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authorMax Horn2003-07-19 18:18:01 +0000
committerMax Horn2003-07-19 18:18:01 +0000
commit2fbf782c05bf5ff06e2817e487e152e8739be9ee (patch)
treec9f09796dea78d0a9fc22125c464b205644ac331 /scumm
parentd516f3467cde8fa05ef26732a58e289cd13444e6 (diff)
downloadscummvm-rg350-2fbf782c05bf5ff06e2817e487e152e8739be9ee.tar.gz
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moved some functions out of scummvm.cpp into more appropriate files; rearranged stuff inside scummvm.cpp to be grouped a bit more logical
svn-id: r9083
Diffstat (limited to 'scumm')
-rw-r--r--scumm/actor.cpp19
-rw-r--r--scumm/boxes.cpp44
-rw-r--r--scumm/charset.cpp8
-rw-r--r--scumm/gfx.cpp51
-rw-r--r--scumm/resource.cpp30
-rw-r--r--scumm/scumm.h4
-rw-r--r--scumm/scummvm.cpp1242
-rw-r--r--scumm/string.cpp12
8 files changed, 720 insertions, 690 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp
index 102f122a25..b51cfe7d4e 100644
--- a/scumm/actor.cpp
+++ b/scumm/actor.cpp
@@ -812,6 +812,25 @@ void Scumm::playActorSounds() {
}
}
+Actor *Scumm::derefActor(int id, const char *errmsg) const {
+ if (id < 1 || id >= _numActors || _actors[id].number != id) {
+ if (errmsg)
+ error("Invalid actor %d in %s", id, errmsg);
+ else
+ error("Invalid actor %d", id);
+ }
+ return &_actors[id];
+}
+
+Actor *Scumm::derefActorSafe(int id, const char *errmsg) const {
+ if (id < 1 || id >= _numActors || _actors[id].number != id) {
+ debug(2, "Invalid actor %d in %s (script %d, opcode 0x%x) - This is potentially a BIG problem.",
+ id, errmsg, vm.slot[_curExecScript].number, _opcode);
+ return NULL;
+ }
+ return &_actors[id];
+}
+
static int compareDrawOrder(const void* a, const void* b)
{
const Actor* actor1 = *(const Actor *const*)a;
diff --git a/scumm/boxes.cpp b/scumm/boxes.cpp
index 6dba4bd827..4a916008b7 100644
--- a/scumm/boxes.cpp
+++ b/scumm/boxes.cpp
@@ -216,6 +216,50 @@ int Scumm::getBoxScale(int box) {
return READ_LE_UINT16(&ptr->old.scale);
}
+/*
+ FIXME: It seems that scale items and scale slots are the same thing after
+ all - they only differ in some details (scale item is used to precompute
+ a scale table, while for the scale slots the computations are done on the
+ fly; also for scale slots, the scale along the x axis can vary, too).
+
+ Now, there are various known scale glitches in FT (and apparently also
+ in The Dig, see FIXME comments in Actor::setupActorScale). In this context
+ it is very interesting that for V5, there is an opcode which invokes
+ setScaleItem, and for V8 one that invokes setScaleSlot. But there is no
+ such opcode to be found for V6/V7 games.
+
+ Hypothesis: we simple are missing this opcode, and implementing it might
+ fix some or all of the Dig/FT scaling issues.
+*/
+void Scumm::setScaleItem(int slot, int y1, int scale1, int y2, int scale2) {
+ byte *ptr;
+ int y, tmp;
+
+ if (y1 == y2)
+ return;
+
+ ptr = createResource(rtScaleTable, slot, 200);
+
+ for (y = 0; y < 200; y++) {
+ tmp = ((scale2 - scale1) * (y - y1)) / (y2 - y1) + scale1;
+ if (tmp < 1)
+ tmp = 1;
+ if (tmp > 255)
+ tmp = 255;
+ *ptr++ = tmp;
+ }
+}
+
+void Scumm::setScaleSlot(int slot, int x1, int y1, int scale1, int x2, int y2, int scale2) {
+ assert(1 <= slot && slot <= 20);
+ _scaleSlots[slot-1].x2 = x2;
+ _scaleSlots[slot-1].y2 = y2;
+ _scaleSlots[slot-1].scale2 = scale2;
+ _scaleSlots[slot-1].x1 = x1;
+ _scaleSlots[slot-1].y1 = y1;
+ _scaleSlots[slot-1].scale1 = scale1;
+}
+
byte Scumm::getNumBoxes() {
byte *ptr = getResourceAddress(rtMatrix, 2);
if (!ptr)
diff --git a/scumm/charset.cpp b/scumm/charset.cpp
index 38237bf42a..be0d4963f0 100644
--- a/scumm/charset.cpp
+++ b/scumm/charset.cpp
@@ -49,7 +49,7 @@ CharsetRenderer::CharsetRenderer(Scumm *vm) {
}
void CharsetRendererCommon::setCurID(byte id) {
- _vm->checkRange(_vm->_maxCharsets - 1, 0, id, "Printing with bad charset %d");
+ checkRange(_vm->_maxCharsets - 1, 0, id, "Printing with bad charset %d");
_curId = id;
@@ -64,7 +64,7 @@ void CharsetRendererCommon::setCurID(byte id) {
}
void CharsetRendererV3::setCurID(byte id) {
- _vm->checkRange(_vm->_maxCharsets - 1, 0, id, "Printing with bad charset %d");
+ checkRange(_vm->_maxCharsets - 1, 0, id, "Printing with bad charset %d");
_curId = id;
@@ -947,7 +947,7 @@ void CharsetRendererV3::printChar(int chr) {
int w, h;
int drawTop;
- _vm->checkRange(_vm->_maxCharsets - 1, 0, _curId, "Printing with bad charset %d");
+ checkRange(_vm->_maxCharsets - 1, 0, _curId, "Printing with bad charset %d");
if ((vs = _vm->findVirtScreen(_top)) == NULL)
return;
@@ -1003,7 +1003,7 @@ void CharsetRendererClassic::printChar(int chr) {
const byte *charPtr;
int is2byte = (chr >= 0x80 && _vm->_CJKMode) ? 1 : 0;
- _vm->checkRange(_vm->_maxCharsets - 1, 1, _curId, "Printing with bad charset %d");
+ checkRange(_vm->_maxCharsets - 1, 1, _curId, "Printing with bad charset %d");
if ((vs = _vm->findVirtScreen(_top)) == NULL && (vs = _vm->findVirtScreen(_top + getFontHeight())) == NULL)
return;
diff --git a/scumm/gfx.cpp b/scumm/gfx.cpp
index d932f48662..55d31cf51f 100644
--- a/scumm/gfx.cpp
+++ b/scumm/gfx.cpp
@@ -3319,6 +3319,57 @@ const byte *Scumm::getPalettePtr() {
return cptr;
}
+void Scumm::updatePalette() {
+ if (_palDirtyMax == -1)
+ return;
+
+ bool noir_mode = (_gameId == GID_SAMNMAX && readVar(0x8000));
+ int first = _palDirtyMin;
+ int num = _palDirtyMax - first + 1;
+ int i;
+
+ byte palette_colors[1024];
+ byte *p = palette_colors;
+
+ for (i = _palDirtyMin; i <= _palDirtyMax; i++) {
+ byte *data;
+
+ if (_features & GF_SMALL_HEADER)
+ data = _currentPalette + _shadowPalette[i] * 3;
+ else
+ data = _currentPalette + i * 3;
+
+ // Sam & Max film noir mode. Convert the colours to grayscale
+ // before uploading them to the backend.
+
+ if (noir_mode) {
+ int r, g, b;
+ byte brightness;
+
+ r = data[0];
+ g = data[1];
+ b = data[2];
+
+ brightness = (byte)((0.299 * r + 0.587 * g + 0.114 * b) + 0.5);
+
+ *p++ = brightness;
+ *p++ = brightness;
+ *p++ = brightness;
+ *p++ = 0;
+ } else {
+ *p++ = data[0];
+ *p++ = data[1];
+ *p++ = data[2];
+ *p++ = 0;
+ }
+ }
+
+ _system->set_palette(palette_colors, first, num);
+
+ _palDirtyMax = -1;
+ _palDirtyMin = 256;
+}
+
#pragma mark -
#pragma mark --- Cursor ---
#pragma mark -
diff --git a/scumm/resource.cpp b/scumm/resource.cpp
index 9100f9a83f..8fdba761f5 100644
--- a/scumm/resource.cpp
+++ b/scumm/resource.cpp
@@ -1701,6 +1701,36 @@ bool Scumm::isGlobInMemory(int type, int idx) const{
return res.address[type][idx] != NULL;
}
+void Scumm::dumpResource(const char *tag, int idx, const byte *ptr, int length) {
+ char buf[256];
+ File out;
+
+ uint32 size;
+ if (length >= 0)
+ size = length;
+ else if (_features & GF_OLD_BUNDLE)
+ size = READ_LE_UINT16(ptr);
+ else if (_features & GF_SMALL_HEADER)
+ size = READ_LE_UINT32(ptr);
+ else
+ size = READ_BE_UINT32(ptr + 4);
+
+#if defined(MACOS_CARBON)
+ sprintf(buf, ":dumps:%s%d.dmp", tag, idx);
+#else
+ sprintf(buf, "dumps/%s%d.dmp", tag, idx);
+#endif
+
+ out.open(buf, "", 1);
+ if (out.isOpen() == false) {
+ out.open(buf, "", 2);
+ if (out.isOpen() == false)
+ return;
+ out.write(ptr, size);
+ }
+ out.close();
+}
+
ResourceIterator::ResourceIterator(const byte *searchin, bool smallHeader)
: _ptr(searchin), _smallHeader(smallHeader) {
assert(searchin);
diff --git a/scumm/scumm.h b/scumm/scumm.h
index 082514fe54..3cf68ed366 100644
--- a/scumm/scumm.h
+++ b/scumm/scumm.h
@@ -366,7 +366,6 @@ public:
void clearClickedStatus();
// Misc utility functions
- void checkRange(int max, int min, int no, const char *str) const;
const char *getExeName() const { return _exe_name; }
const char *getGameDataPath() const;
@@ -384,7 +383,6 @@ public:
void pauseGame();
void restart();
void shutDown();
- void setOptions(void);
/** We keep running until this is set to true. */
bool _quit;
@@ -1252,5 +1250,7 @@ int normalizeAngle(int angle);
int fromSimpleDir(int dirtype, int dir);
int toSimpleDir(int dirtype, int dir);
+void checkRange(int max, int min, int no, const char *str);
+
#endif
diff --git a/scumm/scummvm.cpp b/scumm/scummvm.cpp
index 482e597fbd..2c9ada90ae 100644
--- a/scumm/scummvm.cpp
+++ b/scumm/scummvm.cpp
@@ -60,21 +60,6 @@ extern void drawError(char*);
Scumm *g_scumm = 0;
ScummDebugger *g_debugger;
-byte *Scumm::get2byteCharPtr(int idx) {
- /*
- switch(language)
- case korean:
- return ( (idx % 256) - 0xb0) * 94 + (idx / 256) - 0xa1;
- case japanese:
- ...
- case taiwan:
- ...
- */
- idx = ( (idx % 256) - 0xb0) * 94 + (idx / 256) - 0xa1; // only for korean
- return _2byteFontPtr + 2 * _2byteHeight * idx;
-}
-
-
extern NewGui *g_gui;
extern uint16 _debugLevel;
@@ -753,6 +738,98 @@ Scumm::~Scumm () {
delete g_debugger;
}
+void Scumm::go() {
+ launch();
+ mainRun();
+}
+
+#pragma mark -
+#pragma mark --- Initialization ---
+#pragma mark -
+
+void Scumm::launch() {
+ gdi._vm = this;
+
+#ifdef __PALM_OS__
+ // PALMOS : check if this value is correct with palm,
+ // old value 450000 doesn't work anymore (return _fntPtr = NULL in zak256, not tested with others)
+ // 2500000 is too big and make ScummVM crashes : MemMove to NULL or immediate exit if try to allocate
+ // memory with new operator
+ _maxHeapThreshold = 550000;
+#else
+ // Since the new costumes are very big, we increase the heap limit, to avoid having
+ // to constantly reload stuff from the data files.
+ if (_features & GF_NEW_COSTUMES)
+ _maxHeapThreshold = 2500000;
+ else
+ _maxHeapThreshold = 550000;
+#endif
+ _minHeapThreshold = 400000;
+
+ _verbRedraw = false;
+
+ allocResTypeData(rtBuffer, MKID('NONE'), 10, "buffer", 0);
+ initVirtScreen(0, 0, 0, _screenWidth, _screenHeight, false, false);
+
+ setupScummVars();
+
+ setupOpcodes();
+
+ if (_version == 8)
+ _numActors = 80;
+ else if ((_version == 7) || (_gameId == GID_SAMNMAX))
+ _numActors = 30;
+ else if (_gameId == GID_MANIAC)
+ _numActors = 25;
+ else
+ _numActors = 13;
+
+ if (_version >= 7)
+ OF_OWNER_ROOM = 0xFF;
+ else
+ OF_OWNER_ROOM = 0x0F;
+
+ // if (_gameId==GID_MONKEY2 && _bootParam == 0)
+ // _bootParam = 10001;
+
+ if (_gameId == GID_INDY4 && _bootParam == 0) {
+ _bootParam = -7873;
+ }
+
+ if (_features & GF_OLD_BUNDLE)
+ _resourceHeaderSize = 4; // FIXME - to be rechecked
+ else if (_features & GF_SMALL_HEADER)
+ _resourceHeaderSize = 6;
+ else
+ _resourceHeaderSize = 8;
+
+ readIndexFile();
+
+ scummInit();
+
+ if (_version > 2) {
+ if (_version < 7)
+ VAR(VAR_VERSION) = 21;
+
+ if (_gameId != GID_LOOM && _gameId != GID_INDY3) {
+ // This is the for the Mac version of Indy3/Loom. TODO: add code to properly
+ // distinguish the Mac version from the PC (and other) versions.
+ VAR(VAR_DEBUGMODE) = _debugMode;
+ }
+ }
+
+ if (_gameId == GID_MONKEY || _gameId == GID_MONKEY_SEGA)
+ _scummVars[74] = 1225;
+
+ _sound->setupSound();
+
+ // If requested, load a save game instead of running the boot script
+ if (_saveLoadFlag != 2 || !loadState(_saveLoadSlot, _saveLoadCompatible)) {
+ runScript(1, 0, 0, &_bootParam);
+ }
+ _saveLoadFlag = 0;
+}
+
void Scumm::setFeatures (uint32 newFeatures) {
bool newCostumes = (_features & GF_NEW_COSTUMES) != 0;
bool newNewCostumes = (newFeatures & GF_NEW_COSTUMES) != 0;
@@ -998,16 +1075,51 @@ void Scumm::initScummVars() {
VAR(VAR_TALK_ACTOR) = 0;
}
-void Scumm::checkRange(int max, int min, int no, const char *str) const {
- if (no < min || no > max) {
-#ifdef __PALM_OS__
- char buf[256]; // 1024 is too big overflow the stack
-#else
- char buf[1024];
-#endif
- sprintf(buf, str, no);
- error("Value %d is out of bounds (%d,%d) in script %d (%s)", no, min,
- max, vm.slot[_curExecScript].number, buf);
+#pragma mark -
+#pragma mark --- Main loop ---
+#pragma mark -
+
+void Scumm::mainRun() {
+ int delta = 0;
+ int diff = _system->get_msecs();
+
+ while (!_quit) {
+
+ updatePalette();
+ _system->update_screen();
+
+ diff -= _system->get_msecs();
+ waitForTimer(delta * 15 + diff);
+ diff = _system->get_msecs();
+ delta = scummLoop(delta);
+
+ if (delta < 1) // Ensure we don't get into a loop
+ delta = 1; // by not decreasing sleepers.
+
+ if (_quit) {
+ // TODO: Maybe perform an autosave on exit?
+ // TODO: Also, we could optionally show a "Do you really want to quit?" dialog here
+ }
+ }
+}
+
+void Scumm::waitForTimer(int msec_delay) {
+ uint32 start_time;
+
+ if (_fastMode & 2)
+ msec_delay = 0;
+ else if (_fastMode & 1)
+ msec_delay = 10;
+
+ start_time = _system->get_msecs();
+
+ while (!_quit) {
+ parseEvents();
+
+ _sound->updateCD(); // Loop CD Audio if needed
+ if (_system->get_msecs() >= start_time + msec_delay)
+ break;
+ _system->delay_msecs(10);
}
}
@@ -1270,7 +1382,315 @@ load_game:
}
-void Scumm::startScene(int room, Actor * a, int objectNr) {
+#pragma mark -
+#pragma mark --- Events / Input ---
+#pragma mark -
+
+void Scumm::parseEvents() {
+ OSystem::Event event;
+
+ while (_system->poll_event(&event)) {
+
+ switch(event.event_code) {
+ case OSystem::EVENT_KEYDOWN:
+ if (event.kbd.keycode >= '0' && event.kbd.keycode<='9'
+ && (event.kbd.flags == OSystem::KBD_ALT ||
+ event.kbd.flags == OSystem::KBD_CTRL)) {
+ _saveLoadSlot = event.kbd.keycode - '0';
+
+ // don't overwrite autosave (slot 0)
+ if (_saveLoadSlot == 0)
+ _saveLoadSlot = 10;
+
+ sprintf(_saveLoadName, "Quicksave %d", _saveLoadSlot);
+ _saveLoadFlag = (event.kbd.flags == OSystem::KBD_ALT) ? 1 : 2;
+ _saveLoadCompatible = false;
+ } else if (event.kbd.flags==OSystem::KBD_CTRL) {
+ if (event.kbd.keycode == 'f')
+ _fastMode ^= 1;
+ else if (event.kbd.keycode == 'g')
+ _fastMode ^= 2;
+ else if (event.kbd.keycode == 'd')
+ g_debugger->attach(this, NULL);
+ else if (event.kbd.keycode == 's')
+ resourceStats();
+ else
+ _keyPressed = event.kbd.ascii; // Normal key press, pass on to the game.
+ } else if (event.kbd.flags & OSystem::KBD_ALT) {
+ // The result must be 273 for Alt-W
+ // because that's what MI2 looks for in
+ // its "instant win" cheat.
+ _keyPressed = event.kbd.keycode + 154;
+ } else
+ _keyPressed = event.kbd.ascii; // Normal key press, pass on to the game.
+ break;
+
+ case OSystem::EVENT_MOUSEMOVE:
+ _mouse.x = event.mouse.x;
+ _mouse.y = event.mouse.y;
+ _system->set_mouse_pos(event.mouse.x, event.mouse.y);
+ _system->update_screen();
+ break;
+
+ case OSystem::EVENT_LBUTTONDOWN:
+ _leftBtnPressed |= msClicked|msDown;
+#if defined(_WIN32_WCE) || defined(__PALM_OS__)
+ _mouse.x = event.mouse.x;
+ _mouse.y = event.mouse.y;
+#endif
+ break;
+
+ case OSystem::EVENT_RBUTTONDOWN:
+ _rightBtnPressed |= msClicked|msDown;
+#if defined(_WIN32_WCE) || defined(__PALM_OS__)
+ _mouse.x = event.mouse.x;
+ _mouse.y = event.mouse.y;
+#endif
+ break;
+
+ case OSystem::EVENT_LBUTTONUP:
+ _leftBtnPressed &= ~msDown;
+ break;
+
+ case OSystem::EVENT_RBUTTONUP:
+ _rightBtnPressed &= ~msDown;
+ break;
+
+ case OSystem::EVENT_QUIT:
+ _quit = true;
+ break;
+
+ default:
+ break;
+ }
+ }
+}
+
+void Scumm::clearClickedStatus() {
+ checkKeyHit();
+ _mouseButStat = 0;
+ _leftBtnPressed &= ~msClicked;
+ _rightBtnPressed &= ~msClicked;
+}
+
+int Scumm::checkKeyHit() {
+ int a = _keyPressed;
+ _keyPressed = 0;
+ if (_version <= 2 && 315 <= a && a < 315+12) {
+ // Convert F-Keys
+ a -= 314;
+ }
+ return a;
+}
+
+void Scumm::processKbd() {
+ int saveloadkey;
+ getKeyInput();
+
+ if (_version <= 2)
+ saveloadkey = 5; // F5
+ else if ((_features & GF_OLD256) || (_gameId == GID_CMI) || (_features & GF_16COLOR)) /* FIXME: Support ingame screen ? */
+ saveloadkey = 319; // F5
+ else
+ saveloadkey = VAR(VAR_SAVELOADDIALOG_KEY);
+
+ _virtualMouse.x = _mouse.x + virtscr[0].xstart;
+
+ if (_features & GF_NEW_CAMERA)
+ _virtualMouse.y = _mouse.y + camera._cur.y - (_screenHeight / 2);
+ else
+ _virtualMouse.y = _mouse.y;
+
+ _virtualMouse.y -= virtscr[0].topline;
+
+ if (_virtualMouse.y < 0)
+ _virtualMouse.y = -1;
+
+ if (_virtualMouse.y >= virtscr[0].height)
+ _virtualMouse.y = -1;
+
+ if (!_lastKeyHit)
+ return;
+
+ if (_keyScriptNo && (_keyScriptKey == _lastKeyHit)) {
+ runScript(_keyScriptNo, 0, 0, 0);
+ return;
+ }
+
+#ifdef _WIN32_WCE
+ if (_lastKeyHit == KEY_SET_OPTIONS) {
+ //_newgui->optionsDialog();
+ return;
+ }
+
+ if (_lastKeyHit == KEY_ALL_SKIP) {
+ // Skip cutscene
+ if (_insaneState) {
+ _videoFinished = true;
+ return;
+ }
+ else
+ if (vm.cutScenePtr[vm.cutSceneStackPointer])
+ _lastKeyHit = (uint16)VAR(VAR_CUTSCENEEXIT_KEY);
+ else
+ // Skip talk
+ if (_talkDelay > 0)
+ _lastKeyHit = (uint16)VAR(VAR_TALKSTOP_KEY);
+ else
+ // Escape
+ _lastKeyHit = 27;
+ }
+#endif
+
+ if (VAR_RESTART_KEY != 0xFF && _lastKeyHit == VAR(VAR_RESTART_KEY)) {
+ warning("Restart not implemented");
+ //restart();
+ return;
+ }
+
+ if ((VAR_PAUSE_KEY != 0xFF && _lastKeyHit == VAR(VAR_PAUSE_KEY)) ||
+ (VAR_PAUSE_KEY == 0xFF && _lastKeyHit == ' ')) {
+ pauseGame();
+ return;
+ }
+
+ if (_lastKeyHit == VAR(VAR_CUTSCENEEXIT_KEY) ||
+ (VAR(VAR_CUTSCENEEXIT_KEY) == 4 && _lastKeyHit == 27)) {
+ if (_insaneState) {
+ _videoFinished = true;
+ } else
+ abortCutscene();
+ } else if (_lastKeyHit == saveloadkey && _currentRoom != 0) {
+ if (VAR_SAVELOAD_SCRIPT != 0xFF)
+ runScript(VAR(VAR_SAVELOAD_SCRIPT), 0, 0, 0);
+
+ saveloadDialog(); // Display NewGui
+
+ if (VAR_SAVELOAD_SCRIPT2 != 0xFF)
+ runScript(VAR(VAR_SAVELOAD_SCRIPT2), 0, 0, 0);
+ return;
+ } else if (VAR_TALKSTOP_KEY != 0xFF && _lastKeyHit == VAR(VAR_TALKSTOP_KEY)) {
+ _talkDelay = 0;
+ if (_sound->_sfxMode & 2)
+ stopTalk();
+ return;
+ } else if (_lastKeyHit == '[') { // [ Music volume down
+ int vol = _sound->_sound_volume_music;
+ if (!(vol & 0xF) && vol)
+ vol -= 16;
+ vol = vol & 0xF0;
+ _sound->_sound_volume_music = vol;
+ if (_imuse)
+ _imuse->set_music_volume (vol);
+ } else if (_lastKeyHit == ']') { // ] Music volume up
+ int vol = _sound->_sound_volume_music;
+ vol = (vol + 16) & 0xFF0;
+ if (vol > 255) vol = 255;
+ _sound->_sound_volume_music = vol;
+ if (_imuse)
+ _imuse->set_music_volume (vol);
+ } else if (_lastKeyHit == '-') { // - text speed down
+ _defaultTalkDelay += 5;
+ if (_defaultTalkDelay > 90)
+ _defaultTalkDelay = 90;
+
+ VAR(VAR_CHARINC) = _defaultTalkDelay / 20;
+ } else if (_lastKeyHit == '+') { // + text speed up
+ _defaultTalkDelay -= 5;
+ if (_defaultTalkDelay < 5)
+ _defaultTalkDelay = 5;
+
+ VAR(VAR_CHARINC) = _defaultTalkDelay / 20;
+ } else if (_lastKeyHit == '~' || _lastKeyHit == '#') { // Debug console
+ g_debugger->attach(this, NULL);
+ } else if (_version <= 2) {
+ // Store the input type. So far we can't distinguish
+ // between 1, 3 and 5.
+ // 1) Verb 2) Scene 3) Inv. 4) Key
+ // 5) Sentence Bar
+
+ if (_lastKeyHit) { // Key Input
+ VAR(VAR_KEYPRESS) = _lastKeyHit;
+ }
+ }
+
+ _mouseButStat = _lastKeyHit;
+}
+
+int Scumm::getKeyInput() {
+ _mouseButStat = 0;
+
+ _lastKeyHit = checkKeyHit();
+ convertKeysToClicks();
+
+ if (_mouse.x < 0)
+ _mouse.x = 0;
+ if (_mouse.x > _screenWidth-1)
+ _mouse.x = _screenWidth-1;
+ if (_mouse.y < 0)
+ _mouse.y = 0;
+ if (_mouse.y > _screenHeight-1)
+ _mouse.y = _screenHeight-1;
+
+ if (_leftBtnPressed & msClicked && _rightBtnPressed & msClicked) {
+ _mouseButStat = 0;
+ _lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY);
+ } else if (_leftBtnPressed & msClicked) {
+ _mouseButStat = MBS_LEFT_CLICK;
+ } else if (_rightBtnPressed & msClicked) {
+ _mouseButStat = MBS_RIGHT_CLICK;
+ }
+
+ if (_version == 8) {
+ VAR(VAR_MOUSE_BUTTONS) = 0;
+ VAR(VAR_MOUSE_HOLD) = 0;
+ VAR(VAR_RIGHTBTN_HOLD) = 0;
+
+ if (_leftBtnPressed & msClicked)
+ VAR(VAR_MOUSE_BUTTONS) += 1;
+
+ if (_rightBtnPressed & msClicked)
+ VAR(VAR_MOUSE_BUTTONS) += 2;
+
+ if (_leftBtnPressed & msDown)
+ VAR(VAR_MOUSE_HOLD) += 1;
+
+ if (_rightBtnPressed & msDown) {
+ VAR(VAR_RIGHTBTN_HOLD) = 1;
+ VAR(VAR_MOUSE_HOLD) += 2;
+ }
+ } else if (_version == 7) {
+ VAR(VAR_LEFTBTN_HOLD) = (_leftBtnPressed & msDown) != 0;
+ VAR(VAR_RIGHTBTN_HOLD) = (_rightBtnPressed & msDown) != 0;
+ }
+
+ _leftBtnPressed &= ~msClicked;
+ _rightBtnPressed &= ~msClicked;
+
+ return _lastKeyHit;
+}
+
+void Scumm::convertKeysToClicks() {
+ if (_lastKeyHit && _cursor.state > 0) {
+ if (_lastKeyHit == 9) {
+ _mouseButStat = MBS_RIGHT_CLICK;
+ } else if (_lastKeyHit == 13) {
+ _mouseButStat = MBS_LEFT_CLICK;
+ } else
+ return;
+ _lastKeyHit = 0;
+ }
+}
+
+#pragma mark -
+#pragma mark --- SCUMM ---
+#pragma mark -
+
+/**
+ * Start a 'scene' by loading the specified room with the given main actor.
+ * The actor is placed next to the object indicated by objectNr.
+ */
+void Scumm::startScene(int room, Actor *a, int objectNr) {
int i, where;
CHECK_HEAP;
@@ -1427,7 +1847,7 @@ void Scumm::startScene(int room, Actor * a, int objectNr) {
// The DIG; and nothing like this is done there. Also I am pretty
// sure this used to work in 0.3.1. So apparently something broke
// down here, and I have no clue what that might be :-/
- a-> adjustActorPos();
+ a->adjustActorPos();
}
if (camera._follows) {
a = derefActor(camera._follows, "startScene: follows");
@@ -1783,105 +2203,54 @@ void Scumm::initRoomSubBlocks() {
initBGBuffers(_roomHeight);
}
-/*
- FIXME: It seems that scale items and scale slots are the same thing after
- all - they only differ in some details (scale item is used to precompute
- a scale table, while for the scale slots the computations are done on the
- fly; also for scale slots, the scale along the x axis can vary, too).
-
- Now, there are various known scale glitches in FT (and apparently also
- in The Dig, see FIXME comments in Actor::setupActorScale). In this context
- it is very interesting that for V5, there is an opcode which invokes
- setScaleItem, and for V8 one that invokes setScaleSlot. But there is no
- such opcode to be found for V6/V7 games.
-
- Hypothesis: we simple are missing this opcode, and implementing it might
- fix some or all of the Dig/FT scaling issues.
-*/
-void Scumm::setScaleItem(int slot, int y1, int scale1, int y2, int scale2) {
- byte *ptr;
- int y, tmp;
-
- if (y1 == y2)
- return;
-
- ptr = createResource(rtScaleTable, slot, 200);
-
- for (y = 0; y < 200; y++) {
- tmp = ((scale2 - scale1) * (y - y1)) / (y2 - y1) + scale1;
- if (tmp < 1)
- tmp = 1;
- if (tmp > 255)
- tmp = 255;
- *ptr++ = tmp;
- }
+void Scumm::pauseGame() {
+ pauseDialog();
}
-void Scumm::setScaleSlot(int slot, int x1, int y1, int scale1, int x2, int y2, int scale2) {
- assert(1 <= slot && slot <= 20);
- _scaleSlots[slot-1].x2 = x2;
- _scaleSlots[slot-1].y2 = y2;
- _scaleSlots[slot-1].scale2 = scale2;
- _scaleSlots[slot-1].x1 = x1;
- _scaleSlots[slot-1].y1 = y1;
- _scaleSlots[slot-1].scale1 = scale1;
+void Scumm::shutDown() {
+ _quit = true;
}
-void Scumm::dumpResource(const char *tag, int idx, const byte *ptr, int length) {
- char buf[256];
- File out;
+void Scumm::restart() {
+// TODO: Check this function - we should probably be reinitting a lot more stuff, and I suspect
+// this leaks memory like a sieve
- uint32 size;
- if (length >= 0)
- size = length;
- else if (_features & GF_OLD_BUNDLE)
- size = READ_LE_UINT16(ptr);
- else if (_features & GF_SMALL_HEADER)
- size = READ_LE_UINT32(ptr);
- else
- size = READ_BE_UINT32(ptr + 4);
+ int i;
-#if defined(MACOS_CARBON)
- sprintf(buf, ":dumps:%s%d.dmp", tag, idx);
-#else
- sprintf(buf, "dumps/%s%d.dmp", tag, idx);
-#endif
+ // Reset some stuff
+ _currentRoom = 0;
+ _currentScript = 0xFF;
+ killAllScriptsExceptCurrent();
+ setShake(0);
+ _sound->stopAllSounds();
- out.open(buf, "", 1);
- if (out.isOpen() == false) {
- out.open(buf, "", 2);
- if (out.isOpen() == false)
- return;
- out.write(ptr, size);
- }
- out.close();
-}
+ // Empty variables
+ for (i=0;i<255;i++)
+ _scummVars[i] = 0;
-void Scumm::clearClickedStatus() {
- checkKeyHit();
- _mouseButStat = 0;
- _leftBtnPressed &= ~msClicked;
- _rightBtnPressed &= ~msClicked;
-}
+ // Empty inventory
+ for (i=0;i<_numGlobalObjects;i++)
+ clearOwnerOf(i);
-int Scumm::checkKeyHit() {
- int a = _keyPressed;
- _keyPressed = 0;
- if (_version <= 2 && 315 <= a && a < 315+12) {
- // Convert F-Keys
- a -= 314;
- }
- return a;
-}
+ // Reinit things
+ allocateArrays(); // Reallocate arrays
+ readIndexFile(); // Reread index (reset objectstate etc)
+ createResource(rtTemp, 6, 500); // Create temp buffer
+ initScummVars(); // Reinit scumm variables
+ _sound->setupSound(); // Reinit sound engine
-void Scumm::pauseGame() {
- pauseDialog();
+ // Re-run bootscript
+ runScript(1, 0, 0, &_bootParam);
}
-void Scumm::setOptions() {
- //_newgui->optionsDialog();
+void Scumm::startManiac() {
+ warning("stub startManiac()");
}
+#pragma mark -
+#pragma mark --- GUI ---
+#pragma mark -
+
int Scumm::runDialog(Dialog *dialog) {
// Pause sound put
bool old_soundsPaused = _sound->_soundsPaused;
@@ -1944,336 +2313,24 @@ char Scumm::displayError(bool showCancel, const char *message, ...) {
return result;
}
-void Scumm::shutDown() {
- _quit = true;
-}
-
-void Scumm::restart() {
-// TODO: Check this function - we should probably be reinitting a lot more stuff, and I suspect
-// this leaks memory like a sieve
-
- int i;
-
- // Reset some stuff
- _currentRoom = 0;
- _currentScript = 0xFF;
- killAllScriptsExceptCurrent();
- setShake(0);
- _sound->stopAllSounds();
-
- // Empty variables
- for (i=0;i<255;i++)
- _scummVars[i] = 0;
-
- // Empty inventory
- for (i=0;i<_numGlobalObjects;i++)
- clearOwnerOf(i);
-
- // Reinit things
- allocateArrays(); // Reallocate arrays
- readIndexFile(); // Reread index (reset objectstate etc)
- createResource(rtTemp, 6, 500); // Create temp buffer
- initScummVars(); // Reinit scumm variables
- _sound->setupSound(); // Reinit sound engine
-
- // Re-run bootscript
- runScript(1, 0, 0, &_bootParam);
-}
-
-void Scumm::processKbd() {
- int saveloadkey;
- getKeyInput();
-
- if (_version <= 2)
- saveloadkey = 5; // F5
- else if ((_features & GF_OLD256) || (_gameId == GID_CMI) || (_features & GF_16COLOR)) /* FIXME: Support ingame screen ? */
- saveloadkey = 319; // F5
- else
- saveloadkey = VAR(VAR_SAVELOADDIALOG_KEY);
-
- _virtualMouse.x = _mouse.x + virtscr[0].xstart;
-
- if (_features & GF_NEW_CAMERA)
- _virtualMouse.y = _mouse.y + camera._cur.y - (_screenHeight / 2);
- else
- _virtualMouse.y = _mouse.y;
-
- _virtualMouse.y -= virtscr[0].topline;
-
- if (_virtualMouse.y < 0)
- _virtualMouse.y = -1;
-
- if (_virtualMouse.y >= virtscr[0].height)
- _virtualMouse.y = -1;
-
- if (!_lastKeyHit)
- return;
-
- if (_keyScriptNo && (_keyScriptKey == _lastKeyHit)) {
- runScript(_keyScriptNo, 0, 0, 0);
- return;
- }
-
- if (_lastKeyHit == KEY_SET_OPTIONS) {
- setOptions();
- return;
- }
-
- if (_lastKeyHit == KEY_ALL_SKIP) {
- // Skip cutscene
- if (_insaneState) {
- _videoFinished = true;
- return;
- }
- else
- if (vm.cutScenePtr[vm.cutSceneStackPointer])
- _lastKeyHit = (uint16)VAR(VAR_CUTSCENEEXIT_KEY);
- else
- // Skip talk
- if (_talkDelay > 0)
- _lastKeyHit = (uint16)VAR(VAR_TALKSTOP_KEY);
- else
- // Escape
- _lastKeyHit = 27;
- }
-
- if (VAR_RESTART_KEY != 0xFF && _lastKeyHit == VAR(VAR_RESTART_KEY)) {
- warning("Restart not implemented");
- //restart();
- return;
- }
-
- if ((VAR_PAUSE_KEY != 0xFF && _lastKeyHit == VAR(VAR_PAUSE_KEY)) ||
- (VAR_PAUSE_KEY == 0xFF && _lastKeyHit == ' ')) {
- pauseGame();
- return;
- }
-
- if (_lastKeyHit == VAR(VAR_CUTSCENEEXIT_KEY) ||
- (VAR(VAR_CUTSCENEEXIT_KEY) == 4 && _lastKeyHit == 27)) {
- if (_insaneState) {
- _videoFinished = true;
- } else
- abortCutscene();
- } else if (_lastKeyHit == saveloadkey && _currentRoom != 0) {
- if (VAR_SAVELOAD_SCRIPT != 0xFF)
- runScript(VAR(VAR_SAVELOAD_SCRIPT), 0, 0, 0);
-
- saveloadDialog(); // Display NewGui
-
- if (VAR_SAVELOAD_SCRIPT2 != 0xFF)
- runScript(VAR(VAR_SAVELOAD_SCRIPT2), 0, 0, 0);
- return;
- } else if (VAR_TALKSTOP_KEY != 0xFF && _lastKeyHit == VAR(VAR_TALKSTOP_KEY)) {
- _talkDelay = 0;
- if (_sound->_sfxMode & 2)
- stopTalk();
- return;
- } else if (_lastKeyHit == '[') { // [ Music volume down
- int vol = _sound->_sound_volume_music;
- if (!(vol & 0xF) && vol)
- vol -= 16;
- vol = vol & 0xF0;
- _sound->_sound_volume_music = vol;
- if (_imuse)
- _imuse->set_music_volume (vol);
- } else if (_lastKeyHit == ']') { // ] Music volume up
- int vol = _sound->_sound_volume_music;
- vol = (vol + 16) & 0xFF0;
- if (vol > 255) vol = 255;
- _sound->_sound_volume_music = vol;
- if (_imuse)
- _imuse->set_music_volume (vol);
- } else if (_lastKeyHit == '-') { // - text speed down
- _defaultTalkDelay += 5;
- if (_defaultTalkDelay > 90)
- _defaultTalkDelay = 90;
-
- VAR(VAR_CHARINC) = _defaultTalkDelay / 20;
- } else if (_lastKeyHit == '+') { // + text speed up
- _defaultTalkDelay -= 5;
- if (_defaultTalkDelay < 5)
- _defaultTalkDelay = 5;
-
- VAR(VAR_CHARINC) = _defaultTalkDelay / 20;
- } else if (_lastKeyHit == '~' || _lastKeyHit == '#') { // Debug console
- g_debugger->attach(this, NULL);
- } else if (_version <= 2) {
- // Store the input type. So far we can't distinguish
- // between 1, 3 and 5.
- // 1) Verb 2) Scene 3) Inv. 4) Key
- // 5) Sentence Bar
-
- if (_lastKeyHit) { // Key Input
- VAR(VAR_KEYPRESS) = _lastKeyHit;
- }
- }
-
- _mouseButStat = _lastKeyHit;
-}
-
-int Scumm::getKeyInput() {
- _mouseButStat = 0;
-
- _lastKeyHit = checkKeyHit();
- convertKeysToClicks();
-
- if (_mouse.x < 0)
- _mouse.x = 0;
- if (_mouse.x > _screenWidth-1)
- _mouse.x = _screenWidth-1;
- if (_mouse.y < 0)
- _mouse.y = 0;
- if (_mouse.y > _screenHeight-1)
- _mouse.y = _screenHeight-1;
-
- if (_leftBtnPressed & msClicked && _rightBtnPressed & msClicked) {
- _mouseButStat = 0;
- _lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY);
- } else if (_leftBtnPressed & msClicked) {
- _mouseButStat = MBS_LEFT_CLICK;
- } else if (_rightBtnPressed & msClicked) {
- _mouseButStat = MBS_RIGHT_CLICK;
- }
-
- if (_version == 8) {
- VAR(VAR_MOUSE_BUTTONS) = 0;
- VAR(VAR_MOUSE_HOLD) = 0;
- VAR(VAR_RIGHTBTN_HOLD) = 0;
-
- if (_leftBtnPressed & msClicked)
- VAR(VAR_MOUSE_BUTTONS) += 1;
-
- if (_rightBtnPressed & msClicked)
- VAR(VAR_MOUSE_BUTTONS) += 2;
-
- if (_leftBtnPressed & msDown)
- VAR(VAR_MOUSE_HOLD) += 1;
-
- if (_rightBtnPressed & msDown) {
- VAR(VAR_RIGHTBTN_HOLD) = 1;
- VAR(VAR_MOUSE_HOLD) += 2;
- }
- } else if (_version == 7) {
- VAR(VAR_LEFTBTN_HOLD) = (_leftBtnPressed & msDown) != 0;
- VAR(VAR_RIGHTBTN_HOLD) = (_rightBtnPressed & msDown) != 0;
- }
-
- _leftBtnPressed &= ~msClicked;
- _rightBtnPressed &= ~msClicked;
-
- return _lastKeyHit;
-}
-
-void Scumm::convertKeysToClicks() {
- if (_lastKeyHit && _cursor.state > 0) {
- if (_lastKeyHit == 9) {
- _mouseButStat = MBS_RIGHT_CLICK;
- } else if (_lastKeyHit == 13) {
- _mouseButStat = MBS_LEFT_CLICK;
- } else
- return;
- _lastKeyHit = 0;
- }
-}
-
-Actor *Scumm::derefActor(int id, const char *errmsg) const {
- if (id < 1 || id >= _numActors || _actors[id].number != id) {
- if (errmsg)
- error("Invalid actor %d in %s", id, errmsg);
- else
- error("Invalid actor %d", id);
- }
- return &_actors[id];
-}
-
-Actor *Scumm::derefActorSafe(int id, const char *errmsg) const {
- if (id < 1 || id >= _numActors || _actors[id].number != id) {
- debug(2, "Invalid actor %d in %s (script %d, opcode 0x%x) - This is potentially a BIG problem.",
- id, errmsg, vm.slot[_curExecScript].number, _opcode);
- return NULL;
- }
- return &_actors[id];
-}
-
-void Scumm::setStringVars(int slot) {
- StringTab *st = &_string[slot];
- st->xpos = st->t_xpos;
- st->ypos = st->t_ypos;
- st->center = st->t_center;
- st->overhead = st->t_overhead;
- st->no_talk_anim = st->t_no_talk_anim;
- st->right = st->t_right;
- st->color = st->t_color;
- st->charset = st->t_charset;
-}
-
-void Scumm::startManiac() {
- warning("stub startManiac()");
-}
-
-//
-// Convert an old style direction to a new style one (angle),
-//
-int newDirToOldDir(int dir) {
- if (dir >= 71 && dir <= 109)
- return 1;
- if (dir >= 109 && dir <= 251)
- return 2;
- if (dir >= 251 && dir <= 289)
- return 0;
- return 3;
-}
-
-//
-// Convert an new style (angle) direction to an old style one.
-//
-int oldDirToNewDir(int dir) {
- assert(0 <= dir && dir <= 3);
- const int new_dir_table[4] = { 270, 90, 180, 0 };
- return new_dir_table[dir];
-}
+#pragma mark -
+#pragma mark --- Miscellaneous ---
+#pragma mark -
-//
-// Convert an angle to a simple direction.
-//
-int toSimpleDir(int dirType, int dir) {
- if (dirType) {
- const int16 directions[] = { 22, 72, 107, 157, 202, 252, 287, 337 };
- for (int i = 0; i < 7; i++)
- if (dir >= directions[i] && dir <= directions[i+1])
- return i+1;
- } else {
- const int16 directions[] = { 71, 109, 251, 289 };
- for (int i = 0; i < 3; i++)
- if (dir >= directions[i] && dir <= directions[i+1])
- return i+1;
- }
-
- return 0;
+byte *Scumm::get2byteCharPtr(int idx) {
+ /*
+ switch(language)
+ case korean:
+ return ( (idx % 256) - 0xb0) * 94 + (idx / 256) - 0xa1;
+ case japanese:
+ ...
+ case taiwan:
+ ...
+ */
+ idx = ( (idx % 256) - 0xb0) * 94 + (idx / 256) - 0xa1; // only for korean
+ return _2byteFontPtr + 2 * _2byteHeight * idx;
}
-//
-// Convert a simple direction to an angle
-//
-int fromSimpleDir(int dirType, int dir) {
- if (dirType)
- return dir * 45;
- else
- return dir * 90;
-}
-
-//
-// Normalize the given angle - that means, ensure it is positive, and
-// change it to the closest multiple of 45 degree by abusing toSimpleDir.
-//
-int normalizeAngle(int angle) {
- int temp;
-
- temp = (angle + 360) % 360;
-
- return toSimpleDir(1, temp) * 45;
-}
const char *Scumm::getGameDataPath() const {
#ifdef MACOSX
@@ -2322,265 +2379,82 @@ void Scumm::errorString(const char *buf1, char *buf2) {
}
}
-void Scumm::waitForTimer(int msec_delay) {
- uint32 start_time;
-
- if (_fastMode & 2)
- msec_delay = 0;
- else if (_fastMode & 1)
- msec_delay = 10;
-
- start_time = _system->get_msecs();
-
- while (!_quit) {
- parseEvents();
-
- _sound->updateCD(); // Loop CD Audio if needed
- if (_system->get_msecs() >= start_time + msec_delay)
- break;
- _system->delay_msecs(10);
- }
-}
-
-void Scumm::parseEvents() {
- OSystem::Event event;
-
- while (_system->poll_event(&event)) {
-
- switch(event.event_code) {
- case OSystem::EVENT_KEYDOWN:
- if (event.kbd.keycode >= '0' && event.kbd.keycode<='9'
- && (event.kbd.flags == OSystem::KBD_ALT ||
- event.kbd.flags == OSystem::KBD_CTRL)) {
- _saveLoadSlot = event.kbd.keycode - '0';
-
- // don't overwrite autosave (slot 0)
- if (_saveLoadSlot == 0)
- _saveLoadSlot = 10;
-
- sprintf(_saveLoadName, "Quicksave %d", _saveLoadSlot);
- _saveLoadFlag = (event.kbd.flags == OSystem::KBD_ALT) ? 1 : 2;
- _saveLoadCompatible = false;
- } else if (event.kbd.flags==OSystem::KBD_CTRL) {
- if (event.kbd.keycode == 'f')
- _fastMode ^= 1;
- else if (event.kbd.keycode == 'g')
- _fastMode ^= 2;
- else if (event.kbd.keycode == 'd')
- g_debugger->attach(this, NULL);
- else if (event.kbd.keycode == 's')
- resourceStats();
- else
- _keyPressed = event.kbd.ascii; // Normal key press, pass on to the game.
- } else if (event.kbd.flags & OSystem::KBD_ALT) {
- // The result must be 273 for Alt-W
- // because that's what MI2 looks for in
- // its "instant win" cheat.
- _keyPressed = event.kbd.keycode + 154;
- } else
- _keyPressed = event.kbd.ascii; // Normal key press, pass on to the game.
- break;
-
- case OSystem::EVENT_MOUSEMOVE:
- _mouse.x = event.mouse.x;
- _mouse.y = event.mouse.y;
- _system->set_mouse_pos(event.mouse.x, event.mouse.y);
- _system->update_screen();
- break;
-
- case OSystem::EVENT_LBUTTONDOWN:
- _leftBtnPressed |= msClicked|msDown;
-#if defined(_WIN32_WCE) || defined(__PALM_OS__)
- _mouse.x = event.mouse.x;
- _mouse.y = event.mouse.y;
-#endif
- break;
+#pragma mark -
+#pragma mark --- Utilities ---
+#pragma mark -
- case OSystem::EVENT_RBUTTONDOWN:
- _rightBtnPressed |= msClicked|msDown;
-#if defined(_WIN32_WCE) || defined(__PALM_OS__)
- _mouse.x = event.mouse.x;
- _mouse.y = event.mouse.y;
+void checkRange(int max, int min, int no, const char *str) {
+ if (no < min || no > max) {
+#ifdef __PALM_OS__
+ char buf[256]; // 1024 is too big overflow the stack
+#else
+ char buf[1024];
#endif
- break;
-
- case OSystem::EVENT_LBUTTONUP:
- _leftBtnPressed &= ~msDown;
- break;
-
- case OSystem::EVENT_RBUTTONUP:
- _rightBtnPressed &= ~msDown;
- break;
-
- case OSystem::EVENT_QUIT:
- _quit = true;
- break;
-
- default:
- break;
- }
+ sprintf(buf, str, no);
+ error("Value %d is out of bounds (%d,%d) (%s)", no, min, max, buf);
}
}
-void Scumm::updatePalette() {
- if (_palDirtyMax == -1)
- return;
-
- bool noir_mode = (_gameId == GID_SAMNMAX && readVar(0x8000));
- int first = _palDirtyMin;
- int num = _palDirtyMax - first + 1;
- int i;
-
- byte palette_colors[1024];
- byte *p = palette_colors;
-
- for (i = _palDirtyMin; i <= _palDirtyMax; i++) {
- byte *data;
-
- if (_features & GF_SMALL_HEADER)
- data = _currentPalette + _shadowPalette[i] * 3;
- else
- data = _currentPalette + i * 3;
-
- // Sam & Max film noir mode. Convert the colours to grayscale
- // before uploading them to the backend.
-
- if (noir_mode) {
- int r, g, b;
- byte brightness;
-
- r = data[0];
- g = data[1];
- b = data[2];
-
- brightness = (byte)((0.299 * r + 0.587 * g + 0.114 * b) + 0.5);
-
- *p++ = brightness;
- *p++ = brightness;
- *p++ = brightness;
- *p++ = 0;
- } else {
- *p++ = data[0];
- *p++ = data[1];
- *p++ = data[2];
- *p++ = 0;
- }
- }
-
- _system->set_palette(palette_colors, first, num);
-
- _palDirtyMax = -1;
- _palDirtyMin = 256;
+/**
+ * Convert an old style direction to a new style one (angle),
+ */
+int newDirToOldDir(int dir) {
+ if (dir >= 71 && dir <= 109)
+ return 1;
+ if (dir >= 109 && dir <= 251)
+ return 2;
+ if (dir >= 251 && dir <= 289)
+ return 0;
+ return 3;
}
-void Scumm::mainRun() {
- int delta = 0;
- int diff = _system->get_msecs();
-
- while (!_quit) {
-
- updatePalette();
- _system->update_screen();
-
- diff -= _system->get_msecs();
- waitForTimer(delta * 15 + diff);
- diff = _system->get_msecs();
- delta = scummLoop(delta);
-
- if (delta < 1) // Ensure we don't get into a loop
- delta = 1; // by not decreasing sleepers.
-
- if (_quit) {
- // TODO: Maybe perform an autosave on exit?
- // TODO: Also, we could optionally show a "Do you really want to quit?" dialog here
- }
- }
+/**
+ * Convert an new style (angle) direction to an old style one.
+ */
+int oldDirToNewDir(int dir) {
+ assert(0 <= dir && dir <= 3);
+ const int new_dir_table[4] = { 270, 90, 180, 0 };
+ return new_dir_table[dir];
}
-void Scumm::launch() {
- gdi._vm = this;
-
-#ifdef __PALM_OS__
- // PALMOS : check if this value is correct with palm,
- // old value 450000 doesn't work anymore (return _fntPtr = NULL in zak256, not tested with others)
- // 2500000 is too big and make ScummVM crashes : MemMove to NULL or immediate exit if try to allocate
- // memory with new operator
- _maxHeapThreshold = 550000;
-#else
- // Since the new costumes are very big, we increase the heap limit, to avoid having
- // to constantly reload stuff from the data files.
- if (_features & GF_NEW_COSTUMES)
- _maxHeapThreshold = 2500000;
- else
- _maxHeapThreshold = 550000;
-#endif
- _minHeapThreshold = 400000;
-
- _verbRedraw = false;
-
- allocResTypeData(rtBuffer, MKID('NONE'), 10, "buffer", 0);
- initVirtScreen(0, 0, 0, _screenWidth, _screenHeight, false, false);
-
- setupScummVars();
-
- setupOpcodes();
-
- if (_version == 8)
- _numActors = 80;
- else if ((_version == 7) || (_gameId == GID_SAMNMAX))
- _numActors = 30;
- else if (_gameId == GID_MANIAC)
- _numActors = 25;
- else
- _numActors = 13;
-
- if (_version >= 7)
- OF_OWNER_ROOM = 0xFF;
- else
- OF_OWNER_ROOM = 0x0F;
-
- // if (_gameId==GID_MONKEY2 && _bootParam == 0)
- // _bootParam = 10001;
-
- if (_gameId == GID_INDY4 && _bootParam == 0) {
- _bootParam = -7873;
+/**
+ * Convert an angle to a simple direction.
+ */
+int toSimpleDir(int dirType, int dir) {
+ if (dirType) {
+ const int16 directions[] = { 22, 72, 107, 157, 202, 252, 287, 337 };
+ for (int i = 0; i < 7; i++)
+ if (dir >= directions[i] && dir <= directions[i+1])
+ return i+1;
+ } else {
+ const int16 directions[] = { 71, 109, 251, 289 };
+ for (int i = 0; i < 3; i++)
+ if (dir >= directions[i] && dir <= directions[i+1])
+ return i+1;
}
- if (_features & GF_OLD_BUNDLE)
- _resourceHeaderSize = 4; // FIXME - to be rechecked
- else if (_features & GF_SMALL_HEADER)
- _resourceHeaderSize = 6;
- else
- _resourceHeaderSize = 8;
-
- readIndexFile();
-
- scummInit();
+ return 0;
+}
- if (_version > 2) {
- if (_version < 7)
- VAR(VAR_VERSION) = 21;
-
- if (_gameId != GID_LOOM && _gameId != GID_INDY3) {
- // This is the for the Mac version of Indy3/Loom. TODO: add code to properly
- // distinguish the Mac version from the PC (and other) versions.
- VAR(VAR_DEBUGMODE) = _debugMode;
- }
- }
+/**
+ * Convert a simple direction to an angle.
+ */
+int fromSimpleDir(int dirType, int dir) {
+ if (dirType)
+ return dir * 45;
+ else
+ return dir * 90;
+}
- if (_gameId == GID_MONKEY || _gameId == GID_MONKEY_SEGA)
- _scummVars[74] = 1225;
+/**
+ * Normalize the given angle - that means, ensure it is positive, and
+ * change it to the closest multiple of 45 degree by abusing toSimpleDir.
+ */
+int normalizeAngle(int angle) {
+ int temp;
- _sound->setupSound();
+ temp = (angle + 360) % 360;
- // If requested, load a save game instead of running the boot script
- if (_saveLoadFlag != 2 || !loadState(_saveLoadSlot, _saveLoadCompatible)) {
- runScript(1, 0, 0, &_bootParam);
- }
- _saveLoadFlag = 0;
+ return toSimpleDir(1, temp) * 45;
}
-void Scumm::go() {
- launch();
- mainRun();
-}
diff --git a/scumm/string.cpp b/scumm/string.cpp
index 670465345d..2697455bf3 100644
--- a/scumm/string.cpp
+++ b/scumm/string.cpp
@@ -28,6 +28,18 @@
#include "verbs.h"
#include "scumm/sound.h"
+void Scumm::setStringVars(int slot) {
+ StringTab *st = &_string[slot];
+ st->xpos = st->t_xpos;
+ st->ypos = st->t_ypos;
+ st->center = st->t_center;
+ st->overhead = st->t_overhead;
+ st->no_talk_anim = st->t_no_talk_anim;
+ st->right = st->t_right;
+ st->color = st->t_color;
+ st->charset = st->t_charset;
+}
+
void Scumm::unkMessage1() {
byte buffer[100];
_msgPtrToAdd = buffer;