315 lines
7.1 KiB
C++
315 lines
7.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "drascula/drascula.h"
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#include "graphics/cursorman.h"
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#include "common/text-to-speech.h"
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#include "backends/keymapper/keymapper.h"
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// The verbs are represented in-game as a picture, thus we are
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// adding transcriptions here
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// While only English, Spanish, Italian, and Russian are translated in-game,
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// they are translated for the TTS system here
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static const char *verbNamesEnglish[] = {
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"Walk",
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"Look",
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"Take",
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"Open",
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"Close",
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"Talk",
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"Push"
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};
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static const char *verbNamesSpanish[] = {
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"Ir a",
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"Mirar",
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"Coger",
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"Abrir",
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"Cerrar",
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"Hablar",
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"Mover"
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};
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static const char *verbNamesItalian[] = {
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"Vai",
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"Guarda",
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"Prendi",
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"Apri",
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"Chiudi",
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"Parla",
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"Premi"
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};
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static const char *verbNamesFrench[] = {
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"Marcher",
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"Regarder",
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"Ramasser",
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"Ouvrir",
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"Fermer",
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"Parler",
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"Pousser"
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};
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static const char *verbNamesGerman[] = {
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"Gehe",
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"Schau",
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"Nimm",
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"\231ffne",
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"Schlie\341e",
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"Rede",
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"Dr\201cke"
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};
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static const char *verbNamesRussian[] = {
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"\xc8\xe4\xf2\xe8", // "Идти"
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"\xd1\xec\xee\xf2\xf0\xe5\xf2\xfc", // "Смотреть"
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"\xc2\xe7\xff\xf2\xfc", // "Взять"
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"\xce\xf2\xea\xf0\xfb\xf2\xfc", // "Открыть"
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"\xc7\xe0\xea\xf0\xfb\xf2\xfc", // "Закрыть"
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"\xc3\xee\xe2\xee\xf0\xe8\xf2\xfc", // "Говорить"
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"\xd2\xee\xeb\xea\xe0\xf2\xfc" // "Толкать"
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};
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static const int kConfirmExit = 1;
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namespace Drascula {
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void DrasculaEngine::setCursor(int cursor) {
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switch (cursor) {
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case kCursorCrosshair:
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CursorMan.replaceCursor(crosshairCursor, 40, 25, 20, 17, 255);
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break;
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case kCursorCurrentItem:
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CursorMan.replaceCursor(mouseCursor, OBJWIDTH, OBJHEIGHT, 20, 17, 255);
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default:
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break;
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}
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}
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void DrasculaEngine::showCursor() {
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CursorMan.showMouse(true);
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}
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void DrasculaEngine::hideCursor() {
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CursorMan.showMouse(false);
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}
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bool DrasculaEngine::isCursorVisible() {
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return CursorMan.isVisible();
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}
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void DrasculaEngine::selectVerbFromBar() {
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for (int n = 0; n < 7; n++) {
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if (_mouseX > _verbBarX[n] && _mouseX < _verbBarX[n + 1] && n > 0) {
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selectVerb(n);
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return;
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}
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}
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// no verb selected
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selectVerb(kVerbNone);
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}
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void DrasculaEngine::selectVerb(int verb) {
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debug(4, "selectVerb(%d)", verb);
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int c = _menuScreen ? 0 : 171;
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if (currentChapter == 5) {
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if (takeObject == 1 && pickedObject != 16)
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addObject(pickedObject);
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} else {
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if (takeObject == 1)
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addObject(pickedObject);
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}
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for (int i = 0; i < OBJHEIGHT; i++)
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memcpy(mouseCursor + i * OBJWIDTH, cursorSurface + OBJWIDTH * verb + (c + i) * 320, OBJWIDTH);
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setCursor(kCursorCurrentItem);
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if (verb > 0) {
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takeObject = 1;
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pickedObject = verb;
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const char **verbNames;
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switch (_lang) {
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case kEnglish:
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verbNames = verbNamesEnglish;
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break;
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case kSpanish:
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verbNames = verbNamesSpanish;
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break;
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case kGerman:
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verbNames = verbNamesGerman;
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break;
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case kFrench:
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verbNames = verbNamesFrench;
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break;
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case kItalian:
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verbNames = verbNamesItalian;
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break;
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case kRussian:
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verbNames = verbNamesRussian;
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break;
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default:
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verbNames = verbNamesEnglish;
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}
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sayText(verbNames[verb], Common::TextToSpeechManager::INTERRUPT);
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} else {
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takeObject = 0;
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_hasName = false;
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}
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}
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bool DrasculaEngine::confirmExit() {
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byte key = 0;
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Common::CustomEventType action = kActionNone;
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Common::Keymapper *keymapper = g_system->getEventManager()->getKeymapper();
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color_abc(kColorRed);
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updateRoom();
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centerText(_textsys[1], 160, 87);
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updateScreen();
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sayText(_textsys[kConfirmExit], Common::TextToSpeechManager::INTERRUPT);
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keymapper->getKeymap("game-shortcuts")->setEnabled(false);
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keymapper->getKeymap("quit-dialog")->setEnabled(true);
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delay(100);
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while (!shouldQuit()) {
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key = getScan();
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action = getAction();
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if (key != 0 || action != kActionNone)
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break;
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// This gives a better feedback to the user when he is asked to
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// confirm whether he wants to quit. It now still updates the room and
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// shows mouse cursor movement. Hopefully it will work in all
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// locations of the game.
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updateRoom();
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color_abc(kColorRed);
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centerText(_textsys[1], 160, 87);
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updateScreen();
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}
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keymapper->getKeymap("quit-dialog")->setEnabled(false);
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keymapper->getKeymap("game-shortcuts")->setEnabled(true);
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if (action == kActionConfirmQuit || shouldQuit()) {
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stopMusic();
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return false;
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}
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return true;
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}
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void DrasculaEngine::showMenu() {
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int h, n, x;
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byte *srcSurface = (currentChapter == 6) ? tableSurface : frontSurface;
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x = whichObject();
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for (n = 1; n < ARRAYSIZE(inventoryObjects); n++) {
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h = inventoryObjects[n];
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if (h != 0) {
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copyBackground(_polX[n], _polY[n], _itemLocations[n].x, _itemLocations[n].y,
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OBJWIDTH, OBJHEIGHT, srcSurface, screenSurface);
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}
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copyRect(_x1d_menu[h], _y1d_menu[h], _itemLocations[n].x, _itemLocations[n].y,
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OBJWIDTH, OBJHEIGHT, cursorSurface, screenSurface);
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}
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if (x < 7) {
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sayText(iconName[x], Common::TextToSpeechManager::INTERRUPT);
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print_abc(iconName[x], _itemLocations[x].x - 2, _itemLocations[x].y - 7);
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}
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}
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void DrasculaEngine::clearMenu() {
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int n, verbActivated = 1;
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for (n = 0; n < 7; n++) {
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if (_mouseX > _verbBarX[n] && _mouseX < _verbBarX[n + 1]) {
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verbActivated = 0;
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const char **verbNames;
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switch (_lang) {
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case kEnglish:
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verbNames = verbNamesEnglish;
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break;
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case kSpanish:
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verbNames = verbNamesSpanish;
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break;
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case kGerman:
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verbNames = verbNamesGerman;
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break;
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case kFrench:
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verbNames = verbNamesFrench;
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break;
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case kItalian:
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verbNames = verbNamesItalian;
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break;
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case kRussian:
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verbNames = verbNamesRussian;
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break;
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default:
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verbNames = verbNamesEnglish;
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}
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sayText(verbNames[n], Common::TextToSpeechManager::INTERRUPT);
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}
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copyRect(OBJWIDTH * n, OBJHEIGHT * verbActivated, _verbBarX[n], 2,
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OBJWIDTH, OBJHEIGHT, cursorSurface, screenSurface);
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verbActivated = 1;
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}
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}
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bool DrasculaEngine::checkMenuFlags() {
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int n = whichObject();
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if (n != 0) {
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if (inventoryObjects[n] != 0 && checkAction(inventoryObjects[n]))
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return true;
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}
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return false;
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}
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void DrasculaEngine::showMap() {
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_hasName = false;
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for (int l = 0; l < numRoomObjs; l++) {
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if (_objectRect[l].contains(Common::Point(_mouseX, _mouseY)) && visible[l] == 1) {
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Common::strcpy_s(textName, objName[l]);
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_hasName = true;
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}
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}
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}
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} // End of namespace Drascula
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