scummvm/engines/draci/game.h
Robert Špalek baec8c2421 Set all sound/subtitle-related parameters from ConfMan.
Made it intelligent so that when, for example, the dubbing file doesn't exist,
we don't fail, but instead always show subtitles even if the GUI settings
says dubbing only, etc.

svn-id: r45002
2009-10-13 05:38:45 +00:00

429 lines
9.7 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"
namespace Draci {
class DraciEngine;
enum {
kDragonObject = 0
};
enum StructSizes {
personSize = sizeof(uint16) * 2 + sizeof(byte)
};
// 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
};
// Used as a default parameter in Game::loadWalkingMap() to specify that the default
// walking map to the room is to be loaded.
enum {
kDefaultRoomMap = -1
};
enum {
kNoDialogue = -1,
kDialogueLines = 4
};
enum {
kBlackPalette = -1
};
// Constants tuned such that with ScummVM's default talkspeed 60, the speed
// computed by equation (kBaseSpeechDuration + kSpeechTimeUnit * #characters) /
// talkspeed is equal to the original game.
enum SpeechConstants {
kBaseSpeechDuration = 12000,
kSpeechTimeUnit = 2640
};
/** 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
};
class WalkingMap {
public:
WalkingMap() {
_realWidth = 0;
_realHeight = 0;
_mapWidth = 0;
_mapHeight = 0;
_byteWidth = 0;
_data = NULL;
}
void load(const byte *data, uint length) {
Common::MemoryReadStream mapReader(data, length);
_realWidth = mapReader.readUint16LE();
_realHeight = mapReader.readUint16LE();
_deltaX = mapReader.readUint16LE();
_deltaY = mapReader.readUint16LE();
_mapWidth = mapReader.readUint16LE();
_mapHeight = mapReader.readUint16LE();
_byteWidth = mapReader.readUint16LE();
// Set the data pointer to raw map data
_data = data + mapReader.pos();
}
bool isWalkable(int x, int y) const;
Common::Point findNearestWalkable(int x, int y, Common::Rect searchRect) const;
private:
int _realWidth, _realHeight;
int _deltaX, _deltaY;
int _mapWidth, _mapHeight;
int _byteWidth;
const byte *_data;
};
/*
* Enumerates the directions the dragon can look into when arrived.
*/
enum SightDirection {
kDirectionLast, kDirectionMouse, kDirectionUnknown,
kDirectionRight, kDirectionLeft, kDirectionIntelligent
};
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;
WalkingMap _walkingMap;
byte _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,
kStatusGate,
kStatusInventory,
kStatusDialogue
};
enum LoopSubstatus {
kSubstatusOrdinary,
kSubstatusTalk,
kSubstatusFade,
kSubstatusStrange
};
/**
* Enumerates the animations for the dragon's movement.
*/
enum Movement {
kMoveUndefined = -1,
kMoveDown, kMoveUp, kMoveRight, kMoveLeft,
kMoveRightDown, kMoveRightUp, kMoveLeftDown, kMoveLeftUp,
kMoveDownRight, kMoveUpRight, kMoveDownLeft, kMoveUpLeft,
kMoveLeftRight, kMoveRightLeft, kMoveUpStopLeft, kMoveUpStopRight,
kSpeakRight, kSpeakLeft, kStopRight, kStopLeft
};
class Game {
public:
Game(DraciEngine *vm);
~Game();
void init();
void start();
void loop();
// 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;
}
void walkHero(int x, int y, SightDirection dir);
int getHeroX() const;
int getHeroY() const;
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 = kDefaultRoomMap);
void loadItem(int itemID);
uint getNumObjects() const;
GameObject *getObject(uint 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;
void setVariable(int varNum, int value);
const Person *getPerson(int personID) const;
int getRoomNum() const;
void setRoomNum(int num);
int getPreviousRoomNum() const;
void rememberRoomNumAsPrevious();
void scheduleEnteringRoomUsingGate(int room, int gate);
void pushNewRoom();
void popNewRoom();
double getPers0() const;
double getPersStep() const;
int getItemStatus(int itemID) const;
void setItemStatus(int itemID, int status);
int getCurrentItem() const;
void setCurrentItem(int itemID);
void removeItem(int itemID);
void putItem(int itemID, int position);
void addItem(int itemID);
int getEscRoom() const;
int getMapRoom() const;
int getMarkedAnimationIndex() const;
void setMarkedAnimationIndex(int index);
void setLoopStatus(LoopStatus status);
void setLoopSubstatus(LoopSubstatus status);
LoopStatus getLoopStatus() const;
LoopSubstatus getLoopSubstatus() const;
bool shouldQuit() const { return _shouldQuit; }
void setQuit(bool quit) { _shouldQuit = quit; }
int shouldExitLoop() const { return _shouldExitLoop; }
void setExitLoop(int exit) { _shouldExitLoop = exit; }
void setSpeechTiming(uint tick, uint duration);
void shiftSpeechTick(int delta);
void updateTitle();
void updateCursor();
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;
bool shouldExitDialogue() const;
void setDialogueExit(bool exit);
int getDialogueBlockNum() const;
int getDialogueVar(int dialogueID) const;
void setDialogueVar(int dialogueID, int value);
int getCurrentDialogue() const;
int getDialogueCurrentBlock() const;
int getDialogueLastBlock() const;
int getDialogueLinesNum() const;
int getCurrentDialogueOffset() const;
void schedulePalette(int paletteID);
int getScheduledPalette() const;
void DoSync(Common::Serializer &s);
private:
void enterNewRoom(bool force_reload);
void loadRoom(int roomNum);
void runGateProgram(int gate);
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;
int _shouldExitLoop; // 0=false and 1=true are normal, 2=immediate exit after loading
uint _speechTick;
uint _speechDuration;
int _objUnderCursor;
int _oldObjUnderCursor;
int _animUnderCursor;
int _markedAnimationIndex; ///< Used by the Mark GPL command
int _scheduledPalette;
};
} // End of namespace Draci
#endif // DRACI_GAME_H