aboutsummaryrefslogtreecommitdiff
path: root/engines/draci/game.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/draci/game.cpp')
-rw-r--r--engines/draci/game.cpp166
1 files changed, 113 insertions, 53 deletions
diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp
index 271eb1e02e..4fbf2d31ea 100644
--- a/engines/draci/game.cpp
+++ b/engines/draci/game.cpp
@@ -8,12 +8,12 @@
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
-
+ *
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
-
+ *
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
@@ -50,37 +50,59 @@ enum {
};
Game::Game(DraciEngine *vm) : _vm(vm), _walkingState(vm) {
- uint i;
-
_dialogueLinesNum = 0;
_blockNum = 0;
- for (i = 0; i < kDialogueLines; i++)
- _dialogueAnims[0] = 0;
+ for (uint i = 0; i < kDialogueLines; i++)
+ _dialogueAnims[0] = nullptr;
_loopStatus = kStatusOrdinary;
_loopSubstatus = kOuterLoop;
- _shouldQuit = 0;
- _shouldExitLoop = 0;
- _isReloaded = 0;
_speechTick = 0;
_speechDuration = 0;
- _objUnderCursor = 0;
- _animUnderCursor = 0;
_markedAnimationIndex = 0;
_scheduledPalette = 0;
_fadePhases = 0;
_fadePhase = 0;
_fadeTick = 0;
_mouseChangeTick = 0;
- _enableQuickHero = 0;
- _wantQuickHero = 0;
- _enableSpeedText = 0;
- _titleAnim = 0;
- _inventoryAnim = 0;
- _walkingMapOverlay = 0;
- _walkingShortestPathOverlay = 0;
- _walkingObliquePathOverlay = 0;
+ _previousItemPosition = 0;
+
+ _shouldQuit = false;
+ _shouldExitLoop = false;
+ _isReloaded = false;
+ _isPositionLoaded = false;
+ _isFadeOut = true;
+ _enableQuickHero = false;
+ _wantQuickHero = false;
+ _enableSpeedText = false;
+ _isPositionLoaded = false;
+
+ _objUnderCursor = nullptr;
+ _animUnderCursor = nullptr;
+ _titleAnim = nullptr;
+ _inventoryAnim = nullptr;
+ _walkingMapOverlay = nullptr;
+ _walkingShortestPathOverlay = nullptr;
+ _walkingObliquePathOverlay = nullptr;
+ _currentItem = nullptr;
+ _itemUnderCursor = nullptr;
+
+ for (int i = 0; i < kInventorySlots; i++)
+ _inventory[i] = nullptr;
+
+ _newRoom = 0;
+ _newGate = 0;
+ _previousRoom = 0;
+ _pushedNewRoom = 0;
+ _pushedNewGate = 0;
+ _currentDialogue = 0;
+ _dialogueArchive = nullptr;
+ _dialogueBlocks = nullptr;
+ _dialogueBegin = false;
+ _dialogueExit = false;
+ _currentBlock = 0;
+ _lastBlock = 0;
BArchive *initArchive = _vm->_initArchive;
const BAFile *file;
@@ -93,7 +115,7 @@ Game::Game(DraciEngine *vm) : _vm(vm), _walkingState(vm) {
uint numPersons = file->_length / personSize;
_persons = new Person[numPersons];
- for (i = 0; i < numPersons; ++i) {
+ for (uint i = 0; i < numPersons; ++i) {
_persons[i]._x = personData.readUint16LE();
_persons[i]._y = personData.readUint16LE();
_persons[i]._fontColor = personData.readByte();
@@ -106,9 +128,9 @@ Game::Game(DraciEngine *vm) : _vm(vm), _walkingState(vm) {
uint numDialogues = file->_length / sizeof(uint16);
_dialogueOffsets = new uint[numDialogues];
- uint curOffset;
- for (i = 0, curOffset = 0; i < numDialogues; ++i) {
- _dialogueOffsets[i] = curOffset;
+ uint curOffset, idx;
+ for (idx = 0, curOffset = 0; idx < numDialogues; ++idx) {
+ _dialogueOffsets[idx] = curOffset;
curOffset += dialogueData.readUint16LE();
}
@@ -143,7 +165,7 @@ Game::Game(DraciEngine *vm) : _vm(vm), _walkingState(vm) {
_variables = new int[numVariables];
Common::MemoryReadStream variableData(file->_data, file->_length);
- for (i = 0; i < numVariables; ++i) {
+ for (uint i = 0; i < numVariables; ++i) {
_variables[i] = variableData.readUint16LE();
}
@@ -161,7 +183,7 @@ Game::Game(DraciEngine *vm) : _vm(vm), _walkingState(vm) {
_objects = new GameObject[numObjects];
Common::MemoryReadStream objStatus(file->_data, file->_length);
- for (i = 0; i < numObjects; ++i) {
+ for (uint i = 0; i < numObjects; ++i) {
byte tmp = objStatus.readByte();
// Set object visibility
@@ -197,6 +219,7 @@ void Game::start() {
// init scripts. This flag was turned on to skip the rest of
// those programs. Don't call loop(), because the
// location may have changed.
+ fadePalette(true);
continue;
}
@@ -230,14 +253,14 @@ void Game::init() {
setLoopStatus(kStatusGate);
setLoopSubstatus(kOuterLoop);
- _animUnderCursor = NULL;
+ _animUnderCursor = nullptr;
- _currentItem = _itemUnderCursor = NULL;
+ _currentItem = _itemUnderCursor = nullptr;
_previousItemPosition = -1;
_vm->_mouse->setCursorType(kHighlightedCursor); // anything different from kNormalCursor
- _objUnderCursor = NULL;
+ _objUnderCursor = nullptr;
// Set the inventory to empty initially
memset(_inventory, 0, kInventorySlots * sizeof(GameItem *));
@@ -381,12 +404,12 @@ void Game::handleInventoryLoop() {
// an overlay, for which we check. Item animations have their IDs
// calculated by offseting their itemID from the ID of the last "special"
// animation ID. In this way, we obtain its itemID.
- if (_animUnderCursor != NULL && _animUnderCursor != _inventoryAnim && _animUnderCursor->getID() != kOverlayImage) {
+ if (_animUnderCursor != nullptr && _animUnderCursor != _inventoryAnim && _animUnderCursor->getID() != kOverlayImage) {
_itemUnderCursor = getItem(kInventoryItemsID - _animUnderCursor->getID());
- assert(_itemUnderCursor != NULL);
+ assert(_itemUnderCursor != nullptr);
assert(_itemUnderCursor->_anim == _animUnderCursor);
} else {
- _itemUnderCursor = NULL;
+ _itemUnderCursor = nullptr;
}
// If the user pressed the left mouse button
@@ -459,6 +482,7 @@ void Game::handleDialogueLoop() {
}
void Game::fadePalette(bool fading_out) {
+ _isFadeOut = fading_out;
const byte *startPal = NULL;
const byte *endPal = _currentRoom._palette >= 0
? _vm->_paletteArchive->getFile(_currentRoom._palette)->_data
@@ -532,6 +556,19 @@ void Game::advanceAnimationsAndTestLoopExit() {
_vm->_anims->drawScene(_vm->_screen->getSurface());
_vm->_screen->copyToScreen();
_vm->_system->delayMillis(kTimeUnit);
+ if(_isFadeOut) {
+ fadePalette(false);
+ // Set cursor state
+ // Need to do this after we set the palette since the cursors use it
+ if (_currentRoom._mouseOn) {
+ debugC(6, kDraciLogicDebugLevel, "Mouse: ON");
+ _vm->_mouse->cursorOn();
+ _vm->_mouse->setCursorType(kNormalCursor);
+ } else {
+ debugC(6, kDraciLogicDebugLevel, "Mouse: OFF");
+ _vm->_mouse->cursorOff();
+ }
+ }
// If the hero has arrived at his destination, after even the last
// phase was correctly animated, run the callback.
@@ -579,6 +616,8 @@ void Game::loop(LoopSubstatus substatus, bool shouldExit) {
break;
}
+ advanceAnimationsAndTestLoopExit();
+
if (_vm->_mouse->isCursorOn()) {
// Find animation under cursor and the game object
// corresponding to it
@@ -610,8 +649,6 @@ void Game::loop(LoopSubstatus substatus, bool shouldExit) {
}
}
- advanceAnimationsAndTestLoopExit();
-
} while (!shouldExitLoop());
setLoopSubstatus(kOuterLoop);
@@ -789,7 +826,7 @@ void Game::removeItem(GameItem *item) {
return;
for (uint i = 0; i < kInventorySlots; ++i) {
if (_inventory[i] == item) {
- _inventory[i] = NULL;
+ _inventory[i] = nullptr;
item->_anim->stop();
break;
}
@@ -856,9 +893,6 @@ void Game::putItem(GameItem *item, int position) {
void Game::inventoryInit() {
// Pause all "background" animations
_vm->_anims->pauseAnimations();
- if (_walkingState.isActive()) {
- walkHero(_hero.x, _hero.y, kDirectionLast);
- }
// Draw the inventory and the current items
inventoryDraw();
@@ -869,6 +903,13 @@ void Game::inventoryInit() {
// Set the appropriate loop status
setLoopStatus(kStatusInventory);
+ if (_walkingState.isActive()) {
+ _walkingState.stopWalking();
+ walkHero(_hero.x, _hero.y, kDirectionLast);
+ } else {
+ _lastTarget = _hero;
+ }
+
// Don't return from the inventory mode immediately if the mouse is out.
_mouseChangeTick = kMouseDoNotSwitch;
}
@@ -887,8 +928,12 @@ void Game::inventoryDone() {
}
}
+ // Start moving to last target
+ walkHero(_lastTarget.x, _lastTarget.y, kDirectionLast);
+ _walkingState.callbackLast();
+
// Reset item under cursor
- _itemUnderCursor = NULL;
+ _itemUnderCursor = nullptr;
// Don't start the inventory mode again if the mouse is on the top.
_mouseChangeTick = kMouseDoNotSwitch;
@@ -907,10 +952,12 @@ void Game::inventoryDraw() {
void Game::inventoryReload() {
// Make sure all items are loaded into memory (e.g., after loading a
// savegame) by re-putting them on the same spot in the inventory.
+ GameItem *tempItem = _currentItem;
for (uint i = 0; i < kInventorySlots; ++i) {
putItem(_inventory[i], i);
}
setPreviousItemPosition(0);
+ _currentItem = tempItem;
}
void Game::inventorySwitch(int keycode) {
@@ -981,7 +1028,7 @@ void Game::dialogueMenu(int dialogueID) {
debugC(7, kDraciLogicDebugLevel,
"hit: %d, _lines[hit]: %d, lastblock: %d, dialogueLines: %d, dialogueExit: %d",
- hit, _lines[hit], _lastBlock, _dialogueLinesNum, _dialogueExit);
+ hit, (hit >= 0 ? _lines[hit] : -1), _lastBlock, _dialogueLinesNum, _dialogueExit);
if ((!_dialogueExit) && (hit >= 0) && (_lines[hit] != -1)) {
if ((oldLines == 1) && (_dialogueLinesNum == 1) && (_lines[hit] == _lastBlock)) {
@@ -1171,6 +1218,12 @@ void Game::walkHero(int x, int y, SightDirection dir) {
debug(1, "Unreachable point [%d,%d]", target.x, target.y);
return;
}
+
+ // Save point of player's last target.
+ if (_loopStatus != kStatusInventory) {
+ _lastTarget = target;
+ }
+
_walkingMap.obliquePath(shortestPath, &obliquePath);
debugC(2, kDraciWalkingDebugLevel, "Walking path lengths: shortest=%d oblique=%d", shortestPath.size(), obliquePath.size());
if (_vm->_showWalkingMap) {
@@ -1391,7 +1444,7 @@ void Game::enterNewRoom() {
// for the dragon in the persons array
if (_newRoom == _info._mapRoom) {
_persons[kDragonObject]._x = 160;
- _persons[kDragonObject]._y = 0;
+ _persons[kDragonObject]._y = 0;
}
// Set the appropriate loop status before loading the room
@@ -1414,7 +1467,6 @@ void Game::enterNewRoom() {
_vm->_screen->setPalette(NULL, 0, kNumColors);
_vm->_anims->drawScene(_vm->_screen->getSurface());
_vm->_screen->copyToScreen();
- fadePalette(false);
// Run the program for the gate the dragon came through
debugC(6, kDraciLogicDebugLevel, "Running program for gate %d", _newGate);
@@ -1427,17 +1479,6 @@ void Game::enterNewRoom() {
// Don't immediately switch to the map or inventory even if the mouse
// position tell us to.
_mouseChangeTick = kMouseDoNotSwitch;
-
- // Set cursor state
- // Need to do this after we set the palette since the cursors use it
- if (_currentRoom._mouseOn) {
- debugC(6, kDraciLogicDebugLevel, "Mouse: ON");
- _vm->_mouse->cursorOn();
- _vm->_mouse->setCursorType(kNormalCursor);
- } else {
- debugC(6, kDraciLogicDebugLevel, "Mouse: OFF");
- _vm->_mouse->cursorOff();
- }
}
void Game::positionAnimAsHero(Animation *anim) {
@@ -1553,7 +1594,7 @@ Game::~Game() {
delete[] _items;
}
-void Game::DoSync(Common::Serializer &s) {
+void Game::DoSync(Common::Serializer &s, uint8 saveVersion) {
s.syncAsUint16LE(_currentRoom._roomNum);
for (uint i = 0; i < _info._numObjects; ++i) {
@@ -1584,6 +1625,25 @@ void Game::DoSync(Common::Serializer &s) {
s.syncAsSint16LE(_dialogueVars[i]);
}
+ if(saveVersion >= 2) {
+ setPositionLoaded(true);
+ if (s.isSaving()) {
+ s.syncAsSint16LE(_hero.x);
+ s.syncAsSint16LE(_hero.y);
+
+ int handItemID = _currentItem ? _currentItem->_absNum : -1;
+ s.syncAsSint16LE(handItemID);
+ } else {
+ s.syncAsSint16LE(_heroLoading.x);
+ s.syncAsSint16LE(_heroLoading.y);
+
+ int handItemID = -1;
+ s.syncAsSint16LE(handItemID);
+ _currentItem = getItem(handItemID);
+ }
+ } else {
+ _currentItem = nullptr;
+ }
}
static double real_to_double(byte real[6]) {