/* 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. * */ #include "hdb/hdb.h" namespace HDB { static const char *cineTypeStr[] = { "C_NO_COMMAND", "C_STOPCINE", "C_LOCKPLAYER", "C_UNLOCKPLAYER", "C_SETCAMERA", "C_MOVECAMERA", "C_WAIT", "C_WAITUNTILDONE", "C_MOVEENTITY", "C_DIALOG", "C_ANIMENTITY", "C_RESETCAMERA", "C_SETENTITY", "C_STARTMAP", "C_MOVEPIC", "C_MOVEMASKEDPIC", "C_DRAWPIC", "C_DRAWMASKEDPIC", "C_FADEIN", "C_FADEOUT", "C_SPAWNENTITY", "C_PLAYSOUND", "C_CLEAR_FG", "C_SET_FG", "C_SET_BG", "C_FUNCTION", "C_ENTITYFACE", "C_USEENTITY", "C_REMOVEENTITY", "C_SETANIMFRAME", "C_TEXTOUT", "C_CENTERTEXTOUT", "C_PLAYVOICE", "C_ENDLIST" }; void AI::processCines() { bool complete, bailOut; if (!_cineActive) { return; } bailOut = complete = false; // TODO: Make sure Dialogs are timing out // TODO: Make sure Cine Pics are drawing // TODO: Check for Game Pause for (uint i = 0; i < _cine.size();i++) { debug(3, "processCines: [%d] %s now: %d start: %d delay: %d", i, cineTypeStr[_cine[i]->cmdType], g_system->getMillis(), _cine[i]->start, _cine[i]->delay); switch (_cine[i]->cmdType) { case C_LOCKPLAYER: _playerLock = true; complete = true; if (_player) { stopEntity(_player); } clearWaypoints(); break; case C_UNLOCKPLAYER: _playerLock = false; complete = true; break; case C_SETCAMERA: _cameraX = _cine[i]->x; _cameraY = _cine[i]->y; g_hdb->_map->centerMapXY((int)_cameraX + 16, (int)_cameraY + 16); _cameraLock = true; complete = true; break; case C_RESETCAMERA: int px, py; _cameraLock = false; warning("STUB: AI::GetPlayerXY required"); warning("STUB: MAP::CenterMapXY required"); complete = true; break; case C_MOVECAMERA: _cameraLock = true; if (!(_cine[i]->start)) { debug(3, "C_MOVECAMERA: [%d] now: x: %f, y: %f, speed: %d", i, _cine[i]->x, _cine[i]->y, _cine[i]->speed); _cine[i]->xv = (((double)_cine[i]->x) - _cameraX) / (double)_cine[i]->speed; _cine[i]->yv = (((double)_cine[i]->y) - _cameraY) / (double)_cine[i]->speed; _cine[i]->start = 1; } _cameraX += _cine[i]->xv; _cameraY += _cine[i]->yv; debug(3, "C_MOVECAMERA: _cine[%d]->xv: %f, _cine[%d]->yv: %f", i, _cine[i]->xv, i, _cine[i]->yv); debug(3, "C_MOVECAMERA: abs(_cameraX - _cine[i]->x): %f, abs(_cameraY - _cine[i]->y): %f", abs(_cameraX - _cine[i]->x), abs(_cameraY - _cine[i]->y)); if (abs(_cameraX - _cine[i]->x) <= 1 && abs(_cameraY - _cine[i]->y) <= 1) { _cameraX = _cine[i]->x; _cameraY = _cine[i]->y; complete = true; } g_hdb->_map->centerMapXY((int)_cameraX + 16, (int)_cameraY + 16); break; case C_WAIT: if (!(_cine[i]->start)) { _cine[i]->start = 1; _cine[i]->delay = g_system->getMillis() + _cine[i]->delay * 1000; } else { if (_cine[i]->delay < g_system->getMillis()) { complete = true; } else { bailOut = true; } } break; case C_WAITUNTILDONE: if (!i) { complete = true; } else { bailOut = true; } break; case C_SETENTITY: _cine[i]->e = locateEntity(_cine[i]->string); if (_cine[i]->e) { _cine[i]->e->tileX = (int)_cine[i]->x / kTileWidth; _cine[i]->e->x = (int)_cine[i]->x; _cine[i]->e->tileY = (int)_cine[i]->y / kTileHeight; _cine[i]->e->y = (int)_cine[i]->y; _cine[i]->e->level = (int)_cine[i]->x2; debug(2, "Found '%s' in setEntity", _cine[i]->string); } else { warning("Can't locate '%s' in setEntity", _cine[i]->string); } complete = true; break; case C_MOVEENTITY: if (!_cine[i]->start) { AIEntity *e = locateEntity(_cine[i]->title); if (e) { _cine[i]->e = e; _cine[i]->e->moveSpeed = _cine[i]->speed; _cine[i]->e->level = (int)_cine[i]->x2; setEntityGoal(_cine[i]->e, (int)_cine[i]->x, (int)_cine[i]->y); _cine[i]->start = 1; } else { warning("Can't locate '%s' in moveEntity", _cine[i]->title); } } else { if (!_cine[i]->e->goalX) { complete = true; } } break; case C_ENTITYFACE: { AIEntity *e = locateEntity(_cine[i]->title); if (e) { int d = (int)_cine[i]->x; e->dir = (AIDir)d; switch (e->dir) { case DIR_UP: e->state = STATE_STANDUP; break; case DIR_DOWN: e->state = STATE_STANDDOWN; break; case DIR_LEFT: e->state = STATE_STANDLEFT; break; case DIR_RIGHT: e->state = STATE_STANDRIGHT; break; } } else { warning("Can't find %s to ENTITYFACE", _cine[i]->title); } complete = true; break; } case C_USEENTITY: _cine[i]->e = locateEntity(_cine[i]->string); warning("STUB: PROCESSCINES: USEENTITY: HDBGame::useEntity required;"); warning("STUB: PROCESSCINES: USEENTITY: CheckActionList required;"); warning("STUB: PROCESSCINES: USEENTITY: CheckAutoList required;"); complete = true; break; case C_FADEIN: if (!_cine[i]->start) { g_hdb->_drawMan->setFade(true, (bool)_cine[i]->end, _cine[i]->speed); _cine[i]->start = 1; } else if (!g_hdb->_drawMan->isFadeActive()) { complete = true; } break; case C_FADEOUT: if (!_cine[i]->start) { g_hdb->_drawMan->setFade(false, (bool)_cine[i]->end, _cine[i]->speed); _cine[i]->start = 1; } else if (!g_hdb->_drawMan->isFadeActive()) { complete = true; } break; default: warning("STUB: AI::PROCESSCINES incomplete for %d", _cine[i]->cmdType); break; } if (bailOut) { return; } if (complete) { if (_cine.size()) { _cine.remove_at(i); i--; complete = false; } } } } void AI::cineStart(bool abortable, const char *abortFunc) { _cineAbortable = abortable; _cineAborted = false; _cineAbortFunc = abortFunc; _cineActive = true; _playerLock = false; _cameraLock = false; } void AI::cineLockPlayer() { CineCommand *cmd = new CineCommand; cmd->cmdType = C_LOCKPLAYER; _cine.push_back(cmd); } void AI::cineUnlockPlayer() { CineCommand *cmd = new CineCommand; cmd->cmdType = C_UNLOCKPLAYER; _cine.push_back(cmd); } void AI::cineSetCamera(int x, int y) { CineCommand *cmd = new CineCommand; cmd->x = x * kTileWidth; cmd->y = y * kTileHeight; cmd->cmdType = C_SETCAMERA; _cine.push_back(cmd); } void AI::cineResetCamera() { CineCommand *cmd = new CineCommand; cmd->cmdType = C_RESETCAMERA; _cine.push_back(cmd); } void AI::cineMoveCamera(int x, int y, int speed) { CineCommand *cmd = new CineCommand; cmd->start = 0; cmd->x = x * kTileWidth; cmd->y = y * kTileHeight; cmd->speed = speed; debug("Setting up C_MOVECAMERA: x: %f, y: %f", cmd->x, cmd->y); cmd->cmdType = C_MOVECAMERA; _cine.push_back(cmd); } void AI::cineWait(int seconds) { CineCommand *cmd = new CineCommand; cmd->start = 0; cmd->cmdType = C_WAIT; cmd->delay = seconds; _cine.push_back(cmd); } void AI::cineWaitUntilDone() { CineCommand *cmd = new CineCommand; cmd->cmdType = C_WAITUNTILDONE; _cine.push_back(cmd); } void AI::cineSetEntity(const char *entName, int x, int y, int level) { CineCommand *cmd = new CineCommand; cmd->string = entName; cmd->x = x * kTileWidth; cmd->y = y * kTileHeight; cmd->x2 = level; cmd->cmdType = C_SETENTITY; _cine.push_back(cmd); } void AI::cineMoveEntity(const char *entName, int x, int y, int level, int speed) { CineCommand *cmd = new CineCommand; cmd->x = x; cmd->y = y; cmd->x2 = level; cmd->start = 0; cmd->speed = speed; cmd->title = entName; cmd->cmdType = C_MOVEENTITY; _cine.push_back(cmd); } void AI::cineEntityFace(const char *luaName, double dir) { CineCommand *cmd = new CineCommand; cmd->title = luaName; cmd->x = dir; cmd->cmdType = C_ENTITYFACE; _cine.push_back(cmd); } void AI::cineUse(const char *entName) { CineCommand *cmd = new CineCommand; cmd->string = entName; cmd->cmdType = C_USEENTITY; _cine.push_back(cmd); } void AI::cineFadeIn(bool isBlack, int steps) { CineCommand *cmd = new CineCommand; cmd->speed = steps; cmd->end = (int) isBlack; cmd->start = 0; cmd->cmdType = C_FADEIN; _cine.push_back(cmd); } void AI::cineFadeOut(bool isBlack, int steps) { CineCommand *cmd = new CineCommand; cmd->speed = steps; cmd->end = (int) isBlack; cmd->start = 0; cmd->cmdType = C_FADEOUT; _cine.push_back(cmd); } } // End of Namespace