scummvm/engines/draci/game.h
Robert Špalek 14f2685134 Implemented and debugged the walking framework.
The hero does not walk yet (it still teleports to the target immediately),
but that is just because the actual walking algorithm is left trivial first.
However, the main game loop, callbacks, and waiting all already work with
the general framework.

svn-id: r45648
2009-11-04 00:42:37 +00:00

407 lines
12 KiB
C++

/* 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 "common/serializer.h"
#include "draci/barchive.h"
#include "draci/script.h"
#include "draci/animation.h"
#include "draci/sprite.h"
#include "draci/walking.h"
namespace Draci {
class DraciEngine;
enum {
kDragonObject = 0
};
// Used as a return value for Game::getObjectWithAnimation() if no object
// owns the animation in question
enum {
kObjectNotFound = -1
};
// Used as the value of the _escRoom field of the current room if there is
// no escape room defined
enum {
kNoEscRoom = -1
};
// Used as a value to Game::_currentIcon and means there is no item selected
// and a "real" cursor image is used
enum {
kNoItem = -1
};
enum {
kNoDialogue = -1,
kDialogueLines = 4
};
enum {
kBlackPalette = -1
};
// 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
};
// One fading phase is 50ms.
enum FadeConstants {
kFadingTimeUnit = 50
};
/** 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
};
struct GameObject {
uint _init, _look, _use, _canUse;
bool _imInit, _imLook, _imUse;
int _walkDir;
byte _z;
uint _lookX, _lookY, _useX, _useY;
SightDirection _lookDir, _useDir;
uint _absNum;
Common::Array<int> _anim;
GPL2Program _program;
Common::String _title;
int _location;
bool _visible;
};
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;
};
struct GameItem {
uint _init, _look, _use, _canUse;
bool _imInit, _imLook, _imUse;
GPL2Program _program;
Common::String _title;
};
struct Person {
uint _x, _y;
byte _fontColour;
};
struct Dialogue {
int _canLen;
byte *_canBlock;
Common::String _title;
GPL2Program _program;
};
struct Room {
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;
};
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;
// disable former distributor logo
if (n == 30)
++n;
return n;
}
// HACK: same as above
int prevRoomNum() const {
int n = _currentRoom._roomNum;
n = n > 0 ? n-1 : n;
// disable former distributor logo
if (n == 30)
--n;
return n;
}
Common::Point findNearestWalkable(int x, int y) const;
void stopWalking() { _walkingState.stopWalking(); } // and clear callback
void positionHero(const Common::Point &p, SightDirection dir); // teleport the dragon
void walkHero(int x, int y, SightDirection dir); // start walking and leave callback as is
int getHeroX() const { return _hero.x; }
int getHeroY() const { return _hero.y; }
void positionAnimAsHero(Animation *anim);
void playHeroAnimation(int anim_index);
int loadAnimation(uint animNum, uint z);
void loadOverlays();
void loadObject(uint numObj);
void loadWalkingMap(int mapID); // but leaves _currentRoom._mapID untouched
void loadItem(int itemID);
uint getNumObjects() const { return _info._numObjects; }
GameObject *getObject(uint objNum) { return _objects + objNum; }
int getObjectWithAnimation(int animID) const;
void deleteObjectAnimations();
void deleteAnimationsAfterIndex(int lastAnimIndex);
void stopObjectAnimations(const GameObject *obj);
int playingObjectAnimation(const GameObject *obj) const;
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; }
int getCurrentItem() const { return _currentItem; }
void setCurrentItem(int itemID) { _currentItem = itemID; }
void removeItem(int itemID);
void putItem(int itemID, 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 shouldQuit() 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 dialogueMenu(int dialogueID);
int dialogueDraw();
void dialogueInit(int dialogID);
void dialogueDone();
void runDialogueProg(GPL2Program, int offset);
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; }
// TODO: after proper walking is implemented, do super-fast animation when walking
void setEnableSpeedText(bool value) { _enableSpeedText = value; }
bool getEnableSpeedText() const { return _enableSpeedText; }
void DoSync(Common::Serializer &s);
private:
void updateOrdinaryCursor();
void updateInventoryCursor();
void handleOrdinaryLoop(int x, int y);
void handleInventoryLoop();
void handleDialogueLoop();
void updateTitle(int x, int y);
void updateCursor();
void advanceAnimationsAndTestLoopExit();
bool enterNewRoom(); // Returns false if another room change has been triggered and therefore loop() shouldn't be called yet.
void loadRoom(int roomNum);
void runGateProgram(int gate);
void redrawWalkingPath(int id, byte colour, const WalkingPath &path);
DraciEngine *_vm;
GameInfo _info;
Common::Point _hero;
int *_variables;
Person *_persons;
GameObject *_objects;
byte *_itemStatus;
GameItem *_items;
int _currentItem;
int _itemUnderCursor;
int _inventory[kInventorySlots];
bool _inventoryExit;
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;
int _objUnderCursor;
int _animUnderCursor;
int _markedAnimationIndex; ///< Used by the Mark GPL command
int _scheduledPalette;
int _fadePhases;
int _fadePhase;
uint _fadeTick;
bool _enableQuickHero;
bool _wantQuickHero;
bool _enableSpeedText;
WalkingMap _walkingMap;
WalkingState _walkingState;
};
} // End of namespace Draci
#endif // DRACI_GAME_H