptr2[6];
if (ptr2[6]) {
resetGfxEntityEntry(objIdx);
}
objectTable[objIdx].frame = ptr2[7] + element.var8;
if (param3 || !element.var14) {
objectTable[objIdx].costume = di;
} else {
assert(param4);
*param4 = di;
}
return 1;
}
/*!
* Permutates the overlay list into a different order according to some logic.
* \todo Check this function for correctness (Wasn't very easy to reverse engineer so there may be errors)
*/
void resetGfxEntityEntry(uint16 objIdx) {
Common::List<overlay>::iterator it, bObjsCutPoint;
Common::List<overlay> aReverseObjs, bObjs;
bool foundCutPoint = false;
// Go through the overlay list and partition the whole list into two categories (Type A and type B objects)
for (it = overlayList.begin(); it != overlayList.end(); ++it) {
if (it->objIdx == objIdx && it->type != 2 && it->type != 3) { // Type A object
aReverseObjs.push_front(*it);
} else { // Type B object
bObjs.push_back(*it);
uint16 objectMask;
if (it->type == 2 || it->type == 3) {
objectMask = 10000;
} else {
objectMask = objectTable[it->objIdx].mask;
}
if (objectTable[objIdx].mask > objectMask) { // Check for B objects' cut point
bObjsCutPoint = bObjs.reverse_begin();
foundCutPoint = true;
}
}
}
// Recreate the overlay list in a different order.
overlayList.clear();
if (foundCutPoint) {
// If a cut point was found the order is:
// B objects before the cut point, the cut point, A objects in reverse order, B objects after cut point.
++bObjsCutPoint; // Include the cut point in the first list insertion
overlayList.insert(overlayList.end(), bObjs.begin(), bObjsCutPoint);
overlayList.insert(overlayList.end(), aReverseObjs.begin(), aReverseObjs.end());
overlayList.insert(overlayList.end(), bObjsCutPoint, bObjs.end());
} else {
// If no cut point was found the order is:
// A objects in reverse order, B objects.
overlayList.insert(overlayList.end(), aReverseObjs.begin(), aReverseObjs.end());
overlayList.insert(overlayList.end(), bObjs.begin(), bObjs.end());
}
}
void processSeqListElement(SeqListElement &element) {
int16 x = objectTable[element.objIdx].x;
int16 y = objectTable[element.objIdx].y;
const int8 *ptr1 = (const int8 *) animDataTable[element.frame].data();
int16 var_10;
int16 var_4;
int16 var_2;
// Initial interpretations for variables addressed through ptr1 (8-bit addressing):
// These may be inaccurate!
// 0: ?
// 1: xRadius
// 2: yRadius
// 3: ?
// 4: xAdd
// 5: yAdd
// 6: ?
// 7: ?
// After this come (At least at positions 0, 1 and 3 in 16-bit addressing)
// 16-bit big-endian values used for addressing through ptr1.
if (element.var12 < element.var10) {
element.var12++;
return;
}
element.var12 = 0;
if (ptr1) {
int16 param1 = ptr1[1];
int16 param2 = ptr1[2];
if (element.varC != 255) {
int16 x2 = element.var18;
int16 y2 = element.var1A;
if (element.varC) {
x2 += objectTable[element.varC].x;
y2 += objectTable[element.varC].y;
}
computeMove1(element, ptr1[4] + x, ptr1[5] + y, param1, param2, x2, y2);
} else {
if (xMoveKeyb && allowPlayerInput) {
int16 adder = param1 + 1;
if (xMoveKeyb != kKeybMoveRight) {
adder = -adder;
}
// FIXME: In Operation Stealth's disassembly global variable 251 is used here
// but it's named as VAR_MOUSE_Y_MODE in ScummVM. Is it correct or a
// left over from Future Wars's reverse engineering?
globalVars[VAR_MOUSE_X_POS] = globalVars[251] = ptr1[4] + x + adder;
}
if (yMoveKeyb && allowPlayerInput) {
int16 adder = param2 + 1;
if (yMoveKeyb != kKeybMoveDown) {
adder = -adder;
}
// TODO: Name currently unnamed global variable 252
globalVars[VAR_MOUSE_Y_POS] = globalVars[252] = ptr1[5] + y + adder;
}
if (globalVars[VAR_MOUSE_X_POS] || globalVars[VAR_MOUSE_Y_POS]) {
computeMove1(element, ptr1[4] + x, ptr1[5] + y, param1, param2, globalVars[VAR_MOUSE_X_POS], globalVars[VAR_MOUSE_Y_POS]);
} else {
element.var16 = 0;
element.var14 = 0;
}
}
var_10 = computeMove2(element);
if (var_10) {
element.var1C = var_10;
element.var1E = var_10;
}
var_4 = -1;
if ((element.var16 == 1
&& !addAni(3, element.objIdx, ptr1, element, 0, &var_4)) || (element.var16 == 2 && !addAni(2, element.objIdx, ptr1, element, 0,
&var_4))) {
if (element.varC == 255) {
globalVars[VAR_MOUSE_Y_POS] = 0;
}
}
if ((element.var14 == 1
&& !addAni(0, element.objIdx, ptr1, element, 1, &var_2))) {
if (element.varC == 255) {
globalVars[VAR_MOUSE_X_POS] = 0;
if (var_4 != -1) {
objectTable[element.objIdx].costume = var_4;
}
}
}
if ((element.var14 == 2 && !addAni(1, element.objIdx, ptr1, element, 1, &var_2))) {
if (element.varC == 255) {
globalVars[VAR_MOUSE_X_POS] = 0;
if (var_4 != -1) {
objectTable[element.objIdx].costume = var_4;
}
}
}
if (element.var16 + element.var14 == 0) {
if (element.var1C) {
if (element.var1E) {
objectTable[element.objIdx].costume = 0;
element.var1E = 0;
}
addAni(element.var1C + 3, element.objIdx, ptr1, element, 1, &var_2);
}
}
}
}
void processSeqList(void) {
Common::List<SeqListElement>::iterator it;
for (it = seqList.begin(); it != seqList.end(); ++it) {
if (it->var4 == -1) {
continue;
}
processSeqListElement(*it);
}
}
bool makeTextEntryMenu(const char *messagePtr, char *inputString, int stringMaxLength, int y) {
int len = strlen(messagePtr);
int16 width = 6 * len + 20;
width = CLIP((int)width, 180, 250);
int16 x = (320 - width) / 2;
getKeyData(); // clear input key
int quit = 0;
bool redraw = true;
CommandeType tempString;
int inputLength = strlen(inputString);
int inputPos = inputLength + 1;
while (!quit) {
if (redraw) {
renderer->drawInputBox(messagePtr, inputString, inputPos, x - 16, y, width + 32);
renderer->blit();
redraw = false;
}
char ch[2];
memset(tempString, 0, stringMaxLength);
ch[1] = 0;
manageEvents();
int keycode = getKeyData();
uint16 mouseButton, mouseX, mouseY;
getMouseData(0, &mouseButton, &mouseX, &mouseY);
if (mouseButton & 2)
quit = 2;
else if (mouseButton & 1)
quit = 1;
switch (keycode) {
case Common::KEYCODE_BACKSPACE:
if (inputPos <= 1) {
break;
}
inputPos--;
redraw = true;
case Common::KEYCODE_DELETE:
if (inputPos <= inputLength) {
if (inputPos != 1) {
strncpy(tempString, inputString, inputPos - 1);
}
if (inputPos != inputLength) {
strncat(tempString, &inputString[inputPos], inputLength - inputPos);
}
strcpy(inputString, tempString);
inputLength = strlen(inputString);
redraw = true;
}
break;
case Common::KEYCODE_LEFT:
if (inputPos > 1) {
inputPos--;
redraw = true;
}
break;
case Common::KEYCODE_RIGHT:
if (inputPos <= inputLength) {
inputPos++;
redraw = true;
}
break;
default:
if (((keycode >= 'a') && (keycode <='z')) ||
((keycode >= '0') && (keycode <='9')) ||
((keycode >= 'A') && (keycode <='Z')) ||
(keycode == ' ')) {
if (inputLength < stringMaxLength - 1) {
ch[0] = keycode;
if (inputPos != 1) {
strncpy(tempString, inputString, inputPos - 1);
strcat(tempString, ch);
}
if ((inputLength == 0) || (inputPos == 1)) {
strcpy(tempString, ch);
}
if ((inputLength != 0) && (inputPos != inputLength)) {
strncat(tempString, &inputString[inputPos - 1], inputLength - inputPos + 1);
}
strcpy(inputString, tempString);
inputLength = strlen(inputString);
inputPos++;
redraw = true;
}
}
break;
}
}
if (quit == 2)
return false;
return true;
}
} // End of namespace Cine