/* 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. * */ /* * This code is based on original Soltys source code * Copyright (c) 1994-1995 Janus B. Wisniewski and L.K. Avalon */ #include "cge/general.h" #include "cge/sound.h" #include "cge/snail.h" #include "cge/vga13h.h" #include "cge/text.h" #include "cge/cge_main.h" #include "cge/events.h" #include "cge/walk.h" namespace CGE { const char *CommandHandler::_commandText[] = { "LABEL", "PAUSE", "WAIT", "LEVEL", "HIDE", "SAY", "INF", "TIME", "CAVE", "KILL", "RSEQ", "SEQ", "SEND", "SWAP", "KEEP", "GIVE", "IF", "GAME", "SETX0", "SETY0", "SLAVE", "SETXY", "RELX", "RELY", "RELZ", "SETX", "SETY", "SETZ", "TRANS", "PORT", "NEXT", "NNEXT", "TNEXT", "RNNEXT", "RTNEXT", "RMNEAR", "RMTAKE", "FLAG", "SETREF", "BACKPT", "FLASH", "LIGHT", "SETHB", "SETVB", "WALK", "REACH", "COVER", "UNCOVER", "CLEAR", "TALK", "MOUSE", "SOUND", "COUNT", NULL }; CommandHandler::CommandHandler(CGEEngine *vm, bool turbo) : _turbo(turbo), _busy(false), _textDelay(false), _timerExpiry(0), _talkEnable(true), _head(0), _tail(0), _commandList((Command *)malloc(sizeof(Command) * 256)), _vm(vm) { } CommandHandler::~CommandHandler() { free(_commandList); } /** * Add a Command on the head of _commandList * @param com Command * @param ref Reference * @param val Value * @param ptr Sprite pointer */ void CommandHandler::addCommand(CommandType com, int ref, int val, void *ptr) { Command *headCmd = &_commandList[_head++]; headCmd->_commandType = com; headCmd->_ref = ref; headCmd->_val = val; headCmd->_spritePtr = ptr; headCmd->_cbType = kNullCB; if (headCmd->_commandType == kCmdClear) { _tail = _head; _vm->killText(); _timerExpiry = 0; } } /** * Add a Callback on the head of _commandList * @param com Command * @param ref Reference * @param val Value * @param CallbackType Callback type */ void CommandHandler::addCallback(CommandType com, int ref, int val, CallbackType cbType) { Command *headCmd = &_commandList[_head++]; headCmd->_commandType = com; headCmd->_ref = ref; headCmd->_val = val; headCmd->_spritePtr = NULL; headCmd->_cbType = cbType; if (headCmd->_commandType == kCmdClear) { _tail = _head; _vm->killText(); _timerExpiry = 0; } } /** * Add a Command on the tail of _commandList * @param com Command * @param ref Reference * @param val Value * @param ptr Sprite pointer */ void CommandHandler::insertCommand(CommandType com, int ref, int val, void *ptr) { Command *tailCmd; if (_busy) { _commandList[(_tail - 1) & 0xFF] = _commandList[_tail]; tailCmd = &_commandList[_tail]; } else tailCmd = &_commandList[(_tail - 1) & 0xFF]; _tail--; tailCmd->_commandType = com; tailCmd->_ref = ref; tailCmd->_val = val; tailCmd->_spritePtr = ptr; tailCmd->_cbType = kNullCB; if (tailCmd->_commandType == kCmdClear) { _tail = _head; _vm->killText(); _timerExpiry = 0; } } void CommandHandler::runCommand() { if (_busy) return; _busy = true; uint8 tmpHead = _head; while (_tail != tmpHead) { Command *tailCmd = &_commandList[_tail]; if (!_turbo) { // only for the slower one if (_timerExpiry) { // Delay in progress if (_timerExpiry > g_system->getMillis()) // Delay not yet ended break; // Delay is finished _timerExpiry = 0; } else { if (_textDelay) { _vm->killText(); _textDelay = false; } } if (_vm->_talk && tailCmd->_commandType != kCmdPause) break; } Sprite *spr = ((tailCmd->_ref >= 0) ? _vm->locate(tailCmd->_ref) : ((Sprite *) tailCmd->_spritePtr)); switch (tailCmd->_commandType) { case kCmdLabel: break; case kCmdPause: _timerExpiry = g_system->getMillis() + tailCmd->_val * kCommandFrameDelay; if (_vm->_talk) _textDelay = true; break; case kCmdWait: if (spr) { if (spr->seqTest(tailCmd->_val) && (tailCmd->_val >= 0 || spr != _vm->_hero || _vm->_hero->_tracePtr < 0)) { _timerExpiry = g_system->getMillis() + spr->_time * kCommandFrameDelay; } else { _busy = false; return; } } break; case kCmdLevel: _vm->snLevel(spr, tailCmd->_val); break; case kCmdHide: _vm->snHide(spr, tailCmd->_val); break; case kCmdSay: if (spr && _talkEnable) { if (spr == _vm->_hero && spr->seqTest(-1)) spr->step(kSeqHTalk); _vm->_text->say(_vm->_text->getText(tailCmd->_val), spr); _vm->_sys->_funDel = kHeroFun0; } break; case kCmdInf: if (_talkEnable) { _vm->inf(_vm->_text->getText(tailCmd->_val)); _vm->_sys->_funDel = kHeroFun0; } break; case kCmdTime: if (spr && _talkEnable) { if (spr == _vm->_hero && spr->seqTest(-1)) spr->step(kSeqHTalk); _vm->_text->sayTime(spr); } break; case kCmdCave: _vm->switchScene(tailCmd->_val); break; case kCmdKill: _vm->snKill(spr); break; case kCmdSeq: _vm->snSeq(spr, tailCmd->_val); break; case kCmdRSeq: _vm->snRSeq(spr, tailCmd->_val); break; case kCmdSend: _vm->snSend(spr, tailCmd->_val); break; case kCmdSwap: _vm->snSwap(spr, tailCmd->_val); break; case kCmdCover: _vm->snCover(spr, tailCmd->_val); break; case kCmdUncover: _vm->snUncover(spr, (tailCmd->_val >= 0) ? _vm->locate(tailCmd->_val) : ((Sprite *) tailCmd->_spritePtr)); break; case kCmdKeep: _vm->snKeep(spr, tailCmd->_val); break; case kCmdGive: _vm->snGive(spr, tailCmd->_val); break; case kCmdGame: _vm->snGame(spr, tailCmd->_val); break; case kCmdSetX0: _vm->snSetX0(tailCmd->_ref, tailCmd->_val); break; case kCmdSetY0: _vm->snSetY0(tailCmd->_ref, tailCmd->_val); break; case kCmdSetXY: _vm->snSetXY(spr, tailCmd->_val); break; case kCmdRelX: _vm->snRelX(spr, tailCmd->_val); break; case kCmdRelY: _vm->snRelY(spr, tailCmd->_val); break; case kCmdRelZ: _vm->snRelZ(spr, tailCmd->_val); break; case kCmdSetX: _vm->snSetX(spr, tailCmd->_val); break; case kCmdSetY: _vm->snSetY(spr, tailCmd->_val); break; case kCmdSetZ: _vm->snSetZ(spr, tailCmd->_val); break; case kCmdSlave: _vm->snSlave(spr, tailCmd->_val); break; case kCmdTrans: _vm->snTrans(spr, tailCmd->_val); break; case kCmdPort: _vm->snPort(spr, tailCmd->_val); break; case kCmdNext: case kCmdIf: case kCmdTalk: break; case kCmdMouse: _vm->snMouse(tailCmd->_val != 0); break; case kCmdNNext: _vm->snNNext(spr, tailCmd->_val); break; case kCmdTNext: _vm->snTNext(spr, tailCmd->_val); break; case kCmdRNNext: _vm->snRNNext(spr, tailCmd->_val); break; case kCmdRTNext: _vm->snRTNext(spr, tailCmd->_val); break; case kCmdRMNear: _vm->snRmNear(spr); break; case kCmdRmTake: _vm->snRmTake(spr); break; case kCmdFlag: _vm->snFlag(tailCmd->_ref & 3, tailCmd->_val != 0); break; case kCmdSetRef: _vm->snSetRef(spr, tailCmd->_val); break; case kCmdBackPt: _vm->snBackPt(spr, tailCmd->_val); break; case kCmdFlash: _vm->snFlash(tailCmd->_val != 0); break; case kCmdLight: _vm->snLight(tailCmd->_val != 0); break; case kCmdSetHBarrier: _vm->snHBarrier(tailCmd->_ref, tailCmd->_val); break; case kCmdSetVBarrier: _vm->snVBarrier(tailCmd->_ref, tailCmd->_val); break; case kCmdWalk: _vm->snWalk(spr, tailCmd->_ref, tailCmd->_val); break; case kCmdReach: _vm->snReach(spr, tailCmd->_val); break; case kCmdSound: _vm->snSound(spr, tailCmd->_val); break; case kCmdCount: _vm->_sound->setRepeat(tailCmd->_val); break; case kCmdExec: switch (tailCmd->_cbType) { case kQGame: _vm->qGame(); break; case kMiniStep: _vm->miniStep(tailCmd->_val); break; case kXScene: _vm->xScene(); break; case kSoundSetVolume: _vm->sndSetVolume(); break; default: error("Unknown Callback Type in SNEXEC"); } break; case kCmdStep: spr->step(); break; case kCmdZTrim: _vm->snZTrim(spr); break; case kCmdGhost: _vm->snGhost((Bitmap *) tailCmd->_spritePtr); break; default: warning("Unhandled snc->_com in SNMouse(bool)"); break; } _tail++; if (!_turbo) break; } _busy = false; } bool CommandHandler::idle() { return (_head == _tail); } /** * Handles mini-Games logic * @param com Command * @param num mini game number */ void CGEEngine::snGame(Sprite *spr, int num) { debugC(1, kCGEDebugEngine, "CGEEngine::snGame(spr, %d)", num); switch (num) { case 1: { static Sprite *dup[3] = { NULL, NULL, NULL }; int buref = 0; int Stage = 0; for (dup[0] = _vga->_showQ->first(); dup[0]; dup[0] = dup[0]->_next) { buref = dup[0]->_ref; if (buref / 1000 == 16 && buref % 100 == 6) { Stage = (buref / 100) % 10; break; } } if (dup[1] == NULL) { dup[1] = _vga->_showQ->locate(16003); // pan dup[2] = _vga->_showQ->locate(16004); // pani } if (_game) { // continue game int i = newRandom(3), hand = (dup[0]->_shpCnt == 6); Stage++; if (hand && Stage > kDressed) ++hand; if (i >= 0 || (dup[i] == spr && newRandom(3) == 0)) { _commandHandler->addCommand(kCmdSeq, -1, 3, dup[0]); // Yes _commandHandler->addCommand(kCmdSeq, -1, 3, dup[1]); // Yes _commandHandler->addCommand(kCmdSeq, -1, 3, dup[2]); // Yes _commandHandler->addCommand(kCmdTNext, -1, 0, dup[0]); // Reset Take _commandHandler->addCommand(kCmdTNext, -1, 0, dup[1]); // Reset Take _commandHandler->addCommand(kCmdTNext, -1, 0, dup[2]); // Reset Take _commandHandler->addCommand(kCmdNNext, -1, 0, dup[0]); // Reset Near _commandHandler->addCommand(kCmdPause, -1, 72, NULL); // Pause the game for 72/80 second _commandHandler->addCommand(kCmdSay, 1, 16009, NULL); // Say "I win.." _commandHandler->addCommand(kCmdSay, buref, 16010, NULL); // Say "Go Sit..." _commandHandler->addCommand(kCmdSay, 1, 16011, NULL); // Say "I prefer not" if (hand) { _commandHandler->addCommand(kCmdSend, 16060 + hand, 16, NULL); // Give hand _commandHandler->addCommand(kCmdSeq, buref, 4, NULL); // Take off _commandHandler->addCommand(kCmdSeq, 16060 + hand, 1, NULL); // start one of the Bartender animations _commandHandler->addCommand(kCmdSound, 16060 + hand, 16002, NULL); // Play tear sound _commandHandler->addCommand(kCmdWait, 16060 + hand, 3, NULL); // Take up _commandHandler->addCommand(kCmdSwap, buref, buref + 100, NULL); // Open hand _commandHandler->addCommand(kCmdSeq, 16016, Stage, NULL); // Start Belongings animation _commandHandler->addCommand(kCmdSend, 16060 + hand, -1, NULL); // Hide hand _commandHandler->addCommand(kCmdWait, 16060 + hand, -1, NULL); // Stop moving hand } else { _commandHandler->addCommand(kCmdSeq, buref, 4, NULL); // Take off _commandHandler->addCommand(kCmdSound, 16060 + hand, 16002, NULL); // Play tear sound _commandHandler->addCommand(kCmdWait, buref, -1, NULL); // Will take off _commandHandler->addCommand(kCmdSwap, buref, buref + 100, NULL); // Open hand _commandHandler->addCommand(kCmdSeq, 16016, Stage, NULL); // Start Belongings animation } _commandHandler->addCommand(kCmdPause, -1, 72, NULL); // Pause the game for 72/80 second _commandHandler->addCommand(kCmdSeq, -1, 0, dup[1]); // Get away (Him) _commandHandler->addCommand(kCmdSetXY, -1, 203 + kScrWidth * 49, dup[1]); _commandHandler->addCommand(kCmdSetZ, -1, 7, dup[1]); _commandHandler->addCommand(kCmdSeq, -1, 0, dup[2]); // Get Away (Her) _commandHandler->addCommand(kCmdSetXY, -1, 182 + kScrWidth * 62, dup[2]); _commandHandler->addCommand(kCmdSetZ, -1, 9, dup[2]); _game = 0; return; } else { _commandHandler->addCommand(kCmdSeq, -1, 2, dup[0]); // reset animation sequence _commandHandler->addCommand(kCmdSeq, -1, 2, dup[1]); // reset animation sequence _commandHandler->addCommand(kCmdSeq, -1, 2, dup[2]); // reset animation sequence _commandHandler->addCommand(kCmdPause, -1, 72, NULL); // Pause the game for 72/80 second } } _commandHandler->addCommand(kCmdWalk, 198, 134, NULL); // Go to place _commandHandler->addCommand(kCmdWait, 1, -1, NULL); // Stop moving _commandHandler->addCommand(kCmdCover, 1, 16101, NULL); // Man to beat _commandHandler->addCommand(kCmdSeq, 16101, 1, NULL); // Start Chief animation (16dupnia) _commandHandler->addCommand(kCmdWait, 16101, 5, NULL); // wait _commandHandler->addCommand(kCmdPause, 16101, 24, NULL); // Pause the game for 24/80 second _commandHandler->addCommand(kCmdSeq, 16040, 1, NULL); // Start Slap animation (16plask) _commandHandler->addCommand(kCmdSound, 16101, 16001, NULL); // Play "Slap" sound _commandHandler->addCommand(kCmdPause, 16101, 24, NULL); // Pause the game for 24/80 second _commandHandler->addCommand(kCmdSeq, 16040, 0, NULL); // Reset animation sequence _commandHandler->addCommand(kCmdWait, 16101, -1, NULL); // stay _commandHandler->addCommand(kCmdUncover, 1, 16101, NULL); // SDS if (!_game) { _commandHandler->addCommand(kCmdSay, buref, 16008, NULL); // say "Guess!" _game = true; } } break; case 2: if (_sprTv == NULL) { _sprTv = _vga->_showQ->locate(20700); _sprK1 = _vga->_showQ->locate(20701); _sprK2 = _vga->_showQ->locate(20702); _sprK3 = _vga->_showQ->locate(20703); } if (!_game) { // init _commandHandler->addCommand(kCmdGame, 20002, 2, NULL); _game = true; break; } // cont _sprK1->step(newRandom(6)); _sprK2->step(newRandom(6)); _sprK3->step(newRandom(6)); if (spr->_ref == 1 && _keyboard->_key[kKeyAlt]) { _sprK1->step(5); _sprK2->step(5); _sprK3->step(5); } _commandHandler->addCommand(kCmdSetZ, 20700, 0, NULL); bool hit = (_sprK1->_seqPtr + _sprK2->_seqPtr + _sprK3->_seqPtr == 15); if (hit) { if (spr->_ref == 1) { _commandHandler->addCommand(kCmdSay, 1, 20003, NULL); // hurray! _commandHandler->addCommand(kCmdSeq, 20011, 2, NULL); // Camera away _commandHandler->addCommand(kCmdSend, 20701, -1, NULL); // move dice1 to scene -1 _commandHandler->addCommand(kCmdSend, 20702, -1, NULL); // move dice2 to scene -1 _commandHandler->addCommand(kCmdSend, 20703, -1, NULL); // move dice3 to scene -1 _commandHandler->addCommand(kCmdSend, 20700, -1, NULL); // move TV to scene -1 _commandHandler->addCommand(kCmdKeep, 20007, 0, NULL); // to pocket _commandHandler->addCommand(kCmdSend, 20006, 20, NULL); // Move Coin to scene 20 _commandHandler->addCommand(kCmdSound, 20006, 20002, NULL); // Play Coin sound _commandHandler->addCommand(kCmdSay, 20002, 20004, NULL); // Say "Luck guy..." _commandHandler->addCommand(kCmdSend, 20010, 20, NULL); // Move Paper to scene 20 _commandHandler->addCommand(kCmdSound, 20010, 20003, NULL); // Play "ksh" sound! (fx20003.wav) _commandHandler->addCommand(kCmdSay, 20001, 20005, NULL); // Say "Congratulations" _game = false; return; } else _sprK3->step(newRandom(5)); } if (_gameCase2Cpt < 100) { switch (_gameCase2Cpt) { case 15: // Give hint about ALTered dice _commandHandler->addCommand(kCmdSay, 20003, 20021, NULL); break; case 30: case 45: case 60: case 75: // Tell to use ALT key _commandHandler->addCommand(kCmdSay, 20003, 20022, NULL); break; } _gameCase2Cpt++; } switch (spr->_ref) { case 1: _commandHandler->addCommand(kCmdSay, 20001, 20011, NULL); // Say "It'a my turn" _commandHandler->addCommand(kCmdSeq, 20001, 1, NULL); // Throw dice¨ _commandHandler->addCommand(kCmdWait, 20001, 1, NULL); // wait _commandHandler->addCommand(kCmdSetZ, 20700, 2, NULL); // hide dice _commandHandler->addCommand(kCmdHide, 20007, 1, NULL); // hide dice _commandHandler->addCommand(kCmdWait, 20001, 16, NULL); // wait _commandHandler->addCommand(kCmdSeq, 20007, 1, NULL); // Start dice animation (20kosci) _commandHandler->addCommand(kCmdHide, 20007, 0, NULL); // unhide _commandHandler->addCommand(kCmdSound, 20007, 20001, NULL); // Play Dice sound _commandHandler->addCommand(kCmdWait, 20007, -1, NULL); // the end _commandHandler->addCommand(kCmdGame, 20001, 2, NULL); // again! break; case 20001: _commandHandler->addCommand(kCmdSay, 20002, 20012, NULL); // Say "Now it's mine" _commandHandler->addCommand(kCmdSeq, 20002, 1, NULL); // Throw dice¨ _commandHandler->addCommand(kCmdWait, 20002, 3, NULL); // wait _commandHandler->addCommand(kCmdSetZ, 20700, 2, NULL); // hide dice _commandHandler->addCommand(kCmdHide, 20007, 1, NULL); // hide dice _commandHandler->addCommand(kCmdWait, 20002, 10, NULL); // wait _commandHandler->addCommand(kCmdSeq, 20007, 2, NULL); // Start dice animation (20kosci) _commandHandler->addCommand(kCmdHide, 20007, 0, NULL); // unhide _commandHandler->addCommand(kCmdSound, 20007, 20001, NULL); // Play Dice sound _commandHandler->addCommand(kCmdWait, 20007, -1, NULL); // the end _commandHandler->addCommand(kCmdGame, 20002, 2, NULL); // again! break; case 20002: _commandHandler->addCommand(kCmdSay, 20002, 20010, NULL); // "Roll the bones!" _commandHandler->addCommand(kCmdWalk, 20005, -1, NULL); // Walk to table _commandHandler->addCommand(kCmdWait, 1, -1, NULL); // Wait _commandHandler->addCommand(kCmdCover, 1, 20101, NULL); // grasol ?? _commandHandler->addCommand(kCmdSeq, 20101, 1, NULL); // Start Chief animation (20solgra)¨ _commandHandler->addCommand(kCmdWait, 20101, 5, NULL); // Wait _commandHandler->addCommand(kCmdSetZ, 20700, 2, NULL); // Hide dice _commandHandler->addCommand(kCmdHide, 20007, 1, NULL); // Hide dice _commandHandler->addCommand(kCmdWait, 20101, 15, NULL); // wait _commandHandler->addCommand(kCmdSeq, 20007, 1, NULL); // Start dice animation (20kosci) _commandHandler->addCommand(kCmdHide, 20007, 0, NULL); // Unhide _commandHandler->addCommand(kCmdSound, 20007, 20001, NULL); // Play Dice sound _commandHandler->addCommand(kCmdWait, 20101, -1, NULL); // the end _commandHandler->addCommand(kCmdUncover, 1, 20101, NULL); // SDS ?? _commandHandler->addCommand(kCmdGame, 1, 2, NULL); // again! break; } } } void CGEEngine::expandSprite(Sprite *spr) { debugC(5, kCGEDebugEngine, "CGEEngine::expandSprite(spr)"); if (spr) _vga->_showQ->insert(_vga->_spareQ->remove(spr)); } void CGEEngine::contractSprite(Sprite *spr) { debugC(1, kCGEDebugEngine, "CGEEngine::contractSprite(spr)"); if (spr) _vga->_spareQ->append(_vga->_showQ->remove(spr)); } /** * Check if an item is in the inventory, and returns its position * @param spr Sprite pointer * @return -1 if not found, else index. */ int CGEEngine::findPocket(Sprite *spr) { debugC(1, kCGEDebugEngine, "CGEEngine::findPocket(spr)"); for (int i = 0; i < kPocketNX; i++) if (_pocket[i] == spr) return i; return -1; } /** * Check if an item is in the inventory, and returns its position * @param Inventory slot number Sprite pointer */ void CGEEngine::selectPocket(int n) { debugC(1, kCGEDebugEngine, "CGEEngine::selectPocket(%d)", n); if (n < 0 || (_pocLight->_seqPtr && _pocPtr == n)) { // If no slot specified, or another slot already selected // stop the blinking animation _pocLight->step(0); n = findPocket(NULL); if (n >= 0) _pocPtr = n; } else { // If slot specified, check if the slot if used. // Is so, start the blinking animation if (_pocket[n] != NULL) { _pocPtr = n; _pocLight->step(1); } } _pocLight->gotoxy(kPocketX + _pocPtr * kPocketDX + kPocketSX, kPocketY + kPocketSY); } /** * Logic used when all the inventory slots are full and the user tries to pick * another object. * @param Inventory slot number Sprite pointer */ void CGEEngine::pocFul() { debugC(1, kCGEDebugEngine, "CGEEngine::pocFul()"); _hero->park(); _commandHandler->addCommand(kCmdWait, -1, -1, _hero); _commandHandler->addCommand(kCmdSeq, -1, kSeqPocketFull, _hero); _commandHandler->addCommand(kCmdSound, -1, 2, _hero); // Play the 'hum-hum" sound (fx00002) _commandHandler->addCommand(kCmdWait, -1, -1, _hero); _commandHandler->addCommand(kCmdSay, 1, kPocketFull, _hero); } void CGEEngine::hide1(Sprite *spr) { debugC(1, kCGEDebugEngine, "CGEEngine::hide1(spr)"); _commandHandlerTurbo->addCommand(kCmdGhost, -1, 0, spr->ghost()); } void CGEEngine::snGhost(Bitmap *bmp) { debugC(1, kCGEDebugEngine, "CGEEngine::snGhost(bmp)"); bmp->hide(bmp->_map & 0xFFFF, bmp->_map >> 16); bmp->_m = NULL; bmp->_map = 0; delete bmp; } void CGEEngine::feedSnail(Sprite *spr, SnList snq) { debugC(1, kCGEDebugEngine, "CGEEngine::feedSnail(spr, snq)"); if (!spr || !spr->active()) return; uint8 ptr = (snq == kTake) ? spr->_takePtr : spr->_nearPtr; if (ptr == kNoPtr) return; CommandHandler::Command *comtab = spr->snList(snq); CommandHandler::Command *c = comtab + ptr; if (findPocket(NULL) < 0) { // no empty pockets? CommandHandler::Command *p; for (p = c; p->_commandType != kCmdNext; p++) { // find KEEP command if (p->_commandType == kCmdKeep) { pocFul(); return; } if (p->_spritePtr) break; } } while (true) { if (c->_commandType == kCmdTalk) { if ((_commandHandler->_talkEnable = (c->_val != 0)) == false) killText(); } if (c->_commandType == kCmdNext) { Sprite *s = (c->_ref < 0) ? spr : locate(c->_ref); if (s) { uint8 *idx = (snq == kTake) ? &s->_takePtr : &s->_nearPtr; if (*idx != kNoPtr) { int v; switch (c->_val) { case -1 : v = c - comtab + 1; break; case -2 : v = c - comtab; break; case -3 : v = -1; break; default : v = c->_val; break; } if (v >= 0) *idx = v; } } if (s == spr) break; } if (c->_commandType == kCmdIf) { Sprite *s = (c->_ref < 0) ? spr : locate(c->_ref); if (s) { // sprite extsts if (! s->seqTest(-1)) c = comtab + c->_val; // not parked else ++c; } else ++c; } else { _commandHandler->addCommand(c->_commandType, c->_ref, c->_val, spr); if (c->_spritePtr) break; else c++; } } } void CGEEngine::snNNext(Sprite *spr, int p) { debugC(1, kCGEDebugEngine, "CGEEngine::snNNext(spr, %d)", p); if (spr) if (spr->_nearPtr != kNoPtr) spr->_nearPtr = p; } void CGEEngine::snTNext(Sprite *spr, int p) { debugC(1, kCGEDebugEngine, "CGEEngine::snTNext(spr, %d)", p); if (spr) if (spr->_takePtr != kNoPtr) spr->_takePtr = p; } void CGEEngine::snRNNext(Sprite *spr, int p) { debugC(1, kCGEDebugEngine, "CGEEngine::snRNNext(spr, %d)", p); if (spr) if (spr->_nearPtr != kNoPtr) spr->_nearPtr += p; } void CGEEngine::snRTNext(Sprite *spr, int p) { debugC(1, kCGEDebugEngine, "CGEEngine::snRTNext(spr, %d)", p); if (spr) if (spr->_takePtr != kNoPtr) spr->_takePtr += p; } void CGEEngine::snZTrim(Sprite *spr) { debugC(4, kCGEDebugEngine, "CGEEngine::snZTrim(spr)"); if (!spr || !spr->active()) return; Sprite *s = (spr->_flags._shad) ? spr->_prev : NULL; _vga->_showQ->insert(_vga->_showQ->remove(spr)); if (s) { s->_z = spr->_z; _vga->_showQ->insert(_vga->_showQ->remove(s), spr); } } void CGEEngine::snHide(Sprite *spr, int val) { debugC(1, kCGEDebugEngine, "CGEEngine::snHide(spr, %d)", val); if (spr) { spr->_flags._hide = (val >= 0) ? (val != 0) : (!spr->_flags._hide); if (spr->_flags._shad) spr->_prev->_flags._hide = spr->_flags._hide; } } void CGEEngine::snRmNear(Sprite *spr) { debugC(1, kCGEDebugEngine, "CGEEngine::snRmNear(spr)"); if (spr) spr->_nearPtr = kNoPtr; } void CGEEngine::snRmTake(Sprite *spr) { debugC(1, kCGEDebugEngine, "CGEEngine::snRmTake(spr)"); if (spr) spr->_takePtr = kNoPtr; } void CGEEngine::snSeq(Sprite *spr, int val) { debugC(1, kCGEDebugEngine, "CGEEngine::snSeq(spr, %d)", val); if (spr) { if (spr == _hero && val == 0) _hero->park(); else spr->step(val); } } void CGEEngine::snRSeq(Sprite *spr, int val) { debugC(1, kCGEDebugEngine, "CGEEngine::snRSeq(spr, %d)", val); if (spr) snSeq(spr, spr->_seqPtr + val); } void CGEEngine::snSend(Sprite *spr, int val) { debugC(1, kCGEDebugEngine, "CGEEngine::snSend(spr, %d)", val); if (!spr) return; int was = spr->_scene; bool was1 = (was == 0 || was == _now); bool val1 = (val == 0 || val == _now); spr->_scene = val; if (val1 != was1) { if (was1) { if (spr->_flags._kept) { int n = findPocket(spr); if (n >= 0) _pocket[n] = NULL; } hide1(spr); contractSprite(spr); spr->_flags._slav = false; } else { if (spr->_ref % 1000 == 0) _bitmapPalette = _vga->_sysPal; if (spr->_flags._back) spr->backShow(true); else expandSprite(spr); _bitmapPalette = NULL; } } } void CGEEngine::snSwap(Sprite *spr, int xref) { debugC(1, kCGEDebugEngine, "CGEEngine::snSwap(spr, %d)", xref); Sprite *xspr = locate(xref); if (!spr || !xspr) return; int was = spr->_scene; int xwas = xspr->_scene; bool was1 = (was == 0 || was == _now); bool xwas1 = (xwas == 0 || xwas == _now); SWAP(spr->_scene, xspr->_scene); SWAP(spr->_x, xspr->_x); SWAP(spr->_y, xspr->_y); SWAP(spr->_z, xspr->_z); if (spr->_flags._kept) { int n = findPocket(spr); if (n >= 0) _pocket[n] = xspr; xspr->_flags._kept = true; xspr->_flags._port = false; } if (xwas1 != was1) { if (was1) { hide1(spr); contractSprite(spr); } else expandSprite(spr); if (xwas1) { hide1(xspr); contractSprite(xspr); } else expandSprite(xspr); } } void CGEEngine::snCover(Sprite *spr, int xref) { debugC(1, kCGEDebugEngine, "CGEEngine::snCover(spr, %d)", xref); Sprite *xspr = locate(xref); if (!spr || !xspr) return; spr->_flags._hide = true; xspr->_z = spr->_z; xspr->_scene = spr->_scene; xspr->gotoxy(spr->_x, spr->_y); expandSprite(xspr); if ((xspr->_flags._shad = spr->_flags._shad) == 1) { _vga->_showQ->insert(_vga->_showQ->remove(spr->_prev), xspr); spr->_flags._shad = false; } feedSnail(xspr, kNear); } void CGEEngine::snUncover(Sprite *spr, Sprite *xspr) { debugC(1, kCGEDebugEngine, "CGEEngine::snUncover(spr, xspr)"); if (!spr || !xspr) return; spr->_flags._hide = false; spr->_scene = xspr->_scene; spr->gotoxy(xspr->_x, xspr->_y); if ((spr->_flags._shad = xspr->_flags._shad) == 1) { _vga->_showQ->insert(_vga->_showQ->remove(xspr->_prev), spr); xspr->_flags._shad = false; } spr->_z = xspr->_z; snSend(xspr, -1); if (spr->_time == 0) spr->_time++; } void CGEEngine::snSetX0(int scene, int x0) { debugC(1, kCGEDebugEngine, "CGEEngine::snSetX0(%d, %d)", scene, x0); _heroXY[scene - 1].x = x0; } void CGEEngine::snSetY0(int scene, int y0) { debugC(1, kCGEDebugEngine, "CGEEngine::snSetY0(%d, %d)", scene, y0); _heroXY[scene - 1].y = y0; } void CGEEngine::snSetXY(Sprite *spr, uint16 xy) { debugC(1, kCGEDebugEngine, "CGEEngine::snSetXY(spr, %d)", xy); if (spr) spr->gotoxy(xy % kScrWidth, xy / kScrWidth); } void CGEEngine::snRelX(Sprite *spr, int x) { debugC(1, kCGEDebugEngine, "CGEEngine::snRelX(spr, %d)", x); if (spr && _hero) spr->gotoxy(_hero->_x + x, spr->_y); } void CGEEngine::snRelY(Sprite *spr, int y) { debugC(1, kCGEDebugEngine, "CGEEngine::snRelY(spr, %d)", y); if (spr && _hero) spr->gotoxy(spr->_x, _hero->_y + y); } void CGEEngine::snRelZ(Sprite *spr, int z) { debugC(1, kCGEDebugEngine, "CGEEngine::snRelZ(spr, %d)", z); if (spr && _hero) { spr->_z = _hero->_z + z; snZTrim(spr); } } void CGEEngine::snSetX(Sprite *spr, int x) { debugC(1, kCGEDebugEngine, "CGEEngine::snSetX(spr, %d)", x); if (spr) spr->gotoxy(x, spr->_y); } void CGEEngine::snSetY(Sprite *spr, int y) { debugC(1, kCGEDebugEngine, "CGEEngine::snSetY(spr, %d)", y); if (spr) spr->gotoxy(spr->_x, y); } void CGEEngine::snSetZ(Sprite *spr, int z) { debugC(1, kCGEDebugEngine, "CGEEngine::snSetZ(spr, %d)", z); if (spr) { spr->_z = z; //SNPOST_(SNZTRIM, -1, 0, spr); snZTrim(spr); } } void CGEEngine::snSlave(Sprite *spr, int ref) { debugC(1, kCGEDebugEngine, "CGEEngine::snSlave(spr, %d)", ref); Sprite *slv = locate(ref); if (spr && slv) { if (spr->active()) { snSend(slv, spr->_scene); slv->_flags._slav = true; slv->_z = spr->_z; _vga->_showQ->insert(_vga->_showQ->remove(slv), spr->_next); } } } void CGEEngine::snTrans(Sprite *spr, int trans) { debugC(1, kCGEDebugEngine, "CGEEngine::snTrans(spr, %d)", trans); if (spr) spr->_flags._tran = (trans < 0) ? !spr->_flags._tran : (trans != 0); } void CGEEngine::snPort(Sprite *spr, int port) { debugC(1, kCGEDebugEngine, "CGEEngine::snPort(spr, %d)", port); if (spr) spr->_flags._port = (port < 0) ? !spr->_flags._port : (port != 0); } void CGEEngine::snKill(Sprite *spr) { debugC(1, kCGEDebugEngine, "CGEEngine::snKill(spr)"); if (!spr) return; if (spr->_flags._kept) { int n = findPocket(spr); if (n >= 0) _pocket[n] = NULL; } Sprite *nx = spr->_next; hide1(spr); _vga->_showQ->remove(spr); _eventManager->clearEvent(spr); if (spr->_flags._kill) { delete spr; } else { spr->_scene = -1; _vga->_spareQ->append(spr); } if (nx) { if (nx->_flags._slav) snKill(nx); } } /** * Play a FX sound * @param spr Sprite pointer * @param wav FX index */ void CGEEngine::snSound(Sprite *spr, int wav) { debugC(1, kCGEDebugEngine, "CGEEngine::snSound(spr, %d)", wav); if (wav == -1) _sound->stop(); else _sound->play((*_fx)[wav], (spr) ? ((spr->_x + spr->_w / 2) / (kScrWidth / 16)) : 8); _sound->setRepeat(1); } void CGEEngine::snKeep(Sprite *spr, int stp) { debugC(1, kCGEDebugEngine, "CGEEngine::snKeep(spr, %d)", stp); selectPocket(-1); if (spr && ! spr->_flags._kept && _pocket[_pocPtr] == NULL) { int16 oldRepeat = _sound->getRepeat(); _sound->setRepeat(1); snSound(spr, 3); _sound->setRepeat(oldRepeat); _pocket[_pocPtr] = spr; spr->_scene = 0; spr->_flags._kept = true; spr->gotoxy(kPocketX + kPocketDX * _pocPtr + kPocketDX / 2 - spr->_w / 2, kPocketY + kPocketDY / 2 - spr->_h / 2); if (stp >= 0) spr->step(stp); } selectPocket(-1); } void CGEEngine::snGive(Sprite *spr, int stp) { debugC(1, kCGEDebugEngine, "CGEEngine::snGive(spr, %d)", stp); if (spr) { int p = findPocket(spr); if (p >= 0) { _pocket[p] = NULL; spr->_scene = _now; spr->_flags._kept = false; if (stp >= 0) spr->step(stp); } } selectPocket(-1); } void CGEEngine::snBackPt(Sprite *spr, int stp) { debugC(1, kCGEDebugEngine, "CGEEngine::snBackPt(spr, %d)", stp); if (spr) { if (stp >= 0) spr->step(stp); spr->backShow(true); } } void CGEEngine::snLevel(Sprite *spr, int lev) { debugC(1, kCGEDebugEngine, "CGEEngine::snLevel(spr, %d)", lev); assert((lev >= 0) && (lev < 5)); for (int i = 0; i < 5; i++) { spr = _vga->_spareQ->locate(100 + i); if (spr) { if (i <= lev) { spr->backShow(true); spr->_scene = 0; spr->_flags._hide = false; } else { spr->_flags._hide = true; spr->_scene = -1; } } else { warning("SPR not found! ref: %d", 100 + i); } } _lev = lev; _maxScene = _maxSceneArr[_lev]; } void CGEEngine::snFlag(int indx, bool v) { _flag[indx] = v; } void CGEEngine::snSetRef(Sprite *spr, int nr) { debugC(1, kCGEDebugEngine, "CGEEngine::snSetRef(spr, %d)", nr); if (spr) spr->_ref = nr; } void CGEEngine::snFlash(bool on) { debugC(1, kCGEDebugEngine, "CGEEngine::snFlash(%s)", on ? "true" : "false"); if (on) { Dac *pal = (Dac *)malloc(sizeof(Dac) * kPalCount); if (pal) { memcpy(pal, _vga->_sysPal, kPalSize); for (int i = 0; i < kPalCount; i++) { register int c; c = pal[i]._r << 1; pal[i]._r = (c < 64) ? c : 63; c = pal[i]._g << 1; pal[i]._g = (c < 64) ? c : 63; c = pal[i]._b << 1; pal[i]._b = (c < 64) ? c : 63; } _vga->setColors(pal, 64); } } else _vga->setColors(_vga->_sysPal, 64); _dark = false; } void CGEEngine::snLight(bool in) { debugC(1, kCGEDebugEngine, "CGEEngine::snLight(%s)", in ? "true" : "false"); if (in) _vga->sunrise(_vga->_sysPal); else _vga->sunset(); _dark = !in; } void CGEEngine::snHBarrier(const int scene, const int barX) { debugC(1, kCGEDebugEngine, "CGEEngine::snHBarrier(%d, %d)", scene, barX); _barriers[(scene > 0) ? scene : _now]._horz = barX; } void CGEEngine::snVBarrier(const int scene, const int barY) { debugC(1, kCGEDebugEngine, "CGEEngine::snVBarrier(%d, %d)", scene, barY); _barriers[(scene > 0) ? scene : _now]._vert = barY; } void CGEEngine::snWalk(Sprite *spr, int x, int y) { debugC(1, kCGEDebugEngine, "CGEEngine::snWalk(spr, %d, %d)", x, y); if (_hero) { if (spr && y < 0) _hero->findWay(spr); else _hero->findWay(XZ(x, y)); } } void CGEEngine::snReach(Sprite *spr, int mode) { debugC(1, kCGEDebugEngine, "CGEEngine::snReach(spr, %d)", mode); if (_hero) _hero->reach(spr, mode); } void CGEEngine::snMouse(bool on) { debugC(1, kCGEDebugEngine, "CGEEngine::snMouse(%s)", on ? "true" : "false"); if (on) _mouse->on(); else _mouse->off(); } } // End of namespace CGE