Files
oboe/src/boe.startup.cpp
2015-09-30 02:05:22 -04:00

206 lines
4.9 KiB
C++

#include "boe.global.hpp"
#include "universe.hpp"
#include "boe.newgraph.hpp"
#include "boe.graphics.hpp"
#include "boe.fileio.hpp"
#include "boe.actions.hpp"
#include "boe.dlgutil.hpp"
#include "boe.text.hpp"
#include "boe.graphutil.hpp"
#include "boe.items.hpp"
#include "boe.party.hpp"
#include "boe.main.hpp"
#include "soundtool.hpp"
#include "fileio.hpp"
#include "dlogutil.hpp"
#include "winutil.hpp"
#include "boe.menus.hpp"
#include "mathutil.hpp"
#include "restypes.hpp"
#include <vector>
using std::vector;
extern bool play_sounds,party_in_memory;
extern long register_flag;
extern sf::RenderWindow mainPtr;
extern location ul;
extern std::vector<scen_header_type> scen_headers;
extern cUniverse univ;
extern eGameMode overall_mode;
rectangle startup_button[6];
// TODO: Always returns false, so make it void
bool handle_startup_press(location the_point) {
using kb = sf::Keyboard;
std::string scen_name;
short i,scen;
bool force_party = false;
the_point.x -= ul.x;
the_point.y -= ul.y;
for(i = 0; i < 5; i++)
if(the_point.in(startup_button[i])) {
draw_start_button(i,5);
mainPtr.display(); // TODO: I suspect this won't work
if(play_sounds)
play_sound(37);
else sf::sleep(time_in_ticks(5));
draw_start_button(i,0);
switch(i) {
case STARTBTN_LOAD:
do_load();
break;
case STARTBTN_NEW:
draw_startup(0);
start_new_game();
make_cursor_sword();
draw_startup(0);
break;
case STARTBTN_ORDER:
// TODO: Figure out something to put here.
// give_reg_info();
// draw_startup(0);
break;
case STARTBTN_JOIN: // regular scen
if(!party_in_memory) {
if(kb::isKeyPressed(kb::LAlt) || kb::isKeyPressed(kb::RAlt)) {
force_party = true;
start_new_game(true);
} else {
cChoiceDlog("need-party").show();
break;
}
}
scen = pick_prefab_scen();
if(scen < 0) {
if(force_party)
party_in_memory = false;
break;
}
switch(scen) {
case 0: scen_name = "valleydy.exs"; break;
// if not reg, rub out
case 1: scen_name = "stealth.exs"; break;
case 2: scen_name = "zakhazi.exs"; break;
//case 3: sprintf(univ.party.scen_name,"busywork.exs"); break;
}
put_party_in_scen(scen_name);
if(force_party && scen_name != univ.party.scen_name)
party_in_memory = false;
break;
case STARTBTN_CUSTOM: // custom
if(!party_in_memory) {
if(kb::isKeyPressed(kb::LAlt) || kb::isKeyPressed(kb::RAlt)) {
force_party = true;
start_new_game(true);
} else {
cChoiceDlog("need-party").show();
break;
}
}
scen = pick_a_scen();
if(scen < 0) {
if(force_party)
party_in_memory = false;
break;
}
if(scen_headers[scen].prog_make_ver[0] > 2 || scen_headers[scen].prog_make_ver[1] > 0) {
if(force_party)
party_in_memory = false;
cChoiceDlog("scen-version-mismatch").show();
break;
}
scen_name = scen_headers[scen].file;
put_party_in_scen(scen_name);
if(force_party && scen_name != univ.party.scen_name)
party_in_memory = false;
break;
}
}
return false;
}
extern short display_mode;
extern bool show_startup_splash;
void handle_splash_events() {
extern sf::Event event;
if(!mainPtr.pollEvent(event)) return;
if(event.type == sf::Event::GainedFocus || event.type == sf::Event::MouseMoved)
make_cursor_watch();
}
void show_logo() {
sf::Texture pict_to_draw;
rectangle whole_window,from_rect;
rectangle logo_from = {0,0,350,350};
if(display_mode != 5)
hideMenuBar();
whole_window = rectangle(mainPtr);
logo_from.offset((whole_window.right - logo_from.right) / 2,(whole_window.bottom - logo_from.bottom) / 2);
pict_to_draw.loadFromImage(*ResMgr::get<ImageRsrc>("spidlogo"));
from_rect = rectangle(pict_to_draw);
play_sound(-95);
// TODO: Looping 10 times here is a bit of a hack; fix it
while(sound_going(95)) {
draw_splash(pict_to_draw, mainPtr, logo_from);
handle_splash_events();
}
if(!show_startup_splash) {
sf::Time delay = time_in_ticks(60);
sf::Clock timer;
while(timer.getElapsedTime() < delay)
handle_splash_events();
}
}
void plop_fancy_startup() {
sf::Texture pict_to_draw;
rectangle whole_window,from_rect;
rectangle intro_from = {0,0,480,640};
whole_window = rectangle(mainPtr);
sf::Time delay = time_in_ticks(220);
intro_from.offset((whole_window.right - intro_from.right) / 2,(whole_window.bottom - intro_from.bottom) / 2);
pict_to_draw.loadFromImage(*ResMgr::get<ImageRsrc>("startsplash"));
play_sound(-22);
sf::Clock timer;
while(timer.getElapsedTime() < delay) {
draw_splash(pict_to_draw, mainPtr, intro_from);
handle_splash_events();
}
}
/*
void start_game () {
init_party(0);
setup_outdoors(party.p_loc);
load_area_graphics();
draw_main_screen();
in_startup_mode = false;
adjust_monst_menu();
adjust_spell_menus();
}*/