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424 lines
12 KiB
C++
424 lines
12 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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*
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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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*
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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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*/
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#include "mutationofjb/gamescreen.h"
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#include "mutationofjb/animationdecoder.h"
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#include "mutationofjb/encryptedfile.h"
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#include "mutationofjb/game.h"
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#include "mutationofjb/gamedata.h"
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#include "mutationofjb/mutationofjb.h"
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#include "mutationofjb/inventory.h"
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#include "mutationofjb/room.h"
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#include "mutationofjb/util.h"
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#include "mutationofjb/widgets/conversationwidget.h"
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#include "mutationofjb/widgets/gamewidget.h"
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#include "mutationofjb/widgets/imagewidget.h"
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#include "mutationofjb/widgets/inventorywidget.h"
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#include "mutationofjb/widgets/labelwidget.h"
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#include "common/events.h"
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#include "common/rect.h"
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#include "graphics/screen.h"
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namespace MutationOfJB {
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enum ButtonType {
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BUTTON_WALK = 0,
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BUTTON_TALK,
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BUTTON_LOOK,
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BUTTON_USE,
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BUTTON_PICKUP,
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BUTTON_SCROLL_LEFT,
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BUTTON_SCROLL_RIGHT,
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BUTTON_SETTINGS,
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NUM_BUTTONS
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};
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enum {
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INVENTORY_START_X = 88,
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INVENTORY_START_Y = 149,
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INVENTORY_ITEM_WIDTH = 34,
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INVENTORY_ITEM_HEIGHT = 33,
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INVENTORY_ITEMS_PER_LINE = 8,
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INVENTORY_ITEMS_LINES = 5,
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CONVERSATION_X = 0,
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CONVERSATION_Y = 139,
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CONVERSATION_WIDTH = 320,
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CONVERSATION_HEIGHT = 61,
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STATUS_BAR_X = 0,
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STATUS_BAR_Y = 140,
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STATUS_BAR_WIDTH = 320,
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STATUS_BAR_HEIGHT = 8
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};
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GameScreen::GameScreen(Game &game, Graphics::Screen *screen)
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: GuiScreen(game, screen),
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_inventoryWidget(nullptr),
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_conversationWidget(nullptr),
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_statusBarWidget(nullptr),
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_currentAction(ActionInfo::Walk) {}
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GameScreen::~GameScreen() {}
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bool GameScreen::init() {
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if (!loadInventoryGfx()) {
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return false;
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}
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if (!loadHudGfx()) {
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return false;
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}
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_game.getGameData().getInventory().setObserver(this);
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// Init widgets.
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const Common::Rect backgroundRect(CONVERSATION_X, CONVERSATION_Y, CONVERSATION_X + CONVERSATION_WIDTH, CONVERSATION_Y + CONVERSATION_HEIGHT);
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const Graphics::Surface backgroundSurface = _hudSurfaces[0].getSubArea(backgroundRect);
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ImageWidget *image = new ImageWidget(*this, backgroundRect, backgroundSurface);
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addWidget(image);
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_inventoryWidget = new InventoryWidget(*this, _inventorySurfaces);
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_inventoryWidget->setCallback(this);
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addWidget(_inventoryWidget);
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const Common::Rect ButtonRects[] = {
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Common::Rect(0, 148, 67, 158), // Walk
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Common::Rect(0, 158, 67, 168), // Talk
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Common::Rect(0, 168, 67, 178), // Look
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Common::Rect(0, 178, 67, 188), // Use
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Common::Rect(0, 188, 67, 198), // PickUp
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Common::Rect(67, 149, 88, 174), // ScrollLeft
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Common::Rect(67, 174, 88, 199), // ScrollRight
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Common::Rect(301, 148, 320, 200) // Settings
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};
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for (int i = 0; i < NUM_BUTTONS; ++i) {
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const Graphics::Surface normalSurface = _hudSurfaces[0].getSubArea(ButtonRects[i]);
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const Graphics::Surface pressedSurface = _hudSurfaces[1].getSubArea(ButtonRects[i]);
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ButtonWidget *button = new ButtonWidget(*this, ButtonRects[i], normalSurface, pressedSurface);
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button->setId(i);
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button->setCallback(this);
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_buttons.push_back(button);
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addWidget(button);
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}
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const Common::Rect statusBarRect(STATUS_BAR_X, STATUS_BAR_Y, STATUS_BAR_X + STATUS_BAR_WIDTH, STATUS_BAR_Y + STATUS_BAR_HEIGHT);
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_statusBarWidget = new LabelWidget(*this, statusBarRect);
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addWidget(_statusBarWidget);
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const Common::Rect conversationRect(CONVERSATION_X, CONVERSATION_Y, CONVERSATION_X + CONVERSATION_WIDTH, CONVERSATION_Y + CONVERSATION_HEIGHT);
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const Graphics::Surface conversationSurface = _hudSurfaces[2].getSubArea(conversationRect);
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_conversationWidget = new ConversationWidget(*this, conversationRect, conversationSurface);
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_conversationWidget->setVisible(false);
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addWidget(_conversationWidget);
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_gameWidget = new GameWidget(*this);
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_gameWidget->setCallback(this);
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addWidget(_gameWidget);
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return true;
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}
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void GameScreen::handleEvent(const Common::Event &event) {
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switch (event.type) {
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case Common::EVENT_KEYUP: {
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switch (event.kbd.ascii) {
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case 'g':
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_currentAction = ActionInfo::Walk;
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_currentPickedItem.clear();
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break;
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case 'r':
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_currentAction = ActionInfo::Talk;
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_currentPickedItem.clear();
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break;
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case 's':
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_currentAction = ActionInfo::Look;
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_currentPickedItem.clear();
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break;
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case 'b':
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_currentAction = ActionInfo::Use;
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_currentPickedItem.clear();
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break;
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case 'n':
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_currentAction = ActionInfo::PickUp;
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_currentPickedItem.clear();
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break;
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default:
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break;
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}
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break;
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}
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default:
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break;
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}
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GuiScreen::handleEvent(event);
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}
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ConversationWidget &GameScreen::getConversationWidget() {
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return *_conversationWidget;
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}
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void GameScreen::showConversationWidget(bool show) {
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_gameWidget->setEnabled(!show);
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_conversationWidget->setVisible(show);
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_statusBarWidget->setText(Common::String());
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for (Common::Array<ButtonWidget *>::const_iterator it = _buttons.begin(); it != _buttons.end(); ++it) {
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(*it)->setVisible(!show);
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}
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_inventoryWidget->setVisible(!show);
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}
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void GameScreen::refreshAfterSceneChanged() {
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const Widgets &widgets = getWidgets();
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if (!getGame().isCurrentSceneMap()) {
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_gameWidget->setArea(Common::Rect(GameWidget::GAME_NORMAL_AREA_WIDTH, GameWidget::GAME_NORMAL_AREA_HEIGHT));
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for (Widgets::const_iterator it = widgets.begin(); it != widgets.end(); ++it) {
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if (*it == _gameWidget || *it == _conversationWidget)
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continue;
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(*it)->setVisible(true);
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}
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} else {
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_gameWidget->setArea(Common::Rect(GameWidget::GAME_FULL_AREA_WIDTH, GameWidget::GAME_FULL_AREA_HEIGHT));
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for (Widgets::const_iterator it = widgets.begin(); it != widgets.end(); ++it) {
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if (*it == _gameWidget || *it == _conversationWidget)
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continue;
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(*it)->setVisible(false);
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}
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}
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_gameWidget->clearState();
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// Fake mouse move event to update the cursor.
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Common::Event event;
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event.type = Common::EVENT_MOUSEMOVE;
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event.mouse = _game.getEngine().getEventManager()->getMousePos();
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_gameWidget->handleEvent(event);
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_gameWidget->markDirty(GameWidget::DIRTY_AFTER_SCENE_CHANGE);
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_gameWidget->update(*_screen); // Force immediate update.
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}
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class InventoryAnimationDecoderCallback : public AnimationDecoderCallback {
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public:
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InventoryAnimationDecoderCallback(GameScreen &gui) : _gui(gui) {}
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void onFrame(int frameNo, Graphics::Surface &surface) override;
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void onPaletteUpdated(byte palette[PALETTE_SIZE]) override;
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private:
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GameScreen &_gui;
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};
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void InventoryAnimationDecoderCallback::onPaletteUpdated(byte palette[PALETTE_SIZE]) {
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_gui._screen->setPalette(palette + 0xC0 * 3, 0xC0, 0x20); // Load only 0x20 colors.
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}
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void InventoryAnimationDecoderCallback::onFrame(int frameNo, Graphics::Surface &surface) {
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if (frameNo < 3) {
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Graphics::Surface outSurface;
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outSurface.copyFrom(surface);
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_gui._inventorySurfaces.push_back(outSurface);
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}
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}
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bool GameScreen::loadInventoryGfx() {
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AnimationDecoder decoder("icons.dat");
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InventoryAnimationDecoderCallback callback(*this);
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return decoder.decode(&callback);
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}
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class HudAnimationDecoderCallback : public AnimationDecoderCallback {
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public:
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HudAnimationDecoderCallback(GameScreen &gui) : _gui(gui) {}
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void onFrame(int frameNo, Graphics::Surface &surface) override;
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void onPaletteUpdated(byte palette[PALETTE_SIZE]) override;
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private:
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GameScreen &_gui;
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};
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void HudAnimationDecoderCallback::onPaletteUpdated(byte [PALETTE_SIZE]) {
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}
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void HudAnimationDecoderCallback::onFrame(int frameNo, Graphics::Surface &surface) {
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if (frameNo == 0 || frameNo == 1 || frameNo == 4) {
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Graphics::Surface outSurface;
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outSurface.copyFrom(surface);
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_gui._hudSurfaces.push_back(outSurface);
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}
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}
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bool GameScreen::loadHudGfx() {
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AnimationDecoder decoder("room0.dat");
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HudAnimationDecoderCallback callback(*this);
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return decoder.decode(&callback);
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}
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void GameScreen::updateStatusBarText(const Common::String &entity, bool inventory) {
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const bool hasPrevPickedItem = !_currentPickedItem.empty();
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const bool hasCurrentItem = !entity.empty();
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if (!hasPrevPickedItem && !hasCurrentItem) {
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_statusBarWidget->setText(Common::String());
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return;
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}
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HardcodedStrings::StringType actionStringType = HardcodedStrings::LOOK;
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if (inventory) {
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switch (_currentAction) {
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case ActionInfo::Use:
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actionStringType = HardcodedStrings::USE;
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break;
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case ActionInfo::Look:
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default:
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actionStringType = HardcodedStrings::LOOK;
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break;
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}
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} else {
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switch (_currentAction) {
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case ActionInfo::Look:
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default:
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actionStringType = HardcodedStrings::LOOK;
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break;
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case ActionInfo::Walk:
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actionStringType = HardcodedStrings::WALK;
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break;
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case ActionInfo::Talk:
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actionStringType = HardcodedStrings::TALK;
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break;
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case ActionInfo::Use:
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actionStringType = HardcodedStrings::USE;
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break;
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case ActionInfo::PickUp:
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actionStringType = HardcodedStrings::PICKUP;
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break;
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}
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}
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Common::String text = _game.getAssets().getHardcodedStrings().getString(actionStringType);
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if (hasPrevPickedItem)
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text += " " + _currentPickedItem;
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if (hasCurrentItem)
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text += " " + entity;
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_statusBarWidget->setText(text);
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}
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void GameScreen::onInventoryChanged() {
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_inventoryWidget->markDirty();
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}
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void GameScreen::onButtonClicked(ButtonWidget *button) {
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const int buttonId = button->getId();
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if (buttonId <= BUTTON_PICKUP) {
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const ActionInfo::Action actions[] = {ActionInfo::Walk, ActionInfo::Talk, ActionInfo::Look, ActionInfo::Use, ActionInfo::PickUp};
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_currentAction = actions[buttonId];
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_currentPickedItem.clear();
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} else if (buttonId == BUTTON_SCROLL_LEFT) {
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_game.getGameData().getInventory().scrollLeft();
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} else if (buttonId == BUTTON_SCROLL_RIGHT) {
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_game.getGameData().getInventory().scrollRight();
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}
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}
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void GameScreen::onInventoryItemHovered(InventoryWidget *, int posInWidget) {
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if (posInWidget == -1) {
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updateStatusBarText(Common::String(), true);
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} else {
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const Common::String &item = _game.getGameData().getInventory().getItems()[posInWidget];
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updateStatusBarText(item, true);
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}
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}
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void GameScreen::onInventoryItemClicked(InventoryWidget *, int posInWidget) {
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// Position in widget should match the position in inventory.
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const Common::String &item = _game.getGameData().getInventory().getItems()[posInWidget];
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if (_currentAction == ActionInfo::Use) {
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if (_currentPickedItem.empty()) {
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// Inventory items ending with '[' aren't supposed to be combined (e.g. Fisher's mask).
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if (item.lastChar() == '[')
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_game.startActionSection(ActionInfo::Use, item);
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else
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_currentPickedItem = item;
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} else {
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_game.startActionSection(ActionInfo::Use, _currentPickedItem, item);
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_currentPickedItem.clear();
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}
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} else {
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_game.startActionSection(ActionInfo::Look, item);
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}
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}
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void GameScreen::onGameDoorClicked(GameWidget *, Door *door) {
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if (!_currentPickedItem.empty()) {
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_game.startActionSection(_currentAction, _currentPickedItem, door->_name);
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_currentPickedItem.clear();
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return;
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}
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if (!_game.startActionSection(_currentAction, door->_name) && _currentAction == ActionInfo::Walk && door->_destSceneId != 0) {
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if (door->allowsImplicitSceneChange())
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_game.changeScene(door->_destSceneId, _game.getGameData()._partB);
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}
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}
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void GameScreen::onGameStaticClicked(GameWidget *, Static *stat) {
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if (_currentAction == ActionInfo::Use) {
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if (_currentPickedItem.empty()) {
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if (stat->isCombinable())
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_currentPickedItem = stat->_name;
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else
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_game.startActionSection(ActionInfo::Use, stat->_name);
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} else {
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_game.startActionSection(_currentAction, _currentPickedItem, stat->_name);
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_currentPickedItem.clear();
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}
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} else {
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if (!_game.startActionSection(_currentAction, stat->_name)) {
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if (_currentAction == ActionInfo::PickUp && stat->allowsImplicitPickup()) {
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Common::String inventoryName(stat->_name);
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inventoryName.setChar('`', 0);
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_game.getGameData().getInventory().addItem(inventoryName);
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stat->_active = 0;
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_game.getRoom().drawStatic(stat);
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}
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}
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}
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}
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void GameScreen::onGameEntityHovered(GameWidget *, const Common::String &entity) {
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updateStatusBarText(entity, false);
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}
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}
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