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https://github.com/libretro/scummvm.git
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10ee427772
This feature is needed by BRA, since background, mask and path are specified by different instructions in the script. svn-id: r28566
850 lines
19 KiB
C++
850 lines
19 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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* $URL$
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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/debug.h"
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#include "parallaction/sound.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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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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_mouseHidden = false;
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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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Common::addSpecialDebugLevel(kDebugAudio, "audio", "Audio debug level");
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Common::addSpecialDebugLevel(kDebugMenu, "menu", "Menu debug level");
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}
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Parallaction::~Parallaction() {
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delete _debugger;
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freeBackground();
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delete _backgroundInfo;
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delete _globalTable;
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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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_animations.remove(&_char._ani);
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freeLocation();
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freeCharacter();
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destroyInventory();
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delete _gfx;
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delete _soundMan;
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delete _disk;
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}
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int Parallaction::init() {
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_engineFlags = 0;
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_objectsNames = NULL;
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_globalTable = NULL;
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_hasLocationSound = 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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_baseTime = 0;
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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._comment = NULL;
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_location._endComment = NULL;
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_backgroundInfo = 0;
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_pathBuffer = 0;
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_screenSize = _screenWidth * _screenHeight;
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_backgroundInfo = new BackgroundInfo;
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strcpy(_characterName1, "null");
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strcpy(_characterName, "dough");
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memset(_locationNames, 0, 120*32);
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initInventory(); // needs to be pushed into subclass
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_animations.push_front(&_char._ani);
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_gfx = new Gfx(this);
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_debugger = new Debugger(this);
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return 0;
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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.flags == Common::KBD_CTRL && e.kbd.keycode == 'd')
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_debugger->attach();
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if (getFeatures() & GF_DEMO) break;
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if (e.kbd.keycode == Common::KEYCODE_l) KeyDown = kEvLoadGame;
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if (e.kbd.keycode == Common::KEYCODE_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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_engineFlags |= kEngineQuit;
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g_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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if (_debugger->isAttached())
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_debugger->onFrame();
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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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_engineFlags |= kEngineQuit;
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break;
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}
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_vm->_gfx->updateScreen();
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g_system->delayMillis(30);
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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.size() > 0)
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runCommands(_location._commands);
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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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if (_hasLocationSound)
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_soundMan->playSfx(_locationSound, 0, true);
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changeCursor(kCursorArrow);
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if (_location._aCommands.size() > 0)
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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,
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(_engineFlags & kEngineBlockInput) == 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) && ((_engineFlags & kEngineBlockInput) == 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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return;
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}
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void Parallaction::processInput(InputData *data) {
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Zone *z;
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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 (_char._ani._flags & kFlagsRemove) break;
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if ((_char._ani._flags & kFlagsActive) == 0) break;
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WalkNodeList *v4 = _char._builder.buildPath(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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}
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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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saveGame();
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changeCursor(kCursorArrow);
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break;
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case kEvLoadGame:
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_hoverZone = NULL;
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loadGame();
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changeCursor(kCursorArrow);
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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)) {
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_hoverZone = z;
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_input._event = kEvEnterZone;
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_input._label = &z->_label;
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return &_input;
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}
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if ((_mouseButtons == kMouseLeftUp) && ((_activeItem._id != 0) || ((z->_type & 0xFFFF) == kZoneCommand))) {
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_input._zone = z;
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if (z->_flags & kFlagsNoWalk) {
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// character doesn't need to walk to take specified action
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_input._event = kEvAction;
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} else {
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// action delayed: if Zone defined a moveto position the character is programmed to move there,
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// else it will move to the mouse position
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_input._event = kEvWalk;
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_actionAfterWalk = true;
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if (z->_moveTo.y != 0) {
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_input._mousePos = z->_moveTo;
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}
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}
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// beep();
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changeCursor(kCursorArrow);
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return &_input;
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}
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}
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if ((_engineFlags & kEngineInventory) == 0) return NULL;
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// in inventory
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int16 _si = getHoverInventoryItem(_mousePos.x, _mousePos.y);
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if (_mouseButtons == kMouseRightUp) {
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// right up hides inventory
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_input._event = kEvCloseInventory;
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_input._inventoryIndex = getHoverInventoryItem(_mousePos.x, _mousePos.y);
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highlightInventoryItem(_transCurrentHoverItem, 12); // disable
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if ((_engineFlags & kEngineDragging) == 0) return &_input;
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_engineFlags &= ~kEngineDragging;
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Zone *z = hitZone(kZoneMerge, _activeItem._index, _inventory[_input._inventoryIndex]._index);
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if (z != NULL) {
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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
|