/* 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. * */ #include "common/scummsys.h" #include "common/config-manager.h" #include "common/util.h" #include "common/translation.h" #include "gui/saveload.h" #include "mads/mads.h" #include "mads/screen.h" #include "mads/msurface.h" #include "mads/staticres.h" #include "mads/nebular/dialogs_nebular.h" #include "mads/nebular/game_nebular.h" #include "mads/nebular/menu_nebular.h" namespace MADS { namespace Nebular { bool DialogsNebular::show(int messageId, int objectId) { MADSAction &action = _vm->_game->_scene._action; Common::StringArray msg = _vm->_game->getMessage(messageId); Common::String title; Common::String commandText; Common::String valStr; Common::String dialogText; bool result = true; bool centerFlag = false; bool underlineFlag = false; bool commandFlag = false; bool crFlag = false; TextDialog *dialog = nullptr; _dialogWidth = 17; _capitalizationMode = kUppercase; // Loop through the lines of the returned text for (uint idx = 0; idx < msg.size(); ++idx) { Common::String srcLine = msg[idx]; const char *srcP = srcLine.c_str(); // Loop through the text of the line while (srcP < srcLine.c_str() + srcLine.size()) { if (*srcP == '[') { // Starting a command commandText = ""; commandFlag = true; } else if (*srcP == ']') { // Ending a command if (commandFlag) { if (commandCheck("CENTER", valStr, commandText)) { centerFlag = true; } else if (commandCheck("TITLE", valStr, commandText)) { centerFlag = true; underlineFlag = true; crFlag = true; int v = atoi(valStr.c_str()); if (v != 0) _dialogWidth = v; } else if (commandCheck("CR", valStr, commandText)) { if (centerFlag) { crFlag = true; } else { if (dialog) delete dialog; if (objectId == -1) dialog = new TextDialog(_vm, FONT_INTERFACE, _defaultPosition, _dialogWidth); else dialog = new PictureDialog(_vm, _defaultPosition, _dialogWidth, objectId); dialog->wordWrap(dialogText); dialog->incNumLines(); } } else if (commandCheck("ASK", valStr, commandText)) { if (!dialog) error("DialogsNebular::show - Uninitialized dialog"); dialog->addInput(); } else if (commandCheck("VERB", valStr, commandText)) { dialogText += getVocab(action._activeAction._verbId); } else if (commandCheck("INDEX", valStr, commandText)) { int idxLocal = atoi(valStr.c_str()); if (_indexList[idxLocal]) dialogText += getVocab(_indexList[idxLocal]); } else if (commandCheck("NUMBER", valStr, commandText)) { int idxLocal = atoi(valStr.c_str()); dialogText += Common::String::format("%.4d", _indexList[idxLocal]); } else if (commandCheck("NOUN1", valStr, commandText)) { if (!textNoun(dialogText, 1, valStr)) dialogText += getVocab(action._activeAction._objectNameId); } else if (commandCheck("NOUN2", valStr, commandText)) { if (!textNoun(dialogText, 2, valStr)) dialogText += getVocab(action._activeAction._indirectObjectId); } else if (commandCheck("PREP", valStr, commandText)) { dialogText += kArticleList[action._savedFields._articleNumber]; } else if (commandCheck("SENTENCE", valStr, commandText)) { dialogText += action._sentence; } else if (commandCheck("WIDTH", valStr, commandText)) { _dialogWidth = atoi(valStr.c_str()); } else if (commandCheck("BAR", valStr, commandText)) { if (!dialog) error("DialogsNebular::show - Uninitialized dialog"); dialog->addBarLine(); } else if (commandCheck("UNDER", valStr, commandText)) { underlineFlag = true; } else if (commandCheck("DOWN", valStr, commandText)) { if (!dialog) error("DialogsNebular::show - Uninitialized dialog"); dialog->downPixelLine(); } else if (commandCheck("TAB", valStr, commandText)) { if (!dialog) error("DialogsNebular::show - Uninitialized dialog"); int xp = atoi(valStr.c_str()); dialog->setLineXp(xp); } } commandFlag = false; } else if (commandFlag) { // Add the next character to the command commandText += *srcP; } else { // Add to the text to be displayed in the dialog dialogText += *srcP; } ++srcP; } if (!dialog) { if (objectId == -1) dialog = new TextDialog(_vm, FONT_INTERFACE, _defaultPosition, _dialogWidth); else dialog = new PictureDialog(_vm, _defaultPosition, _dialogWidth, objectId); } if (centerFlag) { dialog->addLine(dialogText, underlineFlag); if (crFlag) dialog->incNumLines(); } else { dialog->wordWrap(dialogText); } // Reset line processing flags in preparation for next line dialogText = ""; commandFlag = false; underlineFlag = false; centerFlag = false; crFlag = false; } if (!dialog) error("DialogsNebular::show - Uninitialized dialog"); if (!centerFlag) dialog->incNumLines(); // Show the dialog _vm->_events->setCursor(CURSOR_ARROW); dialog->show(); delete dialog; return result; } void DialogsNebular::showItem(int objectId, int messageId, int speech) { // MADS engine doesn't currently support speech assert(!speech); show(messageId, objectId); } Common::String DialogsNebular::getVocab(int vocabId) { assert(vocabId > 0); Common::String vocab = _vm->_game->_scene.getVocab(vocabId); switch (_capitalizationMode) { case kUppercase: vocab.toUppercase(); break; case kLowercase: vocab.toLowercase(); break; case kUpperAndLower: vocab.toLowercase(); vocab.setChar(toupper(vocab[0]), 0); default: break; } return vocab; } bool DialogsNebular::textNoun(Common::String &dest, int nounId, const Common::String &source) { // Ensure the destination has parameter specifications if (!source.hasPrefix(":")) return false; // Extract the first (singular) result value Common::String param1 = Common::String(source.c_str() + 1); Common::String param2; const char *sepChar = strchr(source.c_str() + 1, ':'); if (sepChar) { param1 = Common::String(source.c_str() + 1, sepChar); // Get the second, plural form param2 = Common::String(sepChar + 1); } // Get the vocab to use MADSAction &action = _vm->_game->_scene._action; Common::String vocab = _vm->_dialogs->getVocab(action._activeAction._verbId); Common::String *str; if (vocab.hasSuffix("s") || vocab.hasSuffix("S")) { str = ¶m2; } else { str = ¶m1; if (param1 == "a ") { switch (toupper(vocab[0])) { case 'A': case 'E': case 'I': case 'O': case 'U': param1 = "an "; break; default: break; } } } dest += *str; return true; } bool DialogsNebular::commandCheck(const char *idStr, Common::String &valStr, const Common::String &command) { uint idLen = strlen(idStr); valStr = (command.size() <= idLen) ? "" : Common::String(command.c_str() + idLen); // Check whether the command starts with the given Id int result = scumm_strnicmp(idStr, command.c_str(), idLen) == 0; if (!result) return false; // It does, so set the command case mode if (Common::isUpper(command[0]) && Common::isUpper(command[1])) { _capitalizationMode = kUppercase; } else if (Common::isUpper(command[0])) { _capitalizationMode = kUpperAndLower; } else { _capitalizationMode = kLowercase; } return true; } void DialogsNebular::showDialog() { while (_pendingDialog != DIALOG_NONE && !_vm->shouldQuit()) { DialogId dialogId = _pendingDialog; _pendingDialog = DIALOG_NONE; switch (dialogId) { case DIALOG_MAIN_MENU: { MainMenu *menu = new MainMenu(_vm); menu->show(); delete menu; break; } case DIALOG_DIFFICULTY: { DifficultyDialog *dlg = new DifficultyDialog(_vm); dlg->show(); delete dlg; break; } case DIALOG_GAME_MENU: { GameMenuDialog *dlg = new GameMenuDialog(_vm); dlg->show(); delete dlg; break; } case DIALOG_SAVE: { showScummVMSaveDialog(); break; } case DIALOG_RESTORE: { showScummVMRestoreDialog(); break; } case DIALOG_OPTIONS: { OptionsDialog *dlg = new OptionsDialog(_vm); dlg->show(); delete dlg; break; } case DIALOG_ADVERT: { AdvertView *dlg = new AdvertView(_vm); dlg->show(); delete dlg; break; } case DIALOG_TEXTVIEW: { TextView *dlg = new RexTextView(_vm); dlg->show(); delete dlg; return; } case DIALOG_ANIMVIEW: { AnimationView *dlg = new RexAnimationView(_vm); dlg->show(); delete dlg; break; } default: break; } } } void DialogsNebular::showScummVMSaveDialog() { Nebular::GameNebular &game = *(Nebular::GameNebular *)_vm->_game; Scene &scene = game._scene; GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true); int slot = dialog->runModalWithCurrentTarget(); if (slot >= 0) { Common::String desc = dialog->getResultString(); if (desc.empty()) { // create our own description for the saved game, the user didn't enter it desc = dialog->createDefaultSaveDescription(slot); } scene._spriteSlots.reset(); scene.loadScene(scene._currentSceneId, game._aaName, true); scene._userInterface.noInventoryAnim(); game._scene.drawElements(kTransitionFadeIn, false); game.saveGame(slot, desc); } // Flag for scene loading that we're returning from a dialog scene._currentSceneId = RETURNING_FROM_DIALOG; delete dialog; } void DialogsNebular::showScummVMRestoreDialog() { Nebular::GameNebular &game = *(Nebular::GameNebular *)_vm->_game; GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false); Scene &scene = game._scene; int slot = dialog->runModalWithCurrentTarget(); if (slot >= 0) { game._loadGameSlot = slot; game._scene._currentSceneId = RETURNING_FROM_LOADING; game._currentSectionNumber = -1; } else { // Flag for scene loading that we're returning from a dialog scene._currentSceneId = RETURNING_FROM_DIALOG; } delete dialog; } /*------------------------------------------------------------------------*/ CopyProtectionDialog::CopyProtectionDialog(MADSEngine *vm, bool priorAnswerWrong) : TextDialog(vm, FONT_INTERFACE, Common::Point(-1, -1), 32) { getHogAnusEntry(_hogEntry); if (priorAnswerWrong) { addLine("ANSWER INCORRECT!", true); wordWrap("\n"); addLine("(But we'll give you another chance!)"); } else { addLine("REX NEBULAR version 8.43", true); wordWrap("\n"); addLine("(Copy Protection, for your convenience)"); } wordWrap("\n"); wordWrap("Now comes the part that everybody hates. But if we don't"); wordWrap("do this, nasty rodent-like people will pirate this game"); wordWrap("and a whole generation of talented designers, programmers,"); wordWrap("artists, and playtesters will go hungry, and will wander"); wordWrap("aimlessly through the land at night searching for peace."); wordWrap("So let's grit our teeth and get it over with. Just get"); Common::String line = "out your copy of "; line += _hogEntry._bookId == 103 ? "the GAME MANUAL" : "REX'S LOGBOOK"; line += ". See! That was easy. "; wordWrap(line); line = Common::String::format("Next, just turn to page %d. On line %d, find word number %d, ", _hogEntry._pageNum, _hogEntry._lineNum, _hogEntry._wordNum); wordWrap(line); wordWrap("and type it on the line below (we've even given you"); wordWrap("first letter as a hint). As soon as you do that, we can get"); wordWrap("right into this really COOL adventure game!\n"); wordWrap("\n"); wordWrap(" "); addInput(); wordWrap("\n"); } void CopyProtectionDialog::show() { draw(); Common::KeyState curKey; const Common::Rect inputArea(110, 165, 210, 175); MSurface *origInput = new MSurface(inputArea.width(), inputArea.height()); _vm->_screen->frameRect(inputArea, TEXTDIALOG_BLACK); origInput->blitFrom(*_vm->_screen, inputArea, Common::Point(0, 0)); _font->setColors(TEXTDIALOG_FE, TEXTDIALOG_FE, TEXTDIALOG_FE, TEXTDIALOG_FE); _vm->_screen->update(); bool firstTime = true; while (!_vm->shouldQuit()) { if (!firstTime) { while (!_vm->shouldQuit() && !_vm->_events->isKeyPressed()) { _vm->_events->delay(1); } if (_vm->shouldQuit()) break; curKey = _vm->_events->getKey(); if (curKey.keycode == Common::KEYCODE_RETURN || curKey.keycode == Common::KEYCODE_KP_ENTER) break; else if (curKey.keycode == Common::KEYCODE_BACKSPACE) _textInput.deleteLastChar(); else if (_textInput.size() < 14) _textInput += curKey.ascii; _vm->_events->_pendingKeys.clear(); } else { firstTime = false; _textInput = _hogEntry._word[0]; } _vm->_screen->blitFrom(*origInput, Common::Point(inputArea.left, inputArea.top)); _font->writeString(_vm->_screen, _textInput, Common::Point(inputArea.left + 2, inputArea.top + 1), 1); _vm->_screen->update(); } origInput->free(); delete origInput; } bool CopyProtectionDialog::isCorrectAnswer() { return _hogEntry._word == _textInput; } bool CopyProtectionDialog::getHogAnusEntry(HOGANUS &entry) { File f; f.open("*HOGANUS.DAT"); // Read in the total number of entries, and randomly pick an entry to use int numEntries = f.readUint16LE(); int entryIndex = _vm->getRandomNumber(1, numEntries); // Read in the encrypted entry f.seek(28 * entryIndex + 2); byte entryData[28]; f.read(entryData, 28); // Decrypt it for (int i = 0; i < 28; ++i) entryData[i] = ~entryData[i]; // Fill out the fields entry._bookId = entryData[0]; entry._pageNum = READ_LE_UINT16(&entryData[2]); entry._lineNum = READ_LE_UINT16(&entryData[4]); entry._wordNum = READ_LE_UINT16(&entryData[6]); entry._word = Common::String((char *)&entryData[8]); f.close(); return true; } /*------------------------------------------------------------------------*/ PictureDialog::PictureDialog(MADSEngine *vm, const Common::Point &pos, int maxChars, int objectId) : TextDialog(vm, FONT_INTERFACE, pos, maxChars), _objectId(objectId) { // Turn off cycling if active Scene &scene = _vm->_game->_scene; _cyclingActive = scene._cyclingActive; scene._cyclingActive = false; } PictureDialog::~PictureDialog() { // Restore cycling flag Scene &scene = _vm->_game->_scene; scene._cyclingActive = _cyclingActive; } void PictureDialog::save() { Palette &palette = *_vm->_palette; byte map[PALETTE_COUNT]; // Save the entire screen _savedSurface = new MSurface(MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT); _savedSurface->blitFrom(*_vm->_screen); // Save palette information Common::copy(&palette._mainPalette[0], &palette._mainPalette[PALETTE_SIZE], &_palette[0]); Common::copy(&palette._palFlags[0], &palette._palFlags[PALETTE_COUNT], &_palFlags[0]); _rgbList.copy(palette._rgbList); // Set up palette allocation Common::fill(&palette._colorFlags[0], &palette._colorFlags[3], true); uint32 *palFlagP = &palette._palFlags[0]; for (int idx = 0; idx < PALETTE_COUNT; ++idx, ++palFlagP) { if (idx < PALETTE_RESERVED_LOW_COUNT || idx >= (PALETTE_COUNT - PALETTE_RESERVED_HIGH_COUNT - 10)) { *palFlagP = 1; map[idx] = idx; } else { *palFlagP = 0; } } // Reset the flag list palette._rgbList.reset(); // Fade the screen to grey int numColors = PALETTE_COUNT - PALETTE_RESERVED_LOW_COUNT - PALETTE_RESERVED_HIGH_COUNT; palette.fadeOut(palette._mainPalette, &map[PALETTE_RESERVED_LOW_COUNT], PALETTE_RESERVED_LOW_COUNT, numColors, 248, 8, 1, 16); // Remap the greyed out screen to use the small greyscale range // at the top end of the palette _vm->_screen->translate(map); // Load the inventory picture Common::String setName = Common::String::format("*OB%.3d.SS", _objectId); SpriteAsset *asset = new SpriteAsset(_vm, setName, 0x8000); palette.setFullPalette(palette._mainPalette); // Get the inventory frame, and adjust the dialog position to allow for it MSprite *frame = asset->getFrame(0); _position.y = frame->h + 12; if ((_position.y + _height) > _vm->_screen->h) _position.y -= (_position.y + _height) - _vm->_screen->h; // Draw the inventory picture _vm->_screen->transBlitFrom(*frame, Common::Point(160 - frame->w / 2, 6), frame->getTransparencyIndex()); // Adjust the dialog colors to use TEXTDIALOG_CONTENT1 -= 10; TEXTDIALOG_CONTENT2 -= 10; TEXTDIALOG_EDGE -= 10; TEXTDIALOG_BACKGROUND -= 10; TEXTDIALOG_FC -= 10; TEXTDIALOG_FD -= 10; TEXTDIALOG_FE -= 10; } void PictureDialog::restore() { if (_savedSurface) { _vm->_screen->blitFrom(*_savedSurface); _savedSurface->free(); delete _savedSurface; _savedSurface = nullptr; // Restore palette information Palette &palette = *_vm->_palette; Common::copy(&_palette[0], &_palette[PALETTE_SIZE], &palette._mainPalette[0]); _vm->_palette->setFullPalette(palette._mainPalette); Common::copy(&_palFlags[0], &_palFlags[PALETTE_COUNT], &palette._palFlags[0]); palette._rgbList.copy(_rgbList); _vm->_dialogs->_defaultPosition.y = -1; } } /*------------------------------------------------------------------------*/ GameDialog::DialogLine::DialogLine() { _active = true; _state = DLGSTATE_UNSELECTED; _textDisplayIndex = -1; _font = nullptr; _widthAdjust = 0; _msg = ""; } GameDialog::DialogLine::DialogLine(const Common::String &s) { _active = true; _state = DLGSTATE_UNSELECTED; _textDisplayIndex = -1; _font = nullptr; _widthAdjust = -1; _msg = s; } /*------------------------------------------------------------------------*/ GameDialog::GameDialog(MADSEngine *vm) : FullScreenDialog(vm) { Game &game = *_vm->_game; Scene &scene = game._scene; _tempLine = 0; _movedFlag = false; _redrawFlag = false; _selectedLine = -1; _dirFlag = false; _textLineCount = 0; _lineIndex = -1; _screenId = 920; chooseBackground(); game.loadQuoteSet(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 0); game._kernelMode = KERNEL_ROOM_PRELOAD; _vm->_events->waitCursor(); scene.clearVocab(); scene._dynamicHotspots.clear(); // Clear scene sprites and objects scene._spriteSlots.reset(); _vm->_game->_screenObjects.clear(); _vm->_dialogs->_defaultPosition = Common::Point(-1, -1); _menuSpritesIndex = 0; } void GameDialog::display() { Palette &palette = *_vm->_palette; palette.initPalette(); palette.resetGamePalette(18, 10); FullScreenDialog::display(); palette.setEntry(10, 0, 63, 0); palette.setEntry(11, 0, 45, 0); palette.setEntry(12, 63, 63, 0); palette.setEntry(13, 45, 45, 0); palette.setEntry(14, 63, 63, 63); palette.setEntry(15, 45, 45, 45); Scene &scene = _vm->_game->_scene; SpriteAsset *menuSprites = new SpriteAsset(_vm, "*MENU", 0); _menuSpritesIndex = scene._sprites.add(menuSprites); _lineIndex = -1; setClickableLines(); _vm->_events->setCursor(CURSOR_ARROW); } GameDialog::~GameDialog() { _vm->_game->_scene._currentSceneId = RETURNING_FROM_DIALOG; } void GameDialog::clearLines() { Scene &scene = _vm->_game->_scene; _movedFlag = false; _lines.clear(); scene._spriteSlots.fullRefresh(true); } void GameDialog::setClickableLines() { ScreenObjects &screenObjects = _vm->_game->_screenObjects; for (uint idx = 0; idx < _lines.size(); ++idx) { if (_lines[idx]._active) { const Common::Point &pt = _lines[idx]._pos; int strWidth = _lines[idx]._font->getWidth(_lines[idx]._msg); int maxHeight = _lines[idx]._font->getHeight(); screenObjects.add(Common::Rect(pt.x, pt.y, pt.x + strWidth, pt.y + maxHeight - 1), SCREENMODE_VGA, CAT_COMMAND, idx); } } if (_vm->_dialogs->_pendingDialog == DIALOG_SAVE || _vm->_dialogs->_pendingDialog == DIALOG_RESTORE) { screenObjects.add(Common::Rect(293, 26, 312, 75), SCREENMODE_VGA, CAT_INV_LIST, 50); screenObjects.add(Common::Rect(293, 78, 312, 127), SCREENMODE_VGA, CAT_INV_LIST, 51); } } void GameDialog::addQuote(int id1, int id2, DialogTextAlign align, const Common::Point &pt, Font *font) { Common::String msg = _vm->_game->getQuote(id1).c_str(); // c_str() because we need a copy if (id2 > 0) msg += _vm->_game->getQuote(id2); addLine(msg, align, pt, font); } void GameDialog::addLine(const Common::String &msg, DialogTextAlign align, const Common::Point &pt, Font *font) { Scene &scene = _vm->_game->_scene; DialogLine *line; if (font == nullptr) font = _vm->_font->getFont(FONT_CONVERSATION); if (_lineIndex < (int)_lines.size()) { if (_lines.size() >= 20) { ++_lineIndex; return; } _lines.push_back(msg); line = &_lines[_lines.size() - 1]; } else { line = &_lines[_lineIndex]; if (msg.compareToIgnoreCase(msg)) { ++_lineIndex; return; } if (line->_textDisplayIndex >= 0) { TextDisplay &textDisplay = scene._textDisplay[line->_textDisplayIndex]; if (textDisplay._active) { textDisplay._expire = -1; if (_textLineCount < 20) { textDisplay._msg = msg; ++_textLineCount; } } } } line->_font = font; line->_state = DLGSTATE_UNSELECTED; line->_pos = pt; line->_widthAdjust = -1; line->_textDisplayIndex = -1; int xOffset; switch (align) { case ALIGN_NONE: // No adjustment break; case ALIGN_CENTER: xOffset = (MADS_SCREEN_WIDTH / 2) - font->getWidth(msg, -1) / 2; line->_pos.x += xOffset; break; case ALIGN_AT_CENTER: { const char *msgP = msg.c_str(); const char *ch = strchr(msgP, '@'); if (ch) { xOffset = (MADS_SCREEN_WIDTH / 2) - font->getWidth( Common::String(msgP, ch), line->_widthAdjust); line->_pos.x += xOffset; Common::String newMsg = msg.c_str(); newMsg.deleteChar(ch - msgP); line->_msg = newMsg; } break; } case ALIGN_RIGHT: xOffset = font->getWidth(msg, -1); line->_pos.x -= xOffset; break; default: break; } ++_lineIndex; } void GameDialog::initVars() { _tempLine = -1; _selectedLine = -1; _lineIndex = 0; _textLineCount = 0; } void GameDialog::chooseBackground() { switch (_vm->_game->_currentSectionNumber) { case 1: case 2: _screenId = 921; break; case 3: case 4: _screenId = 922; break; case 5: case 6: case 7: _screenId = 923; break; case 8: _screenId = 924; break; default: _screenId = 920; break; } } void GameDialog::setFrame(int frameNumber, int depth) { Scene &scene = _vm->_game->_scene; SpriteAsset *menuSprites = scene._sprites[_menuSpritesIndex]; MSprite *frame = menuSprites->getFrame(frameNumber - 1); SpriteSlot &spriteSlot = scene._spriteSlots[scene._spriteSlots.add()]; spriteSlot._flags = IMG_UPDATE; spriteSlot._seqIndex = 1; spriteSlot._spritesIndex = _menuSpritesIndex; spriteSlot._frameNumber = frameNumber; spriteSlot._position = frame->_offset; spriteSlot._depth = depth; spriteSlot._scale = 100; } void GameDialog::show() { display(); Scene &scene = _vm->_game->_scene; while (_selectedLine == -1 && !_vm->shouldQuit()) { handleEvents(); if (_redrawFlag) { if (!_tempLine) _tempLine = -1; refreshText(); scene.drawElements(_vm->_game->_fx, _vm->_game->_fx); _redrawFlag = false; } _vm->_events->waitForNextFrame(); _vm->_game->_fx = kTransitionNone; } } void GameDialog::handleEvents() { ScreenObjects &screenObjects = _vm->_game->_screenObjects; EventsManager &events = *_vm->_events; Nebular::DialogsNebular &dialogs = *(Nebular::DialogsNebular *)_vm->_dialogs; int tempLine = _tempLine; // Mark all the lines as initially unselected for (uint i = 0; i < _lines.size(); ++i) _lines[i]._state = DLGSTATE_UNSELECTED; // Process pending events events.pollEvents(); if (events.isKeyPressed()) { switch (events.getKey().keycode) { case Common::KEYCODE_ESCAPE: _selectedLine = 0; break; default: break; } } // Scan for objects in the dialog Common::Point mousePos = events.currentPos() - Common::Point(0, DIALOG_TOP); int objIndex = screenObjects.scan(mousePos, SCREENMODE_VGA); if (_movedFlag) { int yp = mousePos.y; if (yp < screenObjects[1]._bounds.top) { if (!events._mouseReleased) _lines[1]._state = DLGSTATE_SELECTED; objIndex = 19; } if (yp < screenObjects[7]._bounds.bottom) { if (!events._mouseReleased) _lines[1]._state = DLGSTATE_SELECTED; objIndex = 20; } } int line = -1; if (objIndex > 0 && (events._mouseStatus || events._mouseReleased)) { line = screenObjects[objIndex]._descId; if (dialogs._pendingDialog == DIALOG_SAVE || dialogs._pendingDialog == DIALOG_RESTORE) { if (line > 7 && line <= 14) { _lines[line]._state = DLGSTATE_UNSELECTED; line -= 7; } bool movedFlag = line > 0 && line < 8; if (events._mouseMoved) _movedFlag = movedFlag; } if (screenObjects[objIndex]._category == CAT_COMMAND) { _lines[line]._state = DLGSTATE_SELECTED; } } if (!line) line = -1; if (dialogs._pendingDialog == DIALOG_ERROR && line == 1) line = -1; if (events._mouseReleased) { if (!_movedFlag || line <= 18) _selectedLine = line; _redrawFlag = true; } _tempLine = line; if (tempLine != line || _selectedLine >= 0) _redrawFlag = true; } void GameDialog::refreshText() { Scene &scene = _vm->_game->_scene; for (uint i = 0; i < _lines.size(); ++i) { if (_lines[i]._active) { int fontColor; switch (_lines[i]._state) { case DLGSTATE_UNSELECTED: fontColor = 0xB0A; break; case DLGSTATE_SELECTED: fontColor = 0xD0C; break; default: fontColor = 0xF0E; break; } bool skipFlag = false; if (_lines[i]._textDisplayIndex >= 0) { TextDisplay &textDisplay = scene._textDisplay[_lines[i]._textDisplayIndex]; int currCol = textDisplay._color1; if (currCol != fontColor) { scene._textDisplay.expire(_lines[i]._textDisplayIndex); _lines[i]._textDisplayIndex = -1; } else { skipFlag = true; } } if (!skipFlag) { _lines[i]._textDisplayIndex = scene._textDisplay.add(_lines[i]._pos.x, _lines[i]._pos.y, fontColor, _lines[i]._widthAdjust, _lines[i]._msg, _lines[i]._font); } } } } /*------------------------------------------------------------------------*/ DifficultyDialog::DifficultyDialog(MADSEngine *vm) : GameDialog(vm) { setLines(); _vm->_palette->resetGamePalette(18, 10); } void DifficultyDialog::setLines() { Font *font = _vm->_font->getFont(FONT_CONVERSATION); int yp = 78 - ((font->getHeight() + 1) * 4 + 6) / 2; addQuote(41, 0, ALIGN_CENTER, Common::Point(0, yp), font); yp += 6; for (int id = 42; id <= 44; ++id) { yp += font->getHeight(); addQuote(id, 0, ALIGN_CENTER, Common::Point(0, yp)); } } void DifficultyDialog::display() { GameDialog::display(); setFrame(8, 2); } void DifficultyDialog::show() { GameDialog::show(); Nebular::GameNebular &game = *(Nebular::GameNebular *)_vm->_game; switch (_selectedLine) { case 1: game._difficulty = Nebular::DIFFICULTY_EASY; break; case 2: game._difficulty = Nebular::DIFFICULTY_MEDIUM; break; case 3: game._difficulty = Nebular::DIFFICULTY_HARD; break; default: _vm->quitGame(); } } /*------------------------------------------------------------------------*/ GameMenuDialog::GameMenuDialog(MADSEngine *vm) : GameDialog(vm) { setLines(); } void GameMenuDialog::setLines() { Font *font = _vm->_font->getFont(FONT_CONVERSATION); int yp = 64 - ((font->getHeight() + 1) * 4 + 6) / 2; addQuote(10, 0, ALIGN_CENTER, Common::Point(0, yp), font); yp += 6; for (int id = 11; id <= 15; ++id) { yp += font->getHeight(); addQuote(id, 0, ALIGN_CENTER, Common::Point(0, yp)); } } void GameMenuDialog::display() { GameDialog::display(); setFrame(1, 2); } void GameMenuDialog::show() { GameDialog::show(); switch (_selectedLine) { case 1: _vm->_dialogs->_pendingDialog = DIALOG_SAVE; _vm->_dialogs->showDialog(); break; case 2: _vm->_dialogs->_pendingDialog = DIALOG_RESTORE; _vm->_dialogs->showDialog(); break; case 3: _vm->_dialogs->_pendingDialog = DIALOG_OPTIONS; _vm->_dialogs->showDialog(); break; case 5: _vm->quitGame(); break; case 4: default: // Resume game break; } } /*------------------------------------------------------------------------*/ OptionsDialog::OptionsDialog(MADSEngine *vm) : GameDialog(vm) { setLines(); } int OptionsDialog::getOptionQuote(int option) { Nebular::GameNebular &game = *(Nebular::GameNebular *)_vm->_game; switch (option) { case 17: // Music return _vm->_musicFlag ? 24 : 25; // 24: ON, 25: OFF case 18: // Sound return _vm->_soundFlag ? 26 : 27; // 26: ON, 27: OFF case 19: // Interface return !_vm->_easyMouse ? 28 : 29; // 28: Standard, 29: Easy case 20: // Inventory return _vm->_invObjectsAnimated ? 30 : 31; // 30: Spinning, 31: Still case 21: // Text window return !_vm->_textWindowStill ? 32 : 33; // 32: Animated, 33: Still case 22: // Screen fade return 34 + _vm->_screenFade; // 34: Smooth, 35: Medium, 36: Fast case 23: // Storyline return (game._storyMode == STORYMODE_NAUGHTY) ? 37 : 38; // 37: Naughty, 38: Nice default: error("getOptionQuote: Unknown option"); } } void OptionsDialog::setLines() { Font *font = _vm->_font->getFont(FONT_CONVERSATION); int yp = 40 - ((font->getHeight() + 1) * 4 + 6) / 2; addQuote(16, 0, ALIGN_CENTER, Common::Point(0, yp), font); yp += 6; for (int id = 17; id <= 23; ++id) { yp += font->getHeight(); addQuote(id, getOptionQuote(id), ALIGN_AT_CENTER, Common::Point(0, yp)); } yp += 28; addQuote(1, 0, ALIGN_NONE, Common::Point(90, yp)); addQuote(2, 0, ALIGN_NONE, Common::Point(190, yp)); } void OptionsDialog::display() { GameDialog::display(); setFrame(2, 2); } void OptionsDialog::show() { Nebular::GameNebular &game = *(Nebular::GameNebular *)_vm->_game; // Previous options, restored when cancel is selected bool prevMusicFlag = _vm->_musicFlag; bool prevEasyMouse = _vm->_easyMouse; bool prevInvObjectsAnimated = _vm->_invObjectsAnimated; bool prevTextWindowStill = _vm->_textWindowStill; ScreenFade prevScreenFade = _vm->_screenFade; StoryMode prevStoryMode = game._storyMode; do { _selectedLine = -1; GameDialog::show(); switch (_selectedLine) { case 1: // Music _vm->_musicFlag = _vm->_soundFlag = !_vm->_musicFlag; break; case 2: // Sound _vm->_musicFlag = _vm->_soundFlag = !_vm->_musicFlag; break; case 3: // Interface _vm->_easyMouse = !_vm->_easyMouse; break; case 4: // Inventory _vm->_invObjectsAnimated = !_vm->_invObjectsAnimated; break; case 5: // Text window _vm->_textWindowStill = !_vm->_textWindowStill; break; case 6: // Screen fade if (_vm->_screenFade == SCREEN_FADE_FAST) _vm->_screenFade = SCREEN_FADE_MEDIUM; else if (_vm->_screenFade == SCREEN_FADE_MEDIUM) _vm->_screenFade = SCREEN_FADE_SMOOTH; else _vm->_screenFade = SCREEN_FADE_FAST; break; case 7: // Storyline game._storyMode = (game._storyMode == STORYMODE_NAUGHTY) ? STORYMODE_NICE : STORYMODE_NAUGHTY; break; default: break; } // Reload menu _lineIndex = -1; clearLines(); _vm->_game->_screenObjects.clear(); _vm->_game->_scene._spriteSlots.reset(); setLines(); } while (!_vm->shouldQuit() && _selectedLine != 0 && _selectedLine <= 7); if (_selectedLine == 8) { // OK button, save settings _vm->saveOptions(); } else if (_selectedLine == 9) { // Cancel button, revert all options from the saved ones _vm->_musicFlag = _vm->_soundFlag = prevMusicFlag; _vm->_easyMouse = prevEasyMouse; _vm->_invObjectsAnimated = prevInvObjectsAnimated; _vm->_textWindowStill = prevTextWindowStill; _vm->_screenFade = prevScreenFade; game._storyMode = prevStoryMode; } } } // End of namespace Nebular } // End of namespace MADS