/* 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) }; class WalkingMap { public: WalkingMap() { _realWidth = 0; _realHeight = 0; _mapWidth = 0; _mapHeight = 0; _byteWidth = 0; _data = NULL; } void load(byte *data, uint length) { Common::MemoryReadStream mapReader(data, length); _realWidth = mapReader.readUint16LE(); _realHeight = mapReader.readUint16LE(); _deltaX = mapReader.readUint16LE(); _deltaY = mapReader.readUint16LE(); _mapWidth = mapReader.readUint16LE(); _mapHeight = mapReader.readUint16LE(); _byteWidth = mapReader.readUint16LE(); // Set the data pointer to raw map data _data = data + mapReader.pos(); } bool isWalkable(int x, int y); private: int _realWidth, _realHeight; int _deltaX, _deltaY; int _mapWidth, _mapHeight; int _byteWidth; byte *_data; }; struct GameObject { GameObject() : _title(NULL) {} uint _init, _look, _use, _canUse; bool _imInit, _imLook, _imUse; byte _walkDir; byte _z; uint16 _lookX, _lookY, _useX, _useY; byte _lookDir, _useDir; uint16 _absNum; Common::Array _anims; GPL2Program _program; byte *_title; int _location; bool _visible; }; struct GameInfo { byte _startRoom; 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; WalkingMap _walkingMap; byte _palette; int _numOverlays; int _init, _look, _use, _canUse; bool _imInit, _imLook, _imUse; bool _mouseOn, _heroOn; double _pers0, _persStep; byte _escRoom; byte _numGates; GPL2Program _program; }; enum LoopStatus { kStatusGate, kStatusOrdinary, kStatusInventory, kStatusDialogue, kStatusTalk, kStatusStrange, kStatusFade }; class Game { public: Game(DraciEngine *vm); ~Game(); void init(); void loop(); void changeRoom(uint roomNum); int getRoomNum(); // HACK: this is only for testing int nextRoomNum() { int n = _currentRoom._roomNum; n = n < 37 ? n+1 : n; // disable former distributor logo if (n == 30) ++n; return n; } // HACK: same as above int prevRoomNum() { int n = _currentRoom._roomNum; n = n > 0 ? n-1 : n; // disable former distributor logo if (n == 30) --n; return n; } void loadRoom(int roomNum); int loadAnimation(uint animNum, uint z); void loadOverlays(); void loadObject(uint numObj); uint getNumObjects(); GameObject *getObject(uint objNum); int getVariable(int varNum); void setVariable(int varNum, int value); int getIconStatus(int iconID); int getMarkedAnimationIndex(); void setMarkedAnimationIndex(int index); void setLoopStatus(LoopStatus status); LoopStatus getLoopStatus(); private: DraciEngine *_vm; GameInfo _info; uint *_dialogOffsets; int *_variables; byte *_iconStatus; Person *_persons; GameObject *_objects; Room _currentRoom; LoopStatus _loopStatus; int _markedAnimationIndex; //!< Used by the Mark GPL command }; } // End of namespace Draci #endif // DRACI_GAME_H