fallout2-ce/src/credits.cc

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#include "credits.h"
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#include <string.h>
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#include <algorithm>
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#include "art.h"
#include "color.h"
#include "cycle.h"
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#include "db.h"
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#include "debug.h"
#include "draw.h"
#include "game_mouse.h"
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#include "input.h"
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#include "memory.h"
#include "message.h"
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#include "mouse.h"
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#include "palette.h"
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#include "platform_compat.h"
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#include "sound.h"
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#include "svga.h"
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#include "text_font.h"
#include "window_manager.h"
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namespace fallout {
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#define CREDITS_WINDOW_SCROLLING_DELAY (38)
static bool creditsFileParseNextLine(char* dest, int* font, int* color);
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// 0x56D740
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static File* gCreditsFile;
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// 0x56D744
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static int gCreditsWindowNameColor;
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// 0x56D748
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static int gCreditsWindowTitleFont;
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// 0x56D74C
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static int gCreditsWindowNameFont;
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// 0x56D750
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static int gCreditsWindowTitleColor;
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// 0x42C860
void creditsOpen(const char* filePath, int backgroundFid, bool useReversedStyle)
{
int oldFont = fontGetCurrent();
colorPaletteLoad("color.pal");
if (useReversedStyle) {
gCreditsWindowTitleColor = _colorTable[18917];
gCreditsWindowNameFont = 103;
gCreditsWindowTitleFont = 104;
gCreditsWindowNameColor = _colorTable[13673];
} else {
gCreditsWindowTitleColor = _colorTable[13673];
gCreditsWindowNameFont = 104;
gCreditsWindowTitleFont = 103;
gCreditsWindowNameColor = _colorTable[18917];
}
soundContinueAll();
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char localizedPath[COMPAT_MAX_PATH];
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if (_message_make_path(localizedPath, sizeof(localizedPath), filePath)) {
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gCreditsFile = fileOpen(localizedPath, "rt");
if (gCreditsFile != NULL) {
soundContinueAll();
colorCycleDisable();
gameMouseSetCursor(MOUSE_CURSOR_NONE);
bool cursorWasHidden = cursorIsHidden();
if (cursorWasHidden) {
mouseShowCursor();
}
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int windowWidth = screenGetWidth();
int windowHeight = screenGetHeight();
int window = windowCreate(0, 0, windowWidth, windowHeight, _colorTable[0], 20);
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soundContinueAll();
if (window != -1) {
unsigned char* windowBuffer = windowGetBuffer(window);
if (windowBuffer != NULL) {
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unsigned char* backgroundBuffer = (unsigned char*)internal_malloc(windowWidth * windowHeight);
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if (backgroundBuffer) {
soundContinueAll();
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memset(backgroundBuffer, _colorTable[0], windowWidth * windowHeight);
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if (backgroundFid != -1) {
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FrmImage backgroundFrmImage;
if (backgroundFrmImage.lock(backgroundFid)) {
blitBufferToBuffer(backgroundFrmImage.getData(),
backgroundFrmImage.getWidth(),
backgroundFrmImage.getHeight(),
backgroundFrmImage.getWidth(),
backgroundBuffer + windowWidth * ((windowHeight - backgroundFrmImage.getHeight()) / 2) + (windowWidth - backgroundFrmImage.getWidth()) / 2,
windowWidth);
backgroundFrmImage.unlock();
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}
}
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unsigned char* intermediateBuffer = (unsigned char*)internal_malloc(windowWidth * windowHeight);
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if (intermediateBuffer != NULL) {
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memset(intermediateBuffer, 0, windowWidth * windowHeight);
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fontSetCurrent(gCreditsWindowTitleFont);
int titleFontLineHeight = fontGetLineHeight();
fontSetCurrent(gCreditsWindowNameFont);
int nameFontLineHeight = fontGetLineHeight();
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int lineHeight = std::max(titleFontLineHeight, nameFontLineHeight);
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int stringBufferSize = windowWidth * lineHeight;
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unsigned char* stringBuffer = (unsigned char*)internal_malloc(stringBufferSize);
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if (stringBuffer != NULL) {
blitBufferToBuffer(backgroundBuffer,
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windowWidth,
windowHeight,
windowWidth,
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windowBuffer,
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windowWidth);
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windowRefresh(window);
paletteFadeTo(_cmap);
char str[260];
int font;
int color;
unsigned int tick = 0;
bool stop = false;
while (creditsFileParseNextLine(str, &font, &color)) {
fontSetCurrent(font);
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int stringWidth = fontGetStringWidth(str);
if (stringWidth >= windowWidth) {
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continue;
}
memset(stringBuffer, 0, stringBufferSize);
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fontDrawText(stringBuffer, str, windowWidth, windowWidth, color);
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unsigned char* dest = intermediateBuffer + windowWidth * windowHeight - windowWidth + (windowWidth - stringWidth) / 2;
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unsigned char* src = stringBuffer;
for (int index = 0; index < lineHeight; index++) {
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sharedFpsLimiter.mark();
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if (inputGetInput() != -1) {
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stop = true;
break;
}
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memmove(intermediateBuffer, intermediateBuffer + windowWidth, windowWidth * windowHeight - windowWidth);
memcpy(dest, src, stringWidth);
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blitBufferToBuffer(backgroundBuffer,
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windowWidth,
windowHeight,
windowWidth,
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windowBuffer,
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windowWidth);
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blitBufferToBufferTrans(intermediateBuffer,
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windowWidth,
windowHeight,
windowWidth,
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windowBuffer,
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windowWidth);
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while (getTicksSince(tick) < CREDITS_WINDOW_SCROLLING_DELAY) {
}
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tick = getTicks();
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windowRefresh(window);
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src += windowWidth;
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sharedFpsLimiter.throttle();
renderPresent();
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}
if (stop) {
break;
}
}
if (!stop) {
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for (int index = 0; index < windowHeight; index++) {
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sharedFpsLimiter.mark();
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if (inputGetInput() != -1) {
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break;
}
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memmove(intermediateBuffer, intermediateBuffer + windowWidth, windowWidth * windowHeight - windowWidth);
memset(intermediateBuffer + windowWidth * windowHeight - windowWidth, 0, windowWidth);
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blitBufferToBuffer(backgroundBuffer,
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windowWidth,
windowHeight,
windowWidth,
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windowBuffer,
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windowWidth);
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blitBufferToBufferTrans(intermediateBuffer,
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windowWidth,
windowHeight,
windowWidth,
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windowBuffer,
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windowWidth);
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while (getTicksSince(tick) < CREDITS_WINDOW_SCROLLING_DELAY) {
}
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tick = getTicks();
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windowRefresh(window);
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sharedFpsLimiter.throttle();
renderPresent();
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}
}
internal_free(stringBuffer);
}
internal_free(intermediateBuffer);
}
internal_free(backgroundBuffer);
}
}
soundContinueAll();
paletteFadeTo(gPaletteBlack);
soundContinueAll();
windowDestroy(window);
}
if (cursorWasHidden) {
mouseHideCursor();
}
gameMouseSetCursor(MOUSE_CURSOR_ARROW);
colorCycleEnable();
fileClose(gCreditsFile);
}
}
fontSetCurrent(oldFont);
}
// 0x42CE6C
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static bool creditsFileParseNextLine(char* dest, int* font, int* color)
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{
char string[256];
while (fileReadString(string, 256, gCreditsFile)) {
char* pch;
if (string[0] == ';') {
continue;
} else if (string[0] == '@') {
*font = gCreditsWindowTitleFont;
*color = gCreditsWindowTitleColor;
pch = string + 1;
} else if (string[0] == '#') {
*font = gCreditsWindowNameFont;
*color = _colorTable[17969];
pch = string + 1;
} else {
*font = gCreditsWindowNameFont;
*color = gCreditsWindowNameColor;
pch = string;
}
strcpy(dest, pch);
return true;
}
return false;
}
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} // namespace fallout