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diff --git a/engines/queen/logic.cpp b/engines/queen/logic.cpp
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+/* ScummVM - Scumm Interpreter
+ * Copyright (C) 2003-2006 The ScummVM project
+ *
+ * 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#include "common/stdafx.h"
+#include "queen/logic.h"
+
+#include "common/config-manager.h"
+#include "queen/bankman.h"
+#include "queen/command.h"
+#include "queen/credits.h"
+#include "queen/cutaway.h"
+#include "queen/debug.h"
+#include "queen/defs.h"
+#include "queen/display.h"
+#include "queen/graphics.h"
+#include "queen/grid.h"
+#include "queen/input.h"
+#include "queen/journal.h"
+#include "queen/queen.h"
+#include "queen/resource.h"
+#include "queen/sound.h"
+#include "queen/state.h"
+#include "queen/talk.h"
+#include "queen/walk.h"
+
+namespace Queen {
+
+static Common::String trim(const Common::String &s) {
+ const char *p;
+
+ p = s.c_str();
+ while (*p == ' ') ++p;
+ int start = p - s.c_str();
+
+ p = s.c_str() + s.size() - 1;
+ while (p != s.c_str() && *p == ' ') --p;
+ int end = p - s.c_str();
+
+ return Common::String(s.c_str() + start, end - start + 1);
+}
+
+Logic::Logic(QueenEngine *vm)
+ : _credits(NULL), _objectData(NULL), _roomData(NULL), _sfxName(NULL),
+ _itemData(NULL), _graphicData(NULL), _walkOffData(NULL), _objectDescription(NULL),
+ _furnitureData(NULL), _actorData(NULL), _graphicAnim(NULL), _vm(vm) {
+ _joe.x = _joe.y = 0;
+ _joe.scale = 100;
+ _joe.walk = JWM_NORMAL;
+ memset(_gameState, 0, sizeof(_gameState));
+ memset(_talkSelected, 0, sizeof(_talkSelected));
+ _puzzleAttemptCount = 0;
+ _journal = new Journal(vm);
+ _scene = 0;
+ initialise();
+}
+
+Logic::~Logic() {
+ delete _journal;
+ delete _credits;
+ delete[] _objectData;
+ delete[] _roomData;
+ delete[] _sfxName;
+ delete[] _itemData;
+ delete[] _graphicData;
+ delete[] _walkOffData;
+ delete[] _objectDescription;
+ delete[] _furnitureData;
+ delete[] _actorData;
+ delete[] _graphicAnim;
+}
+
+void Logic::initialise() {
+ int16 i;
+
+ uint8 *jas = _vm->resource()->loadFile("QUEEN.JAS", 20);
+ uint8 *ptr = jas;
+
+ _numRooms = READ_BE_UINT16(ptr); ptr += 2;
+ _numNames = READ_BE_UINT16(ptr); ptr += 2;
+ _numObjects = READ_BE_UINT16(ptr); ptr += 2;
+ _numDescriptions = READ_BE_UINT16(ptr); ptr += 2;
+
+ _objectData = new ObjectData[_numObjects + 1];
+ memset(&_objectData[0], 0, sizeof(ObjectData));
+ for (i = 1; i <= _numObjects; i++) {
+ _objectData[i].readFromBE(ptr);
+ }
+
+ _roomData = new uint16[_numRooms + 2];
+ _roomData[0] = 0;
+ for (i = 1; i <= (_numRooms + 1); i++) {
+ _roomData[i] = READ_BE_UINT16(ptr); ptr += 2;
+ }
+ _roomData[_numRooms + 1] = _numObjects;
+
+ if (_vm->resource()->isDemo()) {
+ _sfxName = NULL;
+ } else {
+ _sfxName = new uint16[_numRooms + 1];
+ _sfxName[0] = 0;
+ for (i = 1; i <= _numRooms; i++) {
+ _sfxName[i] = READ_BE_UINT16(ptr); ptr += 2;
+ }
+ }
+
+ _numItems = READ_BE_UINT16(ptr); ptr += 2;
+ _itemData = new ItemData[_numItems + 1];
+ memset(&_itemData[0], 0, sizeof(ItemData));
+ for (i = 1; i <= _numItems; i++) {
+ _itemData[i].readFromBE(ptr);
+ }
+
+ _numGraphics = READ_BE_UINT16(ptr); ptr += 2;
+ _graphicData = new GraphicData[_numGraphics + 1];
+ memset(&_graphicData[0], 0, sizeof(GraphicData));
+ for (i = 1; i <= _numGraphics; i++) {
+ _graphicData[i].readFromBE(ptr);
+ }
+
+ _vm->grid()->readDataFrom(_numObjects, _numRooms, ptr);
+
+ _numWalkOffs = READ_BE_UINT16(ptr); ptr += 2;
+ _walkOffData = new WalkOffData[_numWalkOffs + 1];
+ memset(&_walkOffData[0], 0, sizeof(WalkOffData));
+ for (i = 1; i <= _numWalkOffs; i++) {
+ _walkOffData[i].readFromBE(ptr);
+ }
+
+ _numObjDesc = READ_BE_UINT16(ptr); ptr += 2;
+ _objectDescription = new ObjectDescription[_numObjDesc + 1];
+ memset(&_objectDescription[0], 0, sizeof(ObjectDescription));
+ for (i = 1; i <= _numObjDesc; i++) {
+ _objectDescription[i].readFromBE(ptr);
+ }
+
+ _vm->command()->readCommandsFrom(ptr);
+
+ _entryObj = READ_BE_UINT16(ptr); ptr += 2;
+
+ _numFurniture = READ_BE_UINT16(ptr); ptr += 2;
+ _furnitureData = new FurnitureData[_numFurniture + 1];
+ memset(&_furnitureData[0], 0, sizeof(FurnitureData));
+ for (i = 1; i <= _numFurniture; i++) {
+ _furnitureData[i].readFromBE(ptr);
+ }
+
+ // Actors
+ _numActors = READ_BE_UINT16(ptr); ptr += 2;
+ _numAAnim = READ_BE_UINT16(ptr); ptr += 2;
+ _numAName = READ_BE_UINT16(ptr); ptr += 2;
+ _numAFile = READ_BE_UINT16(ptr); ptr += 2;
+
+ _actorData = new ActorData[_numActors + 1];
+ memset(&_actorData[0], 0, sizeof(ActorData));
+ for (i = 1; i <= _numActors; i++) {
+ _actorData[i].readFromBE(ptr);
+ }
+
+ _numGraphicAnim = READ_BE_UINT16(ptr); ptr += 2;
+
+ _graphicAnim = new GraphicAnim[_numGraphicAnim + 1];
+ if (_numGraphicAnim == 0) {
+ _graphicAnim[0].readFromBE(ptr);
+ } else {
+ memset(&_graphicAnim[0], 0, sizeof(GraphicAnim));
+ for (i = 1; i <= _numGraphicAnim; i++) {
+ _graphicAnim[i].readFromBE(ptr);
+ }
+ }
+
+ _currentRoom = _objectData[_entryObj].room;
+ _entryObj = 0;
+
+ if (memcmp(ptr, _vm->resource()->JASVersion(), 5) != 0) {
+ warning("Unexpected queen.jas file format");
+ }
+
+ delete[] jas;
+
+ uint32 size;
+ char *buf = (char *)_vm->resource()->loadFile("QUEEN2.JAS", 0, &size);
+ LineReader queen2jas(buf, size);
+
+ _objDescription.push_back("");
+ for (i = 1; i <= _numDescriptions; i++) {
+ _objDescription.push_back(queen2jas.nextLine());
+ }
+
+ // Patch for German text bug
+ if (_vm->resource()->getLanguage() == GERMAN) {
+ _objDescription[296] = "Es bringt nicht viel, das festzubinden.";
+ }
+
+ _objName.push_back("");
+ for (i = 1; i <= _numNames; i++) {
+ _objName.push_back(queen2jas.nextLine());
+ }
+
+ _roomName.push_back("");
+ for (i = 1; i <= _numRooms; i++) {
+ _roomName.push_back(queen2jas.nextLine());
+ }
+
+ _verbName.push_back("");
+ for (i = 1; i <= 12; i++) {
+ _verbName.push_back(queen2jas.nextLine());
+ }
+
+ _joeResponse.push_back("");
+ for (i = 1; i <= JOE_RESPONSE_MAX; i++) {
+ _joeResponse.push_back(queen2jas.nextLine());
+ }
+
+ // FIXME - the spanish version adds some space characters (0x20) at the
+ // beginning and the end of the journal button captions. As we don't need
+ // that 'trick' to center horizontally the texts, we simply trim them.
+ if (_vm->resource()->getLanguage() == SPANISH) {
+ for (i = 30; i <= 35; i++) {
+ _joeResponse[i] = trim(_joeResponse[i]);
+ }
+ }
+
+ _aAnim.push_back("");
+ for (i = 1; i <= _numAAnim; i++) {
+ _aAnim.push_back(queen2jas.nextLine());
+ }
+
+ _aName.push_back("");
+ for (i = 1; i <= _numAName; i++) {
+ _aName.push_back(queen2jas.nextLine());
+ }
+
+ _aFile.push_back("");
+ for (i = 1; i <= _numAFile; i++) {
+ _aFile.push_back(queen2jas.nextLine());
+ }
+}
+
+void Logic::start() {
+ _vm->command()->clear(false);
+ _vm->display()->setupPanel();
+ _vm->graphics()->unpackControlBank();
+ _vm->graphics()->setupMouseCursor();
+ setupJoe();
+ _vm->grid()->setupPanel();
+ inventorySetup();
+
+ _oldRoom = 0;
+ _newRoom = _currentRoom;
+}
+
+ObjectData* Logic::objectData(int index) const {
+ assert(index >= 0 && index <= _numObjects);
+ return &_objectData[index];
+}
+
+uint16 Logic::findBob(uint16 obj) const {
+ assert(obj <= _numObjects);
+
+ uint16 room = _objectData[obj].room;
+ assert(room <= _numRooms);
+
+ uint16 bobnum = 0;
+ int16 img = _objectData[obj].image;
+ if (img != 0) {
+ if (img == -3 || img == -4) {
+ // a person object
+ bobnum = findPersonNumber(obj, room);
+ } else {
+ uint16 bobtype = 0; // 1 for animated, 0 for static
+
+ if (img <= -10) {
+ // object has been turned off, but the image order hasn't been updated
+ if (_graphicData[-(img + 10)].lastFrame != 0) {
+ bobtype = 1;
+ }
+ } else if (img == -2) {
+ // -1 static, -2 animated
+ bobtype = 1;
+ } else if (img > 0) {
+ if (_graphicData[img].lastFrame != 0) {
+ bobtype = 1;
+ }
+ }
+
+ uint16 idxAnimated = 0;
+ uint16 idxStatic = 0;
+ for (uint16 i = _roomData[room] + 1; i <= obj; ++i) {
+ img = _objectData[i].image;
+ if (img <= -10) {
+ if (_graphicData[-(img + 10)].lastFrame != 0) {
+ ++idxAnimated;
+ } else {
+ ++idxStatic;
+ }
+ } else if (img > 0) {
+ if (img > 5000) {
+ img -= 5000;
+ }
+
+ assert (img <= _numGraphics);
+
+ if (_graphicData[img].lastFrame != 0) {
+ ++idxAnimated;
+ } else {
+ ++idxStatic;
+ }
+ } else if (img == -1) {
+ ++idxStatic;
+ } else if (img == -2) {
+ ++idxAnimated;
+ }
+ }
+ if (bobtype == 0) {
+ // static bob
+ if (idxStatic > 0) {
+ bobnum = 19 + _vm->graphics()->numStaticFurniture() + idxStatic;
+ }
+ } else {
+ // animated bob
+ if (idxAnimated > 0) {
+ bobnum = 4 + _vm->graphics()->numAnimatedFurniture() + idxAnimated;
+ }
+ }
+ }
+ }
+ return bobnum;
+}
+
+uint16 Logic::findFrame(uint16 obj) const {
+ uint16 framenum = 0;
+ uint16 room = _objectData[obj].room;
+ int16 img = _objectData[obj].image;
+ if (img == -3 || img == -4) {
+ uint16 bobnum = findPersonNumber(obj, room);
+ if (bobnum <= 3) {
+ framenum = 31 + bobnum;
+ }
+ } else {
+ uint16 idx = 0;
+ for (uint16 i = _roomData[room] + 1; i < obj; ++i) {
+ img = _objectData[i].image;
+ if (img <= -10) {
+ const GraphicData* pgd = &_graphicData[-(img + 10)];
+ if (pgd->lastFrame != 0) {
+ // skip all the frames of the animation
+ idx += ABS(pgd->lastFrame) - pgd->firstFrame + 1;
+ } else {
+ // static bob, skip one frame
+ ++idx;
+ }
+ } else if (img == -1) {
+ ++idx;
+ } else if (img > 0) {
+ if (img > 5000) {
+ img -= 5000;
+ }
+ const GraphicData* pgd = &_graphicData[img];
+ uint16 lastFrame = ABS(pgd->lastFrame);
+ if (pgd->firstFrame < 0) {
+ idx += lastFrame;
+ } else if (lastFrame != 0) {
+ idx += (lastFrame - pgd->firstFrame) + 1;
+ } else {
+ ++idx;
+ }
+ }
+ }
+
+ img = _objectData[obj].image;
+ if (img <= -10) {
+ const GraphicData* pgd = &_graphicData[-(img + 10)];
+ if (pgd->lastFrame != 0) {
+ idx += ABS(pgd->lastFrame) - pgd->firstFrame + 1;
+ } else {
+ ++idx;
+ }
+ } else if (img == -1 || img > 0) {
+ ++idx;
+ }
+
+ // calculate only if there are person frames
+ if (idx > 0) {
+ framenum = FRAMES_JOE + _vm->graphics()->numFurnitureFrames() + idx;
+ }
+ }
+ return framenum;
+}
+
+uint16 Logic::objectForPerson(uint16 bobNum) const {
+ uint16 bobcur = 0;
+ // first object number in the room
+ uint16 cur = currentRoomData() + 1;
+ // last object number in the room
+ uint16 last = _roomData[_currentRoom + 1];
+ for (; cur <= last; ++cur) {
+ int16 image = _objectData[cur].image;
+ if (image == -3 || image == -4) {
+ // the object is a bob
+ ++bobcur;
+ }
+ if (bobcur == bobNum) {
+ return cur;
+ }
+ }
+ return 0;
+}
+
+WalkOffData *Logic::walkOffPointForObject(int16 obj) const {
+ for (uint16 i = 1; i <= _numWalkOffs; ++i) {
+ if (_walkOffData[i].entryObj == obj) {
+ return &_walkOffData[i];
+ }
+ }
+ return NULL;
+}
+
+void Logic::joeWalk(JoeWalkMode walking) {
+ _joe.walk = walking;
+ // Do this so that Input doesn't need to know the walk value
+ _vm->input()->dialogueRunning(JWM_SPEAK == walking);
+}
+
+int16 Logic::gameState(int index) const {
+ assert(index >= 0 && index < GAME_STATE_COUNT);
+ return _gameState[index];
+}
+
+void Logic::gameState(int index, int16 newValue) {
+ assert(index >= 0 && index < GAME_STATE_COUNT);
+ debug(8, "Logic::gameState() [%d] = %d", index, newValue);
+ _gameState[index] = newValue;
+}
+
+const char *Logic::roomName(uint16 roomNum) const {
+ assert(roomNum >= 1 && roomNum <= _numRooms);
+ return _roomName[roomNum].c_str();
+}
+
+const char *Logic::objectName(uint16 objNum) const {
+ assert(objNum >= 1 && objNum <= _numNames);
+ return _objName[objNum].c_str();
+}
+
+const char *Logic::objectTextualDescription(uint16 objNum) const {
+ assert(objNum >= 1 && objNum <= _numDescriptions);
+ return _objDescription[objNum].c_str();
+}
+
+const char *Logic::joeResponse(int i) const {
+ assert(i >= 1 && i <= JOE_RESPONSE_MAX);
+ return _joeResponse[i].c_str();
+}
+
+const char *Logic::verbName(Verb v) const {
+ assert(v >= 0 && v <= 12);
+ return _verbName[v].c_str();
+}
+
+void Logic::eraseRoom() {
+ _vm->bankMan()->eraseFrames(false);
+ _vm->bankMan()->close(15);
+ _vm->bankMan()->close(11);
+ _vm->bankMan()->close(10);
+ _vm->bankMan()->close(12);
+
+ _vm->display()->palFadeOut(_currentRoom);
+
+ // invalidates all persons animations
+ _vm->graphics()->clearPersonFrames();
+ _vm->graphics()->eraseAllAnims();
+
+ uint16 cur = _roomData[_oldRoom] + 1;
+ uint16 last = _roomData[_oldRoom + 1];
+ for (; cur <= last; ++cur) {
+ ObjectData *pod = &_objectData[cur];
+ if (pod->name == 0) {
+ // object has been deleted, invalidate image
+ pod->image = 0;
+ } else if (pod->image > -4000 && pod->image <= -10) {
+ if (_graphicData[ABS(pod->image + 10)].lastFrame == 0) {
+ // static Bob
+ pod->image = -1;
+ } else {
+ // animated Bob
+ pod->image = -2;
+ }
+ }
+ }
+}
+
+void Logic::setupRoom(const char *room, int comPanel, bool inCutaway) {
+ // load backdrop image, init dynalum, setup colors
+ _vm->display()->setupNewRoom(room, _currentRoom);
+
+ // setup graphics to enter fullscreen/panel mode
+ _vm->display()->screenMode(comPanel, inCutaway);
+
+ _vm->grid()->setupNewRoom(_currentRoom, _roomData[_currentRoom]);
+
+ int16 furn[9];
+ uint16 furnTot = 0;
+ for (uint16 i = 1; i <= _numFurniture; ++i) {
+ if (_furnitureData[i].room == _currentRoom) {
+ ++furnTot;
+ furn[furnTot] = _furnitureData[i].objNum;
+ }
+ }
+ _vm->graphics()->setupNewRoom(room, _currentRoom, furn, furnTot);
+
+ _vm->display()->forceFullRefresh();
+}
+
+void Logic::displayRoom(uint16 room, RoomDisplayMode mode, uint16 scale, int comPanel, bool inCutaway) {
+ debug(6, "Logic::displayRoom(%d, %d, %d, %d, %d)", room, mode, scale, comPanel, inCutaway);
+
+ eraseRoom();
+
+ if (_credits)
+ _credits->nextRoom();
+
+ setupRoom(roomName(room), comPanel, inCutaway);
+ if (mode != RDM_FADE_NOJOE) {
+ setupJoeInRoom(mode != RDM_FADE_JOE_XY, scale);
+ }
+ if (mode != RDM_NOFADE_JOE) {
+ _vm->update();
+ BobSlot *joe = _vm->graphics()->bob(0);
+ _vm->display()->palFadeIn(_currentRoom, joe->active, joe->x, joe->y);
+ }
+ if (mode != RDM_FADE_NOJOE && joeX() != 0 && joeY() != 0) {
+ int16 jx = joeX();
+ int16 jy = joeY();
+ joePos(0, 0);
+ _vm->walk()->moveJoe(0, jx, jy, inCutaway);
+ }
+}
+
+ActorData *Logic::findActor(uint16 noun, const char *name) const {
+ uint16 obj = currentRoomData() + noun;
+ int16 img = objectData(obj)->image;
+ if (img != -3 && img != -4) {
+ warning("Logic::findActor() - Object %d is not a person", obj);
+ return NULL;
+ }
+
+ // search Bob number for the person
+ uint16 bobNum = findPersonNumber(obj, _currentRoom);
+
+ // search for a matching actor
+ if (bobNum > 0) {
+ for (uint16 i = 1; i <= _numActors; ++i) {
+ ActorData *pad = &_actorData[i];
+ if (pad->room == _currentRoom && gameState(pad->gsSlot) == pad->gsValue) {
+ if (bobNum == pad->bobNum || (name && _aName[pad->name] == name)) {
+ return pad;
+ }
+ }
+ }
+ }
+ return NULL;
+}
+
+bool Logic::initPerson(uint16 noun, const char *actorName, bool loadBank, Person *pp) {
+ const ActorData *pad = findActor(noun, actorName);
+ if (pad != NULL) {
+ pp->actor = pad;
+ pp->name = _aName[pad->name].c_str();
+ if (pad->anim != 0) {
+ pp->anim = _aAnim[pad->anim].c_str();
+ } else {
+ pp->anim = NULL;
+ }
+ if (loadBank && pad->file != 0) {
+ _vm->bankMan()->load(_aFile[pad->file].c_str(), pad->bankNum);
+ // if there is no valid actor file (ie pad->file is 0), the person
+ // data is already loaded as it is included in objects room bank (.bbk)
+ }
+ pp->bobFrame = 31 + pp->actor->bobNum;
+ }
+ return pad != NULL;
+}
+
+uint16 Logic::findPersonNumber(uint16 obj, uint16 room) const {
+ uint16 num = 0;
+ for (uint16 i = _roomData[room] + 1; i <= obj; ++i) {
+ int16 img = _objectData[i].image;
+ if (img == -3 || img == -4) {
+ ++num;
+ }
+ }
+ return num;
+}
+
+void Logic::loadJoeBanks(const char *animBank, const char *standBank) {
+ _vm->bankMan()->load(animBank, 13);
+ for (int i = 11; i < 31; ++i) {
+ _vm->bankMan()->unpack(i - 10, i, 13);
+ }
+ _vm->bankMan()->close(13);
+
+ _vm->bankMan()->load(standBank, 7);
+ _vm->bankMan()->unpack(1, 35, 7);
+ _vm->bankMan()->unpack(3, 36, 7);
+ _vm->bankMan()->unpack(5, 37, 7);
+}
+
+void Logic::setupJoe() {
+ loadJoeBanks("joe_a.BBK", "joe_b.BBK");
+ joePrevFacing(DIR_FRONT);
+ joeFacing(DIR_FRONT);
+}
+
+void Logic::setupJoeInRoom(bool autoPosition, uint16 scale) {
+ debug(9, "Logic::setupJoeInRoom(%d, %d) joe.x=%d joe.y=%d", autoPosition, scale, _joe.x, _joe.y);
+
+ int16 oldx, oldy;
+ if (!autoPosition || joeX() != 0 || joeY() != 0) {
+ oldx = joeX();
+ oldy = joeY();
+ joePos(0, 0);
+ } else {
+ const ObjectData *pod = objectData(_entryObj);
+ // find the walk off point for the entry object and make
+ // Joe walking to that point
+ const WalkOffData *pwo = walkOffPointForObject(_entryObj);
+ if (pwo != NULL) {
+ oldx = pwo->x;
+ oldy = pwo->y;
+ // entryObj has a walk off point, then walk from there to object x,y
+ joePos(pod->x, pod->y);
+ } else {
+ // no walk off point, use object position
+ oldx = pod->x;
+ oldy = pod->y;
+ joePos(0, 0);
+ }
+ }
+
+ debug(6, "Logic::setupJoeInRoom() - oldx=%d, oldy=%d scale=%d", oldx, oldy, scale);
+
+ if (scale > 0 && scale < 100) {
+ joeScale(scale);
+ } else {
+ uint16 a = _vm->grid()->findAreaForPos(GS_ROOM, oldx, oldy);
+ if (a > 0) {
+ joeScale(_vm->grid()->area(_currentRoom, a)->calcScale(oldy));
+ } else {
+ joeScale(100);
+ }
+ }
+
+ if (joeCutFacing() > 0) {
+ joeFacing(joeCutFacing());
+ joeCutFacing(0);
+ } else {
+ // check to see which way Joe entered room
+ const ObjectData *pod = objectData(_entryObj);
+ switch (State::findDirection(pod->state)) {
+ case DIR_BACK:
+ joeFacing(DIR_FRONT);
+ break;
+ case DIR_FRONT:
+ joeFacing(DIR_BACK);
+ break;
+ case DIR_LEFT:
+ joeFacing(DIR_RIGHT);
+ break;
+ case DIR_RIGHT:
+ joeFacing(DIR_LEFT);
+ break;
+ }
+ }
+ joePrevFacing(joeFacing());
+
+ BobSlot *pbs = _vm->graphics()->bob(0);
+ pbs->scale = joeScale();
+
+ if (_currentRoom == 108) {
+ _vm->graphics()->putCameraOnBob(-1);
+ _vm->bankMan()->load("joe_e.act", 7);
+ _vm->bankMan()->unpack(2, 31, 7);
+
+ _vm->display()->horizontalScroll(320);
+
+ joeFacing(DIR_RIGHT);
+ joeCutFacing(DIR_RIGHT);
+ joePrevFacing(DIR_RIGHT);
+ }
+
+ joeFace();
+ pbs->curPos(oldx, oldy);
+ pbs->frameNum = 31;
+}
+
+uint16 Logic::joeFace() {
+ debug(9, "Logic::joeFace() - curFace = %d, prevFace = %d", _joe.facing, _joe.prevFacing);
+ BobSlot *pbs = _vm->graphics()->bob(0);
+ uint16 frame;
+ if (_currentRoom == 108) {
+ frame = 1;
+ } else {
+ frame = 35;
+ if (joeFacing() == DIR_FRONT) {
+ if (joePrevFacing() == DIR_BACK) {
+ pbs->frameNum = 35;
+ _vm->update();
+ }
+ frame = 36;
+ } else if (joeFacing() == DIR_BACK) {
+ if (joePrevFacing() == DIR_FRONT) {
+ pbs->frameNum = 35;
+ _vm->update();
+ }
+ frame = 37;
+ } else if ((joeFacing() == DIR_LEFT && joePrevFacing() == DIR_RIGHT)
+ || (joeFacing() == DIR_RIGHT && joePrevFacing() == DIR_LEFT)) {
+ pbs->frameNum = 36;
+ _vm->update();
+ }
+ pbs->frameNum = frame;
+ pbs->scale = joeScale();
+ pbs->xflip = (joeFacing() == DIR_LEFT);
+ _vm->update();
+ joePrevFacing(joeFacing());
+ switch (frame) {
+ case 35:
+ frame = 1;
+ break;
+ case 36:
+ frame = 3;
+ break;
+ case 37:
+ frame = 5;
+ break;
+ }
+ }
+ pbs->frameNum = 31;
+ _vm->bankMan()->unpack(frame, pbs->frameNum, 7);
+ return frame;
+}
+
+void Logic::joeGrab(int16 grabState) {
+ uint16 frame = 0;
+ BobSlot *bobJoe = _vm->graphics()->bob(0);
+
+ switch (grabState) {
+ case STATE_GRAB_NONE:
+ break;
+ case STATE_GRAB_MID:
+ if (joeFacing() == DIR_BACK) {
+ frame = 6;
+ } else if (joeFacing() == DIR_FRONT) {
+ frame = 4;
+ } else {
+ frame = 2;
+ }
+ break;
+ case STATE_GRAB_DOWN:
+ if (joeFacing() == DIR_BACK) {
+ frame = 9;
+ } else {
+ frame = 8;
+ }
+ break;
+ case STATE_GRAB_UP:
+ // turn back
+ _vm->bankMan()->unpack(5, 31, 7);
+ bobJoe->xflip = (joeFacing() == DIR_LEFT);
+ bobJoe->scale = joeScale();
+ _vm->update();
+ // grab up
+ _vm->bankMan()->unpack(7, 31, 7);
+ bobJoe->xflip = (joeFacing() == DIR_LEFT);
+ bobJoe->scale = joeScale();
+ _vm->update();
+ // turn back
+ frame = 7;
+ break;
+ }
+
+ if (frame != 0) {
+ _vm->bankMan()->unpack(frame, 31, 7);
+ bobJoe->xflip = (joeFacing() == DIR_LEFT);
+ bobJoe->scale = joeScale();
+ _vm->update();
+
+ // extra delay for grab down
+ if (grabState == STATE_GRAB_DOWN) {
+ _vm->update();
+ _vm->update();
+ }
+ }
+}
+
+void Logic::joeUseDress(bool showCut) {
+ if (showCut) {
+ joeFacing(DIR_FRONT);
+ joeFace();
+ if (gameState(VAR_JOE_DRESSING_MODE) == 0) {
+ playCutaway("cdres.CUT");
+ inventoryInsertItem(ITEM_CLOTHES);
+ } else {
+ playCutaway("cudrs.CUT");
+ }
+ }
+ _vm->display()->palSetJoeDress();
+ loadJoeBanks("JoeD_A.BBK", "JoeD_B.BBK");
+ inventoryDeleteItem(ITEM_DRESS);
+ gameState(VAR_JOE_DRESSING_MODE, 2);
+}
+
+void Logic::joeUseClothes(bool showCut) {
+ if (showCut) {
+ joeFacing(DIR_FRONT);
+ joeFace();
+ playCutaway("cdclo.CUT");
+ inventoryInsertItem(ITEM_DRESS);
+ }
+ _vm->display()->palSetJoeNormal();
+ loadJoeBanks("Joe_A.BBK", "Joe_B.BBK");
+ inventoryDeleteItem(ITEM_CLOTHES);
+ gameState(VAR_JOE_DRESSING_MODE, 0);
+}
+
+void Logic::joeUseUnderwear() {
+ _vm->display()->palSetJoeNormal();
+ loadJoeBanks("JoeU_A.BBK", "JoeU_B.BBK");
+ gameState(VAR_JOE_DRESSING_MODE, 1);
+}
+
+void Logic::makePersonSpeak(const char *sentence, Person *person, const char *voiceFilePrefix) {
+ _vm->command()->clear(false);
+ Talk::speak(sentence, person, voiceFilePrefix, _vm);
+}
+
+void Logic::startDialogue(const char *dlgFile, int personInRoom, char *cutaway) {
+ ObjectData *data = objectData(_roomData[_currentRoom] + personInRoom);
+ if (data->name > 0 && data->entryObj <= 0) {
+ if (State::findTalk(data->state) == STATE_TALK_MUTE) {
+ // 'I can't talk to that'
+ makeJoeSpeak(24 + _vm->randomizer.getRandomNumber(2));
+ } else {
+ char cutawayFile[20];
+ if (cutaway == NULL) {
+ cutaway = cutawayFile;
+ }
+ _vm->display()->fullscreen(true);
+ Talk::talk(dlgFile, personInRoom, cutaway, _vm);
+ if (!cutaway[0]) {
+ _vm->display()->fullscreen(false);
+ }
+ }
+ }
+}
+
+void Logic::playCutaway(const char *cutFile, char *next) {
+ char nextFile[20];
+ if (next == NULL) {
+ next = nextFile;
+ }
+ _vm->display()->clearTexts(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS);
+ Cutaway::run(cutFile, next, _vm);
+}
+
+void Logic::makeJoeSpeak(uint16 descNum, bool objectType) {
+ const char *text = objectType ? _objDescription[descNum].c_str() : _joeResponse[descNum].c_str();
+ if (objectType) {
+ descNum += JOE_RESPONSE_MAX;
+ }
+ char descFilePrefix[10];
+ sprintf(descFilePrefix, "JOE%04i", descNum);
+ makePersonSpeak(text, NULL, descFilePrefix);
+}
+
+uint16 Logic::findInventoryItem(int invSlot) const {
+ // queen.c l.3894-3898
+ if (invSlot >= 0 && invSlot < 4) {
+ return _inventoryItem[invSlot];
+ }
+ return 0;
+}
+
+void Logic::inventorySetup() {
+ _vm->bankMan()->load("objects.BBK", 14);
+ if (_vm->resource()->isInterview()) {
+ _inventoryItem[0] = 1;
+ _inventoryItem[1] = 2;
+ _inventoryItem[2] = 3;
+ _inventoryItem[3] = 4;
+ } else {
+ _inventoryItem[0] = ITEM_BAT;
+ _inventoryItem[1] = ITEM_JOURNAL;
+ _inventoryItem[2] = ITEM_NONE;
+ _inventoryItem[3] = ITEM_NONE;
+ }
+}
+
+void Logic::inventoryRefresh() {
+ uint16 x = 182;
+ for (int i = 0; i < 4; ++i) {
+ uint16 itemNum = _inventoryItem[i];
+ if (itemNum != 0) {
+ // 1st object in inventory uses frame 9,
+ // whereas 2nd, 3rd and 4th uses frame 8
+ uint16 dstFrame = (itemNum != 0) ? 8 : 9;
+ // unpack frame for object and draw it
+ _vm->bankMan()->unpack(_itemData[itemNum].frame, dstFrame, 14);
+ _vm->graphics()->drawInventoryItem(dstFrame, x, 14);
+ } else {
+ // no object, clear the panel
+ _vm->graphics()->drawInventoryItem(0, x, 14);
+ }
+ x += 35;
+ }
+}
+
+int16 Logic::previousInventoryItem(int16 first) const {
+ int i;
+ for (i = first - 1; i >= 1; i--)
+ if (_itemData[i].name > 0)
+ return i;
+ for (i = _numItems; i > first; i--)
+ if (_itemData[i].name > 0)
+ return i;
+
+ return 0; //nothing found
+}
+
+int16 Logic::nextInventoryItem(int16 first) const {
+ int i;
+ for (i = first + 1; i < _numItems; i++)
+ if (_itemData[i].name > 0)
+ return i;
+ for (i = 1; i < first; i++)
+ if (_itemData[i].name > 0)
+ return i;
+
+ return 0; //nothing found
+}
+
+void Logic::removeDuplicateItems() {
+ for (int i = 0; i < 4; i++)
+ for (int j = i + 1; j < 4; j++)
+ if (_inventoryItem[i] == _inventoryItem[j])
+ _inventoryItem[j] = ITEM_NONE;
+}
+
+uint16 Logic::numItemsInventory() const {
+ uint16 count = 0;
+ for (int i = 1; i < _numItems; i++)
+ if (_itemData[i].name > 0)
+ count++;
+
+ return count;
+}
+
+void Logic::inventoryInsertItem(uint16 itemNum, bool refresh) {
+ int16 item = _inventoryItem[0] = (int16)itemNum;
+ _itemData[itemNum].name = ABS(_itemData[itemNum].name); //set visible
+ for (int i = 1; i < 4; i++) {
+ item = nextInventoryItem(item);
+ _inventoryItem[i] = item;
+ removeDuplicateItems();
+ }
+
+ if (refresh)
+ inventoryRefresh();
+}
+
+void Logic::inventoryDeleteItem(uint16 itemNum, bool refresh) {
+ int16 item = (int16)itemNum;
+ _itemData[itemNum].name = -ABS(_itemData[itemNum].name); //set invisible
+ for (int i = 0; i < 4; i++) {
+ item = nextInventoryItem(item);
+ _inventoryItem[i] = item;
+ removeDuplicateItems();
+ }
+
+ if (refresh)
+ inventoryRefresh();
+}
+
+void Logic::inventoryScroll(uint16 count, bool up) {
+ if (!(numItemsInventory() > 4))
+ return;
+ while (count--) {
+ if (up) {
+ for (int i = 3; i > 0; i--)
+ _inventoryItem[i] = _inventoryItem[i - 1];
+ _inventoryItem[0] = previousInventoryItem(_inventoryItem[0]);
+ } else {
+ for (int i = 0; i < 3; i++)
+ _inventoryItem[i] = _inventoryItem[i + 1];
+ _inventoryItem[3] = nextInventoryItem(_inventoryItem[3]);
+ }
+ }
+
+ inventoryRefresh();
+}
+
+void Logic::removeHotelItemsFromInventory() {
+ if (currentRoom() == 1 && gameState(VAR_HOTEL_ITEMS_REMOVED) == 0) {
+ inventoryDeleteItem(ITEM_CROWBAR, false);
+ inventoryDeleteItem(ITEM_DRESS, false);
+ inventoryDeleteItem(ITEM_CLOTHES, false);
+ inventoryDeleteItem(ITEM_HAY, false);
+ inventoryDeleteItem(ITEM_OIL, false);
+ inventoryDeleteItem(ITEM_CHICKEN, false);
+ gameState(VAR_HOTEL_ITEMS_REMOVED, 1);
+ inventoryRefresh();
+ }
+}
+
+void Logic::objectCopy(int dummyObjectIndex, int realObjectIndex) {
+ // copy data from dummy object to real object, if COPY_FROM object
+ // images are greater than COPY_TO Object images then swap the objects around.
+
+ ObjectData *dummyObject = objectData(dummyObjectIndex);
+ ObjectData *realObject = objectData(realObjectIndex);
+
+ int fromState = (dummyObject->name < 0) ? -1 : 0;
+
+ int frameCountReal = 1;
+ int frameCountDummy = 1;
+
+ int graphic = realObject->image;
+ if (graphic > 0) {
+ if (graphic > 5000)
+ graphic -= 5000;
+
+ GraphicData *data = graphicData(graphic);
+
+ if (data->lastFrame > 0)
+ frameCountReal = data->lastFrame - data->firstFrame + 1;
+
+ graphic = dummyObject->image;
+ if (graphic > 0) {
+ if (graphic > 5000)
+ graphic -= 5000;
+
+ data = graphicData(graphic);
+
+ if (data->lastFrame > 0)
+ frameCountDummy = data->lastFrame - data->firstFrame + 1;
+ }
+ }
+
+ ObjectData temp = *realObject;
+ *realObject = *dummyObject;
+
+ if (frameCountDummy > frameCountReal)
+ *dummyObject = temp;
+
+ realObject->name = ABS(realObject->name);
+
+ if (fromState == -1)
+ dummyObject->name = -ABS(dummyObject->name);
+
+ for (int i = 1; i <= _numWalkOffs; i++) {
+ WalkOffData *walkOff = &_walkOffData[i];
+ if (walkOff->entryObj == (int16)dummyObjectIndex) {
+ walkOff->entryObj = (int16)realObjectIndex;
+ break;
+ }
+ }
+}
+
+void Logic::handleSpecialArea(Direction facing, uint16 areaNum, uint16 walkDataNum) {
+ // queen.c l.2838-2911
+ debug(9, "handleSpecialArea(%d, %d, %d)\n", facing, areaNum, walkDataNum);
+
+ // Stop animating Joe
+ _vm->graphics()->bob(0)->animating = false;
+
+ // Make Joe face the right direction
+ joeFacing(facing);
+ joeFace();
+
+ _newRoom = 0;
+ _entryObj = 0;
+
+ char nextCut[20];
+ memset(nextCut, 0, sizeof(nextCut));
+
+ switch (_currentRoom) {
+ case ROOM_JUNGLE_BRIDGE:
+ makeJoeSpeak(16);
+ break;
+ case ROOM_JUNGLE_GORILLA_1:
+ playCutaway("c6c.CUT", nextCut);
+ break;
+ case ROOM_JUNGLE_GORILLA_2:
+ playCutaway("c14b.CUT", nextCut);
+ break;
+ case ROOM_AMAZON_ENTRANCE:
+ if (areaNum == 3) {
+ playCutaway("c16a.CUT", nextCut);
+ }
+ break;
+ case ROOM_AMAZON_HIDEOUT:
+ if (walkDataNum == 4) {
+ playCutaway("c17a.CUT", nextCut);
+ } else if (walkDataNum == 2) {
+ playCutaway("c17b.CUT", nextCut);
+ }
+ break;
+ case ROOM_FLODA_OUTSIDE:
+ playCutaway("c22a.CUT", nextCut);
+ break;
+ case ROOM_FLODA_KITCHEN:
+ playCutaway("c26b.CUT", nextCut);
+ break;
+ case ROOM_FLODA_KLUNK:
+ playCutaway("c30a.CUT", nextCut);
+ break;
+ case ROOM_FLODA_HENRY:
+ playCutaway("c32c.CUT", nextCut);
+ break;
+ case ROOM_TEMPLE_ZOMBIES:
+ if (areaNum == 6) {
+ switch (gameState(VAR_BYPASS_ZOMBIES)) {
+ case 0:
+ playCutaway("c50d.CUT", nextCut);
+ while (nextCut[0] != '\0') {
+ playCutaway(nextCut, nextCut);
+ }
+ gameState(VAR_BYPASS_ZOMBIES, 1);
+ break;
+ case 1:
+ playCutaway("c50h.CUT", nextCut);
+ break;
+ }
+ }
+ break;
+ case ROOM_TEMPLE_SNAKE:
+ playCutaway("c53b.CUT", nextCut);
+ break;
+ case ROOM_TEMPLE_LIZARD_LASER:
+ makeJoeSpeak(19);
+ break;
+ case ROOM_HOTEL_DOWNSTAIRS:
+ makeJoeSpeak(21);
+ break;
+ case ROOM_HOTEL_LOBBY:
+ switch (gameState(VAR_HOTEL_ESCAPE_STATE)) {
+ case 0:
+ playCutaway("c73a.CUT");
+ joeUseUnderwear();
+ joeFace();
+ gameState(VAR_HOTEL_ESCAPE_STATE, 1);
+ break;
+ case 1:
+ playCutaway("c73b.CUT");
+ gameState(VAR_HOTEL_ESCAPE_STATE, 2);
+ break;
+ case 2:
+ playCutaway("c73c.CUT");
+ break;
+ }
+ break;
+ case ROOM_TEMPLE_MAZE_5:
+ if (areaNum == 7) {
+ makeJoeSpeak(17);
+ }
+ break;
+ case ROOM_TEMPLE_MAZE_6:
+ if (areaNum == 5 && gameState(187) == 0) {
+ playCutaway("c101b.CUT", nextCut);
+ }
+ break;
+ case ROOM_FLODA_FRONTDESK:
+ if (areaNum == 3) {
+ switch (gameState(VAR_BYPASS_FLODA_RECEPTIONIST)) {
+ case 0:
+ playCutaway("c103b.CUT", nextCut);
+ gameState(VAR_BYPASS_FLODA_RECEPTIONIST, 1);
+ break;
+ case 1:
+ playCutaway("c103e.CUT", nextCut);
+ break;
+ }
+ }
+ break;
+ }
+
+ while (strlen(nextCut) > 4 &&
+ scumm_stricmp(nextCut + strlen(nextCut) - 4, ".cut") == 0) {
+ playCutaway(nextCut, nextCut);
+ }
+}
+
+void Logic::handlePinnacleRoom() {
+ // camera does not follow Joe anymore
+ _vm->graphics()->putCameraOnBob(-1);
+ displayRoom(ROOM_JUNGLE_PINNACLE, RDM_NOFADE_JOE, 100, 2, true);
+
+ BobSlot *joe = _vm->graphics()->bob(6);
+ BobSlot *piton = _vm->graphics()->bob(7);
+
+ // set scrolling value to mouse position to avoid glitch
+ _vm->display()->horizontalScroll(_vm->input()->mousePosX());
+
+ joe->x = piton->x = 3 * _vm->input()->mousePosX() / 4 + 200;
+ joe->frameNum = _vm->input()->mousePosX() / 36 + 45;
+
+ // bobs have been unpacked from animating objects, we don't need them
+ // to animate anymore ; so turn animation off
+ joe->animating = piton->animating = false;
+
+ _vm->update();
+ _vm->display()->palFadeIn(ROOM_JUNGLE_PINNACLE, joe->active, joe->x, joe->y);
+
+ _entryObj = 0;
+ uint16 prevObj = 0;
+ CmdText cmdText((_vm->resource()->getLanguage() == HEBREW), 5, _vm);
+ cmdText.setVerb(VERB_WALK_TO);
+ while (_vm->input()->mouseButton() == 0 || _entryObj == 0) {
+
+ _vm->update();
+ int mx = _vm->input()->mousePosX();
+ int my = _vm->input()->mousePosY();
+
+ // update screen scrolling
+ _vm->display()->horizontalScroll(mx);
+
+ // update bobs position / frame
+ joe->x = piton->x = 3 * mx / 4 + 200;
+ joe->frameNum = mx / 36 + 45;
+
+ _vm->display()->clearTexts(5, 5);
+
+ uint16 curObj = _vm->grid()->findObjectUnderCursor(mx, my);
+ if (curObj != 0 && curObj != prevObj) {
+ _entryObj = 0;
+ curObj += currentRoomData(); // global object number
+ ObjectData *objData = objectData(curObj);
+ if (objData->name > 0) {
+ _entryObj = objData->entryObj;
+ cmdText.displayTemp(INK_PINNACLE_ROOM, objectName(objData->name), true);
+ }
+ prevObj = curObj;
+ }
+ }
+ _vm->input()->clearMouseButton();
+
+ _newRoom = objectData(_entryObj)->room;
+
+ // FIXME - only a few commands can be triggered from this room :
+ // piton -> crash : 0x216 (obj1=0x2a, song=3)
+ // piton -> floda : 0x217 (obj1=0x29, song=16)
+ // piton -> bob : 0x219 (obj1=0x2f, song=6)
+ // piton -> embark : 0x218 (obj1=0x2c, song=7)
+ // piton -> jungle : 0x20B (obj1=0x2b, song=3)
+ // piton -> amazon : 0x21A (obj1=0x30, song=3)
+ //
+ // Because none of these update objects/areas/gamestate, the EXECUTE_ACTION()
+ // call, as the original does, is useless. All we have to do is the playsong
+ // call (all songs have the PLAY_BEFORE type). This way we could get rid of
+ // the hack described in execute.c l.334-339.
+ struct {
+ uint16 obj;
+ int16 song;
+ } cmds[] = {
+ { 0x2A, 3 },
+ { 0x29, 16 },
+ { 0x2F, 6 },
+ { 0x2C, 7 },
+ { 0x2B, 3 },
+ { 0x30, 3 }
+ };
+ for (int i = 0; i < ARRAYSIZE(cmds); ++i) {
+ if (cmds[i].obj == prevObj) {
+ _vm->sound()->playSong(cmds[i].song);
+ break;
+ }
+ }
+
+ joe->active = piton->active = false;
+ _vm->display()->clearTexts(5, 5);
+
+ // camera follows Joe again
+ _vm->graphics()->putCameraOnBob(0);
+
+ _vm->display()->palFadeOut(ROOM_JUNGLE_PINNACLE);
+}
+
+void Logic::update() {
+ if (_credits)
+ _credits->update();
+
+ if (_vm->debugger()->flags() & Debugger::DF_DRAW_AREAS) {
+ _vm->grid()->drawZones();
+ }
+}
+
+void Logic::saveState(byte *&ptr) {
+ uint16 i;
+ for (i = 0; i < 4; i++) {
+ WRITE_BE_UINT16(ptr, _inventoryItem[i]); ptr += 2;
+ }
+
+ WRITE_BE_UINT16(ptr, _vm->graphics()->bob(0)->x); ptr += 2;
+ WRITE_BE_UINT16(ptr, _vm->graphics()->bob(0)->y); ptr += 2;
+
+ WRITE_BE_UINT16(ptr, _currentRoom); ptr += 2;
+
+ for (i = 1; i <= _numObjects; i++)
+ _objectData[i].writeToBE(ptr);
+
+ for (i = 1; i <= _numItems; i++)
+ _itemData[i].writeToBE(ptr);
+
+ for (i = 0; i < GAME_STATE_COUNT; i++) {
+ WRITE_BE_UINT16(ptr, _gameState[i]); ptr += 2;
+ }
+
+ for (i = 0; i < TALK_SELECTED_COUNT; i++)
+ _talkSelected[i].writeToBE(ptr);
+
+ for (i = 1; i <= _numWalkOffs; i++)
+ _walkOffData[i].writeToBE(ptr);
+
+ WRITE_BE_UINT16(ptr, _joe.facing); ptr += 2;
+
+ // V1
+ WRITE_BE_UINT16(ptr, _puzzleAttemptCount); ptr += 2;
+ for (i = 1; i <= _numObjDesc; i++)
+ _objectDescription[i].writeToBE(ptr);
+}
+
+void Logic::loadState(uint32 ver, byte *&ptr) {
+ uint16 i;
+ for (i = 0; i < 4; i++) {
+ _inventoryItem[i] = (int16)READ_BE_INT16(ptr); ptr += 2;
+ }
+
+ _joe.x = (int16)READ_BE_INT16(ptr); ptr += 2;
+ _joe.y = (int16)READ_BE_INT16(ptr); ptr += 2;
+
+ _currentRoom = READ_BE_UINT16(ptr); ptr += 2;
+
+ for (i = 1; i <= _numObjects; i++)
+ _objectData[i].readFromBE(ptr);
+
+ for (i = 1; i <= _numItems; i++)
+ _itemData[i].readFromBE(ptr);
+
+ for (i = 0; i < GAME_STATE_COUNT; i++) {
+ _gameState[i] = (int16)READ_BE_INT16(ptr); ptr += 2;
+ }
+
+ for (i = 0; i < TALK_SELECTED_COUNT; i++)
+ _talkSelected[i].readFromBE(ptr);
+
+ for (i = 1; i <= _numWalkOffs; i++)
+ _walkOffData[i].readFromBE(ptr);
+
+ _joe.facing = READ_BE_UINT16(ptr); ptr += 2;
+
+ if (ver >= 1) {
+ _puzzleAttemptCount = READ_BE_UINT16(ptr); ptr += 2;
+
+ for (i = 1; i <= _numObjDesc; i++)
+ _objectDescription[i].readFromBE(ptr);
+ }
+}
+
+void Logic::setupRestoredGame() {
+ _vm->sound()->playLastSong();
+
+ switch (gameState(VAR_JOE_DRESSING_MODE)) {
+ case 0:
+ _vm->display()->palSetJoeNormal();
+ loadJoeBanks("Joe_A.BBK", "Joe_B.BBK");
+ break;
+ case 1:
+ _vm->display()->palSetJoeNormal();
+ loadJoeBanks("JoeU_A.BBK", "JoeU_B.BBK");
+ break;
+ case 2:
+ _vm->display()->palSetJoeDress();
+ loadJoeBanks("JoeD_A.BBK", "JoeD_B.BBK");
+ break;
+ }
+
+ BobSlot *pbs = _vm->graphics()->bob(0);
+ pbs->xflip = (joeFacing() == DIR_LEFT);
+ joePrevFacing(joeFacing());
+ joeCutFacing(joeFacing());
+ switch (joeFacing()) {
+ case DIR_FRONT:
+ pbs->frameNum = 36;
+ _vm->bankMan()->unpack(3, 31, 7);
+ break;
+ case DIR_BACK:
+ pbs->frameNum = 37;
+ _vm->bankMan()->unpack(5, 31, 7);
+ break;
+ default:
+ pbs->frameNum = 35;
+ _vm->bankMan()->unpack(1, 31, 7);
+ break;
+ }
+
+ _oldRoom = 0;
+ _newRoom = _currentRoom;
+ _entryObj = 0;
+
+ if (_vm->bam()->_flag != BamScene::F_STOP) {
+ _vm->bam()->prepareAnimation();
+ }
+
+ inventoryRefresh();
+}
+
+void Logic::sceneStart() {
+ debug(6, "[Logic::sceneStart] _scene = %i", _scene);
+ _scene++;
+
+ _vm->display()->showMouseCursor(false);
+
+ if (1 == _scene) {
+ _vm->display()->palGreyPanel();
+ }
+
+ _vm->update();
+}
+
+void Logic::sceneStop() {
+ debug(6, "[Logic::sceneStop] _scene = %i", _scene);
+ _scene--;
+
+ if (_scene > 0)
+ return;
+
+ _vm->display()->palSetAllDirty();
+ _vm->display()->showMouseCursor(true);
+ _vm->grid()->setupPanel();
+}
+
+void Logic::changeRoom() {
+ if (!preChangeRoom())
+ displayRoom(currentRoom(), RDM_FADE_JOE, 100, 1, false);
+ _vm->display()->showMouseCursor(true);
+}
+
+void Logic::executeSpecialMove(uint16 sm) {
+ debug(6, "Special move: %d", sm);
+ if (!handleSpecialMove(sm))
+ warning("unhandled / invalid special move : %d", sm);
+}
+
+void Logic::asmMakeJoeUseDress() {
+ joeUseDress(false);
+}
+
+void Logic::asmMakeJoeUseNormalClothes() {
+ joeUseClothes(false);
+}
+
+void Logic::asmMakeJoeUseUnderwear() {
+ joeUseUnderwear();
+}
+
+void Logic::asmSwitchToDressPalette() {
+ _vm->display()->palSetJoeDress();
+}
+
+void Logic::asmSwitchToNormalPalette() {
+ _vm->display()->palSetJoeNormal();
+}
+
+void Logic::asmStartCarAnimation() {
+ _vm->bam()->_flag = BamScene::F_PLAY;
+ _vm->bam()->prepareAnimation();
+}
+
+void Logic::asmStopCarAnimation() {
+ _vm->bam()->_flag = BamScene::F_STOP;
+ _vm->graphics()->bob(findBob(594))->active = false; // oil object
+ _vm->graphics()->bob(7)->active = false; // gun shots
+}
+
+void Logic::asmStartFightAnimation() {
+ _vm->bam()->_flag = BamScene::F_PLAY;
+ _vm->bam()->prepareAnimation();
+ gameState(148, 1);
+}
+
+void Logic::asmWaitForFrankPosition() {
+ _vm->bam()->_flag = BamScene::F_REQ_STOP;
+ while (_vm->bam()->_flag != BamScene::F_STOP) {
+ _vm->update();
+ }
+}
+
+void Logic::asmMakeFrankGrowing() {
+ _vm->bankMan()->unpack(1, 38, 15);
+ BobSlot *bobFrank = _vm->graphics()->bob(5);
+ bobFrank->frameNum = 38;
+ bobFrank->curPos(160, 200);
+
+ int i;
+ for (i = 10; i <= 100; i += 4) {
+ bobFrank->scale = i;
+ _vm->update();
+ }
+ for (i = 0; i <= 20; ++i) {
+ _vm->update();
+ }
+
+ objectData(521)->name = ABS(objectData(521)->name); // Dinoray
+ objectData(526)->name = ABS(objectData(526)->name); // Frank obj
+ objectData(522)->name = -ABS(objectData(522)->name); // TMPD object off
+ objectData(525)->name = -ABS(objectData(525)->name); // Floda guards off
+ objectData(523)->name = -ABS(objectData(523)->name); // Sparky object off
+ gameState(157, 1); // No more Ironstein
+}
+
+void Logic::asmMakeRobotGrowing() {
+ _vm->bankMan()->unpack(1, 38, 15);
+ BobSlot *bobRobot = _vm->graphics()->bob(5);
+ bobRobot->frameNum = 38;
+ bobRobot->curPos(160, 200);
+
+ int i;
+ for (i = 10; i <= 100; i += 4) {
+ bobRobot->scale = i;
+ _vm->update();
+ }
+ for (i = 0; i <= 20; ++i) {
+ _vm->update();
+ }
+
+ objectData(524)->name = -ABS(objectData(524)->name); // Azura object off
+ objectData(526)->name = -ABS(objectData(526)->name); // Frank object off
+}
+
+void Logic::asmShrinkRobot() {
+ int i;
+ BobSlot *robot = _vm->graphics()->bob(6);
+ for (i = 100; i >= 35; i -= 5) {
+ robot->scale = i;
+ _vm->update();
+ }
+}
+
+void Logic::asmEndGame() {
+ int n = 40;
+ while (n--) {
+ _vm->update();
+ }
+ debug(0, "Game completed.");
+ _vm->quitGame();
+}
+
+void Logic::asmPutCameraOnDino() {
+ _vm->graphics()->putCameraOnBob(-1);
+ int16 scrollx = _vm->display()->horizontalScroll();
+ while (scrollx < 320) {
+ scrollx += 16;
+ if (scrollx > 320) {
+ scrollx = 320;
+ }
+ _vm->display()->horizontalScroll(scrollx);
+ _vm->update();
+ }
+ _vm->graphics()->putCameraOnBob(1);
+}
+
+void Logic::asmPutCameraOnJoe() {
+ _vm->graphics()->putCameraOnBob(0);
+}
+
+void Logic::asmAltIntroPanRight() {
+ _vm->graphics()->putCameraOnBob(-1);
+ _vm->input()->fastMode(true);
+ _vm->update();
+ int16 scrollx = _vm->display()->horizontalScroll();
+ while (scrollx < 285 && !_vm->input()->cutawayQuit()) {
+ ++scrollx;
+ if (scrollx > 285) {
+ scrollx = 285;
+ }
+ _vm->display()->horizontalScroll(scrollx);
+ _vm->update();
+ }
+ _vm->input()->fastMode(false);
+}
+
+void Logic::asmAltIntroPanLeft() {
+ _vm->graphics()->putCameraOnBob(-1);
+ _vm->input()->fastMode(true);
+ int16 scrollx = _vm->display()->horizontalScroll();
+ while (scrollx > 0 && !_vm->input()->cutawayQuit()) {
+ scrollx -= 4;
+ if (scrollx < 0) {
+ scrollx = 0;
+ }
+ _vm->display()->horizontalScroll(scrollx);
+ _vm->update();
+ }
+ _vm->input()->fastMode(false);
+}
+
+void Logic::asmSetAzuraInLove() {
+ gameState(VAR_AZURA_IN_LOVE, 1);
+}
+
+void Logic::asmPanRightFromJoe() {
+ _vm->graphics()->putCameraOnBob(-1);
+ int16 scrollx = _vm->display()->horizontalScroll();
+ while (scrollx < 320) {
+ scrollx += 16;
+ if (scrollx > 320) {
+ scrollx = 320;
+ }
+ _vm->display()->horizontalScroll(scrollx);
+ _vm->update();
+ }
+}
+
+void Logic::asmSetLightsOff() {
+ _vm->display()->palCustomLightsOff(currentRoom());
+}
+
+void Logic::asmSetLightsOn() {
+ _vm->display()->palCustomLightsOn(currentRoom());
+}
+
+void Logic::asmSetManequinAreaOn() {
+ Area *a = _vm->grid()->area(ROOM_FLODA_FRONTDESK, 7);
+ a->mapNeighbours = ABS(a->mapNeighbours);
+}
+
+void Logic::asmPanToJoe() {
+ int i = _vm->graphics()->bob(0)->x - 160;
+ if (i < 0) {
+ i = 0;
+ } else if (i > 320) {
+ i = 320;
+ }
+ _vm->graphics()->putCameraOnBob(-1);
+ int16 scrollx = _vm->display()->horizontalScroll();
+ if (i < scrollx) {
+ while (scrollx > i) {
+ scrollx -= 16;
+ if (scrollx < i) {
+ scrollx = i;
+ }
+ _vm->display()->horizontalScroll(scrollx);
+ _vm->update();
+ }
+ } else {
+ while (scrollx < i) {
+ scrollx += 16;
+ if (scrollx > i) {
+ scrollx = i;
+ }
+ _vm->display()->horizontalScroll(scrollx);
+ _vm->update();
+ }
+ _vm->update();
+ }
+ _vm->graphics()->putCameraOnBob(0);
+}
+
+void Logic::asmTurnGuardOn() {
+ gameState(VAR_GUARDS_TURNED_ON, 1);
+}
+
+void Logic::asmPanLeft320To144() {
+ _vm->graphics()->putCameraOnBob(-1);
+ int16 scrollx = _vm->display()->horizontalScroll();
+ while (scrollx > 144) {
+ scrollx -= 8;
+ if (scrollx < 144) {
+ scrollx = 144;
+ }
+ _vm->display()->horizontalScroll(scrollx);
+ _vm->update();
+ }
+}
+
+void Logic::asmSmooch() {
+ _vm->graphics()->putCameraOnBob(-1);
+ BobSlot *bobAzura = _vm->graphics()->bob(5);
+ BobSlot *bobJoe = _vm->graphics()->bob(6);
+ int16 scrollx = _vm->display()->horizontalScroll();
+ while (scrollx < 320) {
+ scrollx += 8;
+ _vm->display()->horizontalScroll(scrollx);
+ if (bobJoe->x - bobAzura->x > 128) {
+ bobAzura->x += 10;
+ bobJoe->x += 6;
+ } else {
+ bobAzura->x += 8;
+ bobJoe->x += 8;
+ }
+ _vm->update();
+ }
+}
+
+void Logic::asmMakeLightningHitPlane() {
+ _vm->graphics()->putCameraOnBob(-1);
+ short iy = 0, x, ydir = -1, j, k;
+
+ BobSlot *planeBob = _vm->graphics()->bob(5);
+ BobSlot *lightningBob = _vm->graphics()->bob(20);
+
+ planeBob->y = 135;
+
+ planeBob->scale = 20;
+
+ for (x = 660; x > 163; x -= 6) {
+ planeBob->x = x;
+ planeBob->y = 135 + iy;
+
+ iy -= ydir;
+ if (iy < -9 || iy > 9)
+ ydir = -ydir;
+
+ planeBob->scale++;
+ if (planeBob->scale > 100)
+ planeBob->scale = 100;
+
+ int scrollX = x - 163;
+ if (scrollX > 320)
+ scrollX = 320;
+ _vm->display()->horizontalScroll(scrollX);
+ _vm->update();
+ }
+
+ planeBob->scale = 100;
+ _vm->display()->horizontalScroll(0);
+
+ planeBob->x += 8;
+ planeBob->y += 6;
+
+ lightningBob->x = 160;
+ lightningBob->y = 0;
+
+ _vm->sound()->playSfx(currentRoomSfx(), false);
+
+ _vm->bankMan()->unpack(18, lightningBob->frameNum, 15);
+ _vm->bankMan()->unpack(4, planeBob ->frameNum, 15);
+
+ // Plane plunges into the jungle!
+ BobSlot *fireBob = _vm->graphics()->bob(6);
+
+ fireBob->animating = true;
+ fireBob->x = planeBob->x;
+ fireBob->y = planeBob->y + 10;
+
+ _vm->bankMan()->unpack(19, fireBob->frameNum, 15);
+ _vm->update();
+
+ k = 20;
+ j = 1;
+
+ for (x = 163; x > -30; x -= 10) {
+ planeBob->y += 4;
+ fireBob->y += 4;
+ planeBob->x = fireBob->x = x;
+
+ if (k < 40) {
+ _vm->bankMan()->unpack(j, planeBob->frameNum, 15);
+ _vm->bankMan()->unpack(k, fireBob ->frameNum, 15);
+ k++;
+ j++;
+
+ if (j == 4)
+ j = 1;
+ }
+
+ _vm->update();
+ }
+
+ _vm->graphics()->putCameraOnBob(0);
+}
+
+void Logic::asmScaleBlimp() {
+ int16 z = 256;
+ BobSlot *bob = _vm->graphics()->bob(7);
+ int16 x = bob->x;
+ int16 y = bob->y;
+ while (bob->x > 150) {
+ bob->x = x * 256 / z + 150;
+ bob->y = y * 256 / z + 112;
+ bob->scale = 100 * 256 / z;
+
+ ++z;
+ if (z % 6 == 0) {
+ --x;
+ }
+
+ _vm->update();
+ }
+}
+
+void Logic::asmScaleEnding() {
+ _vm->graphics()->bob(7)->active = false; // Turn off blimp
+ BobSlot *b = _vm->graphics()->bob(20);
+ b->x = 160;
+ b->y = 100;
+ int i;
+ for (i = 5; i <= 100; i += 5) {
+ b->scale = i;
+ _vm->update();
+ }
+ for (i = 0; i < 50; ++i) {
+ _vm->update();
+ }
+ _vm->display()->palFadeOut(_currentRoom);
+}
+
+void Logic::asmWaitForCarPosition() {
+ // Wait for car to reach correct position before pouring oil
+ while (_vm->bam()->_index != 60) {
+ _vm->update();
+ }
+}
+
+void Logic::asmShakeScreen() {
+ _vm->display()->shake(false);
+ _vm->update();
+ _vm->display()->shake(true);
+ _vm->update();
+}
+
+void Logic::asmAttemptPuzzle() {
+ ++_puzzleAttemptCount;
+ if (_puzzleAttemptCount == 4) {
+ makeJoeSpeak(226, true);
+ _puzzleAttemptCount = 0;
+ }
+}
+
+void Logic::asmScaleTitle() {
+ BobSlot *bob = _vm->graphics()->bob(5);
+ bob->animating = false;
+ bob->x = 161;
+ bob->y = 200;
+ bob->scale = 100;
+
+ int i;
+ for (i = 5; i <= 100; i +=5) {
+ bob->scale = i;
+ bob->y -= 4;
+ _vm->update();
+ }
+}
+
+void Logic::asmPanRightToHugh() {
+ BobSlot *bob_thugA1 = _vm->graphics()->bob(20);
+ BobSlot *bob_thugA2 = _vm->graphics()->bob(21);
+ BobSlot *bob_thugA3 = _vm->graphics()->bob(22);
+ BobSlot *bob_hugh1 = _vm->graphics()->bob(1);
+ BobSlot *bob_hugh2 = _vm->graphics()->bob(23);
+ BobSlot *bob_hugh3 = _vm->graphics()->bob(24);
+ BobSlot *bob_thugB1 = _vm->graphics()->bob(25);
+ BobSlot *bob_thugB2 = _vm->graphics()->bob(26);
+
+ _vm->graphics()->putCameraOnBob(-1);
+ _vm->input()->fastMode(true);
+ _vm->update();
+
+ // Adjust thug1 gun so it matches rest of body
+ bob_thugA1->x += 160 - 45;
+ bob_thugA2->x += 160;
+ bob_thugA3->x += 160;
+
+ bob_hugh1->x += 160 * 2;
+ bob_hugh2->x += 160 * 2;
+ bob_hugh3->x += 160 * 2;
+
+ bob_thugB1->x += 160 * 3;
+ bob_thugB2->x += 160 * 3;
+
+ int horizontalScroll = 0;
+ while (horizontalScroll < 160 && !_vm->input()->cutawayQuit()) {
+
+ horizontalScroll += 8;
+ if (horizontalScroll > 160)
+ horizontalScroll = 160;
+
+ _vm->display()->horizontalScroll(horizontalScroll);
+
+ bob_thugA1->x -= 16;
+ bob_thugA2->x -= 16;
+ bob_thugA3->x -= 16;
+
+ bob_hugh1->x -= 24;
+ bob_hugh2->x -= 24;
+ bob_hugh3->x -= 24;
+
+ bob_thugB1->x -= 32;
+ bob_thugB2->x -= 32;
+
+ _vm->update();
+ }
+
+ _vm->input()->fastMode(false);
+}
+
+void Logic::asmMakeWhiteFlash() {
+ _vm->display()->palCustomFlash();
+}
+
+void Logic::asmPanRightToJoeAndRita() { // cdint.cut
+ BobSlot *bob_box = _vm->graphics()->bob(20);
+ BobSlot *bob_beam = _vm->graphics()->bob(21);
+ BobSlot *bob_crate = _vm->graphics()->bob(22);
+ BobSlot *bob_clock = _vm->graphics()->bob(23);
+ BobSlot *bob_hands = _vm->graphics()->bob(24);
+
+ _vm->graphics()->putCameraOnBob(-1);
+ _vm->input()->fastMode(true);
+
+ _vm->update();
+
+ bob_box ->x += 280 * 2;
+ bob_beam ->x += 30;
+ bob_crate->x += 180 * 3;
+
+ int horizontalScroll = _vm->display()->horizontalScroll();
+
+ while (horizontalScroll < 290 && !_vm->input()->cutawayQuit()) {
+
+ ++horizontalScroll;
+ if (horizontalScroll > 290)
+ horizontalScroll = 290;
+
+ _vm->display()->horizontalScroll(horizontalScroll);
+
+ bob_box ->x -= 2;
+ bob_beam ->x -= 1;
+ bob_crate->x -= 3;
+ bob_clock->x -= 2;
+ bob_hands->x -= 2;
+
+ _vm->update();
+ }
+ _vm->input()->fastMode(false);
+}
+
+void Logic::asmPanLeftToBomb() {
+ BobSlot *bob21 = _vm->graphics()->bob(21);
+ BobSlot *bob22 = _vm->graphics()->bob(22);
+
+ _vm->graphics()->putCameraOnBob(-1);
+ _vm->input()->fastMode(true);
+
+ int horizontalScroll = _vm->display()->horizontalScroll();
+
+ while ((horizontalScroll > 0 || bob21->x < 136) && !_vm->input()->cutawayQuit()) {
+
+ horizontalScroll -= 5;
+ if (horizontalScroll < 0)
+ horizontalScroll = 0;
+
+ _vm->display()->horizontalScroll(horizontalScroll);
+
+ if (horizontalScroll < 272 && bob21->x < 136)
+ bob21->x += 2;
+
+ bob22->x += 5;
+
+ _vm->update();
+ }
+
+ _vm->input()->fastMode(false);
+}
+
+void Logic::asmEndDemo() {
+ debug(0, "Flight of the Amazon Queen, released January 95.");
+ _vm->quitGame();
+}
+
+void Logic::asmInterviewIntro() {
+ // put camera on airship
+ _vm->graphics()->putCameraOnBob(5);
+ BobSlot *bas = _vm->graphics()->bob(5);
+
+ bas->curPos(-30, 40);
+
+ bas->move(700, 10, 3);
+ int scale = 450;
+ while (bas->moving && !_vm->input()->cutawayQuit()) {
+ bas->scale = 256 * 100 / scale;
+ --scale;
+ if (scale < 256) {
+ scale = 256;
+ }
+ _vm->update();
+ }
+
+ bas->scale = 90;
+ bas->xflip = true;
+
+ bas->move(560, 25, 4);
+ while (bas->moving && !_vm->input()->cutawayQuit()) {
+ _vm->update();
+ }
+
+ bas->move(545, 65, 2);
+ while (bas->moving && !_vm->input()->cutawayQuit()) {
+ _vm->update();
+ }
+
+ bas->move(540, 75, 2);
+ while (bas->moving && !_vm->input()->cutawayQuit()) {
+ _vm->update();
+ }
+
+ // put camera on Joe
+ _vm->graphics()->putCameraOnBob(0);
+}
+
+void Logic::asmEndInterview() {
+ debug(0, "Interactive Interview copyright (c) 1995, IBI.");
+ _vm->quitGame();
+}
+
+void Logic::startCredits(const char *filename) {
+ stopCredits();
+ _credits = new Credits(_vm, filename);
+}
+
+void Logic::stopCredits() {
+ if (_credits) {
+ _vm->display()->clearTexts(0, 199);
+ delete _credits;
+ _credits = NULL;
+ }
+}
+
+void LogicDemo::useJournal() {
+ makePersonSpeak("This is a demo, so I can't load or save games*14", NULL, "");
+}
+
+bool LogicDemo::preChangeRoom() {
+ if (currentRoom() == FOTAQ_LOGO && gameState(VAR_INTRO_PLAYED) == 0) {
+ currentRoom(79);
+ displayRoom(currentRoom(), RDM_FADE_NOJOE, 100, 2, true);
+ playCutaway("clogo.cut");
+ sceneReset();
+ currentRoom(ROOM_HOTEL_LOBBY);
+ entryObj(584);
+ displayRoom(currentRoom(), RDM_FADE_JOE, 100, 2, true);
+ playCutaway("c70d.cut");
+ gameState(VAR_INTRO_PLAYED, 1);
+ inventoryRefresh();
+ return true;
+ }
+ return false;
+}
+
+bool LogicDemo::handleSpecialMove(uint16 sm) {
+ switch (sm) {
+ case 4:
+ asmMakeJoeUseUnderwear();
+ break;
+ case 5:
+ asmSwitchToDressPalette();
+ break;
+ case 14:
+ asmEndDemo();
+ break;
+ default:
+ return false;
+ }
+ return true;
+}
+
+void LogicInterview::useJournal() {
+ // no-op
+}
+
+bool LogicInterview::preChangeRoom() {
+ if (currentRoom() == 2 && gameState(2) == 0) {
+ currentRoom(6);
+ displayRoom(currentRoom(), RDM_FADE_NOJOE, 100, 2, true);
+ playCutaway("start.cut");
+ gameState(2, 1);
+ inventoryRefresh();
+ return true;
+ }
+ return false;
+}
+
+bool LogicInterview::handleSpecialMove(uint16 sm) {
+ switch (sm) {
+ case 1:
+ asmInterviewIntro();
+ break;
+ case 2:
+ asmEndInterview();
+ break;
+ default:
+ return false;
+ }
+ return true;
+}
+
+void LogicGame::useJournal() {
+ _vm->command()->clear(false);
+ _journal->use();
+ _vm->walk()->stopJoe();
+}
+
+bool LogicGame::preChangeRoom() {
+ if (currentRoom() == ROOM_JUNGLE_PINNACLE) {
+ handlePinnacleRoom();
+ return true;
+ } else if (currentRoom() == FOTAQ_LOGO && gameState(VAR_INTRO_PLAYED) == 0) {
+ displayRoom(currentRoom(), RDM_FADE_NOJOE, 100, 2, true);
+ playCutaway("copy.cut");
+ playCutaway("clogo.cut");
+
+ if (ConfMan.getBool("alt_intro") && _vm->resource()->isCD()) {
+ playCutaway("cintr.cut");
+ } else {
+ playCutaway("cdint.cut");
+ }
+
+ playCutaway("cred.cut");
+ _vm->display()->palSetPanel();
+ sceneReset();
+ currentRoom(ROOM_HOTEL_LOBBY);
+ entryObj(584);
+ displayRoom(currentRoom(), RDM_FADE_JOE, 100, 2, true);
+ playCutaway("c70d.cut");
+ gameState(VAR_INTRO_PLAYED, 1);
+ inventoryRefresh();
+ return true;
+ }
+ return false;
+}
+
+bool LogicGame::handleSpecialMove(uint16 sm) {
+ typedef void (LogicGame::*SpecialMoveProc)();
+ static const SpecialMoveProc asmTable[] = {
+ /* 00 */
+ 0,
+ 0,
+ &LogicGame::asmMakeJoeUseDress,
+ &LogicGame::asmMakeJoeUseNormalClothes,
+ /* 04 */
+ &LogicGame::asmMakeJoeUseUnderwear,
+ &LogicGame::asmSwitchToDressPalette,
+ &LogicGame::asmSwitchToNormalPalette,
+ &LogicGame::asmStartCarAnimation, // room 74
+ /* 08 */
+ &LogicGame::asmStopCarAnimation, // room 74
+ &LogicGame::asmStartFightAnimation, // room 69
+ &LogicGame::asmWaitForFrankPosition, // c69e.cut
+ &LogicGame::asmMakeFrankGrowing, // c69z.cut
+ /* 12 */
+ &LogicGame::asmMakeRobotGrowing, // c69z.cut
+ &LogicGame::asmShrinkRobot,
+ &LogicGame::asmEndGame,
+ &LogicGame::asmPutCameraOnDino,
+ /* 16 */
+ &LogicGame::asmPutCameraOnJoe,
+ &LogicGame::asmAltIntroPanRight, // cintr.cut
+ &LogicGame::asmAltIntroPanLeft, // cintr.cut
+ &LogicGame::asmSetAzuraInLove,
+ /* 20 */
+ &LogicGame::asmPanRightFromJoe,
+ &LogicGame::asmSetLightsOff,
+ &LogicGame::asmSetLightsOn,
+ &LogicGame::asmSetManequinAreaOn,
+ /* 24 */
+ &LogicGame::asmPanToJoe,
+ &LogicGame::asmTurnGuardOn,
+ &LogicGame::asmPanLeft320To144,
+ &LogicGame::asmSmooch,
+ /* 28 */
+ &LogicGame::asmMakeLightningHitPlane,
+ &LogicGame::asmScaleBlimp,
+ &LogicGame::asmScaleEnding,
+ &LogicGame::asmWaitForCarPosition,
+ /* 32 */
+ &LogicGame::asmShakeScreen,
+ &LogicGame::asmAttemptPuzzle,
+ &LogicGame::asmScaleTitle,
+ 0,
+ /* 36 */
+ &LogicGame::asmPanRightToHugh,
+ &LogicGame::asmMakeWhiteFlash,
+ &LogicGame::asmPanRightToJoeAndRita,
+ &LogicGame::asmPanLeftToBomb // cdint.cut
+ };
+ if (sm >= ARRAYSIZE(asmTable) || asmTable[sm] == 0)
+ return false;
+ (this->*asmTable[sm])();
+ return true;
+}
+
+} // End of namespace Queen