scummvm/engines/illusions/bbdou/bbdou_bubble.cpp
johndoe123 33d28deb69 ILLUSIONS: Additions in various places
- Add NamedPoint and related code
- Remove some debug output
- Fix right mouse button input
- Add bubble code
- Add BBDOU inventory skeleton
2018-07-20 06:43:33 +00:00

187 lines
5.6 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "illusions/illusions.h"
#include "illusions/bbdou/bbdou_bubble.h"
#include "illusions/actor.h"
#include "illusions/camera.h"
#include "illusions/dictionary.h"
#include "illusions/input.h"
namespace Illusions {
BbdouBubble::BbdouBubble(IllusionsEngine *vm, BbdouSpecialCode *bbdou)
: _vm(vm), _bbdou(bbdou) {
}
BbdouBubble::~BbdouBubble() {
}
void BbdouBubble::init() {
static const uint32 kObjectIds3[] = {
0x0004003B, 0x0004003C, 0x0004003D, 0x0004003E,
0x0004003F, 0x00040040, 0x00040041, 0x00040042,
0x00040043, 0x00040044, 0x00040045, 0x00040046,
0x00040047, 0x00040048, 0x00040049, 0x0004004A,
0x0004004B, 0x0004004C, 0x0004004D, 0x0004004E,
0x0004004F, 0x00040050, 0x00040051, 0x00040052,
0x00040053, 0x00040054, 0x00040055, 0x00040056,
0x00040057, 0x00040058, 0x00040059, 0x0004005A
};
static const uint32 kObjectIds2[] = {
0x0004001B, 0x0004001C, 0x0004001D, 0x0004001E,
0x0004001F, 0x00040020, 0x00040021, 0x00040022,
0x00040023, 0x00040024, 0x00040025, 0x00040026,
0x00040027, 0x00040028, 0x00040029, 0x0004002A,
0x0004002B, 0x0004002C, 0x0004002D, 0x0004002E,
0x0004002F, 0x00040030, 0x00040031, 0x00040032,
0x00040033, 0x00040034, 0x00040035, 0x00040036,
0x00040037, 0x00040038, 0x00040039, 0x0004003A
};
_objectId1414 = 0x4005B;
_objectId1418 = 0x4005C;
for (uint i = 0; i < 32; ++i)
_objectIds[i] = kObjectIds3[i];
for (uint i = 0; i < 32; ++i) {
_items[i]._objectId = kObjectIds2[i];
_items[i]._enabled = 0;
_items[i]._position.x = 0;
_items[i]._position.y = 0;
_items[i]._sequenceId = 0;
}
_currItem0 = 0;
_prevItem0 = 0;
_someItem0 = 0;
_pt1.x = 0;
_pt1.y = 0;
_pt2.x = 0;
_pt2.y = 0;
}
void BbdouBubble::addItem0(uint32 sequenceId1, uint32 sequenceId2, uint32 progResKeywordId,
uint32 namedPointId, int16 count, uint32 *namedPointIds) {
Item0 item0;
item0._sequenceId1 = sequenceId1;
item0._sequenceId2 = sequenceId2;
item0._progResKeywordId = progResKeywordId;
item0._baseNamedPointId = namedPointId;
item0._count = count;
for (int16 i = 0; i < count; ++i)
item0._namedPointIds[i] = FROM_LE_32(namedPointIds[i]);
item0._objectId = 0;
item0._pt.x = 0;
item0._pt.y = 0;
_item0s.push_back(item0);
}
void BbdouBubble::show() {
if (_prevItem0) {
hide();
}
_prevItem0 = _currItem0;
_currItem0 = 0;
// TODO calcBubbles(_pt1, _pt2);
Control *control = _vm->_dict->getObjectControl(_prevItem0->_objectId);
control->setActorPosition(_pt2);
control->startSequenceActor(0x60057, 2, 0);
control->startSequenceActor(_prevItem0->_sequenceId1, 2, 0);
control->appearActor();
control->deactivateObject();
for (uint i = 0; i < 32; ++i) {
if (_items[i]._enabled == 1) {
Control *subControl = _vm->_dict->getObjectControl(_items[i]._objectId);
subControl->setActorPosition(_items[i]._position);
subControl->startSequenceActor(_items[i]._sequenceId, 2, 0);
}
}
}
void BbdouBubble::hide() {
_someItem0 = _prevItem0;
_prevItem0 = 0;
if (_someItem0) {
Control *control = _vm->_dict->getObjectControl(_someItem0->_objectId);
control->startSequenceActor(_someItem0->_sequenceId2, 2, 0);
for (uint i = 0; i < 32; ++i) {
Control *subControl = _vm->_dict->getObjectControl(_objectIds[i]);
subControl->stopActor();
subControl->disappearActor();
}
for (uint i = 0; i < 32; ++i) {
Control *subControl = _vm->_dict->getObjectControl(_items[i]._objectId);
subControl->stopActor();
subControl->disappearActor();
}
}
}
void BbdouBubble::setup(int16 minCount, Common::Point pt1, Common::Point pt2, uint32 progResKeywordId) {
for (uint i = 0; i < 32; ++i)
_items[i]._enabled = 0;
int16 maxCount = 32;
for (uint i = 0; i < _item0s.size(); ++i) {
Item0 *item0 = &_item0s[i];
if (item0->_count < maxCount && item0->_count >= minCount &&
(!progResKeywordId || item0->_progResKeywordId == progResKeywordId)) {
maxCount = item0->_count;
_currItem0 = item0;
}
}
_pt1 = pt1;
_pt2 = pt2;
_currItem0->_pt = pt2;
_currItem0->_objectId = _objectId1414;
if (_prevItem0 && _prevItem0->_objectId == _currItem0->_objectId)
_currItem0->_objectId = _objectId1418;
}
uint32 BbdouBubble::addItem(uint positionIndex, uint32 sequenceId) {
for (uint i = 0; i < 32; ++i) {
Item141C *item = &_items[i];
if (!item->_enabled) {
Common::Point itemPos = _vm->getNamedPointPosition(_currItem0->_namedPointIds[positionIndex]);
Common::Point basePos = _vm->getNamedPointPosition(_currItem0->_baseNamedPointId);
item->_enabled = 1;
item->_sequenceId = sequenceId;
item->_position.x = itemPos.x + _currItem0->_pt.x - basePos.x;
item->_position.y = itemPos.y + _currItem0->_pt.y - basePos.y;
return item->_objectId;
}
}
return 0;
}
} // End of namespace Illusions