scummvm/engines/parallaction/location.cpp

552 lines
12 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/stdafx.h"
#include "common/system.h"
#include "parallaction/parallaction.h"
#include "parallaction/sound.h"
namespace Parallaction {
DECLARE_LOCATION_PARSER(invalid) {
error("unknown keyword '%s' in location '%s'", _tokens[0], _locParseCtxt.filename);
}
DECLARE_LOCATION_PARSER(endlocation) {
_locParseCtxt.end = true;
}
DECLARE_LOCATION_PARSER(location) {
// The parameter for location is 'location.mask'.
// If mask is not present, then it is assumed
// that path & mask are encoded in the background
// bitmap, otherwise a separate .msk file exists.
char *mask = strchr(_tokens[1], '.');
if (mask) {
mask[0] = '\0';
mask++;
}
strcpy(_location._name, _tokens[1]);
switchBackground(_location._name, mask);
if (_tokens[2][0] != '\0') {
_char._ani._left = atoi(_tokens[2]);
_char._ani._top = atoi(_tokens[3]);
}
if (_tokens[4][0] != '\0') {
_char._ani._frame = atoi(_tokens[4]);
}
}
DECLARE_LOCATION_PARSER(disk) {
_disk->selectArchive(_tokens[1]);
}
DECLARE_LOCATION_PARSER(nodes) {
parseWalkNodes(*_locParseCtxt.script, _location._walkNodes);
}
DECLARE_LOCATION_PARSER(zone) {
parseZone(*_locParseCtxt.script, _zones, _tokens[1]);
}
DECLARE_LOCATION_PARSER(animation) {
parseAnimation(*_locParseCtxt.script, _animations, _tokens[1]);
}
DECLARE_LOCATION_PARSER(localflags) {
int _si = 1; // _localFlagNames[0] = 'visited'
while (_tokens[_si][0] != '\0') {
_localFlagNames->addData(_tokens[_si]);
_si++;
}
}
DECLARE_LOCATION_PARSER(commands) {
parseCommands(*_locParseCtxt.script, _location._commands);
}
DECLARE_LOCATION_PARSER(acommands) {
parseCommands(*_locParseCtxt.script, _location._aCommands);
}
DECLARE_LOCATION_PARSER(flags) {
if ((_localFlags[_currentLocationIndex] & kFlagsVisited) == 0) {
// only for 1st visit
_localFlags[_currentLocationIndex] = 0;
int _si = 1;
do {
byte _al = _localFlagNames->lookup(_tokens[_si]);
_localFlags[_currentLocationIndex] |= 1 << (_al - 1);
_si++;
if (scumm_stricmp(_tokens[_si], "|")) break;
_si++;
} while (true);
}
}
DECLARE_LOCATION_PARSER(comment) {
_location._comment = parseComment(*_locParseCtxt.script);
}
DECLARE_LOCATION_PARSER(endcomment) {
_location._endComment = parseComment(*_locParseCtxt.script);
}
DECLARE_LOCATION_PARSER(sound) {
if (getPlatform() == Common::kPlatformAmiga) {
strcpy(_locationSound, _tokens[1]);
_hasLocationSound = true;
}
}
DECLARE_LOCATION_PARSER(music) {
if (getPlatform() == Common::kPlatformAmiga)
_soundMan->setMusicFile(_tokens[1]);
}
void Parallaction::parseLocation(const char *filename) {
debugC(1, kDebugLocation, "parseLocation('%s')", filename);
_gfx->setFont(_labelFont);
Script *script = _disk->loadLocation(filename);
_hasLocationSound = false;
// 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], filename)) {
_currentLocationIndex = _di;
}
_di++;
}
if (_currentLocationIndex == -1) {
strcpy(_locationNames[_numLocations], filename);
_currentLocationIndex = _numLocations;
_numLocations++;
_locationNames[_numLocations][0] = '\0';
_localFlags[_numLocations] = 0;
} else {
_localFlags[_currentLocationIndex] |= kFlagsVisited; // 'visited'
}
_locParseCtxt.end = false;;
_locParseCtxt.script = script;
_locParseCtxt.filename = filename;
fillBuffers(*script, true);
int index;
while (true) {
index = _locationStmt->lookup(_tokens[0]);
(this->*_locationParsers[index])();
if (_locParseCtxt.end)
break;
fillBuffers(*script, true);
}
resolveLocationForwards();
delete script;
return;
}
void Parallaction::resolveLocationForwards() {
for (uint16 _si = 0; _forwardedCommands[_si]; _si++) {
_forwardedCommands[_si]->u._animation = findAnimation(_forwardedAnimationNames[_si]);
_forwardedCommands[_si] = NULL;
}
_numForwards = 0;
return;
}
void Parallaction::freeLocation() {
debugC(7, kDebugLocation, "freeLocation");
_soundMan->stopSfx(0);
_soundMan->stopSfx(1);
_soundMan->stopSfx(2);
_soundMan->stopSfx(3);
if (_localFlagNames)
delete _localFlagNames;
// HACK: prevents leakage. A routine like this
// should allocate memory at all, though.
if ((_engineFlags & kEngineQuit) == 0) {
_localFlagNames = new Table(120);
_localFlagNames->addData("visited");
}
_location._walkNodes.clear();
freeZones();
freeAnimations();
if (_location._comment) {
free(_location._comment);
}
_location._comment = NULL;
_location._commands.clear();
_location._aCommands.clear();
return;
}
void Parallaction::parseWalkNodes(Script& script, WalkNodeList &list) {
fillBuffers(script, true);
while (scumm_stricmp(_tokens[0], "ENDNODES")) {
if (!scumm_stricmp(_tokens[0], "COORD")) {
WalkNode *v4 = new WalkNode(
atoi(_tokens[1]) - _char._ani.width()/2,
atoi(_tokens[2]) - _char._ani.height()
);
list.push_front(v4);
}
fillBuffers(script, true);
}
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;
}
void Parallaction::switchBackground(const char* background, const char* mask) {
// printf("switchBackground(%s)", name);
Palette pal;
uint16 v2 = 0;
if (!scumm_stricmp(background, "final")) {
_gfx->clearScreen(Gfx::kBitBack);
for (uint16 _si = 0; _si <= 32; _si++) {
pal.setEntry(_si, v2, v2, v2);
v2 += 4;
}
g_system->delayMillis(20);
_gfx->setPalette(pal);
_gfx->updateScreen();
}
setBackground(background, mask, mask);
return;
}
extern Zone *_hoverZone;
extern Job *_jDrawLabel;
extern Job *_jEraseLabel;
void Parallaction::showSlide(const char *name) {
BackgroundInfo info;
_disk->loadSlide(info, name);
// TODO: avoid using screen buffers for displaying slides. Using a generic buffer
// allows for positioning of graphics as needed by Big Red Adventure.
// The main problem lies with menu, which relies on multiple buffers, mainly because
// it is crappy code.
_gfx->setBackground(&info.bg);
_gfx->setPalette(info.palette);
_gfx->copyScreen(Gfx::kBitBack, Gfx::kBitFront);
info.bg.free();
info.mask.free();
info.path.free();
return;
}
/*
changeLocation handles transitions between locations, and is able to display slides
between one and the other. The input parameter 'location' exists in some flavours:
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 Parallaction::changeLocation(char *location) {
debugC(1, kDebugLocation, "changeLocation(%s)", location);
_soundMan->playLocationMusic(location);
// WORKAROUND: this if-statement has been added to avoid crashes caused by
// execution of label jobs after a location switch. The other workaround in
// Parallaction::runGame should have been rendered useless by this one.
if (_jDrawLabel != NULL) {
removeJob(_jDrawLabel);
removeJob(_jEraseLabel);
_jDrawLabel = NULL;
_jEraseLabel = NULL;
}
_hoverZone = NULL;
if (_engineFlags & kEngineBlockInput) {
changeCursor( kCursorArrow );
}
_animations.remove(&_char._ani);
freeLocation();
char buf[100];
strcpy(buf, location);
Common::StringList list;
char *tok = strtok(location, ".");
while (tok) {
list.push_back(tok);
tok = strtok(NULL, ".");
}
if (list.size() < 1 || list.size() > 4)
error("changeLocation: ill-formed location string '%s'", location);
if (list.size() > 1) {
if (list[1] == "slide") {
showSlide(list[0].c_str());
_gfx->setFont(_menuFont);
_gfx->displayCenteredString(14, _slideText[0]); // displays text on screen
_gfx->updateScreen();
waitUntilLeftClick();
list.remove_at(0); // removes slide name
list.remove_at(0); // removes 'slide'
}
// list is now only [L].{[C]} (see above comment)
if (list.size() == 2) {
changeCharacter(list[1].c_str());
strcpy(_characterName, list[1].c_str());
}
}
_animations.push_front(&_char._ani);
strcpy(_saveData1, list[0].c_str());
parseLocation(list[0].c_str());
_char._ani._oldPos.x = -1000;
_char._ani._oldPos.y = -1000;
_char._ani.field_50 = 0;
if (_location._startPosition.x != -1000) {
_char._ani._left = _location._startPosition.x;
_char._ani._top = _location._startPosition.y;
_char._ani._frame = _location._startFrame;
_location._startPosition.y = -1000;
_location._startPosition.x = -1000;
}
_gfx->copyScreen(Gfx::kBitBack, Gfx::kBitFront);
_gfx->copyScreen(Gfx::kBitBack, Gfx::kBit2);
_gfx->setBlackPalette();
_gfx->updateScreen();
if (_location._commands.size() > 0) {
runCommands(_location._commands);
runJobs();
_gfx->swapBuffers();
runJobs();
_gfx->swapBuffers();
}
if (_location._comment) {
doLocationEnterTransition();
}
runJobs();
_gfx->swapBuffers();
_gfx->setPalette(_gfx->_palette);
if (_location._aCommands.size() > 0) {
runCommands(_location._aCommands);
}
if (_hasLocationSound)
_soundMan->playSfx(_locationSound, 0, true);
debugC(1, kDebugLocation, "changeLocation() done");
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(1, kDebugLocation, "doLocationEnterTransition");
if (_localFlags[_currentLocationIndex] & kFlagsVisited) {
debugC(3, kDebugLocation, "skipping location transition");
return; // visited
}
Palette pal(_gfx->_palette);
pal.makeGrayscale();
_gfx->setPalette(pal);
jobRunScripts(NULL, NULL);
jobEraseAnimations(NULL, NULL);
jobDisplayAnimations(NULL, NULL);
_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();
}
debugC(1, kDebugLocation, "doLocationEnterTransition completed");
return;
}
} // namespace Parallaction