/* 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. * * $URL$ * $Id$ * */ #include "agi/agi.h" namespace Agi { // strings #define IDS_WTP_SELECTION ">" #define IDS_WTP_PATH_ROOM "rooms\\rm.%02d" #define IDS_WTP_PATH_OBJ "obj.%02d" #define IDS_WTP_PATH_SND "snd.%02d" #define IDS_WTP_PATH "%s" #define IDS_WTP_FILE_LOGO "logo.pic" #define IDS_WTP_FILE_TITLE "title.pic" #define IDS_WTP_FILE_SAVEGAME "savegame" #define IDS_WTP_FILE_RND "rnd" #define IDS_WTP_DISK_ERROR "There is a problem with your disk drive.Please make sure your Winnie-the-Pooh disk is in the drive correctly." #define IDS_WTP_INTRO_0 " PRESENT" #define IDS_WTP_INTRO_1 " TM designates trademark of\n Sierra On-Line, Inc.\n (c) 1985 Walt Disney Productions" #define IDS_WTP_HELP_0 "The moves the pointer. Press when it is by the choice you want. Press the key to see what you just finished reading." #define IDS_WTP_HELP_1 "Press to see what you are carrying. turns the sound off and on. takes you to the playroom (in caseyou get lost or want to save the game)." #define IDS_WTP_GAME_OVER_0 "Congratulations!! You did it! You returned everything that was lost. Now,Christopher Robin invites you to a Hero party." #define IDS_WTP_GAME_OVER_1 "The good news is: YOU are the Hero!! The bad news is: you have to find the party by yourself. Good luck!" #define IDS_WTP_OWL_0 "\"For example, that object you are carrying now is interesting. I know I've seen it before. Hmmm. Let me think about this . . .\"" #define IDS_WTP_OWL_1 "\"You know, this object here beside me isfamiliar. I'm sure I could give you some sort of clue about it. Let me see. . .\"" #define IDS_WTP_WIND_0 "Oh, no! The Blustery Wind begins to howl. It has returned, and mixed up all the objects in the Wood." #define IDS_WTP_WIND_1 "But don't worry. Everyone still has theobjects you returned to them.\n\n (Today must be Winds-day!)" #define IDS_WTP_TIGGER "\"Hallooooo, there!!!! It's ME, Tigger! Let's BOUNCE!\"" #define IDS_WTP_MIST "Oh, look out! The mysterious mist is coming in. It gets so thick that you can't see through it. Just keep walkingand it will soon clear up." #define IDS_WTP_SONG_0 "Winnie-the-Pooh, Winnie-the-Pooh, Tubby little cubby all stuffed with fluff, He's Winnie-the-Pooh, Winnie-the-Pooh, Willy, nilly, silly, old bear." #define IDS_WTP_SONG_1 "Deep in the Hundred Acre Wood, Where Christopher Robin plays, You will find the enchanted neighborhoodof Christopher's childhood days." #define IDS_WTP_SONG_2 "A donkey named Eeyore is his friend, and Kanga and little Roo. There's Rabbit and Piglet and there's Owl But most of all Winnie-the-Pooh!" #define IDS_WTP_NSEW "North South East West" #define IDS_WTP_TAKE "Take" #define IDS_WTP_DROP "Drop" #define IDS_WTP_CANT_GO "\nSorry, but you can't go that way." #define IDS_WTP_CANT_TAKE "You can't take it. You can only carry one object at a time." #define IDS_WTP_CANT_DROP "You can't drop it. Another object is already here." #define IDS_WTP_WRONG_PLACE "\nOk, but it doesn't belong here." #define IDS_WTP_OK "\nOk." #define IDS_WTP_INVENTORY_0 "You are carrying nothing." #define IDS_WTP_INVENTORY_1 "Number of objects still missing: %d" // COMMODORE 64 version strings #define IDS_WTP_PATH_ROOM_C64 "%sroom%02d" #define IDS_WTP_PATH_OBJ_C64 "%sobject%02d" #define IDS_WTP_PATH_SND_C64 "%ssound.obj" #define IDS_WTP_FILE_SAVEGAME_C64 "saved game" #define IDS_WTP_DISK_ERROR_C64 "There is a problem with your disk drive.Please make sure your disk is in the drive correctly." #define IDS_WTP_HELP_0_C64 "The moves the pointer. Press when it is by the choice you want. brings back what you have already read." #define IDS_WTP_HELP_1_C64 " takes you back to the playroom (if you get lost, or want to save the game). turns the sound off and on. shows what you're carrying." #define IDS_WTP_WRONG_PLACE_C64 "\nOk, but this is not the right place." // maximum values #define IDI_WTP_MAX_OBJ_MISSING 10 #define IDI_WTP_MAX_ROOM 62 #define IDI_WTP_MAX_OBJ 40 #define IDI_WTP_MAX_SND 14 #define IDI_WTP_MAX_PIC 2 #define IDI_WTP_MAX_ROOM_NORMAL 57 #define IDI_WTP_MAX_ROOM_TELEPORT 30 #define IDI_WTP_MAX_ROOM_OBJ 42 #define IDI_WTP_MAX_BLOCK 4 #define IDI_WTP_MAX_STR 6 #define IDI_WTP_MAX_OBJ_STR 4 #define IDI_WTP_MAX_OBJ_STR_END 2 #define IDI_WTP_MAX_FLAG 40 #define IDI_WTP_MAX_OPTION 3 #define IDI_WTP_MAX_DIR 4 #define IDI_WTP_MAX_MOVES_UNTIL_WIND 150 // positions #define IDI_WTP_ROW_MENU 21 #define IDI_WTP_ROW_OPTION_1 21 #define IDI_WTP_ROW_OPTION_2 22 #define IDI_WTP_ROW_OPTION_3 23 #define IDI_WTP_ROW_OPTION_4 24 #define IDI_WTP_COL_MENU 0 #define IDI_WTP_COL_OPTION 1 #define IDI_WTP_COL_NSEW 1 #define IDI_WTP_COL_NORTH 1 #define IDI_WTP_COL_SOUTH 8 #define IDI_WTP_COL_EAST 15 #define IDI_WTP_COL_WEST 21 #define IDI_WTP_COL_TAKE 29 #define IDI_WTP_COL_DROP 35 #define IDI_WTP_COL_PRESENT 17 // data file offset modifiers #define IDI_WTP_OFS_ROOM 0x5400 #define IDI_WTP_OFS_OBJ 0x0800 // picture #define IDI_WTP_PIC_WIDTH 140 #define IDI_WTP_PIC_HEIGHT 159 #define IDI_WTP_PIC_X0 10 #define IDI_WTP_PIC_Y0 0 #define IDI_WTP_PIC_FLAGS IDF_AGI_PIC_V2 // selections enum { IDI_WTP_SEL_HOME = -2, IDI_WTP_SEL_BACK, IDI_WTP_SEL_OPT_1, IDI_WTP_SEL_OPT_2, IDI_WTP_SEL_OPT_3, IDI_WTP_SEL_NORTH, IDI_WTP_SEL_SOUTH, IDI_WTP_SEL_EAST, IDI_WTP_SEL_WEST, IDI_WTP_SEL_TAKE, IDI_WTP_SEL_DROP, IDI_WTP_SEL_REAL_OPT_1, IDI_WTP_SEL_REAL_OPT_2, IDI_WTP_SEL_REAL_OPT_3 }; #define IDI_WTP_SEL_LAST IDI_WTP_SEL_REAL_OPT_3 // rooms enum { IDI_WTP_ROOM_NONE = -1, IDI_WTP_ROOM_NORTH, IDI_WTP_ROOM_SOUTH, IDI_WTP_ROOM_EAST, IDI_WTP_ROOM_WEST }; #define IDI_WTP_ROOM_HIDE 0 #define IDI_WTP_ROOM_PICNIC 2 #define IDI_WTP_ROOM_HOME 28 #define IDI_WTP_ROOM_PARTY 58 #define IDI_WTP_ROOM_MIST 59 #define IDI_WTP_ROOM_TIGGER 61 // sound enum ENUM_WTP_SOUND { IDI_WTP_SND_POOH_0 = 1, IDI_WTP_SND_TIGGER, IDI_WTP_SND_TAKE, IDI_WTP_SND_DROP, IDI_WTP_SND_DROP_OK, IDI_WTP_SND_FANFARE, IDI_WTP_SND_POOH_1, IDI_WTP_SND_KEYHELP, IDI_WTP_SND_POOH_2, IDI_WTP_SND_WIND_0, IDI_WTP_SND_WIND_1 }; // script opcodes #define IDO_WTP_GOTO_ROOM 0x06 #define IDO_WTP_PRINT_MSG 0x08 #define IDO_WTP_PRINT_STR 0x0A #define IDO_WTP_DROP_OBJ 0x0C #define IDO_WTP_FLAG_CLEAR 0x0E #define IDO_WTP_FLAG_SET 0x10 #define IDO_WTP_GAME_OVER 0x12 #define IDO_WTP_WALK_MIST 0x14 #define IDO_WTP_PLAY_SOUND 0x16 #define IDO_WTP_SAVE_GAME 0x18 #define IDO_WTP_LOAD_GAME 0x1A #define IDO_WTP_OWL_HELP 0x1C #define IDO_WTP_GOTO_RND 0x1E #define IDO_WTP_OPTION_0 0x15 #define IDO_WTP_OPTION_1 0x16 #define IDO_WTP_OPTION_2 0x17 enum { IDI_WTP_OBJ_DESC = 0, IDI_WTP_OBJ_TAKE, IDI_WTP_OBJ_DROP, IDI_WTP_OBJ_HELP }; enum { IDI_WTP_PAR_OK = 0, IDI_WTP_PAR_GOTO, IDI_WTP_PAR_BACK }; // room file option block struct WTP_ROOM_BLOCK { uint16 ofsOpt[IDI_WTP_MAX_BLOCK]; }; // room file header struct WTP_ROOM_HDR { uint8 roomNumber; uint8 objId; uint16 ofsPic; uint16 fileLen; uint16 reserved0; int8 roomNew[IDI_WTP_MAX_DIR]; uint8 objX; uint8 objY; uint16 reserved1; uint16 ofsDesc[IDI_WTP_MAX_BLOCK]; uint16 ofsBlock[IDI_WTP_MAX_BLOCK]; uint16 ofsStr[IDI_WTP_MAX_STR]; uint32 reserved2; WTP_ROOM_BLOCK opt[IDI_WTP_MAX_BLOCK]; }; // object file header struct WTP_OBJ_HDR { uint16 fileLen; uint16 objId; uint16 ofsEndStr[IDI_WTP_MAX_OBJ_STR_END]; uint16 ofsStr[IDI_WTP_MAX_OBJ_STR]; uint16 ofsPic; }; // savegame struct WTP_SAVE_GAME { uint16 reserved0; // 10c2 unused uint16 fSound; // 10c4 uint16 nMoves; // 10c6 uint16 nObjMiss; // 10c8 uint16 nObjRet; // 10ca uint16 reserved1; // 10ce unused uint16 reserved2; // 10cf unused uint16 reserved3; // 10d0 unused uint16 iObjHave; // 10d2 uint16 o10d4; // 10d4 can be ignored uint16 o10d6; // 10d6 can be ignored uint16 o10d8; // 10d8 can be ignored uint8 fGame[IDI_WTP_MAX_FLAG]; // 10da uint8 iUsedObj[IDI_WTP_MAX_OBJ_MISSING]; // 1102 uint8 iObjRoom[IDI_WTP_MAX_ROOM_OBJ]; // 110c uint16 o1136; // 1136 can be ignored uint16 o1138; // 1138 can be ignored }; class Winnie { friend class PreAgiEngine; public: Winnie(PreAgiEngine *vm); //~Winnie(); void init(); void run(); private: PreAgiEngine *_vm; WTP_SAVE_GAME game; int room; int mist; bool wind; bool event; int tigger_mist; void initEngine(); void initVars(); void randomize(); void intro(); void intro_DrawLogo(); void intro_DrawTitle(); void intro_PlayTheme(); void drawPic(const char*); void gameLoop(); void readRoom(int, uint8*, int); void drawRoomPic(); int parser(int, int, uint8*); int getObjInRoom(int); bool getSelOkBack(); void getMenuSel(char*, int*, int[]); void keyHelp() {} void clrMenuSel(int*, int[]); void incMenuSel(int*, int[]); void decMenuSel(int*, int[]); void drawMenu(char*, int, int[]); void printRoomStr(int, int); }; }