/* 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. * */ #include "common/debug-channels.h" #include "common/system.h" #include "common/textconsole.h" #include "parallaction/exec.h" #include "parallaction/input.h" #include "parallaction/parallaction.h" #include "parallaction/debug.h" #include "parallaction/saveload.h" #include "parallaction/sound.h" #include "parallaction/walk.h" namespace Parallaction { Parallaction *g_vm = NULL; // public stuff char g_saveData1[30] = { '\0' }; uint32 g_engineFlags = 0; uint32 g_globalFlags = 0; // private stuff Parallaction::Parallaction(OSystem *syst, const PARALLACTIONGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc), _location(getGameType()), _dialogueMan(0), _rnd("parallaction") { // Setup mixer syncSoundSettings(); g_vm = this; DebugMan.addDebugChannel(kDebugDialogue, "dialogue", "Dialogues debug level"); DebugMan.addDebugChannel(kDebugParser, "parser", "Parser debug level"); DebugMan.addDebugChannel(kDebugDisk, "disk", "Disk debug level"); DebugMan.addDebugChannel(kDebugWalk, "walk", "Walk debug level"); DebugMan.addDebugChannel(kDebugGraphics, "gfx", "Gfx debug level"); DebugMan.addDebugChannel(kDebugExec, "exec", "Execution debug level"); DebugMan.addDebugChannel(kDebugInput, "input", "Input debug level"); DebugMan.addDebugChannel(kDebugAudio, "audio", "Audio debug level"); DebugMan.addDebugChannel(kDebugMenu, "menu", "Menu debug level"); DebugMan.addDebugChannel(kDebugInventory, "inventory", "Inventory debug level"); _screenWidth = 0; _screenHeight = 0; _screenSize = 0; _gameType = 0; _gfx = 0; _disk = 0; _input = 0; _debugger = 0; _saveLoad = 0; _menuHelper = 0; _soundMan = 0; _labelFont = 0; _menuFont = 0; _introFont = 0; _dialogueFont = 0; _globalFlagsNames = 0; _objectsNames = 0; _objects = 0; _callableNames = 0; _localFlagNames = 0; _cmdExec = 0; _programExec = 0; _balloonMan = 0; _inventoryRenderer = 0; _inventory = 0; _currentLocationIndex = 0; _numLocations = 0; _language = 0; } Parallaction::~Parallaction() { delete _debugger; delete _globalFlagsNames; delete _callableNames; delete _cmdExec; delete _programExec; destroyDialogueManager(); delete _saveLoad; cleanupGui(); _gfx->freeCharacterObjects(); _gfx->freeLocationObjects(); delete _balloonMan; _balloonMan = 0; delete _localFlagNames; _char._ani.reset(); delete _input; delete _gfx; delete _soundMan; delete _disk; } Common::Error Parallaction::init() { _gameType = getGameType(); g_engineFlags = 0; _objectsNames = NULL; _globalFlagsNames = NULL; _location._hasSound = false; _numLocations = 0; _location._startPosition.x = -1000; _location._startPosition.y = -1000; _location._startFrame = 0; _location._followerStartPosition.x = -1000; _location._followerStartPosition.y = -1000; _location._followerStartFrame = 0; _objects = 0; _screenSize = _screenWidth * _screenHeight; strcpy(_characterName1, "null"); memset(_localFlags, 0, sizeof(_localFlags)); memset(_locationNames, 0, NUM_LOCATIONS * 32); // this needs _disk to be already setup _input = new Input(this); _gfx = new Gfx(this); _debugger = new Debugger(this); _menuHelper = 0; return Common::kNoError; } void Parallaction::pauseEngineIntern(bool pause) { if (_soundMan) { _soundMan->execute(SC_PAUSE, (int)pause); } } GUI::Debugger *Parallaction::getDebugger() { return _debugger; } void Parallaction::updateView() { if ((g_engineFlags & kEnginePauseJobs) && (_input->_inputMode != Input::kInputModeInventory)) { return; } _gfx->animatePalette(); _gfx->updateScreen(); _system->delayMillis(30); } void Parallaction::pauseJobs() { debugC(9, kDebugExec, "pausing jobs execution"); g_engineFlags |= kEnginePauseJobs; return; } void Parallaction::resumeJobs() { debugC(9, kDebugExec, "resuming jobs execution"); g_engineFlags &= ~kEnginePauseJobs; return; } AnimationPtr Location::findAnimation(const char *name) { for (AnimationList::iterator it = _animations.begin(); it != _animations.end(); ++it) if (!scumm_stricmp((*it)->_name, name)) return *it; return AnimationPtr(); } 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) { Common::strlcpy(_locationNames[_numLocations], name, 10); _currentLocationIndex = _numLocations; _numLocations++; _locationNames[_numLocations][0] = '\0'; _localFlags[_numLocations] = 0; } else { setLocationFlags(kFlagsVisited); // 'visited' } } Location::Location(int gameType) : _gameType(gameType) { cleanup(true); } Location::~Location() { cleanup(true); } void Location::cleanup(bool removeAll) { _comment.clear(); _endComment.clear(); freeZones(removeAll); _programs.clear(); _commands.clear(); _aCommands.clear(); _hasSound = false; // NS specific _walkPoints.clear(); // BRA specific _zeta0 = _zeta1 = _zeta2 = 0; _escapeCommands.clear(); } int Location::getScale(int z) const { int scale = 100; if (z <= _zeta0) { scale = _zeta2; if (z >= _zeta1) { scale += ((z - _zeta1) * (100 - _zeta2)) / (_zeta0 - _zeta1); } } return scale; } void Parallaction::showSlide(const char *name, int x, int y) { BackgroundInfo *info = new BackgroundInfo; _disk->loadSlide(*info, name); info->_x = (x == CENTER_LABEL_HORIZONTAL) ? ((_screenWidth - info->width) >> 1) : x; info->_y = (y == CENTER_LABEL_VERTICAL) ? ((_screenHeight - info->height) >> 1) : y; _gfx->setBackground(kBackgroundSlide, info); } void Parallaction::showLocationComment(const Common::String &text, bool end) { _balloonMan->setLocationBalloon(text, end); } void Parallaction::runGameFrame(int event) { if (_input->_inputMode != Input::kInputModeGame) { return; } if (!processGameEvent(event)) { return; } _gfx->beginFrame(); runPendingZones(); if (shouldQuit()) return; if (g_engineFlags & kEngineChangeLocation) { changeLocation(); } _programExec->runScripts(_location._programs.begin(), _location._programs.end()); _char._ani->resetZ(); updateWalkers(); updateZones(); } void Parallaction::runGame() { int event = _input->updateInput(); if (shouldQuit()) return; switch (_input->_inputMode) { case Input::kInputModeMenu: runGuiFrame(); break; case Input::kInputModeDialogue: runDialogueFrame(); break; case Input::kInputModeComment: runCommentFrame(); break; case Input::kInputModeGame: runGameFrame(event); break; default: break; } if (shouldQuit()) return; // 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.empty()) { 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()); updateZones(); showLocationComment(_location._comment, false); _gfx->updateScreen(); _input->waitForButtonEvent(kMouseLeftUp); _gfx->freeDialogueObjects(); // 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(); _system->delayMillis(20); } _gfx->setPalette(_gfx->_palette); debugC(2, kDebugExec, "doLocationEnterTransition completed"); } 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::drawAnimation(AnimationPtr anim) { if ((anim->_flags & kFlagsActive) == 0) { return; } GfxObj *obj = anim->gfxobj; if (!obj) { return; } // animation display defaults to topmost and no scaling uint16 layer = LAYER_FOREGROUND; uint16 scale = 100; switch (_gameType) { case GType_Nippon: if ((anim->_flags & kFlagsNoMasked) == 0) { // Layer in NS depends on where the animation is on the screen, for each animation. layer = _gfx->_backgroundInfo->getMaskLayer(anim->getBottom()); } break; case GType_BRA: if ((anim->_flags & kFlagsNoMasked) == 0) { // 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->getMaskLayer(anim->getZ()); } if (anim->_flags & (kFlagsScaled | kFlagsCharacter)) { scale = _location.getScale(anim->getZ()); } break; default: break; } // updates the data for display _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; _gfx->addObjectToScene(obj); } void Parallaction::drawZone(ZonePtr zone) { if (!zone) { return; } GfxObj *obj = 0; if (ACTIONTYPE(zone) == kZoneGet) { obj = zone->u._gfxobj; } else if (ACTIONTYPE(zone) == kZoneDoor) { obj = zone->u._gfxobj; } if (!obj) { return; } obj->x = zone->getX(); obj->y = zone->getY(); _gfx->addObjectToScene(obj); } void Parallaction::updateZones() { debugC(9, kDebugExec, "Parallaction::updateZones()\n"); // go through all animations and mark/unmark each of them for display for (AnimationList::iterator ait = _location._animations.begin(); ait != _location._animations.end(); ++ait) { AnimationPtr anim = *ait; if ((anim->_flags & kFlagsRemove) != 0) { // marks the animation as invisible for this frame _gfx->showGfxObj(anim->gfxobj, false); anim->_flags &= ~(kFlagsActive | kFlagsRemove); } else { // updates animation parameters drawAnimation(anim); } } // go through all zones and mark/unmark each of them for display for (ZoneList::iterator zit = _location._zones.begin(); zit != _location._zones.end(); ++zit) { drawZone(*zit); } debugC(9, kDebugExec, "Parallaction::updateZones done()\n"); } void Parallaction::showZone(ZonePtr z, bool visible) { if (!z) { return; } if (visible) { z->_flags &= ~kFlagsRemove; z->_flags |= kFlagsActive; } else { z->_flags |= kFlagsRemove; } if (ACTIONTYPE(z) == kZoneGet) { _gfx->showGfxObj(z->u._gfxobj, visible); } } // ZONE TYPE: EXAMINE void Parallaction::enterCommentMode(ZonePtr z) { if (!z) { return; } _commentZone = z; TypeData *data = &_commentZone->u; if (data->_examineText.empty()) { exitCommentMode(); return; } // TODO: move this balloons stuff into DialogueManager and BalloonManager if (_gameType == GType_Nippon) { if (!data->_filename.empty()) { if (data->_gfxobj == 0) { data->_gfxobj = _disk->loadStatic(data->_filename.c_str()); } _gfx->setHalfbriteMode(true); _balloonMan->setSingleBalloon(data->_examineText, 0, 90, 0, BalloonManager::kNormalColor); Common::Rect r; data->_gfxobj->getRect(0, r); _gfx->setItem(data->_gfxobj, 140, (_screenHeight - r.height())/2); _gfx->setItem(_char._head, 100, 152); } else { _balloonMan->setSingleBalloon(data->_examineText, 140, 10, 0, BalloonManager::kNormalColor); _gfx->setItem(_char._talk, 190, 80); } } else if (_gameType == GType_BRA) { _balloonMan->setSingleBalloon(data->_examineText, 0, 0, 1, BalloonManager::kNormalColor); _gfx->setItem(_char._talk, 10, 80); } _input->_inputMode = Input::kInputModeComment; } void Parallaction::exitCommentMode() { _input->_inputMode = Input::kInputModeGame; _gfx->freeDialogueObjects(); _gfx->setHalfbriteMode(false); _cmdExec->run(_commentZone->_commands, _commentZone); _commentZone.reset(); } 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 actionType = ACTIONTYPE(z); debugC(3, kDebugExec, "actionType = %x, itemType = %x", actionType, ITEMTYPE(z)); switch (actionType) { 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: if (z->u._hearChannel == MUSIC_HEAR_CHANNEL) { _soundMan->execute(SC_SETMUSICFILE, z->u._filename.c_str()); _soundMan->execute(SC_PLAYMUSIC); } else { _soundMan->execute(SC_SETSFXCHANNEL, z->u._hearChannel); _soundMan->execute(SC_SETSFXLOOPING, (int)((z->_flags & kFlagsLooping) == kFlagsLooping)); _soundMan->execute(SC_SETSFXVOLUME, 60); _soundMan->execute(SC_PLAYSFX, z->u._filename.c_str()); } break; case kZoneSpeak: if (z->u._speakDialogue) { enterDialogueMode(z); return; } break; default: break; } debugC(3, kDebugExec, "runZone completed"); _cmdExec->run(z->_commands, z); return; } // ZONE TYPE: DOOR void Parallaction::updateDoor(ZonePtr z, bool close) { if (close) z->_flags |= kFlagsClosed; else z->_flags &= ~kFlagsClosed; if (z->u._gfxobj) { uint frame = (close ? 0 : 1); // z->u._gfxobj->setFrame(frame); z->u._gfxobj->frame = frame; } return; } // ZONE TYPE: GET bool Parallaction::pickupItem(ZonePtr z) { if (z->_flags & kFlagsFixed) { return false; } int slot = addInventoryItem(z->u._getIcon); if (slot != -1) { showZone(z, false); } return (slot != -1); } bool Parallaction::checkSpecialZoneBox(ZonePtr z, uint32 type, uint x, uint y) { // check if really a special zone if (_gameType == GType_Nippon) { // so-called special zones in NS have special x coordinates if ((z->getX() != -2) && (z->getX() != -3)) { return false; } } if (_gameType == GType_BRA) { // so far, special zones in BRA are only merge zones if (ACTIONTYPE(z) != kZoneMerge) { 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 (((ACTIONTYPE(z) == kZoneMerge) && (((x == z->u._mergeObj1) && (y == z->u._mergeObj2)) || ((x == z->u._mergeObj2) && (y == z->u._mergeObj1)))) || ((ACTIONTYPE(z) == kZoneGet) && ((x == z->u._getIcon) || (y == z->u._getIcon)))) { // 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 ((ITEMTYPE(z) == type) && (type)) return true; } return false; } bool Parallaction::checkZoneType(ZonePtr z, uint32 type) { if (_gameType == GType_Nippon) { if ((type == 0) && (ITEMTYPE(z) == 0)) return true; } if (_gameType == GType_BRA) { if (type == 0) { if (ITEMTYPE(z) == 0) { if (ACTIONTYPE(z) != kZonePath) { return true; } } if (ACTIONTYPE(z) == kZoneDoor) { return true; } } } if (z->_type == type) return true; if (ITEMTYPE(z) == type) return true; return false; } 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); if (!z->hitRect(x, y)) { // check for special zones (items defined in common.loc) if (checkSpecialZoneBox(z, type, x, y)) return true; // check if self-use zone (nothing to do with kFlagsSelfuse) if (_gameType == GType_Nippon) { if (z->getX() != -1) { // no explicit self-use flag in NS return false; } } if (_gameType == GType_BRA) { if (!(z->_flags & kFlagsYourself)) { return false; } } if (!_char._ani->hitFrameRect(x, y)) { return false; } // we get here only if (x,y) hits the character and the zone is marked as self-use } return checkZoneType(z, type); } bool Parallaction::checkLinkedAnimBox(ZonePtr z, uint32 type, uint x, uint y) { if (z->_flags & kFlagsRemove) return false; // flag kFlagsAnimLinked may be on, but the animation may not be loaded, so // we must use the animation reference to check here if (!z->_linkedAnim) return false; debugC(5, kDebugExec, "checkLinkedAnimBox for %s (type = %x, x = %i, y = %i)", z->_name, type, x, y); if (!z->_linkedAnim->hitFrameRect(x, y)) { return false; } return checkZoneType(z, type); } // NOTE: hitZone needs to be passed absolute game coordinates to work. // // When type is kZoneMerge, then x and y are the identifiers of the objects to merge, // and the above requirement does not apply. 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; bool _ef; for (AnimationList::iterator ait = _location._animations.begin(); ait != _location._animations.end(); ++ait) { AnimationPtr a = *ait; _a = (a->_flags & kFlagsActive) ? 1 : 0; // _a: active Animation if (!_a) { if (_gameType == GType_BRA && ACTIONTYPE(a) != kZoneTrap) { continue; } } _ef = a->hitFrameRect(_si, _di); _b = ((type != 0) || (a->_type == kZoneYou)) ? 0 : 1; // _b: (no type specified) AND (Animation is not the character) _c = ITEMTYPE(a) ? 0 : 1; // _c: Animation is not an object _d = (ITEMTYPE(a) != type) ? 0 : 1; // _d: Animation is an object of the same type if ((_a != 0 && _ef) && ((_b != 0 && _c != 0) || (a->_type == type) || (_d != 0))) { return a; } } return ZonePtr(); } ZonePtr Location::findZone(const char *name) { for (ZoneList::iterator it = _zones.begin(); it != _zones.end(); ++it) { if (!scumm_stricmp((*it)->_name, name)) return *it; } return findAnimation(name); } bool Location::keepZone_ns(ZonePtr z) { return (z->getY() == -1) || (z->getX() == -2); } bool Location::keepAnimation_ns(AnimationPtr a) { return false; } bool Location::keepZone_br(ZonePtr z) { return (z->_flags & kFlagsSelfuse) || (ACTIONTYPE(z) == kZoneMerge); } bool Location::keepAnimation_br(AnimationPtr a) { return keepZone_br(a); } template void Location::freeList(Common::List &list, bool removeAll, Common::MemFunc1 filter) { typedef typename Common::List::iterator iterator; iterator it = list.begin(); while (it != list.end()) { T z = *it; if (!removeAll && filter(this, z)) { ++it; } else { z->_commands.clear(); it = list.erase(it); } } } void Location::freeZones(bool removeAll) { debugC(2, kDebugExec, "freeZones: removeAll = %i", removeAll); switch (_gameType) { case GType_Nippon: freeList(_zones, removeAll, Common::mem_fun(&Location::keepZone_ns)); freeList(_animations, removeAll, Common::mem_fun(&Location::keepAnimation_ns)); break; case GType_BRA: freeList(_zones, removeAll, Common::mem_fun(&Location::keepZone_br)); freeList(_animations, removeAll, Common::mem_fun(&Location::keepAnimation_br)); break; default: break; } } Character::Character() : _ani(new Animation) { _talk = NULL; _head = NULL; _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); } void Character::setName(const char *name) { _name.bind(name); } const char *Character::getName() const { return _name.getName(); } const char *Character::getBaseName() const { return _name.getBaseName(); } const char *Character::getFullName() const { return _name.getFullName(); } bool Character::dummy() const { return _name.dummy(); } // 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')) const char CharacterName::_prefixMini[] = "mini"; const char CharacterName::_suffixTras[] = "tras"; const char CharacterName::_empty[] = "\0"; void CharacterName::dummify() { _dummy = true; _baseName[0] = '\0'; _name[0] = '\0'; _fullName[0] = '\0'; } CharacterName::CharacterName() { dummify(); _suffix = 0; _prefix = 0; } CharacterName::CharacterName(const char *name) { bind(name); } void CharacterName::bind(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 (!strcmp(name, "donna")) { g_engineFlags &= ~kEngineTransformedDonna; } else { if (g_engineFlags & kEngineTransformedDonna) { _suffix = _suffixTras; } else { const char *s = strstr(name, "tras"); if (s) { g_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 *CharacterName::getName() const { return _name; } const char *CharacterName::getBaseName() const { return _baseName; } const char *CharacterName::getFullName() const { return _fullName; } bool CharacterName::dummy() const { return _dummy; } void Parallaction::beep() { if (_gameType == GType_Nippon) { _soundMan->execute(SC_SETSFXCHANNEL, 3); _soundMan->execute(SC_SETSFXVOLUME, 127); _soundMan->execute(SC_SETSFXLOOPING, (int32)0); _soundMan->execute(SC_PLAYSFX, "beep"); } } void Parallaction::scheduleLocationSwitch(const char *location) { debugC(9, kDebugExec, "scheduleLocationSwitch(%s)\n", location); _newLocationName = location; g_engineFlags |= kEngineChangeLocation; } } // End of namespace Parallaction