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authorPaul Gilbert2011-04-25 19:39:45 +1000
committerPaul Gilbert2011-04-25 19:39:45 +1000
commitc68641584b8fb45d53307040f0b18d39fe42cf24 (patch)
treeeeca101c11cbcbfd5911c6c8acf16041662a4879 /engines/tsage/core.cpp
parentd0142270b829a56f7c2c8d72ec5569da017ba4c4 (diff)
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TSAGE: Added framework for playing the Ringworld demo
Diffstat (limited to 'engines/tsage/core.cpp')
-rw-r--r--engines/tsage/core.cpp228
1 files changed, 8 insertions, 220 deletions
diff --git a/engines/tsage/core.cpp b/engines/tsage/core.cpp
index 5aa33b5467..776e449c87 100644
--- a/engines/tsage/core.cpp
+++ b/engines/tsage/core.cpp
@@ -24,10 +24,7 @@
*/
#include "common/system.h"
-#include "common/config-manager.h"
-#include "common/translation.h"
#include "engines/engine.h"
-#include "gui/saveload.h"
#include "tsage/tsage.h"
#include "tsage/core.h"
#include "tsage/dialogs.h"
@@ -71,76 +68,7 @@ void InvObject::setCursor() {
/*--------------------------------------------------------------------------*/
-InvObjectList::InvObjectList() :
- _stunner(2280, 1, 2, OBJECT_STUNNER, "This is your stunner."),
- _scanner(1, 1, 3, OBJECT_SCANNER, "A combination scanner comm unit."),
- _stasisBox(5200, 1, 4, OBJECT_STASIS_BOX, "A stasis box."),
- _infoDisk(40, 1, 1, OBJECT_INFODISK, "The infodisk you took from the assassin."),
- _stasisNegator(0, 2, 2, OBJECT_STASIS_NEGATOR, "The stasis field negator."),
- _keyDevice(4250, 1, 6, OBJECT_KEY_DEVICE, "A magnetic key device."),
- _medkit(2280, 1, 7, OBJECT_MEDKIT, "Your medkit."),
- _ladder(4100, 1, 8, OBJECT_LADDER, "The chief's ladder."),
- _rope(4150, 1, 9, OBJECT_ROPE, "The chief's rope."),
- _key(7700, 1, 11, OBJECT_KEY, "A key."),
- _translator(7700, 1, 13, OBJECT_TRANSLATOR, "The dolphin translator box."),
- _ale(2150, 1, 10, OBJECT_ALE, "A bottle of ale."),
- _paper(7700, 1, 12, OBJECT_PAPER, "A slip of paper with the numbers 2,4, and 3 written on it."),
- _waldos(0, 1, 14, OBJECT_WALDOS, "A pair of waldos from the ruined probe."),
- _stasisBox2(8100, 1, 4, OBJECT_STASIS_BOX2, "A stasis box."),
- _ring(8100, 2, 5, OBJECT_RING, "This is a signet ring sent to you by Louis Wu."),
- _cloak(9850, 2, 6, OBJECT_CLOAK, "A fine silk cloak."),
- _tunic(9450, 2, 7, OBJECT_TUNIC, "The patriarch's soiled tunic."),
- _candle(9500, 2, 8, OBJECT_CANDLE, "A tallow candle."),
- _straw(9400, 2, 9, OBJECT_STRAW, "Clean, dry straw."),
- _scimitar(9850, 1, 18, OBJECT_SCIMITAR, "A scimitar from the Patriarch's closet."),
- _sword(9850, 1, 17, OBJECT_SWORD, "A short sword from the Patriarch's closet."),
- _helmet(9500, 2, 4, OBJECT_HELMET, "Some type of helmet."),
- _items(4300, 2, 10, OBJECT_ITEMS, "Two interesting items from the Tnuctipun vessel."),
- _concentrator(4300, 2, 11, OBJECT_CONCENTRATOR, "The Tnuctipun anti-matter concentrator contained in a stasis field."),
- _nullifier(5200, 2, 12, OBJECT_NULLIFIER, "A purported neural wave nullifier."),
- _peg(4045, 2, 16, OBJECT_PEG, "A peg with a symbol."),
- _vial(5100, 2, 17, OBJECT_VIAL, "A vial of the bat creatures anti-pheromone drug."),
- _jacket(9850, 3, 1, OBJECT_JACKET, "A natty padded jacket."),
- _tunic2(9850, 3, 2, OBJECT_TUNIC2, "A very hairy tunic."),
- _bone(5300, 3, 5, OBJECT_BONE, "A very sharp bone."),
- _jar(7700, 3, 4, OBJECT_JAR, "An jar filled with a green substance."),
- _emptyJar(7700, 3, 3, OBJECT_EMPTY_JAR, "An empty jar.") {
-
- // Add the items to the list
- _itemList.push_back(&_stunner);
- _itemList.push_back(&_scanner);
- _itemList.push_back(&_stasisBox);
- _itemList.push_back(&_infoDisk);
- _itemList.push_back(&_stasisNegator);
- _itemList.push_back(&_keyDevice);
- _itemList.push_back(&_medkit);
- _itemList.push_back(&_ladder);
- _itemList.push_back(&_rope);
- _itemList.push_back(&_key);
- _itemList.push_back(&_translator);
- _itemList.push_back(&_ale);
- _itemList.push_back(&_paper);
- _itemList.push_back(&_waldos);
- _itemList.push_back(&_stasisBox2);
- _itemList.push_back(&_ring);
- _itemList.push_back(&_cloak);
- _itemList.push_back(&_tunic);
- _itemList.push_back(&_candle);
- _itemList.push_back(&_straw);
- _itemList.push_back(&_scimitar);
- _itemList.push_back(&_sword);
- _itemList.push_back(&_helmet);
- _itemList.push_back(&_items);
- _itemList.push_back(&_concentrator);
- _itemList.push_back(&_nullifier);
- _itemList.push_back(&_peg);
- _itemList.push_back(&_vial);
- _itemList.push_back(&_jacket);
- _itemList.push_back(&_tunic2);
- _itemList.push_back(&_bone);
- _itemList.push_back(&_jar);
- _itemList.push_back(&_emptyJar);
-
+InvObjectList::InvObjectList() {
_selectedItem = NULL;
}
@@ -3376,7 +3304,7 @@ GameHandler::GameHandler() : EventHandler() {
GameHandler::~GameHandler() {
if (_globals)
- _globals->_game.removeHandler(this);
+ _globals->_game->removeHandler(this);
}
void GameHandler::execute() {
@@ -3402,7 +3330,7 @@ SceneHandler::SceneHandler() {
void SceneHandler::registerHandler() {
postInit();
- _globals->_game.addHandler(this);
+ _globals->_game->addHandler(this);
}
void SceneHandler::postInit(SceneObjectList *OwnerList) {
@@ -3414,21 +3342,7 @@ void SceneHandler::postInit(SceneObjectList *OwnerList) {
// TODO: Bunch of other scene related setup goes here
_globals->_soundManager.postInit();
- // Set some default flags and cursor
- _globals->setFlag(12);
- _globals->setFlag(34);
- _globals->_events.setCursor(CURSOR_WALK);
-
- // Set the screen to scroll in response to the player moving off-screen
- _globals->_scrollFollower = &_globals->_player;
-
- // Set the object's that will be in the player's inventory by default
- _globals->_inventory._stunner._sceneNumber = 1;
- _globals->_inventory._scanner._sceneNumber = 1;
- _globals->_inventory._ring._sceneNumber = 1;
-
- // Switch to the title screen
- _globals->_sceneManager.setNewScene(1000);
+ _globals->_game->start();
}
void SceneHandler::process(Event &event) {
@@ -3452,19 +3366,19 @@ void SceneHandler::process(Event &event) {
case Common::KEYCODE_F3:
// F3 - Quit
- _globals->_game.quitGame();
+ _globals->_game->quitGame();
event.handled = false;
break;
case Common::KEYCODE_F4:
// F4 - Restart
- _globals->_game.restartGame();
+ _globals->_game->restartGame();
_globals->_events.setCursorFromFlag();
break;
case Common::KEYCODE_F7:
// F7 - Restore
- _globals->_game.restoreGame();
+ _globals->_game->restoreGame();
_globals->_events.setCursorFromFlag();
break;
@@ -3501,7 +3415,7 @@ void SceneHandler::process(Event &event) {
// Separate check for F5 - Save key
if ((event.eventType == EVENT_KEYPRESS) && (event.kbd.keycode == Common::KEYCODE_F5)) {
// F5 - Save
- _globals->_game.saveGame();
+ _globals->_game->saveGame();
event.handled = true;
_globals->_events.setCursorFromFlag();
}
@@ -3618,130 +3532,4 @@ void Game::execute() {
} while (activeFlag && !_vm->getEventManager()->shouldQuit());
}
-void Game::restartGame() {
- if (MessageDialog::show(RESTART_MSG, CANCEL_BTN_STRING, RESTART_BTN_STRING) == 1)
- _globals->_game.restart();
-}
-
-void Game::saveGame() {
- if (_globals->getFlag(50))
- MessageDialog::show(SAVING_NOT_ALLOWED_MSG, OK_BTN_STRING);
- else {
- // Show the save dialog
- handleSaveLoad(true, _globals->_sceneHandler._saveGameSlot, _globals->_sceneHandler._saveName);
- }
-}
-
-void Game::restoreGame() {
- if (_globals->getFlag(50))
- MessageDialog::show(RESTORING_NOT_ALLOWED_MSG, OK_BTN_STRING);
- else {
- // Show the load dialog
- handleSaveLoad(false, _globals->_sceneHandler._loadGameSlot, _globals->_sceneHandler._saveName);
- }
-}
-
-void Game::quitGame() {
- if (MessageDialog::show(QUIT_CONFIRM_MSG, CANCEL_BTN_STRING, QUIT_BTN_STRING) == 1)
- _vm->quitGame();
-}
-
-void Game::handleSaveLoad(bool saveFlag, int &saveSlot, Common::String &saveName) {
- const EnginePlugin *plugin = 0;
- EngineMan.findGame(_vm->getGameId(), &plugin);
- GUI::SaveLoadChooser *dialog;
- if (saveFlag)
- dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"));
- else
- dialog = new GUI::SaveLoadChooser(_("Load game:"), _("Load"));
-
- dialog->setSaveMode(saveFlag);
-
- saveSlot = dialog->runModalWithPluginAndTarget(plugin, ConfMan.getActiveDomainName());
- saveName = dialog->getResultString();
-
- delete dialog;
-}
-
-void Game::restart() {
- _globals->_scenePalette.clearListeners();
- _globals->_soundHandler.proc3();
-
- // Reset the flags
- _globals->reset();
- _globals->setFlag(34);
-
- // Clear save/load slots
- _globals->_sceneHandler._saveGameSlot = -1;
- _globals->_sceneHandler._loadGameSlot = -1;
-
- _globals->_stripNum = 0;
- _globals->_events.setCursor(CURSOR_WALK);
-
- // Reset item properties
- _globals->_inventory._stunner._sceneNumber = 1;
- _globals->_inventory._scanner._sceneNumber = 1;
- _globals->_inventory._stasisBox._sceneNumber = 5200;
- _globals->_inventory._infoDisk._sceneNumber = 40;
- _globals->_inventory._stasisNegator._sceneNumber = 0;
- _globals->_inventory._keyDevice._sceneNumber = 0;
- _globals->_inventory._medkit._sceneNumber = 2280;
- _globals->_inventory._ladder._sceneNumber = 4100;
- _globals->_inventory._rope._sceneNumber = 4150;
- _globals->_inventory._key._sceneNumber = 7700;
- _globals->_inventory._translator._sceneNumber = 2150;
- _globals->_inventory._paper._sceneNumber = 7700;
- _globals->_inventory._waldos._sceneNumber = 0;
- _globals->_inventory._ring._sceneNumber = 1;
- _globals->_inventory._stasisBox2._sceneNumber = 8100;
- _globals->_inventory._cloak._sceneNumber = 9850;
- _globals->_inventory._tunic._sceneNumber = 9450;
- _globals->_inventory._candle._sceneNumber = 9500;
- _globals->_inventory._straw._sceneNumber = 9400;
- _globals->_inventory._scimitar._sceneNumber = 9850;
- _globals->_inventory._sword._sceneNumber = 9850;
- _globals->_inventory._helmet._sceneNumber = 9500;
- _globals->_inventory._items._sceneNumber = 4300;
- _globals->_inventory._concentrator._sceneNumber = 4300;
- _globals->_inventory._nullifier._sceneNumber = 4300;
- _globals->_inventory._peg._sceneNumber = 4045;
- _globals->_inventory._vial._sceneNumber = 5100;
- _globals->_inventory._jacket._sceneNumber = 9850;
- _globals->_inventory._tunic2._sceneNumber = 9850;
- _globals->_inventory._bone._sceneNumber = 5300;
- _globals->_inventory._jar._sceneNumber = 7700;
- _globals->_inventory._emptyJar._sceneNumber = 7700;
- _globals->_inventory._selectedItem = NULL;
-
- // Change to the first game scene
- _globals->_sceneManager.changeScene(30);
-}
-
-void Game::endGame(int resNum, int lineNum) {
- _globals->_events.setCursor(CURSOR_WALK);
- Common::String msg = _resourceManager->getMessage(resNum, lineNum);
- bool savesExist = _saver->savegamesExist();
-
- if (!savesExist) {
- // No savegames exist, so prompt the user to restart or quit
- if (MessageDialog::show(msg, QUIT_BTN_STRING, RESTART_BTN_STRING) == 0)
- _vm->quitGame();
- else
- restart();
- } else {
- // Savegames exist, so prompt for Restore/Restart
- bool breakFlag;
- do {
- if (MessageDialog::show(msg, RESTART_BTN_STRING, RESTORE_BTN_STRING) == 0) {
- breakFlag = true;
- } else {
- handleSaveLoad(false, _globals->_sceneHandler._loadGameSlot, _globals->_sceneHandler._saveName);
- breakFlag = _globals->_sceneHandler._loadGameSlot > 0;
- }
- } while (!breakFlag);
- }
-
- _globals->_events.setCursorFromFlag();
-}
-
} // End of namespace tSage