scummvm/engines/twine/menuoptions.cpp
2020-10-24 16:12:55 +02:00

336 lines
8.7 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 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.
*
*/
#include "twine/menuoptions.h"
#include "twine/flamovies.h"
#include "twine/gamestate.h"
#include "twine/interface.h"
#include "twine/keyboard.h"
#include "twine/menu.h"
#include "twine/music.h"
#include "twine/resources.h"
#include "twine/scene.h"
#include "twine/screens.h"
#include "twine/text.h"
#include "twine/twine.h"
namespace TwinE {
/** Main menu continue game option key */
#define MAINMENU_CONTINUEGAME 21
/** Main menu enter players name */
#define MAINMENU_ENTERPLAYERNAME 42
static const char allowedCharIndex[] = " ABCDEFGHIJKLM.NOPQRSTUVWXYZ-abcdefghijklm?nopqrstuvwxyz!0123456789\040\b\r\0";
void MenuOptions::newGame() {
int32 tmpFlagDisplayText;
_engine->_music->stopMusic();
tmpFlagDisplayText = _engine->cfgfile.FlagDisplayText;
_engine->cfgfile.FlagDisplayText = 1;
// intro screen 1 - twinsun
_engine->_screens->loadImage(RESSHQR_INTROSCREEN1IMG);
_engine->_text->newGameVar4 = 0;
_engine->_text->newGameVar5 = 1;
_engine->_text->initTextBank(2);
_engine->_text->textClipFull();
_engine->_text->setFontCrossColor(15);
_engine->_text->drawTextFullscreen(150);
_engine->readKeys();
if (_engine->_keyboard.skipIntro != 1) {
// intro screen 1 - twinsun
_engine->_screens->loadImage(RESSHQR_INTROSCREEN2IMG);
_engine->_text->drawTextFullscreen(151);
_engine->readKeys();
if (_engine->_keyboard.skipIntro != 1) {
_engine->_screens->loadImage(RESSHQR_INTROSCREEN3IMG);
_engine->_text->drawTextFullscreen(152);
}
}
_engine->_text->newGameVar5 = 0;
_engine->_text->textClipSmall();
_engine->_text->newGameVar4 = 1;
_engine->_screens->fadeToBlack(_engine->_screens->paletteRGBACustom);
_engine->_screens->clearScreen();
_engine->flip();
_engine->_music->playMidiMusic(1, 0);
_engine->_flaMovies->playFlaMovie(FLA_INTROD);
_engine->_screens->clearScreen();
_engine->flip();
// set main palette back
_engine->setPalette(_engine->_screens->paletteRGBA);
_engine->cfgfile.FlagDisplayText = tmpFlagDisplayText;
}
void MenuOptions::showCredits() {
int32 tmpShadowMode, tmpLanguageCDIdx;
canShowCredits = 1;
tmpShadowMode = _engine->cfgfile.ShadowMode;
tmpLanguageCDIdx = _engine->cfgfile.LanguageCDId;
_engine->cfgfile.ShadowMode = 0;
_engine->cfgfile.LanguageCDId = 0;
_engine->_gameState->initEngineVars();
_engine->_scene->currentSceneIdx = 119;
_engine->_scene->needChangeScene = 119;
_engine->gameEngineLoop();
canShowCredits = 0;
_engine->cfgfile.ShadowMode = tmpShadowMode;
_engine->cfgfile.LanguageCDId = tmpLanguageCDIdx;
_engine->_screens->clearScreen();
_engine->flip();
_engine->_flaMovies->playFlaMovie(FLA_THEEND);
_engine->_screens->clearScreen();
_engine->flip();
_engine->setPalette(_engine->_screens->paletteRGBA);
}
void MenuOptions::drawSelectableCharacter(int32 x, int32 y, int32 arg) {
char buffer[256];
int32 centerX, left, top, centerY, bottom, right, right2;
buffer[0] = allowedCharIndex[y + x * 14];
centerX = y * 45 + 25;
left = centerX - 20;
right = centerX + 20;
top = x * 56 + 200 - 25;
buffer[1] = 0;
centerY = x * 56 + 200;
bottom = x * 56 + 200 + 25;
if (arg != 0) {
_engine->_interface->drawSplittedBox(left, top, right, bottom, 91);
} else {
_engine->_interface->blitBox(left, top, right, bottom, (const int8*)_engine->workVideoBuffer.getPixels(), left, top, (int8*)_engine->frontVideoBuffer.getPixels());
right2 = right;
_engine->_interface->drawTransparentBox(left, top, right2, bottom, 4);
}
_engine->_menu->drawBox(left, top, right, bottom);
right2 = right;
_engine->_text->setFontColor(15);
_engine->_text->drawText(centerX - _engine->_text->getTextSize(buffer) / 2, centerY - 18, buffer);
_engine->copyBlockPhys(left, top, right2, bottom);
}
void MenuOptions::drawSelectableCharacters() {
int8 x, y;
for (x = 0; x < 5; x++) {
for (y = 0; y < 14; y++) {
drawSelectableCharacter(x, y, 0);
}
}
}
// 0001F18C
void MenuOptions::drawPlayerName(int32 centerx, int32 top, int8 * /*playerName*/, int32 type) {
/*
int v4; // ebp@0
int v6; // [sp+0h] [bp-14h]@0
int v7; // [sp+0h] [bp-14h]@4
int v8; // [sp+4h] [bp-10h]@0
int v9; // [sp+4h] [bp-10h]@4
LOWORD(v8) = a1 - buttonDrawVar1 / 2;
if ( !a4 )
{
v6 = (signed __int16)(a2 + 25);
blitRectangle(v4);
drawBoxInsideTrans(v4);
}
if ( a4 == 1 )
{
makeFireEffect(v4);
if ( !(rand(v6, v8) % 5) )
*(_BYTE *)(10 * rand(v7, v9) % 320 + bufSpeak + 6400) = -1;
}
if ( a4 == 2 )
Box(v4);
DrawCadre();
CoulFont(0xFu);
SizeFont(a3);
Font(v4);
return CopyBlockPhys(v4);
*/
// TODO: implement the other types (don't seam to be used)
/*if (type == 1) {
processPlasmaEffect(top, 1);
}
drawBox(x, top, dialTextBoxRight, dialTextBoxBottom);
drawTransparentBox(dialTextBoxLeft + 1, dialTextBoxTop + 1, dialTextBoxRight - 1, dialTextBoxBottom - 1, 3);
setFontColor(15);
drawText(centerX - getTextSize(playerName) / 2, top, playerName);
copyBlockPhys(x, y, x + 320, y + 25);*/
}
int32 MenuOptions::enterPlayerName(int32 textIdx) {
char buffer[256];
while (1) {
_engine->_screens->copyScreen(_engine->workVideoBuffer, _engine->frontVideoBuffer);
_engine->flip(); //frontVideoBuffer
_engine->_text->initTextBank(0);
_engine->_text->getMenuText(textIdx, buffer, sizeof(buffer));
_engine->_text->setFontColor(15);
_engine->_text->drawText(320 - (_engine->_text->getTextSize(buffer) / 2), 20, buffer);
_engine->copyBlockPhys(0, 0, 639, 99);
playerName[0] = enterPlayerNameVar1;
drawPlayerName(320, 100, playerName, 1);
drawSelectableCharacters();
do {
_engine->readKeys();
do {
_engine->readKeys();
if (_engine->shouldQuit()) {
break;
}
} while (_engine->_keyboard.skipIntro);
if (_engine->shouldQuit()) {
break;
}
} while (_engine->_keyboard.skippedKey);
enterPlayerNameVar2 = 1;
do {
_engine->readKeys();
if (_engine->shouldQuit()) {
break;
}
} while (_engine->_keyboard.pressedKey);
while (!_engine->_keyboard.skipIntro) {
_engine->readKeys();
if (_engine->shouldQuit()) {
break;
}
// TODO
drawPlayerName(320, 100, playerName, 1);
}
// FIXME: remove this lines after implementing everything
if (_engine->_keyboard.skipIntro)
break;
}
enterPlayerNameVar2 = 0;
_engine->_screens->copyScreen(_engine->workVideoBuffer, _engine->frontVideoBuffer);
_engine->flip(); // frontVideoBuffer
return 1;
}
void MenuOptions::newGameMenu() {
//TODO: process players name
if (enterPlayerName(MAINMENU_ENTERPLAYERNAME)) {
_engine->_gameState->initEngineVars();
newGame();
if (_engine->gameEngineLoop()) {
showCredits();
}
_engine->_screens->copyScreen(_engine->frontVideoBuffer, _engine->workVideoBuffer);
// TODO: recheck this
do {
_engine->readKeys();
do {
_engine->readKeys();
if (_engine->shouldQuit()) {
break;
}
} while (_engine->_keyboard.skippedKey != 0);
if (_engine->shouldQuit()) {
break;
}
} while (_engine->_keyboard.skipIntro != 0);
}
}
void MenuOptions::continueGameMenu() {
//TODO: get list of saved games
//if(chooseSave(MAINMENU_CONTINUEGAME))
{
_engine->_gameState->initEngineVars();
_engine->_gameState->loadGame();
if (_engine->_scene->newHeroX == -1) {
_engine->_scene->heroPositionType = kNoPosition;
}
if (_engine->_gameState->gameChapter == 0 && _engine->_scene->currentSceneIdx == 0) {
newGame();
} else {
_engine->_text->newGameVar5 = 0;
_engine->_text->textClipSmall();
_engine->_text->newGameVar4 = 1;
}
if (_engine->gameEngineLoop()) {
showCredits();
}
_engine->_screens->copyScreen(_engine->frontVideoBuffer, _engine->workVideoBuffer);
// TODO: recheck this
do {
_engine->readKeys();
do {
_engine->readKeys();
if (_engine->shouldQuit()) {
break;
}
} while (_engine->_keyboard.skippedKey != 0);
if (_engine->shouldQuit()) {
break;
}
} while (_engine->_keyboard.skipIntro != 0);
}
}
} // namespace TwinE