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
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
|
/* 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() {
Map &map = *_vm->_map;
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 && !map._active) {
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 (!map._active) {
_position.y = CLIP((int)_position.y, UPPER_LIMIT, LOWER_LIMIT);
_position.x = CLIP((int)_position.x, LEFT_LIMIT, RIGHT_LIMIT);
}
if (!map._active || (map._frameChangeFlag = !map._frameChangeFlag))
++_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._goToScene = exit->_scene;
if (exit->_people.x != 0) {
people._hSavedPos = exit->_people;
people._hSavedFacing = exit->_peopleDir;
if (people._hSavedFacing > 100 && people._hSavedPos.x < 1)
people._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;
Point32 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 || obj._type == INVALID || obj._type == HIDDEN)
continue;
if (obj._type == NO_SHAPE) {
objBounds = Common::Rect(obj._position.x, obj._position.y,
obj._position.x + obj._noShapeSize.x + 1, obj._position.y + obj._noShapeSize.y + 1);
} else {
int xp = obj._position.x + obj._imageFrame->_offset.x;
int yp = obj._position.y + obj._imageFrame->_offset.y;
objBounds = Common::Rect(xp, yp,
xp + obj._imageFrame->_frame.w + 1, yp + obj._imageFrame->_frame.h + 1);
}
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 i = palStart; i < (palStart + palLength); ++i)
screen._sMap[i] = screen._cMap[i] * palPercent / 100;
events.pollEvents();
screen.setPalette(screen._sMap);
}
}
break;
case TALK:
case TALK_EVERY:
obj._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.front())) {
// 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;
default:
break;
}
}
}
}
}
}
/*----------------------------------------------------------------*/
/**
* Synchronize the data for a savegame
*/
void ActionType::synchronize(Common::SeekableReadStream &s) {
char buffer[12];
_cAnimNum = s.readByte();
_cAnimSpeed = s.readByte();
if (_cAnimSpeed & 0x80)
_cAnimSpeed = -(_cAnimSpeed & 0x7f);
for (int idx = 0; idx < 4; ++idx) {
s.read(buffer, 12);
_names[idx] = Common::String(buffer);
}
}
/*----------------------------------------------------------------*/
UseType::UseType() {
_cAnimNum = _cAnimSpeed = 0;
_useFlag = 0;
_dFlag[0] = 0;
_lFlag[0] = _lFlag[1] = 0;
}
/**
* Synchronize the data for a savegame
*/
void UseType::synchronize(Common::SeekableReadStream &s) {
char buffer[12];
_cAnimNum = s.readByte();
_cAnimSpeed = s.readByte();
if (_cAnimSpeed & 0x80)
_cAnimSpeed = -(_cAnimSpeed & 0x7f);
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;
}
Object::Object() {
_sequenceOffset = 0;
_sequences = nullptr;
_images = nullptr;
_imageFrame = nullptr;
_walkCount = 0;
_allow = 0;
_frameNumber = 0;
_sequenceNumber = 0;
_type = INVALID;
_pickup = 0;
_defaultCommand = 0;
_lookFlag = 0;
_pickupFlag = 0;
_requiredFlag = 0;
_status = 0;
_misc = 0;
_maxFrames = 0;
_flags = 0;
_aOpen._cAnimNum = 0;
_aOpen._cAnimSpeed = 0;
_aType = OBJECT;
_lookFrames = 0;
_seqCounter = 0;
_lookFacing = 0;
_lookcAnim = 0;
_seqStack = 0;
_seqTo = 0;
_descOffset = 0;
_seqCounter2 = 0;
_seqSize = 0;
}
/**
* 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.readSint16LE();
_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() {
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 -= 1;
else
*ptr += 1;
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) {
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, _position);
screen._backBuffer2.transBlitFrom(*_imageFrame, _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;
_images = nullptr;
_imageFrame = nullptr;
}
} 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, const char *const messages[]) {
Map &map = *_vm->_map;
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
UserInterface &ui = *_vm->_ui;
bool printed = false;
scene.toggleObject(name);
if (name.hasPrefix("*")) {
// A code was found
printed = true;
char ch = (name == "*") ? 0 : 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 && map[scene._goToScene].x) {
map._overPos.x = map[scene._goToScene].x * 100 - 600;
map._overPos.y = map[scene._goToScene].y * 100 + 900;
}
const char *p;
if ((p = strchr(name.c_str(), ',')) != nullptr) {
++p;
Common::String s(p, p + 3);
people._hSavedPos.x = atoi(s.c_str());
s = Common::String(p + 3, p + 6);
people._hSavedPos.y = atoi(s.c_str());
s = Common::String(p + 6, p + 9);
people._hSavedFacing = atoi(s.c_str());
if (people._hSavedFacing == 0)
people._hSavedFacing = 10;
} else if ((p = strchr(name.c_str(), '/')) != nullptr) {
people._hSavedPos = Common::Point(1, 0);
people._hSavedFacing = 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]);
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, 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(9, _use[useIdx]._cAnimSpeed);
else
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];
}
}
/**
* Handles trying to pick up an object. If allowed, plays an y necessary animation for picking
* up the item, and then adds it to the player's inventory
*/
int Object::pickUpObject(const char *const messages[]) {
Inventory &inv = *_vm->_inventory;
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
UserInterface &ui = *_vm->_ui;
int pickup = _pickup & 0x7f;
bool printed = false;
int numObjects = 0;
if (pickup == 99) {
for (int idx = 0; idx < 4 && !talk._talkToAbort; ++idx) {
if (checkNameForCodes(_use[0]._names[idx], nullptr)) {
if (!talk._talkToAbort)
printed = true;
}
}
return 0;
}
if (!pickup || (pickup > 50 && pickup <= 80)) {
int message = _pickup;
if (message > 50)
message -= 50;
++ui._infoFlag;
ui.clearInfo();
screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, messages[message]);
ui._menuCounter = 30;
} else {
// Pick it up
bool takeFlag = true;
if ((_pickup & 0x80) == 0) {
// Play an animation
if (pickup > 80) {
takeFlag = false; // Don't pick it up
scene.startCAnim(pickup - 81, 1);
if (_pickupFlag)
_vm->setFlags(_pickupFlag);
} else {
scene.startCAnim(pickup - 1, 1);
if (!talk._talkToAbort) {
// Erase the shape
_type = _type == NO_SHAPE ? INVALID : REMOVE;
}
}
if (talk._talkToAbort)
return 0;
} else {
// Play generic pickup sequence
// Original moved cursor position here
people.goAllTheWay();
ui._menuCounter = 25;
ui._temp1 = 1;
}
for (int idx = 0; idx < 4 && !talk._talkToAbort; ++idx) {
if (checkNameForCodes(_use[0]._names[idx], nullptr)) {
if (!talk._talkToAbort)
printed = true;
}
}
if (talk._talkToAbort)
return 0;
// Add the item to the player's inventory
if (takeFlag)
numObjects = inv.putItemInInventory(*this);
if (!printed) {
ui._infoFlag++;
ui.clearInfo();
Common::String itemName = _description;
itemName.setChar(tolower(itemName[0]), 0);
screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, "Picked up %s", itemName.c_str());
ui._menuCounter = 25;
}
}
return numObjects;
}
/**
* 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);
}
/*----------------------------------------------------------------*/
/**
* Synchronize the data for a savegame
*/
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
|