/* 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/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/debug.h" #include "parallaction/menu.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; 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]; 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; _mouseHidden = false; 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"); Common::addSpecialDebugLevel(kDebugAudio, "audio", "Audio debug level"); Common::addSpecialDebugLevel(kDebugMenu, "menu", "Menu debug level"); } Parallaction::~Parallaction() { delete _debugger; delete _globalTable; delete _callableNames; delete _commandsNames; delete _instructionNames; delete _zoneTypeNames; delete _zoneFlagNames; _animations.remove(&_char._ani); freeLocation(); freeCharacter(); destroyInventory(); delete _gfx; delete _soundMan; delete _disk; } 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; // _musicData1 = 0; strcpy(_characterName1, "null"); _soundMan = 0; _baseTime = 0; if (getPlatform() == Common::kPlatformPC) { _disk = new DosDisk(this); } else { if (getFeatures() & GF_DEMO) { strcpy(_location._name, "fognedemo"); } _disk = new AmigaDisk(this); _disk->selectArchive((_vm->getFeatures() & GF_DEMO) ? "disk0" : "disk1"); } _engineFlags = 0; strcpy(_characterName, "dough"); memset(_locationNames, 0, 120*32); _numLocations = 0; _location._startPosition.x = -1000; _location._startPosition.y = -1000; _location._startFrame = 0; _location._comment = NULL; _location._endComment = NULL; initWalk(); initInventory(); _animations.push_front(&_vm->_char._ani); _gfx = new Gfx(this); if (getPlatform() == Common::kPlatformPC) { int midiDriver = MidiDriver::detectMusicDriver(MDT_MIDI | MDT_ADLIB | MDT_PREFER_MIDI); MidiDriver *driver = MidiDriver::createMidi(midiDriver); _soundMan = new DosSoundMan(this, driver); _soundMan->setMusicVolume(ConfMan.getInt("music_volume")); } else { _soundMan = new AmigaSoundMan(this); } _debugger = new Debugger(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._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.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: _engineFlags |= kEngineQuit; g_system->quit(); break; default: break; } } if (_debugger->isAttached()) _debugger->onFrame(); 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) { _engineFlags |= kEngineQuit; 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.size() > 0) runCommands(_location._commands); _gfx->copyScreen(Gfx::kBitBack, Gfx::kBitFront); if (_location._comment) doLocationEnterTransition(); changeCursor(kCursorArrow); 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(); } } delete _menu; return; } void Parallaction::processInput(InputData *data) { Zone *z; 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; WalkNodeList *v4 = _vm->_char._builder.buildPath(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; saveGame(); changeCursor(kCursorArrow); break; case kEvLoadGame: _hoverZone = NULL; loadGame(); changeCursor(kCursorArrow); 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; } void Parallaction::showCursor(bool visible) { _mouseHidden = !visible; g_system->showMouse(visible); } // 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() { debugC(3, kDebugLocation, "freeCharacter()"); if (!IS_DUMMY_CHARACTER(_vm->_characterName)) { if (_objectsNames) delete _objectsNames; _objectsNames = NULL; if (_vm->_char._ani._cnv) delete _vm->_char._ani._cnv; _vm->_char._ani._cnv = NULL; if (_vm->_char._talk) delete _vm->_char._talk; _vm->_char._talk = NULL; _vm->_gfx->freeStaticCnv(_vm->_char._head); if (_vm->_char._head) delete _vm->_char._head; _vm->_char._head = NULL; if (_vm->_char._objs) delete _vm->_char._objs; _vm->_char._objs = NULL; } return; } void Parallaction::changeCharacter(const char *name) { debugC(1, kDebugLocation, "changeCharacter(%s)", name); char baseName[20]; if (IS_MINI_CHARACTER(name)) { strcpy(baseName, name+4); } else { strcpy(baseName, name); } char fullName[20]; strcpy(fullName, name); if (_engineFlags & kEngineTransformedDonna) strcat(fullName, "tras"); if (scumm_stricmp(fullName, _characterName1)) { // freeCharacter takes responsibility for checking // character for sanity before memory is freed freeCharacter(); Common::String oldArchive = _disk->selectArchive((_vm->getPlatform() == Common::kPlatformAmiga) ? "disk0" : "disk1"); _vm->_char._ani._cnv = _disk->loadFrames(fullName); if (!IS_DUMMY_CHARACTER(name)) { _vm->_char._head = _disk->loadHead(baseName); _vm->_char._talk = _disk->loadTalk(baseName); _vm->_char._objs = _disk->loadObjects(baseName); _objectsNames = _disk->loadTable(baseName); refreshInventory(baseName); _soundMan->playCharacterMusic(name); if (!(getFeatures() & GF_DEMO)) parseLocation("common"); } if (!oldArchive.empty()) _disk->selectArchive(oldArchive); } strcpy(_characterName1, fullName); debugC(1, kDebugLocation, "changeCharacter() done"); 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->_tag >= j2->_tag ? -1 : 1); } Job *Parallaction::addJob(JobFn fn, void *parm, uint16 tag) { debugC(3, kDebugJobs, "addJob(%i)", tag); Job *v8 = new Job; v8->_parm = parm; v8->_fn = fn; v8->_tag = tag; v8->_finished = 0; v8->_count = 0; _jobs.insertSorted(v8, compareJobPriority); return v8; } void Parallaction::removeJob(Job *j) { debugC(3, kDebugJobs, "addJob(%i)", j->_tag); j->_finished = 1; return; } void Parallaction::pauseJobs() { debugC(3, kDebugJobs, "pausing jobs execution"); _engineFlags |= kEnginePauseJobs; return; } void Parallaction::resumeJobs() { debugC(3, kDebugJobs, "resuming jobs execution"); _engineFlags &= ~kEnginePauseJobs; return; } void Parallaction::runJobs() { if (_engineFlags & kEnginePauseJobs) return; JobList::iterator it = _jobs.begin(); while (it != _jobs.end()) { if ((*it)->_finished == 1) it = _jobs.erase(it); else it++; } it = _jobs.begin(); while (it != _jobs.end()) { debugC(9, kDebugJobs, "runJobs: %i", (*it)->_tag); (*(*it)->_fn)((*it)->_parm, (*it)); it++; } 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 |= kEngineBlockInput; count++; if (count == 2) { count = 0; _vm->removeJob(arg); _engineFlags &= ~kEngineBlockInput; 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