/*========================================================================= start.cpp Author: PKG Created: Project: Spongebob Purpose: Copyright (c) 2000 Climax Development Ltd ===========================================================================*/ /*---------------------------------------------------------------------- Includes -------- */ #include "frontend\start.h" #ifndef __GFX_FONT_H__ #include "gfx\font.h" #endif #ifndef __GFX_SPRBANK_H__ #include "gfx\sprbank.h" #endif #ifndef __LOCALE_TEXTDBASE_H__ #include "locale\textdbase.h" #endif #ifndef __GFX_FADER_H__ #include "gfx\fader.h" #endif #ifndef __PRIM_HEADER__ #include "gfx\prim.h" #endif #ifndef __GUI_GFACTORY_H__ #include "gui\gfactory.h" #endif #ifndef __GUI_GFRAME_H__ #include "gui\gframe.h" #endif #ifndef __GUI_GTEXTBOX_H__ #include "gui\gtextbox.h" #endif #ifndef __GAME_GAMESLOT_H__ #include "game\gameslot.h" #endif #ifndef __PAD_PADS_H__ #include "pad\pads.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __SOUND_SOUND_H__ #include "sound\sound.h" #endif #ifndef __MAP_MAP_H__ #include "map\map.h" #endif /* Std Lib ------- */ /* Data ---- */ #ifndef __SPR_SPRITES_H__ #include #endif #ifndef __SPR_SHOP_H__ #include #endif /*---------------------------------------------------------------------- Tyepdefs && Defines ------------------- */ /*---------------------------------------------------------------------- Structure defintions -------------------- */ /*---------------------------------------------------------------------- Function Prototypes ------------------- */ /*---------------------------------------------------------------------- Vars ---- */ const int CFrontEndStart::s_itemFrames[]= { FRM_BLOWER, // SHOPITEM_BLOWER FRM_CAKE, // SHOPITEM_CAKE FRM_CUPCAKE, // SHOPITEM_CUPCAKE FRM_JELLY2, // SHOPITEM_JELLY2 FRM_PARTYHAT, // SHOPITEM_PARTYHAT FRM_PREZZIE, // SHOPITEM_PREZZIE FRM_SARNIE, // SHOPITEM_SARNIE FRM_TEDDY, // SHOPITEM_TEDDY }; /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int result; void CFrontEndStart::init() { CGUITextBox *tb; m_emptyGuiFrame=new ("Frame") CGUIGroupFrame(); m_emptyGuiFrame->init(NULL); m_emptyGuiFrame->setObjectXYWH((512-416)/2,130,416,96); m_emptyGuiFrame->setFlags(CGUIObject::FLAG_DRAWBORDER); m_confirmEraseGuiFrame=new ("Frame") CGUIControlFrame(); m_confirmEraseGuiFrame->init(NULL); m_confirmEraseGuiFrame->setObjectXYWH((512-416)/2,130,416,96); CGUIFactory::createValueButtonFrame(m_confirmEraseGuiFrame, 8,55,400,20, STR__NO,&m_confirmFlag,CONFIRM_NO); CGUIFactory::createValueButtonFrame(m_confirmEraseGuiFrame, 8,70,400,20, STR__YES,&m_confirmFlag,CONFIRM_YES); tb=new ("textbox") CGUITextBox(); tb->init(m_confirmEraseGuiFrame); tb->setObjectXYWH(8,5,400,35); tb->setText(STR__SLOT_SELECT_SCREEN__CONFIRM_ERASE_GAME); m_createdSlotGuiFrame=new ("Frame") CGUIControlFrame(); m_createdSlotGuiFrame->init(NULL); m_createdSlotGuiFrame->setObjectXYWH((512-416)/2,130,416,96); CGUIFactory::createValueButtonFrame(m_createdSlotGuiFrame, 8,55,400,20, STR__OK,&m_confirmFlag,CONFIRM_OK); tb=new ("textbox") CGUITextBox(); tb->init(m_createdSlotGuiFrame); tb->setObjectXYWH(8,5,400,35); tb->setText(STR__SLOT_SELECT_SCREEN__NEW_SLOT_CREATED); m_font=new ("ChooseSlotFont") FontBank(); m_font->initialise(&standardFont); m_font->setJustification(FontBank::JUST_LEFT); m_font->setOt(0); m_font->setPrintArea(0,0,712,256); m_spriteBank=new ("PartItemSprites") SpriteBank(); m_spriteBank->load(SHOP_SHOP_SPR); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CFrontEndStart::shutdown() { m_spriteBank->dump(); delete m_spriteBank; m_font->dump(); delete m_font; m_createdSlotGuiFrame->shutdown(); m_confirmEraseGuiFrame->shutdown(); m_emptyGuiFrame->shutdown(); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CFrontEndStart::select() { CFader::setFadingIn(); m_state=STATE_SELECT; m_selectedSlot=0; m_slotDrawOffset=0; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CFrontEndStart::unselect() { } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CFrontEndStart::render() { POLY_G4 *g4; g4=GetPrimG4(); setXYWH(g4,0,0,512,256); setRGB0(g4, 0,150, 50); setRGB1(g4, 0,150, 50); setRGB2(g4,150, 50, 0); setRGB3(g4,150, 50, 0); AddPrimToList(g4,MAX_OT-1); drawGameSlot(m_slotDrawOffset,m_selectedSlot); if(m_slotDrawOffset) { int ofs; ofs=m_slotDrawOffset<0?512:-512; drawGameSlot(ofs+m_slotDrawOffset,m_lastSelectedSlot); } switch(m_state) { case STATE_SELECT: if(!m_slotDrawOffset) { drawInstructions(); } m_emptyGuiFrame->render(); break; case STATE_CONFIRM_ERASE: m_confirmEraseGuiFrame->render(); break; case STATE_EXITING_TO_FRONT_END: case STATE_EXITING_TO_GAME: m_emptyGuiFrame->render(); break; case STATE_SLOT_CREATED: m_createdSlotGuiFrame->render(); break; } #ifdef __USER_paul__ char buf[100]; sprintf(buf,"slot %d",m_selectedSlot); m_font->print(65,7,buf); #endif } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CFrontEndStart::drawGameSlot(int _xOff,int _slotNumber) { int xbase; CGameSlotManager::GameSlot *gameSlot; POLY_F4 *f4; int x,y; sFrameHdr *fh; int i; xbase=_xOff+SLOT_FRAME_X; CGameSlotManager::setActiveSlot(_slotNumber); gameSlot=CGameSlotManager::getSlotData(); drawBambooBorder(xbase,SLOT_FRAME_Y,SLOT_FRAME_W,SLOT_FRAME_H,3); f4=GetPrimF4(); setXYWH(f4,xbase,SLOT_FRAME_Y,SLOT_FRAME_W,SLOT_FRAME_H); setRGB0(f4, 0, 0, 90); setSemiTrans(f4,true); AddPrimToList(f4,3); if(gameSlot->m_isInUse) { int chapter,level; char buf[100]; gameSlot->getHighestLevelOpen(&chapter,&level); sprintf(buf,TranslationDatabase::getString(STR__SLOT_SELECT_SCREEN__LEVEL_REACHED),chapter+1,level+1); m_font->print(xbase+SLOT_LEVEL_TEXT_X,SLOT_FRAME_Y+SLOT_LEVEL_TEXT_Y,buf); x=xbase+SLOT_TOKENCOUNT_X; y=SLOT_FRAME_Y+SLOT_TOKENCOUNT_Y; fh=m_spriteBank->getFrameHeader(FRM_SMALLTOKEN); m_spriteBank->printFT4(fh,x,y,0,0,2); x+=fh->W; sprintf(buf,"x%d",CGameSlotManager::getSlotData()->getNumberOfKelpTokensHeld()); m_font->print(x,y,buf); x=xbase+SLOT_ITEM_X; y=SLOT_FRAME_Y+SLOT_ITEM_Y; for(i=0;i<8;i++) { POLY_FT4 *ft4; ft4=m_spriteBank->printFT4(s_itemFrames[i],x,y,0,0,2); if(!gameSlot->isPartyItemHeld(i)) { setRGB0(ft4,35,35,35); } x+=SLOT_ITEM_YGAP; } } else { m_font->setJustification(FontBank::JUST_CENTRE); m_font->print(xbase+SLOT_EMPTYTEXT_X,SLOT_FRAME_Y+SLOT_EMPTYTEXT_Y,STR__SLOT_SELECT_SCREEN__EMPTY_SLOT); m_font->setJustification(FontBank::JUST_LEFT); } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CFrontEndStart::drawInstructions() { int slotInUse; SpriteBank *sb; sFrameHdr *fh1,*fh2; int width; int x,y; int text; CGameSlotManager::setActiveSlot(m_selectedSlot); slotInUse=CGameSlotManager::getSlotData()->m_isInUse; sb=CGameScene::getSpriteBank(); m_font->setColour(255,255,255); y=INSTRUCTIONS_YSTART; fh1=sb->getFrameHeader(FRM__BUTL); fh2=sb->getFrameHeader(FRM__BUTR); width=fh1->W+INSTRUCTIONS_GAP_BETWEEN_BUTTONS+fh2->W+INSTRUCTIONS_GAP_BETWEEN_BUTTONS_AND_TEXT+m_font->getStringWidth(STR__SLOT_SELECT_SCREEN__LEFT_RIGHT_TO_SELECT_SLOT); x=256-(width/2); sb->printFT4(fh1,x,y+INSTRUCTIONS_BUTTON_Y_OFFSET,0,0,0); x+=fh1->W+INSTRUCTIONS_GAP_BETWEEN_BUTTONS; sb->printFT4(fh2,x,y+INSTRUCTIONS_BUTTON_Y_OFFSET,0,0,0); x+=fh2->W+INSTRUCTIONS_GAP_BETWEEN_BUTTONS_AND_TEXT; m_font->print(x,y,STR__SLOT_SELECT_SCREEN__LEFT_RIGHT_TO_SELECT_SLOT); text=slotInUse?STR__SLOT_SELECT_SCREEN__CROSS_TO_CONFIRM:STR__SLOT_SELECT_SCREEN__CROSS_TO_CREATE; y+=INSTRUCTIONS_Y_SPACE_BETWEEN_LINES; fh1=sb->getFrameHeader(FRM__BUTX); width=fh1->W+INSTRUCTIONS_GAP_BETWEEN_BUTTONS_AND_TEXT+m_font->getStringWidth(text); x=256-(width/2); sb->printFT4(fh1,x,y+INSTRUCTIONS_BUTTON_Y_OFFSET,0,0,0); x+=fh1->W+INSTRUCTIONS_GAP_BETWEEN_BUTTONS_AND_TEXT; m_font->print(x,y,text); y+=INSTRUCTIONS_Y_SPACE_BETWEEN_LINES; fh1=sb->getFrameHeader(FRM__BUTC); width=fh1->W+INSTRUCTIONS_GAP_BETWEEN_BUTTONS_AND_TEXT+m_font->getStringWidth(STR__SLOT_SELECT_SCREEN__CIRCLE_TO_ERASE_SLOT); x=256-(width/2); if(slotInUse) { sb->printFT4(fh1,x,y+INSTRUCTIONS_BUTTON_Y_OFFSET,0,0,0); } x+=fh1->W+INSTRUCTIONS_GAP_BETWEEN_BUTTONS_AND_TEXT; if(slotInUse) { m_font->print(x,y,STR__SLOT_SELECT_SCREEN__CIRCLE_TO_ERASE_SLOT); } y+=INSTRUCTIONS_Y_SPACE_BETWEEN_LINES; fh1=sb->getFrameHeader(FRM__BUTT); width=fh1->W+INSTRUCTIONS_GAP_BETWEEN_BUTTONS_AND_TEXT+m_font->getStringWidth(STR__SLOT_SELECT_SCREEN__TRIANGLE_TO_EXIT); x=256-(width/2); sb->printFT4(fh1,x,y+INSTRUCTIONS_BUTTON_Y_OFFSET,0,0,0); x+=fh1->W+INSTRUCTIONS_GAP_BETWEEN_BUTTONS_AND_TEXT; m_font->print(x,y,STR__SLOT_SELECT_SCREEN__TRIANGLE_TO_EXIT); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CFrontEndStart::think(int _frames) { if(!CFader::isFading()) { if(m_slotDrawOffset==0) { if(m_state==STATE_SELECT) { // Select a slot int pad=PadGetDown(0); if(pad&PAD_LEFT) { m_lastSelectedSlot=m_selectedSlot; if(--m_selectedSlot<0) { m_selectedSlot=CGameSlotManager::NUM_GAME_SLOTS-1; } m_slotDrawOffset=-500; CSoundMediator::playSfx(CSoundMediator::SFX_FRONT_END__MOVE_CURSOR); } else if(pad&PAD_RIGHT) { m_lastSelectedSlot=m_selectedSlot; if(++m_selectedSlot>=CGameSlotManager::NUM_GAME_SLOTS) { m_selectedSlot=0; } m_slotDrawOffset=+500; CSoundMediator::playSfx(CSoundMediator::SFX_FRONT_END__MOVE_CURSOR); } else if(pad&PAD_CROSS) { CGameSlotManager::GameSlot *gameSlot; CGameSlotManager::setActiveSlot(m_selectedSlot); gameSlot=CGameSlotManager::getSlotData(); if(gameSlot->m_isInUse) { int chapter,level; gameSlot->getHighestLevelOpen(&chapter,&level); CMapScene::setLevelToStartOn(chapter,level); m_state=STATE_EXITING_TO_GAME; CFader::setFadingOut(); CSoundMediator::playSfx(CSoundMediator::SFX_FRONT_END__OK); } else { m_state=STATE_SLOT_CREATED; m_confirmFlag=CONFIRM_NONE; m_createdSlotGuiFrame->select(); gameSlot->m_isInUse=true; CSoundMediator::playSfx(CSoundMediator::SFX_FRONT_END__OK); } } else if(pad&PAD_CIRCLE) { CGameSlotManager::GameSlot *gameSlot; CGameSlotManager::setActiveSlot(m_selectedSlot); gameSlot=CGameSlotManager::getSlotData(); if(gameSlot->m_isInUse) { m_state=STATE_CONFIRM_ERASE; m_confirmFlag=CONFIRM_NONE; m_confirmEraseGuiFrame->select(); CSoundMediator::playSfx(CSoundMediator::SFX_FRONT_END__OK); } } else if(pad&PAD_TRIANGLE) { m_state=STATE_EXITING_TO_FRONT_END; CFader::setFadingOut(); CSoundMediator::playSfx(CSoundMediator::SFX_FRONT_END__OK); } m_emptyGuiFrame->think(_frames); } else if(m_state==STATE_SLOT_CREATED) { m_createdSlotGuiFrame->think(_frames); if(m_confirmFlag==CONFIRM_OK) { m_createdSlotGuiFrame->unselect(); m_state=STATE_SELECT; } } else if(m_state==STATE_CONFIRM_ERASE) { m_confirmEraseGuiFrame->think(_frames); if(m_confirmFlag==CONFIRM_YES) { CGameSlotManager::eraseGameSlot(m_selectedSlot); m_state=STATE_SELECT; m_confirmEraseGuiFrame->unselect(); } else if(m_confirmFlag==CONFIRM_NO) { m_state=STATE_SELECT; m_confirmEraseGuiFrame->unselect(); } } } else { // Slide the slot boxes about.. for(int i=0;i<_frames;i++) { int delta=m_slotDrawOffset/3; if(m_slotDrawOffset<0) { if(!delta)delta=-1; } else if(m_slotDrawOffset>0) { if(!delta)delta=+1; } else { break; } m_slotDrawOffset-=delta; } } } /* if(!m_shuttingDown) { if(/m_selectedSlot!=NO_SLOT_SELECTED|| m_escapeToTitles||/ { m_shuttingDown=true; CFader::setFadingOut(); } } */ } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CFrontEndStart::isReadyToExit() { return !CFader::isFading()&&(m_state==STATE_EXITING_TO_FRONT_END||m_state==STATE_EXITING_TO_GAME); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ CFrontEndScene::FrontEndMode CFrontEndStart::getNextMode() { return m_state==STATE_EXITING_TO_GAME?CFrontEndScene::MODE__EXIT_TO_GAME:CFrontEndScene::MODE__MAIN_TITLES; } /*=========================================================================== end */