scummvm/engines/sword1/control.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2003-2006 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "common/file.h"
#include "common/util.h"
#include "common/savefile.h"
#include "common/events.h"
#include "common/system.h"
#include "gui/message.h"
#include "sword1/control.h"
#include "sword1/logic.h"
#include "sword1/mouse.h"
#include "sword1/music.h"
#include "sword1/objectman.h"
#include "sword1/resman.h"
#include "sword1/sound.h"
#include "sword1/sword1.h"
#include "sword1/sworddefs.h"
#include "sword1/swordres.h"
namespace Sword1 {
enum LangStrings {
STR_PAUSED = 0,
STR_INSERT_CD_A,
STR_INSERT_CD_B,
STR_INCORRECT_CD,
STR_SAVE,
STR_RESTORE,
STR_RESTART,
STR_START,
STR_QUIT,
STR_SPEED,
STR_VOLUME,
STR_TEXT,
STR_DONE,
STR_OK,
STR_CANCEL,
STR_MUSIC,
STR_SPEECH,
STR_FX,
STR_THE_END,
STR_DRIVE_FULL
};
enum ButtonIds {
BUTTON_DONE = 1,
BUTTON_MAIN_PANEL,
BUTTON_SAVE_PANEL,
BUTTON_RESTORE_PANEL,
BUTTON_RESTART,
BUTTON_QUIT,
BUTTON_SPEED,
BUTTON_VOLUME_PANEL,
BUTTON_TEXT,
BUTTON_CONFIRM,
//-
BUTTON_SCROLL_UP_FAST,
BUTTON_SCROLL_UP_SLOW,
BUTTON_SCROLL_DOWN_SLOW,
BUTTON_SCROLL_DOWN_FAST,
BUTTON_SAVE_SELECT1,
BUTTON_SAVE_SELECT2,
BUTTON_SAVE_SELECT3,
BUTTON_SAVE_SELECT4,
BUTTON_SAVE_SELECT5,
BUTTON_SAVE_SELECT6,
BUTTON_SAVE_SELECT7,
BUTTON_SAVE_SELECT8,
BUTTON_SAVE_RESTORE_OKAY,
BUTTON_SAVE_CANCEL,
//-
CONFIRM_OKAY,
CONFIRM_CANCEL
};
enum TextModes {
TEXT_LEFT_ALIGN = 0,
TEXT_CENTER,
TEXT_RIGHT_ALIGN,
TEXT_RED_FONT = 128
};
ControlButton::ControlButton(uint16 x, uint16 y, uint32 resId, uint8 id, uint8 flag, ResMan *pResMan, uint8 *screenBuf, OSystem *system) {
_x = x;
_y = y;
_id = id;
_flag = flag;
_resId = resId;
_resMan = pResMan;
_frameIdx = 0;
_resMan->resOpen(_resId);
FrameHeader *tmp = _resMan->fetchFrame(_resMan->fetchRes(_resId), 0);
_width = _resMan->getUint16(tmp->width);
_height = _resMan->getUint16(tmp->height);
if ((x == 0) && (y == 0)) { // center the frame (used for panels);
_x = (640 - _width) / 2;
_y = (480 - _height) / 2;
}
_dstBuf = screenBuf + _y * SCREEN_WIDTH + _x;
_system = system;
}
ControlButton::~ControlButton(void) {
_resMan->resClose(_resId);
}
bool ControlButton::isSaveslot(void) {
return ((_resId >= SR_SLAB1) && (_resId <= SR_SLAB4));
}
void ControlButton::draw(void) {
FrameHeader *fHead = _resMan->fetchFrame(_resMan->fetchRes(_resId), _frameIdx);
uint8 *src = (uint8*)fHead + sizeof(FrameHeader);
uint8 *dst = _dstBuf;
for (uint16 cnt = 0; cnt < _resMan->readUint16(&fHead->height); cnt++) {
for (uint16 cntx = 0; cntx < _resMan->readUint16(&fHead->width); cntx++)
if (src[cntx])
dst[cntx] = src[cntx];
dst += SCREEN_WIDTH;
src += _resMan->readUint16(&fHead->width);
}
_system->copyRectToScreen(_dstBuf, SCREEN_WIDTH, _x, _y, _width, _height);
}
bool ControlButton::wasClicked(uint16 mouseX, uint16 mouseY) {
if ((_x <= mouseX) && (_y <= mouseY) && (_x + _width >= mouseX) && (_y + _height >= mouseY))
return true;
else
return false;
}
void ControlButton::setSelected(uint8 selected) {
_frameIdx = selected;
draw();
}
Control::Control(Common::SaveFileManager *saveFileMan, ResMan *pResMan, ObjectMan *pObjMan, OSystem *system, Mouse *pMouse, Sound *pSound, Music *pMusic) {
_saveFileMan = saveFileMan;
_resMan = pResMan;
_objMan = pObjMan;
_system = system;
_mouse = pMouse;
_music = pMusic;
_sound = pSound;
_lStrings = _languageStrings + SwordEngine::_systemVars.language * 20;
_selectedButton = 255;
}
void Control::askForCd(void) {
_screenBuf = (uint8*)malloc(640 * 480);
uint32 fontId = SR_FONT;
if (SwordEngine::_systemVars.language == BS1_CZECH)
fontId = CZECH_SR_FONT;
_font = (uint8*)_resMan->openFetchRes(fontId);
uint8 *pal = (uint8*)_resMan->openFetchRes(SR_PALETTE);
uint8 *palOut = (uint8*)malloc(256 * 4);
for (uint16 cnt = 1; cnt < 256; cnt++) {
palOut[cnt * 4 + 0] = pal[cnt * 3 + 0] << 2;
palOut[cnt * 4 + 1] = pal[cnt * 3 + 1] << 2;
palOut[cnt * 4 + 2] = pal[cnt * 3 + 2] << 2;
}
palOut[0] = palOut[1] = palOut[2] = palOut[3] = 0;
_resMan->resClose(SR_PALETTE);
_system->setPalette(palOut, 0, 256);
free(palOut);
char fName[10];
uint8 textA[50];
sprintf(fName, "cd%d.id", SwordEngine::_systemVars.currentCD);
sprintf((char*)textA, "%s%d", _lStrings[STR_INSERT_CD_A], SwordEngine::_systemVars.currentCD);
bool notAccepted = true;
bool refreshText = true;
do {
if (refreshText) {
memset(_screenBuf, 0, 640 * 480);
renderText(textA, 320, 220, TEXT_CENTER);
renderText(_lStrings[STR_INSERT_CD_B], 320, 240, TEXT_CENTER);
_system->copyRectToScreen(_screenBuf, 640, 0, 0, 640, 480);
}
delay(300);
if (_keyPressed) {
if (!Common::File::exists(fName)) {
memset(_screenBuf, 0, 640 * 480);
renderText(_lStrings[STR_INCORRECT_CD], 320, 230, TEXT_CENTER);
_system->copyRectToScreen(_screenBuf, 640, 0, 0, 640, 480);
delay(2000);
refreshText = true;
} else {
notAccepted = false;
}
}
} while (notAccepted && (!SwordEngine::_systemVars.engineQuit));
_resMan->resClose(fontId);
free(_screenBuf);
}
uint8 Control::runPanel(void) {
_mouseDown = false;
_restoreBuf = NULL;
_keyPressed = _numButtons = 0;
_screenBuf = (uint8*)malloc(640 * 480);
memset(_screenBuf, 0, 640 * 480);
_system->copyRectToScreen(_screenBuf, 640, 0, 0, 640, 480);
_sound->quitScreen();
uint32 fontId = SR_FONT, redFontId = SR_REDFONT;
if (SwordEngine::_systemVars.language == BS1_CZECH) {
fontId = CZECH_SR_FONT;
redFontId = CZECH_SR_REDFONT;
}
_font = (uint8*)_resMan->openFetchRes(fontId);
_redFont = (uint8*)_resMan->openFetchRes(redFontId);
uint8 *pal = (uint8*)_resMan->openFetchRes(SR_PALETTE);
uint8 *palOut = (uint8*)malloc(256 * 4);
for (uint16 cnt = 1; cnt < 256; cnt++) {
palOut[cnt * 4 + 0] = pal[cnt * 3 + 0] << 2;
palOut[cnt * 4 + 1] = pal[cnt * 3 + 1] << 2;
palOut[cnt * 4 + 2] = pal[cnt * 3 + 2] << 2;
}
palOut[0] = palOut[1] = palOut[2] = palOut[3] = 0;
_resMan->resClose(SR_PALETTE);
_system->setPalette(palOut, 0, 256);
free(palOut);
uint8 mode = 0, newMode = BUTTON_MAIN_PANEL;
bool fullRefresh = false;
_mouse->controlPanel(true);
uint8 retVal = CONTROL_NOTHING_DONE;
_music->startMusic(61, 1);
do {
if (newMode) {
mode = newMode;
fullRefresh = true;
destroyButtons();
memset(_screenBuf, 0, 640 * 480);
if (mode != BUTTON_SAVE_PANEL)
_cursorVisible = false;
}
switch (mode) {
case BUTTON_MAIN_PANEL:
if (fullRefresh)
setupMainPanel();
break;
case BUTTON_SAVE_PANEL:
if (fullRefresh) {
setupSaveRestorePanel(true);
}
if (_selectedSavegame < 255) {
_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, true);
bool visible = _cursorVisible;
_cursorTick++;
if (_cursorTick == 7)
_cursorVisible = true;
else if (_cursorTick == 14) {
_cursorVisible = false;
_cursorTick = 0;
}
if (_keyPressed)
handleSaveKey(_keyPressed);
else if (_cursorVisible != visible)
showSavegameNames();
} else {
_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false);
}
break;
case BUTTON_RESTORE_PANEL:
if (fullRefresh)
setupSaveRestorePanel(false);
break;
case BUTTON_VOLUME_PANEL:
if (fullRefresh)
setupVolumePanel();
break;
default:
break;
}
if (fullRefresh) {
fullRefresh = false;
_system->copyRectToScreen(_screenBuf, SCREEN_WIDTH, 0, 0, SCREEN_WIDTH, 480);
}
delay(1000 / 12);
newMode = getClicks(mode, &retVal);
} while ((newMode != BUTTON_DONE) && (retVal == 0) && (!SwordEngine::_systemVars.engineQuit));
destroyButtons();
_resMan->resClose(fontId);
_resMan->resClose(redFontId);
memset(_screenBuf, 0, 640 * 480);
_system->copyRectToScreen(_screenBuf, 640, 0, 0, 640, 480);
free(_screenBuf);
_mouse->controlPanel(false);
_music->startMusic(Logic::_scriptVars[CURRENT_MUSIC], 1);
return retVal;
}
uint8 Control::getClicks(uint8 mode, uint8 *retVal) {
uint8 checkButtons = _numButtons;
if (mode == BUTTON_VOLUME_PANEL) {
handleVolumeClicks();
checkButtons = 1;
}
uint8 flag = 0;
if (_keyPressed == 27)
flag = kButtonCancel;
else if (_keyPressed == '\r' || _keyPressed == '\n')
flag = kButtonOk;
if (flag) {
for (uint8 cnt = 0; cnt < checkButtons; cnt++)
if (_buttons[cnt]->_flag == flag)
return handleButtonClick(_buttons[cnt]->_id, mode, retVal);
}
if (!_mouseState)
return 0;
if (_mouseState & BS1L_BUTTON_DOWN)
for (uint8 cnt = 0; cnt < checkButtons; cnt++)
if (_buttons[cnt]->wasClicked(_mouseX, _mouseY)) {
_selectedButton = cnt;
_buttons[cnt]->setSelected(1);
if (_buttons[cnt]->isSaveslot())
showSavegameNames();
}
if (_mouseState & BS1L_BUTTON_UP) {
for (uint8 cnt = 0; cnt < checkButtons; cnt++)
if (_buttons[cnt]->wasClicked(_mouseX, _mouseY))
if (_selectedButton == cnt) {
// saveslots stay selected after clicking
if (!_buttons[cnt]->isSaveslot())
_buttons[cnt]->setSelected(0);
_selectedButton = 255;
return handleButtonClick(_buttons[cnt]->_id, mode, retVal);
}
if (_selectedButton < checkButtons) {
_buttons[_selectedButton]->setSelected(0);
if (_buttons[_selectedButton]->isSaveslot())
showSavegameNames();
}
_selectedButton = 255;
}
if (_mouseState & BS1_WHEEL_UP) {
for (uint8 cnt = 0; cnt < checkButtons; cnt++)
if (_buttons[cnt]->_id == BUTTON_SCROLL_UP_SLOW)
return handleButtonClick(_buttons[cnt]->_id, mode, retVal);
}
if (_mouseState & BS1_WHEEL_DOWN) {
for (uint8 cnt = 0; cnt < checkButtons; cnt++)
if (_buttons[cnt]->_id == BUTTON_SCROLL_DOWN_SLOW)
return handleButtonClick(_buttons[cnt]->_id, mode, retVal);
}
return 0;
}
uint8 Control::handleButtonClick(uint8 id, uint8 mode, uint8 *retVal) {
switch (mode) {
case BUTTON_MAIN_PANEL:
if (id == BUTTON_RESTART) {
if (SwordEngine::_systemVars.controlPanelMode) // if player is dead or has just started, don't ask for confirmation
*retVal |= CONTROL_RESTART_GAME;
else if (getConfirm(_lStrings[STR_RESTART]))
*retVal |= CONTROL_RESTART_GAME;
else
return mode;
} else if ((id == BUTTON_RESTORE_PANEL) || (id == BUTTON_SAVE_PANEL) ||
(id == BUTTON_DONE) || (id == BUTTON_VOLUME_PANEL))
return id;
else if (id == BUTTON_TEXT) {
SwordEngine::_systemVars.showText ^= 1;
_buttons[5]->setSelected(SwordEngine::_systemVars.showText);
} else if (id == BUTTON_QUIT) {
if (getConfirm(_lStrings[STR_QUIT]))
SwordEngine::_systemVars.engineQuit = true;
return mode;
}
break;
case BUTTON_SAVE_PANEL:
case BUTTON_RESTORE_PANEL:
if ((id >= BUTTON_SCROLL_UP_FAST) && (id <= BUTTON_SCROLL_DOWN_FAST))
saveNameScroll(id, mode == BUTTON_SAVE_PANEL);
else if ((id >= BUTTON_SAVE_SELECT1) && (id <= BUTTON_SAVE_SELECT8))
saveNameSelect(id, mode == BUTTON_SAVE_PANEL);
else if (id == BUTTON_SAVE_RESTORE_OKAY) {
if (mode == BUTTON_SAVE_PANEL) {
_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false);
if (saveToFile()) // don't go back to main panel if save fails.
return BUTTON_DONE;
} else {
if (restoreFromFile()) { // don't go back to main panel if restore fails.
*retVal |= CONTROL_GAME_RESTORED;
return BUTTON_MAIN_PANEL;
}
}
} else if (id == BUTTON_SAVE_CANCEL) {
_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false);
return BUTTON_MAIN_PANEL; // mode down to main panel
}
break;
case BUTTON_VOLUME_PANEL:
return id;
}
return 0;
}
void Control::deselectSaveslots(void) {
for (uint8 cnt = 0; cnt < 8; cnt++)
_buttons[cnt]->setSelected(0);
}
void Control::setupMainPanel(void) {
uint32 panelId;
if (SwordEngine::_systemVars.controlPanelMode == CP_DEATHSCREEN)
panelId = SR_DEATHPANEL;
else {
if (SwordEngine::_systemVars.language <= BS1_SPANISH)
panelId = SR_PANEL_ENGLISH + SwordEngine::_systemVars.language;
else
panelId = SR_PANEL_ENGLISH;
}
ControlButton *panel = new ControlButton(0, 0, panelId, 0, 0, _resMan, _screenBuf, _system);
panel->draw();
delete panel;
if (SwordEngine::_systemVars.controlPanelMode != CP_NORMAL)
createButtons(_deathButtons, 3);
else {
createButtons(_panelButtons, 7);
_buttons[5]->setSelected(SwordEngine::_systemVars.showText);
}
if (SwordEngine::_systemVars.controlPanelMode == CP_THEEND) // end of game
renderText(_lStrings[STR_THE_END], 480, 188 + 40, TEXT_RIGHT_ALIGN);
if (SwordEngine::_systemVars.controlPanelMode == CP_NORMAL) { // normal panel
renderText(_lStrings[STR_SAVE], 180, 188 + 40, TEXT_LEFT_ALIGN);
renderText(_lStrings[STR_DONE], 460, 332 + 40, TEXT_RIGHT_ALIGN);
renderText(_lStrings[STR_RESTORE], 180, 224 + 40, TEXT_LEFT_ALIGN);
renderText(_lStrings[STR_RESTART], 180, 260 + 40, TEXT_LEFT_ALIGN);
renderText(_lStrings[STR_QUIT], 180, 296 + 40, TEXT_LEFT_ALIGN);
renderText(_lStrings[STR_VOLUME], 460, 188 + 40, TEXT_RIGHT_ALIGN);
renderText(_lStrings[STR_TEXT], 460, 224 + 40, TEXT_RIGHT_ALIGN);
} else {
renderText(_lStrings[STR_RESTORE], 285, 224 + 40, TEXT_LEFT_ALIGN);
if (SwordEngine::_systemVars.controlPanelMode == CP_NEWGAME) // just started game
renderText(_lStrings[STR_START], 285, 260 + 40, TEXT_LEFT_ALIGN);
else
renderText(_lStrings[STR_RESTART], 285, 260 + 40, TEXT_LEFT_ALIGN);
renderText(_lStrings[STR_QUIT], 285, 296 + 40, TEXT_LEFT_ALIGN);
}
}
void Control::setupSaveRestorePanel(bool saving) {
FrameHeader *savePanel = _resMan->fetchFrame(_resMan->openFetchRes(SR_WINDOW), 0);
uint16 panelX = (640 - _resMan->getUint16(savePanel->width)) / 2;
uint16 panelY = (480 - _resMan->getUint16(savePanel->height)) / 2;
ControlButton *panel = new ControlButton(panelX, panelY, SR_WINDOW, 0, 0, _resMan, _screenBuf, _system);
panel->draw();
delete panel;
_resMan->resClose(SR_WINDOW);
createButtons(_saveButtons, 14);
renderText(_lStrings[STR_CANCEL], _saveButtons[13].x - 10, _saveButtons[13].y, TEXT_RIGHT_ALIGN);
if (saving) {
renderText(_lStrings[STR_SAVE], _saveButtons[12].x + 30, _saveButtons[13].y, TEXT_LEFT_ALIGN);
} else {
renderText(_lStrings[STR_RESTORE], _saveButtons[12].x + 30, _saveButtons[13].y, TEXT_LEFT_ALIGN);
}
readSavegameDescriptions();
_selectedSavegame = 255;
showSavegameNames();
}
void Control::setupVolumePanel(void) {
ControlButton *panel = new ControlButton(0, 0, SR_VOLUME, 0, 0, _resMan, _screenBuf, _system);
panel->draw();
delete panel;
renderText(_lStrings[STR_MUSIC], 149, 39 + 40, TEXT_LEFT_ALIGN);
renderText(_lStrings[STR_SPEECH], 320, 39 + 40, TEXT_CENTER);
renderText(_lStrings[STR_FX], 438, 39 + 40, TEXT_LEFT_ALIGN);
createButtons(_volumeButtons, 4);
renderText(_lStrings[STR_DONE], _volumeButtons[0].x - 10, _volumeButtons[0].y, TEXT_RIGHT_ALIGN);
uint8 volL, volR;
_music->giveVolume(&volL, &volR);
renderVolumeBar(1, volL, volR);
_sound->giveSpeechVol(&volL, &volR);
renderVolumeBar(2, volL, volR);
_sound->giveSfxVol(&volL, &volR);
renderVolumeBar(3, volL, volR);
}
void Control::handleVolumeClicks(void) {
if (_mouseDown) {
uint8 clickedId = 0;
for (uint8 cnt = 1; cnt < 4; cnt++)
if (_buttons[cnt]->wasClicked(_mouseX, _mouseY))
clickedId = cnt;
if (clickedId) { // these are circle shaped, so check again if it was clicked.
uint8 clickDest = 0;
int16 mouseDiffX = _mouseX - (_volumeButtons[clickedId].x + 48);
int16 mouseDiffY = _mouseY - (_volumeButtons[clickedId].y + 48);
int16 mouseOffs = (int16)sqrt((double)(mouseDiffX * mouseDiffX + mouseDiffY * mouseDiffY));
// check if the player really hit the button (but not the center).
if ((mouseOffs <= 42) && (mouseOffs >= 8)) {
if (mouseDiffX > 8) { // right part
if (mouseDiffY < -8) // upper right
clickDest = 2;
else if (ABS(mouseDiffY) <= 8) // right
clickDest = 3;
else // lower right
clickDest = 4;
} else if (mouseDiffX < -8) { // left part
if (mouseDiffY < -8) // upper left
clickDest = 8;
else if (ABS(mouseDiffY) <= 8) // left
clickDest = 7;
else // lower left
clickDest = 6;
} else { // middle
if (mouseDiffY < -8)
clickDest = 1; // upper
else if (mouseDiffY > 8)
clickDest = 5; // lower
}
}
_buttons[clickedId]->setSelected(clickDest);
changeVolume(clickedId, clickDest);
}
} else if (_mouseState & BS1L_BUTTON_UP) {
_buttons[1]->setSelected(0);
_buttons[2]->setSelected(0);
_buttons[3]->setSelected(0);
}
}
void Control::changeVolume(uint8 id, uint8 action) {
// ids: 1 = music, 2 = speech, 3 = sfx
uint8 volL = 0, volR = 0;
if (id == 1)
_music->giveVolume(&volL, &volR);
else if (id == 2)
_sound->giveSpeechVol(&volL, &volR);
else if (id == 3)
_sound->giveSfxVol(&volL, &volR);
int8 direction = 0;
if ((action >= 4) && (action <= 6)) // lower part of the button => decrease volume
direction = -1;
else if ((action == 8) || (action == 1) || (action == 2)) // upper part => increase volume
direction = 1;
else if ((action == 3) || (action == 7)) // middle part => pan volume
direction = 1;
int8 factorL = 8, factorR = 8;
if ((action >= 6) && (action <= 8)) { // left part => left pan
factorL = 8;
factorR = (action == 7) ? -8 : 0;
} else if ((action >= 2) && (action <= 4)) { // right part
factorR = 8;
factorL = (action == 3) ? -8 : 0;
}
int16 resVolL = volL + direction * factorL;
int16 resVolR = volR + direction * factorR;
volL = (uint8)MAX((int16)0, MIN(resVolL, (int16)255));
volR = (uint8)MAX((int16)0, MIN(resVolR, (int16)255));
if (id == 1)
_music->setVolume(volL, volR);
else if (id == 2)
_sound->setSpeechVol(volL, volR);
else if (id == 3)
_sound->setSfxVol(volL, volR);
renderVolumeBar(id, volL, volR);
}
bool Control::getConfirm(const uint8 *title) {
ControlButton *panel = new ControlButton(0, 0, SR_CONFIRM, 0, 0, _resMan, _screenBuf, _system);
panel->draw();
delete panel;
renderText(title, 320, 160, TEXT_CENTER);
ControlButton *buttons[2];
buttons[0] = new ControlButton(260, 192 + 40, SR_BUTTON, 0, 0, _resMan, _screenBuf, _system);
renderText(_lStrings[STR_OK], 640 - 260, 192 + 40, TEXT_RIGHT_ALIGN);
buttons[1] = new ControlButton(260, 256 + 40, SR_BUTTON, 0, 0, _resMan, _screenBuf, _system);
renderText(_lStrings[STR_CANCEL], 640 - 260, 256 + 40, TEXT_RIGHT_ALIGN);
uint8 retVal = 0;
uint8 clickVal = 0;
do {
buttons[0]->draw();
buttons[1]->draw();
delay(1000 / 12);
if (_keyPressed == 27)
retVal = 2;
else if (_keyPressed == '\r' || _keyPressed == '\n')
retVal = 1;
if (_mouseState & BS1L_BUTTON_DOWN) {
if (buttons[0]->wasClicked(_mouseX, _mouseY))
clickVal = 1;
else if (buttons[1]->wasClicked(_mouseX, _mouseY))
clickVal = 2;
else
clickVal = 0;
if (clickVal)
buttons[clickVal - 1]->setSelected(1);
}
if ((_mouseState & BS1L_BUTTON_UP) && (clickVal)) {
if (buttons[clickVal - 1]->wasClicked(_mouseX, _mouseY))
retVal = clickVal;
else
buttons[clickVal - 1]->setSelected(0);
clickVal = 0;
}
} while (!retVal);
delete buttons[0];
delete buttons[1];
return retVal == 1;
}
bool Control::keyAccepted(uint8 key) {
// this routine needs changes for Czech keys... No idea how to do that, though.
// FIXME: It is not a good idea to put non-ASCII chars into a C source file,
// since there is no way to specify which encoding you are using.
// It is better to encode them as hex/octal. Although in this particular
// case, it seems questionable to do this at all, since we currently
// do not at all specify which encoding keyboard events use, so this
// check here is probably not portable anyway...
static const char allowedSpecials[] = "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>,.:-()?! \"\'";
if (((key >= 'A') && (key <= 'Z')) ||
((key >= 'a') && (key <= 'z')) ||
((key >= '0') && (key <= '9')) ||
strchr(allowedSpecials, key))
return true;
else
return false;
}
void Control::handleSaveKey(uint8 key) {
if (_selectedSavegame < 255) {
uint8 len = strlen((char*)_saveNames[_selectedSavegame]);
if ((key == 8) && len) // backspace
_saveNames[_selectedSavegame][len - 1] = '\0';
else if (keyAccepted(key) && (len < 31)) {
_saveNames[_selectedSavegame][len] = key;
_saveNames[_selectedSavegame][len + 1] = '\0';
}
showSavegameNames();
}
}
bool Control::saveToFile(void) {
if ((_selectedSavegame == 255) || !strlen((char*)_saveNames[_selectedSavegame]))
return false; // no saveslot selected or no name entered
saveGameToFile(_selectedSavegame);
writeSavegameDescriptions();
return true;
}
bool Control::restoreFromFile(void) {
if (_selectedSavegame < 255) {
return restoreGameFromFile(_selectedSavegame);
} else
return false;
}
void Control::readSavegameDescriptions(void) {
Common::InSaveFile *inf;
inf = _saveFileMan->openForLoading("SAVEGAME.INF");
_saveScrollPos = _saveFiles = 0;
_selectedSavegame = 255;
if (inf) {
uint8 curFileNum = 0;
uint8 ch;
do {
uint8 pos = 0;
do {
ch = inf->readByte();
if ((ch == 10) || (ch == 255))
_saveNames[curFileNum][pos] = '\0';
else
_saveNames[curFileNum][pos] = ch;
pos++;
} while ((ch != 10) && (ch != 255));
curFileNum++;
} while (ch != 255);
_saveFiles = curFileNum;
for (uint8 cnt = _saveFiles; cnt < 64; cnt++)
_saveNames[cnt][0] = '\0';
} else
for (uint8 cnt = 0; cnt < 64; cnt++)
_saveNames[cnt][0] = '\0';
delete inf;
}
int Control::displayMessage(const char *altButton, const char *message, ...) {
char buf[STRINGBUFLEN];
va_list va;
va_start(va, message);
vsnprintf(buf, STRINGBUFLEN, message, va);
va_end(va);
GUI::MessageDialog dialog(buf, "OK", altButton);
int result = dialog.runModal();
_mouse->setPointer(MSE_POINTER, 0);
return result;
}
void Control::writeSavegameDescriptions(void) {
Common::OutSaveFile *outf;
outf = _saveFileMan->openForSaving("SAVEGAME.INF");
if (!outf) {
// Display an error message, and do nothing
displayMessage(0, "Can't create SAVEGAME.INF in directory '%s'", _saveFileMan->getSavePath());
return;
}
// if the player accidently clicked the last slot and then deselected it again,
// we'd still have _saveFiles == 64, so get rid of the empty end.
while (strlen((char*)_saveNames[_saveFiles - 1]) == 0)
_saveFiles--;
for (uint8 cnt = 0; cnt < _saveFiles; cnt++) {
int len = strlen((char*)_saveNames[cnt]);
if (len > 0)
outf->write(_saveNames[cnt], len);
if (cnt < _saveFiles - 1)
outf->writeByte(10);
else
outf->writeByte(255);
}
outf->finalize();
if (outf->ioFailed())
displayMessage(0, "Can't write to SAVEGAME.INF in directory '%s'. Device full?", _saveFileMan->getSavePath());
delete outf;
}
bool Control::savegamesExist(void) {
bool retVal = false;
Common::InSaveFile *inf;
inf = _saveFileMan->openForLoading("SAVEGAME.INF");
if (inf)
retVal = true;
delete inf;
return retVal;
}
void Control::showSavegameNames(void) {
for (uint8 cnt = 0; cnt < 8; cnt++) {
_buttons[cnt]->draw();
uint8 textMode = TEXT_LEFT_ALIGN;
uint16 ycoord = _saveButtons[cnt].y + 2;
uint8 str[40];
sprintf((char*)str, "%d. %s", cnt + _saveScrollPos + 1, _saveNames[cnt + _saveScrollPos]);
if (cnt + _saveScrollPos == _selectedSavegame) {
textMode |= TEXT_RED_FONT;
ycoord += 2;
if (_cursorVisible)
strcat((char*)str, "_");
}
renderText(str, _saveButtons[cnt].x + 6, ycoord, textMode);
}
}
void Control::saveNameSelect(uint8 id, bool saving) {
deselectSaveslots();
_buttons[id - BUTTON_SAVE_SELECT1]->setSelected(1);
uint8 num = (id - BUTTON_SAVE_SELECT1) + _saveScrollPos;
if (saving && (_selectedSavegame != 255)) // the player may have entered something, clear it again
strcpy((char*)_saveNames[_selectedSavegame], (char*)_oldName);
if (num < _saveFiles) {
_selectedSavegame = num;
strcpy((char*)_oldName, (char*)_saveNames[num]); // save for later
} else {
if (!saving)
_buttons[id - BUTTON_SAVE_SELECT1]->setSelected(0); // no save in slot, deselect it
else {
if (_saveFiles <= num)
_saveFiles = num + 1;
_selectedSavegame = num;
_oldName[0] = '\0';
}
}
if (_selectedSavegame < 255)
_cursorTick = 0;
showSavegameNames();
}
void Control::saveNameScroll(uint8 scroll, bool saving) {
uint16 maxScroll;
if (saving)
maxScroll = 64;
else
maxScroll = _saveFiles; // for loading, we can only scroll as far as there are savegames
if (scroll == BUTTON_SCROLL_UP_FAST) {
if (_saveScrollPos >= 8)
_saveScrollPos -= 8;
else
_saveScrollPos = 0;
} else if (scroll == BUTTON_SCROLL_UP_SLOW) {
if (_saveScrollPos >= 1)
_saveScrollPos--;
} else if (scroll == BUTTON_SCROLL_DOWN_SLOW) {
if (_saveScrollPos + 8 < maxScroll)
_saveScrollPos++;
} else if (scroll == BUTTON_SCROLL_DOWN_FAST) {
if (_saveScrollPos + 16 < maxScroll)
_saveScrollPos += 8;
else {
if (maxScroll >= 8)
_saveScrollPos = maxScroll - 8;
else
_saveScrollPos = 0;
}
}
_selectedSavegame = 255; // deselect savegame
deselectSaveslots();
showSavegameNames();
}
void Control::createButtons(const ButtonInfo *buttons, uint8 num) {
for (uint8 cnt = 0; cnt < num; cnt++) {
_buttons[cnt] = new ControlButton(buttons[cnt].x, buttons[cnt].y, buttons[cnt].resId, buttons[cnt].id, buttons[cnt].flag, _resMan, _screenBuf, _system);
_buttons[cnt]->draw();
}
_numButtons = num;
}
void Control::destroyButtons(void) {
for (uint8 cnt = 0; cnt < _numButtons; cnt++)
delete _buttons[cnt];
_numButtons = 0;
}
uint16 Control::getTextWidth(const uint8 *str) {
uint16 width = 0;
while (*str) {
width += _resMan->getUint16(_resMan->fetchFrame(_font, *str - 32)->width) - 3;
str++;
}
return width;
}
void Control::renderText(const uint8 *str, uint16 x, uint16 y, uint8 mode) {
uint8 *font = _font;
if (mode & TEXT_RED_FONT) {
mode &= ~TEXT_RED_FONT;
font = _redFont;
}
if (mode == TEXT_RIGHT_ALIGN) // negative x coordinate means right-aligned.
x -= getTextWidth(str);
else if (mode == TEXT_CENTER)
x -= getTextWidth(str) / 2;
uint16 destX = x;
while (*str) {
uint8 *dst = _screenBuf + y * SCREEN_WIDTH + destX;
FrameHeader *chSpr = _resMan->fetchFrame(font, *str - 32);
uint8 *sprData = (uint8*)chSpr + sizeof(FrameHeader);
for (uint16 cnty = 0; cnty < _resMan->getUint16(chSpr->height); cnty++) {
for (uint16 cntx = 0; cntx < _resMan->getUint16(chSpr->width); cntx++) {
if (sprData[cntx])
dst[cntx] = sprData[cntx];
}
sprData += _resMan->getUint16(chSpr->width);
dst += SCREEN_WIDTH;
}
destX += _resMan->getUint16(chSpr->width) - 3;
str++;
}
_system->copyRectToScreen(_screenBuf + y * SCREEN_WIDTH + x, SCREEN_WIDTH, x, y, (destX - x) + 3, 28);
}
void Control::renderVolumeBar(uint8 id, uint8 volL, uint8 volR) {
uint16 destX = _volumeButtons[id].x + 20;
uint16 destY = _volumeButtons[id].y + 116;
for (uint8 chCnt = 0; chCnt < 2; chCnt++) {
uint8 vol = (chCnt == 0) ? volL : volR;
FrameHeader *frHead = _resMan->fetchFrame(_resMan->openFetchRes(SR_VLIGHT), (vol + 15) >> 4);
uint8 *destMem = _screenBuf + destY * SCREEN_WIDTH + destX;
uint8 *srcMem = (uint8*)frHead + sizeof(FrameHeader);
for (uint16 cnty = 0; cnty < _resMan->getUint16(frHead->height); cnty++) {
memcpy(destMem, srcMem, _resMan->getUint16(frHead->width));
srcMem += _resMan->getUint16(frHead->width);
destMem += SCREEN_WIDTH;
}
_system->copyRectToScreen(_screenBuf + destY * SCREEN_WIDTH + destX, SCREEN_WIDTH, destX, destY, _resMan->getUint16(frHead->width), _resMan->getUint16(frHead->height));
_resMan->resClose(SR_VLIGHT);
destX += 32;
}
}
void Control::saveGameToFile(uint8 slot) {
char fName[15];
uint16 cnt;
sprintf(fName, "SAVEGAME.%03d", slot);
uint16 liveBuf[TOTAL_SECTIONS];
Common::OutSaveFile *outf;
outf = _saveFileMan->openForSaving(fName);
if (!outf) {
// Display an error message and do nothing
displayMessage(0, "Unable to create file '%s' in directory '%s'", fName, _saveFileMan->getSavePath());
return;
}
_objMan->saveLiveList(liveBuf);
for (cnt = 0; cnt < TOTAL_SECTIONS; cnt++)
outf->writeUint16LE(liveBuf[cnt]);
Object *cpt = _objMan->fetchObject(PLAYER);
Logic::_scriptVars[CHANGE_DIR] = cpt->o_dir;
Logic::_scriptVars[CHANGE_X] = cpt->o_xcoord;
Logic::_scriptVars[CHANGE_Y] = cpt->o_ycoord;
Logic::_scriptVars[CHANGE_STANCE] = STAND;
Logic::_scriptVars[CHANGE_PLACE] = cpt->o_place;
for (cnt = 0; cnt < NUM_SCRIPT_VARS; cnt++)
outf->writeUint32LE(Logic::_scriptVars[cnt]);
uint32 playerSize = (sizeof(Object) - 12000) / 4;
uint32 *playerRaw = (uint32*)cpt;
for (uint32 cnt2 = 0; cnt2 < playerSize; cnt2++)
outf->writeUint32LE(playerRaw[cnt2]);
outf->finalize();
if (outf->ioFailed())
displayMessage(0, "Couldn't write to file '%s' in directory '%s'. Device full?", fName, _saveFileMan->getSavePath());
delete outf;
}
bool Control::restoreGameFromFile(uint8 slot) {
char fName[15];
uint16 cnt;
sprintf(fName, "SAVEGAME.%03d", slot);
Common::InSaveFile *inf;
inf = _saveFileMan->openForLoading(fName);
if (!inf) {
// Display an error message, and do nothing
displayMessage(0, "Can't open file '%s' in directory '%s'", fName, _saveFileMan->getSavePath());
return false;
}
_restoreBuf = (uint8*)malloc(
TOTAL_SECTIONS * 2 +
NUM_SCRIPT_VARS * 4 +
(sizeof(Object) - 12000));
uint16 *liveBuf = (uint16*)_restoreBuf;
uint32 *scriptBuf = (uint32*)(_restoreBuf + 2 * TOTAL_SECTIONS);
uint32 *playerBuf = (uint32*)(_restoreBuf + 2 * TOTAL_SECTIONS + 4 * NUM_SCRIPT_VARS);
for (cnt = 0; cnt < TOTAL_SECTIONS; cnt++)
liveBuf[cnt] = inf->readUint16LE();
for (cnt = 0; cnt < NUM_SCRIPT_VARS; cnt++)
scriptBuf[cnt] = inf->readUint32LE();
uint32 playerSize = (sizeof(Object) - 12000) / 4;
for (uint32 cnt2 = 0; cnt2 < playerSize; cnt2++)
playerBuf[cnt2] = inf->readUint32LE();
if (inf->ioFailed()) {
displayMessage(0, "Can't read from file '%s' in directory '%s'", fName, _saveFileMan->getSavePath());
delete inf;
free(_restoreBuf);
_restoreBuf = NULL;
return false;
}
delete inf;
return true;
}
void Control::doRestore(void) {
uint8 *bufPos = _restoreBuf;
_objMan->loadLiveList((uint16*)bufPos);
bufPos += TOTAL_SECTIONS * 2;
for (uint16 cnt = 0; cnt < NUM_SCRIPT_VARS; cnt++) {
Logic::_scriptVars[cnt] = *(uint32*)bufPos;
bufPos += 4;
}
uint32 playerSize = (sizeof(Object) - 12000) / 4;
uint32 *playerRaw = (uint32*)_objMan->fetchObject(PLAYER);
Object *cpt = _objMan->fetchObject(PLAYER);
for (uint32 cnt2 = 0; cnt2 < playerSize; cnt2++) {
*playerRaw = *(uint32*)bufPos;
playerRaw++;
bufPos += 4;
}
free(_restoreBuf);
Logic::_scriptVars[CHANGE_DIR] = cpt->o_dir;
Logic::_scriptVars[CHANGE_X] = cpt->o_xcoord;
Logic::_scriptVars[CHANGE_Y] = cpt->o_ycoord;
Logic::_scriptVars[CHANGE_STANCE] = STAND;
Logic::_scriptVars[CHANGE_PLACE] = cpt->o_place;
SwordEngine::_systemVars.justRestoredGame = 1;
if (SwordEngine::_systemVars.isDemo)
Logic::_scriptVars[PLAYINGDEMO] = 1;
}
void Control::delay(uint32 msecs) {
Common::Event event;
uint32 now = _system->getMillis();
uint32 endTime = now + msecs;
_keyPressed = 0; //reset
_mouseState = 0;
do {
Common::EventManager *eventMan = _system->getEventManager();
while (eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN:
// Make sure backspace works right (this fixes a small issue on OS X)
if (event.kbd.keycode == 8)
_keyPressed = 8;
else
_keyPressed = (byte)event.kbd.ascii;
// we skip the rest of the delay and return immediately
// to handle keyboard input
return;
case Common::EVENT_MOUSEMOVE:
_mouseX = event.mouse.x;
_mouseY = event.mouse.y;
break;
case Common::EVENT_LBUTTONDOWN:
_mouseDown = true;
_mouseState |= BS1L_BUTTON_DOWN;
#if defined(_WIN32_WCE) || defined(PALMOS_MODE)
_mouseX = event.mouse.x;
_mouseY = event.mouse.y;
#endif
break;
case Common::EVENT_LBUTTONUP:
_mouseDown = false;
_mouseState |= BS1L_BUTTON_UP;
break;
case Common::EVENT_WHEELUP:
_mouseDown = false;
_mouseState |= BS1_WHEEL_UP;
break;
case Common::EVENT_WHEELDOWN:
_mouseDown = false;
_mouseState |= BS1_WHEEL_DOWN;
break;
case Common::EVENT_QUIT:
SwordEngine::_systemVars.engineQuit = true;
break;
default:
break;
}
}
_system->updateScreen();
_system->delayMillis(10);
} while (_system->getMillis() < endTime);
}
const ButtonInfo Control::_deathButtons[3] = {
{250, 224 + 40, SR_BUTTON, BUTTON_RESTORE_PANEL, 0 },
{250, 260 + 40, SR_BUTTON, BUTTON_RESTART, kButtonOk },
{250, 296 + 40, SR_BUTTON, BUTTON_QUIT, kButtonCancel }
};
const ButtonInfo Control::_panelButtons[7] = {
{145, 188 + 40, SR_BUTTON, BUTTON_SAVE_PANEL, 0 },
{145, 224 + 40, SR_BUTTON, BUTTON_RESTORE_PANEL, 0 },
{145, 260 + 40, SR_BUTTON, BUTTON_RESTART, 0 },
{145, 296 + 40, SR_BUTTON, BUTTON_QUIT, kButtonCancel },
{475, 188 + 40, SR_BUTTON, BUTTON_VOLUME_PANEL, 0 },
{475, 224 + 40, SR_TEXT_BUTTON, BUTTON_TEXT, 0 },
{475, 332 + 40, SR_BUTTON, BUTTON_DONE, kButtonOk }
};
const ButtonInfo Control::_saveButtons[16] = {
{114, 32 + 40, SR_SLAB1, BUTTON_SAVE_SELECT1, 0 },
{114, 68 + 40, SR_SLAB2, BUTTON_SAVE_SELECT2, 0 },
{114, 104 + 40, SR_SLAB3, BUTTON_SAVE_SELECT3, 0 },
{114, 140 + 40, SR_SLAB4, BUTTON_SAVE_SELECT4, 0 },
{114, 176 + 40, SR_SLAB1, BUTTON_SAVE_SELECT5, 0 },
{114, 212 + 40, SR_SLAB2, BUTTON_SAVE_SELECT6, 0 },
{114, 248 + 40, SR_SLAB3, BUTTON_SAVE_SELECT7, 0 },
{114, 284 + 40, SR_SLAB4, BUTTON_SAVE_SELECT8, 0 },
{516, 25 + 40, SR_BUTUF, BUTTON_SCROLL_UP_FAST, 0 },
{516, 45 + 40, SR_BUTUS, BUTTON_SCROLL_UP_SLOW, 0 },
{516, 289 + 40, SR_BUTDS, BUTTON_SCROLL_DOWN_SLOW, 0 },
{516, 310 + 40, SR_BUTDF, BUTTON_SCROLL_DOWN_FAST, 0 },
{125, 338 + 40, SR_BUTTON, BUTTON_SAVE_RESTORE_OKAY, kButtonOk},
{462, 338 + 40, SR_BUTTON, BUTTON_SAVE_CANCEL, kButtonCancel }
};
const ButtonInfo Control::_volumeButtons[4] = {
{ 478, 338 + 40, SR_BUTTON, BUTTON_MAIN_PANEL, kButtonOk },
{ 138, 135, SR_VKNOB, 0, 0 },
{ 273, 135, SR_VKNOB, 0, 0 },
{ 404, 135, SR_VKNOB, 0, 0 },
};
const uint8 Control::_languageStrings[8 * 20][43] = {
// BS1_ENGLISH:
"PAUSED",
"PLEASE INSERT CD-",
"THEN PRESS A KEY",
"INCORRECT CD",
"Save",
"Restore",
"Restart",
"Start",
"Quit",
"Speed",
"Volume",
"Text",
"Done",
"OK",
"Cancel",
"Music",
"Speech",
"Fx",
"The End",
"DRIVE FULL!",
// BS1_FRENCH:
"PAUSE",
"INS\xC9REZ LE CD-",
"ET APPUYES SUR UNE TOUCHE",
"CD INCORRECT",
"Sauvegarder",
"Recharger",
"Recommencer",
"Commencer",
"Quitter",
"Vitesse",
"Volume",
"Texte",
"Termin\xE9",
"OK",
"Annuler",
"Musique",
"Voix",
"Fx",
"Fin",
"DISQUE PLEIN!",
//BS1_GERMAN:
"PAUSE",
"BITTE LEGEN SIE CD-",
"EIN UND DR\xDC CKEN SIE EINE BELIEBIGE TASTE",
"FALSCHE CD",
"Speichern",
"Laden",
"Neues Spiel",
"Start",
"Beenden",
"Geschwindigkeit",
"Lautst\xE4rke",
"Text",
"Fertig",
"OK",
"Abbrechen",
"Musik",
"Sprache",
"Fx",
"Ende",
"DRIVE FULL!",
//BS1_ITALIAN:
"PAUSA",
"INSERITE IL CD-",
"E PREMETE UN TASTO",
"CD ERRATO",
"Salva",
"Ripristina",
"Ricomincia",
"Inizio",
"Esci",
"Velocit\xE0",
"Volume",
"Testo",
"Fatto",
"OK",
"Annula",
"Musica",
"Parlato",
"Fx",
"Fine",
"DISCO PIENO!",
//BS1_SPANISH:
"PAUSA",
"POR FAVOR INTRODUCE EL CD-",
"Y PULSA UNA TECLA",
"CD INCORRECTO",
"Guardar",
"Recuperar",
"Reiniciar",
"Empezar",
"Abandonar",
"Velocidad",
"Volumen",
"Texto",
"Hecho",
"OK",
"Cancelar",
"M\xFAsica",
"Di\xE1logo",
"Fx",
"Fin",
"DISCO LLENO",
// BS1_CZECH:
"\xAC\x41S SE ZASTAVIL",
"VLO\xA6TE DO MECHANIKY CD DISK",
"PAK STISKN\xB7TE LIBOVOLNOU KL\xB5VESU",
"TO NEBUDE TO SPR\xB5VN\x90 CD",
"Ulo\xA7it pozici",
"Nahr\xA0t pozici",
"Za\x9F\xA1t znovu",
"Start",
"Ukon\x9Fit hru",
"Rychlost",
"Hlasitost",
"Titulky",
"Souhlas\xA1m",
"Ano",
"Ne",
"Hudba",
"Mluven, slovo",
"Zvuky",
"Konec",
"Disk pln\xEC",
//BS1_PORTUGESE:
"PAUSA",
"FAVOR INSERIR CD",
"E DIGITAR UMA TECLA",
"CD INCORRETO",
"Salvar",
"Restaurar",
"Reiniciar",
"Iniciar",
"Sair",
"Velocidade",
"Volume",
"Texto",
"Feito",
"OK",
"Cancelar",
"M\xFAsica",
"Voz",
"Efeitos",
"Fim",
"UNIDADE CHEIA!",
};
} // End of namespace Sword1