Initial commit
This commit is contained in:
127
engines/mm/xeen/swordsofxeen/swordsofxeen.cpp
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127
engines/mm/xeen/swordsofxeen/swordsofxeen.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "mm/xeen/swordsofxeen/swordsofxeen.h"
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#include "mm/xeen/swordsofxeen/swordsofxeen_menu.h"
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namespace MM {
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namespace Xeen {
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namespace SwordsOfXeen {
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SwordsOfXeenEngine::SwordsOfXeenEngine(OSystem *syst, const MightAndMagicGameDescription *gameDesc)
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: XeenEngine(syst, gameDesc) {
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}
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void SwordsOfXeenEngine::showMainMenu() {
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MainMenu::show(this);
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}
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void SwordsOfXeenEngine::death() {
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Windows &windows = *g_vm->_windows;
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_screen->loadBackground("blank.raw");
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windows[28].setBounds(Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT));
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_screen->fadeIn(0x81);
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_screen->loadPalette("scr.pal");
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_screen->fadeIn(0x81);
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SpriteResource lose("lose.int");
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lose.draw(0, 0, Common::Point(0, 0));
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lose.draw(0, 1, Common::Point(160, 0));
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_sound->playSound("laff1.voc");
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bool breakFlag = false;
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for (int idx = 0, idx2 = 0; idx < (_files->_ccNum ? 10 : 23); ++idx) {
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_events->updateGameCounter();
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if (_files->_ccNum) {
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breakFlag = _events->wait(2);
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} else {
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if (idx == 1 || idx == 11)
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_sound->playFX(33);
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breakFlag = _events->wait(2);
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if (idx == 15)
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_sound->playFX(34);
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}
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if ((_files->_ccNum ? 9 : 10) == idx) {
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if ((_files->_ccNum ? 2 : 1) > idx2) {
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// Restart loop
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idx = -1;
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++idx2;
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}
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}
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}
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// Wait for press
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if (!breakFlag)
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_events->waitForPress();
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_screen->fadeOut(4);
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_screen->loadBackground("blank.raw");
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_screen->loadPalette("dark.pal");
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_sound->stopAllAudio();
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}
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bool SwordsOfXeenEngine::showEnding() {
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Windows &windows = *_windows;
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SpriteResource win("win.int");
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_screen->loadBackground("blank.raw");
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windows[28].setBounds(Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT));
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_screen->fadeIn(0x81);
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_screen->loadPalette("scr.pal");
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_screen->fadeIn(0x81);
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win.draw(0, 0, Common::Point(0, 0));
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win.draw(0, 1, Common::Point(160, 0));
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_sound->playSound("ch1.voc");
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_events->waitForPress();
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_screen->fadeOut();
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_screen->loadBackground("blank.raw");
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return true;
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}
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void SwordsOfXeenEngine::dream() {
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// Swords of Xeen doesn't have any dreams
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}
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void SwordsOfXeenEngine::showCutscene(const Common::String &name, int status, uint score) {
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_sound->stopAllAudio();
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_events->clearEvents();
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if (name != "ENDGAME")
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error("Unknown cutscene specified");
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showEnding();
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_screen->freePages();
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_sound->stopAllAudio();
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_events->clearEvents();
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_gameMode = GMODE_MENU;
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}
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} // End of namespace SwordsOfXeen
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} // End of namespace Xeen
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} // End of namespace MM
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81
engines/mm/xeen/swordsofxeen/swordsofxeen.h
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81
engines/mm/xeen/swordsofxeen/swordsofxeen.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef XEEN_SWORDSOFXEEN_SWORDSOFXEEN_H
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#define XEEN_SWORDSOFXEEN_SWORDSOFXEEN_H
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#include "mm/xeen/xeen.h"
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#include "mm/xeen/worldofxeen/worldofxeen_cutscenes.h"
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namespace MM {
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namespace Xeen {
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namespace SwordsOfXeen {
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/**
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* Implements a descendant of the base Xeen engine to handle
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* Swords of Xeen specific game code
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*/
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class SwordsOfXeenEngine: public XeenEngine {
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private:
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/**
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* Show the ending "You won" screen
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*/
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bool showEnding();
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protected:
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/**
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* Show the starting sequence/intro
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*/
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void showStartup() override {
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// Swords of Xeen doesn't have a starting title or intro
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_gameMode = GMODE_MENU;
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}
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/**
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* Show the startup menu
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*/
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void showMainMenu() override;
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/**
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* Death cutscene
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*/
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void death() override;
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public:
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SwordsOfXeenEngine(OSystem *syst, const MightAndMagicGameDescription *gameDesc);
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~SwordsOfXeenEngine() override {}
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/**
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* Show a cutscene
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*/
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void showCutscene(const Common::String &name, int status, uint score) override;
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/**
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* Dream sequence
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*/
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void dream() override;
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};
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#define SWORDS_VM (*(::Xeen::SwordsOfXeen::SwordsOfXeenEngine *)g_vm)
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} // End of namespace SwordsOfXeen
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} // End of namespace Xeen
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} // End of namespace MM
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#endif
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124
engines/mm/xeen/swordsofxeen/swordsofxeen_menu.cpp
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124
engines/mm/xeen/swordsofxeen/swordsofxeen_menu.cpp
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@@ -0,0 +1,124 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "mm/xeen/swordsofxeen/swordsofxeen_menu.h"
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#include "mm/xeen/dialogs/credits_screen.h"
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#include "mm/xeen/dialogs/dialogs_difficulty.h"
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#include "mm/xeen/xeen.h"
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namespace MM {
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namespace Xeen {
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namespace SwordsOfXeen {
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#ifdef USE_TTS
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static const char *swordsMainMenuButtons = "Start\nLoad\nView Credits";
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#endif
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enum SwordsMainMenuButtonTTSTextIndex {
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kSwordsStart = 0,
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kSwordsLoad = 1,
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kSwordsCredits = 2
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};
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void MainMenu::show(XeenEngine *vm) {
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MainMenu *dlg = new MainMenu(vm);
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dlg->execute();
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delete dlg;
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}
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MainMenu::MainMenu(XeenEngine *vm) : ButtonContainer(vm) {
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loadButtons();
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_start.load("start.int");
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}
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void MainMenu::execute() {
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EventsManager &events = *_vm->_events;
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Screen &screen = *_vm->_screen;
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Sound &sound = *_vm->_sound;
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int difficulty;
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events.setCursor(0);
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events.showCursor();
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sound.playSong("newbrigh.m");
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#ifdef USE_TTS
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setButtonTexts(swordsMainMenuButtons);
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#endif
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do {
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// Draw the screen
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screen.fadeOut();
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screen.loadPalette("scr.pal");
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_start.draw(0, 0, Common::Point(0, 0));
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_start.draw(0, 1, Common::Point(160, 0));
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screen.fadeIn(129);
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bool redrawFlag = false;
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do {
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events.pollEventsAndWait();
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checkEvents(_vm);
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// Handle keypress
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switch (_buttonValue) {
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case Common::KEYCODE_ESCAPE:
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// Exit game
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_vm->_gameMode = GMODE_QUIT;
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break;
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case Common::KEYCODE_c:
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case Common::KEYCODE_v:
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// Show credits
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CreditsScreen::show(_vm);
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redrawFlag = true;
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break;
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case Common::KEYCODE_s:
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// Start new game
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difficulty = DifficultyDialog::show(_vm);
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if (difficulty != -1) {
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// Load a new game state and set the difficulty
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_vm->_saves->newGame();
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_vm->_party->_difficulty = (Difficulty)difficulty;
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_vm->_gameMode = GMODE_PLAY_GAME;
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}
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break;
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case Common::KEYCODE_l:
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_vm->_saves->newGame();
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if (_vm->_saves->loadGame())
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_vm->_gameMode = GMODE_PLAY_GAME;
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break;
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default:
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break;
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}
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} while (!_vm->shouldExit() && _vm->_gameMode == GMODE_NONE && !redrawFlag);
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} while (!_vm->shouldExit() && _vm->_gameMode == GMODE_NONE);
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screen.loadPalette("dark.pal");
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}
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void MainMenu::loadButtons() {
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addButton(Common::Rect(93, 87, 227, 97), Common::KEYCODE_s, nullptr, kSwordsStart);
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addButton(Common::Rect(93, 98, 227, 108), Common::KEYCODE_l, nullptr, kSwordsLoad);
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addButton(Common::Rect(93, 110, 227, 120), Common::KEYCODE_v, nullptr, kSwordsCredits);
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}
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} // End of namespace SwordsOfXeen
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} // End of namespace Xeen
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} // End of namespace MM
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61
engines/mm/xeen/swordsofxeen/swordsofxeen_menu.h
Normal file
61
engines/mm/xeen/swordsofxeen/swordsofxeen_menu.h
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@@ -0,0 +1,61 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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||||
* it under the terms of the GNU General Public License as published by
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||||
* the Free Software Foundation, either version 3 of the License, or
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||||
* (at your option) any later version.
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||||
*
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||||
* This program is distributed in the hope that it will be useful,
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||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
|
||||
*
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||||
* You should have received a copy of the GNU General Public License
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||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef XEEN_SWORDSOFXEEN_MENU_H
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#define XEEN_SWORDSOFXEEN_MENU_H
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#include "mm/xeen/dialogs/dialogs.h"
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namespace MM {
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namespace Xeen {
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namespace SwordsOfXeen {
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class MainMenu : public ButtonContainer {
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private:
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SpriteResource _start;
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/**
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* Constructor
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*/
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MainMenu(XeenEngine *vm);
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/**
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* Shows the menu
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*/
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void execute();
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/**
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* Loads buttons for the menu
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*/
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void loadButtons();
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public:
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/**
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* Shows the main menu
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* @param vm Engine reference
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*/
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static void show(XeenEngine *vm);
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};
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} // End of namespace SwordsOfXeen
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} // End of namespace Xeen
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} // End of namespace MM
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#endif
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