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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/onceupon/onceupon.h"
static const int kPaletteSize = 16;
static const uint kPaletteCount = 20;
static const byte kCopyProtectionPalette[3 * kPaletteSize] = {
0x00, 0x00, 0x00, 0x19, 0x00, 0x19, 0x00, 0x3F, 0x00, 0x00, 0x2A, 0x2A,
0x2A, 0x00, 0x00, 0x2A, 0x00, 0x2A, 0x2A, 0x15, 0x00, 0x00, 0x19, 0x12,
0x00, 0x00, 0x00, 0x15, 0x15, 0x3F, 0x15, 0x3F, 0x15, 0x00, 0x20, 0x3F,
0x3F, 0x00, 0x00, 0x3F, 0x00, 0x20, 0x3F, 0x3F, 0x00, 0x3F, 0x3F, 0x3F
};
static const byte kGamePalettes[kPaletteCount][3 * kPaletteSize] = {
{
0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x18, 0x00, 0x00, 0x3C,
0x1C, 0x28, 0x00, 0x10, 0x18, 0x00, 0x1C, 0x1C, 0x20, 0x14, 0x14, 0x14,
0x14, 0x20, 0x04, 0x00, 0x00, 0x24, 0x3C, 0x3C, 0x3C, 0x00, 0x00, 0x00,
0x3C, 0x2C, 0x00, 0x3C, 0x18, 0x00, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00
},
{
0x00, 0x00, 0x00, 0x00, 0x00, 0x24, 0x3C, 0x3C, 0x3C, 0x14, 0x20, 0x04,
0x3C, 0x2C, 0x00, 0x02, 0x00, 0x18, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00,
0x14, 0x20, 0x04, 0x00, 0x00, 0x24, 0x3C, 0x3C, 0x3C, 0x00, 0x00, 0x00,
0x3C, 0x2C, 0x00, 0x3C, 0x18, 0x00, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00
},
{
0x00, 0x00, 0x00, 0x38, 0x20, 0x3C, 0x2C, 0x10, 0x30, 0x20, 0x08, 0x28,
0x14, 0x00, 0x1C, 0x20, 0x20, 0x38, 0x18, 0x18, 0x2C, 0x10, 0x10, 0x24,
0x14, 0x20, 0x04, 0x00, 0x00, 0x24, 0x3C, 0x3C, 0x3C, 0x00, 0x00, 0x00,
0x3C, 0x2C, 0x00, 0x3C, 0x18, 0x00, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00
},
{
0x00, 0x00, 0x00, 0x3C, 0x20, 0x20, 0x24, 0x14, 0x14, 0x1C, 0x10, 0x10,
0x14, 0x0C, 0x0C, 0x1C, 0x1C, 0x1C, 0x18, 0x18, 0x18, 0x10, 0x10, 0x10,
0x14, 0x20, 0x04, 0x00, 0x00, 0x24, 0x3C, 0x3C, 0x3C, 0x00, 0x00, 0x00,
0x3C, 0x2C, 0x00, 0x3C, 0x18, 0x00, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00
},
{
0x00, 0x00, 0x00, 0x10, 0x28, 0x1C, 0x10, 0x1C, 0x10, 0x10, 0x14, 0x0C,
0x1C, 0x1C, 0x3C, 0x24, 0x24, 0x3C, 0x18, 0x18, 0x24, 0x10, 0x10, 0x18,
0x14, 0x20, 0x04, 0x00, 0x00, 0x24, 0x3C, 0x3C, 0x3C, 0x00, 0x00, 0x00,
0x3C, 0x2C, 0x00, 0x3C, 0x18, 0x00, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00
},
{
0x00, 0x00, 0x00, 0x3F, 0x26, 0x3F, 0x36, 0x1C, 0x36, 0x2C, 0x12, 0x2A,
0x27, 0x0C, 0x24, 0x22, 0x07, 0x1E, 0x1D, 0x03, 0x18, 0x16, 0x00, 0x10,
0x14, 0x20, 0x04, 0x00, 0x00, 0x24, 0x3C, 0x3C, 0x3A, 0x00, 0x00, 0x00,
0x3C, 0x2C, 0x00, 0x3C, 0x18, 0x00, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00
},
{
0x00, 0x00, 0x00, 0x3F, 0x39, 0x26, 0x38, 0x34, 0x1C, 0x30, 0x2F, 0x13,
0x27, 0x29, 0x0C, 0x1D, 0x22, 0x07, 0x14, 0x1B, 0x03, 0x0C, 0x14, 0x00,
0x14, 0x20, 0x04, 0x00, 0x00, 0x24, 0x3C, 0x3C, 0x3A, 0x00, 0x00, 0x00,
0x3C, 0x2C, 0x00, 0x3C, 0x18, 0x00, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00
},
{
0x00, 0x00, 0x00, 0x24, 0x3C, 0x3C, 0x1C, 0x34, 0x38, 0x14, 0x2C, 0x30,
0x0C, 0x20, 0x2C, 0x08, 0x18, 0x28, 0x04, 0x10, 0x20, 0x00, 0x08, 0x1C,
0x14, 0x20, 0x04, 0x00, 0x00, 0x24, 0x3C, 0x3C, 0x38, 0x00, 0x00, 0x00,
0x3C, 0x2C, 0x00, 0x3C, 0x18, 0x00, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00
},
{
0x00, 0x00, 0x00, 0x3C, 0x2C, 0x24, 0x38, 0x24, 0x1C, 0x30, 0x1C, 0x14,
0x28, 0x18, 0x0C, 0x20, 0x10, 0x04, 0x1C, 0x0C, 0x00, 0x14, 0x08, 0x00,
0x14, 0x20, 0x04, 0x00, 0x00, 0x24, 0x3C, 0x3C, 0x38, 0x00, 0x00, 0x00,
0x3C, 0x2C, 0x00, 0x3C, 0x18, 0x00, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00
},
{
0x00, 0x00, 0x00, 0x3C, 0x34, 0x24, 0x38, 0x2C, 0x1C, 0x30, 0x24, 0x14,
0x2C, 0x1C, 0x10, 0x30, 0x30, 0x3C, 0x1C, 0x1C, 0x38, 0x0C, 0x0C, 0x38,
0x14, 0x20, 0x04, 0x00, 0x00, 0x24, 0x3C, 0x3C, 0x3C, 0x00, 0x00, 0x00,
0x3C, 0x2C, 0x00, 0x3C, 0x18, 0x00, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00
},
{
0x00, 0x00, 0x00, 0x00, 0x00, 0x0C, 0x02, 0x03, 0x14, 0x07, 0x07, 0x1D,
0x0E, 0x0E, 0x25, 0x17, 0x17, 0x2E, 0x21, 0x22, 0x36, 0x2F, 0x2F, 0x3F,
0x3F, 0x3F, 0x3F, 0x3F, 0x3B, 0x0D, 0x3A, 0x31, 0x0A, 0x35, 0x28, 0x07,
0x30, 0x21, 0x04, 0x2B, 0x19, 0x02, 0x26, 0x12, 0x01, 0x16, 0x0B, 0x00
},
{
0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x21, 0x01, 0x00, 0x2A, 0x02, 0x00,
0x33, 0x03, 0x00, 0x3D, 0x06, 0x00, 0x2A, 0x19, 0x05, 0x15, 0x14, 0x14,
0x22, 0x1F, 0x1E, 0x2F, 0x2C, 0x28, 0x3F, 0x3C, 0x29, 0x3F, 0x38, 0x0B,
0x3B, 0x30, 0x0A, 0x37, 0x29, 0x08, 0x33, 0x23, 0x07, 0x2F, 0x1D, 0x06
},
{
0x00, 0x00, 0x00, 0x00, 0x1C, 0x38, 0x34, 0x30, 0x28, 0x2C, 0x24, 0x1C,
0x24, 0x18, 0x10, 0x1C, 0x10, 0x08, 0x14, 0x04, 0x04, 0x10, 0x00, 0x00,
0x14, 0x20, 0x04, 0x00, 0x00, 0x24, 0x3C, 0x3C, 0x38, 0x00, 0x00, 0x00,
0x3C, 0x2C, 0x00, 0x3C, 0x18, 0x00, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00
},
{
0x00, 0x00, 0x00, 0x00, 0x1C, 0x38, 0x34, 0x30, 0x28, 0x2C, 0x24, 0x1C,
0x3F, 0x3F, 0x3F, 0x3F, 0x3F, 0x3F, 0x3F, 0x3F, 0x3F, 0x3F, 0x3F, 0x3F,
0x14, 0x20, 0x04, 0x00, 0x00, 0x24, 0x3C, 0x3C, 0x38, 0x00, 0x00, 0x00,
0x3C, 0x2C, 0x00, 0x3C, 0x18, 0x00, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00
},
{
0x00, 0x00, 0x00, 0x1A, 0x30, 0x37, 0x14, 0x28, 0x31, 0x10, 0x20, 0x2C,
0x0C, 0x19, 0x27, 0x08, 0x12, 0x21, 0x05, 0x0C, 0x1C, 0x03, 0x07, 0x16,
0x01, 0x03, 0x11, 0x00, 0x00, 0x0C, 0x3C, 0x3C, 0x3C, 0x00, 0x00, 0x00,
0x3C, 0x2C, 0x00, 0x3C, 0x18, 0x00, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00
},
{
0x00, 0x00, 0x00, 0x34, 0x30, 0x34, 0x30, 0x24, 0x30, 0x28, 0x1C, 0x28,
0x24, 0x14, 0x24, 0x1C, 0x0C, 0x1C, 0x18, 0x08, 0x18, 0x14, 0x04, 0x14,
0x0C, 0x04, 0x0C, 0x08, 0x00, 0x08, 0x3C, 0x3C, 0x3C, 0x00, 0x00, 0x00,
0x3C, 0x2C, 0x00, 0x3C, 0x18, 0x00, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00
},
{
0x00, 0x00, 0x00, 0x2C, 0x24, 0x0C, 0x34, 0x34, 0x28, 0x2C, 0x2C, 0x1C,
0x24, 0x24, 0x10, 0x1C, 0x18, 0x08, 0x14, 0x14, 0x08, 0x10, 0x10, 0x04,
0x0C, 0x0C, 0x04, 0x00, 0x00, 0x24, 0x3C, 0x3C, 0x38, 0x00, 0x00, 0x00,
0x3C, 0x2C, 0x00, 0x3C, 0x18, 0x00, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00
},
{
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x14, 0x28, 0x31, 0x10, 0x20, 0x2C,
0x0C, 0x19, 0x27, 0x08, 0x12, 0x21, 0x05, 0x0C, 0x1C, 0x03, 0x07, 0x16,
0x01, 0x03, 0x11, 0x00, 0x3C, 0x00, 0x3C, 0x3C, 0x3C, 0x00, 0x00, 0x00,
0x3C, 0x2C, 0x00, 0x3C, 0x18, 0x00, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00
},
{
0x00, 0x00, 0x00, 0x10, 0x28, 0x1C, 0x10, 0x1C, 0x10, 0x10, 0x14, 0x0C,
0x1C, 0x1C, 0x3C, 0x24, 0x24, 0x3C, 0x18, 0x18, 0x24, 0x10, 0x10, 0x18,
0x14, 0x20, 0x04, 0x00, 0x00, 0x24, 0x3C, 0x3C, 0x3C, 0x00, 0x00, 0x00,
0x3C, 0x2C, 0x00, 0x3C, 0x18, 0x00, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00
},
{
0x00, 0x00, 0x00, 0x10, 0x28, 0x1C, 0x10, 0x1C, 0x10, 0x10, 0x14, 0x0C,
0x1C, 0x1C, 0x3C, 0x24, 0x24, 0x3C, 0x18, 0x18, 0x24, 0x10, 0x10, 0x18,
0x14, 0x20, 0x04, 0x00, 0x00, 0x24, 0x3C, 0x3C, 0x3C, 0x00, 0x00, 0x00,
0x3C, 0x2C, 0x00, 0x3C, 0x18, 0x00, 0x3C, 0x04, 0x00, 0x1C, 0x00, 0x00
}
};
static const uint kLanguageCount = 5;
static const uint kCopyProtectionHelpStringCount = 3;
static const char *kCopyProtectionHelpStrings[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[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
};
namespace Gob {
namespace OnceUpon {
const OnceUpon::MenuButton OnceUpon::kMainMenuDifficultyButton[3] = {
{false, 29, 18, 77, 57, 0, 0, 0, 0, 0, 0, 0},
{false, 133, 18, 181, 57, 0, 0, 0, 0, 0, 0, 1},
{false, 241, 18, 289, 57, 0, 0, 0, 0, 0, 0, 2},
};
const OnceUpon::MenuButton OnceUpon::kSectionButtons[4] = {
{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[3] = {
{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 char *OnceUpon::kSound[kSoundMAX] = {
"diamant.snd"
};
OnceUpon::OnceUpon(GobEngine *vm) : PreGob(vm), _jeudak(0), _lettre(0), _plettre(0), _glettre(0),
_openedArchives(false), _animalsButton(0) {
}
OnceUpon::~OnceUpon() {
deinit();
}
void OnceUpon::init() {
deinit();
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;
_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);
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));
loadSounds(kSound, kSoundMAX);
initScreen();
_difficulty = kDifficultyMAX;
_section = 0;
}
void OnceUpon::deinit() {
freeSounds();
delete _jeudak;
delete _lettre;
delete _plettre;
delete _glettre;
_jeudak = 0;
_lettre = 0;
_plettre = 0;
_glettre = 0;
if (_openedArchives) {
_vm->_dataIO->closeArchive(true);
_vm->_dataIO->closeArchive(true);
_vm->_dataIO->closeArchive(true);
}
_openedArchives = false;
}
void OnceUpon::setAnimalsButton(const MenuButton *animalsButton) {
_animalsButton = animalsButton;
}
void OnceUpon::setCopyProtectionPalette() {
setPalette(kCopyProtectionPalette, kPaletteSize);
}
void OnceUpon::setGamePalette(uint palette) {
if (palette >= kPaletteCount)
return;
setPalette(kGamePalettes[palette], kPaletteSize);
}
void OnceUpon::setGameCursor() {
Surface cursor(320, 16, 1);
_vm->_video->drawPackedSprite("icon.cmp", cursor);
setCursor(cursor, 105, 0, 120, 15, 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();
setCopyProtectionPalette();
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]);
ANIFile ani (_vm, "grille.ani", 320);
ANIObject clown(ani);
setCursor(sprites[1], 5, 110, 20, 134, 3, 0);
CopyProtectionState state = kCPStateSetup;
uint8 triesLeft = 2;
int8 animalShape = -1;
bool hasCorrect = false;
while (!_vm->shouldQuit() && (state != kCPStateFinish)) {
clearAnim(clown);
// Set up the screen
if (state == kCPStateSetup) {
animalShape = cpSetup(colors, shapes, obfuscate, sprites);
setAnimState(clown, kClownAnimationClownStand, false, false);
state = kCPStateWaitUser;
}
drawAnim(clown);
// If we're waiting for the clown and he finished, evaluate if we're finished
if (!clown.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;
setAnimState(clown, hasCorrect ? kClownAnimationClownCheer : kClownAnimationClownCry, true, false);
state = kCPStateWaitClown;
}
}
}
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::setAnimState(ANIObject &ani, uint16 state, bool once, bool pause) const {
ani.setAnimation(state);
ani.setMode(once ? ANIObject::kModeOnce : ANIObject::kModeContinuous);
ani.setPause(pause);
ani.setVisible(true);
ani.setPosition();
}
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::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::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();
}
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);
ANIObject title(ani);
setAnimState(title, 8, false, false);
playTitleMusic();
while (!_vm->shouldQuit()) {
redrawAnim(title);
fadeIn();
endFrame(true);
if (hasInput())
break;
}
fadeOut();
stopTitleMusic();
}
void OnceUpon::playTitleMusic() {
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() {
_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();
}
OnceUpon::MenuAction OnceUpon::doMenu(MenuType type) {
bool cursorVisible = isCursorVisible();
// Set the cursor
addCursor();
setGameCursor();
// Backup the screen
Surface screenBackup(320, 200, 1);
screenBackup.blit(*_vm->_draw->_backSurface);
// Handle the specific menu
MenuAction action;
if (type == kMenuTypeMainStart)
action = doMenuMainStart();
else if (type == kMenuTypeMainIngame)
action = doMenuMainIngame();
else if (type == kMenuTypeIngame)
action = doMenuIngame();
else
error("OnceUpon::doMenu(): No such menu %d", type);
if (_vm->shouldQuit())
return action;
// The ingame menu cleans itself up in a special way
if (type == kMenuTypeIngame)
clearMenuIngame(screenBackup);
// The main menus fade out
if ((type == kMenuTypeMainStart) || (type == kMenuTypeMainIngame))
fadeOut();
// Restore the screen
_vm->_draw->_backSurface->blit(screenBackup);
_vm->_draw->forceBlit();
// Restore the cursor
if (!cursorVisible)
hideCursor();
removeCursor();
return action;
}
OnceUpon::MenuAction OnceUpon::doMenuMainStart() {
fadeOut();
drawMenuMainStart();
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
Difficulty difficulty = checkDifficultyButton(mouseX, mouseY);
if (difficulty < kDifficultyMAX) {
_difficulty = difficulty;
action = kMenuActionPlay;
drawMenuMainStart();
_vm->_util->longDelay(1000);
}
if (checkAnimalsButton(mouseX, mouseY))
action = kMenuActionAnimals;
}
return action;
}
OnceUpon::MenuAction OnceUpon::doMenuMainIngame() {
fadeOut();
drawMenuMainIngame();
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
Difficulty difficulty = checkDifficultyButton(mouseX, mouseY);
if ((difficulty < kDifficultyMAX) && (_difficulty != difficulty)) {
_difficulty = difficulty;
drawMenuMainIngame();
}
// If we clicked on a section button, restart the game from this section
int8 section = checkSectionButton(mouseX, mouseY);
if (section >= 0) {
_section = section;
action = kMenuActionRestart;
}
}
return action;
}
OnceUpon::MenuAction OnceUpon::doMenuIngame() {
drawMenuIngame();
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;
// Check if we've pressed one of the buttons
int8 button = checkIngameButton(mouseX, mouseY);
if (button == 0)
action = kMenuActionQuit;
else if (button == 1)
action = kMenuActionMainMenu;
else if (button == 2)
action = kMenuActionPlay;
}
return action;
}
void OnceUpon::drawMenuMainStart() {
// 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);
_vm->_draw->_backSurface->blit(elements,
_animalsButton->srcLeft , _animalsButton->srcTop,
_animalsButton->srcRight, _animalsButton->srcBottom,
_animalsButton->dstX , _animalsButton->dstY);
}
// Highlight the current difficulty
drawMenuDifficulty();
_vm->_draw->forceBlit();
}
void OnceUpon::drawMenuMainIngame() {
// 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 >= (uint)button.id)
_vm->_draw->_backSurface->blit(elements, button.srcLeft, button.srcTop, button.srcRight, button.srcBottom,
button.dstX, button.dstY);
}
_vm->_draw->forceBlit();
}
void OnceUpon::drawMenuIngame() {
Surface menu(320, 34, 1);
_vm->_video->drawPackedSprite("icon.cmp", menu);
// Draw the menu in a special way
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
_vm->_draw->_backSurface->drawRect(kMainMenuDifficultyButton[_difficulty].left,
kMainMenuDifficultyButton[_difficulty].top,
kMainMenuDifficultyButton[_difficulty].right,
kMainMenuDifficultyButton[_difficulty].bottom,
difficulties->getLines()[_difficulty].color);
delete difficulties;
}
void OnceUpon::clearMenuIngame(const Surface &background) {
// 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::Difficulty OnceUpon::checkDifficultyButton(int16 x, int16 y) const {
for (uint i = 0; i < ARRAYSIZE(kMainMenuDifficultyButton); i++) {
const MenuButton &button = kMainMenuDifficultyButton[i];
if ((x >= button.left) && (x <= button.right) && (y >= button.top) && (y <= button.bottom))
return (Difficulty) button.id;
}
return kDifficultyMAX;
}
bool OnceUpon::checkAnimalsButton(int16 x, int16 y) const {
if (!_animalsButton)
return false;
return (x >= _animalsButton->left) && (x <= _animalsButton->right) &&
(y >= _animalsButton->top) && (y <= _animalsButton->bottom);
}
int8 OnceUpon::checkSectionButton(int16 x, int16 y) const {
for (uint i = 0; i < ARRAYSIZE(kSectionButtons); i++) {
const MenuButton &button = kSectionButtons[i];
if ((uint)button.id > _section)
continue;
if ((x >= button.left) && (x <= button.right) && (y >= button.top) && (y <= button.bottom))
return (int8)button.id;
}
return -1;
}
int8 OnceUpon::checkIngameButton(int16 x, int16 y) const {
for (uint i = 0; i < ARRAYSIZE(kIngameButtons); i++) {
const MenuButton &button = kIngameButtons[i];
if ((x >= button.left) && (x <= button.right) && (y >= button.top) && (y <= button.bottom))
return (int8)button.id;
}
return -1;
}
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;
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);
}
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);
}
}
} // End of namespace OnceUpon
} // End of namespace Gob
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