scummvm/engines/hdb/window.cpp
2019-09-03 17:17:24 +02:00

1476 lines
43 KiB
C++

/* 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.
*
*/
#include "hdb/hdb.h"
namespace HDB {
Window::~Window() {
delete _gfxTL;
delete _gfxTM;
delete _gfxTR;
delete _gfxL;
delete _gfxM;
delete _gfxR;
delete _gfxBL;
delete _gfxBM;
delete _gfxBR;
delete _gfxTitleL;
delete _gfxTitleM;
delete _gfxTitleR;
delete _gGfxTL;
delete _gGfxTM;
delete _gGfxTR;
delete _gGfxL;
delete _gGfxM;
delete _gGfxR;
delete _gGfxBL;
delete _gGfxBM;
delete _gGfxBR;
delete _gGfxTitleL;
delete _gGfxTitleM;
delete _gGfxTitleR;
delete _gfxIndent;
delete _gfxArrowTo;
delete _gfxInvSelect;
delete _gfxHandright;
delete _gfxInfobar;
delete _gfxDarken;
delete _gfxPausePlaque;
delete _mstoneGfx;
delete _gemGfx;
}
bool Window::init() {
_gfxTL = g_hdb->_gfx->loadPic(MENU_BACK_TOPLEFT);
_gfxTM = g_hdb->_gfx->loadPic(MENU_BACK_TOP);
_gfxTR = g_hdb->_gfx->loadPic(MENU_BACK_TOPRIGHT);
_gfxL = g_hdb->_gfx->loadPic(MENU_BACK_LEFT);
_gfxM = g_hdb->_gfx->loadPic(MENU_BACK_MIDDLE);
_gfxR = g_hdb->_gfx->loadPic(MENU_BACK_RIGHT);
_gfxBL = g_hdb->_gfx->loadPic(MENU_BACK_BTMLEFT);
_gfxBM = g_hdb->_gfx->loadPic(MENU_BACK_BOTTOM);
_gfxBR = g_hdb->_gfx->loadPic(MENU_BACK_BTMRIGHT);
_gfxTitleL = g_hdb->_gfx->loadPic(MENU_TITLE_LEFT);
_gfxTitleM = g_hdb->_gfx->loadPic(MENU_TITLE_MID);
_gfxTitleR = g_hdb->_gfx->loadPic(MENU_TITLE_RIGHT);
_gGfxTL = g_hdb->_gfx->loadPic(G_MENU_BACK_TOPLEFT);
_gGfxTM = g_hdb->_gfx->loadPic(G_MENU_BACK_TOP);
_gGfxTR = g_hdb->_gfx->loadPic(G_MENU_BACK_TOPRIGHT);
_gGfxL = g_hdb->_gfx->loadPic(G_MENU_BACK_LEFT);
_gGfxM = g_hdb->_gfx->loadPic(G_MENU_BACK_MIDDLE);
_gGfxR = g_hdb->_gfx->loadPic(G_MENU_BACK_RIGHT);
_gGfxBL = g_hdb->_gfx->loadPic(G_MENU_BACK_BTMLEFT);
_gGfxBM = g_hdb->_gfx->loadPic(G_MENU_BACK_BOTTOM);
_gGfxBR = g_hdb->_gfx->loadPic(G_MENU_BACK_BTMRIGHT);
_gGfxTitleL = g_hdb->_gfx->loadPic(G_MENU_TITLE_LEFT);
_gGfxTitleM = g_hdb->_gfx->loadPic(G_MENU_TITLE_MID);
_gGfxTitleR = g_hdb->_gfx->loadPic(G_MENU_TITLE_RIGHT);
_gfxIndent = g_hdb->_gfx->loadPic(MENU_DELIVERY_INDENTATION);
_gfxArrowTo = g_hdb->_gfx->loadPic(MENU_ARROW_DELIVERTO);
_gfxTry = _gfxAgain = NULL; // They will be loaded when needed
_gfxInvSelect = g_hdb->_gfx->loadPic(INVENTORY_NORMAL);
_gfxHandright = g_hdb->_gfx->loadPic(MENU_HAND_POINTRIGHT);
_gfxInfobar = g_hdb->_gfx->loadPic(PIC_INFOBAR);
_gfxDarken = g_hdb->_gfx->loadPic(SCREEN_DARKEN);
_gfxPausePlaque = g_hdb->_gfx->loadPic(PAUSE_PLAQUE);
_mstoneGfx = g_hdb->_gfx->loadPic(MINI_MSTONE);
_infobarDimmed = 0;
_invWinInfo.width = kInvItemSpaceX * 3;
_invWinInfo.height = kInvItemSpaceY * 4;
_invWinInfo.x = kScreenWidth - _gfxInfobar->_width + 16;
_invWinInfo.y = 40;
_dlvsInfo.width = kInvItemSpaceX * 3;
_dlvsInfo.height = kInvItemSpaceY * 4;
_dlvsInfo.x = (kScreenWidth - _gfxInfobar->_width) + 16;
_dlvsInfo.y = 272;
_gemGfx = NULL;
restartSystem();
return true;
}
void Window::save(Common::OutSaveFile *out) {
int i;
// Save out the various window and game state info
// clear out gfx ptrs in _pzInfo struct before writing...
// Copy, clear and save Panic Zone Info
memcpy(&_tempPzInfo, &_pzInfo, sizeof(_pzInfo));
for (i = 0; i < 10; i++) {
_tempPzInfo.gfxNumber[i] = NULL;
if (i < 2)
_tempPzInfo.gfxFace[i] = NULL;
}
_tempPzInfo.gfxPanic = _tempPzInfo.gfxZone = NULL;
out->writeByte(_tempPzInfo.active);
out->writeSint32LE(_tempPzInfo.sequence);
out->writeSint32LE(_tempPzInfo.timer);
out->writeSint32LE(_tempPzInfo.x1);
out->writeSint32LE(_tempPzInfo.y1);
out->writeSint32LE(_tempPzInfo.x2);
out->writeSint32LE(_tempPzInfo.y2);
out->writeSint32LE(_tempPzInfo.xv);
out->writeSint32LE(_tempPzInfo.yv);
out->writeSint32LE(_tempPzInfo.numberTime);
out->writeSint32LE(_tempPzInfo.numberTimeMaster);
out->writeSint32LE(_tempPzInfo.numberValue);
// Save Dialog Info
out->write(_dialogInfo.title, 64);
out->writeSint32LE(_dialogInfo.tileIndex);
out->write(_dialogInfo.string, 160);
out->writeByte(_dialogInfo.active);
out->writeSint32LE(_dialogInfo.x);
out->writeSint32LE(_dialogInfo.y);
out->writeSint32LE(_dialogInfo.width);
out->writeSint32LE(_dialogInfo.height);
out->writeSint32LE(_dialogInfo.titleWidth);
out->writeSint32LE(_dialogInfo.more);
out->writeSint32LE(_dialogInfo.el);
out->writeSint32LE(_dialogInfo.er);
out->writeSint32LE(_dialogInfo.et);
out->writeSint32LE(_dialogInfo.eb);
out->write(_dialogInfo.luaMore, 64);
// Save Dialog Delay
out->writeSint32LE(_dialogDelay);
// Save Dialog Choice Info
out->write(_dialogChoiceInfo.title, 64);
out->write(_dialogChoiceInfo.text, 160);
out->write(_dialogChoiceInfo.func, 64);
out->writeByte(_dialogChoiceInfo.active);
out->writeSint32LE(_dialogChoiceInfo.x);
out->writeSint32LE(_dialogChoiceInfo.y);
out->writeSint32LE(_dialogChoiceInfo.width);
out->writeSint32LE(_dialogChoiceInfo.height);
out->writeSint32LE(_dialogChoiceInfo.textHeight);
out->writeSint32LE(_dialogChoiceInfo.titleWidth);
out->writeSint32LE(_dialogChoiceInfo.el);
out->writeSint32LE(_dialogChoiceInfo.er);
out->writeSint32LE(_dialogChoiceInfo.et);
out->writeSint32LE(_dialogChoiceInfo.eb);
out->writeUint32LE(_dialogChoiceInfo.timeout);
out->writeSint32LE(_dialogChoiceInfo.selection);
out->writeSint32LE(_dialogChoiceInfo.numChoices);
for (i = 0; i < 10; i++) {
out->write(_dialogChoiceInfo.choices[i], 64);
}
// Save Msg Info
out->writeByte(_msgInfo.active);
out->write(_msgInfo.title, 128);
out->writeSint32LE(_msgInfo.timer);
out->writeSint32LE(_msgInfo.x);
out->writeSint32LE(_msgInfo.y);
out->writeSint32LE(_msgInfo.width);
out->writeSint32LE(_msgInfo.height);
for (i = 0; i < kMaxMsgQueue; i++)
out->write(_msgQueueStr[i], 128);
for (i = 0; i < kMaxMsgQueue; i++)
out->writeSint32LE(_msgQueueWait[i]);
out->writeSint32LE(_numMsgQueue);
// Save Inventory Info
out->writeSint32LE(_invWinInfo.x);
out->writeSint32LE(_invWinInfo.y);
out->writeSint32LE(_invWinInfo.width);
out->writeSint32LE(_invWinInfo.height);
out->writeSint32LE(_invWinInfo.selection);
out->writeByte(_invWinInfo.active);
// Save Deliveries Info
out->writeSint32LE(_dlvsInfo.x);
out->writeSint32LE(_dlvsInfo.y);
out->writeSint32LE(_dlvsInfo.width);
out->writeSint32LE(_dlvsInfo.height);
out->writeByte(_dlvsInfo.active);
out->writeSint32LE(_dlvsInfo.selected);
out->writeByte(_dlvsInfo.animate);
out->writeUint32LE(_dlvsInfo.delay1);
out->writeUint32LE(_dlvsInfo.delay2);
out->writeUint32LE(_dlvsInfo.delay3);
out->writeByte(_dlvsInfo.go1);
out->writeByte(_dlvsInfo.go2);
out->writeByte(_dlvsInfo.go3);
// Save Try Again Info
out->writeDoubleLE(_tryAgainInfo.y1);
out->writeDoubleLE(_tryAgainInfo.y2);
out->writeDoubleLE(_tryAgainInfo.yv1);
out->writeDoubleLE(_tryAgainInfo.yv2);
out->writeDoubleLE(_tryAgainInfo.yv1v);
out->writeDoubleLE(_tryAgainInfo.yv2v);
out->writeDoubleLE(_tryAgainInfo.x1);
out->writeDoubleLE(_tryAgainInfo.x2);
// Save TextOut Info
out->writeUint32LE(_textOutList.size());
for (i = 0; (uint)i < _textOutList.size(); i++) {
out->write(_textOutList[i]->text, 128);
out->writeSint32LE(_textOutList[i]->x);
out->writeSint32LE(_textOutList[i]->y);
out->writeUint32LE(_textOutList[i]->timer);
}
out->writeSint32LE(_infobarDimmed);
}
void Window::loadSaveFile(Common::InSaveFile *in) {
int i;
// Clear out everything
restartSystem();
// Load out various Window and Game State Info
// Load Panic Zone Info
for (i = 0; i < 10; i++) {
_pzInfo.gfxNumber[i] = NULL;
if (i < 2)
_pzInfo.gfxFace[i] = NULL;
}
_pzInfo.gfxPanic = _pzInfo.gfxZone = NULL;
_pzInfo.active = in->readByte();
_pzInfo.sequence = in->readSint32LE();
_pzInfo.timer = in->readSint32LE();
_pzInfo.x1 = in->readSint32LE();
_pzInfo.y1 = in->readSint32LE();
_pzInfo.x2 = in->readSint32LE();
_pzInfo.y2 = in->readSint32LE();
_pzInfo.xv = in->readSint32LE();
_pzInfo.yv = in->readSint32LE();
_pzInfo.numberTime = in->readSint32LE();
_pzInfo.numberTimeMaster = in->readSint32LE();
_pzInfo.numberValue = in->readSint32LE();
// Load Dialog Info
in->read(_dialogInfo.title, 64);
_dialogInfo.tileIndex = in->readSint32LE();
in->read(_dialogInfo.string, 160);
_dialogInfo.active = in->readByte();
_dialogInfo.x = in->readSint32LE();
_dialogInfo.y = in->readSint32LE();
_dialogInfo.width = in->readSint32LE();
_dialogInfo.height = in->readSint32LE();
_dialogInfo.titleWidth = in->readSint32LE();
_dialogInfo.more = in->readSint32LE();
_dialogInfo.el = in->readSint32LE();
_dialogInfo.er = in->readSint32LE();
_dialogInfo.et = in->readSint32LE();
_dialogInfo.eb = in->readSint32LE();
in->read(_dialogInfo.luaMore, 64);
// Load Dialog Delay
_dialogDelay = in->readSint32LE();
if (_dialogDelay)
_dialogDelay = g_system->getMillis() + 1000;
// Load Dialog Choice Info
in->read(_dialogChoiceInfo.title, 64);
in->read(_dialogChoiceInfo.text, 160);
in->read(_dialogChoiceInfo.func, 64);
_dialogChoiceInfo.active = in->readByte();
_dialogChoiceInfo.x = in->readSint32LE();
_dialogChoiceInfo.y = in->readSint32LE();
_dialogChoiceInfo.width = in->readSint32LE();
_dialogChoiceInfo.height = in->readSint32LE();
_dialogChoiceInfo.textHeight = in->readSint32LE();
_dialogChoiceInfo.titleWidth = in->readSint32LE();
_dialogChoiceInfo.el = in->readSint32LE();
_dialogChoiceInfo.er = in->readSint32LE();
_dialogChoiceInfo.et = in->readSint32LE();
_dialogChoiceInfo.eb = in->readSint32LE();
_dialogChoiceInfo.timeout = in->readUint32LE();
_dialogChoiceInfo.selection = in->readSint32LE();
_dialogChoiceInfo.numChoices = in->readSint32LE();
for (i = 0; i < 10; i++)
in->read(_dialogChoiceInfo.choices[i], 64);
_dialogChoiceInfo.timeout = g_system->getMillis() + 1000;
// Load Msg Info
_msgInfo.active = in->readByte();
in->read(_msgInfo.title, 128);
_msgInfo.timer = in->readSint32LE();
_msgInfo.x = in->readSint32LE();
_msgInfo.y = in->readSint32LE();
_msgInfo.width = in->readSint32LE();
_msgInfo.height = in->readSint32LE();
for (i = 0; i < kMaxMsgQueue; i++)
in->read(_msgQueueStr[i], 128);
for (i = 0; i < kMaxMsgQueue; i++)
_msgQueueWait[i] = in->readSint32LE();
_numMsgQueue = in->readSint32LE();
// Load Inventory Info
_invWinInfo.x = in->readSint32LE();
_invWinInfo.y = in->readSint32LE();
_invWinInfo.width = in->readSint32LE();
_invWinInfo.height = in->readSint32LE();
_invWinInfo.selection = in->readSint32LE();
_invWinInfo.active = in->readByte();
// Load Deliveries Info
_dlvsInfo.x = in->readSint32LE();
_dlvsInfo.y = in->readSint32LE();
_dlvsInfo.width = in->readSint32LE();
_dlvsInfo.height = in->readSint32LE();
_dlvsInfo.active = in->readByte();
_dlvsInfo.selected = in->readSint32LE();
_dlvsInfo.animate = in->readByte();
_dlvsInfo.delay1 = in->readUint32LE();
_dlvsInfo.delay2 = in->readUint32LE();
_dlvsInfo.delay3 = in->readUint32LE();
_dlvsInfo.go1 = in->readByte();
_dlvsInfo.go2 = in->readByte();
_dlvsInfo.go3 = in->readByte();
// Load Try Again Info
_tryAgainInfo.y1 = in->readDoubleLE();
_tryAgainInfo.y2 = in->readDoubleLE();
_tryAgainInfo.yv1 = in->readDoubleLE();
_tryAgainInfo.yv2 = in->readDoubleLE();
_tryAgainInfo.yv1v = in->readDoubleLE();
_tryAgainInfo.yv2v = in->readDoubleLE();
_tryAgainInfo.x1 = in->readDoubleLE();
_tryAgainInfo.x2 = in->readDoubleLE();
// Load Textout Info
uint32 tsize = in->readUint32LE();
for (i = 0; (uint)i < tsize; i++) {
TOut *t = new TOut;
in->read(t->text, 128);
t->x = in->readSint32LE();
t->y = in->readSint32LE();
t->timer = in->readUint32LE();
t->timer = g_system->getMillis() + 1000;
_textOutList.push_back(t);
}
// Load Infobar Info
_infobarDimmed = in->readSint32LE();
}
void Window::restartSystem() {
_numMsgQueue = 0;
_msgInfo.active = false;
_dialogInfo.active = false;
_dialogChoiceInfo.active = false;
_invWinInfo.active = false;
_dialogDelay = _invWinInfo.selection = 0;
if (_gemGfx)
delete _gemGfx;
_gemGfx = g_hdb->_gfx->loadTile(GEM_WHITE_GFX);
_infobarDimmed = 0;
}
void Window::setInfobarDark(int value) {
_infobarDimmed = value;
}
void Window::drawPause() {
if (g_hdb->getPause())
_gfxPausePlaque->drawMasked(480 / 2 - _gfxPausePlaque->_width / 2, kPauseY);
}
void Window::checkPause(int x, int y) {
if (x >= 480 / 2 - _gfxPausePlaque->_width / 2 && 480 / 2 + _gfxPausePlaque->_width / 2 > x && y >= kPauseY && y < kPauseY + _gfxPausePlaque->_height) {
g_hdb->togglePause();
g_hdb->_sound->playSound(SND_POP);
}
}
void Window::drawWeapon() {
}
void Window::chooseWeapon(AIType wType) {
static AIType lastWeaponSelected = AI_NONE;
Tile *gfx;
int slot = g_hdb->_ai->queryInventoryTypeSlot(wType);
g_hdb->_sound->playSound(SND_MENU_SLIDER);
if (!g_hdb->getActionMode())
return;
gfx = g_hdb->_ai->getInvItemGfx(slot);
switch (wType) {
case ITEM_CLUB:
case ITEM_ROBOSTUNNER:
case ITEM_SLUGSLINGER:
g_hdb->_ai->setPlayerWeapon(wType, gfx);
if (wType == lastWeaponSelected)
return;
lastWeaponSelected = wType;
g_hdb->_sound->playSound(SND_MENU_ACCEPT);
return;
default:
break;
}
g_hdb->_sound->playSound(SND_CELLHOLDER_USE_REJECT);
}
void Window::closeAll() {
closeDialog();
closeDialogChoice();
closeMsg();
closeTextOut();
}
void Window::openDialog(const char *title, int tileIndex, const char *string, int more, const char *luaMore) {
if (_dialogInfo.active)
return;
memset(&_dialogInfo, 0, sizeof(_dialogInfo));
_dialogInfo.tileIndex = tileIndex;
strcpy(_dialogInfo.title, title);
_dialogInfo.active = true;
int e1, e2, e3, e4;
int width, height;
int titleWidth, titleHeight;
int w;
if (strlen(string) > sizeof(_dialogInfo.string))
strncpy(_dialogInfo.string, string, sizeof(_dialogInfo.string) - 1);
else
strcpy(_dialogInfo.string, string);
g_hdb->_gfx->getTextEdges(&e1, &e2, &e3, &e4);
g_hdb->_gfx->setTextEdges(kDialogTextLeft, kDialogTextRight, 0, 480);
g_hdb->_gfx->getDimensions(string, &width, &height);
g_hdb->_gfx->getDimensions(title, &titleWidth, &titleHeight);
g_hdb->_gfx->setTextEdges(e1, e2, e3, e4);
_dialogInfo.height = (height + 2) * 16;
w = _dialogInfo.width = width + 32;
_dialogInfo.titleWidth = titleWidth;
if (titleWidth > w)
w = titleWidth;
_dialogInfo.x = (480 >> 1) - (w >> 1);
int px, py;
g_hdb->_ai->getPlayerXY(&px, &py);
if (py < (kScreenHeight >> 1) - 16)
_dialogInfo.y = (kScreenHeight >> 1) + 16;
else
_dialogInfo.y = (kScreenHeight >> 1) - (_dialogInfo.height + 64);
if (_dialogInfo.y < 16)
_dialogInfo.y = 16;
_dialogInfo.more = more;
if (luaMore)
strcpy(_dialogInfo.luaMore, luaMore);
g_hdb->_sound->playSound(SND_MOVE_SELECTION);
}
void Window::drawDialog() {
#if 0
_gfxTL->drawMasked(0, 0);
_gfxTM->drawMasked(_gfxTL->_width, 0);
_gfxTR->drawMasked(_gfxTL->_width + _gfxTM->_width, 0);
_gfxL->drawMasked(0, _gfxTL->_height);
_gfxM->drawMasked(_gfxL->_width, _gfxTL->_height);
_gfxR->drawMasked(_gfxL->_width + _gfxM->_width, _gfxTL->_height);
_gfxBL->drawMasked(0, _gfxTL->_height + _gfxL->_height);
_gfxBM->drawMasked(_gfxBL->_width, _gfxTL->_height + _gfxL->_height);
_gfxBR->drawMasked(_gfxBL->_width + _gfxBM->_width, _gfxTL->_height + _gfxL->_height);
#endif
if (g_hdb->getActionMode()) {
Tile *gfx2 = g_hdb->_ai->getPlayerWeaponGfx();
if (gfx2) {
int xOff = 40 * _pzInfo.active;
Tile *gfx = g_hdb->_ai->getPlayerWeaponSelGfx();
gfx->drawMasked(kWeaponX - xOff - 1, kWeaponY);
gfx2->drawMasked(kWeaponX - xOff, kWeaponY);
drawWeapon();
}
}
if (!_dialogInfo.active)
return;
bool guyTalking = !scumm_stricmp(_dialogInfo.title, "guy");
int w = _dialogInfo.width;
if (_dialogInfo.titleWidth > w)
w = _dialogInfo.titleWidth;
drawBorder(_dialogInfo.x, _dialogInfo.y, w, _dialogInfo.height, guyTalking);
int blocks;
if (!guyTalking) {
_gfxTitleL->drawMasked(_dialogInfo.x, _dialogInfo.y - 10);
blocks = _dialogInfo.titleWidth / 16;
for (int i = 0; i < blocks; i++)
_gfxTitleM->drawMasked(_dialogInfo.x + 16 * (i + 1), _dialogInfo.y - 10);
_gfxTitleR->drawMasked(_dialogInfo.x + (blocks + 1) * 16, _dialogInfo.y - 10);
} else {
_gGfxTitleL->drawMasked(_dialogInfo.x, _dialogInfo.y - 10);
blocks = _dialogInfo.titleWidth / 16;
for (int i = 0; i < blocks; i++)
_gGfxTitleM->drawMasked(_dialogInfo.x + 16 * (i + 1), _dialogInfo.y - 10);
_gGfxTitleR->drawMasked(_dialogInfo.x + (blocks + 1) * 16, _dialogInfo.y - 10);
}
int e1, e2, e3, e4;
g_hdb->_gfx->getTextEdges(&e1, &e2, &e3, &e4);
g_hdb->_gfx->setTextEdges(_dialogInfo.x + 10, 480, 0, kScreenHeight);
g_hdb->_gfx->setCursor(0, _dialogInfo.y - 7);
if (_dialogInfo.title)
g_hdb->_gfx->drawText(_dialogInfo.title);
g_hdb->_gfx->setTextEdges(_dialogInfo.x + 16, _dialogInfo.x + _dialogInfo.width - 16, 0, kScreenHeight);
g_hdb->_gfx->setCursor(0, _dialogInfo.y + 16);
if (_dialogInfo.string)
g_hdb->_gfx->drawText(_dialogInfo.string);
g_hdb->_gfx->setTextEdges(e1, e2, e3, e4);
}
void Window::closeDialog() {
if (_dialogInfo.active) {
g_hdb->_sound->playSound(SND_SWITCH_USE);
_dialogInfo.active = false;
_dialogDelay = 0;
if (_dialogInfo.luaMore[0] && !g_hdb->_ai->cinematicsActive())
g_hdb->_lua->callFunction(_dialogInfo.luaMore, 0);
}
}
bool Window::checkDialogClose(int x, int y) {
if (!_dialogInfo.active)
return false;
if (x >= _dialogInfo.x && x < _dialogInfo.x + _dialogInfo.width && y >= _dialogInfo.y && y < _dialogInfo.y + _dialogInfo.height) {
closeDialog();
return true;
}
// If Cinematics are on, we need to timeout instead of get a click
if (g_hdb->_ai->cinematicsActive()) {
if (_dialogDelay < g_hdb->getTimeSlice()) {
closeDialog();
_dialogDelay = 0;
return true;
}
}
return false;
}
void Window::drawBorder(int x, int y, int width, int height, bool guyTalking) {
int wide, high, i, j;
if (!guyTalking) {
wide = (width / 16) + 1;
high = height / 16;
for (j = 0; j < high; j++)
for (i = 0; i < wide; i++) {
// Top Line
if (!i && !j)
_gfxTL->drawMasked(x, y);
else if ((i == wide - 1) && !j)
_gfxTR->drawMasked(x + i * 16, y + j * 16);
else if (!j)
_gfxTM->drawMasked(x + i * 16, y + j * 16);
else {
// Bottom Lines
if ((j == high - 1) && !i)
_gfxBL->drawMasked(x + i * 16, y + j * 16);
else if ((j == high - 1) && (i == wide - 1))
_gfxBR->drawMasked(x + i * 16, y + j * 16);
else if ((j == high - 1) && i < wide)
_gfxBM->drawMasked(x + i * 16, y + j * 16);
else {
// Middle lines
if (!i && j < high)
_gfxL->drawMasked(x + i * 16, y + j * 16);
else if ((i == wide - 1) && j < high)
_gfxR->drawMasked(x + i * 16, y + j * 16);
else
// Most drawn = middle block
_gfxM->drawMasked(x + i * 16, y + j * 16);
}
}
}
} else {
wide = (width / 16) + 1;
high = height / 16;
for (j = 0; j < high; j++)
for (i = 0; i < wide; i++) {
// Top Line
if (!i && !j)
_gGfxTL->drawMasked(x, y);
else if ((i == wide - 1) && !j)
_gGfxTR->drawMasked(x + i * 16, y + j * 16);
else if (!j)
_gGfxTM->draw(x + i * 16, y + j * 16);
else {
// Bottom Lines
if ((j == high - 1) && !i)
_gGfxBL->drawMasked(x + i * 16, y + j * 16);
else if ((j == high - 1) && (i == wide - 1))
_gGfxBR->drawMasked(x + i * 16, y + j * 16);
else if ((j == high - 1) && i < wide)
_gGfxBM->draw(x + i * 16, y + j * 16);
else {
// Middle lines
if (!i && j < high)
_gGfxL->draw(x + i * 16, y + j * 16);
else if ((i == wide - 1) && j < high)
_gGfxR->draw(x + i * 16, y + j * 16);
else
// Most drawn = middle block
_gGfxM->draw(x + i * 16, y + j * 16);
}
}
}
}
}
void Window::setDialogDelay(int delay) {
_dialogDelay = g_system->getMillis() + 1000 * delay;
}
void Window::openDialogChoice(const char *title, const char *text, const char *func, int numChoices, const char *choices[10]) {
int width, height, titleWidth, titleHeight;
int e1, e2, e3, e4, i;
if (true == _dialogInfo.active)
return;
memset(&_dialogChoiceInfo, 0, sizeof(_dialogChoiceInfo));
strcpy(_dialogChoiceInfo.title, title);
strcpy(_dialogChoiceInfo.text, text);
strcpy(_dialogChoiceInfo.func, func);
_dialogChoiceInfo.numChoices = numChoices;
for (i = 0; i < numChoices; i++)
strcpy(_dialogChoiceInfo.choices[i], choices[i]);
_dialogChoiceInfo.active = true;
g_hdb->_gfx->getTextEdges(&e1, &e2, &e3, &e4);
g_hdb->_gfx->setTextEdges(kOpenDialogTextLeft, kOpenDialogTextRight, 0, 480);
g_hdb->_gfx->getDimensions(text, &width, &height);
g_hdb->_gfx->getDimensions(title, &titleWidth, &titleHeight);
for (i = 0; i < 10; i++)
if (choices[i]) {
int w, h;
g_hdb->_gfx->getDimensions(choices[i], &w, &h);
if (w > width)
width = w;
}
g_hdb->_gfx->setTextEdges(e1, e2, e3, e4);
_dialogChoiceInfo.textHeight = (height + 1) * 16;
_dialogChoiceInfo.height = (height + 2 + numChoices) * 16;
_dialogChoiceInfo.width = width + 48;
_dialogChoiceInfo.titleWidth = titleWidth;
_dialogChoiceInfo.x = (480 >> 1) - (_dialogChoiceInfo.width >> 1);
_dialogChoiceInfo.y = (kScreenHeight >> 1) - ((_dialogChoiceInfo.height >> 1) + 32);
if (_dialogChoiceInfo.y < 0)
_dialogChoiceInfo.y = 0;
_dialogChoiceInfo.selection = 0;
_dialogChoiceInfo.timeout = 0;
g_hdb->_sound->playSound(SND_MOVE_SELECTION);
}
void Window::drawDialogChoice() {
int e1, e2, e3, e4, blocks, i, w;
if (!_dialogChoiceInfo.active)
return;
// time out?
if (_dialogChoiceInfo.timeout && _dialogChoiceInfo.timeout < g_hdb->getTimeSlice()) {
closeDialogChoice();
return;
}
bool guyTalking = !scumm_stricmp(_dialogChoiceInfo.title, "guy");
w = _dialogChoiceInfo.width;
if (_dialogChoiceInfo.titleWidth > w)
w = _dialogChoiceInfo.titleWidth;
drawBorder(_dialogChoiceInfo.x, _dialogChoiceInfo.y, w, _dialogChoiceInfo.height, guyTalking);
if (!guyTalking) {
_gfxTitleL->drawMasked(_dialogChoiceInfo.x, _dialogChoiceInfo.y - 10);
blocks = _dialogChoiceInfo.titleWidth / 16;
for (i = 0; i < blocks; i++)
_gfxTitleM->drawMasked(_dialogChoiceInfo.x + 16 * (i + 1), _dialogChoiceInfo.y - 10);
_gfxTitleR->drawMasked(_dialogChoiceInfo.x + (blocks + 1) * 16, _dialogChoiceInfo.y - 10);
} else {
_gGfxTitleL->drawMasked(_dialogChoiceInfo.x, _dialogChoiceInfo.y - 10);
blocks = _dialogChoiceInfo.titleWidth / 16;
for (i = 0; i < blocks; i++)
_gGfxTitleM->drawMasked(_dialogChoiceInfo.x + 16 * (i + 1), _dialogChoiceInfo.y - 10);
_gGfxTitleR->drawMasked(_dialogChoiceInfo.x + (blocks + 1) * 16, _dialogChoiceInfo.y - 10);
}
g_hdb->_gfx->getTextEdges(&e1, &e2, &e3, &e4);
g_hdb->_gfx->setTextEdges(_dialogChoiceInfo.x + 10, kOpenDialogTextRight, 0, 480);
g_hdb->_gfx->setCursor(0, _dialogChoiceInfo.y - 7);
if (_dialogChoiceInfo.title)
g_hdb->_gfx->drawText(_dialogChoiceInfo.title);
g_hdb->_gfx->setTextEdges(_dialogChoiceInfo.x + 16, kOpenDialogTextRight, 0, 480);
g_hdb->_gfx->setCursor(0, _dialogChoiceInfo.y + 16);
if (_dialogChoiceInfo.text)
g_hdb->_gfx->drawText(_dialogChoiceInfo.text);
for (i = 0; i < _dialogChoiceInfo.numChoices; i++) {
g_hdb->_gfx->setCursor(_dialogChoiceInfo.x + 48, _dialogChoiceInfo.y + _dialogChoiceInfo.textHeight + 16 * i);
g_hdb->_gfx->drawText(_dialogChoiceInfo.choices[i]);
}
g_hdb->_gfx->setTextEdges(e1, e2, e3, e4);
_gfxHandright->drawMasked(_dialogChoiceInfo.x + 10, 4 + _dialogChoiceInfo.y + _dialogChoiceInfo.textHeight + 16 * _dialogChoiceInfo.selection);
}
void Window::closeDialogChoice() {
if (_dialogChoiceInfo.active) {
_dialogChoiceInfo.active = false;
g_hdb->_lua->pushFunction(_dialogChoiceInfo.func);
g_hdb->_lua->pushInt(_dialogChoiceInfo.selection);
g_hdb->_lua->call(1, 0);
g_hdb->_sound->playSound(SND_SWITCH_USE);
}
}
bool Window::checkDialogChoiceClose(int x, int y) {
if (!_dialogChoiceInfo.active || _dialogChoiceInfo.timeout)
return false;
if (x >= _dialogChoiceInfo.x && x < _dialogChoiceInfo.x + _dialogChoiceInfo.width &&
y >= _dialogChoiceInfo.y + _dialogChoiceInfo.textHeight && y < _dialogChoiceInfo.y + _dialogChoiceInfo.textHeight + _dialogChoiceInfo.numChoices * 16) {
g_hdb->_sound->playSound(SND_SWITCH_USE);
_dialogChoiceInfo.selection = (y - (_dialogChoiceInfo.y + _dialogChoiceInfo.textHeight)) >> 4;
_dialogChoiceInfo.timeout = g_hdb->getTimeSlice() + 500;
return true;
}
return false;
}
void Window::dialogChoiceMoveup() {
_dialogChoiceInfo.selection--;
if (_dialogChoiceInfo.selection < 0)
_dialogChoiceInfo.selection = _dialogChoiceInfo.numChoices - 1;
g_hdb->_sound->playSound(SND_MOVE_SELECTION);
}
void Window::dialogChoiceMovedown() {
_dialogChoiceInfo.selection++;
if (_dialogChoiceInfo.selection >= _dialogChoiceInfo.numChoices)
_dialogChoiceInfo.selection = 0;
g_hdb->_sound->playSound(SND_MOVE_SELECTION);
}
void Window::openMessageBar(const char *title, int time) {
int width, height;
int e1, e2, e3, e4;
// is the messagebar already up? if so, add this msg to the queue
if (_msgInfo.active) {
if (_numMsgQueue < kMaxMsgQueue) {
int i;
if (!scumm_stricmp(_msgInfo.title, title))
return;
for (i = 0; i < _numMsgQueue; i++)
if (!scumm_stricmp(_msgQueueStr[i], title))
return;
strcpy(_msgQueueStr[_numMsgQueue], title);
_msgQueueWait[_numMsgQueue] = time;
_numMsgQueue++;
}
return;
}
memset(&_msgInfo, 0, sizeof(_msgInfo));
_msgInfo.timer = (time * kGameFPS);
strcpy(_msgInfo.title, title);
g_hdb->_gfx->getTextEdges(&e1, &e2, &e3, &e4);
g_hdb->_gfx->setTextEdges(kDialogTextLeft, kDialogTextRight, 0, 480);
g_hdb->_gfx->getDimensions(title, &width, &height);
g_hdb->_gfx->setTextEdges(e1, e2, e3, e4);
_msgInfo.height = (height + 2) * 16;
_msgInfo.width = width + 32;
_msgInfo.x = (480 >> 1) - (_msgInfo.width >> 1);
_msgInfo.active = true;
}
void Window::drawMessageBar() {
int xx, py, my;
int e1, e2, e3, e4;
// if msgbar's not up OR inventory is up, exit
if (!_msgInfo.active || _invWinInfo.active || _dialogInfo.active)
return;
g_hdb->_ai->getPlayerXY(&xx, &py); // don't care about the x
g_hdb->_map->getMapXY(&xx, &my);
_msgInfo.y = (py - my) - _msgInfo.height - 64; // put msgbar directly above player
if (_msgInfo.y < _msgInfo.height)
_msgInfo.y = (py - my) + 40; // if at top, but it directly below
drawBorder(_msgInfo.x, _msgInfo.y, _msgInfo.width, _msgInfo.height, false);
g_hdb->_gfx->getTextEdges(&e1, &e2, &e3, &e4);
g_hdb->_gfx->setTextEdges(_msgInfo.x + 16, _msgInfo.x + _msgInfo.width - 16, 0, 320);
g_hdb->_gfx->setCursor(_msgInfo.x + 16, _msgInfo.y + 16);
g_hdb->_gfx->drawText(_msgInfo.title);
g_hdb->_gfx->setTextEdges(e1, e2, e3, e4);
//
// time to go away? see if we have any more msgs in the queue...
//
if (_msgInfo.timer-- < 1)
nextMsgQueued();
}
bool Window::checkMsgClose(int x, int y) {
if (x >= _msgInfo.x && x < _msgInfo.x + _msgInfo.width &&
y >= _msgInfo.y && y < _msgInfo.y + _msgInfo.height) {
closeMsg();
return true;
}
return false;
}
void Window::nextMsgQueued() {
int xx; // frameskip COULD be 0!
int width, height;
int e1, e2, e3, e4;
if (!_numMsgQueue) {
_msgInfo.active = false;
return;
}
strcpy(_msgInfo.title, _msgQueueStr[0]);
_msgInfo.timer = (_msgQueueWait[0] * kGameFPS);
g_hdb->_gfx->getTextEdges(&e1, &e2, &e3, &e4);
g_hdb->_gfx->setTextEdges(kDialogTextLeft, kDialogTextRight, 0, 480);
g_hdb->_gfx->getDimensions(_msgInfo.title, &width, &height);
g_hdb->_gfx->setTextEdges(e1, e2, e3, e4);
_msgInfo.height = (height + 2) * 16;
_msgInfo.width = width + 32;
_msgInfo.x = (480 >> 1) - (_msgInfo.width >> 1);
_msgInfo.y = (kScreenHeight >> 2) - (_msgInfo.height >> 1);
for (xx = 0; xx < _numMsgQueue - 1; xx++)
{
strcpy(_msgQueueStr[xx], _msgQueueStr[xx + 1]);
_msgQueueWait[xx] = _msgQueueWait[xx + 1];
}
_numMsgQueue--;
_msgInfo.active = true;
}
void Window::closeMsg() {
nextMsgQueued();
g_hdb->_sound->playSound(SND_DIALOG_CLOSE);
}
void Window::drawInventory() {
int baseX, drawX, drawY;
// static uint32 timer = g_hdb->getTimeSlice() + 300; // unused
AIEntity *e, *sel;
char string[8];
int gems, mstones;
// INFOBAR blit - only once per frame
// note: if 2, don't draw ANY info at all
if (_infobarDimmed > 1)
return;
_gfxInfobar->draw(kScreenWidth - _gfxInfobar->_width, 0);
baseX = drawX = _invWinInfo.x;
drawY = _invWinInfo.y;
// Draw Inv Items
sel = NULL;
if (_invWinInfo.selection >= g_hdb->_ai->getInvAmount())
_invWinInfo.selection = g_hdb->_ai->getInvAmount();
for (int inv = 0; inv < g_hdb->_ai->getInvAmount(); inv++) {
e = g_hdb->_ai->getInvItem(inv);
if (inv == _invWinInfo.selection)
sel = e;
e->standdownGfx[0]->drawMasked(drawX, drawY);
drawX += kInvItemSpaceX;
if (drawX >= baseX + (kInvItemSpaceX * kInvItemPerLine)) {
drawX = baseX;
drawY += kInvItemSpaceY;
}
}
// Draw the Gem
drawY = _invWinInfo.y + kInvItemSpaceY * 4 - 8;
drawX = baseX - 8;
_gemGfx->drawMasked(drawX, drawY);
// Draw the Gem Amount
gems = g_hdb->_ai->getGemAmount();
sprintf(string, "%d", gems);
g_hdb->_gfx->setCursor(drawX + 32, drawY + 8);
g_hdb->_gfx->drawText(string);
// Draw the mini monkeystone
mstones = g_hdb->_ai->getMonkeystoneAmount();
if (mstones) {
drawX = baseX + kInvItemSpaceX * 2 - 8;
_mstoneGfx->drawMasked(drawX, drawY + 8);
// Draw the monkeystone amount
sprintf(string, "%d", mstones);
g_hdb->_gfx->setCursor(drawX + 28, drawY + 8);
g_hdb->_gfx->drawText(string);
}
// If you have an inventory, draw the selection cursor
if (g_hdb->_ai->getInvAmount()) {
if (_invWinInfo.selection < 0)
_invWinInfo.selection = 0;
// Draw the Inventory Select Cursor
drawX = baseX + (_invWinInfo.selection % kInvItemPerLine) * kInvItemSpaceX;
drawY = _invWinInfo.y + (_invWinInfo.selection / kInvItemPerLine) * kInvItemSpaceY;
_gfxInvSelect->drawMasked(drawX, drawY);
if (sel) {
int centerX = baseX - 4 + (kScreenWidth - baseX) / 2;
drawY = _invWinInfo.y + (kInvItemSpaceY * 4) + 16;
g_hdb->_gfx->setCursor(centerX - g_hdb->_gfx->stringLength(sel->printedName) / 2, drawY);
g_hdb->_gfx->drawText(sel->printedName);
}
}
}
void Window::checkInvSelect(int x, int y) {
if (x >= _invWinInfo.x && x < _invWinInfo.x + _invWinInfo.width && y >= _invWinInfo.y && y < _invWinInfo.y + _invWinInfo.height) {
int xc = (x - _invWinInfo.x) / kInvItemSpaceX;
int yc = (y - _invWinInfo.y) / kInvItemSpaceY;
if (yc * kInvItemPerLine + xc > g_hdb->_ai->getInvAmount())
return;
_invWinInfo.selection = yc * kInvItemPerLine + xc;
// If this is a weapon, choose it
AIType t = g_hdb->_ai->getInvItemType(_invWinInfo.selection);
switch (t) {
case ITEM_CLUB:
case ITEM_ROBOSTUNNER:
case ITEM_SLUGSLINGER:
chooseWeapon(t);
if (t == ITEM_CLUB)
g_hdb->_sound->playSound(SND_GET_CLUB);
else if (t == ITEM_ROBOSTUNNER)
g_hdb->_sound->playSound(SND_GET_STUNNER);
else if (t == ITEM_SLUGSLINGER)
g_hdb->_sound->playSound(SND_GET_SLUG);
return;
default:
break;
}
g_hdb->_sound->playSound(SND_POP);
}
return;
}
void Window::openDeliveries(bool animate) {
DlvEnt *d;
// Load Gfx
for (int i = 0; i < g_hdb->_ai->getDeliveriesAmount(); i++) {
d = g_hdb->_ai->getDeliveryItem(i);
if (d->itemGfxName[0])
d->itemGfx = g_hdb->_gfx->loadTile(d->itemGfxName);
if (d->destGfxName[0])
d->destGfx = g_hdb->_gfx->loadTile(d->destGfxName);
}
g_hdb->_sound->playSound(SND_POP);
_dlvsInfo.animate = animate;
_dlvsInfo.delay1 = g_hdb->getTimeSlice() + 500;
_dlvsInfo.go1 = _dlvsInfo.go2 = _dlvsInfo.go3 = false;
if (animate) {
_dlvsInfo.go1 = true;
_dlvsInfo.selected = g_hdb->_ai->getDeliveriesAmount() - 1;
}
// Make sure cursor isn't on an empty delivery
if (_dlvsInfo.selected >= g_hdb->_ai->getDeliveriesAmount())
_dlvsInfo.selected = g_hdb->_ai->getDeliveriesAmount() - 1;
}
void Window::drawDeliveries() {
int baseX, drawX, drawY;
DlvEnt *d;
//static uint32 timer = g_hdb->getTimeSlice() + 300; //unused
int crazySounds[kNumCrazy] = {
SND_GUI_INPUT,
SND_MAIL_PROCESS,
SND_MONKEY_OOHOOH,
SND_GET_GEM,
SND_MENU_ACCEPT,
SND_MENU_BACKOUT,
SND_MENU_SLIDER,
SND_DIALOG_CLOSE,
SND_POP,
SND_SPLASH,
SND_CHICKEN_AMBIENT,
SND_SWITCH_USE,
SND_BARREL_EXPLODE,
SND_BARREL_MELTING,
SND_MOVE_SELECTION,
SND_NOTICE,
SND_DIALOG_OPEN,
SND_TOUCHPLATE_CLICK,
SND_MBOT_HYEAH,
SND_MBOT_YEAH,
SND_MBOT_WHISTLE1,
SND_CLUB_MISS,
SND_CLUB_HIT_METAL,
SND_CLUB_HIT_FLESH,
SND_FROG_LICK,
SND_ROBOT_STUNNED,
SND_BRIDGE_EXTEND,
SND_BRIDGE_END,
SND_AIRLOCK_CLOSE,
SND_FART,
SND_FART2,
SND_GEM_THROW,
SND_INV_SELECT,
SND_INFOCOMP,
SND_CLOCK_BONK,
SND_GET_GOO,
SND_MANNY_CRASH
};
if (_infobarDimmed > 1)
return;
baseX = drawX = _dlvsInfo.x;
drawY = _dlvsInfo.y;
if (_dlvsInfo.selected >= g_hdb->_ai->getDeliveriesAmount())
_dlvsInfo.selected = g_hdb->_ai->getDeliveriesAmount() - 1;
// Draw Delivery Items
int inv;
for (inv = 0; inv < g_hdb->_ai->getDeliveriesAmount(); inv++) {
int centerX = baseX + (kScreenWidth - baseX) / 2;
d = g_hdb->_ai->getDeliveryItem(inv);
if (_dlvsInfo.animate && inv == g_hdb->_ai->getDeliveriesAmount() - 1) {
if (_dlvsInfo.go1) {
if (_dlvsInfo.delay1 < g_hdb->getTimeSlice()) {
// Draw Item
_gfxIndent->draw(drawX, drawY);
d->itemGfx->drawMasked(drawX, drawY);
g_hdb->_gfx->setCursor(centerX - g_hdb->_gfx->stringLength(d->itemTextName) / 2, kDlvItemTextY);
g_hdb->_gfx->drawText(d->itemTextName);
if (!_dlvsInfo.go2) {
_dlvsInfo.go2 = true;
_dlvsInfo.delay2 = g_hdb->getTimeSlice() + 500;
g_hdb->_sound->playSound(crazySounds[g_hdb->_rnd->getRandomNumber(kNumCrazy - 1)]);
}
}
}
if (_dlvsInfo.go2) {
if (_dlvsInfo.delay2 < g_hdb->getTimeSlice()) {
// Draw TO
_gfxArrowTo->drawMasked(_dlvsInfo.x + kDlvItemSpaceX * _dlvsInfo.selected + 8, drawY + kTileHeight);
g_hdb->_gfx->setCursor(centerX - g_hdb->_gfx->stringLength("to") / 2, kDlvItemTextY + 12);
g_hdb->_gfx->drawText("to");
if (!_dlvsInfo.go3) {
_dlvsInfo.go3 = true;
_dlvsInfo.delay3 = g_hdb->getTimeSlice() + 500;
g_hdb->_sound->playSound(crazySounds[g_hdb->_rnd->getRandomNumber(kNumCrazy - 1)]);
}
}
}
if (_dlvsInfo.go3) {
if (_dlvsInfo.delay3 < g_hdb->getTimeSlice()) {
// Draw Delivery
_gfxIndent->draw(drawX, drawY + kTileHeight + 16);
d->destGfx->drawMasked(drawX, drawY + kTileHeight + 16);
g_hdb->_gfx->setCursor(centerX - (g_hdb->_gfx->stringLength(d->destTextName) + g_hdb->_gfx->stringLength("to")) / 2, kDlvItemTextY + 12);
g_hdb->_gfx->drawText("to ");
g_hdb->_gfx->drawText(d->destTextName);
g_hdb->_sound->playSound(crazySounds[g_hdb->_rnd->getRandomNumber(kNumCrazy - 1)]);
_dlvsInfo.animate = false;
}
}
} else {
// Draw Item
_gfxIndent->draw(drawX, drawY);
d->itemGfx->drawMasked(drawX, drawY);
// Draw Delivery
_gfxIndent->draw(drawX, drawY + kTileHeight + 16);
d->destGfx->drawMasked(drawX, drawY + kTileHeight + 16);
if (!_dlvsInfo.animate && inv == _dlvsInfo.selected) {
g_hdb->_gfx->setCursor(centerX - g_hdb->_gfx->stringLength(d->itemTextName)/2, kDlvItemTextY);
g_hdb->_gfx->drawText(d->itemTextName);
g_hdb->_gfx->setCursor(centerX - (g_hdb->_gfx->stringLength(d->destTextName) + g_hdb->_gfx->stringLength("to ")) / 2, kDlvItemTextY + 12);
g_hdb->_gfx->drawText("to ");
g_hdb->_gfx->drawText(d->destTextName);
}
drawX += kDlvItemSpaceX;
if (drawX >= kScreenWidth) {
drawX = baseX;
drawY += kDlvItemSpaceY + 8;
}
}
}
// Draw "No Deliveries" or the arrow that points to the currently selected one
if (!inv) {
g_hdb->_gfx->setCursor(baseX + 16, _dlvsInfo.y);
g_hdb->_gfx->drawText("No Deliveries");
} else if (!_dlvsInfo.animate) {
int dx, dy, rowtwo;
rowtwo = _dlvsInfo.selected > 2;
dx = 8 + _dlvsInfo.x + kDlvItemSpaceX * (_dlvsInfo.selected % 3);
dy = _dlvsInfo.y + kTileHeight + (kDlvItemSpaceY + 8) * rowtwo;
_gfxArrowTo->drawMasked(dx, dy);
}
// If the infobar is dimmed out, this where we dim the whole thing
if (_infobarDimmed) {
for (int j = 0; j < kScreenHeight; j += kTileHeight) {
for (int i = (kScreenWidth - _gfxInfobar->_width); i < kScreenWidth; i += kTileWidth)
_gfxDarken->drawMasked(i, j);
}
}
}
void Window::setSelectedDelivery(int which) {
_dlvsInfo.selected = which;
g_hdb->_sound->playSound(SND_MENU_SLIDER);
}
void Window::checkDlvSelect(int x, int y) {
int xc, yc;
if (_dlvsInfo.animate)
return;
int amt = g_hdb->_ai->getDeliveriesAmount();
// Click on a Delivery to select it for inspection?
if (x >= _dlvsInfo.x && x < _dlvsInfo.x + _dlvsInfo.width && y >= _dlvsInfo.y && y < _dlvsInfo.y + _dlvsInfo.height) {
xc = (x - _dlvsInfo.x) / kDlvItemSpaceX;
yc = (y - _dlvsInfo.y) / kDlvItemSpaceY;
int value = yc * kDlvItemPerLine + xc;
if (value < amt)
setSelectedDelivery(value);
}
}
void Window::drawTryAgain() {
if (!g_hdb->_ai->playerDead())
return;
if (NULL == _gfxTry) {
_gfxTry = g_hdb->_gfx->loadPic(GAME_TRY);
_gfxAgain = g_hdb->_gfx->loadPic(GAME_AGAIN);
_gfxLevelRestart = g_hdb->_gfx->loadPic(GAME_TA_LEVELRESTART);
_tryAgainInfo.y1 = kTryY1;
_tryAgainInfo.y2 = kTryY2;
_tryAgainInfo.x1 = 480 / 2 - _gfxTry->_width / 2;;
_tryAgainInfo.x2 = 480 / 2 - _gfxAgain->_width / 2;
}
int xv = g_hdb->_rnd->getRandomNumber(3) - 2, yv = g_hdb->_rnd->getRandomNumber(3) - 2;
_gfxTry->drawMasked((int)_tryAgainInfo.x1 + xv, (int)_tryAgainInfo.y1 + yv);
_gfxAgain->drawMasked((int)_tryAgainInfo.x2 + yv, (int)_tryAgainInfo.y2 + xv);
_gfxLevelRestart->drawMasked((int)(480 / 2 - _gfxLevelRestart->_width + xv), kTryRestartY + yv);
}
void Window::clearTryAgain() {
delete _gfxTry;
delete _gfxAgain;
delete _gfxLevelRestart;
_gfxTry = _gfxAgain = _gfxLevelRestart = NULL;
}
void Window::loadPanicZoneGfx() {
_pzInfo.gfxPanic = g_hdb->_gfx->loadPic(PANIC_PANIC);
_pzInfo.gfxZone = g_hdb->_gfx->loadPic(PANIC_ZONE);
_pzInfo.gfxFace[0] = g_hdb->_gfx->loadPic(PANIC_POINTER1);
_pzInfo.gfxFace[1] = g_hdb->_gfx->loadPic(PANIC_POINTER2);
_pzInfo.gfxNumber[0] = g_hdb->_gfx->loadPic(PANIC_NUM0);
_pzInfo.gfxNumber[1] = g_hdb->_gfx->loadPic(PANIC_NUM1);
_pzInfo.gfxNumber[2] = g_hdb->_gfx->loadPic(PANIC_NUM2);
_pzInfo.gfxNumber[3] = g_hdb->_gfx->loadPic(PANIC_NUM3);
_pzInfo.gfxNumber[4] = g_hdb->_gfx->loadPic(PANIC_NUM4);
_pzInfo.gfxNumber[5] = g_hdb->_gfx->loadPic(PANIC_NUM5);
_pzInfo.gfxNumber[6] = g_hdb->_gfx->loadPic(PANIC_NUM6);
_pzInfo.gfxNumber[7] = g_hdb->_gfx->loadPic(PANIC_NUM7);
_pzInfo.gfxNumber[8] = g_hdb->_gfx->loadPic(PANIC_NUM8);
_pzInfo.gfxNumber[9] = g_hdb->_gfx->loadPic(PANIC_NUM9);
}
void Window::drawPanicZone() {
int xx, yy;
if (!_pzInfo.active)
return;
switch (_pzInfo.sequence) {
// Wait before displaying PANIC ZONE
case PANICZONE_TIMER:
_pzInfo.timer--;
if (!_pzInfo.timer) {
_pzInfo.sequence++;
g_hdb->_sound->playSound(SND_PANIC);
}
break;
// Move PANIC ZONE to screen center
case PANICZONE_START:
xx = g_hdb->_rnd->getRandomNumber(9) - 5;
yy = g_hdb->_rnd->getRandomNumber(9) - 5;
_pzInfo.x1 += _pzInfo.xv;
_pzInfo.y1++;
_pzInfo.x2 += _pzInfo.yv;
_pzInfo.y2--;
if (_pzInfo.x1 > kPanicXStop) {
_pzInfo.timer = 30;
_pzInfo.sequence++;
}
_pzInfo.gfxPanic->drawMasked(_pzInfo.x1 + xx, _pzInfo.y1 + yy);
_pzInfo.gfxZone->drawMasked(_pzInfo.x2 + yy, _pzInfo.y2 + xx);
break;
case PANICZONE_TITLESTOP:
xx = g_hdb->_rnd->getRandomNumber(9) - 5;
yy = g_hdb->_rnd->getRandomNumber(9) - 5;
_pzInfo.gfxPanic->drawMasked(_pzInfo.x1 + xx, _pzInfo.y1 + yy);
_pzInfo.gfxZone->drawMasked(_pzInfo.x2 + yy, _pzInfo.y2 + xx);
_pzInfo.timer--;
if (!_pzInfo.timer) {
_pzInfo.sequence++;
}
break;
case PANICZONE_BLASTOFF:
xx = g_hdb->_rnd->getRandomNumber(9) - 5;
yy = g_hdb->_rnd->getRandomNumber(9) - 5;
_pzInfo.y1 -= 10;
_pzInfo.y2 += 10;
_pzInfo.gfxPanic->drawMasked(_pzInfo.x1 + xx, _pzInfo.y1 + yy);
_pzInfo.gfxZone->drawMasked(_pzInfo.x2 + yy, _pzInfo.y2 + xx);
if (_pzInfo.y1 < -_pzInfo.gfxPanic->_height &&
_pzInfo.y2 > kScreenHeight) {
g_hdb->_sound->playSound(SND_PANIC_COUNT);
_pzInfo.sequence++;
_pzInfo.timer = 30 + g_hdb->getTime();
}
break;
case PANICZONE_COUNTDOWN:
{
static int last_seconds = 0, seconds = 0;
_pzInfo.gfxFace[seconds & 1]->drawMasked(kPanicZoneFaceX, kPanicZoneFaceY);
// make knocking timer sound
if (last_seconds != seconds)
g_hdb->_sound->playSound(SND_PANIC_COUNT);
last_seconds = seconds;
seconds = _pzInfo.timer - g_hdb->getTime();
if (seconds >= 10) {
_pzInfo.gfxNumber[seconds / 10]->drawMasked(kPanicZoneFaceX, kPanicZoneFaceY + 32);
_pzInfo.gfxNumber[seconds % 10]->drawMasked(kPanicZoneFaceX + 16, kPanicZoneFaceY + 32);
} else
_pzInfo.gfxNumber[seconds]->drawMasked(kPanicZoneFaceX + 8, kPanicZoneFaceY + 32);
// time until death!
if (!seconds) {
// dead
g_hdb->_ai->killPlayer(DEATH_PANICZONE);
_pzInfo.active = false;
return;
}
}
break;
}
}
void Window::startPanicZone() {
_pzInfo.active = true;
_pzInfo.sequence = PANICZONE_TIMER;
// load PANIC ZONE gfx if they aren't loaded
if (!_pzInfo.gfxPanic)
loadPanicZoneGfx();
_pzInfo.x1 = -(_pzInfo.gfxPanic->_width + 5);
_pzInfo.y1 = (kScreenHeight / 4) - (_pzInfo.gfxPanic->_height >> 1);
_pzInfo.x2 = 480 + (_pzInfo.gfxZone->_width >> 1);
_pzInfo.y2 = (kScreenHeight / 4) * 3 - (_pzInfo.gfxZone->_height >> 1);
_pzInfo.xv = 10; // horizontal speed
_pzInfo.yv = -12; // vertical speed
_pzInfo.timer = 30; // 30 seconds to get out!
}
void Window::stopPanicZone() {
_pzInfo.active = false;
}
void Window::textOut(const char *text, int x, int y, int timer) {
TOut *t = new TOut;
t->x = x;
t->y = y;
strcpy(t->text, text);
t->timer = g_system->getMillis() + (uint32)(timer << 4);
if (x < 0) {
int pw, lines;
g_hdb->_gfx->getDimensions(t->text, &pw, &lines);
t->x = kTextOutCenterX - pw / 2;
}
_textOutList.push_back(t);
}
void Window::centerTextOut(const char *text, int y, int timer) {
int width, lines;
g_hdb->_gfx->getDimensions(text, &width, &lines);
textOut(text, kTextOutCenterX - ((width - 8) >> 1), y, timer);
}
void Window::drawTextOut() {
int e1, e2, e3, e4;
uint32 time;
TOut *t;
if (_textOutList.empty())
return;
g_hdb->_gfx->getTextEdges(&e1, &e2, &e3, &e4);
g_hdb->_gfx->setTextEdges(0, 480, 0, kScreenHeight);
time = g_system->getMillis();
for (uint i = 0; i < _textOutList.size(); i++) {
t = _textOutList[i];
g_hdb->_gfx->setCursor(t->x, t->y);
g_hdb->_gfx->drawText(t->text);
if (t->timer < time) {
_textOutList.remove_at(i);
i--;
}
}
g_hdb->_gfx->setTextEdges(e1, e2, e3, e4);
}
void Window::closeTextOut() {
_textOutList.clear();
}
} // End of Namespace