scummvm/engines/draci/game.cpp
Donovan Watteau 7d912924c8 DRACI: Remove scummvm_lround() workaround
This was used for non-C99 compilers, but ScummVM now requires C++11
which implies it.  The sparc64 compiler/assembler on OpenBSD would
also complain about "Illegal operands" with this version.
2022-04-30 01:16:05 +03:00

1878 lines
58 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/keyboard.h"
#include "common/serializer.h"
#include "common/memstream.h"
#include "common/system.h"
#include "common/util.h"
#include "draci/draci.h"
#include "draci/animation.h"
#include "draci/game.h"
#include "draci/barchive.h"
#include "draci/font.h"
#include "draci/mouse.h"
#include "draci/screen.h"
#include "draci/script.h"
#include "draci/sound.h"
#include "draci/surface.h"
namespace Draci {
static const char *const dialoguePath = "ROZH";
static double real_to_double(byte real[6]);
enum {
kWalkingMapOverlayColor = 2,
kWalkingShortestPathOverlayColor = 120,
kWalkingObliquePathOverlayColor = 73
};
Game::Game(DraciEngine *vm) : _vm(vm), _walkingState(vm) {
_dialogueLinesNum = 0;
_blockNum = 0;
for (uint i = 0; i < kDialogueLines; i++)
_dialogueAnims[0] = nullptr;
_loopStatus = kStatusOrdinary;
_loopSubstatus = kOuterLoop;
_speechTick = 0;
_speechDuration = 0;
_markedAnimationIndex = 0;
_scheduledPalette = 0;
_fadePhases = 0;
_fadePhase = 0;
_fadeTick = 0;
_mouseChangeTick = 0;
_previousItemPosition = 0;
_shouldQuit = false;
_shouldExitLoop = false;
_isReloaded = false;
_isPositionLoaded = false;
_isFadeOut = true;
_enableQuickHero = false;
_wantQuickHero = false;
_enableSpeedText = false;
_isPositionLoaded = false;
_objUnderCursor = nullptr;
_animUnderCursor = nullptr;
_titleAnim = nullptr;
_inventoryAnim = nullptr;
_walkingMapOverlay = nullptr;
_walkingShortestPathOverlay = nullptr;
_walkingObliquePathOverlay = nullptr;
_currentItem = nullptr;
_itemUnderCursor = nullptr;
for (int i = 0; i < kInventorySlots; i++)
_inventory[i] = nullptr;
_newRoom = 0;
_newGate = 0;
_previousRoom = 0;
_pushedNewRoom = 0;
_pushedNewGate = 0;
_currentDialogue = 0;
_dialogueArchive = nullptr;
_dialogueBlocks = nullptr;
_dialogueBegin = false;
_dialogueExit = false;
_currentBlock = 0;
_lastBlock = 0;
BArchive *initArchive = _vm->_initArchive;
const BAFile *file;
// Read in persons
file = initArchive->getFile(5);
Common::MemoryReadStream personData(file->_data, file->_length);
const int personSize = sizeof(uint16) * 2 + sizeof(byte);
uint numPersons = file->_length / personSize;
_persons = new Person[numPersons];
for (uint i = 0; i < numPersons; ++i) {
_persons[i]._x = personData.readUint16LE();
_persons[i]._y = personData.readUint16LE();
_persons[i]._fontColor = personData.readByte();
}
// Read in dialogue offsets
file = initArchive->getFile(4);
Common::MemoryReadStream dialogueData(file->_data, file->_length);
uint numDialogues = file->_length / sizeof(uint16);
_dialogueOffsets = new uint[numDialogues];
uint curOffset, idx;
for (idx = 0, curOffset = 0; idx < numDialogues; ++idx) {
_dialogueOffsets[idx] = curOffset;
curOffset += dialogueData.readUint16LE();
}
_dialogueVars = new int[curOffset]();
// Read in game info
file = initArchive->getFile(3);
Common::MemoryReadStream gameData(file->_data, file->_length);
_info._startRoom = gameData.readByte() - 1;
_info._mapRoom = gameData.readByte() - 1;
_info._numObjects = gameData.readUint16LE();
_info._numItems = gameData.readUint16LE();
_info._numVariables = gameData.readByte();
_info._numPersons = gameData.readByte();
_info._numDialogues = gameData.readByte();
_info._maxItemWidth = gameData.readUint16LE();
_info._maxItemHeight = gameData.readUint16LE();
_info._musicLength = gameData.readUint16LE();
_info._crc[0] = gameData.readUint16LE();
_info._crc[1] = gameData.readUint16LE();
_info._crc[2] = gameData.readUint16LE();
_info._crc[3] = gameData.readUint16LE();
_info._numDialogueBlocks = curOffset;
// Read in variables
file = initArchive->getFile(2);
uint numVariables = file->_length / sizeof (int16);
_variables = new int[numVariables];
Common::MemoryReadStream variableData(file->_data, file->_length);
for (uint i = 0; i < numVariables; ++i) {
_variables[i] = variableData.readUint16LE();
}
// Read in item icon status
file = initArchive->getFile(1);
uint numItems = file->_length;
_itemStatus = new byte[numItems];
memcpy(_itemStatus, file->_data, numItems);
_items = new GameItem[numItems];
// Read in object status
file = initArchive->getFile(0);
uint numObjects = file->_length;
_objects = new GameObject[numObjects];
Common::MemoryReadStream objStatus(file->_data, file->_length);
for (uint i = 0; i < numObjects; ++i) {
byte tmp = objStatus.readByte();
// Set object visibility
_objects[i]._visible = tmp & (1 << 7);
// Set object location
_objects[i]._location = (~(1 << 7) & tmp) - 1;
_objects[i]._playingAnim = -1;
_objects[i]._absNum = i;
// _anims have been initialized by the constructor
}
assert(numDialogues == _info._numDialogues);
assert(numPersons == _info._numPersons);
assert(numVariables == _info._numVariables);
assert(numObjects == _info._numObjects);
assert(numItems == _info._numItems);
// Deallocate all cached files, because we have copied them into our own data structures.
initArchive->clearCache();
}
void Game::start() {
while (!gameShouldQuit()) {
// Reset the flag allowing to run the scripts.
_vm->_script->endCurrentProgram(false);
enterNewRoom();
if (_vm->_script->shouldEndProgram()) {
// Escape pressed during the intro or map animations run in the
// init scripts. This flag was turned on to skip the rest of
// those programs. Don't call loop(), because the
// location may have changed.
fadePalette(true);
continue;
}
// Call the outer loop doing all the hard job.
loop(kOuterLoop, false);
// Fade out the palette after leaving the location.
fadePalette(true);
if (!isReloaded()) {
// We are changing location. Run the hero's LOOK
// program to trigger a possible cut-scene. This is
// the behavior of the original game player, whose
// intention was to run the cut sequences after the
// certain location change.
const GameObject *dragon = getObject(kDragonObject);
_vm->_script->run(dragon->_program, dragon->_look);
}
}
}
void Game::init() {
setQuit(false);
setExitLoop(false);
setIsReloaded(false);
_scheduledPalette = 0;
_fadePhases = _fadePhase = 0;
setEnableQuickHero(true);
setWantQuickHero(false);
setEnableSpeedText(true);
setLoopStatus(kStatusGate);
setLoopSubstatus(kOuterLoop);
_animUnderCursor = nullptr;
_currentItem = _itemUnderCursor = nullptr;
_previousItemPosition = -1;
_vm->_mouse->setCursorType(kHighlightedCursor); // anything different from kNormalCursor
_objUnderCursor = nullptr;
// Set the inventory to empty initially
memset(_inventory, 0, kInventorySlots * sizeof(GameItem *));
// Initialize animation for object / room titles
_titleAnim = new Animation(_vm, kTitleText, 257, true);
_titleAnim->addFrame(new Text("", _vm->_smallFont, kTitleColor, 0, 0, 0), nullptr);
_vm->_anims->insert(_titleAnim, false);
// Initialize animation for speech text
Animation *speechAnim = new Animation(_vm, kSpeechText, 257, true);
speechAnim->addFrame(new Text("", _vm->_bigFont, kFontColor1, 0, 0, 0), nullptr);
_vm->_anims->insert(speechAnim, false);
// Initialize inventory animation. _iconsArchive is never flushed.
const BAFile *f = _vm->_iconsArchive->getFile(13);
_inventoryAnim = new Animation(_vm, kInventorySprite, 255, false);
Sprite *inventorySprite = new Sprite(f->_data, f->_length, 0, 0, true);
_inventoryAnim->addFrame(inventorySprite, nullptr);
_inventoryAnim->setRelative((kScreenWidth - inventorySprite->getWidth()) / 2,
(kScreenHeight - inventorySprite->getHeight()) / 2);
_vm->_anims->insert(_inventoryAnim, true);
for (uint i = 0; i < kDialogueLines; ++i) {
_dialogueAnims[i] = new Animation(_vm, kDialogueLinesID - i, 254, true);
_dialogueAnims[i]->addFrame(new Text("", _vm->_smallFont, kLineInactiveColor, 0, 0, 0), nullptr);
_dialogueAnims[i]->setRelative(1,
kScreenHeight - (i + 1) * _vm->_smallFont->getFontHeight());
_vm->_anims->insert(_dialogueAnims[i], false);
Text *text = reinterpret_cast<Text *>(_dialogueAnims[i]->getCurrentFrame());
text->setText("");
}
for (uint i = 0; i < _info._numItems; ++i) {
_items[i].load(i, _vm->_itemsArchive);
}
_objects[kDragonObject].load(kDragonObject, _vm->_objectsArchive);
const GameObject *dragon = getObject(kDragonObject);
debugC(4, kDraciLogicDebugLevel, "Running init program for the dragon object...");
_vm->_script->run(dragon->_program, dragon->_init);
// Add overlays for the walking map and shortest/obliqued paths.
initWalkingOverlays();
// Make sure we enter the right room in start().
setRoomNum(-1);
rememberRoomNumAsPrevious();
scheduleEnteringRoomUsingGate(_info._startRoom, 0);
_pushedNewRoom = _pushedNewGate = -1;
_mouseChangeTick = kMouseDoNotSwitch;
}
void Game::handleOrdinaryLoop(int x, int y) {
// During the normal game-play, in particular not when
// running the init-scripts, enable interactivity.
if (_loopSubstatus != kOuterLoop) {
return;
}
if (_vm->_mouse->lButtonPressed()) {
_vm->_mouse->lButtonSet(false);
if (getCurrentItem()) {
putItem(getCurrentItem(), getPreviousItemPosition());
updateOrdinaryCursor();
} else {
if (_objUnderCursor) {
_walkingState.setCallback(&_objUnderCursor->_program, _objUnderCursor->_look);
if (_objUnderCursor->_imLook || !_currentRoom._heroOn) {
_walkingState.callback();
} else {
if (_objUnderCursor->_lookDir == kDirectionLast) {
walkHero(x, y, _objUnderCursor->_lookDir);
} else {
walkHero(_objUnderCursor->_lookX, _objUnderCursor->_lookY, _objUnderCursor->_lookDir);
}
}
} else {
_walkingState.setCallback(nullptr, 0);
walkHero(x, y, kDirectionLast);
}
}
}
if (_vm->_mouse->rButtonPressed()) {
_vm->_mouse->rButtonSet(false);
if (_objUnderCursor) {
if (_vm->_script->testExpression(_objUnderCursor->_program, _objUnderCursor->_canUse)) {
_walkingState.setCallback(&_objUnderCursor->_program, _objUnderCursor->_use);
if (_objUnderCursor->_imUse || !_currentRoom._heroOn) {
_walkingState.callback();
} else {
if (_objUnderCursor->_useDir == kDirectionLast) {
walkHero(x, y, _objUnderCursor->_useDir);
} else {
walkHero(_objUnderCursor->_useX, _objUnderCursor->_useY, _objUnderCursor->_useDir);
}
}
} else {
_walkingState.setCallback(nullptr, 0);
walkHero(x, y, kDirectionLast);
}
} else {
if (_vm->_script->testExpression(_currentRoom._program, _currentRoom._canUse)) {
_walkingState.setCallback(&_currentRoom._program, _currentRoom._use);
_walkingState.callback();
} else {
_walkingState.setCallback(nullptr, 0);
walkHero(x, y, kDirectionLast);
}
}
}
}
int Game::inventoryPositionFromMouse() const {
const int column = CLIP(lround(
(_vm->_mouse->getPosX() - kInventoryX + kInventoryItemWidth / 2.) /
kInventoryItemWidth) - 1, 0L, (long) kInventoryColumns - 1);
const int line = CLIP(lround(
(_vm->_mouse->getPosY() - kInventoryY + kInventoryItemHeight / 2.) /
kInventoryItemHeight) - 1, 0L, (long) kInventoryLines - 1);
return line * kInventoryColumns + column;
}
void Game::handleInventoryLoop() {
if (_loopSubstatus != kOuterLoop) {
return;
}
// If we are in inventory mode, all the animations except game items'
// images will necessarily be paused so we can safely assume that any
// animation under the cursor (a value returned by
// AnimationManager::getTopAnimation()) will be an item animation or
// an overlay, for which we check. Item animations have their IDs
// calculated by offseting their itemID from the ID of the last "special"
// animation ID. In this way, we obtain its itemID.
if (_animUnderCursor != nullptr && _animUnderCursor != _inventoryAnim && _animUnderCursor->getID() != kOverlayImage) {
_itemUnderCursor = getItem(kInventoryItemsID - _animUnderCursor->getID());
assert(_itemUnderCursor != nullptr);
assert(_itemUnderCursor->_anim == _animUnderCursor);
} else {
_itemUnderCursor = nullptr;
}
// If the user pressed the left mouse button
if (_vm->_mouse->lButtonPressed()) {
_vm->_mouse->lButtonSet(false);
// If there is an inventory item under the cursor and we aren't
// holding any item, run its look GPL program
if (_itemUnderCursor && !getCurrentItem()) {
_vm->_script->runWrapper(_itemUnderCursor->_program, _itemUnderCursor->_look, true, false);
// Otherwise, if we are holding an item, try to place it inside the
// inventory
} else if (getCurrentItem()) {
putItem(getCurrentItem(), inventoryPositionFromMouse());
updateInventoryCursor();
}
} else if (_vm->_mouse->rButtonPressed()) {
_vm->_mouse->rButtonSet(false);
// If we right-clicked outside the inventory, close it
if (_animUnderCursor != _inventoryAnim && !_itemUnderCursor) {
inventoryDone();
// If there is an inventory item under our cursor
} else if (_itemUnderCursor) {
// Again, we have two possibilities:
// The first is that there is no item in our hands.
// In that case, just take the inventory item from the inventory.
if (!getCurrentItem()) {
setCurrentItem(_itemUnderCursor);
setPreviousItemPosition(inventoryPositionFromMouse());
removeItem(_itemUnderCursor);
// The second is that there *is* an item in our hands.
// In that case, run the canUse script for the inventory item
// which will check if the two items are combinable and, finally,
// run the use script for the item.
} else {
if (_vm->_script->testExpression(_itemUnderCursor->_program, _itemUnderCursor->_canUse)) {
_vm->_script->runWrapper(_itemUnderCursor->_program, _itemUnderCursor->_use, true, false);
}
}
updateInventoryCursor();
}
}
}
void Game::handleDialogueLoop() {
if (_loopSubstatus != kInnerDuringDialogue) {
return;
}
Text *text;
for (int i = 0; i < kDialogueLines; ++i) {
text = reinterpret_cast<Text *>(_dialogueAnims[i]->getCurrentFrame());
if (_animUnderCursor == _dialogueAnims[i]) {
text->setColor(kLineActiveColor);
} else {
text->setColor(kLineInactiveColor);
}
}
if (_vm->_mouse->lButtonPressed() || _vm->_mouse->rButtonPressed()) {
setExitLoop(true);
_vm->_mouse->lButtonSet(false);
_vm->_mouse->rButtonSet(false);
}
}
void Game::fadePalette(bool fading_out) {
_isFadeOut = fading_out;
const byte *startPal = nullptr;
const byte *endPal = _currentRoom._palette >= 0
? _vm->_paletteArchive->getFile(_currentRoom._palette)->_data
: nullptr;
if (fading_out) {
startPal = endPal;
endPal = nullptr;
}
for (int i = 1; i <= kBlackFadingIterations; ++i) {
_vm->_system->delayMillis(kBlackFadingTimeUnit);
_vm->_screen->interpolatePalettes(startPal, endPal, 0, kNumColors, i, kBlackFadingIterations);
_vm->_screen->copyToScreen();
}
}
void Game::advanceAnimationsAndTestLoopExit() {
// Fade the palette if requested
if (_fadePhase > 0 && (_vm->_system->getMillis() - _fadeTick) >= kFadingTimeUnit) {
_fadeTick = _vm->_system->getMillis();
--_fadePhase;
const byte *startPal = _currentRoom._palette >= 0 ? _vm->_paletteArchive->getFile(_currentRoom._palette)->_data : nullptr;
const byte *endPal = getScheduledPalette() >= 0 ? _vm->_paletteArchive->getFile(getScheduledPalette())->_data : nullptr;
_vm->_screen->interpolatePalettes(startPal, endPal, 0, kNumColors, _fadePhases - _fadePhase, _fadePhases);
if (_fadePhase == 0) {
if (_loopSubstatus == kInnerWhileFade) {
setExitLoop(true);
}
// Rewrite the palette index of the current room. This
// is necessary when two fadings are called after each
// other, such as in the intro.
_currentRoom._palette = getScheduledPalette();
}
}
// Handle character talking (if there is any)
if (_loopSubstatus == kInnerWhileTalk) {
// If the current speech text has expired or the user clicked a mouse button,
// advance to the next line of text
if ((getEnableSpeedText() && (_vm->_mouse->lButtonPressed() || _vm->_mouse->rButtonPressed())) ||
(_vm->_system->getMillis() - _speechTick) >= _speechDuration) {
setExitLoop(true);
}
_vm->_mouse->lButtonSet(false);
_vm->_mouse->rButtonSet(false);
}
// A script has scheduled changing the room (either triggered
// by the user clicking on something or run at the end of a
// gate script in the intro).
if ((_loopStatus == kStatusOrdinary || _loopStatus == kStatusGate) && (_newRoom != getRoomNum() || _newGate != _variables[0] - 1)) {
// TODO: don't use _variables but a new named attribute
setExitLoop(true);
}
// This returns true if we got a signal to quit the game
if (gameShouldQuit()) {
setExitLoop(true);
}
// Walk the hero. The WalkingState class handles everything including
// proper timing.
bool walkingFinished = false;
if (_walkingState.isActive()) {
walkingFinished = !_walkingState.continueWalkingOrClearPath();
// If walking has finished, the path won't be active anymore.
}
// Advance animations (this may also call setExitLoop(true) in the
// callbacks) and redraw screen
_vm->_anims->drawScene(_vm->_screen->getSurface());
_vm->_screen->copyToScreen();
_vm->_system->delayMillis(kTimeUnit);
if(_isFadeOut) {
fadePalette(false);
// Set cursor state
// Need to do this after we set the palette since the cursors use it
if (_currentRoom._mouseOn) {
debugC(6, kDraciLogicDebugLevel, "Mouse: ON");
_vm->_mouse->cursorOn();
_vm->_mouse->setCursorType(kNormalCursor);
} else {
debugC(6, kDraciLogicDebugLevel, "Mouse: OFF");
_vm->_mouse->cursorOff();
}
}
// If the hero has arrived at his destination, after even the last
// phase was correctly animated, run the callback.
if (walkingFinished) {
bool exitLoop = false;
if (_loopSubstatus == kInnerUntilExit) {
// The callback may run another inner loop (for
// example, a dialogue). Reset the loop
// substatus temporarily to the outer one.
exitLoop = true;
setLoopSubstatus(kOuterLoop);
}
debugC(2, kDraciWalkingDebugLevel, "Finished walking");
_walkingState.callback(); // clears callback pointer first
if (exitLoop) {
debugC(3, kDraciWalkingDebugLevel, "Exiting from the inner loop");
setExitLoop(true);
setLoopSubstatus(kInnerUntilExit);
}
}
}
void Game::loop(LoopSubstatus substatus, bool shouldExit) {
// Can run both as an outer and inner loop. In both mode it updates
// the screen according to the timer. It the outer mode (kOuterLoop)
// it also reacts to user events. In the inner mode (all kInner*
// enums), the loop runs until its stopping condition, possibly
// stopping earlier if the user interrupts it, however no other user
// intervention is allowed.
assert(getLoopSubstatus() == kOuterLoop);
setLoopSubstatus(substatus);
setExitLoop(shouldExit);
// Always enter the first pass of the loop, even if shouldExitLoop() is
// true, exactly to ensure to make at least one pass.
do {
debugC(4, kDraciLogicDebugLevel, "loopstatus: %d, loopsubstatus: %d",
_loopStatus, _loopSubstatus);
_vm->handleEvents();
if (isReloaded()) {
// Cannot continue with the same animation objects,
// because the real data structures of the game have
// completely been changed.
break;
}
advanceAnimationsAndTestLoopExit();
if (_vm->_mouse->isCursorOn()) {
// Find animation under cursor and the game object
// corresponding to it
int x = _vm->_mouse->getPosX();
int y = _vm->_mouse->getPosY();
_animUnderCursor = _vm->_anims->getTopAnimation(x, y);
_objUnderCursor = getObjectWithAnimation(_animUnderCursor);
debugC(5, kDraciLogicDebugLevel, "Anim under cursor: %d", _animUnderCursor ? _animUnderCursor->getID() : -1);
switch (_loopStatus) {
case kStatusOrdinary:
updateOrdinaryCursor();
updateTitle(x, y);
handleOrdinaryLoop(x, y);
handleStatusChangeByMouse();
break;
case kStatusInventory:
updateInventoryCursor();
updateTitle(x, y);
handleInventoryLoop();
handleStatusChangeByMouse();
break;
case kStatusDialogue:
handleDialogueLoop();
break;
case kStatusGate: // cannot happen when isCursonOn; added for completeness
default:
break;
}
}
} while (!shouldExitLoop());
setLoopSubstatus(kOuterLoop);
setExitLoop(false);
}
void Game::handleStatusChangeByMouse() {
const int mouseY = _vm->_mouse->getPosY();
bool wantsChange = false;
if (_loopStatus == kStatusOrdinary) {
if (getRoomNum() == getMapRoom()) {
wantsChange = mouseY >= kScreenHeight - 1;
} else {
wantsChange = mouseY == 0 || mouseY >= kScreenHeight - 1;
}
} else if (_loopStatus == kStatusInventory) {
wantsChange = _animUnderCursor != _inventoryAnim && !_itemUnderCursor && mouseY != 0;
}
if (!wantsChange) {
// Turn off the timer, but enable switching.
_mouseChangeTick = kMouseEnableSwitching;
// Otherwise the mouse signalizes that the mode should be changed.
} else if (_mouseChangeTick == kMouseEnableSwitching) {
// If the timer is currently disabled, this is the first time
// when the mouse left the region. Start counting.
_mouseChangeTick = _vm->_system->getMillis();
} else if (_mouseChangeTick == kMouseDoNotSwitch) {
// Do nothing. This exception is good when the status has just
// changed. Even if the mouse starts in the outside region
// (e.g., due to flipping the change by a key or due to
// flipping back being triggered by the same hot area), the
// timeout won't kick in until it moves into the inside region
// for the first time.
} else if (_vm->_system->getMillis() - _mouseChangeTick >= kStatusChangeTimeout) {
if (_loopStatus == kStatusOrdinary) {
if (getRoomNum() == getMapRoom()) {
scheduleEnteringRoomUsingGate(getPreviousRoomNum(), 0);
} else if (mouseY >= kScreenHeight - 1) {
scheduleEnteringRoomUsingGate(getMapRoom(), 0);
} else if (mouseY == 0) {
inventoryInit();
}
} else {
inventoryDone();
}
}
// We don't implement the original game player's main menu that pops up
// when the mouse gets to the bottom of the screen. It contains icons
// for displaying the map, loading/saving the game, quiting the game,
// and displaying the credits. The essential options are implemented
// in ScummVM's main menu, I don't wanna implement the credits, and so
// I allocate the whole bottom line for switching to/from the map.
}
void Game::updateOrdinaryCursor() {
// Fetch mouse coordinates
bool mouseChanged = false;
// If there is no game object under the cursor, try using the room itself
if (!_objUnderCursor) {
if (_vm->_script->testExpression(_currentRoom._program, _currentRoom._canUse)) {
if (!getCurrentItem()) {
_vm->_mouse->setCursorType(kHighlightedCursor);
} else {
_vm->_mouse->loadItemCursor(getCurrentItem(), true);
}
mouseChanged = true;
}
// If there *is* a game object under the cursor, update the cursor image
} else {
// If there is no walking direction set on the object (i.e. the object
// is not a gate / exit), test whether it can be used and, if so,
// update the cursor image (highlight it).
if (_objUnderCursor->_walkDir == 0) {
if (_vm->_script->testExpression(_objUnderCursor->_program, _objUnderCursor->_canUse)) {
if (!getCurrentItem()) {
_vm->_mouse->setCursorType(kHighlightedCursor);
} else {
_vm->_mouse->loadItemCursor(getCurrentItem(), true);
}
mouseChanged = true;
}
// If the walking direction *is* set, the game object is a gate, so update
// the cursor image to the appropriate arrow.
} else {
_vm->_mouse->setCursorType((CursorType)_objUnderCursor->_walkDir);
mouseChanged = true;
}
}
// Load the appropriate cursor (item image if an item is held or ordinary cursor
// if not)
if (!mouseChanged) {
if (!getCurrentItem()) {
_vm->_mouse->setCursorType(kNormalCursor);
} else {
_vm->_mouse->loadItemCursor(getCurrentItem(), false);
}
}
}
void Game::updateInventoryCursor() {
// Fetch mouse coordinates
bool mouseChanged = false;
if (_itemUnderCursor) {
if (_vm->_script->testExpression(_itemUnderCursor->_program, _itemUnderCursor->_canUse)) {
if (!getCurrentItem()) {
_vm->_mouse->setCursorType(kHighlightedCursor);
} else {
_vm->_mouse->loadItemCursor(getCurrentItem(), true);
}
mouseChanged = true;
}
}
if (!mouseChanged) {
if (!getCurrentItem()) {
_vm->_mouse->setCursorType(kNormalCursor);
} else {
_vm->_mouse->loadItemCursor(getCurrentItem(), false);
}
}
}
void Game::updateTitle(int x, int y) {
// Fetch current surface and height of the small font (used for titles)
Surface *surface = _vm->_screen->getSurface();
const int smallFontHeight = _vm->_smallFont->getFontHeight();
// Fetch the dedicated objects' title animation / current frame
Text *title = reinterpret_cast<Text *>(_titleAnim->getCurrentFrame());
// Mark dirty rectangle to delete the previous text
_titleAnim->markDirtyRect(surface);
if (_loopStatus == kStatusInventory) {
// If there is no item under the cursor, delete the title.
// Otherwise, show the item's title.
title->setText(_itemUnderCursor ? _itemUnderCursor->_title : "");
} else {
// If there is no object under the cursor, delete the title.
// Otherwise, show the object's title.
title->setText(_objUnderCursor ? _objUnderCursor->_title : "");
}
// Move the title to the correct place (just above the cursor)
int newX = surface->centerOnX(x, title->getWidth());
int newY = surface->putAboveY(y - smallFontHeight / 2, title->getHeight());
_titleAnim->setRelative(newX, newY);
// If we are currently playing the title, mark it dirty so it gets updated.
// Otherwise, start playing the title animation.
if (_titleAnim->isPlaying()) {
_titleAnim->markDirtyRect(surface);
} else {
_titleAnim->play();
}
}
const GameObject *Game::getObjectWithAnimation(const Animation *anim) const {
for (uint i = 0; i < _info._numObjects; ++i) {
GameObject *obj = &_objects[i];
if (obj->_playingAnim >= 0 && obj->_anim[obj->_playingAnim] == anim) {
return obj;
}
}
return nullptr;
}
void Game::removeItem(GameItem *item) {
if (!item)
return;
for (uint i = 0; i < kInventorySlots; ++i) {
if (_inventory[i] == item) {
_inventory[i] = nullptr;
item->_anim->stop();
break;
}
}
}
void Game::loadItemAnimation(GameItem *item) {
if (item->_anim)
return;
item->_anim = new Animation(_vm, kInventoryItemsID - item->_absNum, 256, false);
_vm->_anims->insert(item->_anim, false);
// _itemImagesArchive is never flushed.
const BAFile *img = _vm->_itemImagesArchive->getFile(2 * item->_absNum);
item->_anim->addFrame(new Sprite(img->_data, img->_length, 0, 0, true), nullptr);
}
void Game::putItem(GameItem *item, int position) {
// Empty our hands
setCurrentItem(nullptr);
if (!item)
return;
assert(position >= 0);
for (int i = 0; i < kInventorySlots; ++i) {
int pos = (position + i) % kInventorySlots;
if (!_inventory[pos] || _inventory[pos] == item) {
_inventory[pos] = item;
position = pos;
break;
}
}
setPreviousItemPosition(position);
const int line = position / kInventoryColumns + 1;
const int column = position % kInventoryColumns + 1;
loadItemAnimation(item);
Animation *anim = item->_anim;
Drawable *frame = anim->getCurrentFrame();
const int x = kInventoryX +
(column * kInventoryItemWidth) -
(kInventoryItemWidth / 2) -
(frame->getWidth() / 2);
const int y = kInventoryY +
(line * kInventoryItemHeight) -
(kInventoryItemHeight / 2) -
(frame->getHeight() / 2);
debug(2, "itemID: %d position: %d line: %d column: %d x: %d y: %d", item->_absNum, position, line, column, x, y);
anim->setRelative(x, y);
// If we are in inventory mode, we need to play the item animation, immediately
// upon returning it to its slot but *not* in other modes because it should be
// invisible then (along with the inventory)
if (_loopStatus == kStatusInventory && _loopSubstatus == kOuterLoop) {
anim->play();
}
}
void Game::inventoryInit() {
// Pause all "background" animations
_vm->_anims->pauseAnimations();
// Draw the inventory and the current items
inventoryDraw();
// Turn cursor on if it is off
_vm->_mouse->cursorOn();
// Set the appropriate loop status
setLoopStatus(kStatusInventory);
if (_walkingState.isActive()) {
_walkingState.stopWalking();
walkHero(_hero.x, _hero.y, kDirectionLast);
} else {
_lastTarget = _hero;
}
// Don't return from the inventory mode immediately if the mouse is out.
_mouseChangeTick = kMouseDoNotSwitch;
}
void Game::inventoryDone() {
_vm->_mouse->cursorOn();
setLoopStatus(kStatusOrdinary);
_vm->_anims->unpauseAnimations();
_inventoryAnim->stop();
for (uint i = 0; i < kInventorySlots; ++i) {
if (_inventory[i]) {
_inventory[i]->_anim->stop();
}
}
// Start moving to last target
walkHero(_lastTarget.x, _lastTarget.y, kDirectionLast);
_walkingState.callbackLast();
// Reset item under cursor
_itemUnderCursor = nullptr;
// Don't start the inventory mode again if the mouse is on the top.
_mouseChangeTick = kMouseDoNotSwitch;
}
void Game::inventoryDraw() {
_inventoryAnim->play();
for (uint i = 0; i < kInventorySlots; ++i) {
if (_inventory[i]) {
_inventory[i]->_anim->play();
}
}
}
void Game::inventoryReload() {
// Make sure all items are loaded into memory (e.g., after loading a
// savegame) by re-putting them on the same spot in the inventory.
GameItem *tempItem = _currentItem;
for (uint i = 0; i < kInventorySlots; ++i) {
putItem(_inventory[i], i);
}
setPreviousItemPosition(0);
_currentItem = tempItem;
}
void Game::inventorySwitch(int keycode) {
switch (keycode) {
case Common::KEYCODE_SLASH:
// Switch between holding an item and the ordinary mouse cursor.
if (!getCurrentItem()) {
if (getPreviousItemPosition() >= 0) {
GameItem* last_item = _inventory[getPreviousItemPosition()];
setCurrentItem(last_item);
removeItem(last_item);
}
} else {
putItem(getCurrentItem(), getPreviousItemPosition());
}
break;
case Common::KEYCODE_COMMA:
case Common::KEYCODE_PERIOD:
// Iterate between the items in the inventory.
if (getCurrentItem()) {
assert(getPreviousItemPosition() >= 0);
int direction = keycode == Common::KEYCODE_PERIOD ? +1 : -1;
// Find the next available item.
int pos = getPreviousItemPosition() + direction;
while (true) {
if (pos < 0)
pos += kInventorySlots;
else if (pos >= kInventorySlots)
pos -= kInventorySlots;
if (pos == getPreviousItemPosition() || _inventory[pos]) {
break;
}
pos += direction;
}
// Swap it with the current item.
putItem(getCurrentItem(), getPreviousItemPosition());
GameItem* new_item = _inventory[pos];
setCurrentItem(new_item);
setPreviousItemPosition(pos);
removeItem(new_item);
}
break;
default:
break;
}
if (getLoopStatus() == kStatusOrdinary) {
updateOrdinaryCursor();
} else {
updateInventoryCursor();
}
}
void Game::dialogueMenu(int dialogueID) {
int oldLines, hit;
Common::String name;
name = dialoguePath + Common::String::format("%d.dfw", dialogueID + 1);
_dialogueArchive = new BArchive(name);
debugC(4, kDraciLogicDebugLevel, "Starting dialogue (ID: %d, Archive: %s)",
dialogueID, name.c_str());
_currentDialogue = dialogueID;
oldLines = 255;
dialogueInit(dialogueID);
do {
_dialogueExit = false;
hit = dialogueDraw();
debugC(7, kDraciLogicDebugLevel,
"hit: %d, _lines[hit]: %d, lastblock: %d, dialogueLines: %d, dialogueExit: %d",
hit, (hit >= 0 ? _lines[hit] : -1), _lastBlock, _dialogueLinesNum, _dialogueExit);
if ((!_dialogueExit) && (hit >= 0) && (_lines[hit] != -1)) {
if ((oldLines == 1) && (_dialogueLinesNum == 1) && (_lines[hit] == _lastBlock)) {
break;
}
_currentBlock = _lines[hit];
// Run the dialogue program
_vm->_script->runWrapper(_dialogueBlocks[_lines[hit]]._program, 1, false, true);
} else {
break;
}
_lastBlock = _lines[hit];
_dialogueVars[_dialogueOffsets[dialogueID] + _lastBlock] += 1;
_dialogueBegin = false;
oldLines = _dialogueLinesNum;
} while (!_dialogueExit);
dialogueDone();
_currentDialogue = -1;
}
int Game::dialogueDraw() {
_dialogueLinesNum = 0;
int i = 0;
int ret = 0;
Animation *anim;
Text *dialogueLine;
while ((_dialogueLinesNum < 4) && (i < _blockNum)) {
GPL2Program blockTest;
blockTest._bytecode = _dialogueBlocks[i]._canBlock;
blockTest._length = _dialogueBlocks[i]._canLen;
debugC(3, kDraciLogicDebugLevel, "Testing dialogue block %d", i);
if (_vm->_script->testExpression(blockTest, 1)) {
anim = _dialogueAnims[_dialogueLinesNum];
dialogueLine = reinterpret_cast<Text *>(anim->getCurrentFrame());
dialogueLine->setText(_dialogueBlocks[i]._title);
dialogueLine->setColor(kLineInactiveColor);
_lines[_dialogueLinesNum] = i;
_dialogueLinesNum++;
}
++i;
}
for (i = _dialogueLinesNum; i < kDialogueLines; ++i) {
_lines[i] = -1;
anim = _dialogueAnims[i];
dialogueLine = reinterpret_cast<Text *>(anim->getCurrentFrame());
dialogueLine->setText("");
}
if (_dialogueLinesNum > 1) {
// Call the game loop to enable interactivity until the user
// selects his choice. _animUnderCursor will be set.
_vm->_mouse->cursorOn();
loop(kInnerDuringDialogue, false);
_vm->_mouse->cursorOff();
bool notDialogueAnim = true;
for (uint j = 0; j < kDialogueLines; ++j) {
if (_dialogueAnims[j] == _animUnderCursor) {
notDialogueAnim = false;
break;
}
}
if (notDialogueAnim) {
ret = -1;
} else {
ret = kDialogueLinesID - _animUnderCursor->getID();
}
} else {
ret = _dialogueLinesNum - 1;
}
for (i = 0; i < kDialogueLines; ++i) {
dialogueLine = reinterpret_cast<Text *>(_dialogueAnims[i]->getCurrentFrame());
_dialogueAnims[i]->markDirtyRect(_vm->_screen->getSurface());
dialogueLine->setText("");
}
return ret;
}
void Game::dialogueInit(int dialogID) {
_vm->_mouse->setCursorType(kDialogueCursor);
_blockNum = _dialogueArchive->size() / 3;
_dialogueBlocks = new Dialogue[_blockNum];
const BAFile *f;
for (uint i = 0; i < kDialogueLines; ++i) {
_lines[i] = 0;
}
for (int i = 0; i < _blockNum; ++i) {
f = _dialogueArchive->getFile(i * 3);
_dialogueBlocks[i]._canLen = f->_length;
_dialogueBlocks[i]._canBlock = f->_data;
f = _dialogueArchive->getFile(i * 3 + 1);
// The first byte of the file is the length of the string (without the length)
assert(f->_length - 1 == f->_data[0]);
_dialogueBlocks[i]._title = Common::String((char *)(f->_data+1), f->_length-1);
f = _dialogueArchive->getFile(i * 3 + 2);
_dialogueBlocks[i]._program._bytecode = f->_data;
_dialogueBlocks[i]._program._length = f->_length;
}
for (uint i = 0; i < kDialogueLines; ++i) {
_dialogueAnims[i]->play();
}
setLoopStatus(kStatusDialogue);
_lastBlock = -1;
_dialogueBegin = true;
}
void Game::dialogueDone() {
for (uint i = 0; i < kDialogueLines; ++i) {
_dialogueAnims[i]->stop();
}
delete _dialogueArchive;
delete[] _dialogueBlocks;
setLoopStatus(kStatusOrdinary);
_vm->_mouse->setCursorType(kNormalCursor);
}
int Game::playHeroAnimation(int anim_index) {
GameObject *dragon = getObject(kDragonObject);
const int current_anim_index = dragon->_playingAnim;
Animation *anim = dragon->_anim[anim_index];
if (anim_index == current_anim_index) {
anim->markDirtyRect(_vm->_screen->getSurface());
} else {
dragon->stopAnim();
}
positionAnimAsHero(anim);
if (anim_index == current_anim_index) {
anim->markDirtyRect(_vm->_screen->getSurface());
} else {
dragon->playAnim(anim_index);
}
return anim->currentFrameNum();
}
void Game::redrawWalkingPath(Animation *anim, byte color, const WalkingPath &path) {
Sprite *ov = _walkingMap.newOverlayFromPath(path, color);
delete anim->getFrame(0);
anim->replaceFrame(0, ov, nullptr);
anim->markDirtyRect(_vm->_screen->getSurface());
}
void Game::setHeroPosition(const Common::Point &p) {
debugC(3, kDraciWalkingDebugLevel, "Jump to x: %d y: %d", p.x, p.y);
_hero = p;
}
void Game::walkHero(int x, int y, SightDirection dir) {
if (!_currentRoom._heroOn) {
// Nothing to do. Happens for example in the map.
return;
}
// Find the closest walkable point.
Common::Point target = findNearestWalkable(x, y);
if (target.x < 0 || target.y < 0) {
debug(1, "The is no walkable point on the map");
return;
}
// Compute the shortest and obliqued path.
WalkingPath shortestPath, obliquePath;
if (!_walkingMap.findShortestPath(_hero, target, &shortestPath)) {
debug(1, "Unreachable point [%d,%d]", target.x, target.y);
return;
}
// Save point of player's last target.
if (_loopStatus != kStatusInventory) {
_lastTarget = target;
}
_walkingMap.obliquePath(shortestPath, &obliquePath);
debugC(2, kDraciWalkingDebugLevel, "Walking path lengths: shortest=%d oblique=%d", shortestPath.size(), obliquePath.size());
if (_vm->_showWalkingMap) {
redrawWalkingPath(_walkingShortestPathOverlay, kWalkingShortestPathOverlayColor, shortestPath);
redrawWalkingPath(_walkingObliquePathOverlay, kWalkingObliquePathOverlayColor, obliquePath);
}
// Start walking. Walking will be gradually advanced by
// advanceAnimationsAndTestLoopExit(), which also handles calling the
// callback and stopping the walk at the end. If the hero is already
// walking at this point, this command will cancel the previous path
// and replace it by the current one (the callback has already been
// reset by our caller).
_walkingState.startWalking(_hero, target, Common::Point(x, y), dir,
_walkingMap.getDelta(), obliquePath);
}
void Game::initWalkingOverlays() {
_walkingMapOverlay = new Animation(_vm, kWalkingMapOverlay, 256, _vm->_showWalkingMap);
_walkingMapOverlay->addFrame(nullptr, nullptr); // rewritten below by loadWalkingMap()
_vm->_anims->insert(_walkingMapOverlay, true);
_walkingShortestPathOverlay = new Animation(_vm, kWalkingShortestPathOverlay, 257, _vm->_showWalkingMap);
_walkingObliquePathOverlay = new Animation(_vm, kWalkingObliquePathOverlay, 258, _vm->_showWalkingMap);
WalkingPath emptyPath;
_walkingShortestPathOverlay->addFrame(_walkingMap.newOverlayFromPath(emptyPath, 0), nullptr);
_walkingObliquePathOverlay->addFrame(_walkingMap.newOverlayFromPath(emptyPath, 0), nullptr);
_vm->_anims->insert(_walkingShortestPathOverlay, true);
_vm->_anims->insert(_walkingObliquePathOverlay, true);
}
void Game::loadRoomObjects() {
// Load the room's objects
for (uint i = 0; i < _info._numObjects; ++i) {
debugC(7, kDraciLogicDebugLevel,
"Checking if object %d (%d) is at the current location (%d)", i,
_objects[i]._location, getRoomNum());
if (_objects[i]._location == getRoomNum()) {
debugC(6, kDraciLogicDebugLevel, "Loading object %d from room %d", i, getRoomNum());
_objects[i].load(i, _vm->_objectsArchive);
}
}
// Run the init scripts for room objects
// We can't do this in the above loop because some objects' scripts reference
// other objects that may not yet be loaded
for (uint i = 0; i < _info._numObjects; ++i) {
if (_objects[i]._location == getRoomNum()) {
const GameObject *obj = getObject(i);
debugC(6, kDraciLogicDebugLevel,
"Running init program for object %d (offset %d)", i, obj->_init);
_vm->_script->run(obj->_program, obj->_init);
}
}
// Run the init part of the GPL program
debugC(4, kDraciLogicDebugLevel, "Running room init program...");
_vm->_script->run(_currentRoom._program, _currentRoom._init);
}
void Game::loadWalkingMap(int mapID) {
const BAFile *f;
f = _vm->_walkingMapsArchive->getFile(mapID);
_walkingMap.load(f->_data, f->_length);
Sprite *ov = _walkingMap.newOverlayFromMap(kWalkingMapOverlayColor);
delete _walkingMapOverlay->getFrame(0);
_walkingMapOverlay->replaceFrame(0, ov, nullptr);
_walkingMapOverlay->markDirtyRect(_vm->_screen->getSurface());
}
void Game::switchWalkingAnimations(bool enabled) {
if (enabled) {
_walkingMapOverlay->play();
_walkingShortestPathOverlay->play();
_walkingObliquePathOverlay->play();
} else {
_walkingMapOverlay->stop();
_walkingShortestPathOverlay->stop();
_walkingObliquePathOverlay->stop();
}
}
void Game::loadOverlays() {
uint x, y, z, num;
const BAFile *overlayHeader;
overlayHeader = _vm->_roomsArchive->getFile(getRoomNum() * 4 + 2);
Common::MemoryReadStream overlayReader(overlayHeader->_data, overlayHeader->_length);
for (int i = 0; i < _currentRoom._numOverlays; i++) {
num = overlayReader.readUint16LE() - 1;
x = overlayReader.readUint16LE();
y = overlayReader.readUint16LE();
z = overlayReader.readByte();
// _overlaysArchive is flushed when entering a room and this
// code is called after the flushing has been done.
const BAFile *overlayFile;
overlayFile = _vm->_overlaysArchive->getFile(num);
Sprite *sp = new Sprite(overlayFile->_data, overlayFile->_length, x, y, true);
Animation *anim = new Animation(_vm, kOverlayImage, z, true);
anim->addFrame(sp, nullptr);
// Since this is an overlay, we don't need it to be deleted
// when the GPL Release command is invoked
_vm->_anims->insert(anim, false);
}
_vm->_screen->getSurface()->markDirty();
}
void Game::deleteObjectAnimations() {
// Deallocate all animations, because their sound samples will not
// survive clearing the sound sample cache when changing the location.
// It's OK to unload them even if they are still in the inventory,
// because we only need their icons which survive.
// Start from 1, because 0==kDragonObject.
for (uint i = 1; i < _info._numObjects; ++i) {
GameObject *obj = &_objects[i];
obj->deleteAnims();
}
// WORKAROUND
//
// An absolutely horrible hack follows. The current memory management
// is completely broken and it needs to be seriously hacked to work at
// all. The problem is caching sound samples in BArchive and clearing
// all caches when entering a new location. The animation sequences
// store pointers to samples owned by the BArchive cache, which gets
// invalidated during the location change. If an animation sequence
// survives location change and refers to any sound sample, we get
// SIGSEGV when next played, because this sound sample will have been
// deallocated by the cache although still referred to by the animation.
//
// Caveat: when I tried to perform a deep copy and make the animation
// object own the sound samples and deallocate them when the animation
// has been deleted, I get an almost immediate SIGSEGV in runWrapper()
// on many objects, because often an animation graphically ends and is
// stopped, but the last sound sample still plays for a short while
// afterwards. If the sound sample is cached, it's OK, but if it's
// deallocated with releaseAnims==true, we get SIGSEGV in the sound
// mixer. This problem doesn't occur when changing locations, because
// there we first explicitly stop all playing sounds.
//
// The loop above deallocates all animations corresponding to non-hero
// objects. Hero is special, because the first ~20 animations are
// standard and loaded for the whole game (standing, walking, etc.).
// They are loaded by the GPL2 init routine for object hero. Luckily
// the animations don't refer to any sound samples. The remaining
// animations thus must be deallocated manually, otherwise they won't
// be re-loaded next time assuming that they are already correctly
// loaded.
//
// Why this only occurred for sound samples and not sprites? This bug is
// concealed by a complete coincidence, that all sprites are stored
// column-wise and our class Sprite detects this and creates a local
// copy. If this wasn't the case, each animation (not just with sound
// samples) would fail and preserving the ~20 hero animations wouldn't
// work either.
//
// TODO: completely rewrite the resource management. maybe implement
// usage counters? maybe completely ignore the GPL2 hints and manage
// memory completely on my own?
// We don't want to deallocate the first ~20 resident dragon
// animations, because they are loaded exactly once in dragon's init
// script and we rely upon their existence.
GameObject *dragon = &_objects[kDragonObject];
dragon->deleteAnimsFrom(kFirstTemporaryAnimation);
if (dragon->_playingAnim < 0) {
// For the hero, we always need to have exactly 1 playing
// animation, otherwise we index an array with -1.
dragon->_playingAnim = 0;
}
}
void Game::enterNewRoom() {
debugC(1, kDraciLogicDebugLevel, "Entering room %d using gate %d", _newRoom, _newGate);
_vm->_mouse->cursorOff();
// Make sure all sounds are stopped before we deallocate their memory
// by clearing the cache. We don't have to wait for sounds to end,
// because the timeout for voice is set exactly according to the length
// of the sound. If the loop ends earlier, e.g. per user's request, we
// do wanna end the sounds immediately.
_vm->_sound->stopAll();
// Clear archives
_vm->_roomsArchive->clearCache();
_vm->_spritesArchive->clearCache();
_vm->_paletteArchive->clearCache();
_vm->_animationsArchive->clearCache();
_vm->_walkingMapsArchive->clearCache();
_vm->_soundsArchive->clearCache();
_vm->_dubbingArchive->clearCache();
_vm->_overlaysArchive->clearCache();
_vm->_screen->clearScreen();
_vm->_anims->deleteOverlays();
GameObject *dragon = getObject(kDragonObject);
dragon->stopAnim();
// Remember the previous room for returning back from the map.
rememberRoomNumAsPrevious();
deleteObjectAnimations();
// Before setting these variables we have to convert the values to 1-based indexing
// because this is how everything is stored in the data files
_variables[0] = _newGate + 1;
_variables[1] = _newRoom + 1;
// If the new room is the map room, set the appropriate coordinates
// for the dragon in the persons array
if (_newRoom == _info._mapRoom) {
_persons[kDragonObject]._x = 160;
_persons[kDragonObject]._y = 0;
}
// Set the appropriate loop status before loading the room
setLoopStatus(kStatusGate);
setIsReloaded(false);
// Make sure the possible walking path from the previous room is
// cleaned up. Some rooms (e.g., the map) don't support walking.
_walkingState.stopWalking();
// Stop a possible palette fading.
_fadePhases = _fadePhase = 0;
_currentRoom.load(_newRoom, _vm->_roomsArchive);
loadWalkingMap(getMapID());
loadRoomObjects();
loadOverlays();
// Draw the scene with the black palette and slowly fade into the right palette.
_vm->_screen->setPalette(nullptr, 0, kNumColors);
_vm->_anims->drawScene(_vm->_screen->getSurface());
_vm->_screen->copyToScreen();
// Run the program for the gate the dragon came through
debugC(6, kDraciLogicDebugLevel, "Running program for gate %d", _newGate);
_vm->_script->runWrapper(_currentRoom._program, _currentRoom._gates[_newGate], true, true);
// Reset the loop status.
setLoopStatus(kStatusOrdinary);
setExitLoop(false);
// Don't immediately switch to the map or inventory even if the mouse
// position tell us to.
_mouseChangeTick = kMouseDoNotSwitch;
}
void Game::positionAnimAsHero(Animation *anim) {
// Calculate scaling factors
const double scale = getPers0() + getPersStep() * _hero.y;
// Set the Z coordinate for the dragon's animation
anim->setZ(_hero.y);
// Fetch current frame
Drawable *frame = anim->getCurrentFrame();
// We naturally want the dragon to position its feet to the location of the
// click but sprites are drawn from their top-left corner so we subtract
// the current height of the dragon's sprite
Common::Point p = _hero;
p.x -= lround(scale * frame->getWidth() / 2);
p.y -= lround(scale * frame->getHeight());
// Since _persons[] is used for placing talking text, we use the non-adjusted x value
// so the text remains centered over the dragon.
_persons[kDragonObject]._x = _hero.x;
_persons[kDragonObject]._y = p.y;
if (anim->isRelative()) {
// Set the per-animation scaling factor and relative position
anim->setScaleFactors(scale, scale);
anim->setRelative(p.x, p.y);
// Clear the animation's shift so that the real sprite stays at place
// regardless of what the current phase is. If the animation starts
// from the beginning, the shift is already [0,0], but if it is in the
// middle, it may be different.
anim->clearShift();
// Otherwise this dragon animation is used at exactly one place
// in the game (such as jumping into the secret entrance),
// which can is recognized by it using absolute coordinates.
// Bypass our animation positioning system, otherwise there two
// shifts will get summed and the animation will be placed
// outside the screen.
}
}
void Game::positionHeroAsAnim(Animation *anim) {
// Check out where the hero has moved to by composing the relative
// shifts of the sprites.
_hero = anim->getCurrentFramePosition();
// Update our hero coordinates (don't forget that our control point is
// elsewhere). This is formula is the exact inverse of the formula
// used in positionAnimAsHero() and even rounding errors are exactly
// the same.
Drawable *frame = anim->getCurrentFrame();
_hero.x += lround(anim->getScaleX() * frame->getWidth() / 2);
_hero.y += lround(anim->getScaleY() * frame->getHeight());
}
void Game::pushNewRoom() {
_pushedNewRoom = _newRoom;
_pushedNewGate = _newGate;
}
void Game::popNewRoom() {
if (_loopStatus != kStatusInventory && _pushedNewRoom >= 0) {
scheduleEnteringRoomUsingGate(_pushedNewRoom, _pushedNewGate);
_pushedNewRoom = _pushedNewGate = -1;
}
}
void Game::setSpeechTiming(uint tick, uint duration) {
_speechTick = tick;
_speechDuration = duration;
}
void Game::shiftSpeechAndFadeTick(int delta) {
_speechTick += delta;
_fadeTick += delta;
}
void Game::initializeFading(int phases) {
_fadePhases = _fadePhase = phases;
_fadeTick = _vm->_system->getMillis();
}
void Game::deleteAnimationsAfterIndex(int lastAnimIndex) {
// Delete all animations loaded after the marked one
// (from objects and from the AnimationManager)
for (uint i = 0; i < getNumObjects(); ++i) {
GameObject *obj = &_objects[i];
for (int j = obj->_anim.size() - 1; j >= 0; --j) {
Animation *anim = obj->_anim[j];
if (anim->getIndex() > lastAnimIndex) {
obj->_anim.remove_at(j);
if (j == obj->_playingAnim) {
obj->_playingAnim = -1;
}
}
}
}
_vm->_anims->deleteAfterIndex(lastAnimIndex);
}
Game::~Game() {
delete[] _persons;
delete[] _variables;
delete[] _dialogueOffsets;
delete[] _dialogueVars;
delete[] _objects;
delete[] _itemStatus;
delete[] _items;
}
void Game::synchronize(Common::Serializer &s, uint8 saveVersion) {
s.syncAsUint16LE(_currentRoom._roomNum);
for (uint i = 0; i < _info._numObjects; ++i) {
GameObject& obj = _objects[i];
s.syncAsSint16LE(obj._location);
s.syncAsByte(obj._visible);
}
for (uint i = 0; i < _info._numItems; ++i) {
s.syncAsByte(_itemStatus[i]);
}
for (int i = 0; i < kInventorySlots; ++i) {
if (s.isSaving()) {
int itemID = _inventory[i] ? _inventory[i]->_absNum : -1;
s.syncAsSint16LE(itemID);
} else {
int itemID = -1;
s.syncAsSint16LE(itemID);
_inventory[i] = getItem(itemID);
}
}
for (int i = 0; i < _info._numVariables; ++i) {
s.syncAsSint16LE(_variables[i]);
}
for (uint i = 0; i < _info._numDialogueBlocks; ++i) {
s.syncAsSint16LE(_dialogueVars[i]);
}
if(saveVersion >= 2) {
setPositionLoaded(true);
if (s.isSaving()) {
s.syncAsSint16LE(_hero.x);
s.syncAsSint16LE(_hero.y);
int handItemID = _currentItem ? _currentItem->_absNum : -1;
s.syncAsSint16LE(handItemID);
} else {
s.syncAsSint16LE(_heroLoading.x);
s.syncAsSint16LE(_heroLoading.y);
int handItemID = -1;
s.syncAsSint16LE(handItemID);
_currentItem = getItem(handItemID);
}
} else {
_currentItem = nullptr;
}
}
static double real_to_double(byte real[6]) {
// Extract sign bit
int sign = real[0] & (1 << 7);
// Extract exponent and adjust for bias
int exp = real[5] - 129;
double mantissa;
double tmp = 0.0;
if (real[5] == 0) {
mantissa = 0.0;
} else {
// Process the first four least significant bytes
for (int i = 4; i >= 1; --i) {
tmp += real[i];
tmp /= 1 << 8;
}
// Process the most significant byte (remove the sign bit)
tmp += real[0] & ((1 << 7) - 1);
tmp /= 1 << 8;
// Calculate mantissa
mantissa = 1.0;
mantissa += 2.0 * tmp;
}
// Flip sign if necessary
if (sign) {
mantissa = -mantissa;
}
// Calculate final value
return ldexp(mantissa, exp);
}
int GameObject::getAnim(int animID) const {
for (uint i = 0; i < _anim.size(); ++i) {
if (_anim[i]->getID() == animID) {
return i;
}
}
return -1;
}
int GameObject::addAnim(Animation *anim) {
anim->setZ(_z);
_anim.push_back(anim);
int index = _anim.size() - 1;
if (_absNum == kDragonObject && index <= kLastTurning) {
// Index to _anim is the Movement type. All walking and
// turning movements can be accelerated.
anim->supportsQuickAnimation(true);
}
return index;
}
void GameObject::playAnim(int i) {
_anim[i]->play();
_playingAnim = i;
}
void GameObject::stopAnim() {
if (_playingAnim >= 0) {
_anim[_playingAnim]->stop();
_playingAnim = -1;
}
}
void GameObject::deleteAnims() {
deleteAnimsFrom(0);
}
void GameObject::deleteAnimsFrom(int index) {
for (int j = _anim.size() - 1; j >= index; --j) {
_anim.back()->del();
_anim.pop_back();
}
if (_playingAnim >= index) {
_playingAnim = -1;
}
}
void GameObject::load(uint objNum, BArchive *archive) {
const BAFile *file;
file = archive->getFile(objNum * 3);
Common::MemoryReadStream objReader(file->_data, file->_length);
_init = objReader.readUint16LE();
_look = objReader.readUint16LE();
_use = objReader.readUint16LE();
_canUse = objReader.readUint16LE();
_imInit = objReader.readByte();
_imLook = objReader.readByte();
_imUse = objReader.readByte();
_walkDir = objReader.readByte() - 1;
_z = objReader.readByte();
objReader.readUint16LE(); // idxSeq field, not used
objReader.readUint16LE(); // numSeq field, not used
_lookX = objReader.readUint16LE();
_lookY = objReader.readUint16LE();
_useX = objReader.readUint16LE();
_useY = objReader.readUint16LE();
_lookDir = static_cast<SightDirection> (objReader.readByte());
_useDir = static_cast<SightDirection> (objReader.readByte());
_absNum = objNum;
file = archive->getFile(objNum * 3 + 1);
// The first byte of the file is the length of the string (without the length)
assert(file->_length - 1 == file->_data[0]);
_title = Common::String((char *)(file->_data+1), file->_length-1);
file = archive->getFile(objNum * 3 + 2);
_program._bytecode = file->_data;
_program._length = file->_length;
_playingAnim = -1;
deleteAnims(); // If the object has already been loaded, then discard the previous animations
}
void GameItem::load(int itemID, BArchive *archive) {
const BAFile *f = archive->getFile(itemID * 3);
Common::MemoryReadStream itemReader(f->_data, f->_length);
_init = itemReader.readSint16LE();
_look = itemReader.readSint16LE();
_use = itemReader.readSint16LE();
_canUse = itemReader.readSint16LE();
_imInit = itemReader.readByte();
_imLook = itemReader.readByte();
_imUse = itemReader.readByte();
_absNum = itemID;
f = archive->getFile(itemID * 3 + 1);
// The first byte is the length of the string
_title = Common::String((const char *)f->_data + 1, f->_length - 1);
assert(f->_data[0] == _title.size());
f = archive->getFile(itemID * 3 + 2);
_program._bytecode = f->_data;
_program._length = f->_length;
_anim = nullptr;
}
void Room::load(int roomNum, BArchive *archive) {
const BAFile *f;
f = archive->getFile(roomNum * 4);
Common::MemoryReadStream roomReader(f->_data, f->_length);
roomReader.readUint32LE(); // Pointer to room program, not used
roomReader.readUint16LE(); // Program length, not used
roomReader.readUint32LE(); // Pointer to room title, not used
// Set the current room to the new value
_roomNum = roomNum;
// Music will be played by the GPL2 command startMusic when needed.
_music = roomReader.readByte();
_mapID = roomReader.readByte() - 1;
_palette = roomReader.readByte() - 1;
_numOverlays = roomReader.readSint16LE();
_init = roomReader.readSint16LE();
_look = roomReader.readSint16LE();
_use = roomReader.readSint16LE();
_canUse = roomReader.readSint16LE();
_imInit = roomReader.readByte();
_imLook = roomReader.readByte();
_imUse = roomReader.readByte();
_mouseOn = roomReader.readByte();
_heroOn = roomReader.readByte();
// Read in pers0 and persStep (stored as 6-byte Pascal reals)
byte real[6];
for (int i = 5; i >= 0; --i) {
real[i] = roomReader.readByte();
}
_pers0 = real_to_double(real);
for (int i = 5; i >= 0; --i) {
real[i] = roomReader.readByte();
}
_persStep = real_to_double(real);
_escRoom = roomReader.readByte() - 1;
_numGates = roomReader.readByte();
debugC(4, kDraciLogicDebugLevel, "Music: %d", _music);
debugC(4, kDraciLogicDebugLevel, "Map: %d", _mapID);
debugC(4, kDraciLogicDebugLevel, "Palette: %d", _palette);
debugC(4, kDraciLogicDebugLevel, "Overlays: %d", _numOverlays);
debugC(4, kDraciLogicDebugLevel, "Init: %d", _init);
debugC(4, kDraciLogicDebugLevel, "Look: %d", _look);
debugC(4, kDraciLogicDebugLevel, "Use: %d", _use);
debugC(4, kDraciLogicDebugLevel, "CanUse: %d", _canUse);
debugC(4, kDraciLogicDebugLevel, "ImInit: %d", _imInit);
debugC(4, kDraciLogicDebugLevel, "ImLook: %d", _imLook);
debugC(4, kDraciLogicDebugLevel, "ImUse: %d", _imUse);
debugC(4, kDraciLogicDebugLevel, "MouseOn: %d", _mouseOn);
debugC(4, kDraciLogicDebugLevel, "HeroOn: %d", _heroOn);
debugC(4, kDraciLogicDebugLevel, "Pers0: %f", _pers0);
debugC(4, kDraciLogicDebugLevel, "PersStep: %f", _persStep);
debugC(4, kDraciLogicDebugLevel, "EscRoom: %d", _escRoom);
debugC(4, kDraciLogicDebugLevel, "Gates: %d", _numGates);
// Read in the gates' numbers
_gates.clear();
for (uint i = 0; i < _numGates; ++i) {
_gates.push_back(roomReader.readSint16LE());
}
// Load the room's GPL program
f = archive->getFile(roomNum * 4 + 3);
_program._bytecode = f->_data;
_program._length = f->_length;
}
} // End of namespace Draci