scummvm/engines/lure/game.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2005-2006 The ScummVM project
*
* 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.
*
* $URL$
* $Id$
*
*/
#include "lure/game.h"
#include "lure/strings.h"
#include "lure/room.h"
#include "lure/system.h"
#include "lure/debug-input.h"
#include "lure/debug-methods.h"
#include "lure/scripts.h"
#include "lure/res_struct.h"
namespace Lure {
static Game *int_game = NULL;
Game &Game::getReference() {
return *int_game;
}
Game::Game() {
int_game = this;
_slowSpeedFlag = true;
_soundFlag = true;
_remoteView = false;
}
void Game::nextFrame() {
Resources &r = Resources::getReference();
HotspotList::iterator i = r.activeHotspots().begin();
HotspotList::iterator iTemp;
// Note the somewhat more complicated loop style as a hotspot tick handler may
// unload the hotspot and accompanying record
for (; i != r.activeHotspots().end(); i = iTemp) {
iTemp = i;
++iTemp;
Hotspot &h = *i.operator*();
h.tick();
}
}
void Game::execute() {
OSystem &system = System::getReference();
Room &r = Room::getReference();
Resources &res = Resources::getReference();
Events &events = Events::getReference();
Mouse &mouse = Mouse::getReference();
Screen &screen = Screen::getReference();
Menu &menu = Menu::getReference();
ValueTableData &fields = res.fieldList();
uint32 timerVal = system.getMillis();
screen.empty();
//_screen.resetPalette();
screen.setPaletteEmpty();
Script::execute(STARTUP_SCRIPT);
// Load the first room
r.setRoomNumber(1);
// Set the player direction
res.getActiveHotspot(PLAYER_ID)->setDirection(UP);
r.update();
mouse.setCursorNum(CURSOR_ARROW);
mouse.cursorOn();
while (!events.quitFlag) {
// If time for next frame, allow everything to update
if (system.getMillis() > timerVal + GAME_FRAME_DELAY) {
timerVal = system.getMillis();
nextFrame();
}
res.delayList().tick();
r.update();
system.delayMillis(10);
while (events.pollEvent()) {
if (events.type() == OSystem::EVENT_KEYDOWN) {
uint16 roomNum = r.roomNumber();
#ifdef LURE_DEBUG
if (events.event().kbd.keycode == 282) {
doDebugMenu();
continue;
}
#endif
switch (events.event().kbd.ascii) {
case 27:
events.quitFlag = true;
break;
#ifdef LURE_DEBUG
case '+':
while (++roomNum <= 51)
if (res.getRoom(roomNum) != NULL) break;
if (roomNum == 52) roomNum = 1;
r.leaveRoom();
r.setRoomNumber(roomNum);
break;
case '-':
if (roomNum == 1) roomNum = 55;
while (res.getRoom(--roomNum) == NULL) ;
r.leaveRoom();
r.setRoomNumber(roomNum);
break;
case '*':
res.getActiveHotspot(PLAYER_ID)->setRoomNumber(
r.roomNumber());
break;
#endif
default:
break;
}
}
if (mouse.y() < MENUBAR_Y_SIZE)
{
if (mouse.getCursorNum() != CURSOR_MENUBAR) mouse.setCursorNum(CURSOR_MENUBAR);
if ((mouse.getCursorNum() == CURSOR_MENUBAR) && mouse.lButton())
{
uint8 responseId = menu.execute();
mouse.setCursorNum((mouse.y() < MENUBAR_Y_SIZE) ? CURSOR_MENUBAR : CURSOR_ARROW);
if (responseId != MENUITEM_NONE)
handleMenuResponse(responseId);
}
} else {
if (mouse.getCursorNum() == CURSOR_MENUBAR) mouse.setCursorNum(CURSOR_ARROW);
if (events.type() == OSystem::EVENT_MOUSEMOVE)
r.cursorMoved();
if (mouse.rButton()) handleRightClickMenu();
else if (mouse.lButton()) handleLeftClick();
}
}
uint16 destRoom = fields.getField(NEW_ROOM_NUMBER);
if (_remoteView && (destRoom != 0)) {
// Show a remote view of the specified room
uint16 currentRoom = r.roomNumber();
r.setRoomNumber(destRoom, true);
// This code eventually needs to be moved into the main loop so that,
// amongst other things, the tick handlers controlling animation can work
while (!events.quitFlag && !mouse.lButton() && !mouse.rButton()) {
while (events.pollEvent()) {
if ((events.type() == OSystem::EVENT_KEYDOWN) &&
(events.event().kbd.ascii == 27))
events.quitFlag = true;
if (events.type() == OSystem::EVENT_MOUSEMOVE)
r.cursorMoved();
}
if (system.getMillis() > timerVal + GAME_FRAME_DELAY) {
timerVal = system.getMillis();
nextFrame();
}
res.delayList().tick();
r.update();
system.delayMillis(10);
}
fields.setField(NEW_ROOM_NUMBER, 0);
Hotspot *player = res.getActiveHotspot(PLAYER_ID);
player->setTickProc(0x5e44); // reattach player handler
_remoteView = false;
r.setRoomNumber(currentRoom);
}
}
r.leaveRoom();
}
#ifdef LURE_DEBUG
#define NUM_DEBUG_ITEMS 4
const char *debugItems[NUM_DEBUG_ITEMS] =
{"Toggle Info", "Set Room", "Show Active HS", "Show Room HS"};
void Game::doDebugMenu() {
uint16 index = PopupMenu::Show(NUM_DEBUG_ITEMS, debugItems);
Room &r = Room::getReference();
Resources &res = Resources::getReference();
switch (index) {
case 0:
// Toggle co-ordinates
r.setShowInfo(!r.showInfo());
break;
case 1:
// Set room number:
uint32 roomNumber;
if (!input_integer("Enter room number:", roomNumber)) return;
if (res.getRoom(roomNumber))
r.setRoomNumber(roomNumber);
else
Dialog::show("The room does not exist");
break;
case 2:
// Show active hotspots
showActiveHotspots();
break;
case 3:
// Show hotspots in room
showRoomHotspots();
break;
default:
break;
}
}
#endif
void Game::handleMenuResponse(uint8 selection) {
switch (selection) {
case MENUITEM_CREDITS:
doShowCredits();
break;
case MENUITEM_RESTART_GAME:
case MENUITEM_SAVE_GAME:
case MENUITEM_RESTORE_GAME:
break;
case MENUITEM_QUIT:
doQuit();
break;
case MENUITEM_TEXT_SPEED:
doTextSpeed();
break;
case MENUITEM_SOUND:
doSound();
}
}
void Game::handleRightClickMenu() {
Room &r = Room::getReference();
Resources &res = Resources::getReference();
ValueTableData &fields = Resources::getReference().fieldList();
Hotspot *player = res.getActiveHotspot(PLAYER_ID);
HotspotData *hotspot;
Action action;
uint32 actions;
uint16 itemId;
if (r.hotspotId() != 0) {
// Get hotspot actions
actions = r.hotspotActions();
} else {
// Standard actions - drink, examine, look, status
actions = 0x1184000;
}
// If no inventory items remove entries that require them
if (res.numInventoryItems() == 0)
actions &= 0xFEF3F9FD;
action = NONE;
hotspot = NULL;
bool breakFlag = false;
while (!breakFlag) {
action = PopupMenu::Show(actions);
switch (action) {
case LOOK:
case STATUS:
breakFlag = true;
break;
case GIVE:
case USE:
case EXAMINE:
case DRINK:
if (action != DRINK)
hotspot = res.getHotspot(r.hotspotId());
itemId = PopupMenu::ShowInventory();
breakFlag = (itemId != 0xffff);
if (breakFlag)
fields.setField(USE_HOTSPOT_ID, itemId);
break;
default:
hotspot = res.getHotspot(r.hotspotId());
breakFlag = true;
break;
}
}
// Set fields used by the script interpreter
fields.setField(CHARACTER_HOTSPOT_ID, PLAYER_ID);
if (hotspot) {
fields.setField(ACTIVE_HOTSPOT_ID, hotspot->hotspotId);
if ((action != USE) && (action != GIVE)) {
fields.setField(USE_HOTSPOT_ID, hotspot->hotspotId);
}
}
if (action != NONE)
player->doAction(action, hotspot);
}
void Game::handleLeftClick() {
Room &room = Room::getReference();
Mouse &mouse = Mouse::getReference();
Resources &resources = Resources::getReference();
if (room.hotspotId()) {
// Handle look at hotspot
HotspotData *hs = resources.getHotspot(room.hotspotId());
Hotspot *player = resources.getActiveHotspot(PLAYER_ID);
room.setAction(LOOK_AT);
room.update();
player->doAction(LOOK_AT, hs);
room.setAction(NONE);
} else {
// Walk to mouse click. TODO: still need to recognise other actions,
// such as to room exits or closing an on-screen floating dialog
Hotspot *hs = resources.getActiveHotspot(PLAYER_ID);
hs->walkTo(mouse.x(), mouse.y(), 0);
}
}
void Game::doShowCredits() {
Events &events = Events::getReference();
Mouse &mouse = Mouse::getReference();
Screen &screen = Screen::getReference();
mouse.cursorOff();
Palette p(CREDITS_RESOURCE_ID - 1);
Surface *s = Surface::getScreen(CREDITS_RESOURCE_ID);
screen.setPalette(&p);
s->copyToScreen(0, 0);
delete s;
events.waitForPress();
screen.resetPalette();
screen.update();
mouse.cursorOn();
}
void Game::doQuit() {
OSystem &system = System::getReference();
Mouse &mouse = Mouse::getReference();
Events &events = Events::getReference();
Screen &screen = Screen::getReference();
mouse.cursorOff();
Surface *s = Surface::newDialog(190, "Are you sure (y/n)?");
s->centerOnScreen();
delete s;
char key = '\0';
do {
if (events.pollEvent()) {
if (events.event().type == OSystem::EVENT_KEYDOWN) {
key = events.event().kbd.ascii;
if ((key >= 'A') && (key <= 'Z')) key += 'a' - 'A';
}
}
system.delayMillis(10);
} while (((uint8) key != 27) && (key != 'y') && (key != 'n'));
events.quitFlag = key == 'y';
if (!events.quitFlag) {
screen.update();
mouse.cursorOn();
}
}
void Game::doTextSpeed() {
Menu &menu = Menu::getReference();
_slowSpeedFlag = !_slowSpeedFlag;
const char *pSrc = _slowSpeedFlag ? "Slow" : "Fast";
char *pDest = menu.getMenu(2).getEntry(1);
memcpy(pDest, pSrc, 4);
}
void Game::doSound() {
Menu &menu = Menu::getReference();
_soundFlag = !_soundFlag;
const char *pSrc = _soundFlag ? "on " : "off";
char *pDest = menu.getMenu(2).getEntry(2) + 6;
memcpy(pDest, pSrc, 3);
}
} // end of namespace Lure