scummvm/engines/parallaction/parallaction_ns.cpp
Nicola Mettifogo db88c544b7 Fixed assorted leaks in Parallaction.
svn-id: r35270
2008-12-07 12:41:50 +00:00

477 lines
11 KiB
C++

/* 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/system.h"
#include "common/config-manager.h"
#include "parallaction/parallaction.h"
#include "parallaction/input.h"
#include "parallaction/saveload.h"
#include "parallaction/sound.h"
namespace Parallaction {
class LocationName {
Common::String _slide;
Common::String _character;
Common::String _location;
bool _hasCharacter;
bool _hasSlide;
char *_buf;
public:
LocationName() {
_buf = 0;
_hasSlide = false;
_hasCharacter = false;
}
~LocationName() {
free(_buf);
}
void bind(const char*);
const char *location() const {
return _location.c_str();
}
bool hasCharacter() const {
return _hasCharacter;
}
const char *character() const {
return _character.c_str();
}
bool hasSlide() const {
return _hasSlide;
}
const char *slide() const {
return _slide.c_str();
}
const char *c_str() const {
return _buf;
}
};
/*
bind accept the following input formats:
1 - [S].slide.[L]{.[C]}
2 - [L]{.[C]}
where:
[S] is the slide to be shown
[L] is the location to switch to (immediately in case 2, or right after slide [S] in case 1)
[C] is the character to be selected, and is optional
The routine tells one form from the other by searching for the '.slide.'
NOTE: there exists one script in which [L] is not used in the case 1, but its use
is commented out, and would definitely crash the current implementation.
*/
void LocationName::bind(const char *s) {
free(_buf);
_buf = strdup(s);
_hasSlide = false;
_hasCharacter = false;
Common::StringList list;
char *tok = strtok(_buf, ".");
while (tok) {
list.push_back(tok);
tok = strtok(NULL, ".");
}
if (list.size() < 1 || list.size() > 4)
error("changeLocation: ill-formed location name '%s'", s);
if (list.size() > 1) {
if (list[1] == "slide") {
_hasSlide = true;
_slide = list[0];
list.remove_at(0); // removes slide name
list.remove_at(0); // removes 'slide'
}
if (list.size() == 2) {
_hasCharacter = true;
_character = list[1];
}
}
_location = list[0];
strcpy(_buf, s); // kept as reference
}
Parallaction_ns::Parallaction_ns(OSystem* syst, const PARALLACTIONGameDescription *gameDesc) : Parallaction(syst, gameDesc),
_locationParser(0), _programParser(0) {
}
Common::Error Parallaction_ns::init() {
_screenWidth = 320;
_screenHeight = 200;
if (getPlatform() == Common::kPlatformPC) {
_disk = new DosDisk_ns(this);
} else {
if (getFeatures() & GF_DEMO) {
strcpy(_location._name, "fognedemo");
}
_disk = new AmigaDisk_ns(this);
}
_disk->init();
if (getPlatform() == Common::kPlatformPC) {
int midiDriver = MidiDriver::detectMusicDriver(MDT_MIDI | MDT_ADLIB | MDT_PREFER_MIDI);
MidiDriver *driver = MidiDriver::createMidi(midiDriver);
_soundMan = new DosSoundMan(this, driver);
_soundMan->setMusicVolume(ConfMan.getInt("music_volume"));
} else {
_soundMan = new AmigaSoundMan(this);
}
initResources();
initFonts();
_locationParser = new LocationParser_ns(this);
_locationParser->init();
_programParser = new ProgramParser_ns(this);
_programParser->init();
_cmdExec = new CommandExec_ns(this);
_cmdExec->init();
_programExec = new ProgramExec_ns(this);
_programExec->init();
_introSarcData1 = 0;
_introSarcData2 = 1;
_introSarcData3 = 200;
num_foglie = 0;
_intro = false;
_inTestResult = false;
_location._animations.push_front(_char._ani);
_saveLoad = new SaveLoad_ns(this, _saveFileMan);
Parallaction::init();
return Common::kNoError;
}
Parallaction_ns::~Parallaction_ns() {
freeFonts();
delete _locationParser;
delete _programParser;
freeLocation(true);
_location._animations.remove(_char._ani);
}
void Parallaction_ns::freeFonts() {
delete _dialogueFont;
delete _labelFont;
delete _menuFont;
delete _introFont;
_menuFont = 0;
_dialogueFont = 0;
_labelFont = 0;
_introFont = 0;
}
void Parallaction_ns::callFunction(uint index, void* parm) {
assert(index < 25); // magic value 25 is maximum # of callables for Nippon Safes
(this->*_callables[index])(parm);
}
Common::Error Parallaction_ns::go() {
_saveLoad->renameOldSavefiles();
_globalFlagsNames = _disk->loadTable("global");
startGui();
while (!shouldQuit()) {
runGame();
}
return Common::kNoError;
}
void Parallaction_ns::switchBackground(const char* background, const char* mask) {
// printf("switchBackground(%s)", name);
Palette pal;
uint16 v2 = 0;
if (!scumm_stricmp(background, "final")) {
_gfx->clearScreen();
for (uint16 _si = 0; _si < 32; _si++) {
pal.setEntry(_si, v2, v2, v2);
v2 += 4;
}
_vm->_system->delayMillis(20);
_gfx->setPalette(pal);
_gfx->updateScreen();
}
setBackground(background, mask, mask);
return;
}
void Parallaction_ns::runPendingZones() {
if (_activeZone) {
ZonePtr z = _activeZone; // speak Zone or sound
_activeZone = nullZonePtr;
runZone(z);
}
}
// changeLocation handles transitions between locations, and is able to display slides
// between one and the other.
//
void Parallaction_ns::changeLocation(char *location) {
debugC(1, kDebugExec, "changeLocation(%s)", location);
MouseTriState oldMouseState = _input->getMouseState();
_input->setMouseState(MOUSE_DISABLED);
_soundMan->playLocationMusic(location);
_input->stopHovering();
_gfx->freeLabels();
_zoneTrap = nullZonePtr;
_input->setArrowCursor();
_gfx->showGfxObj(_char._ani->gfxobj, false);
LocationName locname;
locname.bind(location);
bool fullCleanup = false;
if (locname.hasCharacter()) {
CharacterName newName(locname.character());
fullCleanup = (strcmp(newName.getBaseName(), _char.getBaseName()));
}
if (fullCleanup) {
cleanupGame();
} else {
freeLocation(false);
}
if (locname.hasSlide()) {
showSlide(locname.slide());
uint id = _gfx->createLabel(_menuFont, _location._slideText[0], 1);
_gfx->showLabel(id, CENTER_LABEL_HORIZONTAL, 14);
_gfx->updateScreen();
_input->waitForButtonEvent(kMouseLeftUp);
_gfx->freeLabels();
freeBackground();
}
if (locname.hasCharacter()) {
changeCharacter(locname.character());
}
_gfx->showGfxObj(_char._ani->gfxobj, true);
strcpy(_saveData1, locname.location());
parseLocation(_saveData1);
if (_location._startPosition.x != -1000) {
_char._ani->setX(_location._startPosition.x);
_char._ani->setY(_location._startPosition.y);
_char._ani->setF(_location._startFrame);
_location._startPosition.y = -1000;
_location._startPosition.x = -1000;
}
_gfx->setBlackPalette();
_gfx->updateScreen();
// BUG #1837503: kEngineChangeLocation flag must be cleared *before* commands
// and acommands are executed, so that it can be set again if needed.
_engineFlags &= ~kEngineChangeLocation;
_cmdExec->run(_location._commands);
doLocationEnterTransition();
_cmdExec->run(_location._aCommands);
if (_location._hasSound)
_soundMan->playSfx(_location._soundFile, 0, true);
if (!_intro) {
_input->setMouseState(oldMouseState);
}
debugC(1, kDebugExec, "changeLocation() done");
}
void Parallaction_ns::parseLocation(const char *filename) {
debugC(1, kDebugParser, "parseLocation('%s')", filename);
allocateLocationSlot(filename);
Script *script = _disk->loadLocation(filename);
// TODO: the following two lines are specific to Nippon Safes
// and should be moved into something like 'initializeParsing()'
_vm->_location._hasSound = false;
_locationParser->parse(script);
delete script;
// this loads animation scripts
AnimationList::iterator it = _vm->_location._animations.begin();
for ( ; it != _vm->_location._animations.end(); it++) {
if ((*it)->_scriptName) {
loadProgram(*it, (*it)->_scriptName);
}
}
debugC(1, kDebugParser, "parseLocation('%s') done", filename);
return;
}
void Parallaction_ns::changeCharacter(const char *name) {
debugC(1, kDebugExec, "changeCharacter(%s)", name);
_char.setName(name);
if (!scumm_stricmp(_char.getFullName(), _characterName1)) {
debugC(3, kDebugExec, "changeCharacter: nothing done");
return;
}
// freeCharacter takes responsibility for checking
// character for sanity before memory is freed
freeCharacter();
_char._ani->gfxobj = _gfx->loadAnim(_char.getFullName());
_char._ani->gfxobj->setFlags(kGfxObjCharacter);
_char._ani->gfxobj->clearFlags(kGfxObjNormal);
if (!_char.dummy()) {
_char._head = _disk->loadHead(_char.getBaseName());
_char._talk = _disk->loadTalk(_char.getBaseName());
_char._objs = _disk->loadObjects(_char.getBaseName());
_objectsNames = _disk->loadTable(_char.getBaseName());
_soundMan->playCharacterMusic(_char.getBaseName());
// The original engine used to reload 'common' only on loadgames. We are reloading here since 'common'
// contains character specific stuff. This causes crashes like bug #1816899, because parseLocation tries
// to reload scripts but the data archive selected is occasionally wrong. This has been solved by having
// parseLocation only load scripts when they aren't already loaded - which it should have done since the
// beginning nevertheless.
if (!(getFeatures() & GF_DEMO))
parseLocation("common");
}
strcpy(_characterName1, _char.getFullName());
debugC(3, kDebugExec, "changeCharacter: switch completed");
return;
}
void Parallaction_ns::freeLocation(bool removeAll) {
debugC(2, kDebugExec, "freeLocation");
_soundMan->stopSfx(0);
_soundMan->stopSfx(1);
_soundMan->stopSfx(2);
_soundMan->stopSfx(3);
_localFlagNames->clear();
_gfx->clearGfxObjects(kGfxObjNormal);
_location._animations.remove(_char._ani);
_location.cleanup(removeAll);
_location._animations.push_front(_char._ani);
}
void Parallaction_ns::cleanupGame() {
_soundMan->stopMusic();
_inTestResult = false;
_engineFlags &= ~kEngineTransformedDonna;
_numLocations = 0;
_globalFlags = 0;
memset(_localFlags, 0, sizeof(_localFlags));
memset(_locationNames, 0, sizeof(_locationNames));
freeLocation(true);
_score = 0;
_introSarcData3 = 200;
_introSarcData2 = 1;
}
} // namespace Parallaction