/* 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): Scene(vm) { _vm = vm; strcpy(_statusText, ""); _interfaceSurface = new MadsInterfaceView(vm); _spriteSlotsStart = 0; for (int i = 0; i < 3; ++i) actionNouns[i] = 0; } /** * Secondary scene loading code */ void MadsScene::loadScene2(const char *aaName) { // Load up the properties for the scene _sceneInfo.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, 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(_currentScene, &_palData); _vm->_palette->addRange(_palData); _backgroundSurface->translate(_palData); if (_currentScene < 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 (_currentScene >= 900) return; loadSceneHotSpotsMads(_currentScene); // TODO: set walker scaling // TODO: destroy woodscript buffer // Load inverse color table file (*.IPL) loadSceneInverseColorTable(_currentScene); } 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); // 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(); // Existing ScummVM code that needs to be eventually replaced with MADS code loadSceneTemporary(); // 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 _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 = _sceneInfo.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); } void MadsScene::setStatusText(const char *text) { strcpy(_statusText, text); } /** * Draws all the elements of the scene */ void MadsScene::drawElements() { // Display animations for (int idx = 0; idx < _spriteSlotsStart; ++idx) { } // Text display _textDisplay.draw(this); // Copy the user interface surface onto the surface _interfaceSurface->copyTo(this, 0, this->height() - _interfaceSurface->height()); /* // At this point, in the original engine, the dirty/changed areas were copied to the screen. At the moment, // the current M4 engine framework doesn't support dirty areas, but this is being kept in case that ever changes for (int idx = 0; idx < DIRTY_AREA_SIZE; ++idx) { if (_dirtyAreas[idx].active && _dirtyAreas[idx].active2 && (_dirtyAreas[idx].bounds.width() > 0) && (_dirtyAreas[idx].bounds.height() > 0)) { // Copy changed area to screen } } */ // Some kind of copying over of slot entries for (int idx = 0, idx2 = 0; idx < _spriteSlotsStart; ++idx) { if (_spriteSlots[idx].spriteId >= 0) { if (idx != idx2) { // Copy over the slot entry _spriteSlots[idx2] = _spriteSlots[idx]; } ++idx2; } } } void MadsScene::update() { // Copy the bare scene in _backgroundSurface->copyTo(this); // Draw all the various elements drawElements(); // 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); } //***DEBUG*** _sceneSprites[0]->getFrame(1)->copyTo(this, 120, 90, 0); } 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"); Common::SeekableReadStream *data = _vm->res()->get(resName); SpriteAsset *spriteSet = new SpriteAsset(_vm, data, data->size(), resName); spriteSet->translate(_vm->_palette); _vm->res()->toss(resName); _sceneSprites.push_back(spriteSet); return _sceneSprites.size() - 1; } 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"); } /*--------------------------------------------------------------------------*/ MadsAction::MadsAction() { clear(); } void MadsAction::clear() { _actionMode = ACTMODE_NONE; _articleNumber = 0; _lookFlag = false; _statusText[0] = '\0'; _selectedRow = -1; _currentHotspot = -1; //word_86F3A/word_86F4C _currentAction = kVerbNone; _objectNameId = -1; _objectDescId = -1; //word_83334 } 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() { 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) { } //loc_21CE2 } } } //word_83334 = -1; } /*--------------------------------------------------------------------------*/ void MadsSceneInfo::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); } /*--------------------------------------------------------------------------*/ MadsScreenText::MadsScreenText() { for (int i = 0; i < TEXT_DISPLAY_SIZE; ++i) _textDisplay[i].active = false; for (int i = 0; i < TIMED_TEXT_SIZE; ++i) _timedText[i].flags = 0; _abortTimedText = false; } /** * Adds the specified string to the list of on-screen display text */ int MadsScreenText::add(const Common::Point &destPos, uint fontColours, int widthAdjust, const char *msg, Font *font) { // Find a free slot int idx = 0; while ((idx < TEXT_DISPLAY_SIZE) && _textDisplay[idx].active) ++idx; if (idx == TEXT_DISPLAY_SIZE) error("Ran out of text display slots"); // Set up the entry values _textDisplay[idx].active = true; _textDisplay[idx].active2 = 1; _textDisplay[idx].bounds.left = destPos.x; _textDisplay[idx].bounds.top = destPos.y; _textDisplay[idx].bounds.setWidth(font->getWidth(msg, widthAdjust)); _textDisplay[idx].bounds.setHeight(font->getHeight()); _textDisplay[idx].font = font; strncpy(_textDisplay[idx].message, msg, 100); _textDisplay[idx].message[99] = '\0'; _textDisplay[idx].colour1 = fontColours & 0xff; _textDisplay[idx].colour2 = fontColours >> 8; _textDisplay[idx].spacing = widthAdjust; return idx; } /** * Adds a new entry to the timed on-screen text display list */ int MadsScreenText::addTimed(const Common::Point &destPos, uint fontColours, uint flags, int vUnknown, uint32 timeout, const char *message) { // Find a free slot int idx = 0; while ((idx < TIMED_TEXT_SIZE) && ((_timedText[idx].flags & TEXTFLAG_ACTIVE) != 0)) ++idx; if (idx == TIMED_TEXT_SIZE) { if (vUnknown == 0) return -1; error("Ran out of timed text display slots"); } // Set up the entry values _timedText[idx].flags = flags | TEXTFLAG_ACTIVE; strcpy(_timedText[idx].message, message); _timedText[idx].colour1 = fontColours & 0xff; _timedText[idx].colour2 = fontColours >> 8; _timedText[idx].position.x = destPos.x; _timedText[idx].position.y = destPos.y; _timedText[idx].textDisplayIndex = -1; _timedText[idx].timeout = timeout; _timedText[idx].frameTimer = g_system->getMillis(); _timedText[idx].field_1C = vUnknown; _timedText[idx].field_1D = 0; /* word_84206 */ // Copy the current action noun list for (int i = 0; i < 3; ++i) _timedText[idx].actionNouns[i] = _madsVm->scene()->actionNouns[i]; if (flags & TEXTFLAG_2) { warning("word_844b8 and dword_845a0 not yet implemented"); } return idx; } /** * Draws any text display entries to the screen */ void MadsScreenText::draw(M4Surface *surface) { for (int idx = 0; idx < TEXT_DISPLAY_SIZE; ++idx) { if (_textDisplay[idx].active && (_textDisplay[idx].active2 >= 0)) { _textDisplay[idx].font->setColours(_textDisplay[idx].colour1, 0xFF, (_textDisplay[idx].colour2 == 0) ? _textDisplay[idx].colour1 : _textDisplay[idx].colour2); _textDisplay[idx].font->writeString(surface, _textDisplay[idx].message, _textDisplay[idx].bounds.left, _textDisplay[idx].bounds.top, _textDisplay[idx].bounds.width(), _textDisplay[idx].spacing); } } // Clear up any now inactive text display entries for (int idx = 0; idx < TEXT_DISPLAY_SIZE; ++idx) { if (_textDisplay[idx].active2 < 0) { _textDisplay[idx].active = false; _textDisplay[idx].active2 = 0; } } } void MadsScreenText::timedDisplay() { for (int idx = 0; !_abortTimedText && (idx < TEXT_DISPLAY_SIZE); ++idx) { if (((_timedText[idx].flags & TEXTFLAG_ACTIVE) != 0) && (_timedText[idx].frameTimer <= g_system->getMillis())) // Add the specified entry addTimedText(&_timedText[idx]); } } void MadsScreenText::addTimedText(TimedText *entry) { if ((entry->flags & TEXTFLAG_40) != 0) { this->setActive2(entry->textDisplayIndex); entry->flags &= 0x7F; return; } if ((entry->flags & TEXTFLAG_8) == 0) // FIXME: Adjust timeouts for ScumVM's milli counter entry->timeout -= 3; if ((entry->flags & TEXTFLAG_4) != 0) { Text4A &rec = _text4A[entry->unk4AIndex]; if ((rec.field25 != 0) || (rec.active == 0)) entry->timeout = 0; } if ((entry->timeout == 0) && !_abortTimedText) { entry->flags |= TEXTFLAG_40; if (entry->field_1C) { _abortTimedText = entry->field_1C; //word_84208 = entry->field_1D; if (entry->field_1D != 1) { // Restore the action list for (int i = 0; i < 3; ++i) _madsVm->scene()->actionNouns[i] = entry->actionNouns[i]; } } } // TODO: code from 'loc_244ec' onwards } } // End of namespace M4