/* ScummVM - Scumm Interpreter * Copyright (C) 2004-2005 The ScummVM project * * The ReInherit Engine is (C)2000-2003 by Daniel Balsom. * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ // Game interface module #include "saga/saga.h" #include "saga/gfx.h" #include "saga/actor.h" #include "saga/console.h" #include "saga/font.h" #include "saga/objectmap.h" #include "saga/objectdata.h" #include "saga/rscfile_mod.h" #include "saga/scene.h" #include "saga/script.h" #include "saga/sprite.h" #include "saga/interface.h" namespace Saga { static VERB_DATA I_VerbData[] = { {I_VERB_WALKTO, "verb_walkto", "Walk to", kVerbWalkTo}, {I_VERB_LOOKAT, "verb_lookat", "Look at", kVerbLookAt}, {I_VERB_PICKUP, "verb_pickup", "Pick up", kVerbPickup}, {I_VERB_TALKTO, "verb_talkto", "Talk to", kVerbSpeakTo}, {I_VERB_OPEN, "verb_open", "Open", kVerbOpen}, {I_VERB_CLOSE, "verb_close", "Close", kVerbClose}, {I_VERB_USE, "verb_use", "Use", kVerbUse}, {I_VERB_GIVE, "verb_give", "Give", kVerbGive} }; static INTERFACE_DESC ITE_interface = { ITE_STATUS_Y, ITE_STATUS_W, ITE_STATUS_H, ITE_STATUS_TEXT_Y, ITE_STATUS_TXTCOL, ITE_STATUS_BGCOL, ITE_CMD_TEXT_COL, ITE_CMD_TEXT_SHADOWCOL, ITE_CMD_TEXT_HILITECOL, COMMAND_DEFAULT_BUTTON, ITE_LPORTRAIT_X, ITE_LPORTRAIT_Y, ITE_RPORTRAIT_X, ITE_RPORTRAIT_Y, ITE_INVENTORY_XSTART, ITE_INVENTORY_YSTART, ITE_INVENTORY_ROWS, ITE_INVENTORY_COLUMNS, ITE_INVENTORY_ICON_WIDTH, ITE_INVENTORY_ICON_HEIGHT, ITE_INVENTORY_ICON_XOFFSET, ITE_INVENTORY_ICON_YOFFSET, ITE_INVENTORY_XSPACING, ITE_INVENTORY_YSPACING }; static INTERFACE_BUTTON ITE_c_buttons[] = { {5, 4, 46, 47, "Portrait", 0, 0, BUTTON_NONE, 0}, // "Walk To" and "Talk To" share button sprites {52, 4, 109, 14, "Walk To", 1, 2, BUTTON_VERB, I_VERB_WALKTO}, {52, 15, 109, 25, "Look At", 3, 4, BUTTON_VERB, I_VERB_LOOKAT}, {52, 26, 109, 36, "Pick Up", 5, 6, BUTTON_VERB, I_VERB_PICKUP}, {52, 37, 109, 47, "Talk To", 1, 2, BUTTON_VERB, I_VERB_TALKTO}, {110, 4, 166, 14, "Open", 7, 8, BUTTON_VERB, I_VERB_OPEN}, {110, 15, 166, 25, "Close", 9, 10, BUTTON_VERB, I_VERB_CLOSE}, {110, 26, 166, 36, "Use", 11, 12, BUTTON_VERB, I_VERB_USE}, {110, 37, 166, 47, "Give", 13, 14, BUTTON_VERB, I_VERB_GIVE}, {181, 6, 206, 24, "Inv1", 0, 0, BUTTON_NONE, 0}, {213, 6, 240, 24, "Inv2", 0, 0, BUTTON_NONE, 0}, {245, 6, 272, 24, "Inv3", 0, 0, BUTTON_NONE, 0}, {277, 6, 304, 24, "Inv4", 0, 0, BUTTON_NONE, 0}, {181, 27, 208, 45, "Inv5", 0, 0, BUTTON_NONE, 0}, {213, 27, 240, 45, "Inv6", 0, 0, BUTTON_NONE, 0}, {245, 27, 272, 45, "Inv7", 0, 0, BUTTON_NONE, 0}, {277, 27, 304, 45, "Inv8", 0, 0, BUTTON_NONE, 0}, {306, 6, 314, 11, "InvUp", 0, 0, BUTTON_NONE, 0}, {306, 41, 314, 45, "InvDown", 0, 0, BUTTON_NONE, 0} }; static INTERFACE_DESC IHNM_interface = { IHNM_STATUS_Y, IHNM_STATUS_W, IHNM_STATUS_H, IHNM_STATUS_TEXT_Y, IHNM_STATUS_TXTCOL, IHNM_STATUS_BGCOL, IHNM_CMD_TEXT_COL, IHNM_CMD_TEXT_SHADOWCOL, IHNM_CMD_TEXT_HILITECOL, COMMAND_DEFAULT_BUTTON, IHNM_LPORTRAIT_X, IHNM_LPORTRAIT_Y, IHNM_RPORTRAIT_X, IHNM_RPORTRAIT_Y, IHNM_INVENTORY_XSTART, IHNM_INVENTORY_YSTART, IHNM_INVENTORY_ROWS, IHNM_INVENTORY_COLUMNS, IHNM_INVENTORY_ICON_WIDTH, IHNM_INVENTORY_ICON_HEIGHT, IHNM_INVENTORY_ICON_XOFFSET, IHNM_INVENTORY_ICON_YOFFSET, IHNM_INVENTORY_XSPACING, IHNM_INVENTORY_YSPACING }; static INTERFACE_BUTTON IHNM_c_buttons[] = { {5, 4, 46, 47, "Portrait", 0, 0, 0, 0} }; int Interface::registerLang(void) { #if 0 size_t i; for (i = 0; i < ARRAYSIZE(I_VerbData); i++) { if (CVAR_Register_S(I_VerbData[i].verb_str, I_VerbData[i].verb_cvar, NULL, CVAR_CFG, VERB_STRLIMIT) != SUCCESS) { return FAILURE; } assert(CVAR_Find(I_VerbData[i].verb_cvar) != NULL); } #endif return SUCCESS; } Interface::Interface(SagaEngine *vm) : _vm(vm), _initialized(false) { GAME_RESOURCEDESC g_resdesc; int result; if (_initialized) { return; } _iThread = _vm->_script->SThreadCreate(); if (_iThread == NULL) { warning("Interface::Interface(): Error creating script thread for game interface module"); return; } // Load interface module resource file context _interfaceContext = _vm->getFileContext(GAME_RESOURCEFILE, 0); if (_interfaceContext == NULL) { return; } // Initialize interface data by game type if (_vm->_gameType == GType_ITE) { // Load Inherit the Earth interface desc _cPanel.buttons = ITE_c_buttons; _cPanel.nbuttons = ARRAYSIZE(ITE_c_buttons); _iDesc = ITE_interface; } else if (_vm->_gameType == GType_IHNM) { // Load I Have No Mouth interface desc _cPanel.buttons = IHNM_c_buttons; _cPanel.nbuttons = ARRAYSIZE(IHNM_c_buttons); _iDesc = IHNM_interface; } else { return; } // Load interface resources g_resdesc = _vm->getResourceInfo(); // Load command panel resource result = RSC_LoadResource(_interfaceContext, g_resdesc.command_panel_rn, &_cPanel.res, &_cPanel.res_len); if (result != SUCCESS) { return; } // Load dialogue panel resource result = RSC_LoadResource(_interfaceContext, g_resdesc.dialogue_panel_rn, &_dPanel.res, &_dPanel.res_len); if (result != SUCCESS) { return; } _vm->_sprite->loadList(RID_ITE_COMMAND_BUTTONSPRITES, &_cPanel.sprites); _vm->_sprite->loadList(RID_ITE_DEFAULT_PORTRAITS, &_defPortraits); _vm->decodeBGImage(_cPanel.res, _cPanel.res_len, &_cPanel.img, &_cPanel.img_len, &_cPanel.img_w, &_cPanel.img_h); _vm->decodeBGImage(_dPanel.res, _dPanel.res_len, &_dPanel.img, &_dPanel.img_len, &_dPanel.img_w, &_dPanel.img_h); _cPanel.x = 0; _cPanel.y = 149; _dPanel.x = 0; _dPanel.y = 149; _cPanel.set_button = COMMAND_DEFAULT_BUTTON; _scenePortraits = 0; _leftPortrait = 0; _rightPortrait = 0; _activeVerb = I_VERB_WALKTO; _active = false; _panelMode = _lockedMode = kPanelNull; _savedMode = -1; _inMainMode = false; *_statusText = 0; _inventoryCount = 0; _inventorySize = ITE_INVENTORY_SIZE; _inventory = (uint16 *)calloc(_inventorySize, sizeof(uint16)); if (_inventory == NULL) { return; } _initialized = true; } Interface::~Interface(void) { free(_inventory); _initialized = false; } int Interface::activate() { if (!_active) { _active = true; _vm->_script->_skipSpeeches = false; _vm->_gfx->showCursor(true); unlockMode(); if (_panelMode == kPanelMain) ;// show save reminder draw(); } return SUCCESS; } int Interface::deactivate() { if (_active) { _active = false; _vm->_gfx->showCursor(false); lockMode(); setMode(kPanelNull); } return SUCCESS; } void Interface::rememberMode() { assert (_savedMode == -1); _savedMode = _panelMode; } void Interface::restoreMode() { assert (_savedMode != -1); _panelMode = _savedMode; _savedMode = -1; draw(); } int Interface::setMode(int mode, bool force) { // TODO: Is this where we should hide/show the mouse cursor? int newmode = mode; if (_panelMode == kPanelConverse) _inMainMode = false; else if (_panelMode == kPanelInventory) { _inMainMode = true; newmode = kPanelMain; } // This lets us to prevents actors to pop up during initial // scene fade in. if (_savedMode != -1 && !force) { _savedMode = newmode; debug(0, "Saved mode: %d. my mode is %d", newmode, _panelMode); } else _panelMode = newmode; draw(); return SUCCESS; } int Interface::setStatusText(const char *new_txt) { assert(new_txt != NULL); strncpy(_statusText, new_txt, STATUS_TEXT_LEN); return SUCCESS; } int Interface::loadScenePortraits(int res) { if (_scenePortraits) _vm->_sprite->freeSprite(_scenePortraits); return _vm->_sprite->loadList(res, &_scenePortraits); } int Interface::setLeftPortrait(int portrait) { _leftPortrait = portrait; draw(); return SUCCESS; } int Interface::setRightPortrait(int portrait) { _rightPortrait = portrait; draw(); return SUCCESS; } int Interface::draw() { GAME_DISPLAYINFO g_di; SURFACE *back_buf; int xbase; int ybase; Point lportrait; Point rportrait; Point origin; back_buf = _vm->_gfx->getBackBuffer(); if (!_active) { return SUCCESS; } // Get game display info _vm->getDisplayInfo(&g_di); drawStatusBar(back_buf); // Draw command panel background if (_panelMode == kPanelMain) { xbase = _cPanel.x; ybase = _cPanel.y; origin.x = 0; origin.y = g_di.logical_h - _cPanel.img_h; bufToSurface(back_buf, _cPanel.img, _cPanel.img_w, _cPanel.img_h, NULL, &origin); } else { xbase = _dPanel.x; ybase = _dPanel.y; origin.x = 0; origin.y = g_di.logical_h - _cPanel.img_h; bufToSurface(back_buf, _dPanel.img, _dPanel.img_w, _dPanel.img_h, NULL, &origin); } // Draw character portrait lportrait.x = xbase + _iDesc.lportrait_x; lportrait.y = ybase + _iDesc.lportrait_y; if (_panelMode == kPanelMain || _panelMode == kPanelConverse || _lockedMode == kPanelMain || _lockedMode == kPanelConverse) _vm->_sprite->draw(back_buf, _defPortraits, _leftPortrait, lportrait, 256); if (!_inMainMode && _iDesc.rportrait_x >= 0) { rportrait.x = xbase + _iDesc.rportrait_x; rportrait.y = ybase + _iDesc.rportrait_y; _vm->_sprite->draw(back_buf, _scenePortraits, _rightPortrait, rportrait, 256); } if (_inMainMode) drawInventory(); return SUCCESS; } int Interface::update(const Point& imousePt, int update_flag) { GAME_DISPLAYINFO g_di; SURFACE *back_buf; int imouse_x, imouse_y; if (!_active) { return SUCCESS; } imouse_x = imousePt.x; imouse_y = imousePt.y; back_buf = _vm->_gfx->getBackBuffer(); // Get game display info _vm->getDisplayInfo(&g_di); if (_panelMode == kPanelMain) { // FIXME: HACK // Update playfield space ( only if cursor is inside ) if (imouse_y < g_di.scene_h) { // Mouse is in playfield space if (update_flag == UPDATE_MOUSEMOVE) { handlePlayfieldUpdate(back_buf, imousePt); } else if (update_flag == UPDATE_MOUSECLICK) { handlePlayfieldClick(back_buf, imousePt); } } // Update command space if (update_flag == UPDATE_MOUSEMOVE) { handleCommandUpdate(back_buf, imousePt); } else if (update_flag == UPDATE_MOUSECLICK) { handleCommandClick(back_buf, imousePt); } } drawStatusBar(back_buf); return SUCCESS; } int Interface::drawStatusBar(SURFACE *ds) { GAME_DISPLAYINFO g_di; Rect rect; int string_w; // Disable this for IHNM for now, since that game uses the full screen // in some cases. if (_vm->_gameType == GType_IHNM) { return SUCCESS; } // Get game display info _vm->getDisplayInfo(&g_di); // Erase background of status bar rect.left = 0; rect.top = _iDesc.status_y; rect.right = g_di.logical_w; rect.bottom = _iDesc.status_y + _iDesc.status_h; drawRect(ds, &rect, _iDesc.status_bgcol); string_w = _vm->_font->getStringWidth(SMALL_FONT_ID, _statusText, 0, 0); _vm->_font->draw(SMALL_FONT_ID, ds, _statusText, 0, (_iDesc.status_w / 2) - (string_w / 2), _iDesc.status_y + _iDesc.status_txt_y, _iDesc.status_txt_col, 0, 0); return SUCCESS; } int Interface::handleCommandClick(SURFACE *ds, const Point& imousePt) { int hit_button; int ibutton_num; int x_base; int y_base; Point button; int old_set_button; int set_button; hit_button = hitTest(imousePt, &ibutton_num); if (hit_button != SUCCESS) { // Clicking somewhere other than a button doesn't do anything return SUCCESS; } x_base = _cPanel.x; y_base = _cPanel.y; if (_cPanel.buttons[ibutton_num].flags & BUTTON_SET) { old_set_button = _cPanel.set_button; set_button = ibutton_num; _cPanel.set_button = set_button; if (_cPanel.buttons[set_button].flags & BUTTON_VERB) { _activeVerb = _cPanel.buttons[ibutton_num].data; } if (_cPanel.buttons[set_button].flags & BUTTON_BITMAP) { button.x = x_base + _cPanel.buttons[set_button].x1; button.y = y_base + _cPanel.buttons[set_button].y1; _vm->_sprite->draw(ds, _cPanel.sprites, _cPanel.buttons[set_button]. active_sprite - 1, button, 256); } if (_cPanel.buttons[old_set_button].flags & BUTTON_BITMAP) { button.x = x_base + _cPanel.buttons[old_set_button].x1; button.y = y_base + _cPanel.buttons[old_set_button].y1; _vm->_sprite->draw(ds, _cPanel.sprites, _cPanel.buttons[old_set_button]. inactive_sprite - 1, button, 256); } } return SUCCESS; } int Interface::handleCommandUpdate(SURFACE *ds, const Point& imousePt) { int hit_button; int ibutton_num; Point button; int button_w = 0; int verb_idx = 0; int string_w = 0; int color; int i; hit_button = inventoryTest(imousePt, &ibutton_num); if (hit_button == SUCCESS) { // Hovering over an inventory object return SUCCESS; } hit_button = hitTest(imousePt, &ibutton_num); if (hit_button == SUCCESS) { // Hovering over a command panel button setStatusText(I_VerbData[_activeVerb].verb_str); } for (i = 0; i < _cPanel.nbuttons; i++) { if (!(_cPanel.buttons[i].flags & BUTTON_LABEL)) { continue; } button_w = _cPanel.buttons[i].x2 - _cPanel.buttons[i].x1; verb_idx = _cPanel.buttons[i].data; string_w = _vm->_font->getStringWidth(SMALL_FONT_ID, I_VerbData[verb_idx].verb_str, 0, 0); if (i == hit_button) { color = _iDesc.cmd_txt_hilitecol; } else { color = _iDesc.cmd_txt_col; } button.x = _cPanel.x + _cPanel.buttons[i].x1; button.y = _cPanel.y + _cPanel.buttons[i].y1; _vm->_font->draw(SMALL_FONT_ID, ds, I_VerbData[verb_idx].verb_str, 0, button.x + ((button_w / 2) - (string_w / 2)), button.y + 1, color, _iDesc.cmd_txt_shadowcol, FONT_SHADOW); if ((i == _cPanel.set_button) && (_cPanel.buttons[i].flags & BUTTON_BITMAP)) { _vm->_sprite->draw(ds, _cPanel.sprites, _cPanel.buttons[i].active_sprite - 1, button, 256); } } return SUCCESS; } int Interface::handlePlayfieldClick(SURFACE *ds, const Point& imousePt) { // return SUCCESS; int objectNum; uint16 object_flags = 0; int script_num; ActorLocation location; objectNum = _vm->_scene->_objectMap->hitTest(imousePt); if (objectNum == -1) { // Player clicked on empty spot - walk here regardless of verb location.fromScreenPoint(imousePt); _vm->_actor->actorWalkTo(ID_PROTAG, location); return SUCCESS; } object_flags = _vm->_scene->_objectMap->getFlags(objectNum); if (object_flags & kHitZoneExit) { // FIXME. This is wrong if ((script_num = _vm->_scene->_objectMap->getEPNum(objectNum)) != -1) { // Set active verb in script module _vm->_script->putWord(4, 4, I_VerbData[_activeVerb].s_verb); // Execute object script if present if (script_num != 0) { _vm->_script->SThreadExecute(_iThread, script_num); } } } else { // Not a normal scene object - walk to it as if it weren't there location.fromScreenPoint(imousePt); _vm->_actor->actorWalkTo(ID_PROTAG, location); } return SUCCESS; } int Interface::handlePlayfieldUpdate(SURFACE *ds, const Point& imousePt) { return SUCCESS; /* const char *object_name; int objectNum; uint16 object_flags = 0; char new_status[STATUS_TEXT_LEN]; new_status[0] = 0; objectNum = _vm->_scene->_objectMap->hitTest(imousePt); if (objectNum == -1) { // Cursor over nothing - just display current verb setStatusText(I_VerbData[_activeVerb].verb_str); return SUCCESS; } object_flags = _vm->_scene->_objectMap->getFlags(objectNum); object_name = _vm->_scene->_objectMap->getName(objectNum); if (object_flags & OBJECT_EXIT) { // FIXME. This is wrong // Normal scene object - display as subject of verb snprintf(new_status, STATUS_TEXT_LEN, "%s %s", I_VerbData[_activeVerb].verb_str, object_name); } else { // Not normal scene object - override verb as we can only // walk to this object snprintf(new_status, STATUS_TEXT_LEN, "%s %s", I_VerbData[I_VERB_WALKTO].verb_str, object_name); } setStatusText(new_status); return SUCCESS; */ } int Interface::hitTest(const Point& imousePt, int *ibutton) { INTERFACE_BUTTON *buttons; int nbuttons; int xbase; int ybase; int i; buttons = _cPanel.buttons; nbuttons = _cPanel.nbuttons; xbase = _cPanel.x; ybase = _cPanel.y; for (i = 0; i < nbuttons; i++) { if ((imousePt.x >= (xbase + buttons[i].x1)) && (imousePt.x < (xbase + buttons[i].x2)) && (imousePt.y >= (ybase + buttons[i].y1)) && (imousePt.y < (ybase + buttons[i].y2))) { *ibutton = i; return SUCCESS; } } *ibutton = -1; return FAILURE; } void Interface::addToInventory(int sprite) { if (_inventoryCount < _inventorySize) { for (int i = _inventoryCount; i > 0; i--) { _inventory[i] = _inventory[i - 1]; } _inventory[0] = sprite; _inventoryCount++; draw(); } } void Interface::removeFromInventory(int sprite) { for (int i = 0; i < _inventoryCount; i++) { if (_inventory[i] == sprite) { int j; for (j = i; i < _inventoryCount; j++) { _inventory[j] = _inventory[j + 1]; } _inventory[j] = 0; _inventoryCount--; draw(); return; } } } void Interface::drawInventory() { if (_panelMode != kPanelMain) return; SURFACE *back_buf = _vm->_gfx->getBackBuffer(); // TODO: Inventory scrolling int row = 0; int col = 0; int x = _iDesc.inv_xstart + _iDesc.inv_icon_xoffset; int y = _iDesc.inv_ystart + _iDesc.inv_icon_yoffset; int width = _iDesc.inv_icon_width + _iDesc.inv_xspacing; int height = _iDesc.inv_icon_height + _iDesc.inv_yspacing; Point drawPoint; for (int i = 0; i < _inventoryCount; i++) { if (_inventory[i] >= ARRAYSIZE(ObjectTable)) { continue; } drawPoint.x = x + col * width; drawPoint.y = y + row * height; _vm->_sprite->draw(back_buf, _vm->_mainSprites, ObjectTable[_inventory[i]].spritelistRn, drawPoint, 256); if (++col >= _iDesc.inv_columns) { if (++row >= _iDesc.inv_rows) { break; } col = 0; } } } int Interface::inventoryTest(const Point& imousePt, int *ibutton) { int row = 0; int col = 0; int xbase = _iDesc.inv_xstart; int ybase = _iDesc.inv_ystart; int width = _iDesc.inv_icon_width + _iDesc.inv_xspacing; int height = _iDesc.inv_icon_height + _iDesc.inv_yspacing; for (int i = 0; i < _inventoryCount; i++) { int x = xbase + col * width; int y = ybase + row * height; if (imousePt.x >= x && imousePt.x < x + _iDesc.inv_icon_width && imousePt.y >= y && imousePt.y < y + _iDesc.inv_icon_height) { *ibutton = i; return SUCCESS; } if (++col >= _iDesc.inv_columns) { if (++row >= _iDesc.inv_rows) { break; } col = 0; } } return FAILURE; } } // End of namespace Saga