Files
scummvm-cursorfix/engines/hpl1/penumbra-overture/GameMessageHandler.cpp
2026-02-02 04:50:13 +01:00

269 lines
7.7 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*/
#include "hpl1/penumbra-overture/GameMessageHandler.h"
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/EffectHandler.h"
#include "hpl1/penumbra-overture/Init.h"
#include "hpl1/penumbra-overture/Inventory.h"
#include "hpl1/penumbra-overture/Notebook.h"
#include "hpl1/penumbra-overture/NumericalPanel.h"
#include "hpl1/penumbra-overture/Player.h"
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cGameMessageHandler::cGameMessageHandler(cInit *apInit) : iUpdateable("GameMessageHandler") {
mpInit = apInit;
mpFont = mpInit->mpGame->GetResources()->GetFontManager()->CreateFontData("verdana.fnt");
msOverCallback = "";
mbFocusIsedUsed = false;
mbBlackText = false;
}
//-----------------------------------------------------------------------
cGameMessageHandler::~cGameMessageHandler(void) {
STLDeleteAll(mlstMessages);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// GAME MESSAGE
//////////////////////////////////////////////////////////////////////////
cGameMessage::cGameMessage(const tWString &asText, cGameMessageHandler *apMessHandler) {
mpMessHandler = apMessHandler;
msText = asText;
mfFade = 0;
mbActive = false;
mfFadeAdd = 1.3f;
}
//-----------------------------------------------------------------------
void cGameMessage::Update(float afTimeStep) {
if (mbActive) {
mfFade += mfFadeAdd * afTimeStep;
if (mfFadeAdd < 0) {
if (mfFade <= 0) {
mfFade = 0;
mbActive = 0;
}
} else {
if (mfFade > 1) {
mfFade = 1;
}
}
}
}
//-----------------------------------------------------------------------
void cGameMessage::Draw(FontData *apFont) {
if (mbActive == false)
return;
float fSide = 30;
if (mpMessHandler->mbBlackText) {
apFont->drawWordWrap(cVector3f(fSide, 300, 152), 800 - fSide * 2, 16, 14, cColor(0, mfFade),
eFontAlign_Left, msText);
} else {
apFont->drawWordWrap(cVector3f(fSide, 300, 152), 800 - fSide * 2, 16, 14, cColor(1, 1, 1, mfFade),
eFontAlign_Left, msText);
apFont->drawWordWrap(cVector3f(fSide, 300, 151) + cVector3f(1, 1, -1), 800 - fSide * 2, 16, 14, cColor(0, 0, 0, mfFade),
eFontAlign_Left, msText);
apFont->drawWordWrap(cVector3f(fSide, 300, 151) + cVector3f(-1, -1, -1), 800 - fSide * 2, 16, 14, cColor(0, 0, 0, mfFade),
eFontAlign_Left, msText);
apFont->drawWordWrap(cVector3f(fSide, 300, 151) + cVector3f(1, -1, -1), 800 - fSide * 2, 16, 14, cColor(0, 0, 0, mfFade),
eFontAlign_Left, msText);
apFont->drawWordWrap(cVector3f(fSide, 300, 151) + cVector3f(-1, 1, -1), 800 - fSide * 2, 16, 14, cColor(0, 0, 0, mfFade),
eFontAlign_Left, msText);
}
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cGameMessageHandler::Add(const tWString &asText) {
if (mpInit->mpPlayer->GetHealth() <= 0)
return;
cGameMessage *pMess = hplNew(cGameMessage, (asText, this));
mlstMessages.push_back(pMess);
if (mpInit->mpPlayer->GetState() != ePlayerState_Message) {
if (mpInit->mpInventory->IsActive())
mpInit->mpInventory->SetActive(false);
if (mpInit->mpNotebook->IsActive())
mpInit->mpNotebook->SetActive(false);
if (mpInit->mpNumericalPanel->IsActive())
mpInit->mpNumericalPanel->SetActive(false);
mLastState = mpInit->mpPlayer->GetState();
mpInit->mpPlayer->ChangeState(ePlayerState_Message);
pMess->mbActive = true;
}
}
//-----------------------------------------------------------------------
void cGameMessageHandler::ShowNext() {
bool bFoundMess = false;
cGameMessage *pPrevMess = NULL;
// wait till the message is fully visible.
if (mlstMessages.empty() == false) {
cGameMessage *pMess = mlstMessages.front();
if (pMess->mfFade < 0.2f && pMess->mfFadeAdd > 0)
return;
}
tGameMessageListIt it = mlstMessages.begin();
for (; it != mlstMessages.end(); ++it) {
cGameMessage *pMess = *it;
if (pMess->mbActive == false) {
pMess->mbActive = true;
bFoundMess = true;
if (pPrevMess)
pPrevMess->mfFadeAdd = -pPrevMess->mfFadeAdd;
break;
}
pPrevMess = pMess;
}
// Check if this is the last message.
if (bFoundMess == false) {
if (pPrevMess)
pPrevMess->mfFadeAdd = -pPrevMess->mfFadeAdd;
if (mLastState != ePlayerState_Grab &&
mLastState != ePlayerState_Push &&
mLastState != ePlayerState_Move &&
mLastState != ePlayerState_UseItem) {
mpInit->mpPlayer->ChangeState(mLastState);
} else {
mpInit->mpPlayer->ChangeState(ePlayerState_Normal);
}
if (mbFocusIsedUsed) {
mbFocusIsedUsed = false;
mpInit->mpEffectHandler->GetDepthOfField()->SetActive(false, 2.0f);
}
// Check if there is a script callback
if (msOverCallback != "") {
tString sCommand = msOverCallback + "()";
msOverCallback = "";
mpInit->RunScriptCommand(sCommand);
} else {
}
}
}
//-----------------------------------------------------------------------
void cGameMessageHandler::Update(float afTimeStep) {
if (mpInit->mpPlayer->IsDead()) {
STLDeleteAll(mlstMessages);
mlstMessages.clear();
return;
}
int lCount = 0;
tGameMessageListIt it = mlstMessages.begin();
for (; it != mlstMessages.end(); ++lCount) {
cGameMessage *pMess = *it;
pMess->Update(afTimeStep);
if (lCount == 0 && pMess->mbActive == false) {
hplDelete(pMess);
it = mlstMessages.erase(it);
} else {
++it;
}
}
}
//-----------------------------------------------------------------------
void cGameMessageHandler::OnWorldLoad() {
}
//-----------------------------------------------------------------------
void cGameMessageHandler::OnWorldExit() {
Reset();
mpInit->mpEffectHandler->GetDepthOfField()->SetActive(false, 1.0f);
}
//-----------------------------------------------------------------------
void cGameMessageHandler::OnDraw() {
tGameMessageListIt it = mlstMessages.begin();
for (; it != mlstMessages.end(); ++it) {
cGameMessage *pMess = *it;
pMess->Draw(mpFont);
}
}
//-----------------------------------------------------------------------
void cGameMessageHandler::SetOnMessagesOverCallback(const tString &asFunction) {
msOverCallback = asFunction;
}
//-----------------------------------------------------------------------
void cGameMessageHandler::Reset() {
STLDeleteAll(mlstMessages);
mlstMessages.clear();
mbFocusIsedUsed = false;
}
//-----------------------------------------------------------------------