Files
scummvm/saga/interface.cpp
T
Torbjörn Andersson c64c7eb4d4 First pass at migrating from the old Reinherit console to the ScummVM
console.

Some things are likely to have broken. For instance, I believe the old
console was could be visible during gameplay, while ScummVM's is modal. So
any place where we output something to the console during gameplay should
probably be removed.

Some things I've stubbed out. Basically any code that registers a variable.

Most of the debugging commands are untested.

Syntax may have changed because of different command-line parsing. (I never
actually used the old console, so I don't know for sure. :-)

Actually, I'm not that interested in reproducing the old console commands
faithfully. What we should do now is to make the immediately useful console
stuff work. Anything that remains unimplemented should probably be removed.

svn-id: r15976
2004-12-03 19:15:44 +00:00

756 lines
18 KiB
C++

/* 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 "saga/saga.h"
#include "saga/gfx.h"
#include "saga/game_mod.h"
#include "saga/actor.h"
#include "saga/console.h"
#include "saga/font.h"
#include "saga/objectmap.h"
#include "saga/objectdata.h"
#include "saga/rscfile_mod.h"
#include "saga/scene.h"
#include "saga/script.h"
#include "saga/sprite.h"
#include "saga/interface.h"
#include "saga/sdata.h"
namespace Saga {
static 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 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,
ITE_RPORTRAIT_X,
ITE_RPORTRAIT_Y,
ITE_INVENTORY_XSTART,
ITE_INVENTORY_YSTART,
ITE_INVENTORY_ROWS,
ITE_INVENTORY_COLUMNS,
ITE_INVENTORY_ICON_WIDTH,
ITE_INVENTORY_ICON_HEIGHT,
ITE_INVENTORY_ICON_XOFFSET,
ITE_INVENTORY_ICON_YOFFSET,
ITE_INVENTORY_XSPACING,
ITE_INVENTORY_YSPACING
};
static 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 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,
IHNM_RPORTRAIT_X,
IHNM_RPORTRAIT_Y,
IHNM_INVENTORY_XSTART,
IHNM_INVENTORY_YSTART,
IHNM_INVENTORY_ROWS,
IHNM_INVENTORY_COLUMNS,
IHNM_INVENTORY_ICON_WIDTH,
IHNM_INVENTORY_ICON_HEIGHT,
IHNM_INVENTORY_ICON_XOFFSET,
IHNM_INVENTORY_ICON_YOFFSET,
IHNM_INVENTORY_XSPACING,
IHNM_INVENTORY_YSPACING
};
static INTERFACE_BUTTON IHNM_c_buttons[] = {
{5, 4, 46, 47, "Portrait", 0, 0, 0, 0}
};
int Interface::registerLang(void) {
#if 0
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, CVAR_CFG, VERB_STRLIMIT) != SUCCESS) {
return FAILURE;
}
assert(CVAR_Find(I_VerbData[i].verb_cvar) != NULL);
}
#endif
return SUCCESS;
}
Interface::Interface(SagaEngine *vm) : _vm(vm), _initialized(false) {
GAME_RESOURCEDESC g_resdesc;
int game_type;
int result;
if (_initialized) {
return;
}
_iThread = _vm->_script->SThreadCreate();
if (_iThread == NULL) {
warning("Interface::Interface(): Error creating script thread for game interface module");
return;
}
// Load interface module resource file context
_interfaceContext = GAME_GetFileContext(GAME_RESOURCEFILE, 0);
if (_interfaceContext == NULL) {
return;
}
// Initialize interface data by game type
game_type = GAME_GetGameType();
if (game_type == GID_ITE) {
// Load Inherit the Earth interface desc
_cPanel.buttons = ITE_c_buttons;
_cPanel.nbuttons = ARRAYSIZE(ITE_c_buttons);
_iDesc = ITE_interface;
} else if (game_type == GID_IHNM) {
// Load I Have No Mouth interface desc
_cPanel.buttons = IHNM_c_buttons;
_cPanel.nbuttons = ARRAYSIZE(IHNM_c_buttons);
_iDesc = IHNM_interface;
} else {
return;
}
// Load interface resources
GAME_GetResourceInfo(&g_resdesc);
// Load command panel resource
result = RSC_LoadResource(_interfaceContext, g_resdesc.command_panel_rn,
&_cPanel.res, &_cPanel.res_len);
if (result != SUCCESS) {
return;
}
// Load dialogue panel resource
result = RSC_LoadResource(_interfaceContext, g_resdesc.dialogue_panel_rn,
&_dPanel.res, &_dPanel.res_len);
if (result != SUCCESS) {
return;
}
_vm->_sprite->loadList(ITE_COMMAND_BUTTONSPRITES, &_cPanel.sprites);
_vm->_sprite->loadList(ITE_DEFAULT_PORTRAITS, &_defPortraits);
_vm->decodeBGImage(_cPanel.res, _cPanel.res_len, &_cPanel.img,
&_cPanel.img_len, &_cPanel.img_w, &_cPanel.img_h);
_vm->decodeBGImage(_dPanel.res, _dPanel.res_len,
&_dPanel.img, &_dPanel.img_len,
&_dPanel.img_w, &_dPanel.img_h);
_cPanel.x = 0;
_cPanel.y = 149;
_dPanel.x = 0;
_dPanel.y = 149;
_cPanel.set_button = COMMAND_DEFAULT_BUTTON;
_scenePortraits = 0;
_leftPortrait = 0;
_rightPortrait = 0;
_activeVerb = I_VERB_WALKTO;
_active = 0;
_panelMode = kPanelNone;
*_statusText = 0;
_inventoryCount = 0;
_inventorySize = ITE_INVENTORY_SIZE;
_inventory = (uint16 *)calloc(_inventorySize, sizeof(uint16));
if (_inventory == NULL) {
return;
}
_initialized = true;
}
Interface::~Interface(void) {
free(_inventory);
_initialized = false;
}
int Interface::activate() {
_active = 1;
draw();
return SUCCESS;
}
int Interface::deactivate() {
_active = 0;
return SUCCESS;
}
int Interface::setMode(int mode) {
// TODO: Is this where we should hide/show the mouse cursor?
_panelMode = mode;
draw();
return SUCCESS;
}
int Interface::setStatusText(const char *new_txt) {
assert(new_txt != NULL);
strncpy(_statusText, new_txt, STATUS_TEXT_LEN);
return SUCCESS;
}
int Interface::loadScenePortraits(int res) {
if (_scenePortraits)
_vm->_sprite->freeSprite(_scenePortraits);
return _vm->_sprite->loadList(res, &_scenePortraits);
}
int Interface::setLeftPortrait(int portrait) {
_leftPortrait = portrait;
draw();
return SUCCESS;
}
int Interface::setRightPortrait(int portrait) {
_rightPortrait = portrait;
draw();
return SUCCESS;
}
int Interface::draw() {
GAME_DISPLAYINFO g_di;
SURFACE *back_buf;
int xbase;
int ybase;
int lportrait_x;
int lportrait_y;
int rportrait_x;
int rportrait_y;
Point origin;
back_buf = _vm->_gfx->getBackBuffer();
if (!_active) {
return SUCCESS;
}
// Get game display info
GAME_GetDisplayInfo(&g_di);
drawStatusBar(back_buf);
// Draw command panel background
if (_panelMode == kPanelCommand) {
xbase = _cPanel.x;
ybase = _cPanel.y;
origin.x = 0;
origin.y = g_di.logical_h - _cPanel.img_h;
bufToSurface(back_buf, _cPanel.img, _cPanel.img_w,
_cPanel.img_h, NULL, &origin);
} else {
xbase = _dPanel.x;
ybase = _dPanel.y;
origin.x = 0;
origin.y = g_di.logical_h - _cPanel.img_h;
bufToSurface(back_buf, _dPanel.img, _dPanel.img_w,
_dPanel.img_h, NULL, &origin);
}
// Draw character portrait
lportrait_x = xbase + _iDesc.lportrait_x;
lportrait_y = ybase + _iDesc.lportrait_y;
_vm->_sprite->draw(back_buf, _defPortraits, _leftPortrait, lportrait_x, lportrait_y);
if (_panelMode == kPanelDialogue && _iDesc.rportrait_x >= 0) {
rportrait_x = xbase + _iDesc.rportrait_x;
rportrait_y = ybase + _iDesc.rportrait_y;
_vm->_sprite->draw(back_buf, _scenePortraits, _rightPortrait, rportrait_x, rportrait_y);
}
drawInventory();
return SUCCESS;
}
int Interface::update(const Point& imousePt, int update_flag) {
GAME_DISPLAYINFO g_di;
SURFACE *back_buf;
int imouse_x, imouse_y;
if (!_active) {
return SUCCESS;
}
imouse_x = imousePt.x;
imouse_y = imousePt.y;
back_buf = _vm->_gfx->getBackBuffer();
// Get game display info
GAME_GetDisplayInfo(&g_di);
if (_panelMode == kPanelCommand) {
// 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, imousePt);
} else if (update_flag == UPDATE_MOUSECLICK) {
handlePlayfieldClick(back_buf, imousePt);
}
}
// Update command space
if (update_flag == UPDATE_MOUSEMOVE) {
handleCommandUpdate(back_buf, imousePt);
} else if (update_flag == UPDATE_MOUSECLICK) {
handleCommandClick(back_buf, imousePt);
}
}
drawStatusBar(back_buf);
return SUCCESS;
}
int Interface::drawStatusBar(SURFACE *ds) {
GAME_DISPLAYINFO g_di;
Rect rect;
int string_w;
// Disable this for IHNM for now, since that game uses the full screen
// in some cases.
if (GAME_GetGameType() == GID_IHNM) {
return SUCCESS;
}
// Get game display info
GAME_GetDisplayInfo(&g_di);
// Erase background of status bar
rect.left = 0;
rect.top = _iDesc.status_y;
rect.right = g_di.logical_w;
rect.bottom = _iDesc.status_y + _iDesc.status_h;
drawRect(ds, &rect, _iDesc.status_bgcol);
string_w = _vm->_font->getStringWidth(SMALL_FONT_ID, _statusText, 0, 0);
_vm->_font->draw(SMALL_FONT_ID, ds, _statusText, 0, (_iDesc.status_w / 2) - (string_w / 2),
_iDesc.status_y + _iDesc.status_txt_y, _iDesc.status_txt_col, 0, 0);
return SUCCESS;
}
int Interface::handleCommandClick(SURFACE *ds, const Point& imousePt) {
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 = hitTest(imousePt, &ibutton_num);
if (hit_button != SUCCESS) {
// Clicking somewhere other than a button doesn't do anything
return SUCCESS;
}
x_base = _cPanel.x;
y_base = _cPanel.y;
if (_cPanel.buttons[ibutton_num].flags & BUTTON_SET) {
old_set_button = _cPanel.set_button;
set_button = ibutton_num;
_cPanel.set_button = set_button;
if (_cPanel.buttons[set_button].flags & BUTTON_VERB) {
_activeVerb = _cPanel.buttons[ibutton_num].data;
}
if (_cPanel.buttons[set_button].flags & BUTTON_BITMAP) {
button_x = x_base + _cPanel.buttons[set_button].x1;
button_y = y_base + _cPanel.buttons[set_button].y1;
_vm->_sprite->draw(ds, _cPanel.sprites, _cPanel.buttons[set_button].
active_sprite - 1, button_x, button_y);
}
if (_cPanel.buttons[old_set_button].flags & BUTTON_BITMAP) {
button_x = x_base + _cPanel.buttons[old_set_button].x1;
button_y = y_base + _cPanel.buttons[old_set_button].y1;
_vm->_sprite->draw(ds, _cPanel.sprites, _cPanel.buttons[old_set_button].
inactive_sprite - 1, button_x, button_y);
}
}
return SUCCESS;
}
int Interface::handleCommandUpdate(SURFACE *ds, const Point& imousePt) {
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 = inventoryTest(imousePt, &ibutton_num);
if (hit_button == SUCCESS) {
// Hovering over an inventory object
return SUCCESS;
}
hit_button = hitTest(imousePt, &ibutton_num);
if (hit_button == SUCCESS) {
// Hovering over a command panel button
setStatusText(I_VerbData[_activeVerb].verb_str);
}
for (i = 0; i < _cPanel.nbuttons; i++) {
if (!(_cPanel.buttons[i].flags & BUTTON_LABEL)) {
continue;
}
button_w = _cPanel.buttons[i].x2 - _cPanel.buttons[i].x1;
verb_idx = _cPanel.buttons[i].data;
string_w = _vm->_font->getStringWidth(SMALL_FONT_ID, I_VerbData[verb_idx].verb_str, 0, 0);
if (i == hit_button) {
color = _iDesc.cmd_txt_hilitecol;
} else {
color = _iDesc.cmd_txt_col;
}
button_x = _cPanel.x + _cPanel.buttons[i].x1;
button_y = _cPanel.y + _cPanel.buttons[i].y1;
_vm->_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, _iDesc.cmd_txt_shadowcol, FONT_SHADOW);
if ((i == _cPanel.set_button) && (_cPanel.buttons[i].flags & BUTTON_BITMAP)) {
_vm->_sprite->draw(ds, _cPanel.sprites, _cPanel.buttons[i].active_sprite - 1,
button_x, button_y);
}
}
return SUCCESS;
}
int Interface::handlePlayfieldClick(SURFACE *ds, const Point& imousePt) {
int objectNum;
uint16 object_flags = 0;
int script_num;
Point iactor_pt;
objectNum = _vm->_scene->_objectMap->hitTest(imousePt);
if (objectNum == -1) {
// Player clicked on empty spot - walk here regardless of verb
_vm->_actor->StoA(&iactor_pt, imousePt);
_vm->_actor->walkTo(0, &iactor_pt, 0, NULL);
return SUCCESS;
}
object_flags = _vm->_scene->_objectMap->getFlags(objectNum);
if (object_flags & OBJECT_EXIT) { // FIXME. This is wrong
if ((script_num = _vm->_scene->_objectMap->getEPNum(objectNum)) != -1) {
// Set active verb in script module
_vm->_sdata->putWord(4, 4, I_VerbData[_activeVerb].s_verb);
// Execute object script if present
if (script_num != 0) {
_vm->_script->SThreadExecute(_iThread, script_num);
}
}
} else {
// Not a normal scene object - walk to it as if it weren't there
_vm->_actor->StoA(&iactor_pt, imousePt);
_vm->_actor->walkTo(0, &iactor_pt, 0, NULL);
}
return SUCCESS;
}
int Interface::handlePlayfieldUpdate(SURFACE *ds, const Point& imousePt) {
const char *object_name;
int objectNum;
uint16 object_flags = 0;
char new_status[STATUS_TEXT_LEN];
new_status[0] = 0;
objectNum = _vm->_scene->_objectMap->hitTest(imousePt);
if (objectNum == -1) {
// Cursor over nothing - just display current verb
setStatusText(I_VerbData[_activeVerb].verb_str);
return SUCCESS;
}
object_flags = _vm->_scene->_objectMap->getFlags(objectNum);
object_name = _vm->_scene->_objectMap->getName(objectNum);
if (object_flags & OBJECT_EXIT) { // FIXME. This is wrong
// Normal scene object - display as subject of verb
snprintf(new_status, STATUS_TEXT_LEN, "%s %s", I_VerbData[_activeVerb].verb_str, object_name);
} else {
// Not normal scene object - override verb as we can only
// walk to this object
snprintf(new_status, STATUS_TEXT_LEN, "%s %s", I_VerbData[I_VERB_WALKTO].verb_str, object_name);
}
setStatusText(new_status);
return SUCCESS;
}
int Interface::hitTest(const Point& imousePt, int *ibutton) {
INTERFACE_BUTTON *buttons;
int nbuttons;
int xbase;
int ybase;
int i;
buttons = _cPanel.buttons;
nbuttons = _cPanel.nbuttons;
xbase = _cPanel.x;
ybase = _cPanel.y;
for (i = 0; i < nbuttons; i++) {
if ((imousePt.x >= (xbase + buttons[i].x1)) && (imousePt.x < (xbase + buttons[i].x2)) &&
(imousePt.y >= (ybase + buttons[i].y1)) && (imousePt.y < (ybase + buttons[i].y2))) {
*ibutton = i;
return SUCCESS;
}
}
*ibutton = -1;
return FAILURE;
}
void Interface::addToInventory(int sprite) {
if (_inventoryCount < _inventorySize) {
for (int i = _inventoryCount; i > 0; i--) {
_inventory[i] = _inventory[i - 1];
}
_inventory[0] = sprite;
_inventoryCount++;
draw();
}
}
void Interface::removeFromInventory(int sprite) {
for (int i = 0; i < _inventoryCount; i++) {
if (_inventory[i] == sprite) {
int j;
for (j = i; i < _inventoryCount; j++) {
_inventory[j] = _inventory[j + 1];
}
_inventory[j] = 0;
_inventoryCount--;
draw();
return;
}
}
}
void Interface::drawInventory() {
if (_panelMode != kPanelCommand)
return;
SURFACE *back_buf = _vm->_gfx->getBackBuffer();
// TODO: Inventory scrolling
int row = 0;
int col = 0;
int x = _iDesc.inv_xstart + _iDesc.inv_icon_xoffset;
int y = _iDesc.inv_ystart + _iDesc.inv_icon_yoffset;
int width = _iDesc.inv_icon_width + _iDesc.inv_xspacing;
int height = _iDesc.inv_icon_height + _iDesc.inv_yspacing;
for (int i = 0; i < _inventoryCount; i++) {
if (_inventory[i] >= ARRAYSIZE(ObjectTable)) {
continue;
}
_vm->_sprite->draw(back_buf, _vm->_mainSprites,
ObjectTable[_inventory[i]].spritelistRn,
x + col * width, y + row * height);
if (++col >= _iDesc.inv_columns) {
if (++row >= _iDesc.inv_rows) {
break;
}
col = 0;
}
}
}
int Interface::inventoryTest(const Point& imousePt, int *ibutton) {
int row = 0;
int col = 0;
int xbase = _iDesc.inv_xstart;
int ybase = _iDesc.inv_ystart;
int width = _iDesc.inv_icon_width + _iDesc.inv_xspacing;
int height = _iDesc.inv_icon_height + _iDesc.inv_yspacing;
for (int i = 0; i < _inventoryCount; i++) {
int x = xbase + col * width;
int y = ybase + row * height;
if (imousePt.x >= x && imousePt.x < x + _iDesc.inv_icon_width && imousePt.y >= y && imousePt.y < y + _iDesc.inv_icon_height) {
*ibutton = i;
return SUCCESS;
}
if (++col >= _iDesc.inv_columns) {
if (++row >= _iDesc.inv_rows) {
break;
}
col = 0;
}
}
return FAILURE;
}
} // End of namespace Saga