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path: root/engines/draci/game.cpp
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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.
 *
 * $URL$
 * $Id$
 *
 */

#include "common/stream.h"

#include "draci/draci.h"
#include "draci/game.h"
#include "draci/barchive.h"
#include "draci/script.h"
#include "draci/animation.h"

#include <cmath>

namespace Draci {

static double real_to_double(byte real[6]);

Game::Game(DraciEngine *vm) : _vm(vm) {
	
	unsigned int i;
	
	BArchive *initArchive = _vm->_initArchive;
	BAFile *file;
	
	// Read in persons
	
	file = initArchive->getFile(5);
	Common::MemoryReadStream personData(file->_data, file->_length);
	
	unsigned int numPersons = file->_length / personSize;
	_persons = new Person[numPersons];
	
	for (i = 0; i < numPersons; ++i) {
		_persons[i]._x = personData.readUint16LE();
		_persons[i]._y = personData.readUint16LE();
		_persons[i]._fontColour = personData.readByte();
	}

	// Close persons file
	file->close();
	
	// Read in dialog offsets
	
	file = initArchive->getFile(4);
	Common::MemoryReadStream dialogData(file->_data, file->_length);
	
	unsigned int numDialogs = file->_length / sizeof(uint16);
	_dialogOffsets = new uint[numDialogs];	
	
	unsigned int curOffset;
	for (i = 0, curOffset = 0; i < numDialogs; ++i) {
		_dialogOffsets[i] = curOffset;
		curOffset += dialogData.readUint16LE();
	}
	
	// Close dialogs file
	file->close();	

	// Read in game info
	
	file = initArchive->getFile(3);
	Common::MemoryReadStream gameData(file->_data, file->_length);
	
	_info._startRoom = gameData.readByte() - 1;
	_info._mapRoom = gameData.readByte() - 1;
	_info._numObjects = gameData.readUint16LE();
	_info._numIcons = gameData.readUint16LE();
	_info._numVariables = gameData.readByte();
	_info._numPersons = gameData.readByte();
	_info._numDialogs = gameData.readByte();
	_info._maxIconWidth = gameData.readUint16LE();
	_info._maxIconHeight = gameData.readUint16LE();
	_info._musicLength = gameData.readUint16LE();
	_info._crc[0] = gameData.readUint16LE();
	_info._crc[1] = gameData.readUint16LE();
	_info._crc[2] = gameData.readUint16LE();
	_info._crc[3] = gameData.readUint16LE();

	_info._numDialogBlocks = curOffset;

	// Close game info file
	file->close();

	// Read in variables
	
	file = initArchive->getFile(2);
	unsigned int numVariables = file->_length / sizeof (int16);

	_variables = new int[numVariables];
	Common::MemoryReadStream variableData(file->_data, file->_length);
	
	for (i = 0; i < numVariables; ++i) {
		_variables[i] = variableData.readUint16LE();
	}

	// Close variables file
	file->close();

	// Read in item icon status
	
	file = initArchive->getFile(1);
	_iconStatus = file->_data;
	uint numIcons = file->_length;
	
	// Read in object status
	
	file = initArchive->getFile(0);
	unsigned int numObjects = file->_length;
	
	_objects = new GameObject[numObjects];
	Common::MemoryReadStream objStatus(file->_data, file->_length); 
	
	for (i = 0; i < numObjects; ++i) {
		byte tmp = objStatus.readByte();

		// Set object visibility
		_objects[i]._visible = tmp & (1 << 7);

		// Set object location
		_objects[i]._location = (~(1 << 7) & tmp) - 1;
 	}
	
	// Close object status file
	file->close();

	assert(numDialogs == _info._numDialogs);
	assert(numPersons == _info._numPersons);
	assert(numVariables == _info._numVariables);
	assert(numObjects == _info._numObjects);
	assert(numIcons == _info._numIcons);	
}

void Game::start() {
	while (!shouldQuit()) {

		// If the scheduled room differs from the current one, do a room change
		if (_newRoom != _currentRoom._roomNum) {

			// Set the first two variables to the new room / gate
			_variables[0] = _newGate;
			_variables[1] = _newRoom;

			// If the new room is the map room, set the appropriate coordinates
			// for the dragon in the persons array
			if (_newRoom == _info._mapRoom) {
				_persons[kDragonObject]._x = 160;
				_persons[kDragonObject]._y = 0;
			}

			setLoopSubstatus(kStatusOrdinary);
	
			// Do the actual change
			changeRoom(_newRoom);
			
			// Set the current room / gate to the new value
			_currentRoom._roomNum = _newRoom;
			_currentGate = _newGate;

			// HACK: Won't be needed once I've implemented the loop properly
			_roomChange = false;

			// Run the program for the gate the dragon came through
			runGateProgram(_newGate);
 		}

		// Mimic the original engine by setting the loop status to Ordinary before
		// entering the main loop
		setLoopStatus(kStatusOrdinary);

		loop();
	}
}

void Game::init() {
	_shouldQuit = false;
	_shouldExitLoop = false;

	// HACK: Won't be needed once I've implemented the loop properly
	_roomChange = false;

	_loopStatus = kStatusOrdinary;
	_objUnderCursor = kOverlayImage;

	// Initialize animation for object / room titles
	Animation *titleAnim = _vm->_anims->addText(kTitleText, true);
	Text *title = new Text("", _vm->_smallFont, kTitleColour, 0, 0);
	titleAnim->addFrame(title);

	// Initialize animation for speech text
	Animation *speechAnim = _vm->_anims->addText(kSpeechText, true);
	Text *speech = new Text("", _vm->_bigFont, kFontColour1, 0, 0);
	speechAnim->addFrame(speech);

	loadObject(kDragonObject);
	
	GameObject *dragon = getObject(kDragonObject);
	debugC(4, kDraciLogicDebugLevel, "Running init program for the dragon object...");
	_vm->_script->run(dragon->_program, dragon->_init);

	_currentRoom._roomNum = _info._startRoom;
	_currentGate = 0;

	_newRoom = _currentRoom._roomNum;
	_newGate = _currentGate;

	_variables[0] = _currentGate;
	_variables[1] = _currentRoom._roomNum;

	changeRoom(_currentRoom._roomNum);
	runGateProgram(_currentGate);
}

void Game::loop() {

	Surface *surface = _vm->_screen->getSurface();

	const int smallFontHeight = _vm->_smallFont->getFontHeight();

	do {

		_vm->handleEvents();

		if (_currentRoom._mouseOn) {

			// Fetch mouse coordinates			
			int x = _vm->_mouse->getPosX();
			int y = _vm->_mouse->getPosY();

			// Find the game object under the cursor
			// (to be more precise, one that corresponds to the animation under the cursor)
			int animUnderCursor = _vm->_anims->getTopAnimationID(x, y);
			int curObject = getObjectWithAnimation(animUnderCursor);
			GameObject *obj = &_objects[curObject];

			// Fetch the dedicated objects' title animation / current frame
			Animation *titleAnim = _vm->_anims->getAnimation(kTitleText);
			Text *title = reinterpret_cast<Text *>(titleAnim->getFrame());

			if (_loopStatus == kStatusOrdinary) {
				// If there is an object under the cursor, display its title and enable
				// executing its look and use scripts
				if (curObject != kObjectNotFound) {					

					if(_vm->_mouse->isCursorOn()) {
						// Mark dirty rectangle to delete the previous text
						titleAnim->markDirtyRect(surface);	

						// Set the title for the current object
						title->setText(obj->_title);

						// Move the title to the correct place (just above the cursor)
						int newX = surface->centerOnX(x, title->getWidth());
						int newY = surface->centerOnY(y - smallFontHeight / 2, title->getHeight() * 2);
						titleAnim->setRelative(newX, newY);
					}

					if (_loopSubstatus == kStatusOrdinary) {
						// HACK: Test running look and use scripts
						if (_vm->_mouse->lButtonPressed()) {
							// Delete title text
							title->setText("");

							_vm->_mouse->cursorOff();
							_vm->_mouse->lButtonSet(false);				
							
							if (!obj->_imLook) {
								if (obj->_lookDir == 0) {
									walkHero(x, y);
								} else {
									walkHero(obj->_lookX, obj->_lookY);
								}
							}

							_vm->_script->run(obj->_program, obj->_look);
							_vm->_mouse->cursorOn();
						}

						if (_vm->_mouse->rButtonPressed()) {
							// Delete title text
							title->setText("");

							_vm->_mouse->cursorOff();
							_vm->_mouse->rButtonSet(false);

							if (!obj->_imUse) {
								if (obj->_useDir == 0) {
									walkHero(x, y);
								} else {
									walkHero(obj->_useX, obj->_useY);
								}
							}

							_vm->_script->run(obj->_program, obj->_use);
							_vm->_mouse->cursorOn();
						}
					}
				} else {
					// We haven't found an object under the cursor

					// Delete the previous title				
					titleAnim->markDirtyRect(surface);
					title->setText("");

					// If we are in the appropriate loop status and the player clicked
					// on the room, move the dragon to the nearest walkable point
					if (_vm->_mouse->lButtonPressed() && 
						_loopSubstatus == kStatusOrdinary) {

						walkHero(x, y);
					}
				}

				debugC(2, kDraciAnimationDebugLevel, "Anim under cursor: %d", animUnderCursor); 
			}
		}

		// Handle character talking (if there is any)
		if (_loopSubstatus == kStatusTalk) {
			Animation *speechAnim = _vm->_anims->getAnimation(kSpeechText); 			
			Text *speechFrame = reinterpret_cast<Text *>(speechAnim->getFrame());

			uint speechDuration = kBaseSpeechDuration + 
								  speechFrame->getLength() * kSpeechTimeUnit / 
							 	  (128 / 16 + 1);

			// If the current speech text has expired or the user clicked a mouse button, 
			// advance to the next line of text			
			if (_vm->_mouse->lButtonPressed() || 
				_vm->_mouse->rButtonPressed() || 
				(_vm->_system->getMillis() - _speechTick) >= speechDuration) {

				_shouldExitLoop = true;
				_vm->_mouse->lButtonSet(false);
				_vm->_mouse->rButtonSet(false);
			} else {
				_shouldExitLoop = false;
			}
		}

		// This returns true if we got a signal to quit the game
		if (shouldQuit())
			return;

		// Advance animations and redraw screen
		_vm->_anims->drawScene(_vm->_screen->getSurface());
		_vm->_screen->copyToScreen();
		_vm->_system->delayMillis(20);

		// HACK: Won't be needed once the game loop is implemented properly
		_shouldExitLoop = _shouldExitLoop || _roomChange;

	} while (!shouldExitLoop());
}

int Game::getObjectWithAnimation(int animID) {
	for (uint i = 0; i < _info._numObjects; ++i) {
		GameObject *obj = &_objects[i];
	
		for (uint j = 0; j < obj->_anims.size(); ++j) {
			if (obj->_anims[j] == animID) {
				return i;
			}
		}
	}

	return kObjectNotFound;
}
	
void Game::walkHero(int x, int y) {

	Surface *surface = _vm->_screen->getSurface();
	Common::Point p = _currentRoom._walkingMap.findNearestWalkable(x, y, surface->getRect());

	x = p.x;
	y = p.y;

	// Fetch dragon's animation ID
	// FIXME: Need to add proper walking (this only warps the dragon to position)
	int animID = getObject(kDragonObject)->_anims[0];

	Animation *anim = _vm->_anims->getAnimation(animID);

	// Calculate scaling factors
	double scaleX = _currentRoom._pers0 + _currentRoom._persStep * y;
	double scaleY = scaleX;

	// Set the Z coordinate for the dragon's animation
	anim->setZ(y+1);

	// Fetch current frame
	Drawable *frame = anim->getFrame();

	// Fetch base dimensions of the frame
	uint height = frame->getHeight();
	uint width = frame->getWidth();

  	_persons[kDragonObject]._x = x + (lround(scaleX) * width) / 2;
	_persons[kDragonObject]._y = y - lround(scaleY) * height;

	// We naturally want the dragon to position its feet to the location of the
	// click but sprites are drawn from their top-left corner so we subtract
	// the current height of the dragon's sprite
	y -= (int)(scaleY * height);
	anim->setRelative(x, y);

	// Set the per-animation scaling factor
	anim->setScaleFactors(scaleX, scaleY);

	// Play the animation
	_vm->_anims->play(animID);

	debugC(4, kDraciLogicDebugLevel, "Walk to x: %d y: %d", x, y);
}

void Game::loadRoom(int roomNum) {

	BAFile *f;
	f = _vm->_roomsArchive->getFile(roomNum * 4);
	Common::MemoryReadStream roomReader(f->_data, f->_length);

	roomReader.readUint32LE(); // Pointer to room program, not used
	roomReader.readUint16LE(); // Program length, not used
	roomReader.readUint32LE(); // Pointer to room title, not used

	_currentRoom._music = roomReader.readByte();

	int mapIdx = roomReader.readByte() - 1;
	f = _vm->_walkingMapsArchive->getFile(mapIdx);
	_currentRoom._walkingMap.load(f->_data, f->_length);

	_currentRoom._palette = roomReader.readByte() - 1;
	_currentRoom._numOverlays = roomReader.readSint16LE();
	_currentRoom._init = roomReader.readSint16LE();
	_currentRoom._look = roomReader.readSint16LE();
	_currentRoom._use = roomReader.readSint16LE();
	_currentRoom._canUse = roomReader.readSint16LE();
	_currentRoom._imInit = roomReader.readByte();
	_currentRoom._imLook = roomReader.readByte();
	_currentRoom._imUse = roomReader.readByte();
	_currentRoom._mouseOn = roomReader.readByte();
	_currentRoom._heroOn = roomReader.readByte();

	// Read in pers0 and persStep (stored as 6-byte Pascal reals)
	byte real[6];

	for (int i = 5; i >= 0; --i) {
		real[i] = roomReader.readByte();
	}

	_currentRoom._pers0 = real_to_double(real);

	for (int i = 5; i >= 0; --i) {
		real[i] = roomReader.readByte();
	}

	_currentRoom._persStep = real_to_double(real);

	_currentRoom._escRoom = roomReader.readByte() - 1;
	_currentRoom._numGates = roomReader.readByte();

	debugC(4, kDraciLogicDebugLevel, "Music: %d", _currentRoom._music);
	debugC(4, kDraciLogicDebugLevel, "Map: %d", mapIdx);
	debugC(4, kDraciLogicDebugLevel, "Palette: %d", _currentRoom._palette);
	debugC(4, kDraciLogicDebugLevel, "Overlays: %d", _currentRoom._numOverlays);
	debugC(4, kDraciLogicDebugLevel, "Init: %d", _currentRoom._init);
	debugC(4, kDraciLogicDebugLevel, "Look: %d", _currentRoom._look);
	debugC(4, kDraciLogicDebugLevel, "Use: %d", _currentRoom._use);
	debugC(4, kDraciLogicDebugLevel, "CanUse: %d", _currentRoom._canUse);
	debugC(4, kDraciLogicDebugLevel, "ImInit: %d", _currentRoom._imInit);
	debugC(4, kDraciLogicDebugLevel, "ImLook: %d", _currentRoom._imLook);
	debugC(4, kDraciLogicDebugLevel, "ImUse: %d", _currentRoom._imUse);
	debugC(4, kDraciLogicDebugLevel, "MouseOn: %d", _currentRoom._mouseOn);
	debugC(4, kDraciLogicDebugLevel, "HeroOn: %d", _currentRoom._heroOn);
	debugC(4, kDraciLogicDebugLevel, "Pers0: %f", _currentRoom._pers0);
	debugC(4, kDraciLogicDebugLevel, "PersStep: %f", _currentRoom._persStep);
	debugC(4, kDraciLogicDebugLevel, "EscRoom: %d", _currentRoom._escRoom);
	debugC(4, kDraciLogicDebugLevel, "Gates: %d", _currentRoom._numGates);

	// Read in the gates' numbers

	_currentRoom._gates.clear();

	for (uint i = 0; i < _currentRoom._numGates; ++i) {
		_currentRoom._gates.push_back(roomReader.readSint16LE());
	}

	// Load the room's objects
	for (uint i = 0; i < _info._numObjects; ++i) {
		debugC(7, kDraciLogicDebugLevel, 
			"Checking if object %d (%d) is at the current location (%d)", i,
			_objects[i]._location, roomNum);

		if (_objects[i]._location == roomNum) {
			debugC(6, kDraciLogicDebugLevel, "Loading object %d from room %d", i, roomNum);
			loadObject(i);
		}
	}
	
	// Run the init scripts	for room objects
	// We can't do this in the above loop because some objects' scripts reference
	// other objects that may not yet be loaded
	for (uint i = 0; i < _info._numObjects; ++i) {
		if (_objects[i]._location == roomNum) {
			debugC(6, kDraciLogicDebugLevel, 
				"Running init program for object %d (offset %d)", i, getObject(i)->_init);		
			_vm->_script->run(getObject(i)->_program, getObject(i)->_init);
		}
	}

	// Load the room's GPL program and run the init part
	f = _vm->_roomsArchive->getFile(roomNum * 4 + 3);
	_currentRoom._program._bytecode = f->_data;
	_currentRoom._program._length = f->_length;

	debugC(4, kDraciLogicDebugLevel, "Running room init program...");
	_vm->_script->run(_currentRoom._program, _currentRoom._init);

	// Set room palette
	f = _vm->_paletteArchive->getFile(_currentRoom._palette);
	_vm->_screen->setPalette(f->_data, 0, kNumColours);

	// Set cursor state
	// Need to do this after we set the palette since the cursors use it
	if (_currentRoom._mouseOn) {
		debugC(6, kDraciLogicDebugLevel, "Mouse: ON");
		_vm->_mouse->cursorOn();
	} else {
		debugC(6, kDraciLogicDebugLevel, "Mouse: OFF");
		_vm->_mouse->cursorOff();
	}

	_vm->_mouse->setCursorType(kNormalCursor);

	// HACK: Create a visible overlay from the walking map so we can test it
	byte *wlk = new byte[kScreenWidth * kScreenHeight];
	memset(wlk, 255, kScreenWidth * kScreenHeight);

	for (uint i = 0; i < kScreenWidth; ++i) {
		for (uint j = 0; j < kScreenHeight; ++j) {
			if (_currentRoom._walkingMap.isWalkable(i, j)) {
				wlk[j * kScreenWidth + i] = 2;
			}
		}
	}

	Sprite *ov = new Sprite(wlk, kScreenWidth, kScreenHeight, 0, 0, false);

	Animation *map = _vm->_anims->addAnimation(kWalkingMapOverlay, 255, false);
	map->addFrame(ov);
}

int Game::loadAnimation(uint animNum, uint z) {

	BAFile *animFile = _vm->_animationsArchive->getFile(animNum);
	Common::MemoryReadStream animationReader(animFile->_data, animFile->_length);	

	uint numFrames = animationReader.readByte();

	// FIXME: handle these properly
	animationReader.readByte(); // Memory logic field, not used
	animationReader.readByte(); // Disable erasing field, not used
	
	bool cyclic = animationReader.readByte();

	animationReader.readByte(); // Relative field, not used

	Animation *anim = _vm->_anims->addAnimation(animNum, z, false);

	anim->setLooping(cyclic);

	for (uint i = 0; i < numFrames; ++i) {
		uint spriteNum = animationReader.readUint16LE() - 1;
		int x = animationReader.readSint16LE();
		int y = animationReader.readSint16LE();
		uint scaledWidth = animationReader.readUint16LE();
		uint scaledHeight = animationReader.readUint16LE();
		byte mirror = animationReader.readByte();
		/* uint sample = */ animationReader.readUint16LE();
		/* uint freq = */ animationReader.readUint16LE();
		uint delay = animationReader.readUint16LE();

		BAFile *spriteFile = _vm->_spritesArchive->getFile(spriteNum);

		Sprite *sp = new Sprite(spriteFile->_data, spriteFile->_length, x, y, true);

		// Some frames set the scaled dimensions to 0 even though other frames
		// from the same animations have them set to normal values
		// We work around this by assuming it means no scaling is necessary
		if (scaledWidth == 0) {
			scaledWidth = sp->getWidth();
		}

		if (scaledHeight == 0) {
			scaledHeight = sp->getHeight();
		}

		sp->setScaled(scaledWidth, scaledHeight);

		if (mirror) 
			sp->setMirrorOn();

		sp->setDelay(delay * 10);

		anim->addFrame(sp);
	}

	return animNum;
}

void Game::loadObject(uint objNum) {
	BAFile *file;
	
	file = _vm->_objectsArchive->getFile(objNum * 3);
	Common::MemoryReadStream objReader(file->_data, file->_length);
	
	GameObject *obj = _objects + objNum;

	obj->_init = objReader.readUint16LE();
	obj->_look = objReader.readUint16LE();
	obj->_use = objReader.readUint16LE();
	obj->_canUse = objReader.readUint16LE();
	obj->_imInit = objReader.readByte();
	obj->_imLook = objReader.readByte();
	obj->_imUse = objReader.readByte();
	obj->_walkDir = objReader.readByte();
	obj->_z = objReader.readByte();
	objReader.readUint16LE(); // idxSeq field, not used
	objReader.readUint16LE(); // numSeq field, not used
	obj->_lookX = objReader.readUint16LE();
	obj->_lookY = objReader.readUint16LE();
	obj->_useX = objReader.readUint16LE();
	obj->_useY = objReader.readUint16LE();
	obj->_lookDir = objReader.readByte();
	obj->_useDir = objReader.readByte();
	
	obj->_absNum = objNum;
	
	file = _vm->_objectsArchive->getFile(objNum * 3 + 1);
	
	// The first byte of the file is the length of the string (without the length)
	assert(file->_length - 1 == file->_data[0]);

	obj->_title = Common::String((char *)(file->_data+1), file->_length-1);

	file = _vm->_objectsArchive->getFile(objNum * 3 + 2);
	obj->_program._bytecode = file->_data;
	obj->_program._length = file->_length;
}

GameObject *Game::getObject(uint objNum) {
	return _objects + objNum;
}

uint Game::getNumObjects() {
	return _info._numObjects;
}

void Game::loadOverlays() {
 	uint x, y, z, num;
 
	BAFile *overlayHeader;

	overlayHeader = _vm->_roomsArchive->getFile(_currentRoom._roomNum * 4 + 2);
	Common::MemoryReadStream overlayReader(overlayHeader->_data, overlayHeader->_length);
 	BAFile *overlayFile;
 
 	for (int i = 0; i < _currentRoom._numOverlays; i++) {
 
		num = overlayReader.readUint16LE() - 1;
 		x = overlayReader.readUint16LE();
 		y = overlayReader.readUint16LE();
 		z = overlayReader.readByte();
 
		overlayFile = _vm->_overlaysArchive->getFile(num);
 		Sprite *sp = new Sprite(overlayFile->_data, overlayFile->_length, x, y, true);
 
 		_vm->_anims->addOverlay(sp, z);		
	}

	_vm->_overlaysArchive->clearCache();

 	_vm->_screen->getSurface()->markDirty();
}

void Game::changeRoom(uint roomNum) {
	
	debugC(1, kDraciLogicDebugLevel, "Changing to room %d", roomNum);

	// Clear archives
	_vm->_roomsArchive->clearCache();
	_vm->_spritesArchive->clearCache();
	_vm->_paletteArchive->clearCache();
	_vm->_animationsArchive->clearCache();
	_vm->_walkingMapsArchive->clearCache();

	_vm->_screen->clearScreen();

	_vm->_anims->deleteOverlays();
	
	// Delete walking map testing overlay
	_vm->_anims->deleteAnimation(kWalkingMapOverlay);

	int oldRoomNum = _currentRoom._roomNum;

	// TODO: Make objects capable of stopping their own animations
	GameObject *dragon = getObject(kDragonObject);
	for (uint i = 0; i < dragon->_anims.size(); ++i) {
		_vm->_anims->stop(dragon->_anims[i]);
	}

	for (uint i = 0; i < _info._numObjects; ++i) {
		GameObject *obj = &_objects[i];
		
		if (i != 0 && (obj->_location == oldRoomNum)) {
			for (uint j = 0; j < obj->_anims.size(); ++j) {
					_vm->_anims->deleteAnimation(obj->_anims[j]);
			}
			obj->_anims.clear();
		}
	}

	_currentRoom._roomNum = roomNum;
	loadRoom(roomNum);
	loadOverlays();
}

void Game::runGateProgram(int gate) {

	debugC(6, kDraciLogicDebugLevel, "Running program for gate %d", gate);

	// Set the appropriate loop statu before executing the gate program
	setLoopStatus(kStatusGate);

	// Mark last animation
	int lastAnimIndex = _vm->_anims->getLastIndex();

	// Run gate program
	_vm->_script->run(_currentRoom._program, _currentRoom._gates[gate]);
	
	// Delete all animations loaded after the marked one 
	// (from objects and from the AnimationManager)
	for (uint i = 0; i < getNumObjects(); ++i) {
		GameObject *obj = &_objects[i];

		for (uint j = 0; j < obj->_anims.size(); ++j) {
			Animation *anim;

			anim = _vm->_anims->getAnimation(obj->_anims[j]);
			if (anim != NULL && anim->getIndex() > lastAnimIndex)
				obj->_anims.remove_at(j);
		}
	}

	_vm->_anims->deleteAfterIndex(lastAnimIndex);

	setExitLoop(false);
}

int Game::getRoomNum() {
	return _currentRoom._roomNum;
}

void Game::setRoomNum(int room) {
	_newRoom = room;
}

int Game::getGateNum() {
	return _currentGate;
}

void Game::setGateNum(int gate) {
	_newGate = gate;
}

void Game::setLoopStatus(LoopStatus status) {
	_loopStatus = status;
}

void Game::setLoopSubstatus(LoopStatus status) {
	_loopSubstatus = status;
}

LoopStatus Game::getLoopStatus() {
	return _loopStatus;
}

LoopStatus Game::getLoopSubstatus() {
	return _loopSubstatus;
}

int Game::getVariable(int numVar) {
	return _variables[numVar];
}

void Game::setVariable(int numVar, int value) {
	_variables[numVar] = value;
}

int Game::getIconStatus(int iconID) {
	return _iconStatus[iconID];
}

Person *Game::getPerson(int personID) {
	return &_persons[personID];
}

void Game::setSpeechTick(uint tick) {
	_speechTick = tick;
}

int Game::getEscRoom() {
	return _currentRoom._escRoom;
}

/**
 * The GPL command Mark sets the animation index (which specifies the order in which 
 * animations were loaded in) which is then used by the Release command to delete
 * all animations that have an index greater than the one marked.
 */

int Game::getMarkedAnimationIndex() {
	return _markedAnimationIndex;
}

/**
 * See Game::getMarkedAnimationIndex().
 */

void Game::setMarkedAnimationIndex(int index) {
	_markedAnimationIndex = index;
}

Game::~Game() {
	delete[] _persons;
	delete[] _variables;
	delete[] _dialogOffsets;
	delete[] _objects;
}


bool WalkingMap::isWalkable(int x, int y) {

	// Convert to map pixels
	x = x / _deltaX;
	y = y / _deltaY;

	int pixelIndex = _mapWidth * y + x;
	int byteIndex = pixelIndex / 8;
	int mapByte = _data[byteIndex];

	return mapByte & (1 << pixelIndex % 8);
}

/** 
 * @brief For a given point, find a nearest walkable point on the walking map
 *
 * @param startX 	x coordinate of the point
 * @param startY	y coordinate of the point
 *
 * @return A Common::Point representing the nearest walkable point
 *
 *	The algorithm was copied from the original engine for exactness.
 *	TODO: Study this algorithm in more detail so it can be documented properly and
 * 	possibly improved / simplified.
 */
Common::Point WalkingMap::findNearestWalkable(int startX, int startY, Common::Rect searchRect) {

	int signs[] = { 1, -1 };
	const uint kSignsNum = 2;

	int radius = 0;
	int x, y;
	int dx, dy;
	int prediction;

	// The place where, eventually, the result coordinates will be stored
	int finalX, finalY; 	

	// The algorithm appears to start off with an ellipse with the minor radius equal to
	// zero and the major radius equal to the walking map delta (the number of pixels
	// one map pixel represents). It then uses a heuristic to gradually reshape it into
	// a circle (by shortening the major radius and lengthening the minor one). At each
	// such resizing step, it checks some select points on the ellipse for walkability.
	// It also does the same check for the ellipse perpendicular to it (rotated by 90 degrees).

	while(1) {

		// The default major radius
		radius += _deltaX;

		// The ellipse radii (minor, major) that get resized
		x = 0;
		y = radius;

		// Heuristic variables
		prediction = 1 - radius;
		dx = 3;
		dy = 2 * radius - 2;
		
		do {
			
			// The following two loops serve the purpose of checking the points on the two
			// ellipses for walkability. The signs[] array is there to obliterate the need
			// of writing out all combinations manually.
	
			for (uint i = 0; i < kSignsNum; ++i) {
				finalY = startY + y * signs[i];
	
				for (uint j = 0; j < kSignsNum; ++j) {
					finalX = startX + x * signs[j];

					// If the current point is walkable, return it
					if (searchRect.contains(finalX, finalY) && isWalkable(finalX, finalY)) {
						return Common::Point(finalX, finalY);
					}
				}
			}

			for (uint i = 0; i < kSignsNum; ++i) {
				finalY = startY + x * signs[i];

				for (uint j = 0; j < kSignsNum; ++j) {
					finalX = startX + y * signs[j];

					// If the current point is walkable, return it
					if (searchRect.contains(finalX, finalY) && isWalkable(finalX, finalY)) {
						return Common::Point(finalX, finalY);
					}
				}
			}

			// If prediction is non-negative, we need to decrease the major radius of the
			// ellipse
			if (prediction >= 0) {
				prediction -= dy;
				dy -= 2 * _deltaX;
				y -= _deltaX;
			}

			// Increase the minor radius of the ellipse and update heuristic variables
			prediction += dx;
			dx += 2 * _deltaX;
			x += _deltaX;

		// If the current ellipse has been reshaped into a circle, 
		// end this loop and enlarge the radius
		} while (x <= y); 
	}
}

static double real_to_double(byte real[6]) {

	// Extract sign bit
	int sign = real[0] & (1 << 7);
	
	// Extract exponent and adjust for bias
	int exp = real[5] - 129;

	double mantissa;
	double tmp = 0.0;

	if (real[5] == 0) {
		mantissa = 0.0;
	} else {
		
		// Process the first four least significant bytes
		for (int i = 4; i >= 1; --i) {		
			tmp += real[i];
			tmp /= 1 << 8;
		}

		// Process the most significant byte (remove the sign bit)
		tmp += real[0] & ((1 << 7) - 1);
		tmp /= 1 << 8;

		// Calculate mantissa
		mantissa = 1.0;
		mantissa += 2.0 * tmp;
	}

	// Flip sign if necessary
	if (sign) {
		mantissa = -mantissa;
	}

	// Calculate final value
	return ldexp(mantissa, exp);	
}

}