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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/xeen/swordsofxeen/swordsofxeen.h"
#include "mm/xeen/swordsofxeen/swordsofxeen_menu.h"
namespace MM {
namespace Xeen {
namespace SwordsOfXeen {
SwordsOfXeenEngine::SwordsOfXeenEngine(OSystem *syst, const MightAndMagicGameDescription *gameDesc)
: XeenEngine(syst, gameDesc) {
}
void SwordsOfXeenEngine::showMainMenu() {
MainMenu::show(this);
}
void SwordsOfXeenEngine::death() {
Windows &windows = *g_vm->_windows;
_screen->loadBackground("blank.raw");
windows[28].setBounds(Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT));
_screen->fadeIn(0x81);
_screen->loadPalette("scr.pal");
_screen->fadeIn(0x81);
SpriteResource lose("lose.int");
lose.draw(0, 0, Common::Point(0, 0));
lose.draw(0, 1, Common::Point(160, 0));
_sound->playSound("laff1.voc");
bool breakFlag = false;
for (int idx = 0, idx2 = 0; idx < (_files->_ccNum ? 10 : 23); ++idx) {
_events->updateGameCounter();
if (_files->_ccNum) {
breakFlag = _events->wait(2);
} else {
if (idx == 1 || idx == 11)
_sound->playFX(33);
breakFlag = _events->wait(2);
if (idx == 15)
_sound->playFX(34);
}
if ((_files->_ccNum ? 9 : 10) == idx) {
if ((_files->_ccNum ? 2 : 1) > idx2) {
// Restart loop
idx = -1;
++idx2;
}
}
}
// Wait for press
if (!breakFlag)
_events->waitForPress();
_screen->fadeOut(4);
_screen->loadBackground("blank.raw");
_screen->loadPalette("dark.pal");
_sound->stopAllAudio();
}
bool SwordsOfXeenEngine::showEnding() {
Windows &windows = *_windows;
SpriteResource win("win.int");
_screen->loadBackground("blank.raw");
windows[28].setBounds(Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT));
_screen->fadeIn(0x81);
_screen->loadPalette("scr.pal");
_screen->fadeIn(0x81);
win.draw(0, 0, Common::Point(0, 0));
win.draw(0, 1, Common::Point(160, 0));
_sound->playSound("ch1.voc");
_events->waitForPress();
_screen->fadeOut();
_screen->loadBackground("blank.raw");
return true;
}
void SwordsOfXeenEngine::dream() {
// Swords of Xeen doesn't have any dreams
}
void SwordsOfXeenEngine::showCutscene(const Common::String &name, int status, uint score) {
_sound->stopAllAudio();
_events->clearEvents();
if (name != "ENDGAME")
error("Unknown cutscene specified");
showEnding();
_screen->freePages();
_sound->stopAllAudio();
_events->clearEvents();
_gameMode = GMODE_MENU;
}
} // End of namespace SwordsOfXeen
} // End of namespace Xeen
} // End of namespace MM

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef XEEN_SWORDSOFXEEN_SWORDSOFXEEN_H
#define XEEN_SWORDSOFXEEN_SWORDSOFXEEN_H
#include "mm/xeen/xeen.h"
#include "mm/xeen/worldofxeen/worldofxeen_cutscenes.h"
namespace MM {
namespace Xeen {
namespace SwordsOfXeen {
/**
* Implements a descendant of the base Xeen engine to handle
* Swords of Xeen specific game code
*/
class SwordsOfXeenEngine: public XeenEngine {
private:
/**
* Show the ending "You won" screen
*/
bool showEnding();
protected:
/**
* Show the starting sequence/intro
*/
void showStartup() override {
// Swords of Xeen doesn't have a starting title or intro
_gameMode = GMODE_MENU;
}
/**
* Show the startup menu
*/
void showMainMenu() override;
/**
* Death cutscene
*/
void death() override;
public:
SwordsOfXeenEngine(OSystem *syst, const MightAndMagicGameDescription *gameDesc);
~SwordsOfXeenEngine() override {}
/**
* Show a cutscene
*/
void showCutscene(const Common::String &name, int status, uint score) override;
/**
* Dream sequence
*/
void dream() override;
};
#define SWORDS_VM (*(::Xeen::SwordsOfXeen::SwordsOfXeenEngine *)g_vm)
} // End of namespace SwordsOfXeen
} // End of namespace Xeen
} // End of namespace MM
#endif

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/xeen/swordsofxeen/swordsofxeen_menu.h"
#include "mm/xeen/dialogs/credits_screen.h"
#include "mm/xeen/dialogs/dialogs_difficulty.h"
#include "mm/xeen/xeen.h"
namespace MM {
namespace Xeen {
namespace SwordsOfXeen {
#ifdef USE_TTS
static const char *swordsMainMenuButtons = "Start\nLoad\nView Credits";
#endif
enum SwordsMainMenuButtonTTSTextIndex {
kSwordsStart = 0,
kSwordsLoad = 1,
kSwordsCredits = 2
};
void MainMenu::show(XeenEngine *vm) {
MainMenu *dlg = new MainMenu(vm);
dlg->execute();
delete dlg;
}
MainMenu::MainMenu(XeenEngine *vm) : ButtonContainer(vm) {
loadButtons();
_start.load("start.int");
}
void MainMenu::execute() {
EventsManager &events = *_vm->_events;
Screen &screen = *_vm->_screen;
Sound &sound = *_vm->_sound;
int difficulty;
events.setCursor(0);
events.showCursor();
sound.playSong("newbrigh.m");
#ifdef USE_TTS
setButtonTexts(swordsMainMenuButtons);
#endif
do {
// Draw the screen
screen.fadeOut();
screen.loadPalette("scr.pal");
_start.draw(0, 0, Common::Point(0, 0));
_start.draw(0, 1, Common::Point(160, 0));
screen.fadeIn(129);
bool redrawFlag = false;
do {
events.pollEventsAndWait();
checkEvents(_vm);
// Handle keypress
switch (_buttonValue) {
case Common::KEYCODE_ESCAPE:
// Exit game
_vm->_gameMode = GMODE_QUIT;
break;
case Common::KEYCODE_c:
case Common::KEYCODE_v:
// Show credits
CreditsScreen::show(_vm);
redrawFlag = true;
break;
case Common::KEYCODE_s:
// Start new game
difficulty = DifficultyDialog::show(_vm);
if (difficulty != -1) {
// Load a new game state and set the difficulty
_vm->_saves->newGame();
_vm->_party->_difficulty = (Difficulty)difficulty;
_vm->_gameMode = GMODE_PLAY_GAME;
}
break;
case Common::KEYCODE_l:
_vm->_saves->newGame();
if (_vm->_saves->loadGame())
_vm->_gameMode = GMODE_PLAY_GAME;
break;
default:
break;
}
} while (!_vm->shouldExit() && _vm->_gameMode == GMODE_NONE && !redrawFlag);
} while (!_vm->shouldExit() && _vm->_gameMode == GMODE_NONE);
screen.loadPalette("dark.pal");
}
void MainMenu::loadButtons() {
addButton(Common::Rect(93, 87, 227, 97), Common::KEYCODE_s, nullptr, kSwordsStart);
addButton(Common::Rect(93, 98, 227, 108), Common::KEYCODE_l, nullptr, kSwordsLoad);
addButton(Common::Rect(93, 110, 227, 120), Common::KEYCODE_v, nullptr, kSwordsCredits);
}
} // End of namespace SwordsOfXeen
} // End of namespace Xeen
} // End of namespace MM

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef XEEN_SWORDSOFXEEN_MENU_H
#define XEEN_SWORDSOFXEEN_MENU_H
#include "mm/xeen/dialogs/dialogs.h"
namespace MM {
namespace Xeen {
namespace SwordsOfXeen {
class MainMenu : public ButtonContainer {
private:
SpriteResource _start;
/**
* Constructor
*/
MainMenu(XeenEngine *vm);
/**
* Shows the menu
*/
void execute();
/**
* Loads buttons for the menu
*/
void loadButtons();
public:
/**
* Shows the main menu
* @param vm Engine reference
*/
static void show(XeenEngine *vm);
};
} // End of namespace SwordsOfXeen
} // End of namespace Xeen
} // End of namespace MM
#endif