/* 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. * * Originally written by Syn9 in FreeBASIC with SDL * http://syn9.thehideoutgames.com/index_backup.php * * Ported to plain C for GCW-Zero handheld by Dmitry Smagin * http://github.com/dmitrysmagin/griffon_legend * * * Programming/Graphics: Daniel "Syn9" Kennedy * Music/Sound effects: David Turner * * Beta testing and gameplay design help: * Deleter, Cha0s, Aether Fox, and Kiz * */ #ifndef GRIFFON_GRIFFON_H #define GRIFFON_GRIFFON_H #include "common/scummsys.h" #include "common/error.h" #include "common/events.h" #include "common/random.h" #include "engines/engine.h" #include "audio/mixer.h" #include "graphics/transparent_surface.h" namespace Griffon { class Console; #define kSoundHandles 16 #define kMaxNPC 32 #define kMaxFloat 32 #define kMaxSpell 32 // spells enum { kSpellIce = 0, kSpellSteel, kSpellWood, kSpellRock, kSpellFire }; // inventory items enum { kInvFlask = 0, kInvDoubleFlask, kInvShock, kInvNormalKey, kInvMasterKey }; enum { kSndBite = 0, kSndCrystal, kSndDoor, kSndEnemyHit, kSndIce, kSndLever, kSndLightning, kSndMetalHit, kSndPowerUp, kSndRocks, kSndSwordHit, kSndThrow, kSndChest, kSndFire, kSndBeep }; // in game scripts enum { kScriptFlask = 0, // get flask kScriptMasterKey = 2, // find master key kScriptFindCrystal = 3, // find crystal kScriptFindShield = 4, // find shield - obj 8 kScriptFindSword = 5, // find sword - obj 9 kScriptKeyChest = 6, // regular key chest kScriptBlueFlask = 7, // blue flask kScriptGardenMasterKey = 8, // garden's master key kScriptLightningBomb = 9, // lightning bomb kScriptBlueFlaskChest = 10, // blue flask chest kScriptLightningChest = 11, // lightning chest kScriptArmourChest = 12, // armour chest kScriptCitadelMasterKey = 13, // citadel master key kScriptEndOfGame = 14, // end of game kScriptGetSword3 = 15, // get sword3 kScriptShield3 = 16, // shield3 kScriptArmour3 = 17, // armour3 kScriptKeyChest1 = 20, // key chest 1 kScriptLever = 60 // lever }; // monsters enum { kMonsterBabyDragon = 1, // baby dragon kMonsterOneWing = 2, // one wing kMonsterBoss1 = 3, // boss 1 kMonsterBlackKnight = 4, // black knight kMonsterFireHydra = 5, // fire hydra kMonsterRedDragon = 6, // red dragon kMonsterPriest = 7, // priest kMonsterYellowDragon = 8, // yellow fire dragon kMonsterTwoWing = 9, // two wing kMonsterDragon2 = 10, // dragon2 kMonsterFinalBoss = 11, // final boss kMonsterBatKitty = 12 // bat kitty }; #define kEpsilon 0.001 struct Player { float px; float py; float opx; float opy; int walkDir; float walkFrame; float walkSpeed; float attackFrame; float attackSpeed; int hp; int maxHp; float hpflash; int hpflashb; int level; int maxLevel; int sword; int shield; int armour; int foundSpell[5]; float spellCharge[5]; int inventory[5]; float attackStrength; float spellStrength; int spellDamage; int swordDamage; int exp; int nextLevel; int pause; float itemselshade; int ysort; void reset(); }; struct BodySection { float x; float y; int parentID; int isbase; int sprite; int bonelength; // the 'bone' that connects the body sections }; struct NPC { float x; float y; int spriteset; int x1; // patrol area int y1; int x2; int y2; int attitude; int hp; int maxhp; int item1; int item2; int item3; int script; float frame; float frame2; // end boss specific int cframe; bool onMap; // is this npc set to be genned in the mapfile int ticks; int pause; int shake; int movementmode; int walkdir; float walkspd; int movingdir; bool moving; bool attacking; float attackframe; int cattackframe; float attackspd; int attackdelay; int attacknext; int attackattempt; int spellDamage; int attackDamage; // one wing and firehydra specific BodySection bodysection[31]; float swayAngle; float swaySpeed; float headTargetX[4]; float headTargetY[4]; int castPause; // firehydra specific int attacknext2[4]; bool attacking2[4]; int attackframe2[4]; // dragon2 specific float floating; }; struct Spell { int spellnum; float homex; float homey; float enemyx; float enemyy; float frame; int damagewho; // 0 = npc, 1 = player // for earthslide float rocky[9]; // CHECKME: Looks unused int rockimg[9]; int rockdeflect[9]; float strength; // fire int legalive[5]; // spell 6 specific float fireballs[7][4]; // x,y,targetx, targety int nfballs; int ballon[7]; int npc; }; struct AnimSet { int x; // xyloc on spriteimageset int y; int xofs; // the actual place to paste the sprite in reference to the bodypart loc on screen int yofs; int w; // w/h of the sprite in the imageset int h; }; struct DataChunk { byte *data; int size; }; struct FloatTextStruct { float framesLeft; float x; float y; int col; char *text; }; struct FloatIconStruct { float framesLeft; float x; float y; int ico; }; struct AttackOffsetStruct { float x; float y; bool completed; }; struct Config { bool music; int musicVol; bool effects; int effectsVol; }; struct ObjectInfoStruct { int nFrames; int xTiles; int yTiles; int speed; int type; int script; }; enum { kGameModeIntro, kGameModePlay, kGameModeNewGame, kGameModeLoadGame }; class GriffonEngine : public Engine { public: GriffonEngine(OSystem *syst); ~GriffonEngine(); virtual Common::Error run(); virtual void syncSoundSettings(); private: Common::RandomSource *_rnd; bool _shouldQuit; int _gameMode; Console *_console; private: // combat.cpp void attack(); void castSpell(int spellnum, float homex, float homey, float enemyx, float enemyy, int damagewho); void checkHit(); void damageNPC(int npcnum, int damage, int spell); void damagePlayer(int damage); // cutscenes.cpp void showLogos(); void intro(); void endOfGame(); void theEnd(); // dialogs.cpp void title(int mode); void configMenu(); void saveLoadNew(); void renderSaveStates(); // draw.cpp void drawAnims(int Layer); void drawHud(); void drawNPCs(int mode); void drawOver(int modx, int mody); void drawPlayer(); void drawView(); void swash(); // engine.cpp float RND(); void mainLoop(); void updateEngine(); void newGame(); // gfx.cpp void addFloatIcon(int ico, float xloc, float yloc); void addFloatText(const char *stri, float xloc, float yloc, int col); void eventText(const char *stri); void drawLine(Graphics::TransparentSurface *buffer, int x1, int y1, int x2, int y2, int col); void drawString(Graphics::TransparentSurface *buffer, const char *stri, int xloc, int yloc, int col); void drawProgress(int w, int wm); // input.cpp void checkInputs(); void handleWalking(); void checkTrigger(); void processTrigger(int trignum); // logic.cpp void updateAnims(); void updateY(); void updateNPCs(); void updateSpells(); void updateSpellsUnder(); // resources.cpp void initialize(); Graphics::TransparentSurface *loadImage(const char *name, bool colorkey = false); void loadMap(int mapnum); void loadAnims(); void loadFont(); void loadItemImgs(); void loadTiles(); void loadTriggers(); void loadObjectDB(); // saveload.cpp Common::String makeSaveGameName(int slot); int loadState(int slotnum); int loadPlayer(int slotnum); int saveState(int slotnum); // sound.cpp void setChannelVolume(int channel, int volume); int getSoundHandle(); int playSound(DataChunk *chunk, bool looped = false); void pauseSoundChannel(int channel); void haltSoundChannel(int channel); void resumeSoundChannel(int channel); bool isSoundChannelPlaying(int channel); void setupAudio(); void updateMusic(); Common::Error loadGameState(int slot) { return loadState(slot) ? Common::kNoError : Common::kUnknownError; } Common::Error saveGameState(int slot, const Common::String &description) { return saveState(slot) ? Common::kNoError : Common::kUnknownError; } virtual bool canLoadGameStateCurrently() { return true; } virtual bool canSaveGameStateCurrently() { return _gameMode == kGameModePlay; } virtual bool hasFeature(EngineFeature f) const; private: Graphics::TransparentSurface *_video, *_videoBuffer, *_videoBuffer2, *_videoBuffer3; // system Graphics::TransparentSurface *_titleImg, *_titleImg2, *_inventoryImg; Graphics::TransparentSurface *_logosImg, *_theEndImg; Common::Event _event; Graphics::TransparentSurface *_mapBg, *_clipBg, *_clipBg2; unsigned int _clipSurround[4][4]; float _animSpeed; // CHECKME: it seems to always be 0.5 int _rampData[40][24]; int _curMap; Graphics::TransparentSurface *_fontChr[224][5]; // 256 - 32 Graphics::TransparentSurface *_itemImg[21], *_windowImg; Graphics::TransparentSurface *_spellImg; bool _itemSelOn; int _curItem, _itemTicks; float _itemyloc; bool _selEnemyOn; int _curEnemy; bool _forcePause; bool _roomLock; // set to disable any room jumps while in the room int _scriptFlag[100][10], _saveSlot; // script, flag // timer related - move to local later int _ticks, _ticksPassed, _nextTicks; float _fp, _fps, _fpsr; // CHECKME: _fp and _fps seems to be integers int _secsInGame, _secStart; Graphics::TransparentSurface *mapImg[4]; Common::Rect rcSrc, rcDest; // -----------special case bool _dontDrawOver; // used in map24 so that the candles don't draw over the boss, default set to 0 // saveload info Graphics::TransparentSurface *_saveLoadImg; // post info float _postInfo[21][3]; int _postInfoNbr; // cloud info Graphics::TransparentSurface *_cloudImg; float _cloudAngle; int _cloudsOn; // spell info Spell _spellInfo[kMaxSpell]; // player info Player _player; Player _playera; bool _movingUp, _movingDown, _movingLeft, _movingRight; bool _attacking; int _asecstart; // tile info Graphics::TransparentSurface *_tiles[4]; int _tileinfo[3][40][24][3]; // maplayer, x, y, tiledata (tile, tilelayer) // animation info Graphics::TransparentSurface *_anims[100]; // id number 0&1 = players Graphics::TransparentSurface *_animsAttack[100]; // attack anims AttackOffsetStruct _playerAttackOfs[4][16]; FloatTextStruct _floatText[kMaxFloat]; FloatIconStruct _floatIcon[kMaxFloat]; // special for animset2 AnimSet _animSet2[7], _animSet9[7]; // object info float _objectFrame[256][2]; int _lastObj; // frame!, curframe ObjectInfoStruct _objectInfo[33]; int _objectTile[33][9][3][3][2]; // [objnum] [frame] [x] [y] [tile/layer] int _objectMap[21][15]; int _objectMapFull[1000][21][15]; // [mapnum] x, y set to 1 to make this objmap spot stay at -1 // trigger info int _triggers[10000][9]; // [map#][index], [var] // map#,x,y int _triggerLoc[320][240], _triggerNbr; // npc info NPC _npcInfo[kMaxNPC]; int _lastNpc; // music info DataChunk *_musicGardens1, *_musicGardens2, *_musicGardens3, *_musicGardens4, *_musicBoss, *_musicMenu, *_musicEndOfGame; int _musicChannel, _menuChannel; bool _playingBoss, _playingGardens; DataChunk *_sfx[15]; Audio::SoundHandle _handles[kSoundHandles]; Audio::Mixer *_mixer; // set to 1 for normal key, set to 2 for master, set to 0 if unlocked int _roomLocks[201], _lockType; int _roomToUnlock; bool _canUseKey; bool _saidLocked; bool _saidJammed; // ysort int _ysort[2401], _lasty, _firsty; bool _pmenu; Config config; void saveConfig(); }; } #endif // GRIFFON_GRIFFON_H