Files
scummvm/engines/tsage/blue_force/blueforce_logic.cpp
T
Paul Gilbert 9f175c4053 ENGINES: Cleanup of savegame filenames generation
This removes filename methods when it matched the Engine method.
Secondly, ensuring there was an overriden getSaveStateName method
for engines that didn't do the standard target.00x save filenames
2020-02-16 15:44:28 -08:00

1502 lines
38 KiB
C++

/* 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 "common/config-manager.h"
#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_scenes2.h"
#include "tsage/blue_force/blueforce_scenes3.h"
#include "tsage/blue_force/blueforce_scenes4.h"
#include "tsage/blue_force/blueforce_scenes5.h"
#include "tsage/blue_force/blueforce_scenes6.h"
#include "tsage/blue_force/blueforce_scenes7.h"
#include "tsage/blue_force/blueforce_scenes8.h"
#include "tsage/blue_force/blueforce_scenes9.h"
#include "tsage/scenes.h"
#include "tsage/tsage.h"
#include "tsage/graphics.h"
#include "tsage/staticres.h"
namespace TsAGE {
namespace BlueForce {
void BlueForceGame::start() {
int slot = -1;
// Check for a savegame to load straight from the launcher
if (ConfMan.hasKey("save_slot")) {
slot = ConfMan.getInt("save_slot");
Common::String file = g_vm->getSaveStateName(slot);
Common::InSaveFile *in = g_vm->_system->getSavefileManager()->openForLoading(file);
if (in)
delete in;
else
slot = -1;
}
if (slot >= 0)
// Set the savegame slot to load in the main loop
g_globals->_sceneHandler->_loadGameSlot = slot;
else
// Switch to the title screen
g_globals->_sceneManager.setNewScene(20);
}
Scene *BlueForceGame::createScene(int sceneNumber) {
switch (sceneNumber) {
/* Scene Group #0 */
case 20:
// Tsunami Title Screen
return new Scene20();
case 50:
// Map screen
return new Scene50();
case 60:
// Motorcycle
return new Scene60();
/* Scene Group #1 */
case 100:
// Tsnunami Title Screen #2
return new Scene100();
case 109:
// Introduction - Bar Room
return new Scene109();
case 110:
// Introduction - Outside the bar
return new Scene110();
case 114:
// Outside Tony's Bar
return new Scene114();
case 115:
// Inside Tony's Bar
return new Scene115();
case 125:
// Intro - Chase in the city
return new Scene125();
case 140:
// Intro - Burglar near the House
return new Scene140();
case 150:
// Intro - Burglar inside the house
return new Scene150();
case 160:
// Intro - Burial
return new Scene160();
case 180:
// Front of Home
return new Scene180();
case 190:
// Front of Police Station
return new Scene190();
case 200:
// Credits - Motorcycle Training
return new Scene200();
case 210:
// Credits - Car Training
return new Scene210();
case 220:
// Credits - Martial Arts
return new Scene220();
case 225:
// Credits - Gun Training
return new Scene225();
case 265:
// Intro - Graduation Article
return new Scene265();
case 270:
// Living Room & Kitchen
return new Scene270();
case 271:
// Living Room & Kitchen #2
return new Scene271();
case 280:
// Bedroom Flashback cut-scene
return new Scene280();
case 300:
// Outside Police Station
return new Scene300();
case 315:
// Inside Police Station
return new Scene315();
case 325:
// Police Station Conference Room
return new Scene325();
case 330:
// Approaching Marina
return new Scene330();
case 340:
// Marina, Domestic Disturbance
return new Scene340();
case 342:
// Marina, Normal
return new Scene342();
case 350:
// Marina, Outside Boat
return new Scene350();
case 355:
// Future Wave Exterior
return new Scene355();
case 360:
// Future Wave Interior
return new Scene360();
case 370:
// Future Wave Bedroom
return new Scene370();
case 380:
// Outside City Hall & Jail
return new Scene380();
case 385:
// City Hall
return new Scene385();
case 390:
// City Jail
return new Scene390();
case 410:
// Traffic Stop Gang Members
return new Scene410();
case 415:
// Searching Truck
return new Scene415();
case 440:
// Outside Alleycat Bowl
return new Scene440();
case 450:
// Inside Alleycat Bowl
return new Scene450();
case 550:
// Outside Bikini Hut
return new Scene550();
case 551:
// Outside Bikini Hut (Drunk Stop)
return new Scene551();
case 560:
// Study
return new Scene560();
case 570:
// Computer
return new Scene570();
case 580:
// Child Protective Services Parking Lot
return new Scene580();
case 590:
// Child Protective Services
return new Scene590();
case 600:
// Crash cut-scene
return new Scene600();
case 620:
// Hospital cut-scene
return new Scene620();
case 666:
// Death scene
return new Scene666();
case 690:
// Decking
return new Scene690();
case 710:
// Beach
return new Scene710();
case 800:
// Jamison & Ryan
return new Scene800();
case 810:
// Lyle's Office
return new Scene810();
case 820:
// Microfiche Reader
return new Scene820();
case 830:
// Outside Boat Rentals
return new Scene830();
case 840:
// Boat Rentals
return new Scene840();
case 850:
// Boat Leaving/Entering Marina
return new Scene850();
case 860:
// Boat Entering Cove
return new Scene860();
case 870:
// Cove Beach
return new Scene870();
case 880:
// Beach Path
return new Scene880();
case 900:
// Outside the Warehouse
return new Scene900();
case 910:
// Inside the Warehouse
return new Scene910();
case 920:
// Inside the Warehouse: Secret room
return new Scene920();
case 930:
// Inside the caravan
return new Scene930();
case 935:
// Hidden in the wardrobe
return new Scene935();
case 940:
// Jail ending animation
return new Scene940();
default:
error("Unknown scene number - %d", sceneNumber);
break;
}
}
/**
* Returns true if it is currently okay to restore a game
*/
bool BlueForceGame::canLoadGameStateCurrently() {
// Don't allow a game to be loaded if a dialog is active
return g_globals->_gfxManagers.size() == 1;
}
/**
* Returns true if it is currently okay to save the game
*/
bool BlueForceGame::canSaveGameStateCurrently() {
// Don't allow a game to be saved if a dialog is active
return g_globals->_gfxManagers.size() == 1;
}
void BlueForceGame::rightClick() {
RightClickDialog *dlg = new RightClickDialog();
dlg->execute();
delete dlg;
}
void BlueForceGame::processEvent(Event &event) {
if (event.eventType == EVENT_KEYPRESS) {
switch (event.kbd.keycode) {
case Common::KEYCODE_F1:
// F1 - Help
MessageDialog::show(HELP_MSG, OK_BTN_STRING);
break;
case Common::KEYCODE_F2:
// F2 - Sound Options
SoundDialog::execute();
break;
case Common::KEYCODE_F3:
// F3 - Quit
quitGame();
event.handled = false;
break;
case Common::KEYCODE_F4:
// F4 - Restart
restartGame();
g_globals->_events.setCursorFromFlag();
break;
case Common::KEYCODE_F7:
// F7 - Restore
restoreGame();
g_globals->_events.setCursorFromFlag();
break;
case Common::KEYCODE_F10:
// F10 - Pause
GfxDialog::setPalette();
MessageDialog::show(GAME_PAUSED_MSG, OK_BTN_STRING);
g_globals->_events.setCursorFromFlag();
break;
default:
break;
}
}
}
void BlueForceGame::restart() {
g_globals->_scenePalette.clearListeners();
g_globals->_soundHandler.stop();
// Reset the globals
g_globals->reset();
// Clear save/load slots
g_globals->_sceneHandler->_saveGameSlot = -1;
g_globals->_sceneHandler->_loadGameSlot = -1;
g_globals->_stripNum = 0;
g_globals->_events.setCursor(CURSOR_WALK);
// Change to the first game scene
g_globals->_sceneManager.changeScene(190);
}
/*--------------------------------------------------------------------------*/
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;
_endHandler = NULL;
_tickAction = NULL;
}
void Timer::remove() {
_endFrame = 0;
_endHandler = NULL;
((Scene100 *)BF_GLOBALS._sceneManager._scene)->removeTimer(this);
}
void Timer::synchronize(Serializer &s) {
EventHandler::synchronize(s);
SYNC_POINTER(_tickAction);
SYNC_POINTER(_endHandler);
s.syncAsUint32LE(_endFrame);
}
void Timer::signal() {
assert(_endHandler);
EventHandler *item = _endHandler;
remove();
item->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, EventHandler *endHandler) {
assert(delay != 0);
_endFrame = BF_GLOBALS._sceneHandler->getFrameDifference() + delay;
_endHandler = endHandler;
((SceneExt *)BF_GLOBALS._sceneManager._scene)->addTimer(this);
}
/*--------------------------------------------------------------------------*/
TimerExt::TimerExt(): Timer() {
_action = nullptr;
_newAction = nullptr;
}
void TimerExt::set(uint32 delay, EventHandler *endHandler, Action *newAction) {
_newAction = newAction;
Timer::set(delay, endHandler);
}
void TimerExt::synchronize(Serializer &s) {
EventHandler::synchronize(s);
SYNC_POINTER(_action);
}
void TimerExt::remove() {
_action = NULL;
Timer::remove();
}
void TimerExt::signal() {
EventHandler *endHandler = _endHandler;
Action *newAction = _newAction;
remove();
// If the end action doesn't have an action anymore, set it to the specified new action
assert(endHandler);
if (!endHandler->_action)
endHandler->setAction(newAction);
}
/*--------------------------------------------------------------------------*/
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);
}
bool NamedObject::startAction(CursorType action, Event &event) {
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)
handled = ((SceneExt *)BF_GLOBALS._sceneManager._scene)->display(action);
return handled;
}
/*--------------------------------------------------------------------------*/
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(Common::Point(_object->_position.x + 1, _object->_position.y), _yDiff);
}
}
void FollowerObject::reposition() {
assert(_object);
setStrip(_object->_strip);
setPosition(_object->_position, _yDiff);
NamedObject::reposition();
}
void FollowerObject::setup(SceneObject *object, int visage, int frameNum, int yDiff) {
SceneObject::postInit();
_object = object;
_yDiff = yDiff;
setVisage(visage);
setFrame(frameNum);
dispatch();
}
/*--------------------------------------------------------------------------*/
FocusObject::FocusObject(): NamedObject() {
_img = surfaceFromRes(1, 5, 7);
}
void FocusObject::postInit(SceneObjectList *OwnerList) {
NamedObject::postInit(OwnerList);
_resNum = 560;
_lookLineNum = 43;
_talkLineNum = 44;
_useLineNum = -1;
SceneExt *scene = (SceneExt *)BF_GLOBALS._sceneManager._scene;
scene->_focusObject = this;
BF_GLOBALS._sceneItems.push_front(this);
}
void FocusObject::synchronize(Serializer &s) {
NamedObject::synchronize(s);
if (s.getVersion() < 12) {
int useless = 0;
s.syncAsSint16LE(useless);
s.syncAsSint16LE(useless);
}
}
void FocusObject::remove() {
BF_GLOBALS._sceneItems.remove(this);
SceneExt *scene = (SceneExt *)BF_GLOBALS._sceneManager._scene;
if (scene->_focusObject == this)
scene->_focusObject = NULL;
BF_GLOBALS._events.setCursor(BF_GLOBALS._events.getCursor());
NamedObject::remove();
}
void FocusObject::process(Event &event) {
if (BF_GLOBALS._player._enabled) {
if (_bounds.contains(event.mousePos)) {
// Reset the cursor back to normal
BF_GLOBALS._events.setCursor(BF_GLOBALS._events.getCursor());
if ((event.eventType == EVENT_BUTTON_DOWN) && (BF_GLOBALS._events.getCursor() == CURSOR_WALK) &&
(event.btnState == BTNSHIFT_RIGHT)) {
BF_GLOBALS._events.setCursor(CURSOR_USE);
event.handled = true;
}
} else if (event.mousePos.y < 168) {
// Change the cursor to an 'Exit' image
BF_GLOBALS._events.setCursor(_img);
if (event.eventType == EVENT_BUTTON_DOWN) {
// Remove the object from display
event.handled = true;
remove();
}
}
}
if (_action)
_action->process(event);
}
/*--------------------------------------------------------------------------*/
SceneExt::SceneExt(): Scene() {
_stripManager._onBegin = SceneExt::startStrip;
_stripManager._onEnd = SceneExt::endStrip;
_savedPlayerEnabled = false;
_savedUiEnabled = false;
_savedCanWalk = false;
_focusObject = NULL;
_cursorVisage.setVisage(1, 8);
}
void SceneExt::postInit(SceneObjectList *OwnerList) {
Scene::postInit(OwnerList);
if (BF_GLOBALS._dayNumber) {
// Blank out the bottom portion of the screen
BF_GLOBALS._interfaceY = UI_INTERFACE_Y;
Rect r(0, UI_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT);
BF_GLOBALS.gfxManager().getSurface().fillRect(r, 0);
}
}
void SceneExt::remove() {
T2_GLOBALS._uiElements.hide();
T2_GLOBALS._uiElements.resetClear();
// Below code originally in Blue Force Scene::remove(). Placed here to avoid contaminating
// core class with Blue Force specific code
if (_action) {
if (_action->_endHandler)
_action->_endHandler = NULL;
_action->remove();
}
_focusObject = NULL;
}
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 (T2_GLOBALS._uiElements._active && BF_GLOBALS._player._enabled) {
T2_GLOBALS._uiElements.show();
}
_field37A = 0;
}
}
*/
Scene::dispatch();
}
void SceneExt::loadScene(int sceneNum) {
Scene::loadScene(sceneNum);
BF_GLOBALS._sceneHandler->_delayTicks = 1;
}
void SceneExt::checkGun() {
// Remove a bullet from the currently loaded clip
if (BF_GLOBALS.getFlag(fLoadedSpare) && (BF_GLOBALS._clip2Bullets > 0)) {
if (--BF_GLOBALS._clip2Bullets == 0)
BF_GLOBALS.clearFlag(fGunLoaded);
} else {
if (BF_GLOBALS._clip1Bullets > 0)
--BF_GLOBALS._clip1Bullets;
if (!BF_GLOBALS._clip1Bullets)
BF_GLOBALS.clearFlag(fGunLoaded);
}
BF_GLOBALS._sound3.play(4);
}
bool SceneExt::display(CursorType action) {
switch (action) {
case CURSOR_LOOK:
SceneItem::display2(9000, BF_GLOBALS._randomSource.getRandomNumber(2));
break;
case CURSOR_USE:
SceneItem::display2(9000, BF_GLOBALS._randomSource.getRandomNumber(2) + 6);
break;
case CURSOR_TALK:
SceneItem::display2(9000, BF_GLOBALS._randomSource.getRandomNumber(2) + 3);
break;
case INV_COLT45:
gunDisplay();
break;
default:
if (action < BF_LAST_INVENT)
SceneItem::display2(9002, (int)action);
else
return false;
break;
}
return true;
}
void SceneExt::fadeOut() {
uint32 black = 0;
BF_GLOBALS._scenePalette.fade((const byte *)&black, false, 100);
}
void SceneExt::gunDisplay() {
if (!BF_GLOBALS.getFlag(gunDrawn)) {
// Gun not drawn
SceneItem::display2(1, BF_GLOBALS.getFlag(fCanDrawGun) ? 0 : 4);
} else if (!BF_GLOBALS.getFlag(fGunLoaded)) {
// Gun not loaded
SceneItem::display2(1, 1);
} else if (!BF_GLOBALS.getHasBullets()) {
// Out of ammunition
SceneItem::display2(1, 2);
} else {
// Check scene for whether gun can fire
checkGun();
}
}
void SceneExt::startStrip() {
SceneExt *scene = (SceneExt *)BF_GLOBALS._sceneManager._scene;
scene->_savedPlayerEnabled = BF_GLOBALS._player._enabled;
if (scene->_savedPlayerEnabled) {
scene->_savedUiEnabled = BF_GLOBALS._player._uiEnabled;
scene->_savedCanWalk = BF_GLOBALS._player._canWalk;
BF_GLOBALS._player.disableControl();
if (T2_GLOBALS._uiElements._active)
T2_GLOBALS._uiElements.hide();
}
}
void SceneExt::endStrip() {
SceneExt *scene = (SceneExt *)BF_GLOBALS._sceneManager._scene;
if (scene->_savedPlayerEnabled) {
BF_GLOBALS._player.enableControl();
BF_GLOBALS._player._uiEnabled = scene->_savedUiEnabled;
BF_GLOBALS._player._canWalk = scene->_savedCanWalk;
if (T2_GLOBALS._uiElements._active)
T2_GLOBALS._uiElements.show();
}
}
void SceneExt::clearScreen() {
BF_GLOBALS._screen.clear();
}
/*--------------------------------------------------------------------------*/
PalettedScene::PalettedScene(): SceneExt() {
_hasFader = false;
}
void PalettedScene::synchronize(Serializer &s) {
SceneExt::synchronize(s);
s.syncAsSint16LE(_hasFader);
}
void PalettedScene::postInit(SceneObjectList *OwnerList) {
_hasFader = false;
SceneExt::postInit(OwnerList);
}
void PalettedScene::remove() {
SceneExt::remove();
if (_hasFader) {
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._sceneManager._hasPalette = true;
}
}
PaletteFader *PalettedScene::addFader(const byte *arrBufferRGB, int step, Action *action) {
_hasFader = true;
return BF_GLOBALS._scenePalette.addFader(arrBufferRGB, 1, step, action);
}
void PalettedScene::add2Faders(const byte *arrBufferRGB, int step, int paletteNum, Action *action) {
BF_GLOBALS._scenePalette.addFader(arrBufferRGB, 1, 100, NULL);
_palette.loadPalette(paletteNum);
_palette.loadPalette(2);
BF_GLOBALS._scenePalette.addFader(_palette._palette, 256, step, action);
}
void PalettedScene::transition(const byte *arrBufferRGB, int percent, int paletteNum, Action *action, int fromColor1, int fromColor2, int toColor1, int toColor2, bool flag) {
byte tmpPalette[768];
memset(tmpPalette, 0, 768);
_palette.loadPalette(paletteNum);
_palette.loadPalette(2);
if (flag) {
for (int i = fromColor1; i <= fromColor2; i++) {
tmpPalette[(3 * i)] = BF_GLOBALS._scenePalette._palette[(3 * i)];
tmpPalette[(3 * i) + 1] = BF_GLOBALS._scenePalette._palette[(3 * i) + 1];
tmpPalette[(3 * i) + 2] = BF_GLOBALS._scenePalette._palette[(3 * i) + 2];
}
} else {
for (int i = fromColor1; i <= fromColor2; i++) {
tmpPalette[(3 * i)] = _palette._palette[(3 * i)];
tmpPalette[(3 * i) + 1] = _palette._palette[(3 * i) + 1];
tmpPalette[(3 * i) + 2] = _palette._palette[(3 * i) + 2];
}
}
for (int i = toColor1; i <= toColor2; i++) {
tmpPalette[i * 3] = _palette._palette[i * 3] - ((_palette._palette[i * 3] - arrBufferRGB[i * 3]) * (100 - percent)) / 100;
tmpPalette[i * 3 + 1] = _palette._palette[i * 3 + 1] - ((_palette._palette[i * 3 + 1] - arrBufferRGB[i * 3 + 1]) * (100 - percent)) / 100;
tmpPalette[i * 3 + 2] = _palette._palette[i * 3 + 2] - ((_palette._palette[i * 3 + 2] - arrBufferRGB[i * 3 + 2]) * (100 - percent)) / 100;
}
BF_GLOBALS._scenePalette.addFader((const byte *)tmpPalette, 256, 100, action);
}
/*--------------------------------------------------------------------------*/
void SceneHandlerExt::postInit(SceneObjectList *OwnerList) {
SceneHandler::postInit(OwnerList);
// Load the low end palette data
BF_GLOBALS._scenePalette.loadPalette(2);
BF_GLOBALS._scenePalette.refresh();
}
void SceneHandlerExt::process(Event &event) {
SceneExt *scene = (SceneExt *)BF_GLOBALS._sceneManager._scene;
if (scene && scene->_focusObject)
scene->_focusObject->process(event);
if (T2_GLOBALS._uiElements._active) {
T2_GLOBALS._uiElements.process(event);
if (event.handled)
return;
}
// If the strip proxy is currently being controlled by the strip manager,
// then pass all events to it first
if (BF_GLOBALS._stripProxy._action) {
BF_GLOBALS._stripProxy._action->process(event);
if (event.handled)
return;
}
// If the user clicks the button whilst the introduction is active, prompt for playing the game
if ((BF_GLOBALS._dayNumber == 0) && (event.eventType == EVENT_BUTTON_DOWN)) {
// Prompt user for whether to start play or watch introduction
BF_GLOBALS._player.enableControl();
BF_GLOBALS._events.setCursor(CURSOR_WALK);
if (MessageDialog::show2(WATCH_INTRO_MSG, START_PLAY_BTN_STRING, INTRODUCTION_BTN_STRING) == 0) {
// Start the game
BF_GLOBALS._dayNumber = 1;
BF_GLOBALS._sceneManager.changeScene(190);
} else {
BF_GLOBALS._player.disableControl();
}
event.handled = true;
}
SceneHandler::process(event);
}
void SceneHandlerExt::playerAction(Event &event) {
if (BF_GLOBALS._events.getCursor() == INV_DOG_WHISTLE) {
SceneItem::display2(1, 6);
event.handled = true;
}
}
void SceneHandlerExt::processEnd(Event &event) {
// Check for a fallback text display for the given cursor/item being used in the scene
if (!event.handled && BF_GLOBALS._sceneManager._scene) {
CursorType cursor = BF_GLOBALS._events.getCursor();
if (((SceneExt *)BF_GLOBALS._sceneManager._scene)->display(cursor))
event.handled = true;
}
}
/*--------------------------------------------------------------------------*/
BlueForceInvObjectList::BlueForceInvObjectList():
_none(9, 5, 1),
_colt45(9, 1, 1),
_ammoClip(9, 4, 2),
_spareClip(9, 4, 3),
_handcuffs(9, 1, 4),
_greensGun(9, 1, 5),
_ticketBook(9, 1, 6),
_mirandaCard(9, 1, 7),
_forestRap(9, 1, 8),
_greenId(9, 1, 9),
_baseballCard(9, 1, 10),
_bookingGreen(9, 1, 11),
_flare(9, 1, 12),
_cobbRap(9, 1, 13),
_bullet22(9, 1, 14),
_autoRifle(9, 1, 15),
_wig(9, 1, 16),
_frankieId(9, 1, 17),
_tyroneId(9, 1, 18),
_snub22(9, 1, 19),
_bug(1, 1, 1),
_bookingFrankie(9, 2, 1),
_bookingGang(9, 2, 2),
_fbiTeletype(9, 2, 3),
_daNote(9, 2, 4),
_printOut(9, 2, 5),
_warehouseKeys(9, 2, 6),
_centerPunch(9, 2, 7),
_tranqGun(9, 2, 8),
_hook(9, 2, 9),
_rags(9, 2, 10),
_jar(9, 2, 11),
_screwdriver(9, 2, 12),
_dFloppy(9, 2, 13),
_blankDisk(9, 2, 14),
_stick(9, 2, 15),
_crate1(9, 2, 16),
_crate2(9, 2, 17),
_shoebox(9, 2, 18),
_badge(9, 2, 19),
_bug2(1, 1, 1),
_rentalCoupon(9, 3, 1),
_nickel(9, 3, 2),
_lyleCard(9, 3, 3),
_carterNote(9, 3, 4),
_mugshot(9, 3, 5),
_clipping(9, 3, 6),
_microfilm(9, 3, 7),
_waveKeys(9, 3, 8),
_rentalKeys(9, 3, 9),
_napkin(9, 3, 10),
_dmvPrintout(9, 3, 11),
_fishingNet(9, 3, 12),
_id(9, 3, 13),
_bullets9mm(9, 3, 14),
_schedule(9, 3, 15),
_grenades(9, 3, 16),
_yellowCord(9, 3, 17),
_halfYellowCord(9, 3, 18),
_blackCord(9, 3, 19),
_bug3(1, 1, 1),
_halfBlackCord(9, 4, 1),
_warrant(9, 4, 2),
_jacket(9, 4, 3),
_greensKnife(9, 4, 4),
_dogWhistle(9, 4, 5),
_ammoBelt(9, 1, 2),
_alleyCatKey(9, 4, 7) {
// Add the items to the list
_itemList.push_back(&_none);
_itemList.push_back(&_colt45);
_itemList.push_back(&_ammoClip);
_itemList.push_back(&_spareClip);
_itemList.push_back(&_handcuffs);
_itemList.push_back(&_greensGun);
_itemList.push_back(&_ticketBook);
_itemList.push_back(&_mirandaCard);
_itemList.push_back(&_forestRap);
_itemList.push_back(&_greenId);
_itemList.push_back(&_baseballCard);
_itemList.push_back(&_bookingGreen);
_itemList.push_back(&_flare);
_itemList.push_back(&_cobbRap);
_itemList.push_back(&_bullet22);
_itemList.push_back(&_autoRifle);
_itemList.push_back(&_wig);
_itemList.push_back(&_frankieId);
_itemList.push_back(&_tyroneId);
_itemList.push_back(&_snub22);
_itemList.push_back(&_bug);
_itemList.push_back(&_bookingFrankie);
_itemList.push_back(&_bookingGang);
_itemList.push_back(&_fbiTeletype);
_itemList.push_back(&_daNote);
_itemList.push_back(&_printOut);
_itemList.push_back(&_warehouseKeys);
_itemList.push_back(&_centerPunch);
_itemList.push_back(&_tranqGun);
_itemList.push_back(&_hook);
_itemList.push_back(&_rags);
_itemList.push_back(&_jar);
_itemList.push_back(&_screwdriver);
_itemList.push_back(&_dFloppy);
_itemList.push_back(&_blankDisk);
_itemList.push_back(&_stick);
_itemList.push_back(&_crate1);
_itemList.push_back(&_crate2);
_itemList.push_back(&_shoebox);
_itemList.push_back(&_badge);
_itemList.push_back(&_bug2);
_itemList.push_back(&_rentalCoupon);
_itemList.push_back(&_nickel);
_itemList.push_back(&_lyleCard);
_itemList.push_back(&_carterNote);
_itemList.push_back(&_mugshot);
_itemList.push_back(&_clipping);
_itemList.push_back(&_microfilm);
_itemList.push_back(&_waveKeys);
_itemList.push_back(&_rentalKeys);
_itemList.push_back(&_napkin);
_itemList.push_back(&_dmvPrintout);
_itemList.push_back(&_fishingNet);
_itemList.push_back(&_id);
_itemList.push_back(&_bullets9mm);
_itemList.push_back(&_schedule);
_itemList.push_back(&_grenades);
_itemList.push_back(&_yellowCord);
_itemList.push_back(&_halfYellowCord);
_itemList.push_back(&_blackCord);
_itemList.push_back(&_bug3);
_itemList.push_back(&_halfBlackCord);
_itemList.push_back(&_warrant);
_itemList.push_back(&_jacket);
_itemList.push_back(&_greensKnife);
_itemList.push_back(&_dogWhistle);
_itemList.push_back(&_ammoBelt);
_itemList.push_back(&_alleyCatKey);
}
void BlueForceInvObjectList::reset() {
// Reset all object scene numbers
SynchronizedList<InvObject *>::iterator i;
for (i = _itemList.begin(); i != _itemList.end(); ++i) {
(*i)->_sceneNumber = 0;
}
// Set up default inventory
setObjectScene(INV_COLT45, 1);
setObjectScene(INV_HANDCUFFS, 1);
setObjectScene(INV_AMMO_BELT, 1);
setObjectScene(INV_ID, 1);
// Set default room for other objects
setObjectScene(INV_TICKET_BOOK, 60);
setObjectScene(INV_MIRANDA_CARD, 60);
setObjectScene(INV_FOREST_RAP, 320);
setObjectScene(INV_GREEN_ID, 370);
setObjectScene(INV_BASEBALL_CARD, 840);
setObjectScene(INV_BOOKING_GREEN, 390);
setObjectScene(INV_FLARE, 355);
setObjectScene(INV_COBB_RAP, 810);
setObjectScene(INV_22_BULLET, 415);
setObjectScene(INV_AUTO_RIFLE, 415);
setObjectScene(INV_WIG, 415);
setObjectScene(INV_FRANKIE_ID, 410);
setObjectScene(INV_TYRONE_ID, 410);
setObjectScene(INV_22_SNUB, 410);
setObjectScene(INV_FBI_TELETYPE, 320);
setObjectScene(INV_DA_NOTE, 320);
setObjectScene(INV_PRINT_OUT, 570);
setObjectScene(INV_WAREHOUSE_KEYS, 360);
setObjectScene(INV_CENTER_PUNCH, 0);
setObjectScene(INV_TRANQ_GUN, 830);
setObjectScene(INV_HOOK, 350);
setObjectScene(INV_RAGS, 870);
setObjectScene(INV_JAR, 870);
setObjectScene(INV_SCREWDRIVER, 355);
setObjectScene(INV_D_FLOPPY, 570);
setObjectScene(INV_BLANK_DISK, 560);
setObjectScene(INV_STICK, 710);
setObjectScene(INV_CRATE1, 710);
setObjectScene(INV_CRATE2, 870);
setObjectScene(INV_SHOEBOX, 270);
setObjectScene(INV_BADGE, 560);
setObjectScene(INV_RENTAL_COUPON, 0);
setObjectScene(INV_NICKEL, 560);
setObjectScene(INV_LYLE_CARD, 270);
setObjectScene(INV_CARTER_NOTE, 830);
setObjectScene(INV_MUG_SHOT, 810);
setObjectScene(INV_CLIPPING, 810);
setObjectScene(INV_MICROFILM, 810);
setObjectScene(INV_WAVE_KEYS, 840);
setObjectScene(INV_RENTAL_KEYS, 840);
setObjectScene(INV_NAPKIN, 115);
setObjectScene(INV_DMV_PRINTOUT, 810);
setObjectScene(INV_FISHING_NET, 830);
setObjectScene(INV_9MM_BULLETS, 930);
setObjectScene(INV_SCHEDULE, 930);
setObjectScene(INV_GRENADES, 355);
setObjectScene(INV_GREENS_KNIFE, 370);
setObjectScene(INV_JACKET, 880);
setObjectScene(INV_DOG_WHISTLE, 880);
setObjectScene(INV_YELLOW_CORD, 910);
setObjectScene(INV_BLACK_CORD, 910);
// Set up the select item handler method
T2_GLOBALS._onSelectItem = SelectItem;
}
void BlueForceInvObjectList::setObjectScene(int objectNum, int sceneNumber) {
// Find the appropriate object
int num = objectNum;
SynchronizedList<InvObject *>::iterator i = _itemList.begin();
while (num-- > 0) ++i;
(*i)->_sceneNumber = sceneNumber;
// If the item is the currently active one, default back to the use cursor
if (BF_GLOBALS._events.getCursor() == objectNum)
BF_GLOBALS._events.setCursor(CURSOR_USE);
// Update the user interface if necessary
T2_GLOBALS._uiElements.updateInventory();
}
void BlueForceInvObjectList::alterInventory(int mode) {
// Check for existing specific items in player's inventory
bool hasPrintout = getObjectScene(INV_PRINT_OUT) == 1;
bool hasRags = getObjectScene(INV_RAGS) == 1;
bool hasJar = getObjectScene(INV_JAR) == 1;
bool hasNickel = getObjectScene(INV_NICKEL) == 1;
bool hasCrate1 = getObjectScene(INV_CRATE1) == 1; //di
bool hasForestRap = getObjectScene(INV_FOREST_RAP) == 1;
bool hasRentalCoupon = getObjectScene(INV_RENTAL_COUPON) == 1; //si
bool hasWarehouseKeys = getObjectScene(INV_WAREHOUSE_KEYS) == 1;
bool hasCobbRap = getObjectScene(INV_COBB_RAP) == 1;
bool hasHook = getObjectScene(INV_HOOK) == 1;
bool hasMugShot = getObjectScene(INV_MUG_SHOT) == 1;
// Remove any items currently in player's inventory
SynchronizedList<InvObject *>::iterator i;
for (i = _itemList.begin(); i != _itemList.end(); ++i) {
if ((*i)->_sceneNumber == 1)
(*i)->_sceneNumber = 0;
}
// Give basic set of items back into inventory
setObjectScene(INV_COLT45, 1);
setObjectScene(INV_HANDCUFFS, 1);
setObjectScene(INV_AMMO_BELT, 1);
setObjectScene(INV_ID, 1);
// Reset ticket book and miranda card back to motorcycle
setObjectScene(INV_TICKET_BOOK, 60);
setObjectScene(INV_MIRANDA_CARD, 60);
switch (mode) {
case 2:
if (hasPrintout)
setObjectScene(INV_PRINT_OUT, 1);
if (hasNickel)
setObjectScene(INV_NICKEL, 1);
if (hasForestRap)
setObjectScene(INV_FOREST_RAP, 1);
if (hasCrate1)
setObjectScene(INV_CRATE1, 1);
if (hasRentalCoupon)
setObjectScene(INV_RENTAL_COUPON, 1);
if (hasHook)
setObjectScene(INV_HOOK, 1);
break;
case 3:
if (hasPrintout)
setObjectScene(INV_PRINT_OUT, 1);
if (hasNickel)
setObjectScene(INV_NICKEL, 1);
if (hasForestRap)
setObjectScene(INV_FOREST_RAP, 1);
if (hasCrate1)
setObjectScene(INV_CRATE1, 1);
if (hasRentalCoupon)
setObjectScene(INV_RENTAL_COUPON, 1);
if (hasCobbRap)
setObjectScene(INV_COBB_RAP, 1);
if (hasHook)
setObjectScene(INV_HOOK, 1);
if (hasMugShot)
setObjectScene(INV_MUG_SHOT, 1);
break;
case 4:
if (hasNickel)
setObjectScene(INV_NICKEL, 1);
if (hasRentalCoupon)
setObjectScene(INV_RENTAL_COUPON, 1);
if (hasHook)
setObjectScene(INV_HOOK, 1);
break;
case 5:
if (hasRags)
setObjectScene(INV_RAGS, 1);
if (hasJar)
setObjectScene(INV_JAR, 1);
if (hasRentalCoupon)
setObjectScene(INV_RENTAL_COUPON, 1);
if (hasWarehouseKeys)
setObjectScene(INV_WAREHOUSE_KEYS, 1);
break;
default:
break;
}
}
/**
* When an inventory item is selected, check if it's the gun belt, since that has a specific dialog
*/
bool BlueForceInvObjectList::SelectItem(int objectNumber) {
if (objectNumber == INV_AMMO_BELT) {
AmmoBeltDialog *dlg = new AmmoBeltDialog();
dlg->execute();
delete dlg;
return true;
}
return false;
}
/*--------------------------------------------------------------------------*/
NamedHotspot::NamedHotspot() : SceneHotspot() {
_resNum = 0;
_lookLineNum = _useLineNum = _talkLineNum = -1;
}
bool NamedHotspot::startAction(CursorType action, Event &event) {
switch (action) {
case CURSOR_WALK:
// Nothing
return false;
case CURSOR_LOOK:
if (_lookLineNum == -1)
return SceneHotspot::startAction(action, event);
SceneItem::display2(_resNum, _lookLineNum);
return true;
case CURSOR_USE:
if (_useLineNum == -1)
return SceneHotspot::startAction(action, event);
SceneItem::display2(_resNum, _useLineNum);
return true;
case CURSOR_TALK:
if (_talkLineNum == -1)
return SceneHotspot::startAction(action, event);
SceneItem::display2(_resNum, _talkLineNum);
return true;
default:
return SceneHotspot::startAction(action, event);
}
}
void NamedHotspot::synchronize(Serializer &s) {
SceneHotspot::synchronize(s);
s.syncAsSint16LE(_resNum);
s.syncAsSint16LE(_lookLineNum);
s.syncAsSint16LE(_useLineNum);
if (g_vm->getGameID() == GType_BlueForce)
s.syncAsSint16LE(_talkLineNum);
}
/*--------------------------------------------------------------------------*/
void SceneMessage::remove() {
SceneExt *scene = (SceneExt *)BF_GLOBALS._sceneManager._scene;
if (scene->_focusObject == this)
scene->_focusObject = NULL;
Action::remove();
}
void SceneMessage::signal() {
SceneExt *scene = (SceneExt *)BF_GLOBALS._sceneManager._scene;
switch (_actionIndex++) {
case 0:
scene->_focusObject = this;
BF_GLOBALS._events.setCursor(CURSOR_WALK);
draw();
setDelay(180);
break;
case 1:
clear();
remove();
break;
default:
break;
}
}
void SceneMessage::process(Event &event) {
if ((event.eventType == EVENT_BUTTON_DOWN) ||
((event.eventType == EVENT_KEYPRESS) && (event.kbd.keycode == Common::KEYCODE_RETURN))) {
signal();
}
}
void SceneMessage::draw() {
GfxSurface &surface = BF_GLOBALS._screen;
// Clear the game area
surface.fillRect(Rect(0, 0, SCREEN_WIDTH, UI_INTERFACE_Y), 0);
// Disable scene fade in
BF_GLOBALS._paneRefreshFlag[0] = 0;
// Set up the font
GfxFont &font = BF_GLOBALS._gfxManagerInstance._font;
BF_GLOBALS._scenePalette.setEntry(font._colors.foreground, 255, 255, 255);
BF_GLOBALS._scenePalette.setPalette(font._colors.foreground, 1);
// Write out the message
Rect textRect(0, UI_INTERFACE_Y / 2 - (font.getHeight() / 2), SCREEN_WIDTH,
UI_INTERFACE_Y / 2 + (font.getHeight() / 2));
BF_GLOBALS._gfxManagerInstance._font.writeLines(_message.c_str(), textRect, ALIGN_CENTER);
// TODO: Ideally, saving and loading should be disabled here until the message display is complete
}
void SceneMessage::clear() {
// Fade out the text display
static const uint32 black = 0;
BF_GLOBALS._scenePalette.fade((const byte *)&black, false, 100);
// Refresh the background
BF_GLOBALS._paneRefreshFlag[0] = 0;
// Set up to fade in the game scene
g_globals->_sceneManager._fadeMode = FADEMODE_GRADUAL;
g_globals->_sceneManager._hasPalette = true;
}
IntroSceneText::IntroSceneText(): SceneText() {
_action = NULL;
_frameNumber = 0;
_diff = 0;
}
void IntroSceneText::setup(const Common::String &msg, Action *action) {
_frameNumber = BF_GLOBALS._events.getFrameNumber();
_diff = 180;
_action = action;
_fontNumber = 4;
_width = 300;
_textMode = ALIGN_CENTER;
_color1 = BF_GLOBALS._scenePalette._colors.background;
_color2 = _color3 = 0;
SceneText::setup(msg);
// Center the text on-screen
reposition();
_bounds.center(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2);
// Set the new position
_position.x = _bounds.left;
_position.y = _bounds.top;
}
void IntroSceneText::synchronize(Serializer &s) {
SceneText::synchronize(s);
SYNC_POINTER(_action);
s.syncAsUint32LE(_frameNumber);
s.syncAsSint16LE(_diff);
}
void IntroSceneText::dispatch() {
if (_diff) {
uint32 frameNumber = BF_GLOBALS._events.getFrameNumber();
if (_frameNumber < frameNumber) {
_diff -= frameNumber - _frameNumber;
_frameNumber = frameNumber;
if (_diff <= 0) {
// Time has expired, so remove the text and signal the designated action
remove();
if (_action)
_action->signal();
}
}
}
}
} // End of namespace BlueForce
} // End of namespace TsAGE