scummvm/engines/parallaction/parallaction.cpp

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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.
*
* $URL$
* $Id$
*
*/
#include "common/config-manager.h"
#include "common/events.h"
#include "common/file.h"
#include "common/util.h"
#include "sound/mididrv.h"
#include "sound/mixer.h"
#include "parallaction/parallaction.h"
#include "parallaction/debug.h"
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#include "parallaction/sound.h"
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namespace Parallaction {
// FIXME: remove this
Parallaction *_vm = NULL;
// public stuff
uint16 _mouseButtons = 0;
char _saveData1[30] = { '\0' };
uint16 _language = 0;
char _slideText[2][40];
uint32 _engineFlags = 0;
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uint16 _score = 1;
char _password[8];
Command * _forwardedCommands[20] = {
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL
};
char _forwardedAnimationNames[20][20];
uint16 _numForwards = 0;
uint32 _commandFlags = 0;
uint16 _introSarcData3 = 200;
uint16 _introSarcData2 = 1;
// private stuff
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Parallaction::Parallaction(OSystem *syst, const PARALLACTIONGameDescription *gameDesc) :
Engine(syst), _gameDescription(gameDesc), _char(this) {
// FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what
// needs fixing, or remove it!
// FIXME
_vm = this;
_mouseHidden = false;
Common::File::addDefaultDirectory( _gameDataPath );
Common::addSpecialDebugLevel(kDebugDialogue, "dialogue", "Dialogues debug level");
Common::addSpecialDebugLevel(kDebugParser, "parser", "Parser debug level");
Common::addSpecialDebugLevel(kDebugDisk, "disk", "Disk debug level");
Common::addSpecialDebugLevel(kDebugWalk, "walk", "Walk debug level");
Common::addSpecialDebugLevel(kDebugGraphics, "gfx", "Gfx debug level");
Common::addSpecialDebugLevel(kDebugExec, "exec", "Execution debug level");
Common::addSpecialDebugLevel(kDebugInput, "input", "Input debug level");
Common::addSpecialDebugLevel(kDebugAudio, "audio", "Audio debug level");
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Common::addSpecialDebugLevel(kDebugMenu, "menu", "Menu debug level");
Common::addSpecialDebugLevel(kDebugInventory, "inventory", "Inventory debug level");
syst->getEventManager()->registerRandomSource(_rnd, "parallaction");
}
Parallaction::~Parallaction() {
delete _debugger;
freeBackground();
delete _backgroundInfo;
delete _globalTable;
delete _callableNames;
delete _localFlagNames;
delete _zoneTypeNames;
delete _zoneFlagNames;
_animations.remove(&_char._ani);
freeLocation();
freeCharacter();
destroyInventory();
delete _gfx;
delete _soundMan;
delete _disk;
}
int Parallaction::init() {
_engineFlags = 0;
_objectsNames = NULL;
_globalTable = NULL;
_hasLocationSound = false;
_transCurrentHoverItem = 0;
_actionAfterWalk = false; // actived when the character needs to move before taking an action
_activeItem._index = 0;
_activeItem._id = 0;
_procCurrentHoverItem = -1;
_baseTime = 0;
_numLocations = 0;
_location._startPosition.x = -1000;
_location._startPosition.y = -1000;
_location._startFrame = 0;
_location._comment = NULL;
_location._endComment = NULL;
_backgroundInfo = 0;
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_pathBuffer = 0;
_activeZone = 0;
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_screenSize = _screenWidth * _screenHeight;
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_backgroundInfo = new BackgroundInfo;
strcpy(_characterName1, "null");
memset(_locationNames, 0, NUM_LOCATIONS * 32);
initInventory(); // needs to be pushed into subclass
_hoverZone = NULL;
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_animations.push_front(&_char._ani);
_gfx = new Gfx(this);
_debugger = new Debugger(this);
return 0;
}
// FIXME: the engine has 3 event loops. The following routine hosts the main one,
// and it's called from 8 different places in the code. There exist 2 more specialised
// loops which could possibly be merged into this one with some effort in changing
// caller code, i.e. adding condition checks.
//
uint16 Parallaction::readInput() {
Common::Event e;
uint16 KeyDown = 0;
_mouseButtons = kMouseNone;
Common::EventManager *eventMan = _system->getEventManager();
while (eventMan->pollEvent(e)) {
switch (e.type) {
case Common::EVENT_KEYDOWN:
if (e.kbd.flags == Common::KBD_CTRL && e.kbd.keycode == 'd')
_debugger->attach();
if (getFeatures() & GF_DEMO) break;
if (e.kbd.keycode == Common::KEYCODE_l) KeyDown = kEvLoadGame;
if (e.kbd.keycode == Common::KEYCODE_s) KeyDown = kEvSaveGame;
break;
case Common::EVENT_LBUTTONDOWN:
_mouseButtons = kMouseLeftDown;
break;
case Common::EVENT_LBUTTONUP:
_mouseButtons = kMouseLeftUp;
break;
case Common::EVENT_RBUTTONDOWN:
_mouseButtons = kMouseRightDown;
break;
case Common::EVENT_RBUTTONUP:
_mouseButtons = kMouseRightUp;
break;
case Common::EVENT_MOUSEMOVE:
_mousePos = e.mouse;
break;
case Common::EVENT_QUIT:
// TODO: don't quit() here, just have caller routines to check
// on kEngineQuit and exit gracefully to allow the engine to shut down
_engineFlags |= kEngineQuit;
g_system->quit();
break;
default:
break;
}
}
if (_debugger->isAttached())
_debugger->onFrame();
return KeyDown;
}
// FIXME: see comment for readInput()
void waitUntilLeftClick() {
do {
_vm->readInput();
_vm->_gfx->updateScreen();
g_system->delayMillis(30);
} while (_mouseButtons != kMouseLeftUp);
return;
}
void Parallaction::runGame() {
_inputMode = kInputModeGame;
while ((_engineFlags & kEngineQuit) == 0) {
updateInput();
if (_activeZone) {
Zone *z = _activeZone; // speak Zone or sound
_activeZone = NULL;
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runZone(z);
}
if (_engineFlags & kEngineChangeLocation) {
changeLocation(_location._name);
}
if (_inputMode == kInputModeGame) {
eraseAnimations();
runScripts();
walk();
runJobs();
drawAnimations();
}
updateView();
}
}
void Parallaction::updateView() {
if ((_engineFlags & kEnginePauseJobs) && (_engineFlags & kEngineInventory) == 0) {
return;
}
_gfx->animatePalette();
_gfx->swapBuffers();
g_system->delayMillis(30);
}
void Parallaction::processInput(InputData *data) {
switch (data->_event) {
case kEvEnterZone:
debugC(2, kDebugInput, "processInput: kEvEnterZone");
_gfx->setLabel(data->_label);
break;
case kEvExitZone:
debugC(2, kDebugInput, "processInput: kEvExitZone");
_gfx->setLabel(0);
break;
case kEvAction:
debugC(2, kDebugInput, "processInput: kEvAction");
_procCurrentHoverItem = -1;
_hoverZone = NULL;
pauseJobs();
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runZone(data->_zone);
resumeJobs();
break;
case kEvOpenInventory:
_procCurrentHoverItem = -1;
_hoverZone = NULL;
_gfx->setLabel(0);
if (hitZone(kZoneYou, _mousePos.x, _mousePos.y) == 0) {
setArrowCursor();
}
pauseJobs();
openInventory();
break;
case kEvCloseInventory: // closes inventory and possibly select item
closeInventory();
setInventoryCursor(data->_inventoryIndex);
resumeJobs();
break;
case kEvHoverInventory:
highlightInventoryItem(_procCurrentHoverItem, 12); // disable
highlightInventoryItem(data->_inventoryIndex, 19); // enable
_procCurrentHoverItem = data->_inventoryIndex;
break;
case kEvWalk:
debugC(2, kDebugInput, "processInput: kEvWalk");
_hoverZone = NULL;
setArrowCursor();
_char.scheduleWalk(data->_mousePos.x, data->_mousePos.y);
break;
case kEvQuitGame:
_engineFlags |= kEngineQuit;
break;
case kEvSaveGame:
_hoverZone = NULL;
saveGame();
setArrowCursor();
break;
case kEvLoadGame:
_hoverZone = NULL;
loadGame();
setArrowCursor();
break;
}
return;
}
void Parallaction::updateGameInput() {
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int16 keyDown = readInput();
debugC(3, kDebugInput, "translateInput: input flags (%i, %i, %i, %i)",
!_mouseHidden,
(_engineFlags & kEngineBlockInput) == 0,
(_engineFlags & kEngineWalking) == 0,
(_engineFlags & kEngineChangeLocation) == 0
);
if ((_mouseHidden) ||
(_engineFlags & kEngineBlockInput) ||
(_engineFlags & kEngineWalking) ||
(_engineFlags & kEngineChangeLocation)) {
return;
}
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if (keyDown == kEvQuitGame) {
_input._event = kEvQuitGame;
} else
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if (keyDown == kEvSaveGame) {
_input._event = kEvSaveGame;
} else
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if (keyDown == kEvLoadGame) {
_input._event = kEvLoadGame;
} else {
_input._mousePos = _mousePos;
_input._event = kEvNone;
if (!translateGameInput()) {
translateInventoryInput();
}
}
if (_input._event != kEvNone)
processInput(&_input);
}
void Parallaction::updateCommentInput() {
waitUntilLeftClick();
_gfx->hideDialogueStuff();
_gfx->setHalfbriteMode(false);
_inputMode = kInputModeGame;
}
void Parallaction::updateInput() {
switch (_inputMode) {
case kInputModeComment:
updateCommentInput();
break;
case kInputModeGame:
updateGameInput();
break;
}
return;
}
bool Parallaction::translateGameInput() {
if ((_engineFlags & kEnginePauseJobs) || (_engineFlags & kEngineInventory)) {
return false;
}
if (_actionAfterWalk) {
// if walking is over, then take programmed action
_input._event = kEvAction;
_actionAfterWalk = false;
return true;
}
if (_mouseButtons == kMouseRightDown) {
// right button down shows inventory
if (hitZone(kZoneYou, _mousePos.x, _mousePos.y) && (_activeItem._id != 0)) {
_activeItem._index = (_activeItem._id >> 16) & 0xFFFF;
_engineFlags |= kEngineDragging;
}
_input._event = kEvOpenInventory;
_transCurrentHoverItem = -1;
return true;
}
// test if mouse is hovering on an interactive zone for the currently selected inventory item
Zone *z = hitZone(_activeItem._id, _mousePos.x, _mousePos.y);
if (((_mouseButtons == kMouseLeftUp) && (_activeItem._id == 0) && ((_engineFlags & kEngineWalking) == 0)) && ((z == NULL) || ((z->_type & 0xFFFF) != kZoneCommand))) {
_input._event = kEvWalk;
return true;
}
if ((z != _hoverZone) && (_hoverZone != NULL)) {
_hoverZone = NULL;
_input._event = kEvExitZone;
return true;
}
if (z == NULL) {
_input._event = kEvNone;
return true;
}
if ((_hoverZone == NULL) && ((z->_flags & kFlagsNoName) == 0)) {
_hoverZone = z;
_input._event = kEvEnterZone;
_input._label = &z->_label;
return true;
}
if ((_mouseButtons == kMouseLeftUp) && ((_activeItem._id != 0) || ((z->_type & 0xFFFF) == kZoneCommand))) {
_input._zone = z;
if (z->_flags & kFlagsNoWalk) {
// character doesn't need to walk to take specified action
_input._event = kEvAction;
} else {
// action delayed: if Zone defined a moveto position the character is programmed to move there,
// else it will move to the mouse position
_input._event = kEvWalk;
_actionAfterWalk = true;
if (z->_moveTo.y != 0) {
_input._mousePos = z->_moveTo;
}
}
beep();
setArrowCursor();
return true;
}
return true;
}
bool Parallaction::translateInventoryInput() {
if ((_engineFlags & kEngineInventory) == 0) {
return false;
}
// in inventory
int16 _si = getHoverInventoryItem(_mousePos.x, _mousePos.y);
if (_mouseButtons == kMouseRightUp) {
// right up hides inventory
_input._event = kEvCloseInventory;
_input._inventoryIndex = getHoverInventoryItem(_mousePos.x, _mousePos.y);
highlightInventoryItem(_transCurrentHoverItem, 12); // disable
if ((_engineFlags & kEngineDragging) == 0) {
return true;
}
_engineFlags &= ~kEngineDragging;
Zone *z = hitZone(kZoneMerge, _activeItem._index, getInventoryItemIndex(_input._inventoryIndex));
if (z != NULL) {
dropItem(z->u.merge->_obj1);
dropItem(z->u.merge->_obj2);
addInventoryItem(z->u.merge->_obj3);
runCommands(z->_commands);
}
return true;
}
if (_si == _transCurrentHoverItem) {
_input._event = kEvNone;
return true;
}
_transCurrentHoverItem = _si;
_input._event = kEvHoverInventory;
_input._inventoryIndex = _si;
return true;
}
uint32 Parallaction::getElapsedTime() {
return g_system->getMillis() - _baseTime;
}
void Parallaction::resetTimer() {
_baseTime = g_system->getMillis();
return;
}
void Parallaction::waitTime(uint32 t) {
uint32 v4 = 0;
while (v4 < t * (1000 / 18.2)) {
v4 = getElapsedTime();
}
resetTimer();
return;
}
void Parallaction::showCursor(bool visible) {
_mouseHidden = !visible;
g_system->showMouse(visible);
}
void Parallaction::freeCharacter() {
debugC(1, kDebugExec, "freeCharacter()");
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delete _objectsNames;
_objectsNames = 0;
_char.free();
return;
}
/*
helper function to provide *descending* ordering of the job list
(higher priorities values comes first in the list)
*/
int compareJobPriority(const JobPointer &j1, const JobPointer &j2) {
return (j1->_job->_tag >= j2->_job->_tag ? -1 : 1);
}
Job *Parallaction::addJob(uint functionId, void *parm, uint16 tag) {
debugC(9, kDebugExec, "addJob(%i)", tag);
Job *v8 = new Job;
v8->_parm = parm;
v8->_tag = tag;
v8->_finished = 0;
v8->_count = 0;
JobOpcode *op = createJobOpcode(functionId, v8);
_jobs.insertSorted(op, compareJobPriority);
return v8;
}
void Parallaction::removeJob(Job *j) {
debugC(9, kDebugExec, "addJob(%i)", j->_tag);
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j->_finished = 1;
return;
}
void Parallaction::pauseJobs() {
debugC(9, kDebugExec, "pausing jobs execution");
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_engineFlags |= kEnginePauseJobs;
return;
}
void Parallaction::resumeJobs() {
debugC(9, kDebugExec, "resuming jobs execution");
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_engineFlags &= ~kEnginePauseJobs;
return;
}
void Parallaction::runJobs() {
if (_engineFlags & kEnginePauseJobs) return;
JobList::iterator it = _jobs.begin();
while (it != _jobs.end()) {
Job *job = (*it)->_job;
if (job->_finished == 1)
it = _jobs.erase(it);
else
it++;
}
it = _jobs.begin();
while (it != _jobs.end()) {
Job *job = (*it)->_job;
debugC(9, kDebugExec, "runJobs: %i", job->_tag);
(*(*it))();
it++;
}
return;
}
void Parallaction::pushParserTables(OpcodeSet *opcodes, Table *statements) {
_opcodes.push(_currentOpcodes);
_statements.push(_currentStatements);
_currentOpcodes = opcodes;
_currentStatements = statements;
}
void Parallaction::popParserTables() {
assert(_opcodes.size() > 0);
_currentOpcodes = _opcodes.pop();
_currentStatements = _statements.pop();
}
void Parallaction::parseStatement() {
assert(_currentOpcodes != 0);
_lookup = _currentStatements->lookup(_tokens[0]);
debugC(9, kDebugParser, "parseStatement: %s (lookup = %i)", _tokens[0], _lookup);
(*(*_currentOpcodes)[_lookup])();
}
Animation *Parallaction::findAnimation(const char *name) {
for (AnimationList::iterator it = _animations.begin(); it != _animations.end(); it++)
if (!scumm_stricmp((*it)->_label._text, name)) return *it;
return NULL;
}
void Parallaction::freeAnimations() {
_animations.clear();
return;
}
int compareAnimationZ(const AnimationPointer &a1, const AnimationPointer &a2) {
if (a1->_z == a2->_z) return 0;
return (a1->_z < a2->_z ? -1 : 1);
}
void Parallaction::sortAnimations() {
_char._ani._z = _char._ani.height() + _char._ani._top;
_animations.sort(compareAnimationZ);
return;
}
void Parallaction::allocateLocationSlot(const char *name) {
// WORKAROUND: the original code erroneously incremented
// _currentLocationIndex, thus producing inconsistent
// savegames. This workaround modified the following loop
// and if-statement, so the code exactly matches the one
// in Big Red Adventure.
_currentLocationIndex = -1;
uint16 _di = 0;
while (_locationNames[_di][0] != '\0') {
if (!scumm_stricmp(_locationNames[_di], name)) {
_currentLocationIndex = _di;
}
_di++;
}
if (_di == 120)
error("No more location slots available. Please report this immediately to ScummVM team.");
if (_currentLocationIndex == -1) {
strcpy(_locationNames[_numLocations], name);
_currentLocationIndex = _numLocations;
_numLocations++;
_locationNames[_numLocations][0] = '\0';
_localFlags[_numLocations] = 0;
} else {
_localFlags[_currentLocationIndex] |= kFlagsVisited; // 'visited'
}
}
void Parallaction::freeLocation() {
debugC(2, kDebugExec, "freeLocation");
_soundMan->stopSfx(0);
_soundMan->stopSfx(1);
_soundMan->stopSfx(2);
_soundMan->stopSfx(3);
_localFlagNames->clear();
_location._walkNodes.clear();
freeZones();
freeAnimations();
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free(_location._comment);
_location._comment = 0;
_location._commands.clear();
_location._aCommands.clear();
return;
}
void Parallaction::freeBackground() {
if (!_backgroundInfo)
return;
_backgroundInfo->bg.free();
_backgroundInfo->mask.free();
_backgroundInfo->path.free();
_pathBuffer = 0;
}
void Parallaction::setBackground(const char* name, const char* mask, const char* path) {
_disk->loadScenery(*_backgroundInfo, name, mask, path);
_gfx->setPalette(_backgroundInfo->palette);
_gfx->_palette.clone(_backgroundInfo->palette);
_gfx->setBackground(&_backgroundInfo->bg);
if (_backgroundInfo->mask.data)
_gfx->setMask(&_backgroundInfo->mask);
if (_backgroundInfo->path.data)
_pathBuffer = &_backgroundInfo->path;
return;
}
void Parallaction::showLocationComment(const char *text, bool end) {
_gfx->setFont(_dialogueFont);
int16 w, h;
_gfx->getStringExtent(const_cast<char*>(text), 130, &w, &h);
Common::Rect r(w + (end ? 5 : 10), h + 5);
r.moveTo(5, 5);
_gfx->floodFill(Gfx::kBitFront, r, 0);
r.grow(-2);
_gfx->floodFill(Gfx::kBitFront, r, 1);
_gfx->displayWrappedString(const_cast<char*>(text), 3, 5, 0, 130);
_gfx->updateScreen();
return;
}
// displays transition before a new location
//
// clears screen (in white??)
// shows location comment (if any)
// waits for mouse click
// fades towards game palette
//
void Parallaction::doLocationEnterTransition() {
debugC(2, kDebugExec, "doLocationEnterTransition");
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if (!_location._comment) {
return;
}
if (_localFlags[_currentLocationIndex] & kFlagsVisited) {
debugC(2, kDebugExec, "skipping location transition");
return; // visited
}
Palette pal(_gfx->_palette);
pal.makeGrayscale();
_gfx->setPalette(pal);
runScripts();
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drawAnimations();
_gfx->swapBuffers();
_gfx->copyScreen(Gfx::kBitFront, Gfx::kBitBack);
showLocationComment(_location._comment, false);
waitUntilLeftClick();
_gfx->copyScreen(Gfx::kBitBack, Gfx::kBitFront );
// fades maximum intensity palette towards approximation of main palette
for (uint16 _si = 0; _si<6; _si++) {
pal.fadeTo(_gfx->_palette, 4);
_gfx->setPalette(pal);
waitTime( 1 );
_gfx->updateScreen();
}
_gfx->setPalette(_gfx->_palette);
debugC(2, kDebugExec, "doLocationEnterTransition completed");
return;
}
Zone *Parallaction::findZone(const char *name) {
for (ZoneList::iterator it = _zones.begin(); it != _zones.end(); it++) {
if (!scumm_stricmp((*it)->_label._text, name)) return *it;
}
return findAnimation(name);
}
void Parallaction::freeZones() {
debugC(2, kDebugExec, "freeZones: kEngineQuit = %i", _engineFlags & kEngineQuit);
ZoneList::iterator it = _zones.begin();
while ( it != _zones.end() ) {
// NOTE : this condition has been relaxed compared to the original, to allow the engine
// to retain special - needed - zones that were lost across location switches.
Zone* z = *it;
if (((z->_top == -1) || (z->_left == -2)) && ((_engineFlags & kEngineQuit) == 0)) {
debugC(2, kDebugExec, "freeZones preserving zone '%s'", z->_label._text);
it++;
} else {
it = _zones.erase(it);
}
}
return;
}
const char Character::_prefixMini[] = "mini";
const char Character::_suffixTras[] = "tras";
const char Character::_empty[] = "\0";
Character::Character(Parallaction *vm) : _vm(vm), _builder(&_ani) {
_talk = NULL;
_head = NULL;
_objs = NULL;
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_dummy = false;
_ani._left = 150;
_ani._top = 100;
_ani._z = 10;
_ani._oldPos.x = -1000;
_ani._oldPos.y = -1000;
_ani._frame = 0;
_ani._flags = kFlagsActive | kFlagsNoName;
_ani._type = kZoneYou;
_ani._label._cnv.pixels = NULL;
_ani._label._text = strdup("yourself");
}
void Character::getFoot(Common::Point &foot) {
foot.x = _ani._left + _ani.width() / 2;
foot.y = _ani._top + _ani.height();
}
void Character::setFoot(const Common::Point &foot) {
_ani._left = foot.x - _ani.width() / 2;
_ani._top = foot.y - _ani.height();
}
void Character::scheduleWalk(int16 x, int16 y) {
if ((_ani._flags & kFlagsRemove) || (_ani._flags & kFlagsActive) == 0) {
return;
}
_walkPath = _builder.buildPath(x, y);
// WalkNodeList *list = _builder.buildPath(x, y);
// _vm->addJob(kJobWalk, list, kPriority19 );
_engineFlags |= kEngineWalking;
}
void Character::free() {
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delete _ani._cnv;
delete _talk;
delete _head;
delete _objs;
_ani._cnv = NULL;
_talk = NULL;
_head = NULL;
_objs = NULL;
return;
}
// Various ways of detecting character modes used to exist
// inside the engine, so they have been unified in the two
// following macros.
// Mini characters are those used in far away shots, like
// the highway scenery, while Dummy characters are a mere
// workaround to keep the engine happy when showing slides.
// As a sidenote, standard sized characters' names start
// with a lowercase 'd'.
#define IS_MINI_CHARACTER(s) (((s)[0] == 'm'))
#define IS_DUMMY_CHARACTER(s) (((s)[0] == 'D'))
void Character::setName(const char *name) {
const char *begin = name;
const char *end = begin + strlen(name);
_prefix = _empty;
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_dummy = IS_DUMMY_CHARACTER(name);
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if (!_dummy) {
if (_engineFlags & kEngineTransformedDonna) {
_suffix = _suffixTras;
} else {
const char *s = strstr(name, "tras");
if (s) {
_engineFlags |= kEngineTransformedDonna;
_suffix = _suffixTras;
end = s;
} else {
_suffix = _empty;
}
}
if (IS_MINI_CHARACTER(name)) {
_prefix = _prefixMini;
begin = name+4;
}
}
memset(_baseName, 0, 30);
strncpy(_baseName, begin, end - begin);
sprintf(_name, "%s%s", _prefix, _baseName);
sprintf(_fullName, "%s%s%s", _prefix, _baseName, _suffix);
}
const char *Character::getName() const {
return _name;
}
const char *Character::getBaseName() const {
return _baseName;
}
const char *Character::getFullName() const {
return _fullName;
}
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bool Character::dummy() const {
return _dummy;
}
void Parallaction::beep() {
_soundMan->playSfx("beep", 3, false);
}
void Parallaction::scheduleLocationSwitch(const char *location) {
strcpy(_location._name, location);
_engineFlags |= kEngineChangeLocation;
}
} // namespace Parallaction