mirror of
https://github.com/libretro/scummvm.git
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a66080b80a
svn-id: r16308
760 lines
18 KiB
C++
760 lines
18 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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// Game interface module
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#include "saga/saga.h"
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#include "saga/gfx.h"
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#include "saga/actor.h"
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#include "saga/console.h"
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#include "saga/font.h"
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#include "saga/objectmap.h"
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#include "saga/objectdata.h"
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#include "saga/rscfile_mod.h"
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#include "saga/scene.h"
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#include "saga/script.h"
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#include "saga/sprite.h"
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#include "saga/interface.h"
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namespace Saga {
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static VERB_DATA I_VerbData[] = {
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{I_VERB_WALKTO, "verb_walkto", "Walk to", kVerbWalkTo},
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{I_VERB_LOOKAT, "verb_lookat", "Look at", kVerbLookAt},
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{I_VERB_PICKUP, "verb_pickup", "Pick up", kVerbPickup},
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{I_VERB_TALKTO, "verb_talkto", "Talk to", kVerbSpeakTo},
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{I_VERB_OPEN, "verb_open", "Open", kVerbOpen},
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{I_VERB_CLOSE, "verb_close", "Close", kVerbClose},
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{I_VERB_USE, "verb_use", "Use", kVerbUse},
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{I_VERB_GIVE, "verb_give", "Give", kVerbGive}
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};
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static INTERFACE_DESC ITE_interface = {
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ITE_STATUS_Y,
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ITE_STATUS_W,
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ITE_STATUS_H,
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ITE_STATUS_TEXT_Y,
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ITE_STATUS_TXTCOL,
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ITE_STATUS_BGCOL,
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ITE_CMD_TEXT_COL,
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ITE_CMD_TEXT_SHADOWCOL,
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ITE_CMD_TEXT_HILITECOL,
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COMMAND_DEFAULT_BUTTON,
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ITE_LPORTRAIT_X,
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ITE_LPORTRAIT_Y,
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ITE_RPORTRAIT_X,
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ITE_RPORTRAIT_Y,
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ITE_INVENTORY_XSTART,
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ITE_INVENTORY_YSTART,
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ITE_INVENTORY_ROWS,
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ITE_INVENTORY_COLUMNS,
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ITE_INVENTORY_ICON_WIDTH,
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ITE_INVENTORY_ICON_HEIGHT,
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ITE_INVENTORY_ICON_XOFFSET,
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ITE_INVENTORY_ICON_YOFFSET,
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ITE_INVENTORY_XSPACING,
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ITE_INVENTORY_YSPACING
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};
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static INTERFACE_BUTTON ITE_c_buttons[] = {
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{5, 4, 46, 47, "Portrait", 0, 0, BUTTON_NONE, 0},
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// "Walk To" and "Talk To" share button sprites
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{52, 4, 109, 14, "Walk To", 1, 2, BUTTON_VERB, I_VERB_WALKTO},
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{52, 15, 109, 25, "Look At", 3, 4, BUTTON_VERB, I_VERB_LOOKAT},
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{52, 26, 109, 36, "Pick Up", 5, 6, BUTTON_VERB, I_VERB_PICKUP},
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{52, 37, 109, 47, "Talk To", 1, 2, BUTTON_VERB, I_VERB_TALKTO},
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{110, 4, 166, 14, "Open", 7, 8, BUTTON_VERB, I_VERB_OPEN},
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{110, 15, 166, 25, "Close", 9, 10, BUTTON_VERB, I_VERB_CLOSE},
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{110, 26, 166, 36, "Use", 11, 12, BUTTON_VERB, I_VERB_USE},
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{110, 37, 166, 47, "Give", 13, 14, BUTTON_VERB, I_VERB_GIVE},
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{181, 6, 206, 24, "Inv1", 0, 0, BUTTON_NONE, 0},
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{213, 6, 240, 24, "Inv2", 0, 0, BUTTON_NONE, 0},
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{245, 6, 272, 24, "Inv3", 0, 0, BUTTON_NONE, 0},
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{277, 6, 304, 24, "Inv4", 0, 0, BUTTON_NONE, 0},
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{181, 27, 208, 45, "Inv5", 0, 0, BUTTON_NONE, 0},
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{213, 27, 240, 45, "Inv6", 0, 0, BUTTON_NONE, 0},
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{245, 27, 272, 45, "Inv7", 0, 0, BUTTON_NONE, 0},
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{277, 27, 304, 45, "Inv8", 0, 0, BUTTON_NONE, 0},
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{306, 6, 314, 11, "InvUp", 0, 0, BUTTON_NONE, 0},
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{306, 41, 314, 45, "InvDown", 0, 0, BUTTON_NONE, 0}
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};
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static INTERFACE_DESC IHNM_interface = {
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IHNM_STATUS_Y,
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IHNM_STATUS_W,
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IHNM_STATUS_H,
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IHNM_STATUS_TEXT_Y,
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IHNM_STATUS_TXTCOL,
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IHNM_STATUS_BGCOL,
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IHNM_CMD_TEXT_COL,
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IHNM_CMD_TEXT_SHADOWCOL,
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IHNM_CMD_TEXT_HILITECOL,
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COMMAND_DEFAULT_BUTTON,
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IHNM_LPORTRAIT_X,
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IHNM_LPORTRAIT_Y,
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IHNM_RPORTRAIT_X,
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IHNM_RPORTRAIT_Y,
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IHNM_INVENTORY_XSTART,
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IHNM_INVENTORY_YSTART,
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IHNM_INVENTORY_ROWS,
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IHNM_INVENTORY_COLUMNS,
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IHNM_INVENTORY_ICON_WIDTH,
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IHNM_INVENTORY_ICON_HEIGHT,
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IHNM_INVENTORY_ICON_XOFFSET,
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IHNM_INVENTORY_ICON_YOFFSET,
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IHNM_INVENTORY_XSPACING,
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IHNM_INVENTORY_YSPACING
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};
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static INTERFACE_BUTTON IHNM_c_buttons[] = {
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{5, 4, 46, 47, "Portrait", 0, 0, 0, 0}
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};
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int Interface::registerLang(void) {
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#if 0
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size_t i;
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for (i = 0; i < ARRAYSIZE(I_VerbData); i++) {
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if (CVAR_Register_S(I_VerbData[i].verb_str,
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I_VerbData[i].verb_cvar,
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NULL, CVAR_CFG, VERB_STRLIMIT) != SUCCESS) {
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return FAILURE;
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}
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assert(CVAR_Find(I_VerbData[i].verb_cvar) != NULL);
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}
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#endif
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return SUCCESS;
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}
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Interface::Interface(SagaEngine *vm) : _vm(vm), _initialized(false) {
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GAME_RESOURCEDESC g_resdesc;
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int result;
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if (_initialized) {
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return;
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}
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_iThread = _vm->_script->SThreadCreate();
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if (_iThread == NULL) {
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warning("Interface::Interface(): Error creating script thread for game interface module");
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return;
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}
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// Load interface module resource file context
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_interfaceContext = _vm->getFileContext(GAME_RESOURCEFILE, 0);
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if (_interfaceContext == NULL) {
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return;
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}
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// Initialize interface data by game type
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if (_vm->_gameType == GType_ITE) {
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// Load Inherit the Earth interface desc
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_cPanel.buttons = ITE_c_buttons;
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_cPanel.nbuttons = ARRAYSIZE(ITE_c_buttons);
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_iDesc = ITE_interface;
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} else if (_vm->_gameType == GType_IHNM) {
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// Load I Have No Mouth interface desc
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_cPanel.buttons = IHNM_c_buttons;
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_cPanel.nbuttons = ARRAYSIZE(IHNM_c_buttons);
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_iDesc = IHNM_interface;
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} else {
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return;
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}
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// Load interface resources
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g_resdesc = _vm->getResourceInfo();
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// Load command panel resource
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result = RSC_LoadResource(_interfaceContext, g_resdesc.command_panel_rn,
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&_cPanel.res, &_cPanel.res_len);
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if (result != SUCCESS) {
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return;
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}
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// Load dialogue panel resource
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result = RSC_LoadResource(_interfaceContext, g_resdesc.dialogue_panel_rn,
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&_dPanel.res, &_dPanel.res_len);
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if (result != SUCCESS) {
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return;
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}
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_vm->_sprite->loadList(RID_ITE_COMMAND_BUTTONSPRITES, &_cPanel.sprites);
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_vm->_sprite->loadList(RID_ITE_DEFAULT_PORTRAITS, &_defPortraits);
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_vm->decodeBGImage(_cPanel.res, _cPanel.res_len, &_cPanel.img,
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&_cPanel.img_len, &_cPanel.img_w, &_cPanel.img_h);
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_vm->decodeBGImage(_dPanel.res, _dPanel.res_len,
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&_dPanel.img, &_dPanel.img_len,
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&_dPanel.img_w, &_dPanel.img_h);
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_cPanel.x = 0;
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_cPanel.y = 149;
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_dPanel.x = 0;
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_dPanel.y = 149;
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_cPanel.set_button = COMMAND_DEFAULT_BUTTON;
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_scenePortraits = 0;
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_leftPortrait = 0;
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_rightPortrait = 0;
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_activeVerb = I_VERB_WALKTO;
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_active = 0;
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_panelMode = kPanelNone;
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*_statusText = 0;
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_inventoryCount = 0;
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_inventorySize = ITE_INVENTORY_SIZE;
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_inventory = (uint16 *)calloc(_inventorySize, sizeof(uint16));
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if (_inventory == NULL) {
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return;
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}
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_initialized = true;
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}
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Interface::~Interface(void) {
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free(_inventory);
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_initialized = false;
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}
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int Interface::activate() {
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_active = 1;
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draw();
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return SUCCESS;
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}
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int Interface::deactivate() {
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_active = 0;
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return SUCCESS;
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}
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int Interface::setMode(int mode) {
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// TODO: Is this where we should hide/show the mouse cursor?
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_panelMode = mode;
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draw();
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return SUCCESS;
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}
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int Interface::setStatusText(const char *new_txt) {
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assert(new_txt != NULL);
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strncpy(_statusText, new_txt, STATUS_TEXT_LEN);
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return SUCCESS;
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}
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int Interface::loadScenePortraits(int res) {
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if (_scenePortraits)
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_vm->_sprite->freeSprite(_scenePortraits);
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return _vm->_sprite->loadList(res, &_scenePortraits);
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}
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int Interface::setLeftPortrait(int portrait) {
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_leftPortrait = portrait;
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draw();
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return SUCCESS;
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}
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int Interface::setRightPortrait(int portrait) {
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_rightPortrait = portrait;
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draw();
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return SUCCESS;
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}
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int Interface::draw() {
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GAME_DISPLAYINFO g_di;
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SURFACE *back_buf;
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int xbase;
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int ybase;
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Point lportrait;
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Point rportrait;
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Point origin;
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back_buf = _vm->_gfx->getBackBuffer();
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if (!_active) {
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return SUCCESS;
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}
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// Get game display info
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_vm->getDisplayInfo(&g_di);
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drawStatusBar(back_buf);
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// Draw command panel background
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if (_panelMode == kPanelCommand) {
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xbase = _cPanel.x;
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ybase = _cPanel.y;
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origin.x = 0;
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origin.y = g_di.logical_h - _cPanel.img_h;
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bufToSurface(back_buf, _cPanel.img, _cPanel.img_w,
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_cPanel.img_h, NULL, &origin);
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} else {
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xbase = _dPanel.x;
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ybase = _dPanel.y;
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origin.x = 0;
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origin.y = g_di.logical_h - _cPanel.img_h;
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bufToSurface(back_buf, _dPanel.img, _dPanel.img_w,
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_dPanel.img_h, NULL, &origin);
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}
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// Draw character portrait
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lportrait.x = xbase + _iDesc.lportrait_x;
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lportrait.y = ybase + _iDesc.lportrait_y;
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_vm->_sprite->draw(back_buf, _defPortraits, _leftPortrait, lportrait, 256);
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if (_panelMode == kPanelDialogue && _iDesc.rportrait_x >= 0) {
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rportrait.x = xbase + _iDesc.rportrait_x;
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rportrait.y = ybase + _iDesc.rportrait_y;
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_vm->_sprite->draw(back_buf, _scenePortraits, _rightPortrait, rportrait, 256);
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}
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drawInventory();
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return SUCCESS;
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}
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int Interface::update(const Point& imousePt, int update_flag) {
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GAME_DISPLAYINFO g_di;
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SURFACE *back_buf;
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int imouse_x, imouse_y;
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if (!_active) {
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return SUCCESS;
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}
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imouse_x = imousePt.x;
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imouse_y = imousePt.y;
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back_buf = _vm->_gfx->getBackBuffer();
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// Get game display info
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_vm->getDisplayInfo(&g_di);
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if (_panelMode == kPanelCommand) {
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// Update playfield space ( only if cursor is inside )
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if (imouse_y < g_di.scene_h) {
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// Mouse is in playfield space
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if (update_flag == UPDATE_MOUSEMOVE) {
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handlePlayfieldUpdate(back_buf, imousePt);
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} else if (update_flag == UPDATE_MOUSECLICK) {
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handlePlayfieldClick(back_buf, imousePt);
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}
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}
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// Update command space
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if (update_flag == UPDATE_MOUSEMOVE) {
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handleCommandUpdate(back_buf, imousePt);
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} else if (update_flag == UPDATE_MOUSECLICK) {
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handleCommandClick(back_buf, imousePt);
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}
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}
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drawStatusBar(back_buf);
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return SUCCESS;
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}
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int Interface::drawStatusBar(SURFACE *ds) {
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GAME_DISPLAYINFO g_di;
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Rect rect;
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int string_w;
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// Disable this for IHNM for now, since that game uses the full screen
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// in some cases.
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if (_vm->_gameType == GType_IHNM) {
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return SUCCESS;
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}
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// Get game display info
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_vm->getDisplayInfo(&g_di);
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// Erase background of status bar
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rect.left = 0;
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rect.top = _iDesc.status_y;
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rect.right = g_di.logical_w;
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rect.bottom = _iDesc.status_y + _iDesc.status_h;
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drawRect(ds, &rect, _iDesc.status_bgcol);
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string_w = _vm->_font->getStringWidth(SMALL_FONT_ID, _statusText, 0, 0);
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_vm->_font->draw(SMALL_FONT_ID, ds, _statusText, 0, (_iDesc.status_w / 2) - (string_w / 2),
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_iDesc.status_y + _iDesc.status_txt_y, _iDesc.status_txt_col, 0, 0);
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return SUCCESS;
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}
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int Interface::handleCommandClick(SURFACE *ds, const Point& imousePt) {
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int hit_button;
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int ibutton_num;
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int x_base;
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int y_base;
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Point button;
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int old_set_button;
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int set_button;
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hit_button = hitTest(imousePt, &ibutton_num);
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if (hit_button != SUCCESS) {
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// Clicking somewhere other than a button doesn't do anything
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return SUCCESS;
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}
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x_base = _cPanel.x;
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y_base = _cPanel.y;
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if (_cPanel.buttons[ibutton_num].flags & BUTTON_SET) {
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old_set_button = _cPanel.set_button;
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set_button = ibutton_num;
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_cPanel.set_button = set_button;
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if (_cPanel.buttons[set_button].flags & BUTTON_VERB) {
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_activeVerb = _cPanel.buttons[ibutton_num].data;
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}
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if (_cPanel.buttons[set_button].flags & BUTTON_BITMAP) {
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button.x = x_base + _cPanel.buttons[set_button].x1;
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button.y = y_base + _cPanel.buttons[set_button].y1;
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_vm->_sprite->draw(ds, _cPanel.sprites, _cPanel.buttons[set_button].
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active_sprite - 1, button, 256);
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}
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if (_cPanel.buttons[old_set_button].flags & BUTTON_BITMAP) {
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button.x = x_base + _cPanel.buttons[old_set_button].x1;
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button.y = y_base + _cPanel.buttons[old_set_button].y1;
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_vm->_sprite->draw(ds, _cPanel.sprites, _cPanel.buttons[old_set_button].
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inactive_sprite - 1, button, 256);
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}
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}
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return SUCCESS;
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}
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int Interface::handleCommandUpdate(SURFACE *ds, const Point& imousePt) {
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int hit_button;
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int ibutton_num;
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Point button;
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int button_w = 0;
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int verb_idx = 0;
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int string_w = 0;
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int color;
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int i;
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hit_button = inventoryTest(imousePt, &ibutton_num);
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if (hit_button == SUCCESS) {
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// Hovering over an inventory object
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return SUCCESS;
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}
|
|
|
|
hit_button = hitTest(imousePt, &ibutton_num);
|
|
|
|
if (hit_button == SUCCESS) {
|
|
// Hovering over a command panel button
|
|
setStatusText(I_VerbData[_activeVerb].verb_str);
|
|
}
|
|
|
|
for (i = 0; i < _cPanel.nbuttons; i++) {
|
|
if (!(_cPanel.buttons[i].flags & BUTTON_LABEL)) {
|
|
continue;
|
|
}
|
|
|
|
button_w = _cPanel.buttons[i].x2 - _cPanel.buttons[i].x1;
|
|
|
|
verb_idx = _cPanel.buttons[i].data;
|
|
|
|
string_w = _vm->_font->getStringWidth(SMALL_FONT_ID, I_VerbData[verb_idx].verb_str, 0, 0);
|
|
|
|
if (i == hit_button) {
|
|
color = _iDesc.cmd_txt_hilitecol;
|
|
} else {
|
|
color = _iDesc.cmd_txt_col;
|
|
}
|
|
|
|
button.x = _cPanel.x + _cPanel.buttons[i].x1;
|
|
button.y = _cPanel.y + _cPanel.buttons[i].y1;
|
|
|
|
_vm->_font->draw(SMALL_FONT_ID, ds, I_VerbData[verb_idx].verb_str, 0,
|
|
button.x + ((button_w / 2) - (string_w / 2)), button.y + 1,
|
|
color, _iDesc.cmd_txt_shadowcol, FONT_SHADOW);
|
|
|
|
if ((i == _cPanel.set_button) && (_cPanel.buttons[i].flags & BUTTON_BITMAP)) {
|
|
_vm->_sprite->draw(ds, _cPanel.sprites, _cPanel.buttons[i].active_sprite - 1,
|
|
button, 256);
|
|
}
|
|
}
|
|
|
|
return SUCCESS;
|
|
}
|
|
|
|
int Interface::handlePlayfieldClick(SURFACE *ds, const Point& imousePt) {
|
|
return SUCCESS;
|
|
/*
|
|
int objectNum;
|
|
uint16 object_flags = 0;
|
|
|
|
int script_num;
|
|
Point iactor_pt;
|
|
|
|
objectNum = _vm->_scene->_objectMap->hitTest(imousePt);
|
|
|
|
if (objectNum == -1) {
|
|
// Player clicked on empty spot - walk here regardless of verb
|
|
_vm->_actor->StoA(iactor_pt, imousePt);
|
|
error("!");
|
|
|
|
_vm->_actor->walkTo(1, &iactor_pt, 0, NULL);
|
|
return SUCCESS;
|
|
}
|
|
|
|
object_flags = _vm->_scene->_objectMap->getFlags(objectNum);
|
|
|
|
if (object_flags & OBJECT_EXIT) { // FIXME. This is wrong
|
|
if ((script_num = _vm->_scene->_objectMap->getEPNum(objectNum)) != -1) {
|
|
// Set active verb in script module
|
|
_vm->_script->putWord(4, 4, I_VerbData[_activeVerb].s_verb);
|
|
|
|
// Execute object script if present
|
|
if (script_num != 0) {
|
|
_vm->_script->SThreadExecute(_iThread, script_num);
|
|
}
|
|
}
|
|
} else {
|
|
// Not a normal scene object - walk to it as if it weren't there
|
|
_vm->_actor->StoA(iactor_pt, imousePt);
|
|
// _vm->_actor->walkTo(1, &iactor_pt, 0, NULL);
|
|
error("!");
|
|
|
|
}
|
|
|
|
return SUCCESS;*/
|
|
}
|
|
|
|
int Interface::handlePlayfieldUpdate(SURFACE *ds, const Point& imousePt) {
|
|
return SUCCESS;
|
|
/*
|
|
const char *object_name;
|
|
int objectNum;
|
|
uint16 object_flags = 0;
|
|
|
|
char new_status[STATUS_TEXT_LEN];
|
|
|
|
new_status[0] = 0;
|
|
|
|
objectNum = _vm->_scene->_objectMap->hitTest(imousePt);
|
|
|
|
if (objectNum == -1) {
|
|
// Cursor over nothing - just display current verb
|
|
setStatusText(I_VerbData[_activeVerb].verb_str);
|
|
return SUCCESS;
|
|
}
|
|
|
|
object_flags = _vm->_scene->_objectMap->getFlags(objectNum);
|
|
object_name = _vm->_scene->_objectMap->getName(objectNum);
|
|
|
|
if (object_flags & OBJECT_EXIT) { // FIXME. This is wrong
|
|
// Normal scene object - display as subject of verb
|
|
snprintf(new_status, STATUS_TEXT_LEN, "%s %s", I_VerbData[_activeVerb].verb_str, object_name);
|
|
} else {
|
|
// Not normal scene object - override verb as we can only
|
|
// walk to this object
|
|
snprintf(new_status, STATUS_TEXT_LEN, "%s %s", I_VerbData[I_VERB_WALKTO].verb_str, object_name);
|
|
}
|
|
|
|
setStatusText(new_status);
|
|
|
|
return SUCCESS;
|
|
*/
|
|
}
|
|
|
|
int Interface::hitTest(const Point& imousePt, int *ibutton) {
|
|
INTERFACE_BUTTON *buttons;
|
|
|
|
int nbuttons;
|
|
int xbase;
|
|
int ybase;
|
|
|
|
int i;
|
|
|
|
buttons = _cPanel.buttons;
|
|
nbuttons = _cPanel.nbuttons;
|
|
|
|
xbase = _cPanel.x;
|
|
ybase = _cPanel.y;
|
|
|
|
for (i = 0; i < nbuttons; i++) {
|
|
if ((imousePt.x >= (xbase + buttons[i].x1)) && (imousePt.x < (xbase + buttons[i].x2)) &&
|
|
(imousePt.y >= (ybase + buttons[i].y1)) && (imousePt.y < (ybase + buttons[i].y2))) {
|
|
*ibutton = i;
|
|
return SUCCESS;
|
|
}
|
|
}
|
|
|
|
*ibutton = -1;
|
|
return FAILURE;
|
|
}
|
|
|
|
void Interface::addToInventory(int sprite) {
|
|
if (_inventoryCount < _inventorySize) {
|
|
for (int i = _inventoryCount; i > 0; i--) {
|
|
_inventory[i] = _inventory[i - 1];
|
|
}
|
|
|
|
_inventory[0] = sprite;
|
|
_inventoryCount++;
|
|
draw();
|
|
}
|
|
}
|
|
|
|
void Interface::removeFromInventory(int sprite) {
|
|
for (int i = 0; i < _inventoryCount; i++) {
|
|
if (_inventory[i] == sprite) {
|
|
int j;
|
|
|
|
for (j = i; i < _inventoryCount; j++) {
|
|
_inventory[j] = _inventory[j + 1];
|
|
}
|
|
|
|
_inventory[j] = 0;
|
|
_inventoryCount--;
|
|
draw();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Interface::drawInventory() {
|
|
if (_panelMode != kPanelCommand)
|
|
return;
|
|
|
|
SURFACE *back_buf = _vm->_gfx->getBackBuffer();
|
|
|
|
// TODO: Inventory scrolling
|
|
|
|
int row = 0;
|
|
int col = 0;
|
|
|
|
int x = _iDesc.inv_xstart + _iDesc.inv_icon_xoffset;
|
|
int y = _iDesc.inv_ystart + _iDesc.inv_icon_yoffset;
|
|
int width = _iDesc.inv_icon_width + _iDesc.inv_xspacing;
|
|
int height = _iDesc.inv_icon_height + _iDesc.inv_yspacing;
|
|
Point drawPoint;
|
|
|
|
for (int i = 0; i < _inventoryCount; i++) {
|
|
if (_inventory[i] >= ARRAYSIZE(ObjectTable)) {
|
|
continue;
|
|
}
|
|
drawPoint.x = x + col * width;
|
|
drawPoint.y = y + row * height;
|
|
|
|
_vm->_sprite->draw(back_buf, _vm->_mainSprites,
|
|
ObjectTable[_inventory[i]].spritelistRn,
|
|
drawPoint, 256);
|
|
|
|
if (++col >= _iDesc.inv_columns) {
|
|
if (++row >= _iDesc.inv_rows) {
|
|
break;
|
|
}
|
|
col = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
int Interface::inventoryTest(const Point& imousePt, int *ibutton) {
|
|
int row = 0;
|
|
int col = 0;
|
|
|
|
int xbase = _iDesc.inv_xstart;
|
|
int ybase = _iDesc.inv_ystart;
|
|
int width = _iDesc.inv_icon_width + _iDesc.inv_xspacing;
|
|
int height = _iDesc.inv_icon_height + _iDesc.inv_yspacing;
|
|
|
|
for (int i = 0; i < _inventoryCount; i++) {
|
|
int x = xbase + col * width;
|
|
int y = ybase + row * height;
|
|
|
|
if (imousePt.x >= x && imousePt.x < x + _iDesc.inv_icon_width && imousePt.y >= y && imousePt.y < y + _iDesc.inv_icon_height) {
|
|
*ibutton = i;
|
|
return SUCCESS;
|
|
}
|
|
|
|
if (++col >= _iDesc.inv_columns) {
|
|
if (++row >= _iDesc.inv_rows) {
|
|
break;
|
|
}
|
|
col = 0;
|
|
}
|
|
}
|
|
|
|
return FAILURE;
|
|
}
|
|
|
|
} // End of namespace Saga
|