/* 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: https://scummvm-misc.svn.sourceforge.net/svnroot/scummvm-misc/trunk/engines/tsage/core.cpp $ * $Id: core.cpp 229 2011-02-12 06:50:14Z dreammaster $ * */ #include "common/system.h" #include "common/config-manager.h" #include "common/translation.h" #include "engines/engine.h" #include "gui/saveload.h" #include "tsage/tsage.h" #include "tsage/core.h" #include "tsage/dialogs.h" #include "tsage/events.h" #include "tsage/scenes.h" #include "tsage/staticres.h" #include "tsage/globals.h" namespace tSage { // The engine uses ScumMVM screen buffering, so all logic is hardcoded to use pane buffer 0 #define CURRENT_PANENUM 0 /*--------------------------------------------------------------------------*/ InvObject::InvObject(int sceneNumber, int rlbNum, int cursorNum, CursorType cursorId, const Common::String description): _sceneNumber(sceneNumber), _rlbNum(rlbNum), _cursorNum(cursorNum), _cursorId(cursorId), _description(description) { _displayResNum = 3; _iconResNum = 5; // Decode the image for the inventory item to get it's display bounds uint size; byte *imgData = _vm->_dataManager->getSubResource(_displayResNum, _rlbNum, _cursorNum, &size); GfxSurface s = surfaceFromRes(imgData); _bounds = s.getBounds(); DEALLOCATE(imgData); } void InvObject::setCursor() { _globals->_events._currentCursor = _cursorId; if (_iconResNum != -1) { GfxSurface s = surfaceFromRes(_iconResNum, _rlbNum, _cursorNum); Graphics::Surface src = s.lockSurface(); _globals->_events.setCursor(src, s._transColour, s._centroid, _cursorId); } } /*--------------------------------------------------------------------------*/ InvObjectList::InvObjectList(): _stunner(2280, 1, 2, OBJECT_STUNNER, "This is your stunner."), _scanner(1, 1, 3, OBJECT_SCANNER, "A combination scanner comm unit."), _stasisBox(5200, 1, 4, OBJECT_STASIS_BOX, "A stasis box."), _infoDisk(40, 1, 1, OBJECT_INFODISK, "The infodisk you took from the assassin."), _stasisNegator(0, 2, 2, OBJECT_STASIS_NEGATOR, "The stasis field negator."), _keyDevice(4250, 1, 6, OBJECT_KEY_DEVICE, "A magnetic key device."), _medkit(2280, 1, 7, OBJECT_MEDKIT, "Your medkit."), _ladder(4100, 1, 8, OBJECT_LADDER, "The chief's ladder."), _rope(4150, 1, 9, OBJECT_ROPE, "The chief's rope."), _key(7700, 1, 11, OBJECT_KEY, "A key."), _translator(7700, 1, 13, OBJECT_TRANSLATOR, "The dolphin translator box."), _ale(2150, 1, 10, OBJECT_ALE, "A bottle of ale."), _paper(7700, 1, 12, OBJECT_PAPER, "A slip of paper with the numbers 2,4, and 3 written on it."), _waldos(0, 1, 14, OBJECT_WALDOS, "A pair of waldos from the ruined probe."), _stasisBox2(8100, 1, 4, OBJECT_STASIS_BOX2, "A stasis box."), _ring(8100, 2, 5, OBJECT_RING, "This is a signet ring sent to you by Louis Wu."), _cloak(9850, 2, 6, OBJECT_CLOAK, "A fine silk cloak."), _tunic(9450, 2, 7, OBJECT_TUNIC, "The patriarch's soiled tunic."), _candle(9500, 2, 8, OBJECT_CANDLE, "A tallow candle."), _straw(9400, 2, 9, OBJECT_STRAW, "Clean, dry straw."), _scimitar(9850, 1, 18, OBJECT_SCIMITAR, "A scimitar from the Patriarch's closet."), _sword(9850, 1, 17, OBJECT_SWORD, "A short sword from the Patriarch's closet."), _helmet(9500, 2, 4, OBJECT_HELMET, "Some type of helmet."), _items(4300, 2, 10, OBJECT_ITEMS, "Two interesting items from the Tnuctipun vessel."), _concentrator(4300, 2, 11, OBJECT_CONCENTRATOR, "The Tnuctipun anti-matter concentrator contained in a stasis field."), _nullifier(5200, 2, 12, OBJECT_NULLIFIER, "A purported neural wave nullifier."), _peg(4045, 2, 16, OBJECT_PEG, "A peg with a symbol."), _vial(5100, 2, 17, OBJECT_VIAL, "A vial of the bat creatures anti-pheromone drug."), _jacket(9850, 3, 1, OBJECT_JACKET, "A natty padded jacket."), _tunic2(9850, 3, 2, OBJECT_TUNIC2, "A very hairy tunic."), _bone(5300, 3, 5, OBJECT_BONE, "A very sharp bone."), _jar(7700, 3, 4, OBJECT_JAR, "An jar filled with a green substance."), _emptyJar(7700, 3, 3, OBJECT_EMPTY_JAR, "An empty jar.") { // Add the items to the list _itemList.push_back(&_stunner); _itemList.push_back(&_scanner); _itemList.push_back(&_stasisBox); _itemList.push_back(&_infoDisk); _itemList.push_back(&_stasisNegator); _itemList.push_back(&_keyDevice); _itemList.push_back(&_medkit); _itemList.push_back(&_ladder); _itemList.push_back(&_rope); _itemList.push_back(&_key); _itemList.push_back(&_translator); _itemList.push_back(&_ale); _itemList.push_back(&_paper); _itemList.push_back(&_waldos); _itemList.push_back(&_stasisBox2); _itemList.push_back(&_ring); _itemList.push_back(&_cloak); _itemList.push_back(&_tunic); _itemList.push_back(&_candle); _itemList.push_back(&_straw); _itemList.push_back(&_scimitar); _itemList.push_back(&_sword); _itemList.push_back(&_helmet); _itemList.push_back(&_items); _itemList.push_back(&_concentrator); _itemList.push_back(&_nullifier); _itemList.push_back(&_peg); _itemList.push_back(&_vial); _itemList.push_back(&_jacket); _itemList.push_back(&_tunic2); _itemList.push_back(&_bone); _itemList.push_back(&_jar); _itemList.push_back(&_emptyJar); _selectedItem = NULL; } void InvObjectList::synchronise(Serialiser &s) { SYNC_POINTER(_selectedItem); List _itemList; } /*--------------------------------------------------------------------------*/ void EventHandler::dispatch() { if (_action) _action->dispatch(); } void EventHandler::setAction(Action *action, EventHandler *fmt, ...) { if (_action) { _action->_fmt = NULL; _action->remove(); } _action = action; if (action) { va_list va; va_start(va, fmt); _action->attached(this, fmt, va); va_end(va); } } /*--------------------------------------------------------------------------*/ Action::Action() { _actionIndex = 0; _owner = NULL; _fmt = NULL; } void Action::synchronise(Serialiser &s) { EventHandler::synchronise(s); if (s.isLoading()) remove(); SYNC_POINTER(_owner); s.syncAsSint32LE(_actionIndex); s.syncAsSint32LE(_delayFrames); s.syncAsUint32LE(_startFrame); s.syncAsSint16LE(_field16); SYNC_POINTER(_fmt); } void Action::remove() { if (_action) _action->remove(); if (_owner) { _owner->_action = NULL; _owner = NULL; } else { _globals->_sceneManager.removeAction(this); } _field16 = 0; if (_fmt) _fmt->signal(); } void Action::process(Event &event) { if (_action) _action->process(event); } void Action::dispatch() { if (_action) _action->dispatch(); if (_delayFrames) { uint32 frameNumber = _globals->_events.getFrameNumber(); if (frameNumber >= _startFrame) { _delayFrames -= frameNumber - _startFrame; _startFrame = frameNumber; if (_delayFrames <= 0) { _delayFrames = 0; signal(); } } } } void Action::attached(EventHandler *newOwner, EventHandler *fmt, va_list va) { _actionIndex = 0; _delayFrames = 0; _startFrame = _globals->_events.getFrameNumber(); _owner = newOwner; _fmt = fmt; _field16 = 1; signal(); } void Action::setDelay(int numFrames) { _delayFrames = numFrames; _startFrame = _globals->_events.getFrameNumber(); } /*--------------------------------------------------------------------------*/ ObjectMover::~ObjectMover() { if (_sceneObject->_mover == this) _sceneObject->_mover = NULL; } void ObjectMover::synchronise(Serialiser &s) { EventHandler::synchronise(s); s.syncAsSint16LE(_destPosition.x); s.syncAsSint16LE(_destPosition.y); s.syncAsSint16LE(_moveDelta.x); s.syncAsSint16LE(_moveDelta.y); s.syncAsSint16LE(_moveSign.x); s.syncAsSint16LE(_moveSign.y); s.syncAsSint32LE(_minorDiff); s.syncAsSint32LE(_majorDiff); s.syncAsSint32LE(_field1A); SYNC_POINTER(_action); SYNC_POINTER(_sceneObject); } void ObjectMover::remove() { if (_sceneObject->_mover == this) _sceneObject->_mover = NULL; delete this; } void ObjectMover::dispatch() { Common::Point currPos = _sceneObject->_position; int yDiff = _sceneObject->_yDiff; if (dontMove()) return; _sceneObject->_field6E = NULL; if (_moveDelta.x >= _moveDelta.y) { int xAmount = _moveSign.x * _sceneObject->_moveDiff.x * _sceneObject->_percent / 100; if (!xAmount) xAmount = _moveSign.x; currPos.x += xAmount; int yAmount = ABS(_destPosition.y - currPos.y); int yChange = _majorDiff / ABS(xAmount); int ySign; if (!yChange) ySign = _moveSign.y; else { int v = yAmount / yChange; _field1A += yAmount % yChange; if (_field1A >= yChange) { ++v; _field1A -= yChange; } ySign = _moveSign.y * v; } currPos.y += ySign; _majorDiff -= ABS(xAmount); } else { int yAmount = _moveSign.y * _sceneObject->_moveDiff.y * _sceneObject->_percent / 100; if (!yAmount) yAmount = _moveSign.y; currPos.y += yAmount; int xAmount = ABS(_destPosition.x - currPos.x); int xChange = _majorDiff / ABS(yAmount); int xSign; if (!xChange) xSign = _moveSign.x; else { int v = xAmount / xChange; _field1A += xAmount % xChange; if (_field1A >= xChange) { ++v; _field1A -= xChange; } xSign = _moveSign.x * v; } currPos.x += xSign; _majorDiff -= ABS(yAmount); } //TODO: _sceneObject->_field6E = _sceneObject->proc1(currPos); if (!_sceneObject->_field6E) { _sceneObject->setPosition(currPos, yDiff); _sceneObject->getHorizBounds(); if (dontMove()) { _sceneObject->_position = _destPosition; endMove(); } } else { endMove(); } } void ObjectMover::setup(const Common::Point &destPos) { _sceneObject->calcAngle(destPos); if ((_sceneObject->_objectWrapper) && !(_sceneObject->_flags & OBJFLAG_8)) _sceneObject->_objectWrapper->dispatch(); // Get the difference int diffX = destPos.x - _sceneObject->_position.x; int diffY = destPos.y - _sceneObject->_position.y; int xSign = (diffX < 0) ? -1 : (diffX > 0 ? 1 : 0); int ySign = (diffY < 0) ? -1 : (diffY > 0 ? 1 : 0); diffX = ABS(diffX); diffY = ABS(diffY); if (diffX < diffY) { _minorDiff = diffX / 2; _majorDiff = diffY; } else { _minorDiff = diffY / 2; _majorDiff = diffX; } // Set the destination position _destPosition = destPos; _moveDelta = Common::Point(diffX, diffY); _moveSign = Common::Point(xSign, ySign); _field1A = 0; if (!diffX && !diffY) // Object is already at the correct destination endMove(); } bool ObjectMover::dontMove() const { return (_majorDiff <= 0); } void ObjectMover::endMove() { EventHandler *actionP = _action; remove(); if (actionP) actionP->signal(); } /*--------------------------------------------------------------------------*/ ObjectMover2::ObjectMover2(): ObjectMover() { _destObject = NULL; } void ObjectMover2::synchronise(Serialiser &s) { ObjectMover::synchronise(s); SYNC_POINTER(_destObject); s.syncAsSint32LE(_minArea); s.syncAsSint32LE(_maxArea); } void ObjectMover2::dispatch() { int area = _sceneObject->getSpliceArea(_destObject); if (area > _maxArea) { // Setup again for the new destination setup(_destObject->_position); } else if (area >= _minArea) { // Keep dispatching ObjectMover::dispatch(); } else { // Within minimum, so end move endMove(); } } void ObjectMover2::startMove(SceneObject *sceneObj, va_list va) { // Set up fields _sceneObject = sceneObj; _minArea = va_arg(va, int); _maxArea = va_arg(va, int); _destObject = va_arg(va, SceneObject *); setup(_destObject->_position); } void ObjectMover2::endMove() { _sceneObject->_field6E = 64; } /*--------------------------------------------------------------------------*/ void ObjectMover3::dispatch() { int area = _sceneObject->getSpliceArea(_destObject); if (area <= _minArea) { endMove(); } else { setup(_destObject->_position); ObjectMover::dispatch(); } } void ObjectMover3::startMove(SceneObject *sceneObj, va_list va) { _sceneObject = va_arg(va, SceneObject *); _destObject = va_arg(va, SceneObject *); _minArea = va_arg(va, int); _action = va_arg(va, Action *); setup(_destObject->_position); } void ObjectMover3::endMove() { ObjectMover::endMove(); } /*--------------------------------------------------------------------------*/ void NpcMover::startMove(SceneObject *sceneObj, va_list va) { _sceneObject = sceneObj; Common::Point *destPos = va_arg(va, Common::Point *); _action = va_arg(va, Action *); setup(*destPos); } /*--------------------------------------------------------------------------*/ void PlayerMover::synchronise(Serialiser &s) { NpcMover::synchronise(s); s.syncAsSint16LE(_finalDest.x); s.syncAsSint16LE(_finalDest.y); s.syncAsSint32LE(_routeIndex); for (int i = 0; i < MAX_ROUTE_SIZE; ++i) { s.syncAsSint16LE(_routeList[i].x); s.syncAsSint16LE(_routeList[i].y); } } void PlayerMover::startMove(SceneObject *sceneObj, va_list va) { _sceneObject = sceneObj; Common::Point *pt = va_arg(va, Common::Point *); _finalDest = *pt; _action = va_arg(va, Action *); setDest(_finalDest); } void PlayerMover::endMove() { while (++_routeIndex != 0) { if ((_routeList[_routeIndex].x == ROUTE_END_VAL) || (_routeList[_routeIndex].y == ROUTE_END_VAL) || (_sceneObject->_field6E)) { // Movement route is completely finished ObjectMover::endMove(); return; } if ((_routeList[_routeIndex].x != _sceneObject->_position.x) || (_routeList[_routeIndex].y != _sceneObject->_position.y)) break; } // Set up the new interim destination along the route _globals->_walkRegions._routeEnds.moveSrc = _globals->_walkRegions._routeEnds.moveDest; _globals->_walkRegions._routeEnds.moveDest = _routeList[_routeIndex]; setup(_routeList[_routeIndex]); dispatch(); } void PlayerMover::setDest(const Common::Point &destPos) { _routeList[0] = _sceneObject->_position; if (_globals->_walkRegions._resNum == -1) { // Scene has no walk regions defined, so player can walk anywhere directly _routeList[0] = destPos; _routeList[1] = Common::Point(ROUTE_END_VAL, ROUTE_END_VAL); } else { // Figure out a path to the destination (or as close as possible to it) pathfind(_routeList, _sceneObject->_position, destPos, _globals->_walkRegions._routeEnds); } _routeIndex = 0; _globals->_walkRegions._routeEnds.moveSrc = _sceneObject->_position; _globals->_walkRegions._routeEnds.moveDest = _routeList[0]; setup(_routeList[0]); } #define REGION_LIST_SIZE 20 void PlayerMover::pathfind(Common::Point *routeList, Common::Point srcPos, Common::Point destPos, RouteEnds routeEnds) { List regionIndexes; RouteEnds tempRouteEnds; int routeRegions[REGION_LIST_SIZE]; Common::Point objPos; // Get the region the source is in int srcRegion = _globals->_walkRegions.indexOf(srcPos); if (srcRegion == -1) { srcRegion = findClosestRegion(srcPos, regionIndexes); } // Main loop for building up the path routeRegions[0] = 0; while (!routeRegions[0]) { // Check the destination region int destRegion = _globals->_walkRegions.indexOf(destPos, ®ionIndexes); if ((srcRegion == -1) && (destRegion == -1)) { // Both source and destination are outside walkable areas } else if (srcRegion == -1) { // Source is outside walkable areas tempRouteEnds = routeEnds; objPos = _sceneObject->_position; Common::Point newPos; findLinePoint(&tempRouteEnds, &objPos, 1, &newPos); int srcId = _globals->_walkRegions.indexOf(newPos); if (srcId == -1) { tempRouteEnds.moveDest = tempRouteEnds.moveSrc; tempRouteEnds.moveSrc = routeEnds.moveDest; findLinePoint(&tempRouteEnds, &objPos, 1, &newPos); srcRegion = _globals->_walkRegions.indexOf(newPos); if (srcRegion == -1) srcRegion = checkMover(srcPos, destPos); } } else if (destRegion == -1) { // Destination is outside walkable areas destRegion = findClosestRegion(destPos, regionIndexes); if (destRegion == -1) { // No further route found, so end it *routeList++ = srcPos; break; } else { _finalDest = destPos; } } if (srcRegion == destRegion) { *routeList++ = (srcRegion == -1) ? srcPos : destPos; break; } int var6; proc1(routeRegions, srcRegion, destRegion, var6); if (!routeRegions[0]) { regionIndexes.push_back(destRegion); continue; } _globals->_walkRegions._field18[0]._pt1 = srcPos; _globals->_walkRegions._field18[0]._pt2 = srcPos; _globals->_walkRegions._field18[1]._pt1 = destPos; _globals->_walkRegions._field18[1]._pt2 = destPos; int tempList[REGION_LIST_SIZE]; tempList[0] = 0; int endIndex = 0; int idx = 1; do { int breakEntry = routeRegions[idx]; int breakEntry2 = routeRegions[idx + 1]; int listIndex = 0; while (_globals->_walkRegions._idxList[_globals->_walkRegions[breakEntry]._idxListIndex + listIndex] != breakEntry2) ++listIndex; tempList[idx] = _globals->_walkRegions._idxList2[_globals->_walkRegions[breakEntry]._idxList2Index + listIndex]; ++endIndex; } while (routeRegions[++idx] != destRegion); tempList[idx] = 1; idx = 0; for (int listIndex = 1; listIndex <= endIndex; ++listIndex) { int var10 = tempList[listIndex]; int var12 = tempList[listIndex + 1]; if (sub_F8E5(_globals->_walkRegions._field18[0]._pt1, _globals->_walkRegions._field18[var12]._pt1, _globals->_walkRegions._field18[var10]._pt1, _globals->_walkRegions._field18[var10]._pt2) && sub_F8E5(_globals->_walkRegions._field18[0]._pt1, _globals->_walkRegions._field18[var12]._pt2, _globals->_walkRegions._field18[var10]._pt1, _globals->_walkRegions._field18[var10]._pt2)) continue; Common::Point tempPt; if (sub_F8E5(_globals->_walkRegions._field18[0]._pt1, _globals->_walkRegions._field18[0]._pt1, _globals->_walkRegions._field18[var10]._pt1, _globals->_walkRegions._field18[var10]._pt2, &tempPt)) { // Add point to the route list _globals->_walkRegions._field18[0]._pt1 = tempPt; *routeList++ = tempPt; } else { int v16 = (findDistance(_globals->_walkRegions._field18[0]._pt1, _globals->_walkRegions._field18[var10]._pt1) << 1) + (findDistance(_globals->_walkRegions._field18[var10]._pt1, _globals->_walkRegions._field18[1]._pt1) << 1) + findDistance(_globals->_walkRegions._field18[var10]._pt1, _globals->_walkRegions._field18[var12]._pt1) + findDistance(_globals->_walkRegions._field18[var10]._pt1, _globals->_walkRegions._field18[var12]._pt2); int v1A = (findDistance(_globals->_walkRegions._field18[0]._pt1, _globals->_walkRegions._field18[var10]._pt2) << 1) + (findDistance(_globals->_walkRegions._field18[var10]._pt2, _globals->_walkRegions._field18[1]._pt2) << 1) + findDistance(_globals->_walkRegions._field18[var10]._pt2, _globals->_walkRegions._field18[var12]._pt1) + findDistance(_globals->_walkRegions._field18[var10]._pt2, _globals->_walkRegions._field18[var12]._pt2); if (v16 < v1A) { checkMovement2(_globals->_walkRegions._field18[var10]._pt1, _globals->_walkRegions._field18[var10]._pt2, 1, objPos); } else { checkMovement2(_globals->_walkRegions._field18[var10]._pt2, _globals->_walkRegions._field18[var10]._pt1, 1, objPos); } *routeList++ = objPos; } } // Add in the route entry *routeList++ = _globals->_walkRegions._field18[1]._pt1; } // Mark the end of the path *routeList = Common::Point(ROUTE_END_VAL, ROUTE_END_VAL); } int PlayerMover::regionIndexOf(const Common::Point &pt) { for (uint idx = 0; idx < _globals->_walkRegions._regionList.size(); ++idx) { if (_globals->_walkRegions._regionList[idx].contains(pt)) return idx + 1; } return 0; } int PlayerMover::findClosestRegion(Common::Point &pt, List &indexList) { int newY = pt.y; int result = 0; for (int idx = 1; idx < SCREEN_WIDTH; ++idx, newY += idx) { int newX = pt.x + idx; result = regionIndexOf(newX, pt.y); if ((result == 0) || indexList.contains(result)) { newY = pt.y + idx; result = regionIndexOf(newX, newY); if ((result == 0) || indexList.contains(result)) { newX -= idx; result = regionIndexOf(newX, newY); if ((result == 0) || indexList.contains(result)) { newX -= idx; result = regionIndexOf(newX, newY); if ((result == 0) || indexList.contains(result)) { newY -= idx; result = regionIndexOf(newX, newY); if ((result == 0) || indexList.contains(result)) { newY -= idx; result = regionIndexOf(newX, newY); if ((result == 0) || indexList.contains(result)) { newX += idx; result = regionIndexOf(newX, newY); if ((result == 0) || indexList.contains(result)) { newX += idx; result = regionIndexOf(newX, newY); if ((result == 0) || indexList.contains(result)) { continue; } } } } } } } } // Found an index pt.x = newX; pt.y = newY; return result; } return (result == 0) ? -1 : result; } Common::Point *PlayerMover::findLinePoint(RouteEnds *routeEnds, Common::Point *objPos, int length, Common::Point *outPos) { int xp = objPos->x + (((routeEnds->moveDest.y - routeEnds->moveSrc.y) * 9) / 8); int yp = objPos->y - (((routeEnds->moveDest.x - routeEnds->moveSrc.x) * 8) / 9); int xDiff = xp - objPos->x; int yDiff = yp - objPos->y; int xDirection = (xDiff == 0) ? 0 : ((xDiff < 0) ? 1 : -1); int yDirection = (yDiff == 0) ? 0 : ((yDiff < 0) ? 1 : -1); xDiff = ABS(xDiff); yDiff = ABS(yDiff); int majorChange = MAX(xDiff, yDiff) / 2; int outX = objPos->x; int outY = objPos->y; while (length-- > 0) { if (xDiff < yDiff) { outY += yDirection; majorChange += xDiff; if (majorChange > yDiff) { majorChange -= yDiff; outX += xDirection; } } else { outX += xDirection; majorChange += yDiff; if (majorChange > xDiff) { majorChange -= xDiff; outY += yDirection; } } } outPos->x = outX; outPos->y = outY; return outPos; } int PlayerMover::checkMover(Common::Point &srcPos, const Common::Point &destPos) { int regionIndex = 0; Common::Point objPos = _sceneObject->_position; uint32 regionBitList = _sceneObject->_regionBitList; _sceneObject->_regionBitList = 0; _sceneObject->_position.x = srcPos.x; _sceneObject->_position.y = srcPos.y; _sceneObject->_mover = NULL; NpcMover *mover = new NpcMover(); _sceneObject->addMover(mover, &destPos, NULL); // Handle automatic movement of the player until a walkable region is reached, // or the end point of the movement is do { _sceneObject->_mover->dispatch(); // Scan walk regions for point for (uint idx = 0; idx < _globals->_walkRegions._regionList.size(); ++idx) { if (_globals->_walkRegions[idx].contains(_sceneObject->_position)) { regionIndex = idx + 1; srcPos = _sceneObject->_position; break; } } } while ((regionIndex == 0) && (_sceneObject->_mover) && !_vm->shouldQuit()); _sceneObject->_position = objPos; _sceneObject->_regionBitList = regionBitList; if (_sceneObject->_mover) _sceneObject->_mover->remove(); _sceneObject->_mover = this; return regionIndex; } void PlayerMover::checkMovement2(const Common::Point &srcPos, const Common::Point &destPos, int numSteps, Common::Point &ptOut) { Common::Point objPos = _sceneObject->_position; _sceneObject->_position = srcPos; uint32 regionBitList = _sceneObject->_regionBitList; _sceneObject->_position = srcPos; _sceneObject->_mover = NULL; NpcMover *mover = new NpcMover(); _sceneObject->addMover(mover, &destPos, NULL); while ((numSteps > 0) && ((_sceneObject->_position.x != destPos.x) || (_sceneObject->_position.y != destPos.y))) { _sceneObject->_mover->dispatch(); --numSteps; } ptOut = _sceneObject->_position; _sceneObject->_position = objPos; _sceneObject->_regionBitList = regionBitList; if (_sceneObject->_mover) _sceneObject->_mover->remove(); _sceneObject->_mover = this; } int PlayerMover::proc1(int *routeList, int srcRegion, int destRegion, int &v) { int tempList[REGION_LIST_SIZE + 1]; v = 0; for (int idx = 0; idx <= *routeList; ++idx) tempList[idx] = routeList[idx]; if (*routeList == REGION_LIST_SIZE) // Sequence too long return 32000; int regionIndex; for (regionIndex = 1; regionIndex <= *tempList; ++regionIndex) { if (routeList[regionIndex] == srcRegion) // Current path returns to original source region, so don't allow it return 32000; } WalkRegion &srcWalkRegion = _globals->_walkRegions[srcRegion]; int distance; if (!routeList[0]) { // No route distance = 0; } else { WalkRegion ®ion = _globals->_walkRegions[routeList[*routeList]]; distance = findDistance(srcWalkRegion._pt, region._pt); } tempList[++*tempList] = srcRegion; int newIndex = *tempList; if (srcRegion == destRegion) { v = 1; for (int idx = newIndex; idx <= *tempList; ++idx) { routeList[idx] = tempList[idx]; ++*routeList; } return distance; } else { int foundIndex = 0; int idx = 0; int currDest; while ((currDest = _globals->_walkRegions._idxList[srcWalkRegion._idxListIndex + idx]) != 0) { if (currDest == destRegion) { foundIndex = idx; break; } ++idx; } int resultOffset = 31990; while (((currDest = _globals->_walkRegions._idxList[srcWalkRegion._idxListIndex + foundIndex]) != 0) && (v == 0)) { int newDistance = proc1(tempList, currDest, destRegion, v); if ((newDistance <= resultOffset) || v) { routeList[0] = newIndex - 1; for (int i = newIndex; i <= tempList[0]; ++i) { routeList[i] = tempList[i]; ++routeList[0]; } resultOffset = newDistance; } tempList[0] = newIndex; ++foundIndex; } v = 0; return resultOffset + distance; } } int PlayerMover::findDistance(const Common::Point &pt1, const Common::Point &pt2) { int diff = ABS(pt1.x - pt2.x); double xx = diff * diff; diff = ABS(pt1.y - pt2.y); double yy = diff * 8.0 / 7.0; yy *= yy; return (int)sqrtf(xx + yy); } bool PlayerMover::sub_F8E5(const Common::Point &pt1, const Common::Point &pt2, const Common::Point &pt3, const Common::Point &pt4, Common::Point *ptOut) { double diff1 = pt2.x - pt1.x; double diff2 = pt2.y - pt1.y; double diff3 = pt4.x - pt3.x; double diff4 = pt4.y - pt3.y; double var10 = 0.0, var8 = 0.0; double var18 = 0.0, var20 = 0.0; if (diff1 != 0.0) { var8 = diff2 / diff1; var18 = pt1.y - (pt1.x * var8); } if (diff3 != 0.0) { var10 = diff4 / diff3; var20 = pt3.y - (pt3.x * var10); } if (var8 == var10) return false; double var48, var50; if (diff1 == 0) { if (diff3 == 0) return false; var48 = pt1.x; var50 = var10 * var48 + var20; } else { var48 = (diff3 == 0) ? pt3.x : (var20 - var18) / (var8 - var10); var50 = var8 * var48 + var18; } bool var52 = false, var56 = false, var54 = false, var58 = false; Common::Point tempPt((int)(var48 + 0.5), (int)(var50 + 0.5)); if ((tempPt.x >= pt3.x) && (tempPt.x <= pt4.x)) var56 = true; else if ((tempPt.x >= pt4.x) && (tempPt.x <= pt3.x)) var56 = true; if (var56) { if ((tempPt.y >= pt3.y) && (tempPt.y <= pt4.y)) var58 = true; else if ((tempPt.y >= pt4.y) && (tempPt.y <= pt3.y)) var58 = true; } if ((tempPt.x >= pt1.x) && (tempPt.x <= pt2.x)) var52 = true; else if ((tempPt.x >= pt2.x) && (tempPt.x <= pt1.x)) var52 = true; if (var52) { if ((tempPt.y >= pt1.y) && (tempPt.y <= pt2.y)) var54 = true; else if ((tempPt.y >= pt2.y) && (tempPt.y <= pt1.y)) var54 = true; } if (var52 && var54 && var56 && var58) { if (ptOut) *ptOut = tempPt; return true; } return false; } /*--------------------------------------------------------------------------*/ PaletteModifier::PaletteModifier() { _scenePalette = NULL; _action = NULL; } /*--------------------------------------------------------------------------*/ PaletteRotation::PaletteRotation(): PaletteModifier() { _disabled = false; _delayFrames = 0; _delayCtr = 0; _frameNumber = _globals->_events.getFrameNumber(); } void PaletteRotation::synchronise(Serialiser &s) { PaletteModifier::synchronise(s); s.syncAsByte(_disabled); s.syncAsSint32LE(_delayFrames); s.syncAsSint32LE(_delayCtr); s.syncAsUint32LE(_frameNumber); s.syncAsSint32LE(_currIndex); s.syncAsSint32LE(_start); s.syncAsSint32LE(_end); s.syncAsSint32LE(_rotationMode); s.syncAsSint32LE(_duration); for (int i = 0; i < 256; ++i) s.syncAsUint32LE(_palette[i]); } void PaletteRotation::signal() { if (_delayCtr) { uint32 frameNumber = _globals->_events.getFrameNumber(); if (frameNumber >= _frameNumber) { _delayCtr -= frameNumber - _frameNumber; _frameNumber = frameNumber; if (_delayCtr < 0) _delayCtr = 0; } } if (_delayCtr) return; _delayCtr = _delayFrames; if (_disabled) return; bool flag = true; switch (_rotationMode) { case -1: if (--_currIndex < _start) { flag = decDuration(); if (flag) _currIndex = _end - 1; } break; case 1: if (++_currIndex >= _end) { flag = decDuration(); if (flag) _currIndex = _start; } break; case 2: if (++_currIndex >= _end) { flag = decDuration(); if (flag) { _currIndex = _end - 2; _rotationMode = 3; } } break; case 3: if (--_currIndex < _start) { flag = decDuration(); if (flag) { _currIndex = _start + 1; _rotationMode = 2; } } break; } if (flag) { int count2 = _currIndex - _start; int count = _end - _currIndex; g_system->getPaletteManager()->setPalette((const byte *)&_palette[_currIndex], _start, count); if (count2) { g_system->getPaletteManager()->setPalette((const byte *)&_palette[_start], _start, count2); } } } void PaletteRotation::remove() { Action *action = _action; g_system->getPaletteManager()->setPalette((const byte *)&_palette[0], _start, _end - _start); if (_scenePalette->_listeners.contains(this)) _scenePalette->_listeners.remove(this); delete this; if (action) action->signal(); } void PaletteRotation::set(ScenePalette *palette, int start, int end, int rotationMode, int duration, Action *action) { _duration = duration; _disabled = false; _action = action; _scenePalette = palette; Common::copy(&palette->_palette[0], &palette->_palette[256], &_palette[0]); _start = start; _end = end + 1; _rotationMode = rotationMode; switch (_rotationMode) { case -1: case 3: _currIndex = _end; break; default: _currIndex = _start; break; } } void PaletteRotation::setPalette(ScenePalette *palette, bool disabled) { _scenePalette = palette; _disabled = disabled; _delayFrames = 100; } bool PaletteRotation::decDuration() { if (_duration) { if (--_duration == 0) { remove(); return false; } } return true; } void PaletteRotation::setDelay(int amount) { _delayFrames = _delayCtr = amount; } /*--------------------------------------------------------------------------*/ ScenePalette::ScenePalette() { // Set a default gradiant range for (int idx = 0; idx < 256; ++idx) _palette[idx] = idx | (idx << 8) | (idx << 16); _field412 = 0; } ScenePalette::ScenePalette(int paletteNum) { loadPalette(paletteNum); } bool ScenePalette::loadPalette(int paletteNum) { byte *palData = _vm->_dataManager->getResource(RES_PALETTE, paletteNum, 0, true); if (!palData) return false; int palStart = READ_LE_UINT16(palData); int palSize = READ_LE_UINT16(palData + 2); assert(palSize <= 256); uint32 *destP = &_palette[palStart]; byte *srcP = palData + 6; for (int i = 0; i < palSize; ++i, srcP += 3, ++destP) *destP = *srcP | (*(srcP + 1) << 8) | (*(srcP + 2) << 16); DEALLOCATE(palData); return true; } void ScenePalette::refresh() { // Set indexes for standard colours to closest colour in the palette _colours.background = indexOf(255, 255, 255); // White background _colours.foreground = indexOf(0, 0, 0); // Black foreground _redColour = indexOf(180, 0, 0); // Red-ish _greenColour = indexOf(0, 180, 0); // Green-ish _blueColour = indexOf(0, 0, 180); // Blue-ish _aquaColour = indexOf(0, 180, 180); // Aqua _purpleColour = indexOf(180, 0, 180); // Purple _limeColour = indexOf(180, 180, 0); // Lime // Refresh the palette g_system->getPaletteManager()->setPalette((const byte *)&_palette[0], 0, 256); } /** * Loads a section of the palette into the game palette */ void ScenePalette::setPalette(int index, int count) { g_system->getPaletteManager()->setPalette((const byte *)&_palette[index], index, count); } /** * Returns the palette index with the closest matching colour to that specified * @param r R component * @param g G component * @param b B component * @param threshold Closeness threshold. * @remarks A threshold may be provided to specify how close the matching colour must be */ uint8 ScenePalette::indexOf(uint r, uint g, uint b, int threshold) { int palIndex = -1; for (int i = 0; i < 256; ++i) { int ir = _palette[i] & 0xff; int ig = (_palette[i] >> 8) & 0xff; int ib = (_palette[i] >> 16) & 0xff; int rDiff = abs(ir - (int)r); int gDiff = abs(ig - (int)g); int bDiff = abs(ib - (int)b); int idxThreshold = rDiff * rDiff + gDiff * gDiff + bDiff * bDiff; if (idxThreshold <= threshold) { threshold = idxThreshold; palIndex = i; } } return palIndex; } /** * Loads the specified range of the palette with the current system palette * @param start Start index * @param count Number of palette entries */ void ScenePalette::getPalette(int start, int count) { g_system->getPaletteManager()->grabPalette((byte *)&_palette[start], start, count); } void ScenePalette::signalListeners() { for (List::iterator i = _listeners.begin(); i != _listeners.end(); ++i) { (*i)->signal(); } } void ScenePalette::clearListeners() { List::iterator i = _listeners.begin(); while (i != _listeners.end()) { PaletteModifier *obj = *i; ++i; obj->remove(); } } void ScenePalette::fade(const byte *adjustData, bool fullAdjust, int percent) { uint32 tempPalette[256]; // Ensure the percent adjustment is within 0 - 100% percent = CLIP(percent, 0, 100); for (int palIndex = 0; palIndex < 256; ++palIndex) { const byte *srcP = (const byte *)&_palette[palIndex]; byte *destP = (byte *)&tempPalette[palIndex]; for (int rgbIndex = 0; rgbIndex < 3; ++rgbIndex, ++srcP, ++destP) { *destP = *srcP - ((*srcP - adjustData[rgbIndex]) * (100 - percent)) / 100; } if (fullAdjust) adjustData += 3; } // Set the altered pale4tte g_system->getPaletteManager()->setPalette((const byte *)&tempPalette[0], 0, 256); g_system->updateScreen(); } PaletteRotation *ScenePalette::addRotation(int start, int end, int rotationMode, int duration, Action *action) { PaletteRotation *obj = new PaletteRotation(); if ((rotationMode == 2) || (rotationMode == 3)) duration <<= 1; obj->set(this, start, end, rotationMode, duration, action); _listeners.push_back(obj); return obj; } void ScenePalette::changeBackground(const Rect &bounds, FadeMode fadeMode) { ScenePalette tempPalette; if (_globals->_sceneManager._hasPalette) { if ((fadeMode == FADEMODE_GRADUAL) || (fadeMode == FADEMODE_IMMEDIATE)) { // Fade out any active palette tempPalette.getPalette(); uint32 adjustData = 0; for (int percent = 100; percent >= 0; percent -= 5) { if (fadeMode == FADEMODE_IMMEDIATE) percent = 0; tempPalette.fade((byte *)&adjustData, false, percent); g_system->delayMillis(10); } } else { _globals->_scenePalette.refresh(); _globals->_sceneManager._hasPalette = false; } } _globals->_screenSurface.copyFrom(_globals->_sceneManager._scene->_backSurface, bounds, Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), NULL); tempPalette._listeners.clear2(); } void ScenePalette::synchronise(Serialiser &s) { for (int i = 0; i < 256; ++i) s.syncAsUint32LE(_palette[i]); s.syncAsSint32LE(_colours.foreground); s.syncAsSint32LE(_colours.background); s.syncAsSint32LE(_field412); s.syncAsByte(_redColour); s.syncAsByte(_greenColour); s.syncAsByte(_blueColour); s.syncAsByte(_aquaColour); s.syncAsByte(_purpleColour); s.syncAsByte(_limeColour); } /*--------------------------------------------------------------------------*/ void SceneItem::synchronise(Serialiser &s) { EventHandler::synchronise(s); _bounds.synchronise(s); s.syncString(_msg); s.syncAsSint32LE(_fieldE); s.syncAsSint32LE(_field10); s.syncAsSint16LE(_position.x); s.syncAsSint32LE(_position.y); s.syncAsSint16LE(_yDiff); s.syncAsSint32LE(_sceneRegionId); } void SceneItem::remove() { _globals->_sceneItems.remove(this); } void SceneItem::doAction(int action) { const char *msg = NULL; switch ((int)action) { case CURSOR_LOOK: msg = LOOK_SCENE_HOTSPOT; break; case CURSOR_USE: msg = USE_SCENE_HOTSPOT; break; case CURSOR_TALK: msg = TALK_SCENE_HOTSPOT; break; case 0x1000: msg = SPECIAL_SCENE_HOTSPOT; break; default: msg = DEFAULT_SCENE_HOTSPOT; break; } GUIErrorMessage(msg); } bool SceneItem::contains(const Common::Point &pt) { const Rect &sceneBounds = _globals->_sceneManager._scene->_sceneBounds; if (_sceneRegionId == 0) return _bounds.contains(pt.x + sceneBounds.left, pt.y + sceneBounds.top); else return _globals->_sceneRegions.indexOf(Common::Point(pt.x + sceneBounds.left, pt.y + sceneBounds.top)) == _sceneRegionId; } void SceneItem::display(int resNum, int lineNum, ...) { Common::String msg = !resNum ? Common::String() : _vm->_dataManager->getMessage(resNum, lineNum); if (_globals->_sceneObjects->contains(&_globals->_sceneText)) { _globals->_sceneText.remove(); _globals->_sceneObjects->draw(); } GfxFontBackup font; Common::Point pos(160, 100); Rect textRect; int maxWidth = 120; bool keepOnscreen = false; bool centreText = true; if (resNum) { va_list va; va_start(va, lineNum); int mode; do { // Get next instruction mode = va_arg(va, int); switch (mode) { case SET_WIDTH: // Set width maxWidth = va_arg(va, int); _globals->_sceneText._width = maxWidth; break; case SET_X: // Set the X Position pos.x = va_arg(va, int); break; case SET_Y: // Set the Y Position pos.y = va_arg(va, int); break; case SET_FONT: // Set the font number _globals->_sceneText._fontNumber = va_arg(va, int); _globals->gfxManager()._font.setFontNumber(_globals->_sceneText._fontNumber); break; case SET_BG_COLOUR: { // Set the background colour int bgColour = va_arg(va, int); _globals->gfxManager()._font._colours.background = bgColour; if (!bgColour) _globals->gfxManager().setFillFlag(false); break; } case SET_FG_COLOUR: // Set the foreground colour _globals->_sceneText._colour1 = va_arg(va, int); _globals->gfxManager()._font._colours.foreground = _globals->_sceneText._colour1; break; case SET_KEEP_ONSCREEN: // Suppresses immediate display keepOnscreen = va_arg(va, int) != 0; break; case SET_EXT_BGCOLOUR: { // Set secondary bg colour int v = va_arg(va, int); _globals->_sceneText._colour2 = v; _globals->gfxManager()._font._colours2.background = v; break; } case SET_EXT_FGCOLOUR: { // Set secondary fg colour int v = va_arg(va, int); _globals->_sceneText._colour3 = v; _globals->gfxManager()._font._colours.foreground = v; break; } case SET_POS_MODE: // Set whether a custom x/y is used centreText = va_arg(va, int) != 0; break; case SET_TEXT_MODE: // Set the text mode _globals->_sceneText._textMode = (TextAlign)va_arg(va, int); break; default: break; } } while (mode != LIST_END); va_end(va); } if (resNum) { // Get required bounding size _globals->gfxManager().getStringBounds(msg.c_str(), textRect, maxWidth); textRect.centre(pos.x, pos.y); textRect.contain(_globals->gfxManager()._bounds); if (centreText) { _globals->_sceneText._colour1 = _globals->_sceneText._colour2; _globals->_sceneText._colour2 = 0; _globals->_sceneText._colour3 = 0; } _globals->_sceneText.setup(msg); if (centreText) { _globals->_sceneText.setPosition(Common::Point( _globals->_sceneManager._scene->_sceneBounds.left + textRect.left, _globals->_sceneManager._scene->_sceneBounds.top + textRect.top), 0); } else { _globals->_sceneText.setPosition(pos, 0); } _globals->_sceneText.setPriority2(255); _globals->_sceneObjects->draw(); } // Unless the flag is set to keep the message on-screen, show it until a mouse or keypress, then remove it if (!keepOnscreen && !msg.empty()) { Event event; // Keep event on-screen until a mouse or keypress while (!_vm->getEventManager()->shouldQuit() && !_globals->_events.getEvent(event, EVENT_BUTTON_DOWN | EVENT_KEYPRESS)) { g_system->updateScreen(); g_system->delayMillis(10); } _globals->_sceneText.remove(); } } /*--------------------------------------------------------------------------*/ void SceneHotspot::doAction(int action) { switch ((int)action) { case CURSOR_LOOK: display(1, 0, SET_Y, 20, SET_WIDTH, 200, SET_EXT_BGCOLOUR, 7, LIST_END); break; case CURSOR_USE: display(1, 5, SET_Y, 20, SET_WIDTH, 200, SET_EXT_BGCOLOUR, 7, LIST_END); break; case CURSOR_TALK: display(1, 15, SET_Y, 20, SET_WIDTH, 200, SET_EXT_BGCOLOUR, 7, LIST_END); break; case CURSOR_WALK: break; default: display(2, action, SET_Y, 20, SET_WIDTH, 200, SET_EXT_BGCOLOUR, 7, LIST_END); break; } } /*--------------------------------------------------------------------------*/ void SceneObjectWrapper::setSceneObject(SceneObject *so) { _sceneObject = so; so->_strip = 1; so->_flags |= OBJFLAG_PANES; } void SceneObjectWrapper::synchronise(Serialiser &s) { EventHandler::synchronise(s); SYNC_POINTER(_sceneObject); } void SceneObjectWrapper::remove() { delete this; } void SceneObjectWrapper::dispatch() { _visageImages.setVisage(_sceneObject->_visage); int frameCount = _visageImages.getFrameCount(); int angle = _sceneObject->_angle; int strip = _sceneObject->_strip; if (frameCount == 4) { if ((angle > 314) || (angle < 45)) strip = 4; if ((angle > 44) && (angle < 135)) strip = 1; if ((angle >= 135) && (angle < 225)) strip = 3; if ((angle >= 225) && (angle < 315)) strip = 2; } else if (frameCount == 8) { if ((angle > 330) || (angle < 30)) strip = 4; if ((angle >= 30) && (angle < 70)) strip = 7; if ((angle >= 70) && (angle < 110)) strip = 1; if ((angle >= 110) && (angle < 150)) strip = 5; if ((angle >= 150) && (angle < 210)) strip = 3; if ((angle >= 210) && (angle < 250)) strip = 6; if ((angle >= 250) && (angle < 290)) strip = 2; if ((angle >= 290) && (angle < 331)) strip = 8; } if (strip > frameCount) strip = frameCount; _sceneObject->setStrip(strip); } /*--------------------------------------------------------------------------*/ SceneObject::SceneObject(): SceneHotspot() { _endAction = NULL; _mover = NULL; _objectWrapper = NULL; _flags = 0; _walkStartFrame = 0; _animateMode = ANIM_MODE_NONE; _updateStartFrame = 0; _moveDiff.x = 5; _moveDiff.y = 3; _numFrames = 10; _numFrames = 10; _field7A = 10; _regionBitList = 0; _sceneRegionId = 0; _percent = 100; _flags |= OBJFLAG_PANES; _frameChange = 0; } SceneObject::SceneObject(const SceneObject &so) { *this = so; if (_objectWrapper) // Create a fresh object wrapper for this object _objectWrapper = new SceneObjectWrapper(); } SceneObject::~SceneObject() { delete _mover; delete _objectWrapper; } int SceneObject::getNewFrame() { int frameNum = _frame + _frameChange; if (_frameChange > 0) { if (frameNum > getFrameCount()) { frameNum = 1; if (_animateMode == ANIM_MODE_1) ++frameNum; } } else if (frameNum < 1) { frameNum = getFrameCount(); } return frameNum; } int SceneObject::getFrameCount() { _visageImages.setVisage(_visage, _strip); return _visageImages.getFrameCount(); } void SceneObject::animEnded() { _animateMode = ANIM_MODE_NONE; if (_endAction) _endAction->signal(); } int SceneObject::changeFrame() { int frameNum = _frame; uint32 mouseCtr = _globals->_events.getFrameNumber(); if ((_updateStartFrame <= mouseCtr) || (_animateMode == ANIM_MODE_1)) { if (_numFrames > 0) { int v = 60 / _numFrames; _updateStartFrame = mouseCtr + v; frameNum = getNewFrame(); } } return frameNum; } void SceneObject::setPosition(const Common::Point &p, int yDiff) { _position = p; _yDiff = yDiff; _flags |= OBJFLAG_PANES; } void SceneObject::setZoom(int percent) { assert(_percent >= 0); if (percent != _percent) { _percent = percent; _flags |= OBJFLAG_PANES; } } void SceneObject::updateZoom() { changeZoom(_percent); } void SceneObject::changeZoom(int percent) { if (percent == -1) _flags &= ~OBJFLAG_ZOOMED; else { _flags |= OBJFLAG_ZOOMED; setZoom(percent); } } void SceneObject::setStrip(int stripNum) { if (stripNum != _strip) { _strip = stripNum; _flags |= OBJFLAG_PANES; } } void SceneObject::setStrip2(int stripNum) { if (stripNum == -1) _flags &= ~OBJFLAG_8; else { _flags |= OBJFLAG_8; setStrip(stripNum); } } void SceneObject::setFrame(int frameNum) { if (frameNum != _frame) { _frame = frameNum; _flags |= OBJFLAG_PANES; } } void SceneObject::setFrame2(int frameNum) { if (frameNum != -1) { _flags |= OBJFLAG_NO_UPDATES; setFrame(frameNum); } else { _flags &= ~OBJFLAG_NO_UPDATES; } } void SceneObject::setPriority(int priority) { if (priority != _priority) { _priority = priority; _flags |= OBJFLAG_PANES; } } void SceneObject::setPriority2(int priority) { if (priority == -1) { _flags &= ~OBJFLAG_FIXED_PRIORITY; } else { _flags |= OBJFLAG_FIXED_PRIORITY; setPriority(priority); } } void SceneObject::setVisage(int visage) { if (visage != _visage) { _visage = visage; _flags |= OBJFLAG_PANES; } } void SceneObject::setObjectWrapper(SceneObjectWrapper *objWrapper) { if (_objectWrapper) _objectWrapper->remove(); _objectWrapper = objWrapper; if (objWrapper) objWrapper->setSceneObject(this); } void SceneObject::addMover(ObjectMover *mover, ...) { if (_mover) _mover->remove(); _mover = mover; if (mover) { // Set up the assigned mover _walkStartFrame = _globals->_events.getFrameNumber(); if (_field7A != 0) _walkStartFrame = 60 / _field7A; // Signal the mover that movement is beginning va_list va; va_start(va, mover); mover->startMove(this, va); va_end(va); } } void SceneObject::getHorizBounds() { Rect tempRect; GfxSurface frame = getFrame(); tempRect.resize(frame, _position.x, _position.y - _yDiff, _percent); _xs = tempRect.left; _xe = tempRect.right; } int SceneObject::checkRegion(const Common::Point &pt) { Rect tempRect; int regionIndex = 0; // Temporarily change the position Common::Point savedPos = _position; _position = pt; int regIndex = _globals->_sceneRegions.indexOf(pt); if (_regionBitList & (1 << regIndex)) regionIndex = regIndex; // Restore position _position = savedPos; // Get the object's frame bounds GfxSurface frame = getFrame(); tempRect.resize(frame, _position.x, _position.y - _yDiff, _percent); int yPos, newY; if ((_position.y - _yDiff) <= (pt.y - _yDiff)) { yPos = _position.y - _yDiff; newY = pt.y; } else { yPos = pt.y - _yDiff; newY = _position.y; } newY -= _yDiff; List::iterator i; for (i = _globals->_sceneObjects->begin(); (regionIndex == 0) && (i != _globals->_sceneObjects->end()); ++i) { if ((*i) && ((*i)->_flags & OBJFLAG_1000)) { int objYDiff = (*i)->_position.y - _yDiff; if ((objYDiff >= yPos) && (objYDiff <= newY) && ((*i)->_xs < tempRect.right) && ((*i)->_xe > tempRect.left)) { // Found index regionIndex = -1; //****DEBUG*** = *i; break; } } } return regionIndex; } void SceneObject::animate(AnimateMode animMode, ...) { _animateMode = animMode; _updateStartFrame = _globals->_events.getFrameNumber(); if (_numFrames) _updateStartFrame += 60 / _numFrames; va_list va; va_start(va, animMode); switch (_animateMode) { case ANIM_MODE_NONE: _endAction = NULL; break; case ANIM_MODE_1: _frameChange = 1; _field2E = _position; _endAction = 0; break; case ANIM_MODE_2: _frameChange = 1; _endAction = NULL; break; case ANIM_MODE_3: _frameChange = -1; _endAction = NULL; break; case ANIM_MODE_4: _endFrame = va_arg(va, int); _frameChange = va_arg(va, int); _endAction = va_arg(va, Action *); if (_endFrame == _frame) setFrame(getNewFrame()); break; case ANIM_MODE_5: _frameChange = 1; _endFrame = getFrameCount(); _endAction = va_arg(va, Action *); if (_endFrame == _frame) setFrame(getNewFrame()); break; case ANIM_MODE_6: _frameChange = -1; _endAction = va_arg(va, Action *); _endFrame = 1; if (_frame == _endFrame) setFrame(getNewFrame()); break; case ANIM_MODE_7: _endFrame = va_arg(va, int); _endAction = va_arg(va, Action *); _frameChange = 1; break; case ANIM_MODE_8: _field68 = va_arg(va, int); _endAction = va_arg(va, Action *); _frameChange = 1; _endFrame = getFrameCount(); if (_frame == _endFrame) setFrame(getNewFrame()); break; } } SceneObject *SceneObject::clone() const { SceneObject *obj = new SceneObject(*this); return obj; } void SceneObject::checkAngle(const SceneObject *obj) { _angle = GfxManager::getAngle(_position, obj->_position); if (_objectWrapper) _objectWrapper->dispatch(); } void SceneObject::flag100() { _flags |= OBJFLAG_100; if (_flags & OBJFLAG_200) _flags |= OBJFLAG_PANES; } void SceneObject::unflag100() { if (_flags & OBJFLAG_100) { _flags &= ~OBJFLAG_100; _flags |= OBJFLAG_PANES; } } int SceneObject::getSpliceArea(const SceneObject *obj) { int xd = ABS(_position.x - obj->_position.x); int yd = ABS(_position.y - obj->_position.y); return (xd * xd + yd) / 2; } void SceneObject::synchronise(Serialiser &s) { SceneHotspot::synchronise(s); s.syncAsUint32LE(_updateStartFrame); s.syncAsUint32LE(_walkStartFrame); s.syncAsSint16LE(_field2E.x); s.syncAsSint16LE(_field2E.y); s.syncAsSint16LE(_percent); s.syncAsSint16LE(_priority); s.syncAsSint16LE(_angle); s.syncAsUint32LE(_flags); s.syncAsSint16LE(_xs); s.syncAsSint16LE(_xe); _paneRects[0].synchronise(s); _paneRects[1].synchronise(s); s.syncAsSint32LE(_visage); SYNC_POINTER(_objectWrapper); s.syncAsSint32LE(_strip); SYNC_ENUM(_animateMode, AnimateMode); s.syncAsSint32LE(_frame); s.syncAsSint32LE(_endFrame); s.syncAsSint32LE(_field68); s.syncAsSint32LE(_frameChange); s.syncAsSint32LE(_numFrames); s.syncAsSint32LE(_field6E); SYNC_POINTER(_mover); s.syncAsSint16LE(_moveDiff.x); s.syncAsSint16LE(_moveDiff.y); s.syncAsSint32LE(_field7A); SYNC_POINTER(_endAction); s.syncAsUint32LE(_regionBitList); } void SceneObject::postInit(SceneObjectList *OwnerList) { if (!OwnerList) OwnerList = _globals->_sceneObjects; if (!OwnerList->contains(this)) { _percent = 100; _priority = 255; _flags = 4; _visage = 0; _strip = 1; _frame = 1; _objectWrapper = NULL; _animateMode = ANIM_MODE_NONE; _endAction = 0; _mover = NULL; _yDiff = 0; _moveDiff.x = 5; _moveDiff.y = 3; _field7A = 10; _field6E = 64; _numFrames = 10; _regionBitList = 0; OwnerList->push_back(this); _flags |= OBJFLAG_PANES; } } void SceneObject::remove() { SceneItem::remove(); if (_globals->_sceneObjects->contains(this)) // For objects in the object list, flag the object for removal in the next drawing, so that // the drawing code has a chance to restore the area previously covered by the object _flags |= OBJFLAG_PANES | OBJFLAG_REMOVE | OBJFLAG_100; else // Not in the list, so immediately remove the object removeObject(); } void SceneObject::dispatch() { uint32 currTime = _globals->_events.getFrameNumber(); if (_action) _action->dispatch(); if (_mover && (_walkStartFrame <= currTime)) { if (_field7A) { int frameInc = 60 / _field7A; _walkStartFrame = currTime + frameInc; } _mover->dispatch(); } if (!(_flags & OBJFLAG_NO_UPDATES)) { switch (_animateMode) { case ANIM_MODE_1: if (isNoMover()) setFrame(1); else if ((_field2E.x != _position.x) || (_field2E.y != _position.y)) { setFrame(changeFrame()); _field2E = _position; } break; case ANIM_MODE_2: case ANIM_MODE_3: setFrame(changeFrame()); break; case ANIM_MODE_4: case ANIM_MODE_5: case ANIM_MODE_6: if (_frame == _endFrame) animEnded(); else setFrame(changeFrame()); break; case ANIM_MODE_7: if (changeFrame() != _frame) { // Pick a new random frame int frameNum = 0; do { int count = getFrameCount(); frameNum = _globals->_randomSource.getRandomNumber(count - 1); } while (frameNum == _frame); setFrame(frameNum); if (_endFrame) { if (--_endFrame == 0) animEnded(); } } break; case ANIM_MODE_8: if (_frame == _endFrame) { if (_frameChange != -1) { _frameChange = -1; _endFrame = 1; setFrame(changeFrame()); } else if (!_field68 || (--_field68 > 0)) { _frameChange = 1; _endFrame = getFrameCount(); setFrame(changeFrame()); } else { animEnded(); } } else { setFrame(changeFrame()); } break; default: break; } } // Handle updating the zoom and/or priority if (!(_flags & OBJFLAG_ZOOMED)) { int yp = MIN((int)_position.y, 255); setZoom(_globals->_sceneManager._scene->_zoomPercents[yp]); } if (!(_flags & OBJFLAG_FIXED_PRIORITY)) { setPriority(_position.y); } } void SceneObject::calcAngle(const Common::Point &pt) { int newAngle = GfxManager::getAngle(_position, pt); if (newAngle != -1) _angle = newAngle; } void SceneObject::removeObject() { if (_globals->_sceneItems.contains(this)) _globals->_sceneItems.remove(this); if (_globals->_sceneObjects->contains(this)) _globals->_sceneObjects->remove(this); if (_visage) { _vm->_memoryManager.deallocate(_visage); _visage = 0; } if (_objectWrapper) { _objectWrapper->remove(); _objectWrapper = NULL; } if (_mover) { _mover->remove(); _mover = NULL; } if (_flags & 0x800) destroy(); } GfxSurface SceneObject::getFrame() { _visageImages.setVisage(_visage, _strip); return _visageImages.getFrame(_frame); } void SceneObject::reposition() { GfxSurface frame = getFrame(); _bounds.resize(frame, _position.x, _position.y - _yDiff, _percent); _xs = _bounds.left; _xe = _bounds.right; } /** * Draws an object into the scene */ void SceneObject::draw() { Rect destRect = _bounds; destRect.translate(-_globals->_sceneManager._scene->_sceneBounds.left, -_globals->_sceneManager._scene->_sceneBounds.top); Region *priorityRegion = _globals->_sceneManager._scene->_priorities.find(_priority); GfxSurface frame = getFrame(); _globals->gfxManager().copyFrom(frame, destRect, priorityRegion); } /** * Refreshes the background around the area of a scene object prior to it's being redrawn, * in case it is moving */ void SceneObject::updateScreen() { Rect srcRect = _paneRects[CURRENT_PANENUM]; const Rect &sceneBounds = _globals->_sceneManager._scene->_sceneBounds; srcRect.left = (srcRect.left / 4) * 4; srcRect.right = ((srcRect.right + 3) / 4) * 4; srcRect.clip(_globals->_sceneManager._scene->_sceneBounds); if (srcRect.isValidRect()) { Rect destRect = srcRect; destRect.translate(-sceneBounds.left, -sceneBounds.top); srcRect.translate(-_globals->_sceneOffset.x, -_globals->_sceneOffset.y); _globals->_screenSurface.copyFrom(_globals->_sceneManager._scene->_backSurface, srcRect, destRect); } } /*--------------------------------------------------------------------------*/ void SceneObjectList::draw() { Common::Array objList; int paneNum = 0; int xAmount = 0, yAmount = 0; if (_objList.size() == 0) { // Alternate draw mode if (_globals->_paneRefreshFlag[paneNum] == 1) { // Load the background _globals->_sceneManager._scene->refreshBackground(0, 0); Rect tempRect = _globals->_sceneManager._scene->_sceneBounds; tempRect.translate(-_globals->_sceneOffset.x, -_globals->_sceneOffset.y); ScenePalette::changeBackground(tempRect, _globals->_sceneManager._fadeMode); } else { _globals->_paneRegions[CURRENT_PANENUM].draw(); } _globals->_paneRegions[CURRENT_PANENUM].setRect(0, 0, 0, 0); _globals->_sceneManager.fadeInIfNecessary(); } else { // If there is a scroll follower, check whether it has moved off-screen if (_globals->_scrollFollower) { const Rect &scrollerRect = _globals->_sceneManager._scrollerRect; Common::Point objPos( _globals->_scrollFollower->_position.x - _globals->_sceneManager._scene->_sceneBounds.left, _globals->_scrollFollower->_position.y - _globals->_sceneManager._scene->_sceneBounds.top); int loadCount = 0; if (objPos.x >= scrollerRect.right) { xAmount = 8; loadCount = 20; } if (objPos.x < scrollerRect.left) { xAmount = -8; loadCount = 20; } if (objPos.y >= scrollerRect.bottom) { yAmount = 2; loadCount = 25; } if (objPos.y < scrollerRect.top) { yAmount = -2; loadCount = 25; } if (loadCount > 0) _globals->_sceneManager.setBgOffset(Common::Point(xAmount, yAmount), loadCount); } if (_globals->_sceneManager._sceneLoadCount > 0) { --_globals->_sceneManager._sceneLoadCount; _globals->_sceneManager._scene->loadBackground(_globals->_sceneManager._sceneBgOffset.x, _globals->_sceneManager._sceneBgOffset.y); } // Set up the flag mask uint32 flagMask = (paneNum == 0) ? OBJFLAG_PANE_0 : OBJFLAG_PANE_1; // Initial loop to set up object list and update object position, priority, and flags for (List::iterator i = _globals->_sceneObjects->begin(); i != _globals->_sceneObjects->end(); ++i) { SceneObject *obj = *i; objList.push_back(obj); if (!(obj->_flags & OBJFLAG_100)) obj->_flags &= ~OBJFLAG_200; // Reposition the bounds of the object to match the desired position obj->reposition(); // Handle updating object priority if (!(obj->_flags & OBJFLAG_FIXED_PRIORITY)) { obj->_priority = MIN((int)obj->_position.y - 1, (int)_globals->_sceneManager._scene->_backgroundBounds.bottom); } if ((_globals->_paneRefreshFlag[paneNum] != 0) || !_globals->_paneRegions[paneNum].empty()) { obj->_flags |= flagMask; } } // Check for any intersections, and then sort the object list by priority checkIntersection(objList, objList.size(), CURRENT_PANENUM); sortList(objList); if (_globals->_paneRefreshFlag[paneNum] == 1) { // Load the background _globals->_sceneManager._scene->refreshBackground(0, 0); } _globals->_sceneManager._scene->_sceneBounds.left &= ~3; _globals->_sceneManager._scene->_sceneBounds.right &= ~3; _globals->_sceneOffset.x &= ~3; if (_globals->_paneRefreshFlag[paneNum] != 0) { // Change the background Rect tempRect = _globals->_sceneManager._scene->_sceneBounds; tempRect.translate(-_globals->_sceneOffset.x, -_globals->_sceneOffset.y); ScenePalette::changeBackground(tempRect, _globals->_sceneManager._fadeMode); } else { for (uint objIndex = 0; objIndex < objList.size(); ++objIndex) { SceneObject *obj = objList[objIndex]; if ((obj->_flags & flagMask) && obj->_paneRects[paneNum].isValidRect()) obj->updateScreen(); } _globals->_paneRegions[paneNum].draw(); } _globals->_paneRegions[paneNum].setRect(0, 0, 0, 0); redraw: // Main draw loop for (uint objIndex = 0; objIndex < objList.size(); ++objIndex) { SceneObject *obj = objList[objIndex]; if ((obj->_flags & flagMask) && !(obj->_flags & OBJFLAG_100)) { obj->_paneRects[paneNum] = obj->_bounds; obj->draw(); } } // Update the palette _globals->_sceneManager.fadeInIfNecessary(); _globals->_sceneManager._loadMode = 0; _globals->_paneRefreshFlag[paneNum] = 0; // Loop through the object list, removing any objects and refreshing the screen as necessary for (uint objIndex = 0; objIndex < objList.size(); ++objIndex) { SceneObject *obj = objList[objIndex]; if (obj->_flags & OBJFLAG_100) obj->_flags |= OBJFLAG_200; obj->_flags &= ~flagMask; if (obj->_flags & OBJFLAG_REMOVE) { obj->_flags |= OBJFLAG_PANES; checkIntersection(objList, objIndex, CURRENT_PANENUM); obj->updateScreen(); obj->removeObject(); // FIXME: Currently, removing objects causes screen flickers when the removed object intersects // another drawn object, since the background is briefly redrawn over the object. For now, I'm // using a forced jump back to redraw objects. In the long term, I should figure out how the // original game does this properly objList.remove_at(objIndex); goto redraw; } } } } void SceneObjectList::checkIntersection(Common::Array &ObjList, uint ObjIndex, int PaneNum) { uint32 flagMask = (PaneNum == 0) ? OBJFLAG_PANE_0 : OBJFLAG_PANE_1; SceneObject *obj = (ObjIndex == ObjList.size()) ? NULL : ObjList[ObjIndex]; Rect rect1; for (uint idx = 0; idx < ObjList.size(); ++idx) { SceneObject *currObj = ObjList[idx]; if (ObjIndex == ObjList.size()) { if (currObj->_flags & flagMask) checkIntersection(ObjList, idx, PaneNum); } else if (idx != ObjIndex) { Rect &paneRect = obj->_paneRects[PaneNum]; Rect objBounds = currObj->_bounds; if (paneRect.isValidRect()) objBounds.extend(paneRect); Rect objBounds2 = currObj->_bounds; if (paneRect.isValidRect()) objBounds2.extend(paneRect); objBounds.left &= ~3; objBounds.right += 3; objBounds.right &= ~3; objBounds2.left &= ~3; objBounds2.right += 3; objBounds2.right &= ~3; if (objBounds.intersects(objBounds2) && !(currObj->_flags & flagMask)) { currObj->_flags |= flagMask; checkIntersection(ObjList, idx, PaneNum); } } } } struct SceneObjectLess { bool operator()(const SceneObject *x, const SceneObject *y) const { if (y->_priority > x->_priority) return true; else if ((y->_priority == x->_priority) && (y->_position.y > x->_position.y)) return true; else if ((y->_priority == x->_priority) && (y->_position.y == x->_position.y) && (y->_yDiff > x->_yDiff)) return true; return false; } }; void SceneObjectList::sortList(Common::Array &ObjList) { Common::sort(ObjList.begin(), ObjList.end(), SceneObjectLess()); } void SceneObjectList::activate() { SceneObjectList *objectList = _globals->_sceneObjects; _globals->_sceneObjects = this; _globals->_sceneObjects_queue.push_front(this); // Flag all the objects as modified List::iterator i; for (i = begin(); i != end(); ++i) { (*i)->_flags |= OBJFLAG_PANES; } // Replicate all existing objects on the old object list for (i = objectList->begin(); i != objectList->end(); ++i) { SceneObject *sceneObj = (*i)->clone(); sceneObj->_flags |= OBJFLAG_100 | OBJFLAG_REMOVE | OBJFLAG_800; push_front(sceneObj); } } void SceneObjectList::deactivate() { if (_globals->_sceneObjects_queue.size() <= 1) return; SceneObjectList *objectList = *_globals->_sceneObjects_queue.begin(); _globals->_sceneObjects_queue.pop_front(); _globals->_sceneObjects = *_globals->_sceneObjects_queue.begin(); List::iterator i; for (i = objectList->begin(); i != objectList->end(); ++i) { if (!((*i)->_flags & OBJFLAG_800)) { SceneObject *sceneObj = (*i)->clone(); sceneObj->_flags |= OBJFLAG_100 | OBJFLAG_REMOVE | OBJFLAG_800; _globals->_sceneObjects->push_front(sceneObj); } } } void SceneObjectList::synchronise(Serialiser &s) { _objList.synchronise(s); } /*--------------------------------------------------------------------------*/ SceneText::SceneText(): SceneObject() { _fontNumber = 2; _width = 160; _textMode = ALIGN_LEFT; _colour2 = 0; _colour3 = 0; } SceneText::~SceneText() { } void SceneText::setup(const Common::String &msg) { GfxManager gfxMan(_textSurface); gfxMan.activate(); Rect textRect; gfxMan._font.setFontNumber(_fontNumber); gfxMan._font._colours.foreground = _colour1; gfxMan._font._colours2.background = _colour2; gfxMan._font._colours2.foreground = _colour3; gfxMan.getStringBounds(msg.c_str(), textRect, _width); _bounds = textRect; // Set up a new blank surface to hold the text _textSurface.create(textRect.width(), textRect.height()); _textSurface._transColour = 0xff; _textSurface.fillRect(textRect, _textSurface._transColour); // Write the text to the surface gfxMan._font.writeLines(msg.c_str(), textRect, _textMode); // Do post-init, which adds this SceneText object to the scene postInit(); gfxMan.deactivate(); } void SceneText::synchronise(Serialiser &s) { SceneObject::synchronise(s); s.syncAsSint16LE(_fontNumber); s.syncAsSint16LE(_width); s.syncAsSint16LE(_colour1); s.syncAsSint16LE(_colour2); s.syncAsSint16LE(_colour3); SYNC_ENUM(_textMode, TextAlign); } /*--------------------------------------------------------------------------*/ Visage::Visage() { _resNum = 0; _rlbNum = 0; _data = NULL; } Visage::Visage(const Visage &v) { _resNum = v._resNum; _rlbNum = v._rlbNum; _data = v._data; if (_data) _vm->_memoryManager.incLocks(_data); } Visage &Visage::operator=(const Visage &s) { _resNum = s._resNum; _rlbNum = s._rlbNum; _data = s._data; if (_data) _vm->_memoryManager.incLocks(_data); return *this; } void Visage::setVisage(int resNum, int rlbNum) { if ((_resNum != resNum) || (_rlbNum != rlbNum)) { _resNum = resNum; _rlbNum = rlbNum; DEALLOCATE(_data); _data = _vm->_dataManager->getResource(RES_VISAGE, resNum, rlbNum); assert(_data); } } Visage::~Visage() { DEALLOCATE(_data); } GfxSurface Visage::getFrame(int frameNum) { int numFrames = READ_LE_UINT16(_data); if (frameNum > numFrames) frameNum = numFrames; if (frameNum > 0) --frameNum; int offset = READ_UINT32(_data + 2 + frameNum * 4); byte *frameData = _data + offset; return surfaceFromRes(frameData); } int Visage::getFrameCount() const { return READ_LE_UINT16(_data); } /*--------------------------------------------------------------------------*/ void Player::postInit(SceneObjectList *OwnerList) { SceneObject::postInit(); _canWalk = true; _uiEnabled = true; _percent = 100; _field8C = 10; _moveDiff.x = 4; _moveDiff.y = 2; } void Player::disableControl() { _canWalk = false; _uiEnabled = false; _globals->_events.setCursor(CURSOR_NONE); } void Player::enableControl() { _canWalk = true; _uiEnabled = true; _globals->_events.setCursor(CURSOR_WALK); switch (_globals->_events.getCursor()) { case CURSOR_WALK: case CURSOR_LOOK: case CURSOR_USE: case CURSOR_TALK: _globals->_events.setCursor(_globals->_events.getCursor()); break; default: _globals->_events.setCursor(CURSOR_WALK); break; } } void Player::process(Event &event) { if (!event.handled && (event.eventType == EVENT_BUTTON_DOWN) && (_globals->_events.getCursor() == CURSOR_WALK) && _globals->_player._canWalk && (_position != event.mousePos) && _globals->_sceneObjects->contains(this)) { PlayerMover *newMover = new PlayerMover(); Common::Point destPos(event.mousePos.x + _globals->_sceneManager._scene->_sceneBounds.left, event.mousePos.y + _globals->_sceneManager._scene->_sceneBounds.top); addMover(newMover, &destPos, NULL); event.handled = true; } } void Player::synchronise(Serialiser &s) { SceneObject::synchronise(s); s.syncAsByte(_canWalk); s.syncAsByte(_uiEnabled); s.syncAsSint16LE(_field8C); } /*--------------------------------------------------------------------------*/ Region::Region(int resNum, int rlbNum, ResourceType ctlType) { _regionId = rlbNum; byte *regionData = _vm->_dataManager->getResource(ctlType, resNum, rlbNum); assert(regionData); // Set the region bounds _bounds.top = READ_LE_UINT16(regionData + 6); _bounds.left = READ_LE_UINT16(regionData + 8); _bounds.bottom = READ_LE_UINT16(regionData + 10); _bounds.right = READ_LE_UINT16(regionData + 12); // Special handling for small size regions _regionSize = READ_LE_UINT16(regionData); if (_regionSize == 14) // No line slices return; // Set up the line slices for (int y = 0; y < (_regionSize == 22 ? 1 : _bounds.height()); ++y) { int slicesCount = READ_LE_UINT16(regionData + 16 + y * 4); int slicesOffset = READ_LE_UINT16(regionData + 14 + y * 4); assert(slicesCount < 100); LineSliceSet sliceSet; sliceSet.load(slicesCount, regionData + 14 + slicesOffset); _ySlices.push_back(sliceSet); } DEALLOCATE(regionData); } /** * Returns true if the given region contains the specified point * @param pt Specified position */ bool Region::contains(const Common::Point &pt) { // First check if the point falls inside the overall bounding rectangle if (!_bounds.contains(pt) || _ySlices.empty()) return false; // Get the correct Y line to use const LineSliceSet &line = getLineSlices(pt.y); // Loop through the horizontal slice list to see if the point falls in one for (uint idx = 0; idx < line.items.size(); ++idx) { if ((pt.x >= line.items[idx].xs) && (pt.x < line.items[idx].xe)) return true; } return false; } /** * Returns true if the given region is empty */ bool Region::empty() const { return !_bounds.isValidRect() && (_regionSize == 14); } void Region::clear() { _bounds.set(0, 0, 0, 0); _regionId = 0; _regionSize = 0; } void Region::setRect(const Rect &r) { setRect(r.left, r.top, r.right, r.bottom); } void Region::setRect(int xs, int ys, int xe, int ye) { bool validRect = (ys < ye) && (xs < xe); _ySlices.clear(); if (!validRect) { _regionSize = 14; _bounds.set(0, 0, 0, 0); } else { _regionSize = 22; _bounds.set(xs, ys, xe, ye); LineSliceSet sliceSet; sliceSet.load2(1, xs, xe); _ySlices.push_back(sliceSet); } } const LineSliceSet &Region::getLineSlices(int yp) { return _ySlices[(_regionSize == 22) ? 0 : yp - _bounds.top]; } LineSliceSet Region::sectPoints(int yp, const LineSliceSet &sliceSet) { if ((yp < _bounds.top) || (yp >= _bounds.bottom)) return LineSliceSet(); const LineSliceSet &ySet = getLineSlices(yp); return mergeSlices(sliceSet, ySet); } LineSliceSet Region::mergeSlices(const LineSliceSet &set1, const LineSliceSet &set2) { LineSliceSet result; uint set1Index = 0, set2Index = 0; while ((set1Index < set1.items.size()) && (set2Index < set2.items.size())) { if (set1.items[set1Index].xe <= set2.items[set2Index].xs) { ++set1Index; } else if (set2.items[set2Index].xe <= set1.items[set1Index].xs) { ++set2Index; } else { bool set1Flag = set1.items[set1Index].xs >= set2.items[set2Index].xs; const LineSlice &slice = set1Flag ? set1.items[set1Index] : set2.items[set2Index]; result.add(slice.xs, MIN(set1.items[set1Index].xe, set2.items[set2Index].xe)); if (set1Flag) ++set1Index; else ++set2Index; } } return result; } /** * Copies the background covered by the given region to the screen surface */ void Region::draw() { Rect &sceneBounds = _globals->_sceneManager._scene->_sceneBounds; for (int yp = sceneBounds.top; yp < sceneBounds.bottom; ++yp) { // Generate a line slice set LineSliceSet tempSet; tempSet.add(sceneBounds.left, sceneBounds.right); LineSliceSet newSet = sectPoints(yp, tempSet); // Loop through the calculated slices for (uint idx = 0; idx < newSet.items.size(); ++idx) { Rect rect1(newSet.items[idx].xs, yp, newSet.items[idx].xe, yp + 1); rect1.left &= ~3; rect1.right = (rect1.right + 3) & ~3; Rect rect2 = rect1; rect1.translate(-_globals->_sceneOffset.x, -_globals->_sceneOffset.y); rect2.translate(-sceneBounds.left, -sceneBounds.top); _globals->gfxManager().getSurface().copyFrom(_globals->_sceneManager._scene->_backSurface, rect1, rect2); } } } void Region::uniteLine(int yp, LineSliceSet &sliceSet) { // TODO: More properly implement like the original // First expand the bounds as necessary to fit in the row if (_ySlices.empty()) { _bounds = Rect(sliceSet.items[0].xs, yp, sliceSet.items[sliceSet.items.size() - 1].xe, yp + 1); _ySlices.push_back(LineSliceSet()); } while (yp < _bounds.top) { _ySlices.insert_at(0, LineSliceSet()); --_bounds.top; } while (yp >= _bounds.bottom) { _ySlices.push_back(LineSliceSet()); ++_bounds.bottom; } // Merge the existing line set into the line LineSliceSet &destSet = _ySlices[yp - _bounds.top]; for (uint srcIndex = 0; srcIndex < sliceSet.items.size(); ++srcIndex) { LineSlice &srcSlice = sliceSet.items[srcIndex]; // Check if overlaps existing slices uint destIndex = 0; while (destIndex < destSet.items.size()) { LineSlice &destSlice = destSet.items[destIndex]; if (((srcSlice.xs >= destSlice.xs) && (srcSlice.xs <= destSlice.xe)) || ((srcSlice.xe >= destSlice.xs) && (srcSlice.xe <= destSlice.xe)) || ((srcSlice.xs < destSlice.xs) && (srcSlice.xe > destSlice.xe))) { // Intersecting, so merge them destSlice.xs = MIN(srcSlice.xs, destSlice.xs); destSlice.xe = MAX(srcSlice.xe, destSlice.xe); break; } ++destIndex; } if (destIndex == destSet.items.size()) { // No intersecting region found, so add it to the list destSet.items.push_back(srcSlice); } } // Check whether to expand the left/bounds bounds if (destSet.items[0].xs < _bounds.left) _bounds.left = destSet.items[0].xs; if (destSet.items[destSet.items.size() - 1].xe > _bounds.right) _bounds.right = destSet.items[destSet.items.size() - 1].xe; } void Region::uniteRect(const Rect &rect) { for (int yp = rect.top; yp < rect.bottom; ++yp) { LineSliceSet sliceSet; sliceSet.add(rect.left, rect.right); uniteLine(yp, sliceSet); } } /*--------------------------------------------------------------------------*/ void SceneRegions::load(int sceneNum) { clear(); byte *regionData = _vm->_dataManager->getResource(RES_CONTROL, sceneNum, 9999, true); if (regionData) { int regionCount = READ_LE_UINT16(regionData); for (int regionCtr = 0; regionCtr < regionCount; ++regionCtr) { int rlbNum = READ_LE_UINT16(regionData + regionCtr * 6 + 2); push_back(Region(sceneNum, rlbNum)); } DEALLOCATE(regionData); } } int SceneRegions::indexOf(const Common::Point &pt) { for (SceneRegions::iterator i = begin(); i != end(); ++i) { if ((*i).contains(pt)) return (*i)._regionId; } return 0; } /*--------------------------------------------------------------------------*/ SoundHandler::SoundHandler() { _action = NULL; _field280 = -1; if (_globals) _globals->_sceneListeners.push_back(this); } SoundHandler::~SoundHandler() { if (_globals) _globals->_sceneListeners.remove(this); } void SoundHandler::dispatch() { EventHandler::dispatch(); int v = _sound.proc12(); if (v != -1) { _field280 = v; _sound.proc2(-1); if (_action) _action->signal(); } if (_field280 != -1) { // FIXME: Hardcoded to only flag a sound ended if an action has been set if (_action) { // if (!_sound.proc3()) { _field280 = -1; if (_action) { _action->signal(); _action = NULL; } } } } void SoundHandler::startSound(int soundNum, Action *action, int volume) { _action = action; _field280 = 0; setVolume(volume); _sound.startSound(soundNum); warning("TODO: SoundHandler::startSound"); } /*--------------------------------------------------------------------------*/ void SceneItemList::addItems(SceneItem *first, ...) { va_list va; va_start(va, first); SceneItem *p = first; while (p) { push_back(p); p = va_arg(va, SceneItem *); } } /*--------------------------------------------------------------------------*/ RegionSupportRec WalkRegion::_processList[PROCESS_LIST_SIZE]; void RegionSupportRec::process() { if (_xDiff < _yDiff) { _halfDiff += _xDiff; if (_halfDiff > _yDiff) { _halfDiff -= _yDiff; _xp += _xDirection; } } else { do { _xp += _xDirection; _halfDiff += _yDiff; } while (_halfDiff <= _xDiff); _halfDiff -= _xDiff; } --_yDiff2; } /*--------------------------------------------------------------------------*/ void WalkRegion::loadRegion(byte *dataP, int size) { // First clear the region clear(); // Decode the data for the region int dataCount, regionHeight; loadProcessList(dataP, size, dataCount, regionHeight); int processIndex = 0, idx2 = 0, count; for (int yp = _processList[0]._yp; yp < regionHeight; ++yp) { process3(yp, dataCount, processIndex, idx2); process4(yp, processIndex, idx2, count); loadRecords(yp, count, processIndex); } } void WalkRegion::loadProcessList(byte *dataP, int dataSize, int &dataIndex, int ®ionHeight) { dataIndex = 0; int x1 = READ_LE_UINT16(dataP + (dataSize - 1) * 4); int y1 = READ_LE_UINT16(dataP + (dataSize - 1) * 4 + 2); regionHeight = y1; for (int idx = 0; idx < dataSize; ++idx) { int xp = READ_LE_UINT16(dataP + idx * 4); int yp = READ_LE_UINT16(dataP + idx * 4 + 2); if (yp != y1) { /* * Commented out: doesn't seem to be used int v; if (idx == (dataSize - 1)) v = READ_LE_UINT16(dataP + 2); else v = process1(idx, dataP, dataSize); warning("TODO: v not used? - %d", v); */ process2(dataIndex, x1, y1, xp, yp); ++dataIndex; } // Keep regionHeight as the maximum of any y if (yp > regionHeight) regionHeight = yp; x1 = xp; y1 = yp; } } int WalkRegion::process1(int idx, byte *dataP, int dataSize) { int idx2 = idx + 1; if (idx2 == dataSize) idx2 = 0; while (READ_LE_UINT16(dataP + idx2 * 4 + 2) == READ_LE_UINT16(dataP + idx * 4 + 2)) { if (idx2 == (dataSize - 1)) idx2 = 0; else ++idx2; } return READ_LE_UINT16(dataP + idx2 * 4 + 2); } void WalkRegion::process2(int dataIndex, int x1, int y1, int x2, int y2) { int xDiff = ABS(x2 - x1); int yDiff = ABS(y2 - y1); int halfDiff = MAX(xDiff, yDiff) / 2; int yMax = MIN(y1, y2); while (dataIndex && (_processList[dataIndex - 1]._yp > yMax)) { _processList[dataIndex] = _processList[dataIndex - 1]; --dataIndex; } _processList[dataIndex]._yp = yMax; _processList[dataIndex]._xp = (y1 >= y2) ? x2 : x1; _processList[dataIndex]._xDiff = xDiff; _processList[dataIndex]._yDiff = yDiff; _processList[dataIndex]._halfDiff = halfDiff; int xTemp = (y1 >= y2) ? x1 - x2 : x2 - x1; _processList[dataIndex]._xDirection = (xTemp == 0) ? 0 : ((xTemp < 0) ? -1 : 1); _processList[dataIndex]._yDiff2 = yDiff; } void WalkRegion::process3(int yp, int dataCount, int &idx1, int &idx2) { while ((idx2 < (dataCount - 1)) && (_processList[idx2 + 1]._yp <= yp)) ++idx2; while (!_processList[idx1]._yDiff2) ++idx1; } void WalkRegion::process4(int yp, int idx1, int idx2, int &count) { count = 0; for (int idx = idx1; idx <= idx2; ++idx) { if (_processList[idx]._yDiff2 > 0) ++count; process5(idx, idx1); } } void WalkRegion::process5(int idx1, int idx2) { while ((idx1 > idx2) && (_processList[idx1 - 1]._xp > _processList[idx1]._xp)) { SWAP(_processList[idx1], _processList[idx1 - 1]); --idx1; } } void WalkRegion::loadRecords(int yp, int size, int processIndex) { LineSliceSet sliceSet; int sliceCount = size / 2; for (int idx = 0; idx < sliceCount; ++idx, ++processIndex) { while (!_processList[processIndex]._yDiff2) ++processIndex; int sliceXs = _processList[processIndex]._xp; _processList[processIndex].process(); do { ++processIndex; } while (!_processList[processIndex]._yDiff2); int sliceXe = _processList[processIndex]._xp; _processList[processIndex].process(); sliceSet.items.push_back(LineSlice(sliceXs, sliceXe)); } uniteLine(yp, sliceSet); } /*--------------------------------------------------------------------------*/ void WRField18::load(byte *data) { _pt1.x = READ_LE_UINT16(data); _pt1.y = READ_LE_UINT16(data + 2); _pt2.x = READ_LE_UINT16(data + 4); _pt2.y = READ_LE_UINT16(data + 6); _v = READ_LE_UINT16(data + 8); } /*--------------------------------------------------------------------------*/ void WalkRegions::clear() { _regionList.clear(); _field18.clear(); _idxList.clear(); _idxList2.clear(); } void WalkRegions::load(int sceneNum) { clear(); _resNum = sceneNum; byte *regionData = _vm->_dataManager->getResource(RES_WALKRGNS, sceneNum, 1, true); if (!regionData) // No data, so return return; byte *dataP; int dataSize; // Load the field 18 list dataP = _vm->_dataManager->getResource(RES_WALKRGNS, sceneNum, 2); dataSize = _vm->_memoryManager.getSize(dataP); assert(dataSize % 10 == 0); byte *p = dataP; for (int idx = 0; idx < (dataSize / 10); ++idx, p += 10) { WRField18 rec; rec.load(p); _field18.push_back(rec); } DEALLOCATE(dataP); // Load the idx list dataP = _vm->_dataManager->getResource(RES_WALKRGNS, sceneNum, 3); dataSize = _vm->_memoryManager.getSize(dataP); assert(dataSize % 2 == 0); p = dataP; for (int idx = 0; idx < (dataSize / 2); ++idx, p += 2) _idxList.push_back(READ_LE_UINT16(p)); DEALLOCATE(dataP); // Load the secondary idx list dataP = _vm->_dataManager->getResource(RES_WALKRGNS, sceneNum, 4); dataSize = _vm->_memoryManager.getSize(dataP); assert(dataSize % 2 == 0); p = dataP; for (int idx = 0; idx < (dataSize / 2); ++idx, p += 2) _idxList2.push_back(READ_LE_UINT16(p)); DEALLOCATE(dataP); // Handle the loading of the actual regions themselves dataP = _vm->_dataManager->getResource(RES_WALKRGNS, sceneNum, 5); byte *pWalkRegion = regionData + 16; byte *srcP = dataP; for (; (int16)READ_LE_UINT16(pWalkRegion) != -20000; pWalkRegion += 16) { WalkRegion wr; // Set the Walk region specific fields wr._pt.x = (int16)READ_LE_UINT16(pWalkRegion); wr._pt.y = (int16)READ_LE_UINT16(pWalkRegion + 2); wr._idxListIndex = READ_LE_UINT32(pWalkRegion + 4); wr._idxList2Index = READ_LE_UINT32(pWalkRegion + 8); // Region in the region data int size = READ_LE_UINT16(srcP); srcP += 2; wr.loadRegion(srcP, size); srcP += size * 4; _regionList.push_back(wr); } DEALLOCATE(dataP); DEALLOCATE(regionData); } /** * Returns the index of the walk region that contains the given point * @param pt Point to locate * @param indexList List of region indexes that should be ignored */ int WalkRegions::indexOf(const Common::Point &pt, List *indexList) { for (uint idx = 0; idx < _regionList.size(); ++idx) { if ((!indexList || !indexList->contains(idx + 1)) && _regionList[idx].contains(pt)) return idx + 1; } return -1; } /*--------------------------------------------------------------------------*/ void ScenePriorities::load(int resNum) { _resNum = resNum; clear(); byte *regionData = _vm->_dataManager->getResource(RES_PRIORITY, resNum, 9999, true); if (regionData) { int regionCount = READ_LE_UINT16(regionData); for (int regionCtr = 0; regionCtr < regionCount; ++regionCtr) { int rlbNum = READ_LE_UINT16(regionData + regionCtr * 6 + 2); push_back(Region(resNum, rlbNum, RES_PRIORITY)); } DEALLOCATE(regionData); } } Region *ScenePriorities::find(int priority) { // If no priority regions are loaded, then return the placeholder region if (empty()) return &_defaultPriorityRegion; if (priority > 255) priority = 255; // Loop through the regions to find the closest for the givne priority level int minRegionId = 9998; Region *region = NULL; for (ScenePriorities::iterator i = begin(); i != end(); ++i) { Region *r = &(*i); int regionId = r->_regionId; if ((regionId > priority) && (regionId < minRegionId)) { minRegionId = regionId; region = r; } } assert(region); return region; } /*--------------------------------------------------------------------------*/ void FloatSet::add(double v1, double v2, double v3) { _float1 += v1; _float2 += v2; _float3 += v3; } void FloatSet::proc1(double v) { double diff = (cos(v) * _float1) - (sin(v) * _float2); _float2 = (sin(v) * _float1) + (cos(v) * _float2); _float1 = diff; } double FloatSet::sqrt(FloatSet &floatSet) { double f1Diff = _float1 - floatSet._float1; double f2Diff = _float2 - floatSet._float2; double f3Diff = _float3 - floatSet._float3; return ::sqrt(f1Diff * f1Diff + f2Diff * f2Diff + f3Diff * f3Diff); } /*--------------------------------------------------------------------------*/ GameHandler::GameHandler(): EventHandler() { _nextWaitCtr = 1; _waitCtr.setCtr(1); _field14 = 10; } GameHandler::~GameHandler() { if (_globals) _globals->_game.removeHandler(this); } void GameHandler::execute() { if (_waitCtr.decCtr() == 0) { _waitCtr.setCtr(_nextWaitCtr); dispatch(); } } void GameHandler::synchronise(Serialiser &s) { _lockCtr.synchronise(s); _waitCtr.synchronise(s); s.syncAsSint16LE(_nextWaitCtr); s.syncAsSint16LE(_field14); } /*--------------------------------------------------------------------------*/ SceneHandler::SceneHandler() { _saveGameSlot = -1; _loadGameSlot = -1; } void SceneHandler::registerHandler() { postInit(); _globals->_game.addHandler(this); } void SceneHandler::postInit(SceneObjectList *OwnerList) { _delayTicks = 2; _globals->_scenePalette.loadPalette(0); _globals->_scenePalette.refresh(); // TODO: Bunch of other scene related setup goes here _globals->_soundManager.postInit(); // Set some default flags and cursor _globals->setFlag(12); _globals->setFlag(34); _globals->_events.setCursor(CURSOR_WALK); // Set the screen to scroll in response to the player moving off-screen _globals->_scrollFollower = &_globals->_player; // Set the object's that will be in the player's inventory by default _globals->_inventory._stunner._sceneNumber = 1; _globals->_inventory._scanner._sceneNumber = 1; _globals->_inventory._ring._sceneNumber = 1; // Currently hardcoded for first game room. Should be scene 1000 for title screen _globals->_sceneManager.setNewScene(30); } void SceneHandler::process(Event &event) { // Main keypress handler if ((event.eventType == EVENT_KEYPRESS) && !event.handled) { switch (event.kbd.keycode) { case Common::KEYCODE_F1: // F1 - Help _globals->_events.setCursor(CURSOR_ARROW); MessageDialog::show(HELP_MSG, OK_BTN_STRING); break; case Common::KEYCODE_F2: { // F2 - Sound Options ConfigDialog *dlg = new ConfigDialog(); dlg->runModal(); delete dlg; _globals->_events.setCursorFromFlag(); break; } case Common::KEYCODE_F3: // F3 - Quit _globals->_game.quitGame(); event.handled = false; break; case Common::KEYCODE_F4: // F4 - Restart _globals->_game.restartGame(); _globals->_events.setCursorFromFlag(); break; case Common::KEYCODE_F7: // F7 - Restore _globals->_game.restoreGame(); _globals->_events.setCursorFromFlag(); break; case Common::KEYCODE_F10: // F10 - Pause GfxDialog::setPalette(); MessageDialog::show(GAME_PAUSED_MSG, OK_BTN_STRING); _globals->_events.setCursorFromFlag(); break; default: break; } _globals->_events.setCursorFromFlag(); } // Check for displaying right-click dialog if ((event.eventType == EVENT_BUTTON_DOWN) && (event.btnState == BTNSHIFT_RIGHT) && _globals->_player._uiEnabled) { RightClickDialog *dlg = new RightClickDialog(); dlg->execute(); delete dlg; event.handled = true; return; } // If there is an active scene, pass the event to it if (_globals->_sceneManager._scene) _globals->_sceneManager._scene->process(event); if (!event.handled) { // Separate check for F5 - Save key if ((event.eventType == EVENT_KEYPRESS) && (event.kbd.keycode == Common::KEYCODE_F5)) { // F5 - Save _globals->_game.saveGame(); event.handled = true; _globals->_events.setCursorFromFlag(); } // Check for debugger if ((event.eventType == EVENT_KEYPRESS) && (event.kbd.keycode == Common::KEYCODE_d) && (event.kbd.flags & Common::KBD_CTRL)) { // Attach to the debugger _vm->_debugger->attach(); _vm->_debugger->onFrame(); } // Mouse press handling if (_globals->_player._uiEnabled && (event.eventType == EVENT_BUTTON_DOWN) && !_globals->_sceneItems.empty()) { // Scan the item list to find one the mouse is within List::iterator i = _globals->_sceneItems.begin(); while ((i != _globals->_sceneItems.end()) && !(*i)->contains(event.mousePos)) ++i; if (i != _globals->_sceneItems.end()) { // Pass the action to the item (*i)->doAction(_globals->_events.getCursor()); event.handled = _globals->_events.getCursor() != CURSOR_WALK; if (_globals->_player._uiEnabled && _globals->_player._canWalk && (_globals->_events.getCursor() != CURSOR_LOOK)) { _globals->_events.setCursor(CURSOR_WALK); } else if (_globals->_player._canWalk && (_globals->_events.getCursor() != CURSOR_LOOK)) { _globals->_events.setCursor(CURSOR_WALK); } else if (_globals->_player._uiEnabled && (_globals->_events.getCursor() != CURSOR_LOOK)) { _globals->_events.setCursor(CURSOR_USE); } } // Handle player processing _globals->_player.process(event); } } } void SceneHandler::dispatch() { // Handle game saving and loading if (_saveGameSlot != -1) { int saveSlot = _saveGameSlot; _saveGameSlot = -1; if (_saver->save(saveSlot, _saveName) != Common::kNoError) GUIErrorMessage(SAVE_ERROR_MSG); } if (_loadGameSlot != -1) { int loadSlot = _loadGameSlot; _loadGameSlot = -1; _saver->restore(loadSlot); _globals->_events.setCursorFromFlag(); } _globals->_soundManager.dispatch(); _globals->_scenePalette.signalListeners(); // Dispatch to any objects registered in the scene _globals->_sceneObjects->recurse(SceneHandler::handleListener); // If a scene is active, then dispatch to it if (_globals->_sceneManager._scene) _globals->_sceneManager._scene->dispatch(); //TODO: Figure out purpose of the given list //_globals->_regions.forEach(SceneHandler::handleListener); Event event; while (_globals->_events.getEvent(event)) process(event); _globals->_sceneManager.checkScene(); _globals->_sceneObjects->draw(); _vm->_debugger->onFrame(); // Delay between frames _globals->_events.delay(_delayTicks); } void SceneHandler::handleListener(EventHandler *obj) { obj->dispatch(); } void SceneHandler::saveListener(Serialiser &ser) { warning("TODO: SceneHandler::saveListener"); } /*--------------------------------------------------------------------------*/ void Game::execute() { // Main game loop bool activeFlag = false; do { // Process all currently atcive game handlers activeFlag = false; for (List::iterator i = _handlers.begin(); i != _handlers.end(); ++i) { GameHandler *gh = *i; if (gh->_lockCtr.getCtr() == 0) { gh->execute(); activeFlag = true; } } } while (activeFlag && !_vm->getEventManager()->shouldQuit()); } void Game::restartGame() { if (MessageDialog::show(RESTART_MSG, CANCEL_BTN_STRING, RESTART_BTN_STRING) == 1) _globals->_game.restart(); } void Game::saveGame() { if (_globals->getFlag(50)) MessageDialog::show(SAVING_NOT_ALLOWED_MSG, OK_BTN_STRING); else { // Show the save dialog handleSaveLoad(true, _globals->_sceneHandler._saveGameSlot, _globals->_sceneHandler._saveName); } } void Game::restoreGame() { if (_globals->getFlag(50)) MessageDialog::show(RESTORING_NOT_ALLOWED_MSG, OK_BTN_STRING); else { // Show the load dialog handleSaveLoad(false, _globals->_sceneHandler._loadGameSlot, _globals->_sceneHandler._saveName); } } void Game::quitGame() { if (MessageDialog::show(QUIT_CONFIRM_MSG, CANCEL_BTN_STRING, QUIT_BTN_STRING) == 1) _vm->quitGame(); } void Game::handleSaveLoad(bool saveFlag, int &saveSlot, Common::String &saveName) { const EnginePlugin *plugin = 0; EngineMan.findGame(_vm->getGameId(), &plugin); GUI::SaveLoadChooser *dialog; if (saveFlag) dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save")); else dialog = new GUI::SaveLoadChooser(_("Load game:"), _("Load")); dialog->setSaveMode(saveFlag); saveSlot = dialog->runModalWithPluginAndTarget(plugin, ConfMan.getActiveDomainName()); saveName = dialog->getResultString(); delete dialog; } void Game::restart() { _globals->_scenePalette.clearListeners(); _globals->_soundHandler.proc3(); // Reset the flags _globals->reset(); _globals->setFlag(34); // Clear save/load slots _globals->_sceneHandler._saveGameSlot = -1; _globals->_sceneHandler._loadGameSlot = -1; _globals->_stripNum = 0; _globals->_events.setCursor(CURSOR_WALK); // Reset item properties _globals->_inventory._stunner._sceneNumber = 1; _globals->_inventory._scanner._sceneNumber = 1; _globals->_inventory._stasisBox._sceneNumber = 5200; _globals->_inventory._infoDisk._sceneNumber = 40; _globals->_inventory._stasisNegator._sceneNumber = 0; _globals->_inventory._keyDevice._sceneNumber = 0; _globals->_inventory._medkit._sceneNumber = 2280; _globals->_inventory._ladder._sceneNumber = 4100; _globals->_inventory._rope._sceneNumber = 4150; _globals->_inventory._key._sceneNumber = 7700; _globals->_inventory._translator._sceneNumber = 2150; _globals->_inventory._paper._sceneNumber = 7700; _globals->_inventory._waldos._sceneNumber = 0; _globals->_inventory._ring._sceneNumber = 1; _globals->_inventory._stasisBox2._sceneNumber = 8100; _globals->_inventory._cloak._sceneNumber = 9850; _globals->_inventory._tunic._sceneNumber = 9450; _globals->_inventory._candle._sceneNumber = 9500; _globals->_inventory._straw._sceneNumber = 9400; _globals->_inventory._scimitar._sceneNumber = 9850; _globals->_inventory._sword._sceneNumber = 9850; _globals->_inventory._helmet._sceneNumber = 9500; _globals->_inventory._items._sceneNumber = 4300; _globals->_inventory._concentrator._sceneNumber = 4300; _globals->_inventory._nullifier._sceneNumber = 4300; _globals->_inventory._peg._sceneNumber = 4045; _globals->_inventory._vial._sceneNumber = 5100; _globals->_inventory._jacket._sceneNumber = 9850; _globals->_inventory._tunic2._sceneNumber = 9850; _globals->_inventory._bone._sceneNumber = 5300; _globals->_inventory._jar._sceneNumber = 7700; _globals->_inventory._emptyJar._sceneNumber = 7700; // Change to the first game scene _globals->_sceneManager.changeScene(30); } void Game::endGame(int resNum, int lineNum) { _globals->_events.setCursor(CURSOR_WALK); Common::String msg = _vm->_dataManager->getMessage(resNum, lineNum); bool savesExist = _saver->savegamesExist(); if (!savesExist) { // No savegames exist, so prompt the user to restart or quit if (MessageDialog::show(msg, QUIT_BTN_STRING, RESTART_BTN_STRING) == 0) _vm->quitGame(); else restart(); } else { // Savegames exist, so prompt for Restore/Restart bool breakFlag; do { if (MessageDialog::show(msg, RESTART_BTN_STRING, RESTORE_BTN_STRING) == 0) { breakFlag = true; } else { handleSaveLoad(false, _globals->_sceneHandler._loadGameSlot, _globals->_sceneHandler._saveName); breakFlag = _globals->_sceneHandler._loadGameSlot > 0; } } while (!breakFlag); } _globals->_events.setCursorFromFlag(); } } // End of namespace tSage