Esempio n. 1
0
void clearList(Common::List<T> &list) {
	while (!list.empty()) {
		T p = list.front();
		list.erase(list.begin());
		delete p;
	}
}
Esempio n. 2
0
SciVersion GameFeatures::detectMessageFunctionType() {
	if (_messageFunctionType != SCI_VERSION_NONE)
		return _messageFunctionType;

	if (getSciVersion() > SCI_VERSION_1_1) {
		_messageFunctionType = SCI_VERSION_1_1;
		return _messageFunctionType;
	} else if (getSciVersion() < SCI_VERSION_1_1) {
		_messageFunctionType = SCI_VERSION_1_LATE;
		return _messageFunctionType;
	}

	Common::List<ResourceId> resources = g_sci->getResMan()->listResources(kResourceTypeMessage, -1);

	if (resources.empty()) {
		// No messages found, so this doesn't really matter anyway...
		_messageFunctionType = SCI_VERSION_1_1;
		return _messageFunctionType;
	}

	Resource *res = g_sci->getResMan()->findResource(*resources.begin(), false);
	assert(res);

	// Only v2 Message resources use the kGetMessage kernel function.
	// v3-v5 use the kMessage kernel function.

	if (READ_SCI11ENDIAN_UINT32(res->data) / 1000 == 2)
		_messageFunctionType = SCI_VERSION_1_LATE;
	else
		_messageFunctionType = SCI_VERSION_1_1;

	debugC(1, kDebugLevelVM, "Detected message function type: %s", getSciVersionDesc(_messageFunctionType));
	return _messageFunctionType;
}
Esempio n. 3
0
int AndroidAssetArchive::listMembers(Common::ArchiveMemberList &member_list) {
	JNIEnv *env = JNI::getEnv();
	Common::List<Common::String> dirlist;
	dirlist.push_back("");

	int count = 0;
	while (!dirlist.empty()) {
		const Common::String dir = dirlist.back();
		dirlist.pop_back();

		jstring jpath = env->NewStringUTF(dir.c_str());
		jobjectArray jpathlist =
			(jobjectArray)env->CallObjectMethod(_am, MID_list, jpath);

		if (env->ExceptionCheck()) {
			warning("Error while calling AssetManager->list(%s). Ignoring.",
					dir.c_str());
			env->ExceptionDescribe();
			env->ExceptionClear();

			// May as well keep going ...
			continue;
		}

		env->DeleteLocalRef(jpath);

		for (jsize i = 0; i < env->GetArrayLength(jpathlist); ++i) {
			jstring elem = (jstring)env->GetObjectArrayElement(jpathlist, i);
			const char *p = env->GetStringUTFChars(elem, 0);
			Common::String thispath = dir;

			if (!thispath.empty())
				thispath += "/";

			thispath += p;

			// Assume files have a . in them, and directories don't
			if (strchr(p, '.')) {
				member_list.push_back(getMember(thispath));
				++count;
			} else {
				dirlist.push_back(thispath);
			}

			env->ReleaseStringUTFChars(elem, p);
			env->DeleteLocalRef(elem);
		}

		env->DeleteLocalRef(jpathlist);
	}

	return count;
}
Esempio n. 4
0
void EMIEngine::purgeText() {
	Common::List<TextObject *> toDelete;

	foreach (TextObject *t, TextObject::getPool()) {
		if (t->getStackLevel() == 0) {
			toDelete.push_back(t);
		}
	}

	while (!toDelete.empty()) {
		TextObject *t = toDelete.front();
		toDelete.pop_front();
		delete t;
	}

	invalidateTextObjectsSortOrder();
}
Esempio n. 5
0
int Actor::fillPathArray(const Point &fromPoint, const Point &toPoint, Point &bestPoint) {
	int bestRating;
	int currentRating;
	Point bestPath;
	int pointCounter;
	const PathDirectionData *samplePathDirection;
	Point nextPoint;
	int directionCount;
	int16 compressX = (_vm->getGameId() == GID_ITE) ? 2 : 1;

	Common::List<PathDirectionData> pathDirectionQueue;

	pointCounter = 0;
	bestRating = quickDistance(fromPoint, toPoint, compressX);
	bestPath = fromPoint;

	for (int8 startDirection = 0; startDirection < 4; startDirection++) {
		PathDirectionData tmp = { startDirection, fromPoint.x, fromPoint.y };
		pathDirectionQueue.push_back(tmp);
	}

	if (validPathCellPoint(fromPoint)) {
		setPathCell(fromPoint, kDirUp);

#ifdef ACTOR_DEBUG
		addDebugPoint(fromPoint, 24+36);
#endif
	}

	while (!pathDirectionQueue.empty()) {
		PathDirectionData curPathDirection = pathDirectionQueue.front();
		pathDirectionQueue.pop_front();
		for (directionCount = 0; directionCount < 3; directionCount++) {
			samplePathDirection = &pathDirectionLUT[curPathDirection.direction][directionCount];
			nextPoint = Point(curPathDirection.x, curPathDirection.y);
			nextPoint.x += samplePathDirection->x;
			nextPoint.y += samplePathDirection->y;

			if (!validPathCellPoint(nextPoint)) {
				continue;
			}

			if (getPathCell(nextPoint) != kPathCellEmpty) {
				continue;
			}

			setPathCell(nextPoint, samplePathDirection->direction);

#ifdef ACTOR_DEBUG
			addDebugPoint(nextPoint, samplePathDirection->direction + 96);
#endif
			PathDirectionData tmp = {
				samplePathDirection->direction,
				nextPoint.x, nextPoint.y };
			pathDirectionQueue.push_back(tmp);
			++pointCounter;
			if (nextPoint == toPoint) {
				bestPoint = toPoint;
				return pointCounter;
			}
			currentRating = quickDistance(nextPoint, toPoint, compressX);
			if (currentRating < bestRating) {
				bestRating = currentRating;
				bestPath = nextPoint;
			}
		}
	}

	bestPoint = bestPath;
	return pointCounter;
}
Esempio n. 6
0
/**
 * Process to handle changes in the mouse buttons.
 */
static void MouseProcess(CORO_PARAM, const void *) {
	// COROUTINE
	CORO_BEGIN_CONTEXT;
		bool lastLWasDouble;
		bool lastRWasDouble;
		uint32 lastLeftClick, lastRightClick;
	CORO_END_CONTEXT(_ctx);

	CORO_BEGIN_CODE(_ctx);

	_ctx->lastLWasDouble = false;
	_ctx->lastRWasDouble = false;
	_ctx->lastLeftClick = _ctx->lastRightClick = DwGetCurrentTime();

	while (true) {

		if (mouseButtons.empty()) {
			// allow scheduling
			CORO_SLEEP(1);
			continue;
		}

		// get next mouse button event
		Common::EventType type = *mouseButtons.begin();
		mouseButtons.erase(mouseButtons.begin());

		int xp, yp;
		GetCursorXYNoWait(&xp, &yp, true);
		const Common::Point mousePos(xp, yp);

		switch (type) {
		case Common::EVENT_LBUTTONDOWN:
			// left button press
			if (DwGetCurrentTime() - _ctx->lastLeftClick < (uint32)dclickSpeed) {
				// Left button double-click

				if (TinselV2) {
					// Kill off the button process and fire off the action command
					g_scheduler->killMatchingProcess(PID_BTN_CLICK, -1);
					PlayerEvent(PLR_ACTION, clickPos);
				} else {
					// signal left drag start
					ProcessButEvent(PLR_DRAG1_START);

					// signal left double click event
					ProcessButEvent(PLR_DLEFT);
				}

				_ctx->lastLWasDouble = true;
			} else {
				// Initial mouse down - either for a single click, or potentially
				// the start of a double-click action

				if (TinselV2) {
					PlayerEvent(PLR_DRAG1_START, mousePos);

					ProvNotProcessed();
					PlayerEvent(PLR_PROV_WALKTO, mousePos);

				} else {
					// signal left drag start
					ProcessButEvent(PLR_DRAG1_START);

					// signal left single click event
					ProcessButEvent(PLR_SLEFT);
				}

				_ctx->lastLWasDouble = false;
			}
			break;

		case Common::EVENT_LBUTTONUP:
			// left button release

			// update click timer
			if (_ctx->lastLWasDouble == false) {
				_ctx->lastLeftClick = DwGetCurrentTime();

				// If player control is enabled, start a process which, if it times out,
				// will activate a single button click
				if (TinselV2 && ControlIsOn()) {
					clickPos = mousePos;
					g_scheduler->createProcess(PID_BTN_CLICK, SingleLeftProcess, NULL, 0);
				}
			} else
				_ctx->lastLeftClick -= dclickSpeed;

			if (TinselV2)
				// Signal left drag end
				PlayerEvent(PLR_DRAG1_END, mousePos);
			else
				// signal left drag end
				ProcessButEvent(PLR_DRAG1_END);
			break;

		case Common::EVENT_RBUTTONDOWN:
			// right button press

			if (DwGetCurrentTime() - _ctx->lastRightClick < (uint32)dclickSpeed) {
				// Right button double-click
				if (TinselV2) {
					PlayerEvent(PLR_NOEVENT, clickPos);
				} else {
					// signal right drag start
					ProcessButEvent(PLR_DRAG2_START);

					// signal right double click event
					ProcessButEvent(PLR_DRIGHT);
				}

				_ctx->lastRWasDouble = true;
			} else {
				if (TinselV2) {
					PlayerEvent(PLR_DRAG2_START, mousePos);
					PlayerEvent(PLR_LOOK, mousePos);
				} else {
					// signal right drag start
					ProcessButEvent(PLR_DRAG2_START);

					// signal right single click event
					ProcessButEvent(PLR_SRIGHT);
				}

				_ctx->lastRWasDouble = false;
			}
			break;

		case Common::EVENT_RBUTTONUP:
			// right button release

			// update click timer
			if (_ctx->lastRWasDouble == false)
				_ctx->lastRightClick = DwGetCurrentTime();
			else
				_ctx->lastRightClick -= dclickSpeed;

			if (TinselV2)
				// Signal left drag end
				PlayerEvent(PLR_DRAG2_END, mousePos);
			else
				// signal right drag end
				ProcessButEvent(PLR_DRAG2_END);
			break;

		default:
			break;
		}
	}
	CORO_END_CODE;
}
Esempio n. 7
0
/**
 * Process to handle keypresses
 */
void KeyboardProcess(CORO_PARAM, const void *) {
	// COROUTINE
	CORO_BEGIN_CONTEXT;
	CORO_END_CONTEXT(_ctx);

	CORO_BEGIN_CODE(_ctx);
	while (true) {
		if (keypresses.empty()) {
			// allow scheduling
			CORO_SLEEP(1);
			continue;
		}

		// Get the next keyboard event off the stack
		Common::Event evt = *keypresses.begin();
		keypresses.erase(keypresses.begin());
		const Common::Point mousePos = _vm->getMousePosition();

		// Switch for special keys
		switch (evt.kbd.keycode) {
		// Drag action
		case Common::KEYCODE_LALT:
		case Common::KEYCODE_RALT:
			if (evt.type == Common::EVENT_KEYDOWN) {
				if (!bSwapButtons)
					ProcessButEvent(PLR_DRAG2_START);
				else
					ProcessButEvent(PLR_DRAG1_START);
			} else {
				if (!bSwapButtons)
					ProcessButEvent(PLR_DRAG1_END);
				else
					ProcessButEvent(PLR_DRAG2_END);
			}
			continue;

		case Common::KEYCODE_LCTRL:
		case Common::KEYCODE_RCTRL:
			if (evt.type == Common::EVENT_KEYDOWN) {
				ProcessKeyEvent(PLR_LOOK);
			} else {
				// Control key release
			}
			continue;

		default:
			break;
		}

		// At this point only key down events need processing
		if (evt.type == Common::EVENT_KEYUP)
			continue;

		if (_vm->_keyHandler != NULL)
			// Keyboard is hooked, so pass it on to that handler first
			if (!_vm->_keyHandler(evt.kbd))
				continue;

		switch (evt.kbd.keycode) {
		/*** SPACE = WALKTO ***/
		case Common::KEYCODE_SPACE:
			ProcessKeyEvent(PLR_WALKTO);
			continue;

		/*** RETURN = ACTION ***/
		case Common::KEYCODE_RETURN:
		case Common::KEYCODE_KP_ENTER:
			ProcessKeyEvent(PLR_ACTION);
			continue;

		/*** l = LOOK ***/
		case Common::KEYCODE_l:		// LOOK
			ProcessKeyEvent(PLR_LOOK);
			continue;

		case Common::KEYCODE_ESCAPE:
			ProcessKeyEvent(PLR_ESCAPE);
			continue;

#ifdef SLOW_RINCE_DOWN
		case '>':
			AddInterlude(1);
			continue;
		case '<':
			AddInterlude(-1);
			continue;
#endif

		case Common::KEYCODE_F1:
			// Options dialog
			ProcessKeyEvent(PLR_MENU);
			continue;
		case Common::KEYCODE_F5:
			// Save game
			ProcessKeyEvent(PLR_SAVE);
			continue;
		case Common::KEYCODE_F7:
			// Load game
			ProcessKeyEvent(PLR_LOAD);
			continue;
		case Common::KEYCODE_m:
			// Debug facility - scene hopper
			if (TinselV2 && (evt.kbd.flags == Common::KBD_ALT))
				ProcessKeyEvent(PLR_JUMP);
			break;
		case Common::KEYCODE_q:
			if ((evt.kbd.flags == Common::KBD_CTRL) || (evt.kbd.flags == Common::KBD_ALT))
				ProcessKeyEvent(PLR_QUIT);
			continue;
		case Common::KEYCODE_PAGEUP:
		case Common::KEYCODE_KP9:
			ProcessKeyEvent(PLR_PGUP);
			continue;
		case Common::KEYCODE_PAGEDOWN:
		case Common::KEYCODE_KP3:
			ProcessKeyEvent(PLR_PGDN);
			continue;
		case Common::KEYCODE_HOME:
		case Common::KEYCODE_KP7:
			ProcessKeyEvent(PLR_HOME);
			continue;
		case Common::KEYCODE_END:
		case Common::KEYCODE_KP1:
			ProcessKeyEvent(PLR_END);
			continue;
		default:
			ProcessKeyEvent(PLR_NOEVENT);
			break;
		}
	}
	CORO_END_CODE;
}
Esempio n. 8
0
/**
 * Create a ScummEngine instance, based on the given detector data.
 *
 * This is heavily based on our MD5 detection scheme.
 */
Common::Error ScummMetaEngine::createInstance(OSystem *syst, Engine **engine) const {
	assert(syst);
	assert(engine);
	const char *gameid = ConfMan.get("gameid").c_str();

	// We start by checking whether the specified game ID is obsolete.
	// If that is the case, we automatically upgrade the target to use
	// the correct new game ID (and platform, if specified).
	for (const ADObsoleteGameID *o = obsoleteGameIDsTable; o->from; ++o) {
		if (!scumm_stricmp(gameid, o->from)) {
			// Match found, perform upgrade
			gameid = o->to;
			ConfMan.set("gameid", o->to);

			if (o->platform != Common::kPlatformUnknown)
				ConfMan.set("platform", Common::getPlatformCode(o->platform));

			warning("Target upgraded from game ID %s to %s", o->from, o->to);
			ConfMan.flushToDisk();
			break;
		}
	}

	// Fetch the list of files in the current directory
	Common::FSList fslist;
	Common::FSNode dir(ConfMan.get("path"));
	if (!dir.isDirectory())
		return Common::kInvalidPathError;
	if (!dir.getChildren(fslist, Common::FSNode::kListFilesOnly))
		return Common::kNoGameDataFoundError;

	// Invoke the detector, but fixed to the specified gameid.
	Common::List<DetectorResult> results;
	::detectGames(fslist, results, gameid);

	// Unable to locate game data
	if (results.empty())
		return Common::kNoGameDataFoundError;

	// No unique match found. If a platform override is present, try to
	// narrow down the list a bit more.
	if (results.size() > 1 && ConfMan.hasKey("platform")) {
		Common::Platform platform = Common::parsePlatform(ConfMan.get("platform"));
		Common::List<DetectorResult> tmp;

		// Copy only those candidates which match the platform setting
		for (Common::List<DetectorResult>::iterator
		          x = results.begin(); x != results.end(); ++x) {
			if (x->game.platform == platform) {
				tmp.push_back(*x);
			}
		}

		// If we narrowed it down too much, print a warning, else use the list
		// we just computed as new candidates list.
		if (tmp.empty()) {
			warning("Engine_SCUMM_create: Game data inconsistent with platform override");
		} else {
			results = tmp;
		}
	}

	// Still no unique match found -> print a warning
	if (results.size() > 1)
		warning("Engine_SCUMM_create: No unique game candidate found, using first one");

	// Simply use the first match
	DetectorResult res(*(results.begin()));
	debug(1, "Using gameid %s, variant %s, extra %s", res.game.gameid, res.game.variant, res.extra);

	// Print the MD5 of the game; either verbose using printf, in case of an
	// unknown MD5, or with a medium debug level in case of a known MD5 (for
	// debugging purposes).
	if (!findInMD5Table(res.md5.c_str())) {
		printf("Your game version appears to be unknown. If this is *NOT* a fan-modified\n");
		printf("version (in particular, not a fan-made translation), please, report the\n");
		printf("following data to the ScummVM team along with name of the game you tried\n");
		printf("to add and its version/language/etc.:\n");

		printf("  SCUMM gameid '%s', file '%s', MD5 '%s'\n\n",
				res.game.gameid,
				generateFilenameForDetection(res.fp.pattern, res.fp.genMethod).c_str(),
				res.md5.c_str());
	} else {
		debug(1, "Using MD5 '%s'", res.md5.c_str());
	}

	// If the GUI options were updated, we catch this here and update them in the users config
	// file transparently.
	Common::updateGameGUIOptions(res.game.guioptions, getGameGUIOptionsDescriptionLanguage(res.language));

	// Check for a user override of the platform. We allow the user to override
	// the platform, to make it possible to add games which are not yet in
	// our MD5 database but require a specific platform setting.
	// TODO: Do we really still need / want the platform override ?
	if (ConfMan.hasKey("platform"))
		res.game.platform = Common::parsePlatform(ConfMan.get("platform"));

	// Language override
	if (ConfMan.hasKey("language"))
		res.language = Common::parseLanguage(ConfMan.get("language"));

	// V3 FM-TOWNS games *always* should use the corresponding music driver,
	// anything else makes no sense for them.
	// TODO: Maybe allow the null driver, too?
	if (res.game.platform == Common::kPlatformFMTowns && res.game.version == 3)
		res.game.midi = MDT_TOWNS;
	// Finally, we have massaged the GameDescriptor to our satisfaction, and can
	// instantiate the appropriate game engine. Hooray!
	switch (res.game.version) {
	case 0:
		*engine = new ScummEngine_v0(syst, res);
		break;
	case 1:
	case 2:
		*engine = new ScummEngine_v2(syst, res);
		break;
	case 3:
		if (res.game.features & GF_OLD256)
			*engine = new ScummEngine_v3(syst, res);
		else
			*engine = new ScummEngine_v3old(syst, res);
		break;
	case 4:
		*engine = new ScummEngine_v4(syst, res);
		break;
	case 5:
		*engine = new ScummEngine_v5(syst, res);
		break;
	case 6:
		switch (res.game.heversion) {
#ifdef ENABLE_HE
		case 200:
			*engine = new ScummEngine_vCUPhe(syst, res);
			break;
		case 100:
			*engine = new ScummEngine_v100he(syst, res);
			break;
		case 99:
			*engine = new ScummEngine_v99he(syst, res);
			break;
		case 98:
		case 95:
		case 90:
			*engine = new ScummEngine_v90he(syst, res);
			break;
		case 85:
		case 80:
			*engine = new ScummEngine_v80he(syst, res);
			break;
		case 74:
		case 73:
		case 72:
			*engine = new ScummEngine_v72he(syst, res);
			break;
		case 71:
			*engine = new ScummEngine_v71he(syst, res);
			break;
#endif
		case 70:
			*engine = new ScummEngine_v70he(syst, res);
			break;
		case 62:
		case 61:
			*engine = new ScummEngine_v60he(syst, res);
			break;
		default:
			*engine = new ScummEngine_v6(syst, res);
		}
		break;
#ifdef ENABLE_SCUMM_7_8
	case 7:
		*engine = new ScummEngine_v7(syst, res);
		break;
	case 8:
		*engine = new ScummEngine_v8(syst, res);
		break;
#endif
	default:
		error("Engine_SCUMM_create(): Unknown version of game engine");
	}

	return Common::kNoError;
}
Esempio n. 9
0
void Actor::walkTo(const Math::Vector3d &p) {
	if (p == _pos)
		_walking = false;
	else {
		_walking = true;
		_destPos = p;
		_path.clear();

		if (_constrain) {
			g_grim->getCurrSet()->findClosestSector(p, NULL, &_destPos);

			Common::List<PathNode *> openList;
			Common::List<PathNode *> closedList;

			PathNode *start = new PathNode;
			start->parent = NULL;
			start->pos = _pos;
			start->dist = 0.f;
			start->cost = 0.f;
			openList.push_back(start);
			g_grim->getCurrSet()->findClosestSector(_pos, &start->sect, NULL);

			Common::List<Sector *> sectors;
			for (int i = 0; i < g_grim->getCurrSet()->getSectorCount(); ++i) {
				Sector *s = g_grim->getCurrSet()->getSectorBase(i);
				int type = s->getType();
				if ((type == Sector::WalkType || type == Sector::HotType || type == Sector::FunnelType) && s->isVisible()) {
					sectors.push_back(s);
				}
			}

			Sector *endSec = NULL;
			g_grim->getCurrSet()->findClosestSector(_destPos, &endSec, NULL);

			do {
				PathNode *node = NULL;
				float cost = -1.f;
				for (Common::List<PathNode *>::iterator j = openList.begin(); j != openList.end(); ++j) {
					PathNode *n = *j;
					float c = n->dist + n->cost;
					if (cost < 0.f || c < cost) {
						cost = c;
						node = n;
					}
				}
				closedList.push_back(node);
				openList.remove(node);
				Sector *sector = node->sect;

				if (sector == endSec) {
					PathNode *n = closedList.back();
					// Don't put the start position in the list, or else
					// the first angle calculated in updateWalk() will be
					// meaningless. The only node without parent is the start
					// one.
					while (n->parent) {
						_path.push_back(n->pos);
						n = n->parent;
					}

					break;
				}

				for (Common::List<Sector *>::iterator i = sectors.begin(); i != sectors.end(); ++i) {
					Sector *s = *i;
					bool inClosed = false;
					for (Common::List<PathNode *>::iterator j = closedList.begin(); j != closedList.end(); ++j) {
						if ((*j)->sect == s) {
							inClosed = true;
							break;
						}
					}
					if (inClosed)
						continue;

					Common::List<Math::Line3d> bridges = sector->getBridgesTo(s);
					if (bridges.empty())
						continue; // The sectors are not adjacent.

					Math::Vector3d closestPoint = s->getClosestPoint(_destPos);
					Math::Vector3d best;
					float bestDist = 1e6f;
					Math::Line3d l(node->pos, closestPoint);
					while (!bridges.empty()) {
						Math::Line3d bridge = bridges.back();
						Math::Vector3d pos;
						const bool useXZ = (g_grim->getGameType() == GType_MONKEY4);
						if (!bridge.intersectLine2d(l, &pos, useXZ)) {
							pos = bridge.middle();
						}
						float dist = (pos - closestPoint).getMagnitude();
						if (dist < bestDist) {
							bestDist = dist;
							best = pos;
						}
						bridges.pop_back();
					}
					best = handleCollisionTo(node->pos, best);

					PathNode *n = NULL;
					for (Common::List<PathNode *>::iterator j = openList.begin(); j != openList.end(); ++j) {
						if ((*j)->sect == s) {
							n = *j;
							break;
						}
					}
					if (n) {
						float newCost = node->cost + (best - node->pos).getMagnitude();
						if (newCost < n->cost) {
							n->cost = newCost;
							n->parent = node;
							n->pos = best;
							n->dist = (n->pos - _destPos).getMagnitude();
						}
					} else {
						n = new PathNode;
						n->parent = node;
						n->sect = s;
						n->pos = best;
						n->dist = (n->pos - _destPos).getMagnitude();
						n->cost = node->cost + (n->pos - node->pos).getMagnitude();
						openList.push_back(n);
					}
				}
			} while (!openList.empty());

			for (Common::List<PathNode *>::iterator j = closedList.begin(); j != closedList.end(); ++j) {
				delete *j;
			}
			for (Common::List<PathNode *>::iterator j = openList.begin(); j != openList.end(); ++j) {
				delete *j;
			}
		}

		_path.push_front(_destPos);
	}
}