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/* 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 int16 numlockCode = 32; /* Code for Num Lock */
static const int16 mouse_size = 134;
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 */
byte 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 passw 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) */
};
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 = 175;
static const uint16 pgeida = 176;
static const uint16 pwisewoman = 178;
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;
byte 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, hour, minutes, seconds;
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 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? */
byte 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
byte 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 id);
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);
byte 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
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