/* 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/duckman/illusions_duckman.h" #include "illusions/duckman/duckman_dialog.h" #include "illusions/duckman/duckman_specialcode.h" #include "illusions/duckman/gamestate_duckman.h" #include "illusions/duckman/menusystem_duckman.h" #include "illusions/duckman/scriptopcodes_duckman.h" #include "illusions/actor.h" #include "illusions/camera.h" #include "illusions/cursor.h" #include "illusions/dictionary.h" #include "illusions/gamresourcereader.h" #include "illusions/graphics.h" #include "illusions/input.h" #include "illusions/resources/actorresource.h" #include "illusions/resources/backgroundresource.h" #include "illusions/resources/fontresource.h" #include "illusions/resources/genericresource.h" #include "illusions/resources/midiresource.h" #include "illusions/resources/scriptresource.h" #include "illusions/resources/soundresource.h" #include "illusions/resources/talkresource.h" #include "illusions/resourcesystem.h" #include "illusions/screen.h" #include "illusions/screentext.h" #include "illusions/scriptstack.h" #include "illusions/sound.h" #include "illusions/specialcode.h" #include "illusions/textdrawer.h" #include "illusions/thread.h" #include "illusions/time.h" #include "illusions/updatefunctions.h" #include "illusions/threads/abortablethread.h" #include "illusions/threads/causethread_duckman.h" #include "illusions/threads/scriptthread.h" #include "illusions/threads/talkthread_duckman.h" #include "illusions/threads/timerthread.h" #include "audio/audiostream.h" #include "common/config-manager.h" #include "common/debug-channels.h" #include "common/error.h" #include "common/fs.h" #include "common/timer.h" #include "engines/util.h" #include "graphics/cursorman.h" #include "graphics/font.h" #include "graphics/fontman.h" #include "graphics/palette.h" #include "graphics/surface.h" namespace Illusions { // IllusionsEngine_Duckman IllusionsEngine_Duckman::IllusionsEngine_Duckman(OSystem *syst, const IllusionsGameDescription *gd) : IllusionsEngine(syst, gd) { } Common::Error IllusionsEngine_Duckman::run() { // Init search paths const Common::FSNode gameDataDir(ConfMan.get("path")); SearchMan.addSubDirectoryMatching(gameDataDir, "music"); SearchMan.addSubDirectoryMatching(gameDataDir, "sfx", 0, 2); SearchMan.addSubDirectoryMatching(gameDataDir, "video"); SearchMan.addSubDirectoryMatching(gameDataDir, "voice"); _dict = new Dictionary(); _resReader = new ResourceReaderGamArchive("duckman.gam"); _resSys = new ResourceSystem(this); _resSys->addResourceLoader(0x00060000, new ActorResourceLoader(this)); _resSys->addResourceLoader(0x00080000, new SoundGroupResourceLoader(this)); _resSys->addResourceLoader(0x000A0000, new MidiGroupResourceLoader(this)); _resSys->addResourceLoader(0x000D0000, new ScriptResourceLoader(this)); _resSys->addResourceLoader(0x000F0000, new TalkResourceLoader(this)); _resSys->addResourceLoader(0x00100000, new ActorResourceLoader(this)); _resSys->addResourceLoader(0x00110000, new BackgroundResourceLoader(this)); _resSys->addResourceLoader(0x00120000, new FontResourceLoader(this)); _resSys->addResourceLoader(0x00190000, new GenericResourceLoader(this)); _screen = new Screen8Bit(this, 320, 200); _screenPalette = new ScreenPalette(this); _screenText = new ScreenText(this); _input = new Input(); _actorInstances = new ActorInstanceList(this); _backgroundInstances = new BackgroundInstanceList(this); _camera = new Camera(this); _controls = new Controls(this); _talkItems = new TalkInstanceList(this); _threads = new ThreadList(this); _updateFunctions = new UpdateFunctions(); _soundMan = new SoundMan(this); _menuSystem = new DuckmanMenuSystem(this); _gameState = new Duckman_GameState(this); _fader = new Fader(); _dialogSys = new DuckmanDialogSystem(this); _screen->setColorKey1(0); initInput(); initUpdateFunctions(); _scriptOpcodes = new ScriptOpcodes_Duckman(this); _stack = new ScriptStack(); // TODO Move to own class _resGetCtr = 0; _unpauseControlActorFlag = false; _lastUpdateTime = 0; _currWalkOverlappedControl = 0; _pauseCtr = 0; _doScriptThreadInit = false; _field8 = 1; _fieldA = 0; ConfMan.registerDefault("talkspeed", 240); _subtitleDuration = (uint16)ConfMan.getInt("talkspeed"); debug(0, "talkspeed: %d", _subtitleDuration); _globalSceneId = 0x00010003; _savedInventoryActorIndex = 0; loadSpecialCode(0); setDefaultTextCoords(); initCursor(); initActiveScenes(); _resSys->loadResource(0x120001, 0x00010001, 0); _resSys->loadResource(0x120002, 0x00010001, 0); _resSys->loadResource(0x120003, 0x00010001, 0); _resSys->loadResource(0x000D0001, 0x00010001, 0); #if 0 //DEBUG _scriptResource->_properties.set(0x000E003A, true); _scriptResource->_properties.set(0x000E0020, true); _scriptResource->_properties.set(0x000E003A, true); _scriptResource->_properties.set(0x000E003B, true); _scriptResource->_properties.set(0x000E0009, true); _scriptResource->_properties.set(0x000E003D, true); _scriptResource->_properties.set(0x000E0024, true); #endif #if 0 // DEBUG Enterprise _scriptResource->_blockCounters.set(238, 1); #endif #if 0 // DEBUG Map / special code 0016001A _scriptResource->_properties.set(0x000E0017, true); _scriptResource->_properties.set(0x000E0022, false); #endif if (ConfMan.hasKey("save_slot")) { _doScriptThreadInit = true; // Load global resources manually, usually done by the game script enterScene(0x00010003, 0); loadGameState(ConfMan.getInt("save_slot")); } else { startScriptThread(0x00020004, 0); _doScriptThreadInit = true; } while (!shouldQuit()) { if (_resumeFromSavegameRequested) { activateSavegame(0); resumeFromSavegame(0); _resumeFromSavegameRequested = false; } runUpdateFunctions(); _system->updateScreen(); updateEvents(); } unloadSpecialCode(0); delete _stack; delete _scriptOpcodes; delete _dialogSys; delete _fader; delete _gameState; delete _menuSystem; delete _soundMan; delete _updateFunctions; delete _threads; delete _talkItems; delete _controls; delete _camera; delete _backgroundInstances; delete _actorInstances; delete _input; delete _screenText; delete _screenPalette; delete _screen; delete _resSys; delete _resReader; delete _dict; debug("Ok"); return Common::kNoError; } bool IllusionsEngine_Duckman::hasFeature(EngineFeature f) const { return (f == kSupportsRTL) || (f == kSupportsLoadingDuringRuntime) || (f == kSupportsSavingDuringRuntime); } void IllusionsEngine_Duckman::initInput() { // TODO Check if these are correct... _input->setInputEvent(kEventLeftClick, 0x01) .addMouseButton(MOUSE_LEFT_BUTTON) .addKey(Common::KEYCODE_RETURN); _input->setInputEvent(kEventRightClick, 0x02) .addMouseButton(MOUSE_RIGHT_BUTTON) .addKey(Common::KEYCODE_BACKSPACE); // 0x04 is unused _input->setInputEvent(kEventInventory, 0x08) .addKey(Common::KEYCODE_TAB); _input->setInputEvent(kEventAbort, 0x10) .addKey(Common::KEYCODE_ESCAPE); _input->setInputEvent(kEventSkip, 0x20) .addMouseButton(MOUSE_LEFT_BUTTON) .addKey(Common::KEYCODE_SPACE); _input->setInputEvent(kEventUp, 0x40) .addKey(Common::KEYCODE_UP); _input->setInputEvent(kEventDown, 0x80) .addMouseButton(MOUSE_RIGHT_BUTTON) .addKey(Common::KEYCODE_DOWN); _input->setInputEvent(kEventF1, 0x100) .addKey(Common::KEYCODE_F1); } #define UPDATEFUNCTION(priority, sceneId, callback) \ _updateFunctions->add(priority, sceneId, new Common::Functor1Mem \ (this, &IllusionsEngine_Duckman::callback)); void IllusionsEngine_Duckman::initUpdateFunctions() { UPDATEFUNCTION(30, 0, updateScript); UPDATEFUNCTION(50, 0, updateActors); UPDATEFUNCTION(60, 0, updateSequences); UPDATEFUNCTION(70, 0, updateGraphics); UPDATEFUNCTION(90, 0, updateSprites); UPDATEFUNCTION(120, 0, updateSoundMan); } #undef UPDATEFUNCTION int IllusionsEngine_Duckman::updateScript(uint flags) { // TODO Some more stuff if (_screen->isDisplayOn() && !_screenPalette->isFaderActive() && _pauseCtr == 0) { if (_input->pollEvent(kEventAbort)) { startScriptThread(0x00020342, 0); } else if (_input->isCheatModeActive() && _input->pollEvent(kEventF1)) { startScriptThread(0x0002033F, 0); } } _threads->updateThreads(); //TODO need to call startScriptThread2(0x10002, 0x20001, 0); return kUFNext; } void IllusionsEngine_Duckman::startScreenShaker(uint pointsCount, uint32 duration, const ScreenShakerPoint *points, uint32 threadId) { _screenShaker = new ScreenShaker(); _screenShaker->_pointsIndex = 0; _screenShaker->_pointsCount = pointsCount; _screenShaker->_finished = false; _screenShaker->_duration = duration; _screenShaker->_nextTime = duration + getCurrentTime(); _screenShaker->_points = points; _screenShaker->_notifyThreadId = threadId; _updateFunctions->add(71, getCurrentScene(), new Common::Functor1Mem (this, &IllusionsEngine_Duckman::updateScreenShaker)); } void IllusionsEngine_Duckman::stopScreenShaker() { if (_screenShaker) _screenShaker->_finished = true; } int IllusionsEngine_Duckman::updateScreenShaker(uint flags) { if (_pauseCtr > 0 || getCurrentScene() == 0x10038) { _screenShaker->_nextTime = getCurrentTime(); return 1; } if (flags & 1) _screenShaker->_finished = true; if (!_screenShaker->_finished) { if (getCurrentTime() >= _screenShaker->_nextTime) { ++_screenShaker->_pointsIndex; if (_screenShaker->_pointsIndex <= _screenShaker->_pointsCount) { ScreenShakerPoint shakePt = _screenShaker->_points[_screenShaker->_pointsIndex - 1]; if (shakePt.x == (int16)0x8000) { // Loop _screenShaker->_pointsIndex = 1; shakePt = _screenShaker->_points[_screenShaker->_pointsIndex - 1]; } _screenShaker->_nextTime = getCurrentTime() + _screenShaker->_duration; _screen->setScreenOffset(Common::Point(shakePt.x, shakePt.y)); } else _screenShaker->_finished = true; } } if (_screenShaker->_finished) { notifyThreadId(_screenShaker->_notifyThreadId); delete _screenShaker; _screenShaker = 0; _screen->setScreenOffset(Common::Point(0, 0)); return 2; } return 1; } void IllusionsEngine_Duckman::startFader(int duration, int minValue, int maxValue, int firstIndex, int lastIndex, uint32 threadId) { _fader->_active = true; _fader->_currValue = minValue; _fader->_minValue = minValue; _fader->_maxValue = maxValue; _fader->_firstIndex = firstIndex; _fader->_lastIndex = lastIndex; _fader->_startTime = getCurrentTime(); _fader->_duration = duration; _fader->_notifyThreadId = threadId; } void IllusionsEngine_Duckman::updateFader() { if (_fader && !_fader->_paused && _fader->_active) { int32 currTime = getCurrentTime(); int32 currDuration = currTime - _fader->_startTime; if (currDuration) { int newValue; if (currDuration >= _fader->_duration) { newValue = _fader->_maxValue; } else { newValue = (currDuration * (_fader->_maxValue - _fader->_minValue) / _fader->_duration) + _fader->_minValue; } if (_fader->_currValue != newValue) { _fader->_currValue = newValue; _screenPalette->setFader(newValue, _fader->_firstIndex, _fader->_lastIndex); } if (_fader->_currValue == _fader->_maxValue) { _fader->_active = false; notifyThreadId(_fader->_notifyThreadId); } } } } void IllusionsEngine_Duckman::pauseFader() { _fader->_paused = true; _fader->_startTime = getCurrentTime() - _fader->_startTime; } void IllusionsEngine_Duckman::unpauseFader() { _fader->_startTime = getCurrentTime() - _fader->_startTime; _fader->_paused = false; } void IllusionsEngine_Duckman::setDefaultTextCoords() { WidthHeight dimensions; dimensions._width = 300; dimensions._height = 32; Common::Point pt(160, 176); setDefaultTextDimensions(dimensions); setDefaultTextPosition(pt); } void IllusionsEngine_Duckman::loadSpecialCode(uint32 resId) { _specialCode = new DuckmanSpecialCode(this); _specialCode->init(); } void IllusionsEngine_Duckman::unloadSpecialCode(uint32 resId) { delete _specialCode; } void IllusionsEngine_Duckman::notifyThreadId(uint32 &threadId) { if (threadId) { uint32 tempThreadId = threadId; threadId = 0; _threads->notifyId(tempThreadId); } } bool IllusionsEngine_Duckman::testMainActorFastWalk(Control *control) { return control->_objectId == _scriptResource->getMainActorObjectId() && _input->pollEvent(kEventSkip); } bool IllusionsEngine_Duckman::testMainActorCollision(Control *control) { bool result = false; Control *overlappedControl; if (_controls->getOverlappedWalkObject(control, control->_actor->_position, &overlappedControl)) { if (_currWalkOverlappedControl != overlappedControl) { _currWalkOverlappedControl = overlappedControl; if (runTriggerCause(9, 0, overlappedControl->_objectId)) { delete control->_actor->_pathNode; control->_actor->_flags &= ~Illusions::ACTOR_FLAG_400; control->_actor->_pathNode = 0; control->_actor->_pathPoints = 0; control->_actor->_pathPointsCount = 0; _threads->terminateThreadChain(control->_actor->_walkCallerThreadId1); if (control->_actor->_notifyId3C) { notifyThreadId(control->_actor->_notifyId3C); control->_actor->_walkCallerThreadId1 = 0; } result = true; } } } else { _currWalkOverlappedControl = 0; } return result; } Control *IllusionsEngine_Duckman::getObjectControl(uint32 objectId) { return _dict->getObjectControl(objectId); } static const uint8 kPointConversionTable[] = { 0, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34 }; Common::Point IllusionsEngine_Duckman::getNamedPointPosition(uint32 namedPointId) { Common::Point pt; Common::Point currPan = _camera->getCurrentPan(); if (_backgroundInstances->findActiveBackgroundNamedPoint(namedPointId, pt)) { return pt; } else if (namedPointId - 0x00070001 > 209) { if (_controls->findNamedPoint(namedPointId, pt)) { return pt; } else { return currPan; } } else { debug(1, "getNamedPointPosition(%02d)", kPointConversionTable[namedPointId - 0x00070001]); switch(kPointConversionTable[namedPointId - 0x00070001]) { case 0 : return Common::Point(160, 100); case 1 : return currPan; case 2 : return Common::Point(currPan.x - 160, currPan.y); case 3 : return Common::Point(currPan.x + 160, currPan.y); case 4 : return Common::Point(currPan.x, currPan.y - 100); case 5 : return Common::Point(currPan.x, currPan.y + 100); case 6 : return Common::Point(currPan.x - 160, currPan.y - 100); case 7 : return Common::Point((uint16)(currPan.x + 160), currPan.y - 100); case 8 : return Common::Point(currPan.x - 160, currPan.y + 100); case 9 : return Common::Point(currPan.x + 160, currPan.y + 100); /* TODO implement these case 10 : return Common::Point(0, 0); case 11 : return Common::Point(0, 0); case 12 : return Common::Point(0, 0); case 13 : return Common::Point(0, 0); case 14 : return Common::Point(0, 0); */ case 15 : return Common::Point(0, 0); /* TODO implement these case 16 : return Common::Point(0, 0); case 17 : return Common::Point(0, 0); case 18 : return Common::Point(0, 0); */ case 19 : return Common::Point(0, 0); case 20 : return Common::Point(320, 0); case 21 : return Common::Point(640, 0); case 22 : return Common::Point(960, 0); case 23 : return Common::Point(0, 200); case 24 : return Common::Point(320, 200); case 25 : return Common::Point(640, 200); case 26 : return Common::Point(960, 200); case 27 : return Common::Point(0, 400); case 28 : return Common::Point(320, 400); case 29 : return Common::Point(640, 400); case 30 : return Common::Point(960, 400); case 31 : return Common::Point(0, 600); case 32 : return Common::Point(320, 0); case 33 : return Common::Point(640, 0); case 34 : return Common::Point(960, 0); default : break; } error("getNamedPointPosition(%02d) UNKNOWN", kPointConversionTable[namedPointId - 0x00070001]); return Common::Point(0, 0); } } uint32 IllusionsEngine_Duckman::getPriorityFromBase(int16 priority) { return priority << 16; } uint32 IllusionsEngine_Duckman::getCurrentScene() { return _activeScenes[_activeScenesCount]; } uint32 IllusionsEngine_Duckman::getPrevScene() { uint index = _activeScenesCount - 1; if (_activeScenesCount == 1) index = 5; return _activeScenes[index]; } bool IllusionsEngine_Duckman::isCursorObject(uint32 actorTypeId, uint32 objectId) { return actorTypeId == 0x50001; } void IllusionsEngine_Duckman::setCursorControlRoutine(Control *control) { control->_actor->setControlRoutine(new Common::Functor2Mem (this, &IllusionsEngine_Duckman::cursorControlRoutine)); } void IllusionsEngine_Duckman::placeCursorControl(Control *control, uint32 sequenceId) { _cursor._gameState = 2; _cursor._control = control; _cursor._actorIndex = 1; _cursor._savedActorIndex = 1; _cursor._currOverlappedControl = 0; _cursor._sequenceId1 = sequenceId; _cursor._field14[0] = true; _cursor._field14[1] = true; _cursor._field14[2] = false; _cursor._field14[3] = false; _cursor._field14[4] = false; _cursor._field14[5] = false; _cursor._field14[9] = false; _cursor._field14[10] = false; _cursor._field14[11] = false; _cursor._field14[12] = false; _cursor._field14[6] = _cursor._sequenceId2 != 0 && _cursor._objectId != 0; _cursor._field14[7] = false; _cursor._field14[8] = false; _cursor._op113_choiceOfsPtr = 0; _cursor._notifyThreadId30 = 0; _cursor._dialogItemsCount = 0; _cursor._overlappedObjectId = 0; _cursor._field40 = 0; control->_flags |= 8; setCursorActorIndex(_cursor._actorIndex, 1, 0); // TODO Input_setMousePos(cursorControl->actor->position); // TODO //control->_actor->_actorIndex = 2; // TODO _cursor->place(control, sequenceId); } void IllusionsEngine_Duckman::setCursorControl(Control *control) { _cursor._control = control; } void IllusionsEngine_Duckman::showCursor() { // TODO } void IllusionsEngine_Duckman::hideCursor() { // TODO } void IllusionsEngine_Duckman::initCursor() { _cursor._gameState = 1; _cursor._control = 0; _cursor._position.x = 160; _cursor._position.y = 100; _cursor._objectId = 0; _cursor._actorIndex = 1; _cursor._savedActorIndex = 1; _cursor._currOverlappedControl = 0; _cursor._sequenceId1 = 0; _cursor._sequenceId2 = 0; _cursor._field14[0] = true; _cursor._field14[1] = true; _cursor._field14[2] = false; _cursor._field14[3] = false; _cursor._field14[4] = false; _cursor._field14[5] = false; _cursor._field14[6] = false; _cursor._field14[7] = false; _cursor._field14[8] = false; _cursor._field14[9] = false; _cursor._field14[10] = false; _cursor._field14[11] = false; _cursor._field14[12] = false; _cursor._op113_choiceOfsPtr = 0; _cursor._notifyThreadId30 = 0; _cursor._dialogItemsCount = 0; _cursor._overlappedObjectId = 0; _cursor._field40 = 0; } void IllusionsEngine_Duckman::setCursorActorIndex(int actorIndex, int a, int b) { static int kCursorMap[13][2][2] = { {{ 1, 2}, { 0, 0}}, {{ 3, 4}, { 0, 0}}, {{ 5, 6}, {13, 14}}, {{ 7, 8}, { 0, 0}}, {{ 9, 10}, { 0, 0}}, {{11, 12}, { 0, 0}}, {{ 1, 2}, { 0, 0}}, {{ 0, 0}, { 0, 0}}, {{ 0, 0}, { 0, 0}}, {{15, 16}, { 0, 0}}, {{17, 18}, { 0, 0}}, {{19, 20}, { 0, 0}}, {{21, 22}, { 0, 0}} }; _cursor._control->_actor->_actorIndex = kCursorMap[actorIndex - 1][b][a - 1]; } void IllusionsEngine_Duckman::enableCursorVerb(int verbNum) { if (verbNum != 7 || _cursor._sequenceId2) _cursor._field14[verbNum - 1] = true; } void IllusionsEngine_Duckman::disableCursorVerb(int verbNum) { _cursor._field14[verbNum - 1] = false; if (_cursor._actorIndex == verbNum) { _cursor._actorIndex = getCursorActorIndex(); setCursorActorIndex(_cursor._actorIndex, 1, 0); startCursorSequence(); _cursor._currOverlappedControl = 0; } } void IllusionsEngine_Duckman::setCursorHandMode(int mode) { if (mode == 1) { enableCursorVerb(4); disableCursorVerb(1); disableCursorVerb(2); disableCursorVerb(7); _cursor._actorIndex = 4; } else { enableCursorVerb(1); enableCursorVerb(2); enableCursorVerb(7); disableCursorVerb(4); _cursor._actorIndex = 1; } _cursor._control->startSequenceActor(_cursor._sequenceId1, 2, 0); if (_cursor._currOverlappedControl) setCursorActorIndex(_cursor._actorIndex, 2, 0); else setCursorActorIndex(_cursor._actorIndex, 1, 0); } void IllusionsEngine_Duckman::setCursorInventoryMode(int mode, int value) { _cursor._control = _cursor._control; if (mode == 1) { _savedInventoryActorIndex = _cursor._actorIndex; if (_cursor._actorIndex == 3 || _cursor._actorIndex == 10 || _cursor._actorIndex == 11 || _cursor._actorIndex == 12 || _cursor._actorIndex == 13) { _cursor._savedActorIndex = _cursor._savedActorIndex; if (_cursor._savedActorIndex == 1 || _cursor._savedActorIndex == 2 || _cursor._savedActorIndex == 7) _savedInventoryActorIndex = _cursor._savedActorIndex; else _savedInventoryActorIndex = 0; } if (value == 1 && _cursor._objectId && _savedInventoryActorIndex != 7) { _cursor._actorIndex = 7; stopCursorHoldingObject(); _cursor._actorIndex = _savedInventoryActorIndex; } } else if (mode == 2) { if (_savedInventoryActorIndex) _cursor._actorIndex = _savedInventoryActorIndex; else _cursor._actorIndex = 1; if (_cursor._actorIndex == 7) _cursor._control->startSequenceActor(_cursor._sequenceId2, 2, 0); else _cursor._control->startSequenceActor(_cursor._sequenceId1, 2, 0); if (_cursor._currOverlappedControl) setCursorActorIndex(_cursor._actorIndex, 2, 0); else setCursorActorIndex(_cursor._actorIndex, 1, 0); _savedInventoryActorIndex = 0; } } void IllusionsEngine_Duckman::startCursorHoldingObject(uint32 objectId, uint32 sequenceId) { _cursor._objectId = objectId; _cursor._sequenceId2 = sequenceId; _cursor._actorIndex = 7; _cursor._savedActorIndex = 7; _cursor._field14[6] = true; _cursor._control->startSequenceActor(sequenceId, 2, 0); setCursorActorIndex(_cursor._actorIndex, 1, 0); _cursor._currOverlappedControl = 0; } void IllusionsEngine_Duckman::stopCursorHoldingObject() { _cursor._field14[6] = false; _cursor._objectId = 0; _cursor._sequenceId2 = 0; if (_cursor._actorIndex == 7) { _cursor._actorIndex = getCursorActorIndex(); _cursor._control->startSequenceActor(_cursor._sequenceId1, 2, 0); if (_cursor._currOverlappedControl) setCursorActorIndex(_cursor._actorIndex, 2, 0); else setCursorActorIndex(_cursor._actorIndex, 1, 0); } } void IllusionsEngine_Duckman::cursorControlRoutine(Control *control, uint32 deltaTime) { control->_actor->_seqCodeValue1 = 100 * deltaTime; if (control->_actor->_flags & Illusions::ACTOR_FLAG_IS_VISIBLE) { switch (_cursor._gameState) { case 2: updateGameState2(); break; case 3: _dialogSys->updateDialogState(); break; case 4: _menuSystem->update(_cursor._control); break; } } } void IllusionsEngine_Duckman::startScriptThreadSimple(uint32 threadId, uint32 callingThreadId) { startScriptThread(threadId, callingThreadId); } void IllusionsEngine_Duckman::startScriptThread(uint32 threadId, uint32 callingThreadId) { debug(2, "Starting script thread %08X", threadId); byte *scriptCodeIp = _scriptResource->getThreadCode(threadId); newScriptThread(threadId, callingThreadId, 0, scriptCodeIp); } void IllusionsEngine_Duckman::startScriptThread2(uint32 sceneId, uint32 threadId, uint32 callingThreadId) { debug(2, "Starting script thread2"); _savegameSceneId = sceneId; _savegameThreadId = threadId; startScriptThread(0x20002, callingThreadId); } uint32 IllusionsEngine_Duckman::startAbortableTimerThread(uint32 duration, uint32 threadId) { return newTimerThread(duration, threadId, true); } uint32 IllusionsEngine_Duckman::startTimerThread(uint32 duration, uint32 threadId) { return newTimerThread(duration, threadId, false); } uint32 IllusionsEngine_Duckman::startAbortableThread(byte *scriptCodeIp1, byte *scriptCodeIp2, uint32 callingThreadId) { uint32 tempThreadId = newTempThreadId(); debug(2, "Starting abortable thread %08X", tempThreadId); uint32 scriptThreadId = startTempScriptThread(scriptCodeIp1, tempThreadId, 0, 0, 0); AbortableThread *abortableThread = new AbortableThread(this, tempThreadId, callingThreadId, 0, scriptThreadId, scriptCodeIp2); _threads->startThread(abortableThread); return tempThreadId; } uint32 IllusionsEngine_Duckman::startTalkThread(uint32 objectId, uint32 talkId, uint32 sequenceId1, uint32 sequenceId2, uint32 callingThreadId) { debug(2, "Starting talk thread"); uint32 tempThreadId = newTempThreadId(); TalkThread_Duckman *talkThread = new TalkThread_Duckman(this, tempThreadId, callingThreadId, 0, objectId, talkId, sequenceId1, sequenceId2); _threads->startThread(talkThread); return tempThreadId; } uint32 IllusionsEngine_Duckman::startTempScriptThread(byte *scriptCodeIp, uint32 callingThreadId, uint32 value8, uint32 valueC, uint32 value10) { uint32 tempThreadId = newTempThreadId(); debug(2, "Starting temp script thread %08X", tempThreadId); newScriptThread(tempThreadId, callingThreadId, 0, scriptCodeIp); return tempThreadId; } void IllusionsEngine_Duckman::resumeFromSavegame(uint32 callingThreadId) { _input->discardAllEvents(); if (changeScene(_savegameSceneId, _savegameThreadId, callingThreadId)) { _savegameSceneId = 0; _savegameThreadId = 0; } } void IllusionsEngine_Duckman::newScriptThread(uint32 threadId, uint32 callingThreadId, uint notifyFlags, byte *scriptCodeIp) { ScriptThread *scriptThread = new ScriptThread(this, threadId, callingThreadId, notifyFlags, scriptCodeIp, 0, 0, 0); _threads->startThread(scriptThread); } uint32 IllusionsEngine_Duckman::newTimerThread(uint32 duration, uint32 callingThreadId, bool isAbortable) { uint32 tempThreadId = newTempThreadId(); TimerThread *timerThread = new TimerThread(this, tempThreadId, callingThreadId, 0, duration, isAbortable); _threads->startThread(timerThread); return tempThreadId; } uint32 IllusionsEngine_Duckman::newTempThreadId() { uint32 threadId = _nextTempThreadId + 2 * _scriptResource->_codeCount; if (threadId > 65535) { _nextTempThreadId = 0; threadId = 2 * _scriptResource->_codeCount; } ++_nextTempThreadId; return 0x00020000 | threadId; } void IllusionsEngine_Duckman::initActiveScenes() { _activeScenesCount = 0; _activeScenes[0] = 0xEFEF; pushActiveScene(0x10000); } void IllusionsEngine_Duckman::pushActiveScene(uint32 sceneId) { ++_activeScenesCount; if (_activeScenesCount >= 6) _activeScenesCount = 1; _activeScenes[_activeScenesCount] = sceneId; } void IllusionsEngine_Duckman::popActiveScene() { --_activeScenesCount; if (_activeScenesCount == 0) _activeScenesCount = 5; } bool IllusionsEngine_Duckman::loadScene(uint32 sceneId) { SceneInfo *sceneInfo = _scriptResource->getSceneInfo(sceneId & 0xFFFF); if (!sceneInfo) return false; pushActiveScene(sceneId); uint resourcesCount; uint32 *resources; sceneInfo->getResources(resourcesCount, resources); for (uint i = 0; i < resourcesCount; ++i) _resSys->loadResource(resources[i], sceneId, 0); return true; } bool IllusionsEngine_Duckman::enterScene(uint32 sceneId, uint32 threadId) { if (loadScene(sceneId)) { if (threadId) startScriptThread(threadId, 0); return true; } startScriptThread2(0x10002, 0x20001, 0); return false; } void IllusionsEngine_Duckman::exitScene() { popActiveScene(); } bool IllusionsEngine_Duckman::changeScene(uint32 sceneId, uint32 threadId, uint32 callerThreadId) { uint32 currSceneId = getCurrentScene(); if (currSceneId != 0x10003) dumpCurrSceneFiles(currSceneId, callerThreadId); _threads->terminateThreads(callerThreadId); _controls->destroyControls(); _resSys->unloadSceneResources(0x10003, 0x10001); if (enterScene(sceneId, threadId)) { _gameState->writeState(sceneId, threadId); return true; } return false; } void IllusionsEngine_Duckman::enterPause(uint32 sceneId, uint32 threadId) { _threads->suspendThreads(threadId); _controls->pauseControls(); _actorInstances->pauseBySceneId(sceneId); _backgroundInstances->pauseBySceneId(sceneId); } void IllusionsEngine_Duckman::leavePause(uint32 sceneId, uint32 threadId) { _backgroundInstances->unpauseBySceneId(sceneId); _actorInstances->unpauseBySceneId(sceneId); _controls->unpauseControls(); _threads->notifyThreads(threadId); } void IllusionsEngine_Duckman::dumpActiveScenes(uint32 sceneId, uint32 threadId) { // TODO? } void IllusionsEngine_Duckman::dumpCurrSceneFiles(uint32 sceneId, uint32 threadId) { _updateFunctions->terminateByScene(sceneId); _threads->terminateActiveThreads(threadId); _threads->terminateThreadsBySceneId(sceneId, threadId); _controls->destroyActiveControls(); _resSys->unloadResourcesBySceneId(sceneId); } void IllusionsEngine_Duckman::pause(uint32 callerThreadId) { if (++_pauseCtr == 1) { _threads->pauseThreads(callerThreadId); _camera->pause(); pauseFader(); _controls->pauseActors(Illusions::CURSOR_OBJECT_ID); } } void IllusionsEngine_Duckman::unpause(uint32 callerThreadId) { if (--_pauseCtr == 0) { _controls->unpauseActors(Illusions::CURSOR_OBJECT_ID); unpauseFader(); _camera->unpause(); _threads->unpauseThreads(callerThreadId); } } void IllusionsEngine_Duckman::setSceneIdThreadId(uint32 theSceneId, uint32 theThreadId) { _theSceneId = theSceneId; _theThreadId = theThreadId; } bool IllusionsEngine_Duckman::findTriggerCause(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId, uint32 &codeOffs) { SceneInfo *sceneInfo = _scriptResource->getSceneInfo(sceneId & 0xFFFF); if (sceneInfo) return sceneInfo->findTriggerCause(verbId, objectId2, objectId, codeOffs); return false; } void IllusionsEngine_Duckman::reset() { _scriptResource->_blockCounters.clear(); _scriptResource->_properties.clear(); setTextDuration(1, 0); // TODO resetCursor(); } uint32 IllusionsEngine_Duckman::getObjectActorTypeId(uint32 objectId) { return _scriptResource->getObjectActorTypeId(objectId); } Common::Point IllusionsEngine_Duckman::convertMousePos(Common::Point mousePos) { Common::Point screenOffsPt = _camera->getScreenOffset(); mousePos.x += screenOffsPt.x; mousePos.y += screenOffsPt.y; return mousePos; } void IllusionsEngine_Duckman::startCursorSequence() { // NOTE Calls to startCursorSequence were put after calls to setCursorActorIndex // to make the cursor switch more immediate. In the original these calls are swapped. if (_cursor._actorIndex == 7) _cursor._control->startSequenceActor(_cursor._sequenceId2, 2, 0); else _cursor._control->startSequenceActor(_cursor._sequenceId1, 2, 0); } int IllusionsEngine_Duckman::getCursorActorIndex() { int result = _cursor._actorIndex; do { ++result; if (result > 13) result = 1; } while (!_cursor._field14[result - 1]); return result; } void IllusionsEngine_Duckman::updateGameState2() { Common::Point cursorPos = _input->getCursorPosition(); Common::Point convMousePos = convertMousePos(cursorPos); int trackCursorIndex = -1; bool foundOverlapped; Control *overlappedControl; _cursor._control->_actor->_position = cursorPos; foundOverlapped = _controls->getOverlappedObject(_cursor._control, convMousePos, &overlappedControl, 0); if (cursorPos.y < 8 && !_camera->isAtPanLimit(1)) { trackCursorIndex = 10; } else if (cursorPos.y >= 192 && !_camera->isAtPanLimit(2)) { trackCursorIndex = 11; } else if (cursorPos.x < 8 && !_camera->isAtPanLimit(3)) { trackCursorIndex = 12; } else if (cursorPos.x >= 312 && !_camera->isAtPanLimit(4)) { trackCursorIndex = 13; } else if (_cursor._actorIndex == 10 || _cursor._actorIndex == 11 || _cursor._actorIndex == 12 || _cursor._actorIndex == 13) { _cursor._actorIndex = _cursor._savedActorIndex; if (_cursor._currOverlappedControl) setCursorActorIndex(_cursor._actorIndex, 2, 0); else setCursorActorIndex(_cursor._actorIndex, 1, 0); startCursorSequence(); } if (trackCursorIndex >= 0) { if (_cursor._actorIndex != 10 && _cursor._actorIndex != 11 && _cursor._actorIndex != 12 && _cursor._actorIndex != 13 && _cursor._actorIndex != 3) _cursor._savedActorIndex = _cursor._actorIndex; if (_cursor._actorIndex != trackCursorIndex) { _cursor._actorIndex = trackCursorIndex; setCursorActorIndex(_cursor._actorIndex, 1, 0); startCursorSequence(); } _cursor._currOverlappedControl = 0; foundOverlapped = false; } if (foundOverlapped) { if (_cursor._currOverlappedControl != overlappedControl) { int cursorValue2 = 0; if (overlappedControl->_flags & 2) { if (_cursor._actorIndex != 3) { _cursor._savedActorIndex = _cursor._actorIndex; _cursor._actorIndex = 3; } if (overlappedControl->_flags & 0x40) cursorValue2 = 1; } else if (_cursor._actorIndex == 3) { _cursor._actorIndex = _cursor._savedActorIndex; } setCursorActorIndex(_cursor._actorIndex, 2, cursorValue2); startCursorSequence(); _cursor._currOverlappedControl = overlappedControl; } } else if (_cursor._currOverlappedControl) { if (_cursor._actorIndex == 3) _cursor._actorIndex = _cursor._savedActorIndex; setCursorActorIndex(_cursor._actorIndex, 1, 0); startCursorSequence(); _cursor._currOverlappedControl = 0; } if (_input->pollEvent(kEventLeftClick)) { if (_cursor._currOverlappedControl) { runTriggerCause(_cursor._actorIndex, _cursor._objectId, _cursor._currOverlappedControl->_objectId); } else { _cursor._position = convertMousePos(_cursor._control->_actor->_position); // TODO clipMousePos(&_cursor._position); if (_cursor._actorIndex == 10 || _cursor._actorIndex == 11 || _cursor._actorIndex == 12 || _cursor._actorIndex == 13) runTriggerCause(1, _cursor._objectId, 0x40003); else runTriggerCause(_cursor._actorIndex, _cursor._objectId, 0x40003); } } else if (_input->pollEvent(kEventRightClick)) { if (_cursor._actorIndex != 3 && _cursor._actorIndex != 10 && _cursor._actorIndex != 11 && _cursor._actorIndex != 12 && _cursor._actorIndex != 13) { int newActorIndex = getCursorActorIndex(); if (newActorIndex != _cursor._actorIndex) { _cursor._actorIndex = newActorIndex; if (_cursor._currOverlappedControl) setCursorActorIndex(_cursor._actorIndex, 2, 0); else setCursorActorIndex(_cursor._actorIndex, 1, 0); startCursorSequence(); } } } else if (_input->pollEvent(kEventInventory)) { if (_cursor._field14[0] == 1) { runTriggerCause(1, 0, _scriptResource->getMainActorObjectId()); } else if (_cursor._field14[1] == 1) { runTriggerCause(2, 0, _scriptResource->getMainActorObjectId()); } } } void IllusionsEngine_Duckman::playSoundEffect(int index) { uint32 soundEffectId = 0; uint32 *soundIds = _scriptResource->_soundIds; switch (index) { case 1: soundEffectId = soundIds[0]; break; case 2: soundEffectId = soundIds[1]; break; case 3: soundEffectId = soundIds[2]; break; case 4: soundEffectId = soundIds[3]; break; case 5: soundEffectId = soundIds[4]; break; case 6: soundEffectId = soundIds[getRandom(4) + 5]; break; case 7: soundEffectId = soundIds[getRandom(4) + 9]; break; case 8: soundEffectId = soundIds[13]; break; case 9: soundEffectId = soundIds[14]; break; case 10: soundEffectId = soundIds[15]; break; case 11: soundEffectId = soundIds[16]; break; case 12: soundEffectId = soundIds[getRandom(4) + 17]; break; case 13: soundEffectId = soundIds[21]; break; case 14: soundEffectId = soundIds[22]; break; case 15: soundEffectId = soundIds[23]; break; case 16: soundEffectId = soundIds[24]; break; case 17: soundEffectId = soundIds[25]; break; case 18: soundEffectId = soundIds[26]; break; } if (soundEffectId) _soundMan->playSound(soundEffectId, 255, 0); } bool IllusionsEngine_Duckman::getTriggerCause(uint32 verbId, uint32 objectId2, uint32 objectId, uint32 &outThreadId) { SceneInfo *sceneInfo = _scriptResource->getSceneInfo(getCurrentScene() & 0xFFFF); bool found = sceneInfo->findTriggerCause(verbId, objectId2, objectId, outThreadId) || sceneInfo->findTriggerCause(verbId, objectId2, 0x40001, outThreadId); if (!found) { sceneInfo = _scriptResource->getSceneInfo(3); found = sceneInfo->findTriggerCause(verbId, objectId2, objectId, outThreadId) || sceneInfo->findTriggerCause(verbId, objectId2, 0x40001, outThreadId); } return found; } uint32 IllusionsEngine_Duckman::runTriggerCause(uint32 verbId, uint32 objectId2, uint32 objectId) { debug(1, "runTriggerCause(%08X, %08X, %08X)", verbId, objectId2, objectId); uint32 triggerThreadId; if (!getTriggerCause(verbId, objectId2, objectId, triggerThreadId)) return 0; playTriggerCauseSound(verbId, objectId2, objectId); uint32 tempThreadId = newTempThreadId(); debug(1, "Starting cause thread %08X with triggerThreadId %08X", tempThreadId, triggerThreadId); CauseThread_Duckman *causeThread = new CauseThread_Duckman(this, tempThreadId, 0, 0, triggerThreadId); _threads->startThread(causeThread); return tempThreadId; } void IllusionsEngine_Duckman::playTriggerCauseSound(uint32 verbId, uint32 objectId2, uint32 objectId) { bool soundWasPlayed = false; if (_scriptResource->_properties.get(0x000E003C)) { if (verbId == 7 && objectId == 0x40003) { playSoundEffect(7); soundWasPlayed = true; } else if (objectId == 0x40003) { playSoundEffect(14); soundWasPlayed = true; } else if (verbId == 3) { playSoundEffect(16); soundWasPlayed = true; } else if (verbId == 2) { soundWasPlayed = true; } } if (!soundWasPlayed) { if (objectId == 0x40003) { playSoundEffect(14); } else if ((verbId == 1 || verbId == 2) && _scriptResource->getMainActorObjectId() == objectId) { playSoundEffect(15); } else if (verbId == 7 && _scriptResource->getMainActorObjectId() == objectId) { playSoundEffect(15); } else if (verbId == 1) { playSoundEffect(1); } else if (verbId == 2) { playSoundEffect(2); } else if (verbId == 3) { playSoundEffect(3); } else if (verbId == 4 || verbId == 7) { playSoundEffect(4); } else if (verbId == 9) { playSoundEffect(5); } } } bool IllusionsEngine_Duckman::loadSavegameFromScript(int16 slotNum, uint32 callingThreadId) { const char *fileName = getSavegameFilename(_savegameSlotNum); bool success = loadgame(fileName); if (success) activateSavegame(callingThreadId); _gameState->deleteReadStream(); return success; } bool IllusionsEngine_Duckman::saveSavegameFromScript(int16 slotNum, uint32 callingThreadId) { const char *fileName = getSavegameFilename(_savegameSlotNum); return savegame(fileName, _savegameDescription.c_str()); } void IllusionsEngine_Duckman::activateSavegame(uint32 callingThreadId) { // TODO _screen->setDisplayOn(false); uint32 currSceneId = getCurrentScene(); if (currSceneId != 0x10003) dumpCurrSceneFiles(currSceneId, callingThreadId); reset(); // TODO stopMidi(); // TODO clearMidiPlayList(); _gameState->readState(_savegameSceneId, _savegameThreadId); pushActiveScene(0x10000); _gameState->deleteReadStream(); } } // End of namespace Illusions