/* 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. * * $URL$ * $Id$ * */ #include "common/system.h" #include "common/events.h" #include "common/debug-channels.h" #include "common/archive.h" #include "common/config-manager.h" #include "common/EventRecorder.h" #include "common/savefile.h" #include "common/memstream.h" #include "engines/util.h" #include "graphics/palette.h" #include "graphics/surface.h" #include "graphics/thumbnail.h" #include "gui/saveload.h" #include "gui/about.h" #include "gui/message.h" #include "toon/resource.h" #include "toon/toon.h" #include "toon/anim.h" #include "toon/picture.h" #include "toon/hotspot.h" #include "toon/flux.h" #include "toon/drew.h" #include "toon/path.h" namespace Toon { void ToonEngine::init() { _currentScriptRegion = 0; _resources = new Resources(this); _animationManager = new AnimationManager(this); _moviePlayer = new Movie(this, new ToonstruckSmackerDecoder(_mixer)); _hotspots = new Hotspots(this); _mainSurface = new Graphics::Surface(); _mainSurface->create(TOON_BACKBUFFER_WIDTH, TOON_BACKBUFFER_HEIGHT, 1); _finalPalette = new uint8[768]; _backupPalette = new uint8[768]; _additionalPalette1 = new uint8[69]; _additionalPalette2 = new uint8[69]; _cutawayPalette = new uint8[768]; _universalPalette = new uint8[96]; _fluxPalette = new uint8[24]; memset(_finalPalette, 0, 768); memset(_backupPalette, 0, 768); memset(_additionalPalette1, 0, 69); memset(_additionalPalette2, 0, 69); memset(_cutawayPalette, 0, 768); memset(_universalPalette, 0, 96); memset(_fluxPalette, 0, 24); _conversationData = new int16[4096]; memset(_conversationData, 0, 4096 * sizeof(int16)); _shouldQuit = false; _scriptStep = 0; _cursorOffsetX = 0; _cursorOffsetY = 0; _currentHotspotItem = 0; _currentTextLine = 0; _currentTextLineId = -1; _currentTextLineX = 0; _currentTextLineY = 0; _currentTextLineCharacterId = 0; _saveBufferStream = new Common::MemoryWriteStreamDynamic(DisposeAfterUse::YES); _firstFrame = false; const Common::FSNode gameDataDir(ConfMan.get("path")); SearchMan.addSubDirectoryMatching(gameDataDir, "MISC"); SearchMan.addSubDirectoryMatching(gameDataDir, "ACT1"); SearchMan.addSubDirectoryMatching(gameDataDir, "ACT2"); syncSoundSettings(); _pathFinding = new PathFinding(this); resources()->openPackage("LOCAL.PAK"); resources()->openPackage("ONETIME.PAK"); resources()->openPackage("DREW.PAK"); for (int32 i = 0; i < 32; i++) _characters[i] = NULL; _characters[0] = new CharacterDrew(this); _characters[1] = new CharacterFlux(this); _drew = _characters[0]; _flux = _characters[1]; // preload walk anim for flux and drew _drew->loadWalkAnimation("STNDWALK.CAF"); _drew->setupPalette(); _drew->loadShadowAnimation("SHADOW.CAF"); _flux->loadWalkAnimation("FXSTWALK.CAF"); _flux->loadShadowAnimation("SHADOW.CAF"); loadAdditionalPalette("UNIVERSE.PAL", 3); loadAdditionalPalette("FLUX.PAL", 4); setupGeneralPalette(); _script_func = new ScriptFunc(this); _gameState = new State(); _gameState->_conversationData = _conversationData; memset(_sceneAnimations, 0, sizeof(_sceneAnimations)); memset(_sceneAnimationScripts, 0, sizeof(_sceneAnimationScripts)); _drew->setVisible(false); _flux->setVisible(false); _gameState->_currentChapter = 1; initChapter(); loadCursor(); initFonts(); _dialogIcons = new Animation(this); _dialogIcons->loadAnimation("DIALOGUE.CAF"); _inventoryIcons = new Animation(this); _inventoryIcons->loadAnimation("INVENTRY.CAF"); _inventoryIconSlots = new Animation(this); _inventoryIconSlots->loadAnimation("ICONSLOT.CAF"); _genericTexts = new TextResource(this); _genericTexts->loadTextResource("GENERIC.TRE"); _audioManager = new AudioManager(this, _mixer); _audioManager->loadAudioPack(0, "GENERIC.SVI", "GENERIC.SVL"); _audioManager->loadAudioPack(2, "GENERIC.SEI", "GENERIC.SEL"); _lastMouseButton = 0; _mouseButton = 0; _lastRenderTime = _system->getMillis(); } void ToonEngine::waitForScriptStep() { // Wait after a specified number of script steps when executing a script // to lower CPU usage if (++_scriptStep >= 40) { g_system->delayMillis(1); _scriptStep = 0; } } void ToonEngine::parseInput() { Common::EventManager *_event = _system->getEventManager(); _mouseX = _event->getMousePos().x; _mouseY = _event->getMousePos().y; _mouseButton = _event->getButtonState(); Common::Event event; while (_event->pollEvent(event)) { bool hasModifier = event.kbd.hasFlags(Common::KBD_ALT|Common::KBD_CTRL|Common::KBD_SHIFT); switch (event.type) { case Common::EVENT_KEYDOWN: if ((event.kbd.ascii == 27 || event.kbd.ascii == 32) && !hasModifier) { _audioManager->stopCurrentVoice(); } if (event.kbd.keycode == Common::KEYCODE_F5 && !hasModifier) { if(canSaveGameStateCurrently()) saveGame(-1, Common::String()); } if (event.kbd.keycode == Common::KEYCODE_F6 && !hasModifier) { if(canLoadGameStateCurrently()) loadGame(-1); } if (event.kbd.ascii == 't' && !hasModifier) { _showConversationText = !_showConversationText; } if (event.kbd.ascii == 'm' && !hasModifier) { _audioManager->muteMusic(!_audioManager->isMusicMuted()); } if (event.kbd.ascii == 'd' && !hasModifier) { _audioManager->muteVoice(!_audioManager->isVoiceMuted()); } if (event.kbd.ascii == 's' && !hasModifier) { _audioManager->muteSfx(!_audioManager->isSfxMuted()); } if (event.kbd.flags & Common::KBD_ALT) { int slotNum = event.kbd.ascii - '0'; if (slotNum >= 0 && slotNum <= 9 && canSaveGameStateCurrently()) { if (saveGame(slotNum, Common::String())) { // ok char buf[256]; snprintf(buf, 256, "Saved game in slot #%d ", slotNum); GUI::TimedMessageDialog dialog(buf, 1000); dialog.runModal(); } else { char buf[256]; snprintf(buf, 256, "Could not quick save into slot #%d", slotNum); GUI::MessageDialog dialog2(buf, "OK", 0); dialog2.runModal(); } } } if (event.kbd.flags & Common::KBD_CTRL) { int slotNum = event.kbd.ascii - '0'; if (slotNum >= 0 && slotNum <= 9 && canLoadGameStateCurrently()) { if (loadGame(slotNum)) { // ok char buf[256]; snprintf(buf, 256, "Savegame #%d quick loaded", slotNum); GUI::TimedMessageDialog dialog(buf, 1000); dialog.runModal(); } else { char buf[256]; snprintf(buf, 256, "Could not quick load the savegame #%d", slotNum); GUI::MessageDialog dialog(buf, "OK", 0); warning("%s", buf); dialog.runModal(); } } if (event.kbd.keycode == Common::KEYCODE_d) { _console->attach(); _console->onFrame(); } } break; default: break; } } if (!_gameState->_inConversation && !_gameState->_mouseHidden && !_gameState->_inInventory) { selectHotspot(); clickEvent(); } } void ToonEngine::enableTimer(int32 timerId) { _gameState->_timerEnabled[timerId] = true; } void ToonEngine::setTimer(int32 timerId, int32 timerWait) { _gameState->_timerTimeout[timerId] = getOldMilli() + timerWait * getTickLength(); _gameState->_timerDelay[timerId] = timerWait; } void ToonEngine::disableTimer(int32 timerId) { _gameState->_timerEnabled[timerId] = false; } void ToonEngine::updateTimers() { for (int32 i = 0; i < 2; i++) { if (_gameState->_timerEnabled[i]) { if (_gameState->_timerDelay[i] > -1 && getOldMilli() > _gameState->_timerTimeout[i]) { if (i == 0) { EMCState *status = &_scriptState[_currentScriptRegion]; _script->init(status, &_scriptData); // setup registers status->regs[0] = _mouseX; status->regs[1] = _mouseY; status->regs[2] = 0; _currentScriptRegion++; _script->start(status, 7); while (_script->run(status)) waitForScriptStep(); _currentScriptRegion--; _gameState->_timerTimeout[i] = getOldMilli() + _gameState->_timerDelay[i] * getTickLength(); return; } } } } } void ToonEngine::updateScrolling(bool force, int32 timeIncrement) { static int32 lastScrollOffset = 320; if (!_audioManager->voiceStillPlaying() && !_gameState->_currentScrollLock && (_drew->getFlag() & 1) == 0) { if (_drew->getFacing() & 3) { if (_drew->getFacing() <= 4) lastScrollOffset = 200; else lastScrollOffset = 440; } if (_gameState->_inCutaway || _gameState->_inInventory || _gameState->_inCloseUp) return; int32 desiredScrollValue = _drew->getX() - lastScrollOffset; if ((_gameState->_locations[_gameState->_currentScene]._flags & 0x80) == 0) { if (desiredScrollValue < 0) desiredScrollValue = 0; if (desiredScrollValue >= _currentPicture->getWidth() - TOON_SCREEN_WIDTH) desiredScrollValue = _currentPicture->getWidth() - TOON_SCREEN_WIDTH; if (force) { _gameState->_currentScrollValue = desiredScrollValue; return; } else { if (_gameState->_currentScrollValue < desiredScrollValue) { _gameState->_currentScrollValue += timeIncrement / 2; if (_gameState->_currentScrollValue > desiredScrollValue) _gameState->_currentScrollValue = desiredScrollValue; } else if (_gameState->_currentScrollValue > desiredScrollValue) { _gameState->_currentScrollValue -= timeIncrement / 2; if (_gameState->_currentScrollValue < desiredScrollValue) _gameState->_currentScrollValue = desiredScrollValue; } } } } } void ToonEngine::update(int32 timeIncrement) { // to make sure we're updating the game at 5fps at least if (timeIncrement > 200) timeIncrement = 200; updateAnimationSceneScripts(timeIncrement); updateCharacters(timeIncrement); updateTimer(timeIncrement); updateTimers(); updateScrolling(false, timeIncrement); _audioManager->updateAmbientSFX(); _animationManager->update(timeIncrement); _cursorAnimationInstance->update(timeIncrement); if (!_audioManager->voiceStillPlaying()) { _currentTextLine = 0; _currentTextLineId = -1; } } void ToonEngine::updateTimer(int32 timeIncrement) { if (_gameState->_gameTimer > 0) { debugC(0, 0xfff, "updateTimer(%d)", (int)timeIncrement); _gameState->_gameTimer -= timeIncrement; if (_gameState->_gameTimer < 0) _gameState->_gameTimer = 0; } } void ToonEngine::render() { if (_dirtyAll) { if (_gameState->_inCutaway) _currentCutaway->draw(*_mainSurface, 0, 0, 0, 0); else _currentPicture->draw(*_mainSurface, 0, 0, 0, 0); _dirtyRects.push_back(Common::Rect(0, 0, TOON_BACKBUFFER_WIDTH, TOON_BACKBUFFER_HEIGHT)); } else { if (_gameState->_inCutaway) _currentCutaway->drawWithRectList(*_mainSurface, 0, 0, 0, 0, _dirtyRects); else _currentPicture->drawWithRectList(*_mainSurface, 0, 0, 0, 0, _dirtyRects); } clearDirtyRects(); //_currentMask->drawMask(*_mainSurface, 0, 0, 0, 0); _animationManager->render(); drawInfoLine(); drawConversationLine(); drawConversationIcons(); drawSack(); //drawPalette(); // used to debug the current palette //_drew->plotPath(*_mainSurface); // used to debug path finding #if 0 char test[256]; if (_mouseX > 0 && _mouseX < 640 && _mouseY > 0 && _mouseY < 400) { sprintf(test, "%d %d / mask %d layer %d z %d", _mouseX, _mouseY, getMask()->getData(_mouseX, _mouseY), getLayerAtPoint(_mouseX, _mouseY), getZAtPoint(_mouseX, _mouseY)); int32 c = *(uint8 *)_mainSurface->getBasePtr(_mouseX, _mouseY); sprintf(test, "%d %d / color id %d %d,%d,%d", _mouseX, _mouseY, c, _finalPalette[c * 3 + 0], _finalPalette[c * 3 + 1], _finalPalette[c * 3 + 2]); _fontRenderer->setFont(_fontToon); _fontRenderer->renderText(40, 150, Common::String(test), 0); } #endif if (_needPaletteFlush) { flushPalette(false); _needPaletteFlush = false; } if (_firstFrame) { copyToVirtualScreen(false); fadeIn(5); _firstFrame = false; } else { copyToVirtualScreen(true); } // add a little sleep here int32 newMillis = (int32)_system->getMillis(); int32 sleepMs = 1; // Minimum delay to allow thread scheduling if ((newMillis - _lastRenderTime) < _tickLength * 2) sleepMs = _tickLength * 2 - (newMillis - _lastRenderTime); assert(sleepMs >= 0); _system->delayMillis(sleepMs); _lastRenderTime = _system->getMillis(); } void ToonEngine::doMagnifierEffect() { int32 posX = _mouseX + state()->_currentScrollValue - _cursorOffsetX; int32 posY = _mouseY - _cursorOffsetY - 2; Graphics::Surface &surface = *_mainSurface; // fast sqrt table lookup (values up to 144 only) static const byte intSqrt[] = { 0, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12 }; byte tempBuffer[25 * 25]; for (int32 y = -12; y <= 12; y++) { for (int32 x = -12; x <= 12; x++) { int32 destPitch = surface.pitch; uint8 *curRow = (uint8 *)surface.pixels + (posY + y) * destPitch + (posX + x); tempBuffer[(y + 12) * 25 + x + 12] = *curRow; } } for (int32 y = -12; y <= 12; y++) { for (int32 x = -12; x <= 12; x++) { int32 dist = y * y + x * x; if (dist > 144) continue; int32 destPitch = surface.pitch; uint8 *curRow = (uint8 *)surface.pixels + (posY + y) * destPitch + (posX + x); int32 lerp = (512 + intSqrt[dist] * 256 / 12); *curRow = tempBuffer[(y * lerp / 1024 + 12) * 25 + x * lerp / 1024 + 12]; } } } void ToonEngine::copyToVirtualScreen(bool updateScreen) { // render cursor last if (!_gameState->_mouseHidden) { if (_cursorAnimationInstance->getFrame() == 7 && _cursorAnimationInstance->getAnimation() == _cursorAnimation) // magnifier icon needs a special effect doMagnifierEffect(); _cursorAnimationInstance->setPosition(_mouseX - 40 + state()->_currentScrollValue - _cursorOffsetX, _mouseY - 40 - _cursorOffsetY, 0, false); _cursorAnimationInstance->render(); } // Handle dirty rects here static int32 lastScroll = 0; if (_dirtyAll || _gameState->_currentScrollValue != lastScroll) { // we have to refresh everything in case of scrolling. _system->copyRectToScreen((byte *)_mainSurface->pixels + state()->_currentScrollValue, TOON_BACKBUFFER_WIDTH, 0, 0, TOON_SCREEN_WIDTH, TOON_SCREEN_HEIGHT); } else { int32 offX = 0; for (uint i = 0; i < _oldDirtyRects.size(); i++) { Common::Rect rect = _oldDirtyRects[i]; rect.translate(-state()->_currentScrollValue, 0); offX = 0; if(rect.right <= 0) continue; if (rect.left < 0) { offX = -rect.left; rect.left = 0; } rect.clip(TOON_SCREEN_WIDTH, TOON_SCREEN_HEIGHT); if (rect.left >= 0 && rect.top >= 0 && rect.right - rect.left > 0 && rect.bottom - rect.top > 0) { _system->copyRectToScreen((byte *)_mainSurface->pixels + _oldDirtyRects[i].left + offX + _oldDirtyRects[i].top * TOON_BACKBUFFER_WIDTH, TOON_BACKBUFFER_WIDTH, rect.left , rect.top, rect.right - rect.left, rect.bottom - rect.top); } } for (uint i = 0; i < _dirtyRects.size(); i++) { Common::Rect rect = _dirtyRects[i]; rect.translate(-state()->_currentScrollValue, 0); offX = 0; if (rect.right <= 0) continue; if (rect.left < 0) { offX = -rect.left; rect.left = 0; } rect.clip(TOON_SCREEN_WIDTH, TOON_SCREEN_HEIGHT); if (rect.left >= 0 && rect.top >= 0 && rect.right - rect.left > 0 && rect.bottom - rect.top > 0) { _system->copyRectToScreen((byte *)_mainSurface->pixels + _dirtyRects[i].left + offX + _dirtyRects[i].top * TOON_BACKBUFFER_WIDTH, TOON_BACKBUFFER_WIDTH, rect.left , rect.top, rect.right - rect.left, rect.bottom - rect.top); } } } lastScroll = _gameState->_currentScrollValue; if (updateScreen) { _system->updateScreen(); _shouldQuit = shouldQuit(); // update game quit flag - this shouldn't be called all the time, as it's a virtual function } } void ToonEngine::doFrame() { if (_gameState->_inInventory) { renderInventory(); } else { render(); int32 currentTimer = _system->getMillis(); update(currentTimer - _oldTimer); _oldTimer = currentTimer; _oldTimer2 = currentTimer; } parseInput(); } enum MainMenuSelections { MAINMENUHOTSPOT_NONE = 0, MAINMENUHOTSPOT_START = 1, MAINMENUHOTSPOT_INTRO = 2, MAINMENUHOTSPOT_LOADGAME = 3, MAINMENUHOTSPOT_HOTKEYS = 4, MAINMENUHOTSPOT_CREDITS = 5, MAINMENUHOTSPOT_QUIT = 6, MAINMENUHOTSPOT_HOTKEYSCLOSE = 7 }; enum MainMenuMasks { MAINMENUMASK_BASE = 1, MAINMENUMASK_HOTKEYS = 2, MAINMENUMASK_EVERYWHERE = 3 }; struct MainMenuFile { int menuMask; int id; const char *animationFile; int animateOnFrame; }; #define MAINMENU_ENTRYCOUNT 12 static const MainMenuFile mainMenuFiles[] = { { MAINMENUMASK_BASE, MAINMENUHOTSPOT_START, "STARTBUT.CAF", 0 }, // "Start" button { MAINMENUMASK_BASE, MAINMENUHOTSPOT_INTRO, "INTROBUT.CAF", 0 }, // "Intro" button { MAINMENUMASK_BASE, MAINMENUHOTSPOT_LOADGAME, "LOADBUT.CAF", 0 }, // "Load Game" button { MAINMENUMASK_BASE, MAINMENUHOTSPOT_HOTKEYS, "HOTBUT.CAF", 0 }, // "Hot Keys" button { MAINMENUMASK_BASE, MAINMENUHOTSPOT_CREDITS, "CREDBUT.CAF", 0 }, // "Credits" button { MAINMENUMASK_BASE, MAINMENUHOTSPOT_QUIT, "QUITBUT.CAF", 0 }, // "Quit" button { MAINMENUMASK_BASE, MAINMENUHOTSPOT_NONE, "LEGALTXT.CAF", 0 }, // Legal Text { MAINMENUMASK_EVERYWHERE, MAINMENUHOTSPOT_NONE, "TOONGLOW.CAF", 6 }, // Clown glow { MAINMENUMASK_EVERYWHERE, MAINMENUHOTSPOT_NONE, "TOONSTRK.CAF", 6 }, // Toonstruck title { MAINMENUMASK_EVERYWHERE, MAINMENUHOTSPOT_NONE, "EYEGLOW.CAF", 4 }, // Clown eye glow { MAINMENUMASK_EVERYWHERE, MAINMENUHOTSPOT_NONE, "PROPHEAD.CAF", 4 }, // Clown propellor head { MAINMENUMASK_HOTKEYS, MAINMENUHOTSPOT_HOTKEYSCLOSE, "HOTKEYS.CAF", 0 } // Hotkeys display - clicking on it will close hotkeys }; struct MainMenuEntry { int menuMask; int id; Animation *animation; Common::Rect rect; int animateOnFrame; int animateCurFrame; int activeFrame; }; bool ToonEngine::showMainmenu(bool &loadedGame) { Picture *mainmenuPicture = new Picture(this); mainmenuPicture->loadPicture("TITLESCR.CPS", true); mainmenuPicture->setupPalette(); flushPalette(false); MainMenuEntry entries[MAINMENU_ENTRYCOUNT]; for (int entryNr = 0; entryNr < MAINMENU_ENTRYCOUNT; entryNr++) { entries[entryNr].menuMask = mainMenuFiles[entryNr].menuMask; entries[entryNr].id = mainMenuFiles[entryNr].id; entries[entryNr].animation = new Animation(this); entries[entryNr].animation->loadAnimation(mainMenuFiles[entryNr].animationFile); if (entries[entryNr].id != MAINMENUHOTSPOT_NONE) entries[entryNr].rect = entries[entryNr].animation->getRect(); entries[entryNr].animateOnFrame = mainMenuFiles[entryNr].animateOnFrame; entries[entryNr].animateCurFrame = 0; entries[entryNr].activeFrame = 0; } setCursor(1); bool doExit = false; bool exitGame = false; int clickingOn, clickRelease; int menuMask = MAINMENUMASK_BASE; Common::SeekableReadStream *mainmenuMusicFile = NULL; AudioStreamInstance *mainmenuMusic = NULL; bool musicPlaying = false; _gameState->_inMenu = true; dirtyAllScreen(); while (!doExit) { clickingOn = MAINMENUHOTSPOT_NONE; clickRelease = false; if (!musicPlaying) { mainmenuMusicFile = resources()->openFile("BR091013.MUS"); if (mainmenuMusicFile) { mainmenuMusic = new AudioStreamInstance(_audioManager, _mixer, mainmenuMusicFile, true); mainmenuMusic->play(false); musicPlaying = true; } else { musicPlaying = false; } } while (!clickRelease) { if(_dirtyAll) { mainmenuPicture->draw(*_mainSurface, 0, 0, 0, 0); addDirtyRect(0, 0, TOON_SCREEN_WIDTH, TOON_SCREEN_HEIGHT); } else { mainmenuPicture->drawWithRectList(*_mainSurface, 0, 0, 0, 0, _dirtyRects); } clearDirtyRects(); for (int entryNr = 0; entryNr < MAINMENU_ENTRYCOUNT; entryNr++) { if (entries[entryNr].menuMask & menuMask) { if (entries[entryNr].animateOnFrame) { entries[entryNr].animateCurFrame++; if (entries[entryNr].animateOnFrame <= entries[entryNr].animateCurFrame) { entries[entryNr].activeFrame++; if (entries[entryNr].activeFrame >= entries[entryNr].animation->_numFrames) entries[entryNr].activeFrame = 0; entries[entryNr].animateCurFrame = 0; } } int32 frameNr = entries[entryNr].activeFrame; if ((entries[entryNr].id == clickingOn) && (clickingOn != MAINMENUHOTSPOT_NONE)) frameNr = 1; entries[entryNr].animation->drawFrame(*_mainSurface, frameNr, 0, 0); } } parseInput(); copyToVirtualScreen(true); _system->delayMillis(17); if (_mouseButton & 1) { // left mouse button pushed down clickingOn = MAINMENUHOTSPOT_NONE; for (int entryNr = 0; entryNr < MAINMENU_ENTRYCOUNT; entryNr++) { if (entries[entryNr].menuMask & menuMask) { if (entries[entryNr].id != MAINMENUHOTSPOT_NONE) { if (entries[entryNr].rect.contains(_mouseX, _mouseY)) clickingOn = entries[entryNr].id; } } } } else { // left mouse button released/not pushed down if (clickingOn != MAINMENUHOTSPOT_NONE) clickRelease = true; } if (_shouldQuit) { clickingOn = MAINMENUHOTSPOT_NONE; clickRelease = true; doExit = true; } } if (clickingOn != MAINMENUHOTSPOT_NONE) { _audioManager->playSFX(10, 128, true); } switch (clickingOn) { case MAINMENUHOTSPOT_HOTKEYS: menuMask = MAINMENUMASK_HOTKEYS; continue; case MAINMENUHOTSPOT_HOTKEYSCLOSE: menuMask = MAINMENUMASK_BASE; continue; } if (musicPlaying) { //stop music mainmenuMusic->stop(false); delete mainmenuMusicFile; musicPlaying = false; } switch (clickingOn) { case MAINMENUHOTSPOT_START: // Start game (actually exit main menu) loadedGame = false; doExit = true; break; case MAINMENUHOTSPOT_INTRO: // Play intro movies getMoviePlayer()->play("209_1M.SMK", 0x10); getMoviePlayer()->play("209_2M.SMK", 0x10); getMoviePlayer()->play("209_3M.SMK", 0x10); break; case MAINMENUHOTSPOT_LOADGAME: doExit = loadGame(-1); loadedGame = doExit; exitGame = false; break; case MAINMENUHOTSPOT_CREDITS: // Play credits movie getMoviePlayer()->play("CREDITS.SMK", 0x0); break; case MAINMENUHOTSPOT_QUIT: exitGame = true; doExit = true; break; } } _gameState->_inMenu = false; //delete mainmenuMusic; for (int entryNr = 0; entryNr < MAINMENU_ENTRYCOUNT; entryNr++) delete entries[entryNr].animation; delete mainmenuPicture; return !exitGame; } Common::Error ToonEngine::run() { if (!loadToonDat()) return Common::kUnknownError; g_eventRec.registerRandomSource(_rnd, "toon"); initGraphics(TOON_SCREEN_WIDTH, TOON_SCREEN_HEIGHT, true); init(); // do we need to load directly a game? bool loadedGame = false; int32 slot = ConfMan.getInt("save_slot"); if (slot > -1) { loadedGame = loadGame(slot); } if (!loadedGame) { // play producer intro getMoviePlayer()->play("VIELOGOM.SMK", 0x10); // show mainmenu if (!showMainmenu(loadedGame)) { return Common::kNoError; } } //loadScene(17); //loadScene(37); if (!loadedGame) { newGame(); } while (!_shouldQuit && _gameState->_currentScene != -1) doFrame(); return Common::kNoError; } ToonEngine::ToonEngine(OSystem *syst, const ADGameDescription *gameDescription) : Engine(syst), _gameDescription(gameDescription), _language(gameDescription->language) { _system = syst; _tickLength = 16; _currentPicture = NULL; _inventoryPicture = NULL; _currentMask = NULL; _showConversationText = true; _isDemo = _gameDescription->flags & ADGF_DEMO; DebugMan.addDebugChannel(kDebugAnim, "Anim", "Animation debug level"); DebugMan.addDebugChannel(kDebugCharacter, "Character", "Character debug level"); DebugMan.addDebugChannel(kDebugAudio, "Audio", "Audio debug level"); DebugMan.addDebugChannel(kDebugHotspot, "Hotspot", "Hotspot debug level"); DebugMan.addDebugChannel(kDebugFont, "Font", "Font debug level"); DebugMan.addDebugChannel(kDebugPath, "Path", "Path debug level"); DebugMan.addDebugChannel(kDebugMovie, "Movie", "Movie debug level"); DebugMan.addDebugChannel(kDebugPicture, "Picture", "Picture debug level"); DebugMan.addDebugChannel(kDebugResource, "Resource", "Resource debug level"); DebugMan.addDebugChannel(kDebugState, "State", "State debug level"); DebugMan.addDebugChannel(kDebugTools, "Tools", "Tools debug level"); DebugMan.addDebugChannel(kDebugText, "Text", "Text debug level"); _resources = NULL; _animationManager = NULL; _moviePlayer = NULL; _mainSurface = NULL; _finalPalette = NULL; _backupPalette = NULL; _additionalPalette1 = NULL; _additionalPalette2 = NULL; _additionalPalette2Present = false; _cutawayPalette = NULL; _universalPalette = NULL; _fluxPalette = NULL; _roomScaleData = NULL; _shadowLUT = NULL; _conversationData = NULL; _fontRenderer = NULL; _fontToon = NULL; _fontEZ = NULL; _hotspots = NULL; _genericTexts = NULL; _roomTexts = NULL; _script_func = NULL; _script = NULL; _mouseX = 0; _mouseY = 0; _mouseButton = 0; _lastMouseButton = 0; _saveBufferStream = NULL; _pathFinding = NULL; _console = new ToonConsole(this); _cursorAnimation = NULL; _cursorAnimationInstance = NULL; _dialogIcons = NULL; _inventoryIcons = NULL; _inventoryIconSlots = NULL; _genericTexts = NULL; _audioManager = NULL; _gameState = NULL; _locationDirNotVisited = NULL; _locationDirVisited = NULL; _specialInfoLine = NULL; for (int i = 0; i < 64; i++) { _sceneAnimations[i]._active = false; } for (int i = 0; i < 32; i++) { _characters[i] = NULL; } memset(&_scriptData, 0, sizeof(EMCData)); switch (_language) { case Common::EN_GRB: case Common::EN_USA: case Common::EN_ANY: _gameVariant = 0; break; case Common::FR_FRA: _gameVariant = 1; break; case Common::DE_DEU: _gameVariant = 2; break; case Common::RU_RUS: _gameVariant = 3; break; case Common::ES_ESP: _gameVariant = 4; break; default: // 0 - english _gameVariant = 0; break; } } ToonEngine::~ToonEngine() { delete _currentPicture; delete _currentMask; delete _inventoryPicture; delete _resources; delete _animationManager; delete _moviePlayer; if(_mainSurface) { _mainSurface->free(); delete _mainSurface; } delete[] _finalPalette; delete[] _backupPalette; delete[] _additionalPalette1; delete[] _additionalPalette2; delete[] _cutawayPalette; delete[] _universalPalette; delete[] _fluxPalette; delete[] _roomScaleData; delete[] _shadowLUT; delete[] _conversationData; delete _fontRenderer; delete _fontToon; delete _fontEZ; delete _hotspots; delete _genericTexts; delete _roomTexts; delete _script_func; _script->unload(&_scriptData); delete _script; delete _saveBufferStream; delete _pathFinding; for (int32 i = 0; i < 64; i++) { if (_sceneAnimations[i]._active) { // see if one character shares this instance for (int32 c = 0; c < 32; c++) { if (_characters[c] && _characters[c]->getAnimationInstance() == _sceneAnimations[i]._animInstance) { _characters[c]->setAnimationInstance(0); } } delete _sceneAnimations[i]._originalAnimInstance; delete _sceneAnimations[i]._animation; } } for (int32 i = 0; i < 32; i++) delete _characters[i]; delete _cursorAnimation; delete _cursorAnimationInstance; delete _dialogIcons; delete _inventoryIcons; delete _inventoryIconSlots; //delete _genericTexts; delete _audioManager; delete _gameState; unloadToonDat(); DebugMan.clearAllDebugChannels(); delete _console; } void ToonEngine::flushPalette(bool deferFlushToNextRender) { if (deferFlushToNextRender) { _needPaletteFlush = true; return; } _needPaletteFlush = false; _system->getPaletteManager()->setPalette(_finalPalette, 0, 256); } void ToonEngine::setPaletteEntries(uint8 *palette, int32 offset, int32 num) { memcpy(_finalPalette + offset * 3, palette, num * 3); flushPalette(); } void ToonEngine::simpleUpdate(bool waitCharacterToTalk) { int32 elapsedTime = _system->getMillis() - _oldTimer2; _oldTimer2 = _system->getMillis(); _oldTimer = _oldTimer2; if (!_audioManager->voiceStillPlaying() && !waitCharacterToTalk) { _currentTextLine = 0; _currentTextLineId = -1; } updateCharacters(elapsedTime); updateAnimationSceneScripts(elapsedTime); updateTimer(elapsedTime); _animationManager->update(elapsedTime); _audioManager->updateAmbientSFX(); render(); } void ToonEngine::fixPaletteEntries(uint8 *palette, int num) { // some color values are coded on 6bits ( for old 6bits DAC ) for (int32 i = 0; i < num * 3; i++) { int32 a = palette[i]; a = a * 4; if (a > 255) a = 255; palette[i] = a; } } // adapted from KyraEngine void ToonEngine::updateAnimationSceneScripts(int32 timeElapsed) { static int32 numReentrant = 0; numReentrant++; const int startScript = _lastProcessedSceneScript; _updatingSceneScriptRunFlag = true; do { if (_sceneAnimationScripts[_lastProcessedSceneScript]._lastTimer <= _system->getMillis() && !_sceneAnimationScripts[_lastProcessedSceneScript]._frozen && !_sceneAnimationScripts[_lastProcessedSceneScript]._frozenForConversation) { _animationSceneScriptRunFlag = true; while (_animationSceneScriptRunFlag && _sceneAnimationScripts[_lastProcessedSceneScript]._lastTimer <= _system->getMillis() && !_shouldQuit) { if (!_script->run(&_sceneAnimationScripts[_lastProcessedSceneScript]._state)) _animationSceneScriptRunFlag = false; //waitForScriptStep(); if (_sceneAnimationScripts[_lastProcessedSceneScript]._frozen || _sceneAnimationScripts[_lastProcessedSceneScript]._frozenForConversation) break; } } if (!_script->isValid(&_sceneAnimationScripts[_lastProcessedSceneScript]._state)) { _script->start(&_sceneAnimationScripts[_lastProcessedSceneScript]._state, 9 + _lastProcessedSceneScript); _animationSceneScriptRunFlag = false; } ++_lastProcessedSceneScript; if (_lastProcessedSceneScript >= state()->_locations[state()->_currentScene]._numSceneAnimations) _lastProcessedSceneScript = 0; } while (_lastProcessedSceneScript != startScript && !_shouldQuit); _updatingSceneScriptRunFlag = false; numReentrant--; } void ToonEngine::loadScene(int32 SceneId, bool forGameLoad) { char temp[256]; char temp2[256]; _firstFrame = true; _gameState->_lastVisitedScene = _gameState->_currentScene; _gameState->_currentScene = SceneId; _saveBufferStream->seek(0); if (SceneId == -1) { // this scene -1 is loaded at the very end of the game getAudioManager()->stopMusic(); getMoviePlayer()->play("CREDITS.SMK"); return; } // find out in what chapter we are (the script function ProcessToNextChapter is actually not called ) // the location flag has the chapter info in it int32 flag = _gameState->_locations[SceneId]._flags; if (flag) { _gameState->_currentChapter = 0; do { _gameState->_currentChapter++; flag >>= 1; } while ((flag & 1) == 0); } for (int32 i = 0; i < 8; i++) { if (_characters[i]) _characters[i]->setFlag(0); } _drew->playStandingAnim(); _drew->setVisible(true); // hide flux in chapter 2 if (_gameState->_currentChapter == 1) { _flux->playStandingAnim(); _flux->setVisible(true); } else { _flux->setVisible(false); } _lastMouseButton = 0; _mouseButton = 0; _currentHotspotItem = 0; if (!forGameLoad) { _gameState->_sackVisible = true; _gameState->_inCloseUp = false; _gameState->_inConversation = false; _gameState->_inInventory = false; _gameState->_inCutaway = false; _gameState->_currentScrollValue = 0; _gameState->_currentScrollLock = false; _gameState->_inCloseUp = false; } if (_gameState->_mouseState >= 0) addItemToInventory(_gameState->_mouseState); _gameState->_mouseState = -1; _mouseButton = 0; _lastMouseButton = 0x3; // load package strcpy(temp, createRoomFilename(Common::String::format("%s.PAK", _gameState->_locations[_gameState->_currentScene]._name).c_str()).c_str()); resources()->openPackage(temp); strcpy(temp, state()->_locations[SceneId]._name); strcat(temp, ".NPP"); loadAdditionalPalette(temp, 0); _additionalPalette2Present = false; strcpy(temp, state()->_locations[SceneId]._name); strcat(temp, ".NP2"); loadAdditionalPalette(temp, 1); strcpy(temp, state()->_locations[SceneId]._name); strcat(temp, ".CUP"); loadAdditionalPalette(temp, 2); // load artwork strcpy(temp, state()->_locations[SceneId]._name); strcat(temp, ".CPS"); delete _currentPicture; _currentPicture = new Picture(this); _currentPicture->loadPicture(temp); _currentPicture->setupPalette(); strcpy(temp, state()->_locations[SceneId]._name); strcat(temp, ".MSC"); delete _currentMask; _currentMask = new Picture(this); if (_currentMask->loadPicture(temp)) _pathFinding->init(_currentMask); strcpy(temp, state()->_locations[SceneId]._name); strcat(temp, ".TRE"); delete _roomTexts; _roomTexts = new TextResource(this); _roomTexts->loadTextResource(temp); strcpy(temp, state()->_locations[SceneId]._name); strcat(temp, ".DAT"); uint32 fileSize; uint8 *sceneData = resources()->getFileData(temp, &fileSize); if (sceneData) { delete[] _roomScaleData; _roomScaleData = new uint8[fileSize]; memcpy(_roomScaleData, sceneData, fileSize); } strcpy(temp, state()->_locations[SceneId]._name); strcat(temp, ".SVI"); strcpy(temp2, createRoomFilename(Common::String::format("%s.SVL", _gameState->_locations[_gameState->_currentScene]._name).c_str()).c_str()); _audioManager->loadAudioPack(1, temp, temp2); strcpy(temp, state()->_locations[SceneId]._name); strcpy(temp2, state()->_locations[SceneId]._name); strcat(temp, ".SEI"); strcat(temp2, ".SEL"); _audioManager->loadAudioPack(3, temp, temp2); strcpy(temp, state()->_locations[SceneId]._name); strcat(temp, ".RIC"); if (state()->_locations[SceneId]._flags & 0x40) { strcpy(temp2, state()->_locations[SceneId]._cutaway); strcat(temp2, ".RIC"); } else { strcpy(temp2, ""); } _hotspots->LoadRif(temp, temp2); restoreRifFlags(_gameState->_currentScene); strcpy(temp, state()->_locations[SceneId]._name); strcat(temp, ".CNV"); uint32 convfileSize; uint8 *convData = resources()->getFileData(temp, &convfileSize); if (convData) { assert(convfileSize < 4096 * sizeof(int16)); memcpy(_conversationData , convData, convfileSize); prepareConversations(); } // load script strcpy(temp, state()->_locations[SceneId]._name); strcat(temp, ".EMC"); _oldTimer = _system->getMillis(); _oldTimer2 = _oldTimer; // fix the weird scaling issue during one frame when entering new scene _drew->update(0); _flux->update(0); _script->unload(&_scriptData); _script->load(temp, &_scriptData, &_script_func->_opcodes); _script->init(&_scriptState[0], &_scriptData); _script->init(&_scriptState[1], &_scriptData); _script->init(&_scriptState[2], &_scriptData); _script->init(&_scriptState[3], &_scriptData); //_script->RoomScript->Decompile("decomp.txt"); //RoomScript->Decompile2("decomp2.txt"); for (int i = 0; i < state()->_locations[SceneId]._numSceneAnimations; i++) { _sceneAnimationScripts[i]._data = &_scriptData; _script->init(&_sceneAnimationScripts[i]._state, _sceneAnimationScripts[i]._data); if (!forGameLoad) { _script->start(&_sceneAnimationScripts[i]._state, 9 + i); _sceneAnimationScripts[i]._lastTimer = getSystem()->getMillis(); _sceneAnimationScripts[i]._frozen = false; _sceneAnimationScripts[i]._frozenForConversation = false; } } playRoomMusic(); _lastProcessedSceneScript = 0; _gameState->_locations[SceneId]._visited = true; setupGeneralPalette(); createShadowLUT(); state()->_mouseHidden = false; clearDirtyRects(); dirtyAllScreen(); if (!forGameLoad) { _script->start(&_scriptState[0], 0); while (_script->run(&_scriptState[0])) waitForScriptStep(); _script->start(&_scriptState[0], 8); while (_script->run(&_scriptState[0])) waitForScriptStep(); if (_gameState->_nextSpecialEnterX != -1 && _gameState->_nextSpecialEnterY != -1) { _drew->forcePosition(_gameState->_nextSpecialEnterX, _gameState->_nextSpecialEnterY); _gameState->_nextSpecialEnterX = -1; _gameState->_nextSpecialEnterY = -1; } _script->start(&_scriptState[0], 3); while (_script->run(&_scriptState[0])) waitForScriptStep(); _script->start(&_scriptState[0], 4); while (_script->run(&_scriptState[0])) waitForScriptStep(); } } void ToonEngine::setupGeneralPalette() { setPaletteEntries(_additionalPalette1, 232, 23); setPaletteEntries(_universalPalette, 200, 32); setPaletteEntries(_fluxPalette, 192, 8); if (_drew) _drew->setupPalette(); } void ToonEngine::loadAdditionalPalette(Common::String fileName, int32 mode) { uint32 size = 0; uint8 *palette = resources()->getFileData(fileName, &size); if (!palette) return; switch (mode) { case 0: memcpy(_additionalPalette1, palette, 69); fixPaletteEntries(_additionalPalette1, 23); break; case 1: memcpy(_additionalPalette2, palette, 69); fixPaletteEntries(_additionalPalette2, 23); _additionalPalette2Present = true; break; case 2: memcpy(_cutawayPalette, palette, size); fixPaletteEntries(_cutawayPalette, size/3); break; case 3: memcpy(_universalPalette, palette, 96); fixPaletteEntries(_universalPalette, 32); break; case 4: memcpy(_fluxPalette, palette, 24); fixPaletteEntries(_fluxPalette , 8); break; default: warning("loadAdditionalPalette() - Unknown mode"); } } void ToonEngine::initChapter() { EMCData data; EMCState status; memset(&data, 0, sizeof(data)); memset(&status, 0, sizeof(status)); delete _script; _script = new EMCInterpreter(this); _script->load("_START01.EMC", &data, &_script_func->_opcodes); _script->init(&status, &data); _script->start(&status, 0); while (_script->run(&status)) waitForScriptStep(); _script->unload(&data); setupGeneralPalette(); } void ToonEngine::loadCursor() { delete _cursorAnimation; _cursorAnimation = new Animation(this); _cursorAnimation->loadAnimation("MOUSE.CAF"); delete _cursorAnimationInstance; _cursorAnimationInstance = _animationManager->createNewInstance(kAnimationCursor); _cursorAnimationInstance->setAnimation(_cursorAnimation); _cursorAnimationInstance->setVisible(true); _cursorAnimationInstance->setFrame(0); _cursorAnimationInstance->setAnimationRange(0, 0); _cursorAnimationInstance->setFps(8); setCursor(5); } void ToonEngine::setCursor(int32 type, bool inventory, int32 offsetX, int offsetY) { static const int32 offsets[] = { 0, 1, 1, 6, 7, 1, 8, 10, 18, 10, 28, 8, 36, 10, 46, 10, 56, 10, 66, 10, 76, 10, 86, 10, 96, 10, 106, 10, 116, 10, 126, 10 }; if (!inventory) { _cursorAnimationInstance->setAnimation(_cursorAnimation); _cursorAnimationInstance->setAnimationRange(offsets[type * 2 + 0], offsets[type * 2 + 0] + offsets[type * 2 + 1] - 1); _cursorAnimationInstance->playAnimation(); } else { _cursorAnimationInstance->setAnimation(_inventoryIcons); _cursorAnimationInstance->setAnimationRange(type, type); _cursorAnimationInstance->playAnimation(); } _cursorOffsetX = offsetX; _cursorOffsetY = offsetY; } void ToonEngine::setSceneAnimationScriptUpdate(bool enable) { _animationSceneScriptRunFlag = enable; } bool ToonEngine::isUpdatingSceneAnimation() { return _updatingSceneScriptRunFlag; } int32 ToonEngine::getCurrentUpdatingSceneAnimation() { return _lastProcessedSceneScript; } int32 ToonEngine::randRange(int32 minStart, int32 maxStart) { return _rnd.getRandomNumberRng(minStart, maxStart); } int32 ToonEngine::runEventScript(int32 x, int32 y, int32 mode, int32 id, int32 scriptId) { if (_currentScriptRegion >= 4) return 0; EMCState *status = &_scriptState[_currentScriptRegion]; _script->init(status, &_scriptData); // setup registers status->regs[0] = x; status->regs[1] = y; status->regs[2] = 0; status->regs[3] = 0; status->regs[4] = _gameState->_mouseState; // status->regs[5] = 0; status->regs[6] = scriptId; status->regs[7] = mode; status->regs[8] = id; _currentScriptRegion++; _script->start(status, 1); while (_script->run(status)) waitForScriptStep(); _currentScriptRegion--; return status->regs[2]; } void ToonEngine::clickEvent() { bool leftButton = false; bool rightButton = false; if ((_lastMouseButton & 0x1) == 0 && (_mouseButton & 0x1) == 1) leftButton = true; if ((_lastMouseButton & 0x2) == 0 && (_mouseButton & 0x2) == 2) rightButton = true; _lastMouseButton = _mouseButton; if (!leftButton && !rightButton) return; if (_gameState->_sackVisible) { if (_mouseX > 0 && _mouseX < 40 && _mouseY > 356 && _mouseY < 396) { if (_gameState->_mouseState >= 0 && !rightButton) { addItemToInventory(_gameState->_mouseState); setCursor(0, false, 0, 0); _currentHotspotItem = 0; return; } else { showInventory(); } return; } } // with inventory if (rightButton && _gameState->_mouseState >= 0) { addItemToInventory(_gameState->_mouseState); setCursor(0, false, 0, 0); _currentHotspotItem = 0; return; } int32 mouseX = _mouseX; if (_gameState->_inCutaway) { mouseX += TOON_BACKBUFFER_WIDTH; } // find hotspot int32 hot = _hotspots->Find(mouseX + state()->_currentScrollValue , _mouseY); HotspotData *currentHot = 0; if (hot > -1) { currentHot = _hotspots->Get(hot); } if (_currentHotspotItem == -3) { if (_gameState->_mouseState <= 0) { if (leftButton) createMouseItem(104); else characterTalk(518); } } if (_currentHotspotItem == -4) { if (_gameState->_mouseState >= 0) { if (leftButton) if (!handleInventoryOnInventory(0, _gameState->_mouseState)) { playSoundWrong(); } return; } } if (!currentHot) { int32 xx, yy; if (_gameState->_inCutaway || _gameState->_inInventory || _gameState->_inCloseUp) return; if (_pathFinding->findClosestWalkingPoint(_mouseX + _gameState->_currentScrollValue , _mouseY, &xx, &yy)) _drew->walkTo(xx, yy); return; } int commandId = 0; if (_gameState->_mouseState < 0) { // left or right click if (rightButton) commandId = 2 + 8; else commandId = 0 + 8; } else { commandId = 2 * (_gameState->_mouseState - 1) + 16; } _drew->stopWalk(); int16 command = currentHot->getData(commandId); int16 argument = currentHot->getData(commandId + 1); int16 priority = currentHot->getPriority(); if (!_gameState->_inCutaway && !_gameState->_inCloseUp) { if (leftButton && (currentHot->getData(4) != 2 || _gameState->_mouseState >= 0) && currentHot->getData(5) != -1) { if (currentHot->getData(5)) { if (!_drew->walkTo(currentHot->getData(5), currentHot->getData(6))) { // walk was canceled ? return; } } else { if (!_drew->walkTo(_mouseX, _mouseY)) { // walk was canceled ? return; } } } } int32 result = 0; switch (command) { case 1: sayLines(1, argument); break; case 2: result = runEventScript(_mouseX, _mouseY, command, argument, priority); break; case 3: runEventScript(_mouseX, _mouseY, command, argument, priority); result = 0; break; case 4: playSFX(argument, 128); break; case 5: break; case 6: createMouseItem(argument); currentHot->setData(7, -1); break; case 7: // switch to CloseUp break; case 8: // face flux sayLines(1, argument); break; case 9: case 10: sayLines(2, argument); break; case 11: sayLines(3, argument); break; default: playSoundWrong(); return; } if (result == 3) { int32 val = _scriptState[_currentScriptRegion].regs[4]; currentHot->setData(4, currentHot->getData(4) & val); } if (result == 2 || result == 3) { int32 val = _scriptState[_currentScriptRegion].regs[6]; currentHot->setData(7, val); } if (result == 1) { int32 val = _scriptState[_currentScriptRegion].regs[4]; currentHot->setData(4, currentHot->getData(4) & val); } } void ToonEngine::selectHotspot() { int32 x1 = 0; int32 x2 = 0; int32 y1 = 0; int32 y2 = 0; int32 mouseX = _mouseX; if (_gameState->_inCutaway) mouseX += TOON_BACKBUFFER_WIDTH; if (_gameState->_sackVisible) { if (_mouseX > 0 && _mouseX < 40 && _mouseY > 356 && _mouseY < 396) { _currentHotspotItem = -2; if (_gameState->_mouseState < 0) { int mode = 3; setCursor(mode); } else { setCursor(_gameState->_mouseState, true, -18, -14); } return; } } if (_gameState->_mouseState > 0) { // picked drew? getDrew()->getAnimationInstance()->getRect(&x1, &y1, &x2, &y2); if (_mouseX + _gameState->_currentScrollValue >= x1 && _mouseX + _gameState->_currentScrollValue <= x2 && _mouseY >= y1 && _mouseY <= y2) { _currentHotspotItem = -4; return; } } if (getFlux()->getVisible()) { getFlux()->getAnimationInstance()->getRect(&x1, &y1, &x2, &y2); if (_mouseX + _gameState->_currentScrollValue >= x1 && _mouseX + _gameState->_currentScrollValue <= x2 && _mouseY >= y1 && _mouseY <= y2) { _currentHotspotItem = -3; if (_gameState->_mouseState < 0) { int mode = 3; setCursor(mode); } else { setCursor(_gameState->_mouseState, true, -18, -14); } return; } } int32 hot = _hotspots->Find(mouseX + state()->_currentScrollValue, _mouseY); if (hot != -1) { HotspotData *hotspot = _hotspots->Get(hot); int32 item = hotspot->getData(14); if (hotspot->getType() == 3) item += 2000; // update palette based on ticks if we're in "use from inventory mode" if (_gameState->_mouseState >= 0) { int32 tick = _system->getMillis() / _tickLength; int32 animReverse = tick & 0x10; int32 animStep = tick & 0xf; byte color[3]; if (animReverse == 0) { color[0] = 16 * animStep; color[1] = 0; color[2] = 0; } else { color[0] = 16 * (15 - animStep); color[1] = 0; color[2] = 0; } setPaletteEntries(color, 255, 1); } #if 0 if (item == _currentHotspotItem) return; #endif _currentHotspotItem = item; if (_gameState->_mouseState < 0) { int mode = hotspot->getMode(); setCursor(mode); } else { setCursor(_gameState->_mouseState, true, -18, -14); } } else { _currentHotspotItem = 0; if (_gameState->_mouseState < 0) { setCursor(0); } else { byte color[3]; color[0] = 0; color[1] = 0; color[2] = 0; setCursor(_gameState->_mouseState, true, -18, -14); setPaletteEntries(color, 255, 1); } } } void ToonEngine::exitScene() { fadeOut(5); // disable all scene animation for (int32 i = 0; i < 64; i++) { if (_sceneAnimations[i]._active) { delete _sceneAnimations[i]._animation; _sceneAnimations[i]._active = false; _animationManager->removeInstance(_sceneAnimations[i]._animInstance); // see if one character shares this instance for (int32 c = 0; c < 32; c++) { if (_characters[c] && _characters[c]->getAnimationInstance() == _sceneAnimations[i]._animInstance) { _characters[c]->setAnimationInstance(NULL); } } delete _sceneAnimations[i]._originalAnimInstance; _sceneAnimations[i]._animInstance = NULL; _sceneAnimations[i]._animation = NULL; _sceneAnimations[i]._originalAnimInstance = NULL; } } for (int32 i = 0; i < 64; i++) { _sceneAnimationScripts[i]._frozen = true; _sceneAnimationScripts[i]._active = false; } // remove all characters except drew and flux for (int32 i = 0; i < 8; i++) { if (_characters[i] != _drew && _characters[i] != _flux) { if (_characters[i]) { delete _characters[i]; _characters[i] = 0; } } else { _characters[i]->stopSpecialAnim(); } } for (int32 i = 0; i < 2; i++) { _gameState->_timerEnabled[i] = false; } // put back our item if inventory if needed if (_gameState->_mouseState >= 0) { addItemToInventory(_gameState->_mouseState); _gameState->_mouseState = -1; } _audioManager->killAllAmbientSFX(); _audioManager->stopAllSfxs(); _audioManager->stopCurrentVoice(); _currentTextLine = 0; _currentTextLineId = -1; _currentTextLineCharacterId = 0; char temp[256]; strcpy(temp, createRoomFilename(Common::String::format("%s.PAK", _gameState->_locations[_gameState->_currentScene]._name).c_str()).c_str()); resources()->closePackage(temp); _drew->stopWalk(); _flux->stopWalk(); storeRifFlags(_gameState->_currentScene); } // flip between the cutaway scene and the normal scene void ToonEngine::flipScreens() { _gameState->_inCloseUp = !_gameState->_inCloseUp; if (_gameState->_inCloseUp) { _gameState->_currentScrollValue = TOON_SCREEN_WIDTH; setPaletteEntries(_cutawayPalette, 1, 128); if (_additionalPalette2Present) setPaletteEntries(_additionalPalette2, 232, 23); } else { _gameState->_currentScrollValue = 0; _currentPicture->setupPalette(); setupGeneralPalette(); } flushPalette(); } void ToonEngine::fadeIn(int32 numFrames) { for (int32 f = 0; f < numFrames; f++) { uint8 vmpalette[3 * 256]; for (int32 i = 0; i < 256; i++) { vmpalette[i * 3 + 0] = f * _finalPalette[i * 3 + 0] / (numFrames - 1); vmpalette[i * 3 + 1] = f * _finalPalette[i * 3 + 1] / (numFrames - 1); vmpalette[i * 3 + 2] = f * _finalPalette[i * 3 + 2] / (numFrames - 1); } _system->getPaletteManager()->setPalette(vmpalette, 0, 256); _system->updateScreen(); _system->delayMillis(_tickLength); } } void ToonEngine::fadeOut(int32 numFrames) { uint8 oldpalette[3 * 256]; _system->getPaletteManager()->grabPalette(oldpalette, 0, 256); for (int32 f = 0; f < numFrames; f++) { uint8 vmpalette[3 * 256]; for (int32 i = 0; i < 256; i++) { vmpalette[i * 3 + 0] = (numFrames - f - 1) * oldpalette[i * 3 + 0] / (numFrames - 1); vmpalette[i * 3 + 1] = (numFrames - f - 1) * oldpalette[i * 3 + 1] / (numFrames - 1); vmpalette[i * 3 + 2] = (numFrames - f - 1) * oldpalette[i * 3 + 2] / (numFrames - 1); } _system->getPaletteManager()->setPalette(vmpalette, 0, 256); _system->updateScreen(); _system->delayMillis(_tickLength); } } void ToonEngine::initFonts() { _fontRenderer = new FontRenderer(this); _fontToon = new Animation(this); _fontToon->loadAnimation("TOONFONT.CAF"); _fontEZ = new Animation(this); _fontEZ->loadAnimation("EZFONT.CAF"); } void ToonEngine::drawInfoLine() { if (_currentHotspotItem != 0 && !_gameState->_mouseHidden && !_gameState->_inConversation) { const char *infoTool = NULL; if (_currentHotspotItem >= 0 && _currentHotspotItem < 2000) { infoTool = _roomTexts->getText(_currentHotspotItem); } else if (_currentHotspotItem <= -1) { // static const char * const specialInfoLine[] = { "Exit non defined", "Bottomless Bag", "Flux", "Drew Blanc" }; infoTool = _specialInfoLine[-1 - _currentHotspotItem]; } else { int32 loc = _currentHotspotItem - 2000; // location names are hardcoded ... infoTool = getLocationString(loc, _gameState->_locations[loc]._visited); } if (infoTool) { _fontRenderer->setFontColor(0xc8, 0xdd, 0xe3); _fontRenderer->setFont(_fontToon); _fontRenderer->renderText(320 + _gameState->_currentScrollValue, 398, infoTool, 5); } } } Common::WriteStream *ToonEngine::getSaveBufferStream() { return _saveBufferStream; } const char *ToonEngine::getLocationString(int32 locationId, bool alreadyVisited) { if (alreadyVisited) return _locationDirVisited[locationId]; else return _locationDirNotVisited[locationId]; } int32 ToonEngine::getScaleAtPoint(int32 x, int32 y) { if (!_currentMask) return 1024; // clamp values x = MIN(TOON_BACKBUFFER_WIDTH - 1, MAX(0, x)); y = MIN(TOON_BACKBUFFER_HEIGHT - 1, MAX(0, y)); int32 maskData = _currentMask->getData(x, y) & 0x1f; return _roomScaleData[maskData + 2] * 1024 / 100; } int32 ToonEngine::getLayerAtPoint(int32 x, int32 y) { if (!_currentMask) return 0; // clamp values x = MIN(TOON_BACKBUFFER_WIDTH - 1, MAX(0, x)); y = MIN(TOON_BACKBUFFER_HEIGHT - 1, MAX(0, y)); int32 maskData = _currentMask->getData(x, y) & 0x1f; return _roomScaleData[maskData + 130] << 5; } int32 ToonEngine::getZAtPoint(int32 x, int32 y) { if (!_currentMask) return 0; return _currentMask->getData(x, y) & 0x1f; } void ToonEngine::storeRifFlags(int32 location) { if (_gameState->_locations[location]._numRifBoxes != _hotspots->getCount()) { _gameState->_locations[location]._numRifBoxes = _hotspots->getCount(); } for (int32 i = 0; i < _hotspots->getCount(); i++) { _gameState->_locations[location]._rifBoxesFlags[i * 2 + 0] = _hotspots->Get(i)->getData(4); _gameState->_locations[location]._rifBoxesFlags[i * 2 + 1] = _hotspots->Get(i)->getData(7); } } void ToonEngine::restoreRifFlags(int32 location) { if (_hotspots) { if (!_gameState->_locations[location]._visited) { for (int32 i = 0; i < _hotspots->getCount(); i++) { _gameState->_locations[location]._rifBoxesFlags[i * 2 + 0] = _hotspots->Get(i)->getData(4); _gameState->_locations[location]._rifBoxesFlags[i * 2 + 1] = _hotspots->Get(i)->getData(7); } _gameState->_locations[location]._numRifBoxes = _hotspots->getCount(); } else { if (_gameState->_locations[location]._numRifBoxes != _hotspots->getCount()) return; for (int32 i = 0; i < _hotspots->getCount(); i++) { _hotspots->Get(i)->setData(4, _gameState->_locations[location]._rifBoxesFlags[i * 2 + 0]); _hotspots->Get(i)->setData(7, _gameState->_locations[location]._rifBoxesFlags[i * 2 + 1]); } } } } void ToonEngine::sayLines(int numLines, int dialogId) { // exit conversation state // if (inInventory) // character_talks(dialogid, -1, 0, 0); // else #if 0 int oldShowMouse = 0; if (Game.MouseHiddenCount <= 0) { Game.MouseHiddenCount = 1; oldShowMouse = 1; } #endif int32 currentLine = dialogId; for (int32 i = 0; i < numLines; i++) { if (!characterTalk(currentLine)) break; while (_audioManager->voiceStillPlaying() && !_shouldQuit) doFrame(); // find next line if (currentLine < 1000) currentLine = _roomTexts->getNext(currentLine); else currentLine = _genericTexts->getNext(currentLine - 1000) + 1000; } #if 0 if (oldShowMouse) Game.MouseHiddenCount = 0; #endif } int32 ToonEngine::simpleCharacterTalk(int32 dialogid) { int32 myId = 0; if (_audioManager->voiceStillPlaying()) _audioManager->stopCurrentVoice(); if (dialogid < 1000) { myId = _roomTexts->getId(dialogid); _audioManager->playVoice(myId, false); } else { myId = _genericTexts->getId(dialogid - 1000); _audioManager->playVoice(myId, true); } return 1; } void ToonEngine::playTalkAnimOnCharacter(int32 animID, int32 characterId, bool talker) { if (animID || talker) { if (characterId == 0) { _drew->playAnim(animID, 0, (talker ? 8 : 0) + 2); } else if (characterId == 1) { // stop flux if he is walking if (_flux->getFlag() & 1) { _flux->stopWalk(); } _flux->playAnim(animID, 0, (talker ? 8 : 0) + 2); _flux->setFlag(_flux->getFlag() | 1); } else { Character *character = getCharacterById(characterId); if (character) { character->playAnim(animID, 0, (talker ? 8 : 0) + 2); } } } else { Character *character = getCharacterById(characterId); if (character) character->setAnimFlag(character->getAnimFlag() | 1); } } int32 ToonEngine::characterTalk(int32 dialogid, bool blocking) { if (blocking == false && _audioManager->voiceStillPlaying()) { if (_currentTextLineCharacterId == 0 || _currentTextLineCharacterId == 1) { // Drew or Flux is already talking, and this voice is not important // skip it return 0; } } int32 myId = 0; char *myLine; if (dialogid < 1000) { myLine = _roomTexts->getText(dialogid); myId = dialogid; } else { myLine = _genericTexts->getText(dialogid - 1000); myId = dialogid - 1000; } if (!myLine) return 0; bool oldMouseHidden = _gameState->_mouseHidden; if (blocking) { _gameState->_mouseHidden = true; } // get what is before the string int a = READ_LE_UINT16(myLine - 2); char *b = myLine - 2 - 4 * a; char *c = b - 2; // v6 int numParticipants = READ_LE_UINT16(c); // num dialogue participants char *e = c - 2 - 4 * numParticipants; READ_LE_UINT16(e); // if one voice is still playing, wait ! if (blocking) { while (_audioManager->voiceStillPlaying() && !_shouldQuit) doFrame(); char *cc = c; Character *waitChar; for (int32 i = 0; i < numParticipants - 1; i++) { // listener int32 listenerId = READ_LE_UINT16(cc - 2); cc -= 4; waitChar = getCharacterById(listenerId); if (waitChar) { while ((waitChar->getAnimFlag() & 0x10) == 0x10 && !_shouldQuit) doFrame(); } } int32 talkerId = READ_LE_UINT16(cc - 2); waitChar = getCharacterById(talkerId); if (waitChar && !_gameState->_inInventory) { while ((waitChar->getAnimFlag() & 0x10) == 0x10 && !_shouldQuit) doFrame(); } } else { if (_audioManager->voiceStillPlaying()) _audioManager->stopCurrentVoice(); } for (int32 i = 0; i < numParticipants - 1; i++) { // listener int32 listenerId = READ_LE_UINT16(c - 2); int32 listenerAnimId = READ_LE_UINT16(c - 4); if (blocking) playTalkAnimOnCharacter(listenerAnimId, listenerId, false); c -= 4; } int32 talkerId = READ_LE_UINT16(c - 2); int32 talkerAnimId = READ_LE_UINT16(c - 4); _currentTextLine = myLine; _currentTextLineCharacterId = talkerId; _currentTextLineId = dialogid; if (blocking) { Character *character = getCharacterById(talkerId); if (character) character->setTalking(true); playTalkAnimOnCharacter(talkerAnimId, talkerId, true); // set once more the values, they may have been overwritten when the engine // waits for the character to be ready. _currentTextLine = myLine; _currentTextLineCharacterId = talkerId; _currentTextLineId = dialogid; } else { Character *character = getCharacterById(talkerId); if (character) character->stopSpecialAnim(); } debugC(0, 0xfff, "Talker = %d (num participants : %d) will say '%s'", (int)talkerId , (int)numParticipants, myLine); getTextPosition(talkerId, &_currentTextLineX, &_currentTextLineY); if (dialogid < 1000) { myId = _roomTexts->getId(dialogid); _audioManager->playVoice(myId, false); } else { myId = _genericTexts->getId(dialogid - 1000); _audioManager->playVoice(myId, true); } if (blocking) { while (_audioManager->voiceStillPlaying() && !_shouldQuit) doFrame(); _gameState->_mouseHidden = oldMouseHidden && _gameState->_mouseHidden; Character *character = getCharacterById(talkerId); if (character) character->setTalking(false); } return 1; } void ToonEngine::haveAConversation(int32 convId) { setCursor(0); _gameState->_inConversation = true; _gameState->_showConversationIcons = false; _gameState->_exitConversation = false; _gameState->_sackVisible = false; Conversation *conv = &state()->_conversationState[convId]; _gameState->_currentConversationId = convId; // change the music to the "conversation" music if needed. playRoomMusic(); if (conv->_enable) { // fix dialog script based on new flags for (int32 i = 0; i < 10; i++) { if (conv->state[i]._data2 == 1 || conv->state[i]._data2 == 3) { if (getConversationFlag(_gameState->_currentScene, conv->state[i]._data3)) conv->state[i]._data2 = 1; else conv->state[i]._data2 = 3; } } // if current voice stream sub 15130 processConversationClick(conv , 2); doFrame(); } _mouseButton = 0; _gameState->_firstConverstationLine = true; while (!_gameState->_exitConversation && !_shouldQuit) { _gameState->_mouseHidden = false; _gameState->_showConversationIcons = true; int32 oldMouseButton = _mouseButton; while (!_shouldQuit) { doFrame(); if (_mouseButton != 0) { if (!oldMouseButton) break; } else { oldMouseButton = 0; } } int selected = -1; int a = 0; for (int i = 0; i < 10; i++) { if (conv->state[i]._data2 == 1) { if (_mouseX > 50 + a * 60 && _mouseX < 100 + a * 60 && _mouseY >= 336 && _mouseY <= 386) { selected = i; break; } a++; } } if (_shouldQuit) return; _gameState->_showConversationIcons = false; _gameState->_mouseHidden = 1; if (selected < 0 || selected == 1 || selected == 3) { if (_gameState->_firstConverstationLine) processConversationClick(conv, 3); else processConversationClick(conv, 1); break; } else { processConversationClick(conv, selected); } } for (int i = 0; i < 10; i++) { if (conv->state[i]._data2 == 2) { if (i != 3) conv->state[i]._data2 = 1; } } _gameState->_exitConversation = false; _gameState->_inConversation = false; _gameState->_currentConversationId = -1; _gameState->_mouseHidden = false; _gameState->_sackVisible = true; // switch back to original music playRoomMusic(); } void ToonEngine::drawConversationIcons() { if (!_gameState->_inConversation || !_gameState->_showConversationIcons) return; int32 aa = 50 + _gameState->_currentScrollValue; for (int32 i = 0; i < 10; i++) { if (_gameState->_conversationState[_gameState->_currentConversationId].state[i]._data2 == 1) { _dialogIcons->drawFrame(*_mainSurface, (i + _gameState->_currentScene) & 7, aa, 336); _dialogIcons->drawFrame(*_mainSurface, 7 + _gameState->_conversationState[_gameState->_currentConversationId].state[i]._data3, aa, 339); aa += 60; } } } void ToonEngine::prepareConversations() { Conversation *allConvs = _gameState->_conversationState; for (int32 i = 0; i < 60; i++) { allConvs[i].state[0]._data2 = 1; if (!allConvs[i].state[0]._data3) { allConvs[i].state[0]._data3 = 1; } allConvs[i].state[1]._data2 = 1; allConvs[i].state[1]._data3 = 6; allConvs[i].state[3]._data2 = 2; } int numConversations = READ_LE_UINT16(_conversationData + 1); int16 *curConversation = _conversationData + 3; for (int i = 0; i < numConversations; i++) { Conversation *conv = &allConvs[ READ_LE_UINT16(curConversation)]; if (!conv->_enable) { conv->_enable = 1; int16 offset1 = READ_LE_UINT16(curConversation + 1); void *convData1 = (char *)_conversationData + offset1; conv->state[0]._data4 = convData1; int16 offset2 = READ_LE_UINT16(curConversation + 2); void *convData2 = (char *)_conversationData + offset2; conv->state[1]._data4 = convData2; int16 offset3 = READ_LE_UINT16(curConversation + 3); void *convData3 = (char *)_conversationData + offset3; conv->state[2]._data4 = convData3; int16 offset4 = READ_LE_UINT16(curConversation + 4); void *convData4 = (char *)_conversationData + offset4; conv->state[3]._data4 = convData4; } curConversation += 5; } } void ToonEngine::processConversationClick(Conversation *conv, int32 status) { Conversation::ConvState *v2 = (Conversation::ConvState *)&conv->state[status]; int16 *i = (int16 *)((char *)v2->_data4 + 2); _gameState->_firstConverstationLine = false; while (READ_LE_INT16(i) >= 0) { if (READ_LE_INT16(i) < 100) { if (_gameState->_exitConversation == false) { characterTalk(READ_LE_INT16(i + 1)); } } else { runConversationCommand(&i); } i += 2; } int16 command = READ_LE_INT16(i); int16 value = READ_LE_INT16(i + 1); if (command == -1) { v2->_data2 = 0; } else if (command == -2) { v2->_data4 = (char *)_conversationData + value; v2->_data3 = READ_LE_INT16(v2->_data4); } else if (command == -3) { v2->_data2 = 2; v2->_data4 = (char *)_conversationData + value; v2->_data3 = READ_LE_INT16(v2->_data4); } int16 *v7 = i + 2; int16 v8 = READ_LE_INT16(v7); if (v8 == -1) { _gameState->_mouseHidden = false; } else { retry: while (1) { v7 += 1; int16 *v14 = (int16 *)((char *)_conversationData + v8); // find free dialogue slot for (int j = 0; j < 10; j++) { if (!conv->state[j]._data2) { conv->state[j]._data3 = READ_LE_INT16(v14); conv->state[j]._data4 = v14; if (getConversationFlag(_gameState->_currentScene, conv->state[j]._data3)) conv->state[j]._data2 = 1; else conv->state[j]._data2 = 3; v8 = READ_LE_INT16(v7); if (v8 == -1) return; goto retry; } } if (v8 != -1) continue; break; } } } // hardcoded conversation flag to know if one dialogue icon must be displayed or not // based on game events... int32 ToonEngine::getConversationFlag(int32 locationId, int32 param) { if (locationId == 1) { if (param == 0x34) return _gameState->getGameFlag(93); if (param != 55) return 1; if (!_gameState->getGameFlag(262)) return 1; return 0; } else if (locationId == 2) { if (param == 36 && _gameState->getGameFlag(149)) return 0; return 1; } else if (locationId == 7) { if (param == 30) return _gameState->getGameFlag(132); else return 1; } else if (locationId == 8) { if (param == 0x20) { if (!_gameState->getGameFlag(73) && !_gameState->getGameFlag(151) && !_gameState->getGameFlag(152) && !_gameState->getGameFlag(153)) return 1; return 0; } if (param == 33) { if (!_gameState->getGameFlag(73) && !_gameState->getGameFlag(151) && !_gameState->getGameFlag(152) && !_gameState->getGameFlag(153)) return 0; return 1; } } else if (locationId == 0xb) { if (param == 0x12) { if (!_gameState->hasItemInInventory(71)) return 1; else return 0; } if (param == 74) { if (_gameState->hasItemInInventory(71)) return 1; else return 0; } return 1; } else if (locationId == 0xc) { if (param == 0x3d && _gameState->getGameFlag(154)) { return 0; } if (param == 76 && !_gameState->getGameFlag(79)) { return 0; } if (param == 0x4e && !_gameState->hasItemInInventory(32)) { return 0; } if (param == 0x4f && !_gameState->hasItemInInventory(92)) { return 0; } if (param == 80 && !_gameState->hasItemInInventory(91)) { return 0; } if (param == 0x4d && _gameState->getGameFlag(79)) { return 0; } } else if (locationId == 0xd) { if (param == 0x2f && _gameState->getGameFlag(81)) { return 0; } if (param == 48 && _gameState->getGameFlag(81)) { return 0; } } else if (locationId == 0x10) { switch (param) { case 0x3e8: if (!(_gameState->_gameGlobalData[30] & 1)) return 0; break; case 0x3e9: if (!(_gameState->_gameGlobalData[30] & 2)) return 0; break; case 0x3ea: if (!(_gameState->_gameGlobalData[30] & 4)) return 0; break; case 0x3eb: if (!(_gameState->_gameGlobalData[30] & 8)) return 0; break; case 0x3ec: if (!(_gameState->_gameGlobalData[30] & 16)) return 0; break; case 0x3ed: if (!(_gameState->_gameGlobalData[30] & 32)) return 0; break; case 0x3ee: if (!(_gameState->_gameGlobalData[30] & 64)) return 0; break; default: break; }; return 1; } else if (locationId == 0x12) { if (param == 0x28 && _gameState->getGameFlag(91)) { return 0; } if (param == 41 && (!_gameState->getGameFlag(96) || _gameState->getGameFlag(91))) { return 0; } } else if (locationId == 0x13) { if (param == 0x32 && _gameState->getGameFlag(107)) { return 0; } if (param == 68 && !_gameState->getGameFlag(107)) { return 0; } } else if (locationId == 0x14) { if (param == 1000 && !_gameState->getGameFlag(82)) { return 0; } } else if (locationId == 0x25) { if (param == 7 && _gameState->_gameGlobalData[28] != 1) { return 0; } if (param == 8 && _gameState->_gameGlobalData[28] != 1) { return 0; } if (param == 9 && _gameState->_gameGlobalData[28] != 1) { return 0; } if (param == 75 && _gameState->_gameGlobalData[28] != 2) { return 0; } } else if (locationId == 72) { if (param == 63 && _gameState->getGameFlag(105)) { return 0; } if (param == 67 && !_gameState->getGameFlag(105)) { return 0; } if (param == 0x40 && !_gameState->getGameFlag(105)) { return 0; } } return 1; } int32 ToonEngine::runConversationCommand(int16 **command) { int16 *v5 = *command; int v2 = READ_LE_INT16(v5); int v4 = READ_LE_INT16(v5 + 1); int result = v2 - 100; switch (v2) { case 100: result = runEventScript(_mouseX, _mouseY, 2, v4, 0); break; case 101: _gameState->_exitConversation = true; break; case 102: playSoundWrong(); break; case 104: *command = (int16 *)((char *)_conversationData + v4 - 4); break; // case 105: if (getConversationFlag(_gameState->_currentScene, v4)) { result = READ_LE_INT16(*command + 2); *command = (int16 *)((char *)_conversationData + result - 4); } else { int16 *newPtr = *command + 1; *command = newPtr; } break; case 103: return result; break; } return result; } int32 ToonEngine::waitTicks(int32 numTicks, bool breakOnMouseClick) { uint32 nextTime = _system->getMillis() + numTicks * _tickLength; while (_system->getMillis() < nextTime || numTicks == -1) { //if (!_animationSceneScriptRunFlag) // break; updateAnimationSceneScripts(0); getMouseEvent(); simpleUpdate(); if (breakOnMouseClick && (_mouseButton & 0x2)) break; } return 0; } void ToonEngine::renderInventory() { if (!_gameState->_inInventory) return; if (!_dirtyAll) { _inventoryPicture->drawWithRectList(*_mainSurface, 0, 0, 0, 0, _dirtyRects); } else { _inventoryPicture->draw(*_mainSurface, 0, 0, 0, 0); _dirtyRects.push_back(Common::Rect(0, 0, TOON_SCREEN_WIDTH, TOON_SCREEN_HEIGHT)); } clearDirtyRects(); // draw items on screen for (int32 i = 0; i < _gameState->_numInventoryItems; i++) { int32 x = 57 * (i % 7) + 114; int32 y = ((9 * (i % 7)) & 0xf) + 56 * (i / 7) + 80; _inventoryIconSlots->drawFrame(*_mainSurface, i % 12, x + _gameState->_currentScrollValue, y); if (_gameState->_inventory[i]) _inventoryIcons->drawFrame(*_mainSurface, _gameState->_inventory[i], x + _gameState->_currentScrollValue + 2, y + 2); } drawConversationLine(); if (!_audioManager->voiceStillPlaying()) { _currentTextLineCharacterId = -1; _currentTextLine = 0; _currentTextLineId = -1; } if (_firstFrame) { copyToVirtualScreen(false); _firstFrame = false; fadeIn(5); } copyToVirtualScreen(); } int32 ToonEngine::showInventory() { int32 oldScrollValue = _gameState->_currentScrollValue; delete _inventoryPicture; _inventoryPicture = new Picture(this); fadeOut(5); _inventoryPicture->loadPicture("SACK128.CPS", true); _inventoryPicture->setupPalette(); dirtyAllScreen(); if (_gameState->_mouseState >= 0) { setCursor(_gameState->_mouseState, true, -18, -14); // make sure we have a free spot if (!_gameState->hasItemInInventory(0)) { _gameState->_inventory[_gameState->_numInventoryItems] = 0; _gameState->_numInventoryItems++; } } else { setCursor(0); } _gameState->_inInventory = true; _gameState->_currentScrollValue = 0; int32 oldMouseButton = 0x3; int32 justPressedButton = 0; _firstFrame = true; while (!_shouldQuit) { getMouseEvent(); justPressedButton = _mouseButton & ~oldMouseButton; oldMouseButton = _mouseButton; if (justPressedButton & 0x3) { // find out what object we're on int32 foundObj = -1; for (int32 i = 0; i < _gameState->_numInventoryItems; i++) { int32 x = 57 * (i % 7) + 114; int32 y = ((9 * (i % 7)) & 0xf) + 56 * (i / 7) + 80; if (_mouseX >= (_gameState->_currentScrollValue + x - 6) && _mouseX <= (_gameState->_currentScrollValue + x + 44 + 7) && _mouseY >= y - 6 && _mouseY <= y + 50) { foundObj = i; break; } } if (justPressedButton & 0x1) { if (_gameState->_mouseState < 0) { if (foundObj >= 0) { // take an object int32 item = _gameState->_inventory[foundObj]; int32 modItem = getSpecialInventoryItem(item); if (modItem) { if (modItem == -1) { _gameState->_mouseState = item; _gameState->_inventory[foundObj] = 0; } else { _gameState->_mouseState = modItem; if (!_gameState->hasItemInInventory(0)) { _gameState->_inventory[_gameState->_numInventoryItems] = 0; _gameState->_numInventoryItems++; } } setCursor(_gameState->_mouseState, true, -18, -14); } } else { break; } } else { if (foundObj >= 0 && _gameState->_inventory[foundObj] == 0) { // empty place _gameState->_inventory[foundObj] = _gameState->_mouseState; setCursor(0, false); _gameState->_mouseState = -1; } else if (foundObj >= 0 && _gameState->_inventory[foundObj] > 0) { if (!handleInventoryOnInventory(_gameState->_mouseState, _gameState->_inventory[foundObj])) playSoundWrong(); } else { // quit the inventory mode with the icon break; } } } else if (justPressedButton & 0x2) { // right button if (foundObj >= 0) { // talk about the object if (!handleInventoryOnInventory(_gameState->_inventory[foundObj], -1)) characterTalk(1000 + _gameState->_inventory[foundObj]); } else { // go out break; } } } renderInventory(); } _gameState->_currentScrollValue = oldScrollValue; _gameState->_inInventory = false; _mouseButton = 0; _lastMouseButton = 0x3; fadeOut(5); if (_gameState->_inCloseUp) { _gameState->_inCloseUp = false; flipScreens(); } else if (_gameState->_inCutaway) { _currentCutaway->setupPalette(); setupGeneralPalette(); } else { _currentPicture->setupPalette(); setupGeneralPalette(); } flushPalette(); dirtyAllScreen(); _firstFrame = true; return 0; } void ToonEngine::getMouseEvent() { Common::EventManager *_event = _system->getEventManager(); Common::Event event; while (_event->pollEvent(event) && !_shouldQuit) ; _mouseX = _event->getMousePos().x; _mouseY = _event->getMousePos().y; _mouseButton = _event->getButtonState(); } void ToonEngine::drawSack() { if (_gameState->_sackVisible) { _inventoryIcons->drawFrame(*_mainSurface, 0, _gameState->_currentScrollValue, 356); } } void ToonEngine::addItemToInventory(int32 item) { if (item == 103 || item == 104 || item == 89 || item == 82) { // can't add that to inventory _gameState->_mouseState = -1; return; } if (item == 41) { // confiscated inventory for (int32 i = 0; i < _gameState->_numConfiscatedInventoryItems; i++) addItemToInventory(_gameState->_confiscatedInventory[i]); _gameState->_numConfiscatedInventoryItems = 0; _gameState->_mouseState = -1; return; } for (int32 i = 0; i < _gameState->_numInventoryItems; i++) { if (_gameState->_inventory[i] == 0) { _gameState->_inventory[i] = item; _gameState->_mouseState = -1; return; } } _gameState->_inventory[_gameState->_numInventoryItems] = item; _gameState->_numInventoryItems++; _gameState->_mouseState = -1; } void ToonEngine::createMouseItem(int32 item) { _gameState->_mouseState = item; setCursor(_gameState->_mouseState, true, -18, -14); } void ToonEngine::deleteMouseItem() { _gameState->_mouseState = -1; rearrangeInventory(); setCursor(0); } void ToonEngine::showCutaway(Common::String cutawayPicture) { _gameState->_inCutaway = true; _currentCutaway = new Picture(this); if (cutawayPicture == "") { cutawayPicture = Common::String(_gameState->_locations[_gameState->_currentScene]._cutaway) + ".CPS"; } _currentCutaway->loadPicture(cutawayPicture, false); _currentCutaway->setupPalette(); _oldScrollValue = _gameState->_currentScrollValue; _gameState->_currentScrollValue = 0; dirtyAllScreen(); flushPalette(); } void ToonEngine::hideCutaway() { _gameState->_inCutaway = false; _gameState->_sackVisible = true; delete _currentCutaway; _gameState->_currentScrollValue = _oldScrollValue; _currentCutaway = 0; _currentPicture->setupPalette(); dirtyAllScreen(); flushPalette(); } void ToonEngine::updateCharacters(int32 timeElapsed) { for (int32 i = 0; i < 8; i++) { if (_characters[i]) { _characters[i]->update(timeElapsed); } } } void ToonEngine::drawPalette() { for (int32 i = 0; i < 256; i++) { int32 x = i % 32; int32 y = i / 32; _mainSurface->fillRect(Common::Rect(x * 16, y * 16, x * 16 + 16, y * 16 + 16), i); } } void ToonEngine::rearrangeInventory() { for (int32 i = 0; i < _gameState->_numInventoryItems; i++) { if (_gameState->_inventory[i] == 0) { // move all the following items from one for (int32 j = i + 1; j < _gameState->_numInventoryItems; j++) { _gameState->_inventory[j - 1] = _gameState->_inventory[j]; } _gameState->_numInventoryItems--; } } } void ToonEngine::newGame() { if (_isDemo) { addItemToInventory(59); addItemToInventory(67); addItemToInventory(11); addItemToInventory(19); loadScene(22); //loadScene(_gameState->_currentScene); } else { //loadScene(4); loadScene(_gameState->_currentScene); } } void ToonEngine::playSFX(int32 id, int32 volume) { if (id < 0) _audioManager->playSFX(-id + 1, volume, true); else _audioManager->playSFX(id , volume, false); } void ToonEngine::playSoundWrong() { _audioManager->playSFX(rand() & 7, 128, true); } void ToonEngine::getTextPosition(int32 characterId, int32 *retX, int32 *retY) { if (characterId < 0) characterId = 0; // default position is the center of current screen *retX = _gameState->_currentScrollValue + 320; *retY = 70; // hardcoded special cases... if (characterId == 0) { // drew int32 x = _drew->getX(); int32 y = _drew->getY(); if (x >= _gameState->_currentScrollValue && x <= _gameState->_currentScrollValue + TOON_SCREEN_WIDTH) { if (!_gameState->_inCutaway && !_gameState->_inInventory) { *retX = x; *retY = y - ((_drew->getScale() * 256 / 1024) >> 1) - 45; } } } else if (characterId == 1) { // flux int32 x = _flux->getX(); int32 y = _flux->getY(); if (x >= _gameState->_currentScrollValue && x <= _gameState->_currentScrollValue + TOON_SCREEN_WIDTH) { if (!_gameState->_inCutaway) { *retX = x; *retY = y - ((_drew->getScale() * 100 / 1024) >> 1) - 30; } } } else if (characterId == 5 || characterId == 39) { *retX = 80; *retY = 120; } else if (characterId == 14) { *retX = 257; *retY = 132; } else if (characterId == 18) { *retX = 80; *retY = 180; } else if (characterId == 21) { *retX = 363; *retY = 193; } else if (characterId == 23) { *retX = 532; *retY = 178; } else if (characterId == 33) { *retX = 167; *retY = 172; } else { // more "standard" code by character Character *character = getCharacterById(characterId); if (character && !_gameState->_inCutaway) { if (character->getAnimationInstance()) { if (character->getX() >= _gameState->_currentScrollValue && character->getX() <= _gameState->_currentScrollValue + TOON_SCREEN_WIDTH) { int32 x1, y1, x2, y2; character->getAnimationInstance()->getRect(&x1, &y1, &x2, &y2); *retX = (x1 + x2) / 2; *retY = y1; } } } } } Character *ToonEngine::getCharacterById(int32 charId) { for (int32 i = 0; i < 8; i++) { if (_characters[i] && _characters[i]->getId() == charId) return _characters[i]; } return 0; } void ToonEngine::drawConversationLine() { if (_currentTextLine && _showConversationText) { _fontRenderer->setFontColorByCharacter(_currentTextLineCharacterId); _fontRenderer->setFont(_fontToon); _fontRenderer->renderMultiLineText(_currentTextLineX, _currentTextLineY, Common::String(_currentTextLine), 0); } } void ToonEngine::pauseEngineIntern(bool pause) { Engine::pauseEngineIntern(pause); static int32 pauseStart = 0; if (pause) { pauseStart = _system->getMillis(); } else { _oldTimer = _system->getMillis(); _oldTimer2 = _oldTimer; int32 diff = _oldTimer - pauseStart; // we have to add the difference between the start and the current time // to all "timer based" values. for (int32 i = 0; i < _gameState->_locations[_gameState->_currentScene]._numSceneAnimations; i++) { _sceneAnimationScripts[i]._lastTimer += diff; } for (int32 i = 0; i < 8; i++) { if (_characters[i]) { _characters[i]->updateTimers(diff); } } _gameState->_timerTimeout[0] += diff; _gameState->_timerTimeout[1] += diff; } } bool ToonEngine::canSaveGameStateCurrently() { return !_gameState->_inMenu && !_gameState->_inInventory && !_gameState->_inConversation && !_gameState->_inCutaway && !_gameState->_mouseHidden && !_moviePlayer->isPlaying(); } bool ToonEngine::canLoadGameStateCurrently() { return !_gameState->_inMenu && !_gameState->_inInventory && !_gameState->_inConversation && !_gameState->_inCutaway && !_gameState->_mouseHidden && !_moviePlayer->isPlaying(); } Common::String ToonEngine::getSavegameName(int nr) { return _targetName + Common::String::format(".%03d", nr); } bool ToonEngine::saveGame(int32 slot, Common::String saveGameDesc) { const EnginePlugin *plugin = NULL; int16 savegameId; Common::String savegameDescription; EngineMan.findGame(_gameDescription->gameid, &plugin); if (slot == -1) { GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser("Save game:", "Save"); dialog->setSaveMode(true); savegameId = dialog->runModalWithPluginAndTarget(plugin, ConfMan.getActiveDomainName()); savegameDescription = dialog->getResultString(); delete dialog; } else { savegameId = slot; if (!saveGameDesc.empty()) { savegameDescription = saveGameDesc; } else { savegameDescription = Common::String::format("Quick save #%d", (int)slot); } } if (savegameId < 0) return false; // dialog aborted Common::String savegameFile = getSavegameName(savegameId); Common::SaveFileManager *saveMan = g_system->getSavefileManager(); Common::OutSaveFile *saveFile = saveMan->openForSaving(savegameFile); if (!saveFile) return false; // save savegame header saveFile->writeSint32BE(TOON_SAVEGAME_VERSION); if (savegameDescription == "") { savegameDescription = "Untitled savegame"; } saveFile->writeSint16BE(savegameDescription.size() + 1); saveFile->write(savegameDescription.c_str(), savegameDescription.size() + 1); Graphics::saveThumbnail(*saveFile); TimeDate curTime; _system->getTimeAndDate(curTime); uint32 saveDate = (curTime.tm_mday & 0xFF) << 24 | ((curTime.tm_mon + 1) & 0xFF) << 16 | ((curTime.tm_year + 1900) & 0xFFFF); uint16 saveTime = (curTime.tm_hour & 0xFF) << 8 | ((curTime.tm_min) & 0xFF); saveFile->writeUint32BE(saveDate); saveFile->writeUint16BE(saveTime); // save global state _gameState->save(saveFile); _gameState->saveConversations(saveFile); _hotspots->save(saveFile); // save current time to be able to patch the time when loading saveFile->writeSint32BE(getOldMilli()); // save script states for (int32 i = 0; i < 4; i++) { _script->saveState(&_scriptState[i], saveFile); } // save animation script states for (int32 i = 0; i < state()->_locations[_gameState->_currentScene]._numSceneAnimations; i++) { saveFile->writeByte(_sceneAnimationScripts[i]._active); saveFile->writeByte(_sceneAnimationScripts[i]._frozen); saveFile->writeSint32BE(_sceneAnimationScripts[i]._lastTimer); _script->saveState(&_sceneAnimationScripts[i]._state, saveFile); } // save scene animations for (int32 i = 0; i < 64; i++) { _sceneAnimations[i].save(this, saveFile); } for (int32 i = 0; i < 8; i++) { if (_characters[i]) { saveFile->writeSByte(i); _characters[i]->save(saveFile); } } saveFile->writeSByte(-1); // save "command buffer" saveFile->writeSint16BE(_saveBufferStream->pos()); if (_saveBufferStream->pos() > 0) { saveFile->write(_saveBufferStream->getData(), _saveBufferStream->pos()); saveFile->writeSint16BE(0); } delete saveFile; return true; } bool ToonEngine::loadGame(int32 slot) { const EnginePlugin *plugin = NULL; int16 savegameId; EngineMan.findGame(_gameDescription->gameid, &plugin); if (slot == -1) { GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser("Restore game:", "Restore"); dialog->setSaveMode(false); savegameId = dialog->runModalWithPluginAndTarget(plugin, ConfMan.getActiveDomainName()); delete dialog; } else { savegameId = slot; } if (savegameId < 0) return false; // dialog aborted Common::String savegameFile = getSavegameName(savegameId); Common::SaveFileManager *saveMan = g_system->getSavefileManager(); Common::InSaveFile *loadFile = saveMan->openForLoading(savegameFile); if (!loadFile) return false; int32 saveGameVersion = loadFile->readSint32BE(); if (saveGameVersion != TOON_SAVEGAME_VERSION) { delete loadFile; return false; } int32 saveGameNameSize = loadFile->readSint16BE(); loadFile->skip(saveGameNameSize); // We don't need the thumbnail here, so just read it and discard it Graphics::skipThumbnail(*loadFile); loadFile->skip(6); // date & time skip if (_gameState->_currentScene != -1) { exitScene(); } _gameState->load(loadFile); loadScene(_gameState->_currentScene, true); _gameState->loadConversations(loadFile); _hotspots->load(loadFile); // read the old time int32 savedTime = loadFile->readSint32BE(); int32 timerDiff = _system->getMillis() - savedTime; // load script states for (int32 i = 0; i < 4; i++) { _script->loadState(&_scriptState[i], loadFile); } // load animation script states for (int32 i = 0; i < state()->_locations[_gameState->_currentScene]._numSceneAnimations; i++) { _sceneAnimationScripts[i]._active = loadFile->readByte(); _sceneAnimationScripts[i]._frozen = loadFile->readByte(); _sceneAnimationScripts[i]._frozenForConversation = false; int32 oldTimer = loadFile->readSint32BE(); _sceneAnimationScripts[i]._lastTimer = MAX(0, oldTimer + timerDiff); _script->loadState(&_sceneAnimationScripts[i]._state, loadFile); } // load scene animations for (int32 i = 0; i < 64; i++) { _sceneAnimations[i].load(this, loadFile); } // scene animations have to be added in reverse order in animation manager to preserve the z order for (int32 i = 63; i >= 0; i--) { if (_sceneAnimations[i]._active && _sceneAnimations[i]._animInstance) { _animationManager->addInstance(_sceneAnimations[i]._animInstance); } } _gameState->_timerTimeout[0] += timerDiff; _gameState->_timerTimeout[1] += timerDiff; _gameState->_conversationData = _conversationData; _firstFrame = true; // read characters info while (1) { int8 c = loadFile->readSByte(); if (c < 0) break; if (!_characters[c]) { _characters[c] = new Character(this); } _characters[c]->load(loadFile); //_characters[c]->setVisible(true); _characters[c]->update(0); } // load "command buffer" int32 size = loadFile->readSint16BE(); if (size) { uint8 *buf = new uint8[size + 2]; loadFile->read(buf, size + 2); Common::MemoryReadStream rStr(buf, size + 2); while (1) { int16 command = rStr.readSint16BE(); if (!command) break; switch (command) { case 1: { int16 frame = rStr.readSint16BE(); int16 animLen = rStr.readSint16BE(); char animName[32]; rStr.read(animName, animLen); int16 x = rStr.readSint16BE(); int16 y = rStr.readSint16BE(); // int16 z = rStr.readSint16BE(); // int16 layerZ = rStr.readSint16BE(); rStr.readSint16BE(); rStr.readSint16BE(); Animation *anim = new Animation(this); anim->loadAnimation(animName); anim->drawFrameOnPicture(frame, x, y); delete anim; break; } case 2: { int16 x = rStr.readSint16BE(); int16 y = rStr.readSint16BE(); int16 x1 = rStr.readSint16BE(); int16 y1 = rStr.readSint16BE(); makeLineNonWalkable(x, y, x1, y1); break; } case 3: { int16 x = rStr.readSint16BE(); int16 y = rStr.readSint16BE(); int16 x1 = rStr.readSint16BE(); int16 y1 = rStr.readSint16BE(); makeLineWalkable(x, y, x1, y1); break; } case 4: { int16 x = rStr.readSint16BE(); int16 y = rStr.readSint16BE(); getMask()->floodFillNotWalkableOnMask(x, y); break; } default: break; } } _saveBufferStream->write(buf, size); delete[] buf; } delete loadFile; // setup correct palette if we are in a closeup/cutaway or not. if (_gameState->_inCloseUp) { _gameState->_inCloseUp = false; flipScreens(); } else if (_gameState->_inCutaway) { _currentCutaway->setupPalette(); setupGeneralPalette(); } else { _currentPicture->setupPalette(); setupGeneralPalette(); } flushPalette(); return true; } // another special case for inventory int32 ToonEngine::getSpecialInventoryItem(int32 item) { // butter if (item == 12) { for (int32 i = 0; i < _gameState->_numInventoryItems; i++) { if (_gameState->_inventory[i] == 12) _gameState->_inventory[i] = 11; } return 11; } else if (item == 84) { if (_gameState->getGameFlag(26)) { characterTalk(1726); return 0; } else { if (!_gameState->hasItemInInventory(102) && !_gameState->hasItemInInventory(90) && !_gameState->hasItemInInventory(89)) { characterTalk(1416); return 102; } else { return 0; } } } return -1; } void ToonEngine::initCharacter(int32 characterId, int32 animScriptId, int32 sceneAnimationId, int32 animToPlayId) { // find a new index int32 characterIndex = -1; for (int32 i = 0; i < 8; i++) { if (_characters[i] && _characters[i]->getId() == characterId) { characterIndex = i; break; } if (!_characters[i]) { characterIndex = i; break; } } if (characterIndex == -1) { return; } _characters[characterIndex] = new Character(this); _characters[characterIndex]->setId(characterId); _characters[characterIndex]->setAnimScript(animScriptId); _characters[characterIndex]->setDefaultSpecialAnimationId(animToPlayId); _characters[characterIndex]->setSceneAnimationId(sceneAnimationId); _characters[characterIndex]->setFlag(0); _characters[characterIndex]->setVisible(true); if (sceneAnimationId != -1) _characters[characterIndex]->setAnimationInstance(_sceneAnimations[sceneAnimationId]._animInstance); } int32 ToonEngine::handleInventoryOnFlux(int32 itemId) { switch (itemId) { case 8: sayLines(1, 1332); break; case 0x14: case 0x15: case 0x45: sayLines(1, 1304); break; case 0x68: _gameState->_mouseState = 0; setCursor(0, false, 0, 0); break; case 116: sayLines(1, 1306); break; default: return false; } return true; } void ToonEngine::storePalette() { memcpy(_backupPalette, _finalPalette, 768); } void ToonEngine::restorePalette() { memcpy(_finalPalette, _backupPalette, 768); flushPalette(); } const char *ToonEngine::getSpecialConversationMusic(int32 conversationId) { static const char * const specialMusic[] = { 0, 0, "BR091013", "BR091013", "NET1214", "NET1214", 0, 0, "CAR1365B", "CAR1365B", 0, 0, 0, 0, "CAR14431", "CAR14431", 0, 0, 0, 0, "SCD16520", "SCD16520", "SCD16520", "SCD16520", "SCD16522", "SCD16522", 0, 0, "KPM8719", "KPM8719", 0, 0, "CAR1368B", "CAR1368B", 0, 0, 0, 0, "KPM6337", "KPM6337", "CAR20471", "CAR20471", "CAR136_1", "KPM87_57", 0, 0, "CAR13648", "CAR13648", 0, 0, 0, 0, 0, 0, 0, 0, "SCD16526", "SCD16526", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; return specialMusic[randRange(0, 1) + conversationId * 2]; } void ToonEngine::viewInventoryItem(Common::String str, int32 lineId, int32 itemDest) { storePalette(); fadeOut(5); Picture *pic = new Picture(this); pic->loadPicture(str, false); pic->setupPalette(); dirtyAllScreen(); flushPalette(); if (lineId) { characterTalk(lineId, false); } uint32 oldMouseButton = _mouseButton; uint32 justPressedButton = 0; _firstFrame = true; int32 oldScrollValue = _gameState->_currentScrollValue; _gameState->_currentScrollValue = 0; while (!_shouldQuit) { getMouseEvent(); justPressedButton = _mouseButton & ~oldMouseButton; oldMouseButton = _mouseButton; if (justPressedButton) { break; } if (!_dirtyAll) { pic->drawWithRectList(*_mainSurface, 0, 0, 0, 0, _dirtyRects); } else { pic->draw(*_mainSurface, 0, 0, 0, 0); _dirtyRects.push_back(Common::Rect(0, 0, TOON_SCREEN_WIDTH, TOON_SCREEN_HEIGHT)); } clearDirtyRects(); drawConversationLine(); if (!_audioManager->voiceStillPlaying()) { _currentTextLineCharacterId = -1; _currentTextLine = 0; _currentTextLineId = -1; } if (_firstFrame) { copyToVirtualScreen(false); _firstFrame = false; fadeIn(5); } copyToVirtualScreen(); } fadeOut(5); dirtyAllScreen(); restorePalette(); _firstFrame = true; _gameState->_currentScrollValue = oldScrollValue; delete pic; } int32 ToonEngine::handleInventoryOnInventory(int32 itemDest, int32 itemSrc) { switch (itemDest) { case 0: return handleInventoryOnDrew(itemSrc); case 1: if (itemSrc == 71) { sayLines(2, 1212); return 1; } break; case 5: if (itemSrc == 15) { characterTalk(1492); } else if (itemSrc == 0x2f) { characterTalk(1488); } else if (itemSrc == 88) { sayLines(2, 1478); } else { return 0; } break; case 6: if (itemSrc == -1) { viewInventoryItem("BLUEPRNT.CPS", 1006, itemDest); return 1; } else return 0; break; case 8: if (itemSrc == -1) { viewInventoryItem("BOOK.CPS", 0, itemDest); return 1; } else { return 0; } break; case 11: if (itemSrc == 0xb) { _gameState->_mouseState = -1; replaceItemFromInventory(11, 12); setCursor(0, false, 0, 0); rearrangeInventory(); return 1; // } else if (itemSrc == 24) { characterTalk(1244); return 1; } else if (itemSrc == 0x1a || itemSrc == 0x40 || itemSrc == 71) { sayLines(2, 1212); return 1; } break; case 12: if (itemSrc == 24) { characterTalk(1244); return 1; } else if (itemSrc == 0x1a || itemSrc == 0x40 || itemSrc == 71) { sayLines(2, 1212); return 1; } break; case 13: if (itemSrc == 0x35 || itemSrc == 0x36) { characterTalk(1204); return 1; } else if (itemSrc >= 0x6b && itemSrc <= 0x72) { characterTalk(1312); return 1; } break; case 14: if (itemSrc == -1) { deleteItemFromInventory(14); addItemToInventory(15); addItemToInventory(42); rearrangeInventory(); return 1; } else if (itemSrc == 43) { characterTalk(1410); return 1; } else if (itemSrc == 49) { characterTalk(1409); return 1; } break; case 16: if (itemSrc == 55) { characterTalk(1400); replaceItemFromInventory(55, 98); return 1; } break; case 19: if (itemSrc == 0x34) { characterTalk(1322); return 1; } else if (itemSrc == 107) { sayLines(2 , 1300); replaceItemFromInventory(107, 111); _gameState->_mouseState = -1; setCursor(0, false, 0, 0); rearrangeInventory(); return 1; } else if (itemSrc == 0x6c) { sayLines(2, 1300); replaceItemFromInventory(108, 112); _gameState->_mouseState = -1; setCursor(0, false, 0, 0); rearrangeInventory(); return 1; } else if (itemSrc == 0x6d) { sayLines(2, 1300); replaceItemFromInventory(109, 113); _gameState->_mouseState = -1; setCursor(0, false, 0, 0); rearrangeInventory(); return 1; } else if (itemSrc == 110) { sayLines(2, 1300); replaceItemFromInventory(110, 114); _gameState->_mouseState = -1; setCursor(0, false, 0, 0); rearrangeInventory(); return 1; } break; case 20: if (itemSrc == 35) { createMouseItem(21); replaceItemFromInventory(35, 36); return 1; } else if (itemSrc == 0x24) { createMouseItem(21); replaceItemFromInventory(36, 37); return 1; } else if (itemSrc == 37) { deleteItemFromInventory(37); createMouseItem(21); rearrangeInventory(); return 1; } else if (itemSrc == 0x6b || itemSrc == 0x6c || itemSrc == 0x6f || itemSrc == 108 || itemSrc == 112) { sayLines(2, 1292); return 1; } break; case 21: switch (itemSrc) { case 107: characterTalk(1296); replaceItemFromInventory(107, 109); _gameState->_mouseState = -1; setCursor(0, false, 0, 0); rearrangeInventory(); return 1; case 108: characterTalk(1298); replaceItemFromInventory(108, 110); _gameState->_mouseState = -1; setCursor(0, false, 0, 0); rearrangeInventory(); return 1; case 111: characterTalk(1296); replaceItemFromInventory(111, 113); _gameState->_mouseState = -1; setCursor(0, false, 0, 0); rearrangeInventory(); return 1; case 112: characterTalk(1298); replaceItemFromInventory(112, 114); _gameState->_mouseState = -1; setCursor(0, false, 0, 0); rearrangeInventory(); return 1; } break; case 22: if (itemSrc == 32) { characterTalk(1252); return 1; } break; case 24: if (itemSrc == 0xc) { characterTalk(1244); return 1; } else if (itemSrc == 79) { characterTalk(1280); return 1; } break; case 26: if (itemSrc == 0x5e) { characterTalk(1316); return 1; } else if (itemSrc == 95) { characterTalk(1320); return 1; } break; case 31: if (itemSrc == 61) { characterTalk(1412); deleteItemFromInventory(61); createMouseItem(62); rearrangeInventory(); return 1; } break; case 32: if (itemSrc == 22) { characterTalk(1252); return 1; } break; case 33: if (itemSrc == 117) { characterTalk(1490); return 1; } break; case 34: if (itemSrc == 61) { characterTalk(1414); return 1; } break; case 35: if (itemSrc == -1) { characterTalk(1035); return 1; } else if (itemSrc == 20) { replaceItemFromInventory(20, 21); createMouseItem(36); return 1; } else if (itemSrc == 68) { replaceItemFromInventory(68, 69); createMouseItem(36); return 1; } else if (itemSrc >= 107 && itemSrc <= 114) { characterTalk(1314); return 1; } else { characterTalk(1208); return 1; } break; case 36: if (itemSrc == -1) { characterTalk(1035); return 1; } else if (itemSrc == 20) { replaceItemFromInventory(20, 21); createMouseItem(37); return 1; } else if (itemSrc == 68) { replaceItemFromInventory(68, 69); createMouseItem(37); return 1; } else if (itemSrc >= 107 && itemSrc <= 114) { characterTalk(1314); return 1; } else { characterTalk(1208); return 1; } break; case 37: if (itemSrc == -1) { characterTalk(1035); return 1; } else if (itemSrc == 20) { replaceItemFromInventory(20, 21); _gameState->_mouseState = -1; setCursor(0, false, 0, 0); rearrangeInventory(); return 1; } else if (itemSrc == 68) { replaceItemFromInventory(68, 69); _gameState->_mouseState = -1; setCursor(0, false, 0, 0); rearrangeInventory(); return 1; } else if (itemSrc >= 107 && itemSrc <= 114) { characterTalk(1314); return 1; } else { characterTalk(1208); return 1; } break; case 38: if (itemSrc == 15) { characterTalk(1492); return 1; } else if (itemSrc == 0x2f) { characterTalk(1488); return 1; } else if (itemSrc == 88) { sayLines(2, 1478); return 1; } break; case 40: if (itemSrc == 53) { replaceItemFromInventory(53, 54); characterTalk(1222); return 1; } else if (itemSrc == 0x36) { characterTalk(1228); return 1; } else if (itemSrc == 0x5b) { characterTalk(1230); return 1; } else if (itemSrc == 92) { characterTalk(1220); return 1; } break; case 43: if (itemSrc == 14) { characterTalk(1410); return 1; } break; case 47: if (itemSrc == -1) characterTalk(1047); else characterTalk(1488); return 1; case 49: if (itemSrc == 0xe) { characterTalk(1409); return 1; } else if (itemSrc == 38 || itemSrc == 5 || itemSrc == 0x42) { characterTalk(1476); return 1; } else if (itemSrc == 0x34) { characterTalk(1260); return 1; } else if (itemSrc == 0x47) { characterTalk(1246); return 1; } else if (itemSrc == 0x36) { sayLines(2, 1324); return 1; } break; case 52: if (itemSrc == 0x13) { characterTalk(1322); return 1; } else if (itemSrc == 94) { characterTalk(1282); return 1; } break; case 53: if (itemSrc == 40) { createMouseItem(54); characterTalk(1222); return 1; } else if (itemSrc == 0x31) { sayLines(2, 1324); return 1; } else if (itemSrc == 0x34) { characterTalk(1310); return 1; } else if (itemSrc == 91) { characterTalk(1218); return 1; } break; case 54: if (itemSrc == 40) { characterTalk(1228); return 1; } else if (itemSrc == 0x34) { characterTalk(1310); return 1; } else if (itemSrc == 0x5b) { characterTalk(1226); replaceItemFromInventory(91, 92); return 1; } else if (itemSrc == 92) { characterTalk(1220); return 1; } break; case 55: if (itemSrc == 16) { createMouseItem(98); characterTalk(1400); return 1; } break; case 61: if (itemSrc == 0x1f) { characterTalk(1412); deleteItemFromInventory(31); createMouseItem(62); rearrangeInventory(); return 1; } else if (itemSrc == 0x21 || itemSrc == 0x22) { characterTalk(1414); return 1; } break; case 64: if (itemSrc == 0xb) { sayLines(2, 1212); return 1; } else if (itemSrc == 0x5e || itemSrc == 0x5f) { characterTalk(1318); return 1; } break; case 66: if (itemSrc == 15) { characterTalk(1492); return 1; } else if (itemSrc == 0x2f) { characterTalk(1488); return 1; } else if (itemSrc == 88) { sayLines(2, 1478); characterTalk(1478); return 1; } break; case 67: if (itemSrc == 79) { sayLines(2, 1212); return 1; } break; case 68: if (itemSrc == 35) { createMouseItem(69); replaceItemFromInventory(35, 36); return 1; } else if (itemSrc == 0x24) { createMouseItem(69); replaceItemFromInventory(36, 37); return 1; } else if (itemSrc == 37) { deleteItemFromInventory(37); createMouseItem(69); rearrangeInventory(); return 1; } else if (itemSrc == 0x6b || itemSrc == 113 || itemSrc == 0x6f || itemSrc == 109) { sayLines(2, 1288); return 1; } break; case 69: switch (itemSrc) { case 107: characterTalk(1296); replaceItemFromInventory(107, 108); _gameState->_mouseState = -1; setCursor(0, false, 0, 0); rearrangeInventory(); return 1; case 109: characterTalk(1298); replaceItemFromInventory(109, 110); _gameState->_mouseState = -1; setCursor(0, false, 0, 0); rearrangeInventory(); return 1; case 111: characterTalk(1296); replaceItemFromInventory(111, 112); _gameState->_mouseState = -1; setCursor(0, false, 0, 0); rearrangeInventory(); return 1; case 113: characterTalk(1298); replaceItemFromInventory(113, 114); _gameState->_mouseState = -1; setCursor(0, false, 0, 0); rearrangeInventory(); return 1; } break; case 71: if (itemSrc == 0xc || itemSrc == 1 || itemSrc == 0x41 || itemSrc == 67 || itemSrc == 0x4c || itemSrc == 57) { sayLines(2, 1212); return 1; } else if (itemSrc == 79) { characterTalk(1238); return 1; } break; case 79: if (itemSrc == 1 || itemSrc == 67 || itemSrc == 76 || itemSrc == 57 || itemSrc == 0x41) { sayLines(2, 1212); return 1; } else if (itemSrc == 0x18) { characterTalk(1280); return 1; } else if (itemSrc == 0x47) { characterTalk(1238); return 1; } break; case 82: if (itemSrc == 84) { sayLines(2, 1424); return 1; } else if (itemSrc == 0x58) { deleteItemFromInventory(88); createMouseItem(89); rearrangeInventory(); characterTalk(1428); return 1; } else if (itemSrc == 117) { sayLines(2, 1496); return 1; } break; case 84: if (itemSrc == 0x58) { replaceItemFromInventory(88, 90); characterTalk(1090); return 1; } else if (itemSrc == 117) { characterTalk(1494); return 1; } break; case 88: if (itemSrc == 82) { deleteItemFromInventory(82); createMouseItem(89); rearrangeInventory(); characterTalk(1428); return 1; } else if (itemSrc == 0x54) { createMouseItem(90); characterTalk(1090); return 1; } else if (itemSrc == 102) { deleteItemFromInventory(102); createMouseItem(90); rearrangeInventory(); characterTalk(1090); return 1; } break; case 89: if (itemSrc == 117) { sayLines(2, 1496); return 1; } break; case 90: if (itemSrc == 117) { sayLines(2, 1494); return 1; } break; case 91: if (itemSrc == 0x28) { characterTalk(1230); return 1; } else if (itemSrc == 54) { createMouseItem(92); return 1; } break; case 92: if (itemSrc == 0x28 || itemSrc == 54) { characterTalk(1220); return 1; } break; case 94: if (itemSrc == 26) { characterTalk(1316); return 1; } else if (itemSrc == 0x34) { characterTalk(1282); return 1; } else if (itemSrc == 64) { characterTalk(1318); return 1; } break; case 95: if (itemSrc == 26) { characterTalk(1320); return 1; } else if (itemSrc == 0x40) { characterTalk(1318); return 1; } else if (itemSrc == 115) { characterTalk(1284); replaceItemFromInventory(115, 116); createMouseItem(93); return 1; } break; case 96: if (itemSrc == 0x34) { characterTalk(1234); return 1; } else if (itemSrc == 71) { sayLines(2, 1212); return 1; } break; case 97: if (itemSrc == 15) { characterTalk(1492); return 1; } else if (itemSrc == 0x2f) { characterTalk(1488); return 1; } else if (itemSrc == 88) { sayLines(2, 1478); return 1; } break; case 100: if (itemSrc == 117) { characterTalk(1490); return 1; } break; case 102: if (itemSrc == -1) { characterTalk(1102); return 1; } else if (itemSrc == 84) { _gameState->_mouseState = -1; setCursor(0, false, 0, 0); rearrangeInventory(); characterTalk(1418); return 1; } else if (itemSrc == 88) { deleteItemFromInventory(88); createMouseItem(90); rearrangeInventory(); characterTalk(1090); return 1; } else if (itemSrc == 117) { characterTalk(1494); return 1; } else { characterTalk(1426); return 1; } break; case 106: if (itemSrc == 13) { characterTalk(1308); return 1; } break; case 107: if (itemSrc == 19) { sayLines(2, 1300); deleteItemFromInventory(19); createMouseItem(111); rearrangeInventory(); return 1; } else if (itemSrc == 0x15) { characterTalk(1296); deleteItemFromInventory(21); createMouseItem(109); rearrangeInventory(); return 1; } else if (itemSrc == 0x23) { characterTalk(1314); return 1; } else if (itemSrc == 69) { characterTalk(1296); deleteItemFromInventory(69); createMouseItem(108); rearrangeInventory(); return 1; } break; case 108: if (itemSrc == 19) { sayLines(2, 1300); deleteItemFromInventory(19); createMouseItem(112); rearrangeInventory(); return 1; } else if (itemSrc == 0x15) { characterTalk(1298); deleteItemFromInventory(21); createMouseItem(110); rearrangeInventory(); return 1; } else if (itemSrc == 35) { characterTalk(1314); return 1; } break; case 109: if (itemSrc == 19) { sayLines(2, 1300); deleteItemFromInventory(19); createMouseItem(113); rearrangeInventory(); return 1; } else if (itemSrc == 0x23) { characterTalk(1314); return 1; } else if (itemSrc == 69) { characterTalk(1298); deleteItemFromInventory(69); createMouseItem(110); rearrangeInventory(); return 1; } break; case 110: if (itemSrc == 0x13) { sayLines(2, 1300); deleteItemFromInventory(19); createMouseItem(114); rearrangeInventory(); return 1; } else if (itemSrc == 35) { characterTalk(1314); return 1; } break; case 111: if (itemSrc == 21) { characterTalk(1296); deleteItemFromInventory(21); createMouseItem(113); rearrangeInventory(); return 1; } else if (itemSrc == 0x23) { characterTalk(1314); return 1; } else if (itemSrc == 69) { characterTalk(1296); deleteItemFromInventory(69); createMouseItem(112); rearrangeInventory(); return 1; } break; case 112: if (itemSrc == 0x15) { characterTalk(1298); deleteItemFromInventory(21); createMouseItem(114); rearrangeInventory(); return 1; } else if (itemSrc == 35) { characterTalk(1314); return 1; } break; case 113: if (itemSrc == 0x23) { characterTalk(1314); return 1; } else if (itemSrc == 69) { characterTalk(1298); deleteItemFromInventory(69); createMouseItem(114); rearrangeInventory(); return 1; } break; case 114: if (itemSrc == 35) { characterTalk(1314); return 1; } break; case 115: if (itemSrc == 95) { replaceItemFromInventory(95, 93); createMouseItem(116); return 1; } break; case 117: if (itemSrc == 90 || itemSrc == 33) { characterTalk(1490); } else if (itemSrc == 102 || itemSrc == 84) { characterTalk(1494); } else if (itemSrc == 0x59 || itemSrc == 0x52) { characterTalk(1496); } } return 0; } int32 ToonEngine::handleInventoryOnDrew(int32 itemId) { switch (itemId) { case 1: sayLines(1, 1232); return 1; case 2: sayLines(2, 1202); return 1; case 7: if (_gameState->_currentScene == 32) { runEventScript(_mouseX, _mouseY, 2, 107, 0); } else if (_gameState->_currentScene < 37) { sayLines(2, 1258); } else { sayLines(2, 1462); } return 1; case 8: sayLines(2, 1328); return 1; case 0xc: sayLines(1, 1266); return 1; case 0xd: sayLines(1, 1206); return 1; case 16: sayLines(1, 1438); return 1; case 0x12: if (_gameState->_currentScene == 30) { runEventScript(_mouseX, _mouseY, 2, 106, 0); _gameState->_mouseState = -1; } else { sayLines(2, 1200); } return 1; case 0x14: sayLines(1, 1216); return 1; case 22: if (_gameState->_currentScene != 39 && _gameState->_currentScene != 50 && _gameState->_currentScene != 49) { if (_gameState->_currentScene < 37) { sayLines(1, 1256); } else { sayLines(1, 1456); } } else { runEventScript(_mouseX, _mouseY, 2, 100 , 0); } return 1; case 0x18: sayLines(1, 1216); return 1; case 0x23: sayLines(1, 1210); return 1; case 0x31: sayLines(1, 1262); return 1; case 50: if (_gameState->_currentScene == 37) { runEventScript(_mouseX, _mouseY, 2, 103, 0); return 1; }; break; case 0x36: if (_gameState->_currentScene == 46) { runEventScript(_mouseX, _mouseY, 2, 102, 0); } else { sayLines(1, 1224); } return 1; case 0x37: sayLines(1, 1408); return 1; case 0x20: sayLines(1, 1254); return 1; case 0x21: sayLines(1, 1268); return 1; case 0x22: if (_gameState->_currentScene == 52) { runEventScript(_mouseX, _mouseY, 2, 104, 0); return 1; } else { _gameState->_mouseHidden = true; _drew->setFacing(4); sayLines(1, 1465); sayLines(1, randRange(0, 1) + 1468); createMouseItem(33); _gameState->_mouseHidden = false; return 1; } break; case 31: sayLines(1, 1436); return 1; case 0x1a: sayLines(1, 1216); return 1; case 0x39: sayLines(1, 1270); return 1; case 0x3a: sayLines(1, 1444); return 1; case 0x3b: sayLines(1, 1272); return 1; case 0x3f: if (_gameState->_currentScene != 10 && _gameState->_currentScene != 30 && _gameState->_currentScene != 22) { sayLines(1, 1274); } else { runEventScript(_mouseX, _mouseY, 2, 109, 0); } return 1; case 0x41: sayLines(1, 1232); return 1; case 0x4b: if (_gameState->_currentScene != 53) { _gameState->_mouseHidden = true; _drew->setFacing(4); sayLines(1, 1437); sayLines(2, 1440); _gameState->_mouseHidden = false; } else { runEventScript(_mouseX, _mouseY, 2 , 101, 0); } return 1; case 79: sayLines(1, 1242); return 1; case 0x4c: sayLines(1, 1232); return 1; case 71: sayLines(1, 1250); return 1; case 0x43: sayLines(1, 1216); return 1; case 0x60: sayLines(2, 1236); return 1; case 99: if (_gameState->_currentScene == 43) { runEventScript(_mouseX, _mouseY, 2, 105, 0); } _gameState->_mouseState = -1; setCursor(0, false, 0, 0); sayLines(1, 1555); return 1; case 0x5a: sayLines(1, 1432); return 1; case 0x58: sayLines(1, 1432); return 1; case 0x65: if (_gameState->_currentScene == 52) { runEventScript(_mouseX, _mouseY, 2, 104, 0); } else { _gameState->_mouseHidden = true; _drew->setFacing(4); sayLines(1, 1464); sayLines(1, 1468 + randRange(0, 1)); createMouseItem(100); _gameState->_mouseHidden = false; } return 1; case 0x74: sayLines(1, 1286); return 1; case 0x75: sayLines(1, 1482); return 1; case 118: sayLines(2, 1500); return 1; case 115: sayLines(1, 1216); return 1; case 0x67: if (_gameState->_currentScene == 52 || _gameState->_currentScene == 53) { runEventScript(_mouseX, _mouseY, 2, 108, 0); } return 1; } return 0; } void ToonEngine::deleteItemFromInventory(int32 item) { for (int32 i = 0; i < _gameState->_numInventoryItems; i++) { if (_gameState->_inventory[i] == item) { _gameState->_inventory[i] = 0; rearrangeInventory(); return; } } } void ToonEngine::replaceItemFromInventory(int32 item, int32 newitem) { for (int32 i = 0; i < _gameState->_numInventoryItems; i++) { if (_gameState->_inventory[i] == item) { _gameState->_inventory[i] = newitem; return; } } } int32 ToonEngine::pauseSceneAnimationScript(int32 animScriptId, int32 tickToWait) { int32 nextTicks = getTickLength() * tickToWait + getSceneAnimationScript(animScriptId)->_lastTimer; if (nextTicks < getOldMilli()) { getSceneAnimationScript(animScriptId)->_lastTimer = getOldMilli() + getTickLength() * tickToWait; } else { getSceneAnimationScript(animScriptId)->_lastTimer = nextTicks; } return nextTicks; } Common::String ToonEngine::createRoomFilename(Common::String name) { Common::String file = Common::String::format("ACT%d/%s/%s", _gameState->_currentChapter, _gameState->_locations[_gameState->_currentScene]._name, name.c_str()); return file; } void ToonEngine::createShadowLUT() { // here we create the redirection table that will be used to draw shadows // for each color of the palette we find the closest color in the palette that could be used for shadowed color. // In the original program, the scale factor is 0.77f // we will use 77 / 100 here. if (!_shadowLUT) { _shadowLUT = new uint8[256]; } uint32 scaleNum = 77; uint32 scaleDenom = 100; for (int32 i = 0; i < 255; i++) { // goal color uint32 destR = _finalPalette[i * 3 + 0] * scaleNum / scaleDenom; uint32 destG = _finalPalette[i * 3 + 1] * scaleNum / scaleDenom; uint32 destB = _finalPalette[i * 3 + 2] * scaleNum / scaleDenom; // search only in the "picture palette" which is in colors 1-128 and 200-255 int32 colorDist = 0xffffff; int32 foundColor = 0; for (int32 c = 1; c < 129; c++) { int32 diffR = _finalPalette[c * 3 + 0] - destR; int32 diffG = _finalPalette[c * 3 + 1] - destG; int32 diffB = _finalPalette[c * 3 + 2] - destB; if (colorDist > diffR * diffR + diffG * diffG + diffB * diffB) { colorDist = diffR * diffR + diffG * diffG + diffB * diffB; foundColor = c; } } for (int32 c = 200; c < 256; c++) { int32 diffR = _finalPalette[c * 3 + 0] - destR; int32 diffG = _finalPalette[c * 3 + 1] - destG; int32 diffB = _finalPalette[c * 3 + 2] - destB; if (colorDist > diffR * diffR + diffG * diffG + diffB * diffB) { colorDist = diffR * diffR + diffG * diffG + diffB * diffB; foundColor = c; } } _shadowLUT[i] = foundColor; } } bool ToonEngine::loadToonDat() { Common::File in; char buf[256]; int majVer, minVer; in.open("toon.dat"); if (!in.isOpen()) { Common::String errorMessage = "You're missing the 'toon.dat' file. Get it from the ScummVM website"; GUIErrorMessage(errorMessage); warning("%s", errorMessage.c_str()); return false; } // Read header in.read(buf, 4); buf[4] = '\0'; if (strcmp(buf, "TOON")) { Common::String errorMessage = "File 'toon.dat' is corrupt. Get it from the ScummVM website"; GUIErrorMessage(errorMessage); warning("%s", errorMessage.c_str()); return false; } majVer = in.readByte(); minVer = in.readByte(); if ((majVer != TOON_DAT_VER_MAJ) || (minVer != TOON_DAT_VER_MIN)) { snprintf(buf, 256, "File 'toon.dat' is wrong version. Expected %d.%d but got %d.%d. Get it from the ScummVM website", TOON_DAT_VER_MAJ, TOON_DAT_VER_MIN, majVer, minVer); GUIErrorMessage(buf); warning("%s", buf); return false; } _numVariant = in.readUint16BE(); _locationDirNotVisited = loadTextsVariants(in); _locationDirVisited = loadTextsVariants(in); _specialInfoLine = loadTextsVariants(in); return true; } void ToonEngine::unloadToonDat() { unloadTextsVariants(_locationDirNotVisited); unloadTextsVariants(_locationDirVisited); unloadTextsVariants(_specialInfoLine); } char **ToonEngine::loadTextsVariants(Common::File &in) { int numTexts; int entryLen; int len; char **res = 0; char *pos = 0; for (int varnt = 0; varnt < _numVariant; varnt++) { numTexts = in.readUint16BE(); entryLen = in.readUint16BE(); pos = (char *)malloc(entryLen); if (varnt == _gameVariant) { res = (char **)malloc(sizeof(char *) * numTexts); res[0] = pos; in.read(res[0], entryLen); res[0] += DATAALIGNMENT; } else { in.read(pos, entryLen); free(pos); continue; } pos += DATAALIGNMENT; for (int i = 1; i < numTexts; i++) { pos -= 2; len = READ_BE_UINT16(pos); pos += 2 + len; if (varnt == _gameVariant) res[i] = pos; } } return res; } void ToonEngine::unloadTextsVariants(char **texts) { if (!texts) return; free(*texts - DATAALIGNMENT); free(texts); } void ToonEngine::makeLineNonWalkable(int32 x, int32 y, int32 x2, int32 y2) { _currentMask->drawLineOnMask(x, y, x2, y2, false); } void ToonEngine::makeLineWalkable(int32 x, int32 y, int32 x2, int32 y2) { _currentMask->drawLineOnMask(x, y, x2, y2, true); } void ToonEngine::playRoomMusic() { if(_gameState->_inConversation) { const char* music = getSpecialConversationMusic(_gameState->_currentConversationId); if (music) { _audioManager->playMusic(_gameState->_locations[_gameState->_currentScene]._name, music); return; } } _audioManager->playMusic(_gameState->_locations[_gameState->_currentScene]._name, _gameState->_locations[_gameState->_currentScene]._music); } void ToonEngine::dirtyAllScreen() { _dirtyRects.clear(); _dirtyAll = true; } void ToonEngine::addDirtyRect( int32 left, int32 top, int32 right, int32 bottom ) { left = MIN(MAX(left, 0), TOON_BACKBUFFER_WIDTH); right = MIN(MAX(right, 0), TOON_BACKBUFFER_WIDTH); top = MIN(MAX(top, 0), TOON_BACKBUFFER_HEIGHT); bottom = MIN(MAX(bottom, 0), TOON_BACKBUFFER_HEIGHT); Common::Rect rect(left, top, right, bottom); if (bottom - top <= 0 || right - left <= 0) return; for (uint32 i = 0; i < _dirtyRects.size(); i++) { if (_dirtyRects[i].contains(rect)) return; if (rect.contains(_dirtyRects[i])) { _dirtyRects.remove_at(i); i--; } } // check also in the old rect (of the old frame) for (int32 i = _oldDirtyRects.size() - 1 ; i >= 0; i--) { if (rect.contains(_oldDirtyRects[i])) { _oldDirtyRects.remove_at(i); } } _dirtyRects.push_back(rect); } void ToonEngine::clearDirtyRects() { _oldDirtyRects = _dirtyRects; _dirtyRects.clear(); _dirtyAll = false; } void SceneAnimation::save(ToonEngine *vm, Common::WriteStream *stream) { stream->writeByte(_active); stream->writeSint32BE(_id); if (!_active) return; if (_animInstance) { stream->writeByte(1); _animInstance->save(stream); } else { stream->writeByte(0); } if (!_animation) { stream->writeByte(0); } else { stream->writeByte(strlen(_animation->_name) + 1); stream->write(_animation->_name, strlen(_animation->_name) + 1); } } void SceneAnimation::load(ToonEngine *vm, Common::ReadStream *stream) { _active = stream->readByte(); _id = stream->readSint32BE(); if (!_active) return; if (stream->readByte() == 1) { _animInstance = vm->getAnimationManager()->createNewInstance(kAnimationScene); _animInstance->load(stream); // we add them at the end of loading in reverse order //vm->getAnimationManager()->addInstance(_animInstance); _originalAnimInstance = _animInstance; } else { _animInstance = NULL; _originalAnimInstance = NULL; } // load animation if any char animationName[256]; *animationName = 0; int8 strSize = stream->readByte(); if (!strSize) { _animation = 0; if (_animInstance) _animInstance->setAnimation(0); } else { stream->read(animationName, strSize); animationName[strSize] = 0; _animation = new Animation(vm); _animation->loadAnimation(animationName); if (_animInstance) { _animInstance->setAnimation(_animation, false); } } } } // End of namespace Toon