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/* 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(22); // display screen MAP_3w
_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
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