mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-20 00:41:12 +00:00
e11c17a005
svn-id: r35466
332 lines
7.4 KiB
C++
332 lines
7.4 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/util.h"
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#include "parallaction/parallaction.h"
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#include "parallaction/input.h"
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#include "parallaction/saveload.h"
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#include "parallaction/sound.h"
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namespace Parallaction {
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const char *Parallaction_br::_partNames[] = {
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"PART0",
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"PART1",
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"PART2",
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"PART3",
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"PART4"
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};
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Parallaction_br::Parallaction_br(OSystem* syst, const PARALLACTIONGameDescription *gameDesc) : Parallaction_ns(syst, gameDesc),
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_locationParser(0), _programParser(0) {
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}
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Common::Error Parallaction_br::init() {
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_screenWidth = 640;
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_screenHeight = 400;
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if (getGameType() == GType_BRA) {
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if (getPlatform() == Common::kPlatformPC) {
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if (getFeatures() & GF_DEMO) {
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_disk = new DosDemoDisk_br(this);
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} else {
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_disk = new DosDisk_br(this);
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}
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_disk->setLanguage(2); // NOTE: language is now hardcoded to English. Original used command-line parameters.
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_soundMan = new DummySoundMan(this);
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} else {
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_disk = new AmigaDisk_br(this);
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_disk->setLanguage(2); // NOTE: language is now hardcoded to English. Original used command-line parameters.
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_soundMan = new AmigaSoundMan(this);
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}
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_disk->init();
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} else {
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error("unknown game type");
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}
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initResources();
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initFonts();
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_locationParser = new LocationParser_br(this);
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_locationParser->init();
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_programParser = new ProgramParser_br(this);
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_programParser->init();
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_cmdExec = new CommandExec_br(this);
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_cmdExec->init();
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_programExec = new ProgramExec_br(this);
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_programExec->init();
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_part = -1;
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_subtitle[0] = -1;
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_subtitle[1] = -1;
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_countersNames = 0;
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_saveLoad = new SaveLoad_br(this, _saveFileMan);
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Parallaction::init();
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return Common::kNoError;
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}
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Parallaction_br::~Parallaction_br() {
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freeFonts();
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freeCharacter();
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delete _locationParser;
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delete _programParser;
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}
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void Parallaction_br::callFunction(uint index, void* parm) {
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assert(index < 6); // magic value 6 is maximum # of callables for Big Red Adventure
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(this->*_callables[index])(parm);
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}
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Common::Error Parallaction_br::go() {
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bool splash = true;
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while (!shouldQuit()) {
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if (getFeatures() & GF_DEMO) {
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scheduleLocationSwitch("camalb.1");
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_input->_inputMode = Input::kInputModeGame;
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} else {
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startGui(splash);
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// don't show splash after first time
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splash = false;
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}
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// initCharacter();
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while (((_engineFlags & kEngineReturn) == 0) && (!shouldQuit())) {
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runGame();
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}
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_engineFlags &= ~kEngineReturn;
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cleanupGame();
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}
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return Common::kNoError;
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}
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void Parallaction_br::freeFonts() {
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delete _menuFont;
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delete _dialogueFont;
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_menuFont = 0;
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_dialogueFont = 0;
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_labelFont = 0;
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_introFont = 0;
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}
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void Parallaction_br::runPendingZones() {
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ZonePtr z;
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_cmdExec->runSuspended();
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if (_activeZone) {
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z = _activeZone; // speak Zone or sound
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_activeZone = nullZonePtr;
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if ((z->_type & 0xFFFF) == kZoneSpeak) {
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enterDialogueMode(z);
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} else {
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runZone(z); // FIXME: BRA doesn't handle sound yet
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}
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}
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if (_activeZone2) {
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z = _activeZone2; // speak Zone or sound
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_activeZone2 = nullZonePtr;
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if ((z->_type & 0xFFFF) == kZoneSpeak) {
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enterDialogueMode(z);
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} else {
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runZone(z); // FIXME: BRA doesn't handle sound yet
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}
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}
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}
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void Parallaction_br::freeCharacter() {
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_gfx->freeCharacterObjects();
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delete _char._talk;
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delete _char._ani->gfxobj;
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_char._talk = 0;
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_char._ani->gfxobj = 0;
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}
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void Parallaction_br::freeLocation(bool removeAll) {
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// free open location stuff
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clearSubtitles();
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_subtitle[0] = _subtitle[1] = -1;
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_gfx->freeLocationObjects();
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_location._animations.remove(_char._ani);
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_location.cleanup(removeAll);
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_location._animations.push_front(_char._ani);
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}
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void Parallaction_br::cleanupGame() {
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freeLocation(true);
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freeCharacter();
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delete _globalFlagsNames;
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delete _objectsNames;
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delete _countersNames;
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_globalFlagsNames = 0;
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_objectsNames = 0;
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_countersNames = 0;
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}
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void Parallaction_br::changeLocation(char *location) {
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char *partStr = strrchr(location, '.');
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if (partStr) {
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cleanupGame();
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int n = partStr - location;
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strncpy(_location._name, location, n);
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_location._name[n] = '\0';
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_part = atoi(++partStr);
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if (getFeatures() & GF_DEMO) {
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assert(_part == 1);
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} else {
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assert(_part >= 0 && _part <= 4);
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}
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_disk->selectArchive(_partNames[_part]);
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memset(_counters, 0, ARRAYSIZE(_counters));
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_globalFlagsNames = _disk->loadTable("global");
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_objectsNames = _disk->loadTable("objects");
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_countersNames = _disk->loadTable("counters");
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// TODO: maybe handle this into Disk
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if (getPlatform() == Common::kPlatformPC) {
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_objects = _disk->loadObjects("icone.ico");
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} else {
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_objects = _disk->loadObjects("icons.ico");
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}
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parseLocation("common.slf");
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}
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freeLocation(false);
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// load new location
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parseLocation(location);
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// kFlagsRemove is cleared because the character is visible by default.
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// Commands can hide the character, anyway.
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_char._ani->_flags &= ~kFlagsRemove;
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_cmdExec->run(_location._commands);
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doLocationEnterTransition();
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_cmdExec->run(_location._aCommands);
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_engineFlags &= ~kEngineChangeLocation;
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}
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// FIXME: Parallaction_br::parseLocation() is now a verbatim copy of the same routine from Parallaction_ns.
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void Parallaction_br::parseLocation(const char *filename) {
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debugC(1, kDebugParser, "parseLocation('%s')", filename);
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allocateLocationSlot(filename);
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Script *script = _disk->loadLocation(filename);
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_locationParser->parse(script);
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delete script;
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// this loads animation scripts
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AnimationList::iterator it = _location._animations.begin();
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for ( ; it != _location._animations.end(); it++) {
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if ((*it)->_scriptName) {
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loadProgram(*it, (*it)->_scriptName);
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}
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}
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debugC(1, kDebugParser, "parseLocation('%s') done", filename);
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return;
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}
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void Parallaction_br::loadProgram(AnimationPtr a, const char *filename) {
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debugC(1, kDebugParser, "loadProgram(Animation: %s, script: %s)", a->_name, filename);
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Script *script = _disk->loadScript(filename);
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ProgramPtr program(new Program);
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program->_anim = a;
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_programParser->parse(script, program);
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delete script;
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_location._programs.push_back(program);
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debugC(1, kDebugParser, "loadProgram() done");
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return;
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}
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void Parallaction_br::changeCharacter(const char *name) {
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const char *charName = _char.getName();
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if (scumm_stricmp(charName, name)) {
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freeCharacter();
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debugC(1, kDebugExec, "changeCharacter(%s)", name);
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_char.setName(name);
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_char._ani->gfxobj = _gfx->loadCharacterAnim(name);
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_char._talk = _disk->loadTalk(name);
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}
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_char._ani->_flags |= kFlagsActive;
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}
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} // namespace Parallaction
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