mirror of
https://github.com/libretro/scummvm.git
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0b0ec8ee00
* Special files used for keeping track of completed parts of the game have been replaced by special savefile 'nippon.999'. svn-id: r29820
494 lines
12 KiB
C++
494 lines
12 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/system.h"
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#include "common/config-manager.h"
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#include "parallaction/parallaction.h"
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#include "parallaction/sound.h"
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namespace Parallaction {
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#define MOUSEARROW_WIDTH 16
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#define MOUSEARROW_HEIGHT 16
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#define MOUSECOMBO_WIDTH 32 // sizes for cursor + selected inventory item
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#define MOUSECOMBO_HEIGHT 32
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LocationName::LocationName() {
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_buf = 0;
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_hasSlide = false;
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_hasCharacter = false;
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}
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LocationName::~LocationName() {
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free(_buf);
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}
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/*
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bind accept the following input formats:
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1 - [S].slide.[L]{.[C]}
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2 - [L]{.[C]}
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where:
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[S] is the slide to be shown
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[L] is the location to switch to (immediately in case 2, or right after slide [S] in case 1)
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[C] is the character to be selected, and is optional
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The routine tells one form from the other by searching for the '.slide.'
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NOTE: there exists one script in which [L] is not used in the case 1, but its use
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is commented out, and would definitely crash the current implementation.
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*/
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void LocationName::bind(const char *s) {
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free(_buf);
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_buf = strdup(s);
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_hasSlide = false;
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_hasCharacter = false;
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Common::StringList list;
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char *tok = strtok(_buf, ".");
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while (tok) {
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list.push_back(tok);
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tok = strtok(NULL, ".");
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}
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if (list.size() < 1 || list.size() > 4)
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error("changeLocation: ill-formed location name '%s'", s);
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if (list.size() > 1) {
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if (list[1] == "slide") {
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_hasSlide = true;
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_slide = list[0];
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list.remove_at(0); // removes slide name
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list.remove_at(0); // removes 'slide'
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}
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if (list.size() == 2) {
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_hasCharacter = true;
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_character = list[1];
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}
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}
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_location = list[0];
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strcpy(_buf, s); // kept as reference
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}
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int Parallaction_ns::init() {
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_screenWidth = 320;
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_screenHeight = 200;
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if (getPlatform() == Common::kPlatformPC) {
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_disk = new DosDisk_ns(this);
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} else {
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if (getFeatures() & GF_DEMO) {
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strcpy(_location._name, "fognedemo");
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}
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_disk = new AmigaDisk_ns(this);
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_disk->selectArchive((getFeatures() & GF_DEMO) ? "disk0" : "disk1");
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}
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if (getPlatform() == Common::kPlatformPC) {
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int midiDriver = MidiDriver::detectMusicDriver(MDT_MIDI | MDT_ADLIB | MDT_PREFER_MIDI);
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MidiDriver *driver = MidiDriver::createMidi(midiDriver);
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_soundMan = new DosSoundMan(this, driver);
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_soundMan->setMusicVolume(ConfMan.getInt("music_volume"));
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} else {
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_soundMan = new AmigaSoundMan(this);
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}
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initJobs();
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initResources();
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initFonts();
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initCursors();
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initOpcodes();
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initParsers();
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Parallaction::init();
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return 0;
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}
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Parallaction_ns::~Parallaction_ns() {
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freeFonts();
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delete _mouseComposedArrow;
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delete _commandsNames;
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delete _instructionNames;
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delete _locationStmt;
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}
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void Parallaction_ns::freeFonts() {
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delete _dialogueFont;
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delete _labelFont;
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delete _menuFont;
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}
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void Parallaction_ns::renderLabel(Graphics::Surface *cnv, char *text) {
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if (getPlatform() == Common::kPlatformAmiga) {
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cnv->create(_labelFont->getStringWidth(text) + 16, 10, 1);
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_labelFont->setColor(7);
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_labelFont->drawString((byte*)cnv->pixels + 1, cnv->w, text);
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_labelFont->drawString((byte*)cnv->pixels + 1 + cnv->w * 2, cnv->w, text);
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_labelFont->drawString((byte*)cnv->pixels + cnv->w, cnv->w, text);
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_labelFont->drawString((byte*)cnv->pixels + 2 + cnv->w, cnv->w, text);
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_labelFont->setColor(1);
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_labelFont->drawString((byte*)cnv->pixels + 1 + cnv->w, cnv->w, text);
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} else {
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cnv->create(_labelFont->getStringWidth(text), _labelFont->height(), 1);
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_labelFont->drawString((byte*)cnv->pixels, cnv->w, text);
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}
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}
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void Parallaction_ns::initCursors() {
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_mouseComposedArrow = _disk->loadPointer("pointer");
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byte temp[MOUSEARROW_WIDTH*MOUSEARROW_HEIGHT];
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memcpy(temp, _mouseArrow, MOUSEARROW_WIDTH*MOUSEARROW_HEIGHT);
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uint16 k = 0;
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for (uint16 i = 0; i < 4; i++) {
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for (uint16 j = 0; j < 64; j++) _mouseArrow[k++] = temp[i + j * 4];
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}
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return;
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}
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void Parallaction_ns::setArrowCursor() {
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debugC(1, kDebugInput, "setting mouse cursor to arrow");
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// this stuff is needed to avoid artifacts with labels and selected items when switching cursors
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_gfx->setLabel(0);
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_activeItem._id = 0;
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_system->setMouseCursor(_mouseArrow, MOUSEARROW_WIDTH, MOUSEARROW_HEIGHT, 0, 0, 0);
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_system->showMouse(true);
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}
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void Parallaction_ns::setInventoryCursor(int pos) {
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if (pos == -1)
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return;
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const InventoryItem *item = getInventoryItem(pos);
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if (item->_index == 0)
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return;
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_activeItem._id = item->_id;
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byte *v8 = _mouseComposedArrow->getData(0);
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// FIXME: destination offseting is not clear
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byte* s = _char._objs->getData(item->_index);
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byte* d = v8 + 7 + MOUSECOMBO_WIDTH * 7;
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for (uint i = 0; i < INVENTORYITEM_HEIGHT; i++) {
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memcpy(d, s, INVENTORYITEM_WIDTH);
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s += INVENTORYITEM_PITCH;
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d += MOUSECOMBO_WIDTH;
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}
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_system->setMouseCursor(v8, MOUSECOMBO_WIDTH, MOUSECOMBO_HEIGHT, 0, 0, 0);
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}
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void Parallaction_ns::callFunction(uint index, void* parm) {
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assert(index < 25); // magic value 25 is maximum # of callables for Nippon Safes
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(this->*_callables[index])(parm);
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}
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int Parallaction_ns::go() {
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renameOldSavefiles();
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_globalTable = _disk->loadTable("global");
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guiStart();
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changeLocation(_location._name);
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runGame();
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return 0;
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}
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void Parallaction_ns::switchBackground(const char* background, const char* mask) {
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// printf("switchBackground(%s)", name);
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Palette pal;
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uint16 v2 = 0;
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if (!scumm_stricmp(background, "final")) {
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_gfx->clearScreen(Gfx::kBitBack);
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for (uint16 _si = 0; _si < 32; _si++) {
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pal.setEntry(_si, v2, v2, v2);
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v2 += 4;
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}
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g_system->delayMillis(20);
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_gfx->setPalette(pal);
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_gfx->updateScreen();
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}
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setBackground(background, mask, mask);
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return;
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}
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void Parallaction_ns::showSlide(const char *name) {
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BackgroundInfo info;
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_disk->loadSlide(info, name);
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// TODO: avoid using screen buffers for displaying slides. Using a generic buffer
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// allows for positioning of graphics as needed by Big Red Adventure.
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// The main problem lies with menu, which relies on multiple buffers, mainly because
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// it is crappy code.
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_gfx->setBackground(&info.bg);
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_gfx->setPalette(info.palette);
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_gfx->copyScreen(Gfx::kBitBack, Gfx::kBitFront);
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info.bg.free();
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info.mask.free();
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info.path.free();
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return;
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}
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// changeLocation handles transitions between locations, and is able to display slides
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// between one and the other.
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//
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void Parallaction_ns::changeLocation(char *location) {
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debugC(1, kDebugExec, "changeLocation(%s)", location);
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_soundMan->playLocationMusic(location);
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// WORKAROUND: this hideLabel has been added to avoid crashes caused by
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// execution of label jobs after a location switch. The other workaround in
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// Parallaction::runGame should have been rendered useless by this one.
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_gfx->setLabel(0);
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_hoverZone = NULL;
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if (_engineFlags & kEngineBlockInput) {
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setArrowCursor();
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}
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_animations.remove(&_char._ani);
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// WORKAROUND: eat up any pending short-lived job that may be referring to the
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// current location before the actual switch is performed, or engine may
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// segfault because of invalid pointers.
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runJobs();
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runJobs();
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freeLocation();
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LocationName locname;
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locname.bind(location);
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if (locname.hasSlide()) {
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showSlide(locname.slide());
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_gfx->setFont(_menuFont);
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_gfx->displayCenteredString(14, _slideText[0]); // displays text on screen
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_gfx->updateScreen();
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waitUntilLeftClick();
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}
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if (locname.hasCharacter()) {
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changeCharacter(locname.character());
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}
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_animations.push_front(&_char._ani);
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strcpy(_saveData1, locname.location());
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parseLocation(_saveData1);
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_char._ani._oldPos.x = -1000;
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_char._ani._oldPos.y = -1000;
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_char._ani.field_50 = 0;
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if (_location._startPosition.x != -1000) {
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_char._ani._left = _location._startPosition.x;
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_char._ani._top = _location._startPosition.y;
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_char._ani._frame = _location._startFrame;
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_location._startPosition.y = -1000;
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_location._startPosition.x = -1000;
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}
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_gfx->copyScreen(Gfx::kBitBack, Gfx::kBitFront);
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_gfx->copyScreen(Gfx::kBitBack, Gfx::kBit2);
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_gfx->setBlackPalette();
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_gfx->updateScreen();
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// BUG #1837503: kEngineChangeLocation flag must be cleared *before* commands
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// and acommands are executed, so that it can be set again if needed.
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_engineFlags &= ~kEngineChangeLocation;
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runCommands(_location._commands);
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doLocationEnterTransition();
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runCommands(_location._aCommands);
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if (_hasLocationSound)
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_soundMan->playSfx(_locationSound, 0, true);
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debugC(1, kDebugExec, "changeLocation() done");
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return;
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}
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void Parallaction_ns::changeCharacter(const char *name) {
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debugC(1, kDebugExec, "changeCharacter(%s)", name);
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_char.setName(name);
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if (!scumm_stricmp(_char.getFullName(), _characterName1)) {
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debugC(3, kDebugExec, "changeCharacter: nothing done");
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return;
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}
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// freeCharacter takes responsibility for checking
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// character for sanity before memory is freed
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freeCharacter();
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Common::String oldArchive = _disk->selectArchive((getFeatures() & GF_LANG_MULT) ? "disk1" : "disk0");
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_char._ani._cnv = _disk->loadFrames(_char.getFullName());
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if (!_char.dummy()) {
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if (getPlatform() == Common::kPlatformAmiga && (getFeatures() & GF_LANG_MULT))
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_disk->selectArchive("disk0");
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_char._head = _disk->loadHead(_char.getBaseName());
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_char._talk = _disk->loadTalk(_char.getBaseName());
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_char._objs = _disk->loadObjects(_char.getBaseName());
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_objectsNames = _disk->loadTable(_char.getBaseName());
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_soundMan->playCharacterMusic(_char.getBaseName());
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// The original engine used to reload 'common' only on loadgames. We are reloading here since 'common'
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// contains character specific stuff. This causes crashes like bug #1816899, because parseLocation tries
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// to reload scripts but the data archive selected is occasionally wrong. This has been solved by having
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// parseLocation only load scripts when they aren't already loaded - which it should have done since the
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// beginning nevertheless.
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if (!(getFeatures() & GF_DEMO))
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parseLocation("common");
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}
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if (!oldArchive.empty())
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_disk->selectArchive(oldArchive);
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strcpy(_characterName1, _char.getFullName());
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debugC(3, kDebugExec, "changeCharacter: switch completed");
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return;
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}
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void Parallaction_ns::initJobs() {
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static const JobFn jobs[] = {
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0,
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0,
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&Parallaction_ns::jobDisplayDroppedItem,
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&Parallaction_ns::jobRemovePickedItem,
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0,
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0,
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0,
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0,
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0,
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&Parallaction_ns::jobToggleDoor,
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0,
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0
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};
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_jobsFn = jobs;
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}
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JobOpcode* Parallaction_ns::createJobOpcode(uint functionId, Job *job) {
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return new OpcodeImpl2<Parallaction_ns>(this, _jobsFn[functionId], job);
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}
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void Parallaction_ns::cleanupGame() {
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_engineFlags &= ~kEngineTransformedDonna;
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// this code saves main character animation from being removed from the following code
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_animations.remove(&_char._ani);
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_numLocations = 0;
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_commandFlags = 0;
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memset(_localFlags, 0, sizeof(_localFlags));
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memset(_locationNames, 0, sizeof(_locationNames));
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// this flag tells freeZones to unconditionally remove *all* Zones
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_engineFlags |= kEngineQuit;
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freeZones();
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freeAnimations();
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// this dangerous flag can now be cleared
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_engineFlags &= ~kEngineQuit;
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// main character animation is restored
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_animations.push_front(&_char._ani);
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_score = 0;
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return;
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}
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} // namespace Parallaction
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