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2026-02-02 04:50:13 +01:00

558 lines
18 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/>.
*
*/
// FIX need to subclass this class for U6, MD & SE
#include "ultima/nuvie/conf/configuration.h"
#include "ultima/nuvie/core/nuvie_defs.h"
#include "ultima/nuvie/misc/u6_misc.h"
#include "ultima/nuvie/files/u6_lib_n.h"
#include "ultima/nuvie/files/u6_shape.h"
#include "ultima/nuvie/gui/widgets/msg_scroll.h"
#include "ultima/nuvie/core/events.h"
#include "ultima/nuvie/actors/actor.h"
#include "ultima/nuvie/actors/actor_manager.h"
#include "ultima/nuvie/screen/game_palette.h"
#include "ultima/nuvie/views/doll_widget.h"
#include "ultima/nuvie/gui/widgets/command_bar.h"
#include "ultima/nuvie/gui/widgets/map_window.h"
#include "ultima/nuvie/core/player.h"
#include "ultima/nuvie/views/view_manager.h"
#include "ultima/nuvie/files/nuvie_bmp_file.h"
namespace Ultima {
namespace Nuvie {
static const byte gump_blocked_tile_data[] = {
170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170,
170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170,
170, 170, 170, 170, 64, 178, 55, 54, 54, 55, 178, 64, 170, 170, 170, 170,
170, 170, 170, 64, 55, 168, 64, 170, 170, 64, 168, 55, 64, 170, 170, 170,
170, 170, 64, 55, 64, 170, 170, 170, 170, 170, 12, 12, 55, 64, 170, 170,
170, 170, 178, 130, 170, 170, 170, 170, 170, 12, 12, 12, 168, 178, 170, 170,
170, 170, 55, 64, 170, 170, 170, 170, 12, 12, 12, 170, 64, 55, 170, 170,
170, 170, 54, 170, 170, 170, 170, 12, 12, 12, 170, 170, 170, 54, 170, 170,
170, 170, 54, 170, 170, 170, 12, 12, 12, 170, 170, 170, 170, 54, 170, 170,
170, 170, 55, 64, 170, 12, 12, 12, 170, 170, 170, 170, 64, 55, 170, 170,
170, 170, 178, 168, 12, 12, 12, 170, 170, 170, 170, 170, 168, 178, 170, 170,
170, 170, 64, 55, 12, 12, 170, 170, 170, 170, 170, 64, 55, 64, 170, 170,
170, 170, 170, 64, 55, 168, 64, 170, 170, 64, 168, 55, 64, 170, 170, 170,
170, 170, 170, 170, 64, 178, 55, 54, 54, 55, 178, 64, 170, 170, 170, 170,
170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170,
170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170
};
static const byte gump_empty_tile_data[] = {
170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170,
170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170,
170, 170, 170, 170, 64, 178, 55, 54, 54, 55, 178, 64, 170, 170, 170, 170,
170, 170, 170, 64, 55, 168, 64, 170, 170, 64, 168, 55, 64, 170, 170, 170,
170, 170, 64, 55, 64, 170, 170, 170, 170, 170, 170, 64, 55, 64, 170, 170,
170, 170, 178, 130, 170, 170, 170, 170, 170, 170, 170, 170, 168, 178, 170, 170,
170, 170, 55, 64, 170, 170, 170, 170, 170, 170, 170, 170, 64, 55, 170, 170,
170, 170, 54, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 54, 170, 170,
170, 170, 54, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 54, 170, 170,
170, 170, 55, 64, 170, 170, 170, 170, 170, 170, 170, 170, 64, 55, 170, 170,
170, 170, 178, 168, 170, 170, 170, 170, 170, 170, 170, 170, 168, 178, 170, 170,
170, 170, 64, 55, 64, 170, 170, 170, 170, 170, 170, 64, 55, 64, 170, 170,
170, 170, 170, 64, 55, 168, 64, 170, 170, 64, 168, 55, 64, 170, 170, 170,
170, 170, 170, 170, 64, 178, 55, 54, 54, 55, 178, 64, 170, 170, 170, 170,
170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170,
170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170
};
DollWidget::DollWidget(const Configuration *cfg, GUI_CallBack *callback)
: GUI_Widget(nullptr, 0, 0, 0, 0), config(cfg), callback_object(callback),
actor(nullptr), tile_manager(nullptr), selected_obj(nullptr),
obj_manager(nullptr), unready_obj(nullptr), empty_tile(nullptr),
blocked_tile(nullptr), need_to_free_tiles(false), use_new_dolls(true),
old_use_new_dolls(true), actor_doll(nullptr), doll_bg(nullptr),
md_doll_shp(nullptr), is_in_portrait_view(false) {
bg_color = Game::get_game()->get_palette()->get_bg_color();
// Set up hit rects
item_hit_rects[0] = Common::Rect(24, 0, 24 + 16, 0 + 16); // ACTOR_HEAD
item_hit_rects[1] = Common::Rect(0, 8, 0 + 16, 8 + 16); // ACTOR_NECK
item_hit_rects[2] = Common::Rect(48, 8, 48 + 16, 8 + 16); // ACTOR_BODY
item_hit_rects[3] = Common::Rect(0, 24, 0 + 16, 24 + 16); // ACTOR_ARM
item_hit_rects[4] = Common::Rect(48, 24, 48 + 16, 24 + 16); // ACTOR_ARM_2
item_hit_rects[5] = Common::Rect(0, 40, 0 + 16, 40 + 16); // ACTOR_HAND
item_hit_rects[6] = Common::Rect(48, 40, 48 + 16, 40 + 16); // ACTOR_HAND_2
item_hit_rects[7] = Common::Rect(24, 48, 24 + 16, 48 + 16); // ACTOR_FOOT
}
DollWidget::~DollWidget() {
if (need_to_free_tiles) {
if (blocked_tile)
delete blocked_tile;
if (empty_tile)
delete empty_tile;
}
free_doll_shapes();
}
bool DollWidget::init(Actor *a, uint16 x, uint16 y, TileManager *tm, ObjManager *om, bool in_portrait_view) {
tile_manager = tm;
obj_manager = om;
is_in_portrait_view = in_portrait_view;
if (!Game::get_game()->is_new_style() || is_in_portrait_view) {
switch (Game::get_game()->get_game_type()) {
case NUVIE_GAME_U6 :
blocked_tile = tile_manager->get_tile(TILE_U6_BLOCKED_EQUIP);
empty_tile = tile_manager->get_tile(TILE_U6_EQUIP);
break;
case NUVIE_GAME_SE :
blocked_tile = tile_manager->get_tile(TILE_SE_BLOCKED_EQUIP);
empty_tile = tile_manager->get_tile(TILE_SE_EQUIP);
break;
case NUVIE_GAME_MD :
blocked_tile = tile_manager->get_tile(TILE_MD_BLOCKED_EQUIP); // FIXME: different depending on npc
empty_tile = tile_manager->get_tile(TILE_MD_EQUIP); // FIXME: different depending on npc
break;
}
} else {
blocked_tile = new Tile();
memcpy(&blocked_tile->data, &gump_blocked_tile_data, 256);
empty_tile = new Tile();
memcpy(&empty_tile->data, &gump_empty_tile_data, 256);
need_to_free_tiles = true;
}
GUI_Widget::Init(nullptr, x, y, 64, 64);
set_actor(a);
set_accept_mouseclick(true, USE_BUTTON); // accept [double]clicks from button1 (even if double-click disabled we need clicks)
return true;
}
void DollWidget::free_doll_shapes() {
if (actor_doll) {
delete actor_doll;
actor_doll = nullptr;
}
if (doll_bg) {
delete doll_bg;
doll_bg = nullptr;
}
if (md_doll_shp) {
delete md_doll_shp;
md_doll_shp = nullptr;
}
}
void DollWidget::setColorKey(Graphics::ManagedSurface *image) {
if (image) {
uint32 bg_color_key = image->format.RGBToColor(0xf1, 0x0f, 0xc4);
image->setTransparentColor(bg_color_key);
}
}
void DollWidget::set_actor(Actor *a) {
actor = a;
if (!Game::get_game()->is_new_style()) { // needed so it can be changed in the menus
config->value(config_get_game_key(config) + "/use_new_dolls", use_new_dolls, false);
if (old_use_new_dolls != use_new_dolls) {
if (!use_new_dolls)
free_doll_shapes();
old_use_new_dolls = use_new_dolls;
}
}
if (use_new_dolls) {
free_doll_shapes();
if (actor) {
ViewManager *vm = Game::get_game()->get_view_manager();
if (actor->is_avatar())
actor_doll = vm->loadAvatarDollImage(actor_doll, true);
else
actor_doll = vm->loadCustomActorDollImage(actor_doll, actor->get_actor_num(), true);
setColorKey(actor_doll);
if (actor_doll) {
Common::Path imagefile;
build_path(vm->getDollDataDirString(), "orig_style", imagefile);
build_path(imagefile, "doll_bg.bmp", imagefile);
NuvieBmpFile bmp;
doll_bg = bmp.getSdlSurface32(imagefile);
if (doll_bg) {
Common::Rect dst(3, 1, 30, 31);
SDL_BlitSurface(actor_doll, nullptr, doll_bg, &dst);
setColorKey(doll_bg);
}
}
}
} else if (Game::get_game()->get_game_type() == NUVIE_GAME_MD) {
load_md_doll_shp();
}
Redraw();
}
void DollWidget::load_md_doll_shp() {
if (actor == nullptr) {
return;
}
if (md_doll_shp)
delete md_doll_shp;
md_doll_shp = new U6Shape();
U6Lib_n file;
Common::Path filename;
config_get_path(config, "mdinv.lzc", filename);
file.open(filename, 4, NUVIE_GAME_MD);
uint8 num = actor->get_actor_num() + 1;
if (actor->is_avatar() && Game::get_game()->get_player()->get_gender() == 0) {
num--;
}
unsigned char *temp_buf = file.get_item(num);
if (temp_buf) {
md_doll_shp->load(temp_buf + 8);
free(temp_buf);
} else {
delete md_doll_shp;
md_doll_shp = nullptr;
}
}
const Common::Rect *DollWidget::get_item_hit_rect(uint8 location) const {
if (location < 8)
return &item_hit_rects[location];
return nullptr;
}
void DollWidget::Display(bool full_redraw) {
//if(full_redraw || update_display)
// {
update_display = false;
if (actor != nullptr)
display_doll();
screen->update(area.left, area.top, area.width(), area.height());
// }
}
inline void DollWidget::display_new_doll() {
if (doll_bg) {
Common::Rect dst;
dst = area;
dst.translate(15, 15);
dst.setWidth(33);
dst.setHeight(33);
SDL_BlitSurface(doll_bg, nullptr, surface, &dst);
}
}
inline void DollWidget::display_old_doll() {
Tile *tile;
uint16 i, j;
int tilenum = 368;
if (Game::get_game()->get_game_type() == NUVIE_GAME_MD) // FIXME: different depending on npc - Also needs npc doll info code
tilenum = 275;
else if (Game::get_game()->get_game_type() == NUVIE_GAME_SE) {
if (actor->get_obj_n() == 310 || actor->get_obj_n() == 311
|| actor->get_obj_n() == 312)
tilenum = 404;
else if (actor->get_obj_n() == 318)
tilenum = 408;
else
tilenum = 400;
}
// screen->fill(bg_color, area.left, area.top, area.width(), area.height()); // should be taken care of by the main view
for (i = 0; i < 2; i++) {
for (j = 0; j < 2; j++) { // draw doll
tile = tile_manager->get_tile(tilenum + i * 2 + j);
screen->blit(area.left + 16 + j * 16, area.top + 16 + i * 16, tile->data, 8, 16, 16, 16, true);
}
}
if (md_doll_shp) {
uint16 w, h;
md_doll_shp->get_size(&w, &h);
screen->blit(area.left + 20, area.top + 18, md_doll_shp->get_data(), 8, w, h, w, true);
}
}
inline void DollWidget::display_doll() {
if (!Game::get_game()->is_new_style() || is_in_portrait_view) {
if (use_new_dolls)
display_new_doll();
else
display_old_doll();
}
display_readied_object(ACTOR_NECK, area.left, (area.top + 8) + 0 * 16, actor, empty_tile);
display_readied_object(ACTOR_BODY, area.left + 3 * 16, (area.top + 8) + 0 * 16, actor, empty_tile);
display_readied_object(ACTOR_ARM, area.left, (area.top + 8) + 1 * 16, actor, empty_tile);
display_readied_object(ACTOR_ARM_2, area.left + 3 * 16, (area.top + 8) + 1 * 16, actor, actor->is_double_handed_obj_readied() ? blocked_tile : empty_tile);
display_readied_object(ACTOR_HAND, area.left, (area.top + 8) + 2 * 16, actor, empty_tile);
display_readied_object(ACTOR_HAND_2, area.left + 3 * 16, (area.top + 8) + 2 * 16, actor, empty_tile);
display_readied_object(ACTOR_HEAD, area.left + 16 + 8, area.top, actor, empty_tile);
display_readied_object(ACTOR_FOOT, area.left + 16 + 8, area.top + 3 * 16, actor, empty_tile);
return;
}
inline void DollWidget::display_readied_object(uint8 location, uint16 x, uint16 y, Actor *theActor, Tile *emptyTile) {
Obj *obj;
Tile *tile;
obj = theActor->inventory_get_readied_object(location);
if (obj)
tile = tile_manager->get_tile(obj_manager->get_obj_tile_num(obj->obj_n) + obj->frame_n);
else
tile = emptyTile;
screen->blit(x, y, tile->data, 8, 16, 16, 16, true);
return;
}
// when no action is pending the Use button may be used to start dragging,
// otherwise it has the same effect as ENTER (using InventoryView's callback)
GUI_status DollWidget::MouseDown(int x, int y, Events::MouseButton button) {
Events *event = Game::get_game()->get_event();
uint8 location;
Obj *obj;
x -= area.left;
y -= area.top;
CommandBar *command_bar = Game::get_game()->get_command_bar();
if (button == ACTION_BUTTON && event->get_mode() == MOVE_MODE
&& command_bar->get_selected_action() > 0) { // Exclude attack mode too
if (command_bar->try_selected_action() == false) // start new action
return GUI_YUM; // false if new event doesn't need target
}
if (actor && selected_obj == nullptr && (button == USE_BUTTON || button == ACTION_BUTTON || button == DRAG_BUTTON)) {
for (location = 0; location < 8; location++) {
if (HitRect(x, y, item_hit_rects[location])) { // FIXME: duplicating code in InventoryWidget
DEBUG(0, LEVEL_DEBUGGING, "Hit %d\n", location);
obj = actor->inventory_get_readied_object(location);
if (button == ACTION_BUTTON && command_bar->get_selected_action() > 0
&& event->get_mode() == INPUT_MODE) {
if (obj) {
event->select_obj(obj, actor);
return GUI_YUM;
} else {
// has not found a target yet
Game::get_game()->get_scroll()->display_string("nothing!\n");
event->endAction(true);
event->set_mode(MOVE_MODE);
}
return GUI_PASS;
}
if (obj) {
if ((event->get_mode() == MOVE_MODE || event->get_mode() == EQUIP_MODE)
&& button == DRAG_BUTTON)
selected_obj = obj; // start dragging
else // send to View
callback_object->callback(INVSELECT_CB, this, obj);
}
return GUI_YUM;
}
}
}
return GUI_PASS;
}
// un-ready selected item
GUI_status DollWidget::MouseUp(int x, int y, Events::MouseButton button) {
Events *event = Game::get_game()->get_event();
// only act now if double-click is disabled
if (selected_obj && !Game::get_game()->get_map_window()->is_doubleclick_enabled()) {
event->unready(selected_obj);
Redraw();
unready_obj = nullptr;
} else if (selected_obj) {
wait_for_mouseclick(USE_BUTTON);
unready_obj = selected_obj;
}
selected_obj = nullptr;
return GUI_PASS;
}
GUI_status DollWidget::MouseClick(int x, int y, Events::MouseButton button) {
return MouseUp(x, y, button);
}
GUI_status DollWidget::MouseMotion(int x, int y, uint8 state) {
Tile *tile;
if (selected_obj && !dragging && Game::get_game()->is_dragging_enabled()) {
dragging = true;
tile = tile_manager->get_tile(obj_manager->get_obj_tile_num(selected_obj->obj_n) + selected_obj->frame_n);
return gui_drag_manager->start_drag(this, GUI_DRAG_OBJ, selected_obj, tile->data, 16, 16, 8);
}
return GUI_PASS;
}
void DollWidget::drag_drop_success(int x, int y, int message, void *data) {
DEBUG(0, LEVEL_DEBUGGING, "DollWidget::drag_drop_success()\n");
dragging = false;
// handled by drop target
// actor->remove_readied_object(selected_obj);
// actor->inventory_remove_obj(selected_obj);
selected_obj = nullptr;
Redraw();
}
void DollWidget::drag_drop_failed(int x, int y, int message, void *data) {
DEBUG(0, LEVEL_DEBUGGING, "DollWidget::drag_drop_failed()\n");
dragging = false;
selected_obj = nullptr;
}
bool DollWidget::drag_accept_drop(int x, int y, int message, void *data) {
DEBUG(0, LEVEL_DEBUGGING, "DollWidget::drag_accept_drop()\n");
if (message == GUI_DRAG_OBJ) {
Obj *obj = (Obj *)data;
if (obj->is_readied() && obj->get_actor_holding_obj() == actor) {
// FIXME: need to detect ready location so player can switch hands
DEBUG(0, LEVEL_WARNING, "DollWidget: Object already equipped!\n");
return false;
}
if (obj->get_actor_holding_obj() != actor) {
if (obj->is_in_inventory()) {
Events *event = Game::get_game()->get_event();
event->display_move_text(actor, obj);
if (event->can_move_obj_between_actors(obj, obj->get_actor_holding_obj(), actor, false)) {
Game::get_game()->get_player()->subtract_movement_points(3);
DEBUG(0, LEVEL_DEBUGGING, "Drop Accepted\n");
return true;
}
}
}
if (obj->get_actor_holding_obj() == actor
|| Game::get_game()->get_map_window()->can_get_obj(actor, obj)) {
DEBUG(0, LEVEL_DEBUGGING, "Drop Accepted\n");
return true;
} else {
DEBUG(0, LEVEL_WARNING, "DollWidget: Must be holding object!\n");
return false;
}
}
DEBUG(0, LEVEL_DEBUGGING, "Drop Refused\n");
return false;
}
void DollWidget::drag_perform_drop(int /*x*/, int /*y*/, int message, void *data) {
DEBUG(0, LEVEL_DEBUGGING, "DollWidget::drag_perform_drop()\n");
Obj *obj;
//x -= area.left;
//y -= area.top;
if (message == GUI_DRAG_OBJ) {
DEBUG(0, LEVEL_DEBUGGING, "Ready item.\n");
obj = (Obj *)data;
bool can_equip = true;
if (!obj->is_in_inventory()) { // get
// event->newAction(GET_MODE);
Game::get_game()->get_scroll()->display_string("Get-");
can_equip = Game::get_game()->get_event()->perform_get(obj, nullptr, actor);
// if(!can_equip)
// {
// assert(!(obj->status & OBJ_STATUS_IN_CONTAINER));
// obj_manager->add_obj(obj); // add back to map
// }
} else
obj_manager->moveto_inventory(obj, actor);
if (can_equip) { // ready
assert(!obj->is_readied());
Game::get_game()->get_event()->ready(obj, actor);
}
Redraw();
}
return;
}
void DollWidget::drag_draw(int x, int y, int message, void *data) {
Tile *tile;
if (!selected_obj)
return;
tile = tile_manager->get_tile(obj_manager->get_obj_tile_num(selected_obj) + selected_obj->frame_n);
int nx = x - 8;
int ny = y - 8;
if (nx + 16 >= screen->get_width())
nx = screen->get_width() - 17;
else if (nx < 0)
nx = 0;
if (ny + 16 >= screen->get_height())
ny = screen->get_height() - 17;
else if (ny < 0)
ny = 0;
screen->blit(nx, ny, tile->data, 8, 16, 16, 16, true);
screen->update(nx, ny, 16, 16);
}
/* Use object.
*/
GUI_status DollWidget::MouseDouble(int x, int y, Events::MouseButton button) {
// we have to check if double-clicks are allowed here, since we use single-clicks
if (!Game::get_game()->get_map_window()->is_doubleclick_enabled())
return GUI_PASS;
Events *event = Game::get_game()->get_event();
Obj *obj = selected_obj;
unready_obj = nullptr;
selected_obj = nullptr;
if (!(actor && obj))
return GUI_YUM;
if (event->newAction(USE_MODE))
event->select_obj(obj);
return GUI_YUM;
}
// change container, ready/unready object, activate arrows
GUI_status DollWidget::MouseDelayed(int x, int y, Events::MouseButton button) {
Events *event = Game::get_game()->get_event();
if (unready_obj) {
event->unready(unready_obj);
Redraw();
unready_obj = nullptr;
}
return GUI_PASS;
}
} // End of namespace Nuvie
} // End of namespace Ultima