コード例 #1
0
ファイル: scene_hof.cpp プロジェクト: chrisws/scummvm
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;
}
コード例 #2
0
ファイル: script_mr.cpp プロジェクト: dyllad/scummvm
int KyraEngine_MR::o3_addItemToCurScene(EMCState *script) {
	debugC(3, kDebugLevelScriptFuncs, "KyraEngine_MR::o3_addItemToCurScene(%p) (%d, %d, %d)", (const void *)script, stackPos(0), stackPos(1), stackPos(2));
	const uint16 item = stackPos(0);
	int x = stackPos(1);
	int y = stackPos(2);
	int itemSlot = findFreeItem();

	if (x < 20)
		x = 20;
	else if (x > 299)
		x = 299;

	if (y < 18)
		y = 18;
	else if (y > 187)
		y = 187;

	if (itemSlot >= 0) {
		_itemList[itemSlot].x = x;
		_itemList[itemSlot].y = y;
		_itemList[itemSlot].id = item;
		_itemList[itemSlot].sceneId = _mainCharacter.sceneId;
		addItemToAnimList(itemSlot);
		refreshAnimObjectsIfNeed();
	}

	return itemSlot;
}
コード例 #3
0
ファイル: script_mr.cpp プロジェクト: dyllad/scummvm
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;
}
コード例 #4
0
ファイル: kyra_mr.cpp プロジェクト: AdamRi/scummvm-pink
void KyraEngine_MR::makeCharFacingMouse() {
	if (_mainCharacter.x1 > _mouseX)
		_mainCharacter.facing = 5;
	else
		_mainCharacter.facing = 3;
	_mainCharacter.animFrame = _characterFrameTable[_mainCharacter.facing];
	updateCharacterAnim(0);
	refreshAnimObjectsIfNeed();
}
コード例 #5
0
ファイル: kyra_mr.cpp プロジェクト: AdamRi/scummvm-pink
void KyraEngine_MR::update() {
	updateInput();

	refreshAnimObjectsIfNeed();
	updateMouse();
	updateSpecialSceneScripts();
	updateCommandLine();
	updateItemAnimations();

	_screen->updateScreen();
}
コード例 #6
0
ファイル: kyra_hof.cpp プロジェクト: TomFrost/scummvm
void KyraEngine_HoF::update() {
	updateInput();

	refreshAnimObjectsIfNeed();
	updateMouse();
	updateSpecialSceneScripts();
	_timer->update();
	updateItemAnimations();
	updateInvWsa();
	fadeMessagePalette();
	_screen->updateScreen();
}
コード例 #7
0
ファイル: sequences_mr.cpp プロジェクト: AdamRi/scummvm-pink
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();
}
コード例 #8
0
ファイル: scene_mr.cpp プロジェクト: Templier/scummvm-test
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;
}
コード例 #9
0
ファイル: animator_v2.cpp プロジェクト: St0rmcrow/scummvm
void KyraEngine_v2::deleteItemAnimEntry(int item) {
	assert(item < _itemListSize);

	AnimObj *animObj = _animItems + item;

	restorePage3();

	animObj->shapePtr = 0;
	animObj->shapeIndex1 = 0xFFFF;
	animObj->shapeIndex2 = 0xFFFF;
	animObj->needRefresh = 1;

	refreshAnimObjectsIfNeed();

	animObj->enabled = 0;
	_animList = deleteAnimListEntry(_animList, animObj);
}
コード例 #10
0
ファイル: script_mr.cpp プロジェクト: dyllad/scummvm
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;
}
コード例 #11
0
ファイル: script_mr.cpp プロジェクト: 33d/scummvm
int KyraEngine_MR::o3_drawSceneShape(EMCState *script) {
	debugC(3, kDebugLevelScriptFuncs, "KyraEngine_v2::o3_drawSceneShape(%p) (%d, %d)", (const void *)script, stackPos(0), stackPos(1));

	int shape = stackPos(0);
	int flag = (stackPos(1) != 0) ? 1 : 0;

	restorePage3();

	const int x = _sceneShapeDescs[shape].drawX;
	const int y = _sceneShapeDescs[shape].drawY;

	_screen->drawShape(2, _sceneShapes[shape], x, y, 2, flag);

	_screen->copyRegionToBuffer(3, 0, 0, 320, 200, _gamePlayBuffer);

	_screen->drawShape(0, _sceneShapes[shape], x, y, 2, flag);

	flagAnimObjsForRefresh();
	refreshAnimObjectsIfNeed();
	return 0;
}
コード例 #12
0
ファイル: sequences_mr.cpp プロジェクト: AdamRi/scummvm-pink
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();
}
コード例 #13
0
ファイル: scene_hof.cpp プロジェクト: chrisws/scummvm
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;
}