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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 "xeen/dialogs_options.h"
#include "xeen/resources.h"
namespace Xeen {
void OptionsMenu::show(XeenEngine *vm) {
OptionsMenu *menu;
switch (vm->getGameID()) {
case GType_Clouds:
menu = new CloudsOptionsMenu(vm);
break;
case GType_DarkSide:
menu = new DarkSideOptionsMenu(vm);
break;
case GType_WorldOfXeen:
menu = new WorldOptionsMenu(vm);
break;
default:
error("Unsupported game");
break;
}
menu->execute();
delete menu;
}
void OptionsMenu::execute() {
SpriteResource special("special.icn");
Screen &screen = *_vm->_screen;
EventsManager &events = *_vm->_events;
File newBright("newbrigh.m");
_vm->_sound->playSong(newBright);
screen._windows[GAME_WINDOW].setBounds(Common::Rect(72, 25, 248, 175));
Common::String title1, title2;
startup(title1, title2);
SpriteResource title1Sprites(title1), title2Sprites(title2);
bool firstTime = true, doFade = true;
while (!_vm->shouldQuit()) {
setBackground(doFade);
events.setCursor(0);
if (firstTime) {
firstTime = false;
warning("TODO: Read existing save file");
}
showTitles1(title1Sprites);
showTitles2();
clearButtons();
setupButtons(&title2Sprites);
openWindow();
while (!_vm->shouldQuit()) {
// Show the dialog with a continually animating background
while (!_vm->shouldQuit() && !_buttonValue)
showContents(title1Sprites, true);
if (_vm->shouldQuit())
return;
// Handle keypress
int key = toupper(_buttonValue);
_buttonValue = 0;
if (key == 'C' || key == 'V') {
// Show credits
CreditsScreen::show(_vm);
break;
} else if (key == 27) {
// Hide the options menu
break;
}
}
}
}
void OptionsMenu::showTitles1(SpriteResource &sprites) {
Screen &screen = *_vm->_screen;
EventsManager &events = *_vm->_events;
int frameNum = 0;
while (!_vm->shouldQuit() && !events.isKeyMousePressed()) {
events.updateGameCounter();
frameNum = ++frameNum % (_vm->getGameID() == GType_WorldOfXeen ? 5 : 10);
screen.restoreBackground();
sprites.draw(screen, frameNum);
events.wait(4, true);
}
}
void OptionsMenu::showTitles2() {
Screen &screen = *_vm->_screen;
EventsManager &events = *_vm->_events;
SoundManager &sound = *_vm->_sound;
File voc("elect.voc");
SpriteResource titleSprites("title2b.raw");
SpriteResource kludgeSprites("kludge.int");
SpriteResource title2Sprites[8] = {
SpriteResource("title2b.int"), SpriteResource("title2c.int"),
SpriteResource("title2d.int"), SpriteResource("title2e.int"),
SpriteResource("title2f.int"), SpriteResource("title2g.int"),
SpriteResource("title2h.int"), SpriteResource("title2i.int"),
};
kludgeSprites.draw(screen, 0);
screen.saveBackground();
sound.playSample(&voc, 0);
for (int i = 0; i < 30 && !_vm->shouldQuit(); ++i) {
events.updateGameCounter();
screen.restoreBackground();
title2Sprites[i / 4].draw(screen, i % 4);
screen._windows[0].update();
if (i == 19)
sound.playSample(nullptr, 0);
while (!_vm->shouldQuit() && events.timeElapsed() < 2)
events.pollEventsAndWait();
}
screen.restoreBackground();
screen._windows[0].update();
}
void OptionsMenu::setupButtons(SpriteResource *buttons) {
addButton(Common::Rect(124, 87, 124 + 53, 87 + 10), 'S', buttons, false);
addButton(Common::Rect(126, 98, 126 + 47, 98 + 10), 'L', buttons, false);
addButton(Common::Rect(91, 110, 91 + 118, 110 + 10), 'C', buttons, false);
addButton(Common::Rect(85, 121, 85 + 131, 121 + 10), 'O', buttons, false);
}
void WorldOptionsMenu::setupButtons(SpriteResource *buttons) {
addButton(Common::Rect(93, 53, 93 + 134, 53 + 20), 'S', buttons, true);
addButton(Common::Rect(93, 78, 93 + 134, 78 + 20), 'L', buttons, true);
addButton(Common::Rect(93, 103, 93 + 134, 103 + 20), 'C', buttons, true);
addButton(Common::Rect(93, 128, 93 + 134, 128 + 20), 'O', buttons, true);
}
/*------------------------------------------------------------------------*/
void CloudsOptionsMenu::startup(Common::String &title1, Common::String &title2) {
title1 = "title1.int";
title2 = "title1a.int";
}
/*------------------------------------------------------------------------*/
void DarkSideOptionsMenu::startup(Common::String &title1, Common::String &title2) {
title1 = "title2.int";
title2 = "title2a.int";
}
void WorldOptionsMenu::startup(Common::String &title1, Common::String &title2) {
title1 = "world.int";
title2 = "start.icn";
Screen &screen = *_vm->_screen;
screen.fadeOut(4);
screen.loadPalette("dark.pal");
_vm->_events->clearEvents();
}
void WorldOptionsMenu::setBackground(bool doFade) {
Screen &screen = *_vm->_screen;
screen.loadBackground("world.raw");
screen.saveBackground();
if (doFade)
screen.fadeIn(4);
}
void WorldOptionsMenu::openWindow() {
_vm->_screen->_windows[GAME_WINDOW].open();
}
void WorldOptionsMenu::showContents(SpriteResource &title1, bool waitFlag) {
Screen &screen = *_vm->_screen;
EventsManager &events = *_vm->_events;
events.updateGameCounter();
// Draw the background frame in a continous cycle
_bgFrame = ++_bgFrame % 5;
title1.draw(screen._windows[0], _bgFrame);
// Draw the basic frame for the optitons menu and title text
screen._windows[GAME_WINDOW].frame();
screen._windows[GAME_WINDOW].writeString(OPTIONS_TITLE);
drawButtons(&screen._windows[0]);
if (waitFlag) {
screen._windows[0].update();
while (!_vm->shouldQuit() && !_buttonValue && events.timeElapsed() < 3) {
checkEvents(_vm);
}
}
}
} // End of namespace Xeen
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