Пример #1
0
void replay_image_stack_call(UINT8 type, SINT16 p1, SINT16 p2, SINT16 p3,
	SINT16 p4, SINT16 p5, SINT16 p6, SINT16 p7)
{
	switch(type) {
	case ADD_PIC:
		_D (_D_WARN "--- decoding picture %d ---", p1);
		agi_load_resource (rPICTURE, p1);
		decode_picture (p1, p2);
		break;
	case ADD_VIEW:
		agi_load_resource (rVIEW, p1);
		add_to_pic (p1, p2, p3, p4, p5, p6, p7);
		break;
	}
}
Пример #2
0
/**
 * Set up new room.
 * This function is called when ego enters a new room.
 * @param n room number
 */
void new_room(int n) {
	struct vt_entry *v;
	int i;

	debugC(4, kDebugLevelMain, "*** room %d ***", n);
	stop_sound();

	i = 0;
	for (v = game.view_table; v < &game.view_table[MAX_VIEWTABLE]; v++) {
		v->entry = i++;
		v->flags &= ~(ANIMATED | DRAWN);
		v->flags |= UPDATE;
		v->step_time = 1;
		v->step_time_count = 1;
		v->cycle_time = 1;
		v->cycle_time_count = 1;
		v->step_size = 1;
	}
	agi_unload_resources();

	game.player_control = true;
	game.block.active = false;
	game.horizon = 36;
	game.vars[V_prev_room] = game.vars[V_cur_room];
	game.vars[V_cur_room] = n;
	game.vars[V_border_touch_obj] = 0;
	game.vars[V_border_code] = 0;
	game.vars[V_ego_view_resource] = game.view_table[0].current_view;

	agi_load_resource(rLOGIC, n);

	/* Reposition ego in the new room */
	switch (game.vars[V_border_touch_ego]) {
	case 1:
		game.view_table[0].y_pos = _HEIGHT - 1;
		break;
	case 2:
		game.view_table[0].x_pos = 0;
		break;
	case 3:
		game.view_table[0].y_pos = HORIZON + 1;
		break;
	case 4:
		game.view_table[0].x_pos = _WIDTH - game.view_table[0].x_size;
		break;
	}

	game.vars[V_border_touch_ego] = 0;
	setflag(F_new_room_exec, true);

	game.exit_all_logics = true;

	_text->write_status();
	_text->write_prompt();
}
Пример #3
0
int load_game(char* s)
{
	int i, ver, vt_entries = MAX_VIEWTABLE;
	UINT8 t;
	SINT16 parm[7];
	char sig[8];
	char id[8];
	char description[256];
	FILE *f = fopen(s, "rb");

	if(!f)
		return err_BadFileOpen;

	read_bytes(f, sig, 8);
	if (strncmp (sig, strSig, 8)) {
		fclose(f);
		return err_BadFileOpen;
	}

	read_string (f, description);

	ver = read_uint8(f);
	if (ver == 0)
		vt_entries = 64;
	game.state = read_uint8(f);
	/* game.name - not saved */
	read_string(f, id);
	if(strcmp(id, game.id)) {
		fclose(f);
		return err_BadFileOpen;
	}
	/* game.crc - not saved */

	for (i = 0; i < MAX_FLAGS; i++)
		game.flags[i] = read_uint8(f);
	for (i = 0; i < MAX_VARS; i++)
		game.vars[i] = read_uint8(f);

	game.horizon = read_sint16(f);
	game.line_status = read_sint16(f);
	game.line_user_input = read_sint16(f);
	game.line_min_print = read_sint16(f);

	/* These are never saved */
	game.cursor_pos = 0;
	game.input_buffer[0] = 0;
	game.echo_buffer[0] = 0;
	game.keypress = 0;

	game.input_mode = read_sint16(f);
	game.lognum = read_sint16(f);

	game.player_control = read_sint16(f);
	game.quit_prog_now = read_sint16(f);
	game.status_line = read_sint16(f);
	game.clock_enabled = read_sint16(f);
	game.exit_all_logics = read_sint16(f);
	game.picture_shown = read_sint16(f);
	game.has_prompt = read_sint16(f);
	game.game_flags = read_sint16(f);
	game.input_enabled = !read_sint16(f);

	for (i = 0; i < _HEIGHT; i++)
		game.pri_table[i] = read_uint8(f);

	if(game.has_window)
		close_window();
	game.msg_box_ticks = 0;
	game.block.active = FALSE;
	/* game.window - fixed by close_window() */
	/* game.has_window - fixed by close_window() */

	game.gfx_mode = read_sint16(f);
	game.cursor_char = read_uint8(f);
	game.color_fg = read_sint16(f);
	game.color_bg = read_sint16(f);

	/* game.hires (#ifdef USE_HIRES) - rebuilt from image stack */
	/* game.sbuf - rebuilt from image stack */

	/* game.ego_words - fixed by clean_input */
	/* game.num_ego_words - fixed by clean_input */

	game.num_objects = read_sint16(f);
	for(i = 0; i < (SINT16)game.num_objects; i++)
		object_set_location(i, read_sint16(f));

	/* Those are not serialized */
	for (i = 0; i < MAX_DIRS; i++) {
		game.ev_keyp[i].occured = FALSE;
	}

	for (i = 0; i < MAX_STRINGS; i++)
		read_string (f, game.strings[i]);

	for (i = 0; i < MAX_DIRS; i++) {
		if(read_uint8(f) & RES_LOADED)
			agi_load_resource (rLOGIC, i);
		else
			agi_unload_resource (rLOGIC, i);
		game.logics[i].sIP = read_sint16(f);
		game.logics[i].cIP = read_sint16(f);
	}

	for (i = 0; i < MAX_DIRS; i++) {
		if(read_uint8(f) & RES_LOADED)
			agi_load_resource(rPICTURE, i);
		else
			agi_unload_resource(rPICTURE, i);
	}

	for (i = 0; i < MAX_DIRS; i++) {
		if(read_uint8(f) & RES_LOADED)
			agi_load_resource(rVIEW, i);
		else
			agi_unload_resource(rVIEW, i);
	}

	for(i = 0; i < MAX_DIRS; i++) {
		if(read_uint8(f) & RES_LOADED)
			agi_load_resource(rSOUND, i);
		else
			agi_unload_resource(rSOUND, i);
	}

	/* game.pictures - loaded above */
	/* game.logics - loaded above */
	/* game.views - loaded above */
	/* game.sounds - loaded above */

	for (i = 0; i < vt_entries; i++) {
		struct vt_entry* v = &game.view_table[i];

		v->step_time = read_uint8(f);
		v->step_time_count = read_uint8(f);
		v->entry = read_uint8(f);
		v->x_pos = read_sint16(f);
		v->y_pos = read_sint16(f);
		v->current_view = read_uint8(f);

		/* v->view_data - fixed below  */

		v->current_loop = read_uint8(f);
		v->num_loops = read_uint8(f);

		/* v->loop_data - fixed below  */

		v->current_cel = read_uint8(f);
		v->num_cels = read_uint8(f);

		/* v->cel_data - fixed below  */
		/* v->cel_data_2 - fixed below  */
		
		v->x_pos2 = read_sint16(f);
		v->y_pos2 = read_sint16(f);

		/* v->s - fixed below */

		v->x_size = read_sint16(f);
		v->y_size = read_sint16(f);
		v->step_size = read_uint8(f);
		v->cycle_time = read_uint8(f);
		v->cycle_time_count = read_uint8(f);
		v->direction = read_uint8(f);

		v->motion = read_uint8(f);
		v->cycle = read_uint8(f);
		v->priority = read_uint8(f);

		v->flags = read_uint16(f);
		
		v->parm1 = read_uint8(f);
		v->parm2 = read_uint8(f);
		v->parm3 = read_uint8(f);
		v->parm4 = read_uint8(f);
	}
	for (i = vt_entries; i < MAX_VIEWTABLE; i++) {
		memset (&game.view_table[i], 0, sizeof (struct vt_entry));
	}

	/* Fix some pointers in viewtable */

	for (i = 0; i < MAX_VIEWTABLE; i++) {
		struct vt_entry* v = &game.view_table[i];

		if(game.dir_view[v->current_view].offset == _EMPTY)
			continue;

		if(!(game.dir_view[v->current_view].flags & RES_LOADED))
			agi_load_resource(rVIEW, v->current_view);

		set_view(v, v->current_view); /* Fix v->view_data */
		set_loop(v, v->current_loop); /* Fix v->loop_data */
		set_cel(v, v->current_cel);   /* Fix v->cel_data */
		v->cel_data_2 = v->cel_data;
		v->s = NULL;		/* not sure if it is used... */
	}

	erase_both();

	/* Clear input line */
	clear_screen(0);
	write_status();

	/* Recreate background from saved image stack */
	clear_image_stack();
	while ((t = read_uint8(f)) != 0) {
		for (i = 0; i < 7; i++)
			parm[i] = read_sint16(f);
		replay_image_stack_call (t, parm[0], parm[1], parm[2],
			parm[3], parm[4], parm[5], parm[6]);
	}

	fclose(f);

	setflag(F_restore_just_ran, TRUE);

	game.has_prompt = 0;	/* force input line repaint if necessary*/
	clean_input();
	
	erase_both();
	blit_both();
	commit_both();
	show_pic();
	do_update();

	return err_OK;
}
Пример #4
0
/**
 * Execute a logic script
 * @param n  Number of the logic resource to execute
 */
int run_logic (int n)
{
	UINT8 op = 0;
	UINT8 p[CMD_BSIZE] = { 0 };
	UINT8 *code = NULL;
	int num	= 0;

	/* If logic not loaded, load it */
	if (~game.dir_logic[n].flags & RES_LOADED) {
		_D (_D_WARN "logic %d not loaded!", n);
		agi_load_resource (rLOGIC, n);
	}

	game.lognum = n;
	cur_logic = &game.logics[game.lognum];

	code = cur_logic->data;
	cur_logic->cIP = cur_logic->sIP;

	timer_hack = 0;
	while (ip < game.logics[n].size && !game.quit_prog_now) {
#ifdef USE_CONSOLE
		if (debug.enabled) {
			if (debug.steps > 0) {
				if (debug.logic0 || n) {
					debug_console (n,
						lCOMMAND_MODE, NULL);
					debug.steps--;
				}
			} else {
				blit_both ();
				console_prompt ();
				do {
					main_cycle ();
				} while (!debug.steps && debug.enabled);
				console_lock ();
				erase_both ();
			}
		}
#endif

		switch (op = *(code + ip++)) {
		case 0xff:			/* if (open/close) */
			test_if_code (n);
			break;
		case 0xfe:			/* goto */
			/* +2 covers goto size */
			ip += 2 + ((SINT16)lohi_getword (code + ip));
			/* timer must keep running even in goto loops,
			 * but Sarien can't do that :(
			 */
			if (timer_hack > 20) {
				poll_timer ();
				update_timer ();
				timer_hack = 0;
			}
			break;
		case 0x00:			/* return */
			return 1;
		default:
			num = logic_names_cmd[op].num_args;
			memmove (p, code + ip, num);
			memset (p + num, 0, CMD_BSIZE - num);
			agi_command[op](p);
			ip += num;
		}

		if (game.exit_all_logics)
			break;
	}

	return 0;	/* after executing new.room() */
}
Пример #5
0
int view_pictures ()
{
	int ec = err_OK;
	char x[64];
	int i, pic = 0, dir = 1;

	game.line_min_print = 1;

	for (i = 0; ec == err_OK; i = 1) {
		while (game.dir_pic[pic].offset == _EMPTY) {
			pic += dir;
			if (pic < 0)
				pic = MAX_DIRS - 1;

			if (pic > MAX_DIRS - 1) {
				pic = 0;
				if (i == 0) {		/* no pics? */
					ec = 1;
					fprintf (stderr, "No pictures found\n");
					goto end_view;
				}
			}
		}
		
		_D ("picture = %d", pic);
		if ((ec = agi_load_resource (rPICTURE, pic)) != err_OK) {
			_D (_D_CRIT "Whoops. bad pic %d", pic);
			ec = err_OK;
			pic += dir;
			goto next_pic;
		}

		print_text ("[drawing]", 0, 16, 0, strlen (x) + 1, 0, 15);

		/* decodes the raw data to useable form */
		decode_picture (pic, TRUE);

		show_pic ();
		put_screen ();
		
update_statusline:
#ifdef USE_HIRES
		sprintf (x, "Picture:%3i                  Hi-res: %3s",
			pic, opt.hires ? " on" : "off");
#else
		sprintf (x, "Picture:%3i                  Hi-res: N/A", pic);
#endif
		print_text (x, 0, 0, 0, strlen (x) + 1, 0, 15);
		sprintf (x, "H:Hi-res    P:Vis/Prio   +:Next   -:Prev");
		print_text (x, 0, 0, 23, strlen (x) + 1, 15, 0);
		sprintf (x, "R:Redraw      D:Screen dump       Q:Quit");
		print_text (x, 0, 0, 24, strlen (x) + 1, 15, 0);

		while (42) {
			decode_picture (pic, TRUE);
    			switch (picviewer_get_key()) {
    			case 'q':
				goto end_view;
#ifdef USE_HIRES
#ifdef USE_MOUSE
			case BUTTON_RIGHT:
#endif
    			case 'h':
				opt.hires = !opt.hires;
				show_pic ();
				put_screen ();
				goto update_statusline;
#endif
    			case 'p':
				debug.priority = !debug.priority;
				show_pic ();
				put_screen ();
    				break;
			case 'd':
				/*opt.showscreendraw = !opt.showscreendraw;*/
				screen_dump();
				goto update_statusline;
			case 'r':
				goto next_pic;
#ifdef USE_MOUSE
			case BUTTON_LEFT:
				if (mouse.x < GFX_WIDTH / 2) 
					goto previous_pic;
#endif
				/* fall through */
    			case '+':
				_D ("next pic");
 				if (pic < MAX_DIRS - 1)
    					pic++;
    				else
    					pic = 0;
    				dir = 1;
				goto next_pic;
    			case '-':
			previous_pic:
				_D ("previous pic");
    				if (pic > 0)
    					pic--;
    				else
    					pic = MAX_DIRS - 1;
    				i = 0;
    				dir = -1;
				goto next_pic;
    			}
    		}
next_pic:
    		agi_unload_resource (rPICTURE, pic);
    		
	}

end_view:
	return ec;
}