/* 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 "mads/mads.h" #include "mads/screen.h" #include "mads/msurface.h" #include "mads/staticres.h" #include "mads/nebular/dialogs_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 (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)) { 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)) { dialog->addBarLine(); } else if (commandCheck("UNDER", valStr, commandText)) { underlineFlag = true; } else if (commandCheck("DOWN", valStr, commandText)) { dialog->downPixelLine(); } else if (commandCheck("TAB", valStr, commandText)) { 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 (!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() { switch (_pendingDialog) { case DIALOG_GAME_MENU: //GameMenuDialog::show(); break; default: break; } } /*------------------------------------------------------------------------*/ 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',27h,'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(); _vm->_events->showCursor(); // TODO: Replace with text input while (!_vm->shouldQuit() && !_vm->_events->isKeyPressed() && !_vm->_events->_mouseClicked) { _vm->_events->delay(1); } _vm->_events->_pendingKeys.clear(); } 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); _vm->_screen.copyTo(_savedSurface); // 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 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.fadeToGrey(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; // Draw the inventory picture frame->copyTo(&_vm->_screen, Common::Point(160 - frame->w / 2, 6), frame->getTransparencyIndex()); _vm->_screen.copyRectToScreen(_vm->_screen.getBounds()); // Adjust the dialog colours 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) { _savedSurface->copyTo(&_vm->_screen); delete _savedSurface; _savedSurface = nullptr; _vm->_screen.copyRectToScreen(_vm->_screen.getBounds()); // 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; } } /*------------------------------------------------------------------------*/ ScreenDialog::DialogLine::DialogLine() { _state = 0; _textDisplayIndex = -1; _font = nullptr; _widthAdjust = 0; } ScreenDialog::DialogLine::DialogLine(const Common::String &s) { _state = 0; _textDisplayIndex = -1; _font = nullptr; _widthAdjust = -1; _msg = s; } /*------------------------------------------------------------------------*/ ScreenDialog::ScreenDialog(MADSEngine *vm) : _vm(vm), _savedSurface(MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT) { Game &game = *_vm->_game; Scene &scene = game._scene; _v1 = 0; _selectedLine = 0; _dirFlag = false; _textLineCount = 0; 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(); _vm->_dialogs->_defaultPosition = Common::Point(-1, -1); bool palFlag = false; int nextSceneId = scene._nextSceneId; int currentSceneId = scene._currentSceneId; int priorSceneId = scene._priorSceneId; if (_vm->_dialogs->_pendingDialog == DIALOG_DIFFICULTY) { palFlag = true; } else { _vm->_palette->initPalette(); } scene.loadScene(_screenId, game._aaName, palFlag); scene._priorSceneId = priorSceneId; scene._currentSceneId = currentSceneId; scene._nextSceneId = nextSceneId; _vm->_screen._offset.y = 22; _vm->_sound->pauseNewCommands(); _vm->_events->initVars(); game._kernelMode = KERNEL_ROOM_INIT; SpriteAsset *menuSprites = new SpriteAsset(_vm, "*MENU", 0); _menuSpritesIndex = scene._sprites.add(menuSprites); byte pal[768]; if (_vm->_screenFade) { Common::fill(&pal[0], &pal[PALETTE_SIZE], 0); _vm->_palette->setFullPalette(pal); } else { _vm->_palette->getFullPalette(pal); _vm->_palette->fadeOut(pal, 0, PALETTE_COUNT, 16, 1, 1, 0, 0, 0); } _vm->_screen.copyTo(&_savedSurface); /* _vm->_screen.hLine(0, 0, MADS_SCREEN_WIDTH, 2); _vm->_screen.copyRectToScreen(Common::Rect(0, _vm->_screen._offset.y, MADS_SCREEN_WIDTH, _vm->_screen._offset.y + 1)); _vm->_screen.copyRectToScreen(Common::Rect(0, _vm->_screen._offset.y + 157, MADS_SCREEN_WIDTH, _vm->_screen._offset.y + 157)); */ game._fx = _vm->_screenFade == SCREEN_FADE_SMOOTH ? kCenterVertTransition : kTransitionFadeIn; game._trigger = 0; _vm->_events->setCursor(CURSOR_ARROW); _vm->_palette->setEntry(10, 0, 63, 0); _vm->_palette->setEntry(11, 0, 45, 0); _vm->_palette->setEntry(12, 63, 63, 0); _vm->_palette->setEntry(13, 45, 45, 0); _vm->_palette->setEntry(14, 63, 63, 63); _vm->_palette->setEntry(15, 45, 45, 45); } void ScreenDialog::clearLines() { Scene &scene = _vm->_game->_scene; _lines.clear(); scene._spriteSlots.fullRefresh(true); } void ScreenDialog::addQuote(int id1, int id2, DialogTextAlign align, const Common::Point &pt, Font *font) { Common::String msg = _vm->_game->getQuote(id1); if (id2 > 0) { msg += " "; msg += _vm->_game->getQuote(id2); } addLine(msg, align, pt, font); } void ScreenDialog::addLine(const Common::String &msg, DialogTextAlign align, const Common::Point &pt, Font *font) { Scene &scene = _vm->_game->_scene; DialogLine *line; if (_lineIndex < (int)_lines.size()) { if (_lines.size() >= 20) goto finish; _lines.push_back(msg); line = &_lines[_lines.size() - 1]; } else { line = &_lines[_lineIndex]; if (msg.compareToIgnoreCase(msg)) goto finish; 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 = 0; line->_pos = pt; line->_widthAdjust = -1; line->_textDisplayIndex = -1; int xOffset; switch (align) { 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; } break; } case ALIGN_RIGHT: xOffset = font->getWidth(msg, -1); line->_pos.x -= xOffset; break; default: break; } finish: ++_lineIndex; } void ScreenDialog::initVars() { _v1 = -1; _selectedLine = -1; _lineIndex = 0; _enterFlag = false; _textLineCount = 0; } void ScreenDialog::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 ScreenDialog::setFrame(int frameNumber, int depth) { Scene &scene = _vm->_game->_scene; SpriteSlot &spriteSlot = scene._spriteSlots[scene._spriteSlots.add()]; spriteSlot._flags = IMG_UPDATE; spriteSlot._seqIndex = 1; spriteSlot._spritesIndex = _menuSpritesIndex; spriteSlot._frameNumber = frameNumber; } /*------------------------------------------------------------------------*/ GameMenuDialog::GameMenuDialog(MADSEngine *vm) : ScreenDialog(vm) { clearLines(); setFrame(1, 2); } void GameMenuDialog::addLines() { initVars(); Font *font = _vm->_font->getFont(FONT_CONVERSATION); int top = 78 - (font->getHeight() + 2) * 12; addQuote(10, 0, ALIGN_CENTER, Common::Point(0, top), font); // TODO } } // End of namespace Nebular } // End of namespace MADS