scummvm/engines/sherlock/objects.cpp
Paul Gilbert ad7372b0c2 SHERLOCK: Fix for German version using hatpin/needle in Pratt's pillow
In Pratt's Loft, the player can probe the pillow with either the needle
or the hatpin. However, the German version accidentally set up use
actions for the hatpin twice, resulting in a crash if you tried to use it
2016-02-13 19:44:39 -05:00

1581 lines
40 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 "common/util.h"
#include "sherlock/objects.h"
#include "sherlock/people.h"
#include "sherlock/scene.h"
#include "sherlock/scalpel/scalpel.h"
#include "sherlock/scalpel/scalpel_map.h"
#include "sherlock/scalpel/scalpel_people.h"
#include "sherlock/tattoo/tattoo.h"
namespace Sherlock {
#define START_FRAME 0
#define NUM_ADJUSTED_WALKS 21
// Distance to walk around WALK_AROUND boxes
#define CLEAR_DIST_X 5
#define CLEAR_DIST_Y 0
#define ADJUST_COORD(COORD) \
if (COORD.x != -1) \
COORD.x *= FIXED_INT_MULTIPLIER; \
if (COORD.y != -1) \
COORD.y *= FIXED_INT_MULTIPLIER
SherlockEngine *BaseObject::_vm;
bool BaseObject::_countCAnimFrames;
/*----------------------------------------------------------------*/
void BaseObject::setVm(SherlockEngine *vm) {
_vm = vm;
_countCAnimFrames = false;
}
BaseObject::BaseObject() {
_type = INVALID;
_sequences = nullptr;
_images = nullptr;
_imageFrame = nullptr;
_sequenceNumber = 0;
_startSeq = 0;
_walkCount = 0;
_allow = 0;
_frameNumber = 0;
_lookFlag = 0;
_requiredFlag[0] = _requiredFlag[1] = 0;
_status = 0;
_misc = 0;
_maxFrames = 0;
_flags = 0;
_aType = OBJECT;
_lookFrames = 0;
_seqCounter = 0;
_lookcAnim = 0;
_seqStack = 0;
_seqTo = 0;
_descOffset = 0;
_seqCounter2 = 0;
_seqSize = 0;
_quickDraw = 0;
_scaleVal = 0;
_gotoSeq = 0;
_talkSeq = 0;
_restoreSlot = 0;
}
bool BaseObject::hasAborts() const {
int seqNum = _talkSeq;
// See if the object is in its regular sequence
bool startChecking = !seqNum || _type == CHARACTER;
uint idx = 0;
do
{
// Get the Frame value
int v = _sequences[idx++];
// See if we found an Allow Talk Interrupt Code
if (startChecking && v == ALLOW_TALK_CODE)
return true;
// If we've started checking and we've encountered another Talk or Listen Sequence Code,
// then we're done checking this sequence because this is where it would repeat
if (startChecking && (v == TALK_SEQ_CODE || v == TALK_LISTEN_CODE))
break;
// See if we've found the beginning of a Talk Sequence
if ((v == TALK_SEQ_CODE && seqNum < 128) || (v == TALK_LISTEN_CODE && seqNum >= 128)) {
// If checking was already on and we came across one of these codes, then there couldn't
// have been an Allow Talk Interrupt code in the sequence we were checking, so we're done.
if (startChecking)
break;
seqNum--;
// See if we're at the correct Talk Sequence Number
if (!(seqNum & 127))
{
// Correct Sequence, Start Checking Now
startChecking = true;
}
} else {
// Move ahead any extra because of special control codes
switch (v) {
case 0: idx++; break;
case MOVE_CODE:
case TELEPORT_CODE: idx += 4; break;
case CALL_TALK_CODE:idx += 8; break;
case HIDE_CODE: idx += 2; break;
}
}
} while (idx < _seqSize);
return false;
}
void BaseObject::checkObject() {
Scene &scene = *_vm->_scene;
Sound &sound = *_vm->_sound;
Talk &talk = *_vm->_talk;
int checkFrame = _allow ? MAX_FRAME : FRAMES_END;
bool codeFound;
if (_seqTo) {
byte *ptr = &_sequences[_frameNumber];
if (*ptr == _seqTo) {
// The sequence is completed. Reset to normal
*ptr = _seqTo + (IS_ROSE_TATTOO ? 0 : SEQ_TO_CODE + 128);
_seqTo = 0;
} else {
// Continue doing sequence
if (*ptr > _seqTo)
*ptr -= 1;
else
*ptr += 1;
return;
}
}
++_frameNumber;
do {
if (!_sequences) {
warning("checkObject: _sequences is not set");
break;
}
// Check for end of sequence
codeFound = checkEndOfSequence();
if (_sequences[_frameNumber] >= 128 && _frameNumber < checkFrame) {
codeFound = true;
int v = _sequences[_frameNumber];
// Check for a Talk or Listen Sequence
if (IS_ROSE_TATTOO && v == ALLOW_TALK_CODE) {
if (_gotoSeq) {
setObjTalkSequence(_gotoSeq);
_gotoSeq = 0;
} else {
++_frameNumber;
}
} else if (IS_ROSE_TATTOO && (v == TALK_SEQ_CODE || v == TALK_LISTEN_CODE)) {
if (_talkSeq)
setObjTalkSequence(_talkSeq);
else
setObjSequence(0, false);
} else if (v >= GOTO_CODE) {
// Goto code found
v -= GOTO_CODE;
_seqCounter2 = _seqCounter;
_seqStack = _frameNumber + 1;
setObjSequence(v, false);
} else if (v >= SOUND_CODE && (v < (SOUND_CODE + 30))) {
codeFound = true;
++_frameNumber;
v -= SOUND_CODE + (IS_SERRATED_SCALPEL ? 1 : 0);
if (sound._soundOn && !_countCAnimFrames) {
if (!scene._sounds[v]._name.empty() && sound._digitized)
sound.playLoadedSound(v, WAIT_RETURN_IMMEDIATELY);
}
} else if (v >= FLIP_CODE && v < (FLIP_CODE + 3)) {
// Flip code
codeFound = true;
++_frameNumber;
v -= FLIP_CODE;
// Alter the flipped status
switch (v) {
case 0:
// Clear the flag
_flags &= ~OBJ_FLIPPED;
break;
case 1:
// Set the flag
_flags |= OBJ_FLIPPED;
break;
case 2:
// Toggle the flag
_flags ^= OBJ_FLIPPED;
break;
default:
break;
}
} else if (IS_ROSE_TATTOO && v == TELEPORT_CODE) {
_position.x = READ_LE_UINT16(&_sequences[_frameNumber + 1]);
_position.y = READ_LE_UINT16(&_sequences[_frameNumber + 3]);
_frameNumber += 5;
} else if (IS_ROSE_TATTOO && v == CALL_TALK_CODE) {
Common::String filename;
for (int idx = 0; idx < 8; ++idx) {
if (_sequences[_frameNumber + 1 + idx] != 1)
filename += (char)_sequences[_frameNumber + 1 + idx];
else
break;
}
_frameNumber += 8;
talk.talkTo(filename);
} else if (IS_ROSE_TATTOO && v == HIDE_CODE) {
switch (_sequences[_frameNumber + 2]) {
case 1:
// Hide Object
if (scene._bgShapes[_sequences[_frameNumber + 1] - 1]._type != HIDDEN)
scene._bgShapes[_sequences[_frameNumber + 1] - 1].toggleHidden();
break;
case 2:
// Activate Object
if (scene._bgShapes[_sequences[_frameNumber + 1] - 1]._type == HIDDEN)
scene._bgShapes[_sequences[_frameNumber + 1] - 1].toggleHidden();
break;
case 3:
// Toggle Object
scene._bgShapes[_sequences[_frameNumber + 1] - 1].toggleHidden();
break;
default:
break;
}
_frameNumber += 3;
} else {
v -= 128;
// 68-99 is a sequence code
if (v > SEQ_TO_CODE) {
if (IS_ROSE_TATTOO) {
++_frameNumber;
byte *p = &_sequences[_frameNumber];
_seqTo = *p;
*p = *(p - 2);
if (*p > _seqTo)
*p -= 1;
else
*p += 1;
--_frameNumber;
} else {
byte *p = &_sequences[_frameNumber];
v -= SEQ_TO_CODE; // # from 1-32
_seqTo = v;
*p = *(p - 1);
if (*p > 128)
// If the high bit is set, convert to a real frame
*p -= (byte)(SEQ_TO_CODE - 128);
if (*p > _seqTo)
*p -= 1;
else
*p += 1;
// Will be incremented below to return back to original value
--_frameNumber;
v = 0;
}
} else if (IS_ROSE_TATTOO && v == 10) {
// Set delta for objects
_delta = Common::Point(READ_LE_UINT16(&_sequences[_frameNumber + 1]),
READ_LE_UINT16(&_sequences[_frameNumber + 3]));
_noShapeSize = Common::Point(0, 0);
_frameNumber += 4;
} else if (v == 10) {
// Set delta for objects
Common::Point pt(_sequences[_frameNumber + 1], _sequences[_frameNumber + 2]);
if (pt.x > 128)
pt.x = (pt.x - 128) * -1;
else
pt.x--;
if (pt.y > 128)
pt.y = (pt.y - 128) * -1;
else
pt.y--;
_delta = pt;
_frameNumber += 2;
} else if (v < USE_COUNT) {
for (int idx = 0; idx < NAMES_COUNT; ++idx) {
checkNameForCodes(_use[v]._names[idx]);
}
if (_use[v]._useFlag)
_vm->setFlags(_use[v]._useFlag);
}
++_frameNumber;
}
}
} while (codeFound);
}
bool BaseObject::checkEndOfSequence() {
Screen &screen = *_vm->_screen;
int checkFrame = _allow ? MAX_FRAME : FRAMES_END;
bool result = false;
if (_type == REMOVE || _type == INVALID)
return false;
if (_frameNumber < 0 || _frameNumber >= checkFrame || _sequences[_frameNumber] == 0) {
result = true;
if (_frameNumber < 0 || _frameNumber >= (checkFrame - 1)) {
_frameNumber = START_FRAME;
} else {
// Determine next sequence to use
int seq = _sequences[_frameNumber + 1];
// If the object has been turned off, we're going nowhere
if (IS_ROSE_TATTOO && (_type == HIDE_SHAPE || _type == HIDDEN || _type == REMOVE))
return false;
if (seq == 99) {
--_frameNumber;
screen._backBuffer1.transBlitFrom(*_imageFrame, _position);
screen._backBuffer2.transBlitFrom(*_imageFrame, _position);
_type = INVALID;
} else if (IS_ROSE_TATTOO && _talkSeq && seq == 0) {
setObjTalkSequence(_talkSeq);
} else {
setObjSequence(seq, false);
}
}
if (_allow && _frameNumber == 0) {
// canimation just ended
if (_type != NO_SHAPE && _type != REMOVE) {
_type = REMOVE;
if (!_countCAnimFrames) {
// Save details before shape is removed
_delta.x = _imageFrame->_frame.w;
_delta.y = _imageFrame->_frame.h;
_position += _imageFrame->_offset;
// Free the images
delete _images;
_images = nullptr;
_imageFrame = nullptr;
}
} else {
_type = INVALID;
}
}
}
return result;
}
void BaseObject::setObjSequence(int seq, bool wait) {
Scene &scene = *_vm->_scene;
int checkFrame = _allow ? MAX_FRAME : FRAMES_END;
if (IS_ROSE_TATTOO && (seq == -1 || seq == 255))
// This means goto beginning
seq = 0;
if (seq >= 128) {
// Loop the sequence until the count exceeded
seq -= 128;
++_seqCounter;
if (_seqCounter >= seq) {
// Go to next sequence
if (_seqStack) {
_frameNumber = _seqStack;
_seqStack = 0;
_seqCounter = _seqCounter2;
_seqCounter2 = 0;
if (_frameNumber >= checkFrame)
_frameNumber = START_FRAME;
return;
}
_frameNumber += 2;
if (_frameNumber >= checkFrame)
_frameNumber = 0;
// For Rose Tattoo, save the starting frame for new sequences
if (IS_ROSE_TATTOO)
_startSeq = _frameNumber;
_seqCounter = 0;
if (_sequences[_frameNumber] == 0)
seq = _sequences[_frameNumber + 1];
else
return;
} else {
// Find beginning of sequence
if (IS_ROSE_TATTOO) {
// Use the saved start of the sequence to reset the frame
_frameNumber = _startSeq;
} else {
// For Scalpel, scan backwards from the end of the sequence to find its start
do {
--_frameNumber;
} while (_frameNumber > 0 && _sequences[_frameNumber] != 0);
if (_frameNumber != 0)
_frameNumber += 2;
}
return;
}
} else {
// Reset sequence counter
_seqCounter = 0;
}
int idx = 0;
int seqCc = 0;
while (seqCc < seq && idx < checkFrame) {
if (IS_SERRATED_SCALPEL) {
++idx;
if (_sequences[idx] == 0) {
++seqCc;
idx += 2;
}
} else {
byte s = _sequences[idx];
if (s == 0) {
++seqCc;
++idx;
} else if (s == MOVE_CODE || s == TELEPORT_CODE) {
idx += 4;
} else if (s == CALL_TALK_CODE) {
idx += 8;
} else if (s == HIDE_CODE) {
idx += 2;
}
++idx;
}
}
if (idx >= checkFrame)
idx = 0;
_frameNumber = idx;
_startSeq = idx;
if (wait) {
seqCc = idx;
while (_sequences[idx] != 0)
++idx;
idx = idx - seqCc + 2;
for (; idx > 0; --idx)
scene.doBgAnim();
}
}
int BaseObject::checkNameForCodes(const Common::String &name, FixedTextActionId fixedTextActionId) {
FixedText &fixedText = *_vm->_fixedText;
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
UserInterface &ui = *_vm->_ui;
bool printed = false;
scene.toggleObject(name);
if (name.hasPrefix("*")) {
// A code was found
printed = true;
char ch = (name == "*") ? 0 : toupper(name[1]);
switch (ch) {
case 'C':
talk.talkTo(name.c_str() + 2);
break;
case 'T':
case 'B':
case 'F':
case 'W':
// Nothing: action was already done before canimation
break;
case 'G':
case 'A': {
// G: Have object go somewhere
// A: Add onto existing co-ordinates
Common::String sx(name.c_str() + 2, name.c_str() + 5);
Common::String sy(name.c_str() + 5, name.c_str() + 8);
if (ch == 'G')
_position = Common::Point(atoi(sx.c_str()), atoi(sy.c_str()));
else
_position += Common::Point(atoi(sx.c_str()), atoi(sy.c_str()));
break;
}
case 'V':
// Do nothing for Verb codes. This is only a flag for Inventory syntax
break;
default:
if (ch >= '0' && ch <= '9') {
scene._goToScene = atoi(name.c_str() + 1);
if (IS_SERRATED_SCALPEL && scene._goToScene < 97) {
Scalpel::ScalpelMap &map = *(Scalpel::ScalpelMap *)_vm->_map;
if (map[scene._goToScene].x) {
map._overPos.x = (map[scene._goToScene].x - 6) * FIXED_INT_MULTIPLIER;
map._overPos.y = (map[scene._goToScene].y + 9) * FIXED_INT_MULTIPLIER;
}
}
const char *p;
if ((p = strchr(name.c_str(), ',')) != nullptr) {
++p;
Common::String s(p, p + 3);
people._savedPos.x = atoi(s.c_str());
s = Common::String(p + 3, p + 6);
people._savedPos.y = atoi(s.c_str());
s = Common::String(p + 6, p + 9);
people._savedPos._facing = atoi(s.c_str());
if (people._savedPos._facing == 0)
people._savedPos._facing = 10;
} else if ((p = strchr(name.c_str(), '/')) != nullptr) {
people._savedPos = PositionFacing(1, 0, 100 + atoi(p + 1));
}
} else {
scene._goToScene = 100;
}
people[HOLMES]._position = Point32(0, 0);
break;
}
} else if (name.hasPrefix("!")) {
// Message attached to canimation
int messageNum = atoi(name.c_str() + 1);
ui._infoFlag = true;
ui.clearInfo();
Common::String errorMessage = fixedText.getActionMessage(fixedTextActionId, messageNum);
screen.print(Common::Point(0, INFO_LINE + 1), COL_INFO_FOREGROUND, "%s", errorMessage.c_str());
ui._menuCounter = 25;
} else if (name.hasPrefix("@")) {
// Message attached to canimation
ui._infoFlag = true;
ui.clearInfo();
screen.print(Common::Point(0, INFO_LINE + 1), COL_INFO_FOREGROUND, "%s", name.c_str() + 1);
printed = true;
ui._menuCounter = 25;
}
return printed;
}
/*----------------------------------------------------------------*/
void Sprite::clear() {
_name = "";
_description = "";
_examine.clear();
_pickUp = "";
_walkSequences.clear();
_sequences = nullptr;
_images = nullptr;
_imageFrame = nullptr;
_walkCount = 0;
_oldWalkSequence = 0;
_allow = 0;
_frameNumber = 0;
_position.x = _position.y = 0;
_delta.x = _delta.y = 0;
_oldPosition.x = _oldPosition.y = 0;
_oldSize.x = _oldSize.y = 0;
_goto.x = _goto.y = 0;
_type = INVALID;
_pickUp.clear();
_noShapeSize.x = _noShapeSize.y = 0;
_status = 0;
_misc = 0;
_altImages = nullptr;
_altSeq = 0;
_centerWalk = 0;
Common::fill(&_stopFrames[0], &_stopFrames[8], (ImageFrame *)nullptr);
}
void Sprite::setImageFrame() {
int frameNum = MAX(_frameNumber, 0);
int imageNumber = _walkSequences[_sequenceNumber][frameNum];
if (IS_SERRATED_SCALPEL)
imageNumber = imageNumber + _walkSequences[_sequenceNumber][0] - 2;
else if (imageNumber > _maxFrames)
imageNumber = 1;
// Get the images to use
ImageFile *images = _altSeq ? _altImages : _images;
assert(images);
if (IS_3DO) {
// only do this to the image-array with 110 entries
// map uses another image-array and this code
if (images->size() == 110) {
// 3DO has 110 animation frames inside walk.anim
// PC has 55
// this adjusts the framenumber accordingly
// sort of HACK
imageNumber *= 2;
}
} else if (IS_ROSE_TATTOO) {
--imageNumber;
}
// Set the frame pointer
_imageFrame = &(*images)[imageNumber];
}
void Sprite::checkSprite() {
Events &events = *_vm->_events;
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
Point32 pt;
Common::Rect objBounds;
Common::Point spritePt(_position.x / FIXED_INT_MULTIPLIER, _position.y / FIXED_INT_MULTIPLIER);
if (_type != CHARACTER || (IS_SERRATED_SCALPEL && talk._talkCounter))
return;
pt = _walkCount ? _position + _delta : _position;
pt.x /= FIXED_INT_MULTIPLIER;
pt.y /= FIXED_INT_MULTIPLIER;
if (IS_ROSE_TATTOO) {
checkObject();
// For Rose Tattoo, we only do the further processing for Sherlock
if (this != &people[HOLMES])
return;
}
for (uint idx = 0; idx < scene._bgShapes.size() && !talk._talkToAbort; ++idx) {
Object &obj = scene._bgShapes[idx];
if (obj._aType <= PERSON || obj._type == INVALID || obj._type == HIDDEN)
continue;
if (obj._type == NO_SHAPE) {
objBounds = Common::Rect(obj._position.x, obj._position.y,
obj._position.x + obj._noShapeSize.x + 1, obj._position.y + obj._noShapeSize.y + 1);
} else {
int xp = obj._position.x + obj._imageFrame->_offset.x;
int yp = obj._position.y + obj._imageFrame->_offset.y;
objBounds = Common::Rect(xp, yp,
xp + obj._imageFrame->_frame.w + 1, yp + obj._imageFrame->_frame.h + 1);
}
if (objBounds.contains(pt)) {
if (objBounds.contains(spritePt)) {
// Current point is already inside the the bounds, so impact occurred
// on a previous call. So simply do nothing until we're clear of the box
switch (obj._aType) {
case TALK_MOVE:
if (_walkCount) {
// Holmes is moving
obj._type = HIDDEN;
obj.setFlagsAndToggles();
talk.talkTo(obj._use[0]._target);
}
break;
case PAL_CHANGE:
case PAL_CHANGE2:
if (_walkCount) {
int palStart = atoi(obj._use[0]._names[0].c_str()) * 3;
int palLength = atoi(obj._use[0]._names[1].c_str()) * 3;
int templ = atoi(obj._use[0]._names[2].c_str()) * 3;
if (templ == 0)
templ = 100;
// Ensure only valid palette change data found
if (palLength > 0) {
// Figure out how far into the shape Holmes is so that we
// can figure out what percentage of the original palette
// to set the current palette to
int palPercent = (pt.x - objBounds.left) * 100 / objBounds.width();
palPercent = palPercent * templ / 100;
if (obj._aType == PAL_CHANGE)
// Invert percentage
palPercent = 100 - palPercent;
for (int i = palStart; i < (palStart + palLength); ++i)
screen._sMap[i] = screen._cMap[i] * palPercent / 100;
events.pollEvents();
screen.setPalette(screen._sMap);
}
}
break;
case TALK:
case TALK_EVERY:
obj._type = HIDDEN;
obj.setFlagsAndToggles();
talk.talkTo(obj._use[0]._target);
break;
default:
break;
}
} else {
// New impact just occurred
switch (obj._aType) {
case BLANK_ZONE:
// A blank zone masks out all other remaining zones underneath it.
// If this zone is hit, exit the outer loop so we do not check anymore
return;
case SOLID:
case TALK:
// Stop walking
if (obj._aType == TALK) {
obj.setFlagsAndToggles();
talk.talkTo(obj._use[0]._target);
} else {
gotoStand();
}
break;
case TALK_EVERY:
if (obj._aType == TALK_EVERY) {
obj._type = HIDDEN;
obj.setFlagsAndToggles();
talk.talkTo(obj._use[0]._target);
} else {
gotoStand();
}
break;
case FLAG_SET:
obj.setFlagsAndToggles();
obj._type = HIDDEN;
break;
case WALK_AROUND:
if (objBounds.contains(people[HOLMES]._walkTo.front())) {
// Reached zone
gotoStand();
} else {
// Destination not within box, walk to best corner
Common::Point walkPos;
if (spritePt.x >= objBounds.left && spritePt.x < objBounds.right) {
// Impact occurred due to vertical movement. Determine whether to
// travel to the left or right side
if (_delta.x > 0)
// Go to right side
walkPos.x = objBounds.right + CLEAR_DIST_X;
else if (_delta.x < 0) {
// Go to left side
walkPos.x = objBounds.left - CLEAR_DIST_X;
} else {
// Going straight up or down. So choose best side
if (spritePt.x >= (objBounds.left + objBounds.width() / 2))
walkPos.x = objBounds.right + CLEAR_DIST_X;
else
walkPos.x = objBounds.left - CLEAR_DIST_X;
}
walkPos.y = (_delta.y >= 0) ? objBounds.top - CLEAR_DIST_Y :
objBounds.bottom + CLEAR_DIST_Y;
} else {
// Impact occurred due to horizontal movement
if (_delta.y > 0)
// Go to bottom of box
walkPos.y = objBounds.bottom + CLEAR_DIST_Y;
else if (_delta.y < 0)
// Go to top of box
walkPos.y = objBounds.top - CLEAR_DIST_Y;
else {
// Going straight horizontal, so choose best side
if (spritePt.y >= (objBounds.top + objBounds.height() / 2))
walkPos.y = objBounds.bottom + CLEAR_DIST_Y;
else
walkPos.y = objBounds.top - CLEAR_DIST_Y;
}
walkPos.x = (_delta.x >= 0) ? objBounds.left - CLEAR_DIST_X :
objBounds.right + CLEAR_DIST_X;
}
walkPos.x += people[HOLMES]._imageFrame->_frame.w / 2;
people[HOLMES]._walkDest = walkPos;
people[HOLMES]._walkTo.push(walkPos);
people[HOLMES].setWalking();
}
break;
case DELTA:
_position.x += 200;
break;
default:
break;
}
}
}
}
}
const Common::Rect Sprite::getOldBounds() const {
return Common::Rect(_oldPosition.x, _oldPosition.y, _oldPosition.x + _oldSize.x, _oldPosition.y + _oldSize.y);
}
/*----------------------------------------------------------------*/
void WalkSequence::load(Common::SeekableReadStream &s) {
char buffer[9];
s.read(buffer, 9);
_vgsName = Common::String(buffer);
_horizFlip = s.readByte() != 0;
_sequences.resize(s.readUint16LE());
s.skip(4); // Skip over pointer field of structure
s.read(&_sequences[0], _sequences.size());
}
/*----------------------------------------------------------------*/
WalkSequences &WalkSequences::operator=(const WalkSequences &src) {
resize(src.size());
for (uint idx = 0; idx < size(); ++idx) {
const WalkSequence &wSrc = src[idx];
WalkSequence &wDest = (*this)[idx];
wDest._horizFlip = wSrc._horizFlip;
wDest._sequences.resize(wSrc._sequences.size());
Common::copy(&wSrc._sequences[0], &wSrc._sequences[0] + wSrc._sequences.size(), &wDest._sequences[0]);
}
return *this;
}
/*----------------------------------------------------------------*/
ActionType::ActionType() {
_cAnimNum = _cAnimSpeed = 0;
_useFlag = 0;
}
void ActionType::load(Common::SeekableReadStream &s) {
char buffer[12];
_cAnimNum = s.readByte();
_cAnimSpeed = s.readByte();
if (_cAnimSpeed & 0x80)
_cAnimSpeed = -(_cAnimSpeed & 0x7f);
for (int idx = 0; idx < NAMES_COUNT; ++idx) {
s.read(buffer, 12);
_names[idx] = Common::String(buffer);
}
}
/*----------------------------------------------------------------*/
UseType::UseType(): ActionType() {
}
void UseType::load(Common::SeekableReadStream &s, bool isRoseTattoo) {
char buffer[12];
if (isRoseTattoo) {
s.read(buffer, 12);
_verb = Common::String(buffer);
}
ActionType::load(s);
_useFlag = s.readSint16LE();
if (!isRoseTattoo)
s.skip(6);
s.read(buffer, 12);
_target = Common::String(buffer);
}
void UseType::load3DO(Common::SeekableReadStream &s) {
char buffer[12];
_cAnimNum = s.readByte();
_cAnimSpeed = s.readByte();
if (_cAnimSpeed & 0x80)
_cAnimSpeed = -(_cAnimSpeed & 0x7f);
for (int idx = 0; idx < NAMES_COUNT; ++idx) {
s.read(buffer, 12);
_names[idx] = Common::String(buffer);
}
_useFlag = s.readSint16BE();
s.skip(6);
s.read(buffer, 12);
_target = Common::String(buffer);
}
void UseType::synchronize(Serializer &s) {
s.syncString(_verb);
s.syncAsSint16LE(_cAnimNum);
s.syncAsSint16LE(_cAnimSpeed);
s.syncAsSint16LE(_useFlag);
for (int idx = 0; idx < 4; ++idx)
s.syncString(_names[idx]);
s.syncString(_target);
}
/*----------------------------------------------------------------*/
Object::Object(): BaseObject() {
_sequenceOffset = 0;
_pickup = 0;
_defaultCommand = 0;
_pickupFlag = 0;
}
void Object::load(Common::SeekableReadStream &s, bool isRoseTattoo) {
char buffer[41];
s.read(buffer, 12);
_name = Common::String(buffer);
s.read(buffer, 41);
_description = Common::String(buffer);
_examine.clear();
_sequences = nullptr;
_images = nullptr;
_imageFrame = nullptr;
s.skip(4);
_sequenceOffset = s.readUint16LE();
s.seek(10, SEEK_CUR);
_walkCount = s.readByte();
_allow = s.readByte();
_frameNumber = s.readSint16LE();
_sequenceNumber = s.readSint16LE();
_position.x = s.readSint16LE();
_position.y = s.readSint16LE();
_delta.x = s.readSint16LE();
_delta.y = s.readSint16LE();
_type = (SpriteType)s.readUint16LE();
_oldPosition.x = s.readSint16LE();
_oldPosition.y = s.readSint16LE();
_oldSize.x = s.readUint16LE();
_oldSize.y = s.readUint16LE();
_goto.x = s.readSint16LE();
_goto.y = s.readSint16LE();
if (!isRoseTattoo) {
_goto.x = _goto.x * FIXED_INT_MULTIPLIER / 100;
_goto.y = _goto.y * FIXED_INT_MULTIPLIER / 100;
}
_pickup = isRoseTattoo ? 0 : s.readByte();
_defaultCommand = isRoseTattoo ? 0 : s.readByte();
_lookFlag = s.readSint16LE();
_pickupFlag = isRoseTattoo ? 0 : s.readSint16LE();
_requiredFlag[0] = s.readSint16LE();
_noShapeSize.x = s.readUint16LE();
_noShapeSize.y = s.readUint16LE();
_status = s.readUint16LE();
_misc = s.readByte();
_maxFrames = s.readUint16LE();
_flags = s.readByte();
if (!isRoseTattoo)
_aOpen.load(s);
_aType = (AType)s.readByte();
_lookFrames = s.readByte();
_seqCounter = s.readByte();
if (isRoseTattoo) {
_lookPosition.x = s.readUint16LE() * FIXED_INT_MULTIPLIER;
_lookPosition.y = s.readSint16LE() * FIXED_INT_MULTIPLIER;
} else {
_lookPosition.x = s.readUint16LE() * FIXED_INT_MULTIPLIER / 100;
_lookPosition.y = s.readByte() * FIXED_INT_MULTIPLIER;
}
_lookPosition._facing = s.readByte();
_lookcAnim = s.readByte();
if (!isRoseTattoo)
_aClose.load(s);
_seqStack = s.readByte();
_seqTo = s.readByte();
_descOffset = s.readUint16LE();
_seqCounter2 = s.readByte();
_seqSize = s.readUint16LE();
if (isRoseTattoo) {
for (int idx = 0; idx < 6; ++idx)
_use[idx].load(s, true);
// WORKAROUND: Fix German version using hatpin/pin in pillow in Pratt's loft
if (_use[1]._target == "Nadel" && _use[1]._verb == "Untersuche"
&& _use[2]._target == "Nadel" && _use[2]._verb == "Untersuche")
_use[1]._target = "Alte Nadel";
_quickDraw = s.readByte();
_scaleVal = s.readUint16LE();
_requiredFlag[1] = s.readSint16LE();
_gotoSeq = s.readByte();
_talkSeq = s.readByte();
_restoreSlot = s.readByte();
} else {
s.skip(1);
_aMove.load(s);
s.skip(8);
for (int idx = 0; idx < 4; ++idx)
_use[idx].load(s, false);
}
//warning("object %s, useAnim %d", _name.c_str(), _use[0]._cAnimNum);
}
void Object::load3DO(Common::SeekableReadStream &s) {
int32 streamStartPos = s.pos();
char buffer[41];
_examine.clear();
_sequences = nullptr;
_images = nullptr;
_imageFrame = nullptr;
// on 3DO all of this data is reordered!!!
// it seems that possibly the 3DO compiler reordered the global struct
// 3DO size for 1 object is 588 bytes
s.skip(4);
_sequenceOffset = s.readUint16LE(); // weird that this seems to be LE
s.seek(10, SEEK_CUR);
// Offset 16
_frameNumber = s.readSint16BE();
_sequenceNumber = s.readSint16BE();
_position.x = s.readSint16BE();
_position.y = s.readSint16BE();
_delta.x = s.readSint16BE();
_delta.y = s.readSint16BE();
_type = (SpriteType)s.readUint16BE();
_oldPosition.x = s.readSint16BE();
_oldPosition.y = s.readSint16BE();
_oldSize.x = s.readUint16BE();
_oldSize.y = s.readUint16BE();
_goto.x = s.readSint16BE();
_goto.y = s.readSint16BE();
_goto.x = _goto.x * FIXED_INT_MULTIPLIER / 100;
_goto.y = _goto.y * FIXED_INT_MULTIPLIER / 100;
// Offset 42
warning("pos %d", s.pos());
// Unverified
_lookFlag = s.readSint16BE();
_pickupFlag = s.readSint16BE();
_requiredFlag[0] = s.readSint16BE();
_noShapeSize.x = s.readUint16BE();
_noShapeSize.y = s.readUint16BE();
_status = s.readUint16BE();
// Unverified END
_maxFrames = s.readUint16BE();
// offset 56
_lookPosition.x = s.readUint16BE() * FIXED_INT_MULTIPLIER / 100;
// offset 58
_descOffset = s.readUint16BE();
_seqSize = s.readUint16BE();
s.skip(2); // boundary filler
// 288 bytes
for (int idx = 0; idx < 4; ++idx) {
_use[idx].load3DO(s);
s.skip(2); // Filler
}
// 158 bytes
_aOpen.load(s); // 2 + 12*4 bytes = 50 bytes
s.skip(2); // Boundary filler
_aClose.load(s);
s.skip(2); // Filler
_aMove.load(s);
s.skip(2); // Filler
// offset 508
// 3DO: name is at the end
s.read(buffer, 12);
_name = Common::String(buffer);
s.read(buffer, 41);
_description = Common::String(buffer);
// Unverified
_walkCount = s.readByte();
_allow = s.readByte();
_pickup = s.readByte();
_defaultCommand = s.readByte();
// Unverified END
// Probably those here?!?!
_misc = s.readByte();
_flags = s.readByte();
// Unverified
_aType = (AType)s.readByte();
_lookFrames = s.readByte();
_seqCounter = s.readByte();
// Unverified END
_lookPosition.y = s.readByte() * FIXED_INT_MULTIPLIER;
_lookPosition._facing = s.readByte();
// Unverified
_lookcAnim = s.readByte();
_seqStack = s.readByte();
_seqTo = s.readByte();
_seqCounter2 = s.readByte();
// Unverified END
s.skip(12); // Unknown
//warning("object %s, offset %d", _name.c_str(), streamPos);
//warning("object %s, lookPosX %d, lookPosY %d", _name.c_str(), _lookPosition.x, _lookPosition.y);
//warning("object %s, defCmd %d", _name.c_str(), _defaultCommand);
int32 dataSize = s.pos() - streamStartPos;
assert(dataSize == 588);
}
void Object::toggleHidden() {
if (_type != HIDDEN && _type != HIDE_SHAPE && _type != INVALID) {
if (_seqTo != 0)
_sequences[_frameNumber] = _seqTo + SEQ_TO_CODE + 128;
_seqTo = 0;
if (_images == nullptr || _images->size() == 0)
// No shape to erase, so flag as hidden
_type = HIDDEN;
else
// Otherwise, flag it to be hidden after it gets erased
_type = HIDE_SHAPE;
} else if (_type != INVALID) {
if (_seqTo != 0)
_sequences[_frameNumber] = _seqTo + SEQ_TO_CODE + 128;
_seqTo = 0;
_seqCounter = _seqCounter2 = 0;
_seqStack = 0;
_frameNumber = -1;
if (_images == nullptr || _images->size() == 0) {
_type = NO_SHAPE;
} else {
_type = ACTIVE_BG_SHAPE;
int idx = _sequences[0];
if (idx >= _maxFrames)
// Turn on: set up first frame
idx = 0;
_imageFrame = &(*_images)[idx];
}
}
}
void Object::setObjTalkSequence(int seq) {
Talk &talk = *_vm->_talk;
// See if we're supposed to restore the object's sequence from the talk sequence stack
if (seq == -1) {
if (_seqTo != 0)
_sequences[_frameNumber] = _seqTo;
talk.pullSequence(_restoreSlot);
return;
}
assert(_type != CHARACTER);
talk.pushSequenceEntry(this);
int talkSeqNum = seq;
// Find where the talk sequence data begins in the object
int idx = 0;
for (;;) {
// Get the Frame value
byte f = _sequences[idx++];
// See if we've found the beginning of a Talk Sequence
if ((f == TALK_SEQ_CODE && seq < 128) || (f == TALK_LISTEN_CODE && seq > 128)) {
--seq;
// See if we're at the correct Talk Sequence Number
if (!(seq & 127))
{
// Correct Sequence, Start Talking Here
if (_seqTo != 0)
_sequences[_frameNumber] = _seqTo;
_frameNumber = idx;
_seqTo = 0;
_seqStack = 0;
_seqCounter = 0;
_seqCounter2 = 0;
_talkSeq = talkSeqNum;
break;
}
} else {
// Move ahead any extra because of special control codes
switch (f) {
case 0: idx++; break;
case MOVE_CODE:
case TELEPORT_CODE: idx += 4; break;
case CALL_TALK_CODE: idx += 8; break;
case HIDE_CODE: idx += 2; break;
}
}
// See if we're out of sequence data
if (idx >= (int)_seqSize)
break;
}
}
void Object::setFlagsAndToggles() {
Scene &scene = *_vm->_scene;
Talk &talk = *_vm->_talk;
for (int useIdx = 0; useIdx < USE_COUNT; ++useIdx) {
if (_use[useIdx]._useFlag) {
if (!_vm->readFlags(_use[useIdx]._useFlag))
_vm->setFlags(_use[useIdx]._useFlag);
}
if (_use[useIdx]._cAnimSpeed) {
if (_use[useIdx]._cAnimNum == 0)
// 0 is really a 10
scene.startCAnim(9, _use[useIdx]._cAnimSpeed);
else
scene.startCAnim(_use[useIdx]._cAnimNum - 1, _use[useIdx]._cAnimSpeed);
}
if (!talk._talkToAbort) {
for (int idx = 0; idx < NAMES_COUNT; ++idx)
scene.toggleObject(_use[useIdx]._names[idx]);
}
}
}
void Object::adjustObject() {
if (_type == REMOVE)
return;
if (IS_ROSE_TATTOO && (_delta.x || _delta.y)) {
// The shape position is in pixels, and the delta is in fixed integer amounts
int t;
_noShapeSize.x += _delta.x;
t = _noShapeSize.x / (FIXED_INT_MULTIPLIER / 10);
_noShapeSize.x -= t * (FIXED_INT_MULTIPLIER / 10);
_position.x += t;
_noShapeSize.y += _delta.y;
t = _noShapeSize.y / (FIXED_INT_MULTIPLIER / 10);
_noShapeSize.y -= t * (FIXED_INT_MULTIPLIER / 10);
_position.y += t;
} else if (IS_SERRATED_SCALPEL) {
// The delta is in whole pixels, so simply adjust the position with it
_position += _delta;
}
if (_position.y > LOWER_LIMIT)
_position.y = LOWER_LIMIT;
if (_type != NO_SHAPE) {
int frame = _frameNumber;
if (frame == -1)
frame = 0;
int imgNum = _sequences[frame];
if (imgNum > _maxFrames || imgNum == 0)
imgNum = 1;
_imageFrame = &(*_images)[imgNum - 1];
}
}
int Object::pickUpObject(FixedTextActionId fixedTextActionId) {
FixedText &fixedText = *_vm->_fixedText;
Inventory &inv = *_vm->_inventory;
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
UserInterface &ui = *_vm->_ui;
int pickup = _pickup & 0x7f;
bool printed = false;
int numObjects = 0;
if (pickup == 99) {
for (int idx = 0; idx < NAMES_COUNT && !talk._talkToAbort; ++idx) {
if (checkNameForCodes(_use[0]._names[idx], kFixedTextAction_Invalid)) {
if (!talk._talkToAbort)
printed = true;
}
}
return 0;
}
if (!pickup || (pickup > 50 && pickup <= 80)) {
int message = _pickup;
if (message > 50)
message -= 50;
ui._infoFlag = true;
ui.clearInfo();
Common::String errorMessage = fixedText.getActionMessage(fixedTextActionId, message);
screen.print(Common::Point(0, INFO_LINE + 1), COL_INFO_FOREGROUND, "%s", errorMessage.c_str());
ui._menuCounter = 30;
} else {
// Pick it up
bool takeFlag = true;
if ((_pickup & 0x80) == 0) {
// Play an animation
if (pickup > 80) {
takeFlag = false; // Don't pick it up
scene.startCAnim(pickup - 81, 1);
if (_pickupFlag)
_vm->setFlags(_pickupFlag);
} else {
scene.startCAnim(pickup - 1, 1);
if (!talk._talkToAbort) {
// Erase the shape
_type = _type == NO_SHAPE ? INVALID : REMOVE;
}
}
if (talk._talkToAbort)
return 0;
} else {
// Play generic pickup sequence
// Original moved cursor position here
people[HOLMES].goAllTheWay();
ui._menuCounter = 25;
ui._temp1 = 1;
}
for (int idx = 0; idx < NAMES_COUNT && !talk._talkToAbort; ++idx) {
if (checkNameForCodes(_use[0]._names[idx], kFixedTextAction_Invalid)) {
if (!talk._talkToAbort)
printed = true;
}
}
if (talk._talkToAbort)
return 0;
// Add the item to the player's inventory
if (takeFlag)
numObjects = inv.putItemInInventory(*this);
if (!printed) {
ui._infoFlag = true;
ui.clearInfo();
Common::String itemName = _description;
// It's an item, make it lowercase
switch (_vm->getLanguage()) {
case Common::DE_DEU:
// don't do this for German version
break;
default:
// do it for English + Spanish version
itemName.setChar(tolower(itemName[0]), 0);
break;
}
screen.print(Common::Point(0, INFO_LINE + 1), COL_INFO_FOREGROUND, fixedText.getObjectPickedUpText(), itemName.c_str());
ui._menuCounter = 25;
}
}
return numObjects;
}
const Common::Rect Object::getNewBounds() const {
Point32 pt = _position;
if (_imageFrame)
pt += _imageFrame->_offset;
return Common::Rect(pt.x, pt.y, pt.x + frameWidth(), pt.y + frameHeight());
}
const Common::Rect Object::getNoShapeBounds() const {
return Common::Rect(_position.x, _position.y,
_position.x + _noShapeSize.x, _position.y + _noShapeSize.y);
}
const Common::Rect Object::getOldBounds() const {
return Common::Rect(_oldPosition.x, _oldPosition.y,
_oldPosition.x + _oldSize.x, _oldPosition.y + _oldSize.y);
}
/*----------------------------------------------------------------*/
void CAnim::load(Common::SeekableReadStream &s, bool isRoseTattoo, uint32 dataOffset) {
char buffer[12];
s.read(buffer, 12);
_name = Common::String(buffer);
if (isRoseTattoo) {
Common::fill(&_sequences[0], &_sequences[30], 0);
_dataSize = s.readUint32LE();
} else {
s.read(_sequences, 30);
}
_position.x = s.readSint16LE();
_position.y = s.readSint16LE();
if (isRoseTattoo) {
_flags = s.readByte();
_scaleVal = s.readSint16LE();
} else {
_dataSize = s.readUint32LE();
_type = (SpriteType)s.readUint16LE();
_flags = s.readByte();
}
_goto[0].x = s.readSint16LE();
_goto[0].y = s.readSint16LE();
_goto[0]._facing = s.readSint16LE();
ADJUST_COORD(_goto[0]);
if (isRoseTattoo) {
// Get Goto position and facing for second NPC
_goto[1].x = s.readSint16LE();
_goto[1].y = s.readSint16LE();
_goto[1]._facing = s.readSint16LE();
ADJUST_COORD(_goto[1]);
} else if (_goto[0].x != -1) {
// For Serrated Scalpel, adjust the loaded co-ordinates
_goto[0].x = _goto[0].x / 100;
_goto[0].y = _goto[0].y / 100;
}
_teleport[0].x = s.readSint16LE();
_teleport[0].y = s.readSint16LE();
_teleport[0]._facing = s.readSint16LE();
ADJUST_COORD(_teleport[0]);
if (isRoseTattoo) {
// Get Teleport position and facing for second NPC
_teleport[1].x = s.readSint16LE();
_teleport[1].y = s.readSint16LE();
_teleport[1]._facing = s.readSint16LE();
ADJUST_COORD(_teleport[1]);
} else if (_teleport[0].x != -1) {
// For Serrated Scalpel, adjust the loaded co-ordinates
_teleport[0].x = _teleport[0].x / 100;
_teleport[0].y = _teleport[0].y / 100;
}
// Save offset of data, which is actually inside another table inside the room data file
// This table is at offset 44 for Serrated Scalpel
// TODO: find it for the other game
_dataOffset = dataOffset;
}
void CAnim::load3DO(Common::SeekableReadStream &s, uint32 dataOffset) {
// this got reordered on 3DO
// maybe it was the 3DO compiler
_dataSize = s.readUint32BE();
// Save offset of data, which is inside another table inside the room data file
_dataOffset = dataOffset;
_position.x = s.readSint16BE();
_position.y = s.readSint16BE();
_type = (SpriteType)s.readUint16BE();
_goto[0].x = s.readSint16BE();
_goto[0].y = s.readSint16BE();
_goto[0]._facing = s.readSint16BE();
_teleport[0].x = s.readSint16BE();
_teleport[0].y = s.readSint16BE();
_teleport[0]._facing = s.readSint16BE();
char buffer[12];
s.read(buffer, 12);
_name = Common::String(buffer);
s.read(_sequences, 30);
_flags = s.readByte();
s.skip(3); // Filler
_goto[0].x = _goto[0].x * FIXED_INT_MULTIPLIER / 100;
_goto[0].y = _goto[0].y * FIXED_INT_MULTIPLIER / 100;
_teleport[0].x = _teleport[0].x * FIXED_INT_MULTIPLIER / 100;
_teleport[0].y = _teleport[0].y * FIXED_INT_MULTIPLIER / 100;
}
/*----------------------------------------------------------------*/
SceneImage::SceneImage() {
_images = nullptr;
_maxFrames = 0;
_filesize = 0;
}
} // End of namespace Sherlock