mirror of
https://github.com/libretro/scummvm.git
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611 lines
14 KiB
C++
611 lines
14 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef PARALLACTION_H
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#define PARALLACTION_H
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#include "common/str.h"
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#include "common/stack.h"
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#include "common/array.h"
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#include "common/func.h"
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#include "common/random.h"
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#include "common/savefile.h"
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#include "common/textconsole.h"
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#include "engines/engine.h"
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#include "parallaction/input.h"
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#include "parallaction/inventory.h"
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#include "parallaction/objects.h"
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#include "parallaction/disk.h"
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#define PATH_LEN 200
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/**
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* This is the namespace of the Parallaction engine.
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*
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* Status of this engine: ???
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*
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* Games using this engine:
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* - Nippon Safes Inc. (complete)
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* - The Big Red Adventure (work in progress)
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*/
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namespace Parallaction {
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enum {
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kDebugDisk = 1 << 0,
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kDebugWalk = 1 << 1,
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kDebugParser = 1 << 2,
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kDebugDialogue = 1 << 3,
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kDebugGraphics = 1 << 4,
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kDebugExec = 1 << 5,
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kDebugInput = 1 << 6,
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kDebugAudio = 1 << 7,
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kDebugMenu = 1 << 8,
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kDebugInventory = 1 << 9
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};
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enum {
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GF_DEMO = 1 << 0,
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GF_LANG_EN = 1 << 1,
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GF_LANG_FR = 1 << 2,
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GF_LANG_DE = 1 << 3,
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GF_LANG_IT = 1 << 4,
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GF_LANG_MULT = 1 << 5
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};
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enum EngineFlags {
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kEnginePauseJobs = (1 << 1),
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kEngineWalking = (1 << 3),
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kEngineChangeLocation = (1 << 4),
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kEngineBlockInput = (1 << 5),
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kEngineDragging = (1 << 6),
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kEngineTransformedDonna = (1 << 7),
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// BRA specific
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kEngineReturn = (1 << 10)
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};
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enum {
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kEvNone = 0,
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kEvSaveGame = 2000,
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kEvLoadGame = 4000,
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kEvIngameMenu = 8000
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};
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enum ParallactionGameType {
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GType_Nippon = 1,
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GType_BRA
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};
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struct PARALLACTIONGameDescription;
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extern uint32 g_engineFlags;
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extern char g_saveData1[];
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extern uint32 g_globalFlags;
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extern const char *g_dinoName;
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extern const char *g_donnaName;
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extern const char *g_doughName;
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extern const char *g_drkiName;
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extern const char *g_minidinoName;
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extern const char *g_minidonnaName;
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extern const char *g_minidoughName;
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extern const char *g_minidrkiName;
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class Debugger;
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class Gfx;
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class Input;
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class DialogueManager;
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class MenuInputHelper;
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class PathWalker_NS;
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class PathWalker_BR;
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class CommandExec;
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class ProgramExec;
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class SoundMan;
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class SoundMan_ns;
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class SoundMan_br;
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class LocationParser_ns;
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class LocationParser_br;
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class ProgramParser_ns;
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class ProgramParser_br;
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class BalloonManager;
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struct Location {
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Common::Point _startPosition;
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uint16 _startFrame;
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char _name[100];
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CommandList _aCommands;
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CommandList _commands;
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Common::String _comment;
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Common::String _endComment;
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ZoneList _zones;
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AnimationList _animations;
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ProgramList _programs;
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bool _hasSound;
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char _soundFile[50];
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// NS specific
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PointList _walkPoints;
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Common::String _slideText[2];
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// BRA specific
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int _zeta0;
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int _zeta1;
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int _zeta2;
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CommandList _escapeCommands;
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Common::Point _followerStartPosition;
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uint16 _followerStartFrame;
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protected:
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int _gameType;
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bool keepZone_br(ZonePtr z);
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bool keepZone_ns(ZonePtr z);
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bool keepAnimation_ns(AnimationPtr a);
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bool keepAnimation_br(AnimationPtr a);
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template<class T>
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void freeList(Common::List<T> &list, bool removeAll, Common::MemFunc1<bool, T, Location> filter);
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public:
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Location(int gameType);
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~Location();
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AnimationPtr findAnimation(const char *name);
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ZonePtr findZone(const char *name);
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void cleanup(bool removeAll);
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void freeZones(bool removeAll);
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int getScale(int z) const;
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};
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class CharacterName {
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const char *_prefix;
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const char *_suffix;
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bool _dummy;
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char _name[30];
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char _baseName[30];
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char _fullName[30];
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static const char _prefixMini[];
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static const char _suffixTras[];
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static const char _empty[];
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void dummify();
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public:
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CharacterName();
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CharacterName(const char *name);
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void bind(const char *name);
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const char *getName() const;
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const char *getBaseName() const;
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const char *getFullName() const;
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bool dummy() const;
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};
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struct Character {
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AnimationPtr _ani;
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GfxObj *_head;
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GfxObj *_talk;
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Character();
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protected:
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CharacterName _name;
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public:
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void setName(const char *name);
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const char *getName() const;
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const char *getBaseName() const;
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const char *getFullName() const;
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bool dummy() const;
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};
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class SaveLoad;
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#define NUM_LOCATIONS 120
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class Parallaction : public Engine {
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friend class Debugger;
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public:
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int getGameType() const;
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uint32 getFeatures() const;
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Common::Language getLanguage() const;
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Common::Platform getPlatform() const;
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protected: // members
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bool detectGame();
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private:
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const PARALLACTIONGameDescription *_gameDescription;
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uint16 _language;
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public:
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Parallaction(OSystem *syst, const PARALLACTIONGameDescription *gameDesc);
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~Parallaction();
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// Engine APIs
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virtual Common::Error init();
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virtual Common::Error go() = 0;
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virtual Common::Error run() {
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Common::Error err;
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err = init();
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if (err.getCode() != Common::kNoError)
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return err;
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return go();
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}
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virtual bool hasFeature(EngineFeature f) const;
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virtual void pauseEngineIntern(bool pause);
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virtual GUI::Debugger *getDebugger();
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// info
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int32 _screenWidth;
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int32 _screenHeight;
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int32 _screenSize;
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int _gameType;
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// subsystems
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Gfx *_gfx;
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Disk *_disk;
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Input *_input;
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Debugger *_debugger;
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SaveLoad *_saveLoad;
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MenuInputHelper *_menuHelper;
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Common::RandomSource _rnd;
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SoundMan *_soundMan;
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// fonts
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Font *_labelFont;
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Font *_menuFont;
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Font *_introFont;
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Font *_dialogueFont;
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// game utilities
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Table *_globalFlagsNames;
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Table *_objectsNames;
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GfxObj *_objects;
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Table *_callableNames;
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Table *_localFlagNames;
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CommandExec *_cmdExec;
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ProgramExec *_programExec;
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BalloonManager *_balloonMan;
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DialogueManager *_dialogueMan;
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InventoryRenderer *_inventoryRenderer;
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Inventory *_inventory; // inventory for the current character
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// game data
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Character _char;
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uint32 _localFlags[NUM_LOCATIONS];
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char _locationNames[NUM_LOCATIONS][32];
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int16 _currentLocationIndex;
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uint16 _numLocations;
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Location _location;
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ZonePtr _activeZone;
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char _characterName1[50]; // only used in changeCharacter
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ZonePtr _zoneTrap;
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ZonePtr _commentZone;
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Common::String _newLocationName;
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protected:
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void runGame();
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void runGameFrame(int event);
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void runGuiFrame();
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void cleanupGui();
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void runDialogueFrame();
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void exitDialogueMode();
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void runCommentFrame();
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void enterCommentMode(ZonePtr z);
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void exitCommentMode();
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void updateView();
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void drawAnimation(AnimationPtr anim);
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void drawZone(ZonePtr zone);
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void updateZones();
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void doLocationEnterTransition();
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void allocateLocationSlot(const char *name);
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void finalizeLocationParsing();
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void showLocationComment(const Common::String &text, bool end);
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void destroyDialogueManager();
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public:
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void beep();
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void pauseJobs();
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void resumeJobs();
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uint getInternLanguage();
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void setInternLanguage(uint id);
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void enterDialogueMode(ZonePtr z);
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void scheduleLocationSwitch(const char *location);
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void showSlide(const char *name, int x = 0, int y = 0);
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public:
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void setLocationFlags(uint32 flags);
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void clearLocationFlags(uint32 flags);
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void toggleLocationFlags(uint32 flags);
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uint32 getLocationFlags();
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bool checkSpecialZoneBox(ZonePtr z, uint32 type, uint x, uint y);
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bool checkZoneBox(ZonePtr z, uint32 type, uint x, uint y);
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bool checkZoneType(ZonePtr z, uint32 type);
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bool checkLinkedAnimBox(ZonePtr z, uint32 type, uint x, uint y);
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ZonePtr hitZone(uint32 type, uint16 x, uint16 y);
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void runZone(ZonePtr z);
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bool pickupItem(ZonePtr z);
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void updateDoor(ZonePtr z, bool close);
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void showZone(ZonePtr z, bool visible);
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void highlightInventoryItem(ItemPosition pos);
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int16 getHoverInventoryItem(int16 x, int16 y);
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int addInventoryItem(ItemName item);
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int addInventoryItem(ItemName item, uint32 value);
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void dropItem(uint16 v);
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bool isItemInInventory(int32 v);
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const InventoryItem* getInventoryItem(int16 pos);
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int16 getInventoryItemIndex(int16 pos);
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void cleanInventory(bool keepVerbs = true);
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void openInventory();
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void closeInventory();
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virtual void parseLocation(const char* name) = 0;
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virtual void changeLocation() = 0;
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virtual void changeCharacter(const char *name) = 0;
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virtual void callFunction(uint index, void* parm) = 0;
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virtual void runPendingZones() = 0;
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virtual void cleanupGame() = 0;
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virtual void updateWalkers() = 0;
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virtual void scheduleWalk(int16 x, int16 y, bool fromUser) = 0;
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virtual DialogueManager *createDialogueManager(ZonePtr z) = 0;
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virtual bool processGameEvent(int event) = 0;
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};
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class Parallaction_ns : public Parallaction {
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public:
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Parallaction_ns(OSystem* syst, const PARALLACTIONGameDescription *gameDesc);
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~Parallaction_ns();
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// Engine APIs
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virtual Common::Error init();
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virtual Common::Error go();
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SoundMan_ns* _soundManI;
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uint16 _score;
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Common::String _password;
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public:
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virtual void parseLocation(const char *filename);
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virtual void changeLocation();
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virtual void changeCharacter(const char *name);
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virtual void callFunction(uint index, void* parm);
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virtual void runPendingZones();
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virtual void cleanupGame();
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virtual void updateWalkers();
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virtual void scheduleWalk(int16 x, int16 y, bool fromUser);
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virtual DialogueManager *createDialogueManager(ZonePtr z);
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virtual bool processGameEvent(int event);
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void changeBackground(const char *background, const char *mask = 0, const char *path = 0);
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private:
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bool _inTestResult;
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LocationParser_ns *_locationParser;
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ProgramParser_ns *_programParser;
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private:
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void initFonts();
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void freeFonts();
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void initResources();
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void initInventory();
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void destroyInventory();
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void setupBalloonManager();
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void startGui();
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void startCreditSequence();
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void startEndPartSequence();
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void loadProgram(AnimationPtr a, const char *filename);
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void freeLocation(bool removeAll);
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void freeCharacter();
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void destroyTestResultLabels();
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void startMovingSarcophagus(ZonePtr sarc);
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void stopMovingSarcophagus();
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// callables data
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typedef void (Parallaction_ns::*Callable)(void *);
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const Callable *_callables;
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ZonePtr _moveSarcGetZone;
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ZonePtr _moveSarcExaZone;
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ZonePtr _moveSarcGetZones[5];
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ZonePtr _moveSarcExaZones[5];
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uint16 num_foglie;
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int16 _sarcophagusDeltaX;
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bool _movingSarcophagus; // sarcophagus stuff to be saved
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uint16 _freeSarcophagusSlotX; // sarcophagus stuff to be saved
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AnimationPtr _rightHandAnim;
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bool _intro;
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static const Callable _dosCallables[25];
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static const Callable _amigaCallables[25];
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GfxObj *_testResultLabels[2];
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PathWalker_NS *_walker;
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// common callables
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void _c_play_boogie(void *);
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void _c_startIntro(void *);
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void _c_endIntro(void *);
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void _c_moveSheet(void *);
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void _c_sketch(void *);
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void _c_shade(void *);
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void _c_score(void *);
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void _c_fade(void *);
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void _c_moveSarc(void *);
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void _c_contaFoglie(void *);
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void _c_zeroFoglie(void *);
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void _c_trasformata(void *);
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void _c_offMouse(void *);
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void _c_onMouse(void *);
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void _c_setMask(void *);
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void _c_endComment(void *);
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void _c_frankenstein(void *);
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void _c_finito(void *);
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void _c_ridux(void *);
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void _c_testResult(void *);
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// dos specific callables
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void _c_null(void *);
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// amiga specific callables
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void _c_projector(void *);
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void _c_HBOff(void *);
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void _c_offSound(void *);
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void _c_startMusic(void *);
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void _c_closeMusic(void *);
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void _c_HBOn(void *);
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};
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#define NUM_ZONES 100
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class Parallaction_br : public Parallaction {
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public:
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Parallaction_br(OSystem* syst, const PARALLACTIONGameDescription *gameDesc);
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~Parallaction_br();
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virtual Common::Error init();
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virtual Common::Error go();
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public:
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virtual void parseLocation(const char* name);
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virtual void changeLocation();
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virtual void changeCharacter(const char *name);
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virtual void callFunction(uint index, void* parm);
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virtual void runPendingZones();
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virtual void cleanupGame();
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virtual void updateWalkers();
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virtual void scheduleWalk(int16 x, int16 y, bool fromUser);
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virtual DialogueManager *createDialogueManager(ZonePtr z);
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virtual bool processGameEvent(int event);
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void setupSubtitles(char *s, char *s2, int y);
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void clearSubtitles();
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void testCounterCondition(const Common::String &name, int op, int value);
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void restoreOrSaveZoneFlags(ZonePtr z, bool restore);
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public:
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bool counterExists(const Common::String &name);
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int getCounterValue(const Common::String &name);
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void setCounterValue(const Common::String &name, int value);
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void setFollower(const Common::String &name);
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int getSfxStatus();
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int getMusicStatus();
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void enableSfx(bool enable);
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void enableMusic(bool enable);
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const char **_audioCommandsNamesRes;
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static const char *_partNames[];
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int _part;
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int _nextPart;
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#if 0 // disabled since I couldn't find any references to lip sync in the scripts
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int16 _lipSyncVal;
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uint _subtitleLipSync;
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#endif
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int _subtitleY;
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GfxObj *_subtitle[2];
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ZonePtr _activeZone2;
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uint32 _zoneFlags[NUM_LOCATIONS][NUM_ZONES];
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private:
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LocationParser_br *_locationParser;
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ProgramParser_br *_programParser;
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SoundMan_br *_soundManI;
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Inventory *_charInventories[3]; // all the inventories
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int32 _counters[32];
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Table *_countersNames;
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private:
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void initResources();
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void initInventory();
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void destroyInventory();
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void setupBalloonManager();
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void initFonts();
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void freeFonts();
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void freeLocation(bool removeAll);
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void loadProgram(AnimationPtr a, const char *filename);
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void startGui(bool showSplash);
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void startIngameMenu();
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void freeCharacter();
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typedef void (Parallaction_br::*Callable)(void *);
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const Callable *_callables;
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static const Callable _dosCallables[6];
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static const Callable _amigaCallables[6];
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Common::String _followerName;
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AnimationPtr _follower;
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PathWalker_BR *_walker;
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// dos callables
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void _c_null(void *);
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void _c_blufade(void *);
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void _c_resetpalette(void *);
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void _c_ferrcycle(void *);
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void _c_lipsinc(void *);
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void _c_albcycle(void *);
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void _c_password(void *);
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};
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extern Parallaction *g_vm;
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} // End of namespace Parallaction
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#endif
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