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authorPaul Gilbert2014-02-23 19:33:26 -0500
committerPaul Gilbert2014-02-23 19:33:26 -0500
commit8c9420a8349b0cdb93dcace36c2bd5f93e03476f (patch)
tree11e48162e9644e526ac31bc30072abecb32bd150
parent1d80edb2dd092b7e91805f359f0e2a7d470ed7c4 (diff)
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MADS: Added game initialisation code
-rw-r--r--engines/mads/dialogs.cpp9
-rw-r--r--engines/mads/events.cpp16
-rw-r--r--engines/mads/events.h10
-rw-r--r--engines/mads/game.cpp125
-rw-r--r--engines/mads/game.h112
-rw-r--r--engines/mads/module.mk1
-rw-r--r--engines/mads/nebular/game_nebular.cpp142
-rw-r--r--engines/mads/nebular/game_nebular.h28
-rw-r--r--engines/mads/scene.cpp37
-rw-r--r--engines/mads/scene.h44
10 files changed, 512 insertions, 12 deletions
diff --git a/engines/mads/dialogs.cpp b/engines/mads/dialogs.cpp
index c6049c3c1a..34a0b86abc 100644
--- a/engines/mads/dialogs.cpp
+++ b/engines/mads/dialogs.cpp
@@ -285,15 +285,16 @@ void TextDialog::draw() {
}
void TextDialog::drawWithInput() {
- int innerWidth = _innerWidth;
- int lineHeight = _vm->_font->getHeight() + 1;
- int xp = _position.x + 5;
+ //int innerWidth = _innerWidth;
+ //int lineHeight = _vm->_font->getHeight() + 1;
+ //int xp = _position.x + 5;
// Draw the content of the dialog
drawContent(Common::Rect(_position.x + 2, _position.y + 2,
_position.x + _width - 2, _position.y + _height - 2), 0,
TEXTDIALOG_CONTENT1, TEXTDIALOG_CONTENT2);
-
+
+ error("TODO: drawWithInput");
}
void TextDialog::restorePalette() {
diff --git a/engines/mads/events.cpp b/engines/mads/events.cpp
index 89d1560714..23d2e72eeb 100644
--- a/engines/mads/events.cpp
+++ b/engines/mads/events.cpp
@@ -42,7 +42,7 @@ EventsManager::EventsManager(MADSEngine *vm) {
}
EventsManager::~EventsManager() {
- delete _cursorSprites;
+ freeCursors();
}
void EventsManager::loadCursors(const Common::String &spritesName) {
@@ -68,8 +68,22 @@ void EventsManager::hideCursor() {
CursorMan.showMouse(false);
}
+void EventsManager::resetCursor() {
+ CursorType cursorId = (CursorType)MIN(_cursorSprites->getCount(), (int)CURSOR_WAIT);
+ _newCursorId = cursorId;
+ if (_cursorId != _newCursorId) {
+ changeCursor();
+ _cursorId = _newCursorId;
+ }
+}
+
void EventsManager::changeCursor() {
+ warning("TODO: changeCursor");
+}
+void EventsManager::freeCursors() {
+ delete _cursorSprites;
+ _cursorSprites = nullptr;
}
void EventsManager::pollEvents() {
diff --git a/engines/mads/events.h b/engines/mads/events.h
index 4705e6258f..01f48170d4 100644
--- a/engines/mads/events.h
+++ b/engines/mads/events.h
@@ -93,6 +93,16 @@ public:
void hideCursor();
/**
+ * Resets the cursor, if necessary
+ */
+ void resetCursor();
+
+ /**
+ * Free currently loaded cursors
+ */
+ void freeCursors();
+
+ /**
* Poll any pending events
*/
void pollEvents();
diff --git a/engines/mads/game.cpp b/engines/mads/game.cpp
index 774ec98eb4..aa0d1dcac6 100644
--- a/engines/mads/game.cpp
+++ b/engines/mads/game.cpp
@@ -26,6 +26,7 @@
#include "mads/nebular/game_nebular.h"
#include "mads/graphics.h"
#include "mads/msurface.h"
+#include "mads/resources.h"
namespace MADS {
@@ -38,15 +39,66 @@ Game *Game::init(MADSEngine *vm) {
Game::Game(MADSEngine *vm): _vm(vm), _surface(nullptr) {
_sectionNumber = _priorSectionNumber = 0;
+ _difficultyLevel = DIFFICULTY_HARD;
+ _saveSlot = -1;
+ _statusFlag = 0;
+ _sectionHandler = nullptr;
}
Game::~Game() {
delete _surface;
+ delete _sectionHandler;
}
void Game::run() {
- if (!checkCopyProtection())
- return;
+ int protectionResult = checkCopyProtection();
+ switch (protectionResult) {
+ case 1:
+ // Copy protection failed
+ _scene._nextSceneId = 804;
+ initialiseGlobals();
+ _globalFlags[5] = 0xFFFF;
+ _saveSlot = -1;
+ break;
+ case 2:
+ _statusFlag = 0;
+ break;
+ default:
+ break;
+ }
+
+ if (_saveSlot == -1 && protectionResult != -1 && protectionResult != -2) {
+ initSection(_scene._sectionNum);
+ _statusFlag = _scene._sectionNum != 1;
+ _pendingDialog = DIALOG_DIFFICULTY;
+
+ showDialog();
+ _pendingDialog = DIALOG_NONE;
+
+ _vm->_events->freeCursors();
+ _scene._priorSectionNum = 0;
+ _scene._priorSceneId = 0;
+ _scene._sectionNum2 = -1;
+ _scene._currentSceneId = -1;
+ }
+
+ if (protectionResult != 1 && protectionResult != 2) {
+ initialiseGlobals();
+
+ if (_saveSlot != -1) {
+ warning("TODO: loadGame(\"REX.SAV\", 210)");
+ _statusFlag = false;
+ }
+ }
+
+ if (_statusFlag)
+ gameLoop();
+}
+
+void Game::gameLoop() {
+ setSectionHandler();
+
+ // TODO: More stuff
}
void Game::initSection(int sectionNumber) {
@@ -61,4 +113,73 @@ void Game::initSection(int sectionNumber) {
CURSOR_ARROW : CURSOR_WAIT);
}
+void Game::loadObjects() {
+ File f("*OBJECTS.DAT");
+
+ // Get the total numer of inventory objects
+ int count = f.readUint16LE();
+ _objects.reserve(count);
+
+ // Read in each object
+ for (int i = 0; i < count; ++i) {
+ InventoryObject obj;
+ obj.load(f);
+ _objects.push_back(obj);
+
+ // If it's for the player's inventory, add the index to the inventory list
+ if (obj._roomNumber == PLAYER_INVENTORY) {
+ _inventoryList.push_back(i);
+ assert(_inventoryList.size() <= 32);
+ }
+ }
+}
+
+void Game::setObjectData(int objIndex, int id, const byte *p) {
+ // TODO: This whole method seems weird. Check it out more thoroughly once
+ // more of the engine is implemented
+ for (int i = 0; i < (int)_objects.size(); ++i) {
+ InventoryObject &obj = _objects[i];
+ if (obj._vocabList[0]._actionFlags1 <= i)
+ break;
+
+ if (obj._mutilateString[6 + i] == id) {
+ _objects[objIndex]._objFolder = p;
+ }
+ }
+}
+
+void Game::setObjectRoom(int objectId, int roomNumber) {
+ warning("TODO: setObjectRoom");
+}
+
+void Game::loadResourceSequence(const Common::String prefix, int v) {
+ warning("TODO: loadResourceSequence");
+}
+
+/*------------------------------------------------------------------------*/
+
+void InventoryObject::load(Common::SeekableReadStream &f) {
+ _descId = f.readUint16LE();
+ _roomNumber = f.readUint16LE();
+ _article = f.readByte();
+ _vocabCount = f.readByte();
+
+ for (int i = 0; i < 3; ++i) {
+ _vocabList[i]._actionFlags1 = f.readByte();
+ _vocabList[i]._actionFlags2 = f.readByte();
+ _vocabList[i]._vocabId = f.readByte();
+ }
+
+ f.skip(4); // field12
+ f.read(&_mutilateString[0], 10);
+ f.skip(16);
+}
+
+/*------------------------------------------------------------------------*/
+
+Player::Player() {
+ _direction = 8;
+ _newDirection = 8;
+}
+
} // End of namespace MADS
diff --git a/engines/mads/game.h b/engines/mads/game.h
index bb15a8e35b..9dd7ca0ace 100644
--- a/engines/mads/game.h
+++ b/engines/mads/game.h
@@ -24,28 +24,136 @@
#define MADS_GAME_H
#include "common/scummsys.h"
+#include "mads/scene.h"
namespace MADS {
class MADSEngine;
+enum {
+ PLAYER_INVENTORY = 2
+};
+
+enum Difficulty {
+ DIFFICULTY_HARD = 1, DIFFICULTY_MEDIUM = 2, DIFFICULTY_EASY = 3
+};
+
+enum DialogId {
+ DIALOG_NONE = 0, DIALOG_GAME_MENU = 1, DIALOG_SAVE = 2, DIALOG_RESTORE = 3,
+ DIALOG_OPTIONS = 4, DIALOG_DIFFICULTY = 5, DIALOG_ERROR = 6
+};
+
+class InventoryObject {
+public:
+ int _descId;
+ int _roomNumber;
+ int _article;
+ int _vocabCount;
+ struct {
+ int _actionFlags1;
+ int _actionFlags2;
+ int _vocabId;
+ } _vocabList[3];
+ char _mutilateString[10]; // ???
+ const byte *_objFolder; // ???
+
+ /**
+ * Loads the data for a given object
+ */
+ void load(Common::SeekableReadStream &f);
+};
+
+class Player {
+public:
+ int _direction;
+ int _newDirection;
+public:
+ Player();
+};
+
+class SectionHandler {
+protected:
+ MADSEngine *_vm;
+public:
+ SectionHandler(MADSEngine *vm): _vm(vm) {}
+
+ virtual void loadSection() = 0;
+ virtual void sectionPtr2() = 0;
+ virtual void sectionPtr3() = 0;
+};
+
class Game {
+private:
+ /**
+ * Main game loop
+ */
+ void gameLoop();
protected:
MADSEngine *_vm;
MSurface *_surface;
+ Difficulty _difficultyLevel;
+ Common::Array<uint16> _globalFlags;
+ Common::Array<InventoryObject> _objects;
+ Common::Array<int> _inventoryList;
+ Player _player;
+ Scene _scene;
+ int _saveSlot;
+ int _statusFlag;
+ DialogId _pendingDialog;
+
+ SectionHandler *_sectionHandler;
+ /**
+ * Constructor
+ */
Game(MADSEngine *vm);
/**
- * Perform any copy protection check
+ * Loads the game's object list
+ */
+ void loadObjects();
+
+ /**
+ * Set the associated data? pointer with an inventory object
*/
- virtual bool checkCopyProtection() = 0;
+ void setObjectData(int objIndex, int id, const byte *p);
+
+ /**
+ * Sets the room number
+ */
+ void setObjectRoom(int objectId, int roomNumber);
/**
* Initialises the current section number of the game
*/
void initSection(int sectionNumber);
+ void loadResourceSequence(const Common::String prefix, int v);
+
+ //@{
+ /** @name Virtual Method list */
+
+ /**
+ * Perform any copy protection check
+ */
+ virtual int checkCopyProtection() = 0;
+
+ /**
+ * Initialises global variables for a new game
+ */
+ virtual void initialiseGlobals() = 0;
+
+ /**
+ * Show a game dialog
+ */
+ virtual void showDialog() = 0;
+
+ /**
+ * Set up the section handler specific to each section
+ */
+ virtual void setSectionHandler() = 0;
+ //@}
+
public:
static Game *init(MADSEngine *vm);
public:
diff --git a/engines/mads/module.mk b/engines/mads/module.mk
index 0b5f4c7b48..9219d04fdc 100644
--- a/engines/mads/module.mk
+++ b/engines/mads/module.mk
@@ -18,6 +18,7 @@ MODULE_OBJS := \
msurface.o \
palette.o \
resources.o \
+ scene.o \
sound.o \
user_interface.o
diff --git a/engines/mads/nebular/game_nebular.cpp b/engines/mads/nebular/game_nebular.cpp
index bf52af3733..2e27eaea0f 100644
--- a/engines/mads/nebular/game_nebular.cpp
+++ b/engines/mads/nebular/game_nebular.cpp
@@ -37,15 +37,153 @@ GameNebular::GameNebular(MADSEngine *vm): Game(vm) {
_surface =MSurface::init(MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT - MADS_INTERFACE_HEIGHT);
}
-bool GameNebular::checkCopyProtection() {
+int GameNebular::checkCopyProtection() {
if (!ConfMan.getBool("copy_protection"))
return true;
+ /* DEBUG: Disabled for now
CopyProtectionDialog *dlg = new CopyProtectionDialog(_vm, false);
dlg->show();
delete dlg;
+ */
- return false;
+ // DEBUG: Return that copy protection failed
+ return 1;
+}
+
+void GameNebular::initialiseGlobals() {
+ // Allocate globals space
+ _globalFlags.resize(210);
+ for (int i = 0; i < 210; ++i)
+ _globalFlags[i] = 0;
+
+ // Set specific values needed by the game
+ _globalFlags[4] = 8;
+ _globalFlags[33] = 1;
+ _globalFlags[10] = 0xFFFF;
+ _globalFlags[13] = 0xFFFF;
+ _globalFlags[15] = 0xFFFF;
+ _globalFlags[19] = 0xFFFF;
+ _globalFlags[20] = 0xFFFF;
+ _globalFlags[21] = 0xFFFF;
+ _globalFlags[95] = 0xFFFF;
+
+ setObjectData(3, 17, nullptr);
+
+ // Put the values 0 through 3 in a random order in global slots 83 to 86
+ for (int i = 0; i < 4;) {
+ int randomVal = _vm->getRandomNumber(3);
+ _globalFlags[83 + i] = randomVal;
+
+ bool flag = false;
+ for (int idx2 = 0; idx2 < i; ++idx2) {
+ if (_globalFlags[83 + idx2] == randomVal)
+ flag = true;
+ }
+
+ if (!flag)
+ ++i;
+ }
+
+ // Put the values 0 through 3 in a random order in global slots 87 to 90
+ for (int i = 0; i < 4;) {
+ int randomVal = _vm->getRandomNumber(3);
+ _globalFlags[87 + i] = randomVal;
+
+ bool flag = false;
+ for (int idx2 = 0; idx2 < i; ++idx2) {
+ if (_globalFlags[87 + idx2] == randomVal)
+ flag = true;
+ }
+
+ if (!flag)
+ ++i;
+ }
+
+ _globalFlags[120] = 501;
+ _globalFlags[121] = 0xFFFF;
+ _globalFlags[55] = 0xFFFF;
+ _globalFlags[119] = 1;
+ _globalFlags[134] = 4;
+
+ // Fill out the globals 200 to 209 with unique random values less than 10000
+ for (int i = 0; i < 10; ++i) {
+ int randomVal = _vm->getRandomNumber(9999);
+ _globalFlags[200 + i] = randomVal;
+
+ bool flag = false;
+ for (int idx2 = 0; idx2 < i; ++idx2) {
+ if (_globalFlags[200 + idx2] == randomVal)
+ flag = true;
+ }
+
+ if (!flag)
+ ++i;
+ }
+
+ // Difficulty level control
+ switch (_difficultyLevel) {
+ case DIFFICULTY_HARD:
+ _globalFlags[35] = 0;
+ setObjectRoom(9, 1);
+ setObjectRoom(50, 1);
+ _globalFlags[137] = 5;
+ _globalFlags[136] = 0;
+ break;
+ case DIFFICULTY_MEDIUM:
+ _globalFlags[35] = 0;
+ setObjectRoom(8, 1);
+ _globalFlags[137] = 0xFFFF;
+ _globalFlags[136] = 6;
+ break;
+ case DIFFICULTY_EASY:
+ _globalFlags[35] = 2;
+ setObjectRoom(8, 1);
+ setObjectRoom(27, 1);
+ break;
+ default:
+ break;
+ }
+
+ _player._direction = 8;
+ _player._newDirection = 8;
+
+ loadResourceSequence("RXM", 1);
+ loadResourceSequence("ROX", 1);
+}
+
+void GameNebular::showDialog() {
+ warning("TODO: showDialog");
+}
+
+void GameNebular::setSectionHandler() {
+ delete _sectionHandler;
+
+ switch (_scene._sectionNum) {
+ case 1:
+ _sectionHandler = new Section1Handler(_vm);
+ break;
+ case 2:
+ _sectionHandler = new Section2Handler(_vm);
+ break;
+ case 3:
+ _sectionHandler = new Section3Handler(_vm);
+ break;
+ case 4:
+ _sectionHandler = new Section4Handler(_vm);
+ break;
+ case 5:
+ _sectionHandler = new Section5Handler(_vm);
+ break;
+ case 6:
+ _sectionHandler = new Section6Handler(_vm);
+ break;
+ case 7:
+ _sectionHandler = new Section7Handler(_vm);
+ break;
+ default:
+ break;
+ }
}
} // End of namespace Nebular
diff --git a/engines/mads/nebular/game_nebular.h b/engines/mads/nebular/game_nebular.h
index b0f088f891..b7f47aa9cd 100644
--- a/engines/mads/nebular/game_nebular.h
+++ b/engines/mads/nebular/game_nebular.h
@@ -35,9 +35,35 @@ class GameNebular: public Game {
protected:
GameNebular(MADSEngine *vm);
- virtual bool checkCopyProtection();
+ virtual int checkCopyProtection();
+
+ virtual void initialiseGlobals();
+
+ virtual void showDialog();
+
+ virtual void setSectionHandler();
};
+
+class Section1Handler: public SectionHandler {
+public:
+ Section1Handler(MADSEngine *vm): SectionHandler(vm) {}
+
+ // TODO: Properly implement handler methods
+ virtual void loadSection() {}
+ virtual void sectionPtr2() {}
+ virtual void sectionPtr3() {}
+};
+
+// TODO: Properly implement handler classes
+typedef Section1Handler Section2Handler;
+typedef Section1Handler Section3Handler;
+typedef Section1Handler Section4Handler;
+typedef Section1Handler Section5Handler;
+typedef Section1Handler Section6Handler;
+typedef Section1Handler Section7Handler;
+
+
} // End of namespace Nebular
} // End of namespace MADS
diff --git a/engines/mads/scene.cpp b/engines/mads/scene.cpp
new file mode 100644
index 0000000000..f6bbf32e40
--- /dev/null
+++ b/engines/mads/scene.cpp
@@ -0,0 +1,37 @@
+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "common/scummsys.h"
+#include "mads/scene.h"
+
+namespace MADS {
+
+Scene::Scene() {
+ _sectionNum = 1;
+ _sectionNum2 = -1;
+ _priorSectionNum = 0;
+ _priorSceneId = 0;
+ _nextSceneId = 0;
+ _currentSceneId = 0;
+}
+
+} // End of namespace MADS
diff --git a/engines/mads/scene.h b/engines/mads/scene.h
new file mode 100644
index 0000000000..a5359a9895
--- /dev/null
+++ b/engines/mads/scene.h
@@ -0,0 +1,44 @@
+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#ifndef MADS_SCENE_H
+#define MADS_SCENE_H
+
+#include "common/scummsys.h"
+
+namespace MADS {
+
+class Scene {
+public:
+ int _priorSectionNum;
+ int _sectionNum;
+ int _sectionNum2;
+ int _priorSceneId;
+ int _nextSceneId;
+ int _currentSceneId;
+
+ Scene();
+};
+
+} // End of namespace MADS
+
+#endif /* MADS_SCENE_H */