/* ScummVM - Scumm Interpreter * Copyright (C) 2006 The ScummVM project * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ #include "common/stdafx.h" #include "common/config-manager.h" #include "common/events.h" #include "common/file.h" #include "common/util.h" #include "sound/mididrv.h" #include "sound/mixer.h" #include "parallaction/parallaction.h" #include "parallaction/menu.h" #include "parallaction/parser.h" #include "parallaction/disk.h" #include "parallaction/music.h" #include "parallaction/inventory.h" #include "parallaction/graphics.h" #include "parallaction/walk.h" #include "parallaction/zone.h" namespace Parallaction { // FIXME: remove this Parallaction *_vm = NULL; // public stuff uint16 _mouseButtons = 0; char _saveData1[30] = { '\0' }; uint16 _language = 0; char _slideText[2][40]; uint32 _engineFlags = 0; Zone *_activeZone = NULL; uint16 _score = 1; uint32 _localFlags[120] = { 0 }; Command * _forwardedCommands[20] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL }; char _forwardedAnimationNames[20][20]; uint16 _numForwards = 0; char _soundFile[20]; byte _mouseHidden = 0; uint32 _commandFlags = 0; uint16 _introSarcData3 = 200; uint16 _introSarcData2 = 1; // private stuff static Job *_jDrawInventory = NULL; Job *_jDrawLabel = NULL; Job *_jEraseLabel = NULL; Zone *_hoverZone = NULL; static Job *_jRunScripts = NULL; Parallaction::Parallaction(OSystem *syst) : Engine(syst) { // FIXME _vm = this; Common::File::addDefaultDirectory( _gameDataPath ); Common::addSpecialDebugLevel(kDebugDialogue, "dialogue", "Dialogues debug level"); Common::addSpecialDebugLevel(kDebugLocation, "location", "Location debug level"); Common::addSpecialDebugLevel(kDebugDisk, "disk", "Disk debug level"); Common::addSpecialDebugLevel(kDebugWalk, "walk", "Walk debug level"); Common::addSpecialDebugLevel(kDebugGraphics, "gfx", "Gfx debug level"); Common::addSpecialDebugLevel(kDebugJobs, "jobs", "Jobs debug level"); Common::addSpecialDebugLevel(kDebugInput, "input", "Input debug level"); } Parallaction::~Parallaction() { delete _midiPlayer; delete _disk; delete _globalTable; if (_objectsNames) delete _objectsNames; delete _callableNames; delete _commandsNames; delete _instructionNames; delete _zoneTypeNames; delete _zoneFlagNames; if (_localFlagNames) delete _localFlagNames; } int Parallaction::init() { // Detect game if (!detectGame()) { GUIErrorMessage("No valid games were found in the specified directory."); return -1; } _objectsNames = NULL; _globalTable = NULL; _localFlagNames = NULL; initResources(); _skipMenu = false; _transCurrentHoverItem = 0; _actionAfterWalk = false; // actived when the character needs to move before taking an action _activeItem._index = 0; _activeItem._id = 0; _procCurrentHoverItem = -1; _locationScript = NULL; _musicData1 = 0; strcpy(_characterName1, "null"); _midiPlayer = 0; _baseTime = 0; if (getPlatform() == Common::kPlatformPC) _disk = new DosDisk(this); else _disk = new AmigaDisk(this); _engineFlags = 0; strcpy(_characterName, "dough"); memset(_locationNames, 0, 120*32); _numLocations = 0; _location._startPosition.x = -1000; _location._startPosition.y = -1000; _location._startFrame = 0; _location._walkNodes._prev = NULL; _location._walkNodes._next = NULL; if (getFeatures() & GF_DEMO) strcpy(_location._name, "fognedemo"); else strcpy(_location._name, "fogne"); _location._aCommands = NULL; _location._commands = NULL; _location._comment = NULL; _location._endComment = NULL; initWalk(); initInventory(); addNode(&_animations, &_vm->_char._ani); _gfx = new Gfx(this); int midiDriver = MidiDriver::detectMusicDriver(MDT_MIDI | MDT_ADLIB | MDT_PREFER_MIDI); MidiDriver *driver = MidiDriver::createMidi(midiDriver); _midiPlayer = new MidiPlayer(driver); _mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume")); return 0; } int Parallaction::go() { initGame(); runGame(); return 0; } void Parallaction::initGame() { _menu = new Menu(this); initGlobals(); if (_skipMenu == false) { _menu->start(); } char *v4 = strchr(_location._name, '.'); if (v4) { *v4 = '\0'; } _engineFlags &= ~kEngineChangeLocation; changeCharacter(_characterName); strcpy(_saveData1, _location._name); parseLocation(_location._name); if (_location._startPosition.x != -1000) { _vm->_char._ani._left = _location._startPosition.x; _vm->_char._ani._top = _location._startPosition.y; _vm->_char._ani._frame = _location._startFrame; _location._startPosition.y = -1000; _location._startPosition.x = -1000; } return; } void Parallaction::initGlobals() { _globalTable = _disk->loadTable("global"); } // FIXME: the engine has 3 event loops. The following routine hosts the main one, // and it's called from 8 different places in the code. There exist 2 more specialised // loops which could possibly be merged into this one with some effort in changing // caller code, i.e. adding condition checks. // uint16 Parallaction::updateInput() { Common::Event e; uint16 KeyDown = 0; _mouseButtons = kMouseNone; Common::EventManager *eventMan = _system->getEventManager(); while (eventMan->pollEvent(e)) { switch (e.type) { case Common::EVENT_KEYDOWN: if (e.kbd.ascii == 'l') KeyDown = kEvLoadGame; if (e.kbd.ascii == 's') KeyDown = kEvSaveGame; break; case Common::EVENT_LBUTTONDOWN: _mouseButtons = kMouseLeftDown; break; case Common::EVENT_LBUTTONUP: _mouseButtons = kMouseLeftUp; break; case Common::EVENT_RBUTTONDOWN: _mouseButtons = kMouseRightDown; break; case Common::EVENT_RBUTTONUP: _mouseButtons = kMouseRightUp; break; case Common::EVENT_MOUSEMOVE: _mousePos = e.mouse; break; case Common::EVENT_QUIT: _system->quit(); break; default: break; } } return KeyDown; } // FIXME: see comment for updateInput() void waitUntilLeftClick() { Common::Event e; Common::EventManager *eventMan = g_system->getEventManager(); for (;;) { eventMan->pollEvent(e); if (e.type == Common::EVENT_LBUTTONUP) break; if (e.type == Common::EVENT_QUIT) { g_system->quit(); break; } g_system->delayMillis(10); } return; } void Parallaction::runGame() { addJob(&jobEraseAnimations, (void*)1, kPriority20); _jRunScripts = addJob(&jobRunScripts, 0, kPriority15); addJob(&jobDisplayAnimations, 0, kPriority3); _gfx->copyScreen(Gfx::kBitBack, Gfx::kBit2); if (_location._commands) runCommands(_location._commands); runJobs(); _gfx->copyScreen(Gfx::kBitBack, Gfx::kBitFront); if (_location._comment) doLocationEnterTransition(); changeCursor(kCursorArrow); if (_location._aCommands) runCommands(_location._aCommands); while ((_engineFlags & kEngineQuit) == 0) { _keyDown = updateInput(); debugC(3, kDebugInput, "runGame: input flags (%i, %i, %i, %i)", _mouseHidden == 0, (_engineFlags & kEngineMouse) == 0, (_engineFlags & kEngineWalking) == 0, (_engineFlags & kEngineChangeLocation) == 0 ); // WORKAROUND: the engine doesn't check for displayed labels before performing a location // switch, thus crashing whenever a jobDisplayLabel/jEraseLabel pair is left into the // queue after the character enters a door. // Skipping input processing when kEngineChangeLocation is set solves the issue. It's // noteworthy that the programmers added this very check in Big Red Adventure's engine, // so it should be ok here in Nippon Safes too. if ((_mouseHidden == 0) && ((_engineFlags & kEngineMouse) == 0) && ((_engineFlags & kEngineWalking) == 0) && ((_engineFlags & kEngineChangeLocation) == 0)) { InputData *v8 = translateInput(); if (v8) processInput(v8); } if (_activeZone) { Zone *z = _activeZone; // speak Zone or sound _activeZone = NULL; if (runZone( z ) == 0) runCommands( z->_commands, z ); } if (_engineFlags & kEngineChangeLocation) { _engineFlags &= ~kEngineChangeLocation; changeLocation(_location._name); continue; } g_system->delayMillis(30); runJobs(); if ((_engineFlags & kEnginePauseJobs) == 0 || (_engineFlags & kEngineInventory)) { _gfx->swapBuffers(); _gfx->animatePalette(); } } delete _menu; return; } void Parallaction::processInput(InputData *data) { Zone *z; WalkNode *v4; switch (data->_event) { case kEvEnterZone: debugC(2, kDebugInput, "processInput: kEvEnterZone"); _gfx->_labelPosition[1].x = -1000; _gfx->_labelPosition[1].y = -1000; _gfx->_labelPosition[0].x = -1000; _gfx->_labelPosition[0].y = -1000; _jDrawLabel = addJob(&jobDisplayLabel, (void*)data->_label, kPriority0); _jEraseLabel = addJob(&jobEraseLabel, (void*)data->_label, kPriority20); break; case kEvExitZone: debugC(2, kDebugInput, "processInput: kEvExitZone"); removeJob(_jDrawLabel); addJob(&jobWaitRemoveJob, _jEraseLabel, kPriority15); _jDrawLabel = NULL; break; case kEvAction: debugC(2, kDebugInput, "processInput: kEvAction"); _procCurrentHoverItem = -1; _hoverZone = NULL; pauseJobs(); z = data->_zone; if (runZone(z) == 0) { runCommands( z->_commands, z ); } resumeJobs(); break; case kEvOpenInventory: _procCurrentHoverItem = -1; _hoverZone = NULL; if (_jDrawLabel != 0) { removeJob(_jDrawLabel); _jDrawLabel = NULL; addJob(&jobWaitRemoveJob, _jEraseLabel, kPriority2); } if (hitZone(kZoneYou, _mousePos.x, _mousePos.y) == 0) changeCursor(kCursorArrow); removeJob(_jRunScripts); _jDrawInventory = addJob(&jobShowInventory, 0, kPriority2); openInventory(); break; case kEvCloseInventory: // closes inventory and possibly select item closeInventory(); if ((data->_inventoryIndex != -1) && (_inventory[data->_inventoryIndex]._id != 0)) { // activates item changeCursor(data->_inventoryIndex); } _jRunScripts = addJob(&jobRunScripts, 0, kPriority15); addJob(&jobHideInventory, 0, kPriority20); removeJob(_jDrawInventory); break; case kEvHoverInventory: highlightInventoryItem(_procCurrentHoverItem, 12); // disable highlightInventoryItem(data->_inventoryIndex, 19); // enable _procCurrentHoverItem = data->_inventoryIndex; break; case kEvWalk: debugC(2, kDebugInput, "processInput: kEvWalk"); _hoverZone = NULL; changeCursor(kCursorArrow); if (_vm->_char._ani._flags & kFlagsRemove) break; if ((_vm->_char._ani._flags & kFlagsActive) == 0) break; v4 = buildWalkPath(data->_mousePos.x, data->_mousePos.y); addJob(&jobWalk, v4, kPriority19); _engineFlags |= kEngineWalking; // inhibits processing of input until walking is over break; case kEvQuitGame: _engineFlags |= kEngineQuit; break; case kEvSaveGame: _hoverZone = NULL; changeCursor(kCursorArrow); saveGame(); break; case kEvLoadGame: _hoverZone = NULL; changeCursor(kCursorArrow); loadGame(); break; } return; } Parallaction::InputData *Parallaction::translateInput() { if (_keyDown == kEvQuitGame) { _input._event = kEvQuitGame; return &_input; } if (_keyDown == kEvSaveGame) { _input._event = kEvSaveGame; return &_input; } if (_keyDown == kEvLoadGame) { _input._event = kEvLoadGame; return &_input; } _input._mousePos = _mousePos; if (((_engineFlags & kEnginePauseJobs) == 0) && ((_engineFlags & kEngineInventory) == 0)) { if (_actionAfterWalk == true) { // if walking is over, then take programmed action _input._event = kEvAction; _actionAfterWalk = false; return &_input; } Zone *z = hitZone(_activeItem._id, _mousePos.x, _mousePos.y); if (_mouseButtons == kMouseRightDown) { // right button down shows inventory if (hitZone(kZoneYou, _mousePos.x, _mousePos.y) && (_activeItem._id != 0)) { _activeItem._index = (_activeItem._id >> 16) & 0xFFFF; _engineFlags |= kEngineDragging; } _input._event = kEvOpenInventory; _transCurrentHoverItem = -1; return &_input; } if (((_mouseButtons == kMouseLeftUp) && (_activeItem._id == 0) && ((_engineFlags & kEngineWalking) == 0)) && ((z == NULL) || ((z->_type & 0xFFFF) != kZoneCommand))) { _input._event = kEvWalk; return &_input; } if ((z != _hoverZone) && (_hoverZone != NULL)) { _hoverZone = NULL; _input._event = kEvExitZone; // _input._data= &z->_name; return &_input; } if (z == NULL) { return NULL; } if ((_hoverZone == NULL) && ((z->_flags & kFlagsNoName) == 0)) { _hoverZone = z; _input._event = kEvEnterZone; _input._label = &z->_label; return &_input; } if ((_mouseButtons == kMouseLeftUp) && ((_activeItem._id != 0) || ((z->_type & 0xFFFF) == kZoneCommand))) { _input._zone = z; if (z->_flags & kFlagsNoWalk) { // character doesn't need to walk to take specified action _input._event = kEvAction; } else { // action delayed: if Zone defined a moveto position the character is programmed to move there, // else it will move to the mouse position _input._event = kEvWalk; _actionAfterWalk = true; if (z->_moveTo.y != 0) { _input._mousePos = z->_moveTo; } } beep(); changeCursor(kCursorArrow); return &_input; } } if ((_engineFlags & kEngineInventory) == 0) return NULL; // in inventory int16 _si = getHoverInventoryItem(_mousePos.x, _mousePos.y); if (_mouseButtons == kMouseRightUp) { // right up hides inventory _input._event = kEvCloseInventory; _input._inventoryIndex = getHoverInventoryItem(_mousePos.x, _mousePos.y); highlightInventoryItem(_transCurrentHoverItem, 12); // disable if ((_engineFlags & kEngineDragging) == 0) return &_input; _engineFlags &= ~kEngineDragging; Zone *z = hitZone(kZoneMerge, _activeItem._index, _inventory[_input._inventoryIndex]._index); if (z != NULL) { dropItem(z->u.merge->_obj1 - 4); dropItem(z->u.merge->_obj2 - 4); addInventoryItem(z->u.merge->_obj3); runCommands(z->_commands); } return &_input; } if (_si == _transCurrentHoverItem) return NULL; _transCurrentHoverItem = _si; _input._event = kEvHoverInventory; _input._inventoryIndex = _si; return &_input; } uint32 Parallaction::getElapsedTime() { return g_system->getMillis() - _baseTime; } void Parallaction::resetTimer() { _baseTime = g_system->getMillis(); return; } void Parallaction::waitTime(uint32 t) { uint32 v4 = 0; while (v4 < t * (1000 / 18.2)) { v4 = getElapsedTime(); } resetTimer(); return; } // 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; } _gfx->setMousePointer(index); return; } void Parallaction::freeCharacter() { if (_vm->_char._normalFrames) delete _vm->_char._normalFrames; if (!IS_DUMMY_CHARACTER(_vm->_characterName)) { if (_vm->_char._miniFrames) delete _vm->_char._miniFrames; if (_objectsNames) delete _objectsNames; _objectsNames = NULL; if (_vm->_char._talk) delete _vm->_char._talk; _vm->_gfx->freeStaticCnv(_vm->_char._head); if (_vm->_char._head) delete _vm->_char._head; if (_vm->_char._objs) delete _vm->_char._objs; } return; } void Parallaction::selectCharacterMusic(const char *name) { if (IS_MINI_CHARACTER(name)) name+=4; if (!scumm_stricmp(name, _dinoName)) { _midiPlayer->play("dino"); } else if (!scumm_stricmp(name, _donnaName)) { _midiPlayer->play("donna"); } else { _midiPlayer->play("nuts"); } return; } void Parallaction::pickMusic(const char *location) { if (_musicData1 != 0) { selectCharacterMusic(_vm->_characterName); _musicData1 = 0; debugC(2, kDebugLocation, "changeLocation: started character specific music"); } if (!scumm_stricmp(location, "night") || !scumm_stricmp(location, "intsushi")) { _vm->_midiPlayer->play("soft"); debugC(2, kDebugLocation, "changeLocation: started music 'soft'"); } if (!scumm_stricmp(location, "museo") || !scumm_stricmp(location, "caveau") || !scumm_strnicmp(location, "plaza1", 6) || !scumm_stricmp(location, "estgrotta") || !scumm_stricmp(location, "intgrottadopo") || !scumm_stricmp(location, "endtgz") || !scumm_stricmp(location, "common")) { _vm->_midiPlayer->stop(); _musicData1 = 1; debugC(2, kDebugLocation, "changeLocation: music stopped"); } } // FIXME: currently, changeCharacter does reload every chunk of // information about the new character every time it is loaded. // So, it is useless to load both mini and normal frames each // since only one of them will actually be used before the // following call to changeCharacter. // void Parallaction::changeCharacter(const char *name) { bool miniCharacter = false; if (IS_MINI_CHARACTER(name)) { name+=4; miniCharacter = true; } char v32[20]; strcpy(v32, name); if (_engineFlags & kEngineTransformedDonna) strcat(v32, "tras"); if (scumm_stricmp(v32, _characterName1)) { // freeCharacter takes responsibility for checking // character for sanity before memory is freed freeCharacter(); _disk->selectArchive((_vm->getPlatform() == Common::kPlatformPC) ? "disk1" : "disk0"); char path[PATH_LEN]; strcpy(path, v32); _vm->_char._normalFrames = _disk->loadFrames(path); if (!IS_DUMMY_CHARACTER(name)) { _vm->_char._head = _disk->loadHead(path); _vm->_char._talk = _disk->loadTalk(path); _vm->_char._objs = _disk->loadObjects(name); sprintf(path, "mini%s", v32); _vm->_char._miniFrames = _disk->loadFrames(path); _objectsNames = _disk->loadTable(name); refreshInventory(name); if (scumm_stricmp(name, "night") && scumm_stricmp(name, "intsushi")) selectCharacterMusic(name); } } if (miniCharacter) _vm->_char._ani._cnv = _vm->_char._miniFrames; else _vm->_char._ani._cnv = _vm->_char._normalFrames; if (!(getFeatures() & GF_DEMO)) parseLocation("common"); strcpy(_characterName1, v32); return; } void freeNodeList(Node *list) { while (list) { Node *v4 = list->_next; free(list); list = v4; } return; } void addNode(Node *list, Node *n) { Node *v4 = list->_next; if (v4 != NULL) { v4->_prev = n; } n->_next = v4; list->_next = n; n->_prev = list; return; } void removeNode(Node *n) { Node *v4 = n->_next; if (v4 != NULL) { v4->_prev = n->_prev; } n->_prev->_next = n->_next; return; } Job *Parallaction::addJob(JobFn fn, void *parm, uint16 tag) { Job *v8 = new Job; v8->_parm = parm; v8->_fn = fn; v8->_tag = tag; v8->_finished = 0; v8->_count = 0; Job *v4 = &_jobs; while (v4->_next && ((Job*)(v4->_next))->_tag > tag) { v4 = (Job*)v4->_next; } addNode(v4, v8); return v8; } void Parallaction::removeJob(Job *j) { removeNode(j); delete j; return; } void Parallaction::pauseJobs() { _engineFlags |= kEnginePauseJobs; return; } void Parallaction::resumeJobs() { _engineFlags &= ~kEnginePauseJobs; return; } void Parallaction::runJobs() { if (_engineFlags & kEnginePauseJobs) return; Job *j = (Job*)_jobs._next; while (j) { debugC(3, kDebugJobs, "runJobs: %i", j->_tag); (*j->_fn)(j->_parm, j); Job *v4 = (Job*)j->_next; if (j->_finished == 1) removeJob(j); j = v4; } 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 |= kEngineMouse; count++; if (count == 2) { count = 0; _vm->removeJob(arg); _engineFlags &= ~kEngineMouse; 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(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