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/* ScummVM - Scumm Interpreter
* Copyright (C) 2006 The ScummVM project
*
* 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 "parallaction/parallaction.h"
#include "parallaction/graphics.h"
#include "parallaction/disk.h"
#include "parallaction/parser.h"
#include "parallaction/music.h"
#include "parallaction/commands.h"
#include "parallaction/walk.h"
#include "parallaction/zone.h"
namespace Parallaction {
void resolveLocationForwards();
void switchBackground(const char* background, const char* mask);
void Parallaction::parseLocation(const char *filename) {
// printf("parseLocation(%s)", filename);
debugC(1, kDebugLocation, "parseLocation('%s')", filename);
uint16 _si = 1;
_gfx->setFont(kFontLabel);
Script *_locationScript = _disk->loadLocation(filename);
fillBuffers(*_locationScript, true);
while (scumm_stricmp(_tokens[0], "ENDLOCATION")) {
// printf("token[0] = %s", _tokens[0]);
if (!scumm_stricmp(_tokens[0], "LOCATION")) {
// The parameter for location is 'location.mask'.
// If mask is not present, then it is assumed
// that path & mask are encoded in the background
// bitmap, otherwise a separate .msk file exists.
char *mask = strchr(_tokens[1], '.');
if (mask) {
mask[0] = '\0';
mask++;
}
// 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], filename)) {
_currentLocationIndex = _di;
}
_di++;
}
if (_currentLocationIndex == -1) {
strcpy(_locationNames[_numLocations], filename);
_currentLocationIndex = _numLocations;
_numLocations++;
_locationNames[_numLocations][0] = '\0';
_localFlags[_numLocations] = 0;
} else {
_localFlags[_currentLocationIndex] |= kFlagsVisited; // 'visited'
}
strcpy(_location._name, _tokens[1]);
switchBackground(_location._name, mask);
if (_tokens[2][0] != '\0') {
_char._ani._left = atoi(_tokens[2]);
_char._ani._top = atoi(_tokens[3]);
}
if (_tokens[4][0] != '\0') {
_char._ani._frame = atoi(_tokens[4]);
}
}
if (!scumm_stricmp(_tokens[0], "DISK")) {
_disk->selectArchive(_tokens[1]);
}
if (!scumm_stricmp(_tokens[0], "LOCALFLAGS")) {
_si = 1; // _localFlagNames[0] = 'visited'
while (_tokens[_si][0] != '\0') {
_localFlagNames->addData(_tokens[_si]);
_si++;
}
}
if (!scumm_stricmp(_tokens[0], "COMMANDS")) {
parseCommands(*_locationScript, _location._commands);
}
if (!scumm_stricmp(_tokens[0], "ACOMMANDS")) {
parseCommands(*_locationScript, _location._aCommands);
}
if (!scumm_stricmp(_tokens[0], "FLAGS")) {
if ((_localFlags[_currentLocationIndex] & kFlagsVisited) == 0) {
// only for 1st visit
_localFlags[_currentLocationIndex] = 0;
_si = 1;
do {
byte _al = _localFlagNames->lookup(_tokens[_si]);
_localFlags[_currentLocationIndex] |= 1 << (_al - 1);
_si++;
if (scumm_stricmp(_tokens[_si], "|")) break;
_si++;
} while (true);
}
}
if (!scumm_stricmp(_tokens[0], "COMMENT")) {
_location._comment = parseComment(*_locationScript);
}
if (!scumm_stricmp(_tokens[0], "ENDCOMMENT")) {
_location._endComment = parseComment(*_locationScript);
}
if (!scumm_stricmp(_tokens[0], "ZONE")) {
parseZone(*_locationScript, _zones, _tokens[1]);
}
if (!scumm_stricmp(_tokens[0], "NODES")) {
parseWalkNodes(*_locationScript, _location._walkNodes);
}
if (!scumm_stricmp(_tokens[0], "ANIMATION")) {
parseAnimation(*_locationScript, _animations, _tokens[1]);
}
if (!scumm_stricmp(_tokens[0], "SOUND")) {
strcpy(_soundFile, _tokens[1]);
}
if (!scumm_stricmp(_tokens[0], "MUSIC")) {
if (getPlatform() == Common::kPlatformAmiga)
_soundMan->setMusicFile(_tokens[1]);
}
fillBuffers(*_locationScript, true);
}
resolveLocationForwards();
delete _locationScript;
return;
}
void Parallaction::resolveLocationForwards() {
// printf("resolveLocationForwards()");
// printf("# forwards: %i", _numForwards);
for (uint16 _si = 0; _forwardedCommands[_si]; _si++) {
_forwardedCommands[_si]->u._animation = findAnimation(_forwardedAnimationNames[_si]);
_forwardedCommands[_si] = NULL;
}
_numForwards = 0;
return;
}
void Parallaction::freeLocation() {
debugC(7, kDebugLocation, "freeLocation");
if (_localFlagNames)
delete _localFlagNames;
_localFlagNames = new Table(120);
_localFlagNames->addData("visited");
debugC(7, kDebugLocation, "freeLocation: localflags names freed");
_location._walkNodes.clear();
debugC(7, kDebugLocation, "freeLocation: walk nodes freed");
// TODO (LIST): helperNode should be rendered useless by the use of a Common::List<>
// to store Zones and Animations. Right now, it holds a list of Zones to be preserved
// but that'll pretty meaningless with a single list approach.
freeZones();
debugC(7, kDebugLocation, "freeLocation: zones freed");
freeAnimations();
debugC(7, kDebugLocation, "freeLocation: animations freed");
if (_location._comment) {
free(_location._comment);
}
_location._comment = NULL;
debugC(7, kDebugLocation, "freeLocation: comments freed");
_location._commands.clear();
debugC(7, kDebugLocation, "freeLocation: commands freed");
_location._aCommands.clear();
debugC(7, kDebugLocation, "freeLocation: acommands freed");
return;
}
void Parallaction::parseWalkNodes(Script& script, WalkNodeList &list) {
fillBuffers(script, true);
while (scumm_stricmp(_tokens[0], "ENDNODES")) {
if (!scumm_stricmp(_tokens[0], "COORD")) {
WalkNode *v4 = new WalkNode(
atoi(_tokens[1]) - _char._ani.width()/2,
atoi(_tokens[2]) - _char._ani.height()
);
list.push_front(v4);
}
fillBuffers(script, true);
}
return;
}
void Parallaction::switchBackground(const char* background, const char* mask) {
// printf("switchBackground(%s)", name);
Gfx::Palette pal;
uint16 v2 = 0;
if (!scumm_stricmp(background, "final")) {
_gfx->clearScreen(Gfx::kBitBack);
for (uint16 _si = 0; _si <= 93; ) {
pal[_si] = v2;
pal[_si+1] = v2;
pal[_si+2] = v2;
v2 += 4;
_si += 3;
}
_gfx->setPalette(pal);
}
_disk->loadScenery(background, mask);
return;
}
extern Zone *_hoverZone;
extern Job *_jDrawLabel;
extern Job *_jEraseLabel;
void Parallaction::showSlide(const char *name) {
_disk->loadSlide(name);
_gfx->setPalette(_gfx->_palette);
_gfx->copyScreen(Gfx::kBitBack, Gfx::kBitFront);
debugC(1, kDebugLocation, "changeLocation: new background set");
_gfx->setFont(kFontMenu);
uint16 _ax = strlen(_slideText[0]);
_ax <<= 3; // text width
uint16 _dx = (SCREEN_WIDTH - _ax) >> 1; // center text
_gfx->displayString(_dx, 14, _slideText[0]); // displays text on screen
_gfx->updateScreen();
waitUntilLeftClick();
debugC(2, kDebugLocation, "changeLocation: intro text shown");
return;
}
/*
changeLocation handles transitions between locations, and is able to display slides
between one and the other. The input parameter 'location' exists in some flavours:
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 Parallaction::changeLocation(char *location) {
debugC(1, kDebugLocation, "changeLocation to '%s'", location);
_soundMan->playLocationMusic(location);
// WORKAROUND: this if-statement 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.
if (_jDrawLabel != NULL) {
removeJob(_jDrawLabel);
removeJob(_jEraseLabel);
_jDrawLabel = NULL;
_jEraseLabel = NULL;
}
_hoverZone = NULL;
if (_engineFlags & kEngineMouse) {
changeCursor( kCursorArrow );
debugC(2, kDebugLocation, "changeLocation: changed cursor");
}
_animations.remove(&_char._ani);
debugC(2, kDebugLocation, "changeLocation: removed character from the animation list");
freeLocation();
debugC(1, kDebugLocation, "changeLocation: old location free'd");
char buf[100];
strcpy(buf, location);
Common::StringList list;
char *tok = strtok(location, ".");
while (tok) {
list.push_back(tok);
tok = strtok(NULL, ".");
}
if (list.size() < 1 || list.size() > 4)
error("changeLocation: ill-formed location string '%s'", location);
if (list.size() > 1) {
if (list[1] == "slide") {
showSlide(list[0].c_str());
list.remove_at(0); // removes slide name
list.remove_at(0); // removes 'slide'
}
// list is now only [L].{[C]} (see above comment)
if (list.size() == 2) {
changeCharacter(list[1].c_str());
strcpy(_characterName, list[1].c_str());
}
}
_animations.push_front(&_char._ani);
debugC(2, kDebugLocation, "changeLocation: new character added to the animation list");
strcpy(_saveData1, list[0].c_str());
parseLocation(list[0].c_str());
_gfx->copyScreen(Gfx::kBitBack, Gfx::kBit2);
debugC(1, kDebugLocation, "changeLocation: new location '%s' parsed", _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;
debugC(2, kDebugLocation, "changeLocation: initial position set to x: %i, y: %i, f: %i", _location._startPosition.x, _location._startPosition.y, _location._startFrame);
}
byte palette[PALETTE_SIZE];
for (uint16 _si = 0; _si < PALETTE_SIZE; _si++) palette[_si] = 0;
_gfx->setPalette(palette);
_gfx->copyScreen(Gfx::kBitBack, Gfx::kBitFront);
if (_location._commands.size() > 0) {
runCommands(_location._commands);
runJobs();
_gfx->swapBuffers();
runJobs();
_gfx->swapBuffers();
}
if (_location._comment) {
doLocationEnterTransition();
debugC(2, kDebugLocation, "changeLocation: shown location comment");
}
runJobs();
_gfx->swapBuffers();
_gfx->setPalette(_gfx->_palette);
if (_location._aCommands.size() > 0) {
runCommands(_location._aCommands);
debugC(1, kDebugLocation, "changeLocation: location acommands run");
}
debugC(1, kDebugLocation, "changeLocation completed");
return;
}
// displays transition before a new location
//
// clears screen (in white??)
// shows location comment (if any)
// waits for mouse click
// fades towards game palette
//
// THE FINAL PALETTE IS NOT THE SAME AS THE MAIN PALETTE!!!!!!
//
void Parallaction::doLocationEnterTransition() {
debugC(1, kDebugLocation, "doLocationEnterTransition");
if (_localFlags[_currentLocationIndex] & kFlagsVisited) return; // visited
byte pal[PALETTE_SIZE];
_gfx->buildBWPalette(pal);
_gfx->setPalette(pal);
jobRunScripts(NULL, NULL);
jobEraseAnimations(NULL, NULL);
jobDisplayAnimations(NULL, NULL);
_gfx->setFont(kFontDialogue);
_gfx->swapBuffers();
_gfx->copyScreen(Gfx::kBitFront, Gfx::kBitBack);
int16 v7C, v7A;
_gfx->getStringExtent(_location._comment, 130, &v7C, &v7A);
Common::Rect r(10 + v7C, 5 + v7A);
r.moveTo(5, 5);
_gfx->floodFill(Gfx::kBitFront, r, 0);
r.grow(-1);
_gfx->floodFill(Gfx::kBitFront, r, 1);
_gfx->displayWrappedString(_location._comment, 3, 5, 130, 0);
// FIXME: ???
#if 0
do {
mouseFunc1();
} while (_mouseButtons != kMouseLeftUp);
#endif
_gfx->updateScreen();
waitUntilLeftClick();
_gfx->copyScreen(Gfx::kBitBack, Gfx::kBitFront );
// fades maximum intensity palette towards approximation of main palette
for (uint16 _si = 0; _si<6; _si++) {
waitTime( 1 );
_gfx->quickFadePalette(pal);
_gfx->setPalette(pal);
}
debugC(1, kDebugLocation, "doLocationEnterTransition completed");
return;
}
void mouseFunc1() {
// FIXME: implement this
}
} // namespace Parallaction
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