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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 "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<JobPointer> 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 *_instructionNamesRes[];
extern const char *_commandsNamesRes[];
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:
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 initResources();
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);
};
// FIXME: remove global
extern Parallaction *_vm;
} // namespace Parallaction
#endif
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