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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.
*
*/
#include "common/translation.h"
#include "gui/dialog.h"
#include "gui/widget.h"
#include "tsage/tsage.h"
#include "tsage/core.h"
#include "tsage/dialogs.h"
#include "tsage/staticres.h"
#include "tsage/globals.h"
#include "tsage/ringworld2/ringworld2_dialogs.h"
#include "tsage/ringworld2/ringworld2_logic.h"
namespace TsAGE {
namespace Ringworld2 {
/**
* This dialog implements the right-click dialog
*/
RightClickDialog::RightClickDialog() : GfxDialog() {
// Setup button positions
_btnList[0] = Common::Point(48, 12);
_btnList[1] = Common::Point(31, 29);
_btnList[2] = Common::Point(65, 29);
_btnList[3] = Common::Point(14, 47);
_btnList[4] = Common::Point(48, 47);
_btnList[5] = Common::Point(83, 47);
// Set the palette and change the cursor
R2_GLOBALS._events.setCursor(CURSOR_ARROW);
setPalette();
// Get the dialog image and selected button images
if (R2_GLOBALS._sceneManager._sceneNumber == 2900) {
_surface = surfaceFromRes(2902, 1, 1);
_btnImages.setVisage(2902, 2);
} else {
_surface = surfaceFromRes(1, 1, 1);
_btnImages.setVisage(1, 2);
}
// Set the dialog position
Rect dialogRect;
dialogRect.resize(_surface, 0, 0, 100);
dialogRect.center(g_globals->_events._mousePos.x, g_globals->_events._mousePos.y);
// Ensure the dialog will be entirely on-screen
Rect screenRect = g_globals->gfxManager()._bounds;
screenRect.collapse(4, 4);
dialogRect.contain(screenRect);
_bounds = dialogRect;
_gfxManager._bounds = _bounds;
_highlightedAction = -1;
_selectedAction = -1;
}
RightClickDialog::~RightClickDialog() {
}
void RightClickDialog::draw() {
// Save the covered background area
_savedArea = Surface_getArea(g_globals->_gfxManagerInstance.getSurface(), _bounds);
// Draw the dialog image
g_globals->gfxManager().copyFrom(_surface, _bounds.left, _bounds.top);
}
bool RightClickDialog::process(Event &event) {
switch (event.eventType) {
case EVENT_MOUSE_MOVE: {
// Check whether a button is highlighted
int buttonIndex;
for (buttonIndex = 5; buttonIndex >= 0; --buttonIndex) {
Rect tempRect(0, 0, 28, 29);
tempRect.moveTo(_btnList[buttonIndex].x, _btnList[buttonIndex].y);
if (tempRect.contains(event.mousePos))
break;
}
// If selection has changed, handle it
if (buttonIndex != _highlightedAction) {
if (_highlightedAction != -1) {
// Another button was previously selected, so restore dialog
_gfxManager.copyFrom(_surface, 0, 0);
}
if (buttonIndex != -1) {
// Draw newly selected button
GfxSurface btn = _btnImages.getFrame(buttonIndex + 1);
_gfxManager.copyFrom(btn, _btnList[buttonIndex].x, _btnList[buttonIndex].y);
}
_highlightedAction = buttonIndex;
}
event.handled = true;
return true;
}
case EVENT_BUTTON_DOWN:
// Specify the selected action
_selectedAction = (_highlightedAction == -1) ? 999 : _highlightedAction;
event.handled = true;
return true;
default:
break;
}
return false;
}
void RightClickDialog::execute() {
// Draw the dialog
draw();
// Dialog event handler loop
_gfxManager.activate();
while (!g_vm->shouldQuit() && (_selectedAction == -1)) {
Event evt;
while (g_globals->_events.getEvent(evt, EVENT_MOUSE_MOVE | EVENT_BUTTON_DOWN)) {
evt.mousePos.x -= _bounds.left;
evt.mousePos.y -= _bounds.top;
process(evt);
}
g_system->delayMillis(10);
GLOBALS._screenSurface.updateScreen();
}
// Execute the specified action
CursorType cursorNum = CURSOR_NONE;
switch (_selectedAction) {
case 0:
// Look action
cursorNum = CURSOR_LOOK;
break;
case 1:
// Walk action
cursorNum = CURSOR_WALK;
break;
case 2:
// Use action
cursorNum = CURSOR_USE;
break;
case 3:
// Talk action
cursorNum = CURSOR_TALK;
break;
case 4:
// Change player
CharacterDialog::show();
break;
case 5:
// Options dialog
break;
}
if (cursorNum != CURSOR_NONE)
R2_GLOBALS._events.setCursor(cursorNum);
_gfxManager.deactivate();
}
/*--------------------------------------------------------------------------*/
void CharacterDialog::show() {
CharacterDialog *dlg = new CharacterDialog();
dlg->draw();
// Make the default button the currently active character
GfxButton *btn = NULL;
int oldCharacter = R2_GLOBALS._player._characterIndex;
switch (oldCharacter) {
case 1:
btn = &dlg->_btnQuinn;
break;
case 2:
btn = &dlg->_btnSeeker;
break;
case 3:
btn = &dlg->_btnMiranda;
break;
default:
break;
}
// Show the character selection dialog
btn = dlg->execute(btn);
// Figure out the new selected character
if (btn == &dlg->_btnQuinn)
R2_GLOBALS._player._characterIndex = R2_QUINN;
else if (btn == &dlg->_btnSeeker)
R2_GLOBALS._player._characterIndex = R2_SEEKER;
else if (btn == &dlg->_btnMiranda)
R2_GLOBALS._player._characterIndex = R2_MIRANDA;
// Remove the dialog
dlg->remove();
delete dlg;
// Only do transfer if a different character was selected
if (R2_GLOBALS._player._characterIndex != oldCharacter) {
// Save the details of the previously active character
SceneExt *scene = (SceneExt *)R2_GLOBALS._sceneManager._scene;
scene->saveCharacter(oldCharacter);
// Play a transition sound as the character is changed
if (R2_GLOBALS._player._characterScene[0] != 300) {
switch (R2_GLOBALS._v565F1[R2_GLOBALS._player._characterIndex]) {
case 0:
R2_GLOBALS._sound4.stop();
break;
case 1:
R2_GLOBALS._sound4.play(45);
break;
case 2:
R2_GLOBALS._sound4.play(4);
break;
case 3:
R2_GLOBALS._sound4.play(5);
break;
case 4:
R2_GLOBALS._sound4.play(6);
break;
default:
break;
}
} else if (R2_GLOBALS._v565F1[R2_GLOBALS._player._characterIndex] > 1) {
switch (R2_GLOBALS._v565F1[R2_GLOBALS._player._characterIndex]) {
case 2:
R2_GLOBALS._sound4.play(45);
break;
case 3:
R2_GLOBALS._sound4.play(4);
break;
case 4:
R2_GLOBALS._sound4.play(5);
break;
case 5:
R2_GLOBALS._sound4.play(6);
break;
default:
break;
}
} else if ((R2_GLOBALS._player._characterScene[1] == 300) && (R2_GLOBALS._v565F1[1] != 1)) {
switch (R2_GLOBALS._v565F1[1]) {
case 2:
R2_GLOBALS._sound4.play(45);
break;
case 3:
R2_GLOBALS._sound4.play(4);
break;
case 4:
R2_GLOBALS._sound4.play(5);
break;
case 5:
R2_GLOBALS._sound4.play(6);
break;
default:
break;
}
} else if (R2_GLOBALS._player._characterScene[2] != 300) {
R2_GLOBALS._sound4.stop();
} else if (R2_GLOBALS._v565F1[2] == 1) {
R2_GLOBALS._sound4.stop();
} else {
switch (R2_GLOBALS._v565F1[1]) {
case 2:
R2_GLOBALS._sound4.play(45);
break;
case 3:
R2_GLOBALS._sound4.play(4);
break;
case 4:
R2_GLOBALS._sound4.play(5);
break;
case 5:
R2_GLOBALS._sound4.play(6);
break;
default:
break;
}
}
// Change to whichever scene the newly selected character is in
R2_GLOBALS._sceneManager.changeScene(R2_GLOBALS._player._characterScene[R2_GLOBALS._player._characterIndex]);
}
}
CharacterDialog::CharacterDialog() {
// Set the element text
_msgTitle.set(CHAR_TITLE, 140, ALIGN_LEFT);
_btnQuinn.setText(CHAR_QUINN_MSG);
_btnSeeker.setText(CHAR_SEEKER_MSG);
_btnMiranda.setText(CHAR_MIRANDA_MSG);
_btnCancel.setText(CHAR_CANCEL_MSG);
// Set position of the elements
_msgTitle._bounds.moveTo(5, 5);
_btnQuinn._bounds.moveTo(25, _msgTitle._bounds.bottom + 1);
_btnSeeker._bounds.moveTo(25, _btnQuinn._bounds.bottom + 1);
_btnMiranda._bounds.moveTo(25, _btnSeeker._bounds.bottom + 1);
_btnCancel._bounds.moveTo(25, _btnMiranda._bounds.bottom + 1);
// Add the items to the dialog
addElements(&_msgTitle, &_btnQuinn, &_btnSeeker, &_btnMiranda, &_btnCancel, NULL);
// Set the dialog size and position
frame();
_bounds.collapse(-6, -6);
setCenter(160, 100);
}
/*--------------------------------------------------------------------------*/
void HelpDialog::show() {
// Set the palette and change the cursor
R2_GLOBALS._events.setCursor(CURSOR_ARROW);
// Create the dialog and draw it
HelpDialog *dlg = new HelpDialog();
dlg->draw();
// Show the character selection dialog
GfxButton *btn = dlg->execute(&dlg->_btnResume);
// If a function button was selected, take care of it
Event evt;
evt.eventType = EVENT_KEYPRESS;
evt.kbd.keycode = Common::KEYCODE_INVALID;
if (btn == &dlg->_btnList[0]) {
evt.kbd.keycode = Common::KEYCODE_F2;
} else if (btn == &dlg->_btnList[1]) {
evt.kbd.keycode = Common::KEYCODE_F3;
} else if (btn == &dlg->_btnList[2]) {
evt.kbd.keycode = Common::KEYCODE_F4;
} else if (btn == &dlg->_btnList[3]) {
evt.kbd.keycode = Common::KEYCODE_F5;
} else if (btn == &dlg->_btnList[4]) {
evt.kbd.keycode = Common::KEYCODE_F7;
} else if (btn == &dlg->_btnList[5]) {
evt.kbd.keycode = Common::KEYCODE_F8;
} else if (btn == &dlg->_btnList[6]) {
evt.kbd.keycode = Common::KEYCODE_F10;
}
// Remove the dialog
dlg->remove();
delete dlg;
// If a action button was selected, dispatch to handle it
if (evt.kbd.keycode != Common::KEYCODE_INVALID)
R2_GLOBALS._game->processEvent(evt);
}
HelpDialog::HelpDialog() {
// Set the title and game version
_msgTitle.set(HELP_MSG, 172, ALIGN_CENTER);
_msgTitle._bounds.moveTo(5, 0);
_msgVersion.set(GAME_VERSION, 172, ALIGN_CENTER);
_msgVersion._bounds.moveTo(5, _msgTitle._bounds.bottom + 3);
addElements(&_msgTitle, &_msgVersion, NULL);
// Set buttons
_btnList[0].setText(F2);
_btnList[0]._bounds.moveTo(5, _msgVersion._bounds.bottom + 2);
_btnDescription[0].set(SOUND_OPTIONS, 140, ALIGN_LEFT);
_btnDescription[0]._bounds.moveTo(_btnList[0]._bounds.right + 2, _btnList[0]._bounds.top + 4);
_btnList[1].setText(F3);
_btnList[1]._bounds.moveTo(5, _btnList[0]._bounds.bottom);
_btnDescription[1].set(QUIT_GAME, 140, ALIGN_LEFT);
_btnDescription[1]._bounds.moveTo(_btnList[1]._bounds.right + 2, _btnList[1]._bounds.top + 4);
_btnList[2].setText(F4);
_btnList[2]._bounds.moveTo(5, _btnList[1]._bounds.bottom);
_btnDescription[2].set(RESTART_GAME, 140, ALIGN_LEFT);
_btnDescription[2]._bounds.moveTo(_btnList[2]._bounds.right + 2, _btnList[2]._bounds.top + 4);
_btnList[3].setText(F5);
_btnList[3]._bounds.moveTo(5, _btnList[2]._bounds.bottom);
_btnDescription[3].set(SAVE_GAME, 140, ALIGN_LEFT);
_btnDescription[3]._bounds.moveTo(_btnList[3]._bounds.right + 2, _btnList[3]._bounds.top + 4);
_btnList[4].setText(F7);
_btnList[4]._bounds.moveTo(5, _btnList[3]._bounds.bottom);
_btnDescription[4].set(RESTORE_GAME, 140, ALIGN_LEFT);
_btnDescription[4]._bounds.moveTo(_btnList[4]._bounds.right + 2, _btnList[4]._bounds.top + 4);
_btnList[5].setText(F8);
_btnList[5]._bounds.moveTo(5, _btnList[4]._bounds.bottom);
_btnDescription[5].set(SHOW_CREDITS, 140, ALIGN_LEFT);
_btnDescription[5]._bounds.moveTo(_btnList[5]._bounds.right + 2, _btnList[5]._bounds.top + 4);
_btnList[6].setText(F10);
_btnList[6]._bounds.moveTo(5, _btnList[5]._bounds.bottom);
_btnDescription[6].set(PAUSE_GAME, 140, ALIGN_LEFT);
_btnDescription[6]._bounds.moveTo(_btnList[6]._bounds.right + 2, _btnList[6]._bounds.top + 4);
for (int i = 0; i < 7; ++i) {
addElements(&_btnList[i], &_btnDescription[i], NULL);
}
// Add 'Resume' button
_btnResume.setText(RESUME_PLAY);
_btnResume._bounds.moveTo(5, _btnList[6]._bounds.bottom + 2);
addElements(&_btnResume, NULL);
// Set the dialog size and position
frame();
_bounds.collapse(-6, -6);
setCenter(160, 100);
}
} // End of namespace Ringworld2
} // End of namespace TsAGE
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