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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);
}
uint16 MadsSceneLogic::startReversibleSpriteSequence(uint16 srcSpriteIdx, int v0, int numTicks, int triggerCountdown, int timeoutTicks, int extraTicks) {
M4Sprite *spriteFrame = _madsVm->scene()->_spriteSlots.getSprite(srcSpriteIdx).getFrame(0);
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,
true, 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(0);
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,
true, 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(0);
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,
true, 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;
Common::set_to(&_spriteIndexes[0], &_spriteIndexes[50], 0);
}
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);
if ((_sceneNumber >= 101) && (_sceneNumber <= 112))
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) {
_madsVm->scene()->getSceneResources().playerPos = Common::Point(100, 152);
}
if ((_madsVm->globals()->previousScene == 112) ||
((_madsVm->globals()->previousScene != -2) && (_spriteIndexes[29] != 0))) {
// Returning from probe cutscene?
_spriteIndexes[29] = -1;
_madsVm->scene()->getSceneResources().playerPos = Common::Point(161, 123);
_madsVm->scene()->getSceneResources().playerDir = 9;
// TODO: Extra flags setting
_spriteIndexes[25] = startCycledSpriteSequence(_spriteIndexes[10], 0, 3, 0, 0, 0);
_madsVm->scene()->_sequenceList.setAnimRange(_spriteIndexes[25], 17, 17);
activateHotspot(0x47, false); // CHAIR
/*timer_unk1 = */_madsVm->scene()->_dynamicHotspots.add(0x47, 0x13F /*SIT_IN*/, -1,
Common::Rect(159, 84, 159+33, 84+36));
//if (_madsVm->globals()->previousScene == 112)
// room101Check();
} else {
_spriteIndexes[26] = startCycledSpriteSequence(_spriteIndexes[11], 0, 6, 0, 0, 0);
}
_madsVm->globals()->loadQuoteSet(0x31, 0x32, 0x37, 0x38, 0x39, -1);
if (_madsVm->globals()->_globals[10]) {
const char *animName = MADSResourceManager::getResourceName('S', 'e', EXTTYPE_AA, NULL, -1);
_madsVm->scene()->loadAnimation(animName, 0x47);
_madsVm->scene()->getSceneResources().playerPos = Common::Point(68, 140);
_madsVm->scene()->getSceneResources().playerDir = 4;
// TODO: Flags setting
}
lowRoomsEntrySound();
}
void MadsSceneLogic::doAction() {
}
void MadsSceneLogic::sceneStep() {
// FIXME: Temporary code to display a message on-screen
static bool tempBool = false;
if (!tempBool) {
tempBool = true;
_madsVm->scene()->_kernelMessages.add(Common::Point(63, 100), 0x1110, 0, 0, 240,
_madsVm->globals()->getQuote(49));
}
}
}
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