scummvm/engines/m4/mads_views.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "m4/m4_views.h"
#include "m4/animation.h"
#include "m4/dialogs.h"
#include "m4/events.h"
#include "m4/font.h"
#include "m4/globals.h"
#include "m4/mads_menus.h"
#include "m4/m4.h"
#include "m4/staticres.h"
#include "common/algorithm.h"
namespace M4 {
static const int INV_ANIM_FRAME_SPEED = 2;
static const int INVENTORY_X = 160;
static const int INVENTORY_Y = 159;
static const int SCROLLER_DELAY = 200;
//--------------------------------------------------------------------------
bool MadsSpriteSlot::operator==(const SpriteSlotSubset &other) const {
return (spriteListIndex == other.spriteListIndex) && (frameNumber == other.frameNumber) &&
(xp == other.xp) && (yp == other.yp) && (depth == other.depth) && (scale == other.scale);
}
void MadsSpriteSlot::copy(const SpriteSlotSubset &other) {
spriteListIndex = other.spriteListIndex;
frameNumber = other.frameNumber;
xp = other.xp;
yp = other.yp;
depth = other.depth;
scale = other.scale;
}
//--------------------------------------------------------------------------
MadsSpriteSlots::MadsSpriteSlots(MadsView &owner): _owner(owner) {
for (int i = 0; i < SPRITE_SLOTS_SIZE; ++i) {
MadsSpriteSlot rec;
_entries.push_back(rec);
}
startIndex = 0;
}
void MadsSpriteSlots::clear() {
_owner._textDisplay.clear();
_sprites.clear();
// Reset the sprite slots list back to a single entry for a full screen refresh
startIndex = 1;
_entries[0].spriteType = FULL_SCREEN_REFRESH;
_entries[0].seqIndex = -1;
}
int MadsSpriteSlots::getIndex() {
if (startIndex == SPRITE_SLOTS_SIZE)
error("Run out of sprite slots");
return startIndex++;
}
int MadsSpriteSlots::addSprites(const char *resName) {
// Get the sprite set
Common::SeekableReadStream *data = _vm->res()->get(resName);
SpriteAsset *spriteSet = new SpriteAsset(_vm, data, data->size(), resName);
spriteSet->translate(_madsVm->_palette);
assert(spriteSet != NULL);
_sprites.push_back(SpriteList::value_type(spriteSet));
_vm->res()->toss(resName);
return _sprites.size() - 1;
}
/*
* Deletes the sprite slot with the given timer entry
*/
void MadsSpriteSlots::deleteTimer(int seqIndex) {
for (int idx = 0; idx < startIndex; ++idx) {
if (_entries[idx].seqIndex == seqIndex)
_entries[idx].spriteType = EXPIRED_SPRITE;
}
}
class DepthEntry {
public:
int depth;
int index;
DepthEntry(int depthAmt, int indexVal) { depth = depthAmt; index = indexVal; }
};
bool sortHelper(const DepthEntry &entry1, const DepthEntry &entry2) {
return entry1.depth < entry2.depth;
}
typedef Common::List<DepthEntry> DepthList;
void MadsSpriteSlots::drawBackground() {
// Draw all active sprites onto the background surface
for (int i = 0; i < startIndex; ++i) {
if (_entries[i].spriteType >= 0) {
_owner._dirtyAreas[i].active = false;
} else {
_owner._dirtyAreas[i].textActive = true;
_owner._dirtyAreas.setSpriteSlot(i, _entries[i]);
if (_entries[i].spriteType == BACKGROUND_SPRITE) {
SpriteAsset &spriteSet = getSprite(_entries[i].spriteListIndex);
M4Sprite *frame = spriteSet.getFrame((_entries[i].frameNumber & 0x7fff) - 1);
int xp = _entries[i].xp;
int yp = _entries[i].yp;
if (_entries[i].scale != -1) {
// Adjust position based on frame size
xp -= frame->width() / 2;
yp -= frame->height() / 2;
}
if (_entries[i].depth <= 1) {
// No depth, so simply copy the frame onto the background
frame->copyTo(_owner._bgSurface, xp, yp);
} else {
// Depth was specified, so draw frame using scene's depth information
frame->copyTo(_owner._bgSurface, xp, yp, _entries[i].depth, _owner._depthSurface, 100);
}
}
}
}
// Flag any remaining dirty areas as inactive
for (uint i = startIndex; i < DIRTY_AREAS_TEXT_DISPLAY_IDX; ++i)
_owner._dirtyAreas[i].active = false;
}
void MadsSpriteSlots::drawForeground(View *view) {
DepthList depthList;
// Get a list of sprite object depths for active objects
for (int i = 0; i < startIndex; ++i) {
if (_entries[i].spriteType >= 0) {
DepthEntry rec(_entries[i].depth, i);
depthList.push_back(rec);
}
}
// Sort the list in order of the depth
Common::sort(depthList.begin(), depthList.end(), sortHelper);
// Loop through each of the objects
DepthList::iterator i;
for (i = depthList.begin(); i != depthList.end(); ++i) {
DepthEntry &de = *i;
MadsSpriteSlot &slot = _entries[de.index];
assert(slot.spriteListIndex < (int)_sprites.size());
SpriteAsset &spriteSet = *_sprites[slot.spriteListIndex].get();
if (slot.scale < 100) {
// Minimalised drawing
assert(slot.spriteListIndex < (int)_sprites.size());
M4Sprite *spr = spriteSet.getFrame(slot.frameNumber - 1);
spr->copyTo(view, slot.xp, slot.yp, slot.depth, _owner._depthSurface, slot.scale, 0);
} else {
int xp, yp;
M4Sprite *spr = spriteSet.getFrame(slot.frameNumber - 1);
if (slot.scale == -1) {
xp = slot.xp - _owner._posAdjust.x;
yp = slot.yp - _owner._posAdjust.y;
} else {
xp = slot.xp - (spr->width() / 2) - _owner._posAdjust.x;
yp = slot.yp - spr->height() - _owner._posAdjust.y + 1;
}
if (slot.depth > 1) {
// Draw the frame with depth processing
spr->copyTo(view, xp, yp, slot.depth, _owner._depthSurface, 100, 0);
} else {
// No depth, so simply draw the image
spr->copyTo(view, xp, yp, 0);
}
}
}
}
void MadsSpriteSlots::setDirtyAreas() {
for (int i = 0; i < startIndex; ++i) {
if (_entries[i].spriteType >= 0) {
_owner._dirtyAreas.setSpriteSlot(i, _entries[i]);
_owner._dirtyAreas[i].textActive = (_entries[i].spriteType <= 0) ? 0 : 1;
_entries[i].spriteType = 0;
}
}
}
/**
* Flags the entire screen to be redrawn during the next drawing cycle
*/
void MadsSpriteSlots::fullRefresh() {
int idx = getIndex();
_entries[idx].spriteType = FULL_SCREEN_REFRESH;
_entries[idx].seqIndex = -1;
}
/**
* Removes any sprite slots that are no longer needed
*/
void MadsSpriteSlots::cleanUp() {
// Delete any entries that aren't needed
int idx = 0;
while (idx < startIndex) {
if (_entries[idx].spriteType < 0) {
_entries.remove_at(idx);
--startIndex;
} else {
++idx;
}
}
// Original engine sprite slot list was a fixed array, so to keep the engine similiar, for
// now I'm adding in new entries to make up the original fixed total again
while (_entries.size() < SPRITE_SLOTS_SIZE) {
MadsSpriteSlot rec;
_entries.push_back(rec);
}
}
//--------------------------------------------------------------------------
MadsTextDisplay::MadsTextDisplay(MadsView &owner): _owner(owner) {
for (int i = 0; i < TEXT_DISPLAY_SIZE; ++i) {
MadsTextDisplayEntry rec;
rec.active = false;
_entries.push_back(rec);
}
}
void MadsTextDisplay::clear() {
for (int i = 0; i < TEXT_DISPLAY_SIZE; ++i)
_entries[i].active = false;
}
int MadsTextDisplay::add(int xp, int yp, uint fontColour, int charSpacing, const char *msg, Font *font) {
int usedSlot = -1;
for (int idx = 0; idx < TEXT_DISPLAY_SIZE; ++idx) {
if (!_entries[idx].active) {
usedSlot = idx;
_entries[idx].bounds.left = xp;
_entries[idx].bounds.top = yp;
_entries[idx].font = font;
_entries[idx].msg = msg;
_entries[idx].bounds.setWidth(font->getWidth(msg, charSpacing));
_entries[idx].bounds.setHeight(font->getHeight());
_entries[idx].colour1 = fontColour & 0xff;
_entries[idx].colour2 = fontColour >> 8;
_entries[idx].spacing = charSpacing;
_entries[idx].expire = 1;
_entries[idx].active = true;
break;
}
}
return usedSlot;
}
void MadsTextDisplay::setDirtyAreas() {
// Determine dirty areas for active text areas
for (uint idx = 0, dirtyIdx = DIRTY_AREAS_TEXT_DISPLAY_IDX; dirtyIdx < DIRTY_AREAS_SIZE; ++idx, ++dirtyIdx) {
if ((_entries[idx].expire < 0) || !_entries[idx].active)
_owner._dirtyAreas[dirtyIdx].active = false;
else {
_owner._dirtyAreas[dirtyIdx].textActive = true;
_owner._dirtyAreas.setTextDisplay(dirtyIdx, _entries[idx]);
}
}
}
void MadsTextDisplay::setDirtyAreas2() {
// Determine dirty areas for active text areas
for (uint idx = 0, dirtyIdx = DIRTY_AREAS_TEXT_DISPLAY_IDX; dirtyIdx < DIRTY_AREAS_SIZE; ++idx, ++dirtyIdx) {
if (_entries[idx].active && (_entries[idx].expire >= 0)) {
_owner._dirtyAreas.setTextDisplay(dirtyIdx, _entries[idx]);
_owner._dirtyAreas[dirtyIdx].textActive = (_entries[idx].expire <= 0) ? 0 : 1;
}
}
}
void MadsTextDisplay::draw(View *view) {
for (uint idx = 0; idx < _entries.size(); ++idx) {
if (_entries[idx].active && (_entries[idx].expire >= 0)) {
_entries[idx].font->setColours(_entries[idx].colour1, _entries[idx].colour2, 0);
_entries[idx].font->writeString(view, _entries[idx].msg,
_entries[idx].bounds.left, _entries[idx].bounds.top, _entries[idx].bounds.width(),
_entries[idx].spacing);
}
}
// Clear up any now text display entries that are to be expired
for (uint idx = 0; idx < _entries.size(); ++idx) {
if (_entries[idx].expire < 0) {
_entries[idx].active = false;
_entries[idx].expire = 0;
}
}
}
/**
* Deactivates any text display entries that are finished
*/
void MadsTextDisplay::cleanUp() {
for (uint idx = 0; idx < _entries.size(); ++idx) {
if (_entries[idx].expire < 0) {
_entries[idx].active = false;
_entries[idx].expire = 0;
}
}
}
//--------------------------------------------------------------------------
MadsKernelMessageList::MadsKernelMessageList(MadsView &owner): _owner(owner) {
for (int i = 0; i < TIMED_TEXT_SIZE; ++i) {
MadsKernelMessageEntry rec;
_entries.push_back(rec);
}
_owner._textSpacing = -1;
_talkFont = _vm->_font->getFont(FONT_CONVERSATION_MADS);
word_8469E = 0;
}
void MadsKernelMessageList::clear() {
for (uint i = 0; i < _entries.size(); ++i)
_entries[i].flags = 0;
_owner._textSpacing = -1;
_talkFont = _vm->_font->getFont(FONT_CONVERSATION_MADS);
}
int MadsKernelMessageList::add(const Common::Point &pt, uint fontColour, uint8 flags, uint8 abortTimers, uint32 timeout, const char *msg) {
// Find a free slot
uint idx = 0;
while ((idx < _entries.size()) && ((_entries[idx].flags & KMSG_ACTIVE) != 0))
++idx;
if (idx == _entries.size()) {
if (abortTimers == 0)
return -1;
error("MadsKernelList overflow");
}
MadsKernelMessageEntry &rec = _entries[idx];
strcpy(rec.msg, msg);
rec.flags = flags | KMSG_ACTIVE;
rec.colour1 = fontColour & 0xff;
rec.colour2 = fontColour >> 8;
rec.position = pt;
rec.textDisplayIndex = -1;
rec.timeout = timeout;
rec.frameTimer = _madsVm->_currentTimer;
rec.abortTimers = abortTimers;
rec.abortMode = _owner._abortTimersMode2;
for (int i = 0; i < 3; ++i)
rec.actionNouns[i] = _madsVm->scene()->actionNouns[i];
if (flags & KMSG_OWNER_TIMEOUT)
rec.frameTimer = _owner._ticksAmount + _owner._newTimeout;
return idx;
}
int MadsKernelMessageList::addQuote(int quoteId, int abortTimers, uint32 timeout) {
const char *quoteStr = _madsVm->globals()->getQuote(quoteId);
return add(Common::Point(0, 0), 0x1110, KMSG_OWNER_TIMEOUT | KMSG_CENTER_ALIGN, abortTimers, timeout, quoteStr);
}
void MadsKernelMessageList::scrollMessage(int msgIndex, int numTicks, bool quoted) {
if (msgIndex < 0)
return;
_entries[msgIndex].flags |= quoted ? (KMSG_SCROLL | KMSG_QUOTED) : KMSG_SCROLL;
_entries[msgIndex].msgOffset = 0;
_entries[msgIndex].numTicks = numTicks;
_entries[msgIndex].frameTimer2 = _madsVm->_currentTimer;
const char *msgP = _entries[msgIndex].msg;
_entries[msgIndex].asciiChar = *msgP;
_entries[msgIndex].asciiChar2 = *(msgP + 1);
if (_entries[msgIndex].flags & KMSG_OWNER_TIMEOUT)
_entries[msgIndex].frameTimer2 = _owner._ticksAmount + _owner._newTimeout;
_entries[msgIndex].frameTimer = _entries[msgIndex].frameTimer2;
}
void MadsKernelMessageList::setSeqIndex(int msgIndex, int seqIndex) {
if (msgIndex >= 0) {
_entries[msgIndex].flags |= KMSG_SEQ_ENTRY;
_entries[msgIndex].sequenceIndex = seqIndex;
}
}
void MadsKernelMessageList::remove(int msgIndex) {
MadsKernelMessageEntry &rec = _entries[msgIndex];
if (rec.flags & KMSG_ACTIVE) {
if (rec.flags & KMSG_SCROLL) {
*(rec.msg + rec.msgOffset) = rec.asciiChar;
*(rec.msg + rec.msgOffset + 1) = rec.asciiChar2;
}
if (rec.textDisplayIndex >= 0)
_owner._textDisplay.expire(rec.textDisplayIndex);
rec.flags &= ~KMSG_ACTIVE;
}
}
void MadsKernelMessageList::reset() {
for (uint i = 0; i < _entries.size(); ++i)
remove(i);
// sub_20454
}
void MadsKernelMessageList::update() {
uint32 currentTimer = _madsVm->_currentTimer;
for (uint i = 0; i < _entries.size(); ++i) {
if (((_entries[i].flags & KMSG_ACTIVE) != 0) && (currentTimer >= _entries[i].frameTimer))
processText(i);
}
}
void MadsKernelMessageList::processText(int msgIndex) {
MadsKernelMessageEntry &msg = _entries[msgIndex];
uint32 currentTimer = _madsVm->_currentTimer;
bool flag = false;
if ((msg.flags & KMSG_EXPIRE) != 0) {
_owner._textDisplay.expire(msg.textDisplayIndex);
msg.flags &= !KMSG_ACTIVE;
return;
}
if ((msg.flags & KMSG_SCROLL) == 0) {
msg.timeout -= 3;
}
if (msg.flags & KMSG_SEQ_ENTRY) {
MadsSequenceEntry &seqEntry = _owner._sequenceList[msg.sequenceIndex];
if (seqEntry.doneFlag || !seqEntry.active)
msg.timeout = 0;
}
if ((msg.timeout <= 0) && (_owner._abortTimers == 0)) {
msg.flags |= KMSG_EXPIRE;
if (msg.abortTimers != 0) {
_owner._abortTimers = msg.abortTimers;
_owner._abortTimersMode = msg.abortMode;
if (_owner._abortTimersMode != ABORTMODE_1) {
for (int i = 0; i < 3; ++i)
_madsVm->scene()->actionNouns[i] = msg.actionNouns[i];
}
}
}
msg.frameTimer = currentTimer + 3;
int x1 = 0, y1 = 0;
if (msg.flags & KMSG_SEQ_ENTRY) {
MadsSequenceEntry &seqEntry = _owner._sequenceList[msg.sequenceIndex];
if (!seqEntry.nonFixed) {
SpriteAsset &spriteSet = _owner._spriteSlots.getSprite(seqEntry.spriteListIndex);
M4Sprite *frame = spriteSet.getFrame(seqEntry.frameIndex - 1);
x1 = frame->bounds().left;
y1 = frame->bounds().top;
} else {
x1 = seqEntry.msgPos.x;
y1 = seqEntry.msgPos.y;
}
}
if (msg.flags & KMSG_OWNER_TIMEOUT) {
if (word_8469E != 0) {
// TODO: Figure out various flags
} else {
x1 = 160;
y1 = 78;
}
}
x1 += msg.position.x;
y1 += msg.position.y;
if ((msg.flags & KMSG_SCROLL) && (msg.frameTimer >= currentTimer)) {
msg.msg[msg.msgOffset] = msg.asciiChar;
char *msgP = &msg.msg[++msg.msgOffset];
*msgP = msg.asciiChar2;
msg.asciiChar = *msgP;
msg.asciiChar2 = *(msgP + 1);
if (!msg.asciiChar) {
// End of message
*msgP = '\0';
msg.flags &= ~KMSG_SCROLL;
} else if (msg.flags & KMSG_QUOTED) {
*msgP = '"';
*(msgP + 1) = '\0';
}
msg.frameTimer = msg.frameTimer2 = currentTimer + msg.numTicks;
flag = true;
}
int strWidth = _talkFont->getWidth(msg.msg, _owner._textSpacing);
if (msg.flags & (KMSG_RIGHT_ALIGN | KMSG_CENTER_ALIGN)) {
x1 -= (msg.flags & KMSG_CENTER_ALIGN) ? strWidth / 2 : strWidth;
}
// Make sure text appears entirely on-screen
int x2 = x1 + strWidth;
if (x2 > MADS_SURFACE_WIDTH)
x1 -= x2 - MADS_SURFACE_WIDTH;
if (x1 > (MADS_SURFACE_WIDTH - 1))
x1 = MADS_SURFACE_WIDTH - 1;
if (x1 < 0)
x1 = 0;
if (y1 > (MADS_SURFACE_HEIGHT - 1))
y1 = MADS_SURFACE_HEIGHT - 1;
if (y1 < 0)
y1 = 0;
if (msg.textDisplayIndex >= 0) {
MadsTextDisplayEntry textEntry = _owner._textDisplay[msg.textDisplayIndex];
if (flag || (textEntry.bounds.left != x1) || (textEntry.bounds.top != y1)) {
// Mark the associated text entry as deleted, so it can be re-created
_owner._textDisplay.expire(msg.textDisplayIndex);
msg.textDisplayIndex = -1;
}
}
if (msg.textDisplayIndex < 0) {
// Need to create a new text display entry for this message
int idx = _owner._textDisplay.add(x1, y1, msg.colour1 | (msg.colour2 << 8), _owner._textSpacing, msg.msg, _talkFont);
if (idx >= 0)
msg.textDisplayIndex = idx;
}
}
//--------------------------------------------------------------------------
/**
* Clears the entries list
*/
void ScreenObjects::clear() {
_entries.clear();
}
/**
* Adds a new entry to the list of screen objects
*/
void ScreenObjects::add(const Common::Rect &bounds, int layer, int idx, int category) {
ScreenObjectEntry rec;
rec.bounds = bounds;
rec.layer = layer;
rec.index = idx;
rec.category = category;
rec.active = true;
_entries.push_back(rec);
}
/**
* Scans the list for an element that contains the given mode. The result will be 1 based for a match,
* with 0 indicating no entry was found
*/
int ScreenObjects::scan(int xp, int yp, int layer) {
for (uint i = 0; i < _entries.size(); ++i) {
if (_entries[i].active && _entries[i].bounds.contains(xp, yp) && (_entries[i].layer == layer))
return i + 1;
}
// Entry not found
return 0;
}
int ScreenObjects::scanBackwards(int xp, int yp, int layer) {
for (int i = (int)_entries.size() - 1; i >= 0; --i) {
if (_entries[i].active && _entries[i].bounds.contains(xp, yp) && (_entries[i].layer == layer))
return i + 1;
}
// Entry not found
return 0;
}
void ScreenObjects::setActive(int category, int idx, bool active) {
for (uint i = 0; i < _entries.size(); ++i) {
if (_entries[i].active && (_entries[i].category == category) && (_entries[i].index == idx))
_entries[i].active = active;
}
}
/*--------------------------------------------------------------------------*/
MadsDynamicHotspots::MadsDynamicHotspots(MadsView &owner): _owner(owner) {
for (int i = 0; i < DYNAMIC_HOTSPOTS_SIZE; ++i) {
DynamicHotspot rec;
rec.active = false;
_entries.push_back(rec);
}
_flag = true;
_count = 0;
}
int MadsDynamicHotspots::add(int descId, int field14, int seqIndex, const Common::Rect &bounds) {
// Find a free slot
uint idx = 0;
while ((idx < _entries.size()) && _entries[idx].active)
++idx;
if (idx == _entries.size())
error("MadsDynamicHotspots overflow");
_entries[idx].active = true;
_entries[idx].descId = descId;
_entries[idx].seqIndex = seqIndex;
_entries[idx].bounds = bounds;
_entries[idx].pos.x = -3;
_entries[idx].pos.y = 0;
_entries[idx].facing = 5;
_entries[idx].field_14 = field14;
_entries[idx].articleNumber = 6;
_entries[idx].field_17 = 0;
++_count;
_flag = true;
if (seqIndex >= 0)
_owner._sequenceList[seqIndex].dynamicHotspotIndex = idx;
return idx;
}
int MadsDynamicHotspots::setPosition(int index, int xp, int yp, int facing) {
if (index >= 0) {
_entries[index].pos.x = xp;
_entries[index].pos.y = yp;
_entries[index].facing = facing;
}
return index;
}
int MadsDynamicHotspots::set17(int index, int v) {
if (index >= 0)
_entries[index].field_17 = v;
return index;
}
void MadsDynamicHotspots::remove(int index) {
if (_entries[index].active) {
if (_entries[index].seqIndex >= 0)
_owner._sequenceList[_entries[index].seqIndex].dynamicHotspotIndex = -1;
_entries[index].active = false;
--_count;
_flag = true;
}
}
void MadsDynamicHotspots::reset() {
for (uint i = 0; i < _entries.size(); ++i)
_entries[i].active = false;
_count = 0;
_flag = false;
}
/*--------------------------------------------------------------------------*/
void MadsDirtyArea::setArea(int width, int height, int maxWidth, int maxHeight) {
if (bounds.left % 2) {
--bounds.left;
++width;
}
int right = bounds.left + width;
if (bounds.left < 0)
bounds.left = 0;
if (right < 0)
right = 0;
if (right > maxWidth)
right = maxWidth;
bounds.right = right;
bounds2.left = bounds.width() / 2;
bounds2.right = bounds.left + (bounds.width() + 1) / 2 - 1;
if (bounds.top < 0)
bounds.top = 0;
int bottom = bounds.top + height;
if (bottom < 0)
bottom = 0;
if (bottom > maxHeight)
bottom = maxHeight;
bounds.bottom = bottom;
bounds2.top = bounds.height() / 2;
bounds2.bottom = bounds.top + (bounds.height() + 1) / 2 - 1;
active = true;
}
/*--------------------------------------------------------------------------*/
MadsDirtyAreas::MadsDirtyAreas(MadsView &owner): _owner(owner) {
for (int i = 0; i < DIRTY_AREAS_SIZE; ++i) {
MadsDirtyArea rec;
rec.active = false;
_entries.push_back(rec);
}
}
void MadsDirtyAreas::setSpriteSlot(int dirtyIdx, const MadsSpriteSlot &spriteSlot) {
int width, height;
MadsDirtyArea &dirtyArea = _entries[dirtyIdx];
if (spriteSlot.spriteType == FULL_SCREEN_REFRESH) {
// Special entry to refresh the entire screen
dirtyArea.bounds.left = 0;
dirtyArea.bounds.top = 0;
width = MADS_SURFACE_WIDTH;
height = MADS_SURFACE_HEIGHT;
} else {
// Standard sprite slots
dirtyArea.bounds.left = spriteSlot.xp - _owner._posAdjust.x;
dirtyArea.bounds.top = spriteSlot.yp - _owner._posAdjust.y;
SpriteAsset &spriteSet = _owner._spriteSlots.getSprite(spriteSlot.spriteListIndex);
M4Sprite *frame = spriteSet.getFrame(((spriteSlot.frameNumber & 0x7fff) - 1) & 0x7f);
if (spriteSlot.scale == -1) {
width = frame->width();
height = frame->height();
} else {
width = frame->width() * spriteSlot.scale / 100;
height = frame->height() * spriteSlot.scale / 100;
dirtyArea.bounds.left -= width / 2;
dirtyArea.bounds.top += -(height - 1);
}
}
dirtyArea.setArea(width, height, MADS_SURFACE_WIDTH, MADS_SURFACE_HEIGHT);
}
void MadsDirtyAreas::setTextDisplay(int dirtyIdx, const MadsTextDisplayEntry &textDisplay) {
MadsDirtyArea &dirtyArea = _entries[dirtyIdx];
dirtyArea.bounds.left = textDisplay.bounds.left;
dirtyArea.bounds.top = textDisplay.bounds.top;
dirtyArea.setArea(textDisplay.bounds.width(), textDisplay.bounds.height(), MADS_SURFACE_WIDTH, MADS_SURFACE_HEIGHT);
}
/**
* Merge together any designated dirty areas that overlap
* @param startIndex 1-based starting dirty area starting index
* @param count Number of entries to process
*/
void MadsDirtyAreas::merge(int startIndex, int count) {
if (startIndex >= count)
return;
for (int outerCtr = startIndex - 1, idx = 0; idx < count; ++outerCtr, ++idx) {
if (!_entries[outerCtr].active)
continue;
for (int innerCtr = outerCtr + 1; innerCtr < count; ++innerCtr) {
if (!_entries[innerCtr].active || !intersects(outerCtr, innerCtr))
continue;
if (_entries[outerCtr].textActive && _entries[innerCtr].textActive)
mergeAreas(outerCtr, innerCtr);
}
}
}
/**
* Returns true if two dirty areas intersect
*/
bool MadsDirtyAreas::intersects(int idx1, int idx2) {
return _entries[idx1].bounds2.intersects(_entries[idx2].bounds2);
}
void MadsDirtyAreas::mergeAreas(int idx1, int idx2) {
MadsDirtyArea &da1 = _entries[idx1];
MadsDirtyArea &da2 = _entries[idx2];
da1.bounds.extend(da2.bounds);
da1.bounds2.left = da1.bounds.width() / 2;
da1.bounds2.right = da1.bounds.left + (da1.bounds.width() + 1) / 2 - 1;
da1.bounds2.top = da1.bounds.height() / 2;
da1.bounds2.bottom = da1.bounds.top + (da1.bounds.height() + 1) / 2 - 1;
da2.active = false;
da1.textActive = true;
}
void MadsDirtyAreas::copy(M4Surface *dest, M4Surface *src) {
for (uint i = 0; i < _entries.size(); ++i) {
if (_entries[i].active && _entries[i].bounds.isValidRect())
src->copyTo(dest, _entries[i].bounds, _entries[i].bounds.left, _entries[i].bounds.top);
}
}
/*--------------------------------------------------------------------------*/
MadsSequenceList::MadsSequenceList(MadsView &owner): _owner(owner) {
for (int i = 0; i < TIMER_LIST_SIZE; ++i) {
MadsSequenceEntry rec;
rec.active = 0;
rec.dynamicHotspotIndex = -1;
_entries.push_back(rec);
}
}
void MadsSequenceList::clear() {
for (uint i = 0; i < _entries.size(); ++i) {
_entries[i].active = 0;
_entries[i].dynamicHotspotIndex = -1;
}
}
bool MadsSequenceList::addSubEntry(int index, SequenceSubEntryMode mode, int frameIndex, int abortVal) {
if (_entries[index].entries.count >= TIMER_ENTRY_SUBSET_MAX)
return true;
int subIndex = _entries[index].entries.count++;
_entries[index].entries.mode[subIndex] = mode;
_entries[index].entries.frameIndex[subIndex] = frameIndex;
_entries[index].entries.abortVal[subIndex] = abortVal;
return false;
}
int MadsSequenceList::add(int spriteListIndex, int v0, int frameIndex, int triggerCountdown, int delayTicks, int extraTicks, int numTicks,
int msgX, int msgY, bool nonFixed, char scale, uint8 depth, int frameInc, SpriteAnimType animType, int numSprites,
int frameStart) {
// Find a free slot
uint seqIndex = 0;
while ((seqIndex < _entries.size()) && (_entries[seqIndex].active))
++seqIndex;
if (seqIndex == _entries.size())
error("TimerList full");
if (frameStart <= 0)
frameStart = 1;
if (numSprites == 0)
numSprites = _madsVm->scene()->_spriteSlots.getSprite(spriteListIndex).getCount();
if (frameStart == numSprites)
frameInc = 0;
// Set the list entry fields
_entries[seqIndex].active = true;
_entries[seqIndex].spriteListIndex = spriteListIndex;
_entries[seqIndex].field_2 = v0;
_entries[seqIndex].frameIndex = frameIndex;
_entries[seqIndex].frameStart = frameStart;
_entries[seqIndex].numSprites = numSprites;
_entries[seqIndex].animType = animType;
_entries[seqIndex].frameInc = frameInc;
_entries[seqIndex].depth = depth;
_entries[seqIndex].scale = scale;
_entries[seqIndex].nonFixed = nonFixed;
_entries[seqIndex].msgPos.x = msgX;
_entries[seqIndex].msgPos.y = msgY;
_entries[seqIndex].numTicks = numTicks;
_entries[seqIndex].extraTicks = extraTicks;
_entries[seqIndex].timeout = _madsVm->_currentTimer + delayTicks;
_entries[seqIndex].triggerCountdown = triggerCountdown;
_entries[seqIndex].doneFlag = false;
_entries[seqIndex].field_13 = 0;
_entries[seqIndex].dynamicHotspotIndex = -1;
_entries[seqIndex].entries.count = 0;
_entries[seqIndex].abortMode = _owner._abortTimersMode2;
for (int i = 0; i < 3; ++i)
_entries[seqIndex].actionNouns[i] = _madsVm->scene()->actionNouns[i];
return seqIndex;
}
void MadsSequenceList::remove(int seqIndex) {
if (_entries[seqIndex].active) {
if (_entries[seqIndex].dynamicHotspotIndex >= 0)
_owner._dynamicHotspots.remove(_entries[seqIndex].dynamicHotspotIndex);
}
_entries[seqIndex].active = false;
_owner._spriteSlots.deleteTimer(seqIndex);
}
void MadsSequenceList::setSpriteSlot(int seqIndex, MadsSpriteSlot &spriteSlot) {
MadsSequenceEntry &timerEntry = _entries[seqIndex];
SpriteAsset &sprite = _owner._spriteSlots.getSprite(timerEntry.spriteListIndex);
spriteSlot.spriteType = sprite.getAssetType() == 1 ? BACKGROUND_SPRITE : FOREGROUND_SPRITE;
spriteSlot.seqIndex = seqIndex;
spriteSlot.spriteListIndex = timerEntry.spriteListIndex;
spriteSlot.frameNumber = ((timerEntry.field_2 == 1) ? 0x8000 : 0) | timerEntry.frameIndex;
spriteSlot.depth = timerEntry.depth;
spriteSlot.scale = timerEntry.scale;
if (!timerEntry.nonFixed) {
spriteSlot.xp = timerEntry.msgPos.x;
spriteSlot.yp = timerEntry.msgPos.y;
} else {
spriteSlot.xp = sprite.getFrame(timerEntry.frameIndex - 1)->x;
spriteSlot.yp = sprite.getFrame(timerEntry.frameIndex - 1)->y;
}
}
bool MadsSequenceList::loadSprites(int seqIndex) {
MadsSequenceEntry &seqEntry = _entries[seqIndex];
int slotIndex;
bool result = false;
int idx = -1;
_owner._spriteSlots.deleteTimer(seqIndex);
if (seqEntry.doneFlag) {
remove(seqIndex);
return false;
}
if (seqEntry.spriteListIndex == -1) {
// Doesn't have an associated sprite anymore, so mark as done
seqEntry.doneFlag = true;
} else if ((slotIndex = _owner._spriteSlots.getIndex()) >= 0) {
MadsSpriteSlot &spriteSlot = _owner._spriteSlots[slotIndex];
setSpriteSlot(seqIndex, spriteSlot);
int x2 = 0, y2 = 0;
if ((seqEntry.field_13 != 0) || (seqEntry.dynamicHotspotIndex >= 0)) {
SpriteAsset &spriteSet = _owner._spriteSlots.getSprite(seqEntry.spriteListIndex);
M4Sprite *frame = spriteSet.getFrame(seqEntry.frameIndex - 1);
int width = frame->width() * seqEntry.scale / 200;
int height = frame->height() * seqEntry.scale / 100;
warning("frame size %d x %d", width, height);
// TODO: Missing stuff here, and I'm not certain about the dynamic hotspot stuff below
if (seqEntry.dynamicHotspotIndex >= 0) {
DynamicHotspot &dynHotspot = _owner._dynamicHotspots[seqEntry.dynamicHotspotIndex];
dynHotspot.bounds.left = MAX(x2 - width, 0);
dynHotspot.bounds.right = MAX(x2 - width, 319) - dynHotspot.bounds.left + 1;
dynHotspot.bounds.top = MAX(y2 - height, 0);
dynHotspot.bounds.bottom = MIN(y2, 155) - dynHotspot.bounds.top;
_owner._dynamicHotspots._flag = true;
}
}
// Frame adjustments
if (seqEntry.frameStart != seqEntry.numSprites)
seqEntry.frameIndex += seqEntry.frameInc;
if (seqEntry.frameIndex >= seqEntry.frameStart) {
if (seqEntry.frameIndex > seqEntry.numSprites) {
result = true;
if (seqEntry.animType == ANIMTYPE_CYCLED) {
// Reset back to the starting frame (cyclic)
seqEntry.frameIndex = seqEntry.frameStart;
} else {
// Switch into reverse mode
seqEntry.frameIndex = seqEntry.numSprites - 1;
seqEntry.frameInc = -1;
}
}
} else {
// Currently in reverse mode and moved past starting frame
result = true;
if (seqEntry.animType == ANIMTYPE_CYCLED)
{
// Switch back to forward direction again
seqEntry.frameIndex = seqEntry.frameStart + 1;
seqEntry.frameInc = 1;
} else {
// Otherwise reset back to last sprite for further reverse animating
seqEntry.frameIndex = seqEntry.numSprites;
}
}
if (result && (seqEntry.triggerCountdown != 0)) {
if (--seqEntry.triggerCountdown == 0)
seqEntry.doneFlag = true;
}
} else {
// Out of sprite display slots, so mark entry as done
seqEntry.doneFlag = true;
}
if (seqEntry.entries.count > 0) {
for (int i = 0; i <= seqEntry.entries.count; ++i) {
switch (seqEntry.entries.mode[i]) {
case SM_0:
case SM_1:
if (((seqEntry.entries.mode[i] == SM_0) && seqEntry.doneFlag) ||
((seqEntry.entries.mode[i] == SM_1) && result))
idx = i;
break;
case SM_FRAME_INDEX: {
int v = seqEntry.entries.frameIndex[i];
if ((v == seqEntry.frameIndex) || (v == 0))
idx = i;
}
default:
break;
}
}
}
if (idx >= 0) {
_owner._abortTimers = seqEntry.entries.abortVal[idx];
_owner._abortTimersMode = seqEntry.abortMode;
}
return result;
}
/**
* Handles counting down entries in the timer list for action
*/
void MadsSequenceList::tick() {
for (uint idx = 0; idx < _entries.size(); ++idx) {
if ((_owner._abortTimers2 == 0) && (_owner._abortTimers != 0))
break;
MadsSequenceEntry &seqEntry = _entries[idx];
uint32 currentTimer = _madsVm->_currentTimer;
if (!seqEntry.active || (currentTimer < seqEntry.timeout))
continue;
// Set the next timeout for the timer entry
seqEntry.timeout = currentTimer + seqEntry.numTicks;
// Action the sprite
if (loadSprites(idx)) {
seqEntry.timeout += seqEntry.extraTicks;
}
}
}
void MadsSequenceList::delay(uint32 v1, uint32 v2) {
for (uint idx = 0; idx < _entries.size(); ++idx) {
if (_entries[idx].active) {
_entries[idx].timeout += v1 - v2;
}
}
}
void MadsSequenceList::setAnimRange(int seqIndex, int startVal, int endVal) {
MadsSequenceEntry &seqEntry = _entries[seqIndex];
SpriteAsset &spriteSet = _owner._spriteSlots.getSprite(seqEntry.spriteListIndex);
int numSprites = spriteSet.getCount();
int tempStart = startVal, tempEnd = endVal;
switch (startVal) {
case -2:
tempStart = numSprites;
break;
case -1:
tempStart = 1;
break;
}
switch (endVal) {
case -2:
case 0:
tempEnd = numSprites;
break;
case -1:
tempEnd = 1;
break;
default:
tempEnd = numSprites;
break;
}
seqEntry.frameStart = tempStart;
seqEntry.numSprites = tempEnd;
seqEntry.frameIndex = (seqEntry.frameInc < 0) ? tempStart : tempEnd;
}
//--------------------------------------------------------------------------
Animation::Animation(MadsM4Engine *vm): _vm(vm) {
}
void Animation::loadFullScreen(const Common::String &filename) {
_vm->_palette->deleteAllRanges();
load(filename);
}
//--------------------------------------------------------------------------
MadsView::MadsView(View *view): _view(view), _dynamicHotspots(*this), _sequenceList(*this),
_kernelMessages(*this), _spriteSlots(*this), _dirtyAreas(*this), _textDisplay(*this),
// FIXME: There's probably a cleaner way to do this, and I don't think the destructor is ever called
_sceneAnimation(*new MadsAnimation(_vm, this)) {
_textSpacing = -1;
_ticksAmount = 3;
_newTimeout = 0;
_abortTimers = 0;
_abortTimers2 = 0;
_abortTimersMode = ABORTMODE_0;
_abortTimersMode2 = ABORTMODE_0;
_depthSurface = NULL;
_bgSurface = NULL;
}
void MadsView::refresh() {
// Draw any sprites
_spriteSlots.drawBackground();
// Process dirty areas
_textDisplay.setDirtyAreas();
// Merge any identified dirty areas
_dirtyAreas.merge(1, DIRTY_AREAS_SIZE);
// Copy dirty areas to the main display surface
_dirtyAreas.copy(_view, _bgSurface);
// Handle dirty areas for foreground objects
_spriteSlots.setDirtyAreas();
_textDisplay.setDirtyAreas2();
_dirtyAreas.merge(1, DIRTY_AREAS_SIZE);
// Draw foreground sprites
_spriteSlots.drawForeground(_view);
// Draw text elements onto the view
_textDisplay.draw(_view);
// Remove any sprite slots that are no longer needed
_spriteSlots.cleanUp();
// Deactivate any text display entries that are no longer needed
_textDisplay.cleanUp();
}
/*--------------------------------------------------------------------------
* MadsInterfaceView handles the user interface section at the bottom of
* game screens in MADS games
*--------------------------------------------------------------------------
*/
MadsInterfaceView::MadsInterfaceView(MadsM4Engine *vm): GameInterfaceView(vm,
Common::Rect(0, MADS_SURFACE_HEIGHT, vm->_screen->width(), vm->_screen->height())) {
_screenType = VIEWID_INTERFACE;
_highlightedElement = -1;
_topIndex = 0;
_selectedObject = -1;
_cheatKeyCtr = 0;
_objectSprites = NULL;
_objectPalData = NULL;
/* Set up the rect list for screen elements */
// Actions
for (int i = 0; i < 10; ++i)
_screenObjects.addRect((i / 5) * 32 + 1, (i % 5) * 8 + MADS_SURFACE_HEIGHT + 2,
((i / 5) + 1) * 32 + 3, ((i % 5) + 1) * 8 + MADS_SURFACE_HEIGHT + 2);
// Scroller elements (up arrow, scroller, down arrow)
_screenObjects.addRect(73, 160, 82, 167);
_screenObjects.addRect(73, 168, 82, 190);
_screenObjects.addRect(73, 191, 82, 198);
// Inventory object names
for (int i = 0; i < 5; ++i)
_screenObjects.addRect(89, 158 + i * 8, 160, 166 + i * 8);
// Full rectangle area for all vocab actions
for (int i = 0; i < 5; ++i)
_screenObjects.addRect(239, 158 + i * 8, 320, 166 + i * 8);
}
MadsInterfaceView::~MadsInterfaceView() {
delete _objectSprites;
}
void MadsInterfaceView::setFontMode(InterfaceFontMode newMode) {
switch (newMode) {
case ITEM_NORMAL:
_vm->_font->current()->setColours(4, 4, 0xff);
break;
case ITEM_HIGHLIGHTED:
_vm->_font->current()->setColours(5, 5, 0xff);
break;
case ITEM_SELECTED:
_vm->_font->current()->setColours(6, 6, 0xff);
break;
}
}
void MadsInterfaceView::initialise() {
// Build up the inventory list
_inventoryList.clear();
for (uint i = 0; i < _madsVm->globals()->getObjectsSize(); ++i) {
MadsObject *obj = _madsVm->globals()->getObject(i);
if (obj->roomNumber == PLAYER_INVENTORY)
_inventoryList.push_back(i);
}
// If the inventory has at least one object, select it
if (_inventoryList.size() > 0)
setSelectedObject(_inventoryList[0]);
}
void MadsInterfaceView::setSelectedObject(int objectNumber) {
char resName[80];
// Load inventory resource
if (_objectSprites) {
_vm->_palette->deleteRange(_objectPalData);
delete _objectSprites;
}
// Check to make sure the object is in the inventory, and also visible on-screen
int idx = _inventoryList.indexOf(objectNumber);
if (idx == -1) {
// Object wasn't found, so return
_selectedObject = -1;
return;
}
// Found the object
if (idx < _topIndex)
_topIndex = idx;
else if (idx >= (_topIndex + 5))
_topIndex = MAX(0, idx - 4);
_selectedObject = objectNumber;
sprintf(resName, "*OB%.3dI.SS", objectNumber);
Common::SeekableReadStream *data = _vm->res()->get(resName);
_objectSprites = new SpriteAsset(_vm, data, data->size(), resName);
_vm->res()->toss(resName);
// Slot it into available palette space
_objectPalData = _objectSprites->getRgbList();
_vm->_palette->addRange(_objectPalData);
_objectSprites->translate(_objectPalData, true);
_objectFrameNumber = 0;
}
void MadsInterfaceView::addObjectToInventory(int objectNumber) {
if (_inventoryList.indexOf(objectNumber) == -1) {
_madsVm->globals()->getObject(objectNumber)->roomNumber = PLAYER_INVENTORY;
_inventoryList.push_back(objectNumber);
}
setSelectedObject(objectNumber);
}
void MadsInterfaceView::onRefresh(RectList *rects, M4Surface *destSurface) {
_vm->_font->setFont(FONT_INTERFACE_MADS);
char buffer[100];
// Check to see if any dialog is currently active
bool dialogVisible = _vm->_viewManager->getView(LAYER_DIALOG) != NULL;
// Highlighting logic for action list
int actionIndex = 0;
for (int x = 0; x < 2; ++x) {
for (int y = 0; y < 5; ++y, ++actionIndex) {
// Determine the font colour depending on whether an item is selected. Note that the first action,
// 'Look', is always 'selected', even when another action is clicked on
setFontMode((_highlightedElement == actionIndex) ? ITEM_HIGHLIGHTED :
((actionIndex == 0) ? ITEM_SELECTED : ITEM_NORMAL));
// Get the verb action and capitalise it
const char *verbStr = _madsVm->globals()->getVocab(kVerbLook + actionIndex);
strcpy(buffer, verbStr);
if ((buffer[0] >= 'a') && (buffer[0] <= 'z')) buffer[0] -= 'a' - 'A';
// Display the verb
const Common::Rect r(_screenObjects[actionIndex]);
_vm->_font->current()->writeString(destSurface, buffer, r.left, r.top, r.width(), 0);
}
}
// Check for highlighting of the scrollbar controls
if ((_highlightedElement == SCROLL_UP) || (_highlightedElement == SCROLL_SCROLLER) || (_highlightedElement == SCROLL_DOWN)) {
// Highlight the control's borders
const Common::Rect r(_screenObjects[_highlightedElement]);
destSurface->frameRect(r, 5);
}
// Draw the horizontal line in the scroller representing the current top selected
const Common::Rect scroller(_screenObjects[SCROLL_SCROLLER]);
int yP = (_inventoryList.size() < 2) ? 0 : (scroller.height() - 5) * _topIndex / (_inventoryList.size() - 1);
destSurface->setColor(4);
destSurface->hLine(scroller.left + 2, scroller.right - 3, scroller.top + 2 + yP);
// List inventory items
for (uint i = 0; i < 5; ++i) {
if ((_topIndex + i) >= _inventoryList.size())
break;
const char *descStr = _madsVm->globals()->getVocab(_madsVm->globals()->getObject(
_inventoryList[_topIndex + i])->descId);
strcpy(buffer, descStr);
if ((buffer[0] >= 'a') && (buffer[0] <= 'z')) buffer[0] -= 'a' - 'A';
const Common::Rect r(_screenObjects[INVLIST_START + i]);
// Set the highlighting of the inventory item
if (_highlightedElement == (int)(INVLIST_START + i)) setFontMode(ITEM_HIGHLIGHTED);
else if (_selectedObject == _inventoryList[_topIndex + i]) setFontMode(ITEM_SELECTED);
else setFontMode(ITEM_NORMAL);
// Write out it's description
_vm->_font->current()->writeString(destSurface, buffer, r.left, r.top, r.width(), 0);
}
// Handle the display of any currently selected object
if (_objectSprites) {
// Display object sprite. Note that the frame number isn't used directly, because it would result
// in too fast an animation
M4Sprite *spr = _objectSprites->getFrame(_objectFrameNumber / INV_ANIM_FRAME_SPEED);
spr->copyTo(destSurface, INVENTORY_X, INVENTORY_Y, 0);
if (!_madsVm->globals()->_config.invObjectsStill && !dialogVisible) {
// If objects need to be animated, move to the next frame
if (++_objectFrameNumber >= (_objectSprites->getCount() * INV_ANIM_FRAME_SPEED))
_objectFrameNumber = 0;
}
// List the vocab actions for the currently selected object
MadsObject *obj = _madsVm->globals()->getObject(_selectedObject);
int yIndex = MIN(_highlightedElement - VOCAB_START, obj->vocabCount - 1);
for (int i = 0; i < obj->vocabCount; ++i) {
const Common::Rect r(_screenObjects[VOCAB_START + i]);
// Get the vocab description and capitalise it
const char *descStr = _madsVm->globals()->getVocab(obj->vocabList[i].vocabId);
strcpy(buffer, descStr);
if ((buffer[0] >= 'a') && (buffer[0] <= 'z')) buffer[0] -= 'a' - 'A';
// Set the highlighting and display the entry
setFontMode((i == yIndex) ? ITEM_HIGHLIGHTED : ITEM_NORMAL);
_vm->_font->current()->writeString(destSurface, buffer, r.left, r.top, r.width(), 0);
}
}
}
bool MadsInterfaceView::onEvent(M4EventType eventType, int32 param1, int x, int y, bool &captureEvents) {
MadsAction &act = _madsVm->scene()->getAction();
// If the mouse isn't being held down, then reset the repeated scroll timer
if (eventType != MEVENT_LEFT_HOLD)
_nextScrollerTicks = 0;
// Handle various event types
switch (eventType) {
case MEVENT_MOVE:
// If the cursor isn't in "wait mode", don't do any processing
if (_vm->_mouse->getCursorNum() == CURSOR_WAIT)
return true;
// Ensure the cursor is the standard arrow
_vm->_mouse->setCursorNum(CURSOR_ARROW);
// Check if any interface element is currently highlighted
_highlightedElement = _screenObjects.find(Common::Point(x, y));
return true;
case MEVENT_LEFT_CLICK:
// Left mouse click
{
// Check if an inventory object was selected
if ((_highlightedElement >= INVLIST_START) && (_highlightedElement < (INVLIST_START + 5))) {
// Ensure there is an inventory item listed in that cell
uint idx = _highlightedElement - INVLIST_START;
if ((_topIndex + idx) < _inventoryList.size()) {
// Set the selected object
setSelectedObject(_inventoryList[_topIndex + idx]);
}
} else if ((_highlightedElement >= ACTIONS_START) && (_highlightedElement < (ACTIONS_START + 10))) {
// A standard action was selected
int verbId = kVerbLook + (_highlightedElement - ACTIONS_START);
warning("Selected action #%d", verbId);
} else if ((_highlightedElement >= VOCAB_START) && (_highlightedElement < (VOCAB_START + 5))) {
// A vocab action was selected
MadsObject *obj = _madsVm->globals()->getObject(_selectedObject);
int vocabIndex = MIN(_highlightedElement - VOCAB_START, obj->vocabCount - 1);
if (vocabIndex >= 0) {
act._actionMode = ACTMODE_OBJECT;
act._actionMode2 = ACTMODE2_2;
act._flags1 = obj->vocabList[1].flags1;
act._flags2 = obj->vocabList[1].flags2;
act._currentHotspot = _selectedObject;
act._articleNumber = act._flags2;
}
}
}
return true;
case MEVENT_LEFT_HOLD:
// Left mouse hold
// Handle the scroller - the up/down buttons allow for multiple actions whilst the mouse is held down
if ((_highlightedElement == SCROLL_UP) || (_highlightedElement == SCROLL_DOWN)) {
if ((_nextScrollerTicks == 0) || (g_system->getMillis() >= _nextScrollerTicks)) {
// Handle scroll up/down action
_nextScrollerTicks = g_system->getMillis() + SCROLLER_DELAY;
if ((_highlightedElement == SCROLL_UP) && (_topIndex > 0))
--_topIndex;
if ((_highlightedElement == SCROLL_DOWN) && (_topIndex < (int)(_inventoryList.size() - 1)))
++_topIndex;
}
}
return true;
case MEVENT_LEFT_DRAG:
// Left mouse drag
// Handle the the the scroller area that can be dragged to adjust the top displayed index
if (_highlightedElement == SCROLL_SCROLLER) {
// Calculate the new top index based on the Y position
const Common::Rect r(_screenObjects[SCROLL_SCROLLER]);
_topIndex = CLIP((int)(_inventoryList.size() - 1) * (y - r.top - 2) / (r.height() - 5),
0, (int)_inventoryList.size() - 1);
}
return true;
case KEVENT_KEY:
if (_cheatKeyCtr == CHEAT_SEQUENCE_MAX)
handleCheatKey(param1);
handleKeypress(param1);
return true;
default:
break;
}
return false;
}
bool MadsInterfaceView::handleCheatKey(int32 keycode) {
switch (keycode) {
case Common::KEYCODE_SPACE:
// TODO: Move player to current destination
return true;
case Common::KEYCODE_t | (Common::KEYCODE_LALT):
case Common::KEYCODE_t | (Common::KEYCODE_RALT):
{
// Teleport to room
//Scene *sceneView = (Scene *)vm->_viewManager->getView(VIEWID_SCENE);
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) {
if ((flags & Common::KBD_CTRL) && (kc == CHEAT_SEQUENCE[_cheatKeyCtr])) {
++_cheatKeyCtr;
if (_cheatKeyCtr == CHEAT_SEQUENCE_MAX)
Dialog::display(_vm, 22, cheatingEnabledDesc);
return true;
} else {
_cheatKeyCtr = 0;
}
}
// Handle the various keys
if ((keycode == Common::KEYCODE_ESCAPE) || (keycode == Common::KEYCODE_F1)) {
// Game menu
_madsVm->globals()->dialogType = DIALOG_GAME_MENU;
leaveScene();
return false;
} else if (flags & Common::KBD_CTRL) {
// Handling of the different control key combinations
switch (kc) {
case Common::KEYCODE_i:
// Mouse to inventory
warning("TODO: Mouse to inventory");
break;
case Common::KEYCODE_k:
// Toggle hotspots
warning("TODO: Toggle hotspots");
break;
case Common::KEYCODE_p:
// Player stats
warning("TODO: Player stats");
break;
case Common::KEYCODE_q:
// Quit game
break;
case Common::KEYCODE_s:
// Activate sound
warning("TODO: Activate sound");
break;
case Common::KEYCODE_u:
// Rotate player
warning("TODO: Rotate player");
break;
case Common::KEYCODE_v: {
// Release version
Dialog *dlg = new Dialog(_vm, GameReleaseInfoStr, GameReleaseTitleStr);
_vm->_viewManager->addView(dlg);
_vm->_viewManager->moveToFront(dlg);
return false;
}
default:
break;
}
} else if ((flags & Common::KBD_ALT) && (kc == Common::KEYCODE_q)) {
// Quit Game
} else {
// Standard keypresses
switch (kc) {
case Common::KEYCODE_F2:
// Save game
_madsVm->globals()->dialogType = DIALOG_SAVE;
leaveScene();
break;
case Common::KEYCODE_F3:
// Restore game
_madsVm->globals()->dialogType = DIALOG_RESTORE;
leaveScene();
break;
}
}
//DIALOG_OPTIONS
return false;
}
void MadsInterfaceView::leaveScene() {
// Close the scene
View *view = _madsVm->_viewManager->getView(VIEWID_SCENE);
_madsVm->_viewManager->deleteView(view);
}
} // End of namespace M4