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/**
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* @file interfac.cpp
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*
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* Implementation of load screens.
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*/
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#include <cstdint>
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#include <optional>
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#include <SDL.h>
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#include "control.h"
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#include "engine.h"
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#include "engine/clx_sprite.hpp"
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#include "engine/demomode.h"
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#include "engine/dx.h"
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#include "engine/events.hpp"
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#include "engine/load_cel.hpp"
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#include "engine/load_clx.hpp"
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#include "engine/load_pcx.hpp"
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#include "engine/palette.h"
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#include "engine/render/clx_render.hpp"
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#include "hwcursor.hpp"
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#include "init.h"
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#include "loadsave.h"
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#include "pfile.h"
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#include "plrmsg.h"
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#include "utils/sdl_geometry.h"
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namespace devilution {
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namespace {
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constexpr uint32_t MaxProgress = 534;
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OptionalOwnedClxSpriteList sgpBackCel;
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bool IsProgress;
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uint32_t sgdwProgress;
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int progress_id;
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/** The color used for the progress bar as an index into the palette. */
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const uint8_t BarColor[3] = { 138, 43, 254 };
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/** The screen position of the top left corner of the progress bar. */
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const int BarPos[3][2] = { { 53, 37 }, { 53, 421 }, { 53, 37 } };
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OptionalOwnedClxSpriteList ArtCutsceneWidescreen;
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uint16_t CustomEventsBegin = SDL_USEREVENT;
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constexpr uint16_t NumCustomEvents = WM_LAST - WM_FIRST + 1;
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Cutscenes GetCutSceneFromLevelType(dungeon_type type)
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{
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switch (type) {
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case DTYPE_TOWN:
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return CutTown;
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case DTYPE_CATHEDRAL:
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return CutLevel1;
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case DTYPE_CATACOMBS:
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return CutLevel2;
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case DTYPE_CAVES:
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return CutLevel3;
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case DTYPE_HELL:
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return CutLevel4;
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case DTYPE_NEST:
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return CutLevel6;
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case DTYPE_CRYPT:
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return CutLevel5;
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default:
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return CutLevel1;
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}
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}
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Cutscenes PickCutscene(interface_mode uMsg)
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{
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switch (uMsg) {
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case WM_DIABLOADGAME:
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case WM_DIABNEWGAME:
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return CutStart;
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case WM_DIABRETOWN:
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return CutTown;
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case WM_DIABNEXTLVL:
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case WM_DIABPREVLVL:
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case WM_DIABTOWNWARP:
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case WM_DIABTWARPUP: {
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int lvl = MyPlayer->plrlevel;
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if (lvl == 1 && uMsg == WM_DIABNEXTLVL)
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return CutTown;
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if (lvl == 16 && uMsg == WM_DIABNEXTLVL)
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return CutGate;
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return GetCutSceneFromLevelType(GetLevelType(lvl));
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}
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case WM_DIABWARPLVL:
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return CutPortal;
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case WM_DIABSETLVL:
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case WM_DIABRTNLVL:
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if (setlvlnum == SL_BONECHAMB)
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return CutLevel2;
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if (setlvlnum == SL_VILEBETRAYER)
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return CutPortalRed;
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if (IsArenaLevel(setlvlnum)) {
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if (uMsg == WM_DIABSETLVL)
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return GetCutSceneFromLevelType(setlvltype);
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return CutTown;
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}
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return CutLevel1;
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default:
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app_fatal("Unknown progress mode");
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}
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}
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void LoadCutsceneBackground(interface_mode uMsg)
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{
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const char *celPath;
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const char *palPath;
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switch (PickCutscene(uMsg)) {
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case CutStart:
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ArtCutsceneWidescreen = LoadOptionalClx("gendata\\cutstartw.clx");
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celPath = "gendata\\cutstart";
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palPath = "gendata\\cutstart.pal";
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progress_id = 1;
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break;
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case CutTown:
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ArtCutsceneWidescreen = LoadOptionalClx("gendata\\cutttw.clx");
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celPath = "gendata\\cuttt";
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palPath = "gendata\\cuttt.pal";
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progress_id = 1;
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break;
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case CutLevel1:
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ArtCutsceneWidescreen = LoadOptionalClx("gendata\\cutl1dw.clx");
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celPath = "gendata\\cutl1d";
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palPath = "gendata\\cutl1d.pal";
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progress_id = 0;
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break;
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case CutLevel2:
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ArtCutsceneWidescreen = LoadOptionalClx("gendata\\cut2w.clx");
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celPath = "gendata\\cut2";
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palPath = "gendata\\cut2.pal";
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progress_id = 2;
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break;
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case CutLevel3:
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ArtCutsceneWidescreen = LoadOptionalClx("gendata\\cut3w.clx");
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celPath = "gendata\\cut3";
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palPath = "gendata\\cut3.pal";
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progress_id = 1;
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break;
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case CutLevel4:
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ArtCutsceneWidescreen = LoadOptionalClx("gendata\\cut4w.clx");
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celPath = "gendata\\cut4";
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palPath = "gendata\\cut4.pal";
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progress_id = 1;
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break;
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case CutLevel5:
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ArtCutsceneWidescreen = LoadOptionalClx("nlevels\\cutl5w.clx");
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celPath = "nlevels\\cutl5";
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palPath = "nlevels\\cutl5.pal";
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progress_id = 1;
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break;
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case CutLevel6:
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ArtCutsceneWidescreen = LoadOptionalClx("nlevels\\cutl6w.clx");
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celPath = "nlevels\\cutl6";
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palPath = "nlevels\\cutl6.pal";
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progress_id = 1;
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break;
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case CutPortal:
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ArtCutsceneWidescreen = LoadOptionalClx("gendata\\cutportlw.clx");
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celPath = "gendata\\cutportl";
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palPath = "gendata\\cutportl.pal";
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progress_id = 1;
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break;
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case CutPortalRed:
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ArtCutsceneWidescreen = LoadOptionalClx("gendata\\cutportrw.clx");
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celPath = "gendata\\cutportr";
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palPath = "gendata\\cutportr.pal";
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progress_id = 1;
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break;
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case CutGate:
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ArtCutsceneWidescreen = LoadOptionalClx("gendata\\cutgatew.clx");
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celPath = "gendata\\cutgate";
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palPath = "gendata\\cutgate.pal";
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progress_id = 1;
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break;
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}
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assert(!sgpBackCel);
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sgpBackCel = LoadCel(celPath, 640);
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LoadPalette(palPath);
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sgdwProgress = 0;
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}
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void FreeCutsceneBackground()
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{
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sgpBackCel = std::nullopt;
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ArtCutsceneWidescreen = std::nullopt;
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}
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void DrawCutsceneBackground()
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{
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const Rectangle &uiRectangle = GetUIRectangle();
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const Surface &out = GlobalBackBuffer();
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SDL_FillRect(out.surface, nullptr, 0x000000);
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if (ArtCutsceneWidescreen) {
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const ClxSprite sprite = (*ArtCutsceneWidescreen)[0];
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RenderClxSprite(out, sprite, { uiRectangle.position.x - (sprite.width() - uiRectangle.size.width) / 2, uiRectangle.position.y });
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}
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ClxDraw(out, { uiRectangle.position.x, 480 - 1 + uiRectangle.position.y }, (*sgpBackCel)[0]);
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}
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void DrawCutsceneForeground()
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{
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const Rectangle &uiRectangle = GetUIRectangle();
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const Surface &out = GlobalBackBuffer();
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constexpr int ProgressHeight = 22;
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SDL_Rect rect = MakeSdlRect(
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out.region.x + BarPos[progress_id][0] + uiRectangle.position.x,
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out.region.y + BarPos[progress_id][1] + uiRectangle.position.y,
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sgdwProgress,
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ProgressHeight);
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SDL_FillRect(out.surface, &rect, BarColor[progress_id]);
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if (DiabloUiSurface() == PalSurface)
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BltFast(&rect, &rect);
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RenderPresent();
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}
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} // namespace
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void RegisterCustomEvents()
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{
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#ifndef USE_SDL1
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CustomEventsBegin = SDL_RegisterEvents(NumCustomEvents);
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#endif
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}
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bool IsCustomEvent(uint16_t eventType)
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{
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return eventType >= CustomEventsBegin && eventType < CustomEventsBegin + NumCustomEvents;
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}
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interface_mode GetCustomEvent(uint16_t eventType)
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{
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return static_cast<interface_mode>(eventType - CustomEventsBegin);
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}
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uint16_t CustomEventToSdlEvent(interface_mode eventType)
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{
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return CustomEventsBegin + eventType;
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}
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void interface_msg_pump()
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{
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SDL_Event event;
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uint16_t modState;
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while (FetchMessage(&event, &modState)) {
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if (event.type != SDL_QUIT) {
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HandleMessage(event, modState);
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}
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}
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}
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void IncProgress()
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{
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if (!HeadlessMode && !demo::IsRunning())
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interface_msg_pump();
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if (!IsProgress)
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return;
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sgdwProgress += 23;
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if (sgdwProgress > MaxProgress)
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sgdwProgress = MaxProgress;
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if (!HeadlessMode && !demo::IsRunning())
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DrawCutsceneForeground();
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}
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void CompleteProgress()
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{
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if (HeadlessMode)
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return;
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if (!IsProgress)
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return;
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while (sgdwProgress < MaxProgress)
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IncProgress();
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}
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void ShowProgress(interface_mode uMsg)
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{
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IsProgress = true;
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gbSomebodyWonGameKludge = false;
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uint32_t delayStart = SDL_GetTicks();
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EventHandler previousHandler = SetEventHandler(DisableInputEventHandler);
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if (!HeadlessMode) {
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assert(ghMainWnd);
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interface_msg_pump();
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ClearScreenBuffer();
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scrollrt_draw_game_screen();
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if (IsHardwareCursor())
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SetHardwareCursorVisible(false);
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BlackPalette();
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// Blit the background once and then free it.
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LoadCutsceneBackground(uMsg);
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DrawCutsceneBackground();
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if (RenderDirectlyToOutputSurface && PalSurface != nullptr) {
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// Render into all the backbuffers if there are multiple.
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const void *initialPixels = PalSurface->pixels;
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if (DiabloUiSurface() == PalSurface)
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BltFast(nullptr, nullptr);
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RenderPresent();
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while (PalSurface->pixels != initialPixels) {
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DrawCutsceneBackground();
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if (DiabloUiSurface() == PalSurface)
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BltFast(nullptr, nullptr);
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RenderPresent();
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}
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}
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FreeCutsceneBackground();
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PaletteFadeIn(8);
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IncProgress();
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sound_init();
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IncProgress();
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}
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Player &myPlayer = *MyPlayer;
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switch (uMsg) {
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case WM_DIABLOADGAME:
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IncProgress();
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IncProgress();
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LoadGame(true);
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IncProgress();
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IncProgress();
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break;
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case WM_DIABNEWGAME:
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|
|
|
myPlayer.pOriginalCathedral = !gbIsHellfire;
|
|
|
|
|
IncProgress();
|
|
|
|
|
FreeGameMem();
|
|
|
|
|
IncProgress();
|
|
|
|
|
pfile_remove_temp_files();
|
|
|
|
|
IncProgress();
|
|
|
|
|
LoadGameLevel(true, ENTRY_MAIN);
|
|
|
|
|
IncProgress();
|
|
|
|
|
break;
|
|
|
|
|
case WM_DIABNEXTLVL:
|
|
|
|
|
IncProgress();
|
|
|
|
|
if (!gbIsMultiplayer) {
|
|
|
|
|
pfile_save_level();
|
|
|
|
|
} 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) {
|
|
|
|
|
pfile_save_level();
|
|
|
|
|
} else {
|
|
|
|
|
DeltaSaveLevel();
|
|
|
|
|
}
|
|
|
|
|
IncProgress();
|
|
|
|
|
FreeGameMem();
|
|
|
|
|
currlevel--;
|
|
|
|
|
leveltype = GetLevelType(currlevel);
|
|
|
|
|
assert(myPlayer.isOnActiveLevel());
|
|
|
|
|
IncProgress();
|
|
|
|
|
LoadGameLevel(false, ENTRY_PREV);
|
|
|
|
|
IncProgress();
|
|
|
|
|
break;
|
|
|
|
|
case WM_DIABSETLVL:
|
|
|
|
|
// Note: ReturnLevel, ReturnLevelType and ReturnLvlPosition is only set to ensure vanilla compatibility
|
|
|
|
|
ReturnLevel = GetMapReturnLevel();
|
|
|
|
|
ReturnLevelType = GetLevelType(ReturnLevel);
|
|
|
|
|
ReturnLvlPosition = GetMapReturnPosition();
|
|
|
|
|
IncProgress();
|
|
|
|
|
if (!gbIsMultiplayer) {
|
|
|
|
|
pfile_save_level();
|
|
|
|
|
} else {
|
|
|
|
|
DeltaSaveLevel();
|
|
|
|
|
}
|
|
|
|
|
IncProgress();
|
|
|
|
|
setlevel = true;
|
|
|
|
|
leveltype = setlvltype;
|
|
|
|
|
currlevel = static_cast<uint8_t>(setlvlnum);
|
|
|
|
|
FreeGameMem();
|
|
|
|
|
IncProgress();
|
|
|
|
|
LoadGameLevel(false, ENTRY_SETLVL);
|
|
|
|
|
IncProgress();
|
|
|
|
|
break;
|
|
|
|
|
case WM_DIABRTNLVL:
|
|
|
|
|
IncProgress();
|
|
|
|
|
if (!gbIsMultiplayer) {
|
|
|
|
|
pfile_save_level();
|
|
|
|
|
} else {
|
|
|
|
|
DeltaSaveLevel();
|
|
|
|
|
}
|
|
|
|
|
IncProgress();
|
|
|
|
|
setlevel = false;
|
|
|
|
|
FreeGameMem();
|
|
|
|
|
IncProgress();
|
|
|
|
|
currlevel = GetMapReturnLevel();
|
|
|
|
|
leveltype = GetLevelType(currlevel);
|
|
|
|
|
LoadGameLevel(false, ENTRY_RTNLVL);
|
|
|
|
|
IncProgress();
|
|
|
|
|
break;
|
|
|
|
|
case WM_DIABWARPLVL:
|
|
|
|
|
IncProgress();
|
|
|
|
|
if (!gbIsMultiplayer) {
|
|
|
|
|
pfile_save_level();
|
|
|
|
|
} else {
|
|
|
|
|
DeltaSaveLevel();
|
|
|
|
|
}
|
|
|
|
|
IncProgress();
|
|
|
|
|
FreeGameMem();
|
|
|
|
|
GetPortalLevel();
|
|
|
|
|
IncProgress();
|
|
|
|
|
LoadGameLevel(false, ENTRY_WARPLVL);
|
|
|
|
|
IncProgress();
|
|
|
|
|
break;
|
|
|
|
|
case WM_DIABTOWNWARP:
|
|
|
|
|
IncProgress();
|
|
|
|
|
if (!gbIsMultiplayer) {
|
|
|
|
|
pfile_save_level();
|
|
|
|
|
} 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) {
|
|
|
|
|
pfile_save_level();
|
|
|
|
|
} else {
|
|
|
|
|
DeltaSaveLevel();
|
|
|
|
|
}
|
|
|
|
|
IncProgress();
|
|
|
|
|
FreeGameMem();
|
|
|
|
|
currlevel = myPlayer.plrlevel;
|
|
|
|
|
leveltype = GetLevelType(currlevel);
|
|
|
|
|
IncProgress();
|
|
|
|
|
LoadGameLevel(false, ENTRY_TWARPUP);
|
|
|
|
|
IncProgress();
|
|
|
|
|
break;
|
|
|
|
|
case WM_DIABRETOWN:
|
|
|
|
|
IncProgress();
|
|
|
|
|
if (!gbIsMultiplayer) {
|
|
|
|
|
pfile_save_level();
|
|
|
|
|
} else {
|
|
|
|
|
DeltaSaveLevel();
|
|
|
|
|
}
|
|
|
|
|
IncProgress();
|
|
|
|
|
FreeGameMem();
|
|
|
|
|
setlevel = false;
|
|
|
|
|
currlevel = myPlayer.plrlevel;
|
|
|
|
|
leveltype = GetLevelType(currlevel);
|
|
|
|
|
IncProgress();
|
|
|
|
|
LoadGameLevel(false, ENTRY_MAIN);
|
|
|
|
|
IncProgress();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!HeadlessMode) {
|
|
|
|
|
assert(ghMainWnd);
|
|
|
|
|
|
|
|
|
|
if (RenderDirectlyToOutputSurface && PalSurface != nullptr) {
|
|
|
|
|
// Ensure that all back buffers have the full progress bar.
|
|
|
|
|
const void *initialPixels = PalSurface->pixels;
|
|
|
|
|
do {
|
|
|
|
|
DrawCutsceneForeground();
|
|
|
|
|
if (DiabloUiSurface() == PalSurface)
|
|
|
|
|
BltFast(nullptr, nullptr);
|
|
|
|
|
RenderPresent();
|
|
|
|
|
} while (PalSurface->pixels != initialPixels);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PaletteFadeOut(8);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
previousHandler = SetEventHandler(previousHandler);
|
|
|
|
|
assert(previousHandler == DisableInputEventHandler);
|
|
|
|
|
IsProgress = false;
|
|
|
|
|
|
|
|
|
|
NetSendCmdLocParam2(true, CMD_PLAYER_JOINLEVEL, myPlayer.position.tile, myPlayer.plrlevel, myPlayer.plrIsOnSetLevel ? 1 : 0);
|
|
|
|
|
DelayPlrMessages(SDL_GetTicks() - delayStart);
|
|
|
|
|
|
|
|
|
|
if (gbSomebodyWonGameKludge && myPlayer.isOnLevel(16)) {
|
|
|
|
|
PrepDoEnding();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gbSomebodyWonGameKludge = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|