mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 14:18:37 +00:00
20c2bba084
svn-id: r26340
996 lines
21 KiB
C++
996 lines
21 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2006 The ScummVM project
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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/stdafx.h"
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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/parallaction.h"
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#include "parallaction/menu.h"
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#include "parallaction/parser.h"
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#include "parallaction/disk.h"
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#include "parallaction/music.h"
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#include "parallaction/inventory.h"
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#include "parallaction/graphics.h"
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#include "parallaction/walk.h"
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#include "parallaction/zone.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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uint16 _mouseButtons = 0;
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char _saveData1[30] = { '\0' };
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uint16 _language = 0;
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char _slideText[2][40];
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uint32 _engineFlags = 0;
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Zone *_activeZone = NULL;
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uint16 _score = 1;
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uint32 _localFlags[120] = { 0 };
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Command * _forwardedCommands[20] = {
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL
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};
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char _forwardedAnimationNames[20][20];
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uint16 _numForwards = 0;
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char _soundFile[20];
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byte _mouseHidden = 0;
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uint32 _commandFlags = 0;
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uint16 _introSarcData3 = 200;
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uint16 _introSarcData2 = 1;
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// private stuff
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static Job *_jDrawInventory = NULL;
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Job *_jDrawLabel = NULL;
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Job *_jEraseLabel = NULL;
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Zone *_hoverZone = NULL;
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static Job *_jRunScripts = NULL;
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Parallaction::Parallaction(OSystem *syst) :
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Engine(syst) {
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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(kDebugLocation, "location", "Location 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(kDebugJobs, "jobs", "Jobs debug level");
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Common::addSpecialDebugLevel(kDebugInput, "input", "Input debug level");
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}
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Parallaction::~Parallaction() {
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delete _midiPlayer;
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delete _disk;
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delete _globalTable;
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if (_objectsNames)
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delete _objectsNames;
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delete _callableNames;
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delete _commandsNames;
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delete _instructionNames;
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delete _zoneTypeNames;
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delete _zoneFlagNames;
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if (_localFlagNames)
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delete _localFlagNames;
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}
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int Parallaction::init() {
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// Detect game
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if (!detectGame()) {
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GUIErrorMessage("No valid games were found in the specified directory.");
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return -1;
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}
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_objectsNames = NULL;
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_globalTable = NULL;
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_localFlagNames = NULL;
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initResources();
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_skipMenu = false;
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_transCurrentHoverItem = 0;
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_actionAfterWalk = false; // actived when the character needs to move before taking an action
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_activeItem._index = 0;
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_activeItem._id = 0;
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_procCurrentHoverItem = -1;
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_locationScript = NULL;
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_musicData1 = 0;
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strcpy(_characterName1, "null");
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_midiPlayer = 0;
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_baseTime = 0;
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if (getPlatform() == Common::kPlatformPC)
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_disk = new DosDisk(this);
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else
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_disk = new AmigaDisk(this);
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_engineFlags = 0;
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strcpy(_characterName, "dough");
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memset(_locationNames, 0, 120*32);
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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._walkNodes._prev = NULL;
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_location._walkNodes._next = NULL;
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if (getFeatures() & GF_DEMO)
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strcpy(_location._name, "fognedemo");
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else
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strcpy(_location._name, "fogne");
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_location._aCommands = NULL;
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_location._commands = NULL;
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_location._comment = NULL;
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_location._endComment = NULL;
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initWalk();
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initInventory();
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addNode(&_animations, &_vm->_char._ani);
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_gfx = new Gfx(this);
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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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_midiPlayer = new MidiPlayer(driver);
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_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume"));
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return 0;
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}
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int Parallaction::go() {
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initGame();
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runGame();
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return 0;
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}
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void Parallaction::initGame() {
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_menu = new Menu(this);
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initGlobals();
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if (_skipMenu == false) {
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_menu->start();
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}
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char *v4 = strchr(_location._name, '.');
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if (v4) {
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*v4 = '\0';
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}
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_engineFlags &= ~kEngineChangeLocation;
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changeCharacter(_characterName);
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strcpy(_saveData1, _location._name);
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parseLocation(_location._name);
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if (_location._startPosition.x != -1000) {
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_vm->_char._ani._left = _location._startPosition.x;
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_vm->_char._ani._top = _location._startPosition.y;
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_vm->_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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return;
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}
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void Parallaction::initGlobals() {
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_globalTable = _disk->loadTable("global");
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}
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// FIXME: the engine has 3 event loops. The following routine hosts the main one,
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// and it's called from 8 different places in the code. There exist 2 more specialised
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// loops which could possibly be merged into this one with some effort in changing
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// caller code, i.e. adding condition checks.
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//
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uint16 Parallaction::updateInput() {
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Common::Event e;
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uint16 KeyDown = 0;
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_mouseButtons = kMouseNone;
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Common::EventManager *eventMan = _system->getEventManager();
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while (eventMan->pollEvent(e)) {
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switch (e.type) {
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case Common::EVENT_KEYDOWN:
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if (e.kbd.ascii == 'l') KeyDown = kEvLoadGame;
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if (e.kbd.ascii == 's') KeyDown = kEvSaveGame;
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break;
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case Common::EVENT_LBUTTONDOWN:
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_mouseButtons = kMouseLeftDown;
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break;
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case Common::EVENT_LBUTTONUP:
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_mouseButtons = kMouseLeftUp;
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break;
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case Common::EVENT_RBUTTONDOWN:
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_mouseButtons = kMouseRightDown;
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break;
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case Common::EVENT_RBUTTONUP:
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_mouseButtons = kMouseRightUp;
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break;
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case Common::EVENT_MOUSEMOVE:
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_mousePos = e.mouse;
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break;
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case Common::EVENT_QUIT:
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_system->quit();
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break;
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default:
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break;
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}
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}
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return KeyDown;
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}
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// FIXME: see comment for updateInput()
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void waitUntilLeftClick() {
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Common::Event e;
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Common::EventManager *eventMan = g_system->getEventManager();
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for (;;) {
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eventMan->pollEvent(e);
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if (e.type == Common::EVENT_LBUTTONUP)
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break;
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if (e.type == Common::EVENT_QUIT) {
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g_system->quit();
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break;
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}
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g_system->delayMillis(10);
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}
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return;
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}
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void Parallaction::runGame() {
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addJob(&jobEraseAnimations, (void*)1, kPriority20);
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_jRunScripts = addJob(&jobRunScripts, 0, kPriority15);
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addJob(&jobDisplayAnimations, 0, kPriority3);
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_gfx->copyScreen(Gfx::kBitBack, Gfx::kBit2);
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if (_location._commands)
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runCommands(_location._commands);
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runJobs();
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_gfx->copyScreen(Gfx::kBitBack, Gfx::kBitFront);
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if (_location._comment)
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doLocationEnterTransition();
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changeCursor(kCursorArrow);
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if (_location._aCommands)
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runCommands(_location._aCommands);
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while ((_engineFlags & kEngineQuit) == 0) {
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_keyDown = updateInput();
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debugC(3, kDebugInput, "runGame: input flags (%i, %i, %i, %i)",
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_mouseHidden == 0,
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(_engineFlags & kEngineMouse) == 0,
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(_engineFlags & kEngineWalking) == 0,
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(_engineFlags & kEngineChangeLocation) == 0
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);
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// WORKAROUND: the engine doesn't check for displayed labels before performing a location
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// switch, thus crashing whenever a jobDisplayLabel/jEraseLabel pair is left into the
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// queue after the character enters a door.
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// Skipping input processing when kEngineChangeLocation is set solves the issue. It's
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// noteworthy that the programmers added this very check in Big Red Adventure's engine,
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// so it should be ok here in Nippon Safes too.
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if ((_mouseHidden == 0) && ((_engineFlags & kEngineMouse) == 0) && ((_engineFlags & kEngineWalking) == 0) && ((_engineFlags & kEngineChangeLocation) == 0)) {
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InputData *v8 = translateInput();
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if (v8) processInput(v8);
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}
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if (_activeZone) {
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Zone *z = _activeZone; // speak Zone or sound
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_activeZone = NULL;
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if (runZone( z ) == 0)
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runCommands( z->_commands, z );
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}
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if (_engineFlags & kEngineChangeLocation) {
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_engineFlags &= ~kEngineChangeLocation;
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changeLocation(_location._name);
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continue;
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}
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g_system->delayMillis(30);
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runJobs();
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if ((_engineFlags & kEnginePauseJobs) == 0 || (_engineFlags & kEngineInventory)) {
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_gfx->swapBuffers();
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_gfx->animatePalette();
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}
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}
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delete _menu;
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return;
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}
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void Parallaction::processInput(InputData *data) {
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Zone *z;
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WalkNode *v4;
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switch (data->_event) {
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case kEvEnterZone:
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debugC(2, kDebugInput, "processInput: kEvEnterZone");
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_gfx->_labelPosition[1].x = -1000;
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_gfx->_labelPosition[1].y = -1000;
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_gfx->_labelPosition[0].x = -1000;
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_gfx->_labelPosition[0].y = -1000;
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_jDrawLabel = addJob(&jobDisplayLabel, (void*)data->_label, kPriority0);
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_jEraseLabel = addJob(&jobEraseLabel, (void*)data->_label, kPriority20);
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break;
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case kEvExitZone:
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debugC(2, kDebugInput, "processInput: kEvExitZone");
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removeJob(_jDrawLabel);
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addJob(&jobWaitRemoveJob, _jEraseLabel, kPriority15);
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_jDrawLabel = NULL;
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break;
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case kEvAction:
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debugC(2, kDebugInput, "processInput: kEvAction");
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_procCurrentHoverItem = -1;
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_hoverZone = NULL;
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pauseJobs();
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z = data->_zone;
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if (runZone(z) == 0) {
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runCommands( z->_commands, z );
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}
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resumeJobs();
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break;
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case kEvOpenInventory:
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_procCurrentHoverItem = -1;
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_hoverZone = NULL;
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if (_jDrawLabel != 0) {
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removeJob(_jDrawLabel);
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_jDrawLabel = NULL;
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addJob(&jobWaitRemoveJob, _jEraseLabel, kPriority2);
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}
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if (hitZone(kZoneYou, _mousePos.x, _mousePos.y) == 0)
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changeCursor(kCursorArrow);
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removeJob(_jRunScripts);
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_jDrawInventory = addJob(&jobShowInventory, 0, kPriority2);
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openInventory();
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break;
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case kEvCloseInventory: // closes inventory and possibly select item
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closeInventory();
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if ((data->_inventoryIndex != -1) && (_inventory[data->_inventoryIndex]._id != 0)) {
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// activates item
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changeCursor(data->_inventoryIndex);
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}
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_jRunScripts = addJob(&jobRunScripts, 0, kPriority15);
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addJob(&jobHideInventory, 0, kPriority20);
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removeJob(_jDrawInventory);
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break;
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case kEvHoverInventory:
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highlightInventoryItem(_procCurrentHoverItem, 12); // disable
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highlightInventoryItem(data->_inventoryIndex, 19); // enable
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_procCurrentHoverItem = data->_inventoryIndex;
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break;
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case kEvWalk:
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debugC(2, kDebugInput, "processInput: kEvWalk");
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_hoverZone = NULL;
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changeCursor(kCursorArrow);
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if (_vm->_char._ani._flags & kFlagsRemove) break;
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if ((_vm->_char._ani._flags & kFlagsActive) == 0) break;
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v4 = buildWalkPath(data->_mousePos.x, data->_mousePos.y);
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addJob(&jobWalk, v4, kPriority19);
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_engineFlags |= kEngineWalking; // inhibits processing of input until walking is over
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break;
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case kEvQuitGame:
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_engineFlags |= kEngineQuit;
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break;
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case kEvSaveGame:
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_hoverZone = NULL;
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changeCursor(kCursorArrow);
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saveGame();
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break;
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case kEvLoadGame:
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_hoverZone = NULL;
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changeCursor(kCursorArrow);
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loadGame();
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break;
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}
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return;
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}
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Parallaction::InputData *Parallaction::translateInput() {
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if (_keyDown == kEvQuitGame) {
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_input._event = kEvQuitGame;
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return &_input;
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}
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if (_keyDown == kEvSaveGame) {
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_input._event = kEvSaveGame;
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return &_input;
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}
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if (_keyDown == kEvLoadGame) {
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_input._event = kEvLoadGame;
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return &_input;
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}
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_input._mousePos = _mousePos;
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if (((_engineFlags & kEnginePauseJobs) == 0) && ((_engineFlags & kEngineInventory) == 0)) {
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if (_actionAfterWalk == true) {
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// if walking is over, then take programmed action
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_input._event = kEvAction;
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_actionAfterWalk = false;
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return &_input;
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}
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Zone *z = hitZone(_activeItem._id, _mousePos.x, _mousePos.y);
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if (_mouseButtons == kMouseRightDown) {
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// right button down shows inventory
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if (hitZone(kZoneYou, _mousePos.x, _mousePos.y) && (_activeItem._id != 0)) {
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_activeItem._index = (_activeItem._id >> 16) & 0xFFFF;
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_engineFlags |= kEngineDragging;
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}
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_input._event = kEvOpenInventory;
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_transCurrentHoverItem = -1;
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return &_input;
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}
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if (((_mouseButtons == kMouseLeftUp) && (_activeItem._id == 0) && ((_engineFlags & kEngineWalking) == 0)) && ((z == NULL) || ((z->_type & 0xFFFF) != kZoneCommand))) {
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_input._event = kEvWalk;
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return &_input;
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}
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if ((z != _hoverZone) && (_hoverZone != NULL)) {
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_hoverZone = NULL;
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_input._event = kEvExitZone;
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// _input._data= &z->_name;
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return &_input;
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}
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if (z == NULL) {
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return NULL;
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}
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|
if ((_hoverZone == NULL) && ((z->_flags & kFlagsNoName) == 0)) {
|
|
_hoverZone = z;
|
|
_input._event = kEvEnterZone;
|
|
_input._label = &z->_label;
|
|
return &_input;
|
|
}
|
|
|
|
if ((_mouseButtons == kMouseLeftUp) && ((_activeItem._id != 0) || ((z->_type & 0xFFFF) == kZoneCommand))) {
|
|
|
|
_input._zone = z;
|
|
if (z->_flags & kFlagsNoWalk) {
|
|
// character doesn't need to walk to take specified action
|
|
_input._event = kEvAction;
|
|
|
|
} else {
|
|
// action delayed: if Zone defined a moveto position the character is programmed to move there,
|
|
// else it will move to the mouse position
|
|
_input._event = kEvWalk;
|
|
_actionAfterWalk = true;
|
|
if (z->_moveTo.y != 0) {
|
|
_input._mousePos = z->_moveTo;
|
|
}
|
|
}
|
|
|
|
beep();
|
|
changeCursor(kCursorArrow);
|
|
return &_input;
|
|
}
|
|
|
|
}
|
|
|
|
if ((_engineFlags & kEngineInventory) == 0) return NULL;
|
|
|
|
// in inventory
|
|
int16 _si = getHoverInventoryItem(_mousePos.x, _mousePos.y);
|
|
|
|
if (_mouseButtons == kMouseRightUp) {
|
|
// right up hides inventory
|
|
|
|
_input._event = kEvCloseInventory;
|
|
_input._inventoryIndex = getHoverInventoryItem(_mousePos.x, _mousePos.y);
|
|
highlightInventoryItem(_transCurrentHoverItem, 12); // disable
|
|
|
|
if ((_engineFlags & kEngineDragging) == 0) return &_input;
|
|
|
|
_engineFlags &= ~kEngineDragging;
|
|
Zone *z = hitZone(kZoneMerge, _activeItem._index, _inventory[_input._inventoryIndex]._index);
|
|
|
|
if (z != NULL) {
|
|
dropItem(z->u.merge->_obj1 - 4);
|
|
dropItem(z->u.merge->_obj2 - 4);
|
|
addInventoryItem(z->u.merge->_obj3);
|
|
runCommands(z->_commands);
|
|
}
|
|
|
|
return &_input;
|
|
}
|
|
|
|
if (_si == _transCurrentHoverItem) return NULL;
|
|
|
|
_transCurrentHoverItem = _si;
|
|
_input._event = kEvHoverInventory;
|
|
_input._inventoryIndex = _si;
|
|
return &_input;
|
|
|
|
}
|
|
|
|
uint32 Parallaction::getElapsedTime() {
|
|
return g_system->getMillis() - _baseTime;
|
|
}
|
|
|
|
void Parallaction::resetTimer() {
|
|
_baseTime = g_system->getMillis();
|
|
return;
|
|
}
|
|
|
|
|
|
void Parallaction::waitTime(uint32 t) {
|
|
|
|
uint32 v4 = 0;
|
|
|
|
while (v4 < t * (1000 / 18.2)) {
|
|
v4 = getElapsedTime();
|
|
}
|
|
|
|
resetTimer();
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
|
|
// changes the mouse pointer
|
|
// index 0 means standard pointer (from pointer.cnv)
|
|
// index > 0 means inventory item
|
|
//
|
|
void Parallaction::changeCursor(int32 index) {
|
|
|
|
if (index == kCursorArrow) { // standard mouse pointer
|
|
|
|
debugC(1, kDebugInput, "changeCursor(%i), label: %p", index, (const void*)_jDrawLabel);
|
|
|
|
if (_jDrawLabel != NULL) {
|
|
removeJob(_jDrawLabel);
|
|
addJob(&jobWaitRemoveJob, _jEraseLabel, kPriority15 );
|
|
_jDrawLabel = NULL;
|
|
}
|
|
|
|
_activeItem._id = 0;
|
|
|
|
} else {
|
|
_activeItem._id = _inventory[index]._id;
|
|
}
|
|
|
|
_gfx->setMousePointer(index);
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
void Parallaction::freeCharacter() {
|
|
|
|
if (_vm->_char._normalFrames)
|
|
delete _vm->_char._normalFrames;
|
|
|
|
if (!IS_DUMMY_CHARACTER(_vm->_characterName)) {
|
|
if (_vm->_char._miniFrames)
|
|
delete _vm->_char._miniFrames;
|
|
|
|
if (_objectsNames)
|
|
delete _objectsNames;
|
|
_objectsNames = NULL;
|
|
|
|
if (_vm->_char._talk)
|
|
delete _vm->_char._talk;
|
|
|
|
_vm->_gfx->freeStaticCnv(_vm->_char._head);
|
|
if (_vm->_char._head)
|
|
delete _vm->_char._head;
|
|
|
|
if (_vm->_char._objs)
|
|
delete _vm->_char._objs;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
void Parallaction::selectCharacterMusic(const char *name) {
|
|
if (IS_MINI_CHARACTER(name))
|
|
name+=4;
|
|
|
|
if (!scumm_stricmp(name, _dinoName)) {
|
|
_midiPlayer->play("dino");
|
|
} else if (!scumm_stricmp(name, _donnaName)) {
|
|
_midiPlayer->play("donna");
|
|
} else {
|
|
_midiPlayer->play("nuts");
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
void Parallaction::pickMusic(const char *location) {
|
|
if (_musicData1 != 0) {
|
|
selectCharacterMusic(_vm->_characterName);
|
|
_musicData1 = 0;
|
|
debugC(2, kDebugLocation, "changeLocation: started character specific music");
|
|
}
|
|
|
|
if (!scumm_stricmp(location, "night") || !scumm_stricmp(location, "intsushi")) {
|
|
_vm->_midiPlayer->play("soft");
|
|
|
|
debugC(2, kDebugLocation, "changeLocation: started music 'soft'");
|
|
}
|
|
|
|
if (!scumm_stricmp(location, "museo") ||
|
|
!scumm_stricmp(location, "caveau") ||
|
|
!scumm_strnicmp(location, "plaza1", 6) ||
|
|
!scumm_stricmp(location, "estgrotta") ||
|
|
!scumm_stricmp(location, "intgrottadopo") ||
|
|
!scumm_stricmp(location, "endtgz") ||
|
|
!scumm_stricmp(location, "common")) {
|
|
|
|
_vm->_midiPlayer->stop();
|
|
_musicData1 = 1;
|
|
|
|
debugC(2, kDebugLocation, "changeLocation: music stopped");
|
|
}
|
|
}
|
|
|
|
// FIXME: currently, changeCharacter does reload every chunk of
|
|
// information about the new character every time it is loaded.
|
|
// So, it is useless to load both mini and normal frames each
|
|
// since only one of them will actually be used before the
|
|
// following call to changeCharacter.
|
|
//
|
|
void Parallaction::changeCharacter(const char *name) {
|
|
|
|
bool miniCharacter = false;
|
|
|
|
if (IS_MINI_CHARACTER(name)) {
|
|
name+=4;
|
|
miniCharacter = true;
|
|
}
|
|
|
|
char v32[20];
|
|
strcpy(v32, name);
|
|
|
|
if (_engineFlags & kEngineTransformedDonna)
|
|
strcat(v32, "tras");
|
|
|
|
if (scumm_stricmp(v32, _characterName1)) {
|
|
|
|
// freeCharacter takes responsibility for checking
|
|
// character for sanity before memory is freed
|
|
freeCharacter();
|
|
|
|
_disk->selectArchive((_vm->getPlatform() == Common::kPlatformPC) ? "disk1" : "disk0");
|
|
|
|
char path[PATH_LEN];
|
|
strcpy(path, v32);
|
|
_vm->_char._normalFrames = _disk->loadFrames(path);
|
|
|
|
|
|
if (!IS_DUMMY_CHARACTER(name)) {
|
|
_vm->_char._head = _disk->loadHead(path);
|
|
_vm->_char._talk = _disk->loadTalk(path);
|
|
_vm->_char._objs = _disk->loadObjects(name);
|
|
|
|
sprintf(path, "mini%s", v32);
|
|
_vm->_char._miniFrames = _disk->loadFrames(path);
|
|
|
|
_objectsNames = _disk->loadTable(name);
|
|
|
|
refreshInventory(name);
|
|
|
|
if (scumm_stricmp(name, "night") && scumm_stricmp(name, "intsushi"))
|
|
selectCharacterMusic(name);
|
|
}
|
|
}
|
|
|
|
if (miniCharacter)
|
|
_vm->_char._ani._cnv = _vm->_char._miniFrames;
|
|
else
|
|
_vm->_char._ani._cnv = _vm->_char._normalFrames;
|
|
|
|
if (!(getFeatures() & GF_DEMO))
|
|
parseLocation("common");
|
|
|
|
strcpy(_characterName1, v32);
|
|
|
|
return;
|
|
}
|
|
|
|
void freeNodeList(Node *list) {
|
|
|
|
while (list) {
|
|
Node *v4 = list->_next;
|
|
free(list);
|
|
list = v4;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
void addNode(Node *list, Node *n) {
|
|
|
|
Node *v4 = list->_next;
|
|
|
|
if (v4 != NULL) {
|
|
v4->_prev = n;
|
|
}
|
|
|
|
n->_next = v4;
|
|
list->_next = n;
|
|
n->_prev = list;
|
|
|
|
return;
|
|
}
|
|
|
|
void removeNode(Node *n) {
|
|
|
|
Node *v4 = n->_next;
|
|
if (v4 != NULL) {
|
|
v4->_prev = n->_prev;
|
|
}
|
|
|
|
n->_prev->_next = n->_next;
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
Job *Parallaction::addJob(JobFn fn, void *parm, uint16 tag) {
|
|
|
|
Job *v8 = new Job;
|
|
|
|
v8->_parm = parm;
|
|
v8->_fn = fn;
|
|
v8->_tag = tag;
|
|
v8->_finished = 0;
|
|
v8->_count = 0;
|
|
|
|
Job *v4 = &_jobs;
|
|
|
|
while (v4->_next && ((Job*)(v4->_next))->_tag > tag) {
|
|
v4 = (Job*)v4->_next;
|
|
}
|
|
|
|
addNode(v4, v8);
|
|
return v8;
|
|
}
|
|
|
|
void Parallaction::removeJob(Job *j) {
|
|
|
|
removeNode(j);
|
|
delete j;
|
|
return;
|
|
}
|
|
|
|
void Parallaction::pauseJobs() {
|
|
_engineFlags |= kEnginePauseJobs;
|
|
return;
|
|
}
|
|
|
|
void Parallaction::resumeJobs() {
|
|
_engineFlags &= ~kEnginePauseJobs;
|
|
return;
|
|
}
|
|
|
|
void Parallaction::runJobs() {
|
|
|
|
if (_engineFlags & kEnginePauseJobs) return;
|
|
|
|
Job *j = (Job*)_jobs._next;
|
|
while (j) {
|
|
debugC(3, kDebugJobs, "runJobs: %i", j->_tag);
|
|
|
|
(*j->_fn)(j->_parm, j);
|
|
Job *v4 = (Job*)j->_next;
|
|
|
|
if (j->_finished == 1)
|
|
removeJob(j);
|
|
|
|
j = v4;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// this Job uses a static counter to delay removal
|
|
// and is in fact only used to remove jEraseLabel jobs
|
|
//
|
|
void jobWaitRemoveJob(void *parm, Job *j) {
|
|
Job *arg = (Job*)parm;
|
|
|
|
static uint16 count = 0;
|
|
|
|
debugC(3, kDebugJobs, "jobWaitRemoveJob: count = %i", count);
|
|
|
|
_engineFlags |= kEngineMouse;
|
|
|
|
count++;
|
|
if (count == 2) {
|
|
count = 0;
|
|
_vm->removeJob(arg);
|
|
_engineFlags &= ~kEngineMouse;
|
|
j->_finished = 1;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
Table::Table(uint32 size) : _size(size), _used(0), _disposeMemory(true) {
|
|
_data = (char**)malloc(sizeof(char*)*size);
|
|
}
|
|
|
|
Table::Table(uint32 size, const char **data) : _size(size), _used(size), _disposeMemory(false) {
|
|
_data = const_cast<char**>(data);
|
|
}
|
|
|
|
Table::~Table() {
|
|
|
|
if (!_disposeMemory) return;
|
|
|
|
for (uint32 i = 0; i < _used; i++)
|
|
free(_data[i]);
|
|
|
|
free(_data);
|
|
|
|
}
|
|
|
|
void Table::addData(const char* s) {
|
|
|
|
if (!(_used < _size))
|
|
error("Table overflow");
|
|
|
|
_data[_used++] = strdup(s);
|
|
|
|
}
|
|
|
|
int16 Table::lookup(const char* s) {
|
|
|
|
for (uint16 i = 0; i < _used; i++) {
|
|
if (!scumm_stricmp(_data[i], s)) return i + 1;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
} // namespace Parallaction
|