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/* ScummVM - Scumm Interpreter
* Copyright (C) 2006 The ScummVM project
*
* 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 "engines/engine.h"
#include "parallaction/defs.h"
#include "parallaction/inventory.h"
#include "common/advancedDetector.h"
namespace Parallaction {
// high values mean high priority
#define JOBPRIORITY_DRAWLABEL 0
#define JOBPRIORITY_DRAWMOUSE 1
#define JOBPRIORITY_SHOWINVENTORY 2
#define JOBPRIORITY_DRAWANIMATIONS 3
#define JOBPRIORITY_RUNSTUFF 15
#define JOBPRIORITY_ADDREMOVEITEMS 17
#define JOBPRIORITY_TOGGLEDOOR 18
#define JOBPRIORITY_WALK 19
#define JOBPRIORITY_HIDEINVENTORY 20
#define JOBPRIORITY_ERASEMOUSE 21
enum {
kMouseNone = 0,
kMouseLeftUp = 1,
kMouseLeftDown = 2,
kMouseRightUp = 3,
kMouseRightDown = 4
};
enum ParallactionGameType {
GType_Nippon = 1,
GType_BRA
};
struct PARALLACTIONGameDescription {
Common::ADGameDescription desc;
int gameType;
uint32 features;
};
struct Job;
typedef void (*JobFn)(void*, Job*);
struct Job {
Node _node;
uint16 _count; // # of executions left
uint16 _tag; // used for ordering
uint16 _finished;
void * _parm;
JobFn _fn;
};
extern Point _mousePos;
extern uint16 _mouseButtons;
extern uint16 _score;
extern uint16 _language;
extern Zone *_activeZone;
extern uint32 _engineFlags;
extern callable _callables[];
extern Animation _yourself;
extern Node _zones;
extern Node _animations;
extern uint32 _localFlags[];
extern Command *_forwardedCommands[];
extern char _forwardedAnimationNames[][20];
extern uint16 _numForwards;
extern char _soundFile[];
extern char _slideText[][40];
extern uint16 _introSarcData3; // sarcophagus stuff to be saved
extern uint16 _introSarcData2; // sarcophagus stuff to be saved
extern char _newLocation[];
extern char *_globalTable[];
extern char _saveData1[];
extern Point _firstPosition; // starting position after load game??
extern uint16 _firstFrame; // starting frame after load game??
extern Cnv _characterFace;
extern byte _mouseHidden;
extern uint32 _commandFlags;
extern Cnv _tempFrames;
extern char _location[];
extern Node _locationWalkNodes;
extern Command *_locationACommands;
extern Command *_locationCommands;
extern char *_locationComment;
extern char *_locationEndComment;
extern char *_objectsNames[];
extern const char *_zoneTypeNames[];
extern const char *_zoneFlagNames[];
extern char *_localFlagNames[];
extern const char *commands_names[];
extern const char *_instructionNames[];
extern const char *_callableNames[];
void waitUntilLeftClick();
void addNode(Node *list, Node *n);
void removeNode(Node *n);
void freeNodeList(Node *list);
Command *parseCommands(ArchivedFile *file);
void runCommands(Command *list, Zone *z = NULL);
void freeCommands(Command*);
void freeZones(Node *list);
void freeLocation();
void runDialogue(SpeakData*);
Dialogue *parseDialogue(ArchivedFile *file);
void changeCharacter(const char *name);
WalkNode *buildWalkPath(uint16 x, uint16 y);
Job *addJob(JobFn fn, void *parm, uint16 tag);
void removeJob(Job *j);
void runJobs();
void pauseJobs();
void resumeJobs();
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);
enum EngineFlags {
kEngineQuit = (1 << 0),
kEnginePauseJobs = (1 << 1),
kEngineInventory = (1 << 2),
kEngineWalking = (1 << 3),
kEngineChangeLocation = (1 << 4),
kEngineMouse = (1 << 5),
kEngineDragging = (1 << 6),
kEngineMiniDonna = (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
};
class Graphics;
class Menu;
class Parallaction : public Engine {
public:
Parallaction(OSystem *syst);
~Parallaction();
int init();
int go();
void loadGame();
void saveGame();
uint16 updateInput();
void waitTime(uint32 t);
static void initTable(const char *path, char **table);
static void freeTable(char** table);
static int16 searchTable(const char *s, const char **table);
void parseLocation(const char *filename);
void changeCursor(int32 index);
void changeCharacter(const char *name);
public:
int getGameType() const { return _gameDescription->gameType; }
uint32 getFeatures() const { return _gameDescription->features; }
Common::Language getLanguage() const { return _gameDescription->desc.language; }
Common::Platform getPlatform() const { return _gameDescription->desc.platform; }
private:
const PARALLACTIONGameDescription *_gameDescription;
public:
Graphics* _graphics;
Menu* _menu;
char _characterName[30];
char _languageDir[6];
char _disk[6];
char _locationNames[120][32];
int16 _currentLocationIndex;
uint16 _numLocations;
InventoryItem _activeItem;
protected: // data
struct InputData {
uint16 _event;
Point _mousePos;
int16 _inventoryIndex;
Zone* _zone;
StaticCnv* _cnv;
};
bool _skipMenu;
// 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;
uint16 _musicData1; // only used in changeLocation
char _characterName1[50]; // only used in changeCharacter
int16 _keyDown;
protected: // members
bool detectGame(void);
void initGame();
void initGlobals();
void doLoadGame(uint16 _di);
void doSaveGame(uint16 _di);
void runGame();
InputData * translateInput();
void processInput(InputData*);
int16 getHoverInventoryItem(int16 x, int16 y);
uint32 getElapsedTime();
void resetTimer();
void doLocationEnterTransition();
void parseZone(ArchivedFile *file, Node *list, char *name);
Animation * parseAnimation(ArchivedFile *file, Node *list, char *name);
void parseScriptLine(Instruction *inst, Animation *a, LocalVariable *locals);
void parseZoneTypeBlock(ArchivedFile *file, Zone *z);
void loadProgram(Animation *a, char *filename);
void changeLocation(char *location);
};
// FIXME: remove global
extern Parallaction *_vm;
} // namespace Parallaction
#endif
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