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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.
*
*/
#ifndef MUTATIONOFJB_GAMEDATA_H
#define MUTATIONOFJB_GAMEDATA_H
#include "common/scummsys.h"
#include "mutationofjb/inventory.h"
namespace Common {
class ReadStream;
}
namespace MutationOfJB {
enum {
MAX_ENTITY_NAME_LENGTH = 0x14
};
/*
There are 4 types of entities present in the game data:
- Door
- Object
- Static
- Bitmap
*/
struct Door {
/*
Door name.
Can be empty - deactivates door completely.
*/
char _name[MAX_ENTITY_NAME_LENGTH + 1];
/*
Scene ID where the door leads.
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. */
uint16 _destX;
/* Y coordinate for player's position after going through the door. */
uint16 _destY;
/* X coordinate of the door rectangle. */
uint16 _x;
/* Y coordinate of the door rectangle. */
uint8 _y;
/* Width of the door rectangle. */
uint16 _width;
/* Height of the door rectangle. */
uint8 _height;
/* X coordinate for position towards player will walk after clicking the door. */
uint16 _walkToX;
/* Y coordinate for position towards player will walk after clicking the door. */
uint8 _walkToY;
/* Unknown for now - likely not even used. */
uint8 _SP;
bool loadFromStream(Common::ReadStream &stream);
};
struct Object {
uint8 _AC;
uint8 _FA;
uint8 _FR;
uint8 _NA;
uint8 _FS;
uint8 _unknown;
uint8 _CA;
uint16 _x;
uint8 _y;
uint16 _XL;
uint8 _YL;
uint16 _WX;
uint8 _WY;
uint8 _SP;
bool loadFromStream(Common::ReadStream &stream);
};
struct Static {
uint8 _active;
char _name[MAX_ENTITY_NAME_LENGTH + 1];
uint16 _x;
uint8 _y;
uint16 _width;
uint8 _height;
uint16 _walkToX;
uint8 _walkToY;
uint8 _SP;
bool loadFromStream(Common::ReadStream &stream);
};
struct Bitmap {
uint8 _frame;
uint8 _isVisible;
uint16 _x1;
uint8 _y1;
uint16 _x2;
uint8 _y2;
bool loadFromStream(Common::ReadStream &stream);
};
struct ExhaustedChoice {
/*
1 bit - context
3 bits - choice index
4 bits - choice list index
*/
uint8 _encodedData;
uint8 getContext() const { return (_encodedData >> 7) & 0x1; }
uint8 getChoiceIndex() const { return (_encodedData >> 4) & 0x7; }
uint8 getChoiceListIndex() const { return _encodedData & 0xF; }
ExhaustedChoice() : _encodedData(0) {}
ExhaustedChoice(uint8 context, uint8 choiceIndex, uint8 choiceListIndex) :
_encodedData(((context & 0x1) << 7) | ((choiceIndex & 0x7) << 4) | (choiceListIndex & 0xF)) {}
};
struct Scene {
Door *getDoor(uint8 objectId);
Object *getObject(uint8 objectId, bool ignoreNo = false);
Static *getStatic(uint8 staticId, bool ignoreNo = false);
uint8 getNoDoors(bool ignoreNo = false) const;
uint8 getNoObjects(bool ignoreNo = false) const;
uint8 getNoStatics(bool ignoreNo = false) const;
Door *findDoor(int16 x, int16 y, int *index = nullptr);
Static *findStatic(int16 x, int16 y, int *index = nullptr);
Bitmap *findBitmap(int16 x, int16 y, int *index = nullptr);
void addExhaustedChoice(uint8 context, uint8 choiceIndex, uint8 choiceIndexList);
bool isChoiceExhausted(uint8 context, uint8 choiceIndex, uint8 choiceIndexList) const;
uint8 _startup;
uint8 _unknown001;
uint8 _unknown002;
uint8 _unknown003;
uint8 _DL;
uint8 _noDoors;
Door _doors[5];
uint8 _noObjects;
Object _objects[9];
uint8 _noStatics;
Static _statics[15];
Bitmap _bitmaps[10];
uint16 _obstacleY1;
uint8 _palRotStart;
uint8 _palRotEnd;
uint8 _palRotPeriod;
/* Points to the first free item in exhausted choices list. */
uint8 _exhaustedChoiceNext;
ExhaustedChoice _exhaustedChoices[79];
bool loadFromStream(Common::ReadStream &stream);
};
struct ConversationInfo {
struct Item {
uint8 _choice;
uint8 _response;
uint8 _nextLineIndex;
};
typedef Common::Array<Item> Items;
struct Line {
Items _items;
};
Common::Array<Line> _lines;
uint8 _context;
uint8 _objectId;
uint8 _color;
};
struct GameData {
public:
GameData();
Scene *getScene(uint8 sceneId);
Scene *getCurrentScene();
Inventory &getInventory();
bool loadFromStream(Common::ReadStream &stream);
uint8 _currentScene;
uint8 _lastScene;
bool _partB;
Inventory _inventory;
Common::String _currentAPK;
ConversationInfo _conversationInfo;
private:
Scene _scenes[45];
};
enum Colors {
WHITE = 0xC6,
DARKGRAY = 0xC2,
LIGHTGRAY = 0xC4,
GREEN = 0xC8,
ORANGE = 0xCA,
DARKBLUE = 0xD6,
LIGHTBLUE = 0xDA,
BROWN = 0xDC
};
}
#endif
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