scummvm/sword1/control.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 The ScummVM project
*
* This program 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 2
* of the License, or (at your option) any later version.
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "control.h"
#include "common/util.h"
#include "common/file.h"
#include "logic.h"
#include "sworddefs.h"
#include "swordres.h"
#include "resman.h"
#include "objectman.h"
#include "sword1.h"
#include "common/util.h"
#include "mouse.h"
#include "music.h"
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#define SAVEFILE_WRITE true
#define SAVEFILE_READ false
enum LangStrings {
STR_PAUSED = 0,
STR_INSERT_CD_A,
STR_INSERT_CD_B,
STR_INCORRECT_CD,
STR_SAVE,
STR_RESTORE,
STR_RESTART,
STR_START,
STR_QUIT,
STR_SPEED,
STR_VOLUME,
STR_TEXT,
STR_DONE,
STR_OK,
STR_CANCEL,
STR_MUSIC,
STR_SPEECH,
STR_FX,
STR_THE_END,
STR_DRIVE_FULL
};
enum ButtonIds {
BUTTON_DONE = 1,
BUTTON_MAIN_PANEL,
BUTTON_SAVE_PANEL,
BUTTON_RESTORE_PANEL,
BUTTON_RESTART,
BUTTON_QUIT,
BUTTON_SPEED,
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BUTTON_VOLUME_PANEL,
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BUTTON_TEXT,
//-
BUTTON_SCROLL_UP_FAST,
BUTTON_SCROLL_UP_SLOW,
BUTTON_SCROLL_DOWN_SLOW,
BUTTON_SCROLL_DOWN_FAST,
BUTTON_SAVE_SELECT1,
BUTTON_SAVE_SELECT2,
BUTTON_SAVE_SELECT3,
BUTTON_SAVE_SELECT4,
BUTTON_SAVE_SELECT5,
BUTTON_SAVE_SELECT6,
BUTTON_SAVE_SELECT7,
BUTTON_SAVE_SELECT8,
BUTTON_SAVE_RESTORE_OKAY,
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BUTTON_SAVE_CANCEL
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};
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enum TextModes {
TEXT_LEFT_ALIGN = 0,
TEXT_CENTER,
TEXT_RIGHT_ALIGN,
TEXT_RED_FONT = 128
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};
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ControlButton::ControlButton(uint16 x, uint16 y, uint32 resId, uint8 id, ResMan *pResMan, uint8 *screenBuf, OSystem *system) {
_x = x;
_y = y;
_id = id;
_resId = resId;
_resMan = pResMan;
_frameIdx = 0;
_resMan->resOpen(_resId);
FrameHeader *tmp = _resMan->fetchFrame(_resMan->fetchRes(_resId), 0);
_width = FROM_LE_16(tmp->width);
_height = FROM_LE_16(tmp->height);
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if ((x == 0) && (y == 0)) { // center the frame (used for panels);
_x = (640 - _width) / 2;
_y = (480 - _height) / 2;
}
_dstBuf = screenBuf + _y * SCREEN_WIDTH + _x;
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_system = system;
}
ControlButton::~ControlButton(void) {
_resMan->resClose(_resId);
}
bool ControlButton::isSaveslot(void) {
return ((_resId >= SR_SLAB1) && (_resId <= SR_SLAB4));
}
void ControlButton::draw(void) {
FrameHeader *fHead = _resMan->fetchFrame(_resMan->fetchRes(_resId), _frameIdx);
uint8 *src = (uint8*)fHead + sizeof(FrameHeader);
uint8 *dst = _dstBuf;
for (uint16 cnt = 0; cnt < FROM_LE_16(fHead->height); cnt++) {
for (uint16 cntx = 0; cntx < FROM_LE_16(fHead->width); cntx++)
if (src[cntx])
dst[cntx] = src[cntx];
dst += SCREEN_WIDTH;
src += FROM_LE_16(fHead->width);
}
_system->copy_rect(_dstBuf, SCREEN_WIDTH, _x, _y, _width, _height);
}
bool ControlButton::wasClicked(uint16 mouseX, uint16 mouseY) {
if ((_x <= mouseX) && (_y <= mouseY) && (_x + _width >= mouseX) && (_y + _height >= mouseY))
return true;
else
return false;
}
void ControlButton::setSelected(uint8 selected) {
_frameIdx = selected;
draw();
}
SwordControl::SwordControl(ResMan *pResMan, ObjectMan *pObjMan, OSystem *system, SwordMouse *pMouse, SwordMusic *pMusic, const char *savePath) {
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_resMan = pResMan;
_objMan = pObjMan;
_system = system;
_mouse = pMouse;
_music = pMusic;
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strcpy(_savePath, savePath);
_lStrings = _languageStrings + MIN(SwordEngine::_systemVars.language, (uint8)BS1_SPANISH) * 20;
}
void SwordControl::askForCd(void) {
_screenBuf = (uint8*)malloc(640 * 480);
_font = (uint8*)_resMan->openFetchRes(SR_FONT);
uint8 *pal = (uint8*)_resMan->openFetchRes(SR_PALETTE);
uint8 *palOut = (uint8*)malloc(256 * 4);
for (uint16 cnt = 1; cnt < 256; cnt++) {
palOut[cnt * 4 + 0] = pal[cnt * 3 + 0] << 2;
palOut[cnt * 4 + 1] = pal[cnt * 3 + 1] << 2;
palOut[cnt * 4 + 2] = pal[cnt * 3 + 2] << 2;
}
palOut[0] = palOut[1] = palOut[2] = palOut[3] = 0;
_resMan->resClose(SR_PALETTE);
_system->set_palette(palOut, 0, 256);
free(palOut);
File test;
char fName[10], textA[50];
sprintf(fName, "cd%d.id", SwordEngine::_systemVars.currentCD);
sprintf(textA, "%s%d", _lStrings[STR_INSERT_CD_A], SwordEngine::_systemVars.currentCD);
bool notAccepted = true;
bool refreshText = true;
do {
if (refreshText) {
memset(_screenBuf, 0, 640 * 480);
renderText(textA, 320, 220, TEXT_CENTER);
renderText(_lStrings[STR_INSERT_CD_B], 320, 240, TEXT_CENTER);
_system->copy_rect(_screenBuf, 640, 0, 0, 640, 480);
_system->update_screen();
}
delay(300);
if (_keyPressed) {
test.open(fName);
if (!test.isOpen()) {
memset(_screenBuf, 0, 640 * 480);
renderText(_lStrings[STR_INCORRECT_CD], 320, 230, TEXT_CENTER);
_system->copy_rect(_screenBuf, 640, 0, 0, 640, 480);
_system->update_screen();
delay(2000);
refreshText = true;
} else {
test.close();
notAccepted = false;
}
}
} while (notAccepted);
_resMan->resClose(SR_FONT);
free(_screenBuf);
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}
uint8 SwordControl::runPanel(void) {
_restoreBuf = NULL;
_keyPressed = _numButtons = 0;
_screenBuf = (uint8*)malloc(640 * 480);
_font = (uint8*)_resMan->openFetchRes(SR_FONT); // todo: czech support
_redFont = (uint8*)_resMan->openFetchRes(SR_REDFONT);
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uint8 *pal = (uint8*)_resMan->openFetchRes(SR_PALETTE);
uint8 *palOut = (uint8*)malloc(256 * 4);
for (uint16 cnt = 1; cnt < 256; cnt++) {
palOut[cnt * 4 + 0] = pal[cnt * 3 + 0] << 2;
palOut[cnt * 4 + 1] = pal[cnt * 3 + 1] << 2;
palOut[cnt * 4 + 2] = pal[cnt * 3 + 2] << 2;
}
palOut[0] = palOut[1] = palOut[2] = palOut[3] = 0;
_resMan->resClose(SR_PALETTE);
_system->set_palette(palOut, 0, 256);
free(palOut);
uint8 mode = 0, newMode = BUTTON_MAIN_PANEL;
bool fullRefresh = false;
_mouse->controlPanel(true);
uint8 retVal = CONTROL_NOTHING_DONE;
_music->startMusic(61, 1);
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do {
_music->stream();
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if (newMode) {
mode = newMode;
fullRefresh = true;
destroyButtons();
memset(_screenBuf, 0, 640 * 480);
}
switch (mode) {
case BUTTON_MAIN_PANEL:
if (fullRefresh)
setupMainPanel();
break;
case BUTTON_SAVE_PANEL:
if (fullRefresh)
setupSaveRestorePanel(true);
if (_keyPressed)
handleSaveKey(_keyPressed);
break;
case BUTTON_RESTORE_PANEL:
if (fullRefresh)
setupSaveRestorePanel(false);
break;
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case BUTTON_VOLUME_PANEL:
if (fullRefresh)
setupVolumePanel();
break;
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}
if (fullRefresh) {
fullRefresh = false;
_system->copy_rect(_screenBuf, SCREEN_WIDTH, 0, 0, SCREEN_WIDTH, 480);
}
_system->update_screen();
delay(1000 / 12);
newMode = getClicks(mode, &retVal);
} while ((newMode != 1) && (retVal == 0));
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destroyButtons();
_resMan->resClose(SR_FONT);
_resMan->resClose(SR_REDFONT);
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memset(_screenBuf, 0, 640 * 480);
_system->copy_rect(_screenBuf, 640, 0, 0, 640, 480);
free(_screenBuf);
_mouse->controlPanel(false);
_music->startMusic(SwordLogic::_scriptVars[CURRENT_MUSIC], 1);
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return retVal;
}
uint8 SwordControl::getClicks(uint8 mode, uint8 *retVal) {
if (!_mouseState)
return 0;
if (_mouseState & BS1L_BUTTON_DOWN)
for (uint8 cnt = 0; cnt < _numButtons; cnt++)
if (_buttons[cnt]->wasClicked(_mouseX, _mouseY)) {
_selectedButton = cnt;
_buttons[cnt]->setSelected(1);
}
if (_mouseState & BS1L_BUTTON_UP) {
for (uint8 cnt = 0; cnt < _numButtons; cnt++)
if (_buttons[cnt]->wasClicked(_mouseX, _mouseY))
if (_selectedButton == cnt) {
// saveslots stay selected after clicking
if (!_buttons[cnt]->isSaveslot())
_buttons[cnt]->setSelected(0);
_selectedButton = 255;
return handleButtonClick(_buttons[cnt]->_id, mode, retVal);
}
if (_selectedButton < _numButtons)
_buttons[_selectedButton]->setSelected(0);
_selectedButton = 255;
}
return 0;
}
uint8 SwordControl::handleButtonClick(uint8 id, uint8 mode, uint8 *retVal) {
switch(mode) {
case BUTTON_MAIN_PANEL:
if (id == BUTTON_RESTART)
*retVal |= CONTROL_RESTART_GAME;
else if ((id == BUTTON_RESTORE_PANEL) || (id == BUTTON_SAVE_PANEL) ||
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(id == BUTTON_DONE) || (id == BUTTON_VOLUME_PANEL))
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return id;
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else if (id == BUTTON_TEXT) {
SwordEngine::_systemVars.showText ^= 1;
_buttons[6]->setSelected(SwordEngine::_systemVars.showText);
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}
break;
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case BUTTON_SAVE_PANEL:
case BUTTON_RESTORE_PANEL:
if ((id >= BUTTON_SCROLL_UP_FAST) && (id <= BUTTON_SCROLL_DOWN_FAST))
saveNameScroll(id, mode == BUTTON_SAVE_PANEL);
else if ((id >= BUTTON_SAVE_SELECT1) && (id <= BUTTON_SAVE_SELECT8))
saveNameSelect(id, mode == BUTTON_SAVE_PANEL);
else if (id == BUTTON_SAVE_RESTORE_OKAY) {
if (mode == BUTTON_SAVE_PANEL) {
if (saveToFile()) // don't go back to main panel if save fails.
return BUTTON_MAIN_PANEL;
} else {
if (restoreFromFile()) { // don't go back to main panel if restore fails.
*retVal |= CONTROL_GAME_RESTORED;
return BUTTON_MAIN_PANEL;
}
}
} else if (id == BUTTON_SAVE_CANCEL)
return BUTTON_MAIN_PANEL; // mode down to main panel
break;
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case BUTTON_VOLUME_PANEL:
return id;
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}
return 0;
}
void SwordControl::deselectSaveslots(void) {
for (uint8 cnt = 0; cnt < 8; cnt++)
_buttons[cnt]->setSelected(0);
}
void SwordControl::setupMainPanel(void) {
uint32 panelId;
if (SwordEngine::_systemVars.deathScreenFlag == 1)
panelId = SR_DEATHPANEL;
else
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panelId = SR_PANEL_ENGLISH + MIN(SwordEngine::_systemVars.language, (uint8)BS1_SPANISH);
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ControlButton *panel = new ControlButton( 0, 0, panelId, 0, _resMan, _screenBuf, _system);
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panel->draw();
delete panel;
if (SwordEngine::_systemVars.deathScreenFlag)
createButtons(_deathButtons, 3);
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else {
createButtons(_panelButtons, 8);
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_buttons[6]->setSelected(SwordEngine::_systemVars.showText);
}
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if (SwordEngine::_systemVars.deathScreenFlag == 2) // end of game
renderText(_lStrings[STR_THE_END], 480, 188 + 40, TEXT_RIGHT_ALIGN);
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if (SwordEngine::_systemVars.deathScreenFlag == 0) { // normal panel
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renderText(_lStrings[STR_SAVE], 180, 188 + 40, TEXT_LEFT_ALIGN);
renderText(_lStrings[STR_DONE], 460, 332 + 40, TEXT_RIGHT_ALIGN);
renderText(_lStrings[STR_RESTORE], 180, 224 + 40, TEXT_LEFT_ALIGN);
renderText(_lStrings[STR_RESTART], 180, 260 + 40, TEXT_LEFT_ALIGN);
renderText(_lStrings[STR_QUIT], 180, 296 + 40, TEXT_LEFT_ALIGN);
renderText(_lStrings[STR_SPEED], 460, 188 + 40, TEXT_RIGHT_ALIGN);
renderText(_lStrings[STR_VOLUME], 460, 224 + 40, TEXT_RIGHT_ALIGN);
renderText(_lStrings[STR_TEXT], 460, 260 + 40, TEXT_RIGHT_ALIGN);
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} else {
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renderText(_lStrings[STR_RESTORE], 285, 224 + 40, TEXT_LEFT_ALIGN);
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if (SwordEngine::_systemVars.deathScreenFlag == 3) // just started game
renderText(_lStrings[STR_START], 285, 260 + 40, TEXT_LEFT_ALIGN);
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else
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renderText(_lStrings[STR_RESTART], 285, 260 + 40, TEXT_LEFT_ALIGN);
renderText(_lStrings[STR_QUIT], 285, 296 + 40, TEXT_LEFT_ALIGN);
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}
}
void SwordControl::setupSaveRestorePanel(bool saving) {
FrameHeader *savePanel = _resMan->fetchFrame(_resMan->openFetchRes(SR_WINDOW), 0);
uint16 panelX = (640 - FROM_LE_16(savePanel->width)) / 2;
uint16 panelY = (480 - FROM_LE_16(savePanel->height)) / 2;
ControlButton *panel = new ControlButton(panelX, panelY, SR_WINDOW, 0, _resMan, _screenBuf, _system);
panel->draw();
delete panel;
_resMan->resClose(SR_WINDOW);
createButtons(_saveButtons, 14);
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renderText(_lStrings[STR_CANCEL], _saveButtons[13].x - 10, _saveButtons[13].y, TEXT_RIGHT_ALIGN);
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if (saving) {
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renderText(_lStrings[STR_SAVE], _saveButtons[12].x + 30, _saveButtons[13].y, TEXT_LEFT_ALIGN);
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} else {
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renderText(_lStrings[STR_RESTORE], _saveButtons[12].x + 30, _saveButtons[13].y, TEXT_LEFT_ALIGN);
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}
readSavegameDescriptions();
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_selectedSavegame = 255;
showSavegameNames();
}
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void SwordControl::setupVolumePanel(void) {
ControlButton *panel = new ControlButton( 0, 0, SR_VOLUME, 0, _resMan, _screenBuf, _system);
panel->draw();
delete panel;
renderText(_lStrings[STR_MUSIC], 149, 39 + 40, TEXT_LEFT_ALIGN);
renderText(_lStrings[STR_SPEECH], 320, 39 + 40, TEXT_CENTER);
renderText(_lStrings[STR_FX], 438, 39 + 40, TEXT_LEFT_ALIGN);
renderText("NOT YET IMPLEMENTED", 320, 240, TEXT_CENTER);
createButtons(_volumeButtons, 1);
renderText(_lStrings[STR_DONE], _volumeButtons[0].x - 10, _volumeButtons[0].y, TEXT_RIGHT_ALIGN);
}
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bool SwordControl::keyAccepted(uint8 key) {
// this routine needs changes for Czech keys... No idea how to do that, though.
static const char allowedSpecials[] = "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>,.:-()?! \"\'";
if (((key >= 'A') && (key <= 'Z')) ||
((key >= 'a') && (key <= 'z')) ||
((key >= '0') && (key <= '9')) ||
strchr(allowedSpecials, key))
return true;
else
return false;
}
void SwordControl::handleSaveKey(uint8 key) {
if (_selectedSavegame < 255) {
uint8 len = strlen(_saveNames[_selectedSavegame]);
if ((key == 8) && len) // backspace
_saveNames[_selectedSavegame][len - 1] = '\0';
else if (keyAccepted(key) && (len < 31)) {
_saveNames[_selectedSavegame][len] = key;
_saveNames[_selectedSavegame][len + 1] = '\0';
}
showSavegameNames();
}
}
bool SwordControl::saveToFile(void) {
if ((_selectedSavegame == 255) || !strlen(_saveNames[_selectedSavegame]))
return false; // no saveslot selected or no name entered
saveGameToFile(_selectedSavegame);
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writeSavegameDescriptions();
return true;
}
bool SwordControl::restoreFromFile(void) {
if (_selectedSavegame < 255) {
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return restoreGameFromFile(_selectedSavegame);
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} else
return false;
}
void SwordControl::readSavegameDescriptions(void) {
SaveFileManager *mgr = _system->get_savefile_manager();
SaveFile *inf;
inf = mgr->open_savefile("SAVEGAME.INF", _savePath, SAVEFILE_READ);
_saveScrollPos = _saveFiles = 0;
_selectedSavegame = 255;
if (inf && inf->isOpen()) {
uint8 curFileNum = 0;
uint8 ch;
do {
uint8 pos = 0;
do {
ch = inf->readByte();
if ((ch == 10) || (ch == 255))
_saveNames[curFileNum][pos] = '\0';
else
_saveNames[curFileNum][pos] = ch;
pos++;
} while ((ch != 10) && (ch != 255));
curFileNum++;
} while (ch != 255);
_saveFiles = curFileNum;
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for (uint8 cnt = _saveFiles; cnt < 64; cnt++)
_saveNames[cnt][0] = '\0';
} else
for (uint8 cnt = 0; cnt < 64; cnt++)
_saveNames[cnt][0] = '\0';
delete inf;
delete mgr;
}
void SwordControl::writeSavegameDescriptions(void) {
SaveFileManager *mgr = _system->get_savefile_manager();
SaveFile *outf;
outf = mgr->open_savefile("SAVEGAME.INF", _savePath, SAVEFILE_WRITE);
// if the player accidently clicked the last slot and then deselected it again,
// we'd still have _saveFiles == 64, so get rid of the empty end.
while (strlen(_saveNames[_saveFiles - 1]) == 0)
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_saveFiles--;
for (uint8 cnt = 0; cnt < _saveFiles; cnt++) {
outf->write(_saveNames[cnt], strlen(_saveNames[cnt]));
if (cnt < _saveFiles - 1)
outf->writeByte(10);
else
outf->writeByte(255);
}
delete outf;
delete mgr;
}
bool SwordControl::savegamesExist(void) {
bool retVal = false;
SaveFileManager *mgr = _system->get_savefile_manager();
SaveFile *inf;
inf = mgr->open_savefile("SAVEGAME.INF", _savePath, SAVEFILE_READ);
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if (inf && inf->isOpen())
retVal = true;
delete inf;
delete mgr;
return retVal;
}
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void SwordControl::showSavegameNames(void) {
for (uint8 cnt = 0; cnt < 8; cnt++) {
_buttons[cnt]->draw();
uint8 textMode = TEXT_LEFT_ALIGN;
uint16 ycoord = _saveButtons[cnt].y + 2;
if (cnt + _saveScrollPos == _selectedSavegame) {
textMode |= TEXT_RED_FONT;
ycoord += 2;
}
renderText(_saveNames[cnt + _saveScrollPos], _saveButtons[cnt].x + 6, ycoord, textMode);
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}
}
void SwordControl::saveNameSelect(uint8 id, bool saving) {
deselectSaveslots();
_buttons[id - BUTTON_SAVE_SELECT1]->setSelected(1);
uint8 num = (id - BUTTON_SAVE_SELECT1) + _saveScrollPos;
if (saving && (_selectedSavegame != 255)) // the player may have entered something, clear it again
strcpy(_saveNames[_selectedSavegame], _oldName);
if (num < _saveFiles) {
_selectedSavegame = num;
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strcpy(_oldName, _saveNames[num]); // save for later
} else {
if (!saving)
_buttons[id - BUTTON_SAVE_SELECT1]->setSelected(0); // no save in slot, deselect it
else {
if (_saveFiles <= num)
_saveFiles = num + 1;
_selectedSavegame = num;
_oldName[0] = '\0';
}
}
showSavegameNames();
}
void SwordControl::saveNameScroll(uint8 scroll, bool saving) {
uint16 maxScroll;
if (saving)
maxScroll = 64;
else
maxScroll = _saveFiles; // for loading, we can only scroll as far as there are savegames
if (scroll == BUTTON_SCROLL_UP_FAST) {
if (_saveScrollPos >= 8)
_saveScrollPos -= 8;
else
_saveScrollPos = 0;
} else if (scroll == BUTTON_SCROLL_UP_SLOW) {
if (_saveScrollPos >= 1)
_saveScrollPos--;
} else if (scroll == BUTTON_SCROLL_DOWN_SLOW) {
if (_saveScrollPos < maxScroll - 8)
_saveScrollPos++;
} else if (scroll == BUTTON_SCROLL_DOWN_FAST) {
if (_saveScrollPos < maxScroll - 16)
_saveScrollPos += 8;
else
_saveScrollPos = maxScroll - 8;
}
_selectedSavegame = 255; // deselect savegame
deselectSaveslots();
showSavegameNames();
}
void SwordControl::createButtons(const ButtonInfo *buttons, uint8 num) {
for (uint8 cnt = 0; cnt < num; cnt++) {
_buttons[cnt] = new ControlButton(buttons[cnt].x, buttons[cnt].y, buttons[cnt].resId, buttons[cnt].id, _resMan, _screenBuf, _system);
_buttons[cnt]->draw();
}
_numButtons = num;
}
void SwordControl::destroyButtons(void) {
for (uint8 cnt = 0; cnt < _numButtons; cnt++)
delete _buttons[cnt];
_numButtons = 0;
}
uint16 SwordControl::getTextWidth(const char *str) {
uint16 width = 0;
while (*str) {
width += FROM_LE_16(_resMan->fetchFrame(_font, *str - 32)->width) - 3;
str++;
}
return width;
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}
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void SwordControl::renderText(const char *str, uint16 x, uint16 y, uint8 mode) {
uint8 *font = _font;
if (mode & TEXT_RED_FONT)
font = _redFont;
mode &= ~TEXT_RED_FONT;
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if (mode == TEXT_RIGHT_ALIGN) // negative x coordinate means right-aligned.
x -= getTextWidth(str);
else if (mode == TEXT_CENTER)
x -= getTextWidth(str) / 2;
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uint16 destX = x;
while (*str) {
uint8 *dst = _screenBuf + y * SCREEN_WIDTH + destX;
FrameHeader *chSpr = _resMan->fetchFrame(font, ((uint8)*str) - 32);
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uint8 *sprData = (uint8*)chSpr + sizeof(FrameHeader);
for (uint16 cnty = 0; cnty < FROM_LE_16(chSpr->height); cnty++) {
for (uint16 cntx = 0; cntx < FROM_LE_16(chSpr->width); cntx++) {
if (sprData[cntx])
dst[cntx] = sprData[cntx];
}
sprData += FROM_LE_16(chSpr->width);
dst += SCREEN_WIDTH;
}
destX += FROM_LE_16(chSpr->width) - 3;
str++;
}
_system->copy_rect(_screenBuf + y * SCREEN_WIDTH + x, SCREEN_WIDTH, x, y, (destX - x) + 3, 28);
}
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void SwordControl::renderVolumeBar(uint8 id) {
}
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void SwordControl::saveGameToFile(uint8 slot) {
char fName[15];
uint16 cnt;
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sprintf(fName, "SAVEGAME.%03d", slot);
uint16 liveBuf[TOTAL_SECTIONS];
SaveFileManager *mgr = _system->get_savefile_manager();
SaveFile *outf;
outf = mgr->open_savefile(fName, _savePath, SAVEFILE_WRITE);
if (!outf->isOpen())
error("unable to create file %s", fName);
_objMan->saveLiveList(liveBuf);
for (cnt = 0; cnt < TOTAL_SECTIONS; cnt++)
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outf->writeUint16LE(liveBuf[cnt]);
BsObject *cpt = _objMan->fetchObject(PLAYER);
SwordLogic::_scriptVars[CHANGE_DIR] = cpt->o_dir;
SwordLogic::_scriptVars[CHANGE_X] = cpt->o_xcoord;
SwordLogic::_scriptVars[CHANGE_Y] = cpt->o_ycoord;
SwordLogic::_scriptVars[CHANGE_STANCE] = STAND;
SwordLogic::_scriptVars[CHANGE_PLACE] = cpt->o_place;
for (cnt = 0; cnt < NUM_SCRIPT_VARS; cnt++)
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outf->writeUint32LE(SwordLogic::_scriptVars[cnt]);
uint32 playerSize = (sizeof(BsObject) - 12000) / 4;
uint32 *playerRaw = (uint32*)cpt;
for (uint32 cnt2 = 0; cnt2 < playerSize; cnt2++)
outf->writeUint32LE(playerRaw[cnt2]);
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delete outf;
delete mgr;
}
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bool SwordControl::restoreGameFromFile(uint8 slot) {
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char fName[15];
uint16 cnt;
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sprintf(fName, "SAVEGAME.%03d", slot);
SaveFileManager *mgr = _system->get_savefile_manager();
SaveFile *inf;
inf = mgr->open_savefile(fName, _savePath, SAVEFILE_READ);
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if ((!inf) || (!inf->isOpen())) {
warning("Can't open file %s in directory %s", fName, _savePath);
delete mgr;
return false;
}
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_restoreBuf = (uint8*)malloc(
TOTAL_SECTIONS * 2 +
NUM_SCRIPT_VARS * 4 +
(sizeof(BsObject) - 12000));
uint16 *liveBuf = (uint16*)_restoreBuf;
uint32 *scriptBuf = (uint32*)(_restoreBuf + 2 * TOTAL_SECTIONS);
uint32 *playerBuf = (uint32*)(_restoreBuf + 2 * TOTAL_SECTIONS + 4 * NUM_SCRIPT_VARS);
for (cnt = 0; cnt < TOTAL_SECTIONS; cnt++)
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liveBuf[cnt] = inf->readUint16LE();
for (cnt = 0; cnt < NUM_SCRIPT_VARS; cnt++)
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scriptBuf[cnt] = inf->readUint32LE();
uint32 playerSize = (sizeof(BsObject) - 12000) / 4;
for (uint32 cnt2 = 0; cnt2 < playerSize; cnt2++)
playerBuf[cnt2] = inf->readUint32LE();
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delete inf;
delete mgr;
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return true;
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}
void SwordControl::doRestore(void) {
uint8 *bufPos = _restoreBuf;
_objMan->loadLiveList((uint16*)bufPos);
bufPos += TOTAL_SECTIONS * 2;
for (uint16 cnt = 0; cnt < NUM_SCRIPT_VARS; cnt++) {
SwordLogic::_scriptVars[cnt] = *(uint32*)bufPos;
bufPos += 4;
}
uint32 playerSize = (sizeof(BsObject) - 12000) / 4;
uint32 *playerRaw = (uint32*)_objMan->fetchObject(PLAYER);
BsObject *cpt = _objMan->fetchObject(PLAYER);
for (uint32 cnt2 = 0; cnt2 < playerSize; cnt2++) {
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*playerRaw = *(uint32*)bufPos;
playerRaw++;
bufPos += 4;
}
free(_restoreBuf);
SwordLogic::_scriptVars[CHANGE_DIR] = cpt->o_dir;
SwordLogic::_scriptVars[CHANGE_X] = cpt->o_xcoord;
SwordLogic::_scriptVars[CHANGE_Y] = cpt->o_ycoord;
SwordLogic::_scriptVars[CHANGE_STANCE] = STAND;
SwordLogic::_scriptVars[CHANGE_PLACE] = cpt->o_place;
SwordEngine::_systemVars.justRestoredGame = 1;
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}
void SwordControl::delay(uint32 msecs) {
OSystem::Event event;
uint32 endTime = _system->get_msecs() + msecs;
_keyPressed = 0; //reset
_mouseState = 0;
do {
while (_system->poll_event(&event)) {
switch (event.event_code) {
case OSystem::EVENT_KEYDOWN:
// Make sure backspace works right (this fixes a small issue on OS X)
if (event.kbd.keycode == 8)
_keyPressed = 8;
else
_keyPressed = (byte)event.kbd.ascii;
break;
case OSystem::EVENT_MOUSEMOVE:
_mouseX = event.mouse.x;
_mouseY = event.mouse.y;
break;
case OSystem::EVENT_LBUTTONDOWN:
_mouseState |= BS1L_BUTTON_DOWN;
#ifdef _WIN32_WCE
_mouseX = event.mouse.x;
_mouseY = event.mouse.y;
#endif
break;
case OSystem::EVENT_LBUTTONUP:
_mouseState |= BS1L_BUTTON_UP;
break;
case OSystem::EVENT_QUIT:
_system->quit();
break;
default:
break;
}
}
_system->delay_msecs(10);
} while (_system->get_msecs() < endTime);
}
const ButtonInfo SwordControl::_deathButtons[3] = {
{250, 224 + 40, SR_BUTTON, BUTTON_RESTORE_PANEL },
{250, 260 + 40, SR_BUTTON, BUTTON_RESTART },
{250, 296 + 40, SR_BUTTON, BUTTON_QUIT }
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};
const ButtonInfo SwordControl::_panelButtons[8] = {
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{145, 188 + 40, SR_BUTTON, BUTTON_SAVE_PANEL },
{145, 224 + 40, SR_BUTTON, BUTTON_RESTORE_PANEL },
{145, 260 + 40, SR_BUTTON, BUTTON_RESTART },
{145, 296 + 40, SR_BUTTON, BUTTON_QUIT },
{475, 188 + 40, SR_BUTTON, BUTTON_SPEED },
{475, 224 + 40, SR_BUTTON, BUTTON_VOLUME_PANEL },
{475, 260 + 40, SR_TEXT_BUTTON, BUTTON_TEXT },
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{475, 332 + 40, SR_BUTTON, BUTTON_DONE }
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};
const ButtonInfo SwordControl::_saveButtons[16] = {
{114, 32 + 40, SR_SLAB1, BUTTON_SAVE_SELECT1 },
{114, 68 + 40, SR_SLAB2, BUTTON_SAVE_SELECT2 },
{114, 104 + 40, SR_SLAB3, BUTTON_SAVE_SELECT3 },
{114, 140 + 40, SR_SLAB4, BUTTON_SAVE_SELECT4 },
{114, 176 + 40, SR_SLAB1, BUTTON_SAVE_SELECT5 },
{114, 212 + 40, SR_SLAB2, BUTTON_SAVE_SELECT6 },
{114, 248 + 40, SR_SLAB3, BUTTON_SAVE_SELECT7 },
{114, 284 + 40, SR_SLAB4, BUTTON_SAVE_SELECT8 },
{516, 25 + 40, SR_BUTUF, BUTTON_SCROLL_UP_FAST },
{516, 45 + 40, SR_BUTUS, BUTTON_SCROLL_UP_SLOW },
{516, 289 + 40, SR_BUTDS, BUTTON_SCROLL_DOWN_SLOW },
{516, 310 + 40, SR_BUTDF, BUTTON_SCROLL_DOWN_FAST },
{125, 338 + 40, SR_BUTTON, BUTTON_SAVE_RESTORE_OKAY},
{462, 338 + 40, SR_BUTTON, BUTTON_SAVE_CANCEL}
};
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const ButtonInfo SwordControl::_volumeButtons[1] = {
{ 478, 338 + 40, SR_BUTTON, BUTTON_MAIN_PANEL }
};
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const char SwordControl::_languageStrings[8 * 20][43] = {
// BS1_ENGLISH:
"PAUSED",
"PLEASE INSERT CD-",
"THEN PRESS A KEY",
"INCORRECT CD",
"Save",
"Restore",
"Restart",
"Start",
"Quit",
"Speed",
"Volume",
"Text",
"Done",
"OK",
"Cancel",
"Music",
"Speech",
"Fx",
"The End",
"DRIVE FULL!",
// BS1_FRENCH:
"PAUSE",
"INS\xC9REZ LE CD-"
"ET APPUYES SUR UNE TOUCHE",
"CD INCORRECT",
"Sauvegarder",
"Recharger",
"Recommencer",
"Commencer",
"Vitesse",
"Volume",
"Texte",
"Termin\xE9",
"OK",
"Annuler",
"Musique",
"Voix",
"Fx",
"Fin",
"DISQUE PLEIN!",
//BS1_GERMAN:
"PAUSE",
"BITTE LEGEN SIE CD-",
"EIN UND DR\xDC CKEN SIE EINE BELIEBIGE TASTE",
"FALSCHE CD",
"Speichern",
"Laden",
"Neues Spiel",
"Start",
"Beenden",
"Geschwindigkeit",
"Lautst\xE4rke",
"Text",
"Fertig",
"OK",
"Abbrechen",
"Musik",
"Sprache",
"Fx",
"Ende",
"DRIVE FULL!",
//BS1_ITALIAN:
"PAUSA",
"INSERITE IL CD-",
"E PREMETE UN TASTO",
"CD ERRATO",
"Salva",
"Ripristina",
"Ricomincia",
"Inizio",
"Velocit\xE0",
"Volume",
"Testo",
"Fatto",
"OK",
"Annula",
"Musica",
"Parlato",
"Fx",
"Fine",
"DISCO PIENO!",
//BS1_SPANISH:
"PAUSA",
"POR FAVOR INTRODUCE EL CD-",
"Y PULSA UNA TECLA",
"CD INCORRECTO",
"Guardar",
"Recuperar",
"Reiniciar",
"Empezar",
"Abandonar",
"Velocidad",
"Volumen",
"Texto",
"Hecho",
"OK",
"Cancelar",
"M\xFAsica",
"Di\xE1logo",
"Fx",
"Fin",
"DISCO LLENO",
// BS1_CZECH:
"\xAC\x41S SE ZASTAVIL",
"VLO\xA6TE DO MECHANIKY CD DISK",
"PAK STISKN\xB7TE LIBOVOLNOU KL\xB5VESU",
"TO NEBUDE TO SPR\xB5VN\x90 CD",
"Ulo\xA7it pozici",
"Nahr\xA0t pozici",
"Za\x9F\xA1t znovu",
"Start",
"Ukon\x9Fit hru",
"Rychlost",
"Hlasitost",
"Titulky",
"Souhlas\xA1m",
"Ano",
"Ne",
"Hudba",
"Mluven, slovo",
"Zvuky",
"Konec",
"Disk pln\xEC",
//BS1_PORTUGESE:
"PAUSA",
"FAVOR INSERIR CD",
"E DIGITAR UMA TECLA",
"CD INCORRETO",
"Salvar",
"Restaurar",
"Reiniciar",
"Iniciar",
"Sair",
"Velocidade",
"Volume",
"Texto",
"Feito",
"OK",
"Cancelar",
"M\xFAsica",
"Voz",
"Efeitos",
"Fim",
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"UNIDADE CHEIA!",
};