void GameStateCutscene::logic() {
	if (!initialized) {
		if (settings->music_volume > 0 && !music.empty()) {
			// restart music so that game devs can sync with cutscene playback
			snd->stopMusic();
			snd->loadMusic(music);
		}

		initialized = true;
	}

	if (scenes.empty() || scene_index >= scenes.size()) {
		if (game_slot != -1) {
			showLoading();
			GameStatePlay *gsp = new GameStatePlay();
			gsp->resetGame();
			save_load->setGameSlot(game_slot);
			save_load->loadGame();

			setRequestedGameState(gsp);
			return;
		}

		// return to previous gamestate
		showLoading();
		setRequestedGameState(previous_gamestate);
		return;
	}

	// status is processed after we render this scene
	if (scene_index < scenes.size())
		status = scenes[scene_index]->logic();
}
void GameStateNew::logic() {
	if (!input_name->inFocus)
		tablist.logic();

	button_permadeath->checkClick();
	if (show_classlist) class_list->checkClick();

	// require character name
	if (input_name->getText() == "") {
		if (button_create->enabled) {
			button_create->enabled = false;
			button_create->refresh();
		}
	}
	else {
		if (!button_create->enabled) {
			button_create->enabled = true;
			button_create->refresh();
		}
	}

	if ((inpt->pressing[CANCEL] && !inpt->lock[CANCEL]) || button_exit->checkClick()) {
		inpt->lock[CANCEL] = true;
		delete requestedGameState;
		requestedGameState = new GameStateLoad();
	}

	if (button_create->checkClick()) {
		// start the new game
		GameStatePlay* play = new GameStatePlay();
		Avatar *pc = play->getAvatar();
		pc->stats.gfx_base = base[current_option];
		pc->stats.gfx_head = head[current_option];
		pc->stats.gfx_portrait = portrait[current_option];
		pc->stats.name = input_name->getText();
		pc->stats.permadeath = button_permadeath->isChecked();
		play->game_slot = game_slot;
		play->resetGame();
		play->loadClass(class_list->getSelected());
		requestedGameState = play;
	}

	// scroll through portrait options
	if (button_next->checkClick()) {
		current_option++;
		if (current_option == (int)portrait.size()) current_option = 0;
		loadPortrait(portrait[current_option]);
		setName(name[current_option]);
	}
	else if (button_prev->checkClick()) {
		current_option--;
		if (current_option == -1) current_option = portrait.size()-1;
		loadPortrait(portrait[current_option]);
		setName(name[current_option]);
	}

	input_name->logic();

	if (input_name->getText() != name[current_option]) modified_name = true;
}
Exemple #3
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void GameStateLoad::logicLoading() {
	// load an existing game
	GameStatePlay* play = new GameStatePlay();
	play->resetGame();
	play->game_slot = selected_slot + 1;
	play->loadGame();
	requestedGameState = play;
	loaded = true;
	loading = false;
}
void GameStateLoad::logicLoading() {
	// load an existing game
	inpt->lock_all = true;
	delete_items = false;
	showLoading();
	GameStatePlay* play = new GameStatePlay();
	play->resetGame();
	save_load->setGameSlot(game_slots[selected_slot]->id);
	save_load->loadGame();
	loaded = true;
	loading = false;
	setRequestedGameState(play);
}
Exemple #5
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void GameStateNew::logic() {
	button_permadeath->checkClick();

	// require character name
	if (input_name->getText() == "") {
		if (button_create->enabled) {
			button_create->enabled = false;
			button_create->refresh();
		}
	}
	else {
		if (!button_create->enabled) {
			button_create->enabled = true;
			button_create->refresh();
		}
	}

	if (button_exit->checkClick()) {
		requestedGameState = new GameStateLoad();
	}
	
	if (button_create->checkClick()) {
		// start the new game
		GameStatePlay* play = new GameStatePlay();
		play->pc->stats.base = base[current_option];
		play->pc->stats.head = head[current_option];
		play->pc->stats.portrait = portrait[current_option];
		play->pc->stats.name = input_name->getText();
		play->pc->permadeath = button_permadeath->isChecked();
		play->game_slot = game_slot;
		play->resetGame();
		requestedGameState = play;
	}
	
	// scroll through portrait options	
	if (button_next->checkClick()) {
		current_option++;
		if (current_option == option_count) current_option = 0;
		loadPortrait(portrait[current_option]);
	}
	else if (button_prev->checkClick()) {
		current_option--;
		if (current_option == -1) current_option = option_count-1;
		loadPortrait(portrait[current_option]);
	}

	input_name->logic();
	
}
Exemple #6
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void GameStateLoad::logic() {

	frame_ticker++;
	if (frame_ticker == 64) frame_ticker = 0;
	if (frame_ticker < 32)
		current_frame = frame_ticker / 8;
	else
		current_frame = (63 - frame_ticker) / 8;

	if (button_exit->checkClick()) {
		requestedGameState = new GameStateTitle(screen, inp, font);
	}
	
	if (button_action->checkClick()) {
		if (stats[selected_slot].name == "") {
			// create a new game
			GameStateNew* newgame = new GameStateNew(screen, inp, font);
			newgame->game_slot = selected_slot + 1;
			requestedGameState = newgame;
		}
		else {
			// load an existing game
			GameStatePlay* play = new GameStatePlay(screen, inp, font);
			play->resetGame();
			play->game_slot = selected_slot + 1;
			play->loadGame();
			requestedGameState = play;
		}
	}
	
	// check clicking game slot
	if (inp->pressing[MAIN1] && !inp->lock[MAIN1]) {
		for (int i=0; i<GAME_SLOT_MAX; i++) {
			if (isWithin(slot_pos[i], inp->mouse)) {
				selected_slot = i;
				inp->lock[MAIN1] = true;
				loadPortrait(selected_slot);
				
				button_action->enabled = true;
				if (stats[selected_slot].name == "") {
					button_action->label = "New Game";
				}
				else {
					button_action->label = "Load Game";
				}
			}
		}
	}
}
void GameStateCutscene::logic() {

	if (scenes.empty()) {
		if (game_slot != -1) {
			GameStatePlay *gsp = new GameStatePlay();
			gsp->resetGame();
			gsp->game_slot = game_slot;
			gsp->loadGame();

			previous_gamestate = gsp;
		}

		/* return to previous gamestate */
		delete requestedGameState;
		requestedGameState = previous_gamestate;
		return;
	}

	while (!scenes.empty() && !scenes.front().logic(&caption_margins, scale_graphics))
		scenes.pop();
}
void GameStateCutscene::logic() {

	if (scenes.empty()) {
		if (game_slot != -1) {
			GameStatePlay *gsp = new GameStatePlay();
			gsp->resetGame();
			save_load->setGameSlot(game_slot);
			save_load->loadGame();

			previous_gamestate = gsp;
		}

		/* return to previous gamestate */
		delete requestedGameState;
		requestedGameState = previous_gamestate;
		requestedGameState->refreshWidgets();
		return;
	}

	while (!scenes.empty() && !scenes.front()->logic()) {
		delete scenes.front();
		scenes.pop();
	}
}
void GameStateNew::logic() {
    button_permadeath->checkClick();

    // require character name
    if (input_name->getText() == "" && DEFAULT_NAME == "") {
        if (inpt->pressing[ACCEPT] && !inpt->lock[ACCEPT]) {
            inpt->lock[ACCEPT] = true;
            input_name->inFocus = true;
        }
        if (button_create->enabled) {
            button_create->enabled = false;
            button_create->refresh();
        }
    }
    else {
        if (!button_create->enabled) {
            button_create->enabled = true;
            button_create->refresh();
        }
    }

    if (inpt->pressing[CANCEL] && !inpt->lock[CANCEL] && input_name->inFocus) {
        inpt->lock[CANCEL] = true;
        input_name->inFocus = false;
    }
    if (button_exit->checkClick() || (inpt->pressing[CANCEL] && !inpt->lock[CANCEL] && !input_name->inFocus)) {
        inpt->lock[CANCEL] = true;
        delete requestedGameState;
        requestedGameState = new GameStateLoad();
    }

    if (button_create->checkClick() || (inpt->pressing[ACCEPT] && !inpt->lock[ACCEPT] && button_create->enabled)) {
        inpt->lock[ACCEPT] = true;
        // start the new game
        GameStatePlay* play = new GameStatePlay();
        play->pc->stats.base = base[current_option];
        play->pc->stats.head = head[current_option];
        play->pc->stats.portrait = portrait[current_option];
        play->pc->stats.name = input_name->getText();
        play->pc->stats.permadeath = button_permadeath->isChecked();
        play->game_slot = game_slot;
        play->resetGame();
        requestedGameState = play;
    }

    // scroll through portrait options
    if (button_next->checkClick() || (inpt->pressing[RIGHT] && !inpt->lock[RIGHT] && !input_name->inFocus)) {
        inpt->lock[RIGHT] = true;
        current_option++;
        if (current_option == (int)base.size()) current_option = 0;
        loadPortrait(portrait[current_option]);
    }
    else if (button_prev->checkClick() || (inpt->pressing[LEFT] && !inpt->lock[LEFT] && !input_name->inFocus)) {
        inpt->lock[LEFT] = true;
        current_option--;
        if (current_option == -1) current_option = base.size()-1;
        loadPortrait(portrait[current_option]);
    }

    if (DEFAULT_NAME == "") input_name->logic();
}