mirror of
https://github.com/libretro/scummvm.git
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226 lines
6.8 KiB
C++
226 lines
6.8 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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*/
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#ifndef AGI_PREAGI_TROLL_H
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#define AGI_PREAGI_TROLL_H
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namespace Agi {
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// strings
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#define IDS_TRO_DISK "ERROR ERROR !"
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#define IDS_TRO_PATH_PIC "%s"
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#define IDS_TRO_PRESSANYKEY "PRESS ANY KEY TO CONTINUE:"
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#define IDS_TRO_INTRO_0 "SIERRA ON-LINE INC."
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#define IDS_TRO_INTRO_1 "Presents :"
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#define IDS_TRO_INTRO_2 "Copyright 1984 Sierra On-Line Inc."
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#define IDS_TRO_INTRO_3 " Press any key to continue. "
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#define IDS_TRO_INTRO_4 "HAVE YOU PLAYED THIS GAME BEFORE ?"
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#define IDS_TRO_INTRO_5 "PRESS <Y> OR <N>"
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#define IDS_TRO_TUTORIAL_0 " First press the <space bar>.\n 1. Turn the screen GREEN.\n 2. Turn the screen BLACK.\n *3. SEE a SURPRISE, and then more."
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#define IDS_TRO_TUTORIAL_1 " Press <return> to make your choice.\n 1. Turn the screen GREEN.\n 2. Turn the screen BLACK.\n 3. SEE a SURPRISE, and then more."
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//#define IDS_TRO_TUTORIAL_0 "First press the <space bar>."
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//#define IDS_TRO_TUTORIAL_1 "1. Turn the screen GREEN."
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//#define IDS_TRO_TUTORIAL_2 "2. Turn the screen BLACK."
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//#define IDS_TRO_TUTORIAL_3 "3. SEE a SURPRISE, and then more."
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//#define IDS_TRO_TUTORIAL_4 "Press <return> to make your choice."
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#define IDS_TRO_TUTORIAL_5 "Would you like more practice ?"
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#define IDS_TRO_TUTORIAL_6 "Press <Y> for yes, <N> for no."
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#define IDS_TRO_TUTORIAL_7 "The evil TROLL has hidden all the"
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#define IDS_TRO_TUTORIAL_8 "Treasures of MARK, the Dwarf King."
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#define IDS_TRO_TUTORIAL_9 "Help KING MARK find his Treasures."
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#define IDS_TRO_TUTORIAL_10 "You can't take a Treasure if the TROLL"
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#define IDS_TRO_TUTORIAL_11 "is in the same picture as the Treasure."
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#define IDS_TRO_TUTORIAL_12 "To make the TROLL go away you have to"
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#define IDS_TRO_TUTORIAL_13 "make the picture change."
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#define IDS_TRO_TUTORIAL_14 "During the game see the Treasures you"
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#define IDS_TRO_TUTORIAL_15 "have already found by pressing <F>."
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#define IDS_TRO_TUTORIAL_16 "During the game you can turn the sound"
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#define IDS_TRO_TUTORIAL_17 "on or off by pressing the <S> key "
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#define IDS_TRO_TUTORIAL_18 "while holding down the <Ctrl> key."
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#define IDS_TRO_TUTORIAL_19 "The TROLL has hidden these Treasures:"
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#define IDS_TRO_CREDITS_0 "Prepare to enter the world of . . ."
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#define IDS_TRO_CREDITS_1 "TROLL'S TALE (tm)"
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#define IDS_TRO_CREDITS_2 "------------"
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#define IDS_TRO_CREDITS_3 "Written by MIKE MACCHESNEY"
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#define IDS_TRO_CREDITS_4 "Conversion by PETER OLIPHANT"
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#define IDS_TRO_CREDITS_5 "Graphic Art by DOUG MACNEILL"
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#define IDS_TRO_CREDITS_6 "Original Version by AL LOWE"
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#define IDS_TRO_TREASURE_0 "TREASURES FOUND"
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#define IDS_TRO_TREASURE_1 "---------------"
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#define IDS_TRO_TREASURE_2 "NONE"
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#define IDS_TRO_TREASURE_3 "THERE ARE STILL %d TREASURES TO FIND"
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#define IDS_TRO_TREASURE_4 "%d TREASURES TO FIND"
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#define IDS_TRO_TREASURE_5 "%d TREASURE TO FIND"
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#define IDS_TRO_TREASURE_6 "YOU HAVE FOUND ALL OF THE TREASURES!!"
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#define IDS_TRO_TREASURE_7 "THERE'S ONLY ONE MORE TREASURE TO FIND."
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#define IDS_TRO_TREASURE_8 "GREAT!! YOU HAVE FOUND EVERY TREASURE."
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#define IDS_TRO_TREASURE_9 "TAKE THE TREASURES TO THE GUARD."
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#define IDS_TRO_GAMEOVER_0 "You took %d moves to complete TROLL'S"
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#define IDS_TRO_GAMEOVER_1 "TALE. Do you think you can do better?"
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// picture
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#define IDI_TRO_PICNUM 47
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#define IDI_TRO_PIC_WIDTH 160
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#define IDI_TRO_PIC_HEIGHT 168
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#define IDI_TRO_PIC_X0 0
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#define IDI_TRO_PIC_Y0 0
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#define IDI_TRO_PIC_FLAGS IDF_AGI_PIC_V15
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// max values
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#define IDI_TRO_MAX_TREASURE 16
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#define IDI_TRO_MAX_OPTION 3
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#define IDI_TRO_SEL_OPTION_1 0
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#define IDI_TRO_SEL_OPTION_2 1
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#define IDI_TRO_SEL_OPTION_3 2
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#define IDI_TRO_MAX_ROW_PIC 21
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#define IDI_TRO_NUM_ROOMDESCS 65
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#define IDI_TRO_NUM_OPTIONS 129
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#define IDI_TRO_NUM_NUMROOMS 43
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#define IDI_TRO_NUM_USERMSGS 34
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#define IDI_TRO_NUM_LOCDESCS 59
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#define IDI_TRO_NUM_NONTROLL 9
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// offsets
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#define IDA_TRO_BINNAME "troll.img"
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#define IDO_TRO_DATA_START 0x3A40
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#define IDO_TRO_PIC_START 0x3EF5
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#define IDO_TRO_LOCMESSAGES 0x1F7C
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#define IDO_TRO_USERMESSAGES 0x34A4
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#define IDO_TRO_ROOMDESCS 0x0082
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#define IDO_TRO_OPTIONS 0x0364
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#define IDO_TRO_PICSTARTIDX 0x02CD
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#define IDO_TRO_ROOMPICDELTAS 0x030C
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#define IDO_TRO_ALLTREASURES 0x3B24
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#define IDO_TRO_ITEMS 0x34E8
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#define IDO_TRO_FRAMEPIC 0x3EC2
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#define IDO_TRO_ROOMCONNECTS 0x02FA
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#define IDO_TRO_NONTROLLROOMS 0x3CF9
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enum OptionType {
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OT_GO,
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OT_GET,
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OT_DO,
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OT_FLASHLIGHT
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};
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struct RoomDesc {
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int options[3];
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OptionType optionTypes[3];
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int roomDescIndex[3];
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};
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struct UserMsg {
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int num;
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char msg[3][40];
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};
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struct Item {
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byte bg;
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byte fg;
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char name[16];
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};
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class TrollEngine : public PreAgiEngine {
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public:
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TrollEngine(OSystem *syst, const AGIGameDescription *gameDesc);
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~TrollEngine();
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Common::Error go();
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private:
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int _roomPicture;
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int _treasuresLeft;
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int _currentRoom;
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int _moves;
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bool _isTrollAway;
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int _inventory[IDI_TRO_MAX_TREASURE];
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bool _soundOn;
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byte *_gameData;
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void init();
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void intro();
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void drawPic(int iPic, bool f3IsCont, bool clear, bool troll = false);
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void drawTroll();
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void gameLoop();
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void gameOver();
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void tutorial();
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void credits();
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void inventory();
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void pickupTreasure(int treasureId);
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int drawRoom(char *menu);
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void printUserMessage(int msgId);
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void pressAnyKey(int col = 4);
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void waitAnyKeyIntro();
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void playTune(int tune, int len);
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bool getMenuSel(const char*, int*, int);
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void drawMenu(const char *szMenu, int iSel);
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void fillOffsets();
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// These are come from game data
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int _pictureOffsets[IDI_TRO_PICNUM];
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int _roomPicStartIdx[IDI_TRO_NUM_NUMROOMS];
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int _roomPicDeltas[IDI_TRO_NUM_NUMROOMS];
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int _roomStates[IDI_TRO_NUM_NUMROOMS];
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UserMsg _userMessages[IDI_TRO_NUM_USERMSGS];
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int _locMessagesIdx[IDI_TRO_NUM_LOCDESCS];
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RoomDesc _roomDescs[IDI_TRO_NUM_ROOMDESCS];
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int _options[IDI_TRO_NUM_OPTIONS];
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Item _items[IDI_TRO_MAX_TREASURE];
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int _roomConnects[IDI_TRO_NUM_OPTIONS];
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int _nonTrollRooms[IDO_TRO_NONTROLLROOMS];
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int _tunes[6];
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};
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} // End of namespace Agi
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#endif
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