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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/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 {
Scene::Scene(MadsM4Engine *vm): View(vm, Common::Rect(0, 0, vm->_screen->width(), vm->_screen->height())) {
_screenType = VIEWID_SCENE;
_sceneResources.hotspots = new HotSpotList();
_sceneResources.parallax = new HotSpotList();
_sceneResources.props = new HotSpotList();
_backgroundSurface = new M4Surface();
_codeSurface = new M4Surface();
_palData = NULL;
_interfacePal = NULL;
_interfaceSurface = NULL;
_inverseColorTable = NULL;
_vm->_rails->setCodeSurface(_codeSurface);
}
Scene::~Scene() {
_sceneResources.hotspots->clear();
_sceneResources.parallax->clear();
_sceneResources.props->clear();
delete _sceneResources.hotspots;
delete _sceneResources.parallax;
delete _sceneResources.props;
delete _backgroundSurface;
delete _codeSurface;
// _vm->_palette->deleteAllRanges();
delete _palData;
delete _interfacePal;
delete[] _inverseColorTable;
}
void Scene::loadScene(int sceneNumber) {
_currentScene = sceneNumber;
// Load scene background and set palette
if (_palData) {
_vm->_palette->deleteRange(_palData);
delete _palData;
}
if (_interfacePal) {
_vm->_palette->deleteRange(_interfacePal);
delete _interfacePal;
}
}
void Scene::show() {
_vm->_viewManager->addView(this);
}
void Scene::showInterface() {
_vm->_viewManager->addView(_interfaceSurface);
}
void Scene::hideInterface() {
_vm->_viewManager->deleteView(_interfaceSurface);
}
void Scene::loadSceneResources(int sceneNumber) {
char filename[kM4MaxFilenameSize];
int i = 0, x = 0, y = 0;
sprintf(filename, "%i.chk", sceneNumber);
Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
if (sceneS != NULL) {
sceneS->read(_sceneResources.artBase, MAX_CHK_FILENAME_SIZE);
sceneS->read(_sceneResources.pictureBase, MAX_CHK_FILENAME_SIZE);
_sceneResources.hotspotCount = sceneS->readUint32LE();
_sceneResources.parallaxCount = sceneS->readUint32LE();
_sceneResources.propsCount = sceneS->readUint32LE();
_sceneResources.frontY = sceneS->readUint32LE();
_sceneResources.backY = sceneS->readUint32LE();
_sceneResources.frontScale = sceneS->readUint32LE();
_sceneResources.backScale = sceneS->readUint32LE();
for (i = 0; i < 16; i++)
_sceneResources.depthTable[i] = sceneS->readUint16LE();
_sceneResources.railNodeCount = sceneS->readUint32LE();
// Clear rails from previous scene
_vm->_rails->clearRails();
for (i = 0; i < _sceneResources.railNodeCount; i++) {
x = sceneS->readUint32LE();
y = sceneS->readUint32LE();
if (_vm->_rails->addRailNode(x, y, true) < 0) {
warning("Too many rail nodes defined for scene");
}
}
// Clear current hotspot lists
_sceneResources.hotspots->clear();
_sceneResources.parallax->clear();
_sceneResources.props->clear();
_sceneResources.hotspots->loadHotSpots(sceneS, _sceneResources.hotspotCount);
_sceneResources.parallax->loadHotSpots(sceneS, _sceneResources.parallaxCount);
_sceneResources.props->loadHotSpots(sceneS, _sceneResources.propsCount);
// Note that toss() deletes the MemoryReadStream
_vm->res()->toss(filename);
}
}
void Scene::loadSceneHotSpotsMads(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 Scene::loadSceneInverseColorTable(int sceneNumber) {
char filename[kM4MaxFilenameSize];
Common::SeekableReadStream *iplS;
if (_vm->isM4()) {
sprintf(filename, "%i.ipl", sceneNumber);
iplS = _vm->res()->openFile(filename);
delete[] _inverseColorTable;
_inverseColorTable = new byte[iplS->size()];
iplS->read(_inverseColorTable, iplS->size());
_vm->res()->toss(filename);
} else {
// TODO?
return;
}
}
void Scene::loadSceneSpriteCodes(int sceneNumber) {
char filename[kM4MaxFilenameSize];
sprintf(filename, "%i.ssc", sceneNumber);
Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
// TODO
if (sceneS != NULL) {
SpriteAsset* _sceneSpriteCodes = new SpriteAsset(_vm, sceneS, sceneS->size(), filename);
int colorCount = _sceneSpriteCodes->getColorCount();
// RGB8* spritePalette = _sceneSpriteCodes->getPalette();
//_vm->_palette->setPalette(spritePalette, 0, colorCount);
printf("Scene has %d sprite codes, each one having %d colors\n", _sceneSpriteCodes->getCount(), colorCount);
// Note that toss() deletes the MemoryReadStream
_vm->res()->toss(filename);
}
}
void Scene::showSprites() {
// TODO: This is all experimental code, it needs heavy restructuring
// and cleanup
// taken from set_walker_scaling() in adv_walk.cpp. A proper implementation will need
// to store these in global variables
int minScaling = FixedDiv(_sceneResources.backScale << 16, 100 << 16);
int maxScaling = FixedDiv(_sceneResources.frontScale << 16, 100 << 16);
int scaler;
_vm->_actor->setWalkerDirection(kFacingSouthEast);
//_vm->_actor->setWalkerPalette();
// taken from set_walker_scaling() in adv_walk.cpp
if (_sceneResources.frontY == _sceneResources.backY)
scaler = 0;
else
scaler = FixedDiv(maxScaling - minScaling,
(_sceneResources.frontY << 16) - (_sceneResources.backY << 16));
// FIXME: For now, we (incorrectly) scale the walker to 50% of the scene's max scaling
_vm->_actor->setWalkerScaling(scaler / 2);
// Test code to display the protagonist
_vm->_actor->placeWalkerSpriteAt(0, 320, 200);
// Test code to display scene sprites
// TODO
}
// Test function, shows all scene hotspots
void Scene::showHotSpots() {
int i = 0;
HotSpot *currentHotSpot;
// hotspots (green)
for (i = 0; i < _sceneResources.hotspotCount; i++) {
currentHotSpot = _sceneResources.hotspots->get(i);
_backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->GREEN);
}
if (_vm->isM4()) {
// parallax (yellow)
for (i = 0; i < _sceneResources.parallaxCount; i++) {
currentHotSpot = _sceneResources.parallax->get(i);
_backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->YELLOW);
}
// props (red)
for (i = 0; i < _sceneResources.propsCount; i++) {
currentHotSpot = _sceneResources.props->get(i);
_backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->RED);
}
}
}
// Test function, shows all scene codes
void Scene::showCodes() {
uint8 *pixelData = _codeSurface->getBasePtr(0, 0);
for (int i = 0; i < _codeSurface->width() * _codeSurface->height(); i++)
if (pixelData[i] & 0x10)
pixelData[i] = 0xFF;
else
pixelData[i] = 0;
byte colors[256 * 4];
memset(colors, 0, sizeof(colors));
colors[255 * 4 + 0] = 255;
colors[255 * 4 + 1] = 255;
colors[255 * 4 + 2] = 255;
_vm->_palette->setPalette(colors, 0, 256);
_backgroundSurface->copyFrom(_codeSurface, Common::Rect(0, 0, 640, 480), 0, 0);
//_system->copyRectToScreen(codes->getBasePtr(0, 0), codes->w, 0, 0, codes->w, codes->h);
}
void Scene::playIntro() {
}
void Scene::onRefresh(RectList *rects, M4Surface *destSurface) {
update();
View::onRefresh(rects, destSurface);
}
bool Scene::onEvent(M4EventType eventType, int32 param1, int x, int y, bool &captureEvents) {
//if (_vm->getGameType() != GType_Burger)
// return false;
// If the game is currently paused, don't do any scene processing
if (_vm->_kernel->paused)
return false;
switch (eventType) {
case MEVENT_LEFT_CLICK:
leftClick(x, y);
break;
case MEVENT_RIGHT_CLICK:
rightClick(x, y);
break;
case MEVENT_MOVE:
checkHotspotAtMousePos(x, y);
break;
default:
return false;
}
return true;
}
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 Scene::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);
}
/*--------------------------------------------------------------------------*/
M4Scene::M4Scene(M4Engine *vm): Scene(vm) {
_vm = vm;
_sceneSprites = NULL;
_interfaceSurface = new M4InterfaceView(vm);
}
M4Scene::~M4Scene() {
delete _sceneSprites;
}
void M4Scene::loadSceneSprites(int sceneNumber) {
char filename[kM4MaxFilenameSize];
sprintf(filename, "%i.ssb", sceneNumber);
Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
_sceneSprites = new SpriteAsset(_vm, sceneS, sceneS->size(), filename);
_vm->res()->toss(filename);
printf("Scene has %d sprites, each one having %d colors\n", _sceneSprites->getCount(), _sceneSprites->getColorCount());
}
void M4Scene::loadScene(int sceneNumber) {
Scene::loadScene(sceneNumber);
_backgroundSurface->loadBackground(sceneNumber);
_palData = NULL;
if (_vm->getGameType() == GType_Burger &&
sceneNumber != TITLE_SCENE_BURGER && sceneNumber != MAINMENU_SCENE_BURGER)
setStatusText("");
// Load scene def file (*.CHK)
loadSceneResources(sceneNumber);
loadSceneInverseColorTable(sceneNumber);
// TODO: set walker scaling
// TODO: destroy woodscript buffer
// Load scene walk path file (*.COD/*.WW?)
loadSceneCodes(sceneNumber);
// Load inverse color table file (*.IPL)
loadSceneInverseColorTable(sceneNumber);
if (_vm->getGameType() != GType_Burger) {
// Load scene sprites file (*.SSB)
loadSceneSprites(sceneNumber);
// Load scene sprite codes file (*.SSC)
loadSceneSpriteCodes(sceneNumber);
}
if (sceneNumber != TITLE_SCENE_BURGER && sceneNumber != MAINMENU_SCENE_BURGER) {
_m4Vm->scene()->getInterface()->show();
showSprites();
}
// Purge resources
_vm->res()->purge();
}
void M4Scene::loadSceneCodes(int sceneNumber, int index) {
char filename[kM4MaxFilenameSize];
Common::SeekableReadStream *sceneS;
sprintf(filename, "%i.cod", sceneNumber);
sceneS = _vm->res()->openFile(filename);
_codeSurface->loadCodesM4(sceneS);
_vm->res()->toss(filename);
}
void M4Scene::show() {
Scene::show();
_vm->_viewManager->addView(_interfaceSurface);
}
void M4Scene::checkHotspotAtMousePos(int x, int y) {
if (_vm->getGameType() == GType_Riddle)
return;
// TODO: loads of things to do here, only the mouse cursor and the status
// text is changed for now
// Only scene hotspots are checked for now, not parallax/props, as the
// latter ones are not used by Orion Burger
HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
if (currentHotSpot != NULL && currentHotSpot->getActive()) {
if (_vm->_mouse->getCursorNum() != CURSOR_LOOK &&
_vm->_mouse->getCursorNum() != CURSOR_TAKE &&
_vm->_mouse->getCursorNum() != CURSOR_USE &&
_m4Vm->scene()->getInterface()->_inventory.getSelectedIndex() == -1) {
_vm->_mouse->setCursorNum(currentHotSpot->getCursor());
}
_m4Vm->scene()->getInterface()->setStatusText(currentHotSpot->getPrep());
} else {
if (_vm->_mouse->getCursorNum() != CURSOR_LOOK &&
_vm->_mouse->getCursorNum() != CURSOR_TAKE &&
_vm->_mouse->getCursorNum() != CURSOR_USE &&
_m4Vm->scene()->getInterface()->_inventory.getSelectedIndex() == -1) {
_vm->_mouse->setCursorNum(0);
} else {
}
}
}
void M4Scene::leftClick(int x, int y) {
if (_vm->getGameType() == GType_Burger) {
// Place a Wilbur sprite with the correct facing
HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
if (currentHotSpot != NULL && currentHotSpot->getActive()) {
update();
_vm->_actor->setWalkerDirection(currentHotSpot->getFacing());
/*
int posX = currentHotSpot->getFeetX();
int posY = currentHotSpot->getFeetY() -
scaleValue(_vm->_actor->getWalkerHeight(), _vm->_actor->getWalkerScaling(), 0);
//_vm->_actor->placeWalkerSpriteAt(0, posX, posY);
*/
// Player said.... (for scene scripts)
printf("Player said: %s %s\n", currentHotSpot->getVerb(), currentHotSpot->getVocab());
// FIXME: This should be moved somewhere else, and is incomplete
if (_m4Vm->scene()->getInterface()->_inventory.getSelectedIndex() == -1) {
if (_vm->_mouse->getVerb() == NULL) {
strcpy(_vm->_player->verb, currentHotSpot->getVerb());
} else {
strcpy(_vm->_player->verb, _vm->_mouse->getVerb());
}
} else {
strcpy(_vm->_player->verb, _m4Vm->scene()->getInterface()->_inventory.getSelectedObjectName());
}
strcpy(_vm->_player->noun, currentHotSpot->getVocab());
strcpy(_vm->_player->object, "");
_vm->_player->commandReady = true;
printf("## Player said: %s %s\n", _vm->_player->verb, _vm->_player->noun);
}
}
}
void M4Scene::rightClick(int x, int y) {
if (_vm->getGameType() == GType_Burger) {
nextCommonCursor();
_m4Vm->scene()->getInterface()->_inventory.clearSelected();
}
}
void M4Scene::setAction(int action, int objectId) {
}
void M4Scene::setStatusText(const char *text) {
getInterface()->setStatusText(text);
}
void M4Scene::update() {
}
void M4Scene::nextCommonCursor() {
int cursorIndex = _vm->_mouse->getCursorNum();
switch (cursorIndex) {
case CURSOR_ARROW:
cursorIndex = CURSOR_LOOK;
break;
case CURSOR_LOOK:
cursorIndex = CURSOR_TAKE;
break;
case CURSOR_TAKE:
cursorIndex = CURSOR_USE;
break;
case CURSOR_USE:
cursorIndex = CURSOR_ARROW;
break;
default:
cursorIndex = CURSOR_ARROW;
}
_vm->_mouse->setCursorNum(cursorIndex);
}
/*--------------------------------------------------------------------------*/
MadsScene::MadsScene(MadsEngine *vm): Scene(vm) {
_vm = vm;
strcpy(_statusText, "");
_interfaceSurface = new MadsInterfaceView(vm);
_currentAction = kVerbNone;
}
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);
// TODO: Check if we were loading a game
// 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(sceneNumber, &_palData);
_vm->_palette->addRange(_palData);
_backgroundSurface->translate(_palData);
if (sceneNumber < 900) {
/*_backgroundSurface->fillRect(Common::Rect(0, MADS_SURFACE_HEIGHT,
_backgroundSurface->width(), _backgroundSurface->height()),
_vm->_palette->BLACK);*/
// TODO: interface palette
_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 (sceneNumber >= 900)
return;
loadSceneHotSpotsMads(sceneNumber);
// TODO: set walker scaling
// TODO: destroy woodscript buffer
// Load scene walk path file (*.COD/*.WW?)
loadSceneCodes(sceneNumber);
// Load inverse color table file (*.IPL)
loadSceneInverseColorTable(sceneNumber);
// Purge resources
_vm->res()->purge();
}
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);
_codeSurface->loadCodesMads(sceneS);
_vm->res()->toss(filename);
} else if (_vm->getGameType() == GType_RexNebular) {
// TODO
}
}
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 = _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];
// 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);
}
void MadsScene::setStatusText(const char *text) {
strcpy(_statusText, text);
}
void MadsScene::update() {
_backgroundSurface->copyTo(this);
// Handle display of any status text
if (_statusText[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, _statusText, (width() - _vm->_font->getWidth(_statusText)) / 2, 142, 0);
}
_interfaceSurface->copyTo(this, 0, this->height() - _interfaceSurface->height());
}
} // End of namespace M4
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