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https://github.com/libretro/scummvm.git
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807 lines
20 KiB
C++
807 lines
20 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "common/config-manager.h"
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#include "common/debug.h"
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#include "common/debug-channels.h"
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#include "common/file.h"
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#include "common/error.h"
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#include "common/stream.h"
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#include "common/memstream.h"
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#include "hdb/hdb.h"
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#include "hdb/console.h"
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#include "hdb/menu.h"
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namespace HDB {
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HDBGame* g_hdb;
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HDBGame::HDBGame(OSystem *syst, const ADGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) {
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_console = nullptr;
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_format = Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0);
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_systemInit = false;
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g_hdb = this;
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_fileMan = new FileMan;
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_gfx = new Gfx;
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_lua = new LuaScript;
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_menu = new Menu;
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_map = new Map;
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_ai = new AI;
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_input = new Input;
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_sound = new Sound;
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_window = new Window;
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_rnd = new Common::RandomSource("hdb");
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_currentMapname[0] = _currentLuaName[0] = 0;
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_lastMapname[0] = _lastLuaName[0] = 0;
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_monkeystone7 = STARS_MONKEYSTONE_7_FAKE;
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_monkeystone14 = STARS_MONKEYSTONE_14_FAKE;
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_monkeystone21 = STARS_MONKEYSTONE_21_FAKE;
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DebugMan.addDebugChannel(kDebugExample1, "Example1", "This is just an example to test");
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DebugMan.addDebugChannel(kDebugExample2, "Example2", "This is also an example");
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}
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HDBGame::~HDBGame() {
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delete _console;
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delete _fileMan;
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delete _gfx;
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delete _lua;
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delete _map;
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delete _ai;
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delete _input;
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delete _sound;
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delete _window;
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delete _rnd;
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DebugMan.clearAllDebugChannels();
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}
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bool HDBGame::init() {
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/*
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Game Subsystem Initializations
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*/
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// Init fileMan
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if (!_fileMan->openMPC(getGameFile())) {
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error("FileMan::openMPC: Cannot find the hyperspace.mpc data file.");
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}
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if (!_gfx->init()) {
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error("Gfx::init: Couldn't initialize Gfx");
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}
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if (!_sound->init()) {
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error("Window::init: Couldn't initialize Sound");
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}
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if (!_ai->init()) {
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error("AI::init: Couldn't initialize AI");
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}
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if (!_window->init()) {
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error("Window::init: Couldn't initialize Window");
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}
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if (!_input->init()) {
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error("Input::init: Couldn't initialize Input");
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}
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if (!_lua->init()) {
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error("LuaScript::init: Couldn't load the GLOBAL.LUA code.");
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}
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_menu->init();
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_changeLevel = false;
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_changeMapname[0] = 0;
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_loadInfo.active = _saveInfo.active = false;
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_menu->startTitle();
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_gameShutdown = false;
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_pauseFlag = 0;
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_systemInit = true;
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return true;
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}
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/*
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Changes the current GameState to the next one.
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Game State Transitions are deterministic: each state can
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only a particular state. The next state is held in gameState.
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TODO: All the functionality hasn't been implemented yet since
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their subsystems are incomplete. This section needs to be periodically
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updated as soon as the subsytems are improved.
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*/
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void HDBGame::changeGameState() {
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switch (_gameState) {
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case GAME_TITLE:
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_gameState = GAME_MENU;
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break;
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case GAME_MENU:
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_gameState = GAME_PLAY;
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break;
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case GAME_PLAY:
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_gameState = GAME_MENU;
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break;
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case GAME_LOADING:
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break;
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}
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}
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bool HDBGame::restartMap() {
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if (!_currentMapname[0])
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return false;
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_gfx->emptyGfxCaches();
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_lua->callFunction("level_shutdown", 0);
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_gfx->turnOffSnow();
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_window->restartSystem();
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_ai->restartSystem();
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_lua->init();
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_lua->loadLua(_currentLuaName);
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_sound->markSoundCacheFreeable();
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_map->restartSystem();
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if (!_map->loadMap(_currentMapname))
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return false;
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_ai->initAnimInfo();
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// if there are Secret Stars here, stick the variable in Lua
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if (!_menu->_starWarp && getStarsMonkeystone7() == STARS_MONKEYSTONE_7)
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_lua->setLuaGlobalValue("secretstars", 1);
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if (_menu->_starWarp == 1 && getStarsMonkeystone14() == STARS_MONKEYSTONE_14)
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_lua->setLuaGlobalValue("secretstars", 2);
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if (_menu->_starWarp == 2 && getStarsMonkeystone21() == STARS_MONKEYSTONE_21)
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_lua->setLuaGlobalValue("secretstars", 3);
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_lua->callFunction("level_loaded", 0);
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if (!_ai->cinematicsActive())
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_gfx->turnOffFade();
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// center the player on the screen
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int x, y;
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_ai->getPlayerXY(&x, &y);
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_map->centerMapXY(x + 16, y + 16);
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return true;
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}
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bool HDBGame::startMap(const char *name) {
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// save last mapname
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strcpy(_lastMapname, _currentMapname);
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// set current mapname
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strcpy(_currentMapname, name);
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strcat(_currentMapname, ".MSM");
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// set current luaname
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strcpy(_currentLuaName, name );
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strcat(_currentLuaName, ".LUA");
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restartMap();
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//
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// here is where we will be autosaving the start of level
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// don't save cine intro/outro/etc...OR map30 (secret star map)
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//
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if (!scumm_strnicmp(name, "map", 3) && scumm_stricmp(name, "map30")) {
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_menu->fillSavegameSlots();
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saveSlot(0); // we ignore the slot parameter in everything else since we just keep saving...
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}
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return true;
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}
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void HDBGame::paint() {
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switch (_gameState) {
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case GAME_TITLE:
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debug(9, "STUB: MENU::DrawTitle required");
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break;
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case GAME_MENU:
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warning("STUB: MENU::DrawMenu required");
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break;
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case GAME_PLAY:
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_gfx->drawPointer();
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break;
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case GAME_LOADING:
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warning("STUB: Gfx::DrawLoadingScreen required");
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break;
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}
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_gfx->updateVideo();
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}
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// builds a waypoint list if an entity is not next to player,
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// or gives info on an entity, or actually uses an entity
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void HDBGame::setTargetXY(int x, int y) {
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AIEntity *e, *p;
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int px, py;
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bool oneTileAway;
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// if ANY button is pressed
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if (_input->getButtons() || _ai->_playerEmerging)
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return;
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// Check if an entity is next to us
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x /= kTileWidth;
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y /= kTileHeight;
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// Don't ever allow going to X-coord 0
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if (!x)
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return;
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e = _ai->findEntity(x, y);
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p = _ai->getPlayer();
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if (!p)
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return;
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px = p->x / kTileWidth;
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py = p->y / kTileHeight;
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// Are we on a touchplate and trying to move within the waiting period?
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if (p->touchpWait)
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return;
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// If we're attacking...don't do anything else
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AIState stateList[] = {
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STATE_ATK_CLUB_UP, STATE_ATK_CLUB_DOWN, STATE_ATK_CLUB_LEFT, STATE_ATK_CLUB_RIGHT,
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STATE_ATK_STUN_UP, STATE_ATK_STUN_DOWN, STATE_ATK_STUN_LEFT, STATE_ATK_STUN_RIGHT,
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STATE_ATK_SLUG_UP, STATE_ATK_SLUG_DOWN, STATE_ATK_SLUG_LEFT, STATE_ATK_SLUG_RIGHT,
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STATE_PUSHUP, STATE_PUSHDOWN, STATE_PUSHLEFT, STATE_PUSHRIGHT};
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for (int i = 0; i < 16; i++) {
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if (p->state == stateList[i])
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return;
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}
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oneTileAway = (abs(px - x) + abs(py - y) < 2);
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// If any entity has been targeted
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if (e && !_ai->waypointsLeft()) {
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// Clicking on a gettable item?
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// First check if an iterm is on top of a BLOCKER entity.
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// If so, try to find another entity there
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if (e->type == AI_NONE) {
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AIEntity *temp = g_hdb->_ai->findEntityIgnore(x, y, e);
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if (temp)
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e = temp;
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}
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if ((p->level == e->level) && _ai->getTableEnt(e->type)) {
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if (g_hdb->_ai->tileDistance(e, p) < 2) {
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useEntity(e);
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return;
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}
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}
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// Clicking on a Walkthrough Item?
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if ((p->level == e->level) && _ai->walkThroughEnt(e->type)) {
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_ai->addWaypoint(px, py, x, y, p->level);
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return;
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}
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// Is this an invisible blocker? If so, it probably has a LUA entity under it
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if (e->type == AI_NONE && _ai->luaExistAtXY(x, y)) {
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// Did player click on a LUA tile?
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if (oneTileAway && _ai->checkLuaList(_ai->getPlayer(), x, y))
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return;
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}
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// On the same Level? (Allow pushing on stairs, down only)
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if ((p->level != e->level && !(_map->getMapBGTileFlags(e->tileX, e->tileY) & kFlagStairBot)) || (p->level == e->level && _ai->walkThroughEnt(e->type))) {
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_ai->addWaypoint(px, py, x, y, p->level);
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return;
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}
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int chx = abs(px - x);
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int chy = abs(py - y);
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// And its a unit away and the Player's GOALS are done...
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if (chx <= 1 && chy <= 1 && !p->goalX) {
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// At a horizontal or vertical direction?
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if (chx + chy > 1) {
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AIEntity *e1, *e2;
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uint32 flag1, flag2;
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e1 = _ai->findEntity(px, y);
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e2 = _ai->findEntity(x, py);
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flag1 = _map->getMapBGTileFlags(px, y) & kFlagSolid;
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flag2 = _map->getMapBGTileFlags(x, py) & kFlagSolid;
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if ((e1 || flag1) && (e2 || flag2))
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return;
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}
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// Check for items that should NOT be picked up or talked to
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switch (e->type) {
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// USEing a floating crate or barrel? Just go there.
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// Unless it's not floating, in which case you wanna push it.
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case AI_CRATE:
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case AI_LIGHTBARREL:
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// USEing a heavy barrel ONLY means walking on it if it's floating
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// *** cannot push a heavy barrel
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case AI_HEAVYBARREL:
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if (e->state == STATE_FLOATING || e->state == STATE_MELTED)
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_ai->addWaypoint(px, py, x, y, p->level);
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else
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useEntity(e);
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return;
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default:
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useEntity(e);
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return;
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}
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} else {
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_ai->addWaypoint(px, py, x, y, p->level);
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return;
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}
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}
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// Are we trying to "activate" a touchplate?
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// Set a waypoint on it
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if (_ai->checkForTouchplate(x, y)) {
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_ai->addWaypoint(px, py, x, y, p->level);
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return;
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}
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// Did the player click on an action tile?
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if (oneTileAway && _ai->checkActionList(_ai->getPlayer(), x, y, true))
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return;
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// Did the player click on an auto-action tile?
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if (oneTileAway && _ai->checkAutoList(_ai->getPlayer(), x, y))
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return;
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// we need to add this point to the waypoint list!
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// the list is tile coord-based
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//
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// if the player is not PUSHING anything and has no GOALS,
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// it's ok to set up a waypoint
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switch (p->state) {
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case STATE_PUSHDOWN:
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case STATE_PUSHUP:
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case STATE_PUSHLEFT:
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case STATE_PUSHRIGHT:
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case STATE_NONE:
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break;
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default:
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_ai->addWaypoint(px, py, x, y, p->level);
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break;
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}
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}
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bool HDBGame::saveSlot(int slot) {
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warning("STUB: HDBGame::saveSlot(%d)", slot);
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return true;
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}
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// PLAYER is trying to use this entity
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void HDBGame::useEntity(AIEntity *e) {
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warning("STUB: HDBGame::useEntity incomplete");
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AIEntity *p, temp;
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bool added;
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p = _ai->getPlayer();
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// Check if entity is on same level or if its a stairtop
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if ((p->level != e->level) && !(_map->getMapBGTileFlags(p->tileX, p->tileY) & kFlagStairTop)) {
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return;
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}
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added = false;
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if (_ai->getTableEnt(e->type)) {
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memcpy(&temp, e, sizeof(AIEntity));
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_ai->getItemSound(e->type);
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added = _ai->addToInventory(e);
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if (added) {
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e = &temp;
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if (temp.aiUse) {
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temp.aiUse(&temp);
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}
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if (temp.luaFuncUse[0]) {
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_lua->callFunction(temp.luaFuncUse, 0);
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}
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}
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} else {
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// These should be run over or run through
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if (_ai->walkThroughEnt(e->type) || e->type == AI_NONE) {
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return;
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}
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if (e->aiUse) {
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e->aiUse(e);
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}
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if (e->luaFuncUse[0]) {
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_lua->callFunction(e->luaFuncUse, 0);
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}
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}
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// PUSHING
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// If its a pushable object, push it. Unless it's in/on water.
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if (e->type == AI_CRATE || e->type == AI_LIGHTBARREL || e->type == AI_BOOMBARREL || e->type == AI_MAGIC_EGG || e->type == AI_ICE_BLOCK || e->type == AI_FROGSTATUE || e->type == AI_DIVERTER) {
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int xDir, yDir, chX, chY;
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uint32 flags;
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AIEntity *e2;
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// if it's floating, don't touch!
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if (e->state >= STATE_FLOATING && e->state <= STATE_FLOATRIGHT) {
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g_hdb->_ai->lookAtEntity(e);
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g_hdb->_ai->animGrabbing();
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g_hdb->_window->openMessageBar("I can't lift that!", 1);
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return;
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}
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xDir = yDir = 0;
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if (p->tileX > e->tileX)
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xDir = -2;
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else if (p->tileX < e->tileX)
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xDir = 2;
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if (p->tileY > e->tileY)
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yDir = -2;
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else if (p->tileY < e->tileY)
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yDir = 2;
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// no diagonals allowed!
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if (xDir && yDir)
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return;
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chX = p->tileX + xDir;
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chY = p->tileY + yDir;
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// are we going to push this over a sliding surface? (ok)
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// are we going to push this into a blocking tile? (not ok)
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if (e->level == 2) {
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int fg_flags = g_hdb->_map->getMapFGTileFlags(chX, chY);
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if (fg_flags & kFlagSolid) {
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g_hdb->_sound->playSound(SND_GUY_UHUH);
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g_hdb->_ai->lookAtXY(chX, chY);
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g_hdb->_ai->animGrabbing();
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return;
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}
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flags = g_hdb->_map->getMapBGTileFlags(chX, chY);
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if (((flags & kFlagSolid) == kFlagSolid) && !(fg_flags & kFlagGrating)) {
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g_hdb->_sound->playSound(SND_GUY_UHUH);
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g_hdb->_ai->lookAtXY(chX, chY);
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g_hdb->_ai->animGrabbing();
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return;
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}
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} else {
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flags = g_hdb->_map->getMapBGTileFlags(chX, chY);
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if (!(flags & kFlagSlide) && (flags & kFlagSolid)) {
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g_hdb->_sound->playSound(SND_GUY_UHUH);
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g_hdb->_ai->lookAtXY(chX, chY);
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g_hdb->_ai->animGrabbing();
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return;
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}
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}
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// are we going to push this up the stairs? (not ok)
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if (flags & kFlagStairBot) {
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flags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY);
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if (!(flags & kFlagStairTop)) {
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g_hdb->_ai->lookAtEntity(e);
|
|
g_hdb->_ai->animGrabbing();
|
|
g_hdb->_sound->playSound(SND_GUY_UHUH);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// is player trying to push across a dangerous floor (where the player would be ON the floor after the push)?
|
|
// don't allow it.
|
|
flags = g_hdb->_map->getMapBGTileFlags(p->tileX + (xDir >> 1), p->tileY + (yDir >> 1));
|
|
if (((flags & kFlagRadFloor) == kFlagRadFloor || (flags & kFlagPlasmaFloor) == kFlagPlasmaFloor) &&
|
|
false == g_hdb->_ai->checkFloating(p->tileX + (xDir >> 1), p->tileY + (yDir >> 1))) {
|
|
g_hdb->_ai->lookAtEntity(e);
|
|
g_hdb->_ai->animGrabbing();
|
|
g_hdb->_sound->playSound(SND_NOPUSH_SIZZLE);
|
|
return;
|
|
}
|
|
|
|
// are we going to push this into a gem?
|
|
// if it's a goodfairy, make it move!
|
|
e2 = g_hdb->_ai->findEntityIgnore(chX, chY, &g_hdb->_ai->_dummyLaser);
|
|
if (e2 && e2->type == ITEM_GEM_WHITE) {
|
|
g_hdb->_ai->addAnimateTarget(e2->x, e2->y, 0, 3, ANIM_NORMAL, false, false, GEM_FLASH);
|
|
g_hdb->_ai->removeEntity(e2);
|
|
g_hdb->_sound->playSound(SND_BRIDGE_END);
|
|
g_hdb->_ai->animGrabbing();
|
|
return;
|
|
}
|
|
|
|
// if so, is it a MELTED or FLOATING entity? if so, that's cool...
|
|
if (e2) {
|
|
if (!g_hdb->_ai->checkFloating(e2->tileX, e2->tileY)) {
|
|
g_hdb->_ai->lookAtXY(chX, chY);
|
|
g_hdb->_ai->animGrabbing();
|
|
g_hdb->_sound->playSound(SND_GUY_UHUH);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// are we trying to push this through a door? (teleporter!)
|
|
SingleTele info;
|
|
if (true == g_hdb->_ai->findTeleporterDest(chX, chY, &info)) {
|
|
g_hdb->_ai->lookAtXY(chX, chY);
|
|
g_hdb->_ai->animGrabbing();
|
|
g_hdb->_sound->playSound(SND_GUY_UHUH);
|
|
return;
|
|
}
|
|
|
|
// everything's clear - time to push!
|
|
// set goal for pushed object
|
|
if (e->type != AI_DIVERTER)
|
|
e->moveSpeed = kPushMoveSpeed; // push DIVERTERS real fast
|
|
g_hdb->_ai->setEntityGoal(e, chX, chY);
|
|
|
|
// Diverters are very special - don't mess with their direction & state!
|
|
if (e->type == AI_DIVERTER) {
|
|
switch (e->dir2) {
|
|
case DIR_DOWN: e->state = STATE_DIVERTER_BL; break;
|
|
case DIR_UP: e->state = STATE_DIVERTER_BR; break;
|
|
case DIR_LEFT: e->state = STATE_DIVERTER_TL; break;
|
|
case DIR_RIGHT: e->state = STATE_DIVERTER_TR; break;
|
|
case DIR_NONE: break;
|
|
}
|
|
}
|
|
|
|
// set goal for player
|
|
if (xDir)
|
|
xDir = xDir >> 1;
|
|
if (yDir)
|
|
yDir = yDir >> 1;
|
|
if (e->type != AI_DIVERTER) // push DIVERTERS real fast
|
|
p->moveSpeed = kPushMoveSpeed;
|
|
else
|
|
p->moveSpeed = kPlayerMoveSpeed;
|
|
|
|
g_hdb->_ai->setEntityGoal(p, p->tileX + xDir, p->tileY + yDir);
|
|
|
|
// need to set the state AFTER the SetEntityGoal!
|
|
switch (p->dir) {
|
|
case DIR_UP: p->state = STATE_PUSHUP; p->drawYOff = -10; break;
|
|
case DIR_DOWN: p->state = STATE_PUSHDOWN; p->drawYOff = 9; break;
|
|
case DIR_LEFT: p->state = STATE_PUSHLEFT; p->drawXOff = -10; break;
|
|
case DIR_RIGHT: p->state = STATE_PUSHRIGHT; p->drawXOff = 10; break;
|
|
case DIR_NONE: break;
|
|
}
|
|
|
|
// if player is running, keep speed slow since we're pushing
|
|
if (g_hdb->_ai->playerRunning()) {
|
|
p->xVel = p->xVel >> 1;
|
|
p->yVel = p->yVel >> 1;
|
|
}
|
|
|
|
switch (e->type) {
|
|
case AI_CRATE:
|
|
g_hdb->_sound->playSound(SND_CRATE_SLIDE); break;
|
|
case AI_LIGHTBARREL:
|
|
case AI_FROGSTATUE:
|
|
case AI_ICE_BLOCK:
|
|
g_hdb->_sound->playSound(SND_LIGHT_SLIDE); break;
|
|
case AI_HEAVYBARREL:
|
|
case AI_MAGIC_EGG:
|
|
case AI_BOOMBARREL:
|
|
g_hdb->_sound->playSound(SND_HEAVY_SLIDE); break;
|
|
case AI_DIVERTER:
|
|
g_hdb->_sound->playSound(SND_PUSH_DIVERTER); break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// Look at Entity
|
|
if (e->type != AI_RAILRIDER_ON) {
|
|
_ai->lookAtEntity(e);
|
|
}
|
|
|
|
// Grab animation
|
|
if (added) {
|
|
_ai->animGrabbing();
|
|
}
|
|
|
|
// Can't push it - make a sound
|
|
if (e->type == AI_HEAVYBARREL) {
|
|
g_hdb->_sound->playSound(SND_GUY_UHUH);
|
|
}
|
|
}
|
|
|
|
Common::Error HDBGame::run() {
|
|
|
|
// Initialize System
|
|
if (!_systemInit) {
|
|
init();
|
|
}
|
|
|
|
// Initializes Graphics
|
|
initGraphics(kScreenWidth, kScreenHeight, &_format);
|
|
_console = new Console();
|
|
|
|
#if 0
|
|
Common::SeekableReadStream *titleStream = _fileMan->findFirstData("monkeylogoscreen", TYPE_PIC);
|
|
if (titleStream == NULL) {
|
|
debug("The TitleScreen MPC entry can't be found.");
|
|
return Common::kReadingFailed;
|
|
}
|
|
|
|
Picture *titlePic = new Picture;
|
|
titlePic->load(titleStream);
|
|
|
|
Common::SeekableReadStream *tileStream = _fileMan->findFirstData("t32_ground1", TYPE_TILE32);
|
|
if (tileStream == NULL) {
|
|
debug("The t32_shipwindow_lr MPC entry can't be found.");
|
|
return Common::kReadingFailed;
|
|
}
|
|
|
|
Tile *tile = new Tile;
|
|
tile->load(tileStream);
|
|
#endif
|
|
|
|
if (ConfMan.hasKey("boot_param")) {
|
|
char mapname[10];
|
|
int level = ConfMan.getInt("boot_param");
|
|
|
|
if (level > 30 || level < 0)
|
|
level = 1;
|
|
|
|
snprintf(mapname, 10, "MAP%02d", level);
|
|
|
|
startMap(mapname);
|
|
} else {
|
|
startMap("MAP00");
|
|
}
|
|
|
|
//_window->openDialog("Sgt. Filibuster", 0, "You address me as 'sarge' or 'sergeant' or get your snappin' teeth kicked in! Got me?", 0, NULL);
|
|
|
|
#if 0
|
|
lua->executeFile("test.lua");
|
|
#endif
|
|
|
|
AIEntity *e;
|
|
|
|
while (!shouldQuit()) {
|
|
|
|
Common::Event event;
|
|
while (g_system->getEventManager()->pollEvent(event)) {
|
|
switch (event.type) {
|
|
case Common::EVENT_QUIT:
|
|
case Common::EVENT_RTL:
|
|
break;
|
|
case Common::EVENT_MOUSEMOVE:
|
|
_input->updateMouse(event.mouse.x, event.mouse.y);
|
|
break;
|
|
case Common::EVENT_LBUTTONDOWN:
|
|
_input->updateMouseButtons(1, 0, 0);
|
|
break;
|
|
case Common::EVENT_LBUTTONUP:
|
|
_input->updateMouseButtons(-1, 0, 0);
|
|
break;
|
|
case Common::EVENT_MBUTTONDOWN:
|
|
_input->updateMouseButtons(0, 1, 0);
|
|
break;
|
|
case Common::EVENT_MBUTTONUP:
|
|
_input->updateMouseButtons(0, -1, 0);
|
|
break;
|
|
case Common::EVENT_RBUTTONDOWN:
|
|
_input->updateMouseButtons(0, 0, 1);
|
|
break;
|
|
case Common::EVENT_RBUTTONUP:
|
|
_input->updateMouseButtons(0, 0, -1);
|
|
break;
|
|
case Common::EVENT_KEYDOWN:
|
|
_input->updateKeys(event, true);
|
|
break;
|
|
case Common::EVENT_KEYUP:
|
|
_input->updateKeys(event, false);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (_gameState == GAME_PLAY) {
|
|
_gfx->drawSky();
|
|
|
|
if (!_pauseFlag) {
|
|
_ai->moveEnts();
|
|
_ai->processCallbackList();
|
|
}
|
|
|
|
_map->draw();
|
|
_ai->processCines();
|
|
//_window->drawDialog();
|
|
|
|
e = _ai->getPlayer();
|
|
|
|
if (e && e->level < 2)
|
|
_ai->drawWayPoints();
|
|
|
|
_map->drawEnts();
|
|
_map->drawGratings();
|
|
|
|
if (e && e->level == 2)
|
|
_ai->drawWayPoints();
|
|
|
|
_ai->drawLevel2Ents();
|
|
|
|
_map->drawForegrounds();
|
|
_ai->animateTargets();
|
|
|
|
_window->drawDialog();
|
|
_window->drawDialogChoice();
|
|
_window->drawInventory();
|
|
_window->drawMessageBar();
|
|
_window->drawDeliveries();
|
|
_window->drawTextOut();
|
|
_window->drawPause();
|
|
|
|
//_gfx->drawBonusStars();
|
|
_gfx->drawSnow();
|
|
|
|
if (_changeLevel == true) {
|
|
_changeLevel = false;
|
|
startMap(_changeMapname);
|
|
}
|
|
|
|
//
|
|
// should we save the game at this point?
|
|
//
|
|
if (_saveInfo.active == true) {
|
|
_sound->playSound(SND_VORTEX_SAVE);
|
|
_ai->stopEntity(e);
|
|
_menu->fillSavegameSlots();
|
|
saveSlot(_saveInfo.slot);
|
|
_saveInfo.active = false;
|
|
}
|
|
}
|
|
|
|
// Update Timer that's NOT used for in-game Timing
|
|
_prevTimeSlice = _timeSlice;
|
|
_timeSlice = g_system->getMillis();
|
|
|
|
paint();
|
|
|
|
g_system->updateScreen();
|
|
g_system->delayMillis(1000 / kGameFPS);
|
|
}
|
|
|
|
return Common::kNoError;
|
|
}
|
|
|
|
} // End of namespace HDB
|