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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.
*
* $URL$
* $Id$
*
*/
#include "common/config-manager.h"
#include "common/events.h"
#include "common/file.h"
#include "common/util.h"
#include "common/system.h"
#include "sound/mididrv.h"
#include "sound/mixer.h"
#include "parallaction/exec.h"
#include "parallaction/input.h"
#include "parallaction/parallaction.h"
#include "parallaction/debug.h"
#include "parallaction/saveload.h"
#include "parallaction/sound.h"
#include "parallaction/walk.h"
namespace Parallaction {
Parallaction *_vm = NULL;
// public stuff
char _saveData1[30] = { '\0' };
uint32 _engineFlags = 0;
uint16 _score = 1;
char _password[8];
uint32 _globalFlags = 0;
// private stuff
Parallaction::Parallaction(OSystem *syst, const PARALLACTIONGameDescription *gameDesc) :
Engine(syst), _gameDescription(gameDesc), _char(this), _location(getGameType()) {
_vm = this;
Common::addDebugChannel(kDebugDialogue, "dialogue", "Dialogues debug level");
Common::addDebugChannel(kDebugParser, "parser", "Parser debug level");
Common::addDebugChannel(kDebugDisk, "disk", "Disk debug level");
Common::addDebugChannel(kDebugWalk, "walk", "Walk debug level");
Common::addDebugChannel(kDebugGraphics, "gfx", "Gfx debug level");
Common::addDebugChannel(kDebugExec, "exec", "Execution debug level");
Common::addDebugChannel(kDebugInput, "input", "Input debug level");
Common::addDebugChannel(kDebugAudio, "audio", "Audio debug level");
Common::addDebugChannel(kDebugMenu, "menu", "Menu debug level");
Common::addDebugChannel(kDebugInventory, "inventory", "Inventory debug level");
syst->getEventManager()->registerRandomSource(_rnd, "parallaction");
}
Parallaction::~Parallaction() {
delete _debugger;
delete _globalFlagsNames;
delete _callableNames;
delete _cmdExec;
delete _programExec;
delete _saveLoad;
cleanupGui();
_gfx->freeCharacterObjects();
_gfx->freeLocationObjects();
delete _balloonMan;
_balloonMan = 0;
destroyInventory();
delete _localFlagNames;
delete _gfx;
delete _soundMan;
delete _disk;
delete _input;
}
Common::Error Parallaction::init() {
_engineFlags = 0;
_objectsNames = NULL;
_globalFlagsNames = NULL;
_location._hasSound = false;
_numLocations = 0;
_location._startPosition.x = -1000;
_location._startPosition.y = -1000;
_location._startFrame = 0;
_location._followerStartPosition.x = -1000;
_location._followerStartPosition.y = -1000;
_location._followerStartFrame = 0;
_objects = 0;
_screenSize = _screenWidth * _screenHeight;
strcpy(_characterName1, "null");
memset(_locationNames, 0, NUM_LOCATIONS * 32);
initInventory(); // needs to be pushed into subclass
// this needs _disk to be already setup
_input = new Input(this);
_gfx = new Gfx(this);
_debugger = new Debugger(this);
_menuHelper = 0;
setupBalloonManager();
return Common::kNoError;
}
void Parallaction::pauseEngineIntern(bool pause) {
if (_soundMan) {
_soundMan->execute(SC_PAUSE, (int)pause);
}
}
GUI::Debugger *Parallaction::getDebugger() {
return _debugger;
}
bool canScroll() {
return (_vm->_gfx->_backgroundInfo->width > _vm->_screenWidth);
}
void Parallaction::updateView() {
if ((_engineFlags & kEnginePauseJobs) && (_input->_inputMode != Input::kInputModeInventory)) {
return;
}
_gfx->animatePalette();
_gfx->updateScreen();
_system->delayMillis(30);
}
void Parallaction::pauseJobs() {
debugC(9, kDebugExec, "pausing jobs execution");
_engineFlags |= kEnginePauseJobs;
return;
}
void Parallaction::resumeJobs() {
debugC(9, kDebugExec, "resuming jobs execution");
_engineFlags &= ~kEnginePauseJobs;
return;
}
AnimationPtr Location::findAnimation(const char *name) {
for (AnimationList::iterator it = _animations.begin(); it != _animations.end(); ++it)
if (!scumm_stricmp((*it)->_name, name)) return *it;
return AnimationPtr();
}
void Parallaction::allocateLocationSlot(const char *name) {
// 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], name)) {
_currentLocationIndex = _di;
}
_di++;
}
if (_di == 120)
error("No more location slots available. Please report this immediately to ScummVM team.");
if (_currentLocationIndex == -1) {
strcpy(_locationNames[_numLocations], name);
_currentLocationIndex = _numLocations;
_numLocations++;
_locationNames[_numLocations][0] = '\0';
_localFlags[_numLocations] = 0;
} else {
setLocationFlags(kFlagsVisited); // 'visited'
}
}
Location::Location(int gameType) : _gameType(gameType) {
cleanup(true);
}
Location::~Location() {
cleanup(true);
}
void Location::cleanup(bool removeAll) {
_comment.clear();
_endComment.clear();
freeZones(removeAll);
_programs.clear();
_commands.clear();
_aCommands.clear();
_hasSound = false;
// NS specific
_walkPoints.clear();
// BRA specific
_zeta0 = _zeta1 = _zeta2 = 0;
_escapeCommands.clear();
}
int Location::getScale(int z) const {
int scale = 100;
if (z <= _zeta0) {
scale = _zeta2;
if (z >= _zeta1) {
scale += ((z - _zeta1) * (100 - _zeta2)) / (_zeta0 - _zeta1);
}
}
return scale;
}
void Parallaction::showSlide(const char *name, int x, int y) {
BackgroundInfo *info = new BackgroundInfo;
_disk->loadSlide(*info, name);
info->_x = (x == CENTER_LABEL_HORIZONTAL) ? ((_screenWidth - info->width) >> 1) : x;
info->_y = (y == CENTER_LABEL_VERTICAL) ? ((_screenHeight - info->height) >> 1) : y;
_gfx->setBackground(kBackgroundSlide, info);
}
void Parallaction::setBackground(const char* name, const char* mask, const char* path) {
BackgroundInfo *info = new BackgroundInfo;
_disk->loadScenery(*info, name, mask, path);
_gfx->setBackground(kBackgroundLocation, info);
}
void Parallaction::showLocationComment(const Common::String &text, bool end) {
_balloonMan->setLocationBalloon(text.c_str(), end);
}
void Parallaction::runGameFrame(int event) {
if (_input->_inputMode != Input::kInputModeGame) {
return;
}
if (event != kEvNone) {
_input->stopHovering();
if (event == kEvSaveGame) {
_saveLoad->saveGame();
} else
if (event == kEvLoadGame) {
_saveLoad->loadGame();
}
_input->setArrowCursor();
}
_gfx->beginFrame();
runPendingZones();
if (shouldQuit())
return;
if (_engineFlags & kEngineChangeLocation) {
changeLocation();
}
_programExec->runScripts(_location._programs.begin(), _location._programs.end());
_char._ani->resetZ();
updateWalkers();
updateZones();
}
void Parallaction::runGame() {
int event = _input->updateInput();
if (shouldQuit())
return;
switch (_input->_inputMode) {
case Input::kInputModeMenu:
runGuiFrame();
break;
case Input::kInputModeDialogue:
runDialogueFrame();
break;
case Input::kInputModeComment:
runCommentFrame();
break;
case Input::kInputModeGame:
runGameFrame(event);
break;
}
if (shouldQuit())
return;
// change this to endFrame?
updateView();
}
// displays transition before a new location
//
// clears screen (in white??)
// shows location comment (if any)
// waits for mouse click
// fades towards game palette
//
void Parallaction::doLocationEnterTransition() {
debugC(2, kDebugExec, "doLocationEnterTransition");
if (_location._comment.empty()) {
return;
}
if (getLocationFlags() & kFlagsVisited) {
debugC(2, kDebugExec, "skipping location transition");
return; // visited
}
Palette pal(_gfx->_palette);
pal.makeGrayscale();
_gfx->setPalette(pal);
_programExec->runScripts(_location._programs.begin(), _location._programs.end());
updateZones();
showLocationComment(_location._comment, false);
_gfx->updateScreen();
_input->waitForButtonEvent(kMouseLeftUp);
_gfx->freeDialogueObjects();
// fades maximum intensity palette towards approximation of main palette
for (uint16 _si = 0; _si<6; _si++) {
pal.fadeTo(_gfx->_palette, 4);
_gfx->setPalette(pal);
_gfx->updateScreen();
_system->delayMillis(20);
}
_gfx->setPalette(_gfx->_palette);
debugC(2, kDebugExec, "doLocationEnterTransition completed");
return;
}
void Parallaction::setLocationFlags(uint32 flags) {
_localFlags[_currentLocationIndex] |= flags;
}
void Parallaction::clearLocationFlags(uint32 flags) {
_localFlags[_currentLocationIndex] &= ~flags;
}
void Parallaction::toggleLocationFlags(uint32 flags) {
_localFlags[_currentLocationIndex] ^= flags;
}
uint32 Parallaction::getLocationFlags() {
return _localFlags[_currentLocationIndex];
}
void Parallaction::drawAnimation(AnimationPtr anim) {
if ((anim->_flags & kFlagsActive) == 0) {
return;
}
GfxObj *obj = anim->gfxobj;
if (!obj) {
return;
}
// animation display defaults to topmost and no scaling
uint16 layer = LAYER_FOREGROUND;
uint16 scale = 100;
switch (getGameType()) {
case GType_Nippon:
if ((anim->_flags & kFlagsNoMasked) == 0) {
// Layer in NS depends on where the animation is on the screen, for each animation.
layer = _gfx->_backgroundInfo->getMaskLayer(anim->getBottom());
}
break;
case GType_BRA:
if ((anim->_flags & kFlagsNoMasked) == 0) {
// Layer in BRA is calculated from Z value. For characters it is the same as NS,
// but other animations can have Z set from scripts independently from their
// position on the screen.
layer = _gfx->_backgroundInfo->getMaskLayer(anim->getZ());
}
if (anim->_flags & (kFlagsScaled | kFlagsCharacter)) {
scale = _location.getScale(anim->getZ());
}
break;
}
// updates the data for display
_gfx->showGfxObj(obj, true);
obj->frame = anim->getF();
obj->x = anim->getX();
obj->y = anim->getY();
obj->z = anim->getZ();
obj->layer = layer;
obj->scale = scale;
_gfx->addObjectToScene(obj);
}
void Parallaction::drawZone(ZonePtr zone) {
if (!zone) {
return;
}
GfxObj *obj = 0;
if (ACTIONTYPE(zone) == kZoneGet) {
obj = zone->u._gfxobj;
} else
if (ACTIONTYPE(zone) == kZoneDoor) {
obj = zone->u._gfxobj;
}
if (!obj) {
return;
}
obj->x = zone->getX();
obj->y = zone->getY();
_gfx->addObjectToScene(obj);
}
void Parallaction::updateZones() {
debugC(9, kDebugExec, "Parallaction::updateZones()\n");
// go through all animations and mark/unmark each of them for display
for (AnimationList::iterator ait = _location._animations.begin(); ait != _location._animations.end(); ++ait) {
AnimationPtr anim = *ait;
if ((anim->_flags & kFlagsRemove) != 0) {
// marks the animation as invisible for this frame
_gfx->showGfxObj(anim->gfxobj, false);
anim->_flags &= ~(kFlagsActive | kFlagsRemove);
} else {
// updates animation parameters
drawAnimation(anim);
}
}
// go through all zones and mark/unmark each of them for display
for (ZoneList::iterator zit = _location._zones.begin(); zit != _location._zones.end(); ++zit) {
drawZone(*zit);
}
debugC(9, kDebugExec, "Parallaction::updateZones done()\n");
}
void Parallaction::showZone(ZonePtr z, bool visible) {
if (!z) {
return;
}
if (visible) {
z->_flags &= ~kFlagsRemove;
z->_flags |= kFlagsActive;
} else {
z->_flags |= kFlagsRemove;
}
if (ACTIONTYPE(z) == kZoneGet) {
_gfx->showGfxObj(z->u._gfxobj, visible);
}
}
//
// ZONE TYPE: EXAMINE
//
void Parallaction::enterCommentMode(ZonePtr z) {
if (!z) {
return;
}
_commentZone = z;
TypeData *data = &_commentZone->u;
if (data->_examineText.empty()) {
return;
}
// TODO: move this balloons stuff into DialogueManager and BalloonManager
if (getGameType() == GType_Nippon) {
if (!data->_filename.empty()) {
if (data->_gfxobj == 0) {
data->_gfxobj = _disk->loadStatic(data->_filename.c_str());
}
_gfx->setHalfbriteMode(true);
_balloonMan->setSingleBalloon(data->_examineText.c_str(), 0, 90, 0, BalloonManager::kNormalColor);
Common::Rect r;
data->_gfxobj->getRect(0, r);
_gfx->setItem(data->_gfxobj, 140, (_screenHeight - r.height())/2);
_gfx->setItem(_char._head, 100, 152);
} else {
_balloonMan->setSingleBalloon(data->_examineText.c_str(), 140, 10, 0, BalloonManager::kNormalColor);
_gfx->setItem(_char._talk, 190, 80);
}
} else
if (getGameType() == GType_BRA) {
_balloonMan->setSingleBalloon(data->_examineText.c_str(), 0, 0, 1, BalloonManager::kNormalColor);
_gfx->setItem(_char._talk, 10, 80);
}
_input->_inputMode = Input::kInputModeComment;
}
void Parallaction::exitCommentMode() {
_input->_inputMode = Input::kInputModeGame;
_gfx->freeDialogueObjects();
_gfx->setHalfbriteMode(false);
_cmdExec->run(_commentZone->_commands, _commentZone);
_commentZone.reset();
}
void Parallaction::runCommentFrame() {
if (_input->_inputMode != Input::kInputModeComment) {
return;
}
if (_input->getLastButtonEvent() == kMouseLeftUp) {
exitCommentMode();
}
}
void Parallaction::runZone(ZonePtr z) {
debugC(3, kDebugExec, "runZone (%s)", z->_name);
uint16 actionType = ACTIONTYPE(z);
debugC(3, kDebugExec, "actionType = %x, itemType = %x", actionType, ITEMTYPE(z));
switch(actionType) {
case kZoneExamine:
enterCommentMode(z);
return;
case kZoneGet:
pickupItem(z);
break;
case kZoneDoor:
if (z->_flags & kFlagsLocked) break;
updateDoor(z, !(z->_flags & kFlagsClosed));
break;
case kZoneHear:
_soundMan->execute(SC_SETSFXCHANNEL, z->u._hearChannel);
_soundMan->execute(SC_SETSFXLOOPING, (int)((z->_flags & kFlagsLooping) == kFlagsLooping));
_soundMan->execute(SC_SETSFXVOLUME, 60);
_soundMan->execute(SC_PLAYSFX, z->u._filename.c_str());
break;
case kZoneSpeak:
enterDialogueMode(z);
return;
}
debugC(3, kDebugExec, "runZone completed");
_cmdExec->run(z->_commands, z);
return;
}
//
// ZONE TYPE: DOOR
//
void Parallaction::updateDoor(ZonePtr z, bool close) {
z->_flags = close ? (z->_flags |= kFlagsClosed) : (z->_flags &= ~kFlagsClosed);
if (z->u._gfxobj) {
uint frame = (close ? 0 : 1);
// z->u._gfxobj->setFrame(frame);
z->u._gfxobj->frame = frame;
}
return;
}
//
// ZONE TYPE: GET
//
bool Parallaction::pickupItem(ZonePtr z) {
if (z->_flags & kFlagsFixed) {
return false;
}
int slot = addInventoryItem(z->u._getIcon);
if (slot != -1) {
showZone(z, false);
}
return (slot != -1);
}
// FIXME: input coordinates must be offseted to handle scrolling!
bool Parallaction::checkSpecialZoneBox(ZonePtr z, uint32 type, uint x, uint y) {
// not a special zone
if ((z->getX() != -2) && (z->getX() != -3)) {
return false;
}
// WORKAROUND: this huge condition is needed because we made TypeData a collection of structs
// instead of an union. So, merge->_obj1 and get->_icon were just aliases in the original engine,
// but we need to check it separately here. The same workaround is applied in freeZones.
if (((ACTIONTYPE(z) == kZoneMerge) && (((x == z->u._mergeObj1) && (y == z->u._mergeObj2)) || ((x == z->u._mergeObj2) && (y == z->u._mergeObj1)))) ||
((ACTIONTYPE(z) == kZoneGet) && ((x == z->u._getIcon) || (y == z->u._getIcon)))) {
// WORKAROUND for bug 2070751: special zones are only used in NS, to allow the
// the EXAMINE/USE action to be applied on some particular item in the inventory.
// The usage a verb requires at least an item match, so type can't be 0, as it
// was in the original code. This bug has been here since the beginning, and was
// hidden by label code, which filtered the bogus matches produced here.
// look for action + item match
if (z->_type == type)
return true;
// look for item match, but don't accept 0 types
if ((ITEMTYPE(z) == type) && (type))
return true;
}
return false;
}
// FIXME: input coordinates must be offseted to handle scrolling!
bool Parallaction::checkZoneBox(ZonePtr z, uint32 type, uint x, uint y) {
if (z->_flags & kFlagsRemove)
return false;
debugC(5, kDebugExec, "checkZoneBox for %s (type = %x, x = %i, y = %i)", z->_name, type, x, y);
if (!z->hitRect(x, y)) {
// check for special zones (items defined in common.loc)
if (checkSpecialZoneBox(z, type, x, y))
return true;
if (z->getX() != -1)
return false;
if (!_char._ani->hitFrameRect(x, y))
return false;
}
// normal Zone
if ((type == 0) && (ITEMTYPE(z) == 0))
return true;
if (z->_type == type)
return true;
if (ITEMTYPE(z) == type)
return true;
return false;
}
// FIXME: input coordinates must be offseted to handle scrolling!
bool Parallaction::checkLinkedAnimBox(ZonePtr z, uint32 type, uint x, uint y) {
if (z->_flags & kFlagsRemove)
return false;
// flag kFlagsAnimLinked may be on, but the animation may not be loaded, so
// we must use the animation reference to check here
if (!z->_linkedAnim)
return false;
debugC(5, kDebugExec, "checkLinkedAnimBox for %s (type = %x, x = %i, y = %i)", z->_name, type, x, y);
if (!z->_linkedAnim->hitFrameRect(x, y)) {
return false;
}
// NOTE: the implementation of the following lines is a different in the
// original... it is working so far, though
if ((type == 0) && (ITEMTYPE(z) == 0))
return true;
if (z->_type == type)
return true;
if (ITEMTYPE(z) == type)
return true;
return false;
}
ZonePtr Parallaction::hitZone(uint32 type, uint16 x, uint16 y) {
uint16 _di = y;
uint16 _si = x;
for (ZoneList::iterator it = _location._zones.begin(); it != _location._zones.end(); ++it) {
if (checkLinkedAnimBox(*it, type, x, y)) {
return *it;
}
if (checkZoneBox(*it, type, x, y)) {
return *it;
}
}
int16 _a, _b, _c, _d;
bool _ef;
for (AnimationList::iterator ait = _location._animations.begin(); ait != _location._animations.end(); ++ait) {
AnimationPtr a = *ait;
_a = (a->_flags & kFlagsActive) ? 1 : 0; // _a: active Animation
_ef = a->hitFrameRect(_si, _di);
_b = ((type != 0) || (a->_type == kZoneYou)) ? 0 : 1; // _b: (no type specified) AND (Animation is not the character)
_c = ITEMTYPE(a) ? 0 : 1; // _c: Animation is not an object
_d = (ITEMTYPE(a) != type) ? 0 : 1; // _d: Animation is an object of the same type
if ((_a != 0 && _ef) && ((_b != 0 && _c != 0) || (a->_type == type) || (_d != 0))) {
return a;
}
}
return ZonePtr();
}
ZonePtr Location::findZone(const char *name) {
for (ZoneList::iterator it = _zones.begin(); it != _zones.end(); ++it) {
if (!scumm_stricmp((*it)->_name, name)) return *it;
}
return findAnimation(name);
}
bool Location::keepZone_ns(ZonePtr z) {
return (z->getY() == -1) || (z->getX() == -2);
}
bool Location::keepAnimation_ns(AnimationPtr a) {
return false;
}
bool Location::keepZone_br(ZonePtr z) {
return (z->_flags & kFlagsSelfuse) || (ACTIONTYPE(z) == kZoneMerge);
}
bool Location::keepAnimation_br(AnimationPtr a) {
return keepZone_br(a);
}
template <class T>
void Location::freeList(Common::List<T> &list, bool removeAll, Common::MemFunc1<bool, T, Location> filter) {
typedef typename Common::List<T>::iterator iterator;
iterator it = list.begin();
while (it != list.end()) {
T z = *it;
if (!removeAll && filter(this, z)) {
++it;
} else {
z->_commands.clear();
it = list.erase(it);
}
}
}
void Location::freeZones(bool removeAll) {
debugC(2, kDebugExec, "freeZones: removeAll = %i", removeAll);
switch (_gameType) {
case GType_Nippon:
freeList(_zones, removeAll, Common::mem_fun(&Location::keepZone_ns));
freeList(_animations, removeAll, Common::mem_fun(&Location::keepAnimation_ns));
break;
case GType_BRA:
freeList(_zones, removeAll, Common::mem_fun(&Location::keepZone_br));
freeList(_animations, removeAll, Common::mem_fun(&Location::keepAnimation_br));
break;
}
}
Character::Character(Parallaction *vm) : _vm(vm), _ani(new Animation) {
_talk = NULL;
_head = NULL;
_ani->setX(150);
_ani->setY(100);
_ani->setZ(10);
_ani->setF(0);
_ani->_flags = kFlagsActive | kFlagsNoName | kFlagsCharacter;
_ani->_type = kZoneYou;
strncpy(_ani->_name, "yourself", ZONENAME_LENGTH);
}
void Character::setName(const char *name) {
_name.bind(name);
}
const char *Character::getName() const {
return _name.getName();
}
const char *Character::getBaseName() const {
return _name.getBaseName();
}
const char *Character::getFullName() const {
return _name.getFullName();
}
bool Character::dummy() const {
return _name.dummy();
}
// Various ways of detecting character modes used to exist
// inside the engine, so they have been unified in the two
// following macros.
// Mini characters are those used in far away shots, like
// the highway scenery, while Dummy characters are a mere
// workaround to keep the engine happy when showing slides.
// As a sidenote, standard sized characters' names start
// with a lowercase 'd'.
#define IS_MINI_CHARACTER(s) (((s)[0] == 'm'))
#define IS_DUMMY_CHARACTER(s) (((s)[0] == 'D'))
const char CharacterName::_prefixMini[] = "mini";
const char CharacterName::_suffixTras[] = "tras";
const char CharacterName::_empty[] = "\0";
void CharacterName::dummify() {
_dummy = true;
_baseName[0] = '\0';
_name[0] = '\0';
_fullName[0] = '\0';
}
CharacterName::CharacterName() {
dummify();
}
CharacterName::CharacterName(const char *name) {
bind(name);
}
void CharacterName::bind(const char *name) {
const char *begin = name;
const char *end = begin + strlen(name);
_prefix = _empty;
_suffix = _empty;
_dummy = IS_DUMMY_CHARACTER(name);
if (!_dummy) {
if (!strstr(name, "donna")) {
_engineFlags &= ~kEngineTransformedDonna;
} else
if (_engineFlags & kEngineTransformedDonna) {
_suffix = _suffixTras;
} else {
const char *s = strstr(name, "tras");
if (s) {
_engineFlags |= kEngineTransformedDonna;
_suffix = _suffixTras;
end = s;
}
}
if (IS_MINI_CHARACTER(name)) {
_prefix = _prefixMini;
begin = name+4;
}
}
memset(_baseName, 0, 30);
strncpy(_baseName, begin, end - begin);
sprintf(_name, "%s%s", _prefix, _baseName);
sprintf(_fullName, "%s%s%s", _prefix, _baseName, _suffix);
}
const char *CharacterName::getName() const {
return _name;
}
const char *CharacterName::getBaseName() const {
return _baseName;
}
const char *CharacterName::getFullName() const {
return _fullName;
}
bool CharacterName::dummy() const {
return _dummy;
}
void Parallaction::beep() {
if (getGameType() == GType_Nippon) {
_soundMan->execute(SC_SETSFXCHANNEL, 3);
_soundMan->execute(SC_SETSFXVOLUME, 127);
_soundMan->execute(SC_SETSFXLOOPING, (int32)0);
_soundMan->execute(SC_PLAYSFX, "beep");
}
}
void Parallaction::scheduleLocationSwitch(const char *location) {
debugC(9, kDebugExec, "scheduleLocationSwitch(%s)\n", location);
_newLocationName = location;
_engineFlags |= kEngineChangeLocation;
}
} // namespace Parallaction
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