mirror of
https://github.com/libretro/scummvm.git
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859a9c0129
o Removed SoundMixer::bindToSystem() o In scumm, replaced _silentMixer, _silentDigitalImuse and _noDigitalSamples by SoundMixer::isReady() svn-id: r11893
1202 lines
39 KiB
C++
1202 lines
39 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "stdafx.h"
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#include "sword1.h"
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#include "backends/fs/fs.h"
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#include "base/plugins.h"
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#include "common/config-manager.h"
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#include "common/file.h"
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#include "common/timer.h"
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#include "memman.h"
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#include "resman.h"
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#include "objectman.h"
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#include "mouse.h"
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#include "logic.h"
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#include "sound.h"
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#include "screen.h"
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#include "swordres.h"
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#include "menu.h"
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#include "music.h"
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#include "control.h"
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/* Broken Sword 1 */
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static const GameSettings sword1_setting =
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{"sword1", "Broken Sword I", GF_DEFAULT_TO_1X_SCALER};
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GameList Engine_SWORD1_gameList() {
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GameList games;
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games.push_back(sword1_setting);
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return games;
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}
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DetectedGameList Engine_SWORD1_detectGames(const FSList &fslist) {
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DetectedGameList detectedGames;
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// Iterate over all files in the given directory
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for (FSList::ConstIterator file = fslist.begin(); file != fslist.end(); ++file) {
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const char *gameName = file->displayName().c_str();
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if (0 == scumm_stricmp("swordres.rif", gameName)) {
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// Match found, add to list of candidates, then abort inner loop.
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detectedGames.push_back(sword1_setting);
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break;
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}
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}
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return detectedGames;
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}
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Engine *Engine_SWORD1_create(GameDetector *detector, OSystem *syst) {
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return new SwordEngine(detector, syst);
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}
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REGISTER_PLUGIN("Broken Sword", Engine_SWORD1_gameList, Engine_SWORD1_create, Engine_SWORD1_detectGames)
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SystemVars SwordEngine::_systemVars;
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void SwordEngine::errorString(const char *buf1, char *buf2) {
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strcpy(buf2, buf1);
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}
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extern uint16 _debugLevel;
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SwordEngine::SwordEngine(GameDetector *detector, OSystem *syst)
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: Engine(syst) {
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_detector = detector;
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_system = syst;
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_debugLevel = ConfMan.getInt("debuglevel");
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if (!_mixer->isReady())
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warning("Sound initialization failed");
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}
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SwordEngine::~SwordEngine() {
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}
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void SwordEngine::initialize(void) {
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_system->init_size(640, 480);
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debug(5, "Starting memory manager");
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_memMan = new MemMan();
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debug(5, "Starting resource manager");
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_resMan = new ResMan("swordres.rif", _memMan);
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debug(5, "Starting object manager");
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_objectMan = new ObjectMan(_resMan);
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_mixer->setVolume(255);
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_mouse = new SwordMouse(_system, _resMan, _objectMan);
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_screen = new SwordScreen(_system, _resMan, _objectMan);
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_music = new SwordMusic(_system, _mixer);
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_sound = new SwordSound("", _mixer, _resMan);
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_menu = new SwordMenu(_screen, _mouse);
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_logic = new SwordLogic(_objectMan, _resMan, _screen, _mouse, _sound, _music, _menu);
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_mouse->useLogicAndMenu(_logic, _menu);
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_systemVars.justRestoredGame = _systemVars.currentCD =
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_systemVars.gamePaused = 0;
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_systemVars.deathScreenFlag = 3;
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_systemVars.rate = 8;
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_systemVars.forceRestart = false;
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switch (Common::parseLanguage(ConfMan.get("language"))) {
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case Common::DE_DEU:
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_systemVars.language = BS1_GERMAN;
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break;
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case Common::FR_FRA:
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_systemVars.language = BS1_FRENCH;
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break;
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case Common::IT_ITA:
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_systemVars.language = BS1_ITALIAN;
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break;
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case Common::ES_ESP:
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_systemVars.language = BS1_SPANISH;
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break;
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case Common::PT_BRA:
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_systemVars.language = BS1_PORT;
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break;
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// TODO add czech option
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default:
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_systemVars.language = BS1_ENGLISH;
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}
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_systemVars.showText = ConfMan.getBool("subtitles");
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_systemVars.playSpeech = 1;
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_mouseState = 0;
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_logic->initialize();
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_objectMan->initialize();
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_mouse->initialize();
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_control = new SwordControl(_resMan, _objectMan, _system, _mouse, getSavePath());
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}
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void SwordEngine::reinitialize(void) {
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_resMan->flush(); // free everything that's currently alloced and opened.
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_memMan->flush(); // Handle with care.
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_logic->initialize(); // now reinitialize these objects as they (may) have locked
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_objectMan->initialize(); // resources which have just been wiped.
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_mouse->initialize();
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// todo: reinitialize swordmenu.
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_systemVars.wantFade = true;
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}
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void SwordEngine::startPositions(int32 startNumber) {
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// int32 sect;
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BsObject *compact;
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SwordLogic::_scriptVars[CHANGE_STANCE] = STAND;
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SwordLogic::_scriptVars[GEORGE_CDT_FLAG] = GEO_TLK_TABLE;
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//-------------------------------------------------------------------------------------------------------
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// START 0==intro; 1==without
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if ((startNumber==0)||(startNumber==1))
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{
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if (startNumber==0)
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{
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// Tdebug("Calling fn check cd");
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// FN_check_CD(0,0,1,0,0,0,0,0); // request CD for sc1 (which happens to be CD-1)
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// Tdebug("Calling fn play sequence");
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_logic->fnPlaySequence(0,0,4,0,0,0,0,0); // intro
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debug(1, "Setting start number to 1");
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startNumber=1;
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}
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SwordLogic::_scriptVars[CHANGE_X] = 481;
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SwordLogic::_scriptVars[CHANGE_Y] = 413;
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SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
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SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_1;
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}
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//-------------------------------------------------------------------------------------------------------
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else if (startNumber==2) // blind_alley
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{
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SwordLogic::_scriptVars[CHANGE_X] = 480;
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SwordLogic::_scriptVars[CHANGE_Y] = 388;
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SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
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SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_2;
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_logic->fnAddObject(0,0,LIFTING_KEYS,0,0,0,0,0);
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_logic->fnAddObject(0,0,ROSSO_CARD,0,0,0,0,0);
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SwordLogic::_scriptVars[POCKET_1] = 1;
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SwordLogic::_scriptVars[POCKET_2] = 1;
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SwordLogic::_scriptVars[POCKET_3] = 1;
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SwordLogic::_scriptVars[POCKET_4] = 1;
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SwordLogic::_scriptVars[POCKET_5] = 1;
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SwordLogic::_scriptVars[POCKET_6] = 1;
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SwordLogic::_scriptVars[POCKET_7] = 1;
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SwordLogic::_scriptVars[POCKET_8] = 1;
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SwordLogic::_scriptVars[POCKET_9] = 1;
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SwordLogic::_scriptVars[POCKET_10] = 1;
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SwordLogic::_scriptVars[POCKET_11] = 1;
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SwordLogic::_scriptVars[POCKET_12] = 1;
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SwordLogic::_scriptVars[POCKET_13] = 1;
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SwordLogic::_scriptVars[POCKET_14] = 1;
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SwordLogic::_scriptVars[POCKET_15] = 1;
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SwordLogic::_scriptVars[POCKET_16] = 1;
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SwordLogic::_scriptVars[POCKET_17] = 1;
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SwordLogic::_scriptVars[POCKET_18] = 1;
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SwordLogic::_scriptVars[POCKET_19] = 1;
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SwordLogic::_scriptVars[POCKET_20] = 1;
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SwordLogic::_scriptVars[POCKET_21] = 1;
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SwordLogic::_scriptVars[POCKET_22] = 1;
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SwordLogic::_scriptVars[POCKET_23] = 1;
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SwordLogic::_scriptVars[POCKET_24] = 1;
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SwordLogic::_scriptVars[POCKET_25] = 1;
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SwordLogic::_scriptVars[POCKET_26] = 1;
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SwordLogic::_scriptVars[POCKET_27] = 1;
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SwordLogic::_scriptVars[POCKET_28] = 1;
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SwordLogic::_scriptVars[POCKET_29] = 1;
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}
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//-------------------------------------------------------------------------------------------------------
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else if (startNumber==3) // cafe
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{
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SwordLogic::_scriptVars[CHANGE_X] = 660;
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SwordLogic::_scriptVars[CHANGE_Y] = 368;
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SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
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SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_3;
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}
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//-------------------------------------------------------------------------------------------------------
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else if (startNumber==4) // ready to use phone
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{
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SwordLogic::_scriptVars[CHANGE_X] = 463;
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SwordLogic::_scriptVars[CHANGE_Y] = 391;
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SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
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SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_4;
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SwordLogic::_scriptVars[MOUE_TEXT] = 1; // stop moue from entering ("Freeze...")
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SwordLogic::_scriptVars[MOUE_NICO_FLAG] = 1; // Moue gave George her number
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// paris_flag=2; // for Nico's phone script
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SwordLogic::_scriptVars[PARIS_FLAG] = 5; // to access room8 (cafe_repaired)
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SwordLogic::_scriptVars[NICO_PHONE_FLAG] = 1; // Nico's number is on envelope
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SwordLogic::_scriptVars[TAILOR_PHONE_FLAG] = 1; // Todryk's number is on envelope
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SwordLogic::_scriptVars[WORKMAN_GONE_FLAG] = 1; // Workman not here
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SwordLogic::_scriptVars[ALBERT_INFO_FLAG] = 1; // Albert has told us the tailor's number (for Nico's phone script)
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SwordLogic::_scriptVars[SEEN_SEWERS_FLAG] = 1;
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SwordLogic::_scriptVars[POCKET_30] = 1;
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SwordLogic::_scriptVars[POCKET_31] = 1;
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SwordLogic::_scriptVars[POCKET_32] = 1;
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SwordLogic::_scriptVars[POCKET_33] = 1;
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SwordLogic::_scriptVars[POCKET_34] = 1;
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SwordLogic::_scriptVars[POCKET_35] = 1;
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SwordLogic::_scriptVars[POCKET_36] = 1;
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SwordLogic::_scriptVars[POCKET_37] = 1;
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SwordLogic::_scriptVars[POCKET_38] = 1;
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SwordLogic::_scriptVars[POCKET_39] = 1;
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SwordLogic::_scriptVars[POCKET_40] = 1;
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SwordLogic::_scriptVars[POCKET_41] = 1;
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SwordLogic::_scriptVars[POCKET_42] = 1;
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SwordLogic::_scriptVars[POCKET_43] = 1;
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SwordLogic::_scriptVars[POCKET_44] = 1;
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SwordLogic::_scriptVars[POCKET_45] = 1;
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SwordLogic::_scriptVars[POCKET_46] = 1;
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SwordLogic::_scriptVars[POCKET_47] = 1;
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SwordLogic::_scriptVars[POCKET_48] = 1;
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SwordLogic::_scriptVars[POCKET_49] = 1;
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SwordLogic::_scriptVars[POCKET_50] = 1;
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SwordLogic::_scriptVars[POCKET_51] = 1;
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SwordLogic::_scriptVars[POCKET_52] = 1;
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}
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//-------------------------------------------------------------------------------------------------------
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else if (startNumber==5) // court_yard
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{
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SwordLogic::_scriptVars[CHANGE_X] = 400;
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SwordLogic::_scriptVars[CHANGE_Y] = 400;
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SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
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SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_5;
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}
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//-------------------------------------------------------------------------------------------------------
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else if (startNumber==7) // sewer_two
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{
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SwordLogic::_scriptVars[CHANGE_X] = 520;
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SwordLogic::_scriptVars[CHANGE_Y] = 310;
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SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
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SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_7;
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}
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//-------------------------------------------------------------------------------------------------------
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else if (startNumber==8) // cafe_repaired
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{
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SwordLogic::_scriptVars[CHANGE_X] = 481;
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SwordLogic::_scriptVars[CHANGE_Y] = 413;
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SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
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SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_8;
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}
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//-------------------------------------------------------------------------------------------------------
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else if (startNumber==11) // costumier
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{
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SwordLogic::_scriptVars[CHANGE_X] = 264;
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SwordLogic::_scriptVars[CHANGE_Y] = 436;
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SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT;
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SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_11;
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_logic->fnAddObject(0,0,TISSUE,0,0,0,0,0);
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_logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0);
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}
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//-------------------------------------------------------------------------------------------------------
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// HOTEL SECTION
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else if (startNumber==12) // hotel_street
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{
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SwordLogic::_scriptVars[CHANGE_X] = 730;
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SwordLogic::_scriptVars[CHANGE_Y] = 460;
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SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
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SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_12;
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SwordLogic::_scriptVars[PARIS_FLAG] = 6;
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_logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0);
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SwordLogic::_scriptVars[NICO_ADDRESS_FLAG] = 1;
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SwordLogic::_scriptVars[NICO_PHONE_FLAG] = 1;
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SwordLogic::_scriptVars[COSTUMES_ADDRESS_FLAG] = 1;
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SwordLogic::_scriptVars[HOTEL_ADDRESS_FLAG] = 1;
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SwordLogic::_scriptVars[AEROPORT_ADDRESS_FLAG] = 1;
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SwordLogic::_scriptVars[TAILOR_PHONE_FLAG] = 1;
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}
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//-------------------------------------------------------------------------------------------------------
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else if (startNumber==14) // hotel_corridor
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{
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SwordLogic::_scriptVars[CHANGE_X] = 528;
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SwordLogic::_scriptVars[CHANGE_Y] = 484;
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SwordLogic::_scriptVars[CHANGE_DIR] = UP;
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SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_14;
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_logic->fnAddObject(0,0,HOTEL_KEY,0,0,0,0,0);
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_logic->fnAddObject(0,0,MANUSCRIPT,0,0,0,0,0);
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}
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//-------------------------------------------------------------------------------------------------------
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else if (startNumber==17) // hotel_assassin
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{
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SwordLogic::_scriptVars[CHANGE_X] = 714;
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SwordLogic::_scriptVars[CHANGE_Y] = 484;
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SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
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SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_17;
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}
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//-------------------------------------------------------------------------------------------------------
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else if (startNumber==18) // gendarmerie
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{
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SwordLogic::_scriptVars[CHANGE_X] = 446;
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SwordLogic::_scriptVars[CHANGE_Y] = 408;
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SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
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SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_18;
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SwordLogic::_scriptVars[PARIS_FLAG] = 5; // for Moue & Rosso
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}
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//-------------------------------------------------------------------------------------------------------
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// MUSEUM RAID
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else if (startNumber==27) // museum_street
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{
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SwordLogic::_scriptVars[CHANGE_X] = 300;
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SwordLogic::_scriptVars[CHANGE_Y] = 510;
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SwordLogic::_scriptVars[CHANGE_DIR] = UP_RIGHT;
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SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_27;
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SwordLogic::_scriptVars[PARIS_FLAG] = 12; // for Lobineau in Museum
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SwordLogic::_scriptVars[MANUSCRIPT_ON_TABLE_10_FLAG] = 1;
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}
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//-------------------------------------------------------------------------------------------------------
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// HOSPITAL SECTION
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else if (startNumber==31) // hospital_street
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{
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SwordLogic::_scriptVars[CHANGE_X] = 400;
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SwordLogic::_scriptVars[CHANGE_Y] = 500;
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SwordLogic::_scriptVars[CHANGE_DIR] = UP_RIGHT;
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SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_31;
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SwordLogic::_scriptVars[PARIS_FLAG] = 11;
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_logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0);
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_logic->fnAddObject(0,0,LAB_PASS,0,0,0,0,0);
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}
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//-------------------------------------------------------------------------------------------------------
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else if (startNumber==32) // hospital_desk (after we've found out where Marquet is)
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{
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SwordLogic::_scriptVars[CHANGE_X] = 405;
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SwordLogic::_scriptVars[CHANGE_Y] = 446;
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SwordLogic::_scriptVars[CHANGE_DIR] = UP_RIGHT;
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SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_32;
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SwordLogic::_scriptVars[PARIS_FLAG] = 11;
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SwordLogic::_scriptVars[EVA_TEXT] = 1; // talked to eva
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SwordLogic::_scriptVars[EVA_MARQUET_FLAG] = 2;
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SwordLogic::_scriptVars[EVA_NURSE_FLAG] = 4;
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SwordLogic::_scriptVars[FOUND_WARD_FLAG] = 1;
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SwordLogic::_scriptVars[CONSULTANT_HERE] = 1;
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compact = (BsObject*)_objectMan->fetchObject(PLAYER);
|
|
_logic->fnMegaSet(compact,PLAYER,GEORGE_WLK,MEGA_WHITE,0,0,0,0);
|
|
|
|
SwordLogic::_scriptVars[GEORGE_CDT_FLAG] = WHT_TLK_TABLE;
|
|
SwordLogic::_scriptVars[GEORGE_TALK_FLAG] = 0;
|
|
SwordLogic::_scriptVars[WHITE_COAT_FLAG] = 1;
|
|
SwordLogic::_scriptVars[GEORGE_ALLOWED_REST_ANIMS] = 0; // because wearing white coat now
|
|
|
|
SwordLogic::_scriptVars[GOT_BENOIR_FLAG] = 1;
|
|
|
|
_logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,LAB_PASS,0,0,0,0,0);
|
|
}
|
|
//-------------------------------------------------------------------------------------------------------
|
|
else if (startNumber==35) // hospital_jacques
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 640;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 500;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_35;
|
|
|
|
SwordLogic::_scriptVars[PARIS_FLAG] = 11;
|
|
|
|
SwordLogic::_scriptVars[EVA_TEXT] = 1; // talked to eva
|
|
SwordLogic::_scriptVars[EVA_MARQUET_FLAG] = 2;
|
|
SwordLogic::_scriptVars[EVA_NURSE_FLAG] = 4;
|
|
SwordLogic::_scriptVars[FOUND_WARD_FLAG] = 1;
|
|
SwordLogic::_scriptVars[CONSULTANT_HERE] = 1;
|
|
|
|
compact = (BsObject*)_objectMan->fetchObject(PLAYER);
|
|
_logic->fnMegaSet(compact,PLAYER,GEORGE_WLK,MEGA_WHITE,0,0,0,0);
|
|
|
|
SwordLogic::_scriptVars[GEORGE_CDT_FLAG] = WHT_TLK_TABLE;
|
|
SwordLogic::_scriptVars[GEORGE_TALK_FLAG] = 0;
|
|
SwordLogic::_scriptVars[WHITE_COAT_FLAG] = 1;
|
|
SwordLogic::_scriptVars[GEORGE_ALLOWED_REST_ANIMS] = 0; // because wearing white coat now
|
|
SwordLogic::_scriptVars[DOOR_34_OPEN] = 1;
|
|
|
|
SwordLogic::_scriptVars[GOT_BENOIR_FLAG] = 2;
|
|
SwordLogic::_scriptVars[HOS_POS_FLAG] = 26;
|
|
SwordLogic::_scriptVars[BENOIR_FLAG] = 24; // for 'george_enters_ward' script
|
|
}
|
|
//-------------------------------------------------------------------------------------------------------
|
|
else if (startNumber==36) // montfaucon
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 300;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 480;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = RIGHT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_36;
|
|
|
|
_logic->fnAddObject(0,0,LENS,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,RED_NOSE,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,LIFTING_KEYS,0,0,0,0,0);
|
|
|
|
SwordLogic::_scriptVars[MONTFAUCON_CONTROL_FLAG] = 1;
|
|
}
|
|
//-------------------------------------------------------------------------------------------------------
|
|
else if (startNumber==37) // catacomb_sewer
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 592;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 386;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = RIGHT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_37;
|
|
|
|
_logic->fnAddObject(0,0,LIFTING_KEYS,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,TRIPOD,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,GEM,0,0,0,0,0);
|
|
}
|
|
//-------------------------------------------------------------------------------------------------------
|
|
else if (startNumber==38) // catacomb_room
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 200;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 390;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = RIGHT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_38;
|
|
|
|
_logic->fnAddObject(0,0,TRIPOD,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,GEM,0,0,0,0,0);
|
|
}
|
|
//-------------------------------------------------------------------------------------------------------
|
|
else if (startNumber==39) // catacomb_meeting
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 636;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 413;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_39;
|
|
|
|
SwordLogic::_scriptVars[MEETING_FLAG] = 3; // meeting finished
|
|
|
|
_logic->fnAddObject(0,0,TRIPOD,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,GEM,0,0,0,0,0);
|
|
}
|
|
//-------------------------------------------------------------------------------------------------------
|
|
else if (startNumber==40) // excavation_exterior
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 648;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 492;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_40;
|
|
|
|
SwordLogic::_scriptVars[NICO_PHONE_FLAG] = 1;
|
|
SwordLogic::_scriptVars[PARIS_FLAG] = 16;
|
|
|
|
_logic->fnAddObject(0,0,PLASTER,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,POLISHED_CHALICE,0,0,0,0,0);
|
|
}
|
|
//-------------------------------------------------------------------------------------------------------
|
|
else if (startNumber==48) // templar_church
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 315;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 392;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_48;
|
|
|
|
_logic->fnAddObject(0,0,CHALICE,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,LENS,0,0,0,0,0);
|
|
|
|
SwordLogic::_scriptVars[CHALICE_FLAG] = 2; // from end of Spain1, when George gets chalice
|
|
SwordLogic::_scriptVars[NEJO_TEXT] = 1; // so priest is there
|
|
}
|
|
//-------------------------------------------------------------------------------------------------------
|
|
else if (startNumber==99) // test text+speech on blank screen (sc99)
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_99;
|
|
|
|
// if (testingText)
|
|
if (1)
|
|
{
|
|
// lastLineNo = testTextSection*65536 + LastTextNumber(testTextSection);
|
|
SwordLogic::_scriptVars[LASTLINENO] = 146*65536 + _objectMan->lastTextNumber(146); // don't finished until at last line in last section
|
|
}
|
|
}
|
|
//-------------------------------------------------------------------------------------------------------
|
|
else if (startNumber==80) // Paris Map
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 645;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 160;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_80;
|
|
|
|
SwordLogic::_scriptVars[PARIS_FLAG] = 3; // for Nico's appartment
|
|
SwordLogic::_scriptVars[NICO_CLOWN_FLAG] = 3;
|
|
|
|
SwordLogic::_scriptVars[NICO_DOOR_FLAG] = 2; // for instant access to Nico's appartment
|
|
|
|
_logic->fnAddObject(0,0,RED_NOSE,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,PLASTER,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,LAB_PASS,0,0,0,0,0); // for hospital
|
|
|
|
SwordLogic::_scriptVars[MANUSCRIPT_FLAG] = 1;
|
|
|
|
SwordLogic::_scriptVars[NICO_ADDRESS_FLAG] = 1;
|
|
SwordLogic::_scriptVars[NICO_PHONE_FLAG] = 1;
|
|
SwordLogic::_scriptVars[COSTUMES_ADDRESS_FLAG] = 1;
|
|
SwordLogic::_scriptVars[HOTEL_ADDRESS_FLAG] = 1;
|
|
SwordLogic::_scriptVars[MUSEUM_ADDRESS_FLAG] = 1;
|
|
SwordLogic::_scriptVars[HOSPITAL_ADDRESS_FLAG] = 1;
|
|
SwordLogic::_scriptVars[MONTFACN_ADDRESS_FLAG] = 1;
|
|
SwordLogic::_scriptVars[AEROPORT_ADDRESS_FLAG] = 1;
|
|
SwordLogic::_scriptVars[NERVAL_ADDRESS_FLAG] = 1;
|
|
|
|
SwordLogic::_scriptVars[IRELAND_MAP_FLAG] = 1;
|
|
SwordLogic::_scriptVars[SPAIN_MAP_FLAG] = 1;
|
|
SwordLogic::_scriptVars[SYRIA_FLAG] = 2;
|
|
|
|
SwordLogic::_scriptVars[TAILOR_PHONE_FLAG] = 1;
|
|
}
|
|
//-------------------------------------------------------------------------------------------------------
|
|
// IRELAND
|
|
else if ((startNumber>=19)&&(startNumber<=26))
|
|
{
|
|
SwordLogic::_scriptVars[PARIS_FLAG] = 9;
|
|
|
|
// already carrying these objects by the time we reach Ireland...
|
|
_logic->fnAddObject(0,0,RED_NOSE,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,LAB_PASS,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,LIFTING_KEYS,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,MATCHBOOK,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,BUZZER,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,TISSUE,0,0,0,0,0);
|
|
|
|
switch (startNumber)
|
|
{
|
|
//---------------------------
|
|
case 19: // ireland_street
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 256;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 966;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = UP_RIGHT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_19;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 20: // macdevitts
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 194;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 417;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_20;
|
|
|
|
SwordLogic::_scriptVars[FARMER_MOVED_FLAG] = 1;
|
|
SwordLogic::_scriptVars[FARMER_SEAN_FLAG] = 5;
|
|
|
|
SwordLogic::_scriptVars[PUB_FLAP_FLAG] = 1;
|
|
SwordLogic::_scriptVars[PUB_TRAP_DOOR] = 2;
|
|
SwordLogic::_scriptVars[KNOWS_PEAGRAM_FLAG] = 1;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 21: // pub_cellar
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 291;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 444;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_21;
|
|
|
|
_logic->fnAddObject(0,0,BEER_TOWEL,0,0,0,0,0);
|
|
|
|
SwordLogic::_scriptVars[FARMER_MOVED_FLAG] = 1;
|
|
SwordLogic::_scriptVars[FLEECY_STUCK] = 1;
|
|
SwordLogic::_scriptVars[LIFTING_KEYS_IN_HOLE_23] = 1;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 22: // castle_gate
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 547;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 500;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = UP_LEFT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_22;
|
|
|
|
SwordLogic::_scriptVars[IRELAND_FLAG] = 4; // so we can get rid of farmer
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 23: // castle_hay_top
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 535;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 510;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = UP;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_23;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 24: // castle_yard
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 815;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 446;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_24;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 25: // castle_dig
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 369;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 492;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_25;
|
|
|
|
_logic->fnAddObject(0,0,BEER_TOWEL,0,0,0,0,0);
|
|
|
|
SwordLogic::_scriptVars[BEER_TOWEL_BEEN_WET] = 1;
|
|
SwordLogic::_scriptVars[WET_BEER_TOWEL_TIMER] = 1000;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 26: // cellar_dark
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 291;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 444;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_26;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
}
|
|
}
|
|
//-------------------------------------------------------------------------------------------------------
|
|
// SYRIA
|
|
|
|
else if ((startNumber >= 45) && (startNumber <= 55))
|
|
{
|
|
SwordLogic::_scriptVars[PARIS_FLAG] = 1;
|
|
|
|
// already carrying these objects by the time we reach Syria...
|
|
_logic->fnAddObject(0,0,BALL,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,RED_NOSE,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,LIFTING_KEYS,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,MATCHBOOK,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,BUZZER,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,TISSUE,0,0,0,0,0);
|
|
|
|
SwordLogic::_scriptVars[CHANGE_STANCE] = STAND; // use STAND for all starts
|
|
|
|
switch (startNumber)
|
|
{
|
|
//---------------------------
|
|
case 45: // syria_stall
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 410;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 490;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_45;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 47: // syria_carpet
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 225;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 775;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = RIGHT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_47;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 49: // syria_club
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 438;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 400;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_49;
|
|
|
|
_logic->fnAddObject(0,0,TOILET_BRUSH,0,0,0,0,0);
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 50: // syria_toilet
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 313;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 440;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_50;
|
|
|
|
_logic->fnAddObject(0,0,TOILET_KEY,0,0,0,0,0);
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 53: // bull_head pan
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_53;
|
|
|
|
_logic->fnAddObject(0,0,TOWEL_CUT,0,0,0,0,0);
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 54: // bull_head
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 680;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 425;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_54;
|
|
|
|
_logic->fnAddObject(0,0,TOWEL_CUT,0,0,0,0,0);
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 55: // bull_secret
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 825;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 373;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_55;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
default:
|
|
{
|
|
error("Can't start in location %d", startNumber);
|
|
}
|
|
break;
|
|
//---------------------------
|
|
}
|
|
}
|
|
//-------------------------------------------------------------------------------------------------------
|
|
// SPAIN 1 or 2
|
|
|
|
else if ( ((startNumber >= 56) && (startNumber <= 62)) ||
|
|
((startNumber >=956) && (startNumber <= 962)) )
|
|
{
|
|
SwordLogic::_scriptVars[PARIS_FLAG] = 1;
|
|
|
|
if (startNumber > 900) // SPAIN 2
|
|
{
|
|
startNumber -= 900; // set to correct start location
|
|
SwordLogic::_scriptVars[SPAIN_VISIT] = 2; // set my own script flag to indicate 2nd visit
|
|
}
|
|
else
|
|
SwordLogic::_scriptVars[SPAIN_VISIT] = 1; // set my own script flag to indicate 1st visit
|
|
|
|
// already carrying these objects by the time we reach Spain...
|
|
_logic->fnAddObject(0,0,RED_NOSE,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,LAB_PASS,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,LIFTING_KEYS,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,BUZZER,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,TISSUE,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,BALL,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,MATCHBOOK,0,0,0,0,0);
|
|
|
|
if (SwordLogic::_scriptVars[SPAIN_VISIT] == 1) // 1st visit
|
|
_logic->fnAddObject(0,0,PRESSURE_GAUGE,0,0,0,0,0);
|
|
else // 2nd visit
|
|
_logic->fnAddObject(0,0,POLISHED_CHALICE,0,0,0,0,0);
|
|
|
|
switch (startNumber)
|
|
{
|
|
//---------------------------
|
|
case 56: // Countess' room
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 572;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 443;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_56;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 57: // Spain Drive
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 1630;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 460;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_57;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 58: // Mausoleum Exterior
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = SC58_PATH_X;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = SC58_PATH_Y;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = UP_RIGHT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_58;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 59: // Mausoleum Interior
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 750;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 455;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_59;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 60: // Spain Reception
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 750;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 475;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_60;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 61: // Spain Well
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 400;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 345;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = LEFT_FLOOR_61;
|
|
|
|
_logic->fnAddObject(0,0,STONE_KEY,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,MIRROR,0,0,0,0,0);
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 62: // CHESS PUZZLE
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_62; // so it doesn't crash!!
|
|
|
|
_logic->_scriptVars[TOP_MENU_DISABLED] = 1; // because it's irrelevant to the chess puzzle
|
|
_logic->_scriptVars[GEORGE_ALLOWED_REST_ANIMS] = 0; // because it's irrelevant to the chess puzzle
|
|
|
|
compact = (BsObject*)_objectMan->fetchObject(PLAYER);
|
|
_logic->fnNoSprite(compact, PLAYER, 0, 0, 0, 0, 0, 0);
|
|
}
|
|
break;
|
|
//---------------------------
|
|
}
|
|
}
|
|
//-------------------------------------------------------------------------------------------------------
|
|
// NIGHT TRAIN
|
|
|
|
else if ((startNumber >= 63) && (startNumber <= 70))
|
|
{
|
|
SwordLogic::_scriptVars[PARIS_FLAG] = 18;
|
|
|
|
switch (startNumber)
|
|
{
|
|
//---------------------------
|
|
case 63: // train_one
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 710;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 450;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_63;
|
|
SwordLogic::_scriptVars[DOOR_SC65_FLAG] = 2;
|
|
SwordLogic::_scriptVars[DOOR_ONE_63_OPEN] = 0;
|
|
SwordLogic::_scriptVars[DOOR_65_OPEN] = 1;
|
|
SwordLogic::_scriptVars[VAIL_TEXT] = 1;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 65: // compt_one
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 460;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 430;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_65;
|
|
}
|
|
//---------------------------
|
|
case 66: // compt_two
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 460;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 430;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_66;
|
|
|
|
SwordLogic::_scriptVars[WINDOW_66_OPEN] = 1;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 67: // compt_three
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 460;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 430;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_67;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 69: // train_guard
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 310;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 430;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_69;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
default:
|
|
{
|
|
error("Can't start in location %d", startNumber);
|
|
}
|
|
break;
|
|
//---------------------------
|
|
}
|
|
}
|
|
//-------------------------------------------------------------------------------------------------------
|
|
// SCOTLAND
|
|
|
|
else if ((startNumber >= 71) && (startNumber <= 73))
|
|
{
|
|
SwordLogic::_scriptVars[PARIS_FLAG] = 1;
|
|
|
|
// already carrying these objects by the time we reach Scotland...
|
|
_logic->fnAddObject(0,0,RED_NOSE,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,LAB_PASS,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,LIFTING_KEYS,0,0,0,0,0);
|
|
_logic->fnAddObject(0,0,BUZZER,0,0,0,0,0);
|
|
|
|
switch (startNumber)
|
|
{
|
|
//---------------------------
|
|
case 71: // churchyard
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 1538;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 444;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = RIGHT_FLOOR_71;
|
|
|
|
SwordLogic::_scriptVars[NICO_SCOT_SCREEN] = 71;
|
|
SwordLogic::_scriptVars[NICO_POSITION_71] = 1;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 72: // church_tower
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 150;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 503;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = RIGHT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_72;
|
|
|
|
SwordLogic::_scriptVars[NICO_SCOT_SCREEN] = 72;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
case 73: // crypt
|
|
{
|
|
SwordLogic::_scriptVars[CHANGE_X] = 250;
|
|
SwordLogic::_scriptVars[CHANGE_Y] = 390;
|
|
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT;
|
|
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_73;
|
|
|
|
SwordLogic::_scriptVars[NICO_SCOT_SCREEN] = 73;
|
|
SwordLogic::_scriptVars[NICO_POSITION_73] = 1;
|
|
}
|
|
break;
|
|
//---------------------------
|
|
}
|
|
}
|
|
else
|
|
{
|
|
error("Can't start in location %d", startNumber);
|
|
}
|
|
|
|
compact = (BsObject*)_objectMan->fetchObject(PLAYER);
|
|
_logic->fnEnterSection(compact, PLAYER, startNumber, 0, 0, 0, 0, 0); // (automatically opens the compact resource for that section)
|
|
_systemVars.deathScreenFlag = 0;
|
|
}
|
|
|
|
void SwordEngine::go(void) {
|
|
|
|
initialize();
|
|
_systemVars.deathScreenFlag = 3;
|
|
// check if we have savegames. if we do, show control panel, else start intro.
|
|
/* death flags:
|
|
0 = not dead, normal game
|
|
1 = dead
|
|
2 = game won
|
|
3 = game was just started */
|
|
|
|
uint8 startPos = ConfMan.getInt("boot_param");
|
|
if (startPos) {
|
|
startPositions(startPos);
|
|
_systemVars.deathScreenFlag = 0;
|
|
} else {
|
|
// Temporary:
|
|
startPositions(0);
|
|
_systemVars.deathScreenFlag = 0;
|
|
//todo: check if we have savegames. if we do, show control panel, else start intro.
|
|
//control->runPanel();
|
|
}
|
|
|
|
do {
|
|
uint8 action = mainLoop();
|
|
|
|
// the mainloop was left, we have to reinitialize.
|
|
reinitialize();
|
|
if (action == CONTROL_GAME_RESTORED)
|
|
_control->doRestore();
|
|
_systemVars.forceRestart = false;
|
|
_systemVars.deathScreenFlag = 0;
|
|
} while (true);
|
|
}
|
|
|
|
void SwordEngine::checkCd(void) {
|
|
uint8 needCd = _cdList[SwordLogic::_scriptVars[NEW_SCREEN]];
|
|
if (needCd == 0) {
|
|
if (_systemVars.currentCD == 0)
|
|
_systemVars.currentCD = 1;
|
|
} else
|
|
_systemVars.currentCD = needCd;
|
|
}
|
|
|
|
uint8 SwordEngine::mainLoop(void) {
|
|
uint8 retCode = 0;
|
|
|
|
while (retCode == 0) {
|
|
// do we need the section45-hack from sword.c here?
|
|
checkCd();
|
|
|
|
_screen->newScreen(SwordLogic::_scriptVars[NEW_SCREEN]);
|
|
_logic->newScreen(SwordLogic::_scriptVars[NEW_SCREEN]);
|
|
_sound->newScreen(SwordLogic::_scriptVars[NEW_SCREEN]);
|
|
SwordLogic::_scriptVars[SCREEN] = SwordLogic::_scriptVars[NEW_SCREEN];
|
|
|
|
do {
|
|
_music->stream();
|
|
uint32 frameTime = _system->get_msecs();
|
|
_logic->engine();
|
|
_logic->updateScreenParams(); // sets scrolling
|
|
|
|
_screen->draw();
|
|
_mouse->animate();
|
|
|
|
_sound->engine();
|
|
_screen->updateScreen();
|
|
|
|
_menu->refresh(MENU_TOP);
|
|
_menu->refresh(MENU_BOT);
|
|
|
|
uint32 newTime = _system->get_msecs();
|
|
|
|
if (newTime - frameTime < 80)
|
|
delay(80 - (newTime - frameTime));
|
|
else
|
|
delay(0);
|
|
|
|
_mouse->engine( _mouseX, _mouseY, _mouseState);
|
|
_mouseState = 0;
|
|
|
|
if (_systemVars.forceRestart)
|
|
retCode = CONTROL_RESTART_GAME;
|
|
else if (_keyPressed == 63) {
|
|
retCode = _control->runPanel();
|
|
if (!retCode)
|
|
_screen->refreshPalette();
|
|
}
|
|
|
|
// do something smart here to implement pausing the game. If we even want that, that is.
|
|
} while ((SwordLogic::_scriptVars[SCREEN] == SwordLogic::_scriptVars[NEW_SCREEN]) && (retCode == 0));
|
|
|
|
if ((retCode == 0) && (SwordLogic::_scriptVars[SCREEN] != 53) && _systemVars.wantFade) {
|
|
_screen->fadeDownPalette();
|
|
while (_screen->stillFading()) {
|
|
_music->stream();
|
|
_screen->updateScreen();
|
|
delay(1000/12);
|
|
}
|
|
}
|
|
|
|
_sound->quitScreen();
|
|
_screen->quitScreen(); // close graphic resources
|
|
_objectMan->closeSection(SwordLogic::_scriptVars[SCREEN]); // close the section that PLAYER has just left, if it's empty now
|
|
}
|
|
return retCode;
|
|
}
|
|
|
|
void SwordEngine::delay(uint amount) { //copied and mutilated from sky.cpp
|
|
|
|
OSystem::Event event;
|
|
|
|
uint32 start = _system->get_msecs();
|
|
uint32 cur = start;
|
|
_keyPressed = 0;
|
|
|
|
do {
|
|
while (_system->poll_event(&event)) {
|
|
switch (event.event_code) {
|
|
case OSystem::EVENT_KEYDOWN:
|
|
|
|
// Make sure backspace works right (this fixes a small issue on OS X)
|
|
if (event.kbd.keycode == 8)
|
|
_keyPressed = 8;
|
|
else
|
|
_keyPressed = (uint8)event.kbd.ascii;
|
|
break;
|
|
case OSystem::EVENT_MOUSEMOVE:
|
|
_mouseX = event.mouse.x;
|
|
_mouseY = event.mouse.y;
|
|
break;
|
|
case OSystem::EVENT_LBUTTONDOWN:
|
|
_mouseState |= BS1L_BUTTON_DOWN;
|
|
#ifdef _WIN32_WCE
|
|
_mouseX = event.mouse.x;
|
|
_mouseY = event.mouse.y;
|
|
#endif
|
|
break;
|
|
case OSystem::EVENT_RBUTTONDOWN:
|
|
_mouseState |= BS1R_BUTTON_DOWN;
|
|
#ifdef _WIN32_WCE
|
|
_mouseX = event.mouse.x;
|
|
_mouseY = event.mouse.y;
|
|
#endif
|
|
break;
|
|
case OSystem::EVENT_LBUTTONUP:
|
|
_mouseState |= BS1L_BUTTON_UP;
|
|
break;
|
|
case OSystem::EVENT_RBUTTONUP:
|
|
_mouseState |= BS1R_BUTTON_UP;
|
|
break;
|
|
case OSystem::EVENT_QUIT:
|
|
_system->quit();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (amount == 0)
|
|
break;
|
|
|
|
{
|
|
uint this_delay = 20; // 1?
|
|
#ifdef _WIN32_WCE
|
|
this_delay = 10;
|
|
#endif
|
|
if (this_delay > amount)
|
|
this_delay = amount;
|
|
_system->delay_msecs(this_delay);
|
|
}
|
|
cur = _system->get_msecs();
|
|
} while (cur < start + amount);
|
|
}
|