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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
// Disable symbol overrides so that we can use system headers.
#define FORBIDDEN_SYMBOL_ALLOW_ALL
#include "file.h"
#include "map.h"
#define MAP_WIDTH 16
#define MAP_HEIGHT 16
#define FLAG_IS_OUTDOORS 32768
#define MIRROR_COUNT 1
static const MirrorEntry MIRROR_TEXT[MIRROR_COUNT] = {
{ "scummvm", 255, 7, 1, 0 }
};
static const byte MAZE_255[MAP_HEIGHT][MAP_WIDTH] = {
{ 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 },
{ 9, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 9 },
{ 9, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 9 },
{ 9, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 1, 9 },
{ 9, 1, 2, 3, 4, 4, 4, 4, 4, 4, 4, 4, 3, 2, 1, 9 },
{ 9, 1, 2, 3, 4,14,14,14,14,14,14, 4, 3, 2, 1, 9 },
{ 9, 1, 2, 3, 4,14, 6, 6, 6, 6,14, 4, 3, 2, 1, 9 },
{ 9, 1, 2, 3, 4,14, 6, 7, 7, 6,14, 4, 3, 2, 1, 9 },
{ 9, 1, 2, 3, 4,14, 6, 7, 7, 6,14, 4, 3, 2, 1, 9 },
{ 9, 1, 2, 3, 4,14, 6, 6, 6, 6,14, 4, 3, 2, 1, 9 },
{ 9, 1, 2, 3, 4,14,14,14,14,14,14, 4, 3, 2, 1, 9 },
{ 9, 1, 2, 3, 4, 4, 4, 4, 4, 4, 4, 4, 3, 2, 1, 9 },
{ 9, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 1, 9 },
{ 9, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 9 },
{ 9, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 9 },
{ 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 }
};
static const byte WALL_TYPES_255[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
static const byte SURFACE_TYPES_255[16] = { 1, 1, 2, 3, 4, 0, 6, 7, 0, 9, 0, 0, 0, 0, 14, 15 };
/**
* Write out new mirror entries
*/
static void writeMirrorText() {
Common::MemFile f;
for (int idx = 0; idx < MIRROR_COUNT; ++idx) {
const MirrorEntry &me = MIRROR_TEXT[idx];
f.write(me._name, 28);
f.writeByte(me._mapId);
f.writeShort(me._posX);
f.writeShort(me._posY);
f.writeByte(me._direction);
}
Common::File::write("xeenmirr.ext", f);
}
/**
* Write out the maze
*/
static void writeMaze() {
Common::MemFile f;
// Wall data
for (int y = 0; y < MAP_HEIGHT; ++y)
for (int x = 0; x < MAP_WIDTH; ++x)
f.writeWord(MAZE_255[y][x]);
// Surface and flags
for (int y = 0; y < MAP_HEIGHT; ++y)
f.write(MAZE_255[y], MAP_WIDTH);
f.writeWord(255); // Maze number
for (int idx = 0; idx < 4; ++idx)
f.writeWord(0); // No surrounding mazes
f.writeWord(0); // Maze flags 1
f.writeWord(FLAG_IS_OUTDOORS); // Maze flags 2
f.write(WALL_TYPES_255, 16);
f.write(SURFACE_TYPES_255, 16);
f.writeByte(0); // Floor type (unused)
f.writeByte(7); // Run position X
f.writeByte(0, 8); // Difficulties
f.writeByte(0); // Run position Y
f.writeByte(0); // Trap damage
f.writeByte(0); // Wall kind
f.writeByte(0); // Tavern tips
f.writeByte(0, MAP_WIDTH * MAP_HEIGHT / 8); // Seen tiles
f.writeByte(0, MAP_WIDTH * MAP_HEIGHT / 8); // Stepped on tiles
Common::File::write("mazex255.dat", f);
}
/**
* Write out the maze name
*/
static void writeMazeName() {
Common::MemFile f;
char mazeName[33];
memset(mazeName, 0, 33);
strcpy(mazeName, "ScummVM");
f.write(mazeName, 33);
Common::File::write("xeenx255.txt", f);
}
/**
* Write out maze events
*/
static void writeMazeEvents() {
Common::MemFile f;
// Mirror events
static const byte MIRROR_EVENTS[32] = {
6, 7, 0, 2, 0, 40, 1, // Play VOC: "Where to?"
9, 7, 0, 2, 1, 21, 0, 3, 0, 0, // Get destination
5, 7, 0, 2, 2, 18, // Exit
8, 7, 0, 2, 3, 7, 0, 0, 0 // Teleport and exit
};
f.write(MIRROR_EVENTS, 32);
// Bench 1 events
static const byte BENCH1_EVENTS[32] = {
10, 7, 8, 0, 0, 5, 1, 2, 3, 1, 2, // NPC
14, 7, 8, 0, 1, 20, 34, 10000 % 256, 10000 / 256, 0, 0, 0, 0, 0, 0, // Give gold
5, 7, 8, 0, 2, 18 // Exit
};
static const byte BENCH2_EVENTS[30] = {
10, 8, 8, 0, 0, 5, 1, 3, 3, 1, 2, // NPC
14, 8, 8, 0, 1, 20, 35, 1000 % 256, 1000 / 256, 0, 0, 0, 0, // Give gems
5, 8, 8, 0, 2, 18 // Exit
};
f.write(BENCH1_EVENTS, 32);
f.write(BENCH2_EVENTS, 30);
Common::File::write("mazex255.evt", f);
}
/**
* Write out maze event text
*/
static void writeMazeText() {
Common::MemFile f;
f.writeString("Where to?");
f.writeString("Isle of ScummVM");
f.writeString("You have done well to find this ancient isle. This will aid you on your journey.");
f.writeString("It is my hope that this isle will be but the first of many such new destinations the mirror may take you.");
Common::File::write("aazex255.txt", f);
}
/**
* Write out the monster/object data
*/
static void writeMonstersObjects() {
Common::MemFile f;
f.writeByte(8); // Object sprites
f.writeByte(2);
f.writeByte(0xff, 14);
f.writeByte(0xff, 16); // Monster sprites
f.writeByte(0xff, 16); // Wall item sprites
for (int idx = 0; idx < 6; ++idx) {
switch (idx) {
case 0:
// Mirror
f.writeShort(7);
f.writeShort(0);
f.writeByte(0);
f.writeShort(2);
// Benches
f.writeShort(7);
f.writeShort(8);
f.writeShort(1);
f.writeShort(0);
f.writeShort(8);
f.writeShort(8);
f.writeShort(1);
f.writeShort(0);
break;
case 2:
// End of monster/objects
f.writeShort(0);
f.writeShort(0);
f.writeByte(0);
f.writeShort(0);
break;
case 4:
f.writeByte(0x80);
f.writeByte(0x80);
f.writeByte(0);
f.writeShort(0);
break;
default:
f.writeShort(-1);
f.writeShort(-1);
f.writeByte(0xff);
f.writeShort(-1);
break;
}
}
Common::File::write("mazex255.mob", f);
}
/**
* Write out the data for the head danger senses
*/
static void writeHeadData() {
Common::MemFile f;
f.writeByte(0, MAP_HEIGHT * MAP_HEIGHT * 2);
Common::File::write("aazex255.hed", f);
}
/**
* Write out the new ScummVM map
*/
void writeMap() {
writeMirrorText();
writeMaze();
writeMazeName();
writeMazeEvents();
writeMazeText();
writeMonstersObjects();
writeHeadData();
}
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