SBSPSS/source/frontend/frontend.cpp

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/*=========================================================================
frontend.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2000 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "frontend\frontend.h"
#ifndef __MEMORY_HEADER__
#include "mem\memory.h"
#endif
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#ifndef __FRONTEND_NICKLOGO_H__
#include "frontend\nicklogo.h"
#endif
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#ifndef __FRONTEND_MAINTITL_H__
#include "frontend\maintitl.h"
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#endif
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#ifndef __FRONTEND_FMVTHQ_H__
#include "frontend\fmvthq.h"
#endif
#ifndef __FRONTEND_FMVINTRO_H__
#include "frontend\fmvintro.h"
#endif
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#ifndef __FRONTEND_OPTIONS_H__
#include "frontend\options.h"
#endif
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#ifndef __FRONTEND_START_H__
#include "frontend\start.h"
#endif
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#ifndef __FRONTEND_DEMOMODE_H__
#include "frontend\demomode.h"
#endif
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#ifndef __GFX_SPRBANK_H__
#include "gfx\sprbank.h"
#endif
#ifndef __GFX_FONT_H__
#include "gfx\font.h"
#endif
#ifndef __LOCALE_TEXTDBASE_H__
#include "locale\textdbase.h"
#endif
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#ifndef __DATA_STRUCTS_HEADER__
#include "Dstructs.h"
#endif
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#ifndef __MAP_MAP_H__
#include "map\map.h"
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#endif
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#ifndef __GAME_GAMESLOT_H__
#include "game\gameslot.h"
#endif
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#ifndef __FMA_FMA_H__
#include "fma\fma.h"
#endif
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#ifndef __VID_HEADER_
#include "system\vid.h"
#endif
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/* Std Lib
------- */
/* Data
---- */
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#ifndef __SPR_SPRITES_H__
#include <sprites.h>
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#endif
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/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
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static CFrontEndNickLogo s_nickLogo;
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static CFrontEndFMVTHQ s_frontEndFMVTHQ;
static CFrontEndFMVIntro s_frontEndFMVIntro;
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static CFrontEndMainTitles s_frontEndModeMainTitles;
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static CFrontEndOptions s_frontEndModeOptions;
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static CFrontEndStart s_frontEndStart;
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static CFrontEndDemoMode s_frontEndDemoMode;
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CFrontEndMode *CFrontEndScene::s_modeCodes[]=
{
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&s_nickLogo, // MODE__NICK_LOGO
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&s_frontEndFMVTHQ, // MODE__FMV_THQ
&s_frontEndFMVIntro, // MODE__FMV_INTRO
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&s_frontEndModeMainTitles, // MODE__MAIN_TITLES
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&s_frontEndModeOptions, // MODE__GAME_OPTIONS
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&s_frontEndStart, // MODE__CHOOSE_SLOT
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&s_frontEndDemoMode, // MODE__DEMO
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// NULL, // MODE__NONE
// NULL, // MODE__EXIT_TO_GAME
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};
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CFrontEndScene FrontEndScene;
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//int rsx=4096;
//int rsy=4096;
//int rsr=0;
//int rspeed=0;
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SpriteBank *m_sprites;
FontBank *m_font;
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CFrontEndScene::FrontEndMode CFrontEndScene::s_startMode=MODE__NICK_LOGO;
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int CFrontEndScene::s_bootUp=1;
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CFrontEndScene::init()
{
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if (s_bootUp)
{ // Dont display ingame loading screen on bootup
s_bootUp=0;
}
else
{
CLevel::DisplayLoadingScreen();
}
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for(int i=0;i<MODE__NONE;i++)
{
s_modeCodes[i]->init();
}
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m_exitToGame=false;
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m_mode=MODE__NONE;
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setMode(s_startMode);
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m_sprites=new ("MainTitle Sprites") SpriteBank();
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m_sprites->load(SPRITES_SPRITES_SPR);
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m_font=new ("frontendfont") FontBank();
m_font->initialise(&standardFont);
m_font->setJustification(FontBank::JUST_CENTRE);
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StopLoad();
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CFrontEndScene::shutdown()
{
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m_font->dump(); delete m_font;
m_sprites->dump(); delete m_sprites;
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for(int i=0;i<MODE__NONE;i++)
{
s_modeCodes[i]->shutdown();
}
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// Nex time.. go into this mode first
setStartMode(MODE__FMV_INTRO);
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CFrontEndScene::render()
{
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s_modeCodes[m_mode]->render();
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CFrontEndScene::think(int _frames)
{
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CFrontEndMode *mode;
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thinkLogo(_frames);
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mode=s_modeCodes[m_mode];
if(mode->isReadyToExit())
{
setMode(mode->getNextMode());
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mode=s_modeCodes[m_mode];
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}
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mode->think(_frames);
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CFrontEndScene::readyToShutdown()
{
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return m_exitToGame;
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}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CFrontEndScene::renderLogo()
{
sFrameHdr *fh;
fh=m_sprites->getFrameHeader(FRM__SBLOGO);
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// m_sprites->printRotatedScaledSprite(fh,256,LOGO_CENTRE_Y,rsx,rsy,rsr,20);
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m_sprites->printFT4(fh,256-(fh->W/2),LOGO_CENTRE_Y-(fh->H/2),0,0,FE_OT__LOGO);
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m_font->setColour(GAME_TITLE_TEXT_R,GAME_TITLE_TEXT_G,GAME_TITLE_TEXT_B);
m_font->print(256,GAME_TITLE_TEXT_CENTRE_Y,STR__FRONTEND__GAME_TITLE);
m_font->setColour(0,0,0);
m_font->print(256+1,GAME_TITLE_TEXT_CENTRE_Y+1,STR__FRONTEND__GAME_TITLE);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CFrontEndScene::thinkLogo(int _frames)
{
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// rsr=(rsr+(_frames*rspeed))&4095;
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}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CFrontEndScene::setMode(FrontEndMode _newMode)
{
// Close old mode
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if(m_mode!=MODE__NONE)
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{
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s_modeCodes[m_mode]->unselect();
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}
// Open new mode
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if(_newMode==MODE__EXIT_TO_GAME)
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{
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CGameSlotManager::GameSlot *gameSlot;
gameSlot=CGameSlotManager::getSlotData();
if(gameSlot->m_hasSeenOpeningFMA)
{
GameState::setNextScene(&MapScene);
}
else
{
CFmaScene::selectFma(CFmaScene::FMA_SCRIPT__INTRO);
GameState::setNextScene(&FmaScene);
gameSlot->m_hasSeenOpeningFMA=true;
}
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m_exitToGame=true;
}
else
{
m_mode=_newMode;
s_modeCodes[m_mode]->select();
}
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}
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/*===========================================================================
end */