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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 "parallaction/parser.h"
#include "parallaction/disk.h"
#include "parallaction/zone.h"
#include "common/str.h"
#include "gui/dialog.h"
#include "gui/widget.h"

namespace GUI {
	class ListWidget;
	class CommandSender;
}


namespace Parallaction {

// 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 ParallactionGameType {
	GType_Nippon = 1,
	GType_BRA
};

struct PARALLACTIONGameDescription;

struct Job;
typedef void (*JobFn)(void*, Job*);

struct Job : public Node {
	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) {
	}
};

extern Point _mousePos;
extern uint16 _mouseButtons;

extern uint16 _score;
extern uint16 _language;
extern Zone *_activeZone;
extern uint32 _engineFlags;
extern callable _callables[];

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 *_globalTable[];
extern char _saveData1[];
extern byte _mouseHidden;
extern uint32 _commandFlags;

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[];

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 addNode(Node *list, Node *n);
void removeNode(Node *n);
void freeNodeList(Node *list);

Command *parseCommands(Script &script);
void runCommands(Command *list, Zone *z = NULL);
void freeCommands(Command*);

void freeZones(Node *list);

void runDialogue(SpeakData*);

WalkNode *buildWalkPath(uint16 x, uint16 y);



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),
	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
};



class Gfx;
class Menu;
class MidiPlayer;

struct Location {

	Point		_startPosition;
	uint16		_startFrame;
	Node		_walkNodes;
	char		_name[100];

	Command    *_aCommands;
	Command    *_commands;
	char	   *_comment;
	char	   *_endComment;

};

struct Character {
	Animation		_ani;
	StaticCnv		*_head;
	Cnv		    	*_talk;
	Cnv 			_normalFrames;
	Cnv				_miniFrames;
	Cnv 			*_objs;

	Character() {
		_talk = NULL;
//		._width = 0;
//		_talk._height = 0;
//		_talk._count = 0;
//		_talk._array = NULL;

		_head = NULL;
//		_head._width = 0;
//		_head._height = 0;
//		_head._data0 = NULL;
//		_head._data1 = NULL;

		_objs = NULL;
//		_objs._count = 0;

		_ani._zone._left = 150;
		_ani._zone._top = 100;
		_ani._z = 10;
		_ani._zone._oldLeft = -1000;
		_ani._zone._oldTop = -1000;
		_ani._frame = 0;
		_ani._zone._flags = kFlagsActive | kFlagsNoName;
		_ani._zone._type = kZoneYou;
		_ani._zone._label._cnv._data0 = NULL;
		_ani._zone._label._text = strdup("yourself");
	}

};

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);

	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();

public:
	int getGameType() const;
	uint32 getFeatures() const;
	Common::Language getLanguage() const;
	Common::Platform getPlatform() const;

private:
	const PARALLACTIONGameDescription *_gameDescription;

public:

	MidiPlayer *_midiPlayer;

	Gfx*	_gfx;
	Menu*	_menu;
	char	_characterName[30];
	Disk*	_disk;

	char	_locationNames[120][32];
	int16	_currentLocationIndex;
	uint16	_numLocations;

	Character	_char;
	Location	_location;

	InventoryItem	_activeItem;

	Script	*_locationScript;

protected:		// data

	struct InputData {
		uint16		_event;
		Point		_mousePos;

		int16       _inventoryIndex;
		Zone*       _zone;
		Label*  _label;
	};

	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;

	Job			_jobs;

protected:		// members
	bool detectGame(void);

	void		initGame();
	void		initGlobals();

	Common::String      _saveFileName;
	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		runGame();
	InputData * translateInput();
	void		processInput(InputData*);

	int16		getHoverInventoryItem(int16 x, int16 y);

	uint32		getElapsedTime();
	void		resetTimer();

	void		doLocationEnterTransition();
	void		parseZone(Script &script, Node *list, char *name);
	Animation * parseAnimation(Script &script, Node *list, char *name);
	void		parseScriptLine(Instruction *inst, Animation *a, LocalVariable *locals);
	void		parseZoneTypeBlock(Script &script, Zone *z);
	void		loadProgram(Animation *a, char *filename);
	void		changeLocation(char *location);
	void 		showSlide(const char *name);

	void 		pickMusic(const char *location);
	void		selectCharacterMusic(const char *name);

};

// FIXME: remove global
extern Parallaction *_vm;

class SaveLoadChooser : public GUI::Dialog {
	typedef Common::String String;
	typedef Common::StringList StringList;
protected:
	GUI::ListWidget		*_list;
	GUI::ButtonWidget	*_chooseButton;
	GUI::GraphicsWidget	*_gfxWidget;
	GUI::StaticTextWidget	*_date;
	GUI::StaticTextWidget	*_time;
	GUI::StaticTextWidget	*_playtime;
	GUI::ContainerWidget	*_container;
	Parallaction			*_vm;

	uint8 _fillR, _fillG, _fillB;

public:
	SaveLoadChooser(const String &title, const String &buttonLabel, Parallaction *engine);
	~SaveLoadChooser();

	virtual void handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data);
	const String &getResultString() const;
	void setList(const StringList& list);
	int runModal();

	virtual void reflowLayout();
};


} // namespace Parallaction


#endif