scummvm/engines/mads/user_interface.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 "mads/mads.h"
#include "mads/compression.h"
#include "mads/user_interface.h"
namespace MADS {
UISlot::UISlot() {
_slotType = ST_NONE;
_field2 = 0;
_spritesIndex = 0;
_frameNumber = 0;
_field6 = 0;
_field8 = 0;
}
/*------------------------------------------------------------------------*/
void UISlots::fullRefresh() {
UISlot slot;
slot._slotType = ST_FULL_SCREEN_REFRESH;
slot._field2 = -1;
push_back(slot);
}
void UISlots::add(int v1, int v2, int frameNumber, int spritesIndex) {
assert(size() < 50);
UISlot ie;
ie._slotType = -3;
ie._field2 = 201;
ie._field6 = v1;
ie._field8 = v2;
ie._frameNumber = frameNumber;
ie._spritesIndex = spritesIndex;
push_back(ie);
}
void UISlots::call(int v1, int v2) {
debug("TODO: UISlots::call");
}
/*------------------------------------------------------------------------*/
UserInterface::UserInterface(MADSEngine *vm) : _vm(vm) {
_invSpritesIndex = -1;
_invFrameNumber = 1;
_category = CAT_NONE;
_screenObjectsCount = 0;
_inventoryTopIndex = 0;
_objectY = 0;
_selectedInvIndex = -1;
_selectedActionIndex = -1;
_selectedItemVocabIdx = -1;
_scrollerY = 0;
_v1A = -1;
_v1C = -1;
_v1E = -1;
byte *pData = _vm->_screen.getBasePtr(0, MADS_SCENE_HEIGHT);
setPixels(pData, MADS_SCREEN_WIDTH, MADS_INTERFACE_HEIGHT);
}
void UserInterface::load(const Common::String &resName) {
File f(resName);
MadsPack madsPack(&f);
// Load in the palette
Common::SeekableReadStream *palStream = madsPack.getItemStream(0);
uint32 *gamePalP = &_vm->_palette->_palFlags[0];
byte *palP = &_vm->_palette->_mainPalette[0];
for (int i = 0; i < 16; ++i, gamePalP++, palP += 3) {
palP[0] = VGA_COLOR_TRANS(palStream->readByte());
palP[1] = VGA_COLOR_TRANS(palStream->readByte());
palP[2] = VGA_COLOR_TRANS(palStream->readByte());
*gamePalP |= 1;
palStream->skip(3);
}
delete palStream;
// set the size for the interface
Common::SeekableReadStream *pixelsStream = madsPack.getItemStream(1);
pixelsStream->read(getData(), MADS_SCREEN_WIDTH * MADS_INTERFACE_HEIGHT);
delete pixelsStream;
}
void UserInterface::setup(int id) {
Scene &scene = _vm->_game->_scene;
if (scene._screenObjects._v832EC != id) {
Common::String resName = _vm->_game->_aaName;
// Strip off any extension
const char *p = strchr(resName.c_str(), '.');
if (p) {
resName = Common::String(resName.c_str(), p);
}
// Add on suffix if necessary
if (id)
resName += "A";
resName += ".INT";
load(resName);
}
scene._screenObjects._v832EC = id;
scene._userInterface._uiSlots.clear();
scene._userInterface._uiSlots.fullRefresh();
_vm->_game->_ticksExpiry = _vm->_events->getFrameCounter();
_v1A = -1;
_v1E = -1;
_v1C = -1;
// Make a copy of the surface
copyTo(&_surface);
if (_vm->_game->_v1 == 5)
scene._userInterface._uiSlots.call(0, 0);
scene._action.clear();
drawTextElements();
loadElements();
scene._dynamicHotspots.refresh();
}
void UserInterface::elementHighlighted() {
warning("TODO: UserInterface::elementHighlighted");
}
void UserInterface::drawTextElements() {
Scene &scene = _vm->_game->_scene;
if (scene._screenObjects._v832EC) {
drawTalkList();
} else {
// Draw the actions
drawActions();
drawInventoryList();
drawItemVocabList();
}
}
void UserInterface::drawActions() {
for (int idx = 0; idx < 10; ++idx) {
writeVocab(CAT_ACTION, idx);
}
}
void UserInterface::drawInventoryList() {
int endIndex = MIN((int)_vm->_game->_objects._inventoryList.size(), _inventoryTopIndex + 5);
for (int idx = _inventoryTopIndex; idx < endIndex; ++idx) {
writeVocab(CAT_INV_LIST, idx);
}
}
void UserInterface::drawItemVocabList() {
if (_selectedInvIndex >= 0) {
InventoryObject &io = _vm->_game->_objects[
_vm->_game->_objects._inventoryList[_selectedInvIndex]];
for (int idx = 0; idx < io._vocabCount; ++idx) {
writeVocab(CAT_INV_VOCAB, idx);
}
}
}
void UserInterface::drawScrolller() {
if (_scrollerY > 0)
writeVocab(CAT_INV_SCROLLER, _scrollerY);
writeVocab(CAT_INV_SCROLLER, 4);
}
void UserInterface::writeVocab(ScrCategory category, int id) {
Common::Rect bounds;
if (!getBounds(category, id, bounds))
return;
Scene &scene = _vm->_game->_scene;
Font *font = nullptr;
int vocabId;
Common::String vocabStr;
switch (category) {
case CAT_ACTION:
font = _vm->_font->getFont(FONT_INTERFACE);
vocabId = scene._verbList[id]._id;
if (_v1A) {
_vm->_font->setColorMode(1);
} else {
_vm->_font->setColorMode(id == _selectedActionIndex ? 2 : 0);
}
vocabStr = scene.getVocab(vocabId);
vocabStr.setChar(toupper(vocabStr[0]), 0);
font->writeString(this, vocabStr, Common::Point(bounds.left, bounds.top));
break;
case CAT_INV_LIST:
font = _vm->_font->getFont(FONT_INTERFACE);
vocabId = _vm->_game->_objects.getItem(id)._descId;
if (_v1C == id) {
_vm->_font->setColorMode(1);
} else {
_vm->_font->setColorMode(id == _selectedInvIndex ? 2 : 0);
vocabStr = scene.getVocab(vocabId);
vocabStr.setChar(toupper(vocabStr[0]), 0);
font->writeString(this, vocabStr, Common::Point(bounds.left, bounds.top));
break;
}
break;
case CAT_TALK_ENTRY:
error("TODO: CAT_TALK_ENTRY");
case CAT_INV_SCROLLER:
font = _vm->_font->getFont(FONT_MISC);
switch (id) {
case 1:
vocabStr = "a";
break;
case 2:
vocabStr = "b";
break;
case 3:
vocabStr = "d";
break;
case 4:
vocabStr = "c";
break;
default:
break;
}
font->setColorMode((id == 4) || (_scrollerY == 3) ? 1 : 0);
font->writeString(this, vocabStr, Common::Point(bounds.left, bounds.top));
break;
default:
font = _vm->_font->getFont(FONT_INTERFACE);
vocabId = _vm->_game->_objects.getItem(_selectedInvIndex)._vocabList[id]._vocabId;
if (_v1E == id) {
_vm->_font->setColorMode(1);
} else {
_vm->_font->setColorMode(id == _selectedInvIndex ? 2 : 0);
vocabStr = scene.getVocab(vocabId);
vocabStr.setChar(toupper(vocabStr[0]), 0);
font->writeString(this, vocabStr, Common::Point(bounds.left, bounds.top));
break;
}
break;
}
}
void UserInterface::setBounds(const Common::Rect &r) {
_bounds = r;
}
void UserInterface::loadElements() {
Scene &scene = _vm->_game->_scene;
Common::Rect bounds;
scene._screenObjects.clear();
if (!scene._screenObjects._v832EC) {
// Set up screen objects for the inventory scroller
for (int idx = 1; idx <= 3; ++idx) {
getBounds(CAT_INV_SCROLLER, idx, bounds);
moveRect(bounds);
scene._screenObjects.add(bounds, LAYER_GUI, CAT_INV_SCROLLER, idx);
}
// Set up actions
for (int idx = 0; idx < 10; ++idx) {
getBounds(CAT_ACTION, idx, bounds);
moveRect(bounds);
scene._screenObjects.add(bounds, LAYER_GUI, CAT_ACTION, idx);
}
// Set up inventory list
for (int idx = 0; idx < 5; ++idx) {
getBounds(CAT_INV_LIST, idx, bounds);
moveRect(bounds);
scene._screenObjects.add(bounds, LAYER_GUI, CAT_INV_LIST, idx);
}
// Set up the inventory vocab list
for (int idx = 0; idx < 5; ++idx) {
getBounds(CAT_INV_VOCAB, idx, bounds);
moveRect(bounds);
scene._screenObjects.add(bounds, LAYER_GUI, CAT_INV_VOCAB, idx);
}
// Set up the inventory item picture
scene._screenObjects.add(Common::Rect(160, 159, 231, 194), LAYER_GUI,
CAT_INV_ANIM, 0);
}
if (!scene._screenObjects._v832EC || scene._screenObjects._v832EC == 2) {
for (int hotspotIdx = scene._hotspots.size() - 1; hotspotIdx >= 0; --hotspotIdx) {
Hotspot &hs = scene._hotspots[hotspotIdx];
scene._screenObjects.add(hs._bounds, LAYER_GUI, CAT_HOTSPOT, hotspotIdx);
}
}
if (scene._screenObjects._v832EC == 1) {
// setup areas for talk entries
for (int idx = 0; idx < 5; ++idx) {
getBounds(CAT_TALK_ENTRY, idx, bounds);
moveRect(bounds);
scene._screenObjects.add(bounds, LAYER_GUI, CAT_TALK_ENTRY, idx);
}
}
}
bool UserInterface::getBounds(ScrCategory category, int v, Common::Rect &bounds) {
int heightMultiplier, widthMultiplier;
int leftStart, yOffset, widthAmt;
switch (category) {
case CAT_ACTION:
heightMultiplier = v % 5;
widthMultiplier = v / 5;
leftStart = 2;
yOffset = 3;
widthAmt = 32;
break;
case CAT_INV_LIST:
if (v < _inventoryTopIndex || v > (_inventoryTopIndex + 5))
return false;
heightMultiplier = v - _inventoryTopIndex;
widthMultiplier = 0;
leftStart = 90;
yOffset = 3;
widthAmt = 69;
break;
case CAT_TALK_ENTRY:
heightMultiplier = v;
widthMultiplier = 0;
leftStart = 2;
yOffset = 3;
widthAmt = 310;
break;
case CAT_INV_SCROLLER:
heightMultiplier = 0;
widthMultiplier = 73;
yOffset = 0;
widthAmt = 9;
leftStart = (v != 73) ? 73 : 75;
break;
default:
heightMultiplier = v;
widthMultiplier = 0;
leftStart = 240;
yOffset = 3;
widthAmt = 80;
break;
}
bounds.left = (widthMultiplier > 0) ? widthMultiplier * widthAmt + leftStart : leftStart;
bounds.setWidth(widthAmt);
bounds.top = heightMultiplier * 8 + yOffset;
bounds.setHeight(8);
if (category == CAT_INV_SCROLLER) {
switch (v) {
case 1:
// Arrow up
bounds.top = 4;
bounds.setHeight(7);
break;
case 2:
// Arrow down
bounds.top = 35;
bounds.setHeight(7);
break;
case 3:
// Scroller
bounds.top = 12;
bounds.setHeight(22);
break;
case 4:
// Thumb
bounds.top = _objectY + 14;
bounds.setHeight(1);
break;
default:
break;
}
}
return true;
}
void UserInterface::moveRect(Common::Rect &bounds) {
bounds.translate(0, MADS_SCENE_HEIGHT);
}
void UserInterface::drawTalkList() {
warning("TODO: drawTalkList");
}
void UserInterface::loadInventoryAnim(int objectId) {
Scene &scene = _vm->_game->_scene;
noInventoryAnim();
bool flag = true;
if (_vm->_invObjectsAnimated) {
Common::String resName = Common::String::format("*OB%.3dI", objectId);
SpriteAsset *asset = new SpriteAsset(_vm, resName, 8);
_invSpritesIndex = scene._sprites.add(asset, 1);
if (_invSpritesIndex >= 0) {
_invFrameNumber = 1;
flag = false;
}
}
if (flag) {
// TODO: Use of inv_object_data?
}
}
void UserInterface::noInventoryAnim() {
Scene &scene = _vm->_game->_scene;
if (_invSpritesIndex >= 0) {
scene._sprites.remove(_invSpritesIndex);
_vm->_game->_ticksExpiry = _vm->_events->getFrameCounter();
_invSpritesIndex = -1;
}
if (!scene._screenObjects._v832EC)
refresh();
}
void UserInterface::refresh() {
_uiSlots.clear();
_uiSlots.fullRefresh();
_uiSlots.call(0, 0);
drawTextElements();
}
void UserInterface::inventoryAnim() {
Scene &scene = _vm->_game->_scene;
if (scene._screenObjects._v832EC == 1 || scene._screenObjects._v832EC == 2
|| _invSpritesIndex < 0)
return;
// Move to the next frame number in the sequence, resetting if at the end
SpriteAsset *asset = scene._sprites[_invSpritesIndex];
if (++_invFrameNumber > asset->getCount())
_invFrameNumber = 1;
// Loop through the slots list for ?? entry
for (uint i = 0; i < _uiSlots.size(); ++i) {
if (_uiSlots[i]._field2 == 200)
_uiSlots[i]._slotType = -5;
}
// Add a new slot entry for the inventory animation
UISlot slot;
slot._slotType = ST_FOREGROUND;
slot._field2 = 200;
slot._frameNumber = _invFrameNumber;
slot._spritesIndex = _invSpritesIndex;
slot._field6 = 160;
slot._field8 = 3;
_uiSlots.push_back(slot);
}
} // End of namespace MADS