mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-08 10:51:11 +00:00
448 lines
12 KiB
C++
448 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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* 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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*/
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#include "common/translation.h"
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#include "gui/dialog.h"
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#include "gui/widget.h"
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#include "tsage/tsage.h"
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#include "tsage/core.h"
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#include "tsage/dialogs.h"
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#include "tsage/staticres.h"
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#include "tsage/globals.h"
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#include "tsage/ringworld2/ringworld2_dialogs.h"
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#include "tsage/ringworld2/ringworld2_logic.h"
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namespace TsAGE {
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namespace Ringworld2 {
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/**
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* This dialog implements the right-click dialog
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*/
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RightClickDialog::RightClickDialog() : GfxDialog() {
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// Setup button positions
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_btnList[0] = Common::Point(48, 12);
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_btnList[1] = Common::Point(31, 29);
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_btnList[2] = Common::Point(65, 29);
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_btnList[3] = Common::Point(14, 47);
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_btnList[4] = Common::Point(48, 47);
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_btnList[5] = Common::Point(83, 47);
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// Set the palette and change the cursor
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BF_GLOBALS._events.setCursor(CURSOR_ARROW);
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setPalette();
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// Get the dialog image and selected button images
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if (R2_GLOBALS._sceneManager._sceneNumber == 2900) {
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_surface = surfaceFromRes(2902, 1, 1);
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_btnImages.setVisage(2902, 2);
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} else {
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_surface = surfaceFromRes(1, 1, 1);
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_btnImages.setVisage(1, 2);
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}
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// Set the dialog position
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Rect dialogRect;
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dialogRect.resize(_surface, 0, 0, 100);
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dialogRect.center(g_globals->_events._mousePos.x, g_globals->_events._mousePos.y);
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// Ensure the dialog will be entirely on-screen
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Rect screenRect = g_globals->gfxManager()._bounds;
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screenRect.collapse(4, 4);
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dialogRect.contain(screenRect);
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_bounds = dialogRect;
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_gfxManager._bounds = _bounds;
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_highlightedAction = -1;
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_selectedAction = -1;
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}
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RightClickDialog::~RightClickDialog() {
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}
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void RightClickDialog::draw() {
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// Save the covered background area
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_savedArea = Surface_getArea(g_globals->_gfxManagerInstance.getSurface(), _bounds);
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// Draw the dialog image
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g_globals->gfxManager().copyFrom(_surface, _bounds.left, _bounds.top);
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}
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bool RightClickDialog::process(Event &event) {
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switch (event.eventType) {
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case EVENT_MOUSE_MOVE: {
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// Check whether a button is highlighted
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int buttonIndex;
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for (buttonIndex = 6; buttonIndex >= 0; --buttonIndex) {
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Rect tempRect(0, 0, 28, 29);
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tempRect.moveTo(_btnList[buttonIndex].x, _btnList[buttonIndex].y);
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if (tempRect.contains(event.mousePos))
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break;
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}
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// If selection has changed, handle it
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if (buttonIndex != _highlightedAction) {
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if (_highlightedAction != -1) {
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// Another button was previously selected, so restore dialog
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_gfxManager.copyFrom(_surface, 0, 0);
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}
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if (buttonIndex != -1) {
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// Draw newly selected button
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GfxSurface btn = _btnImages.getFrame(buttonIndex + 1);
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_gfxManager.copyFrom(btn, _btnList[buttonIndex].x, _btnList[buttonIndex].y);
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}
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_highlightedAction = buttonIndex;
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}
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event.handled = true;
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return true;
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}
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case EVENT_BUTTON_DOWN:
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// Specify the selected action
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_selectedAction = (_highlightedAction == -1) ? 999 : _highlightedAction;
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event.handled = true;
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return true;
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default:
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break;
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}
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return false;
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}
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void RightClickDialog::execute() {
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// Draw the dialog
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draw();
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// Dialog event handler loop
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_gfxManager.activate();
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while (!g_vm->shouldQuit() && (_selectedAction == -1)) {
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Event evt;
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while (g_globals->_events.getEvent(evt, EVENT_MOUSE_MOVE | EVENT_BUTTON_DOWN)) {
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evt.mousePos.x -= _bounds.left;
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evt.mousePos.y -= _bounds.top;
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process(evt);
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}
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g_system->delayMillis(10);
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g_system->updateScreen();
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}
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// Execute the specified action
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CursorType cursorNum = CURSOR_NONE;
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switch (_selectedAction) {
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case 0:
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// Look action
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cursorNum = CURSOR_LOOK;
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break;
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case 1:
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// Walk action
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cursorNum = CURSOR_WALK;
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break;
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case 2:
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// Use action
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cursorNum = CURSOR_USE;
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break;
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case 3:
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// Talk action
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cursorNum = CURSOR_TALK;
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break;
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case 4:
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// Change player
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CharacterDialog::show();
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break;
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case 5:
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// Options dialog
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break;
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}
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if (cursorNum != CURSOR_NONE)
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BF_GLOBALS._events.setCursor(cursorNum);
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_gfxManager.deactivate();
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}
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/*--------------------------------------------------------------------------*/
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void CharacterDialog::show() {
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CharacterDialog *dlg = new CharacterDialog();
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dlg->draw();
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// Make the default button the currently active character
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GfxButton *btn = NULL;
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int oldCharacter = R2_GLOBALS._player._characterIndex;
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switch (oldCharacter) {
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case 1:
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btn = &dlg->_btnQuinn;
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break;
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case 2:
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btn = &dlg->_btnSeeker;
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break;
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case 3:
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btn = &dlg->_btnMiranda;
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break;
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default:
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break;
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}
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// Show the character selection dialog
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btn = dlg->execute(btn);
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// Figure out the new selected character
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if (btn == &dlg->_btnQuinn)
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R2_GLOBALS._player._characterIndex = 1;
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else if (btn == &dlg->_btnSeeker)
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R2_GLOBALS._player._characterIndex = 2;
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else if (btn == &dlg->_btnMiranda)
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R2_GLOBALS._player._characterIndex = 3;
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// Remove the dialog
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dlg->remove();
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delete dlg;
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// Only do transfer if a different character was selected
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if (R2_GLOBALS._player._characterIndex != oldCharacter) {
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// Save the details of the previously active character
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SceneExt *scene = (SceneExt *)R2_GLOBALS._sceneManager._scene;
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scene->saveCharacter(oldCharacter);
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// Play a transition sound as the character is changed
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if (R2_GLOBALS._player._characterScene[0] != 300) {
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switch (R2_GLOBALS._v565F1[R2_GLOBALS._player._characterIndex]) {
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case 0:
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R2_GLOBALS._sound4.stop();
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break;
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case 1:
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R2_GLOBALS._sound4.play(45);
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break;
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case 2:
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R2_GLOBALS._sound4.play(4);
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break;
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case 3:
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R2_GLOBALS._sound4.play(5);
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break;
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case 4:
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R2_GLOBALS._sound4.play(6);
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break;
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default:
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break;
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}
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} else if (R2_GLOBALS._v565F1[R2_GLOBALS._player._characterIndex] > 1) {
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switch (R2_GLOBALS._v565F1[R2_GLOBALS._player._characterIndex]) {
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case 2:
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R2_GLOBALS._sound4.play(45);
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break;
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case 3:
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R2_GLOBALS._sound4.play(4);
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break;
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case 4:
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R2_GLOBALS._sound4.play(5);
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break;
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case 5:
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R2_GLOBALS._sound4.play(6);
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break;
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default:
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break;
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}
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} else if ((R2_GLOBALS._player._characterScene[1] == 300) && (R2_GLOBALS._v565F1[1] != 1)) {
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switch (R2_GLOBALS._v565F1[1]) {
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case 2:
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R2_GLOBALS._sound4.play(45);
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break;
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case 3:
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R2_GLOBALS._sound4.play(4);
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break;
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case 4:
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R2_GLOBALS._sound4.play(5);
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break;
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case 5:
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R2_GLOBALS._sound4.play(6);
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break;
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default:
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break;
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}
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} else if (R2_GLOBALS._player._characterScene[2] != 300) {
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R2_GLOBALS._sound4.stop();
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} else if (R2_GLOBALS._v565F1[2] == 1) {
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R2_GLOBALS._sound4.stop();
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} else {
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switch (R2_GLOBALS._v565F1[1]) {
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case 2:
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R2_GLOBALS._sound4.play(45);
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break;
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case 3:
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R2_GLOBALS._sound4.play(4);
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break;
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case 4:
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R2_GLOBALS._sound4.play(5);
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break;
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case 5:
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R2_GLOBALS._sound4.play(6);
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break;
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default:
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break;
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}
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}
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// Change to whichever scene the newly selected character is in
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R2_GLOBALS._sceneManager.changeScene(R2_GLOBALS._player._characterScene[R2_GLOBALS._player._characterIndex]);
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}
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}
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CharacterDialog::CharacterDialog() {
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// Set the element text
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_msgTitle.set(CHAR_TITLE, 140, ALIGN_LEFT);
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_btnQuinn.setText(CHAR_QUINN_MSG);
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_btnSeeker.setText(CHAR_SEEKER_MSG);
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_btnMiranda.setText(CHAR_MIRANDA_MSG);
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_btnCancel.setText(CHAR_CANCEL_MSG);
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// Set position of the elements
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_msgTitle._bounds.moveTo(5, 5);
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_btnQuinn._bounds.moveTo(25, _msgTitle._bounds.bottom + 1);
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_btnSeeker._bounds.moveTo(25, _btnQuinn._bounds.bottom + 1);
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_btnMiranda._bounds.moveTo(25, _btnSeeker._bounds.bottom + 1);
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_btnCancel._bounds.moveTo(25, _btnMiranda._bounds.bottom + 1);
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// Add the items to the dialog
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addElements(&_msgTitle, &_btnQuinn, &_btnSeeker, &_btnMiranda, &_btnCancel, NULL);
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// Set the dialog size and position
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frame();
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_bounds.collapse(-6, -6);
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setCenter(160, 100);
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}
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/*--------------------------------------------------------------------------*/
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void HelpDialog::show() {
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// Set the palette and change the cursor
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BF_GLOBALS._events.setCursor(CURSOR_ARROW);
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// Create the dialog and draw it
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HelpDialog *dlg = new HelpDialog();
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dlg->draw();
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// Show the character selection dialog
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GfxButton *btn = dlg->execute(&dlg->_btnResume);
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// If a function button was selected, take care of it
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Event evt;
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evt.eventType = EVENT_KEYPRESS;
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evt.kbd.keycode = Common::KEYCODE_INVALID;
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if (btn == &dlg->_btnList[0]) {
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evt.kbd.keycode = Common::KEYCODE_F2;
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} else if (btn == &dlg->_btnList[1]) {
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evt.kbd.keycode = Common::KEYCODE_F3;
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} else if (btn == &dlg->_btnList[2]) {
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evt.kbd.keycode = Common::KEYCODE_F4;
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} else if (btn == &dlg->_btnList[3]) {
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evt.kbd.keycode = Common::KEYCODE_F5;
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} else if (btn == &dlg->_btnList[4]) {
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evt.kbd.keycode = Common::KEYCODE_F7;
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} else if (btn == &dlg->_btnList[5]) {
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evt.kbd.keycode = Common::KEYCODE_F8;
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} else if (btn == &dlg->_btnList[6]) {
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evt.kbd.keycode = Common::KEYCODE_F10;
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}
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// Remove the dialog
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dlg->remove();
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delete dlg;
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// If a action button was selected, dispatch to handle it
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if (evt.kbd.keycode != Common::KEYCODE_INVALID)
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R2_GLOBALS._game->processEvent(evt);
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}
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HelpDialog::HelpDialog() {
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// Set the title and game version
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_msgTitle.set(HELP_MSG, 172, ALIGN_CENTER);
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_msgTitle._bounds.moveTo(5, 0);
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_msgVersion.set(GAME_VERSION, 172, ALIGN_CENTER);
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_msgVersion._bounds.moveTo(5, _msgTitle._bounds.bottom + 3);
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addElements(&_msgTitle, &_msgVersion, NULL);
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// Set buttons
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_btnList[0].setText(F2);
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_btnList[0]._bounds.moveTo(5, _msgVersion._bounds.bottom + 2);
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_btnDescription[0].set(SOUND_OPTIONS, 140, ALIGN_LEFT);
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_btnDescription[0]._bounds.moveTo(_btnList[0]._bounds.right + 2, _btnList[0]._bounds.top + 4);
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_btnList[1].setText(F3);
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_btnList[1]._bounds.moveTo(5, _btnList[0]._bounds.bottom);
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_btnDescription[1].set(QUIT_GAME, 140, ALIGN_LEFT);
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_btnDescription[1]._bounds.moveTo(_btnList[1]._bounds.right + 2, _btnList[1]._bounds.top + 4);
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_btnList[2].setText(F4);
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_btnList[2]._bounds.moveTo(5, _btnList[1]._bounds.bottom);
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_btnDescription[2].set(RESTART_GAME, 140, ALIGN_LEFT);
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_btnDescription[2]._bounds.moveTo(_btnList[2]._bounds.right + 2, _btnList[2]._bounds.top + 4);
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_btnList[3].setText(F5);
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_btnList[3]._bounds.moveTo(5, _btnList[2]._bounds.bottom);
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_btnDescription[3].set(SAVE_GAME, 140, ALIGN_LEFT);
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_btnDescription[3]._bounds.moveTo(_btnList[3]._bounds.right + 2, _btnList[3]._bounds.top + 4);
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_btnList[4].setText(F7);
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_btnList[4]._bounds.moveTo(5, _btnList[3]._bounds.bottom);
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_btnDescription[4].set(RESTORE_GAME, 140, ALIGN_LEFT);
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_btnDescription[4]._bounds.moveTo(_btnList[4]._bounds.right + 2, _btnList[4]._bounds.top + 4);
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_btnList[5].setText(F8);
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_btnList[5]._bounds.moveTo(5, _btnList[4]._bounds.bottom);
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_btnDescription[5].set(SHOW_CREDITS, 140, ALIGN_LEFT);
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_btnDescription[5]._bounds.moveTo(_btnList[5]._bounds.right + 2, _btnList[5]._bounds.top + 4);
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_btnList[6].setText(F10);
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_btnList[6]._bounds.moveTo(5, _btnList[5]._bounds.bottom);
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_btnDescription[6].set(PAUSE_GAME, 140, ALIGN_LEFT);
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_btnDescription[6]._bounds.moveTo(_btnList[6]._bounds.right + 2, _btnList[6]._bounds.top + 4);
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for (int i = 0; i < 7; ++i) {
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addElements(&_btnList[i], &_btnDescription[i], NULL);
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}
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// Add 'Resume' button
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_btnResume.setText(RESUME_PLAY);
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_btnResume._bounds.moveTo(5, _btnList[6]._bounds.bottom + 2);
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addElements(&_btnResume, NULL);
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// Set the dialog size and position
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frame();
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_bounds.collapse(-6, -6);
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setCenter(160, 100);
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}
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} // End of namespace Ringworld2
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} // End of namespace TsAGE
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