1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
|
/* 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/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
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),
kEngineDragging = (1 << 6),
kEngineTransformedDonna = (1 << 7),
// BRA specific
kEngineReturn = (1 << 10)
};
enum {
kEvNone = 0,
kEvSaveGame = 2000,
kEvLoadGame = 4000
};
enum ParallactionGameType {
GType_Nippon = 1,
GType_BRA
};
struct PARALLACTIONGameDescription;
extern char _password[8];
extern uint16 _score;
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 SoundMan;
class Input;
class DialogueManager;
class MenuInputHelper;
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
PointList _walkPoints;
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;
PathWalker *_walker;
PointList _walkPath;
Character(Parallaction *vm);
~Character();
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);
};
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(void);
private:
const PARALLACTIONGameDescription *_gameDescription;
uint16 _language;
public:
Parallaction(OSystem *syst, const PARALLACTIONGameDescription *gameDesc);
~Parallaction();
int init();
// info
int32 _screenWidth;
int32 _screenHeight;
int32 _screenSize;
// subsystems
Gfx *_gfx;
Disk *_disk;
Input *_input;
SoundMan *_soundMan;
Debugger *_debugger;
SaveLoad *_saveLoad;
MenuInputHelper *_menuHelper;
Common::RandomSource _rnd;
// fonts
Font *_labelFont;
Font *_menuFont;
Font *_introFont;
Font *_dialogueFont;
// game utilities
Table *_globalFlagsNames;
Table *_objectsNames;
Table *_callableNames;
Table *_localFlagNames;
CommandExec *_cmdExec;
ProgramExec *_programExec;
PathBuffer *_pathBuffer;
Inventory *_inventory;
BalloonManager *_balloonMan;
DialogueManager *_dialogueMan;
InventoryRenderer *_inventoryRenderer;
// 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;
bool _quit; /* The only reason this flag exists is for freeZones() to properly
* delete all zones when necessary. THIS FLAG IS NOT THE ENGINE QUIT FLAG,
* use _eventMan->shouldQuit() for that.
*/
protected:
void runGame();
void runGuiFrame();
void cleanupGui();
void runDialogueFrame();
void exitDialogueMode();
void runCommentFrame();
void enterCommentMode(ZonePtr z);
void exitCommentMode();
void processInput(int event);
void updateView();
void drawAnimations();
void freeCharacter();
void freeLocation();
void doLocationEnterTransition();
void allocateLocationSlot(const char *name);
void finalizeLocationParsing();
void showLocationComment(const char *text, bool end);
void setupBalloonManager();
public:
void beep();
void pauseJobs();
void resumeJobs();
void hideDialogueStuff();
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 checkLinkedAnimBox(ZonePtr z, uint32 type, uint x, uint y);
ZonePtr findZone(const char *name);
ZonePtr hitZone(uint32 type, uint16 x, uint16 y);
void runZone(ZonePtr z);
void freeZones();
bool pickupItem(ZonePtr z);
void updateDoor(ZonePtr z, bool close);
void showZone(ZonePtr z, bool visible);
AnimationPtr findAnimation(const char *name);
void freeAnimations();
void setBackground(const char *background, const char *mask, const char *path);
void freeBackground();
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();
virtual void parseLocation(const char* name) = 0;
virtual void changeLocation(char *location) = 0;
virtual void changeCharacter(const char *name) = 0;
virtual void callFunction(uint index, void* parm) = 0;
virtual void runPendingZones() = 0;
virtual void cleanupGame() = 0;
};
class Parallaction_ns : public Parallaction {
public:
Parallaction_ns(OSystem* syst, const PARALLACTIONGameDescription *gameDesc) : Parallaction(syst, gameDesc) { }
~Parallaction_ns();
int init();
int go();
public:
virtual void parseLocation(const char *filename);
virtual void changeLocation(char *location);
virtual void changeCharacter(const char *name);
virtual void callFunction(uint index, void* parm);
virtual void runPendingZones();
virtual void cleanupGame();
void switchBackground(const char* background, const char* mask);
private:
bool _inTestResult;
LocationParser_ns *_locationParser;
ProgramParser_ns *_programParser;
private:
void initFonts();
void freeFonts();
void initResources();
void startGui();
void startCreditSequence();
void startEndPartSequence();
void loadProgram(AnimationPtr a, const char *filename);
// callables data
typedef void (Parallaction_ns::*Callable)(void*);
const Callable *_callables;
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;
static const Callable _dosCallables[25];
static const Callable _amigaCallables[25];
// 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_ns {
public:
Parallaction_br(OSystem* syst, const PARALLACTIONGameDescription *gameDesc) : Parallaction_ns(syst, gameDesc) { }
~Parallaction_br();
int init();
int go();
public:
virtual void parseLocation(const char* name);
virtual void changeLocation(char *location);
virtual void changeCharacter(const char *name);
virtual void callFunction(uint index, void* parm);
virtual void runPendingZones();
virtual void cleanupGame();
void setupSubtitles(char *s, char *s2, int y);
void clearSubtitles();
public:
Table *_countersNames;
const char **_audioCommandsNamesRes;
static const char *_partNames[];
int _part;
#if 0 // disabled since I couldn't find any references to lip sync in the scripts
int16 _lipSyncVal;
uint _subtitleLipSync;
#endif
int _subtitleY;
int _subtitle[2];
ZonePtr _activeZone2;
int32 _counters[32];
uint32 _zoneFlags[NUM_LOCATIONS][NUM_ZONES];
private:
LocationParser_br *_locationParser;
ProgramParser_br *_programParser;
private:
void initResources();
void initFonts();
void freeFonts();
void freeLocation();
void loadProgram(AnimationPtr a, const char *filename);
void startGui(bool showSplash);
typedef void (Parallaction_br::*Callable)(void*);
const Callable *_callables;
static const Callable _dosCallables[6];
// dos callables
void _c_blufade(void*);
void _c_resetpalette(void*);
void _c_ferrcycle(void*);
void _c_lipsinc(void*);
void _c_albcycle(void*);
void _c_password(void*);
};
// FIXME: remove global
extern Parallaction *_vm;
} // namespace Parallaction
#endif
|