/* 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. * */ /* * This code is based on the original source code of Lord Avalot d'Argent version 1.3. * Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman. */ #include "avalanche/avalanche.h" #include "avalanche/shootemup.h" #include "common/random.h" namespace Avalanche { const byte ShootEmUp::kStocks = 27; const byte ShootEmUp::kFacingRight = 87; const byte ShootEmUp::kFacingLeft = 93; const long int ShootEmUp::kFlag = -20047; ShootEmUp::ShootEmUp(AvalancheEngine *vm) { _vm = vm; _time = 0; for (int i = 0; i < 7; i++) _stockStatus[i] = 0; for (int i = 0; i < 99; i++) { _sprites[i]._ix = 0; _sprites[i]._iy = 0; _sprites[i]._x = 0; _sprites[i]._y = 0; _sprites[i]._p = 0; _sprites[i]._timeout = 0; _sprites[i]._cameo = false; _sprites[i]._cameoFrame = 0; _sprites[i]._missile = false; _sprites[i]._wipe = false; } _rectNum = 0; _avvyWas = 0; _avvyPos = 0; _avvyAnim = 0; _avvyFacing = 0; _altWasPressedBefore = false; _throwNext = 0; _firing = false; for (int i = 0; i < 4; i++) { _running[i]._x = 0; _running[i]._y = 0; _running[i]._frame = 0; _running[i]._tooHigh = 0; _running[i]._lowest = 0; _running[i]._ix = 0; _running[i]._iy = 0; _running[i]._frameDelay = 0; } for (int i = 0; i < 7; i++) _hasEscaped[i] = false; _count321 = 0; _howManyHaveEscaped = 0; _escapeCount = 0; _escaping = false; _timeThisSecond = 0; } void ShootEmUp::run() { CursorMan.showMouse(false); _vm->_graphics->saveScreen(); _vm->fadeOut(); _vm->_graphics->seuDrawTitle(); _vm->fadeIn(); _vm->_graphics->seuLoad(); // Should we show the instructions? while (!_vm->shouldQuit()) { Common::Event event; _vm->getEvent(event); if (event.type == Common::EVENT_KEYDOWN) { if ((event.kbd.keycode == Common::KEYCODE_i) || (event.kbd.keycode == Common::KEYCODE_F1)) instructions(); break; // We don't show the instructions and simply go on with the minigame if not I or F1 was pressed. } } setup(); do { blankIt(); hitPeople(); plotThem(); moveThem(); moveAvvy(); bumpFolk(); peopleRunning(); animate(); escapeCheck(); collisionCheck(); updateTime(); check321(); readKbd(); } while (_time != 0); _vm->fadeOut(); _vm->_graphics->restoreScreen(); _vm->_graphics->removeBackup(); _vm->fadeIn(); CursorMan.showMouse(true); } bool ShootEmUp::overlap(uint16 a1x, uint16 a1y, uint16 a2x, uint16 a2y, uint16 b1x, uint16 b1y, uint16 b2x, uint16 b2y) { warning("STUB: ShootEmUp::overlap()"); return false; } byte ShootEmUp::getStockNumber(byte x) { warning("STUB: ShootEmUp::getStockNumber()"); return 0; } void ShootEmUp::blankIt() { warning("STUB: ShootEmUp::blankIt()"); } void ShootEmUp::moveThem() { warning("STUB: ShootEmUp::moveThem()"); } void ShootEmUp::plotThem() { warning("STUB: ShootEmUp::plotThem()"); } void ShootEmUp::define(int16 xx, int16 yy, byte pp, int8 ixx, int8 iyy, int16 time, bool isAMissile, bool doWeWipe) { warning("STUB: ShootEmUp::define()"); } void ShootEmUp::defineCameo(int16 xx, int16 yy, byte pp, int16 time) { warning("STUB: ShootEmUp::defineCameo()"); } void ShootEmUp::showStock(byte x) { warning("STUB: ShootEmUp::showStock()"); } void ShootEmUp::drawNumber(int number, int size, int x) { for (int i = 0; i < size - 1; i++) { int divisor = 10; for (int j = 0; j < size - 2 - i; j++) divisor *= 10; char value = number / divisor; _vm->_graphics->seuDrawPicture(x + i * 10, 0, value); number -= value * divisor; } _vm->_graphics->seuDrawPicture(x + (size - 1) * 10, 0, number % 10); } void ShootEmUp::showScore() { drawNumber(_score, 5, 40); } void ShootEmUp::showTime() { drawNumber(_time, 3, 140); } void ShootEmUp::gain(int8 howMuch) { warning("STUB: ShootEmUp::gain()"); } void ShootEmUp::newEscape() { _escapeCount = _vm->_rnd->getRandomNumber(17) * 20; _escaping = false; } void ShootEmUp::nextPage() { _vm->_graphics->drawNormalText("Press a key for next page >", _vm->_font, 8, 400, 190, kColorWhite); _vm->_graphics->refreshScreen(); while (!_vm->shouldQuit()) { Common::Event event; _vm->getEvent(event); if (event.type == Common::EVENT_KEYDOWN) { break; } } _vm->_graphics->drawFilledRectangle(Common::Rect(0, 0, 640, 200), kColorBlack); } void ShootEmUp::instructions() { _vm->_graphics->drawFilledRectangle(Common::Rect(0, 0, 640, 200), kColorBlack); // Black out the whole screen. _vm->_graphics->seuDrawPicture(25, 25, kFacingRight); _vm->_graphics->drawNormalText("< Avvy, our hero, needs your help - you must move him around.", _vm->_font, 8, 60, 35, kColorWhite); _vm->_graphics->drawNormalText("(He''s too terrified to move himself!)", _vm->_font, 8, 80, 45, kColorWhite); _vm->_graphics->drawNormalText("Your task is to prevent the people in the stocks from escaping", _vm->_font, 8, 0, 75, kColorWhite); _vm->_graphics->drawNormalText("by pelting them with rotten fruit, eggs and bread. The keys are:", _vm->_font, 8, 0, 85, kColorWhite); _vm->_graphics->drawNormalText("LEFT SHIFT", _vm->_font, 8, 80, 115, kColorWhite); _vm->_graphics->drawNormalText("Move left.", _vm->_font, 8, 200, 115, kColorWhite); _vm->_graphics->drawNormalText("RIGHT SHIFT", _vm->_font, 8, 72, 135, kColorWhite); _vm->_graphics->drawNormalText("Move right.", _vm->_font, 8, 200, 135, kColorWhite); _vm->_graphics->drawNormalText("ALT", _vm->_font, 8, 136, 155, kColorWhite); _vm->_graphics->drawNormalText("Throw something.", _vm->_font, 8, 200, 155, kColorWhite); nextPage(); _vm->_graphics->seuDrawPicture(25, 35, kStocks); _vm->_graphics->drawNormalText("This man is in the stocks. Your job is to stop him getting out.", _vm->_font, 8, 80, 35, kColorWhite); _vm->_graphics->drawNormalText("UNFORTUNATELY... the locks on the stocks are loose, and every", _vm->_font, 8, 88, 45, kColorWhite); _vm->_graphics->drawNormalText("so often, someone will discover this and try to get out.", _vm->_font, 8, 88, 55, kColorWhite); _vm->_graphics->seuDrawPicture(25, 85, kStocks + 2); _vm->_graphics->drawNormalText("< Someone who has found a way out!", _vm->_font, 8, 80, 85, kColorWhite); _vm->_graphics->drawNormalText("You MUST IMMEDIATELY hit people smiling like this, or they", _vm->_font, 8, 88, 95, kColorWhite); _vm->_graphics->drawNormalText("will disappear and lose you points.", _vm->_font, 8, 88, 105, kColorWhite); _vm->_graphics->seuDrawPicture(25, 125, kStocks + 5); _vm->_graphics->seuDrawPicture(25, 155, kStocks + 4); _vm->_graphics->drawNormalText("< Oh dear!", _vm->_font, 8, 80, 125, kColorWhite); nextPage(); _vm->_graphics->drawNormalText("Your task is made harder by:", _vm->_font, 8, 0, 35, kColorWhite); _vm->_graphics->seuDrawPicture(25, 55, 48); _vm->_graphics->drawNormalText("< Yokels. These people will run in front of you. If you hit", _vm->_font, 8, 60, 55, kColorWhite); _vm->_graphics->drawNormalText("them, you will lose MORE points than you get hitting people", _vm->_font, 8, 68, 65, kColorWhite); _vm->_graphics->drawNormalText("in the stocks. So BEWARE!", _vm->_font, 8, 68, 75, kColorWhite); _vm->_graphics->drawNormalText("Good luck with the game!", _vm->_font, 8, 80, 125, kColorWhite); nextPage(); } void ShootEmUp::setup() { _score = 0; _time = 120; for (int i = 0; i < 7; i++) { _stockStatus[i] = _vm->_rnd->getRandomNumber(1); showStock(i); } _avvyWas = 320; _avvyPos = 320; _avvyAnim = 1; _avvyFacing = kFacingLeft; _altWasPressedBefore = false; _throwNext = 74; _firing = false; for (int i = 0; i < 4; i++) _running[i]._x = kFlag; newEscape(); _count321 = 255; // Counting down. _vm->_graphics->drawFilledRectangle(Common::Rect(0, 0, 640, 200), kColorBlack); // Black out the whole screen. // Set up status line: _vm->_graphics->seuDrawPicture(0, 0, 16); // Score: showScore(); // Value of score (00000 here). _vm->_graphics->seuDrawPicture(110, 0, 19); // Time: showTime(); // Value of time. _vm->_graphics->refreshScreen(); // From the original core cycle: initRunner(20, 70, 48, 54, _vm->_rnd->getRandomNumber(4) + 1, _vm->_rnd->getRandomNumber(3) - 2); initRunner(600, 70, 48, 54, _vm->_rnd->getRandomNumber(4) + 1, _vm->_rnd->getRandomNumber(3) - 2); initRunner(600, 100, 61, 67, (-(int8)_vm->_rnd->getRandomNumber(4)) + 1, _vm->_rnd->getRandomNumber(3) - 2); initRunner(20, 100, 61, 67, (-(int8)_vm->_rnd->getRandomNumber(4)) + 1, _vm->_rnd->getRandomNumber(3) - 2); } void ShootEmUp::initRunner(int16 xx, int16 yy, byte f1, byte f2, int8 ixx, int8 iyy) { warning("STUB: ShootEmUp::initRunner()"); } void ShootEmUp::moveAvvy() { warning("STUB: ShootEmUp::moveAvvy()"); } void ShootEmUp::readKbd() { warning("STUB: ShootEmUp::readKbd()"); } void ShootEmUp::animate() { warning("STUB: ShootEmUp::animate()"); } void ShootEmUp::collisionCheck() { warning("STUB: ShootEmUp::collisionCheck()"); } void ShootEmUp::turnAround(byte who, bool randomX) { warning("STUB: ShootEmUp::turnAround()"); } void ShootEmUp::bumpFolk() { warning("STUB: ShootEmUp::bumpFolk()"); } void ShootEmUp::peopleRunning() { warning("STUB: ShootEmUp::peopleRunning()"); } void ShootEmUp::updateTime() { warning("STUB: ShootEmUp::updateTime()"); } void ShootEmUp::hitPeople() { warning("STUB: ShootEmUp::hitPeople()"); } void ShootEmUp::escapeCheck() { warning("STUB: ShootEmUp::escapeCheck()"); } void ShootEmUp::check321() { warning("STUB: ShootEmUp::check321()"); } } // End of namespace Avalanche