/* 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 "access/resources.h" #include "access/amazon/amazon_game.h" #include "access/amazon/amazon_resources.h" #include "access/amazon/amazon_room.h" #include "access/amazon/amazon_scripts.h" namespace Access { namespace Amazon { AmazonEngine::AmazonEngine(OSystem *syst, const AccessGameDescription *gameDesc) : AccessEngine(syst, gameDesc), _guardLocation(_flags[122]), _guardFind(_flags[128]), _helpLevel(_flags[167]), _jasMayaFlag(_flags[168]), _moreHelp(_flags[169]), _flashbackFlag(_flags[171]), _riverFlag(_flags[185]), _aniOutFlag(_flags[195]), _badEnd(_flags[218]), _noHints(_flags[219]), _aniFlag(_flags[229]), _allenFlag(_flags[237]), _noSound(_flags[239]) { _skipStart = false; _canoeLane = 0; _canoeYPos = 0; _hitCount = 0; _saveRiver = 0; _hitSafe = 0; _chapter = 0; _topList = 0; _botList = 0; _riverIndex = 0; _rawInactiveX = 0; _rawInactiveY = 0; _inactiveYOff = 0; Common::fill(&_esTabTable[0], &_esTabTable[100], 0); } AmazonEngine::~AmazonEngine() { } void AmazonEngine::playGame() { // Do introduction doIntroduction(); if (shouldQuit()) return; // Setup the game setupGame(); _screen->clearScreen(); _screen->setPanel(0); _screen->forceFadeOut(); _events->showCursor(); // Setup and execute the room _room = new AmazonRoom(this); _scripts = new AmazonScripts(this); _room->doRoom(); } void AmazonEngine::doIntroduction() { _screen->setInitialPalettte(); _events->setCursor(CURSOR_0); _events->showCursor(); _screen->setPanel(0); // TODO: Worry about implementing full intro sequence later return; doTitle(); if (shouldQuit()) return; if (!_skipStart) { _screen->setPanel(3); doOpening(); if (shouldQuit()) return; if (!_skipStart) { doTent(); if (shouldQuit()) return; } } doTitle(); } void AmazonEngine::doTitle() { _screen->setDisplayScan(); _destIn = &_buffer2; _screen->forceFadeOut(); _events->hideCursor(); _sound->queueSound(0, 98, 30); _sound->_soundPriority[0] = 1; _screen->_loadPalFlag = false; _files->loadScreen(0, 3); _buffer2.copyFrom(*_screen); _buffer1.copyFrom(*_screen); _screen->forceFadeIn(); _sound->playSound(1); byte *spriteData = _files->loadFile(0, 2); _objectsTable[0] = new SpriteResource(this, spriteData, _files->_filesize, DisposeAfterUse::YES); _sound->playSound(1); _screen->_loadPalFlag = false; _files->loadScreen(0, 4); _sound->playSound(1); _buffer2.copyFrom(*_screen); _buffer1.copyFrom(*_screen); _sound->playSound(1); const int COUNTDOWN[6] = { 2, 0x80, 1, 0x7d, 0, 0x87 }; for (int _pCount = 0; _pCount < 3; ++_pCount) { _buffer2.copyFrom(_buffer1); int id = READ_LE_UINT16(COUNTDOWN + _pCount * 4); int xp = READ_LE_UINT16(COUNTDOWN + _pCount * 4 + 2); _screen->plotImage(_objectsTable[0], id, Common::Point(xp, 71)); } // TODO: More to do delete _objectsTable[0]; } void AmazonEngine::doOpening() { // TODO } void AmazonEngine::doTent() { // TODO } void AmazonEngine::setupGame() { _chapter = 1; clearCellTable(); // Setup timers const int TIMER_DEFAULTS[] = { 3, 10, 8, 1, 1, 1, 1, 2 }; for (int i = 0; i < 32; ++i) { TimerEntry te; te._initTm = te._timer = (i < 8) ? TIMER_DEFAULTS[i] : 1; te._flag = true; _timers.push_back(te); } // Set miscellaneous fields _player->_roomNumber = 4; _player->_playerX = _player->_rawPlayer.x = TRAVEL_POS[_player->_roomNumber][0]; _player->_playerY = _player->_rawPlayer.y = TRAVEL_POS[_player->_roomNumber][1]; _selectCommand = -1; } } // End of namespace Amazon } // End of namespace Access