/* 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. * * $URL$ * $Id$ * */ #ifndef DRACI_GAME_H #define DRACI_GAME_H #include "common/str.h" #include "draci/script.h" #include "draci/animation.h" #include "draci/sprite.h" namespace Draci { class DraciEngine; enum { kDragonObject }; enum StructSizes { personSize = sizeof(uint16) * 2 + sizeof(byte) }; struct GameObject { GameObject() : _title(NULL) {} ~GameObject(); uint16 _init, _look, _use, _canUse; bool _imInit, _imLook, _imUse; byte _walkDir; byte _priority; uint16 _lookX, _lookY, _useX, _useY; byte _lookDir, _useDir; uint16 _absNum; Common::Array _anims; GPL2Program _program; byte *_title; byte _location; bool _visible; }; struct GameInfo { byte _currentRoom; byte _mapRoom; uint16 _numObjects; uint16 _numIcons; byte _numVariables; byte _numPersons; byte _numDialogs; uint16 _maxIconWidth, _maxIconHeight; uint16 _musicLength; uint16 _crc[4]; uint16 _numDialogBlocks; }; struct Person { uint16 _x, _y; byte _fontColour; }; struct Room { byte _roomNum; byte _music; byte _map; byte _palette; uint16 _numMasks; uint16 _init, _look, _use, _canUse; bool _imInit, _imLook, _imUse; bool _mouseOn, _heroOn; double _pers0, _persStep; byte _escRoom; byte _numGates; GPL2Program _program; }; class Game { public: Game(DraciEngine *vm); ~Game(); void init(); void changeRoom(uint roomNum); int getRoomNum(); // HACK: this is only for testing void incRoomNum() { int n = _currentRoom._roomNum; n = n < 25 ? n+1 : n; _currentRoom._roomNum = n; } // HACK: same as above void decRoomNum() { int n = _currentRoom._roomNum; n = n > 0 ? n-1 : n; _currentRoom._roomNum = n; } void loadRoom(uint roomNum); int loadAnimation(uint animNum, uint z); void loadOverlays(); void loadObject(uint numObj); GameObject *getObject(uint objNum); int getVariable(int varNum); void setVariable(int varNum, int value); private: DraciEngine *_vm; int *_variables; GameInfo *_info; Person *_persons; uint16 *_dialogOffsets; byte *_itemStatus; GameObject *_objects; Room _currentRoom; }; } // End of namespace Draci #endif // DRACI_GAME_H