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scummvm-cursorfix/engines/ultima/nuvie/views/doll_view_gump.cpp
2026-02-02 04:50:13 +01:00

685 lines
19 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/>.
*
*/
#include "ultima/nuvie/core/nuvie_defs.h"
#include "ultima/nuvie/misc/u6_misc.h"
#include "ultima/nuvie/core/events.h"
#include "ultima/nuvie/gui/gui.h"
#include "ultima/nuvie/gui/gui_button.h"
#include "ultima/nuvie/core/party.h"
#include "ultima/nuvie/actors/actor.h"
#include "ultima/nuvie/views/view_manager.h"
#include "ultima/nuvie/views/container_view_gump.h"
#include "ultima/nuvie/views/doll_widget.h"
#include "ultima/nuvie/views/doll_view_gump.h"
#include "ultima/nuvie/keybinding/keys.h"
namespace Ultima {
namespace Nuvie {
DollViewGump::DollViewGump(const Configuration *cfg)
: DraggableView(cfg), gump_button(nullptr), combat_button(nullptr),
heart_button(nullptr), party_button(nullptr), inventory_button(nullptr),
doll_widget(nullptr), actor_doll(nullptr), font(nullptr), actor(nullptr),
cursor_tile(nullptr), is_avatar(false), show_cursor(true),
cursor_pos(CURSOR_HEAD), cursor_xoff(50), cursor_yoff(16) {
}
DollViewGump::~DollViewGump() {
if (font)
delete font;
if (actor_doll)
delete actor_doll;
}
bool DollViewGump::init(Screen *tmp_screen, void *view_manager, uint16 x, uint16 y, Actor *a, Font *f, Party *p, TileManager *tm, ObjManager *om) {
View::init(x, y, f, p, tm, om);
SetRect(area.left, area.top, 108, 136);
actor = a;
is_avatar = actor->is_avatar();
cursor_tile = tile_manager->get_gump_cursor_tile();
doll_widget = new DollWidget(config, this);
doll_widget->init(actor, 26, 16, tile_manager, obj_manager);
AddWidget(doll_widget);
Common::Path datadir = GUI::get_gui()->get_data_dir();
Common::Path imagefile;
Common::Path path;
Graphics::ManagedSurface *image, *image1;
build_path(datadir, "images", path);
datadir = path;
build_path(datadir, "gumps", path);
datadir = path;
gump_button = loadButton(datadir, "gump", 0, 112);
build_path(datadir, "left_arrow.bmp", imagefile);
image = SDL_LoadBMP(imagefile);
image1 = SDL_LoadBMP(imagefile);
left_button = new GUI_Button(this, 23, 7, image, image1, this);
this->AddWidget(left_button);
build_path(datadir, "right_arrow.bmp", imagefile);
image = SDL_LoadBMP(imagefile);
image1 = SDL_LoadBMP(imagefile);
right_button = new GUI_Button(this, 86, 7, image, image1, this);
this->AddWidget(right_button);
build_path(datadir, "doll", path);
datadir = path;
build_path(datadir, "doll_bg.bmp", imagefile);
bg_image = SDL_LoadBMP(imagefile);
set_bg_color_key(0, 0x70, 0xfc);
build_path(datadir, "combat_btn_up.bmp", imagefile);
image = SDL_LoadBMP(imagefile);
build_path(datadir, "combat_btn_down.bmp", imagefile);
image1 = SDL_LoadBMP(imagefile);
combat_button = new GUI_Button(nullptr, 23, 92, image, image1, this);
this->AddWidget(combat_button);
heart_button = loadButton(datadir, "heart", 23, 108);
party_button = loadButton(datadir, "party", 47, 108);
inventory_button = loadButton(datadir, "inventory", 71, 108);
font = new GUI_Font(GUI_FONT_GUMP);
font->setColoring(0x08, 0x08, 0x08, 0x80, 0x58, 0x30, 0x00, 0x00, 0x00);
if (party->get_member_num(actor) < 0) {
if (Game::get_game()->get_event()->using_control_cheat() == false)
heart_button->Hide();
left_button->Hide();
right_button->Hide();
}
party_button->Hide();
is_avatar = actor->is_avatar();
ViewManager *vm = Game::get_game()->get_view_manager();
if (is_avatar)
actor_doll = vm->loadAvatarDollImage(actor_doll);
else
actor_doll = vm->loadCustomActorDollImage(actor_doll, actor->get_actor_num());
setColorKey(actor_doll);
return true;
}
void DollViewGump::setColorKey(Graphics::ManagedSurface *image) {
if (image) {
bg_color_key = image->format.RGBToColor(0xf1, 0x0f, 0xc4);
image->setTransparentColor(bg_color_key);
}
}
static const char combat_mode_tbl[][8] = {"COMMAND", "FRONT", "REAR", "FLANK", "BERSERK", "RETREAT", "ASSAULT"};
static const char combat_mode_tbl_se[][8] = {"COMMAND", "RANGED", "FLEE", "CLOSE"};
static const char combat_mode_tbl_md[][8] = {"COMMAND", "RANGED", "FLEE", "ATTACK"};
void DollViewGump::set_actor(Actor *a) {
actor = a;
if (actor) {
is_avatar = actor->is_avatar();
ViewManager *vm = Game::get_game()->get_view_manager();
if (is_avatar)
actor_doll = vm->loadAvatarDollImage(actor_doll);
else
actor_doll = vm->loadCustomActorDollImage(actor_doll, actor->get_actor_num());
setColorKey(actor_doll);
}
if (doll_widget)
doll_widget->set_actor(actor);
}
GUI_status DollViewGump::set_cursor_pos(gumpCursorPos pos) {
cursor_pos = pos;
switch (cursor_pos) {
case CURSOR_LEFT:
cursor_xoff = 18;
cursor_yoff = 2;
return GUI_YUM;
case CURSOR_RIGHT:
cursor_xoff = 82;
cursor_yoff = 2;
return GUI_YUM;
case CURSOR_HEAD:
cursor_xoff = 50;
cursor_yoff = 16;
return GUI_YUM;
case CURSOR_NECK:
cursor_xoff = 26;
cursor_yoff = 24;
return GUI_YUM;
case CURSOR_RIGHT_HAND:
cursor_xoff = 26;
cursor_yoff = 40;
return GUI_YUM;
case CURSOR_CHEST:
cursor_xoff = 74;
cursor_yoff = 24;
return GUI_YUM;
case CURSOR_LEFT_HAND:
cursor_xoff = 74;
cursor_yoff = 40;
return GUI_YUM;
case CURSOR_RIGHT_RING:
cursor_xoff = 26;
cursor_yoff = 57;
return GUI_YUM;
case CURSOR_LEFT_RING:
cursor_xoff = 74;
cursor_yoff = 57;
return GUI_YUM;
case CURSOR_FEET:
cursor_xoff = 50;
cursor_yoff = 63;
return GUI_YUM;
case CURSOR_CHECK:
cursor_xoff = 1;
cursor_yoff = 111;
return GUI_YUM;
case CURSOR_COMBAT:
cursor_xoff = 23;
cursor_yoff = 92;
return GUI_YUM;
case CURSOR_HEART:
cursor_xoff = 26;
cursor_yoff = 109;
return GUI_YUM;
case CURSOR_PARTY:
cursor_xoff = 50;
cursor_yoff = 109;
return GUI_YUM;
case CURSOR_INVENTORY:
default :
cursor_xoff = 74;
cursor_yoff = 109;
return GUI_YUM;
}
}
void DollViewGump::Display(bool full_redraw) {
//display_level_text();
//display_spell_list_text();
Common::Rect dst;
dst = area;
dst.setWidth(108);
dst.setHeight(136);
SDL_BlitSurface(bg_image, nullptr, surface, &dst);
if (actor_doll) {
dst.translate(45, 32);
SDL_BlitSurface(actor_doll, nullptr, surface, &dst);
}
uint8 w = font->getCenter(actor->get_name(), 58);
font->textOut(screen->get_sdl_surface(), area.left + 29 + w, area.top + 7, actor->get_name());
displayEquipWeight();
DisplayChildren(full_redraw);
displayCombatMode();
if (show_cursor)
screen->blit(area.left + cursor_xoff, area.top + cursor_yoff,
(const unsigned char *)cursor_tile->data, 8, 16, 16, 16, true);
update_display = false;
screen->update(area.left, area.top, area.width(), area.height());
return;
}
void DollViewGump::displayEquipWeight() {
uint8 strength = actor->get_strength();
unsigned int equip_weight = Game::get_game()->get_view_manager()->get_display_weight(actor->get_inventory_equip_weight());
char string[4]; //nnn\0
snprintf(string, 4, "%u", equip_weight);
font->textOut(screen->get_sdl_surface(), area.left + ((equip_weight > 9) ? 59 : 64), area.top + 82, string);
snprintf(string, 4, "%u", strength);
font->textOut(screen->get_sdl_surface(), area.left + ((strength > 9) ? 76 : 81), area.top + 82, string);
}
void DollViewGump::displayCombatMode() {
if (!actor->is_in_party() || party->get_member_num(actor) == 0)
return;
uint8 index = get_combat_mode_index(actor);
const char *text;
if (Game::get_game()->get_game_type() == NUVIE_GAME_U6)
text = combat_mode_tbl[index];
else if (Game::get_game()->get_game_type() == NUVIE_GAME_MD)
text = combat_mode_tbl_md[index];
else // SE
text = combat_mode_tbl_se[index];
uint8 c = font->getCenter(text, 55);
font->textOut(screen->get_sdl_surface(), area.left + 36 + c, area.top + 97, text);
}
void DollViewGump::left_arrow() {
if (party->get_member_num(actor) < 0)
return;
uint8 party_mem_num = party->get_member_num(actor);
if (party_mem_num > 0)
party_mem_num--;
else
party_mem_num = party->get_party_size() - 1;
set_actor(party->get_actor(party_mem_num));
}
void DollViewGump::right_arrow() {
if (party->get_member_num(actor) < 0)
return;
set_actor(party->get_actor((party->get_member_num(actor) + 1) % party->get_party_size()));
}
GUI_status DollViewGump::callback(uint16 msg, GUI_CallBack *caller, void *data) {
Events *event = Game::get_game()->get_event();
//close gump and return control to Magic class for clean up.
if (event->get_mode() == ATTACK_MODE || caller == gump_button) {
Game::get_game()->get_view_manager()->close_gump(this);
return GUI_YUM;
} else if (caller == right_button) {
right_arrow();
} else if (caller == left_button) {
left_arrow();
} else if (caller == inventory_button) {
Game::get_game()->get_view_manager()->open_container_view(actor);
} else if (caller == heart_button) {
Game::get_game()->get_view_manager()->open_portrait_gump(actor);
} else if (caller == combat_button) {
activate_combat_button();
} else if (caller == party_button) { // FIXME: What is this supposed to do?
} else if (caller == doll_widget) {
if (event->get_mode() != MOVE_MODE && event->get_mode() != EQUIP_MODE) {
Obj *obj = (Obj *)data;
event->select_view_obj(obj, actor);
return GUI_YUM;
}
}
return GUI_PASS;
}
GUI_status DollViewGump::moveCursorRelative(NuvieDir direction) {
gumpCursorPos cursor_left = actor->is_in_party() ? CURSOR_LEFT : CURSOR_HEAD; // don't allow pickpocket or control cheat into arrow area
gumpCursorPos cursor_right = actor->is_in_party() ? CURSOR_RIGHT : CURSOR_HEAD;
gumpCursorPos cursor_party; // no party button yet so skip it
gumpCursorPos cursor_heart; // not available in pickpocket mode
if (!actor->is_in_party() && !Game::get_game()->get_event()->using_control_cheat()) {
if (direction == NUVIE_DIR_SW || direction == NUVIE_DIR_W)
cursor_heart = CURSOR_CHECK;
else
cursor_heart = CURSOR_INVENTORY;
} else
cursor_heart = CURSOR_HEART;
if (direction == NUVIE_DIR_W || direction == NUVIE_DIR_SW)
cursor_party = cursor_heart;
else
cursor_party = CURSOR_INVENTORY;
switch (cursor_pos) {
case CURSOR_LEFT:
switch (direction) {
case NUVIE_DIR_NE:
case NUVIE_DIR_E:
return set_cursor_pos(CURSOR_RIGHT);
case NUVIE_DIR_SW:
case NUVIE_DIR_S:
return set_cursor_pos(CURSOR_NECK);
case NUVIE_DIR_SE:
return set_cursor_pos(CURSOR_HEAD);
default:
return GUI_YUM;
}
case CURSOR_RIGHT:
switch (direction) {
case NUVIE_DIR_W:
case NUVIE_DIR_NW:
return set_cursor_pos(CURSOR_LEFT);
case NUVIE_DIR_S:
case NUVIE_DIR_SE:
return set_cursor_pos(CURSOR_CHEST);
case NUVIE_DIR_SW:
return set_cursor_pos(CURSOR_HEAD);
default:
return GUI_YUM;
}
case CURSOR_HEAD:
switch (direction) {
case NUVIE_DIR_N:
case NUVIE_DIR_NW:
return set_cursor_pos(cursor_left);
case NUVIE_DIR_NE:
return set_cursor_pos(cursor_right);
case NUVIE_DIR_W:
case NUVIE_DIR_SW:
return set_cursor_pos(CURSOR_NECK);
case NUVIE_DIR_E:
case NUVIE_DIR_SE:
return set_cursor_pos(CURSOR_CHEST);
case NUVIE_DIR_S:
return set_cursor_pos(CURSOR_FEET);
default:
return GUI_YUM;
}
case CURSOR_NECK:
switch (direction) {
case NUVIE_DIR_N:
case NUVIE_DIR_NW:
return set_cursor_pos(cursor_left);
case NUVIE_DIR_E:
case NUVIE_DIR_NE:
return set_cursor_pos(CURSOR_HEAD);
case NUVIE_DIR_S:
case NUVIE_DIR_SW:
return set_cursor_pos(CURSOR_RIGHT_HAND);
case NUVIE_DIR_SE:
return set_cursor_pos(CURSOR_LEFT_HAND);
default:
return GUI_YUM;
}
case CURSOR_CHEST:
switch (direction) {
case NUVIE_DIR_N:
case NUVIE_DIR_NE:
return set_cursor_pos(cursor_right);
case NUVIE_DIR_W:
case NUVIE_DIR_NW:
return set_cursor_pos(CURSOR_HEAD);
case NUVIE_DIR_SW:
return set_cursor_pos(CURSOR_RIGHT_HAND);
case NUVIE_DIR_S:
case NUVIE_DIR_SE:
return set_cursor_pos(CURSOR_LEFT_HAND);
default:
return GUI_YUM;
}
case CURSOR_RIGHT_HAND:
switch (direction) {
case NUVIE_DIR_N:
case NUVIE_DIR_NW:
return set_cursor_pos(CURSOR_NECK);
case NUVIE_DIR_NE:
return set_cursor_pos(CURSOR_CHEST);
case NUVIE_DIR_E:
return set_cursor_pos(CURSOR_LEFT_HAND);
case NUVIE_DIR_SE:
return set_cursor_pos(CURSOR_FEET);
case NUVIE_DIR_S:
case NUVIE_DIR_SW:
return set_cursor_pos(CURSOR_RIGHT_RING);
default:
return GUI_YUM;
}
case CURSOR_LEFT_HAND:
switch (direction) {
case NUVIE_DIR_N:
case NUVIE_DIR_NE:
return set_cursor_pos(CURSOR_CHEST);
case NUVIE_DIR_NW:
return set_cursor_pos(CURSOR_HEAD);
case NUVIE_DIR_W:
return set_cursor_pos(CURSOR_RIGHT_HAND);
case NUVIE_DIR_SW:
return set_cursor_pos(CURSOR_FEET);
case NUVIE_DIR_S:
case NUVIE_DIR_SE:
return set_cursor_pos(CURSOR_LEFT_RING);
default:
return GUI_YUM;
}
case CURSOR_RIGHT_RING:
switch (direction) {
case NUVIE_DIR_N:
case NUVIE_DIR_NW:
return set_cursor_pos(CURSOR_RIGHT_HAND);
case NUVIE_DIR_NE:
return set_cursor_pos(CURSOR_LEFT_HAND);
case NUVIE_DIR_S:
case NUVIE_DIR_SE:
return set_cursor_pos(CURSOR_FEET);
case NUVIE_DIR_SW:
return set_cursor_pos(CURSOR_COMBAT);
case NUVIE_DIR_E:
return set_cursor_pos(CURSOR_LEFT_RING);
default:
return GUI_YUM;
}
case CURSOR_LEFT_RING:
switch (direction) {
case NUVIE_DIR_N:
case NUVIE_DIR_NE:
return set_cursor_pos(CURSOR_LEFT_HAND);
case NUVIE_DIR_NW:
return set_cursor_pos(CURSOR_RIGHT_HAND);
case NUVIE_DIR_W:
return set_cursor_pos(CURSOR_RIGHT_RING);
case NUVIE_DIR_S:
case NUVIE_DIR_SW:
return set_cursor_pos(CURSOR_FEET);
case NUVIE_DIR_SE:
return set_cursor_pos(CURSOR_COMBAT);
default:
return GUI_YUM;
}
case CURSOR_FEET:
switch (direction) {
case NUVIE_DIR_N:
return set_cursor_pos(CURSOR_HEAD);
case NUVIE_DIR_W:
case NUVIE_DIR_NW:
return set_cursor_pos(CURSOR_RIGHT_RING);
case NUVIE_DIR_E:
case NUVIE_DIR_NE:
return set_cursor_pos(CURSOR_LEFT_RING);
case NUVIE_DIR_S:
case NUVIE_DIR_SW:
case NUVIE_DIR_SE:
return set_cursor_pos(CURSOR_COMBAT);
default:
return GUI_YUM;
}
case CURSOR_COMBAT:
switch (direction) {
case NUVIE_DIR_N:
case NUVIE_DIR_NW:
return set_cursor_pos(CURSOR_RIGHT_RING);
case NUVIE_DIR_NE:
return set_cursor_pos(CURSOR_FEET);
case NUVIE_DIR_SW:
return set_cursor_pos(CURSOR_CHECK);
case NUVIE_DIR_SE:
return set_cursor_pos(cursor_party);
case NUVIE_DIR_S:
return set_cursor_pos(cursor_heart);
default:
return GUI_YUM;
}
case CURSOR_CHECK:
switch (direction) {
case NUVIE_DIR_NE:
return set_cursor_pos(CURSOR_COMBAT);
case NUVIE_DIR_E:
case NUVIE_DIR_SE:
return set_cursor_pos(cursor_heart);
default:
return GUI_YUM;
}
case CURSOR_HEART:
switch (direction) {
case NUVIE_DIR_N:
case NUVIE_DIR_NW:
case NUVIE_DIR_NE:
return set_cursor_pos(CURSOR_COMBAT);
case NUVIE_DIR_W:
case NUVIE_DIR_SW:
return set_cursor_pos(CURSOR_CHECK);
case NUVIE_DIR_E:
case NUVIE_DIR_SE:
return set_cursor_pos(cursor_party);
default:
return GUI_YUM;
}
case CURSOR_PARTY:
switch (direction) {
case NUVIE_DIR_N:
case NUVIE_DIR_NW:
case NUVIE_DIR_NE:
return set_cursor_pos(CURSOR_COMBAT);
case NUVIE_DIR_W:
case NUVIE_DIR_SW:
return set_cursor_pos(cursor_heart);
case NUVIE_DIR_E:
case NUVIE_DIR_SE:
return set_cursor_pos(CURSOR_INVENTORY);
default:
return GUI_YUM;
}
case CURSOR_INVENTORY:
switch (direction) {
case NUVIE_DIR_N:
case NUVIE_DIR_NW:
case NUVIE_DIR_NE:
return set_cursor_pos(CURSOR_COMBAT);
case NUVIE_DIR_W:
case NUVIE_DIR_SW:
return set_cursor_pos(cursor_party);
default:
return GUI_YUM;
}
default:
return GUI_YUM;
}
}
GUI_status DollViewGump::KeyDown(const Common::KeyState &key) {
// I was restricting numpad keys when in numlock but there shouldn't be any needed number input
// bool numlock = (key.flags & Common::KBD_NUM); // SDL doesn't get the proper num lock state in Windows
KeyBinder *keybinder = Game::get_game()->get_keybinder();
ActionType a = keybinder->get_ActionType(key);
switch (keybinder->GetActionKeyType(a)) {
case SOUTH_WEST_KEY:
return moveCursorRelative(NUVIE_DIR_SW);
case SOUTH_EAST_KEY:
return moveCursorRelative(NUVIE_DIR_SE);
case NORTH_WEST_KEY:
return moveCursorRelative(NUVIE_DIR_NW);
case NORTH_EAST_KEY:
return moveCursorRelative(NUVIE_DIR_NE);
case NORTH_KEY:
return moveCursorRelative(NUVIE_DIR_N);
case SOUTH_KEY:
return moveCursorRelative(NUVIE_DIR_S);
case WEST_KEY:
return moveCursorRelative(NUVIE_DIR_W);
case EAST_KEY:
return moveCursorRelative(NUVIE_DIR_E);
case NEXT_PARTY_MEMBER_KEY:
right_arrow();
return GUI_YUM;
case PREVIOUS_PARTY_MEMBER_KEY:
left_arrow();
return GUI_YUM;
case HOME_KEY:
set_actor(party->get_actor(0));
return GUI_YUM;
case END_KEY:
set_actor(party->get_actor(party->get_party_size() - 1));
return GUI_YUM;
case DO_ACTION_KEY: {
Events *event = Game::get_game()->get_event();
bool in_party = party->get_member_num(actor) >= 0;
if (event->get_mode() == ATTACK_MODE || cursor_pos == CURSOR_CHECK) {
Game::get_game()->get_view_manager()->close_gump(this);
} else if (cursor_pos == CURSOR_LEFT) {
left_arrow();
} else if (cursor_pos == CURSOR_RIGHT) {
right_arrow();
} else if (cursor_pos == CURSOR_COMBAT) {
activate_combat_button();
} else if (cursor_pos == CURSOR_HEART) {
if (in_party || event->using_control_cheat())
Game::get_game()->get_view_manager()->open_portrait_gump(actor);
} else if (cursor_pos == CURSOR_PARTY) {
if (in_party) {
}
} else if (cursor_pos == CURSOR_INVENTORY) {
Game::get_game()->get_view_manager()->open_container_view(actor);
} else {
Obj *obj = actor->inventory_get_readied_object((uint8)cursor_pos);
if (event->get_mode() == MOVE_MODE || event->get_mode() == EQUIP_MODE) {
if (obj)
event->unready(obj);
} else
event->select_view_obj(obj, actor);
}
return GUI_YUM;
}
default:
break;
}
return GUI_PASS;
}
void DollViewGump::activate_combat_button() {
Events *event = Game::get_game()->get_event();
if (actor->is_in_party() && party->get_member_num(actor) != 0) {
set_combat_mode(actor);
update_display = true;
} else if (event->get_mode() != INPUT_MODE && event->get_mode() != CAST_MODE
&& event->get_mode() != ATTACK_MODE)
event->newAction(COMBAT_MODE);
}
GUI_status DollViewGump::MouseWheel(sint32 x, sint32 y) {
if (y > 0) {
left_arrow();
} else if (y < 0) {
right_arrow();
}
return GUI_YUM;
}
GUI_status DollViewGump::MouseDown(int x, int y, Events::MouseButton button) {
return DraggableView::MouseDown(x, y, button);
}
GUI_status DollViewGump::MouseUp(int x, int y, Events::MouseButton button) {
return DraggableView::MouseUp(x, y, button);
}
} // End of namespace Nuvie
} // End of namespace Ultima