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/* 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 "common/stack.h"
#include "common/array.h"
#include "common/func.h"
#include "common/random.h"
#include "common/savefile.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 _engineFlags;
extern char _saveData1[];
extern uint32 _globalFlags;
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;
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 <class T>
void freeList(Common::List<T> &list, bool removeAll, Common::MemFunc1<bool, T, Location> 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 *_vm;
} // End of namespace Parallaction
#endif
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