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scummvm/engines/m4/riddle/walker.cpp
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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 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 "m4/riddle/walker.h"
#include "m4/adv_r/adv_control.h"
#include "m4/riddle/vars.h"
#include "m4/core/imath.h"
#include "m4/graphics/gr_series.h"
namespace M4 {
namespace Riddle {
// Starting hashes for walker machines/sequences/etc
#define WALKER_HASH 8 // machine/data starting hash for wilbur
#define WALKER_SERIES_HASH 0
#define NUM_WALKER_SERIES 8
#define SHADOW_SERIES_HASH 8
#define NUM_SHADOW_SERIES 5
static const char *RIPLEY_SERIES[5] = {
"test1", "test2", "test3", "test4", "test5"
};
static const int16 RIPLEY_SERIES_DIRS[] = {
0, 1, 2, 3, 4, -4
};
static const char *RIPLEY_SHADOWS[5] = {
"ripsh1", "ripsh2", "ripsh3", "ripsh4", "ripsh5"
};
static const int16 RIPLEY_SHADOWS_DIRS[6] = {
10, 11, 12, 13, 14, -1
};
static const char *SAFARI_SERIES[4] = {
"rip safari walker position 1",
"rip safari walker position 2",
"rip safari walker position 3",
"rip safari walker position 4"
};
static const int16 SAFARI_SERIES_DIRS[] = {
0, 1, 2, 3, 4, -4
};
static const char *SAFARI_SHADOWS[8] = {
"safari shadow 1", "safari shadow 2", "safari shadow 3",
"safari shadow 4", "safari shadow 5", "trek feng walker pos 3",
"trek feng walker pos 4", "trek feng walker pos 5"
};
static const int16 SAFARI_SHADOWS_DIRS[6] = {
10, 11, 12, 13, 14, -1
};
void Walker::player_walker_callback(frac16 myMessage, machine *sender) {
int32 triggerType = _G(globals)[GLB_TEMP_1] >> 16;
//int32 subVal = _G(globals)[GLB_TEMP_3] >> 16;
switch (triggerType) {
case 0:
default:
// Ignore this trigger, it's not important
return;
case 1:
break;
case 2:
if (walker_has_walk_finished(sender))
sendWSMessage(0x30000, 0, nullptr, 0, nullptr, 1);
else
_G(player).waiting_for_walk = false;
break;
case 3:
_G(player).waiting_for_walk = false;
break;
}
if (triggerType >= 0)
kernel_trigger_dispatchx(myMessage);
}
bool Walker::walk_load_walker_and_shadow_series() {
switch (_G(player).walker_type) {
case 0:
return ws_walk_load_walker_series(RIPLEY_SERIES_DIRS, RIPLEY_SERIES, true) &&
ws_walk_load_shadow_series(RIPLEY_SHADOWS_DIRS, RIPLEY_SHADOWS);
case 1:
return ws_walk_load_walker_series(SAFARI_SERIES_DIRS, SAFARI_SERIES, true) &&
ws_walk_load_shadow_series(SAFARI_SHADOWS_DIRS, SAFARI_SHADOWS);
default:
return false;
}
}
machine *Walker::walk_initialize_walker() {
machine *m;
int32 s;
if (!_G(player).walker_in_this_scene) {
_G(player).walker_visible = false;
m = nullptr;
} else {
_G(player).walker_visible = true;
// Wilbur walker
_G(player).walker_type = WALKER_PLAYER;
_G(player).shadow_type = SHADOW_PLAYER;
_G(globals)[GLB_TEMP_1] = _G(player).walker_type << 16;
_G(globals)[GLB_TEMP_2] = WALKER_SERIES_HASH << 24; // starting series hash of default walker GAMECTRL loads shadows starting @ 0
_G(globals)[GLB_TEMP_3] = SHADOW_SERIES_HASH << 24; // starting series hash of default walker shadows. GAMECTRL loads shadows starting @ 10
// initialize with bogus data (this is for the real walker)
s = _G(globals)[GLB_MIN_SCALE] + FixedMul((400 << 16) - _G(globals)[GLB_MIN_Y], _G(globals)[GLB_SCALER]);
_G(globals)[GLB_TEMP_4] = 320 << 16;
_G(globals)[GLB_TEMP_5] = 400 << 16;
_G(globals)[GLB_TEMP_6] = s;
_G(globals)[GLB_TEMP_7] = 3 << 16; // facing
m = TriggerMachineByHash(WALKER_HASH, nullptr, _G(player).walker_type + WALKER_HASH, 0, player_walker_callback, false, "PLAYER WALKER");
// we need to all init sequences to happen immediately (init coordinates)
cycleEngines(nullptr, &(_G(currentSceneDef).depth_table[0]),
nullptr, (uint8 *)&_G(master_palette)[0], _G(inverse_pal)->get_ptr(), true);
_G(inverse_pal)->release();
}
return m;
}
void Walker::reset_walker_sprites() {
error("TODO: reset_walker_sprites");
}
void Walker::unloadSprites() {
if (_G(player).walker_in_this_scene) {
term_message("Unloading Wilbur walker...");
player_update_info();
// Send message for the unload
sendWSMessage(0x60000, 0, _G(my_walker), 0, nullptr, 1);
_G(player).walker_in_this_scene = false;
for (int i = 0; i < 7; ++i)
series_unload(i);
// TODO: This seems like it would leak memory
_G(my_walker) = nullptr;
}
}
void enable_player() {
player_set_commands_allowed(true);
ws_unhide_walker(_G(my_walker));
}
void disable_player() {
player_set_commands_allowed(false);
ws_hide_walker(_G(my_walker));
}
void player_walk_to(int32 x, int32 y, int32 facing_x, int32 facing_y, int trigger) {
#ifdef TODO
_G(player_facing_x) = facing_x;
_G(player_facing_y) = facing_y;
_G(player_trigger) = trigger;
player_hotspot_walk_override(x, y, -1, gSET_FACING);
#else
error("TODO: player_walk_to");
#endif
}
void player_walk_to(int32 x, int32 y, int trigger) {
#ifdef TODO
player_walk_to(x, y, _G(hotspot_x), _G(hotspot_y), trigger);
#else
error("TODO: player_walk_to");
#endif
}
} // namespace Riddle
} // namespace M4