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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef HYPNO_GRAMMAR_H
#define HYPNO_GRAMMAR_H
#include "common/array.h"
#include "common/hash-ptr.h"
#include "common/hash-str.h"
#include "common/list.h"
#include "common/queue.h"
#include "common/rect.h"
#include "common/str.h"
#include "video/smk_decoder.h"
namespace Hypno {
typedef Common::String Filename;
typedef Common::List<Filename> Filenames;
class HypnoSmackerDecoder : public Video::SmackerDecoder {
public:
bool loadStream(Common::SeekableReadStream *stream) override;
protected:
uint32 getSignatureVersion(uint32 signature) const override;
};
class MVideo {
public:
MVideo(Filename, Common::Point, bool, bool, bool);
Filename path;
Common::Point position;
bool scaled;
bool transparent;
bool loop;
HypnoSmackerDecoder *decoder;
};
typedef Common::Array<MVideo> Videos;
enum HotspotType {
MakeMenu,
MakeHotspot
};
enum ActionType {
MiceAction,
TimerAction,
PaletteAction,
BackgroundAction,
HighlightAction,
OverlayAction,
EscapeAction,
SaveAction,
LoadAction,
LoadCheckpointAction,
QuitAction,
CutsceneAction,
PlayAction,
IntroAction,
AmbientAction,
WalNAction,
GlobalAction,
TalkAction,
SwapPointerAction,
SoundAction,
ChangeLevelAction
};
class Action {
public:
virtual ~Action() {} // needed to make Action polymorphic
ActionType type;
};
typedef Common::Array<Action *> Actions;
class Hotspot;
typedef Common::Array<Hotspot> Hotspots;
typedef Common::Array<Hotspots *> HotspotsStack;
typedef Common::Array<Graphics::Surface *> Frames;
class Hotspot {
public:
Hotspot(HotspotType type_, Common::Rect rect_ = Common::Rect(0, 0, 0, 0)) {
type = type_;
rect = rect_;
smenu = nullptr;
}
HotspotType type;
Common::String flags[3];
Common::Rect rect;
Common::String setting;
Filename background;
Frames backgroundFrames;
Actions actions;
Hotspots *smenu;
};
class Mice : public Action {
public:
Mice(Filename path_, uint32 index_) {
type = MiceAction;
path = path_;
index = index_;
}
Filename path;
uint32 index;
};
class SwapPointer : public Action {
public:
SwapPointer(uint32 index_) {
type = SwapPointerAction;
index = index_;
}
uint32 index;
};
class Timer : public Action {
public:
Timer(uint32 delay_, Common::String flag_) {
type = TimerAction;
delay = delay_;
flag = flag_;
}
uint32 delay;
Common::String flag;
};
class Palette : public Action {
public:
Palette(Filename path_) {
type = PaletteAction;
path = path_;
}
Filename path;
};
class Highlight : public Action {
public:
Highlight(Common::String condition_) {
type = HighlightAction;
condition = condition_;
}
Common::String condition;
};
class Background : public Action {
public:
Background(Filename path_, Common::Point origin_, Common::String condition_, Common::String flag1_, Common::String flag2_) {
type = BackgroundAction;
path = path_;
origin = origin_;
condition = condition_;
flag1 = flag1_;
flag2 = flag2_;
}
Filename path;
Common::Point origin;
Common::String condition;
Common::String flag1;
Common::String flag2;
};
class Overlay : public Action {
public:
Overlay(Filename path_, Common::Point origin_, Common::String flag_) {
type = OverlayAction;
path = path_;
origin = origin_;
flag = flag_;
}
Filename path;
Common::Point origin;
Common::String flag;
};
class Escape : public Action {
public:
Escape() {
type = EscapeAction;
}
};
class Save : public Action {
public:
Save() {
type = SaveAction;
}
};
class Load : public Action {
public:
Load() {
type = LoadAction;
}
};
class LoadCheckpoint : public Action {
public:
LoadCheckpoint() {
type = LoadCheckpointAction;
}
};
class Quit : public Action {
public:
Quit() {
type = QuitAction;
}
};
class Cutscene : public Action {
public:
Cutscene(Filename path_) {
type = CutsceneAction;
path = path_;
}
Filename path;
};
class Sound : public Action {
public:
Sound(Filename path_) {
type = SoundAction;
path = path_;
}
Filename path;
};
class Intro : public Action {
public:
Intro(Filename path_) {
type = IntroAction;
path = path_;
}
Filename path;
};
class Play : public Action {
public:
Play(Filename path_, Common::Point origin_, Common::String condition_, Common::String flag_) {
type = PlayAction;
path = path_;
origin = origin_;
condition = condition_;
flag = flag_;
}
Filename path;
Common::Point origin;
Common::String condition;
Common::String flag;
};
class Ambient : public Action {
public:
Ambient(Filename path_, Common::Point origin_, Common::String flag_) {
type = AmbientAction;
path = path_;
origin = origin_;
flag = flag_;
fullscreen = false;
frameNumber = 0;
}
Filename path;
Common::Point origin;
Common::String flag;
uint32 frameNumber;
bool fullscreen;
};
class WalN : public Action {
public:
WalN(Common::String wn_, Filename path_, Common::Point origin_, Common::String condition_, Common::String flag_) {
wn = wn_;
type = WalNAction;
path = path_;
origin = origin_;
condition = condition_;
flag = flag_;
}
Common::String wn;
Filename path;
Common::Point origin;
Common::String condition;
Common::String flag;
};
class Global : public Action {
public:
Global(Common::String variable_, Common::String command_) {
type = GlobalAction;
variable = variable_;
command = command_;
}
Common::String variable;
Common::String command;
};
class TalkCommand {
public:
Common::String command;
Common::String variable;
Filename path;
uint32 num;
Common::Point position;
};
typedef Common::Array<TalkCommand> TalkCommands;
class Talk : public Action {
public:
Talk() {
type = TalkAction;
boxPos = Common::Point(0, 0);
escape = false;
active = true;
}
Talk(Talk *t) {
*this = *t;
}
TalkCommands commands;
bool active;
bool escape;
Common::Point introPos;
Filename intro;
Common::Point boxPos;
Filename background;
Common::Point backgroundPos;
Common::Rect rect;
Filename second;
Common::Point secondPos;
};
class ChangeLevel : public Action {
public:
ChangeLevel(Filename level_) {
type = ChangeLevelAction;
level = level_;
}
Filename level;
};
enum LevelType {
TransitionLevel,
SceneLevel,
ArcadeLevel,
CodeLevel
};
class Level {
public:
Level() {
type = CodeLevel;
musicRate = 22050;
playMusicDuringIntro = false;
musicStereo = false;
}
virtual ~Level() {} // needed to make Level polymorphic
LevelType type;
Filenames intros;
Filename prefix;
Filename levelIfWin;
Filename levelIfLose;
bool playMusicDuringIntro;
Filename music;
uint32 musicRate;
bool musicStereo;
};
class Scene : public Level {
public:
Scene() {
type = SceneLevel;
resolution = "640x480";
}
Common::String resolution;
Hotspots hots;
};
class FrameInfo {
public:
FrameInfo(uint32 start_, uint32 length_) {
start = start_;
length = length_;
}
uint32 lastFrame() {
return start + length;
}
uint32 start;
uint32 length;
};
enum ScriptMode {
Interactive = 1,
NonInteractive,
};
class ScriptInfo {
public:
ScriptInfo(uint32 time_, uint32 mode_, uint32 actor_, uint32 cursor_) {
time = time_;
mode = ScriptMode(mode_);
actor = actor_;
cursor = cursor_;
}
uint32 time;
ScriptMode mode;
uint32 actor;
uint32 cursor;
};
typedef Common::List<ScriptInfo> Script;
class Shoot {
public:
Shoot() {
destroyed = false;
video = nullptr;
timesToShoot = 1;
pointsToShoot = 0;
attackWeight = 0;
paletteOffset = 0;
paletteSize = 0;
missedAnimation = 0;
objKillsCount = 0;
objMissesCount = 0;
animation = "NONE";
explosionAnimation = "";
startFrame = 0;
lastFrame = 1024;
interactionFrame = 0;
noEnemySound = false;
enemySoundRate = 22050;
isAnimal = false;
nonHostile = false;
playInteractionAudio = false;
animalSound = "";
jumpToTimeAfterKilled = 0;
warningVideoIdx = 0;
waitForClickAfterInteraction = 0;
direction = 0;
}
Common::String name;
Filename animation;
Filename startSound;
Common::Point position;
Common::Point deathPosition;
uint32 timesToShoot;
uint32 pointsToShoot;
uint32 attackWeight;
// Objectives
uint32 objKillsCount;
uint32 objMissesCount;
// Palette
uint32 paletteOffset;
uint32 paletteSize;
// Missed animation
uint32 missedAnimation;
// Sounds
Filename enemySound;
uint32 enemySoundRate;
Filename deathSound;
Filename hitSound;
Filename animalSound;
MVideo *video;
Common::List<uint32> attackFrames;
Common::Array<FrameInfo> bodyFrames;
Common::Array<FrameInfo> explosionFrames;
uint32 startFrame;
uint32 lastFrame;
uint32 interactionFrame;
Filename explosionAnimation;
Filename additionalVideo;
bool playInteractionAudio;
bool destroyed;
bool noEnemySound;
// Soldier Boyz specific
bool nonHostile;
bool isAnimal;
Common::String checkIfDestroyed;
int jumpToTimeAfterKilled;
char direction;
uint32 waitForClickAfterInteraction;
uint32 warningVideoIdx;
};
typedef Common::Array<Shoot> Shoots;
class ShootInfo {
public:
Common::String name;
uint32 timestamp;
};
typedef Common::List<ShootInfo> ShootSequence;
class SegmentShoots {
public:
SegmentShoots() {
segmentRepetition = 0;
}
ShootSequence shootSequence;
uint32 segmentRepetition;
};
typedef Common::Array<SegmentShoots> SegmentShootsSequence;
typedef Common::Array<Common::String> Sounds;
enum SegmentType {
Straight,
Select3,
TurnLeft3,
Straight3,
TurnRight3,
Select2,
TurnLeft2,
TurnRight2,
};
class Segment {
public:
Segment(byte type_, uint32 start_, uint32 size_) {
type = type_;
start = start_;
size = size_;
end = false;
}
byte type;
uint32 start;
uint32 size;
bool end;
};
typedef Common::Array<Segment> Segments;
class ArcadeTransition {
public:
ArcadeTransition(Filename video_, Filename palette_, Filename sound_, uint32 soundRate_, uint32 time_) {
video = video_;
palette = palette_;
sound = sound_;
soundRate = soundRate_;
soundStereo = false;
loseLevel = false;
winLevel = false;
selection = false;
jumpToTime = 0;
time = time_;
}
Filename video;
Filename palette;
Filename sound;
uint32 soundRate;
bool soundStereo;
bool loseLevel;
bool winLevel;
bool selection;
uint32 jumpToTime;
uint32 time;
};
typedef Common::List<ArcadeTransition> ArcadeTransitions;
class ArcadeShooting : public Level {
public:
ArcadeShooting() {
type = ArcadeLevel;
health = 100;
id = 0;
objKillsRequired[0] = 0;
objKillsRequired[1] = 0;
objMissesAllowed[0] = 0;
objMissesAllowed[1] = 0;
mouseBox = Common::Rect(0, 0, 320, 200);
frameDelay = 0;
targetSoundRate = 0; // TODO: unused
shootSoundRate = 0;
enemySoundRate = 0;
hitSoundRate = 0;
additionalSoundRate = 0;
noAmmoSoundRate = 0;
}
void clear() {
nextLevelVideo.clear();
postStatsVideo.clear();
backgroundVideo.clear();
transitions.clear();
maskVideo.clear();
player.clear();
shoots.clear();
intros.clear();
defeatNoEnergyFirstVideo.clear();
defeatMissBossVideo.clear();
defeatNoEnergySecondVideo.clear();
missBoss1Video.clear();
missBoss2Video.clear();
hitBoss1Video.clear();
hitBoss2Video.clear();
beforeVideo.clear();
briefingVideo.clear();
additionalVideo.clear();
additionalSound.clear();
noAmmoSound.clear();
segments.clear();
script.clear();
objKillsRequired[0] = 0;
objKillsRequired[1] = 0;
objMissesAllowed[0] = 0;
objMissesAllowed[1] = 0;
mouseBox = Common::Rect(0, 0, 320, 200);
anchor = Common::Point(0, 0);
targetSoundRate = 0;
shootSoundRate = 0;
enemySoundRate = 0;
hitSoundRate = 0;
noAmmoSoundRate = 0;
}
uint32 id;
uint32 frameDelay;
Common::String mode;
Common::Rect mouseBox;
Common::Point anchor;
ArcadeTransitions transitions;
Segments segments;
// Objectives
uint32 objKillsRequired [2];
uint32 objMissesAllowed [2];
// Script
Script script;
// Videos
Filename nextLevelVideo;
Filename postStatsVideo;
Filename defeatNoEnergyFirstVideo;
Filename defeatNoEnergySecondVideo;
Filename defeatMissBossVideo;
Filename hitBoss1Video;
Filename missBoss1Video;
Filename hitBoss2Video;
Filename missBoss2Video;
Filename beforeVideo;
Filename additionalVideo;
Filename briefingVideo;
Filename backgroundVideo;
Filename backgroundPalette;
Filename maskVideo;
Filename player;
int health;
Shoots shoots;
SegmentShootsSequence shootSequence;
// Sounds
Filename targetSound;
uint32 targetSoundRate;
Filename shootSound;
uint32 shootSoundRate;
Filename enemySound;
uint32 enemySoundRate;
Filename hitSound;
uint32 hitSoundRate;
Filename additionalSound;
uint32 additionalSoundRate;
Filename noAmmoSound;
uint32 noAmmoSoundRate;
};
class Transition : public Level {
public:
Transition(Common::String level) {
type = TransitionLevel;
nextLevel = level;
levelEasy = "";
levelHard = "";
frameNumber = 0;
frameImage = "";
}
Transition(Common::String easy, Common::String hard) {
type = TransitionLevel;
levelEasy = easy;
levelHard = hard;
frameNumber = 0;
frameImage = "";
}
Common::String nextLevel;
Common::String levelEasy;
Common::String levelHard;
Filename frameImage;
uint32 frameNumber;
};
class Code : public Level {
public:
Code(Common::String name_) {
type = CodeLevel;
name = name_;
}
Common::String name;
};
typedef Common::HashMap<Filename, Level*> Levels;
extern Hotspots *g_parsedHots;
extern ArcadeShooting *g_parsedArc;
class ArcadeStats {
public:
ArcadeStats() {
livesUsed = 0;
shootsFired = 0;
enemyHits = 0;
enemyTargets = 0;
targetsDestroyed = 0;
targetsMissed = 0;
friendliesEncountered = 0;
infoReceived = 0;
}
uint32 livesUsed;
uint32 shootsFired;
uint32 enemyHits;
uint32 enemyTargets;
uint32 targetsDestroyed;
uint32 targetsMissed;
uint32 friendliesEncountered;
uint32 infoReceived;
};
} // End of namespace Hypno
#endif
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