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-rw-r--r--engines/tsage/core.cpp510
1 files changed, 315 insertions, 195 deletions
diff --git a/engines/tsage/core.cpp b/engines/tsage/core.cpp
index c237548547..9d7c8abf0a 100644
--- a/engines/tsage/core.cpp
+++ b/engines/tsage/core.cpp
@@ -66,9 +66,19 @@ InvObject::InvObject(int visage, int strip, int frame) {
_iconResNum = 10;
}
+InvObject::InvObject(int strip, int frame) {
+ assert(g_vm->getGameID() == GType_Ringworld2);
+ _strip = strip;
+ _frame = frame;
+
+ _visage = 7;
+ _sceneNumber = 0;
+ _iconResNum = 10;
+}
+
void InvObject::setCursor() {
- if (g_vm->getGameID() == GType_BlueForce) {
- // Blue Force cursor handling
+ if (g_vm->getGameID() != GType_Ringworld) {
+ // All other games
_cursorId = (CursorType)BF_GLOBALS._inventory->indexOf(this);
g_globals->_events.setCursor(_cursorId);
} else {
@@ -84,6 +94,10 @@ void InvObject::setCursor() {
}
}
+bool InvObject::inInventory() const {
+ return _sceneNumber == ((g_vm->getGameID() != GType_Ringworld2) ? 1 : g_globals->_player._characterIndex);
+}
+
/*--------------------------------------------------------------------------*/
InvObjectList::InvObjectList() {
@@ -886,24 +900,28 @@ int PlayerMover::calculateRestOfRoute(int *routeList, int srcRegion, int destReg
// Check every connected region until we find a route to the destination (or we have no more to check).
int bestDistance = 31990;
while (((currDest = g_globals->_walkRegions._idxList[srcWalkRegion._idxListIndex + foundIndex]) != 0) && (!foundRoute)) {
- int newDistance = calculateRestOfRoute(tempList, currDest, destRegion, foundRoute);
+ // Only check the region if it isn't in the list of explicitly disabled regions
+ if (!contains(g_globals->_walkRegions._disabledRegions, (int)currDest)) {
+ int newDistance = calculateRestOfRoute(tempList, currDest, destRegion, foundRoute);
- if ((newDistance <= bestDistance) || foundRoute) {
- // We found a shorter possible route, or one leading to the destination.
+ if ((newDistance <= bestDistance) || foundRoute) {
+ // We found a shorter possible route, or one leading to the destination.
- // Overwrite the route with this new one.
- routeList[0] = ourListSize - 1;
+ // Overwrite the route with this new one.
+ routeList[0] = ourListSize - 1;
+
+ for (int i = ourListSize; i <= tempList[0]; ++i) {
+ routeList[i] = tempList[i];
+ ++routeList[0];
+ }
- for (int i = ourListSize; i <= tempList[0]; ++i) {
- routeList[i] = tempList[i];
- ++routeList[0];
+ bestDistance = newDistance;
}
- bestDistance = newDistance;
+ // Truncate our local list to the size it was before the call.
+ tempList[0] = ourListSize;
}
- // Truncate our local list to the size it was before the call.
- tempList[0] = ourListSize;
++foundIndex;
}
@@ -1047,6 +1065,8 @@ PaletteRotation::PaletteRotation() : PaletteModifierCached() {
_percent = 0;
_delayCtr = 0;
_frameNumber = g_globals->_events.getFrameNumber();
+ _idxChange = 1;
+ _countdown = 0;
}
void PaletteRotation::synchronize(Serializer &s) {
@@ -1060,14 +1080,24 @@ void PaletteRotation::synchronize(Serializer &s) {
s.syncAsSint32LE(_rotationMode);
s.syncAsSint32LE(_duration);
s.syncBytes(&_palette[0], 256 * 3);
+
+ if (g_vm->getGameID() == GType_Ringworld2) {
+ s.syncAsSint16LE(_idxChange);
+ s.syncAsSint16LE(_countdown);
+ }
}
void PaletteRotation::signal() {
+ if (_countdown > 0) {
+ --_countdown;
+ return;
+ }
+
if (_delayCtr) {
uint32 frameNumber = g_globals->_events.getFrameNumber();
if (frameNumber >= _frameNumber) {
- _delayCtr = frameNumber - _frameNumber;
+ _delayCtr -= frameNumber - _frameNumber;
_frameNumber = frameNumber;
if (_delayCtr < 0)
@@ -1084,21 +1114,24 @@ void PaletteRotation::signal() {
bool flag = true;
switch (_rotationMode) {
case -1:
- if (--_currIndex < _start) {
+ _currIndex -= _idxChange;
+ if (_currIndex < _start) {
flag = decDuration();
if (flag)
_currIndex = _end - 1;
}
break;
case 1:
- if (++_currIndex >= _end) {
+ _currIndex += _idxChange;
+ if (_currIndex >= _end) {
flag = decDuration();
if (flag)
_currIndex = _start;
}
break;
case 2:
- if (++_currIndex >= _end) {
+ _currIndex += _idxChange;
+ if (_currIndex >= _end) {
flag = decDuration();
if (flag) {
_currIndex = _end - 2;
@@ -1107,7 +1140,8 @@ void PaletteRotation::signal() {
}
break;
case 3:
- if (--_currIndex < _start) {
+ _currIndex -= _idxChange;
+ if (_currIndex < _start) {
flag = decDuration();
if (flag) {
_currIndex = _start + 1;
@@ -1130,7 +1164,9 @@ void PaletteRotation::signal() {
void PaletteRotation::remove() {
Action *action = _action;
- g_system->getPaletteManager()->setPalette((const byte *)&_palette[_start * 3], _start, _end - _start);
+
+ if (_idxChange)
+ g_system->getPaletteManager()->setPalette((const byte *)&_palette[_start * 3], _start, _end - _start);
_scenePalette->_listeners.remove(this);
@@ -1285,6 +1321,15 @@ void ScenePalette::setPalette(int index, int count) {
}
/**
+ * Get a palette entry
+ */
+void ScenePalette::getEntry(int index, uint *r, uint *g, uint *b) {
+ *r = _palette[index * 3];
+ *g = _palette[index * 3 + 1];
+ *b = _palette[index * 3 + 2];
+}
+
+/**
* Set a palette entry
*/
void ScenePalette::setEntry(int index, uint r, uint g, uint b) {
@@ -1424,8 +1469,8 @@ void ScenePalette::changeBackground(const Rect &bounds, FadeMode fadeMode) {
}
Rect tempRect = bounds;
- if (g_vm->getGameID() == GType_BlueForce)
- tempRect.setHeight(BF_GLOBALS._interfaceY);
+ if (g_vm->getGameID() != GType_Ringworld)
+ tempRect.setHeight(T2_GLOBALS._interfaceY);
g_globals->_screenSurface.copyFrom(g_globals->_sceneManager._scene->_backSurface,
tempRect, Rect(0, 0, tempRect.width(), tempRect.height()), NULL);
@@ -1523,20 +1568,20 @@ void SceneItem::display(int resNum, int lineNum, ...) {
Common::String msg = (!resNum || (resNum == -1)) ? Common::String() :
g_resourceManager->getMessage(resNum, lineNum);
- if ((g_vm->getGameID() == GType_BlueForce) && BF_GLOBALS._uiElements._active)
- BF_GLOBALS._uiElements.hide();
+ if ((g_vm->getGameID() != GType_Ringworld) && T2_GLOBALS._uiElements._active)
+ T2_GLOBALS._uiElements.hide();
if (g_globals->_sceneObjects->contains(&g_globals->_sceneText)) {
g_globals->_sceneText.remove();
g_globals->_sceneObjects->draw();
}
- GfxFontBackup font;
Common::Point pos(160, 100);
Rect textRect;
int maxWidth = 120;
bool keepOnscreen = false;
- bool centerText = g_vm->getGameID() == GType_Ringworld;
+ bool centerText = g_vm->getGameID() != GType_BlueForce;
+ Common::List<int> playList;
if (resNum != 0) {
va_list va;
@@ -1545,6 +1590,17 @@ void SceneItem::display(int resNum, int lineNum, ...) {
if (resNum == -1)
msg = Common::String(va_arg(va, const char *));
+ if (g_vm->getGameID() == GType_Ringworld2) {
+ // Pre-process the string for any sound information
+ while (msg.hasPrefix("!")) {
+ msg.deleteChar(0);
+ playList.push_back(atoi(msg.c_str()));
+
+ while (!msg.empty() && (*msg.c_str() >= '0' && *msg.c_str() <= '9'))
+ msg.deleteChar(0);
+ }
+ }
+
int mode;
do {
// Get next instruction
@@ -1618,10 +1674,14 @@ void SceneItem::display(int resNum, int lineNum, ...) {
if (resNum) {
// Get required bounding size
- g_globals->gfxManager().getStringBounds(msg.c_str(), textRect, maxWidth);
- textRect.center(pos.x, pos.y);
+ GfxFont font;
+ font.setFontNumber(g_globals->_sceneText._fontNumber);
+ font.getStringBounds(msg.c_str(), textRect, maxWidth);
+ // Center the text at the specified position, and then constrain it to be-
+ textRect.center(pos.x, pos.y);
textRect.contain(g_globals->gfxManager()._bounds);
+
if (centerText) {
g_globals->_sceneText._color1 = g_globals->_sceneText._color2;
g_globals->_sceneText._color2 = 0;
@@ -1652,12 +1712,18 @@ void SceneItem::display(int resNum, int lineNum, ...) {
g_system->delayMillis(10);
}
+ // For Return to Ringworld, play the voice overs in sequence
+ if ((g_vm->getGameID() == GType_Ringworld2) && !playList.empty() && !R2_GLOBALS._playStream.isPlaying()) {
+ R2_GLOBALS._playStream.play(*playList.begin(), NULL);
+ playList.pop_front();
+ }
+
g_globals->_sceneText.remove();
}
- if ((g_vm->getGameID() == GType_BlueForce) && BF_GLOBALS._uiElements._active) {
+ if ((g_vm->getGameID() != GType_Ringworld) && T2_GLOBALS._uiElements._active) {
// Show user interface
- BF_GLOBALS._uiElements.show();
+ T2_GLOBALS._uiElements.show();
// Re-show the cursor
BF_GLOBALS._events.setCursor(BF_GLOBALS._events.getCursor());
@@ -1665,14 +1731,22 @@ void SceneItem::display(int resNum, int lineNum, ...) {
}
void SceneItem::display2(int resNum, int lineNum) {
- if (g_vm->getGameID() == GType_BlueForce)
+ switch (g_vm->getGameID()) {
+ case GType_BlueForce:
display(resNum, lineNum, SET_WIDTH, 312,
SET_X, 4 + GLOBALS._sceneManager._scene->_sceneBounds.left,
- SET_Y, GLOBALS._sceneManager._scene->_sceneBounds.top + BF_INTERFACE_Y + 2,
+ SET_Y, GLOBALS._sceneManager._scene->_sceneBounds.top + UI_INTERFACE_Y + 2,
SET_FONT, 4, SET_BG_COLOR, 1, SET_FG_COLOR, 19, SET_EXT_BGCOLOR, 9,
SET_EXT_FGCOLOR, 13, LIST_END);
- else
+ break;
+ case GType_Ringworld2:
+ display(resNum, lineNum, SET_WIDTH, 280, SET_X, 160, SET_Y, 20, SET_POS_MODE, ALIGN_CENTER,
+ SET_EXT_BGCOLOR, 60, LIST_END);
+ break;
+ default:
display(resNum, lineNum, SET_WIDTH, 200, SET_EXT_BGCOLOR, 7, LIST_END);
+ break;
+ }
}
void SceneItem::display(const Common::String &msg) {
@@ -1681,7 +1755,7 @@ void SceneItem::display(const Common::String &msg) {
display(-1, -1, msg.c_str(),
SET_WIDTH, 312,
SET_X, 4 + GLOBALS._sceneManager._scene->_sceneBounds.left,
- SET_Y, GLOBALS._sceneManager._scene->_sceneBounds.top + BF_INTERFACE_Y + 2,
+ SET_Y, GLOBALS._sceneManager._scene->_sceneBounds.top + UI_INTERFACE_Y + 2,
SET_FONT, 4, SET_BG_COLOR, 1, SET_FG_COLOR, 19, SET_EXT_BGCOLOR, 9,
SET_EXT_FGCOLOR, 13, LIST_END);
}
@@ -1689,13 +1763,15 @@ void SceneItem::display(const Common::String &msg) {
/*--------------------------------------------------------------------------*/
bool SceneHotspot::startAction(CursorType action, Event &event) {
- if (g_vm->getGameID() != GType_BlueForce)
- return SceneItem::startAction(action, event);
- else {
+ switch (g_vm->getGameID()) {
+ case GType_BlueForce: {
BlueForce::SceneExt *scene = (BlueForce::SceneExt *)BF_GLOBALS._sceneManager._scene;
assert(scene);
return scene->display(action);
}
+ default:
+ return SceneItem::startAction(action, event);
+ }
}
void SceneHotspot::doAction(int action) {
@@ -1731,109 +1807,6 @@ void SceneHotspot::doAction(int action) {
/*--------------------------------------------------------------------------*/
-NamedHotspot::NamedHotspot() : SceneHotspot() {
- _resNum = 0;
- _lookLineNum = _useLineNum = _talkLineNum = -1;
-}
-
-bool NamedHotspot::startAction(CursorType action, Event &event) {
- switch (action) {
- case CURSOR_WALK:
- // Nothing
- return false;
- case CURSOR_LOOK:
- if (_lookLineNum == -1)
- SceneHotspot::doAction(action);
- else if (g_vm->getGameID() == GType_BlueForce)
- SceneItem::display2(_resNum, _lookLineNum);
- else
- SceneItem::display(_resNum, _lookLineNum, SET_Y, 20, SET_WIDTH, 200, SET_EXT_BGCOLOR, 7, LIST_END);
- return true;
- case CURSOR_USE:
- if (_useLineNum == -1)
- SceneHotspot::doAction(action);
- else if (g_vm->getGameID() == GType_BlueForce)
- SceneItem::display2(_resNum, _useLineNum);
- else
- SceneItem::display(_resNum, _useLineNum, SET_Y, 20, SET_WIDTH, 200, SET_EXT_BGCOLOR, 7, LIST_END);
- return true;
- case CURSOR_TALK:
- if (_talkLineNum == -1)
- SceneHotspot::doAction(action);
- else if (g_vm->getGameID() == GType_BlueForce)
- SceneItem::display2(_resNum, _talkLineNum);
- else
- SceneItem::display2(_resNum, _talkLineNum);
- return true;
- default:
- return SceneHotspot::startAction(action, event);
- }
-}
-
-void NamedHotspot::setDetails(int ys, int xs, int ye, int xe, const int resnum, const int lookLineNum, const int useLineNum) {
- setBounds(ys, xe, ye, xs);
- _resNum = resnum;
- _lookLineNum = lookLineNum;
- _useLineNum = useLineNum;
- _talkLineNum = -1;
- g_globals->_sceneItems.addItems(this, NULL);
-}
-
-void NamedHotspot::setDetails(const Rect &bounds, int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode, SceneItem *item) {
- setBounds(bounds);
- _resNum = resNum;
- _lookLineNum = lookLineNum;
- _talkLineNum = talkLineNum;
- _useLineNum = useLineNum;
-
- switch (mode) {
- case 2:
- g_globals->_sceneItems.push_front(this);
- break;
- case 4:
- g_globals->_sceneItems.addBefore(item, this);
- break;
- case 5:
- g_globals->_sceneItems.addAfter(item, this);
- break;
- default:
- g_globals->_sceneItems.push_back(this);
- break;
- }
-}
-
-void NamedHotspot::setDetails(int sceneRegionId, int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode) {
- _sceneRegionId = sceneRegionId;
- _resNum = resNum;
- _lookLineNum = lookLineNum;
- _talkLineNum = talkLineNum;
- _useLineNum = useLineNum;
-
- // Handle adding hotspot to scene items list as necessary
- switch (mode) {
- case 2:
- GLOBALS._sceneItems.push_front(this);
- break;
- case 3:
- break;
- default:
- GLOBALS._sceneItems.push_back(this);
- break;
- }
-}
-
-void NamedHotspot::synchronize(Serializer &s) {
- SceneHotspot::synchronize(s);
- s.syncAsSint16LE(_resNum);
- s.syncAsSint16LE(_lookLineNum);
- s.syncAsSint16LE(_useLineNum);
-
- if (g_vm->getGameID() == GType_BlueForce)
- s.syncAsSint16LE(_talkLineNum);
-}
-
-/*--------------------------------------------------------------------------*/
-
void SceneObjectWrapper::setSceneObject(SceneObject *so) {
_sceneObject = so;
so->_strip = 1;
@@ -1907,7 +1880,6 @@ SceneObject::SceneObject() : SceneHotspot() {
_moveDiff.x = 5;
_moveDiff.y = 3;
_numFrames = 10;
- _numFrames = 10;
_moveRate = 10;
_regionBitList = 0;
_sceneRegionId = 0;
@@ -1919,6 +1891,8 @@ SceneObject::SceneObject() : SceneHotspot() {
_visage = 0;
_strip = 0;
_frame = 0;
+ _effect = 0;
+ _shade = 0;
}
SceneObject::SceneObject(const SceneObject &so) : SceneHotspot() {
@@ -2135,7 +2109,7 @@ int SceneObject::checkRegion(const Common::Point &pt) {
if ((objYDiff >= yPos) && (objYDiff <= newY) &&
((*i)->_xs < tempRect.right) && ((*i)->_xe > tempRect.left)) {
// Found index
- regionIndex = -1; //****DEBUG*** = *i;
+ regionIndex = (*i)->_regionIndex;
break;
}
}
@@ -2221,6 +2195,14 @@ SceneObject *SceneObject::clone() const {
return obj;
}
+void SceneObject::copy(SceneObject *src) {
+ *this = *src;
+
+ _objectWrapper = NULL;
+ _mover = NULL;
+ _endAction = NULL;
+}
+
void SceneObject::checkAngle(const SceneObject *obj) {
checkAngle(obj->_position);
}
@@ -2287,6 +2269,11 @@ void SceneObject::synchronize(Serializer &s) {
s.syncAsSint32LE(_moveRate);
SYNC_POINTER(_endAction);
s.syncAsUint32LE(_regionBitList);
+
+ if (g_vm->getGameID() == GType_Ringworld2) {
+ s.syncAsSint16LE(_effect);
+ s.syncAsSint16LE(_shade);
+ }
}
void SceneObject::postInit(SceneObjectList *OwnerList) {
@@ -2496,6 +2483,11 @@ void SceneObject::updateScreen() {
srcRect.right = ((srcRect.right + 3) / 4) * 4;
srcRect.clip(g_globals->_sceneManager._scene->_sceneBounds);
+ if (g_vm->getGameID() != GType_Ringworld) {
+ if (T2_GLOBALS._uiElements._visible)
+ srcRect.bottom = MIN<int16>(srcRect.bottom, T2_GLOBALS._interfaceY);
+ }
+
if (srcRect.isValidRect()) {
Rect destRect = srcRect;
destRect.translate(-sceneBounds.left, -sceneBounds.top);
@@ -2526,6 +2518,13 @@ void SceneObject::setup(int visage, int stripFrameNum, int frameNum, int posX, i
fixPriority(priority);
}
+void SceneObject::setup(int visage, int stripFrameNum, int frameNum) {
+ postInit();
+ setVisage(visage);
+ setStrip(stripFrameNum);
+ setFrame(frameNum);
+}
+
/*--------------------------------------------------------------------------*/
void BackgroundSceneObject::postInit(SceneObjectList *OwnerList) {
@@ -2662,43 +2661,48 @@ void SceneObjectList::draw() {
}
g_globals->_paneRegions[paneNum].setRect(0, 0, 0, 0);
-redraw:
- // Main draw loop
- for (uint objIndex = 0; objIndex < objList.size(); ++objIndex) {
- SceneObject *obj = objList[objIndex];
-
- if ((obj->_flags & flagMask) && !(obj->_flags & OBJFLAG_HIDE)) {
- obj->_paneRects[paneNum] = obj->_bounds;
- obj->draw();
+
+ // FIXME: Currently, removing objects causes screen flickers when the removed object intersects
+ // another drawn object, since the background is briefly redrawn over the object. For now, I'm
+ // using a forced jump back to redraw objects. In the long term, I should figure out how the
+ // original game does this properly
+ bool redrawFlag = true;
+ while (redrawFlag) {
+ redrawFlag = false;
+
+ // Main draw loop
+ for (uint objIndex = 0; objIndex < objList.size(); ++objIndex) {
+ SceneObject *obj = objList[objIndex];
+
+ if ((obj->_flags & flagMask) && !(obj->_flags & OBJFLAG_HIDE)) {
+ obj->_paneRects[paneNum] = obj->_bounds;
+ obj->draw();
+ }
}
- }
- // Update the palette
- g_globals->_sceneManager.fadeInIfNecessary();
- g_globals->_sceneManager._loadMode = 0;
- g_globals->_paneRefreshFlag[paneNum] = 0;
-
- // Loop through the object list, removing any objects and refreshing the screen as necessary
- for (uint objIndex = 0; objIndex < objList.size(); ++objIndex) {
- SceneObject *obj = objList[objIndex];
-
- if (obj->_flags & OBJFLAG_HIDE)
- obj->_flags |= OBJFLAG_HIDING;
- obj->_flags &= ~flagMask;
- if (obj->_flags & OBJFLAG_REMOVE) {
- obj->_flags |= OBJFLAG_PANES;
-
- checkIntersection(objList, objIndex, CURRENT_PANENUM);
-
- obj->updateScreen();
- obj->removeObject();
-
- // FIXME: Currently, removing objects causes screen flickers when the removed object intersects
- // another drawn object, since the background is briefly redrawn over the object. For now, I'm
- // using a forced jump back to redraw objects. In the long term, I should figure out how the
- // original game does this properly
- objList.remove_at(objIndex);
- goto redraw;
+ // Update the palette
+ g_globals->_sceneManager.fadeInIfNecessary();
+ g_globals->_sceneManager._loadMode = 0;
+ g_globals->_paneRefreshFlag[paneNum] = 0;
+
+ // Loop through the object list, removing any objects and refreshing the screen as necessary
+ for (uint objIndex = 0; objIndex < objList.size() && !redrawFlag; ++objIndex) {
+ SceneObject *obj = objList[objIndex];
+
+ if (obj->_flags & OBJFLAG_HIDE)
+ obj->_flags |= OBJFLAG_HIDING;
+ obj->_flags &= ~flagMask;
+ if (obj->_flags & OBJFLAG_REMOVE) {
+ obj->_flags |= OBJFLAG_PANES;
+
+ checkIntersection(objList, objIndex, CURRENT_PANENUM);
+
+ obj->updateScreen();
+ obj->removeObject();
+
+ objList.remove_at(objIndex);
+ redrawFlag = true;
+ }
}
}
}
@@ -2807,6 +2811,7 @@ SceneText::SceneText() : SceneObject() {
_fontNumber = 2;
_width = 160;
_textMode = ALIGN_LEFT;
+ _color1 = 0;
_color2 = 0;
_color3 = 0;
}
@@ -2867,8 +2872,8 @@ void SceneText::synchronize(Serializer &s) {
void SceneText::updateScreen() {
// FIXME: Hack for Blue Force to handle not refreshing the screen if the user interface
// has been re-activated after showing some scene text
- if ((g_vm->getGameID() != GType_BlueForce) || (_bounds.top < BF_INTERFACE_Y) ||
- !BF_GLOBALS._uiElements._visible)
+ if ((g_vm->getGameID() == GType_Ringworld) || (_bounds.top < UI_INTERFACE_Y) ||
+ !T2_GLOBALS._uiElements._visible)
SceneObject::updateScreen();
}
@@ -2909,7 +2914,7 @@ void Visage::setVisage(int resNum, int rlbNum) {
// In Ringworld, we immediately get the data
_data = g_resourceManager->getResource(RES_VISAGE, resNum, rlbNum);
} else {
- // Blue Force has an extra indirection via the visage index file
+ // Games after Ringworld have an extra indirection via the visage index file
byte *indexData = g_resourceManager->getResource(RES_VISAGE, resNum, 9999);
if (rlbNum == 9999) {
_data = indexData;
@@ -2917,6 +2922,11 @@ void Visage::setVisage(int resNum, int rlbNum) {
if (rlbNum == 0)
rlbNum = 1;
+ // Check how many slots there are
+ uint16 count = READ_LE_UINT16(indexData);
+ if (rlbNum > count)
+ rlbNum = count;
+
// Get the flags/rlbNum to use
uint32 v = READ_LE_UINT32(indexData + (rlbNum - 1) * 4 + 2);
int flags = v >> 30;
@@ -2977,6 +2987,16 @@ Player::Player(): SceneObject() {
_enabled = false;
_uiEnabled = false;
_field8C = 0;
+
+ // Return to Ringworld specific fields
+ _characterIndex = R2_NONE;
+
+ for (int i = 0; i < MAX_CHARACTERS; ++i) {
+ _characterScene[i] = 0;
+ _characterStrip[i] = 0;
+ _characterFrame[i] = 0;
+ _oldCharacterScene[i] = 0;
+ }
}
void Player::postInit(SceneObjectList *OwnerList) {
@@ -2986,8 +3006,25 @@ void Player::postInit(SceneObjectList *OwnerList) {
_uiEnabled = true;
_percent = 100;
_field8C = 10;
- _moveDiff.x = 4;
- _moveDiff.y = 2;
+
+ if (g_vm->getGameID() != GType_Ringworld2)
+ {
+ _moveDiff.x = 4;
+ _moveDiff.y = 2;
+ }
+ else
+ {
+ _moveDiff.x = 3;
+ _moveDiff.y = 2;
+ _effect = 1;
+ _shade = 0;
+
+ setObjectWrapper(new SceneObjectWrapper());
+ setPosition(_characterPos[_characterIndex]);
+ setStrip(_characterStrip[_characterIndex]);
+ setFrame(_characterFrame[_characterIndex]);
+ _characterScene[_characterIndex] = GLOBALS._sceneManager._sceneNumber;
+ }
}
void Player::disableControl() {
@@ -2996,16 +3033,29 @@ void Player::disableControl() {
g_globals->_events.setCursor(CURSOR_NONE);
_enabled = false;
- if ((g_vm->getGameID() == GType_BlueForce) && BF_GLOBALS._uiElements._active)
- BF_GLOBALS._uiElements.hide();
+ if ((g_vm->getGameID() != GType_Ringworld) && T2_GLOBALS._uiElements._active)
+ T2_GLOBALS._uiElements.hide();
}
void Player::enableControl() {
+ CursorType cursor;
+
_canWalk = true;
_uiEnabled = true;
_enabled = true;
- if (g_vm->getGameID() == GType_Ringworld) {
+ switch (g_vm->getGameID()) {
+ case GType_BlueForce:
+ case GType_Ringworld2:
+ cursor = g_globals->_events.getCursor();
+ g_globals->_events.setCursor(cursor);
+
+ if (T2_GLOBALS._uiElements._active)
+ T2_GLOBALS._uiElements.show();
+ break;
+
+ default:
+ // Ringworld
g_globals->_events.setCursor(CURSOR_WALK);
switch (g_globals->_events.getCursor()) {
@@ -3019,15 +3069,15 @@ void Player::enableControl() {
g_globals->_events.setCursor(CURSOR_WALK);
break;
}
- } else {
- CursorType cursor = g_globals->_events.getCursor();
- g_globals->_events.setCursor(cursor);
-
- if (BF_GLOBALS._uiElements._active)
- BF_GLOBALS._uiElements.show();
+ break;
}
}
+void Player::enableControl(CursorType cursor) {
+ enableControl();
+ R2_GLOBALS._events.setCursor(cursor);
+}
+
void Player::process(Event &event) {
if ((g_vm->getGameID() != GType_Ringworld) && _action)
_action->process(event);
@@ -3036,7 +3086,7 @@ void Player::process(Event &event) {
(g_globals->_events.getCursor() == CURSOR_WALK) && g_globals->_player._canWalk &&
(_position != event.mousePos) && g_globals->_sceneObjects->contains(this)) {
- if ((g_vm->getGameID() == GType_BlueForce) && !BF_GLOBALS._player._enabled)
+ if ((g_vm->getGameID() != GType_Ringworld) && !BF_GLOBALS._player._enabled)
return;
PlayerMover *newMover = new PlayerMover();
@@ -3055,8 +3105,20 @@ void Player::synchronize(Serializer &s) {
s.syncAsByte(_uiEnabled);
s.syncAsSint16LE(_field8C);
- if (g_vm->getGameID() == GType_BlueForce)
+ if (g_vm->getGameID() != GType_Ringworld)
s.syncAsByte(_enabled);
+
+ if (g_vm->getGameID() == GType_Ringworld2) {
+ s.syncAsSint16LE(_characterIndex);
+ for (int i = 0; i < MAX_CHARACTERS; ++i) {
+ s.syncAsSint16LE(_characterScene[i]);
+ s.syncAsSint16LE(_oldCharacterScene[i]);
+ s.syncAsSint16LE(_characterPos[i].x);
+ s.syncAsSint16LE(_characterPos[i].y);
+ s.syncAsSint16LE(_characterStrip[i]);
+ s.syncAsSint16LE(_characterFrame[i]);
+ }
+ }
}
/*--------------------------------------------------------------------------*/
@@ -3498,6 +3560,7 @@ void WalkRegions::clear() {
_field18.clear();
_idxList.clear();
_idxList2.clear();
+ _disabledRegions.clear();
}
void WalkRegions::load(int sceneNum) {
@@ -3670,6 +3733,39 @@ int WalkRegions::indexOf(const Common::Point &pt, const Common::List<int> *index
return -1;
}
+void WalkRegions::synchronize(Serializer &s) {
+ // Synchronise the list of disabled regions as a list of values terminated with a '-1'
+ int regionId = 0;
+ if (s.isLoading()) {
+ _disabledRegions.clear();
+
+ s.syncAsSint16LE(regionId);
+ while (regionId != -1) {
+ _disabledRegions.push_back(regionId);
+ s.syncAsSint16LE(regionId);
+ }
+ } else {
+ Common::List<int>::iterator i;
+ for (i = _disabledRegions.begin(); i != _disabledRegions.end(); ++i) {
+ regionId = *i;
+ s.syncAsSint16LE(regionId);
+ }
+
+ regionId = -1;
+ s.syncAsSint16LE(regionId);
+ }
+}
+
+void WalkRegions::disableRegion(int regionId) {
+ if (!contains(_disabledRegions, regionId))
+ _disabledRegions.push_back(regionId);
+}
+
+void WalkRegions::enableRegion(int regionId) {
+ _disabledRegions.remove(regionId);
+}
+
+
/*--------------------------------------------------------------------------*/
void ScenePriorities::load(int resNum) {
@@ -3848,8 +3944,32 @@ void SceneHandler::process(Event &event) {
g_vm->_debugger->onFrame();
}
+ if ((event.eventType == EVENT_KEYPRESS) && g_globals->_player._enabled && g_globals->_player._canWalk) {
+ // Keyboard shortcuts for different actions
+ switch (event.kbd.keycode) {
+ case Common::KEYCODE_w:
+ g_globals->_events.setCursor(CURSOR_WALK);
+ event.handled = true;
+ break;
+ case Common::KEYCODE_l:
+ g_globals->_events.setCursor(CURSOR_LOOK);
+ event.handled = true;
+ break;
+ case Common::KEYCODE_u:
+ g_globals->_events.setCursor(CURSOR_USE);
+ event.handled = true;
+ break;
+ case Common::KEYCODE_t:
+ g_globals->_events.setCursor(CURSOR_TALK);
+ event.handled = true;
+ break;
+ default:
+ break;
+ }
+ }
+
// Mouse press handling
- bool enabled = (g_vm->getGameID() == GType_BlueForce) ? g_globals->_player._enabled :
+ bool enabled = (g_vm->getGameID() != GType_Ringworld) ? g_globals->_player._enabled :
g_globals->_player._uiEnabled;
if (enabled && (event.eventType == EVENT_BUTTON_DOWN) && !g_globals->_sceneItems.empty()) {
// Check if the mouse is on the player
@@ -3881,7 +4001,7 @@ void SceneHandler::process(Event &event) {
g_globals->_events.setCursor(CURSOR_USE);
}
- if (g_vm->getGameID() == GType_BlueForce)
+ if (g_vm->getGameID() != GType_Ringworld)
event.handled = true;
} else if (g_vm->getGameID() != GType_Ringworld) {
event.handled = true;
@@ -3937,7 +4057,7 @@ void SceneHandler::dispatch() {
do {
process(event);
} while (g_globals->_events.getEvent(event));
- } else if (g_vm->getGameID() == GType_BlueForce) {
+ } else if (g_vm->getGameID() != GType_Ringworld) {
// For Blue Force, 'none' events need to be generated in the absence of any
event.eventType = EVENT_NONE;
event.mousePos = g_globals->_events._mousePos;