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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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* Based on
* WebVenture (c) 2010, Sean Kasun
* https://github.com/mrkite/webventure, http://seancode.com/webventure/
*
* Used with explicit permission from the author
*/
#include "macventure/world.h"
#include "macventure/macventure.h"
#include "common/file.h"
namespace MacVenture {
World::World(MacVentureEngine *engine, Common::MacResManager *resMan) {
_resourceManager = resMan;
_engine = engine;
_saveGame = NULL;
_gameText = NULL;
startNewGame();
_objectConstants = new Container(_engine->getFilePath(kObjectPathID));
calculateObjectRelations();
_gameText = new Container(_engine->getFilePath(kTextPathID));
}
World::~World() {
if (_saveGame)
delete _saveGame;
if (_objectConstants)
delete _objectConstants;
if (_gameText)
delete _gameText;
}
void World::startNewGame() {
if (_saveGame)
delete _saveGame;
if ((_startGameFileName = _engine->getStartGameFileName()) == "")
error("WORLD: Could not load initial game configuration");
Common::File saveGameFile;
if (!saveGameFile.open(_startGameFileName))
error("WORLD: Could not load initial game configuration");
debugC(2, kMVDebugMain, "Loading save game state from %s", _startGameFileName.c_str());
Common::SeekableReadStream *saveGameRes = saveGameFile.readStream(saveGameFile.size());
_saveGame = new SaveGame(_engine, saveGameRes);
calculateObjectRelations();
delete saveGameRes;
saveGameFile.close();
}
uint32 World::getObjAttr(ObjID objID, uint32 attrID) {
uint res;
uint32 index = _engine->getGlobalSettings()._attrIndices[attrID];
// HACK, but if I try to initialize it in the else clause, it goes out of scope and segfaults
Common::SeekableReadStream *objStream = _objectConstants->getItem(objID);
if (!(index & 0x80)) { // It's not a constant
res = _saveGame->getAttr(objID, index);
} else {
index &= 0x7F;
if (objStream->size() == 0) {
return 0;
}
// Look for the right attribute inside the object
objStream->skip(index * 2);
res = objStream->readByte() << 8;
res |= objStream->readByte();
}
res &= _engine->getGlobalSettings()._attrMasks[attrID];
res >>= _engine->getGlobalSettings()._attrShifts[attrID];
if (res & 0x8000)
res = -((res ^ 0xffff) + 1);
debugC(5, kMVDebugMain, "Attribute %x from object %x is %x", attrID, objID, res);
delete objStream;
return res;
}
void World::setObjAttr(ObjID objID, uint32 attrID, Attribute value) {
if (attrID == kAttrPosX || attrID == kAttrPosY) {
// Round to scale
// Intentionally empty, we don't seem to require this functionality
}
if (attrID == kAttrParentObject)
setParent(objID, value);
if (attrID < kAttrOtherDoor)
_engine->enqueueObject(kUpdateObject, objID);
uint32 idx = _engine->getGlobalSettings()._attrIndices[attrID];
value <<= _engine->getGlobalSettings()._attrShifts[attrID];
value &= _engine->getGlobalSettings()._attrMasks[attrID];
Attribute oldVal = _saveGame->getAttr(objID, idx);
oldVal &= ~_engine->getGlobalSettings()._attrMasks[attrID];
_saveGame->setAttr(idx, objID, (value | oldVal));
_engine->gameChanged();
}
bool MacVenture::World::isObjActive(ObjID obj) {
ObjID destObj = _engine->getDestObject();
Common::Point p = _engine->getDeltaPoint();
ControlAction selectedControl = _engine->getSelectedControl();
if (!getAncestor(obj)) {
return false; // If our ancestor is the garbage (obj 0), we're inactive
}
if (_engine->getInvolvedObjects() >= 2 && // If (we need > 1 objs for the command) &&
destObj > 0 && // we have a destination object &&
!getAncestor(destObj)) { // but that destination object is in the garbage
return false;
}
if (selectedControl != kMoveObject) {
return true; // We only need one
}
// Handle move object
if (!isObjDraggable(obj)) {
return false; // We can't move it
}
if (getObjAttr(1, kAttrParentObject) != destObj) {
return true; // if the target is not the player's parent, we can go
}
Common::Rect rect(kScreenWidth, kScreenHeight);
rect.top -= getObjAttr(obj, kAttrPosY) + p.y;
rect.left -= getObjAttr(obj, kAttrPosX) + p.x;
return intersects(obj, rect);
}
ObjID World::getAncestor(ObjID objID) {
ObjID root = getObjAttr(1, kAttrParentObject);
while (objID != 0 && objID != 1 && objID != root) {
objID = getObjAttr(objID, kAttrParentObject);
}
return objID;
}
Common::Array<ObjID> World::getFamily(ObjID objID, bool recursive) {
Common::Array<ObjID> res;
res.push_back(objID);
res.push_back(getChildren(objID, recursive));
return res;
}
Common::Array<ObjID> World::getChildren(ObjID objID, bool recursive) {
Common::Array<ObjID> res;
ObjID child = _relations[objID * 2];
while (child) {
res.push_back(child);
if (!recursive)
res.push_back(getChildren(child, false));
child = _relations[child * 2 + 1];
}
return res;
}
Attribute World::getGlobal(uint32 attrID) {
return _saveGame->getGlobals()[attrID];
}
void World::setGlobal(uint32 attrID, Attribute value) {
_saveGame->setGlobal(attrID, value);
}
void World::updateObj(ObjID objID) {
WindowReference win;
if (getObjAttr(1, kAttrParentObject) == objID) {
win = kMainGameWindow;
} else {
win = _engine->getObjWindow(objID);
}
if (win) {
_engine->focusObjWin(objID);
_engine->runObjQueue();
_engine->updateWindow(win);
}
}
void World::captureChildren(ObjID objID) {
warning("Capture children unimplemented!");
}
void World::releaseChildren(ObjID objID) {
warning("Release children unimplemented!");
}
Common::String World::getText(ObjID objID, ObjID source, ObjID target) {
if (objID & 0x8000) {
return _engine->getUserInput();
}
TextAsset text = TextAsset(_engine, objID, source, target, _gameText, _engine->isOldText(), _engine->getDecodingHuffman());
return *text.decode();
}
bool World::isObjDraggable(ObjID objID) {
return (getObjAttr(objID, kAttrInvisible) == 0 &&
getObjAttr(objID, kAttrUnclickable) == 0 &&
getObjAttr(objID, kAttrUndraggable) == 0);
}
bool World::intersects(ObjID objID, Common::Rect rect) {
return _engine->getObjBounds(objID).intersects(rect);
}
void World::calculateObjectRelations() {
_relations.clear();
ObjID val, next;
uint32 numObjs = _engine->getGlobalSettings()._numObjects;
const AttributeGroup &parents = *_saveGame->getGroup(0);
for (uint i = 0; i < numObjs * 2; i++) {
_relations.push_back(0);
}
for (uint i = numObjs - 1; i > 0; i--) {
val = parents[i];
next = _relations[val * 2];
if (next) {
_relations[i * 2 + 1] = next;
}
_relations[val * 2] = i;
}
}
void World::setParent(ObjID child, ObjID newParent) {
ObjID old = _saveGame->getAttr(child, kAttrParentObject);
if (newParent == child)
return;
ObjID oldNdx = old * 2;
old = _relations[oldNdx];
while (old != child) {
oldNdx = (old * 2) + 1;
old = _relations[oldNdx];
}
_relations[oldNdx] = _relations[(old * 2) + 1];
oldNdx = newParent * 2;
old = _relations[oldNdx];
while (old && old <= child) {
oldNdx = (old * 2) + 1;
old = _relations[oldNdx];
}
_relations[child * 2 + 1] = old;
_relations[oldNdx] = child;
}
void World::loadGameFrom(Common::InSaveFile *file) {
if (_saveGame) {
delete _saveGame;
}
_saveGame = new SaveGame(_engine, file);
calculateObjectRelations();
}
void World::saveGameInto(Common::OutSaveFile *file) {
_saveGame->saveInto(file);
}
// SaveGame
SaveGame::SaveGame(MacVentureEngine *engine, Common::SeekableReadStream *res) {
_groups = Common::Array<AttributeGroup>();
loadGroups(engine, res);
_globals = Common::Array<uint16>();
loadGlobals(engine, res);
_text = Common::String();
loadText(engine, res);
}
SaveGame::~SaveGame() {
}
Attribute SaveGame::getAttr(ObjID objID, uint32 attrID) {
return _groups[attrID][objID];
}
void SaveGame::setAttr(uint32 attrID, ObjID objID, Attribute value) {
_groups[attrID][objID] = value;
}
const Common::Array<AttributeGroup> &MacVenture::SaveGame::getGroups() {
return _groups;
}
const AttributeGroup *SaveGame::getGroup(uint32 groupID) {
assert(groupID < _groups.size());
return &(_groups[groupID]);
}
void SaveGame::setGlobal(uint32 attrID, Attribute value) {
_globals[attrID] = value;
}
const Common::Array<uint16> &SaveGame::getGlobals() {
return _globals;
}
const Common::String &SaveGame::getText() {
return _text;
}
void SaveGame::saveInto(Common::OutSaveFile *file) {
warning("Saving the game not yet tested!");
// Save attibutes
Common::Array<AttributeGroup>::const_iterator itg;
for (itg = _groups.begin(); itg != _groups.end(); itg++) {
Common::Array<Attribute>::const_iterator ita;
for (ita = itg->begin(); ita != itg->end(); ita++) {
file->writeUint16BE((*ita));
}
}
// Save globals
Common::Array<uint16>::const_iterator global;
for (global = _globals.begin(); global != _globals.end(); global++) {
file->writeUint16BE((*global));
}
// Save text
// TODO: Insert text from GUI console
_text = "Hello";
file->write(_text.c_str(), _text.size());
}
void SaveGame::loadGroups(MacVentureEngine *engine, Common::SeekableReadStream *res) {
GlobalSettings settings = engine->getGlobalSettings();
for (int i = 0; i < settings._numGroups; ++i) {
AttributeGroup g;
for (int j = 0; j < settings._numObjects; ++j) {
g.push_back(res->readUint16BE());
}
_groups.push_back(g);
}
}
void SaveGame::loadGlobals(MacVentureEngine *engine, Common::SeekableReadStream *res) {
GlobalSettings settings = engine->getGlobalSettings();
for (int i = 0; i < settings._numGlobals; ++i) {
_globals.push_back(res->readUint16BE());
}
}
void SaveGame::loadText(MacVentureEngine *engine, Common::SeekableReadStream *res) {
// TODO: Load console text. For now, the GUI doesn't even look at this.
_text = "Placeholder Console Text";
}
} // End of namespace MacVenture
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