/* ScummVM - Scumm Interpreter * Copyright (C) 2004 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.h" #include "reinherit.h" #include "yslib.h" #include "game_mod.h" #include "cvar_mod.h" #include "actor_mod.h" #include "console_mod.h" #include "font_mod.h" #include "gfx_mod.h" #include "image_mod.h" #include "objectmap_mod.h" #include "rscfile_mod.h" #include "script_mod.h" #include "sprite_mod.h" #include "interface_mod.h" #include "interface.h" namespace Saga { static R_INTERFACE_MODULE IfModule; static R_VERB_DATA I_VerbData[] = { {I_VERB_WALKTO, "verb_walkto", "Walk to", S_VERB_WALKTO}, {I_VERB_LOOKAT, "verb_lookat", "Look at", S_VERB_LOOKAT}, {I_VERB_PICKUP, "verb_pickup", "Pick up", S_VERB_PICKUP}, {I_VERB_TALKTO, "verb_talkto", "Talk to", S_VERB_TALKTO}, {I_VERB_OPEN, "verb_open", "Open", S_VERB_OPEN}, {I_VERB_CLOSE, "verb_close", "Close", S_VERB_CLOSE}, {I_VERB_USE, "verb_use", "Use", S_VERB_USE}, {I_VERB_GIVE, "verb_give", "Give", S_VERB_GIVE} }; static R_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 }; static R_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 R_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 }; static R_INTERFACE_BUTTON IHNM_c_buttons[] = { {5, 4, 46, 47, "Portrait", 0, 0, 0, 0} }; int INTERFACE_RegisterLang(void) { 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, R_CVAR_CFG, R_VERB_STRLIMIT) != R_SUCCESS) { return R_FAILURE; } assert(CVAR_Find(I_VerbData[i].verb_cvar) != NULL); } return R_SUCCESS; } int INTERFACE_Init(void) { R_GAME_RESOURCEDESC g_resdesc; int game_type; int result; if (IfModule.init) { return R_FAILURE; } IfModule.i_thread = STHREAD_Create(); if (IfModule.i_thread == NULL) { warning("Error creating script thread for game interface module"); return R_FAILURE; } // Load interface module resource file context result = GAME_GetFileContext(&IfModule.i_file_ctxt, R_GAME_RESOURCEFILE, 0); if (result != R_SUCCESS) { return R_FAILURE; } // Initialize interface data by game type game_type = GAME_GetGameType(); if (game_type == R_GAMETYPE_ITE) { // Load Inherit the Earth interface desc IfModule.c_panel.buttons = ITE_c_buttons; IfModule.c_panel.nbuttons = ARRAYSIZE(ITE_c_buttons); IfModule.i_desc = ITE_interface; } else if (game_type == R_GAMETYPE_IHNM) { // Load I Have No Mouth interface desc IfModule.c_panel.buttons = IHNM_c_buttons; IfModule.c_panel.nbuttons = ARRAYSIZE(IHNM_c_buttons); IfModule.i_desc = IHNM_interface; } else { return R_FAILURE; } // Load interface resources GAME_GetResourceInfo(&g_resdesc); // Load command panel resource result = RSC_LoadResource(IfModule.i_file_ctxt, g_resdesc.command_panel_rn, &IfModule.c_panel.res, &IfModule.c_panel.res_len); if (result != R_SUCCESS) { return R_FAILURE; } // Load dialogue panel resource result = RSC_LoadResource(IfModule.i_file_ctxt, g_resdesc.dialogue_panel_rn, &IfModule.d_panel.res, &IfModule.d_panel.res_len); if (result != R_SUCCESS) { return R_FAILURE; } SPRITE_LoadList(ITE_COMMAND_BUTTONSPRITES, &IfModule.c_panel.sprites); SPRITE_LoadList(ITE_DEFAULT_PORTRAITS, &IfModule.def_portraits); IMG_DecodeBGImage(IfModule.c_panel.res, IfModule.c_panel.res_len, &IfModule.c_panel.img, &IfModule.c_panel.img_len, &IfModule.c_panel.img_w, &IfModule.c_panel.img_h); IMG_DecodeBGImage(IfModule.d_panel.res, IfModule.d_panel.res_len, &IfModule.d_panel.img, &IfModule.d_panel.img_len, &IfModule.d_panel.img_w, &IfModule.d_panel.img_h); IfModule.c_panel.x = 0; IfModule.c_panel.y = 149; IfModule.d_panel.x = 0; IfModule.d_panel.y = 149; IfModule.c_panel.set_button = COMMAND_DEFAULT_BUTTON; IfModule.active_portrait = 0; IfModule.active_verb = I_VERB_WALKTO; IfModule.init = 1; return R_SUCCESS; } int INTERFACE_Activate() { IfModule.active = 1; INTERFACE_Draw(); return R_SUCCESS; } int INTERFACE_Deactivate() { IfModule.active = 0; return R_SUCCESS; } int INTERFACE_SetStatusText(const char *new_txt) { assert(new_txt != NULL); strncpy(IfModule.status_txt, new_txt, R_STATUS_TEXT_LEN); return R_SUCCESS; } int INTERFACE_Draw() { R_GAME_DISPLAYINFO g_di; R_SURFACE *back_buf; int xbase; int ybase; int lportrait_x; int lportrait_y; R_RECT rect; R_POINT origin; back_buf = GFX_GetBackBuffer(); if (!IfModule.active) { return R_SUCCESS; } // Get game display info GAME_GetDisplayInfo(&g_di); // Erase background of status bar rect.left = 0; rect.top = IfModule.i_desc.status_h - 1; rect.right = g_di.logical_w - 1; rect.bottom = IfModule.i_desc.status_y; GFX_DrawRect(back_buf, &rect, IfModule.i_desc.status_bgcol); // Draw command panel background if (IfModule.panel_mode == PANEL_COMMAND) { xbase = IfModule.c_panel.x; ybase = IfModule.c_panel.y; origin.x = 0; origin.y = g_di.logical_h - IfModule.c_panel.img_h; GFX_BufToSurface(back_buf, IfModule.c_panel.img, IfModule.c_panel.img_w, IfModule.c_panel.img_h, NULL, &origin); } else { xbase = IfModule.d_panel.x; ybase = IfModule.d_panel.y; origin.x = 0; origin.y = g_di.logical_h - IfModule.c_panel.img_h; GFX_BufToSurface(back_buf, IfModule.d_panel.img, IfModule.d_panel.img_w, IfModule.d_panel.img_h, NULL, &origin); } // Draw character portrait lportrait_x = xbase + IfModule.i_desc.lportrait_x; lportrait_y = ybase + IfModule.i_desc.lportrait_y; SPRITE_Draw(back_buf, IfModule.def_portraits, IfModule.active_portrait, lportrait_x, lportrait_y); return R_SUCCESS; } int INTERFACE_Update(R_POINT *imouse_pt, int update_flag) { R_GAME_DISPLAYINFO g_di; R_SURFACE *back_buf; int imouse_x, imouse_y; assert(imouse_pt != NULL); if (!IfModule.active) { return R_SUCCESS; } imouse_x = imouse_pt->x; imouse_y = imouse_pt->y; back_buf = GFX_GetBackBuffer(); // Get game display info GAME_GetDisplayInfo(&g_di); // 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, imouse_pt); } else if (update_flag == UPDATE_MOUSECLICK) { HandlePlayfieldClick(back_buf, imouse_pt); } } // Update command space if (update_flag == UPDATE_MOUSEMOVE) { HandleCommandUpdate(back_buf, imouse_pt); } else if (update_flag == UPDATE_MOUSECLICK) { HandleCommandClick(back_buf, imouse_pt); } DrawStatusBar(back_buf); return R_SUCCESS; } int DrawStatusBar(R_SURFACE *ds) { R_GAME_DISPLAYINFO g_di; R_RECT rect; int string_w; // Get game display info GAME_GetDisplayInfo(&g_di); // Erase background of status bar rect.left = 0; rect.top = IfModule.i_desc.status_y; rect.right = g_di.logical_w - 1; rect.bottom = IfModule.i_desc.status_y + IfModule.i_desc.status_h - 1; GFX_DrawRect(ds, &rect, IfModule.i_desc.status_bgcol); string_w = FONT_GetStringWidth(SMALL_FONT_ID, IfModule.status_txt, 0, 0); FONT_Draw(SMALL_FONT_ID, ds, IfModule.status_txt, 0, (IfModule.i_desc.status_w / 2) - (string_w / 2), IfModule.i_desc.status_y + IfModule.i_desc.status_txt_y, IfModule.i_desc.status_txt_col, 0, 0); return R_SUCCESS; } int HandleCommandClick(R_SURFACE *ds, R_POINT *imouse_pt) { int hit_button; int ibutton_num; int x_base; int y_base; int button_x = 0; int button_y = 0; int old_set_button; int set_button; hit_button = INTERFACE_HitTest(imouse_pt, &ibutton_num); if (hit_button != R_SUCCESS) { // Clicking somewhere other than a button doesn't do anything return R_SUCCESS; } x_base = IfModule.c_panel.x; y_base = IfModule.c_panel.y; if (IfModule.c_panel.buttons[ibutton_num].flags & BUTTON_SET) { old_set_button = IfModule.c_panel.set_button; set_button = ibutton_num; IfModule.c_panel.set_button = set_button; if (IfModule.c_panel.buttons[set_button].flags & BUTTON_VERB) { IfModule.active_verb = IfModule.c_panel.buttons[ibutton_num].data; } if (IfModule.c_panel.buttons[set_button].flags & BUTTON_BITMAP) { button_x = x_base + IfModule.c_panel.buttons[set_button].x1; button_y = y_base + IfModule.c_panel.buttons[set_button].y1; SPRITE_Draw(ds, IfModule.c_panel.sprites, IfModule.c_panel.buttons[set_button]. active_sprite - 1, button_x, button_y); } if (IfModule.c_panel.buttons[old_set_button].flags & BUTTON_BITMAP) { button_x = x_base + IfModule.c_panel.buttons[old_set_button].x1; button_y = y_base + IfModule.c_panel.buttons[old_set_button].y1; SPRITE_Draw(ds, IfModule.c_panel.sprites, IfModule.c_panel.buttons[old_set_button]. inactive_sprite - 1, button_x, button_y); } } return R_SUCCESS; } int HandleCommandUpdate(R_SURFACE *ds, R_POINT *imouse_pt) { int hit_button; int ibutton_num; int button_x = 0; int button_y = 0; int button_w = 0; int verb_idx = 0; int string_w = 0; int color; int i; hit_button = INTERFACE_HitTest(imouse_pt, &ibutton_num); if (hit_button == R_SUCCESS) { // Hovering over a command panel button INTERFACE_SetStatusText(I_VerbData[IfModule.active_verb].verb_str); } for (i = 0; i < IfModule.c_panel.nbuttons; i++) { if (!(IfModule.c_panel.buttons[i].flags & BUTTON_LABEL)) { continue; } button_w = IfModule.c_panel.buttons[i].x2 - IfModule.c_panel.buttons[i].x1; verb_idx = IfModule.c_panel.buttons[i].data; string_w = FONT_GetStringWidth(SMALL_FONT_ID, I_VerbData[verb_idx].verb_str, 0, 0); if (i == hit_button) { color = IfModule.i_desc.cmd_txt_hilitecol; } else { color = IfModule.i_desc.cmd_txt_col; } button_x = IfModule.c_panel.x + IfModule.c_panel.buttons[i].x1; button_y = IfModule.c_panel.y + IfModule.c_panel.buttons[i].y1; 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, IfModule.i_desc.cmd_txt_shadowcol, FONT_SHADOW); if ((i == IfModule.c_panel.set_button) && (IfModule.c_panel.buttons[i].flags & BUTTON_BITMAP)) { SPRITE_Draw(ds, IfModule.c_panel.sprites, IfModule.c_panel.buttons[i].active_sprite - 1, button_x, button_y); } } return R_SUCCESS; } int HandlePlayfieldClick(R_SURFACE *ds, R_POINT *imouse_pt) { int hit_object; int object_num; uint16 object_flags = 0; int script_num; R_POINT iactor_pt; hit_object = OBJECTMAP_HitTest(imouse_pt, &object_num); if (hit_object != R_SUCCESS) { // Player clicked on empty spot - walk here regardless of verb ACTOR_StoA(&iactor_pt, imouse_pt); ACTOR_WalkTo(0, &iactor_pt, 0, NULL); return R_SUCCESS; } if (OBJECTMAP_GetFlags(object_num, &object_flags) != R_SUCCESS) { CON_Print("Invalid object number: %d\n", object_num); return R_FAILURE; } if (object_flags & R_OBJECT_NORMAL) { if (OBJECTMAP_GetEPNum(object_num, &script_num) == R_SUCCESS) { // Set active verb in script module SDATA_PutWord(4, 4, I_VerbData[IfModule.active_verb].s_verb); // Execute object script if present if (script_num != 0) { STHREAD_Execute(IfModule.i_thread, script_num); } } } else { // Not a normal scene object - walk to it as if it weren't there ACTOR_StoA(&iactor_pt, imouse_pt); ACTOR_WalkTo(0, &iactor_pt, 0, NULL); } return R_SUCCESS; } int HandlePlayfieldUpdate(R_SURFACE *ds, R_POINT *imouse_pt) { const char *object_name; int object_num; uint16 object_flags = 0; char new_status[R_STATUS_TEXT_LEN]; int hit_object; new_status[0] = 0; hit_object = OBJECTMAP_HitTest(imouse_pt, &object_num); if (hit_object != R_SUCCESS) { // Cursor over nothing - just display current verb INTERFACE_SetStatusText(I_VerbData[IfModule.active_verb].verb_str); return R_SUCCESS; } if (OBJECTMAP_GetFlags(object_num, &object_flags) != R_SUCCESS) { CON_Print("Invalid object number: %d\n", object_num); return R_FAILURE; } OBJECTMAP_GetName(object_num, &object_name); if (object_flags & R_OBJECT_NORMAL) { // Normal scene object - display as subject of verb snprintf(new_status, R_STATUS_TEXT_LEN, "%s %s", I_VerbData[IfModule.active_verb].verb_str, object_name); } else { // Not normal scene object - override verb as we can only // walk to this object snprintf(new_status, R_STATUS_TEXT_LEN, "%s %s", I_VerbData[I_VERB_WALKTO].verb_str, object_name); } INTERFACE_SetStatusText(new_status); return R_SUCCESS; } int INTERFACE_HitTest(R_POINT *imouse_pt, int *ibutton) { R_INTERFACE_BUTTON *buttons; int nbuttons; int xbase; int ybase; int i; buttons = IfModule.c_panel.buttons; nbuttons = IfModule.c_panel.nbuttons; xbase = IfModule.c_panel.x; ybase = IfModule.c_panel.y; for (i = 0; i < nbuttons; i++) { if ((imouse_pt->x >= (xbase + buttons[i].x1)) && (imouse_pt->x < (xbase + buttons[i].x2)) && (imouse_pt->y >= (ybase + buttons[i].y1)) && (imouse_pt->y < (ybase + buttons[i].y2))) { *ibutton = i; return R_SUCCESS; } } *ibutton = -1; return R_FAILURE; } int INTERFACE_Shutdown(void) { if (!IfModule.init) { return R_FAILURE; } IfModule.init = 0; return R_SUCCESS; } } // End of namespace Saga