HUGO: Adding engine to the main tree
svn-id: r52137
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e075f05395
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46 changed files with 24896 additions and 1 deletions
187
engines/hugo/intro.cpp
Executable file
187
engines/hugo/intro.cpp
Executable file
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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/*
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* This code is based on original Hugo Trilogy source code
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*
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* Copyright (c) 1989-1995 David P. Gray
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*
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*/
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#include "common/system.h"
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#include "hugo/game.h"
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#include "hugo/hugo.h"
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#include "hugo/intro.h"
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#include "hugo/file.h"
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#include "hugo/display.h"
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#include "hugo/util.h"
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namespace Hugo {
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IntroHandler::IntroHandler(HugoEngine &vm) : _vm(vm) {
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}
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IntroHandler::~IntroHandler() {
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}
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intro_1w::intro_1w(HugoEngine &vm) : IntroHandler(_vm) {
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}
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intro_1w::~intro_1w() {
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}
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void intro_1w::preNewGame() {
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// Auto-start a new game
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_vm.file().restoreGame(-1);
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_vm.getGameStatus().viewState = V_INTROINIT;
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}
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void intro_1w::introInit() {
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}
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bool intro_1w::introPlay() {
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return true;
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}
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intro_2w::intro_2w(HugoEngine &vm) : IntroHandler(_vm) {
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}
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intro_2w::~intro_2w() {
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}
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void intro_2w::preNewGame() {
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}
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void intro_2w::introInit() {
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}
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bool intro_2w::introPlay() {
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return true;
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}
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intro_3w::intro_3w(HugoEngine &vm) : IntroHandler(_vm) {
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}
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intro_3w::~intro_3w() {
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}
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void intro_3w::preNewGame() {
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}
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void intro_3w::introInit() {
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// Hugo 3 - show map and set up for introPlay()
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//#if STORY
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_vm.file().readBackground(INTRO_2_FILE);
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_vm.screen().displayBackground();
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introTicks = 0;
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//#endif
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}
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bool intro_3w::introPlay() {
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byte introSize = _vm.getIntroSize();
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// Hugo 3 - Preamble screen before going into game. Draws path of Hugo's plane.
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// Called every tick. Returns TRUE when complete
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//TODO : Add proper check of story mode
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//#if STORY
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// SetBkMode(TRANSPARENT);
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if (introTicks < introSize) {
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// Scale viewport x_intro,y_intro to screen (offsetting y)
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_vm.screen().writeChar(_vm._introX[introTicks], _vm._introY[introTicks] - DIBOFF_Y, 'x', _TBRIGHTWHITE);
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// Text boxes at various times
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switch (introTicks) {
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case 4:
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Utils::Box(BOX_OK, _vm._textIntro[kIntro1]);
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break;
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case 9:
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Utils::Box(BOX_OK, _vm._textIntro[kIntro2]);
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break;
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case 35:
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Utils::Box(BOX_OK, _vm._textIntro[kIntro3]);
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break;
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}
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}
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return (++introTicks >= introSize);
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//#else //STORY
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// return true;
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//#endif //STORY
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}
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intro_1d::intro_1d(HugoEngine &vm) : IntroHandler(_vm) {
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}
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intro_1d::~intro_1d() {
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}
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void intro_1d::preNewGame() {
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}
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void intro_1d::introInit() {
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}
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bool intro_1d::introPlay() {
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warning("STUB: intro_1d::introPlay()");
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return true;
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}
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//TODO : Add code for intro H2 DOS
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intro_2d::intro_2d(HugoEngine &vm) : IntroHandler(_vm) {
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}
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intro_2d::~intro_2d() {
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}
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void intro_2d::preNewGame() {
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}
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void intro_2d::introInit() {
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}
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bool intro_2d::introPlay() {
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return true;
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}
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//TODO : Add code for intro H3 DOS
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intro_3d::intro_3d(HugoEngine &vm) : IntroHandler(_vm) {
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}
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intro_3d::~intro_3d() {
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}
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void intro_3d::preNewGame() {
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}
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void intro_3d::introInit() {
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}
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bool intro_3d::introPlay() {
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return true;
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}
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} // end of namespace Hugo
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