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Diffstat (limited to 'engines/avalanche/gyro.h')
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1 files changed, 409 insertions, 0 deletions
diff --git a/engines/avalanche/gyro.h b/engines/avalanche/gyro.h new file mode 100644 index 0000000000..0f8b9aea5d --- /dev/null +++ b/engines/avalanche/gyro.h @@ -0,0 +1,409 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +/* + * This code is based on the original source code of Lord Avalot d'Argent version 1.3. + * Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman. + */ + +/* GYRO It all revolves around this bit! */ + +#ifndef AVALANCHE_GYRO2_H +#define AVALANCHE_GYRO2_H + +#include "common/str.h" +#include "common/scummsys.h" +#include "common/file.h" + +#include "graphics/surface.h" + +#include "avalanche/roomnums.h" +#include "avalanche/color.h" + +namespace Avalanche { +class AvalancheEngine; + + +static const byte kObjectNum = 18; // always preface with a # +static const int16 kCarryLimit = 12; // carry limit + +static const int16 kNumlockCode = 32; // Code for Num Lock +static const int16 kMouseSize = 134; + +struct MouseHotspotType { // mouse-void + int16 _horizontal, _vertical; +}; + +struct PedType { + int16 _x, _y; + byte _direction; +}; + +struct MagicType { + byte _operation; // one of the operations + uint16 _data; // data for them +}; + +class FieldType { +public: + int16 _x1, _y1, _x2, _y2; +}; + +struct ByteField { + byte _x1, _y1, _x2, _y2; +}; + +class LineType : public FieldType { +public: + byte _color; +}; + +struct DemoType { + uint16 _delay; + char _key, _extd; +}; + +typedef byte TuneType[31]; + +struct QuasipedType { + byte _whichPed, _foregroundColor, _room, _backgroundColor; + uint16 _who; +}; + +#if 0 +struct Sundry { // Things which must be saved over a backtobootstrap, outside DNA. + Common::String _qEnidFilename; + bool _qSoundFx; + byte _qThinks; + bool _qThinkThing; +}; + +struct ednahead { // Edna header + // This header starts at byte offset 177 in the .ASG file. + char id[9]; // signature + uint16 revision; // EDNA revision, here 2 (1=dna256) + Common::String game; // Long name, eg Lord Avalot D'Argent + Common::String shortname; // Short name, eg Avalot + uint16 number; // Game's code number, here 2 + uint16 ver; // Version number as int16 (eg 1.00 = 100) + Common::String verstr; // Vernum as Common::String (eg 1.00 = "1.00") + Common::String filename; // Filename, eg AVALOT.EXE + byte osbyte; // Saving OS (here 1=DOS. See below for others. + Common::String os; // Saving OS in text format. + + // Info on this particular game + + Common::String fn; // Filename (not extension ('cos that's .ASG)) + byte d, m; // D, M, Y are the Day, Month & Year this game was... + uint16 y; // ...saved on. + Common::String desc; // Description of game (same as in Avaricius!) + uint16 len; // Length of DNA (it's not going to be above 65535!) + + // Quick reference & miscellaneous + + uint16 saves; // no. of times this game has been saved + int16 cash; // contents of your wallet in numerical form + Common::String money; // ditto in Common::String form (eg 5/-, or 1 denarius) + uint16 points; // your score + + // DNA values follow, then footer (which is ignored) +}; +#endif + +class Gyro { +public: + static const char *kVersionNum; + static const char *kCopyright; + static const int16 kVersionCode = 130; // Same as kVersionCode, but numerically & without the ".". + static const int16 kGameCode = 2; // Avalot's code number + + // Objects you can hold: + enum Object { + kObjectWine = 1, + kObjectMoney, + kObjectBodkin, + kObjectPotion, + kObjectChastity, + kObjectBolt, + kObjectCrossbow, + kObjectLute, + kObjectBadge, + kObjectMushroom, + kObjectKey, + kObjectBell, + kObjectPrescription, + kObjectPen, + kObjectInk, + kObjectClothes, + kObjectHabit, + kObjectOnion + }; + + // People who hang around this game. + enum People { + // Boys: + kPeopleAvalot = 150, + kPeopleSpludwick = 151, + kPeopleCrapulus = 152, + kPeopleDrDuck = 153, + kPeopleMalagauche = 154, + kPeopleFriarTuck = 155, + kPeopleRobinHood = 156, + kPeopleCwytalot = 157, + kPeopleDuLustie = 158, + kPeopleDuke = 159, + kPeopleDogfood = 160, + kPeopleTrader = 161, + kPeopleIbythneth = 162, + kPeopleAyles = 163, + kPeoplePort = 164, + kPeopleSpurge = 165, + kPeopleJacques = 166, + // Girls: + kPeopleArkata = 175, + kPeopleGeida = 176, + kPeopleWisewoman = 178 + }; + + static const int16 kXW = 30; + static const int16 kYW = 36; // x width & y whatsit + + static const int16 kMargin = 5; + + static const MouseHotspotType kMouseHotSpots[9]; + + static const int16 kMaxSprites = 2; // Current max no. of sprites. + + // For Thinkabout: + static const bool kThing = true; + static const bool kPerson = false; + + // Magic/portal constants: + enum Magics { + kMagicNothing, // Ignore it if this line is touched. + kMagicBounce, // Bounce off this line. Not valid for portals. + kMagicExclaim, // Put up a chain of scrolls. + kMagicTransport, // Enter new room. + kMagicUnfinished, // Unfinished connection. + kMagicSpecial, // Special function. + kMagicOpenDoor // Opening door. + }; + + // These following static constants should be included in CFG when it's written. + + static const bool kSlowComputer = false; // Stops walking when mouse touches toolbar. + static const int16 kBorder = 1; // size of border on shadowboxes + static const int16 kWalk = 3; + static const int16 kRun = 5; + static const int32 kCatacombMap[8][8]; + static const char kSpludwicksOrder[3]; + static const QuasipedType kQuasipeds[16]; + + enum Pitch { + kPitchLower, + kPitchSame, + kPitchHigher + }; + + static const char kMusicKeys[]; + static const uint16 kNotes[12]; + + static const TuneType kTune; + + + + // If this is greater than zero, the next line you type is stored in the DNA in a position dictated by the value. + // If a scroll comes up, or you leave the room, it's automatically set to zero. + byte _interrogation; + + static byte _whereIs[29]; + + // Variable static constant for overriding the ability of On to switch pages. + // You may know better than On which page to switch to. + bool _onCanDoPageSwap; + + // Former DNA structure + byte _carryNum; // How many objects you're carrying... + bool _objects[kObjectNum]; // ...and which ones they are. + int16 _dnascore; // your score, of course + int32 _money; // your current amount of dosh + byte _room; // your current room + byte _wearing; // what you're wearing + byte _sworeNum; // number of times you've sworn + byte _saveNum; // number of times this game has been saved + byte _roomCount[100]; // Add one to each every time you enter a room + byte _alcoholLevel; // Your blood alcohol level. + byte _playedNim; // How many times you've played Nim. + bool _wonNim; // Have you *won* Nim? (That's harder.) + byte _wineState; // 0=good (Notts), 1=passable(Argent) ... 3=vinegar. + bool _cwytalotGone; // Has Cwytalot rushed off to Jerusalem yet? + byte _passwordNum; // Number of the passw for this game. + bool _aylesIsAwake; // pretty obvious! + byte _drawbridgeOpen; // Between 0 (shut) and 4 (open). + byte _avariciusTalk; // How much Avaricius has said to you. + bool _boughtOnion; // Have you bought an onion yet? + bool _rottenOnion; // And has it rotted? + bool _onionInVinegar; // Is the onion in the vinegar? + byte _givenToSpludwick; // 0 = nothing given, 1 = onion... + byte _brummieStairs; // Progression through the stairs trick. + byte _cardiffQuestionNum; // Things you get asked in Cardiff. + bool _passedCwytalotInHerts; // Have you passed Cwytalot in Herts? + bool _avvyIsAwake; // Well? Is Avvy awake? (Screen 1 only.) + bool _avvyInBed; // True if Avvy's in bed, but awake. + bool _userMovesAvvy; // If this is false, the user has no control over Avvy's movements. + byte _npcFacing; // If there's an NPC in the current room which turns it's head according to Avvy's movement (keep looking at him), this variable tells which way it's facing at the moment. + bool _givenBadgeToIby; // Have you given the badge to Iby yet? + bool _friarWillTieYouUp; // If you're going to get tied up. + bool _tiedUp; // You ARE tied up! + byte _boxContent; // 0 = money (sixpence), 254 = empty, any other number implies the contents of the box. + bool _talkedToCrapulus; // Pretty self-explanatory. + byte _jacquesState; // 0=asleep, 1=awake, 2=gets up, 3=gone. + bool _bellsAreRinging; // Is Jacques ringing the bells? + bool _standingOnDais; // In room 71, inside Cardiff Castle. + bool _takenPen; // Have you taken the pen (in Cardiff?) + bool _arrowTriggered; // And has the arrow been triggered? + bool _arrowInTheDoor; // Did the arrow hit the wall? + Common::String _favouriteDrink, _favouriteSong, _worstPlaceOnEarth, _spareEvening; // Personalisation str's + uint32 _totalTime; // Your total time playing this game, in ticks. + byte _jumpStatus; // Fixes how high you're jumping. + bool _mushroomGrowing; // Is the mushroom growing in 42? + bool _spludwickAtHome; // Is Spludwick at home? + byte _lastRoom; + byte _lastRoomNotMap; + bool _crapulusWillTell; // Will Crapulus tell you about Spludwick being away? + bool _enterCatacombsFromLustiesRoom; + bool _teetotal; // Are we touching any more drinks? + byte _malagauche; // Position of Malagauche. See Celer for more info. + char _drinking; // What's he getting you? + bool _enteredLustiesRoomAsMonk; + byte _catacombX, _catacombY; // XY coords in the catacombs. + bool _avvysInTheCupboard; // On screen 22. + bool _geidaFollows; // Is Geida following you? + byte _geidaSpin, _geidaTime; // For the making "Geida dizzy" joke. + byte _nextBell; // For the ringing. + bool _givenPotionToGeida; // Does Geida have the potion? + bool _lustieIsAsleep; // Is BDL asleep? + byte _flipToWhere, _flipToPed; // For the sequencer. + bool _beenTiedUp; // In r__Robins. + bool _sittingInPub; // Are you sitting down in the pub? + byte _spurgeTalkCount; // Count for talking to Spurge. + bool _metAvaroid; + bool _takenMushroom, _givenPenToAyles, _askedDogfoodAboutNim; + // End of former DNA Structure + + byte _lineNum; // Number of lines. + LineType _lines[50]; // For Also. + enum MouseState { kMouseStateNo, kMouseStateYes, kMouseStateVirtual } _mouse; + bool _dropsOk, _scReturn, _soundFx, _cheat; + Common::String _mouseText; + bool _weirdWord; + bool _letMeOut; + Common::String _scroll[15]; + byte _scrollNum, _whichwas; + byte _thinks; + bool _thinkThing; + int16 _talkX, _talkY; + byte _talkBackgroundColor, _talkFontColor; + byte _scrollBells; // no. of times to ring the bell + bool _onToolbar, _seeScroll; // TODO: maybe this means we're interacting with the toolbar / a scroll? + char _objectList[10]; + ::Graphics::Surface _digits[10]; // digitsize and rwlitesize are defined in Lucerna::load_digits() !!! + ::Graphics::Surface _directions[9]; // Maybe it will be needed to move them to the class itself instead. + // Called .free() for them in ~Gyro(). + int8 _scoreToDisplay[3]; + byte _currentMouse; // current mouse-void + Common::String _verbStr; // what you can do with your object. :-) + Common::String *_also[31][2]; + PedType _peds[15]; + MagicType _magics[15]; + MagicType _portals[7]; + FieldType _fields[30]; + byte _fieldNum; + Common::String _flags; + Common::String _listen; + Common::String _atKey; // For XTs, set to "alt-". For ATs, set to "f1". + byte _cp, _ledStatus, _defaultLed; + FontType _font; + bool _alive; + byte _buffer[2000]; + uint16 _bufSize; + int16 _underScroll; // Y-coord of just under the scroll text. + bool _dropdownActive; // Kludge so we don't have to keep referring to Dropdown + Common::String _roomnName; // Name of actual room + Common::String _subject; // What you're talking to them about. + byte _subjectNum; // The same thing. + bool _keyboardClick; // Is a keyboard click noise wanted? + byte _him, _her, _it; + int32 _roomTime; // Set to 0 when you enter a room, added to in every loop. + + // For the demo: + DemoType _demoRec; + Common::File _demoFile; // of demo_type + Common::DumpFile _demoFileSave; // uruk added it - first use located in constructor of Basher + + byte _lastPerson; // Last person to have been selected using the People menu. + bool _doingSpriteRun; // Only set to True if we're doing a sprite_run at this moment. This stops the trippancy system from moving any of the sprites. + bool _holdTheDawn; // If this is true, calling Dawn will do nothing. It's used, for example, at the start, to stop Load from dawning. + bool isLoaded; // Is it a loaded gamestate? + Common::String _enidFilename; + + + + Gyro(AvalancheEngine *vm); + ~Gyro(); + + Common::String intToStr(int32 num); + void newMouse(byte id); + void setMousePointerWait(); // Makes hourglass. + void loadMouse(byte which); + + void note(uint16 hertz); + void blip(); + void click(); // "Audio keyboard feedback" + + void setBackgroundColor(byte x); + void drawShadowBox(int16 x1, int16 y1, int16 x2, int16 y2, Common::String t); + + void resetVariables(); + void newGame(); // This sets up the DNA for a completely new game. + void slowDown(); + bool setFlag(char x); + void forceNumlock(); + bool decreaseMoney(uint16 howmuchby); // Called pennycheck in the original. + void hangAroundForAWhile(); + + Common::String getName(byte whose); + byte getNameChar(byte whose); + Common::String getThing(byte which); + char getThingChar(byte which); + Common::String getItem(byte which); // Called get_better in the original. + Common::String f5Does(); // This procedure determines what f5 does. + +private: + AvalancheEngine *_vm; + + void drawShadow(int16 x1, int16 y1, int16 x2, int16 y2, byte hc, byte sc); +}; + +} // End of namespace Avalanche + +#endif // AVALANCHE_GYRO2_H |