scummvm/engines/m4/mads_scene.cpp
2010-11-02 00:15:18 +00:00

1255 lines
36 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "common/system.h"
#include "m4/mads_scene.h"
#include "m4/dialogs.h"
#include "m4/globals.h"
#include "m4/scene.h"
#include "m4/events.h"
#include "m4/graphics.h"
#include "m4/rails.h"
#include "m4/font.h"
#include "m4/m4_views.h"
#include "m4/mads_views.h"
#include "m4/compression.h"
#include "m4/staticres.h"
#include "m4/animation.h"
namespace M4 {
static const int INV_ANIM_FRAME_SPEED = 2;
static const int INVENTORY_X = 160;
static const int INVENTORY_Y = 159;
static const int SCROLLER_DELAY = 200;
//--------------------------------------------------------------------------
void SceneNode::load(Common::SeekableReadStream *stream) {
// Get the next data block
pt.x = stream->readUint16LE();
pt.y = stream->readUint16LE();
for (int i = 0; i < MAX_ROUTE_NODES; ++i)
indexes[i] = stream->readUint16LE();
}
//--------------------------------------------------------------------------
MadsScene::MadsScene(MadsEngine *vm): _sceneResources(), Scene(vm, &_sceneResources), MadsView(this) {
_vm = vm;
_activeAnimation = NULL;
MadsView::_bgSurface = Scene::_backgroundSurface;
MadsView::_depthSurface = Scene::_walkSurface;
_interfaceSurface = new MadsInterfaceView(vm);
_showMousePos = false;
_mouseMsgIndex = -1;
_previousScene = -1;
}
MadsScene::~MadsScene() {
delete _activeAnimation;
_activeAnimation = NULL;
leaveScene();
_vm->_viewManager->deleteView(_interfaceSurface);
}
/**
* Secondary scene loading code
*/
void MadsScene::loadScene2(const char *aaName, int sceneNumber) {
// TODO: Completely finish
_madsVm->globals()->previousScene = _madsVm->globals()->sceneNumber;
_madsVm->globals()->sceneNumber = sceneNumber;
_spriteSlots.clear();
_sequenceList.clear();
_kernelMessages.clear();
// Load up the properties for the scene
_sceneResources.load(_currentScene, NULL, 0/*word_83546*/, _walkSurface, _backgroundSurface);
// Load scene walk paths
loadSceneCodes(_currentScene);
// Initialise the scene animation
uint16 flags = 0x4100;
if (_madsVm->globals()->_config.textWindowStill)
flags |= 0x200;
_sceneAnimation->initialise(aaName, flags, _interfaceSurface, NULL);
}
/**
* Existing ScummVM code that needs to be eventually replaced with MADS code
*/
void MadsScene::loadSceneTemporary() {
/* Existing code that eventually needs to be replaced with the proper MADS code */
// Set system palette entries
_vm->_palette->blockRange(0, 18);
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);
_interfaceSurface->initialise();
loadSceneHotspots(_currentScene);
_action.clear();
}
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);
_madsVm->globals()->_nextSceneId = sceneNumber;
// Existing ScummVM code that needs to be eventually replaced with MADS code
loadSceneTemporary();
_madsVm->_player._spritesChanged = true;
_madsVm->globals()->clearQuotes();
_dynamicHotspots.reset();
// Signal the script engine what scene is to be active
_sceneLogic.selectScene(sceneNumber);
// Add the scene if necessary to the list of scenes that have been visited
_vm->globals()->addVisitedScene(sceneNumber);
if (_vm->getGameType() == GType_RexNebular)
_sceneLogic.setupScene();
// TODO: Unknown code
// Secondary scene load routine
if (_vm->getGameType() == GType_RexNebular)
// Secondary scene load routine
loadScene2("*I0.AA", sceneNumber);
_madsVm->_player.loadSprites(NULL);
switch (_madsVm->globals()->_config.screenFades) {
case 0:
_abortTimers2 = 2;
break;
case 2:
_abortTimers2 = 21;
break;
default:
_abortTimers2 = 20;
break;
}
_abortTimers = 0;
_abortTimersMode2 = ABORTMODE_1;
// Do any scene specific setup
if (_vm->getGameType() == GType_RexNebular)
_sceneLogic.doEnterScene();
// Miscellaneous player setup
_madsVm->_player._destPos = _madsVm->_player._destPos;
_madsVm->_player._newDirection = _madsVm->_player._direction;
_madsVm->_player.setupFrame();
_madsVm->_player.updateFrame();
// Purge resources
_vm->res()->purge();
}
void MadsScene::loadSceneHotspots(int sceneNumber) {
char filename[kM4MaxFilenameSize];
sprintf(filename, "rm%i.hh", sceneNumber);
MadsPack hotSpotData(filename, _vm);
Common::SeekableReadStream *hotspotStream = hotSpotData.getItemStream(0);
int hotspotCount = hotspotStream->readUint16LE();
delete hotspotStream;
hotspotStream = hotSpotData.getItemStream(1);
// Clear current hotspot lists
_sceneResources.hotspots->clear();
_sceneResources.hotspots->loadHotSpots(hotspotStream, hotspotCount);
delete hotspotStream;
}
void MadsScene::leaveScene() {
_sceneResources.hotspots->clear();
_sceneResources.dynamicHotspots->clear();
delete _sceneResources.hotspots;
delete _sceneResources.dynamicHotspots;
delete _walkSurface;
if (_activeAnimation) {
delete _activeAnimation;
_activeAnimation = NULL;
}
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);
_walkSurface->loadCodesMads(sceneS);
_vm->res()->toss(filename);
}
}
void MadsScene::mouseMove(int x, int y) {
HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
if (currentHotSpot != NULL) {
_vm->_mouse->setCursorNum(currentHotSpot->getCursor());
_action._selectedRow = -1;
_action._actionMode = ACTMODE_NONE;
_action._actionMode2 = ACTMODE2_4;
_action._hotspotId = currentHotSpot->getIndex();
} else {
_vm->_mouse->setCursorNum(0);
}
}
void MadsScene::leftClick(int x, int y) {
// TODO: figure out the rest of Scene_leftClick, and implements relevant parts in the interface class
_action._v86F4C = -1;
_action._v86F4E = 0;
_customDest = _madsVm->_mouse->currentPos();
_action._selectedAction = -1;
_action._v86F4A = true;
}
void MadsScene::rightClick(int x, int y) {
if (_vm->getGameType() == GType_RexNebular) {
// ***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;
error("todo");
// 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);
}
/**
* Draws all the elements of the scene
*/
void MadsScene::drawElements() {
refresh();
// Copy the user interface surface onto the surface
_interfaceSurface->copyTo(this, 0, this->height() - _interfaceSurface->height());
}
void MadsScene::update() {
// Draw all the various elements
drawElements();
_action.set();
}
void MadsScene::updateState() {
if (!_abortTimers && !_madsVm->_player._unk3) {
if (_dynamicHotspots._changed)
_dynamicHotspots.refresh();
// int v = (_madsVm->_player._stepEnabled && !_action._startWalkFlag && !_abortTimers2) ? 1 : 0;
// _screenObjects.check(v, false);
}
// Handle starting off any selected action
bool doPreAction = false;
if ((_action._selectedAction != 0) && _madsVm->_player._stepEnabled &&
!_action._startWalkFlag && !_abortTimers && !_madsVm->_player._unk3) {
// Start the action
_action.startAction();
if (_action._action.verbId == kVerbLookAt) {
_action._action.verbId = kVerbLook;
_action._savedFields.selectedRow = 0;
}
doPreAction = true;
}
if (doPreAction || ((_abortTimers != 0) && (_abortTimersMode == ABORTMODE_2)))
doPreactions();
checkStartWalk();
if (_action._inProgress && !_madsVm->_player._moving && !_action._startWalkFlag &&
(_madsVm->_player._newDirection == _madsVm->_player._direction)) {
// Reached the end of action movement, so ready to actually do action
doAction();
} else if ((_abortTimers != 0) && (_abortTimersMode == ABORTMODE_0))
// Do an action designated by scripts
doAction();
bool freeFlag = false;
if (_currentScene != _nextScene)
freeFlag = true;
else {
doSceneStep();
if (_currentScene != _nextScene)
freeFlag = true;
else {
// Update the player
_madsVm->_player.nextFrame();
// Handle updating the animation
if (!_abortTimers && (_activeAnimation))
_activeAnimation->update();
// Handle refreshing the mouse position display
if (_mouseMsgIndex != -1)
_madsVm->scene()->_kernelMessages.remove(_mouseMsgIndex);
if (_showMousePos) {
char buffer[20];
sprintf(buffer, "(%d,%d)", _madsVm->_mouse->currentPos().x, _madsVm->_mouse->currentPos().y);
_mouseMsgIndex = _madsVm->scene()->_kernelMessages.add(Common::Point(5, 5), 0x203, 0, 0, 1, buffer);
}
}
}
if (_madsVm->globals()->_config.easyMouse)
_action.refresh();
if ((_activeAnimation) && !_abortTimers) {
_activeAnimation->update();
if (((MadsAnimation *) _activeAnimation)->freeFlag() || freeFlag) {
delete _activeAnimation;
_activeAnimation = NULL;
}
}
MadsView::update();
// Remove the animation if it's been completed
if ((_activeAnimation) && ((MadsAnimation *)_activeAnimation)->freeFlag())
freeAnimation();
if ((_action._selectedAction != 0) || !_madsVm->_player._stepEnabled) {
_action.clear();
_action._selectedAction = 0;
}
}
void MadsScene::checkStartWalk() {
if (_action._startWalkFlag && _action._walkFlag) {
_madsVm->_player.setDest(_destPos.x, _destPos.y, _destFacing);
_action._startWalkFlag = false;
}
}
void MadsScene::doPreactions() {
if ((_screenObjects._v832EC == 0) || (_screenObjects._v832EC == 2)) {
_abortTimersMode2 = ABORTMODE_2;
_action.checkAction();
_sceneLogic.doPreactions();
if (_abortTimersMode == ABORTMODE_2)
_abortTimers = 0;
}
}
void MadsScene::doSceneStep() {
// Step through the scene
_sceneLogic.doSceneStep();
_madsVm->_player.step();
_madsVm->_player._unk3 = 0;
if (_abortTimersMode == ABORTMODE_1)
_abortTimers = 0;
}
void MadsScene::doAction() {
warning("TODO MadsScene::doAction");
}
/**
* Does extra work at cleaning up the animation, and then deletes it
*/
void MadsScene::freeAnimation() {
if (!_activeAnimation)
return;
MadsAnimation *anim = (MadsAnimation *)_activeAnimation;
if (anim->freeFlag()) {
_madsVm->scene()->_spriteSlots.clear();
_madsVm->scene()->_spriteSlots.fullRefresh();
_madsVm->scene()->_sequenceList.scan();
}
if (_madsVm->_player._visible) {
_madsVm->_player._forceRefresh = true;
_madsVm->_player.update();
}
delete _activeAnimation;
_activeAnimation = NULL;
}
int MadsScene::loadSceneSpriteSet(const char *setName) {
char resName[100];
strcpy(resName, setName);
// Append a '.SS' if it doesn't alreayd have an extension
if (!strchr(resName, '.'))
strcat(resName, ".SS");
return _spriteSlots.addSprites(resName);
}
enum boxSprites {
topLeft = 0,
topRight = 1,
bottomLeft = 2,
bottomRight = 3,
left = 4,
right = 5,
top = 6,
bottom = 7,
topMiddle = 8,
filler1 = 9,
filler2 = 10
// TODO: finish this
};
// TODO: calculate width and height, show text, show face if it exists
// TODO: this has been tested with Dragonsphere only, there are some differences
// in the sprites used in Phantom
void MadsScene::showMADSV2TextBox(char *text, int x, int y, char *faceName) {
int repeatX = 40; // FIXME: this is hardcoded
int repeatY = 30; // FIXME: this is hardcoded
int curX = x, curY = y;
int topRightX = x; // TODO: this is probably not needed
Common::SeekableReadStream *data = _vm->res()->get("box.ss");
SpriteAsset *boxSprites = new SpriteAsset(_vm, data, data->size(), "box.ss");
_vm->res()->toss("box.ss");
RGBList *palData = new RGBList(boxSprites->getColorCount(), boxSprites->getPalette(), true);
_vm->_palette->addRange(palData);
for (int i = 0; i < boxSprites->getCount(); i++)
boxSprites->getFrame(i)->translate(palData); // sprite pixel translation
// Top left corner
boxSprites->getFrame(topLeft)->copyTo(_backgroundSurface, x, curY);
curX += boxSprites->getFrame(topLeft)->width();
// Top line
for (int i = 0; i < repeatX; i++) {
boxSprites->getFrame(top)->copyTo(_backgroundSurface, curX, curY + 3);
curX += boxSprites->getFrame(top)->width();
}
// Top right corner
boxSprites->getFrame(topRight)->copyTo(_backgroundSurface, curX, curY);
topRightX = curX;
// Top middle
// FIXME: the transparent color for this is also the black border color
boxSprites->getFrame(topMiddle)->copyTo(_backgroundSurface,
x + (curX - x) / 2 - boxSprites->getFrame(topMiddle)->width() / 2,
curY - 5, 167);
curX = x;
curY += boxSprites->getFrame(topLeft)->height();
// -----------------------------------------------------------------------------------------------
// Draw contents
for (int i = 0; i < repeatY; i++) {
for (int j = 0; j < repeatX; j++) {
if (j == 0) {
boxSprites->getFrame(left)->copyTo(_backgroundSurface, curX + 3, curY);
curX += boxSprites->getFrame(left)->width();
} else if (j == repeatX - 1) {
curX = topRightX - 2;
boxSprites->getFrame(right)->copyTo(_backgroundSurface, curX + 3, curY + 1);
} else {
// TODO: the background of the contents follows a pattern which is not understood yet
if (j % 2 == 0) {
boxSprites->getFrame(filler1)->copyTo(_backgroundSurface, curX + 3, curY);
curX += boxSprites->getFrame(filler1)->width();
} else {
boxSprites->getFrame(filler2)->copyTo(_backgroundSurface, curX + 3, curY);
curX += boxSprites->getFrame(filler2)->width();
}
}
} // for j
curX = x;
curY += boxSprites->getFrame(left)->height();
} // for i
// -----------------------------------------------------------------------------------------------
curX = x;
// Bottom left corner
boxSprites->getFrame(bottomLeft)->copyTo(_backgroundSurface, curX, curY);
curX += boxSprites->getFrame(bottomLeft)->width();
// Bottom line
for (int i = 0; i < repeatX; i++) {
boxSprites->getFrame(bottom)->copyTo(_backgroundSurface, curX, curY + 1);
curX += boxSprites->getFrame(bottom)->width();
}
// Bottom right corner
boxSprites->getFrame(bottomRight)->copyTo(_backgroundSurface, curX, curY + 1);
}
void MadsScene::loadAnimation(const Common::String &animName, int abortTimers) {
if (_activeAnimation)
error("Multiple active animations are not allowed");
MadsAnimation *anim = new MadsAnimation(_vm, this);
anim->load(animName.c_str(), abortTimers);
_activeAnimation = anim;
}
bool MadsScene::getDepthHighBit(const Common::Point &pt) {
const byte *p = _depthSurface->getBasePtr(pt.x, pt.y);
if (_sceneResources._depthStyle == 2)
return ((*p << 4) & 0x80) != 0;
return (*p & 0x80) != 0;
}
bool MadsScene::getDepthHighBits(const Common::Point &pt) {
if (_sceneResources._depthStyle == 2)
return 0;
const byte *p = _depthSurface->getBasePtr(pt.x, pt.y);
return (*p & 0x70) >> 4;
}
/*--------------------------------------------------------------------------*/
void MadsSceneResources::load(int sceneNumber, const char *resName, int v0, M4Surface *depthSurface, M4Surface *surface) {
char buffer1[80];
const char *sceneName;
// TODO: Initialise spriteSet / xp_list
if (sceneNumber > 0) {
sceneName = MADSResourceManager::getResourceName(RESPREFIX_RM, sceneNumber, ".DAT");
} else {
strcpy(buffer1, "*");
strcat(buffer1, resName);
sceneName = buffer1; // TODO: Check whether this needs to be converted to 'HAG form'
}
Common::SeekableReadStream *rawStream = _vm->_resourceManager->get(sceneName);
MadsPack sceneInfo(rawStream);
// Chunk 0:
// Basic scene info
Common::SeekableReadStream *stream = sceneInfo.getItemStream(0);
if (_vm->getGameType() == GType_RexNebular) {
int resSceneId = stream->readUint16LE();
assert(resSceneId == sceneNumber);
} else {
char roomFilename[10];
char roomFilenameExpected[10];
sprintf(roomFilenameExpected, "*RM%d", sceneNumber);
stream->read(roomFilename, 6);
roomFilename[6] = 0;
assert(!strcmp(roomFilename, roomFilenameExpected));
}
// TODO: The following is wrong for Phantom/Dragon
_artFileNum = stream->readUint16LE();
_depthStyle = stream->readUint16LE();
_width = stream->readUint16LE();
_height = stream->readUint16LE();
stream->skip(24);
int nodeCount = stream->readUint16LE();
_yBandsEnd = stream->readUint16LE();
_yBandsStart = stream->readUint16LE();
_maxScale = stream->readSint16LE();
_minScale = stream->readSint16LE();
for (int i = 0; i < DEPTH_BANDS_SIZE; ++i)
_depthBands[i] = stream->readUint16LE();
stream->skip(2);
// Load in any scene objects
for (int i = 0; i < nodeCount; ++i) {
SceneNode rec;
rec.load(stream);
_nodes.push_back(rec);
}
for (int i = 0; i < 20 - nodeCount; ++i)
stream->skip(48);
// Add two extra nodes in that will be used for player movement
for (int i = 0; i < 2; ++i) {
SceneNode rec;
_nodes.push_back(rec);
}
int setCount = stream->readUint16LE();
stream->readUint16LE();
for (int i = 0; i < setCount; ++i) {
char buffer2[64];
Common::String s(buffer2, 64);
_setNames.push_back(s);
}
delete stream;
// Initialise a copy of the surfaces if they weren't provided
bool dsFlag = false, ssFlag = false;
if (!surface) {
surface = new M4Surface(_width, _height);
ssFlag = true;
} else if ((_width != surface->width()) || (_height != surface->height()))
surface->setSize(_width, _height);
if (!depthSurface) {
depthSurface = new M4Surface(_width, _height);
dsFlag = true;
} else if ((_width != depthSurface->width()) || (_height != depthSurface->height()))
depthSurface->setSize(_width, _height);
// For Rex Nebular, read in the scene's compressed walk surface information
if (_vm->getGameType() == GType_RexNebular) {
assert(depthSurface);
stream = sceneInfo.getItemStream(1);
byte *walkData = (byte *)malloc(stream->size());
stream->read(walkData, stream->size());
// For Rex Nebular, the walk areas are part of the scene info
byte *destP = depthSurface->getBasePtr(0, 0);
const byte *srcP = walkData;
byte runLength;
// Run length encoded depth data
while ((runLength = *srcP++) != 0) {
if (_depthStyle == 2) {
// 2-bit depth pixels
byte byteVal = *srcP++;
for (int byteCtr = 0; byteCtr < runLength; ++byteCtr) {
byte v = byteVal;
for (int bitCtr = 0; bitCtr < 4; ++bitCtr, v >>= 2)
*destP++ = (((v & 1) + 1) << 3) - 1;
}
} else {
// 8-bit depth pixels
Common::set_to(destP, destP + runLength, *srcP++);
destP += runLength;
}
}
free(walkData);
delete stream;
}
_vm->_resourceManager->toss(sceneName);
// Load the surface artwork
surface->loadBackground(_artFileNum);
// Final cleanup
if (ssFlag)
delete surface;
if (dsFlag)
delete depthSurface;
}
void MadsSceneResources::setRouteNode(int nodeIndex, const Common::Point &pt, M4Surface *depthSurface) {
int flags, hypotenuse;
_nodes[nodeIndex].pt = pt;
// Recalculate inter-node lengths
for (uint idx = 0; idx < _nodes.size(); ++idx) {
int entry;
if (idx == (uint)nodeIndex) {
entry = 0x3FFF;
} else {
// Process the node
flags = getRouteFlags(pt, _nodes[idx].pt, depthSurface);
int xDiff = ABS(_nodes[idx].pt.x - pt.x);
int yDiff = ABS(_nodes[idx].pt.y - pt.y);
hypotenuse = SqrtF16(xDiff * xDiff + yDiff * yDiff);
if (hypotenuse >= 0x3FFF)
// Shouldn't ever be this large
hypotenuse = 0x3FFF;
entry = hypotenuse | flags;
_nodes[idx].indexes[nodeIndex] = entry;
_nodes[nodeIndex].indexes[idx] = entry;
}
}
}
int MadsSceneResources::getRouteFlags(const Common::Point &src, const Common::Point &dest, M4Surface *depthSurface) {
int result = 0x8000;
bool flag = false;
int xDiff = ABS(dest.x - src.x);
int yDiff = ABS(dest.y - src.y);
int xDirection = dest.x >= src.x ? 1 : -1;
int yDirection = dest.y >= src.y ? depthSurface->width() : -depthSurface->width();
int majorDiff = 0;
if (dest.x < src.x)
majorDiff = MAX(xDiff, yDiff);
++xDiff;
++yDiff;
byte *srcP = depthSurface->getBasePtr(src.x, src.y);
int totalCtr = majorDiff;
for (int xCtr = 0; xCtr < xDiff; ++xCtr, srcP += xDirection) {
totalCtr += yDiff;
if ((*srcP & 0x80) == 0)
flag = false;
else if (!flag) {
flag = true;
result -= 0x4000;
if (result == 0)
break;
}
while (totalCtr >= xDiff) {
totalCtr -= xDiff;
if ((*srcP & 0x80) == 0)
flag = false;
else if (!flag) {
flag = true;
result -= 0x4000;
if (result == 0)
break;
}
srcP += yDirection;
}
if (result == 0)
break;
}
return result;
}
/*--------------------------------------------------------------------------*/
/*--------------------------------------------------------------------------
* MadsInterfaceView handles the user interface section at the bottom of
* game screens in MADS games
*--------------------------------------------------------------------------
*/
MadsInterfaceView::MadsInterfaceView(MadsM4Engine *vm): GameInterfaceView(vm,
Common::Rect(0, MADS_SURFACE_HEIGHT, vm->_screen->width(), vm->_screen->height())) {
_screenType = VIEWID_INTERFACE;
_highlightedElement = -1;
_topIndex = 0;
_selectedObject = -1;
_cheatKeyCtr = 0;
_objectSprites = NULL;
_objectPalData = NULL;
/* Set up the rect list for screen elements */
// Actions
for (int i = 0; i < 10; ++i)
_screenObjects.addRect((i / 5) * 32 + 1, (i % 5) * 8 + MADS_SURFACE_HEIGHT + 2,
((i / 5) + 1) * 32 + 3, ((i % 5) + 1) * 8 + MADS_SURFACE_HEIGHT + 2);
// Scroller elements (up arrow, scroller, down arrow)
_screenObjects.addRect(73, 160, 82, 167);
_screenObjects.addRect(73, 168, 82, 190);
_screenObjects.addRect(73, 191, 82, 198);
// Inventory object names
for (int i = 0; i < 5; ++i)
_screenObjects.addRect(89, 158 + i * 8, 160, 166 + i * 8);
// Full rectangle area for all vocab actions
for (int i = 0; i < 5; ++i)
_screenObjects.addRect(239, 158 + i * 8, 320, 166 + i * 8);
}
MadsInterfaceView::~MadsInterfaceView() {
delete _objectSprites;
}
void MadsInterfaceView::setFontMode(InterfaceFontMode newMode) {
switch (newMode) {
case ITEM_NORMAL:
_vm->_font->current()->setColours(4, 4, 0xff);
break;
case ITEM_HIGHLIGHTED:
_vm->_font->current()->setColours(5, 5, 0xff);
break;
case ITEM_SELECTED:
_vm->_font->current()->setColours(6, 6, 0xff);
break;
}
}
void MadsInterfaceView::initialise() {
// Build up the inventory list
_inventoryList.clear();
for (uint i = 0; i < _madsVm->globals()->getObjectsSize(); ++i) {
MadsObject *obj = _madsVm->globals()->getObject(i);
if (obj->roomNumber == PLAYER_INVENTORY)
_inventoryList.push_back(i);
}
// If the inventory has at least one object, select it
if (_inventoryList.size() > 0)
setSelectedObject(_inventoryList[0]);
}
void MadsInterfaceView::setSelectedObject(int objectNumber) {
char resName[80];
// Load inventory resource
if (_objectSprites) {
_vm->_palette->deleteRange(_objectPalData);
delete _objectSprites;
}
// Check to make sure the object is in the inventory, and also visible on-screen
int idx = _inventoryList.indexOf(objectNumber);
if (idx == -1) {
// Object wasn't found, so return
_selectedObject = -1;
return;
}
// Found the object
if (idx < _topIndex)
_topIndex = idx;
else if (idx >= (_topIndex + 5))
_topIndex = MAX(0, idx - 4);
_selectedObject = objectNumber;
sprintf(resName, "*OB%.3dI.SS", objectNumber);
Common::SeekableReadStream *data = _vm->res()->get(resName);
_objectSprites = new SpriteAsset(_vm, data, data->size(), resName);
_vm->res()->toss(resName);
// Slot it into available palette space
_objectPalData = _objectSprites->getRgbList();
_vm->_palette->addRange(_objectPalData);
_objectSprites->translate(_objectPalData, true);
_objectFrameNumber = 0;
}
void MadsInterfaceView::addObjectToInventory(int objectNumber) {
if (_inventoryList.indexOf(objectNumber) == -1) {
_madsVm->globals()->getObject(objectNumber)->roomNumber = PLAYER_INVENTORY;
_inventoryList.push_back(objectNumber);
}
setSelectedObject(objectNumber);
}
void MadsInterfaceView::onRefresh(RectList *rects, M4Surface *destSurface) {
_vm->_font->setFont(FONT_INTERFACE_MADS);
char buffer[100];
// Check to see if any dialog is currently active
bool dialogVisible = _vm->_viewManager->getView(LAYER_DIALOG) != NULL;
// Highlighting logic for action list
int actionIndex = 0;
for (int x = 0; x < 2; ++x) {
for (int y = 0; y < 5; ++y, ++actionIndex) {
// Determine the font colour depending on whether an item is selected. Note that the first action,
// 'Look', is always 'selected', even when another action is clicked on
setFontMode((_highlightedElement == actionIndex) ? ITEM_HIGHLIGHTED :
((actionIndex == 0) ? ITEM_SELECTED : ITEM_NORMAL));
// Get the verb action and capitalise it
const char *verbStr = _madsVm->globals()->getVocab(kVerbLook + actionIndex);
strcpy(buffer, verbStr);
if ((buffer[0] >= 'a') && (buffer[0] <= 'z')) buffer[0] -= 'a' - 'A';
// Display the verb
const Common::Rect r(_screenObjects[actionIndex]);
_vm->_font->current()->writeString(destSurface, buffer, r.left, r.top, r.width(), 0);
}
}
// Check for highlighting of the scrollbar controls
if ((_highlightedElement == SCROLL_UP) || (_highlightedElement == SCROLL_SCROLLER) || (_highlightedElement == SCROLL_DOWN)) {
// Highlight the control's borders
const Common::Rect r(_screenObjects[_highlightedElement]);
destSurface->frameRect(r, 5);
}
// Draw the horizontal line in the scroller representing the current top selected
const Common::Rect scroller(_screenObjects[SCROLL_SCROLLER]);
int yP = (_inventoryList.size() < 2) ? 0 : (scroller.height() - 5) * _topIndex / (_inventoryList.size() - 1);
destSurface->setColor(4);
destSurface->hLine(scroller.left + 2, scroller.right - 3, scroller.top + 2 + yP);
// List inventory items
for (uint i = 0; i < 5; ++i) {
if ((_topIndex + i) >= _inventoryList.size())
break;
const char *descStr = _madsVm->globals()->getVocab(_madsVm->globals()->getObject(
_inventoryList[_topIndex + i])->descId);
strcpy(buffer, descStr);
if ((buffer[0] >= 'a') && (buffer[0] <= 'z')) buffer[0] -= 'a' - 'A';
const Common::Rect r(_screenObjects[INVLIST_START + i]);
// Set the highlighting of the inventory item
if (_highlightedElement == (int)(INVLIST_START + i)) setFontMode(ITEM_HIGHLIGHTED);
else if (_selectedObject == _inventoryList[_topIndex + i]) setFontMode(ITEM_SELECTED);
else setFontMode(ITEM_NORMAL);
// Write out it's description
_vm->_font->current()->writeString(destSurface, buffer, r.left, r.top, r.width(), 0);
}
// Handle the display of any currently selected object
if (_objectSprites) {
// Display object sprite. Note that the frame number isn't used directly, because it would result
// in too fast an animation
M4Sprite *spr = _objectSprites->getFrame(_objectFrameNumber / INV_ANIM_FRAME_SPEED);
spr->copyTo(destSurface, INVENTORY_X, INVENTORY_Y, TRANSPARENT_COLOUR_INDEX);
if (!_madsVm->globals()->_config.invObjectsStill && !dialogVisible) {
// If objects need to be animated, move to the next frame
if (++_objectFrameNumber >= (_objectSprites->getCount() * INV_ANIM_FRAME_SPEED))
_objectFrameNumber = 0;
}
// List the vocab actions for the currently selected object
MadsObject *obj = _madsVm->globals()->getObject(_selectedObject);
int yIndex = MIN(_highlightedElement - VOCAB_START, obj->vocabCount - 1);
for (int i = 0; i < obj->vocabCount; ++i) {
const Common::Rect r(_screenObjects[VOCAB_START + i]);
// Get the vocab description and capitalise it
const char *descStr = _madsVm->globals()->getVocab(obj->vocabList[i].vocabId);
strcpy(buffer, descStr);
if ((buffer[0] >= 'a') && (buffer[0] <= 'z')) buffer[0] -= 'a' - 'A';
// Set the highlighting and display the entry
setFontMode((i == yIndex) ? ITEM_HIGHLIGHTED : ITEM_NORMAL);
_vm->_font->current()->writeString(destSurface, buffer, r.left, r.top, r.width(), 0);
}
}
}
bool MadsInterfaceView::onEvent(M4EventType eventType, int32 param1, int x, int y, bool &captureEvents) {
MadsAction &act = _madsVm->scene()->_action;
// If the mouse isn't being held down, then reset the repeated scroll timer
if (eventType != MEVENT_LEFT_HOLD)
_nextScrollerTicks = 0;
// Handle various event types
switch (eventType) {
case MEVENT_MOVE:
// If the cursor isn't in "wait mode", don't do any processing
if (_vm->_mouse->getCursorNum() == CURSOR_WAIT)
return true;
// Ensure the cursor is the standard arrow
_vm->_mouse->setCursorNum(CURSOR_ARROW);
// Check if any interface element is currently highlighted
_highlightedElement = _screenObjects.find(Common::Point(x, y));
return true;
case MEVENT_LEFT_CLICK:
// Left mouse click
{
// Check if an inventory object was selected
if ((_highlightedElement >= INVLIST_START) && (_highlightedElement < (INVLIST_START + 5))) {
// Ensure there is an inventory item listed in that cell
uint idx = _highlightedElement - INVLIST_START;
if ((_topIndex + idx) < _inventoryList.size()) {
// Set the selected object
setSelectedObject(_inventoryList[_topIndex + idx]);
}
} else if ((_highlightedElement >= ACTIONS_START) && (_highlightedElement < (ACTIONS_START + 10))) {
// A standard action was selected
int verbId = kVerbLook + (_highlightedElement - ACTIONS_START);
warning("Selected action #%d", verbId);
} else if ((_highlightedElement >= VOCAB_START) && (_highlightedElement < (VOCAB_START + 5))) {
// A vocab action was selected
MadsObject *obj = _madsVm->globals()->getObject(_selectedObject);
int vocabIndex = MIN(_highlightedElement - VOCAB_START, obj->vocabCount - 1);
if (vocabIndex >= 0) {
act._actionMode = ACTMODE_OBJECT;
act._actionMode2 = ACTMODE2_2;
act._flags1 = obj->vocabList[1].flags1;
act._flags2 = obj->vocabList[1].flags2;
act._action.verbId = _selectedObject;
act._articleNumber = act._flags2;
}
}
}
return true;
case MEVENT_LEFT_HOLD:
// Left mouse hold
// Handle the scroller - the up/down buttons allow for multiple actions whilst the mouse is held down
if ((_highlightedElement == SCROLL_UP) || (_highlightedElement == SCROLL_DOWN)) {
if ((_nextScrollerTicks == 0) || (g_system->getMillis() >= _nextScrollerTicks)) {
// Handle scroll up/down action
_nextScrollerTicks = g_system->getMillis() + SCROLLER_DELAY;
if ((_highlightedElement == SCROLL_UP) && (_topIndex > 0))
--_topIndex;
if ((_highlightedElement == SCROLL_DOWN) && (_topIndex < (int)(_inventoryList.size() - 1)))
++_topIndex;
}
}
return true;
case MEVENT_LEFT_DRAG:
// Left mouse drag
// Handle the the the scroller area that can be dragged to adjust the top displayed index
if (_highlightedElement == SCROLL_SCROLLER) {
// Calculate the new top index based on the Y position
const Common::Rect r(_screenObjects[SCROLL_SCROLLER]);
_topIndex = CLIP((int)(_inventoryList.size() - 1) * (y - r.top - 2) / (r.height() - 5),
0, (int)_inventoryList.size() - 1);
}
return true;
case KEVENT_KEY:
if (_cheatKeyCtr == CHEAT_SEQUENCE_MAX)
handleCheatKey(param1);
handleKeypress(param1);
return true;
default:
break;
}
return false;
}
bool MadsInterfaceView::handleCheatKey(int32 keycode) {
switch (keycode) {
case Common::KEYCODE_SPACE:
// TODO: Move player to current destination
return true;
case Common::KEYCODE_c | (Common::KBD_CTRL << 24):
// Toggle display of mouse position
_madsVm->scene()->_showMousePos = !_madsVm->scene()->_showMousePos;
break;
case Common::KEYCODE_t | (Common::KEYCODE_LALT << 24):
case Common::KEYCODE_t | (Common::KEYCODE_RALT << 24):
{
// Teleport to room
//Scene *sceneView = (Scene *)vm->_viewManager->getView(VIEWID_SCENE);
return true;
}
default:
break;
}
return false;
}
const char *CHEAT_SEQUENCE = "widepipe";
bool MadsInterfaceView::handleKeypress(int32 keycode) {
int flags = keycode >> 24;
int kc = keycode & 0xffff;
// Capitalise the letter if necessary
if (_cheatKeyCtr < CHEAT_SEQUENCE_MAX) {
if ((flags & Common::KBD_CTRL) && (kc == CHEAT_SEQUENCE[_cheatKeyCtr])) {
++_cheatKeyCtr;
if (_cheatKeyCtr == CHEAT_SEQUENCE_MAX)
Dialog::display(_vm, 22, cheatingEnabledDesc);
return true;
} else {
_cheatKeyCtr = 0;
}
}
// Handle the various keys
if ((keycode == Common::KEYCODE_ESCAPE) || (keycode == Common::KEYCODE_F1)) {
// Game menu
_madsVm->globals()->dialogType = DIALOG_GAME_MENU;
leaveScene();
return false;
} else if (flags & Common::KBD_CTRL) {
// Handling of the different control key combinations
switch (kc) {
case Common::KEYCODE_i:
// Mouse to inventory
warning("TODO: Mouse to inventory");
break;
case Common::KEYCODE_k:
// Toggle hotspots
warning("TODO: Toggle hotspots");
break;
case Common::KEYCODE_p:
// Player stats
warning("TODO: Player stats");
break;
case Common::KEYCODE_q:
// Quit game
break;
case Common::KEYCODE_s:
// Activate sound
warning("TODO: Activate sound");
break;
case Common::KEYCODE_t:
// Rotate player - This was Ctrl-U in the original, but in ScummVM Ctrl-U is a global mute key
_madsVm->_player._newDirection = _madsVm->_player._directionListIndexes[_madsVm->_player._newDirection + 10];
break;
case Common::KEYCODE_v: {
// Release version
Dialog *dlg = new Dialog(_vm, GameReleaseInfoStr, GameReleaseTitleStr);
_vm->_viewManager->addView(dlg);
_vm->_viewManager->moveToFront(dlg);
return false;
}
default:
break;
}
} else if ((flags & Common::KBD_ALT) && (kc == Common::KEYCODE_q)) {
// Quit Game
} else {
// Standard keypresses
switch (kc) {
case Common::KEYCODE_F2:
// Save game
_madsVm->globals()->dialogType = DIALOG_SAVE;
leaveScene();
break;
case Common::KEYCODE_F3:
// Restore game
_madsVm->globals()->dialogType = DIALOG_RESTORE;
leaveScene();
break;
}
}
//DIALOG_OPTIONS
return false;
}
void MadsInterfaceView::leaveScene() {
// Close the scene
View *view = _madsVm->_viewManager->getView(VIEWID_SCENE);
_madsVm->_viewManager->deleteView(view);
}
//--------------------------------------------------------------------------
int getActiveAnimationBool() {
return (_madsVm->scene()->activeAnimation()) ? 1 : 0;
}
int getAnimationCurrentFrame() {
Animation *anim = _madsVm->scene()->activeAnimation();
return anim ? anim->getCurrentFrame() : 0;
}
} // End of namespace M4