/* 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/translation.h" #include "gui/dialog.h" #include "gui/widget.h" #include "tsage/tsage.h" #include "tsage/core.h" #include "tsage/dialogs.h" #include "tsage/staticres.h" #include "tsage/globals.h" #include "tsage/ringworld2/ringworld2_dialogs.h" #include "tsage/ringworld2/ringworld2_logic.h" namespace TsAGE { namespace Ringworld2 { /** * This dialog implements the right-click dialog */ RightClickDialog::RightClickDialog() : GfxDialog() { // Setup button positions _btnList[0] = Common::Point(48, 12); _btnList[1] = Common::Point(31, 29); _btnList[2] = Common::Point(65, 29); _btnList[3] = Common::Point(14, 47); _btnList[4] = Common::Point(48, 47); _btnList[5] = Common::Point(83, 47); // Set the palette and change the cursor BF_GLOBALS._events.setCursor(CURSOR_ARROW); setPalette(); // Get the dialog image and selected button images if (R2_GLOBALS._sceneManager._sceneNumber == 2900) { _surface = surfaceFromRes(2902, 1, 1); _btnImages.setVisage(2902, 2); } else { _surface = surfaceFromRes(1, 1, 1); _btnImages.setVisage(1, 2); } // Set the dialog position Rect dialogRect; dialogRect.resize(_surface, 0, 0, 100); dialogRect.center(g_globals->_events._mousePos.x, g_globals->_events._mousePos.y); // Ensure the dialog will be entirely on-screen Rect screenRect = g_globals->gfxManager()._bounds; screenRect.collapse(4, 4); dialogRect.contain(screenRect); _bounds = dialogRect; _gfxManager._bounds = _bounds; _highlightedAction = -1; _selectedAction = -1; } RightClickDialog::~RightClickDialog() { } void RightClickDialog::draw() { // Save the covered background area _savedArea = Surface_getArea(g_globals->_gfxManagerInstance.getSurface(), _bounds); // Draw the dialog image g_globals->gfxManager().copyFrom(_surface, _bounds.left, _bounds.top); } bool RightClickDialog::process(Event &event) { switch (event.eventType) { case EVENT_MOUSE_MOVE: { // Check whether a button is highlighted int buttonIndex; for (buttonIndex = 5; buttonIndex >= 0; --buttonIndex) { Rect tempRect(0, 0, 28, 29); tempRect.moveTo(_btnList[buttonIndex].x, _btnList[buttonIndex].y); if (tempRect.contains(event.mousePos)) break; } // If selection has changed, handle it if (buttonIndex != _highlightedAction) { if (_highlightedAction != -1) { // Another button was previously selected, so restore dialog _gfxManager.copyFrom(_surface, 0, 0); } if (buttonIndex != -1) { // Draw newly selected button GfxSurface btn = _btnImages.getFrame(buttonIndex + 1); _gfxManager.copyFrom(btn, _btnList[buttonIndex].x, _btnList[buttonIndex].y); } _highlightedAction = buttonIndex; } event.handled = true; return true; } case EVENT_BUTTON_DOWN: // Specify the selected action _selectedAction = (_highlightedAction == -1) ? 999 : _highlightedAction; event.handled = true; return true; default: break; } return false; } void RightClickDialog::execute() { // Draw the dialog draw(); // Dialog event handler loop _gfxManager.activate(); while (!g_vm->shouldQuit() && (_selectedAction == -1)) { Event evt; while (g_globals->_events.getEvent(evt, EVENT_MOUSE_MOVE | EVENT_BUTTON_DOWN)) { evt.mousePos.x -= _bounds.left; evt.mousePos.y -= _bounds.top; process(evt); } g_system->delayMillis(10); g_system->updateScreen(); } // Execute the specified action CursorType cursorNum = CURSOR_NONE; switch (_selectedAction) { case 0: // Look action cursorNum = CURSOR_LOOK; break; case 1: // Walk action cursorNum = CURSOR_WALK; break; case 2: // Use action cursorNum = CURSOR_USE; break; case 3: // Talk action cursorNum = CURSOR_TALK; break; case 4: // Change player CharacterDialog::show(); break; case 5: // Options dialog break; } if (cursorNum != CURSOR_NONE) BF_GLOBALS._events.setCursor(cursorNum); _gfxManager.deactivate(); } /*--------------------------------------------------------------------------*/ void CharacterDialog::show() { CharacterDialog *dlg = new CharacterDialog(); dlg->draw(); // Make the default button the currently active character GfxButton *btn = NULL; int oldCharacter = R2_GLOBALS._player._characterIndex; switch (oldCharacter) { case 1: btn = &dlg->_btnQuinn; break; case 2: btn = &dlg->_btnSeeker; break; case 3: btn = &dlg->_btnMiranda; break; default: break; } // Show the character selection dialog btn = dlg->execute(btn); // Figure out the new selected character if (btn == &dlg->_btnQuinn) R2_GLOBALS._player._characterIndex = 1; else if (btn == &dlg->_btnSeeker) R2_GLOBALS._player._characterIndex = 2; else if (btn == &dlg->_btnMiranda) R2_GLOBALS._player._characterIndex = 3; // Remove the dialog dlg->remove(); delete dlg; // Only do transfer if a different character was selected if (R2_GLOBALS._player._characterIndex != oldCharacter) { // Save the details of the previously active character SceneExt *scene = (SceneExt *)R2_GLOBALS._sceneManager._scene; scene->saveCharacter(oldCharacter); // Play a transition sound as the character is changed if (R2_GLOBALS._player._characterScene[0] != 300) { switch (R2_GLOBALS._v565F1[R2_GLOBALS._player._characterIndex]) { case 0: R2_GLOBALS._sound4.stop(); break; case 1: R2_GLOBALS._sound4.play(45); break; case 2: R2_GLOBALS._sound4.play(4); break; case 3: R2_GLOBALS._sound4.play(5); break; case 4: R2_GLOBALS._sound4.play(6); break; default: break; } } else if (R2_GLOBALS._v565F1[R2_GLOBALS._player._characterIndex] > 1) { switch (R2_GLOBALS._v565F1[R2_GLOBALS._player._characterIndex]) { case 2: R2_GLOBALS._sound4.play(45); break; case 3: R2_GLOBALS._sound4.play(4); break; case 4: R2_GLOBALS._sound4.play(5); break; case 5: R2_GLOBALS._sound4.play(6); break; default: break; } } else if ((R2_GLOBALS._player._characterScene[1] == 300) && (R2_GLOBALS._v565F1[1] != 1)) { switch (R2_GLOBALS._v565F1[1]) { case 2: R2_GLOBALS._sound4.play(45); break; case 3: R2_GLOBALS._sound4.play(4); break; case 4: R2_GLOBALS._sound4.play(5); break; case 5: R2_GLOBALS._sound4.play(6); break; default: break; } } else if (R2_GLOBALS._player._characterScene[2] != 300) { R2_GLOBALS._sound4.stop(); } else if (R2_GLOBALS._v565F1[2] == 1) { R2_GLOBALS._sound4.stop(); } else { switch (R2_GLOBALS._v565F1[1]) { case 2: R2_GLOBALS._sound4.play(45); break; case 3: R2_GLOBALS._sound4.play(4); break; case 4: R2_GLOBALS._sound4.play(5); break; case 5: R2_GLOBALS._sound4.play(6); break; default: break; } } // Change to whichever scene the newly selected character is in R2_GLOBALS._sceneManager.changeScene(R2_GLOBALS._player._characterScene[R2_GLOBALS._player._characterIndex]); } } CharacterDialog::CharacterDialog() { // Set the element text _msgTitle.set(CHAR_TITLE, 140, ALIGN_LEFT); _btnQuinn.setText(CHAR_QUINN_MSG); _btnSeeker.setText(CHAR_SEEKER_MSG); _btnMiranda.setText(CHAR_MIRANDA_MSG); _btnCancel.setText(CHAR_CANCEL_MSG); // Set position of the elements _msgTitle._bounds.moveTo(5, 5); _btnQuinn._bounds.moveTo(25, _msgTitle._bounds.bottom + 1); _btnSeeker._bounds.moveTo(25, _btnQuinn._bounds.bottom + 1); _btnMiranda._bounds.moveTo(25, _btnSeeker._bounds.bottom + 1); _btnCancel._bounds.moveTo(25, _btnMiranda._bounds.bottom + 1); // Add the items to the dialog addElements(&_msgTitle, &_btnQuinn, &_btnSeeker, &_btnMiranda, &_btnCancel, NULL); // Set the dialog size and position frame(); _bounds.collapse(-6, -6); setCenter(160, 100); } /*--------------------------------------------------------------------------*/ void HelpDialog::show() { // Set the palette and change the cursor BF_GLOBALS._events.setCursor(CURSOR_ARROW); // Create the dialog and draw it HelpDialog *dlg = new HelpDialog(); dlg->draw(); // Show the character selection dialog GfxButton *btn = dlg->execute(&dlg->_btnResume); // If a function button was selected, take care of it Event evt; evt.eventType = EVENT_KEYPRESS; evt.kbd.keycode = Common::KEYCODE_INVALID; if (btn == &dlg->_btnList[0]) { evt.kbd.keycode = Common::KEYCODE_F2; } else if (btn == &dlg->_btnList[1]) { evt.kbd.keycode = Common::KEYCODE_F3; } else if (btn == &dlg->_btnList[2]) { evt.kbd.keycode = Common::KEYCODE_F4; } else if (btn == &dlg->_btnList[3]) { evt.kbd.keycode = Common::KEYCODE_F5; } else if (btn == &dlg->_btnList[4]) { evt.kbd.keycode = Common::KEYCODE_F7; } else if (btn == &dlg->_btnList[5]) { evt.kbd.keycode = Common::KEYCODE_F8; } else if (btn == &dlg->_btnList[6]) { evt.kbd.keycode = Common::KEYCODE_F10; } // Remove the dialog dlg->remove(); delete dlg; // If a action button was selected, dispatch to handle it if (evt.kbd.keycode != Common::KEYCODE_INVALID) R2_GLOBALS._game->processEvent(evt); } HelpDialog::HelpDialog() { // Set the title and game version _msgTitle.set(HELP_MSG, 172, ALIGN_CENTER); _msgTitle._bounds.moveTo(5, 0); _msgVersion.set(GAME_VERSION, 172, ALIGN_CENTER); _msgVersion._bounds.moveTo(5, _msgTitle._bounds.bottom + 3); addElements(&_msgTitle, &_msgVersion, NULL); // Set buttons _btnList[0].setText(F2); _btnList[0]._bounds.moveTo(5, _msgVersion._bounds.bottom + 2); _btnDescription[0].set(SOUND_OPTIONS, 140, ALIGN_LEFT); _btnDescription[0]._bounds.moveTo(_btnList[0]._bounds.right + 2, _btnList[0]._bounds.top + 4); _btnList[1].setText(F3); _btnList[1]._bounds.moveTo(5, _btnList[0]._bounds.bottom); _btnDescription[1].set(QUIT_GAME, 140, ALIGN_LEFT); _btnDescription[1]._bounds.moveTo(_btnList[1]._bounds.right + 2, _btnList[1]._bounds.top + 4); _btnList[2].setText(F4); _btnList[2]._bounds.moveTo(5, _btnList[1]._bounds.bottom); _btnDescription[2].set(RESTART_GAME, 140, ALIGN_LEFT); _btnDescription[2]._bounds.moveTo(_btnList[2]._bounds.right + 2, _btnList[2]._bounds.top + 4); _btnList[3].setText(F5); _btnList[3]._bounds.moveTo(5, _btnList[2]._bounds.bottom); _btnDescription[3].set(SAVE_GAME, 140, ALIGN_LEFT); _btnDescription[3]._bounds.moveTo(_btnList[3]._bounds.right + 2, _btnList[3]._bounds.top + 4); _btnList[4].setText(F7); _btnList[4]._bounds.moveTo(5, _btnList[3]._bounds.bottom); _btnDescription[4].set(RESTORE_GAME, 140, ALIGN_LEFT); _btnDescription[4]._bounds.moveTo(_btnList[4]._bounds.right + 2, _btnList[4]._bounds.top + 4); _btnList[5].setText(F8); _btnList[5]._bounds.moveTo(5, _btnList[4]._bounds.bottom); _btnDescription[5].set(SHOW_CREDITS, 140, ALIGN_LEFT); _btnDescription[5]._bounds.moveTo(_btnList[5]._bounds.right + 2, _btnList[5]._bounds.top + 4); _btnList[6].setText(F10); _btnList[6]._bounds.moveTo(5, _btnList[5]._bounds.bottom); _btnDescription[6].set(PAUSE_GAME, 140, ALIGN_LEFT); _btnDescription[6]._bounds.moveTo(_btnList[6]._bounds.right + 2, _btnList[6]._bounds.top + 4); for (int i = 0; i < 7; ++i) { addElements(&_btnList[i], &_btnDescription[i], NULL); } // Add 'Resume' button _btnResume.setText(RESUME_PLAY); _btnResume._bounds.moveTo(5, _btnList[6]._bounds.bottom + 2); addElements(&_btnResume, NULL); // Set the dialog size and position frame(); _bounds.collapse(-6, -6); setCenter(160, 100); } } // End of namespace Ringworld2 } // End of namespace TsAGE