/* 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 GYRO2_H #define 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 char numobjs = 18; /* always preface with a # */ static const int16 maxobjs = 12; /* carry limit */ static const byte howlong = 1/*8*/; /* 18 ticks. */ static const int16 num = 32; /* Code for Num Lock */ static const int16 mouse_size = 134; typedef void (*proc)(); struct postype { uint16 x, y, datapos; byte length; }; struct mp { /* mouse-void **/ uint16 mask[2][16]; int16 horzhotspot, verthotspot; }; struct dnatype { /* here goes... */ /* Ux, uy, & ww now all belong to Trip5 */ byte rw; /* Realway- just for convenience! */ byte carrying; /* how many objects you're carrying... */ bool obj[numobjs]; /* ...and which ones they are. */ int16 score; /* your score, of course */ int32 pence; /* your current amount of dosh */ byte room; /* your current room */ char wearing; /* what you're wearing */ byte swore; /* number of times you've sworn */ byte saves; /* number of times this game has been saved */ byte rooms[100]; /* Add one to each every time you enter a room */ byte alcohol; /* 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 cwytalot_gone; /* Has Cwytalot rushed off to Jerusalem yet?*/ byte pass_num; /* Number of the passuint16 for this game. */ bool ayles_is_awake; /* pretty obvious! */ byte drawbridge_open; /* Between 0 (shut) and 4 (open). */ byte avaricius_talk; /* How much Avaricius has said to you. */ bool bought_onion; /* Have you bought an onion yet? */ bool rotten_onion; /* And has it rotted? */ bool onion_in_vinegar; /* Is the onion in the vinegar? */ byte given2spludwick; /* 0 = nothing given, 1 = onion... */ byte brummie_stairs; /* Progression through the stairs trick. */ byte cardiff_things; /* Things you get asked in Cardiff. */ bool cwytalot_in_herts; /* Have you passed Cwytalot in Herts?*/ bool avvy_is_awake; /* Well? Is Avvy awake? (Screen 1 only.) */ bool avvy_in_bed; /* True if Avvy's in bed, but awake. */ bool user_moves_avvy; /* If this is false, the user has no control over Avvy's movements. */ byte dogfoodpos; /* Which way Dogfood's looking in the pub. */ bool givenbadgetoiby; /* Have you given the badge to Iby yet? */ bool friar_will_tie_you_up; /* If you're going to get tied up. */ bool tied_up; /* You ARE tied up! */ byte box_contents; /* 0 = money (sixpence), 254 = empty, any other number implies the contents of the box. */ bool talked_to_crapulus; /* Pretty self-explanatory. */ byte jacques_awake; /* 0=asleep, 1=awake, 2=gets up, 3=gone. */ bool ringing_bells; /* Is Jacques ringing the bells? */ bool standing_on_dais; /* In room 71, inside Cardiff Castle. */ bool taken_pen; /* Have you taken the pen (in Cardiff?) */ bool arrow_triggered; /* And has the arrow been triggered? */ bool arrow_in_the_door; /* Did the arrow hit the wall? */ Common::String like2drink, favourite_song, worst_place_on_earth, spare_evening; /* Personalisation str's */ int32 total_time; /* Your total time playing this game, in ticks.*/ byte jumpstatus; /* Fixes how high you're jumping. */ bool mushroom_growing; /* Is the mushroom growing in 42? */ bool spludwicks_here; /* Is Spludwick at home? */ byte last_room; byte last_room_not_map; bool crapulus_will_tell; /* Will Crapulus tell you about Spludwick being away? */ bool enter_catacombs_from_lusties_room; 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 entered_lusties_room_as_monk; byte cat_x, cat_y; /* XY coords in the catacombs. */ bool avvys_in_the_cupboard; /* On screen 22. */ bool geida_follows; /* Is Geida following you? */ byte geida_spin, geida_time; /* For the making "Geida dizzy" joke. */ byte nextbell; /* For the ringing. */ bool geida_given_potion; /* Does Geida have the potion? */ bool lustie_is_asleep; /* Is BDL asleep? */ byte flip_to_where, flip_to_ped; /* For the sequencer. */ bool been_tied_up; /* In r__Robins. */ bool sitting_in_pub; /* Are you sitting down in the pub? */ byte spurge_talk; /* Count for talking to Spurge. */ bool met_avaroid; bool taken_mushroom, given_pen_to_ayles, asked_dogfood_about_nim; }; struct pedtype { int16 x, y; byte dir; }; struct magictype { byte op; /* 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 col; }; enum controllers {cjoy, ckey}; typedef Common::String previoustype[20]; struct corridor_type { /* Decarations for the corridors. */ uint16 doors; /* Door styles are calc'ed from this uint16. Assign a different number to each one! */ }; struct demo_type { uint16 delay; char key, extd; }; struct quasiped_type { byte whichped, fgc, room, bgc; uint16 who; }; /* A quasiped defines how people who aren't sprites talk. For example, quasiped "A" is Dogfood. The rooms aren't stored because I'm leaving that to context. */ typedef byte tunetype[31]; struct PointType { int16 x, y; }; struct vmctype { /* Virtual Mouse Cursor */ byte *andpic, *xorpic; byte *backpic[2]; PointType wherewas[2]; byte picnumber; int8 ofsx, ofsy; }; struct sundry { /* Things which must be saved over a backtobootstrap, outside DNA. */ Common::String qenid_filename; bool qsoundfx; char qthinks; bool qthinkthing; }; struct joysetup { uint16 xmid, ymid, xmin, ymin, xmax, ymax; byte centre; /* Size of centre in tenths */ }; 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) */ }; /* Possible values of edhead.os: 1 = DOS 4 = Mac 2 = Windows 5 = Amiga 3 = OS/2 6 = ST 7 = Archimedes */ class Gyro { public: static const char *vernum; static const char *copyright; static const int16 thisvercode = 130; /* as "vernum", but numerically & without the ".". */ static const int16 thisgamecode = 2; /* Avalot's code number */ /* Objects you can hold: */ static const char wine = 1; static const char money = 2; static const char bodkin = 3; static const char potion = 4; static const char chastity = 5; static const char bolt = 6; static const char crossbow = 7; static const char lute = 8; static const char badge = 9; static const char mushroom = 10; static const char key = 11; static const char bell = 12; static const char prescription = 13; static const char pen = 14; static const char ink = 15; static const char clothes = 16; static const char habit = 17; static const char onion = 18; /* People who hang around this game. */ /* Boys: */ static const uint16 pavalot = 150; static const uint16 pspludwick = 151; static const uint16 pcrapulus = 152; static const uint16 pdrduck = 153; static const uint16 pmalagauche = 154; static const uint16 pfriartuck = 155; static const uint16 probinhood = 156; static const uint16 pcwytalot = 157; static const uint16 pdulustie = 158; static const uint16 pduke = 159; static const uint16 pdogfood = 160; static const uint16 ptrader = 161; static const uint16 pibythneth = 162; static const uint16 payles = 163; static const uint16 pport = 164; static const uint16 pspurge = 165; static const uint16 pjacques = 166; /* Girls: */ static const uint16 parkata = 257; static const uint16 pgeida = 260; static const uint16 pwisewoman = 262; static const int16 xw = 30; static const int16 yw = 36; /* x width & y whatsit */ static const int16 margin = 5; static const mp mps[9]; static const Common::String lads[17]; static const Common::String lasses[4]; static const char ladchar[]; static const char lasschar[]; static const int16 numtr = 2; /* current max no. of sprites */ static const bool a_thing = true; static const bool a_person = false; /* for Thinkabout */ /* Magic/portal commands are */ /*N*/ static const int16 nix = 0; /* ignore it if this line is touched */ /*B*/ static const int16 bounces = 1; /* bounce off this line. Not valid for portals. */ /*E*/ static const int16 exclaim = 2; /* put up a chain of scrolls */ /*T*/ static const int16 transport = 3; /* enter new room */ /*U*/ static const int16 unfinished = 4; /* unfinished connection */ /*S*/ static const int16 special = 5; /* special function. */ /*O*/ static const int16 mopendoor = 6; /* opening door. */ /* These following static constants should be included in CFG when it's written. */ static const bool slow_computer = false; /* stops walking when mouse touches toolbar */ /* --- */ static const int16 border = 1; /* size of border on shadowboxes */ static const int32 pagetop = 81920; static const int16 up = 0; static const int16 right = 1; static const int16 down = 2; static const int16 left = 3; static const int16 ur = 4; static const int16 dr = 5; static const int16 dl = 6; static const int16 ul = 7; static const int16 stopped = 8; static const int16 walk = 3; static const int16 run = 5; /* Art gallery at 2,1; notice about this at 2,2. */ static const int32 catamap[8][8]; /* Explanation: $NSEW. Nibble N: North. 0 = no connection, 2 = (left,) middle(, right) door with left-hand handle, 5 = (left,) middle(, right) door with right-hand handle, 7 = arch, 8 = arch and 1 north of it, 9 = arch and 2 north of it, D = no connection + WINDOW, E = no connection + TORCH, F = recessed door (to Geida's room.) Nibble S: South. 0 = no connection, 1,2,3 = left, middle, right door. Nibble E: East. 0 = no connection (wall), 1 = no connection (wall + window), 2 = wall with door, 3 = wall with door and window, 6 = wall with candles, 7 = wall with door and candles, F = straight-through corridor. Nibble W: West. 0 = no connection (wall), 1 = no connection (wall + shield), 2 = wall with door, 3 = wall with door and shield, 4 = no connection (window), 5 = wall with door and window, 6 = wall with candles, 7 = wall with door and candles, F = straight-through corridor. */ static const bool demo = false; /* If this is true, we're in a demo of the game. */ static const char spludwick_order[3]; static const quasiped_type quasipeds[16]; static const int16 lower = 0; static const int16 same = 1; static const int16 higher = 2; static const char keys[]; static const uint16 notes[12]; static const tunetype tune; /* special run-time errors */ static const int16 runerr_getset_overflow = 50; byte interrogation; /* 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. */ static byte whereis[29]; bool oncandopageswap; /* Variable static constant for overriding the ability of On to switch pages. * You may know better than On which page to switch to. */ /* previous:^previoustype;*/ dnatype dna; byte lineNum; // Number of lines. linetype lines[50]; /* For Also. */ int16 c; //registers r; // http://www.freepascal.org/docs-html/rtl/dos/registers.html enum { m_no , m_yes , m_virtual } visible; bool dropsok, screturn, soundfx, cheat; uint16 mx, my; /* mouse x & y now */ uint16 mpx, mpy; /* mouse x & y when pressed */ uint16 mrx, mry; /* mouse x & y when released */ byte mpress, mrelease; /* times left mouse button has been pressed/released */ byte keystatus; /* Mouse key status */ Common::String un[10]; byte unn; Common::String mousetext; /* which:array[0..5] of byte;*/ void *p; bool weirdword; byte to_do; bool lmo, mousemade; Common::String scroll[15]; byte scrolln, score, whichwas; char thinks; bool thinkthing; /* pp:array[1..1000] of postype; bb:array[1..9000] of byte;*/ uint16 pptr, bptr; int16 ppos[1][2]; uint16 pozzes[24]; byte anim; void *copier; int16 talkx, talky; byte talkb, talkf; 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 objlist[10]; ::Graphics::Surface digit[10]; // digitsize and rwlitesize are defined in Lucerna::load_digits() !!! ::Graphics::Surface rwlite[9]; // Maybe it will be needed to move them to the class itself instead. // Called .free() for them in ~Gyro(). byte oldrw; int8 lastscore[3]; byte cmp; /* 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 numfields; Common::String flags; Common::String listen; uint16 oh, onh, om, h, m, s, s1; Common::String atkey; /* For XTs, set to "alt-". For ATs, set to "f1". */ byte cp, ledstatus, defaultled; fontType characters; bool alive; byte buffer[2000]; uint16 bufsize; byte oldjw; /* Old joystick-way */ controllers ctrl; int16 underscroll; /* Y-coord of just under the scroll text. */ /* TSkellern is only temporary, and I'll replace it with a local version when it's all fixed up. */ /* tskellern:int32 absolute $0:244; { Over int $61 }*/ bool ddmnow; /* Kludge so we don't have to keep referring to Dropdown */ Common::String roomname; /* Name of this room */ //text logfile; // http://wiki.freepascal.org/Text bool logging, log_epson; bool cl_override; byte locks; /*ABSOLUTE $40:$17;*/ Common::String subject; /* What you're talking to them about. */ byte subjnumber; /* The same thing. */ bool keyboardclick; /* Is a keyboard click noise wanted? */ char him, her, it; int32 roomtime; /* Set to 0 when you enter a room, added to in every loop.*/ bool after_the_scroll; /* For the demo: */ demo_type demo_rec; Common::File demofile; // of demo_type Common::DumpFile demofile_save; // uruk added it - first use located in constructor of Basher char last_person; /* Last person to have been selected using the People menu. */ bool doing_sprite_run; /* 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. */ vmctype vmc; Common::String filetoload; bool holdthedawn; /* If this is true, calling Dawn will do nothing. It's used, for example, at the start, to stop Load from dawning. */ uint16 storage_seg, storage_ofs; /* Seg and ofs of the Storage area. */ uint16 skellern; /* Offset of the timer variable - 1 more than storage_OFS */ bool isLoaded; // Is it a loaded gamestate? bool super_was_virtual, super_was_off; /* Used by Super_Off and Super_On */ Common::String enid_filename; joysetup js; uint16 cxmin, cxmax, cymin, cymax; bool use_joy_a; Gyro(AvalancheEngine *vm); ~Gyro(); Common::String strf(int32 x); void newpointer(byte m); void wait(); // Makes hourglass. void on(); void off(); void xycheck(); // Only updates mx & my, not all other mouse vars. void check(); void note(uint16 hertz); void blip(); void shbox(int16 x1, int16 y1, int16 x2, int16 y2, Common::String t); void newgame(); // This sets up the DNA for a completely new game. void click(); // "Audio keyboard feedback" void slowdown(); bool flagset(char x); void force_numlock(); bool pennycheck(uint16 howmuchby); Common::String getname(byte whose); char getnamechar(byte whose); Common::String get_thing(byte which); char get_thingchar(byte which); Common::String get_better(byte which); Common::String f5_does(); // This procedure determines what f5 does. void load_a_mouse(byte which); void background(byte x); void hang_around_for_a_while(); bool mouse_near_text(); private: AvalancheEngine *_vm; static const Common::String things[numobjs]; static const char thingchar[]; static const Common::String better[numobjs]; static const char betterchar[]; void shadow(int16 x1, int16 y1, int16 x2, int16 y2, byte hc, byte sc); }; } // End of namespace Avalanche #endif // GYRO2_H