aboutsummaryrefslogtreecommitdiff
path: root/engines/agi/preagi_mickey.cpp
blob: 6cbc3165433c31b7daa9a24154ecafc354b5baef (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
/* 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 "agi/preagi_mickey.h"
#include "agi/graphics.h"

namespace Agi {

Mickey::Mickey(PreAgiEngine *vm) : _vm(vm) {
}

Mickey::~Mickey() {
}

void Mickey::init() {
}

void Mickey::run() {
	intro();
	while(true) {
		_vm->getSelection(0);
		_vm->_system->delayMillis(10);
	}
	//gameLoop();
	//gameOver();
}

void Mickey::intro() {
	// draw sierra logo
	drawLogo();
	
	// draw title picture
	game.iRoom = IDI_MSA_PIC_TITLE;
	drawRoom();

#if 0
	// show copyright and play theme
	PrintExeMsg(IDO_MSA_COPYRIGHT);
	PlaySound(IDI_MSA_SND_THEME);
		
	// load game
	game.fIntro = true;
	if (ChooseY_N(IDO_MSA_LOAD_GAME[0], true)) {
		if (LoadGame()) {
			game.iPlanet = IDI_MSA_PLANET_EARTH;
			game.fIntro = false;
			game.iRoom = IDI_MSA_PIC_SHIP_CORRIDOR;
			return;
		}
	}

	// play spaceship landing scene
	game.iPlanet = IDI_MSA_PLANET_EARTH;
	game.iRoom = IDI_MSA_PIC_EARTH_ROAD_4;

	DrawRoom();
	PrintRoomDesc();

	#ifndef _DEBUG
	PlaySound(IDI_MSA_SND_SHIP_LAND);
	#endif

	FlashScreen();
	FlashScreen();
	FlashScreen();

	PrintExeMsg(IDO_MSA_INTRO);
#endif
}

void Mickey::drawLogo() {
	char szFile[256] = {0};
	uint8 *buffer = new uint8[16384];

	// read in logos.bcg
	sprintf(szFile, IDS_MSA_PATH_LOGO);
	Common::File infile;
	if (!infile.open(szFile))
		return;
	infile.read(buffer, infile.size());
	infile.close();
		
	// draw logo bitmap
	// TODO
	//drawPictureBCG(buffer);
	//updateScreen();

	delete [] buffer;
}

void Mickey::drawRoomPicture() {
	if (false) { //(getDebug()) {
		drawPic(0);
		//debug();	// TODO
	} else {
		if (game.iRoom == IDI_MSA_PIC_TITLE) {
			drawPic(IDI_MSA_PIC_TITLE);
		} else {
			drawPic(game.iRmPic[game.iRoom]);
		}
	}
}

void Mickey::drawPic(int iPic) {
	_vm->preAgiLoadResource(rPICTURE, iPic);
	_vm->_picture->decodePicture(iPic, true);
	_vm->_picture->showPic();
	_vm->_gfx->doUpdate();
	_vm->_system->updateScreen();	// TODO: this should go in the game's main loop
}

void Mickey::drawRoom() {
	drawRoomPicture();
	//drawRoomObjects();
	//drawRoomAnimation();
}

}