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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 "sherlock/objects.h"
#include "sherlock/sherlock.h"
#include "sherlock/people.h"
#include "sherlock/scene.h"
#include "common/util.h"
namespace Sherlock {
#define START_FRAME 0
#define UPPER_LIMIT 0
#define LOWER_LIMIT CONTROLS_Y
#define LEFT_LIMIT 0
#define RIGHT_LIMIT SHERLOCK_SCREEN_WIDTH
// Distance to walk around WALK_AROUND boxes
#define CLEAR_DIST_X 5
#define CLEAR_DIST_Y 0
SherlockEngine *Sprite::_vm;
/**
* Reset the data for the sprite
*/
void Sprite::clear() {
_name = "";
_description = "";
_examine.clear();
_pickUp = "";
_sequences = nullptr;
_images = nullptr;
_imageFrame = nullptr;
_walkCount = 0;
_allow = 0;
_frameNumber = _sequenceNumber = 0;
_position.x = _position.y = 0;
_delta.x = _delta.y = 0;
_oldPosition.x = _oldPosition.y = 0;
_oldSize.x = _oldSize.y = 0;
_goto.x = _goto.y = 0;
_type = INVALID;
_pickUp.clear();
_noShapeSize.x = _noShapeSize.y = 0;
_status = 0;
_misc = 0;
_numFrames = 0;
}
/**
* Updates the image frame poiner for the sprite
*/
void Sprite::setImageFrame() {
int imageNumber = (*_sequences)[_sequenceNumber][_frameNumber] +
(*_sequences)[_sequenceNumber][0] - 2;
_imageFrame = &(*_images)[imageNumber];
}
/**
* This adjusts the sprites position, as well as it's animation sequence:
*/
void Sprite::adjustSprite() {
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
Talk &talk = *_vm->_talk;
if (_type == INVALID || (_type == CHARACTER && scene._animating))
return;
if (!talk._talkCounter && _type == CHARACTER && _walkCount) {
// Handle active movement for the sprite
_position += _delta;
--_walkCount;
if (!_walkCount) {
// If there any points left for the character to walk to along the
// route to a destination, then move to the next point
if (!people._walkTo.empty()) {
people._walkDest = people._walkTo.pop();
people.setWalking();
} else {
people.gotoStand(*this);
}
}
}
if (_type == CHARACTER && !_vm->_onChessboard) {
if ((_position.y / 100) > LOWER_LIMIT) {
_position.y = LOWER_LIMIT * 100;
people.gotoStand(*this);
}
if ((_position.y / 100) < UPPER_LIMIT) {
_position.y = UPPER_LIMIT * 100;
people.gotoStand(*this);
}
if ((_position.x / 100) < LEFT_LIMIT) {
_position.x = LEFT_LIMIT * 100;
people.gotoStand(*this);
}
} else if (!_vm->_onChessboard) {
_position.y = CLIP((int)_position.y, UPPER_LIMIT, LOWER_LIMIT);
_position.x = CLIP((int)_position.x, LEFT_LIMIT, RIGHT_LIMIT);
}
if (!_vm->_onChessboard || (_vm->_slowChess = !_vm->_slowChess))
++_frameNumber;
if ((*_sequences)[_sequenceNumber][_frameNumber] == 0) {
switch (_sequenceNumber) {
case STOP_UP:
case STOP_DOWN:
case STOP_LEFT:
case STOP_RIGHT:
case STOP_UPRIGHT:
case STOP_UPLEFT:
case STOP_DOWNRIGHT:
case STOP_DOWNLEFT:
// We're in a stop sequence, so reset back to the last frame, so
// the character is shown as standing still
--_frameNumber;
break;
default:
// Move 1 past the first frame - we need to compensate, since we
// already passed the frame increment
_frameNumber = 1;
break;
}
}
// Update the _imageFrame to point to the new frame's image
setImageFrame();
// Check to see if character has entered an exit zone
if (!_walkCount && scene._walkedInScene && scene._goToScene == -1) {
Common::Rect charRect(_position.x / 100 - 5, _position.y / 100 - 2,
_position.x / 100 + 5, _position.y / 100 + 2);
Exit *exit = scene.checkForExit(charRect);
if (exit) {
scene._hsavedPos = exit->_people;
scene._hsavedFs = exit->_peopleDir;
if (scene._hsavedFs > 100 && scene._hsavedPos.x < 1)
scene._hsavedPos.x = 100;
}
}
}
/**
* Checks the sprite's position to see if it's collided with any special objects
*/
void Sprite::checkSprite() {
Events &events = *_vm->_events;
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
Common::Point pt;
Common::Rect objBounds;
Common::Point spritePt(_position.x / 100, _position.y / 100);
if (!talk._talkCounter && _type == CHARACTER) {
pt = _walkCount ? _position + _delta : _position;
pt.x /= 100;
pt.y /= 100;
for (uint idx = 0; idx < scene._bgShapes.size() && !talk._talkToAbort; ++idx) {
Object &obj = scene._bgShapes[idx];
if (obj._aType > PERSON && _type != INVALID && _type != HIDDEN) {
if (_type == NO_SHAPE) {
objBounds = Common::Rect(_position.x, _position.y,
_position.x + _noShapeSize.x, _position.y + _noShapeSize.y);
} else {
int xp = _position.x + _imageFrame->_offset.x;
int yp = _position.y + _imageFrame->_offset.y;
objBounds = Common::Rect(xp, yp,
xp + _imageFrame->_frame.w, yp + _imageFrame->_frame.h);
}
}
if (objBounds.contains(pt)) {
if (objBounds.contains(spritePt)) {
// Current point is already inside the the bounds, so impact occurred
// on a previous call. So simply do nothing until we're clear of the box
switch (obj._aType) {
case TALK_MOVE:
if (_walkCount) {
// Holmes is moving
obj._type = HIDDEN;
obj.setFlagsAndToggles();
talk.talkTo(obj._use[0]._target);
}
break;
case PAL_CHANGE:
case PAL_CHANGE2:
if (_walkCount) {
int palStart = atoi(obj._use[0]._names[0].c_str()) * 3;
int palLength = atoi(obj._use[0]._names[1].c_str()) * 3;
int templ = atoi(obj._use[0]._names[2].c_str()) * 3;
if (templ == 0)
templ = 100;
// Ensure only valid palette change data found
if (palLength > 0) {
// Figure out how far into the shape Holmes is so that we
// can figure out what percentage of the original palette
// to set the current palette to
int palPercent = (pt.x - objBounds.left) * 100 / objBounds.width();
palPercent = palPercent * templ / 100;
if (obj._aType == PAL_CHANGE)
// Invert percentage
palPercent = 100 - palPercent;
for (int idx = palStart; idx < (palStart + palLength); ++idx)
screen._sMap[idx] = screen._cMap[idx] * palPercent / 100;
events.pollEvents();
screen.setPalette(screen._sMap);
}
}
break;
case TALK:
case TALK_EVERY:
_type = HIDDEN;
obj.setFlagsAndToggles();
talk.talkTo(obj._use[0]._target);
break;
default:
break;
}
} else {
// New impact just occurred
switch (obj._aType) {
case BLANK_ZONE:
// A blank zone masks out all other remaining zones underneath it.
// If this zone is hit, exit the outer loop so we do not check anymore
return;
case SOLID:
case TALK:
// Stop walking
if (obj._aType == TALK) {
obj.setFlagsAndToggles();
talk.talkTo(obj._use[0]._target);
} else {
people.gotoStand(*this);
}
break;
case TALK_EVERY:
if (obj._aType == TALK_EVERY) {
obj._type = HIDDEN;
obj.setFlagsAndToggles();
talk.talkTo(obj._use[0]._target);
} else {
people.gotoStand(*this);
}
break;
case FLAG_SET:
obj.setFlagsAndToggles();
obj._type = HIDDEN;
break;
case WALK_AROUND:
if (objBounds.contains(people._walkTo.top())) {
// Reached zone
people.gotoStand(*this);
} else {
// Destination not within box, walk to best corner
Common::Point walkPos;
if (spritePt.x >= objBounds.left && spritePt.x < objBounds.right) {
// Impact occurred due to vertical movement. Determine whether to
// travel to the left or right side
if (_delta.x > 0)
// Go to right side
walkPos.x = objBounds.right + CLEAR_DIST_X;
else if (_delta.x < 0)
// Go to left side
walkPos.x = objBounds.left - CLEAR_DIST_X;
else {
// Going straight up or down. So choose best side
if (spritePt.x >= (objBounds.left + objBounds.width() / 2))
walkPos.x = objBounds.right + CLEAR_DIST_X;
else
walkPos.x = objBounds.left - CLEAR_DIST_X;
}
walkPos.y = (_delta.y >= 0) ? objBounds.top - CLEAR_DIST_Y :
objBounds.bottom + CLEAR_DIST_Y;
} else {
// Impact occurred due to horizontal movement
if (_delta.y > 0)
// Go to bottom of box
walkPos.y = objBounds.bottom + CLEAR_DIST_Y;
else if (_delta.y < 0)
// Go to top of box
walkPos.y = objBounds.top - CLEAR_DIST_Y;
else {
// Going straight horizontal, so choose best side
if (spritePt.y >= (objBounds.top + objBounds.height() / 2))
walkPos.y = objBounds.bottom + CLEAR_DIST_Y;
else
walkPos.y = objBounds.top - CLEAR_DIST_Y;
}
walkPos.x = (_delta.x >= 0) ? objBounds.left - CLEAR_DIST_X :
objBounds.right + CLEAR_DIST_X;
}
walkPos.x += people[AL]._imageFrame->_frame.w / 2;
people._walkDest = walkPos;
people._walkTo.push(walkPos);
people.setWalking();
}
break;
case DELTA:
_position.x += 200;
break;
}
}
}
}
}
}
/*----------------------------------------------------------------*/
void ActionType::synchronize(Common::SeekableReadStream &s) {
char buffer[12];
_cAnimNum = s.readByte();
_cAnimSpeed = s.readByte();
for (int idx = 0; idx < 4; ++idx) {
s.read(buffer, 12);
_names[idx] = Common::String(buffer);
}
}
/*----------------------------------------------------------------*/
void UseType::synchronize(Common::SeekableReadStream &s) {
char buffer[12];
_cAnimNum = s.readByte();
_cAnimSpeed = s.readByte();
for (int idx = 0; idx < 4; ++idx) {
s.read(buffer, 12);
_names[idx] = Common::String(buffer);
}
_useFlag = s.readSint16LE();
_dFlag[0] = s.readSint16LE();
_lFlag[0] = s.readSint16LE();
_lFlag[1] = s.readSint16LE();
s.read(buffer, 12);
_target = Common::String(buffer);
}
/*----------------------------------------------------------------*/
SherlockEngine *Object::_vm;
bool Object::_countCAnimFrames;
void Object::setVm(SherlockEngine *vm) {
_vm = vm;
_countCAnimFrames = false;
}
/**
* Load the object data from the passed stream
*/
void Object::synchronize(Common::SeekableReadStream &s) {
char buffer[41];
s.read(buffer, 12);
_name = Common::String(buffer);
s.read(buffer, 41);
_description = Common::String(buffer);
_examine.clear();
_sequences = nullptr;
_images = nullptr;
_imageFrame = nullptr;
s.skip(4);
_sequenceOffset = s.readUint16LE();
s.seek(10, SEEK_CUR);
_walkCount = s.readByte();
_allow = s.readByte();
_frameNumber = s.readSint16LE();
_sequenceNumber = s.readSint16LE();
_position.x = s.readSint16LE();
_position.y = s.readSint16LE();
_delta.x = s.readSint16LE();
_delta.y = s.readSint16LE();
_type = (SpriteType)s.readUint16LE();
_oldPosition.x = s.readSint16LE();
_oldPosition.y = s.readSint16LE();
_oldSize.x = s.readUint16LE();
_oldSize.y = s.readUint16LE();
_goto.x = s.readSint16LE();
_goto.y = s.readSint16LE();
_pickup = s.readByte();
_defaultCommand = s.readByte();
_lookFlag = s.readUint16LE();
_pickupFlag = s.readUint16LE();
_requiredFlag = s.readUint16LE();
_noShapeSize.x = s.readUint16LE();
_noShapeSize.y = s.readUint16LE();
_status = s.readUint16LE();
_misc = s.readByte();
_maxFrames = s.readUint16LE();
_flags = s.readByte();
_aOpen.synchronize(s);
_aType = (AType)s.readByte();
_lookFrames = s.readByte();
_seqCounter = s.readByte();
_lookPosition.x = s.readUint16LE();
_lookPosition.y = s.readByte();
_lookFacing = s.readByte();
_lookcAnim = s.readByte();
_aClose.synchronize(s);
_seqStack = s.readByte();
_seqTo = s.readByte();
_descOffset = s.readUint16LE();
_seqCounter2 = s.readByte();
_seqSize = s.readUint16LE();
s.skip(1);
_aMove.synchronize(s);
s.skip(8);
for (int idx = 0; idx < 4; ++idx)
_use[idx].synchronize(s);
}
/**
* Toggle the type of an object between hidden and active
*/
void Object::toggleHidden() {
if (_type != HIDDEN && _type != HIDE_SHAPE && _type != INVALID) {
if (_seqTo != 0)
_sequences[_frameNumber] = _seqTo + SEQ_TO_CODE + 128;
_seqTo = 0;
if (_images == nullptr || _images->size() == 0)
// No shape to erase, so flag as hidden
_type = HIDDEN;
else
// Otherwise, flag it to be hidden after it gets erased
_type = HIDE_SHAPE;
} else if (_type != INVALID) {
if (_seqTo != 0)
_sequences[_frameNumber] = _seqTo + SEQ_TO_CODE + 128;
_seqTo = 0;
_seqCounter = _seqCounter2 = 0;
_seqStack = 0;
_frameNumber = -1;
if (_images == nullptr || _images->size() == 0) {
_type = NO_SHAPE;
} else {
_type = ACTIVE_BG_SHAPE;
int idx = _sequences[0];
if (idx >= _maxFrames)
// Turn on: set up first frame
idx = 0;
_imageFrame = &(*_images)[idx];
}
}
}
/**
* Check the state of the object
*/
void Object::checkObject(Object &o) {
Scene &scene = *_vm->_scene;
Sound &sound = *_vm->_sound;
int checkFrame = _allow ? MAX_FRAME : 32000;
bool codeFound;
if (_seqTo) {
byte *ptr = &_sequences[_frameNumber];
if (*ptr == _seqTo) {
// The sequence is completed
*ptr = _seqTo + SEQ_TO_CODE + 128; // Reset to normal
_seqTo = 0;
} else {
// Continue doing sequence
if (*ptr > _seqTo)
*ptr--;
else
*ptr++;
return;
}
}
++_frameNumber;
do {
// Check for end of sequence
codeFound = checkEndOfSequence();
if (_sequences[_frameNumber] >= 128 && _frameNumber < checkFrame) {
codeFound = true;
int v = _sequences[_frameNumber];
if (v >= 228) {
// Goto code found
v -= 228;
_seqCounter2 = _seqCounter;
_seqStack = _frameNumber + 1;
setObjSequence(v, false);
} else if (v >= SOUND_CODE && (v <= (SOUND_CODE + 29))) {
codeFound = true;
++_frameNumber;
v -= SOUND_CODE;
if (sound._soundOn && !_countCAnimFrames) {
if (!scene._sounds[v - 1]._name.empty() && sound._digitized)
sound.playLoadedSound(v - 1, 0);
}
} else if (v >= FLIP_CODE && v <= (FLIP_CODE + 2)) {
// Flip code
codeFound = true;
++_frameNumber;
v -= FLIP_CODE;
// Alter the flipped status
switch (v) {
case 0:
// Clear the flag
_flags &= ~2;
break;
case 1:
// Set the flag
_flags |= 2;
break;
case 2:
// Toggle the flag
_flags ^= 2;
break;
default:
break;
}
} else {
v -= 128;
// 68-99 is a squence code
if (v > SEQ_TO_CODE) {
byte *p = &_sequences[_frameNumber];
v -= SEQ_TO_CODE; // # from 1-32
_seqTo = v;
*p = *(p - 1);
if (*p > 128)
// If the high bit is set, convert to a real frame
*p -= (byte)(SEQ_TO_CODE - 128);
if (*p > _seqTo)
*p -= 1;
else
*p += 1;
// Will be incremented below to return back to original value
--_frameNumber;
v = 0;
} else if (v == 10) {
// Set delta for objects
Common::Point pt(_sequences[_frameNumber + 1], _sequences[_frameNumber + 2]);
if (pt.x > 128)
pt.x = (pt.x - 128) * -1;
else
pt.x--;
if (pt.y > 128)
pt.y = (pt.y - 128) * -1;
else
pt.y--;
_delta = pt;
_frameNumber += 2;
} else if (v < 4) {
for (int idx = 0; idx < 4; ++idx) {
o.checkNameForCodes(_use[v]._names[idx], nullptr);
}
if (_use[v]._useFlag)
_vm->setFlags(_use[v]._useFlag);
}
++_frameNumber;
}
}
} while (codeFound);
}
/**
* This will check to see if the object has reached the end of a sequence.
* If it has, it switch to whichever next sequence should be started.
* @returns true if the end of a sequence was reached
*/
bool Object::checkEndOfSequence() {
Screen &screen = *_vm->_screen;
int checkFrame = _allow ? MAX_FRAME : 32000;
bool result = false;
if (_type == REMOVE || _type == INVALID)
return false;
if (_sequences[_frameNumber] == 0 || _frameNumber >= checkFrame) {
result = true;
if (_frameNumber >= (checkFrame - 1)) {
_frameNumber = START_FRAME;
} else {
// Determine next sequence to use
int seq = _sequences[_frameNumber + 1];
if (seq == 99) {
--_frameNumber;
screen._backBuffer1.transBlitFrom(_imageFrame->_frame, _position);
screen._backBuffer2.transBlitFrom(_imageFrame->_frame, _position);
_type = INVALID;
} else {
setObjSequence(seq, false);
}
}
}
if (_allow && _frameNumber == 0) {
// canimation just ended
if (_type != NO_SHAPE && _type != REMOVE) {
_type = REMOVE;
if (!_countCAnimFrames) {
// Save details before shape is removed
_delta.x = _imageFrame->_frame.w;
_delta.y = _imageFrame->_frame.h;
_position = _imageFrame->_offset;
// Free the images
delete _images;
}
} else {
_type = INVALID;
}
}
return result;
}
/**
* Scans through the sequences array and finds the designated sequence.
* It then sets the frame number of the start of that sequence
*/
void Object::setObjSequence(int seq, bool wait) {
Scene &scene = *_vm->_scene;
int checkFrame = _allow ? MAX_FRAME : 32000;
if (seq >= 128) {
// Loop the sequence until the count exceeded
seq -= 128;
++_seqCounter;
if (_seqCounter >= seq) {
// Go to next sequence
if (_seqStack) {
_frameNumber = _seqStack;
_seqStack = 0;
_seqCounter = _seqCounter2;
_seqCounter2 = 0;
if (_frameNumber >= checkFrame)
_frameNumber = START_FRAME;
return;
}
_frameNumber += 2;
if (_frameNumber >= checkFrame)
_frameNumber = 0;
_seqCounter = 0;
if (_sequences[_frameNumber] == 0)
seq = _sequences[_frameNumber + 1];
else
return;
} else {
// Find beginning of sequence
do {
--_frameNumber;
} while (_frameNumber > 0 && _sequences[_frameNumber] != 0);
if (_frameNumber != 0)
_frameNumber += 2;
return;
}
} else {
// Reset sequence counter
_seqCounter = 0;
}
int idx = 0;
int seqCc = 0;
while (seqCc < seq && idx < checkFrame) {
++idx;
if (_sequences[idx] == 0) {
++seqCc;
idx += 2;
}
}
if (idx >= checkFrame)
idx = 0;
_frameNumber = idx;
if (wait) {
seqCc = idx;
while (_sequences[idx] != 0)
++idx;
idx = idx - seqCc + 2;
for (; idx > 0; --idx)
scene.doBgAnim();
}
}
/**
* Checks for codes
* @param name The name to check for codes
* @param messages Provides a lookup list of messages that can be printed
* @returns 0 if no codes are found, 1 if codes were found
*/
int Object::checkNameForCodes(const Common::String &name, Common::StringArray *messages) {
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
UserInterface &ui = *_vm->_ui;
bool printed = false;
char ch;
const char *p;
scene.toggleObject(name);
if (name.hasPrefix("*")) {
// A code was found
printed = true;
ch = toupper(name[1]);
switch (ch) {
case 'C':
talk.talkTo(name.c_str() + 2);
break;
case 'T':
case 'B':
case 'F':
case 'W':
// Nothing: action was already done before canimation
break;
case 'G':
case 'A': {
// G: Have object go somewhere
// A: Add onto existing co-ordinates
Common::String sx(name.c_str() + 2, name.c_str() + 5);
Common::String sy(name.c_str() + 6, name.c_str() + 9);
if (ch == 'G')
_position = Common::Point(atoi(sx.c_str()), atoi(sy.c_str()));
else
_position += Common::Point(atoi(sx.c_str()), atoi(sy.c_str()));
break;
}
default:
if (ch >= '0' && ch <= '9') {
scene._goToScene = atoi(name.c_str() + 1);
if (scene._goToScene < 97 && _vm->_map[scene._goToScene].x) {
_vm->_over.x = _vm->_map[scene._goToScene].x * 100 - 600;
_vm->_over.y = _vm->_map[scene._goToScene].y * 100 + 900;
}
if ((p = strchr(name.c_str(), ',')) != nullptr) {
++p;
Common::String s(p, p + 3);
scene._hsavedPos.x = atoi(s.c_str());
s = Common::String(p + 3, p + 6);
scene._hsavedPos.y = atoi(s.c_str());
s = Common::String(p + 6, p + 9);
scene._hsavedFs = atoi(s.c_str());
if (scene._hsavedFs == 0)
scene._hsavedFs = 10;
} else if ((p = strchr(name.c_str(), '/')) != nullptr) {
scene._hsavedPos = Common::Point(1, 0);
scene._hsavedFs = 100 + atoi(p + 1);
}
} else {
scene._goToScene = 100;
}
people[AL]._position = Common::Point(0, 0);
break;
}
} else if (name.hasPrefix("!")) {
// Message attached to canimation
int messageNum = atoi(name.c_str() + 1);
ui._infoFlag++;
ui.clearInfo();
screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND,
(*messages)[messageNum].c_str());
ui._menuCounter = 25;
} else if (name.hasPrefix("@")) {
// Message attached to canimation
ui._infoFlag++;
ui.clearInfo();
screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND,
"%s", name.c_str() + 1);
printed = true;
ui._menuCounter = 25;
}
return printed;
}
/**
* Handle setting any flags associated with the object
*/
void Object::setFlagsAndToggles() {
Scene &scene = *_vm->_scene;
Talk &talk = *_vm->_talk;
for (int useIdx = 0; useIdx < 4; ++useIdx) {
if (_use[useIdx]._useFlag) {
if (!_vm->readFlags(_use[useIdx]._useFlag))
_vm->setFlags(_use[useIdx]._useFlag);
}
if (_use[useIdx]._cAnimSpeed) {
if (_use[useIdx]._cAnimNum == 0)
// 0 is really a 10
scene.startCAnim(_use[useIdx]._cAnimNum - 1, _use[useIdx]._cAnimSpeed);
}
if (!talk._talkToAbort) {
for (int idx = 0; idx < 4; ++idx)
scene.toggleObject(_use[useIdx]._names[idx]);
}
}
}
/**
* Adjusts the sprite's position and animation sequence, advancing by 1 frame.
* If the end of the sequence is reached, the appropriate action is taken.
*/
void Object::adjustObject() {
if (_type == REMOVE)
return;
_position += _delta;
if (_position.y > LOWER_LIMIT)
_position.y = LOWER_LIMIT;
if (_type != NO_SHAPE) {
int frame = _frameNumber;
if (frame == -1)
frame = 0;
int imgNum = _sequences[frame];
if (imgNum > _maxFrames)
imgNum = 1;
_imageFrame = &(*_images)[imgNum - 1];
}
}
/**
* Returns the current bounds for the sprite
*/
const Common::Rect Object::getNewBounds() const {
Common::Point pt = _position;
if (_imageFrame)
pt += _imageFrame->_offset;
return Common::Rect(pt.x, pt.y, pt.x + frameWidth(), pt.y + frameHeight());
}
/**
* Returns the bounds for a sprite without a shape
*/
const Common::Rect Object::getNoShapeBounds() const {
return Common::Rect(_position.x, _position.y,
_position.x + _noShapeSize.x, _position.y + _noShapeSize.y);
}
/**
* Returns the old bounsd for the sprite from the previous frame
*/
const Common::Rect Object::getOldBounds() const {
return Common::Rect(_oldPosition.x, _oldPosition.y,
_oldPosition.x + _oldSize.x, _oldPosition.y + _oldSize.y);
}
/*----------------------------------------------------------------*/
void CAnim::synchronize(Common::SeekableReadStream &s) {
char buffer[12];
s.read(buffer, 12);
_name = Common::String(buffer);
s.read(_sequences, 30);
_position.x = s.readSint16LE();
_position.y = s.readSint16LE();
_size = s.readUint32LE();
_type = (SpriteType)s.readUint16LE();
_flags = s.readByte();
_goto.x = s.readSint16LE();
_goto.y = s.readSint16LE();
_gotoDir = s.readSint16LE();
_teleportPos.x = s.readSint16LE();
_teleportPos.y = s.readSint16LE();
_teleportDir = s.readSint16LE();
}
/*----------------------------------------------------------------*/
SceneImage::SceneImage() {
_images = nullptr;
_maxFrames = 0;
_filesize = 0;
}
} // End of namespace Sherlock
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