Merged [bigmap] and [story], ...

...after agreement among Cedric, Shade and me, all current [bigmap]
and [story] shouldn't work now, but we are fixing that just now
This commit is contained in:
Isaac Clerencia Perez 2004-07-28 17:48:28 +00:00
parent 2bb1bcc160
commit 755076cc56
3 changed files with 112 additions and 243 deletions

View file

@ -33,25 +33,10 @@ namespace {
const int min_room_at_bottom = 150;
}
bool show_intro_part(display& screen, const config& part);
bool show_intro_part(display& screen, const config& part,
const std::string& scenario);
void display_intro(display& screen, const config::child_list& parts,
const std::string& music_file) {
bool showing = true;
//play music if available
if(music_file != "") {
sound::play_music(music_file);
}
//display parts, but stop if ESC is pressed while displaying one
for(std::vector<config*>::const_iterator p = parts.begin(); p != parts.end() && showing ; ++p){
showing = show_intro_part(screen, **p);
}
}
void show_intro(display& screen, const config& data)
void show_intro(display& screen, const config& data, const config& level)
{
std::cerr << "showing intro sequence...\n";
@ -59,32 +44,48 @@ void show_intro(display& screen, const config& data)
const events::resize_lock stop_resizing;
const events::event_context context;
config::all_children_iterator i = data.ordered_begin();
std::pair<const std::string*, const config*> item = *i;
bool showing = true;
if(*item.first == "if") {
const std::string type = game_events::conditional_passed(
const std::string& scenario_id = level["id"];
const std::string& scenario_name = string_table[scenario_id];
const std::string& scenario = scenario_name.empty() ? level["name"] :
scenario_name;
for(config::all_children_iterator i = data.ordered_begin();
i != data.ordered_end() && showing; i++) {
std::pair<const std::string*, const config*> item = *i;
if(*item.first == "part") {
showing = show_intro_part(screen, (*item.second), scenario);
} else if(*item.first == "if") {
const std::string type = game_events::conditional_passed(
NULL, *item.second) ? "then":"else";
const config* const thens = (*item.second).child(type);
if(thens == NULL) {
std::cerr << "no intro story this way...\n";
return;
const config* const thens = (*item.second).child(type);
if(thens == NULL) {
std::cerr << "no intro story this way...\n";
return;
}
const config& selection = *thens;
show_intro(screen, selection, level);
}
const config& selection = *thens;
show_intro(screen, selection);
}else{
const config::child_list& parts = data.get_children("part");
const std::string& music_file = data["music"];
display_intro(screen, parts, music_file);
}
std::cerr << "intro sequence finished...\n";
}
bool show_intro_part(display& screen, const config& part)
bool show_intro_part(display& screen, const config& part,
const std::string& scenario)
{
std::cerr << "showing intro part\n";
const std::string& music_file = part["music"];
//play music if available
if(music_file != "") {
sound::play_music(music_file);
}
CKey key;
gui::button next_button(screen,string_table["next_button"] + ">>>");
@ -92,7 +93,10 @@ bool show_intro_part(display& screen, const config& part)
gui::draw_solid_tinted_rectangle(0,0,screen.x()-1,screen.y()-1,
0,0,0,1.0,screen.video().getSurface());
const std::string& image_name = part["image"];
const std::string& image_name = part["background"];
const bool show_title = (part["show_title"] == "yes");
surface image(NULL);
if(image_name.empty() == false) {
@ -102,8 +106,9 @@ bool show_intro_part(display& screen, const config& part)
int textx = 200;
int texty = 400;
SDL_Rect dstrect;
if(image != NULL) {
SDL_Rect dstrect;
dstrect.x = screen.x()/2 - image->w/2;
dstrect.y = screen.y()/2 - image->h/2;
dstrect.w = image->w;
@ -124,13 +129,81 @@ bool show_intro_part(display& screen, const config& part)
next_button.set_location(screen.x()-200,screen.y()-150);
skip_button.set_location(screen.x()-200,screen.y()-100);
}
next_button.draw();
skip_button.draw();
//draw title if needed
if(show_title) {
const SDL_Rect area = {0,0,screen.x(),screen.y()};
const SDL_Rect scenario_size =
font::draw_text(NULL,area,24,font::NORMAL_COLOUR,scenario,0,0);
update_rect(font::draw_text(&screen,area,24,font::NORMAL_COLOUR,scenario,
dstrect.x,dstrect.y - scenario_size.h - 4));
}
update_whole_screen();
screen.video().flip();
//draw images
const config::child_list& images = part.get_children("image");
bool pass = false;
for(std::vector<config*>::const_iterator i = images.begin(); i != images.end(); ++i){
const std::string& xloc = (**i)["x"];
const std::string& yloc = (**i)["y"];
const std::string& image_name = (**i)["file"];
const std::string& delay_str = (**i)["delay"];
const int delay = (delay_str == "") ? 0: atoi(delay_str.c_str());
const int x = atoi(xloc.c_str());
const int y = atoi(yloc.c_str());
if(x < 0 || x >= image->w || y < 0 || y >= image->w)
continue;
surface img;
img.assign(image::get_image(image_name,image::UNSCALED));
if(image == NULL) continue;
SDL_Rect image_rect;
image_rect.x = x + dstrect.x;
image_rect.y = y + dstrect.y;
image_rect.w = img->w;
image_rect.h = img->h;
SDL_BlitSurface(img,NULL,screen.video().getSurface(),&image_rect);
update_rect(image_rect);
if(pass == false) {
for(int i = 0; i != 50; ++i) {
if(key[SDLK_ESCAPE]) {
std::cerr << "escape pressed..\n";
return false;
}
SDL_Delay(delay/50);
events::pump();
int a, b;
const int mouse_flags = SDL_GetMouseState(&a,&b);
if(key[SDLK_RETURN] || key[SDLK_SPACE] || mouse_flags) {
std::cerr << "key pressed..\n";
pass = true;
continue;
}
screen.video().flip();
}
}
if(key[SDLK_ESCAPE]) {
std::cerr << "escape pressed..\n";
pass = true;
continue;
}
}
const std::string& id = part["id"];
const std::string& lang_story = string_table[id];
const std::string& story = lang_story.empty() ? part["story"] : lang_story;
@ -226,188 +299,3 @@ bool show_intro_part(display& screen, const config& part)
return true;
}
void display_map_scene(display& screen, const std::string& scenario,
const config::child_list& dots, const std::string& image_file) {
const surface image(image::get_image(image_file,image::UNSCALED));
const surface dot_image(image::get_image(game_config::dot_image,image::UNSCALED));
const surface cross_image(image::get_image(game_config::cross_image,image::UNSCALED));
if(image == NULL || dot_image == NULL || cross_image == NULL) {
std::cerr << "could not find map image: '" << image_file << "': " << (image == NULL ? "failed" : "ok") << "\n"
<< "'" << game_config::dot_image << "': " << (dot_image == NULL ? "failed" : "ok") << "\n"
<< "'" << game_config::cross_image << "': " << (cross_image == NULL ? "failed" : "ok") << "\n";
return;
}
SDL_Rect dstrect;
dstrect.x = screen.x()/2 - image->w/2;
dstrect.y = screen.y()/2 - image->h/2;
dstrect.w = image->w;
dstrect.h = image->h;
if(dstrect.y + dstrect.h > screen.y() - min_room_at_bottom) {
dstrect.y = maximum<int>(0,screen.y() - dstrect.h - min_room_at_bottom);
}
SDL_BlitSurface(image,NULL,screen.video().getSurface(),&dstrect);
update_whole_screen();
screen.video().flip();
CKey key;
for(std::vector<config*>::const_iterator d = dots.begin(); d != dots.end(); ++d){
const std::string& xloc = (**d)["x"];
const std::string& yloc = (**d)["y"];
const int x = atoi(xloc.c_str());
const int y = atoi(yloc.c_str());
if(x < 0 || x >= image->w || y < 0 || y >= image->w)
continue;
surface img = dot_image;
if((**d)["type"] == "cross") {
img = cross_image;
}
int xdot = x - img->w/2;
int ydot = y - img->h/2;
if(xdot < 0)
xdot = 0;
if(ydot < 0)
ydot = 0;
SDL_Rect dot_rect;
dot_rect.x = xdot + dstrect.x;
dot_rect.y = ydot + dstrect.y;
dot_rect.w = img->w;
dot_rect.h = img->h;
SDL_BlitSurface(img,NULL,screen.video().getSurface(),&dot_rect);
update_rect(dot_rect);
for(int i = 0; i != 50; ++i) {
if(key[SDLK_ESCAPE]) {
std::cerr << "escape pressed..\n";
break;
}
SDL_Delay(10);
events::pump();
int a, b;
const int mouse_flags = SDL_GetMouseState(&a,&b);
if(key[SDLK_RETURN] || key[SDLK_SPACE] || mouse_flags) {
std::cerr << "key pressed..\n";
break;
}
screen.video().flip();
}
if(key[SDLK_ESCAPE]) {
std::cerr << "escape pressed..\n";
break;
}
}
if(!key[SDLK_ESCAPE]) {
for(int i = 0; i != 50; ++i) {
SDL_Delay(10);
screen.video().flip();
}
}
static const SDL_Rect area = {0,0,screen.x(),screen.y()};
const SDL_Rect scenario_size =
font::draw_text(NULL,area,24,font::NORMAL_COLOUR,scenario,0,0);
update_rect(font::draw_text(&screen,area,24,font::NORMAL_COLOUR,scenario,
dstrect.x,dstrect.y - scenario_size.h - 4));
screen.video().flip();
bool last_state = true;
for(;;) {
int a, b;
const int mouse_flags = SDL_GetMouseState(&a,&b);
const bool new_state = mouse_flags || key[SDLK_ESCAPE] ||
key[SDLK_RETURN] || key[SDLK_SPACE];
if(new_state && !last_state) {
std::cerr << "key pressed..\n";
break;
}
last_state = new_state;
SDL_Delay(20);
events::pump();
screen.video().flip();
}
//clear the screen
gui::draw_solid_tinted_rectangle(0,0,screen.x()-1,screen.y()-1,0,0,0,1.0,
screen.video().getSurface());
}
void show_map_scene_cfg(display& screen, const std::string& scenario,
const config& cfg) {
config::all_children_iterator i = cfg.ordered_begin();
if(i != cfg.ordered_end()) {
std::pair<const std::string*, const config*> item = *i;
if(*item.first == "if") {
const std::string type = game_events::conditional_passed(
NULL, *item.second) ? "then":"else";
const config* const thens = (*item.second).child(type);
if(thens == NULL) {
std::cerr << "no map scene this way...\n";
return;
}
const config& selection = *thens;
show_map_scene_cfg(screen, scenario, selection);
}else{
const config::child_list& dots = cfg.get_children("dot");
const std::string& image_file = cfg["image"];
display_map_scene(screen, scenario, dots, image_file);
}
} else { //it still can have an image attribute
const config::child_list dummy;
const std::string& image_file = cfg["image"];
display_map_scene(screen, scenario, dummy, image_file);
}
}
void show_map_scene(display& screen, config& data)
{
std::cerr << "showing map scene...\n";
//stop the screen being resized while we're in this function
const events::resize_lock stop_resizing;
const events::event_context context;
//clear the screen
gui::draw_solid_tinted_rectangle(0,0,screen.x()-1,screen.y()-1,0,0,0,1.0,
screen.video().getSurface());
const config* const cfg_item = data.child("bigmap");
if(cfg_item == NULL) {
std::cerr << "no map scene...\n";
return;
}
const std::string& id = data.values["id"];
const std::string& scenario_name = string_table[id];
const std::string& scenario = scenario_name.empty() ? data.values["name"] :
scenario_name;
const config& cfg = *cfg_item;
show_map_scene_cfg(screen, scenario, cfg);
}

View file

@ -32,23 +32,6 @@
//
//each part of the sequence will be displayed in turn, with the
//user able to go to the next part, or skip it entirely.
void show_intro(display& screen, const config& data);
//function to show the map before each scenario.
//data is in a format that looks like,
//[bigmap]
//image='map-image'
// [dot]
// x='x'
// y='y'
// type=cross (optional)
// [/dot]
// ... more 'dot' nodes'
//[/bigmap]
//
//where 'map-image' is the image of the map. dots are displayed
//at 'x','y' on the image in sequence. type=cross should be used
//for the last dot, to show where the battle takes place.
void show_map_scene(display& screen, config& data);
void show_intro(display& screen, const config& data, const config& level);
#endif

View file

@ -323,10 +323,8 @@ LEVEL_RESULT play_level(game_data& gameinfo, const config& game_config,
if(recorder.skipping() == false) {
for(std::vector<config*>::const_iterator story_i = story.begin();
story_i != story.end(); ++story_i) {
show_intro(gui,**story_i);
show_intro(gui,**story_i, *level);
}
show_map_scene(gui,*level);
}
std::cerr << "c... " << (SDL_GetTicks() - ticks) << "\n";