215 lines
4.5 KiB
C++
215 lines
4.5 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 "mm/mm1/views_enh/game_view.h"
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#include "mm/mm1/views_enh/scroll_text.h"
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#include "mm/mm1/mm1.h"
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namespace MM {
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namespace MM1 {
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namespace ViewsEnh {
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#define TICKS_PER_FRAME 4
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namespace Animations {
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ViewAnimation::ViewAnimation(const char *prefix, uint count, uint frameCount) :
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_sound(*g_engine->_sound), _frameCount(frameCount) {
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_backgrounds.resize(count);
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for (uint i = 0; i < _backgrounds.size(); ++i) {
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Common::Path name(Common::String::format(
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"%s%d.twn", prefix, i + 1));
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_backgrounds[i].load(name);
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}
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}
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void ViewAnimation::tick() {
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_frameIndex = (_frameIndex + 1) % _frameCount;
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}
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void ViewAnimation::draw(Graphics::ManagedSurface &s) {
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_backgrounds[_frameIndex / 8].draw(&s, _frameIndex % 8,
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Common::Point(0, 0));
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}
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void ViewAnimation::leave() {
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_sound.stopSound();
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_sound.stopSong();
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}
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/*------------------------------------------------------------------------*/
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class Blacksmith : public ViewAnimation {
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public:
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Blacksmith() : ViewAnimation("blck", 2, 13) {
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}
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~Blacksmith() override {
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}
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void enter() override {
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_sound.playVoice("whaddayo.voc");
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_sound.playSong("smith.m");
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}
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};
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class Market : public ViewAnimation {
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public:
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Market() : ViewAnimation("gild", 4, 32) {}
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~Market() override {}
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void enter() override {
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_sound.playVoice("hello.voc");
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_sound.playSong("guild.m");
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}
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};
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class Tavern : public ViewAnimation {
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public:
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Tavern() : ViewAnimation("tvrn", 2, 16) {}
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~Tavern() override {}
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void enter() override {
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_sound.playVoice("hello.voc");
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_sound.playSong("tavern.m");
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}
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void leave() override {
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ViewAnimation::leave();
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_sound.playVoice("goodbye.voc");
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}
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};
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class Temple : public ViewAnimation {
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public:
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Temple() : ViewAnimation("tmpl", 4, 26) {
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}
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~Temple() override {
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}
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void enter() override {
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_sound.playVoice("maywe2.voc");
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_sound.playSong("temple.m");
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}
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};
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class Training : public ViewAnimation {
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public:
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Training() : ViewAnimation("trng", 2, 16) {
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}
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~Training() override {
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}
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void enter() override {
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_sound.playVoice("training.voc");
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_sound.playSong("grounds.m");
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}
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};
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} // namespace Animations
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/*------------------------------------------------------------------------*/
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bool GameView::msgGame(const GameMessage &msg) {
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if (msg._name == "LOCATION") {
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showLocation(msg._value);
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} else if (msg._name == "LOCATION_DRAW") {
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UIElement *view = g_events->findView("Game");
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view->draw();
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} else {
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return Views::GameView::msgGame(msg);
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}
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return true;
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}
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void GameView::showLocation(int locationId) {
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if (locationId == -1) {
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_anim->leave();
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delete _anim;
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_anim = nullptr;
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} else {
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assert(!_anim);
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switch (locationId) {
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case LOC_TRAINING:
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_anim = new Animations::Training();
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break;
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case LOC_MARKET:
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_anim = new Animations::Market();
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break;
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case LOC_TEMPLE:
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_anim = new Animations::Temple();
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break;
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case LOC_BLACKSMITH:
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_anim = new Animations::Blacksmith();
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break;
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case LOC_TAVERN:
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_anim = new Animations::Tavern();
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break;
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default:
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error("Unknown location type");
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break;
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}
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_anim->enter();
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}
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}
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void GameView::draw() {
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if (_anim == nullptr) {
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Views::GameView::draw();
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} else {
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Graphics::ManagedSurface s = getSurface();
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_anim->draw(s);
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}
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}
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bool GameView::tick() {
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if (_anim != nullptr) {
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if (++_timerCtr >= TICKS_PER_FRAME) {
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_timerCtr = 0;
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_anim->tick();
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}
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redraw();
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}
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return true;
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}
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void GameView::drawDialogMessage() {
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Common::String msg = _dialogMessage;
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msg.trim();
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msg.setChar(toupper(msg[0]), 0); // Capitalize
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ScrollText view("GameViewMessage", nullptr);
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view.setBounds(Common::Rect(9 * 8, 8 * 8, 23 * 8, 11 * 8));
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view.addLine(msg, MM1::ALIGN_MIDDLE);
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view.draw();
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}
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} // namespace ViewsEnh
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} // namespace MM1
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} // namespace MM
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