scummvm/engines/access/amazon/amazon_scripts.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.
*
*/
#include "common/scummsys.h"
#include "access/access.h"
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#include "access/amazon/amazon_game.h"
#include "access/amazon/amazon_resources.h"
#include "access/amazon/amazon_scripts.h"
namespace Access {
namespace Amazon {
AmazonScripts::AmazonScripts(AccessEngine *vm) : Scripts(vm) {
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_game = (AmazonEngine *)_vm;
_xTrack = 0;
_yTrack = 0;
_zTrack = 0;
_xCam = 0;
_yCam = 0;
_zCam = 0;
_pNumObj = 0;
for (int i = 0; i < 32; i++) {
_pImgNum[i] = 0;
_pObject[i] = nullptr;
_pObjX[i] = 0;
_pObjY[i] = 0;
_pObjZ[i] = 0;
}
for (int i = 0; i < 16; i++) {
_pObjXl[i] = 0;
_pObjYl[i] = 0;
}
}
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void AmazonScripts::cLoop() {
searchForSequence();
_vm->_images.clear();
_vm->_buffer2.copyFrom(_vm->_buffer1);
_vm->_oldRects.clear();
_vm->_scripts->executeScript();
_vm->plotList1();
_vm->copyBlocks();
}
void AmazonScripts::mWhile1() {
_vm->_screen->setDisplayScan();
_vm->_screen->fadeOut();
_vm->_events->hideCursor();
_vm->_files->loadScreen(14, 0);
_vm->_buffer2.copyFrom(*_vm->_screen);
_vm->_buffer1.copyFrom(*_vm->_screen);
_vm->_events->showCursor();
_vm->_screen->setIconPalette();
_vm->_screen->forceFadeIn();
Resource *spriteData = _vm->_files->loadFile(14, 6);
_vm->_objectsTable[0] = new SpriteResource(_vm, spriteData);
delete spriteData;
_vm->_images.clear();
_vm->_oldRects.clear();
_sequence = 2100;
do {
cLoop();
_sequence = 2100;
} while (_vm->_flags[52] == 1);
_vm->_screen->copyFrom(_vm->_buffer1);
_vm->_buffer1.copyFrom(_vm->_buffer2);
_game->establish(-1, 14);
spriteData = _vm->_files->loadFile(14, 7);
_vm->_objectsTable[1] = new SpriteResource(_vm, spriteData);
delete spriteData;
_vm->_sound->playSound(0);
_vm->_screen->setDisplayScan();
_vm->_events->hideCursor();
_vm->_files->loadScreen(14, 1);
_vm->_screen->setPalette();
_vm->_buffer2.copyFrom(*_vm->_screen);
_vm->_buffer1.copyFrom(*_vm->_screen);
_vm->_events->showCursor();
_vm->_screen->setIconPalette();
_vm->_images.clear();
_vm->_oldRects.clear();
_sequence = 2200;
_vm->_sound->queueSound(0, 14, 15);
_vm->_sound->_soundPriority[0] = 1;
do {
cLoop();
_sequence = 2200;
} while (_vm->_flags[52] == 2);
_vm->_screen->setDisplayScan();
_vm->_events->hideCursor();
_vm->_files->loadScreen(14, 2);
_vm->_screen->setPalette();
_vm->_buffer2.copyFrom(*_vm->_screen);
_vm->_buffer1.copyFrom(*_vm->_screen);
_vm->_events->showCursor();
_vm->_screen->setIconPalette();
_vm->freeCells();
spriteData = _vm->_files->loadFile(14, 8);
_vm->_objectsTable[2] = new SpriteResource(_vm, spriteData);
delete spriteData;
_vm->_images.clear();
_vm->_oldRects.clear();
_sequence = 2300;
_vm->_sound->playSound(0);
do {
cLoop();
_sequence = 2300;
} while (_vm->_flags[52] == 3);
_vm->freeCells();
spriteData = _vm->_files->loadFile(14, 9);
_vm->_objectsTable[3] = new SpriteResource(_vm, spriteData);
delete spriteData;
_vm->_screen->setDisplayScan();
_vm->_events->hideCursor();
_vm->_files->loadScreen(14, 3);
_vm->_screen->setPalette();
_vm->_buffer2.copyFrom(*_vm->_screen);
_vm->_buffer1.copyFrom(*_vm->_screen);
_vm->_events->showCursor();
_vm->_screen->setIconPalette();
_vm->_images.clear();
_vm->_oldRects.clear();
_sequence = 2400;
do {
cLoop();
_sequence = 2400;
} while (_vm->_flags[52] == 4);
}
void AmazonScripts::mWhile2() {
_vm->_screen->setDisplayScan();
_vm->_screen->fadeOut();
_vm->_events->hideCursor();
_vm->_files->loadScreen(14, 0);
_vm->_buffer2.copyFrom(*_vm->_screen);
_vm->_buffer1.copyFrom(*_vm->_screen);
_vm->_events->showCursor();
_vm->_screen->setIconPalette();
_vm->_screen->forceFadeIn();
Resource *spriteData = _vm->_files->loadFile(14, 6);
_vm->_objectsTable[0] = new SpriteResource(_vm, spriteData);
delete spriteData;
_vm->_images.clear();
_vm->_oldRects.clear();
_sequence = 2100;
do {
cLoop();
_sequence = 2100;
} while (_vm->_flags[52] == 1);
_vm->_screen->fadeOut();
_vm->freeCells();
spriteData = _vm->_files->loadFile(14, 9);
_vm->_objectsTable[3] = new SpriteResource(_vm, spriteData);
delete spriteData;
_vm->_screen->setDisplayScan();
_vm->_events->hideCursor();
_vm->_files->loadScreen(14, 3);
_vm->_screen->setPalette();
_vm->_buffer2.copyFrom(*_vm->_screen);
_vm->_buffer1.copyFrom(*_vm->_screen);
_vm->_events->showCursor();
_vm->_screen->setIconPalette();
_vm->_images.clear();
_vm->_oldRects.clear();
_sequence = 2400;
do {
cLoop();
_sequence = 2400;
} while (_vm->_flags[52] == 4);
}
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void AmazonScripts::doFlyCell() {
_game->_destIn = &_game->_buffer2;
if (_game->_plane._pCount <= 40) {
_vm->_screen->plotImage(_vm->_objectsTable[15], 3, Common::Point(70, 74));
} else if (_game->_plane._pCount <= 80) {
_vm->_screen->plotImage(_vm->_objectsTable[15], 6, Common::Point(70, 74));
} else if (_game->_plane._pCount <= 120) {
_vm->_screen->plotImage(_vm->_objectsTable[15], 2, Common::Point(50, 76));
} else if (_game->_plane._pCount <= 160) {
_vm->_screen->plotImage(_vm->_objectsTable[15], 14, Common::Point(63, 78));
} else if (_game->_plane._pCount <= 200) {
_vm->_screen->plotImage(_vm->_objectsTable[15], 5, Common::Point(86, 74));
} else if (_game->_plane._pCount <= 240) {
_vm->_screen->plotImage(_vm->_objectsTable[15], 0, Common::Point(103, 76));
} else if (_game->_plane._pCount <= 280) {
_vm->_screen->plotImage(_vm->_objectsTable[15], 4, Common::Point(119, 77));
} else {
_vm->_screen->plotImage(_vm->_objectsTable[15], 1, Common::Point(111, 77));
}
}
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void AmazonScripts::doFallCell() {
if (_vm->_scaleI <= 0)
return;
_game->_destIn = &_game->_buffer2;
// 115, 11, i
_vm->_screen->plotImage(_vm->_objectsTable[20], _game->_plane._planeCount / 6, Common::Point(115, 11));
_vm->_scaleI -= 3;
_vm->_scale = _vm->_scaleI;
_vm->_screen->setScaleTable(_vm->_scale);
++_game->_plane._xCount;
if (_game->_plane._xCount == 5)
return;
_game->_plane._xCount = 0;
if (_game->_plane._planeCount == 18)
_game->_plane._planeCount = 0;
else
_game->_plane._planeCount += 6;
}
void AmazonScripts::PAN() {
warning("TODO: PAN");
}
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void AmazonScripts::scrollFly() {
_vm->copyBF1BF2();
_vm->_newRects.clear();
doFlyCell();
_vm->copyRects();
_vm->copyBF2Vid();
}
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void AmazonScripts::scrollFall() {
_vm->copyBF1BF2();
_vm->_newRects.clear();
doFallCell();
_vm->copyRects();
_vm->copyBF2Vid();
}
void AmazonScripts::scrollJWalk() {
_vm->copyBF1BF2();
_vm->_newRects.clear();
_game->plotList();
_vm->copyRects();
_vm->copyBF2Vid();
}
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void AmazonScripts::mWhileFly() {
_vm->_events->hideCursor();
_vm->_screen->clearScreen();
_vm->_screen->setBufferScan();
_vm->_screen->fadeOut();
_vm->_screen->_scrollX = 0;
_vm->_room->buildScreen();
_vm->copyBF2Vid();
_vm->_screen->fadeIn();
_vm->_oldRects.clear();
_vm->_newRects.clear();
// KEYFLG = 0;
_vm->_screen->_scrollRow = _vm->_screen->_scrollCol = 0;
_vm->_screen->_scrollX = _vm->_screen->_scrollY = 0;
_vm->_player->_rawPlayer = Common::Point(0, 0);
_vm->_player->_scrollAmount = 1;
_game->_plane._pCount = 0;
_game->_plane._planeCount = 0;
_game->_plane._propCount = 0;
_game->_plane._xCount = 0;
_game->_plane._position = Common::Point(20, 29);
warning("FIXME: _vbCount should be handled in NEWTIMER");
while (true) {
int _vbCount = 4;
if (_vm->_screen->_scrollCol + _vm->_screen->_vWindowWidth == _vm->_room->_playFieldWidth) {
_vm->_events->showCursor();
return;
}
_vm->_screen->_scrollX += _vm->_player->_scrollAmount;
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while (_vm->_screen->_scrollX >= TILE_WIDTH) {
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_vm->_screen->_scrollX -= TILE_WIDTH;
++_vm->_screen->_scrollCol;
_vm->_buffer1.moveBufferLeft();
_vm->_room->buildColumn(_vm->_screen->_scrollCol + _vm->_screen->_vWindowWidth, _vm->_screen->_vWindowBytesWide);
}
scrollFly();
++_game->_plane._pCount;
g_system->delayMillis(10);
while(_vbCount > 0) {
// To be rewritten when NEWTIMER is done
_vm->_events->checkForNextFrameCounter();
_vbCount--;
_vm->_sound->playSound(0);
}
}
}
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void AmazonScripts::mWhileFall() {
_vm->_events->hideCursor();
_vm->_screen->clearScreen();
_vm->_screen->setBufferScan();
_vm->_screen->fadeOut();
_vm->_screen->_scrollX = 0;
_vm->_room->buildScreen();
_vm->copyBF2Vid();
_vm->_screen->fadeIn();
_vm->_oldRects.clear();
_vm->_newRects.clear();
// KEYFLG = 0;
_vm->_screen->_scrollRow = _vm->_screen->_scrollCol = 0;
_vm->_screen->_scrollX = _vm->_screen->_scrollY = 0;
_vm->_player->_scrollAmount = 3;
_vm->_scaleI = 255;
_game->_plane._xCount = 0;
_game->_plane._planeCount = 0;
while (true) {
int _vbCount = 4;
if (_vm->_screen->_scrollCol + _vm->_screen->_vWindowWidth == _vm->_room->_playFieldWidth) {
_vm->_events->showCursor();
return;
}
_vm->_screen->_scrollX += _vm->_player->_scrollAmount;
while (_vm->_screen->_scrollX >= TILE_WIDTH) {
_vm->_screen->_scrollX -= TILE_WIDTH;
++_vm->_screen->_scrollCol;
_vm->_buffer1.moveBufferLeft();
_vm->_room->buildColumn(_vm->_screen->_scrollCol + _vm->_screen->_vWindowWidth, _vm->_screen->_vWindowBytesWide);
}
scrollFall();
g_system->delayMillis(10);
while(_vbCount > 0) {
// To be rewritten when NEWTIMER is done
_vm->_events->checkForNextFrameCounter();
_vbCount--;
}
}
}
void AmazonScripts::mWhileJWalk() {
const int jungleObj[7][4] = {
{2, 77, 0, 40},
{0, 290, 0, 50},
{1, 210, 0, 70},
{0, 50, 0, 30},
{1, 70, 0, 20},
{0, -280, 0, 60},
{1, -150, 0, 30},
};
_vm->_screen->fadeOut();
_vm->_events->hideCursor();
_vm->_screen->clearScreen();
_vm->_buffer2.clearBuffer();
_vm->_screen->setBufferScan();
_vm->_screen->_scrollX = 0;
_vm->_room->buildScreen();
_vm->copyBF2Vid();
_vm->_screen->fadeIn();
// KEYFLG = 0;
_vm->_player->_xFlag = 1;
_vm->_player->_yFlag = 0;
_vm->_player->_moveTo.x = 160;
_vm->_player->_move = UP;
_game->_plane._xCount = 2;
_xTrack = 10;
_yTrack = _zTrack = 0;
_xCam = 480;
_yCam = 0;
_zCam = 80;
TimerEntry *te = &_vm->_timers[24];
te->_initTm = te->_timer = 1;
te->_flag++;
_pNumObj = 7;
for (int i = 0; i < _pNumObj; i++) {
_pObject[i] = _vm->_objectsTable[24];
_pImgNum[i] = jungleObj[i][0];
_pObjX[i] = jungleObj[i][1];
_pObjY[i] = jungleObj[i][2];
_pObjZ[i] = jungleObj[i][3];
_pObjXl[i] = _pObjYl[i] = 0;
}
while (true) {
_vm->_images.clear();
int _vbCount = 6;
if (_vm->_player->_xFlag == 2) {
_vm->_events->showCursor();
return;
}
_pImgNum[0] = _game->_plane._xCount;
if (_game->_plane._xCount == 2)
++_game->_plane._xCount;
else
--_game->_plane._xCount;
_vm->_player->checkMove();
_vm->_player->checkScroll();
PAN();
scrollJWalk();
g_system->delayMillis(10);
while(_vbCount > 0) {
// To be rewritten when NEWTIMER is done
_vm->_events->checkForNextFrameCounter();
_vbCount--;
}
}
}
void AmazonScripts::mWhile(int param1) {
switch(param1) {
case 1:
mWhile1();
break;
case 2:
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mWhileFly();
break;
case 3:
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mWhileFall();
break;
case 4:
mWhileJWalk();
break;
case 5:
warning("TODO DOOPEN");
break;
case 6:
warning("TODO DOWNRIVER");
break;
case 7:
mWhile2();
break;
case 8:
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warning("TODO JWALK2");
break;
default:
break;
}
}
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void AmazonScripts::guardSee() {
warning("TODO: guardSee()");
}
void AmazonScripts::setGuardFrame() {
warning("TODO: setGuardFrame()");
}
void AmazonScripts::guard() {
if (_vm->_timers[8]._flag != 0)
return;
++_vm->_timers[8]._flag;
++_game->_guard._guardCel;
int curCel = _game->_guard._guardCel;
switch (_game->_guardLocation) {
case 1:
if (curCel <= 8 || curCel > 13)
_game->_guard._guardCel = curCel = 8;
_game->_guard._position.y = _vm->_player->_walkOffDown[curCel - 8];
guardSee();
if (_game->_guard._position.y >= 272) {
_game->_guard._position.y = 272;
_game->_guardLocation = 2;
}
break;
case 2:
if (curCel <= 43 || curCel > 48)
_game->_guard._guardCel = curCel = 43;
_game->_guard._position.x = _vm->_player->_walkOffLeft[curCel - 43];
guardSee();
if (_game->_guard._position.x <= 56) {
_game->_guard._position.x = 56;
_game->_guardLocation = 3;
}
break;
case 3:
if (curCel <= 0 || curCel > 5)
_game->_guard._guardCel = curCel = 0;
_game->_guard._position.y = _vm->_player->_walkOffUp[curCel];
guardSee();
if (_game->_guard._position.y <= 89) {
_game->_guard._position.y = 89;
_game->_guardLocation = 4;
warning("CHECME: unused flag121");
}
break;
default:
if (curCel <= 43 || curCel > 48)
_game->_guard._guardCel = curCel = 43;
_game->_guard._position.x = _vm->_player->_walkOffRight[curCel - 43];
guardSee();
if (_game->_guard._position.x >= 127) {
_game->_guard._position.x = 127;
_game->_guardLocation = 1;
}
break;
}
setGuardFrame();
}
void AmazonScripts::loadBackground(int param1, int param2) {
_vm->_files->_loadPalFlag = false;
_vm->_files->loadScreen(param1, param2);
_vm->_buffer2.copyFrom(*_vm->_screen);
_vm->_buffer1.copyFrom(*_vm->_screen);
_vm->_screen->forceFadeOut();
}
void AmazonScripts::setInactive() {
_game->_rawInactiveX = _vm->_player->_rawPlayer.x;
_game->_rawInactiveY = _vm->_player->_rawPlayer.y;
_game->_charSegSwitch = false;
mWhile(_game->_rawInactiveY);
}
void AmazonScripts::boatWalls(int param1, int param2) {
if (param1 == 1)
_vm->_room->_plotter._walls[42] = Common::Rect(96, 27, 87, 42);
else {
_vm->_room->_plotter._walls[39].bottom = _vm->_room->_plotter._walls[41].bottom = 106;
_vm->_room->_plotter._walls[40].left = 94;
}
}
void AmazonScripts::plotInactive() {
if (_game->_charSegSwitch) {
_game->_currentCharFlag = true;
SpriteResource *tmp = _vm->_inactive._spritesPtr;
_vm->_inactive._spritesPtr = _vm->_player->_playerSprites;
_vm->_player->_playerSprites = tmp;
_game->_charSegSwitch = false;
} else if (_game->_jasMayaFlag != (_game->_currentCharFlag ? 1 : 0)) {
if (_vm->_player->_playerOff) {
_game->_jasMayaFlag = (_game->_currentCharFlag ? 1 : 0);
} else {
_game->_currentCharFlag = (_game->_jasMayaFlag == 1);
int tmpX = _game->_rawInactiveX;
int tmpY = _game->_rawInactiveY;
_game->_rawInactiveX = _vm->_player->_rawPlayer.x;
_game->_rawInactiveY = _vm->_player->_rawPlayer.y;
_vm->_player->_rawPlayer.x = tmpX;
_vm->_player->_rawPlayer.y = tmpY;
_game->_inactiveYOff = _vm->_player->_playerOffset.y;
_vm->_player->calcManScale();
}
}
if (_vm->_player->_roomNumber == 44) {
warning("CHECKME: Only sets useless(?) flags 155 and 160");
}
_vm->_inactive._flags &= 0xFD;
_vm->_inactive._flags &= 0xF7;
_vm->_inactive._position.x = _game->_rawInactiveX;
_vm->_inactive._position.y = _game->_rawInactiveY - _game->_inactiveYOff;
_vm->_inactive._offsetY = _game->_inactiveYOff;
_vm->_inactive._frameNumber = 0;
_vm->_images.addToList(&_vm->_inactive);
}
void AmazonScripts::executeSpecial(int commandIndex, int param1, int param2) {
switch (commandIndex) {
case 1:
_vm->establish(param1, param2);
break;
case 2:
loadBackground(param1, param2);
break;
case 3:
warning("TODO DOCAST");
break;
case 4:
setInactive();
break;
case 6:
mWhile(param1);
break;
case 9:
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guard();
break;
case 10:
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_vm->_sound->newMusic(param1, param2);
break;
case 11:
plotInactive();
break;
case 13:
warning("TODO RIVER");
break;
case 14:
warning("TODO ANT");
break;
case 15:
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boatWalls(param1, param2);
break;
default:
warning("Unexpected Special code %d - Skipped", commandIndex);
}
}
typedef void(AmazonScripts::*AmazonScriptMethodPtr)();
void AmazonScripts::executeCommand(int commandIndex) {
static const AmazonScriptMethodPtr COMMAND_LIST[] = {
&AmazonScripts::cmdHelp, &AmazonScripts::cmdCycleBack,
&AmazonScripts::cmdChapter, &AmazonScripts::cmdSetHelp,
&AmazonScripts::cmdCenterPanel, &AmazonScripts::cmdMainPanel,
&AmazonScripts::CMDRETFLASH
};
if (commandIndex >= 73)
(this->*COMMAND_LIST[commandIndex - 73])();
else
Scripts::executeCommand(commandIndex);
}
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void AmazonScripts::cmdHelp() {
Common::String helpMessage = readString();
if (_game->_helpLevel == 0) {
_game->_timers.saveTimers();
_game->_useItem = 0;
if (_game->_noHints) {
printString(NO_HELP_MESSAGE);
return;
} else if (_game->_hintLevel == 0) {
printString(NO_HINTS_MESSAGE);
return;
}
}
int level = _game->_hintLevel - 1;
if (level < _game->_helpLevel)
_game->_moreHelp = 0;
_game->drawHelp();
error("TODO: more cmdHelp");
}
void AmazonScripts::cmdCycleBack() {
if (_vm->_startup == -1)
_vm->_screen->cyclePaletteBackwards();
}
void AmazonScripts::cmdChapter() {
int chapter = _data->readByte();
_game->startChapter(chapter);
}
void AmazonScripts::cmdSetHelp() {
int arrayId = (_data->readUint16LE() && 0xFF) - 1;
int helpId = _data->readUint16LE() && 0xFF;
byte *help = _vm->_helpTbl[arrayId];
help[helpId] = 1;
if (_vm->_useItem == 0) {
_sequence = 11000;
searchForSequence();
}
}
void AmazonScripts::cmdCenterPanel() {
if (_vm->_screen->_vesaMode) {
_vm->_screen->clearScreen();
_vm->_screen->setPanel(3);
}
}
void AmazonScripts::cmdMainPanel() {
if (_vm->_screen->_vesaMode) {
_vm->_room->init4Quads();
_vm->_screen->setPanel(0);
}
}
void AmazonScripts::CMDRETFLASH() {
error("TODO CMDRETFLASH");
}
} // End of namespace Amazon
} // End of namespace Access