scummvm/engines/parallaction/parallaction.cpp

1071 lines
26 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "common/config-manager.h"
#include "common/events.h"
#include "common/file.h"
#include "common/util.h"
#include "sound/mididrv.h"
#include "sound/mixer.h"
#include "parallaction/input.h"
#include "parallaction/parallaction.h"
#include "parallaction/debug.h"
#include "parallaction/saveload.h"
#include "parallaction/sound.h"
namespace Parallaction {
// FIXME: remove this
Parallaction *_vm = NULL;
// public stuff
char _saveData1[30] = { '\0' };
uint32 _engineFlags = 0;
uint16 _score = 1;
char _password[8];
uint32 _globalFlags = 0;
// private stuff
Parallaction::Parallaction(OSystem *syst, const PARALLACTIONGameDescription *gameDesc) :
Engine(syst), _gameDescription(gameDesc), _char(this) {
// FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what
// needs fixing, or remove it!
// FIXME
_vm = this;
Common::File::addDefaultDirectory(_gameDataDir);
Common::addSpecialDebugLevel(kDebugDialogue, "dialogue", "Dialogues debug level");
Common::addSpecialDebugLevel(kDebugParser, "parser", "Parser debug level");
Common::addSpecialDebugLevel(kDebugDisk, "disk", "Disk debug level");
Common::addSpecialDebugLevel(kDebugWalk, "walk", "Walk debug level");
Common::addSpecialDebugLevel(kDebugGraphics, "gfx", "Gfx debug level");
Common::addSpecialDebugLevel(kDebugExec, "exec", "Execution debug level");
Common::addSpecialDebugLevel(kDebugInput, "input", "Input debug level");
Common::addSpecialDebugLevel(kDebugAudio, "audio", "Audio debug level");
Common::addSpecialDebugLevel(kDebugMenu, "menu", "Menu debug level");
Common::addSpecialDebugLevel(kDebugInventory, "inventory", "Inventory debug level");
syst->getEventManager()->registerRandomSource(_rnd, "parallaction");
}
Parallaction::~Parallaction() {
delete _debugger;
delete _globalFlagsNames;
delete _callableNames;
delete _cmdExec;
delete _programExec;
_gfx->clearGfxObjects(kGfxObjCharacter | kGfxObjNormal);
hideDialogueStuff();
delete _balloonMan;
freeLocation();
freeCharacter();
destroyInventory();
cleanupGui();
delete _localFlagNames;
delete _gfx;
delete _soundMan;
delete _disk;
delete _input;
}
int Parallaction::init() {
_engineFlags = 0;
_objectsNames = NULL;
_globalFlagsNames = NULL;
_location._hasSound = false;
_numLocations = 0;
_location._startPosition.x = -1000;
_location._startPosition.y = -1000;
_location._startFrame = 0;
_location._comment = NULL;
_location._endComment = NULL;
_quit = false;
_pathBuffer = 0;
_screenSize = _screenWidth * _screenHeight;
strcpy(_characterName1, "null");
memset(_locationNames, 0, NUM_LOCATIONS * 32);
initInventory(); // needs to be pushed into subclass
// this needs _disk to be already setup
_input = new Input(this);
_gfx = new Gfx(this);
_debugger = new Debugger(this);
_menuHelper = 0;
setupBalloonManager();
return 0;
}
void Parallaction::updateView() {
if ((_engineFlags & kEnginePauseJobs) && (_input->_inputMode != Input::kInputModeInventory)) {
return;
}
_gfx->animatePalette();
_gfx->updateScreen();
_vm->_system->delayMillis(30);
}
void Parallaction::hideDialogueStuff() {
_gfx->freeItems();
_balloonMan->freeBalloons();
}
void Parallaction::freeCharacter() {
debugC(1, kDebugExec, "freeCharacter()");
delete _objectsNames;
_objectsNames = 0;
_gfx->clearGfxObjects(kGfxObjCharacter);
_char.free();
return;
}
void Parallaction::pauseJobs() {
debugC(9, kDebugExec, "pausing jobs execution");
_engineFlags |= kEnginePauseJobs;
return;
}
void Parallaction::resumeJobs() {
debugC(9, kDebugExec, "resuming jobs execution");
_engineFlags &= ~kEnginePauseJobs;
return;
}
AnimationPtr Parallaction::findAnimation(const char *name) {
for (AnimationList::iterator it = _location._animations.begin(); it != _location._animations.end(); it++)
if (!scumm_stricmp((*it)->_name, name)) return *it;
return nullAnimationPtr;
}
void Parallaction::freeAnimations() {
for (AnimationList::iterator it = _location._animations.begin(); it != _location._animations.end(); it++) {
(*it)->_commands.clear(); // See comment for freeZones(), about circular references.
}
_location._animations.clear();
return;
}
void Parallaction::allocateLocationSlot(const char *name) {
// WORKAROUND: the original code erroneously incremented
// _currentLocationIndex, thus producing inconsistent
// savegames. This workaround modified the following loop
// and if-statement, so the code exactly matches the one
// in Big Red Adventure.
_currentLocationIndex = -1;
uint16 _di = 0;
while (_locationNames[_di][0] != '\0') {
if (!scumm_stricmp(_locationNames[_di], name)) {
_currentLocationIndex = _di;
}
_di++;
}
if (_di == 120)
error("No more location slots available. Please report this immediately to ScummVM team.");
if (_currentLocationIndex == -1) {
strcpy(_locationNames[_numLocations], name);
_currentLocationIndex = _numLocations;
_numLocations++;
_locationNames[_numLocations][0] = '\0';
_localFlags[_numLocations] = 0;
} else {
setLocationFlags(kFlagsVisited); // 'visited'
}
}
void Parallaction::freeLocation() {
debugC(2, kDebugExec, "freeLocation");
_soundMan->stopSfx(0);
_soundMan->stopSfx(1);
_soundMan->stopSfx(2);
_soundMan->stopSfx(3);
_localFlagNames->clear();
_location._walkPoints.clear();
_gfx->clearGfxObjects(kGfxObjNormal);
_location._programs.clear();
freeZones();
freeAnimations();
free(_location._comment);
_location._comment = 0;
_location._commands.clear();
_location._aCommands.clear();
return;
}
void Parallaction::showSlide(const char *name, int x, int y) {
BackgroundInfo *info = new BackgroundInfo;
_disk->loadSlide(*info, name);
info->x = (x == CENTER_LABEL_HORIZONTAL) ? ((_vm->_screenWidth - info->width) >> 1) : x;
info->y = (y == CENTER_LABEL_VERTICAL) ? ((_vm->_screenHeight - info->height) >> 1) : y;
_gfx->setBackground(kBackgroundSlide, info);
}
void Parallaction::freeBackground() {
_pathBuffer = 0;
}
void Parallaction::setBackground(const char* name, const char* mask, const char* path) {
BackgroundInfo *info = new BackgroundInfo;
_disk->loadScenery(*info, name, mask, path);
_gfx->setBackground(kBackgroundLocation, info);
_pathBuffer = &info->path;
return;
}
void Parallaction::showLocationComment(const char *text, bool end) {
_balloonMan->setLocationBalloon(const_cast<char*>(text), end);
}
void Parallaction::processInput(int event) {
switch (event) {
case kEvSaveGame:
_input->stopHovering();
_saveLoad->saveGame();
_input->setArrowCursor();
break;
case kEvLoadGame:
_input->stopHovering();
_saveLoad->loadGame();
_input->setArrowCursor();
break;
}
return;
}
void Parallaction::runGame() {
int event = _input->updateInput();
if (quit())
return;
runGuiFrame();
runDialogueFrame();
runCommentFrame();
if (_input->_inputMode == Input::kInputModeGame) {
processInput(event);
runPendingZones();
if (quit())
return;
if (_engineFlags & kEngineChangeLocation) {
changeLocation(_location._name);
}
}
_gfx->beginFrame();
if (_input->_inputMode == Input::kInputModeGame) {
_programExec->runScripts(_location._programs.begin(), _location._programs.end());
_char._ani->setZ(_char._ani->height() + _char._ani->getFrameY());
if (_char._ani->gfxobj) {
_char._ani->gfxobj->z = _char._ani->getZ();
}
_char._walker->walk();
drawAnimations();
}
// change this to endFrame?
updateView();
}
// displays transition before a new location
//
// clears screen (in white??)
// shows location comment (if any)
// waits for mouse click
// fades towards game palette
//
void Parallaction::doLocationEnterTransition() {
debugC(2, kDebugExec, "doLocationEnterTransition");
if (!_location._comment) {
return;
}
if (getLocationFlags() & kFlagsVisited) {
debugC(2, kDebugExec, "skipping location transition");
return; // visited
}
Palette pal(_gfx->_palette);
pal.makeGrayscale();
_gfx->setPalette(pal);
_programExec->runScripts(_location._programs.begin(), _location._programs.end());
drawAnimations();
showLocationComment(_location._comment, false);
_gfx->updateScreen();
_input->waitForButtonEvent(kMouseLeftUp);
_balloonMan->freeBalloons();
// fades maximum intensity palette towards approximation of main palette
for (uint16 _si = 0; _si<6; _si++) {
pal.fadeTo(_gfx->_palette, 4);
_gfx->setPalette(pal);
_gfx->updateScreen();
_vm->_system->delayMillis(20);
}
_gfx->setPalette(_gfx->_palette);
debugC(2, kDebugExec, "doLocationEnterTransition completed");
return;
}
void Parallaction::setLocationFlags(uint32 flags) {
_localFlags[_currentLocationIndex] |= flags;
}
void Parallaction::clearLocationFlags(uint32 flags) {
_localFlags[_currentLocationIndex] &= ~flags;
}
void Parallaction::toggleLocationFlags(uint32 flags) {
_localFlags[_currentLocationIndex] ^= flags;
}
uint32 Parallaction::getLocationFlags() {
return _localFlags[_currentLocationIndex];
}
void Parallaction::drawAnimations() {
debugC(9, kDebugExec, "Parallaction_ns::drawAnimations()\n");
uint16 layer = 0, scale = 100;
for (AnimationList::iterator it = _location._animations.begin(); it != _location._animations.end(); it++) {
AnimationPtr anim = *it;
GfxObj *obj = anim->gfxobj;
// Validation is performed here, so that every animation is affected, instead that only the ones
// who *own* a script. In fact, some scripts can change values in other animations.
// The right way to do this would be to enforce validation when any variable is modified from
// a script.
anim->validateScriptVars();
if ((anim->_flags & kFlagsActive) && ((anim->_flags & kFlagsRemove) == 0)) {
if (anim->_flags & kFlagsNoMasked)
layer = LAYER_FOREGROUND;
else {
if (getGameType() == GType_Nippon) {
// Layer in NS depends on where the animation is on the screen, for each animation.
layer = _gfx->_backgroundInfo->getLayer(anim->getFrameY() + anim->height());
} else {
// Layer in BRA is calculated from Z value. For characters it is the same as NS,
// but other animations can have Z set from scripts independently from their
// position on the screen.
layer = _gfx->_backgroundInfo->getLayer(anim->getZ());
}
}
if (getGameType() == GType_BRA) {
if (anim->_flags & (kFlagsScaled | kFlagsCharacter)) {
if (anim->getZ() <= _location._zeta0) {
if (anim->getZ() >= _location._zeta1) {
scale = ((anim->getZ() - _location._zeta1) * (100 - _location._zeta2)) / (_location._zeta0 - _location._zeta1) + _location._zeta2;
} else {
scale = _location._zeta2;
}
}
}
}
if (obj) {
_gfx->showGfxObj(obj, true);
obj->frame = anim->getF();
obj->x = anim->getX();
obj->y = anim->getY();
obj->z = anim->getZ();
obj->layer = layer;
obj->scale = scale;
}
}
if (((anim->_flags & kFlagsActive) == 0) && (anim->_flags & kFlagsRemove)) {
anim->_flags &= ~kFlagsRemove;
}
if ((anim->_flags & kFlagsActive) && (anim->_flags & kFlagsRemove)) {
anim->_flags &= ~kFlagsActive;
anim->_flags |= kFlagsRemove;
if (obj) {
_gfx->showGfxObj(obj, false);
}
}
}
debugC(9, kDebugExec, "Parallaction_ns::drawAnimations done()\n");
return;
}
void Parallaction::showZone(ZonePtr z, bool visible) {
if (!z) {
return;
}
if (visible) {
z->_flags &= ~kFlagsRemove;
z->_flags |= kFlagsActive;
} else {
z->_flags |= kFlagsRemove;
}
if ((z->_type & 0xFFFF) == kZoneGet) {
_gfx->showGfxObj(z->u.get->gfxobj, visible);
GetData *data = z->u.get;
if (data->hasMask && _gfx->_backgroundInfo->hasMask) {
if (visible) {
_gfx->_backgroundInfo->mask.bltOr(data->gfxobj->x, data->gfxobj->y, data->_mask[0], 0, 0, data->_mask->w, data->_mask->h);
} else {
_gfx->_backgroundInfo->mask.bltCopy(data->gfxobj->x, data->gfxobj->y, data->_mask[1], 0, 0, data->_mask->w, data->_mask->h);
}
}
}
}
//
// ZONE TYPE: EXAMINE
//
void Parallaction::enterCommentMode(ZonePtr z) {
if (!z) {
return;
}
_commentZone = z;
ExamineData *data = _commentZone->u.examine;
if (!data->_description) {
return;
}
// TODO: move this balloons stuff into DialogueManager and BalloonManager
if (getGameType() == GType_Nippon) {
int id;
if (data->_filename) {
if (data->_cnv == 0) {
data->_cnv = _disk->loadStatic(data->_filename);
}
_gfx->setHalfbriteMode(true);
_balloonMan->setSingleBalloon(data->_description, 0, 90, 0, BalloonManager::kNormalColor);
Common::Rect r;
data->_cnv->getRect(0, r);
id = _gfx->setItem(data->_cnv, 140, (_screenHeight - r.height())/2);
_gfx->setItemFrame(id, 0);
id = _gfx->setItem(_char._head, 100, 152);
_gfx->setItemFrame(id, 0);
} else {
_balloonMan->setSingleBalloon(data->_description, 140, 10, 0, BalloonManager::kNormalColor);
id = _gfx->setItem(_char._talk, 190, 80);
_gfx->setItemFrame(id, 0);
}
} else
if (getGameType() == GType_BRA) {
_balloonMan->setSingleBalloon(data->_description, 0, 0, 1, BalloonManager::kNormalColor);
int id = _gfx->setItem(_char._talk, 10, 80);
_gfx->setItemFrame(id, 0);
}
_input->_inputMode = Input::kInputModeComment;
}
void Parallaction::exitCommentMode() {
_input->_inputMode = Input::kInputModeGame;
hideDialogueStuff();
_gfx->setHalfbriteMode(false);
_cmdExec->run(_commentZone->_commands, _commentZone);
_commentZone = nullZonePtr;
}
void Parallaction::runCommentFrame() {
if (_input->_inputMode != Input::kInputModeComment) {
return;
}
if (_input->getLastButtonEvent() == kMouseLeftUp) {
exitCommentMode();
}
}
void Parallaction::runZone(ZonePtr z) {
debugC(3, kDebugExec, "runZone (%s)", z->_name);
uint16 subtype = z->_type & 0xFFFF;
debugC(3, kDebugExec, "type = %x, object = %x", subtype, (z->_type & 0xFFFF0000) >> 16);
switch(subtype) {
case kZoneExamine:
enterCommentMode(z);
return;
case kZoneGet:
pickupItem(z);
break;
case kZoneDoor:
if (z->_flags & kFlagsLocked) break;
updateDoor(z, !(z->_flags & kFlagsClosed));
break;
case kZoneHear:
_soundMan->playSfx(z->u.hear->_name, z->u.hear->_channel, (z->_flags & kFlagsLooping) == kFlagsLooping, 60);
break;
case kZoneSpeak:
enterDialogueMode(z);
return;
}
debugC(3, kDebugExec, "runZone completed");
_cmdExec->run(z->_commands, z);
return;
}
//
// ZONE TYPE: DOOR
//
void Parallaction::updateDoor(ZonePtr z, bool close) {
z->_flags = close ? (z->_flags |= kFlagsClosed) : (z->_flags &= ~kFlagsClosed);
if (z->u.door->gfxobj) {
uint frame = (close ? 0 : 1);
// z->u.door->gfxobj->setFrame(frame);
z->u.door->gfxobj->frame = frame;
}
return;
}
//
// ZONE TYPE: GET
//
bool Parallaction::pickupItem(ZonePtr z) {
if (z->_flags & kFlagsFixed) {
return false;
}
int slot = addInventoryItem(z->u.get->_icon);
if (slot != -1) {
showZone(z, false);
}
return (slot != -1);
}
// FIXME: input coordinates must be offseted to handle scrolling!
bool Parallaction::checkSpecialZoneBox(ZonePtr z, uint32 type, uint x, uint y) {
// not a special zone
if ((z->getX() != -2) && (z->getX() != -3)) {
return false;
}
// WORKAROUND: this huge condition is needed because we made TypeData a collection of structs
// instead of an union. So, merge->_obj1 and get->_icon were just aliases in the original engine,
// but we need to check it separately here. The same workaround is applied in freeZones.
if ((((z->_type & 0xFFFF) == kZoneMerge) && (((x == z->u.merge->_obj1) && (y == z->u.merge->_obj2)) || ((x == z->u.merge->_obj2) && (y == z->u.merge->_obj1)))) ||
(((z->_type & 0xFFFF) == kZoneGet) && ((x == z->u.get->_icon) || (y == z->u.get->_icon)))) {
// WORKAROUND for bug 2070751: special zones are only used in NS, to allow the
// the EXAMINE/USE action to be applied on some particular item in the inventory.
// The usage a verb requires at least an item match, so type can't be 0, as it
// was in the original code. This bug has been here since the beginning, and was
// hidden by label code, which filtered the bogus matches produced here.
// look for action + item match
if (z->_type == type)
return true;
// look for item match, but don't accept 0 types
if (((z->_type & 0xFFFF0000) == type) && (type))
return true;
}
return false;
}
// FIXME: input coordinates must be offseted to handle scrolling!
bool Parallaction::checkZoneBox(ZonePtr z, uint32 type, uint x, uint y) {
if (z->_flags & kFlagsRemove)
return false;
debugC(5, kDebugExec, "checkZoneBox for %s (type = %x, x = %i, y = %i)", z->_name, type, x, y);
Common::Rect r;
z->getBox(r);
r.right++; // adjust border because Common::Rect doesn't include bottom-right edge
r.bottom++;
r.grow(-1); // allows some tolerance for mouse click
if (!r.contains(x, y)) {
// check for special zones (items defined in common.loc)
if (checkSpecialZoneBox(z, type, x, y))
return true;
if (z->getX() != -1)
return false;
if ((int)x < _char._ani->getFrameX())
return false;
if ((int)x > (_char._ani->getFrameX() + _char._ani->width()))
return false;
if ((int)y < _char._ani->getFrameY())
return false;
if ((int)y > (_char._ani->getFrameY() + _char._ani->height()))
return false;
}
// normal Zone
if ((type == 0) && ((z->_type & 0xFFFF0000) == 0))
return true;
if (z->_type == type)
return true;
if ((z->_type & 0xFFFF0000) == type)
return true;
return false;
}
// FIXME: input coordinates must be offseted to handle scrolling!
bool Parallaction::checkLinkedAnimBox(ZonePtr z, uint32 type, uint x, uint y) {
if (z->_flags & kFlagsRemove)
return false;
if ((z->_flags & kFlagsAnimLinked) == 0)
return false;
debugC(5, kDebugExec, "checkLinkedAnimBox for %s (type = %x, x = %i, y = %i)", z->_name, type, x, y);
AnimationPtr anim = z->_linkedAnim;
Common::Rect r(anim->getFrameX(), anim->getFrameY(), anim->getFrameX() + anim->width() + 1, anim->getFrameY() + anim->height() + 1);
if (!r.contains(x, y)) {
return false;
}
// NOTE: the implementation of the following lines is a different in the
// original... it is working so far, though
if ((type == 0) && ((z->_type & 0xFFFF0000) == 0))
return true;
if (z->_type == type)
return true;
if ((z->_type & 0xFFFF0000) == type)
return true;
return false;
}
ZonePtr Parallaction::hitZone(uint32 type, uint16 x, uint16 y) {
uint16 _di = y;
uint16 _si = x;
for (ZoneList::iterator it = _location._zones.begin(); it != _location._zones.end(); it++) {
if (checkLinkedAnimBox(*it, type, x, y)) {
return *it;
}
if (checkZoneBox(*it, type, x, y)) {
return *it;
}
}
int16 _a, _b, _c, _d, _e, _f;
for (AnimationList::iterator ait = _location._animations.begin(); ait != _location._animations.end(); ait++) {
AnimationPtr a = *ait;
_a = (a->_flags & kFlagsActive) ? 1 : 0; // _a: active Animation
_e = ((_si >= a->getFrameX() + a->width()) || (_si <= a->getFrameX())) ? 0 : 1; // _e: horizontal range
_f = ((_di >= a->getFrameY() + a->height()) || (_di <= a->getFrameY())) ? 0 : 1; // _f: vertical range
_b = ((type != 0) || (a->_type == kZoneYou)) ? 0 : 1; // _b: (no type specified) AND (Animation is not the character)
_c = (a->_type & 0xFFFF0000) ? 0 : 1; // _c: Animation is not an object
_d = ((a->_type & 0xFFFF0000) != type) ? 0 : 1; // _d: Animation is an object of the same type
if ((_a != 0 && _e != 0 && _f != 0) && ((_b != 0 && _c != 0) || (a->_type == type) || (_d != 0))) {
return a;
}
}
return nullZonePtr;
}
ZonePtr Parallaction::findZone(const char *name) {
for (ZoneList::iterator it = _location._zones.begin(); it != _location._zones.end(); it++) {
if (!scumm_stricmp((*it)->_name, name)) return *it;
}
return findAnimation(name);
}
void Parallaction::freeZones() {
debugC(2, kDebugExec, "freeZones: _vm->_quit = %i", _vm->_quit);
ZoneList::iterator it = _location._zones.begin();
while ( it != _location._zones.end() ) {
// NOTE : this condition has been relaxed compared to the original, to allow the engine
// to retain special - needed - zones that were lost across location switches.
ZonePtr z = *it;
if (((z->getY() == -1) || (z->getX() == -2)) && (_quit == 0)) {
debugC(2, kDebugExec, "freeZones preserving zone '%s'", z->_name);
it++;
} else {
(*it)->_commands.clear(); // Since commands may reference zones, and both commands and zones are kept stored into
// SharedPtr's, we need to kill commands explicitly to destroy any potential circular
// reference.
it = _location._zones.erase(it);
}
}
return;
}
enum {
WALK_LEFT = 0,
WALK_RIGHT = 1,
WALK_DOWN = 2,
WALK_UP = 3
};
struct WalkFrames {
int16 stillFrame[4];
int16 firstWalkFrame[4];
int16 numWalkFrames[4];
int16 frameRepeat[4];
};
WalkFrames _char20WalkFrames = {
{ 0, 7, 14, 17 },
{ 1, 8, 15, 18 },
{ 6, 6, 2, 2 },
{ 2, 2, 4, 4 }
};
WalkFrames _char24WalkFrames = {
{ 0, 9, 18, 21 },
{ 1, 10, 19, 22 },
{ 8, 8, 2, 2 },
{ 2, 2, 4, 4 }
};
const char Character::_prefixMini[] = "mini";
const char Character::_suffixTras[] = "tras";
const char Character::_empty[] = "\0";
Character::Character(Parallaction *vm) : _vm(vm), _ani(new Animation) {
_talk = NULL;
_head = NULL;
_objs = NULL;
_direction = WALK_DOWN;
_step = 0;
_dummy = false;
_ani->setX(150);
_ani->setY(100);
_ani->setZ(10);
_ani->setF(0);
_ani->_flags = kFlagsActive | kFlagsNoName | kFlagsCharacter;
_ani->_type = kZoneYou;
strncpy(_ani->_name, "yourself", ZONENAME_LENGTH);
// TODO: move creation into Parallaction. Needs to make Character a pointer first.
if (_vm->getGameType() == GType_Nippon) {
_builder = new PathBuilder_NS(this);
_walker = new PathWalker_NS(this);
} else {
_builder = new PathBuilder_BR(this);
_walker = new PathWalker_BR(this);
}
}
Character::~Character() {
delete _builder;
_builder = 0;
delete _walker;
_walker = 0;
free();
}
void Character::getFoot(Common::Point &foot) {
Common::Rect rect;
_ani->gfxobj->getRect(_ani->getF(), rect);
foot.x = _ani->getX() + (rect.left + rect.width() / 2);
foot.y = _ani->getY() + (rect.top + rect.height());
}
void Character::setFoot(const Common::Point &foot) {
Common::Rect rect;
_ani->gfxobj->getRect(_ani->getF(), rect);
_ani->setX(foot.x - (rect.left + rect.width() / 2));
_ani->setY(foot.y - (rect.top + rect.height()));
}
#if 0
void dumpPath(const PointList &list, const char* text) {
for (PointList::iterator it = list.begin(); it != list.end(); it++)
printf("node (%i, %i)\n", it->x, it->y);
return;
}
#endif
void Character::scheduleWalk(int16 x, int16 y) {
if ((_ani->_flags & kFlagsRemove) || (_ani->_flags & kFlagsActive) == 0) {
return;
}
_builder->buildPath(x, y);
#if 0
dumpPath(_walkPath, _name);
#endif
_engineFlags |= kEngineWalking;
}
void Character::free() {
delete _talk;
delete _head;
delete _objs;
delete _ani->gfxobj;
_talk = NULL;
_head = NULL;
_objs = NULL;
_ani->gfxobj = NULL;
return;
}
// 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->setF(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->setF(frames->firstWalkFrame[_direction] + (_step / frames->frameRepeat[_direction]) % frames->numWalkFrames[_direction]);
}
} // namespace Parallaction