/* 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. * */ #ifndef PARALLACTION_H #define PARALLACTION_H #include "common/str.h" #include "common/stack.h" #include "common/array.h" #include "common/func.h" #include "common/random.h" #include "common/savefile.h" #include "common/textconsole.h" #include "engines/engine.h" #include "parallaction/input.h" #include "parallaction/inventory.h" #include "parallaction/objects.h" #include "parallaction/disk.h" #define PATH_LEN 200 /** * This is the namespace of the Parallaction engine. * * Status of this engine: ??? * * Games using this engine: * - Nippon Safes Inc. (complete) * - The Big Red Adventure (work in progress) */ namespace Parallaction { enum { kDebugDisk = 1 << 0, kDebugWalk = 1 << 1, kDebugParser = 1 << 2, kDebugDialogue = 1 << 3, kDebugGraphics = 1 << 4, kDebugExec = 1 << 5, kDebugInput = 1 << 6, kDebugAudio = 1 << 7, kDebugMenu = 1 << 8, kDebugInventory = 1 << 9 }; 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 }; enum EngineFlags { kEnginePauseJobs = (1 << 1), kEngineWalking = (1 << 3), kEngineChangeLocation = (1 << 4), kEngineBlockInput = (1 << 5), kEngineDragging = (1 << 6), kEngineTransformedDonna = (1 << 7), // BRA specific kEngineReturn = (1 << 10) }; enum { kEvNone = 0, kEvSaveGame = 2000, kEvLoadGame = 4000, kEvIngameMenu = 8000 }; enum ParallactionGameType { GType_Nippon = 1, GType_BRA }; struct PARALLACTIONGameDescription; extern uint32 g_engineFlags; extern char g_saveData1[]; extern uint32 g_globalFlags; extern const char *g_dinoName; extern const char *g_donnaName; extern const char *g_doughName; extern const char *g_drkiName; extern const char *g_minidinoName; extern const char *g_minidonnaName; extern const char *g_minidoughName; extern const char *g_minidrkiName; class Debugger; class Gfx; class Input; class DialogueManager; class MenuInputHelper; class PathWalker_NS; class PathWalker_BR; class CommandExec; class ProgramExec; class SoundMan; class SoundMan_ns; class SoundMan_br; class LocationParser_ns; class LocationParser_br; class ProgramParser_ns; class ProgramParser_br; class BalloonManager; struct Location { Common::Point _startPosition; uint16 _startFrame; char _name[100]; CommandList _aCommands; CommandList _commands; Common::String _comment; Common::String _endComment; ZoneList _zones; AnimationList _animations; ProgramList _programs; bool _hasSound; char _soundFile[50]; // NS specific PointList _walkPoints; Common::String _slideText[2]; // BRA specific int _zeta0; int _zeta1; int _zeta2; CommandList _escapeCommands; Common::Point _followerStartPosition; uint16 _followerStartFrame; protected: int _gameType; bool keepZone_br(ZonePtr z); bool keepZone_ns(ZonePtr z); bool keepAnimation_ns(AnimationPtr a); bool keepAnimation_br(AnimationPtr a); template void freeList(Common::List &list, bool removeAll, Common::MemFunc1 filter); public: Location(int gameType); ~Location(); AnimationPtr findAnimation(const char *name); ZonePtr findZone(const char *name); void cleanup(bool removeAll); void freeZones(bool removeAll); int getScale(int z) const; }; class CharacterName { const char *_prefix; const char *_suffix; bool _dummy; char _name[30]; char _baseName[30]; char _fullName[30]; static const char _prefixMini[]; static const char _suffixTras[]; static const char _empty[]; void dummify(); public: CharacterName(); CharacterName(const char *name); void bind(const char *name); const char *getName() const; const char *getBaseName() const; const char *getFullName() const; bool dummy() const; }; struct Character { AnimationPtr _ani; GfxObj *_head; GfxObj *_talk; Character(); protected: CharacterName _name; public: void setName(const char *name); const char *getName() const; const char *getBaseName() const; const char *getFullName() const; bool dummy() const; }; class SaveLoad; #define NUM_LOCATIONS 120 class Parallaction : public Engine { friend class Debugger; public: int getGameType() const; uint32 getFeatures() const; Common::Language getLanguage() const; Common::Platform getPlatform() const; protected: // members bool detectGame(); private: const PARALLACTIONGameDescription *_gameDescription; uint16 _language; public: Parallaction(OSystem *syst, const PARALLACTIONGameDescription *gameDesc); ~Parallaction(); // Engine APIs virtual Common::Error init(); virtual Common::Error go() = 0; virtual Common::Error run() { Common::Error err; err = init(); if (err.getCode() != Common::kNoError) return err; return go(); } virtual bool hasFeature(EngineFeature f) const; virtual void pauseEngineIntern(bool pause); virtual GUI::Debugger *getDebugger(); // info int32 _screenWidth; int32 _screenHeight; int32 _screenSize; int _gameType; // subsystems Gfx *_gfx; Disk *_disk; Input *_input; Debugger *_debugger; SaveLoad *_saveLoad; MenuInputHelper *_menuHelper; Common::RandomSource _rnd; SoundMan *_soundMan; // fonts Font *_labelFont; Font *_menuFont; Font *_introFont; Font *_dialogueFont; // game utilities Table *_globalFlagsNames; Table *_objectsNames; GfxObj *_objects; Table *_callableNames; Table *_localFlagNames; CommandExec *_cmdExec; ProgramExec *_programExec; BalloonManager *_balloonMan; DialogueManager *_dialogueMan; InventoryRenderer *_inventoryRenderer; Inventory *_inventory; // inventory for the current character // game data Character _char; uint32 _localFlags[NUM_LOCATIONS]; char _locationNames[NUM_LOCATIONS][32]; int16 _currentLocationIndex; uint16 _numLocations; Location _location; ZonePtr _activeZone; char _characterName1[50]; // only used in changeCharacter ZonePtr _zoneTrap; ZonePtr _commentZone; Common::String _newLocationName; protected: void runGame(); void runGameFrame(int event); void runGuiFrame(); void cleanupGui(); void runDialogueFrame(); void exitDialogueMode(); void runCommentFrame(); void enterCommentMode(ZonePtr z); void exitCommentMode(); void updateView(); void drawAnimation(AnimationPtr anim); void drawZone(ZonePtr zone); void updateZones(); void doLocationEnterTransition(); void allocateLocationSlot(const char *name); void finalizeLocationParsing(); void showLocationComment(const Common::String &text, bool end); void destroyDialogueManager(); public: void beep(); void pauseJobs(); void resumeJobs(); uint getInternLanguage(); void setInternLanguage(uint id); void enterDialogueMode(ZonePtr z); void scheduleLocationSwitch(const char *location); void showSlide(const char *name, int x = 0, int y = 0); public: void setLocationFlags(uint32 flags); void clearLocationFlags(uint32 flags); void toggleLocationFlags(uint32 flags); uint32 getLocationFlags(); bool checkSpecialZoneBox(ZonePtr z, uint32 type, uint x, uint y); bool checkZoneBox(ZonePtr z, uint32 type, uint x, uint y); bool checkZoneType(ZonePtr z, uint32 type); bool checkLinkedAnimBox(ZonePtr z, uint32 type, uint x, uint y); ZonePtr hitZone(uint32 type, uint16 x, uint16 y); void runZone(ZonePtr z); bool pickupItem(ZonePtr z); void updateDoor(ZonePtr z, bool close); void showZone(ZonePtr z, bool visible); void highlightInventoryItem(ItemPosition pos); int16 getHoverInventoryItem(int16 x, int16 y); int addInventoryItem(ItemName item); int addInventoryItem(ItemName item, uint32 value); void dropItem(uint16 v); bool isItemInInventory(int32 v); const InventoryItem* getInventoryItem(int16 pos); int16 getInventoryItemIndex(int16 pos); void cleanInventory(bool keepVerbs = true); void openInventory(); void closeInventory(); virtual void parseLocation(const char* name) = 0; virtual void changeLocation() = 0; virtual void changeCharacter(const char *name) = 0; virtual void callFunction(uint index, void* parm) = 0; virtual void runPendingZones() = 0; virtual void cleanupGame() = 0; virtual void updateWalkers() = 0; virtual void scheduleWalk(int16 x, int16 y, bool fromUser) = 0; virtual DialogueManager *createDialogueManager(ZonePtr z) = 0; virtual bool processGameEvent(int event) = 0; }; class Parallaction_ns : public Parallaction { public: Parallaction_ns(OSystem* syst, const PARALLACTIONGameDescription *gameDesc); ~Parallaction_ns(); // Engine APIs virtual Common::Error init(); virtual Common::Error go(); SoundMan_ns* _soundManI; uint16 _score; Common::String _password; public: virtual void parseLocation(const char *filename); virtual void changeLocation(); virtual void changeCharacter(const char *name); virtual void callFunction(uint index, void* parm); virtual void runPendingZones(); virtual void cleanupGame(); virtual void updateWalkers(); virtual void scheduleWalk(int16 x, int16 y, bool fromUser); virtual DialogueManager *createDialogueManager(ZonePtr z); virtual bool processGameEvent(int event); void changeBackground(const char *background, const char *mask = 0, const char *path = 0); private: bool _inTestResult; LocationParser_ns *_locationParser; ProgramParser_ns *_programParser; private: void initFonts(); void freeFonts(); void initResources(); void initInventory(); void destroyInventory(); void setupBalloonManager(); void startGui(); void startCreditSequence(); void startEndPartSequence(); void loadProgram(AnimationPtr a, const char *filename); void freeLocation(bool removeAll); void freeCharacter(); void destroyTestResultLabels(); void startMovingSarcophagus(ZonePtr sarc); void stopMovingSarcophagus(); // callables data typedef void (Parallaction_ns::*Callable)(void *); const Callable *_callables; ZonePtr _moveSarcGetZone; ZonePtr _moveSarcExaZone; ZonePtr _moveSarcGetZones[5]; ZonePtr _moveSarcExaZones[5]; uint16 num_foglie; int16 _sarcophagusDeltaX; bool _movingSarcophagus; // sarcophagus stuff to be saved uint16 _freeSarcophagusSlotX; // sarcophagus stuff to be saved AnimationPtr _rightHandAnim; bool _intro; static const Callable _dosCallables[25]; static const Callable _amigaCallables[25]; GfxObj *_testResultLabels[2]; PathWalker_NS *_walker; // common callables void _c_play_boogie(void *); void _c_startIntro(void *); void _c_endIntro(void *); void _c_moveSheet(void *); void _c_sketch(void *); void _c_shade(void *); void _c_score(void *); void _c_fade(void *); void _c_moveSarc(void *); void _c_contaFoglie(void *); void _c_zeroFoglie(void *); void _c_trasformata(void *); void _c_offMouse(void *); void _c_onMouse(void *); void _c_setMask(void *); void _c_endComment(void *); void _c_frankenstein(void *); void _c_finito(void *); void _c_ridux(void *); void _c_testResult(void *); // dos specific callables void _c_null(void *); // amiga specific callables void _c_projector(void *); void _c_HBOff(void *); void _c_offSound(void *); void _c_startMusic(void *); void _c_closeMusic(void *); void _c_HBOn(void *); }; #define NUM_ZONES 100 class Parallaction_br : public Parallaction { public: Parallaction_br(OSystem* syst, const PARALLACTIONGameDescription *gameDesc); ~Parallaction_br(); virtual Common::Error init(); virtual Common::Error go(); public: virtual void parseLocation(const char* name); virtual void changeLocation(); virtual void changeCharacter(const char *name); virtual void callFunction(uint index, void* parm); virtual void runPendingZones(); virtual void cleanupGame(); virtual void updateWalkers(); virtual void scheduleWalk(int16 x, int16 y, bool fromUser); virtual DialogueManager *createDialogueManager(ZonePtr z); virtual bool processGameEvent(int event); void setupSubtitles(char *s, char *s2, int y); void clearSubtitles(); void testCounterCondition(const Common::String &name, int op, int value); void restoreOrSaveZoneFlags(ZonePtr z, bool restore); public: bool counterExists(const Common::String &name); int getCounterValue(const Common::String &name); void setCounterValue(const Common::String &name, int value); void setFollower(const Common::String &name); int getSfxStatus(); int getMusicStatus(); void enableSfx(bool enable); void enableMusic(bool enable); const char **_audioCommandsNamesRes; static const char *_partNames[]; int _part; int _nextPart; #if 0 // disabled since I couldn't find any references to lip sync in the scripts int16 _lipSyncVal; uint _subtitleLipSync; #endif int _subtitleY; GfxObj *_subtitle[2]; ZonePtr _activeZone2; uint32 _zoneFlags[NUM_LOCATIONS][NUM_ZONES]; private: LocationParser_br *_locationParser; ProgramParser_br *_programParser; SoundMan_br *_soundManI; Inventory *_charInventories[3]; // all the inventories int32 _counters[32]; Table *_countersNames; private: void initResources(); void initInventory(); void destroyInventory(); void setupBalloonManager(); void initFonts(); void freeFonts(); void freeLocation(bool removeAll); void loadProgram(AnimationPtr a, const char *filename); void startGui(bool showSplash); void startIngameMenu(); void freeCharacter(); typedef void (Parallaction_br::*Callable)(void *); const Callable *_callables; static const Callable _dosCallables[6]; static const Callable _amigaCallables[6]; Common::String _followerName; AnimationPtr _follower; PathWalker_BR *_walker; // dos callables void _c_null(void *); void _c_blufade(void *); void _c_resetpalette(void *); void _c_ferrcycle(void *); void _c_lipsinc(void *); void _c_albcycle(void *); void _c_password(void *); }; extern Parallaction *g_vm; } // End of namespace Parallaction #endif