/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2005 The ScummVM project * * 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. * * $Header$ * */ #include "common/stdafx.h" #include "scumm/charset.h" #include "scumm/intern.h" #include "scumm/object.h" #include "scumm/resource.h" #include "scumm/scumm.h" #include "scumm/verbs.h" namespace Scumm { enum { kInventoryUpArrow = 4, kInventoryDownArrow = 5, kSentenceLine = 6 }; void ScummEngine_v2::initV2MouseOver() { int i; int arrow_color, color, hi_color; if (_version == 1) { color = 16; hi_color = 7; arrow_color = 6; } else { color = 13; hi_color = 14; arrow_color = 1; } _mouseOverBoxV2 = -1; // Inventory items for (i = 0; i < 2; i++) { _mouseOverBoxesV2[2 * i].rect.left = 0; _mouseOverBoxesV2[2 * i].rect.right = 144; _mouseOverBoxesV2[2 * i].rect.top = 32 + 8 * i; _mouseOverBoxesV2[2 * i].rect.bottom = _mouseOverBoxesV2[2 * i].rect.top + 8; _mouseOverBoxesV2[2 * i].color = color; _mouseOverBoxesV2[2 * i].hicolor = hi_color; _mouseOverBoxesV2[2 * i + 1].rect.left = 176; _mouseOverBoxesV2[2 * i + 1].rect.right = 320; _mouseOverBoxesV2[2 * i + 1].rect.top = _mouseOverBoxesV2[2 * i].rect.top; _mouseOverBoxesV2[2 * i + 1].rect.bottom = _mouseOverBoxesV2[2 * i].rect.bottom; _mouseOverBoxesV2[2 * i + 1].color = color; _mouseOverBoxesV2[2 * i + 1].hicolor = hi_color; } // Inventory arrows _mouseOverBoxesV2[kInventoryUpArrow].rect.left = 144; _mouseOverBoxesV2[kInventoryUpArrow].rect.right = 176; _mouseOverBoxesV2[kInventoryUpArrow].rect.top = 32; _mouseOverBoxesV2[kInventoryUpArrow].rect.bottom = 40; _mouseOverBoxesV2[kInventoryUpArrow].color = arrow_color; _mouseOverBoxesV2[kInventoryUpArrow].hicolor = hi_color; _mouseOverBoxesV2[kInventoryDownArrow].rect.left = 144; _mouseOverBoxesV2[kInventoryDownArrow].rect.right = 176; _mouseOverBoxesV2[kInventoryDownArrow].rect.top = 40; _mouseOverBoxesV2[kInventoryDownArrow].rect.bottom = 48; _mouseOverBoxesV2[kInventoryDownArrow].color = arrow_color; _mouseOverBoxesV2[kInventoryDownArrow].hicolor = hi_color; // Sentence line _mouseOverBoxesV2[kSentenceLine].rect.left = 0; _mouseOverBoxesV2[kSentenceLine].rect.right = 320; _mouseOverBoxesV2[kSentenceLine].rect.top = 0; _mouseOverBoxesV2[kSentenceLine].rect.bottom = 8; _mouseOverBoxesV2[kSentenceLine].color = color; _mouseOverBoxesV2[kSentenceLine].hicolor = hi_color; } void ScummEngine_v2::initNESMouseOver() { int i; int arrow_color, color, hi_color; color = 0; hi_color = 0; arrow_color = 0; _mouseOverBoxV2 = -1; // Inventory items for (i = 0; i < 2; i++) { _mouseOverBoxesV2[2 * i].rect.left = 16; _mouseOverBoxesV2[2 * i].rect.right = 120; _mouseOverBoxesV2[2 * i].rect.top = 48 + 8 * i; _mouseOverBoxesV2[2 * i].rect.bottom = _mouseOverBoxesV2[2 * i].rect.top + 8; _mouseOverBoxesV2[2 * i].color = color; _mouseOverBoxesV2[2 * i].hicolor = hi_color; _mouseOverBoxesV2[2 * i + 1].rect.left = 152; _mouseOverBoxesV2[2 * i + 1].rect.right = 256; _mouseOverBoxesV2[2 * i + 1].rect.top = _mouseOverBoxesV2[2 * i].rect.top; _mouseOverBoxesV2[2 * i + 1].rect.bottom = _mouseOverBoxesV2[2 * i].rect.bottom; _mouseOverBoxesV2[2 * i + 1].color = color; _mouseOverBoxesV2[2 * i + 1].hicolor = hi_color; } // Inventory arrows _mouseOverBoxesV2[kInventoryUpArrow].rect.left = 128; _mouseOverBoxesV2[kInventoryUpArrow].rect.right = 136; _mouseOverBoxesV2[kInventoryUpArrow].rect.top = 48; _mouseOverBoxesV2[kInventoryUpArrow].rect.bottom = 56; _mouseOverBoxesV2[kInventoryUpArrow].color = arrow_color; _mouseOverBoxesV2[kInventoryUpArrow].hicolor = hi_color; _mouseOverBoxesV2[kInventoryDownArrow].rect.left = 136; _mouseOverBoxesV2[kInventoryDownArrow].rect.right = 144; _mouseOverBoxesV2[kInventoryDownArrow].rect.top = 48; _mouseOverBoxesV2[kInventoryDownArrow].rect.bottom = 56; _mouseOverBoxesV2[kInventoryDownArrow].color = arrow_color; _mouseOverBoxesV2[kInventoryDownArrow].hicolor = hi_color; // Sentence line _mouseOverBoxesV2[kSentenceLine].rect.left = 16; _mouseOverBoxesV2[kSentenceLine].rect.right = 256; _mouseOverBoxesV2[kSentenceLine].rect.top = 0; _mouseOverBoxesV2[kSentenceLine].rect.bottom = 8; _mouseOverBoxesV2[kSentenceLine].color = color; _mouseOverBoxesV2[kSentenceLine].hicolor = hi_color; } void ScummEngine_v2::checkV2MouseOver(Common::Point pos) { VirtScreen *vs = &virtscr[kVerbVirtScreen]; Common::Rect rect; byte *ptr, *dst; int i, x, y, new_box = -1; // Don't do anything unless the inventory is active if (!(_userState & 64)) { _mouseOverBoxV2 = -1; return; } if (_cursor.state > 0) { for (i = 0; i < ARRAYSIZE(_mouseOverBoxesV2); i++) { if (_mouseOverBoxesV2[i].rect.contains(pos.x, pos.y - vs->topline)) { new_box = i; break; } } } if (new_box != _mouseOverBoxV2) { if (_mouseOverBoxV2 != -1) { rect = _mouseOverBoxesV2[_mouseOverBoxV2].rect; dst = ptr = vs->getPixels(rect.left, rect.top); // Remove highlight. for (y = rect.height() - 1; y >= 0; y--) { for (x = rect.width() - 1; x >= 0; x--) { if (dst[x] == _mouseOverBoxesV2[_mouseOverBoxV2].hicolor) dst[x] = _mouseOverBoxesV2[_mouseOverBoxV2].color; } dst += vs->pitch; } markRectAsDirty(kVerbVirtScreen, rect); } if (new_box != -1) { rect = _mouseOverBoxesV2[new_box].rect; dst = ptr = vs->getPixels(rect.left, rect.top); // Apply highlight for (y = rect.height() - 1; y >= 0; y--) { for (x = rect.width() - 1; x >= 0; x--) { if (dst[x] == _mouseOverBoxesV2[new_box].color) dst[x] = _mouseOverBoxesV2[new_box].hicolor; } dst += vs->pitch; } markRectAsDirty(kVerbVirtScreen, rect); } _mouseOverBoxV2 = new_box; } } void ScummEngine_v2::checkV2Inventory(int x, int y) { int inventoryArea = (_platform == Common::kPlatformNES) ? 48: 32; int object = 0; y -= virtscr[kVerbVirtScreen].topline; if ((y < inventoryArea) || !(_mouseAndKeyboardStat & MBS_LEFT_CLICK)) return; if (_mouseOverBoxesV2[kInventoryUpArrow].rect.contains(x, y)) { if (_inventoryOffset >= 2) { _inventoryOffset -= 2; redrawV2Inventory(); } } else if (_mouseOverBoxesV2[kInventoryDownArrow].rect.contains(x, y)) { if (_inventoryOffset + 4 < getInventoryCount(_scummVars[VAR_EGO])) { _inventoryOffset += 2; redrawV2Inventory(); } } for (object = 0; object < 4; object++) { if (_mouseOverBoxesV2[object].rect.contains(x, y)) { break; } } if (object >= 4) return; object = findInventory(_scummVars[VAR_EGO], object + 1 + _inventoryOffset); if (object > 0) { runInputScript(3, object, 0); } } void ScummEngine_v2::redrawV2Inventory() { VirtScreen *vs = &virtscr[kVerbVirtScreen]; int i; int max_inv; Common::Rect inventoryBox; int inventoryArea = (_platform == Common::kPlatformNES) ? 48: 32; int maxChars = (_platform == Common::kPlatformNES) ? 13: 18; _mouseOverBoxV2 = -1; if (!(_userState & 64)) // Don't draw inventory unless active return; // Clear on all invocations inventoryBox.top = vs->topline + inventoryArea; inventoryBox.bottom = vs->topline + virtscr[kVerbVirtScreen].h; inventoryBox.left = 0; inventoryBox.right = vs->w; restoreBG(inventoryBox); _string[1].charset = 1; max_inv = getInventoryCount(_scummVars[VAR_EGO]) - _inventoryOffset; if (max_inv > 4) max_inv = 4; for (i = 0; i < max_inv; i++) { int obj = findInventory(_scummVars[VAR_EGO], i + 1 + _inventoryOffset); if (obj == 0) break; _string[1].ypos = _mouseOverBoxesV2[i].rect.top + vs->topline; _string[1].xpos = _mouseOverBoxesV2[i].rect.left; _string[1].color = _mouseOverBoxesV2[i].color; const byte *tmp = getObjOrActorName(obj); assert(tmp); // Prevent inventory entries from overflowing by truncating the text byte msg[20]; msg[maxChars] = 0; strncpy((char *)msg, (const char *)tmp, maxChars); // Draw it drawString(1, msg); } // If necessary, draw "up" arrow if (_inventoryOffset > 0) { _string[1].xpos = _mouseOverBoxesV2[kInventoryUpArrow].rect.left; _string[1].ypos = _mouseOverBoxesV2[kInventoryUpArrow].rect.top + vs->topline; _string[1].color = _mouseOverBoxesV2[kInventoryUpArrow].color; if (_platform == Common::kPlatformNES) drawString(1, (const byte *)"\x7E"); else drawString(1, (const byte *)" \1\2"); } // If necessary, draw "down" arrow if (_inventoryOffset + 4 < getInventoryCount(_scummVars[VAR_EGO])) { _string[1].xpos = _mouseOverBoxesV2[kInventoryDownArrow].rect.left; _string[1].ypos = _mouseOverBoxesV2[kInventoryDownArrow].rect.top + vs->topline; _string[1].color = _mouseOverBoxesV2[kInventoryDownArrow].color; if (_platform == Common::kPlatformNES) drawString(1, (const byte *)"\x7F"); else drawString(1, (const byte *)" \3\4"); } } void ScummEngine::redrawVerbs() { if (_version <= 2 && !(_userState & 128)) // Don't draw verbs unless active return; int i, verb = 0; if (_cursor.state > 0) verb = findVerbAtPos(_mouse.x, _mouse.y); // Iterate over all verbs. // Note: This is the correct order (at least for MI EGA, MI2, Full Throttle). // Do not change it! If you discover, based on disasm, that some game uses // another (e.g. the reverse) order here, you have to use an if/else construct // to add it as a special case! for (i = 0; i < _numVerbs; i++) { if (i == verb && _verbs[verb].hicolor) drawVerb(i, 1); else drawVerb(i, 0); } _verbMouseOver = verb; } void ScummEngine::handleMouseOver(bool updateInventory) { if (_completeScreenRedraw) { verbMouseOver(0); } else { if (_cursor.state > 0) verbMouseOver(findVerbAtPos(_mouse.x, _mouse.y)); } } void ScummEngine_v2::handleMouseOver(bool updateInventory) { ScummEngine::handleMouseOver(updateInventory); if (updateInventory) { // FIXME/TODO: Reset and redraw the sentence line _inventoryOffset = 0; } if (_completeScreenRedraw || updateInventory) { redrawV2Inventory(); } checkV2MouseOver(_mouse); } void ScummEngine::checkExecVerbs() { int i, over; VerbSlot *vs; if (VAR_MOUSE_STATE != 0xFF) VAR(VAR_MOUSE_STATE) = 0; if (_userPut <= 0 || _mouseAndKeyboardStat == 0) return; if (VAR_MOUSE_STATE != 0xFF) VAR(VAR_MOUSE_STATE) = _mouseAndKeyboardStat; if (_mouseAndKeyboardStat < MBS_MAX_KEY) { /* Check keypresses */ vs = &_verbs[1]; for (i = 1; i < _numVerbs; i++, vs++) { if (vs->verbid && vs->saveid == 0 && vs->curmode == 1) { if (_mouseAndKeyboardStat == vs->key) { // Trigger verb as if the user clicked it runInputScript(1, vs->verbid, 1); return; } } } if ((_gameId == GID_INDY4 || _gameId == GID_PASS) && _mouseAndKeyboardStat >= '0' && _mouseAndKeyboardStat <= '9') { // To support keyboard fighting in FOA, we need to remap the number keys. // FOA apparently expects PC scancode values (see script 46 if you want // to know where I got these numbers from). Oddly enough, the The Indy 3 // part of the "Passport to Adventure" demo expects the same keyboard // mapping, even though the full game doesn't. static const int numpad[10] = { '0', 335, 336, 337, 331, 332, 333, 327, 328, 329 }; _mouseAndKeyboardStat = numpad[_mouseAndKeyboardStat - '0']; } // Generic keyboard input runInputScript(4, _mouseAndKeyboardStat, 1); } else if (_mouseAndKeyboardStat & MBS_MOUSE_MASK) { VirtScreen *zone = findVirtScreen(_mouse.y); byte code = _mouseAndKeyboardStat & MBS_LEFT_CLICK ? 1 : 2; int inventoryArea = (_platform == Common::kPlatformNES) ? 48: 32; if (_version <= 2 && zone->number == kVerbVirtScreen && _mouse.y <= zone->topline + 8) { // Click into V2 sentence line runInputScript(5, 0, 0); } else if (_version <= 2 && zone->number == kVerbVirtScreen && _mouse.y > zone->topline + inventoryArea) { // Click into V2 inventory ((ScummEngine_v2 *)this)->checkV2Inventory(_mouse.x, _mouse.y); } else { over = findVerbAtPos(_mouse.x, _mouse.y); if (over != 0) { // Verb was clicked runInputScript(1, _verbs[over].verbid, code); } else { // Scene was clicked runInputScript((zone->number == kMainVirtScreen) ? 2 : 1, 0, code); } } } } void ScummEngine::verbMouseOver(int verb) { // Don't do anything unless verbs are active if (_version <= 2 && !(_userState & 128)) return; if (_gameId == GID_FT) return; if (_verbMouseOver == verb) return; if (_verbs[_verbMouseOver].type != kImageVerbType) { drawVerb(_verbMouseOver, 0); _verbMouseOver = verb; } if (_verbs[verb].type != kImageVerbType && _verbs[verb].hicolor) { drawVerb(verb, 1); _verbMouseOver = verb; } } int ScummEngine::findVerbAtPos(int x, int y) const { if (!_numVerbs) return 0; VerbSlot *vs; int i = _numVerbs - 1; vs = &_verbs[i]; do { if (vs->curmode != 1 || !vs->verbid || vs->saveid || y < vs->curRect.top || y >= vs->curRect.bottom) continue; if (vs->center) { if (x < -(vs->curRect.right - 2 * vs->curRect.left) || x >= vs->curRect.right) continue; } else { if (x < vs->curRect.left || x >= vs->curRect.right) continue; } return i; } while (--vs, --i); return 0; } #ifndef DISABLE_SCUMM_7_8 void ScummEngine_v7::drawVerb(int verb, int mode) { VerbSlot *vs; if (!verb) return; vs = &_verbs[verb]; if (!vs->saveid && vs->curmode && vs->verbid) { if (vs->type == kImageVerbType) { drawVerbBitmap(verb, vs->curRect.left, vs->curRect.top); return; } uint8 color = vs->color; if (vs->curmode == 2) color = vs->dimcolor; else if (mode && vs->hicolor) color = vs->hicolor; const byte *msg = getResourceAddress(rtVerb, verb); if (!msg) return; // Convert the message, and skip a few remaining 0xFF codes (they // occur in FT; subtype 10, which is used for the speech associated // with the string). byte buf[384]; convertMessageToString(msg, buf, sizeof(buf)); msg = buf; while (*msg == 0xFF) msg += 4; enqueueText(msg, vs->curRect.left, vs->curRect.top, color, vs->charset_nr, vs->center); // Set the specified charset id _charset->setCurID(vs->charset_nr); // Compute the text rect vs->curRect.right = 0; vs->curRect.bottom = 0; while (*msg) { const int charWidth = _charset->getCharWidth(*msg); const int charHeight = _charset->getCharHeight(*msg); vs->curRect.right += charWidth; if (vs->curRect.bottom < charHeight) vs->curRect.bottom = charHeight; msg++; } vs->curRect.right += vs->curRect.left; vs->curRect.bottom += vs->curRect.top; vs->oldRect = vs->curRect; } } #endif void ScummEngine::drawVerb(int verb, int mode) { VerbSlot *vs; bool tmp; if (!verb) return; vs = &_verbs[verb]; if (!vs->saveid && vs->curmode && vs->verbid) { if (vs->type == kImageVerbType) { drawVerbBitmap(verb, vs->curRect.left, vs->curRect.top); return; } restoreVerbBG(verb); _string[4].charset = vs->charset_nr; _string[4].xpos = vs->curRect.left; _string[4].ypos = vs->curRect.top; _string[4].right = _screenWidth - 1; _string[4].center = vs->center; if (vs->curmode == 2) _string[4].color = vs->dimcolor; else if (mode && vs->hicolor) _string[4].color = vs->hicolor; else _string[4].color = vs->color; // FIXME For the future: Indy3 and under inv scrolling /* if (verb >= 31 && verb <= 36) verb += _inventoryOffset; */ const byte *msg = getResourceAddress(rtVerb, verb); if (!msg) return; tmp = _charset->_center; drawString(4, msg); _charset->_center = tmp; vs->curRect.right = _charset->_str.right; vs->curRect.bottom = _charset->_str.bottom; vs->oldRect = _charset->_str; _charset->_str.left = _charset->_str.right; } else if (_gameId != GID_FT) { restoreVerbBG(verb); } } void ScummEngine::restoreVerbBG(int verb) { VerbSlot *vs; vs = &_verbs[verb]; if (vs->oldRect.left != -1) { restoreBG(vs->oldRect, vs->bkcolor); vs->oldRect.left = -1; } } void ScummEngine::drawVerbBitmap(int verb, int x, int y) { VirtScreen *vs; VerbSlot *vst; bool twobufs; const byte *imptr = 0; int ydiff, xstrip; int imgw, imgh; int i, tmp; byte *obim; const ImageHeader *imhd; uint32 size; if ((vs = findVirtScreen(y)) == NULL) return; gdi.disableZBuffer(); twobufs = vs->hasTwoBuffers; vs->hasTwoBuffers = 0; xstrip = x / 8; ydiff = y - vs->topline; obim = getResourceAddress(rtVerb, verb); assert(obim); if (_features & GF_OLD_BUNDLE) { imgw = obim[0]; imgh = obim[1] / 8; imptr = obim + 2; } else if (_features & GF_SMALL_HEADER) { size = READ_LE_UINT32(obim); imgw = (*(obim + size + 11)); imgh = (*(obim + size + 17)) / 8; imptr = getObjectImage(obim, 1); } else { imhd = (const ImageHeader *)findResourceData(MKID('IMHD'), obim); if (_version >= 7) { imgw = READ_LE_UINT16(&imhd->v7.width) / 8; imgh = READ_LE_UINT16(&imhd->v7.height) / 8; } else { imgw = READ_LE_UINT16(&imhd->old.width) / 8; imgh = READ_LE_UINT16(&imhd->old.height) / 8; } imptr = getObjectImage(obim, 1); } assert(imptr); for (i = 0; i < imgw; i++) { tmp = xstrip + i; gdi.drawBitmap(imptr, vs, tmp, ydiff, imgw * 8, imgh * 8, i, 1, Gdi::dbAllowMaskOr | Gdi::dbObjectMode); } vst = &_verbs[verb]; vst->curRect.right = vst->curRect.left + imgw * 8; vst->curRect.bottom = vst->curRect.top + imgh * 8; vst->oldRect = vst->curRect; gdi.enableZBuffer(); vs->hasTwoBuffers = twobufs; } int ScummEngine::getVerbSlot(int id, int mode) const { int i; for (i = 1; i < _numVerbs; i++) { if (_verbs[i].verbid == id && _verbs[i].saveid == mode) { return i; } } return 0; } void ScummEngine::killVerb(int slot) { VerbSlot *vs; if (slot == 0) return; vs = &_verbs[slot]; vs->verbid = 0; vs->curmode = 0; res.nukeResource(rtVerb, slot); if (_version <= 6 && vs->saveid == 0) { drawVerb(slot, 0); verbMouseOver(0); } vs->saveid = 0; } void ScummEngine::setVerbObject(uint room, uint object, uint verb) { const byte *obimptr; const byte *obcdptr; uint32 size, size2; FindObjectInRoom foir; int i; if (_heversion >= 70) { // Windows titles. Here we always ignore room room = getObjectRoom(object); } if (whereIsObject(object) == WIO_FLOBJECT) error("Can't grab verb image from flobject"); if (_features & GF_OLD_BUNDLE) { for (i = (_numLocalObjects-1); i > 0; i--) { if (_objs[i].obj_nr == object) { findObjectInRoom(&foir, foImageHeader, object, room); size = READ_LE_UINT16(foir.obim); byte *ptr = res.createResource(rtVerb, verb, size + 2); obcdptr = getResourceAddress(rtRoom, room) + getOBCDOffs(object); ptr[0] = *(obcdptr + 9); // Width ptr[1] = *(obcdptr + 15); // Height memcpy(ptr + 2, foir.obim, size); return; } } } else if (_features & GF_SMALL_HEADER) { for (i = (_numLocalObjects-1); i > 0; i--) { if (_objs[i].obj_nr == object) { // FIXME - the only thing we need from the OBCD is the image size! // So we could use almost the same code (save for offsets) // as in the GF_OLD_BUNDLE code. But of course that would break save games // unless we insert special conversion code... findObjectInRoom(&foir, foImageHeader, object, room); size = READ_LE_UINT32(foir.obim); obcdptr = getResourceAddress(rtRoom, room) + getOBCDOffs(object); size2 = READ_LE_UINT32(obcdptr); res.createResource(rtVerb, verb, size + size2); obimptr = getResourceAddress(rtRoom, room) - foir.roomptr + foir.obim; obcdptr = getResourceAddress(rtRoom, room) + getOBCDOffs(object); memcpy(getResourceAddress(rtVerb, verb), obimptr, size); memcpy(getResourceAddress(rtVerb, verb) + size, obcdptr, size2); return; } } } else { findObjectInRoom(&foir, foImageHeader, object, room); size = READ_BE_UINT32(foir.obim + 4); res.createResource(rtVerb, verb, size); obimptr = getResourceAddress(rtRoom, room) - foir.roomptr + foir.obim; memcpy(getResourceAddress(rtVerb, verb), obimptr, size); } } } // End of namespace Scumm