diff options
Diffstat (limited to 'engines/cine/various.cpp')
-rw-r--r-- | engines/cine/various.cpp | 244 |
1 files changed, 140 insertions, 104 deletions
diff --git a/engines/cine/various.cpp b/engines/cine/various.cpp index bdad805785..46168b306c 100644 --- a/engines/cine/various.cpp +++ b/engines/cine/various.cpp @@ -94,6 +94,9 @@ int16 saveVar2; byte isInPause = 0; +// TODO: Implement inputVar0's changes in the program +// Currently inputVar0 isn't updated anywhere even though it's used at least in processSeqListElement. +uint16 inputVar0 = 0; byte inputVar1 = 0; uint16 inputVar2 = 0, inputVar3 = 0; @@ -110,6 +113,7 @@ CommandeType objectListCommand[20]; int16 objListTab[20]; uint16 zoneData[NUM_MAX_ZONE]; +uint16 zoneQuery[NUM_MAX_ZONE]; //!< Only exists in Operation Stealth void stopMusicAfterFadeOut(void) { @@ -130,6 +134,7 @@ void runObjectScript(int16 entryIdx) { */ void addPlayerCommandMessage(int16 cmd) { overlay tmp; + memset(&tmp, 0, sizeof(tmp)); tmp.objIdx = cmd; tmp.type = 3; @@ -389,6 +394,7 @@ bool brokenSave(Common::InSaveFile &fHandle) { } /*! \todo Implement Operation Stealth loading, this is obviously Future Wars only + * \todo Add support for loading the zoneQuery table (Operation Stealth specific) */ bool CineEngine::makeLoad(char *saveName) { int16 i; @@ -586,6 +592,8 @@ bool CineEngine::makeLoad(char *saveName) { return true; } +/*! \todo Add support for saving the zoneQuery table (Operation Stealth specific) + */ void makeSave(char *saveFileName) { int16 i; Common::OutSaveFile *fHandle; @@ -1580,16 +1588,19 @@ void removeSeq(uint16 param1, uint16 param2, uint16 param3) { } } -uint16 isSeqRunning(uint16 param1, uint16 param2, uint16 param3) { +bool isSeqRunning(uint16 param1, uint16 param2, uint16 param3) { Common::List<SeqListElement>::iterator it; for (it = seqList.begin(); it != seqList.end(); ++it) { if (it->objIdx == param1 && it->var4 == param2 && it->varE == param3) { - return 1; + // Just to be on the safe side there's a restriction of the + // addition's result to 16-bit arithmetic here like in the + // original. It's possible that it's not strictly needed. + return ((it->var14 + it->var16) & 0xFFFF) == 0; } } - return 0; + return true; } void addSeqListElement(uint16 objIdx, int16 param1, int16 param2, int16 frame, int16 param4, int16 param5, int16 param6, int16 param7, int16 param8) { @@ -1616,6 +1627,19 @@ void addSeqListElement(uint16 objIdx, int16 param1, int16 param2, int16 frame, i seqList.insert(it, tmp); } +void modifySeqListElement(uint16 objIdx, int16 var4Test, int16 param1, int16 param2, int16 param3, int16 param4) { + // Find a suitable list element and modify it + for (Common::List<SeqListElement>::iterator it = seqList.begin(); it != seqList.end(); ++it) { + if (it->objIdx == objIdx && it->var4 == var4Test) { + it->varC = param1; + it->var18 = param2; + it->var1A = param3; + it->var10 = it->var12 = param4; + break; + } + } +} + void computeMove1(SeqListElement &element, int16 x, int16 y, int16 param1, int16 param2, int16 x2, int16 y2) { element.var16 = 0; @@ -1660,105 +1684,48 @@ uint16 computeMove2(SeqListElement &element) { return returnVar; } -// sort all the gfx stuff... - -void resetGfxEntityEntry(uint16 objIdx) { -#if 0 - overlayHeadElement* tempHead = &overlayHead; - byte* var_16 = NULL; - uint16 var_10 = 0; - uint16 var_12 = 0; - overlayHeadElement* currentHead = tempHead->next; - byte* var_1A = NULL; - overlayHeadElement* var1E = &overlayHead; - - while (currentHead) { - tempHead2 = currentHead->next; - - if (currentHead->objIdx == objIdx && currentHead->type!=2 && currentHead->type!=3 && currentHead->type!=0x14) { - tempHead->next = tempHead2; - - if (tempHead2) { - tempHead2->previous = currentHead->previous; - } else { - seqVar0 = currentHead->previous; - } - - var_22 = var_16; - - if (!var_22) { - // todo: goto? - } - - var_22->previous = currentHead; - } else { - } - - if (currentHead->type == 0x14) { - } else { - } - - if (currentHead->type == 0x2 || currentHead->type == 0x3) { - si = 10000; - } else { - si = objectTable[currentHead->objIdx]; - } - - if (objectTable[objIdx]>si) { - var1E = currentHead; - } - - tempHead = tempHead->next; - - } - - if (var_1A) { - currentHead = var_16; - var_22 = var_1E->next; - var_1E->next = currentHead; - var_1A->next = var_22; - - if (var_1E != &gfxEntityHead) { - currentHead->previous = var_1E; - } - - if (!var_22) { - seqVar0 = var_1A; - } else { - var_22->previous = var_1A; - } - - } -#endif -} - -uint16 addAni(uint16 param1, uint16 objIdx, const byte *ptr, SeqListElement &element, uint16 param3, int16 *param4) { - const byte *currentPtr = ptr; - const byte *ptrData; - const byte *ptr2; +uint16 addAni(uint16 param1, uint16 objIdx, const int8 *ptr, SeqListElement &element, uint16 param3, int16 *param4) { + const int8 *ptrData; + const int8 *ptr2; int16 di; + // In the original an error string is set and 0 is returned if the following doesn't hold assert(ptr); - assert(param4); - - dummyU16 = READ_BE_UINT16((currentPtr + param1 * 2) + 8); + // We probably could just use a local variable here instead of the dummyU16 but + // haven't checked if this has any side-effects so keeping it this way still. + dummyU16 = READ_BE_UINT16(ptr + param1 * 2 + 8); ptrData = ptr + dummyU16; + // In the original an error string is set and 0 is returned if the following doesn't hold assert(*ptrData); di = (objectTable[objIdx].costume + 1) % (*ptrData); - ptr2 = (ptrData + (di * 8)) + 1; - + ++ptrData; // Jump over the just read byte + // Here ptr2 seems to be indexing a table of structs (8 bytes per struct): + // struct { + // int8 x; // 0 (Used with checkCollision) + // int8 y; // 1 (Used with checkCollision) + // int8 numZones; // 2 (Used with checkCollision) + // int8 var3; // 3 (Not used in this function) + // int8 xAdd; // 4 (Used with an object) + // int8 yAdd; // 5 (Used with an object) + // int8 maskAdd; // 6 (Used with an object) + // int8 frameAdd; // 7 (Used with an object) + // }; + ptr2 = ptrData + di * 8; + + // We might probably safely discard the AND by 1 here because + // at least in the original checkCollision returns always 0 or 1. if ((checkCollision(objIdx, ptr2[0], ptr2[1], ptr2[2], ptr[0]) & 1)) { return 0; } - objectTable[objIdx].x += (int8)ptr2[4]; - objectTable[objIdx].y += (int8)ptr2[5]; - objectTable[objIdx].mask += (int8)ptr2[6]; + objectTable[objIdx].x += ptr2[4]; + objectTable[objIdx].y += ptr2[5]; + objectTable[objIdx].mask += ptr2[6]; - if (objectTable[objIdx].frame) { + if (ptr2[6]) { resetGfxEntityEntry(objIdx); } @@ -1767,16 +1734,63 @@ uint16 addAni(uint16 param1, uint16 objIdx, const byte *ptr, SeqListElement &ele if (param3 || !element.var14) { objectTable[objIdx].costume = di; } else { + assert(param4); *param4 = di; } return 1; } +/*! + * Permutates the overlay list into a different order according to some logic. + * \todo Check this function for correctness (Wasn't very easy to reverse engineer so there may be errors) + */ +void resetGfxEntityEntry(uint16 objIdx) { + Common::List<overlay>::iterator it, bObjsCutPoint; + Common::List<overlay> aReverseObjs, bObjs; + bool foundCutPoint = false; + + // Go through the overlay list and partition the whole list into two categories (Type A and type B objects) + for (it = overlayList.begin(); it != overlayList.end(); ++it) { + if (it->objIdx == objIdx && it->type != 2 && it->type != 3) { // Type A object + aReverseObjs.push_front(*it); + } else { // Type B object + bObjs.push_back(*it); + uint16 objectMask; + if (it->type == 2 || it->type == 3) { + objectMask = 10000; + } else { + objectMask = objectTable[it->objIdx].mask; + } + + if (objectTable[objIdx].mask > objectMask) { // Check for B objects' cut point + bObjsCutPoint = bObjs.reverse_begin(); + foundCutPoint = true; + } + } + } + + // Recreate the overlay list in a different order. + overlayList.clear(); + if (foundCutPoint) { + // If a cut point was found the order is: + // B objects before the cut point, the cut point, A objects in reverse order, B objects after cut point. + ++bObjsCutPoint; // Include the cut point in the first list insertion + overlayList.insert(overlayList.end(), bObjs.begin(), bObjsCutPoint); + overlayList.insert(overlayList.end(), aReverseObjs.begin(), aReverseObjs.end()); + overlayList.insert(overlayList.end(), bObjsCutPoint, bObjs.end()); + } else { + // If no cut point was found the order is: + // A objects in reverse order, B objects. + overlayList.insert(overlayList.end(), aReverseObjs.begin(), aReverseObjs.end()); + overlayList.insert(overlayList.end(), bObjs.begin(), bObjs.end()); + } +} + void processSeqListElement(SeqListElement &element) { int16 x = objectTable[element.objIdx].x; int16 y = objectTable[element.objIdx].y; - const byte *ptr1 = animDataTable[element.frame].data(); + const int8 *ptr1 = (const int8 *) animDataTable[element.frame].data(); int16 var_10; int16 var_4; int16 var_2; @@ -1789,22 +1803,44 @@ void processSeqListElement(SeqListElement &element) { element.var12 = 0; if (ptr1) { - uint16 param1 = ptr1[1]; - uint16 param2 = ptr1[2]; + int16 param1 = ptr1[1]; + int16 param2 = ptr1[2]; if (element.varC != 255) { - // FIXME: Why is this here? Fingolfin gets lots of these - // in his copy of Operation Stealth (value 0 or 236) under - // Mac OS X. Maybe it's a endian issue? At least the graphics - // in the copy protection screen are partially messed up. - warning("processSeqListElement: varC = %d", element.varC); - } - - if (globalVars[VAR_MOUSE_X_POS] || globalVars[VAR_MOUSE_Y_POS]) { - computeMove1(element, ptr1[4] + x, ptr1[5] + y, param1, param2, globalVars[VAR_MOUSE_X_POS], globalVars[VAR_MOUSE_Y_POS]); + int16 x2 = element.var18; + int16 y2 = element.var1A; + if (element.varC) { + x2 += objectTable[element.varC].x; + y2 += objectTable[element.varC].y; + } + computeMove1(element, ptr1[4] + x, ptr1[5] + y, param1, param2, x2, y2); } else { - element.var16 = 0; - element.var14 = 0; + if (inputVar0 && allowPlayerInput) { + int16 adder = param1 + 1; + if (inputVar0 != 1) { + adder = -adder; + } + // FIXME: In Operation Stealth's disassembly global variable 251 is used here + // but it's named as VAR_MOUSE_Y_MODE in ScummVM. Is it correct or a + // left over from Future Wars's reverse engineering? + globalVars[VAR_MOUSE_X_POS] = globalVars[251] = ptr1[4] + x + adder; + } + + if (inputVar1 && allowPlayerInput) { + int16 adder = param2 + 1; + if (inputVar1 != 1) { + adder = -adder; + } + // TODO: Name currently unnamed global variable 252 + globalVars[VAR_MOUSE_Y_POS] = globalVars[252] = ptr1[5] + y + adder; + } + + if (globalVars[VAR_MOUSE_X_POS] || globalVars[VAR_MOUSE_Y_POS]) { + computeMove1(element, ptr1[4] + x, ptr1[5] + y, param1, param2, globalVars[VAR_MOUSE_X_POS], globalVars[VAR_MOUSE_Y_POS]); + } else { + element.var16 = 0; + element.var14 = 0; + } } var_10 = computeMove2(element); @@ -1845,14 +1881,14 @@ void processSeqListElement(SeqListElement &element) { } } - if (element.var16 + element.var14) { + if (element.var16 + element.var14 == 0) { if (element.var1C) { if (element.var1E) { objectTable[element.objIdx].costume = 0; element.var1E = 0; } - addAni(element.var1C + 3, element.objIdx, ptr1, element, 1, (int16 *) & var2); + addAni(element.var1C + 3, element.objIdx, ptr1, element, 1, &var_2); } } |