scummvm/engines/parallaction/gui_ns.cpp
Max Horn 88913c0139 ALL: Remove trailing whitespaces
This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
  git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
2011-06-20 00:59:48 +02:00

943 lines
24 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 "common/system.h"
#include "common/hashmap.h"
#include "common/textconsole.h"
#include "parallaction/gui.h"
#include "parallaction/input.h"
#include "parallaction/parallaction.h"
#include "parallaction/saveload.h"
#include "parallaction/sound.h"
namespace Parallaction {
class SplashInputState_NS : public MenuInputState {
protected:
Common::String _slideName;
uint32 _timeOut;
Common::String _nextState;
uint32 _startTime;
Parallaction *_vm;
public:
SplashInputState_NS(Parallaction *vm, const Common::String &name, MenuInputHelper *helper) : MenuInputState(name, helper), _vm(vm) {
}
virtual MenuInputState* run() {
uint32 curTime = _vm->_system->getMillis();
if (curTime - _startTime > _timeOut) {
return _helper->getState(_nextState);
}
return this;
}
virtual void enter() {
_vm->_input->setMouseState(MOUSE_DISABLED);
_vm->showSlide(_slideName.c_str());
_startTime = _vm->_system->getMillis();
}
};
class SplashInputState0_NS : public SplashInputState_NS {
public:
SplashInputState0_NS(Parallaction *vm, MenuInputHelper *helper) : SplashInputState_NS(vm, "intro0", helper) {
_slideName = "intro";
_timeOut = 2000;
_nextState = "intro1";
}
};
class SplashInputState1_NS : public SplashInputState_NS {
public:
SplashInputState1_NS(Parallaction *vm, MenuInputHelper *helper) : SplashInputState_NS(vm, "intro1", helper) {
_slideName = "minintro";
_timeOut = 2000;
_nextState = "chooselanguage";
}
};
class ChooseLanguageInputState_NS : public MenuInputState {
#define BLOCK_WIDTH 16
#define BLOCK_HEIGHT 24
#define BLOCK_X 112
#define BLOCK_Y 130
#define BLOCK_SELECTION_X (BLOCK_X-1)
#define BLOCK_SELECTION_Y (BLOCK_Y-1)
#define BLOCK_X_OFFSET (BLOCK_WIDTH+1)
#define BLOCK_Y_OFFSET 9
// destination slots for code blocks
//
#define SLOT_X 61
#define SLOT_Y 64
#define SLOT_WIDTH (BLOCK_WIDTH+2)
int _language;
bool _allowChoice;
Common::String _nextState;
GfxObj *_label;
Common::Rect _dosLanguageSelectBlocks[4];
Common::Rect _amigaLanguageSelectBlocks[4];
const Common::Rect *_blocks;
Parallaction *_vm;
public:
ChooseLanguageInputState_NS(Parallaction *vm, MenuInputHelper *helper) : MenuInputState("chooselanguage", helper), _vm(vm) {
_allowChoice = false;
_nextState = "selectgame";
_label = 0;
_dosLanguageSelectBlocks[0] = Common::Rect( 80, 110, 128, 180 ); // Italian
_dosLanguageSelectBlocks[1] = Common::Rect( 129, 85, 177, 155 ); // French
_dosLanguageSelectBlocks[2] = Common::Rect( 178, 60, 226, 130 ); // English
_dosLanguageSelectBlocks[3] = Common::Rect( 227, 35, 275, 105 ); // German
_amigaLanguageSelectBlocks[0] = Common::Rect( -1, -1, -1, -1 ); // Italian: not supported by Amiga multi-lingual version
_amigaLanguageSelectBlocks[1] = Common::Rect( 129, 85, 177, 155 ); // French
_amigaLanguageSelectBlocks[2] = Common::Rect( 178, 60, 226, 130 ); // English
_amigaLanguageSelectBlocks[3] = Common::Rect( 227, 35, 275, 105 ); // German
if (_vm->getPlatform() == Common::kPlatformAmiga) {
if (!(_vm->getFeatures() & GF_LANG_MULT)) {
if (_vm->getFeatures() & GF_DEMO) {
_language = 1; // Amiga Demo supports English
_nextState = "startdemo";
return;
} else {
_language = 0; // The only other non multi-lingual version just supports Italian
return;
}
}
_blocks = _amigaLanguageSelectBlocks;
} else {
_blocks = _dosLanguageSelectBlocks;
}
_language = -1;
_allowChoice = true;
}
~ChooseLanguageInputState_NS() {
destroyLabels();
}
void destroyLabels() {
_vm->_gfx->unregisterLabel(_label);
delete _label;
_label = 0;
}
virtual MenuInputState* run() {
if (!_allowChoice) {
_vm->setInternLanguage(_language);
return _helper->getState(_nextState);
}
int event = _vm->_input->getLastButtonEvent();
if (event != kMouseLeftUp) {
return this;
}
Common::Point p;
_vm->_input->getCursorPos(p);
for (uint16 i = 0; i < 4; i++) {
if (_blocks[i].contains(p)) {
_vm->setInternLanguage(i);
_vm->beep();
destroyLabels();
return _helper->getState(_nextState);
}
}
return this;
}
virtual void enter() {
if (!_allowChoice) {
return;
}
_vm->_input->setMouseState(MOUSE_ENABLED_SHOW);
// user can choose language in this version
_vm->showSlide("lingua");
_label = _vm->_gfx->createLabel(_vm->_introFont, "SELECT LANGUAGE", 1);
_vm->_gfx->showLabel(_label, 60, 30);
_vm->_input->setArrowCursor();
}
};
class SelectGameInputState_NS : public MenuInputState {
int _choice, _oldChoice;
Common::String _nextState[2];
GfxObj *_labels[2];
Parallaction *_vm;
static const char *newGameMsg[4];
static const char *loadGameMsg[4];
public:
SelectGameInputState_NS(Parallaction *vm, MenuInputHelper *helper) : MenuInputState("selectgame", helper), _vm(vm) {
_choice = 0;
_oldChoice = -1;
_nextState[0] = "newgame";
_nextState[1] = "loadgame";
_labels[0] = 0;
_labels[1] = 0;
}
~SelectGameInputState_NS() {
destroyLabels();
}
void destroyLabels() {
_vm->_gfx->unregisterLabel(_labels[0]);
_vm->_gfx->unregisterLabel(_labels[1]);
delete _labels[0];
delete _labels[1];
_labels[0] = 0;
_labels[1] = 0;
}
virtual MenuInputState *run() {
int event = _vm->_input->getLastButtonEvent();
if (event == kMouseLeftUp) {
destroyLabels();
return _helper->getState(_nextState[_choice]);
}
Common::Point p;
_vm->_input->getCursorPos(p);
_choice = (p.x > 160) ? 1 : 0;
if (_choice != _oldChoice) {
if (_oldChoice != -1)
_vm->_gfx->hideLabel(_labels[_oldChoice]);
if (_choice != -1)
_vm->_gfx->showLabel(_labels[_choice], 60, 30);
_oldChoice = _choice;
}
return this;
}
virtual void enter() {
_vm->showSlide("restore");
_vm->_input->setMouseState(MOUSE_ENABLED_SHOW);
_labels[0] = _vm->_gfx->createLabel(_vm->_introFont, newGameMsg[_vm->getInternLanguage()], 1);
_labels[1] = _vm->_gfx->createLabel(_vm->_introFont, loadGameMsg[_vm->getInternLanguage()], 1);
}
};
const char *SelectGameInputState_NS::newGameMsg[4] = {
"NUOVO GIOCO",
"NEUF JEU",
"NEW GAME",
"NEUES SPIEL"
};
const char *SelectGameInputState_NS::loadGameMsg[4] = {
"GIOCO SALVATO",
"JEU SAUVE'",
"SAVED GAME",
"SPIEL GESPEICHERT"
};
class LoadGameInputState_NS : public MenuInputState {
bool _result;
Parallaction *_vm;
public:
LoadGameInputState_NS(Parallaction *vm, MenuInputHelper *helper) : MenuInputState("loadgame", helper), _vm(vm) { }
virtual MenuInputState* run() {
if (!_result) {
_vm->scheduleLocationSwitch("fogne.dough");
}
return 0;
}
virtual void enter() {
_result = _vm->_saveLoad->loadGame();
}
};
class NewGameInputState_NS : public MenuInputState {
Parallaction_ns *_vm;
GfxObj *_labels[4];
static const char *introMsg3[4];
public:
NewGameInputState_NS(Parallaction_ns *vm, MenuInputHelper *helper) : MenuInputState("newgame", helper), _vm(vm) {
_labels[0] = 0;
_labels[1] = 0;
_labels[2] = 0;
_labels[3] = 0;
}
~NewGameInputState_NS() {
destroyLabels();
}
virtual MenuInputState* run() {
int event = _vm->_input->getLastButtonEvent();
if (event == kMouseLeftUp || event == kMouseRightUp) {
_vm->_input->setMouseState(MOUSE_ENABLED_SHOW);
destroyLabels();
if (event == kMouseLeftUp) {
_vm->scheduleLocationSwitch("fogne.dough");
return 0;
}
return _helper->getState("selectcharacter");
}
return this;
}
void destroyLabels() {
_vm->_gfx->unregisterLabel(_labels[0]);
_vm->_gfx->unregisterLabel(_labels[1]);
_vm->_gfx->unregisterLabel(_labels[2]);
_vm->_gfx->unregisterLabel(_labels[3]);
delete _labels[0];
delete _labels[1];
delete _labels[2];
delete _labels[3];
_labels[0] = 0;
_labels[1] = 0;
_labels[2] = 0;
_labels[3] = 0;
}
virtual void enter() {
_vm->changeBackground("test");
_vm->_input->setMouseState(MOUSE_ENABLED_HIDE);
_labels[0] = _vm->_gfx->createLabel(_vm->_menuFont, introMsg3[0], 1);
_labels[1] = _vm->_gfx->createLabel(_vm->_menuFont, introMsg3[1], 1);
_labels[2] = _vm->_gfx->createLabel(_vm->_menuFont, introMsg3[2], 1);
_labels[3] = _vm->_gfx->createLabel(_vm->_menuFont, introMsg3[3], 1);
_vm->_gfx->showLabel(_labels[0], CENTER_LABEL_HORIZONTAL, 50);
_vm->_gfx->showLabel(_labels[1], CENTER_LABEL_HORIZONTAL, 70);
_vm->_gfx->showLabel(_labels[2], CENTER_LABEL_HORIZONTAL, 100);
_vm->_gfx->showLabel(_labels[3], CENTER_LABEL_HORIZONTAL, 120);
}
};
const char *NewGameInputState_NS::introMsg3[4] = {
"PRESS LEFT MOUSE BUTTON",
"TO SEE INTRO",
"PRESS RIGHT MOUSE BUTTON",
"TO START"
};
class StartDemoInputState_NS : public MenuInputState {
Parallaction *_vm;
public:
StartDemoInputState_NS(Parallaction *vm, MenuInputHelper *helper) : MenuInputState("startdemo", helper), _vm(vm) {
}
virtual MenuInputState* run() {
_vm->scheduleLocationSwitch("fognedemo.dough");
_vm->_input->setMouseState(MOUSE_ENABLED_SHOW);
return 0;
}
virtual void enter() {
_vm->_input->setMouseState(MOUSE_DISABLED);
}
};
class SelectCharacterInputState_NS : public MenuInputState {
#define PASSWORD_LEN 6
#define CHAR_DINO 0
#define CHAR_DONNA 1
#define CHAR_DOUGH 2
Common::Rect _codeSelectBlocks[9];
Common::Rect _codeTrueBlocks[9];
Parallaction_ns *_vm;
int guiGetSelectedBlock(const Common::Point &p) {
int selection = -1;
for (uint16 i = 0; i < 9; i++) {
if (_codeSelectBlocks[i].contains(p)) {
selection = i;
break;
}
}
if ((selection != -1) && (_vm->getPlatform() == Common::kPlatformAmiga)) {
_vm->_gfx->invertBackground(_codeTrueBlocks[selection]);
_vm->_gfx->updateScreen();
_vm->beep();
_vm->_system->delayMillis(100);
_vm->_gfx->invertBackground(_codeTrueBlocks[selection]);
_vm->_gfx->updateScreen();
}
return selection;
}
byte _points[3];
bool _fail;
const uint16 (*_keys)[PASSWORD_LEN];
Graphics::Surface _block;
Graphics::Surface _emptySlots;
GfxObj *_labels[2];
uint _len;
uint32 _startTime;
enum {
CHOICE,
FAIL,
SUCCESS,
DELAY
};
uint _state;
static const char *introMsg1[4];
static const char *introMsg2[4];
static const uint16 _amigaKeys[3][PASSWORD_LEN];
static const uint16 _pcKeys[3][PASSWORD_LEN];
static const char *_charStartLocation[3];
public:
SelectCharacterInputState_NS(Parallaction_ns *vm, MenuInputHelper *helper) : MenuInputState("selectcharacter", helper), _vm(vm) {
_keys = (_vm->getPlatform() == Common::kPlatformAmiga && (_vm->getFeatures() & GF_LANG_MULT)) ? _amigaKeys : _pcKeys;
_block.create(BLOCK_WIDTH, BLOCK_HEIGHT, Graphics::PixelFormat::createFormatCLUT8());
_labels[0] = 0;
_labels[1] = 0;
_codeSelectBlocks[0] = Common::Rect( 111, 129, 127, 153 ); // na
_codeSelectBlocks[1] = Common::Rect( 128, 120, 144, 144 ); // wa
_codeSelectBlocks[2] = Common::Rect( 145, 111, 161, 135 ); // ra
_codeSelectBlocks[3] = Common::Rect( 162, 102, 178, 126 ); // ri
_codeSelectBlocks[4] = Common::Rect( 179, 93, 195, 117 ); // i
_codeSelectBlocks[5] = Common::Rect( 196, 84, 212, 108 ); // ne
_codeSelectBlocks[6] = Common::Rect( 213, 75, 229, 99 ); // ho
_codeSelectBlocks[7] = Common::Rect( 230, 66, 246, 90 ); // ki
_codeSelectBlocks[8] = Common::Rect( 247, 57, 263, 81 ); // ka
_codeTrueBlocks[0] = Common::Rect( 112, 130, 128, 154 );
_codeTrueBlocks[1] = Common::Rect( 129, 121, 145, 145 );
_codeTrueBlocks[2] = Common::Rect( 146, 112, 162, 136 );
_codeTrueBlocks[3] = Common::Rect( 163, 103, 179, 127 );
_codeTrueBlocks[4] = Common::Rect( 180, 94, 196, 118 );
_codeTrueBlocks[5] = Common::Rect( 197, 85, 213, 109 );
_codeTrueBlocks[6] = Common::Rect( 214, 76, 230, 100 );
_codeTrueBlocks[7] = Common::Rect( 231, 67, 247, 91 );
_codeTrueBlocks[8] = Common::Rect( 248, 58, 264, 82 );
}
~SelectCharacterInputState_NS() {
_block.free();
_emptySlots.free();
destroyLabels();
}
void destroyLabels() {
_vm->_gfx->unregisterLabel(_labels[0]);
_vm->_gfx->unregisterLabel(_labels[1]);
delete _labels[0];
delete _labels[1];
_labels[0] = 0;
_labels[1] = 0;
}
void cleanup() {
_points[0] = _points[1] = _points[2] = 0;
_vm->_gfx->hideLabel(_labels[1]);
_vm->_gfx->showLabel(_labels[0], 60, 30);
_fail = false;
_len = 0;
}
void delay() {
if (_vm->_system->getMillis() - _startTime < 2000) {
return;
}
cleanup();
_state = CHOICE;
}
void choice() {
int event = _vm->_input->getLastButtonEvent();
if (event != kMouseLeftUp) {
return;
}
Common::Point p;
_vm->_input->getCursorPos(p);
int _si = guiGetSelectedBlock(p);
if (_si != -1) {
_vm->_gfx->grabBackground(_codeTrueBlocks[_si], _block);
_vm->_gfx->patchBackground(_block, _len * SLOT_WIDTH + SLOT_X, SLOT_Y, false);
if (_keys[0][_len] != _si && _keys[1][_len] != _si && _keys[2][_len] != _si) {
_fail = true;
}
// build user preference
_points[0] += (_keys[0][_len] == _si);
_points[1] += (_keys[1][_len] == _si);
_points[2] += (_keys[2][_len] == _si);
_len++;
}
if (_len == PASSWORD_LEN) {
_state = _fail ? FAIL : SUCCESS;
}
}
void fail() {
_vm->_gfx->patchBackground(_emptySlots, SLOT_X, SLOT_Y, false);
_vm->_gfx->hideLabel(_labels[0]);
_vm->_gfx->showLabel(_labels[1], 60, 30);
_startTime = _vm->_system->getMillis();
_state = DELAY;
}
void success() {
destroyLabels();
_vm->_gfx->setBlackPalette();
_emptySlots.free();
// actually select character
int character = -1;
if (_points[0] >= _points[1] && _points[0] >= _points[2]) {
character = CHAR_DINO;
} else
if (_points[1] >= _points[0] && _points[1] >= _points[2]) {
character = CHAR_DONNA;
} else
if (_points[2] >= _points[0] && _points[2] >= _points[1]) {
character = CHAR_DOUGH;
} else {
error("If you read this, either your CPU or transivity is broken (we believe the former)");
}
_vm->cleanupGame();
_vm->scheduleLocationSwitch(_charStartLocation[character]);
}
virtual MenuInputState* run() {
MenuInputState* nextState = this;
switch (_state) {
case DELAY:
delay();
break;
case CHOICE:
choice();
break;
case FAIL:
fail();
break;
case SUCCESS:
success();
nextState = 0;
break;
default:
error("unknown state in SelectCharacterInputState");
}
return nextState;
}
virtual void enter() {
_vm->_soundManI->stopMusic();
_vm->showSlide("password");
_emptySlots.create(BLOCK_WIDTH * 8, BLOCK_HEIGHT, Graphics::PixelFormat::createFormatCLUT8());
Common::Rect rect(SLOT_X, SLOT_Y, SLOT_X + BLOCK_WIDTH * 8, SLOT_Y + BLOCK_HEIGHT);
_vm->_gfx->grabBackground(rect, _emptySlots);
_labels[0] = _vm->_gfx->createLabel(_vm->_introFont, introMsg1[_vm->getInternLanguage()], 1);
_labels[1] = _vm->_gfx->createLabel(_vm->_introFont, introMsg2[_vm->getInternLanguage()], 1);
cleanup();
_vm->_input->setArrowCursor();
_vm->_input->setMouseState(MOUSE_ENABLED_SHOW);
_state = CHOICE;
}
};
const char *SelectCharacterInputState_NS::introMsg1[4] = {
"INSERISCI IL CODICE",
"ENTREZ CODE",
"ENTER CODE",
"GIB DEN KODE EIN"
};
const char *SelectCharacterInputState_NS::introMsg2[4] = {
"CODICE ERRATO",
"CODE ERRONE",
"WRONG CODE",
"GIB DEN KODE EIN"
};
const uint16 SelectCharacterInputState_NS::_amigaKeys[][PASSWORD_LEN] = {
{ 5, 3, 6, 2, 2, 7 }, // dino
{ 0, 3, 6, 2, 2, 6 }, // donna
{ 1, 3 ,7, 2, 4, 6 } // dough
};
const uint16 SelectCharacterInputState_NS::_pcKeys[][PASSWORD_LEN] = {
{ 5, 3, 6, 1, 4, 7 }, // dino
{ 0, 2, 8, 5, 5, 1 }, // donna
{ 1, 7 ,7, 2, 2, 6 } // dough
};
const char *SelectCharacterInputState_NS::_charStartLocation[] = {
"test.dino",
"test.donna",
"test.dough"
};
class ShowCreditsInputState_NS : public MenuInputState {
Parallaction *_vm;
int _current;
uint32 _startTime;
struct Credit {
const char *_role;
const char *_name;
};
static const Credit _credits[6];
GfxObj *_labels[2];
public:
ShowCreditsInputState_NS(Parallaction *vm, MenuInputHelper *helper) : MenuInputState("showcredits", helper), _vm(vm) {
_labels[0] = 0;
_labels[1] = 0;
}
~ShowCreditsInputState_NS() {
destroyLabels();
}
void destroyLabels() {
_vm->_gfx->unregisterLabel(_labels[0]);
_vm->_gfx->unregisterLabel(_labels[1]);
delete _labels[0];
delete _labels[1];
_labels[0] = 0;
_labels[1] = 0;
}
void drawCurrentLabel() {
destroyLabels();
_labels[0] = _vm->_gfx->createLabel(_vm->_menuFont, _credits[_current]._role, 1);
_labels[1] = _vm->_gfx->createLabel(_vm->_menuFont, _credits[_current]._name, 1);
_vm->_gfx->showLabel(_labels[0], CENTER_LABEL_HORIZONTAL, 80);
_vm->_gfx->showLabel(_labels[1], CENTER_LABEL_HORIZONTAL, 100);
}
virtual MenuInputState* run() {
if (_current == -1) {
_startTime = _vm->_system->getMillis();
_current = 0;
drawCurrentLabel();
return this;
}
int event = _vm->_input->getLastButtonEvent();
uint32 curTime = _vm->_system->getMillis();
if ((event == kMouseLeftUp) || (curTime - _startTime > 5500)) {
_current++;
_startTime = curTime;
destroyLabels();
if (_current == 6) {
return _helper->getState("endintro");
}
drawCurrentLabel();
}
return this;
}
virtual void enter() {
_current = -1;
_vm->_input->setMouseState(MOUSE_DISABLED);
}
};
const ShowCreditsInputState_NS::Credit ShowCreditsInputState_NS::_credits[6] = {
{"Music and Sound Effects", "MARCO CAPRELLI"},
{"PC Version", "RICCARDO BALLARINO"},
{"Project Manager", "LOVRANO CANEPA"},
{"Production", "BRUNO BOZ"},
{"Special Thanks to", "LUIGI BENEDICENTI - GILDA and DANILO"},
{"Copyright 1992 Euclidea s.r.l ITALY", "All rights reserved"}
};
class EndIntroInputState_NS : public MenuInputState {
Parallaction_ns *_vm;
bool _isDemo;
GfxObj *_label;
public:
EndIntroInputState_NS(Parallaction_ns *vm, MenuInputHelper *helper) : MenuInputState("endintro", helper), _vm(vm) {
_isDemo = (_vm->getFeatures() & GF_DEMO) != 0;
_label = 0;
}
~EndIntroInputState_NS() {
destroyLabels();
}
void destroyLabels() {
_vm->_gfx->unregisterLabel(_label);
delete _label;
_label = 0;
}
virtual MenuInputState* run() {
int event = _vm->_input->getLastButtonEvent();
if (event != kMouseLeftUp) {
return this;
}
if (_isDemo) {
_vm->quitGame();
return 0;
}
destroyLabels();
_engineFlags &= ~kEngineBlockInput;
return _helper->getState("selectcharacter");
}
virtual void enter() {
_vm->_input->setMouseState(MOUSE_DISABLED);
if (!_isDemo) {
_vm->_soundManI->stopMusic();
_label = _vm->_gfx->createLabel(_vm->_menuFont, "CLICK MOUSE BUTTON TO START", 1);
_vm->_gfx->showLabel(_label, CENTER_LABEL_HORIZONTAL, 80);
}
}
};
class EndPartInputState_NS : public MenuInputState {
Parallaction *_vm;
bool _allPartsComplete;
// part completion messages
static const char *endMsg0[4];
static const char *endMsg1[4];
static const char *endMsg2[4];
static const char *endMsg3[4];
// game completion messages
static const char *endMsg4[4];
static const char *endMsg5[4];
static const char *endMsg6[4];
static const char *endMsg7[4];
GfxObj *_labels[4];
public:
EndPartInputState_NS(Parallaction *vm, MenuInputHelper *helper) : MenuInputState("endpart", helper), _vm(vm) {
_labels[0] = 0;
_labels[1] = 0;
_labels[2] = 0;
_labels[3] = 0;
}
void destroyLabels() {
_vm->_gfx->unregisterLabel(_labels[0]);
_vm->_gfx->unregisterLabel(_labels[1]);
_vm->_gfx->unregisterLabel(_labels[2]);
_vm->_gfx->unregisterLabel(_labels[3]);
delete _labels[0];
delete _labels[1];
delete _labels[2];
delete _labels[3];
_labels[0] = 0;
_labels[1] = 0;
_labels[2] = 0;
_labels[3] = 0;
}
virtual MenuInputState* run() {
int event = _vm->_input->getLastButtonEvent();
if (event != kMouseLeftUp) {
return this;
}
destroyLabels();
if (_allPartsComplete) {
_vm->scheduleLocationSwitch("estgrotta.drki");
return 0;
}
return _helper->getState("selectcharacter");
}
virtual void enter() {
bool completed[3];
_vm->_saveLoad->getGamePartProgress(completed, 3);
_allPartsComplete = (completed[0] && completed[1] && completed[2]);
_vm->_input->setMouseState(MOUSE_DISABLED);
uint16 language = _vm->getInternLanguage();
if (_allPartsComplete) {
_labels[0] = _vm->_gfx->createLabel(_vm->_menuFont, endMsg4[language], 1);
_labels[1] = _vm->_gfx->createLabel(_vm->_menuFont, endMsg5[language], 1);
_labels[2] = _vm->_gfx->createLabel(_vm->_menuFont, endMsg6[language], 1);
_labels[3] = _vm->_gfx->createLabel(_vm->_menuFont, endMsg7[language], 1);
} else {
_labels[0] = _vm->_gfx->createLabel(_vm->_menuFont, endMsg0[language], 1);
_labels[1] = _vm->_gfx->createLabel(_vm->_menuFont, endMsg1[language], 1);
_labels[2] = _vm->_gfx->createLabel(_vm->_menuFont, endMsg2[language], 1);
_labels[3] = _vm->_gfx->createLabel(_vm->_menuFont, endMsg3[language], 1);
}
_vm->_gfx->showLabel(_labels[0], CENTER_LABEL_HORIZONTAL, 70);
_vm->_gfx->showLabel(_labels[1], CENTER_LABEL_HORIZONTAL, 100);
_vm->_gfx->showLabel(_labels[2], CENTER_LABEL_HORIZONTAL, 130);
_vm->_gfx->showLabel(_labels[3], CENTER_LABEL_HORIZONTAL, 160);
}
};
// part completion messages
const char *EndPartInputState_NS::endMsg0[] = {"COMPLIMENTI!", "BRAVO!", "CONGRATULATIONS!", "PRIMA!"};
const char *EndPartInputState_NS::endMsg1[] = {"HAI FINITO QUESTA PARTE", "TU AS COMPLETE' CETTE AVENTURE", "YOU HAVE COMPLETED THIS PART", "DU HAST EIN ABENTEUER ERFOLGREICH"};
const char *EndPartInputState_NS::endMsg2[] = {"ORA COMPLETA IL RESTO ", "AVEC SUCCES.", "NOW GO ON WITH THE REST OF", "ZU ENDE GEFUHRT"};
const char *EndPartInputState_NS::endMsg3[] = {"DELL' AVVENTURA", "CONTINUE AVEC LES AUTRES", "THIS ADVENTURE", "MACH' MIT DEN ANDEREN WEITER"};
// game completion messages
const char *EndPartInputState_NS::endMsg4[] = {"COMPLIMENTI!", "BRAVO!", "CONGRATULATIONS!", "PRIMA!"};
const char *EndPartInputState_NS::endMsg5[] = {"HAI FINITO LE TRE PARTI", "TU AS COMPLETE' LES TROIS PARTIES", "YOU HAVE COMPLETED THE THREE PARTS", "DU HAST DREI ABENTEURE ERFOLGREICH"};
const char *EndPartInputState_NS::endMsg6[] = {"DELL' AVVENTURA", "DE L'AVENTURE", "OF THIS ADVENTURE", "ZU ENDE GEFUHRT"};
const char *EndPartInputState_NS::endMsg7[] = {"ED ORA IL GRAN FINALE ", "ET MAINTENANT LE GRAND FINAL", "NOW THE GREAT FINAL", "UND YETZT DER GROSSE SCHLUSS!"};
void Parallaction_ns::startGui() {
_menuHelper = new MenuInputHelper;
assert(_menuHelper);
new SelectGameInputState_NS(this, _menuHelper);
new LoadGameInputState_NS(this, _menuHelper);
new NewGameInputState_NS(this, _menuHelper);
new StartDemoInputState_NS(this, _menuHelper);
new SelectCharacterInputState_NS(this, _menuHelper);
new ChooseLanguageInputState_NS(this, _menuHelper);
new SplashInputState1_NS(this, _menuHelper);
new SplashInputState0_NS(this, _menuHelper);
_menuHelper->setState("intro0");
_input->_inputMode = Input::kInputModeMenu;
}
void Parallaction_ns::startCreditSequence() {
_menuHelper = new MenuInputHelper;
assert(_menuHelper);
new ShowCreditsInputState_NS(this, _menuHelper);
new EndIntroInputState_NS(this, _menuHelper);
new SelectCharacterInputState_NS(this, _menuHelper);
_menuHelper->setState("showcredits");
_input->_inputMode = Input::kInputModeMenu;
}
void Parallaction_ns::startEndPartSequence() {
_menuHelper = new MenuInputHelper;
assert(_menuHelper);
new EndPartInputState_NS(this, _menuHelper);
new SelectCharacterInputState_NS(this, _menuHelper);
_menuHelper->setState("endpart");
_input->_inputMode = Input::kInputModeMenu;
}
} // namespace Parallaction