/* 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 "common/stream.h" #include "gob/gob.h" #include "gob/mult.h" #include "gob/global.h" #include "gob/util.h" #include "gob/draw.h" #include "gob/game.h" #include "gob/goblin.h" #include "gob/imd.h" #include "gob/inter.h" #include "gob/parse.h" #include "gob/scenery.h" #include "gob/video.h" namespace Gob { Mult_v2::Mult_v2(GobEngine *vm) : Mult_v1(vm) { _renderObjs = 0; _multData = 0; for (int i = 0; i < 8; i++) _multDatas[i] = 0; } Mult_v2::~Mult_v2() { freeMultKeys(); for (int i = 0; i < 8; i++) { _multData = _multDatas[i]; freeMultKeys(); } } void Mult_v2::loadMult(int16 resId) { int8 index; uint8 staticCount; uint8 animCount; uint32 dataSize; byte *extData; bool hasImds; index = (resId & 0x8000) ? *_vm->_global->_inter_execPtr++ : 0; debugC(4, kDebugGameFlow, "Loading mult %d", index); _multData = new Mult_Data; memset(_multData, 0, sizeof(Mult_Data)); _multDatas[index] = _multData; for (int i = 0; i < 4; i++) _multData->animObjs[0][i] = i; _multData->sndSlotsCount = 0; _multData->frameStart = 0; extData = (byte *) _vm->_game->loadExtData(resId, 0, 0, &dataSize); Common::MemoryReadStream data(extData, dataSize); _multData->staticCount = staticCount = data.readSByte(); _multData->animCount = animCount = data.readSByte(); staticCount++; animCount++; hasImds = (staticCount & 0x80) != 0; staticCount &= 0x7F; debugC(7, kDebugGraphics, "statics: %u, anims: %u, imds: %u", staticCount, animCount, hasImds); for (int i = 0; i < 10; i++) { _multData->staticLoaded[i] = false; _multData->animLoaded[i] = false; } for (int i = 0; i < staticCount; i++, data.seek(14, SEEK_CUR)) { _multData->staticIndices[i] = _vm->_scenery->loadStatic(1); if (_multData->staticIndices[i] >= 100) { _multData->staticIndices[i] -= 100; _multData->staticLoaded[i] = true; } } for (int i = 0; i < animCount; i++, data.seek(14, SEEK_CUR)) { _multData->animIndices[i] = _vm->_scenery->loadAnim(1); if (_multData->animIndices[i] >= 100) { _multData->animIndices[i] -= 100; _multData->animLoaded[i] = true; } } _multData->frameRate = data.readSint16LE(); _multData->staticKeysCount = data.readSint16LE(); _multData->staticKeys = new Mult_StaticKey[_multData->staticKeysCount]; for (int i = 0; i < _multData->staticKeysCount; i++) { _multData->staticKeys[i].frame = data.readSint16LE(); _multData->staticKeys[i].layer = data.readSint16LE(); } for (int i = 0; i < 4; i++) { _multData->imdKeysCount[i] = 0; _multData->imdKeys[i] = 0; _multData->imdIndices[i] = -1; for (int j = 0; j < 4; j++) { _multData->animKeysIndices[i][j] = 0; _multData->imdKeysIndices[i][j] = 0; } _multData->animKeysFrames[i] = -1; _multData->animKeysCount[i] = data.readSint16LE(); _multData->animKeys[i] = new Mult_AnimKey[_multData->animKeysCount[i]]; for (int j = 0; j < _multData->animKeysCount[i]; j++) { _multData->animKeys[i][j].frame = data.readSint16LE(); _multData->animKeys[i][j].layer = data.readSint16LE(); _multData->animKeys[i][j].posX = data.readSint16LE(); _multData->animKeys[i][j].posY = data.readSint16LE(); _multData->animKeys[i][j].order = data.readSint16LE(); } } for (int i = 0; i < 5; i++) { for (int j = 0; j < 16; j++) { _multData->fadePal[i][j].red = data.readByte(); _multData->fadePal[i][j].green = data.readByte(); _multData->fadePal[i][j].blue = data.readByte(); } } _multData->palFadeKeysCount = data.readSint16LE(); _multData->palFadeKeys = new Mult_PalFadeKey[_multData->palFadeKeysCount]; for (int i = 0; i < _multData->palFadeKeysCount; i++) { _multData->palFadeKeys[i].frame = data.readSint16LE(); _multData->palFadeKeys[i].fade = data.readSint16LE(); _multData->palFadeKeys[i].palIndex = data.readSint16LE(); _multData->palFadeKeys[i].flag = data.readSByte(); } _multData->palKeysCount = data.readSint16LE(); _multData->palKeys = new Mult_PalKey[_multData->palKeysCount]; for (int i = 0; i < _multData->palKeysCount; i++) { _multData->palKeys[i].frame = data.readSint16LE(); _multData->palKeys[i].cmd = data.readSint16LE(); _multData->palKeys[i].rates[0] = data.readSint16LE(); _multData->palKeys[i].rates[1] = data.readSint16LE(); _multData->palKeys[i].rates[2] = data.readSint16LE(); _multData->palKeys[i].rates[3] = data.readSint16LE(); _multData->palKeys[i].unknown0 = data.readSint16LE(); _multData->palKeys[i].unknown1 = data.readSint16LE(); data.read(_multData->palKeys[i].subst, 64); } _multData->textKeysCount = data.readSint16LE(); _multData->textKeys = new Mult_TextKey[_multData->textKeysCount]; for (int i = 0; i < _multData->textKeysCount; i++) { _multData->textKeys[i].frame = data.readSint16LE(); _multData->textKeys[i].cmd = data.readSint16LE(); if (!hasImds) data.seek(24, SEEK_CUR); } _multData->sndKeysCount = data.readSint16LE(); _multData->sndKeys = new Mult_SndKey[_multData->sndKeysCount]; for (int i = 0; i < _multData->sndKeysCount; i++) { int j; _multData->sndKeys[i].frame = data.readSint16LE(); _multData->sndKeys[i].cmd = data.readSint16LE(); _multData->sndKeys[i].freq = data.readSint16LE(); _multData->sndKeys[i].fadeLength = data.readSint16LE(); _multData->sndKeys[i].repCount = data.readSint16LE(); _multData->sndKeys[i].soundIndex = -1; _multData->sndKeys[i].resId = -1; data.seek(2, SEEK_CUR); if (!hasImds) data.seek(24, SEEK_CUR); switch (_multData->sndKeys[i].cmd) { case 1: case 4: _multData->sndKeys[i].resId = READ_LE_UINT16(_vm->_global->_inter_execPtr); for (j = 0; j < i; j++) { if (_multData->sndKeys[j].resId == _multData->sndKeys[i].resId) { _multData->sndKeys[i].soundIndex = _multData->sndKeys[j].soundIndex; _vm->_global->_inter_execPtr += 2; break; } } if (i == j) { _multData->sndSlot[_multData->sndSlotsCount] = _vm->_inter->loadSound(1); _multData->sndKeys[i].soundIndex = _multData->sndSlot[_multData->sndSlotsCount] & 0x7FFF; _multData->sndSlotsCount++; } break; case 3: _vm->_global->_inter_execPtr += 4; break; } } _multData->imdFiles = 0; _multData->somepointer10 = 0; if (hasImds) loadImds(data); delete[] extData; } void Mult_v2::loadImds(Common::SeekableReadStream &data) { int16 size; size = _vm->_inter->load16(); _multData->execPtr = _vm->_global->_inter_execPtr; _vm->_global->_inter_execPtr += size * 2; if (_vm->_game->_totFileData[0x29] < 51) return; size = data.readSint16LE(); _multData->somepointer10 = new char[size * 20]; data.read(_multData->somepointer10, size * 20); size = _vm->_inter->load16(); if (size <= 0) return; _multData->imdFiles = new char[size * 14]; memcpy(_multData->imdFiles, _vm->_global->_inter_execPtr, size * 14); _vm->_global->_inter_execPtr += size * 14; data.seek(2, SEEK_CUR); for (int i = 0; i < 4; i++) { _multData->imdKeysCount[i] = data.readSint16LE(); _multData->imdKeys[i] = new Mult_ImdKey[_multData->imdKeysCount[i]]; for (int j = 0; j < _multData->imdKeysCount[i]; j++) { _multData->imdKeys[i][j].frame = data.readSint16LE(); _multData->imdKeys[i][j].imdFile = data.readSint16LE(); _multData->imdKeys[i][j].field_4 = data.readSint16LE(); _multData->imdKeys[i][j].field_6 = data.readSint16LE(); _multData->imdKeys[i][j].flags = data.readUint16LE(); _multData->imdKeys[i][j].field_A = data.readSint16LE(); _multData->imdKeys[i][j].lastFrame = data.readSint16LE(); _multData->imdKeys[i][j].palStart = data.readSByte(); _multData->imdKeys[i][j].palEnd = data.readSByte(); } } } void Mult_v2::freeMultKeys() { uint8 animCount; uint8 staticCount; if (!_multData) return; staticCount = (_multData->staticCount + 1) & 0x7F; animCount = _multData->animCount + 1; for (int i = 0; i < staticCount; i++) if (_multData->staticLoaded[i]) _vm->_scenery->freeStatic(_multData->staticIndices[i]); for (int i = 0; i < animCount; i++) if (_multData->animLoaded[i]) _vm->_scenery->freeAnim(_multData->animIndices[i]); delete[] _multData->staticKeys; for (int i = 0; i < 4; i++) { delete[] _multData->animKeys[i]; delete[] _multData->imdKeys[i]; } delete[] _multData->palFadeKeys; delete[] _multData->palKeys; delete[] _multData->textKeys; for (int i = 0; i < _multData->sndSlotsCount; i++) if (!(_multData->sndSlot[i] & 0x8000)) _vm->_game->freeSoundSlot(_multData->sndSlot[i]); delete[] _multData->sndKeys; delete[] _multData->imdFiles; delete[] _multData->somepointer10; if (_animDataAllocated) { freeMult(); delete[] _animArrayX; delete[] _animArrayY; delete[] _animArrayData; _animArrayX = 0; _animArrayY = 0; _animArrayData = 0; _animDataAllocated = false; } for (int i = 0; i < 8; i++) if (_multDatas[i] == _multData) _multDatas[i] = 0; delete _multData; _multData = 0; } void Mult_v2::setMultData(uint16 multindex) { if (multindex > 7) error("Multindex out of range"); debugC(4, kDebugGameFlow, "Switching to mult %d", multindex); _multData = _multDatas[multindex]; } void Mult_v2::multSub(uint16 multindex) { uint16 flags; int16 expr; int16 index; int16 startFrame, stopFrame, firstFrame; flags = multindex; multindex = (multindex >> 12) & 0xF; if (multindex > 7) error("Multindex out of range"); debugC(4, kDebugGameFlow, "Sub mult %d", multindex); _multData = _multDatas[multindex]; if (!_multData) { _vm->_parse->parseValExpr(); _vm->_parse->parseValExpr(); _vm->_parse->parseValExpr(); _vm->_parse->parseValExpr(); return; } if (flags & 0x200) index = 3; else if (flags & 0x100) index = 2; else if (flags & 0x80) index = 1; else index = 0; if (flags & 0x400) { flags = 0x400; _multData->animDirection = -1; } else { _multData->animDirection = 1; flags &= 0x7F; } _multData->animObjs[index][0] = flags; for (int i = 1; i < 4; i++) _multData->animObjs[index][i] = _vm->_parse->parseValExpr(); expr = _vm->_parse->parseValExpr(); _multData->animKeysFrames[index] = expr; _multData->animKeysStartFrames[index] = expr; WRITE_VAR(18 + index, expr); if (expr == -1) { if (!_objects) return; for (int i = 0; i < 4; i++) { int obj = _multData->animObjs[index][i]; if ((obj == -1) || (obj == 1024)) continue; Mult_AnimData &animData = *(_objects[obj].pAnimData); animData.animType = animData.animTypeBak; } return; } startFrame = _multData->animKeysStartFrames[index]; stopFrame = _multData->animKeysStopFrames[index]; if (_multData->animDirection == 1) { stopFrame = 32000; for (int i = 0; i < _multData->textKeysCount; i++) { int16 textFrame = _multData->textKeys[i].frame; if ((textFrame > startFrame) && (textFrame < stopFrame)) stopFrame = textFrame; } } else { stopFrame = 0; for (int i = 0; i < _multData->textKeysCount; i++) { int16 textFrame = _multData->textKeys[i].frame; if ((textFrame < startFrame) && (textFrame > stopFrame)) stopFrame = textFrame; } } if (_objects) { for (int i = 0; i < 4; i++) { int obj = _multData->animObjs[index][i]; if ((obj != -1) && (obj != 1024)) _objects[obj].pAnimData->animTypeBak = _objects[obj].pAnimData->animType; } } for (int i = 0; i < 4; i++) { _multData->animKeysIndices[index][i] = 0; for (int j = 0; j < _multData->animKeysCount[i]; j++) if (_multData->animKeys[i][j].frame == startFrame) _multData->animKeysIndices[index][i] = j; } if (_multData->animDirection == -1) { for (int i = 0; i < _multData->imdKeysCount[i]; i++) { if (_multData->imdKeys[index][i].frame > startFrame) break; _multData->imdIndices[index] = i - 1; } } firstFrame = (_multData->animDirection == 1) ? startFrame : stopFrame; for (int i = 0; i < 4; i++) { _multData->imdKeysIndices[index][i] = 0; for (int j = 0; j < _multData->imdKeysCount[i]; j++) if (_multData->imdKeys[i][j].frame >= firstFrame) _multData->imdKeysIndices[index][i] = j; } _multData->animKeysStartFrames[index] = startFrame; _multData->animKeysStopFrames[index] = stopFrame; } void Mult_v2::playMultInit() { _doPalSubst = false; _palFadingRed = 0; _palFadingGreen = 0; _palFadingBlue = 0; _oldPalette = _vm->_global->_pPaletteDesc->vgaPal; if (!_animSurf) { int16 width, height; _vm->_util->setFrameRate(_multData->frameRate); _animTop = 0; _animLeft = 0; _animWidth = _vm->_video->_surfWidth; _animHeight = _vm->_video->_surfHeight; _objCount = 4; delete[] _objects; delete[] _orderArray; delete[] _renderObjs; delete[] _animArrayX; delete[] _animArrayY; delete[] _animArrayData; _objects = new Mult_Object[_objCount]; _orderArray = new int8[_objCount]; _renderObjs = new Mult_Object*[_objCount]; _animArrayX = new int32[_objCount]; _animArrayY = new int32[_objCount]; _animArrayData = new Mult_AnimData[_objCount]; memset(_objects, 0, _objCount * sizeof(Mult_Object)); memset(_orderArray, 0, _objCount * sizeof(int8)); memset(_renderObjs, 0, _objCount * sizeof(Mult_Object *)); memset(_animArrayX, 0, _objCount * sizeof(int32)); memset(_animArrayY, 0, _objCount * sizeof(int32)); memset(_animArrayData, 0, _objCount * sizeof(Mult_AnimData)); for (_counter = 0; _counter < _objCount; _counter++) { Mult_Object &multObj = _objects[_counter]; Mult_AnimData &animData = _animArrayData[_counter]; multObj.pPosX = (int32 *) &_animArrayX[_counter]; multObj.pPosY = (int32 *) &_animArrayY[_counter]; multObj.pAnimData = &animData; animData.isStatic = 1; multObj.lastLeft = -1; multObj.lastTop = -1; multObj.lastRight = -1; multObj.lastBottom = -1; } width = _animWidth; height = _animHeight; _vm->_draw->adjustCoords(0, &width, &height); _vm->_draw->initSpriteSurf(22, width, height, 0); _animSurf = _vm->_draw->_spritesArray[22]; _vm->_video->drawSprite(_vm->_draw->_spritesArray[21], _vm->_draw->_spritesArray[22], 0, 0, _vm->_video->_surfWidth, _vm->_video->_surfHeight, 0, 0, 0); for (_counter = 0; _counter < _objCount; _counter++) _multData->palAnimIndices[_counter] = _counter; _animDataAllocated = true; } else _animDataAllocated = false; _frame = 0; } void Mult_v2::drawStatics(bool &stop) { int staticIndex; if (_multData->staticKeys[_multData->staticKeysCount - 1].frame > _frame) stop = false; for (_counter = 0; _counter < _multData->staticKeysCount; _counter++) { if ((_multData->staticKeys[_counter].frame != _frame) || (_multData->staticKeys[_counter].layer == -1)) continue; if (_multData->staticKeys[_counter].layer >= 0) { int i = 0; _vm->_scenery->_curStatic = 0; _vm->_scenery->_curStaticLayer = _multData->staticKeys[_counter].layer; staticIndex = _multData->staticIndices[i]; while (_vm->_scenery->getStaticLayersCount(staticIndex) <= _vm->_scenery->_curStaticLayer) { _vm->_scenery->_curStaticLayer -= _vm->_scenery->getStaticLayersCount(staticIndex); staticIndex = _multData->staticIndices[++i]; _vm->_scenery->_curStatic++; } _vm->_scenery->_curStatic = _multData->staticIndices[_vm->_scenery->_curStatic]; _vm->_scenery->renderStatic(_vm->_scenery->_curStatic, _vm->_scenery->_curStaticLayer); } else { int layer = -_multData->staticKeys[_counter].layer - 2; _vm->_draw->_spriteLeft = READ_LE_UINT16(_multData->execPtr + layer * 2); _vm->_draw->_destSpriteX = 0; _vm->_draw->_destSpriteY = 0; _vm->_draw->_destSurface = 21; _vm->_draw->_transparency = 0; _vm->_draw->spriteOperation(DRAW_LOADSPRITE); _vm->_scenery->_curStatic = -1; } _vm->_video->drawSprite(_vm->_draw->_spritesArray[21], _vm->_draw->_spritesArray[22], 0, 0, _vm->_video->_surfWidth, _vm->_video->_surfHeight, 0, 0, 0); } } void Mult_v2::drawAnims(bool &stop) { // loc_50D5 int16 count; int animIndex; for (int i = 0; i < 4; i++) { int16 animKeysCount = _multData->animKeysCount[i]; if (_multData->animKeys[i][animKeysCount - 1].frame > _frame) stop = false; } for (_index = 0; _index < 4; _index++) { int16 animKeysCount = _multData->animKeysCount[_index]; for (_counter = 0; _counter < animKeysCount; _counter++) { Mult_AnimKey &key = _multData->animKeys[_index][_counter]; Mult_Object &animObj = _objects[_multData->animObjs[0][_index]]; Mult_AnimData &animData = *(animObj.pAnimData); if (key.frame != _frame) continue; if (key.layer != -1) { *(animObj.pPosX) = key.posX; *(animObj.pPosY) = key.posY; animData.frame = 0; animData.order = key.order; animData.animType = 1; animData.isPaused = 0; animData.isStatic = 0; animData.maxTick = 0; animObj.tick = 0; animData.layer = key.layer; int i = 0; animIndex = _multData->animIndices[i]; count = _vm->_scenery->getAnimLayersCount(animIndex); while (animData.layer >= count) { animData.layer -= count; animIndex = _multData->animIndices[++i]; count = _vm->_scenery->getAnimLayersCount(animIndex); } animData.animation = animIndex; } else animData.isStatic = 1; } } } void Mult_v2::newCycleAnim(Mult_Object &animObj) { Mult_AnimData &animData = *(animObj.pAnimData); int nAnim = animData.animation; int nLayer = animData.layer; Scenery::AnimLayer *animLayer = _vm->_scenery->getAnimLayer(nAnim, nLayer); if (animData.animType == 4) { animData.frame = 0; animData.isPaused = 1; return; } if (animData.animType != 8) animData.frame++; if (animData.frame < animLayer->framesCount) { animData.newCycle = 0; return; } switch (animData.animType) { case 0: animData.frame = 0; break; case 1: animData.frame = 0; *(animObj.pPosX) += animLayer->animDeltaX; *(animObj.pPosY) += animLayer->animDeltaY; break; case 2: animData.frame = 0; animData.animation = animData.newAnimation; animData.layer = animData.newLayer; break; case 3: animData.animType = 4; animData.frame = 0; break; case 5: animData.isStatic = 1; animData.frame = 0; break; case 6: case 7: animData.frame--; animData.isPaused = 1; break; } animData.newCycle = 1; } void Mult_v2::animate() { int8 minOrder = 100; int8 maxOrder = 0; int8 *orderArray; int orderArrayPos = 0; int8 animIndices[150]; int numAnims = 0; if (!_objects) return; if (_objCount > 0) { if (!_orderArray) return; orderArray = _orderArray; } else orderArray = 0; advanceAllObjects(); // Find relevant objects for (int i = 0; i < _objCount; i++) { Mult_Object &animObj = _objects[i]; Mult_AnimData &animData = *(animObj.pAnimData); animData.intersected = 200; if (animData.isStatic != 2) { if ((animData.isStatic == 0) || (animObj.lastLeft != -1)) { animIndices[numAnims] = i; _renderObjs[numAnims] = &animObj; numAnims++; } } } // Find dirty areas for (int i = 0; i < numAnims; i++) { Mult_Object &animObj = *_renderObjs[i]; Mult_AnimData &animData = *(animObj.pAnimData); animObj.needRedraw = 0; animObj.newTop = 1000; animObj.newLeft = 1000; animObj.newBottom = 0; animObj.newRight = 0; if (animData.isStatic == 2) continue; if (!animData.isStatic && !animData.isPaused && (animData.maxTick == animObj.tick)) { animObj.needRedraw = 1; _vm->_scenery->updateAnim(animData.layer, animData.frame, animData.animation, 8, *animObj.pPosX, *animObj.pPosY, 0); if (animObj.lastLeft == -1) { animObj.newLeft = _vm->_scenery->_toRedrawLeft; animObj.newTop = _vm->_scenery->_toRedrawTop; animObj.newRight = _vm->_scenery->_toRedrawRight; animObj.newBottom = _vm->_scenery->_toRedrawBottom; } else { animObj.newLeft = MIN(animObj.lastLeft, _vm->_scenery->_toRedrawLeft); animObj.newTop = MIN(animObj.lastTop, _vm->_scenery->_toRedrawTop); animObj.newRight = MAX(animObj.lastRight, _vm->_scenery->_toRedrawRight); animObj.newBottom = MAX(animObj.lastBottom, _vm->_scenery->_toRedrawBottom); if ((_vm->_game->_totFileData[0x29] > 50) && (animObj.newLeft == animObj.lastLeft) && (animObj.newTop == animObj.lastTop) && (animObj.newRight == animObj.lastRight) && (animObj.newBottom == animObj.lastBottom) && (animData.redrawLayer == animData.layer) && (animData.redrawFrame == animData.frame) && (animData.redrawAnimation == animData.animation)) { animObj.needRedraw = 0; } } } else if (!animData.isStatic) { if (animObj.lastLeft == -1) { animObj.needRedraw = 1; _vm->_scenery->updateAnim(animData.layer, animData.frame, animData.animation, 8, *animObj.pPosX, *animObj.pPosY, 0); animObj.newLeft = _vm->_scenery->_toRedrawLeft; animObj.newTop = _vm->_scenery->_toRedrawTop; animObj.newRight = _vm->_scenery->_toRedrawRight; animObj.newBottom = _vm->_scenery->_toRedrawBottom; } else { animObj.newLeft = animObj.lastLeft; animObj.newTop = animObj.lastTop; animObj.newRight = animObj.lastRight; animObj.newBottom = animObj.lastBottom; } } else if (animObj.lastLeft != -1) { animObj.needRedraw = 1; animObj.newLeft = animObj.lastLeft; animObj.newTop = animObj.lastTop; animObj.newRight = animObj.lastRight; animObj.newBottom = animObj.lastBottom; } animData.redrawLayer = animData.layer; animData.redrawFrame = animData.frame; animData.redrawAnimation = animData.animation; if (animObj.needRedraw || !animData.isStatic) { minOrder = MIN(minOrder, animData.order); maxOrder = MAX(maxOrder, animData.order); } } // Restore dirty areas for (int i = 0; i < numAnims; i++) { Mult_Object &animObj = *_renderObjs[i]; if (!animObj.needRedraw || (animObj.lastLeft == -1)) continue; animObj.lastLeft = -1; int maxleft = MAX(animObj.newLeft, _animLeft); int maxtop = MAX(animObj.newTop, _animTop); int right = animObj.newRight - maxleft + 1; int bottom = animObj.newBottom - maxtop + 1; if ((right <= 0) || (bottom <= 0)) continue; _vm->_draw->_sourceSurface = 22; _vm->_draw->_destSurface = 21; _vm->_draw->_spriteLeft = maxleft - _animLeft; _vm->_draw->_spriteTop = maxtop - _animTop; _vm->_draw->_spriteRight = right; _vm->_draw->_spriteBottom = bottom; _vm->_draw->_destSpriteX = maxleft; _vm->_draw->_destSpriteY = maxtop; _vm->_draw->_transparency = 0; _vm->_draw->spriteOperation(DRAW_DRAWLETTER); } // Figure out the correct drawing order for (int i = minOrder; i <= maxOrder; i++) { for (int j = 0; j < numAnims; j++) { Mult_Object &animObj = *_renderObjs[j]; Mult_AnimData &animData = *(animObj.pAnimData); if (animData.order == i) if (animObj.needRedraw || !animData.isStatic) orderArray[orderArrayPos++] = j; } } // Put the goblins in correct drawing order as well if (_vm->_goblin->_gobsCount >= 0) { for (int i = 0; i < orderArrayPos; i++) { Mult_Object &animObj1 = *_renderObjs[orderArray[i]]; Mult_AnimData &animData1 = *(animObj1.pAnimData); for (int j = i+1; j < orderArrayPos; j++) { Mult_Object &animObj2 = *_renderObjs[orderArray[j]]; Mult_AnimData &animData2 = *(animObj2.pAnimData); if ((animData1.order == animData2.order) && ((animObj1.newBottom > animObj2.newBottom) || ((animObj1.newBottom == animObj2.newBottom) && (animData1.isBusy == 1)))) SWAP(orderArray[i], orderArray[j]); } } } // Update view for (int i = 0; i < orderArrayPos; i++) { Mult_Object &animObj1 = *_renderObjs[orderArray[i]]; Mult_AnimData &animData1 = *(animObj1.pAnimData); if (!animObj1.needRedraw && !animData1.isStatic) { for (int j = 0; j < orderArrayPos; j++) { Mult_Object &animObj2 = *_renderObjs[orderArray[j]]; if (!animObj2.needRedraw) continue; if ((animObj1.newRight >= animObj2.newLeft) && (animObj2.newRight >= animObj1.newLeft) && (animObj1.newBottom >= animObj2.newTop) && (animObj2.newBottom >= animObj1.newTop)) { _vm->_scenery->_toRedrawLeft = animObj2.newLeft; _vm->_scenery->_toRedrawRight = animObj2.newRight; _vm->_scenery->_toRedrawTop = animObj2.newTop; _vm->_scenery->_toRedrawBottom = animObj2.newBottom; _vm->_scenery->updateAnim(animData1.layer, animData1.frame, animData1.animation, 12, *animObj1.pPosX, *animObj1.pPosY, 1); _vm->_scenery->updateStatic(animData1.order + 1); } } } else if (!animData1.isStatic) { _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]) { _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.newLeft; _vm->_scenery->_toRedrawRight = animObj1.newRight; _vm->_scenery->_toRedrawTop = animObj1.newTop; _vm->_scenery->_toRedrawBottom = animObj1.newBottom; } _vm->_scenery->updateStatic(animData1.order + 1); } // Advance animations for (int i = 0; i < numAnims; i++) { Mult_Object &animObj = *_renderObjs[i]; Mult_AnimData &animData = *(animObj.pAnimData); if (animData.isStatic) continue; if ((animData.animType == 7) && (animData.newState != -1)) { animData.layer = animData.newState; animData.frame = 0; animData.newState = -1; animData.isPaused = 0; } if (animData.isPaused) continue; if (animData.maxTick == animObj.tick) { animObj.tick = 0; if ((animData.animType < 100) || (_vm->_goblin->_gobsCount < 0)) newCycleAnim(animObj); else if (animData.animType == 100) _vm->_goblin->moveAdvance(&animObj, 0, 0, 0); else if (animData.animType == 101) _vm->_goblin->animate(&animObj); } else animObj.tick++; } // Find intersections for (int i = 0; i < numAnims; i++) { Mult_Object &animObj1 = *_renderObjs[i]; Mult_AnimData &animData1 = *(animObj1.pAnimData); if (animData1.isStatic || (animObj1.lastLeft == -1)) continue; for (int j = 0; j < numAnims; j++) { Mult_Object &animObj2 = *_renderObjs[i]; Mult_AnimData &animData2 = *(animObj2.pAnimData); if (i == j) continue; if ((animData2.isStatic) || (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::playImd(char *imdFile, Mult::Mult_ImdKey &key, int16 dir, int16 startFrame) { int16 x, y; int16 repeat = 0; int16 palStart, palEnd; int16 lastFrame; uint16 flags; int16 di; int16 var_6; if (_vm->_draw->_renderFlags & 0x100) { x = VAR(55); y = VAR(56); } else x = y = -1; if (key.imdFile == -1) { _vm->_imdPlayer->closeImd(); return; } flags = (key.flags >> 8) & 0xFF; if (flags & 0x20) flags = (flags & 0x9F) | 0x80; palStart = key.palStart; palEnd = key.palEnd; di = key.field_A; lastFrame = key.lastFrame; if ((di == -1) && (lastFrame == -1)) if (startFrame > 0) if (!(key.flags & 0x4000)) { _vm->_imdPlayer->closeImd(); return; } if (!_vm->_imdPlayer->openImd(imdFile, x, y, repeat, flags)) return; if (di == -1) di = 0; if (lastFrame == -1) lastFrame = _vm->_imdPlayer->_curImd->framesCount - 1; var_6 = startFrame % (lastFrame - di + 1); _vm->_imdPlayer->play(var_6 + di, flags & 0x7F, palStart, palEnd, di, lastFrame); } void Mult_v2::advanceObjects(int16 index) { int16 frame; bool stop = false; frame = _multData->animKeysFrames[index]; if (frame == -1) return; for (int i = 0; i < 4; i++) { if (_multData->animObjs[index][i] != -1) { int keyIndex = _multData->animKeysIndices[index][i]; int count = _multData->animKeysCount[i]; for (int j = keyIndex; j < count; j++) { Mult_AnimKey &key = _multData->animKeys[i][j]; Mult_Object &animObj = _objects[_multData->animObjs[index][i]]; Mult_AnimData &animData = *(animObj.pAnimData); if (key.frame > frame) break; else if (key.frame < frame) continue; if (key.layer > -1) { int16 layer; int16 layers; int16 curAnim; _multData->animKeysIndices[index][i] = j; *(animObj.pPosX) = key.posX; *(animObj.pPosY) = key.posY; animData.frame = 0; animData.animType = 1; animData.isStatic = 0; animData.isPaused = 0; animData.maxTick = 0; animData.animation = 0; animObj.tick = 0; curAnim = _multData->animIndices[0]; layer = key.layer; layers = _vm->_scenery->getAnimLayersCount(curAnim); while (layer >= layers) { layer -= layers; animData.animation++; curAnim = _multData->animIndices[animData.animation]; layers = _vm->_scenery->getAnimLayersCount(curAnim); } animData.layer = layer; animData.animation = _multData->animIndices[animData.animation]; break; } else animData.isStatic = 1; } } if (_multData->animObjs[index][i] != -1) { int keyIndex = _multData->imdKeysIndices[index][i]; int count = _multData->imdKeysCount[i]; for (int j = keyIndex; j < count; j++) { Mult_ImdKey &key1 = _multData->imdKeys[i][j]; Mult_ImdKey &key2 = _multData->imdKeys[i][j - 1]; if (key1.frame > frame) break; else if (key1.frame < frame) continue; if (key1.imdFile != -1) { _multData->imdIndices[0] = -1; _multData->imdIndices[1] = -1; _multData->imdIndices[2] = -1; _multData->imdIndices[3] = -1; if ((_multData->animDirection == 1) || (key2.imdFile == 1)) _multData->imdIndices[i] = j; else if (_multData->animKeysStopFrames[index] == frame) _multData->imdIndices[i] = -1; else _multData->imdIndices[i] = j - 1; } else _multData->imdIndices[i] = -1; } } if (_multData->imdIndices[i] != -1) { int fileN; char *imdFile; int dir; int startFrame; fileN = -_multData->imdKeys[i][_multData->imdIndices[i]].imdFile - 2; if (fileN < 0) return; Mult_ImdKey &key = _multData->imdKeys[i][_multData->imdIndices[i]]; dir = _multData->animDirection; startFrame = frame - key.frame; if ((dir != 1) && (--startFrame > 0)) startFrame = 0; playImd(imdFile, key, dir, startFrame); } } doSoundAnim(stop, frame); WRITE_VAR(22, frame); if (_multData->animKeysStopFrames[index] == frame) { _multData->imdIndices[0] = -1; _multData->imdIndices[1] = -1; _multData->imdIndices[2] = -1; _multData->imdIndices[3] = -1; frame = -1; for (int i = 0; i < 4; i++) { int obj = _multData->animObjs[index][i]; if ((obj == -1) || (obj == 1024)) continue; Mult_Object &animObj = _objects[_multData->animObjs[index][i]]; animObj.pAnimData->animType = animObj.pAnimData->animTypeBak; } } else if (_multData->animDirection == 1) frame++; else frame--; _multData->animKeysFrames[index] = frame; WRITE_VAR(18 + index, frame); } void Mult_v2::advanceAllObjects() { for (int i = 0; i < 8; i++) { if (_multDatas[i]) { _multData = _multDatas[i]; for (int j = 0; j < 4; j++) advanceObjects(j); } } } } // End of namespace Gob