/* 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 "common/scummsys.h" #include "common/memstream.h" #include "access/access.h" #include "access/resources.h" #include "access/room.h" namespace Access { Room::Room(AccessEngine *vm) : Manager(vm) { _function = 0; _roomFlag = 0; _playField = nullptr; _playFieldWidth = _playFieldHeight = 0; _matrixSize = 0; _tile = nullptr; _selectCommand = 0; _conFlag = false; _selectCommand = -1; } Room::~Room() { delete[] _playField; delete[] _tile; } void Room::freePlayField() { delete[] _playField; _playField = nullptr; } void Room::freeTileData() { delete[] _tile; _tile = nullptr; } void Room::doRoom() { bool reloadFlag = false; while (!_vm->shouldQuit()) { if (!reloadFlag) { _vm->_images.clear(); _vm->_newRects.clear(); _vm->_oldRects.clear(); _vm->_numAnimTimers = 0; reloadRoom(); } reloadFlag = false; _vm->_startup = 0; _function = 0; while (!_vm->shouldQuit()) { _vm->_images.clear(); if (_vm->_startup != -1 && --_vm->_startup != 0) { _vm->_events->showCursor(); _vm->_screen->fadeIn(); } // Handle any events _vm->_events->pollEvents(); _vm->_player->walk(); _vm->_sound->midiRepeat(); _vm->_player->checkScroll(); doCommands(); // DOROOMFLASHBACK jump point if (_function == FN_CLEAR1) { clearRoom(); break; } else if (_function == FN_CLEAR2) { clearRoom(); return; } else if (_function == FN_RELOAD) { reloadRoom1(); reloadFlag = true; break; } else if (_function == FN_BREAK) { break; } if (_vm->_player->_scrollFlag) { _vm->copyBF1BF2(); _vm->_newRects.clear(); _function = 0; roomLoop(); if (_function == FN_CLEAR1) { clearRoom(); break; } else { _vm->plotList(); _vm->copyRects(); _vm->copyBF2Vid(); } } else { _vm->copyBF1BF2(); _vm->_newRects.clear(); _function = 0; roomLoop(); if (_function == FN_CLEAR1) { clearRoom(); break; } else { _vm->plotList(); if (_vm->_events->_mousePos.y < 177) { _vm->_events->setCursor(_vm->_events->_normalMouse); } else { _vm->_events->setCursor(CURSOR_ARROW); } _vm->copyBlocks(); } } } } } void Room::clearRoom() { if (_vm->_sound->_music) { _vm->_sound->stopSong(); delete[] _vm->_sound->_music; _vm->_sound->_music = nullptr; } _vm->_sound->freeSounds(); _vm->_numAnimTimers = 0; _vm->_animation->freeAnimationData(); _vm->_scripts->freeScriptData(); _vm->freeCells(); freePlayField(); _vm->freeInactiveData(); _vm->_player->freeSprites(); } void Room::loadRoomData(const byte *roomData) { RoomInfo roomInfo(roomData, _vm->getGameID()); _roomFlag = roomInfo._roomFlag; _vm->_establishFlag = false; if (roomInfo._estIndex != -1) { _vm->_establishFlag = true; if (_vm->_establishTable[roomInfo._estIndex] != 1) { _vm->_establishTable[roomInfo._estIndex] = 1; _vm->establish(0, roomInfo._estIndex); } } _vm->_sound->freeMusic(); if (roomInfo._musicFile._fileNum != -1) { _vm->_sound->_music = _vm->_files->loadFile(roomInfo._musicFile); _vm->_sound->_midiSize = _vm->_files->_filesize; _vm->_sound->midiPlay(); _vm->_sound->_musicRepeat = true; } _vm->_scaleH1 = roomInfo._scaleH1; _vm->_scaleH2 = roomInfo._scaleH2; _vm->_scaleN1 = roomInfo._scaleN1; _vm->_scaleT1 = ((_vm->_scaleH1 - _vm->_scaleH2) << 8) / _vm->_scaleN1; if (roomInfo._playFieldFile._fileNum != -1) { loadPlayField(roomInfo._playFieldFile._fileNum, roomInfo._playFieldFile._subfile); setupRoom(); _vm->_scaleMaxY = _playFieldHeight << 4; } // Load cells _vm->loadCells(roomInfo._cells); // Load script data _vm->_scripts->freeScriptData(); if (roomInfo._scriptFile._fileNum != -1) { const byte *data = _vm->_files->loadFile(roomInfo._scriptFile); _vm->_scripts->setScript(data, _vm->_files->_filesize); } // Load animation data _vm->_animation->freeAnimationData(); if (roomInfo._animFile._fileNum != -1) { byte *data = _vm->_files->loadFile(roomInfo._animFile); _vm->_animation->loadAnimations(data, _vm->_files->_filesize); } _vm->_scale = _vm->_scaleI = roomInfo._scaleI; _vm->_screen->setScaleTable(_vm->_scale); _vm->_player->_scrollThreshold = roomInfo._scrollThreshold; // Handle loading scene palette data if (roomInfo._paletteFile._fileNum != -1) { _vm->_screen->_startColor = roomInfo._startColor; _vm->_screen->_numColors = roomInfo._numColors; _vm->_screen->loadPalette(roomInfo._paletteFile._fileNum, roomInfo._paletteFile._subfile); } // Load extra cells _vm->_extraCells.clear(); for (uint i = 0; i < roomInfo._extraCells.size(); ++i) _vm->_extraCells.push_back(roomInfo._extraCells[i]); // Load sounds for the scene _vm->_sound->loadSounds(roomInfo._sounds); } void Room::roomLoop() { _vm->_scripts->_sequence = 2000; _vm->_scripts->searchForSequence(); _vm->_scripts->executeScript(); } void Room::setupRoom() { Screen &screen = *_vm->_screen; screen.setScaleTable(_vm->_scale); screen.setBufferScan(); if (_roomFlag != 2) screen.setIconPalette(); if (screen._vWindowWidth == _playFieldWidth) { screen._scrollX = 0; screen._scrollCol = 0; } else { int xv = _vm->_player->_rawPlayer.x / TILE_WIDTH; screen._scrollX = _vm->_player->_rawPlayer.x % TILE_WIDTH; screen._scrollCol = MAX(xv - (screen._vWindowWidth / 2), 0); int sx = screen._scrollCol + screen._vWindowWidth - _playFieldWidth; if (sx >= 0) { screen._scrollCol -= sx + 1; } } if (screen._vWindowHeight == _playFieldHeight) { screen._scrollY = 0; screen._scrollRow = 0; } else { screen._scrollY = _vm->_player->_rawPlayer.y - (_vm->_player->_rawPlayer.y >> 4); int yp = MAX((_vm->_player->_rawPlayer.y >> 4) - (screen._vWindowHeight / 2), 0); screen._scrollRow = yp; yp = yp + screen._vWindowHeight - _playFieldHeight; if (yp >= 0) { screen._scrollRow = yp + 1; } } } void Room::setWallCodes() { _jetFrame.clear(); _jetFrame.resize(_plotter._walls.size()); _vm->_player->_rawXTemp = _vm->_player->_rawPlayer.x; _vm->_player->_rawYTemp = _vm->_player->_rawPlayer.y; } void Room::buildScreen() { int scrollCol = _vm->_screen->_scrollCol; int cnt = _vm->_screen->_vWindowWidth + 1; int offset = 0; // Clear current background buffer _vm->_buffer1.clearBuffer(); // Loop through drawing each column of tiles forming the background for (int idx = 0; idx < cnt; offset += TILE_WIDTH, ++idx) { buildColumn(_vm->_screen->_scrollCol, offset); ++_vm->_screen->_scrollCol; } _vm->_screen->_scrollCol = scrollCol; _vm->copyBF1BF2(); } void Room::buildColumn(int playX, int screenX) { const byte *pSrc = _playField + _vm->_screen->_scrollRow * _playFieldWidth + playX; for (int y = 0; y <= _vm->_screen->_vWindowHeight; ++y) { byte *pTile = _tile + (*pSrc << 8); byte *pDest = (byte *)_vm->_buffer1.getBasePtr(screenX, y * TILE_HEIGHT); for (int tileY = 0; tileY < TILE_HEIGHT; ++tileY) { Common::copy(pTile, pTile + TILE_WIDTH, pDest); pTile += TILE_WIDTH; pDest += _vm->_buffer1.pitch; } pSrc += _playFieldWidth; } } void Room::buildRow(int playY, int screenY) { error("TODO: buildRow"); } void Room::init4Quads() { error("TODO: init4Quads"); } void Room::loadPlayField(int fileNum, int subfile) { byte *playData = _vm->_files->loadFile(fileNum, subfile); Common::MemoryReadStream stream(playData + 0x10, _vm->_files->_filesize - 0x10); Screen &screen = *_vm->_screen; // Copy the new palette screen.loadRawPalette(&stream); // Copy off the tile data _tileSize = playData[2] << 8; _tile = new byte[_tileSize]; stream.read(_tile, _tileSize); // Copy off the playfield data _matrixSize = playData[0] * playData[1]; _playField = new byte[_matrixSize]; stream.read(_playField, _matrixSize); // Load the plotter data int numWalls = READ_LE_UINT16(playData + 6); int numBlocks = playData[8]; _plotter.load(&stream, numWalls, numBlocks); _playFieldWidth = playData[0]; _playFieldHeight = playData[1]; screen._vWindowWidth = playData[3]; screen._vWindowBytesWide = screen._vWindowWidth << 4; screen._bufferBytesWide = screen._vWindowBytesWide + 16; screen._vWindowHeight = playData[4]; screen._vWindowLinesTall = screen._vWindowHeight << 4; _vm->_screen->setBufferScan(); delete[] playData; } /*------------------------------------------------------------------------*/ Plotter::Plotter() { _delta = _blockIn = 0; } void Plotter::load(Common::SeekableReadStream *stream, int wallCount, int blockCount) { // Load the wall count _walls.resize(wallCount); for (int i = 0; i < wallCount; ++i) _walls[i].left = stream->readSint16LE(); for (int i = 0; i < wallCount; ++i) _walls[i].top = stream->readSint16LE(); for (int i = 0; i < wallCount; ++i) _walls[i].right = stream->readSint16LE(); for (int i = 0; i < wallCount; ++i) _walls[i].bottom = stream->readSint16LE(); // Load the block list _blocks.resize(blockCount); for (int i = 0; i < blockCount; ++i) _blocks[i].left = stream->readSint16LE(); for (int i = 0; i < blockCount; ++i) _blocks[i].top = stream->readSint16LE(); for (int i = 0; i < blockCount; ++i) _blocks[i].right = stream->readSint16LE(); for (int i = 0; i < blockCount; ++i) _blocks[i].bottom = stream->readSint16LE(); } void Room::doCommands() { int commandId = 0; Common::KeyState keyState; if (_vm->_startup != -1) return; if (_vm->_inventory->_invChangeFlag) _vm->_inventory->refreshInventory(); if (_vm->_screen->_screenChangeFlag) { _vm->_screen->_screenChangeFlag = false; _vm->_events->_cursorExitFlag = true; executeCommand(4); } else if (_vm->_events->_leftButton) { if (_vm->_events->_mouseRow >= 22) { // Mouse in user interface area for (commandId = 0; commandId < 10; ++commandId) { if (_vm->_events->_mousePos.x >= RMOUSE[commandId][0] && _vm->_events->_mousePos.x < RMOUSE[commandId][1]) break; } if (commandId < 10) handleCommand(commandId); } else { // Mouse click in main game area mainAreaClick(); } } else if (_vm->_events->getKey(keyState)) { if (keyState.ascii >= ';' && keyState.ascii <= 'D') { handleCommand((int)keyState.ascii - ';'); } } } void Room::handleCommand(int commandId) { if (commandId == 1) --commandId; if (commandId == 9) _vm->doLoadSave(); else if (commandId == _selectCommand) { _vm->_events->debounceLeft(); commandOff(); } else { _vm->_events->debounceLeft(); executeCommand(commandId); } } void Room::executeCommand(int commandId) { EventsManager &events = *_vm->_events; _selectCommand = commandId; switch (commandId) { case 0: events._normalMouse = CURSOR_LOOK; events.setCursor(CURSOR_LOOK); break; case 2: events._normalMouse = CURSOR_USE; events.setCursor(CURSOR_USE); break; case 3: events._normalMouse = CURSOR_TAKE; events.setCursor(CURSOR_TAKE); break; case 4: events.setCursor(CURSOR_ARROW); if (_vm->_inventory->newDisplayInv() == 2) { commandOff(); return; } else { // TODO: al = _useItem? } break; case 5: events._normalMouse = CURSOR_CLIMB; events.setCursor(CURSOR_CLIMB); break; case 6: events._normalMouse = CURSOR_TALK; events.setCursor(CURSOR_TALK); break; case 7: events._normalMouse = CURSOR_CROSSHAIRS; events.setCursor(CURSOR_CROSSHAIRS); _vm->_scripts->_sequence = 5000; _vm->_scripts->searchForSequence(); roomMenu(); _selectCommand = -1; _conFlag = true; while (_conFlag && !_vm->shouldQuit()) { _conFlag = false; _vm->_scripts->executeScript(); } _vm->_boxSelect = true; break; case 8: events.setCursor(CURSOR_HELP); break; default: break; } // Draw the default toolbar menu at the bottom of the screen roomMenu(); _vm->_screen->saveScreen(); _vm->_screen->setDisplayScan(); // Get the toolbar icons resource byte *iconData = _vm->_files->loadFile("ICONS.LZ"); SpriteResource *spr = new SpriteResource(_vm, iconData, _vm->_files->_filesize); delete[] iconData; // Draw the button as selected _vm->_screen->plotImage(spr, _selectCommand + 2, Common::Point(RMOUSE[_selectCommand][0], 176)); _vm->_screen->restoreScreen(); _vm->_boxSelect = true; } void Room::commandOff() { _selectCommand = -1; _vm->_events->setCursor(CURSOR_CROSSHAIRS); roomMenu(); } int Room::checkBoxes() { return checkBoxes1(_vm->_player->_rawPlayer); } int Room::checkBoxes1(const Common::Point &pt) { return checkBoxes2(pt, 0, _plotter._blocks.size()); } int Room::checkBoxes2(const Common::Point &pt, int start, int count) { for (; count > 0; --count, ++start) { if (_plotter._blocks[start].contains(pt)) { _plotter._blockIn = start; return start; } } return -1; } void Room::checkBoxes3() { Common::Point pt = _vm->_events->calcRawMouse(); for (uint start = 0; start < _plotter._blocks.size(); ++start) { if (_plotter._blocks[start].contains(pt)) { _plotter._blockIn = start; if (!(validateBox(start) & 0x80)) { _vm->_events->debounceLeft(); _vm->_boxSelect = start; _conFlag = true; while (_conFlag && !_vm->shouldQuit()) { _conFlag = false; _vm->_scripts->executeScript(); } _vm->_boxSelect = true; return; } } } } int Room::validateBox(int boxId) { _vm->_scripts->_sequence = boxId; _vm->_scripts->searchForSequence(); return _vm->_scripts->executeScript(); } void Room::swapOrg() { SWAP(_vm->_screen->_orgX1, _vm->_screen->_orgX2); SWAP(_vm->_screen->_orgY1, _vm->_screen->_orgY2); } int Room::calcLR(int yp) { const Screen &screen = *_vm->_screen; int yv = (yp - screen._orgY1) * (screen._orgX2 - screen._orgX1); int yd = screen._orgY2 - screen._orgY1; int rem = (yv % yd) << 1; yv /= yd; if (rem >= yd || rem < 0) ++yv; return yv + screen._orgX1; } int Room::calcUD(int xp) { const Screen &screen = *_vm->_screen; int xv = (xp - screen._orgX1) * (screen._orgY2 - screen._orgY1); int xd = screen._orgX2 - screen._orgX1; int rem = (xv % xd) << 1; xv /= xd; if (rem >= xd || rem < 0) ++xv; return xv + screen._orgY1; } bool Room::codeWalls() { Screen &screen = *_vm->_screen; Player &player = *_vm->_player; if (_plotter._walls.size() == 0) return false; for (uint i = 0; i < _plotter._walls.size(); ++i) { Common::Rect &r = _plotter._walls[i]; JetFrame &jf = _jetFrame[i]; jf._wallCode = 0; jf._wallCode1 = 0; screen._orgX1 = r.left; screen._orgY1 = r.top; screen._orgX2 = r.right; screen._orgY2 = r.bottom; if (screen._orgY2 != screen._orgY1) { if (screen._orgY2 < screen._orgY1) swapOrg(); if ((player._rawYTemp >= screen._orgY1) && (player._rawYTemp <= screen._orgY2)) { jf._wallCode |= (calcLR(player._rawYTemp) - player._rawXTemp) < 0 ? 2 : 1; jf._wallCode1 |= (calcLR(player._rawYTemp) - (player._rawXTemp + player._playerOffset.x)) < 0 ? 2 : 1; } } if (screen._orgX2 != screen._orgX1) { if (screen._orgX2 < screen._orgX1) swapOrg(); if ((player._rawXTemp >= screen._orgX1) && (player._rawXTemp <= screen._orgX2)) { int y = screen._orgY2; if (y != screen._orgY1) y = calcUD(player._rawXTemp); jf._wallCode |= (player._rawYTemp - y) < 0 ? 4 : 8; } int x = player._rawXTemp + player._playerOffset.x; if ((x >= screen._orgX1) && (x <= screen._orgX2)) { int y = screen._orgY2; if (screen._orgY2 != screen._orgY1) y = calcUD(player._rawXTemp + player._playerOffset.x); jf._wallCode1 |= (player._rawYTemp - y) < 0 ? 4 : 8; } } } for (uint i = 0; i < _jetFrame.size(); ++i) { JetFrame &jf = _jetFrame[i]; if (checkCode(jf._wallCode, jf._wallCodeOld) || checkCode(jf._wallCode1, jf._wallCode1Old)) return true; } // Copy the current wall calculations to the old properties for (uint i = 0; i < _jetFrame.size(); ++i) { JetFrame &jf = _jetFrame[i]; jf._wallCodeOld = jf._wallCode; jf._wallCode1Old = jf._wallCode1; } return false; } bool Room::checkCode(int v1, int v2) { Player &p = *_vm->_player; if (!v1) { } if (!v2 || (v1 == v2)) { } else if (v1 & 1) { if (v2 & 2) { p._collideFlag = true; return true; } } else if (v1 & 2) { if (v2 & 1) { p._collideFlag = true; return true; } } else if (v1 & 4) { if (v2 & 8) { p._collideFlag = true; return true; } } else if (v1 & 8) { if (v2 & 4) { p._collideFlag = true; return true; } } return false; } /*------------------------------------------------------------------------*/ RoomInfo::RoomInfo(const byte *data, int gameType) { Common::MemoryReadStream stream(data, 999); _roomFlag = stream.readByte(); if (gameType != GType_MartianMemorandum) _estIndex = stream.readSint16LE(); else _estIndex = -1; _musicFile.load(stream); _scaleH1 = stream.readByte(); _scaleH2 = stream.readByte(); _scaleN1 = stream.readByte(); _playFieldFile.load(stream); for (byte cell = stream.readByte(); cell != 0xff; cell = stream.readByte()) { CellIdent ci; ci._cell = cell; ci.load(stream); _cells.push_back(ci); } _scriptFile.load(stream); _animFile.load(stream); _scaleI = stream.readByte(); _scrollThreshold = stream.readByte(); _paletteFile.load(stream); if (_paletteFile._fileNum == -1) { _startColor = _numColors = 0; } else { _startColor = stream.readUint16LE(); _numColors = stream.readUint16LE(); } for (int16 v = stream.readSint16LE(); v != -1; v = stream.readSint16LE()) { ExtraCell ec; ec._vid._fileNum = v; ec._vid._subfile = stream.readSint16LE(); ec._vidSound.load(stream); _extraCells.push_back(ec); } for (int16 fileNum = stream.readSint16LE(); fileNum != -1; fileNum = stream.readSint16LE()) { SoundIdent fi; fi._fileNum = fileNum; fi._subfile = stream.readUint16LE(); fi._priority = stream.readUint16LE(); _sounds.push_back(fi); } } } // End of namespace Access