mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-20 16:59:06 +00:00
8245aa42b5
svn-id: r33298
692 lines
15 KiB
C++
692 lines
15 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/config-manager.h"
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#include "common/events.h"
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#include "common/file.h"
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#include "common/util.h"
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#include "sound/mididrv.h"
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#include "sound/mixer.h"
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#include "parallaction/input.h"
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#include "parallaction/parallaction.h"
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#include "parallaction/debug.h"
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#include "parallaction/sound.h"
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namespace Parallaction {
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// FIXME: remove this
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Parallaction *_vm = NULL;
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// public stuff
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char _saveData1[30] = { '\0' };
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uint16 _language = 0;
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uint32 _engineFlags = 0;
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uint16 _score = 1;
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char _password[8];
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uint32 _commandFlags = 0;
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// private stuff
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Parallaction::Parallaction(OSystem *syst, const PARALLACTIONGameDescription *gameDesc) :
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Engine(syst), _gameDescription(gameDesc), _char(this) {
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// FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what
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// needs fixing, or remove it!
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// FIXME
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_vm = this;
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Common::File::addDefaultDirectory( _gameDataPath );
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Common::addSpecialDebugLevel(kDebugDialogue, "dialogue", "Dialogues debug level");
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Common::addSpecialDebugLevel(kDebugParser, "parser", "Parser debug level");
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Common::addSpecialDebugLevel(kDebugDisk, "disk", "Disk debug level");
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Common::addSpecialDebugLevel(kDebugWalk, "walk", "Walk debug level");
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Common::addSpecialDebugLevel(kDebugGraphics, "gfx", "Gfx debug level");
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Common::addSpecialDebugLevel(kDebugExec, "exec", "Execution debug level");
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Common::addSpecialDebugLevel(kDebugInput, "input", "Input debug level");
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Common::addSpecialDebugLevel(kDebugAudio, "audio", "Audio debug level");
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Common::addSpecialDebugLevel(kDebugMenu, "menu", "Menu debug level");
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Common::addSpecialDebugLevel(kDebugInventory, "inventory", "Inventory debug level");
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syst->getEventManager()->registerRandomSource(_rnd, "parallaction");
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}
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Parallaction::~Parallaction() {
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delete _debugger;
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delete _globalTable;
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delete _callableNames;
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delete _cmdExec;
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delete _programExec;
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_gfx->clearGfxObjects(kGfxObjCharacter | kGfxObjNormal);
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hideDialogueStuff();
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delete _balloonMan;
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freeLocation();
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freeCharacter();
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destroyInventory();
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cleanupGui();
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delete _localFlagNames;
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delete _gfx;
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delete _soundMan;
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delete _disk;
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delete _input;
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}
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int Parallaction::init() {
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_engineFlags = 0;
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_objectsNames = NULL;
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_globalTable = NULL;
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_location._hasSound = false;
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_baseTime = 0;
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_numLocations = 0;
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_location._startPosition.x = -1000;
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_location._startPosition.y = -1000;
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_location._startFrame = 0;
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_location._comment = NULL;
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_location._endComment = NULL;
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_pathBuffer = 0;
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_screenSize = _screenWidth * _screenHeight;
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strcpy(_characterName1, "null");
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memset(_locationNames, 0, NUM_LOCATIONS * 32);
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initInventory(); // needs to be pushed into subclass
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_input = new Input(this);
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_gfx = new Gfx(this);
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_debugger = new Debugger(this);
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_menuHelper = 0;
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setupBalloonManager();
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return 0;
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}
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void Parallaction::clearSet(OpcodeSet &opcodes) {
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for (Common::Array<const Opcode*>::iterator i = opcodes.begin(); i != opcodes.end(); ++i)
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delete *i;
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opcodes.clear();
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}
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void Parallaction::updateView() {
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if ((_engineFlags & kEnginePauseJobs) && (_input->_inputMode != Input::kInputModeInventory)) {
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return;
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}
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_gfx->animatePalette();
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_gfx->updateScreen();
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g_system->delayMillis(30);
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}
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void Parallaction::hideDialogueStuff() {
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_gfx->freeItems();
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_balloonMan->freeBalloons();
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}
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void Parallaction::freeCharacter() {
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debugC(1, kDebugExec, "freeCharacter()");
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delete _objectsNames;
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_objectsNames = 0;
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_gfx->clearGfxObjects(kGfxObjCharacter);
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_char.free();
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return;
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}
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void Parallaction::pauseJobs() {
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debugC(9, kDebugExec, "pausing jobs execution");
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_engineFlags |= kEnginePauseJobs;
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return;
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}
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void Parallaction::resumeJobs() {
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debugC(9, kDebugExec, "resuming jobs execution");
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_engineFlags &= ~kEnginePauseJobs;
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return;
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}
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AnimationPtr Parallaction::findAnimation(const char *name) {
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for (AnimationList::iterator it = _location._animations.begin(); it != _location._animations.end(); it++)
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if (!scumm_stricmp((*it)->_name, name)) return *it;
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return nullAnimationPtr;
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}
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void Parallaction::freeAnimations() {
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for (AnimationList::iterator it = _location._animations.begin(); it != _location._animations.end(); it++) {
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(*it)->_commands.clear(); // See comment for freeZones(), about circular references.
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}
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_location._animations.clear();
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return;
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}
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void Parallaction::allocateLocationSlot(const char *name) {
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// WORKAROUND: the original code erroneously incremented
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// _currentLocationIndex, thus producing inconsistent
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// savegames. This workaround modified the following loop
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// and if-statement, so the code exactly matches the one
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// in Big Red Adventure.
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_currentLocationIndex = -1;
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uint16 _di = 0;
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while (_locationNames[_di][0] != '\0') {
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if (!scumm_stricmp(_locationNames[_di], name)) {
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_currentLocationIndex = _di;
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}
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_di++;
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}
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if (_di == 120)
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error("No more location slots available. Please report this immediately to ScummVM team.");
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if (_currentLocationIndex == -1) {
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strcpy(_locationNames[_numLocations], name);
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_currentLocationIndex = _numLocations;
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_numLocations++;
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_locationNames[_numLocations][0] = '\0';
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_localFlags[_numLocations] = 0;
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} else {
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setLocationFlags(kFlagsVisited); // 'visited'
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}
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}
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void Parallaction::freeLocation() {
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debugC(2, kDebugExec, "freeLocation");
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_soundMan->stopSfx(0);
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_soundMan->stopSfx(1);
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_soundMan->stopSfx(2);
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_soundMan->stopSfx(3);
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_localFlagNames->clear();
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_location._walkPoints.clear();
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_gfx->clearGfxObjects(kGfxObjNormal);
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freeBackground();
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_location._programs.clear();
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freeZones();
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freeAnimations();
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free(_location._comment);
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_location._comment = 0;
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_location._commands.clear();
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_location._aCommands.clear();
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return;
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}
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void Parallaction::freeBackground() {
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_gfx->freeBackground();
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_pathBuffer = 0;
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}
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void Parallaction::setBackground(const char* name, const char* mask, const char* path) {
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_gfx->setBackground(kBackgroundLocation, name, mask, path);
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_pathBuffer = &_gfx->_backgroundInfo.path;
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return;
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}
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void Parallaction::showLocationComment(const char *text, bool end) {
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_balloonMan->setLocationBalloon(const_cast<char*>(text), end);
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}
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void Parallaction::processInput(InputData *data) {
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if (!data) {
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return;
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}
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switch (data->_event) {
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case kEvSaveGame:
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_input->stopHovering();
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saveGame();
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setArrowCursor();
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break;
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case kEvLoadGame:
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_input->stopHovering();
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loadGame();
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setArrowCursor();
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break;
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}
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return;
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}
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void Parallaction::runGame() {
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InputData *data = _input->updateInput();
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if (_engineFlags & kEngineQuit)
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return;
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runGuiFrame();
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runDialogueFrame();
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runCommentFrame();
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if (_input->_inputMode == Input::kInputModeGame) {
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processInput(data);
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runPendingZones();
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if (_engineFlags & kEngineQuit)
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return;
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if (_engineFlags & kEngineChangeLocation) {
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changeLocation(_location._name);
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}
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}
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_gfx->beginFrame();
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if (_input->_inputMode == Input::kInputModeGame) {
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_programExec->runScripts(_location._programs.begin(), _location._programs.end());
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_char._ani->_z = _char._ani->height() + _char._ani->_top;
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if (_char._ani->gfxobj) {
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_char._ani->gfxobj->z = _char._ani->_z;
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}
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walk(_char);
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drawAnimations();
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}
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// change this to endFrame?
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updateView();
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}
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// displays transition before a new location
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//
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// clears screen (in white??)
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// shows location comment (if any)
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// waits for mouse click
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// fades towards game palette
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//
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void Parallaction::doLocationEnterTransition() {
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debugC(2, kDebugExec, "doLocationEnterTransition");
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if (!_location._comment) {
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return;
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}
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if (getLocationFlags() & kFlagsVisited) {
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debugC(2, kDebugExec, "skipping location transition");
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return; // visited
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}
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Palette pal(_gfx->_palette);
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pal.makeGrayscale();
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_gfx->setPalette(pal);
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_programExec->runScripts(_location._programs.begin(), _location._programs.end());
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drawAnimations();
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showLocationComment(_location._comment, false);
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_gfx->updateScreen();
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_input->waitForButtonEvent(kMouseLeftUp);
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_balloonMan->freeBalloons();
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// fades maximum intensity palette towards approximation of main palette
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for (uint16 _si = 0; _si<6; _si++) {
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pal.fadeTo(_gfx->_palette, 4);
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_gfx->setPalette(pal);
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_gfx->updateScreen();
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g_system->delayMillis(20);
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}
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_gfx->setPalette(_gfx->_palette);
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debugC(2, kDebugExec, "doLocationEnterTransition completed");
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return;
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}
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void Parallaction::setLocationFlags(uint32 flags) {
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_localFlags[_currentLocationIndex] |= flags;
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}
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void Parallaction::clearLocationFlags(uint32 flags) {
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_localFlags[_currentLocationIndex] &= ~flags;
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}
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void Parallaction::toggleLocationFlags(uint32 flags) {
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_localFlags[_currentLocationIndex] ^= flags;
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}
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uint32 Parallaction::getLocationFlags() {
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return _localFlags[_currentLocationIndex];
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}
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ZonePtr Parallaction::findZone(const char *name) {
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for (ZoneList::iterator it = _location._zones.begin(); it != _location._zones.end(); it++) {
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if (!scumm_stricmp((*it)->_name, name)) return *it;
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}
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return findAnimation(name);
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}
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void Parallaction::freeZones() {
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debugC(2, kDebugExec, "freeZones: kEngineQuit = %i", _engineFlags & kEngineQuit);
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ZoneList::iterator it = _location._zones.begin();
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while ( it != _location._zones.end() ) {
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// NOTE : this condition has been relaxed compared to the original, to allow the engine
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// to retain special - needed - zones that were lost across location switches.
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ZonePtr z = *it;
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if (((z->_top == -1) || (z->_left == -2)) && ((_engineFlags & kEngineQuit) == 0)) {
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debugC(2, kDebugExec, "freeZones preserving zone '%s'", z->_name);
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it++;
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} else {
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(*it)->_commands.clear(); // Since commands may reference zones, and both commands and zones are kept stored into
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// SharedPtr's, we need to kill commands explicitly to destroy any potential circular
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// reference.
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it = _location._zones.erase(it);
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}
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}
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return;
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}
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enum {
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WALK_LEFT = 0,
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WALK_RIGHT = 1,
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WALK_DOWN = 2,
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WALK_UP = 3
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};
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struct WalkFrames {
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int16 stillFrame[4];
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int16 firstWalkFrame[4];
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int16 numWalkFrames[4];
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int16 frameRepeat[4];
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};
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WalkFrames _char20WalkFrames = {
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{ 0, 7, 14, 17 },
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{ 1, 8, 15, 18 },
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{ 6, 6, 2, 2 },
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{ 2, 2, 4, 4 }
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};
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WalkFrames _char24WalkFrames = {
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{ 0, 9, 18, 21 },
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{ 1, 10, 19, 22 },
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{ 8, 8, 2, 2 },
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{ 2, 2, 4, 4 }
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};
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const char Character::_prefixMini[] = "mini";
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const char Character::_suffixTras[] = "tras";
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const char Character::_empty[] = "\0";
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Character::Character(Parallaction *vm) : _vm(vm), _ani(new Animation) {
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_talk = NULL;
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_head = NULL;
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_objs = NULL;
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_direction = WALK_DOWN;
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_step = 0;
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_dummy = false;
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_ani->_left = 150;
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_ani->_top = 100;
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_ani->_z = 10;
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_ani->_oldPos.x = -1000;
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_ani->_oldPos.y = -1000;
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_ani->_frame = 0;
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_ani->_flags = kFlagsActive | kFlagsNoName;
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_ani->_type = kZoneYou;
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strncpy(_ani->_name, "yourself", ZONENAME_LENGTH);
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// TODO: move creation into Parallaction. Needs to make Character a pointer first.
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if (_vm->getGameType() == GType_Nippon)
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_builder = new PathBuilder_NS(this);
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else
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_builder = new PathBuilder_BR(this);
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}
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Character::~Character() {
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delete _builder;
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_builder = 0;
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free();
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}
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void Character::getFoot(Common::Point &foot) {
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Common::Rect rect;
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_ani->gfxobj->getRect(_ani->_frame, rect);
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foot.x = _ani->_left + (rect.left + rect.width() / 2);
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foot.y = _ani->_top + (rect.top + rect.height());
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}
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void Character::setFoot(const Common::Point &foot) {
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Common::Rect rect;
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_ani->gfxobj->getRect(_ani->_frame, rect);
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_ani->_left = foot.x - (rect.left + rect.width() / 2);
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_ani->_top = foot.y - (rect.top + rect.height());
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}
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#if 0
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void dumpPath(const PointList &list, const char* text) {
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for (PointList::iterator it = list.begin(); it != list.end(); it++)
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printf("node (%i, %i)\n", it->x, it->y);
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return;
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}
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#endif
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void Character::scheduleWalk(int16 x, int16 y) {
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if ((_ani->_flags & kFlagsRemove) || (_ani->_flags & kFlagsActive) == 0) {
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return;
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}
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_builder->buildPath(x, y);
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#if 0
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dumpPath(_walkPath, _name);
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#endif
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if (_vm->getGameType() == GType_Nippon) {
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_engineFlags |= kEngineWalking;
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} else {
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// BRA can't walk yet!
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_walkPath.clear();
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}
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}
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void Character::free() {
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delete _talk;
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delete _head;
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delete _objs;
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delete _ani->gfxobj;
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_talk = NULL;
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_head = NULL;
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_objs = NULL;
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_ani->gfxobj = NULL;
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return;
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|
}
|
|
|
|
|
|
// Various ways of detecting character modes used to exist
|
|
// inside the engine, so they have been unified in the two
|
|
// following macros.
|
|
// Mini characters are those used in far away shots, like
|
|
// the highway scenery, while Dummy characters are a mere
|
|
// workaround to keep the engine happy when showing slides.
|
|
// As a sidenote, standard sized characters' names start
|
|
// with a lowercase 'd'.
|
|
#define IS_MINI_CHARACTER(s) (((s)[0] == 'm'))
|
|
#define IS_DUMMY_CHARACTER(s) (((s)[0] == 'D'))
|
|
|
|
void Character::setName(const char *name) {
|
|
const char *begin = name;
|
|
const char *end = begin + strlen(name);
|
|
|
|
_prefix = _empty;
|
|
_suffix = _empty;
|
|
|
|
_dummy = IS_DUMMY_CHARACTER(name);
|
|
|
|
if (!_dummy) {
|
|
if (!strstr(name, "donna")) {
|
|
_engineFlags &= ~kEngineTransformedDonna;
|
|
} else
|
|
if (_engineFlags & kEngineTransformedDonna) {
|
|
_suffix = _suffixTras;
|
|
} else {
|
|
const char *s = strstr(name, "tras");
|
|
if (s) {
|
|
_engineFlags |= kEngineTransformedDonna;
|
|
_suffix = _suffixTras;
|
|
end = s;
|
|
}
|
|
}
|
|
if (IS_MINI_CHARACTER(name)) {
|
|
_prefix = _prefixMini;
|
|
begin = name+4;
|
|
}
|
|
}
|
|
|
|
memset(_baseName, 0, 30);
|
|
strncpy(_baseName, begin, end - begin);
|
|
sprintf(_name, "%s%s", _prefix, _baseName);
|
|
sprintf(_fullName, "%s%s%s", _prefix, _baseName, _suffix);
|
|
}
|
|
|
|
const char *Character::getName() const {
|
|
return _name;
|
|
}
|
|
|
|
const char *Character::getBaseName() const {
|
|
return _baseName;
|
|
}
|
|
|
|
const char *Character::getFullName() const {
|
|
return _fullName;
|
|
}
|
|
|
|
bool Character::dummy() const {
|
|
return _dummy;
|
|
}
|
|
|
|
void Parallaction::beep() {
|
|
_soundMan->playSfx("beep", 3, false);
|
|
}
|
|
|
|
void Parallaction::scheduleLocationSwitch(const char *location) {
|
|
debugC(9, kDebugExec, "scheduleLocationSwitch(%s)\n", location);
|
|
strcpy(_location._name, location);
|
|
_engineFlags |= kEngineChangeLocation;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void Character::updateDirection(const Common::Point& pos, const Common::Point& to) {
|
|
|
|
Common::Point dist(to.x - pos.x, to.y - pos.y);
|
|
WalkFrames *frames = (_ani->getFrameNum() == 20) ? &_char20WalkFrames : &_char24WalkFrames;
|
|
|
|
_step++;
|
|
|
|
if (dist.x == 0 && dist.y == 0) {
|
|
_ani->_frame = frames->stillFrame[_direction];
|
|
return;
|
|
}
|
|
|
|
if (dist.x < 0)
|
|
dist.x = -dist.x;
|
|
if (dist.y < 0)
|
|
dist.y = -dist.y;
|
|
|
|
_direction = (dist.x > dist.y) ? ((to.x > pos.x) ? WALK_LEFT : WALK_RIGHT) : ((to.y > pos.y) ? WALK_DOWN : WALK_UP);
|
|
_ani->_frame = frames->firstWalkFrame[_direction] + (_step / frames->frameRepeat[_direction]) % frames->numWalkFrames[_direction];
|
|
}
|
|
|
|
|
|
} // namespace Parallaction
|