/* 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 "m4/m4_views.h" #include "m4/dialogs.h" #include "m4/events.h" #include "m4/font.h" #include "m4/globals.h" #include "m4/mads_menus.h" #include "m4/m4.h" #include "m4/staticres.h" namespace M4 { static const int INV_ANIM_FRAME_SPEED = 8; static const int INVENTORY_X = 160; static const int INVENTORY_Y = 159; static const int SCROLLER_DELAY = 200; /*-------------------------------------------------------------------------- * 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->setColors(4, 4, 0xff); break; case ITEM_HIGHLIGHTED: _vm->_font->setColors(5, 5, 0xff); break; case ITEM_SELECTED: _vm->_font->setColors(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->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->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, 0); if (!_madsVm->globals()->invObjectsStill && !dialogVisible) { // If objetcs are to 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->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()->getAction(); // 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._currentHotspot = _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_t | (Common::KEYCODE_LALT): case Common::KEYCODE_t | (Common::KEYCODE_RALT): { // 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_u: // Rotate player warning("TODO: Rotate player"); 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); } } // End of namespace M4