mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-24 02:36:27 +00:00
d881196681
svn-id: r26262
459 lines
10 KiB
C++
459 lines
10 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2006 The ScummVM project
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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 "engines/engine.h"
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#include "parallaction/defs.h"
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#include "parallaction/inventory.h"
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#include "parallaction/parser.h"
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#include "parallaction/disk.h"
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#include "parallaction/zone.h"
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#include "common/str.h"
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#include "gui/dialog.h"
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#include "gui/widget.h"
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namespace GUI {
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class ListWidget;
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class CommandSender;
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}
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namespace Parallaction {
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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 {
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kMouseNone = 0,
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kMouseLeftUp = 1,
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kMouseLeftDown = 2,
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kMouseRightUp = 3,
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kMouseRightDown = 4
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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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struct Job;
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typedef void (*JobFn)(void*, Job*);
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struct Job : public Node {
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uint16 _count; // # of executions left
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uint16 _tag; // used for ordering
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uint16 _finished;
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void * _parm;
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JobFn _fn;
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public:
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Job() : _count(0), _tag(0), _finished(0), _parm(NULL), _fn(NULL) {
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}
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};
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extern uint16 _mouseButtons;
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extern uint16 _score;
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extern uint16 _language;
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extern Zone *_activeZone;
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extern uint32 _engineFlags;
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extern callable _callables[];
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extern Node _zones;
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extern Node _animations;
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extern uint32 _localFlags[];
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extern Command *_forwardedCommands[];
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extern char _forwardedAnimationNames[][20];
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extern uint16 _numForwards;
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extern char _soundFile[];
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extern char _slideText[][40];
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extern uint16 _introSarcData3; // sarcophagus stuff to be saved
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extern uint16 _introSarcData2; // sarcophagus stuff to be saved
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extern char *_globalTable[];
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extern char _saveData1[];
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extern byte _mouseHidden;
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extern uint32 _commandFlags;
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extern char *_objectsNames[];
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extern const char *_zoneTypeNames[];
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extern const char *_zoneFlagNames[];
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extern char *_localFlagNames[];
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extern const char *commands_names[];
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extern const char *_instructionNames[];
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extern const char *_callableNames[];
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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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// Various ways of detecting character modes used to exist
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// inside the engine, so they have been unified in the two
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// following macros.
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// Mini characters are those used in far away shots, like
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// the highway scenery, while Dummy characters are a mere
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// workaround to keep the engine happy when showing slides.
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// As a sidenote, standard sized characters' names start
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// with a lowercase 'd'.
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#define IS_MINI_CHARACTER(s) (((s)[0] == 'm'))
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#define IS_DUMMY_CHARACTER(s) (((s)[0] == 'D'))
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void waitUntilLeftClick();
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void addNode(Node *list, Node *n);
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void removeNode(Node *n);
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void freeNodeList(Node *list);
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Command *parseCommands(Script &script);
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void runCommands(Command *list, Zone *z = NULL);
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void freeCommands(Command*);
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void runDialogue(SpeakData*);
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WalkNode *buildWalkPath(uint16 x, uint16 y);
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void jobRemovePickedItem(void*, Job *j);
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void jobDisplayDroppedItem(void*, Job *j);
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void jobToggleDoor(void*, Job *j);
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void jobEraseAnimations(void *arg_0, Job *j);
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void jobWalk(void*, Job *j);
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void jobRunScripts(void*, Job *j);
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void jobDisplayAnimations(void*, Job *j);
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void jobDisplayLabel(void *parm, Job *j);
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void jobWaitRemoveJob(void *parm, Job *j);
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void jobShowInventory(void *parm, Job *j);
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void jobHideInventory(void *parm, Job *j);
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void jobEraseLabel(void *parm, Job *j);
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enum EngineFlags {
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kEngineQuit = (1 << 0),
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kEnginePauseJobs = (1 << 1),
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kEngineInventory = (1 << 2),
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kEngineWalking = (1 << 3),
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kEngineChangeLocation = (1 << 4),
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kEngineMouse = (1 << 5),
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kEngineDragging = (1 << 6),
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kEngineTransformedDonna = (1 << 7)
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};
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enum {
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kEvNone = 0,
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kEvEnterZone = 1,
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kEvExitZone = 2,
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kEvAction = 3,
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kEvOpenInventory = 4,
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kEvCloseInventory = 5,
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kEvHoverInventory = 6,
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kEvWalk = 7,
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kEvQuitGame = 1000,
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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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class Gfx;
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class Menu;
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class MidiPlayer;
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struct Location {
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Common::Point _startPosition;
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uint16 _startFrame;
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Node _walkNodes;
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char _name[100];
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Command *_aCommands;
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Command *_commands;
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char *_comment;
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char *_endComment;
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};
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struct Character {
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Animation _ani;
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StaticCnv *_head;
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Cnv *_talk;
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Cnv *_normalFrames;
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Cnv *_miniFrames;
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Cnv *_objs;
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Character() {
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_talk = NULL;
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// ._width = 0;
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// _talk._height = 0;
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// _talk._count = 0;
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// _talk._array = NULL;
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_head = NULL;
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// _head._width = 0;
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// _head._height = 0;
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// _head._data0 = NULL;
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// _head._data1 = NULL;
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_objs = NULL;
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// _objs._count = 0;
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_ani._left = 150;
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_ani._top = 100;
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_ani._z = 10;
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_ani._oldPos.x = -1000;
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_ani._oldPos.y = -1000;
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_ani._frame = 0;
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_ani._flags = kFlagsActive | kFlagsNoName;
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_ani._type = kZoneYou;
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_ani._label._cnv._data0 = NULL;
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_ani._label._text = strdup("yourself");
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_normalFrames = NULL;
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_miniFrames = NULL;
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}
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};
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class Parallaction : public Engine {
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public:
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Parallaction(OSystem *syst);
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~Parallaction();
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int init();
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int go();
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void loadGame();
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void saveGame();
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uint16 updateInput();
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void waitTime(uint32 t);
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static void initTable(const char *path, char **table);
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static void freeTable(char** table);
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static int16 searchTable(const char *s, const char **table);
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void parseLocation(const char *filename);
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void changeCursor(int32 index);
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void changeCharacter(const char *name);
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char *parseComment(Script &script);
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char *parseDialogueString(Script &script);
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Dialogue *parseDialogue(Script &script);
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Job *addJob(JobFn fn, void *parm, uint16 tag);
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void removeJob(Job *j);
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void pauseJobs();
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void resumeJobs();
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void runJobs();
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void freeZones(Node *list);
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Animation *findAnimation(const char *name);
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Zone *findZone(const char *name);
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Zone *hitZone(uint32 type, uint16 x, uint16 y);
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void freeAnimations();
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void sortAnimations();
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void freeLocation();
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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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MidiPlayer *_midiPlayer;
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Gfx* _gfx;
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Menu* _menu;
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char _characterName[30];
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Disk* _disk;
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char _locationNames[120][32];
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int16 _currentLocationIndex;
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uint16 _numLocations;
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Character _char;
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Location _location;
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InventoryItem _activeItem;
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Script *_locationScript;
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Common::Point _mousePos;
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Node _zones;
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Node _animations;
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protected: // data
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struct InputData {
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uint16 _event;
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Common::Point _mousePos;
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int16 _inventoryIndex;
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Zone* _zone;
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Label* _label;
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};
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bool _skipMenu;
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// input-only
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InputData _input;
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bool _actionAfterWalk; // actived when the character needs to move before taking an action
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// these two could/should be merged as they carry on the same duty in two member functions,
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// respectively processInput and translateInput
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int16 _procCurrentHoverItem;
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int16 _transCurrentHoverItem;
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uint32 _baseTime;
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uint16 _musicData1; // only used in changeLocation
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char _characterName1[50]; // only used in changeCharacter
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int16 _keyDown;
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Job _jobs;
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Node helperNode; // used for freeZones
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protected: // members
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bool detectGame(void);
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void initGame();
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void initGlobals();
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Common::String _saveFileName;
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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 doLoadGame(uint16 slot);
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void doSaveGame(uint16 slot, const char* name);
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void runGame();
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InputData * translateInput();
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void processInput(InputData*);
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int16 getHoverInventoryItem(int16 x, int16 y);
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uint32 getElapsedTime();
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void resetTimer();
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void doLocationEnterTransition();
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void parseZone(Script &script, Node *list, char *name);
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Animation * parseAnimation(Script &script, Node *list, char *name);
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void parseScriptLine(Instruction *inst, Animation *a, LocalVariable *locals);
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void parseZoneTypeBlock(Script &script, Zone *z);
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void loadProgram(Animation *a, char *filename);
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void changeLocation(char *location);
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void showSlide(const char *name);
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void pickMusic(const char *location);
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void selectCharacterMusic(const char *name);
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};
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// FIXME: remove global
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extern Parallaction *_vm;
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class SaveLoadChooser : public GUI::Dialog {
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typedef Common::String String;
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typedef Common::StringList StringList;
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protected:
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GUI::ListWidget *_list;
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GUI::ButtonWidget *_chooseButton;
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GUI::GraphicsWidget *_gfxWidget;
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GUI::StaticTextWidget *_date;
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GUI::StaticTextWidget *_time;
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GUI::StaticTextWidget *_playtime;
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GUI::ContainerWidget *_container;
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Parallaction *_vm;
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uint8 _fillR, _fillG, _fillB;
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public:
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SaveLoadChooser(const String &title, const String &buttonLabel, Parallaction *engine);
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~SaveLoadChooser();
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virtual void handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data);
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const String &getResultString() const;
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void setList(const StringList& list);
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int runModal();
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virtual void reflowLayout();
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};
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} // namespace Parallaction
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#endif
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