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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 "xeen/swordsofxeen/swordsofxeen.h"
#include "xeen/swordsofxeen/swordsofxeen_menu.h"
namespace Xeen {
namespace SwordsOfXeen {
SwordsOfXeenEngine::SwordsOfXeenEngine(OSystem *syst, const XeenGameDescription *gameDesc)
: XeenEngine(syst, gameDesc) {
}
void SwordsOfXeenEngine::showMainMenu() {
MainMenu::show(this);
}
void SwordsOfXeenEngine::death() {
Windows &windows = *g_vm->_windows;
_screen->loadBackground("blank.raw");
windows[28].setBounds(Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT));
_screen->fadeIn(0x81);
_screen->loadPalette("scr.pal");
_screen->fadeIn(0x81);
SpriteResource lose("lose.int");
lose.draw(0, 0, Common::Point(0, 0));
lose.draw(0, 1, Common::Point(160, 0));
_sound->playSound("laff1.voc");
bool breakFlag = false;
for (int idx = 0, idx2 = 0; idx < (_files->_ccNum ? 10 : 23); ++idx) {
_events->updateGameCounter();
if (_files->_ccNum) {
breakFlag = _events->wait(2);
} else {
if (idx == 1 || idx == 11)
_sound->playFX(33);
breakFlag = _events->wait(2);
if (idx == 15)
_sound->playFX(34);
}
if ((_files->_ccNum ? 9 : 10) == idx) {
if ((_files->_ccNum ? 2 : 1) > idx2) {
// Restart loop
idx = -1;
++idx2;
}
}
}
// Wait for press
if (!breakFlag)
_events->waitForPress();
_screen->fadeOut(4);
_screen->loadBackground("blank.raw");
_screen->loadPalette("dark.pal");
_sound->stopAllAudio();
}
bool SwordsOfXeenEngine::showEnding() {
Windows &windows = *_windows;
SpriteResource win("win.int");
_screen->loadBackground("blank.raw");
windows[28].setBounds(Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT));
_screen->fadeIn(0x81);
_screen->loadPalette("scr.pal");
_screen->fadeIn(0x81);
win.draw(0, 0, Common::Point(0, 0));
win.draw(0, 1, Common::Point(160, 0));
_sound->playSound("ch1.voc");
_events->waitForPress();
_screen->fadeOut();
_screen->loadBackground("blank.raw");
return true;
}
void SwordsOfXeenEngine::dream() {
// Swords of Xeen doesn't have any dreams
}
void SwordsOfXeenEngine::showCutscene(const Common::String &name, int status, uint score) {
_sound->stopAllAudio();
_events->clearEvents();
if (name != "ENDGAME")
error("Unknown cutscene specified");
showEnding();
_screen->freePages();
_sound->stopAllAudio();
_events->clearEvents();
_gameMode = GMODE_MENU;
}
} // End of namespace SwordsOfXeen
} // End of namespace Xeen
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