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/* 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 "reinherit.h"
#include "yslib.h"
#include "game_mod.h"
#include "cvar_mod.h"
#include "actor_mod.h"
#include "console_mod.h"
#include "font_mod.h"
#include "gfx_mod.h"
#include "image_mod.h"
#include "objectmap_mod.h"
#include "rscfile_mod.h"
#include "script_mod.h"
#include "sprite_mod.h"
#include "interface_mod.h"
#include "interface.h"
namespace Saga {
static R_INTERFACE_MODULE IfModule;
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;
}
int INTERFACE_Init(void) {
R_GAME_RESOURCEDESC g_resdesc;
int game_type;
int result;
if (IfModule.init) {
return R_FAILURE;
}
IfModule.i_thread = STHREAD_Create();
if (IfModule.i_thread == NULL) {
R_printf(R_STDERR, "Error creating script thread for game interface module.\n");
return R_FAILURE;
}
// Load interface module resource file context
result = GAME_GetFileContext(&IfModule.i_file_ctxt, R_GAME_RESOURCEFILE, 0);
if (result != R_SUCCESS) {
return R_FAILURE;
}
// Initialize interface data by game type
game_type = GAME_GetGameType();
if (game_type == R_GAMETYPE_ITE) {
// Load Inherit the Earth interface desc
IfModule.c_panel.buttons = ITE_c_buttons;
IfModule.c_panel.nbuttons = ARRAYSIZE(ITE_c_buttons);
IfModule.i_desc = ITE_interface;
} else if (game_type == R_GAMETYPE_IHNM) {
// Load I Have No Mouth interface desc
IfModule.c_panel.buttons = IHNM_c_buttons;
IfModule.c_panel.nbuttons = ARRAYSIZE(IHNM_c_buttons);
IfModule.i_desc = IHNM_interface;
} else {
return R_FAILURE;
}
// Load interface resources
GAME_GetResourceInfo(&g_resdesc);
// Load command panel resource
result = RSC_LoadResource(IfModule.i_file_ctxt, g_resdesc.command_panel_rn,
&IfModule.c_panel.res, &IfModule.c_panel.res_len);
if (result != R_SUCCESS) {
return R_FAILURE;
}
// Load dialogue panel resource
result = RSC_LoadResource(IfModule.i_file_ctxt, g_resdesc.dialogue_panel_rn,
&IfModule.d_panel.res, &IfModule.d_panel.res_len);
if (result != R_SUCCESS) {
return R_FAILURE;
}
SPRITE_LoadList(ITE_COMMAND_BUTTONSPRITES, &IfModule.c_panel.sprites);
SPRITE_LoadList(ITE_DEFAULT_PORTRAITS, &IfModule.def_portraits);
IMG_DecodeBGImage(IfModule.c_panel.res, IfModule.c_panel.res_len, &IfModule.c_panel.img,
&IfModule.c_panel.img_len, &IfModule.c_panel.img_w, &IfModule.c_panel.img_h);
IMG_DecodeBGImage(IfModule.d_panel.res, IfModule.d_panel.res_len,
&IfModule.d_panel.img, &IfModule.d_panel.img_len,
&IfModule.d_panel.img_w, &IfModule.d_panel.img_h);
IfModule.c_panel.x = 0;
IfModule.c_panel.y = 149;
IfModule.d_panel.x = 0;
IfModule.d_panel.y = 149;
IfModule.c_panel.set_button = COMMAND_DEFAULT_BUTTON;
IfModule.active_portrait = 0;
IfModule.active_verb = I_VERB_WALKTO;
IfModule.init = 1;
return R_SUCCESS;
}
int INTERFACE_Activate() {
IfModule.active = 1;
INTERFACE_Draw();
return R_SUCCESS;
}
int INTERFACE_Deactivate() {
IfModule.active = 0;
return R_SUCCESS;
}
int INTERFACE_SetStatusText(const char *new_txt) {
assert(new_txt != NULL);
strncpy(IfModule.status_txt, 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;
R_RECT rect;
R_POINT origin;
back_buf = SYSGFX_GetBackBuffer();
if (!IfModule.active) {
return R_SUCCESS;
}
// Get game display info
GAME_GetDisplayInfo(&g_di);
// Erase background of status bar
rect.left = 0;
rect.top = IfModule.i_desc.status_h - 1;
rect.right = g_di.logical_w - 1;
rect.bottom = IfModule.i_desc.status_y;
GFX_DrawRect(back_buf, &rect, IfModule.i_desc.status_bgcol);
// Draw command panel background
if (IfModule.panel_mode == PANEL_COMMAND) {
xbase = IfModule.c_panel.x;
ybase = IfModule.c_panel.y;
origin.x = 0;
origin.y = g_di.logical_h - IfModule.c_panel.img_h;
GFX_BufToSurface(back_buf, IfModule.c_panel.img, IfModule.c_panel.img_w,
IfModule.c_panel.img_h, NULL, &origin);
} else {
xbase = IfModule.d_panel.x;
ybase = IfModule.d_panel.y;
origin.x = 0;
origin.y = g_di.logical_h - IfModule.c_panel.img_h;
GFX_BufToSurface(back_buf, IfModule.d_panel.img, IfModule.d_panel.img_w,
IfModule.d_panel.img_h, NULL, &origin);
}
// Draw character portrait
lportrait_x = xbase + IfModule.i_desc.lportrait_x;
lportrait_y = ybase + IfModule.i_desc.lportrait_y;
SPRITE_Draw(back_buf, IfModule.def_portraits, IfModule.active_portrait, lportrait_x, lportrait_y);
return R_SUCCESS;
}
int INTERFACE_Update(R_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 (!IfModule.active) {
return R_SUCCESS;
}
imouse_x = imouse_pt->x;
imouse_y = imouse_pt->y;
back_buf = SYSGFX_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 DrawStatusBar(R_SURFACE *ds) {
R_GAME_DISPLAYINFO g_di;
R_RECT rect;
int string_w;
// Get game display info
GAME_GetDisplayInfo(&g_di);
// Erase background of status bar
rect.left = 0;
rect.top = IfModule.i_desc.status_y;
rect.right = g_di.logical_w - 1;
rect.bottom = IfModule.i_desc.status_y + IfModule.i_desc.status_h - 1;
GFX_DrawRect(ds, &rect, IfModule.i_desc.status_bgcol);
string_w = FONT_GetStringWidth(SMALL_FONT_ID, IfModule.status_txt, 0, 0);
FONT_Draw(SMALL_FONT_ID, ds, IfModule.status_txt, 0, (IfModule.i_desc.status_w / 2) - (string_w / 2),
IfModule.i_desc.status_y + IfModule.i_desc.status_txt_y, IfModule.i_desc.status_txt_col, 0, 0);
return R_SUCCESS;
}
int HandleCommandClick(R_SURFACE *ds, R_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 = INTERFACE_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 = IfModule.c_panel.x;
y_base = IfModule.c_panel.y;
if (IfModule.c_panel.buttons[ibutton_num].flags & BUTTON_SET) {
old_set_button = IfModule.c_panel.set_button;
set_button = ibutton_num;
IfModule.c_panel.set_button = set_button;
if (IfModule.c_panel.buttons[set_button].flags & BUTTON_VERB) {
IfModule.active_verb = IfModule.c_panel.buttons[ibutton_num].data;
}
if (IfModule.c_panel.buttons[set_button].flags & BUTTON_BITMAP) {
button_x = x_base + IfModule.c_panel.buttons[set_button].x1;
button_y = y_base + IfModule.c_panel.buttons[set_button].y1;
SPRITE_Draw(ds, IfModule.c_panel.sprites, IfModule.c_panel.buttons[set_button].
active_sprite - 1, button_x, button_y);
}
if (IfModule.c_panel.buttons[old_set_button].flags & BUTTON_BITMAP) {
button_x = x_base + IfModule.c_panel.buttons[old_set_button].x1;
button_y = y_base + IfModule.c_panel.buttons[old_set_button].y1;
SPRITE_Draw(ds, IfModule.c_panel.sprites, IfModule.c_panel.buttons[old_set_button].
inactive_sprite - 1, button_x, button_y);
}
}
return R_SUCCESS;
}
int HandleCommandUpdate(R_SURFACE *ds, R_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 = INTERFACE_HitTest(imouse_pt, &ibutton_num);
if (hit_button == R_SUCCESS) {
// Hovering over a command panel button
INTERFACE_SetStatusText(I_VerbData[IfModule.active_verb].verb_str);
}
for (i = 0; i < IfModule.c_panel.nbuttons; i++) {
if (!(IfModule.c_panel.buttons[i].flags & BUTTON_LABEL)) {
continue;
}
button_w = IfModule.c_panel.buttons[i].x2 - IfModule.c_panel.buttons[i].x1;
verb_idx = IfModule.c_panel.buttons[i].data;
string_w = FONT_GetStringWidth(SMALL_FONT_ID, I_VerbData[verb_idx].verb_str, 0, 0);
if (i == hit_button) {
color = IfModule.i_desc.cmd_txt_hilitecol;
} else {
color = IfModule.i_desc.cmd_txt_col;
}
button_x = IfModule.c_panel.x + IfModule.c_panel.buttons[i].x1;
button_y = IfModule.c_panel.y + IfModule.c_panel.buttons[i].y1;
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, IfModule.i_desc.cmd_txt_shadowcol, FONT_SHADOW);
if ((i == IfModule.c_panel.set_button) && (IfModule.c_panel.buttons[i].flags & BUTTON_BITMAP)) {
SPRITE_Draw(ds, IfModule.c_panel.sprites, IfModule.c_panel.buttons[i].active_sprite - 1,
button_x, button_y);
}
}
return R_SUCCESS;
}
int HandlePlayfieldClick(R_SURFACE *ds, R_POINT *imouse_pt) {
int hit_object;
int object_num;
uint16 object_flags = 0;
int script_num;
R_POINT iactor_pt;
hit_object = OBJECTMAP_HitTest(imouse_pt, &object_num);
if (hit_object != R_SUCCESS) {
// Player clicked on empty spot - walk here regardless of verb
ACTOR_StoA(&iactor_pt, imouse_pt);
ACTOR_WalkTo(0, &iactor_pt, 0, NULL);
return R_SUCCESS;
}
if (OBJECTMAP_GetFlags(object_num, &object_flags) != R_SUCCESS) {
CON_Print("Invalid object number: %d\n", object_num);
return R_FAILURE;
}
if (object_flags & R_OBJECT_NORMAL) {
if (OBJECTMAP_GetEPNum(object_num, &script_num) == R_SUCCESS) {
// Set active verb in script module
SDATA_PutWord(4, 4, I_VerbData[IfModule.active_verb].s_verb);
// Execute object script if present
if (script_num != 0) {
STHREAD_Execute(IfModule.i_thread, script_num);
}
}
} else {
// Not a normal scene object - walk to it as if it weren't there
ACTOR_StoA(&iactor_pt, imouse_pt);
ACTOR_WalkTo(0, &iactor_pt, 0, NULL);
}
return R_SUCCESS;
}
int HandlePlayfieldUpdate(R_SURFACE *ds, R_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 = OBJECTMAP_HitTest(imouse_pt, &object_num);
if (hit_object != R_SUCCESS) {
// Cursor over nothing - just display current verb
INTERFACE_SetStatusText(I_VerbData[IfModule.active_verb].verb_str);
return R_SUCCESS;
}
if (OBJECTMAP_GetFlags(object_num, &object_flags) != R_SUCCESS) {
CON_Print("Invalid object number: %d\n", object_num);
return R_FAILURE;
}
OBJECTMAP_GetName(object_num, &object_name);
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[IfModule.active_verb].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);
}
INTERFACE_SetStatusText(new_status);
return R_SUCCESS;
}
int INTERFACE_HitTest(R_POINT *imouse_pt, int *ibutton) {
R_INTERFACE_BUTTON *buttons;
int nbuttons;
int xbase;
int ybase;
int i;
buttons = IfModule.c_panel.buttons;
nbuttons = IfModule.c_panel.nbuttons;
xbase = IfModule.c_panel.x;
ybase = IfModule.c_panel.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;
}
int INTERFACE_Shutdown(void) {
if (!IfModule.init) {
return R_FAILURE;
}
IfModule.init = 0;
return R_SUCCESS;
}
} // End of namespace Saga
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