scummvm/engines/mads/hotspots.cpp
2021-12-26 18:48:43 +01:00

267 lines
6.9 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "mads/mads.h"
#include "mads/hotspots.h"
namespace MADS {
DynamicHotspot::DynamicHotspot() {
_seqIndex = 0;
_animIndex = -1;
_facing = FACING_NONE;
_descId = 0;
_verbId = 0;
_valid = false; // V2
_articleNumber = 0;
_syntax = 0; // V2
_cursor = CURSOR_NONE;
_active = false;
}
void DynamicHotspot::synchronize(Common::Serializer &s) {
}
/*------------------------------------------------------------------------*/
DynamicHotspots::DynamicHotspots(MADSEngine *vm) : _vm(vm) {
for (int i = 0; i < DYNAMIC_HOTSPOTS_SIZE; ++i) {
DynamicHotspot rec;
rec._active = false;
_entries.push_back(rec);
}
_changed = true;
_count = 0;
}
int DynamicHotspots::add(int descId, int verbId, byte syntax, int seqIndex, const Common::Rect &bounds) {
// Find a free slot
uint idx = 0;
while ((idx < _entries.size()) && _entries[idx]._active)
++idx;
if (idx == _entries.size())
error("DynamicHotspots overflow");
_entries[idx]._active = true;
_entries[idx]._descId = descId;
_entries[idx]._seqIndex = seqIndex;
_entries[idx]._bounds = bounds;
_entries[idx]._feetPos = Common::Point(-3, 0);
_entries[idx]._facing = FACING_NONE;
_entries[idx]._verbId = verbId;
_entries[idx]._articleNumber = PREP_IN;
_entries[idx]._syntax = syntax;
_entries[idx]._cursor = CURSOR_NONE;
_entries[idx]._valid = true;
_entries[idx]._animIndex = -1;
++_count;
_changed = true;
if (seqIndex >= 0) {
_vm->_game->_scene._sequences[seqIndex]._dynamicHotspotIndex = idx;
_entries[idx]._valid = false;
}
return idx;
}
int DynamicHotspots::add(int descId, int verbId, int seqIndex, const Common::Rect &bounds) {
// Find a free slot
uint idx = 0;
while ((idx < _entries.size()) && _entries[idx]._active)
++idx;
if (idx == _entries.size())
error("DynamicHotspots overflow");
_entries[idx]._active = true;
_entries[idx]._descId = descId;
_entries[idx]._seqIndex = seqIndex;
_entries[idx]._bounds = bounds;
_entries[idx]._feetPos = Common::Point(-3, 0);
_entries[idx]._facing = FACING_NONE;
_entries[idx]._verbId = verbId;
_entries[idx]._articleNumber = PREP_IN;
_entries[idx]._cursor = CURSOR_NONE;
_entries[idx]._animIndex = -1;
++_count;
_changed = true;
if (seqIndex >= 0)
_vm->_game->_scene._sequences[seqIndex]._dynamicHotspotIndex = idx;
return idx;
}
int DynamicHotspots::setPosition(int index, const Common::Point &pos, Facing facing) {
if (index >= 0) {
_entries[index]._feetPos = pos;
_entries[index]._facing = facing;
}
return index;
}
int DynamicHotspots::setCursor(int index, CursorType cursor) {
if (index >= 0)
_entries[index]._cursor = cursor;
return index;
}
void DynamicHotspots::remove(int index) {
Scene &scene = _vm->_game->_scene;
if (index >= 0 && _entries[index]._active) {
if (_entries[index]._seqIndex >= 0)
scene._sequences[_entries[index]._seqIndex]._dynamicHotspotIndex = -1;
if (_entries[index]._animIndex >= 0)
scene._animation[_entries[index]._animIndex]->_dynamicHotspotIndex = -1;
_entries[index]._active = false;
--_count;
_changed = true;
}
}
void DynamicHotspots::clear() {
for (uint i = 0; i < _entries.size(); ++i)
_entries[i]._active = false;
_changed = false;
_count = 0;
}
void DynamicHotspots::reset() {
for (uint i = 0; i < _entries.size(); ++i)
remove(i);
_count = 0;
_changed = false;
}
void DynamicHotspots::refresh() {
// Reset the screen objects back to only contain UI elements
ScreenObjects &scrObjects = _vm->_game->_screenObjects;
scrObjects.resize(scrObjects._uiCount);
bool isV2 = (_vm->getGameID() != GType_RexNebular);
// Loop through adding hotspots
for (uint i = 0; i < _entries.size(); ++i) {
DynamicHotspot &dh = (*this)[i];
if ((*this)[i]._active && (!isV2 || (*this)[i]._valid)) {
switch (scrObjects._inputMode) {
case kInputBuildingSentences:
case kInputLimitedSentences:
scrObjects.add(dh._bounds, _vm->_game->_scene._mode, CAT_12, dh._descId);
scrObjects._forceRescan = true;
break;
default:
break;
}
}
}
// Reset the list's changed flag
_changed = false;
}
DynamicHotspot &DynamicHotspots::get(int index) {
for (uint i = 0; i < _entries.size(); ++i) {
if (_entries[i]._active && index-- == 0)
return _entries[i];
}
error("Could not find dynamic hotspot");
}
void DynamicHotspots::synchronize(Common::Serializer &s) {
int count = _entries.size();
s.syncAsSint16LE(count);
// The MIN in the below loop is a workaround to fix earlier savegame
// loading accidentally adding new dynamic hotspots to the fixed list
for (int i = 0; i < count; ++i) {
_entries[MIN(i, (int)_entries.size() - 1)].synchronize(s);
}
}
/*------------------------------------------------------------------------*/
Hotspot::Hotspot() {
_facing = FACING_NONE;
_articleNumber = 0;
_cursor = CURSOR_NONE;
_vocabId = 0;
_verbId = 0;
_active = false;
}
Hotspot::Hotspot(Common::SeekableReadStream &f, bool isV2) {
_bounds.left = f.readSint16LE();
_bounds.top = f.readSint16LE();
_bounds.right = f.readSint16LE();
_bounds.bottom = f.readSint16LE();
_feetPos.x = f.readSint16LE();
_feetPos.y = f.readSint16LE();
_facing = (Facing)f.readByte();
_articleNumber = f.readByte();
_active = f.readByte() != 0;
_cursor = (CursorType)f.readByte();
if (isV2) {
f.skip(1); // cursor
_syntax = f.readByte();
}
_vocabId = f.readUint16LE();
_verbId = f.readUint16LE();
}
/*------------------------------------------------------------------------*/
void Hotspots::activate(int vocabId, bool active) {
for (uint idx = 0; idx < size(); ++idx) {
Hotspot &hotspot = (*this)[idx];
if (hotspot._vocabId == vocabId) {
hotspot._active = active;
_vm->_game->_screenObjects.setActive(CAT_HOTSPOT, idx, active);
}
}
}
void Hotspots::activateAtPos(int vocabId, bool active, Common::Point pos) {
for (uint idx = 0; idx < size(); ++idx) {
Hotspot &hotspot = (*this)[idx];
if ((hotspot._vocabId == vocabId) && (pos.x >= hotspot._bounds.left) &&
(pos.x <= hotspot._bounds.right) && (pos.y >= hotspot._bounds.top) &&
(pos.y <= hotspot._bounds.bottom)) {
hotspot._active = active;
_vm->_game->_screenObjects.setActive(CAT_HOTSPOT, idx, active);
}
}
}
} // End of namespace MADS