/* 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. * * $URL$ * $Id$ * */ #ifdef ENABLE_LOL #include "kyra/lol.h" #include "kyra/screen_lol.h" namespace Kyra { void LoLEngine::loadMonsterShapes(const char *file, int monsterIndex, int animType) { releaseMonsterShapes(monsterIndex); _screen->loadBitmap(file, 3, 3, 0); const uint8 *p = _screen->getCPagePtr(2); const uint8 *ts[16]; for (int i = 0; i < 16; i++) { ts[i] = _screen->getPtrToShape(p, i); bool replaced = false; int pos = monsterIndex << 4; for (int ii = 0; ii < i; ii++) { if (ts[i] != ts[ii]) continue; _monsterShapes[pos + i] = _monsterShapes[pos + ii]; replaced = true; break; } if (!replaced) _monsterShapes[pos + i] = _screen->makeShapeCopy(p, i); int size = _screen->getShapePaletteSize(_monsterShapes[pos + i]) << 3; _monsterPalettes[pos + i] = new uint8[size]; memset(_monsterPalettes[pos + i], 0, size); } for (int i = 0; i < 4; i++) { for (int ii = 0; ii < 16; ii++) { uint8 **of = &_monsterShapesEx[monsterIndex * 192 + i * 48 + ii * 3]; int s = (i << 4) + ii + 17; of[0] = _screen->makeShapeCopy(p, s); of[1] = _screen->makeShapeCopy(p, s + 1); of[2] = _screen->makeShapeCopy(p, s + 2); } } _monsterAnimType[monsterIndex] = animType & 0xff; uint8 *palShape = _screen->makeShapeCopy(p, 16); _screen->clearPage(3); _screen->drawShape(2, palShape, 0, 0, 0, 0); uint8 *tmpPal1 = new uint8[64]; uint8 *tmpPal2 = new uint8[256]; uint16 *tmpPal3 = new uint16[256]; memset(tmpPal1, 0, 64); for (int i = 0; i < 64; i++) { tmpPal1[i] = *p; p += 320; } p = _screen->getCPagePtr(2); for (int i = 0; i < 16; i++) { int pos = (monsterIndex << 4) + i; uint16 sz = MIN(_screen->getShapeSize(_monsterShapes[pos]) - 10, 256); memset(tmpPal2, 0, 256); memcpy(tmpPal2, _monsterShapes[pos] + 10, sz); memset(tmpPal3, 0xff, 256 * sizeof(uint16)); uint8 numCol = *tmpPal2; for (int ii = 0; ii < numCol; ii++) { uint8 *cl = (uint8*)memchr(tmpPal1, tmpPal2[1 + ii], 64); if (!cl) continue; tmpPal3[ii] = (uint16) (cl - tmpPal1); } for (int ii = 0; ii < 8; ii++) { memset(tmpPal2, 0, 256); memcpy(tmpPal2, _monsterShapes[pos] + 10, sz); for (int iii = 0; iii < numCol; iii++) { if (tmpPal3[iii] == 0xffff) continue; if (p[tmpPal3[iii] * 320 + ii + 1]) tmpPal2[1 + iii] = p[tmpPal3[iii] * 320 + ii + 1]; } memcpy(_monsterPalettes[pos] + ii * numCol, &tmpPal2[1], numCol); } } delete[] tmpPal1; delete[] tmpPal2; delete[] tmpPal3; delete[] palShape; } void LoLEngine::releaseMonsterShapes(int monsterIndex) { for (int i = 0; i < 16; i++) { int pos = (monsterIndex << 4) + i; int pos2 = (monsterIndex << 4) + 16; if (_monsterShapes[pos]) { uint8 *t = _monsterShapes[pos]; delete[] _monsterShapes[pos]; for (int ii = pos; ii < pos2; ii++) { if (_monsterShapes[ii] == t) _monsterShapes[ii] = 0; } } if (_monsterPalettes[pos]) { delete[] _monsterPalettes[pos]; _monsterPalettes[pos] = 0; } } for (int i = 0; i < 192; i++) { int pos = (monsterIndex * 192) + i; if (_monsterShapesEx[pos]) { delete[] _monsterShapesEx[pos]; _monsterShapesEx[pos] = 0; } } } int LoLEngine::deleteMonstersFromBlock(int block) { int i = _levelBlockProperties[block].assignedObjects; int cnt = 0; uint16 next = 0; while (i) { next = findObject(i)->nextAssignedObject; if (!(i & 0x8000)) { i = next; continue; } MonsterInPlay *m = &_monsters[i & 0x7fff]; cnt++; setMonsterMode(m, 14); checkSceneUpdateNeed(m->block); placeMonster(m, 0, 0); i = next; } return cnt; } void LoLEngine::setMonsterMode(MonsterInPlay *monster, int mode) { if (monster->mode == 13 && mode != 14) return; if (mode == 7) { monster->destX = _partyPosX; monster->destY = _partyPosY; } if (monster->mode == 1 && mode == 7) { for (int i = 0; i < 30; i++) { if (monster->mode != 1) continue; monster->mode = mode; monster->fightCurTick = 0; monster->destX = _partyPosX; monster->destY = _partyPosY; setMonsterDirection(monster, calcMonsterDirection(monster->x, monster->y, monster->destX, monster->destY)); } } else { monster->mode = mode; monster->fightCurTick = 0; if (mode == 14) monster->hitPoints = 0; if (mode == 13 && (monster->flags & 0x20)) { monster->mode = 0; monsterDropItems(monster); if (_currentLevel != 29) setMonsterMode(monster, 14); runLevelScriptCustom(0x404, -1, monster->id, monster->id, 0, 0); checkSceneUpdateNeed(monster->block); if (monster->mode == 14) placeMonster(monster, 0, 0); } } } bool LoLEngine::updateMonsterAdjustBlocks(MonsterInPlay *monster) { static const uint8 dims[] = { 0, 13, 9, 3 }; if (monster->properties->flags & 8) return true; uint16 x1 = (monster->x & 0xff00) | 0x80; uint16 y1 = (monster->y & 0xff00) | 0x80; int x2 = _partyPosX; int y2 = _partyPosY; uint16 dir = 0; if (monster->properties->flags & 1) { dir = monster->direction >> 1; } else { dir = calcMonsterDirection(x1, y1, x2, y2); if ((monster->properties->flags & 2) && (dir == (monster->direction ^ 4))) return false; dir >>= 1; } calcSpriteRelPosition(x1, y1, x2, y2, dir); x2 >>= 8; y2 >>= 8; if (y2 < 0 || y2 > 3) return false; int t = (x2 < 0) ? -x2 : x2; if (t > y2) return false; for (int i = 0; i < 18; i++) _visibleBlocks[i] = &_levelBlockProperties[(monster->block + _dscBlockIndex[dir + i]) & 0x3ff]; int16 fx1 = 0; int16 fx2 = 0; setLevelShapesDim(x2 + dims[y2], fx1, fx2, 13); return (fx1 >= fx2) ? false : true; } void LoLEngine::placeMonster(MonsterInPlay *monster, uint16 x, uint16 y) { bool cont = true; int t = monster->block; if (monster->block) { removeAssignedObjectFromBlock(&_levelBlockProperties[t], ((uint16)monster->id) | 0x8000); _levelBlockProperties[t].direction = 5; checkSceneUpdateNeed(t); } else { cont = false; } monster->block = calcBlockIndex(x, y); if (monster->x != x || monster->y != y) { monster->x = x; monster->y = y; monster->currentSubFrame = (monster->currentSubFrame + 1) & 3; } if (monster->block == 0) return; assignMonsterToBlock(&_levelBlockProperties[monster->block].assignedObjects, ((uint16)monster->id) | 0x8000); _levelBlockProperties[monster->block].direction = 5; checkSceneUpdateNeed(monster->block); // WORKAROUND: Some monsters in the white tower have sound id's of 0xff. This is definitely a bug, since the // last valid track number is 249 and there is no specific handling for 0xff. Nonetheless this wouldn't // cause problems in the original code, because it just so happens that the invalid memory address points // to an entry in _ingameGMSoundIndex which just so happens to have a value of -1 if (monster->properties->sounds[0] == 0 || monster->properties->sounds[0] == 255 || cont == false) return; if ((!(monster->properties->flags & 0x100) || ((monster->currentSubFrame & 1) == 0)) && monster->block == t) return; if (monster->block != t) runLevelScriptCustom(monster->block, 0x800, -1, monster->id, 0, 0); if (_updateFlags & 1) return; snd_processEnvironmentalSoundEffect(monster->properties->sounds[0], monster->block); } int LoLEngine::calcMonsterDirection(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { int16 r = 0; int16 t1 = y1 - y2; if (t1 < 0) { r++; t1 = -t1; } r <<= 1; int16 t2 = x2 - x1; if (t2 < 0) { r++; t2 = -t2; } uint8 f = (t1 > t2) ? 1 : 0; if (t2 >= t1) SWAP(t1, t2); r = (r << 1) | f; t1 = (t1 + 1) >> 1; f = (t1 > t2) ? 1 : 0; r = (r << 1) | f; static const uint8 retVal[] = { 1, 2, 1, 0, 7, 6, 7, 0, 3, 2, 3, 4, 5, 6, 5, 4}; return retVal[r]; } void LoLEngine::setMonsterDirection(MonsterInPlay *monster, int dir) { monster->direction = dir; if (!(dir & 1) || ((monster->direction - (monster->facing << 1)) >= 2)) monster->facing = monster->direction >> 1; checkSceneUpdateNeed(monster->block); } void LoLEngine::monsterDropItems(MonsterInPlay *monster) { uint16 a = monster->assignedItems; while (a) { uint16 b = a; a = _itemsInPlay[a].nextAssignedObject; setItemPosition(b, monster->x, monster->y, 0, 1); } } void LoLEngine::removeAssignedObjectFromBlock(LevelBlockProperty *l, int id) { uint16 *blockItemIndex = &l->assignedObjects; ItemInPlay *i = 0; while (*blockItemIndex) { if (*blockItemIndex == id) { i = findObject(id); *blockItemIndex = i->nextAssignedObject; i->nextAssignedObject = 0; return; } i = findObject(*blockItemIndex); blockItemIndex = &i->nextAssignedObject; } } void LoLEngine::removeDrawObjectFromBlock(LevelBlockProperty *l, int id) { uint16 *blockItemIndex = &l->drawObjects; ItemInPlay *i = 0; while (*blockItemIndex) { if (*blockItemIndex == id) { i = findObject(id); *blockItemIndex = i->nextDrawObject; i->nextDrawObject = 0; return; } i = findObject(*blockItemIndex); blockItemIndex = &i->nextDrawObject; } } void LoLEngine::assignMonsterToBlock(uint16 *assignedBlockObjects, int id) { ItemInPlay *t = findObject(id); t->nextAssignedObject = *assignedBlockObjects; *assignedBlockObjects = id; } int LoLEngine::checkBlockBeforeObjectPlacement(uint16 x, uint16 y, uint16 objectWidth, uint16 testFlag, uint16 wallFlag) { _objectLastDirection = 0; uint16 x2 = 0; uint16 y2 = 0; int xOffs = 0; int yOffs = 0; int flag = 0; int r = checkBlockForWallsAndSufficientSpace(calcBlockIndex(x, y), x, y, objectWidth, testFlag, wallFlag); if (r) return r; r = checkBlockOccupiedByParty(x, y, testFlag); if (r) return 4; if (x & 0x80) { if (((x & 0xff) + objectWidth) & 0xff00) { xOffs = 1; _objectLastDirection = 2; x2 = x + objectWidth; r = checkBlockForWallsAndSufficientSpace(calcBlockIndex(x2, y), x, y, objectWidth, testFlag, wallFlag); if (r) return r; r = checkBlockOccupiedByParty(x + xOffs, y, testFlag); if (r) return 4; flag = 1; } } else { if (((x & 0xff) - objectWidth) & 0xff00) { xOffs = -1; _objectLastDirection = 6; x2 = x - objectWidth; r = checkBlockForWallsAndSufficientSpace(calcBlockIndex(x2, y), x, y, objectWidth, testFlag, wallFlag); if (r) return r; r = checkBlockOccupiedByParty(x + xOffs, y, testFlag); if (r) return 4; flag = 1; } } if (y & 0x80) { if (((y & 0xff) + objectWidth) & 0xff00) { yOffs = 1; _objectLastDirection = 4; y2 = y + objectWidth; r = checkBlockForWallsAndSufficientSpace(calcBlockIndex(x, y2), x, y, objectWidth, testFlag, wallFlag); if (r) return r; r = checkBlockOccupiedByParty(x, y + yOffs, testFlag); if (r) return 4; flag &= 1; } else { flag = 0; } } else { if (((y & 0xff) - objectWidth) & 0xff00) { yOffs = -1; _objectLastDirection = 0; y2 = y - objectWidth; r = checkBlockForWallsAndSufficientSpace(calcBlockIndex(x, y2), x, y, objectWidth, testFlag, wallFlag); if (r) return r; r = checkBlockOccupiedByParty(x, y + yOffs, testFlag); if (r) return 4; flag &= 1; } else { flag = 0; } } if (!flag) return 0; r = checkBlockForWallsAndSufficientSpace(calcBlockIndex(x2, y2), x, y, objectWidth, testFlag, wallFlag); if (r) return r; r = checkBlockOccupiedByParty(x + xOffs, y + yOffs, testFlag); if (r) return 4; return 0; } int LoLEngine::checkBlockForWallsAndSufficientSpace(int block, int x, int y, int objectWidth, int testFlag, int wallFlag) { if (block == _currentBlock) testFlag &= 0xfffe; if (testFlag & 1) { _monsterCurBlock = block; if (testWallFlag(block, -1, wallFlag)) return 1; _monsterCurBlock = 0; } if (!(testFlag & 2)) return 0; uint16 b = _levelBlockProperties[block].assignedObjects; while (b & 0x8000) { MonsterInPlay *monster = &_monsters[b & 0x7fff]; if (monster->mode < 13) { int r = checkDrawObjectSpace(x, y, monster->x, monster->y); if ((objectWidth + monster->properties->maxWidth) > r) return 2; } b = findObject(b)->nextAssignedObject; } return 0; } int LoLEngine::calcMonsterSkillLevel(int id, int a) { const uint16 *c = getCharacterOrMonsterStats(id); int r = (a << 8) / c[4]; /* if (!(id & 0x8000)) r = (r * _monsterModifiers[3 + _monsterDifficulty]) >> 8; id &= 0x7fff; if (_characters[id].skillLevels[1] <= 3) return r; else if (_characters[id].skillLevels[1] <= 7) return (r- (r >> 2));*/ if (id & 0x8000) { r = (r * _monsterModifiers[3 + _monsterDifficulty]) >> 8; } else { if (_characters[id].skillLevels[1] > 7) r = (r - (r >> 1)); else if (_characters[id].skillLevels[1] > 3 && _characters[id].skillLevels[1] <= 7) r = (r - (r >> 2)); } return r; } int LoLEngine::checkBlockOccupiedByParty(int x, int y, int testFlag) { if ((testFlag & 4) && (_currentBlock == calcBlockIndex(x, y))) return 1; return 0; } void LoLEngine::drawBlockObjects(int blockArrayIndex) { LevelBlockProperty *l = _visibleBlocks[blockArrayIndex]; uint16 s = l->assignedObjects; ItemInPlay *i = findObject(s); if (l->direction != _currentDirection) { l->drawObjects = 0; l->direction = _currentDirection; while (s) { reassignDrawObjects(_currentDirection, s, l, true); i = findObject(s); s = i->nextAssignedObject; } } s = l->drawObjects; while (s) { if (s & 0x8000) { s &= 0x7fff; if (blockArrayIndex < 15) drawMonster(s); s = _monsters[s].nextDrawObject; } else { i = &_itemsInPlay[s]; int fx = _sceneItemOffs[s & 7] << 1; int fy = _sceneItemOffs[(s >> 1) & 7] + 5; if (i->flyingHeight >= 2 && blockArrayIndex >= 15) { s = i->nextDrawObject; continue; } uint8 *shp = 0; uint16 flg = 0; if (i->flyingHeight >= 2) fy -= ((i->flyingHeight - 1) * 6); if ((_itemProperties[i->itemPropertyIndex].flags & 0x1000) && !(i->shpCurFrame_flg & 0xC000)) { int shpIndex = _itemProperties[i->itemPropertyIndex].flags & 0x800 ? 7 : _itemProperties[i->itemPropertyIndex].shpIndex; int ii = 0; for (; ii < 8; ii++) { if (!_flyingObjects[ii].enable) continue; if (_flyingObjects[ii].item == s) break; } if (_flyingItemShapes[shpIndex].flipFlags && ((i->x ^ i->y) & 0x20)) flg |= 0x20; flg |= _flyingItemShapes[shpIndex].drawFlags; if (ii != 8) { switch (_currentDirection - (_flyingObjects[ii].direction >> 1) + 3) { case 1: case 5: shpIndex = _flyingItemShapes[shpIndex].shapeFront; break; case 3: shpIndex = _flyingItemShapes[shpIndex].shapeBack; break; case 2: case 6: flg |= 0x10; case 0: case 4: shpIndex = _flyingItemShapes[shpIndex].shapeLeft; break; default: break; } shp = _thrownShapes[shpIndex]; } if (shp) fy += (shp[2] >> 2); } else { shp = (_itemProperties[i->itemPropertyIndex].flags & 0x40) ? _gameShapes[_itemProperties[i->itemPropertyIndex].shpIndex] : _itemShapes[_gameShapeMap[_itemProperties[i->itemPropertyIndex].shpIndex << 1]]; } if (shp) drawItemOrMonster(shp, 0, i->x, i->y, fx, fy, flg, -1, false); s = i->nextDrawObject; } } } void LoLEngine::drawMonster(uint16 id) { MonsterInPlay *m = &_monsters[id]; int16 flg = _monsterDirFlags[(_currentDirection << 2) + m->facing]; int curFrm = getMonsterCurFrame(m, flg & 0xffef); uint8 *shp = 0; if (curFrm == -1) { shp = _monsterShapes[m->properties->shapeIndex << 4]; calcDrawingLayerParameters(m->x + _monsterShiftOffs[m->shiftStep << 1], m->y + _monsterShiftOffs[(m->shiftStep << 1) + 1], _shpDmX, _shpDmY, _dmScaleW, _dmScaleH, shp, 0); } else { int d = m->flags & 7; bool flip = m->properties->flags & 0x200 ? true : false; flg &= 0x10; shp = _monsterShapes[(m->properties->shapeIndex << 4) + curFrm]; if (m->properties->flags & 0x800) flg |= 0x20; uint8 *monsterPalette = d ? _monsterPalettes[(m->properties->shapeIndex << 4) + (curFrm & 0x0f)] + (shp[10] * (d - 1)) : 0; uint8 *brightnessOverlay = drawItemOrMonster(shp, monsterPalette, m->x + _monsterShiftOffs[m->shiftStep << 1], m->y + _monsterShiftOffs[(m->shiftStep << 1) + 1], 0, 0, flg | 1, -1, flip); for (int i = 0; i < 4; i++) { int v = m->equipmentShapes[i] - 1; if (v == -1) break; uint8 *shp2 = _monsterShapesEx[m->properties->shapeIndex * 192 + v * 48 + curFrm * 3]; if (!shp2) continue; drawDoorOrMonsterEquipment(shp2, 0, _shpDmX, _shpDmY, flg | 1, brightnessOverlay); } } if (!m->damageReceived) return; int dW = _screen->getShapeScaledWidth(shp, _dmScaleW) >> 1; int dH = _screen->getShapeScaledHeight(shp, _dmScaleH) >> 1; int bloodAmount = (m->mode == 13) ? (m->fightCurTick << 1) : (m->properties->hitPoints / (m->damageReceived & 0x7fff)); shp = _gameShapes[6]; int bloodType = m->properties->flags & 0xc000; if (bloodType == 0x4000) bloodType = _flags.use16ColorMode ? 0xbb : 63; else if (bloodType == 0x8000) bloodType = _flags.use16ColorMode ? 0x55 : 15; else if (bloodType == 0xc000) bloodType = _flags.use16ColorMode ? 0x33 : 74; else bloodType = 0; uint8 *tbl = new uint8[256]; if (bloodType) { for (int i = 0; i < 256; i++) { tbl[i] = i; if (i < 2 || i > 7) continue; tbl[i] += bloodType; } } dW += m->hitOffsX; dH += m->hitOffsY; bloodAmount = CLIP(bloodAmount, 1, 4); int sW = _dmScaleW / bloodAmount; int sH = _dmScaleH / bloodAmount; _screen->drawShape(_sceneDrawPage1, shp, _shpDmX + dW, _shpDmY + dH, 13, 0x124, tbl, bloodType ? 1 : 0, sW, sH); delete[] tbl; } int LoLEngine::getMonsterCurFrame(MonsterInPlay *m, uint16 dirFlags) { int tmp = 0; switch (_monsterAnimType[m->properties->shapeIndex]) { case 0: // default if (dirFlags) { return (m->mode == 13) ? -1 : (dirFlags + m->currentSubFrame); } else { if (m->damageReceived) return 12; switch (m->mode - 5) { case 0: return (m->properties->flags & 4) ? 13 : 0; case 3: return (m->fightCurTick + 13); case 6: return 14; case 8: return -1; default: return m->currentSubFrame; } } break; case 1: // monsters whose outward appearance reflects the damage they have taken tmp = (m->properties->hitPoints * _monsterModifiers[_monsterDifficulty]) >> 8; if (m->hitPoints > (tmp >> 1)) tmp = 0; else if (m->hitPoints > (tmp >> 2)) tmp = 4; else tmp = 8; switch (m->mode) { case 8: return (m->fightCurTick + tmp); case 11: return 12; case 13: return (m->fightCurTick + 12); default: return tmp; } break; case 2: return (m->fightCurTick >= 13) ? 13 : m->fightCurTick; break; case 3: switch (m->mode) { case 5: return m->damageReceived ? 5 : 6; case 8: return (m->fightCurTick + 6); case 11: return 5; default: return m->damageReceived ? 5 : m->currentSubFrame; } break; default: break; } return 0; } void LoLEngine::reassignDrawObjects(uint16 direction, uint16 itemIndex, LevelBlockProperty *l, bool flag) { if (l->direction != direction) { l->direction = 5; return; } ItemInPlay *newObject = findObject(itemIndex); int r = calcItemMonsterPosition(newObject, direction); uint16 *b = &l->drawObjects; ItemInPlay *lastObject = 0; while (*b) { lastObject = findObject(*b); if (flag) { if (calcItemMonsterPosition(lastObject, direction) >= r) break; } else { if (calcItemMonsterPosition(lastObject, direction) > r) break; } b = &lastObject->nextDrawObject; } newObject->nextDrawObject = *b; *b = itemIndex; } void LoLEngine::redrawSceneItem() { assignVisibleBlocks(_currentBlock, _currentDirection); _screen->fillRect(112, 0, 287, 119, 0); static const uint8 sceneClickTileIndex[] = { 13, 16}; int16 x1 = 0; int16 x2 = 0; for (int i = 0; i < 2; i++) { uint8 tile = sceneClickTileIndex[i]; setLevelShapesDim(tile, x1, x2, 13); uint16 s = _visibleBlocks[tile]->drawObjects; int t = (i << 7) + 1; while (s) { if (s & 0x8000) { s = _monsters[s & 0x7fff].nextDrawObject; } else { ItemInPlay *item = &_itemsInPlay[s]; if (item->shpCurFrame_flg & 0x4000) { if (checkDrawObjectSpace(item->x, item->y, _partyPosX, _partyPosY) < 320) { int fx = _sceneItemOffs[s & 7] << 1; int fy = _sceneItemOffs[(s >> 1) & 7] + 5; if (item->flyingHeight > 1) fy -= ((item->flyingHeight - 1) * 6); uint8 *shp = (_itemProperties[item->itemPropertyIndex].flags & 0x40) ? _gameShapes[_itemProperties[item->itemPropertyIndex].shpIndex] : _itemShapes[_gameShapeMap[_itemProperties[item->itemPropertyIndex].shpIndex << 1]]; drawItemOrMonster(shp, 0, item->x, item->y, fx, fy, 0, t, 0); _screen->updateScreen(); } } s = item->nextDrawObject; t++; } } } } int LoLEngine::calcItemMonsterPosition(ItemInPlay *i, uint16 direction) { int x = i->x; int y = i->y; calcSpriteRelPosition(_partyPosX, _partyPosY, x, y, direction); if (y < 0) y = 0; int res = (i->flyingHeight << 12); res |= (4095 - y); return res; } void LoLEngine::calcSpriteRelPosition(uint16 x1, uint16 y1, int &x2, int &y2, uint16 direction) { int a = x2 - x1; int b = y1 - y2; if (direction) { if (direction != 2) SWAP(a, b); if (direction != 3) { a = -a; if (direction != 1) b = -b; } else { b = -b; } } x2 = a; y2 = b; } void LoLEngine::drawDoor(uint8 *shape, uint8 *doorPalette, int index, int unk2, int w, int h, int flags) { uint8 c = _dscDoor1[(_currentDirection << 5) + unk2]; int r = (c / 5) + 5 * _dscDimMap[index]; uint16 d = _dscShapeOvlIndex[r]; uint16 t = (index << 5) + c; _shpDmY = _dscDoorMonsterY[t] + 120; if (flags & 1) { // TODO / UNUSED flags |=1; } int u = 0; if (flags & 2) { uint8 dimW = _dscDimMap[index]; _dmScaleW = _dscDoorMonsterScaleTable[dimW << 1]; _dmScaleH = _dscDoorMonsterScaleTable[(dimW << 1) + 1]; u = _dscDoor4[dimW]; } d += 2; if (!_dmScaleW || !_dmScaleH) return; int s = _screen->getShapeScaledHeight(shape, _dmScaleH) >> 1; if (w) w = (w * _dmScaleW) >> 8; if (h) h = (h * _dmScaleH) >> 8; _shpDmX = _dscDoorMonsterX[t] + w + 200; _shpDmY = _shpDmY + 4 - s + h - u; if (d > 7) d = 7; if (_flags.use16ColorMode) { uint8 bb = _blockBrightness >> 4; if (d > bb) d -= bb; else d = 0; } uint8 *brightnessOverlay = _screen->getLevelOverlay(d); int doorScaledWitdh = _screen->getShapeScaledWidth(shape, _dmScaleW); _shpDmX -= (doorScaledWitdh >> 1); _shpDmY -= s; drawDoorOrMonsterEquipment(shape, doorPalette, _shpDmX, _shpDmY, flags, brightnessOverlay); } void LoLEngine::drawDoorOrMonsterEquipment(uint8 *shape, uint8 *objectPalette, int x, int y, int flags, const uint8 *brightnessOverlay) { int flg = 0; if (flags & 0x10) flg |= 1; if (flags & 0x20) flg |= 0x1000; if (flags & 0x40) flg |= 2; if (flg & 0x1000) { if (objectPalette) _screen->drawShape(_sceneDrawPage1, shape, x, y, 13, flg | 0x9104, objectPalette, brightnessOverlay, 1, _transparencyTable1, _transparencyTable2, _dmScaleW, _dmScaleH); else _screen->drawShape(_sceneDrawPage1, shape, x, y, 13, flg | 0x1104, brightnessOverlay, 1, _transparencyTable1, _transparencyTable2, _dmScaleW, _dmScaleH); } else { if (objectPalette) _screen->drawShape(_sceneDrawPage1, shape, x, y, 13, flg | 0x8104, objectPalette, brightnessOverlay, 1, _dmScaleW, _dmScaleH); else _screen->drawShape(_sceneDrawPage1, shape, x, y, 13, flg | 0x104, brightnessOverlay, 1, _dmScaleW, _dmScaleH); } } uint8 *LoLEngine::drawItemOrMonster(uint8 *shape, uint8 *monsterPalette, int x, int y, int fineX, int fineY, int flags, int tblValue, bool vflip) { uint8 *ovl2 = 0; uint8 *brightnessOverlay = 0; uint8 tmpOvl[16]; if (flags & 0x80) { flags &= 0xff7f; ovl2 = monsterPalette; monsterPalette = 0; } else { ovl2 = _screen->getLevelOverlay(_flags.use16ColorMode ? 5 : 4); } int r = calcDrawingLayerParameters(x, y, _shpDmX, _shpDmY, _dmScaleW, _dmScaleH, shape, vflip); if (tblValue == -1) { r = 7 - ((r / 3) - 1); r = CLIP(r, 0, 7); if (_flags.use16ColorMode) { uint8 bb = _blockBrightness >> 4; if (r > bb) r -= bb; else r = 0; } brightnessOverlay = _screen->getLevelOverlay(r); } else { memset(tmpOvl + 1, tblValue, 15); tmpOvl[0] = 0; monsterPalette = tmpOvl; brightnessOverlay = _screen->getLevelOverlay(7); } int flg = flags & 0x10 ? 1 : 0; if (flags & 0x20) flg |= 0x1000; if (flags & 0x40) flg |= 2; if (_flags.use16ColorMode) { if (_currentLevel != 22) flg &= 0xdfff; } else { if (_currentLevel == 22) { if (brightnessOverlay) brightnessOverlay[255] = 0; } else { flg |= 0x2000; } } _shpDmX += ((_dmScaleW * fineX) >> 8); _shpDmY += ((_dmScaleH * fineY) >> 8); int dH = _screen->getShapeScaledHeight(shape, _dmScaleH) >> 1; if (flg & 0x1000) { if (monsterPalette) _screen->drawShape(_sceneDrawPage1, shape, _shpDmX, _shpDmY, 13, flg | 0x8124, monsterPalette, brightnessOverlay, 0, _transparencyTable1, _transparencyTable2, _dmScaleW, _dmScaleH, ovl2); else _screen->drawShape(_sceneDrawPage1, shape, _shpDmX, _shpDmY, 13, flg | 0x124, brightnessOverlay, 0, _transparencyTable1, _transparencyTable2, _dmScaleW, _dmScaleH, ovl2); } else { if (monsterPalette) _screen->drawShape(_sceneDrawPage1, shape, _shpDmX, _shpDmY, 13, flg | 0x8124, monsterPalette, brightnessOverlay, 1, _dmScaleW, _dmScaleH, ovl2); else _screen->drawShape(_sceneDrawPage1, shape, _shpDmX, _shpDmY, 13, flg | 0x124, brightnessOverlay, 1, _dmScaleW, _dmScaleH, ovl2); } _shpDmX -= (_screen->getShapeScaledWidth(shape, _dmScaleW) >> 1); _shpDmY -= dH; return brightnessOverlay; } int LoLEngine::calcDrawingLayerParameters(int x1, int y1, int &x2, int &y2, uint16 &w, uint16 &h, uint8 *shape, int vflip) { calcSpriteRelPosition(_partyPosX, _partyPosY, x1, y1, _currentDirection); if (y1 < 0) { w = h = x2 = y2 = 0; return 0; } int l = y1 >> 5; y2 = _monsterScaleY[l]; x2 = ((_monsterScaleX[l] * x1) >> 8) + 200; w = h = (_shpDmY > 120) ? 0x100 : _monsterScaleWH[_shpDmY - 56]; if (vflip) // objects aligned to the ceiling (like the "lobsters" in the mines) y2 = ((120 - y2) >> 1) + (_screen->getShapeScaledHeight(shape, _dmScaleH) >> 1); else y2 -= (_screen->getShapeScaledHeight(shape, _dmScaleH) >> 1); return l; } void LoLEngine::updateMonster(MonsterInPlay *monster) { static const uint8 flags[] = { 1, 0, 1, 3, 3, 0, 0, 3, 4, 1, 0, 0, 4, 0, 0 }; if (monster->mode > 14) return; int f = flags[monster->mode]; if ((monster->speedTick++ < monster->properties->speedTotalWaitTicks) && (!(f & 4))) return; monster->speedTick = 0; if (monster->properties->flags & 0x40) { monster->hitPoints += rollDice(1, 8); if (monster->hitPoints > monster->properties->hitPoints) monster->hitPoints = monster->properties->hitPoints; } if (monster->flags & 8) { monster->destX = _partyPosX; monster->destY = _partyPosY; } if (f & 2) { if (updateMonsterAdjustBlocks(monster)) { setMonsterMode(monster, 7); f &= 6; } } if ((f & 1) && (monster->flags & 0x10)) setMonsterMode(monster, 7); if ((monster->mode != 11) && (monster->mode != 14)) { if (!(_rnd.getRandomNumber(255) & 3)) { monster->shiftStep = (monster->shiftStep + 1) & 0x0f; checkSceneUpdateNeed(monster->block); } } switch (monster->mode) { case 0: case 1: // friendly mode if (monster->flags & 0x10) { for (int i = 0; i < 30; i++) { if (_monsters[i].mode == 1) setMonsterMode(&_monsters[i], 7); } } else if (monster->mode == 1) { moveMonster(monster); } break; case 2: moveMonster(monster); break; case 3: if (updateMonsterAdjustBlocks(monster)) setMonsterMode(monster, 7); for (int i = 0; i < 4; i++) { if (calcNewBlockPosition(monster->block, i) == _currentBlock) setMonsterMode(monster, 7); } break; case 4: // straying around not tracing the party moveStrayingMonster(monster); break; case 5: // second recovery phase after delivering an attack // monsters will rearrange positions in this phase so as to allow a maximum // number of monsters possible attacking at the same time _partyAwake = true; monster->fightCurTick--; if ((monster->fightCurTick <= 0) || (checkDrawObjectSpace(_partyPosX, _partyPosY, monster->x, monster->y) > 256) || (monster->flags & 8)) setMonsterMode(monster, 7); else rearrangeAttackingMonster(monster); break; case 6: // same as mode 5, but without rearranging if (--monster->fightCurTick <= 0) setMonsterMode(monster, 7); break; case 7: // monster destination is set to current party position // depending on the flag setting this gets updated each round // monster can't change mode before arriving at destination and/or attacking the party if (!chasePartyWithDistanceAttacks(monster)) chasePartyWithCloseAttacks(monster); checkSceneUpdateNeed(monster->block); break; case 8: // first recovery phase after delivering an attack if (++monster->fightCurTick > 2) { setMonsterMode(monster, 5); monster->fightCurTick = (int8) ((((8 << 8) / monster->properties->fightingStats[4]) * _monsterModifiers[6 + _monsterDifficulty]) >> 8); } checkSceneUpdateNeed(monster->block); break; case 9: if (--monster->fightCurTick) { chasePartyWithCloseAttacks(monster); } else { setMonsterMode(monster, 7); monster->flags &= 0xfff7; } break; case 12: checkSceneUpdateNeed(monster->block); if (++monster->fightCurTick > 13) runLevelScriptCustom(0x404, -1, monster->id, monster->id, 0, 0); break; case 13: // monster death if (++monster->fightCurTick > 2) killMonster(monster); checkSceneUpdateNeed(monster->block); break; case 14: monster->damageReceived = 0; break; default: break; } if (monster->damageReceived) { if (monster->damageReceived & 0x8000) monster->damageReceived &= 0x7fff; else monster->damageReceived = 0; checkSceneUpdateNeed(monster->block); } monster->flags &= 0xffef; } void LoLEngine::moveMonster(MonsterInPlay *monster) { static const int8 turnPos[] = { 0, 2, 6, 6, 0, 2, 4, 4, 2, 2, 4, 6, 0, 0, 4, 6, 0 }; if (monster->x != monster->destX || monster->y != monster->destY) { walkMonster(monster); } else if (monster->direction != monster->destDirection) { int i = (monster->facing << 2) + (monster->destDirection >> 1); setMonsterDirection(monster, turnPos[i]); } } void LoLEngine::walkMonster(MonsterInPlay *monster) { if (monster->properties->flags & 0x400) return; int s = walkMonsterCalcNextStep(monster); if (s == -1) { if (walkMonsterCheckDest(monster->x, monster->y, monster, 4) != 1) return; _objectLastDirection ^= 4; setMonsterDirection(monster, _objectLastDirection); } else { setMonsterDirection(monster, s); if (monster->numDistAttacks) { if (getMonsterDistance(monster->block, _currentBlock) >= 2) { if (checkForPossibleDistanceAttack(monster->block, monster->direction, 3, _currentBlock) != 5) { if (monster->distAttackTick) return; } } } } int fx = 0; int fy = 0; getNextStepCoords(monster->x, monster->y, fx, fy, (s == -1) ? _objectLastDirection : s); placeMonster(monster, fx, fy); } bool LoLEngine::chasePartyWithDistanceAttacks(MonsterInPlay *monster) { if (!monster->numDistAttacks) return false; if (monster->distAttackTick > 0) { monster->distAttackTick--; return false; } int dir = checkForPossibleDistanceAttack(monster->block, monster->facing, 4, _currentBlock); if (dir == 5) return false; int s = 0; if (monster->flags & 0x10) { s = monster->properties->numDistWeapons ? rollDice(1, monster->properties->numDistWeapons) : 0; } else { s = monster->curDistWeapon++; if (monster->curDistWeapon >= monster->properties->numDistWeapons) monster->curDistWeapon = 0; } int flyingObject = monster->properties->distWeapons[s]; if (flyingObject & 0xc000) { if (getMonsterDistance(monster->block, _currentBlock) > 1) { int type = flyingObject & 0x4000 ? 0 : 1; flyingObject = makeItem(flyingObject & 0x3fff, 0, 0); if (flyingObject) { if (!launchObject(type, flyingObject, monster->x, monster->y, 12, dir << 1, -1, monster->id | 0x8000, 0x3f)) deleteItem(flyingObject); } } } else if (!(flyingObject & 0x2000)) { if (getMonsterDistance(monster->block, _currentBlock) > 1) return false; if (flyingObject == 1) { snd_playSoundEffect(147, -1); shakeScene(10, 2, 2, 1); for (int i = 0; i < 4; i++) { if (!(_characters[i].flags & 1)) continue; int item = removeCharacterItem(i, 15); if (item) setItemPosition(item, _partyPosX, _partyPosY, 0, 1); inflictDamage(i, 20, 0xFFFF, 0, 2); } } else if (flyingObject == 3) { // shriek for (int i = 0; i < 30; i++) { if (getMonsterDistance(monster->block, _monsters[i].block) < 7) setMonsterMode(monster, 7); } _txt->printMessage(2, "%s", getLangString(0x401a)); } else if (flyingObject == 4) { launchMagicViper(); } else { return false; } } if (monster->numDistAttacks != 255) monster->numDistAttacks--; monster->distAttackTick = (monster->properties->fightingStats[4] * 8) >> 8; return true; } void LoLEngine::chasePartyWithCloseAttacks(MonsterInPlay *monster) { if (!(monster->flags & 8)) { int dir = calcMonsterDirection(monster->x & 0xff00, monster->y & 0xff00, _partyPosX & 0xff00, _partyPosY & 0xff00); int x1 = _partyPosX; int y1 = _partyPosY; calcSpriteRelPosition(monster->x, monster->y, x1, y1, dir >> 1); int t = (x1 < 0) ? -x1 : x1; if (y1 <= 160 && t <= 80) { if ((monster->direction == dir) && (monster->facing == (dir >> 1))) { int dst = getNearestPartyMemberFromPos(monster->x, monster->y); snd_playSoundEffect(monster->properties->sounds[1], -1); int m = monster->id | 0x8000; int hit = battleHitSkillTest(m, dst, 0); if (hit) { int mx = calcInflictableDamage(m, dst, hit); int dmg = rollDice(2, mx ); inflictDamage(dst, dmg, m, 0, 0); applyMonsterAttackSkill(monster, dst, dmg); } setMonsterMode(monster, 8); checkSceneUpdateNeed(monster->block); } else { setMonsterDirection(monster, dir); checkSceneUpdateNeed(monster->block); } return; } } if (monster->x != monster->destX || monster->y != monster->destY) { walkMonster(monster); } else { setMonsterDirection(monster, monster->destDirection); setMonsterMode(monster, (rollDice(1, 100) <= 50) ? 4 : 3); } } int LoLEngine::walkMonsterCalcNextStep(MonsterInPlay *monster) { static const int8 walkMonsterTable1[] = { 7, -6, 5, -4, 3, -2, 1, 0 }; static const int8 walkMonsterTable2[] = { -7, 6, -5, 4, -3, 2, -1, 0 }; if (++_monsterStepCounter > 10) { _monsterStepCounter = 0; _monsterStepMode ^= 1; } const int8 *tbl = _monsterStepMode ? walkMonsterTable2 : walkMonsterTable1; int sx = monster->x; int sy = monster->y; int s = monster->direction; int d = calcMonsterDirection(monster->x, monster->y, monster->destX, monster->destY); if (monster->flags & 8) d ^= 4; d = (d - s) & 7; if (d >= 5) s = (s - 1) & 7; else if (d) s = (s + 1) & 7; for (int i = 7; i > -1; i--) { s = (s + tbl[i]) & 7; int fx = 0; int fy = 0; getNextStepCoords(sx, sy, fx, fy, s); d = walkMonsterCheckDest(fx, fy, monster, 4); if (!d) return s; if ((d != 1) || (s & 1) || (!(monster->properties->flags & 0x80))) continue; uint8 w = _levelBlockProperties[_monsterCurBlock].walls[(s >> 1) ^ 2]; if (_wllWallFlags[w] & 0x20) { if (_wllBuffer3[w] == 5) { openCloseDoor(_monsterCurBlock, 1); return -1; } } if (_wllWallFlags[w] & 8) return -1; } return -1; } int LoLEngine::getMonsterDistance(uint16 block1, uint16 block2) { int b1x = block1 & 0x1f; int b1y = block1 >> 5; int b2x = block2 & 0x1f; int b2y = block2 >> 5; uint8 dy = ABS(b2y - b1y); uint8 dx = ABS(b2x - b1x); if (dx > dy) SWAP(dx, dy); return (dx >> 1) + dy; } int LoLEngine::checkForPossibleDistanceAttack(uint16 monsterBlock, int direction, int distance, uint16 curBlock) { int mdist = getMonsterDistance(curBlock, monsterBlock); if (mdist > distance) return 5; int dir = calcMonsterDirection(monsterBlock & 0x1f, monsterBlock >> 5, curBlock & 0x1f, curBlock >> 5); if ((dir & 1) || (dir != (direction << 1))) return 5; if (((monsterBlock & 0x1f) != (curBlock & 0x1f)) && ((monsterBlock & 0xffe0) != (curBlock & 0xffe0))) return 5; if (distance < 0) return 5; int p = monsterBlock; for (int i = 0; i < distance; i++) { p = calcNewBlockPosition(p, direction); if (p == curBlock) return direction; if (_wllWallFlags[_levelBlockProperties[p].walls[direction ^ 2]] & 2) return 5; if (_levelBlockProperties[p].assignedObjects & 0x8000) return 5; } return 5; } int LoLEngine::walkMonsterCheckDest(int x, int y, MonsterInPlay *monster, int unk) { uint8 m = monster->mode; monster->mode = 15; int res = checkBlockBeforeObjectPlacement(x, y, monster->properties->maxWidth, 7, monster->properties->flags & 0x1000 ? 32 : unk); monster->mode = m; return res; } void LoLEngine::getNextStepCoords(int16 srcX, int16 srcY, int &newX, int &newY, uint16 direction) { static const int8 shiftTableX[] = { 0, 32, 32, 32, 0, -32, -32, -32 }; static const int8 shiftTableY[] = { -32, -32, 0, 32, 32, 32, 0, -32 }; newX = (srcX + shiftTableX[direction]) & 0x1fff; newY = (srcY + shiftTableY[direction]) & 0x1fff; } void LoLEngine::rearrangeAttackingMonster(MonsterInPlay *monster) { int t = (monster->direction >> 1); uint16 mx = monster->x; uint16 my = monster->y; uint16 *c = (t & 1) ? &my : &mx; bool centered = (*c & 0x7f) ? false : true; bool posFlag = true; if (monster->properties->maxWidth <= 63) { if (centered) { bool r = false; if (monster->nextAssignedObject & 0x8000) { r = true; } else { uint16 id = _levelBlockProperties[monster->block].assignedObjects; id = (id & 0x8000) ? (id & 0x7fff) : 0xffff; if (id != monster->id) { r = true; } else { for (int i = 0; i < 3; i++) { t = (t + 1) & 3; id = _levelBlockProperties[calcNewBlockPosition(monster->block, t)].assignedObjects; id = (id & 0x8000) ? (id & 0x7fff) : 0xffff; if (id != 0xffff) r = true; } } } if (r) posFlag = false; } else { posFlag = false; } } if (centered && posFlag) return; if (posFlag) { if (*c & 0x80) *c -= 32; else *c += 32; } else { if (*c & 0x80) *c += 32; else *c -= 32; } if (walkMonsterCheckDest(mx, my, monster, 4)) return; int fx = _partyPosX; int fy = _partyPosY; calcSpriteRelPosition(mx, my, fx, fy, monster->direction >> 1); t = (fx < 0) ? -fx : fx; if (fy > 160 || t > 80) return; placeMonster(monster, mx, my); } void LoLEngine::moveStrayingMonster(MonsterInPlay *monster) { int x = 0; int y = 0; if (monster->fightCurTick) { uint8 d = (monster->direction - monster->fightCurTick) & 6; uint8 id = monster->id; for (int i = 0; i < 7; i++) { getNextStepCoords(monster->x, monster->y, x, y, d); if (!walkMonsterCheckDest(x, y, monster, 4)) { placeMonster(monster, x, y); setMonsterDirection(monster, d); if (!i) { if (++id > 3) monster->fightCurTick = 0; } return; } d = (d + monster->fightCurTick) & 6; } setMonsterMode(monster, 3); } else { monster->direction &= 6; getNextStepCoords(monster->x, monster->y, x, y, monster->direction); if (!walkMonsterCheckDest(x, y, monster, 4)) { placeMonster(monster, x, y); } else { monster->fightCurTick = _rnd.getRandomBit() ? 2 : -2; monster->direction = (monster->direction + monster->fightCurTick) & 6; } } } void LoLEngine::killMonster(MonsterInPlay *monster) { setMonsterMode(monster, 14); monsterDropItems(monster); checkSceneUpdateNeed(monster->block); uint8 w = _levelBlockProperties[monster->block].walls[0]; uint8 f = _levelBlockProperties[monster->block].flags; if (_wllVmpMap[w] == 0 && _wllShapeMap[w] == 0 && !(f & 0x40) && !(monster->properties->flags & 0x1000)) _levelBlockProperties[monster->block].flags |= 0x80; placeMonster(monster, 0, 0); } } // End of namespace Kyra #endif // ENABLE_LOL