/* 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]); enum { kWalkingMapOverlayColour = 2, kWalkingShortestPathOverlayColour = 120, kWalkingObliquePathOverlayColour = 73 }; Game::Game(DraciEngine *vm) : _vm(vm), _walkingState(vm) { uint i; BArchive *initArchive = _vm->_initArchive; const BAFile *file; // Read in persons file = initArchive->getFile(5); Common::MemoryReadStream personData(file->_data, file->_length); const int personSize = sizeof(uint16) * 2 + sizeof(byte); 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()) { if (enterNewRoom()) { // Call the outer loop doing all the hard job. loop(kOuterLoop, false); } } } void Game::init() { setQuit(false); setExitLoop(false); setIsReloaded(false); _scheduledPalette = 0; _fadePhases = _fadePhase = 0; setEnableQuickHero(true); setWantQuickHero(false); setEnableSpeedText(true); setLoopStatus(kStatusGate); setLoopSubstatus(kOuterLoop); _animUnderCursor = kOverlayImage; _currentItem = kNoItem; _itemUnderCursor = kNoItem; _vm->_mouse->setCursorType(kHighlightedCursor); // anything different from kNormalCursor _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, 0); titleAnim->addFrame(title, NULL); // Initialize animation for speech text Animation *speechAnim = _vm->_anims->addText(kSpeechText, true); Text *speech = new Text("", _vm->_bigFont, kFontColour1, 0, 0, 0); speechAnim->addFrame(speech, NULL); // Initialize inventory animation. _iconsArchive is never flushed. 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, NULL); 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, 0); _dialogueAnims[i]->addFrame(dialogueLine, NULL); _dialogueAnims[i]->setZ(254); _dialogueAnims[i]->setRelative(1, kScreenHeight - (i + 1) * _vm->_smallFont->getFontHeight()); Text *text = reinterpret_cast(_dialogueAnims[i]->getCurrentFrame()); 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); _pushedNewRoom = _pushedNewGate = -1; } void Game::handleOrdinaryLoop(int x, int y) { // During the normal game-play, in particular not when // running the init-scripts, enable interactivity. if (_loopSubstatus != kOuterLoop) { return; } if (_vm->_mouse->lButtonPressed()) { _vm->_mouse->lButtonSet(false); if (_currentItem != kNoItem) { putItem(_currentItem, 0); _currentItem = kNoItem; updateOrdinaryCursor(); } else { if (_objUnderCursor != kObjectNotFound) { const GameObject *obj = &_objects[_objUnderCursor]; _walkingState.setCallback(&obj->_program, obj->_look); if (obj->_imLook || !_currentRoom._heroOn) { _walkingState.callback(); } else { if (obj->_lookDir == kDirectionLast) { walkHero(x, y, obj->_lookDir); } else { walkHero(obj->_lookX, obj->_lookY, obj->_lookDir); } } } else { _walkingState.setCallback(NULL, 0); walkHero(x, y, kDirectionLast); } } } if (_vm->_mouse->rButtonPressed()) { _vm->_mouse->rButtonSet(false); if (_objUnderCursor != kObjectNotFound) { const GameObject *obj = &_objects[_objUnderCursor]; if (_vm->_script->testExpression(obj->_program, obj->_canUse)) { _walkingState.setCallback(&obj->_program, obj->_use); if (obj->_imUse || !_currentRoom._heroOn) { _walkingState.callback(); } else { if (obj->_useDir == kDirectionLast) { walkHero(x, y, obj->_useDir); } else { walkHero(obj->_useX, obj->_useY, obj->_useDir); } } } else { _walkingState.setCallback(NULL, 0); walkHero(x, y, kDirectionLast); } } else { if (_vm->_script->testExpression(_currentRoom._program, _currentRoom._canUse)) { _walkingState.setCallback(&_currentRoom._program, _currentRoom._use); _walkingState.callback(); } else { _walkingState.setCallback(NULL, 0); walkHero(x, y, kDirectionLast); } } } } void Game::handleInventoryLoop() { if (_loopSubstatus != kOuterLoop) { return; } 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); } } updateInventoryCursor(); } } } void Game::handleDialogueLoop() { if (_loopSubstatus != kInnerDuringDialogue) { return; } Text *text; for (int i = 0; i < kDialogueLines; ++i) { text = reinterpret_cast(_dialogueAnims[i]->getCurrentFrame()); if (_animUnderCursor == _dialogueAnims[i]->getID()) { text->setColour(kLineActiveColour); } else { text->setColour(kLineInactiveColour); } } if (_vm->_mouse->lButtonPressed() || _vm->_mouse->rButtonPressed()) { setExitLoop(true); _vm->_mouse->lButtonSet(false); _vm->_mouse->rButtonSet(false); } } void Game::advanceAnimationsAndTestLoopExit() { // Fade the palette if requested if (_fadePhase > 0 && (_vm->_system->getMillis() - _fadeTick) >= kFadingTimeUnit) { _fadeTick = _vm->_system->getMillis(); --_fadePhase; const byte *startPal = _currentRoom._palette >= 0 ? _vm->_paletteArchive->getFile(_currentRoom._palette)->_data : NULL; const byte *endPal = getScheduledPalette() >= 0 ? _vm->_paletteArchive->getFile(getScheduledPalette())->_data : NULL; _vm->_screen->interpolatePalettes(startPal, endPal, 0, kNumColours, _fadePhases - _fadePhase, _fadePhases); if (_fadePhase == 0) { if (_loopSubstatus == kInnerWhileFade) { setExitLoop(true); } // Rewrite the palette index of the current room. This // is necessary when two fadings are called after each // other, such as in the intro. _currentRoom._palette = getScheduledPalette(); } } // Handle character talking (if there is any) if (_loopSubstatus == kInnerWhileTalk) { // If the current speech text has expired or the user clicked a mouse button, // advance to the next line of text if ((getEnableSpeedText() && (_vm->_mouse->lButtonPressed() || _vm->_mouse->rButtonPressed())) || (_vm->_system->getMillis() - _speechTick) >= _speechDuration) { setExitLoop(true); } _vm->_mouse->lButtonSet(false); _vm->_mouse->rButtonSet(false); } // A script has scheduled changing the room (either triggered // by the user clicking on something or run at the end of a // gate script in the intro). if ((_loopStatus == kStatusOrdinary || _loopStatus == kStatusGate) && _newRoom != getRoomNum()) { setExitLoop(true); } // This returns true if we got a signal to quit the game if (shouldQuit()) { setExitLoop(true); } // Walk the hero. The WalkingState class handles everything including // proper timing. bool walkingFinished = false; if (_walkingState.isActive()) { walkingFinished = !_walkingState.continueWalking(); } // Advance animations (this may also call setExitLoop(true) in the // callbacks) and redraw screen _vm->_anims->drawScene(_vm->_screen->getSurface()); _vm->_screen->copyToScreen(); _vm->_system->delayMillis(20); // If the hero has arrived at his destination, after even the last // phase was correctly animated, run the callback. if (walkingFinished) { bool exitLoop = false; if (_loopSubstatus == kInnerUntilExit) { // The callback may run another inner loop (for // example, a dialogue). Reset the loop // substatus temporarily to the outer one. exitLoop = true; setLoopSubstatus(kOuterLoop); } debugC(2, kDraciWalkingDebugLevel, "Finished walking"); _walkingState.callback(); // clears callback pointer first if (exitLoop) { debugC(3, kDraciWalkingDebugLevel, "Exiting from the inner loop"); setExitLoop(true); setLoopSubstatus(kInnerUntilExit); } } } void Game::loop(LoopSubstatus substatus, bool shouldExit) { // Can run both as an outer and inner loop. In both mode it updates // the screen according to the timer. It the outer mode (kOuterLoop) // it also reacts to user events. In the inner mode (all kInner* // enums), the loop runs until its stopping condition, possibly // stopping earlier if the user interrupts it, however no other user // intervention is allowed. assert(getLoopSubstatus() == kOuterLoop); setLoopSubstatus(substatus); setExitLoop(shouldExit); // Always enter the first pass of the loop, even if shouldExitLoop() is // true, exactly to ensure to make at least one pass. do { debugC(4, kDraciLogicDebugLevel, "loopstatus: %d, loopsubstatus: %d", _loopStatus, _loopSubstatus); _vm->handleEvents(); if (isReloaded()) { // Cannot continue with the same animation objects, // because the real data structures of the game have // completely been changed. break; } if (_vm->_mouse->isCursorOn()) { // Find animation under cursor and the game object // corresponding to it int x = _vm->_mouse->getPosX(); int y = _vm->_mouse->getPosY(); _animUnderCursor = _vm->_anims->getTopAnimationID(x, y); _objUnderCursor = getObjectWithAnimation(_animUnderCursor); debugC(5, kDraciLogicDebugLevel, "Anim under cursor: %d", _animUnderCursor); switch (_loopStatus) { case kStatusOrdinary: updateOrdinaryCursor(); updateTitle(x, y); handleOrdinaryLoop(x, y); break; case kStatusInventory: updateInventoryCursor(); updateTitle(x, y); handleInventoryLoop(); break; case kStatusDialogue: handleDialogueLoop(); break; case kStatusGate: ; // cannot happen when isCursonOn; added for completeness } // TODO: Handle main menu } advanceAnimationsAndTestLoopExit(); } while (!shouldExitLoop()); setLoopSubstatus(kOuterLoop); setExitLoop(false); } void Game::updateOrdinaryCursor() { // Fetch mouse coordinates bool mouseChanged = false; // 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); } mouseChanged = 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); } mouseChanged = 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); mouseChanged = true; } } // Load the appropriate cursor (item image if an item is held or ordinary cursor // if not) if (!mouseChanged) { if (_currentItem == kNoItem) { _vm->_mouse->setCursorType(kNormalCursor); } else { _vm->_mouse->loadItemCursor(_currentItem, false); } } } void Game::updateInventoryCursor() { // Fetch mouse coordinates bool mouseChanged = false; 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); } mouseChanged = true; } } if (!mouseChanged) { if (_currentItem == kNoItem) { _vm->_mouse->setCursorType(kNormalCursor); } else { _vm->_mouse->loadItemCursor(_currentItem, false); } } } void Game::updateTitle(int x, int y) { // Fetch current surface and height of the small font (used for titles) Surface *surface = _vm->_screen->getSurface(); const int smallFontHeight = _vm->_smallFont->getFontHeight(); // Fetch the dedicated objects' title animation / current frame Animation *titleAnim = _vm->_anims->getAnimation(kTitleText); Text *title = reinterpret_cast(titleAnim->getCurrentFrame()); // 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->_anim.size(); ++j) { if (obj->_anim[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, false); // _itemImagesArchive is never flushed. const BAFile *img = _vm->_itemImagesArchive->getFile(2 * itemID); Sprite *sp = new Sprite(img->_data, img->_length, 0, 0, true); anim->addFrame(sp, NULL); } Drawable *frame = anim->getCurrentFrame(); 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 == kOuterLoop) { _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; } 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->getCurrentFrame()); 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->getCurrentFrame()); dialogueLine->setText(""); } if (_dialogueLinesNum > 1) { // Call the game loop to enable interactivity until the user // selects his choice. _animUnderCursor will be set. _vm->_mouse->cursorOn(); loop(kInnerDuringDialogue, false); _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]->getCurrentFrame()); _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); } void Game::playHeroAnimation(int anim_index) { const GameObject *dragon = getObject(kDragonObject); const int current_anim_index = playingObjectAnimation(dragon); if (anim_index == current_anim_index) { return; } const int animID = dragon->_anim[anim_index]; Animation *anim = _vm->_anims->getAnimation(animID); stopObjectAnimations(dragon); positionAnimAsHero(anim); _vm->_anims->play(animID); } void Game::redrawWalkingPath(int id, byte colour, const WalkingPath &path) { Animation *anim = _vm->_anims->getAnimation(id); Sprite *ov = _walkingMap.newOverlayFromPath(path, colour); delete anim->getFrame(0); anim->replaceFrame(0, ov, NULL); anim->markDirtyRect(_vm->_screen->getSurface()); } void Game::setHeroPosition(const Common::Point &p) { debugC(3, kDraciWalkingDebugLevel, "Jump to x: %d y: %d", p.x, p.y); _hero = p; } void Game::positionHero(const Common::Point &p, SightDirection dir) { setHeroPosition(p); Common::Point mousePos(_vm->_mouse->getPosX(), _vm->_mouse->getPosY()); playHeroAnimation(WalkingState::animationForSightDirection(dir, _hero, mousePos, WalkingPath())); } Common::Point Game::findNearestWalkable(int x, int y) const { Surface *surface = _vm->_screen->getSurface(); return _walkingMap.findNearestWalkable(x, y, surface->getDimensions()); } void Game::walkHero(int x, int y, SightDirection dir) { if (!_currentRoom._heroOn) { // Nothing to do. Happens for example in the map. return; } Common::Point target = findNearestWalkable(x, y); // Compute the shortest and obliqued path. WalkingPath shortestPath, obliquePath; _walkingMap.findShortestPath(_hero, target, &shortestPath); // TODO: test reachability and react _walkingMap.obliquePath(shortestPath, &obliquePath); debugC(2, kDraciWalkingDebugLevel, "Walking path lengths: shortest=%d oblique=%d", shortestPath.size(), obliquePath.size()); if (_vm->_showWalkingMap) { redrawWalkingPath(kWalkingShortestPathOverlay, kWalkingShortestPathOverlayColour, shortestPath); redrawWalkingPath(kWalkingObliquePathOverlay, kWalkingObliquePathOverlayColour, obliquePath); } // Start walking. Walking will be gradually advanced by // advanceAnimationsAndTestLoopExit(), which also handles calling the // callback and stopping the walk at the end. If the hero is already // walking at this point, this command will cancel the previous path // and replace it by the current one (the callback has already been // reset by our caller). _walkingState.startWalking(_hero, target, Common::Point(x, y), dir, _walkingMap.getDelta(), obliquePath); } 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 // Music will be played by the GPL2 command startMusic when needed. setMusicTrack(roomReader.readByte()); _currentRoom._mapID = roomReader.readByte() - 1; _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", getMusicTrack()); debugC(4, kDraciLogicDebugLevel, "Map: %d", getMapID()); 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()); } // Add overlays for the walking map and shortest/obliqued paths. Animation *map = _vm->_anims->addAnimation(kWalkingMapOverlay, 256, _vm->_showWalkingMap); map->addFrame(NULL, NULL); // rewritten below by loadWalkingMap() Animation *sPath = _vm->_anims->addAnimation(kWalkingShortestPathOverlay, 257, _vm->_showWalkingMap); Animation *oPath = _vm->_anims->addAnimation(kWalkingObliquePathOverlay, 258, _vm->_showWalkingMap); WalkingPath emptyPath; Sprite *ov = _walkingMap.newOverlayFromPath(emptyPath, 0); sPath->addFrame(ov, NULL); ov = _walkingMap.newOverlayFromPath(emptyPath, 0); oPath->addFrame(ov, NULL); // Load the walking map loadWalkingMap(getMapID()); // 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); } int Game::loadAnimation(uint animNum, uint z) { // Make double-sure that an animation isn't loaded more than twice, // otherwise horrible things happen in the AnimationManager, because // they use a simple link-list without duplicate checking. This should // never happen unless there is a bug in the game, because all GPL2 // commands are guarded. assert(!_vm->_anims->getAnimation(animNum)); const BAFile *animFile = _vm->_animationsArchive->getFile(animNum); Common::MemoryReadStream animationReader(animFile->_data, animFile->_length); uint numFrames = animationReader.readByte(); // The following two flags are ignored by the played. Memory logic was // a hint to the old player whether it should cache the sprites or load // them on demand. We have 1 memory manager and ignore these hints. animationReader.readByte(); // The disable erasing field is just a (poor) optimization flag that // turns of drawing the background underneath the sprite. By reading // the source code of the old player, I'm not sure if that would ever // have worked. There are only 6 animations in the game with this flag // true. All of them have just 1 animation phase and they are used to // patch a part of the original background by a new sprite. This // should work with the default logic as well---just play this // animation on top of the background. Since the only meaning of the // flag was optimization, ignoring should be OK even without dipping // into details. animationReader.readByte(); const bool cyclic = animationReader.readByte(); const bool relative = animationReader.readByte(); 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(); int sample = animationReader.readUint16LE() - 1; uint freq = animationReader.readUint16LE(); uint delay = animationReader.readUint16LE(); // _spritesArchive is flushed when entering a room. All // scripts in a room are responsible for loading their animations. const BAFile *spriteFile = _vm->_spritesArchive->getFile(spriteNum); Sprite *sp = new Sprite(spriteFile->_data, spriteFile->_length, relative ? 0 : x, relative ? 0 : 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); const SoundSample *sam = _vm->_soundsArchive->getSample(sample, freq); anim->addFrame(sp, sam); if (relative) { anim->makeLastFrameRelative(x, y); } } 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 = static_cast (objReader.readByte()); obj->_useDir = static_cast (objReader.readByte()); 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); _walkingMap.load(f->_data, f->_length); Animation *anim = _vm->_anims->getAnimation(kWalkingMapOverlay); Sprite *ov = _walkingMap.newOverlayFromMap(kWalkingMapOverlayColour); delete anim->getFrame(0); anim->replaceFrame(0, ov, NULL); anim->markDirtyRect(_vm->_screen->getSurface()); } 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(); // _overlaysArchive is flushed when entering a room and this // code is called after the flushing has been done. 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->_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->_anim.size(); ++j) { _vm->_anims->deleteAnimation(obj->_anim[j]); } obj->_anim.clear(); } } } int Game::playingObjectAnimation(const GameObject *obj) const { for (uint i = 0; i < obj->_anim.size(); ++i) { const int animID = obj->_anim[i]; const Animation *anim = _vm->_anims->getAnimation(animID); if (anim && anim->isPlaying()) { return i; } } return -1; } bool Game::enterNewRoom() { if (_newRoom == getRoomNum() && !isReloaded()) { // If the game has been reloaded, force reloading all animations. return true; } debugC(1, kDraciLogicDebugLevel, "Entering room %d using gate %d", _newRoom, _newGate); // TODO: maybe wait till all sounds end instead of stopping them. // In any case, make sure all sounds are stopped before we deallocate // their memory by clearing the cache. _vm->_sound->stopAll(); // Clear archives _vm->_roomsArchive->clearCache(); _vm->_spritesArchive->clearCache(); _vm->_paletteArchive->clearCache(); _vm->_animationsArchive->clearCache(); _vm->_walkingMapsArchive->clearCache(); _vm->_soundsArchive->clearCache(); _vm->_dubbingArchive->clearCache(); _vm->_overlaysArchive->clearCache(); _vm->_screen->clearScreen(); _vm->_anims->deleteOverlays(); // Delete walking map testing overlay _vm->_anims->deleteAnimation(kWalkingMapOverlay); _vm->_anims->deleteAnimation(kWalkingShortestPathOverlay); _vm->_anims->deleteAnimation(kWalkingObliquePathOverlay); // TODO: Make objects capable of stopping their own animations const GameObject *dragon = getObject(kDragonObject); stopObjectAnimations(dragon); // 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 status before loading the room setLoopStatus(kStatusGate); // Make sure the possible walking path from the previous room is // cleaned up. Some rooms (e.g., the map) don't support walking. _walkingState.stopWalking(); // Clean the mouse and animation title. It gets first updated in // loop(), hence if the hero walks during the initialization scripts, // the old values would remain otherwise. _vm->_mouse->setCursorType(kNormalCursor); Animation *titleAnim = _vm->_anims->getAnimation(kTitleText); titleAnim->markDirtyRect(_vm->_screen->getSurface()); Text *title = reinterpret_cast(titleAnim->getCurrentFrame()); title->setText(""); // Reset the flag allowing to run the scripts. It may have been turned // on by pressing Escape in the intro or in the map room. _vm->_script->endCurrentProgram(false); 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); setIsReloaded(false); if (_vm->_script->shouldEndProgram()) { // Escape pressed during the intro or map animations run in the // init scripts. This flag was turned on to skip the rest of // those programs. Return false to make start() rerun us from // the beginning, because the room number has changed. return false; } return true; } 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->getCurrentFrame(); // 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 * frame->getWidth() / 2); p.y -= (int)(scale * frame->getHeight()); // 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); } void Game::positionHeroAsAnim(Animation *anim) { // Check out where the hero has moved to by composing the relative // shifts of the sprites. _hero = anim->getCurrentFramePosition(); // Update our hero coordinates (don't forget that our control point is // elsewhere). Drawable *frame = anim->getCurrentFrame(); _hero.x += (int) (anim->getScaleX() * frame->getWidth() / 2); _hero.y += (int) (anim->getScaleY() * frame->getHeight()); // Clear the animation's shift so that by updating the coordinates the // animation will stay in place. anim->clearShift(); // Call the inverse procedure to calculate new scaling factors. // TODO: what about rounding errors? positionAnimAsHero(anim); } void Game::pushNewRoom() { _pushedNewRoom = _newRoom; _pushedNewGate = _newGate; } void Game::popNewRoom() { if (_loopStatus != kStatusInventory && _pushedNewRoom >= 0) { scheduleEnteringRoomUsingGate(_pushedNewRoom, _pushedNewGate); _pushedNewRoom = _pushedNewGate = -1; } } void Game::setSpeechTiming(uint tick, uint duration) { _speechTick = tick; _speechDuration = duration; } void Game::shiftSpeechAndFadeTick(int delta) { _speechTick += delta; _fadeTick += delta; } void Game::initializeFading(int phases) { _fadePhases = _fadePhase = phases; _fadeTick = _vm->_system->getMillis(); } 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->_anim.size(); ++j) { Animation *anim; anim = _vm->_anims->getAnimation(obj->_anim[j]); if (anim != NULL && anim->getIndex() > lastAnimIndex) obj->_anim.remove_at(j--); } } _vm->_anims->deleteAfterIndex(lastAnimIndex); } void Game::stopObjectAnimations(const GameObject *obj) { for (uint i = 0; i < obj->_anim.size(); ++i) { _vm->_anims->stop(obj->_anim[i]); } } 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]); } } 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); } }