1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
|
/* 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.
*
*/
#ifndef MUTATIONOFJB_GAMEDATA_H
#define MUTATIONOFJB_GAMEDATA_H
#include "mutationofjb/inventory.h"
#include "common/serializer.h"
#include "common/scummsys.h"
namespace Common {
class ReadStream;
}
namespace MutationOfJB {
enum {
MAX_ENTITY_NAME_LENGTH = 0x14
};
/** @file
* There are 4 types of entities present in the game data:
* - Door
* - Object
* - Static
* - Bitmap
*/
/**
* An interactable scene changer with no visual representation.
*/
struct Door : public Common::Serializable {
/**
* Door name (NM register).
*
* Can be empty - deactivates door completely (you can't mouse over or interact with it at all).
*
* If it ends with '+', using the "go" verb on the door will not implicitly change the scene,
* but the player will still walk towards the door.
*/
char _name[MAX_ENTITY_NAME_LENGTH + 1];
/**
* Scene ID where the door leads (LT register).
* Can be 0 - you can hover your mouse over it, but clicking it doesn't do anything (unless scripted).
*/
uint8 _destSceneId;
/** X coordinate for player's position after going through the door (SX register). */
uint16 _destX;
/** Y coordinate for player's position after going through the door (SY register). */
uint16 _destY;
/** X coordinate of the door rectangle (XX register). */
uint16 _x;
/** Y coordinate of the door rectangle (YY register). */
uint8 _y;
/** Width of the door rectangle (XL register). */
uint16 _width;
/** Height of the door rectangle (YL register). */
uint8 _height;
/** X coordinate for position player will walk towards after clicking the door (WX register). */
uint16 _walkToX;
/** Y coordinate for position player will walk towards after clicking the door (WY register). */
uint8 _walkToY;
/**
* Encoded player frames.
* 4 bits - destFrame
* 4 bits - walkToFrame
*/
uint8 _SP;
/**
* Check if this door can be interacted with.
* @return True if this door can be interacted with, false otherwise.
*/
bool isActive();
/**
* Load initial state from game data file.
*
* @param stream Stream for reading.
* @return True if success, false otherwise.
*/
bool loadInitialState(Common::ReadStream &stream);
/**
* (De)serialization for save/load.
*
* @param sz Serializer.
*/
virtual void saveLoadWithSerializer(Common::Serializer &sz) override;
/**
* Check whether walk action used on this door causes implicit scene change.
*
* @return True if door implicitly changes current scene, false otherwise.
*/
bool allowsImplicitSceneChange() const;
};
/**
* An animated image in the scene.
*
* Object frames consist of surfaces carved out of room frames (starting from _roomFrame
* up until _roomFrame + _numFrames - 1) based on the object's rectangle. They are stored
* in the shared object frame space that each object occupies a continous part of from
* the beginning.
*
* By using the term "frame" alone we will be referring to an object frame, not a room
* frame.
*
* For details regarding animation playback, see objectanimationtask.cpp.
*/
struct Object : public Common::Serializable {
/** Controls whether the animation is playing. */
uint8 _active;
/**
* Number of the first frame this object has in the shared object frame space (FA register).
*
* For the first object, it is equal to 1.
* For any subsequent object, it is equal to (_firstFrame + _numFrames) of the previous object.
*
* @note The numbering starts from 1.
* @note Technically this field is useless because it can be calculated.
*/
uint8 _firstFrame;
/**
* The frame that is jumped to randomly based on _jumpChance (FR register).
*
* @note Numbered from 1 and relative to _firstFrame.
* @note A value of 0 disables randomness completely.
* @see objectanimationtask.cpp
* @see _jumpChance
*/
uint8 _randomFrame;
/** Number of animation frames (NA register). */
uint8 _numFrames;
/**
* Low 8 bits of the 16-bit starting room frame (FS register).
* This is in the room frame space.
*
* @see _roomFrameMSB
*/
uint8 _roomFrameLSB;
/**
* Chance (1 in x) of the animation jumping to _randomFrame.
*
* @see objectanimationtask.cpp
*/
uint8 _jumpChance;
/**
* Current animation frame (CA register).
*
* @note Index in the shared object frame space. Numbered from 1.
*/
uint8 _currentFrame;
/** X coordinate of the object rectangle (XX register). */
uint16 _x;
/** Y coordinate of the object rectangle (YY register). */
uint8 _y;
/** Width of the object rectangle (XL register). */
uint16 _width;
/** Height of the object rectangle (YL register). */
uint8 _height;
/** A general-purpose register for use in scripts. Nothing to do with animation. */
uint16 _WX;
/**
* High 8 bits of the 16-bit starting room frame (WY register).
* This is in the room frame space.
*
* @see _roomFrameLSB
*/
uint8 _roomFrameMSB;
/** Unknown. TODO: Figure out what this does. */
uint8 _SP;
/**
* Load initial state from game data file.
*
* @param stream Stream for reading.
* @return True if success, false otherwise.
*/
bool loadInitialState(Common::ReadStream &stream);
/**
* (De)serialization for save/load.
*
* @param sz Serializer.
*/
virtual void saveLoadWithSerializer(Common::Serializer &sz) override;
};
/**
* An interactable area, usually without a visual representation.
*/
struct Static : public Common::Serializable {
/** Whether you can mouse over and interact with the static (AC register). */
uint8 _active;
/**
* Static name (NM register).
*
* If it starts with '~', the static has an implicit "pickup" action that adds
* an item with the same name (except '`' replaces '~') to your inventory and
* disables the static. If there is a matching scripted "pickup" action, it
* overrides the implicit action. This kind of static also has graphics in the
* form of its rectangle extracted from room frame 2 (and 3 after pickup).
*
* If it ends with '[', the "use" action allows combining the static with another
* entity.
*
* TODO: Support '~' statics.
*/
char _name[MAX_ENTITY_NAME_LENGTH + 1];
/** X coordinate of the static rectangle (XX register). */
uint16 _x;
/** Y coordinate of the static rectangle (YY register). */
uint8 _y;
/** Width of the static rectangle (XL register). */
uint16 _width;
/** Height of the static rectangle (YL register). */
uint8 _height;
/** X coordinate of the position the player will walk towards after clicking the static (WX register). */
uint16 _walkToX;
/** Y coordinate of the position the player will walk towards after clicking the static (WY register). */
uint8 _walkToY;
/** Player frame (rotation) set after the player finishes walking towards the walk to position (SP register). */
uint8 _walkToFrame;
/**
* Load initial state from game data file.
*
* @param stream Stream for reading.
* @return True if success, false otherwise.
*/
bool loadInitialState(Common::ReadStream &stream);
/**
* (De)serialization for save/load.
*
* @param sz Serializer.
*/
virtual void saveLoadWithSerializer(Common::Serializer &sz) override;
/**
* Check whether this static is combinable.
* Statics with names ending with '[' are allowed to be combined with other items.
*
* @return True if combinable, false otherwise.
*/
bool isCombinable() const;
/**
* Check whether this static is implicitly picked up.
* Statics with names starting with '~' are implicitly picked up.
*
* @return Returns true if this static is implicitly picked up by pick up action, false otherwise.
*/
bool allowsImplicitPickup() const;
};
/**
* A static image that is carved out of a room frame based on its rectangle.
* The bitmap rectangle also specifies where to blit it on the screen.
*/
struct Bitmap : public Common::Serializable {
/** Room frame that this bitmap carves out of. */
uint8 _roomFrame;
/** Whether to draw the bitmap. */
uint8 _isVisible;
/** X coordinate of the top left corner of the bitmap rectangle. */
uint16 _x1;
/** Y coordinate of the top left corner of the bitmap rectangle. */
uint8 _y1;
/** X coordinate of the bottom right corner of the bitmap rectangle. */
uint16 _x2;
/** Y coordinate of the bottom right corner of the bitmap rectangle. */
uint8 _y2;
/**
* Load initial state from game data file.
*
* @param stream Stream for reading.
* @return True if success, false otherwise.
*/
bool loadInitialState(Common::ReadStream &stream);
/**
* (De)serialization for save/load.
*
* @param sz Serializer.
*/
virtual void saveLoadWithSerializer(Common::Serializer &sz) override;
};
/**
* Encoded exhausted convesation item.
*/
struct ExhaustedConvItem {
/**
* 1 bit - context.
* 3 bits - conversation item index.
* 4 bits - conversation group index.
*/
uint8 _encodedData;
uint8 getContext() const {
return (_encodedData >> 7) & 0x1;
}
uint8 getConvItemIndex() const {
return (_encodedData >> 4) & 0x7;
}
uint8 getConvGroupIndex() const {
return _encodedData & 0xF;
}
ExhaustedConvItem() : _encodedData(0) {}
ExhaustedConvItem(uint8 context, uint8 convItemIndex, uint8 convGroupIndex) :
_encodedData(((context & 0x1) << 7) | ((convItemIndex & 0x7) << 4) | (convGroupIndex & 0xF)) {}
};
struct Scene : Common::Serializable {
Door *getDoor(uint8 objectId);
Object *getObject(uint8 objectId, bool ignoreNo = false);
Static *getStatic(uint8 staticId, bool ignoreNo = false);
Bitmap *getBitmap(uint8 bitmapId);
uint8 getNoDoors(bool ignoreNo = false) const;
uint8 getNoObjects(bool ignoreNo = false) const;
uint8 getNoStatics(bool ignoreNo = false) const;
uint8 getNoBitmaps() const;
/**
* Finds the door at the given position. By default, only active doors are considered.
*
* @param x X coordinate.
* @param y Y coordinate.
* @param activeOnly If true, consider only active doors; otherwise consider any.
* @param index Output parameter for the found door's ID.
* @return A door if found, nullptr otherwise.
*/
Door *findDoor(int16 x, int16 y, bool activeOnly = true, int *index = nullptr);
/**
* Finds the static at the given position. By default, only active statics are considered.
*
* @param x X coordinate.
* @param y Y coordinate.
* @param activeOnly If true, consider only active statics; otherwise consider any.
* @param index Output parameter for the found static's ID.
* @return A static if found, nullptr otherwise.
*/
Static *findStatic(int16 x, int16 y, bool activeOnly = true, int *index = nullptr);
Bitmap *findBitmap(int16 x, int16 y, int *index = nullptr);
void addExhaustedConvItem(uint8 context, uint8 convItemIndex, uint8 convGroupIndex);
bool isConvItemExhausted(uint8 context, uint8 convItemIndex, uint8 convGroupIndex) const;
/** Refers to the script block that will be executed when you enter this scene (DS register). */
uint8 _startup;
/**
* These three variables control downscaling of the player character depending on his Y.
* TODO: Find out more.
*/
uint8 _unknown001;
uint8 _unknown002;
uint8 _unknown003;
uint8 _delay; /**< Delay between object animation advancements (DL register). */
uint8 _noDoors; /**< Number of doors in the scene (ND register). */
Door _doors[5]; /**< Door definitions. */
uint8 _noObjects; /**< Number of animated objects in the scene (NO register). */
Object _objects[9]; /**< Object definitions. */
uint8 _noStatics; /**< Number of statics in the scene (NS register). */
Static _statics[15]; /**< Static definitions. */
Bitmap _bitmaps[10]; /**< Bitmap definitions. There is no corresponding _noBitmaps field. */
uint16 _obstacleY1; /**< Fixed Y coordinate for all static obstacles in the scene. Always 0 in data files. */
/** First index (inclusive and 0-indexed) of the rotating portion of the palette (PF register). */
uint8 _palRotFirst;
/** Last index (inclusive and 0-indexed) of the rotating portion of the palette (PL register). */
uint8 _palRotLast;
/** Delay between each right rotation of the palette portion (PD register). */
uint8 _palRotDelay;
/**
* Points to the first free item in exhausted conversation item array.
* @note Indexed from 1.
*/
uint8 _exhaustedConvItemNext;
ExhaustedConvItem _exhaustedConvItems[79];
/**
* Load initial state from game data file.
*
* @param stream Stream for reading.
* @return True if success, false otherwise.
*/
bool loadInitialState(Common::ReadStream &stream);
/**
* (De)serialization for save/load.
*
* @param sz Serializer.
*/
virtual void saveLoadWithSerializer(Common::Serializer &sz) override;
};
struct ConversationInfo {
struct Item {
uint8 _question;
uint8 _response;
uint8 _nextGroupIndex;
};
typedef Common::Array<Item> ItemGroup;
Common::Array<ItemGroup> _itemGroups;
uint8 _context;
uint8 _objectId;
uint8 _color;
};
struct GameData : public Common::Serializable {
public:
GameData();
Scene *getScene(uint8 sceneId);
Scene *getCurrentScene();
Inventory &getInventory();
/**
* Load initial state from game data file.
*
* @param stream Stream for reading.
* @return True if success, false otherwise.
*/
bool loadInitialState(Common::ReadStream &stream);
/**
* (De)serialization for save/load.
*
* @param sz Serializer.
*/
virtual void saveLoadWithSerializer(Common::Serializer &sz) override;
uint8 _currentScene; // Persistent.
uint8 _lastScene;
bool _partB; // Persistent.
Inventory _inventory; // Persistent.
Common::String _currentAPK; // Persistent.
ConversationInfo _conversationInfo;
/** Current SayCommand color. */
uint8 _color;
private:
Scene _scenes[45]; // Persistent.
};
enum Colors {
WHITE = 0xC6,
DARKGRAY = 0xC2,
LIGHTGRAY = 0xC4,
GREEN = 0xC8,
ORANGE = 0xCA,
DARKBLUE = 0xD6,
LIGHTBLUE = 0xDA,
BROWN = 0xDC
};
}
#endif
|