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|
/* 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.
*
*/
#include "common/scummsys.h"
#include "mads/game.h"
#include "mads/mads.h"
#include "mads/menu_views.h"
#include "mads/resources.h"
#include "mads/scene.h"
#include "mads/screen.h"
namespace MADS {
MenuView::MenuView(MADSEngine *vm) : FullScreenDialog(vm) {
_breakFlag = false;
_redrawFlag = true;
_palFlag = false;
}
void MenuView::show() {
Scene &scene = _vm->_game->_scene;
EventsManager &events = *_vm->_events;
_vm->_screenFade = SCREEN_FADE_FAST;
scene._spriteSlots.reset(true);
display();
events.setEventTarget(this);
events.hideCursor();
while (!_breakFlag && !_vm->shouldQuit()) {
if (_redrawFlag) {
scene._kernelMessages.update();
_vm->_game->_scene.drawElements(_vm->_game->_fx, _vm->_game->_fx);
_redrawFlag = false;
}
_vm->_events->waitForNextFrame();
_vm->_game->_fx = kTransitionNone;
doFrame();
}
events.setEventTarget(nullptr);
_vm->_sound->stop();
}
void MenuView::display() {
_vm->_palette->resetGamePalette(4, 8);
FullScreenDialog::display();
}
bool MenuView::onEvent(Common::Event &event) {
if (event.type == Common::EVENT_KEYDOWN || event.type == Common::EVENT_LBUTTONDOWN) {
_breakFlag = true;
_vm->_dialogs->_pendingDialog = DIALOG_MAIN_MENU;
return true;
}
return false;
}
Common::String MenuView::getResourceName() {
Common::String s(_filename);
s.toLowercase();
while (s.contains('.'))
s.deleteLastChar();
return s;
}
/*------------------------------------------------------------------------*/
char TextView::_resourceName[100];
#define TEXTVIEW_LINE_SPACING 2
#define TEXT_ANIMATION_DELAY 100
#define TV_NUM_FADE_STEPS 40
#define TV_FADE_DELAY_MILLI 50
void TextView::execute(MADSEngine *vm, const Common::String &resName) {
assert(resName.size() < 100);
Common::strlcpy(_resourceName, resName.c_str(), sizeof(_resourceName));
vm->_dialogs->_pendingDialog = DIALOG_TEXTVIEW;
}
TextView::TextView(MADSEngine *vm) : MenuView(vm) {
_animating = false;
_panSpeed = 0;
_spareScreen = nullptr;
_scrollCount = 0;
_lineY = -1;
_scrollTimeout = 0;
_panCountdown = 0;
_translationX = 0;
_screenId = -1;
_font = _vm->_font->getFont(FONT_CONVERSATION);
_vm->_palette->resetGamePalette(4, 0);
load();
}
TextView::~TextView() {
// Turn off palette cycling as well as any playing sound
Scene &scene = _vm->_game->_scene;
scene._cyclingActive = false;
_vm->_sound->stop();
}
void TextView::load() {
Common::String scriptName(_resourceName);
scriptName += ".txr";
_filename = scriptName;
if (!_script.open(scriptName))
error("Could not open resource %s", _resourceName);
processLines();
}
void TextView::processLines() {
if (_script.eos())
error("Attempted to read past end of response file");
while (!_script.eos()) {
// Read in the next line
_script.readLine(_currentLine, 79);
char *p = _currentLine + strlen(_currentLine) - 1;
if (*p == '\n')
*p = '\0';
// Commented out line, so go loop for another
if (_currentLine[0] == '#')
continue;
// Process the line
char *cStart = strchr(_currentLine, '[');
if (cStart) {
while (cStart) {
// Loop for possible multiple commands on one line
char *cEnd = strchr(_currentLine, ']');
if (!cEnd)
error("Unterminated command '%s' in response file", _currentLine);
*cEnd = '\0';
processCommand();
// Copy rest of line (if any) to start of buffer
Common::strlcpy(_currentLine, cEnd + 1, sizeof(_currentLine));
cStart = strchr(_currentLine, '[');
}
if (_currentLine[0]) {
processText();
break;
}
} else {
processText();
break;
}
}
}
void TextView::processCommand() {
Scene &scene = _vm->_game->_scene;
Common::String scriptLine(_currentLine + 1);
scriptLine.toUppercase();
const char *paramP;
const char *commandStr = scriptLine.c_str();
if (!strncmp(commandStr, "BACKGROUND", 10)) {
// Set the background
paramP = commandStr + 10;
resetPalette();
int screenId = getParameter(¶mP);
SceneInfo *sceneInfo = SceneInfo::init(_vm);
sceneInfo->load(screenId, 0, "", 0, scene._depthSurface, scene._backgroundSurface);
scene._spriteSlots.fullRefresh();
_redrawFlag = true;
} else if (!strncmp(commandStr, "GO", 2)) {
_animating = true;
} else if (!strncmp(commandStr, "PAN", 3)) {
// Set panning values
paramP = commandStr + 3;
int panX = getParameter(¶mP);
int panY = getParameter(¶mP);
int panSpeed = getParameter(¶mP);
if ((panX != 0) || (panY != 0)) {
_pan = Common::Point(panX, panY);
_panSpeed = panSpeed;
}
} else if (!strncmp(commandStr, "DRIVER", 6)) {
// Set the driver to use
paramP = commandStr + 7;
if (!strncmp(paramP, "#SOUND.00", 9)) {
int driverNum = paramP[9] - '0';
_vm->_sound->init(driverNum);
}
} else if (!strncmp(commandStr, "SOUND", 5)) {
// Set sound number
paramP = commandStr + 5;
int soundId = getParameter(¶mP);
_vm->_sound->command(soundId);
} else if (!strncmp(commandStr, "COLOR", 5) && ((commandStr[5] == '0') ||
(commandStr[5] == '1'))) {
// Set the text colors
int index = commandStr[5] - '0';
paramP = commandStr + 6;
byte r = getParameter(¶mP);
byte g = getParameter(¶mP);
byte b = getParameter(¶mP);
_vm->_palette->setEntry(5 + index, r, g, b);
} else if (!strncmp(commandStr, "SPARE", 5)) {
// Sets a secondary background number that can be later switched in with a PAGE command
paramP = commandStr + 6;
int spareIndex = commandStr[5] - '0';
assert(spareIndex < 4);
int screenId = getParameter(¶mP);
// Load the spare background
SceneInfo *sceneInfo = SceneInfo::init(_vm);
sceneInfo->_width = MADS_SCREEN_WIDTH;
sceneInfo->_height = MADS_SCENE_HEIGHT;
_spareScreens[spareIndex].setSize(MADS_SCREEN_WIDTH, MADS_SCENE_HEIGHT);
sceneInfo->loadMadsV1Background(screenId, "", SCENEFLAG_TRANSLATE,
_spareScreens[spareIndex]);
delete sceneInfo;
} else if (!strncmp(commandStr, "PAGE", 4)) {
// Signals to change to a previous specified secondary background
paramP = commandStr + 4;
int spareIndex = getParameter(¶mP);
// Only allow background switches if one isn't currently in progress
if (!_spareScreen && _spareScreens[spareIndex].getPixels() != nullptr) {
_spareScreen = &_spareScreens[spareIndex];
_translationX = 0;
}
} else {
error("Unknown response command: '%s'", commandStr);
}
}
int TextView::getParameter(const char **paramP) {
if ((**paramP != '=') && (**paramP != ','))
return 0;
int result = 0;
++*paramP;
while ((**paramP >= '0') && (**paramP <= '9')) {
result = result * 10 + (**paramP - '0');
++*paramP;
}
return result;
}
void TextView::processText() {
int xStart;
if (!strcmp(_currentLine, "***")) {
// Special signifier for end of script
_scrollCount = _font->getHeight() * 13;
_lineY = -1;
return;
}
_lineY = 0;
// Lines are always centered, except if line contains a '@', in which case the
// '@' marks the position that must be horizontally centered
char *centerP = strchr(_currentLine, '@');
if (centerP) {
*centerP = '\0';
xStart = (MADS_SCREEN_WIDTH / 2) - _font->getWidth(_currentLine);
// Delete the @ character and shift back the remainder of the string
char *p = centerP + 1;
if (*p == ' ') ++p;
strcpy(centerP, p);
} else {
int lineWidth = _font->getWidth(_currentLine);
xStart = (MADS_SCREEN_WIDTH - lineWidth) / 2;
}
// Add the new line to the list of pending lines
TextLine tl;
tl._pos = Common::Point(xStart, MADS_SCENE_HEIGHT);
tl._line = _currentLine;
tl._textDisplayIndex = -1;
_textLines.push_back(tl);
}
void TextView::display() {
FullScreenDialog::display();
}
void TextView::resetPalette() {
_vm->_palette->resetGamePalette(8, 8);
_vm->_palette->setEntry(5, 0, 63, 63);
_vm->_palette->setEntry(6, 0, 45, 45);
}
void TextView::doFrame() {
Scene &scene = _vm->_game->_scene;
if (!_animating)
return;
// Only update state if wait period has expired
uint32 currTime = g_system->getMillis();
// If a screen transition is in progress and it's time for another column, handle it
if (_spareScreen) {
byte *srcP = _spareScreen->getBasePtr(_translationX, 0);
byte *bgP = scene._backgroundSurface.getBasePtr(_translationX, 0);
byte *screenP = (byte *)_vm->_screen.getBasePtr(_translationX, 0);
for (int y = 0; y < MADS_SCENE_HEIGHT; ++y, srcP += MADS_SCREEN_WIDTH,
bgP += MADS_SCREEN_WIDTH, screenP += MADS_SCREEN_WIDTH) {
*bgP = *srcP;
*screenP = *srcP;
}
// Flag the column of the screen is modified
_vm->_screen.copyRectToScreen(Common::Rect(_translationX, 0,
_translationX + 1, MADS_SCENE_HEIGHT));
// Keep moving the column to copy to the right
if (++_translationX == MADS_SCREEN_WIDTH) {
// Surface transition is complete
_spareScreen = nullptr;
}
}
// Make sure it's time for an update
if (currTime < _scrollTimeout)
return;
_scrollTimeout = g_system->getMillis() + TEXT_ANIMATION_DELAY;
_redrawFlag = true;
// If any panning values are set, pan the background surface
if ((_pan.x != 0) || (_pan.y != 0)) {
if (_panCountdown > 0) {
--_panCountdown;
return;
}
// Handle horizontal panning
if (_pan.x != 0) {
byte *lineTemp = new byte[_pan.x];
for (int y = 0; y < MADS_SCENE_HEIGHT; ++y) {
byte *pixelsP = (byte *)scene._backgroundSurface.getBasePtr(0, y);
// Copy the first X pixels into temp buffer, move the rest of the line
// to the start of the line, and then move temp buffer pixels to end of line
Common::copy(pixelsP, pixelsP + _pan.x, lineTemp);
Common::copy(pixelsP + _pan.x, pixelsP + MADS_SCREEN_WIDTH, pixelsP);
Common::copy(lineTemp, lineTemp + _pan.x, pixelsP + MADS_SCREEN_WIDTH - _pan.x);
}
delete[] lineTemp;
}
// Handle vertical panning
if (_pan.y != 0) {
// Store the bottom Y lines into a temp buffer, move the rest of the lines down,
// and then copy the stored lines back to the top of the screen
byte *linesTemp = new byte[_pan.y * MADS_SCREEN_WIDTH];
byte *pixelsP = (byte *)scene._backgroundSurface.getBasePtr(0, MADS_SCENE_HEIGHT - _pan.y);
Common::copy(pixelsP, pixelsP + MADS_SCREEN_WIDTH * _pan.y, linesTemp);
for (int y = MADS_SCENE_HEIGHT - 1; y >= _pan.y; --y) {
byte *destP = (byte *)scene._backgroundSurface.getBasePtr(0, y);
byte *srcP = (byte *)scene._backgroundSurface.getBasePtr(0, y - _pan.y);
Common::copy(srcP, srcP + MADS_SCREEN_WIDTH, destP);
}
Common::copy(linesTemp, linesTemp + _pan.y * MADS_SCREEN_WIDTH,
(byte *)scene._backgroundSurface.getPixels());
delete[] linesTemp;
}
// Flag for a full screen refresh
scene._spriteSlots.fullRefresh();
}
// Scroll all active text lines up
for (int i = _textLines.size() - 1; i >= 0; --i) {
TextLine &tl = _textLines[i];
if (tl._textDisplayIndex != -1)
// Expire the text line that's already on-screen
scene._textDisplay.expire(tl._textDisplayIndex);
tl._pos.y--;
if (tl._pos.y + _font->getHeight() < 0) {
_textLines.remove_at(i);
} else {
tl._textDisplayIndex = scene._textDisplay.add(tl._pos.x, tl._pos.y,
0x605, -1, tl._line, _font);
}
}
if (_scrollCount > 0) {
// Handling final scrolling of text off of screen
if (--_scrollCount == 0) {
scriptDone();
return;
}
} else {
// Handling a text row
if (++_lineY == (_font->getHeight() + TEXTVIEW_LINE_SPACING))
processLines();
}
}
void TextView::scriptDone() {
_breakFlag = true;
_vm->_dialogs->_pendingDialog = DIALOG_MAIN_MENU;
}
/*------------------------------------------------------------------------*/
char AnimationView::_resourceName[100];
void AnimationView::execute(MADSEngine *vm, const Common::String &resName) {
assert(resName.size() < 100);
Common::strlcpy(_resourceName, resName.c_str(), sizeof(_resourceName));
vm->_dialogs->_pendingDialog = DIALOG_ANIMVIEW;
}
AnimationView::AnimationView(MADSEngine *vm) : MenuView(vm) {
_redrawFlag = false;
_soundDriverLoaded = false;
_previousUpdate = 0;
_screenId = -1;
_resetPalette = false;
_resyncMode = NEVER;
_v1 = 0;
_v2 = -1;
_resourceIndex = -1;
_currentAnimation = nullptr;
_sfx = 0;
_soundFlag = _bgLoadFlag = true;
_showWhiteBars = true;
_manualFrameNumber = 0;
_manualSpriteSet = nullptr;
_manualStartFrame = _manualEndFrame = 0;
_manualFrame2 = 0;
_animFrameNumber = 0;
_nextCyclingActive = false;
_sceneInfo = SceneInfo::init(_vm);
_scrollFrameCtr = 0;
load();
}
AnimationView::~AnimationView() {
// Turn off palette cycling as well as any playing sound
Scene &scene = _vm->_game->_scene;
scene._cyclingActive = false;
_vm->_sound->stop();
_vm->_audio->stop();
// Delete data
delete _currentAnimation;
delete _sceneInfo;
}
void AnimationView::load() {
Common::String resName(_resourceName);
if (!resName.hasSuffix("."))
resName += ".res";
_filename = resName;
if (!_script.open(resName))
error("Could not open resource %s", resName.c_str());
processLines();
}
void AnimationView::display() {
Scene &scene = _vm->_game->_scene;
_vm->_palette->initPalette();
Common::fill(&_vm->_palette->_cyclingPalette[0], &_vm->_palette->_cyclingPalette[PALETTE_SIZE], 0);
_vm->_palette->resetGamePalette(1, 8);
scene._spriteSlots.reset();
scene._paletteCycles.clear();
MenuView::display();
}
bool AnimationView::onEvent(Common::Event &event) {
// Wait for the Escape key or a mouse press
if (((event.type == Common::EVENT_KEYDOWN) && (event.kbd.keycode == Common::KEYCODE_ESCAPE)) ||
(event.type == Common::EVENT_LBUTTONUP)) {
scriptDone();
return true;
}
return false;
}
void AnimationView::doFrame() {
Scene &scene = _vm->_game->_scene;
if (_resourceIndex == -1 || _currentAnimation->freeFlag()) {
if (++_resourceIndex == (int)_resources.size()) {
scriptDone();
} else {
scene._frameStartTime = 0;
scene._spriteSlots.clear();
loadNextResource();
}
} else if (_currentAnimation->getCurrentFrame() == 1) {
scene._cyclingActive = _nextCyclingActive;
}
if (_currentAnimation && (++_scrollFrameCtr >= _currentAnimation->_header._scrollTicks)) {
_scrollFrameCtr = 0;
scroll();
}
if (_currentAnimation) {
++scene._frameStartTime;
_currentAnimation->update();
_redrawFlag = true;
if (_currentAnimation->freeFlag())
// We don't want the sprites removed after the last animation frame
scene._spriteSlots.clear();
}
}
void AnimationView::loadNextResource() {
Scene &scene = _vm->_game->_scene;
Palette &palette = *_vm->_palette;
ResourceEntry &resEntry = _resources[_resourceIndex];
Common::Array<PaletteCycle> paletteCycles;
if (resEntry._bgFlag)
palette.resetGamePalette(1, 8);
palette._mainPalette[253 * 3] = palette._mainPalette[253 * 3 + 1]
= palette._mainPalette[253 * 3 + 2] = 0xb4;
palette.setPalette(&palette._mainPalette[253 * 3], 253, 1);
// Free any previous messages
scene._kernelMessages.reset();
// Handle the bars at the top/bottom
if (resEntry._showWhiteBars) {
// For animations the screen has been clipped to the middle 156 rows.
// So although it's slightly messy, bypass our screen class entirely,
// and draw the horizontal lines directly on the physiacl screen surface
Graphics::Surface *s = g_system->lockScreen();
s->hLine(0, 20, MADS_SCREEN_WIDTH, 253);
s->hLine(0, 179, MADS_SCREEN_WIDTH, 253);
g_system->unlockScreen();
}
// Load the new animation
delete _currentAnimation;
_currentAnimation = Animation::init(_vm, &scene);
int flags = ANIMFLAG_ANIMVIEW | (resEntry._bgFlag ? ANIMFLAG_LOAD_BACKGROUND : 0);
_currentAnimation->load(scene._backgroundSurface, scene._depthSurface,
resEntry._resourceName, flags, &paletteCycles, _sceneInfo);
// Signal for a screen refresh
scene._spriteSlots.fullRefresh();
// If a sound driver has been specified, then load the correct one
if (!_currentAnimation->_header._soundName.empty()) {
const char *chP = strchr(_currentAnimation->_header._soundName.c_str(), '.');
assert(chP);
// Handle both Rex naming (xxx.009) and naming in later games (e.g. xxx.ph9)
int driverNum = atoi(chP + 3);
// HACK for Dragon
if (_currentAnimation->_header._soundName == "#SOUND.DRG")
driverNum = 9;
_vm->_sound->init(driverNum);
}
// Handle any manual setup
if (_currentAnimation->_header._manualFlag) {
_manualFrameNumber = _currentAnimation->_header._spritesIndex;
_manualSpriteSet = _currentAnimation->getSpriteSet(_manualFrameNumber);
}
// Set the sound data for the animation
_vm->_sound->setEnabled(resEntry._soundFlag);
Common::String dsrName = _currentAnimation->_header._dsrName;
if (!dsrName.empty())
_vm->_audio->setSoundGroup(dsrName);
// Start the new animation
_currentAnimation->startAnimation(0);
// Handle the palette and cycling palette
scene._cyclingActive = false;
Common::copy(&palette._mainPalette[0], &palette._mainPalette[PALETTE_SIZE],
&palette._cyclingPalette[0]);
_vm->_game->_fx = (ScreenTransition)resEntry._fx;
_nextCyclingActive = paletteCycles.size() > 0;
if (!_vm->_game->_fx) {
palette.setFullPalette(palette._mainPalette);
}
scene.initPaletteAnimation(paletteCycles, _nextCyclingActive && !_vm->_game->_fx);
}
void AnimationView::scroll() {
Scene &scene = _vm->_game->_scene;
Common::Point pt = _currentAnimation->_header._scrollPosition;
if (pt.x != 0) {
scene._backgroundSurface.scrollX(pt.x);
scene._spriteSlots.fullRefresh();
}
if (pt.y != 0) {
scene._backgroundSurface.scrollY(pt.y);
scene._spriteSlots.fullRefresh();
}
}
void AnimationView::scriptDone() {
_breakFlag = true;
_vm->_dialogs->_pendingDialog = DIALOG_MAIN_MENU;
}
void AnimationView::processLines() {
if (_script.eos()) {
// end of script, end animation
scriptDone();
return;
}
while (!_script.eos()) {
// Get in next line
_currentLine.clear();
char c;
while (!_script.eos() && (c = _script.readByte()) != '\n') {
if (c != '\r' && c != '\0')
_currentLine += c;
}
// Check for comment line
if (_currentLine.hasPrefix("#"))
continue;
// Process the line
while (!_currentLine.empty()) {
if (_currentLine.hasPrefix("-")) {
_currentLine.deleteChar(0);
processCommand();
} else {
// Get resource name
Common::String resName;
while (!_currentLine.empty() && (c = _currentLine[0]) != ' ') {
_currentLine.deleteChar(0);
resName += c;
}
// Add resource into list along with any set state information
_resources.push_back(ResourceEntry(resName, _sfx, _soundFlag,
_bgLoadFlag, _showWhiteBars));
// Fx resets between resource entries
_sfx = 0;
}
// Skip any spaces
while (_currentLine.hasPrefix(" "))
_currentLine.deleteChar(0);
}
}
}
void AnimationView::processCommand() {
// Get the command character
char commandChar = toupper(_currentLine[0]);
_currentLine.deleteChar(0);
// Handle the command
switch (commandChar) {
case 'B':
_soundFlag = !_soundFlag;
break;
case 'H':
// -h[:ex] Disable EMS / XMS high memory support
if (_currentLine.hasPrefix(":"))
_currentLine.deleteChar(0);
while (_currentLine.hasPrefix("e") || _currentLine.hasPrefix("x"))
_currentLine.deleteChar(0);
break;
case 'O':
// -o:xxx Specify opening special effect
assert(_currentLine[0] == ':');
_currentLine.deleteChar(0);
_sfx = getParameter();
break;
case 'P':
// Switch to CONCAT mode, which is ignored anyway
break;
case 'R': {
// Resynch timer (always, beginning, never)
assert(_currentLine[0] == ':');
_currentLine.deleteChar(0);
char v = toupper(_currentLine[0]);
_currentLine.deleteChar(0);
if (v == 'N')
_resyncMode = NEVER;
else if (v == 'A')
_resyncMode = ALWAYS;
else if (v == 'B')
_resyncMode = BEGINNING;
else
error("Unknown parameter");
break;
}
case 'W':
// Switch white bars being visible
_showWhiteBars = !_showWhiteBars;
break;
case 'X':
// Exit after animation finishes. Ignore
break;
case 'D':
// Unimplemented and ignored in the original. Ignore as well
break;
case 'Y':
// Reset palette on startup
_resetPalette = true;
break;
default:
error("Unknown command char: '%c'", commandChar);
}
}
int AnimationView::getParameter() {
int result = 0;
while (!_currentLine.empty()) {
char c = _currentLine[0];
if (c >= '0' && c <= '9') {
_currentLine.deleteChar(0);
result = result * 10 + (c - '0');
} else {
break;
}
}
return result;
}
void AnimationView::checkResource(const Common::String &resourceName) {
//bool hasSuffix = false;
}
int AnimationView::scanResourceIndex(const Common::String &resourceName) {
int foundIndex = -1;
if (_v1) {
const char *chP = strchr(resourceName.c_str(), '\\');
if (!chP) {
chP = strchr(resourceName.c_str(), '*');
}
Common::String resName = chP ? Common::String(chP + 1) : resourceName;
if (_v2 != 3) {
assert(_resIndex.size() == 0);
}
// Scan for the resource name
for (uint resIndex = 0; resIndex < _resIndex.size(); ++resIndex) {
ResIndexEntry &resEntry = _resIndex[resIndex];
if (resEntry._resourceName.compareToIgnoreCase(resourceName)) {
foundIndex = resIndex;
break;
}
}
}
if (foundIndex >= 0) {
// TODO
}
return -1;
}
} // End of namespace MADS
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