/* ScummVM - Scumm Interpreter * Copyright (C) 2004 Ivan Dubrov * Copyright (C) 2004-2006 The ScummVM project * * 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/stdafx.h" #include "common/endian.h" #include "gob/gob.h" #include "gob/mult.h" #include "gob/game.h" #include "gob/scenery.h" #include "gob/global.h" #include "gob/inter.h" #include "gob/anim.h" #include "gob/draw.h" #include "gob/palanim.h" namespace Gob { Mult_v1::Mult_v1(GobEngine *vm) : Mult(vm) { } void Mult_v1::loadMult(int16 resId) { char animCount; char staticCount; int16 palIndex; int16 i, j; _sndSlotsCount = 0; _frameStart = 0; _multData = _vm->_game->loadExtData(resId, 0, 0); _dataPtr = _multData; staticCount = _dataPtr[0]; animCount = _dataPtr[1]; _dataPtr += 2; staticCount++; animCount++; for (i = 0; i < staticCount; i++, _dataPtr += 14) { _staticIndices[i] = _vm->_scenery->loadStatic(1); if (_staticIndices[i] >= 100) { _staticIndices[i] -= 100; _staticLoaded[i] = 1; } else { _staticLoaded[i] = 0; } } for (i = 0; i < animCount; i++, _dataPtr += 14) { _animIndices[i] = _vm->_scenery->loadAnim(1); if (_animIndices[i] >= 100) { _animIndices[i] -= 100; _animLoaded[i] = 1; } else { _animLoaded[i] = 0; } } _frameRate = READ_LE_UINT16(_dataPtr); _dataPtr += 2; _staticKeysCount = READ_LE_UINT16(_dataPtr); _dataPtr += 2; _staticKeys = new Mult_StaticKey[_staticKeysCount]; for (i = 0; i < _staticKeysCount; i++, _dataPtr += 4) { _staticKeys[i].frame = (int16)READ_LE_UINT16(_dataPtr); _staticKeys[i].layer = (int16)READ_LE_UINT16(_dataPtr + 2); } for (j = 0; j < 4; j++) { _animKeysCount[j] = READ_LE_UINT16(_dataPtr); _dataPtr += 2; _animKeys[j] = new Mult_AnimKey[_animKeysCount[j]]; for (i = 0; i < _animKeysCount[j]; i++, _dataPtr += 10) { _animKeys[j][i].frame = (int16)READ_LE_UINT16(_dataPtr); _animKeys[j][i].layer = (int16)READ_LE_UINT16(_dataPtr + 2); _animKeys[j][i].posX = (int16)READ_LE_UINT16(_dataPtr + 4); _animKeys[j][i].posY = (int16)READ_LE_UINT16(_dataPtr + 6); _animKeys[j][i].order = (int16)READ_LE_UINT16(_dataPtr + 8); } } for (palIndex = 0; palIndex < 5; palIndex++) { for (i = 0; i < 16; i++) { _fadePal[palIndex][i].red = _dataPtr[0]; _fadePal[palIndex][i].green = _dataPtr[1]; _fadePal[palIndex][i].blue = _dataPtr[2]; _dataPtr += 3; } } _palFadeKeysCount = READ_LE_UINT16(_dataPtr); _dataPtr += 2; _palFadeKeys = new Mult_PalFadeKey[_palFadeKeysCount]; for (i = 0; i < _palFadeKeysCount; i++, _dataPtr += 7) { _palFadeKeys[i].frame = (int16)READ_LE_UINT16(_dataPtr); _palFadeKeys[i].fade = (int16)READ_LE_UINT16(_dataPtr + 2); _palFadeKeys[i].palIndex = (int16)READ_LE_UINT16(_dataPtr + 4); _palFadeKeys[i].flag = *(_dataPtr + 6); } _palKeysCount = READ_LE_UINT16(_dataPtr); _dataPtr += 2; _palKeys = new Mult_PalKey[_palKeysCount]; for (i = 0; i < _palKeysCount; i++, _dataPtr += 80) { _palKeys[i].frame = (int16)READ_LE_UINT16(_dataPtr); _palKeys[i].cmd = (int16)READ_LE_UINT16(_dataPtr + 2); _palKeys[i].rates[0] = (int16)READ_LE_UINT16(_dataPtr + 4); _palKeys[i].rates[1] = (int16)READ_LE_UINT16(_dataPtr + 6); _palKeys[i].rates[2] = (int16)READ_LE_UINT16(_dataPtr + 8); _palKeys[i].rates[3] = (int16)READ_LE_UINT16(_dataPtr + 10); _palKeys[i].unknown0 = (int16)READ_LE_UINT16(_dataPtr + 12); _palKeys[i].unknown1 = (int16)READ_LE_UINT16(_dataPtr + 14); memcpy(_palKeys[i].subst, _dataPtr + 16, 64); } _textKeysCount = READ_LE_UINT16(_dataPtr); _dataPtr += 2; _textKeys = new Mult_TextKey[_textKeysCount]; for (i = 0; i < _textKeysCount; i++, _dataPtr += 28) { _textKeys[i].frame = (int16)READ_LE_UINT16(_dataPtr); _textKeys[i].cmd = (int16)READ_LE_UINT16(_dataPtr + 2); for (int k = 0; k < 9; ++k) _textKeys[i].unknown0[k] = (int16)READ_LE_UINT16(_dataPtr + 4 + (k * 2)); _textKeys[i].index = (int16)READ_LE_UINT16(_dataPtr + 22); _textKeys[i].unknown1[0] = (int16)READ_LE_UINT16(_dataPtr + 24); _textKeys[i].unknown1[1] = (int16)READ_LE_UINT16(_dataPtr + 26); } _sndKeysCount = READ_LE_UINT16(_dataPtr); _dataPtr += 2; _sndKeys = new Mult_SndKey[_sndKeysCount]; for (i = 0; i < _sndKeysCount; i++) { _sndKeys[i].frame = (int16)READ_LE_UINT16(_dataPtr); _sndKeys[i].cmd = (int16)READ_LE_UINT16(_dataPtr + 2); _sndKeys[i].freq = (int16)READ_LE_UINT16(_dataPtr + 4); _sndKeys[i].channel = (int16)READ_LE_UINT16(_dataPtr + 6); _sndKeys[i].repCount = (int16)READ_LE_UINT16(_dataPtr + 8); _sndKeys[i].resId = (int16)READ_LE_UINT16(_dataPtr + 10); _sndKeys[i].soundIndex = (int16)READ_LE_UINT16(_dataPtr + 12); _sndKeys[i].soundIndex = -1; _sndKeys[i].resId = -1; _dataPtr += 36; switch (_sndKeys[i].cmd) { case 1: case 4: _sndKeys[i].resId = READ_LE_UINT16(_vm->_global->_inter_execPtr); for (j = 0; j < i; j++) { if (_sndKeys[i].resId == _sndKeys[j].resId) { _sndKeys[i].soundIndex = _sndKeys[j].soundIndex; _vm->_global->_inter_execPtr += 2; break; } } if (i == j) { _vm->_inter->loadSound(19 - _sndSlotsCount); _sndKeys[i].soundIndex = 19 - _sndSlotsCount; _sndSlotsCount++; } break; case 3: _vm->_global->_inter_execPtr += 6; break; case 5: _vm->_global->_inter_execPtr += _sndKeys[i].freq * 2; break; } } } void Mult_v1::setMultData(uint16 multindex) { error("Switching mults not supported for Gob1"); } void Mult_v1::multSub(uint16 multindex) { error("Switching mults not supported for Gob1"); } void Mult_v1::playMult(int16 startFrame, int16 endFrame, char checkEscape, char handleMouse) { char stopNoClear; char stop; Mult_Object *multObj; Mult_AnimData *animData; if (_multData == 0) return; stopNoClear = 0; _frame = startFrame; if (endFrame == -1) endFrame = 32767; if (_frame == -1) { _doPalSubst = 0; _palFadingRed = 0; _palFadingGreen = 0; _palFadingBlue = 0; _oldPalette = _vm->_global->_pPaletteDesc->vgaPal; memcpy((char *)_palAnimPalette, (char *)_vm->_global->_pPaletteDesc->vgaPal, 768); if (_vm->_anim->_animSurf == 0) { _vm->_util->setFrameRate(_frameRate); _vm->_anim->_areaTop = 0; _vm->_anim->_areaLeft = 0; _vm->_anim->_areaWidth = 320; _vm->_anim->_areaHeight = 200; _objCount = 4; _objects = new Mult_Object[_objCount]; _renderData = new int16[9 * _objCount]; _animArrayX = new int32[_objCount]; _animArrayY = new int32[_objCount]; _animArrayData = new Mult_AnimData[_objCount]; for (_counter = 0; _counter < _objCount; _counter++) { multObj = &_objects[_counter]; multObj->pPosX = (int32 *)&_animArrayX[_counter]; multObj->pPosY = (int32 *)&_animArrayY[_counter]; multObj->pAnimData = &_animArrayData[_counter]; animData = multObj->pAnimData; animData->isStatic = 1; multObj->tick = 0; multObj->lastLeft = -1; multObj->lastTop = -1; multObj->lastRight = -1; multObj->lastBottom = -1; } _vm->_anim->_animSurf = _vm->_video->initSurfDesc(_vm->_global->_videoMode, 320, 200, 0); _vm->_draw->_spritesArray[22] = _vm->_anim->_animSurf; _vm->_video->drawSprite(_vm->_draw->_backSurface, _vm->_anim->_animSurf, 0, 0, 319, 199, 0, 0, 0); _animDataAllocated = 1; } else _animDataAllocated = 0; _frame = 0; } do { stop = 1; if (VAR(58) == 0) { stop = drawStatics(stop); stop = drawAnims(stop); } animate(); if (handleMouse) { _vm->_draw->animateCursor(-1); } else { _vm->_draw->blitInvalidated(); } if (VAR(58) == 0) { drawText(&stop, &stopNoClear); } stop = prepPalAnim(stop); doPalAnim(); stop = doFadeAnim(stop); stop = doSoundAnim(stop, _frame); if (_frame >= endFrame) stopNoClear = 1; if (_vm->_snd->_playingSound) stop = 0; _vm->_util->processInput(); if (checkEscape && _vm->_util->checkKey() == 0x11b) // Esc stop = 1; _frame++; _vm->_util->waitEndFrame(); } while (stop == 0 && stopNoClear == 0); if (stopNoClear == 0) { if (_animDataAllocated) { delete[] _objects; _objects = 0; delete[] _renderData; _renderData = 0; delete[] _animArrayX; _animArrayX = 0; delete[] _animArrayY; _animArrayY = 0; delete[] _animArrayData; _animArrayData = 0; if (_vm->_anim->_animSurf) _vm->_video->freeSurfDesc(_vm->_anim->_animSurf); _vm->_anim->_animSurf = 0; _animDataAllocated = 0; } if (_vm->_snd->_playingSound != 0) _vm->_snd->stopSound(10); WRITE_VAR(57, (uint32)-1); } else { WRITE_VAR(57, _frame - 1 - _frameStart); } } char Mult_v1::drawStatics(char stop) { if (_staticKeys[_staticKeysCount - 1].frame > _frame) stop = 0; for (_counter = 0; _counter < _staticKeysCount; _counter++) { if (_staticKeys[_counter].frame != _frame || _staticKeys[_counter].layer == -1) continue; for (_vm->_scenery->_curStatic = 0, _vm->_scenery->_curStaticLayer = _staticKeys[_counter].layer; _vm->_scenery->_curStaticLayer >= _vm->_scenery->_statics[_staticIndices[_vm->_scenery->_curStatic]].layersCount; _vm->_scenery->_curStatic++) { _vm->_scenery->_curStaticLayer -= _vm->_scenery->_statics[_staticIndices[_vm->_scenery->_curStatic]].layersCount; } _vm->_scenery->_curStatic = _staticIndices[_vm->_scenery->_curStatic]; _vm->_scenery->renderStatic(_vm->_scenery->_curStatic, _vm->_scenery->_curStaticLayer); _vm->_video->drawSprite(_vm->_draw->_backSurface, _vm->_anim->_animSurf, 0, 0, 319, 199, 0, 0, 0); } return stop; } char Mult_v1::drawAnims(char stop) { Mult_AnimKey *key; Mult_Object *animObj; int16 i; int16 count; for (_index = 0; _index < 4; _index++) { for (_counter = 0; _counter < _animKeysCount[_index]; _counter++) { key = &_animKeys[_index][_counter]; animObj = &_objects[_index]; if (key->frame != _frame) continue; if (key->layer != -1) { (*animObj->pPosX) = key->posX; (*animObj->pPosY) = key->posY; animObj->pAnimData->frame = 0; animObj->pAnimData->order = key->order; animObj->pAnimData->animType = 1; animObj->pAnimData->isPaused = 0; animObj->pAnimData->isStatic = 0; animObj->pAnimData->maxTick = 0; animObj->tick = 0; animObj->pAnimData->layer = key->layer; count = _vm->_scenery->_animations[_animIndices[0]].layersCount; i = 0; while (animObj->pAnimData->layer >= count) { animObj->pAnimData->layer -= count; i++; count = _vm->_scenery->_animations[_animIndices[i]].layersCount; } animObj->pAnimData->animation = _animIndices[i]; } else { animObj->pAnimData->isStatic = 1; } } } return stop; } void Mult_v1::drawText(char *pStop, char *pStopNoClear) { char *savedIP; int16 cmd; for (_index = 0; _index < _textKeysCount; _index++) { if (_textKeys[_index].frame != _frame) continue; cmd = _textKeys[_index].cmd; if (cmd == 0) { *pStop = 0; } else if (cmd == 1) { *pStopNoClear = 1; _frameStart = 0; } else if (cmd == 3) { *pStop = 0; savedIP = _vm->_global->_inter_execPtr; _vm->_global->_inter_execPtr = (char *)(&_textKeys[_index].index); _vm->_global->_inter_execPtr = savedIP; } } } char Mult_v1::prepPalAnim(char stop) { _palKeyIndex = -1; do { _palKeyIndex++; if (_palKeyIndex >= _palKeysCount) return stop; } while (_palKeys[_palKeyIndex].frame != _frame); if (_palKeys[_palKeyIndex].cmd == -1) { stop = 0; _doPalSubst = 0; _vm->_global->_pPaletteDesc->vgaPal = _oldPalette; memcpy((char *)_palAnimPalette, (char *)_vm->_global->_pPaletteDesc->vgaPal, 768); _vm->_video->setFullPalette(_vm->_global->_pPaletteDesc); } else { stop = 0; _doPalSubst = 1; _palAnimKey = _palKeyIndex; _palAnimIndices[0] = 0; _palAnimIndices[1] = 0; _palAnimIndices[2] = 0; _palAnimIndices[3] = 0; _vm->_global->_pPaletteDesc->vgaPal = _palAnimPalette; } return stop; } void Mult_v1::doPalAnim(void) { int16 off; int16 off2; Video::Color *palPtr; Mult_PalKey *palKey; if (_doPalSubst == 0) return; for (_index = 0; _index < 4; _index++) { palKey = &_palKeys[_palAnimKey]; if ((_frame % palKey->rates[_index]) != 0) continue; _palAnimRed[_index] = _vm->_global->_pPaletteDesc->vgaPal[palKey->subst[0][_index] - 1].red; _palAnimGreen[_index] = _vm->_global->_pPaletteDesc->vgaPal[palKey->subst[0][_index] - 1].green; _palAnimBlue[_index] = _vm->_global->_pPaletteDesc->vgaPal[palKey->subst[0][_index] - 1].blue; while (1) { off = palKey->subst[(_palAnimIndices[_index] + 1) % 16][_index]; if (off == 0) { off = palKey->subst[_palAnimIndices[_index]][_index] - 1; _vm->_global->_pPaletteDesc->vgaPal[off].red = _palAnimRed[_index]; _vm->_global->_pPaletteDesc->vgaPal[off].green = _palAnimGreen[_index]; _vm->_global->_pPaletteDesc->vgaPal[off].blue = _palAnimBlue[_index]; } else { off = palKey->subst[(_palAnimIndices[_index] + 1) % 16][_index] - 1; off2 = palKey->subst[_palAnimIndices[_index]][_index] - 1; _vm->_global->_pPaletteDesc->vgaPal[off2].red = _vm->_global->_pPaletteDesc->vgaPal[off].red; _vm->_global->_pPaletteDesc->vgaPal[off2].green = _vm->_global->_pPaletteDesc->vgaPal[off].green; _vm->_global->_pPaletteDesc->vgaPal[off2].blue = _vm->_global->_pPaletteDesc->vgaPal[off].blue; } _palAnimIndices[_index] = (_palAnimIndices[_index] + 1) % 16; off = palKey->subst[_palAnimIndices[_index]][_index]; if (off == 0) { _palAnimIndices[_index] = 0; off = palKey->subst[0][_index] - 1; _palAnimRed[_index] = _vm->_global->_pPaletteDesc->vgaPal[off].red; _palAnimGreen[_index] = _vm->_global->_pPaletteDesc->vgaPal[off].green; _palAnimBlue[_index] = _vm->_global->_pPaletteDesc->vgaPal[off].blue; } if (_palAnimIndices[_index] == 0) break; } } if (_vm->_global->_colorCount == 256) { _vm->_video->waitRetrace(_vm->_global->_videoMode); palPtr = _vm->_global->_pPaletteDesc->vgaPal; for (_counter = 0; _counter < 16; _counter++) { _vm->_video->setPalElem(_counter, palPtr->red, palPtr->green, palPtr->blue, 0, 0x13); palPtr++; } palPtr = _vm->_global->_pPaletteDesc->vgaPal; for (_counter = 0; _counter < 16; _counter++) { _vm->_global->_redPalette[_counter] = palPtr->red; _vm->_global->_greenPalette[_counter] = palPtr->green; _vm->_global->_bluePalette[_counter] = palPtr->blue; palPtr++; } } else { _vm->_video->setFullPalette(_vm->_global->_pPaletteDesc); } } char Mult_v1::doFadeAnim(char stop) { Mult_PalFadeKey *fadeKey; for (_index = 0; _index < _palFadeKeysCount; _index++) { fadeKey = &_palFadeKeys[_index]; if (fadeKey->frame != _frame) continue; stop = 0; if ((fadeKey->flag & 1) == 0) { if (fadeKey->fade == 0) { _vm->_global->_pPaletteDesc->vgaPal = _fadePal[fadeKey->palIndex]; _vm->_video->setFullPalette(_vm->_global->_pPaletteDesc); } else { _vm->_global->_pPaletteDesc->vgaPal = _fadePal[fadeKey->palIndex]; _vm->_palanim->fade(_vm->_global->_pPaletteDesc, fadeKey->fade, 0); } } else { _vm->_global->_pPaletteDesc->vgaPal = _fadePal[fadeKey->palIndex]; _vm->_palanim->fade(_vm->_global->_pPaletteDesc, fadeKey->fade, -1); _palFadingRed = (fadeKey->flag >> 1) & 1; _palFadingGreen = (fadeKey->flag >> 2) & 1; _palFadingBlue = (fadeKey->flag >> 3) & 1; } } if (_palFadingRed) { _palFadingRed = !_vm->_palanim->fadeStep(1); stop = 0; } if (_palFadingGreen) { _palFadingGreen = !_vm->_palanim->fadeStep(2); stop = 0; } if (_palFadingBlue) { _palFadingBlue = !_vm->_palanim->fadeStep(3); stop = 0; } return stop; } char Mult_v1::doSoundAnim(char stop, int16 frame) { Mult_SndKey *sndKey; for (_index = 0; _index < _sndKeysCount; _index++) { sndKey = &_sndKeys[_index]; if (sndKey->frame != frame) continue; if (sndKey->cmd != -1) { if (sndKey->cmd == 1) { _vm->_snd->stopSound(0); stop = 0; playSound(_vm->_game->_soundSamples[sndKey->soundIndex], sndKey->repCount, sndKey->freq, sndKey->channel); } else if (sndKey->cmd == 4) { _vm->_snd->stopSound(0); stop = 0; playSound(_vm->_game->_soundSamples[sndKey->soundIndex], sndKey->repCount, sndKey->freq, sndKey->channel); } } else { if (_vm->_snd->_playingSound) _vm->_snd->stopSound(sndKey->channel); } } return stop; } void Mult_v1::animate(void) { int16 minOrder; int16 maxOrder; int16 *pCurLefts; int16 *pCurRights; int16 *pCurTops; int16 *pCurBottoms; int16 *pDirtyLefts; int16 *pDirtyRights; int16 *pDirtyTops; int16 *pDirtyBottoms; int16 *pNeedRedraw; Mult_AnimData *pAnimData; int16 i, j; int16 order; if (_renderData == 0) return; pDirtyLefts = _renderData; pDirtyRights = pDirtyLefts + _objCount; pDirtyTops = pDirtyRights + _objCount; pDirtyBottoms = pDirtyTops + _objCount; pNeedRedraw = pDirtyBottoms + _objCount; pCurLefts = pNeedRedraw + _objCount; pCurRights = pCurLefts + _objCount; pCurTops = pCurRights + _objCount; pCurBottoms = pCurTops + _objCount; minOrder = 100; maxOrder = 0; //Find dirty areas for (i = 0; i < _objCount; i++) { pNeedRedraw[i] = 0; pDirtyTops[i] = 1000; pDirtyLefts[i] = 1000; pDirtyBottoms[i] = 1000; pDirtyRights[i] = 1000; pAnimData = _objects[i].pAnimData; if (pAnimData->isStatic == 0 && pAnimData->isPaused == 0 && _objects[i].tick == pAnimData->maxTick) { if (pAnimData->order < minOrder) minOrder = pAnimData->order; if (pAnimData->order > maxOrder) maxOrder = pAnimData->order; pNeedRedraw[i] = 1; _vm->_scenery->updateAnim(pAnimData->layer, pAnimData->frame, pAnimData->animation, 0, *(_objects[i].pPosX), *(_objects[i].pPosY), 0); if (_objects[i].lastLeft != -1) { pDirtyLefts[i] = MIN(_objects[i].lastLeft, _vm->_scenery->_toRedrawLeft); pDirtyTops[i] = MIN(_objects[i].lastTop, _vm->_scenery->_toRedrawTop); pDirtyRights[i] = MAX(_objects[i].lastRight, _vm->_scenery->_toRedrawRight); pDirtyBottoms[i] = MAX(_objects[i].lastBottom, _vm->_scenery->_toRedrawBottom); } else { pDirtyLefts[i] = _vm->_scenery->_toRedrawLeft; pDirtyTops[i] = _vm->_scenery->_toRedrawTop; pDirtyRights[i] = _vm->_scenery->_toRedrawRight; pDirtyBottoms[i] = _vm->_scenery->_toRedrawBottom; } pCurLefts[i] = _vm->_scenery->_toRedrawLeft; pCurRights[i] = _vm->_scenery->_toRedrawRight; pCurTops[i] = _vm->_scenery->_toRedrawTop; pCurBottoms[i] = _vm->_scenery->_toRedrawBottom; } else { if (_objects[i].lastLeft != -1) { if (pAnimData->order < minOrder) minOrder = pAnimData->order; if (pAnimData->order > maxOrder) maxOrder = pAnimData->order; if (pAnimData->isStatic) *pNeedRedraw = 1; pCurLefts[i] = _objects[i].lastLeft; pDirtyLefts[i] = _objects[i].lastLeft; pCurTops[i] = _objects[i].lastTop; pDirtyTops[i] = _objects[i].lastTop; pCurRights[i] = _objects[i].lastRight; pDirtyRights[i] = _objects[i].lastRight; pCurBottoms[i] = _objects[i].lastBottom; pDirtyBottoms[i] = _objects[i].lastBottom; } } } // Find intersections for (i = 0; i < _objCount; i++) { pAnimData = _objects[i].pAnimData; pAnimData->intersected = 200; if (pAnimData->isStatic) continue; for (j = 0; j < _objCount; j++) { if (i == j) continue; if (_objects[j].pAnimData->isStatic) continue; if (pCurRights[i] < pCurLefts[j]) continue; if (pCurRights[j] < pCurLefts[i]) continue; if (pCurBottoms[i] < pCurTops[j]) continue; if (pCurBottoms[j] < pCurTops[i]) continue; pAnimData->intersected = j; break; } } // Restore dirty areas for (i = 0; i < _objCount; i++) { if (pNeedRedraw[i] == 0 || _objects[i].lastLeft == -1) continue; _vm->_draw->_sourceSurface = 22; _vm->_draw->_destSurface = 21; _vm->_draw->_spriteLeft = pDirtyLefts[i] - _vm->_anim->_areaLeft; _vm->_draw->_spriteTop = pDirtyTops[i] - _vm->_anim->_areaTop; _vm->_draw->_spriteRight = pDirtyRights[i] - pDirtyLefts[i] + 1; _vm->_draw->_spriteBottom = pDirtyBottoms[i] - pDirtyTops[i] + 1; _vm->_draw->_destSpriteX = pDirtyLefts[i]; _vm->_draw->_destSpriteY = pDirtyTops[i]; _vm->_draw->_transparency = 0; _vm->_draw->spriteOperation(DRAW_BLITSURF); _objects[i].lastLeft = -1; } // Update view for (order = minOrder; order <= maxOrder; order++) { for (i = 0; i < _objCount; i++) { pAnimData = _objects[i].pAnimData; if (pAnimData->order != order) continue; if (pNeedRedraw[i]) { if (pAnimData->isStatic == 0) { _vm->_scenery->updateAnim(pAnimData->layer, pAnimData->frame, pAnimData->animation, 2, *(_objects[i].pPosX), *(_objects[i].pPosY), 1); if (_vm->_scenery->_toRedrawLeft != -12345) { _objects[i].lastLeft = _vm->_scenery->_toRedrawLeft; _objects[i].lastTop = _vm->_scenery->_toRedrawTop; _objects[i].lastRight = _vm->_scenery->_toRedrawRight; _objects[i].lastBottom = _vm->_scenery->_toRedrawBottom; } else { _objects[i].lastLeft = -1; } } _vm->_scenery->updateStatic(order + 1); } else if (pAnimData->isStatic == 0) { for (j = 0; j < _objCount; j++) { if (pNeedRedraw[j] == 0) continue; if (pDirtyRights[i] < pDirtyLefts[j]) continue; if (pDirtyRights[j] < pDirtyLefts[i]) continue; if (pDirtyBottoms[i] < pDirtyTops[j]) continue; if (pDirtyBottoms[j] < pDirtyTops[i]) continue; _vm->_scenery->_toRedrawLeft = pDirtyLefts[j]; _vm->_scenery->_toRedrawRight = pDirtyRights[j]; _vm->_scenery->_toRedrawTop = pDirtyTops[j]; _vm->_scenery->_toRedrawBottom = pDirtyBottoms[j]; _vm->_scenery->updateAnim(pAnimData->layer, pAnimData->frame, pAnimData->animation, 4, *(_objects[i].pPosX), *(_objects[i].pPosY), 1); _vm->_scenery->updateStatic(order + 1); } } } } // Advance animations for (i = 0; i < _objCount; i++) { pAnimData = _objects[i].pAnimData; if (pAnimData->isStatic || pAnimData->isPaused) continue; if (_objects[i].tick == pAnimData->maxTick) { _objects[i].tick = 0; if (pAnimData->animType == 4) { pAnimData->isPaused = 1; pAnimData->frame = 0; } else { pAnimData->frame++; if (pAnimData->frame >= _vm->_scenery->_animations[(int)pAnimData->animation].layers[pAnimData->layer]->framesCount) { switch (pAnimData->animType) { case 0: pAnimData->frame = 0; break; case 1: pAnimData->frame = 0; *(_objects[i].pPosX) = *(_objects[i].pPosX) + _vm->_scenery->_animations[(int)pAnimData->animation].layers[pAnimData->layer]->animDeltaX; *(_objects[i].pPosY) = *(_objects[i].pPosY) + _vm->_scenery->_animations[(int)pAnimData->animation].layers[pAnimData->layer]->animDeltaY; break; case 2: pAnimData->frame = 0; pAnimData->animation = pAnimData->newAnimation; pAnimData->layer = pAnimData->newLayer; break; case 3: pAnimData->animType = 4; pAnimData->frame = 0; break; case 5: pAnimData->isStatic = 1; pAnimData->frame = 0; break; case 6: pAnimData->frame--; pAnimData->isPaused = 1; break; } pAnimData->newCycle = 1; } else { pAnimData->newCycle = 0; } } } else { _objects[i].tick++; } } } void Mult_v1::playSound(Snd::SoundDesc * soundDesc, int16 repCount, int16 freq, int16 channel) { _vm->_snd->playSample(soundDesc, repCount, freq); } void Mult_v1::freeMultKeys(void) { int i; char animCount; char staticCount; _dataPtr = _multData; staticCount = _dataPtr[0]; animCount = _dataPtr[1]; delete[] _dataPtr; staticCount++; animCount++; for (i = 0; i < staticCount; i++) { if (_staticLoaded[i] != 0) _vm->_scenery->freeStatic(_staticIndices[i]); } for (i = 0; i < animCount; i++) { if (_animLoaded[i] != 0) _vm->_scenery->freeAnim(_animIndices[i]); } delete[] _staticKeys; for (i = 0; i < 4; i++) delete[] _animKeys[i]; delete[] _palFadeKeys; delete[] _palKeys; delete[] _textKeys; for (i = 0; i < _sndSlotsCount; i++) { _vm->_game->freeSoundSlot(19 - i); } delete[] _sndKeys; _multData = 0; if (_animDataAllocated != 0) { delete[] _objects; _objects = 0; delete[] _renderData; _renderData = 0; delete[] _animArrayX; _animArrayX = 0; delete[] _animArrayY; _animArrayY = 0; delete[] _animArrayData; _animArrayData = 0; if (_vm->_anim->_animSurf) _vm->_video->freeSurfDesc(_vm->_anim->_animSurf); _vm->_anim->_animSurf = 0; _animDataAllocated = 0; } } } // End of namespace Gob