/* 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 "neverhood/gamemodule.h" #include "neverhood/graphics.h" #include "neverhood/module1000.h" #include "neverhood/module1100.h" #include "neverhood/module1200.h" #include "neverhood/module1300.h" #include "neverhood/module1400.h" #include "neverhood/module1500.h" #include "neverhood/module1600.h" #include "neverhood/module1700.h" #include "neverhood/module1800.h" #include "neverhood/module2000.h" #include "neverhood/module2200.h" #include "neverhood/module2300.h" #include "neverhood/module3000.h" namespace Neverhood { GameModule::GameModule(NeverhoodEngine *vm) : Module(vm, NULL), _moduleNum(-1) { // Other initializations moved to actual engine class // TODO // TODO Sound1ChList_sub_407F70(0x2D0031, 0x8861079); SetMessageHandler(&GameModule::handleMessage); } GameModule::~GameModule() { // TODO Sound1ChList_sub_407AF0(0x2D0031); delete _childObject; _childObject = NULL; // TODO: Set palette to black but probably not neccessary // TODO Sound1ChList_sub_408480(); // TODO Set debug vars (maybe) } void GameModule::handleMouseMove(int16 x, int16 y) { if (_childObject) { NPoint mousePos; mousePos.x = x; mousePos.y = y; debug(2, "GameModule::handleMouseMove(%d, %d)", x, y); sendPointMessage(_childObject, 0, mousePos); } } void GameModule::handleMouseDown(int16 x, int16 y) { if (_childObject) { NPoint mousePos; mousePos.x = x; mousePos.y = y; debug(2, "GameModule::handleMouseDown(%d, %d)", x, y); sendPointMessage(_childObject, 1, mousePos); } } void GameModule::initScene1307Vars() { // Exit if it's already initialized if (getSubVar(0x40050052, 0x25400B10)) return; for (uint i = 0; i < 3; i++) { bool more; do { more = false; setSubVar(0x0C10A000, i, _vm->_rnd->getRandomNumber(16 - 1)); if (i > 0) { for (uint j = 0; j < i && !more; j++) { more = getSubVar(0x0C10A000, j) == getSubVar(0x0C10A000, i); } } } while (more); } for (uint i = 0; i < 3; i++) { bool more; do { more = false; setSubVar(0xA010B810, i, _vm->_rnd->getRandomNumber(16 - 1)); if (i > 0) { for (uint j = 0; j < i && !more; j++) { more = getSubVar(0xA010B810, j) == getSubVar(0xA010B810, i); } } if (getSubVar(0xA010B810, i) == getSubVar(0x0C10A000, i)) more = true; } while (more); } setSubVar(0x40050052, 0x25400B10, 1); } void GameModule::initScene1405Vars() { // TODO: Give better names byte array44[3]; byte array3C[10]; byte array30[48]; uint32 index3 = 48; uint32 index2 = 9; uint32 index1 = 2; uint32 rndIndex; // Exit if it's already initialized if (getSubVar(0x40050052, 0xC8606803)) return; for (uint32 i = 0; i < 3; i++) setSubVar(0x61084036, i, 1); for (byte i = 0; i < 3; i++) array44[i] = i; for (byte i = 0; i < 10; i++) array3C[i] = i; for (byte i = 0; i < 48; i++) array30[i] = i; rndIndex = _vm->_rnd->getRandomNumber(3 - 1); setSubVar(0x13100631, array44[rndIndex], 5); for (byte i = 5; i < 9; i++) array3C[i] = array3C[i + 1]; while (rndIndex < 2) { array44[rndIndex] = array44[rndIndex + 1]; rndIndex++; } for (int i = 0; i < 2; i++) { uint32 rndIndex1 = _vm->_rnd->getRandomNumber(index2 - 1); // si uint32 rndIndex2 = _vm->_rnd->getRandomNumber(index1 - 1); // di setSubVar(0x13100631, array44[rndIndex2], array3C[rndIndex1]); index2--; while (rndIndex1 < index2) { array3C[rndIndex1] = array3C[rndIndex1 + 1]; rndIndex1++; } index1--; while (rndIndex2 < index1) { array44[rndIndex2] = array44[rndIndex2 + 1]; rndIndex2++; } } for (uint32 i = 0; i < 3; i++) { uint32 rndValue = _vm->_rnd->getRandomNumber(4 - 1) * 2 + 2; uint32 index4 = 0; setSubVar(0x7500993A, i, rndValue); while (index4 < rndValue) { uint32 rndIndex3 = _vm->_rnd->getRandomNumber(index3 - 1); setSubVar(0x0C65F80B, array30[rndIndex3], getSubVar(0x13100631, i)); index3--; while (rndIndex3 < index3) { array30[rndIndex3] = array30[rndIndex3 + 1]; rndIndex3++; } index4++; } } uint32 index5 = 0; while (index3 != 0) { uint32 rndIndex4 = _vm->_rnd->getRandomNumber(index3 - 1); index1 = array3C[index5]; setSubVar(0x0C65F80B, array30[rndIndex4], index1); index3--; while (rndIndex4 < index3) { array30[rndIndex4] = array30[rndIndex4 + 1]; rndIndex4++; } uint32 rndIndex5 = _vm->_rnd->getRandomNumber(index3 - 1); setSubVar(0x0C65F80B, array30[rndIndex5], index1); index3--; while (rndIndex5 < index3) { array30[rndIndex5] = array30[rndIndex5 + 1]; rndIndex5++; } index5++; if (index5 >= index2) index5 = 0; } setSubVar(0x40050052, 0xC8606803, 1); } void GameModule::initScene3009Vars() { if (!getSubVar(0x40050052, 0x8C9819C2)) { for (int i = 0; i < 3; i++) { setSubVar(0x00504B86, i, _vm->_rnd->getRandomNumber(12 - 1)); setSubVar(0x0A4C0A9A, i, _vm->_rnd->getRandomNumber(12 - 1)); } setSubVar(0x40050052, 0x8C9819C2, 1); } } uint32 GameModule::handleMessage(int messageNum, const MessageParam ¶m, Entity *sender) { uint32 messageResult = Module::handleMessage(messageNum, param, sender); switch (messageNum) { case 0x0800: _someFlag1 = true; return messageResult; case 0x1009: _moduleResult = param.asInteger(); _done = true; return messageResult; case 0x100A: // Unused resource preloading message return messageResult; case 0x101F: _field2C = true; return messageResult; case 0x1023: // Unused resource preloading message return messageResult; } return messageResult; } void GameModule::startup() { // TODO: Displaying of error text probably not needed in ScummVM // createModule(1500, 0); // Logos and intro video //Real #if 0 _vm->gameState().sceneNum = 0; createModule(1200, -1); #endif #if 0 _vm->gameState().sceneNum = 0; createModule(1800, -1); #endif #if 0 _vm->gameState().sceneNum = 0; createModule(2000, -1); #endif #if 0 _vm->gameState().sceneNum = 4; createModule(2200, -1); #endif #if 0 _vm->gameState().sceneNum = 0; createModule(1000, -1); #endif #if 0 _vm->gameState().sceneNum = 1; createModule(1000, -1); #endif #if 1 _vm->gameState().sceneNum = 7; _vm->gameState().which = 1; createModule(1600, -1); #endif } void GameModule::createModule(int moduleNum, int which) { debug("GameModule::createModule(%d, %d)", moduleNum, which); _moduleNum = moduleNum; switch (_moduleNum) { case 1000: setGlobalVar(0x91080831, 0x03294419); _childObject = new Module1000(_vm, this, which); break; case 1100: setGlobalVar(0x91080831, 0x0002C818); _childObject = new Module1100(_vm, this, which); break; case 1200: setGlobalVar(0x91080831, 0x00478311); _childObject = new Module1200(_vm, this, which); break; case 1300: setGlobalVar(0x91080831, 0x0061C090); _childObject = new Module1300(_vm, this, which); break; case 1400: setGlobalVar(0x91080831, 0x00AD0012); _childObject = new Module1400(_vm, this, which); break; case 1500: _someFlag1 = false; setGlobalVar(0x91080831, 0x00F10114); _childObject = new Module1500(_vm, this, which, true); break; case 1600: setGlobalVar(0x91080831, 0x01A008D8); _childObject = new Module1600(_vm, this, which); break; case 1700: setGlobalVar(0x91080831, 0x04212331); _childObject = new Module1700(_vm, this, which); break; case 1800: setGlobalVar(0x91080831, 0x04A14718); _childObject = new Module1800(_vm, this, which); break; case 2000: setGlobalVar(0x91080831, 0x08250000); _childObject = new Module2000(_vm, this, which); break; case 2200: setGlobalVar(0x91080831, 0x11391412); _childObject = new Module2200(_vm, this, which); break; case 2300: setGlobalVar(0x91080831, 0x1A214010); _childObject = new Module2300(_vm, this, which); break; case 3000: setGlobalVar(0x91080831, 0x81293110); _childObject = new Module3000(_vm, this, which); break; default: error("GameModule::createModule() Could not create module %d", moduleNum); } SetUpdateHandler(&GameModule::updateModule); _childObject->handleUpdate(); } void GameModule::updateModule() { if (!updateChild()) { switch (_moduleNum) { case 1000: createModule(2300, 0); break; case 1200: if (_moduleResult == 1) { createModule(2600, 0); } else { createModule(2300, 2); } break; case 1100: if (_moduleResult == 0) { createModule(2900, 2); } else { setGlobalVar(0xD0A14D10, 1); createModule(1300, 0); } break; case 1300: if (_moduleResult == 1) { // TODO _gameState.clear(); // TODO GameModule_handleKeyEscape } else { createModule(2900, 0); } break; case 1400: if (_moduleResult == 1) { error("WEIRD!"); } else { createModule(1600, 1); } break; case 1500: createModule(1000, 0); break; case 1600: if (_moduleResult == 1) { createModule(1400, 0); } else if (_moduleResult == 2) { createModule(1700, 0); } else { createModule(2100, 0); } break; case 1700: if (_moduleResult == 1) { createModule(2900, 3); } else { createModule(1600, 2); } break; case 1800: if (_moduleResult == 1) { // TODO GameState_clear(); // TODO GameModule_handleKeyEscape(); } else if (_moduleResult == 2) { createModule(2700, 0); } else if (_moduleResult == 3) { createModule(3000, 3); } else { createModule(2800, 0); } break; case 2000: createModule(2900, 4); break; case 2200: createModule(2300, 1); break; case 2300: if (_moduleResult == 1) { createModule(2200, 0); } else if (_moduleResult == 2) { createModule(1200, 0); } else if (_moduleResult == 3) { createModule(2400, 0); } else if (_moduleResult == 4) { createModule(3000, 0); } else { createModule(1000, 1); } break; case 3000: if (_moduleResult == 1) { createModule(1900, 0); } else if (_moduleResult == 2) { // WEIRD: Sets the errorFlag } else if (_moduleResult == 3) { createModule(1800, 3); } else if (_moduleResult == 4) { createModule(3000, 0); } else { createModule(2300, 4); } break; } } } } // End of namespace Neverhood