scummvm/engines/mutationofjb/gamescreen.cpp
2020-02-09 12:43:15 +01:00

424 lines
12 KiB
C++

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