/* 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/sound.h" namespace Parallaction { // FIXME: remove this Parallaction *_vm = NULL; // public stuff char _saveData1[30] = { '\0' }; uint16 _language = 0; uint32 _engineFlags = 0; uint16 _score = 1; char _password[8]; uint32 _commandFlags = 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( _gameDataPath ); 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() { clearSet(_commandOpcodes); clearSet(_instructionOpcodes); delete _debugger; delete _globalTable; delete _callableNames; freeLocation(); freeCharacter(); destroyInventory(); delete _localFlagNames; delete _gfx; delete _soundMan; delete _disk; delete _input; } int Parallaction::init() { _engineFlags = 0; _objectsNames = NULL; _globalTable = NULL; _location._hasSound = false; _baseTime = 0; _numLocations = 0; _location._startPosition.x = -1000; _location._startPosition.y = -1000; _location._startFrame = 0; _location._comment = NULL; _location._endComment = NULL; _pathBuffer = 0; _screenSize = _screenWidth * _screenHeight; strcpy(_characterName1, "null"); memset(_locationNames, 0, NUM_LOCATIONS * 32); initInventory(); // needs to be pushed into subclass _input = new Input(this); _gfx = new Gfx(this); _debugger = new Debugger(this); return 0; } void Parallaction::clearSet(OpcodeSet &opcodes) { for (Common::Array::iterator i = opcodes.begin(); i != opcodes.end(); ++i) delete *i; opcodes.clear(); } void Parallaction::updateView() { if ((_engineFlags & kEnginePauseJobs) && (_engineFlags & kEngineInventory) == 0) { return; } _gfx->animatePalette(); _gfx->updateScreen(); g_system->delayMillis(30); } void Parallaction::freeCharacter() { debugC(1, kDebugExec, "freeCharacter()"); delete _objectsNames; _objectsNames = 0; _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._walkNodes.clear(); _gfx->clearGfxObjects(); freeBackground(); _location._programs.clear(); freeZones(); freeAnimations(); free(_location._comment); _location._comment = 0; _location._commands.clear(); _location._aCommands.clear(); return; } void Parallaction::freeBackground() { _gfx->freeBackground(); _pathBuffer = 0; } void Parallaction::setBackground(const char* name, const char* mask, const char* path) { _gfx->setBackground(kBackgroundLocation, name, mask, path); _pathBuffer = &_gfx->_backgroundInfo.path; return; } void Parallaction::showLocationComment(const char *text, bool end) { _gfx->setLocationBalloon(const_cast(text), end); } void Parallaction::processInput(InputData *data) { switch (data->_event) { case kEvEnterZone: debugC(2, kDebugInput, "processInput: kEvEnterZone"); _gfx->showFloatingLabel(data->_label); break; case kEvExitZone: debugC(2, kDebugInput, "processInput: kEvExitZone"); _gfx->hideFloatingLabel(); break; case kEvAction: debugC(2, kDebugInput, "processInput: kEvAction"); _input->stopHovering(); pauseJobs(); runZone(data->_zone); resumeJobs(); break; case kEvOpenInventory: _input->stopHovering(); _gfx->hideFloatingLabel(); if (hitZone(kZoneYou, data->_mousePos.x, data->_mousePos.y) == 0) { setArrowCursor(); } pauseJobs(); openInventory(); break; case kEvCloseInventory: // closes inventory and possibly select item closeInventory(); setInventoryCursor(data->_inventoryIndex); resumeJobs(); break; case kEvHoverInventory: highlightInventoryItem(data->_inventoryIndex); // enable break; case kEvWalk: debugC(2, kDebugInput, "processInput: kEvWalk"); _input->stopHovering(); setArrowCursor(); _char.scheduleWalk(data->_mousePos.x, data->_mousePos.y); break; case kEvQuitGame: _engineFlags |= kEngineQuit; break; case kEvSaveGame: _input->stopHovering(); saveGame(); setArrowCursor(); break; case kEvLoadGame: _input->stopHovering(); loadGame(); setArrowCursor(); break; } return; } void Parallaction::runGame() { InputData *data = _input->updateInput(); if (data->_event != kEvNone) { processInput(data); } if (_engineFlags & kEngineQuit) return; runPendingZones(); if (_engineFlags & kEngineQuit) return; if (_engineFlags & kEngineChangeLocation) { changeLocation(_location._name); } if (_engineFlags & kEngineQuit) return; _gfx->beginFrame(); if (_input->_inputMode == Input::kInputModeGame) { runScripts(); 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); runScripts(); drawAnimations(); _gfx->updateScreen(); showLocationComment(_location._comment, false); _input->waitUntilLeftClick(); _gfx->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(); g_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]; } 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: kEngineQuit = %i", _engineFlags & kEngineQuit); 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->_top == -1) || (z->_left == -2)) && ((_engineFlags & kEngineQuit) == 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; } const char Character::_prefixMini[] = "mini"; const char Character::_suffixTras[] = "tras"; const char Character::_empty[] = "\0"; Character::Character(Parallaction *vm) : _vm(vm), _ani(new Animation), _builder(_ani) { _talk = NULL; _head = NULL; _objs = NULL; _dummy = false; _ani->_left = 150; _ani->_top = 100; _ani->_z = 10; _ani->_oldPos.x = -1000; _ani->_oldPos.y = -1000; _ani->_frame = 0; _ani->_flags = kFlagsActive | kFlagsNoName; _ani->_type = kZoneYou; strncpy(_ani->_name, "yourself", ZONENAME_LENGTH); } void Character::getFoot(Common::Point &foot) { foot.x = _ani->_left + _ani->width() / 2; foot.y = _ani->_top + _ani->height(); } void Character::setFoot(const Common::Point &foot) { _ani->_left = foot.x - _ani->width() / 2; _ani->_top = foot.y - _ani->height(); } void Character::scheduleWalk(int16 x, int16 y) { if ((_ani->_flags & kFlagsRemove) || (_ani->_flags & kFlagsActive) == 0) { return; } _walkPath = _builder.buildPath(x, y); _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; _dummy = IS_DUMMY_CHARACTER(name); if (!_dummy) { if (_engineFlags & kEngineTransformedDonna) { _suffix = _suffixTras; } else { const char *s = strstr(name, "tras"); if (s) { _engineFlags |= kEngineTransformedDonna; _suffix = _suffixTras; end = s; } else { _suffix = _empty; } } 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) { strcpy(_location._name, location); _engineFlags |= kEngineChangeLocation; } } // namespace Parallaction