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/* 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.
*
* $URL$
* $Id$
*
*/
#include "common/system.h"
#include "m4/mads_scene.h"
#include "m4/dialogs.h"
#include "m4/globals.h"
#include "m4/scene.h"
#include "m4/events.h"
#include "m4/graphics.h"
#include "m4/rails.h"
#include "m4/font.h"
#include "m4/m4_views.h"
#include "m4/mads_views.h"
#include "m4/compression.h"
#include "m4/staticres.h"
namespace M4 {
MadsScene::MadsScene(MadsEngine *vm): _sceneResources(), Scene(vm, &_sceneResources) {
_vm = vm;
_interfaceSurface = new MadsInterfaceView(vm);
_spriteSlotsStart = 0;
for (int i = 0; i < 3; ++i)
actionNouns[i] = 0;
}
MadsScene::~MadsScene() {
leaveScene();
_vm->_viewManager->deleteView(_interfaceSurface);
}
/**
* Secondary scene loading code
*/
void MadsScene::loadScene2(const char *aaName) {
// Load up the properties for the scene
_sceneResources.load(_currentScene);
// Load scene walk paths
loadSceneCodes(_currentScene);
}
/**
* Existing ScummVM code that needs to be eventually replaced with MADS code
*/
void MadsScene::loadSceneTemporary() {
/* Existing code that eventually needs to be replaced with the proper MADS code */
// Set system palette entries
_vm->_palette->blockRange(0, 7);
RGB8 sysColors[3] = { {0x1f<<2, 0x2d<<2, 0x31<<2, 0}, {0x24<<2, 0x37<<2, 0x3a<<2, 0},
{0x00<<2, 0x10<<2, 0x16<<2, 0}};
_vm->_palette->setPalette(&sysColors[0], 4, 3);
_backgroundSurface->loadBackground(_currentScene, &_palData);
_vm->_palette->addRange(_palData);
_backgroundSurface->translate(_palData);
if (_currentScene < 900) {
_interfaceSurface->madsloadInterface(0, &_interfacePal);
_vm->_palette->addRange(_interfacePal);
_interfaceSurface->translate(_interfacePal);
_backgroundSurface->copyFrom(_interfaceSurface, Common::Rect(0, 0, 320, 44), 0, 200 - 44);
_interfaceSurface->initialise();
}
// Don't load other screen resources for system screens
if (_currentScene >= 900)
return;
loadSceneHotspots(_currentScene);
_action.clear();
}
void MadsScene::loadScene(int sceneNumber) {
// Close the menu if it's active
View *mainMenu = _vm->_viewManager->getView(VIEWID_MAINMENU);
if (mainMenu != NULL) {
_vm->_viewManager->deleteView(mainMenu);
}
// Handle common scene setting
Scene::loadScene(sceneNumber);
_madsVm->globals()->previousScene = _madsVm->globals()->sceneNumber;
_madsVm->globals()->sceneNumber = sceneNumber;
// Existing ScummVM code that needs to be eventually replaced with MADS code
loadSceneTemporary();
// Signal the script engine what scene is to be active
_sceneLogic.selectScene(sceneNumber);
_sceneLogic.setupScene();
// Add the scene if necessary to the list of scenes that have been visited
_vm->globals()->addVisitedScene(sceneNumber);
// Secondary scene load routine
loadScene2("*I0.AA");
// Do any scene specific setup
_sceneLogic.enterScene();
// Purge resources
_vm->res()->purge();
}
void MadsScene::loadSceneHotspots(int sceneNumber) {
char filename[kM4MaxFilenameSize];
sprintf(filename, "rm%i.hh", sceneNumber);
MadsPack hotSpotData(filename, _vm);
Common::SeekableReadStream *hotspotStream = hotSpotData.getItemStream(0);
int hotspotCount = hotspotStream->readUint16LE();
delete hotspotStream;
_sceneResources.hotspotCount = hotspotCount;
hotspotStream = hotSpotData.getItemStream(1);
// Clear current hotspot lists
_sceneResources.hotspots->clear();
_sceneResources.hotspots->loadHotSpots(hotspotStream, _sceneResources.hotspotCount);
delete hotspotStream;
}
void MadsScene::leaveScene() {
_sceneResources.hotspots->clear();
_sceneResources.props->clear();
delete _sceneResources.hotspots;
delete _sceneResources.props;
// Delete the sprites
for (uint i = 0; i <_sceneSprites.size(); ++i) delete _sceneSprites[i];
_sceneSprites.clear();
delete _walkSurface;
Scene::leaveScene();
}
void MadsScene::show() {
Scene::show();
_vm->_viewManager->addView(_interfaceSurface);
}
void MadsScene::loadSceneCodes(int sceneNumber, int index) {
char filename[kM4MaxFilenameSize];
Common::SeekableReadStream *sceneS;
if (_vm->getGameType() == GType_Phantom || _vm->getGameType() == GType_DragonSphere) {
sprintf(filename, "rm%i.ww%i", sceneNumber, index);
MadsPack walkData(filename, _vm);
sceneS = walkData.getItemStream(0);
_walkSurface->loadCodesMads(sceneS);
_vm->res()->toss(filename);
} else if (_vm->getGameType() == GType_RexNebular) {
// For Rex Nebular, the walk areas are part of the scene info
byte *destP = _walkSurface->getBasePtr(0, 0);
const byte *srcP = _sceneResources.walkData;
byte runLength;
while ((runLength = *srcP++) != 0) {
Common::set_to(destP, destP + runLength, *srcP++);
destP += runLength;
}
}
}
void MadsScene::checkHotspotAtMousePos(int x, int y) {
HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
if (currentHotSpot != NULL) {
_vm->_mouse->setCursorNum(currentHotSpot->getCursor());
// This is the "easy" interface, which updates the status text when the mouse is moved
// TODO: toggle this code for easy/normal interface mode
char statusText[50];
int verbId = 0;//***DEBUG****_currentAction;
if (verbId == kVerbNone)
verbId = currentHotSpot->getVerbID();
if (verbId == kVerbNone)
verbId = kVerbWalkTo;
sprintf(statusText, "%s %s\n", _madsVm->globals()->getVocab(verbId), currentHotSpot->getVocab());
statusText[0] = toupper(statusText[0]); // capitalize first letter
setStatusText(statusText);
} else {
_vm->_mouse->setCursorNum(0);
setStatusText("");
}
}
void MadsScene::leftClick(int x, int y) {
HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
if (currentHotSpot != NULL) {
char statusText[50];
if (currentHotSpot->getVerbID() != 0) {
sprintf(statusText, "%s %s\n", currentHotSpot->getVerb(), currentHotSpot->getVocab());
} else {
sprintf(statusText, "%s %s\n", _madsVm->globals()->getVocab(kVerbWalkTo), currentHotSpot->getVocab());
}
statusText[0] = toupper(statusText[0]); // capitalize first letter
setStatusText(statusText);
}
}
void MadsScene::rightClick(int x, int y) {
// ***DEBUG*** - sample dialog display
int idx = 3; //_madsVm->_globals->messageIndexOf(0x277a);
const char *msg = _madsVm->globals()->loadMessage(idx);
Dialog *dlg = new Dialog(_vm, msg, "TEST DIALOG");
_vm->_viewManager->addView(dlg);
_vm->_viewManager->moveToFront(dlg);
}
void MadsScene::setAction(int action, int objectId) {
VALIDATE_MADS;
char statusText[50];
error("todo");
// TODO: Actually executing actions directly for objects. Also, some object actions are special in that
// a second object can be selected, as in 'use gun to shoot person', with requires a target
/*
// Set up the new action
strcpy(statusText, _madsVm->globals()->getVocab(action));
statusText[0] = toupper(statusText[0]); // capitalize first letter
if (objectId != -1) {
MadsObject *obj = _madsVm->globals()->getObject(objectId);
sprintf(statusText + strlen(statusText), " %s", _madsVm->globals()->getVocab(obj->descId));
} else {
_currentAction = action;
}
*/
setStatusText(statusText);
}
/**
* Draws all the elements of the scene
*/
void MadsScene::drawElements() {
// Display animations
for (int idx = 0; idx < _spriteSlotsStart; ++idx) {
}
// Text display
_textDisplay.draw(this);
// Copy the user interface surface onto the surface
_interfaceSurface->copyTo(this, 0, this->height() - _interfaceSurface->height());
/*
// At this point, in the original engine, the dirty/changed areas were copied to the screen. At the moment,
// the current M4 engine framework doesn't support dirty areas, but this is being kept in case that ever changes
for (int idx = 0; idx < DIRTY_AREA_SIZE; ++idx) {
if (_dirtyAreas[idx].active && _dirtyAreas[idx].active2 &&
(_dirtyAreas[idx].bounds.width() > 0) && (_dirtyAreas[idx].bounds.height() > 0)) {
// Copy changed area to screen
}
}
*/
// Some kind of copying over of slot entries
for (int idx = 0, idx2 = 0; idx < _spriteSlotsStart; ++idx) {
if (_spriteSlots[idx].spriteId >= 0) {
if (idx != idx2) {
// Copy over the slot entry
_spriteSlots[idx2] = _spriteSlots[idx];
}
++idx2;
}
}
}
void MadsScene::update() {
// Copy the bare scene in
_backgroundSurface->copyTo(this);
// Draw all the various elements
drawElements();
_action.set();
const char *sStatusText = _action.statusText();
// Handle display of any status text
if (sStatusText[0]) {
// Text colors are inverted in Dragonsphere
if (_vm->getGameType() == GType_DragonSphere)
_vm->_font->setColors(_vm->_palette->BLACK, _vm->_palette->WHITE, _vm->_palette->BLACK);
else
_vm->_font->setColors(_vm->_palette->WHITE, _vm->_palette->BLACK, _vm->_palette->BLACK);
_vm->_font->setFont(FONT_MAIN_MADS);
_vm->_font->writeString(this, sStatusText, (width() - _vm->_font->getWidth(sStatusText)) / 2, 142, 0);
}
//***DEBUG***
_sceneSprites[0]->getFrame(1)->copyTo(this, 120, 90, 0);
}
int MadsScene::loadSceneSpriteSet(const char *setName) {
char resName[100];
strcpy(resName, setName);
// Append a '.SS' if it doesn't alreayd have an extension
if (!strchr(resName, '.'))
strcat(resName, ".SS");
Common::SeekableReadStream *data = _vm->res()->get(resName);
SpriteAsset *spriteSet = new SpriteAsset(_vm, data, data->size(), resName);
spriteSet->translate(_vm->_palette);
_vm->res()->toss(resName);
_sceneSprites.push_back(spriteSet);
return _sceneSprites.size() - 1;
}
void MadsScene::loadPlayerSprites(const char *prefix) {
const char suffixList[8] = { '8', '9', '6', '3', '2', '7', '4', '1' };
char setName[80];
strcpy(setName, "*");
strcat(setName, prefix);
strcat(setName, "_0.SS");
char *digitP = strchr(setName, '_') + 1;
for (int idx = 0; idx < 8; ++idx) {
*digitP = suffixList[idx];
if (_vm->res()->resourceExists(setName)) {
loadSceneSpriteSet(setName);
return;
}
}
error("Couldn't find player sprites");
}
enum boxSprites {
topLeft = 0,
topRight = 1,
bottomLeft = 2,
bottomRight = 3,
left = 4,
right = 5,
top = 6,
bottom = 7,
topMiddle = 8,
filler1 = 9,
filler2 = 10
// TODO: finish this
};
// TODO: calculate width and height, show text, show face if it exists
// TODO: this has been tested with Dragonsphere only, there are some differences
// in the sprites used in Phantom
void MadsScene::showMADSV2TextBox(char *text, int x, int y, char *faceName) {
int repeatX = 40; // FIXME: this is hardcoded
int repeatY = 30; // FIXME: this is hardcoded
int curX = x, curY = y;
int topRightX = x; // TODO: this is probably not needed
Common::SeekableReadStream *data = _vm->res()->get("box.ss");
SpriteAsset *boxSprites = new SpriteAsset(_vm, data, data->size(), "box.ss");
_vm->res()->toss("box.ss");
RGBList *palData = new RGBList(boxSprites->getColorCount(), boxSprites->getPalette(), true);
_vm->_palette->addRange(palData);
for (int i = 0; i < boxSprites->getCount(); i++)
boxSprites->getFrame(i)->translate(palData); // sprite pixel translation
// Top left corner
boxSprites->getFrame(topLeft)->copyTo(_backgroundSurface, x, curY);
curX += boxSprites->getFrame(topLeft)->width();
// Top line
for (int i = 0; i < repeatX; i++) {
boxSprites->getFrame(top)->copyTo(_backgroundSurface, curX, curY + 3);
curX += boxSprites->getFrame(top)->width();
}
// Top right corner
boxSprites->getFrame(topRight)->copyTo(_backgroundSurface, curX, curY);
topRightX = curX;
// Top middle
// FIXME: the transparent color for this is also the black border color
boxSprites->getFrame(topMiddle)->copyTo(_backgroundSurface,
x + (curX - x) / 2 - boxSprites->getFrame(topMiddle)->width() / 2,
curY - 5, 167);
curX = x;
curY += boxSprites->getFrame(topLeft)->height();
// -----------------------------------------------------------------------------------------------
// Draw contents
for (int i = 0; i < repeatY; i++) {
for (int j = 0; j < repeatX; j++) {
if (j == 0) {
boxSprites->getFrame(left)->copyTo(_backgroundSurface, curX + 3, curY);
curX += boxSprites->getFrame(left)->width();
} else if (j == repeatX - 1) {
curX = topRightX - 2;
boxSprites->getFrame(right)->copyTo(_backgroundSurface, curX + 3, curY + 1);
} else {
// TODO: the background of the contents follows a pattern which is not understood yet
if (j % 2 == 0) {
boxSprites->getFrame(filler1)->copyTo(_backgroundSurface, curX + 3, curY);
curX += boxSprites->getFrame(filler1)->width();
} else {
boxSprites->getFrame(filler2)->copyTo(_backgroundSurface, curX + 3, curY);
curX += boxSprites->getFrame(filler2)->width();
}
}
} // for j
curX = x;
curY += boxSprites->getFrame(left)->height();
} // for i
// -----------------------------------------------------------------------------------------------
curX = x;
// Bottom left corner
boxSprites->getFrame(bottomLeft)->copyTo(_backgroundSurface, curX, curY);
curX += boxSprites->getFrame(bottomLeft)->width();
// Bottom line
for (int i = 0; i < repeatX; i++) {
boxSprites->getFrame(bottom)->copyTo(_backgroundSurface, curX, curY + 1);
curX += boxSprites->getFrame(bottom)->width();
}
// Bottom right corner
boxSprites->getFrame(bottomRight)->copyTo(_backgroundSurface, curX, curY + 1);
}
/*--------------------------------------------------------------------------*/
MadsAction::MadsAction() {
clear();
}
void MadsAction::clear() {
_actionMode = ACTMODE_NONE;
_actionMode2 = ACTMODE2_0;
_word_86F42 = 0;
_word_86F4E = 0;
_articleNumber = 0;
_lookFlag = false;
_word_86F4A = 0;
_statusText[0] = '\0';
_selectedRow = -1;
_currentHotspot = -1;
_word_86F3A = -1;
_word_86F4C = -1;
//word_86F3A/word_86F4C
_currentAction = kVerbNone;
_objectNameId = -1;
_objectDescId = -1;
_word_83334 = -1;
}
void MadsAction::appendVocab(int vocabId, bool capitalise) {
char *s = _statusText + strlen(_statusText);
const char *vocabStr = _madsVm->globals()->getVocab(vocabId);
strcpy(s, vocabStr);
if (capitalise)
*s = toupper(*s);
strcat(s, " ");
}
void MadsAction::set() {
int hotspotCount = _madsVm->scene()->getSceneResources().hotspotCount;
bool flag = false;
_currentAction = -1;
_objectNameId = -1;
_objectDescId = -1;
if (_actionMode == ACTMODE_TALK) {
// Handle showing the conversation selection. Rex at least doesn't actually seem to use this
if (_selectedRow >= 0) {
const char *desc = _madsVm->_converse[_selectedRow].desc;
if (desc)
strcpy(_statusText, desc);
}
} else if (_lookFlag && (_selectedRow == 0)) {
// Two 'look' actions in succession, so the action becomes 'Look around'
strcpy(_statusText, lookAroundStr);
} else {
if ((_actionMode == ACTMODE_OBJECT) && (_selectedRow >= 0) && (_flags1 == 2) && (_flags2 == 0)) {
// Use/to action
int selectedObject = _madsVm->scene()->getInterface()->getSelectedObject();
MadsObject *objEntry = _madsVm->globals()->getObject(selectedObject);
_objectNameId = objEntry->descId;
_currentAction = objEntry->vocabList[_selectedRow].vocabId;
// Set up the status text stirng
strcpy(_statusText, useStr);
appendVocab(_objectNameId);
strcpy(_statusText, toStr);
appendVocab(_currentAction);
} else {
// Handling for if an action has been selected
if (_selectedRow >= 0) {
if (_actionMode == ACTMODE_VERB) {
// Standard verb action
_currentAction = verbList[_selectedRow].verb;
} else {
// Selected action on an inventory object
int selectedObject = _madsVm->scene()->getInterface()->getSelectedObject();
MadsObject *objEntry = _madsVm->globals()->getObject(selectedObject);
_currentAction = objEntry->vocabList[_selectedRow].vocabId;
}
appendVocab(_currentAction, true);
if (_currentAction == kVerbLook) {
// Add in the word 'add'
strcat(_statusText, atStr);
strcat(_statusText, " ");
}
}
// Handling for if a hotspot has been selected/highlighted
if ((_currentHotspot >= 0) && (_selectedRow >= 0) && (_articleNumber > 0) && (_flags1 == 2)) {
flag = true;
strcat(_statusText, englishMADSArticleList[_articleNumber]);
strcat(_statusText, " ");
}
if (_currentHotspot >= 0) {
if (_selectedRow < 0) {
int verbId;
if (_currentHotspot < hotspotCount) {
// Get the verb Id from the hotspot
verbId = (*_madsVm->scene()->getSceneResources().hotspots)[_currentHotspot].getVerbID();
} else {
// Get the verb Id from the scene object
verbId = (*_madsVm->scene()->getSceneResources().props)[_currentHotspot - hotspotCount].getVerbID();
}
if (verbId > 0) {
// Set the specified action
_currentAction = verbId;
appendVocab(_currentAction, true);
} else {
// Default to a standard 'walk to'
_currentAction = kVerbWalkTo;
strcat(_statusText, walkToStr);
}
}
if ((_actionMode2 == ACTMODE2_2) || (_actionMode2 == ACTMODE2_5)) {
// Get name from given inventory object
int objectId = _madsVm->scene()->getInterface()->getInventoryObject(_currentHotspot);
_objectNameId = _madsVm->globals()->getObject(objectId)->descId;
} else if (_currentHotspot < hotspotCount) {
// Get name from scene hotspot
_objectNameId = (*_madsVm->scene()->getSceneResources().hotspots)[_currentHotspot].getVocabID();
} else {
// Get name from temporary scene hotspot
_objectNameId = (*_madsVm->scene()->getSceneResources().props)[_currentHotspot].getVocabID();
}
}
}
if ((_currentHotspot >= 0) && (_articleNumber > 0) && !flag) {
if (_articleNumber == -1) {
if (_word_86F3A >= 0) {
int articleNum = 0;
if ((_word_86F42 == 2) || (_word_86F42 == 5)) {
int objectId = _madsVm->scene()->getInterface()->getInventoryObject(_currentHotspot);
articleNum = _madsVm->globals()->getObject(objectId)->article;
} else if (_word_86F3A < hotspotCount) {
articleNum = (*_madsVm->scene()->getSceneResources().hotspots)[_currentHotspot].getArticle();
} else {
}
}
} else if ((_articleNumber == kVerbLook) || (_vm->getGameType() != GType_RexNebular) ||
(strcmp(_madsVm->globals()->getVocab(_objectDescId), fenceStr) != 0)) {
// Write out the article
strcat(_statusText, englishMADSArticleList[_articleNumber]);
} else {
// Special case for a 'fence' entry in Rex Nebular
strcat(_statusText, overStr);
}
strcat(_statusText, " ");
}
// Append object description if necessary
if (_word_86F3A >= 0)
appendVocab(_objectDescId);
// Remove any trailing space character
int statusLen = strlen(_statusText);
if ((statusLen > 0) && (_statusText[statusLen - 1] == ' '))
_statusText[statusLen - 1] = '\0';
}
_word_83334 = -1;
}
/*--------------------------------------------------------------------------*/
void MadsSceneResources::load(int sId) {
const char *sceneInfoStr = MADSResourceManager::getResourceName(RESPREFIX_RM, sId, ".DAT");
Common::SeekableReadStream *rawStream = _vm->_resourceManager->get(sceneInfoStr);
MadsPack sceneInfo(rawStream);
// Basic scene info
Common::SeekableReadStream *stream = sceneInfo.getItemStream(0);
int resSceneId = stream->readUint16LE();
assert(resSceneId == sId);
artFileNum = stream->readUint16LE();
field_4 = stream->readUint16LE();
width = stream->readUint16LE();
height = stream->readUint16LE();
assert((width == 320) && (height == 156));
stream->skip(24);
objectCount = stream->readUint16LE();
stream->skip(40);
for (int i = 0; i < objectCount; ++i) {
objects[i].load(stream);
}
// For Rex Nebular, read in the scene's compressed walk surface information
if (_vm->getGameType() == GType_RexNebular) {
delete walkData;
stream = sceneInfo.getItemStream(1);
walkData = (byte *)malloc(stream->size());
stream->read(walkData, stream->size());
}
_vm->_resourceManager->toss(sceneInfoStr);
}
/*--------------------------------------------------------------------------*/
MadsScreenText::MadsScreenText() {
for (int i = 0; i < OLD_TEXT_DISPLAY_SIZE; ++i)
_textDisplay[i].active = false;
for (int i = 0; i < TIMED_TEXT_SIZE; ++i)
_timedText[i].flags = 0;
_abortTimedText = false;
}
/**
* Adds the specified string to the list of on-screen display text
*/
int MadsScreenText::add(const Common::Point &destPos, uint fontColours, int widthAdjust, const char *msg, Font *font) {
// Find a free slot
int idx = 0;
while ((idx < OLD_TEXT_DISPLAY_SIZE) && _textDisplay[idx].active)
++idx;
if (idx == OLD_TEXT_DISPLAY_SIZE)
error("Ran out of text display slots");
// Set up the entry values
_textDisplay[idx].active = true;
_textDisplay[idx].active2 = 1;
_textDisplay[idx].bounds.left = destPos.x;
_textDisplay[idx].bounds.top = destPos.y;
_textDisplay[idx].bounds.setWidth(font->getWidth(msg, widthAdjust));
_textDisplay[idx].bounds.setHeight(font->getHeight());
_textDisplay[idx].font = font;
strncpy(_textDisplay[idx].message, msg, 100);
_textDisplay[idx].message[99] = '\0';
_textDisplay[idx].colour1 = fontColours & 0xff;
_textDisplay[idx].colour2 = fontColours >> 8;
_textDisplay[idx].spacing = widthAdjust;
return idx;
}
/**
* Adds a new entry to the timed on-screen text display list
*/
int MadsScreenText::addTimed(const Common::Point &destPos, uint fontColours, uint flags, int vUnknown, uint32 timeout, const char *message) {
// Find a free slot
int idx = 0;
while ((idx < TIMED_TEXT_SIZE) && ((_timedText[idx].flags & TEXTFLAG_ACTIVE) != 0))
++idx;
if (idx == TIMED_TEXT_SIZE) {
if (vUnknown == 0)
return -1;
error("Ran out of timed text display slots");
}
// Set up the entry values
_timedText[idx].flags = flags | TEXTFLAG_ACTIVE;
strcpy(_timedText[idx].message, message);
_timedText[idx].colour1 = fontColours & 0xff;
_timedText[idx].colour2 = fontColours >> 8;
_timedText[idx].position.x = destPos.x;
_timedText[idx].position.y = destPos.y;
_timedText[idx].textDisplayIndex = -1;
_timedText[idx].timeout = timeout;
_timedText[idx].frameTimer = g_system->getMillis();
_timedText[idx].field_1C = vUnknown;
_timedText[idx].field_1D = 0; /* word_84206 */
// Copy the current action noun list
for (int i = 0; i < 3; ++i)
_timedText[idx].actionNouns[i] = _madsVm->scene()->actionNouns[i];
if (flags & TEXTFLAG_2) {
warning("word_844b8 and dword_845a0 not yet implemented");
}
return idx;
}
/**
* Draws any text display entries to the screen
*/
void MadsScreenText::draw(M4Surface *surface) {
}
void MadsScreenText::timedDisplay() {
for (int idx = 0; !_abortTimedText && (idx < OLD_TEXT_DISPLAY_SIZE); ++idx) {
if (((_timedText[idx].flags & TEXTFLAG_ACTIVE) != 0) &&
(_timedText[idx].frameTimer <= g_system->getMillis()))
// Add the specified entry
addTimedText(&_timedText[idx]);
}
}
void MadsScreenText::addTimedText(TimedText *entry) {
if ((entry->flags & TEXTFLAG_40) != 0) {
this->setActive2(entry->textDisplayIndex);
entry->flags &= 0x7F;
return;
}
if ((entry->flags & TEXTFLAG_8) == 0)
// FIXME: Adjust timeouts for ScumVM's milli counter
entry->timeout -= 3;
if ((entry->flags & TEXTFLAG_4) != 0) {
Text4A &rec = _text4A[entry->unk4AIndex];
if ((rec.field25 != 0) || (rec.active == 0))
entry->timeout = 0;
}
if ((entry->timeout == 0) && !_abortTimedText) {
entry->flags |= TEXTFLAG_40;
if (entry->field_1C) {
_abortTimedText = entry->field_1C;
//word_84208 = entry->field_1D;
if (entry->field_1D != 1) {
// Restore the action list
for (int i = 0; i < 3; ++i)
_madsVm->scene()->actionNouns[i] = entry->actionNouns[i];
}
}
}
// TODO: code from 'loc_244ec' onwards
}
} // End of namespace M4
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