mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-20 08:48:13 +00:00
884a6b1dfb
svn-id: r33272
702 lines
14 KiB
C++
702 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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* $URL$
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* $Id$
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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/savefile.h"
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#include "engines/engine.h"
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#include "parallaction/exec.h"
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#include "parallaction/input.h"
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#include "parallaction/inventory.h"
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#include "parallaction/parser.h"
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#include "parallaction/objects.h"
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#include "parallaction/disk.h"
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#include "parallaction/walk.h"
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#define PATH_LEN 200
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extern OSystem *g_system;
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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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// high values mean high priority
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enum {
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kPriority0 = 0,
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kPriority1 = 1,
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kPriority2 = 2,
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kPriority3 = 3,
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kPriority4 = 4,
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kPriority5 = 5,
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kPriority6 = 6,
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kPriority7 = 7,
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kPriority8 = 8,
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kPriority9 = 9,
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kPriority10 = 10,
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kPriority11 = 11,
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kPriority12 = 12,
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kPriority13 = 13,
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kPriority14 = 14,
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kPriority15 = 15,
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kPriority16 = 16,
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kPriority17 = 17,
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kPriority18 = 18,
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kPriority19 = 19,
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kPriority20 = 20,
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kPriority21 = 21
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};
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enum EngineFlags {
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kEngineQuit = (1 << 0),
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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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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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};
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enum {
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kCursorArrow = -1
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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 uint16 _mouseButtons;
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extern char _password[8];
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extern uint16 _score;
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extern uint16 _language;
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extern uint32 _engineFlags;
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extern char _saveData1[];
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extern uint32 _commandFlags;
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extern const char *_dinoName;
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extern const char *_donnaName;
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extern const char *_doughName;
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extern const char *_drkiName;
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extern const char *_minidinoName;
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extern const char *_minidonnaName;
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extern const char *_minidoughName;
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extern const char *_minidrkiName;
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class Debugger;
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class Gfx;
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class SoundMan;
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class Input;
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class DialogueManager;
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class MenuInputHelper;
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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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char *_comment;
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char *_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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WalkNodeList _walkNodes;
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char _slideText[2][MAX_TOKEN_LEN];
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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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};
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struct Character {
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Parallaction *_vm;
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AnimationPtr _ani;
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GfxObj *_head;
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GfxObj *_talk;
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GfxObj *_objs;
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PathBuilder _builder;
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WalkNodeList *_walkPath;
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Character(Parallaction *vm);
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void getFoot(Common::Point &foot);
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void setFoot(const Common::Point &foot);
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void scheduleWalk(int16 x, int16 y);
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void free();
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protected:
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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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int16 _direction, _step;
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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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void updateDirection(const Common::Point& pos, const Common::Point& to);
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};
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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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Parallaction(OSystem *syst, const PARALLACTIONGameDescription *gameDesc);
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~Parallaction();
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int init();
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virtual bool loadGame() = 0;
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virtual bool saveGame() = 0;
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Input *_input;
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void processInput(InputData* data);
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void pauseJobs();
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void resumeJobs();
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void finalizeWalk(Character &character);
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int16 selectWalkFrame(Character &character, const Common::Point& pos, const WalkNodePtr to);
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void clipMove(Common::Point& pos, const Common::Point& to);
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ZonePtr findZone(const char *name);
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ZonePtr hitZone(uint32 type, uint16 x, uint16 y);
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uint16 runZone(ZonePtr z);
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void freeZones();
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AnimationPtr findAnimation(const char *name);
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void freeAnimations();
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void setBackground(const char *background, const char *mask, const char *path);
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void freeBackground();
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Table *_globalTable;
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Table *_objectsNames;
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Table *_callableNames;
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Table *_localFlagNames;
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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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private:
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const PARALLACTIONGameDescription *_gameDescription;
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public:
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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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PathBuffer *_pathBuffer;
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SoundMan *_soundMan;
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Gfx* _gfx;
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Disk* _disk;
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CommandExec* _cmdExec;
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ProgramExec* _programExec;
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Character _char;
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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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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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Font *_labelFont;
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Font *_menuFont;
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Font *_introFont;
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Font *_dialogueFont;
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Common::RandomSource _rnd;
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Debugger *_debugger;
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protected: // data
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uint32 _baseTime;
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char _characterName1[50]; // only used in changeCharacter
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Common::String _saveFileName;
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protected: // members
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bool detectGame(void);
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void initGlobals();
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void runGame();
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void updateView();
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void doLocationEnterTransition();
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virtual void changeLocation(char *location) = 0;
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virtual void runPendingZones() = 0;
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void allocateLocationSlot(const char *name);
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void finalizeLocationParsing();
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void freeLocation();
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void showLocationComment(const char *text, bool end);
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void displayComment(ExamineData *data);
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void checkDoor(const Common::Point &foot);
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void freeCharacter();
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int16 pickupItem(ZonePtr z);
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void clearSet(OpcodeSet &opcodes);
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public:
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void scheduleLocationSwitch(const char *location);
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virtual void changeCharacter(const char *name) = 0;
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virtual void callFunction(uint index, void* parm) { }
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virtual void setArrowCursor() = 0;
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virtual void setInventoryCursor(int pos) = 0;
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virtual void parseLocation(const char* name) = 0;
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void updateDoor(ZonePtr z);
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virtual void walk(Character &character) = 0;
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virtual void drawAnimations() = 0;
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void beep();
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ZonePtr _zoneTrap;
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public:
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// const char **_zoneFlagNamesRes;
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// const char **_zoneTypeNamesRes;
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// const char **_commandsNamesRes;
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const char **_callableNamesRes;
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const char **_instructionNamesRes;
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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 initInventory();
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void destroyInventory();
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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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Inventory *_inventory;
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InventoryRenderer *_inventoryRenderer;
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BalloonManager *_balloonMan;
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void setupBalloonManager();
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void hideDialogueStuff();
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DialogueManager *_dialogueMan;
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void enterDialogueMode(ZonePtr z);
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void exitDialogueMode();
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void runDialogueFrame();
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MenuInputHelper *_menuHelper;
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void runGuiFrame();
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void cleanupGui();
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ZonePtr _commentZone;
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void enterCommentMode(ZonePtr z);
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void exitCommentMode();
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void runCommentFrame();
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void setInternLanguage(uint id);
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uint getInternLanguage();
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};
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class LocationName {
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Common::String _slide;
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Common::String _character;
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Common::String _location;
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bool _hasCharacter;
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bool _hasSlide;
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char *_buf;
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public:
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LocationName();
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~LocationName();
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void bind(const char*);
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const char *location() const {
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return _location.c_str();
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}
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bool hasCharacter() const {
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return _hasCharacter;
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}
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const char *character() const {
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return _character.c_str();
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}
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bool hasSlide() const {
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return _hasSlide;
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}
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const char *slide() const {
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return _slide.c_str();
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}
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const char *c_str() const {
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return _buf;
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}
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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) : Parallaction(syst, gameDesc) { }
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~Parallaction_ns();
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int init();
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int go();
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public:
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typedef void (Parallaction_ns::*Callable)(void*);
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virtual void callFunction(uint index, void* parm);
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void setMousePointer(uint32 value);
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bool loadGame();
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bool saveGame();
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void switchBackground(const char* background, const char* mask);
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void showSlide(const char *name);
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void setArrowCursor();
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// TODO: this should be private!!!!!!!
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bool _inTestResult;
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void cleanupGame();
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bool allPartsComplete();
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private:
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LocationParser_ns *_locationParser;
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ProgramParser_ns *_programParser;
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void initFonts();
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void freeFonts();
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void renameOldSavefiles();
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Common::String genSaveFileName(uint slot, bool oldStyle = false);
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Common::InSaveFile *getInSaveFile(uint slot);
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Common::OutSaveFile *getOutSaveFile(uint slot);
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void setPartComplete(const Character& character);
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private:
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void changeLocation(char *location);
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void changeCharacter(const char *name);
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void runPendingZones();
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void setInventoryCursor(int pos);
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void doLoadGame(uint16 slot);
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void doSaveGame(uint16 slot, const char* name);
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int buildSaveFileList(Common::StringList& l);
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int selectSaveFile(uint16 arg_0, const char* caption, const char* button);
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void initResources();
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void initCursors();
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static byte _resMouseArrow[256];
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byte *_mouseArrow;
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Frames *_mouseComposedArrow;
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static const Callable _dosCallables[25];
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static const Callable _amigaCallables[25];
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/*
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game callables data members
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*/
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ZonePtr _moveSarcZone0;
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ZonePtr _moveSarcZone1;
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uint16 num_foglie;
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int16 _introSarcData1;
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uint16 _introSarcData2; // sarcophagus stuff to be saved
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uint16 _introSarcData3; // sarcophagus stuff to be saved
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ZonePtr _moveSarcZones[5];
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ZonePtr _moveSarcExaZones[5];
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AnimationPtr _rightHandAnim;
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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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const Callable *_callables;
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protected:
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void walk(Character &character);
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void drawAnimations();
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void parseLocation(const char *filename);
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void loadProgram(AnimationPtr a, const char *filename);
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void selectStartLocation();
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void startGui();
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void startCreditSequence();
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void startEndPartSequence();
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};
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#define NUM_ZONES 100
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class Parallaction_br : public Parallaction_ns {
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typedef Parallaction_ns Super;
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public:
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Parallaction_br(OSystem* syst, const PARALLACTIONGameDescription *gameDesc) : Parallaction_ns(syst, gameDesc) { }
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~Parallaction_br();
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int init();
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int go();
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public:
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typedef void (Parallaction_br::*Callable)(void*);
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virtual void callFunction(uint index, void* parm);
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void changeCharacter(const char *name);
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void setupSubtitles(char *s, char *s2, int y);
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void clearSubtitles();
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public:
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Table *_countersNames;
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const char **_audioCommandsNamesRes;
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int _part;
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int _progress;
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int16 _lipSyncVal;
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uint _subtitleLipSync;
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int _subtitleY;
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int _subtitle[2];
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ZonePtr _activeZone2;
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int32 _counters[32];
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uint32 _zoneFlags[NUM_LOCATIONS][NUM_ZONES];
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void startPart(uint part);
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void setArrowCursor();
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private:
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LocationParser_br *_locationParser;
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ProgramParser_br *_programParser;
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void initResources();
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void initFonts();
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void freeFonts();
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void setInventoryCursor(int pos);
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void changeLocation(char *location);
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void runPendingZones();
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void initPart();
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void freePart();
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void setMousePointer(int16 index);
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void initCursors();
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Frames *_dinoCursor;
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Frames *_dougCursor;
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Frames *_donnaCursor;
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Frames *_mouseArrow;
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static const char *_partNames[];
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void startGui();
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static const Callable _dosCallables[6];
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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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const Callable *_callables;
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void parseLocation(const char* name);
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void loadProgram(AnimationPtr a, const char *filename);
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#if 0
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void jobWaitRemoveLabelJob(void *parm, Job *job);
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void jobPauseSfx(void *parm, Job *job);
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void jobStopFollower(void *parm, Job *job);
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void jobScroll(void *parm, Job *job);
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#endif
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};
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// FIXME: remove global
|
|
extern Parallaction *_vm;
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} // namespace Parallaction
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#endif
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