mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 20:55:19 +00:00
724d698a05
svn-id: r46330
1007 lines
31 KiB
C++
1007 lines
31 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/system.h"
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#include "m4/dialogs.h"
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#include "m4/globals.h"
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#include "m4/scene.h"
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#include "m4/events.h"
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#include "m4/graphics.h"
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#include "m4/rails.h"
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#include "m4/font.h"
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#include "m4/m4_views.h"
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#include "m4/compression.h"
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namespace M4 {
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static const int INV_ANIM_FRAME_SPEED = 8;
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static const int INVENTORY_X = 160;
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static const int INVENTORY_Y = 159;
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static const int SCROLLER_DELAY = 200;
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Scene::Scene(M4Engine *vm): View(vm, Common::Rect(0, 0, vm->_screen->width(), vm->_screen->height())) {
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_screenType = VIEWID_SCENE;
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_sceneResources.hotspots = new HotSpotList();
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_sceneResources.parallax = new HotSpotList();
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_sceneResources.props = new HotSpotList();
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_backgroundSurface = new M4Surface();
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_codeSurface = new M4Surface();
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_madsInterfaceSurface = new MadsInterfaceView(vm);
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_sceneSprites = NULL;
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_palData = NULL;
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_interfacePal = NULL;
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_inverseColorTable = NULL;
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strcpy(_statusText, "");
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_vm->_rails->setCodeSurface(_codeSurface);
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_currentAction = kVerbNone;
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}
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Scene::~Scene() {
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_sceneResources.hotspots->clear();
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_sceneResources.parallax->clear();
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_sceneResources.props->clear();
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delete _sceneResources.hotspots;
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delete _sceneResources.parallax;
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delete _sceneResources.props;
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delete _backgroundSurface;
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delete _codeSurface;
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if (_sceneSprites)
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delete _sceneSprites;
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_vm->_palette->deleteAllRanges();
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if (_palData)
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delete _palData;
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if (_interfacePal)
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delete _interfacePal;
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if (_inverseColorTable)
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delete[] _inverseColorTable;
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}
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void Scene::loadScene(int sceneNumber) {
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_currentScene = sceneNumber;
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// Close the menu if it's active
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if (!_vm->isM4()) {
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View *mainMenu = _vm->_viewManager->getView(VIEWID_MAINMENU);
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if (mainMenu != NULL) {
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_vm->_viewManager->deleteView(mainMenu);
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}
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}
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// TODO: Check if we were loading a game
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// Load scene background and set palette
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if (_palData) {
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_vm->_palette->deleteRange(_palData);
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delete _palData;
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}
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if (_interfacePal) {
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_vm->_palette->deleteRange(_interfacePal);
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delete _interfacePal;
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}
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if (_vm->isM4()) {
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_backgroundSurface->loadBackground(sceneNumber);
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_palData = NULL;
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} else {
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// Set system palette entries
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_vm->_palette->blockRange(0, 7);
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RGB8 sysColors[3] = { {0x1f<<2, 0x2d<<2, 0x31<<2, 0}, {0x24<<2, 0x37<<2, 0x3a<<2, 0},
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{0x00<<2, 0x10<<2, 0x16<<2, 0}};
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_vm->_palette->setPalette(&sysColors[0], 4, 3);
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_backgroundSurface->loadBackground(sceneNumber, &_palData);
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_vm->_palette->addRange(_palData);
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_backgroundSurface->translate(_palData);
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if (sceneNumber < 900) {
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/*_backgroundSurface->fillRect(Common::Rect(0, MADS_SURFACE_HEIGHT,
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_backgroundSurface->width(), _backgroundSurface->height()),
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_vm->_palette->BLACK);*/
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// TODO: interface palette
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_madsInterfaceSurface->madsloadInterface(0, &_interfacePal);
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_vm->_palette->addRange(_interfacePal);
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_madsInterfaceSurface->translate(_interfacePal);
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_backgroundSurface->copyFrom(_madsInterfaceSurface, Common::Rect(0, 0, 320, 44), 0, 200 - 44);
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_madsInterfaceSurface->initialise();
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}
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}
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if (_vm->getGameType() == GType_Burger &&
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sceneNumber != TITLE_SCENE_BURGER && sceneNumber != MAINMENU_SCENE_BURGER)
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_vm->_interfaceView->setStatusText("");
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// Load scene def file (*.CHK)
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if (_vm->isM4()) {
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loadSceneResources(sceneNumber);
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loadSceneInverseColorTable(sceneNumber);
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} else {
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// Don't load other screen resources for system screens
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if (sceneNumber >= 900)
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return;
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loadSceneHotSpotsMads(sceneNumber);
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}
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// TODO: set walker scaling
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// TODO: destroy woodscript buffer
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// Load scene walk path file (*.COD/*.WW?)
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loadSceneCodes(sceneNumber);
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// Load inverse color table file (*.IPL)
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loadSceneInverseColorTable(sceneNumber);
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if (_vm->isM4()) {
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if (_vm->getGameType() != GType_Burger) {
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// Load scene sprites file (*.SSB)
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loadSceneSprites(sceneNumber);
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// Load scene sprite codes file (*.SSC)
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loadSceneSpriteCodes(sceneNumber);
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}
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if (sceneNumber != TITLE_SCENE_BURGER && sceneNumber != MAINMENU_SCENE_BURGER) {
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_vm->_interfaceView->show();
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showSprites();
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}
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}
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// Purge resources
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_vm->res()->purge();
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}
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void Scene::loadSceneResources(int sceneNumber) {
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char filename[kM4MaxFilenameSize];
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int i = 0, x = 0, y = 0;
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sprintf(filename, "%i.chk", sceneNumber);
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Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
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if (sceneS != NULL) {
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sceneS->read(_sceneResources.artBase, MAX_CHK_FILENAME_SIZE);
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sceneS->read(_sceneResources.pictureBase, MAX_CHK_FILENAME_SIZE);
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_sceneResources.hotspotCount = sceneS->readUint32LE();
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_sceneResources.parallaxCount = sceneS->readUint32LE();
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_sceneResources.propsCount = sceneS->readUint32LE();
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_sceneResources.frontY = sceneS->readUint32LE();
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_sceneResources.backY = sceneS->readUint32LE();
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_sceneResources.frontScale = sceneS->readUint32LE();
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_sceneResources.backScale = sceneS->readUint32LE();
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for (i = 0; i < 16; i++)
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_sceneResources.depthTable[i] = sceneS->readUint16LE();
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_sceneResources.railNodeCount = sceneS->readUint32LE();
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// Clear rails from previous scene
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_vm->_rails->clearRails();
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for (i = 0; i < _sceneResources.railNodeCount; i++) {
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x = sceneS->readUint32LE();
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y = sceneS->readUint32LE();
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if (_vm->_rails->addRailNode(x, y, true) < 0) {
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warning("Too many rail nodes defined for scene");
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}
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}
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// Clear current hotspot lists
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_sceneResources.hotspots->clear();
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_sceneResources.parallax->clear();
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_sceneResources.props->clear();
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_sceneResources.hotspots->loadHotSpots(sceneS, _sceneResources.hotspotCount);
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_sceneResources.parallax->loadHotSpots(sceneS, _sceneResources.parallaxCount);
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_sceneResources.props->loadHotSpots(sceneS, _sceneResources.propsCount);
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// Note that toss() deletes the MemoryReadStream
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_vm->res()->toss(filename);
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}
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}
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void Scene::loadSceneHotSpotsMads(int sceneNumber) {
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char filename[kM4MaxFilenameSize];
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sprintf(filename, "rm%i.hh", sceneNumber);
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MadsPack hotSpotData(filename, _vm);
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Common::SeekableReadStream *hotspotStream = hotSpotData.getItemStream(0);
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int hotspotCount = hotspotStream->readUint16LE();
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delete hotspotStream;
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_sceneResources.hotspotCount = hotspotCount;
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hotspotStream = hotSpotData.getItemStream(1);
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// Clear current hotspot lists
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_sceneResources.hotspots->clear();
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_sceneResources.hotspots->loadHotSpots(hotspotStream, _sceneResources.hotspotCount);
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delete hotspotStream;
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}
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void Scene::loadSceneCodes(int sceneNumber, int index) {
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char filename[kM4MaxFilenameSize];
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Common::SeekableReadStream *sceneS;
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if (_vm->isM4()) {
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sprintf(filename, "%i.cod", sceneNumber);
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sceneS = _vm->res()->openFile(filename);
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_codeSurface->loadCodesM4(sceneS);
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_vm->res()->toss(filename);
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} else if (_vm->getGameType() == GType_Phantom || _vm->getGameType() == GType_DragonSphere) {
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sprintf(filename, "rm%i.ww%i", sceneNumber, index);
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MadsPack walkData(filename, _vm);
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sceneS = walkData.getItemStream(0);
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_codeSurface->loadCodesMads(sceneS);
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_vm->res()->toss(filename);
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} else if (_vm->getGameType() == GType_RexNebular) {
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// TODO
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return;
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}
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}
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void Scene::loadSceneInverseColorTable(int sceneNumber) {
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char filename[kM4MaxFilenameSize];
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Common::SeekableReadStream *iplS;
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if (_vm->isM4()) {
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sprintf(filename, "%i.ipl", sceneNumber);
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iplS = _vm->res()->openFile(filename);
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if (_inverseColorTable)
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delete[] _inverseColorTable;
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_inverseColorTable = new byte[iplS->size()];
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iplS->read(_inverseColorTable, iplS->size());
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_vm->res()->toss(filename);
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} else {
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// TODO?
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return;
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}
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}
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void Scene::loadSceneSprites(int sceneNumber) {
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char filename[kM4MaxFilenameSize];
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sprintf(filename, "%i.ssb", sceneNumber);
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Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
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_sceneSprites = new SpriteAsset(_vm, sceneS, sceneS->size(), filename);
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_vm->res()->toss(filename);
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printf("Scene has %d sprites, each one having %d colors\n", _sceneSprites->getCount(), _sceneSprites->getColorCount());
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}
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void Scene::loadSceneSpriteCodes(int sceneNumber) {
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char filename[kM4MaxFilenameSize];
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sprintf(filename, "%i.ssc", sceneNumber);
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Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
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// TODO
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if (sceneS != NULL) {
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SpriteAsset* _sceneSpriteCodes = new SpriteAsset(_vm, sceneS, sceneS->size(), filename);
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int colorCount = _sceneSpriteCodes->getColorCount();
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// RGB8* spritePalette = _sceneSpriteCodes->getPalette();
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//_vm->_palette->setPalette(spritePalette, 0, colorCount);
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printf("Scene has %d sprite codes, each one having %d colors\n", _sceneSpriteCodes->getCount(), colorCount);
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// Note that toss() deletes the MemoryReadStream
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_vm->res()->toss(filename);
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}
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}
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void Scene::showSprites() {
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// TODO: This is all experimental code, it needs heavy restructuring
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// and cleanup
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// taken from set_walker_scaling() in adv_walk.cpp. A proper implementation will need
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// to store these in global variables
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int minScaling = FixedDiv(_sceneResources.backScale << 16, 100 << 16);
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int maxScaling = FixedDiv(_sceneResources.frontScale << 16, 100 << 16);
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int scaler;
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_vm->_actor->setWalkerDirection(kFacingSouthEast);
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//_vm->_actor->setWalkerPalette();
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// taken from set_walker_scaling() in adv_walk.cpp
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if (_sceneResources.frontY == _sceneResources.backY)
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scaler = 0;
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else
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scaler = FixedDiv(maxScaling - minScaling,
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(_sceneResources.frontY << 16) - (_sceneResources.backY << 16));
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// FIXME: For now, we (incorrectly) scale the walker to 50% of the scene's max scaling
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_vm->_actor->setWalkerScaling(scaler / 2);
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// Test code to display the protagonist
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_vm->_actor->placeWalkerSpriteAt(0, 320, 200);
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// Test code to display scene sprites
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// TODO
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}
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void Scene::checkHotspotAtMousePos(int x, int y) {
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if (_vm->getGameType() == GType_Riddle)
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return;
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// TODO: loads of things to do here, only the mouse cursor and the status
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// text is changed for now
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// Only scene hotspots are checked for now, not parallax/props, as the
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// latter ones are not used by Orion Burger
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HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
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if (currentHotSpot != NULL && currentHotSpot->getActive()) {
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if (_vm->_mouse->getCursorNum() != CURSOR_LOOK &&
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_vm->_mouse->getCursorNum() != CURSOR_TAKE &&
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_vm->_mouse->getCursorNum() != CURSOR_USE &&
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_vm->_interfaceView->_inventory.getSelectedIndex() == -1) {
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_vm->_mouse->setCursorNum(currentHotSpot->getCursor());
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}
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_vm->_interfaceView->setStatusText(currentHotSpot->getPrep());
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} else {
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if (_vm->_mouse->getCursorNum() != CURSOR_LOOK &&
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_vm->_mouse->getCursorNum() != CURSOR_TAKE &&
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_vm->_mouse->getCursorNum() != CURSOR_USE &&
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_vm->_interfaceView->_inventory.getSelectedIndex() == -1) {
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_vm->_mouse->setCursorNum(0);
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} else {
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}
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}
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}
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void Scene::checkHotspotAtMousePosMads(int x, int y) {
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HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
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if (currentHotSpot != NULL) {
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_vm->_mouse->setCursorNum(currentHotSpot->getCursor());
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// This is the "easy" interface, which updates the status text when the mouse is moved
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// TODO: toggle this code for easy/normal interface mode
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char statusText[50];
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int verbId = _currentAction;
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if (verbId == kVerbNone)
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verbId = currentHotSpot->getVerbID();
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if (verbId == kVerbNone)
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verbId = kVerbWalkTo;
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sprintf(statusText, "%s %s\n", _vm->_globals->getVocab(verbId), currentHotSpot->getVocab());
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statusText[0] = toupper(statusText[0]); // capitalize first letter
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setMADSStatusText(statusText);
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} else {
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_vm->_mouse->setCursorNum(0);
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setMADSStatusText("");
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}
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}
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// Test function, shows all scene hotspots
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void Scene::showHotSpots() {
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int i = 0;
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HotSpot *currentHotSpot;
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// hotspots (green)
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for (i = 0; i < _sceneResources.hotspotCount; i++) {
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currentHotSpot = _sceneResources.hotspots->get(i);
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_backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->GREEN);
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}
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if (_vm->isM4()) {
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// parallax (yellow)
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for (i = 0; i < _sceneResources.parallaxCount; i++) {
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currentHotSpot = _sceneResources.parallax->get(i);
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_backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->YELLOW);
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}
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// props (red)
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for (i = 0; i < _sceneResources.propsCount; i++) {
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currentHotSpot = _sceneResources.props->get(i);
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_backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->RED);
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}
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}
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}
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// Test function, shows all scene codes
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void Scene::showCodes() {
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uint8 *pixelData = _codeSurface->getBasePtr(0, 0);
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for (int i = 0; i < _codeSurface->width() * _codeSurface->height(); i++)
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if (pixelData[i] & 0x10)
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pixelData[i] = 0xFF;
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else
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pixelData[i] = 0;
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byte colors[256 * 4];
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memset(colors, 0, sizeof(colors));
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colors[255 * 4 + 0] = 255;
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colors[255 * 4 + 1] = 255;
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colors[255 * 4 + 2] = 255;
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_vm->_palette->setPalette(colors, 0, 256);
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_backgroundSurface->copyFrom(_codeSurface, Common::Rect(0, 0, 640, 480), 0, 0);
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//_system->copyRectToScreen(codes->getBasePtr(0, 0), codes->w, 0, 0, codes->w, codes->h);
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}
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void Scene::playIntro() {
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}
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void Scene::show() {
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_vm->_viewManager->addView(this);
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_vm->_viewManager->addView(_madsInterfaceSurface);
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}
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void Scene::update() {
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// TODO: Needs a proper implementation
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// NOTE: Don't copy the background when in M4 mode or WoodScript anims won't be shown
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if (!_vm->isM4()) {
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_backgroundSurface->copyTo(this);
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// Handle display of any status text
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if (_statusText[0]) {
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// Text colors are inverted in Dragonsphere
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if (_vm->getGameType() == GType_DragonSphere)
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_vm->_font->setColors(_vm->_palette->BLACK, _vm->_palette->WHITE, _vm->_palette->BLACK);
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else
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_vm->_font->setColors(_vm->_palette->WHITE, _vm->_palette->BLACK, _vm->_palette->BLACK);
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_vm->_font->setFont(FONT_MAIN_MADS);
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_vm->_font->writeString(this, _statusText, (width() - _vm->_font->getWidth(_statusText)) / 2, 142, 0);
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}
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_madsInterfaceSurface->copyTo(this, 0, this->height() - _madsInterfaceSurface->height());
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}
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}
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void Scene::onRefresh(RectList *rects, M4Surface *destSurface) {
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update();
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View::onRefresh(rects, destSurface);
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}
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|
|
bool Scene::onEvent(M4EventType eventType, int param1, int x, int y, bool &captureEvents) {
|
|
//if (_vm->getGameType() != GType_Burger)
|
|
// return false;
|
|
|
|
// If the game is currently paused, don't do any scene processing
|
|
if (_vm->_kernel->paused)
|
|
return false;
|
|
|
|
switch (eventType) {
|
|
case MEVENT_LEFT_CLICK:
|
|
{
|
|
if (_vm->getGameType() == GType_Burger) {
|
|
// Place a Wilbur sprite with the correct facing
|
|
HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
|
|
if (currentHotSpot != NULL && currentHotSpot->getActive()) {
|
|
update();
|
|
_vm->_actor->setWalkerDirection(currentHotSpot->getFacing());
|
|
/*
|
|
int posX = currentHotSpot->getFeetX();
|
|
int posY = currentHotSpot->getFeetY() -
|
|
scaleValue(_vm->_actor->getWalkerHeight(), _vm->_actor->getWalkerScaling(), 0);
|
|
//_vm->_actor->placeWalkerSpriteAt(0, posX, posY);
|
|
*/
|
|
|
|
// Player said.... (for scene scripts)
|
|
printf("Player said: %s %s\n", currentHotSpot->getVerb(), currentHotSpot->getVocab());
|
|
|
|
// FIXME: This should be moved somewhere else, and is incomplete
|
|
if (_vm->_interfaceView->_inventory.getSelectedIndex() == -1) {
|
|
if (_vm->_mouse->getVerb() == NULL) {
|
|
strcpy(_vm->_player->verb, currentHotSpot->getVerb());
|
|
} else {
|
|
strcpy(_vm->_player->verb, _vm->_mouse->getVerb());
|
|
}
|
|
} else {
|
|
strcpy(_vm->_player->verb, _vm->_interfaceView->_inventory.getSelectedObjectName());
|
|
}
|
|
strcpy(_vm->_player->noun, currentHotSpot->getVocab());
|
|
strcpy(_vm->_player->object, "");
|
|
_vm->_player->commandReady = true;
|
|
|
|
printf("## Player said: %s %s\n", _vm->_player->verb, _vm->_player->noun);
|
|
|
|
}
|
|
}
|
|
|
|
if (!_vm->isM4()) {
|
|
HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
|
|
if (currentHotSpot != NULL) {
|
|
char statusText[50];
|
|
if (currentHotSpot->getVerbID() != 0) {
|
|
sprintf(statusText, "%s %s\n", currentHotSpot->getVerb(), currentHotSpot->getVocab());
|
|
} else {
|
|
sprintf(statusText, "%s %s\n", _vm->_globals->getVocab(kVerbWalkTo), currentHotSpot->getVocab());
|
|
}
|
|
|
|
statusText[0] = toupper(statusText[0]); // capitalize first letter
|
|
setMADSStatusText(statusText);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case MEVENT_RIGHT_CLICK:
|
|
if (_vm->getGameType() == GType_Burger) {
|
|
nextCommonCursor();
|
|
_vm->_interfaceView->_inventory.clearSelected();
|
|
} else {
|
|
// ***DEBUG*** - sample dialog display
|
|
const char *msg = _vm->_globals->loadMessage(10);
|
|
Dialog *dlg = new Dialog(_vm, msg);
|
|
_vm->_viewManager->addView(dlg);
|
|
_vm->_viewManager->moveToFront(dlg);
|
|
}
|
|
break;
|
|
case MEVENT_MOVE:
|
|
if (_vm->isM4())
|
|
checkHotspotAtMousePos(x, y);
|
|
else
|
|
checkHotspotAtMousePosMads(x, y);
|
|
break;
|
|
default:
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Scene::nextCommonCursor() {
|
|
int cursorIndex = _vm->_mouse->getCursorNum();
|
|
|
|
switch (cursorIndex) {
|
|
case CURSOR_ARROW:
|
|
cursorIndex = CURSOR_LOOK;
|
|
break;
|
|
case CURSOR_LOOK:
|
|
cursorIndex = CURSOR_TAKE;
|
|
break;
|
|
case CURSOR_TAKE:
|
|
cursorIndex = CURSOR_USE;
|
|
break;
|
|
case CURSOR_USE:
|
|
cursorIndex = CURSOR_ARROW;
|
|
break;
|
|
default:
|
|
cursorIndex = CURSOR_ARROW;
|
|
}
|
|
|
|
_vm->_mouse->setCursorNum(cursorIndex);
|
|
}
|
|
|
|
enum boxSprites {
|
|
topLeft = 0,
|
|
topRight = 1,
|
|
bottomLeft = 2,
|
|
bottomRight = 3,
|
|
left = 4,
|
|
right = 5,
|
|
top = 6,
|
|
bottom = 7,
|
|
topMiddle = 8,
|
|
filler1 = 9,
|
|
filler2 = 10
|
|
// TODO: finish this
|
|
};
|
|
|
|
// TODO: calculate width and height, show text, show face if it exists
|
|
// TODO: this has been tested with Dragonsphere only, there are some differences
|
|
// in the sprites used in Phantom
|
|
void Scene::showMADSV2TextBox(char *text, int x, int y, char *faceName) {
|
|
int repeatX = 40; // FIXME: this is hardcoded
|
|
int repeatY = 30; // FIXME: this is hardcoded
|
|
int curX = x, curY = y;
|
|
int topRightX = x; // TODO: this is probably not needed
|
|
Common::SeekableReadStream *data = _vm->res()->get("box.ss");
|
|
SpriteAsset *boxSprites = new SpriteAsset(_vm, data, data->size(), "box.ss");
|
|
_vm->res()->toss("box.ss");
|
|
|
|
RGBList *palData = new RGBList(boxSprites->getColorCount(), boxSprites->getPalette(), true);
|
|
_vm->_palette->addRange(palData);
|
|
|
|
for (int i = 0; i < boxSprites->getCount(); i++)
|
|
boxSprites->getFrame(i)->translate(palData); // sprite pixel translation
|
|
|
|
// Top left corner
|
|
boxSprites->getFrame(topLeft)->copyTo(_backgroundSurface, x, curY);
|
|
curX += boxSprites->getFrame(topLeft)->width();
|
|
|
|
// Top line
|
|
for (int i = 0; i < repeatX; i++) {
|
|
boxSprites->getFrame(top)->copyTo(_backgroundSurface, curX, curY + 3);
|
|
curX += boxSprites->getFrame(top)->width();
|
|
}
|
|
|
|
// Top right corner
|
|
boxSprites->getFrame(topRight)->copyTo(_backgroundSurface, curX, curY);
|
|
topRightX = curX;
|
|
|
|
// Top middle
|
|
// FIXME: the transparent color for this is also the black border color
|
|
boxSprites->getFrame(topMiddle)->copyTo(_backgroundSurface,
|
|
x + (curX - x) / 2 - boxSprites->getFrame(topMiddle)->width() / 2,
|
|
curY - 5, 167);
|
|
curX = x;
|
|
curY += boxSprites->getFrame(topLeft)->height();
|
|
|
|
// -----------------------------------------------------------------------------------------------
|
|
|
|
// Draw contents
|
|
for (int i = 0; i < repeatY; i++) {
|
|
for (int j = 0; j < repeatX; j++) {
|
|
if (j == 0) {
|
|
boxSprites->getFrame(left)->copyTo(_backgroundSurface, curX + 3, curY);
|
|
curX += boxSprites->getFrame(left)->width();
|
|
} else if (j == repeatX - 1) {
|
|
curX = topRightX - 2;
|
|
boxSprites->getFrame(right)->copyTo(_backgroundSurface, curX + 3, curY + 1);
|
|
} else {
|
|
// TODO: the background of the contents follows a pattern which is not understood yet
|
|
if (j % 2 == 0) {
|
|
boxSprites->getFrame(filler1)->copyTo(_backgroundSurface, curX + 3, curY);
|
|
curX += boxSprites->getFrame(filler1)->width();
|
|
} else {
|
|
boxSprites->getFrame(filler2)->copyTo(_backgroundSurface, curX + 3, curY);
|
|
curX += boxSprites->getFrame(filler2)->width();
|
|
}
|
|
}
|
|
} // for j
|
|
curX = x;
|
|
curY += boxSprites->getFrame(left)->height();
|
|
} // for i
|
|
|
|
// -----------------------------------------------------------------------------------------------
|
|
curX = x;
|
|
|
|
// Bottom left corner
|
|
boxSprites->getFrame(bottomLeft)->copyTo(_backgroundSurface, curX, curY);
|
|
curX += boxSprites->getFrame(bottomLeft)->width();
|
|
|
|
// Bottom line
|
|
for (int i = 0; i < repeatX; i++) {
|
|
boxSprites->getFrame(bottom)->copyTo(_backgroundSurface, curX, curY + 1);
|
|
curX += boxSprites->getFrame(bottom)->width();
|
|
}
|
|
|
|
// Bottom right corner
|
|
boxSprites->getFrame(bottomRight)->copyTo(_backgroundSurface, curX, curY + 1);
|
|
}
|
|
|
|
void Scene::setAction(int action, int objectId) {
|
|
VALIDATE_MADS;
|
|
char statusText[50];
|
|
|
|
// TODO: Actually executing actions directly for objects. Also, some object actions are special in that
|
|
// a second object can be selected, as in 'use gun to shoot person', with requires a target
|
|
|
|
// Set up the new action
|
|
strcpy(statusText, _vm->_globals->getVocab(action));
|
|
statusText[0] = toupper(statusText[0]); // capitalize first letter
|
|
|
|
if (objectId != -1) {
|
|
MadsObject *obj = _vm->_globals->getObject(objectId);
|
|
sprintf(statusText + strlen(statusText), " %s", _vm->_globals->getVocab(obj->descId));
|
|
} else {
|
|
_currentAction = action;
|
|
}
|
|
|
|
setMADSStatusText(statusText);
|
|
}
|
|
|
|
|
|
/*--------------------------------------------------------------------------
|
|
* MadsInterfaceView handles the user interface section at the bottom of
|
|
* game screens in MADS games
|
|
*--------------------------------------------------------------------------
|
|
*/
|
|
|
|
MadsInterfaceView::MadsInterfaceView(M4Engine *vm): View(vm, Common::Rect(0, MADS_SURFACE_HEIGHT,
|
|
vm->_screen->width(), vm->_screen->height())) {
|
|
_screenType = VIEWID_INTERFACE;
|
|
_highlightedElement = -1;
|
|
_topIndex = 0;
|
|
_selectedObject = -1;
|
|
|
|
_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->setColors(4, 4, 0xff);
|
|
break;
|
|
case ITEM_HIGHLIGHTED:
|
|
_vm->_font->setColors(5, 5, 0xff);
|
|
break;
|
|
case ITEM_SELECTED:
|
|
_vm->_font->setColors(6, 6, 0xff);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void MadsInterfaceView::initialise() {
|
|
// Build up the inventory list
|
|
_inventoryList.clear();
|
|
|
|
for (uint i = 0; i < _vm->_globals->getObjectsSize(); ++i) {
|
|
MadsObject *obj = _vm->_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) {
|
|
_vm->_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];
|
|
|
|
// 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 = _vm->_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->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 = _vm->_globals->getVocab(_vm->_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->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 (!_vm->_globals->invObjectsStill) {
|
|
// If objetcs are to 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 = _vm->_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 = _vm->_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->writeString(destSurface, buffer, r.left, r.top, r.width(), 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool MadsInterfaceView::onEvent(M4EventType eventType, int param1, int x, int y, bool &captureEvents) {
|
|
// 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
|
|
_vm->_scene->setAction(kVerbLook + (_highlightedElement - ACTIONS_START));
|
|
} else if ((_highlightedElement >= VOCAB_START) && (_highlightedElement < (VOCAB_START + 5))) {
|
|
// A vocab action was selected
|
|
MadsObject *obj = _vm->_globals->getObject(_selectedObject);
|
|
int vocabIndex = MIN(_highlightedElement - VOCAB_START, obj->vocabCount - 1);
|
|
if (vocabIndex >= 0)
|
|
_vm->_scene->setAction(obj->vocabList[vocabIndex].vocabId, _selectedObject);
|
|
}
|
|
|
|
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;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
} // End of namespace M4
|