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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "illusions/duckman/illusions_duckman.h"
#include "illusions/duckman/duckman_credits.h"
#include "illusions/actor.h"
#include "illusions/dictionary.h"
#include "illusions/resources/fontresource.h"
#include "illusions/resources/scriptresource.h"
#include "illusions/textdrawer.h"
#include "illusions/time.h"
#include "illusions/updatefunctions.h"
#include "engines/util.h"
namespace Illusions {
// Duckman_SpecialCode
DuckmanCredits::DuckmanCredits(IllusionsEngine_Duckman *vm)
: _vm(vm) {
}
DuckmanCredits::~DuckmanCredits() {
}
void DuckmanCredits::start() {
static const struct { uint32 objectId; int scrollPosY; } kCreditsItems[] = {
{0x40136, 0}, {0x40137, 16}, {0x40138, 32}, {0x40139, 48},
{0x4013A, 64}, {0x4013B, 80}, {0x4013C, 96}, {0x4013D, 112}
};
_currText = (char*)_vm->_resSys->getResource(0x190052)->_data;
_creditsItems.clear();
for (uint i = 0; i < ARRAYSIZE(kCreditsItems); ++i) {
DCreditsItem creditsItem;
creditsItem.objectId = kCreditsItems[i].objectId;
creditsItem.scrollPosY = kCreditsItems[i].scrollPosY;
creditsItem.scrollPosIndex = 0;
creditsItem.active = false;
_creditsItems.push_back(creditsItem);
}
uint32 currSceneId = _vm->getCurrentScene();
_vm->_updateFunctions->add(0, currSceneId, new Common::Functor1Mem<uint, int, DuckmanCredits>(this, &DuckmanCredits::update));
_nextUpdateTicks = getCurrentTime();
_lastUpdateTicks = _nextUpdateTicks - 4;
}
int DuckmanCredits::update(uint flags) {
if (_vm->_pauseCtr > 0) {
_nextUpdateTicks = getCurrentTime() + 4;
return 1;
}
if (flags & 1) {
_vm->_scriptResource->_properties.set(0x000E0096, true);
_lastItemIndex = -1;
_endReached = false;
return 2;
}
if (!isTimerExpired(_lastUpdateTicks, _nextUpdateTicks)) {
return 1;
}
bool creditsRunning = false;
int index = 0;
for (DCreditsItems::iterator it = _creditsItems.begin(); it != _creditsItems.end(); ++it, ++index) {
DCreditsItem &creditsItem = *it;
Control *control = _vm->getObjectControl(creditsItem.objectId);
if (!creditsItem.active && creditsItem.scrollPosY == 0 && !_endReached) {
creditsItem.active = true;
creditsItem.scrollPosIndex = 0;
control->fillActor(0);
char *text = readNextLine();
if (!strncmp(text, "&&&END", 6)) {
creditsItem.active = false;
_endReached = true;
} else {
uint16 wtext[128];
charToWChar(text, wtext, ARRAYSIZE(wtext));
FontResource *font = _vm->_dict->findFont(0x120001);
TextDrawer textDrawer;
WidthHeight dimensions;
uint16 *outText;
control->getActorFrameDimensions(dimensions);
textDrawer.wrapText(font, wtext, &dimensions, Common::Point(0, 0), 2, outText);
textDrawer.drawText(_vm->_screen, control->_actor->_surface, 0, 0);
control->_actor->_flags |= Illusions::ACTOR_FLAG_4000;
_lastItemIndex = index;
}
}
if (creditsItem.active) {
if (_endReached && _creditsItems[_lastItemIndex].scrollPosIndex > 53) {
creditsItem.active = false;
creditsItem.scrollPosY = -1;
} else {
creditsRunning = true;
control->_actor->_position = getItemPosition(creditsItem.scrollPosIndex);
++creditsItem.scrollPosIndex;
if (getItemPosition(creditsItem.scrollPosIndex).x < 0)
creditsItem.active = false;
}
}
if (creditsItem.scrollPosY > 0)
--creditsItem.scrollPosY;
}
_lastUpdateTicks = _nextUpdateTicks;
_nextUpdateTicks = getCurrentTime() + 4;
if (!creditsRunning) {
_vm->_scriptResource->_properties.set(0x000E0096, true);
_lastItemIndex = -1;
_endReached = false;
return 2;
}
return 1;
}
char *DuckmanCredits::readNextLine() {
static char line[256];
char *dest = line;
char *src = _currText;
do {
if (*src == 10 || *src == 13) {
src += 2;
*dest = 0;
break;
}
*dest++ = *src++;
} while (1);
_currText = src;
return line;
}
Common::Point DuckmanCredits::getItemPosition(int index) {
static const struct { int16 x, y; } kCreditsItemsPoints[] = {
{159, 200}, {158, 195}, {157, 190}, {156, 185}, {156, 180}, {157, 176},
{158, 172}, {159, 168}, {161, 164}, {162, 161}, {163, 158}, {163, 155},
{162, 152}, {161, 149}, {159, 147}, {158, 144}, {157, 142}, {156, 140},
{156, 138}, {157, 136}, {158, 134}, {159, 132}, {161, 130}, {162, 128},
{163, 127}, {163, 126}, {162, 125}, {161, 124}, {159, 123}, {158, 122},
{157, 121}, {156, 120}, {156, 119}, {157, 118}, {158, 117}, {159, 116},
{161, 115}, {162, 114}, {163, 113}, {163, 112}, {162, 111}, {161, 110},
{159, 109}, {158, 108}, {157, 107}, {156, 106}, {156, 105}, {157, 104},
{158, 103}, {159, 102}, {161, 101}, {162, 100}, {163, 99}, {163, 98},
{162, 97}, {161, 96}, {159, 95}, {158, 94}, {157, 93}, {156, 92},
{156, 91}, {157, 90}, {158, 89}, {159, 88}, {161, 87}, {162, 86},
{163, 85}, {163, 84}, {162, 83}, {161, 82}, {159, 81}, {158, 80},
{157, 79}, {156, 78}, {156, 77}, {157, 76}, {158, 75}, {159, 74},
{161, 73}, {162, 72}, {163, 71}, {163, 70}, {162, 69}, {161, 68},
{159, 67}, {158, 66}, {157, 64}, {156, 62}, {156, 60}, {157, 58},
{158, 56}, {159, 54}, {161, 52}, {162, 50}, {163, 40}, {163, 40},
{162, 40}, {161, 40}, {159, 40}, {158, 40}, {157, 40}, {156, 40},
{156, 40}, {157, 40}, {158, 40}, {159, 40}, {161, 40}, {162, 40},
{163, 40}, {163, 40}, {162, 40}, {161, 40}, {159, 40}, {158, 40},
{157, 40}, {156, 40}, {156, 40}, {157, 40}, {158, 40}, {159, 40},
{161, 40}, {162, 40}, {163, 40}, {163, 40}, {162, 40}, {161, 40},
{159, 40}, {158, 40}, { -1, -1}
};
if (index < 0 || index >= ARRAYSIZE(kCreditsItemsPoints))
return Common::Point(-1, -1);
return Common::Point(kCreditsItemsPoints[index].x, kCreditsItemsPoints[index].y);
}
void DuckmanCredits::charToWChar(char *text, uint16 *wtext, uint size) {
while (*text != 0 && size > 1) {
*wtext++ = (byte)*text++;
--size;
}
*wtext++ = 0;
}
} // End of namespace Illusions

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ILLUSIONS_DUCKMAN_CREDITS_H
#define ILLUSIONS_DUCKMAN_CREDITS_H
#include "illusions/illusions.h"
namespace Illusions {
class IllusionsEngine_Duckman;
struct DCreditsItem {
uint32 objectId;
bool active;
int16 scrollPosIndex;
int16 scrollPosY;
};
class DuckmanCredits {
public:
DuckmanCredits(IllusionsEngine_Duckman *vm);
~DuckmanCredits();
void start();
public:
typedef Common::Array<DCreditsItem> DCreditsItems;
IllusionsEngine_Duckman *_vm;
uint32 _lastUpdateTicks;
uint32 _nextUpdateTicks;
int _lastItemIndex;
bool _endReached;
DCreditsItems _creditsItems;
char *_currText;
int update(uint flags);
char *readNextLine();
Common::Point getItemPosition(int index);
void charToWChar(char *text, uint16 *wtext, uint size);
};
} // End of namespace Illusions
#endif // ILLUSIONS_ILLUSIONS_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "illusions/duckman/illusions_duckman.h"
#include "illusions/duckman/duckman_dialog.h"
#include "illusions/duckman/scriptopcodes_duckman.h"
#include "illusions/actor.h"
#include "illusions/camera.h"
#include "illusions/cursor.h"
#include "illusions/dictionary.h"
#include "illusions/resources/fontresource.h"
#include "illusions/graphics.h"
#include "illusions/input.h"
#include "illusions/resources/actorresource.h"
#include "illusions/resources/backgroundresource.h"
#include "illusions/resources/midiresource.h"
#include "illusions/resources/scriptresource.h"
#include "illusions/resources/soundresource.h"
#include "illusions/resources/talkresource.h"
#include "illusions/resourcesystem.h"
#include "illusions/screen.h"
#include "illusions/screentext.h"
#include "illusions/scriptstack.h"
#include "illusions/sound.h"
#include "illusions/specialcode.h"
#include "illusions/textdrawer.h"
#include "illusions/thread.h"
#include "illusions/time.h"
#include "illusions/updatefunctions.h"
#include "illusions/threads/abortablethread.h"
#include "illusions/threads/causethread_duckman.h"
#include "illusions/threads/scriptthread.h"
#include "illusions/threads/talkthread_duckman.h"
#include "illusions/threads/timerthread.h"
#include "engines/util.h"
namespace Illusions {
// DuckmanDialogSystem
DuckmanDialogSystem::DuckmanDialogSystem(IllusionsEngine_Duckman *vm)
: _vm(vm) {
}
DuckmanDialogSystem::~DuckmanDialogSystem() {
}
void DuckmanDialogSystem::addDialogItem(int16 choiceJumpOffs, uint32 sequenceId) {
DialogItem dialogItem;
dialogItem._choiceJumpOffs = choiceJumpOffs;
dialogItem._sequenceId = sequenceId;
_dialogItems.push_back(dialogItem);
}
void DuckmanDialogSystem::startDialog(int16 *choiceOfsPtr, uint32 actorTypeId, uint32 callerThreadId) {
static const uint32 kDialogSequenceIds[] = {
0,
0x6049C, 0x6049C, 0x6047A, 0x6049D,
0x60479, 0x6049E, 0x6049F, 0x60468
};
if (_dialogItems.size() == 1) {
*choiceOfsPtr = _dialogItems[0]._choiceJumpOffs;
_vm->notifyThreadId(callerThreadId);
} else {
if (!_vm->_cursor._control) {
Common::Point pos = _vm->getNamedPointPosition(0x70001);
_vm->_controls->placeActor(0x50001, pos, 0x60001, Illusions::CURSOR_OBJECT_ID, 0);
_vm->_cursor._control = _vm->_dict->getObjectControl(Illusions::CURSOR_OBJECT_ID);
}
_vm->_cursor._control->appearActor();
_vm->setCursorActorIndex(6, 1, 0);
_vm->_cursor._gameState = 3;
_vm->_cursor._notifyThreadId30 = callerThreadId;
_vm->_cursor._dialogItemsCount = 0;
_vm->_cursor._overlappedObjectId = 0;
_vm->_cursor._op113_choiceOfsPtr = choiceOfsPtr;
_vm->_cursor._currOverlappedControl = nullptr;
/* TODO?
if (!_vm->_input->getCursorMouseMode())
_vm->_input->setMousePos((Point)0xBC0014);
*/
_vm->_cursor._dialogItemsCount = _dialogItems.size();
Common::Point placePt(20, 188);
for (uint i = 1; i <= _dialogItems.size(); ++i) {
DialogItem &dialogItem = _dialogItems[_dialogItems.size() - i];
_vm->_controls->placeDialogItem(i + 1, actorTypeId, dialogItem._sequenceId, placePt, dialogItem._choiceJumpOffs);
placePt.x += 40;
}
Common::Point placePt2 = _vm->getNamedPointPosition(0x700C3);
_vm->_controls->placeActor(0x5006E, placePt2, kDialogSequenceIds[_dialogItems.size()], 0x40148, 0);
Control *control = _vm->_dict->getObjectControl(0x40148);
control->_flags |= 8;
_vm->playSoundEffect(8);
}
_dialogItems.clear();
}
void DuckmanDialogSystem::updateDialogState() {
Common::Point mousePos = _vm->_input->getCursorPosition();
// TODO Handle keyboard input
_vm->_cursor._control->_actor->_position = mousePos;
mousePos = _vm->convertMousePos(mousePos);
Control *currOverlappedControl = _vm->_cursor._currOverlappedControl;
Control *newOverlappedControl;
if (_vm->_controls->getDialogItemAtPos(_vm->_cursor._control, mousePos, &newOverlappedControl)) {
if (currOverlappedControl != newOverlappedControl) {
newOverlappedControl->setActorIndex(2);
newOverlappedControl->startSequenceActor(newOverlappedControl->_actor->_sequenceId, 2, 0);
if (currOverlappedControl) {
currOverlappedControl->setActorIndex(1);
currOverlappedControl->startSequenceActor(currOverlappedControl->_actor->_sequenceId, 2, 0);
}
_vm->playSoundEffect(10);
_vm->startCursorSequence();
_vm->setCursorActorIndex(6, 2, 0);
_vm->_cursor._currOverlappedControl = newOverlappedControl;
_vm->_cursor._overlappedObjectId = newOverlappedControl->_objectId;
}
} else if (currOverlappedControl) {
currOverlappedControl->setActorIndex(1);
currOverlappedControl->startSequenceActor(currOverlappedControl->_actor->_sequenceId, 2, 0);
_vm->playSoundEffect(10);
_vm->_cursor._currOverlappedControl = nullptr;
_vm->_cursor._overlappedObjectId = 0;
_vm->startCursorSequence();
_vm->setCursorActorIndex(6, 1, 0);
}
if (_vm->_input->pollEvent(kEventLeftClick)) {
if (_vm->_cursor._currOverlappedControl) {
_vm->playSoundEffect(9);
*_vm->_cursor._op113_choiceOfsPtr = _vm->_cursor._currOverlappedControl->_actor->_choiceJumpOffs;
_vm->_controls->destroyDialogItems();
Control *control = _vm->_dict->getObjectControl(0x40148);
_vm->_controls->destroyControl(control);
_vm->notifyThreadId(_vm->_cursor._notifyThreadId30);
_vm->_cursor._notifyThreadId30 = 0;
_vm->_cursor._gameState = 2;
_vm->_cursor._dialogItemsCount = 0;
_vm->_cursor._overlappedObjectId = 0;
_vm->_cursor._op113_choiceOfsPtr = nullptr;
_vm->_cursor._control->disappearActor();
}
}
}
} // End of namespace Illusions

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ILLUSIONS_DUCKMAN_DUCKMAN_DIALOG_H
#define ILLUSIONS_DUCKMAN_DUCKMAN_DIALOG_H
#include "illusions/illusions.h"
#include "common/algorithm.h"
#include "common/stack.h"
namespace Illusions {
struct DialogItem {
int16 _choiceJumpOffs;
uint32 _sequenceId;
};
class DuckmanDialogSystem {
public:
DuckmanDialogSystem(IllusionsEngine_Duckman *vm);
~DuckmanDialogSystem();
void addDialogItem(int16 choiceJumpOffs, uint32 sequenceId);
void startDialog(int16 *choiceOfsPtr, uint32 actorTypeId, uint32 callerThreadId);
void updateDialogState();
public:
IllusionsEngine_Duckman *_vm;
Common::Array<DialogItem> _dialogItems;
};
} // End of namespace Illusions
#endif // ILLUSIONS_DUCKMAN_DUCKMAN_DIALOG_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "illusions/duckman/illusions_duckman.h"
#include "illusions/duckman/duckman_inventory.h"
#include "illusions/actor.h"
#include "illusions/cursor.h"
#include "illusions/input.h"
#include "illusions/resources/scriptresource.h"
#include "engines/util.h"
namespace Illusions {
// DuckmanInventory
DuckmanInventory::DuckmanInventory(IllusionsEngine_Duckman *vm)
: _vm(vm) {
initInventory();
}
DuckmanInventory::~DuckmanInventory() {
}
static const struct DMInventoryItem kInventoryItems[21] = {
{0x40011, 0xE005B},
{0x40099, 0xE001B},
{0x4000F, 0xE000C},
{0x40042, 0xE0012},
{0x40044, 0xE000F},
{0x40029, 0xE000D},
{0x400A7, 0xE005D},
{0x40096, 0xE001C},
{0x40077, 0xE0010},
{0x4008A, 0xE0033},
{0x4004B, 0xE0045},
{0x40054, 0xE0021},
{0x400C6, 0xE005A},
{0x4000B, 0xE005E},
{0x4005F, 0xE0016},
{0x40072, 0xE0017},
{0x400AA, 0xE005F},
{0x400B8, 0xE0050},
{0x4001F, 0xE001A},
{0x40095, 0xE0060},
{0x40041, 0xE0053}
};
void DuckmanInventory::initInventory() {
for (int y = 0; y < 4; y++) {
for (int x = 0; x < 5; x++) {
_inventorySlots.push_back(DMInventorySlot( 64 + x * 48, 52 + y * 32));
}
}
for (int i = 0; i < 21; i++) {
_inventoryItems.push_back(kInventoryItems[i]);
}
}
void DuckmanInventory::openInventory() {
for (uint i = 0; i < _inventorySlots.size(); ++i) {
DMInventorySlot *inventorySlot = &_inventorySlots[i];
if (inventorySlot->_objectId) {
DMInventoryItem *inventoryItem = findInventoryItem(inventorySlot->_objectId);
if (!_vm->_scriptResource->_properties.get(inventoryItem->_propertyId))
inventorySlot->_objectId = 0;
}
}
for (uint i = 0; i < _inventoryItems.size(); ++i) {
DMInventoryItem *inventoryItem = &_inventoryItems[i];
if (_vm->_scriptResource->_properties.get(inventoryItem->_propertyId)) {
DMInventorySlot *inventorySlot = findInventorySlot(inventoryItem->_objectId);
if (inventorySlot) {
Control *control = _vm->getObjectControl(inventoryItem->_objectId);
control->setActorPosition(inventorySlot->_position);
control->appearActor();
} else {
addInventoryItem(inventoryItem->_objectId);
}
}
}
}
void DuckmanInventory::addInventoryItem(uint32 objectId) {
DMInventorySlot *DMInventorySlot = findInventorySlot(0);
DMInventorySlot->_objectId = objectId;
Control *control = _vm->getObjectControl(objectId);
control->setActorPosition(DMInventorySlot->_position);
control->appearActor();
}
void DuckmanInventory::clearInventorySlot(uint32 objectId) {
for (uint i = 0; i < _inventorySlots.size(); ++i) {
if (_inventorySlots[i]._objectId == objectId)
_inventorySlots[i]._objectId = 0;
}
}
void DuckmanInventory::putBackInventoryItem() {
Common::Point mousePos = _vm->_input->getCursorPosition();
if (_vm->_cursor._objectId) {
DMInventorySlot *inventorySlot = findInventorySlot(_vm->_cursor._objectId);
if (inventorySlot)
inventorySlot->_objectId = 0;
inventorySlot = findClosestInventorySlot(mousePos);
inventorySlot->_objectId = _vm->_cursor._objectId;
Control *control = _vm->getObjectControl(_vm->_cursor._objectId);
control->setActorPosition(inventorySlot->_position);
control->appearActor();
_vm->_cursor._actorIndex = 7;
_vm->stopCursorHoldingObject();
_vm->_cursor._actorIndex = 2;
_vm->_cursor._control->startSequenceActor(_vm->_cursor._sequenceId1, 2, 0);
if (_vm->_cursor._currOverlappedControl)
_vm->setCursorActorIndex(_vm->_cursor._actorIndex, 2, 0);
else
_vm->setCursorActorIndex(_vm->_cursor._actorIndex, 1, 0);
}
}
DMInventorySlot *DuckmanInventory::findInventorySlot(uint32 objectId) {
for (uint i = 0; i < _inventorySlots.size(); ++i) {
if (_inventorySlots[i]._objectId == objectId)
return &_inventorySlots[i];
}
return nullptr;
}
DMInventoryItem *DuckmanInventory::findInventoryItem(uint32 objectId) {
for (uint i = 0; i < _inventoryItems.size(); ++i) {
if (_inventoryItems[i]._objectId == objectId)
return &_inventoryItems[i];
}
return nullptr;
}
DMInventorySlot *DuckmanInventory::findClosestInventorySlot(Common::Point pos) {
int minDistance = 0xFFFFFF;
DMInventorySlot *minInventorySlot = nullptr;
for (uint i = 0; i < _inventorySlots.size(); ++i) {
DMInventorySlot *inventorySlot = &_inventorySlots[i];
if (inventorySlot->_objectId == 0) {
int16 deltaX = ABS(inventorySlot->_position.x - pos.x);
int16 deltaY = ABS(inventorySlot->_position.y - pos.y);
int distance = deltaX * deltaX + deltaY * deltaY;
if (inventorySlot->_objectId == 0 && distance < minDistance) {
minDistance = distance;
minInventorySlot = inventorySlot;
}
}
}
return minInventorySlot;
}
} // End of namespace Illusions

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ILLUSIONS_DUCKMAN_DUCKMAN_INVENTORY_H
#define ILLUSIONS_DUCKMAN_DUCKMAN_INVENTORY_H
#include "illusions/illusions.h"
namespace Illusions {
struct DMInventorySlot {
Common::Point _position;
uint32 _objectId;
DMInventorySlot() : _objectId(0) {}
DMInventorySlot(int16 x, int16 y) : _objectId(0), _position(x, y) {}
};
struct DMInventoryItem {
uint32 _objectId;
uint32 _propertyId;
};
class DuckmanInventory {
public:
DuckmanInventory(IllusionsEngine_Duckman *vm);
~DuckmanInventory();
public:
IllusionsEngine_Duckman *_vm;
Common::Array<DMInventorySlot> _inventorySlots;
Common::Array<DMInventoryItem> _inventoryItems;
void initInventory();
void openInventory();
void addInventoryItem(uint32 objectId);
void clearInventorySlot(uint32 objectId);
void putBackInventoryItem();
DMInventorySlot *findInventorySlot(uint32 objectId);
DMInventoryItem *findInventoryItem(uint32 objectId);
DMInventorySlot *findClosestInventorySlot(Common::Point pos);
};
} // End of namespace Illusions
#endif // ILLUSIONS_DUCKMAN_DUCKMAN_INVENTORY_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "illusions/duckman/illusions_duckman.h"
#include "illusions/duckman/duckman_screenshakereffects.h"
#include "engines/util.h"
namespace Illusions {
static const ScreenShakerPoint kShakerPoints0[] = {
{0, -2}, {0, -4}, {0, -3}, {0, -1}, {0, 1}
};
static const ScreenShakeEffect kShakerEffect0 = {
ARRAYSIZE(kShakerPoints0), 5, kShakerPoints0
};
static const ScreenShakerPoint kShakerPoints1[] = {
{-4, -5}, {4, 5}, {-3, -4}, {3, 4}, {-2, -3}, {2, 3}, {-1, -2},
{ 1, 2}, {0, -1}
};
static const ScreenShakeEffect kShakerEffect1 = {
ARRAYSIZE(kShakerPoints1), 2, kShakerPoints1
};
static const ScreenShakerPoint kShakerPoints2[] = {
{0, -3}, {0, 3}, {0, -2}, {0, 2}, {0, -2}, {0, 2}, {0, -1},
{0, 1}, {0, -1},
};
static const ScreenShakeEffect kShakerEffect2 = {
ARRAYSIZE(kShakerPoints2), 2, kShakerPoints2
};
static const ScreenShakerPoint kShakerPoints3[] = {
{0, 1}, {0, -1}, {0, -2}, {0, 0}, {(int16)32768, 0}
};
static const ScreenShakeEffect kShakerEffect3 = {
ARRAYSIZE(kShakerPoints3), 2, kShakerPoints3
};
static const ScreenShakerPoint kShakerPoints4[] = {
{0, 4}, {0, -1}, {0, 3}, {0, -2}, {0, 1}, {0, -1}, {0, 1}, {0, -1}
};
static const ScreenShakeEffect kShakerEffect4 = {
ARRAYSIZE(kShakerPoints4), 5, kShakerPoints4
};
static const ScreenShakerPoint kShakerPoints5[] = {
{0, -1}, {0, 0}, {0, 1}, {0, 0}, {0, -1}, {0, 0}, {0, 1}, {0, 0},
{0, -1}, {0, 0}, {0, 1}, {0, 0}, {0, -1}, {0, 0}, {0, 1}, {0, 0},
{0, -1}, {0, 0}, {0, 1}, {0, 0}, {0, -1}, {0, 0}, {0, 1}, {0, 0},
{0, -1}, {0, 0}, {0, 1}, {0, 0}, {0, -1}, {0, 0}, {0, 1}, {0, 0}
};
static const ScreenShakeEffect kShakerEffect5 = {
ARRAYSIZE(kShakerPoints5), 2, kShakerPoints5
};
static const ScreenShakeEffect *kShakerEffects[] = {
&kShakerEffect0,
&kShakerEffect1,
&kShakerEffect2,
&kShakerEffect3,
&kShakerEffect4,
&kShakerEffect5
};
const ScreenShakeEffect *getScreenShakeEffect(byte index) {
return kShakerEffects[index];
}
} // End of namespace Illusions

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ILLUSIONS_DUCKMAN_SCREENSHAKEEFFECTS_H
#define ILLUSIONS_DUCKMAN_SCREENSHAKEEFFECTS_H
#include "illusions/illusions.h"
namespace Illusions {
const ScreenShakeEffect *getScreenShakeEffect(byte index);
} // End of namespace Illusions
#endif // ILLUSIONS_DUCKMAN_SCREENSHAKEEFFECTS_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "illusions/duckman/illusions_duckman.h"
#include "illusions/duckman/duckman_credits.h"
#include "illusions/duckman/duckman_screenshakereffects.h"
#include "illusions/duckman/duckman_specialcode.h"
#include "illusions/duckman/duckman_inventory.h"
#include "illusions/duckman/propertytimers.h"
#include "illusions/duckman/scriptopcodes_duckman.h"
#include "illusions/actor.h"
#include "illusions/dictionary.h"
#include "illusions/resources/fontresource.h"
#include "illusions/resources/scriptresource.h"
#include "illusions/sound.h"
#include "illusions/specialcode.h"
#include "illusions/textdrawer.h"
#include "illusions/time.h"
#include "illusions/updatefunctions.h"
#include "engines/util.h"
namespace Illusions {
// Duckman_SpecialCode
DuckmanSpecialCode::DuckmanSpecialCode(IllusionsEngine_Duckman *vm)
: _vm(vm) {
_propertyTimers = new PropertyTimers(_vm);
_inventory = new DuckmanInventory(_vm);
_credits = new DuckmanCredits(_vm);
_wasCursorHoldingElvisPoster = false;
_counter = 0;
_savedTempMasterSfxVolume = 16;
_lastRandomSoundIndex = 6;
}
DuckmanSpecialCode::~DuckmanSpecialCode() {
delete _propertyTimers;
delete _inventory;
delete _credits;
for (auto &it : _specialCodeMap) {
delete it._value;
}
}
typedef Common::Functor1Mem<OpCall&, void, DuckmanSpecialCode> SpecialCodeFunctionDM;
#define SPECIAL(id, func) _specialCodeMap[id] = new SpecialCodeFunctionDM(this, &DuckmanSpecialCode::func);
void DuckmanSpecialCode::init() {
SPECIAL(0x00160001, spcStartScreenShaker);
SPECIAL(0x00160002, spcSetCursorHandMode);
SPECIAL(0x00160003, spcResetChinesePuzzle);
SPECIAL(0x00160004, spcAddChinesePuzzleAnswer);
SPECIAL(0x00160005, spcOpenInventory);
SPECIAL(0x00160007, spcPutBackInventoryItem);
SPECIAL(0x00160008, spcClearInventorySlot);
SPECIAL(0x0016000A, spcAddPropertyTimer);
SPECIAL(0x0016000B, spcSetPropertyTimer);
SPECIAL(0x0016000C, spcRemovePropertyTimer);
SPECIAL(0x0016000E, spcInitTeleporterPosition);
SPECIAL(0x0016000F, spcUpdateTeleporterPosition);
SPECIAL(0x00160010, spcCenterNewspaper);
SPECIAL(0x00160012, spcStopScreenShaker);
SPECIAL(0x00160013, spcIncrCounter);
SPECIAL(0x00160014, spcUpdateObject272Sequence);
SPECIAL(0x00160017, spcPlayRandomSound);
SPECIAL(0x0016001A, spcHoldGlowingElvisPoster);
SPECIAL(0x0016001B, spcStartCredits);
SPECIAL(0x0016001C, spcSetCursorInventoryMode);
SPECIAL(0x0016001D, spcCenterCurrentScreenText);
SPECIAL(0x0016001E, spcSetDefaultTextCoords);
SPECIAL(0x0016001F, spcSetTextDuration);
SPECIAL(0x00160020, spcSetTempMasterSfxVolume);
SPECIAL(0x00160021, spcRestoreTempMasterSfxVolume);
}
#undef SPECIAL
void DuckmanSpecialCode::run(uint32 specialCodeId, OpCall &opCall) {
SpecialCodeMapIterator it = _specialCodeMap.find(specialCodeId);
if (it != _specialCodeMap.end()) {
(*(*it)._value)(opCall);
} else {
debug("DuckmanSpecialCode::run() Unimplemented special code %08X", specialCodeId);
_vm->notifyThreadId(opCall._threadId);
error("DuckmanSpecialCode::run() Unimplemented special code");
}
}
void DuckmanSpecialCode::spcStartScreenShaker(OpCall &opCall) {
ARG_BYTE(effect);
const ScreenShakeEffect *shakerEffect = getScreenShakeEffect(effect);
_vm->startScreenShaker(shakerEffect->_pointsCount, shakerEffect->_duration, shakerEffect->_points, opCall._threadId);
}
void DuckmanSpecialCode::spcSetCursorHandMode(OpCall &opCall) {
ARG_BYTE(mode);
_vm->setCursorHandMode(mode);
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcResetChinesePuzzle(OpCall &opCall) {
_vm->_scriptResource->_properties.set(0x000E0018, false);
_vm->_scriptResource->_properties.set(0x000E0019, false);
_chinesePuzzleIndex = 0;
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcAddChinesePuzzleAnswer(OpCall &opCall) {
ARG_BYTE(answer);
_chinesePuzzleAnswers[_chinesePuzzleIndex++] = answer;
if (_chinesePuzzleIndex == 3) {
_vm->_scriptResource->_properties.set(0x000E0018, true);
if ((_chinesePuzzleAnswers[0] == 7 && _chinesePuzzleAnswers[1] == 2 && _chinesePuzzleAnswers[2] == 5) ||
(_chinesePuzzleAnswers[0] == 5 && _chinesePuzzleAnswers[1] == 2 && _chinesePuzzleAnswers[2] == 7))
_vm->_scriptResource->_properties.set(0x000E0019, true);
else if ((_chinesePuzzleAnswers[0] == 7 && _chinesePuzzleAnswers[1] == 2 && _chinesePuzzleAnswers[2] == 1) ||
(_chinesePuzzleAnswers[0] == 1 && _chinesePuzzleAnswers[1] == 2 && _chinesePuzzleAnswers[2] == 7))
_vm->_scriptResource->_properties.set(0x000E00A0, true);
}
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcOpenInventory(OpCall &opCall) {
_inventory->openInventory();
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcPutBackInventoryItem(OpCall &opCall) {
_inventory->putBackInventoryItem();
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcClearInventorySlot(OpCall &opCall) {
ARG_UINT32(objectId);
_inventory->clearInventorySlot(objectId);
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcAddPropertyTimer(OpCall &opCall) {
ARG_UINT32(propertyId);
_propertyTimers->addPropertyTimer(propertyId);
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcSetPropertyTimer(OpCall &opCall) {
ARG_INT16(propertyNum);
ARG_INT16(duration);
_propertyTimers->setPropertyTimer(propertyNum | 0xE0000, duration);
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcRemovePropertyTimer(OpCall &opCall) {
ARG_UINT32(propertyId);
_propertyTimers->removePropertyTimer(propertyId);
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcInitTeleporterPosition(OpCall &opCall) {
_teleporterPosition.x = 4;
_teleporterPosition.y = 3;
updateTeleporterProperties();
_vm->_scriptResource->_properties.set(0x000E007A, false);
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcUpdateTeleporterPosition(OpCall &opCall) {
ARG_BYTE(direction);
int16 deltaX = 0;
int16 deltaY = 0;
uint32 sequenceId = 0;
Control *control = _vm->getObjectControl(0x400C0);
switch (direction) {
case 1:
if (_teleporterPosition.y > 1) {
deltaY = -1;
sequenceId = 0x60386;
}
break;
case 4:
if (_teleporterPosition.x < 4) {
deltaX = 1;
sequenceId = 0x60387;
}
break;
case 0x10:
if (_teleporterPosition.y < 3) {
deltaY = 1;
sequenceId = 0x60385;
}
break;
case 0x40:
if (_teleporterPosition.x > 1) {
deltaX = -1;
sequenceId = 0x60388;
}
break;
default:
break;
}
if (sequenceId) {
control->startSequenceActor(sequenceId, 2, opCall._threadId);
_teleporterPosition.x += deltaX;
_teleporterPosition.y += deltaY;
updateTeleporterProperties();
_vm->_scriptResource->_properties.set(0x000E007A, false);
} else {
_vm->notifyThreadId(opCall._threadId);
}
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcCenterNewspaper(OpCall &opCall) {
Control *control = _vm->getObjectControl(0x40017);
control->_flags |= 8;
control->_actor->_position.x = 160;
control->_actor->_position.y = 100;
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcStopScreenShaker(OpCall &opCall) {
_vm->stopScreenShaker();
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcIncrCounter(OpCall &opCall) {
ARG_BYTE(maxCount);
ARG_BYTE(incr);
_vm->_scriptResource->_properties.set(0x000E0088, false);
if (incr) {
_counter += incr;
if (_counter >= maxCount)
_vm->_scriptResource->_properties.set(0x000E0088, true);
} else {
_counter = 0;
}
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcUpdateObject272Sequence(OpCall &opCall) {
byte flags = 0;
uint32 sequenceId;
if (_vm->_scriptResource->_properties.get(0x000E0085))
flags |= 1;
if (_vm->_scriptResource->_properties.get(0x000E0083))
flags |= 2;
if (_vm->_scriptResource->_properties.get(0x000E0084))
flags |= 4;
switch (flags) {
case 0:
sequenceId = 0x603C1;
break;
case 1:
sequenceId = 0x603BF;
break;
case 2:
sequenceId = 0x603C2;
break;
case 3:
sequenceId = 0x603C0;
break;
case 4:
sequenceId = 0x603C3;
break;
case 5:
sequenceId = 0x603C5;
break;
case 6:
sequenceId = 0x603C4;
break;
case 7:
sequenceId = 0x603C6;
break;
default:
sequenceId = 0x603C1;
break;
}
Control *control = _vm->getObjectControl(0x40110);
control->startSequenceActor(sequenceId, 2, opCall._threadId);
}
void DuckmanSpecialCode::spcPlayRandomSound(OpCall &opCall) {
static const uint32 kRandomSoundIds[] = {
0x00090084, 0x00090085, 0x00090086, 0x00090087, 0x00090088, 0x00090089
};
int16 soundIndex;
do {
soundIndex = _vm->getRandom(ARRAYSIZE(kRandomSoundIds));
} while (soundIndex == _lastRandomSoundIndex);
_vm->_soundMan->playSound(kRandomSoundIds[soundIndex], 255, 0);
_lastRandomSoundIndex = soundIndex;
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcHoldGlowingElvisPoster(OpCall &opCall) {
const uint32 kPosterObjectId = 0x40072;
const uint32 kPosterSequenceId = 0x60034;
ARG_BYTE(mode);
switch (mode) {
case 0:
if (_vm->_cursor._objectId == kPosterObjectId) {
_wasCursorHoldingElvisPoster = true;
_inventory->addInventoryItem(_vm->_cursor._objectId);
_vm->stopCursorHoldingObject();
} else {
_wasCursorHoldingElvisPoster = false;
}
break;
case 1:
if (_wasCursorHoldingElvisPoster) {
_inventory->clearInventorySlot(kPosterObjectId);
_vm->_cursor._objectId = kPosterObjectId;
_vm->_cursor._sequenceId2 = kPosterSequenceId;
_vm->_cursor._field14[_vm->_cursor._actorIndex - 1] = true;
}
break;
default:
break;
}
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcStartCredits(OpCall &opCall) {
ARG_BYTE(mode);
if (mode == 0)
_credits->start();
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcSetCursorInventoryMode(OpCall &opCall) {
ARG_BYTE(mode);
ARG_BYTE(value);
_vm->setCursorInventoryMode(mode, value);
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcCenterCurrentScreenText(OpCall &opCall) {
WidthHeight dimensions;
_vm->getDefaultTextDimensions(dimensions);
Common::Point pt(160, dimensions._height / 2 + 8);
_vm->setDefaultTextPosition(pt);
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcSetDefaultTextCoords(OpCall &opCall) {
_vm->setDefaultTextCoords();
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcSetTextDuration(OpCall &opCall) {
ARG_INT16(kind);
ARG_INT16(duration);
_vm->setTextDuration(kind, duration);
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcSetTempMasterSfxVolume(OpCall &opCall) {
ARG_INT16(sfxVolume);
// TODO _savedTempMasterSfxVolume = _vm->getMasterSfxVolume();
// TODO _vm->setMasterSfxVolume(sfxVolume);
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcRestoreTempMasterSfxVolume(OpCall &opCall) {
// TODO _vm->setMasterSfxVolume(_savedTempMasterSfxVolume);
_savedTempMasterSfxVolume = 16;
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::updateTeleporterProperties() {
_vm->_scriptResource->_properties.set(0x000E0074, _teleporterPosition.x == 4 && _teleporterPosition.y == 2);
_vm->_scriptResource->_properties.set(0x000E0075, _teleporterPosition.x == 4 && _teleporterPosition.y == 3);
_vm->_scriptResource->_properties.set(0x000E0076, _teleporterPosition.x == 3 && _teleporterPosition.y == 3);
_vm->_scriptResource->_properties.set(0x000E0077, _teleporterPosition.x == 2 && _teleporterPosition.y == 2);
_vm->_scriptResource->_properties.set(0x000E0078, _teleporterPosition.x == 1 && _teleporterPosition.y == 1);
}
} // End of namespace Illusions

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ILLUSIONS_DUCKMAN_SPECIALCODE_H
#define ILLUSIONS_DUCKMAN_SPECIALCODE_H
#include "illusions/illusions.h"
#include "illusions/specialcode.h"
#include "common/algorithm.h"
namespace Illusions {
class IllusionsEngine_Duckman;
class DuckmanCredits;
class DuckmanInventory;
class PropertyTimers;
typedef Common::Functor1<OpCall&, void> SpecialCodeFunction;
class DuckmanSpecialCode : public SpecialCode {
public:
DuckmanSpecialCode(IllusionsEngine_Duckman *vm);
~DuckmanSpecialCode() override;
void init() override;
void run(uint32 specialCodeId, OpCall &opCall) override;
public:
typedef Common::HashMap<uint32, SpecialCodeFunction*> SpecialCodeMap;
typedef SpecialCodeMap::iterator SpecialCodeMapIterator;
IllusionsEngine_Duckman *_vm;
SpecialCodeMap _specialCodeMap;
PropertyTimers *_propertyTimers;
DuckmanInventory *_inventory;
uint _chinesePuzzleIndex;
byte _chinesePuzzleAnswers[3];
Common::Point _teleporterPosition;
int16 _counter;
bool _wasCursorHoldingElvisPoster;
int16 _savedTempMasterSfxVolume;
int16 _lastRandomSoundIndex;
DuckmanCredits *_credits;
// Special code interface functions
void runSpecialCode(uint32 specialCodeId, OpCall &opCall);
void spcStartScreenShaker(OpCall &opCall);
void spcSetCursorHandMode(OpCall &opCall);
void spcResetChinesePuzzle(OpCall &opCall);
void spcAddChinesePuzzleAnswer(OpCall &opCall);
void spcOpenInventory(OpCall &opCall);
void spcPutBackInventoryItem(OpCall &opCall);
void spcClearInventorySlot(OpCall &opCall);
void spcAddPropertyTimer(OpCall &opCall);
void spcSetPropertyTimer(OpCall &opCall);
void spcRemovePropertyTimer(OpCall &opCall);
void spcInitTeleporterPosition(OpCall &opCall);
void spcUpdateTeleporterPosition(OpCall &opCall);
void spcCenterNewspaper(OpCall &opCall);
void spcStopScreenShaker(OpCall &opCall);
void spcIncrCounter(OpCall &opCall);
void spcUpdateObject272Sequence(OpCall &opCall);
void spcPlayRandomSound(OpCall &opCall);
void spcHoldGlowingElvisPoster(OpCall &opCall);
void spcStartCredits(OpCall &opCall);
void spcSetCursorInventoryMode(OpCall &opCall);
void spcCenterCurrentScreenText(OpCall &opCall);
void spcSetDefaultTextCoords(OpCall &opCall);
void spcSetTextDuration(OpCall &opCall);
void spcSetTempMasterSfxVolume(OpCall &opCall);
void spcRestoreTempMasterSfxVolume(OpCall &opCall);
void updateTeleporterProperties();
void startCredits();
int updateCredits(uint flags);
char *readNextCreditsLine();
Common::Point getCreditsItemPosition(int index);
void charToWChar(char *text, uint16 *wtext, uint size);
};
} // End of namespace Illusions
#endif // ILLUSIONS_ILLUSIONS_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "illusions/duckman/illusions_duckman.h"
#include "illusions/duckman/duckman_videoplayer.h"
#include "illusions/input.h"
#include "illusions/screen.h"
#include "engines/util.h"
namespace Illusions {
// DuckmanVideoPlayer
DuckmanVideoPlayer::DuckmanVideoPlayer(IllusionsEngine_Duckman *vm)
: _vm(vm), _videoDecoder(nullptr) {
}
DuckmanVideoPlayer::~DuckmanVideoPlayer() {
delete _videoDecoder;
}
void DuckmanVideoPlayer::start(uint32 videoId, uint32 callingThreadId) {
debug(0, "DuckmanVideoPlayer::play(%08X, %08X)", videoId, callingThreadId);
_callingThreadId = callingThreadId;
_vm->_input->discardAllEvents();
Common::Path filename(Common::String::format("%08x.avi", videoId));
_videoDecoder = new Video::AVIDecoder();
if (!_videoDecoder->loadFile(filename)) {
delete _videoDecoder;
_videoDecoder = nullptr;
warning("Unable to open video %s", filename.toString().c_str());
return;
}
_videoDecoder->start();
}
void DuckmanVideoPlayer::stop() {
_vm->_input->discardAllEvents();
delete _videoDecoder;
_videoDecoder = nullptr;
if (_callingThreadId != 0) {
_vm->notifyThreadId(_callingThreadId);
_callingThreadId = 0;
}
}
void DuckmanVideoPlayer::update() {
if (_vm->_input->pollEvent(kEventSkip) || _videoDecoder->endOfVideo()) {
stop();
} else if (_videoDecoder->needsUpdate()) {
const Graphics::Surface *frame = _videoDecoder->decodeNextFrame();
Graphics::Surface *backSurface = _vm->_screen->getBackSurface();
if (frame && frame->format.bytesPerPixel == g_system->getScreenFormat().bytesPerPixel) {
const int width = MIN(frame->w, backSurface->w);
const int height = MIN(frame->h, backSurface->h);
const byte *src = (const byte*)frame->getPixels();
byte *dest = (byte*)backSurface->getPixels();
for (int yc = 0; yc < height; ++yc) {
memcpy(dest, src, width);
src += frame->pitch;
dest += backSurface->pitch;
}
}
if (_videoDecoder->hasDirtyPalette()) {
const byte *palette = _videoDecoder->getPalette();
byte palette4[1024];
for (uint i = 0; i < 256; ++i) {
palette4[i * 4 + 0] = palette[i * 3 + 0];
palette4[i * 4 + 1] = palette[i * 3 + 1];
palette4[i * 4 + 2] = palette[i * 3 + 2];
}
_vm->_screenPalette->setPalette(palette4, 1, 256);
}
}
}
bool DuckmanVideoPlayer::isPlaying() const {
return _videoDecoder != nullptr;
}
} // End of namespace Illusions

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ILLUSIONS_DUCKMAN_VIDEOPLAYER_H
#define ILLUSIONS_DUCKMAN_VIDEOPLAYER_H
#include "illusions/illusions.h"
#include "video/avi_decoder.h"
namespace Illusions {
class IllusionsEngine_Duckman;
class DuckmanVideoPlayer {
public:
DuckmanVideoPlayer(IllusionsEngine_Duckman *vm);
~DuckmanVideoPlayer();
void start(uint32 videoId, uint32 callingThreadId);
void stop();
void update();
bool isPlaying() const;
public:
IllusionsEngine_Duckman *_vm;
Video::VideoDecoder *_videoDecoder;
uint32 _callingThreadId;
};
} // End of namespace Illusions
#endif // ILLUSIONS_DUCKMAN_VIDEOPLAYER_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "illusions/duckman/gamestate_duckman.h"
#include "illusions/duckman/illusions_duckman.h"
#include "illusions/resources/scriptresource.h"
namespace Illusions {
Duckman_GameState::Duckman_GameState(IllusionsEngine_Duckman *vm)
: _vm(vm) {
}
uint32 Duckman_GameState::calcWriteBufferSizeInternal() {
return
_vm->_scriptResource->_properties.getSize() +
_vm->_scriptResource->_blockCounters.getSize();
}
bool Duckman_GameState::readStateInternal(Common::ReadStream *in) {
return
_vm->_scriptResource->_properties.readFromStream(in) &&
_vm->_scriptResource->_blockCounters.readFromStream(in);
}
void Duckman_GameState::writeStateInternal(Common::WriteStream *out) {
_vm->_scriptResource->_properties.writeToStream(out);
_vm->_scriptResource->_blockCounters.writeToStream(out);
}
} // End of namespace Illusions

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ILLUSIONS_DUCKMAN_GAMESTATE_DUCKMAN_H
#define ILLUSIONS_DUCKMAN_GAMESTATE_DUCKMAN_H
#include "illusions/gamestate.h"
namespace Illusions {
class IllusionsEngine_Duckman;
class Duckman_GameState : public GameState {
public:
Duckman_GameState(IllusionsEngine_Duckman *vm);
protected:
IllusionsEngine_Duckman *_vm;
uint32 calcWriteBufferSizeInternal() override;
bool readStateInternal(Common::ReadStream *in) override;
void writeStateInternal(Common::WriteStream *out) override;
};
} // End of namespace Illusions
#endif // ILLUSIONS_DUCKMAN_GAMESTATE_DUCKMAN_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ILLUSIONS_ILLUSIONS_DUCKMAN_H
#define ILLUSIONS_ILLUSIONS_DUCKMAN_H
#include "illusions/illusions.h"
#include "common/algorithm.h"
#include "common/stack.h"
namespace Illusions {
class Dictionary;
class ScriptStack;
class DuckmanDialogSystem;
class DuckmanMenuSystem;
class DuckmanVideoPlayer;
struct Cursor_Duckman {
int _gameState;
Control *_control;
Common::Point _position;
uint32 _objectId;
int _actorIndex;
int _savedActorIndex;
bool _field14[14];
Control *_currOverlappedControl;
uint32 _sequenceId1;
uint32 _sequenceId2;
uint32 _notifyThreadId30;
int16 *_op113_choiceOfsPtr;
int _dialogItemsCount;
uint32 _overlappedObjectId;
uint32 _field3C;
uint32 _field40;
};
struct ScreenShakerPoint {
int16 x, y;
};
struct ScreenShakeEffect {
uint32 _duration;
uint _pointsCount;
const ScreenShakerPoint *_points;
};
struct ScreenShaker {
uint _pointsIndex;
uint _pointsCount;
bool _finished;
uint32 _duration;
uint32 _nextTime;
uint32 _notifyThreadId;
const ScreenShakerPoint *_points;
};
struct OpCall;
class IllusionsEngine_Duckman : public IllusionsEngine {
public:
IllusionsEngine_Duckman(OSystem *syst, const IllusionsGameDescription *gd);
protected:
Common::Error run() override;
bool hasFeature(EngineFeature f) const override;
public:
uint32 _prevSceneId;
uint32 _theSceneId;
uint32 _theThreadId;
uint32 _globalSceneId;
uint _activeScenesCount;
uint32 _activeScenes[6];
Cursor_Duckman _cursor;
Control *_currWalkOverlappedControl;
DuckmanDialogSystem *_dialogSys;
int _savedInventoryActorIndex;
ScreenShaker *_screenShaker;
DuckmanMenuSystem *_menuSystem;
DuckmanVideoPlayer *_videoPlayer;
void initInput();
void initUpdateFunctions();
int updateScript(uint flags);
void startScreenShaker(uint pointsCount, uint32 duration, const ScreenShakerPoint *points, uint32 threadId);
void stopScreenShaker();
int updateScreenShaker(uint flags);
void startFader(int duration, int minValue, int maxValue, int firstIndex, int lastIndex, uint32 threadId);
void updateFader() override;
void clearFader() override;
void pauseFader() override;
void unpauseFader() override;
int updateVideoPlayer(uint flags);
void playVideo(uint32 videoId, uint32 callingThreadId);
bool isVideoPlaying() override;
void setDefaultTextCoords() override;
void loadSpecialCode(uint32 resId) override;
void unloadSpecialCode(uint32 resId) override;
void notifyThreadId(uint32 &threadId) override;
bool testMainActorFastWalk(Control *control) override;
bool testMainActorCollision(Control *control) override;
Control *getObjectControl(uint32 objectId) override;
Common::Point getNamedPointPosition(uint32 namedPointId) override;
uint32 getPriorityFromBase(int16 priority) override;
uint32 getCurrentScene() override;
uint32 getPrevScene() override;
bool isCursorObject(uint32 actorTypeId, uint32 objectId) override;
void setCursorControlRoutine(Control *control) override;
void placeCursorControl(Control *control, uint32 sequenceId) override;
void setCursorControl(Control *control) override;
void showCursor() override;
void hideCursor() override;
void initCursor();
void setCursorActorIndex(int actorIndex, int a, int b);
void enableCursorVerb(int verbNum);
void disableCursorVerb(int verbNum);
void setCursorHandMode(int mode);
void setCursorInventoryMode(int mode, int value);
void startCursorHoldingObject(uint32 objectId, uint32 sequenceId);
void stopCursorHoldingObject();
void cursorControlRoutine(Control *control, uint32 deltaTime);
void startScriptThreadSimple(uint32 threadId, uint32 callingThreadId) override;
void startScriptThread(uint32 threadId, uint32 callingThreadId);
void startScriptThread2(uint32 threadId, uint32 callingThreadId, uint32 unk);
uint32 startAbortableTimerThread(uint32 duration, uint32 threadId);
uint32 startTimerThread(uint32 duration, uint32 threadId);
uint32 startAbortableThread(byte *scriptCodeIp1, byte *scriptCodeIp2, uint32 callingThreadId);
uint32 startTalkThread(uint32 objectId, uint32 talkId, uint32 sequenceId1,
uint32 sequenceId2, uint32 callingThreadId);
uint32 startTempScriptThread(byte *scriptCodeIp, uint32 callingThreadId,
uint32 value8, uint32 valueC, uint32 value10) override;
void resumeFromSavegame(uint32 callingThreadId);
void newScriptThread(uint32 threadId, uint32 callingThreadId, uint notifyFlags,
byte *scriptCodeIp);
uint32 newTimerThread(uint32 duration, uint32 callingThreadId, bool isAbortable);
uint32 newTempThreadId();
void initActiveScenes();
void pushActiveScene(uint32 sceneId);
void popActiveScene();
bool loadScene(uint32 sceneId);
bool enterScene(uint32 sceneId, uint32 threadId);
void exitScene();
bool changeScene(uint32 sceneId, uint32 threadId, uint32 callerThreadId);
void enterPause(uint32 sceneId, uint32 threadId);
void leavePause(uint32 sceneId, uint32 threadId);
void dumpActiveScenes(uint32 sceneId, uint32 threadId);
void dumpCurrSceneFiles(uint32 sceneId, uint32 threadId);
void pause(uint32 callerThreadId);
void unpause(uint32 callerThreadId);
void setSceneIdThreadId(uint32 theSceneId, uint32 theThreadId);
bool findTriggerCause(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId, uint32 &codeOffs);
void reset();
uint32 getObjectActorTypeId(uint32 objectId);
Common::Point convertMousePos(Common::Point mousePos);
void startCursorSequence();
int getCursorActorIndex();
void updateGameState2();
void playSoundEffect(int index);
bool getTriggerCause(uint32 verbId, uint32 objectId2, uint32 objectId, uint32 &outThreadId);
uint32 runTriggerCause(uint32 verbId, uint32 objectId2, uint32 objectId);
void playTriggerCauseSound(uint32 verbId, uint32 objectId2, uint32 objectId);
bool loadSavegameFromScript(int16 slotNum, uint32 callingThreadId);
bool saveSavegameFromScript(int16 slotNum, uint32 callingThreadId);
void activateSavegame(uint32 callingThreadId);
};
} // End of namespace Illusions
#endif // ILLUSIONS_ILLUSIONS_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "illusions/illusions.h"
#include "illusions/actor.h"
#include "illusions/sound.h"
#include "illusions/duckman/illusions_duckman.h"
#include "illusions/duckman/menusystem_duckman.h"
#include "illusions/resources/scriptresource.h"
namespace Illusions {
// DuckmanMenuSystem
DuckmanMenuSystem::DuckmanMenuSystem(IllusionsEngine_Duckman *vm)
: BaseMenuSystem(vm), _vm(vm) {
clearMenus();
}
DuckmanMenuSystem::~DuckmanMenuSystem() {
freeMenus();
}
void DuckmanMenuSystem::runMenu(MenuChoiceOffsets menuChoiceOffsets, int16 *menuChoiceOffset,
uint32 menuId, uint32 duration, uint timeOutMenuChoiceIndex, uint32 menuCallerThreadId) {
debug(0, "DuckmanMenuSystem::runMenu(%08X)", menuId);
setTimeOutDuration(duration, timeOutMenuChoiceIndex);
setMenuCallerThreadId(menuCallerThreadId);
setMenuChoiceOffsets(menuChoiceOffsets, menuChoiceOffset);
int rootMenuId = convertRootMenuId(menuId | 0x180000);
BaseMenu *rootMenu = getMenuById(rootMenuId);
openMenu(rootMenu);
}
void DuckmanMenuSystem::clearMenus() {
for (int i = 0; i < kDuckmanLastMenuIndex; ++i) {
_menus[i] = nullptr;
}
}
void DuckmanMenuSystem::freeMenus() {
for (int i = 0; i < kDuckmanLastMenuIndex; ++i) {
delete _menus[i];
}
}
BaseMenu *DuckmanMenuSystem::getMenuById(int menuId) {
if (!_menus[menuId])
_menus[menuId] = createMenuById(menuId);
return _menus[menuId];
}
BaseMenu *DuckmanMenuSystem::createMenuById(int menuId) {
switch (menuId) {
case kDuckmanMainMenu:
return createMainMenu();
case kDuckmanMainMenuDemo:
return createMainMenuDemo();
case kDuckmanPauseMenu:
return createPauseMenu();
case kDuckmanQueryRestartMenu:
return createQueryRestartMenu();
case kDuckmanQueryQuitMenu:
return createQueryQuitMenu();
case kDuckmanSaveCompleteMenu:
return createSaveCompleteMenu();
case kDuckmanOptionsMenu:
return createOptionsMenu();
case kDuckmanDebugPauseMenu:
return createDebugPauseMenu();
case kDuckmanAddRemoveInventoryMenu:
return createAddRemoveInventoryMenu();
case kDuckmanLoadGameFailedMenu:
return createLoadGameFailedMenu();
default:
error("DuckmanMenuSystem::createMenuById() Invalid menu id %d", menuId);
}
}
BaseMenu *DuckmanMenuSystem::createMainMenu() {
BaseMenu *menu = new BaseMenu(this, 0x00120003, 12, 17, 11, 27, 0);
if (_vm->getGameLanguage() != Common::RU_RUS) {
menu->addMenuItem(new MenuItem("Start New Game", new MenuActionReturnChoice(this, 11)));
menu->addMenuItem(new MenuItem("Load Saved Game", new MenuActionLoadGame(this, 1)));
menu->addMenuItem(new MenuItem("Options", new MenuActionEnterMenu(this, kDuckmanOptionsMenu)));
menu->addMenuItem(new MenuItem("Quit Game", new MenuActionEnterQueryMenu(this, kDuckmanQueryQuitMenu, 12)));
} else {
menu->addMenuItem(new MenuItem("3AHOBO ", new MenuActionReturnChoice(this, 11)));
menu->addMenuItem(new MenuItem("B6IHECEM ", new MenuActionLoadGame(this, 1)));
menu->addMenuItem(new MenuItem("YCTAH .", new MenuActionEnterMenu(this, kDuckmanOptionsMenu)));
menu->addMenuItem(new MenuItem("B6IXOD ", new MenuActionEnterQueryMenu(this, kDuckmanQueryQuitMenu, 12)));
}
return menu;
}
BaseMenu *DuckmanMenuSystem::createMainMenuDemo() {
BaseMenu *menu = new BaseMenu(this, 0x00120003, 12, 17, 11, 27, 0);
if (_vm->getGameLanguage() != Common::RU_RUS) {
menu->addMenuItem(new MenuItem("Start New Game", new MenuActionReturnChoice(this, 2)));
menu->addMenuItem(new MenuItem("Load Saved Game", new MenuActionLoadGame(this, 1)));
menu->addMenuItem(new MenuItem("Options", new MenuActionEnterMenu(this, kDuckmanOptionsMenu)));
menu->addMenuItem(new MenuItem("Quit Game", new MenuActionEnterQueryMenu(this, kDuckmanQueryQuitMenu, 3)));
} else {
menu->addMenuItem(new MenuItem("3AHOBO ", new MenuActionReturnChoice(this, 2)));
menu->addMenuItem(new MenuItem("B6IHECEM ", new MenuActionLoadGame(this, 1)));
menu->addMenuItem(new MenuItem("YCTAH .", new MenuActionEnterMenu(this, kDuckmanOptionsMenu)));
menu->addMenuItem(new MenuItem("B6IXOD ", new MenuActionEnterQueryMenu(this, kDuckmanQueryQuitMenu, 3)));
}
return menu;
}
BaseMenu *DuckmanMenuSystem::createLoadGameMenu() {
return nullptr; // TODO
}
BaseMenu *DuckmanMenuSystem::createLoadGameFailedMenu() {
BaseMenu *menu = new BaseMenu(this, 0x00120003, 12, 17, 11, 27, 0);
menu->addText("Load Game Failed");
menu->addText("-------------------");
menu->addMenuItem(new MenuItem("Continue", new MenuActionReturnChoice(this, 1)));
return menu;
}
MenuItem *DuckmanMenuSystem::createOptionsSliderMenuItem(MenuActionUpdateSlider **action, const Common::String &text, SliderActionType type, BaseMenu *baseMenu) {
int sliderValue = 0;
char sliderText[] = "{~~~~~~~~~~~~~~~~}";
switch (type) {
case SFX : sliderValue = _vm->_soundMan->getSfxVolume()/(256/15); break;
case MUSIC : sliderValue = _vm->_soundMan->getMusicVolume()/(256/15); break;
case VOICE : sliderValue = _vm->_soundMan->getSpeechVolume()/(256/15); break;
case TEXT_DURATION : sliderValue = _vm->getSubtitleDuration()/(256/15); break;
default: break;
}
sliderText[sliderValue + 1] = '|';
*action = new MenuActionUpdateSlider(this, baseMenu, type, _vm);
MenuItem *menuItem = new MenuItem(text + sliderText, *action);
(*action)->setMenuItem(menuItem);
return menuItem;
}
BaseMenu *DuckmanMenuSystem::createOptionsMenu() {
BaseMenu *menu = new BaseMenu(this, 0x00120003, 12, 17, 11, 27, 6);
MenuActionUpdateSlider *sfxSlider;
MenuActionUpdateSlider *musicSlider;
MenuActionUpdateSlider *speechSlider;
MenuActionUpdateSlider *textDurationSlider;
if (_vm->getGameLanguage() != Common::RU_RUS) {
menu->addText(" GAME OPTIONS @@@@");
menu->addText("--------------------------------------");
menu->addMenuItem(createOptionsSliderMenuItem(&sfxSlider, "SFX Volume @@", SFX, menu));
menu->addMenuItem(createOptionsSliderMenuItem(&musicSlider, "Music Volume @@@", MUSIC, menu));
menu->addMenuItem(createOptionsSliderMenuItem(&speechSlider, "Speech Volume ", VOICE, menu));
menu->addMenuItem(createOptionsSliderMenuItem(&textDurationSlider, "Text Duration @@@", TEXT_DURATION, menu));
menu->addMenuItem(new MenuItem("Restore Defaults", new MenuActionResetOptionSliders(this, sfxSlider, musicSlider, speechSlider, textDurationSlider)));
menu->addMenuItem(new MenuItem("Back", new MenuActionLeaveMenu(this)));
} else {
menu->addText(" YCTAHOBKA ");
menu->addText("--------------------------------------");
menu->addMenuItem(createOptionsSliderMenuItem(&sfxSlider, "3BYK @@", SFX, menu));
menu->addMenuItem(createOptionsSliderMenuItem(&musicSlider, "MY36IKA @@@", MUSIC, menu));
menu->addMenuItem(createOptionsSliderMenuItem(&speechSlider, "6A3AP ", VOICE, menu));
menu->addMenuItem(createOptionsSliderMenuItem(&textDurationSlider, "TEKCT @@@", TEXT_DURATION, menu));
menu->addMenuItem(new MenuItem("Restore Defaults", new MenuActionResetOptionSliders(this, sfxSlider, musicSlider, speechSlider, textDurationSlider)));
menu->addMenuItem(new MenuItem("Back", new MenuActionLeaveMenu(this)));
}
return menu;
}
BaseMenu *DuckmanMenuSystem::createPauseMenu() {
BaseMenu *menu = new BaseMenu(this, 0x00120003, 12, 17, 11, 27, 1);
if (_vm->getGameLanguage() != Common::RU_RUS) {
menu->addText(" Game Paused");
menu->addText("--------------------");
menu->addMenuItem(new MenuItem("Resume", new MenuActionReturnChoice(this, 21)));
menu->addMenuItem(new MenuItem("Load Game", new MenuActionLoadGame(this, 1)));
menu->addMenuItem(new MenuItem("Save Game", new MenuActionSaveGame(this, 11)));
menu->addMenuItem(new MenuItem("Restart Game", new MenuActionEnterQueryMenu(this, kDuckmanQueryRestartMenu, 2)));
menu->addMenuItem(new MenuItem("Options", new MenuActionEnterMenu(this, kDuckmanOptionsMenu)));
menu->addMenuItem(new MenuItem("Quit Game", new MenuActionEnterQueryMenu(this, kDuckmanQueryQuitMenu, 23)));
} else {
menu->addText(" OCTAHOBKA");
menu->addText("--------------------");
menu->addMenuItem(new MenuItem("YXHEM ", new MenuActionReturnChoice(this, 21)));
menu->addMenuItem(new MenuItem("B6IHECEM ", new MenuActionLoadGame(this, 1)));
menu->addMenuItem(new MenuItem("BHECEM ", new MenuActionSaveGame(this, 11)));
menu->addMenuItem(new MenuItem("3AHOBO ", new MenuActionEnterQueryMenu(this, kDuckmanQueryRestartMenu, 2)));
menu->addMenuItem(new MenuItem("YCTAH .", new MenuActionEnterMenu(this, kDuckmanOptionsMenu)));
menu->addMenuItem(new MenuItem("B6IXOD ", new MenuActionEnterQueryMenu(this, kDuckmanQueryQuitMenu, 23)));
}
return menu;
}
BaseMenu *DuckmanMenuSystem::createQueryRestartMenu() {
BaseMenu *menu = new BaseMenu(this, 0x00120003, 12, 17, 11, 27, 2);
if (_vm->getGameLanguage() != Common::RU_RUS) {
menu->addText("Do you really want to restart?");
menu->addText("-----------------------------------");
menu->addMenuItem(new MenuItem("Yes, let's try again", new MenuActionReturnChoice(this, getQueryConfirmationChoiceIndex())));
menu->addMenuItem(new MenuItem("No, just kidding", new MenuActionLeaveMenu(this)));
} else {
menu->addText("TO4HO 3AHOBO ? ");
menu->addText("-----------------------------------");
menu->addMenuItem(new MenuItem("DA , ECTECTBEHHO ", new MenuActionReturnChoice(this, getQueryConfirmationChoiceIndex())));
menu->addMenuItem(new MenuItem("HET , ODHO3HA4HO", new MenuActionLeaveMenu(this)));
}
return menu;
}
BaseMenu *DuckmanMenuSystem::createQueryQuitMenu() {
BaseMenu *menu = new BaseMenu(this, 0x00120003, 12, 17, 11, 27, 2);
if (_vm->getGameLanguage() != Common::RU_RUS) {
menu->addText("Do you really want to quit?");
menu->addText("-------------------------------");
menu->addMenuItem(new MenuItem("Yes, I'm outta here", new MenuActionReturnChoice(this, getQueryConfirmationChoiceIndex())));
menu->addMenuItem(new MenuItem("No, just kidding", new MenuActionLeaveMenu(this)));
} else {
menu->addText("TO4HO HA B6IXOD ? ");
menu->addText("-------------------------------");
menu->addMenuItem(new MenuItem("DA , ECTECTBEHHO ", new MenuActionReturnChoice(this, getQueryConfirmationChoiceIndex())));
menu->addMenuItem(new MenuItem("HET , ODHO3HA4HO", new MenuActionLeaveMenu(this)));
}
return menu;
}
BaseMenu *DuckmanMenuSystem::createSaveCompleteMenu() {
BaseMenu *menu = new BaseMenu(this, 0x00120003, 12, 17, 11, 27, 1);
menu->addText("Game Saved");
menu->addText("-------------");
menu->addMenuItem(new MenuItem("Continue", new MenuActionReturnChoice(this, 1)));
return menu;
}
BaseMenu *DuckmanMenuSystem::createDebugMenu() {
// TODO
BaseMenu *menu = new BaseMenu(this, 0x00120002, 0, 0, 0, 17, 1);
menu->addText("Debug Menu");
menu->addText("-----------------");
return menu;
}
BaseMenu *DuckmanMenuSystem::createDebugPauseMenu() {
BaseMenu *menu = new BaseMenu(this, 0x00120002, 0, 0, 0, 17, 1);
menu->addText("Debug Pause Menu");
menu->addText("-----------------");
menu->addMenuItem(new MenuItem("Return to Game", new MenuActionReturnChoice(this, 1)));
menu->addMenuItem(new MenuItem("Add/Remove Inventory", new MenuActionEnterMenu(this, kDuckmanAddRemoveInventoryMenu)));
// TODO quit to debug menu.
return menu;
}
typedef struct InventoryMenuItem {
const char *name;
uint32 objectId;
uint32 sequenceId;
uint32 propertyId;
} InventoryMenuItem;
static const InventoryMenuItem kDebugInventoryItems[21] = {
{ "Pick-up Book", 262212, 393231, 917519 },
{ "Bucket and Squeegee", 262314, 393233, 917599 },
{ "Cardboard Cut Out", 262219, 393264, 917573 },
{ "Talking Doll", 262209, 393943, 917587 },
{ "Cookie Fortunes", 262263, 393266, 917520 },
{ "Garbage Can Lid", 262311, 393259, 917597 },
{ "Chewing Gum", 262210, 393267, 917522 },
{ "Ladder", 262155, 393258, 917598 },
{ "Disco Light", 262342, 393260, 917594 },
{ "Magazine Cover", 262185, 393261, 917517 },
{ "Matches", 262159, 393232, 917516 },
{ "Opera Lessons", 262293, 393731, 917600 },
{ "Pizza Card", 262239, 393262, 917526 },
{ "Toilet Plunger", 262282, 393257, 917555 },
{ "Black Velvet Poster", 262258, 393269, 917527 },
{ "Red Spray Paint", 262297, 393254, 917531 },
{ "Remote Control", 262161, 393255, 917595 },
{ "Sparkplug", 262294, 393256, 917532 },
{ "Tape Recorder", 262328, 393827, 917584 },
{ "Wacky Putty", 262228, 393559, 917537 },
{ "Wrench", 262175, 393422, 917530 }
};
BaseMenu *DuckmanMenuSystem::createAddRemoveInventoryMenu() {
BaseMenu *menu = new BaseMenu(this, 0x00120002, 0, 0, 0, 17, 1);
menu->addText("Add/Remove Inventory");
menu->addText("-----------------");
for (int i = 0; i < 21; i++) {
menu->addMenuItem(new MenuItem(kDebugInventoryItems[i].name, new MenuActionInventoryAddRemove(this, _vm, i)));
}
menu->addMenuItem(new MenuItem("Back", new MenuActionLeaveMenu(this)));
return menu;
}
int DuckmanMenuSystem::convertRootMenuId(uint32 menuId) {
switch (menuId) {
case 0x180001:
return kDuckmanMainMenu;
case 0x180002:
return kDuckmanPauseMenu;
case 0x180003:
return kDuckmanDebugMenu;
case 0x180004:
return kDuckmanDebugPauseMenu;
case 0x180005:
return kDuckmanSaveCompleteMenu;
/*
case 0x180006: // save game failed menu
*/
case 0x180007: // load game failed menu
return kDuckmanLoadGameFailedMenu;
case 0x180008:
return kDuckmanMainMenuDemo;
default:
error("DuckmanMenuSystem() Menu ID %08X not found", menuId);
}
}
bool DuckmanMenuSystem::initMenuCursor() {
bool cursorInitialVisibleFlag = false;
Control *cursorControl = _vm->getObjectControl(Illusions::CURSOR_OBJECT_ID);
if (cursorControl) {
if (cursorControl->_flags & 1)
cursorInitialVisibleFlag = false;
cursorControl->appearActor();
} else {
Common::Point pos = _vm->getNamedPointPosition(0x70001);
_vm->_controls->placeActor(0x50001, pos, 0x60001, Illusions::CURSOR_OBJECT_ID, 0);
cursorControl = _vm->getObjectControl(Illusions::CURSOR_OBJECT_ID);
}
return cursorInitialVisibleFlag;
}
int DuckmanMenuSystem::getGameState() {
return _vm->_cursor._gameState;
}
void DuckmanMenuSystem::setMenuCursorNum(int cursorNum) {
Control *mouseCursor = _vm->getObjectControl(Illusions::CURSOR_OBJECT_ID);
_vm->setCursorActorIndex(5, cursorNum, 0);
mouseCursor->startSequenceActor(0x60001, 2, 0);
}
void DuckmanMenuSystem::setGameState(int gameState) {
_vm->_cursor._gameState = gameState;
}
void DuckmanMenuSystem::playSoundEffect(int sfxId) {
_vm->playSoundEffect(sfxId);
}
MenuActionInventoryAddRemove::MenuActionInventoryAddRemove(BaseMenuSystem *menuSystem, IllusionsEngine_Duckman *vm, uint choiceIndex)
: BaseMenuAction(menuSystem), _choiceIndex(choiceIndex), _vm(vm) {
}
void MenuActionInventoryAddRemove::execute() {
if (_vm->_scriptResource->_properties.get(kDebugInventoryItems[_choiceIndex].propertyId)) {
if (_vm->_cursor._objectId == kDebugInventoryItems[_choiceIndex].objectId) {
_vm->stopCursorHoldingObject();
}
_vm->_scriptResource->_properties.set(kDebugInventoryItems[_choiceIndex].propertyId, false);
} else {
_vm->startCursorHoldingObject(kDebugInventoryItems[_choiceIndex].objectId,
kDebugInventoryItems[_choiceIndex].sequenceId);
_vm->_scriptResource->_properties.set(kDebugInventoryItems[_choiceIndex].propertyId, true);
}
_menuSystem->leaveMenu();
}
MenuActionUpdateSlider::MenuActionUpdateSlider(BaseMenuSystem *menuSystem, BaseMenu *baseMenu, SliderActionType type, IllusionsEngine_Duckman *vm)
: BaseMenuAction(menuSystem), menu(baseMenu), _type(type), _vm(vm) {
_menuItem = nullptr;
}
void MenuActionUpdateSlider::execute() {
assert(_menuItem);
Common::String text = _menuItem->getText();
Common::Point point = _menuItem->getMouseClickPoint();
int offset = 0;
_menuSystem->calcMenuItemTextPositionAtPoint(point, offset);
int newSliderValue = calcNewSliderValue(offset);
debug(0, "item text: %s, (%d, %d), New slider value: %d", text.c_str(), point.x, point.y, newSliderValue);
setSliderValue(newSliderValue);
}
int MenuActionUpdateSlider::calcNewSliderValue(int newOffset) {
Common::String text = _menuItem->getText();
int newSliderValue = 0;
int start = 0;
int end = 0;
int currentPosition = 0;
for (uint i = 0; i < text.size(); i++) {
switch (text[i]) {
case '{' : start = i; break;
case '}' : end = i; break;
case '|' : currentPosition = i; break;
default: break;
}
}
if (newOffset >= start && newOffset <= end) {
if (newOffset == start) {
newSliderValue = 0;
} else if (newOffset == end) {
newSliderValue = 15;
} else {
newSliderValue = newOffset - (start + 1);
}
return newSliderValue;
}
return currentPosition - start - 1;
}
void MenuActionUpdateSlider::setSliderValue(uint8 newValue) {
int start = 0;
Common::String text = _menuItem->getText();
for (uint i = 0; i < text.size(); i++) {
switch (text[i]) {
case '{' : start = i; break;
case '|' : text.setChar('~', i); break;
default: break;
}
}
text.setChar('|', start + newValue + 1);
_menuItem->setText(text);
_menuSystem->redrawMenuText(menu);
switch (_type) {
case SFX : _vm->_soundMan->setSfxVolume(newValue * (256/15)); break;
case MUSIC : _vm->_soundMan->setMusicVolume(newValue * (256/15)); break;
case VOICE : _vm->_soundMan->setSpeechVolume(newValue * (256/15)); break;
case TEXT_DURATION : _vm->setSubtitleDuration(newValue * (256/15)); break;
default: break;
}
}
MenuActionResetOptionSliders::MenuActionResetOptionSliders(BaseMenuSystem *menuSystem,
MenuActionUpdateSlider *sfxSlider,
MenuActionUpdateSlider *musicSlider,
MenuActionUpdateSlider *speechSlider,
MenuActionUpdateSlider *textDurationSlider)
: BaseMenuAction(menuSystem), _sfxSlider(sfxSlider), _musicSlider(musicSlider),
_speechSlider(speechSlider), _textDurationSlider(textDurationSlider) {
}
void MenuActionResetOptionSliders::execute() {
_sfxSlider->setSliderValue(11);
_musicSlider->setSliderValue(11);
_speechSlider->setSliderValue(15);
_textDurationSlider->setSliderValue(0);
}
} // End of namespace Illusions

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ILLUSIONS_DUCKMAN_MENUSYSTEM_DUCKMAN_H
#define ILLUSIONS_DUCKMAN_MENUSYSTEM_DUCKMAN_H
#include "illusions/menusystem.h"
namespace Illusions {
enum SliderActionType {
SFX,
MUSIC,
VOICE,
TEXT_DURATION
};
enum {
kDuckmanMainMenu,
kDuckmanMainMenuDemo,
kDuckmanLoadGameMenu,
kDuckmanLoadGameFailedMenu,
kDuckmanOptionsMenu,
kDuckmanPauseMenu,
kDuckmanDebugMenu,
kDuckmanDebugPauseMenu,
kDuckmanAddRemoveInventoryMenu,
kDuckmanQueryQuitMenu,
kDuckmanQueryRestartMenu,
kDuckmanSaveCompleteMenu,
kDuckmanLastMenuIndex
};
class IllusionsEngine_Duckman;
class MenuActionUpdateSlider;
class DuckmanMenuSystem : public BaseMenuSystem {
public:
DuckmanMenuSystem(IllusionsEngine_Duckman *vm);
~DuckmanMenuSystem() override;
void runMenu(MenuChoiceOffsets menuChoiceOffsets, int16 *menuChoiceOffset,
uint32 menuId, uint32 duration, uint timeOutMenuChoiceIndex, uint32 menuCallerThreadId);
public://protected:
IllusionsEngine_Duckman *_vm;
BaseMenu *_menus[kDuckmanLastMenuIndex];
void clearMenus();
void freeMenus();
BaseMenu *getMenuById(int menuId) override;
BaseMenu *createMenuById(int menuId);
BaseMenu *createMainMenu();
BaseMenu *createMainMenuDemo();
BaseMenu *createLoadGameMenu();
BaseMenu *createLoadGameFailedMenu();
BaseMenu *createOptionsMenu();
BaseMenu *createPauseMenu();
BaseMenu *createQueryRestartMenu();
BaseMenu *createQueryQuitMenu();
BaseMenu *createSaveCompleteMenu();
BaseMenu *createDebugMenu();
BaseMenu *createDebugPauseMenu();
BaseMenu *createAddRemoveInventoryMenu();
int convertRootMenuId(uint32 menuId);
bool initMenuCursor() override;
int getGameState() override;
void setGameState(int gameState) override;
void setMenuCursorNum(int cursorNum) override;
void playSoundEffect(int sfxId) override;
private:
MenuItem *createOptionsSliderMenuItem(MenuActionUpdateSlider **action, const Common::String &text,
SliderActionType type, BaseMenu *baseMenu);
};
class MenuActionInventoryAddRemove : public BaseMenuAction {
public:
MenuActionInventoryAddRemove(BaseMenuSystem *menuSystem, IllusionsEngine_Duckman *vm, uint choiceIndex);
void execute() override;
protected:
IllusionsEngine_Duckman *_vm;
int _choiceIndex;
};
class MenuActionUpdateSlider : public BaseMenuAction {
public:
MenuActionUpdateSlider(BaseMenuSystem *menuSystem, BaseMenu *baseMenu, SliderActionType type, IllusionsEngine_Duckman *vm);
void setMenuItem(MenuItem *menuItem) {
_menuItem = menuItem;
}
void execute() override;
void setSliderValue(uint8 newValue);
protected:
IllusionsEngine_Duckman *_vm;
SliderActionType _type;
MenuItem *_menuItem;
BaseMenu *menu;
int calcNewSliderValue(int newOffset);
};
class MenuActionResetOptionSliders : public BaseMenuAction {
public:
MenuActionResetOptionSliders(BaseMenuSystem *menuSystem,
MenuActionUpdateSlider *sfxSlider,
MenuActionUpdateSlider *musicSlider,
MenuActionUpdateSlider *speechSlider,
MenuActionUpdateSlider *textDurationSlider
);
void execute() override;
protected:
MenuActionUpdateSlider *_sfxSlider;
MenuActionUpdateSlider *_musicSlider;
MenuActionUpdateSlider *_speechSlider;
MenuActionUpdateSlider *_textDurationSlider;
};
} // End of namespace Illusions
#endif // ILLUSIONS_DUCKMAN_MENUSYSTEM_DUCKMAN_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "illusions/duckman/illusions_duckman.h"
#include "illusions/duckman/propertytimers.h"
#include "illusions/resources/scriptresource.h"
#include "illusions/time.h"
#include "illusions/updatefunctions.h"
#include "engines/util.h"
namespace Illusions {
// PropertyTimers
PropertyTimers::PropertyTimers(IllusionsEngine_Duckman *vm) {
_vm = vm;
_propertyTimersActive = false;
_propertyTimersPaused = false;
}
PropertyTimers::~PropertyTimers() {
}
void PropertyTimers::addPropertyTimer(uint32 propertyId) {
PropertyTimer *propertyTimer;
if (findPropertyTimer(propertyId, propertyTimer) || findPropertyTimer(0, propertyTimer)) {
propertyTimer->_propertyId = propertyId;
propertyTimer->_startTime = 0;
propertyTimer->_duration = 0;
propertyTimer->_endTime = 0;
}
}
void PropertyTimers::setPropertyTimer(uint32 propertyId, uint32 duration) {
PropertyTimer *propertyTimer;
if (findPropertyTimer(propertyId, propertyTimer)) {
propertyTimer->_startTime = getCurrentTime();
propertyTimer->_duration = duration;
propertyTimer->_endTime = duration + propertyTimer->_startTime;
}
_vm->_scriptResource->_properties.set(propertyId, false);
if (!_propertyTimersActive) {
_vm->_updateFunctions->add(29, _vm->getCurrentScene(), new Common::Functor1Mem<uint, int, PropertyTimers>
(this, &PropertyTimers::updatePropertyTimers));
_propertyTimersActive = true;
}
}
void PropertyTimers::removePropertyTimer(uint32 propertyId) {
PropertyTimer *propertyTimer;
if (findPropertyTimer(propertyId, propertyTimer))
propertyTimer->_propertyId = 0;
_vm->_scriptResource->_properties.set(propertyId, true);
}
bool PropertyTimers::findPropertyTimer(uint32 propertyId, PropertyTimer *&propertyTimer) {
for (uint i = 0; i < kPropertyTimersCount; ++i) {
if (_propertyTimers[i]._propertyId == propertyId) {
propertyTimer = &_propertyTimers[i];
return true;
}
}
return false;
}
int PropertyTimers::updatePropertyTimers(uint flags) {
int result = kUFNext;
uint32 currTime = getCurrentTime();
if (_vm->_pauseCtr <= 0) {
if (_propertyTimersPaused) {
for (uint i = 0; i < kPropertyTimersCount; ++i) {
PropertyTimer &propertyTimer = _propertyTimers[i];
propertyTimer._startTime = currTime;
propertyTimer._endTime = currTime + propertyTimer._duration;
}
_propertyTimersPaused = false;
}
if (flags & 1) {
_propertyTimersActive = false;
_propertyTimersPaused = false;
result = kUFTerminate;
} else {
bool timersActive = false;
for (uint i = 0; i < kPropertyTimersCount; ++i) {
PropertyTimer &propertyTimer = _propertyTimers[i];
if (propertyTimer._propertyId) {
timersActive = true;
if (!_vm->_scriptResource->_properties.get(propertyTimer._propertyId) &&
isTimerExpired(propertyTimer._startTime, propertyTimer._endTime))
_vm->_scriptResource->_properties.set(propertyTimer._propertyId, true);
}
}
if (!timersActive) {
_propertyTimersActive = false;
_propertyTimersPaused = false;
result = kUFTerminate;
}
}
} else {
if (!_propertyTimersPaused) {
for (uint i = 0; i < kPropertyTimersCount; ++i) {
PropertyTimer &propertyTimer = _propertyTimers[i];
propertyTimer._duration -= getDurationElapsed(propertyTimer._startTime, propertyTimer._endTime);
}
_propertyTimersPaused = true;
}
result = kUFNext;
}
return result;
}
} // End of namespace Illusions

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ILLUSIONS_DUCKMAN_PROPERTYTIMERS_H
#define ILLUSIONS_DUCKMAN_PROPERTYTIMERS_H
#include "illusions/illusions.h"
#include "common/algorithm.h"
#include "common/stack.h"
namespace Illusions {
class IllusionsEngine_Duckman;
struct PropertyTimer {
uint32 _propertyId;
uint32 _startTime;
uint32 _duration;
uint32 _endTime;
PropertyTimer() : _propertyId(0) {}
};
const uint kPropertyTimersCount = 6;
class PropertyTimers {
public:
PropertyTimers(IllusionsEngine_Duckman *vm);
~PropertyTimers();
private:
IllusionsEngine_Duckman *_vm;
PropertyTimer _propertyTimers[kPropertyTimersCount];
bool _propertyTimersActive;
bool _propertyTimersPaused;
public:
void addPropertyTimer(uint32 propertyId);
void setPropertyTimer(uint32 propertyId, uint32 duration);
void removePropertyTimer(uint32 propertyId);
bool findPropertyTimer(uint32 propertyId, PropertyTimer *&propertyTimer);
int updatePropertyTimers(uint flags);
};
} // End of namespace Illusions
#endif // ILLUSIONS_ILLUSIONS_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "illusions/duckman/illusions_duckman.h"
#include "illusions/duckman/scriptopcodes_duckman.h"
#include "illusions/duckman/duckman_dialog.h"
#include "illusions/duckman/menusystem_duckman.h"
#include "illusions/actor.h"
#include "illusions/camera.h"
#include "illusions/dictionary.h"
#include "illusions/input.h"
#include "illusions/menusystem.h"
#include "illusions/resources/scriptresource.h"
#include "illusions/resources/talkresource.h"
#include "illusions/screen.h"
#include "illusions/scriptstack.h"
#include "illusions/sound.h"
#include "illusions/specialcode.h"
#include "illusions/threads/scriptthread.h"
namespace Illusions {
// ScriptOpcodes_Duckman
ScriptOpcodes_Duckman::ScriptOpcodes_Duckman(IllusionsEngine_Duckman *vm)
: ScriptOpcodes(vm), _vm(vm) {
initOpcodes();
}
ScriptOpcodes_Duckman::~ScriptOpcodes_Duckman() {
freeOpcodes();
}
typedef Common::Functor2Mem<ScriptThread*, OpCall&, void, ScriptOpcodes_Duckman> ScriptOpcodeI;
#define OPCODE(op, func) \
_opcodes[op] = new ScriptOpcodeI(this, &ScriptOpcodes_Duckman::func); \
_opcodeNames[op] = #func;
void ScriptOpcodes_Duckman::initOpcodes() {
// First clear everything
for (uint i = 0; i < 256; ++i) {
_opcodes[i] = nullptr;
}
// Register opcodes
OPCODE(1, opNop);
OPCODE(2, opSuspend);
OPCODE(3, opYield);
OPCODE(4, opTerminate);
OPCODE(5, opJump);
OPCODE(6, opStartScriptThread);
OPCODE(7, opStartTimerThread);
OPCODE(8, opRerunThreads);
OPCODE(9, opNotifyThread);
OPCODE(10, opSuspendThread);
// 11-15 unused
OPCODE(16, opLoadResource);
OPCODE(17, opUnloadResource);
OPCODE(18, opEnterScene18);
OPCODE(19, opUnloadResourcesBySceneId);
OPCODE(20, opChangeScene);
OPCODE(21, opResumeFromSavegame);
OPCODE(22, opStartModalScene);
OPCODE(23, opExitModalScene);
OPCODE(24, opEnterScene24);
OPCODE(25, opLeaveScene24);
OPCODE(26, opEnterDebugger);
OPCODE(27, opLeaveDebugger);
OPCODE(28, opDumpCurrentSceneFiles);
// 29-31 unused
OPCODE(32, opPanCenterObject);
OPCODE(33, opPanTrackObject);
OPCODE(34, opPanToObject);
OPCODE(35, opPanToNamedPoint);
OPCODE(36, opPanToPoint);
OPCODE(37, opPanStop);
OPCODE(38, opStartFade);
OPCODE(39, opSetDisplay);
OPCODE(40, opSetCameraBounds);
// 41-47 unused
OPCODE(48, opSetProperty);
OPCODE(49, opPlaceActor);
OPCODE(50, opFaceActor);
OPCODE(51, opFaceActorToObject);
OPCODE(52, opStartSequenceActor);
OPCODE(53, opStartSequenceActorAtPosition);
OPCODE(54, opStartMoveActor);
OPCODE(55, opStartMoveActorToObject);
OPCODE(56, opStartTalkThread);
OPCODE(57, opAppearActor);
OPCODE(58, opDisappearActor);
OPCODE(59, opActivateObject);
OPCODE(60, opDeactivateObject);
OPCODE(61, opSetDefaultSequence);
// 62-63 unused
OPCODE(64, opStopCursorHoldingObject);
OPCODE(65, opStartCursorHoldingObject);
OPCODE(66, opPlayVideo);
// 67-68 unused
OPCODE(69, opRunSpecialCode);
OPCODE(70, opPause);
OPCODE(71, opUnpause);
OPCODE(72, opStartSound);
OPCODE(73, opStartSoundAtPosition);
// 74 unused
OPCODE(75, opStopSound);
OPCODE(76, opStartMidiMusic);
OPCODE(77, opStopMidiMusic);
OPCODE(78, opFadeMidiMusic);
// 79 unused
OPCODE(80, opAddMenuChoice);
OPCODE(81, opDisplayMenu);
OPCODE(82, opSwitchMenuChoice);
OPCODE(83, opQuitGame);
OPCODE(84, opResetGame);
OPCODE(85, opLoadGame);
OPCODE(86, opSaveGame);
OPCODE(87, opDeactivateButton);
OPCODE(88, opActivateButton);
// 89-95 unused
OPCODE(96, opIncBlockCounter);
OPCODE(97, opClearBlockCounter);
// 98-99 unused
OPCODE(100, opStackPushRandom);
OPCODE(101, opStackSwitchRandom);
// 102-103 unused
OPCODE(104, opJumpIf);
OPCODE(105, opIsPrevSceneId);
OPCODE(106, opNot);
OPCODE(107, opAnd);
OPCODE(108, opOr);
OPCODE(109, opGetProperty);
OPCODE(110, opCompareBlockCounter);
// 111 unused
OPCODE(112, opAddDialogItem);
OPCODE(113, opStartDialog);
OPCODE(114, opJumpToDialogChoice);
OPCODE(115, opSetBlockCounter115);
OPCODE(116, opSetBlockCounter116);
OPCODE(117, opSetBlockCounter117);
OPCODE(118, opSetBlockCounter118);
// 119-125 unused
OPCODE(126, opDebug126);
OPCODE(127, opDebug127);
}
#undef OPCODE
void ScriptOpcodes_Duckman::freeOpcodes() {
for (uint i = 0; i < 256; ++i) {
delete _opcodes[i];
}
}
// Opcodes
void ScriptOpcodes_Duckman::opNop(ScriptThread *scriptThread, OpCall &opCall) {
}
void ScriptOpcodes_Duckman::opSuspend(ScriptThread *scriptThread, OpCall &opCall) {
opCall._result = kTSSuspend;
}
void ScriptOpcodes_Duckman::opYield(ScriptThread *scriptThread, OpCall &opCall) {
opCall._result = kTSYield;
}
void ScriptOpcodes_Duckman::opTerminate(ScriptThread *scriptThread, OpCall &opCall) {
opCall._result = kTSTerminate;
}
void ScriptOpcodes_Duckman::opJump(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(jumpOffs);
opCall._deltaOfs += jumpOffs;
}
void ScriptOpcodes_Duckman::opStartScriptThread(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(threadId);
_vm->startScriptThread(threadId, opCall._threadId);
}
void ScriptOpcodes_Duckman::opStartTimerThread(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(isAbortable);
ARG_INT16(duration);
ARG_INT16(maxDuration);
if (maxDuration)
duration += _vm->getRandom(maxDuration);
//duration = 1;//DEBUG Speeds up things
//duration = 5;
//debug("duration: %d", duration);
if (isAbortable)
_vm->startAbortableTimerThread(duration, opCall._callerThreadId);
else
_vm->startTimerThread(duration, opCall._callerThreadId);
}
void ScriptOpcodes_Duckman::opRerunThreads(ScriptThread *scriptThread, OpCall &opCall) {
_vm->_rerunThreads = true;
}
void ScriptOpcodes_Duckman::opNotifyThread(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(threadId);
_vm->_threads->notifyId(threadId);
_vm->_threads->notifyTimerThreads(threadId);
}
void ScriptOpcodes_Duckman::opSuspendThread(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(threadId);
_vm->_threads->suspendId(threadId);
_vm->_threads->suspendTimerThreads(threadId);
}
void ScriptOpcodes_Duckman::opLoadResource(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(resourceId);
uint32 sceneId = _vm->getCurrentScene();
_vm->_resSys->loadResource(resourceId, sceneId, opCall._threadId);
_vm->notifyThreadId(opCall._threadId);
}
void ScriptOpcodes_Duckman::opUnloadResource(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(resourceId);
_vm->_resSys->unloadResourceById(resourceId);
}
void ScriptOpcodes_Duckman::opEnterScene18(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(sceneId);
_vm->enterScene(sceneId, 0);
}
void ScriptOpcodes_Duckman::opUnloadResourcesBySceneId(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(sceneId);
_vm->_resSys->unloadResourcesBySceneId(sceneId);
}
//static uint dsceneId = 0, dthreadId = 0;
//static uint dsceneId = 0x00010008, dthreadId = 0x00020029;//Beginning in Jac
//static uint dsceneId = 0x0001000A, dthreadId = 0x00020043;//Home front
//static uint dsceneId = 0x0001000E, dthreadId = 0x0002007C;
//static uint dsceneId = 0x00010012, dthreadId = 0x0002009D;//Paramount
//static uint dsceneId = 0x00010020, dthreadId = 0x00020112;//Xmas
//static uint dsceneId = 0x00010021, dthreadId = 0x00020113;
//static uint dsceneId = 0x00010022, dthreadId = 0x00020114;
//static uint dsceneId = 0x0001002D, dthreadId = 0x00020141;
//static uint dsceneId = 0x00010033, dthreadId = 0x000201A4;//Chinese
//static uint dsceneId = 0x00010036, dthreadId = 0x000201B5;
//static uint dsceneId = 0x00010039, dthreadId = 0x00020089;//Map
//static uint dsceneId = 0x0001003D, dthreadId = 0x000201E0;
//static uint dsceneId = 0x0001004B, dthreadId = 0x0002029B;
//static uint dsceneId = 0x0001005B, dthreadId = 0x00020341;
//static uint dsceneId = 0x00010010, dthreadId = 0x0002008A;
//static uint dsceneId = 0x10002, dthreadId = 0x20001;//Debug menu, not supported
//static uint dsceneId = 0x10035, dthreadId = 0x000201B4; // Starship Enterprise (outside)
//static uint dsceneId = 0x10044, dthreadId = 0x000202B8; // Starship Enterprise
//static uint dsceneId = 0x00010039, dthreadId = 0x00020089; // Map
//static uint dsceneId = 0x00010052, dthreadId = 0x00020347; // Credits
void ScriptOpcodes_Duckman::opChangeScene(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(sceneId);
ARG_UINT32(threadId);
_vm->_input->discardAllEvents();
debug(1, "changeScene(%08X, %08X)", sceneId, threadId);
//DEBUG
#if 0
if (dsceneId) {
sceneId = dsceneId;
threadId = dthreadId;
dsceneId = 0;
}
#endif
if (_vm->_scriptResource->_properties.get(31)) {
_vm->changeScene(0x10002, 0x20001, opCall._callerThreadId);
} else {
_vm->changeScene(sceneId, threadId, opCall._callerThreadId);
}
}
void ScriptOpcodes_Duckman::opResumeFromSavegame(ScriptThread *scriptThread, OpCall &opCall) {
_vm->resumeFromSavegame(opCall._callerThreadId);
}
void ScriptOpcodes_Duckman::opStartModalScene(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(sceneId);
ARG_UINT32(threadId);
_vm->_input->discardAllEvents();
_vm->enterPause(_vm->getCurrentScene(), opCall._callerThreadId);
_vm->_talkItems->pauseBySceneId(_vm->getCurrentScene());
_vm->enterScene(sceneId, threadId);
opCall._result = kTSSuspend;
}
void ScriptOpcodes_Duckman::opExitModalScene(ScriptThread *scriptThread, OpCall &opCall) {
_vm->_input->discardAllEvents();
if (_vm->_scriptResource->_properties.get(0x000E0027)) {
// NOTE This would switch to the debug menu which is not currently supported
_vm->startScriptThread2(0x10002, 0x20001, 0);
opCall._result = kTSTerminate;
} else {
_vm->dumpCurrSceneFiles(_vm->getCurrentScene(), opCall._callerThreadId);
_vm->exitScene();
_vm->leavePause(_vm->getCurrentScene(), opCall._callerThreadId);
_vm->_talkItems->unpauseBySceneId(_vm->getCurrentScene());
}
}
void ScriptOpcodes_Duckman::opEnterScene24(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(sceneId);
_vm->_input->discardAllEvents();
_vm->enterPause(_vm->getCurrentScene(), opCall._callerThreadId);
_vm->enterScene(sceneId, 0);
}
void ScriptOpcodes_Duckman::opLeaveScene24(ScriptThread *scriptThread, OpCall &opCall) {
_vm->_input->discardAllEvents();
_vm->dumpCurrSceneFiles(_vm->getCurrentScene(), opCall._callerThreadId);
_vm->exitScene();
_vm->leavePause(_vm->getCurrentScene(), opCall._callerThreadId);
}
void ScriptOpcodes_Duckman::opEnterDebugger(ScriptThread *scriptThread, OpCall &opCall) {
// Used for debugging purposes in the original engine
// This is not supported and only reachable by code not implemented here!
//error("ScriptOpcodes_Duckman::opEnterDebugger() Debugger function called");
_vm->_controls->disappearActors();
// TODO more logic needed here
}
void ScriptOpcodes_Duckman::opLeaveDebugger(ScriptThread *scriptThread, OpCall &opCall) {
// See opEnterDebugger
//error("ScriptOpcodes_Duckman::opLeaveDebugger() Debugger function called");
_vm->_controls->appearActors();
// TODO more logic needed here
}
void ScriptOpcodes_Duckman::opDumpCurrentSceneFiles(ScriptThread *scriptThread, OpCall &opCall) {
_vm->dumpCurrSceneFiles(_vm->getCurrentScene(), opCall._callerThreadId);
}
void ScriptOpcodes_Duckman::opPanCenterObject(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(speed);
ARG_UINT32(objectId);
_vm->_camera->panCenterObject(objectId, speed);
}
void ScriptOpcodes_Duckman::opPanTrackObject(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
_vm->_camera->panTrackObject(objectId);
}
void ScriptOpcodes_Duckman::opPanToObject(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(speed);
ARG_UINT32(objectId);
Control *control = _vm->_dict->getObjectControl(objectId);
Common::Point pos = control->getActorPosition();
_vm->_camera->panToPoint(pos, speed, opCall._threadId);
}
void ScriptOpcodes_Duckman::opPanToNamedPoint(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(speed);
ARG_UINT32(namedPointId);
Common::Point pos = _vm->getNamedPointPosition(namedPointId);
_vm->_camera->panToPoint(pos, speed, opCall._threadId);
}
void ScriptOpcodes_Duckman::opPanToPoint(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(speed);
ARG_INT16(x);
ARG_INT16(y);
_vm->_camera->panToPoint(Common::Point(x, y), speed, opCall._threadId);
}
void ScriptOpcodes_Duckman::opPanStop(ScriptThread *scriptThread, OpCall &opCall) {
_vm->_camera->stopPan();
}
void ScriptOpcodes_Duckman::opStartFade(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(duration);
ARG_INT16(minValue);
ARG_INT16(maxValue);
ARG_INT16(firstIndex);
ARG_INT16(lastIndex);
_vm->startFader(duration, minValue, maxValue, firstIndex, lastIndex, opCall._threadId);
}
void ScriptOpcodes_Duckman::opSetDisplay(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(flag);
_vm->_screen->setDisplayOn(flag != 0);
}
void ScriptOpcodes_Duckman::opSetCameraBounds(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_INT16(x1);
ARG_INT16(y1);
ARG_INT16(x2);
ARG_INT16(y2);
_vm->_camera->setBounds(Common::Point(x1, y1), Common::Point(x2, y2));
}
void ScriptOpcodes_Duckman::opSetProperty(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(value);
ARG_UINT32(propertyId);
_vm->_scriptResource->_properties.set(propertyId, value != 0);
}
void ScriptOpcodes_Duckman::opPlaceActor(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
ARG_UINT32(sequenceId);
ARG_UINT32(namedPointId);
Common::Point pos = _vm->getNamedPointPosition(namedPointId);
uint32 actorTypeId = _vm->getObjectActorTypeId(objectId);
_vm->_controls->placeActor(actorTypeId, pos, sequenceId, objectId, opCall._threadId);
}
void ScriptOpcodes_Duckman::opFaceActor(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(facing);
ARG_UINT32(objectId);
Control *control = _vm->_dict->getObjectControl(objectId);
control->faceActor(facing);
}
void ScriptOpcodes_Duckman::opFaceActorToObject(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId2);
ARG_UINT32(objectId1);
Control *control1 = _vm->_dict->getObjectControl(objectId1);
Control *control2 = _vm->_dict->getObjectControl(objectId2);
Common::Point pos1 = control1->getActorPosition();
Common::Point pos2 = control2->getActorPosition();
uint facing;
if (_vm->calcPointDirection(pos1, pos2, facing))
control1->faceActor(facing);
}
void ScriptOpcodes_Duckman::opStartSequenceActor(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
ARG_UINT32(sequenceId);
Control *control = _vm->_dict->getObjectControl(objectId);
control->startSequenceActor(sequenceId, 2, opCall._threadId);
}
void ScriptOpcodes_Duckman::opStartSequenceActorAtPosition(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
ARG_UINT32(sequenceId);
ARG_UINT32(namedPointId);
Common::Point pos = _vm->getNamedPointPosition(namedPointId);
Control *control = _vm->_dict->getObjectControl(objectId);
control->setActorPosition(pos);
control->startSequenceActor(sequenceId, 2, opCall._threadId);
}
void ScriptOpcodes_Duckman::opStartMoveActor(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
ARG_UINT32(sequenceId);
ARG_UINT32(namedPointId);
Control *control = _vm->_dict->getObjectControl(objectId);
Common::Point pos = _vm->getNamedPointPosition(namedPointId);
control->startMoveActor(sequenceId, pos, opCall._callerThreadId, opCall._threadId);
}
void ScriptOpcodes_Duckman::opStartMoveActorToObject(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId1);
ARG_UINT32(objectId2);
ARG_UINT32(sequenceId);
Control *control1 = _vm->_dict->getObjectControl(objectId1);
if (!control1) {
warning("opStartMoveActorToObject: Control1 not found for objectId: %08X", objectId1);
return;
}
Common::Point pos;
if (objectId2 == 0x40003) {
pos = _vm->_cursor._position;
} else {
Control *control2 = _vm->_dict->getObjectControl(objectId2);
pos = control2->_feetPt;
if (control2->_actor) {
pos.x += control2->_actor->_position.x;
pos.y += control2->_actor->_position.y;
}
}
control1->startMoveActor(sequenceId, pos, opCall._callerThreadId, opCall._threadId);
}
void ScriptOpcodes_Duckman::opStartTalkThread(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
ARG_UINT32(talkId);
ARG_UINT32(sequenceId1);
ARG_UINT32(sequenceId2);
_vm->startTalkThread(objectId, talkId, sequenceId1, sequenceId2, opCall._threadId);
}
void ScriptOpcodes_Duckman::opAppearActor(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
Control *control = _vm->_dict->getObjectControl(objectId);
if (!control) {
Common::Point pos = _vm->getNamedPointPosition(0x70001);
_vm->_controls->placeActor(0x50001, pos, 0x60001, objectId, 0);
control = _vm->_dict->getObjectControl(objectId);
}
control->appearActor();
}
void ScriptOpcodes_Duckman::opDisappearActor(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
Control *control = _vm->_dict->getObjectControl(objectId);
control->disappearActor();
}
void ScriptOpcodes_Duckman::opActivateObject(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
Control *control = _vm->_dict->getObjectControl(objectId);
if (control)
control->activateObject();
}
void ScriptOpcodes_Duckman::opDeactivateObject(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
Control *control = _vm->_dict->getObjectControl(objectId);
control->deactivateObject();
}
void ScriptOpcodes_Duckman::opSetDefaultSequence(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
ARG_UINT32(defaultSequenceId);
ARG_UINT32(sequenceId);
Control *control = _vm->_dict->getObjectControl(objectId);
control->_actor->_defaultSequences.set(sequenceId, defaultSequenceId);
}
void ScriptOpcodes_Duckman::opStopCursorHoldingObject(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(flags);
_vm->stopCursorHoldingObject();
if (!(flags & 1))
_vm->playSoundEffect(7);
}
void ScriptOpcodes_Duckman::opStartCursorHoldingObject(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(flags);
ARG_UINT32(objectId);
ARG_UINT32(sequenceId);
_vm->startCursorHoldingObject(objectId, sequenceId);
if (!(flags & 1))
_vm->playSoundEffect(6);
}
void ScriptOpcodes_Duckman::opPlayVideo(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(videoId);
#if 1 // NOTE DEBUG Set to 0 to skip videos
_vm->playVideo(videoId, opCall._threadId);
#else
//DEBUG Resume calling thread, later done by the video player
_vm->notifyThreadId(opCall._threadId);
#endif
}
void ScriptOpcodes_Duckman::opRunSpecialCode(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(specialCodeId);
_vm->_specialCode->run(specialCodeId, opCall);
}
void ScriptOpcodes_Duckman::opPause(ScriptThread *scriptThread, OpCall &opCall) {
_vm->pause(opCall._callerThreadId);
}
void ScriptOpcodes_Duckman::opUnpause(ScriptThread *scriptThread, OpCall &opCall) {
_vm->unpause(opCall._callerThreadId);
}
void ScriptOpcodes_Duckman::opStartSound(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(volume);
ARG_UINT32(soundEffectId);
_vm->_soundMan->playSound(soundEffectId, volume, 0);
}
void ScriptOpcodes_Duckman::opStartSoundAtPosition(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(volume);
ARG_UINT32(soundEffectId);
ARG_UINT32(namedPointId);
Common::Point pos = _vm->getNamedPointPosition(namedPointId);
int16 pan = _vm->convertPanXCoord(pos.x);
_vm->_soundMan->playSound(soundEffectId, volume, pan);
}
void ScriptOpcodes_Duckman::opStopSound(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(soundEffectId);
_vm->_soundMan->stopSound(soundEffectId);
}
void ScriptOpcodes_Duckman::opStartMidiMusic(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(musicId);
_vm->_soundMan->playMidiMusic(musicId);
}
void ScriptOpcodes_Duckman::opStopMidiMusic(ScriptThread *scriptThread, OpCall &opCall) {
_vm->_soundMan->stopMidiMusic();
}
void ScriptOpcodes_Duckman::opFadeMidiMusic(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(duration);
ARG_INT16(finalVolume);
_vm->_soundMan->fadeMidiMusic(finalVolume, duration, opCall._threadId);
}
void ScriptOpcodes_Duckman::opAddMenuChoice(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_INT16(jumpOffs);
ARG_INT16(endMarker);
_vm->_stack->push(endMarker);
_vm->_stack->push(jumpOffs);
}
void ScriptOpcodes_Duckman::opDisplayMenu(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(timeOutDuration);
ARG_UINT32(menuId);
ARG_UINT32(timeOutMenuChoiceIndex);
MenuChoiceOffsets menuChoiceOffsets;
// Load menu choices from the stack
do {
int16 choiceOffs = _vm->_stack->pop();
menuChoiceOffsets.push_back(choiceOffs);
} while (_vm->_stack->pop() == 0);
_vm->_menuSystem->runMenu(menuChoiceOffsets, &_vm->_menuChoiceOfs,
menuId, timeOutDuration, timeOutMenuChoiceIndex,
opCall._callerThreadId);
//DEBUG Resume calling thread, later done by the video player
//_vm->notifyThreadId(opCall._callerThreadId);
}
void ScriptOpcodes_Duckman::opSwitchMenuChoice(ScriptThread *scriptThread, OpCall &opCall) {
opCall._deltaOfs += _vm->_menuChoiceOfs;
}
void ScriptOpcodes_Duckman::opQuitGame(ScriptThread *scriptThread, OpCall &opCall) {
_vm->quitGame();
}
void ScriptOpcodes_Duckman::opResetGame(ScriptThread *scriptThread, OpCall &opCall) {
_vm->reset();
_vm->_soundMan->stopMidiMusic();
_vm->_soundMan->clearMidiMusicQueue();
}
void ScriptOpcodes_Duckman::opLoadGame(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_INT16(bankNum)
ARG_INT16(slotNum)
bool success = _vm->loadSavegameFromScript(slotNum, opCall._callerThreadId);
_vm->_stack->push(success ? 1 : 0);
}
void ScriptOpcodes_Duckman::opSaveGame(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_INT16(bankNum)
ARG_INT16(slotNum)
bool success = _vm->saveSavegameFromScript(slotNum, opCall._callerThreadId);
_vm->_stack->push(success ? 1 : 0);
}
void ScriptOpcodes_Duckman::opDeactivateButton(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(button)
_vm->_input->deactivateButton(button);
}
void ScriptOpcodes_Duckman::opActivateButton(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(button)
_vm->_input->activateButton(button);
}
void ScriptOpcodes_Duckman::opIncBlockCounter(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(index);
byte value = _vm->_scriptResource->_blockCounters.get(index) + 1;
if (value <= 63)
_vm->_scriptResource->_blockCounters.set(index, value);
}
void ScriptOpcodes_Duckman::opClearBlockCounter(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(index);
_vm->_scriptResource->_blockCounters.set(index, 0);
}
void ScriptOpcodes_Duckman::opStackPushRandom(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(maxValue);
_vm->_stack->push(_vm->getRandom(maxValue) + 1);
}
void ScriptOpcodes_Duckman::opStackSwitchRandom(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_INT16(rvalue);
ARG_INT16(jumpOffs);
int16 lvalue = _vm->_stack->peek();
if (lvalue < rvalue) {
_vm->_stack->pop();
opCall._deltaOfs += jumpOffs;
}
}
void ScriptOpcodes_Duckman::opJumpIf(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(jumpOffs);
int16 value = _vm->_stack->pop();
if (value == 0)
opCall._deltaOfs += jumpOffs;
}
void ScriptOpcodes_Duckman::opIsPrevSceneId(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(sceneId);
_vm->_stack->push(_vm->getPrevScene() == sceneId ? 1 : 0);
}
void ScriptOpcodes_Duckman::opNot(ScriptThread *scriptThread, OpCall &opCall) {
int16 value = _vm->_stack->pop();
_vm->_stack->push(value != 0 ? 0 : 1);
}
void ScriptOpcodes_Duckman::opAnd(ScriptThread *scriptThread, OpCall &opCall) {
int16 value1 = _vm->_stack->pop();
int16 value2 = _vm->_stack->pop();
_vm->_stack->push(value1 & value2);
}
void ScriptOpcodes_Duckman::opOr(ScriptThread *scriptThread, OpCall &opCall) {
int16 value1 = _vm->_stack->pop();
int16 value2 = _vm->_stack->pop();
_vm->_stack->push(value1 | value2);
}
void ScriptOpcodes_Duckman::opGetProperty(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(propertyId)
bool value = _vm->_scriptResource->_properties.get(propertyId);
_vm->_stack->push(value ? 1 : 0);
}
void ScriptOpcodes_Duckman::opCompareBlockCounter(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(index);
ARG_INT16(compareOp);
ARG_INT16(rvalue);
int16 lvalue = _vm->_scriptResource->_blockCounters.get(index);
bool compareResult = false;
switch (compareOp) {
case 1:
compareResult = lvalue == rvalue;
break;
case 2:
compareResult = lvalue != rvalue;
break;
case 3:
compareResult = lvalue < rvalue;
break;
case 4:
compareResult = lvalue > rvalue;
break;
case 5:
compareResult = lvalue >= rvalue;
break;
case 6:
compareResult = lvalue <= rvalue;
break;
default:
break;
}
_vm->_stack->push(compareResult ? 1 : 0);
}
void ScriptOpcodes_Duckman::opAddDialogItem(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_INT16(index);
ARG_INT16(choiceJumpOffs);
ARG_UINT32(sequenceId);
if (index && (_vm->_scriptResource->_blockCounters.getC0(index) & 0x40))
_vm->_dialogSys->addDialogItem(choiceJumpOffs, sequenceId);
}
void ScriptOpcodes_Duckman::opStartDialog(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(actorTypeId);
_vm->_dialogSys->startDialog(&_vm->_menuChoiceOfs, actorTypeId, opCall._callerThreadId);
}
void ScriptOpcodes_Duckman::opJumpToDialogChoice(ScriptThread *scriptThread, OpCall &opCall) {
opCall._deltaOfs += _vm->_menuChoiceOfs;
}
void ScriptOpcodes_Duckman::opSetBlockCounter115(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(index);
if (_vm->_scriptResource->_blockCounters.getC0(index) & 0x80)
_vm->_scriptResource->_blockCounters.set(index, 0);
_vm->_scriptResource->_blockCounters.setC0(index, 0x40);
}
void ScriptOpcodes_Duckman::opSetBlockCounter116(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(index);
if (!(_vm->_scriptResource->_blockCounters.getC0(index) & 0x80))
_vm->_scriptResource->_blockCounters.setC0(index, 0x40);
}
void ScriptOpcodes_Duckman::opSetBlockCounter117(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(index);
_vm->_scriptResource->_blockCounters.setC0(index, 0);
}
void ScriptOpcodes_Duckman::opSetBlockCounter118(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(index);
_vm->_scriptResource->_blockCounters.setC0(index, 0x40);
}
void ScriptOpcodes_Duckman::opDebug126(ScriptThread *scriptThread, OpCall &opCall) {
// NOTE Prints some debug text
debug(1, "[DBG126] %s", (char*)opCall._code);
}
void ScriptOpcodes_Duckman::opDebug127(ScriptThread *scriptThread, OpCall &opCall) {
// NOTE Prints some debug text
debug(1, "[DBG127] %s", (char*)opCall._code);
}
} // End of namespace Illusions

View File

@@ -0,0 +1,164 @@
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ILLUSIONS_DUCKMAN_SCRIPTOPCODES_DUCKMAN_H
#define ILLUSIONS_DUCKMAN_SCRIPTOPCODES_DUCKMAN_H
#include "illusions/scriptopcodes.h"
#include "common/func.h"
namespace Illusions {
class IllusionsEngine_Duckman;
class ScriptThread;
class ScriptOpcodes_Duckman : public ScriptOpcodes {
public:
ScriptOpcodes_Duckman(IllusionsEngine_Duckman *vm);
~ScriptOpcodes_Duckman() override;
void initOpcodes() override;
void freeOpcodes() override;
protected:
IllusionsEngine_Duckman *_vm;
// Opcodes
void opNop(ScriptThread *scriptThread, OpCall &opCall);
void opSuspend(ScriptThread *scriptThread, OpCall &opCall);
void opYield(ScriptThread *scriptThread, OpCall &opCall);
void opTerminate(ScriptThread *scriptThread, OpCall &opCall);
void opJump(ScriptThread *scriptThread, OpCall &opCall);
void opStartScriptThread(ScriptThread *scriptThread, OpCall &opCall);
void opNotifyThread(ScriptThread *scriptThread, OpCall &opCall);
void opSuspendThread(ScriptThread *scriptThread, OpCall &opCall);
void opLoadResource(ScriptThread *scriptThread, OpCall &opCall);
void opUnloadResource(ScriptThread *scriptThread, OpCall &opCall);
void opStartTimerThread(ScriptThread *scriptThread, OpCall &opCall);
void opRerunThreads(ScriptThread *scriptThread, OpCall &opCall);
void opEnterScene18(ScriptThread *scriptThread, OpCall &opCall);
void opUnloadResourcesBySceneId(ScriptThread *scriptThread, OpCall &opCall);
void opChangeScene(ScriptThread *scriptThread, OpCall &opCall);
void opResumeFromSavegame(ScriptThread *scriptThread, OpCall &opCall);
void opStartModalScene(ScriptThread *scriptThread, OpCall &opCall);
void opExitModalScene(ScriptThread *scriptThread, OpCall &opCall);
void opEnterScene24(ScriptThread *scriptThread, OpCall &opCall);
void opLeaveScene24(ScriptThread *scriptThread, OpCall &opCall);
void opEnterDebugger(ScriptThread *scriptThread, OpCall &opCall);
void opLeaveDebugger(ScriptThread *scriptThread, OpCall &opCall);
void opDumpCurrentSceneFiles(ScriptThread *scriptThread, OpCall &opCall);
void opPanCenterObject(ScriptThread *scriptThread, OpCall &opCall);
void opPanTrackObject(ScriptThread *scriptThread, OpCall &opCall);
void opPanToObject(ScriptThread *scriptThread, OpCall &opCall);
void opPanToNamedPoint(ScriptThread *scriptThread, OpCall &opCall);
void opPanToPoint(ScriptThread *scriptThread, OpCall &opCall);
void opPanStop(ScriptThread *scriptThread, OpCall &opCall);
void opStartFade(ScriptThread *scriptThread, OpCall &opCall);
void opSetDisplay(ScriptThread *scriptThread, OpCall &opCall);
void opSetCameraBounds(ScriptThread *scriptThread, OpCall &opCall);
void opSetProperty(ScriptThread *scriptThread, OpCall &opCall);
void opPlaceActor(ScriptThread *scriptThread, OpCall &opCall);
void opFaceActor(ScriptThread *scriptThread, OpCall &opCall);
void opFaceActorToObject(ScriptThread *scriptThread, OpCall &opCall);
void opStartSequenceActor(ScriptThread *scriptThread, OpCall &opCall);
void opStartSequenceActorAtPosition(ScriptThread *scriptThread, OpCall &opCall);
void opStartMoveActor(ScriptThread *scriptThread, OpCall &opCall);
void opStartMoveActorToObject(ScriptThread *scriptThread, OpCall &opCall);
void opStartTalkThread(ScriptThread *scriptThread, OpCall &opCall);
void opAppearActor(ScriptThread *scriptThread, OpCall &opCall);
void opDisappearActor(ScriptThread *scriptThread, OpCall &opCall);
void opActivateObject(ScriptThread *scriptThread, OpCall &opCall);
void opDeactivateObject(ScriptThread *scriptThread, OpCall &opCall);
void opSetDefaultSequence(ScriptThread *scriptThread, OpCall &opCall);
void opStopCursorHoldingObject(ScriptThread *scriptThread, OpCall &opCall);
void opStartCursorHoldingObject(ScriptThread *scriptThread, OpCall &opCall);
void opPlayVideo(ScriptThread *scriptThread, OpCall &opCall);
void opRunSpecialCode(ScriptThread *scriptThread, OpCall &opCall);
void opPause(ScriptThread *scriptThread, OpCall &opCall);
void opUnpause(ScriptThread *scriptThread, OpCall &opCall);
void opStartSound(ScriptThread *scriptThread, OpCall &opCall);
void opStartSoundAtPosition(ScriptThread *scriptThread, OpCall &opCall);
void opStopSound(ScriptThread *scriptThread, OpCall &opCall);
void opStartMidiMusic(ScriptThread *scriptThread, OpCall &opCall);
void opStopMidiMusic(ScriptThread *scriptThread, OpCall &opCall);
void opFadeMidiMusic(ScriptThread *scriptThread, OpCall &opCall);
void opAddMenuChoice(ScriptThread *scriptThread, OpCall &opCall);
void opDisplayMenu(ScriptThread *scriptThread, OpCall &opCall);
void opSwitchMenuChoice(ScriptThread *scriptThread, OpCall &opCall);
void opQuitGame(ScriptThread *scriptThread, OpCall &opCall);
void opResetGame(ScriptThread *scriptThread, OpCall &opCall);
void opLoadGame(ScriptThread *scriptThread, OpCall &opCall);
void opSaveGame(ScriptThread *scriptThread, OpCall &opCall);
void opDeactivateButton(ScriptThread *scriptThread, OpCall &opCall);
void opActivateButton(ScriptThread *scriptThread, OpCall &opCall);
void opIncBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
void opClearBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
void opStackPushRandom(ScriptThread *scriptThread, OpCall &opCall);
void opStackSwitchRandom(ScriptThread *scriptThread, OpCall &opCall);
void opJumpIf(ScriptThread *scriptThread, OpCall &opCall);
void opIsPrevSceneId(ScriptThread *scriptThread, OpCall &opCall);
void opNot(ScriptThread *scriptThread, OpCall &opCall);
void opAnd(ScriptThread *scriptThread, OpCall &opCall);
void opOr(ScriptThread *scriptThread, OpCall &opCall);
void opGetProperty(ScriptThread *scriptThread, OpCall &opCall);
void opCompareBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
void opAddDialogItem(ScriptThread *scriptThread, OpCall &opCall);
void opStartDialog(ScriptThread *scriptThread, OpCall &opCall);
void opJumpToDialogChoice(ScriptThread *scriptThread, OpCall &opCall);
void opSetBlockCounter115(ScriptThread *scriptThread, OpCall &opCall);
void opSetBlockCounter116(ScriptThread *scriptThread, OpCall &opCall);
void opSetBlockCounter117(ScriptThread *scriptThread, OpCall &opCall);
void opSetBlockCounter118(ScriptThread *scriptThread, OpCall &opCall);
void opDebug126(ScriptThread *scriptThread, OpCall &opCall);
void opDebug127(ScriptThread *scriptThread, OpCall &opCall);
#if 0
void opStartTempScriptThread(ScriptThread *scriptThread, OpCall &opCall);
void opSetThreadSceneId(ScriptThread *scriptThread, OpCall &opCall);
void opEndTalkThreads(ScriptThread *scriptThread, OpCall &opCall);
void opEnterScene(ScriptThread *scriptThread, OpCall &opCall);
void opEnterCloseUpScene(ScriptThread *scriptThread, OpCall &opCall);
void opExitCloseUpScene(ScriptThread *scriptThread, OpCall &opCall);
void opSetActorToNamedPoint(ScriptThread *scriptThread, OpCall &opCall);
void opSetSelectSfx(ScriptThread *scriptThread, OpCall &opCall);
void opSetMoveSfx(ScriptThread *scriptThread, OpCall &opCall);
void opSetDenySfx(ScriptThread *scriptThread, OpCall &opCall);
void opSetAdjustUpSfx(ScriptThread *scriptThread, OpCall &opCall);
void opSetAdjustDnSfx(ScriptThread *scriptThread, OpCall &opCall);
void opIsCurrentSceneId(ScriptThread *scriptThread, OpCall &opCall);
void opIsActiveSceneId(ScriptThread *scriptThread, OpCall &opCall);
void opStackPop(ScriptThread *scriptThread, OpCall &opCall);
void opStackDup(ScriptThread *scriptThread, OpCall &opCall);
void opLoadSpecialCodeModule(ScriptThread *scriptThread, OpCall &opCall);
void opStopActor(ScriptThread *scriptThread, OpCall &opCall);
void opSetActorUsePan(ScriptThread *scriptThread, OpCall &opCall);
void opStartAbortableThread(ScriptThread *scriptThread, OpCall &opCall);
void opKillThread(ScriptThread *scriptThread, OpCall &opCall);
void opSetSceneIdThreadId(ScriptThread *scriptThread, OpCall &opCall);
void opStackPush0(ScriptThread *scriptThread, OpCall &opCall);
void opSetFontId(ScriptThread *scriptThread, OpCall &opCall);
void opAddMenuKey(ScriptThread *scriptThread, OpCall &opCall);
void opChangeSceneAll(ScriptThread *scriptThread, OpCall &opCall);
#endif
};
} // End of namespace Illusions
#endif // ILLUSIONS_DUCKMAN_SCRIPTOPCODES_DUCKMAN_H