/* 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/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/compression.h" namespace M4 { Scene::Scene(M4Engine *vm): View(vm, Common::Rect(0, 0, vm->_screen->width(), vm->_screen->height())) { _screenType = VIEWID_SCENE; _sceneResources.hotspots = new HotSpotList(); _sceneResources.parallax = new HotSpotList(); _sceneResources.props = new HotSpotList(); _backgroundSurface = new M4Surface(); _codeSurface = new M4Surface(); _madsInterfaceSurface = new M4Surface(); _sceneSprites = NULL; _objectSprites = NULL; _palData = NULL; _interfacePal = NULL; _inverseColorTable = NULL; strcpy(_statusText, ""); _vm->_rails->setCodeSurface(_codeSurface); } Scene::~Scene() { _sceneResources.hotspots->clear(); _sceneResources.parallax->clear(); _sceneResources.props->clear(); delete _sceneResources.hotspots; delete _sceneResources.parallax; delete _sceneResources.props; delete _backgroundSurface; delete _codeSurface; delete _madsInterfaceSurface; if (_sceneSprites) delete _sceneSprites; if (_objectSprites) delete _objectSprites; _vm->_palette->deleteAllRanges(); if (_palData) delete _palData; if (_interfacePal) delete _interfacePal; if (_inverseColorTable) delete[] _inverseColorTable; } void Scene::loadScene(int sceneNumber) { _currentScene = sceneNumber; // Close the menu if it's active if (!_vm->isM4()) { View *mainMenu = _vm->_viewManager->getView(VIEWID_MAINMENU); if (mainMenu != NULL) { _vm->_viewManager->deleteView(mainMenu); } } // TODO: Check if we were loading a game // Load scene background and set palette if (_palData) { _vm->_palette->deleteRange(_palData); delete _palData; } if (_interfacePal) { _vm->_palette->deleteRange(_interfacePal); delete _interfacePal; } if (_vm->isM4()) { _backgroundSurface->loadBackground(sceneNumber); _palData = NULL; } else { _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 _madsInterfaceSurface->madsloadInterface(0, &_interfacePal); _vm->_palette->addRange(_interfacePal); _madsInterfaceSurface->translate(_interfacePal); _backgroundSurface->copyFrom(_madsInterfaceSurface, Common::Rect(0, 0, 320, 44), 0, 200 - 44); } } if (_vm->getGameType() == GType_Burger && sceneNumber != TITLE_SCENE_BURGER && sceneNumber != MAINMENU_SCENE_BURGER) _vm->_interfaceView->setStatusText(""); // Load scene def file (*.CHK) if (_vm->isM4()) { loadSceneResources(sceneNumber); loadSceneInverseColorTable(sceneNumber); } else { // 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); if (_vm->isM4()) { if (_vm->getGameType() != GType_Burger) { // Load scene sprites file (*.SSB) loadSceneSprites(sceneNumber); // Load scene sprite codes file (*.SSC) loadSceneSpriteCodes(sceneNumber); } if (sceneNumber != TITLE_SCENE_BURGER && sceneNumber != MAINMENU_SCENE_BURGER) { _vm->_interfaceView->show(); showSprites(); } } // Purge resources _vm->res()->purge(); } void Scene::loadSceneResources(int sceneNumber) { char filename[kM4MaxFilenameSize]; int i = 0, x = 0, y = 0; sprintf(filename, "%i.chk", sceneNumber); Common::SeekableReadStream *sceneS = _vm->res()->get(filename); if (sceneS != NULL) { sceneS->read(_sceneResources.artBase, MAX_CHK_FILENAME_SIZE); sceneS->read(_sceneResources.pictureBase, MAX_CHK_FILENAME_SIZE); _sceneResources.hotspotCount = sceneS->readUint32LE(); _sceneResources.parallaxCount = sceneS->readUint32LE(); _sceneResources.propsCount = sceneS->readUint32LE(); _sceneResources.frontY = sceneS->readUint32LE(); _sceneResources.backY = sceneS->readUint32LE(); _sceneResources.frontScale = sceneS->readUint32LE(); _sceneResources.backScale = sceneS->readUint32LE(); for (i = 0; i < 16; i++) _sceneResources.depthTable[i] = sceneS->readUint16LE(); _sceneResources.railNodeCount = sceneS->readUint32LE(); // Clear rails from previous scene _vm->_rails->clearRails(); for (i = 0; i < _sceneResources.railNodeCount; i++) { x = sceneS->readUint32LE(); y = sceneS->readUint32LE(); if (_vm->_rails->addRailNode(x, y, true) < 0) { warning("Too many rail nodes defined for scene"); } } // Clear current hotspot lists _sceneResources.hotspots->clear(); _sceneResources.parallax->clear(); _sceneResources.props->clear(); _sceneResources.hotspots->loadHotSpots(sceneS, _sceneResources.hotspotCount); _sceneResources.parallax->loadHotSpots(sceneS, _sceneResources.parallaxCount); _sceneResources.props->loadHotSpots(sceneS, _sceneResources.propsCount); // Note that toss() deletes the MemoryReadStream _vm->res()->toss(filename); } } void Scene::loadSceneHotSpotsMads(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 Scene::loadSceneCodes(int sceneNumber, int index) { char filename[kM4MaxFilenameSize]; Common::SeekableReadStream *sceneS; if (_vm->isM4()) { sprintf(filename, "%i.cod", sceneNumber); sceneS = _vm->res()->openFile(filename); _codeSurface->loadCodesM4(sceneS); _vm->res()->toss(filename); } else 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 return; } } void Scene::loadSceneInverseColorTable(int sceneNumber) { char filename[kM4MaxFilenameSize]; Common::SeekableReadStream *iplS; if (_vm->isM4()) { sprintf(filename, "%i.ipl", sceneNumber); iplS = _vm->res()->openFile(filename); if (_inverseColorTable) delete[] _inverseColorTable; _inverseColorTable = new byte[iplS->size()]; iplS->read(_inverseColorTable, iplS->size()); _vm->res()->toss(filename); } else { // TODO? return; } } void Scene::loadSceneSprites(int sceneNumber) { char filename[kM4MaxFilenameSize]; sprintf(filename, "%i.ssb", sceneNumber); Common::SeekableReadStream *sceneS = _vm->res()->get(filename); _sceneSprites = new SpriteAsset(_vm, sceneS, sceneS->size(), filename); _vm->res()->toss(filename); printf("Scene has %d sprites, each one having %d colors\n", _sceneSprites->getCount(), _sceneSprites->getColorCount()); } void Scene::loadSceneSpriteCodes(int sceneNumber) { char filename[kM4MaxFilenameSize]; sprintf(filename, "%i.ssc", sceneNumber); Common::SeekableReadStream *sceneS = _vm->res()->get(filename); // TODO if (sceneS != NULL) { SpriteAsset* _sceneSpriteCodes = new SpriteAsset(_vm, sceneS, sceneS->size(), filename); int colorCount = _sceneSpriteCodes->getColorCount(); // RGB8* spritePalette = _sceneSpriteCodes->getPalette(); //_vm->_palette->setPalette(spritePalette, 0, colorCount); printf("Scene has %d sprite codes, each one having %d colors\n", _sceneSpriteCodes->getCount(), colorCount); // Note that toss() deletes the MemoryReadStream _vm->res()->toss(filename); } } void Scene::showSprites() { // TODO: This is all experimental code, it needs heavy restructuring // and cleanup // taken from set_walker_scaling() in adv_walk.cpp. A proper implementation will need // to store these in global variables int minScaling = FixedDiv(_sceneResources.backScale << 16, 100 << 16); int maxScaling = FixedDiv(_sceneResources.frontScale << 16, 100 << 16); int scaler; _vm->_actor->setWalkerDirection(kFacingSouthEast); //_vm->_actor->setWalkerPalette(); // taken from set_walker_scaling() in adv_walk.cpp if (_sceneResources.frontY == _sceneResources.backY) scaler = 0; else scaler = FixedDiv(maxScaling - minScaling, (_sceneResources.frontY << 16) - (_sceneResources.backY << 16)); // FIXME: For now, we (incorrectly) scale the walker to 50% of the scene's max scaling _vm->_actor->setWalkerScaling(scaler / 2); // Test code to display the protagonist _vm->_actor->placeWalkerSpriteAt(0, 320, 200); // Test code to display scene sprites // TODO } void Scene::checkHotspotAtMousePos(int x, int y) { if (_vm->getGameType() == GType_Riddle) return; // TODO: loads of things to do here, only the mouse cursor and the status // text is changed for now // Only scene hotspots are checked for now, not parallax/props, as the // latter ones are not used by Orion Burger HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y); if (currentHotSpot != NULL && currentHotSpot->getActive()) { if (_vm->_mouse->getCursorNum() != CURSOR_LOOK && _vm->_mouse->getCursorNum() != CURSOR_TAKE && _vm->_mouse->getCursorNum() != CURSOR_USE && _vm->_interfaceView->_inventory.getSelectedIndex() == -1) { _vm->_mouse->setCursorNum(currentHotSpot->getCursor()); } _vm->_interfaceView->setStatusText(currentHotSpot->getPrep()); } else { if (_vm->_mouse->getCursorNum() != CURSOR_LOOK && _vm->_mouse->getCursorNum() != CURSOR_TAKE && _vm->_mouse->getCursorNum() != CURSOR_USE && _vm->_interfaceView->_inventory.getSelectedIndex() == -1) { _vm->_mouse->setCursorNum(0); } else { } } } void Scene::checkHotspotAtMousePosMads(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]; if (currentHotSpot->getVerbID() != 0) { sprintf(statusText, "%s %s\n", currentHotSpot->getVerb(), currentHotSpot->getVocab()); } else { sprintf(statusText, "%s %s\n", _vm->_globals->getVocab(kVerbWalkTo), currentHotSpot->getVocab()); } statusText[0] = toupper(statusText[0]); // capitalize first letter setMADSStatusText(statusText); } else { _vm->_mouse->setCursorNum(0); setMADSStatusText(""); } } // Test function, shows all scene hotspots void Scene::showHotSpots() { int i = 0; HotSpot *currentHotSpot; // hotspots (green) for (i = 0; i < _sceneResources.hotspotCount; i++) { currentHotSpot = _sceneResources.hotspots->get(i); _backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->GREEN); } if (_vm->isM4()) { // parallax (yellow) for (i = 0; i < _sceneResources.parallaxCount; i++) { currentHotSpot = _sceneResources.parallax->get(i); _backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->YELLOW); } // props (red) for (i = 0; i < _sceneResources.propsCount; i++) { currentHotSpot = _sceneResources.props->get(i); _backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->RED); } } } // Test function, shows all scene codes void Scene::showCodes() { uint8 *pixelData = (uint8*)_codeSurface->pixels; for (int i = 0; i < _codeSurface->w * _codeSurface->h; i++) if (pixelData[i] & 0x10) pixelData[i] = 0xFF; else pixelData[i] = 0; byte colors[256 * 4]; memset(colors, 0, sizeof(colors)); colors[255 * 4 + 0] = 255; colors[255 * 4 + 1] = 255; colors[255 * 4 + 2] = 255; _vm->_palette->setPalette(colors, 0, 256); _backgroundSurface->copyFrom(_codeSurface, Common::Rect(0, 0, 640, 480), 0, 0); //_system->copyRectToScreen((byte *)codes->pixels, codes->w, 0, 0, codes->w, codes->h); } void Scene::playIntro() { } static const int FRAME_SPEED = 8; static const int INVENTORY_X = 160; static const int INVENTORY_Y = 159; void Scene::update() { // TODO: Needs a proper implementation // NOTE: Don't copy the background when in M4 mode or WoodScript anims won't be shown if (!_vm->isM4()) { _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); } _madsInterfaceSurface->copyTo(this, 0, this->height() - _madsInterfaceSurface->height()); 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 / FRAME_SPEED); spr->copyTo(this, INVENTORY_X, INVENTORY_Y, 0); if (!_vm->_globals->invObjectsStill) { // If objetcs are to animated, move to the next frame if (++_objectFrameNumber >= (_objectSprites->getCount() * FRAME_SPEED)) _objectFrameNumber = 0; } } } } void Scene::onRefresh(RectList *rects, M4Surface *destSurface) { update(); View::onRefresh(rects, destSurface); } bool Scene::onEvent(M4EventType eventType, int param1, int x, int y, bool &captureEvents) { //if (_vm->getGameType() != GType_Burger) // return false; // If the game is currently paused, don't do any scene processing if (_vm->_kernel->paused) return false; switch (eventType) { case MEVENT_LEFT_CLICK: { 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 (_vm->_interfaceView->_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, _vm->_interfaceView->_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); } } if (!_vm->isM4()) { 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", _vm->_globals->getVocab(kVerbWalkTo), currentHotSpot->getVocab()); } statusText[0] = toupper(statusText[0]); // capitalize first letter setMADSStatusText(statusText); } } } break; case MEVENT_RIGHT_CLICK: if (_vm->getGameType() == GType_Burger) { nextCommonCursor(); _vm->_interfaceView->_inventory.clearSelected(); } break; case MEVENT_MOVE: if (_vm->isM4()) checkHotspotAtMousePos(x, y); else checkHotspotAtMousePosMads(x, y); break; default: return false; } return true; } void Scene::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); } 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 Scene::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 Scene::setSelectedObject(int objectNumber) { VALIDATE_MADS; // Load inventory resource if (_objectSprites) { _vm->_palette->deleteRange(_objectPalData); delete _objectSprites; } char resName[80]; 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; _selectedObject = objectNumber; } /* * TODO: decide if this should be kept centralised like it is in the original, or separated for the different * visual elements void Scene::getInterfaceObjectRect(int xv, int yv, Common::Rect &bounds) { // TODO: Implement these later as proper fields of the interface when I understand them better const int interfaceObjY = 0; const int interfaceObjX = 0; int16 height = 8, width = 0; bounds.top = 0; bounds.left = 0; // Handle X position and width switch (xv) { case 1: bounds.left = ((yv / 5) << 3) + 3; width = ((yv / 5) << 6) + 2; break; case 2: if ((yv < interfaceObjX) || (yv > (interfaceObjX + 5))) return; bounds.left = ((yv - interfaceObjX) << 3) + 3; width = yv * 69 + 90; break; case 6: bounds.left = (yv << 3) + 3; width = yv * 318 + 2; break; case 7: bounds.left = 0; width = (yv == 4) ? 75 : 73; break; default: bounds.left = (yv << 3) + 3; width = yv * 80 + 240; break; } // Handle Y position and height if (xv == 7) { switch (yv) { case 1: bounds.top = 4; height = 7; break; case 2: bounds.top = 35; height = 7; break; case 3: bounds.top = 12; height = 22; break; case 4: bounds.top = interfaceObjY + 14; height = 1; break; default: break; } } // Set the right and bottom bounds based on the specified size bounds.right = bounds.left + width; bounds.bottom = bounds.top + height; } */ /** *-------------------------------------------------------------------------- * Base class for interface elements * *-------------------------------------------------------------------------- */ InterfaceElement::InterfaceElement(M4Engine *vm, const Common::Rect &viewBounds, bool transparent): View(vm, viewBounds, transparent) { } void InterfaceElement::setFontMode(FontMode newMode) { switch (newMode) { case MODE_0: _vm->_font->setColors(4, 4, 0xff); break; case MODE_1: //_vm->_font->setColors(5, 5, 0xff); _vm->_font->setColors(0xff, 0xff, 0xff); break; case MODE_2: _vm->_font->setColors(6, 6, 0xff); break; } } /** *-------------------------------------------------------------------------- * ActionsView handles the display of the actions/verb list * *-------------------------------------------------------------------------- */ ActionsView::ActionsView(M4Engine *vm): InterfaceElement(vm, Common::Rect(0, MADS_SURFACE_HEIGHT, 70, vm->_screen->height())) { _screenType = VIEWID_INTERFACE; _highlightedAction = 0; } void ActionsView::getActionRect(int actionId, Common::Rect &b) { int idx = actionId - kVerbLook; b.left = (idx / 5) * 32 + 2; b.top = (idx % 5) * 8 + MADS_SURFACE_HEIGHT + 3; b.right = ((idx / 5) + 1) * 32 + 3; b.bottom = ((idx % 5) + 1) * 8 + MADS_SURFACE_HEIGHT + 4; } void ActionsView::onRefresh(RectList *rects, M4Surface *destSurface) { _vm->_font->setFont(FONT_INTERFACE_MADS); int actionId = kVerbLook; for (int x = 0; x < 2; ++x) { for (int y = 0; y < 5; ++y, ++actionId) { // Get the bounds for the next item Common::Rect r; getActionRect(actionId, r); // Determine the font colour depending on whether an item is selected setFontMode((_highlightedAction == actionId) ? MODE_1 : MODE_0); // Get the verb action and capitalise it const char *verbStr = _vm->_globals->getVocab(actionId); char buffer[20]; strcpy(buffer, verbStr); if ((buffer[0] >= 'a') && (buffer[0] <= 'z')) buffer[0] -= 'a' - 'A'; // Display the verb _vm->_font->writeString(destSurface, buffer, r.left, r.top, r.width(), 0); } } } bool ActionsView::onEvent(M4EventType eventType, int param1, int x, int y, bool &captureEvents) { if (eventType == MEVENT_MOVE) { // If the cursor isn't in "wait mode", reset it back to the normal cursor if (_vm->_mouse->getCursorNum() != CURSOR_WAIT) _vm->_mouse->setCursorNum(CURSOR_ARROW); // Check if any of the actions are currently highlighted _highlightedAction = 0; for (int i = kVerbLook; i <= kVerbThrow; ++i) { Common::Rect r; getActionRect(i, r); if (r.contains(x, y)) { _highlightedAction = i; break; } } return true; } return false; } } // End of namespace M4