/* 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. * * $URL$ * $Id$ * */ #include "agi/preagi_winnie.h" #include "agi/graphics.h" #include "common/events.h" namespace Agi { // default attributes #define IDA_DEFAULT 0x0F #define IDA_DEFAULT_REV 0xF0 void Winnie::initEngine() { //SetScreenPar(320, 200, (char*)ibm_fontdata); //SetMenuPars(21, 21, IDS_WTP_SELECTION); } void Winnie::initVars() { memset(&game, 0, sizeof(game)); game.fSound = 1; game.nObjMiss = IDI_WTP_MAX_OBJ_MISSING; game.nObjRet = 0; game.fGame[0] = 1; game.fGame[1] = 1; room = IDI_WTP_ROOM_HOME; mist = -1; wind = false; event = false; } void Winnie::readRoom(int iRoom, uint8 *buffer, int buflen) { char szFile[256] = {0}; sprintf(szFile, IDS_WTP_PATH_ROOM, iRoom); Common::File file; if (!file.open(szFile)) return; uint32 filelen = file.size(); memset(buffer, 0, sizeof(buffer)); file.read(buffer, filelen); file.close(); } void Winnie::randomize() { int iObj = 0; int iRoom = 0; bool done; for (int i = 0; i < IDI_WTP_MAX_OBJ_MISSING; i++) { done = false; while (!done) { iObj = _vm->rnd(IDI_WTP_MAX_OBJ - 1) + 2; done = true; for (int j = 0; j < IDI_WTP_MAX_OBJ_MISSING; j++) { if (game.iUsedObj[j] == iObj) { done = false; break; } } } game.iUsedObj[i] = iObj; done = false; while (!done) { iRoom = _vm->rnd(IDI_WTP_MAX_ROOM_NORMAL) + 1; done = true; for (int j = 0; j < IDI_WTP_MAX_ROOM_OBJ; j++) { if (game.iObjRoom[j] == iRoom) { done = false; break; } } } game.iObjRoom[iObj] = iRoom; } } void Winnie::intro() { intro_DrawLogo(); intro_DrawTitle(); intro_PlayTheme(); } void Winnie::intro_DrawLogo() { drawPic(IDS_WTP_FILE_LOGO); _vm->printStr(IDS_WTP_INTRO_0); _vm->waitAnyKeyChoice(); } void Winnie::intro_DrawTitle() { drawPic(IDS_WTP_FILE_TITLE); _vm->printStr(IDS_WTP_INTRO_1); _vm->waitAnyKeyChoice(); } void Winnie::intro_PlayTheme() { //if (!Winnie_PlaySound(IDI_WTP_SND_POOH_0)) return; //if (!Winnie_PlaySound(IDI_WTP_SND_POOH_1)) return; //if (!Winnie_PlaySound(IDI_WTP_SND_POOH_2)) return; } int Winnie::getObjInRoom(int iRoom) { for (int iObj = 1; iObj < IDI_WTP_MAX_ROOM_OBJ; iObj++) if (game.iObjRoom[iObj] == iRoom) return iObj; return 0; } #define setTakeDrop() {\ if (getObjInRoom(room))\ fCanSel[IDI_WTP_SEL_TAKE] = true;\ else\ fCanSel[IDI_WTP_SEL_TAKE] = false;\ if (game.iObjHave)\ fCanSel[IDI_WTP_SEL_DROP] = true;\ else\ fCanSel[IDI_WTP_SEL_DROP] = false;\ } int Winnie::parser(int pc, int index, uint8 *buffer) { WTP_ROOM_HDR hdr; int startpc = pc; int8 opcode; int iNewRoom = 0; int iSel, iDir, iBlock; int fCanSel[IDI_WTP_SEL_LAST + 1]; char szMenu[121] = {0}; bool done; int fBlock; // extract header from buffer memcpy(&hdr, buffer, sizeof(WTP_ROOM_HDR)); for (;;) { pc = startpc; // check if block is to be run iBlock = *(buffer + pc++); if (iBlock == 0) return IDI_WTP_PAR_OK; fBlock = *(buffer + pc++); if (game.fGame[iBlock] != fBlock) return IDI_WTP_PAR_OK; // extract text from block opcode = *(buffer + pc); switch(opcode) { case 0: case IDO_WTP_OPTION_0: case IDO_WTP_OPTION_1: case IDO_WTP_OPTION_2: // clear fCanSel block memset(fCanSel, 0, sizeof(fCanSel)); // check if NSEW directions should be displayed if (hdr.roomNew[0]) fCanSel[IDI_WTP_SEL_NORTH] = fCanSel[IDI_WTP_SEL_SOUTH] = fCanSel[IDI_WTP_SEL_EAST] = fCanSel[IDI_WTP_SEL_WEST] = true; // check if object in room or player carrying one setTakeDrop(); // check which rows have a menu option for (iSel = 0; iSel < IDI_WTP_MAX_OPTION; iSel++) { opcode = *(buffer + pc++); if (opcode) { fCanSel[opcode - IDO_WTP_OPTION_0] = true; fCanSel[iSel + IDI_WTP_SEL_REAL_OPT_1] = opcode - 0x14; } } // extract menu string strcpy(szMenu, (char *)(buffer + pc)); _vm->XOR80(szMenu); break; default: // print description _vm->printStrXOR((char *)(buffer + pc)); if (getSelOkBack()) return IDI_WTP_PAR_OK; else return IDI_WTP_PAR_BACK; } // input handler done = false; while (!done) { // run wind if it's time //if (wind) // Winnie_Wind(); // get menu selection getMenuSel(szMenu, &iSel, fCanSel); if (++game.nMoves == IDI_WTP_MAX_MOVES_UNTIL_WIND) wind = true; if (event && (room <= IDI_WTP_MAX_ROOM_TELEPORT)) { if (!tigger_mist) { tigger_mist = 1; //Winnie_Tigger(); } else { tigger_mist = 0; //Winnie_Mist(); } event = false; return IDI_WTP_PAR_GOTO; } // process selection switch(iSel) { case IDI_WTP_SEL_HOME: switch(room) { case IDI_WTP_ROOM_HOME: case IDI_WTP_ROOM_MIST: case IDI_WTP_ROOM_TIGGER: break; default: room = IDI_WTP_ROOM_HOME; return IDI_WTP_PAR_GOTO; } break; case IDI_WTP_SEL_BACK: return IDI_WTP_PAR_BACK; case IDI_WTP_SEL_OPT_1: case IDI_WTP_SEL_OPT_2: case IDI_WTP_SEL_OPT_3: done = true; break; case IDI_WTP_SEL_NORTH: case IDI_WTP_SEL_SOUTH: case IDI_WTP_SEL_EAST: case IDI_WTP_SEL_WEST: iDir = iSel - IDI_WTP_SEL_NORTH; if (hdr.roomNew[iDir] == IDI_WTP_ROOM_NONE) { _vm->printStr(IDS_WTP_CANT_GO); _vm->waitAnyKeyChoice(); } else { room = hdr.roomNew[iDir]; return IDI_WTP_PAR_GOTO; } break; case IDI_WTP_SEL_TAKE: //Winnie_TakeObj(room); setTakeDrop(); break; case IDI_WTP_SEL_DROP: //Winnie_DropObj(room); setTakeDrop(); break; } } // jump to the script block of the selected option pc = hdr.opt[index].ofsOpt[iSel] - IDI_WTP_OFS_ROOM; opcode = *(buffer + pc); if (!opcode) pc++; // process script do { opcode = *(buffer + pc++); switch(opcode) { case IDO_WTP_GOTO_ROOM: opcode = *(buffer + pc++); iNewRoom = opcode; break; case IDO_WTP_PRINT_MSG: opcode = *(buffer + pc++); printRoomStr(room, opcode); _vm->waitAnyKeyChoice(); break; case IDO_WTP_PRINT_STR: opcode = *(buffer + pc++); printRoomStr(room, opcode); break; case IDO_WTP_DROP_OBJ: opcode = *(buffer + pc++); opcode = -1; //Winnie_DropObjRnd(); break; case IDO_WTP_FLAG_CLEAR: opcode = *(buffer + pc++); //Winnie_ClearFlag(opcode); break; case IDO_WTP_FLAG_SET: opcode = *(buffer + pc++); //Winnie_SetFlag(opcode); break; case IDO_WTP_GAME_OVER: //Winnie_GameOver(); break; case IDO_WTP_WALK_MIST: mist--; if (!mist) { room = _vm->rnd(IDI_WTP_MAX_ROOM_TELEPORT) + 1; return IDI_WTP_PAR_GOTO; } break; case IDO_WTP_PLAY_SOUND: opcode = *(buffer + pc++); //Winnie_PlaySound((ENUM_WTP_SOUND)opcode); break; case IDO_WTP_SAVE_GAME: //Winnie_SaveGame(); room = IDI_WTP_ROOM_HOME; return IDI_WTP_PAR_GOTO; case IDO_WTP_LOAD_GAME: //Winnie_LoadGame(); room = IDI_WTP_ROOM_HOME; return IDI_WTP_PAR_GOTO; case IDO_WTP_OWL_HELP: opcode = *(buffer + pc++); //Winnie_ShowOwlHelp(); break; case IDO_WTP_GOTO_RND: room = _vm->rnd(IDI_WTP_MAX_ROOM_TELEPORT) + 1; return IDI_WTP_PAR_GOTO; default: opcode = 0; break; } } while (opcode); if (iNewRoom) { room = iNewRoom; return IDI_WTP_PAR_GOTO; } if (iBlock == 1) return IDI_WTP_PAR_OK; } } void Winnie::drawMenu(char *szMenu, int iSel, int fCanSel[]) { int iRow = 0, iCol = 0; _vm->clearTextArea(); _vm->drawStr(IDI_WTP_ROW_MENU, IDI_WTP_COL_MENU, IDA_DEFAULT, szMenu); if (fCanSel[IDI_WTP_SEL_NORTH]) _vm->drawStr(IDI_WTP_ROW_OPTION_4, IDI_WTP_COL_NSEW, IDA_DEFAULT, IDS_WTP_NSEW); if (fCanSel[IDI_WTP_SEL_TAKE]) _vm->drawStr(IDI_WTP_ROW_OPTION_4, IDI_WTP_COL_TAKE, IDA_DEFAULT, IDS_WTP_TAKE); if (fCanSel[IDI_WTP_SEL_DROP]) _vm->drawStr(IDI_WTP_ROW_OPTION_4, IDI_WTP_COL_DROP, IDA_DEFAULT, IDS_WTP_DROP); switch(iSel) { case IDI_WTP_SEL_OPT_1: iRow = IDI_WTP_ROW_OPTION_1; iCol = IDI_WTP_COL_OPTION; break; case IDI_WTP_SEL_OPT_2: iRow = IDI_WTP_ROW_OPTION_2; iCol = IDI_WTP_COL_OPTION; break; case IDI_WTP_SEL_OPT_3: iRow = IDI_WTP_ROW_OPTION_3; iCol = IDI_WTP_COL_OPTION; break; case IDI_WTP_SEL_NORTH: iRow = IDI_WTP_ROW_OPTION_4; iCol = IDI_WTP_COL_NORTH; break; case IDI_WTP_SEL_SOUTH: iRow = IDI_WTP_ROW_OPTION_4; iCol = IDI_WTP_COL_SOUTH; break; case IDI_WTP_SEL_EAST: iRow = IDI_WTP_ROW_OPTION_4; iCol = IDI_WTP_COL_EAST; break; case IDI_WTP_SEL_WEST: iRow = IDI_WTP_ROW_OPTION_4; iCol = IDI_WTP_COL_WEST; break; case IDI_WTP_SEL_TAKE: iRow = IDI_WTP_ROW_OPTION_4; iCol = IDI_WTP_COL_TAKE; break; case IDI_WTP_SEL_DROP: iRow = IDI_WTP_ROW_OPTION_4; iCol = IDI_WTP_COL_DROP; break; } _vm->drawStr(iRow, iCol - 1, IDA_DEFAULT, IDS_WTP_SELECTION); _vm->_gfx->doUpdate(); _vm->_system->updateScreen(); // TODO: this should go in the game's main loop } void Winnie::incMenuSel(int *iSel, int fCanSel[]) { do { *iSel += 1; if (*iSel > IDI_WTP_SEL_DROP) *iSel = IDI_WTP_SEL_OPT_1; } while(!fCanSel[*iSel]); } void Winnie::decMenuSel(int *iSel, int fCanSel[]) { do { *iSel -= 1; if (*iSel < IDI_WTP_SEL_OPT_1) *iSel = IDI_WTP_SEL_DROP; } while(!fCanSel[*iSel]); } #define makeSel() {\ if (fCanSel[*iSel]) {\ return;\ } else {\ keyHelp();\ clrMenuSel(iSel, fCanSel);\ }\ } void Winnie::getMenuSel(char *szMenu, int *iSel, int fCanSel[]) { Common::Event event_; int x, y; clrMenuSel(iSel, fCanSel); drawMenu(szMenu, *iSel, fCanSel); for (;;) { // check if tigger/mist is to be triggered // if (something) // event = true; while (_vm->_system->getEventManager()->pollEvent(event_)) { switch(event_.type) { case Common::EVENT_QUIT: _vm->_system->quit(); break; case Common::EVENT_MOUSEMOVE: x = event_.mouse.x; y = event_.mouse.y; //Winnie_GetMenuMouseSel(iSel, fCanSel, x, y); break; case Common::EVENT_LBUTTONUP: switch(*iSel) { case IDI_WTP_SEL_OPT_1: case IDI_WTP_SEL_OPT_2: case IDI_WTP_SEL_OPT_3: for (int iSel2 = 0; iSel2 < IDI_WTP_MAX_OPTION; iSel2++) { if (*iSel == (fCanSel[iSel2 + IDI_WTP_SEL_REAL_OPT_1] - 1)) { *iSel = iSel2; return; } } break; default: if (fCanSel[*iSel]) { return; } break; } break; case Common::EVENT_RBUTTONUP: *iSel = IDI_WTP_SEL_BACK; return; //FIXME: ScummVM does not support the middle mouse button //case Common::EVENT_MBUTTONUP: // Winnie_Inventory(); // break; case Common::EVENT_WHEELUP: decMenuSel(iSel, fCanSel); break; case Common::EVENT_WHEELDOWN: incMenuSel(iSel, fCanSel); break; case Common::EVENT_KEYDOWN: switch (event_.kbd.keycode) { case Common::KEYCODE_ESCAPE: *iSel = IDI_WTP_SEL_HOME; return; case Common::KEYCODE_BACKSPACE: *iSel = IDI_WTP_SEL_BACK; return; case Common::KEYCODE_c: //Winnie_Inventory(); break; case Common::KEYCODE_SPACE: case Common::KEYCODE_RIGHT: case Common::KEYCODE_DOWN: incMenuSel(iSel, fCanSel); break; case Common::KEYCODE_LEFT: case Common::KEYCODE_UP: decMenuSel(iSel, fCanSel); break; case Common::KEYCODE_1: case Common::KEYCODE_2: case Common::KEYCODE_3: *iSel = event_.kbd.keycode - Common::KEYCODE_1; if (fCanSel[*iSel + IDI_WTP_SEL_REAL_OPT_1]) { return; } else { //Winnie_KeyHelp(); clrMenuSel(iSel, fCanSel); } break; case Common::KEYCODE_n: *iSel = IDI_WTP_SEL_NORTH; makeSel(); break; case Common::KEYCODE_s: if (event_.kbd.flags & Common::KBD_CTRL) { //FlipSound(); } else { *iSel = IDI_WTP_SEL_SOUTH; makeSel(); } break; case Common::KEYCODE_e: *iSel = IDI_WTP_SEL_EAST; makeSel(); break; case Common::KEYCODE_w: *iSel = IDI_WTP_SEL_WEST; makeSel(); break; case Common::KEYCODE_t: *iSel = IDI_WTP_SEL_TAKE; makeSel(); break; case Common::KEYCODE_d: *iSel = IDI_WTP_SEL_DROP; makeSel(); break; case Common::KEYCODE_RETURN: switch(*iSel) { case IDI_WTP_SEL_OPT_1: case IDI_WTP_SEL_OPT_2: case IDI_WTP_SEL_OPT_3: for (int iSel2 = 0; iSel2 < IDI_WTP_MAX_OPTION; iSel2++) { if (*iSel == (fCanSel[iSel2 + IDI_WTP_SEL_REAL_OPT_1] - 1)) { *iSel = iSel2; return; } } break; default: if (fCanSel[*iSel]) { return; } break; } default: //Winnie_KeyHelp(); clrMenuSel(iSel, fCanSel); break; } break; default: break; } drawMenu(szMenu, *iSel, fCanSel); } } } void Winnie::gameLoop() { WTP_ROOM_HDR hdr; uint8 *roomdata = new uint8[4096]; int iBlock; phase0: if (!game.nObjMiss && (room == IDI_WTP_ROOM_PICNIC)) room = IDI_WTP_ROOM_PARTY; readRoom(room, roomdata, 4096); memcpy(&hdr, roomdata, sizeof(WTP_ROOM_HDR)); drawRoomPic(); phase1: if (getObjInRoom(room)) { // Winnie_PrintObjStr(Winnie_GetObjInRoom(room), IDI_WTP_OBJ_DESC); // _vm->waitAnyKeyChoice(); } phase2: for (iBlock = 0; iBlock < IDI_WTP_MAX_BLOCK; iBlock++) { if (parser(hdr.ofsDesc[iBlock] - IDI_WTP_OFS_ROOM, iBlock, roomdata) == IDI_WTP_PAR_BACK) { goto phase1; } } for (;;) { for (iBlock = 0; iBlock < IDI_WTP_MAX_BLOCK; iBlock++) { switch(parser(hdr.ofsBlock[iBlock] - IDI_WTP_OFS_ROOM, iBlock, roomdata)) { case IDI_WTP_PAR_GOTO: goto phase0; break; case IDI_WTP_PAR_BACK: goto phase2; break; } } } delete [] roomdata; } void Winnie::drawPic(const char *szName) { char szFile[256] = {0}; uint8 *buffer = new uint8[4096]; // construct filename sprintf(szFile, IDS_WTP_PATH, szName); _vm->preAgiLoadResource(rPICTURE, szName); _vm->_picture->decodePicture(0, true, false, IDI_WTP_PIC_WIDTH, IDI_WTP_PIC_HEIGHT); _vm->_picture->showPic(IDI_WTP_PIC_X0, IDI_WTP_PIC_Y0, IDI_WTP_PIC_WIDTH, IDI_WTP_PIC_HEIGHT); _vm->_gfx->doUpdate(); _vm->_system->updateScreen(); // TODO: this should go in the game's main loop _vm->preAgiUnloadResource(rPICTURE, 0); delete [] buffer; } void Winnie::drawRoomPic() { WTP_ROOM_HDR roomhdr; uint8 *buffer = new uint8[4096]; //int iObj = Winnie_GetObjInRoom(room); // clear gfx screen _vm->_gfx->clearScreen(0); _vm->_gfx->doUpdate(); _vm->_system->updateScreen(); // TODO: this should go in the game's main loop // read room picture readRoom(room, buffer, 4096); memcpy(&roomhdr, buffer, sizeof(WTP_ROOM_HDR)); // draw room picture _vm->preAgiLoadResource(rPICTURE, buffer + roomhdr.ofsPic - IDI_WTP_OFS_ROOM); _vm->_picture->decodePicture(0, true, false, IDI_WTP_PIC_WIDTH, IDI_WTP_PIC_HEIGHT); _vm->_picture->showPic(IDI_WTP_PIC_X0, IDI_WTP_PIC_Y0, IDI_WTP_PIC_WIDTH, IDI_WTP_PIC_HEIGHT); _vm->_gfx->doUpdate(); _vm->_system->updateScreen(); // TODO: this should go in the game's main loop _vm->preAgiUnloadResource(rPICTURE, 0); // draw object picture //Winnie_DrawObjPic(iObj, IDI_WTP_PIC_X0 + roomhdr.objX, IDI_WTP_PIC_Y0 + roomhdr.objY); delete [] buffer; } bool Winnie::getSelOkBack() { Common::Event event_; for (;;) { while (_vm->_system->getEventManager()->pollEvent(event_)) { switch (event_.type) { case Common::EVENT_QUIT: _vm->_system->quit(); break; case Common::EVENT_LBUTTONUP: return true; case Common::EVENT_RBUTTONUP: return false; case Common::EVENT_KEYDOWN: switch (event_.kbd.keycode) { case Common::KEYCODE_BACKSPACE: return false; default: return true; } default: break; } } } } void Winnie::clrMenuSel(int *iSel, int fCanSel[]) { *iSel = IDI_WTP_SEL_OPT_1; while(!fCanSel[*iSel]) { *iSel += 1; } } void Winnie::printRoomStr(int iRoom, int iStr) { WTP_ROOM_HDR hdr; uint8 *buffer = (uint8 *)malloc(4096); readRoom(iRoom, buffer, 4096); memcpy(&hdr, buffer, sizeof(hdr)); _vm->printStrXOR((char *)(buffer + hdr.ofsStr[iStr - 1] - IDI_WTP_OFS_ROOM)); free(buffer); } Winnie::Winnie(PreAgiEngine* vm) : _vm(vm) { } void Winnie::init() { initEngine(); initVars(); } void Winnie::run() { randomize(); intro(); gameLoop(); } }