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authorMatthew Hoops2011-12-12 15:25:28 -0500
committerMatthew Hoops2011-12-12 15:25:28 -0500
commit00279659b22cbd5db739d5351e83a9fc2a2ae408 (patch)
tree497f06f46820043cbdf1725652b8f0073223e24a /engines/tsage/blue_force/blueforce_logic.cpp
parentd932df79bed5aac97e17c0920a5e75cb5ce733ee (diff)
parentd1628feb761acc9f4607f64de3eb620fea53bcc9 (diff)
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Merge remote branch 'upstream/master' into pegasus
Conflicts: video/qt_decoder.cpp
Diffstat (limited to 'engines/tsage/blue_force/blueforce_logic.cpp')
-rw-r--r--engines/tsage/blue_force/blueforce_logic.cpp390
1 files changed, 359 insertions, 31 deletions
diff --git a/engines/tsage/blue_force/blueforce_logic.cpp b/engines/tsage/blue_force/blueforce_logic.cpp
index 247fc4b9f2..22299c1bf1 100644
--- a/engines/tsage/blue_force/blueforce_logic.cpp
+++ b/engines/tsage/blue_force/blueforce_logic.cpp
@@ -43,9 +43,7 @@ namespace BlueForce {
void BlueForceGame::start() {
// Start the game
- g_globals->_sceneManager.changeScene(300);
-
- g_globals->_events.setCursor(CURSOR_WALK);
+ g_globals->_sceneManager.changeScene(20);
}
Scene *BlueForceGame::createScene(int sceneNumber) {
@@ -65,17 +63,32 @@ Scene *BlueForceGame::createScene(int sceneNumber) {
// Tsnunami Title Screen #2
return new Scene100();
case 109:
- // Introduction Bar Room
+ // Introduction - Bar Room
return new Scene109();
case 110:
+ // Introduction - Outside the bar
+ return new Scene110();
case 114:
+ // Outside Tony's Bar
+ return new Scene114();
case 115:
+ // Inside Tony's Bar
+ return new Scene115();
case 125:
+ // Intro - Chase in the city
+ return new Scene125();
case 140:
+ // Intro - Burglar near the House
+ return new Scene140();
case 150:
+ // Intro - Burglar inside the house
+ return new Scene150();
case 160:
+ // Intro - Burial
+ return new Scene160();
case 180:
- error("Scene group 1 not implemented");
+ // Front of Home
+ return new Scene180();
case 190:
// Front of Police Station
return new Scene190();
@@ -92,7 +105,7 @@ Scene *BlueForceGame::createScene(int sceneNumber) {
// Credits - Gun Training
return new Scene225();
case 265:
- // Graduation Article
+ // Intro - Graduation Article
return new Scene265();
case 270:
// Living Room & Kitchen
@@ -101,7 +114,8 @@ Scene *BlueForceGame::createScene(int sceneNumber) {
// Living Room & Kitchen #2
return new Scene271();
case 280:
- error("Scene group 2 not implemented");
+ // Bedroom Flashback cut-scene
+ return new Scene280();
case 300:
// Outside Police Station
return new Scene300();
@@ -184,13 +198,17 @@ Scene *BlueForceGame::createScene(int sceneNumber) {
// Decking
return new Scene690();
case 710:
+ // Beach
return new Scene710();
case 800:
// Jamison & Ryan
return new Scene800();
case 810:
+ // Lyle's Office
+ return new Scene810();
case 820:
- error("Scene group 8 not implemented");
+ // Microfiche Reader
+ return new Scene820();
case 830:
// Outside Boat Rentals
return new Scene830();
@@ -198,17 +216,25 @@ Scene *BlueForceGame::createScene(int sceneNumber) {
// Boat Rentals
return new Scene840();
case 850:
+ // Boat Leaving/Entering Marina
+ return new Scene850();
case 860:
+ // Boat Entering Cove
+ return new Scene860();
case 870:
+ // Cove Beach
+ return new Scene870();
case 880:
- error("Scene group 8 not implemented");
+ // Beach Path
+ return new Scene880();
case 900:
- // Outside Warehouse
+ // Outside the Warehouse
return new Scene900();
case 910:
- error("Scene group 9 not implemented");
+ // Inside the Warehouse
+ return new Scene910();
case 920:
- // Inside Warehouse: Secret room
+ // Inside the Warehouse: Secret room
return new Scene920();
case 930:
// Inside the caravan
@@ -217,6 +243,7 @@ Scene *BlueForceGame::createScene(int sceneNumber) {
// Hidden in the wardrobe
return new Scene935();
case 940:
+ // Jail ending animation
return new Scene940();
default:
error("Unknown scene number - %d", sceneNumber);
@@ -224,6 +251,20 @@ Scene *BlueForceGame::createScene(int sceneNumber) {
}
}
+/**
+ * Returns true if it is currently okay to restore a game
+ */
+bool BlueForceGame::canLoadGameStateCurrently() {
+ return true;
+}
+
+/**
+ * Returns true if it is currently okay to save the game
+ */
+bool BlueForceGame::canSaveGameStateCurrently() {
+ return true;
+}
+
void BlueForceGame::rightClick() {
RightClickDialog *dlg = new RightClickDialog();
dlg->execute();
@@ -274,6 +315,24 @@ void BlueForceGame::processEvent(Event &event) {
}
}
+void BlueForceGame::restart() {
+ g_globals->_scenePalette.clearListeners();
+ g_globals->_soundHandler.stop();
+
+ // Reset the globals
+ g_globals->reset();
+
+ // Clear save/load slots
+ g_globals->_sceneHandler->_saveGameSlot = -1;
+ g_globals->_sceneHandler->_loadGameSlot = -1;
+
+ g_globals->_stripNum = 0;
+ g_globals->_events.setCursor(CURSOR_WALK);
+
+ // Change to the first game scene
+ g_globals->_sceneManager.changeScene(190);
+}
+
/*--------------------------------------------------------------------------*/
AObjectArray::AObjectArray(): EventHandler() {
@@ -563,15 +622,15 @@ void FollowerObject::dispatch() {
} else if ((_object->_visage != 308) || (_object->_strip != 1)) {
show();
setStrip(_object->_strip);
- setPosition(_object->_position, _object->_yDiff);
+ setPosition(Common::Point(_object->_position.x + 1, _object->_position.y), _yDiff);
}
}
void FollowerObject::reposition() {
assert(_object);
setStrip(_object->_strip);
- setPosition(_object->_position, _object->_yDiff);
- reposition();
+ setPosition(_object->_position, _yDiff);
+ NamedObject::reposition();
}
void FollowerObject::setup(SceneObject *object, int visage, int frameNum, int yDiff) {
@@ -665,13 +724,28 @@ void SceneExt::postInit(SceneObjectList *OwnerList) {
Scene::postInit(OwnerList);
if (BF_GLOBALS._dayNumber) {
// Blank out the bottom portion of the screen
- BF_GLOBALS._interfaceY = BF_INTERFACE_Y;
+ BF_GLOBALS._interfaceY = UI_INTERFACE_Y;
- Rect r(0, BF_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT);
+ Rect r(0, UI_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT);
BF_GLOBALS.gfxManager().getSurface().fillRect(r, 0);
}
}
+void SceneExt::remove() {
+ T2_GLOBALS._uiElements.hide();
+ T2_GLOBALS._uiElements.resetClear();
+
+ // Below code originally in Blue Force Scene::remove(). Placed here to avoid contaminating
+ // core class with Blue Force specific code
+ if (_action) {
+ if (_action->_endHandler)
+ _action->_endHandler = NULL;
+ _action->remove();
+ }
+
+ _focusObject = NULL;
+}
+
void SceneExt::process(Event &event) {
_objArray2.process(event);
if (!event.handled)
@@ -683,8 +757,8 @@ void SceneExt::dispatch() {
if (_field37A) {
if ((--_field37A == 0) && BF_GLOBALS._dayNumber) {
- if (BF_GLOBALS._uiElements._active && BF_GLOBALS._player._enabled) {
- BF_GLOBALS._uiElements.show();
+ if (T2_GLOBALS._uiElements._active && BF_GLOBALS._player._enabled) {
+ T2_GLOBALS._uiElements.show();
}
_field37A = 0;
@@ -699,6 +773,7 @@ void SceneExt::loadScene(int sceneNum) {
_v51C34.top = 0;
_v51C34.bottom = 300;
+ BF_GLOBALS._sceneHandler->_delayTicks = 1;
}
void SceneExt::checkGun() {
@@ -773,8 +848,8 @@ void SceneExt::startStrip() {
scene->_savedCanWalk = BF_GLOBALS._player._canWalk;
BF_GLOBALS._player.disableControl();
- if (!BF_GLOBALS._v50696 && BF_GLOBALS._uiElements._active)
- BF_GLOBALS._uiElements.hide();
+ if (!BF_GLOBALS._v50696 && T2_GLOBALS._uiElements._active)
+ T2_GLOBALS._uiElements.hide();
}
}
@@ -787,8 +862,8 @@ void SceneExt::endStrip() {
BF_GLOBALS._player._uiEnabled = scene->_savedUiEnabled;
BF_GLOBALS._player._canWalk = scene->_savedCanWalk;
- if (!BF_GLOBALS._v50696 && BF_GLOBALS._uiElements._active)
- BF_GLOBALS._uiElements.show();
+ if (!BF_GLOBALS._v50696 && T2_GLOBALS._uiElements._active)
+ T2_GLOBALS._uiElements.show();
}
}
@@ -841,12 +916,12 @@ void PalettedScene::add2Faders(const byte *arrBufferRGB, int step, int paletteNu
BF_GLOBALS._scenePalette.addFader(_palette._palette, 256, step, action);
}
-void PalettedScene::sub15E4F(const byte *arrBufferRGB, int arg8, int paletteNum, Action *action, int fromColor1, int fromColor2, int toColor1, int toColor2, bool flag) {
+void PalettedScene::transition(const byte *arrBufferRGB, int percent, int paletteNum, Action *action, int fromColor1, int fromColor2, int toColor1, int toColor2, bool flag) {
byte tmpPalette[768];
_palette.loadPalette(paletteNum);
_palette.loadPalette(2);
- if (!flag) {
+ if (flag) {
for (int i = fromColor1; i <= fromColor2; i++) {
tmpPalette[(3 * i)] = BF_GLOBALS._scenePalette._palette[(3 * i)];
tmpPalette[(3 * i) + 1] = BF_GLOBALS._scenePalette._palette[(3 * i) + 1];
@@ -861,9 +936,9 @@ void PalettedScene::sub15E4F(const byte *arrBufferRGB, int arg8, int paletteNum,
}
for (int i = toColor1; i <= toColor2; i++) {
- tmpPalette[i] = _palette._palette[i] - ((_palette._palette[i] - arrBufferRGB[0]) * (100 - arg8)) / 100;
- tmpPalette[i + 1] = _palette._palette[i + 1] - ((_palette._palette[i + 1] - arrBufferRGB[1]) * (100 - arg8)) / 100;
- tmpPalette[i + 2] = _palette._palette[i + 2] - ((_palette._palette[i + 2] - arrBufferRGB[2]) * (100 - arg8)) / 100;
+ tmpPalette[i * 3] = _palette._palette[i * 3] - ((_palette._palette[i * 3] - arrBufferRGB[i * 3]) * (100 - percent)) / 100;
+ tmpPalette[i * 3 + 1] = _palette._palette[i * 3 + 1] - ((_palette._palette[i * 3 + 1] - arrBufferRGB[i * 3 + 1]) * (100 - percent)) / 100;
+ tmpPalette[i * 3 + 2] = _palette._palette[i * 3 + 2] - ((_palette._palette[i * 3 + 2] - arrBufferRGB[i * 3 + 2]) * (100 - percent)) / 100;
}
BF_GLOBALS._scenePalette.addFader((const byte *)tmpPalette, 256, 100, action);
@@ -885,8 +960,8 @@ void SceneHandlerExt::process(Event &event) {
if (scene && scene->_focusObject)
scene->_focusObject->process(event);
- if (BF_GLOBALS._uiElements._active) {
- BF_GLOBALS._uiElements.process(event);
+ if (T2_GLOBALS._uiElements._active) {
+ T2_GLOBALS._uiElements.process(event);
if (event.handled)
return;
}
@@ -899,6 +974,23 @@ void SceneHandlerExt::process(Event &event) {
return;
}
+ // If the user clicks the button whilst the introduction is active, prompt for playing the game
+ if ((BF_GLOBALS._dayNumber == 0) && (event.eventType == EVENT_BUTTON_DOWN)) {
+ // Prompt user for whether to start play or watch introduction
+ BF_GLOBALS._player.enableControl();
+ BF_GLOBALS._events.setCursor(CURSOR_WALK);
+
+ if (MessageDialog::show2(WATCH_INTRO_MSG, START_PLAY_BTN_STRING, INTRODUCTION_BTN_STRING) == 0) {
+ // Start the game
+ BF_GLOBALS._dayNumber = 1;
+ BF_GLOBALS._sceneManager.changeScene(190);
+ } else {
+ BF_GLOBALS._player.disableControl();
+ }
+
+ event.handled = true;
+ }
+
SceneHandler::process(event);
}
@@ -1126,6 +1218,9 @@ void BlueForceInvObjectList::reset() {
setObjectScene(INV_DOG_WHISTLE, 880);
setObjectScene(INV_YELLOW_CORD, 910);
setObjectScene(INV_BLACK_CORD, 910);
+
+ // Set up the select item handler method
+ T2_GLOBALS._onSelectItem = SelectItem;
}
void BlueForceInvObjectList::setObjectScene(int objectNum, int sceneNumber) {
@@ -1140,7 +1235,7 @@ void BlueForceInvObjectList::setObjectScene(int objectNum, int sceneNumber) {
BF_GLOBALS._events.setCursor(CURSOR_USE);
// Update the user interface if necessary
- BF_GLOBALS._uiElements.updateInventory();
+ T2_GLOBALS._uiElements.updateInventory();
}
void BlueForceInvObjectList::alterInventory(int mode) {
@@ -1232,8 +1327,241 @@ void BlueForceInvObjectList::alterInventory(int mode) {
}
}
+/**
+ * When an inventory item is selected, check if it's the gun belt, since that has a specific dialog
+ */
+bool BlueForceInvObjectList::SelectItem(int objectNumber) {
+ if (objectNumber == INV_AMMO_BELT) {
+ AmmoBeltDialog *dlg = new AmmoBeltDialog();
+ dlg->execute();
+ delete dlg;
+
+ return true;
+ }
+
+ return false;
+}
+
+/*--------------------------------------------------------------------------*/
+
+NamedHotspot::NamedHotspot() : SceneHotspot() {
+ _resNum = 0;
+ _lookLineNum = _useLineNum = _talkLineNum = -1;
+}
+
+bool NamedHotspot::startAction(CursorType action, Event &event) {
+ switch (action) {
+ case CURSOR_WALK:
+ // Nothing
+ return false;
+ case CURSOR_LOOK:
+ if (_lookLineNum == -1)
+ return SceneHotspot::startAction(action, event);
+
+ SceneItem::display2(_resNum, _lookLineNum);
+ return true;
+ case CURSOR_USE:
+ if (_useLineNum == -1)
+ return SceneHotspot::startAction(action, event);
+
+ SceneItem::display2(_resNum, _useLineNum);
+ return true;
+ case CURSOR_TALK:
+ if (_talkLineNum == -1)
+ return SceneHotspot::startAction(action, event);
+
+ SceneItem::display2(_resNum, _talkLineNum);
+ return true;
+ default:
+ return SceneHotspot::startAction(action, event);
+ }
+}
+
+void NamedHotspot::setDetails(int ys, int xs, int ye, int xe, const int resnum, const int lookLineNum, const int useLineNum) {
+ setBounds(ys, xe, ye, xs);
+ _resNum = resnum;
+ _lookLineNum = lookLineNum;
+ _useLineNum = useLineNum;
+ _talkLineNum = -1;
+ g_globals->_sceneItems.addItems(this, NULL);
+}
+
+void NamedHotspot::setDetails(const Rect &bounds, int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode, SceneItem *item) {
+ setBounds(bounds);
+ _resNum = resNum;
+ _lookLineNum = lookLineNum;
+ _talkLineNum = talkLineNum;
+ _useLineNum = useLineNum;
+
+ switch (mode) {
+ case 2:
+ g_globals->_sceneItems.push_front(this);
+ break;
+ case 4:
+ g_globals->_sceneItems.addBefore(item, this);
+ break;
+ case 5:
+ g_globals->_sceneItems.addAfter(item, this);
+ break;
+ default:
+ g_globals->_sceneItems.push_back(this);
+ break;
+ }
+}
+
+void NamedHotspot::setDetails(int sceneRegionId, int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode) {
+ _sceneRegionId = sceneRegionId;
+ _resNum = resNum;
+ _lookLineNum = lookLineNum;
+ _talkLineNum = talkLineNum;
+ _useLineNum = useLineNum;
+
+ // Handle adding hotspot to scene items list as necessary
+ switch (mode) {
+ case 2:
+ GLOBALS._sceneItems.push_front(this);
+ break;
+ case 3:
+ break;
+ default:
+ GLOBALS._sceneItems.push_back(this);
+ break;
+ }
+}
+
+void NamedHotspot::synchronize(Serializer &s) {
+ SceneHotspot::synchronize(s);
+ s.syncAsSint16LE(_resNum);
+ s.syncAsSint16LE(_lookLineNum);
+ s.syncAsSint16LE(_useLineNum);
+
+ if (g_vm->getGameID() == GType_BlueForce)
+ s.syncAsSint16LE(_talkLineNum);
+}
+
/*--------------------------------------------------------------------------*/
+void SceneMessage::remove() {
+ SceneExt *scene = (SceneExt *)BF_GLOBALS._sceneManager._scene;
+ if (scene->_focusObject == this)
+ scene->_focusObject = NULL;
+
+ Action::remove();
+}
+
+void SceneMessage::signal() {
+ SceneExt *scene = (SceneExt *)BF_GLOBALS._sceneManager._scene;
+
+ switch (_actionIndex++) {
+ case 0:
+ scene->_focusObject = this;
+ BF_GLOBALS._events.setCursor(CURSOR_WALK);
+ draw();
+ setDelay(180);
+ break;
+ case 1:
+ clear();
+ remove();
+ break;
+ default:
+ break;
+ }
+}
+
+void SceneMessage::process(Event &event) {
+ if ((event.eventType == EVENT_BUTTON_DOWN) ||
+ ((event.eventType == EVENT_KEYPRESS) && (event.kbd.keycode == Common::KEYCODE_RETURN))) {
+ signal();
+ }
+}
+
+
+void SceneMessage::draw() {
+ GfxSurface &surface = BF_GLOBALS._screenSurface;
+
+ // Clear the game area
+ surface.fillRect(Rect(0, 0, SCREEN_WIDTH, UI_INTERFACE_Y), 0);
+
+ // Disable scene fade in
+ BF_GLOBALS._paneRefreshFlag[0] = 0;
+
+ // Set up the font
+ GfxFont &font = BF_GLOBALS._gfxManagerInstance._font;
+ BF_GLOBALS._scenePalette.setEntry(font._colors.foreground, 255, 255, 255);
+ BF_GLOBALS._scenePalette.setPalette(font._colors.foreground, 1);
+
+ // Write out the message
+ Rect textRect(0, UI_INTERFACE_Y / 2 - (font.getHeight() / 2), SCREEN_WIDTH,
+ UI_INTERFACE_Y / 2 + (font.getHeight() / 2));
+ BF_GLOBALS._gfxManagerInstance._font.writeLines(_message.c_str(), textRect, ALIGN_CENTER);
+
+ // TODO: Ideally, saving and loading should be disabled here until the message display is complete
+}
+
+void SceneMessage::clear() {
+ // Fade out the text display
+ static const uint32 black = 0;
+ BF_GLOBALS._scenePalette.fade((const byte *)&black, false, 100);
+
+ // Refresh the background
+ BF_GLOBALS._paneRefreshFlag[0] = 0;
+
+ // Set up to fade in the game scene
+ g_globals->_sceneManager._fadeMode = FADEMODE_GRADUAL;
+ g_globals->_sceneManager._hasPalette = true;
+}
+
+IntroSceneText::IntroSceneText(): SceneText() {
+ _action = NULL;
+ _frameNumber = 0;
+ _diff = 0;
+}
+
+void IntroSceneText::setup(const Common::String &msg, Action *action) {
+ _frameNumber = BF_GLOBALS._events.getFrameNumber();
+ _diff = 180;
+ _action = action;
+ _fontNumber = 4;
+ _width = 300;
+ _textMode = ALIGN_CENTER;
+ _color1 = BF_GLOBALS._scenePalette._colors.background;
+ _color2 = _color3 = 0;
+
+ SceneText::setup(msg);
+
+ // Center the text on-screen
+ reposition();
+ _bounds.center(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2);
+
+ // Set the new position
+ _position.x = _bounds.left;
+ _position.y = _bounds.top;
+}
+
+void IntroSceneText::synchronize(Serializer &s) {
+ SceneText::synchronize(s);
+ SYNC_POINTER(_action);
+ s.syncAsUint32LE(_frameNumber);
+ s.syncAsSint16LE(_diff);
+}
+
+void IntroSceneText::dispatch() {
+ if (_diff) {
+ uint32 frameNumber = BF_GLOBALS._events.getFrameNumber();
+ if (_frameNumber < frameNumber) {
+ _diff -= frameNumber - _frameNumber;
+ _frameNumber = frameNumber;
+
+ if (_diff <= 0) {
+ // Time has expired, so remove the text and signal the designated action
+ remove();
+ if (_action)
+ _action->signal();
+ }
+ }
+ }
+}
+
} // End of namespace BlueForce
} // End of namespace TsAGE