mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-27 20:28:27 +00:00
43e61ec60f
svn-id: r49045
1180 lines
34 KiB
C++
1180 lines
34 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 "m4/m4_views.h"
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#include "m4/dialogs.h"
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#include "m4/events.h"
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#include "m4/font.h"
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#include "m4/globals.h"
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#include "m4/mads_menus.h"
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#include "m4/m4.h"
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#include "m4/staticres.h"
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#include "common/algorithm.h"
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namespace M4 {
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static const int INV_ANIM_FRAME_SPEED = 2;
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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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//--------------------------------------------------------------------------
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MadsSpriteSlots::MadsSpriteSlots() {
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for (int i = 0; i < SPRITE_SLOTS_SIZE; ++i) {
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MadsSpriteSlot rec;
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_entries.push_back(rec);
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}
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startIndex = 0;
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}
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int MadsSpriteSlots::getIndex() {
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if (startIndex == SPRITE_SLOTS_SIZE)
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error("Run out of sprite slots");
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return startIndex++;
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}
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int MadsSpriteSlots::addSprites(const char *resName) {
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// Get the sprite set
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Common::SeekableReadStream *data = _vm->res()->get(resName);
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SpriteAsset *spriteSet = new SpriteAsset(_vm, data, data->size(), resName);
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spriteSet->translate(_madsVm->_palette);
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_sprites.push_back(SpriteList::value_type(spriteSet));
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_vm->res()->toss(resName);
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return _sprites.size() - 1;
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}
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/*
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* Deletes the sprite slot with the given timer entry
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*/
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void MadsSpriteSlots::deleteTimer(int timerIndex) {
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for (int idx = 0; idx < startIndex; ++idx) {
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if (_entries[idx].timerIndex == timerIndex)
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_entries[idx].spriteId = -1;
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}
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}
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class DepthEntry {
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public:
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int depth;
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int index;
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DepthEntry(int depthAmt, int indexVal) { depth = depthAmt; index = indexVal; }
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};
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bool sortHelper(const DepthEntry &entry1, const DepthEntry &entry2) {
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return entry1.depth < entry2.depth;
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}
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typedef Common::List<DepthEntry> DepthList;
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void MadsSpriteSlots::draw(View *view) {
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DepthList depthList;
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// Get a list of sprite object depths for active objects
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for (int i = 0; i < startIndex; ++i) {
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if (_entries[i].spriteId >= 0) {
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DepthEntry rec(_entries[i].depth, i);
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depthList.push_back(rec);
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}
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}
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// Sort the list in order of the depth
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Common::sort(depthList.begin(), depthList.end(), sortHelper);
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// Loop through each of the objects
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DepthList::iterator i;
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for (i = depthList.begin(); i != depthList.end(); ++i) {
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DepthEntry &de = *i;
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MadsSpriteSlot &slot = _entries[de.index];
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assert(slot.spriteListIndex < (int)_sprites.size());
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SpriteAsset &spriteSet = *_sprites[slot.spriteListIndex].get();
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if (slot.scale < 100) {
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// Minimalised drawing
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assert(slot.spriteListIndex < (int)_sprites.size());
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M4Sprite *spr = spriteSet.getFrame(slot.frameNumber - 1);
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spr->draw1(view, slot.scale, slot.depth, slot.xp, MADS_Y_OFFSET + slot.yp);
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} else {
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int xp, yp;
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M4Sprite *spr = spriteSet.getFrame(slot.frameNumber - 1);
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if (slot.scale == -1) {
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xp = slot.xp; // - widthAdjust;
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yp = slot.yp; // - heightAdjust;
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} else {
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xp = slot.xp - (spr->width() / 2); // - widthAdjust;
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yp = slot.yp - spr->height() + 1; // - heightAdjust;
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}
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if (slot.depth > 1) {
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spr->draw2(view, slot.depth, xp, MADS_Y_OFFSET + yp);
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} else {
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spr->draw3(view, xp, MADS_Y_OFFSET + yp);
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}
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}
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}
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}
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/**
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* Removes any sprite slots that are no longer needed
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*/
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void MadsSpriteSlots::cleanUp() {
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// Delete any entries that aren't needed
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int idx = 0;
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while (idx < startIndex) {
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if (_entries[idx].spriteId >= 0) {
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_entries.remove_at(idx);
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--startIndex;
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} else {
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++idx;
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}
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}
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// Original engine sprite slot list was a fixed array, so to keep the engine similiar, for
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// now I'm adding in new entries to make up the original fixed total again
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while (_entries.size() < SPRITE_SLOTS_SIZE) {
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MadsSpriteSlot rec;
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_entries.push_back(rec);
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}
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}
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//--------------------------------------------------------------------------
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MadsTextDisplay::MadsTextDisplay() {
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for (int i = 0; i < TEXT_DISPLAY_SIZE; ++i) {
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MadsTextDisplayEntry rec;
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rec.active = false;
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_entries.push_back(rec);
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}
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}
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void MadsTextDisplay::clear() {
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for (int i = 0; i < TEXT_DISPLAY_SIZE; ++i)
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_entries[i].active = false;
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}
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int MadsTextDisplay::add(int xp, int yp, uint fontColour, int charSpacing, const char *msg, Font *font) {
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int usedSlot = -1;
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for (int idx = 0; idx < TEXT_DISPLAY_SIZE; ++idx) {
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if (!_entries[idx].active) {
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usedSlot = idx;
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_entries[idx].bounds.left = xp;
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_entries[idx].bounds.top = yp;
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_entries[idx].font = font;
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_entries[idx].msg = msg;
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_entries[idx].bounds.setWidth(font->getWidth(msg, charSpacing));
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_entries[idx].bounds.setHeight(font->getHeight());
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_entries[idx].colour1 = fontColour & 0xff;
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_entries[idx].colour2 = fontColour >> 8;
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_entries[idx].spacing = charSpacing;
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_entries[idx].expire = 1;
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_entries[idx].active = true;
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break;
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}
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}
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return usedSlot;
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}
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void MadsTextDisplay::draw(View *view) {
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for (uint idx = 0; idx < _entries.size(); ++idx) {
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if (_entries[idx].active && (_entries[idx].expire >= 0)) {
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_entries[idx].font->setColours(_entries[idx].colour1,
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(_entries[idx].colour2 == 0) ? _entries[idx].colour1 : _entries[idx].colour2, 0xff);
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_entries[idx].font->writeString(view, _entries[idx].msg,
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_entries[idx].bounds.left, _entries[idx].bounds.top, _entries[idx].bounds.width(),
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_entries[idx].spacing);
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}
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}
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// Clear up any now text display entries that are to be expired
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for (uint idx = 0; idx < _entries.size(); ++idx) {
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if (_entries[idx].expire < 0) {
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_entries[idx].active = false;
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_entries[idx].expire = 0;
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}
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}
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}
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/**
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* Deactivates any text display entries that are finished
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*/
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void MadsTextDisplay::cleanUp() {
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for (uint idx = 0; idx < _entries.size(); ++idx) {
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if (_entries[idx].expire < 0) {
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_entries[idx].active = false;
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_entries[idx].expire = 0;
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}
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}
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}
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//--------------------------------------------------------------------------
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MadsKernelMessageList::MadsKernelMessageList(MadsView &owner): _owner(owner) {
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for (int i = 0; i < TIMED_TEXT_SIZE; ++i) {
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MadsKernelMessageListEntry rec;
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_entries.push_back(rec);
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}
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_owner._textSpacing = -1;
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_talkFont = _vm->_font->getFont(FONT_CONVERSATION_MADS);
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}
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void MadsKernelMessageList::clear() {
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for (uint i = 0; i < _entries.size(); ++i)
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_entries[i].flags = 0;
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_owner._textSpacing = -1;
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_talkFont = _vm->_font->getFont(FONT_CONVERSATION_MADS);
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}
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int MadsKernelMessageList::add(const Common::Point &pt, uint fontColour, uint8 flags, uint8 v2, uint32 timeout, const char *msg) {
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// Find a free slot
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uint idx = 0;
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while ((idx < _entries.size()) && ((_entries[idx].flags & KMSG_ACTIVE) != 0))
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++idx;
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if (idx == _entries.size()) {
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if (v2 == 0)
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return -1;
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error("MadsKernelList overflow");
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}
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MadsKernelMessageListEntry &rec = _entries[idx];
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rec.msg = msg;
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rec.flags = flags | KMSG_ACTIVE;
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rec.colour1 = fontColour & 0xff;
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rec.colour2 = fontColour >> 8;
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rec.position = pt;
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rec.textDisplayIndex = -1;
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rec.timeout = timeout;
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rec.frameTimer = _madsVm->_currentTimer;
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rec.field_1C = v2;
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rec.abortMode = _owner._abortTimersMode2;
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for (int i = 0; i < 3; ++i)
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rec.actionNouns[i] = _madsVm->scene()->actionNouns[i];
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if (flags & KMSG_2)
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rec.frameTimer = _owner._ticksAmount + _owner._newTimeout;
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return idx;
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}
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int MadsKernelMessageList::addQuote(int quoteId, int v2, uint32 timeout) {
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const char *quoteStr = _madsVm->globals()->getQuote(quoteId);
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return add(Common::Point(0, 0), 0x1110, KMSG_2 | KMSG_20, v2, timeout, quoteStr);
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}
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void MadsKernelMessageList::unk1(int msgIndex, int v1, int v2) {
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if (msgIndex < 0)
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return;
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_entries[msgIndex].flags |= (v2 == 0) ? KMSG_8 : (KMSG_8 | KMSG_1);
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_entries[msgIndex].msgOffset = 0;
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_entries[msgIndex].field_E = v1;
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_entries[msgIndex].frameTimer2 = _madsVm->_currentTimer;
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const char *msgP = _entries[msgIndex].msg;
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_entries[msgIndex].asciiChar = *msgP;
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_entries[msgIndex].asciiChar2 = *(msgP + 1);
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if (_entries[msgIndex].flags & KMSG_2)
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_entries[msgIndex].frameTimer2 = _owner._ticksAmount + _owner._newTimeout;
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_entries[msgIndex].frameTimer = _entries[msgIndex].frameTimer2;
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}
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void MadsKernelMessageList::setSeqIndex(int msgIndex, int seqIndex) {
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if (msgIndex >= 0) {
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_entries[msgIndex].flags |= KMSG_4;
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_entries[msgIndex].sequenceIndex = seqIndex;
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}
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}
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void MadsKernelMessageList::remove(int msgIndex) {
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MadsKernelMessageListEntry &rec = _entries[msgIndex];
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if (rec.flags & KMSG_ACTIVE) {
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if (rec.flags & KMSG_8) {
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//*(rec.msg + rec.msgOffset) = rec.asciiChar;
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//*(rec.msg + rec.msgOffset + 1) = rec.asciiChar2;
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}
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if (rec.textDisplayIndex >= 0)
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_owner._textDisplay.expire(rec.textDisplayIndex);
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rec.flags &= ~KMSG_ACTIVE;
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}
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}
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void MadsKernelMessageList::reset() {
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for (uint i = 0; i < _entries.size(); ++i)
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remove(i);
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// sub_20454
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}
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//--------------------------------------------------------------------------
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/**
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* Clears the entries list
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*/
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void ScreenObjects::clear() {
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_entries.clear();
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}
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/**
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* Adds a new entry to the list of screen objects
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*/
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void ScreenObjects::add(const Common::Rect &bounds, int layer, int idx, int category) {
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ScreenObjectEntry rec;
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rec.bounds = bounds;
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rec.layer = layer;
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rec.index = idx;
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rec.category = category;
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rec.active = true;
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_entries.push_back(rec);
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}
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/**
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* Scans the list for an element that contains the given mode. The result will be 1 based for a match,
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* with 0 indicating no entry was found
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*/
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int ScreenObjects::scan(int xp, int yp, int layer) {
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for (uint i = 0; i < _entries.size(); ++i) {
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if (_entries[i].active && _entries[i].bounds.contains(xp, yp) && (_entries[i].layer == layer))
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return i + 1;
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}
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// Entry not found
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return 0;
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}
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int ScreenObjects::scanBackwards(int xp, int yp, int layer) {
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for (int i = (int)_entries.size() - 1; i >= 0; --i) {
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if (_entries[i].active && _entries[i].bounds.contains(xp, yp) && (_entries[i].layer == layer))
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return i + 1;
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}
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// Entry not found
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return 0;
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}
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void ScreenObjects::setActive(int category, int idx, bool active) {
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for (uint i = 0; i < _entries.size(); ++i) {
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if (_entries[i].active && (_entries[i].category == category) && (_entries[i].index == idx))
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_entries[i].active = active;
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}
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}
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/*--------------------------------------------------------------------------*/
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MadsDynamicHotspots::MadsDynamicHotspots(MadsView &owner): _owner(owner) {
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for (int i = 0; i < DYNAMIC_HOTSPOTS_SIZE; ++i) {
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DynamicHotspot rec;
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rec.active = false;
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}
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_flag = true;
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_count = 0;
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}
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int MadsDynamicHotspots::add(int descId, int field14, int timerIndex, const Common::Rect &bounds) {
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// Find a free slot
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uint idx = 0;
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while ((idx < _entries.size()) && !_entries[idx].active)
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++idx;
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if (idx == _entries.size())
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error("MadsDynamicHotspots overflow");
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_entries[idx].active = true;
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_entries[idx].descId = descId;
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_entries[idx].bounds = bounds;
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_entries[idx].pos.x = -3;
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_entries[idx].pos.y = 0;
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_entries[idx].facing = 5;
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_entries[idx].field_14 = field14;
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_entries[idx].articleNumber = 6;
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_entries[idx].field_17 = 0;
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++_count;
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_flag = true;
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_owner._sequenceList[timerIndex].dynamicHotspotIndex = idx;
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return idx;
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}
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int MadsDynamicHotspots::setPosition(int index, int xp, int yp, int facing) {
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if (index >= 0) {
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_entries[index].pos.x = xp;
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_entries[index].pos.y = yp;
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_entries[index].facing = facing;
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}
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return index;
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}
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int MadsDynamicHotspots::set17(int index, int v) {
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if (index >= 0)
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_entries[index].field_17 = v;
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return index;
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}
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void MadsDynamicHotspots::remove(int index) {
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if (_entries[index].active) {
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if (_entries[index].timerIndex >= 0)
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_owner._sequenceList[_entries[index].timerIndex].dynamicHotspotIndex = -1;
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_entries[index].active = false;
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--_count;
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_flag = true;
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}
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}
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void MadsDynamicHotspots::reset() {
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for (uint i = 0; i < _entries.size(); ++i)
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_entries[i].active = false;
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_count = 0;
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_flag = false;
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}
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/*--------------------------------------------------------------------------*/
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MadsSequenceList::MadsSequenceList(MadsView &owner): _owner(owner) {
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for (int i = 0; i < TIMER_LIST_SIZE; ++i) {
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MadsSequenceEntry rec;
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rec.active = 0;
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rec.dynamicHotspotIndex = -1;
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_entries.push_back(rec);
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}
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}
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void MadsSequenceList::clear() {
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for (uint i = 0; i < _entries.size(); ++i) {
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_entries[i].active = 0;
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_entries[i].dynamicHotspotIndex = -1;
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}
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}
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bool MadsSequenceList::addSubEntry(int index, SequenceSubEntryMode mode, int frameIndex, int abortVal) {
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if (_entries[index].entries.count >= TIMER_ENTRY_SUBSET_MAX)
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return true;
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int subIndex = _entries[index].entries.count++;
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_entries[index].entries.mode[subIndex] = mode;
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_entries[index].entries.frameIndex[subIndex] = frameIndex;
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_entries[index].entries.abortVal[subIndex] = abortVal;
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return false;
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}
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int MadsSequenceList::add(int spriteListIndex, int v0, int frameIndex, char field_24, int timeoutTicks, int extraTicks, int numTicks,
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int height, int width, char field_12, char scale, uint8 depth, int frameInc, SpriteAnimType animType, int numSprites,
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int frameStart) {
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// Find a free slot
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uint timerIndex = 0;
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while ((timerIndex < _entries.size()) && (_entries[timerIndex].active))
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++timerIndex;
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if (timerIndex == _entries.size())
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error("TimerList full");
|
|
|
|
if (frameStart <= 0)
|
|
frameStart = 1;
|
|
if (numSprites == 0)
|
|
numSprites = _madsVm->scene()->_spriteSlots.getSprite(spriteListIndex).getCount();
|
|
if (frameStart == numSprites)
|
|
frameInc = 0;
|
|
|
|
// Set the list entry fields
|
|
_entries[timerIndex].active = true;
|
|
_entries[timerIndex].spriteListIndex = spriteListIndex;
|
|
_entries[timerIndex].field_2 = v0;
|
|
_entries[timerIndex].frameIndex = frameIndex;
|
|
_entries[timerIndex].frameStart = frameStart;
|
|
_entries[timerIndex].numSprites = numSprites;
|
|
_entries[timerIndex].animType = animType;
|
|
_entries[timerIndex].frameInc = frameInc;
|
|
_entries[timerIndex].depth = depth;
|
|
_entries[timerIndex].scale = scale;
|
|
_entries[timerIndex].field_12 = field_12;
|
|
_entries[timerIndex].width = width;
|
|
_entries[timerIndex].height = height;
|
|
_entries[timerIndex].numTicks = numTicks;
|
|
_entries[timerIndex].extraTicks = extraTicks;
|
|
|
|
_entries[timerIndex].timeout = _madsVm->_currentTimer + timeoutTicks;
|
|
|
|
_entries[timerIndex].field_24 = field_24;
|
|
_entries[timerIndex].field_25 = 0;
|
|
_entries[timerIndex].field_13 = 0;
|
|
_entries[timerIndex].dynamicHotspotIndex = -1;
|
|
_entries[timerIndex].entries.count = 0;
|
|
_entries[timerIndex].abortMode = _owner._abortTimersMode2;
|
|
|
|
for (int i = 0; i < 3; ++i)
|
|
_entries[timerIndex].actionNouns[i] = _madsVm->scene()->actionNouns[i];
|
|
|
|
return timerIndex;
|
|
}
|
|
|
|
void MadsSequenceList::remove(int timerIndex) {
|
|
if (_entries[timerIndex].active) {
|
|
if (_entries[timerIndex].dynamicHotspotIndex >= 0)
|
|
_owner._dynamicHotspots.remove(_entries[timerIndex].dynamicHotspotIndex);
|
|
}
|
|
|
|
_entries[timerIndex].active = false;
|
|
_owner._spriteSlots.deleteTimer(timerIndex);
|
|
}
|
|
|
|
void MadsSequenceList::setSpriteSlot(int timerIndex, MadsSpriteSlot &spriteSlot) {
|
|
MadsSequenceEntry &timerEntry = _entries[timerIndex];
|
|
SpriteAsset &sprite = _owner._spriteSlots.getSprite(timerEntry.spriteListIndex);
|
|
|
|
// TODO: Figure out logic for spriteId value based on SPRITE_SLOT.field_0
|
|
spriteSlot.spriteId = (0 /*field 0*/ == 1) ? -4 : 1;
|
|
spriteSlot.timerIndex = timerIndex;
|
|
spriteSlot.spriteListIndex = timerEntry.spriteListIndex;
|
|
spriteSlot.frameNumber = ((timerEntry.field_2 == 1) ? 0x8000 : 0) | timerEntry.frameIndex;
|
|
spriteSlot.depth = timerEntry.depth;
|
|
spriteSlot.scale = timerEntry.scale;
|
|
|
|
if (timerEntry.field_12 == 0) {
|
|
spriteSlot.xp = timerEntry.width;
|
|
spriteSlot.yp = timerEntry.height;
|
|
} else {
|
|
spriteSlot.xp = sprite.getFrame(timerEntry.frameIndex - 1)->x;
|
|
spriteSlot.yp = sprite.getFrame(timerEntry.frameIndex - 1)->y;
|
|
}
|
|
}
|
|
|
|
bool MadsSequenceList::loadSprites(int timerIndex) {
|
|
MadsSequenceEntry &seqEntry = _entries[timerIndex];
|
|
int slotIndex;
|
|
bool result = false;
|
|
int idx = -1;
|
|
|
|
_owner._spriteSlots.deleteTimer(timerIndex);
|
|
if (seqEntry.field_25 != 0) {
|
|
remove(timerIndex);
|
|
return false;
|
|
}
|
|
|
|
if (seqEntry.spriteListIndex == -1) {
|
|
seqEntry.field_25 = -1;
|
|
} else if ((slotIndex = _owner._spriteSlots.getIndex()) >= 0) {
|
|
MadsSpriteSlot &spriteSlot = _owner._spriteSlots[slotIndex];
|
|
setSpriteSlot(timerIndex, spriteSlot);
|
|
|
|
int x2 = 0, y2 = 0;
|
|
|
|
if ((seqEntry.field_13 != 0) || (seqEntry.dynamicHotspotIndex >= 0)) {
|
|
SpriteAsset &spriteSet = _owner._spriteSlots.getSprite(seqEntry.spriteListIndex);
|
|
M4Sprite *frame = spriteSet.getFrame(seqEntry.frameIndex - 1);
|
|
int width = frame->width() * seqEntry.scale / 200;
|
|
int height = frame->height() * seqEntry.scale / 100;
|
|
|
|
warning("frame size %d x %d", width, height);
|
|
|
|
// TODO: Missing stuff here, and I'm not certain about the dynamic hotspot stuff below
|
|
|
|
if (seqEntry.dynamicHotspotIndex >= 0) {
|
|
DynamicHotspot &dynHotspot = _owner._dynamicHotspots[seqEntry.dynamicHotspotIndex];
|
|
|
|
dynHotspot.bounds.left = MAX(x2 - width, 0);
|
|
dynHotspot.bounds.right = MAX(x2 - width, 319) - dynHotspot.bounds.left + 1;
|
|
dynHotspot.bounds.top = MAX(y2 - height, 0);
|
|
dynHotspot.bounds.bottom = MIN(y2, 155) - dynHotspot.bounds.top;
|
|
|
|
_owner._dynamicHotspots._flag = true;
|
|
}
|
|
}
|
|
|
|
// Frame adjustments
|
|
if (seqEntry.frameStart != seqEntry.numSprites)
|
|
seqEntry.frameIndex += seqEntry.frameInc;
|
|
|
|
if (seqEntry.frameIndex >= seqEntry.frameStart) {
|
|
if (seqEntry.frameIndex > seqEntry.numSprites) {
|
|
result = true;
|
|
if (seqEntry.animType != ANIMTYPE_CYCLED) {
|
|
// Keep index from exceeding maximum allowed
|
|
seqEntry.frameIndex = seqEntry.frameStart;
|
|
} else {
|
|
// Switch into reverse
|
|
seqEntry.frameIndex = seqEntry.numSprites - 1;
|
|
seqEntry.frameInc = -1;
|
|
}
|
|
}
|
|
} else {
|
|
// Currently in reverse mode
|
|
result = true;
|
|
|
|
if (seqEntry.animType == ANIMTYPE_CYCLED)
|
|
{
|
|
// Switch back to forward direction again
|
|
seqEntry.frameIndex = seqEntry.frameStart + 1;
|
|
seqEntry.frameInc = 1;
|
|
} else {
|
|
// Otherwise reset back to last sprite for further reverse animating
|
|
seqEntry.frameIndex = seqEntry.numSprites;
|
|
}
|
|
}
|
|
|
|
if (result && (seqEntry.field_24 != 0)) {
|
|
if (--seqEntry.field_24 != 0)
|
|
seqEntry.field_25 = -1;
|
|
}
|
|
} else {
|
|
// Out of sprite slots
|
|
seqEntry.field_25 = -1;
|
|
}
|
|
|
|
if (seqEntry.entries.count > 0) {
|
|
for (int i = 0; i <= seqEntry.entries.count; ++i) {
|
|
switch (seqEntry.entries.mode[i]) {
|
|
case SM_0:
|
|
case SM_1:
|
|
if (((seqEntry.entries.mode[i] == SM_0) && (seqEntry.field_25 != 0)) ||
|
|
((seqEntry.entries.mode[i] == SM_1) && result))
|
|
idx = i;
|
|
break;
|
|
|
|
case SM_FRAME_INDEX: {
|
|
int v = seqEntry.entries.frameIndex[i];
|
|
if ((v == seqEntry.frameIndex) || (v == 0))
|
|
idx = i;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (idx >= 0) {
|
|
_owner._abortTimers = seqEntry.entries.abortVal[idx];
|
|
_owner._abortTimersMode = seqEntry.abortMode;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Handles counting down entries in the timer list for action
|
|
*/
|
|
void MadsSequenceList::tick() {
|
|
for (uint idx = 0; idx < _entries.size(); ++idx) {
|
|
if ((_owner._abortTimers2 == 0) && (_owner._abortTimers != 0))
|
|
break;
|
|
|
|
MadsSequenceEntry &timerEntry = _entries[idx];
|
|
uint32 currentTimer = _madsVm->_currentTimer;
|
|
|
|
if (!timerEntry.active || (currentTimer < timerEntry.timeout))
|
|
continue;
|
|
|
|
// Set the next timeout for the timer entry
|
|
timerEntry.timeout = currentTimer + timerEntry.numTicks;
|
|
|
|
// Action the sprite
|
|
if (loadSprites(idx)) {
|
|
timerEntry.timeout += timerEntry.extraTicks;
|
|
}
|
|
}
|
|
}
|
|
|
|
void MadsSequenceList::delay(uint32 v1, uint32 v2) {
|
|
for (uint idx = 0; idx < _entries.size(); ++idx) {
|
|
if (_entries[idx].active) {
|
|
_entries[idx].timeout += v1 - v2;
|
|
}
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------------------------------------
|
|
|
|
MadsView::MadsView(View *view): _view(view), _dynamicHotspots(*this), _sequenceList(*this),
|
|
_kernelMessages(*this) {
|
|
_textSpacing = -1;
|
|
_ticksAmount = 3;
|
|
_newTimeout = 0;
|
|
_abortTimers = 0;
|
|
_abortTimers2 = 0;
|
|
_abortTimersMode = ABORTMODE_0;
|
|
_abortTimersMode2 = ABORTMODE_0;
|
|
}
|
|
|
|
void MadsView::refresh() {
|
|
// Draw any sprites
|
|
_spriteSlots.draw(_view);
|
|
|
|
// Draw text elements onto the view
|
|
_textDisplay.draw(_view);
|
|
|
|
// Remove any sprite slots that are no longer needed
|
|
_spriteSlots.cleanUp();
|
|
|
|
// Deactivate any text display entries that are no longer needed
|
|
_textDisplay.cleanUp();
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------
|
|
* MadsInterfaceView handles the user interface section at the bottom of
|
|
* game screens in MADS games
|
|
*--------------------------------------------------------------------------
|
|
*/
|
|
|
|
MadsInterfaceView::MadsInterfaceView(MadsM4Engine *vm): GameInterfaceView(vm,
|
|
Common::Rect(0, MADS_SURFACE_HEIGHT, vm->_screen->width(), vm->_screen->height())) {
|
|
_screenType = VIEWID_INTERFACE;
|
|
_highlightedElement = -1;
|
|
_topIndex = 0;
|
|
_selectedObject = -1;
|
|
_cheatKeyCtr = 0;
|
|
|
|
_objectSprites = NULL;
|
|
_objectPalData = NULL;
|
|
|
|
/* Set up the rect list for screen elements */
|
|
// Actions
|
|
for (int i = 0; i < 10; ++i)
|
|
_screenObjects.addRect((i / 5) * 32 + 1, (i % 5) * 8 + MADS_SURFACE_HEIGHT + 2,
|
|
((i / 5) + 1) * 32 + 3, ((i % 5) + 1) * 8 + MADS_SURFACE_HEIGHT + 2);
|
|
|
|
// Scroller elements (up arrow, scroller, down arrow)
|
|
_screenObjects.addRect(73, 160, 82, 167);
|
|
_screenObjects.addRect(73, 168, 82, 190);
|
|
_screenObjects.addRect(73, 191, 82, 198);
|
|
|
|
// Inventory object names
|
|
for (int i = 0; i < 5; ++i)
|
|
_screenObjects.addRect(89, 158 + i * 8, 160, 166 + i * 8);
|
|
|
|
// Full rectangle area for all vocab actions
|
|
for (int i = 0; i < 5; ++i)
|
|
_screenObjects.addRect(239, 158 + i * 8, 320, 166 + i * 8);
|
|
}
|
|
|
|
MadsInterfaceView::~MadsInterfaceView() {
|
|
delete _objectSprites;
|
|
}
|
|
|
|
void MadsInterfaceView::setFontMode(InterfaceFontMode newMode) {
|
|
switch (newMode) {
|
|
case ITEM_NORMAL:
|
|
_vm->_font->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 < _madsVm->globals()->getObjectsSize(); ++i) {
|
|
MadsObject *obj = _madsVm->globals()->getObject(i);
|
|
if (obj->roomNumber == PLAYER_INVENTORY)
|
|
_inventoryList.push_back(i);
|
|
}
|
|
|
|
// If the inventory has at least one object, select it
|
|
if (_inventoryList.size() > 0)
|
|
setSelectedObject(_inventoryList[0]);
|
|
}
|
|
|
|
void MadsInterfaceView::setSelectedObject(int objectNumber) {
|
|
char resName[80];
|
|
|
|
// Load inventory resource
|
|
if (_objectSprites) {
|
|
_vm->_palette->deleteRange(_objectPalData);
|
|
delete _objectSprites;
|
|
}
|
|
|
|
// Check to make sure the object is in the inventory, and also visible on-screen
|
|
int idx = _inventoryList.indexOf(objectNumber);
|
|
if (idx == -1) {
|
|
// Object wasn't found, so return
|
|
_selectedObject = -1;
|
|
return;
|
|
}
|
|
|
|
// Found the object
|
|
if (idx < _topIndex)
|
|
_topIndex = idx;
|
|
else if (idx >= (_topIndex + 5))
|
|
_topIndex = MAX(0, idx - 4);
|
|
|
|
_selectedObject = objectNumber;
|
|
sprintf(resName, "*OB%.3dI.SS", objectNumber);
|
|
|
|
Common::SeekableReadStream *data = _vm->res()->get(resName);
|
|
_objectSprites = new SpriteAsset(_vm, data, data->size(), resName);
|
|
_vm->res()->toss(resName);
|
|
|
|
// Slot it into available palette space
|
|
_objectPalData = _objectSprites->getRgbList();
|
|
_vm->_palette->addRange(_objectPalData);
|
|
_objectSprites->translate(_objectPalData, true);
|
|
|
|
_objectFrameNumber = 0;
|
|
}
|
|
|
|
void MadsInterfaceView::addObjectToInventory(int objectNumber) {
|
|
if (_inventoryList.indexOf(objectNumber) == -1) {
|
|
_madsVm->globals()->getObject(objectNumber)->roomNumber = PLAYER_INVENTORY;
|
|
_inventoryList.push_back(objectNumber);
|
|
}
|
|
|
|
setSelectedObject(objectNumber);
|
|
}
|
|
|
|
void MadsInterfaceView::onRefresh(RectList *rects, M4Surface *destSurface) {
|
|
_vm->_font->setFont(FONT_INTERFACE_MADS);
|
|
char buffer[100];
|
|
|
|
// Check to see if any dialog is currently active
|
|
bool dialogVisible = _vm->_viewManager->getView(LAYER_DIALOG) != NULL;
|
|
|
|
// Highlighting logic for action list
|
|
int actionIndex = 0;
|
|
for (int x = 0; x < 2; ++x) {
|
|
for (int y = 0; y < 5; ++y, ++actionIndex) {
|
|
// Determine the font colour depending on whether an item is selected. Note that the first action,
|
|
// 'Look', is always 'selected', even when another action is clicked on
|
|
setFontMode((_highlightedElement == actionIndex) ? ITEM_HIGHLIGHTED :
|
|
((actionIndex == 0) ? ITEM_SELECTED : ITEM_NORMAL));
|
|
|
|
// Get the verb action and capitalise it
|
|
const char *verbStr = _madsVm->globals()->getVocab(kVerbLook + actionIndex);
|
|
strcpy(buffer, verbStr);
|
|
if ((buffer[0] >= 'a') && (buffer[0] <= 'z')) buffer[0] -= 'a' - 'A';
|
|
|
|
// Display the verb
|
|
const Common::Rect r(_screenObjects[actionIndex]);
|
|
_vm->_font->writeString(destSurface, buffer, r.left, r.top, r.width(), 0);
|
|
}
|
|
}
|
|
|
|
// Check for highlighting of the scrollbar controls
|
|
if ((_highlightedElement == SCROLL_UP) || (_highlightedElement == SCROLL_SCROLLER) || (_highlightedElement == SCROLL_DOWN)) {
|
|
// Highlight the control's borders
|
|
const Common::Rect r(_screenObjects[_highlightedElement]);
|
|
destSurface->frameRect(r, 5);
|
|
}
|
|
|
|
// Draw the horizontal line in the scroller representing the current top selected
|
|
const Common::Rect scroller(_screenObjects[SCROLL_SCROLLER]);
|
|
int yP = (_inventoryList.size() < 2) ? 0 : (scroller.height() - 5) * _topIndex / (_inventoryList.size() - 1);
|
|
destSurface->setColor(4);
|
|
destSurface->hLine(scroller.left + 2, scroller.right - 3, scroller.top + 2 + yP);
|
|
|
|
// List inventory items
|
|
for (uint i = 0; i < 5; ++i) {
|
|
if ((_topIndex + i) >= _inventoryList.size())
|
|
break;
|
|
|
|
const char *descStr = _madsVm->globals()->getVocab(_madsVm->globals()->getObject(
|
|
_inventoryList[_topIndex + i])->descId);
|
|
strcpy(buffer, descStr);
|
|
if ((buffer[0] >= 'a') && (buffer[0] <= 'z')) buffer[0] -= 'a' - 'A';
|
|
|
|
const Common::Rect r(_screenObjects[INVLIST_START + i]);
|
|
|
|
// Set the highlighting of the inventory item
|
|
if (_highlightedElement == (int)(INVLIST_START + i)) setFontMode(ITEM_HIGHLIGHTED);
|
|
else if (_selectedObject == _inventoryList[_topIndex + i]) setFontMode(ITEM_SELECTED);
|
|
else setFontMode(ITEM_NORMAL);
|
|
|
|
// Write out it's description
|
|
_vm->_font->writeString(destSurface, buffer, r.left, r.top, r.width(), 0);
|
|
}
|
|
|
|
// Handle the display of any currently selected object
|
|
if (_objectSprites) {
|
|
// Display object sprite. Note that the frame number isn't used directly, because it would result
|
|
// in too fast an animation
|
|
M4Sprite *spr = _objectSprites->getFrame(_objectFrameNumber / INV_ANIM_FRAME_SPEED);
|
|
spr->copyTo(destSurface, INVENTORY_X, INVENTORY_Y, 0);
|
|
|
|
if (!_madsVm->globals()->_config.invObjectsStill && !dialogVisible) {
|
|
// If objects need to be animated, move to the next frame
|
|
if (++_objectFrameNumber >= (_objectSprites->getCount() * INV_ANIM_FRAME_SPEED))
|
|
_objectFrameNumber = 0;
|
|
}
|
|
|
|
// List the vocab actions for the currently selected object
|
|
MadsObject *obj = _madsVm->globals()->getObject(_selectedObject);
|
|
int yIndex = MIN(_highlightedElement - VOCAB_START, obj->vocabCount - 1);
|
|
|
|
for (int i = 0; i < obj->vocabCount; ++i) {
|
|
const Common::Rect r(_screenObjects[VOCAB_START + i]);
|
|
|
|
// Get the vocab description and capitalise it
|
|
const char *descStr = _madsVm->globals()->getVocab(obj->vocabList[i].vocabId);
|
|
strcpy(buffer, descStr);
|
|
if ((buffer[0] >= 'a') && (buffer[0] <= 'z')) buffer[0] -= 'a' - 'A';
|
|
|
|
// Set the highlighting and display the entry
|
|
setFontMode((i == yIndex) ? ITEM_HIGHLIGHTED : ITEM_NORMAL);
|
|
_vm->_font->writeString(destSurface, buffer, r.left, r.top, r.width(), 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool MadsInterfaceView::onEvent(M4EventType eventType, int32 param1, int x, int y, bool &captureEvents) {
|
|
MadsAction &act = _madsVm->scene()->getAction();
|
|
|
|
// If the mouse isn't being held down, then reset the repeated scroll timer
|
|
if (eventType != MEVENT_LEFT_HOLD)
|
|
_nextScrollerTicks = 0;
|
|
|
|
// Handle various event types
|
|
switch (eventType) {
|
|
case MEVENT_MOVE:
|
|
// If the cursor isn't in "wait mode", don't do any processing
|
|
if (_vm->_mouse->getCursorNum() == CURSOR_WAIT)
|
|
return true;
|
|
|
|
// Ensure the cursor is the standard arrow
|
|
_vm->_mouse->setCursorNum(CURSOR_ARROW);
|
|
|
|
// Check if any interface element is currently highlighted
|
|
_highlightedElement = _screenObjects.find(Common::Point(x, y));
|
|
|
|
return true;
|
|
|
|
case MEVENT_LEFT_CLICK:
|
|
// Left mouse click
|
|
{
|
|
// Check if an inventory object was selected
|
|
if ((_highlightedElement >= INVLIST_START) && (_highlightedElement < (INVLIST_START + 5))) {
|
|
// Ensure there is an inventory item listed in that cell
|
|
uint idx = _highlightedElement - INVLIST_START;
|
|
if ((_topIndex + idx) < _inventoryList.size()) {
|
|
// Set the selected object
|
|
setSelectedObject(_inventoryList[_topIndex + idx]);
|
|
}
|
|
} else if ((_highlightedElement >= ACTIONS_START) && (_highlightedElement < (ACTIONS_START + 10))) {
|
|
// A standard action was selected
|
|
int verbId = kVerbLook + (_highlightedElement - ACTIONS_START);
|
|
warning("Selected action #%d", verbId);
|
|
|
|
} else if ((_highlightedElement >= VOCAB_START) && (_highlightedElement < (VOCAB_START + 5))) {
|
|
// A vocab action was selected
|
|
MadsObject *obj = _madsVm->globals()->getObject(_selectedObject);
|
|
int vocabIndex = MIN(_highlightedElement - VOCAB_START, obj->vocabCount - 1);
|
|
if (vocabIndex >= 0) {
|
|
act._actionMode = ACTMODE_OBJECT;
|
|
act._actionMode2 = ACTMODE2_2;
|
|
act._flags1 = obj->vocabList[1].flags1;
|
|
act._flags2 = obj->vocabList[1].flags2;
|
|
|
|
act._currentHotspot = _selectedObject;
|
|
act._articleNumber = act._flags2;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
|
|
case MEVENT_LEFT_HOLD:
|
|
// Left mouse hold
|
|
// Handle the scroller - the up/down buttons allow for multiple actions whilst the mouse is held down
|
|
if ((_highlightedElement == SCROLL_UP) || (_highlightedElement == SCROLL_DOWN)) {
|
|
if ((_nextScrollerTicks == 0) || (g_system->getMillis() >= _nextScrollerTicks)) {
|
|
// Handle scroll up/down action
|
|
_nextScrollerTicks = g_system->getMillis() + SCROLLER_DELAY;
|
|
|
|
if ((_highlightedElement == SCROLL_UP) && (_topIndex > 0))
|
|
--_topIndex;
|
|
if ((_highlightedElement == SCROLL_DOWN) && (_topIndex < (int)(_inventoryList.size() - 1)))
|
|
++_topIndex;
|
|
}
|
|
}
|
|
return true;
|
|
|
|
case MEVENT_LEFT_DRAG:
|
|
// Left mouse drag
|
|
// Handle the the the scroller area that can be dragged to adjust the top displayed index
|
|
if (_highlightedElement == SCROLL_SCROLLER) {
|
|
// Calculate the new top index based on the Y position
|
|
const Common::Rect r(_screenObjects[SCROLL_SCROLLER]);
|
|
_topIndex = CLIP((int)(_inventoryList.size() - 1) * (y - r.top - 2) / (r.height() - 5),
|
|
0, (int)_inventoryList.size() - 1);
|
|
}
|
|
return true;
|
|
|
|
case KEVENT_KEY:
|
|
if (_cheatKeyCtr == CHEAT_SEQUENCE_MAX)
|
|
handleCheatKey(param1);
|
|
handleKeypress(param1);
|
|
return true;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool MadsInterfaceView::handleCheatKey(int32 keycode) {
|
|
switch (keycode) {
|
|
case Common::KEYCODE_SPACE:
|
|
// TODO: Move player to current destination
|
|
return true;
|
|
|
|
case Common::KEYCODE_t | (Common::KEYCODE_LALT):
|
|
case Common::KEYCODE_t | (Common::KEYCODE_RALT):
|
|
{
|
|
// Teleport to room
|
|
//Scene *sceneView = (Scene *)vm->_viewManager->getView(VIEWID_SCENE);
|
|
|
|
|
|
return true;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
const char *CHEAT_SEQUENCE = "widepipe";
|
|
|
|
bool MadsInterfaceView::handleKeypress(int32 keycode) {
|
|
int flags = keycode >> 24;
|
|
int kc = keycode & 0xffff;
|
|
|
|
// Capitalise the letter if necessary
|
|
if (_cheatKeyCtr < CHEAT_SEQUENCE_MAX) {
|
|
if ((flags & Common::KBD_CTRL) && (kc == CHEAT_SEQUENCE[_cheatKeyCtr])) {
|
|
++_cheatKeyCtr;
|
|
if (_cheatKeyCtr == CHEAT_SEQUENCE_MAX)
|
|
Dialog::display(_vm, 22, cheatingEnabledDesc);
|
|
return true;
|
|
} else {
|
|
_cheatKeyCtr = 0;
|
|
}
|
|
}
|
|
|
|
// Handle the various keys
|
|
if ((keycode == Common::KEYCODE_ESCAPE) || (keycode == Common::KEYCODE_F1)) {
|
|
// Game menu
|
|
_madsVm->globals()->dialogType = DIALOG_GAME_MENU;
|
|
leaveScene();
|
|
return false;
|
|
} else if (flags & Common::KBD_CTRL) {
|
|
// Handling of the different control key combinations
|
|
switch (kc) {
|
|
case Common::KEYCODE_i:
|
|
// Mouse to inventory
|
|
warning("TODO: Mouse to inventory");
|
|
break;
|
|
|
|
case Common::KEYCODE_k:
|
|
// Toggle hotspots
|
|
warning("TODO: Toggle hotspots");
|
|
break;
|
|
|
|
case Common::KEYCODE_p:
|
|
// Player stats
|
|
warning("TODO: Player stats");
|
|
break;
|
|
|
|
case Common::KEYCODE_q:
|
|
// Quit game
|
|
break;
|
|
|
|
case Common::KEYCODE_s:
|
|
// Activate sound
|
|
warning("TODO: Activate sound");
|
|
break;
|
|
|
|
case Common::KEYCODE_u:
|
|
// Rotate player
|
|
warning("TODO: Rotate player");
|
|
break;
|
|
|
|
case Common::KEYCODE_v: {
|
|
// Release version
|
|
Dialog *dlg = new Dialog(_vm, GameReleaseInfoStr, GameReleaseTitleStr);
|
|
_vm->_viewManager->addView(dlg);
|
|
_vm->_viewManager->moveToFront(dlg);
|
|
return false;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
} else if ((flags & Common::KBD_ALT) && (kc == Common::KEYCODE_q)) {
|
|
// Quit Game
|
|
|
|
} else {
|
|
// Standard keypresses
|
|
switch (kc) {
|
|
case Common::KEYCODE_F2:
|
|
// Save game
|
|
_madsVm->globals()->dialogType = DIALOG_SAVE;
|
|
leaveScene();
|
|
break;
|
|
case Common::KEYCODE_F3:
|
|
// Restore game
|
|
_madsVm->globals()->dialogType = DIALOG_RESTORE;
|
|
leaveScene();
|
|
break;
|
|
}
|
|
}
|
|
//DIALOG_OPTIONS
|
|
return false;
|
|
}
|
|
|
|
void MadsInterfaceView::leaveScene() {
|
|
// Close the scene
|
|
View *view = _madsVm->_viewManager->getView(VIEWID_SCENE);
|
|
_madsVm->_viewManager->deleteView(view);
|
|
}
|
|
|
|
} // End of namespace M4
|