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
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
|
/* 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 "tsage/blue_force/blueforce_logic.h"
#include "tsage/blue_force/blueforce_scenes0.h"
#include "tsage/blue_force/blueforce_scenes1.h"
#include "tsage/scenes.h"
#include "tsage/tsage.h"
#include "tsage/staticres.h"
namespace tSage_BlueForce {
void BlueForceGame::start() {
// Start the game
_globals->_sceneManager.changeScene(109);
_globals->_events.setCursor(CURSOR_WALK);
}
Scene *BlueForceGame::createScene(int sceneNumber) {
switch (sceneNumber) {
/* Scene Group #0 */
case 20:
// Tsunami Title Screen
return new Scene20();
case 50:
case 60:
error("Scene group 0 not implemented");
/* Scene Group #1 */
case 100:
// Tsnunami Title Screen #2
return new Scene100();
case 109:
// Introduction Bar Room
return new Scene109();
case 110:
case 114:
case 115:
case 125:
case 140:
case 150:
case 160:
case 180:
case 190:
error("Scene group 1 not implemented");
case 200:
case 210:
case 220:
case 225:
case 265:
case 270:
case 271:
case 280:
error("Scene group 2 not implemented");
case 300:
case 315:
case 325:
case 330:
case 340:
case 342:
case 350:
case 355:
case 360:
case 370:
case 380:
case 385:
case 390:
error("Scene group 3 not implemented");
case 410:
case 415:
case 440:
case 450:
error("Scene group 4 not implemented");
case 550:
case 551:
case 560:
case 570:
case 580:
case 590:
error("Scene group 5 not implemented");
case 600:
case 620:
case 666:
case 690:
error("Scene group 6 not implemented");
case 710:
error("Scene group 7 not implemented");
case 800:
case 810:
case 820:
case 830:
case 840:
case 850:
case 860:
case 870:
case 880:
error("Scene group 8 not implemented");
case 900:
case 910:
case 920:
case 930:
case 935:
case 940:
error("Scene group 9 not implemented");
default:
error("Unknown scene number - %d", sceneNumber);
break;
}
}
/*--------------------------------------------------------------------------*/
ObjArray::ObjArray(): EventHandler() {
_inUse = false;
clear();
}
void ObjArray::clear() {
for (int i = 0; i < OBJ_ARRAY_SIZE; ++i)
_objList[i] = NULL;
}
void ObjArray::synchronize(Serializer &s) {
EventHandler::synchronize(s);
for (int i = 0; i < OBJ_ARRAY_SIZE; ++i)
SYNC_POINTER(_objList[i]);
}
void ObjArray::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 ObjArray::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;
}
/*--------------------------------------------------------------------------*/
SceneExt::SceneExt(): Scene() {
warning("TODO: dword_503AA/dword_503AE/dword_53030");
_field372 = 0;
_field37C = NULL;
}
void SceneExt::postInit(SceneObjectList *OwnerList) {
Scene::postInit(OwnerList);
if (BF_GLOBALS._v4CEA2) {
// Blank out the bottom portion of the screen
BF_GLOBALS._v51C24 = BF_INTERFACE_Y;
Rect r(0, BF_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT);
BF_GLOBALS.gfxManager().getSurface().fillRect(r, 0);
}
}
void SceneExt::process(Event &event) {
_objArray2.process(event);
if (!event.handled)
Scene::process(event);
}
void SceneExt::dispatch() {
_objArray1.dispatch();
if (_field37A) {
if ((--_field37A == 0) && BF_GLOBALS._v4CEA2) {
if (BF_GLOBALS._v4E238 && (BF_GLOBALS._v4CF9E == 1)) {
warning("sub_1B052");
}
_field37A = 0;
}
}
Scene::dispatch();
}
void SceneExt::loadScene(int sceneNum) {
Scene::loadScene(sceneNum);
warning("TODO: word_51C38/word_51C3C");
}
/*--------------------------------------------------------------------------*/
GameScene::GameScene() {
}
void GameScene::postInit(SceneObjectList *OwnerList) {
_field794 = 0;
_field412 = 1;
SceneExt::postInit(OwnerList);
}
void GameScene::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._v51C42 = 1;
}
BF_GLOBALS._scenePalette._field412 = 1;
}
} // End of namespace tSage_BlueForce
|