scummvm/engines/mutationofjb/mutationofjb.cpp

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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/scummsys.h"
#include "common/debug.h"
#include "common/error.h"
#include "common/system.h"
#include "common/events.h"
#include "graphics/screen.h"
#include "graphics/cursorman.h"
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#include "engines/util.h"
#include "mutationofjb/mutationofjb.h"
#include "mutationofjb/game.h"
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#include "mutationofjb/gamedata.h"
#include "mutationofjb/debug.h"
#include "mutationofjb/room.h"
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namespace MutationOfJB {
MutationOfJBEngine::MutationOfJBEngine(OSystem *syst)
: Engine(syst),
_console(nullptr),
_screen(nullptr),
_mapObjectId(0) {
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debug("MutationOfJBEngine::MutationOfJBEngine");
}
MutationOfJBEngine::~MutationOfJBEngine() {
debug("MutationOfJBEngine::~MutationOfJBEngine");
}
void MutationOfJBEngine::setupCursor() {
const uint8 white[] = {0xFF, 0xFF, 0xFF};
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const uint8 cursor[] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
_screen->setPalette(white, 0xFF, 1);
CursorMan.disableCursorPalette(true);
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CursorMan.pushCursor(cursor, 15, 15, 7, 7, 0);
CursorMan.showMouse(true);
}
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Graphics::Screen *MutationOfJBEngine::getScreen() const {
return _screen;
}
Game &MutationOfJBEngine::getGame() {
return *_game;
}
void MutationOfJBEngine::handleNormalScene(const Common::Event &event) {
Scene *const scene = _game->getGameData().getCurrentScene();
switch (event.type) {
case Common::EVENT_LBUTTONDOWN:
{
const int16 x = event.mouse.x;
const int16 y = event.mouse.y;
if (Door *const door = scene->findDoor(x, y)) {
if (!_game->startActionSection(_game->getCurrentAction(), door->_name) && _game->getCurrentAction() == ActionInfo::Walk && door->_destSceneId != 0) {
_game->changeScene(door->_destSceneId, _game->getGameData()._partB);
}
} else if (Static *const stat = scene->findStatic(x, y)) {
if (stat->_active == 1) {
_game->startActionSection(_game->getCurrentAction(), stat->_name);
}
}
break;
}
default:
break;
}
_game->getGui().handleEvent(event);
}
/*
Special handling for map scenes.
Bitmaps define mouse clickable areas.
Statics are used to start actions.
Objects are used for showing labels.
*/
void MutationOfJBEngine::handleMapScene(const Common::Event &event) {
Scene *const scene = _game->getGameData().getCurrentScene();
switch (event.type) {
case Common::EVENT_LBUTTONDOWN:
{
const int16 x = event.mouse.x;
const int16 y = event.mouse.y;
int index = 0;
if (Bitmap *const bitmap = scene->findBitmap(x, y, &index)) {
Static *const stat = scene->getStatic(index);
if (stat && stat->_active == 1) {
_game->startActionSection(ActionInfo::Walk, stat->_name);
}
}
break;
}
case Common::EVENT_MOUSEMOVE:
{
const int16 x = event.mouse.x;
const int16 y = event.mouse.y;
int index = 0;
bool found = false;
if (Bitmap *const bitmap = scene->findBitmap(x, y, &index)) {
Static *const stat = scene->getStatic(index);
if (stat && stat->_active == 1) {
Object *const object = scene->getObject(index);
if (object) {
found = true;
if (index != _mapObjectId) {
if (_mapObjectId) {
_game->getRoom().drawObjectAnimation(_mapObjectId, 1);
_mapObjectId = 0;
}
_mapObjectId = index;
_game->getRoom().drawObjectAnimation(_mapObjectId, 0);
}
}
}
}
if (!found && _mapObjectId != 0) {
_game->getRoom().drawObjectAnimation(_mapObjectId, 1);
_mapObjectId = 0;
}
break;
}
default:
break;
}
}
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Common::Error MutationOfJBEngine::run() {
debug("MutationOfJBEngine::run");
initGraphics(320, 200);
_console = new Console(this);
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_screen = new Graphics::Screen();
_game = new Game(this);
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setupCursor();
while (!shouldQuit()) {
Common::Event event;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN:
{
if ((event.kbd.hasFlags(Common::KBD_CTRL) && event.kbd.keycode == Common::KEYCODE_d) ||
event.kbd.ascii == '~' || event.kbd.ascii == '#') {
_console->attach();
}
break;
}
case Common::EVENT_KEYUP:
{
switch (event.kbd.ascii) {
case 'g':
_game->setCurrentAction(ActionInfo::Walk);
break;
case 'r':
_game->setCurrentAction(ActionInfo::Talk);
break;
case 's':
_game->setCurrentAction(ActionInfo::Look);
break;
case 'b':
_game->setCurrentAction(ActionInfo::Use);
break;
case 'n':
_game->setCurrentAction(ActionInfo::PickUp);
break;
}
break;
}
default:
break;
}
if (!_game->isCurrentSceneMap()) {
handleNormalScene(event);
} else {
handleMapScene(event);
}
}
_console->onFrame();
_game->update();
_system->delayMillis(10);
_screen->update();
}
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return Common::kNoError;
}
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}