mirror of
https://github.com/libretro/scummvm.git
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88913c0139
This tries to make our code a bit more compliant with our code formatting conventions. For future use, this is the command I used: git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
560 lines
12 KiB
C++
560 lines
12 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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*/
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#include "common/system.h"
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#include "common/config-manager.h"
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#include "common/textconsole.h"
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#include "parallaction/parallaction.h"
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#include "parallaction/exec.h"
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#include "parallaction/input.h"
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#include "parallaction/parser.h"
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#include "parallaction/saveload.h"
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#include "parallaction/sound.h"
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#include "parallaction/walk.h"
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namespace Parallaction {
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#define INITIAL_FREE_SARCOPHAGUS_SLOT_X 200
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class LocationName {
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Common::String _slide;
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Common::String _character;
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Common::String _location;
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bool _hasCharacter;
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bool _hasSlide;
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char *_buf;
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public:
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LocationName() {
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_buf = 0;
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_hasSlide = false;
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_hasCharacter = false;
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}
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~LocationName() {
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free(_buf);
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}
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void bind(const char*);
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const char *location() const {
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return _location.c_str();
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}
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bool hasCharacter() const {
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return _hasCharacter;
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}
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const char *character() const {
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return _character.c_str();
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}
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bool hasSlide() const {
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return _hasSlide;
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}
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const char *slide() const {
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return _slide.c_str();
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}
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const char *c_str() const {
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return _buf;
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}
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};
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/*
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bind accept the following input formats:
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1 - [S].slide.[L]{.[C]}
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2 - [L]{.[C]}
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where:
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[S] is the slide to be shown
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[L] is the location to switch to (immediately in case 2, or right after slide [S] in case 1)
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[C] is the character to be selected, and is optional
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The routine tells one form from the other by searching for the '.slide.'
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NOTE: there exists one script in which [L] is not used in the case 1, but its use
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is commented out, and would definitely crash the current implementation.
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*/
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void LocationName::bind(const char *s) {
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free(_buf);
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_buf = strdup(s);
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_hasSlide = false;
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_hasCharacter = false;
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Common::StringArray list;
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char *tok = strtok(_buf, ".");
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while (tok) {
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list.push_back(tok);
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tok = strtok(NULL, ".");
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}
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if (list.size() < 1 || list.size() > 4)
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error("changeLocation: ill-formed location name '%s'", s);
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if (list.size() > 1) {
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if (list[1] == "slide") {
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_hasSlide = true;
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_slide = list[0];
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list.remove_at(0); // removes slide name
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list.remove_at(0); // removes 'slide'
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}
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if (list.size() == 2) {
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_hasCharacter = true;
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_character = list[1];
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}
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}
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_location = list[0];
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strcpy(_buf, s); // kept as reference
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}
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Parallaction_ns::Parallaction_ns(OSystem* syst, const PARALLACTIONGameDescription *gameDesc) : Parallaction(syst, gameDesc),
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_locationParser(0), _programParser(0), _walker(0) {
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}
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Common::Error Parallaction_ns::init() {
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_screenWidth = 320;
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_screenHeight = 200;
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if (getPlatform() == Common::kPlatformPC) {
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_disk = new DosDisk_ns(this);
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} else {
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if (getFeatures() & GF_DEMO) {
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strcpy(_location._name, "fognedemo");
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}
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_disk = new AmigaDisk_ns(this);
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}
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_disk->init();
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if (getPlatform() == Common::kPlatformPC) {
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_soundManI = new DosSoundMan_ns(this);
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_soundManI->setMusicVolume(ConfMan.getInt("music_volume"));
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} else {
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_soundManI = new AmigaSoundMan_ns(this);
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}
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_soundMan = new SoundMan(_soundManI);
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initResources();
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initFonts();
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_locationParser = new LocationParser_ns(this);
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_locationParser->init();
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_programParser = new ProgramParser_ns(this);
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_programParser->init();
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_cmdExec = new CommandExec_ns(this);
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_programExec = new ProgramExec_ns(this);
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_walker = new PathWalker_NS;
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_sarcophagusDeltaX = 0;
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_movingSarcophagus = false;
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_freeSarcophagusSlotX = INITIAL_FREE_SARCOPHAGUS_SLOT_X;
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num_foglie = 0;
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_intro = false;
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_inTestResult = false;
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_location._animations.push_front(_char._ani);
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_saveLoad = new SaveLoad_ns(this, _saveFileMan);
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initInventory();
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setupBalloonManager();
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_score = 1;
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_testResultLabels[0] = 0;
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_testResultLabels[1] = 0;
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Parallaction::init();
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return Common::kNoError;
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}
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Parallaction_ns::~Parallaction_ns() {
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freeFonts();
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// TODO: we may want to add a ~Character instead
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freeCharacter();
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_char._ani.reset();
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destroyInventory();
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delete _locationParser;
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delete _programParser;
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freeLocation(true);
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_location._animations.remove(_char._ani);
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delete _walker;
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destroyTestResultLabels();
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}
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void Parallaction_ns::destroyTestResultLabels() {
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for (int i = 0; i < 2; ++i) {
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_gfx->unregisterLabel(_testResultLabels[i]);
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delete _testResultLabels[i];
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_testResultLabels[i] = 0;
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}
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}
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void Parallaction_ns::freeFonts() {
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delete _dialogueFont;
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delete _labelFont;
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delete _menuFont;
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delete _introFont;
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_menuFont = 0;
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_dialogueFont = 0;
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_labelFont = 0;
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_introFont = 0;
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}
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void Parallaction_ns::callFunction(uint index, void* parm) {
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assert(index < 25); // magic value 25 is maximum # of callables for Nippon Safes
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(this->*_callables[index])(parm);
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}
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bool Parallaction_ns::processGameEvent(int event) {
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if (event == kEvNone) {
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return true;
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}
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bool c = true;
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_input->stopHovering();
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switch (event) {
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case kEvSaveGame:
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_saveLoad->saveGame();
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break;
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case kEvLoadGame:
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_saveLoad->loadGame();
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break;
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}
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_input->setArrowCursor();
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_input->setMouseState(MOUSE_ENABLED_SHOW);
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return c;
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}
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Common::Error Parallaction_ns::go() {
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_saveLoad->renameOldSavefiles();
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_globalFlagsNames = _disk->loadTable("global");
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startGui();
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while (!shouldQuit()) {
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runGame();
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}
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return Common::kNoError;
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}
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void Parallaction_ns::changeBackground(const char* background, const char* mask, const char* path) {
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Palette pal;
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uint16 v2 = 0;
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if (!scumm_stricmp(background, "final")) {
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_gfx->clearScreen();
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for (uint16 _si = 0; _si < 32; _si++) {
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pal.setEntry(_si, v2, v2, v2);
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v2 += 4;
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}
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_system->delayMillis(20);
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_gfx->setPalette(pal);
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_gfx->updateScreen();
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}
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if (path == 0) {
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path = mask;
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}
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BackgroundInfo *info = new BackgroundInfo;
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_disk->loadScenery(*info, background, mask, path);
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_gfx->setBackground(kBackgroundLocation, info);
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}
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void Parallaction_ns::runPendingZones() {
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if (_activeZone) {
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ZonePtr z = _activeZone; // speak Zone or sound
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_activeZone.reset();
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runZone(z);
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}
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}
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// changeLocation handles transitions between locations, and is able to display slides
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// between one and the other.
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//
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void Parallaction_ns::changeLocation() {
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if (_newLocationName.empty()) {
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return;
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}
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char location[200];
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strcpy(location, _newLocationName.c_str());
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strcpy(_location._name, _newLocationName.c_str());
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debugC(1, kDebugExec, "changeLocation(%s)", location);
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MouseTriState oldMouseState = _input->getMouseState();
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_input->setMouseState(MOUSE_DISABLED);
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if (!_intro) {
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// prevent music changes during the introduction
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_soundManI->playLocationMusic(location);
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}
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_input->stopHovering();
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// this is still needed to remove the floatingLabel
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_gfx->freeLabels();
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_zoneTrap.reset();
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_input->setArrowCursor();
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_gfx->showGfxObj(_char._ani->gfxobj, false);
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LocationName locname;
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locname.bind(location);
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freeLocation(false);
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if (locname.hasSlide()) {
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showSlide(locname.slide());
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GfxObj *label = _gfx->createLabel(_menuFont, _location._slideText[0].c_str(), 1);
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_gfx->showLabel(label, CENTER_LABEL_HORIZONTAL, 14);
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_gfx->updateScreen();
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_input->waitForButtonEvent(kMouseLeftUp);
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_gfx->unregisterLabel(label);
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delete label;
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}
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if (locname.hasCharacter()) {
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changeCharacter(locname.character());
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}
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strcpy(_saveData1, locname.location());
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parseLocation(_saveData1);
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if (_location._startPosition.x != -1000) {
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_char._ani->setX(_location._startPosition.x);
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_char._ani->setY(_location._startPosition.y);
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_char._ani->setF(_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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_gfx->setBlackPalette();
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_gfx->updateScreen();
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// BUG #1837503: kEngineChangeLocation flag must be cleared *before* commands
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// and acommands are executed, so that it can be set again if needed.
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_engineFlags &= ~kEngineChangeLocation;
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_cmdExec->run(_location._commands);
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doLocationEnterTransition();
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_cmdExec->run(_location._aCommands);
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if (_location._hasSound)
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_soundManI->playSfx(_location._soundFile, 0, true);
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if (!_intro) {
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_input->setMouseState(oldMouseState);
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}
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debugC(1, kDebugExec, "changeLocation() done");
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_newLocationName.clear();
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}
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void Parallaction_ns::parseLocation(const char *filename) {
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debugC(1, kDebugParser, "parseLocation('%s')", filename);
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allocateLocationSlot(filename);
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Script *script = _disk->loadLocation(filename);
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// TODO: the following two lines are specific to Nippon Safes
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// and should be moved into something like 'initializeParsing()'
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_location._hasSound = false;
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_locationParser->parse(script);
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delete script;
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// this loads animation scripts
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AnimationList::iterator it = _location._animations.begin();
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for ( ; it != _location._animations.end(); ++it) {
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if ((*it)->_scriptName) {
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loadProgram(*it, (*it)->_scriptName);
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}
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}
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debugC(1, kDebugParser, "parseLocation('%s') done", filename);
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return;
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}
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void Parallaction_ns::changeCharacter(const char *name) {
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debugC(1, kDebugExec, "changeCharacter(%s)", name);
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_char.setName(name);
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if (!scumm_stricmp(_char.getFullName(), _characterName1)) {
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debugC(3, kDebugExec, "changeCharacter: nothing done");
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return;
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}
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freeCharacter();
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_char._ani->gfxobj = _gfx->loadCharacterAnim(_char.getFullName());
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if (!_char.dummy()) {
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_char._head = _disk->loadHead(_char.getBaseName());
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_char._talk = _disk->loadTalk(_char.getBaseName());
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_objects = _disk->loadObjects(_char.getBaseName());
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_objectsNames = _disk->loadTable(_char.getBaseName());
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if (!_intro) {
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// prevent music changes during the introduction
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_soundManI->playCharacterMusic(_char.getBaseName());
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}
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// The original engine used to reload 'common' only on loadgames. We are reloading here since 'common'
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// contains character specific stuff. This causes crashes like bug #1816899, because parseLocation tries
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// to reload scripts but the data archive selected is occasionally wrong. This has been solved by having
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// parseLocation only load scripts when they aren't already loaded - which it should have done since the
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// beginning nevertheless.
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if (!(getFeatures() & GF_DEMO))
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parseLocation("common");
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}
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strcpy(_characterName1, _char.getFullName());
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debugC(3, kDebugExec, "changeCharacter: switch completed");
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return;
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}
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void Parallaction_ns::freeCharacter() {
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_gfx->freeCharacterObjects();
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delete _char._talk;
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delete _char._head;
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delete _char._ani->gfxobj;
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delete _objects;
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delete _objectsNames;
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_char._talk = 0;
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_char._head = 0;
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_char._ani->gfxobj = 0;
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_objects = 0;
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_objectsNames = 0;
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}
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void Parallaction_ns::freeLocation(bool removeAll) {
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debugC(2, kDebugExec, "freeLocation");
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_soundManI->stopSfx(0);
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_soundManI->stopSfx(1);
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_soundManI->stopSfx(2);
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_soundManI->stopSfx(3);
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_localFlagNames->clear();
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_gfx->freeLocationObjects();
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_location._animations.remove(_char._ani);
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_location.cleanup(removeAll);
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_location._animations.push_front(_char._ani);
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}
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void Parallaction_ns::cleanupGame() {
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_soundManI->stopMusic();
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_inTestResult = false;
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_engineFlags &= ~kEngineTransformedDonna;
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_numLocations = 0;
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_globalFlags = 0;
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memset(_localFlags, 0, sizeof(_localFlags));
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memset(_locationNames, 0, sizeof(_locationNames));
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_location.freeZones(true);
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_score = 0;
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_freeSarcophagusSlotX = INITIAL_FREE_SARCOPHAGUS_SLOT_X;
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_movingSarcophagus = false;
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}
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void Parallaction_ns::updateWalkers() {
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_walker->walk();
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}
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void Parallaction_ns::scheduleWalk(int16 x, int16 y, bool fromUser) {
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AnimationPtr a = _char._ani;
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if ((a->_flags & kFlagsRemove) || (a->_flags & kFlagsActive) == 0) {
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return;
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}
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_walker->buildPath(a, x, y);
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_engineFlags |= kEngineWalking;
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}
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}// namespace Parallaction
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