scummvm/engines/tsage/blue_force/blueforce_logic.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 "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_scenes3.h"
#include "tsage/scenes.h"
#include "tsage/tsage.h"
#include "tsage/graphics.h"
#include "tsage/staticres.h"
namespace TsAGE {
namespace BlueForce {
void BlueForceGame::start() {
// Start the game
_globals->_sceneManager.changeScene(300);
_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:
return new Scene50();
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:
// Outside Police Station
return new Scene300();
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;
}
}
void BlueForceGame::rightClick() {
RightClickDialog *dlg = new RightClickDialog();
dlg->execute();
delete dlg;
}
/*--------------------------------------------------------------------------*/
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;
_endAction = NULL;
_tickAction = NULL;
}
void Timer::remove() {
_endFrame = 0;
_endAction = NULL;
((Scene100 *)BF_GLOBALS._sceneManager._scene)->removeTimer(this);
}
void Timer::synchronize(Serializer &s) {
EventHandler::synchronize(s);
SYNC_POINTER(_tickAction);
SYNC_POINTER(_endAction);
s.syncAsUint32LE(_endFrame);
}
void Timer::signal() {
assert(_endAction);
Action *action = _endAction;
remove();
action->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, Action *endAction) {
assert(delay != 0);
_endFrame = BF_GLOBALS._sceneHandler->getFrameDifference() + delay;
_endAction = endAction;
((SceneExt *)BF_GLOBALS._sceneManager._scene)->addTimer(this);
}
/*--------------------------------------------------------------------------*/
TimerExt::TimerExt(): Timer() {
_action = NULL;
}
void TimerExt::set(uint32 delay, Action *endAction, Action *newAction) {
_newAction = newAction;
Timer::set(delay, endAction);
}
void TimerExt::synchronize(Serializer &s) {
EventHandler::synchronize(s);
SYNC_POINTER(_action);
}
void TimerExt::remove() {
_action = NULL;
remove();
}
void TimerExt::signal() {
Action *endAction = _endAction;
Action *newAction = _newAction;
remove();
// If the end action doesn't have an action anymore, set it to the specified new action
assert(endAction);
if (!endAction->_action)
endAction->setAction(newAction);
}
void TimerExt::dispatch() {
}
/*--------------------------------------------------------------------------*/
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);
}
void NamedObject::startAction(CursorType action) {
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)
((SceneExt *)BF_GLOBALS._sceneManager._scene)->display(action);
*/
}
void NamedObject::setup(int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode, SceneItem *item) {
_resNum = resNum;
_lookLineNum = lookLineNum;
_talkLineNum = talkLineNum;
_useLineNum = useLineNum;
switch (mode) {
case 2:
_globals->_sceneItems.push_front(this);
break;
case 4:
_globals->_sceneItems.addBefore(item, this);
break;
case 5:
_globals->_sceneItems.addAfter(item, this);
break;
default:
_globals->_sceneItems.push_back(this);
break;
}
}
/*--------------------------------------------------------------------------*/
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(_object->_position, _object->_yDiff);
}
}
void FollowerObject::reposition() {
assert(_object);
setStrip(_object->_strip);
setPosition(_object->_position, _object->_yDiff);
reposition();
}
void FollowerObject::setup(SceneObject *object, int visage, int frameNum, int yDiff) {
SceneObject::postInit();
_object = object;
_yDiff = yDiff;
setVisage(visage);
setFrame(frameNum);
dispatch();
}
/*--------------------------------------------------------------------------*/
SceneExt::SceneExt(): Scene() {
warning("TODO: dword_503AA/dword_503AE/dword_53030");
_field372 = 0;
_field37A = 0;
_eventHandler = NULL;
}
void SceneExt::postInit(SceneObjectList *OwnerList) {
Scene::postInit(OwnerList);
if (BF_GLOBALS._dayNumber) {
// Blank out the bottom portion of the screen
2011-08-16 21:15:18 +10:00
BF_GLOBALS._interfaceY = 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() {
_timerList.dispatch();
if (_field37A) {
if ((--_field37A == 0) && BF_GLOBALS._dayNumber) {
if (BF_GLOBALS._v4E238 && (BF_GLOBALS._v4CF9E == 1)) {
warning("sub_1B052");
}
_field37A = 0;
}
}
Scene::dispatch();
}
void SceneExt::loadScene(int sceneNum) {
Scene::loadScene(sceneNum);
_v51C34.top = 0;
_v51C34.bottom = 300;
}
void SceneExt::checkGun() {
if (BF_GLOBALS.getFlag(fLoadedSpare) && (BF_GLOBALS._v4CEBA > 0)) {
if (--BF_GLOBALS._v4CEBA == 0)
BF_GLOBALS.clearFlag(fGunLoaded);
} else {
if (BF_GLOBALS._v4CEB8 > 0)
--BF_GLOBALS._v4CEB8;
if (!BF_GLOBALS._v4CEB8)
BF_GLOBALS.clearFlag(fGunLoaded);
}
BF_GLOBALS._sound3.play(4);
}
/*--------------------------------------------------------------------------*/
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;
}
/*--------------------------------------------------------------------------*/
void SceneHandlerExt::postInit(SceneObjectList *OwnerList) {
SceneHandler::postInit(OwnerList);
// Load the low end palette data
BF_GLOBALS._scenePalette.loadPalette(2);
BF_GLOBALS._scenePalette.refresh();
// Setup the user interface
BF_GLOBALS._uiElements.setup(Common::Point(0, BF_INTERFACE_Y - 2));
}
void SceneHandlerExt::process(Event &event) {
SceneHandler::process(event);
// TODO: All the new stuff from Blue Force
}
/*--------------------------------------------------------------------------*/
VisualSpeaker::VisualSpeaker(): Speaker() {
_textWidth = 312;
_color1 = 19;
_hideObjects = false;
_removeObject1 = false;
_removeObject2 = false;
_field20E = 160;
_fontNumber = 4;
_color2 = 82;
_offsetPos = Common::Point(4, 170);
_numFrames = 0;
}
void VisualSpeaker::remove() {
if (_removeObject2)
_object2.remove();
if (_removeObject1)
_object1.remove();
Speaker::remove();
}
void VisualSpeaker::synchronize(Serializer &s) {
Speaker::synchronize(s);
s.syncAsByte(_removeObject1);
s.syncAsByte(_removeObject2);
s.syncAsSint16LE(_field20C);
s.syncAsSint16LE(_field20E);
s.syncAsSint16LE(_numFrames);
s.syncAsSint16LE(_offsetPos.x);
s.syncAsSint16LE(_offsetPos.y);
}
void VisualSpeaker::proc12(Action *action) {
Speaker::proc12(action);
_textPos = Common::Point(_offsetPos.x + BF_GLOBALS._sceneManager._scene->_sceneBounds.left,
_offsetPos.y + BF_GLOBALS._sceneManager._scene->_sceneBounds.top);
_numFrames = 0;
}
void VisualSpeaker::setText(const Common::String &msg) {
_objectList.draw();
BF_GLOBALS._sceneObjects->draw();
_sceneText._color1 = _color1;
_sceneText._color2 = _color2;
_sceneText._color3 = _color3;
_sceneText._width = _textWidth;
_sceneText._fontNumber = _fontNumber;
_sceneText._textMode = _textMode;
_sceneText.setup(msg);
// Get the string bounds
GfxFont f;
f.setFontNumber(_fontNumber);
Rect bounds;
f.getStringBounds(msg.c_str(), bounds, _textWidth);
// Set the position for the text
switch (_textMode) {
case ALIGN_LEFT:
case ALIGN_JUSTIFIED:
_sceneText.setPosition(_textPos);
break;
case ALIGN_CENTER:
_sceneText.setPosition(Common::Point(_textPos.x + (_textWidth - bounds.width()) / 2, _textPos.y));
break;
case ALIGN_RIGHT:
_sceneText.setPosition(Common::Point(_textPos.x + _textWidth - bounds.width(), _textPos.y));
break;
default:
break;
}
// Ensure the text is in the foreground
_sceneText.fixPriority(256);
// Count the number of words (by spaces) in the string
const char *s = msg.c_str();
int spaceCount = 0;
while (*s) {
if (*s++ == ' ')
++spaceCount;
}
_numFrames = spaceCount * 3 + 2;
}
/*--------------------------------------------------------------------------*/
SpeakerSutter::SpeakerSutter() {
_speakerName = "SUTTER";
_color1 = 20;
_color2 = 22;
_textMode = ALIGN_CENTER;
}
void SpeakerSutter::setText(const Common::String &msg) {
_removeObject1 = _removeObject2 = true;
_object1.postInit();
_object1.setVisage(329);
_object1.setStrip2(2);
_object1.fixPriority(254);
_object1.changeZoom(100);
_object1.setPosition(Common::Point(BF_GLOBALS._sceneManager._scene->_sceneBounds.left + 45,
BF_GLOBALS._sceneManager._scene->_sceneBounds.top + 166));
_object2.postInit();
_object2.setVisage(329);
_object2.setStrip2(1);
_object2.fixPriority(255);
_object1.setPosition(Common::Point(BF_GLOBALS._sceneManager._scene->_sceneBounds.left + 45,
BF_GLOBALS._sceneManager._scene->_sceneBounds.top + 166));
VisualSpeaker::setText(msg);
_object2.fixCountdown(8, _numFrames);
}
/*--------------------------------------------------------------------------*/
SpeakerDoug::SpeakerDoug(): VisualSpeaker() {
_color1 = 32;
_speakerName = "DOUG";
}
/*--------------------------------------------------------------------------*/
SpeakerJakeNoHead::SpeakerJakeNoHead(): VisualSpeaker() {
_color1 = 13;
_speakerName = "JAKE_NO_HEAD";
}
/*--------------------------------------------------------------------------*/
BlueForceInvObjectList::BlueForceInvObjectList():
_business_card(9, 4, 2, 0),
_lauras_sweater(9, 4, 3, 0),
_handcuffs(9, 1, 4, 0),
_magnum(9, 1, 5, 0),
_ticket_book(9, 1, 6, 0),
_miranda_card(9, 1, 7, 0),
_forest_follet(9, 1, 8, 0),
_bradford_id(9, 1, 9, 0),
_baseball_card(9, 1, 10, 0),
_slip_bradford(9, 1, 11, 0),
_flare(9, 1, 12, 0),
_rap_sheet(9, 1, 13, 0),
_cartridges(9, 1, 14, 0),
_rifle(9, 1, 15, 0),
_wig(9, 1, 16, 0),
_frankies_id(9, 1, 17, 0),
_tyrones_id(9, 1, 18, 0),
_pistol22(9, 1, 19, 0),
_unused(1, 1, 1, 0),
_slip_frankie(9, 2, 1, 0),
_slip_tyrone(9, 2, 2, 0),
_atf_teletype(9, 2, 3, 0),
_da_note(9, 2, 4, 0),
_blueprints(9, 2, 5, 0),
_planter_key(9, 2, 6, 0),
_center_punch(9, 2, 7, 0),
_tranquilizer(9, 2, 8, 0),
_boat_hook(9, 2, 9, 0),
_oily_rags(9, 2, 10, 0),
_fuel_jar(9, 2, 11, 0),
_screwdriver(9, 2, 12, 0),
_floppy_disk1(9, 2, 13, 0),
_floppy_disk2(9, 2, 14, 0),
_driftwood(9, 2, 15, 0),
_crate_piece1(9, 2, 16, 0),
_crate_piece2(9, 2, 17, 0),
_shoebox(9, 2, 18, 0),
_badge(9, 2, 19, 0),
_unused2(1, 1, 1, 0),
_rental_coupons(9, 3, 1, 0),
_nickel(9, 3, 2, 0),
_calendar(9, 3, 3, 0),
_dixon_note(9, 3, 4, 0),
_cobb_mugshot(9, 3, 5, 0),
_murder_article(9, 3, 6, 0),
_microfiche(9, 3, 7, 0),
_future_wave_keys(9, 3, 8, 0),
_rental_boat_keys(9, 3, 9, 0),
_napkin(9, 3, 10, 0),
_cobb_printout(9, 3, 11, 0),
_fishing_net(9, 3, 12, 0),
_id(9, 3, 13, 0),
_rounds_9mm(9, 3, 14, 0),
_dates_note(9, 3, 15, 0),
_hand_grenade(9, 3, 16, 0),
_cord_110(9, 3, 17, 0),
_cord_110_plug(9, 3, 18, 0),
_cord_220(9, 3, 19, 0),
_unused3(1, 1, 1, 0),
_cord_220_plug(9, 4, 1, 0),
_official_document(9, 4, 2, 0),
_red_sweater(9, 4, 3, 0),
_jackknife(9, 4, 4, 0),
_whistle(9, 4, 5, 0),
_gun(9, 1, 2, 0),
_alley_cat_key(9, 4, 7, 0) {
// Add the items to the list
_itemList.push_back(&_business_card);
_itemList.push_back(&_lauras_sweater);
_itemList.push_back(&_handcuffs);
_itemList.push_back(&_magnum);
_itemList.push_back(&_ticket_book);
_itemList.push_back(&_miranda_card);
_itemList.push_back(&_forest_follet);
_itemList.push_back(&_bradford_id);
_itemList.push_back(&_baseball_card);
_itemList.push_back(&_slip_bradford);
_itemList.push_back(&_flare);
_itemList.push_back(&_rap_sheet);
_itemList.push_back(&_cartridges);
_itemList.push_back(&_rifle);
_itemList.push_back(&_wig);
_itemList.push_back(&_frankies_id);
_itemList.push_back(&_tyrones_id);
_itemList.push_back(&_pistol22);
_itemList.push_back(&_unused);
_itemList.push_back(&_slip_frankie);
_itemList.push_back(&_slip_tyrone);
_itemList.push_back(&_atf_teletype);
_itemList.push_back(&_da_note);
_itemList.push_back(&_blueprints);
_itemList.push_back(&_planter_key);
_itemList.push_back(&_center_punch);
_itemList.push_back(&_tranquilizer);
_itemList.push_back(&_boat_hook);
_itemList.push_back(&_oily_rags);
_itemList.push_back(&_fuel_jar);
_itemList.push_back(&_screwdriver);
_itemList.push_back(&_floppy_disk1);
_itemList.push_back(&_floppy_disk2);
_itemList.push_back(&_driftwood);
_itemList.push_back(&_crate_piece1);
_itemList.push_back(&_crate_piece2);
_itemList.push_back(&_shoebox);
_itemList.push_back(&_badge);
_itemList.push_back(&_unused2);
_itemList.push_back(&_rental_coupons);
_itemList.push_back(&_nickel);
_itemList.push_back(&_calendar);
_itemList.push_back(&_dixon_note);
_itemList.push_back(&_cobb_mugshot);
_itemList.push_back(&_murder_article);
_itemList.push_back(&_microfiche);
_itemList.push_back(&_future_wave_keys);
_itemList.push_back(&_rental_boat_keys);
_itemList.push_back(&_napkin);
_itemList.push_back(&_cobb_printout);
_itemList.push_back(&_fishing_net);
_itemList.push_back(&_id);
_itemList.push_back(&_rounds_9mm);
_itemList.push_back(&_dates_note);
_itemList.push_back(&_hand_grenade);
_itemList.push_back(&_cord_110);
_itemList.push_back(&_cord_110_plug);
_itemList.push_back(&_cord_220);
_itemList.push_back(&_unused3);
_itemList.push_back(&_cord_220_plug);
_itemList.push_back(&_official_document);
_itemList.push_back(&_red_sweater);
_itemList.push_back(&_jackknife);
_itemList.push_back(&_whistle);
_itemList.push_back(&_gun);
_itemList.push_back(&_alley_cat_key);
}
} // End of namespace BlueForce
} // End of namespace TsAGE