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|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "illusions/duckman/illusions_duckman.h"
#include "illusions/duckman/duckman_dialog.h"
#include "illusions/duckman/duckman_specialcode.h"
#include "illusions/duckman/gamestate_duckman.h"
#include "illusions/duckman/menusystem_duckman.h"
#include "illusions/duckman/scriptopcodes_duckman.h"
#include "illusions/duckman/duckman_videoplayer.h"
#include "illusions/actor.h"
#include "illusions/camera.h"
#include "illusions/cursor.h"
#include "illusions/dictionary.h"
#include "illusions/gamresourcereader.h"
#include "illusions/graphics.h"
#include "illusions/input.h"
#include "illusions/resources/actorresource.h"
#include "illusions/resources/backgroundresource.h"
#include "illusions/resources/fontresource.h"
#include "illusions/resources/genericresource.h"
#include "illusions/resources/midiresource.h"
#include "illusions/resources/scriptresource.h"
#include "illusions/resources/soundresource.h"
#include "illusions/resources/talkresource.h"
#include "illusions/resourcesystem.h"
#include "illusions/screen.h"
#include "illusions/screentext.h"
#include "illusions/scriptstack.h"
#include "illusions/sound.h"
#include "illusions/specialcode.h"
#include "illusions/textdrawer.h"
#include "illusions/thread.h"
#include "illusions/time.h"
#include "illusions/updatefunctions.h"
#include "illusions/threads/abortablethread.h"
#include "illusions/threads/causethread_duckman.h"
#include "illusions/threads/scriptthread.h"
#include "illusions/threads/talkthread_duckman.h"
#include "illusions/threads/timerthread.h"
#include "audio/audiostream.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/fs.h"
#include "common/timer.h"
#include "engines/util.h"
#include "graphics/cursorman.h"
#include "graphics/font.h"
#include "graphics/fontman.h"
#include "graphics/palette.h"
#include "graphics/surface.h"
namespace Illusions {
// IllusionsEngine_Duckman
IllusionsEngine_Duckman::IllusionsEngine_Duckman(OSystem *syst, const IllusionsGameDescription *gd)
: IllusionsEngine(syst, gd) {
}
Common::Error IllusionsEngine_Duckman::run() {
// Init search paths
const Common::FSNode gameDataDir(ConfMan.get("path"));
SearchMan.addSubDirectoryMatching(gameDataDir, "music");
SearchMan.addSubDirectoryMatching(gameDataDir, "sfx", 0, 2);
SearchMan.addSubDirectoryMatching(gameDataDir, "video");
SearchMan.addSubDirectoryMatching(gameDataDir, "voice");
_dict = new Dictionary();
_resReader = new ResourceReaderGamArchive("duckman.gam");
_resSys = new ResourceSystem(this);
_resSys->addResourceLoader(0x00060000, new ActorResourceLoader(this));
_resSys->addResourceLoader(0x00080000, new SoundGroupResourceLoader(this));
_resSys->addResourceLoader(0x000A0000, new MidiGroupResourceLoader(this));
_resSys->addResourceLoader(0x000D0000, new ScriptResourceLoader(this));
_resSys->addResourceLoader(0x000F0000, new TalkResourceLoader(this));
_resSys->addResourceLoader(0x00100000, new ActorResourceLoader(this));
_resSys->addResourceLoader(0x00110000, new BackgroundResourceLoader(this));
_resSys->addResourceLoader(0x00120000, new FontResourceLoader(this));
_resSys->addResourceLoader(0x00190000, new GenericResourceLoader(this));
_screen = new Screen8Bit(this, 320, 200);
_screenPalette = new ScreenPalette(this);
_screenText = new ScreenText(this);
_input = new Input();
_actorInstances = new ActorInstanceList(this);
_backgroundInstances = new BackgroundInstanceList(this);
_camera = new Camera(this);
_controls = new Controls(this);
_talkItems = new TalkInstanceList(this);
_threads = new ThreadList(this);
_updateFunctions = new UpdateFunctions();
_soundMan = new SoundMan(this);
_menuSystem = new DuckmanMenuSystem(this);
_videoPlayer = new DuckmanVideoPlayer(this);
_gameState = new Duckman_GameState(this);
_fader = new Fader();
_dialogSys = new DuckmanDialogSystem(this);
_screen->setColorKey1(0);
initInput();
initUpdateFunctions();
_scriptOpcodes = new ScriptOpcodes_Duckman(this);
_stack = new ScriptStack();
// TODO Move to own class
_resGetCtr = 0;
_unpauseControlActorFlag = false;
_lastUpdateTime = 0;
_currWalkOverlappedControl = 0;
_pauseCtr = 0;
_doScriptThreadInit = false;
_field8 = 1;
_fieldA = 0;
ConfMan.registerDefault("talkspeed", 240);
_subtitleDuration = (uint16)ConfMan.getInt("talkspeed");
debug(0, "talkspeed: %d", _subtitleDuration);
_globalSceneId = 0x00010003;
_savedInventoryActorIndex = 0;
loadSpecialCode(0);
setDefaultTextCoords();
initCursor();
initActiveScenes();
_resSys->loadResource(0x120001, 0x00010001, 0);
_resSys->loadResource(0x120002, 0x00010001, 0);
_resSys->loadResource(0x120003, 0x00010001, 0);
_resSys->loadResource(0x000D0001, 0x00010001, 0);
#if 0
//DEBUG
_scriptResource->_properties.set(0x000E003A, true);
_scriptResource->_properties.set(0x000E0020, true);
_scriptResource->_properties.set(0x000E003A, true);
_scriptResource->_properties.set(0x000E003B, true);
_scriptResource->_properties.set(0x000E0009, true);
_scriptResource->_properties.set(0x000E003D, true);
_scriptResource->_properties.set(0x000E0024, true);
#endif
#if 0
// DEBUG Enterprise
_scriptResource->_blockCounters.set(238, 1);
#endif
#if 0
// DEBUG Map / special code 0016001A
_scriptResource->_properties.set(0x000E0017, true);
_scriptResource->_properties.set(0x000E0022, false);
#endif
if (ConfMan.hasKey("save_slot")) {
_doScriptThreadInit = true;
// Load global resources manually, usually done by the game script
enterScene(0x00010003, 0);
loadGameState(ConfMan.getInt("save_slot"));
} else {
startScriptThread(0x00020004, 0);
_doScriptThreadInit = true;
}
while (!shouldQuit()) {
if (_resumeFromSavegameRequested) {
activateSavegame(0);
resumeFromSavegame(0);
_resumeFromSavegameRequested = false;
}
runUpdateFunctions();
_system->updateScreen();
updateEvents();
}
unloadSpecialCode(0);
delete _stack;
delete _scriptOpcodes;
delete _dialogSys;
delete _fader;
delete _gameState;
delete _menuSystem;
delete _videoPlayer;
delete _soundMan;
delete _updateFunctions;
delete _threads;
delete _talkItems;
delete _controls;
delete _camera;
delete _backgroundInstances;
delete _actorInstances;
delete _input;
delete _screenText;
delete _screenPalette;
delete _screen;
delete _resSys;
delete _resReader;
delete _dict;
debug("Ok");
return Common::kNoError;
}
bool IllusionsEngine_Duckman::hasFeature(EngineFeature f) const {
return
(f == kSupportsRTL) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
void IllusionsEngine_Duckman::initInput() {
_input->setInputEvent(kEventLeftClick, 0x01)
.addMouseButton(MOUSE_LEFT_BUTTON)
.addKey(Common::KEYCODE_RETURN);
_input->setInputEvent(kEventRightClick, 0x02)
.addMouseButton(MOUSE_RIGHT_BUTTON)
.addKey(Common::KEYCODE_BACKSPACE);
// 0x04 is unused
_input->setInputEvent(kEventInventory, 0x08)
.addKey(Common::KEYCODE_TAB);
_input->setInputEvent(kEventAbort, 0x10)
.addKey(Common::KEYCODE_ESCAPE);
_input->setInputEvent(kEventSkip, 0x20)
.addMouseButton(MOUSE_LEFT_BUTTON)
.addKey(Common::KEYCODE_SPACE);
_input->setInputEvent(kEventUp, 0x40)
.addKey(Common::KEYCODE_UP);
_input->setInputEvent(kEventDown, 0x80)
.addMouseButton(MOUSE_RIGHT_BUTTON)
.addKey(Common::KEYCODE_DOWN);
_input->setInputEvent(kEventF1, 0x100)
.addKey(Common::KEYCODE_F1);
}
#define UPDATEFUNCTION(priority, sceneId, callback) \
_updateFunctions->add(priority, sceneId, new Common::Functor1Mem<uint, int, IllusionsEngine_Duckman> \
(this, &IllusionsEngine_Duckman::callback));
void IllusionsEngine_Duckman::initUpdateFunctions() {
UPDATEFUNCTION(25, 0, updateVideoPlayer);
UPDATEFUNCTION(30, 0, updateScript);
UPDATEFUNCTION(50, 0, updateActors);
UPDATEFUNCTION(60, 0, updateSequences);
UPDATEFUNCTION(70, 0, updateGraphics);
UPDATEFUNCTION(90, 0, updateSprites);
UPDATEFUNCTION(120, 0, updateSoundMan);
}
#undef UPDATEFUNCTION
int IllusionsEngine_Duckman::updateScript(uint flags) {
if (_screen->isDisplayOn() && !_screenPalette->isFaderActive() && _pauseCtr == 0) {
if (_input->pollEvent(kEventAbort)) {
startScriptThread(0x00020342, 0);
} else if (_input->isCheatModeActive() && _input->pollEvent(kEventF1)) {
startScriptThread(0x0002033F, 0);
}
}
_threads->updateThreads();
//TODO need to call startScriptThread2(0x10002, 0x20001, 0);
return kUFNext;
}
void IllusionsEngine_Duckman::startScreenShaker(uint pointsCount, uint32 duration, const ScreenShakerPoint *points, uint32 threadId) {
_screenShaker = new ScreenShaker();
_screenShaker->_pointsIndex = 0;
_screenShaker->_pointsCount = pointsCount;
_screenShaker->_finished = false;
_screenShaker->_duration = duration;
_screenShaker->_nextTime = duration + getCurrentTime();
_screenShaker->_points = points;
_screenShaker->_notifyThreadId = threadId;
_updateFunctions->add(71, getCurrentScene(), new Common::Functor1Mem<uint, int, IllusionsEngine_Duckman>
(this, &IllusionsEngine_Duckman::updateScreenShaker));
}
void IllusionsEngine_Duckman::stopScreenShaker() {
if (_screenShaker)
_screenShaker->_finished = true;
}
int IllusionsEngine_Duckman::updateScreenShaker(uint flags) {
if (_pauseCtr > 0 || getCurrentScene() == 0x10038) {
_screenShaker->_nextTime = getCurrentTime();
return 1;
}
if (flags & 1)
_screenShaker->_finished = true;
if (!_screenShaker->_finished) {
if (getCurrentTime() >= _screenShaker->_nextTime) {
++_screenShaker->_pointsIndex;
if (_screenShaker->_pointsIndex <= _screenShaker->_pointsCount) {
ScreenShakerPoint shakePt = _screenShaker->_points[_screenShaker->_pointsIndex - 1];
if (shakePt.x == (int16)0x8000) {
// Loop
_screenShaker->_pointsIndex = 1;
shakePt = _screenShaker->_points[_screenShaker->_pointsIndex - 1];
}
_screenShaker->_nextTime = getCurrentTime() + _screenShaker->_duration;
_screen->setScreenOffset(Common::Point(shakePt.x, shakePt.y));
} else
_screenShaker->_finished = true;
}
}
if (_screenShaker->_finished) {
notifyThreadId(_screenShaker->_notifyThreadId);
delete _screenShaker;
_screenShaker = 0;
_screen->setScreenOffset(Common::Point(0, 0));
return 2;
}
return 1;
}
void IllusionsEngine_Duckman::startFader(int duration, int minValue, int maxValue, int firstIndex, int lastIndex, uint32 threadId) {
_fader->_active = true;
_fader->_currValue = minValue;
_fader->_minValue = minValue;
_fader->_maxValue = maxValue;
_fader->_firstIndex = firstIndex;
_fader->_lastIndex = lastIndex;
_fader->_startTime = getCurrentTime();
_fader->_duration = duration;
_fader->_notifyThreadId = threadId;
}
void IllusionsEngine_Duckman::updateFader() {
if (_fader && !_fader->_paused && _fader->_active) {
int32 currTime = getCurrentTime();
int32 currDuration = currTime - _fader->_startTime;
if (currDuration) {
int newValue;
if (currDuration >= _fader->_duration) {
newValue = _fader->_maxValue;
} else {
newValue = (currDuration * (_fader->_maxValue - _fader->_minValue) / _fader->_duration) + _fader->_minValue;
}
if (_fader->_currValue != newValue) {
_fader->_currValue = newValue;
_screenPalette->setFader(newValue, _fader->_firstIndex, _fader->_lastIndex);
}
if (_fader->_currValue == _fader->_maxValue) {
_fader->_active = false;
notifyThreadId(_fader->_notifyThreadId);
}
}
}
}
void IllusionsEngine_Duckman::clearFader() {
_fader->_active = false;
_fader->_currValue = 255;
_fader->_minValue = 255;
_fader->_maxValue = 255;
_fader->_firstIndex = 1;
_fader->_lastIndex = 256;
_fader->_startTime = 0;
_fader->_duration = 0;
_fader->_notifyThreadId = 0;
}
void IllusionsEngine_Duckman::pauseFader() {
_fader->_paused = true;
_fader->_startTime = getCurrentTime() - _fader->_startTime;
}
void IllusionsEngine_Duckman::unpauseFader() {
_fader->_startTime = getCurrentTime() - _fader->_startTime;
_fader->_paused = false;
}
int IllusionsEngine_Duckman::updateVideoPlayer(uint flags) {
if (_videoPlayer->isPlaying())
_videoPlayer->update();
return kUFNext;
}
void IllusionsEngine_Duckman::playVideo(uint32 videoId, uint32 callingThreadId) {
_videoPlayer->start(videoId, callingThreadId);
}
bool IllusionsEngine_Duckman::isVideoPlaying() {
return _videoPlayer->isPlaying();
}
void IllusionsEngine_Duckman::setDefaultTextCoords() {
WidthHeight dimensions;
dimensions._width = 300;
dimensions._height = 32;
Common::Point pt(160, 176);
setDefaultTextDimensions(dimensions);
setDefaultTextPosition(pt);
}
void IllusionsEngine_Duckman::loadSpecialCode(uint32 resId) {
_specialCode = new DuckmanSpecialCode(this);
_specialCode->init();
}
void IllusionsEngine_Duckman::unloadSpecialCode(uint32 resId) {
delete _specialCode;
}
void IllusionsEngine_Duckman::notifyThreadId(uint32 &threadId) {
if (threadId) {
uint32 tempThreadId = threadId;
threadId = 0;
_threads->notifyId(tempThreadId);
}
}
bool IllusionsEngine_Duckman::testMainActorFastWalk(Control *control) {
return
control->_objectId == _scriptResource->getMainActorObjectId() &&
_input->pollEvent(kEventSkip);
}
bool IllusionsEngine_Duckman::testMainActorCollision(Control *control) {
bool result = false;
Control *overlappedControl;
if (_controls->getOverlappedWalkObject(control, control->_actor->_position, &overlappedControl)) {
if (_currWalkOverlappedControl != overlappedControl) {
_currWalkOverlappedControl = overlappedControl;
if (runTriggerCause(9, 0, overlappedControl->_objectId)) {
delete control->_actor->_pathNode;
control->_actor->_flags &= ~Illusions::ACTOR_FLAG_400;
control->_actor->_pathNode = 0;
control->_actor->_pathPoints = 0;
control->_actor->_pathPointsCount = 0;
_threads->terminateThreadChain(control->_actor->_walkCallerThreadId1);
if (control->_actor->_notifyId3C) {
notifyThreadId(control->_actor->_notifyId3C);
control->_actor->_walkCallerThreadId1 = 0;
}
result = true;
}
}
} else {
_currWalkOverlappedControl = 0;
}
return result;
}
Control *IllusionsEngine_Duckman::getObjectControl(uint32 objectId) {
return _dict->getObjectControl(objectId);
}
static const uint8 kPointConversionTable[] = {
0, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35,
35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35,
35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35,
35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35,
35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35,
35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35,
35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35,
35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 1, 2, 3,
4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 35,
35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35,
35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35,
35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35,
35, 35, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32,
33, 34
};
Common::Point IllusionsEngine_Duckman::getNamedPointPosition(uint32 namedPointId) {
Common::Point pt;
Common::Point currPan = _camera->getCurrentPan();
if (_backgroundInstances->findActiveBackgroundNamedPoint(namedPointId, pt)) {
return pt;
} else if (namedPointId - 0x00070001 > 209) {
if (_controls->findNamedPoint(namedPointId, pt)) {
return pt;
} else {
return currPan;
}
} else {
debug(1, "getNamedPointPosition(%02d)", kPointConversionTable[namedPointId - 0x00070001]);
switch(kPointConversionTable[namedPointId - 0x00070001]) {
case 0 : return Common::Point(160, 100);
case 1 : return currPan;
case 2 : return Common::Point(currPan.x - 160, currPan.y);
case 3 : return Common::Point(currPan.x + 160, currPan.y);
case 4 : return Common::Point(currPan.x, currPan.y - 100);
case 5 : return Common::Point(currPan.x, currPan.y + 100);
case 6 : return Common::Point(currPan.x - 160, currPan.y - 100);
case 7 : return Common::Point((uint16)(currPan.x + 160), currPan.y - 100);
case 8 : return Common::Point(currPan.x - 160, currPan.y + 100);
case 9 : return Common::Point(currPan.x + 160, currPan.y + 100);
/* TODO implement these
case 10 : return Common::Point(0, 0);
case 11 : return Common::Point(0, 0);
case 12 : return Common::Point(0, 0);
case 13 : return Common::Point(0, 0);
case 14 : return Common::Point(0, 0);
*/
case 15 : return Common::Point(0, 0);
/* TODO implement these
case 16 : return Common::Point(0, 0);
case 17 : return Common::Point(0, 0);
case 18 : return Common::Point(0, 0);
*/
case 19 : return Common::Point(0, 0);
case 20 : return Common::Point(320, 0);
case 21 : return Common::Point(640, 0);
case 22 : return Common::Point(960, 0);
case 23 : return Common::Point(0, 200);
case 24 : return Common::Point(320, 200);
case 25 : return Common::Point(640, 200);
case 26 : return Common::Point(960, 200);
case 27 : return Common::Point(0, 400);
case 28 : return Common::Point(320, 400);
case 29 : return Common::Point(640, 400);
case 30 : return Common::Point(960, 400);
case 31 : return Common::Point(0, 600);
case 32 : return Common::Point(320, 0);
case 33 : return Common::Point(640, 0);
case 34 : return Common::Point(960, 0);
default : break;
}
error("getNamedPointPosition(%02d) UNKNOWN", kPointConversionTable[namedPointId - 0x00070001]);
return Common::Point(0, 0);
}
}
uint32 IllusionsEngine_Duckman::getPriorityFromBase(int16 priority) {
return priority << 16;
}
uint32 IllusionsEngine_Duckman::getCurrentScene() {
return _activeScenes[_activeScenesCount];
}
uint32 IllusionsEngine_Duckman::getPrevScene() {
uint index = _activeScenesCount - 1;
if (_activeScenesCount == 1)
index = 5;
return _activeScenes[index];
}
bool IllusionsEngine_Duckman::isCursorObject(uint32 actorTypeId, uint32 objectId) {
return actorTypeId == 0x50001;
}
void IllusionsEngine_Duckman::setCursorControlRoutine(Control *control) {
control->_actor->setControlRoutine(new Common::Functor2Mem<Control*, uint32, void, IllusionsEngine_Duckman>
(this, &IllusionsEngine_Duckman::cursorControlRoutine));
}
void IllusionsEngine_Duckman::placeCursorControl(Control *control, uint32 sequenceId) {
_cursor._gameState = 2;
_cursor._control = control;
_cursor._actorIndex = 1;
_cursor._savedActorIndex = 1;
_cursor._currOverlappedControl = 0;
_cursor._sequenceId1 = sequenceId;
_cursor._field14[0] = true;
_cursor._field14[1] = true;
_cursor._field14[2] = false;
_cursor._field14[3] = false;
_cursor._field14[4] = false;
_cursor._field14[5] = false;
_cursor._field14[9] = false;
_cursor._field14[10] = false;
_cursor._field14[11] = false;
_cursor._field14[12] = false;
_cursor._field14[6] = _cursor._sequenceId2 != 0 && _cursor._objectId != 0;
_cursor._field14[7] = false;
_cursor._field14[8] = false;
_cursor._op113_choiceOfsPtr = 0;
_cursor._notifyThreadId30 = 0;
_cursor._dialogItemsCount = 0;
_cursor._overlappedObjectId = 0;
_cursor._field40 = 0;
control->_flags |= 8;
setCursorActorIndex(_cursor._actorIndex, 1, 0);
// TODO Input_setMousePos(cursorControl->actor->position);
// TODO
//control->_actor->_actorIndex = 2;
// TODO _cursor->place(control, sequenceId);
}
void IllusionsEngine_Duckman::setCursorControl(Control *control) {
_cursor._control = control;
}
void IllusionsEngine_Duckman::showCursor() {
// TODO
}
void IllusionsEngine_Duckman::hideCursor() {
// TODO
}
void IllusionsEngine_Duckman::initCursor() {
_cursor._gameState = 1;
_cursor._control = 0;
_cursor._position.x = 160;
_cursor._position.y = 100;
_cursor._objectId = 0;
_cursor._actorIndex = 1;
_cursor._savedActorIndex = 1;
_cursor._currOverlappedControl = 0;
_cursor._sequenceId1 = 0;
_cursor._sequenceId2 = 0;
_cursor._field14[0] = true;
_cursor._field14[1] = true;
_cursor._field14[2] = false;
_cursor._field14[3] = false;
_cursor._field14[4] = false;
_cursor._field14[5] = false;
_cursor._field14[6] = false;
_cursor._field14[7] = false;
_cursor._field14[8] = false;
_cursor._field14[9] = false;
_cursor._field14[10] = false;
_cursor._field14[11] = false;
_cursor._field14[12] = false;
_cursor._op113_choiceOfsPtr = 0;
_cursor._notifyThreadId30 = 0;
_cursor._dialogItemsCount = 0;
_cursor._overlappedObjectId = 0;
_cursor._field40 = 0;
}
void IllusionsEngine_Duckman::setCursorActorIndex(int actorIndex, int a, int b) {
static int kCursorMap[13][2][2] = {
{{ 1, 2}, { 0, 0}},
{{ 3, 4}, { 0, 0}},
{{ 5, 6}, {13, 14}},
{{ 7, 8}, { 0, 0}},
{{ 9, 10}, { 0, 0}},
{{11, 12}, { 0, 0}},
{{ 1, 2}, { 0, 0}},
{{ 0, 0}, { 0, 0}},
{{ 0, 0}, { 0, 0}},
{{15, 16}, { 0, 0}},
{{17, 18}, { 0, 0}},
{{19, 20}, { 0, 0}},
{{21, 22}, { 0, 0}}
};
_cursor._control->_actor->_actorIndex = kCursorMap[actorIndex - 1][b][a - 1];
}
void IllusionsEngine_Duckman::enableCursorVerb(int verbNum) {
if (verbNum != 7 || _cursor._sequenceId2)
_cursor._field14[verbNum - 1] = true;
}
void IllusionsEngine_Duckman::disableCursorVerb(int verbNum) {
_cursor._field14[verbNum - 1] = false;
if (_cursor._actorIndex == verbNum) {
_cursor._actorIndex = getCursorActorIndex();
setCursorActorIndex(_cursor._actorIndex, 1, 0);
startCursorSequence();
_cursor._currOverlappedControl = 0;
}
}
void IllusionsEngine_Duckman::setCursorHandMode(int mode) {
if (mode == 1) {
enableCursorVerb(4);
disableCursorVerb(1);
disableCursorVerb(2);
disableCursorVerb(7);
_cursor._actorIndex = 4;
} else {
enableCursorVerb(1);
enableCursorVerb(2);
enableCursorVerb(7);
disableCursorVerb(4);
_cursor._actorIndex = 1;
}
_cursor._control->startSequenceActor(_cursor._sequenceId1, 2, 0);
if (_cursor._currOverlappedControl)
setCursorActorIndex(_cursor._actorIndex, 2, 0);
else
setCursorActorIndex(_cursor._actorIndex, 1, 0);
}
void IllusionsEngine_Duckman::setCursorInventoryMode(int mode, int value) {
_cursor._control = _cursor._control;
if (mode == 1) {
_savedInventoryActorIndex = _cursor._actorIndex;
if (_cursor._actorIndex == 3 || _cursor._actorIndex == 10 || _cursor._actorIndex == 11 || _cursor._actorIndex == 12 || _cursor._actorIndex == 13) {
_cursor._savedActorIndex = _cursor._savedActorIndex;
if (_cursor._savedActorIndex == 1 || _cursor._savedActorIndex == 2 || _cursor._savedActorIndex == 7)
_savedInventoryActorIndex = _cursor._savedActorIndex;
else
_savedInventoryActorIndex = 0;
}
if (value == 1 && _cursor._objectId && _savedInventoryActorIndex != 7) {
_cursor._actorIndex = 7;
stopCursorHoldingObject();
_cursor._actorIndex = _savedInventoryActorIndex;
}
} else if (mode == 2) {
if (_savedInventoryActorIndex)
_cursor._actorIndex = _savedInventoryActorIndex;
else
_cursor._actorIndex = 1;
if (_cursor._actorIndex == 7)
_cursor._control->startSequenceActor(_cursor._sequenceId2, 2, 0);
else
_cursor._control->startSequenceActor(_cursor._sequenceId1, 2, 0);
if (_cursor._currOverlappedControl)
setCursorActorIndex(_cursor._actorIndex, 2, 0);
else
setCursorActorIndex(_cursor._actorIndex, 1, 0);
_savedInventoryActorIndex = 0;
}
}
void IllusionsEngine_Duckman::startCursorHoldingObject(uint32 objectId, uint32 sequenceId) {
_cursor._objectId = objectId;
_cursor._sequenceId2 = sequenceId;
_cursor._actorIndex = 7;
_cursor._savedActorIndex = 7;
_cursor._field14[6] = true;
_cursor._control->startSequenceActor(sequenceId, 2, 0);
setCursorActorIndex(_cursor._actorIndex, 1, 0);
_cursor._currOverlappedControl = 0;
}
void IllusionsEngine_Duckman::stopCursorHoldingObject() {
_cursor._field14[6] = false;
_cursor._objectId = 0;
_cursor._sequenceId2 = 0;
if (_cursor._actorIndex == 7) {
_cursor._actorIndex = getCursorActorIndex();
_cursor._control->startSequenceActor(_cursor._sequenceId1, 2, 0);
if (_cursor._currOverlappedControl)
setCursorActorIndex(_cursor._actorIndex, 2, 0);
else
setCursorActorIndex(_cursor._actorIndex, 1, 0);
}
}
void IllusionsEngine_Duckman::cursorControlRoutine(Control *control, uint32 deltaTime) {
control->_actor->_seqCodeValue1 = 100 * deltaTime;
if (control->_actor->_flags & Illusions::ACTOR_FLAG_IS_VISIBLE) {
switch (_cursor._gameState) {
case 2:
updateGameState2();
break;
case 3:
_dialogSys->updateDialogState();
break;
case 4:
_menuSystem->update(_cursor._control);
break;
}
}
}
void IllusionsEngine_Duckman::startScriptThreadSimple(uint32 threadId, uint32 callingThreadId) {
startScriptThread(threadId, callingThreadId);
}
void IllusionsEngine_Duckman::startScriptThread(uint32 threadId, uint32 callingThreadId) {
debug(2, "Starting script thread %08X", threadId);
byte *scriptCodeIp = _scriptResource->getThreadCode(threadId);
newScriptThread(threadId, callingThreadId, 0, scriptCodeIp);
}
void IllusionsEngine_Duckman::startScriptThread2(uint32 sceneId, uint32 threadId, uint32 callingThreadId) {
debug(2, "Starting script thread2");
_savegameSceneId = sceneId;
_savegameThreadId = threadId;
startScriptThread(0x20002, callingThreadId);
}
uint32 IllusionsEngine_Duckman::startAbortableTimerThread(uint32 duration, uint32 threadId) {
return newTimerThread(duration, threadId, true);
}
uint32 IllusionsEngine_Duckman::startTimerThread(uint32 duration, uint32 threadId) {
return newTimerThread(duration, threadId, false);
}
uint32 IllusionsEngine_Duckman::startAbortableThread(byte *scriptCodeIp1, byte *scriptCodeIp2, uint32 callingThreadId) {
uint32 tempThreadId = newTempThreadId();
debug(2, "Starting abortable thread %08X", tempThreadId);
uint32 scriptThreadId = startTempScriptThread(scriptCodeIp1, tempThreadId, 0, 0, 0);
AbortableThread *abortableThread = new AbortableThread(this, tempThreadId, callingThreadId, 0,
scriptThreadId, scriptCodeIp2);
_threads->startThread(abortableThread);
return tempThreadId;
}
uint32 IllusionsEngine_Duckman::startTalkThread(uint32 objectId, uint32 talkId, uint32 sequenceId1,
uint32 sequenceId2, uint32 callingThreadId) {
debug(2, "Starting talk thread");
uint32 tempThreadId = newTempThreadId();
TalkThread_Duckman *talkThread = new TalkThread_Duckman(this, tempThreadId, callingThreadId, 0,
objectId, talkId, sequenceId1, sequenceId2);
_threads->startThread(talkThread);
return tempThreadId;
}
uint32 IllusionsEngine_Duckman::startTempScriptThread(byte *scriptCodeIp, uint32 callingThreadId,
uint32 value8, uint32 valueC, uint32 value10) {
uint32 tempThreadId = newTempThreadId();
debug(2, "Starting temp script thread %08X", tempThreadId);
newScriptThread(tempThreadId, callingThreadId, 0, scriptCodeIp);
return tempThreadId;
}
void IllusionsEngine_Duckman::resumeFromSavegame(uint32 callingThreadId) {
_input->discardAllEvents();
if (changeScene(_savegameSceneId, _savegameThreadId, callingThreadId)) {
_savegameSceneId = 0;
_savegameThreadId = 0;
}
}
void IllusionsEngine_Duckman::newScriptThread(uint32 threadId, uint32 callingThreadId, uint notifyFlags,
byte *scriptCodeIp) {
ScriptThread *scriptThread = new ScriptThread(this, threadId, callingThreadId, notifyFlags,
scriptCodeIp, 0, 0, 0);
_threads->startThread(scriptThread);
}
uint32 IllusionsEngine_Duckman::newTimerThread(uint32 duration, uint32 callingThreadId, bool isAbortable) {
uint32 tempThreadId = newTempThreadId();
TimerThread *timerThread = new TimerThread(this, tempThreadId, callingThreadId, 0,
duration, isAbortable);
_threads->startThread(timerThread);
return tempThreadId;
}
uint32 IllusionsEngine_Duckman::newTempThreadId() {
uint32 threadId = _nextTempThreadId + 2 * _scriptResource->_codeCount;
if (threadId > 65535) {
_nextTempThreadId = 0;
threadId = 2 * _scriptResource->_codeCount;
}
++_nextTempThreadId;
return 0x00020000 | threadId;
}
void IllusionsEngine_Duckman::initActiveScenes() {
_activeScenesCount = 0;
_activeScenes[0] = 0xEFEF;
pushActiveScene(0x10000);
}
void IllusionsEngine_Duckman::pushActiveScene(uint32 sceneId) {
++_activeScenesCount;
if (_activeScenesCount >= 6)
_activeScenesCount = 1;
_activeScenes[_activeScenesCount] = sceneId;
}
void IllusionsEngine_Duckman::popActiveScene() {
--_activeScenesCount;
if (_activeScenesCount == 0)
_activeScenesCount = 5;
}
bool IllusionsEngine_Duckman::loadScene(uint32 sceneId) {
SceneInfo *sceneInfo = _scriptResource->getSceneInfo(sceneId & 0xFFFF);
if (!sceneInfo)
return false;
pushActiveScene(sceneId);
uint resourcesCount;
uint32 *resources;
sceneInfo->getResources(resourcesCount, resources);
for (uint i = 0; i < resourcesCount; ++i) {
_resSys->loadResource(resources[i], sceneId, 0);
}
return true;
}
bool IllusionsEngine_Duckman::enterScene(uint32 sceneId, uint32 threadId) {
if (loadScene(sceneId)) {
if (threadId)
startScriptThread(threadId, 0);
return true;
}
startScriptThread2(0x10002, 0x20001, 0);
return false;
}
void IllusionsEngine_Duckman::exitScene() {
popActiveScene();
}
bool IllusionsEngine_Duckman::changeScene(uint32 sceneId, uint32 threadId, uint32 callerThreadId) {
uint32 currSceneId = getCurrentScene();
if (currSceneId != 0x10003)
dumpCurrSceneFiles(currSceneId, callerThreadId);
_threads->terminateThreads(callerThreadId);
_controls->destroyControls();
_resSys->unloadSceneResources(0x10003, 0x10001);
if (enterScene(sceneId, threadId)) {
_gameState->writeState(sceneId, threadId);
return true;
}
return false;
}
void IllusionsEngine_Duckman::enterPause(uint32 sceneId, uint32 threadId) {
_threads->suspendThreads(threadId);
_controls->pauseControls();
_actorInstances->pauseBySceneId(sceneId);
_backgroundInstances->pauseBySceneId(sceneId);
}
void IllusionsEngine_Duckman::leavePause(uint32 sceneId, uint32 threadId) {
_backgroundInstances->unpauseBySceneId(sceneId);
_actorInstances->unpauseBySceneId(sceneId);
_controls->unpauseControls();
_threads->notifyThreads(threadId);
}
void IllusionsEngine_Duckman::dumpActiveScenes(uint32 sceneId, uint32 threadId) {
// TODO?
}
void IllusionsEngine_Duckman::dumpCurrSceneFiles(uint32 sceneId, uint32 threadId) {
_updateFunctions->terminateByScene(sceneId);
_threads->terminateActiveThreads(threadId);
_threads->terminateThreadsBySceneId(sceneId, threadId);
_controls->destroyActiveControls();
_resSys->unloadResourcesBySceneId(sceneId);
}
void IllusionsEngine_Duckman::pause(uint32 callerThreadId) {
if (++_pauseCtr == 1) {
_threads->pauseThreads(callerThreadId);
_camera->pause();
pauseFader();
_controls->pauseActors(Illusions::CURSOR_OBJECT_ID);
}
}
void IllusionsEngine_Duckman::unpause(uint32 callerThreadId) {
if (--_pauseCtr == 0) {
_controls->unpauseActors(Illusions::CURSOR_OBJECT_ID);
unpauseFader();
_camera->unpause();
_threads->unpauseThreads(callerThreadId);
}
}
void IllusionsEngine_Duckman::setSceneIdThreadId(uint32 theSceneId, uint32 theThreadId) {
_theSceneId = theSceneId;
_theThreadId = theThreadId;
}
bool IllusionsEngine_Duckman::findTriggerCause(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId, uint32 &codeOffs) {
SceneInfo *sceneInfo = _scriptResource->getSceneInfo(sceneId & 0xFFFF);
if (sceneInfo)
return sceneInfo->findTriggerCause(verbId, objectId2, objectId, codeOffs);
return false;
}
void IllusionsEngine_Duckman::reset() {
_scriptResource->_blockCounters.clear();
_scriptResource->_properties.clear();
setTextDuration(1, 0);
// TODO resetCursor();
}
uint32 IllusionsEngine_Duckman::getObjectActorTypeId(uint32 objectId) {
return _scriptResource->getObjectActorTypeId(objectId);
}
Common::Point IllusionsEngine_Duckman::convertMousePos(Common::Point mousePos) {
return mousePos + _camera->getScreenOffset();
}
void IllusionsEngine_Duckman::startCursorSequence() {
// NOTE Calls to startCursorSequence were put after calls to setCursorActorIndex
// to make the cursor switch more immediate. In the original these calls are swapped.
if (_cursor._actorIndex == 7)
_cursor._control->startSequenceActor(_cursor._sequenceId2, 2, 0);
else
_cursor._control->startSequenceActor(_cursor._sequenceId1, 2, 0);
}
int IllusionsEngine_Duckman::getCursorActorIndex() {
int result = _cursor._actorIndex;
do {
++result;
if (result > 13)
result = 1;
} while (!_cursor._field14[result - 1]);
return result;
}
void IllusionsEngine_Duckman::updateGameState2() {
Common::Point cursorPos = _input->getCursorPosition();
Common::Point convMousePos = convertMousePos(cursorPos);
int trackCursorIndex = -1;
bool foundOverlapped;
Control *overlappedControl;
_cursor._control->_actor->_position = cursorPos;
foundOverlapped = _controls->getOverlappedObject(_cursor._control, convMousePos, &overlappedControl, 0);
if (cursorPos.y < 8 && !_camera->isAtPanLimit(1)) {
trackCursorIndex = 10;
} else if (cursorPos.y >= 192 && !_camera->isAtPanLimit(2)) {
trackCursorIndex = 11;
} else if (cursorPos.x < 8 && !_camera->isAtPanLimit(3)) {
trackCursorIndex = 12;
} else if (cursorPos.x >= 312 && !_camera->isAtPanLimit(4)) {
trackCursorIndex = 13;
} else if (_cursor._actorIndex == 10 || _cursor._actorIndex == 11 || _cursor._actorIndex == 12 || _cursor._actorIndex == 13) {
_cursor._actorIndex = _cursor._savedActorIndex;
if (_cursor._currOverlappedControl)
setCursorActorIndex(_cursor._actorIndex, 2, 0);
else
setCursorActorIndex(_cursor._actorIndex, 1, 0);
startCursorSequence();
}
if (trackCursorIndex >= 0) {
if (_cursor._actorIndex != 10 && _cursor._actorIndex != 11 && _cursor._actorIndex != 12 && _cursor._actorIndex != 13 && _cursor._actorIndex != 3)
_cursor._savedActorIndex = _cursor._actorIndex;
if (_cursor._actorIndex != trackCursorIndex) {
_cursor._actorIndex = trackCursorIndex;
setCursorActorIndex(_cursor._actorIndex, 1, 0);
startCursorSequence();
}
_cursor._currOverlappedControl = 0;
foundOverlapped = false;
}
if (foundOverlapped) {
if (_cursor._currOverlappedControl != overlappedControl) {
int cursorValue2 = 0;
if (overlappedControl->_flags & 2) {
if (_cursor._actorIndex != 3) {
_cursor._savedActorIndex = _cursor._actorIndex;
_cursor._actorIndex = 3;
}
if (overlappedControl->_flags & 0x40)
cursorValue2 = 1;
} else if (_cursor._actorIndex == 3) {
_cursor._actorIndex = _cursor._savedActorIndex;
}
setCursorActorIndex(_cursor._actorIndex, 2, cursorValue2);
startCursorSequence();
_cursor._currOverlappedControl = overlappedControl;
}
} else if (_cursor._currOverlappedControl) {
if (_cursor._actorIndex == 3)
_cursor._actorIndex = _cursor._savedActorIndex;
setCursorActorIndex(_cursor._actorIndex, 1, 0);
startCursorSequence();
_cursor._currOverlappedControl = 0;
}
if (_input->pollEvent(kEventLeftClick)) {
if (_cursor._currOverlappedControl) {
runTriggerCause(_cursor._actorIndex, _cursor._objectId, _cursor._currOverlappedControl->_objectId);
} else {
_cursor._position = convertMousePos(_cursor._control->_actor->_position);
// TODO clipMousePos(&_cursor._position);
if (_cursor._actorIndex == 10 || _cursor._actorIndex == 11 || _cursor._actorIndex == 12 || _cursor._actorIndex == 13)
runTriggerCause(1, _cursor._objectId, 0x40003);
else
runTriggerCause(_cursor._actorIndex, _cursor._objectId, 0x40003);
}
} else if (_input->pollEvent(kEventRightClick)) {
if (_cursor._actorIndex != 3 && _cursor._actorIndex != 10 && _cursor._actorIndex != 11 && _cursor._actorIndex != 12 && _cursor._actorIndex != 13) {
int newActorIndex = getCursorActorIndex();
if (newActorIndex != _cursor._actorIndex) {
_cursor._actorIndex = newActorIndex;
if (_cursor._currOverlappedControl)
setCursorActorIndex(_cursor._actorIndex, 2, 0);
else
setCursorActorIndex(_cursor._actorIndex, 1, 0);
startCursorSequence();
}
}
} else if (_input->pollEvent(kEventInventory)) {
if (_cursor._field14[0] == 1) {
runTriggerCause(1, 0, _scriptResource->getMainActorObjectId());
} else if (_cursor._field14[1] == 1) {
runTriggerCause(2, 0, _scriptResource->getMainActorObjectId());
}
}
}
void IllusionsEngine_Duckman::playSoundEffect(int index) {
uint32 soundEffectId = 0;
uint32 *soundIds = _scriptResource->_soundIds;
switch (index) {
case 1:
soundEffectId = soundIds[0];
break;
case 2:
soundEffectId = soundIds[1];
break;
case 3:
soundEffectId = soundIds[2];
break;
case 4:
soundEffectId = soundIds[3];
break;
case 5:
soundEffectId = soundIds[4];
break;
case 6:
soundEffectId = soundIds[getRandom(4) + 5];
break;
case 7:
soundEffectId = soundIds[getRandom(4) + 9];
break;
case 8:
soundEffectId = soundIds[13];
break;
case 9:
soundEffectId = soundIds[14];
break;
case 10:
soundEffectId = soundIds[15];
break;
case 11:
soundEffectId = soundIds[16];
break;
case 12:
soundEffectId = soundIds[getRandom(4) + 17];
break;
case 13:
soundEffectId = soundIds[21];
break;
case 14:
soundEffectId = soundIds[22];
break;
case 15:
soundEffectId = soundIds[23];
break;
case 16:
soundEffectId = soundIds[24];
break;
case 17:
soundEffectId = soundIds[25];
break;
case 18:
soundEffectId = soundIds[26];
break;
}
if (soundEffectId)
_soundMan->playSound(soundEffectId, 255, 0);
}
bool IllusionsEngine_Duckman::getTriggerCause(uint32 verbId, uint32 objectId2, uint32 objectId, uint32 &outThreadId) {
SceneInfo *sceneInfo = _scriptResource->getSceneInfo(getCurrentScene() & 0xFFFF);
bool found =
sceneInfo->findTriggerCause(verbId, objectId2, objectId, outThreadId) ||
sceneInfo->findTriggerCause(verbId, objectId2, 0x40001, outThreadId);
if (!found) {
sceneInfo = _scriptResource->getSceneInfo(3);
found =
sceneInfo->findTriggerCause(verbId, objectId2, objectId, outThreadId) ||
sceneInfo->findTriggerCause(verbId, objectId2, 0x40001, outThreadId);
}
return found;
}
uint32 IllusionsEngine_Duckman::runTriggerCause(uint32 verbId, uint32 objectId2, uint32 objectId) {
debug(1, "runTriggerCause(%08X, %08X, %08X)", verbId, objectId2, objectId);
uint32 triggerThreadId;
if (!getTriggerCause(verbId, objectId2, objectId, triggerThreadId))
return 0;
playTriggerCauseSound(verbId, objectId2, objectId);
uint32 tempThreadId = newTempThreadId();
debug(1, "Starting cause thread %08X with triggerThreadId %08X", tempThreadId, triggerThreadId);
CauseThread_Duckman *causeThread = new CauseThread_Duckman(this, tempThreadId, 0, 0,
triggerThreadId);
_threads->startThread(causeThread);
return tempThreadId;
}
void IllusionsEngine_Duckman::playTriggerCauseSound(uint32 verbId, uint32 objectId2, uint32 objectId) {
bool soundWasPlayed = false;
if (_scriptResource->_properties.get(0x000E003C)) {
if (verbId == 7 && objectId == 0x40003) {
playSoundEffect(7);
soundWasPlayed = true;
} else if (objectId == 0x40003) {
playSoundEffect(14);
soundWasPlayed = true;
} else if (verbId == 3) {
playSoundEffect(16);
soundWasPlayed = true;
} else if (verbId == 2) {
soundWasPlayed = true;
}
}
if (!soundWasPlayed) {
if (objectId == 0x40003) {
playSoundEffect(14);
} else if ((verbId == 1 || verbId == 2) && _scriptResource->getMainActorObjectId() == objectId) {
playSoundEffect(15);
} else if (verbId == 7 && _scriptResource->getMainActorObjectId() == objectId) {
playSoundEffect(15);
} else if (verbId == 1) {
playSoundEffect(1);
} else if (verbId == 2) {
playSoundEffect(2);
} else if (verbId == 3) {
playSoundEffect(3);
} else if (verbId == 4 || verbId == 7) {
playSoundEffect(4);
} else if (verbId == 9) {
playSoundEffect(5);
}
}
}
bool IllusionsEngine_Duckman::loadSavegameFromScript(int16 slotNum, uint32 callingThreadId) {
if (_savegameSlotNum < 0) {
return false; // TODO need to handle reset from new game (without exising savegame).
}
const char *fileName = getSavegameFilename(_savegameSlotNum);
bool success = loadgame(fileName);
if (success)
activateSavegame(callingThreadId);
_gameState->deleteReadStream();
return success;
}
bool IllusionsEngine_Duckman::saveSavegameFromScript(int16 slotNum, uint32 callingThreadId) {
const char *fileName = getSavegameFilename(_savegameSlotNum);
return savegame(fileName, _savegameDescription.c_str());
}
void IllusionsEngine_Duckman::activateSavegame(uint32 callingThreadId) {
// TODO _screen->setDisplayOn(false);
uint32 currSceneId = getCurrentScene();
if (currSceneId != 0x10003)
dumpCurrSceneFiles(currSceneId, callingThreadId);
reset();
// TODO stopMidi();
// TODO clearMidiPlayList();
_gameState->readState(_savegameSceneId, _savegameThreadId);
pushActiveScene(0x10000);
_gameState->deleteReadStream();
}
} // End of namespace Illusions
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