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|
/* 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 "gob/gob.h"
#include "gob/global.h"
#include "gob/util.h"
#include "gob/dataio.h"
#include "gob/surface.h"
#include "gob/draw.h"
#include "gob/video.h"
#include "gob/anifile.h"
#include "gob/aniobject.h"
#include "gob/sound/sound.h"
#include "gob/pregob/txtfile.h"
#include "gob/pregob/gctfile.h"
#include "gob/pregob/onceupon/onceupon.h"
#include "gob/pregob/onceupon/palettes.h"
static const uint kLanguageCount = 5;
static const uint kCopyProtectionHelpStringCount = 3;
static const char *kCopyProtectionHelpStrings[Gob::OnceUpon::OnceUpon::kLanguageCount][kCopyProtectionHelpStringCount] = {
{ // French
"Consulte le livret des animaux, rep\212re la",
"page correspondant \205 la couleur de l\'\202cran",
"et clique le symbole associ\202 \205 l\'animal affich\202.",
},
{ // German
"Suche im Tieralbum die Seite, die der Farbe auf",
"dem Bildschirm entspricht und klicke auf das",
"Tiersymbol.",
},
{ // English
"Consult the book of animals, find the page",
"corresponding to the colour of screen and click",
"the symbol associated with the animal displayed.",
},
{ // Spanish
"Consulta el libro de los animales, localiza la ",
"p\240gina que corresponde al color de la pantalla.",
"Cliquea el s\241mbolo asociado al animal que aparece.",
},
{ // Italian
"Guarda il libretto degli animali, trova la",
"pagina che corrisponde al colore dello schermo,",
"clicca il simbolo associato all\'animale presentato",
}
};
static const char *kCopyProtectionWrongStrings[Gob::OnceUpon::OnceUpon::kLanguageCount] = {
"Tu t\'es tromp\202, dommage...", // French
"Schade, du hast dich geirrt." , // German
"You are wrong, what a pity!" , // English
"Te equivocas, l\240stima..." , // Spanish
"Sei Sbagliato, peccato..." // Italian
};
static const uint kCopyProtectionShapeCount = 5;
static const int16 kCopyProtectionShapeCoords[kCopyProtectionShapeCount][6] = {
{ 0, 51, 26, 75, 60, 154},
{ 28, 51, 58, 81, 96, 151},
{ 60, 51, 94, 79, 136, 152},
{ 96, 51, 136, 71, 180, 155},
{140, 51, 170, 77, 228, 153}
};
enum ClownAnimation {
kClownAnimationClownCheer = 0,
kClownAnimationClownStand = 1,
kClownAnimationClownCry = 6
};
// 12 seconds delay for one area full of GCT text
static const uint32 kGCTDelay = 12000;
namespace Gob {
namespace OnceUpon {
const OnceUpon::MenuButton OnceUpon::kMainMenuDifficultyButton[] = {
{false, 29, 18, 77, 57, 0, 0, 0, 0, 0, 0, (int)kDifficultyBeginner},
{false, 133, 18, 181, 57, 0, 0, 0, 0, 0, 0, (int)kDifficultyIntermediate},
{false, 241, 18, 289, 57, 0, 0, 0, 0, 0, 0, (int)kDifficultyAdvanced},
};
const OnceUpon::MenuButton OnceUpon::kSectionButtons[] = {
{false, 27, 121, 91, 179, 0, 0, 0, 0, 0, 0, 0},
{ true, 95, 121, 159, 179, 4, 1, 56, 49, 100, 126, 2},
{ true, 163, 121, 227, 179, 64, 1, 120, 49, 168, 126, 6},
{ true, 231, 121, 295, 179, 128, 1, 184, 49, 236, 126, 10}
};
const OnceUpon::MenuButton OnceUpon::kIngameButtons[] = {
{true, 108, 83, 139, 116, 0, 0, 31, 34, 108, 83, 0},
{true, 144, 83, 175, 116, 36, 0, 67, 34, 144, 83, 1},
{true, 180, 83, 211, 116, 72, 0, 103, 34, 180, 83, 2}
};
const OnceUpon::MenuButton OnceUpon::kAnimalNamesBack = {
true, 19, 13, 50, 46, 36, 0, 67, 34, 19, 13, 1
};
const OnceUpon::MenuButton OnceUpon::kLanguageButtons[] = {
{true, 43, 80, 93, 115, 0, 55, 50, 90, 43, 80, 0},
{true, 132, 80, 182, 115, 53, 55, 103, 90, 132, 80, 1},
{true, 234, 80, 284, 115, 106, 55, 156, 90, 234, 80, 2},
{true, 43, 138, 93, 173, 159, 55, 209, 90, 43, 138, 3},
{true, 132, 138, 182, 173, 212, 55, 262, 90, 132, 138, 4},
{true, 234, 138, 284, 173, 265, 55, 315, 90, 234, 138, 2}
};
const char *OnceUpon::kSound[kSoundMAX] = {
"diamant.snd", // kSoundClick
"cigogne.snd" // kSoundStork
};
const OnceUpon::SectionFunc OnceUpon::kSectionFuncs[kSectionCount] = {
&OnceUpon::sectionStork,
&OnceUpon::sectionChapter1,
&OnceUpon::section02,
&OnceUpon::sectionChapter2,
&OnceUpon::section04,
&OnceUpon::sectionChapter3,
&OnceUpon::section06,
&OnceUpon::sectionChapter4,
&OnceUpon::section08,
&OnceUpon::sectionChapter5,
&OnceUpon::section10,
&OnceUpon::sectionChapter6,
&OnceUpon::section12,
&OnceUpon::sectionChapter7,
&OnceUpon::sectionEnd
};
OnceUpon::ScreenBackup::ScreenBackup() : palette(-1), changedCursor(false), cursorVisible(false) {
screen = new Surface(320, 200, 1);
}
OnceUpon::ScreenBackup::~ScreenBackup() {
delete screen;
}
OnceUpon::OnceUpon(GobEngine *vm) : PreGob(vm), _openedArchives(false),
_jeudak(0), _lettre(0), _plettre(0), _glettre(0) {
}
OnceUpon::~OnceUpon() {
deinit();
}
void OnceUpon::init() {
deinit();
// Open data files
bool hasSTK1 = _vm->_dataIO->openArchive("stk1.stk", true);
bool hasSTK2 = _vm->_dataIO->openArchive("stk2.stk", true);
bool hasSTK3 = _vm->_dataIO->openArchive("stk3.stk", true);
if (!hasSTK1 || !hasSTK2 || !hasSTK3)
error("OnceUpon::OnceUpon(): Failed to open archives");
_openedArchives = true;
// Open fonts
_jeudak = _vm->_draw->loadFont("jeudak.let");
_lettre = _vm->_draw->loadFont("lettre.let");
_plettre = _vm->_draw->loadFont("plettre.let");
_glettre = _vm->_draw->loadFont("glettre.let");
if (!_jeudak || !_lettre || !_plettre || !_glettre)
error("OnceUpon::OnceUpon(): Failed to fonts (%d, %d, %d, %d)",
_jeudak != 0, _lettre != 0, _plettre != 0, _glettre != 0);
// Verify the language
if (_vm->_global->_language == kLanguageAmerican)
_vm->_global->_language = kLanguageBritish;
if ((_vm->_global->_language >= kLanguageCount))
error("We do not support the language \"%s\".\n"
"If you are certain that your game copy includes this language,\n"
"please contact the ScummVM team with details about this version.\n"
"Thanks", _vm->getLangDesc(_vm->_global->_language));
// Load all our sounds and init the screen
loadSounds(kSound, kSoundMAX);
initScreen();
// We start with an invalid palette
_palette = -1;
// No quit requested at start
_quit = false;
// We start with no selected difficulty and at section 0
_difficulty = kDifficultyMAX;
_section = 0;
// Default name
_name = "Nemo";
}
void OnceUpon::deinit() {
// Free sounds
freeSounds();
// Free fonts
delete _jeudak;
delete _lettre;
delete _plettre;
delete _glettre;
_jeudak = 0;
_lettre = 0;
_plettre = 0;
_glettre = 0;
// Close archives
if (_openedArchives) {
_vm->_dataIO->closeArchive(true);
_vm->_dataIO->closeArchive(true);
_vm->_dataIO->closeArchive(true);
}
_openedArchives = false;
}
void OnceUpon::setGamePalette(uint palette) {
if (palette >= kPaletteCount)
return;
_palette = palette;
setPalette(kGamePalettes[palette], kPaletteSize);
}
void OnceUpon::setGameCursor() {
Surface cursor(320, 16, 1);
// Set the default game cursor
_vm->_video->drawPackedSprite("icon.cmp", cursor);
setCursor(cursor, 105, 0, 120, 15, 0, 0);
}
void OnceUpon::drawLineByLine(const Surface &src, int16 left, int16 top, int16 right, int16 bottom,
int16 x, int16 y) const {
// A special way of drawing something:
// Draw every other line "downwards", wait a bit after each line
// Then, draw the remaining lines "upwards" and again wait a bit after each line.
if (_vm->shouldQuit())
return;
const int16 width = right - left + 1;
const int16 height = bottom - top + 1;
if ((width <= 0) || (height <= 0))
return;
// Draw the even lines downwards
for (int16 i = 0; i < height; i += 2) {
if (_vm->shouldQuit())
return;
_vm->_draw->_backSurface->blit(src, left, top + i, right, top + i, x, y + i);
_vm->_draw->dirtiedRect(_vm->_draw->_backSurface, x, y + i, x + width - 1, y + 1);
_vm->_draw->blitInvalidated();
_vm->_util->longDelay(1);
}
// Draw the odd lines upwards
for (int16 i = (height & 1) ? height : (height - 1); i >= 0; i -= 2) {
if (_vm->shouldQuit())
return;
_vm->_draw->_backSurface->blit(src, left, top + i, right, top + i, x, y + i);
_vm->_draw->dirtiedRect(_vm->_draw->_backSurface, x, y + i, x + width - 1, y + 1);
_vm->_draw->blitInvalidated();
_vm->_util->longDelay(1);
}
}
void OnceUpon::backupScreen(ScreenBackup &backup, bool setDefaultCursor) {
// Backup the screen and palette
backup.screen->blit(*_vm->_draw->_backSurface);
backup.palette = _palette;
// Backup the cursor
backup.cursorVisible = isCursorVisible();
backup.changedCursor = false;
if (setDefaultCursor) {
backup.changedCursor = true;
addCursor();
setGameCursor();
}
}
void OnceUpon::restoreScreen(ScreenBackup &backup) {
if (_vm->shouldQuit())
return;
// Restore the screen
_vm->_draw->_backSurface->blit(*backup.screen);
_vm->_draw->forceBlit();
// Restore the palette
if (backup.palette >= 0)
setGamePalette(backup.palette);
// Restore the cursor
if (!backup.cursorVisible)
hideCursor();
if (backup.changedCursor)
removeCursor();
backup.changedCursor = false;
}
void OnceUpon::fixTXTStrings(TXTFile &txt) const {
TXTFile::LineArray &lines = txt.getLines();
for (uint i = 0; i < lines.size(); i++)
lines[i].text = fixString(lines[i].text);
}
#include "gob/pregob/onceupon/brokenstrings.h"
Common::String OnceUpon::fixString(const Common::String &str) const {
const BrokenStringLanguage &broken = kBrokenStrings[_vm->_global->_language];
for (uint i = 0; i < broken.count; i++) {
if (str == broken.strings[i].wrong)
return broken.strings[i].correct;
}
return str;
}
enum ClownAnimation {
kClownAnimationStand = 0,
kClownAnimationCheer = 1,
kClownAnimationCry = 2
};
const PreGob::AnimProperties OnceUpon::kClownAnimations[] = {
{ 1, 0, ANIObject::kModeContinuous, true, false, false, 0, 0},
{ 0, 0, ANIObject::kModeOnce , true, false, false, 0, 0},
{ 6, 0, ANIObject::kModeOnce , true, false, false, 0, 0}
};
enum CopyProtectionState {
kCPStateSetup, // Set up the screen
kCPStateWaitUser, // Waiting for the user to pick a shape
kCPStateWaitClown, // Waiting for the clown animation to finish
kCPStateFinish // Finishing
};
bool OnceUpon::doCopyProtection(const uint8 colors[7], const uint8 shapes[7 * 20], const uint8 obfuscate[4]) {
fadeOut();
setPalette(kCopyProtectionPalette, kPaletteSize);
// Load the copy protection sprites
Surface sprites[2] = {Surface(320, 200, 1), Surface(320, 200, 1)};
_vm->_video->drawPackedSprite("grille1.cmp", sprites[0]);
_vm->_video->drawPackedSprite("grille2.cmp", sprites[1]);
// Load the clown animation
ANIFile ani (_vm, "grille.ani", 320);
ANIList anims;
loadAnims(anims, ani, 1, &kClownAnimations[kClownAnimationStand]);
// Set the copy protection cursor
setCursor(sprites[1], 5, 110, 20, 134, 3, 0);
// We start with 2 tries left, not having a correct answer and the copy protection not set up yet
CopyProtectionState state = kCPStateSetup;
uint8 triesLeft = 2;
int8 animalShape = -1;
bool hasCorrect = false;
while (!_vm->shouldQuit() && (state != kCPStateFinish)) {
clearAnim(anims);
// Set up the screen
if (state == kCPStateSetup) {
animalShape = cpSetup(colors, shapes, obfuscate, sprites);
setAnim(*anims[0], kClownAnimations[kClownAnimationStand]);
state = kCPStateWaitUser;
}
drawAnim(anims);
// If we're waiting for the clown and he finished, evaluate if we're finished
if (!anims[0]->isVisible() && (state == kCPStateWaitClown))
state = (hasCorrect || (--triesLeft == 0)) ? kCPStateFinish : kCPStateSetup;
showCursor();
fadeIn();
endFrame(true);
int16 mouseX, mouseY;
MouseButtons mouseButtons;
checkInput(mouseX, mouseY, mouseButtons);
if (state == kCPStateWaitUser) {
// Look if we clicked a shaped and got it right
int8 guessedShape = -1;
if (mouseButtons == kMouseButtonsLeft)
guessedShape = cpFindShape(mouseX, mouseY);
if (guessedShape >= 0) {
hasCorrect = guessedShape == animalShape;
animalShape = -1;
setAnim(*anims[0], kClownAnimations[hasCorrect ? kClownAnimationCheer : kClownAnimationCry]);
state = kCPStateWaitClown;
}
}
}
freeAnims(anims);
fadeOut();
hideCursor();
clearScreen();
// Display the "You are wrong" screen
if (!hasCorrect)
cpWrong();
return hasCorrect;
}
int8 OnceUpon::cpSetup(const uint8 colors[7], const uint8 shapes[7 * 20], const uint8 obfuscate[4],
const Surface sprites[2]) {
fadeOut();
hideCursor();
// Get a random animal and animal color
int8 animalColor = _vm->_util->getRandom(7);
while ((colors[animalColor] == 1) || (colors[animalColor] == 7) || (colors[animalColor] == 11))
animalColor = _vm->_util->getRandom(7);
int8 animal = _vm->_util->getRandom(20);
int8 animalShape = shapes[animalColor * 20 + animal];
if (animal < 4)
animal = obfuscate[animal];
// Get the position of the animal sprite
int16 animalLeft = (animal % 4) * 80;
int16 animalTop = (animal / 4) * 50;
uint8 sprite = 0;
if (animalTop >= 200) {
animalTop -= 200;
sprite = 1;
}
int16 animalRight = animalLeft + 80 - 1;
int16 animalBottom = animalTop + 50 - 1;
// Fill with the animal color
_vm->_draw->_backSurface->fill(colors[animalColor]);
// Print the help line strings
for (uint i = 0; i < kCopyProtectionHelpStringCount; i++) {
const char * const helpString = kCopyProtectionHelpStrings[_vm->_global->_language][i];
const int x = 160 - (strlen(helpString) * _plettre->getCharWidth()) / 2;
const int y = i * 10 + 5;
_plettre->drawString(helpString, x, y, 8, 0, true, *_vm->_draw->_backSurface);
}
// White rectangle with black border
_vm->_draw->_backSurface->fillRect( 93, 43, 226, 134, 15);
_vm->_draw->_backSurface->drawRect( 92, 42, 227, 135, 0);
// Draw the animal in the animal color
_vm->_draw->_backSurface->fillRect(120, 63, 199, 112, colors[animalColor]);
_vm->_draw->_backSurface->blit(sprites[sprite], animalLeft, animalTop, animalRight, animalBottom, 120, 63, 0);
// Draw the shapes
for (uint i = 0; i < kCopyProtectionShapeCount; i++) {
const int16 * const coords = kCopyProtectionShapeCoords[i];
_vm->_draw->_backSurface->blit(sprites[1], coords[0], coords[1], coords[2], coords[3], coords[4], coords[5], 0);
}
_vm->_draw->forceBlit();
return animalShape;
}
int8 OnceUpon::cpFindShape(int16 x, int16 y) const {
// Look through all shapes and check if the coordinates are inside one of them
for (uint i = 0; i < kCopyProtectionShapeCount; i++) {
const int16 * const coords = kCopyProtectionShapeCoords[i];
const int16 left = coords[4];
const int16 top = coords[5];
const int16 right = coords[4] + (coords[2] - coords[0] + 1) - 1;
const int16 bottom = coords[5] + (coords[3] - coords[1] + 1) - 1;
if ((x >= left) && (x <= right) && (y >= top) && (y <= bottom))
return i;
}
return -1;
}
void OnceUpon::cpWrong() {
// Display the "You are wrong" string, centered
const char * const wrongString = kCopyProtectionWrongStrings[_vm->_global->_language];
const int wrongX = 160 - (strlen(wrongString) * _plettre->getCharWidth()) / 2;
_vm->_draw->_backSurface->clear();
_plettre->drawString(wrongString, wrongX, 100, 15, 0, true, *_vm->_draw->_backSurface);
_vm->_draw->forceBlit();
fadeIn();
waitInput();
fadeOut();
clearScreen();
}
void OnceUpon::showIntro() {
// Show all intro parts
// "Loading"
showWait(10);
if (_vm->shouldQuit())
return;
// Quote about fairy tales
showQuote();
if (_vm->shouldQuit())
return;
// Once Upon A Time title
showTitle();
if (_vm->shouldQuit())
return;
// Game title screen
showChapter(0);
if (_vm->shouldQuit())
return;
// "Loading"
showWait(17);
}
void OnceUpon::showWait(uint palette) {
// Show the loading floppy
fadeOut();
clearScreen();
setGamePalette(palette);
Surface wait(320, 43, 1);
_vm->_video->drawPackedSprite("wait.cmp", wait);
_vm->_draw->_backSurface->blit(wait, 0, 0, 72, 33, 122, 84);
_vm->_draw->forceBlit();
fadeIn();
}
void OnceUpon::showQuote() {
// Show the quote about fairytales
fadeOut();
clearScreen();
setGamePalette(11);
static const Font *fonts[3] = { _plettre, _glettre, _plettre };
TXTFile *quote = loadTXT(getLocFile("gene.tx"), TXTFile::kFormatStringPositionColorFont);
quote->draw(*_vm->_draw->_backSurface, fonts, ARRAYSIZE(fonts));
delete quote;
_vm->_draw->forceBlit();
fadeIn();
waitInput();
fadeOut();
}
const PreGob::AnimProperties OnceUpon::kTitleAnimation = {
8, 0, ANIObject::kModeContinuous, true, false, false, 0, 0
};
void OnceUpon::showTitle() {
// Show the Once Upon A Time title animation
// NOTE: This is currently only a mock-up. The real animation is in "ville.seq".
fadeOut();
setGamePalette(10);
warning("OnceUpon::showTitle(): Actually play the SEQ");
clearScreen();
_vm->_video->drawPackedSprite("ville.cmp", *_vm->_draw->_backSurface);
_vm->_draw->forceBlit();
ANIFile ani (_vm, "pres.ani", 320);
ANIList anims;
loadAnims(anims, ani, 1, &kTitleAnimation);
playTitleMusic();
while (!_vm->shouldQuit()) {
redrawAnim(anims);
fadeIn();
endFrame(true);
if (hasInput())
break;
}
freeAnims(anims);
fadeOut();
stopTitleMusic();
}
void OnceUpon::playTitleMusic() {
// Look at what platform this is and play the appropriate music type
if (_vm->getPlatform() == Common::kPlatformPC)
playTitleMusicDOS();
else if (_vm->getPlatform() == Common::kPlatformAmiga)
playTitleMusicAmiga();
else if (_vm->getPlatform() == Common::kPlatformAtariST)
playTitleMusicAtariST();
}
void OnceUpon::playTitleMusicDOS() {
// Play an AdLib track
_vm->_sound->adlibLoadTBR("babayaga.tbr");
_vm->_sound->adlibLoadMDY("babayaga.mdy");
_vm->_sound->adlibSetRepeating(-1);
_vm->_sound->adlibPlay();
}
void OnceUpon::playTitleMusicAmiga() {
// Play a Protracker track
_vm->_sound->protrackerPlay("mod.babayaga");
}
void OnceUpon::playTitleMusicAtariST() {
// Play a Soundblaster composition
static const int16 titleMusic[21] = { 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0, 0, 0, -1};
static const char * const titleFiles[ 3] = {"baba1.snd", "baba2.snd", "baba3.snd"};
for (uint i = 0; i < ARRAYSIZE(titleFiles); i++)
_vm->_sound->sampleLoad(_vm->_sound->sampleGetBySlot(i), SOUND_SND, titleFiles[i]);
_vm->_sound->blasterPlayComposition(titleMusic, 0);
_vm->_sound->blasterRepeatComposition(-1);
}
void OnceUpon::stopTitleMusic() {
// Just stop everything
_vm->_sound->adlibSetRepeating(0);
_vm->_sound->blasterRepeatComposition(0);
_vm->_sound->adlibStop();
_vm->_sound->blasterStopComposition();
_vm->_sound->protrackerStop();
for (int i = 0; i < ::Gob::Sound::kSoundsCount; i++)
_vm->_sound->sampleFree(_vm->_sound->sampleGetBySlot(i));
}
void OnceUpon::showChapter(int chapter) {
// Display the intro text to a chapter
fadeOut();
clearScreen();
setGamePalette(11);
// Parchment background
_vm->_video->drawPackedSprite("parch.cmp", *_vm->_draw->_backSurface);
static const Font *fonts[3] = { _plettre, _glettre, _plettre };
const Common::String chapterFile = getLocFile(Common::String::format("gene%d.tx", chapter));
TXTFile *gameTitle = loadTXT(chapterFile, TXTFile::kFormatStringPositionColorFont);
gameTitle->draw(*_vm->_draw->_backSurface, fonts, ARRAYSIZE(fonts));
delete gameTitle;
_vm->_draw->forceBlit();
fadeIn();
waitInput();
fadeOut();
}
void OnceUpon::showByeBye() {
fadeOut();
hideCursor();
clearScreen();
setGamePalette(1);
_plettre->drawString("Bye Bye....", 140, 80, 2, 0, true, *_vm->_draw->_backSurface);
_vm->_draw->forceBlit();
fadeIn();
_vm->_util->longDelay(1000);
fadeOut();
}
void OnceUpon::doStartMenu(const MenuButton *animalsButton, uint animalCount,
const MenuButton *animalButtons, const char * const *animalNames) {
clearScreen();
// Wait until we clicked on of the difficulty buttons and are ready to start playing
while (!_vm->shouldQuit()) {
MenuAction action = handleStartMenu(animalsButton);
if (action == kMenuActionPlay)
break;
// If we pressed the "listen to animal names" button, handle that screen
if (action == kMenuActionAnimals)
handleAnimalNames(animalCount, animalButtons, animalNames);
}
}
OnceUpon::MenuAction OnceUpon::handleStartMenu(const MenuButton *animalsButton) {
ScreenBackup screenBackup;
backupScreen(screenBackup, true);
fadeOut();
setGamePalette(17);
drawStartMenu(animalsButton);
showCursor();
fadeIn();
MenuAction action = kMenuActionNone;
while (!_vm->shouldQuit() && (action == kMenuActionNone)) {
endFrame(true);
// Check user input
int16 mouseX, mouseY;
MouseButtons mouseButtons;
int16 key = checkInput(mouseX, mouseY, mouseButtons);
if (key == kKeyEscape)
// ESC -> Quit
return kMenuActionQuit;
if (mouseButtons != kMouseButtonsLeft)
continue;
playSound(kSoundClick);
// If we clicked on a difficulty button, show the selected difficulty and start the game
int diff = checkButton(kMainMenuDifficultyButton, ARRAYSIZE(kMainMenuDifficultyButton), mouseX, mouseY);
if (diff >= 0) {
_difficulty = (Difficulty)diff;
action = kMenuActionPlay;
drawStartMenu(animalsButton);
_vm->_util->longDelay(1000);
}
if (animalsButton && (checkButton(animalsButton, 1, mouseX, mouseY) != -1))
action = kMenuActionAnimals;
}
fadeOut();
restoreScreen(screenBackup);
return action;
}
OnceUpon::MenuAction OnceUpon::handleMainMenu() {
ScreenBackup screenBackup;
backupScreen(screenBackup, true);
fadeOut();
setGamePalette(17);
drawMainMenu();
showCursor();
fadeIn();
MenuAction action = kMenuActionNone;
while (!_vm->shouldQuit() && (action == kMenuActionNone)) {
endFrame(true);
// Check user input
int16 mouseX, mouseY;
MouseButtons mouseButtons;
int16 key = checkInput(mouseX, mouseY, mouseButtons);
if (key == kKeyEscape)
// ESC -> Quit
return kMenuActionQuit;
if (mouseButtons != kMouseButtonsLeft)
continue;
playSound(kSoundClick);
// If we clicked on a difficulty button, change the current difficulty level
int diff = checkButton(kMainMenuDifficultyButton, ARRAYSIZE(kMainMenuDifficultyButton), mouseX, mouseY);
if ((diff >= 0) && (diff != (int)_difficulty)) {
_difficulty = (Difficulty)diff;
drawMainMenu();
}
// If we clicked on a section button, restart the game from this section
int section = checkButton(kSectionButtons, ARRAYSIZE(kSectionButtons), mouseX, mouseY);
if ((section >= 0) && (section <= _section)) {
_section = section;
action = kMenuActionRestart;
}
}
fadeOut();
restoreScreen(screenBackup);
return action;
}
OnceUpon::MenuAction OnceUpon::handleIngameMenu() {
ScreenBackup screenBackup;
backupScreen(screenBackup, true);
drawIngameMenu();
showCursor();
MenuAction action = kMenuActionNone;
while (!_vm->shouldQuit() && (action == kMenuActionNone)) {
endFrame(true);
// Check user input
int16 mouseX, mouseY;
MouseButtons mouseButtons;
int16 key = checkInput(mouseX, mouseY, mouseButtons);
if ((key == kKeyEscape) || (mouseButtons == kMouseButtonsRight))
// ESC or right mouse button -> Dismiss the menu
action = kMenuActionPlay;
if (mouseButtons != kMouseButtonsLeft)
continue;
int button = checkButton(kIngameButtons, ARRAYSIZE(kIngameButtons), mouseX, mouseY);
if (button == 0)
action = kMenuActionQuit;
else if (button == 1)
action = kMenuActionMainMenu;
else if (button == 2)
action = kMenuActionPlay;
}
clearIngameMenu(*screenBackup.screen);
restoreScreen(screenBackup);
return action;
}
void OnceUpon::drawStartMenu(const MenuButton *animalsButton) {
// Draw the background
_vm->_video->drawPackedSprite("menu2.cmp", *_vm->_draw->_backSurface);
// Draw the "Listen to animal names" button
if (animalsButton) {
Surface elements(320, 38, 1);
_vm->_video->drawPackedSprite("elemenu.cmp", elements);
_vm->_draw->_backSurface->fillRect(animalsButton->left , animalsButton->top,
animalsButton->right, animalsButton->bottom, 0);
drawButton(*_vm->_draw->_backSurface, elements, *animalsButton);
}
// Highlight the current difficulty
drawMenuDifficulty();
_vm->_draw->forceBlit();
}
void OnceUpon::drawMainMenu() {
// Draw the background
_vm->_video->drawPackedSprite("menu.cmp", *_vm->_draw->_backSurface);
// Highlight the current difficulty
drawMenuDifficulty();
// Draw the section buttons
Surface elements(320, 200, 1);
_vm->_video->drawPackedSprite("elemenu.cmp", elements);
for (uint i = 0; i < ARRAYSIZE(kSectionButtons); i++) {
const MenuButton &button = kSectionButtons[i];
if (!button.needDraw)
continue;
if (_section >= (int)button.id)
drawButton(*_vm->_draw->_backSurface, elements, button);
}
_vm->_draw->forceBlit();
}
void OnceUpon::drawIngameMenu() {
Surface menu(320, 34, 1);
_vm->_video->drawPackedSprite("icon.cmp", menu);
// Draw the menu in a special way, button by button
for (uint i = 0; i < ARRAYSIZE(kIngameButtons); i++) {
const MenuButton &button = kIngameButtons[i];
drawLineByLine(menu, button.srcLeft, button.srcTop, button.srcRight, button.srcBottom,
button.dstX, button.dstY);
}
_vm->_draw->forceBlit();
_vm->_video->retrace();
}
void OnceUpon::drawMenuDifficulty() {
if (_difficulty == kDifficultyMAX)
return;
TXTFile *difficulties = loadTXT(getLocFile("diffic.tx"), TXTFile::kFormatStringPositionColor);
// Draw the difficulty name
difficulties->draw((uint) _difficulty, *_vm->_draw->_backSurface, &_plettre, 1);
// Draw a border around the current difficulty
drawButtonBorder(kMainMenuDifficultyButton[_difficulty], difficulties->getLines()[_difficulty].color);
delete difficulties;
}
void OnceUpon::clearIngameMenu(const Surface &background) {
if (_vm->shouldQuit())
return;
// Find the area encompassing the whole ingame menu
int16 left = 0x7FFF;
int16 top = 0x7FFF;
int16 right = 0x0000;
int16 bottom = 0x0000;
for (uint i = 0; i < ARRAYSIZE(kIngameButtons); i++) {
const MenuButton &button = kIngameButtons[i];
if (!button.needDraw)
continue;
left = MIN<int16>(left , button.dstX);
top = MIN<int16>(top , button.dstY);
right = MAX<int16>(right , button.dstX + (button.srcRight - button.srcLeft + 1) - 1);
bottom = MAX<int16>(bottom, button.dstY + (button.srcBottom - button.srcTop + 1) - 1);
}
if ((left > right) || (top > bottom))
return;
// Clear it line by line
drawLineByLine(background, left, top, right, bottom, left, top);
}
OnceUpon::MenuAction OnceUpon::doIngameMenu() {
// Show the ingame menu
MenuAction action = handleIngameMenu();
if ((action == kMenuActionQuit) || _vm->shouldQuit()) {
// User pressed the quit button, or quit ScummVM
_quit = true;
action = kMenuActionQuit;
} else if (action == kMenuActionPlay) {
// User pressed the return to game button
action = kMenuActionPlay;
} else if (kMenuActionMainMenu) {
// User pressed the return to main menu button
action = handleMainMenu();
}
return action;
}
OnceUpon::MenuAction OnceUpon::doIngameMenu(int16 &key, MouseButtons &mouseButtons) {
if ((key != kKeyEscape) && (mouseButtons != kMouseButtonsRight))
return kMenuActionNone;
key = 0;
mouseButtons = kMouseButtonsNone;
MenuAction action = doIngameMenu();
if (action == kMenuActionPlay)
action = kMenuActionNone;
return action;
}
int OnceUpon::checkButton(const MenuButton *buttons, uint count, int16 x, int16 y, int failValue) const {
// Look through all buttons, and return the ID of the button we're in
for (uint i = 0; i < count; i++) {
const MenuButton &button = buttons[i];
if ((x >= button.left) && (x <= button.right) && (y >= button.top) && (y <= button.bottom))
return (int)button.id;
}
// We're in none of these buttons, return the fail value
return failValue;
}
void OnceUpon::drawButton(Surface &dest, const Surface &src, const MenuButton &button) const {
dest.blit(src, button.srcLeft, button.srcTop, button.srcRight, button.srcBottom, button.dstX, button.dstY);
}
void OnceUpon::drawButtons(Surface &dest, const Surface &src, const MenuButton *buttons, uint count) const {
for (uint i = 0; i < count; i++) {
const MenuButton &button = buttons[i];
if (!button.needDraw)
continue;
drawButton(dest, src, button);
}
}
void OnceUpon::drawButtonBorder(const MenuButton &button, uint8 color) {
_vm->_draw->_backSurface->drawRect(button.left, button.top, button.right, button.bottom, color);
_vm->_draw->dirtiedRect(_vm->_draw->_backSurface, button.left, button.top, button.right, button.bottom);
}
enum AnimalNamesState {
kANStateChoose, // We're in the animal chooser
kANStateNames, // We're in the language chooser
kANStateFinish // We're finished
};
void OnceUpon::handleAnimalNames(uint count, const MenuButton *buttons, const char * const *names) {
fadeOut();
clearScreen();
setGamePalette(19);
bool cursorVisible = isCursorVisible();
// Set the cursor
addCursor();
setGameCursor();
anSetupChooser();
int8 _animal = -1;
AnimalNamesState state = kANStateChoose;
while (!_vm->shouldQuit() && (state != kANStateFinish)) {
showCursor();
fadeIn();
endFrame(true);
// Check user input
int16 mouseX, mouseY;
MouseButtons mouseButtons;
checkInput(mouseX, mouseY, mouseButtons);
// If we moused over an animal button, draw a border around it
int animal = checkButton(buttons, count, mouseX, mouseY);
if ((state == kANStateChoose) && (animal != _animal)) {
// Erase the old border
if (_animal >= 0)
drawButtonBorder(buttons[_animal], 15);
_animal = animal;
// Draw the new border
if (_animal >= 0)
drawButtonBorder(buttons[_animal], 10);
}
if (mouseButtons != kMouseButtonsLeft)
continue;
playSound(kSoundClick);
// We clicked on a language button, play the animal name
int language = checkButton(kLanguageButtons, ARRAYSIZE(kLanguageButtons), mouseX, mouseY);
if ((state == kANStateNames) && (language >= 0))
anPlayAnimalName(names[_animal], language);
// We clicked on an animal
if ((state == kANStateChoose) && (_animal >= 0)) {
anSetupNames(buttons[_animal]);
state = kANStateNames;
}
// If we clicked on the back button, go back
if (checkButton(&kAnimalNamesBack, 1, mouseX, mouseY) != -1) {
if (state == kANStateNames) {
anSetupChooser();
state = kANStateChoose;
} else if (state == kANStateChoose)
state = kANStateFinish;
}
}
fadeOut();
// Restore the cursor
if (!cursorVisible)
hideCursor();
removeCursor();
}
void OnceUpon::anSetupChooser() {
fadeOut();
_vm->_video->drawPackedSprite("dico.cmp", *_vm->_draw->_backSurface);
// Draw the back button
Surface menu(320, 34, 1);
_vm->_video->drawPackedSprite("icon.cmp", menu);
drawButton(*_vm->_draw->_backSurface, menu, kAnimalNamesBack);
// "Choose an animal"
TXTFile *choose = loadTXT(getLocFile("choisi.tx"), TXTFile::kFormatStringPosition);
choose->draw(*_vm->_draw->_backSurface, &_plettre, 1, 14);
delete choose;
_vm->_draw->forceBlit();
}
void OnceUpon::anSetupNames(const MenuButton &animal) {
fadeOut();
Surface background(320, 200, 1);
_vm->_video->drawPackedSprite("dico.cmp", background);
// Draw the background and clear what we don't need
_vm->_draw->_backSurface->blit(background);
_vm->_draw->_backSurface->fillRect(19, 19, 302, 186, 15);
// Draw the back button
Surface menu(320, 34, 1);
_vm->_video->drawPackedSprite("icon.cmp", menu);
drawButton(*_vm->_draw->_backSurface, menu, kAnimalNamesBack);
// Draw the animal
drawButton(*_vm->_draw->_backSurface, background, animal);
// Draw the language buttons
Surface elements(320, 200, 1);
_vm->_video->drawPackedSprite("elemenu.cmp", elements);
drawButtons(*_vm->_draw->_backSurface, elements, kLanguageButtons, ARRAYSIZE(kLanguageButtons));
// Draw the language names
_plettre->drawString("Fran\207ais", 43, 70, 10, 15, true, *_vm->_draw->_backSurface);
_plettre->drawString("Deutsch" , 136, 70, 10, 15, true, *_vm->_draw->_backSurface);
_plettre->drawString("English" , 238, 70, 10, 15, true, *_vm->_draw->_backSurface);
_plettre->drawString("Italiano" , 43, 128, 10, 15, true, *_vm->_draw->_backSurface);
_plettre->drawString("Espa\244ol" , 136, 128, 10, 15, true, *_vm->_draw->_backSurface);
_plettre->drawString("English" , 238, 128, 10, 15, true, *_vm->_draw->_backSurface);
_vm->_draw->forceBlit();
}
void OnceUpon::anPlayAnimalName(const Common::String &animal, uint language) {
// Sound file to play
Common::String soundFile = animal + "_" + kLanguageSuffixLong[language] + ".snd";
// Get the name of the animal
TXTFile *names = loadTXT(animal + ".anm", TXTFile::kFormatString);
Common::String name = names->getLines()[language].text;
delete names;
// It should be centered on the screen
const int nameX = 160 - (name.size() * _plettre->getCharWidth()) / 2;
// Backup the screen surface
Surface backup(162, 23, 1);
backup.blit(*_vm->_draw->_backSurface, 78, 123, 239, 145, 0, 0);
// Draw the name border
Surface nameBorder(162, 23, 1);
_vm->_video->drawPackedSprite("mot.cmp", nameBorder);
_vm->_draw->_backSurface->blit(nameBorder, 0, 0, 161, 22, 78, 123);
// Print the animal name
_plettre->drawString(name, nameX, 129, 10, 0, true, *_vm->_draw->_backSurface);
_vm->_draw->dirtiedRect(_vm->_draw->_backSurface, 78, 123, 239, 145);
playSoundFile(soundFile);
// Restore the screen
_vm->_draw->_backSurface->blit(backup, 0, 0, 161, 22, 78, 123);
_vm->_draw->dirtiedRect(_vm->_draw->_backSurface, 78, 123, 239, 145);
}
void OnceUpon::playGame() {
while (!_vm->shouldQuit() && !_quit) {
// Play a section and advance to the next section if we finished it
if (playSection())
_section = MIN(_section + 1, kSectionCount - 1);
}
// If we quit through the game and not through ScummVM, show the "Bye Bye" screen
if (!_vm->shouldQuit())
showByeBye();
}
bool OnceUpon::playSection() {
if ((_section < 0) || (_section >= ARRAYSIZE(kSectionFuncs))) {
_quit = true;
return false;
}
return (this->*kSectionFuncs[_section])();
}
const PreGob::AnimProperties OnceUpon::kSectionStorkAnimations[] = {
{ 0, 0, ANIObject::kModeContinuous, true, false, false, 0, 0},
{ 1, 0, ANIObject::kModeContinuous, true, false, false, 0, 0},
{ 2, 0, ANIObject::kModeContinuous, true, false, false, 0, 0},
{ 3, 0, ANIObject::kModeContinuous, true, false, false, 0, 0},
{ 4, 0, ANIObject::kModeContinuous, true, false, false, 0, 0},
{ 5, 0, ANIObject::kModeContinuous, true, false, false, 0, 0},
{ 6, 0, ANIObject::kModeContinuous, true, false, false, 0, 0},
{ 7, 0, ANIObject::kModeContinuous, true, false, false, 0, 0},
{ 8, 0, ANIObject::kModeContinuous, true, false, false, 0, 0},
{17, 0, ANIObject::kModeContinuous, true, false, false, 0, 0},
{16, 0, ANIObject::kModeContinuous, true, false, false, 0, 0},
{15, 0, ANIObject::kModeContinuous, true, false, false, 0, 0}
};
enum StorkState {
kStorkStateWaitUser,
kStorkStateWaitBundle,
kStorkStateFinish
};
bool OnceUpon::sectionStork() {
fadeOut();
hideCursor();
setGamePalette(0);
setGameCursor();
const StorkParam ¶m = getStorkParameters();
Surface backdrop(320, 200, 1);
// Draw the frame
_vm->_video->drawPackedSprite("cadre.cmp", *_vm->_draw->_backSurface);
// Draw the backdrop
_vm->_video->drawPackedSprite(param.backdrop, backdrop);
_vm->_draw->_backSurface->blit(backdrop, 0, 0, 288, 175, 16, 12);
// "Where does the stork go?"
TXTFile *whereStork = loadTXT(getLocFile("ouva.tx"), TXTFile::kFormatStringPositionColor);
whereStork->draw(*_vm->_draw->_backSurface, &_plettre, 1);
// Where the stork actually goes
GCTFile *thereStork = loadGCT(getLocFile("choix.gc"));
thereStork->setArea(17, 18, 303, 41);
ANIFile ani(_vm, "present.ani", 320);
ANIList anims;
Stork *stork = new Stork(_vm, ani);
loadAnims(anims, ani, ARRAYSIZE(kSectionStorkAnimations), kSectionStorkAnimations);
anims.push_back(stork);
drawAnim(anims);
_vm->_draw->forceBlit();
int8 storkSoundWait = 0;
StorkState state = kStorkStateWaitUser;
MenuAction action = kMenuActionNone;
while (!_vm->shouldQuit() && (state != kStorkStateFinish)) {
// Play the stork sound
if (--storkSoundWait == 0)
playSound(kSoundStork);
if (storkSoundWait <= 0)
storkSoundWait = 50 - _vm->_util->getRandom(30);
// Check if the bundle landed
if ((state == kStorkStateWaitBundle) && stork->hasBundleLanded())
state = kStorkStateFinish;
// Check user input
int16 mouseX, mouseY;
MouseButtons mouseButtons;
int16 key = checkInput(mouseX, mouseY, mouseButtons);
action = doIngameMenu(key, mouseButtons);
if (action != kMenuActionNone) {
state = kStorkStateFinish;
break;
}
clearAnim(anims);
if (mouseButtons == kMouseButtonsLeft) {
stopSound();
playSound(kSoundClick);
int house = checkButton(param.houses, param.houseCount, mouseX, mouseY);
if ((state == kStorkStateWaitUser) && (house >= 0)) {
stork->dropBundle(param.drops[house]);
state = kStorkStateWaitBundle;
// Remove the "Where does the stork go?" text
int16 left, top, right, bottom;
if (whereStork->clear(*_vm->_draw->_backSurface, left, top, right, bottom))
_vm->_draw->dirtiedRect(_vm->_draw->_backSurface, left, top, right, bottom);
// Print the text where the stork actually goes
thereStork->selectLine(3, house); // The house
thereStork->selectLine(4, house); // The house's inhabitants
if (thereStork->draw(*_vm->_draw->_backSurface, 2, *_plettre, 10, left, top, right, bottom))
_vm->_draw->dirtiedRect(_vm->_draw->_backSurface, left, top, right, bottom);
}
}
drawAnim(anims);
showCursor();
fadeIn();
endFrame(true);
}
freeAnims(anims);
delete thereStork;
delete whereStork;
fadeOut();
hideCursor();
// Completed the section => move one
if (action == kMenuActionNone) {
warning("OnceUpon::sectionStork(): TODO: Character creator");
return true;
}
// Didn't complete the section
return false;
}
bool OnceUpon::sectionChapter1() {
showChapter(1);
return true;
}
bool OnceUpon::section02() {
warning("OnceUpon::section02(): TODO");
return true;
}
bool OnceUpon::sectionChapter2() {
showChapter(2);
return true;
}
bool OnceUpon::section04() {
warning("OnceUpon::section04(): TODO");
return true;
}
bool OnceUpon::sectionChapter3() {
showChapter(3);
return true;
}
bool OnceUpon::section06() {
warning("OnceUpon::section06(): TODO");
return true;
}
bool OnceUpon::sectionChapter4() {
showChapter(4);
return true;
}
bool OnceUpon::section08() {
warning("OnceUpon::section08(): TODO");
return true;
}
bool OnceUpon::sectionChapter5() {
showChapter(5);
return true;
}
bool OnceUpon::section10() {
warning("OnceUpon::section10(): TODO");
return true;
}
bool OnceUpon::sectionChapter6() {
showChapter(6);
return true;
}
bool OnceUpon::section12() {
warning("OnceUpon::section12(): TODO");
return true;
}
bool OnceUpon::sectionChapter7() {
showChapter(7);
return true;
}
const PreGob::AnimProperties OnceUpon::kSectionEndAnimations[] = {
{ 0, 0, ANIObject::kModeContinuous, true, false, false, 0, 0},
{ 6, 0, ANIObject::kModeContinuous, true, false, false, 0, 0},
{ 9, 0, ANIObject::kModeContinuous, true, false, false, 0, 0},
{11, 0, ANIObject::kModeContinuous, true, false, false, 0, 0}
};
bool OnceUpon::sectionEnd() {
fadeOut();
setGamePalette(9);
_vm->_video->drawPackedSprite("cadre.cmp", *_vm->_draw->_backSurface);
Surface endBackground(320, 200, 1);
_vm->_video->drawPackedSprite("fin.cmp", endBackground);
_vm->_draw->_backSurface->blit(endBackground, 0, 0, 288, 137, 16, 50);
GCTFile *endText = loadGCT(getLocFile("final.gc"));
endText->setArea(17, 18, 303, 41);
endText->setText(1, _name);
ANIFile ani(_vm, "fin.ani", 320);
ANIList anims;
loadAnims(anims, ani, ARRAYSIZE(kSectionEndAnimations), kSectionEndAnimations);
drawAnim(anims);
_vm->_draw->forceBlit();
uint32 textStartTime = 0;
MenuAction action = kMenuActionNone;
while (!_vm->shouldQuit() && (action == kMenuActionNone)) {
// Check user input
int16 mouseX, mouseY;
MouseButtons mouseButtons;
int16 key = checkInput(mouseX, mouseY, mouseButtons);
action = doIngameMenu(key, mouseButtons);
if (action != kMenuActionNone)
break;
clearAnim(anims);
// Pressed a key or mouse button => Skip to next area-full of text
if ((mouseButtons == kMouseButtonsLeft) || (key != 0))
textStartTime = 0;
// Draw the next area-full of text
uint32 now = _vm->_util->getTimeKey();
if (!endText->finished() && ((textStartTime == 0) || (now >= (textStartTime + kGCTDelay)))) {
textStartTime = now;
int16 left, top, right, bottom;
if (endText->clear(*_vm->_draw->_backSurface, left, top, right, bottom))
_vm->_draw->dirtiedRect(_vm->_draw->_backSurface, left, top, right, bottom);
if (endText->draw(*_vm->_draw->_backSurface, 0, *_plettre, 10, left, top, right, bottom))
_vm->_draw->dirtiedRect(_vm->_draw->_backSurface, left, top, right, bottom);
}
drawAnim(anims);
fadeIn();
endFrame(true);
}
freeAnims(anims);
delete endText;
// Restart requested
if (action == kMenuActionRestart)
return false;
// Last scene. Even if we didn't explicitly request a quit, the game ends here
_quit = true;
return false;
}
} // End of namespace OnceUpon
} // End of namespace Gob
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