/* 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 "lure/lure.h" #include "lure/game.h" #include "lure/animseq.h" #include "lure/fights.h" #include "lure/res_struct.h" #include "lure/room.h" #include "lure/scripts.h" #include "lure/sound.h" #include "lure/strings.h" #include "common/config-manager.h" #include "common/system.h" namespace Lure { static Game *int_game = NULL; Game &Game::getReference() { return *int_game; } Game::Game() { int_game = this; _debugger = new Debugger(); _slowSpeedFlag = true; _preloadFlag = false; _soundFlag = true; } Game::~Game() { delete _debugger; } void Game::tick() { // Call the tick method for each hotspot - this is somewaht complicated // by the fact that a tick proc can unload both itself and/or others, // so we first get a list of the Ids, and call the tick proc for each // id in sequence if it's still active Resources &res = Resources::getReference(); ValueTableData &fields = res.fieldList(); HotspotList::iterator i; uint16 *idList = new uint16[res.activeHotspots().size()]; int idSize = 0; for (i = res.activeHotspots().begin(); i != res.activeHotspots().end(); ++i) { Hotspot *hotspot = *i; if (!_preloadFlag || ((hotspot->layer() != 0xff) && (hotspot->hotspotId() < FIRST_NONCHARACTER_ID))) // Add hotspot to list to execute idList[idSize++] = hotspot->hotspotId(); } debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot ticks begin"); for (int idCtr = 0; idCtr < idSize; ++idCtr) { Hotspot *hotspot = res.getActiveHotspot(idList[idCtr]); if (hotspot) { fields.setField(CHARACTER_HOTSPOT_ID, hotspot->hotspotId()); hotspot->tick(); } } debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot ticks end"); delete[] idList; } void Game::tickCheck() { Resources &res = Resources::getReference(); Room &room = Room::getReference(); bool remoteFlag = res.fieldList().getField(OLD_ROOM_NUMBER) != 0; _state |= GS_TICK; if ((room.roomNumber() == ROOMNUM_VILLAGE_SHOP) && !remoteFlag && ((_state & GS_TICK) != 0)) { // In the village shop, bool tockFlag = (_state & GS_TOCK) != 0; Sound.addSound(tockFlag ? 16 : 50); _state = _state ^ (GS_TICK | GS_TOCK); } } void Game::nextFrame() { Resources &res = Resources::getReference(); Room &room = Room::getReference(); if (Fights.isFighting()) Fights.fightLoop(); res.pausedList().countdown(); room.update(); room.checkCursor(); tick(); Screen::getReference().update(); } void Game::execute() { OSystem &system = *g_system; Room &room = Room::getReference(); Resources &res = Resources::getReference(); Events &events = Events::getReference(); Mouse &mouse = Mouse::getReference(); Screen &screen = Screen::getReference(); ValueTableData &fields = res.fieldList(); uint32 timerVal = system.getMillis(); uint32 timerVal2 = system.getMillis(); screen.empty(); screen.setPaletteEmpty(); // Flag for starting game setState(GS_RESTART); while (!events.quitFlag) { if ((_state & GS_RESTART) != 0) { res.reset(); setState(0); Script::execute(STARTUP_SCRIPT); int bootParam = ConfMan.getInt("boot_param"); handleBootParam(bootParam); } room.update(); mouse.setCursorNum(CURSOR_ARROW); mouse.cursorOn(); // Main game loop while (!events.quitFlag && ((_state & GS_RESTART) == 0)) { // If time for next frame, allow everything to update if (system.getMillis() > timerVal + GAME_FRAME_DELAY) { timerVal = system.getMillis(); nextFrame(); Sound.musicInterface_ContinuePlaying(); } // Also check if time to do another village shop tick check if (system.getMillis() > timerVal2 + GAME_TICK_DELAY) { timerVal2 = system.getMillis(); tickCheck(); } res.delayList().tick(); while (events.pollEvent()) { if (events.type() == Common::EVENT_KEYDOWN) { uint16 roomNum = room.roomNumber(); if ((events.event().kbd.flags == Common::KBD_CTRL) && (events.event().kbd.keycode == Common::KEYCODE_d)) { // Activate the debugger _debugger->attach(); break; } // Handle special keys bool handled = true; switch (events.event().kbd.keycode) { case Common::KEYCODE_F5: SaveRestoreDialog::show(true); break; case Common::KEYCODE_F7: SaveRestoreDialog::show(false); break; case Common::KEYCODE_F9: doRestart(); break; case Common::KEYCODE_KP_PLUS: while (++roomNum <= 51) if (res.getRoom(roomNum) != NULL) break; if (roomNum == 52) roomNum = 1; room.setRoomNumber(roomNum); break; case Common::KEYCODE_KP_MINUS: if (roomNum == 1) roomNum = 55; while (res.getRoom(--roomNum) == NULL) ; room.setRoomNumber(roomNum); break; case Common::KEYCODE_KP_MULTIPLY: res.getActiveHotspot(PLAYER_ID)->setRoomNumber( room.roomNumber()); break; case Common::KEYCODE_KP_DIVIDE: case Common::KEYCODE_SLASH: room.setShowInfo(!room.showInfo()); break; case Common::KEYCODE_ESCAPE: doQuit(); break; default: handled = false; } if (handled) continue; } if ((events.type() == Common::EVENT_LBUTTONDOWN) || (events.type() == Common::EVENT_RBUTTONDOWN)) handleClick(); } uint16 destRoom; destRoom = fields.getField(NEW_ROOM_NUMBER); if (destRoom != 0) { // Need to change the current room strcpy(room.statusLine(), ""); bool remoteFlag = fields.getField(OLD_ROOM_NUMBER) != 0; room.setRoomNumber(destRoom, remoteFlag); fields.setField(NEW_ROOM_NUMBER, 0); } destRoom = fields.playerNewPos().roomNumber; if (destRoom != 0) { playerChangeRoom(); } system.updateScreen(); system.delayMillis(10); if (_debugger->isAttached()) _debugger->onFrame(); } room.leaveRoom(); // If Skorl catches player, show the catching animation if ((_state & GS_CAUGHT) != 0) { Palette palette(SKORL_CATCH_PALETTE_ID); AnimationSequence *anim = new AnimationSequence(screen, system, SKORL_CATCH_ANIM_ID, palette, false); mouse.cursorOff(); Sound.addSound(0x33); anim->show(); delete anim; } // If the Restart/Restore dialog is needed, show it if ((_state & GS_RESTORE) != 0) { // Show the Restore/Restart dialog bool restartFlag = RestartRestoreDialog::show(); if (restartFlag) setState(GS_RESTART); } else if ((_state & GS_RESTART) == 0) // Exiting game events.quitFlag = true; } } void Game::handleMenuResponse(uint8 selection) { Common::String filename; switch (selection) { case MENUITEM_CREDITS: doShowCredits(); break; case MENUITEM_RESTART_GAME: doRestart(); break; case MENUITEM_SAVE_GAME: SaveRestoreDialog::show(true); break; case MENUITEM_RESTORE_GAME: SaveRestoreDialog::show(false); break; case MENUITEM_QUIT: doQuit(); break; case MENUITEM_TEXT_SPEED: doTextSpeed(); break; case MENUITEM_SOUND: doSound(); } } void Game::playerChangeRoom() { Resources &res = Resources::getReference(); Room &room = Room::getReference(); ValueTableData &fields = res.fieldList(); SequenceDelayList &delayList = Resources::getReference().delayList(); uint16 roomNum = fields.playerNewPos().roomNumber; fields.playerNewPos().roomNumber = 0; Point &newPos = fields.playerNewPos().position; delayList.clear(); Sound.removeSounds(); RoomData *roomData = res.getRoom(roomNum); assert(roomData); roomData->flags |= HOTSPOTFLAG_FOUND; // Check for any room change animation int animFlag = fields.getField(ROOM_EXIT_ANIMATION); if (animFlag == 1) displayChuteAnimation(); else if (animFlag != 0) displayBarrelAnimation(); fields.setField(ROOM_EXIT_ANIMATION, 0); roomData->exitTime = g_system->getMillis(); // Change to the new room Hotspot *player = res.getActiveHotspot(PLAYER_ID); player->currentActions().clear(); player->setRoomNumber(roomNum); //player->setPosition((newPos.x & 0xfff8) || 5, newPos.y & 0xfff8); player->setPosition(newPos.x, newPos.y); player->setOccupied(true); room.setRoomNumber(roomNum, false); // Special check for change back from Selena if ((roomNum != 31) && (roomNum != 14) && (fields.getField(74) != 0)) { uint16 v = fields.getField(29); if (v != 0) { --v; fields.setField(29, v); if (v == 0) res.delayList().add(2, 0xCB7, true); } } } void Game::displayChuteAnimation() { OSystem &system = *g_system; Resources &res = Resources::getReference(); Screen &screen = Screen::getReference(); Mouse &mouse = Mouse::getReference(); ValueTableData &fields = res.fieldList(); Palette palette(CHUTE_PALETTE_ID); debugC(ERROR_INTERMEDIATE, kLureDebugAnimations, "Starting chute animation"); mouse.cursorOff(); AnimationSequence *anim = new AnimationSequence(screen, system, CHUTE_ANIM_ID, palette, false); anim->show(); delete anim; anim = new AnimationSequence(screen, system, CHUTE2_ANIM_ID, palette, false); anim->show(); delete anim; anim = new AnimationSequence(screen, system, CHUTE3_ANIM_ID, palette, false); anim->show(); delete anim; mouse.cursorOn(); fields.setField(AREA_FLAG, 1); } void Game::displayBarrelAnimation() { OSystem &system = *g_system; Screen &screen = Screen::getReference(); Mouse &mouse = Mouse::getReference(); debugC(ERROR_INTERMEDIATE, kLureDebugAnimations, "Starting barrel animation"); Palette palette(BARREL_PALETTE_ID); AnimationSequence *anim = new AnimationSequence(screen, system, BARREL_ANIM_ID, palette, false); mouse.cursorOff(); anim->show(); mouse.cursorOn(); } void Game::handleClick() { Resources &res = Resources::getReference(); Room &room = Room::getReference(); ValueTableData &fields = res.fieldList(); Mouse &mouse = Mouse::getReference(); uint16 oldRoomNumber = fields.getField(OLD_ROOM_NUMBER); if (room.checkInTalkDialog()) { // Close the active talk dialog room.setTalkDialog(0, 0, 0, 0); } else if (oldRoomNumber != 0) { // Viewing a room remotely - handle returning to prior room if ((room.roomNumber() != 35) || (fields.getField(87) == 0)) { // Reset player tick proc and signal to change back to the old room res.getActiveHotspot(PLAYER_ID)->setTickProc(PLAYER_TICK_PROC_ID); fields.setField(NEW_ROOM_NUMBER, oldRoomNumber); fields.setField(OLD_ROOM_NUMBER, 0); } } else if ((room.cursorState() == CS_TALKING) || (res.getTalkState() != TALK_NONE)) { // Currently talking, so let its tick proc handle it } else if (mouse.y() < MENUBAR_Y_SIZE) { uint8 response = Menu::getReference().execute(); if (response != MENUITEM_NONE) handleMenuResponse(response); } else if ((room.cursorState() == CS_SEQUENCE) || (room.cursorState() == CS_BUMPED)) { // No action necessary } else { if (mouse.lButton()) handleLeftClick(); else handleRightClickMenu(); } } void Game::handleRightClickMenu() { Room &room = Room::getReference(); Resources &res = Resources::getReference(); Screen &screen = Screen::getReference(); ValueTableData &fields = res.fieldList(); StringList &stringList = res.stringList(); StringData &strings = StringData::getReference(); Mouse &mouse = Mouse::getReference(); char *statusLine = room.statusLine(); Hotspot *player = res.getActiveHotspot(PLAYER_ID); HotspotData *hotspot, *useHotspot; Action action; uint32 actions; uint16 itemId = 0xffff; bool hasItems; if (room.hotspotId() != 0) { // Get hotspot actions actions = room.hotspotActions(); } else { // Standard actions - drink, examine, look, status actions = 0x1184000; } // If no inventory items remove entries that require them if (res.numInventoryItems() == 0) actions &= 0xFEF3F9FD; // If the player hasn't any money, remove any bribe entry if (res.fieldList().numGroats() == 0) actions &= 0xFF7FFFFF; action = NONE; hotspot = NULL; bool breakFlag = false; while (!breakFlag) { statusLine = room.statusLine(); strcpy(statusLine, ""); room.update(); screen.update(); action = PopupMenu::Show(actions); if (action != NONE) { sprintf(statusLine, "%s ", stringList.getString(action)); statusLine += strlen(statusLine); } switch (action) { case LOOK: case STATUS: breakFlag = true; break; case ASK: hotspot = res.getHotspot(room.hotspotId()); assert(hotspot); strings.getString(hotspot->nameId, statusLine); strcat(statusLine, stringList.getString(S_FOR)); statusLine += strlen(statusLine); itemId = PopupMenu::ShowItems(GET, player->roomNumber()); breakFlag = ((itemId != 0xffff) && (itemId != 0xfffe)); break; case TELL: hotspot = res.getHotspot(room.hotspotId()); assert(hotspot); strings.getString(hotspot->nameId, statusLine); strcat(statusLine, stringList.getString(S_TO)); breakFlag = GetTellActions(); break; case GIVE: case USE: case EXAMINE: case DRINK: hasItems = (res.numInventoryItems() != 0); if (!hasItems) strcat(statusLine, stringList.getString(S_NOTHING)); statusLine += strlen(statusLine); room.update(); screen.update(); mouse.waitForRelease(); if (hasItems) { if (action != DRINK) hotspot = res.getHotspot(room.hotspotId()); itemId = PopupMenu::ShowInventory(); breakFlag = (itemId != 0xffff); if (breakFlag) { fields.setField(USE_HOTSPOT_ID, itemId); if ((action == GIVE) || (action == USE)) { // Add in the "X to " or "X on " section of give/use action useHotspot = res.getHotspot(itemId); assert(useHotspot); strings.getString(useHotspot->nameId, statusLine); if (action == GIVE) strcat(statusLine, stringList.getString(S_TO)); else strcat(statusLine, stringList.getString(S_ON)); statusLine += strlen(statusLine); } else if ((action == DRINK) || (action == EXAMINE)) hotspot = res.getHotspot(itemId); } } break; default: hotspot = res.getHotspot(room.hotspotId()); breakFlag = true; break; } } if (action != NONE) { player->stopWalking(); if (hotspot == NULL) { doAction(action, 0, itemId); } else { // Add the hotspot name to the status line and then go do the action strings.getString(hotspot->nameId, statusLine); doAction(action, hotspot->hotspotId, itemId); } } else { // Clear the status line strcpy(room.statusLine(), ""); } } void Game::handleLeftClick() { Room &room = Room::getReference(); Mouse &mouse = Mouse::getReference(); Resources &res = Resources::getReference(); StringData &strings = StringData::getReference(); StringList &stringList = res.stringList(); Hotspot *player = res.getActiveHotspot(PLAYER_ID); room.setCursorState(CS_NONE); player->stopWalking(); player->setDestHotspot(0); player->setActionCtr(0); strcpy(room.statusLine(), ""); if ((room.destRoomNumber() == 0) && (room.hotspotId() != 0)) { // Handle look at hotspot sprintf(room.statusLine(), "%s ", stringList.getString(LOOK_AT)); HotspotData *hotspot = res.getHotspot(room.hotspotId()); assert(hotspot); strings.getString(hotspot->nameId, room.statusLine() + strlen(room.statusLine())); doAction(LOOK_AT, room.hotspotId(), 0xffff); } else if (room.destRoomNumber() != 0) { // Walk to another room RoomExitCoordinateData &exitData = res.coordinateList().getEntry(room.roomNumber()).getData(room.destRoomNumber()); player->walkTo((exitData.x & 0xfff8) | 5, (exitData.y & 0xfff8), room.hotspotId() == 0 ? 0xffff : room.hotspotId()); } else { // Walking within room player->walkTo(mouse.x(), mouse.y(), 0); } } bool Game::GetTellActions() { Resources &res = Resources::getReference(); Screen &screen = Screen::getReference(); Room &room = Room::getReference(); StringData &strings = StringData::getReference(); StringList &stringList = res.stringList(); char *statusLine = room.statusLine(); uint16 *commands = &_tellCommands[1]; char *statusLinePos[MAX_TELL_COMMANDS][4]; int paramIndex = 0; uint16 selectionId; char selectionName[MAX_DESC_SIZE]; HotspotData *hotspot; Action action; const char *continueStrsList[2] = {stringList.getString(S_AND_THEN), stringList.getString(S_FINISH)}; // First word will be the destination character _tellCommands[0] = room.hotspotId(); _numTellCommands = 0; // Set up a room transfer list Common::List roomList; roomList.push_front(room.roomNumber()); // Loop for getting tell commands while ((_numTellCommands >= 0) && (_numTellCommands < MAX_TELL_COMMANDS)) { // Loop for each sub-part of commands: Action, up to two params, and // a "and then" selection to allow for more commands while ((paramIndex >= 0) && (paramIndex <= 4)) { // Update status line statusLine += strlen(statusLine); statusLinePos[_numTellCommands][paramIndex] = statusLine; room.update(); screen.update(); switch (paramIndex) { case 0: // Prompt for selection of action to perform action = PopupMenu::Show(0x6A07FD); if (action == NONE) { // Move backwards to prior specified action --_numTellCommands; if (_numTellCommands < 0) paramIndex = -1; else { paramIndex = 3; statusLine = statusLinePos[_numTellCommands][paramIndex]; *statusLine = '\0'; } break; } // Add the action to the status line sprintf(statusLine + strlen(statusLine), "%s ", stringList.getString(action)); // Handle any processing for the action commands[_numTellCommands * 3] = (uint16) action; commands[_numTellCommands * 3 + 1] = 0; commands[_numTellCommands * 3 + 2] = 0; ++paramIndex; break; case 1: // First parameter action = (Action) commands[_numTellCommands * 3]; if (action != RETURN) { // Prompt for selection if ((action != USE) && (action != DRINK) && (action != GIVE)) selectionId = PopupMenu::ShowItems(action, *roomList.begin()); else selectionId = PopupMenu::ShowItems(GET, *roomList.begin()); if ((selectionId == 0xffff) || (selectionId == 0xfffe)) { // Move back to prompting for action --paramIndex; statusLine = statusLinePos[_numTellCommands][paramIndex]; *statusLine = '\0'; break; } if (selectionId < NOONE_ID) { // Must be a room selection strings.getString(selectionId, selectionName); roomList.push_front(selectionId); } else { hotspot = res.getHotspot(selectionId); assert(hotspot); strings.getString(hotspot->nameId, selectionName); } // Store selected entry commands[_numTellCommands * 3 + 1] = selectionId; strcat(statusLine, selectionName); } ++paramIndex; break; case 2: // Second parameter action = (Action) commands[_numTellCommands * 3]; if (action == ASK) strcat(statusLine, stringList.getString(S_FOR)); else if (action == GIVE) strcat(statusLine, stringList.getString(S_TO)); else if (action == USE) strcat(statusLine, stringList.getString(S_ON)); else { // All other commads don't need a second parameter ++paramIndex; break; } // Get the second parameter selectionId = PopupMenu::ShowItems(GET, *roomList.begin()); if ((selectionId == 0xfffe) || (selectionId == 0xffff)) { --paramIndex; statusLine = statusLinePos[_numTellCommands][paramIndex]; *statusLine = '\0'; } else { // Display the second parameter hotspot = res.getHotspot(selectionId); assert(hotspot); strings.getString(hotspot->nameId, selectionName); strcat(statusLine, selectionName); commands[_numTellCommands * 3 + 2] = selectionId; ++paramIndex; } break; case 3: // Prompting for "and then" for more commands if (_numTellCommands == MAX_TELL_COMMANDS - 1) { // No more commands allowed ++_numTellCommands; paramIndex = -1; } else { // Only prompt if less than 8 commands entered selectionId = PopupMenu::Show(2, continueStrsList); switch (selectionId) { case 0: // Get ready for next command sprintf(statusLine + strlen(statusLine), " %s ", continueStrsList[0]); ++_numTellCommands; paramIndex = 0; break; case 1: // Increment for just selected command, and add a large amount // to signal that the command sequence is complete _numTellCommands += 1 + 0x100; paramIndex = -1; break; default: // Move to end of just completed command action = (Action) commands[_numTellCommands * 3]; if (action == RETURN) paramIndex = 0; else if ((action == ASK) || (action == GIVE) || (action == USE)) paramIndex = 2; else { paramIndex = 1; if (action == GO_TO) // Remove top of the cached room change list roomList.erase(roomList.begin()); } statusLine = statusLinePos[_numTellCommands][paramIndex]; *statusLine = '\0'; } } } } } bool result = (_numTellCommands != -1); if (result) { _numTellCommands &= 0xff; assert((_numTellCommands > 0) && (_numTellCommands <= MAX_TELL_COMMANDS)); strcpy(statusLinePos[0][0], ".."); room.update(); screen.update(); } return result; } void Game::doAction(Action action, uint16 hotspotId, uint16 usedId) { Resources &res = Resources::getReference(); Room &room = Room::getReference(); ValueTableData &fields = res.fieldList(); Hotspot *player = res.getActiveHotspot(PLAYER_ID); fields.setField(CHARACTER_HOTSPOT_ID, PLAYER_ID); fields.setField(ACTIVE_HOTSPOT_ID, hotspotId); res.setCurrentAction(action); room.setCursorState(CS_ACTION); // Set the action if (action == TELL) { // Tell action needs special handling because of the variable length parameter list - add in a // placeholder entry, and then replace it's details with the TELL command data player->currentActions().addFront(NONE, player->roomNumber(), 0, 0); player->currentActions().top().supportData().setDetails2(TELL, _numTellCommands * 3 + 1, &_tellCommands[0]); } else // All other action types player->currentActions().addFront(action, player->roomNumber(), hotspotId, usedId); } void Game::doShowCredits() { Events &events = Events::getReference(); Mouse &mouse = Mouse::getReference(); Screen &screen = Screen::getReference(); mouse.cursorOff(); Palette p(CREDITS_RESOURCE_ID - 1); Surface *s = Surface::getScreen(CREDITS_RESOURCE_ID); screen.setPalette(&p); s->copyToScreen(0, 0); delete s; events.waitForPress(); screen.resetPalette(); screen.update(); mouse.cursorOn(); } void Game::doQuit() { if (getYN()) Events::getReference().quitFlag = true; } void Game::doRestart() { if (getYN()) setState(GS_RESTART); } void Game::doTextSpeed() { Menu &menu = Menu::getReference(); StringList &sl = Resources::getReference().stringList(); _slowSpeedFlag = !_slowSpeedFlag; menu.getMenu(2).entries()[1] = sl.getString(_slowSpeedFlag ? S_SLOW_TEXT : S_FAST_TEXT); } void Game::doSound() { Menu &menu = Menu::getReference(); StringList &sl = Resources::getReference().stringList(); _soundFlag = !_soundFlag; menu.getMenu(2).entries()[2] = sl.getString(_soundFlag ? S_SOUND_ON : S_SOUND_OFF); Sound.setVolume(_soundFlag ? DEFAULT_VOLUME : 0); } void Game::handleBootParam(int value) { Resources &res = Resources::getReference(); ValueTableData &fields = res.fieldList(); Room &room = Room::getReference(); Hotspot *h; switch (value) { case 0: // No parameter - load the first room room.setRoomNumber(1); break; case 1: // Set player to be in rack room with a few items // Setup Skorl in cell room h = res.getActiveHotspot(SKORL_ID); h->setRoomNumber(1); h->setPosition(140, 120); h->currentActions().top().setSupportData(0x1400); fields.setField(11, 1); // Set up player h = res.getActiveHotspot(PLAYER_ID); h->setRoomNumber(4); h->setPosition(150, 110); res.getHotspot(0x2710)->roomNumber = PLAYER_ID; // Bottle res.getHotspot(0x2713)->roomNumber = PLAYER_ID; // Knife room.setRoomNumber(4); break; case 2: // Set the player up in the outer cell with a full bottle & knife h = res.getActiveHotspot(PLAYER_ID); h->setRoomNumber(2); h->setPosition(100, 110); res.getHotspot(0x2710)->roomNumber = PLAYER_ID; // Bottle fields.setField(BOTTLE_FILLED, 1); res.getHotspot(0x2713)->roomNumber = PLAYER_ID; // Knife room.setRoomNumber(2); break; default: room.setRoomNumber(value); break; } } struct YNKeyStruct { Common::Language language; Common::KeyCode y; Common::KeyCode n; }; bool Game::getYN() { Mouse &mouse = Mouse::getReference(); Events &events = Events::getReference(); Screen &screen = Screen::getReference(); Resources &res = Resources::getReference(); Common::Language l = LureEngine::getReference().getLanguage(); Common::KeyCode y = Common::KEYCODE_y; if (l == FR_FRA) y = Common::KEYCODE_o; else if ((l == DE_DEU) || (l == NL_NLD)) y = Common::KEYCODE_j; else if ((l == ES_ESP) || (l == IT_ITA)) y = Common::KEYCODE_s; mouse.cursorOff(); Surface *s = Surface::newDialog(190, res.stringList().getString(S_CONFIRM_YN)); s->centerOnScreen(); delete s; bool breakFlag = false; bool result = false; do { if (events.pollEvent()) { if (events.event().type == Common::EVENT_KEYDOWN) { Common::KeyCode key = events.event().kbd.keycode; if ((key == y) || (key == Common::KEYCODE_n) || (key == Common::KEYCODE_ESCAPE)) { breakFlag = true; result = key == y; } } if (events.event().type == Common::EVENT_LBUTTONUP) { breakFlag = true; result = true; } if (events.event().type == Common::EVENT_RBUTTONUP) { breakFlag = true; result = false; } } g_system->delayMillis(10); } while (!events.quitFlag && !breakFlag); screen.update(); mouse.cursorOn(); return result; } } // end of namespace Lure