/* 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/stream.h" #include "draci/draci.h" #include "draci/game.h" #include "draci/barchive.h" #include "draci/script.h" #include "draci/animation.h" #include namespace Draci { static const Common::String dialoguePath("ROZH"); static double real_to_double(byte real[6]); Game::Game(DraciEngine *vm) : _vm(vm) { uint i; BArchive *initArchive = _vm->_initArchive; const BAFile *file; // Read in persons file = initArchive->getFile(5); Common::MemoryReadStream personData(file->_data, file->_length); uint numPersons = file->_length / personSize; _persons = new Person[numPersons]; for (i = 0; i < numPersons; ++i) { _persons[i]._x = personData.readUint16LE(); _persons[i]._y = personData.readUint16LE(); _persons[i]._fontColour = personData.readByte(); } // Read in dialogue offsets file = initArchive->getFile(4); Common::MemoryReadStream dialogueData(file->_data, file->_length); uint numDialogues = file->_length / sizeof(uint16); _dialogueOffsets = new uint[numDialogues]; uint curOffset; for (i = 0, curOffset = 0; i < numDialogues; ++i) { _dialogueOffsets[i] = curOffset; curOffset += dialogueData.readUint16LE(); } _dialogueVars = new int[curOffset]; memset(_dialogueVars, 0, sizeof (int) * curOffset); // Read in game info file = initArchive->getFile(3); Common::MemoryReadStream gameData(file->_data, file->_length); _info._startRoom = gameData.readByte() - 1; _info._mapRoom = gameData.readByte() - 1; _info._numObjects = gameData.readUint16LE(); _info._numItems = gameData.readUint16LE(); _info._numVariables = gameData.readByte(); _info._numPersons = gameData.readByte(); _info._numDialogues = gameData.readByte(); _info._maxItemWidth = gameData.readUint16LE(); _info._maxItemHeight = gameData.readUint16LE(); _info._musicLength = gameData.readUint16LE(); _info._crc[0] = gameData.readUint16LE(); _info._crc[1] = gameData.readUint16LE(); _info._crc[2] = gameData.readUint16LE(); _info._crc[3] = gameData.readUint16LE(); _info._numDialogueBlocks = curOffset; // Read in variables file = initArchive->getFile(2); uint numVariables = file->_length / sizeof (int16); _variables = new int[numVariables]; Common::MemoryReadStream variableData(file->_data, file->_length); for (i = 0; i < numVariables; ++i) { _variables[i] = variableData.readUint16LE(); } // Read in item icon status file = initArchive->getFile(1); uint numItems = file->_length; _itemStatus = new byte[numItems]; memcpy(_itemStatus, file->_data, numItems); _items = new GameItem[numItems]; // Read in object status file = initArchive->getFile(0); uint numObjects = file->_length; _objects = new GameObject[numObjects]; Common::MemoryReadStream objStatus(file->_data, file->_length); for (i = 0; i < numObjects; ++i) { byte tmp = objStatus.readByte(); // Set object visibility _objects[i]._visible = tmp & (1 << 7); // Set object location _objects[i]._location = (~(1 << 7) & tmp) - 1; } assert(numDialogues == _info._numDialogues); assert(numPersons == _info._numPersons); assert(numVariables == _info._numVariables); assert(numObjects == _info._numObjects); assert(numItems == _info._numItems); // Deallocate all cached files, because we have copied them into our own data structures. initArchive->clearCache(); } void Game::start() { while (!shouldQuit()) { debugC(1, kDraciGeneralDebugLevel, "Game::start()"); const bool force_reload = shouldExitLoop() > 1; // Whenever the top-level loop is entered, it should not finish unless // the exit is triggered by a script _shouldExitLoop = false; enterNewRoom(force_reload); loop(); } } void Game::init() { _shouldQuit = false; _shouldExitLoop = false; _scheduledPalette = 0; setLoopStatus(kStatusGate); setLoopSubstatus(kSubstatusOrdinary); _animUnderCursor = kOverlayImage; _currentItem = kNoItem; _itemUnderCursor = kNoItem; _vm->_mouse->setCursorType(kNormalCursor); _oldObjUnderCursor = _objUnderCursor = kOverlayImage; // Set the inventory to empty initially memset(_inventory, kNoItem, kInventorySlots * sizeof(int)); // Initialize animation for object / room titles Animation *titleAnim = _vm->_anims->addText(kTitleText, true); Text *title = new Text("", _vm->_smallFont, kTitleColour, 0, 0); titleAnim->addFrame(title); // Initialize animation for speech text Animation *speechAnim = _vm->_anims->addText(kSpeechText, true); Text *speech = new Text("", _vm->_bigFont, kFontColour1, 0, 0); speechAnim->addFrame(speech); // Initialize inventory animation const BAFile *f = _vm->_iconsArchive->getFile(13); Animation *inventoryAnim = _vm->_anims->addAnimation(kInventorySprite, 255, false); Sprite *inventorySprite = new Sprite(f->_data, f->_length, 0, 0, true); inventoryAnim->addFrame(inventorySprite); inventoryAnim->setRelative((kScreenWidth - inventorySprite->getWidth()) / 2, (kScreenHeight - inventorySprite->getHeight()) / 2); for (uint i = 0; i < kDialogueLines; ++i) { _dialogueAnims[i] = _vm->_anims->addText(kDialogueLinesID - i, true); Text *dialogueLine = new Text("", _vm->_smallFont, kLineInactiveColour, 0, 0); _dialogueAnims[i]->addFrame(dialogueLine); _dialogueAnims[i]->setZ(254); _dialogueAnims[i]->setRelative(1, kScreenHeight - (i + 1) * _vm->_smallFont->getFontHeight()); Text *text = reinterpret_cast(_dialogueAnims[i]->getFrame()); text->setText(""); } for (uint i = 0; i < _info._numItems; ++i) { loadItem(i); } loadObject(kDragonObject); const GameObject *dragon = getObject(kDragonObject); debugC(4, kDraciLogicDebugLevel, "Running init program for the dragon object..."); _vm->_script->run(dragon->_program, dragon->_init); // Make sure we enter the right room in start(). setRoomNum(kNoEscRoom); rememberRoomNumAsPrevious(); scheduleEnteringRoomUsingGate(_info._startRoom, 0); } void Game::loop() { Surface *surface = _vm->_screen->getSurface(); do { debugC(4, kDraciLogicDebugLevel, "loopstatus: %d, loopsubstatus: %d", _loopStatus, _loopSubstatus); _vm->handleEvents(); if (shouldExitLoop() > 1) // after loading break; // Fetch mouse coordinates int x = _vm->_mouse->getPosX(); int y = _vm->_mouse->getPosY(); if (_loopStatus == kStatusDialogue && _loopSubstatus == kSubstatusOrdinary) { Text *text; for (int i = 0; i < kDialogueLines; ++i) { text = reinterpret_cast(_dialogueAnims[i]->getFrame()); if (_animUnderCursor == _dialogueAnims[i]->getID()) { text->setColour(kLineActiveColour); } else { text->setColour(kLineInactiveColour); } } if (_vm->_mouse->lButtonPressed() || _vm->_mouse->rButtonPressed()) { _shouldExitLoop = true; _vm->_mouse->lButtonSet(false); _vm->_mouse->rButtonSet(false); } } if (_vm->_mouse->isCursorOn()) { // Fetch the dedicated objects' title animation / current frame Animation *titleAnim = _vm->_anims->getAnimation(kTitleText); Text *title = reinterpret_cast(titleAnim->getFrame()); updateCursor(); updateTitle(); if (_loopStatus == kStatusOrdinary && _loopSubstatus == kSubstatusOrdinary) { if (_vm->_mouse->lButtonPressed()) { _vm->_mouse->lButtonSet(false); if (_currentItem != kNoItem) { putItem(_currentItem, 0); _currentItem = kNoItem; updateCursor(); } else { if (_objUnderCursor != kObjectNotFound) { const GameObject *obj = &_objects[_objUnderCursor]; _vm->_mouse->cursorOff(); titleAnim->markDirtyRect(surface); title->setText(""); _objUnderCursor = kObjectNotFound; if (!obj->_imLook) { if (obj->_lookDir == -1) { walkHero(x, y); } else { walkHero(obj->_lookX, obj->_lookY); } } _vm->_script->run(obj->_program, obj->_look); _vm->_mouse->cursorOn(); } else { walkHero(x, y); } } } if (_vm->_mouse->rButtonPressed()) { _vm->_mouse->rButtonSet(false); if (_objUnderCursor != kObjectNotFound) { const GameObject *obj = &_objects[_objUnderCursor]; if (_vm->_script->testExpression(obj->_program, obj->_canUse)) { _vm->_mouse->cursorOff(); titleAnim->markDirtyRect(surface); title->setText(""); _objUnderCursor = kObjectNotFound; if (!obj->_imUse) { if (obj->_useDir == -1) { walkHero(x, y); } else { walkHero(obj->_useX, obj->_useY); } } _vm->_script->run(obj->_program, obj->_use); _vm->_mouse->cursorOn(); } else { walkHero(x, y); } } else { if (_vm->_script->testExpression(_currentRoom._program, _currentRoom._canUse)) { _vm->_mouse->cursorOff(); titleAnim->markDirtyRect(surface); title->setText(""); _vm->_script->run(_currentRoom._program, _currentRoom._use); _vm->_mouse->cursorOn(); } else { walkHero(x, y); } } } } if (_loopStatus == kStatusInventory && _loopSubstatus == kSubstatusOrdinary) { if (_inventoryExit) { inventoryDone(); } // If we are in inventory mode, all the animations except game items' // images will necessarily be paused so we can safely assume that any // animation under the cursor (a value returned by // AnimationManager::getTopAnimationID()) will be an item animation or // an overlay, for which we check. Item animations have their IDs // calculated by offseting their itemID from the ID of the last "special" // animation ID. In this way, we obtain its itemID. if (_animUnderCursor != kOverlayImage && _animUnderCursor != kInventorySprite) { _itemUnderCursor = kInventoryItemsID - _animUnderCursor; } else { _itemUnderCursor = kNoItem; } // If the user pressed the left mouse button if (_vm->_mouse->lButtonPressed()) { _vm->_mouse->lButtonSet(false); // If there is an inventory item under the cursor and we aren't // holding any item, run its look GPL program if (_itemUnderCursor != kNoItem && _currentItem == kNoItem) { const GameItem *item = &_items[_itemUnderCursor]; _vm->_script->run(item->_program, item->_look); // Otherwise, if we are holding an item, try to place it inside the // inventory } else if (_currentItem != kNoItem) { // FIXME: This should place the item in the nearest inventory slot, // not the first one available putItem(_currentItem, 0); // Remove it from our hands _currentItem = kNoItem; } } else if (_vm->_mouse->rButtonPressed()) { _vm->_mouse->rButtonSet(false); // If we right-clicked outside the inventory, close it if (_animUnderCursor != kInventorySprite && _itemUnderCursor == kNoItem) { inventoryDone(); // If there is an inventory item under our cursor } else if (_itemUnderCursor != kNoItem) { // Again, we have two possibilities: // The first is that there is no item in our hands. // In that case, just take the inventory item from the inventory. if (_currentItem == kNoItem) { _currentItem = _itemUnderCursor; removeItem(_itemUnderCursor); // The second is that there *is* an item in our hands. // In that case, run the canUse script for the inventory item // which will check if the two items are combinable and, finally, // run the use script for the item. } else { const GameItem *item = &_items[_itemUnderCursor]; if (_vm->_script->testExpression(item->_program, item->_canUse)) { _vm->_script->run(item->_program, item->_use); } } updateCursor(); } } } } debugC(5, kDraciLogicDebugLevel, "Anim under cursor: %d", _animUnderCursor); // Handle character talking (if there is any) if (_loopSubstatus == kSubstatusTalk) { Animation *speechAnim = _vm->_anims->getAnimation(kSpeechText); Text *speechFrame = reinterpret_cast(speechAnim->getFrame()); uint speechDuration = kBaseSpeechDuration + speechFrame->getLength() * kSpeechTimeUnit / (128 / 16 + 1); // If the current speech text has expired or the user clicked a mouse button, // advance to the next line of text if (_vm->_mouse->lButtonPressed() || _vm->_mouse->rButtonPressed() || (_vm->_system->getMillis() - _speechTick) >= speechDuration) { _shouldExitLoop = true; _vm->_mouse->lButtonSet(false); _vm->_mouse->rButtonSet(false); } } // This returns true if we got a signal to quit the game if (shouldQuit()) return; // Advance animations and redraw screen _vm->_anims->drawScene(surface); _vm->_screen->copyToScreen(); _vm->_system->delayMillis(20); // HACK: Won't be needed once the game loop is implemented properly _shouldExitLoop = _shouldExitLoop || (_newRoom != getRoomNum() && (_loopStatus == kStatusOrdinary || _loopStatus == kStatusGate)); } while (!shouldExitLoop()); } void Game::updateCursor() { // Fetch mouse coordinates int x = _vm->_mouse->getPosX(); int y = _vm->_mouse->getPosY(); // Find animation under cursor _animUnderCursor = _vm->_anims->getTopAnimationID(x, y); // If we are inside a dialogue, all we need is to update the ID of the current // animation under the cursor. This enables us to update the currently selected // dialogue line (by recolouring it) but still leave the cursor unupdated when // over background objects. if (_loopStatus == kStatusDialogue) return; // If we are in inventory mode, we do a different kind of updating that handles // inventory items and return early if (_loopStatus == kStatusInventory && _loopSubstatus == kSubstatusOrdinary) { if (_currentItem == kNoItem) { _vm->_mouse->setCursorType(kNormalCursor); } else { _vm->_mouse->loadItemCursor(_currentItem); } if (_itemUnderCursor != kNoItem) { const GameItem *item = &_items[_itemUnderCursor]; if (_vm->_script->testExpression(item->_program, item->_canUse)) { if (_currentItem == kNoItem) { _vm->_mouse->setCursorType(kHighlightedCursor); } else { _vm->_mouse->loadItemCursor(_currentItem, true); } } } return; } // Find the game object under the cursor // (to be more precise, one that corresponds to the animation under the cursor) int curObject = getObjectWithAnimation(_animUnderCursor); // Update the game object under the cursor _objUnderCursor = curObject; if (_objUnderCursor != _oldObjUnderCursor) { _oldObjUnderCursor = _objUnderCursor; } // Load the appropriate cursor (item image if an item is held or ordinary cursor // if not) if (_currentItem == kNoItem) { _vm->_mouse->setCursorType(kNormalCursor); } else { _vm->_mouse->loadItemCursor(_currentItem); } // TODO: Handle main menu // If there is no game object under the cursor, try using the room itself if (_objUnderCursor == kObjectNotFound) { if (_vm->_script->testExpression(_currentRoom._program, _currentRoom._canUse)) { if (_currentItem == kNoItem) { _vm->_mouse->setCursorType(kHighlightedCursor); } else { _vm->_mouse->loadItemCursor(_currentItem, true); } } // If there *is* a game object under the cursor, update the cursor image } else { const GameObject *obj = &_objects[_objUnderCursor]; // If there is no walking direction set on the object (i.e. the object // is not a gate / exit), test whether it can be used and, if so, // update the cursor image (highlight it). if (obj->_walkDir == 0) { if (_vm->_script->testExpression(obj->_program, obj->_canUse)) { if (_currentItem == kNoItem) { _vm->_mouse->setCursorType(kHighlightedCursor); } else { _vm->_mouse->loadItemCursor(_currentItem, true); } } // If the walking direction *is* set, the game object is a gate, so update // the cursor image to the appropriate arrow. } else { _vm->_mouse->setCursorType((CursorType)obj->_walkDir); } } } void Game::updateTitle() { // If we are inside a dialogue, don't update titles if (_loopStatus == kStatusDialogue) return; // Fetch current surface and height of the small font (used for titles) Surface *surface = _vm->_screen->getSurface(); const int smallFontHeight = _vm->_smallFont->getFontHeight(); // Fetch mouse coordinates int x = _vm->_mouse->getPosX(); int y = _vm->_mouse->getPosY(); // Fetch the dedicated objects' title animation / current frame Animation *titleAnim = _vm->_anims->getAnimation(kTitleText); Text *title = reinterpret_cast(titleAnim->getFrame()); // Mark dirty rectangle to delete the previous text titleAnim->markDirtyRect(surface); if (_loopStatus == kStatusInventory) { // If there is no item under the cursor, delete the title. // Otherwise, show the item's title. if (_itemUnderCursor == kNoItem) { title->setText(""); } else { const GameItem *item = &_items[_itemUnderCursor]; title->setText(item->_title); } } else { // If there is no object under the cursor, delete the title. // Otherwise, show the object's title. if (_objUnderCursor == kObjectNotFound) { title->setText(""); } else { const GameObject *obj = &_objects[_objUnderCursor]; title->setText(obj->_title); } } // Move the title to the correct place (just above the cursor) int newX = surface->centerOnX(x, title->getWidth()); int newY = surface->putAboveY(y - smallFontHeight / 2, title->getHeight()); titleAnim->setRelative(newX, newY); // If we are currently playing the title, mark it dirty so it gets updated. // Otherwise, start playing the title animation. if (titleAnim->isPlaying()) { titleAnim->markDirtyRect(surface); } else { _vm->_anims->play(titleAnim->getID()); } } int Game::getObjectWithAnimation(int animID) const { for (uint i = 0; i < _info._numObjects; ++i) { GameObject *obj = &_objects[i]; for (uint j = 0; j < obj->_anims.size(); ++j) { if (obj->_anims[j] == animID) { return i; } } } return kObjectNotFound; } void Game::removeItem(int itemID) { for (uint i = 0; i < kInventorySlots; ++i) { if (_inventory[i] == itemID) { _inventory[i] = kNoItem; _vm->_anims->stop(kInventoryItemsID - itemID); break; } } } void Game::putItem(int itemID, int position) { if (itemID == kNoItem) return; if (position >= 0 && position < kInventoryLines * kInventoryColumns && (_inventory[position] == kNoItem || _inventory[position] == itemID)) { _inventory[position] = itemID; } else { for (position = 0; position < kInventorySlots; ++position) { if (_inventory[position] == kNoItem) { _inventory[position] = itemID; break; } } } const int line = position / kInventoryColumns + 1; const int column = position % kInventoryColumns + 1; const int anim_id = kInventoryItemsID - itemID; Animation *anim = _vm->_anims->getAnimation(anim_id); if (!anim) { anim = _vm->_anims->addItem(anim_id); const BAFile *img = _vm->_itemImagesArchive->getFile(2 * itemID); Sprite *sp = new Sprite(img->_data, img->_length, 0, 0, true); anim->addFrame(sp); } Drawable *frame = anim->getFrame(); const int x = kInventoryX + (column * kInventoryItemWidth) - (kInventoryItemWidth / 2) - (frame->getWidth() / 2); const int y = kInventoryY + (line * kInventoryItemHeight) - (kInventoryItemHeight / 2) - (frame->getHeight() / 2); debug(2, "itemID: %d position: %d line: %d column: %d x: %d y: %d", itemID, position, line, column, x, y); anim->setRelative(x, y); // If we are in inventory mode, we need to play the item animation, immediately // upon returning it to its slot but *not* in other modes because it should be // invisible then (along with the inventory) if (_loopStatus == kStatusInventory && _loopSubstatus == kSubstatusOrdinary) { _vm->_anims->play(anim_id); } } void Game::inventoryInit() { // Pause all "background" animations _vm->_anims->pauseAnimations(); // Draw the inventory and the current items inventoryDraw(); // Turn cursor on if it is off _vm->_mouse->cursorOn(); // Set the appropriate loop status setLoopStatus(kStatusInventory); // TODO: This will be used for exiting the inventory automatically when the mouse // is outside it for some time _inventoryExit = false; } void Game::inventoryDone() { _vm->_mouse->cursorOn(); setLoopStatus(kStatusOrdinary); _vm->_anims->unpauseAnimations(); _vm->_anims->stop(kInventorySprite); for (uint i = 0; i < kInventorySlots; ++i) { if (_inventory[i] != kNoItem) { _vm->_anims->stop(kInventoryItemsID - _inventory[i]); } } // Reset item under cursor _itemUnderCursor = kNoItem; // TODO: Handle main menu } void Game::inventoryDraw() { _vm->_anims->play(kInventorySprite); for (uint i = 0; i < kInventorySlots; ++i) { if (_inventory[i] != kNoItem) { _vm->_anims->play(kInventoryItemsID - _inventory[i]); } } } void Game::inventoryReload() { // Make sure all items are loaded into memory (e.g., after loading a // savegame) by re-putting them on the same spot in the inventory. for (uint i = 0; i < kInventorySlots; ++i) { putItem(_inventory[i], i); } } void Game::dialogueMenu(int dialogueID) { int oldLines, hit; char tmp[5]; sprintf(tmp, "%d", dialogueID+1); Common::String ext(tmp); _dialogueArchive = new BArchive(dialoguePath + ext + ".dfw"); debugC(4, kDraciLogicDebugLevel, "Starting dialogue (ID: %d, Archive: %s)", dialogueID, (dialoguePath + ext + ".dfw").c_str()); _currentDialogue = dialogueID; oldLines = 255; dialogueInit(dialogueID); do { _dialogueExit = false; hit = dialogueDraw(); debugC(7, kDraciLogicDebugLevel, "hit: %d, _lines[hit]: %d, lastblock: %d, dialogueLines: %d, dialogueExit: %d", hit, _lines[hit], _lastBlock, _dialogueLinesNum, _dialogueExit); if ((!_dialogueExit) && (hit != -1) && (_lines[hit] != -1)) { if ((oldLines == 1) && (_dialogueLinesNum == 1) && (_lines[hit] == _lastBlock)) { break; } _currentBlock = _lines[hit]; runDialogueProg(_dialogueBlocks[_lines[hit]]._program, 1); } else { break; } _lastBlock = _lines[hit]; _dialogueVars[_dialogueOffsets[dialogueID] + _lastBlock] += 1; _dialogueBegin = false; oldLines = _dialogueLinesNum; } while (!_dialogueExit); dialogueDone(); _currentDialogue = kNoDialogue; } int Game::dialogueDraw() { _dialogueLinesNum = 0; int i = 0; int ret = 0; Animation *anim; Text *dialogueLine; while ((_dialogueLinesNum < 4) && (i < _blockNum)) { GPL2Program blockTest; blockTest._bytecode = _dialogueBlocks[i]._canBlock; blockTest._length = _dialogueBlocks[i]._canLen; debugC(3, kDraciLogicDebugLevel, "Testing dialogue block %d", i); if (_vm->_script->testExpression(blockTest, 1)) { anim = _dialogueAnims[_dialogueLinesNum]; dialogueLine = reinterpret_cast(anim->getFrame()); dialogueLine->setText(_dialogueBlocks[i]._title); dialogueLine->setColour(kLineInactiveColour); _lines[_dialogueLinesNum] = i; _dialogueLinesNum++; } ++i; } for (i = _dialogueLinesNum; i < kDialogueLines; ++i) { _lines[i] = -1; anim = _dialogueAnims[i]; dialogueLine = reinterpret_cast(anim->getFrame()); dialogueLine->setText(""); } _oldObjUnderCursor = kObjectNotFound; if (_dialogueLinesNum > 1) { _vm->_mouse->cursorOn(); _shouldExitLoop = false; loop(); _vm->_mouse->cursorOff(); bool notDialogueAnim = true; for (uint j = 0; j < kDialogueLines; ++j) { if (_dialogueAnims[j]->getID() == _animUnderCursor) { notDialogueAnim = false; break; } } if (notDialogueAnim) { ret = -1; } else { ret = _dialogueAnims[0]->getID() - _animUnderCursor; } } else { ret = _dialogueLinesNum - 1; } for (i = 0; i < kDialogueLines; ++i) { dialogueLine = reinterpret_cast(_dialogueAnims[i]->getFrame()); _dialogueAnims[i]->markDirtyRect(_vm->_screen->getSurface()); dialogueLine->setText(""); } return ret; } void Game::dialogueInit(int dialogID) { _vm->_mouse->setCursorType(kDialogueCursor); _blockNum = _dialogueArchive->size() / 3; _dialogueBlocks = new Dialogue[_blockNum]; const BAFile *f; for (uint i = 0; i < kDialogueLines; ++i) { _lines[i] = 0; } for (int i = 0; i < _blockNum; ++i) { f = _dialogueArchive->getFile(i * 3); _dialogueBlocks[i]._canLen = f->_length; _dialogueBlocks[i]._canBlock = f->_data; f = _dialogueArchive->getFile(i * 3 + 1); // The first byte of the file is the length of the string (without the length) assert(f->_length - 1 == f->_data[0]); _dialogueBlocks[i]._title = Common::String((char *)(f->_data+1), f->_length-1); f = _dialogueArchive->getFile(i * 3 + 2); _dialogueBlocks[i]._program._bytecode = f->_data; _dialogueBlocks[i]._program._length = f->_length; } for (uint i = 0; i < kDialogueLines; ++i) { _vm->_anims->play(_dialogueAnims[i]->getID()); } setLoopStatus(kStatusDialogue); _lastBlock = -1; _dialogueBegin = true; } void Game::dialogueDone() { for (uint i = 0; i < kDialogueLines; ++i) { _vm->_anims->stop(_dialogueAnims[i]->getID()); } delete _dialogueArchive; delete[] _dialogueBlocks; setLoopStatus(kStatusOrdinary); _vm->_mouse->setCursorType(kNormalCursor); } void Game::runDialogueProg(GPL2Program prog, int offset) { // Mark last animation int lastAnimIndex = _vm->_anims->getLastIndex(); // Run the dialogue program _vm->_script->run(prog, offset); deleteAnimationsAfterIndex(lastAnimIndex); } bool Game::isDialogueBegin() const { return _dialogueBegin; } bool Game::shouldExitDialogue() const { return _dialogueExit; } void Game::setDialogueExit(bool exit) { _dialogueExit = exit; } int Game::getDialogueBlockNum() const { return _blockNum; } int Game::getDialogueVar(int dialogueID) const { return _dialogueVars[dialogueID]; } void Game::setDialogueVar(int dialogueID, int value) { _dialogueVars[dialogueID] = value; } int Game::getCurrentDialogue() const { return _currentDialogue; } int Game::getDialogueLastBlock() const { return _lastBlock; } int Game::getDialogueLinesNum() const { return _dialogueLinesNum; } int Game::getDialogueCurrentBlock() const { return _currentBlock; } int Game::getCurrentDialogueOffset() const { return _dialogueOffsets[_currentDialogue]; } void Game::walkHero(int x, int y) { // Needed for the map room with empty walking map. For some reason, // findNearestWalkable() takes several seconds with 100% CPU to finish // (correctly). if (!_currentRoom._heroOn) return; Surface *surface = _vm->_screen->getSurface(); _hero = _currentRoom._walkingMap.findNearestWalkable(x, y, surface->getRect()); GameObject *dragon = getObject(kDragonObject); for (uint i = 0; i < dragon->_anims.size(); ++i) { _vm->_anims->stop(dragon->_anims[i]); } debugC(3, kDraciLogicDebugLevel, "Walk to x: %d y: %d", _hero.x, _hero.y); // Fetch dragon's animation ID // FIXME: Need to add proper walking (this only warps the dragon to position) int animID = dragon->_anims[0]; Animation *anim = _vm->_anims->getAnimation(animID); positionAnimAsHero(anim); // Play the animation _vm->_anims->play(animID); } void Game::loadItem(int itemID) { const BAFile *f = _vm->_itemsArchive->getFile(itemID * 3); Common::MemoryReadStream itemReader(f->_data, f->_length); GameItem *item = _items + itemID; item->_init = itemReader.readSint16LE(); item->_look = itemReader.readSint16LE(); item->_use = itemReader.readSint16LE(); item->_canUse = itemReader.readSint16LE(); item->_imInit = itemReader.readByte(); item->_imLook = itemReader.readByte(); item->_imUse = itemReader.readByte(); f = _vm->_itemsArchive->getFile(itemID * 3 + 1); // The first byte is the length of the string item->_title = Common::String((const char *)f->_data + 1, f->_length - 1); assert(f->_data[0] == item->_title.size()); f = _vm->_itemsArchive->getFile(itemID * 3 + 2); item->_program._bytecode = f->_data; item->_program._length = f->_length; } void Game::loadRoom(int roomNum) { const BAFile *f; f = _vm->_roomsArchive->getFile(roomNum * 4); Common::MemoryReadStream roomReader(f->_data, f->_length); roomReader.readUint32LE(); // Pointer to room program, not used roomReader.readUint16LE(); // Program length, not used roomReader.readUint32LE(); // Pointer to room title, not used _currentRoom._music = roomReader.readByte(); int mapID = roomReader.readByte() - 1; loadWalkingMap(mapID); _currentRoom._palette = roomReader.readByte() - 1; _currentRoom._numOverlays = roomReader.readSint16LE(); _currentRoom._init = roomReader.readSint16LE(); _currentRoom._look = roomReader.readSint16LE(); _currentRoom._use = roomReader.readSint16LE(); _currentRoom._canUse = roomReader.readSint16LE(); _currentRoom._imInit = roomReader.readByte(); _currentRoom._imLook = roomReader.readByte(); _currentRoom._imUse = roomReader.readByte(); _currentRoom._mouseOn = roomReader.readByte(); _currentRoom._heroOn = roomReader.readByte(); // Read in pers0 and persStep (stored as 6-byte Pascal reals) byte real[6]; for (int i = 5; i >= 0; --i) { real[i] = roomReader.readByte(); } _currentRoom._pers0 = real_to_double(real); for (int i = 5; i >= 0; --i) { real[i] = roomReader.readByte(); } _currentRoom._persStep = real_to_double(real); _currentRoom._escRoom = roomReader.readByte() - 1; _currentRoom._numGates = roomReader.readByte(); debugC(4, kDraciLogicDebugLevel, "Music: %d", _currentRoom._music); debugC(4, kDraciLogicDebugLevel, "Map: %d", mapID); debugC(4, kDraciLogicDebugLevel, "Palette: %d", _currentRoom._palette); debugC(4, kDraciLogicDebugLevel, "Overlays: %d", _currentRoom._numOverlays); debugC(4, kDraciLogicDebugLevel, "Init: %d", _currentRoom._init); debugC(4, kDraciLogicDebugLevel, "Look: %d", _currentRoom._look); debugC(4, kDraciLogicDebugLevel, "Use: %d", _currentRoom._use); debugC(4, kDraciLogicDebugLevel, "CanUse: %d", _currentRoom._canUse); debugC(4, kDraciLogicDebugLevel, "ImInit: %d", _currentRoom._imInit); debugC(4, kDraciLogicDebugLevel, "ImLook: %d", _currentRoom._imLook); debugC(4, kDraciLogicDebugLevel, "ImUse: %d", _currentRoom._imUse); debugC(4, kDraciLogicDebugLevel, "MouseOn: %d", _currentRoom._mouseOn); debugC(4, kDraciLogicDebugLevel, "HeroOn: %d", _currentRoom._heroOn); debugC(4, kDraciLogicDebugLevel, "Pers0: %f", _currentRoom._pers0); debugC(4, kDraciLogicDebugLevel, "PersStep: %f", _currentRoom._persStep); debugC(4, kDraciLogicDebugLevel, "EscRoom: %d", _currentRoom._escRoom); debugC(4, kDraciLogicDebugLevel, "Gates: %d", _currentRoom._numGates); // Read in the gates' numbers _currentRoom._gates.clear(); for (uint i = 0; i < _currentRoom._numGates; ++i) { _currentRoom._gates.push_back(roomReader.readSint16LE()); } // Load the room's objects for (uint i = 0; i < _info._numObjects; ++i) { debugC(7, kDraciLogicDebugLevel, "Checking if object %d (%d) is at the current location (%d)", i, _objects[i]._location, roomNum); if (_objects[i]._location == roomNum) { debugC(6, kDraciLogicDebugLevel, "Loading object %d from room %d", i, roomNum); loadObject(i); } } // Run the init scripts for room objects // We can't do this in the above loop because some objects' scripts reference // other objects that may not yet be loaded for (uint i = 0; i < _info._numObjects; ++i) { if (_objects[i]._location == roomNum) { const GameObject *obj = getObject(i); debugC(6, kDraciLogicDebugLevel, "Running init program for object %d (offset %d)", i, obj->_init); _vm->_script->run(obj->_program, obj->_init); } } // Load the room's GPL program and run the init part f = _vm->_roomsArchive->getFile(roomNum * 4 + 3); _currentRoom._program._bytecode = f->_data; _currentRoom._program._length = f->_length; debugC(4, kDraciLogicDebugLevel, "Running room init program..."); _vm->_script->run(_currentRoom._program, _currentRoom._init); // Set room palette f = _vm->_paletteArchive->getFile(_currentRoom._palette); _vm->_screen->setPalette(f->_data, 0, kNumColours); // HACK: Create a visible overlay from the walking map so we can test it byte *wlk = new byte[kScreenWidth * kScreenHeight]; memset(wlk, 255, kScreenWidth * kScreenHeight); for (uint i = 0; i < kScreenWidth; ++i) { for (uint j = 0; j < kScreenHeight; ++j) { if (_currentRoom._walkingMap.isWalkable(i, j)) { wlk[j * kScreenWidth + i] = 2; } } } Sprite *ov = new Sprite(wlk, kScreenWidth, kScreenHeight, 0, 0, false); delete[] wlk; Animation *map = _vm->_anims->addAnimation(kWalkingMapOverlay, 255, false); map->addFrame(ov); } int Game::loadAnimation(uint animNum, uint z) { const BAFile *animFile = _vm->_animationsArchive->getFile(animNum); Common::MemoryReadStream animationReader(animFile->_data, animFile->_length); uint numFrames = animationReader.readByte(); // FIXME: handle these properly animationReader.readByte(); // Memory logic field, not used animationReader.readByte(); // Disable erasing field, not used bool cyclic = animationReader.readByte(); animationReader.readByte(); // Relative field, not used Animation *anim = _vm->_anims->addAnimation(animNum, z, false); anim->setLooping(cyclic); for (uint i = 0; i < numFrames; ++i) { uint spriteNum = animationReader.readUint16LE() - 1; int x = animationReader.readSint16LE(); int y = animationReader.readSint16LE(); uint scaledWidth = animationReader.readUint16LE(); uint scaledHeight = animationReader.readUint16LE(); byte mirror = animationReader.readByte(); /* uint sample = */ animationReader.readUint16LE(); /* uint freq = */ animationReader.readUint16LE(); uint delay = animationReader.readUint16LE(); const BAFile *spriteFile = _vm->_spritesArchive->getFile(spriteNum); Sprite *sp = new Sprite(spriteFile->_data, spriteFile->_length, x, y, true); // Some frames set the scaled dimensions to 0 even though other frames // from the same animations have them set to normal values // We work around this by assuming it means no scaling is necessary if (scaledWidth == 0) { scaledWidth = sp->getWidth(); } if (scaledHeight == 0) { scaledHeight = sp->getHeight(); } sp->setScaled(scaledWidth, scaledHeight); if (mirror) sp->setMirrorOn(); sp->setDelay(delay * 10); anim->addFrame(sp); } return animNum; } void Game::loadObject(uint objNum) { const BAFile *file; file = _vm->_objectsArchive->getFile(objNum * 3); Common::MemoryReadStream objReader(file->_data, file->_length); GameObject *obj = _objects + objNum; obj->_init = objReader.readUint16LE(); obj->_look = objReader.readUint16LE(); obj->_use = objReader.readUint16LE(); obj->_canUse = objReader.readUint16LE(); obj->_imInit = objReader.readByte(); obj->_imLook = objReader.readByte(); obj->_imUse = objReader.readByte(); obj->_walkDir = objReader.readByte() - 1; obj->_z = objReader.readByte(); objReader.readUint16LE(); // idxSeq field, not used objReader.readUint16LE(); // numSeq field, not used obj->_lookX = objReader.readUint16LE(); obj->_lookY = objReader.readUint16LE(); obj->_useX = objReader.readUint16LE(); obj->_useY = objReader.readUint16LE(); obj->_lookDir = objReader.readByte() - 1; obj->_useDir = objReader.readByte() - 1; obj->_absNum = objNum; file = _vm->_objectsArchive->getFile(objNum * 3 + 1); // The first byte of the file is the length of the string (without the length) assert(file->_length - 1 == file->_data[0]); obj->_title = Common::String((char *)(file->_data+1), file->_length-1); file = _vm->_objectsArchive->getFile(objNum * 3 + 2); obj->_program._bytecode = file->_data; obj->_program._length = file->_length; } void Game::loadWalkingMap(int mapID) { const BAFile *f; f = _vm->_walkingMapsArchive->getFile(mapID); _currentRoom._walkingMap.load(f->_data, f->_length); } GameObject *Game::getObject(uint objNum) { return _objects + objNum; } uint Game::getNumObjects() const { return _info._numObjects; } void Game::loadOverlays() { uint x, y, z, num; const BAFile *overlayHeader; overlayHeader = _vm->_roomsArchive->getFile(getRoomNum() * 4 + 2); Common::MemoryReadStream overlayReader(overlayHeader->_data, overlayHeader->_length); for (int i = 0; i < _currentRoom._numOverlays; i++) { num = overlayReader.readUint16LE() - 1; x = overlayReader.readUint16LE(); y = overlayReader.readUint16LE(); z = overlayReader.readByte(); const BAFile *overlayFile; overlayFile = _vm->_overlaysArchive->getFile(num); Sprite *sp = new Sprite(overlayFile->_data, overlayFile->_length, x, y, true); _vm->_anims->addOverlay(sp, z); } _vm->_overlaysArchive->clearCache(); _vm->_screen->getSurface()->markDirty(); } void Game::deleteObjectAnimations() { for (uint i = 0; i < _info._numObjects; ++i) { GameObject *obj = &_objects[i]; if (i != 0 && (obj->_location == getPreviousRoomNum())) { for (uint j = 0; j < obj->_anims.size(); ++j) { _vm->_anims->deleteAnimation(obj->_anims[j]); } obj->_anims.clear(); } } } void Game::enterNewRoom(bool force_reload) { if (_newRoom == getRoomNum() && !force_reload) { return; } debugC(1, kDraciLogicDebugLevel, "Entering room %d using gate %d", _newRoom, _newGate); // Clear archives _vm->_roomsArchive->clearCache(); _vm->_spritesArchive->clearCache(); _vm->_paletteArchive->clearCache(); _vm->_animationsArchive->clearCache(); _vm->_walkingMapsArchive->clearCache(); _vm->_screen->clearScreen(); _vm->_anims->deleteOverlays(); // Delete walking map testing overlay _vm->_anims->deleteAnimation(kWalkingMapOverlay); // TODO: Make objects capable of stopping their own animations const GameObject *dragon = getObject(kDragonObject); for (uint i = 0; i < dragon->_anims.size(); ++i) { _vm->_anims->stop(dragon->_anims[i]); } // Remember the previous room for returning back from the map. rememberRoomNumAsPrevious(); deleteObjectAnimations(); // Set the current room to the new value _currentRoom._roomNum = _newRoom; // Before setting these variables we have to convert the values to 1-based indexing // because this is how everything is stored in the data files _variables[0] = _newGate + 1; _variables[1] = _newRoom + 1; // If the new room is the map room, set the appropriate coordinates // for the dragon in the persons array if (_newRoom == _info._mapRoom) { _persons[kDragonObject]._x = 160; _persons[kDragonObject]._y = 0; } // Set the appropriate loop statu before loading the room setLoopStatus(kStatusGate); setLoopSubstatus(kSubstatusOrdinary); loadRoom(_newRoom); loadOverlays(); // Run the program for the gate the dragon came through runGateProgram(_newGate); // Set cursor state // Need to do this after we set the palette since the cursors use it if (_currentRoom._mouseOn) { debugC(6, kDraciLogicDebugLevel, "Mouse: ON"); _vm->_mouse->cursorOn(); } else { debugC(6, kDraciLogicDebugLevel, "Mouse: OFF"); _vm->_mouse->cursorOff(); } // Reset the loop status. setLoopStatus(kStatusOrdinary); } void Game::runGateProgram(int gate) { debugC(6, kDraciLogicDebugLevel, "Running program for gate %d", gate); // Mark last animation int lastAnimIndex = _vm->_anims->getLastIndex(); // Run gate program _vm->_script->run(_currentRoom._program, _currentRoom._gates[gate]); deleteAnimationsAfterIndex(lastAnimIndex); setExitLoop(false); } void Game::positionAnimAsHero(Animation *anim) { // Calculate scaling factors const double scale = getPers0() + getPersStep() * _hero.y; // Set the Z coordinate for the dragon's animation anim->setZ(_hero.y + 1); // Fetch current frame Drawable *frame = anim->getFrame(); // Fetch base dimensions of the frame uint height = frame->getHeight(); uint width = frame->getWidth(); // We naturally want the dragon to position its feet to the location of the // click but sprites are drawn from their top-left corner so we subtract // the current height of the dragon's sprite Common::Point p = _hero; p.x -= (int)(scale * width) / 2; p.y -= (int)(scale * height); // Since _persons[] is used for placing talking text, we use the non-adjusted x value // so the text remains centered over the dragon. _persons[kDragonObject]._x = _hero.x; _persons[kDragonObject]._y = p.y; // Set the per-animation scaling factor anim->setScaleFactors(scale, scale); anim->setRelative(p.x, p.y); } int Game::getHeroX() const { return _hero.x; } int Game::getHeroY() const { return _hero.y; } double Game::getPers0() const { return _currentRoom._pers0; } double Game::getPersStep() const { return _currentRoom._persStep; } int Game::getRoomNum() const { return _currentRoom._roomNum; } void Game::setRoomNum(int num) { _currentRoom._roomNum = num; } int Game::getPreviousRoomNum() const { return _previousRoom; } void Game::rememberRoomNumAsPrevious() { _previousRoom = getRoomNum(); } void Game::scheduleEnteringRoomUsingGate(int room, int gate) { _newRoom = room; _newGate = gate; } void Game::setLoopStatus(LoopStatus status) { _loopStatus = status; } void Game::setLoopSubstatus(LoopSubstatus status) { _loopSubstatus = status; } LoopStatus Game::getLoopStatus() const { return _loopStatus; } LoopSubstatus Game::getLoopSubstatus() const { return _loopSubstatus; } int Game::getVariable(int numVar) const { return _variables[numVar]; } void Game::setVariable(int numVar, int value) { _variables[numVar] = value; } int Game::getItemStatus(int itemID) const { return _itemStatus[itemID]; } void Game::setItemStatus(int itemID, int status) { _itemStatus[itemID] = status; } int Game::getCurrentItem() const { return _currentItem; } void Game::setCurrentItem(int itemID) { _currentItem = itemID; } const Person *Game::getPerson(int personID) const { return &_persons[personID]; } void Game::setSpeechTick(uint tick) { _speechTick = tick; } int Game::getEscRoom() const { return _currentRoom._escRoom; } int Game::getMapRoom() const { return _info._mapRoom; } void Game::schedulePalette(int paletteID) { _scheduledPalette = paletteID; } int Game::getScheduledPalette() const { return _scheduledPalette; } /** * The GPL command Mark sets the animation index (which specifies the order in which * animations were loaded in) which is then used by the Release command to delete * all animations that have an index greater than the one marked. */ int Game::getMarkedAnimationIndex() const { return _markedAnimationIndex; } void Game::deleteAnimationsAfterIndex(int lastAnimIndex) { // Delete all animations loaded after the marked one // (from objects and from the AnimationManager) for (uint i = 0; i < getNumObjects(); ++i) { GameObject *obj = &_objects[i]; for (uint j = 0; j < obj->_anims.size(); ++j) { Animation *anim; anim = _vm->_anims->getAnimation(obj->_anims[j]); if (anim != NULL && anim->getIndex() > lastAnimIndex) obj->_anims.remove_at(j); } } _vm->_anims->deleteAfterIndex(lastAnimIndex); } /** * See Game::getMarkedAnimationIndex(). */ void Game::setMarkedAnimationIndex(int index) { _markedAnimationIndex = index; } Game::~Game() { delete[] _persons; delete[] _variables; delete[] _dialogueOffsets; delete[] _dialogueVars; delete[] _objects; delete[] _itemStatus; delete[] _items; } void Game::DoSync(Common::Serializer &s) { s.syncAsUint16LE(_currentRoom._roomNum); for (uint i = 0; i < _info._numObjects; ++i) { GameObject& obj = _objects[i]; s.syncAsSint16LE(obj._location); s.syncAsByte(obj._visible); } for (uint i = 0; i < _info._numItems; ++i) { s.syncAsByte(_itemStatus[i]); } for (int i = 0; i < kInventorySlots; ++i) { s.syncAsSint16LE(_inventory[i]); } for (int i = 0; i < _info._numVariables; ++i) { s.syncAsSint16LE(_variables[i]); } for (uint i = 0; i < _info._numDialogueBlocks; ++i) { s.syncAsSint16LE(_dialogueVars[i]); } } bool WalkingMap::isWalkable(int x, int y) const { // Convert to map pixels x = x / _deltaX; y = y / _deltaY; int pixelIndex = _mapWidth * y + x; int byteIndex = pixelIndex / 8; int mapByte = _data[byteIndex]; return mapByte & (1 << pixelIndex % 8); } /** * @brief For a given point, find a nearest walkable point on the walking map * * @param startX x coordinate of the point * @param startY y coordinate of the point * * @return A Common::Point representing the nearest walkable point * * The algorithm was copied from the original engine for exactness. * TODO: Study this algorithm in more detail so it can be documented properly and * possibly improved / simplified. */ Common::Point WalkingMap::findNearestWalkable(int startX, int startY, Common::Rect searchRect) const { // If the starting point is walkable, just return that if (searchRect.contains(startX, startY) && isWalkable(startX, startY)) { return Common::Point(startX, startY); } int signs[] = { 1, -1 }; const uint kSignsNum = 2; int radius = 0; int x, y; int dx, dy; int prediction; // The place where, eventually, the result coordinates will be stored int finalX, finalY; // The algorithm appears to start off with an ellipse with the minor radius equal to // zero and the major radius equal to the walking map delta (the number of pixels // one map pixel represents). It then uses a heuristic to gradually reshape it into // a circle (by shortening the major radius and lengthening the minor one). At each // such resizing step, it checks some select points on the ellipse for walkability. // It also does the same check for the ellipse perpendicular to it (rotated by 90 degrees). while (1) { // The default major radius radius += _deltaX; // The ellipse radii (minor, major) that get resized x = 0; y = radius; // Heuristic variables prediction = 1 - radius; dx = 3; dy = 2 * radius - 2; do { // The following two loops serve the purpose of checking the points on the two // ellipses for walkability. The signs[] array is there to obliterate the need // of writing out all combinations manually. for (uint i = 0; i < kSignsNum; ++i) { finalY = startY + y * signs[i]; for (uint j = 0; j < kSignsNum; ++j) { finalX = startX + x * signs[j]; // If the current point is walkable, return it if (searchRect.contains(finalX, finalY) && isWalkable(finalX, finalY)) { return Common::Point(finalX, finalY); } } } if (x == y) { // If the starting point is walkable, just return that if (searchRect.contains(finalX, finalY) && isWalkable(finalX, finalY)) { return Common::Point(finalX, finalY); } } for (uint i = 0; i < kSignsNum; ++i) { finalY = startY + x * signs[i]; for (uint j = 0; j < kSignsNum; ++j) { finalX = startX + y * signs[j]; // If the current point is walkable, return it if (searchRect.contains(finalX, finalY) && isWalkable(finalX, finalY)) { return Common::Point(finalX, finalY); } } } // If prediction is non-negative, we need to decrease the major radius of the // ellipse if (prediction >= 0) { prediction -= dy; dy -= 2 * _deltaX; y -= _deltaX; } // Increase the minor radius of the ellipse and update heuristic variables prediction += dx; dx += 2 * _deltaX; x += _deltaX; // If the current ellipse has been reshaped into a circle, // end this loop and enlarge the radius } while (x <= y); } } static double real_to_double(byte real[6]) { // Extract sign bit int sign = real[0] & (1 << 7); // Extract exponent and adjust for bias int exp = real[5] - 129; double mantissa; double tmp = 0.0; if (real[5] == 0) { mantissa = 0.0; } else { // Process the first four least significant bytes for (int i = 4; i >= 1; --i) { tmp += real[i]; tmp /= 1 << 8; } // Process the most significant byte (remove the sign bit) tmp += real[0] & ((1 << 7) - 1); tmp /= 1 << 8; // Calculate mantissa mantissa = 1.0; mantissa += 2.0 * tmp; } // Flip sign if necessary if (sign) { mantissa = -mantissa; } // Calculate final value return ldexp(mantissa, exp); } }