327 lines
6.7 KiB
C++
327 lines
6.7 KiB
C++
/*=========================================================================
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frontend.cpp
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Author: PKG
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Created:
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Project: Spongebob
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Purpose:
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Copyright (c) 2000 Climax Development Ltd
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===========================================================================*/
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/*----------------------------------------------------------------------
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Includes
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-------- */
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#include "frontend\frontend.h"
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#ifndef __MEMORY_HEADER__
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#include "mem\memory.h"
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#endif
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#ifndef __FRONTEND_NICKLOGO_H__
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#include "frontend\nicklogo.h"
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#endif
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#ifndef __FRONTEND_MAINTITL_H__
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#include "frontend\maintitl.h"
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#endif
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#ifndef __FRONTEND_FMVTHQ_H__
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#include "frontend\fmvthq.h"
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#endif
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#ifndef __FRONTEND_FMVINTRO_H__
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#include "frontend\fmvintro.h"
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#endif
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#ifndef __FRONTEND_OPTIONS_H__
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#include "frontend\options.h"
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#endif
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#ifndef __FRONTEND_START_H__
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#include "frontend\start.h"
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#endif
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#ifndef __FRONTEND_DEMOMODE_H__
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#include "frontend\demomode.h"
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#endif
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#ifndef __GFX_SPRBANK_H__
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#include "gfx\sprbank.h"
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#endif
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#ifndef __GFX_FONT_H__
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#include "gfx\font.h"
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#endif
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#ifndef __LOCALE_TEXTDBASE_H__
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#include "locale\textdbase.h"
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#endif
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#ifndef __DATA_STRUCTS_HEADER__
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#include "Dstructs.h"
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#endif
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#ifndef __MAP_MAP_H__
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#include "map\map.h"
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#endif
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#ifndef __GAME_GAMESLOT_H__
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#include "game\gameslot.h"
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#endif
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#ifndef __FMA_FMA_H__
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#include "fma\fma.h"
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#endif
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#ifndef __VID_HEADER_
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#include "system\vid.h"
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#endif
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/* Std Lib
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------- */
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/* Data
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---- */
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#ifndef __SPR_SPRITES_H__
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#include <sprites.h>
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#endif
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/*----------------------------------------------------------------------
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Tyepdefs && Defines
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------------------- */
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/*----------------------------------------------------------------------
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Structure defintions
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-------------------- */
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/*----------------------------------------------------------------------
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Function Prototypes
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------------------- */
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/*----------------------------------------------------------------------
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Vars
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---- */
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static CFrontEndNickLogo s_nickLogo;
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static CFrontEndFMVTHQ s_frontEndFMVTHQ;
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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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{
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&s_nickLogo, // MODE__NICK_LOGO
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&s_frontEndFMVTHQ, // MODE__FMV_THQ
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&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
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// NULL, // MODE__EXIT_TO_GAME
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};
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CFrontEndScene FrontEndScene;
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//int rsx=4096;
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//int rsy=4096;
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//int rsr=0;
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//int rspeed=0;
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SpriteBank *m_sprites;
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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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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CFrontEndScene::init()
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{
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if (s_bootUp)
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{ // Dont display ingame loading screen on bootup
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s_bootUp=0;
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}
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else
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{
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CLevel::DisplayLoadingScreen();
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}
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for(int i=0;i<MODE__NONE;i++)
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{
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s_modeCodes[i]->init();
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}
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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();
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m_font->initialise(&standardFont);
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m_font->setJustification(FontBank::JUST_CENTRE);
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StopLoad();
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CFrontEndScene::shutdown()
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{
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m_font->dump(); delete m_font;
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m_sprites->dump(); delete m_sprites;
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for(int i=0;i<MODE__NONE;i++)
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{
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s_modeCodes[i]->shutdown();
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}
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// Nex time.. go into this mode first
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setStartMode(MODE__FMV_INTRO);
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CFrontEndScene::render()
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{
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s_modeCodes[m_mode]->render();
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CFrontEndScene::think(int _frames)
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{
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CFrontEndMode *mode;
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thinkLogo(_frames);
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mode=s_modeCodes[m_mode];
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if(mode->isReadyToExit())
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{
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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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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int CFrontEndScene::readyToShutdown()
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{
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return m_exitToGame;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CFrontEndScene::renderLogo()
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{
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sFrameHdr *fh;
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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);
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m_font->print(256,GAME_TITLE_TEXT_CENTRE_Y,STR__FRONTEND__GAME_TITLE);
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m_font->setColour(0,0,0);
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m_font->print(256+1,GAME_TITLE_TEXT_CENTRE_Y+1,STR__FRONTEND__GAME_TITLE);
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CFrontEndScene::thinkLogo(int _frames)
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{
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// rsr=(rsr+(_frames*rspeed))&4095;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CFrontEndScene::setMode(FrontEndMode _newMode)
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{
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// 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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}
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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;
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gameSlot=CGameSlotManager::getSlotData();
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if(gameSlot->m_hasSeenOpeningFMA)
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{
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GameState::setNextScene(&MapScene);
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}
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else
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{
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CFmaScene::selectFma(CFmaScene::FMA_SCRIPT__INTRO);
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GameState::setNextScene(&FmaScene);
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gameSlot->m_hasSeenOpeningFMA=true;
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}
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m_exitToGame=true;
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}
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else
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{
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m_mode=_newMode;
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s_modeCodes[m_mode]->select();
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}
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}
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/*===========================================================================
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end */ |