scummvm/saga/interface.cpp
Torbjörn Andersson 055231181e Removed unused variable.
svn-id: r16515
2005-01-10 07:42:43 +00:00

795 lines
19 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004-2005 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
// Game interface module
#include "saga/saga.h"
#include "saga/gfx.h"
#include "saga/actor.h"
#include "saga/console.h"
#include "saga/font.h"
#include "saga/objectmap.h"
#include "saga/objectdata.h"
#include "saga/rscfile_mod.h"
#include "saga/scene.h"
#include "saga/script.h"
#include "saga/sprite.h"
#include "saga/interface.h"
namespace Saga {
static VERB_DATA I_VerbData[] = {
{I_VERB_WALKTO, "verb_walkto", "Walk to", kVerbWalkTo},
{I_VERB_LOOKAT, "verb_lookat", "Look at", kVerbLookAt},
{I_VERB_PICKUP, "verb_pickup", "Pick up", kVerbPickup},
{I_VERB_TALKTO, "verb_talkto", "Talk to", kVerbSpeakTo},
{I_VERB_OPEN, "verb_open", "Open", kVerbOpen},
{I_VERB_CLOSE, "verb_close", "Close", kVerbClose},
{I_VERB_USE, "verb_use", "Use", kVerbUse},
{I_VERB_GIVE, "verb_give", "Give", kVerbGive}
};
static INTERFACE_DESC ITE_interface = {
ITE_STATUS_Y,
ITE_STATUS_W,
ITE_STATUS_H,
ITE_STATUS_TEXT_Y,
ITE_STATUS_TXTCOL,
ITE_STATUS_BGCOL,
ITE_CMD_TEXT_COL,
ITE_CMD_TEXT_SHADOWCOL,
ITE_CMD_TEXT_HILITECOL,
COMMAND_DEFAULT_BUTTON,
ITE_LPORTRAIT_X,
ITE_LPORTRAIT_Y,
ITE_RPORTRAIT_X,
ITE_RPORTRAIT_Y,
ITE_INVENTORY_XSTART,
ITE_INVENTORY_YSTART,
ITE_INVENTORY_ROWS,
ITE_INVENTORY_COLUMNS,
ITE_INVENTORY_ICON_WIDTH,
ITE_INVENTORY_ICON_HEIGHT,
ITE_INVENTORY_ICON_XOFFSET,
ITE_INVENTORY_ICON_YOFFSET,
ITE_INVENTORY_XSPACING,
ITE_INVENTORY_YSPACING
};
static InterfaceButton ITEMainPanel[] = {
{5, 4, 46, 47, "Portrait", 0, 0, BUTTON_NONE, 0}, //TODO: remove?
// "Walk To" and "Talk To" share button sprites
{52, 4, 109, 14, "Walk To", 1, 2, BUTTON_VERB, I_VERB_WALKTO},
{52, 15, 109, 25, "Look At", 3, 4, BUTTON_VERB, I_VERB_LOOKAT},
{52, 26, 109, 36, "Pick Up", 5, 6, BUTTON_VERB, I_VERB_PICKUP},
{52, 37, 109, 47, "Talk To", 1, 2, BUTTON_VERB, I_VERB_TALKTO},
{110, 4, 166, 14, "Open", 7, 8, BUTTON_VERB, I_VERB_OPEN},
{110, 15, 166, 25, "Close", 9, 10, BUTTON_VERB, I_VERB_CLOSE},
{110, 26, 166, 36, "Use", 11, 12, BUTTON_VERB, I_VERB_USE},
{110, 37, 166, 47, "Give", 13, 14, BUTTON_VERB, I_VERB_GIVE},
{181, 6, 206, 24, "Inv1", 0, 0, BUTTON_NONE, 0},
{213, 6, 240, 24, "Inv2", 0, 0, BUTTON_NONE, 0},
{245, 6, 272, 24, "Inv3", 0, 0, BUTTON_NONE, 0},
{277, 6, 304, 24, "Inv4", 0, 0, BUTTON_NONE, 0},
{181, 27, 208, 45, "Inv5", 0, 0, BUTTON_NONE, 0},
{213, 27, 240, 45, "Inv6", 0, 0, BUTTON_NONE, 0},
{245, 27, 272, 45, "Inv7", 0, 0, BUTTON_NONE, 0},
{277, 27, 304, 45, "Inv8", 0, 0, BUTTON_NONE, 0},
{306, 6, 314, 11, "InvUp", 0, 0, BUTTON_NONE, 0},
{306, 41, 314, 45, "InvDown", 0, 0, BUTTON_NONE, 0}
};
static INTERFACE_DESC IHNM_interface = {
IHNM_STATUS_Y,
IHNM_STATUS_W,
IHNM_STATUS_H,
IHNM_STATUS_TEXT_Y,
IHNM_STATUS_TXTCOL,
IHNM_STATUS_BGCOL,
IHNM_CMD_TEXT_COL,
IHNM_CMD_TEXT_SHADOWCOL,
IHNM_CMD_TEXT_HILITECOL,
COMMAND_DEFAULT_BUTTON,
IHNM_LPORTRAIT_X,
IHNM_LPORTRAIT_Y,
IHNM_RPORTRAIT_X,
IHNM_RPORTRAIT_Y,
IHNM_INVENTORY_XSTART,
IHNM_INVENTORY_YSTART,
IHNM_INVENTORY_ROWS,
IHNM_INVENTORY_COLUMNS,
IHNM_INVENTORY_ICON_WIDTH,
IHNM_INVENTORY_ICON_HEIGHT,
IHNM_INVENTORY_ICON_XOFFSET,
IHNM_INVENTORY_ICON_YOFFSET,
IHNM_INVENTORY_XSPACING,
IHNM_INVENTORY_YSPACING
};
static InterfaceButton IHNMMainPanel[] = {
{5, 4, 46, 47, "Portrait", 0, 0, 0, 0}
};
int Interface::registerLang(void) {
#if 0
size_t i;
for (i = 0; i < ARRAYSIZE(I_VerbData); i++) {
if (CVAR_Register_S(I_VerbData[i].verb_str,
I_VerbData[i].verb_cvar,
NULL, CVAR_CFG, VERB_STRLIMIT) != SUCCESS) {
return FAILURE;
}
assert(CVAR_Find(I_VerbData[i].verb_cvar) != NULL);
}
#endif
return SUCCESS;
}
Interface::Interface(SagaEngine *vm) : _vm(vm), _initialized(false) {
int result;
if (_initialized) {
return;
}
_iThread = _vm->_script->SThreadCreate();
if (_iThread == NULL) {
warning("Interface::Interface(): Error creating script thread for game interface module");
return;
}
// Load interface module resource file context
_interfaceContext = _vm->getFileContext(GAME_RESOURCEFILE, 0);
if (_interfaceContext == NULL) {
return;
}
// Initialize interface data by game type
if (_vm->_gameType == GType_ITE) {
// Load Inherit the Earth interface desc
_mainPanel.buttons = ITEMainPanel;
_mainPanel.nbuttons = ARRAYSIZE(ITEMainPanel);
_iDesc = ITE_interface;
} else if (_vm->_gameType == GType_IHNM) {
// Load I Have No Mouth interface desc
_mainPanel.buttons = IHNMMainPanel;
_mainPanel.nbuttons = ARRAYSIZE(IHNMMainPanel);
_iDesc = IHNM_interface;
} else {
return;
}
// Load command panel resource
result = RSC_LoadResource(_interfaceContext, _vm->getResourceDescription()->command_panel_rn, &_mainPanel.res, &_mainPanel.res_len);
if (result != SUCCESS) {
return;
}
// Load dialogue panel resource
result = RSC_LoadResource(_interfaceContext, _vm->getResourceDescription()->dialogue_panel_rn, &_conversePanel.res, &_conversePanel.res_len);
if (result != SUCCESS) {
return;
}
if (_vm->_sprite->loadList(RID_ITE_COMMAND_BUTTONSPRITES, _mainPanel.sprites) != SUCCESS) {
error("Unable to load sprite list");
}
if (_vm->_sprite->loadList(RID_ITE_DEFAULT_PORTRAITS, _defPortraits) != SUCCESS) {
error("Unable to load sprite list");
}
_vm->decodeBGImage(_mainPanel.res, _mainPanel.res_len, &_mainPanel.img,
&_mainPanel.img_len, &_mainPanel.img_w, &_mainPanel.img_h);
_vm->decodeBGImage(_conversePanel.res, _conversePanel.res_len,
&_conversePanel.img, &_conversePanel.img_len,
&_conversePanel.img_w, &_conversePanel.img_h);
_mainPanel.x = 0;
_mainPanel.y = 149;
_conversePanel.x = 0;
_conversePanel.y = 149;
_mainPanel.set_button = COMMAND_DEFAULT_BUTTON;
_leftPortrait = 0;
_rightPortrait = 0;
_activeVerb = I_VERB_WALKTO;
_active = false;
_panelMode = _lockedMode = kPanelNull;
_savedMode = -1;
_inMainMode = false;
*_statusText = 0;
_inventoryCount = 0;
_inventorySize = ITE_INVENTORY_SIZE;
_inventory = (uint16 *)calloc(_inventorySize, sizeof(uint16));
if (_inventory == NULL) {
return;
}
_initialized = true;
}
Interface::~Interface(void) {
free(_inventory);
_mainPanel.sprites.freeMem();
_defPortraits.freeMem();
_scenePortraits.freeMem();
_initialized = false;
}
int Interface::activate() {
if (!_active) {
_active = true;
_vm->_script->_skipSpeeches = false;
_vm->_gfx->showCursor(true);
unlockMode();
if (_panelMode == kPanelMain)
;// show save reminder
draw();
}
return SUCCESS;
}
int Interface::deactivate() {
if (_active) {
_active = false;
_vm->_gfx->showCursor(false);
lockMode();
setMode(kPanelNull);
}
return SUCCESS;
}
void Interface::rememberMode() {
assert (_savedMode == -1);
_savedMode = _panelMode;
}
void Interface::restoreMode() {
assert (_savedMode != -1);
_panelMode = _savedMode;
_savedMode = -1;
draw();
}
int Interface::setMode(int mode, bool force) {
// TODO: Is this where we should hide/show the mouse cursor?
int newMode = mode;
if (mode == kPanelConverse) {
_inMainMode = false;
} else {
if (mode == kPanelInventory) {
_inMainMode = true;
newMode = kPanelMain;
}
}
// This lets us to prevents actors to pop up during initial
// scene fade in.
if (_savedMode != -1 && !force) {
_savedMode = newMode;
debug(0, "Saved mode: %d. my mode is %d", newMode, _panelMode);
}
else
_panelMode = newMode;
draw();
return SUCCESS;
}
int Interface::setStatusText(const char *new_txt) {
assert(new_txt != NULL);
strncpy(_statusText, new_txt, STATUS_TEXT_LEN);
return SUCCESS;
}
int Interface::loadScenePortraits(int resourceId) {
_scenePortraits.freeMem();
return _vm->_sprite->loadList(resourceId, _scenePortraits);
}
int Interface::setLeftPortrait(int portrait) {
_leftPortrait = portrait;
draw();
return SUCCESS;
}
int Interface::setRightPortrait(int portrait) {
_rightPortrait = portrait;
draw();
return SUCCESS;
}
int Interface::draw() {
SURFACE *backBuffer;
Point base;
Point leftPortraitPoint;
Point rightPortraitPoint;
Point origin;
backBuffer = _vm->_gfx->getBackBuffer();
if (_vm->_scene->isInDemo() || _panelMode == kPanelFade)
return SUCCESS;
drawStatusBar(backBuffer);
if (_panelMode == kPanelMain) {
base.x = _mainPanel.x;
base.y = _mainPanel.y;
origin.x = 0;
origin.y = _vm->getDisplayHeight() - _mainPanel.img_h;
bufToSurface(backBuffer, _mainPanel.img, _mainPanel.img_w, _mainPanel.img_h, NULL, &origin);
} else {
base.x = _conversePanel.x;
base.y = _conversePanel.y;
origin.x = 0;
origin.y = _vm->getDisplayHeight() - _mainPanel.img_h;
bufToSurface(backBuffer, _conversePanel.img, _conversePanel.img_w,
_conversePanel.img_h, NULL, &origin);
}
if (_panelMode == kPanelMain || _panelMode == kPanelConverse ||
_lockedMode == kPanelMain || _lockedMode == kPanelConverse) {
leftPortraitPoint.x = base.x + _iDesc.lportrait_x;
leftPortraitPoint.y = base.y + _iDesc.lportrait_y;
_vm->_sprite->draw(backBuffer, _defPortraits, _leftPortrait, leftPortraitPoint, 256);
}
if (!_inMainMode && _iDesc.rportrait_x >= 0) {
rightPortraitPoint.x = base.x + _iDesc.rportrait_x;
rightPortraitPoint.y = base.y + _iDesc.rportrait_y;
_vm->_sprite->draw(backBuffer, _scenePortraits, _rightPortrait, rightPortraitPoint, 256);
}
if (_inMainMode) {
drawInventory();
}
return SUCCESS;
}
int Interface::update(const Point& imousePt, int update_flag) {
SURFACE *back_buf;
int imouse_x, imouse_y;
if (_vm->_scene->isInDemo() || _panelMode == kPanelFade)
return SUCCESS;
imouse_x = imousePt.x;
imouse_y = imousePt.y;
back_buf = _vm->_gfx->getBackBuffer();
if (_panelMode == kPanelMain) { // FIXME: HACK
// Update playfield space ( only if cursor is inside )
if (imouse_y < _vm->getStatusYOffset()) {
// Mouse is in playfield space
if (update_flag == UPDATE_MOUSEMOVE) {
handlePlayfieldUpdate(back_buf, imousePt);
} else if (update_flag == UPDATE_MOUSECLICK) {
handlePlayfieldClick(back_buf, imousePt);
}
}
// Update command space
if (update_flag == UPDATE_MOUSEMOVE) {
handleCommandUpdate(back_buf, imousePt);
} else if (update_flag == UPDATE_MOUSECLICK) {
handleCommandClick(back_buf, imousePt);
}
}
drawStatusBar(back_buf);
return SUCCESS;
}
int Interface::drawStatusBar(SURFACE *ds) {
Rect rect;
int string_w;
// Disable this for IHNM for now, since that game uses the full screen
// in some cases.
if (_vm->_gameType == GType_IHNM) {
return SUCCESS;
}
// Erase background of status bar
rect.left = 0;
rect.top = _iDesc.status_y;
rect.right = _vm->getDisplayWidth();
rect.bottom = _iDesc.status_y + _iDesc.status_h;
drawRect(ds, &rect, _iDesc.status_bgcol);
string_w = _vm->_font->getStringWidth(SMALL_FONT_ID, _statusText, 0, 0);
_vm->_font->draw(SMALL_FONT_ID, ds, _statusText, 0, (_iDesc.status_w / 2) - (string_w / 2),
_iDesc.status_y + _iDesc.status_txt_y, _iDesc.status_txt_col, 0, 0);
return SUCCESS;
}
int Interface::handleCommandClick(SURFACE *ds, const Point& imousePt) {
int hit_button;
int ibutton_num;
int x_base;
int y_base;
Point button;
int old_set_button;
int set_button;
hit_button = hitTest(imousePt, &ibutton_num);
if (hit_button != SUCCESS) {
// Clicking somewhere other than a button doesn't do anything
return SUCCESS;
}
x_base = _mainPanel.x;
y_base = _mainPanel.y;
if (_mainPanel.buttons[ibutton_num].flags & BUTTON_SET) {
old_set_button = _mainPanel.set_button;
set_button = ibutton_num;
_mainPanel.set_button = set_button;
if (_mainPanel.buttons[set_button].flags & BUTTON_VERB) {
_activeVerb = _mainPanel.buttons[ibutton_num].data;
}
if (_mainPanel.buttons[set_button].flags & BUTTON_BITMAP) {
button.x = x_base + _mainPanel.buttons[set_button].x1;
button.y = y_base + _mainPanel.buttons[set_button].y1;
_vm->_sprite->draw(ds, _mainPanel.sprites, _mainPanel.buttons[set_button].
active_sprite - 1, button, 256);
}
if (_mainPanel.buttons[old_set_button].flags & BUTTON_BITMAP) {
button.x = x_base + _mainPanel.buttons[old_set_button].x1;
button.y = y_base + _mainPanel.buttons[old_set_button].y1;
_vm->_sprite->draw(ds, _mainPanel.sprites, _mainPanel.buttons[old_set_button].
inactive_sprite - 1, button, 256);
}
}
return SUCCESS;
}
int Interface::handleCommandUpdate(SURFACE *ds, const Point& imousePt) {
int hit_button;
int ibutton_num;
// int button_w = 0;
/* int verb_idx = 0;
int string_w = 0;
int color;
int i;*/
hit_button = inventoryTest(imousePt, &ibutton_num);
if (hit_button == SUCCESS) {
// Hovering over an inventory object
return SUCCESS;
}
/* hit_button = hitTest(imousePt, &ibutton_num);
if (hit_button == SUCCESS) {
// Hovering over a command panel button
setStatusText(I_VerbData[_activeVerb].verb_str);
}
for (i = 0; i < _mainPanel.nbuttons; i++) {
if (!(_mainPanel.buttons[i].flags & BUTTON_LABEL)) {
continue;
}
button_w = _mainPanel.buttons[i].x2 - _mainPanel.buttons[i].x1;
verb_idx = _mainPanel.buttons[i].data;
string_w = _vm->_font->getStringWidth(SMALL_FONT_ID, I_VerbData[verb_idx].verb_str, 0, 0);
if (i == hit_button) {
color = _iDesc.cmd_txt_hilitecol;
} else {
color = _iDesc.cmd_txt_col;
}
button.x = _mainPanel.x + _mainPanel.buttons[i].x1;
button.y = _mainPanel.y + _mainPanel.buttons[i].y1;
_vm->_font->draw(SMALL_FONT_ID, ds, I_VerbData[verb_idx].verb_str, 0,
button.x + ((button_w / 2) - (string_w / 2)), button.y + 1,
color, _iDesc.cmd_txt_shadowcol, FONT_SHADOW);
if ((i == _mainPanel.set_button) && (_mainPanel.buttons[i].flags & BUTTON_BITMAP)) {
_vm->_sprite->draw(ds, _mainPanel.sprites, _mainPanel.buttons[i].active_sprite - 1,
button, 256);
}
}
*/
return SUCCESS;
}
int Interface::handlePlayfieldClick(SURFACE *ds, const Point& imousePt) {
// return SUCCESS;
int objectNum;
uint16 object_flags = 0;
int script_num;
ActorLocation location;
objectNum = _vm->_scene->_objectMap->hitTest(imousePt);
if (objectNum == -1) {
// Player clicked on empty spot - walk here regardless of verb
location.fromScreenPoint(imousePt);
_vm->_actor->actorWalkTo(ID_PROTAG, location);
return SUCCESS;
}
object_flags = _vm->_scene->_objectMap->getFlags(objectNum);
if (object_flags & kHitZoneExit) { // FIXME. This is wrong
if ((script_num = _vm->_scene->_objectMap->getEPNum(objectNum)) != -1) {
// Set active verb in script module
_vm->_script->putWord(4, 4, I_VerbData[_activeVerb].s_verb);
// Execute object script if present
if (script_num != 0) {
_vm->_script->SThreadExecute(_iThread, script_num);
}
}
} else {
// Not a normal scene object - walk to it as if it weren't there
location.fromScreenPoint(imousePt);
_vm->_actor->actorWalkTo(ID_PROTAG, location);
}
return SUCCESS;
}
int Interface::handlePlayfieldUpdate(SURFACE *ds, const Point& imousePt) {
return SUCCESS;
/*
const char *object_name;
int objectNum;
uint16 object_flags = 0;
char new_status[STATUS_TEXT_LEN];
new_status[0] = 0;
objectNum = _vm->_scene->_objectMap->hitTest(imousePt);
if (objectNum == -1) {
// Cursor over nothing - just display current verb
setStatusText(I_VerbData[_activeVerb].verb_str);
return SUCCESS;
}
object_flags = _vm->_scene->_objectMap->getFlags(objectNum);
object_name = _vm->_scene->_objectMap->getName(objectNum);
if (object_flags & OBJECT_EXIT) { // FIXME. This is wrong
// Normal scene object - display as subject of verb
snprintf(new_status, STATUS_TEXT_LEN, "%s %s", I_VerbData[_activeVerb].verb_str, object_name);
} else {
// Not normal scene object - override verb as we can only
// walk to this object
snprintf(new_status, STATUS_TEXT_LEN, "%s %s", I_VerbData[I_VERB_WALKTO].verb_str, object_name);
}
setStatusText(new_status);
return SUCCESS;
*/
}
int Interface::hitTest(const Point& imousePt, int *ibutton) {
InterfaceButton *buttons;
int nbuttons;
int xbase;
int ybase;
int i;
buttons = _mainPanel.buttons;
nbuttons = _mainPanel.nbuttons;
xbase = _mainPanel.x;
ybase = _mainPanel.y;
for (i = 0; i < nbuttons; i++) {
if ((imousePt.x >= (xbase + buttons[i].x1)) && (imousePt.x < (xbase + buttons[i].x2)) &&
(imousePt.y >= (ybase + buttons[i].y1)) && (imousePt.y < (ybase + buttons[i].y2))) {
*ibutton = i;
return SUCCESS;
}
}
*ibutton = -1;
return FAILURE;
}
void Interface::addToInventory(int sprite) {
if (_inventoryCount < _inventorySize) {
for (int i = _inventoryCount; i > 0; i--) {
_inventory[i] = _inventory[i - 1];
}
_inventory[0] = sprite;
_inventoryCount++;
draw();
}
}
void Interface::removeFromInventory(int sprite) {
for (int i = 0; i < _inventoryCount; i++) {
if (_inventory[i] == sprite) {
int j;
for (j = i; i < _inventoryCount; j++) {
_inventory[j] = _inventory[j + 1];
}
_inventory[j] = 0;
_inventoryCount--;
draw();
return;
}
}
}
void Interface::drawInventory() {
if (_panelMode != kPanelMain)
return;
SURFACE *back_buf = _vm->_gfx->getBackBuffer();
// TODO: Inventory scrolling
int row = 0;
int col = 0;
int x = _iDesc.inv_xstart + _iDesc.inv_icon_xoffset;
int y = _iDesc.inv_ystart + _iDesc.inv_icon_yoffset;
int width = _iDesc.inv_icon_width + _iDesc.inv_xspacing;
int height = _iDesc.inv_icon_height + _iDesc.inv_yspacing;
Point drawPoint;
for (int i = 0; i < _inventoryCount; i++) {
if (_inventory[i] >= ARRAYSIZE(ObjectTable)) {
continue;
}
drawPoint.x = x + col * width;
drawPoint.y = y + row * height;
_vm->_sprite->draw(back_buf, _vm->_sprite->_mainSprites,
ObjectTable[_inventory[i]].spritelistRn,
drawPoint, 256);
if (++col >= _iDesc.inv_columns) {
if (++row >= _iDesc.inv_rows) {
break;
}
col = 0;
}
}
}
int Interface::inventoryTest(const Point& imousePt, int *ibutton) {
int row = 0;
int col = 0;
int xbase = _iDesc.inv_xstart;
int ybase = _iDesc.inv_ystart;
int width = _iDesc.inv_icon_width + _iDesc.inv_xspacing;
int height = _iDesc.inv_icon_height + _iDesc.inv_yspacing;
for (int i = 0; i < _inventoryCount; i++) {
int x = xbase + col * width;
int y = ybase + row * height;
if (imousePt.x >= x && imousePt.x < x + _iDesc.inv_icon_width && imousePt.y >= y && imousePt.y < y + _iDesc.inv_icon_height) {
*ibutton = i;
return SUCCESS;
}
if (++col >= _iDesc.inv_columns) {
if (++row >= _iDesc.inv_rows) {
break;
}
col = 0;
}
}
return FAILURE;
}
void Interface::drawVerb(int verb, int state) {
}
} // End of namespace Saga