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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/savefile.h"
#include "engines/engine.h"
#include "parallaction/exec.h"
#include "parallaction/input.h"
#include "parallaction/inventory.h"
#include "parallaction/parser.h"
#include "parallaction/objects.h"
#include "parallaction/disk.h"
#include "parallaction/walk.h"
#define PATH_LEN 200
extern OSystem *g_system;
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
};
// 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 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),
// BRA specific
kEngineReturn = (1 << 10)
};
enum {
kEvNone = 0,
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;
extern uint16 _mouseButtons;
extern char _password[8];
extern uint16 _score;
extern uint16 _language;
extern uint32 _engineFlags;
extern char _saveData1[];
extern uint32 _commandFlags;
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 SoundMan;
class Input;
class DialogueManager;
struct Location {
Common::Point _startPosition;
uint16 _startFrame;
char _name[100];
CommandList _aCommands;
CommandList _commands;
char *_comment;
char *_endComment;
ZoneList _zones;
AnimationList _animations;
ProgramList _programs;
bool _hasSound;
char _soundFile[50];
// NS specific
WalkNodeList _walkNodes;
char _slideText[2][MAX_TOKEN_LEN];
// BRA specific
int _zeta0;
int _zeta1;
int _zeta2;
CommandList _escapeCommands;
};
struct Character {
Parallaction *_vm;
AnimationPtr _ani;
GfxObj *_head;
GfxObj *_talk;
GfxObj *_objs;
PathBuilder _builder;
WalkNodeList *_walkPath;
Character(Parallaction *vm);
void getFoot(Common::Point &foot);
void setFoot(const Common::Point &foot);
void scheduleWalk(int16 x, int16 y);
void free();
protected:
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[];
int16 _direction, _step;
public:
void setName(const char *name);
const char *getName() const;
const char *getBaseName() const;
const char *getFullName() const;
bool dummy() const;
void updateDirection(const Common::Point& pos, const Common::Point& to);
};
#define NUM_LOCATIONS 120
class Parallaction : public Engine {
friend class Debugger;
public:
Parallaction(OSystem *syst, const PARALLACTIONGameDescription *gameDesc);
~Parallaction();
int init();
virtual bool loadGame() = 0;
virtual bool saveGame() = 0;
Input *_input;
void processInput(InputData* data);
void pauseJobs();
void resumeJobs();
void finalizeWalk(Character &character);
int16 selectWalkFrame(Character &character, const Common::Point& pos, const WalkNodePtr to);
void clipMove(Common::Point& pos, const Common::Point& to);
ZonePtr findZone(const char *name);
ZonePtr hitZone(uint32 type, uint16 x, uint16 y);
uint16 runZone(ZonePtr z);
void freeZones();
AnimationPtr findAnimation(const char *name);
void freeAnimations();
void setBackground(const char *background, const char *mask, const char *path);
void freeBackground();
Table *_globalTable;
Table *_objectsNames;
Table *_callableNames;
Table *_localFlagNames;
public:
int getGameType() const;
uint32 getFeatures() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
private:
const PARALLACTIONGameDescription *_gameDescription;
public:
// info
int32 _screenWidth;
int32 _screenHeight;
int32 _screenSize;
PathBuffer *_pathBuffer;
SoundMan *_soundMan;
Gfx* _gfx;
Disk* _disk;
CommandExec* _cmdExec;
ProgramExec* _programExec;
Character _char;
void setLocationFlags(uint32 flags);
void clearLocationFlags(uint32 flags);
void toggleLocationFlags(uint32 flags);
uint32 getLocationFlags();
uint32 _localFlags[NUM_LOCATIONS];
char _locationNames[NUM_LOCATIONS][32];
int16 _currentLocationIndex;
uint16 _numLocations;
Location _location;
ZonePtr _activeZone;
Font *_labelFont;
Font *_menuFont;
Font *_introFont;
Font *_dialogueFont;
Common::RandomSource _rnd;
Debugger *_debugger;
protected: // data
uint32 _baseTime;
char _characterName1[50]; // only used in changeCharacter
Common::String _saveFileName;
protected: // members
bool detectGame(void);
void initGlobals();
void runGame();
void updateView();
void doLocationEnterTransition();
virtual void changeLocation(char *location) = 0;
virtual void runPendingZones() = 0;
void allocateLocationSlot(const char *name);
void finalizeLocationParsing();
void freeLocation();
void showLocationComment(const char *text, bool end);
void displayComment(ExamineData *data);
void checkDoor(const Common::Point &foot);
void freeCharacter();
int16 pickupItem(ZonePtr z);
void clearSet(OpcodeSet &opcodes);
public:
void scheduleLocationSwitch(const char *location);
virtual void changeCharacter(const char *name) = 0;
virtual void callFunction(uint index, void* parm) { }
virtual void setArrowCursor() = 0;
virtual void setInventoryCursor(int pos) = 0;
virtual void parseLocation(const char* name) = 0;
void updateDoor(ZonePtr z);
virtual void walk(Character &character) = 0;
virtual void drawAnimations() = 0;
void beep();
ZonePtr _zoneTrap;
public:
// const char **_zoneFlagNamesRes;
// const char **_zoneTypeNamesRes;
// const char **_commandsNamesRes;
const char **_callableNamesRes;
const char **_instructionNamesRes;
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 initInventory();
void destroyInventory();
void cleanInventory(bool keepVerbs = true);
void openInventory();
void closeInventory();
Inventory *_inventory;
InventoryRenderer *_inventoryRenderer;
BalloonManager *_balloonMan;
void setupBalloonManager();
void hideDialogueStuff();
DialogueManager *_dialogueMan;
void enterDialogueMode(ZonePtr z);
void exitDialogueMode();
void runDialogueFrame();
ZonePtr _commentZone;
void enterCommentMode(ZonePtr z);
void exitCommentMode();
void runCommentFrame();
};
class LocationName {
Common::String _slide;
Common::String _character;
Common::String _location;
bool _hasCharacter;
bool _hasSlide;
char *_buf;
public:
LocationName();
~LocationName();
void bind(const char*);
const char *location() const {
return _location.c_str();
}
bool hasCharacter() const {
return _hasCharacter;
}
const char *character() const {
return _character.c_str();
}
bool hasSlide() const {
return _hasSlide;
}
const char *slide() const {
return _slide.c_str();
}
const char *c_str() const {
return _buf;
}
};
class Parallaction_ns : public Parallaction {
public:
Parallaction_ns(OSystem* syst, const PARALLACTIONGameDescription *gameDesc) : Parallaction(syst, gameDesc) { }
~Parallaction_ns();
int init();
int go();
public:
typedef void (Parallaction_ns::*Callable)(void*);
virtual void callFunction(uint index, void* parm);
void setMousePointer(uint32 value);
bool loadGame();
bool saveGame();
void switchBackground(const char* background, const char* mask);
private:
LocationParser_ns *_locationParser;
ProgramParser_ns *_programParser;
void initFonts();
void freeFonts();
void renameOldSavefiles();
Common::String genSaveFileName(uint slot, bool oldStyle = false);
Common::InSaveFile *getInSaveFile(uint slot);
Common::OutSaveFile *getOutSaveFile(uint slot);
bool allPartsComplete();
void setPartComplete(const Character& character);
private:
void changeLocation(char *location);
void changeCharacter(const char *name);
void runPendingZones();
void cleanupGame();
void setArrowCursor();
void setInventoryCursor(int pos);
void doLoadGame(uint16 slot);
void doSaveGame(uint16 slot, const char* name);
int buildSaveFileList(Common::StringList& l);
int selectSaveFile(uint16 arg_0, const char* caption, const char* button);
void initResources();
void initCursors();
static byte _resMouseArrow[256];
byte *_mouseArrow;
Frames *_mouseComposedArrow;
static const Callable _dosCallables[25];
static const Callable _amigaCallables[25];
/*
game callables data members
*/
ZonePtr _moveSarcZone0;
ZonePtr _moveSarcZone1;
uint16 num_foglie;
int16 _introSarcData1;
uint16 _introSarcData2; // sarcophagus stuff to be saved
uint16 _introSarcData3; // sarcophagus stuff to be saved
ZonePtr _moveSarcZones[5];
ZonePtr _moveSarcExaZones[5];
AnimationPtr _rightHandAnim;
bool _inTestResult;
// 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*);
const Callable *_callables;
protected:
void walk(Character &character);
void drawAnimations();
void parseLocation(const char *filename);
void loadProgram(AnimationPtr a, const char *filename);
void selectStartLocation();
void guiStart();
int guiSelectCharacter();
void guiSplash();
int guiNewGame();
uint16 guiChooseLanguage();
uint16 guiSelectGame();
int guiGetSelectedBlock(const Common::Point &p);
void showSlide(const char *name);
};
#define NUM_ZONES 100
class Parallaction_br : public Parallaction_ns {
typedef Parallaction_ns Super;
public:
Parallaction_br(OSystem* syst, const PARALLACTIONGameDescription *gameDesc) : Parallaction_ns(syst, gameDesc) { }
~Parallaction_br();
int init();
int go();
public:
typedef void (Parallaction_br::*Callable)(void*);
virtual void callFunction(uint index, void* parm);
void changeCharacter(const char *name);
void setupSubtitles(char *s, char *s2, int y);
void clearSubtitles();
public:
Table *_countersNames;
const char **_audioCommandsNamesRes;
int _part;
int _progress;
int16 _lipSyncVal;
uint _subtitleLipSync;
int _subtitleY;
int _subtitle[2];
ZonePtr _activeZone2;
int32 _counters[32];
uint32 _zoneFlags[NUM_LOCATIONS][NUM_ZONES];
private:
LocationParser_br *_locationParser;
ProgramParser_br *_programParser;
void initResources();
void initFonts();
void freeFonts();
void setArrowCursor();
void setInventoryCursor(int pos);
void changeLocation(char *location);
void runPendingZones();
void initPart();
void freePart();
void startPart();
void setMousePointer(int16 index);
void initCursors();
Frames *_dinoCursor;
Frames *_dougCursor;
Frames *_donnaCursor;
Frames *_mouseArrow;
static const char *_partNames[];
void guiStart();
int guiShowMenu();
void guiSplash(const char *name);
Frames* guiRenderMenuItem(const char *text);
static const Callable _dosCallables[6];
void _c_blufade(void*);
void _c_resetpalette(void*);
void _c_ferrcycle(void*);
void _c_lipsinc(void*);
void _c_albcycle(void*);
void _c_password(void*);
const Callable *_callables;
void parseLocation(const char* name);
void loadProgram(AnimationPtr a, const char *filename);
#if 0
void jobWaitRemoveLabelJob(void *parm, Job *job);
void jobPauseSfx(void *parm, Job *job);
void jobStopFollower(void *parm, Job *job);
void jobScroll(void *parm, Job *job);
#endif
};
// FIXME: remove global
extern Parallaction *_vm;
} // namespace Parallaction
#endif
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