1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
|
/* 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;
uint32 _globalFlags = 0;
// private stuff
Parallaction::Parallaction(OSystem *syst, const PARALLACTIONGameDescription *gameDesc) :
Engine(syst), _gameDescription(gameDesc), _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;
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);
// this needs _disk to be already setup
_input = new Input(this);
_gfx = new Gfx(this);
_debugger = new Debugger(this);
_menuHelper = 0;
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::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() : _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
|