scummvm/engines/parallaction/parallaction.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2006 The ScummVM project
*
* 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/stdafx.h"
#include "common/util.h"
#include "common/file.h"
#include "common/config-manager.h"
#include "sound/mididrv.h"
#include "sound/mixer.h"
#include "parallaction/parallaction.h"
#include "parallaction/menu.h"
#include "parallaction/parser.h"
#include "parallaction/disk.h"
#include "parallaction/music.h"
#include "parallaction/inventory.h"
#include "parallaction/graphics.h"
#include "parallaction/zone.h"
namespace Parallaction {
// FIXME: remove this
Parallaction *_vm = NULL;
// public stuff
Point _mousePos = { 0, 0 };
uint16 _mouseButtons = 0;
char _saveData1[30] = { '\0' };
uint16 _language = 0;
char _slideText[2][40];
uint32 _engineFlags = 0;
char *_objectsNames[100];
Zone *_activeZone = NULL;
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Animation _yourself;
StaticCnv _yourHead;
Cnv _yourTalk;
Cnv _characterFrames;
static Cnv _miniCharacterFrames;
Cnv _yourObjects;
uint16 _score = 1;
uint32 _localFlags[120] = { 0 };
static char tmp_visited_str[] = "visited";
char *_localFlagNames[32] = {
tmp_visited_str, // "visited",
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0
};
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;
char _soundFile[20];
char *_globalTable[32];
byte _mouseHidden = 0;
uint32 _commandFlags = 0;
uint16 _introSarcData3 = 200;
uint16 _introSarcData2 = 1;
// private stuff
static Job *_jDrawInventory = NULL;
Job *_jDrawLabel = NULL;
Job *_jEraseLabel = NULL;
Zone *_hoverZone = NULL;
static Job *_jRunScripts = NULL;
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static Job _jobs = { { NULL, NULL }, 0, 0, 0, NULL, 0 };
Parallaction::Parallaction(OSystem *syst) :
Engine(syst) {
// FIXME
_vm = this;
_disk = new Disk(this);
_skipMenu = false;
_transCurrentHoverItem = 0;
_actionAfterWalk = false; // actived when the character needs to move before taking an action
_activeItem._index = 0;
_activeItem._id = 0;
_procCurrentHoverItem = -1;
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_locationScript = NULL;
_musicData1 = 0;
strcpy(_characterName1, "null");
_midiPlayer = 0;
_baseTime = 0;
Common::File::addDefaultDirectory( _gameDataPath );
Common::addSpecialDebugLevel(kDebugDialogue, "dialogue", "Dialogues debug level");
Common::addSpecialDebugLevel(kDebugLocation, "location", "Location 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(kDebugJobs, "jobs", "Jobs debug level");
Common::addSpecialDebugLevel(kDebugInput, "input", "Input debug level");
}
Parallaction::~Parallaction() {
delete _midiPlayer;
delete _disk;
}
int Parallaction::init() {
// Detect game
if (!detectGame()) {
GUIErrorMessage("No valid games were found in the specified directory.");
return -1;
}
_engineFlags = 0;
strcpy(_characterName, "dough");
memset(_locationNames, 0, 120*32);
_numLocations = 0;
_location._startPosition._x = -1000;
_location._startPosition._x = -1000;
_location._startFrame = 0;
_location._walkNodes._prev = NULL;
_location._walkNodes._next = NULL;
strcpy(_location._name, "fogne");
_location._aCommands = NULL;
_location._commands = NULL;
_location._comment = NULL;
_location._endComment = NULL;
_yourTalk._width = 0;
_yourTalk._height = 0;
_yourTalk._count = 0;
_yourTalk._array = NULL;
_yourHead._width = 0;
_yourHead._height = 0;
_yourHead._data0 = NULL;
_yourHead._data1 = NULL;
_yourself._zone.pos._position._x = 150;
_yourself._zone.pos._position._y = 100;
initInventory();
_yourself._z = 10;
_yourself._zone.pos._oldposition._x = -1000;
_yourself._zone.pos._oldposition._y = -1000;
_yourself._frame = 0;
_yourself._zone._flags = kFlagsActive | kFlagsNoName;
_yourself._zone._type = kZoneYou;
_yourself._zone._label._cnv._data0 = NULL;
_yourself._zone._label._text = strdup("yourself");
addNode(&_animations, &_yourself._zone._node);
_graphics = new Graphics(this);
int midiDriver = MidiDriver::detectMusicDriver(MDT_MIDI | MDT_ADLIB | MDT_PREFER_MIDI);
MidiDriver *driver = MidiDriver::createMidi(midiDriver);
_midiPlayer = new MidiPlayer(driver);
_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume"));
return 0;
}
int Parallaction::go() {
initGame();
runGame();
return 0;
}
void Parallaction::initGame() {
_menu = new Menu(this);
initGlobals();
if (_skipMenu == false) {
_menu->start();
}
char *v4 = strchr(_location._name, '.');
if (v4) {
*v4 = '\0';
}
_engineFlags &= ~kEngineChangeLocation;
changeCharacter(_characterName);
strcpy(_saveData1, _location._name);
parseLocation(_location._name);
if (_location._startPosition._x != -1000) {
_yourself._zone.pos._position._x = _location._startPosition._x;
_yourself._zone.pos._position._y = _location._startPosition._y;
_yourself._frame = _location._startFrame;
_location._startPosition._y = -1000;
_location._startPosition._x = -1000;
}
return;
}
void Parallaction::initGlobals() {
initTable("global.tab", _globalTable);
}
// 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::updateInput() {
OSystem::Event e;
uint16 KeyDown = 0;
_mouseButtons = kMouseNone;
while (g_system->pollEvent(e)) {
switch (e.type) {
case OSystem::EVENT_KEYDOWN:
if (e.kbd.ascii == 'l') KeyDown = kEvLoadGame;
if (e.kbd.ascii == 's') KeyDown = kEvSaveGame;
break;
case OSystem::EVENT_LBUTTONDOWN:
_mouseButtons = kMouseLeftDown;
break;
case OSystem::EVENT_LBUTTONUP:
_mouseButtons = kMouseLeftUp;
break;
case OSystem::EVENT_RBUTTONDOWN:
_mouseButtons = kMouseRightDown;
break;
case OSystem::EVENT_RBUTTONUP:
_mouseButtons = kMouseRightUp;
break;
case OSystem::EVENT_MOUSEMOVE:
_mousePos._x = e.mouse.x;
_mousePos._y = e.mouse.y;
break;
case OSystem::EVENT_QUIT:
_system->quit();
break;
default:
break;
}
}
return KeyDown;
}
// FIXME: see comment for updateInput()
void waitUntilLeftClick() {
OSystem::Event e;
for (;;) {
g_system->pollEvent(e);
if (e.type == OSystem::EVENT_LBUTTONUP)
break;
if (e.type == OSystem::EVENT_QUIT) {
g_system->quit();
break;
}
g_system->delayMillis(10);
}
return;
}
void Parallaction::runGame() {
addJob(jobEraseAnimations, (void*)1, kPriority20);
_jRunScripts = addJob(jobRunScripts, 0, kPriority15);
addJob(jobDisplayAnimations, 0, kPriority3);
_graphics->copyScreen(Graphics::kBitBack, Graphics::kBit2);
if (_location._commands)
runCommands(_location._commands);
runJobs();
_graphics->copyScreen(Graphics::kBitBack, Graphics::kBitFront);
if (_location._comment)
doLocationEnterTransition();
changeCursor(kCursorArrow);
if (_location._aCommands)
runCommands(_location._aCommands);
while ((_engineFlags & kEngineQuit) == 0) {
_keyDown = updateInput();
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debugC(3, kDebugInput, "runGame: input flags (%i, %i, %i, %i)",
_mouseHidden == 0,
(_engineFlags & kEngineMouse) == 0,
(_engineFlags & kEngineWalking) == 0,
(_engineFlags & kEngineChangeLocation) == 0
);
// WORKAROUND: the engine doesn't check for displayed labels before performing a location
// switch, thus crashing whenever a jobDisplayLabel/jEraseLabel pair is left into the
// queue after the character enters a door.
// Skipping input processing when kEngineChangeLocation is set solves the issue. It's
// noteworthy that the programmers added this very check in Big Red Adventure's engine,
// so it should be ok here in Nippon Safes too.
if ((_mouseHidden == 0) && ((_engineFlags & kEngineMouse) == 0) && ((_engineFlags & kEngineWalking) == 0) && ((_engineFlags & kEngineChangeLocation) == 0)) {
InputData *v8 = translateInput();
if (v8) processInput(v8);
}
if (_activeZone) {
Zone *z = _activeZone; // speak Zone or sound
_activeZone = NULL;
if (runZone( z ) == 0)
runCommands( z->_commands, z );
}
if (_engineFlags & kEngineChangeLocation) {
_engineFlags &= ~kEngineChangeLocation;
changeLocation(_location._name);
continue;
}
g_system->delayMillis(30);
runJobs();
if ((_engineFlags & kEnginePauseJobs) == 0 || (_engineFlags & kEngineInventory)) {
_graphics->swapBuffers();
byte palette[PALETTE_SIZE];
memcpy(palette, _palette, sizeof(palette));
_graphics->animatePalette(palette);
_graphics->setPalette(palette);
}
}
delete _menu;
return;
}
void Parallaction::processInput(InputData *data) {
Zone *z;
WalkNode *v4;
switch (data->_event) {
case kEvEnterZone:
debugC(2, kDebugInput, "processInput: kEvEnterZone");
_graphics->_labelPosition[1]._x = -1000;
_graphics->_labelPosition[1]._y = -1000;
_graphics->_labelPosition[0]._x = -1000;
_graphics->_labelPosition[0]._y = -1000;
_jDrawLabel = addJob(&jobDisplayLabel, (void*)data->_label, kPriority0);
_jEraseLabel = addJob(&jobEraseLabel, (void*)data->_label, kPriority20);
break;
case kEvExitZone:
debugC(2, kDebugInput, "processInput: kEvExitZone");
removeJob(_jDrawLabel);
addJob(&jobWaitRemoveJob, _jEraseLabel, kPriority15);
_jDrawLabel = NULL;
break;
case kEvAction:
debugC(2, kDebugInput, "processInput: kEvAction");
_procCurrentHoverItem = -1;
_hoverZone = NULL;
pauseJobs();
z = data->_zone;
if (runZone(z) == 0) {
runCommands( z->_commands, z );
}
resumeJobs();
break;
case kEvOpenInventory:
_procCurrentHoverItem = -1;
_hoverZone = NULL;
if (_jDrawLabel != 0) {
removeJob(_jDrawLabel);
_jDrawLabel = NULL;
addJob(&jobWaitRemoveJob, _jEraseLabel, kPriority2);
}
if (hitZone(kZoneYou, _mousePos._x, _mousePos._y) == 0)
changeCursor(kCursorArrow);
removeJob(_jRunScripts);
_jDrawInventory = addJob(&jobShowInventory, 0, kPriority2);
openInventory();
break;
case kEvCloseInventory: // closes inventory and possibly select item
closeInventory();
if ((data->_inventoryIndex != -1) && (_inventory[data->_inventoryIndex]._id != 0)) {
// activates item
changeCursor(data->_inventoryIndex);
}
_jRunScripts = addJob(&jobRunScripts, 0, kPriority15);
addJob(&jobHideInventory, 0, kPriority20);
removeJob(_jDrawInventory);
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;
changeCursor(kCursorArrow);
if (_yourself._zone._flags & kFlagsRemove) break;
if ((_yourself._zone._flags & kFlagsActive) == 0) break;
v4 = buildWalkPath(data->_mousePos._x, data->_mousePos._y);
addJob(jobWalk, v4, kPriority19);
_engineFlags |= kEngineWalking; // inhibits processing of input until walking is over
break;
case kEvQuitGame:
_engineFlags |= kEngineQuit;
break;
case kEvSaveGame:
_hoverZone = NULL;
changeCursor(kCursorArrow);
saveGame();
break;
case kEvLoadGame:
_hoverZone = NULL;
changeCursor(kCursorArrow);
loadGame();
break;
}
return;
}
Parallaction::InputData *Parallaction::translateInput() {
if (_keyDown == kEvQuitGame) {
_input._event = kEvQuitGame;
return &_input;
}
if (_keyDown == kEvSaveGame) {
_input._event = kEvSaveGame;
return &_input;
}
if (_keyDown == kEvLoadGame) {
_input._event = kEvLoadGame;
return &_input;
}
_input._mousePos._x = _mousePos._x;
_input._mousePos._y = _mousePos._y;
if (((_engineFlags & kEnginePauseJobs) == 0) && ((_engineFlags & kEngineInventory) == 0)) {
if (_actionAfterWalk == true) {
// if walking is over, then take programmed action
_input._event = kEvAction;
_actionAfterWalk = false;
return &_input;
}
Zone *z = hitZone(_activeItem._id, _mousePos._x, _mousePos._y);
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 &_input;
}
if (((_mouseButtons == kMouseLeftUp) && (_activeItem._id == 0) && ((_engineFlags & kEngineWalking) == 0)) && ((z == NULL) || ((z->_type & 0xFFFF) != kZoneCommand))) {
_input._event = kEvWalk;
return &_input;
}
if ((z != _hoverZone) && (_hoverZone != NULL)) {
_hoverZone = NULL;
_input._event = kEvExitZone;
// _input._data= &z->_name;
return &_input;
}
if (z == NULL) {
return NULL;
}
if ((_hoverZone == NULL) && ((z->_flags & kFlagsNoName) == 0)) {
_hoverZone = z;
_input._event = kEvEnterZone;
_input._label = &z->_label;
return &_input;
}
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._x = z->_moveTo._x;
_input._mousePos._y = z->_moveTo._y;
}
}
beep();
changeCursor(kCursorArrow);
return &_input;
}
}
if ((_engineFlags & kEngineInventory) == 0) return NULL;
// 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 &_input;
_engineFlags &= ~kEngineDragging;
Zone *z = hitZone(kZoneMerge, _activeItem._index, _inventory[_input._inventoryIndex]._index);
if (z != NULL) {
dropItem(z->u.merge->_obj1 - 4);
dropItem(z->u.merge->_obj2 - 4);
addInventoryItem(z->u.merge->_obj3);
runCommands(z->_commands);
}
return &_input;
}
if (_si == _transCurrentHoverItem) return NULL;
_transCurrentHoverItem = _si;
_input._event = kEvHoverInventory;
_input._inventoryIndex = _si;
return &_input;
}
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;
}
// changes the mouse pointer
// index 0 means standard pointer (from pointer.cnv)
// index > 0 means inventory item
//
void Parallaction::changeCursor(int32 index) {
if (index == kCursorArrow) { // standard mouse pointer
debugC(1, kDebugInput, "changeCursor(%i), label: %p", index, (const void*)_jDrawLabel);
if (_jDrawLabel != NULL) {
removeJob(_jDrawLabel);
addJob(&jobWaitRemoveJob, _jEraseLabel, kPriority15 );
_jDrawLabel = NULL;
}
_activeItem._id = 0;
} else {
_activeItem._id = _inventory[index]._id;
}
_graphics->setMousePointer(index);
return;
}
void freeCharacterFrames() {
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_vm->_graphics->freeCnv(&_characterFrames);
if (!IS_DUMMY_CHARACTER(_vm->_characterName)) {
_vm->_graphics->freeCnv(&_miniCharacterFrames);
_vm->freeTable(_objectsNames);
_vm->_graphics->freeCnv(&_yourTalk);
_vm->_graphics->freeStaticCnv(&_yourHead);
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_vm->_graphics->freeCnv(&_yourObjects);
}
return;
}
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void Parallaction::selectCharacterMusic(const char *name) {
if (IS_MINI_CHARACTER(name))
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name+=4;
if (!scumm_stricmp(name, _dinoName)) {
_midiPlayer->play("dino");
} else if (!scumm_stricmp(name, _donnaName)) {
_midiPlayer->play("donna");
} else {
_midiPlayer->play("nuts");
}
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return;
}
void Parallaction::pickMusic(const char *location) {
if (_musicData1 != 0) {
selectCharacterMusic(_vm->_characterName);
_musicData1 = 0;
debugC(2, kDebugLocation, "changeLocation: started character specific music");
}
if (!scumm_stricmp(location, "night") || !scumm_stricmp(location, "intsushi")) {
_vm->_midiPlayer->play("soft");
debugC(2, kDebugLocation, "changeLocation: started music 'soft'");
}
if (!scumm_stricmp(location, "museo") ||
!scumm_stricmp(location, "caveau") ||
!scumm_strnicmp(location, "plaza1", 6) ||
!scumm_stricmp(location, "estgrotta") ||
!scumm_stricmp(location, "intgrottadopo") ||
!scumm_stricmp(location, "endtgz") ||
!scumm_stricmp(location, "common")) {
_vm->_midiPlayer->stop();
_musicData1 = 1;
debugC(2, kDebugLocation, "changeLocation: music stopped");
}
}
void Parallaction::changeCharacter(const char *name) {
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bool miniCharacter = false;
if (IS_MINI_CHARACTER(name)) {
name+=4;
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miniCharacter = true;
}
char v32[20];
strcpy(v32, name);
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if (_engineFlags & kEngineTransformedDonna)
strcat(v32, "tras");
if (scumm_stricmp(v32, _characterName1)) {
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if (scumm_stricmp(_characterName1, "null"))
freeCharacterFrames();
_disk->selectArchive("disk1");
char path[PATH_LEN];
strcpy(path, v32);
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_disk->loadFrames(path, &_characterFrames);
if (!IS_DUMMY_CHARACTER(name)) {
_disk->loadHead(path, &_yourHead);
_disk->loadTalk(path, &_yourTalk);
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_disk->loadObjects(name, &_yourObjects);
sprintf(path, "mini%s", v32);
_disk->loadFrames(path, &_miniCharacterFrames);
sprintf(path, "%s.tab", name);
initTable(path, _objectsNames);
refreshInventory(name);
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if (scumm_stricmp(name, "night") && scumm_stricmp(name, "intsushi"))
selectCharacterMusic(name);
}
}
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if (miniCharacter)
memcpy(&_yourself._cnv, &_miniCharacterFrames, sizeof(Cnv));
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else
memcpy(&_yourself._cnv, &_characterFrames, sizeof(Cnv));
strcpy(_characterName1, v32);
return;
}
void freeNodeList(Node *list) {
while (list) {
Node *v4 = list->_next;
free(list);
list = v4;
}
return;
}
void addNode(Node *list, Node *n) {
Node *v4 = list->_next;
if (v4 != NULL) {
v4->_prev = n;
}
n->_next = v4;
list->_next = n;
n->_prev = list;
return;
}
void removeNode(Node *n) {
Node *v4 = n->_next;
if (v4 != NULL) {
v4->_prev = n->_prev;
}
n->_prev->_next = n->_next;
return;
}
Job *addJob(JobFn fn, void *parm, uint16 tag) {
Job *v8 = (Job*)malloc(sizeof(Job));
v8->_parm = parm;
v8->_fn = fn;
v8->_tag = tag;
v8->_finished = 0;
v8->_count = 0;
Job *v4 = &_jobs;
while (v4->_node._next && ((Job*)(v4->_node._next))->_tag > tag) {
v4 = (Job*)v4->_node._next;
}
addNode(&v4->_node, &v8->_node);
return v8;
}
void removeJob(Job *j) {
removeNode(&j->_node);
free(j);
return;
}
void pauseJobs() {
_engineFlags |= kEnginePauseJobs;
return;
}
void resumeJobs() {
_engineFlags &= ~kEnginePauseJobs;
return;
}
void runJobs() {
if (_engineFlags & kEnginePauseJobs) return;
Job *j = (Job*)_jobs._node._next;
while (j) {
debugC(3, kDebugJobs, "runJobs: %i", j->_tag);
(*j->_fn)(j->_parm, j);
Job *v4 = (Job*)j->_node._next;
if (j->_finished == 1)
removeJob(j);
j = v4;
}
return;
}
// this Job uses a static counter to delay removal
// and is in fact only used to remove jEraseLabel jobs
//
void jobWaitRemoveJob(void *parm, Job *j) {
Job *arg = (Job*)parm;
static uint16 count = 0;
debugC(3, kDebugJobs, "jobWaitRemoveJob: count = %i", count);
_engineFlags |= kEngineMouse;
count++;
if (count == 2) {
count = 0;
removeJob(arg);
_engineFlags &= ~kEngineMouse;
j->_finished = 1;
}
return;
}
void Parallaction::initTable(const char *path, char** table) {
// printf("initTable(%s)\n", path);
Common::File stream;
if (!stream.open(path))
errorFileNotFound(path);
uint16 count = 0;
fillBuffers(stream);
while (scumm_stricmp(_tokens[0], "ENDTABLE")) {
table[count] = (char*)malloc(strlen(_tokens[0])+1);
strcpy(table[count], _tokens[0]);
count++;
fillBuffers(stream);
}
table[count] = NULL;
stream.close();
return;
}
void Parallaction::freeTable(char** table) {
uint16 count = 0;
while (table[count]) {
free(table[count]);
table[count] = NULL;
count++;
}
return;
}
int16 Parallaction::searchTable(const char *s, const char **table) {
int16 count = 0;
if (!s) return 0;
while (table[count]) {
if (!scumm_stricmp(table[count], s)) return count + 1;
count++;
}
return -1;
}
} // namespace Parallaction