/* 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/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/input.h" #include "parallaction/parallaction.h" #include "parallaction/debug.h" #include "parallaction/saveload.h" #include "parallaction/sound.h" namespace Parallaction { // FIXME: remove this Parallaction *_vm = NULL; // public stuff char _saveData1[30] = { '\0' }; uint32 _engineFlags = 0; uint16 _score = 1; char _password[8]; uint32 _globalFlags = 0; // private stuff Parallaction::Parallaction(OSystem *syst, const PARALLACTIONGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc), _char(this) { // FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what // needs fixing, or remove it! // FIXME _vm = this; Common::File::addDefaultDirectory(_gameDataDir); Common::addSpecialDebugLevel(kDebugDialogue, "dialogue", "Dialogues debug level"); Common::addSpecialDebugLevel(kDebugParser, "parser", "Parser 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(kDebugExec, "exec", "Execution debug level"); Common::addSpecialDebugLevel(kDebugInput, "input", "Input debug level"); Common::addSpecialDebugLevel(kDebugAudio, "audio", "Audio debug level"); Common::addSpecialDebugLevel(kDebugMenu, "menu", "Menu debug level"); Common::addSpecialDebugLevel(kDebugInventory, "inventory", "Inventory debug level"); syst->getEventManager()->registerRandomSource(_rnd, "parallaction"); } Parallaction::~Parallaction() { delete _debugger; delete _globalFlagsNames; delete _callableNames; delete _cmdExec; delete _programExec; _gfx->clearGfxObjects(kGfxObjCharacter | kGfxObjNormal); hideDialogueStuff(); delete _balloonMan; freeLocation(); freeCharacter(); destroyInventory(); cleanupGui(); delete _localFlagNames; delete _gfx; delete _soundMan; delete _disk; delete _input; } int Parallaction::init() { _engineFlags = 0; _objectsNames = NULL; _globalFlagsNames = NULL; _location._hasSound = false; _numLocations = 0; _location._startPosition.x = -1000; _location._startPosition.y = -1000; _location._startFrame = 0; _location._comment = NULL; _location._endComment = NULL; _quit = false; _pathBuffer = 0; _screenSize = _screenWidth * _screenHeight; strcpy(_characterName1, "null"); memset(_locationNames, 0, NUM_LOCATIONS * 32); initInventory(); // needs to be pushed into subclass // this needs _disk to be already setup _input = new Input(this); _gfx = new Gfx(this); _debugger = new Debugger(this); _menuHelper = 0; setupBalloonManager(); return 0; } void Parallaction::updateView() { if ((_engineFlags & kEnginePauseJobs) && (_input->_inputMode != Input::kInputModeInventory)) { return; } _gfx->animatePalette(); _gfx->updateScreen(); _vm->_system->delayMillis(30); } void Parallaction::hideDialogueStuff() { _gfx->freeItems(); _balloonMan->freeBalloons(); } void Parallaction::freeCharacter() { debugC(1, kDebugExec, "freeCharacter()"); delete _objectsNames; _objectsNames = 0; _gfx->clearGfxObjects(kGfxObjCharacter); _char.free(); return; } void Parallaction::pauseJobs() { debugC(9, kDebugExec, "pausing jobs execution"); _engineFlags |= kEnginePauseJobs; return; } void Parallaction::resumeJobs() { debugC(9, kDebugExec, "resuming jobs execution"); _engineFlags &= ~kEnginePauseJobs; return; } AnimationPtr Parallaction::findAnimation(const char *name) { for (AnimationList::iterator it = _location._animations.begin(); it != _location._animations.end(); it++) if (!scumm_stricmp((*it)->_name, name)) return *it; return nullAnimationPtr; } void Parallaction::freeAnimations() { for (AnimationList::iterator it = _location._animations.begin(); it != _location._animations.end(); it++) { (*it)->_commands.clear(); // See comment for freeZones(), about circular references. } _location._animations.clear(); return; } 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) { strcpy(_locationNames[_numLocations], name); _currentLocationIndex = _numLocations; _numLocations++; _locationNames[_numLocations][0] = '\0'; _localFlags[_numLocations] = 0; } else { setLocationFlags(kFlagsVisited); // 'visited' } } void Parallaction::freeLocation() { debugC(2, kDebugExec, "freeLocation"); _soundMan->stopSfx(0); _soundMan->stopSfx(1); _soundMan->stopSfx(2); _soundMan->stopSfx(3); _localFlagNames->clear(); _location._walkPoints.clear(); _gfx->clearGfxObjects(kGfxObjNormal); _location._programs.clear(); freeZones(); freeAnimations(); free(_location._comment); _location._comment = 0; _location._commands.clear(); _location._aCommands.clear(); return; } void Parallaction::showSlide(const char *name, int x, int y) { BackgroundInfo *info = new BackgroundInfo; _disk->loadSlide(*info, name); info->x = (x == CENTER_LABEL_HORIZONTAL) ? ((_vm->_screenWidth - info->width) >> 1) : x; info->y = (y == CENTER_LABEL_VERTICAL) ? ((_vm->_screenHeight - info->height) >> 1) : y; _gfx->setBackground(kBackgroundSlide, info); } void Parallaction::freeBackground() { _pathBuffer = 0; } void Parallaction::setBackground(const char* name, const char* mask, const char* path) { BackgroundInfo *info = new BackgroundInfo; _disk->loadScenery(*info, name, mask, path); _gfx->setBackground(kBackgroundLocation, info); _pathBuffer = &info->path; return; } void Parallaction::showLocationComment(const char *text, bool end) { _balloonMan->setLocationBalloon(const_cast(text), end); } void Parallaction::processInput(int event) { switch (event) { case kEvSaveGame: _input->stopHovering(); _saveLoad->saveGame(); _input->setArrowCursor(); break; case kEvLoadGame: _input->stopHovering(); _saveLoad->loadGame(); _input->setArrowCursor(); break; } return; } void Parallaction::runGame() { int event = _input->updateInput(); if (shouldQuit()) return; runGuiFrame(); runDialogueFrame(); runCommentFrame(); if (_input->_inputMode == Input::kInputModeGame) { processInput(event); runPendingZones(); if (shouldQuit()) return; if (_engineFlags & kEngineChangeLocation) { changeLocation(_location._name); } } _gfx->beginFrame(); if (_input->_inputMode == Input::kInputModeGame) { _programExec->runScripts(_location._programs.begin(), _location._programs.end()); _char._ani->setZ(_char._ani->height() + _char._ani->getFrameY()); if (_char._ani->gfxobj) { _char._ani->gfxobj->z = _char._ani->getZ(); } _char._walker->walk(); drawAnimations(); } // 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) { 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()); drawAnimations(); showLocationComment(_location._comment, false); _gfx->updateScreen(); _input->waitForButtonEvent(kMouseLeftUp); _balloonMan->freeBalloons(); // 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(); _vm->_system->delayMillis(20); } _gfx->setPalette(_gfx->_palette); debugC(2, kDebugExec, "doLocationEnterTransition completed"); return; } 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::drawAnimations() { debugC(9, kDebugExec, "Parallaction_ns::drawAnimations()\n"); uint16 layer = 0, scale = 100; for (AnimationList::iterator it = _location._animations.begin(); it != _location._animations.end(); it++) { AnimationPtr anim = *it; GfxObj *obj = anim->gfxobj; // Validation is performed here, so that every animation is affected, instead that only the ones // who *own* a script. In fact, some scripts can change values in other animations. // The right way to do this would be to enforce validation when any variable is modified from // a script. anim->validateScriptVars(); if ((anim->_flags & kFlagsActive) && ((anim->_flags & kFlagsRemove) == 0)) { if (anim->_flags & kFlagsNoMasked) layer = LAYER_FOREGROUND; else { if (getGameType() == GType_Nippon) { // Layer in NS depends on where the animation is on the screen, for each animation. layer = _gfx->_backgroundInfo->getLayer(anim->getFrameY() + anim->height()); } else { // 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->getLayer(anim->getZ()); } } if (getGameType() == GType_BRA) { if (anim->_flags & (kFlagsScaled | kFlagsCharacter)) { if (anim->getZ() <= _location._zeta0) { if (anim->getZ() >= _location._zeta1) { scale = ((anim->getZ() - _location._zeta1) * (100 - _location._zeta2)) / (_location._zeta0 - _location._zeta1) + _location._zeta2; } else { scale = _location._zeta2; } } } } if (obj) { _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; } } if (((anim->_flags & kFlagsActive) == 0) && (anim->_flags & kFlagsRemove)) { anim->_flags &= ~kFlagsRemove; } if ((anim->_flags & kFlagsActive) && (anim->_flags & kFlagsRemove)) { anim->_flags &= ~kFlagsActive; anim->_flags |= kFlagsRemove; if (obj) { _gfx->showGfxObj(obj, false); } } } debugC(9, kDebugExec, "Parallaction_ns::drawAnimations done()\n"); return; } void Parallaction::showZone(ZonePtr z, bool visible) { if (!z) { return; } if (visible) { z->_flags &= ~kFlagsRemove; z->_flags |= kFlagsActive; } else { z->_flags |= kFlagsRemove; } if ((z->_type & 0xFFFF) == kZoneGet) { _gfx->showGfxObj(z->u.get->gfxobj, visible); GetData *data = z->u.get; if (data->hasMask && _gfx->_backgroundInfo->hasMask) { if (visible) { _gfx->_backgroundInfo->mask.bltOr(data->gfxobj->x, data->gfxobj->y, data->_mask[0], 0, 0, data->_mask->w, data->_mask->h); } else { _gfx->_backgroundInfo->mask.bltCopy(data->gfxobj->x, data->gfxobj->y, data->_mask[1], 0, 0, data->_mask->w, data->_mask->h); } } } } // // ZONE TYPE: EXAMINE // void Parallaction::enterCommentMode(ZonePtr z) { if (!z) { return; } _commentZone = z; ExamineData *data = _commentZone->u.examine; if (!data->_description) { return; } // TODO: move this balloons stuff into DialogueManager and BalloonManager if (getGameType() == GType_Nippon) { int id; if (data->_filename) { if (data->_cnv == 0) { data->_cnv = _disk->loadStatic(data->_filename); } _gfx->setHalfbriteMode(true); _balloonMan->setSingleBalloon(data->_description, 0, 90, 0, BalloonManager::kNormalColor); Common::Rect r; data->_cnv->getRect(0, r); id = _gfx->setItem(data->_cnv, 140, (_screenHeight - r.height())/2); _gfx->setItemFrame(id, 0); id = _gfx->setItem(_char._head, 100, 152); _gfx->setItemFrame(id, 0); } else { _balloonMan->setSingleBalloon(data->_description, 140, 10, 0, BalloonManager::kNormalColor); id = _gfx->setItem(_char._talk, 190, 80); _gfx->setItemFrame(id, 0); } } else if (getGameType() == GType_BRA) { _balloonMan->setSingleBalloon(data->_description, 0, 0, 1, BalloonManager::kNormalColor); int id = _gfx->setItem(_char._talk, 10, 80); _gfx->setItemFrame(id, 0); } _input->_inputMode = Input::kInputModeComment; } void Parallaction::exitCommentMode() { _input->_inputMode = Input::kInputModeGame; hideDialogueStuff(); _gfx->setHalfbriteMode(false); _cmdExec->run(_commentZone->_commands, _commentZone); _commentZone = nullZonePtr; } 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 subtype = z->_type & 0xFFFF; debugC(3, kDebugExec, "type = %x, object = %x", subtype, (z->_type & 0xFFFF0000) >> 16); switch(subtype) { 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: _soundMan->playSfx(z->u.hear->_name, z->u.hear->_channel, (z->_flags & kFlagsLooping) == kFlagsLooping, 60); break; case kZoneSpeak: enterDialogueMode(z); return; } debugC(3, kDebugExec, "runZone completed"); _cmdExec->run(z->_commands, z); return; } // // ZONE TYPE: DOOR // void Parallaction::updateDoor(ZonePtr z, bool close) { z->_flags = close ? (z->_flags |= kFlagsClosed) : (z->_flags &= ~kFlagsClosed); if (z->u.door->gfxobj) { uint frame = (close ? 0 : 1); // z->u.door->gfxobj->setFrame(frame); z->u.door->gfxobj->frame = frame; } return; } // // ZONE TYPE: GET // bool Parallaction::pickupItem(ZonePtr z) { if (z->_flags & kFlagsFixed) { return false; } int slot = addInventoryItem(z->u.get->_icon); if (slot != -1) { showZone(z, false); } return (slot != -1); } // FIXME: input coordinates must be offseted to handle scrolling! bool Parallaction::checkSpecialZoneBox(ZonePtr z, uint32 type, uint x, uint y) { // not a special zone if ((z->getX() != -2) && (z->getX() != -3)) { 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 ((((z->_type & 0xFFFF) == kZoneMerge) && (((x == z->u.merge->_obj1) && (y == z->u.merge->_obj2)) || ((x == z->u.merge->_obj2) && (y == z->u.merge->_obj1)))) || (((z->_type & 0xFFFF) == kZoneGet) && ((x == z->u.get->_icon) || (y == z->u.get->_icon)))) { // 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 (((z->_type & 0xFFFF0000) == type) && (type)) return true; } return false; } // FIXME: input coordinates must be offseted to handle scrolling! 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); Common::Rect r; z->getBox(r); r.right++; // adjust border because Common::Rect doesn't include bottom-right edge r.bottom++; r.grow(-1); // allows some tolerance for mouse click if (!r.contains(x, y)) { // check for special zones (items defined in common.loc) if (checkSpecialZoneBox(z, type, x, y)) return true; if (z->getX() != -1) return false; if ((int)x < _char._ani->getFrameX()) return false; if ((int)x > (_char._ani->getFrameX() + _char._ani->width())) return false; if ((int)y < _char._ani->getFrameY()) return false; if ((int)y > (_char._ani->getFrameY() + _char._ani->height())) return false; } // normal Zone if ((type == 0) && ((z->_type & 0xFFFF0000) == 0)) return true; if (z->_type == type) return true; if ((z->_type & 0xFFFF0000) == type) return true; return false; } // FIXME: input coordinates must be offseted to handle scrolling! bool Parallaction::checkLinkedAnimBox(ZonePtr z, uint32 type, uint x, uint y) { if (z->_flags & kFlagsRemove) return false; if ((z->_flags & kFlagsAnimLinked) == 0) return false; debugC(5, kDebugExec, "checkLinkedAnimBox for %s (type = %x, x = %i, y = %i)", z->_name, type, x, y); AnimationPtr anim = z->_linkedAnim; Common::Rect r(anim->getFrameX(), anim->getFrameY(), anim->getFrameX() + anim->width() + 1, anim->getFrameY() + anim->height() + 1); if (!r.contains(x, y)) { return false; } // NOTE: the implementation of the following lines is a different in the // original... it is working so far, though if ((type == 0) && ((z->_type & 0xFFFF0000) == 0)) return true; if (z->_type == type) return true; if ((z->_type & 0xFFFF0000) == type) return true; return false; } 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, _e, _f; for (AnimationList::iterator ait = _location._animations.begin(); ait != _location._animations.end(); ait++) { AnimationPtr a = *ait; _a = (a->_flags & kFlagsActive) ? 1 : 0; // _a: active Animation _e = ((_si >= a->getFrameX() + a->width()) || (_si <= a->getFrameX())) ? 0 : 1; // _e: horizontal range _f = ((_di >= a->getFrameY() + a->height()) || (_di <= a->getFrameY())) ? 0 : 1; // _f: vertical range _b = ((type != 0) || (a->_type == kZoneYou)) ? 0 : 1; // _b: (no type specified) AND (Animation is not the character) _c = (a->_type & 0xFFFF0000) ? 0 : 1; // _c: Animation is not an object _d = ((a->_type & 0xFFFF0000) != type) ? 0 : 1; // _d: Animation is an object of the same type if ((_a != 0 && _e != 0 && _f != 0) && ((_b != 0 && _c != 0) || (a->_type == type) || (_d != 0))) { return a; } } return nullZonePtr; } ZonePtr Parallaction::findZone(const char *name) { for (ZoneList::iterator it = _location._zones.begin(); it != _location._zones.end(); it++) { if (!scumm_stricmp((*it)->_name, name)) return *it; } return findAnimation(name); } void Parallaction::freeZones() { debugC(2, kDebugExec, "freeZones: _vm->_quit = %i", _vm->_quit); ZoneList::iterator it = _location._zones.begin(); while ( it != _location._zones.end() ) { // NOTE : this condition has been relaxed compared to the original, to allow the engine // to retain special - needed - zones that were lost across location switches. ZonePtr z = *it; if (((z->getY() == -1) || (z->getX() == -2)) && (_quit == 0)) { debugC(2, kDebugExec, "freeZones preserving zone '%s'", z->_name); it++; } else { (*it)->_commands.clear(); // Since commands may reference zones, and both commands and zones are kept stored into // SharedPtr's, we need to kill commands explicitly to destroy any potential circular // reference. it = _location._zones.erase(it); } } return; } enum { WALK_LEFT = 0, WALK_RIGHT = 1, WALK_DOWN = 2, WALK_UP = 3 }; struct WalkFrames { int16 stillFrame[4]; int16 firstWalkFrame[4]; int16 numWalkFrames[4]; int16 frameRepeat[4]; }; WalkFrames _char20WalkFrames = { { 0, 7, 14, 17 }, { 1, 8, 15, 18 }, { 6, 6, 2, 2 }, { 2, 2, 4, 4 } }; WalkFrames _char24WalkFrames = { { 0, 9, 18, 21 }, { 1, 10, 19, 22 }, { 8, 8, 2, 2 }, { 2, 2, 4, 4 } }; const char Character::_prefixMini[] = "mini"; const char Character::_suffixTras[] = "tras"; const char Character::_empty[] = "\0"; Character::Character(Parallaction *vm) : _vm(vm), _ani(new Animation) { _talk = NULL; _head = NULL; _objs = NULL; _direction = WALK_DOWN; _step = 0; _dummy = false; _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); // TODO: move creation into Parallaction. Needs to make Character a pointer first. if (_vm->getGameType() == GType_Nippon) { _builder = new PathBuilder_NS(this); _walker = new PathWalker_NS(this); } else { _builder = new PathBuilder_BR(this); _walker = new PathWalker_BR(this); } } Character::~Character() { delete _builder; _builder = 0; delete _walker; _walker = 0; free(); } void Character::getFoot(Common::Point &foot) { Common::Rect rect; _ani->gfxobj->getRect(_ani->getF(), rect); foot.x = _ani->getX() + (rect.left + rect.width() / 2); foot.y = _ani->getY() + (rect.top + rect.height()); } void Character::setFoot(const Common::Point &foot) { Common::Rect rect; _ani->gfxobj->getRect(_ani->getF(), rect); _ani->setX(foot.x - (rect.left + rect.width() / 2)); _ani->setY(foot.y - (rect.top + rect.height())); } #if 0 void dumpPath(const PointList &list, const char* text) { for (PointList::iterator it = list.begin(); it != list.end(); it++) printf("node (%i, %i)\n", it->x, it->y); return; } #endif void Character::scheduleWalk(int16 x, int16 y) { if ((_ani->_flags & kFlagsRemove) || (_ani->_flags & kFlagsActive) == 0) { return; } _builder->buildPath(x, y); #if 0 dumpPath(_walkPath, _name); #endif _engineFlags |= kEngineWalking; } void Character::free() { delete _talk; delete _head; delete _objs; delete _ani->gfxobj; _talk = NULL; _head = NULL; _objs = NULL; _ani->gfxobj = NULL; return; } // 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')) void Character::setName(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 (!strstr(name, "donna")) { _engineFlags &= ~kEngineTransformedDonna; } else if (_engineFlags & kEngineTransformedDonna) { _suffix = _suffixTras; } else { const char *s = strstr(name, "tras"); if (s) { _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 *Character::getName() const { return _name; } const char *Character::getBaseName() const { return _baseName; } const char *Character::getFullName() const { return _fullName; } bool Character::dummy() const { return _dummy; } void Parallaction::beep() { _soundMan->playSfx("beep", 3, false); } void Parallaction::scheduleLocationSwitch(const char *location) { debugC(9, kDebugExec, "scheduleLocationSwitch(%s)\n", location); strcpy(_location._name, location); _engineFlags |= kEngineChangeLocation; } void Character::updateDirection(const Common::Point& pos, const Common::Point& to) { Common::Point dist(to.x - pos.x, to.y - pos.y); WalkFrames *frames = (_ani->getFrameNum() == 20) ? &_char20WalkFrames : &_char24WalkFrames; _step++; if (dist.x == 0 && dist.y == 0) { _ani->setF(frames->stillFrame[_direction]); return; } if (dist.x < 0) dist.x = -dist.x; if (dist.y < 0) dist.y = -dist.y; _direction = (dist.x > dist.y) ? ((to.x > pos.x) ? WALK_LEFT : WALK_RIGHT) : ((to.y > pos.y) ? WALK_DOWN : WALK_UP); _ani->setF(frames->firstWalkFrame[_direction] + (_step / frames->frameRepeat[_direction]) % frames->numWalkFrames[_direction]); } } // namespace Parallaction