aboutsummaryrefslogtreecommitdiff
path: root/engines/m4/mads_logic.cpp
blob: d0b7021f38f63379c6d9203a128d379d0102a11e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
/* 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);
}

uint16 MadsSceneLogic::startReversibleSpriteSequence(uint16 srcSpriteIdx, int v0, int numTicks, int triggerCountdown, int timeoutTicks, int extraTicks) {
	M4Sprite *spriteFrame = _madsVm->scene()->_spriteSlots.getSprite(srcSpriteIdx).getFrame(1);
	uint8 depth = _madsVm->_rails->getDepth(Common::Point(spriteFrame->x + (spriteFrame->width() / 2),
		spriteFrame->y + (spriteFrame->height() / 2)));

	return _madsVm->scene()->_sequenceList.add(srcSpriteIdx, v0, 1, triggerCountdown, timeoutTicks, extraTicks, numTicks, 0, 0, 
		-1, 100, depth - 1, 1, ANIMTYPE_REVERSIBLE, 0, 0);
}

uint16 MadsSceneLogic::startCycledSpriteSequence(uint16 srcSpriteIdx, int v0, int numTicks, int triggerCountdown, int timeoutTicks, int extraTicks) {
	M4Sprite *spriteFrame = _madsVm->scene()->_spriteSlots.getSprite(srcSpriteIdx).getFrame(1);
warning("%d %dx%d %d/%d", srcSpriteIdx, spriteFrame->x, spriteFrame->y, spriteFrame->width(), spriteFrame->height());
	uint8 depth = _madsVm->_rails->getDepth(Common::Point(spriteFrame->x + (spriteFrame->width() / 2),
		spriteFrame->y + (spriteFrame->height() / 2)));

	return _madsVm->scene()->_sequenceList.add(srcSpriteIdx, v0, 1, triggerCountdown, timeoutTicks, extraTicks, numTicks, 0, 0, 
		-1, 100, depth - 1, 1, ANIMTYPE_CYCLED, 0, 0);
}

uint16 MadsSceneLogic::startSpriteSequence3(uint16 srcSpriteIdx, int v0, int numTicks, int triggerCountdown, int timeoutTicks, int extraTicks) {
	M4Sprite *spriteFrame = _madsVm->scene()->_spriteSlots.getSprite(srcSpriteIdx).getFrame(1);
	uint8 depth = _madsVm->_rails->getDepth(Common::Point(spriteFrame->x + (spriteFrame->width() / 2),
		spriteFrame->y + (spriteFrame->height() / 2)));

	return _madsVm->scene()->_sequenceList.add(srcSpriteIdx, v0, 1, triggerCountdown, timeoutTicks, extraTicks, numTicks, 0, 0, 
		-1, 100, depth - 1, -1, ANIMTYPE_CYCLED, 0, 0);
}

void MadsSceneLogic::activateHotspot(int idx, bool active) {
	// TODO:
}

void MadsSceneLogic::lowRoomsEntrySound() {
	if (!_madsVm->globals()->_config.musicFlag) {
		_madsVm->_sound->playSound(2);
	} else {
		// Play different sounds for each of the rooms
		switch (_madsVm->globals()->sceneNumber) {
		case 101:
			_madsVm->_sound->playSound(11);
			break;
		case 102:
			_madsVm->_sound->playSound(12);
			break;
		case 103:
			_madsVm->_sound->playSound(3);
			_madsVm->_sound->playSound(25);
			break;
		case 104:
			_madsVm->_sound->playSound(10);
			break;
		case 105:
			if ((_madsVm->globals()->previousScene < 104) || (_madsVm->globals()->previousScene > 108))
				_madsVm->_sound->playSound(10);
			break;
		case 106:
			_madsVm->_sound->playSound(13);
			break;
		case 107:
			_madsVm->_sound->playSound(3);
			break;
		case 108:
			_madsVm->_sound->playSound(15);
			break;
		default:
			break;
		}
	}
}

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

/**
 * 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", 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');

	_spriteIndexes[15] = startCycledSpriteSequence(_spriteIndexes[0], 0, 5, 0, 0, 25);

	_spriteIndexes[16] = startCycledSpriteSequence(_spriteIndexes[1], 0, 4, 0, 1, 0);
	_spriteIndexes[17] = startCycledSpriteSequence(_spriteIndexes[2], 0, 4, 0, 1, 0);

//	_madsVm->scene()->_sequenceList.addSubEntry(_spriteIndexes[17], SM_FRAME_INDEX, 7, 70);

	_spriteIndexes[18] = startReversibleSpriteSequence(_spriteIndexes[3], 0, 10, 0, 0, 60);
	_spriteIndexes[19] = startCycledSpriteSequence(_spriteIndexes[4], 0, 5, 0, 1, 0);
	_spriteIndexes[20] = startCycledSpriteSequence(_spriteIndexes[5], 0, 10, 0, 2, 0);
	_spriteIndexes[21] = startCycledSpriteSequence(_spriteIndexes[6], 0, 6, 0, 0, 0);

	_spriteIndexes[23] = startCycledSpriteSequence(_spriteIndexes[8], 0, 6, 0, 10, 4);
	_spriteIndexes[24] = startCycledSpriteSequence(_spriteIndexes[9], 0, 6, 0, 32, 47);

	activateHotspot(0x137, false);		// SHIELD MODULATOR
	// shield_panel_opened = 0;

	if (_madsVm->globals()->previousScene != -1)
		_madsVm->globals()->_globals[10] = 0;
	if (_madsVm->globals()->previousScene != -2) {
		//playerPos = (100, 152);
	}
	
	// TODO: EXTRA STUFF

	lowRoomsEntrySound();
}

void MadsSceneLogic::doAction() {

}

}