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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 "common/scummsys.h"
#include "common/config-manager.h"
#include "mads/game.h"
#include "mads/mads.h"
#include "mads/menu_views.h"
#include "mads/resources.h"
#include "mads/scene.h"
#include "mads/screen.h"
#include "mads/nebular/menu_nebular.h"
namespace MADS {
namespace Nebular {
#define NEBULAR_MENUSCREEN 990
#define MADS_MENU_Y ((MADS_SCREEN_HEIGHT - MADS_SCENE_HEIGHT) / 2)
#define MADS_MENU_ANIM_DELAY 70
MainMenu::MainMenu(MADSEngine *vm): MenuView(vm) {
Common::fill(&_menuItems[0], &_menuItems[7], (SpriteAsset *)nullptr);
Common::fill(&_menuItemIndexes[0], &_menuItemIndexes[7], -1);
_delayTimeout = 0;
_menuItemIndex = -1;
_frameIndex = 0;
_skipFlag = false;
_highlightedIndex = -1;
_selectedIndex = -1;
_buttonDown = false;
for (int i = 0; i < 7; ++i)
_menuItems[i] = nullptr;
}
MainMenu::~MainMenu() {
Scene &scene = _vm->_game->_scene;
for (int i = 0; i < 7; ++i) {
if (_menuItemIndexes[i] != -1)
scene._sprites.remove(_menuItemIndexes[i]);
}
scene._spriteSlots.reset();
}
bool MainMenu::shouldShowQuotes() {
return ConfMan.hasKey("ShowQuotes") && ConfMan.getBool("ShowQuotes");
}
void MainMenu::display() {
MenuView::display();
Scene &scene = _vm->_game->_scene;
ScreenObjects &screenObjects = _vm->_game->_screenObjects;
screenObjects.clear();
// Load each of the menu item assets and add to the scene sprites list
for (int i = 0; i < 7; ++i) {
Common::String spritesName = Resources::formatName(NEBULAR_MENUSCREEN,
'A', i + 1, EXT_SS, "");
_menuItems[i] = new SpriteAsset(_vm, spritesName, 0);
_menuItemIndexes[i] = scene._sprites.add(_menuItems[i]);
// Register the menu item area in the screen objects
MSprite *frame0 = _menuItems[i]->getFrame(0);
Common::Point pt(frame0->_offset.x - (frame0->w / 2),
frame0->_offset.y - frame0->h);
screenObjects.add(
Common::Rect(pt.x, pt.y + DIALOG_TOP, pt.x + frame0->w,
pt.y + frame0->h + DIALOG_TOP), SCREENMODE_VGA, CAT_COMMAND, i);
}
// Set the cursor for when it's shown
_vm->_events->setCursor(CURSOR_ARROW);
}
void MainMenu::doFrame() {
// Delay between animation frames on the menu
uint32 currTime = g_system->getMillis();
if (currTime < _delayTimeout)
return;
_delayTimeout = currTime + MADS_MENU_ANIM_DELAY;
// If an item has already been selected, handle rotating out the other menu items
if (_selectedIndex != -1) {
if (_frameIndex == _menuItems[0]->getCount()) {
handleAction((MADSGameAction)_selectedIndex);
} else {
for (_menuItemIndex = 0; _menuItemIndex < 6; ++_menuItemIndex) {
if (_menuItemIndex == 4 && !shouldShowQuotes())
continue;
if (_menuItemIndex != _selectedIndex) {
addSpriteSlot();
}
}
// Move the menu items to the next frame
++_frameIndex;
}
return;
}
// If we've alerady reached the end of the menuitem animation, exit immediately
if (_menuItemIndex == 6)
return;
// If the user has chosen to skip the animation, show the full menu immediately
if (_skipFlag && _menuItemIndex >= 0) {
// Quickly loop through all the menu items to display each's final frame
for (; _menuItemIndex < 6; ++_menuItemIndex) {
if (_menuItemIndex == 4 && !shouldShowQuotes())
continue;
// Draw the final frame of the menuitem
_frameIndex = 0;
addSpriteSlot();
}
_vm->_events->setCursor(CURSOR_ARROW);
_vm->_events->showCursor();
} else {
if ((_menuItemIndex == -1) || (_frameIndex == 0)) {
if (++_menuItemIndex == 6) {
// Reached end of display animation
_vm->_events->setCursor(CURSOR_ARROW);
_vm->_events->showCursor();
return;
} else if (_menuItemIndex == 4 && !shouldShowQuotes()) {
++_menuItemIndex;
}
_frameIndex = _menuItems[_menuItemIndex]->getCount() - 1;
} else {
--_frameIndex;
}
// Move to the next menuitem frame
addSpriteSlot();
}
}
void MainMenu::addSpriteSlot() {
Scene &scene = _vm->_game->_scene;
SpriteSlots &spriteSlots = scene._spriteSlots;
int seqIndex = (_menuItemIndex < 6) ? _menuItemIndex : _frameIndex;
spriteSlots.deleteTimer(seqIndex);
SpriteAsset *menuItem = _menuItems[_menuItemIndex];
MSprite *spr = menuItem->getFrame(_frameIndex);
SpriteSlot &slot = spriteSlots[spriteSlots.add()];
slot._flags = IMG_UPDATE;
slot._seqIndex = seqIndex;
slot._spritesIndex = _menuItemIndexes[_menuItemIndex];
slot._frameNumber = _frameIndex + 1;
slot._position = spr->_offset;
slot._depth = 1;
slot._scale = 100;
_redrawFlag = true;
}
bool MainMenu::onEvent(Common::Event &event) {
Scene &scene = _vm->_game->_scene;
if (_selectedIndex != -1)
return false;
// Handle keypresses - these can be done at any time, even when the menu items are being drawn
if (event.type == Common::EVENT_KEYDOWN) {
switch (event.kbd.keycode) {
case Common::KEYCODE_ESCAPE:
case Common::KEYCODE_F6:
handleAction(EXIT);
break;
case Common::KEYCODE_F1:
handleAction(START_GAME);
break;
case Common::KEYCODE_F2:
handleAction(RESUME_GAME);
break;
case Common::KEYCODE_F3:
handleAction(SHOW_INTRO);
break;
case Common::KEYCODE_F4:
handleAction(CREDITS);
break;
case Common::KEYCODE_F5:
handleAction(QUOTES);
break;
case Common::KEYCODE_s: {
// Goodness knows why, but Rex has a key to restart the menuitem animations
// Restart the animation
_menuItemIndex = -1;
for (int i = 0; i < 6; ++i)
scene._spriteSlots.deleteTimer(i);
_skipFlag = false;
_vm->_events->hideCursor();
break;
}
default:
// Any other key skips the menu animation
_skipFlag = true;
return false;
}
return true;
}
switch (event.type) {
case Common::EVENT_LBUTTONDOWN:
if (_vm->_events->isCursorVisible()) {
_buttonDown = true;
int menuIndex = getHighlightedItem(event.mouse);
if (menuIndex != _highlightedIndex) {
scene._spriteSlots.deleteTimer(menuIndex);
_highlightedIndex = menuIndex;
if (_highlightedIndex != -1) {
_frameIndex = _highlightedIndex;
addSpriteSlot();
}
}
} else {
// Skip the menu animation
_skipFlag = true;
}
return true;
case Common::EVENT_MOUSEMOVE:
if (_buttonDown) {
int menuIndex = getHighlightedItem(event.mouse);
if (menuIndex != _highlightedIndex) {
if (_highlightedIndex != -1) {
// Revert to the unselected menu item
unhighlightItem();
}
if (menuIndex != -1) {
// Highlight new item
_highlightedIndex = menuIndex;
_frameIndex = _highlightedIndex;
addSpriteSlot();
}
}
}
break;
case Common::EVENT_LBUTTONUP:
_buttonDown = false;
if (_highlightedIndex != -1) {
_selectedIndex = _highlightedIndex;
unhighlightItem();
_frameIndex = 0;
}
return true;
default:
break;
}
return false;
}
int MainMenu::getHighlightedItem(const Common::Point &pt) {
return _vm->_game->_screenObjects.scan(pt, SCREENMODE_VGA) - 1;
}
void MainMenu::unhighlightItem() {
// Revert to the unselected menu item
_vm->_game->_scene._spriteSlots.deleteTimer(_highlightedIndex);
_menuItemIndex = _highlightedIndex;
_frameIndex = 0;
addSpriteSlot();
_menuItemIndex = 6;
_highlightedIndex = -1;
}
void MainMenu::handleAction(MADSGameAction action) {
_vm->_events->hideCursor();
_breakFlag = true;
switch (action) {
case START_GAME:
// Show the difficulty dialog
_vm->_dialogs->_pendingDialog = DIALOG_DIFFICULTY;
break;
case RESUME_GAME:
// The original resumed the most recently saved game. Instead,
// just show the load game scren
_vm->_dialogs->_pendingDialog = DIALOG_RESTORE;
return;
case SHOW_INTRO:
AnimationView::execute(_vm, "rexopen");
break;
case CREDITS:
TextView::execute(_vm, "credits");
return;
case QUOTES:
TextView::execute(_vm, "quotes");
return;
case EXIT:
_vm->_dialogs->_pendingDialog = DIALOG_ADVERT;
break;
default:
break;
}
}
/*------------------------------------------------------------------------*/
AdvertView::AdvertView(MADSEngine *vm): EventTarget(), _vm(vm) {
_breakFlag = false;
}
void AdvertView::show() {
bool altAdvert = _vm->getRandomNumber(1000) >= 500;
int screenId = altAdvert ? 995 : 996;
uint32 expiryTime = g_system->getMillis() + 10 * 1000;
_vm->_palette->resetGamePalette(4, 8);
// Load the advert background onto the screen
SceneInfo *sceneInfo = SceneInfo::init(_vm);
sceneInfo->load(screenId, 0, Common::String(), 0, _vm->_game->_scene._depthSurface,
_vm->_screen);
_vm->_screen.copyRectToScreen(_vm->_screen.getBounds());
_vm->_palette->setFullPalette(_vm->_palette->_mainPalette);
delete sceneInfo;
EventsManager &events = *_vm->_events;
events.setEventTarget(this);
events.hideCursor();
while (!_breakFlag && !_vm->shouldQuit()) {
_vm->_events->waitForNextFrame();
_vm->_game->_fx = kTransitionNone;
_breakFlag |= g_system->getMillis() >= expiryTime;
}
events.setEventTarget(nullptr);
_vm->quitGame();
events.pollEvents();
}
bool AdvertView::onEvent(Common::Event &event) {
if (event.type == Common::EVENT_KEYDOWN || event.type == Common::EVENT_LBUTTONDOWN) {
_breakFlag = true;
return true;
}
return false;
}
/*------------------------------------------------------------------------*/
void RexAnimationView::scriptDone() {
AnimationView::scriptDone();
Common::String s = getResourceName();
if (s == "rexend1") {
TextView::execute(_vm, "ending1");
} else if (s == "rexend2") {
TextView::execute(_vm, "ending2");
} else if (s == "rexend3") {
TextView::execute(_vm, "credits");
}
}
} // End of namespace Nebular
} // End of namespace MADS
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