mirror of
https://github.com/scummvm/scummvm.git
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179 lines
6.1 KiB
C++
179 lines
6.1 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 "tetraedge/game/puzzle_computer_pwd.h"
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#include "tetraedge/tetraedge.h"
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#include "tetraedge/game/application.h"
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#include "tetraedge/game/amerzone_game.h"
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#include "tetraedge/te/te_sound_manager.h"
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namespace Tetraedge {
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static const int CORRECT_PWD[6] = {2, 8, 0, 6, 0, 4};
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PuzzleComputerPwd::PuzzleComputerPwd() : _nDigits(0) {
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ARRAYCLEAR(_enteredPwd, 0);
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}
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void PuzzleComputerPwd::enter() {
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_gui.load("GUI/PuzzleComputerPwd.lua");
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g_engine->getApplication()->frontLayout().addChild(_gui.layoutChecked("puzzleComputerPassword"));
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_gui.layoutChecked("background")->setRatioMode(TeILayout::RATIO_MODE_NONE);
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_gui.spriteLayoutChecked("background")->setVisible(true);
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_gui.buttonLayoutChecked("button0")->setEnable(true);
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_gui.buttonLayoutChecked("button1")->setEnable(true);
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_gui.buttonLayoutChecked("button2")->setEnable(true);
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_gui.buttonLayoutChecked("button3")->setEnable(true);
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_gui.buttonLayoutChecked("button4")->setEnable(true);
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_gui.buttonLayoutChecked("button5")->setEnable(true);
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_gui.buttonLayoutChecked("button6")->setEnable(true);
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_gui.buttonLayoutChecked("button7")->setEnable(true);
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_gui.buttonLayoutChecked("button8")->setEnable(true);
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_gui.buttonLayoutChecked("button9")->setEnable(true);
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_gui.buttonLayoutChecked("cancel")->setEnable(true);
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_gui.spriteLayoutChecked("star1")->setVisible(false);
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_gui.spriteLayoutChecked("star2")->setVisible(false);
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_gui.spriteLayoutChecked("star3")->setVisible(false);
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_gui.spriteLayoutChecked("star4")->setVisible(false);
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_gui.spriteLayoutChecked("star5")->setVisible(false);
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_gui.spriteLayoutChecked("star6")->setVisible(false);
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_gui.buttonLayoutChecked("button0")->onMouseClickValidated().add(this, &PuzzleComputerPwd::onButton0Clicked);
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_gui.buttonLayoutChecked("button1")->onMouseClickValidated().add(this, &PuzzleComputerPwd::onButton1Clicked);
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_gui.buttonLayoutChecked("button2")->onMouseClickValidated().add(this, &PuzzleComputerPwd::onButton2Clicked);
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_gui.buttonLayoutChecked("button3")->onMouseClickValidated().add(this, &PuzzleComputerPwd::onButton3Clicked);
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_gui.buttonLayoutChecked("button4")->onMouseClickValidated().add(this, &PuzzleComputerPwd::onButton4Clicked);
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_gui.buttonLayoutChecked("button5")->onMouseClickValidated().add(this, &PuzzleComputerPwd::onButton5Clicked);
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_gui.buttonLayoutChecked("button6")->onMouseClickValidated().add(this, &PuzzleComputerPwd::onButton6Clicked);
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_gui.buttonLayoutChecked("button7")->onMouseClickValidated().add(this, &PuzzleComputerPwd::onButton7Clicked);
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_gui.buttonLayoutChecked("button8")->onMouseClickValidated().add(this, &PuzzleComputerPwd::onButton8Clicked);
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_gui.buttonLayoutChecked("button9")->onMouseClickValidated().add(this, &PuzzleComputerPwd::onButton9Clicked);
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_gui.buttonLayoutChecked("cancel")->onMouseClickValidated().add(this, &PuzzleComputerPwd::onButtonCancelClicked);
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_gui.buttonLayoutChecked("exit")->onMouseClickValidated().add(this, &PuzzleComputerPwd::onExitButton);
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}
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bool PuzzleComputerPwd::leave() {
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resetPwd();
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_gui.unload();
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AmerzoneGame *game = dynamic_cast<AmerzoneGame *>(g_engine->getGame());
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assert(game);
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if (game->warpY()) {
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game->warpY()->setVisible(true, false);
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}
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return false;
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}
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bool PuzzleComputerPwd::onButton0Clicked() {
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return registerNewDigit(0);
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}
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bool PuzzleComputerPwd::onButton1Clicked() {
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return registerNewDigit(1);
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}
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bool PuzzleComputerPwd::onButton2Clicked() {
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return registerNewDigit(2);
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}
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bool PuzzleComputerPwd::onButton3Clicked() {
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return registerNewDigit(3);
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}
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bool PuzzleComputerPwd::onButton4Clicked() {
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return registerNewDigit(4);
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}
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bool PuzzleComputerPwd::onButton5Clicked() {
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return registerNewDigit(5);
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}
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bool PuzzleComputerPwd::onButton6Clicked() {
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return registerNewDigit(6);
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}
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bool PuzzleComputerPwd::onButton7Clicked() {
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return registerNewDigit(7);
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}
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bool PuzzleComputerPwd::onButton8Clicked() {
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return registerNewDigit(8);
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}
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bool PuzzleComputerPwd::onButton9Clicked() {
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return registerNewDigit(9);
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}
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bool PuzzleComputerPwd::onButtonCancelClicked() {
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if (_nDigits)
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_nDigits--;
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const Common::String sname = Common::String::format("star%d", _nDigits + 1);
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_gui.spriteLayoutChecked(sname)->setVisible(false);
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return false;
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}
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bool PuzzleComputerPwd::onExitButton() {
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leave();
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return false;
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}
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bool PuzzleComputerPwd::registerNewDigit(int digit) {
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if (_nDigits == 6)
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return false;
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_enteredPwd[_nDigits] = digit;
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_nDigits++;
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const Common::String sname = Common::String::format("star%d", _nDigits);
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_gui.spriteLayoutChecked(sname)->setVisible(true);
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if (_nDigits == 6) {
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bool match = true;
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for (uint i = 0; i < 6 && match; i++) {
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match &= (CORRECT_PWD[i] == _enteredPwd[i]);
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}
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TeSoundManager *sndMgr = g_engine->getSoundManager();
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if (match) {
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const Common::Path snd(_gui.value("goodPassword").toString());
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sndMgr->playFreeSound(snd);
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leave();
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Game *game = g_engine->getGame();
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game->luaScript().execute("OnComputerPwdPuzzleAnswered");
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return true;
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} else {
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const Common::Path snd(_gui.value("badPassword").toString());
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sndMgr->playFreeSound(snd);
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resetPwd();
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}
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}
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return false;
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}
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void PuzzleComputerPwd::resetPwd() {
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for (int i = 1; i < 7; i++) {
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const Common::String sname = Common::String::format("star%d", i);
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_gui.spriteLayoutChecked(sname)->setVisible(false);
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}
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_nDigits = 0;
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}
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} // end namespace Tetraedge
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