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204 lines
5.6 KiB
C++
204 lines
5.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "m4/riddle/walker.h"
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#include "m4/adv_r/adv_control.h"
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#include "m4/riddle/vars.h"
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#include "m4/core/imath.h"
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#include "m4/graphics/gr_series.h"
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namespace M4 {
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namespace Riddle {
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// Starting hashes for walker machines/sequences/etc
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#define WALKER_HASH 8 // machine/data starting hash for wilbur
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#define WALKER_SERIES_HASH 0
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#define NUM_WALKER_SERIES 8
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#define SHADOW_SERIES_HASH 8
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#define NUM_SHADOW_SERIES 5
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static const char *RIPLEY_SERIES[5] = {
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"test1", "test2", "test3", "test4", "test5"
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};
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static const int16 RIPLEY_SERIES_DIRS[] = {
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0, 1, 2, 3, 4, -4
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};
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static const char *RIPLEY_SHADOWS[5] = {
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"ripsh1", "ripsh2", "ripsh3", "ripsh4", "ripsh5"
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};
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static const int16 RIPLEY_SHADOWS_DIRS[6] = {
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10, 11, 12, 13, 14, -1
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};
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static const char *SAFARI_SERIES[4] = {
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"rip safari walker position 1",
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"rip safari walker position 2",
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"rip safari walker position 3",
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"rip safari walker position 4"
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};
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static const int16 SAFARI_SERIES_DIRS[] = {
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0, 1, 2, 3, 4, -4
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};
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static const char *SAFARI_SHADOWS[8] = {
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"safari shadow 1", "safari shadow 2", "safari shadow 3",
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"safari shadow 4", "safari shadow 5", "trek feng walker pos 3",
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"trek feng walker pos 4", "trek feng walker pos 5"
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};
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static const int16 SAFARI_SHADOWS_DIRS[6] = {
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10, 11, 12, 13, 14, -1
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};
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void Walker::player_walker_callback(frac16 myMessage, machine *sender) {
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int32 triggerType = _G(globals)[GLB_TEMP_1] >> 16;
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//int32 subVal = _G(globals)[GLB_TEMP_3] >> 16;
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switch (triggerType) {
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case 0:
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default:
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// Ignore this trigger, it's not important
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return;
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case 1:
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break;
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case 2:
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if (walker_has_walk_finished(sender))
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sendWSMessage(0x30000, 0, nullptr, 0, nullptr, 1);
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else
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_G(player).waiting_for_walk = false;
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break;
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case 3:
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_G(player).waiting_for_walk = false;
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break;
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}
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if (triggerType >= 0)
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kernel_trigger_dispatchx(myMessage);
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}
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bool Walker::walk_load_walker_and_shadow_series() {
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switch (_G(player).walker_type) {
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case 0:
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return ws_walk_load_walker_series(RIPLEY_SERIES_DIRS, RIPLEY_SERIES, true) &&
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ws_walk_load_shadow_series(RIPLEY_SHADOWS_DIRS, RIPLEY_SHADOWS);
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case 1:
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return ws_walk_load_walker_series(SAFARI_SERIES_DIRS, SAFARI_SERIES, true) &&
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ws_walk_load_shadow_series(SAFARI_SHADOWS_DIRS, SAFARI_SHADOWS);
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default:
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return false;
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}
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}
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machine *Walker::walk_initialize_walker() {
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machine *m;
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int32 s;
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if (!_G(player).walker_in_this_scene) {
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_G(player).walker_visible = false;
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m = nullptr;
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} else {
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_G(player).walker_visible = true;
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// Wilbur walker
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_G(player).walker_type = WALKER_PLAYER;
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_G(player).shadow_type = SHADOW_PLAYER;
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_G(globals)[GLB_TEMP_1] = _G(player).walker_type << 16;
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_G(globals)[GLB_TEMP_2] = WALKER_SERIES_HASH << 24; // starting series hash of default walker GAMECTRL loads shadows starting @ 0
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_G(globals)[GLB_TEMP_3] = SHADOW_SERIES_HASH << 24; // starting series hash of default walker shadows. GAMECTRL loads shadows starting @ 10
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// initialize with bogus data (this is for the real walker)
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s = _G(globals)[GLB_MIN_SCALE] + FixedMul((400 << 16) - _G(globals)[GLB_MIN_Y], _G(globals)[GLB_SCALER]);
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_G(globals)[GLB_TEMP_4] = 320 << 16;
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_G(globals)[GLB_TEMP_5] = 400 << 16;
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_G(globals)[GLB_TEMP_6] = s;
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_G(globals)[GLB_TEMP_7] = 3 << 16; // facing
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m = TriggerMachineByHash(WALKER_HASH, nullptr, _G(player).walker_type + WALKER_HASH, 0, player_walker_callback, false, "PLAYER WALKER");
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// we need to all init sequences to happen immediately (init coordinates)
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cycleEngines(nullptr, &(_G(currentSceneDef).depth_table[0]),
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nullptr, (uint8 *)&_G(master_palette)[0], _G(inverse_pal)->get_ptr(), true);
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_G(inverse_pal)->release();
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}
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return m;
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}
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void Walker::reset_walker_sprites() {
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error("TODO: reset_walker_sprites");
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}
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void Walker::unloadSprites() {
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if (_G(player).walker_in_this_scene) {
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term_message("Unloading Wilbur walker...");
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player_update_info();
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// Send message for the unload
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sendWSMessage(0x60000, 0, _G(my_walker), 0, nullptr, 1);
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_G(player).walker_in_this_scene = false;
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for (int i = 0; i < 7; ++i)
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series_unload(i);
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// TODO: This seems like it would leak memory
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_G(my_walker) = nullptr;
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}
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}
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void enable_player() {
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player_set_commands_allowed(true);
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ws_unhide_walker(_G(my_walker));
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}
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void disable_player() {
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player_set_commands_allowed(false);
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ws_hide_walker(_G(my_walker));
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}
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void player_walk_to(int32 x, int32 y, int32 facing_x, int32 facing_y, int trigger) {
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#ifdef TODO
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_G(player_facing_x) = facing_x;
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_G(player_facing_y) = facing_y;
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_G(player_trigger) = trigger;
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player_hotspot_walk_override(x, y, -1, gSET_FACING);
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#else
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error("TODO: player_walk_to");
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#endif
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}
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void player_walk_to(int32 x, int32 y, int trigger) {
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#ifdef TODO
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player_walk_to(x, y, _G(hotspot_x), _G(hotspot_y), trigger);
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#else
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error("TODO: player_walk_to");
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#endif
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}
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} // namespace Riddle
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} // namespace M4
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