Files
source/jascreens.cpp
T
lalien 0530b53b9c bug fixes from Overhaul:
- Data type changes 
- Templates removed

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-05-09 13:16:37 +00:00

1039 lines
22 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#else
#include <stdio.h>
#include <stdarg.h>
#include <time.h>
#include "sgp.h"
#include "gameloop.h"
#include "himage.h"
#include "vobject.h"
#include "vobject_private.h"
#include "vobject_blitters.h"
#include "wcheck.h"
#include "input.h"
#include "font.h"
#include "timer.h"
#include "mousesystem.h"
#include "screenids.h"
#include "screens.h"
#include "Font Control.h"
#include "sysutil.h"
#include "renderworld.h"
#include "tiledef.h"
#include "worlddef.h"
#include "editscreen.h"
#include <wchar.h>
#include <tchar.h>
#include "Timer Control.h"
#include "Sys Globals.h"
#include "interface.h"
#include "overhead.h"
#include "utilities.h"
#include "render dirty.h"
#include "jascreens.h"
#include "gameloop.h"
#include "cursors.h"
#include "Event Pump.h"
#include "environment.h"
#include "animation cache.h"
#include "lighting.h"
#include "interface panels.h"
#include "Music Control.h"
#include "Sound Control.h"
#include "mainmenuscreen.h"
#include "Game Init.h"
#include "init.h"
#include "cursor control.h"
#include "utilities.h"
#include "GameVersion.h"
#include "game clock.h"
#include "gamescreen.h"
#include "english.h"
#include "Random.h"
#include "WordWrap.h"
#include "Sound Control.h"
#include "fade screen.h"
#include "WordWrap.h"
#include "Multi Language Graphic Utils.h"
#include "text.h"
#include "Language Defines.h"
#endif
#define _UNICODE
// Networking Stuff
#ifdef NETWORKED
#include "Communication.h"
#include "Application Msg.h"
#include "Networking.h"
extern ClientReadyType gMsgClientReady;
extern BOOLEAN gfAmINetworked;
#endif
#define MAX_DEBUG_PAGES 4
// GLOBAL FOR PAL EDITOR
UINT8 CurrentPalette = 0;
UINT32 guiBackgroundRect;
BOOLEAN gfExitPalEditScreen = FALSE;
BOOLEAN gfExitDebugScreen = FALSE;
BOOLEAN gfInitRect = TRUE;
static BOOLEAN FirstTime = TRUE;
BOOLEAN gfDoneWithSplashScreen = FALSE;
void PalEditRenderHook( );
BOOLEAN PalEditKeyboardHook( InputAtom *pInputEvent );
void DebugRenderHook( );
BOOLEAN DebugKeyboardHook( InputAtom *pInputEvent );
INT8 gCurDebugPage = 0;
HVSURFACE hVAnims[ 7 ];
INT8 bTitleAnimFrame = 0;
UINT32 uiTitleAnimTime = 0;
UINT32 uiDoTitleAnimTime = 0;
BOOLEAN gfDoTitleAnimation = FALSE;
BOOLEAN gfStartTitleAnimation = FALSE;
void DefaultDebugPage1( );
void DefaultDebugPage2( );
void DefaultDebugPage3( );
void DefaultDebugPage4( );
RENDER_HOOK gDebugRenderOverride[ MAX_DEBUG_PAGES ] =
{ (RENDER_HOOK)DefaultDebugPage1, (RENDER_HOOK)DefaultDebugPage2,
(RENDER_HOOK)DefaultDebugPage3, (RENDER_HOOK)DefaultDebugPage4 };
extern HVSURFACE ghFrameBuffer;
void DisplayFrameRate( )
{
static UINT32 uiFPS = 0;
static UINT32 uiFrameCount = 0;
UINT16 usMapPos;
VIDEO_OVERLAY_DESC VideoOverlayDesc;
// Increment frame count
uiFrameCount++;
if ( COUNTERDONE( FPSCOUNTER ) )
{
// Reset counter
RESETCOUNTER( FPSCOUNTER );
uiFPS = uiFrameCount;
uiFrameCount = 0;
}
// Create string
SetFont( SMALLFONT1 );
//DebugMsg(TOPIC_JA2, DBG_LEVEL_0, String( "FPS: %d ", __min( uiFPS, 1000 ) ) );
if ( uiFPS < 20 )
{
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_LTRED );
}
else
{
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_DKGRAY );
}
if ( gbFPSDisplay == SHOW_FULL_FPS )
{
// FRAME RATE
memset( &VideoOverlayDesc, 0, sizeof( VideoOverlayDesc ) );
swprintf( VideoOverlayDesc.pzText, L"%ld", __min( uiFPS, 1000 ) );
VideoOverlayDesc.uiFlags = VOVERLAY_DESC_TEXT;
UpdateVideoOverlay( &VideoOverlayDesc, giFPSOverlay, FALSE );
// TIMER COUNTER
swprintf( VideoOverlayDesc.pzText, L"%ld", __min( giTimerDiag, 1000 ) );
VideoOverlayDesc.uiFlags = VOVERLAY_DESC_TEXT;
UpdateVideoOverlay( &VideoOverlayDesc, giCounterPeriodOverlay, FALSE );
if( GetMouseMapPos( &usMapPos) )
{
//gprintfdirty( 0, 315, L"(%d)",usMapPos);
//mprintf( 0,315,L"(%d)",usMapPos);
}
else
{
//gprintfdirty( 0, 315, L"(%d %d)",gusMouseXPos, gusMouseYPos - INTERFACE_START_Y );
//mprintf( 0,315,L"(%d %d)",gusMouseXPos, gusMouseYPos - INTERFACE_START_Y );
}
}
if ( ( gTacticalStatus.uiFlags & GODMODE ) )
{
SetFont( SMALLFONT1 );
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_DKRED );
//gprintfdirty( 0, 0, L"GOD MODE" );
//mprintf( 0, 0, L"GOD MODE" );
}
if ( ( gTacticalStatus.uiFlags & DEMOMODE ) )
{
SetFont( SMALLFONT1 );
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_DKGRAY );
//gprintfdirty( 0, 0, L"DEMO MODE" );
//mprintf( 0, 0, L"DEMO MODE" );
}
#ifdef _DEBUG
SetFont( SMALLFONT1 );
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_DKGRAY );
if ( gbFPSDisplay == SHOW_FULL_FPS )
{
// Debug
if (gDebugStr[0] != '\0')
{
//gprintfdirty( 0, 345, L"DEBUG: %S",gDebugStr);
//mprintf( 0,345,L"DEBUG: %S",gDebugStr);
}
if (gSystemDebugStr[0] != '\0')
{
//gprintfdirty( 0, 345, L"%S",gSystemDebugStr);
//mprintf( 0,345,L"%S",gSystemDebugStr);
gSystemDebugStr[0] = '\0';
}
// Print Num tiles
//gprintfdirty( 0, 280, L"%d Tiles", gTileDatabaseSize );
//mprintf( 0, 280, L"%d Tiles", gTileDatabaseSize );
// Print tile mem usage
//gprintfdirty( 0, 300, L"%d kB", guiMemTotal / 1024 );
//mprintf( 0, 300, L"%d kB", guiMemTotal / 1024 );
}
#endif
}
//USELESS!!!!!!!!!!!!!!!!!!
UINT32 SavingScreenInitialize(void)
{
return( TRUE );
}
UINT32 SavingScreenHandle( void )
{
return SAVING_SCREEN;
}
UINT32 SavingScreenShutdown( void )
{
return TRUE;
}
UINT32 LoadingScreenInitialize(void)
{
return( TRUE );
}
UINT32 LoadingScreenHandle(void)
{
return LOADING_SCREEN;
}
UINT32 LoadingScreenShutdown(void)
{
return( TRUE );
}
UINT32 ErrorScreenInitialize(void)
{
return( TRUE );
}
UINT32 ErrorScreenHandle(void)
{
InputAtom InputEvent;
static BOOLEAN fFirstTime = FALSE;
#ifdef JA2BETAVERSION
CHAR16 str[256];
#endif
// For quick setting of new video stuff / to be changed
StartFrameBufferRender( );
// Create string
SetFont( LARGEFONT1 );
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_LTGRAY );
mprintf( 50, 200, L"RUNTIME ERROR" );
mprintf( 50, 225, L"PRESS <ESC> TO EXIT" );
SetFont( FONT12ARIAL );
SetFontForeground( FONT_YELLOW );
SetFontShadow( 60 ); //60 is near black
mprintf( 50, 255, L"%S", gubErrorText );
SetFontForeground( FONT_LTRED );
#ifdef JA2BETAVERSION
if( gubAssertString[0] )
{
swprintf( str, L"%S", gubAssertString );
DisplayWrappedString( 50, 270, 560, 2, FONT12ARIAL, FONT_RED, str, FONT_BLACK, TRUE, LEFT_JUSTIFIED );
}
#endif
if ( !fFirstTime )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_0, String( "Runtime Error: %s ", gubErrorText ) );
fFirstTime = TRUE;
}
// For quick setting of new video stuff / to be changed
InvalidateScreen( );
EndFrameBufferRender( );
// Check for esc
while (DequeueEvent(&InputEvent) == TRUE)
{
if( InputEvent.usEvent == KEY_DOWN )
{
if( InputEvent.usParam == ESC || InputEvent.usParam == 'x' && InputEvent.usKeyState & ALT_DOWN )
{ // Exit the program
DebugMsg(TOPIC_GAME, DBG_LEVEL_0, "GameLoop: User pressed ESCape, TERMINATING");
// handle shortcut exit
HandleShortCutExitState( );
}
}
}
return( ERROR_SCREEN );
}
UINT32 ErrorScreenShutdown(void)
{
return( TRUE );
}
UINT32 InitScreenInitialize(void)
{
return( TRUE );
}
UINT32 InitScreenHandle(void)
{
VSURFACE_DESC vs_desc;
static HVSURFACE hVSurface;
static UINT8 ubCurrentScreen = 255;
if ( ubCurrentScreen == 255 )
{
#ifdef ENGLISH
if( gfDoneWithSplashScreen )
{
ubCurrentScreen = 0;
}
else
{
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
return( INTRO_SCREEN );
}
#else
ubCurrentScreen = 0;
#endif
}
if ( ubCurrentScreen == 0 )
{
if ( strcmp( gzCommandLine, "-NODD" ) == 0 )
{
gfDontUseDDBlits = TRUE;
}
// Load version number....
//HandleLimitedNumExecutions( );
// Load init screen and blit!
vs_desc.fCreateFlags = VSURFACE_CREATE_FROMFILE | VSURFACE_SYSTEM_MEM_USAGE;
strcpy( vs_desc.ImageFile, "ja2_logo.STI" );
hVSurface = CreateVideoSurface( &vs_desc );
if( !hVSurface )
AssertMsg( 0, "Failed to load ja2_logo.sti!" );
//BltVideoSurfaceToVideoSurface( ghFrameBuffer, hVSurface, 0, 0, 0, VS_BLT_FAST, NULL );
ubCurrentScreen = 1;
// Init screen
// Set Font
SetFont( TINYFONT1 );
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_WHITE );
//mprintf( 10, 420, zVersionLabel );
#ifdef _DEBUG
mprintf( 10, 10, L"%s: %s Debug %S", pMessageStrings[ MSG_VERSION ], zVersionLabel, czVersionNumber );
#else
mprintf( 10, 10, L"%s: %s %S", pMessageStrings[ MSG_VERSION ], zVersionLabel, czVersionNumber );
#endif
#ifdef CRIPPLED_VERSION
mprintf( 10, 0, L"(LIMITED PRESS PREVIEW VERSION)" );
#elif defined JA2BETAVERSION
mprintf( 10, 0, L"(Beta version error reporting enabled)" );
#endif
#ifdef _DEBUG
mprintf( 10, 20, L"SOLDIERTYPE: %d bytes", sizeof( SOLDIERTYPE ) );
#endif
if ( gfDontUseDDBlits )
{
#ifdef _DEBUG
mprintf( 10, 10, L"SOLDIERTYPE: %d bytes", sizeof( SOLDIERTYPE ) );
#else
mprintf( 10, 20, L"Using software blitters" );
#endif
}
InvalidateScreen( );
// Delete video Surface
DeleteVideoSurface( hVSurface );
//ATE: Set to true to reset before going into main screen!
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
return( INIT_SCREEN );
}
if ( ubCurrentScreen == 1 )
{
ubCurrentScreen = 2;
return( InitializeJA2( ) );
}
if ( ubCurrentScreen == 2 )
{
InitMainMenu( );
ubCurrentScreen = 3;
return( INIT_SCREEN );
}
// Let one frame pass....
if ( ubCurrentScreen == 3 )
{
ubCurrentScreen = 4;
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
return( INIT_SCREEN );
}
if ( ubCurrentScreen == 4 )
{
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
InitNewGame( FALSE );
}
return( INIT_SCREEN );
}
UINT32 InitScreenShutdown(void)
{
return( TRUE );
}
UINT32 PalEditScreenInit(void)
{
return( TRUE );
}
UINT32 PalEditScreenHandle(void)
{
static BOOLEAN FirstTime = TRUE;
if ( gfExitPalEditScreen )
{
gfExitPalEditScreen = FALSE;
FirstTime = TRUE;
FreeBackgroundRect( guiBackgroundRect );
SetRenderHook( (RENDER_HOOK)NULL );
SetUIKeyboardHook( (UIKEYBOARD_HOOK)NULL );
return( GAME_SCREEN );
}
if ( FirstTime )
{
FirstTime = FALSE;
SetRenderHook( (RENDER_HOOK)PalEditRenderHook );
SetUIKeyboardHook( (UIKEYBOARD_HOOK)PalEditKeyboardHook );
guiBackgroundRect = RegisterBackgroundRect( BGND_FLAG_PERMANENT, NULL, 50, 10, 600 , 400);
}
else
{
(*(GameScreens[GAME_SCREEN].HandleScreen))();
}
return( PALEDIT_SCREEN );
}
UINT32 PalEditScreenShutdown(void)
{
return( TRUE );
}
void PalEditRenderHook( )
{
SOLDIERTYPE *pSoldier;
if ( gusSelectedSoldier != NO_SOLDIER )
{
// Set to current
GetSoldier( &pSoldier, gusSelectedSoldier );
DisplayPaletteRep( pSoldier->HeadPal, 50, 10, FRAME_BUFFER );
DisplayPaletteRep( pSoldier->PantsPal, 50, 50, FRAME_BUFFER );
DisplayPaletteRep( pSoldier->VestPal, 50, 90, FRAME_BUFFER );
DisplayPaletteRep( pSoldier->SkinPal, 50, 130, FRAME_BUFFER );
}
}
BOOLEAN PalEditKeyboardHook( InputAtom *pInputEvent )
{
UINT8 ubType;
SOLDIERTYPE *pSoldier;
UINT8 ubPaletteRep;
UINT32 cnt;
UINT8 ubStartRep = 0;
UINT8 ubEndRep = 0;
if ( gusSelectedSoldier == NO_SOLDIER )
{
return( FALSE );
}
if ((pInputEvent->usEvent == KEY_DOWN )&& ( pInputEvent->usParam == ESC ))
{
gfExitPalEditScreen = TRUE;
return( TRUE );
}
if ((pInputEvent->usEvent == KEY_DOWN )&& ( pInputEvent->usParam == 'h' ))
{
// Get Soldier
GetSoldier( &pSoldier, gusSelectedSoldier );
// Get index of current
CHECKF( GetPaletteRepIndexFromID( pSoldier->HeadPal, &ubPaletteRep ) );
ubType = gpPalRep[ ubPaletteRep ].ubType;
ubPaletteRep++;
// Count start and end index
for ( cnt = 0; cnt < ubType; cnt++ )
{
ubStartRep = (UINT8)(ubStartRep + gubpNumReplacementsPerRange[ cnt ]);
}
ubEndRep = (UINT8)(ubStartRep + gubpNumReplacementsPerRange[ ubType ]);
if ( ubPaletteRep == ubEndRep )
{
ubPaletteRep = ubStartRep;
}
SET_PALETTEREP_ID ( pSoldier->HeadPal, gpPalRep[ ubPaletteRep ].ID );
CreateSoldierPalettes( pSoldier );
return( TRUE );
}
if ((pInputEvent->usEvent == KEY_DOWN )&& ( pInputEvent->usParam == 'v' ))
{
// Get Soldier
GetSoldier( &pSoldier, gusSelectedSoldier );
// Get index of current
CHECKF( GetPaletteRepIndexFromID( pSoldier->VestPal, &ubPaletteRep ) );
ubType = gpPalRep[ ubPaletteRep ].ubType;
ubPaletteRep++;
// Count start and end index
for ( cnt = 0; cnt < ubType; cnt++ )
{
ubStartRep = (UINT8)(ubStartRep + gubpNumReplacementsPerRange[ cnt ]);
}
ubEndRep = (UINT8)(ubStartRep + gubpNumReplacementsPerRange[ ubType ]);
if ( ubPaletteRep == ubEndRep )
{
ubPaletteRep = ubStartRep;
}
SET_PALETTEREP_ID ( pSoldier->VestPal, gpPalRep[ ubPaletteRep ].ID );
CreateSoldierPalettes( pSoldier );
return( TRUE );
}
if ((pInputEvent->usEvent == KEY_DOWN )&& ( pInputEvent->usParam == 'p' ))
{
// Get Soldier
GetSoldier( &pSoldier, gusSelectedSoldier );
// Get index of current
CHECKF( GetPaletteRepIndexFromID( pSoldier->PantsPal, &ubPaletteRep ) );
ubType = gpPalRep[ ubPaletteRep ].ubType;
ubPaletteRep++;
// Count start and end index
for ( cnt = 0; cnt < ubType; cnt++ )
{
ubStartRep = (UINT8)(ubStartRep + gubpNumReplacementsPerRange[ cnt ]);
}
ubEndRep = (UINT8)(ubStartRep + gubpNumReplacementsPerRange[ ubType ]);
if ( ubPaletteRep == ubEndRep )
{
ubPaletteRep = ubStartRep;
}
SET_PALETTEREP_ID ( pSoldier->PantsPal, gpPalRep[ ubPaletteRep ].ID );
CreateSoldierPalettes( pSoldier );
return( TRUE );
}
if ((pInputEvent->usEvent == KEY_DOWN )&& ( pInputEvent->usParam == 's' ))
{
// Get Soldier
GetSoldier( &pSoldier, gusSelectedSoldier );
// Get index of current
CHECKF( GetPaletteRepIndexFromID( pSoldier->SkinPal, &ubPaletteRep ) );
ubType = gpPalRep[ ubPaletteRep ].ubType;
ubPaletteRep++;
// Count start and end index
for ( cnt = 0; cnt < ubType; cnt++ )
{
ubStartRep = (UINT8)(ubStartRep + gubpNumReplacementsPerRange[ cnt ]);
}
ubEndRep = (UINT8)(ubStartRep + gubpNumReplacementsPerRange[ ubType ]);
if ( ubPaletteRep == ubEndRep )
{
ubPaletteRep = ubStartRep;
}
SET_PALETTEREP_ID ( pSoldier->SkinPal, gpPalRep[ ubPaletteRep ].ID );
CreateSoldierPalettes( pSoldier );
return( TRUE );
}
return( FALSE );
}
UINT32 DebugScreenInit(void)
{
return( TRUE );
}
BOOLEAN CheckForAndExitTacticalDebug( )
{
if ( gfExitDebugScreen )
{
FirstTime = TRUE;
gfInitRect = TRUE;
gfExitDebugScreen = FALSE;
FreeBackgroundRect( guiBackgroundRect );
SetRenderHook( (RENDER_HOOK)NULL );
SetUIKeyboardHook( (UIKEYBOARD_HOOK)NULL );
return( TRUE );
}
return( FALSE );
}
void ExitDebugScreen( )
{
if ( guiCurrentScreen == DEBUG_SCREEN )
{
gfExitDebugScreen = TRUE;
}
CheckForAndExitTacticalDebug( );
}
UINT32 DebugScreenHandle(void)
{
if ( CheckForAndExitTacticalDebug() )
{
return( GAME_SCREEN );
}
if ( gfInitRect )
{
guiBackgroundRect = RegisterBackgroundRect( BGND_FLAG_PERMANENT, NULL, 0, 0, 600 , 360);
gfInitRect = FALSE;
}
if ( FirstTime )
{
FirstTime = FALSE;
SetRenderHook( (RENDER_HOOK)DebugRenderHook );
SetUIKeyboardHook( (UIKEYBOARD_HOOK)DebugKeyboardHook );
}
else
{
(*(GameScreens[GAME_SCREEN].HandleScreen))();
}
return( DEBUG_SCREEN );
}
UINT32 DebugScreenShutdown(void)
{
return( TRUE );
}
void DebugRenderHook( )
{
gDebugRenderOverride[ gCurDebugPage ]( );
}
BOOLEAN DebugKeyboardHook( InputAtom *pInputEvent )
{
if ((pInputEvent->usEvent == KEY_UP )&& ( pInputEvent->usParam == 'q' ))
{
gfExitDebugScreen = TRUE;
return( TRUE );
}
if ((pInputEvent->usEvent == KEY_UP )&& ( pInputEvent->usParam == PGUP ))
{
// Page down
gCurDebugPage++;
if ( gCurDebugPage == MAX_DEBUG_PAGES )
{
gCurDebugPage = 0;
}
FreeBackgroundRect( guiBackgroundRect );
gfInitRect = TRUE;
}
if ((pInputEvent->usEvent == KEY_UP )&& ( pInputEvent->usParam == PGDN ))
{
// Page down
gCurDebugPage--;
if ( gCurDebugPage < 0 )
{
gCurDebugPage = MAX_DEBUG_PAGES-1;
}
FreeBackgroundRect( guiBackgroundRect );
gfInitRect = TRUE;
}
return( FALSE );
}
void SetDebugRenderHook( RENDER_HOOK pDebugRenderOverride, INT8 ubPage )
{
gDebugRenderOverride[ ubPage ] = pDebugRenderOverride;
}
void DefaultDebugPage1( )
{
SetFont( LARGEFONT1 );
gprintf( 0,0,L"DEBUG PAGE ONE" );
}
void DefaultDebugPage2( )
{
SetFont( LARGEFONT1 );
gprintf( 0,0,L"DEBUG PAGE TWO" );
}
void DefaultDebugPage3( )
{
SetFont( LARGEFONT1 );
gprintf( 0,0,L"DEBUG PAGE THREE" );
}
void DefaultDebugPage4( )
{
SetFont( LARGEFONT1 );
gprintf( 0,0,L"DEBUG PAGE FOUR" );
}
UINT32 SexScreenInit(void)
{
return( TRUE );
}
#define SMILY_DELAY 100
#define SMILY_END_DELAY 1000
UINT32 SexScreenHandle(void)
{
static UINT8 ubCurrentScreen = 0;
VOBJECT_DESC VObjectDesc;
static UINT32 guiSMILY;
static INT8 bCurFrame = 0;
static UINT32 uiTimeOfLastUpdate = 0, uiTime;
ETRLEObject *pTrav;
HVOBJECT hVObject;
INT16 sX, sY;
// OK, Clear screen and show smily face....
ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, 640, 480, Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
InvalidateScreen( );
// Remove cursor....
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
if ( ubCurrentScreen == 0 )
{
// Load face....
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\luckysmile.sti", VObjectDesc.ImageFile);
if( !AddVideoObject( &VObjectDesc, &guiSMILY ) )
AssertMsg(0, "Missing INTERFACE\\luckysmile.sti" );
// Init screen
bCurFrame = 0;
ubCurrentScreen = 1;
uiTimeOfLastUpdate = GetJA2Clock( );
return( SEX_SCREEN );
}
// Update frame
uiTime = GetJA2Clock( );
// if we are animation smile...
if ( ubCurrentScreen == 1 )
{
PlayJA2StreamingSampleFromFile( "Sounds\\Sex.wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN, NULL );
if ( ( uiTime - uiTimeOfLastUpdate ) > SMILY_DELAY )
{
uiTimeOfLastUpdate = uiTime;
bCurFrame++;
if ( bCurFrame == 32 )
{
// Start end delay
ubCurrentScreen = 2;
}
}
}
if ( ubCurrentScreen == 2 )
{
if ( ( uiTime - uiTimeOfLastUpdate ) > SMILY_END_DELAY )
{
uiTimeOfLastUpdate = uiTime;
ubCurrentScreen = 0;
// Remove video object...
DeleteVideoObjectFromIndex( guiSMILY );
FadeInGameScreen( );
// Advance time...
// Chris.... do this based on stats?
WarpGameTime( ( ( 5 + Random( 20 ) ) * NUM_SEC_IN_MIN ), WARPTIME_NO_PROCESSING_OF_EVENTS );
return( GAME_SCREEN );
}
}
// Calculate smily face positions...
GetVideoObject( &hVObject, guiSMILY );
pTrav = &(hVObject->pETRLEObject[ 0 ] );
sX = (INT16)(( 640 - pTrav->usWidth ) / 2);
sY = (INT16)(( 480 - pTrav->usHeight ) / 2);
if( bCurFrame < 24 )
{
BltVideoObjectFromIndex( FRAME_BUFFER, guiSMILY, 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
BltVideoObjectFromIndex( FRAME_BUFFER, guiSMILY, (INT8)(bCurFrame%8 ), sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
InvalidateRegion( sX, sY, (INT16)( sX + pTrav->usWidth ), (INT16)( sY + pTrav->usHeight ) );
return( SEX_SCREEN );
}
UINT32 SexScreenShutdown(void)
{
return( TRUE );
}
UINT32 DemoExitScreenInit(void)
{
return( TRUE );
}
void DoneFadeOutForDemoExitScreen( void )
{
gfProgramIsRunning = FALSE;
}
extern INT8 gbFadeSpeed;
#ifdef GERMAN
void DisplayTopwareGermanyAddress()
{
VOBJECT_DESC vo_desc;
UINT32 uiTempID;
UINT8 *pDestBuf;
UINT32 uiDestPitchBYTES;
SGPRect ClipRect;
//bring up the Topware address screen
vo_desc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
sprintf( vo_desc.ImageFile, "German\\topware_germany.sti" );
if( !AddVideoObject( &vo_desc, &uiTempID ) )
{
AssertMsg( 0, "Failed to load German\\topware_germany.sti" );
return;
}
//Shade out a background piece to emphasize the German address.
ClipRect.iLeft = iScreenWidthOffset + 208;
ClipRect.iRight = iScreenWidthOffset + 431;
ClipRect.iTop = iScreenHeightOffset + 390;
ClipRect.iBottom = iScreenHeightOffset + 475;
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
Blt16BPPBufferShadowRect( (UINT16*)pDestBuf, uiDestPitchBYTES, &ClipRect );
UnLockVideoSurface( FRAME_BUFFER );
//Draw the anti-aliased address now.
BltVideoObjectFromIndex( FRAME_BUFFER, uiTempID, 0, iScreenWidthOffset + 218, iScreenHeightOffset + 400, VO_BLT_SRCTRANSPARENCY, NULL );
BltVideoObjectFromIndex( FRAME_BUFFER, uiTempID, 0, iScreenWidthOffset + 218, iScreenHeightOffset + 400, VO_BLT_SRCTRANSPARENCY, NULL );
InvalidateRegion( iScreenWidthOffset + 208, iScreenHeightOffset + 390, iScreenWidthOffset + 431, iScreenHeightOffset + 475 );
DeleteVideoObjectFromIndex( uiTempID );
ExecuteBaseDirtyRectQueue();
EndFrameBufferRender();
}
#endif
UINT32 DemoExitScreenHandle(void)
{
gfProgramIsRunning = FALSE;
return( DEMO_EXIT_SCREEN );
}
UINT32 DemoExitScreenShutdown(void)
{
return( TRUE );
}
#ifndef JA2EDITOR
UINT32 LoadSaveScreenInit()
{
return TRUE;
}
UINT32 LoadSaveScreenHandle()
{
return TRUE;
}
UINT32 LoadSaveScreenShutdown()
{
return TRUE;
}
UINT32 EditScreenInit()
{
return TRUE;
}
UINT32 EditScreenHandle()
{
return TRUE;
}
UINT32 EditScreenShutdown()
{
return TRUE;
}
#endif