Files
jaildoctors_dilemma/source/title.cpp
2025-03-06 23:12:53 +01:00

398 lines
12 KiB
C++

#include "title.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_error.h> // for SDL_GetError
#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event, SDL_KEYDOWN
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_scancode.h> // for SDL_SCANCODE_1, SDL_SCANCODE_2
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <iostream> // for basic_ostream, operator<<, cout, endl
#include "asset.h" // for Asset
#include "cheevos.h" // for Achievement, Cheevos
#include "defines.h" // for PLAY_AREA_CENTER_X, GAMECANVAS_WIDTH
#include "global_events.h" // for check
#include "global_inputs.h" // for check
#include "input.h" // for Input, inputs_e, REPEAT_FALSE, REPEA...
#include "options.h" // for Options, options, OptionsVideo, Sect...
#include "resource.h" // for Resource
#include "screen.h" // for Screen
#include "s_sprite.h" // for SSprite
#include "text.h" // for Text, TEXT_CENTER, TEXT_COLOR
#include "surface.h" // for Surface
#include "utils.h" // for Color, stringToColor, Palette
#include "paleta.h"
// Constructor
Title::Title()
: title_logo_surface_(Resource::get()->getSurface("title_logo.gif")),
title_logo_sprite_(std::make_shared<SSprite>(title_logo_surface_, 0, 0, title_logo_surface_->getWidth(), title_logo_surface_->getHeight())),
bg_surface_(std::make_shared<Surface>(options.game.width, options.game.height))
{
// Carga la surface con los gráficos de la pantalla de carga
pInit(Screen::get()->getRenderer(), 256, 128);
loading_screen_ = pLoadSurface(Asset::get()->get("loading_screen_color.gif").c_str());
pLoadPal(Asset::get()->get("loading_screen_color.gif").c_str());
pSetSource(loading_screen_);
// Inicializa variables
state_ = options.section.subsection == Subsection::TITLE_WITH_LOADING_SCREEN ? TitleState::SHOW_LOADING_SCREEN : TitleState::SHOW_MENU;
options.section.section = Section::TITLE;
options.section.subsection = Subsection::NONE;
initMarquee();
// Crea y rellena la textura para mostrar los logros
createCheevosTexture();
// Cambia el color del borde
Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BRIGHT_BLACK));
// Rellena la textura de fondo con todos los gráficos
fillSurface();
// Inicia la musica
playMusic("title.ogg");
}
// Destructor
Title::~Title()
{
pDeleteSurface(loading_screen_);
}
// Inicializa la marquesina
void Title::initMarquee()
{
letters_.clear();
long_text_ = "HEY JAILERS!! IT'S 2022 AND WE'RE STILL ROCKING LIKE IT'S 1998!!! HAVE YOU HEARD IT? JAILGAMES ARE BACK!! YEEESSS BACK!! MORE THAN 10 TITLES ON JAILDOC'S KITCHEN!! THATS A LOOOOOOT OF JAILGAMES, BUT WHICH ONE WILL STRIKE FIRST? THERE IS ALSO A NEW DEVICE TO COME THAT WILL BLOW YOUR MIND WITH JAILGAMES ON THE GO: P.A.C.O. BUT WAIT! WHAT'S THAT BEAUTY I'M SEEING RIGHT OVER THERE?? OOOH THAT TINY MINIASCII IS PURE LOVE!! I WANT TO LICK EVERY BYTE OF IT!! OH SHIT! AND DON'T FORGET TO BRING BACK THOSE OLD AND FAT MS-DOS JAILGAMES TO GITHUB TO KEEP THEM ALIVE!! WHAT WILL BE THE NEXT JAILDOC RELEASE? WHAT WILL BE THE NEXT PROJECT TO COME ALIVE?? OH BABY WE DON'T KNOW BUT HERE YOU CAN FIND THE ANSWER, YOU JUST HAVE TO COMPLETE JAILDOCTOR'S DILEMMA ... COULD YOU?";
for (int i = 0; i < (int)long_text_.length(); ++i)
{
TitleLetter l;
l.letter = long_text_.substr(i, 1);
l.x = 256;
l.enabled = false;
letters_.push_back(l);
}
letters_[0].enabled = true;
}
// Comprueba el manejador de eventos
void Title::checkEvents()
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
globalEvents::check(event);
// Solo se comprueban estas teclas si no está activo el menu de logros
if (event.type == SDL_KEYDOWN)
{
if (!show_cheevos_)
{
switch (event.key.keysym.scancode)
{
case SDL_SCANCODE_1:
options.section.section = Section::GAME;
options.section.subsection = Subsection::NONE;
break;
case SDL_SCANCODE_2:
show_cheevos_ = true;
break;
default:
break;
}
}
}
}
}
// Comprueba las entradas
void Title::checkInput()
{
if (show_cheevos_)
{
if (Input::get()->checkInput(InputAction::DOWN, REPEAT_TRUE))
{
moveCheevosList(1);
}
else if (Input::get()->checkInput(InputAction::UP, REPEAT_TRUE))
{
moveCheevosList(0);
}
else if (Input::get()->checkInput(InputAction::ACCEPT, REPEAT_FALSE))
{
hideCheevosList();
counter_ = 0;
}
}
if (Input::get()->checkInput(InputAction::ACCEPT, REPEAT_FALSE))
{
if (state_ == TitleState::SHOW_LOADING_SCREEN)
{
state_ = TitleState::FADE_LOADING_SCREEN;
}
}
globalInputs::check();
}
// Actualiza la marquesina
void Title::updateMarquee()
{
const auto TEXT = Resource::get()->getText("gauntlet");
for (int i = 0; i < (int)letters_.size(); ++i)
{
if (letters_[i].enabled)
{
letters_[i].x -= marquee_speed_;
if (letters_[i].x < -10)
{
letters_[i].enabled = false;
}
}
else
{
if (i > 0 && letters_[i - 1].x < 256 && letters_[i - 1].enabled)
{
letters_[i].enabled = true;
letters_[i].x = letters_[i - 1].x + TEXT->lenght(letters_[i - 1].letter) + 1;
}
}
}
// Comprueba si ha terminado la marquesina y la reinicia
if (letters_[letters_.size() - 1].x < -10)
{ // Inicializa la marquesina
initMarquee();
}
}
// Dibuja la marquesina
void Title::renderMarquee()
{
const auto TEXT = Resource::get()->getText("gauntlet");
for (const auto &l : letters_)
{
if (l.enabled)
{
TEXT->writeColored(l.x, 184, l.letter, static_cast<Uint8>(PaletteColor::BRIGHT_RED));
}
}
}
// Actualiza las variables
void Title::update()
{
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
if (SDL_GetTicks() - ticks_ > GAME_SPEED)
{
// Actualiza el contador de ticks
ticks_ = SDL_GetTicks();
// Comprueba las entradas
checkInput();
Screen::get()->update();
// Incrementa el contador
counter_++;
switch (state_)
{
case TitleState::SHOW_LOADING_SCREEN:
if (counter_ == 500)
{
counter_ = 0;
state_ = TitleState::FADE_LOADING_SCREEN;
}
break;
case TitleState::FADE_LOADING_SCREEN:
if (counter_ % 4 == 0)
{
if (pFadePal())
{
counter_ = 0;
state_ = TitleState::SHOW_MENU;
}
}
break;
case TitleState::SHOW_MENU:
// Actualiza la marquesina
updateMarquee();
// Si el contador alcanza cierto valor, termina la seccion
if (counter_ == 2200)
{
if (!show_cheevos_)
{
options.section.section = Section::CREDITS;
options.section.subsection = Subsection::NONE;
}
}
break;
default:
break;
}
}
}
// Dibuja en pantalla
void Title::render()
{
// Prepara para empezar a dibujar en la textura de juego
Screen::get()->start();
Screen::get()->clearSurface(stringToColor("black"));
if (state_ == TitleState::SHOW_MENU)
{
// Dibuja la textura de fondo
bg_surface_->render(0, 0);
// Dibuja la marquesina
renderMarquee();
// Dibuja la información de logros
if (show_cheevos_)
{
cheevos_sprite_->render();
}
}
else
{
// Dibuja la pantalla de carga
pCls(4);
pBlit(0, 0, 0, 0, 256, 128);
pFlip(Screen::get()->getRenderer());
// Dibuja el logo del título
title_logo_sprite_->render();
}
// Vuelca el contenido del renderizador en pantalla
Screen::get()->render();
}
// Bucle para el logo del juego
void Title::run()
{
while (options.section.section == Section::TITLE)
{
update();
checkEvents();
render();
}
}
// Desplaza la lista de logros
void Title::moveCheevosList(int direction)
{
const int speed = 2;
cheevos_surface_view_.y = direction == 0 ? cheevos_surface_view_.y - speed : cheevos_surface_view_.y + speed;
const int bottom = cheevos_surface_->getHeight() - cheevos_surface_view_.h;
if (cheevos_surface_view_.y < 0)
{
cheevos_surface_view_.y = 0;
}
else if (cheevos_surface_view_.y > bottom)
{
cheevos_surface_view_.y = bottom;
}
cheevos_sprite_->setClip(cheevos_surface_view_);
}
// Rellena la textura de fondo con todos los gráficos
void Title::fillSurface()
{
// Coloca el puntero del renderizador sobre la textura
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(bg_surface_);
// Rellena la textura de color
bg_surface_->clear(1);
// Pinta el gráfico del titulo a partir del sprite
title_logo_sprite_->render();
// Escribe el texto en la textura
auto text = Resource::get()->getText("smb2");
const Uint8 COLOR = stringToColor("green");
const int TEXT_SIZE = text->getCharacterSize();
text->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, 11 * TEXT_SIZE, "1.PLAY", 1, COLOR);
text->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, 13 * TEXT_SIZE, "2.ACHIEVEMENTS", 1, COLOR);
text->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, 15 * TEXT_SIZE, "3.REDEFINE KEYS", 1, COLOR);
//text->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, 20 * TEXT_SIZE, "ESC.EXIT GAME", 1, COLOR);
// Devuelve el puntero del renderizador a su sitio
Screen::get()->setRendererSurface(previuos_renderer);
}
// Crea y rellena la textura para mostrar los logros
void Title::createCheevosTexture()
{
// Crea la textura con el listado de logros
const auto CHEEVOS_LIST = Cheevos::get()->list();
const auto TEXT = Resource::get()->getText("subatomic");
constexpr int CHEEVOS_TEXTURE_WIDTH = 200;
constexpr int CHEEVOS_TEXTURE_VIEW_HEIGHT = 110 - 8;
constexpr int CHEEVOS_TEXTURE_POS_Y = 73;
constexpr int CHEEVOS_PADDING = 10;
const int CHEEVO_HEIGHT = CHEEVOS_PADDING + (TEXT->getCharacterSize() * 2) + 1;
const int CHEEVOS_TEXTURE_HEIGHT = (CHEEVO_HEIGHT * CHEEVOS_LIST.size()) + 2 + TEXT->getCharacterSize() + 8;
cheevos_surface_ = std::make_shared<Surface>(CHEEVOS_TEXTURE_WIDTH, CHEEVOS_TEXTURE_HEIGHT);
// Prepara para dibujar sobre la textura
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(cheevos_surface_);
// Rellena la textura con color sólido
const Uint8 CHEEVOS_BG_COLOR = stringToColor("black");
cheevos_surface_->clear(CHEEVOS_BG_COLOR);
// Escribe la lista de logros en la textura
const std::string CHEEVOS_OWNER = "ACHIEVEMENTS";
const std::string CHEEVOS_LIST_CAPTION = CHEEVOS_OWNER + " (" + std::to_string(Cheevos::get()->getTotalUnlockedAchievements()) + " / " + std::to_string(Cheevos::get()->size()) + ")";
int pos = 2;
TEXT->writeDX(TEXT_CENTER | TEXT_COLOR, cheevos_surface_->getWidth() / 2, pos, CHEEVOS_LIST_CAPTION, 1, stringToColor("bright_green"));
pos += TEXT->getCharacterSize();
const Uint8 CHEEVO_LOCKED_COLOR = stringToColor("white");
const Uint8 CHEEVO_UNLOCKED_COLOR = stringToColor("bright_green");
Uint8 cheevoColor;
constexpr int LINE_X1 = (CHEEVOS_TEXTURE_WIDTH / 7) * 3;
constexpr int LINE_X2 = LINE_X1 + ((CHEEVOS_TEXTURE_WIDTH / 7) * 1);
for (const auto &cheevo : CHEEVOS_LIST)
{
cheevoColor = cheevo.completed ? CHEEVO_UNLOCKED_COLOR : CHEEVO_LOCKED_COLOR;
pos += CHEEVOS_PADDING;
constexpr int HALF = CHEEVOS_PADDING / 2;
auto surface = Screen::get()->getRendererSurface();
surface->drawLine(LINE_X1, pos - HALF - 1, LINE_X2, pos - HALF - 1, cheevoColor);
TEXT->writeDX(TEXT_CENTER | TEXT_COLOR, CHEEVOS_TEXTURE_WIDTH / 2, pos, cheevo.caption, 1, cheevoColor);
pos += TEXT->getCharacterSize() + 1;
TEXT->writeDX(TEXT_CENTER | TEXT_COLOR, CHEEVOS_TEXTURE_WIDTH / 2, pos, cheevo.description, 1, cheevoColor);
pos += TEXT->getCharacterSize();
}
// Restablece el RenderSurface
Screen::get()->setRendererSurface(previuos_renderer);
// Crea el sprite para el listado de logros
cheevos_sprite_ = std::make_shared<SSprite>(cheevos_surface_, (GAMECANVAS_WIDTH - cheevos_surface_->getWidth()) / 2, CHEEVOS_TEXTURE_POS_Y, cheevos_surface_->getWidth(), cheevos_surface_->getHeight());
cheevos_surface_view_ = {0, 0, cheevos_surface_->getWidth(), CHEEVOS_TEXTURE_VIEW_HEIGHT};
cheevos_sprite_->setClip(cheevos_surface_view_);
}
// Oculta la lista de logros
void Title::hideCheevosList()
{
show_cheevos_ = false;
cheevos_surface_view_.y = 0;
cheevos_sprite_->setClip(cheevos_surface_view_);
}