mirror of
https://github.com/libretro/scummvm.git
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b52f486232
This is used by the death screens, the completion screen, and our in-game score screen, so move the duplicate code into a new file
361 lines
11 KiB
C++
361 lines
11 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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* Additional copyright for this file:
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* Copyright (C) 1995 Presto Studios, Inc.
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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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* 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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* 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 "buried/agent_evaluation.h"
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#include "buried/avi_frames.h"
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#include "buried/biochip_right.h"
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#include "buried/buried.h"
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#include "buried/death.h"
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#include "buried/frame_window.h"
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#include "buried/graphics.h"
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#include "buried/invdata.h"
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#include "buried/navdata.h"
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#include "buried/resources.h"
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#include "buried/sound.h"
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#include "common/error.h"
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#include "graphics/font.h"
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#include "graphics/surface.h"
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namespace Buried {
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enum {
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BUTTON_QUIT = 1,
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BUTTON_RESTORE_GAME = 2,
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BUTTON_MAIN_MENU = 3
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};
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DeathWindow::DeathWindow(BuriedEngine *vm, Window *parent, int deathSceneIndex, GlobalFlags globalFlags, Common::Array<int> itemArray)
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: Window(vm, parent), _deathSceneIndex(deathSceneIndex), _globalFlags(globalFlags), _itemArray(itemArray) {
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_curButton = 0;
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_deathFrameIndex = -1;
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_lightOn = false;
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_walkthroughMode = false;
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_rect = Common::Rect(0, 0, 640, 480);
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_quit = Common::Rect(27, 422, 100, 460);
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_restoreGame = Common::Rect(112, 422, 185, 460);
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_mainMenu = Common::Rect(198, 422, 271, 460);
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_agentEvaluation = new AgentEvaluation(vm, globalFlags, deathSceneIndex);
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_timer = setTimer(400);
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if (deathSceneIndex < 10) {
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_deathSceneFrames = new AVIFrames(_vm->getFilePath(IDS_DEATH_CASTLE_FILENAME));
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} else if (deathSceneIndex < 20) {
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_deathSceneFrames = new AVIFrames(_vm->getFilePath(IDS_DEATH_MAYAN_FILENAME));
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} else if (deathSceneIndex < 30) {
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_deathSceneFrames = new AVIFrames(_vm->getFilePath(IDS_DEATH_AGENTLAIR_FILENAME));
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} else if (deathSceneIndex < 40) {
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_deathSceneFrames = new AVIFrames(_vm->getFilePath(IDS_DEATH_DAVINCI_FILENAME));
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} else if (deathSceneIndex < 50) {
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_deathSceneFrames = new AVIFrames(_vm->getFilePath(IDS_DEATH_AILAB_FILENAME));
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} else if (deathSceneIndex < 60) {
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_deathSceneFrames = new AVIFrames(_vm->getFilePath(IDS_DEATH_ALIEN_FILENAME));
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} else if (deathSceneIndex < 70) {
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_deathSceneFrames = new AVIFrames(_vm->getFilePath(IDS_DEATH_FINALE_FILENAME));
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} else {
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error("Bad death scene index %d", deathSceneIndex);
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}
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// Set the frame index
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switch (deathSceneIndex) {
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case 15:
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_deathFrameIndex = 4;
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break;
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case 52:
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case 53:
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_deathFrameIndex = 1;
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break;
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case 54:
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case 55:
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_deathFrameIndex = 0;
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break;
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default:
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_deathFrameIndex = deathSceneIndex % 10;
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break;
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}
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_fontHeightA = (_vm->getLanguage() == Common::JA_JPN) ? 12 : 14;
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_textFontA = _vm->_gfx->createFont(_fontHeightA);
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_fontHeightB = 20;
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_textFontB = _vm->_gfx->createFont(_fontHeightB, true);
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_walkthroughMode = _globalFlags.generalWalkthroughMode != 0;
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_vm->_sound->setAmbientSound();
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}
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DeathWindow::~DeathWindow() {
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killTimer(_timer);
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delete _deathSceneFrames;
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delete _textFontA;
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delete _textFontB;
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delete _agentEvaluation;
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}
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void DeathWindow::onPaint() {
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Graphics::Surface *topBitmap = _vm->_gfx->getBitmap(IDB_DEATH_UI_TOP);
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_vm->_gfx->blit(topBitmap, 301, 0);
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topBitmap->free();
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delete topBitmap;
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Graphics::Surface *leftBitmap = _vm->_gfx->getBitmap(IDB_DEATH_UI_LEFT);
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_vm->_gfx->blit(leftBitmap, 0, 0);
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leftBitmap->free();
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delete leftBitmap;
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if (_walkthroughMode) {
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Graphics::Surface *lowerLeftBitmap = _vm->_gfx->getBitmap(IDB_DEATH_WT_LOWER_LEFT);
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_vm->_gfx->blit(lowerLeftBitmap, 0, 416);
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lowerLeftBitmap->free();
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delete lowerLeftBitmap;
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}
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Graphics::Surface *rightBitmap = _vm->_gfx->getBitmap(IDB_DEATH_UI_RIGHT);
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_vm->_gfx->blit(rightBitmap, 624, 0);
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rightBitmap->free();
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delete rightBitmap;
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Graphics::Surface *bottomBitmap = _vm->_gfx->getBitmap(IDB_DEATH_UI_BOTTOM);
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_vm->_gfx->blit(bottomBitmap, 301, 468);
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bottomBitmap->free();
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delete bottomBitmap;
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const Graphics::Surface *deathSceneHeader = _deathSceneFrames->getFrame(_deathFrameIndex);
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_vm->_gfx->blit(deathSceneHeader, 301, 10);
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uint32 textColor = _vm->_gfx->getColor(153, 102, 204);
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Common::String firstBlock = _vm->getString(IDS_DEATH_SCENE_MESSAGE_TEXT_BASE + _deathSceneIndex * 5);
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Common::Rect firstBlockRect(10, 54, 283, 86);
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_vm->_gfx->renderText(_vm->_gfx->getScreen(), _textFontA, firstBlock, firstBlockRect.left, firstBlockRect.top, firstBlockRect.width(), firstBlockRect.height(), textColor, _fontHeightA);
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Common::String secondBlock = _vm->getString(IDS_DEATH_SCENE_MESSAGE_TEXT_BASE + _deathSceneIndex * 5 + 1);
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Common::Rect secondBlockRect(10, 120, 283, 215);
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_vm->_gfx->renderText(_vm->_gfx->getScreen(), _textFontA, secondBlock, secondBlockRect.left, secondBlockRect.top, secondBlockRect.width(), secondBlockRect.height(), textColor, _fontHeightA);
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Common::Rect scoringDescRect(10, 248, 283, 378);
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_vm->_gfx->renderText(_vm->_gfx->getScreen(), _textFontA, _agentEvaluation->_scoringTextDescriptions, scoringDescRect.left, scoringDescRect.top, scoringDescRect.width(), scoringDescRect.height(), textColor, _fontHeightA);
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textColor = _vm->_gfx->getColor(212, 109, 0);
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_vm->_gfx->renderText(_vm->_gfx->getScreen(), _textFontA, _agentEvaluation->_scoringTextScores, scoringDescRect.left, scoringDescRect.top, scoringDescRect.width(), scoringDescRect.height(), textColor, _fontHeightA, kTextAlignRight);
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// CHECKME: This does center vertical alignment, so check the y coordinates
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Common::Rect finalTextScoreRect(122, 386, 283, 401);
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_vm->_gfx->renderText(_vm->_gfx->getScreen(), _textFontB, _agentEvaluation->_scoringTextFinalScore, finalTextScoreRect.left, finalTextScoreRect.top, finalTextScoreRect.width(), finalTextScoreRect.height(), textColor, _fontHeightB, kTextAlignRight);
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}
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bool DeathWindow::onEraseBackground() {
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_vm->_gfx->fillRect(getAbsoluteRect(), _vm->_gfx->getColor(0, 0, 0));
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return true;
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}
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void DeathWindow::onTimer(uint timer) {
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_vm->_sound->timerCallback(); // clone2727 says: Don't think this is necessary
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// Flip the state of the light
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_lightOn = !_lightOn;
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Common::Rect destRect(137, 51);
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destRect.moveTo(164, 0);
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if (_lightOn) {
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// Light is now on
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Graphics::Surface *lightBitmap = _vm->_gfx->getBitmap(IDB_DEATH_ELIGHT_ON);
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_vm->_gfx->blit(lightBitmap, 164, 0);
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lightBitmap->free();
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delete lightBitmap;
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} else {
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// Light is now off
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Graphics::Surface *leftBitmap = _vm->_gfx->getBitmap(IDB_DEATH_UI_LEFT);
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_vm->_gfx->blit(leftBitmap, Common::Rect(164, 0, 164 + 137, 51), destRect);
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leftBitmap->free();
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delete leftBitmap;
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}
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// Force just that section of the screen to update
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invalidateRect(destRect, false);
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_vm->_gfx->updateScreen(false);
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}
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void DeathWindow::onLButtonDown(const Common::Point &point, uint flags) {
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if (_quit.contains(point)) {
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Graphics::Surface *buttons = _vm->_gfx->getBitmap(_walkthroughMode ? IDB_DEATH_WT_BUTTONS_DEPRESSED : IDB_DEATH_BUTTONS_DEPRESSED);
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Common::Rect destRect(29, 424, 29 + 76, 424 + 36);
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_vm->_gfx->blit(buttons, Common::Rect(76, 36), destRect);
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buttons->free();
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delete buttons;
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invalidateRect(destRect, false);
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_vm->_gfx->updateScreen(false);
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_curButton = BUTTON_QUIT;
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} else if (_restoreGame.contains(point)) {
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Graphics::Surface *buttons = _vm->_gfx->getBitmap(_walkthroughMode ? IDB_DEATH_WT_BUTTONS_DEPRESSED : IDB_DEATH_BUTTONS_DEPRESSED);
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Common::Rect destRect(109, 424, 109 + 80, 424 + 36);
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_vm->_gfx->blit(buttons, Common::Rect(80, 0, 80 + 80, 36), destRect);
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buttons->free();
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delete buttons;
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invalidateRect(destRect, false);
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_vm->_gfx->updateScreen(false);
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_curButton = BUTTON_RESTORE_GAME;
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} else if (_mainMenu.contains(point)) {
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Graphics::Surface *buttons = _vm->_gfx->getBitmap(_walkthroughMode ? IDB_DEATH_WT_BUTTONS_DEPRESSED : IDB_DEATH_BUTTONS_DEPRESSED);
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Common::Rect destRect(195, 424, 195 + 76, 424 + 36);
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_vm->_gfx->blit(buttons, Common::Rect(166, 0, 166 + 76, 36), destRect);
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buttons->free();
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delete buttons;
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invalidateRect(destRect, false);
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_vm->_gfx->updateScreen(false);
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_curButton = BUTTON_MAIN_MENU;
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}
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}
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void DeathWindow::onLButtonUp(const Common::Point &point, uint flags) {
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switch (_curButton) {
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case BUTTON_QUIT:
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if (_quit.contains(point)) {
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_vm->quitGame();
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return;
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}
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break;
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case BUTTON_RESTORE_GAME:
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if (_restoreGame.contains(point)) {
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if (_walkthroughMode) {
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Location startingLocation;
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switch (_deathSceneIndex) {
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case 0:
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startingLocation = Location(1, 2, 1, 2, 1, 0);
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break;
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case 1:
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startingLocation = Location(1, 3, 2, 0, 0, 0);
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break;
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case 3:
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case 4:
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startingLocation = Location(1, 4, 7, 0, 2, 0);
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_itemArray.push_back(kItemGrapplingHook);
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break;
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case 5:
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startingLocation = Location(1, 8, 6, 3, 1, 0);
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break;
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case 10:
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startingLocation = Location(2, 1, 4, 2, 1, 0);
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break;
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case 11:
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startingLocation = Location(2, 1, 7, 3, 1, 0);
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_itemArray.push_back(kItemCeramicBowl);
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break;
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case 12:
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startingLocation = Location(2, 6, 3, 2, 0, 0);
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_itemArray.push_back(kItemPreservedHeart);
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break;
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case 14:
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startingLocation = Location(2, 4, 2, 0, 1, 0);
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break;
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case 15:
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startingLocation = Location(2, 4, 5, 2, 1, 0);
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break;
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case 20:
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startingLocation = Location(3, 2, 6, 0, 0, 0);
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_globalFlags.alRestoreSkipAgent3Initial = 1;
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break;
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case 30:
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startingLocation = Location(5, 1, 2, 0, 1, 0);
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break;
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case 31:
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startingLocation = Location(5, 5, 10, 3, 0, 0);
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break;
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case 50:
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startingLocation = Location(7, 1, 0, 2, 1, 0);
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break;
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case 51:
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startingLocation = Location(7, 1, 6, 0, 1, 1);
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break;
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case 52:
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startingLocation = Location(7, 1, 6, 0, 1, 0);
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break;
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case 53:
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startingLocation = Location(7, 1, 4, 2, 1, 0);
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break;
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case 54:
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startingLocation = Location(7, 1, 3, 3, 1, 1);
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break;
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case 55:
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startingLocation = Location(7, 1, 6, 0, 1, 2);
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break;
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case 61:
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startingLocation = Location(7, 1, 2, 0, 1, 0);
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break;
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}
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if (startingLocation.timeZone >= 0) {
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((FrameWindow *)_vm->_mainWindow)->loadFromState(startingLocation, _globalFlags, _itemArray);
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return;
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}
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} else {
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if (_vm->loadGameDialog())
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return;
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}
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}
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break;
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case BUTTON_MAIN_MENU:
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if (_mainMenu.contains(point)) {
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((FrameWindow *)_parent)->showMainMenu();
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return;
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}
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break;
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default:
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return;
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}
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_curButton = 0;
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invalidateWindow(false);
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}
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void DeathWindow::onMouseMove(const Common::Point &point, uint flags) {
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switch (_curButton) {
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case BUTTON_QUIT:
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if (!_quit.contains(point)) {
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_curButton = 0;
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invalidateRect(_quit, false);
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}
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break;
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case BUTTON_RESTORE_GAME:
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if (!_restoreGame.contains(point)) {
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_curButton = 0;
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invalidateRect(_restoreGame, false);
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}
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break;
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case BUTTON_MAIN_MENU:
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if (!_mainMenu.contains(point)) {
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_curButton = 0;
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invalidateRect(_mainMenu, false);
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}
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break;
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}
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}
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} // End of namespace Buried
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