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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.
*
*/
#include "titanic/game/missiveomat.h"
#include "titanic/core/room_item.h"
#include "titanic/titanic.h"
namespace Titanic {
BEGIN_MESSAGE_MAP(CMissiveOMat, CGameObject)
ON_MESSAGE(EnterViewMsg)
ON_MESSAGE(KeyCharMsg)
ON_MESSAGE(TimerMsg)
ON_MESSAGE(MissiveOMatActionMsg)
ON_MESSAGE(LeaveViewMsg)
END_MESSAGE_MAP()
CMissiveOMat::CMissiveOMat() : CGameObject(), _mode(MMODE_USERNAME),
_totalMessages(0), _messageNum(0), _account(NO_ACCOUNT) {
// Load data for the messages, their from and to names
loadArray(_welcomeMessages, "TEXT/MISSIVEOMAT/WELCOME", 3);
loadArray(_messages, "TEXT/MISSIVEOMAT/MESSAGES", 58);
loadArray(_from, "TEXT/MISSIVEOMAT/FROM", 58);
loadArray(_to, "TEXT/MISSIVEOMAT/TO", 58);
}
void CMissiveOMat::loadArray(CString *arr, const CString &resName, int count) {
Common::SeekableReadStream *s = g_vm->_filesManager->getResource(resName);
for (int idx = 0; idx < count; ++idx)
arr[idx] = readStringFromStream(s);
delete s;
}
void CMissiveOMat::save(SimpleFile *file, int indent) {
file->writeNumberLine(1, indent);
file->writeNumberLine(_mode, indent);
file->writeNumberLine(_totalMessages, indent);
file->writeNumberLine(_messageNum, indent);
file->writeQuotedLine(_username, indent);
file->writeQuotedLine(_password, indent);
file->writeNumberLine(_account, indent);
CGameObject::save(file, indent);
}
void CMissiveOMat::load(SimpleFile *file) {
file->readNumber();
_mode = (MissiveOMatMode)file->readNumber();
_totalMessages = file->readNumber();
_messageNum = file->readNumber();
_username = file->readString();
_password = file->readString();
_account = (MissiveOMatAccount)file->readNumber();
CGameObject::load(file);
}
bool CMissiveOMat::EnterViewMsg(CEnterViewMsg *msg) {
CMissiveOMatActionMsg actionMsg(MESSAGE_STARTUP);
actionMsg.execute(this);
return true;
}
bool CMissiveOMat::KeyCharMsg(CKeyCharMsg *msg) {
CTreeItem *loginControl = findRoom()->findByName("MissiveOMat Login Control");
CEditControlMsg editMsg;
switch (_mode) {
case MMODE_USERNAME:
if (!msg->_key)
return true;
playSound("z#228.wav");
editMsg._mode = EDIT_KEYPRESS;
editMsg._param = msg->_key;
editMsg.execute(loginControl);
if (editMsg._param == 1000) {
// Get the username
editMsg._mode = EDIT_GET_TEXT;
editMsg.execute(loginControl);
_username = editMsg._text;
_username.toLowercase();
// Next ask for the password
if (!_username.empty()) {
loadFrame(2);
_mode = MMODE_PASSWORD;
editMsg._mode = EDIT_CLEAR;
editMsg.execute(loginControl);
editMsg._mode = EDIT_BORDERS;
editMsg._param = 24;
editMsg.execute(loginControl);
}
}
break;
case MMODE_PASSWORD:
if (!msg->_key)
return true;
playSound("z#228.wav");
editMsg._mode = EDIT_KEYPRESS;
editMsg._param = msg->_key;
editMsg.execute(loginControl);
if (editMsg._param == 1000) {
// Get the password
editMsg._mode = EDIT_GET_TEXT;
editMsg.execute(loginControl);
_password = editMsg._text;
_password.toLowercase();
// Handle special variations of the names
if (_username == "droot scraliontis") {
_username = "scraliontis";
} else if (_username == "antar brobostigon") {
_username = "brobostigon";
} else if (_username == "colin") {
_username = "leovinus";
}
// Check whether a valid username and password has been entered
static const char *const PASSWORDS_EN[3] = { "other", "this", "that" };
static const char *const PASSWORDS_DE[3] = { "t'ok", "t'ik", "t'ak" };
static const char *const *pwds = g_vm->isGerman() ? PASSWORDS_DE : PASSWORDS_EN;
bool validFlag = false;
if ((_username == "leovinus" && _password == pwds[0]) ||
(_username == "scummvm")) {
validFlag = true;
_account = LEOVINUS;
} else if (_username == "scraliontis" && _password == pwds[1]) {
validFlag = true;
_account = SCRALIONTIS;
} else if (_username == "brobostigon" && _password == pwds[2]) {
validFlag = true;
_account = BROBOSTIGON;
}
if (validFlag) {
// Credentials were valid, so log in
_mode = MMODE_LOGGED_IN;
setVisible(false);
editMsg._mode = EDIT_CLEAR;
editMsg.execute(loginControl);
CRoomItem *room = findRoom();
CTreeItem *welcome = room->findByName("MissiveOMat Welcome");
CTreeItem *scrollUp = room->findByName("MissiveOMat ScrollUp Button");
CTreeItem *scrollDown = room->findByName("MissiveOMat ScrollDown Button");
CTreeItem *ok = room->findByName("MissiveOMat OK Button");
getTextCursor()->hide();
editMsg._mode = EDIT_HIDE;
editMsg.execute(loginControl);
editMsg._mode = EDIT_SHOW;
editMsg.execute(welcome);
editMsg._mode = EDIT_SET_TEXT;
editMsg._text = _welcomeMessages[_account];
editMsg.execute(welcome);
editMsg._mode = EDIT_SHOW;
editMsg.execute(ok);
editMsg.execute(scrollUp);
editMsg.execute(scrollDown);
} else {
// Credentials were invalid, so access denied
_mode = MMODE_DENIED;
loadFrame(3);
addTimer(1500);
editMsg._mode = EDIT_CLEAR;
editMsg.execute(loginControl);
getTextCursor()->hide();
}
}
break;
default:
break;
}
return true;
}
bool CMissiveOMat::TimerMsg(CTimerMsg *msg) {
if (_mode == MMODE_DENIED) {
// Reset back to asking for a login username
_mode = MMODE_USERNAME;
loadFrame(1);
setVisible(true);
CTreeItem *loginControl = findRoom()->findByName("MissiveOMat Login Control");
CEditControlMsg editMsg;
editMsg._mode = EDIT_BORDERS;
editMsg._param = 8;
editMsg.execute(loginControl);
}
return true;
}
bool CMissiveOMat::MissiveOMatActionMsg(CMissiveOMatActionMsg *msg) {
CGameObject *welcome = static_cast<CGameObject *>(findByName("MissiveOMat Welcome"));
switch (msg->_action) {
case MESSAGE_SHOW: {
if (_account == NO_ACCOUNT)
break;
CRoomItem *room = findRoom();
CTreeItem *btnOk = room->findByName("MissiveOMat OK Button");
CTreeItem *btnNext = room->findByName("MissiveOMat Next Button");
CTreeItem *btnPrev = room->findByName("MissiveOMat Prev Button");
CTreeItem *btnLogout = room->findByName("MissiveOMat Logout Button");
_mode = MMODE_5;
CVisibleMsg visibleMsg;
visibleMsg._visible = false;
visibleMsg.execute(btnOk);
visibleMsg._visible = true;
visibleMsg.execute(btnNext);
visibleMsg.execute(btnPrev);
visibleMsg.execute(btnLogout);
_messageNum = 0;
_totalMessages = 0;
CString *strP = &_messages[_account * 19];
for (_totalMessages = 0; !strP->empty(); ++strP, ++_totalMessages)
;
CMissiveOMatActionMsg actionMsg;
actionMsg._action = REDRAW_MESSAGE;
actionMsg.execute(this);
break;
}
case NEXT_MESSAGE:
if (_messageNum < (_totalMessages - 1)) {
++_messageNum;
CMissiveOMatActionMsg actionMsg;
actionMsg._action = REDRAW_MESSAGE;
actionMsg.execute(this);
}
break;
case PRIOR_MESSAGE:
if (_messageNum > 0) {
--_messageNum;
CMissiveOMatActionMsg actionMsg;
actionMsg._action = REDRAW_MESSAGE;
actionMsg.execute(this);
}
break;
case MESSAGE_5: {
CMissiveOMatActionMsg actionMsg;
actionMsg._action = MESSAGE_STARTUP;
actionMsg.execute(this);
break;
}
case MESSAGE_DOWN:
if (welcome)
welcome->scrollTextDown();
break;
case MESSAGE_UP:
if (welcome)
welcome->scrollTextUp();
break;
case REDRAW_MESSAGE:
if (welcome) {
CString str = CString::format(
"Missive %d of %d.\nFrom: %s\nTo: %s\n\n%s\n",
_messageNum + 1, _totalMessages, _from[_account * 19 + _messageNum].c_str(),
_to[_account * 19 + _messageNum].c_str(), _messages[_account * 19 + _messageNum].c_str());
welcome->setText(str);
}
break;
case MESSAGE_STARTUP: {
setVisible(true);
loadFrame(1);
_mode = MMODE_USERNAME;
_account = NO_ACCOUNT;
static const char *const WIDGETS[8] = {
"MissiveOMat Login Control", "MissiveOMat Welcome",
"MissiveOMat OK Button", "MissiveOMat Next Button",
"MissiveOMat Prev Button", "MissiveOMat Logout Button",
"MissiveOMat ScrollDown Button", "MissiveOMat ScrollUp Button"
};
CEditControlMsg editMsg;
for (int idx = 0; idx < 8; ++idx) {
editMsg._mode = EDIT_INIT;
editMsg._param = 12;
editMsg.execute(WIDGETS[idx]);
editMsg._mode = EDIT_CLEAR;
editMsg.execute(WIDGETS[idx]);
editMsg._mode = EDIT_HIDE;
editMsg.execute(WIDGETS[idx]);
}
editMsg._mode = EDIT_SHOW;
editMsg.execute("MissiveOMat Login Control");
editMsg._mode = EDIT_BORDERS;
editMsg._param = 8;
editMsg.execute("MissiveOMat Login Control");
editMsg._mode = EDIT_SHOW_CURSOR;
editMsg.execute("MissiveOMat Login Control");
_username.clear();
_password.clear();
break;
}
default:
break;
}
return true;
}
bool CMissiveOMat::LeaveViewMsg(CLeaveViewMsg *msg) {
CEditControlMsg editMsg;
editMsg._mode = EDIT_HIDE_CURSOR;
editMsg.execute("MissiveOMat Login Control");
petShowCursor();
return true;
}
} // End of namespace Titanic
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