/* 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_v2::Mult_v2(GobEngine *vm) : Mult_v1(vm) { int i; for (i = 0; i < 8; i++) _multDatas[i] = 0; } void Mult_v2::loadMult(int16 resId) { int16 i, j; int8 index; char staticCount; char animCount; char *extData; bool hbstaticCount; int16 palIndex; int16 size; index = (resId & 0x8000) ? *_vm->_global->_inter_execPtr++ : 0; _multData2 = new Mult_Data; _multDatas[index] = _multData2; for (i = 0; i < 4; i++) _multData2->field_124[0][i] = i; _multData2->sndSlotsCount = 0; _multData2->frameStart = 0; extData = _vm->_game->loadExtData(resId, 0, 0); _dataPtr = extData; _multData2->staticCount = staticCount = _dataPtr[0]; _multData2->animCount = animCount = _dataPtr[1]; _dataPtr += 2; staticCount++; animCount++; hbstaticCount = (staticCount & 0x80) != 0; staticCount &= 0x7F; debugC(7, DEBUG_GRAPHICS, "statics: %u, anims: %u, hb: %u", staticCount, animCount, hbstaticCount); for (i = 0; i < staticCount; i++, _dataPtr += 14) { _multData2->staticIndices[i] = _vm->_scenery->loadStatic(1); if (_multData2->staticIndices[i] >= 100) { _multData2->staticIndices[i] -= 100; _multData2->staticLoaded[i] = 1; } else { _multData2->staticLoaded[i] = 0; } } for (i = 0; i < animCount; i++, _dataPtr += 14) { _multData2->animIndices[i] = _vm->_scenery->loadAnim(1); if (_multData2->animIndices[i] >= 100) { _multData2->animIndices[i] -= 100; _multData2->animLoaded[i] = 1; } else { _multData2->animLoaded[i] = 0; } } _multData2->frameRate = READ_LE_UINT16(_dataPtr); _dataPtr += 2; _multData2->staticKeysCount = READ_LE_UINT16(_dataPtr); _dataPtr += 2; _multData2->staticKeys = new Mult_StaticKey[_multData2->staticKeysCount]; for (i = 0; i < _multData2->staticKeysCount; i++, _dataPtr += 4) { _multData2->staticKeys[i].frame = (int16)READ_LE_UINT16(_dataPtr); _multData2->staticKeys[i].layer = (int16)READ_LE_UINT16(_dataPtr + 2); } for (i = 0; i < 4; i++) { _multData2->somepointer05size[i] = 0; _multData2->somepointer05[i] = 0; _multData2->somepointer05indices[i] = -1; for (j = 0; j < 4; j++) { _multData2->field_15F[i][j] = 0; _multData2->field_17F[i][j] = 0; } _multData2->animKeysIndices1[i] = -1; _multData2->animKeysCount[i] = READ_LE_UINT16(_dataPtr); _dataPtr += 2; _multData2->animKeys[i] = new Mult_AnimKey[_multData2->animKeysCount[i]]; for (j = 0; j < _multData2->animKeysCount[i]; j++, _dataPtr += 10) { _multData2->animKeys[i][j].frame = (int16)READ_LE_UINT16(_dataPtr); _multData2->animKeys[i][j].layer = (int16)READ_LE_UINT16(_dataPtr + 2); _multData2->animKeys[i][j].posX = (int16)READ_LE_UINT16(_dataPtr + 4); _multData2->animKeys[i][j].posY = (int16)READ_LE_UINT16(_dataPtr + 6); _multData2->animKeys[i][j].order = (int16)READ_LE_UINT16(_dataPtr + 8); } } for (palIndex = 0; palIndex < 5; palIndex++) { for (i = 0; i < 16; i++) { _multData2->fadePal[palIndex][i].red = _dataPtr[0]; _multData2->fadePal[palIndex][i].green = _dataPtr[1]; _multData2->fadePal[palIndex][i].blue = _dataPtr[2]; _dataPtr += 3; } } _multData2->palFadeKeysCount = READ_LE_UINT16(_dataPtr); _dataPtr += 2; _multData2->palFadeKeys = new Mult_PalFadeKey[_multData2->palFadeKeysCount]; for (i = 0; i < _multData2->palFadeKeysCount; i++, _dataPtr += 7) { _multData2->palFadeKeys[i].frame = (int16)READ_LE_UINT16(_dataPtr); _multData2->palFadeKeys[i].fade = (int16)READ_LE_UINT16(_dataPtr + 2); _multData2->palFadeKeys[i].palIndex = (int16)READ_LE_UINT16(_dataPtr + 4); _multData2->palFadeKeys[i].flag = *(_dataPtr + 6); } _multData2->palKeysCount = READ_LE_UINT16(_dataPtr); _dataPtr += 2; _multData2->palKeys = new Mult_PalKey[_multData2->palKeysCount]; for (i = 0; i < _multData2->palKeysCount; i++, _dataPtr += 80) { _multData2->palKeys[i].frame = (int16)READ_LE_UINT16(_dataPtr); _multData2->palKeys[i].cmd = (int16)READ_LE_UINT16(_dataPtr + 2); _multData2->palKeys[i].rates[0] = (int16)READ_LE_UINT16(_dataPtr + 4); _multData2->palKeys[i].rates[1] = (int16)READ_LE_UINT16(_dataPtr + 6); _multData2->palKeys[i].rates[2] = (int16)READ_LE_UINT16(_dataPtr + 8); _multData2->palKeys[i].rates[3] = (int16)READ_LE_UINT16(_dataPtr + 10); _multData2->palKeys[i].unknown0 = (int16)READ_LE_UINT16(_dataPtr + 12); _multData2->palKeys[i].unknown1 = (int16)READ_LE_UINT16(_dataPtr + 14); memcpy(_multData2->palKeys[i].subst, _dataPtr + 16, 64); } _multData2->textKeysCount = READ_LE_UINT16(_dataPtr); _dataPtr += 2; _multData2->textKeys = new Mult_TextKey[_multData2->textKeysCount]; for (i = 0; i < _multData2->textKeysCount; i++, _dataPtr += 4) { _multData2->textKeys[i].frame = (int16)READ_LE_UINT16(_dataPtr); _multData2->textKeys[i].cmd = (int16)READ_LE_UINT16(_dataPtr + 2); if (!hbstaticCount) _dataPtr += 24; } _multData2->sndKeysCount = READ_LE_UINT16(_dataPtr); _dataPtr += 2; _multData2->sndKeys = new Mult_SndKey[_multData2->sndKeysCount]; warning("SoundKeyCount: %d", _multData2->sndKeysCount); for (i = 0; i < _multData2->sndKeysCount; i++) { _multData2->sndKeys[i].frame = (int16)READ_LE_UINT16(_dataPtr); _multData2->sndKeys[i].cmd = (int16)READ_LE_UINT16(_dataPtr + 2); _multData2->sndKeys[i].freq = (int16)READ_LE_UINT16(_dataPtr + 4); _multData2->sndKeys[i].channel = (int16)READ_LE_UINT16(_dataPtr + 6); _multData2->sndKeys[i].repCount = (int16)READ_LE_UINT16(_dataPtr + 8); /* _multData2->sndKeys[i].resId = (int16)READ_LE_UINT16(_dataPtr + 10); _multData2->sndKeys[i].soundIndex = (int16)READ_LE_UINT16(_dataPtr + 12);*/ _multData2->sndKeys[i].soundIndex = -1; _multData2->sndKeys[i].resId = -1; _dataPtr += 12; if (!hbstaticCount) _dataPtr += 24; switch (_multData2->sndKeys[i].cmd) { case 1: case 4: _multData2->sndKeys[i].resId = READ_LE_UINT16(_vm->_global->_inter_execPtr); for (j = 0; j < i; j++) { // loc_7071 if (_multData2->sndKeys[j].resId == _multData2->sndKeys[i].resId) { _multData2->sndKeys[i].soundIndex = _multData2->sndKeys[j].soundIndex; _vm->_global->_inter_execPtr += 2; break; } } if (i == j) { _multData2->sndSlot[_multData2->sndSlotsCount] = _vm->_inter->loadSound(1); _multData2->sndKeys[i].soundIndex = _multData2->sndSlot[_multData2->sndSlotsCount] & 0x7FFF; _multData2->sndSlotsCount++; } break; case 3: _vm->_global->_inter_execPtr += 4; break; } } _multData2->somepointer09 = 0; _multData2->somepointer10 = 0; if (hbstaticCount) { warning("GOB2 Stub! Mult_Data.somepointer09, Mult_Data.somepointer10"); size = _vm->_inter->load16(); _multData2->execPtr = _vm->_global->_inter_execPtr; _vm->_global->_inter_execPtr += size * 2; if (_vm->_game->_totFileData[0x29] >= 51) { size = (int16)READ_LE_UINT16(_dataPtr); _multData2->somepointer10 = new char[size * 20]; memcpy(_multData2->somepointer09 /*WTF???*/, _dataPtr+2, size * 20); _dataPtr += size * 20 + 2; size = _vm->_inter->load16(); if (size > 0) { _multData2->somepointer09 = new char[size * 14]; memcpy(_multData2->somepointer09, _vm->_global->_inter_execPtr, size * 14); _vm->_global->_inter_execPtr += size * 14; _dataPtr += 2; for (i = 0; i < 4; i++) { _multData2->somepointer05size[i] = (int16)READ_LE_UINT16(_dataPtr); _dataPtr += 2; _multData2->somepointer05[i] = new char[_multData2->somepointer05size[i] * 16]; for (j = 0; j < _multData2->somepointer05size[i]; j++) { memcpy(_multData2->somepointer05[i]+j*16, _dataPtr, 16); _dataPtr += 16; } } } } } delete[] extData; } void Mult_v2::setMultData(uint16 multindex) { if (multindex > 7) error("Multindex out of range"); debugC(4, DEBUG_GAMEFLOW, "Switching to mult %d", multindex); _multData2 = _multDatas[multindex]; } void Mult_v2::playMult(int16 startFrame, int16 endFrame, char checkEscape, char handleMouse) { char stopNoClear; char stop; Mult_Object *multObj; Mult_AnimData *animData; if (_multData2 == 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(_multData2->frameRate); _vm->_anim->_areaTop = 0; _vm->_anim->_areaLeft = 0; _vm->_anim->_areaWidth = 320; _vm->_anim->_areaHeight = 200; _objCount = 4; _objects = new Mult_Object[_objCount]; _orderArray = new int8[_objCount]; _renderData = new int16[9 * _objCount]; _renderData2 = new Mult_Object*[_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->_draw->adjustCoords(&_vm->_anim->_areaHeight, &_vm->_anim->_areaWidth, 0); if ((_vm->_global->_videoMode == 0x14) && ((_vm->_draw->_backSurface->width * _vm->_draw->_backSurface->height) / 2 + (_vm->_anim->_areaWidth * _vm->_anim->_areaHeight) / 4) < 64000) { _vm->_anim->_animSurf = new Video::SurfaceDesc; memcpy(_vm->_anim->_animSurf, _vm->_draw->_frontSurface, sizeof(Video::SurfaceDesc)); _vm->_anim->_animSurf->width = (_vm->_anim->_areaLeft + _vm->_anim->_areaWidth - 1) | 7; _vm->_anim->_animSurf->width -= (_vm->_anim->_areaLeft & 0x0FFF8) - 1; _vm->_anim->_animSurf->height = _vm->_anim->_areaHeight; _vm->_anim->_animSurf->vidPtr += (_vm->_draw->_backSurface->width * _vm->_draw->_backSurface->height) / 2; } else _vm->_draw->initBigSprite(22, _vm->_anim->_areaHeight, _vm->_anim->_areaWidth, 0); _vm->_draw->adjustCoords(&_vm->_anim->_areaHeight, &_vm->_anim->_areaWidth, 1); _vm->_draw->_sourceSurface = 21; _vm->_draw->_destSurface = 22; _vm->_draw->_destSpriteX = 0; _vm->_draw->_destSpriteY = 0; _vm->_draw->_spriteLeft = 0; _vm->_draw->_spriteTop = 0; _vm->_draw->_spriteRight= 320; _vm->_draw->_spriteBottom = 200; _vm->_draw->_transparency = 0; _vm->_draw->spriteOperation(0); _animDataAllocated = 1; for (_counter = 0; _counter < _objCount; _counter++) { _multData2->palAnimIndices[_counter] = _counter; } _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); 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[] _renderData2; _renderData2 = 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_v2::drawStatics(char stop) { int i; if (_multData2->staticKeys[_multData2->staticKeysCount - 1].frame > _frame) stop = 0; for (_counter = 0; _counter < _multData2->staticKeysCount; _counter++) { if (_multData2->staticKeys[_counter].frame != _frame || _multData2->staticKeys[_counter].layer == -1) continue; // loc_4FA8 if (_multData2->staticKeys[_counter].layer >= 0) { _vm->_scenery->_curStatic = 0; _vm->_scenery->_curStaticLayer = _multData2->staticKeys[_counter].layer; i = 0; while (_vm->_scenery->_statics[_multData2->staticIndices[i]].layersCount <= _vm->_scenery->_curStaticLayer) { _vm->_scenery->_curStaticLayer -= _vm->_scenery->_statics[_multData2->staticIndices[i]].layersCount; i++; _vm->_scenery->_curStatic++; } _vm->_scenery->_curStatic = _multData2->staticIndices[_vm->_scenery->_curStatic]; _vm->_scenery->renderStatic(_vm->_scenery->_curStatic, _vm->_scenery->_curStaticLayer); } else { _vm->_draw->_spriteLeft = READ_LE_UINT16(_multData2->execPtr + ((-_multData2->staticKeys[_counter].layer - 2) * 2)); _vm->_draw->_destSpriteX = 0; _vm->_draw->_destSpriteY = 0; _vm->_draw->_destSurface = 21; _vm->_draw->_transparency = 0; _vm->_draw->spriteOperation(5); _vm->_scenery->_curStatic = -1; } _vm->_draw->_sourceSurface = 21; _vm->_draw->_destSurface = 22; _vm->_draw->_destSpriteX = 0; _vm->_draw->_destSpriteY = 0; _vm->_draw->_spriteLeft = 0; _vm->_draw->_spriteTop = 0; _vm->_draw->_spriteRight = 320; _vm->_draw->_spriteBottom = 200; _vm->_draw->_transparency = 0; _vm->_draw->spriteOperation(0); } return stop; } char Mult_v2::drawAnims(char stop) { // loc_50D5 Mult_AnimKey *key; Mult_Object *animObj; int16 i; int16 count; for (i = 0; i < 4; i++) { if (_multData2->animKeys[i][_multData2->animKeysCount[i] - 1].frame > _frame) stop = 0; } for (_index = 0; _index < 4; _index++) { for (_counter = 0; _counter < _multData2->animKeysCount[_index]; _counter++) { key = &_multData2->animKeys[_index][_counter]; animObj = &_objects[_multData2->field_124[0][_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[_multData2->animIndices[0]].layersCount; i = 0; while (animObj->pAnimData->layer >= count) { animObj->pAnimData->layer -= count; i++; count = _vm->_scenery->_animations[_multData2->animIndices[i]].layersCount; } animObj->pAnimData->animation = _multData2->animIndices[i]; } else { animObj->pAnimData->isStatic = 1; } } } return stop; } void Mult_v2::drawText(char *pStop, char *pStopNoClear) { char *savedIP; int16 cmd; for (_index = 0; _index < _multData2->textKeysCount; _index++) { if (_multData2->textKeys[_index].frame != _frame) continue; cmd = _multData2->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 *)(&_multData2->textKeys[_index].index); _vm->_global->_inter_execPtr = savedIP; } } } char Mult_v2::prepPalAnim(char stop) { _palKeyIndex = -1; do { _palKeyIndex++; if (_palKeyIndex >= _multData2->palKeysCount) return stop; } while (_multData2->palKeys[_palKeyIndex].frame != _frame); if (_multData2->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; _multData2->palAnimIndices[0] = 0; _multData2->palAnimIndices[1] = 0; _multData2->palAnimIndices[2] = 0; _multData2->palAnimIndices[3] = 0; _vm->_global->_pPaletteDesc->vgaPal = _palAnimPalette; } return stop; } void Mult_v2::doPalAnim(void) { int16 off; int16 off2; Video::Color *palPtr; Mult_PalKey *palKey; if (_doPalSubst == 0) return; for (_index = 0; _index < 4; _index++) { palKey = &_multData2->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[(_multData2->palAnimIndices[_index] + 1) % 16][_index]; if (off == 0) { off = palKey->subst[_multData2->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[(_multData2->palAnimIndices[_index] + 1) % 16][_index] - 1; off2 = palKey->subst[_multData2->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; } _multData2->palAnimIndices[_index] = (_multData2->palAnimIndices[_index] + 1) % 16; off = palKey->subst[_multData2->palAnimIndices[_index]][_index]; if (off == 0) { _multData2->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 (_multData2->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_v2::doFadeAnim(char stop) { Mult_PalFadeKey *fadeKey; for (_index = 0; _index < _multData2->palFadeKeysCount; _index++) { fadeKey = &_multData2->palFadeKeys[_index]; if (fadeKey->frame != _frame) continue; stop = 0; if ((fadeKey->flag & 1) == 0) { if (fadeKey->fade == 0) { _vm->_global->_pPaletteDesc->vgaPal = _multData2->fadePal[fadeKey->palIndex]; _vm->_video->setFullPalette(_vm->_global->_pPaletteDesc); } else { _vm->_global->_pPaletteDesc->vgaPal = _multData2->fadePal[fadeKey->palIndex]; _vm->_palanim->fade(_vm->_global->_pPaletteDesc, fadeKey->fade, 0); } } else { _vm->_global->_pPaletteDesc->vgaPal = _multData2->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_v2::doSoundAnim(char stop) { Mult_SndKey *sndKey; for (_index = 0; _index < _multData2->sndKeysCount; _index++) { sndKey = &_multData2->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_v2::sub_62DD(int16 index) { Mult_Object *animObj; Mult_AnimKey *animKey; // void *somep05, *somep05l; int16 frame; int16 layer; int16 layers; int16 curanim; int i, j; // I really doubt animKeysIndices1 is a correct name for that field... frame = _multData2->animKeysIndices1[index]; if (frame == -1) return; for (i = 0; i < 4; i++) { if (_multData2->field_124[index][i] != -1) { for (j = _multData2->field_15F[index][i]; j < _multData2->animKeysCount[i]; j++) { animKey = &_multData2->animKeys[i][j]; if (animKey->frame > frame) break; else if (animKey->frame == frame) { animObj = &_objects[_multData2->field_124[index][i]]; if (animKey->layer > -1) { _multData2->field_15F[index][i] = j; (*animObj->pPosX) = animKey->posX; (*animObj->pPosY) = animKey->posY; animObj->pAnimData->frame = 0; animObj->pAnimData->animType = 1; animObj->pAnimData->isStatic = 0; animObj->pAnimData->isPaused = 0; animObj->pAnimData->maxTick = 0; animObj->pAnimData->animation = 0; animObj->tick = 0; curanim = _multData2->animIndices[0]; layer = animKey->layer; layers = _vm->_scenery->_animations[curanim].layersCount; while (layer >= layers) { layer -= layers; animObj->pAnimData->animation++; curanim = _multData2->animIndices[animObj->pAnimData->animation]; layers = _vm->_scenery->_animations[curanim].layersCount; } animObj->pAnimData->layer = 2; animObj->pAnimData->animation = _multData2->animIndices[animObj->pAnimData->animation]; break; } else { animObj->pAnimData->isStatic = 1; continue; } } } } if (_multData2->field_124[index][i] != -1) { warning("GOB2 Stub! Messing about with _multData2->somepointer05"); for (j = _multData2->field_17F[index][i]; j < _multData2->somepointer05size[i]; j++) { /* somep05 = &_multData2->somepointer05[i][j]; somep05l = &_multData2->somepointer05[i][j-1]; if (somep05->field_0 > frame) break; else if (somep05->field_0 == frame) { if (somep05->field_2 == -1) _multData2->somepointer05indices[i] = -1; else { _multData2->somepointer05indices[0] = -1; _multData2->somepointer05indices[1] = -1; _multData2->somepointer05indices[2] = -1; _multData2->somepointer05indices[3] = -1; if ((_multData2->field_156 == 1) || (somep05l->field_2 == 1)) _multData2->somepointer05indices[i] = j; else if (_multData2->field_157[index] == frame) _multData2->somepointer05indices[i] = -1; else _multData2->somepointer05indices[i] = j - 1; } } */ } } if (_multData2->somepointer05indices[i] != -1) { /* int arg3 = frame - _multData2->somepointer05[i][_multData2->somepointer05indices[i]].field_0; int arg2 = _multData2->field_156; if ((arg2 != 1) && (--arg3 > 0)) arg3 = 0; int arg1 = _multData2->somepointer05[i][_multData2->somepointer05indices[i]]; // somepointer09 is 14 bytes wide (surely a struct) int arg0 = _multData2->somepointer09[-_multData2->somepointer05[i][_multData2->somepointer05indices[i]].field_2 - 2]; */ warning("GOB2 Stub! sub_1CBF8(arg0, arg1, arg2, arg3);"); } } } void Mult_v2::sub_6A35(void) { int i; int j; for (i = 0; i < 8; i++) if (_multDatas[i] != 0) { _multData2 = _multDatas[i]; for (j = 0; j < 4; j++) sub_62DD(j); } } void Mult_v2::animate(void) { Mult_Object *animObj1, *animObj2; Mult_AnimData *animData1, *animData2; int i; int j; int8 minOrder = 100; int8 maxOrder = 0; int8 *orderArray; int orderArrayPos = 0; int8 animIndices[150]; int numAnims = 0; // di // .----- int off_2CE67 = 1000; // '----- if (_objects == 0) return; if (_objCount == 0) orderArray = 0; else { if (_orderArray == 0) return; orderArray = _orderArray; } sub_6A35(); for (i = 0; i < _objCount; i++) { animData1 = _objects[i].pAnimData; animData1->intersected = 200; if ((animData1->isStatic != 2) && ((animData1->isStatic == 0) || (_objects[i].lastLeft != -1))) { animIndices[numAnims] = i; _renderData2[numAnims] = &_objects[i]; numAnims++; } } for (i = 0; i < numAnims; i++) { animObj1 = _renderData2[i]; animObj1->someFlag = 0; // TODO: the region around off_2CE67 is messed up // Should be some heigh value so that MIN() works animObj1->somethingTop = off_2CE67; // seg011:0AA7 animObj1->somethingLeft = off_2CE67; animObj1->somethingBottom = 0; animObj1->somethingRight = 0; animData1 = animObj1->pAnimData; if ((animData1->isStatic == 0) && (animData1->isPaused == 0) && (animData1->maxTick == animObj1->tick)) { animObj1->someFlag = 1; _vm->_scenery->updateAnim(animData1->layer, animData1->frame, animData1->animation, 8, *animObj1->pPosX, *animObj1->pPosY, 0); if (animObj1->lastLeft == -1) { animObj1->somethingLeft = _vm->_scenery->_toRedrawLeft; animObj1->somethingTop = _vm->_scenery->_toRedrawTop; animObj1->somethingRight = _vm->_scenery->_toRedrawRight; animObj1->somethingBottom = _vm->_scenery->_toRedrawBottom; } else { animObj1->somethingLeft = MIN(animObj1->lastLeft, _vm->_scenery->_toRedrawLeft); animObj1->somethingTop = MIN(animObj1->lastTop, _vm->_scenery->_toRedrawTop); animObj1->somethingRight = MAX(animObj1->lastRight, _vm->_scenery->_toRedrawRight); animObj1->somethingBottom = MAX(animObj1->lastBottom, _vm->_scenery->_toRedrawBottom); if ((_vm->_game->_totFileData[0x29] > 50) && (animObj1->somethingLeft == animObj1->lastLeft) && (animObj1->somethingTop == animObj1->lastTop) && (animObj1->somethingRight == animObj1->lastRight) && (animObj1->somethingBottom == animObj1->lastBottom) && (animData1->somethingLayer == animData1->layer) && (animData1->somethingFrame == animData1->frame) && (animData1->somethingAnimation == animData1->animation)) { animObj1->someFlag = 0; } } } else { if (animData1->isStatic == 0) { if (animObj1->lastLeft == -1) { animObj1->someFlag = 1; _vm->_scenery->updateAnim(animData1->layer, animData1->frame, animData1->animation, 8, *animObj1->pPosX, *animObj1->pPosY, 0); } animObj1->somethingLeft = _vm->_scenery->_toRedrawLeft; animObj1->somethingTop = _vm->_scenery->_toRedrawTop; animObj1->somethingRight = _vm->_scenery->_toRedrawRight; animObj1->somethingBottom = _vm->_scenery->_toRedrawBottom; } else if (animObj1->lastLeft != -1) { animObj1->someFlag = 1; animObj1->somethingLeft = _vm->_scenery->_toRedrawLeft; animObj1->somethingTop = _vm->_scenery->_toRedrawTop; animObj1->somethingRight = _vm->_scenery->_toRedrawRight; animObj1->somethingBottom = _vm->_scenery->_toRedrawBottom; } } animData1->somethingLayer = animData1->layer; animData1->somethingFrame = animData1->frame; animData1->somethingAnimation = animData1->animation; if ((animObj1->someFlag != 0) || (animData1->isStatic == 0)) { minOrder = MIN(minOrder, animData1->order); maxOrder = MAX(maxOrder, animData1->order); } } for (i = 0; i < numAnims; i++) { if ((_renderData2[i]->someFlag != 0) && (_renderData2[i]->lastLeft != -1)) { int maxleft = MAX(_renderData2[i]->somethingLeft, _vm->_anim->_areaLeft); int maxtop = MAX(_renderData2[i]->somethingTop, _vm->_anim->_areaTop); _vm->_draw->_sourceSurface = 22; _vm->_draw->_destSurface = 21; _vm->_draw->_spriteLeft = maxleft - _vm->_anim->_areaLeft; _vm->_draw->_spriteTop = maxtop - _vm->_anim->_areaTop; _vm->_draw->_spriteRight = _renderData2[i]->somethingRight - maxleft + 1; _vm->_draw->_spriteBottom = _renderData2[i]->somethingBottom - maxtop + 1; if ((_vm->_draw->_spriteRight > 0) && (_vm->_draw->_spriteBottom > 0)) { _vm->_draw->_destSpriteX = maxleft; _vm->_draw->_destSpriteY = maxtop; _vm->_draw->_transparency = 0; _vm->_draw->spriteOperation(10); } _renderData2[i]->lastLeft = -1; } } for (j = minOrder; j <= maxOrder; j++) { for (i = 0; i < numAnims; i++) { animData1 = _renderData2[i]->pAnimData; if (((animData1->isStatic == 0) || (_renderData2[i]->someFlag != 0)) & (animData1->order == j)) orderArray[orderArrayPos++] = i; } } warning("GOB2 Stub! _word_2CC88"); if (_word_2CC88 >= 0) { for (i = 0; i < orderArrayPos; i++) { animObj1 = _renderData2[orderArray[i]]; for (j = i+1; j < orderArrayPos; j++) { animObj2 = _renderData2[orderArray[j]]; if ((animObj1->pAnimData->order == animObj2->pAnimData->order) && ((animObj1->somethingBottom > animObj2->somethingBottom) || ((animObj1->somethingBottom == animObj2->somethingBottom) && (animObj1->pAnimData->someFlag == 1)))) SWAP(orderArray[i], orderArray[j]); } } } for (i = 0; i < orderArrayPos; i++) { animObj1 = _renderData2[orderArray[i]]; animData1 = animObj1->pAnimData; if (animObj1->someFlag == 0) { if (animData1->isStatic == 0) { for (j = 0; j < orderArrayPos; j++) { animObj2 = _renderData2[orderArray[j]]; if ((animObj2->someFlag != 0) && (animObj1->somethingRight >= animObj2->somethingLeft) && (animObj2->somethingRight >= animObj1->somethingLeft) && (animObj1->somethingBottom >= animObj2->somethingTop) && (animObj2->somethingBottom >= animObj1->somethingTop)) { _vm->_scenery->_toRedrawLeft = animObj2->somethingLeft; _vm->_scenery->_toRedrawRight = animObj2->somethingRight; _vm->_scenery->_toRedrawTop = animObj2->somethingTop; _vm->_scenery->_toRedrawBottom = animObj2->somethingBottom; _vm->_scenery->updateAnim(animData1->layer, animData1->frame, animData1->animation, 12, *animObj1->pPosX, *animObj1->pPosY, 1); _vm->_scenery->updateStatic(animObj1->pAnimData->order + 1); } } } } else { if (animData1->isStatic == 0) { _vm->_scenery->updateAnim(animData1->layer, animData1->frame, animData1->animation, 10, *animObj1->pPosX, *animObj1->pPosY, 1); if (_vm->_scenery->_toRedrawLeft != -12345) { if (_vm->_global->_pressedKeys[0x36]) { warning("GOB2 Stub! word_2F3BF & word_2F3C1; someValueToAddToY & someValueToAddToX, respectively"); // draws a rectangle around the region to redraw, why? _vm->_video->drawLine(_vm->_draw->_frontSurface, _vm->_scenery->_toRedrawLeft, _vm->_scenery->_toRedrawTop, _vm->_scenery->_toRedrawRight, _vm->_scenery->_toRedrawTop, 15); _vm->_video->drawLine(_vm->_draw->_frontSurface, _vm->_scenery->_toRedrawLeft, _vm->_scenery->_toRedrawBottom, _vm->_scenery->_toRedrawRight, _vm->_scenery->_toRedrawBottom, 15); _vm->_video->drawLine(_vm->_draw->_frontSurface, _vm->_scenery->_toRedrawLeft, _vm->_scenery->_toRedrawTop, _vm->_scenery->_toRedrawLeft, _vm->_scenery->_toRedrawBottom, 15); _vm->_video->drawLine(_vm->_draw->_frontSurface, _vm->_scenery->_toRedrawRight, _vm->_scenery->_toRedrawTop, _vm->_scenery->_toRedrawRight, _vm->_scenery->_toRedrawBottom, 15); } animObj1->lastLeft = _vm->_scenery->_toRedrawLeft; animObj1->lastRight = _vm->_scenery->_toRedrawRight; animObj1->lastTop = _vm->_scenery->_toRedrawTop; animObj1->lastBottom = _vm->_scenery->_toRedrawBottom; } else { animObj1->lastLeft = -1; } } else { _vm->_scenery->_toRedrawLeft = animObj1->somethingLeft; _vm->_scenery->_toRedrawRight = animObj1->somethingRight; _vm->_scenery->_toRedrawTop = animObj1->somethingTop; _vm->_scenery->_toRedrawBottom = animObj1->somethingBottom; } _vm->_scenery->updateStatic(animObj1->pAnimData->order + 1); } } for (i = 0; i < numAnims; i++) { animObj1 = _renderData2[i]; animData1 = animObj1->pAnimData; if (animData1->isStatic != 0) continue; if ((animData1->animType == 7) && (animData1->field_F != -1)) { animData1->layer = animData1->field_F; animData1->frame = 0; animData1->field_F = -1; animData1->isPaused = 0; } if (animData1->isPaused != 0) continue; if (animData1->maxTick == animObj1->tick) { animObj1->tick = 0; if ((animData1->animType < 100) || (_word_2CC88 < 0)) { if (animData1->animType == 4) { animData1->frame = 0; animData1->isPaused = 1; } else { if (animData1->animType != 8) animData1->frame++; if (animData1->frame >= _vm->_scenery->_animations[(int)animData1->animation].layers[animData1->layer]->framesCount) { switch(animData1->animType) { case 0: animData1->frame = 0; break; case 1: animData1->frame = 0; *(_objects[i].pPosX) += _vm->_scenery->_animations[(int)animData1->animation].layers[animData1->layer]->animDeltaX; *(_objects[i].pPosY) += _vm->_scenery->_animations[(int)animData1->animation].layers[animData1->layer]->animDeltaY; break; case 2: animData1->frame = 0; animData1->animation = animData1->newAnimation; animData1->layer = animData1->newLayer; break; case 3: animData1->animType = 4; animData1->frame = 0; break; case 5: animData1->isStatic = 1; animData1->frame = 0; break; case 6: case 7: animData1->frame--; animData1->isPaused = 1; break; } animData1->newCycle = 1; } else animData1->newCycle = 0; } } else if (animData1->animType == 100) warning("GOB2 Stub! sub_10C87(animObj1);"); else if (animData1->animType == 101) warning("GOB2 Stub! sub_11984(animObj1);"); } else animObj1->tick++; } for (i = 0; i < numAnims; i++) { animObj1 = _renderData2[i]; animData1 = animObj1->pAnimData; if ((animData1->isStatic != 0) || (animObj1->lastLeft == -1)) continue; for (j = 0; j < numAnims; j++) { if (i == j) continue; animObj2 = _renderData2[j]; animData2 = animObj2->pAnimData; if ((animData2->isStatic != 0) || (animObj2->lastLeft == -1)) continue; if ((animObj2->lastRight >= animObj1->lastLeft) && (animObj2->lastLeft <= animObj1->lastRight) && (animObj2->lastBottom >= animObj1->lastTop) && (animObj2->lastTop <= animObj1->lastBottom)) animData2->intersected = animIndices[i]; } } } void Mult_v2::playSound(Snd::SoundDesc * soundDesc, int16 repCount, int16 freq, int16 channel) { warning("GOB2 Stub! Mult_v2::playSound()"); // _vm->_snd->playSample(soundDesc, repCount, freq); } void Mult_v2::freeMultKeys(void) { int i; char animCount; char staticCount; warning("GOB2 Stub! Mult_v2::freeMultKeys()"); if (_multData2 == 0) return; return; // loc_7323 staticCount = (_multData2->staticCount + 1) && 0x7F; animCount = _multData2->animCount + 1; for (i = 0; i < staticCount; i++) { // loc_7345 if (_multData2->staticLoaded[i] != 0) _vm->_scenery->freeStatic(_multData2->staticIndices[i]); } for (i = 0; i < animCount; i++) { // loc_7377 if (_multData2->animLoaded[i] != 0) _vm->_scenery->freeAnim(_multData2->animIndices[i]); } delete[] _multData2->staticKeys; for (i = 0; i < 4; i++) { // loc_73BA delete[] _multData2->animKeys[i]; if (_multData2->somepointer05[i] != 0) delete[] _multData2->somepointer05[i]; } delete[] _multData2->palFadeKeys; delete[] _multData2->palKeys; delete[] _multData2->textKeys; for (i = 0; i < _multData2->sndSlotsCount; i++) { // loc_7448 if ((_multData2->sndSlot[i] & 0x8000) == 0) _vm->_game->freeSoundSlot(_multData2->sndSlot[i]); } delete[] _multData2->sndKeys; delete[] _multData2->fadePal; if (_multData2->somepointer09 != 0) delete[] _multData2->somepointer09; if (_multData2->somepointer10 != 0) delete[] _multData2->somepointer10; if (_animDataAllocated != 0) { freeMult(); delete[] _animArrayX; _animArrayX = 0; delete[] _animArrayY; _animArrayY = 0; delete[] _animArrayData; _animArrayData = 0; _animDataAllocated = 0; } delete _multData2; _multData2 = 0; } } // End of namespace Gob