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path: root/engines/m4/mads_logic.cpp
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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.
 *
 * $URL$
 * $Id$
 *
 */

#include "m4/m4.h"
#include "m4/mads_logic.h"
#include "m4/scene.h"

namespace M4 {

/*--------------------------------------------------------------------------*/

const char *MadsSceneLogic::formAnimName(char sepChar, int16 suffixNum) {
	return MADSResourceManager::getResourceName(sepChar, _sceneNumber, EXTTYPE_NONE, NULL, suffixNum);
}

void MadsSceneLogic::getSceneSpriteSet() {
	char prefix[100];

	// Room change sound
	_madsVm->_sound->playSound(5);

	// Set up sprite set prefix to use
	if ((_sceneNumber <= 103) || (_sceneNumber == 111)) {
		if (_madsVm->globals()->_globals[0] == SEX_FEMALE)
			strcpy(prefix, "ROX");
		else
			strcpy(prefix, "RXM");
	} else if (_sceneNumber <= 110) {
		strcpy(prefix, "RXSW");
		_madsVm->globals()->_globals[0] = SEX_UNKNOWN;
	} else if (_sceneNumber == 112)
		strcpy(prefix, "");

	_madsVm->globals()->playerSpriteChanged = true;
	_madsVm->scene()->loadPlayerSprites(prefix);

//	if ((_sceneNumber == 105) ((_sceneNumber == 109) && (word_84800 != 0)))
//		_madsVm->globals()->playerSpriteChanged = true;

//	_vm->_palette->setEntry(16, 0x38, 0xFF, 0xFF);
//	_vm->_palette->setEntry(17, 0x38, 0xb4, 0xb4);
}

void MadsSceneLogic::getAnimName() {
	const char *newName = MADSResourceManager::getAAName(
		((_sceneNumber <= 103) || (_sceneNumber > 111)) ? 0 : 1);
	strcpy(_madsVm->scene()->_aaName, newName);
}

/*--------------------------------------------------------------------------*/

uint16 MadsSceneLogic::loadSpriteSet(uint16 suffixNum, uint16 sepChar) {
	assert(sepChar < 256);
	const char *resName = formAnimName((char)sepChar, (int16)suffixNum);
	return _madsVm->scene()->loadSceneSpriteSet(resName);
}


/*--------------------------------------------------------------------------*/

/**
 * FIXME:
 * Currently I'm only working at providing manual implementation of the first Rex Nebular scene.
 * It will make more sense to convert the remaining game logic from the games into some
 * kind of bytecode scripts
 */

void MadsSceneLogic::selectScene(int sceneNum) {
	assert(sceneNum == 101);
	_sceneNumber = sceneNum;


}

void MadsSceneLogic::setupScene() {
	// FIXME: This is the hardcoded logic for Rex scene 101 only
	const char *animName = formAnimName('A', -1);
warning("anim - %s\n", animName);	
//	sub_1e754(animName, 3);

	getSceneSpriteSet();
	getAnimName();
}

void MadsSceneLogic::enterScene() {
	for (int i = 1; i <= 7; ++i)
		_spriteIndexes[i - 1] = loadSpriteSet(i, 'x');
	_spriteIndexes[7] = loadSpriteSet(0xFFFF, 'm');
	_spriteIndexes[8] = loadSpriteSet(1, 'b');
	_spriteIndexes[9] = loadSpriteSet(2, 'b');
	_spriteIndexes[10] = loadSpriteSet(0, 'a');
	_spriteIndexes[11] = loadSpriteSet(1, 'a');
	_spriteIndexes[12] = loadSpriteSet(8, 'x');
	_spriteIndexes[13] = loadSpriteSet(0, 'x');
}

void MadsSceneLogic::doAction() {

}

}