/* 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 "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/zone.h" #include "common/util.h" #include "common/file.h" #include "common/config-manager.h" namespace Parallaction { // FIXME: remove this Parallaction *_vm = NULL; // public stuff Point _mousePos = { 0, 0 }; uint16 _mouseButtons = 0; char _saveData1[30] = { '\0' }; uint16 _language = 0; char _location[100] = "fogne"; uint32 _engineFlags = 0; char *_objectsNames[100]; Zone *_activeZone = NULL; Animation _yourself; uint16 _score = 1; Command *_locationACommands = NULL; Command *_locationCommands = NULL; char *_locationComment = NULL; char *_locationEndComment = NULL; uint32 _localFlags[120] = { 0 }; static char tmp_visited_str[] = "visited"; char *_localFlagNames[32] = { tmp_visited_str, // "visited", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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]; char _slideText[2][40]; Point _firstPosition = { -1000, -1000 }; char _newLocation[100]; char *_globalTable[32]; uint16 _firstFrame = 0; Cnv _characterFace; byte _mouseHidden = 0; Node _locationWalkNodes = { 0, 0 }; uint32 _commandFlags = 0; Cnv _tempFrames; 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; static Cnv _miniCharacterFrames; static Job _jobs = { { NULL, NULL }, 0, 0, 0, NULL, 0 }; Parallaction::Parallaction(OSystem *syst) : Engine(syst) { // FIXME _vm = this; _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; _musicData1 = 0; strcpy(_characterName1, "null"); _baseTime = 0; Common::File::addDefaultDirectory( _gameDataPath ); /* Common::addSpecialDebugLevel(kDebugAnimation, "Animation", "Animations debug level"); Common::addSpecialDebugLevel(kDebugZone, "Zone", "Zones debug level"); Common::addSpecialDebugLevel(kDebugCommand, "Command", "Commands debug level"); Common::addSpecialDebugLevel(kDebugIntro, "Intro", "Intro debug level"); Common::addSpecialDebugLevel(kDebugInventory, "Inventory", "Inventory debug level"); */ 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() { } int Parallaction::init() { // Detect game if (!detectGame()) { GUIErrorMessage("No valid games were found in the specified directory."); return -1; } /* strcpy(_location, "taxint"); strcpy(_characterName, "dough"); strcpy(_languageDir, "it/"); _skipMenu = true; */ _engineFlags = 0; /* if (ConfMan.hasKey("boot_param")) { Common::String bootp = ConfMan.get("boot_param"); char argv[3][30]; char* d = argv[0]; uint16 j = 0; for (uint16 i = 0; i < bootp.size(); i++) { if (bootp[i] == '.') { j++; d = argv[j]; continue; } *d++ = bootp[i]; } if (j < 3) { GUIErrorMessage("Not enough parameters for Nippon Safes Inc."); return -2; } argv[2][2] = '/'; argv[2][3] = '\0'; strcpy(_location, argv[0]); strcpy(_characterName, argv[1]); strcpy(_languageDir, argv[2]); _skipMenu = true; } else {*/ strcpy(_characterName, "dough"); /* } */ memset(_locationNames, 0, 120*32); _numLocations = 0; _yourself._zone.pos._position._x = 150; _yourself._zone.pos._position._y = 100; initInventory(); _yourself._z = 10; _yourself._zone.pos._oldposition._x = -1000; _yourself._zone.pos._oldposition._y = -1000; _yourself._frame = 0; _yourself._zone._flags = kFlagsActive | kFlagsNoName; _yourself._zone._type = kZoneYou; _yourself._zone._label._cnv._data0 = NULL; _yourself._zone._label._text = strdup("yourself"); addNode(&_animations, &_yourself._zone._node); _graphics = new Graphics(this); 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, '.'); if (v4) { *v4 = '\0'; } _engineFlags &= ~kEngineChangeLocation; changeCharacter(_characterName); strcpy(_saveData1, _location); parseLocation(_location); if (_firstPosition._x != -1000) { _yourself._zone.pos._position._x = _firstPosition._x; _yourself._zone.pos._position._y = _firstPosition._y; _yourself._frame = _firstFrame; _firstPosition._y = -1000; _firstPosition._x = -1000; } return; } void Parallaction::initGlobals() { initTable("global.tab", _globalTable); } // 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() { OSystem::Event e; uint16 KeyDown = 0; _mouseButtons = kMouseNone; while (g_system->pollEvent(e)) { switch (e.type) { case OSystem::EVENT_KEYDOWN: if (e.kbd.ascii == 'l') KeyDown = kEvLoadGame; if (e.kbd.ascii == 's') KeyDown = kEvSaveGame; break; case OSystem::EVENT_LBUTTONDOWN: _mouseButtons = kMouseLeftDown; break; case OSystem::EVENT_LBUTTONUP: _mouseButtons = kMouseLeftUp; break; case OSystem::EVENT_RBUTTONDOWN: _mouseButtons = kMouseRightDown; break; case OSystem::EVENT_RBUTTONUP: _mouseButtons = kMouseRightUp; break; case OSystem::EVENT_MOUSEMOVE: _mousePos._x = e.mouse.x; _mousePos._y = e.mouse.y; break; case OSystem::EVENT_QUIT: _system->quit(); break; default: break; } } return KeyDown; } // FIXME: see comment for updateInput() void waitUntilLeftClick() { OSystem::Event e; for (;;) { g_system->pollEvent(e); if (e.type == OSystem::EVENT_LBUTTONUP) break; if (e.type == OSystem::EVENT_QUIT) { g_system->quit(); break; } g_system->delayMillis(10); } return; } void Parallaction::runGame() { // printf("runGame()\n"); addJob(jobEraseAnimations, (void*)1, kPriority20); _jRunScripts = addJob(jobRunScripts, 0, kPriority15); addJob(jobDisplayAnimations, 0, kPriority3); _graphics->copyScreen(Graphics::kBitBack, Graphics::kBit2); if (_locationCommands) runCommands(_locationCommands); runJobs(); _graphics->copyScreen(Graphics::kBitBack, Graphics::kBitFront); if (_locationComment) doLocationEnterTransition(); changeCursor(kCursorArrow); if (_locationACommands) runCommands(_locationACommands); // printf("entering game loop...\n"); 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); continue; } g_system->delayMillis(30); // printflags(); runJobs(); if ((_engineFlags & kEnginePauseJobs) == 0 || (_engineFlags & kEngineInventory)) { _graphics->swapBuffers(); byte palette[PALETTE_SIZE]; memcpy(palette, _palette, sizeof(palette)); _graphics->animatePalette(palette); _graphics->setPalette(palette); } } // printf("exiting game loop...\n"); delete _menu; return; } void Parallaction::processInput(InputData *data) { // printf("processInput()\n"); Zone *z; WalkNode *v4; switch (data->_event) { case kEvEnterZone: debugC(2, kDebugInput, "processInput: kEvEnterZone"); _graphics->_labelPosition[1]._x = -1000; _graphics->_labelPosition[1]._y = -1000; _graphics->_labelPosition[0]._x = -1000; _graphics->_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 (_yourself._zone._flags & kFlagsRemove) break; if ((_yourself._zone._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() { // printf("translateInput(%c)\n", _keyDown); 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._x = _mousePos._x; _input._mousePos._y = _mousePos._y; if (((_engineFlags & kEnginePauseJobs) == 0) && ((_engineFlags & kEngineInventory) == 0)) { if (_actionAfterWalk == true) { // printf("1\n"); // 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) { // printf("2\n"); // right button down shows inventory if (hitZone(kZoneYou, _mousePos._x, _mousePos._y) && (_activeItem._id != 0)) { // printf("2.1\n"); _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))) { // printf("3\n"); _input._event = kEvWalk; return &_input; } if ((z != _hoverZone) && (_hoverZone != NULL)) { // printf("4\n"); _hoverZone = NULL; _input._event = kEvExitZone; // _input._data= &z->_name; return &_input; } if (z == NULL) { // printf("5\n"); return NULL; } if ((_hoverZone == NULL) && ((z->_flags & kFlagsNoName) == 0)) { // printf("6\n"); _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) { // printf("7.1\n"); // character doesn't need to walk to take specified action _input._event = kEvAction; } else { // printf("7.2\n"); // 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) { // printf("3.2.2\n"); _input._mousePos._x = z->_moveTo._x; _input._mousePos._y = z->_moveTo._y; } } beep(); changeCursor(kCursorArrow); return &_input; } } if ((_engineFlags & kEngineInventory) == 0) return NULL; // printf("8\n"); // 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) { // printf("waitTime(%i)\n", 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) { // printf("changeCursor(%i)\n", 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; } _graphics->setMousePointer(index); return; } void freeCharacterFrames() { _vm->_graphics->freeCnv(&_tempFrames); if (_vm->_characterName[0] != 'D') { _vm->_graphics->freeCnv(&_miniCharacterFrames); _vm->freeTable(_objectsNames); } return; } void Parallaction::changeCharacter(const char *name) { // printf("changeCharacter(%s)\n", name); uint16 _si = 0; if (!scumm_strnicmp(name, "mini", 4)) { name+=4; _si = 1; } char v32[20]; strcpy(v32, name); if (_engineFlags & kEngineMiniDonna) { strcat(v32, "tras"); } if (scumm_stricmp(v32, _characterName1)) { if (scumm_stricmp(_characterName1, "null")) { freeCharacterFrames(); } closeArchive(); strcpy(_disk, "disk1"); openArchive("disk1"); char path[PATH_LEN]; strcpy(path, v32); _graphics->loadCnv(path, &_tempFrames); if (name[0] != 'D') { sprintf(path, "mini%s", v32); _graphics->loadCnv(path, &_miniCharacterFrames); sprintf(path, "%s.tab", name); initTable(path, _objectsNames); refreshInventory(name); stopMusic(); if (scumm_stricmp(name, "night") && scumm_stricmp(name, "intsushi")) { if (!scumm_stricmp(name, "dino") || !scumm_stricmp(name, "minidino")) { loadMusic("dino"); } else if (!scumm_stricmp(name, "donna") || !scumm_stricmp(name, "minidonna")) { loadMusic("donna"); } else { loadMusic("nuts"); } playMusic(); } } } if (_si == 1) { memcpy(&_yourself._cnv, &_miniCharacterFrames, sizeof(Cnv)); } else { memcpy(&_yourself._cnv, &_tempFrames, sizeof(Cnv)); } strcpy(_characterName1, v32); return; } void freeNodeList(Node *list) { while (list) { Node *v4 = list->_next; memFree(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 *addJob(JobFn fn, void *parm, uint16 tag) { // printf("addJob(%i)\n", tag); Job *v8 = (Job*)memAlloc(sizeof(Job)); v8->_parm = parm; v8->_fn = fn; v8->_tag = tag; v8->_finished = 0; v8->_count = 0; Job *v4 = &_jobs; while (v4->_node._next && ((Job*)(v4->_node._next))->_tag > tag) { v4 = (Job*)v4->_node._next; } addNode(&v4->_node, &v8->_node); return v8; } void removeJob(Job *j) { // printf("removeJob(%x, %i)\n", j, j->_tag); removeNode(&j->_node); memFree(j); return; } void pauseJobs() { _engineFlags |= kEnginePauseJobs; return; } void resumeJobs() { _engineFlags &= ~kEnginePauseJobs; return; } void runJobs() { if (_engineFlags & kEnginePauseJobs) return; Job *j = (Job*)_jobs._node._next; while (j) { debugC(3, kDebugJobs, "runJobs: %i", j->_tag); (*j->_fn)(j->_parm, j); Job *v4 = (Job*)j->_node._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; removeJob(arg); _engineFlags &= ~kEngineMouse; j->_finished = 1; } return; } void Parallaction::initTable(const char *path, char** table) { // printf("initTable(%s)\n", path); Common::File stream; if (!stream.open(path)) errorFileNotFound(path); uint16 count = 0; tableFillBuffers(stream); while (scumm_stricmp(_tokens[0], "ENDTABLE")) { table[count] = (char*)memAlloc(strlen(_tokens[0])+1); strcpy(table[count], _tokens[0]); count++; tableFillBuffers(stream); } table[count] = NULL; stream.close(); return; } void Parallaction::freeTable(char** table) { uint16 count = 0; while (table[count]) { memFree(table[count]); table[count] = NULL; count++; } return; } int16 Parallaction::searchTable(const char *s, const char **table) { int16 count = 0; if (!s) return 0; while (table[count]) { if (!scumm_stricmp(table[count], s)) return count + 1; count++; } return -1; } } // namespace Parallaction