/* 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 "parallaction/parallaction.h" #include "parallaction/sound.h" namespace Parallaction { #define MOUSEARROW_WIDTH 16 #define MOUSEARROW_HEIGHT 16 #define MOUSECOMBO_WIDTH 32 // sizes for cursor + selected inventory item #define MOUSECOMBO_HEIGHT 32 LocationName::LocationName() { _buf = 0; _hasSlide = false; _hasCharacter = false; } LocationName::~LocationName() { free(_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::StringList 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 } int 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->selectArchive((getFeatures() & GF_DEMO) ? "disk0" : "disk1"); } 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); } initJobs(); initResources(); initFonts(); initCursors(); initOpcodes(); initParsers(); Parallaction::init(); return 0; } Parallaction_ns::~Parallaction_ns() { freeFonts(); delete _mouseComposedArrow; delete _commandsNames; delete _instructionNames; delete _locationStmt; } void Parallaction_ns::freeFonts() { delete _dialogueFont; delete _labelFont; delete _menuFont; } void Parallaction_ns::renderLabel(Graphics::Surface *cnv, char *text) { if (getPlatform() == Common::kPlatformAmiga) { cnv->create(_labelFont->getStringWidth(text) + 16, 10, 1); _labelFont->setColor(7); _labelFont->drawString((byte*)cnv->pixels + 1, cnv->w, text); _labelFont->drawString((byte*)cnv->pixels + 1 + cnv->w * 2, cnv->w, text); _labelFont->drawString((byte*)cnv->pixels + cnv->w, cnv->w, text); _labelFont->drawString((byte*)cnv->pixels + 2 + cnv->w, cnv->w, text); _labelFont->setColor(1); _labelFont->drawString((byte*)cnv->pixels + 1 + cnv->w, cnv->w, text); } else { cnv->create(_labelFont->getStringWidth(text), _labelFont->height(), 1); _labelFont->drawString((byte*)cnv->pixels, cnv->w, text); } } void Parallaction_ns::initCursors() { _mouseComposedArrow = _disk->loadPointer("pointer"); byte temp[MOUSEARROW_WIDTH*MOUSEARROW_HEIGHT]; memcpy(temp, _mouseArrow, MOUSEARROW_WIDTH*MOUSEARROW_HEIGHT); uint16 k = 0; for (uint16 i = 0; i < 4; i++) { for (uint16 j = 0; j < 64; j++) _mouseArrow[k++] = temp[i + j * 4]; } return; } void Parallaction_ns::setArrowCursor() { debugC(1, kDebugInput, "setting mouse cursor to arrow"); // this stuff is needed to avoid artifacts with labels and selected items when switching cursors _gfx->setLabel(0); _activeItem._id = 0; _system->setMouseCursor(_mouseArrow, MOUSEARROW_WIDTH, MOUSEARROW_HEIGHT, 0, 0, 0); _system->showMouse(true); } void Parallaction_ns::setInventoryCursor(int pos) { if (pos == -1) return; const InventoryItem *item = getInventoryItem(pos); if (item->_index == 0) return; _activeItem._id = item->_id; byte *v8 = _mouseComposedArrow->getData(0); // FIXME: destination offseting is not clear byte* s = _char._objs->getData(item->_index); byte* d = v8 + 7 + MOUSECOMBO_WIDTH * 7; for (uint i = 0; i < INVENTORYITEM_HEIGHT; i++) { memcpy(d, s, INVENTORYITEM_WIDTH); s += INVENTORYITEM_PITCH; d += MOUSECOMBO_WIDTH; } _system->setMouseCursor(v8, MOUSECOMBO_WIDTH, MOUSECOMBO_HEIGHT, 0, 0, 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); } int Parallaction_ns::go() { _globalTable = _disk->loadTable("global"); guiStart(); changeLocation(_location._name); runGame(); return 0; } void Parallaction_ns::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_ns::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; } // changeLocation handles transitions between locations, and is able to display slides // between one and the other. // void Parallaction_ns::changeLocation(char *location) { debugC(1, kDebugExec, "changeLocation(%s)", location); _soundMan->playLocationMusic(location); // WORKAROUND: this hideLabel has been added to avoid crashes caused by // execution of label jobs after a location switch. The other workaround in // Parallaction::runGame should have been rendered useless by this one. _gfx->setLabel(0); _hoverZone = NULL; if (_engineFlags & kEngineBlockInput) { setArrowCursor(); } _animations.remove(&_char._ani); // WORKAROUND: eat up any pending short-lived job that may be referring to the // current location before the actual switch is performed, or engine may // segfault because of invalid pointers. runJobs(); runJobs(); freeLocation(); LocationName locname; locname.bind(location); if (locname.hasSlide()) { showSlide(locname.slide()); _gfx->setFont(_menuFont); _gfx->displayCenteredString(14, _slideText[0]); // displays text on screen _gfx->updateScreen(); waitUntilLeftClick(); } if (locname.hasCharacter()) { changeCharacter(locname.character()); } _animations.push_front(&_char._ani); strcpy(_saveData1, locname.location()); parseLocation(_saveData1); _char._ani._oldPos.x = -1000; _char._ani._oldPos.y = -1000; _char._ani.field_50 = 0; if (_location._startPosition.x != -1000) { _char._ani._left = _location._startPosition.x; _char._ani._top = _location._startPosition.y; _char._ani._frame = _location._startFrame; _location._startPosition.y = -1000; _location._startPosition.x = -1000; } _gfx->copyScreen(Gfx::kBitBack, Gfx::kBitFront); _gfx->copyScreen(Gfx::kBitBack, Gfx::kBit2); _gfx->setBlackPalette(); _gfx->updateScreen(); runCommands(_location._commands); doLocationEnterTransition(); runCommands(_location._aCommands); if (_hasLocationSound) _soundMan->playSfx(_locationSound, 0, true); debugC(1, kDebugExec, "changeLocation() done"); _engineFlags &= ~kEngineChangeLocation; 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 takes responsibility for checking // character for sanity before memory is freed freeCharacter(); Common::String oldArchive = _disk->selectArchive((getFeatures() & GF_LANG_MULT) ? "disk1" : "disk0"); _char._ani._cnv = _disk->loadFrames(_char.getFullName()); if (!_char.dummy()) { if (getPlatform() == Common::kPlatformAmiga && (getFeatures() & GF_LANG_MULT)) _disk->selectArchive("disk0"); _char._head = _disk->loadHead(_char.getBaseName()); _char._talk = _disk->loadTalk(_char.getBaseName()); _char._objs = _disk->loadObjects(_char.getBaseName()); _objectsNames = _disk->loadTable(_char.getBaseName()); _soundMan->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"); } if (!oldArchive.empty()) _disk->selectArchive(oldArchive); strcpy(_characterName1, _char.getFullName()); debugC(3, kDebugExec, "changeCharacter: switch completed"); return; } void Parallaction_ns::initJobs() { static const JobFn jobs[] = { 0, 0, &Parallaction_ns::jobDisplayDroppedItem, &Parallaction_ns::jobRemovePickedItem, 0, 0, 0, 0, 0, &Parallaction_ns::jobToggleDoor, 0, 0 }; _jobsFn = jobs; } JobOpcode* Parallaction_ns::createJobOpcode(uint functionId, Job *job) { return new OpcodeImpl2(this, _jobsFn[functionId], job); } void Parallaction_ns::cleanupGame() { _engineFlags &= ~kEngineTransformedDonna; // this code saves main character animation from being removed from the following code _animations.remove(&_char._ani); _numLocations = 0; _commandFlags = 0; memset(_localFlags, 0, sizeof(_localFlags)); memset(_locationNames, 0, sizeof(_locationNames)); // this flag tells freeZones to unconditionally remove *all* Zones _engineFlags |= kEngineQuit; freeZones(); freeAnimations(); // this dangerous flag can now be cleared _engineFlags &= ~kEngineQuit; // main character animation is restored _animations.push_front(&_char._ani); _score = 0; return; } } // namespace Parallaction