scummvm/engines/parallaction/parallaction.cpp

850 lines
19 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/stdafx.h"
#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/parallaction.h"
#include "parallaction/debug.h"
#include "parallaction/sound.h"
namespace Parallaction {
// FIXME: remove this
Parallaction *_vm = NULL;
// public stuff
uint16 _mouseButtons = 0;
char _saveData1[30] = { '\0' };
uint16 _language = 0;
char _slideText[2][40];
uint32 _engineFlags = 0;
Zone *_activeZone = NULL;
uint16 _score = 1;
uint32 _localFlags[120] = { 0 };
Command * _forwardedCommands[20] = {
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL
};
char _forwardedAnimationNames[20][20];
uint16 _numForwards = 0;
uint32 _commandFlags = 0;
uint16 _introSarcData3 = 200;
uint16 _introSarcData2 = 1;
// private stuff
static Job *_jDrawInventory = NULL;
Job *_jDrawLabel = NULL;
Job *_jEraseLabel = NULL;
Zone *_hoverZone = NULL;
static Job *_jRunScripts = NULL;
Parallaction::Parallaction(OSystem *syst) :
Engine(syst) {
// FIXME
_vm = this;
_mouseHidden = false;
Common::File::addDefaultDirectory( _gameDataPath );
Common::addSpecialDebugLevel(kDebugDialogue, "dialogue", "Dialogues debug level");
Common::addSpecialDebugLevel(kDebugLocation, "location", "Location 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(kDebugJobs, "jobs", "Jobs debug level");
Common::addSpecialDebugLevel(kDebugInput, "input", "Input debug level");
Common::addSpecialDebugLevel(kDebugAudio, "audio", "Audio debug level");
Common::addSpecialDebugLevel(kDebugMenu, "menu", "Menu debug level");
}
Parallaction::~Parallaction() {
delete _debugger;
freeBackground();
delete _backgroundInfo;
delete _globalTable;
delete _callableNames;
delete _commandsNames;
delete _instructionNames;
delete _zoneTypeNames;
delete _zoneFlagNames;
_animations.remove(&_char._ani);
freeLocation();
freeCharacter();
destroyInventory();
delete _gfx;
delete _soundMan;
delete _disk;
}
int Parallaction::init() {
_engineFlags = 0;
_objectsNames = NULL;
_globalTable = NULL;
_hasLocationSound = false;
_transCurrentHoverItem = 0;
_actionAfterWalk = false; // actived when the character needs to move before taking an action
_activeItem._index = 0;
_activeItem._id = 0;
_procCurrentHoverItem = -1;
_baseTime = 0;
_numLocations = 0;
_location._startPosition.x = -1000;
_location._startPosition.y = -1000;
_location._startFrame = 0;
_location._comment = NULL;
_location._endComment = NULL;
_backgroundInfo = 0;
_pathBuffer = 0;
_screenSize = _screenWidth * _screenHeight;
_backgroundInfo = new BackgroundInfo;
strcpy(_characterName1, "null");
strcpy(_characterName, "dough");
memset(_locationNames, 0, 120*32);
initInventory(); // needs to be pushed into subclass
_animations.push_front(&_char._ani);
_gfx = new Gfx(this);
_debugger = new Debugger(this);
return 0;
}
// FIXME: the engine has 3 event loops. The following routine hosts the main one,
// and it's called from 8 different places in the code. There exist 2 more specialised
// loops which could possibly be merged into this one with some effort in changing
// caller code, i.e. adding condition checks.
//
uint16 Parallaction::updateInput() {
Common::Event e;
uint16 KeyDown = 0;
_mouseButtons = kMouseNone;
Common::EventManager *eventMan = _system->getEventManager();
while (eventMan->pollEvent(e)) {
switch (e.type) {
case Common::EVENT_KEYDOWN:
if (e.kbd.flags == Common::KBD_CTRL && e.kbd.keycode == 'd')
_debugger->attach();
if (getFeatures() & GF_DEMO) break;
if (e.kbd.keycode == Common::KEYCODE_l) KeyDown = kEvLoadGame;
if (e.kbd.keycode == Common::KEYCODE_s) KeyDown = kEvSaveGame;
break;
case Common::EVENT_LBUTTONDOWN:
_mouseButtons = kMouseLeftDown;
break;
case Common::EVENT_LBUTTONUP:
_mouseButtons = kMouseLeftUp;
break;
case Common::EVENT_RBUTTONDOWN:
_mouseButtons = kMouseRightDown;
break;
case Common::EVENT_RBUTTONUP:
_mouseButtons = kMouseRightUp;
break;
case Common::EVENT_MOUSEMOVE:
_mousePos = e.mouse;
break;
case Common::EVENT_QUIT:
_engineFlags |= kEngineQuit;
g_system->quit();
break;
default:
break;
}
}
if (_debugger->isAttached())
_debugger->onFrame();
return KeyDown;
}
// FIXME: see comment for updateInput()
void waitUntilLeftClick() {
Common::Event e;
Common::EventManager *eventMan = g_system->getEventManager();
for (;;) {
eventMan->pollEvent(e);
if (e.type == Common::EVENT_LBUTTONUP)
break;
if (e.type == Common::EVENT_QUIT) {
_engineFlags |= kEngineQuit;
break;
}
_vm->_gfx->updateScreen();
g_system->delayMillis(30);
}
return;
}
void Parallaction::runGame() {
addJob(&jobEraseAnimations, (void*)1, kPriority20);
_jRunScripts = addJob(&jobRunScripts, 0, kPriority15);
addJob(&jobDisplayAnimations, 0, kPriority3);
_gfx->copyScreen(Gfx::kBitBack, Gfx::kBit2);
if (_location._commands.size() > 0)
runCommands(_location._commands);
_gfx->copyScreen(Gfx::kBitBack, Gfx::kBitFront);
if (_location._comment)
doLocationEnterTransition();
if (_hasLocationSound)
_soundMan->playSfx(_locationSound, 0, true);
changeCursor(kCursorArrow);
if (_location._aCommands.size() > 0)
runCommands(_location._aCommands);
while ((_engineFlags & kEngineQuit) == 0) {
_keyDown = updateInput();
debugC(3, kDebugInput, "runGame: input flags (%i, %i, %i, %i)",
!_mouseHidden,
(_engineFlags & kEngineBlockInput) == 0,
(_engineFlags & kEngineWalking) == 0,
(_engineFlags & kEngineChangeLocation) == 0
);
// WORKAROUND: the engine doesn't check for displayed labels before performing a location
// switch, thus crashing whenever a jobDisplayLabel/jEraseLabel pair is left into the
// queue after the character enters a door.
// Skipping input processing when kEngineChangeLocation is set solves the issue. It's
// noteworthy that the programmers added this very check in Big Red Adventure's engine,
// so it should be ok here in Nippon Safes too.
if ((!_mouseHidden) && ((_engineFlags & kEngineBlockInput) == 0) && ((_engineFlags & kEngineWalking) == 0) && ((_engineFlags & kEngineChangeLocation) == 0)) {
InputData *v8 = translateInput();
if (v8) processInput(v8);
}
if (_activeZone) {
Zone *z = _activeZone; // speak Zone or sound
_activeZone = NULL;
if (runZone( z ) == 0)
runCommands( z->_commands, z );
}
if (_engineFlags & kEngineChangeLocation) {
_engineFlags &= ~kEngineChangeLocation;
changeLocation(_location._name);
continue;
}
g_system->delayMillis(30);
runJobs();
if ((_engineFlags & kEnginePauseJobs) == 0 || (_engineFlags & kEngineInventory)) {
_gfx->swapBuffers();
_gfx->animatePalette();
}
}
return;
}
void Parallaction::processInput(InputData *data) {
Zone *z;
switch (data->_event) {
case kEvEnterZone:
debugC(2, kDebugInput, "processInput: kEvEnterZone");
_gfx->_labelPosition[1].x = -1000;
_gfx->_labelPosition[1].y = -1000;
_gfx->_labelPosition[0].x = -1000;
_gfx->_labelPosition[0].y = -1000;
_jDrawLabel = addJob(&jobDisplayLabel, (void*)data->_label, kPriority0);
_jEraseLabel = addJob(&jobEraseLabel, (void*)data->_label, kPriority20);
break;
case kEvExitZone:
debugC(2, kDebugInput, "processInput: kEvExitZone");
removeJob(_jDrawLabel);
addJob(&jobWaitRemoveJob, _jEraseLabel, kPriority15);
_jDrawLabel = NULL;
break;
case kEvAction:
debugC(2, kDebugInput, "processInput: kEvAction");
_procCurrentHoverItem = -1;
_hoverZone = NULL;
pauseJobs();
z = data->_zone;
if (runZone(z) == 0) {
runCommands( z->_commands, z );
}
resumeJobs();
break;
case kEvOpenInventory:
_procCurrentHoverItem = -1;
_hoverZone = NULL;
if (_jDrawLabel != 0) {
removeJob(_jDrawLabel);
_jDrawLabel = NULL;
addJob(&jobWaitRemoveJob, _jEraseLabel, kPriority2);
}
if (hitZone(kZoneYou, _mousePos.x, _mousePos.y) == 0)
changeCursor(kCursorArrow);
removeJob(_jRunScripts);
_jDrawInventory = addJob(&jobShowInventory, 0, kPriority2);
openInventory();
break;
case kEvCloseInventory: // closes inventory and possibly select item
closeInventory();
if ((data->_inventoryIndex != -1) && (_inventory[data->_inventoryIndex]._id != 0)) {
// activates item
changeCursor(data->_inventoryIndex);
}
_jRunScripts = addJob(&jobRunScripts, 0, kPriority15);
addJob(&jobHideInventory, 0, kPriority20);
removeJob(_jDrawInventory);
break;
case kEvHoverInventory:
highlightInventoryItem(_procCurrentHoverItem, 12); // disable
highlightInventoryItem(data->_inventoryIndex, 19); // enable
_procCurrentHoverItem = data->_inventoryIndex;
break;
case kEvWalk: {
debugC(2, kDebugInput, "processInput: kEvWalk");
_hoverZone = NULL;
changeCursor(kCursorArrow);
if (_char._ani._flags & kFlagsRemove) break;
if ((_char._ani._flags & kFlagsActive) == 0) break;
WalkNodeList *v4 = _char._builder.buildPath(data->_mousePos.x, data->_mousePos.y);
addJob(&jobWalk, v4, kPriority19);
_engineFlags |= kEngineWalking; // inhibits processing of input until walking is over
}
break;
case kEvQuitGame:
_engineFlags |= kEngineQuit;
break;
case kEvSaveGame:
_hoverZone = NULL;
saveGame();
changeCursor(kCursorArrow);
break;
case kEvLoadGame:
_hoverZone = NULL;
loadGame();
changeCursor(kCursorArrow);
break;
}
return;
}
Parallaction::InputData *Parallaction::translateInput() {
if (_keyDown == kEvQuitGame) {
_input._event = kEvQuitGame;
return &_input;
}
if (_keyDown == kEvSaveGame) {
_input._event = kEvSaveGame;
return &_input;
}
if (_keyDown == kEvLoadGame) {
_input._event = kEvLoadGame;
return &_input;
}
_input._mousePos = _mousePos;
if (((_engineFlags & kEnginePauseJobs) == 0) && ((_engineFlags & kEngineInventory) == 0)) {
if (_actionAfterWalk == true) {
// if walking is over, then take programmed action
_input._event = kEvAction;
_actionAfterWalk = false;
return &_input;
}
Zone *z = hitZone(_activeItem._id, _mousePos.x, _mousePos.y);
if (_mouseButtons == kMouseRightDown) {
// right button down shows inventory
if (hitZone(kZoneYou, _mousePos.x, _mousePos.y) && (_activeItem._id != 0)) {
_activeItem._index = (_activeItem._id >> 16) & 0xFFFF;
_engineFlags |= kEngineDragging;
}
_input._event = kEvOpenInventory;
_transCurrentHoverItem = -1;
return &_input;
}
if (((_mouseButtons == kMouseLeftUp) && (_activeItem._id == 0) && ((_engineFlags & kEngineWalking) == 0)) && ((z == NULL) || ((z->_type & 0xFFFF) != kZoneCommand))) {
_input._event = kEvWalk;
return &_input;
}
if ((z != _hoverZone) && (_hoverZone != NULL)) {
_hoverZone = NULL;
_input._event = kEvExitZone;
// _input._data= &z->_name;
return &_input;
}
if (z == NULL) {
return NULL;
}
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;
}
void Parallaction::showCursor(bool visible) {
_mouseHidden = !visible;
g_system->showMouse(visible);
}
// 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;
}
setMousePointer(index);
return;
}
void Parallaction::freeCharacter() {
debugC(3, kDebugLocation, "freeCharacter()");
if (!IS_DUMMY_CHARACTER(_characterName)) {
if (_objectsNames)
delete _objectsNames;
_objectsNames = NULL;
if (_char._ani._cnv)
delete _char._ani._cnv;
_char._ani._cnv = NULL;
if (_char._talk)
delete _char._talk;
_char._talk = NULL;
delete _char._head;
_char._head = NULL;
if (_char._objs)
delete _char._objs;
_char._objs = NULL;
}
return;
}
void Parallaction::changeCharacter(const char *name) {
debugC(1, kDebugLocation, "changeCharacter(%s)", name);
char baseName[20];
if (IS_MINI_CHARACTER(name)) {
strcpy(baseName, name+4);
} else {
strcpy(baseName, name);
}
char fullName[20];
strcpy(fullName, name);
if (_engineFlags & kEngineTransformedDonna)
strcat(fullName, "tras");
if (scumm_stricmp(fullName, _characterName1)) {
// freeCharacter takes responsibility for checking
// character for sanity before memory is freed
freeCharacter();
Common::String oldArchive = _disk->selectArchive((getFeatures() & GF_LANG_MULT) ? "disk1" : "disk0");
_char._ani._cnv = _disk->loadFrames(fullName);
if (!IS_DUMMY_CHARACTER(name)) {
if (getPlatform() == Common::kPlatformAmiga && (getFeatures() & GF_LANG_MULT))
_disk->selectArchive("disk0");
_char._head = _disk->loadHead(baseName);
_char._talk = _disk->loadTalk(baseName);
_char._objs = _disk->loadObjects(baseName);
_objectsNames = _disk->loadTable(baseName);
_soundMan->playCharacterMusic(name);
if (!(getFeatures() & GF_DEMO))
parseLocation("common");
}
if (!oldArchive.empty())
_disk->selectArchive(oldArchive);
}
strcpy(_characterName1, fullName);
debugC(1, kDebugLocation, "changeCharacter() done");
return;
}
/*
helper function to provide *descending* ordering of the job list
(higher priorities values comes first in the list)
*/
int compareJobPriority(const JobPointer &j1, const JobPointer &j2) {
return (j1->_tag >= j2->_tag ? -1 : 1);
}
Job *Parallaction::addJob(JobFn fn, void *parm, uint16 tag) {
debugC(3, kDebugJobs, "addJob(%i)", tag);
Job *v8 = new Job;
v8->_parm = parm;
v8->_fn = fn;
v8->_tag = tag;
v8->_finished = 0;
v8->_count = 0;
_jobs.insertSorted(v8, compareJobPriority);
return v8;
}
void Parallaction::removeJob(Job *j) {
debugC(3, kDebugJobs, "addJob(%i)", j->_tag);
j->_finished = 1;
return;
}
void Parallaction::pauseJobs() {
debugC(3, kDebugJobs, "pausing jobs execution");
_engineFlags |= kEnginePauseJobs;
return;
}
void Parallaction::resumeJobs() {
debugC(3, kDebugJobs, "resuming jobs execution");
_engineFlags &= ~kEnginePauseJobs;
return;
}
void Parallaction::runJobs() {
if (_engineFlags & kEnginePauseJobs) return;
JobList::iterator it = _jobs.begin();
while (it != _jobs.end()) {
if ((*it)->_finished == 1)
it = _jobs.erase(it);
else
it++;
}
it = _jobs.begin();
while (it != _jobs.end()) {
debugC(9, kDebugJobs, "runJobs: %i", (*it)->_tag);
(*(*it)->_fn)((*it)->_parm, (*it));
it++;
}
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 |= kEngineBlockInput;
count++;
if (count == 2) {
count = 0;
_vm->removeJob(arg);
_engineFlags &= ~kEngineBlockInput;
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