/* 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/martian/martian_game.h" #include "access/martian/martian_resources.h" #include "access/martian/martian_room.h" #include "access/martian/martian_scripts.h" #include "access/amazon/amazon_resources.h" namespace Access { namespace Martian { MartianEngine::MartianEngine(OSystem *syst, const AccessGameDescription *gameDesc) : AccessEngine(syst, gameDesc) { } MartianEngine::~MartianEngine() { } void MartianEngine::initObjects() { _room = new MartianRoom(this); _scripts = new MartianScripts(this); } void MartianEngine::configSelect() { // No implementation required in MM } void MartianEngine::initVariables() { warning("TODO: initVariables"); // Set player room and position _player->_roomNumber = 7; _inventory->_startInvItem = 0; _inventory->_startInvBox = 0; Common::fill(&_objectsTable[0], &_objectsTable[100], (SpriteResource *)nullptr); _player->_playerOff = false; // Setup timers const int TIMER_DEFAULTS[] = { 4, 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 = 1; _timers.push_back(te); } _player->_playerX = _player->_rawPlayer.x = TRAVEL_POS[_player->_roomNumber][0]; _player->_playerY = _player->_rawPlayer.y = TRAVEL_POS[_player->_roomNumber][1]; _room->_selectCommand = -1; _events->setNormalCursor(CURSOR_CROSSHAIRS); _mouseMode = 0; _numAnimTimers = 0; } void MartianEngine::playGame() { // Initialize Amazon game-specific objects initObjects(); // Setup the game setupGame(); configSelect(); if (_loadSaveSlot == -1) { // Do introduction doIntroduction(); if (shouldQuit()) return; } do { _restartFl = false; _screen->clearScreen(); _screen->setPanel(0); _screen->forceFadeOut(); _events->showCursor(); initVariables(); // If there's a pending savegame to load, load it if (_loadSaveSlot != -1) { loadGameState(_loadSaveSlot); _loadSaveSlot = -1; } // Execute the room _room->doRoom(); } while (_restartFl); } void MartianEngine::doIntroduction() { _screen->setInitialPalettte(); _events->setCursor(CURSOR_ARROW); _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 MartianEngine::doTitle() { /* _screen->setDisplayScan(); _destIn = &_buffer2; _screen->forceFadeOut(); _events->hideCursor(); _sound->queueSound(0, 98, 30); _files->_setPaletteFlag = false; _files->loadScreen(0, 3); _buffer2.copyFrom(*_screen); _buffer1.copyFrom(*_screen); _screen->forceFadeIn(); _sound->playSound(1); Resource *spriteData = _files->loadFile(0, 2); _objectsTable[0] = new SpriteResource(this, spriteData); delete spriteData; _sound->playSound(1); _files->_setPaletteFlag = 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 (_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 MartianEngine::doOpening() { warning("TODO doOpening"); } void MartianEngine::setupGame() { // Setup timers const int TIMER_DEFAULTS[] = { 4, 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 = 1; _timers.push_back(te); } // Miscellaneous // TODO: Replace with Martian fonts when located _fonts._font1.load(Amazon::FONT6x6_INDEX, Amazon::FONT6x6_DATA); _fonts._font2.load(Amazon::FONT2_INDEX, Amazon::FONT2_DATA); // Set player room and position _player->_roomNumber = 7; _player->_playerX = _player->_rawPlayer.x = TRAVEL_POS[_player->_roomNumber][0]; _player->_playerY = _player->_rawPlayer.y = TRAVEL_POS[_player->_roomNumber][1]; } void MartianEngine::drawHelp() { error("TODO: drawHelp"); } } // End of namespace Martian } // End of namespace Access