2010-01-31 00:42:47 +00:00
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "m4/m4_views.h"
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#include "m4/dialogs.h"
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#include "m4/events.h"
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#include "m4/font.h"
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#include "m4/globals.h"
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#include "m4/m4.h"
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#include "m4/staticres.h"
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namespace M4 {
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static const int INV_ANIM_FRAME_SPEED = 8;
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static const int INVENTORY_X = 160;
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static const int INVENTORY_Y = 159;
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static const int SCROLLER_DELAY = 200;
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/*--------------------------------------------------------------------------
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* MadsInterfaceView handles the user interface section at the bottom of
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* game screens in MADS games
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*--------------------------------------------------------------------------
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*/
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MadsInterfaceView::MadsInterfaceView(MadsM4Engine *vm): GameInterfaceView(vm,
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Common::Rect(0, MADS_SURFACE_HEIGHT, vm->_screen->width(), vm->_screen->height())) {
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_screenType = VIEWID_INTERFACE;
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_highlightedElement = -1;
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_topIndex = 0;
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_selectedObject = -1;
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_cheatKeyCtr = 0;
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_objectSprites = NULL;
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_objectPalData = NULL;
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/* Set up the rect list for screen elements */
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// Actions
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for (int i = 0; i < 10; ++i)
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_screenObjects.addRect((i / 5) * 32 + 1, (i % 5) * 8 + MADS_SURFACE_HEIGHT + 2,
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((i / 5) + 1) * 32 + 3, ((i % 5) + 1) * 8 + MADS_SURFACE_HEIGHT + 2);
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// Scroller elements (up arrow, scroller, down arrow)
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_screenObjects.addRect(73, 160, 82, 167);
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_screenObjects.addRect(73, 168, 82, 190);
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_screenObjects.addRect(73, 191, 82, 198);
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// Inventory object names
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for (int i = 0; i < 5; ++i)
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_screenObjects.addRect(89, 158 + i * 8, 160, 166 + i * 8);
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// Full rectangle area for all vocab actions
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for (int i = 0; i < 5; ++i)
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_screenObjects.addRect(239, 158 + i * 8, 320, 166 + i * 8);
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}
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MadsInterfaceView::~MadsInterfaceView() {
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delete _objectSprites;
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}
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void MadsInterfaceView::setFontMode(InterfaceFontMode newMode) {
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switch (newMode) {
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case ITEM_NORMAL:
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_vm->_font->setColors(4, 4, 0xff);
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break;
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case ITEM_HIGHLIGHTED:
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_vm->_font->setColors(5, 5, 0xff);
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break;
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case ITEM_SELECTED:
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_vm->_font->setColors(6, 6, 0xff);
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break;
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}
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}
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void MadsInterfaceView::initialise() {
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// Build up the inventory list
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_inventoryList.clear();
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for (uint i = 0; i < _madsVm->globals()->getObjectsSize(); ++i) {
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MadsObject *obj = _madsVm->globals()->getObject(i);
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if (obj->roomNumber == PLAYER_INVENTORY)
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_inventoryList.push_back(i);
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}
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// If the inventory has at least one object, select it
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if (_inventoryList.size() > 0)
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setSelectedObject(_inventoryList[0]);
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}
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void MadsInterfaceView::setSelectedObject(int objectNumber) {
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char resName[80];
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// Load inventory resource
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if (_objectSprites) {
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_vm->_palette->deleteRange(_objectPalData);
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delete _objectSprites;
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}
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// Check to make sure the object is in the inventory, and also visible on-screen
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int idx = _inventoryList.indexOf(objectNumber);
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if (idx == -1) {
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// Object wasn't found, so return
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_selectedObject = -1;
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return;
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}
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// Found the object
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if (idx < _topIndex)
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_topIndex = idx;
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else if (idx >= (_topIndex + 5))
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_topIndex = MAX(0, idx - 4);
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_selectedObject = objectNumber;
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sprintf(resName, "*OB%.3dI.SS", objectNumber);
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Common::SeekableReadStream *data = _vm->res()->get(resName);
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_objectSprites = new SpriteAsset(_vm, data, data->size(), resName);
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_vm->res()->toss(resName);
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// Slot it into available palette space
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_objectPalData = _objectSprites->getRgbList();
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_vm->_palette->addRange(_objectPalData);
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_objectSprites->translate(_objectPalData, true);
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_objectFrameNumber = 0;
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}
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void MadsInterfaceView::addObjectToInventory(int objectNumber) {
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if (_inventoryList.indexOf(objectNumber) == -1) {
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_madsVm->globals()->getObject(objectNumber)->roomNumber = PLAYER_INVENTORY;
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_inventoryList.push_back(objectNumber);
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}
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setSelectedObject(objectNumber);
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}
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void MadsInterfaceView::onRefresh(RectList *rects, M4Surface *destSurface) {
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_vm->_font->setFont(FONT_INTERFACE_MADS);
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char buffer[100];
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// Check to see if any dialog is currently active
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bool dialogVisible = _vm->_viewManager->getView(LAYER_DIALOG) != NULL;
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// Highlighting logic for action list
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int actionIndex = 0;
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for (int x = 0; x < 2; ++x) {
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for (int y = 0; y < 5; ++y, ++actionIndex) {
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// Determine the font colour depending on whether an item is selected. Note that the first action,
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// 'Look', is always 'selected', even when another action is clicked on
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setFontMode((_highlightedElement == actionIndex) ? ITEM_HIGHLIGHTED :
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((actionIndex == 0) ? ITEM_SELECTED : ITEM_NORMAL));
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// Get the verb action and capitalise it
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const char *verbStr = _madsVm->globals()->getVocab(kVerbLook + actionIndex);
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strcpy(buffer, verbStr);
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if ((buffer[0] >= 'a') && (buffer[0] <= 'z')) buffer[0] -= 'a' - 'A';
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// Display the verb
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const Common::Rect r(_screenObjects[actionIndex]);
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_vm->_font->writeString(destSurface, buffer, r.left, r.top, r.width(), 0);
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}
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}
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// Check for highlighting of the scrollbar controls
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if ((_highlightedElement == SCROLL_UP) || (_highlightedElement == SCROLL_SCROLLER) || (_highlightedElement == SCROLL_DOWN)) {
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// Highlight the control's borders
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const Common::Rect r(_screenObjects[_highlightedElement]);
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destSurface->frameRect(r, 5);
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}
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// Draw the horizontal line in the scroller representing the current top selected
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const Common::Rect scroller(_screenObjects[SCROLL_SCROLLER]);
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int yP = (_inventoryList.size() < 2) ? 0 : (scroller.height() - 5) * _topIndex / (_inventoryList.size() - 1);
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destSurface->setColor(4);
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destSurface->hLine(scroller.left + 2, scroller.right - 3, scroller.top + 2 + yP);
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// List inventory items
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for (uint i = 0; i < 5; ++i) {
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if ((_topIndex + i) >= _inventoryList.size())
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break;
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const char *descStr = _madsVm->globals()->getVocab(_madsVm->globals()->getObject(
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_inventoryList[_topIndex + i])->descId);
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strcpy(buffer, descStr);
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if ((buffer[0] >= 'a') && (buffer[0] <= 'z')) buffer[0] -= 'a' - 'A';
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const Common::Rect r(_screenObjects[INVLIST_START + i]);
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// Set the highlighting of the inventory item
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if (_highlightedElement == (int)(INVLIST_START + i)) setFontMode(ITEM_HIGHLIGHTED);
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else if (_selectedObject == _inventoryList[_topIndex + i]) setFontMode(ITEM_SELECTED);
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else setFontMode(ITEM_NORMAL);
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// Write out it's description
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_vm->_font->writeString(destSurface, buffer, r.left, r.top, r.width(), 0);
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}
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// Handle the display of any currently selected object
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if (_objectSprites) {
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// Display object sprite. Note that the frame number isn't used directly, because it would result
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// in too fast an animation
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M4Sprite *spr = _objectSprites->getFrame(_objectFrameNumber / INV_ANIM_FRAME_SPEED);
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spr->copyTo(destSurface, INVENTORY_X, INVENTORY_Y, 0);
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if (!_madsVm->globals()->invObjectsStill && !dialogVisible) {
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// If objetcs are to animated, move to the next frame
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if (++_objectFrameNumber >= (_objectSprites->getCount() * INV_ANIM_FRAME_SPEED))
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_objectFrameNumber = 0;
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}
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// List the vocab actions for the currently selected object
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MadsObject *obj = _madsVm->globals()->getObject(_selectedObject);
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int yIndex = MIN(_highlightedElement - VOCAB_START, obj->vocabCount - 1);
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for (int i = 0; i < obj->vocabCount; ++i) {
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const Common::Rect r(_screenObjects[VOCAB_START + i]);
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// Get the vocab description and capitalise it
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const char *descStr = _madsVm->globals()->getVocab(obj->vocabList[i].vocabId);
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strcpy(buffer, descStr);
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if ((buffer[0] >= 'a') && (buffer[0] <= 'z')) buffer[0] -= 'a' - 'A';
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// Set the highlighting and display the entry
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setFontMode((i == yIndex) ? ITEM_HIGHLIGHTED : ITEM_NORMAL);
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_vm->_font->writeString(destSurface, buffer, r.left, r.top, r.width(), 0);
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}
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}
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}
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bool MadsInterfaceView::onEvent(M4EventType eventType, int32 param1, int x, int y, bool &captureEvents) {
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// If the mouse isn't being held down, then reset the repeated scroll timer
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if (eventType != MEVENT_LEFT_HOLD)
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_nextScrollerTicks = 0;
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// Handle various event types
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switch (eventType) {
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case MEVENT_MOVE:
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// If the cursor isn't in "wait mode", don't do any processing
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if (_vm->_mouse->getCursorNum() == CURSOR_WAIT)
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return true;
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// Ensure the cursor is the standard arrow
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_vm->_mouse->setCursorNum(CURSOR_ARROW);
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// Check if any interface element is currently highlighted
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_highlightedElement = _screenObjects.find(Common::Point(x, y));
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return true;
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case MEVENT_LEFT_CLICK:
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// Left mouse click
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// Check if an inventory object was selected
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if ((_highlightedElement >= INVLIST_START) && (_highlightedElement < (INVLIST_START + 5))) {
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// Ensure there is an inventory item listed in that cell
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uint idx = _highlightedElement - INVLIST_START;
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if ((_topIndex + idx) < _inventoryList.size()) {
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// Set the selected object
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setSelectedObject(_inventoryList[_topIndex + idx]);
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}
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} else if ((_highlightedElement >= ACTIONS_START) && (_highlightedElement < (ACTIONS_START + 10))) {
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// A standard action was selected
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_vm->_scene->setAction(kVerbLook + (_highlightedElement - ACTIONS_START));
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} else if ((_highlightedElement >= VOCAB_START) && (_highlightedElement < (VOCAB_START + 5))) {
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// A vocab action was selected
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MadsObject *obj = _madsVm->globals()->getObject(_selectedObject);
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int vocabIndex = MIN(_highlightedElement - VOCAB_START, obj->vocabCount - 1);
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if (vocabIndex >= 0)
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_vm->_scene->setAction(obj->vocabList[vocabIndex].vocabId, _selectedObject);
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}
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return true;
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case MEVENT_LEFT_HOLD:
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// Left mouse hold
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// Handle the scroller - the up/down buttons allow for multiple actions whilst the mouse is held down
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if ((_highlightedElement == SCROLL_UP) || (_highlightedElement == SCROLL_DOWN)) {
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if ((_nextScrollerTicks == 0) || (g_system->getMillis() >= _nextScrollerTicks)) {
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// Handle scroll up/down action
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_nextScrollerTicks = g_system->getMillis() + SCROLLER_DELAY;
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if ((_highlightedElement == SCROLL_UP) && (_topIndex > 0))
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--_topIndex;
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if ((_highlightedElement == SCROLL_DOWN) && (_topIndex < (int)(_inventoryList.size() - 1)))
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++_topIndex;
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}
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}
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return true;
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case MEVENT_LEFT_DRAG:
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// Left mouse drag
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// Handle the the the scroller area that can be dragged to adjust the top displayed index
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if (_highlightedElement == SCROLL_SCROLLER) {
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// Calculate the new top index based on the Y position
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const Common::Rect r(_screenObjects[SCROLL_SCROLLER]);
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_topIndex = CLIP((int)(_inventoryList.size() - 1) * (y - r.top - 2) / (r.height() - 5),
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0, (int)_inventoryList.size() - 1);
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}
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return true;
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case KEVENT_KEY:
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if (_cheatKeyCtr == CHEAT_SEQUENCE_MAX)
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handleCheatKey(param1);
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handleKeypress(param1);
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return true;
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default:
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break;
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}
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return false;
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}
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bool MadsInterfaceView::handleCheatKey(int32 keycode) {
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switch (keycode) {
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case Common::KEYCODE_SPACE:
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// TODO: Move player to current destination
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return true;
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case Common::KEYCODE_t | (Common::KEYCODE_LALT):
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case Common::KEYCODE_t | (Common::KEYCODE_RALT):
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{
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// Teleport to room
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//Scene *sceneView = (Scene *)vm->_viewManager->getView(VIEWID_SCENE);
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|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
const char *CHEAT_SEQUENCE = "widepipe";
|
|
|
|
|
|
|
|
bool MadsInterfaceView::handleKeypress(int32 keycode) {
|
|
|
|
int flags = keycode >> 24;
|
|
|
|
int kc = keycode & 0xffff;
|
|
|
|
|
|
|
|
// Capitalise the letter if necessary
|
|
|
|
if (_cheatKeyCtr < CHEAT_SEQUENCE_MAX) {
|
2010-02-21 04:04:13 +00:00
|
|
|
if ((flags & Common::KBD_CTRL) && (kc == CHEAT_SEQUENCE[_cheatKeyCtr])) {
|
2010-01-31 00:42:47 +00:00
|
|
|
++_cheatKeyCtr;
|
|
|
|
if (_cheatKeyCtr == CHEAT_SEQUENCE_MAX)
|
|
|
|
Dialog::display(_vm, 22, cheatingEnabledDesc);
|
|
|
|
return true;
|
|
|
|
} else {
|
|
|
|
_cheatKeyCtr = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
} // End of namespace M4
|