Пример #1
0
bool DrasculaEngine::runCurrentChapter() {
	int n;

	_rightMouseButton = 0;

	previousMusic = -1;

	if (currentChapter != 2) {
		int soc = 0;
		for (n = 0; n < 6; n++) {
			soc = soc + CHARACTER_WIDTH;
			_frameX[n] = soc;
		}
	}

	for (n = 1; n < ARRAYSIZE(inventoryObjects); n++)
		inventoryObjects[n] = 0;

	for (n = 0; n < NUM_FLAGS; n++)
		flags[n] = 0;

	if (currentChapter == 2) {
		flags[16] = 1;
		flags[17] = 1;
		flags[27] = 1;
	}

	for (n = 1; n < 7; n++)
		inventoryObjects[n] = n;

	if (currentChapter == 1) {
		pickObject(28);

		if (!_loadedDifferentChapter)
			animation_1_1();

		selectVerb(kVerbNone);
		loadPic("2aux62.alg", drawSurface2);
		trackProtagonist = 1;
		objExit = 104;
		if (_loadedDifferentChapter) {
			if (!loadGame(_currentSaveSlot)) {
				return true;
			}
		} else {
			enterRoom(62);
			curX = -20;
			curY = 56;
			gotoObject(65, 145);
		}

		// REMINDER: This is a good place to debug animations
	} else if (currentChapter == 2) {
		addObject(kItemPhone);
		trackProtagonist = 3;
		objExit = 162;
		if (!_loadedDifferentChapter)
			enterRoom(14);
		else {
			if (!loadGame(_currentSaveSlot)) {
				return true;
			}
		}
	} else if (currentChapter == 3) {
		addObject(kItemPhone);
		addObject(kItemEarplugs);
		addObject(kItemSickle);
		addObject(kItemHandbag);
		addObject(kItemCross);
		addObject(kItemReefer);
		addObject(kItemOneCoin);
		flags[1] = 1;
		trackProtagonist = 1;
		objExit = 99;
		if (!_loadedDifferentChapter)
			enterRoom(20);
		else {
			if (!loadGame(_currentSaveSlot)) {
				return true;
			}
		}
	// From here onwards the items have different IDs
	} else if (currentChapter == 4) {
		addObject(kItemPhone2);
		addObject(kItemCross2);
		addObject(kItemReefer2);
		addObject(kItemOneCoin2);
		objExit = 100;
		if (!_loadedDifferentChapter) {
			enterRoom(21);
			trackProtagonist = 0;
			curX = 235;
			curY = 164;
		} else {
			if (!loadGame(_currentSaveSlot)) {
				return true;
			}
		}
	} else if (currentChapter == 5) {
		addObject(28);
		addObject(7);
		addObject(9);
		addObject(11);
		addObject(13);
		addObject(14);
		addObject(15);
		addObject(17);
		addObject(20);
		trackProtagonist = 1;
		objExit = 100;
		if (!_loadedDifferentChapter) {
			enterRoom(45);
		} else {
			if (!loadGame(_currentSaveSlot)) {
				return true;
			}
		}
	} else if (currentChapter == 6) {
		addObject(28);
		addObject(9);

		trackProtagonist = 1;
		objExit = 104;
		if (!_loadedDifferentChapter) {
			enterRoom(58);
			animation_1_6();
		} else {
			if (!loadGame(_currentSaveSlot)) {
				return true;
			}
			loadPic("auxdr.alg", drawSurface2);
		}
	}

	showCursor();

	while (!shouldQuit()) {
		if (characterMoved == 0) {
			stepX = STEP_X;
			stepY = STEP_Y;
		}
		if (characterMoved == 0 && walkToObject == 1) {
			trackProtagonist = trackFinal;
			walkToObject = 0;
		}

		if (currentChapter == 2) {
			// NOTE: the checks for room number 14 below are a hack used in the original
			// game, and move the character to a place where his feet are not drawn above
			// the pianist's head. Originally, walkToObject was not updated properly, which
			// lead to an incorrect setting of the protagonist's tracking flag (above). This
			// made the character start walking off screen, as his actual position was
			// different than the displayed one
			if (_roomNumber == 3 && (curX == 279) && (curY + curHeight == 101)) {
				gotoObject(178, 121);
				gotoObject(169, 135);
			} else if (_roomNumber == 14 && (curX == 214) && (curY + curHeight == 121)) {
				walkToObject = 1;
				gotoObject(190, 130);
			} else if (_roomNumber == 14 && (curX == 246) && (curY + curHeight == 112)) {
				walkToObject = 1;
				gotoObject(190, 130);
			}
		}

		moveCursor();
		updateScreen();

		if (currentChapter == 2) {
			if (musicStatus() == 0 && roomMusic != 0)
				playMusic(roomMusic);
		} else {
			if (musicStatus() == 0)
				playMusic(roomMusic);
		}

		delay(25);
#ifndef _WIN32_WCE
		// FIXME
		// This and the following #ifndefs disable the excess updateEvents() calls *within* the game loop.
		// Events such as keypresses or mouse clicks are dropped on the ground with no processing
		// by these calls. They are properly handled by the implicit call through getScan() below.
		// It is not a good practice to not process events and indeed this created problems with synthesized
		// events in the wince port.
		updateEvents();
#endif

		if (!_menuScreen && takeObject == 1)
			checkObjects();

#ifdef _WIN32_WCE
		if (_rightMouseButton) {
			if (_menuScreen) {
#else
		if (_rightMouseButton == 1 && _menuScreen) {
#endif
			_rightMouseButton = 0;
			delay(100);
			if (currentChapter == 2) {
				loadPic(menuBackground, cursorSurface);
				loadPic(menuBackground, backSurface);
			} else {
				loadPic(99, cursorSurface);
				loadPic(99, backSurface);
			}
			setPalette((byte *)&gamePalette);
			_menuScreen = false;
#ifndef _WIN32_WCE
			// FIXME: This call here is in hope that it will catch the rightmouseup event so the
			// next if block won't be executed. This too is not a good coding practice. I've recoded it
			// with a mutual exclusive if block for the menu. I would commit this properly but I cannot test
			// for other (see Desktop) ports right now.
			updateEvents();
#endif
#ifdef _WIN32_WCE
			} else {
#else
		}

		// Do not show the inventory screen in chapter 5, if the right mouse button is clicked
		// while the plug (object 16) is held
		// Fixes bug #2059621 - "DRASCULA: Plug bug"
		if (_rightMouseButton == 1 && !_menuScreen &&
			!(currentChapter == 5 && pickedObject == 16)) {
#endif
			_rightMouseButton = 0;
			delay(100);
			characterMoved = 0;
			if (trackProtagonist == 2)
				trackProtagonist = 1;
			if (currentChapter == 4) {
				loadPic("icons2.alg", backSurface);
				loadPic("icons2.alg", cursorSurface);
			} else if (currentChapter == 5) {
				loadPic("icons3.alg", backSurface);
				loadPic("icons3.alg", cursorSurface);
			} else if (currentChapter == 6) {
				loadPic("iconsp.alg", backSurface);
				loadPic("iconsp.alg", cursorSurface);
			} else {
				loadPic("icons.alg", backSurface);
				loadPic("icons.alg", cursorSurface);
			}
			_menuScreen = true;
#ifndef _WIN32_WCE
			updateEvents();
#endif
			selectVerb(kVerbNone);
		}
#ifdef _WIN32_WCE
		}
#endif

		if (_leftMouseButton == 1 && _menuBar) {
			delay(100);
			selectVerbFromBar();
		} else if (_leftMouseButton == 1 && takeObject == 0) {
			delay(100);
			if (verify1())
				return true;
		} else if (_leftMouseButton == 1 && takeObject == 1) {
			if (verify2())
				return true;
		}

		_menuBar = (_mouseY < 24 && !_menuScreen) ? true : false;

		Common::KeyCode key = getScan();
		if (key == Common::KEYCODE_F1 && !_menuScreen) {
			selectVerb(kVerbLook);
		} else if (key == Common::KEYCODE_F2 && !_menuScreen) {
			selectVerb(kVerbPick);
		} else if (key == Common::KEYCODE_F3 && !_menuScreen) {
			selectVerb(kVerbOpen);
		} else if (key == Common::KEYCODE_F4 && !_menuScreen) {
			selectVerb(kVerbClose);
		} else if (key == Common::KEYCODE_F5 && !_menuScreen) {
			selectVerb(kVerbTalk);
		} else if (key == Common::KEYCODE_F6 && !_menuScreen) {
			selectVerb(kVerbMove);
		} else if (key == Common::KEYCODE_F7) {
			// ScummVM load screen
			if (!scummVMSaveLoadDialog(false))
				return true;
		} else if (key == Common::KEYCODE_F8) {
			selectVerb(kVerbNone);
		} else if (key == Common::KEYCODE_F9) {
			volumeControls();
		} else if (key == Common::KEYCODE_F10) {
			if (!ConfMan.getBool("originalsaveload")) {
				// ScummVM save screen
				scummVMSaveLoadDialog(true);
			} else {
				// Original save/load screen
				if (!saveLoadScreen())
					return true;
			}
		} else if (key == Common::KEYCODE_v) {
			_subtitlesDisabled = true;
			ConfMan.setBool("subtitles", !_subtitlesDisabled);

			print_abc(_textsys[2], 96, 86);
			updateScreen();
			delay(1410);
		} else if (key == Common::KEYCODE_t) {
			_subtitlesDisabled = false;
			ConfMan.setBool("subtitles", !_subtitlesDisabled);

			print_abc(_textsys[3], 94, 86);
			updateScreen();
			delay(1460);
		} else if (key == Common::KEYCODE_ESCAPE) {
			if (!confirmExit())
				return false;
		} else if (key == Common::KEYCODE_TILDE || key == Common::KEYCODE_BACKQUOTE) {
			_console->attach();
			_console->onFrame();
		} else if (currentChapter == 6 && key == Common::KEYCODE_0 && _roomNumber == 61) {
			loadPic("alcbar.alg", bgSurface, 255);
		}

		if (_leftMouseButton != 0 || _rightMouseButton != 0 || key != 0)
			framesWithoutAction = 0;

		if (framesWithoutAction == 15000) {
			screenSaver();
			framesWithoutAction = 0;
		}

		framesWithoutAction++;
	}

	return false;
}


bool DrasculaEngine::verify1() {
	int l;

	if (_menuScreen)
		removeObject();
	else {
		for (l = 0; l < numRoomObjs; l++) {
			if (_mouseX >= _objectX1[l] && _mouseY >= _objectY1[l]
					&& _mouseX <= _objectX2[l] && _mouseY <= _objectY2[l] && doBreak == 0) {
				if (exitRoom(l))
					return true;
				if (doBreak == 1)
					break;
			}
		}

		if (_mouseX > curX && _mouseY > curY
				&& _mouseX < curX + curWidth && _mouseY < curY + curHeight)
			doBreak = 1;

		for (l = 0; l < numRoomObjs; l++) {
			if (_mouseX > _objectX1[l] && _mouseY > _objectY1[l]
					&& _mouseX < _objectX2[l] && _mouseY < _objectY2[l] && doBreak == 0) {
				roomX = roomObjX[l];
				roomY = roomObjY[l];
				trackFinal = trackObj[l];
				doBreak = 1;
				walkToObject = 1;
				startWalking();
			}
		}

		if (doBreak == 0) {
			roomX = CLIP(_mouseX, floorX1, floorX2);
			roomY = CLIP(_mouseY, floorY1 + feetHeight, floorY2);
			startWalking();
		}
		doBreak = 0;
	}

	return false;
}
void DemoApplication::mouseFunc(int button, int state, int x, int y) {
    if (state == 0) {
        m_mouseButtons |= 1 << button;
    } else {
        m_mouseButtons = 0;
    }

    m_mouseOldX = x;
    m_mouseOldY = y;

    updateModifierKeys();
    if ((m_modifierKeys & BT_ACTIVE_ALT) && (state == 0)) {
        return;
    }

    // printf("button %i, state %i, x=%i,y=%i\n",button,state,x,y);
    // button 0, state 0 means left mouse down

    btVector3 rayTo = getRayTo(x, y);

    switch (button) {
        case 2: {
            if (state == 0) {
                shootBox(rayTo);
            }
            break;
        };
        case 1: {
            if (state == 0) {
#if 0
				//apply an impulse
				if (m_dynamicsWorld)
				{
					btCollisionWorld::ClosestRayResultCallback rayCallback(m_cameraPosition,rayTo);
					m_dynamicsWorld->rayTest(m_cameraPosition,rayTo,rayCallback);
					if (rayCallback.hasHit())
					{

						btRigidBody* body = btRigidBody::upcast(rayCallback.m_collisionObject);
						if (body)
						{
							body->setActivationState(ACTIVE_TAG);
							btVector3 impulse = rayTo;
							impulse.normalize();
							float impulseStrength = 10.f;
							impulse *= impulseStrength;
							btVector3 relPos = rayCallback.m_hitPointWorld - body->getCenterOfMassPosition();
							body->applyImpulse(impulse,relPos);
						}
					}
				}
#endif

            } else {
            }
            break;
        }
        case 0: {
            if (state == 0) {
                // add a point to point constraint for picking
                if (m_dynamicsWorld) {
                    btVector3 rayFrom;
                    if (m_ortho) {
                        rayFrom = rayTo;
                        rayFrom.setZ(-100.f);
                    } else {
                        rayFrom = m_cameraPosition;
                    }

                    btCollisionWorld::ClosestRayResultCallback rayCallback(
                        rayFrom, rayTo);
                    m_dynamicsWorld->rayTest(rayFrom, rayTo, rayCallback);
                    if (rayCallback.hasHit()) {
                        btVector3 pickPos = rayCallback.m_hitPointWorld;

                        pickObject(pickPos, rayCallback.m_collisionObject);

                        gOldPickingPos = rayTo;
                        gHitPos = pickPos;

                        gOldPickingDist = (pickPos - rayFrom).length();
                    }
                }

            } else {
                removePickingConstraint();
            }

            break;
        }
        default: {}
    }
}
Пример #3
0
void DrasculaEngine::doTalkSequenceCommand(TalkSequenceCommand cmd) {
	switch (cmd.commandType) {
	case kPause:
		pause(cmd.action);
		break;
	case kSetFlag:
		flags[cmd.action] = 1;
		break;
	case kClearFlag:
		flags[cmd.action] = 0;
		break;
	case kPickObject:
		pickObject(cmd.action);
		break;
	case kAddObject:
		addObject(cmd.action);
		break;
	case kBreakOut:
		breakOut = 1;
		break;
	case kConverse:
		converse(cmd.action);
		break;
	case kPlaceVB:
		placeVonBraun(cmd.action);
		break;
	case kUpdateRoom:
		updateRoom();
		break;
	case kUpdateScreen:
		updateScreen();
		break;
	case kTrackProtagonist:
		trackProtagonist = cmd.action;
		break;
	case kPlaySound:
		playSound(cmd.action);
		break;
	case kFinishSound:
		finishSound();
		break;
	case kTalkerGeneral:
		talk(cmd.action);
		break;
	case kTalkerDrunk:
		talk_drunk(cmd.action);
		break;
	case kTalkerPianist:
		talk_pianist(cmd.action);
		break;
	case kTalkerBJ:
		talk_bj(cmd.action);
		break;
	case kTalkerVBNormal:
		talk_vonBraun(cmd.action, kVonBraunNormal);
		break;
	case kTalkerVBDoor:
		talk_vonBraun(cmd.action, kVonBraunDoor);
		break;
	case kTalkerIgorSeated:
		talk_igor(cmd.action, kIgorSeated);
		break;
	case kTalkerWerewolf:
		talk_werewolf(cmd.action);
		break;
	case kTalkerMus:
		talk_mus(cmd.action);
		break;
	case kTalkerDrascula:
		talk_drascula(cmd.action, 1);
		break;
	case kTalkerBartender0:
		talk_bartender(cmd.action, 0);
		break;
	case kTalkerBartender1:
		talk_bartender(cmd.action, 1);
		break;
	default:
		error("doTalkSequenceCommand: Unknown command: %d", cmd.commandType);
	}
}
Пример #4
0
BumpObject* TouchPoint::getPickedObject()
{
	return pickObject().get<1>();
}