/* 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. */ /* AVALOT The kernel of the program. */ #ifndef AVALANCHE_AVALOT_H #define AVALANCHE_AVALOT_H #include "common/events.h" #include "common/system.h" #include "common/str.h" #include "common/scummsys.h" #include "common/file.h" #include "graphics/surface.h" namespace Avalanche { class AvalancheEngine; class Clock { public: Clock(AvalancheEngine *vm); void update(); private: static const int kCenterX = 510; static const int kCenterY = 183; AvalancheEngine *_vm; uint16 _hour, _minute, _second, _hourAngle, _oldHour, _oldMinute, _oldHourAngle; Common::Point _clockHandHour, _clockHandMinute; void calcHand(uint16 angle, uint16 length, Common::Point &endPoint, byte color); void drawHand(const Common::Point &endPoint, byte color); void plotHands(); void chime(); }; enum Color { kColorBlack, kColorBlue, kColorGreen, kColorCyan, kColorRed, kColorMagenta, kColorBrown, kColorLightgray, kColorDarkgray, kColorLightblue, kColorLightgreen, kColorLightcyan, kColorLightred, kColorLightmagenta, kColorYellow, kColorWhite }; // CHECKME: kRoomBossKey is a guess enum Room { kRoomNowhere = 0, kRoomYours = 1, kRoomOutsideYours = 2, kRoomOutsideSpludwicks = 3, kRoomYourHall = 5, kRoomMusicRoom = 7, kRoomOutsideArgentPub = 9, kRoomArgentRoad = 10, kRoomWiseWomans = 11, kRoomSpludwicks = 12, kRoomInsideAbbey = 13, kRoomOutsideAbbey = 14, kRoomAvvysGarden = 15, kRoomAylesOffice = 16, kRoomArgentPub = 19, kRoomBrummieRoad = 20, kRoomBridge = 21, kRoomLusties = 22, kRoomLustiesRoom = 23, kRoomWestHall = 25, kRoomEastHall = 26, kRoomOubliette = 27, kRoomGeidas = 28, kRoomCatacombs = 29, kRoomEntranceHall = 40, kRoomRobins = 42, kRoomOutsideNottsPub = 46, kRoomNottsPub = 47, kRoomOutsideDucks = 50, kRoomDucks = 51, kRoomOutsideCardiffCastle = 70, kRoomInsideCardiffCastle = 71, kRoomBossKey = 98, kRoomMap = 99, kRoomDummy = 177 // Dummy room }; 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 }; struct FieldType { int16 _x1, _y1, _x2, _y2; }; struct ByteField { byte _x1, _y1, _x2, _y2; }; struct LineType : public FieldType { byte _color; }; typedef int8 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; }; #endif class Avalot { public: // 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, kPeopleInvisible = 177, 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 { kPitchInvalid, kPitchLower, kPitchSame, kPitchHigher }; static const uint16 kNotes[12]; static const TuneType kTune; 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 Avalot(AvalancheEngine *vm); ~Avalot(); bool _holdLeftMouse; Clock _clock; // 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]; // 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 _roomCount[100]; // Add one to each every time you enter a room 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 _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. 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. 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; void handleKeyDown(Common::Event &event); // To replace Basher::keyboard_link() and Basher::typein(). void setup(); void runAvalot(); void init(); void callVerb(byte id); void drawAlsoLines(); void loadRoom(byte num); void exitRoom(byte x); void enterRoom(byte room, byte ped); void thinkAbout(byte object, bool type); // Hey!!! Get it and put it!!! void loadDigits(); // Load the scoring digits & rwlites void drawToolbar(); void drawScore(); void incScore(byte num); // Add on no. of points void useCompass(const Common::Point &cursorPos); // Click on the compass on the toolbar to control Avvy's movement. void fxToggle(); void refreshObjectList(); void checkClick(); void errorLed(); void dusk(); void dawn(); void drawDirection(); // Draws the little icon at the left end of the text input field. void gameOver(); uint16 bearing(byte whichPed); // Returns the bearing from ped 'whichped' to Avvy, in degrees. void fixFlashers(); void loadAlso(byte num); // There are two kinds of redraw: Major and Minor. Minor is what happens when you load a game, etc. Major redraws EVERYTHING. void minorRedraw(); void majorRedraw(); void spriteRun(); Common::String intToStr(int32 num); void newMouse(byte id); void setMousePointerWait(); // Makes hourglass. void loadMouse(byte which); 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); 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; Common::File file; Common::String readAlsoStringFromFile(); void scram(Common::String &str); void unScramble(); void zoomOut(int16 x, int16 y); // Only used when entering the map. void enterNewTown(); void findPeople(byte room); void putGeidaAt(byte whichPed, byte ped); void guideAvvy(Common::Point cursorPos); // Will be used in dusk() and dawn(). bool _fxHidden; int8 fades(int8 x); void fadeOut(byte n); void fadeIn(byte n); void drawShadow(int16 x1, int16 y1, int16 x2, int16 y2, byte hc, byte sc); }; } // End of namespace Avalanche #endif // AVALANCHE_AVALOT_H