/* 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 "mutationofjb/gamescreen.h" #include "mutationofjb/animationdecoder.h" #include "mutationofjb/encryptedfile.h" #include "mutationofjb/game.h" #include "mutationofjb/gamedata.h" #include "mutationofjb/mutationofjb.h" #include "mutationofjb/inventory.h" #include "mutationofjb/room.h" #include "mutationofjb/util.h" #include "mutationofjb/widgets/conversationwidget.h" #include "mutationofjb/widgets/gamewidget.h" #include "mutationofjb/widgets/imagewidget.h" #include "mutationofjb/widgets/inventorywidget.h" #include "mutationofjb/widgets/labelwidget.h" #include "common/events.h" #include "common/rect.h" #include "graphics/screen.h" namespace MutationOfJB { enum ButtonType { BUTTON_WALK = 0, BUTTON_TALK, BUTTON_LOOK, BUTTON_USE, BUTTON_PICKUP, BUTTON_SCROLL_LEFT, BUTTON_SCROLL_RIGHT, BUTTON_SETTINGS, NUM_BUTTONS }; enum { INVENTORY_START_X = 88, INVENTORY_START_Y = 149, INVENTORY_ITEM_WIDTH = 34, INVENTORY_ITEM_HEIGHT = 33, INVENTORY_ITEMS_PER_LINE = 8, INVENTORY_ITEMS_LINES = 5, CONVERSATION_X = 0, CONVERSATION_Y = 139, CONVERSATION_WIDTH = 320, CONVERSATION_HEIGHT = 61, STATUS_BAR_X = 0, STATUS_BAR_Y = 140, STATUS_BAR_WIDTH = 320, STATUS_BAR_HEIGHT = 8 }; GameScreen::GameScreen(Game &game, Graphics::Screen *screen) : GuiScreen(game, screen), _inventoryWidget(nullptr), _conversationWidget(nullptr), _statusBarWidget(nullptr), _currentAction(ActionInfo::Walk) {} GameScreen::~GameScreen() {} bool GameScreen::init() { if (!loadInventoryGfx()) { return false; } if (!loadHudGfx()) { return false; } _game.getGameData().getInventory().setObserver(this); // Init widgets. const Common::Rect backgroundRect(CONVERSATION_X, CONVERSATION_Y, CONVERSATION_X + CONVERSATION_WIDTH, CONVERSATION_Y + CONVERSATION_HEIGHT); const Graphics::Surface backgroundSurface = _hudSurfaces[0].getSubArea(backgroundRect); ImageWidget *image = new ImageWidget(*this, backgroundRect, backgroundSurface); addWidget(image); _inventoryWidget = new InventoryWidget(*this, _inventorySurfaces); _inventoryWidget->setCallback(this); addWidget(_inventoryWidget); const Common::Rect ButtonRects[] = { Common::Rect(0, 148, 67, 158), // Walk Common::Rect(0, 158, 67, 168), // Talk Common::Rect(0, 168, 67, 178), // Look Common::Rect(0, 178, 67, 188), // Use Common::Rect(0, 188, 67, 198), // PickUp Common::Rect(67, 149, 88, 174), // ScrollLeft Common::Rect(67, 174, 88, 199), // ScrollRight Common::Rect(301, 148, 320, 200) // Settings }; for (int i = 0; i < NUM_BUTTONS; ++i) { const Graphics::Surface normalSurface = _hudSurfaces[0].getSubArea(ButtonRects[i]); const Graphics::Surface pressedSurface = _hudSurfaces[1].getSubArea(ButtonRects[i]); ButtonWidget *button = new ButtonWidget(*this, ButtonRects[i], normalSurface, pressedSurface); button->setId(i); button->setCallback(this); _buttons.push_back(button); addWidget(button); } const Common::Rect statusBarRect(STATUS_BAR_X, STATUS_BAR_Y, STATUS_BAR_X + STATUS_BAR_WIDTH, STATUS_BAR_Y + STATUS_BAR_HEIGHT); _statusBarWidget = new LabelWidget(*this, statusBarRect); addWidget(_statusBarWidget); const Common::Rect conversationRect(CONVERSATION_X, CONVERSATION_Y, CONVERSATION_X + CONVERSATION_WIDTH, CONVERSATION_Y + CONVERSATION_HEIGHT); const Graphics::Surface conversationSurface = _hudSurfaces[2].getSubArea(conversationRect); _conversationWidget = new ConversationWidget(*this, conversationRect, conversationSurface); _conversationWidget->setVisible(false); addWidget(_conversationWidget); _gameWidget = new GameWidget(*this); _gameWidget->setCallback(this); addWidget(_gameWidget); return true; } void GameScreen::handleEvent(const Common::Event &event) { switch (event.type) { case Common::EVENT_KEYUP: { switch (event.kbd.ascii) { case 'g': _currentAction = ActionInfo::Walk; _currentPickedItem.clear(); break; case 'r': _currentAction = ActionInfo::Talk; _currentPickedItem.clear(); break; case 's': _currentAction = ActionInfo::Look; _currentPickedItem.clear(); break; case 'b': _currentAction = ActionInfo::Use; _currentPickedItem.clear(); break; case 'n': _currentAction = ActionInfo::PickUp; _currentPickedItem.clear(); break; } break; } default: break; } GuiScreen::handleEvent(event); } ConversationWidget &GameScreen::getConversationWidget() { return *_conversationWidget; } void GameScreen::showConversationWidget(bool show) { _gameWidget->setEnabled(!show); _conversationWidget->setVisible(show); _statusBarWidget->setText(Common::String()); for (Common::Array::const_iterator it = _buttons.begin(); it != _buttons.end(); ++it) { (*it)->setVisible(!show); } _inventoryWidget->setVisible(!show); } void GameScreen::refreshAfterSceneChanged() { const Widgets &widgets = getWidgets(); if (!getGame().isCurrentSceneMap()) { _gameWidget->setArea(Common::Rect(GameWidget::GAME_NORMAL_AREA_WIDTH, GameWidget::GAME_NORMAL_AREA_HEIGHT)); for (Widgets::const_iterator it = widgets.begin(); it != widgets.end(); ++it) { if (*it == _gameWidget || *it == _conversationWidget) continue; (*it)->setVisible(true); } } else { _gameWidget->setArea(Common::Rect(GameWidget::GAME_FULL_AREA_WIDTH, GameWidget::GAME_FULL_AREA_HEIGHT)); for (Widgets::const_iterator it = widgets.begin(); it != widgets.end(); ++it) { if (*it == _gameWidget || *it == _conversationWidget) continue; (*it)->setVisible(false); } } _gameWidget->clearState(); // Fake mouse move event to update the cursor. Common::Event event; event.type = Common::EVENT_MOUSEMOVE; event.mouse = _game.getEngine().getEventManager()->getMousePos(); _gameWidget->handleEvent(event); _gameWidget->markDirty(GameWidget::DIRTY_AFTER_SCENE_CHANGE); _gameWidget->update(*_screen); // Force immediate update. } class InventoryAnimationDecoderCallback : public AnimationDecoderCallback { public: InventoryAnimationDecoderCallback(GameScreen &gui) : _gui(gui) {} virtual void onFrame(int frameNo, Graphics::Surface &surface) override; virtual void onPaletteUpdated(byte palette[PALETTE_SIZE]) override; private: GameScreen &_gui; }; void InventoryAnimationDecoderCallback::onPaletteUpdated(byte palette[PALETTE_SIZE]) { _gui._screen->setPalette(palette + 0xC0 * 3, 0xC0, 0x20); // Load only 0x20 colors. } void InventoryAnimationDecoderCallback::onFrame(int frameNo, Graphics::Surface &surface) { if (frameNo < 3) { Graphics::Surface outSurface; outSurface.copyFrom(surface); _gui._inventorySurfaces.push_back(outSurface); } } bool GameScreen::loadInventoryGfx() { AnimationDecoder decoder("icons.dat"); InventoryAnimationDecoderCallback callback(*this); return decoder.decode(&callback); } class HudAnimationDecoderCallback : public AnimationDecoderCallback { public: HudAnimationDecoderCallback(GameScreen &gui) : _gui(gui) {} virtual void onFrame(int frameNo, Graphics::Surface &surface) override; virtual void onPaletteUpdated(byte palette[PALETTE_SIZE]) override; private: GameScreen &_gui; }; void HudAnimationDecoderCallback::onPaletteUpdated(byte [PALETTE_SIZE]) { } void HudAnimationDecoderCallback::onFrame(int frameNo, Graphics::Surface &surface) { if (frameNo == 0 || frameNo == 1 || frameNo == 4) { Graphics::Surface outSurface; outSurface.copyFrom(surface); _gui._hudSurfaces.push_back(outSurface); } } bool GameScreen::loadHudGfx() { AnimationDecoder decoder("room0.dat"); HudAnimationDecoderCallback callback(*this); return decoder.decode(&callback); } void GameScreen::updateStatusBarText(const Common::String &entity, bool inventory) { const bool hasPrevPickedItem = !_currentPickedItem.empty(); const bool hasCurrentItem = !entity.empty(); if (!hasPrevPickedItem && !hasCurrentItem) { _statusBarWidget->setText(Common::String()); return; } HardcodedStrings::StringType actionStringType = HardcodedStrings::LOOK; if (inventory) { switch (_currentAction) { case ActionInfo::Use: actionStringType = HardcodedStrings::USE; break; default: actionStringType = HardcodedStrings::LOOK; break; } } else { switch (_currentAction) { case ActionInfo::Look: actionStringType = HardcodedStrings::LOOK; break; case ActionInfo::Walk: actionStringType = HardcodedStrings::WALK; break; case ActionInfo::Talk: actionStringType = HardcodedStrings::TALK; break; case ActionInfo::Use: actionStringType = HardcodedStrings::USE; break; case ActionInfo::PickUp: actionStringType = HardcodedStrings::PICKUP; break; } } Common::String text = _game.getAssets().getHardcodedStrings().getString(actionStringType); if (hasPrevPickedItem) text += " " + _currentPickedItem; if (hasCurrentItem) text += " " + entity; _statusBarWidget->setText(text); } void GameScreen::onInventoryChanged() { _inventoryWidget->markDirty(); } void GameScreen::onButtonClicked(ButtonWidget *button) { const int buttonId = button->getId(); if (buttonId <= BUTTON_PICKUP) { const ActionInfo::Action actions[] = {ActionInfo::Walk, ActionInfo::Talk, ActionInfo::Look, ActionInfo::Use, ActionInfo::PickUp}; _currentAction = actions[buttonId]; _currentPickedItem.clear(); } else if (buttonId == BUTTON_SCROLL_LEFT) { _game.getGameData().getInventory().scrollLeft(); } else if (buttonId == BUTTON_SCROLL_RIGHT) { _game.getGameData().getInventory().scrollRight(); } } void GameScreen::onInventoryItemHovered(InventoryWidget *, int posInWidget) { if (posInWidget == -1) { updateStatusBarText(Common::String(), true); } else { const Common::String &item = _game.getGameData().getInventory().getItems()[posInWidget]; updateStatusBarText(item, true); } } void GameScreen::onInventoryItemClicked(InventoryWidget *, int posInWidget) { // Position in widget should match the position in inventory. const Common::String &item = _game.getGameData().getInventory().getItems()[posInWidget]; if (_currentAction == ActionInfo::Use) { if (_currentPickedItem.empty()) { // Inventory items ending with '[' aren't supposed to be combined (e.g. Fisher's mask). if (item.lastChar() == '[') _game.startActionSection(ActionInfo::Use, item); else _currentPickedItem = item; } else { _game.startActionSection(ActionInfo::Use, _currentPickedItem, item); _currentPickedItem.clear(); } } else { _game.startActionSection(ActionInfo::Look, item); } } void GameScreen::onGameDoorClicked(GameWidget *, Door *door) { if (!_currentPickedItem.empty()) { _game.startActionSection(_currentAction, _currentPickedItem, door->_name); _currentPickedItem.clear(); return; } if (!_game.startActionSection(_currentAction, door->_name) && _currentAction == ActionInfo::Walk && door->_destSceneId != 0) { if (door->allowsImplicitSceneChange()) _game.changeScene(door->_destSceneId, _game.getGameData()._partB); } } void GameScreen::onGameStaticClicked(GameWidget *, Static *stat) { if (_currentAction == ActionInfo::Use) { if (_currentPickedItem.empty()) { if (stat->isCombinable()) _currentPickedItem = stat->_name; else _game.startActionSection(ActionInfo::Use, stat->_name); } else { _game.startActionSection(_currentAction, _currentPickedItem, stat->_name); _currentPickedItem.clear(); } } else { if (!_game.startActionSection(_currentAction, stat->_name)) { if (_currentAction == ActionInfo::PickUp && stat->allowsImplicitPickup()) { Common::String inventoryName(stat->_name); inventoryName.setChar('`', 0); _game.getGameData().getInventory().addItem(inventoryName); stat->_active = 0; _game.getRoom().drawStatic(stat); } } } } void GameScreen::onGameEntityHovered(GameWidget *, const Common::String &entity) { updateStatusBarText(entity, false); } }