scummvm/engines/access/amazon/amazon_game.cpp

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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 "access/resources.h"
#include "access/amazon/amazon_game.h"
#include "access/amazon/amazon_resources.h"
#include "access/amazon/amazon_room.h"
#include "access/amazon/amazon_scripts.h"
namespace Access {
namespace Amazon {
AmazonEngine::AmazonEngine(OSystem *syst, const AccessGameDescription *gameDesc) :
AccessEngine(syst, gameDesc) {
_skipStart = false;
_canoeLane = 0;
_canoeYPos = 0;
_hitCount = 0;
_saveRiver = 0;
_hitSafe = 0;
_chapter = 0;
_topList = 0;
_botList = 0;
_riverIndex = 0;
_rawInactiveX = 0;
_rawInactiveY = 0;
_inactiveYOff = 0;
Common::fill(&_esTabTable[0], &_esTabTable[100], 0);
}
AmazonEngine::~AmazonEngine() {
}
void AmazonEngine::playGame() {
// Do introduction
doIntroduction();
if (shouldQuit())
return;
// Setup the game
setupGame();
_screen->clearScreen();
_screen->setPanel(0);
_screen->forceFadeOut();
_events->showCursor();
// Setup and execute the room
_room = new AmazonRoom(this);
_scripts = new AmazonScripts(this);
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_room->doRoom();
}
void AmazonEngine::doIntroduction() {
_screen->setInitialPalettte();
_events->setCursor(CURSOR_0);
_events->showCursor();
_screen->setPanel(0);
// TODO: Worry about implementing full intro sequence later
return;
doTitle();
if (shouldQuit())
return;
if (!_skipStart) {
_screen->setPanel(3);
doOpening();
if (shouldQuit())
return;
if (!_skipStart) {
doTent();
if (shouldQuit())
return;
}
}
doTitle();
}
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void AmazonEngine::doTitle() {
_screen->setDisplayScan();
_destIn = (byte *)_buffer2.getPixels();
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_screen->forceFadeOut();
_events->hideCursor();
_sound->queueSound(0, 98, 30);
_sound->_soundPriority[0] = 1;
_screen->_loadPalFlag = false;
_files->loadScreen(0, 3);
_buffer2.copyFrom(*_screen);
_buffer1.copyFrom(*_screen);
_screen->forceFadeIn();
_sound->playSound(1);
_objectsTable[0] = _files->loadFile(0, 2);
_sound->playSound(1);
_screen->_loadPalFlag = false;
_files->loadScreen(0, 4);
_sound->playSound(1);
_buffer2.copyFrom(*_screen);
_buffer1.copyFrom(*_screen);
_sound->playSound(1);
const int COUNTDOWN[6] = { 2, 0x80, 1, 0x7d, 0, 0x87 };
for (int _pCount = 0; _pCount < 3; ++_pCount) {
_buffer2.copyFrom(_buffer1);
int id = READ_LE_UINT16(COUNTDOWN + _pCount * 4);
int xp = READ_LE_UINT16(COUNTDOWN + _pCount * 4 + 2);
_screen->plotImage(_objectsTable[0], id, Common::Point(xp, 71));
}
// TODO: More to do
}
void AmazonEngine::doOpening() {
// TODO
}
void AmazonEngine::doTent() {
// TODO
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}
void AmazonEngine::setupGame() {
_chapter = 1;
clearCellTable();
// Setup timers
const int TIMER_DEFAULTS[] = { 3, 10, 8, 1, 1, 1, 1, 2 };
for (int i = 0; i < 32; ++i) {
TimerEntry te;
te._initTm = te._timer = (i < 8) ? TIMER_DEFAULTS[i] : 1;
te._flag = true;
_timers.push_back(te);
}
// Set miscellaneous fields
_roomNumber = 4;
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_player->_playerX = _rawPlayerX = TRAVEL_POS[_roomNumber][0];
_player->_playerY = _rawPlayerY = TRAVEL_POS[_roomNumber][1];
_selectCommand = -1;
}
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} // End of namespace Amazon
} // End of namespace Access