/* 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/parallaction.h" #include "parallaction/debug.h" #include "parallaction/sound.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; uint16 _score = 1; char _password[8]; 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; uint32 _commandFlags = 0; uint16 _introSarcData3 = 200; uint16 _introSarcData2 = 1; // private stuff static Job *_jDrawInventory = NULL; static Job *_jRunScripts = NULL; Parallaction::Parallaction(OSystem *syst) : Engine(syst), _char(this) { // FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what // needs fixing, or remove it! // FIXME _vm = this; _mouseHidden = false; 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() { delete _debugger; freeBackground(); delete _backgroundInfo; delete _globalTable; delete _callableNames; delete _localFlagNames; delete _zoneTypeNames; delete _zoneFlagNames; _animations.remove(&_char._ani); freeLocation(); freeCharacter(); destroyInventory(); delete _gfx; delete _soundMan; delete _disk; } int Parallaction::init() { _engineFlags = 0; _objectsNames = NULL; _globalTable = NULL; _hasLocationSound = false; _transCurrentHoverItem = 0; _actionAfterWalk = false; // actived when the character needs to move before taking an action _activeItem._index = 0; _activeItem._id = 0; _procCurrentHoverItem = -1; _baseTime = 0; _numLocations = 0; _location._startPosition.x = -1000; _location._startPosition.y = -1000; _location._startFrame = 0; _location._comment = NULL; _location._endComment = NULL; _backgroundInfo = 0; _pathBuffer = 0; _activeZone = 0; _screenSize = _screenWidth * _screenHeight; _backgroundInfo = new BackgroundInfo; strcpy(_characterName1, "null"); memset(_locationNames, 0, NUM_LOCATIONS * 32); initInventory(); // needs to be pushed into subclass _jDrawLabel = NULL; _jEraseLabel = NULL; _hoverZone = NULL; _animations.push_front(&_char._ani); _gfx = new Gfx(this); _debugger = new Debugger(this); return 0; } // 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.flags == Common::KBD_CTRL && e.kbd.keycode == 'd') _debugger->attach(); if (getFeatures() & GF_DEMO) break; if (e.kbd.keycode == Common::KEYCODE_l) KeyDown = kEvLoadGame; if (e.kbd.keycode == Common::KEYCODE_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: // TODO: don't quit() here, just have caller routines to check // on kEngineQuit and exit gracefully to allow the engine to shut down _engineFlags |= kEngineQuit; g_system->quit(); break; default: break; } } if (_debugger->isAttached()) _debugger->onFrame(); return KeyDown; } // FIXME: see comment for updateInput() void waitUntilLeftClick() { do { _vm->updateInput(); _vm->_gfx->updateScreen(); g_system->delayMillis(30); } while (_mouseButtons != kMouseLeftUp); return; } void Parallaction::runGame() { addJob(kJobEraseAnimations, (void*)1, kPriority20); _jRunScripts = addJob(kJobRunScripts, 0, kPriority15); addJob(kJobDisplayAnimations, 0, kPriority3); _gfx->copyScreen(Gfx::kBitBack, Gfx::kBit2); if (_location._commands.size() > 0) runCommands(_location._commands); _gfx->copyScreen(Gfx::kBitBack, Gfx::kBitFront); if (_location._comment) doLocationEnterTransition(); if (_hasLocationSound) _soundMan->playSfx(_locationSound, 0, true); _vm->setArrowCursor(); if (_location._aCommands.size() > 0) runCommands(_location._aCommands); while ((_engineFlags & kEngineQuit) == 0) { _keyDown = updateInput(); debugC(3, kDebugInput, "runGame: input flags (%i, %i, %i, %i)", !_mouseHidden, (_engineFlags & kEngineBlockInput) == 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) && ((_engineFlags & kEngineBlockInput) == 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(); } } return; } void Parallaction::showLabel(Label &label) { label.resetPosition(); _jDrawLabel = addJob(kJobDisplayLabel, (void*)&label, kPriority0); _jEraseLabel = addJob(kJobEraseLabel, (void*)&label, kPriority20); } void Parallaction::hideLabel(uint priority) { if (!_jDrawLabel) return; removeJob(_jDrawLabel); _jDrawLabel = 0; if (priority == kPriority99) { // remove job immediately removeJob(_jEraseLabel); _jEraseLabel = 0; } else { // schedule job for deletion addJob(kJobWaitRemoveJob, _jEraseLabel, priority); } } void Parallaction::processInput(InputData *data) { Zone *z; switch (data->_event) { case kEvEnterZone: debugC(2, kDebugInput, "processInput: kEvEnterZone"); showLabel(*data->_label); break; case kEvExitZone: debugC(2, kDebugInput, "processInput: kEvExitZone"); hideLabel(kPriority15); 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; hideLabel(kPriority2); if (hitZone(kZoneYou, _mousePos.x, _mousePos.y) == 0) { setArrowCursor(); } removeJob(_jRunScripts); _jDrawInventory = addJob(kJobShowInventory, 0, kPriority2); openInventory(); break; case kEvCloseInventory: // closes inventory and possibly select item closeInventory(); setInventoryCursor(data->_inventoryIndex); _jRunScripts = addJob(kJobRunScripts, 0, kPriority15); addJob(kJobHideInventory, 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; setArrowCursor(); _char.scheduleWalk(data->_mousePos.x, data->_mousePos.y); break; case kEvQuitGame: _engineFlags |= kEngineQuit; break; case kEvSaveGame: _hoverZone = NULL; saveGame(); setArrowCursor(); break; case kEvLoadGame: _hoverZone = NULL; loadGame(); setArrowCursor(); 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(); setArrowCursor(); 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, getInventoryItemIndex(_input._inventoryIndex)); if (z != NULL) { dropItem(z->u.merge->_obj1); dropItem(z->u.merge->_obj2); 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; } void Parallaction::showCursor(bool visible) { _mouseHidden = !visible; g_system->showMouse(visible); } void Parallaction::freeCharacter() { debugC(1, kDebugExec, "freeCharacter()"); if (_objectsNames) delete _objectsNames; _objectsNames = NULL; _char.free(); return; } /* helper function to provide *descending* ordering of the job list (higher priorities values comes first in the list) */ int compareJobPriority(const JobPointer &j1, const JobPointer &j2) { return (j1->_job->_tag >= j2->_job->_tag ? -1 : 1); } Job *Parallaction::addJob(uint functionId, void *parm, uint16 tag) { debugC(9, kDebugExec, "addJob(%i)", tag); Job *v8 = new Job; v8->_parm = parm; v8->_tag = tag; v8->_finished = 0; v8->_count = 0; JobOpcode *op = createJobOpcode(functionId, v8); _jobs.insertSorted(op, compareJobPriority); return v8; } void Parallaction::removeJob(Job *j) { debugC(9, kDebugExec, "addJob(%i)", j->_tag); j->_finished = 1; 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; } void Parallaction::runJobs() { if (_engineFlags & kEnginePauseJobs) return; JobList::iterator it = _jobs.begin(); while (it != _jobs.end()) { Job *job = (*it)->_job; if (job->_finished == 1) it = _jobs.erase(it); else it++; } it = _jobs.begin(); while (it != _jobs.end()) { Job *job = (*it)->_job; debugC(9, kDebugExec, "runJobs: %i", job->_tag); (*(*it))(); it++; } return; } void Parallaction::pushParserTables(OpcodeSet *opcodes, Table *statements) { _opcodes.push(_currentOpcodes); _statements.push(_currentStatements); _currentOpcodes = opcodes; _currentStatements = statements; } void Parallaction::popParserTables() { assert(_opcodes.size() > 0); _currentOpcodes = _opcodes.pop(); _currentStatements = _statements.pop(); } void Parallaction::parseStatement() { assert(_currentOpcodes != 0); _lookup = _currentStatements->lookup(_tokens[0]); debugC(9, kDebugParser, "parseStatement: %s (lookup = %i)", _tokens[0], _lookup); (*(*_currentOpcodes)[_lookup])(); } Animation *Parallaction::findAnimation(const char *name) { for (AnimationList::iterator it = _animations.begin(); it != _animations.end(); it++) if (!scumm_stricmp((*it)->_label._text, name)) return *it; return NULL; } void Parallaction::freeAnimations() { _animations.clear(); return; } int compareAnimationZ(const AnimationPointer &a1, const AnimationPointer &a2) { if (a1->_z == a2->_z) return 0; return (a1->_z < a2->_z ? -1 : 1); } void Parallaction::sortAnimations() { _char._ani._z = _char._ani.height() + _char._ani._top; _animations.sort(compareAnimationZ); 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 { _localFlags[_currentLocationIndex] |= 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(); freeZones(); freeAnimations(); if (_location._comment) { free(_location._comment); } _location._comment = NULL; _location._commands.clear(); _location._aCommands.clear(); return; } void Parallaction::freeBackground() { if (!_backgroundInfo) return; _backgroundInfo->bg.free(); _backgroundInfo->mask.free(); _backgroundInfo->path.free(); _pathBuffer = 0; } void Parallaction::setBackground(const char* name, const char* mask, const char* path) { _disk->loadScenery(*_backgroundInfo, name, mask, path); _gfx->setPalette(_backgroundInfo->palette); _gfx->_palette.clone(_backgroundInfo->palette); _gfx->setBackground(&_backgroundInfo->bg); if (_backgroundInfo->mask.data) _gfx->setMask(&_backgroundInfo->mask); if (_backgroundInfo->path.data) _pathBuffer = &_backgroundInfo->path; return; } void Parallaction::showLocationComment(const char *text, bool end) { _gfx->setFont(_dialogueFont); int16 w, h; _gfx->getStringExtent(const_cast(text), 130, &w, &h); Common::Rect r(w + (end ? 5 : 10), h + 5); r.moveTo(5, 5); _gfx->floodFill(Gfx::kBitFront, r, 0); r.grow(-2); _gfx->floodFill(Gfx::kBitFront, r, 1); _gfx->displayWrappedString(const_cast(text), 3, 5, 0, 130); _gfx->updateScreen(); return; } void Parallaction::switchBackground(const char* background, const char* mask) { // printf("switchBackground(%s)", name); Palette pal; uint16 v2 = 0; if (!scumm_stricmp(background, "final")) { _gfx->clearScreen(Gfx::kBitBack); for (uint16 _si = 0; _si < 32; _si++) { pal.setEntry(_si, v2, v2, v2); v2 += 4; } g_system->delayMillis(20); _gfx->setPalette(pal); _gfx->updateScreen(); } setBackground(background, mask, mask); return; } void Parallaction::showSlide(const char *name) { BackgroundInfo info; _disk->loadSlide(info, name); // TODO: avoid using screen buffers for displaying slides. Using a generic buffer // allows for positioning of graphics as needed by Big Red Adventure. // The main problem lies with menu, which relies on multiple buffers, mainly because // it is crappy code. _gfx->setBackground(&info.bg); _gfx->setPalette(info.palette); _gfx->copyScreen(Gfx::kBitBack, Gfx::kBitFront); info.bg.free(); info.mask.free(); info.path.free(); return; } // 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 (_localFlags[_currentLocationIndex] & kFlagsVisited) { debugC(2, kDebugExec, "skipping location transition"); return; // visited } Palette pal(_gfx->_palette); pal.makeGrayscale(); _gfx->setPalette(pal); jobRunScripts(NULL, NULL); jobEraseAnimations(NULL, NULL); jobDisplayAnimations(NULL, NULL); _gfx->swapBuffers(); _gfx->copyScreen(Gfx::kBitFront, Gfx::kBitBack); showLocationComment(_location._comment, false); waitUntilLeftClick(); _gfx->copyScreen(Gfx::kBitBack, Gfx::kBitFront ); // fades maximum intensity palette towards approximation of main palette for (uint16 _si = 0; _si<6; _si++) { pal.fadeTo(_gfx->_palette, 4); _gfx->setPalette(pal); waitTime( 1 ); _gfx->updateScreen(); } debugC(2, kDebugExec, "doLocationEnterTransition completed"); return; } Zone *Parallaction::findZone(const char *name) { for (ZoneList::iterator it = _zones.begin(); it != _zones.end(); it++) { if (!scumm_stricmp((*it)->_label._text, name)) return *it; } return findAnimation(name); } void Parallaction::freeZones() { debugC(2, kDebugExec, "freeZones: kEngineQuit = %i", _engineFlags & kEngineQuit); ZoneList::iterator it = _zones.begin(); while ( it != _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. Zone* z = *it; if (((z->_top == -1) || (z->_left == -2)) && ((_engineFlags & kEngineQuit) == 0)) { debugC(2, kDebugExec, "freeZones preserving zone '%s'", z->_label._text); it++; } else { it = _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), _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; _ani._label._cnv.pixels = NULL; _ani._label._text = strdup("yourself"); } 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; } WalkNodeList *list = _builder.buildPath(x, y); _vm->addJob(kJobWalk, list, kPriority19 ); _engineFlags |= kEngineWalking; } void Character::free() { if (_ani._cnv) delete _ani._cnv; if (_talk) delete _talk; if (_head) delete _head; if (_objs) delete _objs; _ani._cnv = NULL; _talk = NULL; _head = NULL; _objs = 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); } } // namespace Parallaction