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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 AVALANCHE_GYRO2_H
#define AVALANCHE_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 byte kObjectNum = 18; // always preface with a #
static const int16 kCarryLimit = 12; // carry limit
static const int16 kNumlockCode = 32; // Code for Num Lock
static const int16 kMouseSize = 134;
struct MouseHotspotType { // mouse-void
int16 _horizontal, _vertical;
};
struct DnaType { // Ux, uy, & ww now all belong to Trip5
byte _direction; // The direction Avvy is currently facing.
byte _carryNum; // How many objects you're carrying...
bool _objects[kObjectNum]; // ...and which ones they are.
int16 _score; // your score, of course
int32 _money; // your current amount of dosh
byte _room; // your current room
byte _wearing; // what you're wearing
byte _sworeNum; // number of times you've sworn
byte _saveNum; // number of times this game has been saved
byte _roomCount[100]; // Add one to each every time you enter a room
byte _alcoholLevel; // 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 _cwytalotGone; // Has Cwytalot rushed off to Jerusalem yet?
byte _passwordNum; // Number of the passw for this game.
bool _aylesIsAwake; // pretty obvious!
byte _drawbridgeOpen; // Between 0 (shut) and 4 (open).
byte _avariciusTalk; // How much Avaricius has said to you.
bool _boughtOnion; // Have you bought an onion yet?
bool _rottenOnion; // And has it rotted?
bool _onionInVinegar; // Is the onion in the vinegar?
byte _givenToSpludwick; // 0 = nothing given, 1 = onion...
byte _brummieStairs; // Progression through the stairs trick.
byte _cardiffQuestionNum; // Things you get asked in Cardiff.
bool _passedCwytalotInHerts; // Have you passed Cwytalot in Herts?
bool _avvyIsAwake; // Well? Is Avvy awake? (Screen 1 only.)
bool _avvyInBed; // True if Avvy's in bed, but awake.
bool _userMovesAvvy; // 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 _friarWillTieYouUp; // If you're going to get tied up.
bool _tiedUp; // You ARE tied up!
byte _boxContent; // 0 = money (sixpence), 254 = empty, any other number implies the contents of the box.
bool _talkedToCrapulus; // Pretty self-explanatory.
byte _jacquesState; // 0=asleep, 1=awake, 2=gets up, 3=gone.
bool _bellsAreRinging; // Is Jacques ringing the bells?
bool _standingOnDais; // In room 71, inside Cardiff Castle.
bool _takenPen; // Have you taken the pen (in Cardiff?)
bool _arrowTriggered; // And has the arrow been triggered?
bool _arrowInTheDoor; // Did the arrow hit the wall?
Common::String _favouriteDrink, _favouriteSong, _worstPlaceOnEarth, _spareEvening; // Personalisation str's
uint32 _totalTime; // Your total time playing this game, in ticks.
byte _jumpStatus; // Fixes how high you're jumping.
bool _mushroomGrowing; // Is the mushroom growing in 42?
bool _spludwickAtHome; // Is Spludwick at home?
byte _lastRoom;
byte _lastRoomNotMap;
bool _crapulusWillTell; // Will Crapulus tell you about Spludwick being away?
bool _enterCatacombsFromLustiesRoom;
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 _enteredLustiesRoomAsMonk;
byte _catacombX, _catacombY; // XY coords in the catacombs.
bool _avvysInTheCupboard; // On screen 22.
bool _geidaFollows; // Is Geida following you?
byte _geidaSpin, _geidaTime; // For the making "Geida dizzy" joke.
byte _nextBell; // For the ringing.
bool _givenPotionToGeida; // Does Geida have the potion?
bool _lustieIsAsleep; // Is BDL asleep?
byte _flipToWhere, _flipToPed; // For the sequencer.
bool _beenTiedUp; // In r__Robins.
bool _sittingInPub; // Are you sitting down in the pub?
byte _spurgeTalkCount; // Count for talking to Spurge.
bool _metAvaroid;
bool _takenMushroom, _givenPenToAyles, _askedDogfoodAboutNim;
};
struct PedType {
int16 _x, _y;
byte _direction;
};
struct MagicType {
byte _operation; // 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 _color;
};
struct DemoType {
uint16 _delay;
char _key, _extd;
};
typedef byte TuneType[31];
struct QuasipedType {
byte _whichPed, _foregroundColor, _room, _backgroundColor;
uint16 _who;
};
#if 0
struct Sundry { // Things which must be saved over a backtobootstrap, outside DNA.
Common::String _qEnidFilename;
bool _qSoundFx;
byte _qThinks;
bool _qThinkThing;
};
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)
};
#endif
class Gyro {
public:
static const char *kVersionNum;
static const char *kCopyright;
static const int16 kVersionCode = 130; // Same as kVersionCode, but numerically & without the ".".
static const int16 kGameCode = 2; // Avalot's code number
// Objects you can hold:
enum Object {
kObjectWine = 1,
kObjectMoney,
kObjectBodkin,
kObjectPotion,
kObjectChastity,
kObjectBolt,
kObjectCrossbow,
kObjectLute,
kObjectBadge,
kObjectMushroom,
kObjectKey,
kObjectBell,
kObjectPrescription,
kObjectPen,
kObjectInk,
kObjectClothes,
kObjectHabit,
kObjectOnion
};
// People who hang around this game.
enum People {
// Boys:
kPeopleAvalot = 150,
kPeopleSpludwick = 151,
kPeopleCrapulus = 152,
kPeopleDrDuck = 153,
kPeopleMalagauche = 154,
kPeopleFriarTuck = 155,
kPeopleRobinHood = 156,
kPeopleCwytalot = 157,
kPeopleDuLustie = 158,
kPeopleDuke = 159,
kPeopleDogfood = 160,
kPeopleTrader = 161,
kPeopleIbythneth = 162,
kPeopleAyles = 163,
kPeoplePort = 164,
kPeopleSpurge = 165,
kPeopleJacques = 166,
// Girls:
kPeopleArkata = 175,
kPeopleGeida = 176,
kPeopleWisewoman = 178
};
static const int16 kXW = 30;
static const int16 kYW = 36; // x width & y whatsit
static const int16 kMargin = 5;
static const MouseHotspotType kMouseHotSpots[9];
static const int16 kMaxSprites = 2; // Current max no. of sprites.
// For Thinkabout:
static const bool kThing = true;
static const bool kPerson = false;
// Magic/portal constants:
enum Magics {
kMagicNothing, // Ignore it if this line is touched.
kMagicBounce, // Bounce off this line. Not valid for portals.
kMagicExclaim, // Put up a chain of scrolls.
kMagicTransport, // Enter new room.
kMagicUnfinished, // Unfinished connection.
kMagicSpecial, // Special function.
kMagicOpenDoor // Opening door.
};
// These following static constants should be included in CFG when it's written.
static const bool kSlowComputer = false; // Stops walking when mouse touches toolbar.
static const int16 kBorder = 1; // size of border on shadowboxes
enum Direction {
kDirectionUp, kDirectionRight, kDirectionDown, kDirectionLeft,
kDirectionUpRight, kDirectionDownRight, kDirectionDownLeft, kDirectionUpLeft,
kDirectionStopped
};
static const int16 kWalk = 3;
static const int16 kRun = 5;
static const int32 kCatacombMap[8][8];
static const bool kDemo = false; // If this is true, we're in a demo of the game.
static const char kSpludwicksOrder[3];
static const QuasipedType kQuasipeds[16];
enum Pitch {
kPitchLower,
kPitchSame,
kPitchHigher
};
static const char kMusicKeys[];
static const uint16 kNotes[12];
static const TuneType kTune;
// 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.
byte _interrogation;
static byte _whereIs[29];
// Variable static constant for overriding the ability of On to switch pages.
// You may know better than On which page to switch to.
bool _onCanDoPageSwap;
DnaType _dna;
byte _lineNum; // Number of lines.
LineType _lines[50]; // For Also.
enum MouseState { kMouseStateNo, kMouseStateYes, kMouseStateVirtual } _mouse;
bool _dropsOk, _scReturn, _soundFx, _cheat;
Common::String _mouseText;
bool _weirdWord;
bool _letMeOut;
Common::String _scroll[15];
byte _scrollNum, _score, _whichwas;
byte _thinks;
bool _thinkThing;
int16 _talkX, _talkY;
byte _talkBackgroundColor, _talkFontColor;
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 _objectList[10];
::Graphics::Surface _digits[10]; // digitsize and rwlitesize are defined in Lucerna::load_digits() !!!
::Graphics::Surface _directions[9]; // Maybe it will be needed to move them to the class itself instead.
// Called .free() for them in ~Gyro().
byte _oldDirection;
int8 _scoreToDisplay[3];
byte _currentMouse; // 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 _fieldNum;
Common::String _flags;
Common::String _listen;
Common::String _atKey; // For XTs, set to "alt-". For ATs, set to "f1".
byte _cp, _ledStatus, _defaultLed;
FontType _font;
bool _alive;
byte _buffer[2000];
uint16 _bufSize;
int16 _underScroll; // Y-coord of just under the scroll text.
bool _dropdownActive; // Kludge so we don't have to keep referring to Dropdown
Common::String _roomnName; // Name of actual room
Common::String _subject; // What you're talking to them about.
byte _subjectNum; // 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.
// For the demo:
DemoType _demoRec;
Common::File _demoFile; // of demo_type
Common::DumpFile _demoFileSave; // uruk added it - first use located in constructor of Basher
byte _lastPerson; // Last person to have been selected using the People menu.
bool _doingSpriteRun; // 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.
bool _holdTheDawn; // If this is true, calling Dawn will do nothing. It's used, for example, at the start, to stop Load from dawning.
bool isLoaded; // Is it a loaded gamestate?
Common::String _enidFilename;
Gyro(AvalancheEngine *vm);
~Gyro();
Common::String intToStr(int32 num);
void newMouse(byte id);
void setMousePointerWait(); // Makes hourglass.
void loadMouse(byte which);
void note(uint16 hertz);
void blip();
void click(); // "Audio keyboard feedback"
void setBackgroundColor(byte x);
void drawShadowBox(int16 x1, int16 y1, int16 x2, int16 y2, Common::String t);
void newGame(); // This sets up the DNA for a completely new game.
void slowDown();
bool setFlag(char x);
void forceNumlock();
bool decreaseMoney(uint16 howmuchby); // Called pennycheck in the original.
void hangAroundForAWhile();
Common::String getName(byte whose);
byte getNameChar(byte whose);
Common::String getThing(byte which);
char getThingChar(byte which);
Common::String getItem(byte which); // Called get_better in the original.
Common::String f5Does(); // This procedure determines what f5 does.
private:
AvalancheEngine *_vm;
void drawShadow(int16 x1, int16 y1, int16 x2, int16 y2, byte hc, byte sc);
};
} // End of namespace Avalanche
#endif // AVALANCHE_GYRO2_H
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