//Copyright Paul Reiche, Fred Ford. 1992-2002 /* * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "restart.h" #include "colors.h" #include "controls.h" #include "credits.h" #include "starmap.h" #include "fmv.h" #include "menustat.h" #include "gamestr.h" #include "globdata.h" #include "intel.h" #include "supermelee/melee.h" #include "resinst.h" #include "nameref.h" #include "save.h" #include "settings.h" #include "setup.h" #include "sounds.h" #include "setupmenu.h" #include "util.h" #include "starcon.h" #include "uqmversion.h" #include "libs/graphics/gfx_common.h" #include "libs/inplib.h" enum { START_NEW_GAME = 0, LOAD_SAVED_GAME, PLAY_SUPER_MELEE, SETUP_GAME, QUIT_GAME }; // Draw the full restart menu. Nothing is done with selections. static void DrawRestartMenuGraphic (MENU_STATE *pMS) { RECT r; STAMP s; TEXT t; UNICODE buf[64]; s.frame = pMS->CurFrame; GetFrameRect (s.frame, &r); s.origin.x = (SCREEN_WIDTH - r.extent.width) >> 1; s.origin.y = (SCREEN_HEIGHT - r.extent.height) >> 1; SetContextBackGroundColor (BLACK_COLOR); BatchGraphics (); ClearDrawable (); FlushColorXForms (); DrawStamp (&s); // Put the version number in the bottom right corner. SetContextFont (TinyFont); t.pStr = buf; t.baseline.x = SCREEN_WIDTH - 3; t.baseline.y = SCREEN_HEIGHT - 2; t.align = ALIGN_RIGHT; t.CharCount = (COUNT)~0; sprintf (buf, "v%d.%d.%d%s", UQM_MAJOR_VERSION, UQM_MINOR_VERSION, UQM_PATCH_VERSION, UQM_EXTRA_VERSION); SetContextForeGroundColor (WHITE_COLOR); font_DrawText (&t); UnbatchGraphics (); } static void DrawRestartMenu (MENU_STATE *pMS, BYTE NewState, FRAME f) { POINT origin; origin.x = 0; origin.y = 0; Flash_setOverlay(pMS->flashContext, &origin, SetAbsFrameIndex (f, NewState + 1)); } static BOOLEAN DoRestart (MENU_STATE *pMS) { static TimeCount LastInputTime; static TimeCount InactTimeOut; TimeCount TimeIn = GetTimeCounter (); /* Cancel any presses of the Pause key. */ GamePaused = FALSE; if (pMS->Initialized) Flash_process(pMS->flashContext); if (!pMS->Initialized) { if (pMS->hMusic) { StopMusic (); DestroyMusic (pMS->hMusic); pMS->hMusic = 0; } pMS->hMusic = LoadMusic (MAINMENU_MUSIC); InactTimeOut = (pMS->hMusic ? 120 : 20) * ONE_SECOND; pMS->flashContext = Flash_createOverlay (ScreenContext, NULL, NULL); Flash_setMergeFactors (pMS->flashContext, -3, 3, 16); Flash_setSpeed (pMS->flashContext, (6 * ONE_SECOND) / 16, 0, (6 * ONE_SECOND) / 16, 0); Flash_setFrameTime (pMS->flashContext, ONE_SECOND / 16); Flash_setState(pMS->flashContext, FlashState_fadeIn, (3 * ONE_SECOND) / 16); DrawRestartMenu (pMS, pMS->CurState, pMS->CurFrame); Flash_start (pMS->flashContext); PlayMusic (pMS->hMusic, TRUE, 1); LastInputTime = GetTimeCounter (); pMS->Initialized = TRUE; SleepThreadUntil (FadeScreen (FadeAllToColor, ONE_SECOND / 2)); } else if (GLOBAL (CurrentActivity) & CHECK_ABORT) { return FALSE; } else if (PulsedInputState.menu[KEY_MENU_SELECT]) { switch (pMS->CurState) { case LOAD_SAVED_GAME: LastActivity = CHECK_LOAD; GLOBAL (CurrentActivity) = IN_INTERPLANETARY; break; case START_NEW_GAME: LastActivity = CHECK_LOAD | CHECK_RESTART; GLOBAL (CurrentActivity) = IN_INTERPLANETARY; break; case PLAY_SUPER_MELEE: GLOBAL (CurrentActivity) = SUPER_MELEE; break; case SETUP_GAME: Flash_pause(pMS->flashContext); Flash_setState(pMS->flashContext, FlashState_fadeIn, (3 * ONE_SECOND) / 16); SetupMenu (); SetMenuSounds (MENU_SOUND_UP | MENU_SOUND_DOWN, MENU_SOUND_SELECT); LastInputTime = GetTimeCounter (); SetTransitionSource (NULL); BatchGraphics (); DrawRestartMenuGraphic (pMS); ScreenTransition (3, NULL); DrawRestartMenu (pMS, pMS->CurState, pMS->CurFrame); Flash_continue(pMS->flashContext); UnbatchGraphics (); return TRUE; case QUIT_GAME: SleepThreadUntil (FadeScreen (FadeAllToBlack, ONE_SECOND / 2)); GLOBAL (CurrentActivity) = CHECK_ABORT; break; } Flash_pause(pMS->flashContext); return FALSE; } else if (PulsedInputState.menu[KEY_MENU_UP] || PulsedInputState.menu[KEY_MENU_DOWN]) { BYTE NewState; NewState = pMS->CurState; if (PulsedInputState.menu[KEY_MENU_UP]) { if (NewState == START_NEW_GAME) NewState = QUIT_GAME; else --NewState; } else if (PulsedInputState.menu[KEY_MENU_DOWN]) { if (NewState == QUIT_GAME) NewState = START_NEW_GAME; else ++NewState; } if (NewState != pMS->CurState) { BatchGraphics (); DrawRestartMenu (pMS, NewState, pMS->CurFrame); UnbatchGraphics (); pMS->CurState = NewState; } LastInputTime = GetTimeCounter (); } else if (PulsedInputState.menu[KEY_MENU_LEFT] || PulsedInputState.menu[KEY_MENU_RIGHT]) { // Does nothing, but counts as input for timeout purposes LastInputTime = GetTimeCounter (); } else if (MouseButtonDown) { Flash_pause(pMS->flashContext); DoPopupWindow (GAME_STRING (MAINMENU_STRING_BASE + 54)); // Mouse not supported message SetMenuSounds (MENU_SOUND_UP | MENU_SOUND_DOWN, MENU_SOUND_SELECT); SetTransitionSource (NULL); BatchGraphics (); DrawRestartMenuGraphic (pMS); DrawRestartMenu (pMS, pMS->CurState, pMS->CurFrame); ScreenTransition (3, NULL); UnbatchGraphics (); Flash_continue(pMS->flashContext); LastInputTime = GetTimeCounter (); } else { // No input received, check if timed out if (GetTimeCounter () - LastInputTime > InactTimeOut) { SleepThreadUntil (FadeMusic (0, ONE_SECOND)); StopMusic (); FadeMusic (NORMAL_VOLUME, 0); GLOBAL (CurrentActivity) = (ACTIVITY)~0; return FALSE; } } SleepThreadUntil (TimeIn + ONE_SECOND / 30); return TRUE; } static BOOLEAN RestartMenu (MENU_STATE *pMS) { TimeCount TimeOut; ReinitQueue (&race_q[0]); ReinitQueue (&race_q[1]); SetContext (ScreenContext); GLOBAL (CurrentActivity) |= CHECK_ABORT; if (GLOBAL_SIS (CrewEnlisted) == (COUNT)~0 && GET_GAME_STATE (UTWIG_BOMB_ON_SHIP) && !GET_GAME_STATE (UTWIG_BOMB)) { // player blew himself up with Utwig bomb SET_GAME_STATE (UTWIG_BOMB_ON_SHIP, 0); SleepThreadUntil (FadeScreen (FadeAllToWhite, ONE_SECOND / 8) + ONE_SECOND / 60); SetContextBackGroundColor ( BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F)); ClearDrawable (); FlushColorXForms (); TimeOut = ONE_SECOND / 8; } else { TimeOut = ONE_SECOND / 2; if (LOBYTE (LastActivity) == WON_LAST_BATTLE) { GLOBAL (CurrentActivity) = WON_LAST_BATTLE; Victory (); Credits (TRUE); FreeGameData (); GLOBAL (CurrentActivity) = CHECK_ABORT; } } LastActivity = 0; NextActivity = 0; // TODO: This fade is not always necessary, especially after a splash // screen. It only makes a user wait. SleepThreadUntil (FadeScreen (FadeAllToBlack, TimeOut)); if (TimeOut == ONE_SECOND / 8) SleepThread (ONE_SECOND * 3); pMS->CurFrame = CaptureDrawable (LoadGraphic (RESTART_PMAP_ANIM)); DrawRestartMenuGraphic (pMS); GLOBAL (CurrentActivity) &= ~CHECK_ABORT; SetMenuSounds (MENU_SOUND_UP | MENU_SOUND_DOWN, MENU_SOUND_SELECT); SetDefaultMenuRepeatDelay (); DoInput (pMS, TRUE); StopMusic (); if (pMS->hMusic) { DestroyMusic (pMS->hMusic); pMS->hMusic = 0; } Flash_terminate (pMS->flashContext); pMS->flashContext = 0; DestroyDrawable (ReleaseDrawable (pMS->CurFrame)); pMS->CurFrame = 0; if (GLOBAL (CurrentActivity) == (ACTIVITY)~0) return (FALSE); // timed out if (GLOBAL (CurrentActivity) & CHECK_ABORT) return (FALSE); // quit TimeOut = FadeScreen (FadeAllToBlack, ONE_SECOND / 2); SleepThreadUntil (TimeOut); FlushColorXForms (); SeedRandomNumbers (); return (LOBYTE (GLOBAL (CurrentActivity)) != SUPER_MELEE); } static BOOLEAN TryStartGame (void) { MENU_STATE MenuState; LastActivity = GLOBAL (CurrentActivity); GLOBAL (CurrentActivity) = 0; memset (&MenuState, 0, sizeof (MenuState)); MenuState.InputFunc = DoRestart; while (!RestartMenu (&MenuState)) { // spin until a game is started or loaded if (LOBYTE (GLOBAL (CurrentActivity)) == SUPER_MELEE && !(GLOBAL (CurrentActivity) & CHECK_ABORT)) { FreeGameData (); Melee (); MenuState.Initialized = FALSE; } else if (GLOBAL (CurrentActivity) == (ACTIVITY)~0) { // timed out SleepThreadUntil (FadeScreen (FadeAllToBlack, ONE_SECOND / 2)); return (FALSE); } else if (GLOBAL (CurrentActivity) & CHECK_ABORT) { // quit return (FALSE); } } return TRUE; } BOOLEAN StartGame (void) { do { while (!TryStartGame ()) { if (GLOBAL (CurrentActivity) == (ACTIVITY)~0) { // timed out GLOBAL (CurrentActivity) = 0; SplashScreen (0); Credits (FALSE); } if (GLOBAL (CurrentActivity) & CHECK_ABORT) return (FALSE); // quit } if (LastActivity & CHECK_RESTART) { // starting a new game Introduction (); } } while (GLOBAL (CurrentActivity) & CHECK_ABORT); { extern STAR_DESC starmap_array[]; extern const BYTE element_array[]; extern const PlanetFrame planet_array[]; star_array = starmap_array; Elements = element_array; PlanData = planet_array; } PlayerControl[0] = HUMAN_CONTROL | STANDARD_RATING; PlayerControl[1] = COMPUTER_CONTROL | AWESOME_RATING; return (TRUE); }