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

464 lines
14 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 "engines/nancy/nancy.h"
#include "engines/nancy/graphics.h"
#include "engines/nancy/resource.h"
#include "engines/nancy/sound.h"
#include "engines/nancy/input.h"
#include "engines/nancy/util.h"
#include "engines/nancy/state/scene.h"
#include "engines/nancy/action/puzzle/bulpuzzle.h"
#include "common/random.h"
namespace Nancy {
namespace Action {
void BulPuzzle::init() {
Common::Rect screenBounds = NancySceneState.getViewport().getBounds();
_drawSurface.create(screenBounds.width(), screenBounds.height(), g_nancy->_graphics->getInputPixelFormat());
_drawSurface.clear(g_nancy->_graphics->getTransColor());
setTransparent(true);
setVisible(true);
moveTo(screenBounds);
g_nancy->_resource->loadImage(_imageName, _image);
_image.setTransparentColor(_drawSurface.getTransparentColor());
reset(false);
for (int i = 0; i < _numPieces - 1; ++i) {
_drawSurface.blitFrom(_image, _playerBarracksSrc, _playerBarracksDests[i]);
_drawSurface.blitFrom(_image, _enemyBarracksSrc, _enemyBarracksDests[i]);
}
_drawSurface.blitFrom(_image, _playerLightSrc, _playerLightDest);
}
void BulPuzzle::updateGraphics() {
bool isPlayer = _turn / _numRolls == 0;
if (_currentAction == kCapture && g_nancy->getTotalPlayTime() > _nextMoveTime) {
if (g_nancy->_sound->isSoundPlaying(_playerCapturedSound) || g_nancy->_sound->isSoundPlaying(_enemyCapturedSound)) {
return;
} else {
if (isPlayer) {
--_enemyPieces;
} else {
--_playerPieces;
}
if (_playerPieces && _enemyPieces) {
reset(true);
}
}
}
if (_changeLight && !g_nancy->_sound->isSoundPlaying(_moveSound)) {
if (_turn == 0) {
_drawSurface.fillRect(_enemyLightDest, _drawSurface.getTransparentColor());
_drawSurface.blitFrom(_image, _playerLightSrc, _playerLightDest);
} else if (_turn == _numRolls) {
_drawSurface.fillRect(_playerLightDest, _drawSurface.getTransparentColor());
_drawSurface.blitFrom(_image, _enemyLightSrc, _enemyLightDest);
}
if (_turn == 0 || _turn == _numRolls) {
_drawSurface.blitFrom(_image, _passButtonDisabledSrc, _passButtonDest);
} else {
_drawSurface.fillRect(_passButtonDest, _drawSurface.getTransparentColor());
}
_changeLight = false;
_needsRedraw = true;
}
if (_nextMoveTime && g_nancy->getTotalPlayTime() > _nextMoveTime) {
// First, handle buttons
if (_pushedButton) {
switch (_currentAction) {
case kRoll:
_drawSurface.fillRect(_rollButtonDest, _drawSurface.getTransparentColor());
// Do the roll logic here since it's more convenient
for (uint i = 0; i < _diceDestsPlayer.size(); ++i) {
Common::Rect *dest = isPlayer ? &_diceDestsPlayer[i] : &_diceDestsEnemy[i];
_drawSurface.fillRect(*dest, _drawSurface.getTransparentColor());
bool black = g_nancy->_randomSource->getRandomBit();
if (black) {
// Black, add one movement
_drawSurface.blitFrom(_image, _diceBlackSrcs[g_nancy->_randomSource->getRandomNumber(_diceBlackSrcs.size() - 1)], *dest);
++_moveDiff;
} else {
// Non-black, no movement
_drawSurface.blitFrom(_image, _diceCleanSrcs[g_nancy->_randomSource->getRandomNumber(_diceCleanSrcs.size() - 1)], *dest);
}
}
if (_moveDiff == 0) {
_moveDiff = 5;
}
_nextMoveTime = g_nancy->getTotalPlayTime() + 200;
break;
case kPass:
_drawSurface.fillRect(_passButtonDest, _drawSurface.getTransparentColor());
if (isPlayer) {
_drawSurface.fillRect(_playerLightDest, _drawSurface.getTransparentColor());
_drawSurface.blitFrom(_image, _enemyLightSrc, _enemyLightDest);
_turn = _numRolls;
} else {
_drawSurface.fillRect(_enemyLightDest, _drawSurface.getTransparentColor());
_drawSurface.blitFrom(_image, _playerLightSrc, _playerLightDest);
_turn = 0;
}
_currentAction = kNone;
_nextMoveTime = 0;
break;
case kReset:
_drawSurface.fillRect(_resetButtonDest, _drawSurface.getTransparentColor());
_drawSurface.fillRect(_cellDests[_playerPos], _drawSurface.getTransparentColor());
_drawSurface.fillRect(_cellDests[_enemyPos], _drawSurface.getTransparentColor());
for (uint i = 0; i < _playerJailDests.size(); ++i) {
_drawSurface.fillRect(_playerJailDests[i], _drawSurface.getTransparentColor());
_drawSurface.fillRect(_enemyJailDests[i], _drawSurface.getTransparentColor());
}
break;
default:
break;
}
_pushedButton = false;
_needsRedraw = true;
}
if (g_nancy->_sound->isSoundPlaying(_rollSound) ||
g_nancy->_sound->isSoundPlaying(_passSound) ||
g_nancy->_sound->isSoundPlaying(_resetSound)) {
return;
}
// Now, handle the movement logic
switch (_currentAction) {
case kRoll:
if (_moveDiff) {
// Moving
movePiece(isPlayer);
--_moveDiff;
if (_moveDiff || _playerPos == _enemyPos) {
_nextMoveTime = g_nancy->getTotalPlayTime() + 200; // hardcoded
} else {
// This was the last move, go to next turn
g_nancy->_sound->playSound(_moveSound);
_currentAction = kNone;
_turn = _turn + 1 > 3 ? 0 : _turn + 1;
_changeLight = true;
}
} else {
// Capturing
SoundDescription &sound = isPlayer ? _enemyCapturedSound : _playerCapturedSound;
g_nancy->_sound->loadSound(sound);
g_nancy->_sound->playSound(sound);
_drawSurface.fillRect(_cellDests[_playerPos], _drawSurface.getTransparentColor());
_drawSurface.blitFrom(_image, isPlayer ? _enemyCapturedSrc : _playerCapturedSrc, _cellDests[_playerPos]);
_currentAction = kCapture;
_nextMoveTime = g_nancy->getTotalPlayTime() + 1000;
_needsRedraw = true;
}
return;
case kPass:
_currentAction = kNone;
_turn = (_turn + 1 > _numRolls * 2) ? 0 : _turn + 1;
return;
case kReset:
reset(false);
return;
default:
break;
}
}
}
void BulPuzzle::readData(Common::SeekableReadStream &stream) {
readFilename(stream, _imageName);
_numCells = stream.readUint16LE();
_numPieces = stream.readUint16LE();
_numRolls = stream.readUint16LE();
_playerStart = stream.readUint16LE();
_enemyStart = stream.readUint16LE();
readRectArray(stream, _diceDestsPlayer, 4);
readRectArray(stream, _diceDestsEnemy, 4);
readRectArray(stream, _cellDests, _numCells, 15);
readRectArray(stream, _playerBarracksDests, 6);
readRectArray(stream, _playerJailDests, 6);
readRectArray(stream, _enemyBarracksDests, 6);
readRectArray(stream, _enemyJailDests, 6);
readRect(stream, _rollButtonDest);
readRect(stream, _passButtonDest);
readRect(stream, _resetButtonDest);
readRect(stream, _playerLightDest);
readRect(stream, _enemyLightDest);
_diceBlackSrcs.resize(4);
_diceCleanSrcs.resize(4);
for (uint i = 0; i < 4; ++i) {
readRect(stream, _diceCleanSrcs[i]);
readRect(stream, _diceBlackSrcs[i]);
}
readRect(stream, _playerSrc);
readRect(stream, _enemySrc);
readRect(stream, _enemyCapturedSrc);
readRect(stream, _playerCapturedSrc);
readRect(stream, _playerBarracksSrc);
readRect(stream, _enemyBarracksSrc);
readRect(stream, _playerJailSrc);
readRect(stream, _enemyJailSrc);
readRect(stream, _rollButtonSrc);
readRect(stream, _passButtonSrc);
readRect(stream, _resetButtonSrc);
readRect(stream, _playerLightSrc);
readRect(stream, _enemyLightSrc);
readRect(stream, _passButtonDisabledSrc);
_moveSound.readNormal(stream);
_enemyCapturedSound.readNormal(stream);
_playerCapturedSound.readNormal(stream);
_rollSound.readNormal(stream);
_passSound.readNormal(stream);
_resetSound.readNormal(stream);
_solveScene.readData(stream);
_solveSoundDelay = stream.readUint16LE();
_solveSound.readNormal(stream);
_exitScene.readData(stream);
_loseSoundDelay = stream.readUint16LE();
_loseSound.readNormal(stream);
readRect(stream, _exitHotspot);
}
void BulPuzzle::execute() {
switch (_state) {
case kBegin:
init();
registerGraphics();
g_nancy->_sound->loadSound(_rollSound);
g_nancy->_sound->loadSound(_resetSound);
g_nancy->_sound->loadSound(_passSound);
g_nancy->_sound->loadSound(_moveSound);
_state = kRun;
// fall through
case kRun:
if (_playerPieces == 0) {
_state = kActionTrigger;
_nextMoveTime = g_nancy->getTotalPlayTime() + _loseSoundDelay * 1000;
}
if (_enemyPieces == 0) {
_playerWon = true;
_state = kActionTrigger;
_nextMoveTime = g_nancy->getTotalPlayTime() + _solveSoundDelay * 1000;
}
if (_state == kRun) {
break;
}
// fall through
case kActionTrigger:
SoundDescription &sound = _playerWon ? _solveSound : _loseSound;
if (g_nancy->getTotalPlayTime() >= _nextMoveTime) {
_nextMoveTime = 0;
g_nancy->_sound->loadSound(sound);
g_nancy->_sound->playSound(sound);
}
if (_nextMoveTime == 0 && !g_nancy->_sound->isSoundPlaying(sound)) {
if (_playerWon) {
_solveScene.execute();
} else {
_exitScene.execute();
}
}
break;
}
}
void BulPuzzle::handleInput(NancyInput &input) {
if (NancySceneState.getViewport().convertViewportToScreen(_exitHotspot).contains(input.mousePos)) {
g_nancy->_cursor->setCursorType(g_nancy->_cursor->_puzzleExitCursor);
if (input.input & NancyInput::kLeftMouseButtonUp) {
_state = kActionTrigger;
_nextMoveTime = 0;
}
return;
}
if (_pushedButton) {
return;
}
bool canClick = _currentAction == kNone && !g_nancy->_sound->isSoundPlaying(_moveSound);
if (NancySceneState.getViewport().convertViewportToScreen(_rollButtonDest).contains(input.mousePos)) {
g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
if (canClick && input.input & NancyInput::kLeftMouseButtonUp) {
_drawSurface.blitFrom(_image, _rollButtonSrc, _rollButtonDest);
_needsRedraw = true;
g_nancy->_sound->playSound(_rollSound);
_currentAction = kRoll;
_pushedButton = true;
_nextMoveTime = g_nancy->getTotalPlayTime() + 250;
}
return;
}
if ((_turn % _numRolls) && NancySceneState.getViewport().convertViewportToScreen(_passButtonDest).contains(input.mousePos)) {
g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
if (canClick && input.input & NancyInput::kLeftMouseButtonUp) {
_drawSurface.blitFrom(_image, _passButtonSrc, _passButtonDest);
_needsRedraw = true;
g_nancy->_sound->playSound(_passSound);
_currentAction = kPass;
_pushedButton = true;
_nextMoveTime = g_nancy->getTotalPlayTime() + 250;
}
return;
}
if (NancySceneState.getViewport().convertViewportToScreen(_resetButtonDest).contains(input.mousePos)) {
g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
if (canClick && input.input & NancyInput::kLeftMouseButtonUp) {
_drawSurface.blitFrom(_image, _resetButtonSrc, _resetButtonDest);
_needsRedraw = true;
g_nancy->_sound->playSound(_resetSound);
_currentAction = kReset;
_pushedButton = true;
_nextMoveTime = g_nancy->getTotalPlayTime() + 250;
}
return;
}
}
void BulPuzzle::movePiece(bool player) {
int16 &piecePos = player ? _playerPos : _enemyPos;
_drawSurface.fillRect(_cellDests[piecePos], _drawSurface.getTransparentColor());
piecePos += player ? 1 : -1;
if (ABS<int16>(_playerPos - _enemyPos) == 1) {
// Redraw other piece in case one piece goes behind the other's back
_drawSurface.blitFrom(_image, player ? _enemySrc : _playerSrc, _cellDests[player ? _enemyPos : _playerPos]);
}
if (piecePos < 0) {
piecePos = _cellDests.size() - 1;
} else if (piecePos > (int)_cellDests.size() - 1) {
piecePos = 0;
}
_drawSurface.blitFrom(_image, player ? _playerSrc : _enemySrc, _cellDests[piecePos]);
_needsRedraw = true;
}
void BulPuzzle::reset(bool capture) {
_drawSurface.clear(_drawSurface.getTransparentColor());
// Reset dice
for (uint i = 0; i < _diceDestsPlayer.size(); ++i) {
_drawSurface.blitFrom(_image, _diceCleanSrcs[i], _diceDestsPlayer[i]);
_drawSurface.blitFrom(_image, _diceCleanSrcs[i], _diceDestsEnemy[i]);
}
if (!capture) {
_playerPieces = _enemyPieces = _numPieces;
}
// Reset player/enemy
_playerPos = _playerStart - 1;
_enemyPos = _enemyStart - 1;
_drawSurface.blitFrom(_image, _playerSrc, _cellDests[_playerPos]);
_drawSurface.blitFrom(_image, _enemySrc, _cellDests[_enemyPos]);
// Reset to player turn
_turn = 0;
_drawSurface.blitFrom(_image, _playerLightSrc, _playerLightDest);
// Draw jail and barracks
for (int i = 0; i < _numPieces - 1; ++i) {
if (i < _playerPieces - 1) {
// Draw piece in barracks
_drawSurface.blitFrom(_image, _playerBarracksSrc, _playerBarracksDests[i]);
} else {
// Draw piece in jail
_drawSurface.blitFrom(_image, _playerJailSrc, _enemyJailDests[i - _playerPieces + 1]);
}
if (i < _enemyPieces - 1) {
// Draw piece in barracks
_drawSurface.blitFrom(_image, _enemyBarracksSrc, _enemyBarracksDests[i]);
} else {
// Draw piece in jail
_drawSurface.blitFrom(_image, _enemyJailSrc, _playerJailDests[i - _enemyPieces + 1]);
}
}
// Draw disabled pass button
_drawSurface.blitFrom(_image, _passButtonDisabledSrc, _passButtonDest);
_currentAction = kNone;
_nextMoveTime = 0;
_pushedButton = false;
_needsRedraw = true;
}
} // End of namespace Action
} // End of namespace Nancy