/*
* Copyright 2010-2013 OpenXcom Developers.
*
* This file is part of OpenXcom.
*
* OpenXcom is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenXcom is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenXcom. If not, see .
*/
#include "StartState.h"
#include
#include "../Engine/Logger.h"
#include "../Engine/Game.h"
#include "../Engine/Screen.h"
#include "../Engine/Action.h"
#include "../Engine/Surface.h"
#include "../Engine/Exception.h"
#include "../Engine/Options.h"
#include "../Engine/Language.h"
#include "../Ruleset/Ruleset.h"
#include "../Interface/FpsCounter.h"
#include "../Interface/Cursor.h"
#include "../Resource/XcomResourcePack.h"
#include "MainMenuState.h"
#include "IntroState.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Loading screen.
* @param game Pointer to the core game.
*/
StartState::StartState(Game *game) : State(game), _load(LOADING_NONE)
{
// Create objects
int dx = (Options::baseXResolution - 320) / 2;
int dy = (Options::baseYResolution - 200) / 2;
_wasLetterBoxed = Options::keepAspectRatio;
if (!Options::useOpenGL)
{
Options::keepAspectRatio = false;
game->getScreen()->resetDisplay(false);
}
_surface = new Surface(320, 200, dx, dy);
// Set palette (set to {0} here to ensure all fields are initialized)
SDL_Color bnw[3] = { {0} };
bnw[0].r = 0;
bnw[0].g = 0;
bnw[0].b = 0;
bnw[1].r = 255;
bnw[1].g = 255;
bnw[1].b = 255;
bnw[2].r = 255;
bnw[2].g = 255;
bnw[2].b = 0;
setPalette(bnw, 0, 3);
add(_surface);
// Set up objects
_surface->drawString(120, 96, "Loading...", 1);
_game->getCursor()->setVisible(false);
_game->getFpsCounter()->setVisible(false);
}
/**
*
*/
StartState::~StartState()
{
}
/**
* Waits a cycle to load the resources so the screen is blitted first.
* If the loading fails, it shows an error, otherwise moves on to the game.
*/
void StartState::think()
{
State::think();
switch (_load)
{
case LOADING_STARTED:
try
{
Log(LOG_INFO) << "Loading ruleset...";
_game->loadRuleset();
Log(LOG_INFO) << "Ruleset loaded successfully.";
Log(LOG_INFO) << "Loading resources...";
_game->setResourcePack(new XcomResourcePack(_game->getRuleset()->getExtraSprites(), _game->getRuleset()->getExtraSounds()));
Log(LOG_INFO) << "Resources loaded successfully.";
Log(LOG_INFO) << "Loading language...";
_game->defaultLanguage();
Log(LOG_INFO) << "Language loaded successfully.";
_load = LOADING_SUCCESSFUL;
}
catch (Exception &e)
{
_load = LOADING_FAILED;
_surface->clear();
_surface->drawString(1, 9, "ERROR:", 2);
_surface->drawString(1, 17, e.what(), 2);
_surface->drawString(1, 49, "Make sure you installed OpenXcom", 1);
_surface->drawString(1, 57, "correctly.", 1);
_surface->drawString(1, 73, "Check the requirements and", 1);
_surface->drawString(1, 81, "documentation for more details.", 1);
_surface->drawString(75, 183, "Press any key to quit", 1);
Log(LOG_ERROR) << e.what();
}
break;
case LOADING_NONE:
Mix_HaltChannel(-1);
Mix_HaltMusic();
_game->getScreen()->clear();
blit();
_load = LOADING_STARTED;
break;
case LOADING_SUCCESSFUL:
Log(LOG_INFO) << "OpenXcom started successfully!";
if (!Options::reload && Options::playIntro)
{
_game->setState(new IntroState(_game));
}
else
{
_game->setState(new MainMenuState(_game));
Options::reload = false;
}
_game->getCursor()->setVisible(true);
_game->getFpsCounter()->setVisible(Options::fpsCounter);
break;
default:
break;
}
Options::keepAspectRatio = _wasLetterBoxed;
}
/**
* The game quits if the player presses any key when an error
* message is on display.
* @param action Pointer to an action.
*/
void StartState::handle(Action *action)
{
State::handle(action);
if (_load == LOADING_FAILED)
{
if (action->getDetails()->type == SDL_KEYDOWN)
_game->quit();
}
}
}