/* 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. * * $URL$ * $Id$ * */ /* * This code is based on original Hugo Trilogy source code * * Copyright (c) 1989-1995 David P. Gray * */ #include "common/system.h" #include "hugo/game.h" #include "hugo/hugo.h" #include "hugo/intro.h" #include "hugo/file.h" #include "hugo/display.h" #include "hugo/util.h" namespace Hugo { IntroHandler::IntroHandler(HugoEngine &vm) : _vm(vm) { } IntroHandler::~IntroHandler() { } intro_1w::intro_1w(HugoEngine &vm) : IntroHandler(_vm) { } intro_1w::~intro_1w() { } void intro_1w::preNewGame() { // Auto-start a new game _vm.file().restoreGame(-1); _vm.getGameStatus().viewState = V_INTROINIT; } void intro_1w::introInit() { } bool intro_1w::introPlay() { return true; } intro_2w::intro_2w(HugoEngine &vm) : IntroHandler(_vm) { } intro_2w::~intro_2w() { } void intro_2w::preNewGame() { } void intro_2w::introInit() { } bool intro_2w::introPlay() { return true; } intro_3w::intro_3w(HugoEngine &vm) : IntroHandler(_vm) { } intro_3w::~intro_3w() { } void intro_3w::preNewGame() { } void intro_3w::introInit() { // Hugo 3 - show map and set up for introPlay() //#if STORY _vm.file().readBackground(INTRO_2_FILE); _vm.screen().displayBackground(); introTicks = 0; //#endif } bool intro_3w::introPlay() { byte introSize = _vm.getIntroSize(); // Hugo 3 - Preamble screen before going into game. Draws path of Hugo's plane. // Called every tick. Returns TRUE when complete //TODO : Add proper check of story mode //#if STORY // SetBkMode(TRANSPARENT); if (introTicks < introSize) { // Scale viewport x_intro,y_intro to screen (offsetting y) _vm.screen().writeChar(_vm._introX[introTicks], _vm._introY[introTicks] - DIBOFF_Y, 'x', _TBRIGHTWHITE); // Text boxes at various times switch (introTicks) { case 4: Utils::Box(BOX_OK, _vm._textIntro[kIntro1]); break; case 9: Utils::Box(BOX_OK, _vm._textIntro[kIntro2]); break; case 35: Utils::Box(BOX_OK, _vm._textIntro[kIntro3]); break; } } return (++introTicks >= introSize); //#else //STORY // return true; //#endif //STORY } intro_1d::intro_1d(HugoEngine &vm) : IntroHandler(_vm) { } intro_1d::~intro_1d() { } void intro_1d::preNewGame() { } void intro_1d::introInit() { } bool intro_1d::introPlay() { warning("STUB: intro_1d::introPlay()"); return true; } //TODO : Add code for intro H2 DOS intro_2d::intro_2d(HugoEngine &vm) : IntroHandler(_vm) { } intro_2d::~intro_2d() { } void intro_2d::preNewGame() { } void intro_2d::introInit() { } bool intro_2d::introPlay() { return true; } //TODO : Add code for intro H3 DOS intro_3d::intro_3d(HugoEngine &vm) : IntroHandler(_vm) { } intro_3d::~intro_3d() { } void intro_3d::preNewGame() { } void intro_3d::introInit() { } bool intro_3d::introPlay() { return true; } } // end of namespace Hugo