1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
|
/* 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.
*
*/
/*
* This code is based on original Tony Tough source code
*
* Copyright (c) 1997-2003 Nayma Software
*/
#ifndef TONY_GAME_H
#define TONY_GAME_H
#include "tony/adv.h"
#include "tony/gfxcore.h"
#include "tony/input.h"
#include "tony/loc.h"
#include "tony/utils.h"
namespace Tony {
#define INIT_GFX16_FROMRAW(dwRes, buf16) \
raw = new RMResRaw(dwRes); \
assert(raw->isValid()); \
assert((buf16) == NULL); \
(buf16) = new RMGfxSourceBuffer16(false); \
(buf16)->init(*raw,raw->width(),raw->height()); \
delete raw;
#define INIT_GFX8_FROMRAW(raw, dwRes, buf8) \
raw = new RMResRaw(dwRes); \
assert(raw->isValid()); \
assert((buf8) == NULL); \
(buf8) = new RMGfxSourceBuffer8RLEByte(); \
(buf8)->init(*raw, raw->width(), raw->height(), true); \
delete raw;
class RMPointer {
private:
RMGfxSourceBuffer8 *_pointer[16];
RMPoint _hotspot[16];
RMPoint _cursorHotspot;
RMItem *_specialPointer[16];
int _nCurPointer;
int _nCurSpecialPointer;
RMGfxSourceBuffer8 *_nCurCustomPointer;
public:
enum PointerType {
PTR_NONE = 0,
PTR_ARROWUP,
PTR_ARROWDOWN,
PTR_ARROWLEFT,
PTR_ARROWRIGHT,
PTR_ARROWMAP,
PTR_CUSTOM
};
public:
/**
* Constructor & destructor
*/
RMPointer();
virtual ~RMPointer();
/**
* Initialization
*/
void init();
/**
* Deinitialization
*/
void close();
/**
* Process a frame
*/
void doFrame();
/**
* draw method
*/
void draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
/**
* Sets a new action as current
*/
void setAction(RMTonyAction action) {
_nCurPointer = action;
updateCursor();
}
/**
* Sets a new pointer
*/
void setSpecialPointer(PointerType ptr) {
_nCurSpecialPointer = ptr;
if (_nCurSpecialPointer && _nCurSpecialPointer != PTR_CUSTOM)
_specialPointer[ptr - 1]->setPattern(1);
updateCursor();
}
PointerType getSpecialPointer() {
return (PointerType)_nCurSpecialPointer;
}
/**
* Set the new custom pointer
*/
void setCustomPointer(RMGfxSourceBuffer8 *ptr) {
_nCurCustomPointer = ptr;
updateCursor();
}
/**
* Return the current action to be applied according to the pointer
*/
int curAction();
/**
* Update the cursor
*/
void updateCursor();
/**
* Show the cursor
*/
void showCursor();
/**
* Hide the cursor
*/
void hideCursor();
};
class RMOptionButton: public RMGfxTaskSetPrior {
public:
RMRect _rect;
RMGfxSourceBuffer16 *_buf;
bool _bActive;
bool _bHasGfx;
bool _bDoubleState;
public:
RMOptionButton(uint32 dwRes, RMPoint pt, bool bDoubleState = false);
RMOptionButton(const RMRect &pt);
virtual ~RMOptionButton();
bool doFrame(const RMPoint &mousePos, bool bLeftClick, bool bRightClick);
virtual void draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
void addToList(RMGfxTargetBuffer &bigBuf);
bool isActive() {
return _bActive;
}
void setActiveState(bool bState) {
_bActive = bState;
}
};
class RMOptionSlide : public RMGfxTaskSetPrior {
private:
RMOptionButton *_pushLeft;
RMOptionButton *_pushRight;
RMGfxSourceBuffer16 *_sliderCenter;
RMGfxSourceBuffer16 *_sliderLeft;
RMGfxSourceBuffer16 *_sliderRight;
RMGfxSourceBuffer16 *_sliderSingle;
int _nSlideSize;
RMPoint _pos;
int _nValue;
int _nMax;
int _nStep;
public:
RMOptionSlide(const RMPoint &pt, int m_nRange = 100, int m_nStartValue = 0, int slideSize = 300);
virtual ~RMOptionSlide();
bool doFrame(const RMPoint &mousePos, bool bLeftClick, bool bRightClick);
virtual void draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
void addToList(RMGfxTargetBuffer &bigBuf);
int getValue() {
return _nValue;
}
};
class RMOptionScreen : public RMGfxWoodyBuffer {
private:
RMGfxSourceBuffer16 *_menu;
RMGfxSourceBuffer16 *_quitConfirm;
RMGfxSourceBuffer16 *_hideLoadSave;
RMOptionButton *_buttonQuitYes;
RMOptionButton *_buttonQuitNo;
RMOptionButton *_buttonExit;
RMOptionButton *_buttonQuit;
RMOptionButton *_buttonLoad;
RMOptionButton *_buttonSave;
RMOptionButton *_buttonGameMenu;
RMOptionButton *_buttonGfxMenu;
RMOptionButton *_buttonSoundMenu;
RMGfxSourceBuffer8 *_saveEasy;
RMGfxSourceBuffer8 *_saveHard;
RMGfxSourceBuffer16 *_curThumb[6];
Common::String _curThumbName[6];
byte _curThumbDiff[6];
RMOptionButton *_buttonSave_States[6];
RMOptionButton *_buttonSave_ArrowLeft;
RMOptionButton *_buttonSave_ArrowRight;
RMOptionButton *_buttonGfx_Tips;
RMOptionButton *_buttonSound_DubbingOn;
RMOptionButton *_buttonSound_MusicOn;
RMOptionButton *_buttonSound_SFXOn;
RMOptionSlide *_slideTonySpeed;
RMOptionSlide *_slideTextSpeed;
int _statePos;
bool _bEditSaveName;
int _nEditPos;
char _editName[256];
union {
RMOptionButton *_buttonGame_Lock;
RMOptionButton *_buttonGfx_Anni30;
RMOptionSlide *_sliderSound_Music;
};
union {
RMOptionButton *_buttonGame_TimerizedText;
RMOptionButton *_buttonGfx_AntiAlias;
RMOptionSlide *_sliderSound_SFX;
};
union {
RMOptionButton *_buttonGame_Scrolling;
RMOptionButton *_buttonGfx_Sottotitoli;
RMOptionSlide *_sliderSound_Dubbing;
};
union {
RMOptionButton *_buttonGame_InterUp;
RMOptionButton *_buttonGfx_Trans;
};
int _fadeStep;
bool _bExit;
bool _bQuitConfirm;
int _fadeY;
int _fadeTime;
bool _bLoadMenuOnly;
bool _bNoLoadSave;
bool _bAlterGfx;
enum OptionScreenState {
MENUGAME,
MENUGFX,
MENUSOUND,
MENULOAD,
MENUSAVE,
MENUNONE
};
OptionScreenState _nState;
OptionScreenState _nLastState;
public:
RMOptionScreen();
virtual ~RMOptionScreen();
void init(CORO_PARAM, RMGfxTargetBuffer &bigBuf, bool &result);
void initLoadMenuOnly(CORO_PARAM, RMGfxTargetBuffer &bigBuf, bool bAlternateGfx, bool &result);
void initSaveMenuOnly(CORO_PARAM, RMGfxTargetBuffer &bigBuf, bool bAlternateGfx, bool &result);
void initNoLoadSave(CORO_PARAM, RMGfxTargetBuffer &bigBuf, bool &result);
void reInit(RMGfxTargetBuffer &bigBuf);
bool close();
bool isClosing();
// Overloaded methods
virtual int priority();
virtual void draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
virtual void removeThis(CORO_PARAM, bool &result);
/**
* Polling for the option screen
*/
void doFrame(CORO_PARAM, RMInput *m_input);
/**
* Retrieves a savegame's thumbnail, description, and difficulty level
*/
static bool loadThumbnailFromSaveState(int numState, byte *lpDestBuf, Common::String &name, byte &diff);
protected:
// Initialization and state change
void initState(CORO_PARAM);
void closeState();
void changeState(CORO_PARAM, OptionScreenState newState);
// Repaint the options menu
void refreshAll(CORO_PARAM);
void refreshThumbnails();
};
} // End of namespace Tony
#endif
|