scummvm/queen/cutaway.cpp
Gregory Montoir e19909d3e3 cleanup, s/abs/ABS/g
svn-id: r11501
2003-12-05 13:56:07 +00:00

2032 lines
48 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "queen/cutaway.h"
#include "queen/display.h"
#include "queen/graphics.h"
#include "queen/input.h"
#include "queen/logic.h"
#include "queen/resource.h"
#include "queen/sound.h"
#include "queen/talk.h"
#include "queen/walk.h"
namespace Queen {
/*
TODO soon
- Implement SCENE_START and SCENE_END
- Finish Cutaway::actionSpecialMove
TODO later
- Finish Cutaway::stop
- Show credits
- Play voices
- Play songs
*/
void Cutaway::run(
const char *filename,
char *nextFilename,
Graphics *graphics,
Input *input,
Logic *logic,
Resource *resource,
Sound *sound) {
Cutaway *cutaway = new Cutaway(filename, graphics, input, logic, resource, sound);
cutaway->run(nextFilename);
delete cutaway;
}
Cutaway::Cutaway(
const char *filename,
Graphics *graphics,
Input *input,
Logic *logic,
Resource *resource,
Sound *sound)
: _graphics(graphics), _input(input), _logic(logic), _resource(resource), _sound(sound), _walk(logic->walk()),
_personDataCount(0), _personFaceCount(0), _lastSong(0), _songBeforeComic(0) {
memset(&_bankNames, 0, sizeof(_bankNames));
_input->cutawayQuitReset();
load(filename);
}
Cutaway::~Cutaway() {
delete[] _fileData;
}
void Cutaway::load(const char *filename) {
byte *ptr;
debug(0, "----- Cutaway::load(\"%s\") -----", filename);
ptr = _fileData = _resource->loadFile(filename, 20);
if (!_fileData) {
error("Failed to load resource data file '%s'", filename);
}
if (0 == scumm_stricmp(filename, "comic.cut"))
/* XXX _songBeforeComic = CURRSONG */;
strcpy(_basename, filename);
_basename[strlen(_basename)-4] = '\0';
_comPanel = READ_BE_UINT16(ptr);
ptr += 2;
debug(0, "_comPanel = %i", _comPanel);
_cutawayObjectCount = (int16)READ_BE_UINT16(ptr);
ptr += 2;
debug(0, "_cutawayObjectCount = %i", _cutawayObjectCount);
if (_cutawayObjectCount < 0) {
_cutawayObjectCount = -_cutawayObjectCount;
_input->canQuit(false);
}
else
_input->canQuit(true);
int16 flags1 = (int16)READ_BE_UINT16(ptr);
ptr += 2;
debug(0, "flags1 = %i", flags1);
if (flags1 < 0) {
_logic->entryObj(0);
_finalRoom = -flags1;
}
else
_finalRoom = PREVIOUS_ROOM;
_anotherCutaway = (flags1 == 1);
debug(0, "[Cutaway::load] _finalRoom = %i", _finalRoom);
debug(0, "[Cutaway::load] _anotherCutaway = %i", _anotherCutaway);
/*
Pointers to other places in the cutaway data
*/
_gameStatePtr = _fileData + READ_BE_UINT16(ptr);
ptr += 2;
_nextSentence = _fileData + READ_BE_UINT16(ptr);
ptr += 2;
byte *bankNamesPtr = _fileData + READ_BE_UINT16(ptr);
ptr += 2;
//debug(0, "Bank name file offset = %08x", 20 + bankNamesPtr - _fileData);
_objectData = ptr;
loadStrings(bankNamesPtr);
if (_bankNames[0][0]) {
debug(0, "Loading bank '%s'", _bankNames[0]);
_graphics->bankLoad(_bankNames[0], CUTAWAY_BANK);
}
char entryString[MAX_STRING_SIZE];
_nextSentence = Talk::getString(_nextSentence, entryString, MAX_STRING_LENGTH);
debug(0, "Entry string = '%s'", entryString);
if (entryString[0] == '*' &&
entryString[1] == 'F' &&
entryString[3] == '\0') {
switch (entryString[2]) {
case 'L':
_logic->joeCutFacing(DIR_LEFT);
break;
case 'R':
_logic->joeCutFacing(DIR_RIGHT);
break;
case 'F':
_logic->joeCutFacing(DIR_FRONT);
break;
case 'B':
_logic->joeCutFacing(DIR_BACK);
break;
}
}
}
void Cutaway::loadStrings(byte *ptr) {
int i,j;
int bankNameCount = READ_BE_UINT16(ptr);
ptr += 2;
//debug(0, "Bank name count = %i", bankNameCount);
/*
The _bankNames zero-based array is the one-based BANK_NAMEstr array in
the original source code.
*/
for (i = 0, j = 0; i < bankNameCount; i++) {
ptr = Talk::getString(ptr, _bankNames[j], MAX_FILENAME_LENGTH);
if (_bankNames[j][0]) {
//debug(0, "Bank name %i = '%s'", j, _bankNames[j]);
j++;
}
}
debug(0, "Getting talk file");
ptr = Talk::getString(ptr, _talkFile, MAX_FILENAME_LENGTH);
debug(0, "Talk file = '%s'", _talkFile);
_talkTo = (int16)READ_BE_UINT16(ptr);
ptr += 2;
debug(0, "_talkTo = %i", _talkTo);
}
byte *Cutaway::getCutawayObject(byte *ptr, CutawayObject &object)
{
byte *oldPtr = ptr;
object.objectNumber = (int16)READ_BE_UINT16(ptr); ptr += 2;
object.moveToX = (int16)READ_BE_UINT16(ptr); ptr += 2;
object.moveToY = (int16)READ_BE_UINT16(ptr); ptr += 2;
object.bank = (int16)READ_BE_UINT16(ptr); ptr += 2;
object.animList = (int16)READ_BE_UINT16(ptr); ptr += 2;
object.execute = (int16)READ_BE_UINT16(ptr); ptr += 2;
object.limitBobX1 = (int16)READ_BE_UINT16(ptr); ptr += 2;
object.limitBobY1 = (int16)READ_BE_UINT16(ptr); ptr += 2;
object.limitBobX2 = (int16)READ_BE_UINT16(ptr); ptr += 2;
object.limitBobY2 = (int16)READ_BE_UINT16(ptr); ptr += 2;
object.specialMove = (int16)READ_BE_UINT16(ptr); ptr += 2;
object.animType = (int16)READ_BE_UINT16(ptr); ptr += 2;
object.fromObject = (int16)READ_BE_UINT16(ptr); ptr += 2;
object.bobStartX = (int16)READ_BE_UINT16(ptr); ptr += 2;
object.bobStartY = (int16)READ_BE_UINT16(ptr); ptr += 2;
object.room = (int16)READ_BE_UINT16(ptr); ptr += 2;
object.scale = (int16)READ_BE_UINT16(ptr); ptr += 2;
if ((ptr - oldPtr) != 17*sizeof(int16))
error("Wrong number of values read");
// Make ugly reuse of data less ugly
if (object.limitBobX1 < 0) {
object.song = -object.limitBobX1;
object.limitBobX1 = 0;
}
else
object.song = 0;
return ptr;
}
void Cutaway::dumpCutawayObject(int index, CutawayObject &object)
{
debug(0, "----- CutawayObject[%i] -----", index);
const char *objectNumberStr;
switch (object.objectNumber) {
case -1:
objectNumberStr = "MESSAGE"; break;
case 0:
objectNumberStr = "Joe"; break;
default:
if (object.objectNumber > 0)
objectNumberStr = _logic->objectName(ABS(_logic->objectData(object.objectNumber)->name));
else
objectNumberStr = "Unknown!";
break;
}
debug(0, "objectNumber = %i (%s)", object.objectNumber, objectNumberStr);
if (object.moveToX) debug(0, "moveToX = %i", object.moveToX);
if (object.moveToY) debug(0, "moveToY = %i", object.moveToY);
if (object.bank) debug(0, "bank = %i", object.bank);
if (object.animList) debug(0, "animList = %i", object.animList);
if (object.execute) debug(0, "execute = %i", object.execute);
if (object.limitBobX1) debug(0, "limitBobX1 = %i", object.limitBobX1);
if (object.limitBobY1) debug(0, "limitBobY1 = %i", object.limitBobY1);
if (object.limitBobX2) debug(0, "limitBobX2 = %i", object.limitBobX2);
if (object.limitBobY2) debug(0, "limitBobY2 = %i", object.limitBobY2);
if (object.specialMove) debug(0, "specialMove = %i", object.specialMove);
if (object.animType) debug(0, "animType = %i", object.animType);
if (object.fromObject) debug(0, "fromObject = %i", object.fromObject);
if (object.bobStartX) debug(0, "bobStartX = %i", object.bobStartX);
if (object.bobStartY) debug(0, "bobStartY = %i", object.bobStartY);
if (object.room) debug(0, "room = %i", object.room);
if (object.scale) debug(0, "scale = %i", object.scale);
}
void Cutaway::actionSpecialMove(int index) {
if (index <= 0)
return;
debug(0, "Special move: %i", index);
switch (index) {
case 2:
_logic->joeUseDress(false);
break;
// c74a.cut - use clothes
case 3:
_logic->joeUseClothes(false);
break;
case 4:
_logic->joeUseUnderwear();
break;
// cdres.cut
case 5:
_logic->display()->palSetJoe(JP_DRESS);
break;
// cdclo.cut - Set Joe's palette
case 6:
_logic->display()->palSetJoe(JP_CLOTHES);
break;
// c73e.cut - carbam background animation
case 7:
_graphics->initCarBamScene();
break;
// c74a.cut - Turn off big oil splat and gun shots!
case 8:
_graphics->cleanupCarBamScene(_logic->findBob(594)); // Oil object
break;
// c69e.cut - Fight1 background animation
case 9:
_graphics->initFightBamScene();
_logic->gameState(148, 1);
break;
// c69e.cut
case 10:
_graphics->bamData()->flag = 2;
while (_graphics->bamData()->flag) {
_logic->update();
}
break;
// c69z.cut - Frank growing
case 11: {
_graphics->bankUnpack(1, 38, 15);
BobSlot *bobFrank = _graphics->bob(5);
bobFrank->frameNum = 38;
bobFrank->curPos(160, 200);
bobFrank->box.y2 = GAME_SCREEN_HEIGHT - 1;
int i;
for (i = 10; i <= 100; i += 4) {
bobFrank->scale = i;
_logic->update();
}
for (i = 0; i <= 20; ++i) {
_logic->update();
}
_logic->objectData(521)->name = ABS(_logic->objectData(521)->name); // Dinoray
_logic->objectData(526)->name = ABS(_logic->objectData(526)->name); // Frank obj
_logic->objectData(522)->name = -ABS(_logic->objectData(522)->name); // TMPD object off
_logic->objectData(525)->name = -ABS(_logic->objectData(525)->name); // Floda guards off
_logic->objectData(523)->name = -ABS(_logic->objectData(523)->name); // Sparky object off
_logic->gameState(157, 1); // No more Ironstein
}
break;
// c69z.cut - Robot growing
case 12: {
_graphics->bankUnpack(1, 38, 15);
BobSlot *bobRobot = _graphics->bob(5);
bobRobot->frameNum = 38;
bobRobot->curPos(160, 200);
bobRobot->box.y2 = GAME_SCREEN_HEIGHT - 1;
int i;
for (i = 10; i <= 100; i += 4) {
bobRobot->scale = i;
_logic->update();
}
for (i = 0; i <= 20; ++i) {
_logic->update();
}
_logic->objectData(524)->name = -ABS(_logic->objectData(524)->name); // Azura object off
_logic->objectData(526)->name = -ABS(_logic->objectData(526)->name); // Frank object off
}
break;
// Robot shrinking
case 13: {
int i;
for (i = 100; i >= 35; i -= 5) {
_graphics->bob(6)->scale = i;
_logic->update();
}
}
break;
// End game
case 14: {
int i;
for (i = 0; i < 40; ++i) {
_logic->update();
}
OSystem::instance()->quit();
}
break;
// Dinocam
case 15:
_graphics->cameraBob(-1);
while (_logic->display()->horizontalScroll() < 320) {
_logic->display()->horizontalScroll(_logic->display()->horizontalScroll() + 16);
if (_logic->display()->horizontalScroll() > 320) {
_logic->display()->horizontalScroll(320);
}
_logic->update();
}
_graphics->cameraBob(1);
break;
// cdint.cut / room 67 - put camera on Joe
case 16:
_graphics->cameraBob(0);
break;
// XXX sm17&18 : alternative intro
case 19:
_logic->gameState(VAR_AZURA_IN_LOVE, 1);
break;
// Pan right from Joe
case 20:
_graphics->cameraBob(-1);
while (_logic->display()->horizontalScroll() < 320) {
_logic->display()->horizontalScroll(_logic->display()->horizontalScroll() + 16);
if (_logic->display()->horizontalScroll() > 320) {
_logic->display()->horizontalScroll(320);
}
_logic->update();
}
break;
case 21:
_logic->display()->palCustomLightsOff(_logic->currentRoom());
break;
case 22:
_logic->display()->palCustomLightsOn(_logic->currentRoom());
break;
// manequin area on
case 23:
_logic->area(ROOM_FLODA_FRONTDESK, 7)->mapNeighbours = ABS(_logic->area(ROOM_FLODA_FRONTDESK, 7)->mapNeighbours);
break;
case 24: {
int i = _graphics->bob(0)->x - 160;
if (i < 0) {
i = 0;
}
else if (i > 320) {
i = 320;
}
_graphics->cameraBob(-1);
if (i < _logic->display()->horizontalScroll()) {
while (_logic->display()->horizontalScroll() > i) {
_logic->display()->horizontalScroll(_logic->display()->horizontalScroll() - 16);
if (_logic->display()->horizontalScroll() < i) {
_logic->display()->horizontalScroll(i);
}
_logic->update();
}
}
else {
while (_logic->display()->horizontalScroll() < i) {
_logic->display()->horizontalScroll(_logic->display()->horizontalScroll() + 16);
if (_logic->display()->horizontalScroll() > i ) {
_logic->display()->horizontalScroll(i);
}
}
_logic->update();
}
_graphics->cameraBob(0);
}
break;
// Turn guard on
case 25:
_logic->gameState(85, 1);
break;
// c69g.CUT - Pan left 320 to 144
case 26:
_graphics->cameraBob(-1);
while (_logic->display()->horizontalScroll() > 144) {
_logic->display()->horizontalScroll(_logic->display()->horizontalScroll() - 8);
if (_logic->display()->horizontalScroll() < 144) {
_logic->display()->horizontalScroll(144);
}
_logic->update();
}
break;
// smooch
case 27: {
_graphics->cameraBob(-1);
BobSlot *bobAzura = _graphics->bob(5);
BobSlot *bobJoe = _graphics->bob(6);
while (_logic->display()->horizontalScroll() < 320) {
_logic->display()->horizontalScroll(_logic->display()->horizontalScroll() + 8);
if (bobJoe->x - bobAzura->x > 128) {
bobAzura->x += 10;
bobJoe->x += 6;
}
else {
bobAzura->x += 8;
bobJoe->x += 8;
}
_logic->update();
}
}
break;
// c75b.cut - Lightning hits plane
case 28:
{
_graphics->cameraBob(-1);
short iy = 0, x, ydir = -1, j, k;
BobSlot *planeBob = _graphics->bob(5);
BobSlot *lightningBob = _graphics->bob(20);
planeBob->box.y2 = lightningBob->box.y2 = 199;
planeBob->y = 135;
planeBob->scale = 20;
for (x = 660; x > 163; x -= 6) {
planeBob->x = x;
planeBob->y = 135 + iy;
iy -= ydir;
if (iy < -9 || iy > 9)
ydir = -ydir;
planeBob->scale++;
if (planeBob->scale > 100)
planeBob->scale = 100;
int scrollX = x - 163;
if (scrollX > 320)
scrollX = 320;
_logic->display()->horizontalScroll(scrollX);
_logic->update();
}
planeBob->scale = 100;
_logic->display()->horizontalScroll(0);
planeBob->x -= -8;
planeBob->y += 6;
lightningBob->x = 160;
lightningBob->y = 0;
// 23/2/95 - Play lightning SFX
// XXX sfxplay(NULLstr);
_graphics->bankUnpack(18, lightningBob->frameNum, 15);
_graphics->bankUnpack(4, planeBob ->frameNum, 15);
// Plane plunges into the jungle!
BobSlot *fireBob = _graphics->bob(6);
fireBob->animating = true;
fireBob->x = planeBob->x;
fireBob->y = planeBob->y + 10;
_graphics->bankUnpack(19, fireBob->frameNum, 15);
_logic->update();
k = 20;
j = 1;
for (x = 163; x > -30; x -= 10) {
planeBob->y += 4;
fireBob->y += 4;
planeBob->x = fireBob->x = x;
if (k < 40) {
_graphics->bankUnpack(j, planeBob->frameNum, 15);
_graphics->bankUnpack(k, fireBob ->frameNum, 15);
k++;
j++;
if (j == 4)
j = 1;
}
_logic->update();
}
_graphics->cameraBob(0);
}
break;
// Scale blimp - end game!
case 29: {
int16 z = 256;
BobSlot *bob = _graphics->bob(7);
int16 x = bob->x;
int16 y = bob->y;
while (bob->x > 150) {
bob->x = x * 256 / z + 150;
bob->x = y * 256 / z + 112;
bob->scale = 100 * 256 / z;
++z;
if (z % 6 == 0) {
--x;
}
_logic->update();
}
}
break;
// scale ending
case 30: {
_graphics->bob(7)->active = false; // Turn off blimp
BobSlot *b = _graphics->bob(20);
b->x = 160;
b->y = 100;
int i;
for (i = 5; i <= 100; i += 5) {
b->scale = i;
_logic->update();
}
for (i = 0; i < 50; ++i) {
_logic->update();
}
_logic->display()->palFadeOut(0, 255, _logic->currentRoom());
}
break;
// c74a.cut - Wait for car to reach correct position before pouring oil
case 31:
while (_graphics->bamData()->index != 60) {
_logic->update();
}
break;
// c75b.cut - Screen shake
case 32:
OSystem::instance()->set_shake_pos(3);
_logic->update();
OSystem::instance()->set_shake_pos(0);
_logic->update();
break;
// Attempt puzzle
case 33: {
static short n = 0;
++n;
if (n & 4) {
_logic->joeSpeak(226, true);
}
}
break;
// cred.cut - scale title
case 34:
{
BobSlot *bob = _graphics->bob(5);
bob->animating = false;
bob->x = 161;
bob->y = 200;
bob->scale = 100;
int i;
for (i = 5; i <= 100; i +=5) {
bob->scale = i;
bob->y -= 4;
_logic->update();
}
}
break;
// XXX sm35: demo
// cdint.cut - pan right fast
case 36:
{
Display *display = _logic->display();
BobSlot *bob_thugA1 = _graphics->bob(20);
BobSlot *bob_thugA2 = _graphics->bob(21);
BobSlot *bob_thugA3 = _graphics->bob(22);
BobSlot *bob_hugh1 = _graphics->bob(1);
BobSlot *bob_hugh2 = _graphics->bob(23);
BobSlot *bob_hugh3 = _graphics->bob(24);
BobSlot *bob_thugB1 = _graphics->bob(25);
BobSlot *bob_thugB2 = _graphics->bob(26);
_graphics->cameraBob(-1);
_input->fastMode(true);
_logic->update();
int i = 4, k = 160;
// Adjust thug1 gun so it matches rest of body
bob_thugA1->x += (k / 2) * 2 - 45;
bob_thugA2->x += (k / 2) * 2;
bob_thugA3->x += (k / 2) * 2;
bob_hugh1->x += (k / 2) * 3 + (k / 2);
bob_hugh2->x += (k / 2) * 3 + (k / 2);
bob_hugh3->x += (k / 2) * 3 + (k / 2);
bob_thugB1->x += (k / 2) * 4 + k;
bob_thugB2->x += (k / 2) * 4 + k;
if (i == 3) {
bob_thugB1->x += 10;
bob_thugB2->x += 10;
}
i *= 2;
int horizontalScroll = 0;
while (horizontalScroll < k) {
horizontalScroll = horizontalScroll + i;
if (horizontalScroll > k)
horizontalScroll = k;
//debug(0, "horizontalScroll = %i", horizontalScroll);
display->horizontalScroll(horizontalScroll);
bob_thugA1->x -= i * 2;
bob_thugA2->x -= i * 2;
bob_thugA3->x -= i * 2;
bob_hugh1->x -= i * 3;
bob_hugh2->x -= i * 3;
bob_hugh3->x -= i * 3;
bob_thugB1->x -= i * 4;
bob_thugB2->x -= i * 4;
_logic->update();
if (_input->cutawayQuit())
return;
}
_input->fastMode(false);
}
break;
// cdint.cut - flash white
case 37:
_logic->display()->palCustomFlash();
break;
// cdint.cut - pan right
case 38:
{
Display *display = _logic->display();
BobSlot *bob_box = _graphics->bob(20);
BobSlot *bob_beam = _graphics->bob(21);
BobSlot *bob_crate = _graphics->bob(22);
BobSlot *bob_clock = _graphics->bob(23);
BobSlot *bob_hands = _graphics->bob(24);
_graphics->cameraBob(-1);
_input->fastMode(true);
_logic->update();
bob_box ->x += 280 * 2;
bob_beam ->x += 30;
bob_crate->x += 180 * 3;
int horizontalScroll = display->horizontalScroll();
int i = 1;
while (horizontalScroll < 290) {
horizontalScroll = horizontalScroll + i;
if (horizontalScroll > 290)
horizontalScroll = 290;
//debug(0, "horizontalScroll = %i", horizontalScroll);
display->horizontalScroll(horizontalScroll);
bob_box ->x -= i * 2;
bob_beam ->x -= i;
bob_crate->x -= i * 3;
bob_clock->x -= i * 2;
bob_hands->x -= i * 2;
_logic->update();
if (_input->cutawayQuit())
return;
}
_input->fastMode(false);
}
break;
// cdint.cut - pan left to bomb
case 39:
{
Display *display = _logic->display();
BobSlot *bob21 = _graphics->bob(21);
BobSlot *bob22 = _graphics->bob(22);
_graphics->cameraBob(-1);
_input->fastMode(true);
int horizontalScroll = display->horizontalScroll();
int i = 5;
while (horizontalScroll > 0 || bob21->x < 136) {
horizontalScroll -= i;
if (horizontalScroll < 0)
horizontalScroll = 0;
//debug(0, "horizontalScroll = %i", horizontalScroll);
display->horizontalScroll(horizontalScroll);
if (horizontalScroll < 272 && bob21->x < 136)
bob21->x += (i/2);
bob22->x += i;
_logic->update();
if (_input->cutawayQuit())
return;
}
_input->fastMode(false);
}
break;
default:
warning("Unhandled special move: %i", index);
break;
}
}
byte *Cutaway::turnOnPeople(byte *ptr, CutawayObject &object) {
// Lines 1248-1259 in cutaway.c
object.personCount = (int16)READ_BE_UINT16(ptr);
ptr += 2;
if (object.personCount > MAX_PERSON_COUNT)
error("[Cutaway::turnOnPeople] object.personCount > MAX_PERSON_COUNT");
for (int i = 0; i < object.personCount; i++) {
object.person[i] = (int16)READ_BE_UINT16(ptr);
ptr += 2;
//debug(0, "[%i] Turn on person %i", i, object.person[i]);
}
return ptr;
}
void Cutaway::limitBob(CutawayObject &object) {
if (object.limitBobX1) {
if (object.objectNumber < 0) {
warning("QueenCutaway::limitBob called with objectNumber = %i", object.objectNumber);
return;
}
BobSlot *bob =
_graphics->bob( _logic->findBob(object.objectNumber) );
if (!bob) {
warning("Failed to find bob");
return;
}
bob->box.x1 = object.limitBobX1;
bob->box.y1 = object.limitBobY1;
bob->box.x2 = object.limitBobX2;
bob->box.y2 = object.limitBobY2;
}
}
void Cutaway::restorePersonData() {
for (int i = 0; i < _personDataCount; i++) {
int index = _personData[i].index;
ObjectData *objectData = _logic->objectData(index);
objectData->name = _personData[i].name;
objectData->image = _personData[i].image;
}
}
void Cutaway::changeRooms(CutawayObject &object) {
// Lines 1291-1385 in cutaway.c
debug(0, "Changing from room %i to room %i",
_temporaryRoom,
object.room);
restorePersonData();
_personDataCount = 0;
if (_finalRoom != object.room) {
int firstObjectInRoom = _logic->roomData(object.room) + 1;
int lastObjectInRoom = _logic->roomData(object.room) + _logic->objMax(object.room);
for (int i = firstObjectInRoom; i <= lastObjectInRoom; i++) {
ObjectData *objectData = _logic->objectData(i);
if (objectData->image == -3 || objectData->image == -4) {
// The object is a person! So record the details...
_personData[_personDataCount].index = i;
_personData[_personDataCount].name = objectData->name;
_personData[_personDataCount].image = objectData->image;
_personDataCount++;
// Now, check to see if we need to keep the person on
bool on = false;
for (int j = 0; j < object.personCount; j++) {
if (object.person[j] == i) {
on = true;
break;
}
}
/*debug(0, "Person '%s' (%i) is %s",
_logic->objectName(objectData->name),
objectData->name,
on ? "on" : "off");*/
if (on) {
// It is needed, so ensure it's ON
objectData->name = ABS(objectData->name);
}
else {
// Not needed, so switch off!
objectData->name = -ABS(objectData->name);
}
}
} // for()
}
// set coordinates for Joe if he is on screen
_logic->joeX(0);
_logic->joeY(0);
for (int i = 0; i < object.personCount; i++) {
if (PERSON_JOE == object.person[i]) {
_logic->joeX(object.bobStartX);
_logic->joeY(object.bobStartY);
}
}
_logic->oldRoom(_initialRoom);
RoomDisplayMode mode;
if (!_logic->joeX() && !_logic->joeY()) {
mode = RDM_FADE_NOJOE;
}
else {
// We need to display Joe on screen
if (_roomFade == 1)
mode = RDM_NOFADE_JOE;
else
mode = RDM_FADE_JOE_XY;
}
_logic->roomDisplay(_logic->currentRoom(), mode, object.scale, _comPanel, true);
_currentImage = _logic->numFrames();
_temporaryRoom = _logic->currentRoom();
restorePersonData();
}
Cutaway::ObjectType Cutaway::getObjectType(CutawayObject &object) {
// Lines 1387-1449 in cutaway.c
ObjectType objectType = OBJECT_TYPE_ANIMATION;
if (object.objectNumber > 0) {
if (!object.animList) {
// No anim frames, so treat as a PERSON, ie. allow to speak/walk
ObjectData *objectData = _logic->objectData(object.objectNumber);
if (objectData->image == -3 || objectData->image == -4)
objectType = OBJECT_TYPE_PERSON;
}
}
else if (object.objectNumber == OBJECT_JOE) {
// It's Joe. See if he's to be treated as a person.
if (!object.animList) {
// There's no animation list, so Joe must be talking.
objectType = OBJECT_TYPE_PERSON;
}
}
if (object.fromObject > 0) {
/* Copy FROM_OBJECT into OBJECT */
if(object.objectNumber != object.fromObject) {
_logic->objectCopy(object.fromObject, object.objectNumber);
}
else {
// Same object, so just turn it on!
ObjectData *objectData = _logic->objectData(object.objectNumber);
objectData->name = ABS(objectData->name);
}
_logic->roomRefreshObject(object.objectNumber);
// Skip doing any anim stuff
objectType = OBJECT_TYPE_NO_ANIMATION;
}
switch(object.objectNumber) {
case -2:
// Text to be spoken
objectType = OBJECT_TYPE_TEXT_SPEAK;
break;
case -3:
// Text to be displayed AND spoken
objectType = OBJECT_TYPE_TEXT_DISPLAY_AND_SPEAK;
break;
case -4:
// Text to be displayed only (not spoken)
objectType = OBJECT_TYPE_TEXT_DISPLAY;
break;
}
if (OBJECT_TYPE_ANIMATION == objectType && !object.execute) {
// Execute is not on, and it's an object, so ignore any Anims
objectType = OBJECT_TYPE_NO_ANIMATION;
}
return objectType;
}
byte *Cutaway::getCutawayAnim(byte *ptr, int header, CutawayAnim &anim) {
// lines 1531-1607 in cutaway.c
//debug(0, "[Cutaway::getCutawayAnim] header=%i", header);
anim.currentFrame = 0;
anim.originalFrame = 0;
if (-1 == header)
header = 0;
if (0 == header) {
anim.object = 0;
anim.originalFrame = 29 + FRAMES_JOE_XTRA;
// 21/9/94, Make sure that bobs are clipped on 150 screens
if (_logic->display()->fullscreen())
_graphics->bob(0)->box.y2 = 199;
}
else {
//warning("Stuff not yet implemented in Cutaway::getCutawayAnim()");
anim.object = _logic->findBob(header);
// If fullscreen cutaway then clip to 199 down
// 21/9/94, Make sure that bobs are clipped on 150 screens
// XXX if(COMPANEL==2 && OBJ_CUT[6]<=0 && BDyres==200) bobs[Param].y2=199;
anim.originalFrame = _logic->findFrame(header);
}
anim.unpackFrame = (int16)READ_BE_UINT16(ptr);
ptr += 2;
anim.speed = ((int16)READ_BE_UINT16(ptr)) / 3 + 1;
ptr += 2;
anim.bank = (int16)READ_BE_UINT16(ptr);
ptr += 2;
if (anim.bank == 0) {
anim.bank = 15;
}
else {
if (anim.bank != 13) {
/* XXX if (OLDBANK != T) */ {
//debug(0, "Loading bank '%s'", _bankNames[anim.bank-1]);
_graphics->bankLoad(_bankNames[anim.bank-1], 8);
// XXX OLDBANK=T;
}
anim.bank = 8;
}
else {
// Make sure we ref correct JOE bank (7)
anim.bank = 7;
}
}
anim.mx = (int16)READ_BE_UINT16(ptr);
ptr += 2;
anim.my = (int16)READ_BE_UINT16(ptr);
ptr += 2;
anim.cx = (int16)READ_BE_UINT16(ptr);
ptr += 2;
anim.cy = (int16)READ_BE_UINT16(ptr);
ptr += 2;
anim.scale = (int16)READ_BE_UINT16(ptr);
ptr += 2;
if (_resource->isDemo()) {
anim.song = 0;
}
else {
anim.song = (int16)READ_BE_UINT16(ptr);
ptr += 2;
}
// Extract information that depend on the signedness of values
if (anim.unpackFrame < 0) {
anim.flip = true;
anim.unpackFrame = -anim.unpackFrame;
}
else
anim.flip = false;
return ptr;
}
void Cutaway::dumpCutawayAnim(CutawayAnim &anim) {
debug(0, "----- CutawayAnim -----");
if (anim.object) debug(0, "object = %i", anim.object);
if (anim.unpackFrame) debug(0, "unpackFrame = %i", anim.unpackFrame);
if (anim.speed) debug(0, "speed = %i", anim.speed);
if (anim.bank) debug(0, "bank = %i", anim.bank);
if (anim.mx) debug(0, "mx = %i", anim.mx);
if (anim.my) debug(0, "my = %i", anim.my);
if (anim.cx) debug(0, "cx = %i", anim.cx);
if (anim.cy) debug(0, "cy = %i", anim.cy);
if (anim.scale) debug(0, "scale = %i", anim.scale);
if (anim.currentFrame) debug(0, "currentFrame = %i", anim.currentFrame);
if (anim.originalFrame) debug(0, "originalFrame = %i", anim.originalFrame);
if (anim.song) debug(0, "song = %i", anim.song);
}
byte *Cutaway::handleAnimation(byte *ptr, CutawayObject &object) {
// lines 1517-1770 in cutaway.c
int frameCount = 0;
int header = 0;
int i;
CutawayAnim objAnim[56];
// Read animation frames
for (;;) {
header = (int16)READ_BE_UINT16(ptr);
ptr += 2;
if (-2 == header)
break;
//debug(0, "Animation frame %i, header = %i", frameCount, header);
if (header > 1000)
error("Header too large");
ptr = getCutawayAnim(ptr, header, objAnim[frameCount]);
//dumpCutawayAnim(objAnim[frameCount]);
frameCount++;
if (_input->cutawayQuit())
return NULL;
}
if (object.animType == 1) {
// lines 1615-1636 in cutaway.c
debug(0, "----- Complex cutaway animation (animType = %i) -----", object.animType);
if ((_logic->currentRoom() == 47 || _logic->currentRoom() == 63) &&
objAnim[0].object == 1) {
//CR 2 - 3/3/95, Special harcoded section to make Oracle work...
makeComplexAnimation(_logic->personFrames(1) - 1, objAnim, frameCount);
}
else {
_currentImage = makeComplexAnimation(_currentImage, objAnim, frameCount);
}
if (object.bobStartX || object.bobStartY) {
BobSlot *bob = _graphics->bob(objAnim[0].object);
bob->x = object.bobStartX;
bob->y = object.bobStartY;
}
}
// Setup the SYNCHRO bob channels
for (i = 0; i < frameCount; i++) {
if (objAnim[i].mx || objAnim[i].my) {
BobSlot *bob = _graphics->bob(objAnim[i].object);
bob->frameNum = objAnim[i].originalFrame;
bob->move(objAnim[i].mx, objAnim[i].my, (object.specialMove > 0) ? object.specialMove : 4);
// Boat room hard coded
if (_logic->currentRoom() == ROOM_TEMPLE_OUTSIDE) {
BobSlot *bobJoe = _graphics->bob(0);
if (bobJoe->x < 320) {
bobJoe->move(bobJoe->x + 346, bobJoe->y, 4);
}
}
}
}
// Normal cutaway
if (object.animType != 1) {
// lines 1657-1761 in cutaway.c
debug(0, "----- Normal cutaway animation (animType = %i) -----", object.animType);
for (i = 0; i < frameCount; i++) {
//debug(0, "===== Animating frame %i =====", i);
//dumpCutawayAnim(objAnim[i]);
BobSlot *bob = _graphics->bob(objAnim[i].object);
bob->active = true;
if (bob->animating) {
bob->animating = false;
bob->frameNum = objAnim[i].originalFrame;
}
if (objAnim[i].object < 4)
bob->frameNum = 29 + objAnim[i].object + FRAMES_JOE_XTRA;
if (objAnim[i].unpackFrame == 0) {
// Turn off the bob
bob->active = false;
}
else {
if (object.animType == 2 || object.animType == 0) {
// Unpack animation, but do not unpack moving people
if (!((objAnim[i].mx > 0 || objAnim[i].my > 0) && InRange(objAnim[i].object, 1, 3))) {
/*debug(0, "Animation - bankUnpack(%i, %i, %i);",
objAnim[i].unpackFrame,
objAnim[i].originalFrame,
objAnim[i].bank);*/
_graphics->bankUnpack(
objAnim[i].unpackFrame,
objAnim[i].originalFrame,
objAnim[i].bank);
}
if (0 == objAnim[i].object) {
// Scale Joe
bob->scale = scale(object);
}
}
if (objAnim[i].cx || objAnim[i].cy) {
bob->x = objAnim[i].cx;
bob->y = objAnim[i].cy;
}
// Only flip if we are not moving or it is not a person object
if (!(objAnim[i].object > 0 && objAnim[i].object < 4) ||
!(objAnim[i].mx || objAnim[i].my) )
bob->xflip = objAnim[i].flip;
// Add frame alteration
if (!(objAnim[i].object > 0 && objAnim[i].object < 4)) {
bob->frameNum = objAnim[i].originalFrame;
}
int j;
for (j = 0; j < objAnim[i].speed; j++)
_logic->update();
}
if (_input->cutawayQuit())
return NULL;
if (objAnim[i].song > 0)
_sound->playSong(objAnim[i].song);
// Load but don't play
if(objAnim[i].song < 0) {
// XXX loadnoplay=1;
// XXX playsong(abs(OBJ_ANIM[J][11]));
// XXX loadnoplay=0;
}
} // for()
}
bool moving = true;
while (moving) {
moving = false;
_logic->update();
for (i = 0; i < frameCount; i++) {
BobSlot *bob = _graphics->bob(objAnim[i].object);
if (bob->moving) {
moving = true;
break;
}
}
if (_input->cutawayQuit())
return NULL;
}
return ptr;
}
static void findCdCut(const char *basename, int index, char *result) {
// Function find_cd_cut, lines 5-15 in execute.c
strcpy(result, basename);
for (int i = strlen(basename); i < 5; i++)
result[i] = '_';
snprintf(result + 5, 3, "%02i", index);
//debug(0, "findCdCut(\"%s\", %i, \"%s\")", basename, index, result);
}
void Cutaway::handlePersonRecord(
int index,
CutawayObject &object,
const char *sentence) {
// Lines 1455-1516 in cutaway.c
Person p;
_personFaceCount = 0; //Hello, please verify me. (Fixes crash on OSX)
if (object.objectNumber == OBJECT_JOE) {
if (object.moveToX || object.moveToY) {
_walk->moveJoe(0, object.moveToX, object.moveToY, true);
}
}
else {
_logic->personSetData(
object.objectNumber - _logic->roomData(_logic->currentRoom()),
"", true, &p);
if (object.bobStartX || object.bobStartY) {
BobSlot *bob = _graphics->bob(p.actor->bobNum);
bob->scale = scale(object);
bob->x = object.bobStartX;
bob->y = object.bobStartY;
}
if (object.moveToX || object.moveToY)
_walk->movePerson(
&p,
object.moveToX, object.moveToY,
_currentImage + 1, // XXX CI+1
_logic->objectData(object.objectNumber)->image
);
}
if (_input->cutawayQuit())
return;
if (0 != strcmp(sentence, "*")) {
if (sentence[0] == '#') {
warning("Credit scripting system not yet implemented");
// XXX Cinit(sentence + 1);
}
else {
if (object.objectNumber > 0) {
bool foundPerson = false;
for (int i = 1; i <= _personFaceCount; i++) {
if (_personFace[i].index == object.objectNumber) {
foundPerson = true;
break;
}
}
if (!foundPerson) {
_personFaceCount++;
_personFace[_personFaceCount].index = object.objectNumber;
_personFace[_personFaceCount].image = _logic->objectData(object.objectNumber)->image;
}
}
char voiceFilePrefix[MAX_STRING_SIZE];
findCdCut(_basename, index, voiceFilePrefix);
_logic->makePersonSpeak(sentence, (object.objectNumber == OBJECT_JOE) ? NULL : &p, voiceFilePrefix);
}
}
if (_input->cutawayQuit())
return;
}
void Cutaway::run(char *nextFilename) {
int i;
nextFilename[0] = '\0';
_currentImage = _logic->numFrames();
BobSlot *joeBob = _graphics->bob(0);
int initialJoeX = joeBob->x;
int initialJoeY = joeBob->y;
debug(0, "[Cutaway::run] Joe started at (%i, %i)", initialJoeX, initialJoeY);
_input->cutawayRunning(true);
_logic->joeCutFacing(_logic->joeFacing());
_logic->joeFace();
_initialRoom = _temporaryRoom = _logic->currentRoom();
// FIXME: hack to hide the panel *before* displaying a talking head.
// This was not handled in the original game, but I think it is
// better like that.
if (_talkTo != 0) {
_comPanel = 2;
}
_logic->display()->screenMode(_comPanel, true);
if (_comPanel == 0 || _comPanel == 2) {
_logic->sceneStart();
}
byte *ptr = _objectData;
for (i = 0; i < _cutawayObjectCount; i++) {
CutawayObject object;
ptr = getCutawayObject(ptr, object);
//dumpCutawayObject(i, object);
if (!object.moveToX &&
!object.moveToY &&
object.specialMove &&
object.objectNumber >= 0) {
actionSpecialMove(object.specialMove);
object.specialMove = 0;
}
if (CURRENT_ROOM == object.room) {
// Get current room
object.room = _logic->currentRoom();
}
else {
// Change current room
_logic->currentRoom(object.room);
}
ptr = turnOnPeople(ptr, object);
limitBob(object);
char sentence[MAX_STRING_SIZE];
_nextSentence = Talk::getString(_nextSentence, sentence, MAX_STRING_LENGTH);
//debug(0, "Sentence = '%s'", sentence);
if (OBJECT_ROOMFADE == object.objectNumber) {
_roomFade = true;
object.objectNumber = OBJECT_JOE;
}
else {
_roomFade = false;
}
if (object.room != _temporaryRoom)
changeRooms(object);
ObjectType objectType = getObjectType(object);
if (object.song)
_sound->playSong(object.song);
switch (objectType) {
case OBJECT_TYPE_ANIMATION:
ptr = handleAnimation(ptr, object);
break;
case OBJECT_TYPE_PERSON:
handlePersonRecord(i + 1, object, sentence);
break;
case OBJECT_TYPE_NO_ANIMATION:
// Do nothing?
break;
case OBJECT_TYPE_TEXT_SPEAK:
case OBJECT_TYPE_TEXT_DISPLAY_AND_SPEAK:
case OBJECT_TYPE_TEXT_DISPLAY:
handleText(i + 1, objectType, object, sentence);
break;
default:
warning("Unhandled object type: %i", objectType);
break;
}
if (_input->cutawayQuit())
break;
// XXX
#if 0
if(ROOMFADE==1)
{
update();
//CR 2 - CD-Rom
if(ROOM>=114)
fadein(0,255);
else
fadein(0,223);
ROOMFADE=0;
}
#endif
} // for()
stop();
_input->cutawayQuitReset();
updateGameState();
_graphics->bankErase(CUTAWAY_BANK);
talk(nextFilename);
if (_comPanel == 0 || (_comPanel == 2 && !_anotherCutaway)) {
_logic->sceneStop();
_comPanel = 0;
}
if (nextFilename[0] == '\0' && !_anotherCutaway) {
_logic->display()->fullscreen(false);
// Lines 2138-2182 in cutaway.c
if (_finalRoom) {
_logic->newRoom(0);
_logic->entryObj(0);
}
else {
/// No need to stay in current room, so return to previous room
// if one exists. Reset Joe's X,Y coords to those when first entered
restorePersonData();
debug(0, "_logic->entryObj() = %i", _logic->entryObj());
if (_logic->entryObj() > 0) {
_initialRoom = _logic->objectData(_logic->entryObj())->room;
}
else {
// We're not returning to new room, so return to old Joe X,Y coords
debug(0, "[Cutaway::run] Moving joe to (%i, %i)", initialJoeX, initialJoeY);
_logic->joeX(initialJoeX);
_logic->joeY(initialJoeY);
}
if (_logic->currentRoom() != _initialRoom) {
// XXX should call SETUP_ROOM here but that would introduce a
// circual dependency, so we try to set newRoom to the room
// instead
debug(0, "[Cutaway::run] Not calling SETUP_ROOM here, just setting newRoom to %i", _initialRoom);
_logic->newRoom(_initialRoom);
_logic->display()->fullscreen(true);
}
else {
_logic->joeX(0);
_logic->joeY(0);
}
}
_logic->joeCutFacing(0);
_comPanel = 0;
int k = 0;
for (i = _logic->roomData(_logic->currentRoom());
i <= _logic->roomData(_logic->currentRoom() + 1); i++) {
ObjectData *object = _logic->objectData(i);
if (object->image == -3 || object->image == -4) {
k++;
if (object->name > 0) {
_logic->animReset(k);
}
}
}
// function CUTAWAY_SPECIAL(), lines 885-896 in cutaway.c
if (_logic->currentRoom() == 1 && _logic->gameState(3) == 0) {
// XXX hard-coded room and inventory items
_logic->inventoryDeleteItem(ITEM_CROWBAR, false);
_logic->inventoryDeleteItem(ITEM_DRESS, false);
_logic->inventoryDeleteItem(ITEM_CLOTHES, false);
_logic->inventoryDeleteItem(ITEM_HAY, false);
_logic->inventoryDeleteItem(ITEM_OIL, false);
_logic->inventoryDeleteItem(ITEM_CHICKEN, false);
_logic->gameState(3, 1);
_logic->inventoryRefresh();
}
}
joeBob->animating = 0;
joeBob->moving = 0;
// Make sure Joe is clipped!
joeBob->box.y2 = 149;
_input->cutawayRunning(false);
_input->cutawayQuitReset();
if (_songBeforeComic > 0)
_sound->playSong(_songBeforeComic);
else if (_lastSong > 0)
_sound->playSong(_lastSong);
}
void Cutaway::stop() {
// Lines 1901-2032 in cutaway.c
byte *ptr = _gameStatePtr;
// Skipping GAMESTATE data
int gameStateCount = (int16)READ_BE_UINT16(ptr); ptr += 2;
if (gameStateCount > 0)
ptr += (gameStateCount * 12);
// Get the final room and Joe's final position
int16 joeRoom = READ_BE_UINT16(ptr); ptr += 2;
int16 joeX = READ_BE_UINT16(ptr); ptr += 2;
int16 joeY = READ_BE_UINT16(ptr); ptr += 2;
debug(0, "[Cutaway::stop] Final position is room %i and coordinates (%i, %i)",
joeRoom, joeX, joeY);
if ((!_input->cutawayQuit() || (!_anotherCutaway && joeRoom == _finalRoom)) &&
joeRoom != _temporaryRoom &&
joeRoom != 0) {
debug(0, "[Cutaway::stop] Changing rooms and moving Joe");
_logic->joeX(joeX);
_logic->joeY(joeY);
_logic->currentRoom(joeRoom);
_logic->oldRoom(_initialRoom);
_logic->roomDisplay(_logic->currentRoom(), RDM_FADE_JOE_XY, 0, _comPanel, true);
}
if (_input->cutawayQuit()) {
// Lines 1927-2032 in cutaway.c
int i;
// Stop the credits from running
// XXX CFlag = 0;
_graphics->bobStopAll();
for (i = 1; i <= _personFaceCount; i++) {
int index = _personFace[i].index;
if (index > 0) {
_logic->objectData(_personFace[i].index)->image = _personFace[i].image;
_graphics->bob(_logic->findBob(index))->xflip =
(_personFace[i].image != -4);
}
}
int quitObjectCount = (int16)READ_BE_UINT16(ptr); ptr += 2;
for (i = 0; i < quitObjectCount; i++) {
int16 objectIndex = (int16)READ_BE_UINT16(ptr); ptr += 2;
int16 fromIndex = (int16)READ_BE_UINT16(ptr); ptr += 2;
int16 x = (int16)READ_BE_UINT16(ptr); ptr += 2;
int16 y = (int16)READ_BE_UINT16(ptr); ptr += 2;
int16 room = (int16)READ_BE_UINT16(ptr); ptr += 2;
int16 frame = (int16)READ_BE_UINT16(ptr); ptr += 2;
int16 bank = (int16)READ_BE_UINT16(ptr); ptr += 2;
int bobIndex = _logic->findBob(objectIndex);
ObjectData *object = _logic->objectData(objectIndex);
if (fromIndex > 0) {
if (fromIndex == objectIndex) {
// Enable object
object->name = ABS(object->name);
}
else {
_logic->objectCopy(fromIndex, objectIndex);
ObjectData *from = _logic->objectData(fromIndex);
if (object->image && !from->image && bobIndex && _logic->currentRoom() == object->room)
_graphics->bobClear(bobIndex);
}
if (_logic->currentRoom() == room)
_logic->roomRefreshObject(objectIndex);
}
if (_logic->currentRoom() == object->room) {
BobSlot *pbs = _graphics->bob(bobIndex);
if (x || y) {
pbs->x = x;
pbs->y = y;
if (InRange(object->image, -4, -3))
pbs->scale = _logic->findScale(x, y);
}
if (frame) {
if (0 == bank)
bank = 15;
else if (bank != 13) {
// XXX if(bank != oldBank) {
_graphics->bankLoad(_bankNames[bank-1], 8);
// XXX oldBank = bank;
// XXX }
bank = 8;
}
int objectFrame = _logic->findFrame(objectIndex);
if (objectFrame == 1000) {
_graphics->bobClear(bobIndex);
}
else if (objectFrame) {
_graphics->bankUnpack(ABS(frame), objectFrame, bank);
pbs->frameNum = objectFrame;
if (frame < 0)
pbs->xflip = true;
}
}
}
} // for()
int16 specialMove = (int16)READ_BE_UINT16(ptr); ptr += 2;
actionSpecialMove(specialMove);
_lastSong = (int16)READ_BE_UINT16(ptr); ptr += 2;
}
if (joeRoom == _temporaryRoom &&
joeRoom != 37 && // XXX hard coded room number
joeRoom != 105 && // XXX hard coded room number
joeRoom != 106 && // XXX hard coded room number
(joeX || joeY)) {
BobSlot *joeBob = _graphics->bob(0);
debug(0, "[Cutaway::stop] Moving Joe");
joeBob->x = joeX;
joeBob->y = joeY;
joeBob->scale = _logic->findScale(joeX, joeY);
_logic->joeFace();
}
}
void Cutaway::updateGameState() {
// Lines 2047-2115 in cutaway.c
byte *ptr = _gameStatePtr;
int gameStateCount = (int16)READ_BE_UINT16(ptr); ptr += 2;
for (int i = 0; i < gameStateCount; i++) {
int16 stateIndex = (int16)READ_BE_UINT16(ptr); ptr += 2;
int16 stateValue = (int16)READ_BE_UINT16(ptr); ptr += 2;
int16 objectIndex = (int16)READ_BE_UINT16(ptr); ptr += 2;
int16 areaIndex = (int16)READ_BE_UINT16(ptr); ptr += 2;
int16 areaSubIndex = (int16)READ_BE_UINT16(ptr); ptr += 2;
int16 fromObject = (int16)READ_BE_UINT16(ptr); ptr += 2;
bool update = false;
if (stateIndex > 0) {
if(_logic->gameState(stateIndex) == stateValue)
update = true;
}
else {
_logic->gameState(ABS(stateIndex), stateValue);
update = true;
}
if (update) {
// Show or hide an object
if (objectIndex > 0) { // Show the object
ObjectData *objectData = _logic->objectData(objectIndex);
objectData->name = ABS(objectData->name);
if (fromObject > 0)
_logic->objectCopy(fromObject, objectIndex);
_logic->roomRefreshObject(objectIndex);
}
else if (objectIndex < 0) { // Hide the object
objectIndex = -objectIndex;
ObjectData *objectData = _logic->objectData(objectIndex);
objectData->name = -ABS(objectData->name);
_logic->roomRefreshObject(objectIndex);
}
if (areaIndex > 0) {
// Turn area on or off
if (areaSubIndex > 0) {
Area *area = _logic->area(areaIndex, areaSubIndex);
area->mapNeighbours = ABS(area->mapNeighbours);
}
else {
Area *area = _logic->area(areaIndex, ABS(areaSubIndex));
area->mapNeighbours = -ABS(area->mapNeighbours);
}
}
}
} // for()
}
// XXX this function could probably be useful at other places too
static char *right(char *str, int count) {
// This function does _not_ use static data (the implementation in talk.c does!)
int length = strlen(str);
if (count > length)
return str;
else
return str + length - count;
}
void Cutaway::talk(char *nextFilename) {
// Lines 2119-2131 in cutaway.c
if (0 == scumm_stricmp(right(_talkFile, 4), ".dog")) {
nextFilename[0] = '\0';
int personInRoom;
if (_talkTo > 0)
personInRoom = _talkTo - _logic->roomData(_logic->currentRoom());
else {
warning("_talkTo is 0!");
personInRoom = 0; // XXX is this correct?
}
Talk::talk(_talkFile, personInRoom, nextFilename, _graphics, _input, _logic, _resource, _sound);
}
}
int Cutaway::makeComplexAnimation(int16 currentImage, Cutaway::CutawayAnim *objAnim, int frameCount) {
// function MAKE_COMPLEX_ANIM, lines 816-883 in cutaway.c
int frameIndex[256];
int i;
int bobNum = objAnim[0].object;
memset(frameIndex, 0, sizeof(frameIndex));
debug(0, "[Cutaway::makeComplexAnimation] currentImage = %i", currentImage);
BobSlot *bob = _graphics->bob(bobNum);
bob->xflip = objAnim[0].flip;
for (i = 0; i < frameCount; i++) {
_cutAnim[bobNum][i].frame = objAnim[i].unpackFrame;
_cutAnim[bobNum][i].speed = objAnim[i].speed;
frameIndex[objAnim[i].unpackFrame] = 1;
}
_cutAnim[bobNum][frameCount].frame = 0;
_cutAnim[bobNum][frameCount].speed = 0;
int nextFrameIndex = 1;
for (i = 1; i < 256; i++)
if (frameIndex[i])
frameIndex[i] = nextFrameIndex++;
for (i = 0; i < frameCount; i++) {
_cutAnim[bobNum][i].frame = currentImage + frameIndex[objAnim[i].unpackFrame];
//debug(0, "_cutAnim[%i][%i].frame = %i", bobNum, i, _cutAnim[bobNum][i].frame);
}
for (i = 1; i < 256; i++) {
if (frameIndex[i]) {
currentImage++;
//debug(0, "bankUnpack(%i, %i, %i)", i, currentImage, objAnim[0].bank);
_graphics->bankUnpack(i, currentImage, objAnim[0].bank);
}
}
bob->animString(_cutAnim[bobNum]);
return currentImage;
}
void Cutaway::handleText(
int index,
ObjectType type,
CutawayObject &object,
const char *sentence) {
// lines 1776-1863 in cutaway.c
//debug(0, "----- Write '%s' ----", sentence);
int spaces = countSpaces(type, sentence);
int x;
int flags;
if (OBJECT_TYPE_TEXT_DISPLAY == type) {
x = _graphics->textCenterX(sentence);
flags = 2;
}
else {
x = object.bobStartX;
flags = 1;
}
BobSlot *bob =
_graphics->bob( _logic->findBob(ABS(object.objectNumber)) );
_graphics->bobSetText(bob, sentence, x, object.bobStartY, object.specialMove, flags);
if (OBJECT_TYPE_TEXT_SPEAK == type || OBJECT_TYPE_TEXT_DISPLAY_AND_SPEAK == type) {
char voiceFileName[MAX_STRING_SIZE];
findCdCut(_basename, index, voiceFileName);
strcat(voiceFileName, "1");
_sound->sfxPlay(voiceFileName);
}
int i;
for (i = 0; i < spaces; i++) {
_logic->update();
if (OBJECT_TYPE_TEXT_SPEAK == type || OBJECT_TYPE_TEXT_DISPLAY_AND_SPEAK == type) {
// XXX: see if speaking is finished
}
if (_input->cutawayQuit())
return;
if (_input->keyVerb().isSkipText()) {
_input->clearKeyVerb();
break;
}
}
_graphics->textClear(0,198);
_logic->update();
}
int Cutaway::countSpaces(ObjectType type, const char *segment) {
int tmp = 0;
while (*segment++)
tmp++;
if (tmp < 10)
tmp = 10;
if (OBJECT_TYPE_TEXT_DISPLAY == type)
tmp *= 3;
return (tmp * 2) / _logic->talkSpeed();
}
int Cutaway::scale(CutawayObject &object) {
int scaling = 100;
if (object.scale > 0)
scaling = object.scale;
else if (!object.objectNumber) {
// Only scale Joe
int x, y;
if (object.bobStartX > 0 || object.bobStartY > 0) {
x = object.bobStartX;
y = object.bobStartY;
}
else {
BobSlot *bob = _graphics->bob(0);
x = bob->x;
y = bob->y;
}
int zone = _logic->zoneInArea(0, x, y);
if (zone > 0) {
Area *area = _logic->area(_logic->currentRoom(), zone);
scaling = area->calcScale(y);
}
}
return scaling;
}
} // End of namespace Queen