/* 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" namespace M4 { MadsScene::MadsScene(MadsEngine *vm): _sceneResources(), Scene(vm, &_sceneResources), MadsView(this) { _vm = vm; MadsView::_bgSurface = Scene::_backgroundSurface; MadsView::_depthSurface = Scene::_walkSurface; _interfaceSurface = new MadsInterfaceView(vm); for (int i = 0; i < 3; ++i) actionNouns[i] = 0; } MadsScene::~MadsScene() { leaveScene(); _vm->_viewManager->deleteView(_interfaceSurface); } /** * Secondary scene loading code */ void MadsScene::loadScene2(const char *aaName) { // TODO: Completely finish _spriteSlots.clear(); _sequenceList.clear(); _kernelMessages.clear(); // Load up the properties for the scene _sceneResources.load(_currentScene); // Load scene walk paths loadSceneCodes(_currentScene); } /** * 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); _backgroundSurface->loadBackground(_currentScene, &_palData); _vm->_palette->addRange(_palData); _backgroundSurface->translate(_palData); if (_currentScene < 900) { _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 (_currentScene >= 900) return; 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()->previousScene = _madsVm->globals()->sceneNumber; _madsVm->globals()->sceneNumber = sceneNumber; // Existing ScummVM code that needs to be eventually replaced with MADS code loadSceneTemporary(); // Signal the script engine what scene is to be active _sceneLogic.selectScene(sceneNumber); _sceneLogic.setupScene(); // Add the scene if necessary to the list of scenes that have been visited _vm->globals()->addVisitedScene(sceneNumber); // Secondary scene load routine loadScene2("*I0.AA"); // Do any scene specific setup _sceneLogic.enterScene(); // 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; _sceneResources.hotspotCount = hotspotCount; hotspotStream = hotSpotData.getItemStream(1); // Clear current hotspot lists _sceneResources.hotspots->clear(); _sceneResources.hotspots->loadHotSpots(hotspotStream, _sceneResources.hotspotCount); delete hotspotStream; } void MadsScene::leaveScene() { _sceneResources.hotspots->clear(); _sceneResources.props->clear(); delete _sceneResources.hotspots; delete _sceneResources.props; delete _walkSurface; 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); } else if (_vm->getGameType() == GType_RexNebular) { // For Rex Nebular, the walk areas are part of the scene info byte *destP = _walkSurface->getBasePtr(0, 0); const byte *srcP = _sceneResources.walkData; byte runLength; while ((runLength = *srcP++) != 0) { Common::set_to(destP, destP + runLength, *srcP++); destP += runLength; } } } 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 = 0;//***DEBUG****_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]; 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(); const char *sStatusText = _action.statusText(); // Handle display of any status text if (sStatusText[0]) { // Text colors are inverted in Dragonsphere if (_vm->getGameType() == GType_DragonSphere) _vm->_font->current()->setColours(_vm->_palette->BLACK, _vm->_palette->WHITE, _vm->_palette->BLACK); else _vm->_font->current()->setColours(_vm->_palette->WHITE, _vm->_palette->BLACK, _vm->_palette->BLACK); _vm->_font->setFont(FONT_MAIN_MADS); _vm->_font->current()->writeString(this, sStatusText, (width() - _vm->_font->current()->getWidth(sStatusText)) / 2, 142, 0); } //***DEBUG*** _spriteSlots.getSprite(0).getFrame(1)->copyTo(this, 120, 90, 0); } void MadsScene::updateState() { _sceneLogic.sceneStep(); _sequenceList.tick(); _kernelMessages.update(); } 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); } 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)) { loadSceneSpriteSet(setName); return; } } error("Couldn't find player sprites"); } 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); } /*--------------------------------------------------------------------------*/ MadsAction::MadsAction() { clear(); } void MadsAction::clear() { _actionMode = ACTMODE_NONE; _actionMode2 = ACTMODE2_0; _word_86F42 = 0; _word_86F4E = 0; _articleNumber = 0; _lookFlag = false; _word_86F4A = 0; _statusText[0] = '\0'; _selectedRow = -1; _currentHotspot = -1; _word_86F3A = -1; _word_86F4C = -1; //word_86F3A/word_86F4C _currentAction = kVerbNone; _objectNameId = -1; _objectDescId = -1; _word_83334 = -1; } void MadsAction::appendVocab(int vocabId, bool capitalise) { char *s = _statusText + strlen(_statusText); const char *vocabStr = _madsVm->globals()->getVocab(vocabId); strcpy(s, vocabStr); if (capitalise) *s = toupper(*s); strcat(s, " "); } void MadsAction::set() { int hotspotCount = _madsVm->scene()->getSceneResources().hotspotCount; bool flag = false; _currentAction = -1; _objectNameId = -1; _objectDescId = -1; if (_actionMode == ACTMODE_TALK) { // Handle showing the conversation selection. Rex at least doesn't actually seem to use this if (_selectedRow >= 0) { const char *desc = _madsVm->_converse[_selectedRow].desc; if (desc) strcpy(_statusText, desc); } } else if (_lookFlag && (_selectedRow == 0)) { // Two 'look' actions in succession, so the action becomes 'Look around' strcpy(_statusText, lookAroundStr); } else { if ((_actionMode == ACTMODE_OBJECT) && (_selectedRow >= 0) && (_flags1 == 2) && (_flags2 == 0)) { // Use/to action int selectedObject = _madsVm->scene()->getInterface()->getSelectedObject(); MadsObject *objEntry = _madsVm->globals()->getObject(selectedObject); _objectNameId = objEntry->descId; _currentAction = objEntry->vocabList[_selectedRow].vocabId; // Set up the status text stirng strcpy(_statusText, useStr); appendVocab(_objectNameId); strcpy(_statusText, toStr); appendVocab(_currentAction); } else { // Handling for if an action has been selected if (_selectedRow >= 0) { if (_actionMode == ACTMODE_VERB) { // Standard verb action _currentAction = verbList[_selectedRow].verb; } else { // Selected action on an inventory object int selectedObject = _madsVm->scene()->getInterface()->getSelectedObject(); MadsObject *objEntry = _madsVm->globals()->getObject(selectedObject); _currentAction = objEntry->vocabList[_selectedRow].vocabId; } appendVocab(_currentAction, true); if (_currentAction == kVerbLook) { // Add in the word 'add' strcat(_statusText, atStr); strcat(_statusText, " "); } } // Handling for if a hotspot has been selected/highlighted if ((_currentHotspot >= 0) && (_selectedRow >= 0) && (_articleNumber > 0) && (_flags1 == 2)) { flag = true; strcat(_statusText, englishMADSArticleList[_articleNumber]); strcat(_statusText, " "); } if (_currentHotspot >= 0) { if (_selectedRow < 0) { int verbId; if (_currentHotspot < hotspotCount) { // Get the verb Id from the hotspot verbId = (*_madsVm->scene()->getSceneResources().hotspots)[_currentHotspot].getVerbID(); } else { // Get the verb Id from the scene object verbId = (*_madsVm->scene()->getSceneResources().props)[_currentHotspot - hotspotCount].getVerbID(); } if (verbId > 0) { // Set the specified action _currentAction = verbId; appendVocab(_currentAction, true); } else { // Default to a standard 'walk to' _currentAction = kVerbWalkTo; strcat(_statusText, walkToStr); } } if ((_actionMode2 == ACTMODE2_2) || (_actionMode2 == ACTMODE2_5)) { // Get name from given inventory object int objectId = _madsVm->scene()->getInterface()->getInventoryObject(_currentHotspot); _objectNameId = _madsVm->globals()->getObject(objectId)->descId; } else if (_currentHotspot < hotspotCount) { // Get name from scene hotspot _objectNameId = (*_madsVm->scene()->getSceneResources().hotspots)[_currentHotspot].getVocabID(); } else { // Get name from temporary scene hotspot _objectNameId = (*_madsVm->scene()->getSceneResources().props)[_currentHotspot].getVocabID(); } } } if ((_currentHotspot >= 0) && (_articleNumber > 0) && !flag) { if (_articleNumber == -1) { if (_word_86F3A >= 0) { int articleNum = 0; if ((_word_86F42 == 2) || (_word_86F42 == 5)) { int objectId = _madsVm->scene()->getInterface()->getInventoryObject(_currentHotspot); articleNum = _madsVm->globals()->getObject(objectId)->article; } else if (_word_86F3A < hotspotCount) { articleNum = (*_madsVm->scene()->getSceneResources().hotspots)[_currentHotspot].getArticle(); } else { } } } else if ((_articleNumber == kVerbLook) || (_vm->getGameType() != GType_RexNebular) || (strcmp(_madsVm->globals()->getVocab(_objectDescId), fenceStr) != 0)) { // Write out the article strcat(_statusText, englishMADSArticleList[_articleNumber]); } else { // Special case for a 'fence' entry in Rex Nebular strcat(_statusText, overStr); } strcat(_statusText, " "); } // Append object description if necessary if (_word_86F3A >= 0) appendVocab(_objectDescId); // Remove any trailing space character int statusLen = strlen(_statusText); if ((statusLen > 0) && (_statusText[statusLen - 1] == ' ')) _statusText[statusLen - 1] = '\0'; } _word_83334 = -1; } /*--------------------------------------------------------------------------*/ void MadsSceneResources::load(int sId) { const char *sceneInfoStr = MADSResourceManager::getResourceName(RESPREFIX_RM, sId, ".DAT"); Common::SeekableReadStream *rawStream = _vm->_resourceManager->get(sceneInfoStr); MadsPack sceneInfo(rawStream); // Basic scene info Common::SeekableReadStream *stream = sceneInfo.getItemStream(0); int resSceneId = stream->readUint16LE(); assert(resSceneId == sId); artFileNum = stream->readUint16LE(); field_4 = stream->readUint16LE(); width = stream->readUint16LE(); height = stream->readUint16LE(); assert((width == 320) && (height == 156)); stream->skip(24); objectCount = stream->readUint16LE(); stream->skip(40); for (int i = 0; i < objectCount; ++i) { objects[i].load(stream); } // For Rex Nebular, read in the scene's compressed walk surface information if (_vm->getGameType() == GType_RexNebular) { delete walkData; stream = sceneInfo.getItemStream(1); walkData = (byte *)malloc(stream->size()); stream->read(walkData, stream->size()); } _vm->_resourceManager->toss(sceneInfoStr); } /*--------------------------------------------------------------------------*/ } // End of namespace M4