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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.
*
* $URL$
* $Id$
*
*/
#ifndef DRACI_GAME_H
#define DRACI_GAME_H
#include "common/str.h"
#include "draci/script.h"
#include "draci/walking.h"
namespace Common {
class Serializer;
}
namespace Draci {
class BArchive;
class DraciEngine;
enum {
kDragonObject = 0
};
enum {
kDialogueLines = 4
};
enum {
kBlackPalette = -1
};
enum {
kMouseEnableSwitching = -1,
kMouseDoNotSwitch = -2
};
// Constants tuned such that with ScummVM's default talkspeed kStandardSpeed, the speed
// computed by equation (kBaseSpeechDuration + kSpeechTimeUnit * #characters) /
// talkspeed is equal to the original game.
enum SpeechConstants {
kBaseSpeechDuration = 12000,
kSpeechTimeUnit = 2640,
kStandardSpeed = 60
};
enum FadeConstants {
// One fading phase called from the game scripts is 50ms.
kFadingTimeUnit = 50,
// Fading in/out when entering/leaving a location takes 15 iterations of (at least) 7ms each.
kBlackFadingIterations = 15,
kBlackFadingTimeUnit = 7
};
enum AnimationConstants {
kTimeUnit = 20
};
/** Inventory related magical constants */
enum InventoryConstants {
kInventoryItemWidth = 25,
kInventoryItemHeight = 25,
kInventoryColumns = 7,
kInventoryLines = 5,
kInventoryX = 70, ///< Used for positioning of the inventory sprite on the X axis
kInventoryY = 30, ///< Used for positioning of the inventory sprite on the Y axis
kInventorySlots = kInventoryLines * kInventoryColumns,
kStatusChangeTimeout = 500
};
class GameObject {
public:
int _absNum;
uint _init, _look, _use, _canUse;
bool _imInit, _imLook, _imUse;
int _walkDir;
byte _z;
uint _lookX, _lookY, _useX, _useY;
SightDirection _lookDir, _useDir;
GPL2Program _program;
Common::String _title;
int _location;
bool _visible;
Common::Array<Animation *> _anim;
int _playingAnim;
int getAnim(int animID) const;
int addAnim(Animation *anim);
int playingAnim() const { return _playingAnim; }
void playAnim(int i);
void stopAnim();
void deleteAnims();
void deleteAnimsFrom(int index);
void load(uint objNum, BArchive *archive);
};
struct GameInfo {
int _startRoom;
int _mapRoom;
uint _numObjects;
uint _numItems;
byte _numVariables;
byte _numPersons;
byte _numDialogues;
uint _maxItemWidth, _maxItemHeight;
uint _musicLength;
uint _crc[4];
uint _numDialogueBlocks;
};
class GameItem {
public:
int _absNum;
uint _init, _look, _use, _canUse;
bool _imInit, _imLook, _imUse;
GPL2Program _program;
Common::String _title;
Animation *_anim;
void load(int itemID, BArchive *archive);
};
struct Person {
uint _x, _y;
byte _fontColor;
};
struct Dialogue {
int _canLen;
byte *_canBlock;
Common::String _title;
GPL2Program _program;
};
class Room {
public:
int _roomNum;
byte _music;
int _mapID;
int _palette;
int _numOverlays;
int _init, _look, _use, _canUse;
bool _imInit, _imLook, _imUse;
bool _mouseOn, _heroOn;
double _pers0, _persStep;
int _escRoom;
byte _numGates;
Common::Array<int> _gates;
GPL2Program _program;
void load(int roomNum, BArchive *archive);
};
enum LoopStatus {
kStatusOrdinary, // normal game-play: everything allowed
kStatusGate, // during running init-scripts when entering a room: disable interactivity
kStatusInventory, // inventory is open: cannot change the room or go to map
kStatusDialogue // during a dialogue: cannot change the room, go to inventory
};
enum LoopSubstatus {
kOuterLoop, // outer loop: everything is allowed
kInnerWhileTalk, // playing a voice: inner loop will exit afterwards
kInnerWhileFade, // fading a palette: inner loop will exit when done
kInnerDuringDialogue, // selecting continuation block: inner block will exit afterwards
kInnerUntilExit // other inner loop: either immediately exiting or waiting for an animation to end (whose callback ends the loop)
};
class Game {
public:
Game(DraciEngine *vm);
~Game();
void init();
void start();
void loop(LoopSubstatus substatus, bool shouldExit);
// HACK: this is only for testing
int nextRoomNum() const {
int n = _currentRoom._roomNum;
n = n < 37 ? n+1 : n;
return n;
}
// HACK: same as above
int prevRoomNum() const {
int n = _currentRoom._roomNum;
n = n > 0 ? n-1 : n;
return n;
}
Common::Point findNearestWalkable(int x, int y) const { return _walkingMap.findNearestWalkable(x, y); }
void heroAnimationFinished() { _walkingState.heroAnimationFinished(); }
void stopWalking() { _walkingState.stopWalking(); } // and clear callback
void walkHero(int x, int y, SightDirection dir); // start walking and leave callback as is
void setHeroPosition(const Common::Point &p);
const Common::Point &getHeroPosition() const { return _hero; }
void positionAnimAsHero(Animation *anim);
void positionHeroAsAnim(Animation *anim);
// Makes sure animation anim_index plays on the hero. If the hero's
// position has changed, it updates the animation position. If the new
// animation is different, it stops the old one and starts the new one,
// otherwise it just marks dirty rectangles for moving the position.
// Returns the current animation phase of the new animation (usually 0
// unless the animation hasn't changed).
int playHeroAnimation(int anim_index);
void loadOverlays();
void loadWalkingMap(int mapID); // but leaves _currentRoom._mapID untouched
void switchWalkingAnimations(bool enabled);
uint getNumObjects() const { return _info._numObjects; }
GameObject *getObject(uint objNum) { return _objects + objNum; }
const GameObject *getObjectWithAnimation(const Animation *anim) const;
void deleteObjectAnimations();
void deleteAnimationsAfterIndex(int lastAnimIndex);
int getVariable(int varNum) const { return _variables[varNum]; }
void setVariable(int varNum, int value) { _variables[varNum] = value; }
const Person *getPerson(int personID) const { return &_persons[personID]; }
int getRoomNum() const { return _currentRoom._roomNum; }
void setRoomNum(int num) { _currentRoom._roomNum = num; }
int getPreviousRoomNum() const { return _previousRoom; }
void rememberRoomNumAsPrevious() { _previousRoom = getRoomNum(); }
void scheduleEnteringRoomUsingGate(int room, int gate) { _newRoom = room; _newGate = gate; }
void pushNewRoom();
void popNewRoom();
double getPers0() const { return _currentRoom._pers0; }
double getPersStep() const { return _currentRoom._persStep; }
int getMusicTrack() const { return _currentRoom._music; }
void setMusicTrack(int num) { _currentRoom._music = num; }
int getItemStatus(int itemID) const { return _itemStatus[itemID]; }
void setItemStatus(int itemID, int status) { _itemStatus[itemID] = status; }
GameItem *getItem(int id) { return id >= 0 && id < (int) _info._numItems ? &_items[id] : NULL; }
GameItem *getCurrentItem() const { return _currentItem; }
void setCurrentItem(GameItem *item) { _currentItem = item; }
int getPreviousItemPosition() const { return _previousItemPosition; }
void setPreviousItemPosition(int pos) { _previousItemPosition = pos; }
void removeItem(GameItem *item);
void loadItemAnimation(GameItem *item);
void putItem(GameItem *item, int position);
void addItem(int itemID);
int getEscRoom() const { return _currentRoom._escRoom; }
int getMapRoom() const { return _info._mapRoom; }
int getMapID() const { return _currentRoom._mapID; }
/**
* 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 getMarkedAnimationIndex() const { return _markedAnimationIndex; }
void setMarkedAnimationIndex(int index) { _markedAnimationIndex = index; }
void setLoopStatus(LoopStatus status) { _loopStatus = status; }
void setLoopSubstatus(LoopSubstatus status) { _loopSubstatus = status; }
LoopStatus getLoopStatus() const { return _loopStatus; }
LoopSubstatus getLoopSubstatus() const { return _loopSubstatus; }
bool gameShouldQuit() const { return _shouldQuit; }
void setQuit(bool quit) { _shouldQuit = quit; }
bool shouldExitLoop() const { return _shouldExitLoop; }
void setExitLoop(bool exit) { _shouldExitLoop = exit; }
bool isReloaded() const { return _isReloaded; }
void setIsReloaded(bool value) { _isReloaded = value; }
void setSpeechTiming(uint tick, uint duration);
void shiftSpeechAndFadeTick(int delta);
void inventoryInit();
void inventoryDraw();
void inventoryDone();
void inventoryReload();
void inventorySwitch(int keycode);
void dialogueMenu(int dialogueID);
int dialogueDraw();
void dialogueInit(int dialogID);
void dialogueDone();
bool isDialogueBegin() const { return _dialogueBegin; }
bool shouldExitDialogue() const { return _dialogueExit; }
void setDialogueExit(bool exit) { _dialogueExit = exit; }
int getDialogueBlockNum() const { return _blockNum; }
int getDialogueVar(int dialogueID) const { return _dialogueVars[dialogueID]; }
void setDialogueVar(int dialogueID, int value) { _dialogueVars[dialogueID] = value; }
int getCurrentDialogue() const { return _currentDialogue; }
int getDialogueCurrentBlock() const { return _currentBlock; }
int getDialogueLastBlock() const { return _lastBlock; }
int getDialogueLinesNum() const { return _dialogueLinesNum; }
int getCurrentDialogueOffset() const { return _dialogueOffsets[_currentDialogue]; }
void schedulePalette(int paletteID) { _scheduledPalette = paletteID; }
int getScheduledPalette() const { return _scheduledPalette; }
void initializeFading(int phases);
void setEnableQuickHero(bool value) { _enableQuickHero = value; }
bool getEnableQuickHero() const { return _enableQuickHero; }
void setWantQuickHero(bool value) { _wantQuickHero = value; }
bool getWantQuickHero() const { return _wantQuickHero; }
void setEnableSpeedText(bool value) { _enableSpeedText = value; }
bool getEnableSpeedText() const { return _enableSpeedText; }
void DoSync(Common::Serializer &s);
private:
void updateOrdinaryCursor();
void updateInventoryCursor();
int inventoryPositionFromMouse() const;
void handleOrdinaryLoop(int x, int y);
void handleInventoryLoop();
void handleDialogueLoop();
void updateTitle(int x, int y);
void updateCursor();
void fadePalette(bool fading_out);
void advanceAnimationsAndTestLoopExit();
void handleStatusChangeByMouse();
void enterNewRoom();
void initWalkingOverlays();
void loadRoomObjects();
void redrawWalkingPath(Animation *anim, byte color, const WalkingPath &path);
DraciEngine *_vm;
GameInfo _info;
Common::Point _hero;
int *_variables;
Person *_persons;
GameObject *_objects;
byte *_itemStatus;
GameItem *_items;
GameItem *_currentItem;
GameItem *_itemUnderCursor;
// Last position in the inventory of the item currently in the hands, resp. of the item that
// was last in our hands.
int _previousItemPosition;
GameItem *_inventory[kInventorySlots];
Room _currentRoom;
int _newRoom;
int _newGate;
int _previousRoom;
int _pushedNewRoom; // used in GPL programs
int _pushedNewGate;
uint *_dialogueOffsets;
int _currentDialogue;
int *_dialogueVars;
BArchive *_dialogueArchive;
Dialogue *_dialogueBlocks;
bool _dialogueBegin;
bool _dialogueExit;
int _currentBlock;
int _lastBlock;
int _dialogueLinesNum;
int _blockNum;
int _lines[kDialogueLines];
Animation *_dialogueAnims[kDialogueLines];
LoopStatus _loopStatus;
LoopSubstatus _loopSubstatus;
bool _shouldQuit;
bool _shouldExitLoop;
bool _isReloaded;
uint _speechTick;
uint _speechDuration;
const GameObject *_objUnderCursor;
const Animation *_animUnderCursor;
int _markedAnimationIndex; ///< Used by the Mark GPL command
int _scheduledPalette;
int _fadePhases;
int _fadePhase;
uint _fadeTick;
int _mouseChangeTick;
bool _enableQuickHero;
bool _wantQuickHero;
bool _enableSpeedText;
WalkingMap _walkingMap;
WalkingState _walkingState;
Animation *_titleAnim;
Animation *_inventoryAnim;
Animation *_walkingMapOverlay;
Animation *_walkingShortestPathOverlay;
Animation *_walkingObliquePathOverlay;
};
} // End of namespace Draci
#endif // DRACI_GAME_H
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