scummvm/engines/twine/menuoptions.cpp

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2020-10-14 14:20:38 +02:00
/** @file menuoptions.cpp
@brief
This file contains menu routines
TwinEngine: a Little Big Adventure engine
Copyright (C) 2013 The TwinEngine team
Copyright (C) 2008-2013 Prequengine team
Copyright (C) 2002-2007 The TwinEngine team
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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "menuoptions.h"
#include "lbaengine.h"
#include "main.h"
#include "screens.h"
#include "resources.h"
#include "sdlengine.h"
#include "text.h"
#include "gamestate.h"
#include "music.h"
#include "keyboard.h"
#include "flamovies.h"
#include "scene.h"
#include "interface.h"
#include "menu.h"
#include "text.h"
/** Main menu continue game option key */
#define MAINMENU_CONTINUEGAME 21
/** Main menu enter players name */
#define MAINMENU_ENTERPLAYERNAME 42
int8 allowedCharIndex[] = " ABCDEFGHIJKLM.NOPQRSTUVWXYZ-abcdefghijklm?nopqrstuvwxyz!0123456789\040\b\r\0";
void newGame() {
int32 tmpFlagDisplayText;
stopMusic();
tmpFlagDisplayText = cfgfile.FlagDisplayText;
cfgfile.FlagDisplayText = 1;
// intro screen 1 - twinsun
loadImage(RESSHQR_INTROSCREEN1IMG, 1);
newGameVar4 = 0;
newGameVar5 = 1;
initTextBank(2);
textClipFull();
setFontCrossColor(15);
drawTextFullscreen(150);
readKeys();
if (skipIntro != 1) {
// intro screen 1 - twinsun
loadImage(RESSHQR_INTROSCREEN2IMG, 1);
drawTextFullscreen(151);
readKeys();
if (skipIntro != 1) {
loadImage(RESSHQR_INTROSCREEN3IMG, 1);
drawTextFullscreen(152);
}
}
newGameVar5 = 0;
textClipSmall();
newGameVar4 = 1;
fadeToBlack(paletteRGBACustom);
clearScreen();
flip();
playMidiMusic(1, 0);
playFlaMovie(FLA_INTROD);
clearScreen();
flip();
// set main palette back
setPalette(paletteRGBA);
cfgfile.FlagDisplayText = tmpFlagDisplayText;
}
void showCredits() {
int32 tmpShadowMode, tmpLanguageCDIdx;
canShowCredits = 1;
tmpShadowMode = cfgfile.ShadowMode;
tmpLanguageCDIdx = cfgfile.LanguageCDId;
cfgfile.ShadowMode = 0;
cfgfile.LanguageCDId = 0;
initEngineVars(1);
currentSceneIdx = 119;
needChangeScene = 119;
gameEngineLoop();
canShowCredits = 0;
cfgfile.ShadowMode = tmpShadowMode;
cfgfile.LanguageCDId = tmpLanguageCDIdx;
clearScreen();
flip();
playFlaMovie(FLA_THEEND);
clearScreen();
flip();
setPalette(paletteRGBA);
}
void drawSelectableCharacter(int32 x, int32 y, int32 arg) {
int8 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) {
drawSplittedBox(left, top, right, bottom, 91);
} else {
blitBox(left, top, right, bottom, (int8 *) workVideoBuffer, left, top, (int8 *)frontVideoBuffer);
right2 = right;
drawTransparentBox(left, top, right2, bottom, 4);
}
drawBox(left, top, right, bottom);
right2 = right;
setFontColor(15);
drawText(centerX - getTextSize(buffer) / 2, centerY - 18, buffer);
copyBlockPhys(left, top, right2, bottom);
}
void drawSelectableCharacters(void) {
int8 x, y;
for (x = 0; x < 5; x++) {
for (y = 0; y < 14; y++) {
drawSelectableCharacter(x, y, 0);
}
}
}
// 0001F18C
void 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 enterPlayerName(int32 textIdx) {
int8 buffer[256];
while(1) {
copyScreen(workVideoBuffer, frontVideoBuffer);
flip(); //frontVideoBuffer
initTextBank(0);
getMenuText(textIdx, buffer);
setFontColor(15);
drawText(320 - (getTextSize(buffer) / 2), 20, buffer);
copyBlockPhys(0, 0, 639, 99);
playerName[0] = enterPlayerNameVar1;
drawPlayerName(320, 100, playerName, 1);
drawSelectableCharacters();
do {
readKeys();
do {
readKeys();
} while(skipIntro);
} while(skippedKey);
enterPlayerNameVar2 = 1;
do {
readKeys();
} while(pressedKey);
while (!skipIntro) {
readKeys();
// TODO
drawPlayerName(320, 100, playerName, 1);
}
// FIXME: remove this lines after implementing everything
if (skipIntro)
break;
}
enterPlayerNameVar2 = 0;
copyScreen(workVideoBuffer, frontVideoBuffer);
flip(); // frontVideoBuffer
return 1;
}
/** Main menu new game options */
void newGameMenu() {
//TODO: process players name
if(enterPlayerName(MAINMENU_ENTERPLAYERNAME))
{
initEngineVars(1);
newGame();
if (gameEngineLoop()) {
showCredits();
}
copyScreen(frontVideoBuffer, workVideoBuffer);
// TODO: recheck this
do {
readKeys();
do {
readKeys();
} while(skippedKey != 0);
} while(skipIntro != 0);
}
}
/** Main menu continue game options */
void continueGameMenu() {
//TODO: get list of saved games
//if(chooseSave(MAINMENU_CONTINUEGAME))
{
initEngineVars(-1); // will load game
if (gameChapter == 0 && currentSceneIdx == 0) {
newGame();
} else {
newGameVar5 = 0;
textClipSmall();
newGameVar4 = 1;
}
if (gameEngineLoop()) {
showCredits();
}
copyScreen(frontVideoBuffer, workVideoBuffer);
// TODO: recheck this
do {
readKeys();
do {
readKeys();
} while(skippedKey != 0);
} while(skipIntro != 0);
}
}