/* 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. * * $URL$ * $Id$ * */ #ifndef PARALLACTION_H #define PARALLACTION_H #include "common/str.h" #include "engines/engine.h" #include "parallaction/defs.h" #include "parallaction/inventory.h" #include "parallaction/parser.h" #include "parallaction/disk.h" #include "parallaction/walk.h" #include "parallaction/zone.h" namespace GUI { class ListWidget; class CommandSender; } extern OSystem *g_system; namespace Parallaction { enum { kDebugDisk = 1 << 0, kDebugWalk = 1 << 1, kDebugLocation = 1 << 2, kDebugDialogue = 1 << 3, kDebugGraphics = 1 << 4, kDebugJobs = 1 << 5, kDebugInput = 1 << 6, kDebugAudio = 1 << 7, kDebugMenu = 1 << 8 }; enum { GF_DEMO = 1 << 0, GF_LANG_EN = 1 << 1, GF_LANG_FR = 1 << 2, GF_LANG_DE = 1 << 3, GF_LANG_IT = 1 << 4, GF_LANG_MULT = 1 << 5 }; // high values mean high priority enum { kPriority0 = 0, kPriority1 = 1, kPriority2 = 2, kPriority3 = 3, kPriority4 = 4, kPriority5 = 5, kPriority6 = 6, kPriority7 = 7, kPriority8 = 8, kPriority9 = 9, kPriority10 = 10, kPriority11 = 11, kPriority12 = 12, kPriority13 = 13, kPriority14 = 14, kPriority15 = 15, kPriority16 = 16, kPriority17 = 17, kPriority18 = 18, kPriority19 = 19, kPriority20 = 20, kPriority21 = 21 }; enum { kMouseNone = 0, kMouseLeftUp = 1, kMouseLeftDown = 2, kMouseRightUp = 3, kMouseRightDown = 4 }; enum EngineFlags { kEngineQuit = (1 << 0), kEnginePauseJobs = (1 << 1), kEngineInventory = (1 << 2), kEngineWalking = (1 << 3), kEngineChangeLocation = (1 << 4), kEngineBlockInput = (1 << 5), kEngineDragging = (1 << 6), kEngineTransformedDonna = (1 << 7) }; enum { kEvNone = 0, kEvEnterZone = 1, kEvExitZone = 2, kEvAction = 3, kEvOpenInventory = 4, kEvCloseInventory = 5, kEvHoverInventory = 6, kEvWalk = 7, kEvQuitGame = 1000, kEvSaveGame = 2000, kEvLoadGame = 4000 }; enum { kCursorArrow = -1 }; enum ParallactionGameType { GType_Nippon = 1, GType_BRA }; struct PARALLACTIONGameDescription; struct Job; typedef void (*JobFn)(void*, Job*); struct Job { uint16 _count; // # of executions left uint16 _tag; // used for ordering uint16 _finished; void * _parm; JobFn _fn; public: Job() : _count(0), _tag(0), _finished(0), _parm(NULL), _fn(NULL) { } }; typedef Job* JobPointer; typedef ManagedList JobList; struct Credit { const char *_role; const char *_name; }; typedef void (*callable)(void*); extern uint16 _mouseButtons; extern uint16 _score; extern uint16 _language; extern Zone *_activeZone; extern uint32 _engineFlags; extern callable _callables[]; extern uint32 _localFlags[]; extern Command *_forwardedCommands[]; extern char _forwardedAnimationNames[][20]; extern uint16 _numForwards; extern char _slideText[][40]; extern uint16 _introSarcData3; // sarcophagus stuff to be saved extern uint16 _introSarcData2; // sarcophagus stuff to be saved extern char _saveData1[]; extern uint32 _commandFlags; extern const char *_dinoName; extern const char *_donnaName; extern const char *_doughName; extern const char *_drkiName; extern const char *_minidinoName; extern const char *_minidonnaName; extern const char *_minidoughName; extern const char *_minidrkiName; // 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')) void waitUntilLeftClick(); void jobRemovePickedItem(void*, Job *j); void jobDisplayDroppedItem(void*, Job *j); void jobToggleDoor(void*, Job *j); void jobEraseAnimations(void *arg_0, Job *j); void jobWalk(void*, Job *j); void jobRunScripts(void*, Job *j); void jobDisplayAnimations(void*, Job *j); void jobDisplayLabel(void *parm, Job *j); void jobWaitRemoveJob(void *parm, Job *j); void jobShowInventory(void *parm, Job *j); void jobHideInventory(void *parm, Job *j); void jobEraseLabel(void *parm, Job *j); class Debugger; class Gfx; class Menu; class SoundMan; struct Location { Common::Point _startPosition; uint16 _startFrame; WalkNodeList _walkNodes; char _name[100]; CommandList _aCommands; CommandList _commands; char *_comment; char *_endComment; }; struct Character { Animation _ani; StaticCnv *_head; Cnv *_talk; Cnv *_objs; PathBuilder _builder; Character() : _builder(&_ani) { _talk = NULL; _head = NULL; _objs = NULL; _ani._left = 150; _ani._top = 100; _ani._z = 10; _ani._oldPos.x = -1000; _ani._oldPos.y = -1000; _ani._frame = 0; _ani._flags = kFlagsActive | kFlagsNoName; _ani._type = kZoneYou; _ani._label._cnv._data0 = NULL; _ani._label._text = strdup("yourself"); } }; class Table { char **_data; uint16 _size; uint16 _used; bool _disposeMemory; public: Table(uint32 size); Table(uint32 size, const char** data); ~Table(); void addData(const char* s); int16 lookup(const char* s); }; class Parallaction : public Engine { friend class Debugger; public: Parallaction(OSystem *syst); ~Parallaction(); int init(); int go(); void loadGame(); void saveGame(); uint16 updateInput(); void waitTime(uint32 t); void parseLocation(const char *filename); void changeCursor(int32 index); void showCursor(bool visible); void changeCharacter(const char *name); char *parseComment(Script &script); char *parseDialogueString(Script &script); Dialogue *parseDialogue(Script &script); Job *addJob(JobFn fn, void *parm, uint16 tag); void removeJob(Job *j); void pauseJobs(); void resumeJobs(); void runJobs(); void setPath(byte *path); void finalizeWalk(WalkNodeList *list); int16 selectWalkFrame(const Common::Point& pos, const WalkNode* from); void clipMove(Common::Point& pos, const WalkNode* from); Zone *findZone(const char *name); Zone *hitZone(uint32 type, uint16 x, uint16 y); uint16 runZone(Zone*); void freeZones(); void runDialogue(SpeakData*); void runCommands(CommandList& list, Zone *z = NULL); Animation *findAnimation(const char *name); void sortAnimations(); void freeAnimations(); Table *_globalTable; Table *_objectsNames; Table *_zoneTypeNames; Table *_zoneFlagNames; Table *_commandsNames; Table *_callableNames; Table *_instructionNames; Table *_localFlagNames; public: int getGameType() const; uint32 getFeatures() const; Common::Language getLanguage() const; Common::Platform getPlatform() const; private: const PARALLACTIONGameDescription *_gameDescription; public: // info int32 _screenWidth; int32 _screenHeight; int32 _screenSize; int32 _screenMaskWidth; int32 _screenMaskSize; int32 _screenPathWidth; int32 _screenPathSize; SoundMan *_soundMan; Gfx* _gfx; Menu* _menu; Disk* _disk; Character _char; char _characterName[30]; char _locationNames[120][32]; int16 _currentLocationIndex; uint16 _numLocations; Location _location; InventoryItem _activeItem; Common::Point _mousePos; ZoneList _zones; AnimationList _animations; protected: // data Debugger *_debugger; struct InputData { uint16 _event; Common::Point _mousePos; int16 _inventoryIndex; Zone* _zone; Label* _label; }; bool _skipMenu; bool _mouseHidden; // input-only InputData _input; bool _actionAfterWalk; // actived when the character needs to move before taking an action // these two could/should be merged as they carry on the same duty in two member functions, // respectively processInput and translateInput int16 _procCurrentHoverItem; int16 _transCurrentHoverItem; uint32 _baseTime; char _characterName1[50]; // only used in changeCharacter int16 _keyDown; JobList _jobs; Common::String _saveFileName; bool _hasLocationSound; char _locationSound[50]; protected: // members bool detectGame(void); void initGame(); void initGlobals(); void runGame(); uint32 getElapsedTime(); void resetTimer(); InputData *translateInput(); void processInput(InputData*); int buildSaveFileList(Common::StringList& l); int selectSaveFile(uint16 arg_0, const char* caption, const char* button); void doLoadGame(uint16 slot); void doSaveGame(uint16 slot, const char* name); void doLocationEnterTransition(); void changeLocation(char *location); void showSlide(const char *name); void resolveLocationForwards(); void switchBackground(const char* background, const char* mask); void freeLocation(); void parseZone(Script &script, ZoneList &list, char *name); void parseZoneTypeBlock(Script &script, Zone *z); void displayCharacterComment(ExamineData *data); void displayItemComment(ExamineData *data); void parseWalkNodes(Script& script, WalkNodeList &list); void initWalk(); uint16 checkDoor(); Animation * parseAnimation(Script &script, AnimationList &list, char *name); void parseScriptLine(Instruction *inst, Animation *a, LocalVariable *locals); void loadProgram(Animation *a, char *filename); LValue getLValue(Instruction *inst, char *str, LocalVariable *locals, Animation *a); void parseCommands(Script &script, CommandList&); void freeCharacter(); int addInventoryItem(uint16 item); void dropItem(uint16 item); int16 pickupItem(Zone *z); int16 isItemInInventory(int32 v); int16 getHoverInventoryItem(int16 x, int16 y); public: virtual void callFunction(uint index, void* parm) { } public: const char **_zoneFlagNamesRes; const char **_zoneTypeNamesRes; const char **_commandsNamesRes; const char **_callableNamesRes; const char **_instructionNamesRes; }; class Parallaction_ns : public Parallaction { public: Parallaction_ns(OSystem* syst) : Parallaction(syst) { } ~Parallaction_ns() { } int init(); public: virtual void callFunction(uint index, void* parm); private: void initResources(); }; class Parallaction_br : public Parallaction { public: Parallaction_br(OSystem* syst) : Parallaction(syst) { } ~Parallaction_br() { } int init(); public: Table *_audioCommandsNames; const char **_audioCommandsNamesRes; private: void initResources(); }; // FIXME: remove global extern Parallaction *_vm; } // namespace Parallaction #endif