mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 05:38:56 +00:00
64817e3887
svn-id: r24623
827 lines
22 KiB
C++
827 lines
22 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2005-2006 The ScummVM project
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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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#include "lure/game.h"
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#include "lure/strings.h"
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#include "lure/room.h"
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#include "lure/system.h"
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#include "lure/scripts.h"
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#include "lure/res_struct.h"
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#include "lure/animseq.h"
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#include "common/config-manager.h"
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namespace Lure {
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static Game *int_game = NULL;
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Game &Game::getReference() {
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return *int_game;
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}
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Game::Game() {
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int_game = this;
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_debugger = new Debugger();
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_slowSpeedFlag = true;
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_soundFlag = true;
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}
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Game::~Game() {
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delete _debugger;
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}
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void Game::nextFrame() {
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Resources &res = Resources::getReference();
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ValueTableData &fields = res.fieldList();
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Room &room = Room::getReference();
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HotspotList::iterator i;
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res.pausedList().countdown();
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room.checkCursor();
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room.update();
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// Call the tick method for each hotspot - this is somewaht complicated
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// by the fact that a tick proc can unload both itself and/or others,
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// so we first get a list of the Ids, and call the tick proc for each
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// id in sequence if it's still active
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uint16 *idList = new uint16[res.activeHotspots().size()];
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int idSize = 0;
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for (i = res.activeHotspots().begin(); i != res.activeHotspots().end(); ++i) {
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Hotspot *hotspot = *i;
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idList[idSize++] = hotspot->hotspotId();
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}
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debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot ticks begin");
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for (int idCtr = 0; idCtr < idSize; ++idCtr) {
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Hotspot *hotspot = res.getActiveHotspot(idList[idCtr]);
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if (hotspot) {
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fields.setField(CHARACTER_HOTSPOT_ID, hotspot->hotspotId());
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hotspot->tick();
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}
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}
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debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot ticks end");
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delete[] idList;
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Screen::getReference().update();
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}
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void Game::execute() {
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OSystem &system = System::getReference();
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Room &room = Room::getReference();
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Resources &res = Resources::getReference();
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Events &events = Events::getReference();
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Mouse &mouse = Mouse::getReference();
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Screen &screen = Screen::getReference();
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ValueTableData &fields = res.fieldList();
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uint32 timerVal = system.getMillis();
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screen.empty();
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//_screen.resetPalette();
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screen.setPaletteEmpty();
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setState(0);
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Script::execute(STARTUP_SCRIPT);
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int bootParam = ConfMan.getInt("boot_param");
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handleBootParam(bootParam);
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// Set the player direction
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res.getActiveHotspot(PLAYER_ID)->setDirection(UP);
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room.update();
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mouse.setCursorNum(CURSOR_ARROW);
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mouse.cursorOn();
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while (!events.quitFlag) {
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while (!events.quitFlag && (_state == 0)) {
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// If time for next frame, allow everything to update
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if (system.getMillis() > timerVal + GAME_FRAME_DELAY) {
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timerVal = system.getMillis();
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nextFrame();
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}
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res.delayList().tick();
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while (events.pollEvent()) {
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if (events.type() == OSystem::EVENT_KEYDOWN) {
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uint16 roomNum = room.roomNumber();
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if ((events.event().kbd.flags == OSystem::KBD_CTRL) &&
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(events.event().kbd.keycode == 'd')) {
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// Activate the debugger
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_debugger->attach();
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break;
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}
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switch (events.event().kbd.ascii) {
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case 27:
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events.quitFlag = true;
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break;
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case '+':
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while (++roomNum <= 51)
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if (res.getRoom(roomNum) != NULL) break;
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if (roomNum == 52) roomNum = 1;
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room.leaveRoom();
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room.setRoomNumber(roomNum);
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break;
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case '-':
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if (roomNum == 1) roomNum = 55;
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while (res.getRoom(--roomNum) == NULL) ;
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room.leaveRoom();
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room.setRoomNumber(roomNum);
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break;
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case '*':
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res.getActiveHotspot(PLAYER_ID)->setRoomNumber(
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room.roomNumber());
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break;
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case 267: // keypad '/'
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room.setShowInfo(!room.showInfo());
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break;
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default:
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break;
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}
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}
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if ((events.type() == OSystem::EVENT_LBUTTONDOWN) ||
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(events.type() == OSystem::EVENT_RBUTTONDOWN))
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handleClick();
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}
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uint16 destRoom;
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destRoom = fields.getField(NEW_ROOM_NUMBER);
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if (destRoom != 0) {
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// Need to change the current room
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strcpy(room.statusLine(), "");
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bool remoteFlag = fields.getField(OLD_ROOM_NUMBER) != 0;
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room.setRoomNumber(destRoom, remoteFlag);
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fields.setField(NEW_ROOM_NUMBER, 0);
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}
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destRoom = fields.playerNewPos().roomNumber;
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if (destRoom != 0) {
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playerChangeRoom();
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}
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system.updateScreen();
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system.delayMillis(10);
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if (_debugger->isAttached())
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_debugger->onFrame();
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}
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// If Skorl catches player, show the catching animation
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if ((_state & GS_CAUGHT) != 0) {
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Palette palette(SKORL_CATCH_PALETTE_ID);
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AnimationSequence *anim = new AnimationSequence(screen, system,
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SKORL_CATCH_ANIM_ID, palette, false);
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mouse.cursorOff();
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anim->show();
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mouse.cursorOn();
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}
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// If the Restart/Restore dialog is needed, show it
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if ((_state & GS_RESTORE_RESTART) != 0) {
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// TODO: Restore/Restart dialog - for now, simply flag for exit
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events.quitFlag = true;
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}
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}
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room.leaveRoom();
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}
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void Game::handleMenuResponse(uint8 selection) {
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Common::String filename;
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switch (selection) {
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case MENUITEM_CREDITS:
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doShowCredits();
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break;
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case MENUITEM_RESTART_GAME:
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break;
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case MENUITEM_SAVE_GAME:
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SaveRestoreDialog::show(true);
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break;
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case MENUITEM_RESTORE_GAME:
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SaveRestoreDialog::show(false);
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break;
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case MENUITEM_QUIT:
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doQuit();
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break;
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case MENUITEM_TEXT_SPEED:
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doTextSpeed();
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break;
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case MENUITEM_SOUND:
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doSound();
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}
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}
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void Game::playerChangeRoom() {
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OSystem &system = System::getReference();
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Resources &res = Resources::getReference();
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Screen &screen = Screen::getReference();
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Room &room = Room::getReference();
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Mouse &mouse = Mouse::getReference();
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ValueTableData &fields = res.fieldList();
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SequenceDelayList &delayList = Resources::getReference().delayList();
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uint16 roomNum = fields.playerNewPos().roomNumber;
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fields.playerNewPos().roomNumber = 0;
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Point &newPos = fields.playerNewPos().position;
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delayList.clear();
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RoomData *roomData = res.getRoom(roomNum);
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assert(roomData);
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roomData->flags |= HOTSPOTFLAG_FOUND;
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// Check for any room change animation
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int animFlag = fields.getField(ROOM_EXIT_ANIMATION);
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if (animFlag == 1)
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{
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Palette palette(CHUTE_PALETTE_ID);
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AnimationSequence *anim = new AnimationSequence(screen, system,
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CHUTE_ANIM_ID, palette, false);
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mouse.cursorOff();
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anim->show();
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mouse.cursorOn();
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} else if (animFlag != 0)
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{
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Palette palette(BARREL_PALETTE_ID);
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AnimationSequence *anim = new AnimationSequence(screen, system,
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BARREL_ANIM_ID, palette, false);
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mouse.cursorOff();
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anim->show();
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mouse.cursorOn();
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}
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// Change to the new room
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Hotspot *player = res.getActiveHotspot(PLAYER_ID);
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player->currentActions().clear();
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player->setRoomNumber(roomNum);
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//player->setPosition((newPos.x & 0xfff8) || 5, newPos.y & 0xfff8);
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player->setPosition(newPos.x, newPos.y);
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player->setOccupied(true);
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room.setRoomNumber(roomNum, false);
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}
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void Game::handleClick() {
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Resources &res = Resources::getReference();
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Room &room = Room::getReference();
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ValueTableData &fields = res.fieldList();
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Mouse &mouse = Mouse::getReference();
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uint16 oldRoomNumber = fields.getField(OLD_ROOM_NUMBER);
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if (room.checkInTalkDialog()) {
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// Close the active talk dialog
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room.setTalkDialog(0, 0, 0, 0);
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} else if (oldRoomNumber != 0) {
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// Viewing a room remotely - handle returning to prior room
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if ((room.roomNumber() != 35) || (fields.getField(87) == 0)) {
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// Reset player tick proc and signal to change back to the old room
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res.getActiveHotspot(PLAYER_ID)->setTickProc(PLAYER_TICK_PROC_ID);
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fields.setField(NEW_ROOM_NUMBER, oldRoomNumber);
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fields.setField(OLD_ROOM_NUMBER, 0);
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}
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} else if ((room.cursorState() == CS_TALKING) ||
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(res.getTalkState() != TALK_NONE)) {
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// Currently talking, so let its tick proc handle it
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} else if (mouse.y() < MENUBAR_Y_SIZE) {
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uint8 response = Menu::getReference().execute();
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if (response != MENUITEM_NONE)
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handleMenuResponse(response);
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} else if ((room.cursorState() == CS_SEQUENCE) ||
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(room.cursorState() == CS_BUMPED)) {
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// No action necessary
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} else {
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if (mouse.lButton())
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handleLeftClick();
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else
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handleRightClickMenu();
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}
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}
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void Game::handleRightClickMenu() {
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Room &room = Room::getReference();
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Resources &res = Resources::getReference();
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Screen &screen = Screen::getReference();
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ValueTableData &fields = res.fieldList();
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StringList &stringList = res.stringList();
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StringData &strings = StringData::getReference();
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Mouse &mouse = Mouse::getReference();
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char *statusLine = room.statusLine();
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Hotspot *player = res.getActiveHotspot(PLAYER_ID);
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HotspotData *hotspot, *useHotspot;
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Action action;
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uint32 actions;
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uint16 itemId = 0xffff;
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bool hasItems;
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if (room.hotspotId() != 0) {
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// Get hotspot actions
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actions = room.hotspotActions();
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} else {
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// Standard actions - drink, examine, look, status
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actions = 0x1184000;
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}
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// If no inventory items remove entries that require them
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if (res.numInventoryItems() == 0)
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actions &= 0xFEF3F9FD;
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// If the player hasn't any money, remove any bribe entry
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if (res.fieldList().numGroats() == 0)
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actions &= 0xFF7FFFFF;
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action = NONE;
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hotspot = NULL;
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bool breakFlag = false;
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while (!breakFlag) {
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statusLine = room.statusLine();
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strcpy(statusLine, "");
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room.update();
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screen.update();
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action = PopupMenu::Show(actions);
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if (action != NONE) {
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sprintf(statusLine, "%s ", stringList.getString(action));
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statusLine += strlen(statusLine);
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}
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switch (action) {
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case LOOK:
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case STATUS:
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breakFlag = true;
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break;
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case ASK:
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hotspot = res.getHotspot(room.hotspotId());
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assert(hotspot);
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strings.getString(hotspot->nameId, statusLine);
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strcat(statusLine, stringList.getString(S_FOR));
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statusLine += strlen(statusLine);
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itemId = PopupMenu::ShowItems(GET);
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breakFlag = ((itemId != 0xffff) && (itemId != 0xfffe));
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break;
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case TELL:
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hotspot = res.getHotspot(room.hotspotId());
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assert(hotspot);
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strings.getString(hotspot->nameId, statusLine);
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strcat(statusLine, stringList.getString(S_TO));
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breakFlag = GetTellActions();
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break;
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case GIVE:
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case USE:
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case EXAMINE:
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case DRINK:
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hasItems = (res.numInventoryItems() != 0);
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if (!hasItems)
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strcat(statusLine, stringList.getString(S_NOTHING));
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statusLine += strlen(statusLine);
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room.update();
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screen.update();
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mouse.waitForRelease();
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if (hasItems) {
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if (action != DRINK)
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hotspot = res.getHotspot(room.hotspotId());
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itemId = PopupMenu::ShowInventory();
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breakFlag = (itemId != 0xffff);
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if (breakFlag) {
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fields.setField(USE_HOTSPOT_ID, itemId);
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if ((action == GIVE) || (action == USE)) {
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// Add in the "X to " or "X on " section of give/use action
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useHotspot = res.getHotspot(itemId);
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assert(useHotspot);
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strings.getString(useHotspot->nameId, statusLine);
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if (action == GIVE)
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strcat(statusLine, stringList.getString(S_TO));
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else
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strcat(statusLine, stringList.getString(S_ON));
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statusLine += strlen(statusLine);
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}
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else if ((action == DRINK) || (action == EXAMINE))
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hotspot = res.getHotspot(itemId);
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}
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}
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break;
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default:
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hotspot = res.getHotspot(room.hotspotId());
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breakFlag = true;
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break;
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}
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}
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if (action != NONE) {
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player->stopWalking();
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if (hotspot == NULL) {
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doAction(action, 0, itemId);
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} else {
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// Add the hotspot name to the status line and then go do the action
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strings.getString(hotspot->nameId, statusLine);
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doAction(action, hotspot->hotspotId, itemId);
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}
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} else {
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// Clear the status line
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strcpy(room.statusLine(), "");
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}
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}
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void Game::handleLeftClick() {
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Room &room = Room::getReference();
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Mouse &mouse = Mouse::getReference();
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Resources &res = Resources::getReference();
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StringData &strings = StringData::getReference();
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StringList &stringList = res.stringList();
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Hotspot *player = res.getActiveHotspot(PLAYER_ID);
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room.setCursorState(CS_NONE);
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player->stopWalking();
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player->setDestHotspot(0);
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player->setActionCtr(0);
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strcpy(room.statusLine(), "");
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if ((room.destRoomNumber() == 0) && (room.hotspotId() != 0)) {
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// Handle look at hotspot
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sprintf(room.statusLine(), "%s ", stringList.getString(LOOK_AT));
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HotspotData *hotspot = res.getHotspot(room.hotspotId());
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assert(hotspot);
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strings.getString(hotspot->nameId, room.statusLine() + strlen(room.statusLine()));
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doAction(LOOK_AT, room.hotspotId(), 0xffff);
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} else if (room.destRoomNumber() != 0) {
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// Walk to another room
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RoomExitCoordinateData &exitData =
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res.coordinateList().getEntry(room.roomNumber()).getData(room.destRoomNumber());
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player->walkTo((exitData.x & 0xfff8) | 5, (exitData.y & 0xfff8),
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room.hotspotId() == 0 ? 0xffff : room.hotspotId());
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} else {
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// Walking within room
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player->walkTo(mouse.x(), mouse.y(), 0);
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}
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}
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bool Game::GetTellActions() {
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Resources &res = Resources::getReference();
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Screen &screen = Screen::getReference();
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Room &room = Room::getReference();
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StringData &strings = StringData::getReference();
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StringList &stringList = res.stringList();
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char *statusLine = room.statusLine();
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uint16 fullCommands[MAX_TELL_COMMANDS * 3 + 1];
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uint16 *commands = &fullCommands[1];
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char *statusLinePos[MAX_TELL_COMMANDS][4];
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int commandIndex = 0;
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int paramIndex = 0;
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uint16 selectionId;
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char selectionName[MAX_DESC_SIZE];
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HotspotData *hotspot;
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Action action;
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const char *continueStrsList[2] = {stringList.getString(S_AND_THEN), stringList.getString(S_FINISH)};
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// First word will be the destination character
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fullCommands[0] = room.hotspotId();
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// Loop for getting tell commands
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while ((commandIndex >= 0) && (commandIndex < MAX_TELL_COMMANDS)) {
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// Loop for each sub-part of commands: Action, up to two params, and
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// a "and then" selection to allow for more commands
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|
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while ((paramIndex >= 0) && (paramIndex <= 4)) {
|
|
// Update status line
|
|
statusLine += strlen(statusLine);
|
|
statusLinePos[commandIndex][paramIndex] = statusLine;
|
|
room.update();
|
|
screen.update();
|
|
|
|
switch (paramIndex) {
|
|
case 0:
|
|
// Prompt for selection of action to perform
|
|
action = PopupMenu::Show(0x6A07FD);
|
|
if (action == NONE) {
|
|
// Move backwards to prior specified action
|
|
--commandIndex;
|
|
if (commandIndex < 0)
|
|
paramIndex = -1;
|
|
else
|
|
{
|
|
paramIndex = 3;
|
|
statusLine = statusLinePos[commandIndex][paramIndex];
|
|
*statusLine = '\0';
|
|
}
|
|
break;
|
|
}
|
|
|
|
// Add the action to the status line
|
|
sprintf(statusLine + strlen(statusLine), "%s ", stringList.getString(action));
|
|
|
|
// Handle any processing for the action
|
|
commands[commandIndex * 3] = (uint16) action;
|
|
commands[commandIndex * 3 + 1] = 0;
|
|
commands[commandIndex * 3 + 2] = 0;
|
|
++paramIndex;
|
|
break;
|
|
|
|
case 1:
|
|
// First parameter
|
|
action = (Action) commands[commandIndex * 3];
|
|
if (action != RETURN) {
|
|
// Prompt for selection
|
|
if ((action != USE) && (action != DRINK) && (action != GIVE))
|
|
selectionId = PopupMenu::ShowItems(action);
|
|
else
|
|
selectionId = PopupMenu::ShowItems(GET);
|
|
|
|
if ((selectionId == 0xffff) || (selectionId == 0xfffe)) {
|
|
// Move back to prompting for action
|
|
--paramIndex;
|
|
statusLine = statusLinePos[commandIndex][paramIndex];
|
|
*statusLine = '\0';
|
|
break;
|
|
}
|
|
|
|
if (selectionId < NOONE_ID) {
|
|
// Must be a room selection
|
|
strings.getString(selectionId, selectionName);
|
|
} else {
|
|
hotspot = res.getHotspot(selectionId);
|
|
assert(hotspot);
|
|
strings.getString(hotspot->nameId, selectionName);
|
|
}
|
|
|
|
// Store selected entry
|
|
commands[commandIndex * 3 + 1] = selectionId;
|
|
strcat(statusLine, selectionName);
|
|
}
|
|
|
|
++paramIndex;
|
|
break;
|
|
|
|
case 2:
|
|
// Second parameter
|
|
action = (Action) commands[commandIndex * 3];
|
|
if (action == ASK)
|
|
strcat(statusLine, " for ");
|
|
else if (action == GIVE)
|
|
strcat(statusLine, " to ");
|
|
else if (action == USE)
|
|
strcat(statusLine, " on ");
|
|
else {
|
|
// All other commads don't need a second parameter
|
|
++paramIndex;
|
|
break;
|
|
}
|
|
|
|
// Get the second parameter
|
|
selectionId = PopupMenu::ShowItems(GET);
|
|
if ((selectionId == 0xfffe) || (selectionId == 0xffff)) {
|
|
--paramIndex;
|
|
statusLine = statusLinePos[commandIndex][paramIndex];
|
|
*statusLine = '\0';
|
|
} else {
|
|
// Display the second parameter
|
|
hotspot = res.getHotspot(selectionId);
|
|
assert(hotspot);
|
|
strings.getString(hotspot->nameId, selectionName);
|
|
strcat(statusLine, selectionName);
|
|
|
|
commands[commandIndex * 3 + 2] = selectionId;
|
|
++paramIndex;
|
|
}
|
|
break;
|
|
|
|
case 3:
|
|
// Prompting for "and then" for more commands
|
|
if (commandIndex == MAX_TELL_COMMANDS - 1) {
|
|
// No more commands allowed
|
|
++commandIndex;
|
|
paramIndex = -1;
|
|
} else {
|
|
// Only prompt if less than 8 commands entered
|
|
selectionId = PopupMenu::Show(2, continueStrsList);
|
|
|
|
switch (selectionId) {
|
|
case 0:
|
|
// Get ready for next command
|
|
sprintf(statusLine + strlen(statusLine), " %s ", continueStrsList[0]);
|
|
++commandIndex;
|
|
paramIndex = 0;
|
|
break;
|
|
|
|
case 1:
|
|
// Increment for just selected command, and add a large amount
|
|
// to signal that the command sequence is complete
|
|
commandIndex += 1 + 0x100;
|
|
paramIndex = -1;
|
|
break;
|
|
|
|
default:
|
|
// Move to end of just completed command
|
|
action = (Action) commands[commandIndex * 3];
|
|
if (action == RETURN)
|
|
paramIndex = 0;
|
|
else if ((action == ASK) || (action == GIVE) || (action == USE))
|
|
paramIndex = 2;
|
|
else
|
|
paramIndex = 1;
|
|
|
|
statusLine = statusLinePos[commandIndex][paramIndex];
|
|
*statusLine = '\0';
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool result = (commandIndex != -1);
|
|
if (result) {
|
|
commandIndex &= 0xff;
|
|
assert((commandIndex > 0) && (commandIndex <= MAX_TELL_COMMANDS));
|
|
strcpy(statusLinePos[0][0], "..");
|
|
room.update();
|
|
screen.update();
|
|
|
|
CharacterScheduleEntry *playerRec = res.playerSupportRecord();
|
|
playerRec->setDetails2(TELL, commandIndex * 3 + 1, &fullCommands[0]);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
void Game::doAction(Action action, uint16 hotspotId, uint16 usedId) {
|
|
Resources &res = Resources::getReference();
|
|
Room &room = Room::getReference();
|
|
ValueTableData &fields = res.fieldList();
|
|
Hotspot *player = res.getActiveHotspot(PLAYER_ID);
|
|
|
|
fields.setField(CHARACTER_HOTSPOT_ID, PLAYER_ID);
|
|
fields.setField(ACTIVE_HOTSPOT_ID, hotspotId);
|
|
|
|
res.setCurrentAction(action);
|
|
room.setCursorState(CS_ACTION);
|
|
|
|
// Set the action
|
|
CharacterScheduleEntry *rec = res.playerSupportRecord();
|
|
if (action != TELL)
|
|
rec->setDetails(action, hotspotId, usedId);
|
|
player->currentActions().addFront(DISPATCH_ACTION, rec, player->roomNumber());
|
|
}
|
|
|
|
void Game::doShowCredits() {
|
|
Events &events = Events::getReference();
|
|
Mouse &mouse = Mouse::getReference();
|
|
Screen &screen = Screen::getReference();
|
|
|
|
mouse.cursorOff();
|
|
Palette p(CREDITS_RESOURCE_ID - 1);
|
|
Surface *s = Surface::getScreen(CREDITS_RESOURCE_ID);
|
|
screen.setPalette(&p);
|
|
s->copyToScreen(0, 0);
|
|
delete s;
|
|
|
|
events.waitForPress();
|
|
|
|
screen.resetPalette();
|
|
screen.update();
|
|
mouse.cursorOn();
|
|
}
|
|
|
|
void Game::doQuit() {
|
|
Mouse &mouse = Mouse::getReference();
|
|
Events &events = Events::getReference();
|
|
Screen &screen = Screen::getReference();
|
|
|
|
mouse.cursorOff();
|
|
Surface *s = Surface::newDialog(190, "Are you sure (y/n)?");
|
|
s->centerOnScreen();
|
|
delete s;
|
|
|
|
char key = '\0';
|
|
do {
|
|
if (events.pollEvent()) {
|
|
if (events.event().type == OSystem::EVENT_KEYDOWN) {
|
|
key = events.event().kbd.ascii;
|
|
if ((key >= 'A') && (key <= 'Z')) key += 'a' - 'A';
|
|
}
|
|
}
|
|
} while (((uint8) key != 27) && (key != 'y') && (key != 'n'));
|
|
|
|
events.quitFlag = key == 'y';
|
|
if (!events.quitFlag) {
|
|
screen.update();
|
|
mouse.cursorOn();
|
|
}
|
|
}
|
|
|
|
void Game::doTextSpeed() {
|
|
Menu &menu = Menu::getReference();
|
|
StringList &sl = Resources::getReference().stringList();
|
|
|
|
_slowSpeedFlag = !_slowSpeedFlag;
|
|
menu.getMenu(2).entries()[1] = sl.getString(_slowSpeedFlag ? S_SLOW_TEXT : S_FAST_TEXT);
|
|
}
|
|
|
|
void Game::doSound() {
|
|
Menu &menu = Menu::getReference();
|
|
StringList &sl = Resources::getReference().stringList();
|
|
|
|
_soundFlag = !_soundFlag;
|
|
menu.getMenu(2).entries()[2] = sl.getString(_soundFlag ? S_SOUND_ON : S_SOUND_OFF);
|
|
}
|
|
|
|
void Game::handleBootParam(int value) {
|
|
Resources &res = Resources::getReference();
|
|
ValueTableData &fields = res.fieldList();
|
|
Room &room = Room::getReference();
|
|
Hotspot *h;
|
|
|
|
switch (value) {
|
|
case 0:
|
|
// No parameter - load the first room
|
|
room.setRoomNumber(1);
|
|
break;
|
|
|
|
case 1:
|
|
// Set player to be in rack room with a few items
|
|
// Setup Skorl in cell room
|
|
h = res.getActiveHotspot(SKORL_ID);
|
|
h->setRoomNumber(1);
|
|
h->setPosition(140, 120);
|
|
h->currentActions().top().setSupportData(0x1400);
|
|
fields.setField(11, 1);
|
|
|
|
// Set up player
|
|
h = res.getActiveHotspot(PLAYER_ID);
|
|
h->setRoomNumber(4);
|
|
h->setPosition(150, 110);
|
|
res.getHotspot(0x2710)->roomNumber = PLAYER_ID; // Bottle
|
|
res.getHotspot(0x2713)->roomNumber = PLAYER_ID; // Knife
|
|
|
|
room.setRoomNumber(4);
|
|
break;
|
|
|
|
case 2:
|
|
// Set the player up in the outer cell with a full bottle & knife
|
|
h = res.getActiveHotspot(PLAYER_ID);
|
|
h->setRoomNumber(2);
|
|
h->setPosition(100, 110);
|
|
res.getHotspot(0x2710)->roomNumber = PLAYER_ID; // Bottle
|
|
fields.setField(BOTTLE_FILLED, 1);
|
|
res.getHotspot(0x2713)->roomNumber = PLAYER_ID; // Knife
|
|
|
|
room.setRoomNumber(2);
|
|
break;
|
|
|
|
default:
|
|
room.setRoomNumber(value);
|
|
break;
|
|
}
|
|
}
|
|
|
|
} // end of namespace Lure
|