mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 09:21:08 +00:00
2d1c8a3533
svn-id: r55818
1088 lines
29 KiB
C++
1088 lines
29 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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* 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/animseq.h"
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#include "lure/fights.h"
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#include "lure/lure.h"
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#include "lure/res_struct.h"
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#include "lure/room.h"
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#include "lure/scripts.h"
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#include "lure/sound.h"
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#include "lure/strings.h"
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#include "common/config-manager.h"
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#include "common/system.h"
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namespace Lure {
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static Game *int_game = NULL;
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bool Game::isCreated() {
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return int_game != NULL;
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}
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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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_fastTextFlag = false;
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_preloadFlag = false;
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_debugFlag = gDebugLevel >= ERROR_BASIC;
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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::tick() {
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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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Resources &res = Resources::getReference();
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ValueTableData &fields = res.fieldList();
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HotspotList::iterator i;
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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).get();
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if (!_preloadFlag || ((hotspot->layer() != 0xff) &&
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(hotspot->hotspotId() < FIRST_NONCHARACTER_ID)))
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// Add hotspot to list to execute
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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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}
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void Game::tickCheck() {
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Resources &res = Resources::getReference();
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Room &room = Room::getReference();
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bool remoteFlag = res.fieldList().getField(OLD_ROOM_NUMBER) != 0;
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_state |= GS_TICK;
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if ((room.roomNumber() == ROOMNUM_VILLAGE_SHOP) && !remoteFlag && ((_state & GS_TICK) != 0)) {
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// In the village shop,
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bool tockFlag = (_state & GS_TOCK) != 0;
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Sound.addSound(tockFlag ? 16 : 50);
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_state = _state ^ (GS_TICK | GS_TOCK);
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}
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}
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void Game::nextFrame() {
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Resources &res = Resources::getReference();
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Room &room = Room::getReference();
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if (Fights.isFighting())
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Fights.fightLoop();
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res.pausedList().countdown();
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room.update();
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room.checkCursor();
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tick();
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Screen::getReference().update();
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}
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void Game::execute() {
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OSystem &system = *g_system;
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LureEngine &engine = LureEngine::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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uint32 timerVal2 = system.getMillis();
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screen.empty();
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screen.setPaletteEmpty();
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bool _loadSavegame = false;
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if (engine.gameToLoad() != -1)
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_loadSavegame = engine.loadGame(engine.gameToLoad());
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if (!_loadSavegame) {
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// Flag for starting game
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setState(GS_RESTART);
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}
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bool initialRestart = true;
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while (!engine.shouldQuit()) {
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if ((_state & GS_RESTART) != 0) {
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res.reset();
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Fights.reset();
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if (!initialRestart) room.reset();
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setState(0);
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Script::execute(STARTUP_SCRIPT);
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int bootParam = initialRestart ? ConfMan.getInt("boot_param") : 0;
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handleBootParam(bootParam);
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initialRestart = false;
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}
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room.update();
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mouse.setCursorNum(CURSOR_ARROW);
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mouse.cursorOn();
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// Main game loop
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while (!engine.shouldQuit() && ((_state & GS_RESTART) == 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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res.delayList().tick();
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Sound.musicInterface_ContinuePlaying();
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}
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// Also check if time to do another village shop tick check
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if (system.getMillis() > timerVal2 + GAME_TICK_DELAY) {
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timerVal2 = system.getMillis();
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tickCheck();
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}
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while (events.pollEvent()) {
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if (events.type() == Common::EVENT_KEYDOWN) {
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uint16 roomNum = room.roomNumber();
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if ((events.event().kbd.hasFlags(Common::KBD_CTRL)) &&
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(events.event().kbd.keycode == Common::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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// Handle special keys
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bool handled = true;
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switch (events.event().kbd.keycode) {
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case Common::KEYCODE_F5:
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if (isMenuAvailable())
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SaveRestoreDialog::show(true);
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break;
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case Common::KEYCODE_F7:
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SaveRestoreDialog::show(false);
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break;
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case Common::KEYCODE_F9:
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doRestart();
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break;
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case Common::KEYCODE_KP_PLUS:
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if (_debugFlag) {
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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.setRoomNumber(roomNum);
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}
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break;
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case Common::KEYCODE_KP_MINUS:
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if (_debugFlag) {
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if (roomNum == 1) roomNum = 55;
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while (res.getRoom(--roomNum) == NULL)
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;
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room.setRoomNumber(roomNum);
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}
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break;
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case Common::KEYCODE_KP_MULTIPLY:
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if (_debugFlag)
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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 Common::KEYCODE_KP_DIVIDE:
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case Common::KEYCODE_SLASH:
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if (_debugFlag)
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room.setShowInfo(!room.showInfo());
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break;
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case Common::KEYCODE_ESCAPE:
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doQuit();
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break;
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default:
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handled = false;
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}
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if (handled)
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continue;
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}
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if ((events.type() == Common::EVENT_LBUTTONDOWN) ||
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(events.type() == Common::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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_debugger->onFrame();
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}
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room.leaveRoom();
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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(SKORL_CATCH_ANIM_ID, palette, false);
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mouse.cursorOff();
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Sound.addSound(0x33);
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anim->show();
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delete anim;
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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) != 0) {
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// Show the Restore/Restart dialog
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bool restartFlag = RestartRestoreDialog::show();
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if (restartFlag)
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setState(GS_RESTART);
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}
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}
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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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doRestart();
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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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Resources &res = Resources::getReference();
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Room &room = Room::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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Common::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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displayChuteAnimation();
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else if (animFlag != 0)
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displayBarrelAnimation();
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fields.setField(ROOM_EXIT_ANIMATION, 0);
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roomData->exitTime = g_system->getMillis();
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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->setOccupied(true);
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room.setRoomNumber(roomNum, false);
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// Special check for change back from Selena
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if ((roomNum != 31) && (roomNum != 14) && (fields.getField(74) != 0)) {
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uint16 v = fields.getField(29);
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if (v != 0) {
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--v;
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fields.setField(29, v);
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if (v == 0)
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res.delayList().add(2, 0xCB7, false);
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}
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}
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}
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void Game::displayChuteAnimation() {
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Resources &res = Resources::getReference();
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Mouse &mouse = Mouse::getReference();
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ValueTableData &fields = res.fieldList();
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Palette palette(CHUTE_PALETTE_ID);
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debugC(ERROR_INTERMEDIATE, kLureDebugAnimations, "Starting chute animation");
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mouse.cursorOff();
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Sound.killSounds();
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Sound.musicInterface_Play(0x40, 0);
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AnimationSequence *anim = new AnimationSequence(CHUTE_ANIM_ID, palette, false);
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anim->show();
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delete anim;
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anim = new AnimationSequence(CHUTE2_ANIM_ID, palette, false);
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anim->show();
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delete anim;
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anim = new AnimationSequence(CHUTE3_ANIM_ID, palette, false);
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anim->show();
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delete anim;
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Sound.killSounds();
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mouse.cursorOn();
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fields.setField(AREA_FLAG, 1);
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}
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void Game::displayBarrelAnimation() {
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Mouse &mouse = Mouse::getReference();
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Resources &res = Resources::getReference();
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debugC(ERROR_INTERMEDIATE, kLureDebugAnimations, "Starting barrel animation");
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Palette palette(BARREL_PALETTE_ID);
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AnimationSequence *anim = new AnimationSequence(BARREL_ANIM_ID, palette, false);
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mouse.cursorOff();
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Sound.killSounds();
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Sound.musicInterface_Play(0x3B, 0);
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anim->show();
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delete anim;
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// Disable town NPCs that are no longer needed
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res.deactivateHotspot(SKORL_ID);
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res.deactivateHotspot(BLACKSMITH_ID);
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res.deactivateHotspot(GWEN_ID);
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res.deactivateHotspot(MALLIN_ID);
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res.deactivateHotspot(MONK1_ID);
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res.deactivateHotspot(GOEWIN_ID);
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res.deactivateHotspot(MONK2_ID);
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res.deactivateHotspot(WAYNE_ID);
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Sound.killSounds();
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mouse.cursorOn();
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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, player->roomNumber());
|
|
breakFlag = ((itemId != 0xffff) && (itemId != 0xfffe));
|
|
break;
|
|
|
|
case TELL:
|
|
hotspot = res.getHotspot(room.hotspotId());
|
|
assert(hotspot);
|
|
strings.getString(hotspot->nameId, statusLine);
|
|
strcat(statusLine, stringList.getString(S_TO));
|
|
breakFlag = GetTellActions();
|
|
break;
|
|
|
|
case GIVE:
|
|
case USE:
|
|
case EXAMINE:
|
|
case DRINK:
|
|
hasItems = (res.numInventoryItems() != 0);
|
|
if (!hasItems)
|
|
strcat(statusLine, stringList.getString(S_ACTION_NOTHING));
|
|
statusLine += strlen(statusLine);
|
|
|
|
room.update();
|
|
screen.update();
|
|
mouse.waitForRelease();
|
|
|
|
if (hasItems) {
|
|
if (action != DRINK)
|
|
hotspot = res.getHotspot(room.hotspotId());
|
|
itemId = PopupMenu::ShowInventory();
|
|
breakFlag = (itemId != 0xffff);
|
|
if (breakFlag) {
|
|
fields.setField(USE_HOTSPOT_ID, itemId);
|
|
if ((action == GIVE) || (action == USE)) {
|
|
// Add in the "X to " or "X on " section of give/use action
|
|
useHotspot = res.getHotspot(itemId);
|
|
assert(useHotspot);
|
|
strings.getString(useHotspot->nameId, statusLine);
|
|
if (action == GIVE)
|
|
strcat(statusLine, stringList.getString(S_TO));
|
|
else
|
|
strcat(statusLine, stringList.getString(S_ON));
|
|
statusLine += strlen(statusLine);
|
|
}
|
|
else if ((action == DRINK) || (action == EXAMINE))
|
|
hotspot = res.getHotspot(itemId);
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
hotspot = res.getHotspot(room.hotspotId());
|
|
breakFlag = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (action != NONE) {
|
|
player->stopWalking();
|
|
|
|
if (hotspot == NULL) {
|
|
doAction(action, 0, itemId);
|
|
} else {
|
|
if (action != TELL) {
|
|
// Add the hotspot name to the status line and then go do the action
|
|
if ((itemId != 0xffff) && (action != GIVE) && (action != USE)) {
|
|
HotspotData *itemHotspot = res.getHotspot(itemId);
|
|
if (itemHotspot != NULL)
|
|
strings.getString(itemHotspot->nameId, statusLine);
|
|
}
|
|
else
|
|
strings.getString(hotspot->nameId, statusLine);
|
|
}
|
|
|
|
doAction(action, hotspot->hotspotId, itemId);
|
|
}
|
|
} else {
|
|
// Clear the status line
|
|
strcpy(room.statusLine(), "");
|
|
}
|
|
}
|
|
|
|
void Game::handleLeftClick() {
|
|
Room &room = Room::getReference();
|
|
Mouse &mouse = Mouse::getReference();
|
|
Resources &res = Resources::getReference();
|
|
StringData &strings = StringData::getReference();
|
|
StringList &stringList = res.stringList();
|
|
Hotspot *player = res.getActiveHotspot(PLAYER_ID);
|
|
|
|
room.setCursorState(CS_NONE);
|
|
player->stopWalking();
|
|
player->setDestHotspot(0);
|
|
player->setActionCtr(0);
|
|
strcpy(room.statusLine(), "");
|
|
|
|
if ((room.destRoomNumber() == 0) && (room.hotspotId() != 0)) {
|
|
// Handle look at hotspot
|
|
sprintf(room.statusLine(), "%s ", stringList.getString(LOOK_AT));
|
|
HotspotData *hotspot = res.getHotspot(room.hotspotId());
|
|
assert(hotspot);
|
|
strings.getString(hotspot->nameId, room.statusLine() + strlen(room.statusLine()));
|
|
doAction(LOOK_AT, room.hotspotId(), 0xffff);
|
|
|
|
} else if (room.destRoomNumber() != 0) {
|
|
// Walk to another room
|
|
RoomExitCoordinateData &exitData =
|
|
res.coordinateList().getEntry(room.roomNumber()).getData(room.destRoomNumber());
|
|
|
|
player->walkTo((exitData.x & 0xfff8) | 5, (exitData.y & 0xfff8),
|
|
room.hotspotId() == 0 ? 0xffff : room.hotspotId());
|
|
} else {
|
|
// Walking within room
|
|
player->walkTo(mouse.x(), mouse.y(), 0);
|
|
}
|
|
}
|
|
|
|
bool Game::GetTellActions() {
|
|
Resources &res = Resources::getReference();
|
|
Screen &screen = Screen::getReference();
|
|
Room &room = Room::getReference();
|
|
StringData &strings = StringData::getReference();
|
|
StringList &stringList = res.stringList();
|
|
char *statusLine = room.statusLine();
|
|
uint16 *commands = &_tellCommands[1];
|
|
char *statusLinePos[MAX_TELL_COMMANDS][4];
|
|
int paramIndex = 0;
|
|
uint16 selectionId;
|
|
char selectionName[MAX_DESC_SIZE];
|
|
HotspotData *hotspot;
|
|
Action action;
|
|
const char *continueStrsList[2] = {stringList.getString(S_AND_THEN), stringList.getString(S_FINISH)};
|
|
|
|
// First word will be the destination character
|
|
_tellCommands[0] = room.hotspotId();
|
|
_numTellCommands = 0;
|
|
|
|
// Set up a room transfer list
|
|
Common::List<uint16> roomList;
|
|
roomList.push_front(room.roomNumber());
|
|
|
|
// Loop for getting tell commands
|
|
|
|
while ((_numTellCommands >= 0) && (_numTellCommands < MAX_TELL_COMMANDS)) {
|
|
|
|
// Loop for each sub-part of commands: Action, up to two params, and
|
|
// a "and then" selection to allow for more commands
|
|
|
|
while ((paramIndex >= 0) && (paramIndex <= 4)) {
|
|
// Update status line
|
|
statusLine += strlen(statusLine);
|
|
statusLinePos[_numTellCommands][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
|
|
--_numTellCommands;
|
|
if (_numTellCommands < 0)
|
|
paramIndex = -1;
|
|
else {
|
|
paramIndex = 3;
|
|
statusLine = statusLinePos[_numTellCommands][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[_numTellCommands * 3] = (uint16) action;
|
|
commands[_numTellCommands * 3 + 1] = 0;
|
|
commands[_numTellCommands * 3 + 2] = 0;
|
|
++paramIndex;
|
|
break;
|
|
|
|
case 1:
|
|
// First parameter
|
|
action = (Action) commands[_numTellCommands * 3];
|
|
if (action != RETURN) {
|
|
// Prompt for selection
|
|
if ((action != USE) && (action != DRINK) && (action != GIVE))
|
|
selectionId = PopupMenu::ShowItems(action, *roomList.begin());
|
|
else
|
|
selectionId = PopupMenu::ShowItems(GET, *roomList.begin());
|
|
|
|
if ((selectionId == 0xffff) || (selectionId == 0xfffe)) {
|
|
// Move back to prompting for action
|
|
--paramIndex;
|
|
statusLine = statusLinePos[_numTellCommands][paramIndex];
|
|
*statusLine = '\0';
|
|
break;
|
|
}
|
|
|
|
if (selectionId < NOONE_ID) {
|
|
// Must be a room selection
|
|
strings.getString(selectionId, selectionName);
|
|
roomList.push_front(selectionId);
|
|
} else {
|
|
hotspot = res.getHotspot(selectionId);
|
|
assert(hotspot);
|
|
strings.getString(hotspot->nameId, selectionName);
|
|
}
|
|
|
|
// Store selected entry
|
|
commands[_numTellCommands * 3 + 1] = selectionId;
|
|
strcat(statusLine, selectionName);
|
|
}
|
|
|
|
++paramIndex;
|
|
break;
|
|
|
|
case 2:
|
|
// Second parameter
|
|
action = (Action) commands[_numTellCommands * 3];
|
|
if (action == ASK)
|
|
strcat(statusLine, stringList.getString(S_FOR));
|
|
else if (action == GIVE)
|
|
strcat(statusLine, stringList.getString(S_TO));
|
|
else if (action == USE)
|
|
strcat(statusLine, stringList.getString(S_ON));
|
|
else {
|
|
// All other commads don't need a second parameter
|
|
++paramIndex;
|
|
break;
|
|
}
|
|
|
|
// Get the second parameter
|
|
selectionId = PopupMenu::ShowItems(GET, *roomList.begin());
|
|
if ((selectionId == 0xfffe) || (selectionId == 0xffff)) {
|
|
--paramIndex;
|
|
statusLine = statusLinePos[_numTellCommands][paramIndex];
|
|
*statusLine = '\0';
|
|
} else {
|
|
// Display the second parameter
|
|
hotspot = res.getHotspot(selectionId);
|
|
assert(hotspot);
|
|
strings.getString(hotspot->nameId, selectionName);
|
|
strcat(statusLine, selectionName);
|
|
|
|
commands[_numTellCommands * 3 + 2] = selectionId;
|
|
++paramIndex;
|
|
}
|
|
break;
|
|
|
|
case 3:
|
|
// Prompting for "and then" for more commands
|
|
if (_numTellCommands == MAX_TELL_COMMANDS - 1) {
|
|
// No more commands allowed
|
|
++_numTellCommands;
|
|
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]);
|
|
++_numTellCommands;
|
|
paramIndex = 0;
|
|
break;
|
|
|
|
case 1:
|
|
// Increment for just selected command, and add a large amount
|
|
// to signal that the command sequence is complete
|
|
_numTellCommands += 1 + 0x100;
|
|
paramIndex = -1;
|
|
break;
|
|
|
|
default:
|
|
// Move to end of just completed command
|
|
action = (Action) commands[_numTellCommands * 3];
|
|
if (action == RETURN)
|
|
paramIndex = 0;
|
|
else if ((action == ASK) || (action == GIVE) || (action == USE))
|
|
paramIndex = 2;
|
|
else {
|
|
paramIndex = 1;
|
|
if (action == GO_TO)
|
|
// Remove top of the cached room change list
|
|
roomList.erase(roomList.begin());
|
|
}
|
|
|
|
statusLine = statusLinePos[_numTellCommands][paramIndex];
|
|
*statusLine = '\0';
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool result = (_numTellCommands != -1);
|
|
if (result) {
|
|
_numTellCommands &= 0xff;
|
|
assert((_numTellCommands > 0) && (_numTellCommands <= MAX_TELL_COMMANDS));
|
|
strcpy(statusLinePos[0][0], "..");
|
|
room.update();
|
|
screen.update();
|
|
}
|
|
|
|
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
|
|
if (action == TELL) {
|
|
// Tell action needs special handling because of the variable length parameter list - add in a
|
|
// placeholder entry, and then replace it's details with the TELL command data
|
|
player->currentActions().addFront(NONE, player->roomNumber(), 0, 0);
|
|
player->currentActions().top().supportData().setDetails2(TELL, _numTellCommands * 3 + 1, &_tellCommands[0]);
|
|
} else if (action == USE)
|
|
// Use action parameters are, for some reason, in reverse order from other 2 item actions
|
|
player->currentActions().addFront(action, player->roomNumber(), usedId, hotspotId);
|
|
else
|
|
// All other action types
|
|
player->currentActions().addFront(action, player->roomNumber(), hotspotId, usedId);
|
|
}
|
|
|
|
void Game::doShowCredits() {
|
|
Events &events = Events::getReference();
|
|
Mouse &mouse = Mouse::getReference();
|
|
Screen &screen = Screen::getReference();
|
|
Room &room = Room::getReference();
|
|
bool isEGA = LureEngine::getReference().isEGA();
|
|
|
|
Sound.pause();
|
|
mouse.cursorOff();
|
|
|
|
Surface *s = Surface::getScreen(CREDITS_RESOURCE_ID);
|
|
|
|
if (isEGA) {
|
|
s->copyToScreen(0, 0);
|
|
} else {
|
|
Palette p(CREDITS_RESOURCE_ID - 1);
|
|
screen.setPaletteEmpty();
|
|
s->copyToScreen(0, 0);
|
|
screen.setPalette(&p);
|
|
}
|
|
|
|
delete s;
|
|
events.waitForPress();
|
|
|
|
room.setRoomNumber(room.roomNumber());
|
|
mouse.cursorOn();
|
|
Sound.resume();
|
|
}
|
|
|
|
void Game::doQuit() {
|
|
Sound.pause();
|
|
if (getYN())
|
|
LureEngine::getReference().quitGame();
|
|
Sound.resume();
|
|
}
|
|
|
|
void Game::doRestart() {
|
|
Sound.pause();
|
|
if (getYN())
|
|
setState(GS_RESTART);
|
|
Sound.resume();
|
|
}
|
|
|
|
void Game::doTextSpeed() {
|
|
Menu &menu = Menu::getReference();
|
|
StringList &sl = Resources::getReference().stringList();
|
|
|
|
_fastTextFlag = !_fastTextFlag;
|
|
menu.getMenu(2).entries()[1] = sl.getString(_fastTextFlag ? S_FAST_TEXT : S_SLOW_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);
|
|
|
|
if (!_soundFlag)
|
|
// Stop all currently playing sounds
|
|
Sound.killSounds();
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
bool Game::getYN() {
|
|
Mouse &mouse = Mouse::getReference();
|
|
Events &events = Events::getReference();
|
|
Screen &screen = Screen::getReference();
|
|
Resources &res = Resources::getReference();
|
|
LureEngine &engine = LureEngine::getReference();
|
|
|
|
Common::Language l = LureEngine::getReference().getLanguage();
|
|
Common::KeyCode y = Common::KEYCODE_y;
|
|
if (l == Common::FR_FRA) y = Common::KEYCODE_o;
|
|
else if ((l == Common::DE_DEU) || (l == Common::NL_NLD)) y = Common::KEYCODE_j;
|
|
else if ((l == Common::ES_ESP) || (l == Common::IT_ITA)) y = Common::KEYCODE_s;
|
|
|
|
bool vKbdFlag = g_system->hasFeature(OSystem::kFeatureVirtualKeyboard);
|
|
if (!vKbdFlag)
|
|
mouse.cursorOff();
|
|
else
|
|
g_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, true);
|
|
|
|
Surface *s = Surface::newDialog(190, res.stringList().getString(S_CONFIRM_YN));
|
|
s->centerOnScreen();
|
|
delete s;
|
|
|
|
bool breakFlag = false;
|
|
bool result = false;
|
|
|
|
do {
|
|
while (events.pollEvent()) {
|
|
if (events.event().type == Common::EVENT_KEYDOWN) {
|
|
Common::KeyCode key = events.event().kbd.keycode;
|
|
if ((key == y) || (key == Common::KEYCODE_n) ||
|
|
(key == Common::KEYCODE_ESCAPE)) {
|
|
breakFlag = true;
|
|
result = key == y;
|
|
}
|
|
}
|
|
if (events.event().type == Common::EVENT_LBUTTONUP) {
|
|
breakFlag = true;
|
|
result = true;
|
|
}
|
|
if (events.event().type == Common::EVENT_RBUTTONUP) {
|
|
breakFlag = true;
|
|
result = false;
|
|
}
|
|
}
|
|
|
|
g_system->delayMillis(10);
|
|
} while (!engine.shouldQuit() && !breakFlag);
|
|
|
|
screen.update();
|
|
if (!vKbdFlag)
|
|
mouse.cursorOn();
|
|
else
|
|
g_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false);
|
|
|
|
return result;
|
|
}
|
|
|
|
bool Game::isMenuAvailable() {
|
|
Resources &res = Resources::getReference();
|
|
Room &room = Room::getReference();
|
|
uint16 oldRoomNumber = res.fieldList().getField(OLD_ROOM_NUMBER);
|
|
|
|
if (oldRoomNumber != 0)
|
|
// Viewing a room remotely - so the menu isn't available
|
|
return false;
|
|
|
|
else if ((room.cursorState() == CS_TALKING) || (res.getTalkState() != TALK_NONE))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void Game::saveToStream(Common::WriteStream *stream) {
|
|
stream->writeByte(_fastTextFlag);
|
|
stream->writeByte(_soundFlag);
|
|
}
|
|
|
|
void Game::loadFromStream(Common::ReadStream *stream) {
|
|
Menu &menu = Menu::getReference();
|
|
StringList &sl = Resources::getReference().stringList();
|
|
|
|
_fastTextFlag = stream->readByte() != 0;
|
|
menu.getMenu(2).entries()[1] = sl.getString(_fastTextFlag ? S_FAST_TEXT : S_SLOW_TEXT);
|
|
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_soundFlag = stream->readByte() != 0;
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menu.getMenu(2).entries()[2] = sl.getString(_soundFlag ? S_SOUND_ON : S_SOUND_OFF);
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// Reset game state flags
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setState(0);
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}
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} // End of namespace Lure
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