/* 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 "common/config-manager.h" #include "tsage/ringworld/ringworld_logic.h" #include "tsage/scenes.h" #include "tsage/tsage.h" #include "tsage/staticres.h" #include "tsage/ringworld/ringworld_demo.h" #include "tsage/ringworld/ringworld_dialogs.h" #include "tsage/ringworld/ringworld_scenes1.h" #include "tsage/ringworld/ringworld_scenes2.h" #include "tsage/ringworld/ringworld_scenes3.h" #include "tsage/ringworld/ringworld_scenes4.h" #include "tsage/ringworld/ringworld_scenes5.h" #include "tsage/ringworld/ringworld_scenes6.h" #include "tsage/ringworld/ringworld_scenes8.h" #include "tsage/ringworld/ringworld_scenes10.h" namespace TsAGE { namespace Ringworld { Scene *RingworldGame::createScene(int sceneNumber) { switch (sceneNumber) { /* Scene group 1 */ // Kziniti Palace (Introduction) case 10: return new Scene10(); // Outer Space (Introduction) case 15: return new Scene15(); // Cut-scenes for Ch'mee house in distance case 20: return new Scene20(); // Outside Ch'mee residence case 30: return new Scene30(); // Chmeee Home case 40: return new Scene40(); // By Flycycles case 50: return new Scene50(); // Flycycle controls case 60: return new Scene60(); // Shipyard Entrance case 90: return new Scene90(); // Ship Close-up case 95: return new Scene95(); // Sunflower navigation sequence case 6100: return new Scene6100(); /* Scene group 2 */ // Title screen case 1000: return new Scene1000(); // Fleeing planet cutscene case 1001: return new Scene1001(); // Unused case 1250: return new Scene1250(); // Ringworld Wall case 1400: return new Scene1400(); // Ringworld Space-port case 1500: return new Scene1500(); /* Scene group 3 - Part #1 */ // Cockpit cutscenes case 2000: return new Scene2000(); // Starcraft - Cockpit case 2100: return new Scene2100(); // Encyclopedia case 2120: return new Scene2120(); // Starcraft - Level 2 case 2150: return new Scene2150(); // Starcraft - AutoDoc case 2200: return new Scene2200(); // Stasis Field Map case 2222: return new Scene2222(); // Starcraft - Quinn's Room case 2230: return new Scene2230(); /* Scene group 3 - Part #2 */ // Starcraft - Storage Room case 2280: return new Scene2280(); // Starcraft - Hanger Bay case 2300: return new Scene2300(); // Starcraft - Copy Protection Screen case 2310: return new Scene2310(); // Starcraft - Lander Bay case 2320: return new Scene2320(); // Scene 2400 - Descending in Lander case 2400: return new Scene2400(); /* Scene group 4 */ // Ringworld Scan case 3500: return new Scene3500(); // Remote Viewer case 3700: return new Scene3700(); /* Scene group 5 */ // Village case 4000: return new Scene4000(); // Village - Outside Lander case 4010: return new Scene4010(); // Village - Puzzle Board case 4025: return new Scene4025(); // Village - Temple Antechamber case 4045: return new Scene4045(); // Village - Temple case 4050: return new Scene4050(); // Village - Hut case 4100: return new Scene4100(); // Village - Bedroom case 4150: return new Scene4150(); // Village - Near Slaver Ship case 4250: return new Scene4250(); // Village - Slaver Ship case 4300: return new Scene4300(); // Village - Slaver Ship Keypad case 4301: return new Scene4301(); /* Scene group 6 */ // Caverns - Entrance case 5000: return new Scene5000(); // Caverns case 5100: return new Scene5100(); // Caverns - Throne-room case 5200: return new Scene5200(); // Caverns - Pit case 5300: return new Scene5300(); /* Scene group 8 */ // Landing near beach case 7000: return new Scene7000(); // Underwater: swimming case 7100: return new Scene7100(); // Underwater: Entering the cave case 7200: return new Scene7200(); // Underwater: Lord Poria case 7300: return new Scene7300(); // Floating Buildings: Outside case 7600: return new Scene7600(); // Floating Buildings: In the lab case 7700: return new Scene7700(); /* Scene group 10 */ // Near beach: Slave washing clothes case 9100: return new Scene9100(); // Castle: Outside the bulwarks case 9150: return new Scene9150(); // Castle: Near the fountain case 9200: return new Scene9200(); // Castle: In front of a large guarded door case 9300: return new Scene9300(); // Castle: In a hallway case 9350: return new Scene9350(); // Castle: In a hallway case 9360: return new Scene9360(); // Castle: Black-Smith room case 9400: return new Scene9400(); // Castle: Dining room case 9450: return new Scene9450(); // Castle: Bedroom case 9500: return new Scene9500(); // Castle: Balcony case 9700: return new Scene9700(); // Castle: In the garden case 9750: return new Scene9750(); // Castle: Dressing room case 9850: return new Scene9850(); // Ending case 9900: return new Scene9900(); // Space travel case 9999: return new Scene9999(); default: error("Unknown scene number - %d", sceneNumber); break; } } /*--------------------------------------------------------------------------*/ DisplayHotspot::DisplayHotspot(int regionId, ...) { _sceneRegionId = regionId; // Load up the actions va_list va; va_start(va, regionId); int param = va_arg(va, int); while (param != LIST_END) { _actions.push_back(param); param = va_arg(va, int); } va_end(va); } bool DisplayHotspot::performAction(int action) { for (uint i = 0; i < _actions.size(); i += 3) { if (_actions[i] == action) { display(_actions[i + 1], _actions[i + 2], SET_WIDTH, 200, SET_EXT_BGCOLOR, 7, LIST_END); return true; } } return false; } /*--------------------------------------------------------------------------*/ DisplayObject::DisplayObject(int firstAction, ...) { // Load up the actions va_list va; va_start(va, firstAction); int param = firstAction; while (param != LIST_END) { _actions.push_back(param); param = va_arg(va, int); } va_end(va); } bool DisplayObject::performAction(int action) { for (uint i = 0; i < _actions.size(); i += 3) { if (_actions[i] == action) { display(_actions[i + 1], _actions[i + 2], SET_WIDTH, 200, SET_EXT_BGCOLOR, 7, LIST_END); return true; } } return false; } /*--------------------------------------------------------------------------*/ SceneArea::SceneArea() { _savedArea = NULL; _pt.x = _pt.y = 0; } SceneArea::~SceneArea() { delete _savedArea; } void SceneArea::setup(int resNum, int rlbNum, int subNum, int actionId) { _resNum = resNum; _rlbNum = rlbNum; _subNum = subNum; _actionId = actionId; _surface = surfaceFromRes(resNum, rlbNum, subNum); } void SceneArea::draw2() { _surface.draw(Common::Point(_bounds.left, _bounds.top)); } void SceneArea::display() { _bounds.left = _pt.x - (_surface.getBounds().width() / 2); _bounds.top = _pt.y + 1 - _surface.getBounds().height(); _bounds.setWidth(_surface.getBounds().width()); _bounds.setHeight(_surface.getBounds().height()); _savedArea = Surface_getArea(g_globals->_gfxManagerInstance.getSurface(), _bounds); draw2(); } void SceneArea::restore() { assert(_savedArea); _savedArea->draw(Common::Point(_bounds.left, _bounds.top)); delete _savedArea; _savedArea = NULL; } void SceneArea::draw(bool flag) { _surface = surfaceFromRes(_resNum, _rlbNum, flag ? _subNum + 1 : _subNum); _surface.draw(Common::Point(_bounds.left, _bounds.top)); } void SceneArea::wait() { // Wait until a mouse or keypress Event event; while (!g_vm->shouldQuit() && !g_globals->_events.getEvent(event)) { g_system->updateScreen(); g_system->delayMillis(10); } SynchronizedList::iterator ii; for (ii = g_globals->_sceneItems.begin(); ii != g_globals->_sceneItems.end(); ++ii) { SceneItem *sceneItem = *ii; if (sceneItem->contains(event.mousePos)) { sceneItem->doAction(_actionId); break; } } g_globals->_events.setCursor(CURSOR_ARROW); } void SceneArea::synchronize(Serializer &s) { if (s.getVersion() >= 2) SavedObject::synchronize(s); s.syncAsSint16LE(_pt.x); s.syncAsSint16LE(_pt.y); s.syncAsSint32LE(_resNum); s.syncAsSint32LE(_rlbNum); s.syncAsSint32LE(_subNum); s.syncAsSint32LE(_actionId); _bounds.synchronize(s); } /*--------------------------------------------------------------------------*/ RingworldInvObjectList::RingworldInvObjectList() : _stunner(2280, 1, 2, OBJECT_STUNNER, "This is your stunner."), _scanner(1, 1, 3, OBJECT_SCANNER, "A combination scanner comm unit."), _stasisBox(5200, 1, 4, OBJECT_STASIS_BOX, "A stasis box."), _infoDisk(40, 1, 1, OBJECT_INFODISK, "The infodisk you took from the assassin."), _stasisNegator(0, 2, 2, OBJECT_STASIS_NEGATOR, "The stasis field negator."), _keyDevice(4250, 1, 6, OBJECT_KEY_DEVICE, "A magnetic key device."), _medkit(2280, 1, 7, OBJECT_MEDKIT, "Your medkit."), _ladder(4100, 1, 8, OBJECT_LADDER, "The chief's ladder."), _rope(4150, 1, 9, OBJECT_ROPE, "The chief's rope."), _key(7700, 1, 11, OBJECT_KEY, "A key."), _translator(7700, 1, 13, OBJECT_TRANSLATOR, "The dolphin translator box."), _ale(2150, 1, 10, OBJECT_ALE, "A bottle of ale."), _paper(7700, 1, 12, OBJECT_PAPER, "A slip of paper with the numbers 2,4, and 3 written on it."), _waldos(0, 1, 14, OBJECT_WALDOS, "A pair of waldos from the ruined probe."), _stasisBox2(8100, 1, 4, OBJECT_STASIS_BOX2, "A stasis box."), _ring(8100, 2, 5, OBJECT_RING, "This is a signet ring sent to you by Louis Wu."), _cloak(9850, 2, 6, OBJECT_CLOAK, "A fine silk cloak."), _tunic(9450, 2, 7, OBJECT_TUNIC, "The patriarch's soiled tunic."), _candle(9500, 2, 8, OBJECT_CANDLE, "A tallow candle."), _straw(9400, 2, 9, OBJECT_STRAW, "Clean, dry straw."), _scimitar(9850, 1, 18, OBJECT_SCIMITAR, "A scimitar from the Patriarch's closet."), _sword(9850, 1, 17, OBJECT_SWORD, "A short sword from the Patriarch's closet."), _helmet(9500, 2, 4, OBJECT_HELMET, "Some type of helmet."), _items(4300, 2, 10, OBJECT_ITEMS, "Two interesting items from the Tnuctipun vessel."), _concentrator(4300, 2, 11, OBJECT_CONCENTRATOR, "The Tnuctipun anti-matter concentrator contained in a stasis field."), _nullifier(5200, 2, 12, OBJECT_NULLIFIER, "A purported neural wave nullifier."), _peg(4045, 2, 16, OBJECT_PEG, "A peg with a symbol."), _vial(5100, 2, 17, OBJECT_VIAL, "A vial of the bat creatures anti-pheromone drug."), _jacket(9850, 3, 1, OBJECT_JACKET, "A natty padded jacket."), _tunic2(9850, 3, 2, OBJECT_TUNIC2, "A very hairy tunic."), _bone(5300, 3, 5, OBJECT_BONE, "A very sharp bone."), _jar(7700, 3, 4, OBJECT_JAR, "An jar filled with a green substance."), _emptyJar(7700, 3, 3, OBJECT_EMPTY_JAR, "An empty jar.") { // Add the items to the list _itemList.push_back(&_stunner); _itemList.push_back(&_scanner); _itemList.push_back(&_stasisBox); _itemList.push_back(&_infoDisk); _itemList.push_back(&_stasisNegator); _itemList.push_back(&_keyDevice); _itemList.push_back(&_medkit); _itemList.push_back(&_ladder); _itemList.push_back(&_rope); _itemList.push_back(&_key); _itemList.push_back(&_translator); _itemList.push_back(&_ale); _itemList.push_back(&_paper); _itemList.push_back(&_waldos); _itemList.push_back(&_stasisBox2); _itemList.push_back(&_ring); _itemList.push_back(&_cloak); _itemList.push_back(&_tunic); _itemList.push_back(&_candle); _itemList.push_back(&_straw); _itemList.push_back(&_scimitar); _itemList.push_back(&_sword); _itemList.push_back(&_helmet); _itemList.push_back(&_items); _itemList.push_back(&_concentrator); _itemList.push_back(&_nullifier); _itemList.push_back(&_peg); _itemList.push_back(&_vial); _itemList.push_back(&_jacket); _itemList.push_back(&_tunic2); _itemList.push_back(&_bone); _itemList.push_back(&_jar); _itemList.push_back(&_emptyJar); _selectedItem = NULL; } /*--------------------------------------------------------------------------*/ void RingworldGame::start() { // Set some default flags g_globals->setFlag(12); g_globals->setFlag(34); // Set the screen to scroll in response to the player moving off-screen g_globals->_scrollFollower = &g_globals->_player; // Set the object's that will be in the player's inventory by default RING_INVENTORY._stunner._sceneNumber = 1; RING_INVENTORY._scanner._sceneNumber = 1; RING_INVENTORY._ring._sceneNumber = 1; int slot = -1; if (ConfMan.hasKey("save_slot")) { slot = ConfMan.getInt("save_slot"); Common::String file = g_vm->generateSaveName(slot); Common::InSaveFile *in = g_vm->_system->getSavefileManager()->openForLoading(file); if (in) delete in; else slot = -1; } if (slot >= 0) g_globals->_sceneHandler->_loadGameSlot = slot; else // Switch to the title screen g_globals->_sceneManager.setNewScene(1000); g_globals->_events.showCursor(); } void RingworldGame::restart() { g_globals->_scenePalette.clearListeners(); g_globals->_soundHandler.stop(); // Reset the flags g_globals->reset(); g_globals->setFlag(34); // Clear save/load slots g_globals->_sceneHandler->_saveGameSlot = -1; g_globals->_sceneHandler->_loadGameSlot = -1; g_globals->_stripNum = 0; g_globals->_events.setCursor(CURSOR_WALK); // Reset item properties RING_INVENTORY._stunner._sceneNumber = 1; RING_INVENTORY._scanner._sceneNumber = 1; RING_INVENTORY._stasisBox._sceneNumber = 5200; RING_INVENTORY._infoDisk._sceneNumber = 40; RING_INVENTORY._stasisNegator._sceneNumber = 0; RING_INVENTORY._keyDevice._sceneNumber = 0; RING_INVENTORY._medkit._sceneNumber = 2280; RING_INVENTORY._ladder._sceneNumber = 4100; RING_INVENTORY._rope._sceneNumber = 4150; RING_INVENTORY._key._sceneNumber = 7700; RING_INVENTORY._translator._sceneNumber = 2150; RING_INVENTORY._paper._sceneNumber = 7700; RING_INVENTORY._waldos._sceneNumber = 0; RING_INVENTORY._ring._sceneNumber = 1; RING_INVENTORY._stasisBox2._sceneNumber = 8100; RING_INVENTORY._cloak._sceneNumber = 9850; RING_INVENTORY._tunic._sceneNumber = 9450; RING_INVENTORY._candle._sceneNumber = 9500; RING_INVENTORY._straw._sceneNumber = 9400; RING_INVENTORY._scimitar._sceneNumber = 9850; RING_INVENTORY._sword._sceneNumber = 9850; RING_INVENTORY._helmet._sceneNumber = 9500; RING_INVENTORY._items._sceneNumber = 4300; RING_INVENTORY._concentrator._sceneNumber = 4300; RING_INVENTORY._nullifier._sceneNumber = 4300; RING_INVENTORY._peg._sceneNumber = 4045; RING_INVENTORY._vial._sceneNumber = 5100; RING_INVENTORY._jacket._sceneNumber = 9850; RING_INVENTORY._tunic2._sceneNumber = 9850; RING_INVENTORY._bone._sceneNumber = 5300; RING_INVENTORY._jar._sceneNumber = 7700; RING_INVENTORY._emptyJar._sceneNumber = 7700; RING_INVENTORY._selectedItem = NULL; // Change to the first game scene g_globals->_sceneManager.changeScene(30); } void RingworldGame::endGame(int resNum, int lineNum) { g_globals->_events.setCursor(CURSOR_WALK); Common::String msg = g_resourceManager->getMessage(resNum, lineNum); bool savesExist = g_saver->savegamesExist(); if (!savesExist) { // No savegames exist, so prompt the user to restart or quit if (MessageDialog::show(msg, QUIT_BTN_STRING, RESTART_BTN_STRING) == 0) g_vm->quitGame(); else restart(); } else { // Savegames exist, so prompt for Restore/Restart bool breakFlag; do { if (g_vm->shouldQuit()) { breakFlag = true; } else if (MessageDialog::show(msg, RESTART_BTN_STRING, RESTORE_BTN_STRING) == 0) { restart(); breakFlag = true; } else { handleSaveLoad(false, g_globals->_sceneHandler->_loadGameSlot, g_globals->_sceneHandler->_saveName); breakFlag = g_globals->_sceneHandler->_loadGameSlot >= 0; } } while (!breakFlag); } g_globals->_events.setCursorFromFlag(); } void RingworldGame::processEvent(Event &event) { if (event.eventType == EVENT_KEYPRESS) { switch (event.kbd.keycode) { case Common::KEYCODE_F1: // F1 - Help MessageDialog::show(HELP_MSG, OK_BTN_STRING); break; case Common::KEYCODE_F2: // F2 - Sound Options SoundDialog::execute(); break; case Common::KEYCODE_F3: // F3 - Quit quitGame(); event.handled = false; break; case Common::KEYCODE_F4: // F4 - Restart restartGame(); g_globals->_events.setCursorFromFlag(); break; case Common::KEYCODE_F7: // F7 - Restore restoreGame(); g_globals->_events.setCursorFromFlag(); break; case Common::KEYCODE_F10: // F10 - Pause GfxDialog::setPalette(); MessageDialog::show(GAME_PAUSED_MSG, OK_BTN_STRING); g_globals->_events.setCursorFromFlag(); break; default: break; } } } void RingworldGame::rightClick() { RightClickDialog *dlg = new RightClickDialog(); dlg->execute(); delete dlg; } } // End of namespace Ringworld } // End of namespace TsAGE