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/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef AGI_PREAGI_TROLL_H
#define AGI_PREAGI_TROLL_H
namespace Agi {
// strings
#define IDS_TRO_DISK "ERROR ERROR !"
#define IDS_TRO_PATH_PIC "%s"
#define IDS_TRO_PRESSANYKEY "PRESS ANY KEY TO CONTINUE:"
#define IDS_TRO_INTRO_0 "SIERRA ON-LINE INC."
#define IDS_TRO_INTRO_1 "Presents :"
#define IDS_TRO_INTRO_2 "Copyright 1984 Sierra On-Line Inc."
#define IDS_TRO_INTRO_3 " Press any key to continue. "
#define IDS_TRO_INTRO_4 "HAVE YOU PLAYED THIS GAME BEFORE ?"
#define IDS_TRO_INTRO_5 "PRESS <Y> OR <N>"
#define IDS_TRO_TUTORIAL_0 " First press the <space bar>.\n 1. Turn the screen GREEN.\n 2. Turn the screen BLACK.\n *3. SEE a SURPRISE, and then more."
#define IDS_TRO_TUTORIAL_1 " Press <return> to make your choice.\n 1. Turn the screen GREEN.\n 2. Turn the screen BLACK.\n 3. SEE a SURPRISE, and then more."
//#define IDS_TRO_TUTORIAL_0 "First press the <space bar>."
//#define IDS_TRO_TUTORIAL_1 "1. Turn the screen GREEN."
//#define IDS_TRO_TUTORIAL_2 "2. Turn the screen BLACK."
//#define IDS_TRO_TUTORIAL_3 "3. SEE a SURPRISE, and then more."
//#define IDS_TRO_TUTORIAL_4 "Press <return> to make your choice."
#define IDS_TRO_TUTORIAL_5 "Would you like more practice ?"
#define IDS_TRO_TUTORIAL_6 "Press <Y> for yes, <N> for no."
#define IDS_TRO_TUTORIAL_7 "The evil TROLL has hidden all the"
#define IDS_TRO_TUTORIAL_8 "Treasures of MARK, the Dwarf King."
#define IDS_TRO_TUTORIAL_9 "Help KING MARK find his Treasures."
#define IDS_TRO_TUTORIAL_10 "You can't take a Treasure if the TROLL"
#define IDS_TRO_TUTORIAL_11 "is in the same picture as the Treasure."
#define IDS_TRO_TUTORIAL_12 "To make the TROLL go away you have to"
#define IDS_TRO_TUTORIAL_13 "make the picture change."
#define IDS_TRO_TUTORIAL_14 "During the game see the Treasures you"
#define IDS_TRO_TUTORIAL_15 "have already found by pressing <F>."
#define IDS_TRO_TUTORIAL_16 "During the game you can turn the sound"
#define IDS_TRO_TUTORIAL_17 "on or off by pressing the <S> key "
#define IDS_TRO_TUTORIAL_18 "while holding down the <Ctrl> key."
#define IDS_TRO_TUTORIAL_19 "The TROLL has hidden these Treasures:"
#define IDS_TRO_CREDITS_0 "Prepare to enter the world of . . ."
#define IDS_TRO_CREDITS_1 "TROLL'S TALE (tm)"
#define IDS_TRO_CREDITS_2 "------------"
#define IDS_TRO_CREDITS_3 "Written by MIKE MACCHESNEY"
#define IDS_TRO_CREDITS_4 "Conversion by PETER OLIPHANT"
#define IDS_TRO_CREDITS_5 "Graphic Art by DOUG MACNEILL"
#define IDS_TRO_CREDITS_6 "Original Version by AL LOWE"
#define IDS_TRO_TREASURE_0 "TREASURES FOUND"
#define IDS_TRO_TREASURE_1 "---------------"
#define IDS_TRO_TREASURE_2 "NONE"
#define IDS_TRO_TREASURE_3 "THERE ARE STILL %d TREASURES TO FIND"
#define IDS_TRO_TREASURE_4 "%d TREASURES TO FIND"
#define IDS_TRO_TREASURE_5 "%d TREASURE TO FIND"
#define IDS_TRO_TREASURE_6 "YOU HAVE FOUND ALL OF THE TREASURES!!"
#define IDS_TRO_TREASURE_7 "THERE'S ONLY ONE MORE TREASURE TO FIND."
#define IDS_TRO_TREASURE_8 "GREAT!! YOU HAVE FOUND EVERY TREASURE."
#define IDS_TRO_TREASURE_9 "TAKE THE TREASURES TO THE GUARD."
#define IDS_TRO_GAMEOVER_0 "You took %d moves to complete TROLL'S"
#define IDS_TRO_GAMEOVER_1 "TALE. Do you think you can do better?"
// picture
#define IDI_TRO_PICNUM 47
#define IDI_TRO_PIC_WIDTH 160
#define IDI_TRO_PIC_HEIGHT 168
#define IDI_TRO_PIC_X0 0
#define IDI_TRO_PIC_Y0 0
#define IDI_TRO_PIC_FLAGS IDF_AGI_PIC_V15
// max values
#define IDI_TRO_MAX_TREASURE 16
#define IDI_TRO_MAX_OPTION 3
#define IDI_TRO_SEL_OPTION_1 0
#define IDI_TRO_SEL_OPTION_2 1
#define IDI_TRO_SEL_OPTION_3 2
#define IDI_TRO_MAX_ROW_PIC 21
#define IDI_TRO_NUM_ROOMDESCS 65
#define IDI_TRO_NUM_OPTIONS 129
#define IDI_TRO_NUM_NUMROOMS 43
#define IDI_TRO_NUM_USERMSGS 34
#define IDI_TRO_NUM_LOCDESCS 59
#define IDI_TRO_NUM_NONTROLL 9
// offsets
#define IDA_TRO_BINNAME "troll.img"
#define IDO_TRO_DATA_START 0x3A40
#define IDO_TRO_PIC_START 0x3EF5
#define IDO_TRO_LOCMESSAGES 0x1F7C
#define IDO_TRO_USERMESSAGES 0x34A4
#define IDO_TRO_ROOMDESCS 0x0082
#define IDO_TRO_OPTIONS 0x0364
#define IDO_TRO_PICSTARTIDX 0x02CD
#define IDO_TRO_ROOMPICDELTAS 0x030C
#define IDO_TRO_ALLTREASURES 0x3B24
#define IDO_TRO_ITEMS 0x34E8
#define IDO_TRO_FRAMEPIC 0x3EC2
#define IDO_TRO_ROOMCONNECTS 0x02FA
#define IDO_TRO_NONTROLLROOMS 0x3CF9
enum OptionType {
OT_GO,
OT_GET,
OT_DO,
OT_FLASHLIGHT
};
struct RoomDesc {
int options[3];
OptionType optionTypes[3];
int roomDescIndex[3];
};
struct UserMsg {
int num;
char msg[3][40];
};
struct Item {
byte bg;
byte fg;
char name[16];
};
class TrollEngine : public PreAgiEngine {
public:
TrollEngine(OSystem *syst, const AGIGameDescription *gameDesc);
~TrollEngine();
Common::Error go();
private:
int _roomPicture;
int _treasuresLeft;
int _currentRoom;
int _moves;
bool _isTrollAway;
int _inventory[IDI_TRO_MAX_TREASURE];
bool _soundOn;
byte *_gameData;
void init();
void intro();
void drawPic(int iPic, bool f3IsCont, bool clear, bool troll = false);
void drawTroll();
void gameLoop();
void gameOver();
void tutorial();
void credits();
void inventory();
void pickupTreasure(int treasureId);
int drawRoom(char *menu);
void printUserMessage(int msgId);
void pressAnyKey(int col = 4);
void waitAnyKeyIntro();
void playTune(int tune, int len);
bool getMenuSel(const char *, int *, int);
void drawMenu(const char *szMenu, int iSel);
void fillOffsets();
// These are come from game data
int _pictureOffsets[IDI_TRO_PICNUM];
int _roomPicStartIdx[IDI_TRO_NUM_NUMROOMS];
int _roomPicDeltas[IDI_TRO_NUM_NUMROOMS];
int _roomStates[IDI_TRO_NUM_NUMROOMS];
UserMsg _userMessages[IDI_TRO_NUM_USERMSGS];
int _locMessagesIdx[IDI_TRO_NUM_LOCDESCS];
RoomDesc _roomDescs[IDI_TRO_NUM_ROOMDESCS];
int _options[IDI_TRO_NUM_OPTIONS];
Item _items[IDI_TRO_MAX_TREASURE];
int _roomConnects[IDI_TRO_NUM_OPTIONS];
int _nonTrollRooms[IDO_TRO_NONTROLLROOMS];
int _tunes[6];
};
} // End of namespace Agi
#endif
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