mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-10 11:51:52 +00:00
bf82639c04
svn-id: r48076
817 lines
24 KiB
C++
817 lines
24 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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* $URL$
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* $Id$
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*
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*/
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#include "common/system.h"
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#include "m4/dialogs.h"
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#include "m4/globals.h"
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#include "m4/scene.h"
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#include "m4/events.h"
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#include "m4/graphics.h"
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#include "m4/rails.h"
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#include "m4/font.h"
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#include "m4/m4_views.h"
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#include "m4/mads_views.h"
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#include "m4/compression.h"
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#include "m4/staticres.h"
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namespace M4 {
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Scene::Scene(MadsM4Engine *vm): View(vm, Common::Rect(0, 0, vm->_screen->width(), vm->_screen->height())) {
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_screenType = VIEWID_SCENE;
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_sceneResources.hotspots = new HotSpotList();
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_sceneResources.parallax = new HotSpotList();
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_sceneResources.props = new HotSpotList();
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_backgroundSurface = new M4Surface();
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_codeSurface = new M4Surface();
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_palData = NULL;
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_interfacePal = NULL;
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_interfaceSurface = NULL;
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_inverseColorTable = NULL;
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_vm->_rails->setCodeSurface(_codeSurface);
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}
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Scene::~Scene() {
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leaveScene();
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}
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void Scene::loadScene(int sceneNumber) {
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_currentScene = sceneNumber;
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// Load scene background and set palette
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if (_palData) {
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_vm->_palette->deleteRange(_palData);
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delete _palData;
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}
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if (_interfacePal) {
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_vm->_palette->deleteRange(_interfacePal);
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delete _interfacePal;
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}
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}
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void Scene::leaveScene() {
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delete _palData;
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delete _interfacePal;
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delete[] _inverseColorTable;
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}
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void Scene::show() {
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_vm->_viewManager->addView(this);
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}
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void Scene::showInterface() {
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_vm->_viewManager->addView(_interfaceSurface);
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}
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void Scene::hideInterface() {
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_vm->_viewManager->deleteView(_interfaceSurface);
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}
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void Scene::loadSceneResources(int sceneNumber) {
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char filename[kM4MaxFilenameSize];
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int i = 0, x = 0, y = 0;
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sprintf(filename, "%i.chk", sceneNumber);
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Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
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if (sceneS != NULL) {
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sceneS->read(_sceneResources.artBase, MAX_CHK_FILENAME_SIZE);
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sceneS->read(_sceneResources.pictureBase, MAX_CHK_FILENAME_SIZE);
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_sceneResources.hotspotCount = sceneS->readUint32LE();
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_sceneResources.parallaxCount = sceneS->readUint32LE();
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_sceneResources.propsCount = sceneS->readUint32LE();
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_sceneResources.frontY = sceneS->readUint32LE();
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_sceneResources.backY = sceneS->readUint32LE();
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_sceneResources.frontScale = sceneS->readUint32LE();
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_sceneResources.backScale = sceneS->readUint32LE();
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for (i = 0; i < 16; i++)
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_sceneResources.depthTable[i] = sceneS->readUint16LE();
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_sceneResources.railNodeCount = sceneS->readUint32LE();
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// Clear rails from previous scene
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_vm->_rails->clearRails();
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for (i = 0; i < _sceneResources.railNodeCount; i++) {
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x = sceneS->readUint32LE();
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y = sceneS->readUint32LE();
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if (_vm->_rails->addRailNode(x, y, true) < 0) {
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warning("Too many rail nodes defined for scene");
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}
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}
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// Clear current hotspot lists
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_sceneResources.hotspots->clear();
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_sceneResources.parallax->clear();
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_sceneResources.props->clear();
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_sceneResources.hotspots->loadHotSpots(sceneS, _sceneResources.hotspotCount);
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_sceneResources.parallax->loadHotSpots(sceneS, _sceneResources.parallaxCount);
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_sceneResources.props->loadHotSpots(sceneS, _sceneResources.propsCount);
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// Note that toss() deletes the MemoryReadStream
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_vm->res()->toss(filename);
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}
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}
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void Scene::loadSceneHotSpotsMads(int sceneNumber) {
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char filename[kM4MaxFilenameSize];
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sprintf(filename, "rm%i.hh", sceneNumber);
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MadsPack hotSpotData(filename, _vm);
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Common::SeekableReadStream *hotspotStream = hotSpotData.getItemStream(0);
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int hotspotCount = hotspotStream->readUint16LE();
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delete hotspotStream;
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_sceneResources.hotspotCount = hotspotCount;
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hotspotStream = hotSpotData.getItemStream(1);
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// Clear current hotspot lists
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_sceneResources.hotspots->clear();
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_sceneResources.hotspots->loadHotSpots(hotspotStream, _sceneResources.hotspotCount);
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delete hotspotStream;
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}
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void Scene::loadSceneInverseColorTable(int sceneNumber) {
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char filename[kM4MaxFilenameSize];
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Common::SeekableReadStream *iplS;
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if (_vm->isM4()) {
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sprintf(filename, "%i.ipl", sceneNumber);
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iplS = _vm->res()->openFile(filename);
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delete[] _inverseColorTable;
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_inverseColorTable = new byte[iplS->size()];
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iplS->read(_inverseColorTable, iplS->size());
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_vm->res()->toss(filename);
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} else {
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// TODO?
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return;
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}
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}
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void Scene::loadSceneSpriteCodes(int sceneNumber) {
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char filename[kM4MaxFilenameSize];
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sprintf(filename, "%i.ssc", sceneNumber);
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Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
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// TODO
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if (sceneS != NULL) {
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SpriteAsset* _sceneSpriteCodes = new SpriteAsset(_vm, sceneS, sceneS->size(), filename);
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int colorCount = _sceneSpriteCodes->getColorCount();
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// RGB8* spritePalette = _sceneSpriteCodes->getPalette();
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//_vm->_palette->setPalette(spritePalette, 0, colorCount);
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printf("Scene has %d sprite codes, each one having %d colors\n", _sceneSpriteCodes->getCount(), colorCount);
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// Note that toss() deletes the MemoryReadStream
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_vm->res()->toss(filename);
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}
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}
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void Scene::showSprites() {
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// TODO: This is all experimental code, it needs heavy restructuring
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// and cleanup
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// taken from set_walker_scaling() in adv_walk.cpp. A proper implementation will need
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// to store these in global variables
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int minScaling = FixedDiv(_sceneResources.backScale << 16, 100 << 16);
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int maxScaling = FixedDiv(_sceneResources.frontScale << 16, 100 << 16);
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int scaler;
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_vm->_actor->setWalkerDirection(kFacingSouthEast);
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//_vm->_actor->setWalkerPalette();
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// taken from set_walker_scaling() in adv_walk.cpp
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if (_sceneResources.frontY == _sceneResources.backY)
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scaler = 0;
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else
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scaler = FixedDiv(maxScaling - minScaling,
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(_sceneResources.frontY << 16) - (_sceneResources.backY << 16));
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// FIXME: For now, we (incorrectly) scale the walker to 50% of the scene's max scaling
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_vm->_actor->setWalkerScaling(scaler / 2);
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// Test code to display the protagonist
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_vm->_actor->placeWalkerSpriteAt(0, 320, 200);
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// Test code to display scene sprites
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// TODO
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}
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// Test function, shows all scene hotspots
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void Scene::showHotSpots() {
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int i = 0;
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HotSpot *currentHotSpot;
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// hotspots (green)
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for (i = 0; i < _sceneResources.hotspotCount; i++) {
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currentHotSpot = _sceneResources.hotspots->get(i);
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_backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->GREEN);
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}
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if (_vm->isM4()) {
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// parallax (yellow)
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for (i = 0; i < _sceneResources.parallaxCount; i++) {
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currentHotSpot = _sceneResources.parallax->get(i);
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_backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->YELLOW);
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}
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// props (red)
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for (i = 0; i < _sceneResources.propsCount; i++) {
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currentHotSpot = _sceneResources.props->get(i);
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_backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->RED);
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}
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}
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}
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// Test function, shows all scene codes
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void Scene::showCodes() {
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uint8 *pixelData = _codeSurface->getBasePtr(0, 0);
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for (int i = 0; i < _codeSurface->width() * _codeSurface->height(); i++)
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if (pixelData[i] & 0x10)
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pixelData[i] = 0xFF;
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else
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pixelData[i] = 0;
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byte colors[256 * 4];
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memset(colors, 0, sizeof(colors));
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colors[255 * 4 + 0] = 255;
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colors[255 * 4 + 1] = 255;
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colors[255 * 4 + 2] = 255;
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_vm->_palette->setPalette(colors, 0, 256);
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_backgroundSurface->copyFrom(_codeSurface, Common::Rect(0, 0, 640, 480), 0, 0);
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//_system->copyRectToScreen(codes->getBasePtr(0, 0), codes->w, 0, 0, codes->w, codes->h);
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}
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void Scene::playIntro() {
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}
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void Scene::onRefresh(RectList *rects, M4Surface *destSurface) {
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update();
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View::onRefresh(rects, destSurface);
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}
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bool Scene::onEvent(M4EventType eventType, int32 param1, int x, int y, bool &captureEvents) {
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//if (_vm->getGameType() != GType_Burger)
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// return false;
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// If the game is currently paused, don't do any scene processing
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if (_vm->_kernel->paused)
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return false;
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switch (eventType) {
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case MEVENT_LEFT_CLICK:
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leftClick(x, y);
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break;
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case MEVENT_RIGHT_CLICK:
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rightClick(x, y);
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break;
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case MEVENT_MOVE:
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checkHotspotAtMousePos(x, y);
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break;
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default:
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return false;
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}
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return true;
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}
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enum boxSprites {
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topLeft = 0,
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topRight = 1,
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bottomLeft = 2,
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bottomRight = 3,
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left = 4,
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right = 5,
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top = 6,
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bottom = 7,
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topMiddle = 8,
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filler1 = 9,
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filler2 = 10
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// TODO: finish this
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};
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// TODO: calculate width and height, show text, show face if it exists
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// TODO: this has been tested with Dragonsphere only, there are some differences
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// in the sprites used in Phantom
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void Scene::showMADSV2TextBox(char *text, int x, int y, char *faceName) {
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int repeatX = 40; // FIXME: this is hardcoded
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int repeatY = 30; // FIXME: this is hardcoded
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int curX = x, curY = y;
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int topRightX = x; // TODO: this is probably not needed
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Common::SeekableReadStream *data = _vm->res()->get("box.ss");
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SpriteAsset *boxSprites = new SpriteAsset(_vm, data, data->size(), "box.ss");
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_vm->res()->toss("box.ss");
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RGBList *palData = new RGBList(boxSprites->getColorCount(), boxSprites->getPalette(), true);
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_vm->_palette->addRange(palData);
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for (int i = 0; i < boxSprites->getCount(); i++)
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boxSprites->getFrame(i)->translate(palData); // sprite pixel translation
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// Top left corner
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boxSprites->getFrame(topLeft)->copyTo(_backgroundSurface, x, curY);
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curX += boxSprites->getFrame(topLeft)->width();
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// Top line
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for (int i = 0; i < repeatX; i++) {
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boxSprites->getFrame(top)->copyTo(_backgroundSurface, curX, curY + 3);
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curX += boxSprites->getFrame(top)->width();
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}
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// Top right corner
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boxSprites->getFrame(topRight)->copyTo(_backgroundSurface, curX, curY);
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topRightX = curX;
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// Top middle
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// FIXME: the transparent color for this is also the black border color
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boxSprites->getFrame(topMiddle)->copyTo(_backgroundSurface,
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x + (curX - x) / 2 - boxSprites->getFrame(topMiddle)->width() / 2,
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curY - 5, 167);
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curX = x;
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curY += boxSprites->getFrame(topLeft)->height();
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// -----------------------------------------------------------------------------------------------
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// Draw contents
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for (int i = 0; i < repeatY; i++) {
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for (int j = 0; j < repeatX; j++) {
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if (j == 0) {
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boxSprites->getFrame(left)->copyTo(_backgroundSurface, curX + 3, curY);
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curX += boxSprites->getFrame(left)->width();
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} else if (j == repeatX - 1) {
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curX = topRightX - 2;
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boxSprites->getFrame(right)->copyTo(_backgroundSurface, curX + 3, curY + 1);
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} else {
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// TODO: the background of the contents follows a pattern which is not understood yet
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if (j % 2 == 0) {
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boxSprites->getFrame(filler1)->copyTo(_backgroundSurface, curX + 3, curY);
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curX += boxSprites->getFrame(filler1)->width();
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} else {
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boxSprites->getFrame(filler2)->copyTo(_backgroundSurface, curX + 3, curY);
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curX += boxSprites->getFrame(filler2)->width();
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}
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}
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} // for j
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curX = x;
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curY += boxSprites->getFrame(left)->height();
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} // for i
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// -----------------------------------------------------------------------------------------------
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curX = x;
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// Bottom left corner
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boxSprites->getFrame(bottomLeft)->copyTo(_backgroundSurface, curX, curY);
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curX += boxSprites->getFrame(bottomLeft)->width();
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// Bottom line
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for (int i = 0; i < repeatX; i++) {
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boxSprites->getFrame(bottom)->copyTo(_backgroundSurface, curX, curY + 1);
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curX += boxSprites->getFrame(bottom)->width();
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}
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// Bottom right corner
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boxSprites->getFrame(bottomRight)->copyTo(_backgroundSurface, curX, curY + 1);
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}
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/*--------------------------------------------------------------------------*/
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M4Scene::M4Scene(M4Engine *vm): Scene(vm) {
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_vm = vm;
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_sceneSprites = NULL;
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_interfaceSurface = new M4InterfaceView(vm);
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}
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M4Scene::~M4Scene() {
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delete _sceneSprites;
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}
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void M4Scene::loadSceneSprites(int sceneNumber) {
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char filename[kM4MaxFilenameSize];
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sprintf(filename, "%i.ssb", sceneNumber);
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Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
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_sceneSprites = new SpriteAsset(_vm, sceneS, sceneS->size(), filename);
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_vm->res()->toss(filename);
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printf("Scene has %d sprites, each one having %d colors\n", _sceneSprites->getCount(), _sceneSprites->getColorCount());
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}
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void M4Scene::loadScene(int sceneNumber) {
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Scene::loadScene(sceneNumber);
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_backgroundSurface->loadBackground(sceneNumber);
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_palData = NULL;
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if (_vm->getGameType() == GType_Burger &&
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sceneNumber != TITLE_SCENE_BURGER && sceneNumber != MAINMENU_SCENE_BURGER)
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setStatusText("");
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// Load scene def file (*.CHK)
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loadSceneResources(sceneNumber);
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loadSceneInverseColorTable(sceneNumber);
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// TODO: set walker scaling
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// TODO: destroy woodscript buffer
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// Load scene walk path file (*.COD/*.WW?)
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loadSceneCodes(sceneNumber);
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// Load inverse color table file (*.IPL)
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loadSceneInverseColorTable(sceneNumber);
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if (_vm->getGameType() != GType_Burger) {
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// Load scene sprites file (*.SSB)
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loadSceneSprites(sceneNumber);
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// Load scene sprite codes file (*.SSC)
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loadSceneSpriteCodes(sceneNumber);
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}
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if (sceneNumber != TITLE_SCENE_BURGER && sceneNumber != MAINMENU_SCENE_BURGER) {
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_m4Vm->scene()->getInterface()->show();
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showSprites();
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}
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// Purge resources
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_vm->res()->purge();
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}
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void M4Scene::loadSceneCodes(int sceneNumber, int index) {
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char filename[kM4MaxFilenameSize];
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Common::SeekableReadStream *sceneS;
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sprintf(filename, "%i.cod", sceneNumber);
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sceneS = _vm->res()->openFile(filename);
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_codeSurface->loadCodesM4(sceneS);
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_vm->res()->toss(filename);
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}
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void M4Scene::show() {
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Scene::show();
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_vm->_viewManager->addView(_interfaceSurface);
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}
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void M4Scene::checkHotspotAtMousePos(int x, int y) {
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if (_vm->getGameType() == GType_Riddle)
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return;
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// TODO: loads of things to do here, only the mouse cursor and the status
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// text is changed for now
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// Only scene hotspots are checked for now, not parallax/props, as the
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// latter ones are not used by Orion Burger
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HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
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if (currentHotSpot != NULL && currentHotSpot->getActive()) {
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if (_vm->_mouse->getCursorNum() != CURSOR_LOOK &&
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_vm->_mouse->getCursorNum() != CURSOR_TAKE &&
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_vm->_mouse->getCursorNum() != CURSOR_USE &&
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_m4Vm->scene()->getInterface()->_inventory.getSelectedIndex() == -1) {
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_vm->_mouse->setCursorNum(currentHotSpot->getCursor());
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}
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_m4Vm->scene()->getInterface()->setStatusText(currentHotSpot->getPrep());
|
|
} else {
|
|
if (_vm->_mouse->getCursorNum() != CURSOR_LOOK &&
|
|
_vm->_mouse->getCursorNum() != CURSOR_TAKE &&
|
|
_vm->_mouse->getCursorNum() != CURSOR_USE &&
|
|
_m4Vm->scene()->getInterface()->_inventory.getSelectedIndex() == -1) {
|
|
_vm->_mouse->setCursorNum(0);
|
|
} else {
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
void M4Scene::leftClick(int x, int y) {
|
|
if (_vm->getGameType() == GType_Burger) {
|
|
// Place a Wilbur sprite with the correct facing
|
|
HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
|
|
if (currentHotSpot != NULL && currentHotSpot->getActive()) {
|
|
update();
|
|
_vm->_actor->setWalkerDirection(currentHotSpot->getFacing());
|
|
/*
|
|
int posX = currentHotSpot->getFeetX();
|
|
int posY = currentHotSpot->getFeetY() -
|
|
scaleValue(_vm->_actor->getWalkerHeight(), _vm->_actor->getWalkerScaling(), 0);
|
|
//_vm->_actor->placeWalkerSpriteAt(0, posX, posY);
|
|
*/
|
|
|
|
// Player said.... (for scene scripts)
|
|
printf("Player said: %s %s\n", currentHotSpot->getVerb(), currentHotSpot->getVocab());
|
|
|
|
// FIXME: This should be moved somewhere else, and is incomplete
|
|
if (_m4Vm->scene()->getInterface()->_inventory.getSelectedIndex() == -1) {
|
|
if (_vm->_mouse->getVerb() == NULL) {
|
|
strcpy(_vm->_player->verb, currentHotSpot->getVerb());
|
|
} else {
|
|
strcpy(_vm->_player->verb, _vm->_mouse->getVerb());
|
|
}
|
|
} else {
|
|
strcpy(_vm->_player->verb, _m4Vm->scene()->getInterface()->_inventory.getSelectedObjectName());
|
|
}
|
|
strcpy(_vm->_player->noun, currentHotSpot->getVocab());
|
|
strcpy(_vm->_player->object, "");
|
|
_vm->_player->commandReady = true;
|
|
|
|
printf("## Player said: %s %s\n", _vm->_player->verb, _vm->_player->noun);
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
void M4Scene::rightClick(int x, int y) {
|
|
if (_vm->getGameType() == GType_Burger) {
|
|
nextCommonCursor();
|
|
_m4Vm->scene()->getInterface()->_inventory.clearSelected();
|
|
}
|
|
}
|
|
|
|
void M4Scene::setAction(int action, int objectId) {
|
|
}
|
|
|
|
void M4Scene::setStatusText(const char *text) {
|
|
getInterface()->setStatusText(text);
|
|
}
|
|
|
|
void M4Scene::update() {
|
|
|
|
}
|
|
|
|
void M4Scene::nextCommonCursor() {
|
|
int cursorIndex = _vm->_mouse->getCursorNum();
|
|
|
|
switch (cursorIndex) {
|
|
case CURSOR_ARROW:
|
|
cursorIndex = CURSOR_LOOK;
|
|
break;
|
|
case CURSOR_LOOK:
|
|
cursorIndex = CURSOR_TAKE;
|
|
break;
|
|
case CURSOR_TAKE:
|
|
cursorIndex = CURSOR_USE;
|
|
break;
|
|
case CURSOR_USE:
|
|
cursorIndex = CURSOR_ARROW;
|
|
break;
|
|
default:
|
|
cursorIndex = CURSOR_ARROW;
|
|
}
|
|
|
|
_vm->_mouse->setCursorNum(cursorIndex);
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
MadsScene::MadsScene(MadsEngine *vm): Scene(vm) {
|
|
_vm = vm;
|
|
|
|
strcpy(_statusText, "");
|
|
_interfaceSurface = new MadsInterfaceView(vm);
|
|
_currentAction = kVerbNone;
|
|
}
|
|
|
|
void MadsScene::loadScene(int sceneNumber) {
|
|
// Close the menu if it's active
|
|
View *mainMenu = _vm->_viewManager->getView(VIEWID_MAINMENU);
|
|
if (mainMenu != NULL) {
|
|
_vm->_viewManager->deleteView(mainMenu);
|
|
}
|
|
|
|
// Handle common scene setting
|
|
Scene::loadScene(sceneNumber);
|
|
|
|
_sceneLogic.selectScene(sceneNumber);
|
|
_vm->globals()->addVisitedScene(sceneNumber);
|
|
_sceneLogic.setupScene();
|
|
|
|
// Set system palette entries
|
|
_vm->_palette->blockRange(0, 7);
|
|
RGB8 sysColors[3] = { {0x1f<<2, 0x2d<<2, 0x31<<2, 0}, {0x24<<2, 0x37<<2, 0x3a<<2, 0},
|
|
{0x00<<2, 0x10<<2, 0x16<<2, 0}};
|
|
_vm->_palette->setPalette(&sysColors[0], 4, 3);
|
|
|
|
_backgroundSurface->loadBackground(sceneNumber, &_palData);
|
|
_vm->_palette->addRange(_palData);
|
|
_backgroundSurface->translate(_palData);
|
|
|
|
if (sceneNumber < 900) {
|
|
/*_backgroundSurface->fillRect(Common::Rect(0, MADS_SURFACE_HEIGHT,
|
|
_backgroundSurface->width(), _backgroundSurface->height()),
|
|
_vm->_palette->BLACK);*/
|
|
// TODO: interface palette
|
|
_interfaceSurface->madsloadInterface(0, &_interfacePal);
|
|
_vm->_palette->addRange(_interfacePal);
|
|
_interfaceSurface->translate(_interfacePal);
|
|
_backgroundSurface->copyFrom(_interfaceSurface, Common::Rect(0, 0, 320, 44), 0, 200 - 44);
|
|
|
|
_interfaceSurface->initialise();
|
|
}
|
|
|
|
// Don't load other screen resources for system screens
|
|
if (sceneNumber >= 900)
|
|
return;
|
|
|
|
loadSceneHotSpotsMads(sceneNumber);
|
|
|
|
// TODO: set walker scaling
|
|
// TODO: destroy woodscript buffer
|
|
|
|
// Load scene walk path file (*.COD/*.WW?)
|
|
loadSceneCodes(sceneNumber);
|
|
|
|
// Load inverse color table file (*.IPL)
|
|
loadSceneInverseColorTable(sceneNumber);
|
|
|
|
// Purge resources
|
|
_vm->res()->purge();
|
|
}
|
|
|
|
void MadsScene::leaveScene() {
|
|
_sceneResources.hotspots->clear();
|
|
_sceneResources.parallax->clear();
|
|
_sceneResources.props->clear();
|
|
|
|
delete _sceneResources.hotspots;
|
|
delete _sceneResources.parallax;
|
|
delete _sceneResources.props;
|
|
|
|
// Delete the sprites
|
|
for (uint i = 0; i <_sceneSprites.size(); ++i) delete _sceneSprites[i];
|
|
_sceneSprites.clear();
|
|
|
|
delete _backgroundSurface;
|
|
delete _codeSurface;
|
|
|
|
Scene::leaveScene();
|
|
}
|
|
|
|
void MadsScene::show() {
|
|
Scene::show();
|
|
_vm->_viewManager->addView(_interfaceSurface);
|
|
}
|
|
|
|
void MadsScene::loadSceneCodes(int sceneNumber, int index) {
|
|
char filename[kM4MaxFilenameSize];
|
|
Common::SeekableReadStream *sceneS;
|
|
|
|
if (_vm->getGameType() == GType_Phantom || _vm->getGameType() == GType_DragonSphere) {
|
|
sprintf(filename, "rm%i.ww%i", sceneNumber, index);
|
|
MadsPack walkData(filename, _vm);
|
|
sceneS = walkData.getItemStream(0);
|
|
_codeSurface->loadCodesMads(sceneS);
|
|
_vm->res()->toss(filename);
|
|
} else if (_vm->getGameType() == GType_RexNebular) {
|
|
// TODO
|
|
}
|
|
}
|
|
|
|
void MadsScene::checkHotspotAtMousePos(int x, int y) {
|
|
HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
|
|
if (currentHotSpot != NULL) {
|
|
_vm->_mouse->setCursorNum(currentHotSpot->getCursor());
|
|
|
|
// This is the "easy" interface, which updates the status text when the mouse is moved
|
|
// TODO: toggle this code for easy/normal interface mode
|
|
char statusText[50];
|
|
int verbId = _currentAction;
|
|
if (verbId == kVerbNone)
|
|
verbId = currentHotSpot->getVerbID();
|
|
if (verbId == kVerbNone)
|
|
verbId = kVerbWalkTo;
|
|
|
|
sprintf(statusText, "%s %s\n", _madsVm->globals()->getVocab(verbId), currentHotSpot->getVocab());
|
|
|
|
statusText[0] = toupper(statusText[0]); // capitalize first letter
|
|
setStatusText(statusText);
|
|
} else {
|
|
_vm->_mouse->setCursorNum(0);
|
|
setStatusText("");
|
|
}
|
|
}
|
|
|
|
void MadsScene::leftClick(int x, int y) {
|
|
HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
|
|
if (currentHotSpot != NULL) {
|
|
char statusText[50];
|
|
if (currentHotSpot->getVerbID() != 0) {
|
|
sprintf(statusText, "%s %s\n", currentHotSpot->getVerb(), currentHotSpot->getVocab());
|
|
} else {
|
|
sprintf(statusText, "%s %s\n", _madsVm->globals()->getVocab(kVerbWalkTo), currentHotSpot->getVocab());
|
|
}
|
|
|
|
statusText[0] = toupper(statusText[0]); // capitalize first letter
|
|
setStatusText(statusText);
|
|
}
|
|
}
|
|
|
|
void MadsScene::rightClick(int x, int y) {
|
|
// ***DEBUG*** - sample dialog display
|
|
int idx = 3; //_madsVm->_globals->messageIndexOf(0x277a);
|
|
const char *msg = _madsVm->globals()->loadMessage(idx);
|
|
Dialog *dlg = new Dialog(_vm, msg, "TEST DIALOG");
|
|
_vm->_viewManager->addView(dlg);
|
|
_vm->_viewManager->moveToFront(dlg);
|
|
}
|
|
|
|
void MadsScene::setAction(int action, int objectId) {
|
|
VALIDATE_MADS;
|
|
char statusText[50];
|
|
|
|
// TODO: Actually executing actions directly for objects. Also, some object actions are special in that
|
|
// a second object can be selected, as in 'use gun to shoot person', with requires a target
|
|
|
|
// Set up the new action
|
|
strcpy(statusText, _madsVm->globals()->getVocab(action));
|
|
statusText[0] = toupper(statusText[0]); // capitalize first letter
|
|
|
|
if (objectId != -1) {
|
|
MadsObject *obj = _madsVm->globals()->getObject(objectId);
|
|
sprintf(statusText + strlen(statusText), " %s", _madsVm->globals()->getVocab(obj->descId));
|
|
} else {
|
|
_currentAction = action;
|
|
}
|
|
|
|
setStatusText(statusText);
|
|
}
|
|
|
|
void MadsScene::setStatusText(const char *text) {
|
|
strcpy(_statusText, text);
|
|
}
|
|
|
|
void MadsScene::update() {
|
|
_backgroundSurface->copyTo(this);
|
|
|
|
// Handle display of any status text
|
|
if (_statusText[0]) {
|
|
// Text colors are inverted in Dragonsphere
|
|
if (_vm->getGameType() == GType_DragonSphere)
|
|
_vm->_font->setColors(_vm->_palette->BLACK, _vm->_palette->WHITE, _vm->_palette->BLACK);
|
|
else
|
|
_vm->_font->setColors(_vm->_palette->WHITE, _vm->_palette->BLACK, _vm->_palette->BLACK);
|
|
|
|
_vm->_font->setFont(FONT_MAIN_MADS);
|
|
_vm->_font->writeString(this, _statusText, (width() - _vm->_font->getWidth(_statusText)) / 2, 142, 0);
|
|
}
|
|
|
|
_interfaceSurface->copyTo(this, 0, this->height() - _interfaceSurface->height());
|
|
|
|
//***DEBUG***
|
|
_sceneSprites[0]->getFrame(1)->copyTo(this, 120, 90, 0);
|
|
}
|
|
|
|
void MadsScene::loadPlayerSprites(const char *prefix) {
|
|
const char suffixList[8] = { '8', '9', '6', '3', '2', '7', '4', '1' };
|
|
char setName[80];
|
|
|
|
strcpy(setName, "*");
|
|
strcat(setName, prefix);
|
|
strcat(setName, "_0.SS");
|
|
char *digitP = strchr(setName, '_') + 1;
|
|
|
|
for (int idx = 0; idx < 8; ++idx) {
|
|
*digitP = suffixList[idx];
|
|
|
|
if (_vm->res()->resourceExists(setName)) {
|
|
Common::SeekableReadStream *data = _vm->res()->get(setName);
|
|
SpriteAsset *playerSprites = new SpriteAsset(_vm, data, data->size(), setName);
|
|
playerSprites->translate(_vm->_palette);
|
|
_vm->res()->toss(setName);
|
|
|
|
_sceneSprites.push_back(playerSprites);
|
|
return;
|
|
}
|
|
}
|
|
|
|
error("Couldn't find player sprites");
|
|
}
|
|
|
|
} // End of namespace M4
|