/* 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/saga.h" #include "saga/gfx.h" #include "saga/game_mod.h" #include "saga/cvar_mod.h" #include "saga/actor.h" #include "saga/console.h" #include "saga/font.h" #include "saga/objectmap.h" #include "saga/rscfile_mod.h" #include "saga/scene.h" #include "saga/script.h" #include "saga/sprite.h" #include "saga/interface.h" #include "saga/sdata.h" namespace Saga { 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; } Interface::Interface(SagaEngine *vm) : _vm(vm), _initialized(false) { R_GAME_RESOURCEDESC g_resdesc; int game_type; 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 result = GAME_GetFileContext(&_interfaceContext, R_GAME_RESOURCEFILE, 0); if (result != R_SUCCESS) { return; } // Initialize interface data by game type game_type = GAME_GetGameType(); if (game_type == GID_ITE) { // Load Inherit the Earth interface desc _cPanel.buttons = ITE_c_buttons; _cPanel.nbuttons = ARRAYSIZE(ITE_c_buttons); _iDesc = ITE_interface; } else if (game_type == GID_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 GAME_GetResourceInfo(&g_resdesc); // Load command panel resource result = RSC_LoadResource(_interfaceContext, g_resdesc.command_panel_rn, &_cPanel.res, &_cPanel.res_len); if (result != R_SUCCESS) { return; } // Load dialogue panel resource result = RSC_LoadResource(_interfaceContext, g_resdesc.dialogue_panel_rn, &_dPanel.res, &_dPanel.res_len); if (result != R_SUCCESS) { return; } _vm->_sprite->loadList(ITE_COMMAND_BUTTONSPRITES, &_cPanel.sprites); _vm->_sprite->loadList(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; _activePortrait = 0; _activeVerb = I_VERB_WALKTO; _active = 0; _panelMode = PANEL_COMMAND; *_statusText = 0; _initialized = true; } Interface::~Interface(void) { _initialized = false; } int Interface::activate() { _active = 1; draw(); return R_SUCCESS; } int Interface::deactivate() { _active = 0; return R_SUCCESS; } int Interface::setStatusText(const char *new_txt) { assert(new_txt != NULL); strncpy(_statusText, 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; Rect rect; Point origin; back_buf = _vm->_gfx->getBackBuffer(); if (!_active) { return R_SUCCESS; } // Get game display info GAME_GetDisplayInfo(&g_di); // Erase background of status bar rect.left = 0; rect.top = _iDesc.status_h - 1; rect.right = g_di.logical_w - 1; rect.bottom = _iDesc.status_y; _vm->_gfx->drawRect(back_buf, &rect, _iDesc.status_bgcol); // Draw command panel background if (_panelMode == PANEL_COMMAND) { xbase = _cPanel.x; ybase = _cPanel.y; origin.x = 0; origin.y = g_di.logical_h - _cPanel.img_h; _vm->_gfx->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; _vm->_gfx->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; _vm->_sprite->draw(back_buf, _defPortraits, _activePortrait, lportrait_x, lportrait_y); return R_SUCCESS; } int Interface::update(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 (!_active) { return R_SUCCESS; } imouse_x = imouse_pt->x; imouse_y = imouse_pt->y; back_buf = _vm->_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 Interface::drawStatusBar(R_SURFACE *ds) { R_GAME_DISPLAYINFO g_di; Rect rect; int string_w; // Get game display info GAME_GetDisplayInfo(&g_di); // Erase background of status bar rect.left = 0; rect.top = _iDesc.status_y; rect.right = g_di.logical_w - 1; rect.bottom = _iDesc.status_y + _iDesc.status_h - 1; _vm->_gfx->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 R_SUCCESS; } int Interface::handleCommandClick(R_SURFACE *ds, 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 = 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 = _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_x, button_y); } 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_x, button_y); } } return R_SUCCESS; } int Interface::handleCommandUpdate(R_SURFACE *ds, 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 = hitTest(imouse_pt, &ibutton_num); if (hit_button == R_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_x, button_y); } } return R_SUCCESS; } int Interface::handlePlayfieldClick(R_SURFACE *ds, Point *imouse_pt) { int hit_object; int object_num; uint16 object_flags = 0; int script_num; Point iactor_pt; hit_object = _vm->_objectMap->hitTest(imouse_pt, &object_num); if (hit_object != R_SUCCESS) { // Player clicked on empty spot - walk here regardless of verb _vm->_actor->StoA(&iactor_pt, imouse_pt); _vm->_actor->walkTo(0, &iactor_pt, 0, NULL); return R_SUCCESS; } object_flags = _vm->_objectMap->getFlags(object_num); if (object_flags & R_OBJECT_NORMAL) { if ((script_num = _vm->_objectMap->getEPNum(object_num)) != -1) { // Set active verb in script module _vm->_sdata->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 _vm->_actor->StoA(&iactor_pt, imouse_pt); _vm->_actor->walkTo(0, &iactor_pt, 0, NULL); } return R_SUCCESS; } int Interface::handlePlayfieldUpdate(R_SURFACE *ds, 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 = _vm->_objectMap->hitTest(imouse_pt, &object_num); if (hit_object != R_SUCCESS) { // Cursor over nothing - just display current verb setStatusText(I_VerbData[_activeVerb].verb_str); return R_SUCCESS; } object_flags = _vm->_objectMap->getFlags(object_num); object_name = _vm->_objectMap->getName(object_num); 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[_activeVerb].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); } setStatusText(new_status); return R_SUCCESS; } int Interface::hitTest(Point *imouse_pt, int *ibutton) { R_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 ((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; } } // End of namespace Saga