MADS: Added game initialisation code

This commit is contained in:
Paul Gilbert 2014-02-23 19:33:26 -05:00
parent 1d80edb2dd
commit 8c9420a834
10 changed files with 513 additions and 13 deletions

View File

@ -285,15 +285,16 @@ void TextDialog::draw() {
}
void TextDialog::drawWithInput() {
int innerWidth = _innerWidth;
int lineHeight = _vm->_font->getHeight() + 1;
int xp = _position.x + 5;
//int innerWidth = _innerWidth;
//int lineHeight = _vm->_font->getHeight() + 1;
//int xp = _position.x + 5;
// Draw the content of the dialog
drawContent(Common::Rect(_position.x + 2, _position.y + 2,
_position.x + _width - 2, _position.y + _height - 2), 0,
TEXTDIALOG_CONTENT1, TEXTDIALOG_CONTENT2);
error("TODO: drawWithInput");
}
void TextDialog::restorePalette() {

View File

@ -42,7 +42,7 @@ EventsManager::EventsManager(MADSEngine *vm) {
}
EventsManager::~EventsManager() {
delete _cursorSprites;
freeCursors();
}
void EventsManager::loadCursors(const Common::String &spritesName) {
@ -68,8 +68,22 @@ void EventsManager::hideCursor() {
CursorMan.showMouse(false);
}
void EventsManager::changeCursor() {
void EventsManager::resetCursor() {
CursorType cursorId = (CursorType)MIN(_cursorSprites->getCount(), (int)CURSOR_WAIT);
_newCursorId = cursorId;
if (_cursorId != _newCursorId) {
changeCursor();
_cursorId = _newCursorId;
}
}
void EventsManager::changeCursor() {
warning("TODO: changeCursor");
}
void EventsManager::freeCursors() {
delete _cursorSprites;
_cursorSprites = nullptr;
}
void EventsManager::pollEvents() {

View File

@ -92,6 +92,16 @@ public:
*/
void hideCursor();
/**
* Resets the cursor, if necessary
*/
void resetCursor();
/**
* Free currently loaded cursors
*/
void freeCursors();
/**
* Poll any pending events
*/

View File

@ -26,6 +26,7 @@
#include "mads/nebular/game_nebular.h"
#include "mads/graphics.h"
#include "mads/msurface.h"
#include "mads/resources.h"
namespace MADS {
@ -38,15 +39,66 @@ Game *Game::init(MADSEngine *vm) {
Game::Game(MADSEngine *vm): _vm(vm), _surface(nullptr) {
_sectionNumber = _priorSectionNumber = 0;
_difficultyLevel = DIFFICULTY_HARD;
_saveSlot = -1;
_statusFlag = 0;
_sectionHandler = nullptr;
}
Game::~Game() {
delete _surface;
delete _sectionHandler;
}
void Game::run() {
if (!checkCopyProtection())
return;
int protectionResult = checkCopyProtection();
switch (protectionResult) {
case 1:
// Copy protection failed
_scene._nextSceneId = 804;
initialiseGlobals();
_globalFlags[5] = 0xFFFF;
_saveSlot = -1;
break;
case 2:
_statusFlag = 0;
break;
default:
break;
}
if (_saveSlot == -1 && protectionResult != -1 && protectionResult != -2) {
initSection(_scene._sectionNum);
_statusFlag = _scene._sectionNum != 1;
_pendingDialog = DIALOG_DIFFICULTY;
showDialog();
_pendingDialog = DIALOG_NONE;
_vm->_events->freeCursors();
_scene._priorSectionNum = 0;
_scene._priorSceneId = 0;
_scene._sectionNum2 = -1;
_scene._currentSceneId = -1;
}
if (protectionResult != 1 && protectionResult != 2) {
initialiseGlobals();
if (_saveSlot != -1) {
warning("TODO: loadGame(\"REX.SAV\", 210)");
_statusFlag = false;
}
}
if (_statusFlag)
gameLoop();
}
void Game::gameLoop() {
setSectionHandler();
// TODO: More stuff
}
void Game::initSection(int sectionNumber) {
@ -61,4 +113,73 @@ void Game::initSection(int sectionNumber) {
CURSOR_ARROW : CURSOR_WAIT);
}
void Game::loadObjects() {
File f("*OBJECTS.DAT");
// Get the total numer of inventory objects
int count = f.readUint16LE();
_objects.reserve(count);
// Read in each object
for (int i = 0; i < count; ++i) {
InventoryObject obj;
obj.load(f);
_objects.push_back(obj);
// If it's for the player's inventory, add the index to the inventory list
if (obj._roomNumber == PLAYER_INVENTORY) {
_inventoryList.push_back(i);
assert(_inventoryList.size() <= 32);
}
}
}
void Game::setObjectData(int objIndex, int id, const byte *p) {
// TODO: This whole method seems weird. Check it out more thoroughly once
// more of the engine is implemented
for (int i = 0; i < (int)_objects.size(); ++i) {
InventoryObject &obj = _objects[i];
if (obj._vocabList[0]._actionFlags1 <= i)
break;
if (obj._mutilateString[6 + i] == id) {
_objects[objIndex]._objFolder = p;
}
}
}
void Game::setObjectRoom(int objectId, int roomNumber) {
warning("TODO: setObjectRoom");
}
void Game::loadResourceSequence(const Common::String prefix, int v) {
warning("TODO: loadResourceSequence");
}
/*------------------------------------------------------------------------*/
void InventoryObject::load(Common::SeekableReadStream &f) {
_descId = f.readUint16LE();
_roomNumber = f.readUint16LE();
_article = f.readByte();
_vocabCount = f.readByte();
for (int i = 0; i < 3; ++i) {
_vocabList[i]._actionFlags1 = f.readByte();
_vocabList[i]._actionFlags2 = f.readByte();
_vocabList[i]._vocabId = f.readByte();
}
f.skip(4); // field12
f.read(&_mutilateString[0], 10);
f.skip(16);
}
/*------------------------------------------------------------------------*/
Player::Player() {
_direction = 8;
_newDirection = 8;
}
} // End of namespace MADS

View File

@ -24,28 +24,136 @@
#define MADS_GAME_H
#include "common/scummsys.h"
#include "mads/scene.h"
namespace MADS {
class MADSEngine;
enum {
PLAYER_INVENTORY = 2
};
enum Difficulty {
DIFFICULTY_HARD = 1, DIFFICULTY_MEDIUM = 2, DIFFICULTY_EASY = 3
};
enum DialogId {
DIALOG_NONE = 0, DIALOG_GAME_MENU = 1, DIALOG_SAVE = 2, DIALOG_RESTORE = 3,
DIALOG_OPTIONS = 4, DIALOG_DIFFICULTY = 5, DIALOG_ERROR = 6
};
class InventoryObject {
public:
int _descId;
int _roomNumber;
int _article;
int _vocabCount;
struct {
int _actionFlags1;
int _actionFlags2;
int _vocabId;
} _vocabList[3];
char _mutilateString[10]; // ???
const byte *_objFolder; // ???
/**
* Loads the data for a given object
*/
void load(Common::SeekableReadStream &f);
};
class Player {
public:
int _direction;
int _newDirection;
public:
Player();
};
class SectionHandler {
protected:
MADSEngine *_vm;
public:
SectionHandler(MADSEngine *vm): _vm(vm) {}
virtual void loadSection() = 0;
virtual void sectionPtr2() = 0;
virtual void sectionPtr3() = 0;
};
class Game {
private:
/**
* Main game loop
*/
void gameLoop();
protected:
MADSEngine *_vm;
MSurface *_surface;
Difficulty _difficultyLevel;
Common::Array<uint16> _globalFlags;
Common::Array<InventoryObject> _objects;
Common::Array<int> _inventoryList;
Player _player;
Scene _scene;
int _saveSlot;
int _statusFlag;
DialogId _pendingDialog;
SectionHandler *_sectionHandler;
/**
* Constructor
*/
Game(MADSEngine *vm);
/**
* Perform any copy protection check
* Loads the game's object list
*/
virtual bool checkCopyProtection() = 0;
void loadObjects();
/**
* Set the associated data? pointer with an inventory object
*/
void setObjectData(int objIndex, int id, const byte *p);
/**
* Sets the room number
*/
void setObjectRoom(int objectId, int roomNumber);
/**
* Initialises the current section number of the game
*/
void initSection(int sectionNumber);
void loadResourceSequence(const Common::String prefix, int v);
//@{
/** @name Virtual Method list */
/**
* Perform any copy protection check
*/
virtual int checkCopyProtection() = 0;
/**
* Initialises global variables for a new game
*/
virtual void initialiseGlobals() = 0;
/**
* Show a game dialog
*/
virtual void showDialog() = 0;
/**
* Set up the section handler specific to each section
*/
virtual void setSectionHandler() = 0;
//@}
public:
static Game *init(MADSEngine *vm);
public:

View File

@ -18,6 +18,7 @@ MODULE_OBJS := \
msurface.o \
palette.o \
resources.o \
scene.o \
sound.o \
user_interface.o

View File

@ -37,15 +37,153 @@ GameNebular::GameNebular(MADSEngine *vm): Game(vm) {
_surface =MSurface::init(MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT - MADS_INTERFACE_HEIGHT);
}
bool GameNebular::checkCopyProtection() {
int GameNebular::checkCopyProtection() {
if (!ConfMan.getBool("copy_protection"))
return true;
/* DEBUG: Disabled for now
CopyProtectionDialog *dlg = new CopyProtectionDialog(_vm, false);
dlg->show();
delete dlg;
*/
return false;
// DEBUG: Return that copy protection failed
return 1;
}
void GameNebular::initialiseGlobals() {
// Allocate globals space
_globalFlags.resize(210);
for (int i = 0; i < 210; ++i)
_globalFlags[i] = 0;
// Set specific values needed by the game
_globalFlags[4] = 8;
_globalFlags[33] = 1;
_globalFlags[10] = 0xFFFF;
_globalFlags[13] = 0xFFFF;
_globalFlags[15] = 0xFFFF;
_globalFlags[19] = 0xFFFF;
_globalFlags[20] = 0xFFFF;
_globalFlags[21] = 0xFFFF;
_globalFlags[95] = 0xFFFF;
setObjectData(3, 17, nullptr);
// Put the values 0 through 3 in a random order in global slots 83 to 86
for (int i = 0; i < 4;) {
int randomVal = _vm->getRandomNumber(3);
_globalFlags[83 + i] = randomVal;
bool flag = false;
for (int idx2 = 0; idx2 < i; ++idx2) {
if (_globalFlags[83 + idx2] == randomVal)
flag = true;
}
if (!flag)
++i;
}
// Put the values 0 through 3 in a random order in global slots 87 to 90
for (int i = 0; i < 4;) {
int randomVal = _vm->getRandomNumber(3);
_globalFlags[87 + i] = randomVal;
bool flag = false;
for (int idx2 = 0; idx2 < i; ++idx2) {
if (_globalFlags[87 + idx2] == randomVal)
flag = true;
}
if (!flag)
++i;
}
_globalFlags[120] = 501;
_globalFlags[121] = 0xFFFF;
_globalFlags[55] = 0xFFFF;
_globalFlags[119] = 1;
_globalFlags[134] = 4;
// Fill out the globals 200 to 209 with unique random values less than 10000
for (int i = 0; i < 10; ++i) {
int randomVal = _vm->getRandomNumber(9999);
_globalFlags[200 + i] = randomVal;
bool flag = false;
for (int idx2 = 0; idx2 < i; ++idx2) {
if (_globalFlags[200 + idx2] == randomVal)
flag = true;
}
if (!flag)
++i;
}
// Difficulty level control
switch (_difficultyLevel) {
case DIFFICULTY_HARD:
_globalFlags[35] = 0;
setObjectRoom(9, 1);
setObjectRoom(50, 1);
_globalFlags[137] = 5;
_globalFlags[136] = 0;
break;
case DIFFICULTY_MEDIUM:
_globalFlags[35] = 0;
setObjectRoom(8, 1);
_globalFlags[137] = 0xFFFF;
_globalFlags[136] = 6;
break;
case DIFFICULTY_EASY:
_globalFlags[35] = 2;
setObjectRoom(8, 1);
setObjectRoom(27, 1);
break;
default:
break;
}
_player._direction = 8;
_player._newDirection = 8;
loadResourceSequence("RXM", 1);
loadResourceSequence("ROX", 1);
}
void GameNebular::showDialog() {
warning("TODO: showDialog");
}
void GameNebular::setSectionHandler() {
delete _sectionHandler;
switch (_scene._sectionNum) {
case 1:
_sectionHandler = new Section1Handler(_vm);
break;
case 2:
_sectionHandler = new Section2Handler(_vm);
break;
case 3:
_sectionHandler = new Section3Handler(_vm);
break;
case 4:
_sectionHandler = new Section4Handler(_vm);
break;
case 5:
_sectionHandler = new Section5Handler(_vm);
break;
case 6:
_sectionHandler = new Section6Handler(_vm);
break;
case 7:
_sectionHandler = new Section7Handler(_vm);
break;
default:
break;
}
}
} // End of namespace Nebular

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@ -35,9 +35,35 @@ class GameNebular: public Game {
protected:
GameNebular(MADSEngine *vm);
virtual bool checkCopyProtection();
virtual int checkCopyProtection();
virtual void initialiseGlobals();
virtual void showDialog();
virtual void setSectionHandler();
};
class Section1Handler: public SectionHandler {
public:
Section1Handler(MADSEngine *vm): SectionHandler(vm) {}
// TODO: Properly implement handler methods
virtual void loadSection() {}
virtual void sectionPtr2() {}
virtual void sectionPtr3() {}
};
// TODO: Properly implement handler classes
typedef Section1Handler Section2Handler;
typedef Section1Handler Section3Handler;
typedef Section1Handler Section4Handler;
typedef Section1Handler Section5Handler;
typedef Section1Handler Section6Handler;
typedef Section1Handler Section7Handler;
} // End of namespace Nebular
} // End of namespace MADS

37
engines/mads/scene.cpp Normal file
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@ -0,0 +1,37 @@
/* 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.
*
*/
#include "common/scummsys.h"
#include "mads/scene.h"
namespace MADS {
Scene::Scene() {
_sectionNum = 1;
_sectionNum2 = -1;
_priorSectionNum = 0;
_priorSceneId = 0;
_nextSceneId = 0;
_currentSceneId = 0;
}
} // End of namespace MADS

44
engines/mads/scene.h Normal file
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@ -0,0 +1,44 @@
/* 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.
*
*/
#ifndef MADS_SCENE_H
#define MADS_SCENE_H
#include "common/scummsys.h"
namespace MADS {
class Scene {
public:
int _priorSectionNum;
int _sectionNum;
int _sectionNum2;
int _priorSceneId;
int _nextSceneId;
int _currentSceneId;
Scene();
};
} // End of namespace MADS
#endif /* MADS_SCENE_H */