/* 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. * */ /* * This code is based on Labyrinth of Time code with assistance of * * Copyright (c) 1993 Terra Nova Development * Copyright (c) 2004 The Wyrmkeep Entertainment Co. * */ #include "lab/lab.h" #include "lab/stddefines.h" #include "lab/labfun.h" #include "lab/parsetypes.h" #include "lab/parsefun.h" #include "lab/timing.h" #include "lab/diff.h" #include "lab/vga.h" #include "lab/interface.h" namespace Lab { #ifdef GAME_TRIAL extern int g_IsRegistered; #endif /* Global parser data */ RoomData *Rooms; InventoryData *Inventory; uint16 NumInv, RoomNum, ManyRooms, HighestCondition, Direction; extern char *FACINGNORTH, *FACINGEAST, *FACINGSOUTH, *FACINGWEST; extern bool LongWinInFront; #define NOFILE "no file" extern const char *CurFileName; const char *ViewPath = "LAB:Rooms/"; const char *NewFileName; extern bool DoNotDrawMessage; extern bool NoFlip, IsBM, noupdatediff, waiteffect, mwaiteffect, QuitLab, EffectPlaying, soundplaying, MusicOn, DoBlack, ContMusic, DoNotReset; extern char diffcmap[256 * 3]; extern CloseDataPtr CPtr; /*****************************************************************************/ /* Generates a random number. */ /*****************************************************************************/ uint16 getRandom(uint16 max) { uint32 secs, micros; getTime(&secs, µs); return ((micros + secs) % max); } /*****************************************************************************/ /* Checks whether all the conditions in a condition list are met. */ /*****************************************************************************/ static bool checkConditions(int16 *Condition) { int16 Counter; bool res; if (Condition == NULL) return true; if (Condition[0] == 0) return true; Counter = 1; res = g_lab->_conditions->in(Condition[0]); while (Condition[Counter] && res) { res = g_lab->_conditions->in(Condition[Counter]); Counter++; } return res; } /*****************************************************************************/ /* Gets the current ViewDataPointer. */ /*****************************************************************************/ ViewDataPtr getViewData(uint16 roomNum, uint16 direction) { ViewDataPtr *VPtr = NULL, ViewPtr; bool doit = true; if (direction == NORTH) VPtr = &Rooms[roomNum].NorthView; else if (direction == SOUTH) VPtr = &Rooms[roomNum].SouthView; else if (direction == EAST) VPtr = &Rooms[roomNum].EastView; else if (direction == WEST) VPtr = &Rooms[roomNum].WestView; if (*VPtr == NULL) readViews(roomNum, ViewPath); ViewPtr = *VPtr; do { if (checkConditions(ViewPtr->Condition)) doit = false; else ViewPtr = ViewPtr->NextCondition; } while (doit); return ViewPtr; } /*****************************************************************************/ /* Gets an object, if any, from the user's click on the screen. */ /*****************************************************************************/ static CloseData *getObject(uint16 x, uint16 y, CloseDataPtr LCPtr) { ViewDataPtr VPtr; if (LCPtr == NULL) { VPtr = getViewData(RoomNum, Direction); LCPtr = VPtr->closeUps; } else LCPtr = LCPtr->SubCloseUps; while (LCPtr != NULL) { if ((x >= scaleX(LCPtr->x1)) && (y >= scaleY(LCPtr->y1)) && (x <= scaleX(LCPtr->x2)) && (y <= scaleY(LCPtr->y2))) return LCPtr; LCPtr = LCPtr->NextCloseUp; } return NULL; } /*****************************************************************************/ /* Goes through the list of closeups to find a match. */ /* NYI: Known bug here. If there are two objects that have closeups, and */ /* some of the closeups have the same hit boxes, then this returns the */ /* first occurence of the object with the same hit box. */ /*****************************************************************************/ static CloseDataPtr findCPtrMatch(CloseDataPtr Main, CloseDataPtr List) { CloseDataPtr cptr; while (List) { if ((Main->x1 == List->x1) && (Main->x2 == List->x2) && (Main->y1 == List->y1) && (Main->y2 == List->y2) && (Main->depth == List->depth)) return List; cptr = findCPtrMatch(Main, List->SubCloseUps); if (cptr) return cptr; else List = List->NextCloseUp; } return NULL; } /*****************************************************************************/ /* Returns the current picture name. */ /*****************************************************************************/ char *getPictName(CloseDataPtr *LCPtr) { ViewDataPtr ViewPtr; ViewPtr = getViewData(RoomNum, Direction); if (*LCPtr != NULL) { *LCPtr = findCPtrMatch(*LCPtr, ViewPtr->closeUps); if (*LCPtr) return (*LCPtr)->GraphicName; } return ViewPtr->GraphicName; } /*****************************************************************************/ /* Draws the current direction to the screen. */ /*****************************************************************************/ void drawDirection(CloseDataPtr LCPtr) { char Message[250]; /* char test[15]; */ if (LCPtr != NULL) { if (LCPtr->Message) { drawMessage(LCPtr->Message); return; } } Message[0] = '\0'; if (Rooms[RoomNum].RoomMsg) { strcpy(Message, Rooms[RoomNum].RoomMsg); strcat(Message, ", "); } if (Direction == NORTH) strcat(Message, FACINGNORTH); else if (Direction == EAST) strcat(Message, FACINGEAST); else if (Direction == SOUTH) strcat(Message, FACINGSOUTH); else if (Direction == WEST) strcat(Message, FACINGWEST); /* numtostr(test, RoomNum); strcat(Message, ", "); strcat(Message, test); */ drawMessage(Message); } void getRoomMessage(int MyRoomNum, int MyDirection, char *msg) { getViewData(MyRoomNum, MyDirection); msg[0] = '\0'; if (Rooms[MyRoomNum].RoomMsg) { strcpy(msg, Rooms[MyRoomNum].RoomMsg); strcat(msg, ", "); } if (MyDirection == NORTH) strcat(msg, FACINGNORTH); else if (MyDirection == EAST) strcat(msg, FACINGEAST); else if (MyDirection == SOUTH) strcat(msg, FACINGSOUTH); else if (MyDirection == WEST) strcat(msg, FACINGWEST); } /*****************************************************************************/ /* process a arrow gadget movement. */ /*****************************************************************************/ bool processArrow(uint16 *direction, uint16 Arrow) { uint16 room = 1; if (Arrow == 1) { /* Forward */ if (*direction == NORTH) room = Rooms[RoomNum].NorthDoor; else if (*direction == SOUTH) room = Rooms[RoomNum].SouthDoor; else if (*direction == EAST) room = Rooms[RoomNum].EastDoor; else if (*direction == WEST) room = Rooms[RoomNum].WestDoor; if (room == 0) return false; else RoomNum = room; } else if (Arrow == 0) { /* Left */ if (*direction == NORTH) *direction = WEST; else if (*direction == WEST) *direction = SOUTH; else if (*direction == SOUTH) *direction = EAST; else *direction = NORTH; } else if (Arrow == 2) { /* Right */ if (*direction == NORTH) *direction = EAST; else if (*direction == EAST) *direction = SOUTH; else if (*direction == SOUTH) *direction = WEST; else *direction = NORTH; } return true; } /*****************************************************************************/ /* Sets the current close up data, but uses absolute cords. */ /*****************************************************************************/ void setCurCloseAbs(uint16 x, uint16 y, CloseDataPtr *cptr) { ViewDataPtr VPtr; CloseDataPtr LCPtr; if (*cptr == NULL) { VPtr = getViewData(RoomNum, Direction); LCPtr = VPtr->closeUps; } else LCPtr = (*cptr)->SubCloseUps; while (LCPtr != NULL) { if ((x >= LCPtr->x1) && (y >= LCPtr->y1) && (x <= LCPtr->x2) && (y <= LCPtr->y2) && (LCPtr->GraphicName)) { *cptr = LCPtr; return; } LCPtr = LCPtr->NextCloseUp; } } /*****************************************************************************/ /* Sets the current close up data. */ /*****************************************************************************/ void setCurClose(uint16 x, uint16 y, CloseDataPtr *cptr) { ViewDataPtr VPtr; CloseDataPtr LCPtr; if (*cptr == NULL) { VPtr = getViewData(RoomNum, Direction); LCPtr = VPtr->closeUps; } else LCPtr = (*cptr)->SubCloseUps; while (LCPtr != NULL) { if ((x >= scaleX(LCPtr->x1)) && (y >= scaleY(LCPtr->y1)) && (x <= scaleX(LCPtr->x2)) && (y <= scaleY(LCPtr->y2)) && (LCPtr->GraphicName)) { *cptr = LCPtr; return; } LCPtr = LCPtr->NextCloseUp; } } /*****************************************************************************/ /* Takes the currently selected item. */ /*****************************************************************************/ bool takeItem(uint16 x, uint16 y, CloseDataPtr *cptr) { ViewDataPtr VPtr; CloseDataPtr LCPtr; if (*cptr == NULL) { VPtr = getViewData(RoomNum, Direction); LCPtr = VPtr->closeUps; } else if ((*cptr)->CloseUpType < 0) { g_lab->_conditions->inclElement(abs((*cptr)->CloseUpType)); return true; } else LCPtr = (*cptr)->SubCloseUps; while (LCPtr != NULL) { if ((x >= scaleX(LCPtr->x1)) && (y >= scaleY(LCPtr->y1)) && (x <= scaleX(LCPtr->x2)) && (y <= scaleY(LCPtr->y2)) && (LCPtr->CloseUpType < 0)) { g_lab->_conditions->inclElement(abs(LCPtr->CloseUpType)); return true; } LCPtr = LCPtr->NextCloseUp; } return false; } /*****************************************************************************/ /* Processes the action list. */ /*****************************************************************************/ static void doActions(ActionPtr APtr, CloseDataPtr *LCPtr) { CloseDataPtr TLCPtr; bool FirstLoaded = true; char **str, *Test; uint16 counter; uint32 StartSecs, StartMicros, CurSecs, CurMicros; while (APtr) { g_music->newCheckMusic(); switch (APtr->ActionType) { case PLAYSOUND: mwaiteffect = true; /* Plays a sound, but waits for it to be done before continuing */ ContMusic = false; readMusic((char *)APtr->Data); mwaiteffect = false; break; case PLAYSOUNDB: mwaiteffect = false; /* Plays a sound in the background. */ ContMusic = false; readMusic((char *)APtr->Data); break; case PLAYSOUNDCONT: g_music->_doNotFileFlushAudio = true; ContMusic = true; readMusic((char *)APtr->Data); break; case SHOWDIFF: readPict((char *)APtr->Data, true); break; case SHOWDIFFCONT: readPict((char *)APtr->Data, false); break; case LOADDIFF: if (FirstLoaded) { resetBuffer(); FirstLoaded = false; } if (APtr->Data) g_music->newOpen((char *)APtr->Data); /* Puts a file into memory */ break; case WIPECMD: doWipe(APtr->Param1, LCPtr, (char *)APtr->Data); break; case NOUPDATE: noupdatediff = true; DoBlack = false; break; case FORCEUPDATE: CurFileName = " "; break; case SHOWCURPICT: Test = getPictName(LCPtr); if (strcmp(Test, CurFileName) != 0) { CurFileName = Test; readPict(CurFileName, true); } break; case SETELEMENT: g_lab->_conditions->inclElement(APtr->Param1); break; case UNSETELEMENT: g_lab->_conditions->exclElement(APtr->Param1); break; case SHOWMESSAGE: DoNotDrawMessage = false; if (LongWinInFront) longDrawMessage((char *)APtr->Data); else drawMessage((char *)APtr->Data); DoNotDrawMessage = true; break; case CSHOWMESSAGE: if (*LCPtr == NULL) { DoNotDrawMessage = false; drawMessage((char *)APtr->Data); DoNotDrawMessage = true; } break; case SHOWMESSAGES: str = (char **)APtr->Data; DoNotDrawMessage = false; drawMessage(str[getRandom(APtr->Param1)]); DoNotDrawMessage = true; break; case SETPOSITION: #if defined(LABDEMO) // if teleporting to room 45 or 49 if (APtr->Param1 == 45 || APtr->Param1 == 49) { extern void doTrialBlock(); // Time to pay up! doTrialBlock(); CurFileName = getPictName(LCPtr); readPict(CurFileName, true); APtr = NULL; continue; } #endif #if defined(GAME_TRIAL) if (APtr->Param1 & 0x8000) { // check registration if high-bit set if (!g_IsRegistered) { extern int trialCheckInGame(); int result; // Time to pay up! result = trialCheckInGame(); CurFileName = getPictName(LCPtr); readPict(CurFileName, true); if (!g_IsRegistered) { APtr = NULL; continue; } } // fix-up data APtr->Param1 &= 0x7fff; // clear high-bit } #endif RoomNum = APtr->Param1; Direction = APtr->Param2 - 1; *LCPtr = NULL; DoBlack = true; break; case SETCLOSEUP: TLCPtr = getObject(scaleX(APtr->Param1), scaleY(APtr->Param2), *LCPtr); if (TLCPtr) *LCPtr = TLCPtr; break; case MAINVIEW: *LCPtr = NULL; break; case SUBINV: if (Inventory[APtr->Param1].Many) (Inventory[APtr->Param1].Many)--; if (Inventory[APtr->Param1].Many == 0) g_lab->_conditions->exclElement(APtr->Param1); break; case ADDINV: (Inventory[APtr->Param1].Many) += APtr->Param2; g_lab->_conditions->inclElement(APtr->Param1); break; case SHOWDIR: DoNotDrawMessage = false; break; case WAITSECS: addCurTime(APtr->Param1, 0, &StartSecs, &StartMicros); WSDL_UpdateScreen(); while (1) { g_music->newCheckMusic(); diffNextFrame(); getTime(&CurSecs, &CurMicros); if ((CurSecs > StartSecs) || ((CurSecs == StartSecs) && (CurMicros >= StartMicros))) break; } break; case STOPMUSIC: g_music->setMusic(false); break; case STARTMUSIC: g_music->setMusic(true); break; case CHANGEMUSIC: if (g_music->_turnMusicOn) { g_music->changeMusic((const char *)APtr->Data); DoNotReset = true; } break; case RESETMUSIC: if (g_music->_turnMusicOn) { g_music->resetMusic(); DoNotReset = false; } break; case FILLMUSIC: g_music->fillUpMusic(true); break; case WAITSOUND: while (EffectPlaying) { g_music->updateMusic(); diffNextFrame(); waitTOF(); } break; case CLEARSOUND: if (ContMusic) { ContMusic = false; flushAudio(); } else if (EffectPlaying) flushAudio(); break; case WINMUSIC: if (g_music->_turnMusicOn) { g_music->_winmusic = true; g_music->freeMusic(); g_music->initMusic(); } break; case WINGAME: QuitLab = true; break; case LOSTGAME: QuitLab = true; break; case RESETBUFFER: resetBuffer(); break; case SPECIALCMD: if (APtr->Param1 == 0) DoBlack = true; else if (APtr->Param1 == 1) DoBlack = (CPtr == NULL); else if (APtr->Param1 == 2) DoBlack = (CPtr != NULL); else if (APtr->Param1 == 5) { /* inverse the palette */ for (counter = (8 * 3); counter < (255 * 3); counter++) diffcmap[counter] = 255 - diffcmap[counter]; waitTOF(); VGASetPal(diffcmap, 256); waitTOF(); waitTOF(); } else if (APtr->Param1 == 4) { /* white the palette */ whiteScreen(); waitTOF(); waitTOF(); } else if (APtr->Param1 == 6) { /* Restore the palette */ waitTOF(); VGASetPal(diffcmap, 256); waitTOF(); waitTOF(); } else if (APtr->Param1 == 7) { /* Quick pause */ waitTOF(); waitTOF(); waitTOF(); } break; } APtr = APtr->NextAction; } if (ContMusic) { ContMusic = false; flushAudio(); } else { while (EffectPlaying) { g_music->updateMusic(); diffNextFrame(); waitTOF(); } } g_music->_doNotFileFlushAudio = false; } /*****************************************************************************/ /* Does the work for doActionRule. */ /*****************************************************************************/ static bool doActionRuleSub(int16 Action, int16 roomNum, CloseDataPtr LCPtr, CloseDataPtr *Set, bool AllowDefaults) { RulePtr RPtr; Action++; if (LCPtr) { RPtr = Rooms[roomNum].RuleList; if ((RPtr == NULL) && (roomNum == 0)) { readViews(roomNum, ViewPath); RPtr = Rooms[roomNum].RuleList; } while (RPtr) { if ((RPtr->RuleType == ACTION) && ((RPtr->Param1 == Action) || ((RPtr->Param1 == 0) && AllowDefaults))) { if (((RPtr->Param2 == LCPtr->CloseUpType) || ((RPtr->Param2 == 0) && AllowDefaults)) || ((Action == 1) && (RPtr->Param2 == (-LCPtr->CloseUpType)))) { if (checkConditions(RPtr->Condition)) { doActions(RPtr->ActionList, Set); return true; } } } RPtr = RPtr->NextRule; } } return false; } /*****************************************************************************/ /* Goes through the rules if an action is taken. */ /*****************************************************************************/ bool doActionRule(int16 x, int16 y, int16 Action, int16 roomNum, CloseDataPtr *LCPtr) { CloseDataPtr TLCPtr; if (roomNum) NewFileName = NOFILE; else NewFileName = CurFileName; TLCPtr = getObject(x, y, *LCPtr); if (doActionRuleSub(Action, roomNum, TLCPtr, LCPtr, false)) return true; else if (doActionRuleSub(Action, roomNum, *LCPtr, LCPtr, false)) return true; else if (doActionRuleSub(Action, roomNum, TLCPtr, LCPtr, true)) return true; else if (doActionRuleSub(Action, roomNum, *LCPtr, LCPtr, true)) return true; return false; } /*****************************************************************************/ /* Does the work for doActionRule. */ /*****************************************************************************/ static bool doOperateRuleSub(int16 ItemNum, int16 roomNum, CloseDataPtr LCPtr, CloseDataPtr *Set, bool AllowDefaults) { RulePtr RPtr; if (LCPtr) if (LCPtr->CloseUpType > 0) { RPtr = Rooms[roomNum].RuleList; if ((RPtr == NULL) && (roomNum == 0)) { readViews(roomNum, ViewPath); RPtr = Rooms[roomNum].RuleList; } while (RPtr) { if ((RPtr->RuleType == OPERATE) && ((RPtr->Param1 == ItemNum) || ((RPtr->Param1 == 0) && AllowDefaults)) && ((RPtr->Param2 == LCPtr->CloseUpType) || ((RPtr->Param2 == 0) && AllowDefaults))) { if (checkConditions(RPtr->Condition)) { doActions(RPtr->ActionList, Set); return true; } } RPtr = RPtr->NextRule; } } return false; } /*****************************************************************************/ /* Goes thru the rules if the user tries to operate an item on an object. */ /*****************************************************************************/ bool doOperateRule(int16 x, int16 y, int16 ItemNum, CloseDataPtr *LCPtr) { CloseDataPtr TLCPtr; NewFileName = NOFILE; TLCPtr = getObject(x, y, *LCPtr); if (doOperateRuleSub(ItemNum, RoomNum, TLCPtr, LCPtr, false)) return true; else if (doOperateRuleSub(ItemNum, RoomNum, *LCPtr, LCPtr, false)) return true; else if (doOperateRuleSub(ItemNum, RoomNum, TLCPtr, LCPtr, true)) return true; else if (doOperateRuleSub(ItemNum, RoomNum, *LCPtr, LCPtr, true)) return true; else { NewFileName = CurFileName; if (doOperateRuleSub(ItemNum, 0, TLCPtr, LCPtr, false)) return true; else if (doOperateRuleSub(ItemNum, 0, *LCPtr, LCPtr, false)) return true; else if (doOperateRuleSub(ItemNum, 0, TLCPtr, LCPtr, true)) return true; else if (doOperateRuleSub(ItemNum, 0, *LCPtr, LCPtr, true)) return true; } return false; } /*****************************************************************************/ /* Goes thru the rules if the user tries to go forward. */ /*****************************************************************************/ bool doGoForward(CloseDataPtr *LCPtr) { RulePtr RPtr; RPtr = Rooms[RoomNum].RuleList; while (RPtr) { if ((RPtr->RuleType == GOFORWARD) && (RPtr->Param1 == (Direction + 1))) { if (checkConditions(RPtr->Condition)) { doActions(RPtr->ActionList, LCPtr); return true; } } RPtr = RPtr->NextRule; } return false; } /*****************************************************************************/ /* Goes thru the rules if the user tries to turn. */ /*****************************************************************************/ bool doTurn(uint16 from, uint16 to, CloseDataPtr *LCPtr) { RulePtr RPtr; from++; to++; RPtr = Rooms[RoomNum].RuleList; while (RPtr) { if ((RPtr->RuleType == TURN) || ((RPtr->RuleType == TURNFROMTO) && (RPtr->Param1 == from) && (RPtr->Param2 == to))) { if (checkConditions(RPtr->Condition)) { doActions(RPtr->ActionList, LCPtr); return true; } } RPtr = RPtr->NextRule; } return false; } /*****************************************************************************/ /* Goes thru the rules if the user tries to go to the main view */ /*****************************************************************************/ bool doMainView(CloseDataPtr *LCPtr) { RulePtr RPtr; RPtr = Rooms[RoomNum].RuleList; while (RPtr) { if (RPtr->RuleType == GOMAINVIEW) { if (checkConditions(RPtr->Condition)) { doActions(RPtr->ActionList, LCPtr); return true; } } RPtr = RPtr->NextRule; } return false; } } // End of namespace Lab