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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/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() {
renameOldSavefiles();
_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();
// BUG #1837503: kEngineChangeLocation flag must be cleared *before* commands
// and acommands are executed, so that it can be set again if needed.
_engineFlags &= ~kEngineChangeLocation;
runCommands(_location._commands);
doLocationEnterTransition();
runCommands(_location._aCommands);
if (_hasLocationSound)
_soundMan->playSfx(_locationSound, 0, true);
debugC(1, kDebugExec, "changeLocation() done");
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<Parallaction_ns>(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
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