TSAGE: Separated Scene 1000 into a seaprate code file

This is mimicking the original engine, which breaks the entire game into groups of scenes
This commit is contained in:
Paul Gilbert 2011-02-27 16:46:49 +11:00
parent 2f3831d12b
commit e7ca134b1a
6 changed files with 386 additions and 307 deletions

View File

@ -12,6 +12,7 @@ MODULE_OBJS := \
resources.o \
ringworld_logic.o \
ringworld_scenes1.o \
ringworld_scenes2.o \
saveload.o \
scenes.o \
sound.o \

View File

@ -28,11 +28,13 @@
#include "tsage/tsage.h"
#include "tsage/staticres.h"
#include "tsage/ringworld_scenes1.h"
#include "tsage/ringworld_scenes2.h"
namespace tSage {
Scene *SceneFactory::createScene(int sceneNumber) {
switch (sceneNumber) {
/* Scene group 1 */
// Kziniti Palace (Introduction)
case 10: return new Scene10();
// Outer Space (Introduction)
@ -51,11 +53,14 @@ Scene *SceneFactory::createScene(int sceneNumber) {
case 90: return new Scene90();
// Ship Close-up
case 95: return new Scene95();
// Title screen
case 1000: return new Scene1000();
// Sunflower navigation sequence
case 6100: return new Scene6100();
/* Scene group 2 */
// Title screen
case 1000: return new Scene1000();
default:
error("Unknown scene number - %d", sceneNumber);
break;

View File

@ -2799,285 +2799,7 @@ void Scene95::postInit(SceneObjectList *OwnerList) {
}
/*--------------------------------------------------------------------------
* Scene 1000 - Title Screen
*
*--------------------------------------------------------------------------*/
void Scene1000::Action1::signal() {
Scene1000 *scene = (Scene1000 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
_globals->_player.disableControl();
setDelay(10);
break;
case 1:
scene->_object4.postInit();
scene->_object4.setVisage(1001);
scene->_object4._frame = 1;
scene->_object4.setStrip2(5);
scene->_object4.changeZoom(100);
scene->_object4.animate(ANIM_MODE_2, NULL);
scene->_object4.setPosition(Common::Point(403, 163));
setDelay(90);
break;
case 2: {
SceneItem::display(0, 0);
scene->_object4.remove();
scene->_object1.changeZoom(-1);
NpcMover *mover = new NpcMover();
Common::Point pt(180, 100);
scene->_object1.addMover(mover, &pt, this);
break;
}
case 3:
_globals->_sceneManager.changeScene(1400);
break;
}
}
void Scene1000::Action2::signal() {
switch (_actionIndex++) {
case 0:
_globals->_player.disableControl();
setDelay(10);
break;
case 1:
SceneItem::display(1000, 0, SET_Y, 20, SET_FONT, 2, SET_BG_COLOUR, -1,
SET_EXT_BGCOLOUR, 35, SET_WIDTH, 200, SET_KEEP_ONSCREEN, 1, LIST_END);
setDelay(180);
break;
case 2:
SceneItem::display(0, 0);
_globals->_sceneManager.changeScene(2000);
break;
default:
break;
}
}
void Scene1000::Action3::signal() {
Scene1000 *scene = (Scene1000 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
_globals->_sceneManager._scene->loadBackground(0, 0);
setDelay(60);
break;
case 1: {
NpcMover *mover = new NpcMover();
Common::Point pt(158, 31);
scene->_object3.addMover(mover, &pt, this);
break;
}
case 2:
case 3:
setDelay(60);
break;
case 4:
_globals->_player.unflag100();
setDelay(240);
break;
case 5: {
// Intro.txt file presence is used to allow user option to skip the introduction
_globals->_player.enableControl();
Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading("Intro.txt");
if (!in) {
// File not present, so create it
Common::OutSaveFile *out = g_system->getSavefileManager()->openForSaving("Intro.txt");
out->finalize();
delete out;
setDelay(1);
} else {
delete in;
// Prompt user for whether to start play or watch introduction
if (MessageDialog::show2(WATCH_INTRO_MSG, START_PLAY_BTN_STRING, INTRODUCTION_BTN_STRING) == 0) {
_actionIndex = 20;
_globals->_soundHandler.proc1(this);
} else {
setDelay(1);
}
_globals->_player.disableControl();
}
break;
}
case 6: {
scene->_object3.remove();
_globals->_player.setStrip2(2);
NpcMover *mover = new NpcMover();
Common::Point pt(480, 100);
_globals->_player.addMover(mover, &pt, this);
break;
}
case 7:
_globals->_scenePalette.loadPalette(1002);
_globals->_scenePalette.refresh();
_globals->_scenePalette.addRotation(80, 95, -1);
scene->_object3.postInit();
scene->_object3.setVisage(1002);
scene->_object3.setStrip(1);
scene->_object3.setPosition(Common::Point(284, 122));
scene->_object3.changeZoom(1);
zoom(true);
setDelay(200);
break;
case 8:
zoom(false);
setDelay(10);
break;
case 9:
scene->_object3.setStrip(2);
scene->_object3.setPosition(Common::Point(285, 155));
zoom(true);
setDelay(400);
break;
case 10:
zoom(false);
setDelay(10);
break;
case 11:
scene->_object3.setStrip(3);
scene->_object3.setPosition(Common::Point(279, 172));
zoom(true);
setDelay(240);
break;
case 12:
zoom(false);
setDelay(10);
break;
case 13:
scene->_object3.setStrip(4);
scene->_object3.setPosition(Common::Point(270, 128));
zoom(true);
setDelay(300);
break;
case 14:
zoom(false);
setDelay(10);
break;
case 15:
scene->_object3.setStrip(1);
scene->_object3.setFrame(2);
scene->_object3.setPosition(Common::Point(283, 137));
zoom(true);
setDelay(300);
break;
case 16:
zoom(false);
setDelay(10);
break;
case 17:
scene->_object3.setStrip(5);
scene->_object3.setFrame(1);
scene->_object3.setPosition(Common::Point(292, 192));
zoom(true);
setDelay(300);
break;
case 18:
zoom(false);
_globals->_scenePalette.clearListeners();
_globals->_soundHandler.proc1(this);
break;
case 19:
_globals->_sceneManager.changeScene(10);
break;
case 20:
_globals->_sceneManager.changeScene(30);
break;
default:
break;
}
}
void Scene1000::Action3::zoom(bool up) {
Scene1000 *scene = (Scene1000 *)_globals->_sceneManager._scene;
if (up) {
while ((scene->_object3._percent < 100) && !_vm->shouldQuit()) {
scene->_object3.changeZoom(MIN(scene->_object3._percent + 5, 100));
_globals->_sceneObjects->draw();
_globals->_events.delay(1);
}
} else {
while ((scene->_object3._percent > 0) && !_vm->shouldQuit()) {
scene->_object3.changeZoom(MAX(scene->_object3._percent - 5, 0));
_globals->_sceneObjects->draw();
_globals->_events.delay(1);
}
}
}
/*--------------------------------------------------------------------------*/
void Scene1000::postInit(SceneObjectList *OwnerList) {
Scene::postInit();
setZoomPercents(0, 100, 200, 100);
if (_globals->_sceneManager._previousScene == 2000) {
setZoomPercents(150, 10, 180, 100);
_object1.postInit();
_object1.setVisage(1001);
_object1._strip = 7;
_object1.animate(ANIM_MODE_2, 0);
_object1._moveDiff = Common::Point(1, 1);
_object1.setPosition(Common::Point(120, 180));
setAction(&_action2);
_globals->_sceneManager._scene->_sceneBounds.centre(_object1._position.x, _object1._position.y);
_globals->_sceneManager._scene->_sceneBounds.contain(_globals->_sceneManager._scene->_backgroundBounds);
_globals->_sceneOffset.x = (_globals->_sceneManager._scene->_sceneBounds.left / 160) * 160;
_globals->_soundHandler.startSound(114);
} else if (_globals->_sceneManager._previousScene == 2222) {
setZoomPercents(150, 10, 180, 100);
_object1.postInit();
_object1.setVisage(1001);
_object1._strip = 7;
_object1.animate(ANIM_MODE_2, 0);
_object1._moveDiff = Common::Point(2, 2);
_object1.setPosition(Common::Point(120, 180));
_globals->_sceneManager._scene->_sceneBounds.centre(_object1._position.x, _object1._position.y);
_globals->_sceneManager._scene->_sceneBounds.contain(_globals->_sceneManager._scene->_backgroundBounds);
_globals->_sceneOffset.x = (_globals->_sceneManager._scene->_sceneBounds.left / 160) * 160;
setAction(&_action1);
} else {
_globals->_soundHandler.startSound(4);
setZoomPercents(0, 10, 30, 100);
_object3.postInit();
_object3.setVisage(1050);
_object3.changeZoom(-1);
_object3.setPosition(Common::Point(158, 0));
_globals->_player.postInit();
_globals->_player.setVisage(1050);
_globals->_player.setStrip(3);
_globals->_player.setPosition(Common::Point(160, 191));
_globals->_player._moveDiff.x = 12;
_globals->_player.flag100();
_globals->_player.disableControl();
_globals->_sceneManager._scene->_sceneBounds.centre(_object3._position.x, _object3._position.y);
setAction(&_action3);
}
loadScene(1000);
}
/*--------------------------------------------------------------------------
* Scene 6100 -
* Scene 6100 - Sunflower navigation sequence
*
*--------------------------------------------------------------------------*/

View File

@ -476,32 +476,6 @@ public:
virtual void postInit(SceneObjectList *OwnerList);
};
class Scene1000: public Scene {
/* Actions */
class Action1: public Action {
public:
virtual void signal();
};
class Action2: public Action {
public:
virtual void signal();
};
class Action3: public Action {
private:
void zoom(bool up);
public:
virtual void signal();
};
public:
SceneObject _object1, _object2, _object3, _object4;
Action1 _action1;
Action2 _action2;
Action3 _action3;
virtual void postInit(SceneObjectList *OwnerList = NULL);
};
class Scene6100: public Scene {
/* Actions */
class Action1: public Action {

View File

@ -0,0 +1,311 @@
/* 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: https://scummvm-misc.svn.sourceforge.net/svnroot/scummvm-misc/trunk/engines/tsage/scene_logic.cpp $
* $Id: scene_logic.cpp 232 2011-02-12 11:56:38Z dreammaster $
*
*/
#include "tsage/ringworld_scenes2.h"
#include "tsage/scenes.h"
#include "tsage/tsage.h"
#include "tsage/staticres.h"
namespace tSage {
/*--------------------------------------------------------------------------
* Scene 1000 - Title Screen
*
*--------------------------------------------------------------------------*/
void Scene1000::Action1::signal() {
Scene1000 *scene = (Scene1000 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
_globals->_player.disableControl();
setDelay(10);
break;
case 1:
scene->_object4.postInit();
scene->_object4.setVisage(1001);
scene->_object4._frame = 1;
scene->_object4.setStrip2(5);
scene->_object4.changeZoom(100);
scene->_object4.animate(ANIM_MODE_2, NULL);
scene->_object4.setPosition(Common::Point(403, 163));
setDelay(90);
break;
case 2: {
SceneItem::display(0, 0);
scene->_object4.remove();
scene->_object1.changeZoom(-1);
NpcMover *mover = new NpcMover();
Common::Point pt(180, 100);
scene->_object1.addMover(mover, &pt, this);
break;
}
case 3:
_globals->_sceneManager.changeScene(1400);
break;
}
}
void Scene1000::Action2::signal() {
switch (_actionIndex++) {
case 0:
_globals->_player.disableControl();
setDelay(10);
break;
case 1:
SceneItem::display(1000, 0, SET_Y, 20, SET_FONT, 2, SET_BG_COLOUR, -1,
SET_EXT_BGCOLOUR, 35, SET_WIDTH, 200, SET_KEEP_ONSCREEN, 1, LIST_END);
setDelay(180);
break;
case 2:
SceneItem::display(0, 0);
_globals->_sceneManager.changeScene(2000);
break;
default:
break;
}
}
void Scene1000::Action3::signal() {
Scene1000 *scene = (Scene1000 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
_globals->_sceneManager._scene->loadBackground(0, 0);
setDelay(60);
break;
case 1: {
NpcMover *mover = new NpcMover();
Common::Point pt(158, 31);
scene->_object3.addMover(mover, &pt, this);
break;
}
case 2:
case 3:
setDelay(60);
break;
case 4:
_globals->_player.unflag100();
setDelay(240);
break;
case 5: {
// Intro.txt file presence is used to allow user option to skip the introduction
_globals->_player.enableControl();
Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading("Intro.txt");
if (!in) {
// File not present, so create it
Common::OutSaveFile *out = g_system->getSavefileManager()->openForSaving("Intro.txt");
out->finalize();
delete out;
setDelay(1);
} else {
delete in;
// Prompt user for whether to start play or watch introduction
if (MessageDialog::show2(WATCH_INTRO_MSG, START_PLAY_BTN_STRING, INTRODUCTION_BTN_STRING) == 0) {
_actionIndex = 20;
_globals->_soundHandler.proc1(this);
} else {
setDelay(1);
}
_globals->_player.disableControl();
}
break;
}
case 6: {
scene->_object3.remove();
_globals->_player.setStrip2(2);
NpcMover *mover = new NpcMover();
Common::Point pt(480, 100);
_globals->_player.addMover(mover, &pt, this);
break;
}
case 7:
_globals->_scenePalette.loadPalette(1002);
_globals->_scenePalette.refresh();
_globals->_scenePalette.addRotation(80, 95, -1);
scene->_object3.postInit();
scene->_object3.setVisage(1002);
scene->_object3.setStrip(1);
scene->_object3.setPosition(Common::Point(284, 122));
scene->_object3.changeZoom(1);
zoom(true);
setDelay(200);
break;
case 8:
zoom(false);
setDelay(10);
break;
case 9:
scene->_object3.setStrip(2);
scene->_object3.setPosition(Common::Point(285, 155));
zoom(true);
setDelay(400);
break;
case 10:
zoom(false);
setDelay(10);
break;
case 11:
scene->_object3.setStrip(3);
scene->_object3.setPosition(Common::Point(279, 172));
zoom(true);
setDelay(240);
break;
case 12:
zoom(false);
setDelay(10);
break;
case 13:
scene->_object3.setStrip(4);
scene->_object3.setPosition(Common::Point(270, 128));
zoom(true);
setDelay(300);
break;
case 14:
zoom(false);
setDelay(10);
break;
case 15:
scene->_object3.setStrip(1);
scene->_object3.setFrame(2);
scene->_object3.setPosition(Common::Point(283, 137));
zoom(true);
setDelay(300);
break;
case 16:
zoom(false);
setDelay(10);
break;
case 17:
scene->_object3.setStrip(5);
scene->_object3.setFrame(1);
scene->_object3.setPosition(Common::Point(292, 192));
zoom(true);
setDelay(300);
break;
case 18:
zoom(false);
_globals->_scenePalette.clearListeners();
_globals->_soundHandler.proc1(this);
break;
case 19:
_globals->_sceneManager.changeScene(10);
break;
case 20:
_globals->_sceneManager.changeScene(30);
break;
default:
break;
}
}
void Scene1000::Action3::zoom(bool up) {
Scene1000 *scene = (Scene1000 *)_globals->_sceneManager._scene;
if (up) {
while ((scene->_object3._percent < 100) && !_vm->shouldQuit()) {
scene->_object3.changeZoom(MIN(scene->_object3._percent + 5, 100));
_globals->_sceneObjects->draw();
_globals->_events.delay(1);
}
} else {
while ((scene->_object3._percent > 0) && !_vm->shouldQuit()) {
scene->_object3.changeZoom(MAX(scene->_object3._percent - 5, 0));
_globals->_sceneObjects->draw();
_globals->_events.delay(1);
}
}
}
/*--------------------------------------------------------------------------*/
void Scene1000::postInit(SceneObjectList *OwnerList) {
Scene::postInit();
setZoomPercents(0, 100, 200, 100);
if (_globals->_sceneManager._previousScene == 2000) {
setZoomPercents(150, 10, 180, 100);
_object1.postInit();
_object1.setVisage(1001);
_object1._strip = 7;
_object1.animate(ANIM_MODE_2, 0);
_object1._moveDiff = Common::Point(1, 1);
_object1.setPosition(Common::Point(120, 180));
setAction(&_action2);
_globals->_sceneManager._scene->_sceneBounds.centre(_object1._position.x, _object1._position.y);
_globals->_sceneManager._scene->_sceneBounds.contain(_globals->_sceneManager._scene->_backgroundBounds);
_globals->_sceneOffset.x = (_globals->_sceneManager._scene->_sceneBounds.left / 160) * 160;
_globals->_soundHandler.startSound(114);
} else if (_globals->_sceneManager._previousScene == 2222) {
setZoomPercents(150, 10, 180, 100);
_object1.postInit();
_object1.setVisage(1001);
_object1._strip = 7;
_object1.animate(ANIM_MODE_2, 0);
_object1._moveDiff = Common::Point(2, 2);
_object1.setPosition(Common::Point(120, 180));
_globals->_sceneManager._scene->_sceneBounds.centre(_object1._position.x, _object1._position.y);
_globals->_sceneManager._scene->_sceneBounds.contain(_globals->_sceneManager._scene->_backgroundBounds);
_globals->_sceneOffset.x = (_globals->_sceneManager._scene->_sceneBounds.left / 160) * 160;
setAction(&_action1);
} else {
_globals->_soundHandler.startSound(4);
setZoomPercents(0, 10, 30, 100);
_object3.postInit();
_object3.setVisage(1050);
_object3.changeZoom(-1);
_object3.setPosition(Common::Point(158, 0));
_globals->_player.postInit();
_globals->_player.setVisage(1050);
_globals->_player.setStrip(3);
_globals->_player.setPosition(Common::Point(160, 191));
_globals->_player._moveDiff.x = 12;
_globals->_player.flag100();
_globals->_player.disableControl();
_globals->_sceneManager._scene->_sceneBounds.centre(_object3._position.x, _object3._position.y);
setAction(&_action3);
}
loadScene(1000);
}
} // End of namespace tSage

View File

@ -0,0 +1,66 @@
/* 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: https://scummvm-misc.svn.sourceforge.net/svnroot/scummvm-misc/trunk/engines/tsage/scene_logic.h $
* $Id: scene_logic.h 232 2011-02-12 11:56:38Z dreammaster $
*
*/
#ifndef TSAGE_RINGWORLD_SCENES2_H
#define TSAGE_RINGWORLD_SCENES2_H
#include "common/scummsys.h"
#include "tsage/ringworld_logic.h"
#include "tsage/events.h"
#include "tsage/core.h"
#include "tsage/scenes.h"
#include "tsage/globals.h"
namespace tSage {
class Scene1000: public Scene {
/* Actions */
class Action1: public Action {
public:
virtual void signal();
};
class Action2: public Action {
public:
virtual void signal();
};
class Action3: public Action {
private:
void zoom(bool up);
public:
virtual void signal();
};
public:
SceneObject _object1, _object2, _object3, _object4;
Action1 _action1;
Action2 _action2;
Action3 _action3;
virtual void postInit(SceneObjectList *OwnerList = NULL);
};
} // End of namespace tSage
#endif