129 lines
3.1 KiB
C++
129 lines
3.1 KiB
C++
/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "got/views/game.h"
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#include "got/game/back.h"
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#include "got/game/boss1.h"
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#include "got/game/boss2.h"
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#include "got/game/boss3.h"
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#include "got/game/move.h"
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#include "got/metaengine.h"
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#include "got/vars.h"
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namespace Got {
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namespace Views {
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Game::Game() : View("Game") {
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_children.push_back(&_content);
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_children.push_back(&_status);
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_content.setBounds(Common::Rect(0, 0, 320, 240 - 48));
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_status.setBounds(Common::Rect(0, 240 - 48, 320, 240));
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}
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bool Game::msgFocus(const FocusMessage &msg) {
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Gfx::loadPalette();
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musicPlay(_G(levelMusic), false);
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return View::msgFocus(msg);
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}
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bool Game::msgKeypress(const KeypressMessage &msg) {
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if (_G(gameMode) != MODE_NORMAL && _G(gameMode) != MODE_THUNDER)
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return false;
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switch (msg.keycode) {
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case Common::KEYCODE_F1:
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odinSpeaks(2008, -1);
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return true;
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case Common::KEYCODE_f:
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if (gDebugLevel > 0) {
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// Hack used for testing end-game sequence
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if (GAME1 && _G(currentLevel) == BOSS_LEVEL1)
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boss1ClosingSequence1();
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else if (GAME2 && _G(currentLevel) == BOSS_LEVEL2)
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boss2ClosingSequence1();
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else if (GAME3 && _G(currentLevel) == BOSS_LEVEL3)
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boss3ClosingSequence1();
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}
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break;
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case Common::KEYCODE_e:
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if (gDebugLevel > 0 && GAME3)
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// Launch endgame screen
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boss3ClosingSequence3();
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break;
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case Common::KEYCODE_s:
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g_engine->saveGameDialog();
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break;
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case Common::KEYCODE_l:
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g_engine->loadGameDialog();
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break;
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default:
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break;
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}
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return false;
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}
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bool Game::msgAction(const ActionMessage &msg) {
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if (_G(gameMode) != MODE_NORMAL && _G(gameMode) != MODE_THUNDER)
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return false;
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switch (msg._action) {
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case KEYBIND_FIRE:
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thorShoots();
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break;
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case KEYBIND_SELECT:
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selectItem();
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return true;
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case KEYBIND_THOR_DIES:
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_content.send(GameMessage("THOR_DIES"));
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return true;
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case KEYBIND_ESCAPE:
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addView("OptionsMenu");
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return true;
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default:
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break;
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}
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return false;
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}
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bool Game::tick() {
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// There are many things in original game code that can trigger
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// changes on screen, and for simplicity they each no longer have
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// the code that partially updates the screen. Due to this,
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// we set to redraw the screen every frame in case of updates
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redraw();
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return View::tick();
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}
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} // namespace Views
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} // namespace Got
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