scummvm/engines/parallaction/parallaction_br.cpp
Nicola Mettifogo db88c544b7 Fixed assorted leaks in Parallaction.
svn-id: r35270
2008-12-07 12:41:50 +00:00

321 lines
7.3 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/system.h"
#include "common/util.h"
#include "parallaction/parallaction.h"
#include "parallaction/input.h"
#include "parallaction/saveload.h"
#include "parallaction/sound.h"
namespace Parallaction {
const char *Parallaction_br::_partNames[] = {
"PART0",
"PART1",
"PART2",
"PART3",
"PART4"
};
Parallaction_br::Parallaction_br(OSystem* syst, const PARALLACTIONGameDescription *gameDesc) : Parallaction_ns(syst, gameDesc),
_locationParser(0), _programParser(0) {
}
Common::Error Parallaction_br::init() {
_screenWidth = 640;
_screenHeight = 400;
if (getGameType() == GType_BRA) {
if (getPlatform() == Common::kPlatformPC) {
if (getFeatures() & GF_DEMO) {
_disk = new DosDemoDisk_br(this);
} else {
_disk = new DosDisk_br(this);
}
_disk->setLanguage(2); // NOTE: language is now hardcoded to English. Original used command-line parameters.
_soundMan = new DummySoundMan(this);
} else {
_disk = new AmigaDisk_br(this);
_disk->setLanguage(2); // NOTE: language is now hardcoded to English. Original used command-line parameters.
_soundMan = new AmigaSoundMan(this);
}
_disk->init();
} else {
error("unknown game type");
}
initResources();
initFonts();
_locationParser = new LocationParser_br(this);
_locationParser->init();
_programParser = new ProgramParser_br(this);
_programParser->init();
_cmdExec = new CommandExec_br(this);
_cmdExec->init();
_programExec = new ProgramExec_br(this);
_programExec->init();
_part = -1;
_subtitle[0] = -1;
_subtitle[1] = -1;
_countersNames = 0;
_saveLoad = new SaveLoad_br(this, _saveFileMan);
Parallaction::init();
return Common::kNoError;
}
Parallaction_br::~Parallaction_br() {
freeFonts();
delete _locationParser;
delete _programParser;
}
void Parallaction_br::callFunction(uint index, void* parm) {
assert(index < 6); // magic value 6 is maximum # of callables for Big Red Adventure
(this->*_callables[index])(parm);
}
Common::Error Parallaction_br::go() {
bool splash = true;
while (!shouldQuit()) {
if (getFeatures() & GF_DEMO) {
scheduleLocationSwitch("camalb.1");
_input->_inputMode = Input::kInputModeGame;
} else {
startGui(splash);
// don't show splash after first time
splash = false;
}
// initCharacter();
while (((_engineFlags & kEngineReturn) == 0) && (!shouldQuit())) {
runGame();
}
_engineFlags &= ~kEngineReturn;
cleanupGame();
}
return Common::kNoError;
}
void Parallaction_br::freeFonts() {
delete _menuFont;
delete _dialogueFont;
_menuFont = 0;
_dialogueFont = 0;
_labelFont = 0;
_introFont = 0;
}
void Parallaction_br::runPendingZones() {
ZonePtr z;
_cmdExec->runSuspended();
if (_activeZone) {
z = _activeZone; // speak Zone or sound
_activeZone = nullZonePtr;
if ((z->_type & 0xFFFF) == kZoneSpeak) {
enterDialogueMode(z);
} else {
runZone(z); // FIXME: BRA doesn't handle sound yet
}
}
if (_activeZone2) {
z = _activeZone2; // speak Zone or sound
_activeZone2 = nullZonePtr;
if ((z->_type & 0xFFFF) == kZoneSpeak) {
enterDialogueMode(z);
} else {
runZone(z); // FIXME: BRA doesn't handle sound yet
}
}
}
void Parallaction_br::freeLocation(bool removeAll) {
// free open location stuff
clearSubtitles();
freeBackground();
_gfx->clearGfxObjects(kGfxObjNormal);
_gfx->freeLabels();
_subtitle[0] = _subtitle[1] = -1;
_location._animations.remove(_char._ani);
_location.cleanup(removeAll);
_location._animations.push_front(_char._ani);
}
void Parallaction_br::cleanupGame() {
freeLocation(true);
// freeCharacter();
delete _globalFlagsNames;
delete _objectsNames;
delete _countersNames;
_globalFlagsNames = 0;
_objectsNames = 0;
_countersNames = 0;
}
void Parallaction_br::changeLocation(char *location) {
char *partStr = strrchr(location, '.');
if (partStr) {
cleanupGame();
int n = partStr - location;
strncpy(_location._name, location, n);
_location._name[n] = '\0';
_part = atoi(++partStr);
if (getFeatures() & GF_DEMO) {
assert(_part == 1);
} else {
assert(_part >= 0 && _part <= 4);
}
_disk->selectArchive(_partNames[_part]);
memset(_counters, 0, ARRAYSIZE(_counters));
_globalFlagsNames = _disk->loadTable("global");
_objectsNames = _disk->loadTable("objects");
_countersNames = _disk->loadTable("counters");
// TODO: maybe handle this into Disk
if (getPlatform() == Common::kPlatformPC) {
_char._objs = _disk->loadObjects("icone.ico");
} else {
_char._objs = _disk->loadObjects("icons.ico");
}
parseLocation("common.slf");
}
freeLocation(false);
// load new location
parseLocation(location);
// kFlagsRemove is cleared because the character is visible by default.
// Commands can hide the character, anyway.
_char._ani->_flags &= ~kFlagsRemove;
_cmdExec->run(_location._commands);
doLocationEnterTransition();
_cmdExec->run(_location._aCommands);
_engineFlags &= ~kEngineChangeLocation;
}
// FIXME: Parallaction_br::parseLocation() is now a verbatim copy of the same routine from Parallaction_ns.
void Parallaction_br::parseLocation(const char *filename) {
debugC(1, kDebugParser, "parseLocation('%s')", filename);
allocateLocationSlot(filename);
Script *script = _disk->loadLocation(filename);
_locationParser->parse(script);
delete script;
// this loads animation scripts
AnimationList::iterator it = _vm->_location._animations.begin();
for ( ; it != _vm->_location._animations.end(); it++) {
if ((*it)->_scriptName) {
loadProgram(*it, (*it)->_scriptName);
}
}
debugC(1, kDebugParser, "parseLocation('%s') done", filename);
return;
}
void Parallaction_br::loadProgram(AnimationPtr a, const char *filename) {
debugC(1, kDebugParser, "loadProgram(Animation: %s, script: %s)", a->_name, filename);
Script *script = _disk->loadScript(filename);
ProgramPtr program(new Program);
program->_anim = a;
_programParser->parse(script, program);
delete script;
_vm->_location._programs.push_back(program);
debugC(1, kDebugParser, "loadProgram() done");
return;
}
void Parallaction_br::changeCharacter(const char *name) {
const char *charName = _char.getName();
if (scumm_stricmp(charName, name)) {
debugC(1, kDebugExec, "changeCharacter(%s)", name);
_char.setName(name);
_char._ani->gfxobj = _gfx->loadAnim(name);
_char._ani->gfxobj->setFlags(kGfxObjCharacter);
_char._ani->gfxobj->clearFlags(kGfxObjNormal);
_char._talk = _disk->loadTalk(name);
}
_char._ani->_flags |= kFlagsActive;
}
} // namespace Parallaction