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