Files
scummvm-cursorfix/engines/drascula/interface.cpp
2026-02-02 04:50:13 +01:00

315 lines
7.1 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 "drascula/drascula.h"
#include "graphics/cursorman.h"
#include "common/text-to-speech.h"
#include "backends/keymapper/keymapper.h"
// The verbs are represented in-game as a picture, thus we are
// adding transcriptions here
// While only English, Spanish, Italian, and Russian are translated in-game,
// they are translated for the TTS system here
static const char *verbNamesEnglish[] = {
"Walk",
"Look",
"Take",
"Open",
"Close",
"Talk",
"Push"
};
static const char *verbNamesSpanish[] = {
"Ir a",
"Mirar",
"Coger",
"Abrir",
"Cerrar",
"Hablar",
"Mover"
};
static const char *verbNamesItalian[] = {
"Vai",
"Guarda",
"Prendi",
"Apri",
"Chiudi",
"Parla",
"Premi"
};
static const char *verbNamesFrench[] = {
"Marcher",
"Regarder",
"Ramasser",
"Ouvrir",
"Fermer",
"Parler",
"Pousser"
};
static const char *verbNamesGerman[] = {
"Gehe",
"Schau",
"Nimm",
"\231ffne",
"Schlie\341e",
"Rede",
"Dr\201cke"
};
static const char *verbNamesRussian[] = {
"\xc8\xe4\xf2\xe8", // "Идти"
"\xd1\xec\xee\xf2\xf0\xe5\xf2\xfc", // "Смотреть"
"\xc2\xe7\xff\xf2\xfc", // "Взять"
"\xce\xf2\xea\xf0\xfb\xf2\xfc", // "Открыть"
"\xc7\xe0\xea\xf0\xfb\xf2\xfc", // "Закрыть"
"\xc3\xee\xe2\xee\xf0\xe8\xf2\xfc", // "Говорить"
"\xd2\xee\xeb\xea\xe0\xf2\xfc" // "Толкать"
};
static const int kConfirmExit = 1;
namespace Drascula {
void DrasculaEngine::setCursor(int cursor) {
switch (cursor) {
case kCursorCrosshair:
CursorMan.replaceCursor(crosshairCursor, 40, 25, 20, 17, 255);
break;
case kCursorCurrentItem:
CursorMan.replaceCursor(mouseCursor, OBJWIDTH, OBJHEIGHT, 20, 17, 255);
default:
break;
}
}
void DrasculaEngine::showCursor() {
CursorMan.showMouse(true);
}
void DrasculaEngine::hideCursor() {
CursorMan.showMouse(false);
}
bool DrasculaEngine::isCursorVisible() {
return CursorMan.isVisible();
}
void DrasculaEngine::selectVerbFromBar() {
for (int n = 0; n < 7; n++) {
if (_mouseX > _verbBarX[n] && _mouseX < _verbBarX[n + 1] && n > 0) {
selectVerb(n);
return;
}
}
// no verb selected
selectVerb(kVerbNone);
}
void DrasculaEngine::selectVerb(int verb) {
debug(4, "selectVerb(%d)", verb);
int c = _menuScreen ? 0 : 171;
if (currentChapter == 5) {
if (takeObject == 1 && pickedObject != 16)
addObject(pickedObject);
} else {
if (takeObject == 1)
addObject(pickedObject);
}
for (int i = 0; i < OBJHEIGHT; i++)
memcpy(mouseCursor + i * OBJWIDTH, cursorSurface + OBJWIDTH * verb + (c + i) * 320, OBJWIDTH);
setCursor(kCursorCurrentItem);
if (verb > 0) {
takeObject = 1;
pickedObject = verb;
const char **verbNames;
switch (_lang) {
case kEnglish:
verbNames = verbNamesEnglish;
break;
case kSpanish:
verbNames = verbNamesSpanish;
break;
case kGerman:
verbNames = verbNamesGerman;
break;
case kFrench:
verbNames = verbNamesFrench;
break;
case kItalian:
verbNames = verbNamesItalian;
break;
case kRussian:
verbNames = verbNamesRussian;
break;
default:
verbNames = verbNamesEnglish;
}
sayText(verbNames[verb], Common::TextToSpeechManager::INTERRUPT);
} else {
takeObject = 0;
_hasName = false;
}
}
bool DrasculaEngine::confirmExit() {
byte key = 0;
Common::CustomEventType action = kActionNone;
Common::Keymapper *keymapper = g_system->getEventManager()->getKeymapper();
color_abc(kColorRed);
updateRoom();
centerText(_textsys[1], 160, 87);
updateScreen();
sayText(_textsys[kConfirmExit], Common::TextToSpeechManager::INTERRUPT);
keymapper->getKeymap("game-shortcuts")->setEnabled(false);
keymapper->getKeymap("quit-dialog")->setEnabled(true);
delay(100);
while (!shouldQuit()) {
key = getScan();
action = getAction();
if (key != 0 || action != kActionNone)
break;
// This gives a better feedback to the user when he is asked to
// confirm whether he wants to quit. It now still updates the room and
// shows mouse cursor movement. Hopefully it will work in all
// locations of the game.
updateRoom();
color_abc(kColorRed);
centerText(_textsys[1], 160, 87);
updateScreen();
}
keymapper->getKeymap("quit-dialog")->setEnabled(false);
keymapper->getKeymap("game-shortcuts")->setEnabled(true);
if (action == kActionConfirmQuit || shouldQuit()) {
stopMusic();
return false;
}
return true;
}
void DrasculaEngine::showMenu() {
int h, n, x;
byte *srcSurface = (currentChapter == 6) ? tableSurface : frontSurface;
x = whichObject();
for (n = 1; n < ARRAYSIZE(inventoryObjects); n++) {
h = inventoryObjects[n];
if (h != 0) {
copyBackground(_polX[n], _polY[n], _itemLocations[n].x, _itemLocations[n].y,
OBJWIDTH, OBJHEIGHT, srcSurface, screenSurface);
}
copyRect(_x1d_menu[h], _y1d_menu[h], _itemLocations[n].x, _itemLocations[n].y,
OBJWIDTH, OBJHEIGHT, cursorSurface, screenSurface);
}
if (x < 7) {
sayText(iconName[x], Common::TextToSpeechManager::INTERRUPT);
print_abc(iconName[x], _itemLocations[x].x - 2, _itemLocations[x].y - 7);
}
}
void DrasculaEngine::clearMenu() {
int n, verbActivated = 1;
for (n = 0; n < 7; n++) {
if (_mouseX > _verbBarX[n] && _mouseX < _verbBarX[n + 1]) {
verbActivated = 0;
const char **verbNames;
switch (_lang) {
case kEnglish:
verbNames = verbNamesEnglish;
break;
case kSpanish:
verbNames = verbNamesSpanish;
break;
case kGerman:
verbNames = verbNamesGerman;
break;
case kFrench:
verbNames = verbNamesFrench;
break;
case kItalian:
verbNames = verbNamesItalian;
break;
case kRussian:
verbNames = verbNamesRussian;
break;
default:
verbNames = verbNamesEnglish;
}
sayText(verbNames[n], Common::TextToSpeechManager::INTERRUPT);
}
copyRect(OBJWIDTH * n, OBJHEIGHT * verbActivated, _verbBarX[n], 2,
OBJWIDTH, OBJHEIGHT, cursorSurface, screenSurface);
verbActivated = 1;
}
}
bool DrasculaEngine::checkMenuFlags() {
int n = whichObject();
if (n != 0) {
if (inventoryObjects[n] != 0 && checkAction(inventoryObjects[n]))
return true;
}
return false;
}
void DrasculaEngine::showMap() {
_hasName = false;
for (int l = 0; l < numRoomObjs; l++) {
if (_objectRect[l].contains(Common::Point(_mouseX, _mouseY)) && visible[l] == 1) {
Common::strcpy_s(textName, objName[l]);
_hasName = true;
}
}
}
} // End of namespace Drascula