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/**
* @file interfac.cpp
*
* Implementation of load screens.
*/
#include <cstdint>
#include "control.h"
#include "dx.h"
#include "engine.h"
#include "engine/cel_sprite.hpp"
#include "engine/load_cel.hpp"
#include "engine/load_pcx.hpp"
#include "engine/pcx_sprite.hpp"
#include "engine/render/cel_render.hpp"
#include "engine/render/pcx_render.hpp"
#include "hwcursor.hpp"
#include "init.h"
#include "loadsave.h"
#include "palette.h"
#include "pfile.h"
#include "plrmsg.h"
#include "utils/sdl_geometry.h"
#include "utils/stdcompat/optional.hpp"
namespace devilution {
namespace {
std::optional<OwnedCelSprite> sgpBackCel;
uint32_t sgdwProgress;
int progress_id;
/** The color used for the progress bar as an index into the palette. */
const BYTE BarColor[3] = { 138, 43, 254 };
/** The screen position of the top left corner of the progress bar. */
const int BarPos[3][2] = { { 53, 37 }, { 53, 421 }, { 53, 37 } };
std::optional<OwnedPcxSprite> ArtCutsceneWidescreen;
void FreeInterface()
{
sgpBackCel = std::nullopt;
ArtCutsceneWidescreen = std::nullopt;
}
Cutscenes PickCutscene(interface_mode uMsg)
{
switch (uMsg) {
case WM_DIABLOADGAME:
case WM_DIABNEWGAME:
return CutStart;
case WM_DIABRETOWN:
return CutTown;
case WM_DIABNEXTLVL:
case WM_DIABPREVLVL:
case WM_DIABTOWNWARP:
case WM_DIABTWARPUP: {
int lvl = MyPlayer->plrlevel;
if (lvl == 1 && uMsg == WM_DIABNEXTLVL)
return CutTown;
if (lvl == 16 && uMsg == WM_DIABNEXTLVL)
return CutGate;
switch (GetLevelType(lvl)) {
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case DTYPE_TOWN:
return CutTown;
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case DTYPE_CATHEDRAL:
return CutLevel1;
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case DTYPE_CATACOMBS:
return CutLevel2;
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case DTYPE_CAVES:
return CutLevel3;
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case DTYPE_HELL:
return CutLevel4;
case DTYPE_NEST:
return CutLevel6;
case DTYPE_CRYPT:
return CutLevel5;
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default:
return CutLevel1;
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}
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}
case WM_DIABWARPLVL:
return CutPortal;
case WM_DIABSETLVL:
case WM_DIABRTNLVL:
if (setlvlnum == SL_BONECHAMB)
return CutLevel2;
if (setlvlnum == SL_VILEBETRAYER)
return CutPortalRed;
return CutLevel1;
default:
app_fatal("Unknown progress mode");
}
}
void InitCutscene(interface_mode uMsg)
{
const char *celPath;
const char *palPath;
switch (PickCutscene(uMsg)) {
case CutStart:
ArtCutsceneWidescreen = LoadPcxAsset("Gendata\\cutstartw.pcx");
celPath = "Gendata\\Cutstart.cel";
palPath = "Gendata\\Cutstart.pal";
progress_id = 1;
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break;
case CutTown:
celPath = "Gendata\\Cuttt.cel";
palPath = "Gendata\\Cuttt.pal";
progress_id = 1;
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break;
case CutLevel1:
celPath = "Gendata\\Cutl1d.cel";
palPath = "Gendata\\Cutl1d.pal";
progress_id = 0;
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break;
case CutLevel2:
celPath = "Gendata\\Cut2.cel";
palPath = "Gendata\\Cut2.pal";
progress_id = 2;
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break;
case CutLevel3:
celPath = "Gendata\\Cut3.cel";
palPath = "Gendata\\Cut3.pal";
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progress_id = 1;
break;
case CutLevel4:
celPath = "Gendata\\Cut4.cel";
palPath = "Gendata\\Cut4.pal";
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progress_id = 1;
break;
case CutLevel5:
celPath = "Nlevels\\Cutl5.cel";
palPath = "Nlevels\\Cutl5.pal";
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progress_id = 1;
break;
case CutLevel6:
celPath = "Nlevels\\Cutl6.cel";
palPath = "Nlevels\\Cutl6.pal";
progress_id = 1;
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break;
case CutPortal:
ArtCutsceneWidescreen = LoadPcxAsset("Gendata\\Cutportlw.pcx");
celPath = "Gendata\\Cutportl.cel";
palPath = "Gendata\\Cutportl.pal";
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progress_id = 1;
break;
case CutPortalRed:
ArtCutsceneWidescreen = LoadPcxAsset("Gendata\\Cutportrw.pcx");
celPath = "Gendata\\Cutportr.cel";
palPath = "Gendata\\Cutportr.pal";
progress_id = 1;
break;
case CutGate:
celPath = "Gendata\\Cutgate.cel";
palPath = "Gendata\\Cutgate.pal";
progress_id = 1;
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break;
}
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assert(!sgpBackCel);
sgpBackCel = LoadCel(celPath, 640);
LoadPalette(palPath);
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sgdwProgress = 0;
}
void DrawCutscene()
{
const Rectangle &uiRectangle = GetUIRectangle();
const Surface &out = GlobalBackBuffer();
if (ArtCutsceneWidescreen) {
const PcxSprite sprite { *ArtCutsceneWidescreen };
RenderPcxSprite(out, sprite, { uiRectangle.position.x - (sprite.width() - uiRectangle.size.width) / 2, uiRectangle.position.y });
}
CelDrawTo(out, { uiRectangle.position.x, 480 - 1 + uiRectangle.position.y }, *sgpBackCel, 0);
constexpr int ProgressHeight = 22;
SDL_Rect rect = MakeSdlRect(
out.region.x + BarPos[progress_id][0] + uiRectangle.position.x,
out.region.y + BarPos[progress_id][1] + uiRectangle.position.y,
sgdwProgress,
ProgressHeight);
SDL_FillRect(out.surface, &rect, BarColor[progress_id]);
BltFast(&rect, &rect);
RenderPresent();
}
} // namespace
void interface_msg_pump()
{
tagMSG msg;
while (FetchMessage(&msg)) {
if (msg.message != DVL_WM_QUIT) {
TranslateMessage(&msg);
PushMessage(&msg);
}
}
}
bool IncProgress()
{
interface_msg_pump();
sgdwProgress += 23;
if (sgdwProgress > 534)
sgdwProgress = 534;
if (sgpBackCel)
DrawCutscene();
return sgdwProgress >= 534;
}
void ShowProgress(interface_mode uMsg)
{
WNDPROC saveProc;
gbSomebodyWonGameKludge = false;
plrmsg_delay(true);
assert(ghMainWnd);
saveProc = SetWindowProc(DisableInputWndProc);
interface_msg_pump();
ClearScreenBuffer();
scrollrt_draw_game_screen();
InitCutscene(uMsg);
BlackPalette();
DrawCutscene();
if (IsHardwareCursor())
SetHardwareCursorVisible(false);
PaletteFadeIn(8);
IncProgress();
sound_init();
IncProgress();
Player &myPlayer = *MyPlayer;
switch (uMsg) {
case WM_DIABLOADGAME:
IncProgress();
IncProgress();
LoadGame(true);
IncProgress();
IncProgress();
break;
case WM_DIABNEWGAME:
myPlayer.pOriginalCathedral = !gbIsHellfire;
IncProgress();
FreeGameMem();
IncProgress();
pfile_remove_temp_files();
IncProgress();
LoadGameLevel(true, ENTRY_MAIN);
IncProgress();
break;
case WM_DIABNEXTLVL:
IncProgress();
if (!gbIsMultiplayer) {
SaveLevel();
} else {
DeltaSaveLevel();
}
IncProgress();
FreeGameMem();
setlevel = false;
currlevel = myPlayer.plrlevel;
leveltype = GetLevelType(currlevel);
IncProgress();
LoadGameLevel(false, ENTRY_MAIN);
IncProgress();
break;
case WM_DIABPREVLVL:
IncProgress();
if (!gbIsMultiplayer) {
SaveLevel();
} else {
DeltaSaveLevel();
}
IncProgress();
FreeGameMem();
currlevel--;
leveltype = GetLevelType(currlevel);
assert(myPlayer.plrlevel == currlevel);
IncProgress();
LoadGameLevel(false, ENTRY_PREV);
IncProgress();
break;
case WM_DIABSETLVL:
SetReturnLvlPos();
IncProgress();
if (!gbIsMultiplayer) {
SaveLevel();
} else {
DeltaSaveLevel();
}
IncProgress();
setlevel = true;
leveltype = setlvltype;
FreeGameMem();
IncProgress();
LoadGameLevel(false, ENTRY_SETLVL);
IncProgress();
break;
case WM_DIABRTNLVL:
IncProgress();
if (!gbIsMultiplayer) {
SaveLevel();
} else {
DeltaSaveLevel();
}
IncProgress();
setlevel = false;
FreeGameMem();
IncProgress();
GetReturnLvlPos();
LoadGameLevel(false, ENTRY_RTNLVL);
IncProgress();
break;
case WM_DIABWARPLVL:
IncProgress();
if (!gbIsMultiplayer) {
SaveLevel();
} else {
DeltaSaveLevel();
}
IncProgress();
FreeGameMem();
GetPortalLevel();
IncProgress();
LoadGameLevel(false, ENTRY_WARPLVL);
IncProgress();
break;
case WM_DIABTOWNWARP:
IncProgress();
if (!gbIsMultiplayer) {
SaveLevel();
} else {
DeltaSaveLevel();
}
IncProgress();
FreeGameMem();
setlevel = false;
currlevel = myPlayer.plrlevel;
leveltype = GetLevelType(currlevel);
IncProgress();
LoadGameLevel(false, ENTRY_TWARPDN);
IncProgress();
break;
case WM_DIABTWARPUP:
IncProgress();
if (!gbIsMultiplayer) {
SaveLevel();
} else {
DeltaSaveLevel();
}
IncProgress();
FreeGameMem();
currlevel = myPlayer.plrlevel;
leveltype = GetLevelType(currlevel);
IncProgress();
LoadGameLevel(false, ENTRY_TWARPUP);
IncProgress();
break;
case WM_DIABRETOWN:
IncProgress();
if (!gbIsMultiplayer) {
SaveLevel();
} else {
DeltaSaveLevel();
}
IncProgress();
FreeGameMem();
currlevel = myPlayer.plrlevel;
leveltype = GetLevelType(currlevel);
IncProgress();
LoadGameLevel(false, ENTRY_MAIN);
IncProgress();
break;
}
assert(ghMainWnd);
PaletteFadeOut(8);
FreeInterface();
saveProc = SetWindowProc(saveProc);
assert(saveProc == DisableInputWndProc);
NetSendCmdLocParam1(true, CMD_PLAYER_JOINLEVEL, myPlayer.position.tile, myPlayer.plrlevel);
plrmsg_delay(false);
if (gbSomebodyWonGameKludge && myPlayer.plrlevel == 16) {
PrepDoEnding();
}
gbSomebodyWonGameKludge = false;
}
} // namespace devilution