cleanup, split Cutaway::specialMove() into several methods ; this should allow us minor changes in order to support different/other special moves (demo, interview)

svn-id: r11552
This commit is contained in:
Gregory Montoir 2003-12-10 14:19:04 +00:00
parent 7153d77024
commit d947a6ea77
4 changed files with 704 additions and 607 deletions

View file

@ -33,13 +33,6 @@
namespace Queen {
/*
TODO soon
- Implement SCENE_START and SCENE_END
- Finish Cutaway::actionSpecialMove
TODO later
- Finish Cutaway::stop
@ -285,588 +278,6 @@ void Cutaway::dumpCutawayObject(int index, CutawayObject &object)
}
void Cutaway::actionSpecialMove(int index) {
if (index <= 0)
return;
debug(0, "Special move: %i", index);
switch (index) {
case 2:
_logic->joeUseDress(false);
break;
// c74a.cut - use clothes
case 3:
_logic->joeUseClothes(false);
break;
case 4:
_logic->joeUseUnderwear();
break;
// cdres.cut
case 5:
_logic->display()->palSetJoe(JP_DRESS);
break;
// cdclo.cut - Set Joe's palette
case 6:
_logic->display()->palSetJoe(JP_CLOTHES);
break;
// c73e.cut - carbam background animation
case 7:
_graphics->initCarBamScene();
break;
// c74a.cut - Turn off big oil splat and gun shots!
case 8:
_graphics->cleanupCarBamScene(_logic->findBob(594)); // Oil object
break;
// c69e.cut - Fight1 background animation
case 9:
_graphics->initFightBamScene();
_logic->gameState(148, 1);
break;
// c69e.cut
case 10:
_graphics->bamData()->flag = 2;
while (_graphics->bamData()->flag) {
_logic->update();
}
break;
// c69z.cut - Frank growing
case 11: {
_graphics->bankUnpack(1, 38, 15);
BobSlot *bobFrank = _graphics->bob(5);
bobFrank->frameNum = 38;
bobFrank->curPos(160, 200);
bobFrank->box.y2 = GAME_SCREEN_HEIGHT - 1;
int i;
for (i = 10; i <= 100; i += 4) {
bobFrank->scale = i;
_logic->update();
}
for (i = 0; i <= 20; ++i) {
_logic->update();
}
_logic->objectData(521)->name = ABS(_logic->objectData(521)->name); // Dinoray
_logic->objectData(526)->name = ABS(_logic->objectData(526)->name); // Frank obj
_logic->objectData(522)->name = -ABS(_logic->objectData(522)->name); // TMPD object off
_logic->objectData(525)->name = -ABS(_logic->objectData(525)->name); // Floda guards off
_logic->objectData(523)->name = -ABS(_logic->objectData(523)->name); // Sparky object off
_logic->gameState(157, 1); // No more Ironstein
}
break;
// c69z.cut - Robot growing
case 12: {
_graphics->bankUnpack(1, 38, 15);
BobSlot *bobRobot = _graphics->bob(5);
bobRobot->frameNum = 38;
bobRobot->curPos(160, 200);
bobRobot->box.y2 = GAME_SCREEN_HEIGHT - 1;
int i;
for (i = 10; i <= 100; i += 4) {
bobRobot->scale = i;
_logic->update();
}
for (i = 0; i <= 20; ++i) {
_logic->update();
}
_logic->objectData(524)->name = -ABS(_logic->objectData(524)->name); // Azura object off
_logic->objectData(526)->name = -ABS(_logic->objectData(526)->name); // Frank object off
}
break;
// Robot shrinking
case 13: {
int i;
for (i = 100; i >= 35; i -= 5) {
_graphics->bob(6)->scale = i;
_logic->update();
}
}
break;
// End game
case 14: {
int i;
for (i = 0; i < 40; ++i) {
_logic->update();
}
OSystem::instance()->quit();
}
break;
// Dinocam
case 15:
_graphics->cameraBob(-1);
while (_logic->display()->horizontalScroll() < 320) {
_logic->display()->horizontalScroll(_logic->display()->horizontalScroll() + 16);
if (_logic->display()->horizontalScroll() > 320) {
_logic->display()->horizontalScroll(320);
}
_logic->update();
}
_graphics->cameraBob(1);
break;
// cdint.cut / room 67 - put camera on Joe
case 16:
_graphics->cameraBob(0);
break;
// XXX sm17&18 : alternative intro
case 19:
_logic->gameState(VAR_AZURA_IN_LOVE, 1);
break;
// Pan right from Joe
case 20:
_graphics->cameraBob(-1);
while (_logic->display()->horizontalScroll() < 320) {
_logic->display()->horizontalScroll(_logic->display()->horizontalScroll() + 16);
if (_logic->display()->horizontalScroll() > 320) {
_logic->display()->horizontalScroll(320);
}
_logic->update();
}
break;
case 21:
_logic->display()->palCustomLightsOff(_logic->currentRoom());
break;
case 22:
_logic->display()->palCustomLightsOn(_logic->currentRoom());
break;
// manequin area on
case 23:
_logic->area(ROOM_FLODA_FRONTDESK, 7)->mapNeighbours = ABS(_logic->area(ROOM_FLODA_FRONTDESK, 7)->mapNeighbours);
break;
case 24: {
int i = _graphics->bob(0)->x - 160;
if (i < 0) {
i = 0;
}
else if (i > 320) {
i = 320;
}
_graphics->cameraBob(-1);
if (i < _logic->display()->horizontalScroll()) {
while (_logic->display()->horizontalScroll() > i) {
_logic->display()->horizontalScroll(_logic->display()->horizontalScroll() - 16);
if (_logic->display()->horizontalScroll() < i) {
_logic->display()->horizontalScroll(i);
}
_logic->update();
}
}
else {
while (_logic->display()->horizontalScroll() < i) {
_logic->display()->horizontalScroll(_logic->display()->horizontalScroll() + 16);
if (_logic->display()->horizontalScroll() > i ) {
_logic->display()->horizontalScroll(i);
}
}
_logic->update();
}
_graphics->cameraBob(0);
}
break;
// Turn guard on
case 25:
_logic->gameState(85, 1);
break;
// c69g.CUT - Pan left 320 to 144
case 26:
_graphics->cameraBob(-1);
while (_logic->display()->horizontalScroll() > 144) {
_logic->display()->horizontalScroll(_logic->display()->horizontalScroll() - 8);
if (_logic->display()->horizontalScroll() < 144) {
_logic->display()->horizontalScroll(144);
}
_logic->update();
}
break;
// smooch
case 27: {
_graphics->cameraBob(-1);
BobSlot *bobAzura = _graphics->bob(5);
BobSlot *bobJoe = _graphics->bob(6);
while (_logic->display()->horizontalScroll() < 320) {
_logic->display()->horizontalScroll(_logic->display()->horizontalScroll() + 8);
if (bobJoe->x - bobAzura->x > 128) {
bobAzura->x += 10;
bobJoe->x += 6;
}
else {
bobAzura->x += 8;
bobJoe->x += 8;
}
_logic->update();
}
}
break;
// c75b.cut - Lightning hits plane
case 28:
{
_graphics->cameraBob(-1);
short iy = 0, x, ydir = -1, j, k;
BobSlot *planeBob = _graphics->bob(5);
BobSlot *lightningBob = _graphics->bob(20);
planeBob->box.y2 = lightningBob->box.y2 = 199;
planeBob->y = 135;
planeBob->scale = 20;
for (x = 660; x > 163; x -= 6) {
planeBob->x = x;
planeBob->y = 135 + iy;
iy -= ydir;
if (iy < -9 || iy > 9)
ydir = -ydir;
planeBob->scale++;
if (planeBob->scale > 100)
planeBob->scale = 100;
int scrollX = x - 163;
if (scrollX > 320)
scrollX = 320;
_logic->display()->horizontalScroll(scrollX);
_logic->update();
}
planeBob->scale = 100;
_logic->display()->horizontalScroll(0);
planeBob->x -= -8;
planeBob->y += 6;
lightningBob->x = 160;
lightningBob->y = 0;
// 23/2/95 - Play lightning SFX
// XXX sfxplay(NULLstr);
_graphics->bankUnpack(18, lightningBob->frameNum, 15);
_graphics->bankUnpack(4, planeBob ->frameNum, 15);
// Plane plunges into the jungle!
BobSlot *fireBob = _graphics->bob(6);
fireBob->animating = true;
fireBob->x = planeBob->x;
fireBob->y = planeBob->y + 10;
_graphics->bankUnpack(19, fireBob->frameNum, 15);
_logic->update();
k = 20;
j = 1;
for (x = 163; x > -30; x -= 10) {
planeBob->y += 4;
fireBob->y += 4;
planeBob->x = fireBob->x = x;
if (k < 40) {
_graphics->bankUnpack(j, planeBob->frameNum, 15);
_graphics->bankUnpack(k, fireBob ->frameNum, 15);
k++;
j++;
if (j == 4)
j = 1;
}
_logic->update();
}
_graphics->cameraBob(0);
}
break;
// Scale blimp - end game!
case 29: {
int16 z = 256;
BobSlot *bob = _graphics->bob(7);
int16 x = bob->x;
int16 y = bob->y;
while (bob->x > 150) {
bob->x = x * 256 / z + 150;
bob->x = y * 256 / z + 112;
bob->scale = 100 * 256 / z;
++z;
if (z % 6 == 0) {
--x;
}
_logic->update();
}
}
break;
// scale ending
case 30: {
_graphics->bob(7)->active = false; // Turn off blimp
BobSlot *b = _graphics->bob(20);
b->x = 160;
b->y = 100;
int i;
for (i = 5; i <= 100; i += 5) {
b->scale = i;
_logic->update();
}
for (i = 0; i < 50; ++i) {
_logic->update();
}
_logic->display()->palFadeOut(0, 255, _logic->currentRoom());
}
break;
// c74a.cut - Wait for car to reach correct position before pouring oil
case 31:
while (_graphics->bamData()->index != 60) {
_logic->update();
}
break;
// c75b.cut - Screen shake
case 32:
OSystem::instance()->set_shake_pos(3);
_logic->update();
OSystem::instance()->set_shake_pos(0);
_logic->update();
break;
// Attempt puzzle
case 33: {
static short n = 0;
++n;
if (n & 4) {
_logic->joeSpeak(226, true);
}
}
break;
// cred.cut - scale title
case 34:
{
BobSlot *bob = _graphics->bob(5);
bob->animating = false;
bob->x = 161;
bob->y = 200;
bob->scale = 100;
int i;
for (i = 5; i <= 100; i +=5) {
bob->scale = i;
bob->y -= 4;
_logic->update();
}
}
break;
// XXX sm35: demo
// cdint.cut - pan right fast
case 36:
{
Display *display = _logic->display();
BobSlot *bob_thugA1 = _graphics->bob(20);
BobSlot *bob_thugA2 = _graphics->bob(21);
BobSlot *bob_thugA3 = _graphics->bob(22);
BobSlot *bob_hugh1 = _graphics->bob(1);
BobSlot *bob_hugh2 = _graphics->bob(23);
BobSlot *bob_hugh3 = _graphics->bob(24);
BobSlot *bob_thugB1 = _graphics->bob(25);
BobSlot *bob_thugB2 = _graphics->bob(26);
_graphics->cameraBob(-1);
_input->fastMode(true);
_logic->update();
int i = 4, k = 160;
// Adjust thug1 gun so it matches rest of body
bob_thugA1->x += (k / 2) * 2 - 45;
bob_thugA2->x += (k / 2) * 2;
bob_thugA3->x += (k / 2) * 2;
bob_hugh1->x += (k / 2) * 3 + (k / 2);
bob_hugh2->x += (k / 2) * 3 + (k / 2);
bob_hugh3->x += (k / 2) * 3 + (k / 2);
bob_thugB1->x += (k / 2) * 4 + k;
bob_thugB2->x += (k / 2) * 4 + k;
if (i == 3) {
bob_thugB1->x += 10;
bob_thugB2->x += 10;
}
i *= 2;
int horizontalScroll = 0;
while (horizontalScroll < k) {
horizontalScroll = horizontalScroll + i;
if (horizontalScroll > k)
horizontalScroll = k;
//debug(0, "horizontalScroll = %i", horizontalScroll);
display->horizontalScroll(horizontalScroll);
bob_thugA1->x -= i * 2;
bob_thugA2->x -= i * 2;
bob_thugA3->x -= i * 2;
bob_hugh1->x -= i * 3;
bob_hugh2->x -= i * 3;
bob_hugh3->x -= i * 3;
bob_thugB1->x -= i * 4;
bob_thugB2->x -= i * 4;
_logic->update();
if (_input->cutawayQuit())
return;
}
_input->fastMode(false);
}
break;
// cdint.cut - flash white
case 37:
_logic->display()->palCustomFlash();
break;
// cdint.cut - pan right
case 38:
{
Display *display = _logic->display();
BobSlot *bob_box = _graphics->bob(20);
BobSlot *bob_beam = _graphics->bob(21);
BobSlot *bob_crate = _graphics->bob(22);
BobSlot *bob_clock = _graphics->bob(23);
BobSlot *bob_hands = _graphics->bob(24);
_graphics->cameraBob(-1);
_input->fastMode(true);
_logic->update();
bob_box ->x += 280 * 2;
bob_beam ->x += 30;
bob_crate->x += 180 * 3;
int horizontalScroll = display->horizontalScroll();
int i = 1;
while (horizontalScroll < 290) {
horizontalScroll = horizontalScroll + i;
if (horizontalScroll > 290)
horizontalScroll = 290;
//debug(0, "horizontalScroll = %i", horizontalScroll);
display->horizontalScroll(horizontalScroll);
bob_box ->x -= i * 2;
bob_beam ->x -= i;
bob_crate->x -= i * 3;
bob_clock->x -= i * 2;
bob_hands->x -= i * 2;
_logic->update();
if (_input->cutawayQuit())
return;
}
_input->fastMode(false);
}
break;
// cdint.cut - pan left to bomb
case 39:
{
Display *display = _logic->display();
BobSlot *bob21 = _graphics->bob(21);
BobSlot *bob22 = _graphics->bob(22);
_graphics->cameraBob(-1);
_input->fastMode(true);
int horizontalScroll = display->horizontalScroll();
int i = 5;
while (horizontalScroll > 0 || bob21->x < 136) {
horizontalScroll -= i;
if (horizontalScroll < 0)
horizontalScroll = 0;
//debug(0, "horizontalScroll = %i", horizontalScroll);
display->horizontalScroll(horizontalScroll);
if (horizontalScroll < 272 && bob21->x < 136)
bob21->x += (i/2);
bob22->x += i;
_logic->update();
if (_input->cutawayQuit())
return;
}
_input->fastMode(false);
}
break;
default:
warning("Unhandled special move: %i", index);
break;
}
}
byte *Cutaway::turnOnPeople(byte *ptr, CutawayObject &object) {
// Lines 1248-1259 in cutaway.c
@ -1483,7 +894,7 @@ void Cutaway::run(char *nextFilename) {
!object.moveToY &&
object.specialMove &&
object.objectNumber >= 0) {
actionSpecialMove(object.specialMove);
_logic->executeSpecialMove(object.specialMove);
object.specialMove = 0;
}
@ -1778,7 +1189,7 @@ void Cutaway::stop() {
} // for()
int16 specialMove = (int16)READ_BE_UINT16(ptr); ptr += 2;
actionSpecialMove(specialMove);
_logic->executeSpecialMove(specialMove);
_lastSong = (int16)READ_BE_UINT16(ptr); ptr += 2;
}

View file

@ -229,9 +229,6 @@ class Cutaway {
//! Used by load to read string data
void loadStrings(byte *ptr);
//! Do something special
void actionSpecialMove(int index);
//! Get persons
byte *turnOnPeople(byte *ptr, CutawayObject &object);

View file

@ -1103,8 +1103,7 @@ uint16 Logic::roomRefreshObject(uint16 obj) {
// check the object is in the current room
if (pod->room != _currentRoom) {
warning("Logic::roomRefreshObject() - Trying to display an object (%i=%s) that is not in room (object room=%i, current room=%i)",
obj, _objName[ABS(pod->name)], pod->room, _currentRoom);
debug(0, "Trying to display an object (%i=%s) that is not in room (object room=%i, current room=%i)", obj, _objName[ABS(pod->name)], pod->room, _currentRoom);
return curImage;
}
@ -2602,5 +2601,654 @@ void Logic::useJournal() {
}
void Logic::executeSpecialMove(uint16 sm) {
// FIXME: for now, we initialise the various 'asm' procs here but,
// in order to support the 'interview' mini-game', we will have to do
// that in a proper setupAsmForGame() or setupAsmForInterview() function.
static const SpecialMoveProc proc[40] = {
/* 00 */
NULL,
NULL,
&Logic::asmMakeJoeUseDress,
&Logic::asmMakeJoeUseNormalClothes,
/* 04 */
&Logic::asmMakeJoeUseUnderwear,
&Logic::asmSwitchToDressPalette,
&Logic::asmSwitchToNormalPalette,
&Logic::asmStartCarAnimation,
/* 08 */
&Logic::asmStopCarAnimation,
&Logic::asmStartFightAnimation,
&Logic::asmWaitForFrankPosition,
&Logic::asmMakeFrankGrowing,
/* 12 */
&Logic::asmMakeRobotGrowing,
&Logic::asmShrinkRobot,
&Logic::asmEndGame,
&Logic::asmPutCameraOnDino,
/* 16 */
&Logic::asmPutCameraOnJoe,
NULL, // XXX alternative introduction
NULL, // XXX alternative introduction
&Logic::asmSetAzuraInLove,
/* 20 */
&Logic::asmPanRightFromJoe,
&Logic::asmSetLightsOff,
&Logic::asmSetLightsOn,
&Logic::asmSetManequinAreaOn,
/* 24 */
&Logic::asmPanToJoe,
&Logic::asmTurnGuardOn,
&Logic::asmPanLeft320To144,
&Logic::asmSmooch,
/* 28 */
&Logic::asmMakeLightningHitPlane,
&Logic::asmScaleBlimp,
&Logic::asmScaleEnding,
&Logic::asmWaitForCarPosition,
/* 32 */
&Logic::asmShakeScreen,
&Logic::asmAttemptPuzzle,
&Logic::asmScaleTitle,
NULL, // XXX PC Demo ?
/* 36 */
&Logic::asmPanRightToHugh,
&Logic::asmMakeWhiteFlash,
&Logic::asmPanRightToJoeAndRita,
&Logic::asmPanLeftToBomb
};
if (sm >= ARRAYSIZE(proc) || proc[sm] == NULL) {
warning("unhandled / invalid special move : %d", sm);
}
else {
debug(0, "Special move: %d", sm);
(this->*proc[sm])();
}
}
void Logic::asmMakeJoeUseDress() {
joeUseDress(false);
}
void Logic::asmMakeJoeUseNormalClothes() {
joeUseClothes(false);
}
void Logic::asmMakeJoeUseUnderwear() {
joeUseUnderwear();
}
void Logic::asmSwitchToDressPalette() {
_display->palSetJoe(JP_DRESS);
}
void Logic::asmSwitchToNormalPalette() {
_display->palSetJoe(JP_CLOTHES);
}
void Logic::asmStartCarAnimation() {
// Carbam background animation - room 74
_graphics->initCarBamScene();
}
void Logic::asmStopCarAnimation() {
// CR 2 - Turn off big oil splat and gun shots!
_graphics->cleanupCarBamScene(findBob(594)); // Oil object
}
void Logic::asmStartFightAnimation() {
// Fight1 background animation - room 69
_graphics->initFightBamScene();
gameState(148, 1);
}
void Logic::asmWaitForFrankPosition() {
// c69e.cut
_graphics->bamData()->flag = 2;
while (_graphics->bamData()->flag) {
update();
}
}
void Logic::asmMakeFrankGrowing() {
// c69z.cut
_graphics->bankUnpack(1, 38, 15);
BobSlot *bobFrank = _graphics->bob(5);
bobFrank->frameNum = 38;
bobFrank->curPos(160, 200);
bobFrank->box.y2 = GAME_SCREEN_HEIGHT - 1;
int i;
for (i = 10; i <= 100; i += 4) {
bobFrank->scale = i;
update();
}
for (i = 0; i <= 20; ++i) {
update();
}
objectData(521)->name = ABS(objectData(521)->name); // Dinoray
objectData(526)->name = ABS(objectData(526)->name); // Frank obj
objectData(522)->name = -ABS(objectData(522)->name); // TMPD object off
objectData(525)->name = -ABS(objectData(525)->name); // Floda guards off
objectData(523)->name = -ABS(objectData(523)->name); // Sparky object off
gameState(157, 1); // No more Ironstein
}
void Logic::asmMakeRobotGrowing() {
// c69z.cut
_graphics->bankUnpack(1, 38, 15);
BobSlot *bobRobot = _graphics->bob(5);
bobRobot->frameNum = 38;
bobRobot->curPos(160, 200);
bobRobot->box.y2 = GAME_SCREEN_HEIGHT - 1;
int i;
for (i = 10; i <= 100; i += 4) {
bobRobot->scale = i;
update();
}
for (i = 0; i <= 20; ++i) {
update();
}
objectData(524)->name = -ABS(objectData(524)->name); // Azura object off
objectData(526)->name = -ABS(objectData(526)->name); // Frank object off
}
void Logic::asmShrinkRobot() {
int i;
for (i = 100; i >= 35; i -= 5) {
_graphics->bob(6)->scale = i;
update();
}
}
void Logic::asmEndGame() {
int i;
for (i = 0; i < 40; ++i) {
update();
}
OSystem::instance()->quit();
debug(0, "Game completed");
}
void Logic::asmPutCameraOnDino() {
_graphics->cameraBob(-1);
while (_display->horizontalScroll() < 320) {
_display->horizontalScroll(_display->horizontalScroll() + 16);
if (_display->horizontalScroll() > 320) {
_display->horizontalScroll(320);
}
update();
}
_graphics->cameraBob(1);
}
void Logic::asmPutCameraOnJoe() {
_graphics->cameraBob(0);
}
void Logic::asmSetAzuraInLove() {
gameState(VAR_AZURA_IN_LOVE, 1);
}
void Logic::asmPanRightFromJoe() {
_graphics->cameraBob(-1);
while (_display->horizontalScroll() < 320) {
_display->horizontalScroll(_display->horizontalScroll() + 16);
if (_display->horizontalScroll() > 320) {
_display->horizontalScroll(320);
}
update();
}
}
void Logic::asmSetLightsOff() {
_display->palCustomLightsOff(currentRoom());
}
void Logic::asmSetLightsOn() {
_display->palCustomLightsOn(currentRoom());
}
void Logic::asmSetManequinAreaOn() {
area(ROOM_FLODA_FRONTDESK, 7)->mapNeighbours = ABS(area(ROOM_FLODA_FRONTDESK, 7)->mapNeighbours);
}
void Logic::asmPanToJoe() {
int i = _graphics->bob(0)->x - 160;
if (i < 0) {
i = 0;
}
else if (i > 320) {
i = 320;
}
_graphics->cameraBob(-1);
if (i < _display->horizontalScroll()) {
while (_display->horizontalScroll() > i) {
_display->horizontalScroll(_display->horizontalScroll() - 16);
if (_display->horizontalScroll() < i) {
_display->horizontalScroll(i);
}
update();
}
}
else {
while (_display->horizontalScroll() < i) {
_display->horizontalScroll(_display->horizontalScroll() + 16);
if (_display->horizontalScroll() > i ) {
_display->horizontalScroll(i);
}
}
update();
}
_graphics->cameraBob(0);
}
void Logic::asmTurnGuardOn() {
gameState(85, 1);
}
void Logic::asmPanLeft320To144() {
_graphics->cameraBob(-1);
while (_display->horizontalScroll() > 144) {
_display->horizontalScroll(_display->horizontalScroll() - 8);
if (_display->horizontalScroll() < 144) {
_display->horizontalScroll(144);
}
update();
}
}
void Logic::asmSmooch() {
_graphics->cameraBob(-1);
BobSlot *bobAzura = _graphics->bob(5);
BobSlot *bobJoe = _graphics->bob(6);
while (_display->horizontalScroll() < 320) {
_display->horizontalScroll(_display->horizontalScroll() + 8);
if (bobJoe->x - bobAzura->x > 128) {
bobAzura->x += 10;
bobJoe->x += 6;
}
else {
bobAzura->x += 8;
bobJoe->x += 8;
}
update();
}
}
void Logic::asmMakeLightningHitPlane() {
_graphics->cameraBob(-1);
short iy = 0, x, ydir = -1, j, k;
BobSlot *planeBob = _graphics->bob(5);
BobSlot *lightningBob = _graphics->bob(20);
planeBob->box.y2 = lightningBob->box.y2 = 199;
planeBob->y = 135;
planeBob->scale = 20;
for (x = 660; x > 163; x -= 6) {
planeBob->x = x;
planeBob->y = 135 + iy;
iy -= ydir;
if (iy < -9 || iy > 9)
ydir = -ydir;
planeBob->scale++;
if (planeBob->scale > 100)
planeBob->scale = 100;
int scrollX = x - 163;
if (scrollX > 320)
scrollX = 320;
_display->horizontalScroll(scrollX);
update();
}
planeBob->scale = 100;
_display->horizontalScroll(0);
planeBob->x -= -8;
planeBob->y += 6;
lightningBob->x = 160;
lightningBob->y = 0;
// 23/2/95 - Play lightning SFX
// XXX sfxplay(NULLstr);
_graphics->bankUnpack(18, lightningBob->frameNum, 15);
_graphics->bankUnpack(4, planeBob ->frameNum, 15);
// Plane plunges into the jungle!
BobSlot *fireBob = _graphics->bob(6);
fireBob->animating = true;
fireBob->x = planeBob->x;
fireBob->y = planeBob->y + 10;
_graphics->bankUnpack(19, fireBob->frameNum, 15);
update();
k = 20;
j = 1;
for (x = 163; x > -30; x -= 10) {
planeBob->y += 4;
fireBob->y += 4;
planeBob->x = fireBob->x = x;
if (k < 40) {
_graphics->bankUnpack(j, planeBob->frameNum, 15);
_graphics->bankUnpack(k, fireBob ->frameNum, 15);
k++;
j++;
if (j == 4)
j = 1;
}
update();
}
_graphics->cameraBob(0);
}
void Logic::asmScaleBlimp() {
int16 z = 256;
BobSlot *bob = _graphics->bob(7);
int16 x = bob->x;
int16 y = bob->y;
while (bob->x > 150) {
bob->x = x * 256 / z + 150;
bob->x = y * 256 / z + 112;
bob->scale = 100 * 256 / z;
++z;
if (z % 6 == 0) {
--x;
}
update();
}
}
void Logic::asmScaleEnding() {
_graphics->bob(7)->active = false; // Turn off blimp
BobSlot *b = _graphics->bob(20);
b->x = 160;
b->y = 100;
int i;
for (i = 5; i <= 100; i += 5) {
b->scale = i;
update();
}
for (i = 0; i < 50; ++i) {
update();
}
_display->palFadeOut(0, 255, currentRoom());
}
void Logic::asmWaitForCarPosition() {
// Wait for car to reach correct position before pouring oil
while (_graphics->bamData()->index != 60) {
update();
}
}
void Logic::asmShakeScreen() {
OSystem::instance()->set_shake_pos(3);
update();
OSystem::instance()->set_shake_pos(0);
update();
}
void Logic::asmAttemptPuzzle() {
static short n = 0;
++n;
if (n & 4) {
joeSpeak(226, true);
}
}
void Logic::asmScaleTitle() {
BobSlot *bob = _graphics->bob(5);
bob->animating = false;
bob->x = 161;
bob->y = 200;
bob->scale = 100;
int i;
for (i = 5; i <= 100; i +=5) {
bob->scale = i;
bob->y -= 4;
update();
}
}
void Logic::asmPanRightToHugh() {
BobSlot *bob_thugA1 = _graphics->bob(20);
BobSlot *bob_thugA2 = _graphics->bob(21);
BobSlot *bob_thugA3 = _graphics->bob(22);
BobSlot *bob_hugh1 = _graphics->bob(1);
BobSlot *bob_hugh2 = _graphics->bob(23);
BobSlot *bob_hugh3 = _graphics->bob(24);
BobSlot *bob_thugB1 = _graphics->bob(25);
BobSlot *bob_thugB2 = _graphics->bob(26);
_graphics->cameraBob(-1);
_input->fastMode(true);
update();
int i = 4, k = 160;
// Adjust thug1 gun so it matches rest of body
bob_thugA1->x += (k / 2) * 2 - 45;
bob_thugA2->x += (k / 2) * 2;
bob_thugA3->x += (k / 2) * 2;
bob_hugh1->x += (k / 2) * 3 + (k / 2);
bob_hugh2->x += (k / 2) * 3 + (k / 2);
bob_hugh3->x += (k / 2) * 3 + (k / 2);
bob_thugB1->x += (k / 2) * 4 + k;
bob_thugB2->x += (k / 2) * 4 + k;
if (i == 3) {
bob_thugB1->x += 10;
bob_thugB2->x += 10;
}
i *= 2;
int horizontalScroll = 0;
while (horizontalScroll < k) {
horizontalScroll = horizontalScroll + i;
if (horizontalScroll > k)
horizontalScroll = k;
//debug(0, "horizontalScroll = %i", horizontalScroll);
_display->horizontalScroll(horizontalScroll);
bob_thugA1->x -= i * 2;
bob_thugA2->x -= i * 2;
bob_thugA3->x -= i * 2;
bob_hugh1->x -= i * 3;
bob_hugh2->x -= i * 3;
bob_hugh3->x -= i * 3;
bob_thugB1->x -= i * 4;
bob_thugB2->x -= i * 4;
update();
if (_input->cutawayQuit())
return;
}
_input->fastMode(false);
}
void Logic::asmMakeWhiteFlash() {
_display->palCustomFlash();
}
void Logic::asmPanRightToJoeAndRita() { // cdint.cut
BobSlot *bob_box = _graphics->bob(20);
BobSlot *bob_beam = _graphics->bob(21);
BobSlot *bob_crate = _graphics->bob(22);
BobSlot *bob_clock = _graphics->bob(23);
BobSlot *bob_hands = _graphics->bob(24);
_graphics->cameraBob(-1);
_input->fastMode(true);
update();
bob_box ->x += 280 * 2;
bob_beam ->x += 30;
bob_crate->x += 180 * 3;
int horizontalScroll = _display->horizontalScroll();
int i = 1;
while (horizontalScroll < 290) {
horizontalScroll = horizontalScroll + i;
if (horizontalScroll > 290)
horizontalScroll = 290;
//debug(0, "horizontalScroll = %i", horizontalScroll);
_display->horizontalScroll(horizontalScroll);
bob_box ->x -= i * 2;
bob_beam ->x -= i;
bob_crate->x -= i * 3;
bob_clock->x -= i * 2;
bob_hands->x -= i * 2;
update();
if (_input->cutawayQuit())
return;
}
_input->fastMode(false);
}
void Logic::asmPanLeftToBomb() { // cdint.cut
BobSlot *bob21 = _graphics->bob(21);
BobSlot *bob22 = _graphics->bob(22);
_graphics->cameraBob(-1);
_input->fastMode(true);
int horizontalScroll = _display->horizontalScroll();
int i = 5;
while (horizontalScroll > 0 || bob21->x < 136) {
horizontalScroll -= i;
if (horizontalScroll < 0)
horizontalScroll = 0;
//debug(0, "horizontalScroll = %i", horizontalScroll);
_display->horizontalScroll(horizontalScroll);
if (horizontalScroll < 272 && bob21->x < 136)
bob21->x += (i/2);
bob22->x += i;
update();
if (_input->cutawayQuit())
return;
}
_input->fastMode(false);
}
} // End of namespace Queen

View file

@ -273,15 +273,6 @@ public:
void inventoryDeleteItem(uint16 itemNum, bool refresh = true);
void inventoryScroll(uint16 count, bool up);
//! Ugly hack from original code
void sceneReset() { _scene = 0; }
//! Make a scene
void sceneStart();
//! Stop making a scene
void sceneStop();
//! Copy data from dummy object to object
void objectCopy(int dummyObjectIndex, int objectIndex);
@ -293,16 +284,66 @@ public:
void update();
void useJournal();
bool gameSave(uint16 slot, const char *desc);
bool gameLoad(uint16 slot);
//! Ugly hack from original code
void sceneReset() { _scene = 0; }
//! Make a scene
void sceneStart();
//! Stop making a scene
void sceneStop();
void useJournal();
void executeSpecialMove(uint16 sm);
void asmMakeJoeUseDress();
void asmMakeJoeUseNormalClothes();
void asmMakeJoeUseUnderwear();
void asmSwitchToDressPalette();
void asmSwitchToNormalPalette();
void asmStartCarAnimation();
void asmStopCarAnimation();
void asmStartFightAnimation();
void asmWaitForFrankPosition();
void asmMakeFrankGrowing();
void asmMakeRobotGrowing();
void asmShrinkRobot();
void asmEndGame();
void asmPutCameraOnDino();
void asmPutCameraOnJoe();
void asmSetAzuraInLove();
void asmPanRightFromJoe();
void asmSetLightsOff();
void asmSetLightsOn();
void asmSetManequinAreaOn();
void asmPanToJoe();
void asmTurnGuardOn();
void asmPanLeft320To144();
void asmSmooch();
void asmMakeLightningHitPlane();
void asmScaleBlimp();
void asmScaleEnding();
void asmWaitForCarPosition();
void asmShakeScreen();
void asmAttemptPuzzle();
void asmScaleTitle();
void asmPanRightToHugh();
void asmMakeWhiteFlash();
void asmPanRightToJoeAndRita();
void asmPanLeftToBomb();
Walk *walk() const { return _walk; }
Display *display() const { return _display; }
Command *command() const { return _cmd; }
Resource *resource() const { return _resource; }
typedef void (Logic::*SpecialMoveProc)();
enum {
MAX_ZONES_NUMBER = 32,
MAX_AREAS_NUMBER = 11,