AVALANCHE: Implement ShootEmUp::instructions().

Also implement connected functions and add fundamental parts to
ShootEmUp::run() during the process.
This commit is contained in:
uruk 2014-02-16 15:24:13 +01:00
parent f8cea0ebea
commit 5829615820
4 changed files with 133 additions and 10 deletions

View File

@ -594,15 +594,8 @@ Graphics::Surface GraphicManager::ghostLoadPicture(Common::File &file, Common::P
coord.y = cb._y;
Graphics::Surface picture = loadPictureGraphic(file);
int bytesPerRow = (picture.w / 8);
if ((picture.w % 8) > 0)
bytesPerRow += 1;
int loadedBytes = picture.h * bytesPerRow * 4 + 4;
// * 4 is for the four planes, + 4 is for the reading of the width and the height at loadPictureGraphic's beginning.
int bytesToSkip = cb._size - loadedBytes;
file.skip(bytesToSkip);
skipDifference(cb._size, picture, file);
return picture;
}
@ -730,6 +723,51 @@ void GraphicManager::seuDrawTitle() {
file.close();
}
void GraphicManager::seuLoad() {
Common::File file;
if (!file.open("notts.avd"))
error("AVALANCHE: ShootEmUp: File not found: notts.avd");
for (int i = 0; i < 99; i++) {
int size = file.readUint16LE();
_seuPictures[i] = loadPictureGraphic(file);
skipDifference(size, _seuPictures[i], file);
}
file.close();
}
void GraphicManager::seuFree() {
for (int i = 0; i < 99; i++)
_seuPictures[i].free();
}
/**
* @remarks Originally called 'display'
*/
void GraphicManager::seuDrawPicture(int x, int y, byte which) {
drawPicture(_surface, _seuPictures[which], x, y);
}
/**
* This function is for skipping the difference between a stored 'size' value associated with a picture
* and the actual size of the pictures when reading them from files for Ghostroom and Shoot em' up.
* It's needed bacuse the original code loaded the pictures to arrays first and only used the useful parts
* of these arrays when drawing the images, but in the ScummVM version, we only read the
* useful parts from the files, so we have to skip these differences between readings.
*/
void GraphicManager::skipDifference(int size, const Graphics::Surface &picture, Common::File &file) {
int bytesPerRow = (picture.w / 8);
if ((picture.w % 8) > 0)
bytesPerRow += 1;
int loadedBytes = picture.h * bytesPerRow * 4 + 4;
// * 4 is for the four planes, + 4 is for the reading of the width and the height at loadPictureGraphic's beginning.
int bytesToSkip = size - loadedBytes;
file.skip(bytesToSkip);
}
/**
* This function mimics Pascal's getimage().
*/

View File

@ -109,6 +109,9 @@ public:
// Shoot em' up's functions:
void seuDrawTitle();
void seuLoad();
void seuFree();
void seuDrawPicture(int x, int y, byte which);
void clearAlso();
void clearTextBar();
@ -163,10 +166,15 @@ private:
Graphics::Surface _nimInitials[3];
Graphics::Surface _nimLogo;
// For the mini-game "Shoot em' up".
Graphics::Surface _seuPictures[99];
byte _egaPalette[64][3];
AvalancheEngine *_vm;
void skipDifference(int size, const Graphics::Surface &picture, Common::File &file);
// Further information about these two: http://www.shikadi.net/moddingwiki/Raw_EGA_data
Graphics::Surface loadPictureGraphic(Common::File &file); // Reads Graphic-planar EGA data.
Graphics::Surface loadPictureSign(Common::File &file, int xl, int yl); // Reads a tricky type of picture used for the "game over"/"about" scrolls and in the mini-game Nim.

View File

@ -32,6 +32,9 @@
namespace Avalanche {
const byte ShootEmUp::kFacingRight = 87;
const byte ShootEmUp::kStocks = 27;
ShootEmUp::ShootEmUp(AvalancheEngine *vm) {
_vm = vm;
@ -39,7 +42,25 @@ ShootEmUp::ShootEmUp(AvalancheEngine *vm) {
}
void ShootEmUp::run() {
CursorMan.showMouse(false);
_vm->_graphics->saveScreen();
_vm->fadeOut();
_vm->_graphics->seuDrawTitle();
_vm->fadeIn();
_vm->_graphics->seuLoad();
// Should we show the instructions?
while (!_vm->shouldQuit()) {
Common::Event event;
_vm->getEvent(event);
if (event.type == Common::EVENT_KEYDOWN) {
if ((event.kbd.keycode == Common::KEYCODE_i) || (event.kbd.keycode == Common::KEYCODE_F1))
instructions();
break; // We don't show the instructions and simply go on with the minigame if not I or F1 was pressed.
}
}
setup();
initRunner(20, 70, 48, 54, _vm->_rnd->getRandomNumber(4) + 1, _vm->_rnd->getRandomNumber(3) - 2);
initRunner(600, 70, 48, 54, _vm->_rnd->getRandomNumber(4) + 1, _vm->_rnd->getRandomNumber(3) - 2);
@ -60,6 +81,12 @@ void ShootEmUp::run() {
check321();
readKbd();
} while (_time != 0);
_vm->fadeOut();
_vm->_graphics->restoreScreen();
_vm->_graphics->removeBackup();
_vm->fadeIn();
CursorMan.showMouse(true);
}
bool ShootEmUp::overlap(uint16 a1x, uint16 a1y, uint16 a2x, uint16 a2y, uint16 b1x, uint16 b1y, uint16 b2x, uint16 b2y) {
@ -113,11 +140,58 @@ void ShootEmUp::newEscape() {
}
void ShootEmUp::nextPage() {
warning("STUB: ShootEmUp::nextPage()");
_vm->_graphics->drawNormalText("Press a key for next page >", _vm->_font, 8, 400, 190, kColorWhite);
_vm->_graphics->refreshScreen();
while (!_vm->shouldQuit()) {
Common::Event event;
_vm->getEvent(event);
if (event.type == Common::EVENT_KEYDOWN) {
break;
}
}
_vm->_graphics->drawFilledRectangle(Common::Rect(0, 0, 640, 200), kColorBlack);
}
void ShootEmUp::instructions() {
warning("STUB: ShootEmUp::instructions()");
_vm->_graphics->drawFilledRectangle(Common::Rect(0, 0, 640, 200), kColorBlack); // Black out the whole screen.
_vm->_graphics->seuDrawPicture(25, 25, kFacingRight);
_vm->_graphics->drawNormalText("< Avvy, our hero, needs your help - you must move him around.", _vm->_font, 8, 60, 35, kColorWhite);
_vm->_graphics->drawNormalText("(He''s too terrified to move himself!)", _vm->_font, 8, 80, 45, kColorWhite);
_vm->_graphics->drawNormalText("Your task is to prevent the people in the stocks from escaping", _vm->_font, 8, 0, 75, kColorWhite);
_vm->_graphics->drawNormalText("by pelting them with rotten fruit, eggs and bread. The keys are:", _vm->_font, 8, 0, 85, kColorWhite);
_vm->_graphics->drawNormalText("LEFT SHIFT", _vm->_font, 8, 80, 115, kColorWhite);
_vm->_graphics->drawNormalText("Move left.", _vm->_font, 8, 200, 115, kColorWhite);
_vm->_graphics->drawNormalText("RIGHT SHIFT", _vm->_font, 8, 72, 135, kColorWhite);
_vm->_graphics->drawNormalText("Move right.", _vm->_font, 8, 200, 135, kColorWhite);
_vm->_graphics->drawNormalText("ALT", _vm->_font, 8, 136, 155, kColorWhite);
_vm->_graphics->drawNormalText("Throw something.", _vm->_font, 8, 200, 155, kColorWhite);
nextPage();
_vm->_graphics->seuDrawPicture(25, 35, kStocks);
_vm->_graphics->drawNormalText("This man is in the stocks. Your job is to stop him getting out.", _vm->_font, 8, 80, 35, kColorWhite);
_vm->_graphics->drawNormalText("UNFORTUNATELY... the locks on the stocks are loose, and every", _vm->_font, 8, 88, 45, kColorWhite);
_vm->_graphics->drawNormalText("so often, someone will discover this and try to get out.", _vm->_font, 8, 88, 55, kColorWhite);
_vm->_graphics->seuDrawPicture(25, 85, kStocks + 2);
_vm->_graphics->drawNormalText("< Someone who has found a way out!", _vm->_font, 8, 80, 85, kColorWhite);
_vm->_graphics->drawNormalText("You MUST IMMEDIATELY hit people smiling like this, or they", _vm->_font, 8, 88, 95, kColorWhite);
_vm->_graphics->drawNormalText("will disappear and lose you points.", _vm->_font, 8, 88, 105, kColorWhite);
_vm->_graphics->seuDrawPicture(25, 125, kStocks + 5);
_vm->_graphics->seuDrawPicture(25, 155, kStocks + 4);
_vm->_graphics->drawNormalText("< Oh dear!", _vm->_font, 8, 80, 125, kColorWhite);
nextPage();
_vm->_graphics->drawNormalText("Your task is made harder by:", _vm->_font, 8, 0, 35, kColorWhite);
_vm->_graphics->seuDrawPicture(25, 55, 48);
_vm->_graphics->drawNormalText("< Yokels. These people will run in front of you. If you hit", _vm->_font, 8, 60, 55, kColorWhite);
_vm->_graphics->drawNormalText("them, you will lose MORE points than you get hitting people", _vm->_font, 8, 68, 65, kColorWhite);
_vm->_graphics->drawNormalText("in the stocks. So BEWARE!", _vm->_font, 8, 68, 75, kColorWhite);
_vm->_graphics->drawNormalText("Good luck with the game!", _vm->_font, 8, 80, 125, kColorWhite);
nextPage();
}
void ShootEmUp::setup() {

View File

@ -38,6 +38,9 @@ public:
void run();
private:
static const byte kFacingRight;
static const byte kStocks;
AvalancheEngine *_vm;
byte _time;