/* 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/system.h" #include "common/config-manager.h" #include "common/textconsole.h" #include "parallaction/parallaction.h" #include "parallaction/exec.h" #include "parallaction/input.h" #include "parallaction/parser.h" #include "parallaction/saveload.h" #include "parallaction/sound.h" #include "parallaction/walk.h" namespace Parallaction { #define INITIAL_FREE_SARCOPHAGUS_SLOT_X 200 class LocationName { Common::String _slide; Common::String _character; Common::String _location; bool _hasCharacter; bool _hasSlide; char *_buf; public: LocationName() { _buf = 0; _hasSlide = false; _hasCharacter = false; } ~LocationName() { free(_buf); } void bind(const char*); const char *location() const { return _location.c_str(); } bool hasCharacter() const { return _hasCharacter; } const char *character() const { return _character.c_str(); } bool hasSlide() const { return _hasSlide; } const char *slide() const { return _slide.c_str(); } const char *c_str() const { return _buf; } }; /* bind accept the following input formats: 1 - [S].slide.[L]{.[C]} 2 - [L]{.[C]} where: [S] is the slide to be shown [L] is the location to switch to (immediately in case 2, or right after slide [S] in case 1) [C] is the character to be selected, and is optional The routine tells one form from the other by searching for the '.slide.' NOTE: there exists one script in which [L] is not used in the case 1, but its use is commented out, and would definitely crash the current implementation. */ void LocationName::bind(const char *s) { free(_buf); _buf = strdup(s); _hasSlide = false; _hasCharacter = false; Common::StringArray list; char *tok = strtok(_buf, "."); while (tok) { list.push_back(tok); tok = strtok(NULL, "."); } if (list.size() < 1 || list.size() > 4) error("changeLocation: ill-formed location name '%s'", s); if (list.size() > 1) { if (list[1] == "slide") { _hasSlide = true; _slide = list[0]; list.remove_at(0); // removes slide name list.remove_at(0); // removes 'slide' } if (list.size() == 2) { _hasCharacter = true; _character = list[1]; } } _location = list[0]; strcpy(_buf, s); // kept as reference } Parallaction_ns::Parallaction_ns(OSystem* syst, const PARALLACTIONGameDescription *gameDesc) : Parallaction(syst, gameDesc), _locationParser(0), _programParser(0), _walker(0) { } Common::Error Parallaction_ns::init() { _screenWidth = 320; _screenHeight = 200; if (getPlatform() == Common::kPlatformPC) { _disk = new DosDisk_ns(this); } else { if (getFeatures() & GF_DEMO) { strcpy(_location._name, "fognedemo"); } _disk = new AmigaDisk_ns(this); } _disk->init(); if (getPlatform() == Common::kPlatformPC) { _soundManI = new DosSoundMan_ns(this); _soundManI->setMusicVolume(ConfMan.getInt("music_volume")); } else { _soundManI = new AmigaSoundMan_ns(this); } _soundMan = new SoundMan(_soundManI); initResources(); initFonts(); _locationParser = new LocationParser_ns(this); _locationParser->init(); _programParser = new ProgramParser_ns(this); _programParser->init(); _cmdExec = new CommandExec_ns(this); _programExec = new ProgramExec_ns(this); _walker = new PathWalker_NS; _sarcophagusDeltaX = 0; _movingSarcophagus = false; _freeSarcophagusSlotX = INITIAL_FREE_SARCOPHAGUS_SLOT_X; num_foglie = 0; _intro = false; _inTestResult = false; _location._animations.push_front(_char._ani); _saveLoad = new SaveLoad_ns(this, _saveFileMan); initInventory(); setupBalloonManager(); _score = 1; _testResultLabels[0] = 0; _testResultLabels[1] = 0; Parallaction::init(); return Common::kNoError; } Parallaction_ns::~Parallaction_ns() { freeFonts(); // TODO: we may want to add a ~Character instead freeCharacter(); _char._ani.reset(); destroyInventory(); delete _locationParser; delete _programParser; freeLocation(true); _location._animations.remove(_char._ani); delete _walker; destroyTestResultLabels(); } void Parallaction_ns::destroyTestResultLabels() { for (int i = 0; i < 2; ++i) { _gfx->unregisterLabel(_testResultLabels[i]); delete _testResultLabels[i]; _testResultLabels[i] = 0; } } void Parallaction_ns::freeFonts() { delete _dialogueFont; delete _labelFont; delete _menuFont; delete _introFont; _menuFont = 0; _dialogueFont = 0; _labelFont = 0; _introFont = 0; } void Parallaction_ns::callFunction(uint index, void* parm) { assert(index < 25); // magic value 25 is maximum # of callables for Nippon Safes (this->*_callables[index])(parm); } bool Parallaction_ns::processGameEvent(int event) { if (event == kEvNone) { return true; } bool c = true; _input->stopHovering(); switch (event) { case kEvSaveGame: _saveLoad->saveGame(); break; case kEvLoadGame: _saveLoad->loadGame(); break; } _input->setArrowCursor(); _input->setMouseState(MOUSE_ENABLED_SHOW); return c; } Common::Error Parallaction_ns::go() { _saveLoad->renameOldSavefiles(); _globalFlagsNames = _disk->loadTable("global"); startGui(); while (!shouldQuit()) { runGame(); } return Common::kNoError; } void Parallaction_ns::changeBackground(const char* background, const char* mask, const char* path) { Palette pal; uint16 v2 = 0; if (!scumm_stricmp(background, "final")) { _gfx->clearScreen(); for (uint16 _si = 0; _si < 32; _si++) { pal.setEntry(_si, v2, v2, v2); v2 += 4; } _system->delayMillis(20); _gfx->setPalette(pal); _gfx->updateScreen(); } if (path == 0) { path = mask; } BackgroundInfo *info = new BackgroundInfo; _disk->loadScenery(*info, background, mask, path); _gfx->setBackground(kBackgroundLocation, info); } void Parallaction_ns::runPendingZones() { if (_activeZone) { ZonePtr z = _activeZone; // speak Zone or sound _activeZone.reset(); runZone(z); } } // changeLocation handles transitions between locations, and is able to display slides // between one and the other. // void Parallaction_ns::changeLocation() { if (_newLocationName.empty()) { return; } char location[200]; strcpy(location, _newLocationName.c_str()); strcpy(_location._name, _newLocationName.c_str()); debugC(1, kDebugExec, "changeLocation(%s)", location); MouseTriState oldMouseState = _input->getMouseState(); _input->setMouseState(MOUSE_DISABLED); if (!_intro) { // prevent music changes during the introduction _soundManI->playLocationMusic(location); } _input->stopHovering(); // this is still needed to remove the floatingLabel _gfx->freeLabels(); _zoneTrap.reset(); _input->setArrowCursor(); _gfx->showGfxObj(_char._ani->gfxobj, false); LocationName locname; locname.bind(location); freeLocation(false); if (locname.hasSlide()) { showSlide(locname.slide()); GfxObj *label = _gfx->createLabel(_menuFont, _location._slideText[0].c_str(), 1); _gfx->showLabel(label, CENTER_LABEL_HORIZONTAL, 14); _gfx->updateScreen(); _input->waitForButtonEvent(kMouseLeftUp); _gfx->unregisterLabel(label); delete label; } if (locname.hasCharacter()) { changeCharacter(locname.character()); } strcpy(_saveData1, locname.location()); parseLocation(_saveData1); if (_location._startPosition.x != -1000) { _char._ani->setX(_location._startPosition.x); _char._ani->setY(_location._startPosition.y); _char._ani->setF(_location._startFrame); _location._startPosition.y = -1000; _location._startPosition.x = -1000; } _gfx->setBlackPalette(); _gfx->updateScreen(); // BUG #1837503: kEngineChangeLocation flag must be cleared *before* commands // and acommands are executed, so that it can be set again if needed. _engineFlags &= ~kEngineChangeLocation; _cmdExec->run(_location._commands); doLocationEnterTransition(); _cmdExec->run(_location._aCommands); if (_location._hasSound) _soundManI->playSfx(_location._soundFile, 0, true); if (!_intro) { _input->setMouseState(oldMouseState); } debugC(1, kDebugExec, "changeLocation() done"); _newLocationName.clear(); } void Parallaction_ns::parseLocation(const char *filename) { debugC(1, kDebugParser, "parseLocation('%s')", filename); allocateLocationSlot(filename); Script *script = _disk->loadLocation(filename); // TODO: the following two lines are specific to Nippon Safes // and should be moved into something like 'initializeParsing()' _location._hasSound = false; _locationParser->parse(script); delete script; // this loads animation scripts AnimationList::iterator it = _location._animations.begin(); for ( ; it != _location._animations.end(); ++it) { if ((*it)->_scriptName) { loadProgram(*it, (*it)->_scriptName); } } debugC(1, kDebugParser, "parseLocation('%s') done", filename); return; } void Parallaction_ns::changeCharacter(const char *name) { debugC(1, kDebugExec, "changeCharacter(%s)", name); _char.setName(name); if (!scumm_stricmp(_char.getFullName(), _characterName1)) { debugC(3, kDebugExec, "changeCharacter: nothing done"); return; } freeCharacter(); _char._ani->gfxobj = _gfx->loadCharacterAnim(_char.getFullName()); if (!_char.dummy()) { _char._head = _disk->loadHead(_char.getBaseName()); _char._talk = _disk->loadTalk(_char.getBaseName()); _objects = _disk->loadObjects(_char.getBaseName()); _objectsNames = _disk->loadTable(_char.getBaseName()); if (!_intro) { // prevent music changes during the introduction _soundManI->playCharacterMusic(_char.getBaseName()); } // The original engine used to reload 'common' only on loadgames. We are reloading here since 'common' // contains character specific stuff. This causes crashes like bug #1816899, because parseLocation tries // to reload scripts but the data archive selected is occasionally wrong. This has been solved by having // parseLocation only load scripts when they aren't already loaded - which it should have done since the // beginning nevertheless. if (!(getFeatures() & GF_DEMO)) parseLocation("common"); } strcpy(_characterName1, _char.getFullName()); debugC(3, kDebugExec, "changeCharacter: switch completed"); return; } void Parallaction_ns::freeCharacter() { _gfx->freeCharacterObjects(); delete _char._talk; delete _char._head; delete _char._ani->gfxobj; delete _objects; delete _objectsNames; _char._talk = 0; _char._head = 0; _char._ani->gfxobj = 0; _objects = 0; _objectsNames = 0; } void Parallaction_ns::freeLocation(bool removeAll) { debugC(2, kDebugExec, "freeLocation"); _soundManI->stopSfx(0); _soundManI->stopSfx(1); _soundManI->stopSfx(2); _soundManI->stopSfx(3); _localFlagNames->clear(); _gfx->freeLocationObjects(); _location._animations.remove(_char._ani); _location.cleanup(removeAll); _location._animations.push_front(_char._ani); } void Parallaction_ns::cleanupGame() { _soundManI->stopMusic(); _inTestResult = false; _engineFlags &= ~kEngineTransformedDonna; _numLocations = 0; _globalFlags = 0; memset(_localFlags, 0, sizeof(_localFlags)); memset(_locationNames, 0, sizeof(_locationNames)); _location.freeZones(true); _score = 0; _freeSarcophagusSlotX = INITIAL_FREE_SARCOPHAGUS_SLOT_X; _movingSarcophagus = false; } void Parallaction_ns::updateWalkers() { _walker->walk(); } void Parallaction_ns::scheduleWalk(int16 x, int16 y, bool fromUser) { AnimationPtr a = _char._ani; if ((a->_flags & kFlagsRemove) || (a->_flags & kFlagsActive) == 0) { return; } _walker->buildPath(a, x, y); _engineFlags |= kEngineWalking; } }// namespace Parallaction