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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/animation.h"
#include "draci/sprite.h"
namespace Draci {
class DraciEngine;
enum StructSizes {
personSize = sizeof(uint16) * 2 + sizeof(byte)
};
struct GameObject {
GameObject() : _seqTab(NULL), _title(NULL) {}
~GameObject();
uint16 _init, _look, _use, _canUse;
bool _imInit, _imLook, _imUse;
byte _walkDir;
byte _priority;
uint16 _idxSeq, _numSeq;
uint16 _lookX, _lookY, _useX, _useY;
byte _lookDir, _useDir;
uint16 _absNum;
byte _animObj;
uint16 *_seqTab;
GPL2Program _program;
byte *_title;
byte _location;
bool _visible;
};
struct GameInfo {
byte _currentRoom;
byte _mapRoom;
uint16 _numObjects;
uint16 _numIcons;
byte _numVariables;
byte _numPersons;
byte _numDialogs;
uint16 _maxIconWidth, _maxIconHeight;
uint16 _musicLength;
uint16 _crc[4];
uint16 _numDialogBlocks;
};
struct Person {
uint16 _x, _y;
byte _fontColour;
};
struct Room {
byte _music;
byte _map;
byte _palette;
uint16 _numMasks;
uint16 _init, _look, _use, _canUse;
bool _imInit, _imLook, _imUse;
bool _mouseOn, _heroOn;
double _pers0, _persStep;
byte _escRoom;
byte _numGates;
};
class Game {
public:
Game(DraciEngine *vm);
~Game();
private:
DraciEngine *_vm;
GameInfo *_info;
Person *_persons;
uint16 *_dialogOffsets;
int16 *_variables;
byte *_itemStatus;
GameObject *_objects;
Room _currentRoom;
void loadObject(uint16 numObj);
GameObject *getObject(uint16 objNum);
void changeRoom(uint16 roomNum);
};
} // End of namespace Draci
#endif // DRACI_GAME_H
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