mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-03 00:15:46 +00:00
8472718fb7
This untangles some of the gigantic kitchen sink headers in an attempt to split things into smaller files. Also don't include gl.h, glext.h, windows.h, and other such nonsense *everywhere*. Lots of cleanups on the way too. More dead/unused code removal. Remove incrFlag(), decrFlag() Lua functions.
482 lines
8.8 KiB
C++
482 lines
8.8 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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.
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See the 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, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "States.h"
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#include "Game.h"
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#include "AquariaMenuItem.h"
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#include "../BBGE/DebugFont.h"
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#include "../BBGE/AfterEffect.h"
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Intro2::Intro2() : StateObject()
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{
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registerState(this, "Intro2");
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}
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void Intro2::skipIntro()
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{
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dsq->newGame();
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}
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void Intro2::applyState()
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{
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StateObject::applyState();
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ActionMapper::clearActions();
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dsq->subtitlePlayer.show(0.5f);
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core->resetCamera();
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dsq->jiggleCursor();
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dsq->setCutscene(1,1);
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core->run(1);
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dsq->overlay->alpha.interpolateTo(0, 40);
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dsq->toggleCursor(0);
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Quad *frame4 = new Quad;
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{
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frame4->setTexture("gameover-0004");
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frame4->position = Vector(400,310);
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frame4->setWidthHeight(600, 600);
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frame4->setSegs(2, 32, 0.1, 0.1, 0.002, 0.003, 2.0, 1);
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}
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addRenderObject(frame4, LR_BACKGROUND);
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ParticleEffect *emitter = new ParticleEffect;
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emitter->load("NaijaIntro_Idle");
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emitter->position = Vector(400,300);
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addRenderObject(emitter, LR_PARTICLES);
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emitter->start();
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ParticleEffect *emitter3 = new ParticleEffect;
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emitter3->load("VerseEnergy2");
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emitter3->position = Vector(400,300);
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addRenderObject(emitter3, LR_PARTICLES);
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emitter3->start();
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ParticleEffect *emitter2 = new ParticleEffect;
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emitter2->load("NaijaIntro_Transition");
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emitter2->position = Vector(400,300);
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addRenderObject(emitter2, LR_PARTICLES);
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dsq->voice("Naija_Intro-music");
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while (dsq->sound->isPlayingVoice())
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dsq->run(FRAME_TIME);
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emitter->stop();
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emitter2->start();
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core->run(0.5);
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core->sound->playSfx("NormalForm");
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dsq->overlay->color = Vector(1,1,1);
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dsq->overlay->alpha = 0;
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dsq->fade(1, 1);
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core->run(1);
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frame4->alpha = 0;
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dsq->overlay->color.interpolateTo(0, 1);
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core->run(1);
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dsq->overlay->color = 0;
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dsq->overlay->alpha = 1;
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dsq->setCutscene(0);
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dsq->newGame();
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}
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void Intro2::removeState()
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{
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StateObject::removeState();
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}
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void Intro2::update(float dt)
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{
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StateObject::update(dt);
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}
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const float GO_ANIM_TIME = 1.0;
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GameOver::GameOver() : StateObject()
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{
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registerState(this, "GameOver");
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frame3 = frame2 = frame1 = 0;
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}
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void GameOver::applyState()
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{
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const bool frameOutputGameOver = false;
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core->sound->fadeMusic(SFT_OUT, 1);
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StateObject::applyState();
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core->globalScale = Vector(1,1);
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core->globalScaleChanged();
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core->cameraPos = Vector(0,0,0);
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core->sound->playSfx("Death");
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if (frameOutputGameOver)
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{
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dsq->fpsText->alpha = 0;
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core->frameOutputMode = true;
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}
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Quad *q = new Quad;
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{
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q->color = 0;
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q->setWidthHeight(800, 600);
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q->position = Vector(400,300,-0.1);
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}
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addRenderObject(q);
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frame1 = new Quad;
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{
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frame1->setTexture("gameover-0004");
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frame1->position = Vector(400,300);
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frame1->setWidthHeight(600, 600);
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}
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addRenderObject(frame1, LR_BACKGROUND);
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frame2 = new Quad;
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{
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frame2->setTexture("gameover-0003");
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frame2->position = Vector(400,300);
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frame2->setWidthHeight(600, 600);
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}
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addRenderObject(frame2, LR_BACKGROUND);
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frame3 = new Quad;
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{
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frame3->setTexture("gameover-0002");
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frame3->position = Vector(400,300);
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frame3->setWidthHeight(600, 600);
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}
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addRenderObject(frame3, LR_BACKGROUND);
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Quad *frame4 = new Quad;
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{
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frame4->setTexture("gameover-0001");
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frame4->position = Vector(400,300);
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frame4->setWidthHeight(600, 600);
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}
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addRenderObject(frame4, LR_BACKGROUND);
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Quad *shockLines = new Quad;
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{
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shockLines->setTexture("shock-lines");
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shockLines->position = Vector(400,300);
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shockLines->setWidthHeight(800, 600);
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shockLines->setBlendType(RenderObject::BLEND_ADD);
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shockLines->scale.interpolateTo(Vector(4,4), 1);
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}
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addRenderObject(shockLines, LR_BACKGROUND);
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core->run(0.033);
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if (core->afterEffectManager)
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{
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core->afterEffectManager->clear();
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core->afterEffectManager->addEffect(new ShockEffect(Vector(core->width/2, core->height/2),core->screenCenter, 0.07,0.03,30,0.2f, 1.1));
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}
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dsq->overlay->alpha = 0;
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core->run(GO_ANIM_TIME);
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frame4->alpha.interpolateTo(0, GO_ANIM_TIME);
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core->run(GO_ANIM_TIME);
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frame3->alpha.interpolateTo(0, GO_ANIM_TIME);
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core->run(GO_ANIM_TIME);
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frame2->alpha.interpolateTo(0, GO_ANIM_TIME);
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core->run(GO_ANIM_TIME);
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frame1->alpha.interpolateTo(0, GO_ANIM_TIME);
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core->run(GO_ANIM_TIME);
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core->run(1.5);
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if (dsq->recentSaveSlot != -1)
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{
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dsq->sound->stopMusic();
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float transferSeconds = dsq->continuity.seconds;
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dsq->continuity.loadFile(dsq->recentSaveSlot);
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dsq->continuity.seconds = transferSeconds;
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dsq->game->transitionToScene(dsq->game->sceneToLoad);
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}
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else
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dsq->title();
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if (frameOutputGameOver)
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core->frameOutputMode = false;
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}
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void GameOver::removeState()
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{
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StateObject::removeState();
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frame3 = frame2 = frame1 = 0;
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}
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void GameOver::onClick()
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{
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if (timer == 0)
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dsq->title();
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}
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void GameOver::update(float dt)
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{
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StateObject::update(dt);
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if (timer > 0)
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{
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timer -= dt;
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if (timer <= 0)
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timer = 0;
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}
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}
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namespace NagStuff
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{
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std::vector<Quad*> irot;
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int ic=0;
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const int numScreens = 11;
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float screenTimer = 0;
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const float screenTime = 3;
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const float nagFadeTime = 1;
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};
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using namespace NagStuff;
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Nag::Nag() : StateObject()
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{
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registerState(this, "Nag");
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hitBuy = false;
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}
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void Nag::applyState()
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{
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StateObject::applyState();
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click = 0;
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dsq->cursor->offset.stop();
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dsq->cursor->internalOffset.stop();
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dsq->cursor->offset = Vector(0,0,0);
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dsq->cursor->internalOffset = Vector(0,0,0);
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dsq->cursor->color = Vector(0,0,0);
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dsq->sound->stopMusic();
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hitBuy = false;
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core->setInputGrab(false);
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grab = false;
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dsq->overlay2->alpha = 0;
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dsq->stopVoice();
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Quad *bg = new Quad("nag/nag", Vector(400,400));
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bg->setWidthHeight(800, 800);
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bg->followCamera = 1;
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addRenderObject(bg, LR_BACKGROUND);
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AquariaMenuItem *buy = new AquariaMenuItem();
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buy->followCamera = 1;
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buy->position = Vector(630, 400);
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buy->useGlow("particles/glow", 480, 128);
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buy->event.set(MakeFunctionEvent(Nag, onBuy));
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buy->setDirMove(DIR_LEFT, buy);
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buy->setDirMove(DIR_RIGHT, buy);
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buy->setDirMove(DIR_UP, buy);
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addRenderObject(buy, LR_BACKGROUND);
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AquariaMenuItem *exit = new AquariaMenuItem();
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exit->followCamera = 1;
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exit->position = Vector(732, 543);
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exit->useGlow("particles/glow", 128, 64);
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exit->event.set(MakeFunctionEvent(Nag, onExit));
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exit->setDirMove(DIR_LEFT, exit);
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exit->setDirMove(DIR_RIGHT, exit);
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exit->setDirMove(DIR_DOWN, exit);
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addRenderObject(exit, LR_BACKGROUND);
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buy->setDirMove(DIR_DOWN, exit);
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exit->setDirMove(DIR_UP, buy);
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buy->setFocus(true);
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ic = 0;
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irot.clear();
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Vector framePos(240, 400);
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Vector frameScale(0.98, 0.98);
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for (int i = 0; i < numScreens; i++)
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{
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std::ostringstream os;
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os << "nag/s-" << numToZeroString(i, 4);
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Quad *q = new Quad(os.str(), framePos);
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q->setTexture(os.str());
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if (i != 0)
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q->alpha = 0;
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else
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{
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q->alpha = 0;
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q->alpha.interpolateTo(1, nagFadeTime);
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}
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q->scale = Vector(0.75, 0.75) * frameScale;
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addRenderObject(q, LR_BACKGROUND);
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irot.push_back(q);
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}
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Quad *frame = new Quad("nag/nag-frame", framePos);
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frame->scale = frameScale;
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addRenderObject(frame, LR_BACKGROUND);
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dsq->toggleCursor(1, 0.5);
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dsq->fade(0, 1);
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dsq->run(1);
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dsq->sound->playMusic("openwaters3", SLT_NORMAL, SFT_IN, 2);
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}
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void Nag::removeState()
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{
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dsq->toggleCursor(0);
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dsq->fade(1, 1);
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dsq->run(1);
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dsq->cursor->color = Vector(1,1,1);
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core->setInputGrab(true);
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grab = true;
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StateObject::removeState();
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}
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void Nag::update(float dt)
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{
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StateObject::update(dt);
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core->setInputGrab(grab);
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screenTimer += dt;
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if (screenTimer > screenTime)
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{
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screenTimer = 0;
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ic ++;
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if (ic >= numScreens)
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ic = 0;
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for (int i = 0; i < irot.size(); i++) irot[i]->alpha.interpolateTo(0, nagFadeTime);
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irot[ic]->alpha.interpolateTo(1, nagFadeTime);
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}
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}
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void Nag::onExit()
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{
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if (core->isNested()) return;
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if (!hitBuy)
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{
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dsq->sound->playSfx("naijalow1");
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}
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switch (dsq->nagType)
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{
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case NAG_TOTITLE:
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dsq->title();
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break;
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default:
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case NAG_QUIT:
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dsq->quit();
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break;
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}
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}
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void Nag::onBuy()
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{
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if (core->isNested()) return;
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if (click == 1)
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{
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click = 0;
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return;
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}
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if (core->isFullscreen())
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{
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core->toggleScreenMode(0);
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dsq->run(0.6);
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}
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std::ostringstream os;
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os << "naijagiggle" << randRange(1, 5);
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dsq->sound->playSfx(os.str());
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dsq->run(0.5);
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click = 1;
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openURL("http://www.bit-blot.com/aquaria/buy.html");
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hitBuy = true;
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}
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