Plug in Puzzle. Now it consists mainly of stubs but neverthless lets skip
the Puzzle and continue game pretending like you completed the Puzzle. svn-id: r18225
This commit is contained in:
parent
b9e8e40805
commit
0ccb1b726b
14 changed files with 179 additions and 25 deletions
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@ -1298,13 +1298,19 @@ void Actor::drawActors() {
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}
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}
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// draw speeches
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drawSpeech();
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}
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void Actor::drawSpeech(void) {
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if (isSpeaking() && _activeSpeech.playing && !_vm->_script->_skipSpeeches) {
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int i;
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int textDrawFlags;
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char oneChar[2];
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oneChar[1] = 0;
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const char *outputString;
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SURFACE *back_buf;
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back_buf = _vm->_gfx->getBackBuffer();
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if (_activeSpeech.speechFlags & kSpeakSlow) {
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outputString = oneChar;
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@ -471,6 +471,8 @@ public:
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void drawActors();
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void updateActorsScene(int actorsEntrance); // calls from scene loading to update Actors info
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void drawSpeech();
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void drawPathTest();
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uint16 hitTest(const Point &testPoint, bool skipProtagonist);
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@ -30,6 +30,7 @@
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#include "saga/font.h"
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#include "saga/objectmap.h"
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#include "saga/itedata.h"
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#include "saga/puzzle.h"
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#include "saga/rscfile_mod.h"
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#include "saga/scene.h"
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#include "saga/script.h"
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@ -302,7 +303,8 @@ bool Interface::processKeyCode(int keyCode) {
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switch (keyCode) {
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case 'x':
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setMode(kPanelMain);
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// FIXME: puzzle
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if (_vm->_puzzle->isActive())
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_vm->_puzzle->exitPuzzle();
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break;
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case 'u':
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@ -1124,7 +1126,8 @@ void Interface::converseSetPos(int key) {
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_vm->_script->finishDialog(ct->replyId, ct->replyFlags, ct->replyBit);
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// FIXME: TODO: Puzzle
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if (_vm->_puzzle->isActive())
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_vm->_puzzle->handleReply(ct->replyId);
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_conversePos = -1;
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}
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@ -16,6 +16,7 @@ MODULE_OBJS := \
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saga/ite_introproc.o \
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saga/itedata.o \
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saga/objectmap.o \
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saga/puzzle.o \
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saga/palanim.o \
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saga/render.o \
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saga/rscfile.o \
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68
saga/puzzle.cpp
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68
saga/puzzle.cpp
Normal file
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@ -0,0 +1,68 @@
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/* ScummVM - Scumm Interpreter
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* Copyright (C) 2005 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "saga/saga.h"
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#include "saga/interface.h"
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#include "saga/scene.h"
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#include "saga/puzzle.h"
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#include "saga/resnames.h"
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#include "common/timer.h"
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namespace Saga {
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Puzzle::Puzzle(SagaEngine *vm) : _vm(vm), _solved(false), _active(false) {
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}
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void Puzzle::execute(void) {
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_active = true;
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Common::g_timer->installTimerProc(&hintTimerCallback, ticksToMSec(30), this);
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_solved = true; // Cheat
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exitPuzzle();
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}
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void Puzzle::exitPuzzle(void) {
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_active = false;
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Common::g_timer->removeTimerProc(&hintTimerCallback);
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_vm->_scene->changeScene(ITE_SCENE_LODGE, 0, kTransitionNoFade);
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_vm->_interface->setMode(kPanelMain);
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}
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void Puzzle::hintTimerCallback(void *refCon) {
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((Puzzle *)refCon)->hintTimer();
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}
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void Puzzle::hintTimer(void) {
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}
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void Puzzle::handleReply(int reply) {
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}
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void Puzzle::movePiece(Point mousePt) {
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}
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} // End of namespace Saga
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55
saga/puzzle.h
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55
saga/puzzle.h
Normal file
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@ -0,0 +1,55 @@
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/* ScummVM - Scumm Interpreter
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* Copyright (C) 2005 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#ifndef SAGA_PUZZLE_H_
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#define SAGA_PUZZLE_H_
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namespace Saga {
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class Puzzle {
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private:
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SagaEngine *_vm;
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bool _solved;
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bool _active;
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public:
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Puzzle(SagaEngine *vm);
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void execute(void);
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void exitPuzzle(void);
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bool isSolved(void) { return _solved; }
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bool isActive(void) { return _active; }
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void handleReply(int reply);
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void movePiece(Point mousePt);
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private:
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static void hintTimerCallback(void *refCon);
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void hintTimer(void);
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};
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} // End of namespace Saga
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#endif
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@ -24,17 +24,16 @@
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// Main rendering loop
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#include "saga/saga.h"
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#include "saga/gfx.h"
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#include "saga/actor.h"
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#include "saga/font.h"
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#include "saga/gfx.h"
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#include "saga/interface.h"
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#include "saga/objectmap.h"
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#include "saga/puzzle.h"
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#include "saga/render.h"
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#include "saga/scene.h"
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#include "saga/text.h"
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#include "saga/objectmap.h"
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#include "saga/render.h"
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#include "common/timer.h"
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#include "common/system.h"
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@ -119,6 +118,12 @@ int Render::drawScene() {
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if (_vm->_interface->getMode() != kPanelFade) {
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// Draw queued actors
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_vm->_actor->drawActors();
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if (_vm->_puzzle->isActive()) {
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_vm->_puzzle->movePiece(mouse_pt);
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_vm->_actor->drawSpeech();
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}
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if (getFlags() & RF_OBJECTMAP_TEST) {
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if (_vm->_scene->_objectMap)
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_vm->_scene->_objectMap->draw(backbuf_surface, mouse_pt, kITEColorBrightWhite, kITEColorBlack);
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@ -45,6 +45,8 @@ namespace Saga {
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// SCENES
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#define ITE_SCENE_INV -1
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#define ITE_SCENE_PUZZLE 26
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#define ITE_SCENE_LODGE 21
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#define ITE_DEFAULT_SCENE 32
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#define IHNM_DEFAULT_SCENE 152
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@ -44,6 +44,7 @@
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#include "saga/font.h"
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#include "saga/interface.h"
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#include "saga/isomap.h"
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#include "saga/puzzle.h"
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#include "saga/script.h"
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#include "saga/scene.h"
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#include "saga/sndres.h"
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@ -138,6 +139,7 @@ SagaEngine::SagaEngine(GameDetector *detector, OSystem *syst)
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_render = NULL;
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_music = NULL;
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_sound = NULL;
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_puzzle = NULL;
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// The Linux version of Inherit the Earth puts all data files in an
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@ -170,6 +172,7 @@ SagaEngine::~SagaEngine() {
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_scene->endScene();
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}
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delete _puzzle;
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delete _sndRes;
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delete _events;
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delete _font;
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@ -234,6 +237,7 @@ int SagaEngine::init(GameDetector &detector) {
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_palanim = new PalAnim(this);
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_scene = new Scene(this);
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_isoMap = new IsoMap(this);
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_puzzle = new Puzzle(this);
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if (!_scene->initialized()) {
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warning("Couldn't initialize scene module");
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_previousTicks = _system->getMillis();
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// Initialize graphics
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_gfx = new Gfx(_system, _vm->getDisplayWidth(), _vm->getDisplayHeight(), detector);
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_gfx = new Gfx(_system, getDisplayWidth(), getDisplayHeight(), detector);
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// Graphics driver should be initialized before console
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_console = new Console(this);
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@ -319,10 +323,14 @@ int SagaEngine::go() {
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msec = MAX_TIME_DELTA;
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}
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if (!_vm->_scene->isInDemo() && getGameType() == GType_ITE)
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if (_vm->_interface->getMode() == kPanelMain ||
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_vm->_interface->getMode() == kPanelConverse ||
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_vm->_interface->getMode() == kPanelNull)
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// Since Puzzle is actorless, we do it here
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if (_puzzle->isActive())
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_actor->handleSpeech(msec);
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if (!_scene->isInDemo() && getGameType() == GType_ITE)
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if (_interface->getMode() == kPanelMain ||
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_interface->getMode() == kPanelConverse ||
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_interface->getMode() == kPanelNull)
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_actor->direct(msec);
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_events->handleEvents(msec);
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@ -383,8 +391,8 @@ const char *SagaEngine::getObjectName(uint16 objectId) {
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return _actor->_actorsStrings.getString(actor->nameIndex);
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break;
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case kGameObjectHitZone:
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hitZone = _vm->_scene->_objectMap->getHitZone(objectIdToIndex(objectId));
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return _vm->_scene->_sceneStrings.getString(hitZone->getNameIndex());
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hitZone = _scene->_objectMap->getHitZone(objectIdToIndex(objectId));
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return _scene->_sceneStrings.getString(hitZone->getNameIndex());
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}
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warning("SagaEngine::getObjectName name not found for 0x%X", objectId);
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return NULL;
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@ -392,7 +400,7 @@ const char *SagaEngine::getObjectName(uint16 objectId) {
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const char *SagaEngine::getTextString(int textStringId) {
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const char *string;
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int lang = _vm->getFeatures() & GF_LANG_DE ? 1 : 0;
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int lang = getFeatures() & GF_LANG_DE ? 1 : 0;
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string = interfaceTextStrings[lang][textStringId];
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if (!string)
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@ -55,6 +55,7 @@ class Interface;
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class Console;
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class Events;
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class PalAnim;
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class Puzzle;
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#define MIN_IMG_RLECODE 3
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#define MODEX_SCANLINE_LIMIT 200
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Console *_console;
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Events *_events;
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PalAnim *_palanim;
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Puzzle *_puzzle;
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/** Random number generator */
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@ -32,6 +32,7 @@
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#include "saga/isomap.h"
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#include "saga/objectmap.h"
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#include "saga/palanim.h"
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#include "saga/puzzle.h"
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#include "saga/render.h"
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#include "saga/rscfile_mod.h"
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#include "saga/script.h"
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@ -620,9 +621,12 @@ void Scene::loadScene(LoadSceneParams *loadSceneParams) {
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// We probably don't want "followers" to go into scene -1 , 0. At the very
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// least we don't want garbage to be drawn that early in the ITE intro.
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if (_sceneNumber > 0)
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if (_sceneNumber > 0 && _sceneNumber != ITE_SCENE_PUZZLE)
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_vm->_actor->updateActorsScene(loadSceneParams->actorsEntrance);
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if (_sceneNumber == ITE_SCENE_PUZZLE)
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_vm->_puzzle->execute();
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if (_sceneDescription.flags & kSceneFlagShowCursor)
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_vm->_interface->activate();
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@ -120,7 +120,7 @@ struct SceneEntryList {
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const SceneEntry * getEntry(int index) {
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if ((index < 0) || (index >= entryListCount)) {
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error("SceneEntryList::getEntry wrong index");
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error("SceneEntryList::getEntry wrong index (%d)", index);
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}
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return &entryList[index];
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}
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@ -530,7 +530,7 @@ private:
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void SF_tossRif(SCRIPTFUNC_PARAMS);
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void SF_showControls(SCRIPTFUNC_PARAMS);
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void SF_showMap(SCRIPTFUNC_PARAMS);
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void SF_puzzleWon(SCRIPTFUNC_PARAMS);
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void sfPuzzleWon(SCRIPTFUNC_PARAMS);
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void sfEnableEscape(SCRIPTFUNC_PARAMS);
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void sfPlaySound(SCRIPTFUNC_PARAMS);
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void SF_playLoopedSound(SCRIPTFUNC_PARAMS);
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@ -34,6 +34,7 @@
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#include "saga/interface.h"
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#include "saga/music.h"
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#include "saga/itedata.h"
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#include "saga/puzzle.h"
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#include "saga/render.h"
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#include "saga/sound.h"
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#include "saga/sndres.h"
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@ -118,7 +119,7 @@ void Script::setupScriptFuncList(void) {
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OPCODE(SF_tossRif),
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OPCODE(SF_showControls),
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OPCODE(SF_showMap),
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OPCODE(SF_puzzleWon),
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OPCODE(sfPuzzleWon),
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OPCODE(sfEnableEscape),
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OPCODE(sfPlaySound),
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OPCODE(SF_playLoopedSound),
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@ -1501,11 +1502,8 @@ void Script::SF_showMap(SCRIPTFUNC_PARAMS) {
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}
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// Script function #68 (0x44)
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void Script::SF_puzzleWon(SCRIPTFUNC_PARAMS) {
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for (int i = 0; i < nArgs; i++)
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thread->pop();
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debug(0, "STUB: SF_puzzleWon(), %d args", nArgs);
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void Script::sfPuzzleWon(SCRIPTFUNC_PARAMS) {
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thread->_returnValue = _vm->_puzzle->isSolved();
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}
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// Script function #69 (0x45)
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