Example #1
0
void KyraEngine_HoF::enterNewSceneUnk2(int unk1) {
	_savedMouseState = -1;

	if (_flags.isTalkie) {
		if (_mainCharX == -1 && _mainCharY == -1 && _mainCharacter.sceneId != 61 &&
			!queryGameFlag(0x1F1) && !queryGameFlag(0x192) && !queryGameFlag(0x193) &&
			_mainCharacter.sceneId != 70 && !queryGameFlag(0x159) && _mainCharacter.sceneId != 37) {
			_mainCharacter.animFrame = _characterFrameTable[_mainCharacter.facing];
			updateCharacterAnim(0);
			refreshAnimObjectsIfNeed();
		}
	} else if (_mainCharX != -1 && _mainCharY != -1) {
		if (_characterFrameTable[_mainCharacter.facing] == 25)
			_mainCharacter.facing = 5;
		_mainCharacter.animFrame = _characterFrameTable[_mainCharacter.facing];
		updateCharacterAnim(0);
		refreshAnimObjectsIfNeed();
	}

	if (!unk1) {
		runSceneScript4(0);
		zanthSceneStartupChat();
	}

	_unk4 = 0;
	_savedMouseState = -1;
}
Example #2
0
int KyraEngine_MR::o3_setCharacterAnimFrameFromFacing(EMCState *script) {
	debugC(3, kDebugLevelScriptFuncs, "KyraEngine_MR::o3_setCharacterAnimFrameFromFacing(%p) ()", (const void *)script);
	updateCharPal(0);
	_mainCharacter.animFrame = _characterFrameTable[_mainCharacter.facing];
	updateCharacterAnim(0);
	refreshAnimObjectsIfNeed();
	return 0;
}
Example #3
0
void KyraEngine_MR::makeCharFacingMouse() {
	if (_mainCharacter.x1 > _mouseX)
		_mainCharacter.facing = 5;
	else
		_mainCharacter.facing = 3;
	_mainCharacter.animFrame = _characterFrameTable[_mainCharacter.facing];
	updateCharacterAnim(0);
	refreshAnimObjectsIfNeed();
}
Example #4
0
void KyraEngine_MR::updateCharAnimFrame(int *table) {
	++_mainCharacter.animFrame;
	int facing = _mainCharacter.facing;

	if (table) {
		if (table[0] != table[-1] && table[1] == table[-1]) {
			facing = getOppositeFacingDirection(table[-1]);
			table[0] = table[-1];
		}
	}

	if (facing) {
		if (facing == 7 || facing == 1) {
			if (_characterAnimTable[0] > 2)
				facing = 0;
			memset(_characterAnimTable, 0, sizeof(_characterAnimTable));
		} else if (facing == 4) {
			++_characterAnimTable[1];
		} else if (facing == 5 || facing == 3) {
			if (_characterAnimTable[1] > 2)
				facing = 4;
			memset(_characterAnimTable, 0, sizeof(_characterAnimTable));
		}
	} else {
		++_characterAnimTable[0];
	}

	switch (facing) {
	case 0:
		if (_mainCharacter.animFrame < 79 || _mainCharacter.animFrame > 86)
			_mainCharacter.animFrame = 79;
		break;

	case 1: case 2: case 3:
		if (_mainCharacter.animFrame < 71 || _mainCharacter.animFrame > 78)
			_mainCharacter.animFrame = 71;
		break;

	case 4:
		if (_mainCharacter.animFrame < 55 || _mainCharacter.animFrame > 62)
			_mainCharacter.animFrame = 55;
		break;

	case 5: case 6: case 7:
		if (_mainCharacter.animFrame < 63 || _mainCharacter.animFrame > 70)
			_mainCharacter.animFrame = 63;
		break;

	default:
		break;
	}

	updateCharacterAnim(0);
}
Example #5
0
void KyraEngine_MR::showGoodConscience() {
	if (_goodConscienceShown)
		return;

	_goodConscienceShown = true;
	++_goodConscienceAnim;
	_goodConscienceAnim %= 5;

	setNextIdleAnimTimer();
	_goodConsciencePosition = (_mainCharacter.x1 <= 160);

	if (_badConscienceShown)
		_goodConsciencePosition = !_badConsciencePosition;

	int anim = _goodConscienceAnim + (_goodConsciencePosition ? 0 : 5);
	TalkObject &talkObject = _talkObjectList[87];

	if (_goodConsciencePosition)
		talkObject.x = 290;
	else
		talkObject.x = 30;
	talkObject.y = 30;

	static const char *const animFilenames[] = {
		"STUFL00.WSA", "STUFL02.WSA", "STUFL04.WSA", "STUFL03.WSA", "STUFL01.WSA",
		"STUFR00.WSA", "STUFR02.WSA", "STUFR04.WSA", "STUFR03.WSA", "STUFR01.WSA"
	};

	setupSceneAnimObject(0x0F, 9, 0, 187, -1, -1, -1, -1, 0, 0, 0, -1, animFilenames[anim]);
	for (uint i = 0; i <= _goodConscienceFrameTable[_goodConscienceAnim]; ++i) {
		if (i == 10)
			snd_playSoundEffect(0x7F, 0xC8);
		updateSceneAnim(0x0F, i);
		delay(2*_tickLength, true);
	}

	if (_mainCharacter.animFrame < 50 || _mainCharacter.animFrame > 87)
		return;

	if (_mainCharacter.y1 == -1 || (_mainCharacter.x1 != -1 && _mainCharacter.animFrame == 87) || _mainCharacter.animFrame == 87) {
		_mainCharacter.animFrame = 87;
	} else {
		if (_goodConsciencePosition)
			_mainCharacter.facing = 3;
		else
			_mainCharacter.facing = 5;
		_mainCharacter.animFrame = _characterFrameTable[_mainCharacter.facing];
	}

	updateCharacterAnim(0);
	refreshAnimObjectsIfNeed();
}
Example #6
0
void KyraEngine_MR::enterNewSceneUnk2(int unk1) {
	_savedMouseState = -1;
	if (_mainCharX == -1 && _mainCharY == -1 && !unk1) {
		_mainCharacter.animFrame = _characterFrameTable[_mainCharacter.facing];
		updateCharacterAnim(0);
		refreshAnimObjectsIfNeed();
	}

	if (!unk1) {
		runSceneScript4(0);
		malcolmSceneStartupChat();
	}

	_unk4 = 0;
	_savedMouseState = -1;
}
Example #7
0
int KyraEngine_MR::o3_enterNewScene(EMCState *script) {
	debugC(3, kDebugLevelScriptFuncs, "KyraEngine_MR::o3_enterNewScene(%p) (%d, %d, %d, %d, %d)", (const void *)script, stackPos(0),
		stackPos(1), stackPos(2), stackPos(3), stackPos(4));

	_screen->hideMouse();
	enterNewScene(stackPos(0), stackPos(1), stackPos(2), stackPos(3), stackPos(4));

	_unk5 = 1;

	if (_mainCharX == -1 || _mainCharY == -1) {
		_mainCharacter.animFrame = _characterFrameTable[_mainCharacter.facing];
		updateCharacterAnim(0);
	}
	_screen->showMouse();

	return 0;
}
Example #8
0
int KyraEngine_MR::o3_refreshCharacter(EMCState *script) {
	debugC(3, kDebugLevelScriptFuncs, "KyraEngine_MR::o3_refreshCharacter(%p) (%d, %d, %d)", (const void *)script, stackPos(0), stackPos(1), stackPos(2));
	const int frame = stackPos(0);
	const int facing = stackPos(1);
	const bool updateNeed = stackPos(2) != 0;

	if (facing >= 0)
		_mainCharacter.facing = facing;

	if (frame >= 0 && frame != 87)
		_mainCharacter.animFrame = _characterFrameTable[_mainCharacter.facing];
	else
		_mainCharacter.animFrame = 87;

	updateCharacterAnim(0);

	if (updateNeed)
		refreshAnimObjectsIfNeed();
	return 0;
}
Example #9
0
void KyraEngine_MR::showBadConscience() {
	if (_badConscienceShown)
		return;

	_badConscienceShown = true;
	_badConscienceAnim = _rnd.getRandomNumberRng(0, 2);
	if (_currentChapter == 2)
		_badConscienceAnim = 5;
	else if (_currentChapter == 3)
		_badConscienceAnim = 3;
	else if (_currentChapter == 4 && _rnd.getRandomNumberRng(1, 100) <= 25)
		_badConscienceAnim = 6;
	else if (_currentChapter == 5 && _rnd.getRandomNumberRng(1, 100) <= 25)
		_badConscienceAnim = 7;

	if (_characterShapeFile == 9)
		_badConscienceAnim = 4;

	_badConsciencePosition = (_mainCharacter.x1 <= 160);

	if (_goodConscienceShown)
		_badConsciencePosition = !_goodConsciencePosition;

	int anim = _badConscienceAnim + (_badConsciencePosition ? 0 : 8);
	TalkObject &talkObject = _talkObjectList[1];

	if (_badConsciencePosition)
		talkObject.x = 290;
	else
		talkObject.x = 30;
	talkObject.y = 30;

	static const char *const animFilenames[] = {
		"GUNFL00.WSA", "GUNFL01.WSA", "GUNFL02.WSA", "GUNFL03.WSA", "GUNFL04.WSA", "GUNFL05.WSA", "GUNFL06.WSA", "GUNFL07.WSA",
		"GUNFR00.WSA", "GUNFR01.WSA", "GUNFR02.WSA", "GUNFR03.WSA", "GUNFR04.WSA", "GUNFR05.WSA", "GUNFR06.WSA", "GUNFR07.WSA"
	};

	setupSceneAnimObject(0x0E, 9, 0, 187, -1, -1, -1, -1, 0, 0, 0, -1, animFilenames[anim]);
	for (uint i = 0; i <= _badConscienceFrameTable[_badConscienceAnim]; ++i) {
		if (i == 8)
			snd_playSoundEffect(0x1B, 0xC8);
		updateSceneAnim(0x0E, i);
		delay(3*_tickLength, true);
	}

	if (_mainCharacter.animFrame < 50 || _mainCharacter.animFrame > 87)
		return;

	if (_mainCharacter.y1 == -1 || (_mainCharacter.x1 != -1 && _mainCharacter.animFrame == 87) || _mainCharacter.animFrame == 87) {
		_mainCharacter.animFrame = 87;
	} else {
		if (_badConsciencePosition)
			_mainCharacter.facing = 3;
		else
			_mainCharacter.facing = 5;
		_mainCharacter.animFrame = _characterFrameTable[_mainCharacter.facing];
	}

	updateCharacterAnim(0);
	refreshAnimObjectsIfNeed();
}
Example #10
0
Common::Error KyraEngine_MR::loadGameState(int slot) {
	const char *fileName = getSavegameFilename(slot);

	SaveHeader header;
	Common::InSaveFile *saveFile = openSaveForReading(fileName, header);
	if (!saveFile) {
		showMessageFromCCode(17, 0xB3, 0);
		snd_playSoundEffect(0x0D, 0xC8);
		return Common::kUnknownError;
	}

	if (header.originalSave)
		warning("Trying to load savegame from original interpreter, while this is possible, it is not officially supported");

	if (_inventoryState) {
		updateCharacterAnim(0);
		restorePage3();
		drawAnimObjects();
		_inventoryState = true;
		refreshAnimObjects(0);
		hideInventory();
	}

	_deathHandler = -1;
	if (!_unkSceneScreenFlag1)
		_lastMusicCommand = -1;

	int curShapes = _characterShapeFile;

	Common::SeekableSubReadStreamEndian in(saveFile, saveFile->pos(), saveFile->size(), !header.originalSave, DisposeAfterUse::YES);

	_screen->hideMouse();

	if (!header.originalSave) {
		_timer->loadDataFromFile(in, header.version);

		uint32 flagsSize = in.readUint32BE();
		assert(flagsSize <= sizeof(_flagsTable));
		in.read(_flagsTable, flagsSize);
	}

	_lastMusicCommand = in.readSint16();
	_currentChapter = in.readByte();
	_characterShapeFile = in.readByte();

	if (header.version >= 12 || header.originalSave)
		_album.curPage = in.readByte();
	if (header.originalSave)
		in.readByte();

	_score = in.readSint16();
	_scoreMax = in.readSint16();
	_malcolmsMood = in.readByte();

	if (header.originalSave)
		in.seek(8, SEEK_CUR);

	for (int i = 0; i < 30; ++i)
		in.read(_conversationState[i], 30);

	if (!header.originalSave) {
		in.read(_newSceneDlgState, 40);
	} else {
		for (int i = 0; i < 40; ++i)
			_newSceneDlgState[i] = in.readUint16();
	}

	for (int i = 0; i < 100; ++i)
		_hiddenItems[i] = in.readSint16();

	if (header.originalSave)
		in.read(_flagsTable, 69);
	in.read(_scoreFlagTable, 26);

	_mainCharacter.sceneId = in.readUint16();
	_mainCharacter.dlgIndex = in.readSint16();
	_mainCharacter.height = in.readByte();
	_mainCharacter.facing = in.readByte();
	_mainCharacter.animFrame = in.readUint16();
	if (!header.originalSave) {
		_mainCharacter.walkspeed = in.readByte();
	} else {
		in.seek(2, SEEK_CUR);
		_mainCharacter.walkspeed = in.readUint32();
	}
	for (int i = 0; i < 10; ++i)
		_mainCharacter.inventory[i] = in.readUint16();
	_mainCharacter.x1 = in.readSint16();
	_mainCharacter.y1 = in.readSint16();
	_mainCharacter.x2 = in.readSint16();
	_mainCharacter.y2 = in.readSint16();
	_mainCharacter.x3 = in.readSint16();
	_mainCharacter.y3 = in.readSint16();

	for (int i = 0; i < 50; ++i) {
		_itemList[i].id = in.readSint16();
		_itemList[i].sceneId = in.readUint16();
		_itemList[i].x = in.readSint16();
		_itemList[i].y = in.readSint16();
		if (header.version <= 9 || header.originalSave)
			in.readUint16();
	}

	for (int i = 0; i < 88; ++i) {
		in.read(_talkObjectList[i].filename, 13);
		_talkObjectList[i].sceneAnim = in.readByte();
		_talkObjectList[i].sceneScript = in.readByte();
		_talkObjectList[i].x = in.readSint16();
		_talkObjectList[i].y = in.readSint16();
		_talkObjectList[i].color = in.readByte();
		if (header.version >= 13 || header.originalSave)
			_talkObjectList[i].sceneId = in.readByte();
	}

	for (int i = 0; i < 98; ++i) {
		if (!header.originalSave) {
			in.read(_sceneList[i].filename1, 10);
		} else {
			in.read(_sceneList[i].filename1, 9);
			_sceneList[i].filename1[9] = 0;
		}

		if (!header.originalSave) {
			in.read(_sceneList[i].filename2, 10);
		} else {
			in.read(_sceneList[i].filename2, 9);
			_sceneList[i].filename2[9] = 0;
		}

		_sceneList[i].exit1 = in.readUint16();
		_sceneList[i].exit2 = in.readUint16();
		_sceneList[i].exit3 = in.readUint16();
		_sceneList[i].exit4 = in.readUint16();
		_sceneList[i].flags = in.readByte();
		_sceneList[i].sound = in.readByte();
	}

	_itemInHand = in.readSint16();

	if (header.originalSave) {
		uint32 currentTime = _system->getMillis();

		for (int i = 0; i < 6; ++i)
			_timer->setDelay(i, in.readSint32LE());

		for (int i = 0; i < 6; ++i) {
			if (in.readUint16LE())
				_timer->enable(i);
			else
				_timer->disable(i);
		}

		for (int i = 0; i < 6; ++i)
			_timer->setNextRun(i, currentTime + (in.readUint32LE() * _tickLength));

		_timer->resetNextRun();
	}

	_sceneExit1 = in.readUint16();
	_sceneExit2 = in.readUint16();
	_sceneExit3 = in.readUint16();
	_sceneExit4 = in.readUint16();

	if (saveFile->err() || saveFile->eos()) {
		warning("Load failed ('%s', '%s').", fileName, header.description.c_str());
		return Common::kUnknownError;
	} else {
		debugC(1, kDebugLevelMain, "Loaded savegame '%s.'", header.description.c_str());
	}

	_loadingState = true;
	updateCharacterAnim(0);
	_loadingState = false;

	if (curShapes != _characterShapeFile)
		loadCharacterShapes(_characterShapeFile);

	_mainCharX = _mainCharacter.x2 = _mainCharacter.x1;
	_mainCharY = _mainCharacter.y2 = _mainCharacter.y1;
	_mainCharacter.facing = 4;
	_badConscienceShown = false;
	_badConsciencePosition = false;
	_goodConscienceShown = false;
	_goodConsciencePosition = false;

	enterNewScene(_mainCharacter.sceneId, _mainCharacter.facing, 0, 0, 1);
	setHandItem(_itemInHand);

	if (_lastMusicCommand >= 0 && !_unkSceneScreenFlag1)
		snd_playWanderScoreViaMap(_lastMusicCommand, 1);
	else if (_lastMusicCommand == -1)
		snd_playWanderScoreViaMap(28, 1);

	while (!_screen->isMouseVisible())
		_screen->showMouse();

	setCommandLineRestoreTimer(7);
	_shownMessage = " ";
	_restoreCommandLine = false;

	// We didn't explicitly set the walk speed, but it's saved as part of
	// the _timers array, so we need to re-sync it with _configWalkspeed.
	setWalkspeed(_configWalkspeed);

	return Common::kNoError;
}
Example #11
0
int KyraEngine_HoF::trySceneChange(int *moveTable, int unk1, int updateChar) {
	bool running = true;
	bool unkFlag = false;
	int8 updateType = -1;
	int changedScene = 0;
	const int *moveTableStart = moveTable;
	_unk4 = 0;
	while (running && !shouldQuit()) {
		if (*moveTable >= 0 && *moveTable <= 7) {
			_mainCharacter.facing = getOppositeFacingDirection(*moveTable);
			unkFlag = true;
		} else {
			if (*moveTable == 8) {
				running = false;
			} else {
				++moveTable;
				unkFlag = false;
			}
		}

		if (checkSceneChange()) {
			running = false;
			changedScene = 1;
		}

		if (unk1) {
			if (skipFlag()) {
				resetSkipFlag(false);
				running = false;
				_unk4 = 1;
			}
		}

		if (!unkFlag || !running)
			continue;

		int ret = 0;
		if (moveTable == moveTableStart || moveTable[1] == 8)
			ret = updateCharPos(0);
		else
			ret = updateCharPos(moveTable);

		if (ret)
			++moveTable;

		++updateType;
		if (!updateType) {
			update();
		} else if (updateType == 1) {
			refreshAnimObjectsIfNeed();
			updateType = -1;
		}

		delay(10);
	}

	if (updateChar)
		_mainCharacter.animFrame = _characterFrameTable[_mainCharacter.facing];

	updateCharacterAnim(0);
	refreshAnimObjectsIfNeed();

	return changedScene;
}