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engines/immortal/room.h
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216
engines/immortal/room.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/* --- What is a Room ---
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*
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*/
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// Common/system includes basic things like Array
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#include "common/system.h"
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// Story is needed by both immortal.h and room.h
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#include "immortal/story.h"
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// Utilities.h contains many things used by all objects, not just immortal
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#include "immortal/utilities.h"
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#include "immortal/immortal.h"
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#ifndef IMMORTAL_ROOM_H
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#define IMMORTAL_ROOM_H
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namespace Immortal {
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enum RoomTile : uint8 {
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kTileFloor,
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kTileUpper5,
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kTileUpper3,
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kTileCeiling,
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kTileTop1,
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kTileTop7,
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kTileWallFace,
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kTileTopLower13,
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kTileTopLower75,
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kTileLower3,
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kTileLower5,
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kTileCeilingTile = 2 // This duplicate is intentional
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};
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/* Quick note:
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* This looks entirely redundant and silly, I agree. However
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* this is because the source does more or less the same thing.
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* At compile time, it creates and stores in memory what are the
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* equivalent of structs (or maybe tuples), and then at run time
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* when creating a room, it makes room specific versions that can
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* be changed. So essentially it creates two RAM structs and then
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* treats the first as ROM. As such, that's what I'm doing here.
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* The 'Story' structs are ROM, the 'Room' structs are RAM. There
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* are also slight differences, like how the room Flame has a reference
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* to the Cyc it is using. Although again the Story ones are ram
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* and could do this too.
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*/
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// Temp
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struct Object {
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};
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// Temp
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struct Monster {
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};
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struct Flame {
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FPattern _p = kFlameOff;
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uint8 _x = 0;
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uint8 _y = 0;
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int _c = 0;
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};
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struct Chest {
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};
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struct Bullet {
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};
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class Room {
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private:
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Common::RandomSource _randomSource;
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public:
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Room(uint8 x, uint8 y, RoomFlag f);
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~Room() {}
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/*
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* --- Data ---
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*
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*/
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// Constants
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const uint8 kLightTorchX = 10;
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const uint8 kMaxFlameCycs = 16;
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Common::Array<SCycle> _cycPtrs;
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Common::Array<Flame> _fset;
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Common::Array<Monster> _monsters;
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Common::Array<Object> _objects;
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RoomFlag _flags;
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uint8 _xPos = 0;
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uint8 _yPos = 0;
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uint8 _holeRoom = 0;
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uint8 _holeCellX = 0;
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uint8 _holeCellY = 0;
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uint8 _candleTmp = 0; // Special case for candle in maze 0
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uint8 _numFlames = 0;
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uint8 _numInRoom = 0;
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/*
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* --- Methods ---
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*
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*/
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uint32 getRandomNumber(uint maxNum) {
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return _randomSource.getRandomNumber(maxNum);
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}
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/*
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* [room.cpp] Functions from Room.GS
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*/
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//void init();
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//void inRoomNew();
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//void getTilePair(uint8 x, uint8 y); // Modifies a struct of the tile number, aboveTile number, and the cell coordinates of the tile
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void setHole();
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void drawContents(uint16 vX, uint16 vY);
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bool getTilePair(uint8 x, uint8 y, int id);
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bool getWideWallNormal(uint8 x, uint8 y, uint8 xPrev, uint8 yPrev, int id, int spacing);
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bool getWallNormal(uint8 x, uint8 y, uint8 xPrev, uint8 yPrev, int id);
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void addMonster();
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void addObject();
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void removeObject();
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void removeMonster();
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Common::Array<Monster> getMonsterList();
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Common::Array<Object> getObjectList();
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void getXY(uint16 &x, uint16 &y);
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void getCell(uint16 &x, uint16 &y);
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/*
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* [Cycle.cpp] Functions from Cyc
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*/
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// Init
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int cycleNew(CycID id); // Adds a cycle to the current list
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void cycleFree(int c);
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// Getters
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DataSprite *cycleGetDataSprite(int c); // This takes the place of getFile + getNum
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int cycleGetIndex(int c);
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int cycleGetFrame(int c);
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int cycleGetNumFrames(int c);
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// Setters
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void cycleSetIndex(int c, int f);
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// Misc
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bool cycleAdvance(int c);
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CycID getCycList(int c);
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/* Unnecessary cycle functions
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void cycleInit();
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void cycleFree();
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void cycleGetNumFrames();
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void cycleGetList();*/
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/*
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* [flameSet.cpp] Functions from flameSet.GS
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*/
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//void flameNew() does not need to exist, because we create the duplicate SFlame in Level, and the array in immortal.h is not accessible from here
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void flameInit();
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void flameDrawAll(uint16 vX, uint16 vY);
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bool roomLighted();
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void lightTorch(uint8 x, uint8 y);
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void flameFreeAll();
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void flameSetRoom(Common::Array<SFlame> &allFlames);
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int flameGetCyc(Flame *f, int first);
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/*
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* [bullet.cpp] Functions from Bullet.GS
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*/
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/*
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* [object.cpp] Functions from Object.GS
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*/
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/*
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* [Univ.cpp] Functions from Univ.GS
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*/
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void univAddSprite(uint16 vX, uint16 vY, uint16 x, uint16 y, SpriteName s, int img, uint16 p);
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};
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} // namespace Immortal
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#endif
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