scummvm/engines/tetraedge/game/puzzle_hanjie.cpp
2023-12-24 13:19:25 +01:00

123 lines
3.8 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 "tetraedge/game/puzzle_hanjie.h"
#include "tetraedge/tetraedge.h"
#include "tetraedge/game/amerzone_game.h"
#include "tetraedge/te/te_input_mgr.h"
namespace Tetraedge {
static const char *BG_NAMES[] = {"Amenta", "Croix", "Echelle", "Sang", "Trident"};
PuzzleHanjie::PuzzleHanjie() : _exitButton(nullptr), _entered(false), _foregroundSprite(nullptr), _backgroundNo(0) {
ARRAYCLEAR(_sprites);
ARRAYCLEAR(_expectedVals, false);
}
void PuzzleHanjie::wakeUp() {
_timer.alarmSignal().add(this, &PuzzleHanjie::onWinTimer);
_timer.start();
TeInputMgr *inputMgr = g_engine->getInputMgr();
// TODO: Set callback priority value using world transform here?
inputMgr->_mouseLUpSignal.add(this, &PuzzleHanjie::onMouseUp);
_gui.load("Texts/PuzzleHanjie.xml");
TeButtonLayout *btn = _gui.button("blockButton");
btn->setVisible(true);
btn->setEnable(true);
_foregroundSprite = _gui.sprite("Foreground");
_exitButton = _gui.button("Exit");
if (_exitButton) {
_exitButton->onMouseClickValidated().add(this, &PuzzleHanjie::onExitButton);
}
for (uint i = 0; i < 7; i++) {
for (uint j = 0; j < 7; j++) {
Common::String sname = Common::String::format("Case%d-%d", i, j);
_sprites[i * 7 + j] = _gui.sprite(sname);
}
}
_backgroundNo = g_engine->getRandomNumber(4);
_bgImg = Common::Path(Common::String::format("%s%s.png", _gui.value("Background").c_str(), BG_NAMES[_backgroundNo]));
_bgSprite.load(_bgImg);
_bgSprite.setPosition(TeVector3f32(0, 0, 220));
_bgSprite.setVisible(true);
for (uint row = 0; row < 7; row++) {
const Common::String key = Common::String::format("Solution.%s%d", BG_NAMES[_backgroundNo], row);
const Common::String data = _gui.value(key);
Common::StringArray splitData = TetraedgeEngine::splitString(data, '-');
if (splitData.size() != 7)
error("Invalid puzzle data for %s: %s", key.c_str(), data.c_str());
for (uint col = 0; col < 7; col++) {
_expectedVals[row * 7 + col] = (splitData[col] == "1");
}
}
if (_gui.group("Sounds")) {
const Common::String begin = _gui.value("Sounds.Begin");
if (!begin.empty())
_soundBegin = Common::String::format("Sounds/Dialogs/%s", begin.c_str());
}
_entered = true;
}
void PuzzleHanjie::sleep() {
TeInputMgr *inputMgr = g_engine->getInputMgr();
inputMgr->_mouseLUpSignal.remove(this, &PuzzleHanjie::onMouseUp);
_timer.alarmSignal().clear();
_gui.unload();
_bgSprite.setVisible(false);
_bgSprite.unload();
_entered = false;
AmerzoneGame *game = dynamic_cast<AmerzoneGame *>(g_engine->getGame());
assert(game);
game->warpY()->setVisible(true, false);
}
bool PuzzleHanjie::isSolved() {
for (uint i = 0; i < ARRAYSIZE(_expectedVals); i++) {
if (_expectedVals[i] != _sprites[i]->visible())
return false;
}
return true;
}
bool PuzzleHanjie::onExitButton() {
sleep();
return false;
}
bool PuzzleHanjie::onWinTimer() {
sleep();
return false;
}
bool PuzzleHanjie::onMouseUp(const Common::Point &pt) {
error("TODO: Implement PuzzleHanjie::onMouseUp");
}
} // end namespace Tetraedge