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2026-02-02 04:50:13 +01:00

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