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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 "common/config-manager.h"
#include "tsage/blue_force/blueforce_logic.h"
#include "tsage/blue_force/blueforce_dialogs.h"
#include "tsage/blue_force/blueforce_scenes0.h"
#include "tsage/blue_force/blueforce_scenes1.h"
#include "tsage/blue_force/blueforce_scenes2.h"
#include "tsage/blue_force/blueforce_scenes3.h"
#include "tsage/blue_force/blueforce_scenes4.h"
#include "tsage/blue_force/blueforce_scenes5.h"
#include "tsage/blue_force/blueforce_scenes6.h"
#include "tsage/blue_force/blueforce_scenes7.h"
#include "tsage/blue_force/blueforce_scenes8.h"
#include "tsage/blue_force/blueforce_scenes9.h"
#include "tsage/scenes.h"
#include "tsage/tsage.h"
#include "tsage/graphics.h"
#include "tsage/staticres.h"
namespace TsAGE {
namespace BlueForce {
void BlueForceGame::start() {
int slot = -1;
// Check for a savegame to load straight from the launcher
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)
// Set the savegame slot to load in the main loop
g_globals->_sceneHandler->_loadGameSlot = slot;
else
// Switch to the title screen
g_globals->_sceneManager.setNewScene(20);
}
Scene *BlueForceGame::createScene(int sceneNumber) {
switch (sceneNumber) {
/* Scene Group #0 */
case 20:
// Tsunami Title Screen
return new Scene20();
case 50:
// Map screen
return new Scene50();
case 60:
// Motorcycle
return new Scene60();
/* Scene Group #1 */
case 100:
// Tsnunami Title Screen #2
return new Scene100();
case 109:
// Introduction - Bar Room
return new Scene109();
case 110:
// Introduction - Outside the bar
return new Scene110();
case 114:
// Outside Tony's Bar
return new Scene114();
case 115:
// Inside Tony's Bar
return new Scene115();
case 125:
// Intro - Chase in the city
return new Scene125();
case 140:
// Intro - Burglar near the House
return new Scene140();
case 150:
// Intro - Burglar inside the house
return new Scene150();
case 160:
// Intro - Burial
return new Scene160();
case 180:
// Front of Home
return new Scene180();
case 190:
// Front of Police Station
return new Scene190();
case 200:
// Credits - Motorcycle Training
return new Scene200();
case 210:
// Credits - Car Training
return new Scene210();
case 220:
// Credits - Martial Arts
return new Scene220();
case 225:
// Credits - Gun Training
return new Scene225();
case 265:
// Intro - Graduation Article
return new Scene265();
case 270:
// Living Room & Kitchen
return new Scene270();
case 271:
// Living Room & Kitchen #2
return new Scene271();
case 280:
// Bedroom Flashback cut-scene
return new Scene280();
case 300:
// Outside Police Station
return new Scene300();
case 315:
// Inside Police Station
return new Scene315();
case 325:
// Police Station Conference Room
return new Scene325();
case 330:
// Approaching Marina
return new Scene330();
case 340:
// Marina, Domestic Disturbance
return new Scene340();
case 342:
// Marina, Normal
return new Scene342();
case 350:
// Marina, Outside Boat
return new Scene350();
case 355:
// Future Wave Exterior
return new Scene355();
case 360:
// Future Wave Interior
return new Scene360();
case 370:
// Future Wave Bedroom
return new Scene370();
case 380:
// Outside City Hall & Jail
return new Scene380();
case 385:
// City Hall
return new Scene385();
case 390:
// City Jail
return new Scene390();
case 410:
// Traffic Stop Gang Members
return new Scene410();
case 415:
// Searching Truck
return new Scene415();
case 440:
// Outside Alleycat Bowl
return new Scene440();
case 450:
// Inside Alleycat Bowl
return new Scene450();
case 550:
// Outside Bikini Hut
return new Scene550();
case 551:
// Outside Bikini Hut (Drunk Stop)
return new Scene551();
case 560:
// Study
return new Scene560();
case 570:
// Computer
return new Scene570();
case 580:
// Child Protective Services Parking Lot
return new Scene580();
case 590:
// Child Protective Services
return new Scene590();
case 600:
// Crash cut-scene
return new Scene600();
case 620:
// Hospital cut-scene
return new Scene620();
case 666:
// Death scene
return new Scene666();
case 690:
// Decking
return new Scene690();
case 710:
// Beach
return new Scene710();
case 800:
// Jamison & Ryan
return new Scene800();
case 810:
// Lyle's Office
return new Scene810();
case 820:
// Microfiche Reader
return new Scene820();
case 830:
// Outside Boat Rentals
return new Scene830();
case 840:
// Boat Rentals
return new Scene840();
case 850:
// Boat Leaving/Entering Marina
return new Scene850();
case 860:
// Boat Entering Cove
return new Scene860();
case 870:
// Cove Beach
return new Scene870();
case 880:
// Beach Path
return new Scene880();
case 900:
// Outside the Warehouse
return new Scene900();
case 910:
// Inside the Warehouse
return new Scene910();
case 920:
// Inside the Warehouse: Secret room
return new Scene920();
case 930:
// Inside the caravan
return new Scene930();
case 935:
// Hidden in the wardrobe
return new Scene935();
case 940:
// Jail ending animation
return new Scene940();
default:
error("Unknown scene number - %d", sceneNumber);
break;
}
}
/**
* Returns true if it is currently okay to restore a game
*/
bool BlueForceGame::canLoadGameStateCurrently() {
// Don't allow a game to be loaded if a dialog is active
return g_globals->_gfxManagers.size() == 1;
}
/**
* Returns true if it is currently okay to save the game
*/
bool BlueForceGame::canSaveGameStateCurrently() {
// Don't allow a game to be saved if a dialog is active
return g_globals->_gfxManagers.size() == 1;
}
void BlueForceGame::rightClick() {
RightClickDialog *dlg = new RightClickDialog();
dlg->execute();
delete dlg;
}
void BlueForceGame::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 BlueForceGame::restart() {
g_globals->_scenePalette.clearListeners();
g_globals->_soundHandler.stop();
// Reset the globals
g_globals->reset();
// Clear save/load slots
g_globals->_sceneHandler->_saveGameSlot = -1;
g_globals->_sceneHandler->_loadGameSlot = -1;
g_globals->_stripNum = 0;
g_globals->_events.setCursor(CURSOR_WALK);
// Change to the first game scene
g_globals->_sceneManager.changeScene(190);
}
/*--------------------------------------------------------------------------*/
AObjectArray::AObjectArray(): EventHandler() {
_inUse = false;
clear();
}
void AObjectArray::clear() {
for (int i = 0; i < OBJ_ARRAY_SIZE; ++i)
_objList[i] = NULL;
}
void AObjectArray::synchronize(Serializer &s) {
EventHandler::synchronize(s);
for (int i = 0; i < OBJ_ARRAY_SIZE; ++i)
SYNC_POINTER(_objList[i]);
}
void AObjectArray::process(Event &event) {
if (_inUse)
error("Array error");
_inUse = true;
for (int i = 0; i < OBJ_ARRAY_SIZE; ++i) {
if (_objList[i])
_objList[i]->process(event);
}
_inUse = false;
}
void AObjectArray::dispatch() {
if (_inUse)
error("Array error");
_inUse = true;
for (int i = 0; i < OBJ_ARRAY_SIZE; ++i) {
if (_objList[i])
_objList[i]->dispatch();
}
_inUse = false;
}
int AObjectArray::getNewIndex() {
for (int i = 0; i < OBJ_ARRAY_SIZE; ++i) {
if (!_objList[i])
return i;
}
error("AObjectArray too full.");
}
void AObjectArray::add(EventHandler *obj) {
int idx = getNewIndex();
_objList[idx] = obj;
}
void AObjectArray::remove(EventHandler *obj) {
for (int i = 0; i < OBJ_ARRAY_SIZE; ++i) {
if (_objList[i] == obj) {
_objList[i] = NULL;
return;
}
}
}
/*--------------------------------------------------------------------------*/
Timer::Timer() {
_endFrame = 0;
_endHandler = NULL;
_tickAction = NULL;
}
void Timer::remove() {
_endFrame = 0;
_endHandler = NULL;
((Scene100 *)BF_GLOBALS._sceneManager._scene)->removeTimer(this);
}
void Timer::synchronize(Serializer &s) {
EventHandler::synchronize(s);
SYNC_POINTER(_tickAction);
SYNC_POINTER(_endHandler);
s.syncAsUint32LE(_endFrame);
}
void Timer::signal() {
assert(_endHandler);
EventHandler *item = _endHandler;
remove();
item->signal();
}
void Timer::dispatch() {
if (_tickAction)
_tickAction->dispatch();
if (_endFrame) {
uint32 frameNumber = BF_GLOBALS._events.getFrameNumber();
if (frameNumber > _endFrame)
// Timer has expired
signal();
}
}
void Timer::set(uint32 delay, EventHandler *endHandler) {
assert(delay != 0);
_endFrame = BF_GLOBALS._sceneHandler->getFrameDifference() + delay;
_endHandler = endHandler;
((SceneExt *)BF_GLOBALS._sceneManager._scene)->addTimer(this);
}
/*--------------------------------------------------------------------------*/
TimerExt::TimerExt(): Timer() {
_action = NULL;
}
void TimerExt::set(uint32 delay, EventHandler *endHandler, Action *newAction) {
_newAction = newAction;
Timer::set(delay, endHandler);
}
void TimerExt::synchronize(Serializer &s) {
EventHandler::synchronize(s);
SYNC_POINTER(_action);
}
void TimerExt::remove() {
_action = NULL;
Timer::remove();
}
void TimerExt::signal() {
EventHandler *endHandler = _endHandler;
Action *newAction = _newAction;
remove();
// If the end action doesn't have an action anymore, set it to the specified new action
assert(endHandler);
if (!endHandler->_action)
endHandler->setAction(newAction);
}
/*--------------------------------------------------------------------------*/
void SceneItemType2::startMove(SceneObject *sceneObj, va_list va) {
}
/*--------------------------------------------------------------------------*/
void NamedObject::postInit(SceneObjectList *OwnerList) {
_lookLineNum = _talkLineNum = _useLineNum = -1;
SceneObject::postInit();
}
void NamedObject::synchronize(Serializer &s) {
SceneObject::synchronize(s);
s.syncAsSint16LE(_resNum);
s.syncAsSint16LE(_lookLineNum);
s.syncAsSint16LE(_talkLineNum);
s.syncAsSint16LE(_useLineNum);
}
bool NamedObject::startAction(CursorType action, Event &event) {
bool handled = true;
switch (action) {
case CURSOR_LOOK:
if (_lookLineNum == -1)
handled = false;
else
SceneItem::display2(_resNum, _lookLineNum);
break;
case CURSOR_USE:
if (_useLineNum == -1)
handled = false;
else
SceneItem::display2(_resNum, _useLineNum);
break;
case CURSOR_TALK:
if (_talkLineNum == -1)
handled = false;
else
SceneItem::display2(_resNum, _talkLineNum);
break;
default:
handled = false;
break;
}
if (!handled)
handled = ((SceneExt *)BF_GLOBALS._sceneManager._scene)->display(action);
return handled;
}
void NamedObject::setDetails(int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode, SceneItem *item) {
_resNum = resNum;
_lookLineNum = lookLineNum;
_talkLineNum = talkLineNum;
_useLineNum = useLineNum;
switch (mode) {
case 2:
g_globals->_sceneItems.push_front(this);
break;
case 4:
g_globals->_sceneItems.addBefore(item, this);
break;
case 5:
g_globals->_sceneItems.addAfter(item, this);
break;
default:
g_globals->_sceneItems.push_back(this);
break;
}
}
void NamedObject::setDetails(int resNum, int lookLineNum, int talkLineNum, int useLineNum) {
_resNum = resNum;
_lookLineNum = lookLineNum;
_talkLineNum = talkLineNum;
_useLineNum = useLineNum;
}
/*--------------------------------------------------------------------------*/
CountdownObject::CountdownObject(): NamedObject() {
_countDown = 0;
}
void CountdownObject::synchronize(Serializer &s) {
SceneObject::synchronize(s);
s.syncAsSint16LE(_countDown);
}
void CountdownObject::dispatch() {
int frameNum = _frame;
SceneObject::dispatch();
if ((frameNum != _frame) && (_countDown > 0)) {
if (--_countDown == 0) {
animate(ANIM_MODE_NONE, 0);
_frame = 1;
}
}
}
void CountdownObject::fixCountdown(int mode, ...) {
if (mode == 8) {
va_list va;
va_start(va, mode);
_countDown = va_arg(va, int);
animate(ANIM_MODE_8, _countDown, NULL);
va_end(va);
}
}
/*--------------------------------------------------------------------------*/
FollowerObject::FollowerObject(): NamedObject() {
_object = NULL;
}
void FollowerObject::synchronize(Serializer &s) {
NamedObject::synchronize(s);
SYNC_POINTER(_object);
}
void FollowerObject::remove() {
NamedObject::remove();
_object = NULL;
}
void FollowerObject::dispatch() {
SceneObject::dispatch();
assert(_object);
if ((_object->_flags & OBJFLAG_HIDE) || ((_object->_visage != 307) &&
((_object->_visage != 308) || (_object->_strip != 1)))) {
hide();
} else if ((_object->_visage != 308) || (_object->_strip != 1)) {
show();
setStrip(_object->_strip);
setPosition(Common::Point(_object->_position.x + 1, _object->_position.y), _yDiff);
}
}
void FollowerObject::reposition() {
assert(_object);
setStrip(_object->_strip);
setPosition(_object->_position, _yDiff);
NamedObject::reposition();
}
void FollowerObject::setup(SceneObject *object, int visage, int frameNum, int yDiff) {
SceneObject::postInit();
_object = object;
_yDiff = yDiff;
setVisage(visage);
setFrame(frameNum);
dispatch();
}
/*--------------------------------------------------------------------------*/
FocusObject::FocusObject(): NamedObject() {
_img = surfaceFromRes(1, 5, 7);
}
void FocusObject::postInit(SceneObjectList *OwnerList) {
NamedObject::postInit(OwnerList);
_resNum = 560;
_lookLineNum = 43;
_talkLineNum = 44;
_useLineNum = -1;
_v90 = 0;
_v92 = 1;
SceneExt *scene = (SceneExt *)BF_GLOBALS._sceneManager._scene;
scene->_focusObject = this;
BF_GLOBALS._sceneItems.push_front(this);
}
void FocusObject::synchronize(Serializer &s) {
NamedObject::synchronize(s);
s.syncAsSint16LE(_v90);
s.syncAsSint16LE(_v92);
}
void FocusObject::remove() {
BF_GLOBALS._sceneItems.remove(this);
SceneExt *scene = (SceneExt *)BF_GLOBALS._sceneManager._scene;
if (scene->_focusObject == this)
scene->_focusObject = NULL;
BF_GLOBALS._events.setCursor(BF_GLOBALS._events.getCursor());
NamedObject::remove();
}
void FocusObject::process(Event &event) {
if (BF_GLOBALS._player._enabled) {
if (_bounds.contains(event.mousePos)) {
// Reset the cursor back to normal
BF_GLOBALS._events.setCursor(BF_GLOBALS._events.getCursor());
if ((event.eventType == EVENT_BUTTON_DOWN) && (BF_GLOBALS._events.getCursor() == CURSOR_WALK) &&
(event.btnState == 3)) {
BF_GLOBALS._events.setCursor(CURSOR_USE);
event.handled = true;
}
} else if (event.mousePos.y < 168) {
// Change the cursor to an 'Exit' image
BF_GLOBALS._events.setCursor(_img);
if (event.eventType == EVENT_BUTTON_DOWN) {
// Remove the object from display
event.handled = true;
remove();
}
}
}
if (_action)
_action->process(event);
}
/*--------------------------------------------------------------------------*/
SceneExt::SceneExt(): Scene() {
_stripManager._onBegin = SceneExt::startStrip;
_stripManager._onEnd = SceneExt::endStrip;
_field372 = _field37A = 0;
_savedPlayerEnabled = false;
_savedUiEnabled = false;
_savedCanWalk = false;
_focusObject = NULL;
_cursorVisage.setVisage(1, 8);
}
void SceneExt::postInit(SceneObjectList *OwnerList) {
Scene::postInit(OwnerList);
if (BF_GLOBALS._dayNumber) {
// Blank out the bottom portion of the screen
BF_GLOBALS._interfaceY = UI_INTERFACE_Y;
Rect r(0, UI_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT);
BF_GLOBALS.gfxManager().getSurface().fillRect(r, 0);
}
}
void SceneExt::remove() {
T2_GLOBALS._uiElements.hide();
T2_GLOBALS._uiElements.resetClear();
// Below code originally in Blue Force Scene::remove(). Placed here to avoid contaminating
// core class with Blue Force specific code
if (_action) {
if (_action->_endHandler)
_action->_endHandler = NULL;
_action->remove();
}
_focusObject = NULL;
}
void SceneExt::process(Event &event) {
_objArray2.process(event);
if (!event.handled)
Scene::process(event);
}
void SceneExt::dispatch() {
_timerList.dispatch();
if (_field37A) {
if ((--_field37A == 0) && BF_GLOBALS._dayNumber) {
if (T2_GLOBALS._uiElements._active && BF_GLOBALS._player._enabled) {
T2_GLOBALS._uiElements.show();
}
_field37A = 0;
}
}
Scene::dispatch();
}
void SceneExt::loadScene(int sceneNum) {
Scene::loadScene(sceneNum);
_v51C34.top = 0;
_v51C34.bottom = 300;
BF_GLOBALS._sceneHandler->_delayTicks = 1;
}
void SceneExt::checkGun() {
// Remove a bullet from the currently loaded clip
if (BF_GLOBALS.getFlag(fLoadedSpare) && (BF_GLOBALS._clip2Bullets > 0)) {
if (--BF_GLOBALS._clip2Bullets == 0)
BF_GLOBALS.clearFlag(fGunLoaded);
} else {
if (BF_GLOBALS._clip1Bullets > 0)
--BF_GLOBALS._clip1Bullets;
if (!BF_GLOBALS._clip1Bullets)
BF_GLOBALS.clearFlag(fGunLoaded);
}
BF_GLOBALS._sound3.play(4);
}
bool SceneExt::display(CursorType action) {
switch (action) {
case CURSOR_LOOK:
SceneItem::display2(9000, BF_GLOBALS._randomSource.getRandomNumber(2));
break;
case CURSOR_USE:
SceneItem::display2(9000, BF_GLOBALS._randomSource.getRandomNumber(2) + 6);
break;
case CURSOR_TALK:
SceneItem::display2(9000, BF_GLOBALS._randomSource.getRandomNumber(2) + 3);
break;
case INV_COLT45:
gunDisplay();
break;
default:
if (action < BF_LAST_INVENT)
SceneItem::display2(9002, (int)action);
else
return false;
break;
}
return true;
}
void SceneExt::fadeOut() {
uint32 black = 0;
BF_GLOBALS._scenePalette.fade((const byte *)&black, false, 100);
}
void SceneExt::gunDisplay() {
if (!BF_GLOBALS.getFlag(gunDrawn)) {
// Gun not drawn
SceneItem::display2(1, BF_GLOBALS.getFlag(fCanDrawGun) ? 0 : 4);
} else if (!BF_GLOBALS.getFlag(fGunLoaded)) {
// Gun not loaded
SceneItem::display2(1, 1);
} else if (!BF_GLOBALS.getHasBullets()) {
// Out of ammunition
SceneItem::display2(1, 2);
} else {
// Check scene for whether gun can fire
checkGun();
}
}
void SceneExt::startStrip() {
SceneExt *scene = (SceneExt *)BF_GLOBALS._sceneManager._scene;
scene->_field372 = 1;
scene->_savedPlayerEnabled = BF_GLOBALS._player._enabled;
if (scene->_savedPlayerEnabled) {
scene->_savedUiEnabled = BF_GLOBALS._player._uiEnabled;
scene->_savedCanWalk = BF_GLOBALS._player._canWalk;
BF_GLOBALS._player.disableControl();
if (!BF_GLOBALS._v50696 && T2_GLOBALS._uiElements._active)
T2_GLOBALS._uiElements.hide();
}
}
void SceneExt::endStrip() {
SceneExt *scene = (SceneExt *)BF_GLOBALS._sceneManager._scene;
scene->_field372 = 0;
if (scene->_savedPlayerEnabled) {
BF_GLOBALS._player.enableControl();
BF_GLOBALS._player._uiEnabled = scene->_savedUiEnabled;
BF_GLOBALS._player._canWalk = scene->_savedCanWalk;
if (!BF_GLOBALS._v50696 && T2_GLOBALS._uiElements._active)
T2_GLOBALS._uiElements.show();
}
}
void SceneExt::clearScreen() {
BF_GLOBALS._screenSurface.fillRect(BF_GLOBALS._screenSurface.getBounds(), 0);
}
/*--------------------------------------------------------------------------*/
PalettedScene::PalettedScene(): SceneExt() {
_field794 = 0;
}
void PalettedScene::synchronize(Serializer &s) {
SceneExt::synchronize(s);
s.syncAsSint16LE(_field794);
}
void PalettedScene::postInit(SceneObjectList *OwnerList) {
_field794 = 0;
_palette._field412 = 1;
SceneExt::postInit(OwnerList);
}
void PalettedScene::remove() {
SceneExt::remove();
if (_field794 == 1) {
for (SynchronizedList<SceneObject *>::iterator i = BF_GLOBALS._sceneObjects->begin();
i != BF_GLOBALS._sceneObjects->end(); ++i)
(*i)->remove();
BF_GLOBALS._sceneObjects->draw();
BF_GLOBALS._scenePalette.loadPalette(2);
BF_GLOBALS._v51C44 = 1;
BF_GLOBALS._sceneManager._hasPalette = true;
}
BF_GLOBALS._scenePalette._field412 = 0;
}
PaletteFader *PalettedScene::addFader(const byte *arrBufferRGB, int step, Action *action) {
_field794 = 1;
return BF_GLOBALS._scenePalette.addFader(arrBufferRGB, 1, step, action);
}
void PalettedScene::add2Faders(const byte *arrBufferRGB, int step, int paletteNum, Action *action) {
BF_GLOBALS._scenePalette.addFader(arrBufferRGB, 1, 100, NULL);
_palette.loadPalette(paletteNum);
_palette.loadPalette(2);
BF_GLOBALS._scenePalette.addFader(_palette._palette, 256, step, action);
}
void PalettedScene::transition(const byte *arrBufferRGB, int percent, int paletteNum, Action *action, int fromColor1, int fromColor2, int toColor1, int toColor2, bool flag) {
byte tmpPalette[768];
_palette.loadPalette(paletteNum);
_palette.loadPalette(2);
if (flag) {
for (int i = fromColor1; i <= fromColor2; i++) {
tmpPalette[(3 * i)] = BF_GLOBALS._scenePalette._palette[(3 * i)];
tmpPalette[(3 * i) + 1] = BF_GLOBALS._scenePalette._palette[(3 * i) + 1];
tmpPalette[(3 * i) + 2] = BF_GLOBALS._scenePalette._palette[(3 * i) + 2];
}
} else {
for (int i = fromColor1; i <= fromColor2; i++) {
tmpPalette[(3 * i)] = _palette._palette[(3 * i)];
tmpPalette[(3 * i) + 1] = _palette._palette[(3 * i) + 1];
tmpPalette[(3 * i) + 2] = _palette._palette[(3 * i) + 2];
}
}
for (int i = toColor1; i <= toColor2; i++) {
tmpPalette[i * 3] = _palette._palette[i * 3] - ((_palette._palette[i * 3] - arrBufferRGB[i * 3]) * (100 - percent)) / 100;
tmpPalette[i * 3 + 1] = _palette._palette[i * 3 + 1] - ((_palette._palette[i * 3 + 1] - arrBufferRGB[i * 3 + 1]) * (100 - percent)) / 100;
tmpPalette[i * 3 + 2] = _palette._palette[i * 3 + 2] - ((_palette._palette[i * 3 + 2] - arrBufferRGB[i * 3 + 2]) * (100 - percent)) / 100;
}
BF_GLOBALS._scenePalette.addFader((const byte *)tmpPalette, 256, 100, action);
}
/*--------------------------------------------------------------------------*/
void SceneHandlerExt::postInit(SceneObjectList *OwnerList) {
SceneHandler::postInit(OwnerList);
// Load the low end palette data
BF_GLOBALS._scenePalette.loadPalette(2);
BF_GLOBALS._scenePalette.refresh();
}
void SceneHandlerExt::process(Event &event) {
SceneExt *scene = (SceneExt *)BF_GLOBALS._sceneManager._scene;
if (scene && scene->_focusObject)
scene->_focusObject->process(event);
if (T2_GLOBALS._uiElements._active) {
T2_GLOBALS._uiElements.process(event);
if (event.handled)
return;
}
// If the strip proxy is currently being controlled by the strip manager,
// then pass all events to it first
if (BF_GLOBALS._stripProxy._action) {
BF_GLOBALS._stripProxy._action->process(event);
if (event.handled)
return;
}
// If the user clicks the button whilst the introduction is active, prompt for playing the game
if ((BF_GLOBALS._dayNumber == 0) && (event.eventType == EVENT_BUTTON_DOWN)) {
// Prompt user for whether to start play or watch introduction
BF_GLOBALS._player.enableControl();
BF_GLOBALS._events.setCursor(CURSOR_WALK);
if (MessageDialog::show2(WATCH_INTRO_MSG, START_PLAY_BTN_STRING, INTRODUCTION_BTN_STRING) == 0) {
// Start the game
BF_GLOBALS._dayNumber = 1;
BF_GLOBALS._sceneManager.changeScene(190);
} else {
BF_GLOBALS._player.disableControl();
}
event.handled = true;
}
SceneHandler::process(event);
}
void SceneHandlerExt::playerAction(Event &event) {
if (BF_GLOBALS._events.getCursor() == INV_DOG_WHISTLE) {
SceneItem::display2(1, 6);
event.handled = true;
}
}
void SceneHandlerExt::processEnd(Event &event) {
// Check for a fallback text display for the given cursor/item being used in the scene
if (!event.handled && BF_GLOBALS._sceneManager._scene) {
CursorType cursor = BF_GLOBALS._events.getCursor();
if (((SceneExt *)BF_GLOBALS._sceneManager._scene)->display(cursor))
event.handled = true;
}
}
/*--------------------------------------------------------------------------*/
BlueForceInvObjectList::BlueForceInvObjectList():
_none(9, 5, 1),
_colt45(9, 1, 1),
_ammoClip(9, 4, 2),
_spareClip(9, 4, 3),
_handcuffs(9, 1, 4),
_greensGun(9, 1, 5),
_ticketBook(9, 1, 6),
_mirandaCard(9, 1, 7),
_forestRap(9, 1, 8),
_greenId(9, 1, 9),
_baseballCard(9, 1, 10),
_bookingGreen(9, 1, 11),
_flare(9, 1, 12),
_cobbRap(9, 1, 13),
_bullet22(9, 1, 14),
_autoRifle(9, 1, 15),
_wig(9, 1, 16),
_frankieId(9, 1, 17),
_tyroneId(9, 1, 18),
_snub22(9, 1, 19),
_bug(1, 1, 1),
_bookingFrankie(9, 2, 1),
_bookingGang(9, 2, 2),
_fbiTeletype(9, 2, 3),
_daNote(9, 2, 4),
_printOut(9, 2, 5),
_warehouseKeys(9, 2, 6),
_centerPunch(9, 2, 7),
_tranqGun(9, 2, 8),
_hook(9, 2, 9),
_rags(9, 2, 10),
_jar(9, 2, 11),
_screwdriver(9, 2, 12),
_dFloppy(9, 2, 13),
_blankDisk(9, 2, 14),
_stick(9, 2, 15),
_crate1(9, 2, 16),
_crate2(9, 2, 17),
_shoebox(9, 2, 18),
_badge(9, 2, 19),
_bug2(1, 1, 1),
_rentalCoupon(9, 3, 1),
_nickel(9, 3, 2),
_lyleCard(9, 3, 3),
_carterNote(9, 3, 4),
_mugshot(9, 3, 5),
_clipping(9, 3, 6),
_microfilm(9, 3, 7),
_waveKeys(9, 3, 8),
_rentalKeys(9, 3, 9),
_napkin(9, 3, 10),
_dmvPrintout(9, 3, 11),
_fishingNet(9, 3, 12),
_id(9, 3, 13),
_bullets9mm(9, 3, 14),
_schedule(9, 3, 15),
_grenades(9, 3, 16),
_yellowCord(9, 3, 17),
_halfYellowCord(9, 3, 18),
_blackCord(9, 3, 19),
_bug3(1, 1, 1),
_halfBlackCord(9, 4, 1),
_warrant(9, 4, 2),
_jacket(9, 4, 3),
_greensKnife(9, 4, 4),
_dogWhistle(9, 4, 5),
_ammoBelt(9, 1, 2),
_alleyCatKey(9, 4, 7) {
// Add the items to the list
_itemList.push_back(&_none);
_itemList.push_back(&_colt45);
_itemList.push_back(&_ammoClip);
_itemList.push_back(&_spareClip);
_itemList.push_back(&_handcuffs);
_itemList.push_back(&_greensGun);
_itemList.push_back(&_ticketBook);
_itemList.push_back(&_mirandaCard);
_itemList.push_back(&_forestRap);
_itemList.push_back(&_greenId);
_itemList.push_back(&_baseballCard);
_itemList.push_back(&_bookingGreen);
_itemList.push_back(&_flare);
_itemList.push_back(&_cobbRap);
_itemList.push_back(&_bullet22);
_itemList.push_back(&_autoRifle);
_itemList.push_back(&_wig);
_itemList.push_back(&_frankieId);
_itemList.push_back(&_tyroneId);
_itemList.push_back(&_snub22);
_itemList.push_back(&_bug);
_itemList.push_back(&_bookingFrankie);
_itemList.push_back(&_bookingGang);
_itemList.push_back(&_fbiTeletype);
_itemList.push_back(&_daNote);
_itemList.push_back(&_printOut);
_itemList.push_back(&_warehouseKeys);
_itemList.push_back(&_centerPunch);
_itemList.push_back(&_tranqGun);
_itemList.push_back(&_hook);
_itemList.push_back(&_rags);
_itemList.push_back(&_jar);
_itemList.push_back(&_screwdriver);
_itemList.push_back(&_dFloppy);
_itemList.push_back(&_blankDisk);
_itemList.push_back(&_stick);
_itemList.push_back(&_crate1);
_itemList.push_back(&_crate2);
_itemList.push_back(&_shoebox);
_itemList.push_back(&_badge);
_itemList.push_back(&_bug2);
_itemList.push_back(&_rentalCoupon);
_itemList.push_back(&_nickel);
_itemList.push_back(&_lyleCard);
_itemList.push_back(&_carterNote);
_itemList.push_back(&_mugshot);
_itemList.push_back(&_clipping);
_itemList.push_back(&_microfilm);
_itemList.push_back(&_waveKeys);
_itemList.push_back(&_rentalKeys);
_itemList.push_back(&_napkin);
_itemList.push_back(&_dmvPrintout);
_itemList.push_back(&_fishingNet);
_itemList.push_back(&_id);
_itemList.push_back(&_bullets9mm);
_itemList.push_back(&_schedule);
_itemList.push_back(&_grenades);
_itemList.push_back(&_yellowCord);
_itemList.push_back(&_halfYellowCord);
_itemList.push_back(&_blackCord);
_itemList.push_back(&_bug3);
_itemList.push_back(&_halfBlackCord);
_itemList.push_back(&_warrant);
_itemList.push_back(&_jacket);
_itemList.push_back(&_greensKnife);
_itemList.push_back(&_dogWhistle);
_itemList.push_back(&_ammoBelt);
_itemList.push_back(&_alleyCatKey);
}
void BlueForceInvObjectList::reset() {
// Reset all object scene numbers
SynchronizedList<InvObject *>::iterator i;
for (i = _itemList.begin(); i != _itemList.end(); ++i) {
(*i)->_sceneNumber = 0;
}
// Set up default inventory
setObjectScene(INV_COLT45, 1);
setObjectScene(INV_HANDCUFFS, 1);
setObjectScene(INV_AMMO_BELT, 1);
setObjectScene(INV_ID, 1);
// Set default room for other objects
setObjectScene(INV_TICKET_BOOK, 60);
setObjectScene(INV_MIRANDA_CARD, 60);
setObjectScene(INV_FOREST_RAP, 320);
setObjectScene(INV_GREEN_ID, 370);
setObjectScene(INV_BASEBALL_CARD, 840);
setObjectScene(INV_BOOKING_GREEN, 390);
setObjectScene(INV_FLARE, 355);
setObjectScene(INV_COBB_RAP, 810);
setObjectScene(INV_22_BULLET, 415);
setObjectScene(INV_AUTO_RIFLE, 415);
setObjectScene(INV_WIG, 415);
setObjectScene(INV_FRANKIE_ID, 410);
setObjectScene(INV_TYRONE_ID, 410);
setObjectScene(INV_22_SNUB, 410);
setObjectScene(INV_FBI_TELETYPE, 320);
setObjectScene(INV_DA_NOTE, 320);
setObjectScene(INV_PRINT_OUT, 570);
setObjectScene(INV_WAREHOUSE_KEYS, 360);
setObjectScene(INV_CENTER_PUNCH, 0);
setObjectScene(INV_TRANQ_GUN, 830);
setObjectScene(INV_HOOK, 350);
setObjectScene(INV_RAGS, 870);
setObjectScene(INV_JAR, 870);
setObjectScene(INV_SCREWDRIVER, 355);
setObjectScene(INV_D_FLOPPY, 570);
setObjectScene(INV_BLANK_DISK, 560);
setObjectScene(INV_STICK, 710);
setObjectScene(INV_CRATE1, 710);
setObjectScene(INV_CRATE2, 870);
setObjectScene(INV_SHOEBOX, 270);
setObjectScene(INV_BADGE, 560);
setObjectScene(INV_RENTAL_COUPON, 0);
setObjectScene(INV_NICKEL, 560);
setObjectScene(INV_LYLE_CARD, 270);
setObjectScene(INV_CARTER_NOTE, 830);
setObjectScene(INV_MUG_SHOT, 810);
setObjectScene(INV_CLIPPING, 810);
setObjectScene(INV_MICROFILM, 810);
setObjectScene(INV_WAVE_KEYS, 840);
setObjectScene(INV_RENTAL_KEYS, 840);
setObjectScene(INV_NAPKIN, 115);
setObjectScene(INV_DMV_PRINTOUT, 810);
setObjectScene(INV_FISHING_NET, 830);
setObjectScene(INV_9MM_BULLETS, 930);
setObjectScene(INV_SCHEDULE, 930);
setObjectScene(INV_GRENADES, 355);
setObjectScene(INV_GREENS_KNIFE, 370);
setObjectScene(INV_JACKET, 880);
setObjectScene(INV_DOG_WHISTLE, 880);
setObjectScene(INV_YELLOW_CORD, 910);
setObjectScene(INV_BLACK_CORD, 910);
// Set up the select item handler method
T2_GLOBALS._onSelectItem = SelectItem;
}
void BlueForceInvObjectList::setObjectScene(int objectNum, int sceneNumber) {
// Find the appropriate object
int num = objectNum;
SynchronizedList<InvObject *>::iterator i = _itemList.begin();
while (num-- > 0) ++i;
(*i)->_sceneNumber = sceneNumber;
// If the item is the currently active one, default back to the use cursor
if (BF_GLOBALS._events.getCursor() == objectNum)
BF_GLOBALS._events.setCursor(CURSOR_USE);
// Update the user interface if necessary
T2_GLOBALS._uiElements.updateInventory();
}
void BlueForceInvObjectList::alterInventory(int mode) {
// Check for existing specific items in player's inventory
bool hasPrintout = getObjectScene(INV_PRINT_OUT) == 1;
bool hasRags = getObjectScene(INV_RAGS) == 1;
bool hasJar = getObjectScene(INV_JAR) == 1;
bool hasNickel = getObjectScene(INV_NICKEL) == 1;
bool hasCrate1 = getObjectScene(INV_CRATE1) == 1; //di
bool hasForestRap = getObjectScene(INV_FOREST_RAP) == 1;
bool hasRentalCoupon = getObjectScene(INV_RENTAL_COUPON) == 1; //si
bool hasWarehouseKeys = getObjectScene(INV_WAREHOUSE_KEYS) == 1;
bool hasCobbRap = getObjectScene(INV_COBB_RAP) == 1;
bool hasHook = getObjectScene(INV_HOOK) == 1;
bool hasMugShot = getObjectScene(INV_MUG_SHOT) == 1;
// Remove any items currently in player's inventory
SynchronizedList<InvObject *>::iterator i;
for (i = _itemList.begin(); i != _itemList.end(); ++i) {
if ((*i)->_sceneNumber == 1)
(*i)->_sceneNumber = 0;
}
// Give basic set of items back into inventory
setObjectScene(INV_COLT45, 1);
setObjectScene(INV_HANDCUFFS, 1);
setObjectScene(INV_AMMO_BELT, 1);
setObjectScene(INV_ID, 1);
// Reset ticket book and miranda card back to motorcycle
setObjectScene(INV_TICKET_BOOK, 60);
setObjectScene(INV_MIRANDA_CARD, 60);
BF_GLOBALS._v4CEC4 = 0;
switch (mode) {
case 2:
if (hasPrintout)
setObjectScene(INV_PRINT_OUT, 1);
if (hasNickel)
setObjectScene(INV_NICKEL, 1);
if (hasForestRap)
setObjectScene(INV_FOREST_RAP, 1);
if (hasCrate1)
setObjectScene(INV_CRATE1, 1);
if (hasRentalCoupon)
setObjectScene(INV_RENTAL_COUPON, 1);
if (hasHook)
setObjectScene(INV_HOOK, 1);
break;
case 3:
if (hasPrintout)
setObjectScene(INV_PRINT_OUT, 1);
if (hasNickel)
setObjectScene(INV_NICKEL, 1);
if (hasForestRap)
setObjectScene(INV_FOREST_RAP, 1);
if (hasCrate1)
setObjectScene(INV_CRATE1, 1);
if (hasRentalCoupon)
setObjectScene(INV_RENTAL_COUPON, 1);
if (hasCobbRap)
setObjectScene(INV_COBB_RAP, 1);
if (hasHook)
setObjectScene(INV_HOOK, 1);
if (hasMugShot)
setObjectScene(INV_MUG_SHOT, 1);
break;
case 4:
if (hasNickel)
setObjectScene(INV_NICKEL, 1);
if (hasRentalCoupon)
setObjectScene(INV_RENTAL_COUPON, 1);
if (hasHook)
setObjectScene(INV_HOOK, 1);
break;
case 5:
if (hasRags)
setObjectScene(INV_RAGS, 1);
if (hasJar)
setObjectScene(INV_JAR, 1);
if (hasRentalCoupon)
setObjectScene(INV_RENTAL_COUPON, 1);
if (hasWarehouseKeys)
setObjectScene(INV_WAREHOUSE_KEYS, 1);
break;
default:
break;
}
}
/**
* When an inventory item is selected, check if it's the gun belt, since that has a specific dialog
*/
bool BlueForceInvObjectList::SelectItem(int objectNumber) {
if (objectNumber == INV_AMMO_BELT) {
AmmoBeltDialog *dlg = new AmmoBeltDialog();
dlg->execute();
delete dlg;
return true;
}
return false;
}
/*--------------------------------------------------------------------------*/
NamedHotspot::NamedHotspot() : SceneHotspot() {
_resNum = 0;
_lookLineNum = _useLineNum = _talkLineNum = -1;
}
bool NamedHotspot::startAction(CursorType action, Event &event) {
switch (action) {
case CURSOR_WALK:
// Nothing
return false;
case CURSOR_LOOK:
if (_lookLineNum == -1)
return SceneHotspot::startAction(action, event);
SceneItem::display2(_resNum, _lookLineNum);
return true;
case CURSOR_USE:
if (_useLineNum == -1)
return SceneHotspot::startAction(action, event);
SceneItem::display2(_resNum, _useLineNum);
return true;
case CURSOR_TALK:
if (_talkLineNum == -1)
return SceneHotspot::startAction(action, event);
SceneItem::display2(_resNum, _talkLineNum);
return true;
default:
return SceneHotspot::startAction(action, event);
}
}
void NamedHotspot::setDetails(int ys, int xs, int ye, int xe, const int resnum, const int lookLineNum, const int useLineNum) {
setBounds(ys, xe, ye, xs);
_resNum = resnum;
_lookLineNum = lookLineNum;
_useLineNum = useLineNum;
_talkLineNum = -1;
g_globals->_sceneItems.addItems(this, NULL);
}
void NamedHotspot::setDetails(const Rect &bounds, int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode, SceneItem *item) {
setBounds(bounds);
_resNum = resNum;
_lookLineNum = lookLineNum;
_talkLineNum = talkLineNum;
_useLineNum = useLineNum;
switch (mode) {
case 2:
g_globals->_sceneItems.push_front(this);
break;
case 4:
g_globals->_sceneItems.addBefore(item, this);
break;
case 5:
g_globals->_sceneItems.addAfter(item, this);
break;
default:
g_globals->_sceneItems.push_back(this);
break;
}
}
void NamedHotspot::setDetails(int sceneRegionId, int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode) {
_sceneRegionId = sceneRegionId;
_resNum = resNum;
_lookLineNum = lookLineNum;
_talkLineNum = talkLineNum;
_useLineNum = useLineNum;
// Handle adding hotspot to scene items list as necessary
switch (mode) {
case 2:
GLOBALS._sceneItems.push_front(this);
break;
case 3:
break;
default:
GLOBALS._sceneItems.push_back(this);
break;
}
}
void NamedHotspot::synchronize(Serializer &s) {
SceneHotspot::synchronize(s);
s.syncAsSint16LE(_resNum);
s.syncAsSint16LE(_lookLineNum);
s.syncAsSint16LE(_useLineNum);
if (g_vm->getGameID() == GType_BlueForce)
s.syncAsSint16LE(_talkLineNum);
}
/*--------------------------------------------------------------------------*/
void SceneMessage::remove() {
SceneExt *scene = (SceneExt *)BF_GLOBALS._sceneManager._scene;
if (scene->_focusObject == this)
scene->_focusObject = NULL;
Action::remove();
}
void SceneMessage::signal() {
SceneExt *scene = (SceneExt *)BF_GLOBALS._sceneManager._scene;
switch (_actionIndex++) {
case 0:
scene->_focusObject = this;
BF_GLOBALS._events.setCursor(CURSOR_WALK);
draw();
setDelay(180);
break;
case 1:
clear();
remove();
break;
default:
break;
}
}
void SceneMessage::process(Event &event) {
if ((event.eventType == EVENT_BUTTON_DOWN) ||
((event.eventType == EVENT_KEYPRESS) && (event.kbd.keycode == Common::KEYCODE_RETURN))) {
signal();
}
}
void SceneMessage::draw() {
GfxSurface &surface = BF_GLOBALS._screenSurface;
// Clear the game area
surface.fillRect(Rect(0, 0, SCREEN_WIDTH, UI_INTERFACE_Y), 0);
// Disable scene fade in
BF_GLOBALS._paneRefreshFlag[0] = 0;
// Set up the font
GfxFont &font = BF_GLOBALS._gfxManagerInstance._font;
BF_GLOBALS._scenePalette.setEntry(font._colors.foreground, 255, 255, 255);
BF_GLOBALS._scenePalette.setPalette(font._colors.foreground, 1);
// Write out the message
Rect textRect(0, UI_INTERFACE_Y / 2 - (font.getHeight() / 2), SCREEN_WIDTH,
UI_INTERFACE_Y / 2 + (font.getHeight() / 2));
BF_GLOBALS._gfxManagerInstance._font.writeLines(_message.c_str(), textRect, ALIGN_CENTER);
// TODO: Ideally, saving and loading should be disabled here until the message display is complete
}
void SceneMessage::clear() {
// Fade out the text display
static const uint32 black = 0;
BF_GLOBALS._scenePalette.fade((const byte *)&black, false, 100);
// Refresh the background
BF_GLOBALS._paneRefreshFlag[0] = 0;
// Set up to fade in the game scene
g_globals->_sceneManager._fadeMode = FADEMODE_GRADUAL;
g_globals->_sceneManager._hasPalette = true;
}
IntroSceneText::IntroSceneText(): SceneText() {
_action = NULL;
_frameNumber = 0;
_diff = 0;
}
void IntroSceneText::setup(const Common::String &msg, Action *action) {
_frameNumber = BF_GLOBALS._events.getFrameNumber();
_diff = 180;
_action = action;
_fontNumber = 4;
_width = 300;
_textMode = ALIGN_CENTER;
_color1 = BF_GLOBALS._scenePalette._colors.background;
_color2 = _color3 = 0;
SceneText::setup(msg);
// Center the text on-screen
reposition();
_bounds.center(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2);
// Set the new position
_position.x = _bounds.left;
_position.y = _bounds.top;
}
void IntroSceneText::synchronize(Serializer &s) {
SceneText::synchronize(s);
SYNC_POINTER(_action);
s.syncAsUint32LE(_frameNumber);
s.syncAsSint16LE(_diff);
}
void IntroSceneText::dispatch() {
if (_diff) {
uint32 frameNumber = BF_GLOBALS._events.getFrameNumber();
if (_frameNumber < frameNumber) {
_diff -= frameNumber - _frameNumber;
_frameNumber = frameNumber;
if (_diff <= 0) {
// Time has expired, so remove the text and signal the designated action
remove();
if (_action)
_action->signal();
}
}
}
}
} // End of namespace BlueForce
} // End of namespace TsAGE
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