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
|
/* 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.
*
*/
/*
* This code is based on original Tony Tough source code
*
* Copyright (c) 1997-2003 Nayma Software
*/
/****************************************************************************\
* General Introduction
\****************************************************************************/
/*
* MPAL (MultiPurpose Adventure Language) is a high level language
* for the definition of adventure. Through the use of MPAL you can describe
* storyboard the adventure, and then use it with any user interface.
* In fact, unlike many other similar products, MPAL is not programmed through
* the whole adventure, but are defined only the locations, objects, as they may
* interact with each other, etc.. thus making MPAL useful for any type of adventure.
*/
/****************************************************************************\
* Structure
\****************************************************************************/
/*
* MPAL consists of two main files: MPAL.DLL and MPAL.H
* The first is the DLL that contains the code to interface with MPAL
* adventures, the second is the header that defines the prototypes
* functions. MPAL is compiled for Win32, and it can therefore be used with
* any compiler that supports Win32 DLL (Watcom C++, Visual C++,
* Delphi, etc.), and therefore compatible with both Windows 95 and Windows NT.
*
* To use the DLL, and 'obviously need to create a library for symbols to export.
*
*/
/****************************************************************************\
* Custom Functions
\****************************************************************************/
/*
* A custom function and a function specified by the program that uses the
* library, to perform the particular code. The custom functions are
* retrieved from the library as specified in the source MPAL, and in particular
* in defining the behavior of an item with some action.
*
* To use the custom functions, you need to prepare an array of
* pointers to functions (such as using the type casting LPCUSTOMFUNCTION,
* (defined below), and pass it as second parameter to mpalInit (). Note you
* must specify the size of the array, as elements of pointers and which do not
* contain the same: the library will call it only those functions specified in
* the source MPAL. It can be useful, for debugging reasons, do not bet
* the shares of arrays used to debugging function, to avoid unpleasant crash,
* if it has been made an error in source and / or some oversight in the code.
*
*/
#ifndef TONY_MPAL_H
#define TONY_MPAL_H
#include "common/scummsys.h"
#include "common/coroutines.h"
#include "common/rect.h"
#include "common/str.h"
#include "tony/mpal/memory.h"
namespace Tony {
namespace MPAL {
/****************************************************************************\
* Macro definitions and structures
\****************************************************************************/
// OK value for the error codes
#define OK 0
#define MAXFRAMES 400 // frame animation of an object
#define MAXPATTERN 40 // pattern of animation of an object
#define MAXPOLLINGLOCATIONS 64
#define GETARG(type) va_arg(v, type)
/**
* Macro for use with queries that may refer to X and Y co-ordinates
*/
enum QueryCoordinates {
MPQ_X,
MPQ_Y
};
/**
* Query can be used with mpalQuery methods. In practice corresponds all claims
* that can do at the library
*/
enum QueryTypes {
// General Query
MPQ_VERSION = 10,
MPQ_GLOBAL_VAR = 50,
MPQ_RESOURCE,
MPQ_MESSAGE,
// Query on leases
MPQ_LOCATION_IMAGE = 100,
MPQ_LOCATION_SIZE,
// Queries about items
MPQ_ITEM_LIST = 200,
MPQ_ITEM_DATA,
MPQ_ITEM_PATTERN,
MPQ_ITEM_NAME,
MPQ_ITEM_IS_ACTIVE,
// Query dialog
MPQ_DIALOG_PERIOD = 300,
MPQ_DIALOG_WAITFORCHOICE,
MPQ_DIALOG_SELECTLIST,
MPQ_DIALOG_SELECTION,
// Query execution
MPQ_DO_ACTION = 400,
MPQ_DO_DIALOG
};
/**
* Framework to manage the animation of an item
*/
typedef struct {
char *_frames[MAXFRAMES];
Common::Rect _frameslocations[MAXFRAMES];
Common::Rect _bbox[MAXFRAMES];
short _pattern[MAXPATTERN][MAXFRAMES];
short _speed;
char _numframe;
char _numpattern;
char _curframe;
char _curpattern;
short _destX, _destY;
signed char _destZ;
short _objectID;
} Item;
typedef Item *LpItem;
/**
* Define a custom function, to use the language MPAL to perform various controls as a result of an action
*/
typedef void (*LPCUSTOMFUNCTION)(CORO_PARAM, uint32, uint32, uint32, uint32);
typedef LPCUSTOMFUNCTION *LPLPCUSTOMFUNCTION;
/**
*
* Define an IRQ of an item that is called when the pattern changes or the status of an item
*/
typedef void (*LPITEMIRQFUNCTION)(uint32, int, int);
typedef LPITEMIRQFUNCTION* LPLPITEMIRQFUNCTION;
/**
* @defgroup Macrofunctions query
*
* The following are defines used for simplifying calling the mpalQuery variants
*/
//@{
/**
* Gets the current version of MPAL
*
* @returns Version number (0x1232 = 1.2.3b)
*/
#define mpalQueryVersion() \
(uint16)mpalQueryDWORD(MPQ_VERSION)
/**
* Gets the numerical value of a global variable
*
* @param lpszVarName Variable name (ASCIIZ)
* @returns Global variable value
* @remarks This query was implemented for debugging. The program,
* if well designed, should not need to access variables from
* within the library.
*/
#define mpalQueryGlobalVar(lpszVarName) \
mpalQueryDWORD(MPQ_GLOBAL_VAR, (const char *)(lpszVarName))
/**
* Provides access to a resource inside the .MPC file
*
* @param dwResId Resource Id
* @returns Handle to a memory area containing the resource, ready for use.
*/
#define mpalQueryResource(dwResId) \
mpalQueryHANDLE(MPQ_RESOURCE, (uint32)(dwResId))
/**
* Returns a message.
*
* @param nMsg Message number
* @returns ASCIIZ message
* @remarks The returned pointer must be freed via the memory manager
* after use. The message will be in ASCIIZ format.
*/
#define mpalQueryMessage(nMsg) \
(char *)mpalQueryHANDLE(MPQ_MESSAGE, (uint32)(nMsg))
/**
* Provides a location image
* @return Returns a picture handle
*/
#define mpalQueryLocationImage(nLoc) \
mpalQueryHANDLE(MPQ_LOCATION_IMAGE, (uint32)(nLoc))
/**
* Request the x or y size of a location in pixels
*
* @param nLoc Location number
* @param dwCoord MPQ_X or MPQ_Y coordinate to retrieve
* @returns Size
*/
#define mpalQueryLocationSize(nLoc, dwCoord) \
mpalQueryDWORD(MPQ_LOCATION_SIZE, (uint32)(nLoc), (uint32)(dwCoord))
/**
* Provides the list of objects in a location.
*
* @param nLoc Location number
* @returns List of objects (accessible by Item [0], Item [1], etc.)
*/
// TODO: Determine if this is endian safe
#define mpalQueryItemList(nLoc) \
(uint32 *)mpalQueryHANDLE(MPQ_ITEM_LIST, (uint32)(nLoc))
/**
* Provides information on an item
*
* @param nItem Item number
* @returns Structure filled with requested information
*/
#define mpalQueryItemData(nItem) \
(LpItem)mpalQueryHANDLE(MPQ_ITEM_DATA, (uint32)(nItem))
/**
* Provides the current pattern of an item
*
* @param nItem Item number
* @returns Number of animation patterns to be executed.
* @remarks By default, the pattern of 0 indicates that we should do nothing.
*/
#define mpalQueryItemPattern(nItem) \
mpalQueryDWORD(MPQ_ITEM_PATTERN, (uint32)(nItem))
/**
* Returns true if an item is active
*
* @param nItem Item number
* @returns TRUE if the item is active, FALSE otherwise
*/
#define mpalQueryItemIsActive(nItem) \
(bool)mpalQueryDWORD(MPQ_ITEM_IS_ACTIVE, (uint32)(nItem))
/**
* Returns the name of an item
*
* @param nItem Item number
* @param lpszName Pointer to a buffer of at least 33 bytes
* that will be filled with the name
* @remarks If the item is not active (ie. if its status or number
* is less than or equal to 0), the string will be empty.
*/
#define mpalQueryItemName(nItem, lpszName) \
mpalQueryHANDLE(MPQ_ITEM_NAME, (uint32)(nItem), (char *)(lpszName))
/**
* Returns a sentence of dialog.
*
* @param nDialog Dialog number
* @param nPeriod Number of words
* @returns A pointer to the string of words, or NULL on failure.
* @remarks The string must be freed after use using the memory manager.
* Unlike normal messages, the sentences of dialogue are formed by a single
* string terminated with 0.
*/
#define mpalQueryDialogPeriod(nPeriod) \
(char *)mpalQueryHANDLE(MPQ_DIALOG_PERIOD, (uint32)(nPeriod))
/**
* Wait until the moment in which the need is signaled to make a choice by the user.
* @returns Number of choice to be made, or -1 if the dialogue is finished.
*/
#define mpalQueryDialogWaitForChoice(dwRet) \
CORO_INVOKE_2(mpalQueryCORO, MPQ_DIALOG_WAITFORCHOICE, dwRet)
/**
* Requires a list of various options for some choice within the current dialog.
*
* @param nChoice Choice number
* @returns A pointer to an array containing the data matched to each option.
* @remarks The figure 'a uint32 specified in the source to which MPAL
* You can assign meaning that the more' suits.
* The pointer msut be freed after use using the memory memory.
*/
#define mpalQueryDialogSelectList(nChoice) \
(uint32 *)mpalQueryHANDLE(MPQ_DIALOG_SELECTLIST, (uint32)(nChoice))
/**
* Warns the library that the user has selected, in a certain choice of the current dialog,
* corresponding option at a certain given.
*
* @param nChoice Choice number of the choice that was in progress
* @param dwData Option that was selected by the user.
* @returns TRUE if all OK, FALSE on failure.
* @remarks After execution of this query, MPAL continue
* Groups according to the execution of the dialogue. And necessary so the game
* remains on hold again for another chosen by mpalQueryDialogWaitForChoice ().
*/
#define mpalQueryDialogSelection(nChoice, dwData) \
(bool)mpalQueryDWORD(MPQ_DIALOG_SELECTION, (uint32)(nChoice), (uint32)(dwData))
#define mpalQueryDialogSelectionDWORD(nChoice, dwData) \
mpalQueryDWORD(MPQ_DIALOG_SELECTION, (uint32)(nChoice), (uint32)(dwData))
/**
* Warns the library an action was performed on a Object.
* The library will call custom functions, if necessary.
*
* @param nAction Action number
* @param nItem Item number
* @param dwParam Action parameter
* @returns Handle to the thread that is performing the action, or CORO_INVALID_PID_VALUE
* if the action is not defined for the item, or the item is inactive.
* @remarks The parameter is used primarily to implement actions
* as "U.S." involving two objects together. The action will be executed only
* if the item is active, ie if its status is a positive number greater than 0.
*/
#define mpalQueryDoAction(nAction, nItem, dwParam) \
mpalQueryDWORD(MPQ_DO_ACTION, (uint32)(nAction), (uint32)(nItem), (uint32)(dwParam))
/**
* Warns the library a dialogue was required.
*
* @param nDialog Dialog number
* @param nGroup Group number to use
* @returns Handle to the thread that is running the box, or
* CORO_INVALID_PID_VALUE if the dialogue does not exist.
*/
#define mpalQueryDoDialog(nDialog, nGroup) \
mpalQueryDWORD(MPQ_DO_DIALOG, (uint32)(nDialog), (uint32)(nGroup))
/**
* @defgroup Functions exported to the main game
*/
//@{
/**
* Initializes the MPAL library, and opens an .MPC file, which will be 'used for all queries
* @param lpszMpcFileName Name of the .MPC file, including extension
* @param lpszMprFileName Name of the .MPR file, including extension
* @param lplpcfArray Array of pointers to custom functions
* @returns TRUE if all OK, FALSE on failure
*/
bool mpalInit(const char *lpszFileName, const char *lpszMprFileName,
LPLPCUSTOMFUNCTION lplpcfArray, Common::String *lpcfStrings);
/**
* Frees resources allocated by the MPAL subsystem
*/
void mpalFree();
/**
* This is a general function to communicate with the library, to request information
* about what is in the .MPC file
*
* @param wQueryType Type of query. The list is in the QueryTypes enum.
* @returns 4 bytes depending on the type of query
* @remarks This is the specialized version of the original single mpalQuery
* method that returns numeric results.
*/
uint32 mpalQueryDWORD(uint16 wQueryType, ...);
/**
* This is a general function to communicate with the library, to request information
* about what is in the .MPC file
*
* @param wQueryType Type of query. The list is in the QueryTypes enum.
* @returns 4 bytes depending on the type of query
* @remarks This is the specialized version of the original single mpalQuery
* method that returns a pointer or handle.
*/
MpalHandle mpalQueryHANDLE(uint16 wQueryType, ...);
/**
* This is a general function to communicate with the library, to request information
* about what is in the .MPC file
*
* @param wQueryType Type of query. The list is in the QueryTypes enum.
* @returns 4 bytes depending on the type of query
* @remarks This is the specialized version of the original single mpalQuery
* method that needs to run within a co-routine context.
*/
void mpalQueryCORO(CORO_PARAM, uint16 wQueryType, uint32 *dwRet);
/**
* Execute a script. The script runs on multitasking by a thread.
*
* @param nScript Script number to run
* @returns TRUE if the script 'was launched, FALSE on failure
*/
bool mpalExecuteScript(int nScript);
/**
* Returns the current MPAL error code
*
* @returns Error code
*/
uint32 mpalGetError();
/**
* Install a custom routine That will be called by MPAL every time the pattern
* of an item has been changed.
*
* @param lpiifCustom Custom function to install
*/
void mpalInstallItemIrq(LPITEMIRQFUNCTION lpiifCustom);
/**
* Process the idle actions of the items on one location.
*
* @param nLoc Number of the location whose items must be processed
* for idle actions.
* @returns TRUE if all OK, and FALSE if it exceeded the maximum limit.
* @remarks The maximum number of locations that can be polled
* simultaneously is defined defined by MAXPOLLINGFUNCIONS
*/
bool mpalStartIdlePoll(int nLoc);
/**
* Stop processing the idle actions of the items on one location.
*
* @param nLo Number of the location
* @returns TRUE if all OK, FALSE if the specified location was not
* in the process of polling
*/
void mpalEndIdlePoll(CORO_PARAM, int nLoc, bool *result);
/**
* Load a save state from a buffer.
*
* @param buf Buffer where to store the state
* @returns Length of the state buffer in bytes
*/
int mpalLoadState(byte *buf);
/**
* Store the save state into a buffer. The buffer must be
* length at least the size specified with mpalGetSaveStateSize
*
* @param buf Buffer where to store the state
*/
void mpalSaveState(byte *buf);
/**
* Retrieve the length of a save state
*
* @returns Length in bytes
*/
int mpalGetSaveStateSize();
/**
* Locks the variables for access
*/
void lockVar();
/**
* Unlocks variables after use
*/
void unlockVar();
} // end of namespace MPAL
} // end of namespace Tony
#endif
|