/* 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. * * $URL$ * $Id$ * */ #include "common/endian.h" #include "common/scummsys.h" #include "common/util.h" #include "cine/cine.h" #include "cine/object.h" #include "cine/part.h" #include "cine/various.h" namespace Cine { objectStruct objectTable[NUM_MAX_OBJECT]; Common::List overlayList; void loadObject(char *pObjectName) { uint16 numEntry; uint16 entrySize; uint16 i; byte *ptr, *dataPtr; checkDataDisk(-1); ptr = dataPtr = readBundleFile(findFileInBundle(pObjectName)); setMouseCursor(MOUSE_CURSOR_DISK); numEntry = READ_BE_UINT16(ptr); ptr += 2; entrySize = READ_BE_UINT16(ptr); ptr += 2; assert(numEntry <= NUM_MAX_OBJECT); for (i = 0; i < numEntry; i++) { if (objectTable[i].costume != -2) { // flag is keep ? Common::MemoryReadStream readS(ptr, entrySize); objectTable[i].x = readS.readSint16BE(); objectTable[i].y = readS.readSint16BE(); objectTable[i].mask = readS.readUint16BE(); objectTable[i].frame = readS.readSint16BE(); objectTable[i].costume = readS.readSint16BE(); readS.read(objectTable[i].name, 20); objectTable[i].part = readS.readUint16BE(); } ptr += entrySize; } if (!strcmp(pObjectName, "INTRO.OBJ")) { for (i = 0; i < 10; i++) { objectTable[i].costume = 0; } } free(dataPtr); } /*! \brief Remove overlay sprite from the list * \param objIdx Remove overlay associated with this object * \param param Remove overlay of this type */ int removeOverlay(uint16 objIdx, uint16 param) { Common::List::iterator it; for (it = overlayList.begin(); it != overlayList.end(); ++it) { if (it->objIdx == objIdx && it->type == param) { overlayList.erase(it); return 1; } } return 0; } /*! \brief Add new overlay sprite to the list * \param objIdx Associate the overlay with this object * \param param Type of new overlay * \todo Why are x, y, width and color left uninitialized? */ void addOverlay(uint16 objIdx, uint16 param) { Common::List::iterator it; overlay tmp; for (it = overlayList.begin(); it != overlayList.end(); ++it) { if (objectTable[it->objIdx].mask >= objectTable[objIdx].mask) { break; } } tmp.objIdx = objIdx; tmp.type = param; overlayList.insert(it, tmp); } /*! \brief Add new background mask overlay * \param objIdx Associate the overlay with this object * \param param source background index */ void addGfxElementA0(int16 objIdx, int16 param) { Common::List::iterator it; overlay tmp; for (it = overlayList.begin(); it != overlayList.end(); ++it) { // wtf?! if (objectTable[it->objIdx].mask == objectTable[objIdx].mask && (it->type == 2 || it->type == 3)) { break; } } if (it != overlayList.end() && it->objIdx == objIdx && it->type == 20 && it->x == param) { return; } tmp.objIdx = objIdx; tmp.type = 20; tmp.x = param; tmp.y = 0; tmp.width = 0; tmp.color = 0; overlayList.insert(it, tmp); } /*! \brief Remove background mask overlay * \param objIdx Remove overlay associated with this object * \param param Remove overlay using this background * \todo Check that it works */ void removeGfxElementA0(int16 objIdx, int16 param) { Common::List::iterator it; for (it = overlayList.begin(); it != overlayList.end(); ++it) { if (it->objIdx == objIdx && it->type == 20 && it->x == param) { overlayList.erase(it); return; } } } void setupObject(byte objIdx, uint16 param1, uint16 param2, uint16 param3, uint16 param4) { objectTable[objIdx].x = param1; objectTable[objIdx].y = param2; objectTable[objIdx].mask = param3; objectTable[objIdx].frame = param4; if (removeOverlay(objIdx, 0)) { addOverlay(objIdx, 0); } } void subObjectParam(byte objIdx, byte paramIdx, int16 newValue) { addObjectParam(objIdx, paramIdx, -newValue); } void addObjectParam(byte objIdx, byte paramIdx, int16 newValue) { int16 currentValue = getObjectParam(objIdx, paramIdx); modifyObjectParam(objIdx, paramIdx, currentValue + newValue); } void modifyObjectParam(byte objIdx, byte paramIdx, int16 newValue) { paramIdx--; assert(paramIdx <= 5); switch (paramIdx) { case 0: objectTable[objIdx].x = newValue; break; case 1: objectTable[objIdx].y = newValue; break; case 2: objectTable[objIdx].mask = newValue; if (removeOverlay(objIdx, 0)) { addOverlay(objIdx, 0); } break; case 3: objectTable[objIdx].frame = newValue; break; case 4: // is it really in Future Wars? it breaks the newspaper machine // on the airport in Operation Stealth if (newValue == -1 && g_cine->getGameType() != Cine::GType_OS) { objectTable[objIdx].costume = globalVars[0]; } else { objectTable[objIdx].costume = newValue; } break; case 5: objectTable[objIdx].part = newValue; break; } } uint16 compareObjectParam(byte objIdx, byte type, int16 value) { uint16 compareResult = 0; int16 objectParam = getObjectParam(objIdx, type); if (objectParam > value) { compareResult |= kCmpGT; } else if (objectParam < value) { compareResult |= kCmpLT; } else { compareResult |= kCmpEQ; } return compareResult; } /*! \bug In Operation Stealth, if you try to go downstairs to the sea in the * location between bank and hotel, getObjectParam is called with paramIdx 16 * and crashes */ int16 getObjectParam(uint16 objIdx, uint16 paramIdx) { assert(objIdx <= NUM_MAX_OBJECT); paramIdx--; assert(paramIdx <= 5); switch (paramIdx) { case 0: return objectTable[objIdx].x; case 1: return objectTable[objIdx].y; case 2: return objectTable[objIdx].mask; case 3: return objectTable[objIdx].frame; case 4: return objectTable[objIdx].costume; case 5: return objectTable[objIdx].part; } return 0; } } // End of namespace Cine