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Diffstat (limited to 'engines/fullpipe/behavior.cpp')
-rw-r--r-- | engines/fullpipe/behavior.cpp | 321 |
1 files changed, 321 insertions, 0 deletions
diff --git a/engines/fullpipe/behavior.cpp b/engines/fullpipe/behavior.cpp new file mode 100644 index 0000000000..c7b526d2c1 --- /dev/null +++ b/engines/fullpipe/behavior.cpp @@ -0,0 +1,321 @@ +/* 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 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. + * + */ + +#include "fullpipe/fullpipe.h" + +#include "fullpipe/objects.h" +#include "fullpipe/behavior.h" +#include "fullpipe/statics.h" +#include "fullpipe/messages.h" + +namespace Fullpipe { + +BehaviorManager::BehaviorManager() { + _scene = 0; + _isActive = 1; +} + +BehaviorManager::~BehaviorManager() { + clear(); +} + +void BehaviorManager::clear() { + for (uint i = 0; i < _behaviors.size(); i++) { + for (int j = 0; j < _behaviors[i]->_itemsCount; j++) + delete _behaviors[i]->_bheItems[j]; + + delete _behaviors[i]; + } + _behaviors.clear(); +} + +void BehaviorManager::initBehavior(Scene *sc, GameVar *var) { + clear(); + _scene = sc; + + BehaviorInfo *behinfo; + + GameVar *behvar = var->getSubVarByName("BEHAVIOR"); + if (!behvar) + return; + + for (GameVar *subvar = behvar->_subVars; subvar; subvar = subvar->_nextVarObj) { + if (!strcmp(subvar->_varName, "AMBIENT")) { + behinfo = new BehaviorInfo; + behinfo->initAmbientBehavior(subvar, sc); + + _behaviors.push_back(behinfo); + } else { + StaticANIObject *ani = sc->getStaticANIObject1ByName(subvar->_varName, -1); + if (ani) + for (uint i = 0; i < sc->_staticANIObjectList1.size(); i++) + if (((StaticANIObject *)sc->_staticANIObjectList1[i])->_id == ani->_id) { + behinfo = new BehaviorInfo; + behinfo->initObjectBehavior(subvar, sc, ani); + behinfo->_ani = (StaticANIObject *)sc->_staticANIObjectList1[i]; + + _behaviors.push_back(behinfo); + } + } + } +} + +void BehaviorManager::updateBehaviors() { + if (!_isActive) + return; + + debug(0, "BehaviorManager::updateBehaviors()"); + for (uint i = 0; i < _behaviors.size(); i++) { + BehaviorInfo *beh = _behaviors[i]; + + if (!beh->_ani) { + beh->_counter++; + if (beh->_counter >= beh->_counterMax) + updateBehavior(beh, beh->_bheItems[0]); + + continue; + } + + if (beh->_ani->_movement || !(beh->_ani->_flags & 4) || (beh->_ani->_flags & 2)) { + beh->_staticsId = 0; + continue; + } + + if (beh->_ani->_statics->_staticsId == beh->_staticsId) { + beh->_counter++; + if (beh->_counter >= beh->_counterMax) { + if (beh->_subIndex >= 0 && !(beh->_flags & 1) && beh->_ani->_messageQueueId <= 0) + updateStaticAniBehavior(beh->_ani, beh->_counter, beh->_bheItems[beh->_subIndex]); + } + } else { + beh->_staticsId = beh->_ani->_statics->_staticsId; + beh->_counter = 0; + beh->_subIndex = -1; + + for (int j = 0; j < beh->_itemsCount; j++) + if (beh->_bheItems[j]->_staticsId == beh->_staticsId) { + beh->_subIndex = j; + break; + } + + } + } +} + +void BehaviorManager::updateBehavior(BehaviorInfo *behaviorInfo, BehaviorEntry *entry) { + debug(0, "BehaviorManager::updateBehavior() %d", entry->_itemsCount); + for (int i = 0; i < entry->_itemsCount; i++) { + BehaviorEntryInfo *bhi = entry->_items[i]; + if (!(bhi->_flags & 1)) { + if (bhi->_flags & 2) { + MessageQueue *mq = new MessageQueue(bhi->_messageQueue, 0, 1); + + mq->sendNextCommand(); + + bhi->_flags &= 0xFFFFFFFD; + } else if (behaviorInfo->_counter >= bhi->_delay && bhi->_percent && g_fullpipe->_rnd->getRandomNumber(32767) <= entry->_items[i]->_percent) { + MessageQueue *mq = new MessageQueue(bhi->_messageQueue, 0, 1); + + mq->sendNextCommand(); + + behaviorInfo->_counter = 0; + } + } + } +} + +void BehaviorManager::updateStaticAniBehavior(StaticANIObject *ani, int delay, BehaviorEntry *bhe) { + debug(0, "BehaviorManager::updateStaticAniBehavior(%s)", transCyrillic((byte *)ani->_objectName)); + + MessageQueue *mq = 0; + + if (bhe->_flags & 1) { + uint rnd = g_fullpipe->_rnd->getRandomNumber(32767); + uint runPercent = 0; + for (int i = 0; i < bhe->_itemsCount; i++) { + if (!(bhe->_items[i]->_flags & 1) && bhe->_items[i]->_percent) { + if ((rnd >= runPercent && rnd <= runPercent + bhe->_items[i]->_percent) || i == bhe->_itemsCount - 1) { + mq = new MessageQueue(bhe->_items[i]->_messageQueue, 0, 1); + break; + } + runPercent += bhe->_items[i]->_percent; + } + } + } else { + for (int i = 0; i < bhe->_itemsCount; i++) { + if (!(bhe->_items[i]->_flags & 1) && delay >= bhe->_items[i]->_delay) { + if (bhe->_items[i]->_percent) { + if (g_fullpipe->_rnd->getRandomNumber(32767) <= bhe->_items[i]->_percent) { + mq = new MessageQueue(bhe->_items[i]->_messageQueue, 0, 1); + break; + } + } + } + } + } + + if (mq) { + mq->replaceKeyCode(-1, ani->_okeyCode); + mq->chain(ani); + } +} + +bool BehaviorManager::setBehaviorEnabled(StaticANIObject *obj, int aniId, int quId, int flag) { + warning("STUB: BehaviorManager::setBehaviorEnabled()"); + + return true; +} + +void BehaviorInfo::clear() { + _ani = 0; + _staticsId = 0; + _counter = 0; + _counterMax = 0; + _flags = 0; + _subIndex = 0; + _itemsCount = 0; + + _bheItems.clear(); +} + +void BehaviorInfo::initAmbientBehavior(GameVar *var, Scene *sc) { + debug(0, "BehaviorInfo::initAmbientBehavior(%s)", transCyrillic((byte *)var->_varName)); + + clear(); + _itemsCount = 1; + _counterMax = -1; + + BehaviorEntry *bi = new BehaviorEntry(); + + _bheItems.push_back(bi); + + bi->_itemsCount = var->getSubVarsCount(); + + bi->_items = (BehaviorEntryInfo**)calloc(bi->_itemsCount, sizeof(BehaviorEntryInfo *)); + + for (int i = 0; i < bi->_itemsCount; i++) { + int delay; + bi->_items[i] = new BehaviorEntryInfo(var->getSubVarByIndex(i), sc, &delay); + + if (bi->_items[i]->_delay <_counterMax) + _counterMax = bi->_items[i]->_delay; + } +} + +void BehaviorInfo::initObjectBehavior(GameVar *var, Scene *sc, StaticANIObject *ani) { + debug(0, "BehaviorInfo::initObjectBehavior(%s)", transCyrillic((byte *)var->_varName)); + + clear(); + + _itemsCount = var->getSubVarsCount(); + _counterMax = -1; + + while (var->_varType == 2) { + if (strcmp(var->_value.stringValue, "ROOT")) + break; + + GameVar *v1 = g_fullpipe->getGameLoaderGameVar()->getSubVarByName("BEHAVIOR")->getSubVarByName(ani->getName()); + if (v1 == var) + return; + + sc = g_fullpipe->accessScene(ani->_sceneId); + clear(); + var = v1; + _itemsCount = var->getSubVarsCount(); + _counterMax = -1; + } + + for (int i = 0; i < _itemsCount; i++) { + int maxDelay = 0; + + _bheItems.push_back(new BehaviorEntry(var->getSubVarByIndex(i), sc, ani, &maxDelay)); + + if (maxDelay < _counterMax) + _counterMax = maxDelay; + } +} + +BehaviorEntry::BehaviorEntry() { + _staticsId = 0; + _itemsCount = 0; + _flags = 0; + _items = 0; +} + +BehaviorEntry::BehaviorEntry(GameVar *var, Scene *sc, StaticANIObject *ani, int *minDelay) { + _staticsId = 0; + _itemsCount = 0; + + *minDelay = 100000000; + + int totalPercent = 0; + _flags = 0; + _items = 0; + + Statics *st = ani->getStaticsByName(var->_varName); + if (st) + _staticsId = st->_staticsId; + + _itemsCount = var->getSubVarsCount(); + if (_itemsCount) { + _items = (BehaviorEntryInfo**)calloc(_itemsCount, sizeof(BehaviorEntryInfo *)); + + for (int i = 0; i < _itemsCount; i++) { + GameVar *subvar = var->getSubVarByIndex(i); + int delay = 0; + + _items[i] = new BehaviorEntryInfo(subvar, sc, &delay); + totalPercent += delay; + + if (_items[i]->_delay < *minDelay) + *minDelay = _items[i]->_delay; + } + + if (!*minDelay && totalPercent == 1000) + _flags |= 1; + } +} + +BehaviorEntryInfo::BehaviorEntryInfo(GameVar *subvar, Scene *sc, int *delay) { + _messageQueue = 0; + _delay = 0; + _percent = 0; + _flags = 0; + _messageQueue = sc->getMessageQueueByName(subvar->_varName); + + GameVar *vart = subvar->getSubVarByName("dwDelay"); + if (vart) + _delay = vart->_value.intValue; + + *delay = 0; + vart = subvar->getSubVarByName("dwPercent"); + if (vart) { + _percent = 0x7FFF * vart->_value.intValue / 1000; + *delay = vart->_value.intValue; + } + + vart = subvar->getSubVarByName("dwFlags"); + if (vart && vart->_varType == 2 && strstr(vart->_value.stringValue, "QDESC_AUTOSTART")) + _flags |= 2; +} + +} // End of namespace Fullpipe |