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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.
*
* Originally written by Syn9 in FreeBASIC with SDL
* http://syn9.thehideoutgames.com/index_backup.php
*
* Ported to plain C for GCW-Zero handheld by Dmitry Smagin
* http://github.com/dmitrysmagin/griffon_legend
*
*
* Programming/Graphics: Daniel "Syn9" Kennedy
* Music/Sound effects: David Turner
*
* Beta testing and gameplay design help:
* Deleter, Cha0s, Aether Fox, and Kiz
*
*/
#ifndef GRIFFON_H
#define GRIFFON_H
#include "common/scummsys.h"
#include "common/random.h"
#include "engines/engine.h"
#include "graphics/transparent_surface.h"
namespace Griffon {
#define kMaxNPC 32
#define kMaxFloat 32
#define kMaxSpell 32
// spells
#define ice 0
#define steel 1
#define wood 2
#define rock 3
#define fire 4
// inventory items
#define INV_FLASK 0
#define INV_DOUBLEFLASK 1
#define INV_SHOCK 2
#define INV_NORMALKEY 3
#define INV_MASTERKEY 4
#define sndbite 0
#define sndcrystal 1
#define snddoor 2
#define sndenemyhit 3
#define sndice 4
#define sndlever 5
#define sndlightning 6
#define sndmetalhit 7
#define sndpowerup 8
#define sndrocks 9
#define sndswordhit 10
#define sndthrow 11
#define sndchest 12
#define sndfire 13
#define sndbeep 14
struct PLAYERTYPE {
float px;
float py;
float opx;
float opy;
int walkdir;
float walkframe;
float walkspd;
float attackframe;
float attackspd;
int hp;
int maxhp;
float hpflash;
int hpflashb;
int level;
int maxlevel;
int sword;
int shield;
int armour;
int foundspell[5];
float spellcharge[5];
int inventory[5];
float attackstrength;
float spellstrength;
int spelldamage;
int sworddamage;
int exp;
int nextlevel;
int pause;
float itemselshade;
int ysort;
};
struct BODYSECTIONTYPE {
float x;
float y;
int parentID;
int isbase;
int sprite;
int bonelength; // the 'bone' that connects the body sections
};
struct NPCTYPE {
float x;
float y;
int spriteset;
int x1; // patrol area
int y1;
int x2;
int y2;
int attitude;
int hp;
int maxhp;
int item1;
int item2;
int item3;
int script;
float frame;
float frame2; // end boss specific
int cframe;
int onmap; // is this npc set to be genned in the mapfile
int ticks;
int pause;
int shake;
int movementmode;
int walkdir;
float walkspd;
int movingdir;
int moving;
int attacking;
float attackframe;
int cattackframe;
float attackspd;
int attackdelay;
int attacknext;
int attackattempt;
int spelldamage;
int attackdamage;
// one wing and firehydra specific
BODYSECTIONTYPE bodysection[31];
float swayangle;
float swayspd;
float headtargetx[4];
float headtargety[4];
int castpause;
// firehydra specific
int attacknext2[4];
int attacking2[4];
int attackframe2[4];
// dragon2 specific
float floating;
};
struct SPELLTYPE {
int spellnum;
float homex;
float homey;
float enemyx;
float enemyy;
float frame;
int damagewho; // 0 = npc, 1 = player
// for earthslide
float rocky[9];
int rockimg[9];
int rockdeflect[9];
float strength;
// fire
int legalive[5];
// spell 6 specific
float fireballs[7][4]; // x,y,targetx, targety
int nfballs;
int ballon[7];
int npc;
};
struct ANIMSET2TYPE {
int x; // xyloc on spriteimageset
int y;
int xofs; // the actual place to paste the sprite in reference to the bodypart loc on screen
int yofs;
int w; // w/h of the sprite in the imageset
int h;
};
extern PLAYERTYPE player;
extern int curmap;
extern int scriptflag[100][10];
extern int objmapf[1000][21][15];
extern int roomlocks[201];
extern int secsingame, secstart;
class GriffonEngine : public Engine {
public:
GriffonEngine(OSystem *syst);
~GriffonEngine();
virtual Common::Error run();
private:
Common::RandomSource *_rnd;
private:
void griffon_main();
float RND();
void game_addFloatIcon(int ico, float xloc, float yloc);
void game_addFloatText(char *stri, float xloc, float yloc, int col);
void game_attack();
void game_castspell(int spellnum, float homex, float homey, float enemyx, float enemyy, int damagewho);
void game_checkhit();
void game_checkinputs();
void game_configmenu();
void game_damagenpc(int npcnum, int damage, int spell);
void game_damageplayer(int damage);
void game_drawanims(int Layer);
void game_drawhud();
void game_drawnpcs(int mode);
void game_drawover(int modx, int mody);
void game_drawplayer();
void game_drawview();
void game_endofgame();
void game_eventtext(const char *stri);
void game_handlewalking();
void game_loadmap(int mapnum);
void game_main();
void game_newgame();
void game_playgame();
void game_processtrigger(int trignum);
void game_saveloadnew();
void game_showlogos();
void game_swash();
void game_theend();
void game_title(int mode);
void game_updanims();
void game_updatey();
void game_updmusic();
void game_updnpcs();
void game_updspells();
void game_updspellsunder();
void sys_initialize();
void sys_line(Graphics::TransparentSurface *buffer, int x1, int y1, int x2, int y2, int col);
void sys_LoadAnims();
void sys_LoadFont();
void sys_LoadItemImgs();
void sys_LoadTiles();
void sys_LoadTriggers();
void sys_LoadObjectDB();
void sys_print(Graphics::TransparentSurface *buffer, char *stri, int xloc, int yloc, int col);
void sys_progress(int w, int wm);
void sys_setupAudio();
void sys_update();
};
}
#endif
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