/* 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 "avalanche/roomnums.h" #include "avalanche/color.h" #include "common/str.h" #include "common/scummsys.h" #include "common/file.h" #include "graphics/surface.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; }; 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, 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; // 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. 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; Gyro(AvalancheEngine *vm); ~Gyro(); 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. void init(); 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