scummvm/engines/scumm/object.cpp

2032 lines
54 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 "scumm/actor.h"
#include "scumm/bomp.h"
#include "scumm/he/intern_he.h"
#include "scumm/object.h"
#include "scumm/resource.h"
#include "scumm/scumm_v0.h"
#include "scumm/scumm_v8.h"
#include "scumm/usage_bits.h"
#include "scumm/util.h"
namespace Scumm {
void ScummEngine::addObjectToInventory(uint obj, uint room) {
int idx, slot;
uint32 size;
const byte *ptr;
byte *dst;
FindObjectInRoom foir;
debug(1, "Adding object %d from room %d into inventory", obj, room);
if (whereIsObject(obj) == WIO_FLOBJECT) {
idx = getObjectIndex(obj);
assert(idx >= 0);
ptr = getResourceAddress(rtFlObject, _objs[idx].fl_object_index) + 8;
assert(ptr);
size = READ_BE_UINT32(ptr + 4);
} else {
findObjectInRoom(&foir, foCodeHeader, obj, room);
if (_game.features & GF_OLD_BUNDLE)
size = READ_LE_UINT16(foir.obcd);
else if (_game.features & GF_SMALL_HEADER)
size = READ_LE_UINT32(foir.obcd);
else
size = READ_BE_UINT32(foir.obcd + 4);
ptr = foir.obcd;
}
slot = getInventorySlot();
_inventory[slot] = obj;
dst = _res->createResource(rtInventory, slot, size);
assert(dst);
memcpy(dst, ptr, size);
}
int ScummEngine::getInventorySlot() {
int i;
for (i = 0; i < _numInventory; i++) {
if (_inventory[i] == 0)
return i;
}
error("Inventory full, %d max items", _numInventory);
return -1;
}
int ScummEngine::findInventory(int owner, int idx) {
int count = 1, i, obj;
for (i = 0; i < _numInventory; i++) {
obj = _inventory[i];
if (obj && getOwner(obj) == owner && count++ == idx)
return obj;
}
return 0;
}
int ScummEngine::getInventoryCount(int owner) {
int i, obj;
int count = 0;
for (i = 0; i < _numInventory; i++) {
obj = _inventory[i];
if (obj && getOwner(obj) == owner)
count++;
}
return count;
}
void ScummEngine::setOwnerOf(int obj, int owner) {
ScriptSlot *ss;
// In Sam & Max this is necessary, or you won't get your stuff back
// from the Lost and Found tent after riding the Cone of Tragedy. But
// it probably applies to all V6+ games. See bugs #52 and #1507.
// FT disassembly is checked, behavior is correct. [sev]
int arg = (_game.version >= 6) ? obj : 0;
// WORKAROUND for bug #3657: Game crash when finishing Indy3 demo.
// Script 94 tries to empty the inventory but does so in a bogus way.
// This causes it to try to remove object 0 from the inventory.
if (_game.id == GID_PASS && obj == 0 && vm.slot[_currentScript].number == 94)
return;
// WORKAROUND for bug #6802: assert() was triggered in freddi2.
// Bug is in room 39. Problem is script 10, in the localvar2==78 case;
// this only sets the obj id if var198 is non-zero, but in the asserting
// case, it is obj 0. That means two setOwnerOf calls are made with obj 0.
// The correct setOwnerOf calls are made afterwards, so just ignoring this
// seems to work just fine.
if (_game.id == GID_HEGAME && obj == 0 && _currentRoom == 39 && vm.slot[_currentScript].number == 10)
return;
assert(obj > 0);
if (owner == 0) {
clearOwnerOf(obj);
// FIXME: See bug #2771 and many others. Essentially, the following
// code, while matching disasm of various versions of the SCUMM engine,
// is total bullocks, and leads to odd crashes due to out-of-bounds
// array (read) access. Three "famous" crashes were caused by this:
// Monkey Island 1: Using meat with flower
// FOA: Using ribcage with another item
// DOTT: Using stamp with contract
//
// The bad code:
// if (ss->where == WIO_INVENTORY && _inventory[ss->number] == obj) {
// That check makes no sense at all: _inventory only contains 80 items,
// which are in the order the player picked up items. We can only
// guess that the SCUMM coders meant to write
// if (ss->where == WIO_INVENTORY && ss->number == obj) {
// which would ensure that an object script that nukes itself gets
// stopped. Alas, we can't just make that change, since it could
// lead to new regressions.
// Another fix would be to completely remove this check, which should
// not cause much problems, since it'll only succeed by pure chance.
//
// For now we follow a more defensive route: We perform the check
// if ss->number is small enough.
ss = &vm.slot[_currentScript];
if (ss->where == WIO_INVENTORY) {
if (ss->number < _numInventory && _inventory[ss->number] == obj) {
error("Odd setOwnerOf case #1: Please report to Fingolfin where you encountered this");
putOwner(obj, 0);
runInventoryScript(arg);
stopObjectCode();
return;
}
if (ss->number == obj)
error("Odd setOwnerOf case #2: Please report to Fingolfin where you encountered this");
}
}
putOwner(obj, owner);
runInventoryScript(arg);
}
void ScummEngine::clearOwnerOf(int obj) {
int i;
// Stop the associated object script code (else crashes might occurs)
stopObjectScript(obj);
// If the object is "owned" by the current room, we scan the
// object list and (only if it's a floating object) nuke it.
if (getOwner(obj) == OF_OWNER_ROOM) {
for (i = 0; i < _numLocalObjects; i++) {
if (_objs[i].obj_nr == obj && _objs[i].fl_object_index) {
// Removing an flObject from a room means we can nuke it
_res->nukeResource(rtFlObject, _objs[i].fl_object_index);
_objs[i].obj_nr = 0;
_objs[i].fl_object_index = 0;
}
}
} else {
// Alternatively, scan the inventory to see if the object is in there...
for (i = 0; i < _numInventory; i++) {
if (_inventory[i] == obj) {
assert(WIO_INVENTORY == whereIsObject(obj));
// Found the object! Nuke it from the inventory.
_res->nukeResource(rtInventory, i);
_inventory[i] = 0;
// Verified from INDY3 disasm, the gaps were not being filled up before v4...
if (_game.version >= 4) {
// Now fill up the gap removing the object from the inventory created.
for (i = 0; i < _numInventory - 1; i++) {
if (!_inventory[i] && _inventory[i + 1]) {
_inventory[i] = _inventory[i + 1];
_inventory[i + 1] = 0;
// FIXME FIXME FIXME: This is incomplete, as we do not touch flags, status... BUG
_res->_types[rtInventory][i]._address = _res->_types[rtInventory][i + 1]._address;
_res->_types[rtInventory][i]._size = _res->_types[rtInventory][i + 1]._size;
_res->_types[rtInventory][i + 1]._address = nullptr;
_res->_types[rtInventory][i + 1]._size = 0;
}
}
}
break;
}
}
}
}
bool ScummEngine::getClass(int obj, int cls) const {
if (_game.version == 0)
return false;
assertRange(0, obj, _numGlobalObjects - 1, "object");
cls &= 0x7F;
assertRange(1, cls, 32, "class");
if (_game.features & GF_SMALL_HEADER) {
// Translate the new (V5) object classes to the old classes
// (for those which differ).
switch (cls) {
case kObjectClassUntouchable:
cls = 24;
break;
case kObjectClassPlayer:
cls = 23;
break;
case kObjectClassXFlip:
cls = 19;
break;
case kObjectClassYFlip:
cls = 18;
break;
default:
break;
}
}
return (_classData[obj] & (1 << (cls - 1))) != 0;
}
void ScummEngine::putClass(int obj, int cls, bool set) {
if (_game.version == 0)
return;
assertRange(0, obj, _numGlobalObjects - 1, "object");
cls &= 0x7F;
assertRange(1, cls, 32, "class");
if (_game.features & GF_SMALL_HEADER) {
// Translate the new (V5) object classes to the old classes
// (for those which differ).
switch (cls) {
case kObjectClassUntouchable:
cls = 24;
break;
case kObjectClassPlayer:
cls = 23;
break;
case kObjectClassXFlip:
cls = 19;
break;
case kObjectClassYFlip:
cls = 18;
break;
default:
break;
}
}
if (set)
_classData[obj] |= (1 << (cls - 1));
else
_classData[obj] &= ~(1 << (cls - 1));
if (_game.version <= 4 && obj >= 1 && obj < _numActors) {
_actors[obj]->classChanged(cls, set);
}
}
int ScummEngine::getOwner(int obj) const {
assertRange(0, obj, _numGlobalObjects - 1, "object");
return _objectOwnerTable[obj];
}
void ScummEngine::putOwner(int obj, int owner) {
assertRange(0, obj, _numGlobalObjects - 1, "object");
assertRange(0, owner, 0xFF, "owner");
_objectOwnerTable[obj] = owner;
}
int ScummEngine::getState(int obj) {
assertRange(0, obj, _numGlobalObjects - 1, "object");
if (!_copyProtection) {
// I knew LucasArts sold cracked copies of the original Maniac Mansion,
// at least as part of Day of the Tentacle. Apparently they also sold
// cracked versions of the enhanced version. At least in Germany.
//
// This will keep the security door open at all times. I can only
// assume that 182 and 193 each correspond to one particular side of
// it. Fortunately this does not prevent frustrated players from
// blowing up the mansion, should they feel the urge to.
if (_game.id == GID_MANIAC && _game.version != 0 && _game.platform != Common::kPlatformNES && (obj == 182 || obj == 193))
_objectStateTable[obj] |= kObjectState_08;
}
return _objectStateTable[obj];
}
void ScummEngine::putState(int obj, int state) {
assertRange(0, obj, _numGlobalObjects - 1, "object");
assertRange(0, state, 0xFF, "state");
_objectStateTable[obj] = state;
}
int ScummEngine::getObjectRoom(int obj) const {
assertRange(0, obj, _numGlobalObjects - 1, "object");
return _objectRoomTable[obj];
}
int ScummEngine::getObjectIndex(int object) const {
int i;
if (object < 1)
return -1;
for (i = (_numLocalObjects-1); i > 0; i--) {
if (_objs[i].obj_nr == object)
return i;
}
return -1;
}
int ScummEngine::whereIsObject(int object) const {
int i;
// Note: in MM v0 bg objects are greater _numGlobalObjects
if (_game.version != 0 && object >= _numGlobalObjects)
return WIO_NOT_FOUND;
if (object < 1)
return WIO_NOT_FOUND;
if ((_game.version != 0 || OBJECT_V0_TYPE(object) == 0) &&
_objectOwnerTable[object] != OF_OWNER_ROOM)
{
for (i = 0; i < _numInventory; i++)
if (_inventory[i] == object)
return WIO_INVENTORY;
return WIO_NOT_FOUND;
}
for (i = (_numLocalObjects-1); i > 0; i--) {
if (_objs[i].obj_nr == object) {
if (_objs[i].fl_object_index)
return WIO_FLOBJECT;
return WIO_ROOM;
}
}
return WIO_NOT_FOUND;
}
int ScummEngine::getObjectOrActorWidth(int object, int &width) {
Actor *act;
if (objIsActor(object)) {
act = derefActorSafe(objToActor(object), "getObjectOrActorWidth");
if (act && act->isInCurrentRoom()) {
width = act->_width;
return 0;
} else
return -1;
}
switch (whereIsObject(object)) {
case WIO_NOT_FOUND:
return -1;
case WIO_INVENTORY:
if (objIsActor(_objectOwnerTable[object])) {
act = derefActor(_objectOwnerTable[object], "getObjectOrActorWidth(2)");
if (act && act->isInCurrentRoom()) {
width = act->_width;
return 0;
}
}
return -1;
default:
break;
}
getObjectWidth(object, width);
return 0;
}
int ScummEngine::getObjectOrActorXY(int object, int &x, int &y) {
Actor *act;
if (objIsActor(object)) {
act = derefActorSafe(objToActor(object), "getObjectOrActorXY");
if (act && act->isInCurrentRoom()) {
x = act->getRealPos().x;
y = act->getRealPos().y;
return 0;
} else
return -1;
}
switch (whereIsObject(object)) {
case WIO_NOT_FOUND:
return -1;
case WIO_INVENTORY:
if (objIsActor(_objectOwnerTable[object])) {
act = derefActor(_objectOwnerTable[object], "getObjectOrActorXY(2)");
if (act && act->isInCurrentRoom()) {
x = act->getRealPos().x;
y = act->getRealPos().y;
return 0;
}
}
return -1;
default:
break;
}
getObjectXYPos(object, x, y);
return 0;
}
/**
* Return the position of an object.
* Returns X, Y and direction in angles
*/
void ScummEngine::getObjectXYPos(int object, int &x, int &y, int &dir, int &width) {
int idx = getObjectIndex(object);
assert(idx >= 0);
ObjectData &od = _objs[idx];
int state;
const byte *ptr;
const ImageHeader *imhd;
if (_game.version >= 6) {
state = getState(object) - 1;
if (state < 0)
state = 0;
ptr = getOBIMFromObjectData(od);
if (!ptr) {
// FIXME: We used to assert here, but it seems that in the nexus
// in The Dig, this can happen, at least with old savegames, and
// it's safe to continue...
debug(0, "getObjectXYPos: Can't find object %d", object);
return;
}
imhd = (const ImageHeader *)findResourceData(MKTAG('I','M','H','D'), ptr);
assert(imhd);
if (_game.version == 8) {
switch (FROM_LE_32(imhd->v8.version)) {
case 800:
x = od.x_pos + (int32)READ_LE_UINT32((const byte *)imhd + 8 * state + 0x44);
y = od.y_pos + (int32)READ_LE_UINT32((const byte *)imhd + 8 * state + 0x48);
break;
case 801:
x = od.x_pos + (int32)READ_LE_UINT32(&imhd->v8.hotspot[state].x);
y = od.y_pos + (int32)READ_LE_UINT32(&imhd->v8.hotspot[state].y);
break;
default:
error("Unsupported image header version %d", FROM_LE_32(imhd->v8.version));
}
} else if (_game.version == 7) {
x = od.x_pos + (int16)READ_LE_UINT16(&imhd->v7.hotspot[state].x);
y = od.y_pos + (int16)READ_LE_UINT16(&imhd->v7.hotspot[state].y);
} else {
x = od.x_pos + (int16)READ_LE_UINT16(&imhd->old.hotspot[state].x);
y = od.y_pos + (int16)READ_LE_UINT16(&imhd->old.hotspot[state].y);
}
} else if (_game.version <= 2) {
x = od.walk_x;
y = od.walk_y;
// Adjust x, y when no actor direction is set, but only perform this
// adjustment for V0 games (e.g. MM C64), otherwise certain scenes in
// newer games are affected as well (e.g. the interior of the Shuttle
// Bus scene in Zak V2, where no actor is present). Refer to bug #6034.
if (!od.actordir && _game.version == 0) {
x = od.x_pos + od.width / 2;
y = od.y_pos + od.height / 2;
}
x = x >> V12_X_SHIFT;
y = y >> V12_Y_SHIFT;
} else {
x = od.walk_x;
y = od.walk_y;
}
if (_game.version == 8)
dir = fromSimpleDir(1, od.actordir);
else
dir = oldDirToNewDir(od.actordir & 3);
}
int ScummEngine::getDist(int x, int y, int x2, int y2) {
int a = ABS(y - y2);
int b = ABS(x - x2);
return MAX(a, b);
}
int ScummEngine::getObjActToObjActDist(int a, int b) {
int x, y, x2, y2;
Actor *acta = nullptr;
Actor *actb = nullptr;
if (objIsActor(a))
acta = derefActorSafe(objToActor(a), "getObjActToObjActDist");
if (objIsActor(b))
actb = derefActorSafe(objToActor(b), "getObjActToObjActDist(2)");
if (acta && actb && acta->getRoom() == actb->getRoom() && acta->getRoom() && !acta->isInCurrentRoom())
return 0;
if (getObjectOrActorXY(a, x, y) == -1)
return 0xFF;
if (getObjectOrActorXY(b, x2, y2) == -1)
return 0xFF;
// Perform adjustXYToBeInBox() *only* if the first item is an
// actor and the second is an object. This used to not check
// whether the second item is a non-actor, which caused bug
// #1320).
if (acta && !actb) {
AdjustBoxResult r = acta->adjustXYToBeInBox(x2, y2);
x2 = r.x;
y2 = r.y;
}
// Now compute the distance between the two points
return getDist(x, y, x2, y2);
}
int ScummEngine::findObject(int x, int y) {
int i, b;
byte a;
const int mask = (_game.version <= 2) ? kObjectState_08 : 0xF;
for (i = 1; i < _numLocalObjects; i++) {
if ((_objs[i].obj_nr < 1) || getClass(_objs[i].obj_nr, kObjectClassUntouchable))
continue;
if ((_game.version == 0 && OBJECT_V0_TYPE(_objs[i].obj_nr) == kObjectV0TypeFG) ||
(_game.version > 0 && _game.version <= 2)) {
if (_objs[i].state & kObjectStateUntouchable)
continue;
}
b = i;
do {
a = _objs[b].parentstate;
b = _objs[b].parent;
if (b == 0) {
#ifdef ENABLE_HE
if (_game.heversion >= 71) {
if (((ScummEngine_v71he *)this)->_wiz->polygonHit(_objs[i].obj_nr, x, y))
return _objs[i].obj_nr;
}
#endif
if (_game.id == GID_CMI || _game.id == GID_DIG) {
if (_objs[i].x_pos <= x && _objs[i].width + _objs[i].x_pos >= x &&
_objs[i].y_pos <= y && _objs[i].height + _objs[i].y_pos >= y)
return _objs[i].obj_nr;
} else {
if (_objs[i].x_pos <= x && _objs[i].width + _objs[i].x_pos > x &&
_objs[i].y_pos <= y && _objs[i].height + _objs[i].y_pos > y)
return _objs[i].obj_nr;
}
break;
}
} while ((_objs[b].state & mask) == a);
}
return 0;
}
void ScummEngine::drawRoomObject(int i, int arg) {
ObjectData *od;
byte a;
const int mask = (_game.version <= 2) ? kObjectState_08 : 0xF;
od = &_objs[i];
if ((i < 1) || (od->obj_nr < 1) || !od->state)
return;
do {
a = od->parentstate;
if (!od->parent) {
if (_game.version <= 6 || od->fl_object_index == 0)
drawObject(i, arg);
break;
}
od = &_objs[od->parent];
} while ((od->state & mask) == a);
}
void ScummEngine::drawRoomObjects(int arg) {
int i;
const int mask = (_game.version <= 2) ? kObjectState_08 : 0xF;
if (_game.heversion >= 60) {
// In HE games, normal objects are drawn, followed by FlObjects.
for (i = (_numLocalObjects-1); i > 0; i--) {
if (_objs[i].obj_nr > 0 && (_objs[i].state & mask) && _objs[i].fl_object_index == 0)
drawRoomObject(i, arg);
}
for (i = (_numLocalObjects-1); i > 0; i--) {
if (_objs[i].obj_nr > 0 && (_objs[i].state & mask) && _objs[i].fl_object_index != 0)
drawRoomObject(i, arg);
}
} else if (_game.id == GID_SAMNMAX) {
// In Sam & Max, objects are drawn in reverse order.
for (i = 1; i < _numLocalObjects; i++)
if (_objs[i].obj_nr > 0)
drawRoomObject(i, arg);
} else {
for (i = (_numLocalObjects-1); i > 0; i--)
if (_objs[i].obj_nr > 0 && (_objs[i].state & mask)) {
drawRoomObject(i, arg);
}
}
}
void ScummEngine::drawObject(int obj, int arg) {
if (_skipDrawObject)
return;
ObjectData &od = _objs[obj];
int height, width;
const byte *ptr;
int x, a, numstrip;
int tmp;
if (_bgNeedsRedraw)
arg = 0;
if (od.obj_nr == 0)
return;
assertRange(0, od.obj_nr, _numGlobalObjects - 1, "object");
const int xpos = od.x_pos / 8;
const int ypos = od.y_pos;
// In most cases we want to mask out the last three bits, though it is
// possible that this has already been done by resetRoomObject(). In
// later versions we need to keep those bits intact. See bug #13419 for
// an example of where this is important.
if (_game.version < 7)
od.height &= 0xFFFFFFF8;
width = od.width / 8;
height = od.height;
// Short circuit for objects which aren't visible at all.
if (width == 0 || xpos > _screenEndStrip || xpos + width < _screenStartStrip)
return;
// For objects without image in Apple II & Commodore 64 versions of Maniac Mansion
if (_game.version == 0 && od.OBIMoffset == 0)
return;
ptr = getObjectImage(getOBIMFromObjectData(od), getState(od.obj_nr));
if (!ptr)
return;
x = 0xFFFF;
for (a = numstrip = 0; a < width; a++) {
tmp = xpos + a;
if (tmp < _screenStartStrip || _screenEndStrip < tmp)
continue;
if (arg > 0 && _screenStartStrip + arg <= tmp)
continue;
if (arg < 0 && tmp <= _screenEndStrip + arg)
continue;
setGfxUsageBit(tmp, USAGE_BIT_DIRTY);
if (tmp < x)
x = tmp;
numstrip++;
}
byte *patchedBmpPtr = nullptr;
// WORKAROUND bug #3208: in all 256-color versions of Indy3, the tapestry
// in one of the first rooms of Castle Brunwald has a strange vertical
// line at the bottom of its first 'strip' (purple in the DOS version,
// blue on the FM-TOWNS). We can't include the whole redrawn resource for
// copyright reasons, so we just patch the impacted bytes from a fixed OI
// (made with BMRP.EXE).
if (_game.id == GID_INDY3 && (_game.features & GF_OLD256) && _currentRoom == 135
&& od.obj_nr == 324 && numstrip == od.width / 8 && enhancementEnabled(kEnhVisualChanges)) {
// Extra safety: make sure that the OI has the expected length. Indy3
// should always be GF_SMALL_HEADER, but that's implicit, so do an
// explicit check, since we're doing some low-level byte tricks.
const uint32 origOILen = 6184, firstPartLen = 123, droppedPartLen = 3, patchLen = 8;
const int nextObjIdx = getObjectIndex(od.obj_nr + 1);
if ((_game.features & GF_SMALL_HEADER) && nextObjIdx != -1 &&
_objs[nextObjIdx].OBIMoffset - od.OBIMoffset == origOILen && READ_LE_UINT32(ptr) == 6146) {
// Copy the original (compressed) OI and patch the faulty content
patchedBmpPtr = new byte[origOILen - 8 + patchLen - droppedPartLen];
memcpy(patchedBmpPtr, ptr, firstPartLen);
memcpy(patchedBmpPtr + firstPartLen, "\x08\xAF\xE0\xC7\x47\xB8\xF1\x11", patchLen);
memcpy(patchedBmpPtr + firstPartLen + patchLen, ptr + (firstPartLen + droppedPartLen),
origOILen - 8 - (firstPartLen + droppedPartLen));
// Adjust the offsets for the new OI size
WRITE_LE_UINT32(patchedBmpPtr, READ_LE_UINT32(patchedBmpPtr) + (patchLen - droppedPartLen));
for (int i = 2; i <= od.width / 8; i++)
WRITE_LE_UINT32(patchedBmpPtr + i * 4, READ_LE_UINT32(patchedBmpPtr + i * 4) + (patchLen - droppedPartLen));
ptr = patchedBmpPtr;
}
}
if (numstrip != 0) {
byte flags = od.flags | Gdi::dbObjectMode;
// Sam & Max needs this to fix object-layering problems with
// the inventory and conversation icons.
if ((_game.id == GID_SAMNMAX && getClass(od.obj_nr, kObjectClassIgnoreBoxes)) ||
(_game.id == GID_FT && getClass(od.obj_nr, kObjectClassPlayer)))
flags |= Gdi::dbDrawMaskOnAll;
#ifdef ENABLE_HE
if (_game.heversion >= 70 && findResource(MKTAG('S','M','A','P'), ptr) == NULL)
_gdi->drawBMAPObject(ptr, &_virtscr[kMainVirtScreen], obj, od.x_pos, od.y_pos, od.width, od.height);
else
#endif
_gdi->drawBitmap(ptr, &_virtscr[kMainVirtScreen], x, ypos, width * 8, height, x - xpos, numstrip, flags);
}
if (patchedBmpPtr)
delete[] patchedBmpPtr;
}
void ScummEngine::clearRoomObjects() {
int i;
if (_game.features & GF_SMALL_HEADER) {
for (i = 0; i < _numLocalObjects; i++) {
_objs[i].obj_nr = 0;
}
} else {
for (i = 0; i < _numLocalObjects; i++) {
if (_objs[i].obj_nr < 1) // Optimise codepath
continue;
// Nuke all non-flObjects (flObjects are nuked in script.cpp)
if (_objs[i].fl_object_index == 0) {
_objs[i].obj_nr = 0;
} else {
// Nuke all unlocked flObjects
if (!_res->isLocked(rtFlObject, _objs[i].fl_object_index)) {
_res->nukeResource(rtFlObject, _objs[i].fl_object_index);
_objs[i].obj_nr = 0;
_objs[i].fl_object_index = 0;
}
}
}
}
}
void ScummEngine_v70he::resetRoomObjects() {
ScummEngine_v60he::resetRoomObjects();
restoreFlObjects();
}
void ScummEngine_v70he::clearRoomObjects() {
_numStoredFlObjects = 0;
for (int i = 0; i < _numLocalObjects; i++) {
if (_objs[i].obj_nr < 1) // Optimise codepath
continue;
if (_objs[i].fl_object_index != 0) {
if (!_res->isLocked(rtFlObject, _objs[i].fl_object_index)) {
_res->nukeResource(rtFlObject, _objs[i].fl_object_index);
} else {
storeFlObject(i);
}
}
_objs[i].fl_object_index = 0;
_objs[i].obj_nr = 0;
}
if (_currentRoom == 0)
restoreFlObjects();
}
void ScummEngine_v70he::storeFlObject(int slot) {
memcpy(&_storedFlObjects[_numStoredFlObjects], &_objs[slot], sizeof(_objs[slot]));
_numStoredFlObjects++;
if (_numStoredFlObjects > 100)
error("Too many flobjects saved on room transition");
}
void ScummEngine_v70he::restoreFlObjects() {
int i, slot;
for (i = 0; i < _numStoredFlObjects; i++) {
slot = findLocalObjectSlot();
memcpy(&_objs[slot], &_storedFlObjects[i], sizeof(_objs[slot]));
}
_numStoredFlObjects = 0;
}
void ScummEngine::resetRoomObjects() {
int i, j;
ObjectData *od;
const byte *ptr;
uint16 obim_id;
const byte *room, *searchptr, *rootptr;
const CodeHeader *cdhd;
room = getResourceAddress(rtRoom, _roomResource);
assert(room);
if (_numObjectsInRoom == 0)
return;
if (_numObjectsInRoom > _numLocalObjects)
error("More than %d objects in room %d", _numLocalObjects, _roomResource);
if (_game.version == 8)
searchptr = rootptr = getResourceAddress(rtRoomScripts, _roomResource);
else
searchptr = rootptr = room;
assert(searchptr);
// Load in new room objects
ResourceIterator obcds(searchptr, false);
for (i = 0; i < _numObjectsInRoom; i++) {
od = &_objs[findLocalObjectSlot()];
ptr = obcds.findNext(MKTAG('O','B','C','D'));
if (ptr == nullptr)
error("Room %d missing object code block(s)", _roomResource);
od->OBCDoffset = ptr - rootptr;
cdhd = (const CodeHeader *)findResourceData(MKTAG('C','D','H','D'), ptr);
if (_game.version >= 7)
od->obj_nr = READ_LE_UINT16(&(cdhd->v7.obj_id));
else if (_game.version == 6)
od->obj_nr = READ_LE_UINT16(&(cdhd->v6.obj_id));
else
od->obj_nr = READ_LE_UINT16(&(cdhd->v5.obj_id));
if (_dumpScripts) {
char buf[32];
Common::sprintf_s(buf, "roomobj-%d-", _roomResource);
ptr = findResource(MKTAG('V','E','R','B'), ptr);
dumpResource(buf, od->obj_nr, ptr);
}
}
searchptr = room;
ResourceIterator obims(room, false);
for (i = 0; i < _numObjectsInRoom; i++) {
ptr = obims.findNext(MKTAG('O','B','I','M'));
if (ptr == nullptr)
error("Room %d missing image blocks(s)", _roomResource);
obim_id = getObjectIdFromOBIM(ptr);
for (j = 1; j < _numLocalObjects; j++) {
if (_objs[j].obj_nr == obim_id)
_objs[j].OBIMoffset = ptr - room;
}
}
for (i = 1; i < _numLocalObjects; i++) {
if (_objs[i].obj_nr && !_objs[i].fl_object_index)
resetRoomObject(&_objs[i], room);
}
}
void ScummEngine_v3old::resetRoomObjects() {
int i;
ObjectData *od;
const byte *room, *ptr;
room = getResourceAddress(rtRoom, _roomResource);
assert(room);
if (_numObjectsInRoom == 0)
return;
if (_numObjectsInRoom > _numLocalObjects)
error("More than %d objects in room %d", _numLocalObjects, _roomResource);
if (_game.version <= 2)
ptr = room + 28;
else
ptr = room + 29;
// Default pointer of objects without image, in v0 version of Maniac Mansion
int defaultPtr = READ_LE_UINT16(ptr + 2 * _numObjectsInRoom);
for (i = 0; i < _numObjectsInRoom; i++) {
od = &_objs[findLocalObjectSlot()];
if (_game.version == 0 && READ_LE_UINT16(ptr) == defaultPtr)
od->OBIMoffset = 0;
else
od->OBIMoffset = READ_LE_UINT16(ptr);
od->OBCDoffset = READ_LE_UINT16(ptr + 2 * _numObjectsInRoom);
resetRoomObject(od, room);
ptr += 2;
if (_dumpScripts) {
char buf[32];
Common::sprintf_s(buf, "roomobj-%d-", _roomResource);
dumpResource(buf, od->obj_nr, room + od->OBCDoffset);
}
}
}
void ScummEngine_v4::resetRoomObjects() {
int i, j;
ObjectData *od;
const byte *ptr;
uint16 obim_id;
const byte *room;
room = getResourceAddress(rtRoom, _roomResource);
assert(room);
if (_numObjectsInRoom == 0)
return;
if (_numObjectsInRoom > _numLocalObjects)
error("More than %d objects in room %d", _numLocalObjects, _roomResource);
ResourceIterator obcds(room, true);
for (i = 0; i < _numObjectsInRoom; i++) {
od = &_objs[findLocalObjectSlot()];
ptr = obcds.findNext(MKTAG('O','B','C','D'));
if (ptr == nullptr)
error("Room %d missing object code block(s)", _roomResource);
od->OBCDoffset = ptr - room;
od->obj_nr = READ_LE_UINT16(ptr + 6);
if (_dumpScripts) {
char buf[32];
Common::sprintf_s(buf, "roomobj-%d-", _roomResource);
dumpResource(buf, od->obj_nr, ptr);
}
}
ResourceIterator obims(room, true);
for (i = 0; i < _numObjectsInRoom; i++) {
// In the PC Engine version of Loom, there aren't image blocks
// for all objects.
ptr = obims.findNext(MKTAG('O','B','I','M'));
if (ptr == nullptr)
break;
obim_id = READ_LE_UINT16(ptr + 6);
for (j = 1; j < _numLocalObjects; j++) {
if (_objs[j].obj_nr == obim_id)
_objs[j].OBIMoffset = ptr - room;
}
}
for (i = 1; i < _numLocalObjects; i++) {
if (_objs[i].obj_nr && !_objs[i].fl_object_index) {
resetRoomObject(&_objs[i], room);
}
}
}
void ScummEngine_v0::resetRoomObject(ObjectData *od, const byte *room, const byte *searchptr) {
assert(room);
const byte *ptr = room + od->OBCDoffset;
ptr -= 2;
od->obj_nr = OBJECT_V0(*(ptr + 6), *(ptr + 7));
od->x_pos = *(ptr + 8) * 8;
od->y_pos = ((*(ptr + 9)) & 0x7F) * 8;
od->parentstate = (*(ptr + 9) & 0x80) ? 1 : 0;
od->parentstate *= 8;
od->width = *(ptr + 10) * 8;
od->parent = *(ptr + 11);
od->walk_x = *(ptr + 12) * 8;
od->walk_y = (*(ptr + 13) & 0x1f) * 8;
od->actordir = (*(ptr + 14)) & 7;
od->height = *(ptr + 14) & 0xf8;
}
void ScummEngine_v4::resetRoomObject(ObjectData *od, const byte *room, const byte *searchptr) {
assert(room);
const byte *ptr = room + od->OBCDoffset;
if (_game.features & GF_OLD_BUNDLE)
ptr -= 2;
od->obj_nr = READ_LE_UINT16(ptr + 6);
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) {
od->x_pos = *(ptr + 8) * 8;
od->y_pos = ((*(ptr + 9)) & 0x7F) * 8;
od->parentstate = (*(ptr + 9) & 0x80) ? 1 : 0;
od->width = *(ptr + 10) * 8;
// TODO: Where is parent data?
od->parent = 0;
od->walk_x = READ_LE_UINT16(ptr + 11);
od->walk_y = READ_LE_UINT16(ptr + 13);
od->actordir = (*(ptr + 15)) & 7;
od->height = *(ptr + 15) & 0xf8;
} else {
od->x_pos = *(ptr + 9) * 8;
od->y_pos = ((*(ptr + 10)) & 0x7F) * 8;
od->parentstate = (*(ptr + 10) & 0x80) ? 1 : 0;
if (_game.version <= 2)
od->parentstate *= 8;
od->width = *(ptr + 11) * 8;
od->parent = *(ptr + 12);
if (_game.version <= 2) {
od->walk_x = *(ptr + 13) * 8;
od->walk_y = (*(ptr + 14) & 0x1f) * 8;
od->actordir = (*(ptr + 15)) & 7;
od->height = *(ptr + 15) & 0xf8;
} else {
od->walk_x = READ_LE_UINT16(ptr + 13);
od->walk_y = READ_LE_UINT16(ptr + 15);
od->actordir = (*(ptr + 17)) & 7;
od->height = *(ptr + 17) & 0xf8;
}
}
}
void ScummEngine::resetRoomObject(ObjectData *od, const byte *room, const byte *searchptr) {
const CodeHeader *cdhd = nullptr;
const ImageHeader *imhd = nullptr;
assert(room);
if (searchptr == nullptr) {
if (_game.version == 8) {
searchptr = getResourceAddress(rtRoomScripts, _roomResource);
assert(searchptr);
} else {
searchptr = room;
}
}
cdhd = (const CodeHeader *)findResourceData(MKTAG('C','D','H','D'), searchptr + od->OBCDoffset);
if (cdhd == nullptr)
error("Room %d missing CDHD blocks(s)", _roomResource);
if (od->OBIMoffset)
imhd = (const ImageHeader *)findResourceData(MKTAG('I','M','H','D'), room + od->OBIMoffset);
od->flags = Gdi::dbAllowMaskOr;
if (_game.version == 8) {
assert(imhd);
od->obj_nr = READ_LE_UINT16(&(cdhd->v7.obj_id));
od->parent = cdhd->v7.parent;
od->parentstate = cdhd->v7.parentstate;
od->x_pos = (int)READ_LE_UINT32(&imhd->v8.x_pos);
od->y_pos = (int)READ_LE_UINT32(&imhd->v8.y_pos);
od->width = (uint)READ_LE_UINT32(&imhd->v8.width);
od->height = (uint)READ_LE_UINT32(&imhd->v8.height);
// HACK: This is done since an angle doesn't fit into a byte (360 > 256)
od->actordir = toSimpleDir(1, READ_LE_UINT32(&imhd->v8.actordir));
if (FROM_LE_32(imhd->v8.version) == 801)
od->flags = ((((byte)READ_LE_UINT32(&imhd->v8.flags)) & 16) == 0) ? Gdi::dbAllowMaskOr : 0;
} else if (_game.version == 7) {
assert(imhd);
od->obj_nr = READ_LE_UINT16(&(cdhd->v7.obj_id));
od->parent = cdhd->v7.parent;
od->parentstate = cdhd->v7.parentstate;
od->x_pos = READ_LE_UINT16(&imhd->v7.x_pos);
od->y_pos = READ_LE_UINT16(&imhd->v7.y_pos);
od->width = READ_LE_UINT16(&imhd->v7.width);
od->height = READ_LE_UINT16(&imhd->v7.height);
od->actordir = (byte)READ_LE_UINT16(&imhd->v7.actordir);
} else if (_game.version == 6) {
od->obj_nr = READ_LE_UINT16(&(cdhd->v6.obj_id));
od->width = READ_LE_UINT16(&cdhd->v6.w);
od->height = READ_LE_UINT16(&cdhd->v6.h);
od->x_pos = ((int16)READ_LE_UINT16(&cdhd->v6.x));
od->y_pos = ((int16)READ_LE_UINT16(&cdhd->v6.y));
if (cdhd->v6.flags == 0x80) {
od->parentstate = 1;
} else {
od->parentstate = (cdhd->v6.flags & 0xF);
}
od->parent = cdhd->v6.parent;
od->actordir = cdhd->v6.actordir;
if (_game.heversion >= 60 && imhd)
od->flags = ((imhd->old.flags & 1) != 0) ? Gdi::dbAllowMaskOr : 0;
} else {
od->obj_nr = READ_LE_UINT16(&(cdhd->v5.obj_id));
od->width = cdhd->v5.w * 8;
od->height = cdhd->v5.h * 8;
od->x_pos = cdhd->v5.x * 8;
od->y_pos = cdhd->v5.y * 8;
if (cdhd->v5.flags == 0x80) {
od->parentstate = 1;
} else {
od->parentstate = (cdhd->v5.flags & 0xF);
}
od->parent = cdhd->v5.parent;
od->walk_x = READ_LE_UINT16(&cdhd->v5.walk_x);
od->walk_y = READ_LE_UINT16(&cdhd->v5.walk_y);
od->actordir = cdhd->v5.actordir;
}
od->fl_object_index = 0;
}
void ScummEngine::updateObjectStates() {
int i;
ObjectData *od = &_objs[1];
for (i = 1; i < _numLocalObjects; i++, od++) {
// V0 MM, objects with type == 1 are room objects (room specific objects, non-pickup)
if (_game.version == 0 && OBJECT_V0_TYPE(od->obj_nr) == kObjectV0TypeBG)
continue;
if (od->obj_nr > 0)
od->state = getState(od->obj_nr);
}
}
void ScummEngine::processDrawQue() {
int i, j;
for (i = 0; i < _drawObjectQueNr; i++) {
j = _drawObjectQue[i];
if (j)
drawObject(j, 0);
}
_drawObjectQueNr = 0;
}
void ScummEngine::addObjectToDrawQue(int object) {
if ((unsigned int)_drawObjectQueNr >= ARRAYSIZE(_drawObjectQue))
error("Draw Object Que overflow");
_drawObjectQue[_drawObjectQueNr++] = object;
}
void ScummEngine::removeObjectFromDrawQue(int object) {
if (_drawObjectQueNr <= 0)
return;
int i;
for (i = 0; i < _drawObjectQueNr; i++) {
if (_drawObjectQue[i] == object)
_drawObjectQue[i] = 0;
}
}
void ScummEngine::clearDrawObjectQueue() {
_drawObjectQueNr = 0;
}
void ScummEngine::clearDrawQueues() {
clearDrawObjectQueue();
}
void ScummEngine_v6::clearDrawQueues() {
ScummEngine::clearDrawQueues();
_blastObjectQueuePos = 0;
}
#ifdef ENABLE_HE
void ScummEngine_v71he::clearDrawQueues() {
ScummEngine_v6::clearDrawQueues();
_wiz->polygonClear();
}
void ScummEngine_v80he::clearDrawQueues() {
ScummEngine_v71he::clearDrawQueues();
_wiz->clearWizBuffer();
}
#endif
/**
* Mark the rectangle covered by the given object as dirty, thus eventually
* ensuring a redraw of that area. This function is typically invoked when an
* object gets removed from the current room, or when its state changed.
*/
void ScummEngine::markObjectRectAsDirty(int obj) {
int i, strip;
++_V0Delay._objectRedrawCount;
for (i = 1; i < _numLocalObjects; i++) {
if (_objs[i].obj_nr == (uint16)obj) {
if (_objs[i].width != 0) {
const int minStrip = MAX(_screenStartStrip, _objs[i].x_pos / 8);
const int maxStrip = MIN(_screenEndStrip+1, _objs[i].x_pos / 8 + _objs[i].width / 8);
for (strip = minStrip; strip < maxStrip; strip++) {
++_V0Delay._objectStripRedrawCount;
setGfxUsageBit(strip, USAGE_BIT_DIRTY);
}
}
_bgNeedsRedraw = true;
return;
}
}
}
const byte *ScummEngine::getObjOrActorName(int obj) {
byte *objptr;
int i;
if (objIsActor(obj))
return derefActor(objToActor(obj), "getObjOrActorName")->getActorName();
for (i = 0; i < _numNewNames; i++) {
if (_newNames[i] == obj) {
debug(5, "Found new name for object %d at _newNames[%d]", obj, i);
return getResourceAddress(rtObjectName, i);
}
}
objptr = getOBCDFromObject(obj, true);
if (objptr == nullptr)
return nullptr;
if (_game.features & GF_SMALL_HEADER) {
byte offset = 0;
if (_game.version == 0)
offset = *(objptr + 13);
else if (_game.version <= 2)
offset = *(objptr + 14);
else if (_game.features & GF_OLD_BUNDLE)
offset = *(objptr + 16);
else if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine)
offset = *(objptr + 16) + 17;
else
offset = *(objptr + 18);
return (objptr + offset);
}
return findResourceData(MKTAG('O','B','N','A'), objptr);
}
void ScummEngine::setObjectName(int obj) {
int i;
if (objIsActor(obj))
error("Can't set actor %d name with new-name-of", obj);
for (i = 0; i < _numNewNames; i++) {
if (_newNames[i] == obj) {
_res->nukeResource(rtObjectName, i);
_newNames[i] = 0;
break;
}
}
for (i = 0; i < _numNewNames; i++) {
if (_newNames[i] == 0) {
loadPtrToResource(rtObjectName, i, nullptr);
_newNames[i] = obj;
runInventoryScript(0);
return;
}
}
error("New name of %d overflows name table (max = %d)", obj, _numNewNames);
}
uint32 ScummEngine::getOBCDOffs(int object) const {
int i;
if ((_game.version != 0 || OBJECT_V0_TYPE(object) == 0) &&
_objectOwnerTable[object] != OF_OWNER_ROOM)
return 0;
for (i = (_numLocalObjects-1); i > 0; i--) {
if (_objs[i].obj_nr == object) {
if (_objs[i].fl_object_index != 0)
return 8;
return _objs[i].OBCDoffset;
}
}
return 0;
}
byte *ScummEngine::getOBCDFromObject(int obj, bool v0CheckInventory) {
int i;
byte *ptr;
if ((_game.version != 0 || OBJECT_V0_TYPE(obj) == 0) &&
_objectOwnerTable[obj] != OF_OWNER_ROOM)
{
if (_game.version == 0 && !v0CheckInventory)
return nullptr;
for (i = 0; i < _numInventory; i++) {
if (_inventory[i] == obj)
return getResourceAddress(rtInventory, i);
}
} else {
for (i = (_numLocalObjects-1); i > 0; --i) {
if (_objs[i].obj_nr == obj) {
if (_objs[i].fl_object_index) {
assert(_objs[i].OBCDoffset == 8);
ptr = getResourceAddress(rtFlObject, _objs[i].fl_object_index);
} else if (_game.version == 8)
ptr = getResourceAddress(rtRoomScripts, _roomResource);
else
ptr = getResourceAddress(rtRoom, _roomResource);
assert(ptr);
return ptr + _objs[i].OBCDoffset;
}
}
}
return nullptr;
}
const byte *ScummEngine::getOBIMFromObjectData(const ObjectData &od) {
const byte *ptr;
if (od.fl_object_index) {
ptr = getResourceAddress(rtFlObject, od.fl_object_index);
ptr = findResource(MKTAG('O','B','I','M'), ptr);
} else {
ptr = getResourceAddress(rtRoom, _roomResource);
if (ptr)
ptr += od.OBIMoffset;
}
return ptr;
}
static const uint32 IMxx_tags[] = {
MKTAG('I','M','0','0'),
MKTAG('I','M','0','1'),
MKTAG('I','M','0','2'),
MKTAG('I','M','0','3'),
MKTAG('I','M','0','4'),
MKTAG('I','M','0','5'),
MKTAG('I','M','0','6'),
MKTAG('I','M','0','7'),
MKTAG('I','M','0','8'),
MKTAG('I','M','0','9'),
MKTAG('I','M','0','A'),
MKTAG('I','M','0','B'),
MKTAG('I','M','0','C'),
MKTAG('I','M','0','D'),
MKTAG('I','M','0','E'),
MKTAG('I','M','0','F'),
MKTAG('I','M','1','0')
};
const byte *ScummEngine::getObjectImage(const byte *ptr, int state) {
assert(ptr);
if (_game.features & GF_OLD_BUNDLE)
ptr += 0;
else if (_game.features & GF_SMALL_HEADER) {
ptr += 8;
} else if (_game.version == 8) {
// The OBIM contains an IMAG, which in turn contains a WRAP, which contains
// an OFFS chunk and multiple BOMP/SMAP chunks. To find the right BOMP/SMAP,
// we use the offsets in the OFFS chunk,
ptr = findResource(MKTAG('I','M','A','G'), ptr);
if (!ptr)
return nullptr;
ptr = findResource(MKTAG('W','R','A','P'), ptr);
if (!ptr)
return nullptr;
ptr = findResource(MKTAG('O','F','F','S'), ptr);
if (!ptr)
return nullptr;
// Get the address of the specified SMAP (corresponding to IMxx)
ptr += READ_LE_UINT32(ptr + 4 + 4*state);
} else {
ptr = findResource(IMxx_tags[state], ptr);
}
return ptr;
}
int ScummEngine::getObjectImageCount(int object) {
const byte *ptr;
const ImageHeader *imhd;
int objnum;
objnum = getObjectIndex(object);
if (objnum == -1)
return 0;
ptr = getOBIMFromObjectData(_objs[objnum]);
imhd = (const ImageHeader *)findResourceData(MKTAG('I','M','H','D'), ptr);
if (!imhd)
return 0;
if (_game.version == 8) {
return (READ_LE_UINT32(&imhd->v8.image_count));
} else if (_game.version == 7) {
return(READ_LE_UINT16(&imhd->v7.image_count));
} else {
return (READ_LE_UINT16(&imhd->old.image_count));
}
}
#ifdef ENABLE_SCUMM_7_8
int ScummEngine_v8::getObjectIdFromOBIM(const byte *obim) {
// In V8, IMHD has no obj_id, but rather a name string. We map the name
// back to an object id using a table derived from the DOBJ resource.
const ImageHeader *imhd = (const ImageHeader *)findResourceData(MKTAG('I','M','H','D'), obim);
ObjectNameId *found = (ObjectNameId *)bsearch(imhd->v8.name, _objectIDMap, _objectIDMapSize,
sizeof(ObjectNameId), (int (*)(const void*, const void*))strcmp);
assert(found);
return found->id;
}
int ScummEngine_v7::getObjectIdFromOBIM(const byte *obim) {
const ImageHeader *imhd = (const ImageHeader *)findResourceData(MKTAG('I','M','H','D'), obim);
return READ_LE_UINT16(&imhd->v7.obj_id);
}
#endif
int ScummEngine::getObjectIdFromOBIM(const byte *obim) {
if (_game.features & GF_SMALL_HEADER)
return READ_LE_UINT16(obim + 6);
const ImageHeader *imhd = (const ImageHeader *)findResourceData(MKTAG('I','M','H','D'), obim);
return READ_LE_UINT16(&imhd->old.obj_id);
}
void ScummEngine::findObjectInRoom(FindObjectInRoom *fo, byte findWhat, uint id, uint room) {
const CodeHeader *cdhd;
int i, numobj;
const byte *roomptr, *obcdptr, *obimptr, *searchptr;
int id2;
int obim_id;
id2 = getObjectIndex(id);
if (findWhat & foCheckAlreadyLoaded && id2 != -1) {
assert(_game.version >= 6);
if (findWhat & foCodeHeader) {
fo->obcd = obcdptr = getOBCDFromObject(id);
assert(obcdptr);
fo->cdhd = (const CodeHeader *)findResourceData(MKTAG('C','D','H','D'), obcdptr);
}
if (findWhat & foImageHeader) {
fo->obim = obimptr = getOBIMFromObjectData(_objs[id2]);
assert(obimptr);
}
return;
}
fo->roomptr = roomptr = getResourceAddress(rtRoom, room);
if (!roomptr)
error("findObjectInRoom: failed getting roomptr to %d", room);
if (_game.features & GF_OLD_BUNDLE) {
numobj = roomptr[20];
} else {
const RoomHeader *roomhdr = (const RoomHeader *)findResourceData(MKTAG('R','M','H','D'), roomptr);
if (_game.version == 8)
numobj = READ_LE_UINT32(&(roomhdr->v8.numObjects));
else if (_game.version == 7)
numobj = READ_LE_UINT16(&(roomhdr->v7.numObjects));
else
numobj = READ_LE_UINT16(&(roomhdr->old.numObjects));
}
if (numobj == 0)
error("findObjectInRoom: No object found in room %d", room);
if (numobj > _numLocalObjects)
error("findObjectInRoom: More (%d) than %d objects in room %d", numobj, _numLocalObjects, room);
if (_game.features & GF_OLD_BUNDLE) {
if (_game.version <= 2)
searchptr = roomptr + 28;
else
searchptr = roomptr + 29;
for (i = 0; i < numobj; i++) {
obimptr = roomptr + READ_LE_UINT16(searchptr);
obcdptr = roomptr + READ_LE_UINT16(searchptr + 2 * numobj);
id2 = READ_LE_UINT16(obcdptr + 4);
if (id2 == (uint16)id) {
if (findWhat & foCodeHeader) {
fo->obcd = obcdptr;
// We assume that the code header starts at a fixed offset.
// A bit hackish, but works reasonably well.
fo->cdhd = (const CodeHeader *)(obcdptr + 10);
}
if (findWhat & foImageHeader) {
fo->obim = obimptr;
}
break;
}
searchptr += 2;
}
return;
}
if (findWhat & foCodeHeader) {
if (_game.version == 8)
searchptr = getResourceAddress(rtRoomScripts, room);
else
searchptr = roomptr;
assert(searchptr);
ResourceIterator obcds(searchptr, (_game.features & GF_SMALL_HEADER) != 0);
for (i = 0; i < numobj; i++) {
obcdptr = obcds.findNext(MKTAG('O','B','C','D'));
if (obcdptr == nullptr)
error("findObjectInRoom: Not enough code blocks in room %d", room);
cdhd = (const CodeHeader *)findResourceData(MKTAG('C','D','H','D'), obcdptr);
if (_game.features & GF_SMALL_HEADER)
id2 = READ_LE_UINT16(obcdptr + 6);
else if (_game.version >= 7)
id2 = READ_LE_UINT16(&(cdhd->v7.obj_id));
else if (_game.version == 6)
id2 = READ_LE_UINT16(&(cdhd->v6.obj_id));
else
id2 = READ_LE_UINT16(&(cdhd->v5.obj_id));
if (id2 == (uint16)id) {
fo->obcd = obcdptr;
fo->cdhd = cdhd;
break;
}
}
if (i == numobj)
error("findObjectInRoom: Object %d not found in room %d", id, room);
}
roomptr = fo->roomptr;
if (findWhat & foImageHeader) {
ResourceIterator obims(roomptr, (_game.features & GF_SMALL_HEADER) != 0);
for (i = 0; i < numobj; i++) {
obimptr = obims.findNext(MKTAG('O','B','I','M'));
if (obimptr == nullptr)
error("findObjectInRoom: Not enough image blocks in room %d", room);
obim_id = getObjectIdFromOBIM(obimptr);
if (obim_id == (uint16)id) {
fo->obim = obimptr;
break;
}
}
if (i == numobj)
error("findObjectInRoom: Object %d image not found in room %d", id, room);
}
}
bool ScummEngine_v0::objIsActor(int obj) {
// object IDs < _numActors are used in v0 for objects too (e.g. hamster)
return OBJECT_V0_TYPE(obj) == kObjectV0TypeActor;
}
int ScummEngine_v0::objToActor(int obj) {
return OBJECT_V0_ID(obj);
}
int ScummEngine_v0::actorToObj(int actor) {
return OBJECT_V0(actor, kObjectV0TypeActor);
}
bool ScummEngine::objIsActor(int obj) {
return obj < _numActors;
}
int ScummEngine::objToActor(int obj) {
return obj;
}
int ScummEngine::actorToObj(int actor) {
return actor;
}
int ScummEngine::getObjX(int obj) {
if (obj < 1)
return 0; /* fix for indy4's map */
if (objIsActor(obj)) {
return derefActor(objToActor(obj), "getObjX")->getRealPos().x;
} else {
if (whereIsObject(obj) == WIO_NOT_FOUND)
return -1;
int x, y;
if (getObjectOrActorXY(obj, x, y) == -1)
return -1;
return x;
}
}
int ScummEngine::getObjY(int obj) {
if (obj < 1)
return 0; /* fix for indy4's map */
if (objIsActor(obj)) {
return derefActor(objToActor(obj), "getObjY")->getRealPos().y;
} else {
if (whereIsObject(obj) == WIO_NOT_FOUND)
return -1;
int x, y;
if (getObjectOrActorXY(obj, x, y) == -1)
return -1;
return y;
}
}
int ScummEngine::getObjOldDir(int obj) {
return newDirToOldDir(getObjNewDir(obj));
}
int ScummEngine::getObjNewDir(int obj) {
int dir;
if (objIsActor(obj)) {
dir = derefActor(objToActor(obj), "getObjNewDir")->getFacing();
} else {
int x, y;
getObjectXYPos(obj, x, y, dir);
}
return dir;
}
void ScummEngine::setObjectState(int obj, int state, int x, int y) {
int i;
i = getObjectIndex(obj);
if (i == -1) {
debug(0, "setObjectState: no such object %d", obj);
return;
}
if (x != -1 && x != 0x7FFFFFFF) {
_objs[i].x_pos = x * 8;
_objs[i].y_pos = y * 8;
}
addObjectToDrawQue(i);
if (_game.version >= 7) {
int imagecount;
if (state == 0xFF) {
state = getState(obj);
imagecount = getObjectImageCount(obj);
if (state < imagecount)
state++;
else
state = 1;
}
if (state == 0xFE)
state = _rnd.getRandomNumber(getObjectImageCount(obj));
}
putState(obj, state);
}
int ScummEngine_v6::getDistanceBetween(bool is_obj_1, int b, int c, bool is_obj_2, int e, int f) {
int i, j;
int x, y;
int x2, y2;
j = i = 0xFF;
if (is_obj_1) {
if (getObjectOrActorXY(b, x, y) == -1)
return -1;
if (b < _numActors)
i = derefActor(b, "getDistanceBetween_is_obj_1")->_scalex;
} else {
x = b;
y = c;
}
if (is_obj_2) {
if (getObjectOrActorXY(e, x2, y2) == -1)
return -1;
if (e < _numActors)
j = derefActor(e, "getDistanceBetween_is_obj_2")->_scalex;
} else {
x2 = e;
y2 = f;
}
return getDist(x, y, x2, y2) * 0xFF / ((i + j) / 2);
}
void ScummEngine::nukeFlObjects(int min, int max) {
ObjectData *od;
int i;
debug(0, "nukeFlObjects(%d,%d)", min, max);
for (i = (_numLocalObjects-1), od = _objs; --i >= 0; od++)
if (od->fl_object_index && od->obj_nr >= min && od->obj_nr <= max) {
_res->nukeResource(rtFlObject, od->fl_object_index);
od->obj_nr = 0;
od->fl_object_index = 0;
}
}
void ScummEngine_v6::enqueueObject(int objectNumber, int objectX, int objectY, int objectWidth,
int objectHeight, int scaleX, int scaleY, int image, int mode) {
BlastObject *eo;
if (_blastObjectQueuePos >= (int)ARRAYSIZE(_blastObjectQueue)) {
error("enqueueObject: overflow");
}
int idx = getObjectIndex(objectNumber);
assert(idx >= 0);
eo = &_blastObjectQueue[_blastObjectQueuePos++];
eo->number = objectNumber;
eo->rect.left = objectX;
eo->rect.top = objectY + _screenTop;
if (objectWidth == 0) {
eo->rect.right = eo->rect.left + _objs[idx].width;
} else {
eo->rect.right = eo->rect.left + objectWidth;
}
if (objectHeight == 0) {
eo->rect.bottom = eo->rect.top + _objs[idx].height;
} else {
eo->rect.bottom = eo->rect.top + objectHeight;
}
eo->scaleX = scaleX;
eo->scaleY = scaleY;
eo->image = image;
eo->mode = mode;
}
void ScummEngine_v6::drawBlastObjects() {
BlastObject *eo;
int i;
eo = _blastObjectQueue;
for (i = 0; i < _blastObjectQueuePos; i++, eo++) {
drawBlastObject(eo);
}
}
void ScummEngine_v6::drawBlastObject(BlastObject *eo) {
VirtScreen *vs;
const byte *bomp, *ptr;
int objnum;
BompDrawData bdd;
vs = &_virtscr[kMainVirtScreen];
assertRange(30, eo->number, _numGlobalObjects - 1, "blast object");
objnum = getObjectIndex(eo->number);
if (objnum == -1)
error("drawBlastObject: getObjectIndex on BlastObject %d failed", eo->number);
ptr = getOBIMFromObjectData(_objs[objnum]);
if (!ptr)
error("BlastObject object %d image not found", eo->number);
const byte *img = getObjectImage(ptr, eo->image);
if (_game.version == 8) {
assert(img);
bomp = img + 8;
} else {
if (!img)
img = getObjectImage(ptr, 1); // Backward compatibility with samnmax blast objects
assert(img);
bomp = findResourceData(MKTAG('B','O','M','P'), img);
}
if (!bomp)
error("object %d is not a blast object", eo->number);
bdd.dst = *vs;
bdd.dst.setPixels(vs->getPixels(0, 0));
bdd.x = eo->rect.left;
bdd.y = eo->rect.top;
// Skip the bomp header
if (_game.version == 8) {
bdd.src = bomp + 8;
} else {
bdd.src = bomp + 10;
}
if (_game.version == 8) {
bdd.srcwidth = READ_LE_UINT32(bomp);
bdd.srcheight = READ_LE_UINT32(bomp+4);
} else {
bdd.srcwidth = READ_LE_UINT16(bomp+2);
bdd.srcheight = READ_LE_UINT16(bomp+4);
}
bdd.scale_x = (byte)eo->scaleX;
bdd.scale_y = (byte)eo->scaleY;
bdd.maskPtr = nullptr;
bdd.numStrips = _gdi->_numStrips;
if ((bdd.scale_x != 255) || (bdd.scale_y != 255)) {
bdd.shadowMode = 0;
} else {
bdd.shadowMode = eo->mode;
}
bdd.shadowPalette = _shadowPalette;
bdd.actorPalette = nullptr;
bdd.mirror = false;
drawBomp(bdd);
markRectAsDirty(vs->number, bdd.x, bdd.x + bdd.srcwidth, bdd.y, bdd.y + bdd.srcheight);
}
void ScummEngine_v6::removeBlastObjects() {
// While v6-7 games restore the rect immediately, we only reset
// the blastObject queue in here for v8, since their graphics
// has to remain on screen until after runAllScripts().
if (_game.version == 8) {
if (_blastObjectQueuePos != 0) {
for (int i = 0; i < _blastObjectQueuePos; i++) {
_blastObjectsRectsToBeRestored[i] = _blastObjectQueue[i].rect;
_blastObjectRectsQueue = _blastObjectQueuePos;
}
}
_blastObjectQueuePos = 0;
return;
}
for (int i = 0; i < _blastObjectQueuePos; i++) {
restoreBlastObjectRect(_blastObjectQueue[i].rect);
}
_blastObjectQueuePos = 0;
}
void ScummEngine_v6::restoreBlastObjectsRects() {
// While v6-7 games restore the rect immediately in
// ScummEngine_v6::removeBlastObjects(), we do that here
// for v8, which has to restore the rects after runAllScripts().
if (_game.version < 8)
return;
for (int i = 0; i < _blastObjectRectsQueue; i++) {
restoreBlastObjectRect(_blastObjectsRectsToBeRestored[i]);
// Invalidate the rect after restoring it...
_blastObjectsRectsToBeRestored[i].setHeight(0);
}
_blastObjectRectsQueue = 0;
}
void ScummEngine_v6::restoreBlastObjectRect(Common::Rect r) {
VirtScreen *vs = &_virtscr[kMainVirtScreen];
int left_strip, right_strip;
int i;
r.clip(Common::Rect(vs->w, vs->h));
if (r.width() <= 0 || r.height() <= 0)
return;
left_strip = r.left / 8;
right_strip = (r.right + (vs->xstart % 8)) / 8;
if (left_strip < 0)
left_strip = 0;
if (right_strip > _gdi->_numStrips - 1)
right_strip = _gdi->_numStrips - 1;
for (i = left_strip; i <= right_strip; i++)
_gdi->resetBackground(r.top, r.bottom, i);
markRectAsDirty(kMainVirtScreen, r, USAGE_BIT_RESTORED);
}
int ScummEngine::findLocalObjectSlot() {
int i;
for (i = 1; i < _numLocalObjects; i++) {
if (!_objs[i].obj_nr) {
memset(&_objs[i], 0, sizeof(_objs[i]));
return i;
}
}
return -1;
}
int ScummEngine::findFlObjectSlot() {
int i;
for (i = 1; i < _numFlObject; i++) {
if (_res->_types[rtFlObject][i]._address == nullptr)
return i;
}
error("findFlObjectSlot: Out of FLObject slots");
return -1;
}
void ScummEngine_v70he::loadFlObject(uint object, uint room) {
// Don't load an already stored object
for (int i = 0; i < _numStoredFlObjects; i++) {
if (_storedFlObjects[i].obj_nr == object)
return;
}
ScummEngine_v60he::loadFlObject(object, room);
}
void ScummEngine::loadFlObject(uint object, uint room) {
FindObjectInRoom foir;
int slot, objslot;
ObjectData *od;
byte *flob;
uint32 obcd_size, obim_size, flob_size;
bool isRoomLocked, isRoomScriptsLocked;
// Don't load an already loaded object
if (getObjectIndex(object) != -1)
return;
// Locate the object in the room resource
findObjectInRoom(&foir, foImageHeader | foCodeHeader, object, room);
// Add an entry for the new floating object in the local object table
objslot = findLocalObjectSlot();
if (objslot == -1)
error("loadFlObject: Local Object Table overflow");
od = &_objs[objslot];
// Dump object script
if (_dumpScripts) {
char buf[32];
const byte *ptr = foir.obcd;
Common::sprintf_s(buf, "roomobj-%u-", room);
ptr = findResource(MKTAG('V','E','R','B'), ptr);
dumpResource(buf, object, ptr);
}
// Setup sizes
obcd_size = READ_BE_UINT32(foir.obcd + 4);
od->OBCDoffset = 8;
od->OBIMoffset = obcd_size + 8;
obim_size = READ_BE_UINT32(foir.obim + 4);
flob_size = obcd_size + obim_size + 8;
// Lock room/roomScripts for the given room. They contains the OBCD/OBIM
// data, and a call to createResource might expire them, hence we lock them.
isRoomLocked = _res->isLocked(rtRoom, room);
isRoomScriptsLocked = _res->isLocked(rtRoomScripts, room);
if (!isRoomLocked)
_res->lock(rtRoom, room);
if (_game.version == 8 && !isRoomScriptsLocked)
_res->lock(rtRoomScripts, room);
// Allocate slot & memory for floating object
slot = findFlObjectSlot();
flob = _res->createResource(rtFlObject, slot, flob_size);
assert(flob);
// Copy object code + object image to floating object
WRITE_UINT32(flob, MKTAG('F','L','O','B'));
WRITE_BE_UINT32(flob + 4, flob_size);
memcpy(flob + 8, foir.obcd, obcd_size);
memcpy(flob + 8 + obcd_size, foir.obim, obim_size);
// Unlock room/roomScripts
if (!isRoomLocked)
_res->unlock(rtRoom, room);
if (_game.version == 8 && !isRoomScriptsLocked)
_res->unlock(rtRoomScripts, room);
// Setup local object flags
resetRoomObject(od, flob, flob);
od->fl_object_index = slot;
}
} // End of namespace Scumm