scummvm/engines/buried/death.cpp
Filippos Karapetis b52f486232 BURIED: Move agent evaluation (score) logic into a separate file
This is used by the death screens, the completion screen, and our
in-game score screen, so move the duplicate code into a new file
2022-01-02 16:52:20 +02:00

361 lines
11 KiB
C++

/* 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.
*
* Additional copyright for this file:
* Copyright (C) 1995 Presto Studios, Inc.
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "buried/agent_evaluation.h"
#include "buried/avi_frames.h"
#include "buried/biochip_right.h"
#include "buried/buried.h"
#include "buried/death.h"
#include "buried/frame_window.h"
#include "buried/graphics.h"
#include "buried/invdata.h"
#include "buried/navdata.h"
#include "buried/resources.h"
#include "buried/sound.h"
#include "common/error.h"
#include "graphics/font.h"
#include "graphics/surface.h"
namespace Buried {
enum {
BUTTON_QUIT = 1,
BUTTON_RESTORE_GAME = 2,
BUTTON_MAIN_MENU = 3
};
DeathWindow::DeathWindow(BuriedEngine *vm, Window *parent, int deathSceneIndex, GlobalFlags globalFlags, Common::Array<int> itemArray)
: Window(vm, parent), _deathSceneIndex(deathSceneIndex), _globalFlags(globalFlags), _itemArray(itemArray) {
_curButton = 0;
_deathFrameIndex = -1;
_lightOn = false;
_walkthroughMode = false;
_rect = Common::Rect(0, 0, 640, 480);
_quit = Common::Rect(27, 422, 100, 460);
_restoreGame = Common::Rect(112, 422, 185, 460);
_mainMenu = Common::Rect(198, 422, 271, 460);
_agentEvaluation = new AgentEvaluation(vm, globalFlags, deathSceneIndex);
_timer = setTimer(400);
if (deathSceneIndex < 10) {
_deathSceneFrames = new AVIFrames(_vm->getFilePath(IDS_DEATH_CASTLE_FILENAME));
} else if (deathSceneIndex < 20) {
_deathSceneFrames = new AVIFrames(_vm->getFilePath(IDS_DEATH_MAYAN_FILENAME));
} else if (deathSceneIndex < 30) {
_deathSceneFrames = new AVIFrames(_vm->getFilePath(IDS_DEATH_AGENTLAIR_FILENAME));
} else if (deathSceneIndex < 40) {
_deathSceneFrames = new AVIFrames(_vm->getFilePath(IDS_DEATH_DAVINCI_FILENAME));
} else if (deathSceneIndex < 50) {
_deathSceneFrames = new AVIFrames(_vm->getFilePath(IDS_DEATH_AILAB_FILENAME));
} else if (deathSceneIndex < 60) {
_deathSceneFrames = new AVIFrames(_vm->getFilePath(IDS_DEATH_ALIEN_FILENAME));
} else if (deathSceneIndex < 70) {
_deathSceneFrames = new AVIFrames(_vm->getFilePath(IDS_DEATH_FINALE_FILENAME));
} else {
error("Bad death scene index %d", deathSceneIndex);
}
// Set the frame index
switch (deathSceneIndex) {
case 15:
_deathFrameIndex = 4;
break;
case 52:
case 53:
_deathFrameIndex = 1;
break;
case 54:
case 55:
_deathFrameIndex = 0;
break;
default:
_deathFrameIndex = deathSceneIndex % 10;
break;
}
_fontHeightA = (_vm->getLanguage() == Common::JA_JPN) ? 12 : 14;
_textFontA = _vm->_gfx->createFont(_fontHeightA);
_fontHeightB = 20;
_textFontB = _vm->_gfx->createFont(_fontHeightB, true);
_walkthroughMode = _globalFlags.generalWalkthroughMode != 0;
_vm->_sound->setAmbientSound();
}
DeathWindow::~DeathWindow() {
killTimer(_timer);
delete _deathSceneFrames;
delete _textFontA;
delete _textFontB;
delete _agentEvaluation;
}
void DeathWindow::onPaint() {
Graphics::Surface *topBitmap = _vm->_gfx->getBitmap(IDB_DEATH_UI_TOP);
_vm->_gfx->blit(topBitmap, 301, 0);
topBitmap->free();
delete topBitmap;
Graphics::Surface *leftBitmap = _vm->_gfx->getBitmap(IDB_DEATH_UI_LEFT);
_vm->_gfx->blit(leftBitmap, 0, 0);
leftBitmap->free();
delete leftBitmap;
if (_walkthroughMode) {
Graphics::Surface *lowerLeftBitmap = _vm->_gfx->getBitmap(IDB_DEATH_WT_LOWER_LEFT);
_vm->_gfx->blit(lowerLeftBitmap, 0, 416);
lowerLeftBitmap->free();
delete lowerLeftBitmap;
}
Graphics::Surface *rightBitmap = _vm->_gfx->getBitmap(IDB_DEATH_UI_RIGHT);
_vm->_gfx->blit(rightBitmap, 624, 0);
rightBitmap->free();
delete rightBitmap;
Graphics::Surface *bottomBitmap = _vm->_gfx->getBitmap(IDB_DEATH_UI_BOTTOM);
_vm->_gfx->blit(bottomBitmap, 301, 468);
bottomBitmap->free();
delete bottomBitmap;
const Graphics::Surface *deathSceneHeader = _deathSceneFrames->getFrame(_deathFrameIndex);
_vm->_gfx->blit(deathSceneHeader, 301, 10);
uint32 textColor = _vm->_gfx->getColor(153, 102, 204);
Common::String firstBlock = _vm->getString(IDS_DEATH_SCENE_MESSAGE_TEXT_BASE + _deathSceneIndex * 5);
Common::Rect firstBlockRect(10, 54, 283, 86);
_vm->_gfx->renderText(_vm->_gfx->getScreen(), _textFontA, firstBlock, firstBlockRect.left, firstBlockRect.top, firstBlockRect.width(), firstBlockRect.height(), textColor, _fontHeightA);
Common::String secondBlock = _vm->getString(IDS_DEATH_SCENE_MESSAGE_TEXT_BASE + _deathSceneIndex * 5 + 1);
Common::Rect secondBlockRect(10, 120, 283, 215);
_vm->_gfx->renderText(_vm->_gfx->getScreen(), _textFontA, secondBlock, secondBlockRect.left, secondBlockRect.top, secondBlockRect.width(), secondBlockRect.height(), textColor, _fontHeightA);
Common::Rect scoringDescRect(10, 248, 283, 378);
_vm->_gfx->renderText(_vm->_gfx->getScreen(), _textFontA, _agentEvaluation->_scoringTextDescriptions, scoringDescRect.left, scoringDescRect.top, scoringDescRect.width(), scoringDescRect.height(), textColor, _fontHeightA);
textColor = _vm->_gfx->getColor(212, 109, 0);
_vm->_gfx->renderText(_vm->_gfx->getScreen(), _textFontA, _agentEvaluation->_scoringTextScores, scoringDescRect.left, scoringDescRect.top, scoringDescRect.width(), scoringDescRect.height(), textColor, _fontHeightA, kTextAlignRight);
// CHECKME: This does center vertical alignment, so check the y coordinates
Common::Rect finalTextScoreRect(122, 386, 283, 401);
_vm->_gfx->renderText(_vm->_gfx->getScreen(), _textFontB, _agentEvaluation->_scoringTextFinalScore, finalTextScoreRect.left, finalTextScoreRect.top, finalTextScoreRect.width(), finalTextScoreRect.height(), textColor, _fontHeightB, kTextAlignRight);
}
bool DeathWindow::onEraseBackground() {
_vm->_gfx->fillRect(getAbsoluteRect(), _vm->_gfx->getColor(0, 0, 0));
return true;
}
void DeathWindow::onTimer(uint timer) {
_vm->_sound->timerCallback(); // clone2727 says: Don't think this is necessary
// Flip the state of the light
_lightOn = !_lightOn;
Common::Rect destRect(137, 51);
destRect.moveTo(164, 0);
if (_lightOn) {
// Light is now on
Graphics::Surface *lightBitmap = _vm->_gfx->getBitmap(IDB_DEATH_ELIGHT_ON);
_vm->_gfx->blit(lightBitmap, 164, 0);
lightBitmap->free();
delete lightBitmap;
} else {
// Light is now off
Graphics::Surface *leftBitmap = _vm->_gfx->getBitmap(IDB_DEATH_UI_LEFT);
_vm->_gfx->blit(leftBitmap, Common::Rect(164, 0, 164 + 137, 51), destRect);
leftBitmap->free();
delete leftBitmap;
}
// Force just that section of the screen to update
invalidateRect(destRect, false);
_vm->_gfx->updateScreen(false);
}
void DeathWindow::onLButtonDown(const Common::Point &point, uint flags) {
if (_quit.contains(point)) {
Graphics::Surface *buttons = _vm->_gfx->getBitmap(_walkthroughMode ? IDB_DEATH_WT_BUTTONS_DEPRESSED : IDB_DEATH_BUTTONS_DEPRESSED);
Common::Rect destRect(29, 424, 29 + 76, 424 + 36);
_vm->_gfx->blit(buttons, Common::Rect(76, 36), destRect);
buttons->free();
delete buttons;
invalidateRect(destRect, false);
_vm->_gfx->updateScreen(false);
_curButton = BUTTON_QUIT;
} else if (_restoreGame.contains(point)) {
Graphics::Surface *buttons = _vm->_gfx->getBitmap(_walkthroughMode ? IDB_DEATH_WT_BUTTONS_DEPRESSED : IDB_DEATH_BUTTONS_DEPRESSED);
Common::Rect destRect(109, 424, 109 + 80, 424 + 36);
_vm->_gfx->blit(buttons, Common::Rect(80, 0, 80 + 80, 36), destRect);
buttons->free();
delete buttons;
invalidateRect(destRect, false);
_vm->_gfx->updateScreen(false);
_curButton = BUTTON_RESTORE_GAME;
} else if (_mainMenu.contains(point)) {
Graphics::Surface *buttons = _vm->_gfx->getBitmap(_walkthroughMode ? IDB_DEATH_WT_BUTTONS_DEPRESSED : IDB_DEATH_BUTTONS_DEPRESSED);
Common::Rect destRect(195, 424, 195 + 76, 424 + 36);
_vm->_gfx->blit(buttons, Common::Rect(166, 0, 166 + 76, 36), destRect);
buttons->free();
delete buttons;
invalidateRect(destRect, false);
_vm->_gfx->updateScreen(false);
_curButton = BUTTON_MAIN_MENU;
}
}
void DeathWindow::onLButtonUp(const Common::Point &point, uint flags) {
switch (_curButton) {
case BUTTON_QUIT:
if (_quit.contains(point)) {
_vm->quitGame();
return;
}
break;
case BUTTON_RESTORE_GAME:
if (_restoreGame.contains(point)) {
if (_walkthroughMode) {
Location startingLocation;
switch (_deathSceneIndex) {
case 0:
startingLocation = Location(1, 2, 1, 2, 1, 0);
break;
case 1:
startingLocation = Location(1, 3, 2, 0, 0, 0);
break;
case 3:
case 4:
startingLocation = Location(1, 4, 7, 0, 2, 0);
_itemArray.push_back(kItemGrapplingHook);
break;
case 5:
startingLocation = Location(1, 8, 6, 3, 1, 0);
break;
case 10:
startingLocation = Location(2, 1, 4, 2, 1, 0);
break;
case 11:
startingLocation = Location(2, 1, 7, 3, 1, 0);
_itemArray.push_back(kItemCeramicBowl);
break;
case 12:
startingLocation = Location(2, 6, 3, 2, 0, 0);
_itemArray.push_back(kItemPreservedHeart);
break;
case 14:
startingLocation = Location(2, 4, 2, 0, 1, 0);
break;
case 15:
startingLocation = Location(2, 4, 5, 2, 1, 0);
break;
case 20:
startingLocation = Location(3, 2, 6, 0, 0, 0);
_globalFlags.alRestoreSkipAgent3Initial = 1;
break;
case 30:
startingLocation = Location(5, 1, 2, 0, 1, 0);
break;
case 31:
startingLocation = Location(5, 5, 10, 3, 0, 0);
break;
case 50:
startingLocation = Location(7, 1, 0, 2, 1, 0);
break;
case 51:
startingLocation = Location(7, 1, 6, 0, 1, 1);
break;
case 52:
startingLocation = Location(7, 1, 6, 0, 1, 0);
break;
case 53:
startingLocation = Location(7, 1, 4, 2, 1, 0);
break;
case 54:
startingLocation = Location(7, 1, 3, 3, 1, 1);
break;
case 55:
startingLocation = Location(7, 1, 6, 0, 1, 2);
break;
case 61:
startingLocation = Location(7, 1, 2, 0, 1, 0);
break;
}
if (startingLocation.timeZone >= 0) {
((FrameWindow *)_vm->_mainWindow)->loadFromState(startingLocation, _globalFlags, _itemArray);
return;
}
} else {
if (_vm->loadGameDialog())
return;
}
}
break;
case BUTTON_MAIN_MENU:
if (_mainMenu.contains(point)) {
((FrameWindow *)_parent)->showMainMenu();
return;
}
break;
default:
return;
}
_curButton = 0;
invalidateWindow(false);
}
void DeathWindow::onMouseMove(const Common::Point &point, uint flags) {
switch (_curButton) {
case BUTTON_QUIT:
if (!_quit.contains(point)) {
_curButton = 0;
invalidateRect(_quit, false);
}
break;
case BUTTON_RESTORE_GAME:
if (!_restoreGame.contains(point)) {
_curButton = 0;
invalidateRect(_restoreGame, false);
}
break;
case BUTTON_MAIN_MENU:
if (!_mainMenu.contains(point)) {
_curButton = 0;
invalidateRect(_mainMenu, false);
}
break;
}
}
} // End of namespace Buried