#include #include #include #include #include "gettext.h" #include "blupi.h" #include "def.h" #include "resource.h" #include "pixmap.h" #include "sound.h" #include "decor.h" #include "movie.h" #include "button.h" #include "menu.h" #include "jauge.h" #include "event.h" #include "action.h" #include "text.h" #include "misc.h" #ifdef _WIN32 #define unlink _unlink #else // _WIN32 #include #endif // !_WINE32 #define DEF_TIME_HELP 10000 // ~10 minutes #define DEF_TIME_DEMO 1000 // ~1 minute #define MAXDEMO 2000 typedef struct { Sint16 majRev; Sint16 minRev; Sint16 reserve1[9]; Sint16 exercice; // exercice en cours (0..n) Sint16 mission; // mission en cours (0..n) Sint16 speed; Sint16 bMovie; Sint16 maxMission; // dernière mission effectuée (0..n) Sint16 scrollSpeed; Sint16 audioVolume; Sint16 midiVolume; Sint16 bAccessBuild; Sint16 prive; Sint16 skill; Sint16 reserve2[93]; } DescInfo; // Toutes les premières lettres doivent // être différentes ! static char cheat_code[9][20] = { "vision", // 0 "power", // 1 "lonesome", // 2 "allmissions", // 3 "quick", // 4 "helpme", // 5 "invincible", // 6 "superblupi", // 7 "construire", // 8 (CPOTUSVJSF) }; ///////////////////////////////////////////////////////////////////////////// static Phase table[] = { { WM_PHASE_TESTCD, "image/init.blp", false, { { 0 }, }, }, { WM_PHASE_INTRO1, "image/intro1.blp", false, { { 0 }, }, }, { WM_PHASE_INTRO2, "image/intro2.blp", false, { { 0 }, }, }, { WM_PHASE_INIT, "image/init.blp", false, { { WM_PHASE_DEMO, 0, {1, 108}, 16, 424 - 60 - 42 * 3 - 18, { translate ("Demo") }, }, { WM_PHASE_SCHOOL, 0, {1, 79}, 16, 424 - 60 - 42 * 2, { translate ("Training") }, }, { WM_PHASE_MISSION, 0, {1, 80}, 16, 424 - 60 - 42 * 1, { translate ("Missions") }, }, { WM_PHASE_PRIVATE, 0, {1, 49}, 16, 424 - 60 - 42 * 0, { translate ("Construction") }, }, { WM_PHASE_BYE, 0, {1, 36}, 16, 424, { translate ("Quit BLUPI") }, }, { 0 }, }, }, { WM_PHASE_HISTORY0, "image/history0.blp", true, { { WM_PHASE_INIT, 0, {1, 50}, 42 + 42 * 0, 433, { translate ("Previous page") }, }, { WM_PHASE_H1MOVIE, 0, {1, 51}, 558 - 42 * 0, 433, { translate ("Next page") }, }, { 0 }, }, }, { WM_PHASE_HISTORY1, "image/history1.blp", true, { { WM_PHASE_HISTORY0, 0, {1, 50}, 42 + 42 * 0, 433, { translate ("Previous page") }, }, { WM_PHASE_H2MOVIE, 0, {1, 51}, 558 - 42 * 0, 433, { translate ("Next page") }, }, { 0 }, }, }, { WM_PHASE_INFO, "image/info%.3d.blp", false, { { WM_PREV, 0, {1, 50}, 558 - 42 * 2, 433, { translate ("Previous game") }, }, { WM_PHASE_PLAYMOVIE, 0, {1, 48}, 558 - 42 * 1, 433, { translate ("Play this game") }, }, { WM_NEXT, 0, {1, 51}, 558 - 42 * 0, 433, { translate ("Next game") }, }, { WM_PHASE_READ, 0, {1, 52}, 42 + 42 * 4, 433, { translate ("Open another game") }, }, { WM_PHASE_SETUP, 0, {1, 47}, 42 + 42 * 7, 433, { translate ("Settings") }, }, { WM_PHASE_BUILD, 0, {1, 49}, 42 + 42 * 8, 433, { translate ("Construct this game") }, }, { WM_PHASE_SKILL1, 0, {1, 94}, 150, 230, { translate ("Skill level") }, }, { WM_PHASE_SKILL2, 0, {1, 95}, 150, 230 + 42, { translate ("Skill level") }, }, { WM_PHASE_INIT, 0, {1, 40}, 42 + 42 * 0, 433, { translate ("Finish") }, }, { 0 }, }, }, { WM_PHASE_PLAY, "image/play.blp", false, { { WM_PHASE_STOP, 0, {1, 40}, 10 + 42 * 0, 422, {}, }, { WM_PHASE_SETUPp, 0, {1, 47}, 10 + 42 * 1, 422, {}, }, { WM_PHASE_WRITEp, 0, {1, 53}, 10 + 42 * 2, 422, {}, }, { 0 }, }, }, { WM_PHASE_STOP, "image/stop%.3d.blp", false, { { WM_PHASE_PLAY, 0, {1, 77}, 558 - 42 * 1, 433, { translate ("Continue this game") }, }, { WM_PHASE_READ, 0, {1, 52}, 42 + 42 * 4, 433, { translate ("Open another game") }, }, { WM_PHASE_WRITE, 0, {1, 53}, 42 + 42 * 5, 433, { translate ("Save this game") }, }, { WM_PHASE_SETUP, 0, {1, 47}, 42 + 42 * 7, 433, { translate ("Settings") }, }, { WM_PHASE_INFO, 0, {1, 78}, 42 + 42 * 0, 433, { translate ("Quit this game") }, }, { WM_PHASE_HELP, 0, {1, 86}, 42 + 42 * 9, 433, { translate ("Help") }, }, { 0 }, }, }, { WM_PHASE_HELP, "image/help.blp", true, { { WM_PHASE_PLAY, 0, {1, 77}, 558 - 42 * 1, 433, { translate ("Continue this game") }, }, { WM_PHASE_READ, 0, {1, 52}, 42 + 42 * 4, 433, { translate ("Open another game") }, }, { WM_PHASE_WRITE, 0, {1, 53}, 42 + 42 * 5, 433, { translate ("Save this game") }, }, { WM_PHASE_SETUP, 0, {1, 47}, 42 + 42 * 7, 433, { translate ("Settings") }, }, { WM_PHASE_STOP, 0, {1, 50}, 42 + 42 * 0, 433, { translate ("Previous page") }, }, { 0 }, }, }, { WM_PHASE_SETUP, "image/setup.blp", false, { { WM_BUTTON1, 0, {1, 50}, 54, 330, { translate ("Slower") }, }, { WM_BUTTON2, 0, {1, 51}, 54 + 40, 330, { translate ("Faster") }, }, { WM_BUTTON3, 0, {1, 50}, 284, 330, { translate ("Reduce volume") }, }, { WM_BUTTON4, 0, {1, 51}, 284 + 40, 330, { translate ("Increase volume") }, }, { WM_BUTTON5, 0, {1, 50}, 399, 330, { translate ("Reduce volume") }, }, { WM_BUTTON6, 0, {1, 51}, 399 + 40, 330, { translate ("Increase volume") }, }, { WM_BUTTON7, 0, {1, 50}, 514, 330, { translate ("No video") }, }, { WM_BUTTON8, 0, {1, 51}, 514 + 40, 330, { translate ("Show videos") }, }, { WM_BUTTON9, 0, {1, 50}, 169, 330, { translate ("Slower") }, }, { WM_BUTTON10, 0, {1, 51}, 169 + 40, 330, { translate ("Faster") }, }, { WM_PHASE_STOP, 0, {1, 40}, 11, 424, { translate ("Finish") }, }, { 0 }, }, }, { WM_PHASE_SETUPp, "image/setup.blp", false, { { WM_BUTTON1, 0, {1, 50}, 54, 330, { translate ("Slower") }, }, { WM_BUTTON2, 0, {1, 51}, 54 + 40, 330, { translate ("Faster") }, }, { WM_BUTTON3, 0, {1, 50}, 284, 330, { translate ("Reduce volume") }, }, { WM_BUTTON4, 0, {1, 51}, 284 + 40, 330, { translate ("Increase volume") }, }, { WM_BUTTON5, 0, {1, 50}, 399, 330, { translate ("Reduce volume") }, }, { WM_BUTTON6, 0, {1, 51}, 399 + 40, 330, { translate ("Increase volume") }, }, { WM_BUTTON7, 0, {1, 50}, 514, 330, { translate ("No video") }, }, { WM_BUTTON8, 0, {1, 51}, 514 + 40, 330, { translate ("Show videos") }, }, { WM_BUTTON9, 0, {1, 50}, 169, 330, { translate ("Slower") }, }, { WM_BUTTON10, 0, {1, 51}, 169 + 40, 330, { translate ("Faster") }, }, { WM_PHASE_PLAY, 0, {1, 77}, 11, 424, { translate ("Continue this game") }, }, { 0 }, }, }, { WM_PHASE_READ, "image/read.blp", false, { { WM_READ0, 0, {0}, 420, 30 + 42 * 0, {}, }, { WM_READ1, 0, {0}, 420, 30 + 42 * 1, {}, }, { WM_READ2, 0, {0}, 420, 30 + 42 * 2, {}, }, { WM_READ3, 0, {0}, 420, 30 + 42 * 3, {}, }, { WM_READ4, 0, {0}, 420, 30 + 42 * 4, {}, }, { WM_READ5, 0, {0}, 420, 30 + 42 * 5, {}, }, { WM_READ6, 0, {0}, 420, 30 + 42 * 6, {}, }, { WM_READ7, 0, {0}, 420, 30 + 42 * 7, {}, }, { WM_READ8, 0, {0}, 420, 30 + 42 * 8, {}, }, { WM_READ9, 0, {0}, 420, 30 + 42 * 9, {}, }, { WM_PHASE_STOP, 0, {1, 40}, 16, 424, { translate ("Finish") }, }, { 0 }, }, }, { WM_PHASE_WRITE, "image/write.blp", false, { { WM_WRITE0, 0, {0}, 420, 30 + 42 * 0, {}, }, { WM_WRITE1, 0, {0}, 420, 30 + 42 * 1, {}, }, { WM_WRITE2, 0, {0}, 420, 30 + 42 * 2, {}, }, { WM_WRITE3, 0, {0}, 420, 30 + 42 * 3, {}, }, { WM_WRITE4, 0, {0}, 420, 30 + 42 * 4, {}, }, { WM_WRITE5, 0, {0}, 420, 30 + 42 * 5, {}, }, { WM_WRITE6, 0, {0}, 420, 30 + 42 * 6, {}, }, { WM_WRITE7, 0, {0}, 420, 30 + 42 * 7, {}, }, { WM_WRITE8, 0, {0}, 420, 30 + 42 * 8, {}, }, { WM_WRITE9, 0, {0}, 420, 30 + 42 * 9, {}, }, { WM_PHASE_STOP, 0, {1, 40}, 16, 424, { translate ("Finish") }, }, { 0 }, }, }, { WM_PHASE_WRITEp, "image/write.blp", false, { { WM_WRITE0, 0, {0}, 420, 30 + 42 * 0, {}, }, { WM_WRITE1, 0, {0}, 420, 30 + 42 * 1, {}, }, { WM_WRITE2, 0, {0}, 420, 30 + 42 * 2, {}, }, { WM_WRITE3, 0, {0}, 420, 30 + 42 * 3, {}, }, { WM_WRITE4, 0, {0}, 420, 30 + 42 * 4, {}, }, { WM_WRITE5, 0, {0}, 420, 30 + 42 * 5, {}, }, { WM_WRITE6, 0, {0}, 420, 30 + 42 * 6, {}, }, { WM_WRITE7, 0, {0}, 420, 30 + 42 * 7, {}, }, { WM_WRITE8, 0, {0}, 420, 30 + 42 * 8, {}, }, { WM_WRITE9, 0, {0}, 420, 30 + 42 * 9, {}, }, { WM_PHASE_PLAY, 0, {1, 77}, 16, 424, { translate ("Continue this game") }, }, { 0 }, }, }, { WM_PHASE_LOST, "image/lost.blp", true, { { WM_PHASE_INFO, 0, {1, 50}, 9, 431, { translate ("Restart this game") }, }, { 0 }, }, }, { WM_PHASE_WIN, "image/win.blp", true, { { WM_NEXT, 0, {1, 51}, 9, 431, { translate ("Next game") }, }, { 0 }, }, }, { WM_PHASE_LASTWIN, "image/last%.3d.blp", true, { { WM_PHASE_INIT, 0, {1, 51}, 9, 431, { translate ("Next game") }, }, { 0 }, }, }, { WM_PHASE_BUILD, "image/build.blp", true, { { WM_DECOR1, // pose des sols 0, {6, 0, 1, 2, 3, 4, 25}, 11 + 42 * 2, 190 + 42 * 0, { translate ("Normal ground"), translate ("Inflammable ground"), translate ("Sterile ground"), translate ("Water"), translate ("Special pavings"), translate ("Incubator or teleporter") }, }, { WM_DECOR2, // pose des plantes 0, {4, 6, 7, 8, 11}, 11 + 42 * 2, 190 + 42 * 1, { translate ("Delete item"), translate ("Decorative plants"), translate ("Tree"), ptranslate ("Flower|1|", "Flowers") }, }, { WM_DECOR3, // pose des batiments 0, {11, 18, 81, 33, 61, 82, 93, 20, 21, 22, 57, 58}, 11 + 42 * 2, 190 + 42 * 2, { translate ("Delete item"), translate ("Buildings"), translate ("Protection tower"), translate ("Mine"), translate ("Enemy buildings"), translate ("Enemy barrier"), translate ("Wall or palisade"), translate ("Rocks"), translate ("Items"), translate ("Weapons"), translate ("Transport") }, }, { WM_DECOR4, // pose des blupi 0, {10, 12, 13, 14, 85, 15, 16, 17, 38, 75, 56}, 11 + 42 * 2, 190 + 42 * 3, { translate ("Delete figure"), translate ("Tired Blupi"), translate ("Blupi"), translate ("Helper robot"), translate ("Spider"), translate ("Virus"), translate ("Bulldozer"), translate ("Bouncing bomb"), translate ("Electrocutor"), translate ("Master robot") }, }, { WM_DECOR5, // pose les catastrophes 0, {2, 36, 37}, 11 + 42 * 2, 190 + 42 * 4, { translate ("Delete fire"), translate ("Starting fire") }, }, { WM_PHASE_REGION, 0, {1, 5}, 11 + 42 * 0, 190 + 42 * 1, { translate ("Scenery choice") }, }, { WM_PHASE_MUSIC, 0, {1, 44}, 11 + 42 * 0, 190 + 42 * 2, { translate ("Music choice") }, }, { WM_PHASE_BUTTON, 0, {1, 46}, 11 + 42 * 0, 190 + 42 * 3, { translate ("Available buttons") }, }, { WM_PHASE_TERM, 0, {1, 45}, 11 + 42 * 0, 190 + 42 * 4, { translate ("Ending conditions") }, }, { WM_PHASE_INFO, 0, {1, 40}, 11 + 42 * 0, 424, { translate ("Quit construction") }, }, { WM_PHASE_UNDO, 0, {1, 87}, 11 + 42 * 2, 424, { translate ("Cancel last operation") }, }, { 0 }, }, }, { WM_PHASE_BUTTON, "image/button.blp", true, { { WM_BUTTON1, // stop 0, {1, 40}, 170 + 42 * 0, 30 + 52 * 0, { translate ("Stop") }, }, { WM_BUTTON0, // go 0, {1, 24}, 170 + 42 * 1, 30 + 52 * 0, { translate ("Go") }, }, { WM_BUTTON3, // carry 0, {1, 30}, 170 + 42 * 3, 30 + 52 * 0, { translate ("Take") }, }, { WM_BUTTON4, // depose 0, {1, 31}, 170 + 42 * 4, 30 + 52 * 0, { translate ("Drop") }, }, { WM_BUTTON32, // répète 0, {1, 100}, 170 + 42 * 6, 30 + 52 * 0, { translate ("Repeat") }, }, { WM_BUTTON5, // abat 0, {1, 22}, 170 + 42 * 0, 30 + 52 * 1, { translate ("Cut down a tree") }, }, { WM_BUTTON16, // abat n 0, {1, 42}, 170 + 42 * 1, 30 + 52 * 1, { translate ("Cut down trees") }, }, { WM_BUTTON6, // roc 0, {1, 27}, 170 + 42 * 3, 30 + 52 * 1, { translate ("Carve a rock") }, }, { WM_BUTTON17, // roc n 0, {1, 43}, 170 + 42 * 4, 30 + 52 * 1, { translate ("Carve rocks") }, }, { WM_BUTTON22, // fleurs 0, {1, 54}, 170 + 42 * 6, 30 + 52 * 1, { translate ("Make bunch of flowers") }, }, { WM_BUTTON23, // fleurs n 0, {1, 55}, 170 + 42 * 7, 30 + 52 * 1, { translate ("Make bunches of flowers") }, }, { WM_BUTTON9, // build2 (couveuse) 0, {1, 25}, 170 + 42 * 0, 30 + 52 * 2, { translate ("Incubator") }, }, { WM_BUTTON15, // palis 0, {1, 26}, 170 + 42 * 1, 30 + 52 * 2, { translate ("Palisade") }, }, { WM_BUTTON18, // pont 0, {1, 23}, 170 + 42 * 2, 30 + 52 * 2, { translate ("Bridge") }, }, { WM_BUTTON25, // bateau 0, {1, 58}, 170 + 42 * 3, 30 + 52 * 2, { translate ("Boat") }, }, { WM_BUTTON13, // build6 (téléporteur) 0, {1, 101}, 170 + 42 * 4, 30 + 52 * 2, { translate ("Teleporter") }, }, { WM_BUTTON14, // mur 0, {1, 20}, 170 + 42 * 6, 30 + 52 * 2, { translate ("Wall") }, }, { WM_BUTTON19, // tour 0, {1, 33}, 170 + 42 * 7, 30 + 52 * 2, { translate ("Protection tower") }, }, { WM_BUTTON8, // build1 (cabane) 0, {1, 19}, 170 + 42 * 0, 30 + 52 * 3, { translate ("Garden shed") }, }, { WM_BUTTON7, // cultive 0, {1, 28}, 170 + 42 * 1, 30 + 52 * 3, { translate ("Grow tomatoes") }, }, { WM_BUTTON2, // mange 0, {1, 32}, 170 + 42 * 2, 30 + 52 * 3, { translate ("Eat") }, }, { WM_BUTTON10, // build3 (laboratoire) 0, {1, 35}, 170 + 42 * 0, 30 + 52 * 4, { translate ("Laboratory") }, }, { WM_BUTTON21, // laboratoire 0, {1, 39}, 170 + 42 * 1, 30 + 52 * 4, { translate ("Transform") }, }, { WM_BUTTON20, // boit 0, {1, 34}, 170 + 42 * 2, 30 + 52 * 4, { translate ("Drink") }, }, { WM_BUTTON24, // dynamite 0, {1, 41}, 170 + 42 * 3, 30 + 52 * 4, { translate ("Blow up") }, }, { WM_BUTTON27, // drapeau 0, {1, 64}, 170 + 42 * 0, 30 + 52 * 5, { translate ("Prospect for iron") }, }, { WM_BUTTON11, // build4 (mine) 0, {1, 61}, 170 + 42 * 1, 30 + 52 * 5, { translate ("Mine") }, }, { WM_BUTTON28, // extrait 0, {1, 62}, 170 + 42 * 2, 30 + 52 * 5, { translate ("Extract iron") }, }, { WM_BUTTON12, // build5 (usine) 0, {1, 59}, 170 + 42 * 4, 30 + 52 * 5, { translate ("Workshop") }, }, { WM_BUTTON29, // fabrique jeep 0, {1, 65}, 170 + 42 * 5, 30 + 52 * 5, { translate ("Make a Jeep") }, }, { WM_BUTTON30, // fabrique mine 0, {1, 63}, 170 + 42 * 6, 30 + 52 * 5, { translate ("Make a time bomb") }, }, { WM_BUTTON34, // fabrique armure 0, {1, 106}, 170 + 42 * 7, 30 + 52 * 5, { translate ("Make armour") }, }, { WM_BUTTON31, // fabrique disciple 0, {1, 83}, 170 + 42 * 8, 30 + 52 * 5, { translate ("Make a helper robot") }, }, { WM_PHASE_BUILD, 0, {1, 50}, 11, 424, { translate ("Finish") }, }, { 0 }, }, }, { WM_PHASE_TERM, "image/term.blp", true, { { WM_BUTTON8, // home blupi 0, {1, 81}, 170 + 42 * 0, 30 + 42 * 0, { translate ("Blupi in house") }, }, { WM_BUTTON9, // kill robots 0, {1, 57}, 170 + 42 * 1, 30 + 42 * 0, { translate ("No more enemies") }, }, { WM_BUTTON3, // stop fire 0, {1, 37}, 170 + 42 * 2, 30 + 42 * 0, { translate ("Fire out") }, }, { WM_BUTTON1, // hach blupi 0, {1, 14}, 170 + 42 * 0, 30 + 42 * 2, { translate ("Blupi on striped paving stones") }, }, { WM_BUTTON2, // hach planche 0, {1, 22}, 170 + 42 * 1, 30 + 42 * 2, { translate ("Planks on striped paving stones") }, }, { WM_BUTTON10, // hach tomate 0, {1, 28}, 170 + 42 * 2, 30 + 42 * 2, { translate ("Tomatoes on striped paving stones") }, }, { WM_BUTTON11, // hach métal 0, {1, 84}, 170 + 42 * 3, 30 + 42 * 2, { translate ("Platinium on striped paving stones") }, }, { WM_BUTTON12, // hach robot 0, {1, 94}, 170 + 42 * 4, 30 + 42 * 2, { translate ("Robot on striped paving stones") }, }, { WM_BUTTON4, // - min blupi 0, {1, 50}, 170 + 42 * 0, 30 + 42 * 4, { "(-)" }, }, { WM_BUTTON5, // + min blupi 0, {1, 51}, 170 + 42 * 1, 30 + 42 * 4, { "(+)" }, }, { WM_BUTTON6, // - max blupi 0, {1, 50}, 170 + 42 * 0, 30 + 42 * 5, { "(-)" }, }, { WM_BUTTON7, // + max blupi 0, {1, 51}, 170 + 42 * 1, 30 + 42 * 5, { "(+)" }, }, { WM_PHASE_BUILD, 0, {1, 50}, 11, 424, { translate ("Finish") }, }, { 0 }, }, }, { WM_PHASE_MUSIC, "image/music.blp", true, { { WM_BUTTON1, 0, {1, 40}, 170 + 42 * 0, 30 + 42 * 0, { translate ("No music") }, }, { WM_BUTTON2, 0, {1, 44}, 170 + 42 * 0, 30 + 42 * 1, { translate ("Music number 1") }, }, { WM_BUTTON3, 0, {1, 44}, 170 + 42 * 0, 30 + 42 * 2, { translate ("Music number 2") }, }, { WM_BUTTON4, 0, {1, 44}, 170 + 42 * 0, 30 + 42 * 3, { translate ("Music number 3") }, }, { WM_BUTTON5, 0, {1, 44}, 170 + 42 * 0, 30 + 42 * 4, { translate ("Music number 4") }, }, { WM_BUTTON6, 0, {1, 44}, 170 + 42 * 0, 30 + 42 * 5, { translate ("Music number 5") }, }, { WM_BUTTON7, 0, {1, 44}, 170 + 42 * 0, 30 + 42 * 6, { translate ("Music number 6") }, }, { WM_BUTTON8, 0, {1, 44}, 170 + 42 * 0, 30 + 42 * 7, { translate ("Music number 7") }, }, { WM_BUTTON9, 0, {1, 44}, 170 + 42 * 0, 30 + 42 * 8, { translate ("Music number 8") }, }, { WM_BUTTON10, 0, {1, 44}, 170 + 42 * 0, 30 + 42 * 9, { translate ("Music number 9") }, }, { WM_PHASE_BUILD, 0, {1, 50}, 11, 424, { translate ("Finish") }, }, { 0 }, }, }, { WM_PHASE_REGION, "image/region.blp", true, { { WM_BUTTON1, // normal 0, {0}, 220, 60, { translate ("Prairie") }, }, { WM_BUTTON4, // sapins 0, {0}, 220, 170, { translate ("Forest") }, }, { WM_BUTTON2, // palmiers 0, {0}, 220, 280, { translate ("Desert") }, }, { WM_BUTTON3, // hivers 0, {0}, 220, 390, { translate ("Forest under snow") }, }, { WM_PHASE_BUILD, 0, {1, 50}, 11, 424, { translate ("Finish") }, }, { 0 }, }, }, { WM_PHASE_PLAYMOVIE, "image/movie.blp", false, { { 0 }, }, }, { WM_PHASE_WINMOVIE, "image/movie.blp", false, { { 0 }, }, }, { WM_PHASE_H0MOVIE, "image/movie.blp", false, { { 0 }, }, }, { WM_PHASE_H1MOVIE, "image/movie.blp", false, { { 0 }, }, }, { WM_PHASE_H2MOVIE, "image/movie.blp", false, { { 0 }, }, }, { WM_PHASE_BYE, "image/bye.blp", false, { { 0 }, }, }, { WM_PHASE_INSERT, "image/insert.blp", false, { { WM_PHASE_INIT, 0, {1, 40}, 16, 424, { translate ("Quit BLUPI") }, }, { 0 }, }, }, { 0 } }; ///////////////////////////////////////////////////////////////////////////// // Constructeur. CEvent::CEvent() { Sint32 i; m_bFullScreen = true; m_mouseType = MOUSETYPEGRA; m_exercice = 0; m_mission = 0; m_private = 0; m_maxMission = 0; m_phase = 0; m_index = -1; m_bSchool = false; m_bPrivate = false; m_bAccessBuild = false; m_bRunMovie = false; m_bBuildModify = false; m_bMouseDown = false; m_oldMousePos.x = 0; m_oldMousePos.y = 0; m_mouseSprite = SPRITE_ARROW; m_bFillMouse = false; m_bWaitMouse = false; m_bHideMouse = false; m_rankCheat = -1; m_posCheat = 0; m_speed = 1; m_bMovie = true; m_bSpeed = false; m_bHelp = false; m_bAllMissions = false; m_bChangeCheat = false; m_scrollSpeed = 1; m_bPause = false; m_bShift = false; m_shiftPhase = 0; m_movieToStart[0] = 0; m_bInfoHelp = false; m_bDemoRec = false; m_bDemoPlay = false; m_pDemoBuffer = nullptr; m_demoTime = 0; m_keymod = 0; m_posHelpButton = {-1, -1}; for (i = 0 ; i < MAXBUTTON ; i++) m_lastFloor[i] = 0; for (i = 0 ; i < MAXBUTTON ; i++) m_lastObject[i] = 0; for (i = 0 ; i < MAXBUTTON ; i++) m_lastHome[i] = 0; } // Destructeur. CEvent::~CEvent() { WriteInfo(); // lit le fichier "info.blp" } // Retourne la position de la souris. POINT CEvent::GetMousePos() { POINT pos; Sint32 x, y; SDL_GetMouseState (&x, &y); pos.x = x; pos.y = y; return pos; } // Initialise le mode full screen ou non. void CEvent::SetFullScreen (bool bFullScreen) { m_bFullScreen = bFullScreen; } // Initialise le type de souris. void CEvent::SetMouseType (Sint32 mouseType) { m_mouseType = mouseType; } // Crée le gestionnaire d'événements. void CEvent::Create (CPixmap *pPixmap, CDecor *pDecor, CSound *pSound, CMovie *pMovie) { POINT pos; m_pPixmap = pPixmap; m_pDecor = pDecor; m_pSound = pSound; m_pMovie = pMovie; ReadInfo(); // lit le fichier "info.blp" pos.x = 10; pos.y = 158; m_jauges[0].Create (m_pPixmap, m_pSound, pos, 1, true); pos.y += DIMJAUGEY + 2; m_jauges[1].Create (m_pPixmap, m_pSound, pos, 3, true); } // Retourne l'index d'un bouton. Sint32 CEvent::GetButtonIndex (Sint32 button) { int i = 0; if (m_index < 0) return -1; while (table[m_index].buttons[i].message != 0) { if ((Uint32) button == table[m_index].buttons[i].message) return i; i ++; } return -1; } Sint32 CEvent::GetState (Sint32 button) { Sint32 index; index = GetButtonIndex (button); if (index < 0) return 0; return m_buttons[index].GetState(); } void CEvent::SetState (Sint32 button, Sint32 state) { Sint32 index; index = GetButtonIndex (button); if (index < 0) return; m_buttons[index].SetState (state); } bool CEvent::GetEnable (Sint32 button) { Sint32 index; index = GetButtonIndex (button); if (index < 0) return 0; return m_buttons[index].GetEnable(); } void CEvent::SetEnable (Sint32 button, bool bEnable) { Sint32 index; index = GetButtonIndex (button); if (index < 0) return; m_buttons[index].SetEnable (bEnable); } bool CEvent::GetHide (Sint32 button) { Sint32 index; index = GetButtonIndex (button); if (index < 0) return 0; return m_buttons[index].GetHide(); } void CEvent::SetHide (Sint32 button, bool bHide) { Sint32 index; index = GetButtonIndex (button); if (index < 0) return; m_buttons[index].SetHide (bHide); } Sint32 CEvent::GetMenu (Sint32 button) { Sint32 index; index = GetButtonIndex (button); if (index < 0) return 0; return m_buttons[index].GetMenu(); } void CEvent::SetMenu (Sint32 button, Sint32 menu) { Sint32 index; index = GetButtonIndex (button); if (index < 0) return; m_buttons[index].SetMenu (menu); } // Restitue le jeu après une activation en mode fullScreen. void CEvent::RestoreGame() { Sint32 i; if (m_phase == WM_PHASE_PLAY) { if (m_index < 0) return; i = 0; while (table[m_index].buttons[i].message != 0) { m_buttons[i].Redraw(); // faudra redessiner i ++; } for (i = 0 ; i < 2 ; i++) m_jauges[i].Redraw(); } HideMouse (false); WaitMouse (true); WaitMouse (false); // force le changement de sprite ! } // Crée tous les boutons nécessaires à la phase en cours. bool CEvent::CreateButtons () { Sint32 i = 0, message; POINT pos; bool bMinimizeRedraw = false; if (m_phase == WM_PHASE_PLAY) bMinimizeRedraw = true; if (m_index < 0) return false; while (table[m_index].buttons[i].message != 0) { pos.x = table[m_index].buttons[i].x; pos.y = table[m_index].buttons[i].y; message = table[m_index].buttons[i].message; if (m_bPrivate) { if (message == WM_PHASE_SKILL1) { pos.x = 117; pos.y = 115; } if (message == WM_PHASE_SKILL2) { pos.x = 117; pos.y = 115 + 42; } } m_buttons[i].Create (m_pPixmap, m_pSound, pos, table[m_index].buttons[i].type, bMinimizeRedraw, table[m_index].buttons[i].iconMenu + 1, table[m_index].buttons[i].iconMenu[0], table[m_index].buttons[i].toolTips, m_pDecor->GetRegion(), message); i ++; } return true; } // Ajoute un cheat-code dans un buffer. void AddCheatCode (char *pDst, char *pSrc) { Sint32 i; size_t j; if (pDst[0] != 0) strcat (pDst, " / "); i = 0; j = strlen (pDst); while (pSrc[i] != 0) pDst[j++] = pSrc[i++]; pDst[j] = 0; } // Dessine un texte multi-lignes centré. void CEvent::DrawTextCenter (const char *text, Sint32 x, Sint32 y, Sint32 font) { POINT pos; pos.x = x; pos.y = y; ::DrawTextCenter (m_pPixmap, pos, text, font); } // Dessine tous les boutons de la phase en cours. bool CEvent::DrawButtons() { Sint32 i; Sint32 levels[2]; Sint32 types[2]; Sint32 world, time, lg, button, volume, pente, icon; char res[100]; char text[100]; POINT pos; RECT rect; bool bEnable; //? #if 0 pos.x = 1; pos.y = 1; rect.left = pos.x; rect.right = pos.x + 50; rect.top = pos.y; rect.bottom = pos.y + DIMLITTLEY; m_pPixmap->DrawPart (-1, CHBACK, pos, rect, 1); // dessine le fond time = m_pDecor->GetTotalTime(); sprintf (text, "time=%d", time); DrawText (m_pPixmap, pos, text, FONTLITTLE); #endif //? if ((m_phase == WM_PHASE_PLAY && m_bChangeCheat) || (m_phase != WM_PHASE_PLAY && m_phase != WM_PHASE_INSERT && m_phase != WM_PHASE_INTRO1 && m_phase != WM_PHASE_INTRO2 && m_phase != WM_PHASE_BYE)) { m_bChangeCheat = false; text[0] = 0; if (m_bAllMissions) AddCheatCode (text, cheat_code[3]); if (m_bSpeed) AddCheatCode (text, cheat_code[4]); if (m_bHelp) AddCheatCode (text, cheat_code[5]); if (m_pDecor->GetInvincible()) AddCheatCode (text, cheat_code[6]); if (m_pDecor->GetSuper()) AddCheatCode (text, cheat_code[7]); pos.x = 2; pos.y = 2; rect.left = pos.x; rect.right = pos.x + 300; rect.top = pos.y; rect.bottom = pos.y + DIMLITTLEY; m_pPixmap->DrawPart (-1, CHBACK, pos, rect, 1); // dessine le fond DrawText (m_pPixmap, pos, text, FONTLITTLE); } if (m_phase == WM_PHASE_INIT) { pos.x = 580; pos.y = 465; DrawText (m_pPixmap, pos, "Version 1.7", FONTLITTLE); } if (m_phase == WM_PHASE_SETUP || m_phase == WM_PHASE_SETUPp) { bEnable = true; if (m_speed == 1) bEnable = false; SetEnable (WM_BUTTON1, bEnable); bEnable = true; if (m_speed >= (m_bSpeed ? 8 : 2)) bEnable = false; SetEnable (WM_BUTTON2, bEnable); volume = m_pSound->GetAudioVolume(); bEnable = true; if (volume == 0 || !m_pSound->GetEnable()) bEnable = false; SetEnable (WM_BUTTON3, bEnable); bEnable = true; if (volume >= MAXVOLUME || !m_pSound->GetEnable()) bEnable = false; SetEnable (WM_BUTTON4, bEnable); volume = m_pSound->GetMidiVolume(); bEnable = true; if (volume == 0 || !m_pSound->GetEnable()) bEnable = false; SetEnable (WM_BUTTON5, bEnable); bEnable = true; if (volume >= MAXVOLUME || !m_pSound->GetEnable()) bEnable = false; SetEnable (WM_BUTTON6, bEnable); if (m_pMovie->GetEnable()) { SetEnable (WM_BUTTON7, m_bMovie); SetEnable (WM_BUTTON8, !m_bMovie); } else { SetEnable (WM_BUTTON7, false); SetEnable (WM_BUTTON8, false); } bEnable = true; if (m_scrollSpeed == 0) bEnable = false; SetEnable (WM_BUTTON9, bEnable); bEnable = true; if (m_scrollSpeed >= 3) bEnable = false; SetEnable (WM_BUTTON10, bEnable); } assert (m_index >= 0); // Dessine les boutons. i = 0; while (table[m_index].buttons[i].message != 0) { m_buttons[i].Draw (); ++i; } if (m_phase == WM_PHASE_PLAY) { // Dessine les jauges. m_pDecor->GetLevelJauge (levels, types); for (i = 0 ; i < 2 ; i++) { if (levels[i] < 0) m_jauges[i].SetHide (true); else { m_jauges[i].SetHide (false); m_jauges[i].SetLevel (levels[i]); m_jauges[i].SetType (types[i]); } m_jauges[i].Draw(); } // Dessine le menu. if (m_menu.IsExist()) { m_pDecor->BlupiGetButtons (m_menuPos, m_menuNb, m_menuButtons, m_menuErrors, m_menuTexts, m_menuPerso); m_menu.Update (m_menuNb, m_menuButtons, m_menuErrors, m_menuTexts); button = m_menu.GetSel(); m_pDecor->CelHiliButton (m_menuCel, button); } m_menu.Draw(); // Dessine la pause. if (m_bPause) DrawTextCenter (gettext ("Game paused"), (10 + 134) / 2, 20); else { if (m_bDemoRec) // démo en enregistrement ? DrawTextCenter (gettext ("REC"), (10 + 134) / 2, 20, FONTRED); if (m_bDemoPlay) // démo en restitution ? DrawTextCenter (gettext ("Demo"), (10 + 134) / 2, 20, FONTRED); } // Dessine la rose des vents. if (!m_bPause && !m_bDemoRec && !m_bDemoPlay) { DrawTextCenter (gettext ("N"), (10 + 134) / 2, 17); DrawTextCenter (gettext ("S"), (10 + 134) / 2, 126); DrawTextCenter (gettext ("W"), 14, 70); DrawTextCenter (gettext ("E"), 129, 70); } // Dessine la vitesse. pos.x = 64; pos.y = LYIMAGE - 15; rect.left = pos.x; rect.right = pos.x + 20; rect.top = pos.y; rect.bottom = pos.y + 15; m_pPixmap->DrawPart (-1, CHBACK, pos, rect, 1); // dessine le fond if (m_speed > 1) { sprintf (res, "x%d", m_speed); DrawText (m_pPixmap, pos, res); } // Dessine le bouton pour les infos. if (m_pDecor->GetInfoMode()) // infos visibles ? { lg = m_pDecor->GetInfoHeight(); pos.x = POSDRAWX; pos.y = 0; rect.left = POSDRAWX; rect.right = POSDRAWX + DIMDRAWX; rect.top = 0; rect.bottom = lg; m_pPixmap->DrawPart (-1, CHBACK, pos, rect, 1); pos.x = POSDRAWX; pos.y = lg; rect.left = POSDRAWX; rect.right = POSDRAWX + DIMDRAWX; rect.top = 0; rect.bottom = POSDRAWY; m_pPixmap->DrawPart (-1, CHBACK, pos, rect, 1); pos.x = POSDRAWX + 20; pos.y = POSDRAWY + 4; DrawTextRect (m_pPixmap, pos, m_libelle, 0, FONTLITTLE, 1); pos.x = POSDRAWX + DIMDRAWX / 2 + 20; DrawTextRect (m_pPixmap, pos, m_libelle, 0, FONTLITTLE, 2); pos.x = POSDRAWX + DIMDRAWX / 2 - DIMBUTTONX / 2; pos.y = lg - 14; m_pPixmap->DrawIcon (-1, CHBUTTON, m_bHiliInfoButton ? 73 : 72, pos); if (IsHelpHide()) // bouton pour aide ? m_posHelpButton.x = -1; else { m_posHelpButton.x = POSDRAWX + DIMDRAWX - DIMBUTTONX - 2; m_posHelpButton.y = lg - DIMBUTTONY - 2; m_pPixmap->DrawIcon (-1, CHBUTTON, m_bHiliHelpButton ? 2 : 0, m_posHelpButton); if (m_bInfoHelp) icon = 86; // livre else icon = 92; // aide m_pPixmap->DrawIcon (-1, CHBUTTON, icon, m_posHelpButton); } } else // infos cachées ? { pos.x = POSDRAWX + DIMDRAWX / 2 - DIMBUTTONX / 2; pos.y = -12; m_pPixmap->DrawIcon (-1, CHBUTTON, m_bHiliInfoButton ? 75 : 74, pos); } m_posInfoButton = pos; } // Dessine les noms des fichiers. if (m_phase == WM_PHASE_READ || m_phase == WM_PHASE_WRITE || m_phase == WM_PHASE_WRITEp) { if (m_phase == WM_PHASE_READ) snprintf (res, sizeof (res), "%s", gettext ("Open another game")); else snprintf (res, sizeof (res), "%s", gettext ("Save this game")); pos.x = 420; pos.y = 8; DrawText (m_pPixmap, pos, res); for (i = 0 ; i < 10 ; i++) { world = m_fileWorld[i]; time = m_fileTime[i]; sprintf (text, "%d", i + 1); lg = GetTextWidth (text); pos.x = (420 + 460) / 2 - lg / 2; pos.y = 30 + 12 + 42 * i; DrawText (m_pPixmap, pos, text, FONTSLIM); pos.x = 420 + 50; if (world >= 0) { if (world >= 200) snprintf (text, sizeof (text), gettext ("construction %d, time %d"), (world - 200) + 1, time / 100); else if (world >= 100) snprintf (text, sizeof (text), gettext ("mission %d, time %d"), (world - 100) + 1, time / 100); else snprintf (text, sizeof (text), gettext ("training %d, time %d"), world + 1, time / 100); DrawText (m_pPixmap, pos, text); // partie x, temps t } else DrawText (m_pPixmap, pos, gettext ("free slot"), FONTRED); // libre } } // Dessine les réglages pour la fin de la partie. if (m_phase == WM_PHASE_TERM) { Term *pTerm = m_pDecor->GetTerminated(); DrawTextCenter (gettext ("Ending conditions"), (10 + 134) / 2, 20); pos.x = 170 + 42 * 2 + 4; pos.y = 30 + 12 + 42 * 4; snprintf (text, sizeof (text), gettext ("Lost if less than %d Blupi"), pTerm->nbMinBlupi); DrawText (m_pPixmap, pos, text); pos.x = 170 + 42 * 2 + 4; pos.y = 30 + 12 + 42 * 5; snprintf (text, sizeof (text), gettext ("Impossible to win if less than %d Blupi"), pTerm->nbMaxBlupi); DrawText (m_pPixmap, pos, text); } // Dessine les textes pour les choix des boutons. if (m_phase == WM_PHASE_BUTTON) DrawTextCenter (gettext ("Available buttons"), (10 + 134) / 2, 20); // Dessine les textes pour le choix des musiques. if (m_phase == WM_PHASE_MUSIC) DrawTextCenter (gettext ("Music choice"), (10 + 134) / 2, 20); // Dessine les textes pour le choix de la région. if (m_phase == WM_PHASE_REGION) DrawTextCenter (gettext ("Scenery choice"), (10 + 134) / 2, 20); // Ajoute "Mission numéro". if (m_phase == WM_PHASE_INFO) { if (m_bSchool) snprintf (res, sizeof (res), gettext ("Training number")); else snprintf (res, sizeof (res), gettext ("Mission number")); if (m_bPrivate) snprintf (res, sizeof (res), gettext ("Construction number")); lg = GetTextWidth (res); pos.x = (140 + 270) / 2 - lg / 2; pos.y = 70; if (m_bSchool) pos.x -= 40; if (m_bPrivate) pos.x -= 100; if (m_bPrivate) pos.y += 14; DrawText (m_pPixmap, pos, res, FONTSLIM); } // Ajoute le texte "Partie interrompue". if (m_phase == WM_PHASE_STOP) { char *text = gettext ("Game paused"); lg = GetTextWidth (text); pos.x = (140 + 270) / 2 - lg / 2; pos.y = 70; if (m_bSchool) pos.x -= 40; if (m_bPrivate) pos.x -= 100; if (m_bPrivate) pos.y += 14; DrawText (m_pPixmap, pos, text, FONTRED); } // Ajoute le texte "Informations complémentaires". if (m_phase == WM_PHASE_HELP) { char *text = gettext ("Help number"); lg = GetTextWidth (text); pos.x = (140 + 270) / 2 - lg / 2; pos.y = 70; if (m_bSchool) pos.x -= 40; if (m_bPrivate) pos.x -= 100; if (m_bPrivate) pos.y += 14; DrawText (m_pPixmap, pos, text, FONTRED); } // Ajoute le numéro du monde. if (m_phase == WM_PHASE_INFO || m_phase == WM_PHASE_STOP || m_phase == WM_PHASE_HELP) { if (m_bSchool) world = m_exercice; else world = m_mission; if (m_bPrivate) world = m_private; lg = GetBignumWidth (world + 1); pos.x = (140 + 270) / 2 - lg / 2; pos.y = 100; if (m_bSchool) pos.x -= 40; if (m_bPrivate) pos.x -= 135; if (m_bPrivate) pos.y = 115; DrawBignum (m_pPixmap, pos, world + 1); } // Affiche facile/difficile. if (m_phase == WM_PHASE_INFO) { if (!m_bSchool) { if (m_pDecor->GetSkill() == 0) { if (m_bPrivate) { pos.x = 117 + 50; pos.y = 115 + 13; } else { pos.x = 150 + 50; pos.y = 230 + 13; } DrawText (m_pPixmap, pos, gettext ("Easy"), FONTSLIM); } if (m_pDecor->GetSkill() == 1) { if (m_bPrivate) { pos.x = 117 + 50; pos.y = 115 + 42 + 13; } else { pos.x = 150 + 50; pos.y = 230 + 42 + 13; } DrawText (m_pPixmap, pos, gettext ("Difficult"), FONTSLIM); } } } // Affiche le libellé de l'énigme. if (m_phase == WM_PHASE_INFO || m_phase == WM_PHASE_STOP || m_phase == WM_PHASE_HELP || m_phase == WM_PHASE_HISTORY0 || m_phase == WM_PHASE_HISTORY1) { pos.x = 355; pos.y = 70; if (m_bSchool) pos.x -= 20; if (m_bPrivate) { pos.x = 460; pos.y = 260; } if (m_bSchool || m_bPrivate) pente = 0; else pente = 19; DrawTextRect (m_pPixmap, pos, m_libelle, pente, FONTSLIM); } // Affiche le texte lorsque c'est raté. if (m_phase == WM_PHASE_LOST) { static char *list[] = { gettext ("You have failed, try again..."), gettext ("No, wrong way ..."), gettext ("Bang, failed again !"), gettext ("Another mistake..."), gettext ("No, not that way !"), }; pos.x = 60; pos.y = 443; DrawText (m_pPixmap, pos, list[GetWorld() % 5]); } // Affiche le texte lorsque c'est réussi. if (m_phase == WM_PHASE_WIN) { static char *list[] = { gettext ("Well done !"), gettext ("Yes, great ..."), gettext ("Very good."), gettext ("Excellent..."), gettext ("Mission over..."), }; pos.x = 60; pos.y = 443; DrawText (m_pPixmap, pos, list[GetWorld() % 5]); } // Affiche le texte lorsque c'est fini. if (m_phase == WM_PHASE_LASTWIN) { char *text; if (m_bSchool) text = gettext ("Now go on mission."); else text = gettext ("Very good, success on all missions !"); if (m_bPrivate) text = gettext ("Last construction resolved !"); pos.x = 60; pos.y = 443; DrawText (m_pPixmap, pos, text); } // Dessine les réglages. if (m_phase == WM_PHASE_SETUP || m_phase == WM_PHASE_SETUPp) { DrawTextCenter (gettext ("Global game\nspeed"), 54 + 40, 80); DrawTextCenter (gettext ("Scroll speed\nwith mouse"), 169 + 40, 80); DrawTextCenter (gettext ("Sound effect\nvolume"), 284 + 40, 80); DrawTextCenter (gettext ("Music\nvolume"), 399 + 40, 80); DrawTextCenter (gettext ("Video\nsequences"), 514 + 40, 80); sprintf (res, "x%d", m_speed); lg = GetTextWidth (res); pos.x = (54 + 40) - lg / 2; pos.y = 330 - 20; DrawText (m_pPixmap, pos, res); sprintf (res, "%d", m_pSound->GetAudioVolume()); lg = GetTextWidth (res); pos.x = (284 + 40) - lg / 2; pos.y = 330 - 20; DrawText (m_pPixmap, pos, res); sprintf (res, "%d", m_pSound->GetMidiVolume()); lg = GetTextWidth (res); pos.x = (399 + 40) - lg / 2; pos.y = 330 - 20; DrawText (m_pPixmap, pos, res); char *text = gettext ("No"); if (m_pMovie->GetEnable() && m_bMovie) text = gettext ("Yes"); lg = GetTextWidth (text); pos.x = (514 + 40) - lg / 2; pos.y = 330 - 20; DrawText (m_pPixmap, pos, text); if (!m_scrollSpeed) snprintf (res, sizeof (res), gettext ("None")); else sprintf (res, "%d", m_scrollSpeed); lg = GetTextWidth (res); pos.x = (169 + 40) - lg / 2; pos.y = 330 - 20; DrawText (m_pPixmap, pos, res); } // Affiche le texte de fin de la version demo. if (m_phase == WM_PHASE_BYE) { char *text; text = gettext ("You have played Planet Blupi."); lg = GetTextWidth (text); pos.x = LXIMAGE / 2 - lg / 2; pos.y = 20; DrawText (m_pPixmap, pos, text); text = gettext ("We hope you have had as much fun playing the game as we had making it !"); lg = GetTextWidth (text); pos.x = LXIMAGE / 2 - lg / 2; pos.y = 40; DrawText (m_pPixmap, pos, text); text = gettext ("This game is an original creation of EPSITEC SA, CH-1092 Belmont"); lg = GetTextWidth (text); pos.x = LXIMAGE / 2 - lg / 2; pos.y = 430; DrawText (m_pPixmap, pos, text); text = gettext ("http://www.blupi.com blupi@epsitec.ch"); lg = GetTextWidth (text); pos.x = LXIMAGE / 2 - lg / 2; pos.y = 450; DrawText (m_pPixmap, pos, text); } // Affiche le texte lorsqu'il faut insérer le CD-Rom. if (m_phase == WM_PHASE_INSERT) DrawTextCenter ( gettext ("Insert CD-Rom Planet Blupi and wait a few seconds..."), LXIMAGE / 2, 20); if (m_phase == WM_PHASE_BUILD) SetEnable (WM_PHASE_UNDO, m_pDecor->IsUndo()); // Dessine les tool tips (info bulle). if (m_textToolTips[0] != 0) DrawText (m_pPixmap, m_posToolTips, m_textToolTips); return true; } // Retourne le lutin à utiliser à une position donnée. MouseSprites CEvent::MousePosToSprite (POINT pos) { MouseSprites sprite; bool bUp = false, bDown = false, bLeft = false, bRight = false; sprite = SPRITE_POINTER; if (m_phase == WM_PHASE_PLAY || m_phase == WM_PHASE_BUILD) { if (pos.x >= POSMAPX && pos.x <= POSMAPX + DIMMAPX && pos.y >= POSMAPY && pos.y <= POSMAPY + DIMMAPY) sprite = SPRITE_MAP; if (m_bFullScreen && !m_bDemoRec && !m_bDemoPlay && m_scrollSpeed != 0) { if (pos.x <= 5 && pos.x >= -2) bLeft = true; if (pos.x >= LXIMAGE - 5 && pos.x <= LXIMAGE + 2) bRight = true; if (pos.y <= 5 && pos.y >= -2) bUp = true; if (pos.y >= LYIMAGE - 5 && pos.y <= LYIMAGE + 2) bDown = true; if (bLeft) sprite = SPRITE_ARROWL; if (bRight) sprite = SPRITE_ARROWR; if (bUp) sprite = SPRITE_ARROWU; if (bDown) sprite = SPRITE_ARROWD; if (bLeft && bUp) sprite = SPRITE_ARROWUL; if (bLeft && bDown) sprite = SPRITE_ARROWDL; if (bRight && bUp) sprite = SPRITE_ARROWUR; if (bRight && bDown) sprite = SPRITE_ARROWDR; } } else if (m_phase == WM_PHASE_INTRO1 || m_phase == WM_PHASE_INTRO2) sprite = SPRITE_POINTER; else if (m_phase == WM_PHASE_BYE) sprite = SPRITE_POINTER; else { if (!MouseOnButton (pos)) sprite = SPRITE_ARROW; } if (m_bFillMouse && // bidon présent ? pos.x >= POSDRAWX && pos.x <= POSDRAWX + DIMDRAWX && pos.y >= POSDRAWY && pos.y <= POSDRAWY + DIMDRAWY) sprite = SPRITE_FILL; if (m_bWaitMouse) // sablier présent ? sprite = SPRITE_WAIT; if (m_bHideMouse) // souris cachée ? sprite = SPRITE_EMPTY; return sprite; } // Gère le lutin de la souris. void CEvent::MouseSprite (POINT pos) { m_mouseSprite = MousePosToSprite (pos); m_pPixmap->ChangeSprite (m_mouseSprite); } // Met ou enlève le sablier de la souris. void CEvent::WaitMouse (bool bWait) { m_bWaitMouse = bWait; if (bWait) m_mouseSprite = SPRITE_WAIT; else m_mouseSprite = MousePosToSprite (GetMousePos ()); m_pPixmap->SetMouseSprite (m_mouseSprite, m_bDemoPlay); m_pPixmap->ChangeSprite (m_mouseSprite); } // Cache ou montre la souris. void CEvent::HideMouse (bool bHide) { m_bHideMouse = bHide; if (bHide) m_mouseSprite = SPRITE_EMPTY; else m_mouseSprite = MousePosToSprite (GetMousePos ()); m_pPixmap->SetMouseSprite (m_mouseSprite, m_bDemoPlay); m_pPixmap->ChangeSprite (m_mouseSprite); } // Traite les événements pour tous les boutons. bool CEvent::EventButtons (const SDL_Event &event, POINT pos) { POINT test; Sint32 lg, oldx, sound; // Cherche le tool tips à utiliser pour la souris. m_textToolTips[0] = 0; oldx = m_posToolTips.x; m_posToolTips.x = -1; const auto progress = [&] (CJauge & progress, const char *text) -> bool { if (progress.GetHide()) return false; test = progress.GetPos(); if (pos.x >= test.x && pos.x <= test.x + DIMJAUGEX && pos.y >= test.y && pos.y <= test.y + DIMJAUGEY) { snprintf (m_textToolTips, sizeof (m_textToolTips), "%s", text); lg = GetTextWidth (m_textToolTips); test.x += (DIMJAUGEX - lg) / 2; test.y += 4; m_posToolTips = test; return true; } return false; }; if (m_phase == WM_PHASE_PLAY) { const auto spotted = progress (m_jauges[0], gettext ("Blupi's energy")); if (!spotted) progress (m_jauges[1], gettext ("Work done")); if (oldx != m_posToolTips.x) { for (Sint32 i = 0; i < 2; i++) m_jauges[i].SetRedraw(); } } else { int i = 0; assert (m_index >= 0); while (table[m_index].buttons[i].message != 0) { const auto text = m_buttons[i].GetToolTips (pos); if (text) { snprintf (m_textToolTips, sizeof (m_textToolTips), "%s", text); lg = GetTextWidth (m_textToolTips); pos.x += 10; pos.y += 20; if (pos.x > LXIMAGE - lg) pos.x = LXIMAGE - lg; if (pos.y > LYIMAGE - 14) pos.y = LYIMAGE - 14; m_posToolTips = pos; break; } i ++; } } if (m_phase == WM_PHASE_PLAY) { m_bHiliInfoButton = false; if (pos.x > m_posInfoButton.x + 6 && pos.x < m_posInfoButton.x + DIMBUTTONX - 6 && pos.y > m_posInfoButton.y + 8 && pos.y < m_posInfoButton.y + DIMBUTTONY - 8) { m_bHiliInfoButton = true; if (event.type == SDL_MOUSEBUTTONDOWN && (event.button.button == SDL_BUTTON_LEFT || event.button.button == SDL_BUTTON_RIGHT)) { if (m_pDecor->GetInfoMode()) sound = SOUND_CLOSE; else sound = SOUND_OPEN; m_pSound->PlayImage (sound, pos); } if (event.type == SDL_MOUSEBUTTONUP && (event.button.button == SDL_BUTTON_LEFT || event.button.button == SDL_BUTTON_RIGHT)) { // Montre ou cache les infos tout en haut. m_pDecor->SetInfoMode (!m_pDecor->GetInfoMode()); } } m_bHiliHelpButton = false; if (m_posHelpButton.x != -1 && pos.x > m_posHelpButton.x && pos.x < m_posHelpButton.x + DIMBUTTONX && pos.y > m_posHelpButton.y && pos.y < m_posHelpButton.y + DIMBUTTONY) { m_bHiliHelpButton = true; if (event.type == SDL_MOUSEBUTTONDOWN && (event.button.button == SDL_BUTTON_LEFT || event.button.button == SDL_BUTTON_RIGHT)) m_pSound->PlayImage (SOUND_CLICK, pos); if (event.type == SDL_MOUSEBUTTONUP && (event.button.button == SDL_BUTTON_LEFT || event.button.button == SDL_BUTTON_RIGHT)) { // Inverse le mode aide dans les infos. m_bInfoHelp = !m_bInfoHelp; if (m_bInfoHelp) ReadLibelle (GetWorld(), false, true); else ReadLibelle (GetWorld() + 2, false, false); } } } if (m_phase == WM_PHASE_BUILD) { if (event.type == SDL_MOUSEBUTTONDOWN && (event.button.button == SDL_BUTTON_LEFT || event.button.button == SDL_BUTTON_RIGHT)) { m_pDecor->HideTooltips (true); // plus de tooltips pour décor } if (event.type == SDL_MOUSEBUTTONUP && (event.button.button == SDL_BUTTON_LEFT || event.button.button == SDL_BUTTON_RIGHT)) m_pDecor->HideTooltips (false); } int i = 0; assert (m_index >= 0); while (table[m_index].buttons[i].message != 0) { if (m_buttons[i].TreatEvent (event)) return true; i ++; } if (m_phase == WM_PHASE_PLAY) { if (m_menu.TreatEvent (event)) return true; } return false; } // Indique si la souris est sur un bouton. bool CEvent::MouseOnButton (POINT pos) { Sint32 i; if (m_index < 0) return false; i = 0; while (table[m_index].buttons[i].message != 0) { if (m_buttons[i].MouseOnButton (pos)) return true; i ++; } return false; } // Retourne l'index dans table pour une phase donnée. Sint32 CEvent::SearchPhase (Uint32 phase) { Sint32 i = 0; while (table[i].phase != 0) { if (table[i].phase == phase) return i; i ++; } return -1; } // Donne le numéro du monde. Sint32 CEvent::GetWorld() { if (m_bPrivate) return m_private; if (m_bSchool) return m_exercice; else return m_mission; } // Donne le numéro physique du monde. Sint32 CEvent::GetPhysicalWorld() { if (m_bPrivate) return m_private + 200; if (m_bSchool) return m_exercice; else return m_mission + 100; } Sint32 CEvent::GetImageWorld() { if (m_bPrivate) return 2; if (m_bSchool) return 0; else return 1; } // Indique si l'aide est disponible. bool CEvent::IsHelpHide() { bool bHide = true; if (m_bHelp || m_pDecor->GetTotalTime() > DEF_TIME_HELP) bHide = false; if (m_bSchool || m_bPrivate) { bHide = true; // pas d'aide pour les exercices } return bHide; } // Change de phase. bool CEvent::ChangePhase (Uint32 phase) { Sint32 index, world, time, total, music, i, max; POINT totalDim, iconDim; char filename[MAX_PATH]; char *pButtonExist; bool bEnable, bHide; Term *pTerm; if (phase != WM_PHASE_SETUPp && phase != WM_PHASE_WRITEp && phase != WM_PHASE_PLAY) m_pSound->StopMusic(); if (phase == WM_PHASE_SETUPp && m_bPause) m_pSound->StopMusic(); m_textToolTips[0] = 0; m_posToolTips.x = -1; m_bPause = false; m_keymod = 0; m_bMouseDown = false; m_debugPos.x = 0; m_debugPos.y = 0; m_pDecor->SetInfoMode (false); m_bInfoHelp = false; m_bHiliInfoButton = false; m_bHiliHelpButton = false; if (phase == WM_PHASE_INTRO1 || phase == WM_PHASE_INTRO2) m_introTime = 0; if (phase == WM_PHASE_INIT) m_demoTime = 0; if (phase == WM_PHASE_PLAY && !m_bDemoPlay && GetPhysicalWorld() >= 150 && // mission spéciale démo ? GetPhysicalWorld() < 200) { DemoRecStart(); // début enregistrement } if (phase != WM_PHASE_PLAY) { DemoRecStop(); // stoppe l'enregistrement d'une démo } m_pDecor->UndoClose(); // libère le buffer undo index = SearchPhase (phase); if (index < 0) return false; HideMouse (false); // montre la souris WaitMouse (true); // met le sablier if (m_bBuildModify) { m_pDecor->InitAfterBuild(); m_bBuildModify = false; } if (m_phase == WM_PHASE_BUILD && phase == WM_PHASE_INFO) // quitte construction ? { m_pDecor->Write (GetPhysicalWorld(), false, GetPhysicalWorld(), 0, 0); // écrit le monde } // FIXME: pause is better if the game is not stop but just interrupted if (m_phase == WM_PHASE_PLAY && m_phase != phase) m_pSound->StopAllSounds(); m_phase = phase; // change de phase m_index = index; strcpy (filename, table[m_index].backName); if (strstr (filename, "%.3d") != nullptr) // "%.3d" dans le nom ? sprintf (filename, table[m_index].backName, GetImageWorld()); totalDim.x = LXIMAGE; totalDim.y = LYIMAGE; iconDim.x = 0; iconDim.y = 0; if (!m_pPixmap->Cache (CHBACK, filename, totalDim, iconDim)) { WaitMouse (false); // enlève le sablier m_tryInsertCount = 40; m_tryPhase = m_phase; return ChangePhase (WM_PHASE_INSERT); // insérez le CD-Rom ... } if (m_phase == WM_PHASE_READ || m_phase == WM_PHASE_WRITE || m_phase == WM_PHASE_WRITEp) { for (i = 0 ; i < 10 ; i++) { if (m_pDecor->FileExist (i, true, world, time, total)) { m_fileWorld[i] = world; m_fileTime[i] = time; } else m_fileWorld[i] = -1; } } if (m_phase == WM_PHASE_INFO || m_phase == WM_PHASE_HISTORY0 || m_phase == WM_PHASE_HISTORY1) { if (!m_pDecor->Read (GetPhysicalWorld(), false, world, time, total) && // lit le monde !m_bAccessBuild && !m_bPrivate) { m_tryInsertCount = 40; m_tryPhase = m_phase; return ChangePhase (WM_PHASE_INSERT); // insérez le CD-Rom ... } m_pDecor->SetTime (0); m_pDecor->SetTotalTime (0); m_pDecor->SetInvincible (false); m_pDecor->SetSuper (false); } if (m_phase == WM_PHASE_INFO || m_phase == WM_PHASE_STOP || m_phase == WM_PHASE_HELP || m_phase == WM_PHASE_HISTORY0 || m_phase == WM_PHASE_HISTORY1) { if (m_bPrivate) PrivateLibelle(); else if (m_phase == WM_PHASE_INFO || m_phase == WM_PHASE_STOP) { if (m_bSchool) ReadLibelle (GetWorld(), m_bSchool, false); else ReadLibelle (GetWorld() + 2, m_bSchool, false); } else if (m_phase == WM_PHASE_HELP) ReadLibelle (GetWorld(), false, true); else { if (m_phase == WM_PHASE_HISTORY0) world = 0; else world = 1; ReadLibelle (world, false, false); } } if (m_phase == WM_PHASE_TESTCD) { if (m_pDecor->Read (0, false, world, time, total)) // lit un monde { return ChangePhase (WM_PHASE_INIT); // ok } else { m_tryInsertCount = 40; m_tryPhase = m_phase; return ChangePhase (WM_PHASE_INSERT); // insérez le CD-Rom ... } } m_jauges[0].SetHide (true); // cache les jauges m_jauges[1].SetHide (true); CreateButtons(); // crée les boutons selon la phase m_bMenu = false; m_pDecor->HideTooltips (false); m_menu.Delete(); m_pDecor->BlupiSetArrow (0, false); // enlève toutes les flèches m_pDecor->ResetHili(); // enlève les mises en évidence if (m_phase == WM_PHASE_PLAY) { m_pDecor->LoadImages(); m_pDecor->SetBuild (false); m_pDecor->EnableFog (true); m_pDecor->NextPhase (0); // refait la carte tout de suite m_pDecor->StatisticInit(); m_pDecor->TerminatedInit(); m_bChangeCheat = true; // affiche les cheat-codes } if (m_phase == WM_PHASE_BUILD) { m_bBuildModify = true; SetState (WM_DECOR1, 1); SetMenu (WM_DECOR1, 0); // herbe SetMenu (WM_DECOR2, 2); // arbre SetMenu (WM_DECOR3, 1); // maison SetMenu (WM_DECOR4, 2); // blupi fort SetMenu (WM_DECOR5, 1); // feu m_pDecor->LoadImages(); m_pDecor->SetBuild (true); m_pDecor->EnableFog (false); m_pDecor->BlupiDeselect(); m_pDecor->NextPhase (0); // refait la carte tout de suite } if (m_phase == WM_PHASE_INFO) { bEnable = true; if (GetWorld() == 0) bEnable = false; SetEnable (WM_PREV, bEnable); bEnable = true; if (m_bAllMissions) max = 99; else max = m_maxMission; if (!m_bSchool && GetWorld() >= max) bEnable = false; if (!m_pDecor->FileExist (GetPhysicalWorld() + 1, false, world, time, total)) bEnable = false; if (m_bAccessBuild || m_pDecor->GetTotalTime() > DEF_TIME_HELP * 6) bEnable = true; if (GetWorld() >= 99) bEnable = false; if (m_bPrivate) bEnable = GetWorld() < 20 - 1; SetEnable (WM_NEXT, bEnable); bHide = true; if (m_bAccessBuild || m_bPrivate) bHide = false; SetHide (WM_PHASE_BUILD, bHide); if (m_bSchool) { SetHide (WM_PHASE_SKILL1, true); SetHide (WM_PHASE_SKILL2, true); } else { SetState (WM_PHASE_SKILL1, m_pDecor->GetSkill() == 0 ? 1 : 0); SetState (WM_PHASE_SKILL2, m_pDecor->GetSkill() == 1 ? 1 : 0); } } if (m_phase == WM_PHASE_STOP) SetHide (WM_PHASE_HELP, IsHelpHide()); if (m_phase == WM_PHASE_READ) { for (i = 0 ; i < 10 ; i++) { if (m_fileWorld[i] == -1) SetEnable (WM_READ0 + i, false); } } if (m_phase == WM_PHASE_BUTTON) { pButtonExist = m_pDecor->GetButtonExist(); for (i = 0 ; i < MAXBUTTON ; i++) SetState (WM_BUTTON0 + i, pButtonExist[i]); } if (m_phase == WM_PHASE_TERM) { pTerm = m_pDecor->GetTerminated(); SetState (WM_BUTTON1, pTerm->bHachBlupi ? 1 : 0); SetState (WM_BUTTON2, pTerm->bHachPlanche ? 1 : 0); SetState (WM_BUTTON3, pTerm->bStopFire ? 1 : 0); SetState (WM_BUTTON8, pTerm->bHomeBlupi ? 1 : 0); SetState (WM_BUTTON9, pTerm->bKillRobots ? 1 : 0); SetState (WM_BUTTON10, pTerm->bHachTomate ? 1 : 0); SetState (WM_BUTTON11, pTerm->bHachMetal ? 1 : 0); SetState (WM_BUTTON12, pTerm->bHachRobot ? 1 : 0); } if (m_phase == WM_PHASE_MUSIC) { music = m_pDecor->GetMusic(); for (i = 0 ; i < 10 ; i++) SetState (WM_BUTTON1 + i, music == i ? 1 : 0); } if (m_phase == WM_PHASE_REGION) { music = m_pDecor->GetRegion(); for (i = 0 ; i < 4 ; i++) SetState (WM_BUTTON1 + i, music == i ? 1 : 0); } if (m_phase == WM_PHASE_PLAY || m_phase == WM_PHASE_MUSIC) { if (m_pSound->IsPlayingMusic()) { m_pSound->AdaptVolumeMusic(); // adapte le volume } else { music = m_pDecor->GetMusic(); if (music > 0) { sprintf (filename, "sound/music%.3d.blp", music - 1); m_pSound->StopMusic(); m_pSound->PlayMusic (filename); } } } if (phase == WM_PHASE_H0MOVIE) { strcpy (m_movieToStart, "movie/history0.mkv"); m_phaseAfterMovie = WM_PHASE_HISTORY0; } if (phase == WM_PHASE_H1MOVIE) { strcpy (m_movieToStart, "movie/history1.mkv"); m_phaseAfterMovie = WM_PHASE_HISTORY1; } if (phase == WM_PHASE_H2MOVIE) { strcpy (m_movieToStart, "movie/history2.mkv"); m_phaseAfterMovie = WM_PHASE_INFO; } if (phase == WM_PHASE_PLAYMOVIE) { sprintf (m_movieToStart, "movie/play%.3d.mkv", GetPhysicalWorld()); m_phaseAfterMovie = WM_PHASE_PLAY; } if (phase == WM_PHASE_WINMOVIE) { sprintf (m_movieToStart, "movie/win%.3d.mkv", GetPhysicalWorld()); m_phaseAfterMovie = WM_PHASE_WIN; if (!m_bPrivate && m_pDecor->FileExist (GetPhysicalWorld(), false, world, time, total) && !m_pDecor->FileExist (GetPhysicalWorld() + 1, false, world, time, total)) m_phaseAfterMovie = WM_PHASE_LASTWIN; } WaitMouse (false); // enlève le sablier return true; } // Retourne la phase en cours. Uint32 CEvent::GetPhase() { return m_phase; } // Essaye de lire le CD-Rom. void CEvent::TryInsert() { if (m_tryInsertCount == 0) ChangePhase (m_tryPhase); else m_tryInsertCount --; } // Fait démarrer un film si nécessaire. void CEvent::MovieToStart() { if (m_movieToStart[0] != 0) // y a-t-il un film à démarrer ? { HideMouse (true); // cache la souris if (StartMovie (m_movieToStart)) { m_phase = m_phaseAfterMovie; // prochaine phase normale } else ChangePhase (m_phaseAfterMovie); m_movieToStart[0] = 0; } } // Décale le décor. void CEvent::DecorShift (Sint32 dx, Sint32 dy) { POINT coin; if (m_phase != WM_PHASE_PLAY && m_phase != WM_PHASE_BUILD) return; coin = m_pDecor->GetCoin(); coin.x += dx; coin.y += dy; m_pDecor->SetCoin (coin); //? m_pDecor->NextPhase(0); // faudra refaire la carte tout de suite } // Décale le décor lorsque la souris touche un bord. void CEvent::DecorAutoShift (POINT pos) { Sint32 max; POINT offset; m_bShift = false; if (!m_bFullScreen || m_bDemoRec || m_bDemoPlay || m_scrollSpeed == 0) return; max = 4 - m_scrollSpeed; // max <- 3..1 if (m_phase == WM_PHASE_PLAY || m_phase == WM_PHASE_BUILD) { if (m_shiftPhase == 0) // début du shift ? { m_shiftOffset.x = 0; m_shiftOffset.y = 0; m_shiftVector.x = 0; m_shiftVector.y = 0; if (m_mouseSprite == SPRITE_ARROWL) { m_shiftOffset.x = +2; m_shiftOffset.y = 0; m_shiftVector.x = -1; m_shiftVector.y = +1; } if (m_mouseSprite == SPRITE_ARROWR) { m_shiftOffset.x = -2; m_shiftOffset.y = 0; m_shiftVector.x = +1; m_shiftVector.y = -1; } if (m_mouseSprite == SPRITE_ARROWU) { m_shiftOffset.x = 0; m_shiftOffset.y = +2; m_shiftVector.x = -1; m_shiftVector.y = -1; } if (m_mouseSprite == SPRITE_ARROWD) { m_shiftOffset.x = 0; m_shiftOffset.y = -2; m_shiftVector.x = +1; m_shiftVector.y = +1; } if (m_mouseSprite == SPRITE_ARROWUL) { m_shiftOffset.x = +1; m_shiftOffset.y = +1; m_shiftVector.x = -1; m_shiftVector.y = 0; } if (m_mouseSprite == SPRITE_ARROWUR) { m_shiftOffset.x = -1; m_shiftOffset.y = +1; m_shiftVector.x = 0; m_shiftVector.y = -1; } if (m_mouseSprite == SPRITE_ARROWDL) { m_shiftOffset.x = +1; m_shiftOffset.y = -1; m_shiftVector.x = 0; m_shiftVector.y = +1; } if (m_mouseSprite == SPRITE_ARROWDR) { m_shiftOffset.x = -1; m_shiftOffset.y = -1; m_shiftVector.x = +1; m_shiftVector.y = 0; } if (m_shiftVector.x != 0 || m_shiftVector.y != 0) m_shiftPhase = max; } if (m_shiftPhase > 0) { m_bShift = true; m_shiftPhase --; offset.x = m_shiftOffset.x * (max - m_shiftPhase) * (DIMCELX / 2 / max); offset.y = m_shiftOffset.y * (max - m_shiftPhase) * (DIMCELY / 2 / max); m_pDecor->SetShiftOffset (offset); if (m_shiftPhase == 0) // dernière phase ? { offset.x = 0; offset.y = 0; m_pDecor->SetShiftOffset (offset); DecorShift (m_shiftVector.x, m_shiftVector.y); } } } } // Indique su un shift est en cours. bool CEvent::IsShift() { return m_bShift; } // Modifie le décor lorsque le bouton de la souris est pressé. bool CEvent::PlayDown (POINT pos, const SDL_Event &event) { bool bDecor = false; bool bMap = false; Sint32 rank, button, h; POINT cel; m_pDecor->BlupiSetArrow (0, false); // enlève toutes les flèches m_bMouseDown = false; if (m_bMenu) { m_menu.Message(); m_bMenu = false; m_pDecor->HideTooltips (false); m_menu.Delete(); return true; } m_pDecor->StatisticDown (pos); if (pos.x >= POSMAPX && pos.x <= POSMAPX + DIMMAPX && pos.y >= POSMAPY && pos.y <= POSMAPY + DIMMAPY) bMap = true; h = m_pDecor->GetInfoHeight() + POSDRAWY; if (pos.x >= POSDRAWX && pos.x <= POSDRAWX + DIMDRAWX && pos.y >= h && pos.y <= h + DIMDRAWY) bDecor = true; if (!bDecor && !bMap) return false; cel = m_pDecor->ConvPosToCel (pos, true); if (event.button.button == SDL_BUTTON_RIGHT) { if (bMap) button = BUTTON_GO; else button = m_pDecor->GetDefButton (cel); m_pDecor->BlupiGoal (cel, button); return true; } if (bMap) { m_pDecor->SetCoin (cel, true); m_pDecor->NextPhase (0); // faudra refaire la carte tout de suite return true; } rank = m_pDecor->GetTargetBlupi (pos); if (rank >= 0 && !m_pDecor->IsWorkBlupi (rank)) { m_bHili = true; m_bMouseDown = true; m_pDecor->BlupiHiliDown (pos, !! (m_keymod & KMOD_SHIFT)); } else { m_bHili = false; m_bMouseDown = true; } return true; } // Modifie le décor lorsque la souris est déplacée. bool CEvent::PlayMove (POINT pos, Uint16 mod) { if (m_bMenu) { if (!m_menu.IsExist()) { m_bMenu = false; m_pDecor->HideTooltips (false); m_menu.Delete(); } return true; } m_pDecor->StatisticMove (pos); if (m_bMouseDown) // bouton souris pressé ? { if (m_bHili) m_pDecor->BlupiHiliMove (pos); else m_pDecor->CelHili (pos, 0); } else m_pDecor->CelHili (pos, 0); return true; } // Modifie le décor lorsque le bouton de la souris est relâché. bool CEvent::PlayUp (POINT pos, Uint16 mod) { static Sint32 table_sound_boing[3] = { SOUND_BOING1, SOUND_BOING2, SOUND_BOING3, }; m_pDecor->StatisticUp (pos); if (m_bMouseDown) // bouton souris pressé ? { if (m_bHili) m_pDecor->BlupiHiliUp (pos); else { m_pDecor->BlupiGetButtons (pos, m_menuNb, m_menuButtons, m_menuErrors, m_menuTexts, m_menuPerso); if (m_menuNb == 0) m_pDecor->BlupiSound (-1, table_sound_boing[Random (0, 2)], pos); else { m_menuCel = m_pDecor->ConvPosToCel (pos); m_menuPos = pos; m_menu.Create (m_pPixmap, m_pSound, pos, m_menuNb, m_menuButtons, m_menuErrors, m_menuTexts, m_menuPerso); m_bMenu = true; m_pDecor->HideTooltips (true); // plus de tooltips pour décor } } } m_bMouseDown = false; return true; } // Clic dans un bouton. // Message = WM_BUTTON0..WM_BUTTON39 void CEvent::ChangeButtons (Sint32 message) { Sint32 button, state, volume, max; char *pButtonExist; Term *pTerm; if (m_phase == WM_PHASE_PLAY) { button = m_menuButtons[message - WM_BUTTON0]; m_pDecor->BlupiGoal (m_menuCel, button); } if (m_phase == WM_PHASE_BUTTON) { pButtonExist = m_pDecor->GetButtonExist(); state = GetState (message); if (state == 0) state = 1; else state = 0; SetState (message, state); // pressé <-> relâché pButtonExist[message - WM_BUTTON0] = state; pButtonExist[BUTTON_DJEEP] = true; pButtonExist[BUTTON_DARMURE] = true; } if (m_phase == WM_PHASE_TERM) { pTerm = m_pDecor->GetTerminated(); if (message == WM_BUTTON1 || message == WM_BUTTON2 || message == WM_BUTTON3 || message == WM_BUTTON8 || message == WM_BUTTON9 || message == WM_BUTTON10 || message == WM_BUTTON11 || message == WM_BUTTON12) { state = GetState (message); if (state == 0) state = 1; else state = 0; SetState (message, state); // pressé <-> relâché if (message == WM_BUTTON1) pTerm->bHachBlupi = state; if (message == WM_BUTTON2) pTerm->bHachPlanche = state; if (message == WM_BUTTON3) pTerm->bStopFire = state; if (message == WM_BUTTON8) pTerm->bHomeBlupi = state; if (message == WM_BUTTON9) pTerm->bKillRobots = state; if (message == WM_BUTTON10) pTerm->bHachTomate = state; if (message == WM_BUTTON11) pTerm->bHachMetal = state; if (message == WM_BUTTON12) pTerm->bHachRobot = state; } if (message == WM_BUTTON4) { if (pTerm->nbMinBlupi > 1) pTerm->nbMinBlupi --; } if (message == WM_BUTTON5) { if (pTerm->nbMinBlupi < 100) pTerm->nbMinBlupi ++; } if (message == WM_BUTTON6) { if (pTerm->nbMaxBlupi > 1) pTerm->nbMaxBlupi --; } if (message == WM_BUTTON7) { if (pTerm->nbMaxBlupi < 100) pTerm->nbMaxBlupi ++; } } if (m_phase == WM_PHASE_MUSIC) { m_pDecor->SetMusic (message - WM_BUTTON1); ChangePhase (m_phase); } if (m_phase == WM_PHASE_REGION) { m_pDecor->SetRegion (message - WM_BUTTON1); ChangePhase (WM_PHASE_BUILD); } if (m_phase == WM_PHASE_SETUP || m_phase == WM_PHASE_SETUPp) { if (message == WM_BUTTON1) { if (m_speed > 1) m_speed = m_speed >> 1; } if (message == WM_BUTTON2) { if (m_bSpeed) max = 8; else max = 2; if (m_speed < max) m_speed = m_speed << 1; } if (message == WM_BUTTON3) { volume = m_pSound->GetAudioVolume(); if (volume > 0) m_pSound->SetAudioVolume (volume - 1); } if (message == WM_BUTTON4) { volume = m_pSound->GetAudioVolume(); if (volume < MAXVOLUME) m_pSound->SetAudioVolume (volume + 1); } if (message == WM_BUTTON5) { volume = m_pSound->GetMidiVolume(); if (volume > 0) { m_pSound->SetMidiVolume (volume - 1); m_pSound->AdaptVolumeMusic(); } } if (message == WM_BUTTON6) { volume = m_pSound->GetMidiVolume(); if (volume < MAXVOLUME) { m_pSound->SetMidiVolume (volume + 1); m_pSound->AdaptVolumeMusic(); } } if (message == WM_BUTTON7) m_bMovie = false; if (message == WM_BUTTON8) m_bMovie = true; if (message == WM_BUTTON9) { if (m_scrollSpeed > 0) m_scrollSpeed --; } if (message == WM_BUTTON10) { if (m_scrollSpeed < 3) m_scrollSpeed ++; } } } // Met un sol si nécessaire sous un objet. void CEvent::BuildFloor (POINT cel, Sint32 insIcon) { Sint32 iFloor, channel, icon; if (insIcon == -1) return; // supprime ? if (insIcon < 6 || // petite plante ? insIcon == 117) // bateau ? return; iFloor = 1; // herbe if (insIcon == 28 || // laboratoire ? insIcon == 61 || // cabane de jardin ? insIcon == 113 || // maison ? insIcon == 120) // usine ? { iFloor = 16; // sol brun foncé } if (insIcon == 122) // mine de fer ? { iFloor = 71; // sol avec minerai } if (insIcon == 99 || // station de recharge ? insIcon == 100 || // usine ennemie ? insIcon == 102 || // usine ennemie ? insIcon == 104 || // usine ennemie ? (insIcon >= 106 && insIcon <= 112) || // barrière ? insIcon == 115 || // usine ennemie ? insIcon == 17 || // usine ennemie ? insIcon == 12) // fusée ? { iFloor = 67; // sol bleu ennemi } m_pDecor->GetFloor (cel, channel, icon); if ((channel == CHFLOOR && icon >= 2 && icon <= 14) || // eau ou rive ? iFloor != 1) { m_pDecor->PutFloor (cel, CHFLOOR, iFloor); // met un sol m_pDecor->ArrangeFloor (cel); } } // Enlève si nécessaire un objet sur l'eau. void CEvent::BuildWater (POINT cel, Sint32 insIcon) { Sint32 channel, icon; if (insIcon != 14) return; // rien à faire si pas eau m_pDecor->GetObject (cel, channel, icon); if (channel == CHOBJECT && icon >= 6 && // objet (pas petite plante) ? icon != 117) // pas bateau ? { m_pDecor->PutObject (cel, -1, -1); // enlève l'objet m_pDecor->ArrangeObject (cel); } } // Cette table donne les objets à construire en fonction // du choix dans le menu. static Sint32 tableFloor[] = { 1, 49, 50, 51, 0, 0, 0, 0, 0, 0, // 0 herbe 20, 66, 79, 0, 0, 0, 0, 0, 0, 0, // 1 foncé 33, 46, 47, 48, 71, 0, 0, 0, 0, 0, // 2 terre 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 3 mer 15, 16, 17, 18, 19, 65, 67, 0, 0, 0, // 4 dalles 52, 80, 0, 0, 0, 0, 0, 0, 0, 0, // 5 couveuse }; static Sint32 tableObject[] = { -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 0 détruit 0, 4, 1, 2, 3, 5, 0, 0, 0, 0, // 1 plantes 6, 7, 8, 9, 10, 11, 0, 0, 0, 0, // 2 arbres 81, 83, 94, 0, 0, 0, 0, 0, 0, 0, // 5 fleurs }; static Sint32 tableHome[] = { -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 0 détruit 113, 61, 28, 120, 0, 0, 0, 0, 0, 0, // 1 maison 27, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 2 tour de protection 122, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 3 mine de fer 99, 100, 102, 104, 115, 17, 12, 0, 0, 0, // 4 ennemi 112, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 5 barrière 26, 71, 0, 0, 0, 0, 0, 0, 0, 0, // 6 palissade 37, 38, 39, 40, 41, 42, 43, 0, 0, 0, // 7 rochers 36, 44, 60, 63, 80, 123, 14, 0, 0, 0, // 8 matières 85, 125, 93, 92, 0, 0, 0, 0, 0, 0, // 9 pièges 117, 118, 16, 0, 0, 0, 0, 0, 0, 0, // 10 véhicules }; // Modifie le décor lorsque le bouton de la souris est pressé. bool CEvent::BuildDown (POINT pos, Uint16 mod, bool bMix) { POINT cel; Sint32 menu, channel, icon; if (bMix && m_pDecor->MapMove (pos)) return true; if (pos.x < POSDRAWX || pos.x > POSDRAWX + DIMDRAWX || pos.y < POSDRAWY || pos.y > POSDRAWY + DIMDRAWY) return false; if (bMix) { m_pDecor->UndoCopy(); // copie le décor pour undo év. } if (GetState (WM_DECOR1) == 1) // pose d'un sol { cel = m_pDecor->ConvPosToCel2 (pos); menu = GetMenu (WM_DECOR1); if (!m_pDecor->GetFloor (cel, channel, icon)) return false; if (bMix && tableFloor[menu * 10 + m_lastFloor[menu]] == icon) { m_lastFloor[menu] ++; if (tableFloor[menu * 10 + m_lastFloor[menu]] == 0) m_lastFloor[menu] = 0; } if (mod & KMOD_CTRL) // touche Ctrl enfoncée ? { WaitMouse (true); m_pDecor->ArrangeFill (cel, CHFLOOR, tableFloor[menu * 10 + m_lastFloor[menu]], true); WaitMouse (false); } else { icon = tableFloor[menu * 10 + m_lastFloor[menu]]; if (menu >= 1) // met un sol ? { BuildWater (cel, icon); // enlève les objets } m_pDecor->PutFloor (cel, CHFLOOR, icon); m_pDecor->ArrangeFloor (cel); } } if (GetState (WM_DECOR2) == 1) // pose d'un objet { cel = m_pDecor->ConvPosToCel2 (pos); menu = GetMenu (WM_DECOR2); if (!m_pDecor->GetObject (cel, channel, icon)) return false; if (bMix && tableObject[menu * 10 + m_lastObject[menu]] == icon) { m_lastObject[menu] ++; if (tableObject[menu * 10 + m_lastObject[menu]] == 0) m_lastObject[menu] = 0; } if (mod & KMOD_CTRL) // touche Ctrl enfoncée ? { WaitMouse (true); m_pDecor->ArrangeFill (cel, CHOBJECT, tableObject[menu * 10 + m_lastObject[menu]], false); WaitMouse (false); } else { icon = tableObject[menu * 10 + m_lastObject[menu]]; BuildFloor (cel, icon); // met un sol si nécessaire m_pDecor->PutObject (cel, CHOBJECT, icon); m_pDecor->ArrangeObject (cel); } } if (GetState (WM_DECOR3) == 1) // pose d'un batiment { cel = m_pDecor->ConvPosToCel2 (pos); menu = GetMenu (WM_DECOR3); if (!m_pDecor->GetObject (cel, channel, icon)) return false; if (bMix && tableHome[menu * 10 + m_lastHome[menu]] == icon) { m_lastHome[menu] ++; if (tableHome[menu * 10 + m_lastHome[menu]] == 0) m_lastHome[menu] = 0; } if (mod & KMOD_CTRL) // touche Ctrl enfoncée ? { WaitMouse (true); m_pDecor->ArrangeFill (cel, CHOBJECT, tableHome[menu * 10 + m_lastHome[menu]], false); WaitMouse (false); } else { icon = tableHome[menu * 10 + m_lastHome[menu]]; BuildFloor (cel, icon); // met un sol si nécessaire m_pDecor->PutObject (cel, CHOBJECT, icon); m_pDecor->ArrangeObject (cel); } } if (GetState (WM_DECOR4) == 1) // pose d'un blupi { cel = m_pDecor->ConvPosToCel (pos); menu = GetMenu (WM_DECOR4); if (menu == 0) // supprime ? m_pDecor->BlupiDelete (cel); if (menu == 1) // ajoute blupi-fatigué ? m_pDecor->BlupiCreate (cel, ACTION_STOP, DIRECT_S, 0, MAXENERGY / 4); if (menu == 2) // ajoute blupi-énergique ? m_pDecor->BlupiCreate (cel, ACTION_STOP, DIRECT_S, 0, MAXENERGY); if (menu == 3) // ajoute assistant ? m_pDecor->BlupiCreate (cel, ACTION_STOP, DIRECT_S, 8, MAXENERGY); if (menu == 4) // ajoute araignée ? m_pDecor->BlupiCreate (cel, ACTION_STOP, DIRECT_S, 1, MAXENERGY); if (menu == 5) // ajoute virus ? m_pDecor->BlupiCreate (cel, ACTION_STOP, DIRECT_S, 2, MAXENERGY); if (menu == 6) // ajoute tracks ? m_pDecor->BlupiCreate (cel, ACTION_STOP, DIRECT_S, 3, MAXENERGY); if (menu == 7) // ajoute bombe ? m_pDecor->BlupiCreate (cel, ACTION_STOP, DIRECT_S, 5, MAXENERGY); if (menu == 8) // ajoute électro ? m_pDecor->BlupiCreate (cel, ACTION_STOP, DIRECT_S, 7, MAXENERGY); if (menu == 9) // ajoute robot ? m_pDecor->BlupiCreate (cel, ACTION_STOP, DIRECT_S, 4, MAXENERGY); } if (GetState (WM_DECOR5) == 1) // pose d'une cata { cel = m_pDecor->ConvPosToCel2 (pos); menu = GetMenu (WM_DECOR5); if (menu == 0) // supprime ? m_pDecor->SetFire (cel, false); if (menu == 1) // ajoute ? m_pDecor->SetFire (cel, true); } m_pDecor->ArrangeBlupi(); // supprime les blupi bloqués return true; } // Modifie le décor lorsque la souris est déplacée. bool CEvent::BuildMove (POINT pos, Uint16 mod, const SDL_Event &event) { if (event.motion.state & SDL_BUTTON ( SDL_BUTTON_LEFT)) // bouton souris pressé ? BuildDown (pos, mod, false); if (GetState (WM_DECOR4) == 1) // pose d'un blupi m_pDecor->CelHili (pos, 1); else m_pDecor->CelHili (pos, 2); return true; } // Modifie le décor lorsque le bouton de la souris est relâché. bool CEvent::BuildUp (POINT pos) { return true; } // Démarre un film non interractif. bool CEvent::StartMovie (const char *pFilename) { RECT rect; if (!m_pMovie->GetEnable()) return false; if (!m_bMovie) return false; if (!m_pMovie->IsExist (pFilename)) return false; rect.left = 1; // mystère: plante avec 0,0,LXIMAGE,LYIMAGE !!! rect.top = 1; rect.right = LXIMAGE - 2; rect.bottom = LYIMAGE - 2; m_pSound->StopMusic(); if (!m_pMovie->Play (rect, pFilename)) return false; m_bRunMovie = true; return true; } // Stoppe un film non interractif. void CEvent::StopMovie() { m_pMovie->Stop(); ChangePhase (m_phase); m_bRunMovie = false; } // Indique s'il y a un film en cours. bool CEvent::IsMovie() { return m_bRunMovie; } // Lit une partie (user000.blp). void CEvent::Read (Sint32 message) { Sint32 world, time, total; m_pDecor->Read (message - WM_READ0, true, world, time, total); m_pDecor->SetTime (time); m_pDecor->SetTotalTime (total); if (world >= 200) { m_private = world - 200; m_bSchool = false; m_bPrivate = true; } else if (world >= 100) { m_mission = world - 100; m_bSchool = false; m_bPrivate = false; } else { m_exercice = world; m_bSchool = true; m_bPrivate = false; } } // Ecrit une partie (user000.blp). void CEvent::Write (Sint32 message) { Sint32 time, total; time = m_pDecor->GetTime(); total = m_pDecor->GetTotalTime(); m_pDecor->Write (message - WM_WRITE0, true, GetPhysicalWorld(), time, total); } // Initialise le libellé d'une mission privée. void CEvent::PrivateLibelle() { Sint32 i, nb, h1, h2; Term term; char string[100]; char buffer[100]; const char *text = nullptr; snprintf (m_libelle, sizeof (m_libelle), "%s", "1|Goal :"); memcpy (&term, m_pDecor->GetTerminated(), sizeof (Term)); nb = 0; for (i = 0 ; i < 2 ; i++) // 2 objectifs au maximum ! { text = nullptr; if (term.bKillRobots) { term.bKillRobots = false; text = gettext ("1|Kill all\n1|enemies !"); } else if (term.bHachBlupi) { term.bHachBlupi = false; text = gettext ("1|Go on striped\n1| paving stones."); } else if (term.bHachPlanche) { term.bHachPlanche = false; text = gettext ("1|Drop planks on striped \n1|paving stones."); } else if (term.bHachTomate) { term.bHachTomate = false; text = gettext ("1|Drop tomatoes on striped \n1|paving stones."); } else if (term.bHachMetal) { term.bHachMetal = false; text = gettext ("1|Drop platinium on striped \n1|paving stones."); } else if (term.bHachRobot) { term.bHachRobot = false; text = gettext ("1|The robot must reach\n1|the striped paving stones."); } else if (term.bHomeBlupi) { term.bHomeBlupi = false; text = gettext ("1|Each Blupi in\n1|his house."); } else if (term.bStopFire) { term.bStopFire = false; text = gettext ("1|Resist until\n1|fire extinction ..."); } if (!text) break; strcat (m_libelle, "\n1|\n"); strcat (m_libelle, text); nb ++; } if (nb == 0 || term.nbMaxBlupi > 1) { snprintf (buffer, sizeof (buffer), "%s", "1|The Blupi population must \n1|be of at least %d Blupis."); sprintf (string, buffer, term.nbMaxBlupi); strcat (m_libelle, "\n1|\n"); strcat (m_libelle, string); } h1 = GetTextHeight (m_libelle, FONTLITTLE, 1); h2 = GetTextHeight (m_libelle, FONTLITTLE, 2); if (h2 > h1) h1 = h2; m_pDecor->SetInfoHeight (POSDRAWY + h1 + 10); } // Lit le libellé d'un monde. bool CEvent::ReadLibelle (Sint32 world, bool bSchool, bool bHelp) { FILE *file = nullptr; char *pBuffer = nullptr; char *pText; char *pDest; char indic; Sint32 h1, h2; size_t nb; if (bSchool) indic = '$'; else indic = '#'; if (bHelp) indic = '@'; pBuffer = (char *)malloc (sizeof (char) * 50000); if (pBuffer == nullptr) goto error; memset (pBuffer, 0, sizeof (char) * 50000); file = fopen ((GetBaseDir() + "data/enigmes.blp").c_str(), "rb"); if (file == nullptr) goto error; nb = fread (pBuffer, sizeof (char), 50000 - 1, file); pBuffer[nb] = 0; pText = pBuffer; while (world >= 0) { while (*pText != 0 && *pText != indic) pText++; if (*pText == indic) pText++; world --; } while (*pText != 0 && *pText != '\n') pText++; if (*pText == '\n') pText++; pDest = m_libelle; while (*pText != 0 && *pText != indic && *pText != '$' && *pText != '#' && *pText != '@') *pDest++ = *pText++; *pDest = 0; h1 = GetTextHeight (m_libelle, FONTLITTLE, 1); h2 = GetTextHeight (m_libelle, FONTLITTLE, 2); if (h2 > h1) h1 = h2; m_pDecor->SetInfoHeight (POSDRAWY + h1 + 10); free (pBuffer); fclose (file); return true; error: if (pBuffer != nullptr) free (pBuffer); if (file != nullptr) fclose (file); return false; } // Sauve les informations sur disque. bool CEvent::WriteInfo() { char filename[MAX_PATH]; FILE *file = nullptr; DescInfo info; size_t nb; strcpy (filename, "data/info.blp"); AddUserPath (filename); file = fopen (filename, "wb"); if (file == nullptr) goto error; info.majRev = 1; info.minRev = 0; info.prive = m_private; info.exercice = m_exercice; info.mission = m_mission; info.maxMission = m_maxMission; info.speed = m_speed; info.bMovie = m_bMovie; info.scrollSpeed = m_scrollSpeed; info.bAccessBuild = m_bAccessBuild; info.skill = m_pDecor->GetSkill(); info.audioVolume = m_pSound->GetAudioVolume(); info.midiVolume = m_pSound->GetMidiVolume(); nb = fwrite (&info, sizeof (DescInfo), 1, file); if (nb < 1) goto error; fclose (file); return true; error: if (file != nullptr) fclose (file); return false; } // Lit les informations sur disque. bool CEvent::ReadInfo() { char filename[MAX_PATH]; FILE *file = nullptr; DescInfo info; size_t nb; strcpy (filename, "data/info.blp"); AddUserPath (filename); file = fopen (filename, "rb"); if (file == nullptr) goto error; nb = fread (&info, sizeof (DescInfo), 1, file); if (nb < 1) goto error; m_private = info.prive; m_exercice = info.exercice; m_mission = info.mission; m_maxMission = info.maxMission; m_speed = info.speed; m_bMovie = !!info.bMovie; m_scrollSpeed = info.scrollSpeed; m_bAccessBuild = !!info.bAccessBuild; m_pDecor->SetSkill (info.skill); m_pSound->SetAudioVolume (info.audioVolume); m_pSound->SetMidiVolume (info.midiVolume); fclose (file); return true; error: if (file != nullptr) fclose (file); return false; } // Modifie la vitesse du jeu. void CEvent::SetSpeed (Sint32 speed) { Sint32 max; if (m_bSpeed) max = 8; else max = 2; if (speed > max) speed = max; m_speed = speed; } Sint32 CEvent::GetSpeed() { return m_speed; } bool CEvent::GetPause() { return m_bPause; } // Début de l'enregistrement d'une démo. void CEvent::DemoRecStart() { m_pDemoBuffer = (DemoEvent *)malloc (MAXDEMO * sizeof (DemoEvent)); if (m_pDemoBuffer == nullptr) return; memset (m_pDemoBuffer, 0, MAXDEMO * sizeof (DemoEvent)); m_demoTime = 0; m_demoIndex = 0; m_bDemoRec = true; m_bDemoPlay = false; InitRandom(); m_pDecor->SetTime (0); m_speed = 1; } // Fin de l'enregistrement d'une démo. // Sauve le fichier sur disque. void CEvent::DemoRecStop() { FILE *file = nullptr; DemoHeader header; if (m_bDemoPlay) return; if (m_pDemoBuffer != nullptr) { unlink ("data/demo.blp"); file = fopen ("data/demo.blp", "wb"); if (file != nullptr) { memset (&header, 0, sizeof (DemoHeader)); header.majRev = 1; header.minRev = 0; header.bSchool = m_bSchool; header.bPrivate = m_bPrivate; header.world = GetPhysicalWorld(); header.skill = m_pDecor->GetSkill(); fwrite (&header, sizeof (DemoHeader), 1, file); fwrite (m_pDemoBuffer, sizeof (DemoEvent), m_demoIndex, file); fclose (file); } free (m_pDemoBuffer); m_pDemoBuffer = nullptr; } m_bDemoRec = false; m_demoTime = 0; } // Début de la reproduction d'une démo. // Lit le fichier sur disque. bool CEvent::DemoPlayStart() { char filename[MAX_PATH]; FILE *file = nullptr; DemoHeader header; Sint32 world, time, total; size_t nb; m_pDemoBuffer = (DemoEvent *)malloc (MAXDEMO * sizeof (DemoEvent)); if (m_pDemoBuffer == nullptr) return false; memset (m_pDemoBuffer, 0, MAXDEMO * sizeof (DemoEvent)); sprintf (filename, (GetBaseDir() + "data/demo%.3d.blp").c_str(), m_demoNumber); file = fopen (filename, "rb"); if (file == nullptr) { DemoPlayStop(); return false; } nb = fread (&header, sizeof (DemoHeader), 1, file); if (nb < 1) { DemoPlayStop(); return false; } m_bSchool = !!header.bSchool; m_bPrivate = !!header.bPrivate; m_pDecor->SetSkill (header.skill); m_demoEnd = fread (m_pDemoBuffer, sizeof (DemoEvent), MAXDEMO, file); fclose (file); m_demoTime = 0; m_demoIndex = 0; m_bDemoPlay = true; m_bDemoRec = false; if (!m_pDecor->Read (header.world, false, world, time, total)) { DemoPlayStop(); return false; } ChangePhase (WM_PHASE_PLAY); InitRandom(); m_pDecor->SetTime (0); m_speed = 1; return true; } // Fin de la reproduction d'une démo. void CEvent::DemoPlayStop() { if (m_pDemoBuffer != nullptr) { free (m_pDemoBuffer); m_pDemoBuffer = nullptr; } m_bDemoPlay = false; m_bDemoRec = false; m_demoTime = 0; ChangePhase (WM_PHASE_INIT); } void CEvent::WinToSDLEvent (Uint32 msg, WPARAM wParam, LPARAM lParam, SDL_Event &event) { #define GET_X_LPARAM(lp) ((Sint32) (Sint16) LOWORD (lp)) #define GET_Y_LPARAM(lp) ((Sint32) (Sint16) HIWORD (lp)) static const std::unordered_map keycodes = { { '0', { SDL_SCANCODE_0, SDLK_0, 0, 0 } }, { '1', { SDL_SCANCODE_1, SDLK_1, 0, 0 } }, { '2', { SDL_SCANCODE_2, SDLK_2, 0, 0 } }, { '3', { SDL_SCANCODE_3, SDLK_3, 0, 0 } }, { '4', { SDL_SCANCODE_4, SDLK_4, 0, 0 } }, { '5', { SDL_SCANCODE_5, SDLK_5, 0, 0 } }, { '6', { SDL_SCANCODE_6, SDLK_6, 0, 0 } }, { '7', { SDL_SCANCODE_7, SDLK_7, 0, 0 } }, { '8', { SDL_SCANCODE_8, SDLK_8, 0, 0 } }, { '9', { SDL_SCANCODE_9, SDLK_9, 0, 0 } }, { 'A', { SDL_SCANCODE_A, SDLK_a, 0, 0 } }, { 'B', { SDL_SCANCODE_B, SDLK_b, 0, 0 } }, { 'C', { SDL_SCANCODE_C, SDLK_c, 0, 0 } }, { 'D', { SDL_SCANCODE_D, SDLK_d, 0, 0 } }, { 'E', { SDL_SCANCODE_E, SDLK_e, 0, 0 } }, { 'F', { SDL_SCANCODE_F, SDLK_f, 0, 0 } }, { 'G', { SDL_SCANCODE_G, SDLK_g, 0, 0 } }, { 'H', { SDL_SCANCODE_H, SDLK_h, 0, 0 } }, { 'I', { SDL_SCANCODE_I, SDLK_i, 0, 0 } }, { 'J', { SDL_SCANCODE_J, SDLK_j, 0, 0 } }, { 'K', { SDL_SCANCODE_K, SDLK_k, 0, 0 } }, { 'L', { SDL_SCANCODE_L, SDLK_l, 0, 0 } }, { 'M', { SDL_SCANCODE_M, SDLK_m, 0, 0 } }, { 'N', { SDL_SCANCODE_N, SDLK_n, 0, 0 } }, { 'O', { SDL_SCANCODE_O, SDLK_o, 0, 0 } }, { 'P', { SDL_SCANCODE_P, SDLK_p, 0, 0 } }, { 'Q', { SDL_SCANCODE_Q, SDLK_q, 0, 0 } }, { 'R', { SDL_SCANCODE_R, SDLK_r, 0, 0 } }, { 'S', { SDL_SCANCODE_S, SDLK_0, 0, 0 } }, { 'T', { SDL_SCANCODE_T, SDLK_t, 0, 0 } }, { 'U', { SDL_SCANCODE_U, SDLK_u, 0, 0 } }, { 'V', { SDL_SCANCODE_V, SDLK_v, 0, 0 } }, { 'W', { SDL_SCANCODE_W, SDLK_w, 0, 0 } }, { 'X', { SDL_SCANCODE_X, SDLK_x, 0, 0 } }, { 'Y', { SDL_SCANCODE_Y, SDLK_y, 0, 0 } }, { 'Z', { SDL_SCANCODE_Z, SDLK_z, 0, 0 } }, { VK_LEFT, { SDL_SCANCODE_LEFT, SDLK_LEFT, 0, 0 } }, { VK_UP, { SDL_SCANCODE_UP, SDLK_UP, 0, 0 } }, { VK_RIGHT, { SDL_SCANCODE_RIGHT, SDLK_RIGHT, 0, 0 } }, { VK_DOWN, { SDL_SCANCODE_DOWN, SDLK_DOWN, 0, 0 } }, { VK_END, { SDL_SCANCODE_END, SDLK_END, 0, 0 } }, }; try { switch (msg) { case WM_KEYUP: case WM_KEYDOWN: event.type = msg == WM_KEYDOWN ? SDL_KEYDOWN : SDL_KEYUP; event.key.keysym = keycodes.at (wParam); // TODO: lParam break; case WM_LBUTTONUP: case WM_LBUTTONDOWN: event.type = msg == WM_LBUTTONDOWN ? SDL_MOUSEBUTTONDOWN : SDL_MOUSEBUTTONUP; event.button.button = SDL_BUTTON_LEFT; // TODO: wParam CTRL or SHIFT event.button.x = GET_X_LPARAM (lParam); event.button.y = GET_Y_LPARAM (lParam); break; case WM_RBUTTONUP: case WM_RBUTTONDOWN: event.type = msg == WM_RBUTTONDOWN ? SDL_MOUSEBUTTONDOWN : SDL_MOUSEBUTTONUP; event.button.button = SDL_BUTTON_RIGHT; // TODO: wParam CTRL or SHIFT event.button.x = GET_X_LPARAM (lParam); event.button.y = GET_Y_LPARAM (lParam); break; case WM_MOUSEMOVE: event.type = SDL_MOUSEMOTION; // TODO: wParam CTRL or SHIFT event.motion.x = GET_X_LPARAM (lParam); event.motion.y = GET_Y_LPARAM (lParam); break; } } catch (...) { SDL_LogError (SDL_LOG_CATEGORY_APPLICATION, "unsupported keycode"); } } // Avance l'index d'enregistrement ou de reproduction. void CEvent::DemoStep() { Sint32 time; Uint32 message; WPARAM wParam; LPARAM lParam; if (m_phase == WM_PHASE_INIT) { if (m_demoTime > DEF_TIME_DEMO) // ~30 secondes écoulées ? { m_demoNumber = 0; DemoPlayStart(); // démarre une démo automatique } } if (m_bDemoPlay && // démo en lecture ? m_pDemoBuffer != nullptr) { while (true) { time = m_pDemoBuffer[m_demoIndex].time; if (time > m_demoTime) break; message = m_pDemoBuffer[m_demoIndex].message; wParam = m_pDemoBuffer[m_demoIndex].wParam; lParam = m_pDemoBuffer[m_demoIndex].lParam; m_demoIndex ++; if (message == WM_MOUSEMOVE) { POINT pos = ConvLongToPos (lParam); SDL_WarpMouseInWindow (g_window, pos.x, pos.y); } SDL_Event event = { 0 }; CEvent::WinToSDLEvent (message, wParam, lParam, event); TreatEventBase (event); if (m_demoIndex >= m_demoEnd) { m_demoNumber ++; // démo suivante if (!DemoPlayStart()) // démarre la démo suivante { m_demoNumber = 0; // première démo DemoPlayStart(); // démarre la démo } return; } } } m_demoTime ++; } // Mémorise un événement. void CEvent::DemoRecEvent (Uint32 message, WPARAM wParam, LPARAM lParam) { if (m_bDemoRec && m_pDemoBuffer != nullptr && (message == WM_KEYDOWN || message == WM_KEYUP || message == WM_LBUTTONDOWN || message == WM_RBUTTONDOWN || message == WM_MOUSEMOVE || message == WM_LBUTTONUP || message == WM_RBUTTONUP)) { if (m_demoIndex > 0 && message == WM_MOUSEMOVE && m_pDemoBuffer[m_demoIndex - 1].time == m_demoTime && m_pDemoBuffer[m_demoIndex - 1].message == message) { m_pDemoBuffer[m_demoIndex - 1].wParam = static_cast (wParam); m_pDemoBuffer[m_demoIndex - 1].lParam = static_cast (lParam); } else { m_pDemoBuffer[m_demoIndex].time = m_demoTime; m_pDemoBuffer[m_demoIndex].message = message; m_pDemoBuffer[m_demoIndex].wParam = static_cast (wParam); m_pDemoBuffer[m_demoIndex].lParam = static_cast (lParam); m_demoIndex ++; if (m_demoIndex >= MAXDEMO) DemoRecStop(); } } } // Retourne la dernière position de la souris. POINT CEvent::GetLastMousePos() { return m_oldMousePos; } // Traitement d'un événement. bool CEvent::TreatEvent (const SDL_Event &event) { if (m_bDemoPlay) { if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP || event.type == SDL_MOUSEBUTTONUP) // is the user clicking? { DemoPlayStop(); return true; } if (event.type == SDL_MOUSEMOTION) // is the user moving? return true; } return TreatEventBase (event); } // Traitement d'un événement. bool CEvent::TreatEventBase (const SDL_Event &event) { POINT pos; Sint32 i, sound; char c; bool bEnable; //DemoRecEvent(message, wParam, lParam); XXX: use SDL_Event switch (event.type) { case SDL_KEYDOWN: if (event.key.keysym.sym >= SDLK_a && event.key.keysym.sym <= SDLK_z) { if (m_posCheat == 0) // première lettre ? { m_rankCheat = -1; for (i = 0 ; i < 9 ; i++) { if ((char) event.key.keysym.sym == cheat_code[i][0]) { m_rankCheat = i; break; } } } if (m_rankCheat != -1) { c = cheat_code[m_rankCheat][m_posCheat]; if (m_posCheat != 0 && m_rankCheat == 8) c++; // CONSTRUIRE ? if ((char) event.key.keysym.sym == c) { m_posCheat ++; if (cheat_code[m_rankCheat][m_posCheat] == 0) { bEnable = true; if (m_phase == WM_PHASE_PLAY) { if (m_rankCheat == 0) // vision ? m_pDecor->EnableFog (false); if (m_rankCheat == 1 || // power ? m_rankCheat == 2) // lonesome ? m_pDecor->BlupiCheat (m_rankCheat); } if (m_rankCheat == 3) // allmissions ? { m_bAllMissions = !m_bAllMissions; bEnable = m_bAllMissions; m_bChangeCheat = true; } if (m_rankCheat == 4) // quick ? { m_bSpeed = !m_bSpeed; bEnable = m_bSpeed; m_bChangeCheat = true; } if (m_rankCheat == 5) // helpme ? { m_bHelp = !m_bHelp; bEnable = m_bHelp; m_bChangeCheat = true; } if (m_rankCheat == 6) // invincible ? { m_pDecor->SetInvincible (!m_pDecor->GetInvincible()); bEnable = m_pDecor->GetInvincible(); m_bChangeCheat = true; } if (m_rankCheat == 7) // superblupi ? { m_pDecor->SetSuper (!m_pDecor->GetSuper()); bEnable = m_pDecor->GetSuper(); m_bChangeCheat = true; } if (m_rankCheat == 8) // construire ? { m_bAccessBuild = !m_bAccessBuild; bEnable = m_bAccessBuild; m_bChangeCheat = true; } if (m_phase != WM_PHASE_PLAY) ChangePhase (m_phase); pos.x = LXIMAGE / 2; pos.y = LYIMAGE / 2; if (bEnable) m_pSound->PlayImage (SOUND_BUT, pos); else m_pSound->PlayImage (SOUND_BOING, pos); m_rankCheat = -1; m_posCheat = 0; } return true; } } } m_rankCheat = -1; m_posCheat = 0; if (m_phase == WM_PHASE_INTRO1) { ChangePhase (WM_PHASE_INTRO2); return true; } if (m_phase == WM_PHASE_INTRO2) { ChangePhase (WM_PHASE_INIT); return true; } if (m_phase == WM_PHASE_BYE) { SDL_Event ev; ev.type = SDL_QUIT; SDL_PushEvent (&ev); } switch (event.key.keysym.sym) { case SDLK_END: DemoRecStop(); return true; case SDLK_ESCAPE: if (m_bRunMovie) { StopMovie(); m_pSound->SetSuspendSkip (1); return true; } if (m_phase == WM_PHASE_PLAY || m_phase == WM_PHASE_SETUP || m_phase == WM_PHASE_SETUPp || m_phase == WM_PHASE_READ || m_phase == WM_PHASE_WRITE || m_phase == WM_PHASE_WRITEp || m_phase == WM_PHASE_HELP) { ChangePhase (WM_PHASE_STOP); return true; } if (m_phase == WM_PHASE_STOP || m_phase == WM_PHASE_LOST || m_phase == WM_PHASE_BUILD) { ChangePhase (WM_PHASE_INFO); return true; } if (m_phase == WM_PHASE_INFO) { ChangePhase (WM_PHASE_INIT); return true; } if (m_phase == WM_PHASE_BUTTON || m_phase == WM_PHASE_TERM || m_phase == WM_PHASE_MUSIC || m_phase == WM_PHASE_REGION) { ChangePhase (WM_PHASE_BUILD); return true; } if (m_phase == WM_PHASE_INIT) { ChangePhase (WM_PHASE_BYE); return true; } if (m_phase == WM_PHASE_BYE) { SDL_Event ev; ev.type = SDL_QUIT; SDL_PushEvent (&ev); break; } return true; case SDLK_RETURN: if (m_phase == WM_PHASE_PLAY || m_phase == WM_PHASE_READ || m_phase == WM_PHASE_WRITE || m_phase == WM_PHASE_SETUP) { ChangePhase (WM_PHASE_STOP); return true; } if (m_phase == WM_PHASE_INIT || m_phase == WM_PHASE_LOST || m_phase == WM_PHASE_BUILD) { ChangePhase (WM_PHASE_INFO); return true; } if (m_phase == WM_PHASE_INFO || m_phase == WM_PHASE_STOP || m_phase == WM_PHASE_HELP || m_phase == WM_PHASE_SETUPp || m_phase == WM_PHASE_WRITEp) { ChangePhase (WM_PHASE_PLAY); return true; } if (m_phase == WM_PHASE_BUTTON || m_phase == WM_PHASE_TERM || m_phase == WM_PHASE_MUSIC || m_phase == WM_PHASE_REGION) { ChangePhase (WM_PHASE_BUILD); return true; } return true; case SDLK_LEFT: DecorShift (-2, 2); return true; case SDLK_RIGHT: DecorShift (2, -2); return true; case SDLK_UP: DecorShift (-3, -3); return true; case SDLK_DOWN: DecorShift (3, 3); return true; case SDLK_HOME: pos = m_pDecor->GetHome(); m_pDecor->SetCoin (pos); return true; case SDLK_SPACE: if (m_bRunMovie) { StopMovie(); m_pSound->SetSuspendSkip (1); return true; } m_pDecor->FlipOutline(); return true; case SDLK_PAUSE: m_bPause = !m_bPause; if (m_phase == WM_PHASE_PLAY) { if (m_bPause) m_pSound->SuspendMusic(); else m_pSound->RestartMusic(); } return true; case SDLK_LSHIFT: case SDLK_RSHIFT: m_keymod |= KMOD_SHIFT; break; case SDLK_LCTRL: case SDLK_RCTRL: m_keymod |= KMOD_CTRL; if (m_phase == WM_PHASE_BUILD) { m_bFillMouse = true; MouseSprite (GetMousePos()); } else m_bFillMouse = false; return true; case SDLK_F1: if (m_phase == WM_PHASE_PLAY) { // Montre ou cache les infos tout en haut. if (m_pDecor->GetInfoMode()) sound = SOUND_CLOSE; else sound = SOUND_OPEN; pos.x = LXIMAGE / 2; pos.y = LYIMAGE / 2; m_pSound->PlayImage (sound, pos); m_pDecor->SetInfoMode (!m_pDecor->GetInfoMode()); } return true; case SDLK_F8: if (m_phase == WM_PHASE_PLAY) m_pDecor->MemoPos (0, !! (m_keymod & KMOD_CTRL)); return true; case SDLK_F10: if (m_phase == WM_PHASE_PLAY) m_pDecor->MemoPos (1, !! (m_keymod & KMOD_CTRL)); return true; case SDLK_F11: if (m_phase == WM_PHASE_PLAY) m_pDecor->MemoPos (2, !! (m_keymod & KMOD_CTRL)); return true; case SDLK_F12: if (m_phase == WM_PHASE_PLAY) m_pDecor->MemoPos (3, !! (m_keymod & KMOD_CTRL)); return true; } break; case SDL_KEYUP: switch (event.key.keysym.sym) { case SDLK_LSHIFT: case SDLK_RSHIFT: m_keymod &= ~KMOD_SHIFT; break; case SDLK_LCTRL: case SDLK_RCTRL: m_keymod &= ~KMOD_CTRL; m_bFillMouse = false; MouseSprite (GetMousePos()); return true; } break; case SDL_MOUSEBUTTONDOWN: if (event.button.button != SDL_BUTTON_LEFT && event.button.button != SDL_BUTTON_RIGHT) break; pos.x = event.button.x; pos.y = event.button.y; MouseSprite (pos); //? DecorAutoShift(pos); if (EventButtons (event, pos)) return true; if (m_phase == WM_PHASE_BUILD) { if (BuildDown (pos, m_keymod)) return true; } if (m_phase == WM_PHASE_PLAY) { if (PlayDown (pos, event)) return true; } break; case SDL_MOUSEMOTION: pos.x = event.motion.x; pos.y = event.motion.y; m_oldMousePos = pos; MouseSprite (pos); if (EventButtons (event, pos)) return true; if (m_phase == WM_PHASE_BUILD) { if (BuildMove (pos, m_keymod, event)) return true; } if (m_phase == WM_PHASE_PLAY) { if (PlayMove (pos, m_keymod)) return true; } break; case SDL_MOUSEBUTTONUP: if (event.button.button != SDL_BUTTON_LEFT && event.button.button != SDL_BUTTON_RIGHT) break; pos.x = event.button.x; pos.y = event.button.y; if (EventButtons (event, pos)) return true; if (m_phase == WM_PHASE_BUILD) { if (BuildUp (pos)) return true; } if (m_phase == WM_PHASE_PLAY) { if (PlayUp (pos, m_keymod)) return true; } if (m_phase == WM_PHASE_BYE) { SDL_Event ev; ev.type = SDL_QUIT; SDL_PushEvent (&ev); } break; case SDL_USEREVENT: switch (event.user.code) { case WM_PHASE_DEMO: m_demoNumber = 0; DemoPlayStart(); break; case WM_PHASE_SCHOOL: m_bSchool = true; m_bPrivate = false; if (ChangePhase (WM_PHASE_INFO)) return true; break; case WM_PHASE_MISSION: m_bSchool = false; m_bPrivate = false; if (m_mission == 0) // première mission ? { if (ChangePhase (WM_PHASE_H0MOVIE)) return true; } else { if (ChangePhase (WM_PHASE_INFO)) return true; } break; case WM_PHASE_PRIVATE: m_bSchool = false; m_bPrivate = true; if (ChangePhase (WM_PHASE_INFO)) return true; break; case WM_PHASE_INTRO1: case WM_PHASE_INTRO2: case WM_PHASE_INIT: case WM_PHASE_HISTORY0: case WM_PHASE_HISTORY1: case WM_PHASE_INFO: case WM_PHASE_PLAY: case WM_PHASE_READ: case WM_PHASE_WRITE: case WM_PHASE_WRITEp: case WM_PHASE_BUILD: case WM_PHASE_BUTTON: case WM_PHASE_TERM: case WM_PHASE_STOP: case WM_PHASE_HELP: case WM_PHASE_MUSIC: case WM_PHASE_REGION: case WM_PHASE_SETUP: case WM_PHASE_SETUPp: case WM_PHASE_PLAYMOVIE: case WM_PHASE_H0MOVIE: case WM_PHASE_H1MOVIE: case WM_PHASE_H2MOVIE: case WM_PHASE_WINMOVIE: case WM_PHASE_BYE: if (ChangePhase (event.user.code)) return true; break; case WM_PHASE_UNDO: m_pDecor->UndoBack(); // revient en arrière break; case WM_PREV: m_pDecor->SetInvincible (false); m_pDecor->SetSuper (false); if (m_bPrivate) { if (m_private > 0) { m_private --; if (ChangePhase (WM_PHASE_INFO)) return true; } } else if (m_bSchool) { if (m_exercice > 0) { m_exercice --; if (ChangePhase (WM_PHASE_INFO)) return true; } } else { if (m_mission > 0) { m_mission --; if (ChangePhase (WM_PHASE_INFO)) return true; } } break; case WM_NEXT: m_pDecor->SetInvincible (false); m_pDecor->SetSuper (false); if (m_bPrivate) { if (m_private < 20 - 1) { m_private ++; if (ChangePhase (WM_PHASE_INFO)) return true; } } else if (m_bSchool) { if (m_exercice < 99) { m_exercice ++; if (ChangePhase (WM_PHASE_INFO)) return true; } } else { if (m_mission < 99) { m_mission ++; if (m_maxMission < m_mission) m_maxMission = m_mission; if (ChangePhase (WM_PHASE_INFO)) return true; } } break; case WM_DECOR1: SetState (WM_DECOR1, 1); SetState (WM_DECOR2, 0); SetState (WM_DECOR3, 0); SetState (WM_DECOR4, 0); SetState (WM_DECOR5, 0); break; case WM_DECOR2: SetState (WM_DECOR1, 0); SetState (WM_DECOR2, 1); SetState (WM_DECOR3, 0); SetState (WM_DECOR4, 0); SetState (WM_DECOR5, 0); break; case WM_DECOR3: SetState (WM_DECOR1, 0); SetState (WM_DECOR2, 0); SetState (WM_DECOR3, 1); SetState (WM_DECOR4, 0); SetState (WM_DECOR5, 0); break; case WM_DECOR4: SetState (WM_DECOR1, 0); SetState (WM_DECOR2, 0); SetState (WM_DECOR3, 0); SetState (WM_DECOR4, 1); SetState (WM_DECOR5, 0); break; case WM_DECOR5: SetState (WM_DECOR1, 0); SetState (WM_DECOR2, 0); SetState (WM_DECOR3, 0); SetState (WM_DECOR4, 0); SetState (WM_DECOR5, 1); break; case WM_PHASE_SKILL1: m_pDecor->SetSkill (0); SetState (WM_PHASE_SKILL1, true); SetState (WM_PHASE_SKILL2, false); break; case WM_PHASE_SKILL2: m_pDecor->SetSkill (1); SetState (WM_PHASE_SKILL1, false); SetState (WM_PHASE_SKILL2, true); break; case WM_BUTTON0: case WM_BUTTON1: case WM_BUTTON2: case WM_BUTTON3: case WM_BUTTON4: case WM_BUTTON5: case WM_BUTTON6: case WM_BUTTON7: case WM_BUTTON8: case WM_BUTTON9: case WM_BUTTON10: case WM_BUTTON11: case WM_BUTTON12: case WM_BUTTON13: case WM_BUTTON14: case WM_BUTTON15: case WM_BUTTON16: case WM_BUTTON17: case WM_BUTTON18: case WM_BUTTON19: case WM_BUTTON20: case WM_BUTTON21: case WM_BUTTON22: case WM_BUTTON23: case WM_BUTTON24: case WM_BUTTON25: case WM_BUTTON26: case WM_BUTTON27: case WM_BUTTON28: case WM_BUTTON29: case WM_BUTTON30: case WM_BUTTON31: case WM_BUTTON32: case WM_BUTTON33: case WM_BUTTON34: case WM_BUTTON35: case WM_BUTTON36: case WM_BUTTON37: case WM_BUTTON38: case WM_BUTTON39: ChangeButtons (event.user.code); break; case WM_READ0: case WM_READ1: case WM_READ2: case WM_READ3: case WM_READ4: case WM_READ5: case WM_READ6: case WM_READ7: case WM_READ8: case WM_READ9: Read (event.user.code); ChangePhase (WM_PHASE_PLAY); // joue break; case WM_WRITE0: case WM_WRITE1: case WM_WRITE2: case WM_WRITE3: case WM_WRITE4: case WM_WRITE5: case WM_WRITE6: case WM_WRITE7: case WM_WRITE8: case WM_WRITE9: Write (event.user.code); if (m_phase == WM_PHASE_WRITEp) { ChangePhase (WM_PHASE_PLAY); // joue } else { ChangePhase (WM_PHASE_STOP); // pause } break; case WM_MOVIE: StartMovie ("movie/essai.avi"); ChangePhase (WM_PHASE_INIT); break; } } return false; } // Passe les images d'introduction. void CEvent::IntroStep() { m_introTime ++; if (m_introTime > 20 * 3) { if (m_phase == WM_PHASE_INTRO1) { ChangePhase (WM_PHASE_INTRO2); return; } if (m_phase == WM_PHASE_INTRO2) { ChangePhase (WM_PHASE_INIT); return; } } } void CEvent::PushUserEvent (Sint32 code) { SDL_Event event; event.type = SDL_USEREVENT; event.user.code = code; event.user.data1 = nullptr; event.user.data2 = nullptr; SDL_PushEvent (&event); }