/* 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 "illusions/bbdou/illusions_bbdou.h" #include "illusions/bbdou/bbdou_specialcode.h" #include "illusions/bbdou/bbdou_bubble.h" #include "illusions/bbdou/bbdou_inventory.h" #include "illusions/bbdou/bbdou_credits.h" #include "illusions/bbdou/bbdou_cursor.h" #include "illusions/bbdou/bbdou_foodctl.h" #include "illusions/resources/scriptresource.h" #include "illusions/actor.h" #include "illusions/camera.h" #include "illusions/dictionary.h" #include "illusions/input.h" #include "illusions/scriptstack.h" #include "illusions/scriptopcodes.h" namespace Illusions { static const Struct10 kStruct10s[] = { {0x1B0000, 0, 0, 0}, {0x1B0001, 0x6001A, 0x6001B, 0x6001C}, {0x1B0002, 0x6001D, 0x6001E, 0x6001F}, {0x1B0003, 0x60020, 0x60021, 0x60022}, {0x1B0004, 0x60023, 0x60024, 0x60025}, {0x1B0005, 0x60026, 0x60027, 0x60028}, {0x1B0006, 0, 0, 0}, {0x1B0007, 0, 0, 0}, {0x1B0008, 0, 0, 0}, {0x1B0009, 0, 0, 0}, {0x1B000A, 0, 0, 0}, {0x1B000B, 0, 0, 0}, {0x1B000C, 0, 0, 0}, }; CauseThread_BBDOU::CauseThread_BBDOU(IllusionsEngine_BBDOU *vm, uint32 threadId, uint32 callingThreadId, BbdouSpecialCode *bbdou, uint32 cursorObjectId, uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId) : Thread(vm, threadId, callingThreadId, 0), _bbdou(bbdou), _cursorObjectId(cursorObjectId), _sceneId(sceneId), _verbId(verbId), _objectId2(objectId2), _objectId(objectId) { _type = kTTSpecialThread; } void CauseThread_BBDOU::onNotify() { _bbdou->_cursor->_data._causeThreadId1 = 0; terminate(); } void CauseThread_BBDOU::onTerminated() { _bbdou->_cursor->_data._causeThreadId1 = 0; _bbdou->_cursor->enable(_cursorObjectId); } // RadarMicrophoneThread RadarMicrophoneThread::RadarMicrophoneThread(IllusionsEngine_BBDOU *vm, uint32 threadId, uint32 callingThreadId, uint32 cursorObjectId) : Thread(vm, threadId, callingThreadId, 0), _cursorObjectId(cursorObjectId), _zonesCount(0) { _sceneId = _vm->getCurrentScene(); } int RadarMicrophoneThread::onUpdate() { Control *control = _vm->getObjectControl(_cursorObjectId); int16 cursorX = control->getActorPosition().x; if (_currZoneIndex == 0 || cursorX >= _zones[_currZoneIndex - 1]._x || (_currZoneIndex >= 2 && cursorX < _zones[_currZoneIndex - 2]._x)) {//CHECKME for (uint i = 0; i < _zonesCount; ++i) { if (cursorX < _zones[i]._x) { _currZoneIndex = i + 1; _vm->startScriptThreadSimple(_zones[i]._threadId, 0); break; } } } return kTSYield; } void RadarMicrophoneThread::addZone(uint32 threadId) { _zones[_zonesCount++]._threadId = threadId; } void RadarMicrophoneThread::initZones() { for (uint i = 0; i < _zonesCount; ++i) { _zones[i]._x = (i + 1) * 640 / _zonesCount; } _zones[_zonesCount]._x = 640; _currZoneIndex = 0; } // ObjectInteractModeMap ObjectInteractModeMap::ObjectInteractModeMap() { } void ObjectInteractModeMap::setObjectInteractMode(uint32 objectId, int value) { ObjectInteractMode *objectInteractMode = 0; for (uint i = 0; i < ARRAYSIZE(_objectVerbs); ++i) { if (_objectVerbs[i]._objectId == objectId) { objectInteractMode = &_objectVerbs[i]; break; } } if (!objectInteractMode) { for (uint i = 0; i < ARRAYSIZE(_objectVerbs); ++i) { if (_objectVerbs[i]._objectId == 0) { objectInteractMode = &_objectVerbs[i]; break; } } } if (value != 11) { objectInteractMode->_objectId = objectId; objectInteractMode->_interactMode = value; } else if (objectInteractMode->_objectId == objectId) { objectInteractMode->_objectId = 0; objectInteractMode->_interactMode = 0; } } int ObjectInteractModeMap::getObjectInteractMode(uint32 objectId) { for (uint i = 0; i < ARRAYSIZE(_objectVerbs); ++i) { if (_objectVerbs[i]._objectId == objectId) return _objectVerbs[i]._interactMode; } return 11; } // BbdouSpecialCode BbdouSpecialCode::BbdouSpecialCode(IllusionsEngine_BBDOU *vm) : _vm(vm), _credits(0) { _bubble = new BbdouBubble(_vm, this); _cursor = new BbdouCursor(_vm, this); _inventory = new BbdouInventory(_vm, this); _foodCtl = new BbdouFoodCtl(_vm); } BbdouSpecialCode::~BbdouSpecialCode() { delete _foodCtl; delete _inventory; delete _cursor; delete _bubble; } typedef Common::Functor1Mem SpecialCodeFunctionI; #define SPECIAL(id, func) _map[id] = new SpecialCodeFunctionI(this, &BbdouSpecialCode::func); void BbdouSpecialCode::init() { // 0x00160001 only used for original debugging purposes SPECIAL(0x00160006, spcInitCursor); SPECIAL(0x00160008, spcEnableCursor); SPECIAL(0x00160009, spcDisableCursor); SPECIAL(0x0016000A, spcAddCursorSequence); SPECIAL(0x0016000B, spcCursorStartHoldingObjectId); SPECIAL(0x0016000C, spcCursorStopHoldingObjectId); SPECIAL(0x0016000F, spcSetCursorState); SPECIAL(0x00160013, spcInitBubble); SPECIAL(0x00160014, spcSetupBubble); SPECIAL(0x00160015, spcSetObjectInteractMode); SPECIAL(0x00160017, spcInitInventory); SPECIAL(0x00160018, spcClearInventory); SPECIAL(0x00160019, spcRegisterInventoryBag); SPECIAL(0x0016001A, spcRegisterInventorySlot); SPECIAL(0x0016001B, spcRegisterInventoryItem); SPECIAL(0x0016001C, spcOpenInventory); SPECIAL(0x0016001D, spcAddInventoryItem); SPECIAL(0x0016001E, spcRemoveInventoryItem); SPECIAL(0x0016001F, spcHasInventoryItem); SPECIAL(0x00160025, spcCloseInventory); SPECIAL(0x00160027, spcInitConversation); SPECIAL(0x00160028, spcClearConversation); SPECIAL(0x0016002B, spcClearBlockCounter); SPECIAL(0x00160030, spcResetCursor); SPECIAL(0x00160032, spcSetCursorField90); SPECIAL(0x00160034, spcFoodCtl); SPECIAL(0x00160035, spcTestFoodCtl); SPECIAL(0x00160036, spcInitMenu); SPECIAL(0x00160037, spcIsCursorHoldingObjectId); SPECIAL(0x00160038, spcInitRadarMicrophone); SPECIAL(0x00160039, spcCreditsCtl); SPECIAL(0x0016003A, spcSaladCtl); SPECIAL(0x0016003B, spcRunCause); } void BbdouSpecialCode::run(uint32 specialCodeId, OpCall &opCall) { MapIterator it = _map.find(specialCodeId); if (it != _map.end()) { (*(*it)._value)(opCall); } else { debug("BbdouSpecialCode::run() Unimplemented special code %08X", specialCodeId); _vm->notifyThreadId(opCall._threadId); } } // Special codes void BbdouSpecialCode::spcInitCursor(OpCall &opCall) { ARG_UINT32(objectId); ARG_UINT32(progResKeywordId); _cursor->init(objectId, progResKeywordId); setCursorControlRoutine(objectId, 0); _vm->notifyThreadId(opCall._threadId); } void BbdouSpecialCode::spcEnableCursor(OpCall &opCall) { ARG_UINT32(objectId); _cursor->enable(objectId); _vm->notifyThreadId(opCall._threadId); } void BbdouSpecialCode::spcDisableCursor(OpCall &opCall) { ARG_UINT32(objectId); _cursor->disable(objectId); _vm->notifyThreadId(opCall._threadId); } void BbdouSpecialCode::spcAddCursorSequence(OpCall &opCall) { ARG_SKIP(4); ARG_UINT32(objectId); ARG_UINT32(sequenceId); _cursor->addCursorSequenceId(objectId, sequenceId); _vm->notifyThreadId(opCall._threadId); } void BbdouSpecialCode::spcCursorStartHoldingObjectId(OpCall &opCall) { ARG_UINT32(objectId); ARG_UINT32(holdingObjectId); ARG_INT16(doPlaySound); startHoldingObjectId(objectId, holdingObjectId, doPlaySound != 0); _vm->notifyThreadId(opCall._threadId); } void BbdouSpecialCode::spcCursorStopHoldingObjectId(OpCall &opCall) { ARG_UINT32(objectId); ARG_INT16(doPlaySound); stopHoldingObjectId(objectId, doPlaySound != 0); _cursor->_data._mode = 1; _vm->notifyThreadId(opCall._threadId); } void BbdouSpecialCode::spcSetCursorState(OpCall &opCall) { ARG_UINT32(objectId); ARG_UINT32(newState); _cursor->_data._verbState._cursorState = newState; _cursor->resetActiveVerbs(); if (newState == 5) setCursorControlRoutine(objectId, 1); else setCursorControlRoutine(objectId, 0); _vm->notifyThreadId(opCall._threadId); } void BbdouSpecialCode::spcInitBubble(OpCall &opCall) { _bubble->init(); _vm->notifyThreadId(opCall._threadId); } void BbdouSpecialCode::spcSetupBubble(OpCall &opCall) { ARG_UINT32(sequenceId1); ARG_UINT32(sequenceId2); ARG_UINT32(progResKeywordId); ARG_UINT32(namedPointId); ARG_INT16(count); _bubble->addItem0(sequenceId1, sequenceId2, progResKeywordId, namedPointId, count, (uint32*)opCall._code); _vm->notifyThreadId(opCall._threadId); } void BbdouSpecialCode::spcSetObjectInteractMode(OpCall &opCall) { ARG_SKIP(4); ARG_UINT32(objectId); ARG_INT16(value); _objectInteractModeMap.setObjectInteractMode(objectId, value); _vm->notifyThreadId(opCall._threadId); } void BbdouSpecialCode::spcInitInventory(OpCall &opCall) { // Called but not used in the reimplementation since the // inventory is initialized in this class' constructor } void BbdouSpecialCode::spcClearInventory(OpCall &opCall) { _inventory->clear(); } void BbdouSpecialCode::spcRegisterInventoryBag(OpCall &opCall) { ARG_UINT32(sceneId); _inventory->registerInventoryBag(sceneId); } void BbdouSpecialCode::spcRegisterInventorySlot(OpCall &opCall) { ARG_UINT32(namedPointId); _inventory->registerInventorySlot(namedPointId); } void BbdouSpecialCode::spcRegisterInventoryItem(OpCall &opCall) { ARG_UINT32(objectId); ARG_UINT32(sequenceId); _inventory->registerInventoryItem(objectId, sequenceId); } void BbdouSpecialCode::spcOpenInventory(OpCall &opCall) { _inventory->open(); } void BbdouSpecialCode::spcAddInventoryItem(OpCall &opCall) { ARG_UINT32(objectId); _inventory->addInventoryItem(objectId); } void BbdouSpecialCode::spcRemoveInventoryItem(OpCall &opCall) { ARG_UINT32(objectId); _inventory->removeInventoryItem(objectId); } void BbdouSpecialCode::spcHasInventoryItem(OpCall &opCall) { ARG_UINT32(objectId); _vm->_stack->push(_inventory->hasInventoryItem(objectId) ? 1 : 0); } void BbdouSpecialCode::spcCloseInventory(OpCall &opCall) { _inventory->close(); } void BbdouSpecialCode::spcInitConversation(OpCall &opCall) { // Conversations seem unused but this is still called } void BbdouSpecialCode::spcClearConversation(OpCall &opCall) { // Conversations seem unused but this is still called } void BbdouSpecialCode::spcClearBlockCounter(OpCall &opCall) { // Conversations seem unused but this is still called ARG_UINT32(index); _vm->_scriptResource->_blockCounters.set(index, 0); } void BbdouSpecialCode::spcResetCursor(OpCall &opCall) { ARG_UINT32(objectId); _cursor->reset(objectId); setCursorControlRoutine(objectId, 0); _vm->notifyThreadId(opCall._threadId); } void BbdouSpecialCode::spcSetCursorField90(OpCall &opCall) { ARG_SKIP(4); // objectId unused _cursor->_data._field90 = 1; _vm->notifyThreadId(opCall._threadId); } void BbdouSpecialCode::spcFoodCtl(OpCall &opCall) { ARG_UINT32(cmd); switch (cmd) { case 1: { ARG_UINT32(minCount); ARG_UINT32(maxCount); _foodCtl->placeFood(minCount, maxCount); } break; case 2: { ARG_UINT32(propertyId); _foodCtl->addFood(propertyId); } break; case 3: _foodCtl->requestFirstFood(); break; case 4: _foodCtl->requestNextFood(); break; case 5: _foodCtl->serveFood(); break; case 6: _foodCtl->resetFood(); break; case 8: _foodCtl->nextRound(); break; default: break; } } void BbdouSpecialCode::spcTestFoodCtl(OpCall &opCall) { ARG_UINT32(cmd); switch (cmd) { case 7: _vm->_stack->push(_foodCtl->hasReachedRequestedFoodCount() ? 1 : 0); break; case 9: _vm->_stack->push(_foodCtl->hasRoundFinished() ? 1 : 0); break; default: break; } } void BbdouSpecialCode::spcInitMenu(OpCall &opCall) { // Called but not used in the reimplementation } void BbdouSpecialCode::spcIsCursorHoldingObjectId(OpCall &opCall) { ARG_UINT32(cursorObjectId); ARG_UINT32(objectId); _vm->_stack->push(isHoldingObjectId(objectId) ? 1 : 0); _vm->notifyThreadId(opCall._threadId); } void BbdouSpecialCode::spcInitRadarMicrophone(OpCall &opCall) { ARG_UINT32(cursorObjectId); uint32 tempThreadId = _vm->newTempThreadId(); RadarMicrophoneThread *radarMicrophoneThread = new RadarMicrophoneThread(_vm, tempThreadId, opCall._callerThreadId, cursorObjectId); for (uint i = 0; i < 7; ++i) { ARG_UINT32(zoneThreadId); if (zoneThreadId == 0) break; radarMicrophoneThread->addZone(zoneThreadId); } radarMicrophoneThread->initZones(); _vm->_threads->startThread(radarMicrophoneThread); } void BbdouSpecialCode::spcCreditsCtl(OpCall &opCall) { ARG_UINT32(cmd); switch (cmd) { case 1: { ARG_UINT32(endSignalPropertyId); _credits = new BbdouCredits(_vm); _credits->start(endSignalPropertyId, 0.5); } break; case 2: _credits->drawNextLine(); break; case 3: _credits->stop(); delete _credits; default: break; } } void BbdouSpecialCode::spcSaladCtl(OpCall &opCall) { ARG_UINT32(cmd); ARG_UINT32(sequenceId); switch (cmd) { case 1: initSalad(); break; case 2: addSalad(sequenceId); break; } } void BbdouSpecialCode::spcRunCause(OpCall &opCall) { ARG_UINT32(cursorObjectId); ARG_UINT32(verbId); ARG_UINT32(objectId1); ARG_UINT32(objectId2); Control *cursorControl = _vm->getObjectControl(cursorObjectId); debug(0, "runCause(%08X, %08X, %08X)", verbId, objectId1, objectId2); runCause(cursorControl, _cursor->_data, verbId, objectId1, objectId2, 0); } void BbdouSpecialCode::playSoundEffect(int soundIndex) { static const uint32 kSoundEffectIds[] = { 0, 1, 0x900C1, 2, 0, 3, 0x900C0, 4, 0x900C2, 5, 0, 6 }; uint32 soundEffectId = kSoundEffectIds[2 * soundIndex]; if (soundEffectId) { // TODO _vm->startSound(soundEffectId, 255, 0); } } void BbdouSpecialCode::hideVerbBubble(uint32 objectId, VerbState *verbState) { if (verbState->_isBubbleVisible) { _bubble->hide(); verbState->_verbId = 0x1B0000; verbState->_isBubbleVisible = false; verbState->_objectIds[0] = 0; verbState->_objectIds[1] = 0; } _vm->_input->discardAllEvents(); } bool BbdouSpecialCode::testInteractModeRange(int value) { return value >= 2 && value <= 7; } void BbdouSpecialCode::setCursorControlRoutine(uint32 objectId, int num) { Control *control = _vm->getObjectControl(objectId); if (num == 0) control->_actor->setControlRoutine( new Common::Functor2Mem(this, &BbdouSpecialCode::cursorInteractControlRoutine)); else control->_actor->setControlRoutine( new Common::Functor2Mem(this, &BbdouSpecialCode::cursorCrosshairControlRoutine)); } Common::Point BbdouSpecialCode::getBackgroundCursorPos(Common::Point cursorPos) { return _vm->_camera->getScreenOffset() + cursorPos; } void BbdouSpecialCode::showBubble(uint32 objectId, uint32 overlappedObjectId, uint32 holdingObjectId, VerbState *verbState, uint32 progResKeywordId) { Common::Rect collisionRect; Control *overlappedControl, *control2, *control3; Common::Point bubbleSourcePt(320, 240), bubbleDestPt, currPan; overlappedControl = _vm->_dict->getObjectControl(overlappedObjectId); overlappedControl->getCollisionRect(collisionRect); currPan = _vm->_camera->getCurrentPan(); bubbleDestPt.x = CLIP((collisionRect.right + collisionRect.left) / 2, currPan.x - 274, currPan.x + 274); bubbleDestPt.y = CLIP(collisionRect.top - (collisionRect.bottom - collisionRect.top) / 8, currPan.y - 204, currPan.y + 204); control2 = _vm->_dict->getObjectControl(0x4000F); if (!control2 || (control2->_actor && control2->_actor->_frameIndex == 0)) control2 = _vm->_dict->getObjectControl(0x4000E); if (control2 && control2->_actor && control2->_actor->_frameIndex) { bubbleSourcePt.x = control2->_actor->_position.x - control2->_position.x + control2->_actor->_surfInfo._dimensions._width / 2; bubbleSourcePt.y = control2->_actor->_position.y - control2->_position.y; bubbleSourcePt.y = bubbleSourcePt.y >= 500 ? 500 : bubbleSourcePt.y + 32; if (ABS(bubbleSourcePt.x - bubbleDestPt.x) < ABS(bubbleSourcePt.y - bubbleDestPt.y) / 2) bubbleSourcePt.y += 80; } _bubble->setup(1, bubbleSourcePt, bubbleDestPt, progResKeywordId); verbState->_objectIds[0] = _bubble->addItem(0, 0x6005A); verbState->_objectIds[1] = _bubble->addItem(0, 0x6005A); verbState->_index = 0; int value = _objectInteractModeMap.getObjectInteractMode(overlappedControl->_objectId); if (holdingObjectId) { verbState->_verbId = 0x1B0003; } else if (value == 9) { verbState->_verbId = 0x1B0005; } else if (value == 8) { verbState->_verbId = 0x1B0005; } else { verbState->_verbId = 0x1B0002; } uint32 sequenceId = kStruct10s[verbState->_verbId & 0xFFFF]._sequenceId2; _bubble->show(); control3 = _vm->_dict->getObjectControl(verbState->_objectIds[0]); control3->startSequenceActor(sequenceId, 2, 0); control3->appearActor(); control3->deactivateObject(); verbState->_isBubbleVisible = true; _vm->_input->discardAllEvents(); } bool BbdouSpecialCode::findVerbId(VerbState *verbState, uint32 currOverlappedObjectId, int always0, uint32 &outVerbId) { if (verbState->_isBubbleVisible) { int verbNum = verbState->_verbId & 0xFFFF; int verbNumI = verbNum + 1; while (1) { if (verbNumI >= 32) verbNumI = 0; if (verbNumI++ == verbNum) break; if (verbState->_verbActive[verbNumI] && testVerbId(verbNumI | 0x1B0000, always0, currOverlappedObjectId)) { outVerbId = verbNumI | 0x1B0000; return true; } } } return false; } void BbdouSpecialCode::cursorInteractControlRoutine(Control *cursorControl, uint32 deltaTime) { Actor *actor = cursorControl->_actor; CursorData &cursorData = _cursor->_data; if (cursorData._visibleCtr > 0) { Common::Point cursorPos = _vm->_input->getCursorPosition(); if (cursorPos == actor->_position) { cursorData._idleCtr += deltaTime; if (cursorData._idleCtr > 3600) cursorData._idleCtr = 0; } else { actor->_position.x = cursorPos.x; actor->_position.y = cursorPos.y; cursorData._idleCtr = 0; } if (_cursor->updateTrackingCursor(cursorControl)) cursorData._flags |= 1; else cursorData._flags &= ~1; cursorPos = getBackgroundCursorPos(cursorPos); bool foundOverlapped = false; Control *overlappedControl = 0; if (cursorData._flags & 1) { foundOverlapped = false; } else if (_vm->getCurrentScene() == 0x1000D) { foundOverlapped = _vm->_controls->getOverlappedObjectAccurate(cursorControl, cursorPos, &overlappedControl, cursorData._verbState._minPriority); } else { foundOverlapped = _vm->_controls->getOverlappedObject(cursorControl, cursorPos, &overlappedControl, cursorData._verbState._minPriority); } if (foundOverlapped) { if (overlappedControl->_objectId != cursorData._currOverlappedObjectId) { if (cursorData._verbState._isBubbleVisible) playSoundEffect(4); hideVerbBubble(cursorControl->_objectId, &cursorData._verbState); int interactMode = _objectInteractModeMap.getObjectInteractMode(overlappedControl->_objectId); if (!testInteractModeRange(interactMode)) { if (cursorData._mode == 3) _cursor->restoreInfo(); _cursor->show(cursorControl); cursorControl->setActorIndexTo2(); if (cursorData._overlappedObjectId != overlappedControl->_objectId) { cursorData._overlappedObjectId = overlappedControl->_objectId; runCause(cursorControl, cursorData, 0x1B0009, 0, overlappedControl->_objectId, 0); } if (interactMode == 10) { if (cursorData._holdingObjectId) { cursorData._verbState._verbId = 0x1B0003; cursorData._currOverlappedObjectId = overlappedControl->_objectId; } else { cursorData._verbState._verbId = 0x1B0002; cursorData._currOverlappedObjectId = overlappedControl->_objectId; } } else { playSoundEffect(3); showBubble(cursorControl->_objectId, overlappedControl->_objectId, cursorData._holdingObjectId, &cursorData._verbState, cursorData._progResKeywordId); cursorData._currOverlappedObjectId = overlappedControl->_objectId; } } else { if (cursorData._mode != 3) { _cursor->saveInfo(); cursorData._mode = 3; cursorData._verbState._verbId = 0x1B0006; cursorData._holdingObjectId = 0; } cursorData._sequenceId = _cursor->getSequenceId1(interactMode); _cursor->show(cursorControl); cursorData._currOverlappedObjectId = overlappedControl->_objectId; } } } else { if (cursorData._overlappedObjectId) { runCause(cursorControl, cursorData, 0x1B0009, 0, 0x40003, 0); cursorData._overlappedObjectId = 0; } if (cursorData._currOverlappedObjectId || cursorData._mode == 3) { if (cursorData._mode == 3) _cursor->restoreInfo(); _cursor->show(cursorControl); cursorControl->setActorIndexTo1(); if (cursorData._verbState._isBubbleVisible) playSoundEffect(4); hideVerbBubble(cursorControl->_objectId, &cursorData._verbState); } cursorData._currOverlappedObjectId = 0; } } actor->_seqCodeValue1 = 100 * deltaTime; if (cursorData._visibleCtr <= 0) { if (cursorData._currOverlappedObjectId || cursorData._mode == 3 || cursorData._mode == 4) { if (cursorData._mode == 3) { _cursor->restoreInfo(); } else if (cursorData._mode == 4) { _cursor->restoreAfterTrackingCursor(); } cursorControl->setActorIndexTo1(); } cursorData._currOverlappedObjectId = 0; } else if (cursorData._currOverlappedObjectId) { if (_vm->_input->pollEvent(kEventLeftClick)) { cursorData._idleCtr = 0; if (runCause(cursorControl, cursorData, cursorData._verbState._verbId, cursorData._holdingObjectId, cursorData._currOverlappedObjectId, 1)) { hideVerbBubble(cursorControl->_objectId, &cursorData._verbState); cursorData._currOverlappedObjectId = 0; cursorControl->setActorIndexTo1(); } } else if (_vm->_input->pollEvent(kEventRightClick)) { uint32 verbId; cursorData._idleCtr = 0; if (cursorData._holdingObjectId) { runCause(cursorControl, cursorData, 0x1B000B, 0, 0x40003, 0); cursorData._currOverlappedObjectId = 0; } else if (findVerbId(&cursorData._verbState, cursorData._currOverlappedObjectId, 0, verbId) && runCause(cursorControl, cursorData, verbId, cursorData._holdingObjectId, cursorData._currOverlappedObjectId, 1)) { hideVerbBubble(cursorControl->_objectId, &cursorData._verbState); cursorData._currOverlappedObjectId = 0; cursorControl->setActorIndexTo1(); } } } else { if (_vm->_input->pollEvent(kEventLeftClick)) { cursorData._idleCtr = 0; runCause(cursorControl, cursorData, 0x1B0002, 0, 0x40003, 0); } else if (_vm->_input->pollEvent(kEventInventory)) { cursorData._idleCtr = 0; if (cursorData._verbState._minPriority <= 1) runCause(cursorControl, cursorData, cursorData._holdingObjectId != 0 ? 0x1B000B : 0x1B0004, 0, 0x40003, 0); } } } void BbdouSpecialCode::cursorCrosshairControlRoutine(Control *cursorControl, uint32 deltaTime) { static const struct ShooterAnim { uint32 objectId; uint32 sequenceIds1[8]; uint32 sequenceIds2[8]; } kShooterAnims[] = { {0x401C4, {0x60637, 0x60638, 0x60639, 0x6063A, 0x6063B, 0x6063C, 0x6063D, 0x6063E}, {0x6063F, 0x60640, 0x60641, 0x60642, 0x60643, 0x60644, 0x60645, 0x60646}}, {0x401C3, {0x6064A, 0x6064B, 0x6064C, 0x6064D, 0x6064E, 0x6064F, 0x60650, 0x60651}, {0x60652, 0x60653, 0x60654, 0x60655, 0x60656, 0x60657, 0x60658, 0x60659}} }; static const uint32 kShooterObjectIds[] = { 0x401DF, 0x401E0, 0x401E1, 0x401E2, 0x401E3, 0x401E4, 0x401E5, 0x401E6, }; Actor *actor = cursorControl->_actor; CursorData &cursorData = _cursor->_data; if (cursorData._visibleCtr <= 0) { if (cursorData._currOverlappedObjectId || cursorData._mode == 3) { if (cursorData._mode == 3) _cursor->restoreInfo(); cursorControl->setActorIndexTo1(); } cursorData._currOverlappedObjectId = 0; return; } Common::Point screenCursorPos = _vm->_input->getCursorPosition(); if (screenCursorPos != actor->_position) { actor->_position = screenCursorPos; int16 gridX = 8 * screenCursorPos.x / 640; if (gridX >= 8) gridX = 4; for (uint i = 0; i < 2; ++i) { const ShooterAnim &anim = kShooterAnims[i]; Control *control2 = _vm->getObjectControl(anim.objectId); if (control2 && control2->_actor) { if (_shooterStatus[i].gridX != gridX && (!_shooterStatus[i].flag || !control2->_actor->_seqCodeIp)) { _shooterStatus[i].gridX = gridX; control2->_actor->_seqCodeIp = 0; control2->startSequenceActor(anim.sequenceIds1[gridX], 2, 0); } } } } Common::Point cursorPos = getBackgroundCursorPos(screenCursorPos); bool foundOverlapped = false; Control *overlappedControl = 0; if (cursorData._flags & 1) foundOverlapped = false; else { foundOverlapped = _vm->_controls->getOverlappedObjectAccurate(cursorControl, cursorPos, &overlappedControl, cursorData._verbState._minPriority); } if (foundOverlapped) { if (overlappedControl->_objectId != cursorData._currOverlappedObjectId) { hideVerbBubble(cursorControl->_objectId, &cursorData._verbState); int interactMode = _objectInteractModeMap.getObjectInteractMode(overlappedControl->_objectId); if (!testInteractModeRange(interactMode)) { if (cursorData._mode == 3) _cursor->restoreInfo(); _cursor->show(cursorControl); cursorControl->setActorIndexTo2(); if (overlappedControl->_objectId) { cursorData._verbState._verbId = 0x1B0003; cursorData._currOverlappedObjectId = overlappedControl->_objectId; } else { cursorData._verbState._verbId = 0x1B0002; cursorData._currOverlappedObjectId = overlappedControl->_objectId; } } else { if (cursorData._mode != 3) { _cursor->saveInfo(); cursorData._mode = 3; cursorData._verbState._verbId = 0x1B0006; cursorData._holdingObjectId = 0; } switch (interactMode) { case 2: cursorData._sequenceId = 0x60010; break; case 3: cursorData._sequenceId = 0x60011; break; case 4: cursorData._sequenceId = 0x60012; break; case 5: cursorData._sequenceId = 0x60013; break; case 6: cursorData._sequenceId = 0x60015; break; case 7: cursorData._sequenceId = 0x60014; break; } _cursor->show(cursorControl); cursorData._currOverlappedObjectId = overlappedControl->_objectId; } } } else { if (cursorData._currOverlappedObjectId || cursorData._mode == 3) { if (cursorData._mode == 3) _cursor->restoreInfo(); _cursor->show(cursorControl); cursorControl->setActorIndexTo1(); hideVerbBubble(cursorControl->_objectId, &cursorData._verbState); } cursorData._currOverlappedObjectId = 0; } actor->_seqCodeValue1 = 100 * deltaTime; if (cursorData._currOverlappedObjectId) { if (_vm->_input->pollEvent(kEventLeftClick)) { uint32 outSceneId, outVerbId, outObjectId2, outObjectId; bool success = getShooterCause(_vm->getCurrentScene(), cursorData._verbState._verbId, cursorData._holdingObjectId, cursorData._currOverlappedObjectId, outSceneId, outVerbId, outObjectId2, outObjectId); uint index = (uint)_vm->getRandom(2); const ShooterAnim &anim = kShooterAnims[index]; uint32 objectId = anim.objectId; int gridX = _shooterStatus[index].gridX; Control *gunControl = _vm->getObjectControl(objectId); if (gunControl) { _shooterStatus[index].flag = true; gunControl->startSequenceActor(anim.sequenceIds2[gridX], 2, 0); } Control *hitControl = _vm->getObjectControl(kShooterObjectIds[_shooterObjectIdIndex]); if (hitControl) { hitControl->setActorPosition(actor->_position); hitControl->startSequenceActor(0x6068D, 2, 0); } ++_shooterObjectIdIndex; if (_shooterObjectIdIndex >= ARRAYSIZE(kShooterObjectIds)) _shooterObjectIdIndex = 0; if (success) { _cursor->hide(cursorControl->_objectId); uint32 threadId = startCauseThread(cursorControl->_objectId, _vm->getCurrentScene(), outVerbId, outObjectId2, outObjectId); if (cursorData._field90) { _vm->_threads->killThread(cursorData._causeThreadId2); cursorData._field90 = 0; } cursorData._causeThreadId1 = _vm->causeTrigger(outSceneId, outVerbId, outObjectId2, outObjectId, threadId); cursorData._causeThreadId2 = cursorData._causeThreadId1; hideVerbBubble(cursorControl->_objectId, &cursorData._verbState); cursorData._currOverlappedObjectId = 0; cursorControl->setActorIndexTo1(); } } else if (_vm->_input->pollEvent(kEventRightClick) && cursorData._verbState._isBubbleVisible && !cursorData._verbState._flag56) { // TODO I don't think this is used; _isBubbleVisible seems to be always 0 here debug("Cursor_sub_10004DD0 TODO"); // TODO Cursor_sub_10004DD0(controla->objectId, cursorData->currOverlappedObjectId, cursorData->holdingObjectId, &cursorData->verbState); } } else if (_vm->_input->pollEvent(kEventLeftClick)) { uint index = (uint)_vm->getRandom(2); const ShooterAnim &anim = kShooterAnims[index]; uint32 objectId = anim.objectId; int gridX = _shooterStatus[index].gridX; Control *gunControl = _vm->getObjectControl(objectId); if (gunControl) { _shooterStatus[index].flag = true; gunControl->startSequenceActor(anim.sequenceIds2[gridX], 2, 0); } Control *hitControl = _vm->getObjectControl(kShooterObjectIds[_shooterObjectIdIndex]); if (hitControl) { hitControl->setActorPosition(actor->_position); hitControl->startSequenceActor(0x6068D, 2, 0); } ++_shooterObjectIdIndex; if (_shooterObjectIdIndex >= ARRAYSIZE(kShooterObjectIds)) _shooterObjectIdIndex = 0; } } bool BbdouSpecialCode::testVerbId(uint32 verbId, uint32 holdingObjectId, uint32 overlappedObjectId) { static const uint32 kVerbIdsEE[] = {0x001B0002, 0x001B0001, 0}; static const uint32 kVerbIdsE9[] = {0x001B0005, 0}; static const uint32 kVerbIdsE8[] = {0x001B0005, 0x001B0001, 0}; static const uint32 kVerbIdsHE[] = {0x001B0003, 0x001B0001, 0}; static const uint32 kVerbIdsH9[] = {0x001B0003, 0}; static const uint32 kVerbIdsH8[] = {0x001B0003, 0x001B0001, 0}; const uint32 *verbIds; int interactMode = _objectInteractModeMap.getObjectInteractMode(overlappedObjectId); if (holdingObjectId) { if (interactMode == 9) verbIds = kVerbIdsH9; else if (interactMode == 9) verbIds = kVerbIdsH8; else verbIds = kVerbIdsHE; } else { if (interactMode == 9) verbIds = kVerbIdsE9; else if (interactMode == 8) verbIds = kVerbIdsE8; else verbIds = kVerbIdsEE; } for (; *verbIds; ++verbIds) { if (*verbIds == verbId) return true; } return false; } bool BbdouSpecialCode::getCause(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId, uint32 &outVerbId, uint32 &outObjectId2, uint32 &outObjectId) { bool success = false; objectId2 = verbId != 0x1B0003 ? 0 : objectId2; if (_vm->causeIsDeclared(sceneId, verbId, objectId2, objectId)) { outVerbId = verbId; outObjectId2 = objectId2; outObjectId = objectId; success = true; } else if (objectId2 != 0 && _vm->causeIsDeclared(sceneId, 0x1B0008, 0, objectId)) { outVerbId = 0x1B0008; outObjectId2 = 0; outObjectId = objectId; success = true; } else if (_vm->causeIsDeclared(sceneId, verbId, objectId2, 0x40001)) { outVerbId = verbId; outObjectId2 = objectId2; outObjectId = 0x40001; success = true; } else if (objectId2 != 0 && _vm->causeIsDeclared(sceneId, 0x1B0008, 0, 0x40001)) { outVerbId = 0x1B0008; outObjectId2 = 0; outObjectId = 0x40001; success = true; } if (success) { //debug("getCause() -> %08X %08X %08X", outVerbId, outObjectId2, outObjectId); } return success; } bool BbdouSpecialCode::runCause(Control *cursorControl, CursorData &cursorData, uint32 verbId, uint32 objectId2, uint32 objectId, int soundIndex) { //debug("runCause(%08X, %08X, %08X)", verbId, objectId2, objectId); uint32 sceneId = _vm->getCurrentScene(); uint32 outVerbId, outObjectId2, outObjectId; bool success = false; if (getCause(_vm->getCurrentScene(), verbId, objectId2, objectId, outVerbId, outObjectId2, outObjectId)) { sceneId = _vm->getCurrentScene(); success = true; } else if (getCause(0x10003, verbId, objectId2, objectId, outVerbId, outObjectId2, outObjectId)) { sceneId = 0x10003; success = true; } if (!success) return false; _cursor->hide(cursorControl->_objectId); uint32 threadId = startCauseThread(cursorControl->_objectId, _vm->getCurrentScene(), outVerbId, outObjectId2, outObjectId); if (cursorData._field90) { _vm->_threads->killThread(cursorData._causeThreadId2); cursorData._field90 = 0; } if (soundIndex) playSoundEffect(soundIndex); cursorData._causeThreadId1 = _vm->causeTrigger(sceneId, outVerbId, outObjectId2, outObjectId, threadId); cursorData._causeThreadId2 = cursorData._causeThreadId1; return true; } uint32 BbdouSpecialCode::startCauseThread(uint32 cursorObjectId, uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId) { uint32 tempThreadId = _vm->newTempThreadId(); debug(3, "Starting cause thread %08X...", tempThreadId); CauseThread_BBDOU *causeThread = new CauseThread_BBDOU(_vm, tempThreadId, 0, this, cursorObjectId, sceneId, verbId, objectId2, objectId); _vm->_threads->startThread(causeThread); causeThread->suspend(); return tempThreadId; } void BbdouSpecialCode::startHoldingObjectId(uint32 objectId1, uint32 holdingObjectId, bool doPlaySound) { Control *control = _vm->_dict->getObjectControl(objectId1); if (_cursor->_data._holdingObjectId) _inventory->putBackInventoryItem(_cursor->_data._holdingObjectId, control->_actor->_position); _cursor->_data._holdingObjectId = holdingObjectId; _cursor->_data._sequenceId = _cursor->findCursorSequenceId(holdingObjectId); if (_cursor->_data._visibleCtr > 0) _cursor->show(control); _cursor->_data._mode = 2; _cursor->_data._verbState._verbId = 0x1B0003; if (!doPlaySound) playSoundEffect(5); _inventory->removeInventoryItem(holdingObjectId); } void BbdouSpecialCode::stopHoldingObjectId(uint32 objectId1, bool doPlaySound) { Control *control = _vm->_dict->getObjectControl(objectId1); uint32 holdingObjectId = _cursor->_data._holdingObjectId; _cursor->_data._holdingObjectId = 0; _cursor->_data._sequenceId = 0x6000F; if (!doPlaySound && holdingObjectId) playSoundEffect(6); if (_cursor->_data._visibleCtr > 0) _cursor->show(control); _cursor->_data._verbState._verbId = 0x1B0001; if (_cursor->_data._mode == 3) holdingObjectId = _cursor->_data._holdingObjectId2; if (holdingObjectId) _inventory->putBackInventoryItem(holdingObjectId, control->_actor->_position); } bool BbdouSpecialCode::isHoldingObjectId(uint32 objectId) { return _cursor->_data._holdingObjectId == objectId; } void BbdouSpecialCode::initSalad() { for (uint i = 0; i < 12; ++i) { _saladObjectIds[i] = _vm->_controls->newTempObjectId(); _vm->_controls->placeActor(0x00050192, Common::Point(0, 0), 0x00060C26, _saladObjectIds[i], 0); } _saladCount = 0; } void BbdouSpecialCode::addSalad(uint32 sequenceId) { if (_saladCount >= 12) { Control *control = _vm->_dict->getObjectControl(_saladObjectIds[_saladCount - 1]); control->unlinkObject(); } else { ++_saladCount; } Control *control = _vm->_dict->getObjectControl(_saladObjectIds[_saladCount - 1]); control->linkToObject(0x00040309, _saladCount); control->startSequenceActor(sequenceId, 2, 0); control->setPriority(_saladCount + 9); control->deactivateObject(); } bool BbdouSpecialCode::getShooterCause(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId, uint32 &outSceneId, uint32 &outVerbId, uint32 &outObjectId2, uint32 &outObjectId) { bool success = false; objectId2 = verbId != 0x1B0003 ? 0 : objectId2; if (_vm->causeIsDeclared(sceneId, verbId, objectId2, objectId)) { outSceneId = sceneId; outVerbId = verbId; outObjectId2 = objectId2; outObjectId = objectId; success = true; } else if (verbId == 0x1B0003 && _vm->causeIsDeclared(sceneId, 0x1B0008, 0, objectId)) { outSceneId = sceneId; outVerbId = 0x1B0003; outObjectId2 = 0; outObjectId = objectId; success = true; } else if (_vm->causeIsDeclared(sceneId, verbId, objectId2, 0x40001)) { outSceneId = sceneId; outVerbId = verbId; outObjectId2 = objectId2; outObjectId = 0x40001; success = true; } else if (verbId == 0x1B0003 && _vm->causeIsDeclared(sceneId, 0x1B0008, 0, 0x40001)) { outSceneId = sceneId; outVerbId = 0x1B0008; outObjectId2 = 0; outObjectId = 0x40001; success = true; } else if (_vm->causeIsDeclared(0x10003, verbId, objectId2, objectId)) { outSceneId = 0x10003; outVerbId = verbId; outObjectId2 = objectId2; outObjectId = objectId; success = true; } else if (verbId == 0x1B0003 && _vm->causeIsDeclared(0x10003, 0x1B0008, 0, objectId)) { outSceneId = 0x10003; outVerbId = verbId; outObjectId2 = 0; outObjectId = objectId; success = true; } else if (_vm->causeIsDeclared(0x10003, verbId, objectId2, 0x40001)) { outSceneId = 0x10003; outVerbId = verbId; outObjectId2 = objectId2; outObjectId = 0x40001; success = true; } else if (verbId == 0x1B0003 && _vm->causeIsDeclared(0x10003, 0x1B0008, 0, 0x40001)) { outSceneId = 0x10003; outVerbId = verbId; outObjectId2 = 0; outObjectId = 0x40001; success = true; } return success; } } // End of namespace Illusions