/* 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 .
*
*/
#include "ultima/ultima8/games/start_crusader_process.h"
#include "ultima/ultima8/games/cru_game.h"
#include "ultima/ultima8/world/actors/main_actor.h"
#include "ultima/ultima8/ultima8.h"
#include "ultima/ultima8/kernel/kernel.h"
#include "ultima/ultima8/gumps/difficulty_gump.h"
#include "ultima/ultima8/gumps/cru_status_gump.h"
#include "ultima/ultima8/gumps/cru_pickup_area_gump.h"
#include "ultima/ultima8/world/get_object.h"
#include "ultima/ultima8/world/item_factory.h"
#include "ultima/ultima8/world/actors/teleport_to_egg_process.h"
#include "ultima/ultima8/gfx/palette_fader_process.h"
#include "ultima/ultima8/gfx/texture.h"
namespace Ultima {
namespace Ultima8 {
DEFINE_RUNTIME_CLASSTYPE_CODE(StartCrusaderProcess)
StartCrusaderProcess::StartCrusaderProcess(int saveSlot) : Process(),
_initStage(PlayFirstMovie), _saveSlot(saveSlot) {
_flags |= PROC_PREVENT_SAVE;
}
void StartCrusaderProcess::run() {
if (_initStage == PlayFirstMovie) {
_initStage = PlaySecondMovie;
ProcId moviepid = Game::get_instance()->playIntroMovie(false);
Process *movieproc = Kernel::get_instance()->getProcess(moviepid);
if (movieproc) {
waitFor(movieproc);
}
return;
} else if (_initStage == PlaySecondMovie) {
_initStage = ShowDifficultyMenu;
CruGame *game = dynamic_cast(Game::get_instance());
assert(game);
ProcId moviepid = game->playIntroMovie2(false);
Process *movieproc = Kernel::get_instance()->getProcess(moviepid);
if (movieproc) {
waitFor(movieproc);
}
return;
}
// Try to load the save game, if succeeded this process will terminate
if (_saveSlot >= 0) {
Common::Error loadError = Ultima8Engine::get_instance()->loadGameState(_saveSlot);
if (loadError.getCode() != Common::kNoError) {
Ultima8Engine::get_instance()->setError(loadError);
fail();
return;
}
terminate();
return;
}
if (_initStage == ShowDifficultyMenu) {
DifficultyGump *gump = new DifficultyGump();
_initStage = StartGame;
gump->InitGump(nullptr, true);
return;
}
Gump *statusGump = new CruStatusGump(true);
statusGump->InitGump(nullptr, false);
Gump *cruPickupAreaGump = new CruPickupAreaGump(true);
cruPickupAreaGump->InitGump(nullptr, false);
MainActor *avatar = getMainActor();
int mapnum = avatar->getMapNum();
// These items are the same in Regret and Remorse
Item *datalink = ItemFactory::createItem(0x4d4, 0, 0, 0, 0, mapnum, 0, true);
avatar->addItemCru(datalink, false);
Item *smiley = ItemFactory::createItem(0x598, 0, 0, 0, 0, mapnum, 0, true);
smiley->moveToContainer(avatar);
avatar->setShieldType(1);
#if 0
// Give the avatar *all the weapons and ammo*.. (handy for testing)
Ultima8Engine::get_instance()->setCheatMode(true);
static const uint32 wpnshapes[] = {
// Weapons
0x032E, 0x032F, 0x0330, 0x038C, 0x0332, 0x0333, 0x0334,
0x038E, 0x0388, 0x038A, 0x038D, 0x038B, 0x0386,
// Ammo
0x033D, 0x033E, 0x033F, 0x0340, 0x0341,
// No Regret Weapons
0x5F6, 0x5F5, 0x198,
// No Regret Ammo
0x615, 0x614
};
for (int i = 0; i < ARRAYSIZE(wpnshapes); i++) {
for (int j = 0; j < 5; j++) {
Item *wpn = ItemFactory::createItem(wpnshapes[i], 0, 0, 0, 0, mapnum, 0, true);
avatar->addItemCru(wpn, false);
}
}
#endif
avatar->teleport(1, 0x1e);
// The first level 0x1e teleporter in No Remorse goes straight to another
// teleport, so undo the flag that normally stops that.
avatar->setJustTeleported(false);
if (GAME_IS_REGRET) {
avatar->setInCombat(0);
avatar->setDir(dir_south);
avatar->setActorFlag(Actor::ACT_WEAPONREADY);
}
Process *fader = new PaletteFaderProcess(TEX32_PACK_RGBA(0xFF, 0xFF, 0xFF, 0x00), true, 0x7FFF, 60, false);
Kernel::get_instance()->addProcess(fader);
Ultima8Engine::get_instance()->setAvatarInStasis(false);
terminate();
}
void StartCrusaderProcess::saveData(Common::WriteStream *ws) {
warning("Attempted save of process with prevent save flag");
Process::saveData(ws);
}
bool StartCrusaderProcess::loadData(Common::ReadStream *rs, uint32 version) {
if (!Process::loadData(rs, version)) return false;
return true;
}
} // End of namespace Ultima8
} // End of namespace Ultima