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authorEugene Sandulenko2005-05-31 01:03:13 +0000
committerEugene Sandulenko2005-05-31 01:03:13 +0000
commit0eb4e9411679a927c9fe255b0b1a105920d1a5d8 (patch)
tree8652b604a214fa8237be1fd6904c238d27ae9056
parente5ab68c0db698e20c933f201507a7951bc07da10 (diff)
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Almost complete implementation of Puzzle. Now it is possible to solve it
successfully. Things to do: o non-actors speech, it just doesn't get displayed, though generated o support for CD voices svn-id: r18301
-rw-r--r--saga/actor.cpp6
-rw-r--r--saga/actor.h2
-rw-r--r--saga/interface.cpp4
-rw-r--r--saga/puzzle.cpp321
-rw-r--r--saga/puzzle.h16
-rw-r--r--saga/render.cpp6
-rw-r--r--saga/saga.cpp6
7 files changed, 311 insertions, 50 deletions
diff --git a/saga/actor.cpp b/saga/actor.cpp
index 4d39131b89..aeb977f525 100644
--- a/saga/actor.cpp
+++ b/saga/actor.cpp
@@ -514,8 +514,10 @@ ObjectData *Actor::getObj(uint16 objId) {
ActorData *Actor::getActor(uint16 actorId) {
ActorData *actor;
- if (!validActorId(actorId))
- error("Actor::getActor Wrong actorId 0x%X", actorId);
+ if (!validActorId(actorId)) {
+ warning("Actor::getActor Wrong actorId 0x%X", actorId);
+ assert(0);
+ }
if (actorId == ID_PROTAG) {
if (_protagonist == NULL) {
diff --git a/saga/actor.h b/saga/actor.h
index 663259d216..7c6d04c4bd 100644
--- a/saga/actor.h
+++ b/saga/actor.h
@@ -135,6 +135,8 @@ struct ActorFrameSequence {
ActorFrameRange directions[ACTOR_DIRECTIONS_COUNT];
};
+int pathLine(Point *pointList, const Point &point1, const Point &point2);
+
struct Location {
int32 x; // logical coordinates
int32 y; //
diff --git a/saga/interface.cpp b/saga/interface.cpp
index 881c4b2c53..95117c4b53 100644
--- a/saga/interface.cpp
+++ b/saga/interface.cpp
@@ -1128,6 +1128,10 @@ void Interface::update(const Point& mousePoint, int updateFlag) {
if (updateFlag & UPDATE_MOUSECLICK) {
handleConverseClick(mousePoint);
}
+
+ if (_vm->_puzzle->isActive()) {
+ _vm->_puzzle->handleClick(mousePoint);
+ }
}
}
diff --git a/saga/puzzle.cpp b/saga/puzzle.cpp
index e02f715fb0..bc3b2fb5e3 100644
--- a/saga/puzzle.cpp
+++ b/saga/puzzle.cpp
@@ -24,9 +24,12 @@
#include "saga/actor.h"
#include "saga/interface.h"
#include "saga/scene.h"
+#include "saga/sprite.h"
#include "saga/puzzle.h"
+#include "saga/render.h"
#include "saga/resnames.h"
+#include "common/system.h"
#include "common/timer.h"
namespace Saga {
@@ -38,39 +41,6 @@ namespace Saga {
#define PUZZLE_MOVED 0x04 // 1 when somewhere in the box
#define PUZZLE_ALL_SET PUZZLE_FIT | PUZZLE_MOVED
-static Puzzle::PieceInfo pieceInfo[PUZZLE_PIECES] = {
- {268, 18, 0, 0, 0 + PUZZLE_X_OFFSET, 0 + PUZZLE_Y_OFFSET, 0, 3,
- Point(0, 1), Point(0, 62), Point(15, 31), Point(0, 0), Point(0, 0), Point(0,0)},
- {270, 52, 0, 0, 0 + PUZZLE_X_OFFSET, 32 + PUZZLE_Y_OFFSET, 0, 4,
- Point(0, 31), Point(0, 47), Point(39, 47), Point(15, 1), Point(0, 0), Point(0, 0)},
- {19, 51, 0, 0, 0 + PUZZLE_X_OFFSET, 0 + PUZZLE_Y_OFFSET, 0, 4,
- Point(0, 0), Point(23, 46), Point(39, 15), Point(31, 0), Point(0, 0), Point(0, 0)},
- {73, 0, 0, 0, 32 + PUZZLE_X_OFFSET, 0 + PUZZLE_Y_OFFSET, 0, 6,
- Point(0, 0), Point(8, 16), Point(0, 31), Point(31, 31), Point(39, 15), Point(31, 0)},
- {0, 35, 0, 0, 64 + PUZZLE_X_OFFSET, 16 + PUZZLE_Y_OFFSET, 0, 4,
- Point(0, 15), Point(15, 46), Point(23, 32), Point(7, 1), Point(0, 0), Point(0, 0)},
- {215, 0, 0, 0, 24 + PUZZLE_X_OFFSET, 32 + PUZZLE_Y_OFFSET, 0, 6,
- Point(0, 15), Point(8, 31), Point(39, 31), Point(47, 16), Point(39, 0), Point(8, 0)},
- {159, 0, 0, 0, 32 + PUZZLE_X_OFFSET, 48 + PUZZLE_Y_OFFSET, 0, 5,
- Point(0, 16), Point(8, 31), Point(55, 31), Point(39, 1), Point(32, 15), Point(0, 0)},
- {9, 70, 0, 0, 80 + PUZZLE_X_OFFSET, 32 + PUZZLE_Y_OFFSET, 0, 5,
- Point(0, 31), Point(8, 47), Point(23, 47), Point(31, 31), Point(15, 1), Point(0, 0)},
- {288, 18, 0, 0, 96 + PUZZLE_X_OFFSET, 0 + PUZZLE_Y_OFFSET, 0, 4,
- Point(0, 31), Point(15, 62), Point(31, 32), Point(15, 1), Point(0, 0), Point(0, 0)},
- {112, 0, 0, 0, 112 + PUZZLE_X_OFFSET, 0 + PUZZLE_Y_OFFSET, 0, 4,
- Point(0, 0), Point(16, 31), Point(47, 31), Point(31, 0), Point(0, 0), Point(0, 0)},
- {27, 89, 0, 0, 104 + PUZZLE_X_OFFSET, 32 + PUZZLE_Y_OFFSET, 0, 4,
- Point(0, 47), Point(31, 47), Point(31, 0), Point(24, 0), Point(0, 0), Point(0, 0)},
- {43, 0, 0, 0, 136 + PUZZLE_X_OFFSET, 32 + PUZZLE_Y_OFFSET, 0, 6,
- Point(0, 0), Point(0, 47), Point(15, 47), Point(15, 15), Point(31, 15), Point(23, 0)},
- {0, 0, 0, 0, 144 + PUZZLE_X_OFFSET, 0 + PUZZLE_Y_OFFSET, 0, 4,
- Point(0, 0), Point(24, 47), Point(39, 47), Point(39, 0), Point(0, 0), Point(0, 0)},
- {262, 0, 0, 0, 64 + PUZZLE_X_OFFSET, 0 + PUZZLE_Y_OFFSET, 0, 3,
- Point(0, 0), Point(23, 46), Point(47, 0), Point(0, 0), Point(0, 0), Point(0, 0)},
- {271, 103, 0, 0, 152 + PUZZLE_X_OFFSET, 48 + PUZZLE_Y_OFFSET, 0, 4,
- Point(0, 0), Point(0, 31), Point(31, 31), Point(31, 0), Point(0, 0), Point(0, 0)}
-};
-
static Point pieceOrigins[PUZZLE_PIECES] = {
Point(268, 18),
Point(270, 51),
@@ -86,7 +56,7 @@ static Point pieceOrigins[PUZZLE_PIECES] = {
Point( 43, 0),
Point( 0, 0),
Point(262, 0),
- Point(271, 10)
+ Point(271, 103)
};
const char *pieceNames[][PUZZLE_PIECES] = {
@@ -193,14 +163,69 @@ Puzzle::Puzzle(SagaEngine *vm) : _vm(vm), _solved(false), _active(false) {
_hintCount = 0;
_helpCount = 0;
_puzzlePiece = -1;
+ _newPuzzle = true;
+ _sliding = false;
+
+ initPieceInfo( 0, 268, 18, 0, 0, 0 + PUZZLE_X_OFFSET, 0 + PUZZLE_Y_OFFSET, 0, 3,
+ Point(0, 1), Point(0, 62), Point(15, 31), Point(0, 0), Point(0, 0), Point(0,0));
+ initPieceInfo( 1, 270, 52, 0, 0, 0 + PUZZLE_X_OFFSET, 32 + PUZZLE_Y_OFFSET, 0, 4,
+ Point(0, 31), Point(0, 47), Point(39, 47), Point(15, 1), Point(0, 0), Point(0, 0));
+ initPieceInfo( 2, 19, 51, 0, 0, 0 + PUZZLE_X_OFFSET, 0 + PUZZLE_Y_OFFSET, 0, 4,
+ Point(0, 0), Point(23, 46), Point(39, 15), Point(31, 0), Point(0, 0), Point(0, 0));
+ initPieceInfo( 3, 73, 0, 0, 0, 32 + PUZZLE_X_OFFSET, 0 + PUZZLE_Y_OFFSET, 0, 6,
+ Point(0, 0), Point(8, 16), Point(0, 31), Point(31, 31), Point(39, 15), Point(31, 0));
+ initPieceInfo( 4, 0, 35, 0, 0, 64 + PUZZLE_X_OFFSET, 16 + PUZZLE_Y_OFFSET, 0, 4,
+ Point(0, 15), Point(15, 46), Point(23, 32), Point(7, 1), Point(0, 0), Point(0, 0));
+ initPieceInfo( 5, 215, 0, 0, 0, 24 + PUZZLE_X_OFFSET, 32 + PUZZLE_Y_OFFSET, 0, 6,
+ Point(0, 15), Point(8, 31), Point(39, 31), Point(47, 16), Point(39, 0), Point(8, 0));
+ initPieceInfo( 6, 159, 0, 0, 0, 32 + PUZZLE_X_OFFSET, 48 + PUZZLE_Y_OFFSET, 0, 5,
+ Point(0, 16), Point(8, 31), Point(55, 31), Point(39, 1), Point(32, 15), Point(0, 0));
+ initPieceInfo( 7, 9, 70, 0, 0, 80 + PUZZLE_X_OFFSET, 32 + PUZZLE_Y_OFFSET, 0, 5,
+ Point(0, 31), Point(8, 47), Point(23, 47), Point(31, 31), Point(15, 1), Point(0, 0));
+ initPieceInfo( 8, 288, 18, 0, 0, 96 + PUZZLE_X_OFFSET, 0 + PUZZLE_Y_OFFSET, 0, 4,
+ Point(0, 31), Point(15, 62), Point(31, 32), Point(15, 1), Point(0, 0), Point(0, 0));
+ initPieceInfo( 9, 112, 0, 0, 0, 112 + PUZZLE_X_OFFSET, 0 + PUZZLE_Y_OFFSET, 0, 4,
+ Point(0, 0), Point(16, 31), Point(47, 31), Point(31, 0), Point(0, 0), Point(0, 0));
+ initPieceInfo(10, 27, 89, 0, 0, 104 + PUZZLE_X_OFFSET, 32 + PUZZLE_Y_OFFSET, 0, 4,
+ Point(0, 47), Point(31, 47), Point(31, 0), Point(24, 0), Point(0, 0), Point(0, 0));
+ initPieceInfo(11, 43, 0, 0, 0, 136 + PUZZLE_X_OFFSET, 32 + PUZZLE_Y_OFFSET, 0, 6,
+ Point(0, 0), Point(0, 47), Point(15, 47), Point(15, 15), Point(31, 15), Point(23, 0));
+ initPieceInfo(12, 0, 0, 0, 0, 144 + PUZZLE_X_OFFSET, 0 + PUZZLE_Y_OFFSET, 0, 4,
+ Point(0, 0), Point(24, 47), Point(39, 47), Point(39, 0), Point(0, 0), Point(0, 0));
+ initPieceInfo(13, 262, 0, 0, 0, 64 + PUZZLE_X_OFFSET, 0 + PUZZLE_Y_OFFSET, 0, 3,
+ Point(0, 0), Point(23, 46), Point(47, 0), Point(0, 0), Point(0, 0), Point(0, 0));
+ initPieceInfo(14, 271, 103, 0, 0, 152 + PUZZLE_X_OFFSET, 48 + PUZZLE_Y_OFFSET, 0, 4,
+ Point(0, 0), Point(0, 31), Point(31, 31), Point(31, 0), Point(0, 0), Point(0, 0));
}
+void Puzzle::initPieceInfo(int i, int16 curX, int16 curY, byte offX, byte offY, int16 trgX,
+ int16 trgY, uint8 flag, uint8 count, Point point0, Point point1,
+ Point point2, Point point3, Point point4, Point point5) {
+ _pieceInfo[i].curX = curX;
+ _pieceInfo[i].curY = curY;
+ _pieceInfo[i].offX = offX;
+ _pieceInfo[i].offY = offY;
+ _pieceInfo[i].trgX = trgX;
+ _pieceInfo[i].trgY = trgY;
+ _pieceInfo[i].flag = flag;
+ _pieceInfo[i].count = count;
+ _pieceInfo[i].point[0] = point0;
+ _pieceInfo[i].point[1] = point1;
+ _pieceInfo[i].point[2] = point2;
+ _pieceInfo[i].point[3] = point3;
+ _pieceInfo[i].point[4] = point4;
+ _pieceInfo[i].point[5] = point5;
+}
+
+
void Puzzle::execute(void) {
_active = true;
Common::g_timer->installTimerProc(&hintTimerCallback, kPuzzleHintTime, this);
initPieces();
+ showPieces();
+
_vm->_interface->setMode(kPanelConverse);
clearHint();
//_solved = true; // Cheat
@@ -217,10 +242,224 @@ void Puzzle::exitPuzzle(void) {
}
void Puzzle::initPieces(void) {
- // ActorData *puzzle = _vm->_actor->getActor(RID_ITE_ACTOR_PUZZLE);
+ ActorData *puzzle = _vm->_actor->getActor(_vm->_actor->actorIndexToId(RID_ITE_ACTOR_PUZZLE));
+ SpriteInfo *spI;
+
+ for (int i = 0; i < PUZZLE_PIECES; i++) {
+ spI = &puzzle->spriteList.infoList[i];
+ _pieceInfo[i].offX = (byte)(spI->width >> 1);
+ _pieceInfo[i].offY = (byte)(spI->height >> 1);
+
+ if (_newPuzzle) {
+ _pieceInfo[i].curX = pieceOrigins[i].x;
+ _pieceInfo[i].curY = pieceOrigins[i].y;
+ }
+ _piecePriority[i] = i;
+ }
+ _newPuzzle = false;
+}
+
+void Puzzle::showPieces(void) {
+ ActorData *puzzle = _vm->_actor->getActor(_vm->_actor->actorIndexToId(RID_ITE_ACTOR_PUZZLE));
+ SURFACE *backBuffer = _vm->_gfx->getBackBuffer();
+
+ for (int j = PUZZLE_PIECES - 1 ; j >= 0; j--) {
+ int num = _piecePriority[j];
+
+ if (_puzzlePiece != num) {
+ _vm->_sprite->draw(backBuffer, puzzle->spriteList, num, Point(_pieceInfo[num].curX, _pieceInfo[num].curY), 256);
+ }
+ }
+}
+
+void Puzzle::drawCurrentPiece() {
+ ActorData *puzzle = _vm->_actor->getActor(_vm->_actor->actorIndexToId(RID_ITE_ACTOR_PUZZLE));
+ SURFACE *backBuffer = _vm->_gfx->getBackBuffer();
+
+ _vm->_sprite->draw(backBuffer, puzzle->spriteList, _puzzlePiece,
+ Point(_pieceInfo[_puzzlePiece].curX, _pieceInfo[_puzzlePiece].curY), 256);
}
void Puzzle::movePiece(Point mousePt) {
+ int newx, newy;
+
+ showPieces();
+
+ if (_puzzlePiece == -1)
+ return;
+
+ if (_sliding) {
+ newx = _slidePointX;
+ newy = _slidePointY;
+ } else {
+ if (mousePt.y >= 137)
+ return;
+
+ newx = mousePt.x;
+ newy = mousePt.y;
+ }
+
+ newx -= _pieceInfo[_puzzlePiece].offX;
+ newy -= _pieceInfo[_puzzlePiece].offY;
+
+ _pieceInfo[_puzzlePiece].curX = newx;
+ _pieceInfo[_puzzlePiece].curY = newy;
+
+ drawCurrentPiece();
+}
+
+void Puzzle::handleClick(Point mousePt) {
+ if (_puzzlePiece != -1) {
+ dropPiece(mousePt);
+
+ if (!_active)
+ return; // we won
+
+ drawCurrentPiece();
+ _puzzlePiece = -1;
+
+ return;
+ }
+
+ for (int j = 0; j < PUZZLE_PIECES; j++) {
+ int i = _piecePriority[j];
+ int adjX = mousePt.x - _pieceInfo[i].curX;
+ int adjY = mousePt.y - _pieceInfo[i].curY;
+
+ if (hitTestPoly(&_pieceInfo[i].point[0], _pieceInfo[i].count, Point(adjX, adjY))) {
+ _puzzlePiece = i;
+ break;
+ }
+ }
+
+ if (_puzzlePiece == -1)
+ return;
+
+ alterPiecePriority();
+
+ // Display scene background
+ _vm->_scene->draw();
+ showPieces();
+
+ int newx = mousePt.x - _pieceInfo[_puzzlePiece].offX;
+ int newy = mousePt.y - _pieceInfo[_puzzlePiece].offY;
+
+ if (newx != _pieceInfo[_puzzlePiece].curX
+ || newy != _pieceInfo[_puzzlePiece].curY) {
+ _pieceInfo[_puzzlePiece].curX = newx;
+ _pieceInfo[_puzzlePiece].curY = newy;
+ }
+ _vm->_interface->setStatusText(pieceNames[_lang][_puzzlePiece]);
+}
+
+void Puzzle::alterPiecePriority(void) {
+ for (int i = 1; i < PUZZLE_PIECES; i++) {
+ if (_puzzlePiece == _piecePriority[i]) {
+ for (int j = i - 1; j >= 0; j--)
+ _piecePriority[j+1] = _piecePriority[j];
+ _piecePriority[0] = _puzzlePiece;
+ break;
+ }
+ }
+}
+
+void Puzzle::slidePiece(int x1, int y1, int x2, int y2) {
+ int count;
+ Point slidePoints[320];
+
+ x1 += _pieceInfo[_puzzlePiece].offX;
+ y1 += _pieceInfo[_puzzlePiece].offY;
+
+ count = pathLine(&slidePoints[0], Point(x1, y1),
+ Point(x2 + _pieceInfo[_puzzlePiece].offX, y2 + _pieceInfo[_puzzlePiece].offY));
+
+ if (count > 1) {
+ int factor = count / 4;
+ _sliding = true;
+
+ if (!factor)
+ factor++;
+
+ for (int i = 1; i < count; i += factor) {
+ _slidePointX = slidePoints[i].x;
+ _slidePointY = slidePoints[i].y;
+ _vm->_render->drawScene();
+ _vm->_system->delayMillis(10);
+ }
+ _sliding = false;
+ }
+
+ _pieceInfo[_puzzlePiece].curX = x2;
+ _pieceInfo[_puzzlePiece].curY = y2;
+}
+
+void Puzzle::dropPiece(Point mousePt) {
+ int boxx = PUZZLE_X_OFFSET;
+ int boxy = PUZZLE_Y_OFFSET;
+ int boxw = boxx + 184;
+ int boxh = boxy + 80;
+
+ // if the center is within the box quantize within
+ // else move it back to its original start point
+ if (mousePt.x >= boxx && mousePt.x < boxw && mousePt.y >= boxy && mousePt.y <= boxh) {
+ ActorData *puzzle = _vm->_actor->getActor(_vm->_actor->actorIndexToId(RID_ITE_ACTOR_PUZZLE));
+ SpriteInfo *spI;
+ int newx = mousePt.x - _pieceInfo[_puzzlePiece].offX;
+ int newy = mousePt.y - _pieceInfo[_puzzlePiece].offY;
+
+ if (newx < boxx)
+ newx = PUZZLE_X_OFFSET;
+ if (newy < boxy)
+ newy = PUZZLE_Y_OFFSET;
+
+ spI = &puzzle->spriteList.infoList[_puzzlePiece];
+
+ if (newx + spI->width > boxw)
+ newx = boxw - spI->width ;
+ if (newy + spI->height > boxh)
+ newy = boxh - spI->height ;
+
+ int x1 = ((newx - PUZZLE_X_OFFSET) & ~7) + PUZZLE_X_OFFSET;
+ int y1 = ((newy - PUZZLE_Y_OFFSET) & ~7) + PUZZLE_Y_OFFSET;
+ int x2 = x1 + 8;
+ int y2 = y1 + 8;
+ newx = (x2 - newx < newx - x1) ? x2 : x1;
+ newy = (y2 - newy < newy - y1) ? y2 : y1;
+
+ // if any part of the puzzle piece falls outside the box
+ // force it back in
+
+ // is the piece at the target location
+ if (newx == _pieceInfo[_puzzlePiece].trgX
+ && newy == _pieceInfo[_puzzlePiece].trgY) {
+ _pieceInfo[_puzzlePiece].flag |= (PUZZLE_MOVED | PUZZLE_FIT);
+ } else {
+ _pieceInfo[_puzzlePiece].flag &= ~PUZZLE_FIT;
+ _pieceInfo[_puzzlePiece].flag |= PUZZLE_MOVED;
+ }
+ _pieceInfo[_puzzlePiece].curX = newx;
+ _pieceInfo[_puzzlePiece].curY = newy;
+ } else {
+ int newx = pieceOrigins[_puzzlePiece].x;
+ int newy = pieceOrigins[_puzzlePiece].y;
+ _pieceInfo[_puzzlePiece].flag &= ~(PUZZLE_FIT | PUZZLE_MOVED);
+
+ // slide piece from current position to new position
+ slidePiece(_pieceInfo[_puzzlePiece].curX, _pieceInfo[_puzzlePiece].curY,
+ newx, newy);
+ }
+
+ // is the puzzle completed?
+
+ _solved = true;
+ for (int i = 0; i < PUZZLE_PIECES; i++)
+ if ((_pieceInfo[i].flag & PUZZLE_FIT) == 0) {
+ _solved = false;
+ break;
+ }
+
+ if (_solved)
+ exitPuzzle();
}
void Puzzle::hintTimerCallback(void *refCon) {
@@ -335,12 +574,12 @@ void Puzzle::giveHint(void) {
_vm->_interface->setRightPortrait(_hintGiver);
for (i = 0; i < PUZZLE_PIECES; i++)
- total += pieceInfo[i].flag & PUZZLE_FIT;
+ total += _pieceInfo[i].flag & PUZZLE_FIT;
- if (_hintCount == 0 && (pieceInfo[1].flag & PUZZLE_FIT
- || pieceInfo[12].flag & PUZZLE_FIT))
+ if (_hintCount == 0 && (_pieceInfo[1].flag & PUZZLE_FIT
+ || _pieceInfo[12].flag & PUZZLE_FIT))
_hintCount++;
- if (_hintCount == 1 && pieceInfo[14].flag & PUZZLE_FIT)
+ if (_hintCount == 1 && _pieceInfo[14].flag & PUZZLE_FIT)
_hintCount++;
if (_hintCount == 2 && total > 3)
@@ -355,8 +594,8 @@ void Puzzle::giveHint(void) {
for (i = PUZZLE_PIECES - 1; i >= 0; i--) {
piece = _piecePriority[i];
- if (pieceInfo[piece].flag & PUZZLE_MOVED
- && !(pieceInfo[piece].flag & PUZZLE_FIT)) {
+ if (_pieceInfo[piece].flag & PUZZLE_MOVED
+ && !(_pieceInfo[piece].flag & PUZZLE_FIT)) {
if (_helpCount < 12)
_helpCount++;
break;
diff --git a/saga/puzzle.h b/saga/puzzle.h
index de8e9146c0..0b61c00bc3 100644
--- a/saga/puzzle.h
+++ b/saga/puzzle.h
@@ -40,6 +40,8 @@ private:
bool _solved;
bool _active;
+ bool _newPuzzle;
+ bool _sliding;
kRQStates _hintRqState;
int _hintGiver;
@@ -62,20 +64,30 @@ public:
bool isActive(void) { return _active; }
void handleReply(int reply);
+ void handleClick(Point mousePt);
void movePiece(Point mousePt);
private:
+ void initPieceInfo(int i, int16 curX, int16 curY, byte offX, byte offY, int16 trgX,
+ int16 trgY, uint8 flag, uint8 count, Point point0, Point point1,
+ Point point2, Point point3, Point point4, Point point5);
+
static void hintTimerCallback(void *refCon);
void solicitHint(void);
void initPieces(void);
+ void showPieces(void);
+ void slidePiece(int x1, int y1, int x2, int y2);
+ void dropPiece(Point mousePt);
+ void alterPiecePriority(void);
+ void drawCurrentPiece(void);
void giveHint(void);
void clearHint(void);
-public:
+private:
struct PieceInfo {
int16 curX;
int16 curY;
@@ -88,6 +100,8 @@ public:
Point point[6];
};
+ PieceInfo _pieceInfo[PUZZLE_PIECES];
+ int _slidePointX, _slidePointY;
};
} // End of namespace Saga
diff --git a/saga/render.cpp b/saga/render.cpp
index 75559ace06..a2f48519ff 100644
--- a/saga/render.cpp
+++ b/saga/render.cpp
@@ -116,12 +116,12 @@ int Render::drawScene() {
_vm->_scene->draw();
if (_vm->_interface->getMode() != kPanelFade) {
- // Draw queued actors
- _vm->_actor->drawActors();
-
if (_vm->_puzzle->isActive()) {
_vm->_puzzle->movePiece(mouse_pt);
_vm->_actor->drawSpeech();
+ } else {
+ // Draw queued actors
+ _vm->_actor->drawActors();
}
if (getFlags() & RF_OBJECTMAP_TEST) {
diff --git a/saga/saga.cpp b/saga/saga.cpp
index 07fbc9cc87..442645040a 100644
--- a/saga/saga.cpp
+++ b/saga/saga.cpp
@@ -327,14 +327,14 @@ int SagaEngine::go() {
}
// Since Puzzle is actorless, we do it here
- if (_puzzle->isActive())
+ if (_puzzle->isActive()) {
_actor->handleSpeech(msec);
-
- if (!_scene->isInDemo() && getGameType() == GType_ITE)
+ } else if (!_scene->isInDemo() && getGameType() == GType_ITE) {
if (_interface->getMode() == kPanelMain ||
_interface->getMode() == kPanelConverse ||
_interface->getMode() == kPanelNull)
_actor->direct(msec);
+ }
_events->handleEvents(msec);
_script->executeThreads(msec);