2007-05-30 21:56:52 +00:00
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/* 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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2003-07-28 01:44:38 +00:00
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*
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2007-05-31 20:28:29 +00:00
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* Additional copyright for this file:
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* Copyright (C) 1994-1998 Revolution Software Ltd.
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*
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2003-07-28 01:44:38 +00:00
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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2005-10-18 01:30:26 +00:00
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2003-07-28 01:44:38 +00:00
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*
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2006-02-09 15:12:44 +00:00
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* $URL$
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* $Id$
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2003-07-28 01:44:38 +00:00
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*/
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2007-09-19 08:40:12 +00:00
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2006-02-12 21:41:34 +00:00
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#include "common/system.h"
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2007-03-18 12:53:28 +00:00
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#include "common/events.h"
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2010-11-23 22:27:40 +00:00
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#include "common/memstream.h"
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2006-02-12 21:41:34 +00:00
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2006-05-25 22:51:42 +00:00
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#include "graphics/cursorman.h"
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2003-11-16 14:18:29 +00:00
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#include "sword2/sword2.h"
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2004-02-05 14:19:07 +00:00
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#include "sword2/console.h"
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#include "sword2/controls.h"
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2003-10-28 19:51:30 +00:00
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#include "sword2/defs.h"
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2006-02-17 15:07:36 +00:00
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#include "sword2/header.h"
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2004-02-05 14:19:07 +00:00
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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2005-02-19 14:02:16 +00:00
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#include "sword2/mouse.h"
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2006-02-17 15:07:36 +00:00
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#include "sword2/object.h"
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2004-02-05 14:19:07 +00:00
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#include "sword2/resman.h"
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2006-02-17 15:07:36 +00:00
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#include "sword2/screen.h"
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2004-11-14 15:00:01 +00:00
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#include "sword2/sound.h"
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2003-09-19 16:08:54 +00:00
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2003-10-04 00:52:27 +00:00
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namespace Sword2 {
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2005-02-19 14:02:16 +00:00
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// Pointer resource id's
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2003-07-28 01:44:38 +00:00
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2003-11-02 17:17:10 +00:00
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enum {
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CROSHAIR = 18,
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EXIT0 = 788,
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EXIT1 = 789,
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EXIT2 = 790,
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EXIT3 = 791,
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EXIT4 = 792,
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EXIT5 = 793,
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EXIT6 = 794,
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EXIT7 = 795,
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EXITDOWN = 796,
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EXITUP = 797,
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MOUTH = 787,
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NORMAL = 17,
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PICKUP = 3099,
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SCROLL_L = 1440,
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SCROLL_R = 1441,
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USE = 3100
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};
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2003-09-19 16:08:54 +00:00
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2005-02-19 14:02:16 +00:00
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Mouse::Mouse(Sword2Engine *vm) {
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_vm = vm;
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2005-04-11 06:25:05 +00:00
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resetMouseList();
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2005-02-19 14:02:16 +00:00
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_mouseTouching = 0;
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_oldMouseTouching = 0;
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_menuSelectedPos = 0;
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_examiningMenuIcon = false;
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_mousePointerRes = 0;
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_mouseMode = 0;
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_mouseStatus = false;
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_mouseModeLocked = false;
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_currentLuggageResource = 0;
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_oldButton = 0;
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_buttonClick = 0;
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_pointerTextBlocNo = 0;
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_playerActivityDelay = 0;
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_realLuggageItem = 0;
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Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
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_mouseAnim.data = NULL;
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_luggageAnim.data = NULL;
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2005-02-19 14:02:16 +00:00
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// For the menus
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_totalTemp = 0;
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memset(_tempList, 0, sizeof(_tempList));
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_totalMasters = 0;
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memset(_masterMenuList, 0, sizeof(_masterMenuList));
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memset(_mouseList, 0, sizeof(_mouseList));
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2005-04-24 12:13:03 +00:00
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memset(_subjectList, 0, sizeof(_subjectList));
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_defaultResponseId = 0;
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_choosing = false;
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2005-02-19 14:02:16 +00:00
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_iconCount = 0;
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for (int i = 0; i < 2; i++) {
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for (int j = 0; j < RDMENU_MAXPOCKETS; j++) {
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_icons[i][j] = NULL;
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_pocketStatus[i][j] = 0;
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}
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_menuStatus[i] = RDMENU_HIDDEN;
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}
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}
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Mouse::~Mouse() {
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
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free(_mouseAnim.data);
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free(_luggageAnim.data);
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2005-02-19 14:02:16 +00:00
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for (int i = 0; i < 2; i++)
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for (int j = 0; j < RDMENU_MAXPOCKETS; j++)
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free(_icons[i][j]);
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}
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void Mouse::getPos(int &x, int &y) {
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2007-03-18 12:53:28 +00:00
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Common::EventManager *eventMan = _vm->_system->getEventManager();
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Common::Point pos = eventMan->getMousePos();
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x = pos.x;
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y = pos.y - MENUDEEP;
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}
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int Mouse::getX() {
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int x, y;
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getPos(x, y);
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return x;
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2005-02-19 14:02:16 +00:00
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}
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2007-03-18 12:53:28 +00:00
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int Mouse::getY() {
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int x, y;
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getPos(x, y);
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return y;
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2005-02-19 14:02:16 +00:00
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}
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2003-11-12 08:21:18 +00:00
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/**
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* Call at beginning of game loop
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*/
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2005-02-19 14:02:16 +00:00
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void Mouse::resetMouseList() {
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2005-02-28 13:28:02 +00:00
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_curMouse = 0;
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2003-07-28 01:44:38 +00:00
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}
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Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
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void Mouse::registerMouse(byte *ob_mouse, BuildUnit *build_unit) {
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2005-02-19 14:02:16 +00:00
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assert(_curMouse < TOTAL_mouse_list);
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Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
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ObjectMouse mouse;
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mouse.read(ob_mouse);
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if (!mouse.pointer)
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return;
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2005-02-19 14:02:16 +00:00
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if (build_unit) {
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2005-02-28 14:03:53 +00:00
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_mouseList[_curMouse].rect.left = build_unit->x;
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_mouseList[_curMouse].rect.top = build_unit->y;
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_mouseList[_curMouse].rect.right = 1 + build_unit->x + build_unit->scaled_width;
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_mouseList[_curMouse].rect.bottom = 1 + build_unit->y + build_unit->scaled_height;
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2005-02-19 14:02:16 +00:00
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} else {
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Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
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_mouseList[_curMouse].rect.left = mouse.x1;
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_mouseList[_curMouse].rect.top = mouse.y1;
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_mouseList[_curMouse].rect.right = 1 + mouse.x2;
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_mouseList[_curMouse].rect.bottom = 1 + mouse.y2;
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2005-02-19 14:02:16 +00:00
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}
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Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
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_mouseList[_curMouse].priority = mouse.priority;
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_mouseList[_curMouse].pointer = mouse.pointer;
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2005-02-19 14:02:16 +00:00
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2005-02-28 14:03:53 +00:00
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// Change all COGS pointers to CROSHAIR. I'm guessing that this was a
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// design decision made in mid-development and they didn't want to go
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// back and re-generate the resource files.
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if (_mouseList[_curMouse].pointer == USE)
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_mouseList[_curMouse].pointer = CROSHAIR;
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2005-02-19 14:02:16 +00:00
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// Check if pointer text field is set due to previous object using this
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// slot (ie. not correct for this one)
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// If 'pointer_text' field is set, but the 'id' field isn't same is
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// current id then we don't want this "left over" pointer text
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|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
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if (_mouseList[_curMouse].pointer_text && _mouseList[_curMouse].id != (int32)_vm->_logic->readVar(ID))
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2005-02-19 14:02:16 +00:00
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_mouseList[_curMouse].pointer_text = 0;
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// Get id from system variable 'id' which is correct for current object
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_mouseList[_curMouse].id = _vm->_logic->readVar(ID);
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2005-02-19 14:02:16 +00:00
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_curMouse++;
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}
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void Mouse::registerPointerText(int32 text_id) {
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assert(_curMouse < TOTAL_mouse_list);
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|
|
|
|
|
// current object id - used for checking pointer_text when mouse area
|
|
|
|
// registered (in fnRegisterMouse and fnRegisterFrame)
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_mouseList[_curMouse].id = _vm->_logic->readVar(ID);
|
2005-02-19 14:02:16 +00:00
|
|
|
_mouseList[_curMouse].pointer_text = text_id;
|
|
|
|
}
|
|
|
|
|
2003-10-09 06:57:35 +00:00
|
|
|
/**
|
|
|
|
* This function is called every game cycle.
|
|
|
|
*/
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
void Mouse::mouseEngine() {
|
2003-11-02 18:50:09 +00:00
|
|
|
monitorPlayerActivity();
|
|
|
|
clearPointerText();
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-10-09 06:57:35 +00:00
|
|
|
// If George is dead, the system menu is visible all the time, and is
|
|
|
|
// the only thing that can be used.
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
if (_vm->_logic->readVar(DEAD)) {
|
2003-11-02 18:50:09 +00:00
|
|
|
if (_mouseMode != MOUSE_system_menu) {
|
|
|
|
_mouseMode = MOUSE_system_menu;
|
2003-10-09 06:57:35 +00:00
|
|
|
|
2003-11-02 18:50:09 +00:00
|
|
|
if (_mouseTouching) {
|
|
|
|
_oldMouseTouching = 0;
|
|
|
|
_mouseTouching = 0;
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
|
2003-11-02 18:50:09 +00:00
|
|
|
setMouse(NORMAL_MOUSE_ID);
|
|
|
|
buildSystemMenu();
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
2003-11-02 18:50:09 +00:00
|
|
|
systemMenuMouse();
|
2003-07-28 01:44:38 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2003-10-09 06:57:35 +00:00
|
|
|
// If the mouse is not visible, do nothing
|
|
|
|
|
2003-11-02 18:50:09 +00:00
|
|
|
if (_mouseStatus)
|
2003-07-28 01:44:38 +00:00
|
|
|
return;
|
|
|
|
|
2003-11-02 18:50:09 +00:00
|
|
|
switch (_mouseMode) {
|
2003-09-21 16:11:26 +00:00
|
|
|
case MOUSE_normal:
|
2003-11-02 18:50:09 +00:00
|
|
|
normalMouse();
|
2003-09-21 16:11:26 +00:00
|
|
|
break;
|
2003-10-09 06:57:35 +00:00
|
|
|
case MOUSE_menu:
|
2003-11-02 18:50:09 +00:00
|
|
|
menuMouse();
|
2003-09-21 16:11:26 +00:00
|
|
|
break;
|
|
|
|
case MOUSE_drag:
|
2003-11-02 18:50:09 +00:00
|
|
|
dragMouse();
|
2003-09-21 16:11:26 +00:00
|
|
|
break;
|
|
|
|
case MOUSE_system_menu:
|
2003-11-02 18:50:09 +00:00
|
|
|
systemMenuMouse();
|
2003-09-21 16:11:26 +00:00
|
|
|
break;
|
|
|
|
case MOUSE_holding:
|
2007-03-18 12:53:28 +00:00
|
|
|
if (getY() < 400) {
|
2003-11-02 18:50:09 +00:00
|
|
|
_mouseMode = MOUSE_normal;
|
2003-09-27 11:02:58 +00:00
|
|
|
debug(5, " releasing");
|
2003-09-21 16:11:26 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
}
|
2003-09-19 16:08:54 +00:00
|
|
|
|
2004-06-10 06:41:08 +00:00
|
|
|
#if RIGHT_CLICK_CLEARS_LUGGAGE
|
2005-02-19 14:02:16 +00:00
|
|
|
bool Mouse::heldIsInInventory() {
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
int32 object_held = (int32)_vm->_logic->readVar(OBJECT_HELD);
|
|
|
|
|
2004-06-10 06:41:08 +00:00
|
|
|
for (uint i = 0; i < _totalMasters; i++) {
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
if (_masterMenuList[i].icon_resource == object_held)
|
2004-06-10 06:41:08 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
int Mouse::menuClick(int menu_items) {
|
2007-03-18 12:53:28 +00:00
|
|
|
int x = getX();
|
2009-04-07 19:52:46 +00:00
|
|
|
byte menuIconWidth;
|
|
|
|
|
|
|
|
if (Sword2Engine::isPsx())
|
|
|
|
menuIconWidth = RDMENU_PSXICONWIDE;
|
|
|
|
else
|
|
|
|
menuIconWidth = RDMENU_ICONWIDE;
|
|
|
|
|
2007-03-18 12:53:28 +00:00
|
|
|
|
|
|
|
if (x < RDMENU_ICONSTART)
|
2003-11-12 08:21:18 +00:00
|
|
|
return -1;
|
|
|
|
|
2009-04-07 19:52:46 +00:00
|
|
|
if (x > RDMENU_ICONSTART + menu_items * (menuIconWidth + RDMENU_ICONSPACING) - RDMENU_ICONSPACING)
|
2003-11-12 08:21:18 +00:00
|
|
|
return -1;
|
|
|
|
|
2009-04-07 19:52:46 +00:00
|
|
|
return (x - RDMENU_ICONSTART) / (menuIconWidth + RDMENU_ICONSPACING);
|
2003-11-12 08:21:18 +00:00
|
|
|
}
|
|
|
|
|
2005-04-24 12:13:03 +00:00
|
|
|
void Mouse::systemMenuMouse() {
|
2003-07-28 01:44:38 +00:00
|
|
|
uint32 safe_looping_music_id;
|
2003-12-28 15:08:12 +00:00
|
|
|
MouseEvent *me;
|
2003-11-12 08:21:18 +00:00
|
|
|
int hit;
|
2004-04-23 07:02:11 +00:00
|
|
|
byte *icon;
|
2003-09-19 16:08:54 +00:00
|
|
|
int32 pars[2];
|
|
|
|
uint32 icon_list[5] = {
|
2003-07-28 01:44:38 +00:00
|
|
|
OPTIONS_ICON,
|
|
|
|
QUIT_ICON,
|
|
|
|
SAVE_ICON,
|
|
|
|
RESTORE_ICON,
|
|
|
|
RESTART_ICON
|
|
|
|
};
|
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// If the mouse is moved off the menu, close it. Unless the player is
|
|
|
|
// dead, in which case the menu should always be visible.
|
|
|
|
|
2007-03-18 12:53:28 +00:00
|
|
|
int y = getY();
|
|
|
|
|
|
|
|
if (y > 0 && !_vm->_logic->readVar(DEAD)) {
|
2003-11-02 18:50:09 +00:00
|
|
|
_mouseMode = MOUSE_normal;
|
2005-02-19 14:02:16 +00:00
|
|
|
hideMenu(RDMENU_TOP);
|
2003-09-19 16:08:54 +00:00
|
|
|
return;
|
|
|
|
}
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Check if the user left-clicks anywhere in the menu area.
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
me = _vm->mouseEvent();
|
2003-11-12 08:21:18 +00:00
|
|
|
|
|
|
|
if (!me || !(me->buttons & RD_LEFTBUTTONDOWN))
|
|
|
|
return;
|
|
|
|
|
2007-03-18 12:53:28 +00:00
|
|
|
if (y > 0)
|
2003-11-12 08:21:18 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
hit = menuClick(ARRAYSIZE(icon_list));
|
|
|
|
|
|
|
|
if (hit < 0)
|
|
|
|
return;
|
|
|
|
|
2009-04-07 19:52:46 +00:00
|
|
|
// Do nothing if using PSX version and are on TOP menu.
|
|
|
|
|
2009-05-24 15:17:42 +00:00
|
|
|
if ((icon_list[hit] == OPTIONS_ICON || icon_list[hit] == QUIT_ICON
|
|
|
|
|| icon_list[hit] == SAVE_ICON || icon_list[hit] == RESTORE_ICON
|
2010-10-12 04:19:58 +00:00
|
|
|
|| icon_list[hit] == RESTART_ICON) && Sword2Engine::isPsx())
|
2009-04-07 19:52:46 +00:00
|
|
|
return;
|
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// No save when dead
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
if (icon_list[hit] == SAVE_ICON && _vm->_logic->readVar(DEAD))
|
2003-11-12 08:21:18 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
// Gray out all he icons, except the one that was clicked
|
|
|
|
|
|
|
|
for (int i = 0; i < ARRAYSIZE(icon_list); i++) {
|
|
|
|
if (i != hit) {
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
icon = _vm->_resman->openResource(icon_list[i]) + ResHeader::size();
|
2005-02-19 14:02:16 +00:00
|
|
|
setMenuIcon(RDMENU_TOP, i, icon);
|
|
|
|
_vm->_resman->closeResource(icon_list[i]);
|
2003-09-19 16:08:54 +00:00
|
|
|
}
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
2003-11-12 08:21:18 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
_vm->_sound->pauseFx();
|
2003-11-12 08:21:18 +00:00
|
|
|
|
|
|
|
// NB. Need to keep a safe copy of '_loopingMusicId' for savegame & for
|
|
|
|
// playing when returning from control panels because control panel
|
|
|
|
// music will overwrite it!
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
safe_looping_music_id = _vm->_sound->getLoopingMusicId();
|
2003-11-12 08:21:18 +00:00
|
|
|
|
|
|
|
pars[0] = 221;
|
|
|
|
pars[1] = FX_LOOP;
|
2005-02-19 14:02:16 +00:00
|
|
|
_vm->_logic->fnPlayMusic(pars);
|
2003-11-12 08:21:18 +00:00
|
|
|
|
Began what I hope is the final major restructuring of the BS2 engine.
In this first step, I have moved all opcode functions into functions.cpp,
instead of having them scattered all over the place.
To get things to compile again, I had to rewrite the overly complicated
sound effects handling. It's much simpler now.
The next step will be to move any non-trivial code out of the opcode
functions and into the appropriate object. This, I hope, will make it
easier to create well-separated objects, instead of the current mess.
I also want to tear down the artificial boundary between the main directory
and the "driver" directory. We already have a cross-platform layer; there's
no need to have yet another one. (Actually, the rewriting of the sound
effects code took one first step in this direction.)
At the final stage, I'd like to get rid of the "drivers" directory
completely, but I'll probably need some help with that if I want to
preserve the CVS history of the code.
Things will probably be a bit bumpy along the way, but I seem to have
reached a point of relative stability again, which is why I'm commiting
this now.
svn-id: r16668
2005-01-28 16:33:14 +00:00
|
|
|
// HACK: Restore proper looping_music_id
|
2005-02-19 14:02:16 +00:00
|
|
|
_vm->_sound->setLoopingMusicId(safe_looping_music_id);
|
2003-11-12 08:21:18 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
processMenu();
|
2003-11-12 08:21:18 +00:00
|
|
|
|
2004-05-10 07:10:28 +00:00
|
|
|
// call the relevant screen
|
2003-11-12 08:21:18 +00:00
|
|
|
|
|
|
|
switch (hit) {
|
|
|
|
case 0:
|
2005-02-20 15:38:48 +00:00
|
|
|
{
|
|
|
|
OptionsDialog dialog(_vm);
|
|
|
|
dialog.runModal();
|
|
|
|
}
|
2003-11-12 08:21:18 +00:00
|
|
|
break;
|
|
|
|
case 1:
|
2005-02-20 15:38:48 +00:00
|
|
|
{
|
|
|
|
QuitDialog dialog(_vm);
|
|
|
|
dialog.runModal();
|
|
|
|
}
|
2003-11-12 08:21:18 +00:00
|
|
|
break;
|
|
|
|
case 2:
|
2005-02-20 15:38:48 +00:00
|
|
|
{
|
2005-02-21 08:16:50 +00:00
|
|
|
SaveDialog dialog(_vm);
|
2005-02-20 15:38:48 +00:00
|
|
|
dialog.runModal();
|
|
|
|
}
|
2003-11-12 08:21:18 +00:00
|
|
|
break;
|
|
|
|
case 3:
|
2005-02-20 15:38:48 +00:00
|
|
|
{
|
2005-02-21 08:16:50 +00:00
|
|
|
RestoreDialog dialog(_vm);
|
2005-02-20 15:38:48 +00:00
|
|
|
dialog.runModal();
|
|
|
|
}
|
2003-11-12 08:21:18 +00:00
|
|
|
break;
|
|
|
|
case 4:
|
2005-02-20 15:38:48 +00:00
|
|
|
{
|
|
|
|
RestartDialog dialog(_vm);
|
|
|
|
dialog.runModal();
|
|
|
|
}
|
2003-11-12 08:21:18 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Menu stays open on death screen. Otherwise it's closed.
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
if (!_vm->_logic->readVar(DEAD)) {
|
2003-11-12 08:21:18 +00:00
|
|
|
_mouseMode = MOUSE_normal;
|
2005-02-19 14:02:16 +00:00
|
|
|
hideMenu(RDMENU_TOP);
|
2003-11-12 08:21:18 +00:00
|
|
|
} else {
|
|
|
|
setMouse(NORMAL_MOUSE_ID);
|
|
|
|
buildSystemMenu();
|
|
|
|
}
|
|
|
|
|
2004-01-06 13:33:28 +00:00
|
|
|
// Back to the game again
|
2003-11-12 08:21:18 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
processMenu();
|
2003-11-12 08:21:18 +00:00
|
|
|
|
|
|
|
// Reset game palette, but not after a successful restore or restart!
|
2006-02-12 19:33:45 +00:00
|
|
|
// See RestoreFromBuffer() in saveload.cpp
|
2003-11-12 08:21:18 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
|
|
|
|
|
|
|
|
if (screenInfo->new_palette != 99) {
|
2003-11-12 08:21:18 +00:00
|
|
|
// 0 means put back game screen palette; see build_display.cpp
|
2005-02-19 14:02:16 +00:00
|
|
|
_vm->_screen->setFullPalette(0);
|
2003-11-12 08:21:18 +00:00
|
|
|
|
|
|
|
// Stop the engine fading in the restored screens palette
|
2005-02-19 14:02:16 +00:00
|
|
|
screenInfo->new_palette = 0;
|
2003-11-12 08:21:18 +00:00
|
|
|
} else
|
2005-02-19 14:02:16 +00:00
|
|
|
screenInfo->new_palette = 1;
|
2003-11-12 08:21:18 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
_vm->_sound->unpauseFx();
|
2003-11-12 08:21:18 +00:00
|
|
|
|
|
|
|
// If there was looping music before coming into the control panels
|
2004-03-27 12:07:07 +00:00
|
|
|
// then restart it! NB. If a game has been restored the music will be
|
|
|
|
// restarted twice, but this shouldn't cause any harm.
|
2003-11-12 08:21:18 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
if (_vm->_sound->getLoopingMusicId()) {
|
|
|
|
pars[0] = _vm->_sound->getLoopingMusicId();
|
2003-11-12 08:21:18 +00:00
|
|
|
pars[1] = FX_LOOP;
|
2005-02-19 14:02:16 +00:00
|
|
|
_vm->_logic->fnPlayMusic(pars);
|
2004-03-27 12:07:07 +00:00
|
|
|
} else
|
2005-02-19 14:02:16 +00:00
|
|
|
_vm->_logic->fnStopMusic(NULL);
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
|
2005-04-24 12:13:03 +00:00
|
|
|
void Mouse::dragMouse() {
|
2004-04-24 12:29:35 +00:00
|
|
|
byte buf1[NAME_LEN], buf2[NAME_LEN];
|
2003-12-28 15:08:12 +00:00
|
|
|
MouseEvent *me;
|
2003-11-12 08:21:18 +00:00
|
|
|
int hit;
|
|
|
|
|
|
|
|
// We can use dragged object both on other inventory objects, or on
|
|
|
|
// objects in the scene, so if the mouse moves off the inventory menu,
|
|
|
|
// then close it.
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2007-03-18 12:53:28 +00:00
|
|
|
int x, y;
|
|
|
|
|
|
|
|
getPos(x, y);
|
|
|
|
|
|
|
|
if (y < 400) {
|
2003-11-02 18:50:09 +00:00
|
|
|
_mouseMode = MOUSE_normal;
|
2005-02-19 14:02:16 +00:00
|
|
|
hideMenu(RDMENU_BOTTOM);
|
2003-07-28 01:44:38 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Handles cursors and the luggage on/off according to type
|
|
|
|
|
2003-11-02 18:50:09 +00:00
|
|
|
mouseOnOff();
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Now do the normal click stuff
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
me = _vm->mouseEvent();
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
if (!me)
|
|
|
|
return;
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2004-06-10 06:41:08 +00:00
|
|
|
#if RIGHT_CLICK_CLEARS_LUGGAGE
|
|
|
|
if ((me->buttons & RD_RIGHTBUTTONDOWN) && heldIsInInventory()) {
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(OBJECT_HELD, 0);
|
2003-11-12 08:21:18 +00:00
|
|
|
_menuSelectedPos = 0;
|
|
|
|
_mouseMode = MOUSE_menu;
|
|
|
|
setLuggage(0);
|
|
|
|
buildMenu();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#endif
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
if (!(me->buttons & RD_LEFTBUTTONDOWN))
|
|
|
|
return;
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// there's a mouse event to be processed
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// could be clicking on an on screen object or on the menu
|
|
|
|
// which is currently displayed
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
if (_mouseTouching) {
|
|
|
|
// mouse is over an on screen object - and we have luggage
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Depending on type we'll maybe kill the object_held - like
|
|
|
|
// for exits
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Set global script variable 'button'. We know that it was the
|
|
|
|
// left button, not the right one.
|
2003-07-28 01:44:38 +00:00
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(LEFT_BUTTON, 1);
|
|
|
|
_vm->_logic->writeVar(RIGHT_BUTTON, 0);
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// These might be required by the action script about to be run
|
2005-02-19 14:02:16 +00:00
|
|
|
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2007-03-18 12:53:28 +00:00
|
|
|
_vm->_logic->writeVar(MOUSE_X, x + screenInfo->scroll_offset_x);
|
|
|
|
_vm->_logic->writeVar(MOUSE_Y, y + screenInfo->scroll_offset_y);
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// For scripts to know what's been clicked. First used for
|
|
|
|
// 'room_13_turning_script' in object 'biscuits_13'
|
2003-09-19 16:08:54 +00:00
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(CLICKED_ID, _mouseTouching);
|
2003-09-19 16:08:54 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
_vm->_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
|
2003-11-12 08:21:18 +00:00
|
|
|
|
2004-03-17 09:03:15 +00:00
|
|
|
debug(2, "Used \"%s\" on \"%s\"",
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD), buf1),
|
|
|
|
_vm->_resman->fetchName(_vm->_logic->readVar(CLICKED_ID), buf2));
|
2003-11-12 08:21:18 +00:00
|
|
|
|
|
|
|
// Hide menu - back to normal menu mode
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
hideMenu(RDMENU_BOTTOM);
|
2003-11-12 08:21:18 +00:00
|
|
|
_mouseMode = MOUSE_normal;
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Better check for combine/cancel. Cancel puts us back in MOUSE_menu
|
|
|
|
// mode
|
|
|
|
|
|
|
|
hit = menuClick(TOTAL_engine_pockets);
|
|
|
|
|
|
|
|
if (hit < 0 || !_masterMenuList[hit].icon_resource)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Always back into menu mode. Remove the luggage as well.
|
|
|
|
|
|
|
|
_mouseMode = MOUSE_menu;
|
|
|
|
setLuggage(0);
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
if ((uint)hit == _menuSelectedPos) {
|
2003-11-12 08:21:18 +00:00
|
|
|
// If we clicked on the same icon again, reset the first icon
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(OBJECT_HELD, 0);
|
2003-11-12 08:21:18 +00:00
|
|
|
_menuSelectedPos = 0;
|
|
|
|
} else {
|
|
|
|
// Otherwise, combine the two icons
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(COMBINE_BASE, _masterMenuList[hit].icon_resource);
|
2005-02-19 14:02:16 +00:00
|
|
|
_vm->_logic->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
|
2003-11-12 08:21:18 +00:00
|
|
|
|
|
|
|
// Turn off mouse now, to prevent player trying to click
|
|
|
|
// elsewhere BUT leave the bottom menu open
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
hideMouse();
|
2003-11-12 08:21:18 +00:00
|
|
|
|
2004-03-17 09:03:15 +00:00
|
|
|
debug(2, "Used \"%s\" on \"%s\"",
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD), buf1),
|
|
|
|
_vm->_resman->fetchName(_vm->_logic->readVar(COMBINE_BASE), buf2));
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
2003-11-12 08:21:18 +00:00
|
|
|
|
|
|
|
// Refresh the menu
|
|
|
|
|
|
|
|
buildMenu();
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
void Mouse::menuMouse() {
|
2003-12-28 15:08:12 +00:00
|
|
|
MouseEvent *me;
|
2003-11-12 08:21:18 +00:00
|
|
|
int hit;
|
|
|
|
|
|
|
|
// If the mouse is moved off the menu, close it.
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2007-03-18 12:53:28 +00:00
|
|
|
if (getY() < 400) {
|
2003-11-02 18:50:09 +00:00
|
|
|
_mouseMode = MOUSE_normal;
|
2005-02-19 14:02:16 +00:00
|
|
|
hideMenu(RDMENU_BOTTOM);
|
2003-07-28 01:44:38 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
me = _vm->mouseEvent();
|
2003-11-12 08:21:18 +00:00
|
|
|
|
|
|
|
if (!me)
|
|
|
|
return;
|
|
|
|
|
|
|
|
hit = menuClick(TOTAL_engine_pockets);
|
2003-09-19 16:08:54 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Check if we clicked on an actual icon.
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
if (hit < 0 || !_masterMenuList[hit].icon_resource)
|
|
|
|
return;
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
if (me->buttons & RD_RIGHTBUTTONDOWN) {
|
|
|
|
// Right button - examine an object, identified by its icon
|
|
|
|
// resource id.
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
_examiningMenuIcon = true;
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(OBJECT_HELD, _masterMenuList[hit].icon_resource);
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Must clear this so next click on exit becomes 1st click
|
|
|
|
// again
|
2003-07-28 01:44:38 +00:00
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(EXIT_CLICK_ID, 0);
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
_vm->_logic->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Refresh the menu
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
buildMenu();
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Turn off mouse now, to prevent player trying to click
|
|
|
|
// elsewhere BUT leave the bottom menu open
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
hideMouse();
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
debug(2, "Right-click on \"%s\" icon",
|
2006-07-08 20:45:01 +00:00
|
|
|
_vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD)));
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
return;
|
|
|
|
}
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
if (me->buttons & RD_LEFTBUTTONDOWN) {
|
|
|
|
// Left button - bung us into drag luggage mode. The object is
|
|
|
|
// identified by its icon resource id. We need the luggage
|
|
|
|
// resource id for mouseOnOff
|
2003-09-19 16:08:54 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
_mouseMode = MOUSE_drag;
|
2003-09-19 16:08:54 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
_menuSelectedPos = hit;
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(OBJECT_HELD, _masterMenuList[hit].icon_resource);
|
2003-11-12 08:21:18 +00:00
|
|
|
_currentLuggageResource = _masterMenuList[hit].luggage_resource;
|
2003-09-19 16:08:54 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Must clear this so next click on exit becomes 1st click
|
|
|
|
// again
|
2003-09-19 16:08:54 +00:00
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(EXIT_CLICK_ID, 0);
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Refresh the menu
|
2003-09-19 16:08:54 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
buildMenu();
|
|
|
|
|
|
|
|
setLuggage(_masterMenuList[hit].luggage_resource);
|
|
|
|
|
|
|
|
debug(2, "Left-clicked on \"%s\" icon - switch to drag mode",
|
2006-07-08 20:45:01 +00:00
|
|
|
_vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD)));
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2005-04-24 12:13:03 +00:00
|
|
|
void Mouse::normalMouse() {
|
2007-12-15 22:54:00 +00:00
|
|
|
// The game is playing and none of the menus are activated - but, we
|
2003-10-09 06:57:35 +00:00
|
|
|
// need to check if a menu is to start. Note, won't have luggage
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-12-28 15:08:12 +00:00
|
|
|
MouseEvent *me;
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Check if the cursor has moved onto the system menu area. No save in
|
|
|
|
// big-object menu lock situation, of if the player is dragging an
|
|
|
|
// object.
|
|
|
|
|
2007-03-18 12:53:28 +00:00
|
|
|
int x, y;
|
|
|
|
|
|
|
|
getPos(x, y);
|
|
|
|
|
|
|
|
if (y < 0 && !_mouseModeLocked && !_vm->_logic->readVar(OBJECT_HELD)) {
|
2003-11-02 18:50:09 +00:00
|
|
|
_mouseMode = MOUSE_system_menu;
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-02 18:50:09 +00:00
|
|
|
if (_mouseTouching) {
|
2003-09-19 16:08:54 +00:00
|
|
|
// We were on something, but not anymore
|
2003-11-02 18:50:09 +00:00
|
|
|
_oldMouseTouching = 0;
|
|
|
|
_mouseTouching = 0;
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Reset mouse cursor - in case we're between mice
|
|
|
|
|
2003-11-02 18:50:09 +00:00
|
|
|
setMouse(NORMAL_MOUSE_ID);
|
|
|
|
buildSystemMenu();
|
2003-10-09 06:57:35 +00:00
|
|
|
return;
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Check if the cursor has moved onto the inventory menu area. No
|
|
|
|
// inventory in big-object menu lock situation,
|
|
|
|
|
2007-03-18 12:53:28 +00:00
|
|
|
if (y > 399 && !_mouseModeLocked) {
|
2003-10-09 06:57:35 +00:00
|
|
|
// If an object is being held, i.e. if the mouse cursor has a
|
2003-11-12 08:21:18 +00:00
|
|
|
// luggage, go to drag mode instead of menu mode, but the menu
|
|
|
|
// is still opened.
|
2003-10-09 06:57:35 +00:00
|
|
|
//
|
|
|
|
// That way, we can still use an object on another inventory
|
|
|
|
// object, even if the inventory menu was closed after the
|
|
|
|
// first object was selected.
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
if (!_vm->_logic->readVar(OBJECT_HELD))
|
2003-11-02 18:50:09 +00:00
|
|
|
_mouseMode = MOUSE_menu;
|
2003-10-09 06:57:35 +00:00
|
|
|
else
|
2003-11-02 18:50:09 +00:00
|
|
|
_mouseMode = MOUSE_drag;
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-10-09 06:57:35 +00:00
|
|
|
// If mouse is moving off an object and onto the menu then do a
|
|
|
|
// standard get-off
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-02 18:50:09 +00:00
|
|
|
if (_mouseTouching) {
|
|
|
|
_oldMouseTouching = 0;
|
|
|
|
_mouseTouching = 0;
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Reset mouse cursor
|
|
|
|
|
2003-11-02 18:50:09 +00:00
|
|
|
setMouse(NORMAL_MOUSE_ID);
|
|
|
|
buildMenu();
|
2003-07-28 01:44:38 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Check for moving the mouse on or off things
|
2003-10-09 06:57:35 +00:00
|
|
|
|
2003-11-02 18:50:09 +00:00
|
|
|
mouseOnOff();
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
me = _vm->mouseEvent();
|
2003-11-12 08:21:18 +00:00
|
|
|
|
|
|
|
if (!me)
|
|
|
|
return;
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
bool button_down = (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN)) != 0;
|
|
|
|
|
|
|
|
// For debugging. We can draw a rectangle on the screen and see its
|
|
|
|
// coordinates. This was probably used to help defining hit areas.
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
if (_vm->_debugger->_definingRectangles) {
|
|
|
|
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
|
|
|
|
|
|
|
|
if (_vm->_debugger->_draggingRectangle == 0) {
|
2003-11-12 08:21:18 +00:00
|
|
|
// Not yet dragging a rectangle, so need click to start
|
2003-09-19 16:08:54 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
if (button_down) {
|
2003-09-19 16:08:54 +00:00
|
|
|
// set both (x1,y1) and (x2,y2) to this point
|
2007-03-18 12:53:28 +00:00
|
|
|
_vm->_debugger->_rectX1 = _vm->_debugger->_rectX2 = (uint32)x + screenInfo->scroll_offset_x;
|
|
|
|
_vm->_debugger->_rectY1 = _vm->_debugger->_rectY2 = (uint32)y + screenInfo->scroll_offset_y;
|
2005-02-19 14:02:16 +00:00
|
|
|
_vm->_debugger->_draggingRectangle = 1;
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
2005-02-19 14:02:16 +00:00
|
|
|
} else if (_vm->_debugger->_draggingRectangle == 1) {
|
2003-09-19 16:08:54 +00:00
|
|
|
// currently dragging a rectangle - click means reset
|
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
if (button_down) {
|
2003-09-19 16:08:54 +00:00
|
|
|
// lock rectangle, so you can let go of mouse
|
|
|
|
// to type in the coords
|
2005-02-19 14:02:16 +00:00
|
|
|
_vm->_debugger->_draggingRectangle = 2;
|
2003-09-19 16:08:54 +00:00
|
|
|
} else {
|
|
|
|
// drag rectangle
|
2007-03-18 12:53:28 +00:00
|
|
|
_vm->_debugger->_rectX2 = (uint32)x + screenInfo->scroll_offset_x;
|
|
|
|
_vm->_debugger->_rectY2 = (uint32)y + screenInfo->scroll_offset_y;
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
2003-09-19 16:08:54 +00:00
|
|
|
} else {
|
|
|
|
// currently locked to avoid knocking out of place
|
|
|
|
// while reading off the coords
|
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
if (button_down) {
|
2003-09-19 16:08:54 +00:00
|
|
|
// click means reset - back to start again
|
2005-02-19 14:02:16 +00:00
|
|
|
_vm->_debugger->_draggingRectangle = 0;
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
return;
|
|
|
|
}
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2004-06-10 06:41:08 +00:00
|
|
|
#if RIGHT_CLICK_CLEARS_LUGGAGE
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
if (_vm->_logic->readVar(OBJECT_HELD) && (me->buttons & RD_RIGHTBUTTONDOWN) && heldIsInInventory()) {
|
|
|
|
_vm->_logic->writeVar(OBJECT_HELD, 0);
|
2003-11-12 08:21:18 +00:00
|
|
|
_menuSelectedPos = 0;
|
|
|
|
setLuggage(0);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#endif
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Now do the normal click stuff
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2004-05-09 13:32:04 +00:00
|
|
|
// We only care about down clicks when the mouse is over an object.
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
if (!_mouseTouching || !button_down)
|
|
|
|
return;
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// There's a mouse event to be processed and the mouse is on something.
|
|
|
|
// Notice that the floor itself is considered an object.
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// There are no menus about so its nice and simple. This is as close to
|
|
|
|
// the old advisor_188 script as we get, I'm sorry to say.
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// If player is walking or relaxing then those need to terminate
|
|
|
|
// correctly. Otherwise set player run the targets action script or, do
|
|
|
|
// a special walk if clicking on the scroll-more icon
|
|
|
|
|
|
|
|
// PLAYER_ACTION script variable - whatever catches this must reset to
|
|
|
|
// 0 again
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
// _vm->_logic->writeVar(PLAYER_ACTION, _mouseTouching);
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Idle or router-anim will catch it
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Set global script variable 'button'
|
2003-09-19 16:08:54 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
if (me->buttons & RD_LEFTBUTTONDOWN) {
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(LEFT_BUTTON, 1);
|
|
|
|
_vm->_logic->writeVar(RIGHT_BUTTON, 0);
|
2003-11-12 08:21:18 +00:00
|
|
|
_buttonClick = 0; // for re-click
|
|
|
|
} else {
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(LEFT_BUTTON, 0);
|
|
|
|
_vm->_logic->writeVar(RIGHT_BUTTON, 1);
|
2003-11-12 08:21:18 +00:00
|
|
|
_buttonClick = 1; // for re-click
|
|
|
|
}
|
2003-09-19 16:08:54 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// These might be required by the action script about to be run
|
2005-02-19 14:02:16 +00:00
|
|
|
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
|
2003-09-19 16:08:54 +00:00
|
|
|
|
2007-03-18 12:53:28 +00:00
|
|
|
_vm->_logic->writeVar(MOUSE_X, x + screenInfo->scroll_offset_x);
|
|
|
|
_vm->_logic->writeVar(MOUSE_Y, y + screenInfo->scroll_offset_y);
|
2003-09-19 16:08:54 +00:00
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
if (_mouseTouching == _vm->_logic->readVar(EXIT_CLICK_ID) && (me->buttons & RD_LEFTBUTTONDOWN)) {
|
2003-11-12 08:21:18 +00:00
|
|
|
// It's the exit double click situation. Let the existing
|
|
|
|
// interaction continue and start fading down. Switch the human
|
|
|
|
// off too
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
noHuman();
|
|
|
|
_vm->_logic->fnFadeDown(NULL);
|
2003-11-12 08:21:18 +00:00
|
|
|
|
|
|
|
// Tell the walker
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(EXIT_FADING, 1);
|
|
|
|
} else if (_oldButton == _buttonClick && _mouseTouching == _vm->_logic->readVar(CLICKED_ID) && _mousePointerRes != NORMAL_MOUSE_ID) {
|
2003-11-12 08:21:18 +00:00
|
|
|
// Re-click. Do nothing, except on floors
|
|
|
|
} else {
|
|
|
|
// For re-click
|
|
|
|
|
|
|
|
_oldButton = _buttonClick;
|
|
|
|
|
|
|
|
// For scripts to know what's been clicked. First used for
|
|
|
|
// 'room_13_turning_script' in object 'biscuits_13'
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(CLICKED_ID, _mouseTouching);
|
2003-11-12 08:21:18 +00:00
|
|
|
|
|
|
|
// Must clear these two double-click control flags - do it here
|
|
|
|
// so reclicks after exit clicks are cleared up
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(EXIT_CLICK_ID, 0);
|
|
|
|
_vm->_logic->writeVar(EXIT_FADING, 0);
|
2003-11-12 08:21:18 +00:00
|
|
|
|
2005-07-09 13:21:21 +00:00
|
|
|
_vm->_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
|
2003-11-12 08:21:18 +00:00
|
|
|
|
2004-04-24 12:29:35 +00:00
|
|
|
byte buf1[NAME_LEN], buf2[NAME_LEN];
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
if (_vm->_logic->readVar(OBJECT_HELD))
|
2004-03-17 09:03:15 +00:00
|
|
|
debug(2, "Used \"%s\" on \"%s\"",
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD), buf1),
|
|
|
|
_vm->_resman->fetchName(_vm->_logic->readVar(CLICKED_ID), buf2));
|
|
|
|
else if (_vm->_logic->readVar(LEFT_BUTTON))
|
2004-03-17 09:03:15 +00:00
|
|
|
debug(2, "Left-clicked on \"%s\"",
|
2006-07-08 20:45:01 +00:00
|
|
|
_vm->_resman->fetchName(_vm->_logic->readVar(CLICKED_ID)));
|
2003-11-12 08:21:18 +00:00
|
|
|
else // RIGHT BUTTON
|
2004-03-17 09:03:15 +00:00
|
|
|
debug(2, "Right-clicked on \"%s\"",
|
2006-07-08 20:45:01 +00:00
|
|
|
_vm->_resman->fetchName(_vm->_logic->readVar(CLICKED_ID)));
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2005-04-24 12:13:03 +00:00
|
|
|
uint32 Mouse::chooseMouse() {
|
|
|
|
// Unlike the other mouse "engines", this one is called directly by the
|
|
|
|
// fnChoose() opcode.
|
|
|
|
|
2009-04-07 19:52:46 +00:00
|
|
|
byte menuIconWidth;
|
|
|
|
|
|
|
|
if (Sword2Engine::isPsx())
|
|
|
|
menuIconWidth = RDMENU_PSXICONWIDE;
|
|
|
|
else
|
|
|
|
menuIconWidth = RDMENU_ICONWIDE;
|
|
|
|
|
|
|
|
|
2005-04-24 12:13:03 +00:00
|
|
|
uint i;
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(AUTO_SELECTED, 0);
|
|
|
|
|
|
|
|
uint32 in_subject = _vm->_logic->readVar(IN_SUBJECT);
|
|
|
|
uint32 object_held = _vm->_logic->readVar(OBJECT_HELD);
|
2005-04-24 12:13:03 +00:00
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
if (object_held) {
|
2005-04-24 12:13:03 +00:00
|
|
|
// The player used an object on a person. In this case it
|
|
|
|
// triggered a conversation menu. Act as if the user tried to
|
|
|
|
// talk to the person about that object. If the person doesn't
|
|
|
|
// know anything about it, use the default response.
|
|
|
|
|
|
|
|
uint32 response = _defaultResponseId;
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
for (i = 0; i < in_subject; i++) {
|
|
|
|
if (_subjectList[i].res == object_held) {
|
2005-04-24 12:13:03 +00:00
|
|
|
response = _subjectList[i].ref;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// The user won't be holding the object any more, and the
|
|
|
|
// conversation menu will be closed.
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(OBJECT_HELD, 0);
|
|
|
|
_vm->_logic->writeVar(IN_SUBJECT, 0);
|
2005-04-24 12:13:03 +00:00
|
|
|
return response;
|
|
|
|
}
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
if (_vm->_logic->readVar(CHOOSER_COUNT_FLAG) == 0 && in_subject == 1 && _subjectList[0].res == EXIT_ICON) {
|
2005-04-24 12:13:03 +00:00
|
|
|
// This is the first time the chooser is coming up in this
|
|
|
|
// conversation, there is only one subject and that's the
|
|
|
|
// EXIT icon.
|
|
|
|
//
|
|
|
|
// In other words, the player doesn't have anything to talk
|
|
|
|
// about. Skip it.
|
|
|
|
|
|
|
|
// The conversation menu will be closed. We set AUTO_SELECTED
|
|
|
|
// because the speech script depends on it.
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(AUTO_SELECTED, 1);
|
|
|
|
_vm->_logic->writeVar(IN_SUBJECT, 0);
|
2005-04-24 12:13:03 +00:00
|
|
|
return _subjectList[0].ref;
|
|
|
|
}
|
|
|
|
|
|
|
|
byte *icon;
|
|
|
|
|
|
|
|
if (!_choosing) {
|
|
|
|
// This is a new conversation menu.
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
if (!in_subject)
|
2005-04-24 12:13:03 +00:00
|
|
|
error("fnChoose with no subjects");
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
for (i = 0; i < in_subject; i++) {
|
2009-04-07 19:52:46 +00:00
|
|
|
icon = _vm->_resman->openResource(_subjectList[i].res) + ResHeader::size() + menuIconWidth * RDMENU_ICONDEEP;
|
2005-04-24 12:13:03 +00:00
|
|
|
setMenuIcon(RDMENU_BOTTOM, i, icon);
|
|
|
|
_vm->_resman->closeResource(_subjectList[i].res);
|
|
|
|
}
|
|
|
|
|
|
|
|
for (; i < 15; i++)
|
|
|
|
setMenuIcon(RDMENU_BOTTOM, (uint8) i, NULL);
|
|
|
|
|
|
|
|
showMenu(RDMENU_BOTTOM);
|
|
|
|
setMouse(NORMAL_MOUSE_ID);
|
|
|
|
_choosing = true;
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
return (uint32)-1;
|
2005-04-24 12:13:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// The menu is there - we're just waiting for a click. We only care
|
|
|
|
// about left clicks.
|
|
|
|
|
|
|
|
MouseEvent *me = _vm->mouseEvent();
|
|
|
|
int mouseX, mouseY;
|
|
|
|
|
|
|
|
getPos(mouseX, mouseY);
|
|
|
|
|
|
|
|
if (!me || !(me->buttons & RD_LEFTBUTTONDOWN) || mouseY < 400)
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
return (uint32)-1;
|
2005-04-24 12:13:03 +00:00
|
|
|
|
|
|
|
// Check for click on a menu.
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
int hit = _vm->_mouse->menuClick(in_subject);
|
2005-04-24 12:13:03 +00:00
|
|
|
if (hit < 0)
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
return (uint32)-1;
|
2005-04-24 12:13:03 +00:00
|
|
|
|
|
|
|
// Hilight the clicked icon by greying the others. This can look a bit
|
|
|
|
// odd when you click on the exit icon, but there are also cases when
|
|
|
|
// it looks strange if you don't do it.
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
for (i = 0; i < in_subject; i++) {
|
|
|
|
if ((int)i != hit) {
|
|
|
|
icon = _vm->_resman->openResource(_subjectList[i].res) + ResHeader::size();
|
2005-04-24 12:13:03 +00:00
|
|
|
_vm->_mouse->setMenuIcon(RDMENU_BOTTOM, i, icon);
|
|
|
|
_vm->_resman->closeResource(_subjectList[i].res);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// For non-speech scripts that manually call the chooser
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(RESULT, _subjectList[hit].res);
|
2005-04-24 12:13:03 +00:00
|
|
|
|
|
|
|
// The conversation menu will be closed
|
|
|
|
|
|
|
|
_choosing = false;
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(IN_SUBJECT, 0);
|
2005-04-24 12:13:03 +00:00
|
|
|
setMouse(0);
|
|
|
|
|
|
|
|
return _subjectList[hit].ref;
|
|
|
|
}
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
void Mouse::mouseOnOff() {
|
2003-09-19 16:08:54 +00:00
|
|
|
// this handles the cursor graphic when moving on and off mouse areas
|
|
|
|
// it also handles the luggage thingy
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-09-19 16:08:54 +00:00
|
|
|
uint32 pointer_type;
|
|
|
|
static uint8 mouse_flicked_off = 0;
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-02 18:50:09 +00:00
|
|
|
_oldMouseTouching = _mouseTouching;
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-09-19 16:08:54 +00:00
|
|
|
// don't detect objects that are hidden behind the menu bars (ie. in
|
|
|
|
// the scrolled-off areas of the screen)
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2007-03-18 12:53:28 +00:00
|
|
|
int y = getY();
|
|
|
|
|
|
|
|
if (y < 0 || y > 399) {
|
2003-09-19 16:08:54 +00:00
|
|
|
pointer_type = 0;
|
2003-11-02 18:50:09 +00:00
|
|
|
_mouseTouching = 0;
|
2003-09-19 16:08:54 +00:00
|
|
|
} else {
|
2003-11-02 18:50:09 +00:00
|
|
|
// set '_mouseTouching' & return pointer_type
|
|
|
|
pointer_type = checkMouseList();
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
|
2003-09-19 16:08:54 +00:00
|
|
|
// same as previous cycle?
|
2003-11-02 18:50:09 +00:00
|
|
|
if (!mouse_flicked_off && _oldMouseTouching == _mouseTouching) {
|
2003-09-19 16:08:54 +00:00
|
|
|
// yes, so nothing to do
|
|
|
|
// BUT CARRY ON IF MOUSE WAS FLICKED OFF!
|
|
|
|
return;
|
|
|
|
}
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-09-19 16:08:54 +00:00
|
|
|
// can reset this now
|
|
|
|
mouse_flicked_off = 0;
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-09-19 16:08:54 +00:00
|
|
|
//the cursor has moved onto something
|
2003-11-02 18:50:09 +00:00
|
|
|
if (!_oldMouseTouching && _mouseTouching) {
|
2003-09-19 16:08:54 +00:00
|
|
|
// make a copy of the object we've moved onto because one day
|
|
|
|
// we'll move back off again! (but the list positioning could
|
|
|
|
// theoretically have changed)
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-09-19 16:08:54 +00:00
|
|
|
// we can only move onto something from being on nothing - we
|
|
|
|
// stop the system going from one to another when objects
|
|
|
|
// overlap
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-02 18:50:09 +00:00
|
|
|
_oldMouseTouching = _mouseTouching;
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-09-19 16:08:54 +00:00
|
|
|
// run get on
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-09-19 16:08:54 +00:00
|
|
|
if (pointer_type) {
|
|
|
|
// 'pointer_type' holds the resource id of the
|
|
|
|
// pointer anim
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-02 18:50:09 +00:00
|
|
|
setMouse(pointer_type);
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-09-19 16:08:54 +00:00
|
|
|
// setup luggage icon
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
if (_vm->_logic->readVar(OBJECT_HELD)) {
|
2003-11-02 18:50:09 +00:00
|
|
|
setLuggage(_currentLuggageResource);
|
2003-09-19 16:08:54 +00:00
|
|
|
}
|
2004-04-24 12:29:35 +00:00
|
|
|
} else {
|
2009-05-31 10:02:16 +00:00
|
|
|
error("ERROR: mouse.pointer==0 for object %d (%s) - update logic script", _mouseTouching, _vm->_resman->fetchName(_mouseTouching));
|
2004-04-24 12:29:35 +00:00
|
|
|
}
|
2003-11-02 18:50:09 +00:00
|
|
|
} else if (_oldMouseTouching && !_mouseTouching) {
|
2003-09-19 16:08:54 +00:00
|
|
|
// the cursor has moved off something - reset cursor to
|
|
|
|
// normal pointer
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-02 18:50:09 +00:00
|
|
|
_oldMouseTouching = 0;
|
|
|
|
setMouse(NORMAL_MOUSE_ID);
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-09-19 16:08:54 +00:00
|
|
|
// reset luggage only when necessary
|
2003-11-02 18:50:09 +00:00
|
|
|
} else if (_oldMouseTouching && _mouseTouching) {
|
2003-09-19 16:08:54 +00:00
|
|
|
// The cursor has moved off something and onto something
|
|
|
|
// else. Flip to a blank cursor for a cycle.
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-09-19 16:08:54 +00:00
|
|
|
// ignore the new id this cycle - should hit next cycle
|
2003-11-02 18:50:09 +00:00
|
|
|
_mouseTouching = 0;
|
|
|
|
_oldMouseTouching = 0;
|
|
|
|
setMouse(0);
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-09-19 16:08:54 +00:00
|
|
|
// so we know to set the mouse pointer back to normal if 2nd
|
2005-07-30 21:11:48 +00:00
|
|
|
// hot-spot doesn't register because mouse pulled away
|
2003-09-19 16:08:54 +00:00
|
|
|
// quickly (onto nothing)
|
|
|
|
|
|
|
|
mouse_flicked_off = 1;
|
2005-07-30 21:11:48 +00:00
|
|
|
|
2003-07-28 01:44:38 +00:00
|
|
|
// reset luggage only when necessary
|
2003-09-19 16:08:54 +00:00
|
|
|
} else {
|
|
|
|
// Mouse was flicked off for one cycle, but then moved onto
|
|
|
|
// nothing before 2nd hot-spot registered
|
|
|
|
|
2003-11-02 18:50:09 +00:00
|
|
|
// both '_oldMouseTouching' & '_mouseTouching' will be zero
|
2003-09-19 16:08:54 +00:00
|
|
|
// reset cursor to normal pointer
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-02 18:50:09 +00:00
|
|
|
setMouse(NORMAL_MOUSE_ID);
|
2003-09-19 16:08:54 +00:00
|
|
|
}
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-09-19 16:08:54 +00:00
|
|
|
// possible check for edge of screen more-to-scroll here on large
|
|
|
|
// screens
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
void Mouse::setMouse(uint32 res) {
|
2003-10-09 06:57:35 +00:00
|
|
|
// high level - whats the mouse - for the engine
|
2003-11-02 18:50:09 +00:00
|
|
|
_mousePointerRes = res;
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-09-19 16:08:54 +00:00
|
|
|
if (res) {
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
byte *icon = _vm->_resman->openResource(res) + ResHeader::size();
|
|
|
|
uint32 len = _vm->_resman->fetchLen(res) - ResHeader::size();
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-09-19 16:08:54 +00:00
|
|
|
// don't pulse the normal pointer - just do the regular anim
|
|
|
|
// loop
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-09-19 16:08:54 +00:00
|
|
|
if (res == NORMAL_MOUSE_ID)
|
2005-02-19 14:02:16 +00:00
|
|
|
setMouseAnim(icon, len, RDMOUSE_NOFLASH);
|
2003-09-19 16:08:54 +00:00
|
|
|
else
|
2008-01-28 00:14:17 +00:00
|
|
|
setMouseAnim(icon, len, RDMOUSE_FLASH);
|
2003-09-19 16:08:54 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
_vm->_resman->closeResource(res);
|
2003-09-19 16:08:54 +00:00
|
|
|
} else {
|
|
|
|
// blank cursor
|
2005-02-19 14:02:16 +00:00
|
|
|
setMouseAnim(NULL, 0, 0);
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
void Mouse::setLuggage(uint32 res) {
|
2003-11-02 18:50:09 +00:00
|
|
|
_realLuggageItem = res;
|
2003-09-19 16:08:54 +00:00
|
|
|
|
|
|
|
if (res) {
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
byte *icon = _vm->_resman->openResource(res) + ResHeader::size();
|
|
|
|
uint32 len = _vm->_resman->fetchLen(res) - ResHeader::size();
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
setLuggageAnim(icon, len);
|
|
|
|
_vm->_resman->closeResource(res);
|
2003-09-19 16:08:54 +00:00
|
|
|
} else
|
2005-02-19 14:02:16 +00:00
|
|
|
setLuggageAnim(NULL, 0);
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
2003-09-19 16:08:54 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
void Mouse::setObjectHeld(uint32 res) {
|
|
|
|
setLuggage(res);
|
2003-09-19 16:08:54 +00:00
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(OBJECT_HELD, res);
|
2005-02-19 14:02:16 +00:00
|
|
|
_currentLuggageResource = res;
|
|
|
|
|
|
|
|
// mode locked - no menu available
|
|
|
|
_mouseModeLocked = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
uint32 Mouse::checkMouseList() {
|
|
|
|
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
|
2007-03-18 12:53:28 +00:00
|
|
|
int x, y;
|
2005-02-19 14:02:16 +00:00
|
|
|
|
2007-03-18 12:53:28 +00:00
|
|
|
getPos(x, y);
|
|
|
|
|
|
|
|
Common::Point mousePos(x + screenInfo->scroll_offset_x, y + screenInfo->scroll_offset_y);
|
2005-02-28 14:03:53 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
// Number of priorities subject to implementation needs
|
2004-01-04 15:05:54 +00:00
|
|
|
for (int priority = 0; priority < 10; priority++) {
|
2005-02-28 13:28:02 +00:00
|
|
|
for (uint i = 0; i < _curMouse; i++) {
|
2003-11-12 08:21:18 +00:00
|
|
|
// If the mouse pointer is over this
|
2003-09-19 16:08:54 +00:00
|
|
|
// mouse-detection-box
|
|
|
|
|
2005-02-28 14:03:53 +00:00
|
|
|
if (_mouseList[i].priority == priority && _mouseList[i].rect.contains(mousePos)) {
|
2003-11-12 08:21:18 +00:00
|
|
|
// Record id
|
2004-01-04 15:05:54 +00:00
|
|
|
_mouseTouching = _mouseList[i].id;
|
2003-09-19 16:08:54 +00:00
|
|
|
|
2004-01-04 15:05:54 +00:00
|
|
|
createPointerText(_mouseList[i].pointer_text, _mouseList[i].pointer);
|
2003-09-19 16:08:54 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Return pointer type
|
2004-01-04 15:05:54 +00:00
|
|
|
return _mouseList[i].pointer;
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2004-01-04 15:05:54 +00:00
|
|
|
// Touching nothing; no pointer to return
|
|
|
|
_mouseTouching = 0;
|
|
|
|
return 0;
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
2003-09-19 16:08:54 +00:00
|
|
|
|
|
|
|
#define POINTER_TEXT_WIDTH 640 // just in case!
|
|
|
|
#define POINTER_TEXT_PEN 184 // white
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
void Mouse::createPointerText(uint32 text_id, uint32 pointer_res) {
|
2003-09-19 16:08:54 +00:00
|
|
|
uint32 local_text;
|
|
|
|
uint32 text_res;
|
2004-04-23 07:02:11 +00:00
|
|
|
byte *text;
|
2003-09-19 16:08:54 +00:00
|
|
|
// offsets for pointer text sprite from pointer position
|
|
|
|
int16 xOffset, yOffset;
|
|
|
|
uint8 justification;
|
|
|
|
|
2005-02-20 15:38:48 +00:00
|
|
|
if (!_objectLabels || !text_id)
|
2003-11-12 08:21:18 +00:00
|
|
|
return;
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Check what the pointer is, to set offsets correctly for text
|
|
|
|
// position
|
|
|
|
|
|
|
|
switch (pointer_res) {
|
|
|
|
case CROSHAIR:
|
|
|
|
yOffset = -7;
|
|
|
|
xOffset = +10;
|
|
|
|
break;
|
|
|
|
case EXIT0:
|
|
|
|
yOffset = +15;
|
|
|
|
xOffset = +20;
|
|
|
|
break;
|
|
|
|
case EXIT1:
|
|
|
|
yOffset = +16;
|
|
|
|
xOffset = -10;
|
|
|
|
break;
|
|
|
|
case EXIT2:
|
|
|
|
yOffset = +10;
|
|
|
|
xOffset = -22;
|
|
|
|
break;
|
|
|
|
case EXIT3:
|
|
|
|
yOffset = -16;
|
|
|
|
xOffset = -10;
|
|
|
|
break;
|
|
|
|
case EXIT4:
|
|
|
|
yOffset = -15;
|
|
|
|
xOffset = +15;
|
|
|
|
break;
|
|
|
|
case EXIT5:
|
|
|
|
yOffset = -12;
|
|
|
|
xOffset = +10;
|
|
|
|
break;
|
|
|
|
case EXIT6:
|
|
|
|
yOffset = +10;
|
|
|
|
xOffset = +25;
|
|
|
|
break;
|
|
|
|
case EXIT7:
|
|
|
|
yOffset = +16;
|
|
|
|
xOffset = +20;
|
|
|
|
break;
|
|
|
|
case EXITDOWN:
|
|
|
|
yOffset = -20;
|
|
|
|
xOffset = -10;
|
|
|
|
break;
|
|
|
|
case EXITUP:
|
|
|
|
yOffset = +20;
|
|
|
|
xOffset = +20;
|
|
|
|
break;
|
|
|
|
case MOUTH:
|
|
|
|
yOffset = -10;
|
|
|
|
xOffset = +15;
|
|
|
|
break;
|
|
|
|
case NORMAL:
|
|
|
|
yOffset = -10;
|
|
|
|
xOffset = +15;
|
|
|
|
break;
|
|
|
|
case PICKUP:
|
|
|
|
yOffset = -40;
|
|
|
|
xOffset = +10;
|
|
|
|
break;
|
|
|
|
case SCROLL_L:
|
|
|
|
yOffset = -20;
|
|
|
|
xOffset = +20;
|
|
|
|
break;
|
|
|
|
case SCROLL_R:
|
|
|
|
yOffset = -20;
|
|
|
|
xOffset = -20;
|
|
|
|
break;
|
|
|
|
case USE:
|
|
|
|
yOffset = -8;
|
|
|
|
xOffset = +20;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
// Shouldn't happen if we cover all the different mouse
|
|
|
|
// pointers above
|
|
|
|
yOffset = -10;
|
|
|
|
xOffset = +10;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Set up justification for text sprite, based on its offsets from the
|
|
|
|
// pointer position
|
|
|
|
|
|
|
|
if (yOffset < 0) {
|
|
|
|
// Above pointer
|
|
|
|
if (xOffset < 0) {
|
|
|
|
// Above left
|
|
|
|
justification = POSITION_AT_RIGHT_OF_BASE;
|
|
|
|
} else if (xOffset > 0) {
|
|
|
|
// Above right
|
|
|
|
justification = POSITION_AT_LEFT_OF_BASE;
|
|
|
|
} else {
|
2011-04-14 12:34:28 +00:00
|
|
|
// Above center
|
|
|
|
justification = POSITION_AT_CENTER_OF_BASE;
|
2003-11-12 08:21:18 +00:00
|
|
|
}
|
|
|
|
} else if (yOffset > 0) {
|
|
|
|
// Below pointer
|
|
|
|
if (xOffset < 0) {
|
|
|
|
// Below left
|
|
|
|
justification = POSITION_AT_RIGHT_OF_TOP;
|
|
|
|
} else if (xOffset > 0) {
|
|
|
|
// Below right
|
|
|
|
justification = POSITION_AT_LEFT_OF_TOP;
|
|
|
|
} else {
|
2011-04-14 12:34:28 +00:00
|
|
|
// Below center
|
|
|
|
justification = POSITION_AT_CENTER_OF_TOP;
|
2003-11-12 08:21:18 +00:00
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// Same y-coord as pointer
|
|
|
|
if (xOffset < 0) {
|
2011-04-14 12:34:28 +00:00
|
|
|
// Center left
|
|
|
|
justification = POSITION_AT_RIGHT_OF_CENTER;
|
2003-11-12 08:21:18 +00:00
|
|
|
} else if (xOffset > 0) {
|
2011-04-14 12:34:28 +00:00
|
|
|
// Center right
|
|
|
|
justification = POSITION_AT_LEFT_OF_CENTER;
|
2003-11-12 08:21:18 +00:00
|
|
|
} else {
|
2011-04-14 12:34:28 +00:00
|
|
|
// Center center - shouldn't happen anyway!
|
|
|
|
justification = POSITION_AT_LEFT_OF_CENTER;
|
2003-11-12 08:21:18 +00:00
|
|
|
}
|
|
|
|
}
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// Text resource number, and line number within the resource
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
text_res = text_id / SIZE;
|
|
|
|
local_text = text_id & 0xffff;
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// open text file & get the line
|
2005-02-19 14:02:16 +00:00
|
|
|
text = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text);
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// 'text+2' to skip the first 2 bytes which form the
|
|
|
|
// line reference number
|
2003-09-19 16:08:54 +00:00
|
|
|
|
2007-03-18 12:53:28 +00:00
|
|
|
int x, y;
|
|
|
|
|
|
|
|
getPos(x, y);
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
_pointerTextBlocNo = _vm->_fontRenderer->buildNewBloc(
|
2007-03-18 12:53:28 +00:00
|
|
|
text + 2, x + xOffset,
|
|
|
|
y + yOffset,
|
2003-11-12 08:21:18 +00:00
|
|
|
POINTER_TEXT_WIDTH, POINTER_TEXT_PEN,
|
|
|
|
RDSPR_TRANS | RDSPR_DISPLAYALIGN,
|
2005-02-19 14:02:16 +00:00
|
|
|
_vm->_speechFontId, justification);
|
2003-09-19 16:08:54 +00:00
|
|
|
|
2003-11-12 08:21:18 +00:00
|
|
|
// now ok to close the text file
|
2005-02-19 14:02:16 +00:00
|
|
|
_vm->_resman->closeResource(text_res);
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
2003-09-19 16:08:54 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
void Mouse::clearPointerText() {
|
2003-11-02 18:50:09 +00:00
|
|
|
if (_pointerTextBlocNo) {
|
2005-02-19 14:02:16 +00:00
|
|
|
_vm->_fontRenderer->killTextBloc(_pointerTextBlocNo);
|
2003-11-02 18:50:09 +00:00
|
|
|
_pointerTextBlocNo = 0;
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
void Mouse::hideMouse() {
|
2003-11-02 18:50:09 +00:00
|
|
|
// leaves the menus open
|
|
|
|
// used by the system when clicking right on a menu item to examine
|
|
|
|
// it and when combining objects
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-09-26 10:07:18 +00:00
|
|
|
// for logic scripts
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(MOUSE_AVAILABLE, 0);
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-10-09 06:57:35 +00:00
|
|
|
// human/mouse off
|
2003-11-02 18:50:09 +00:00
|
|
|
_mouseStatus = true;
|
|
|
|
|
|
|
|
setMouse(0);
|
|
|
|
setLuggage(0);
|
|
|
|
}
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
void Mouse::noHuman() {
|
|
|
|
hideMouse();
|
|
|
|
clearPointerText();
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
// Must be normal mouse situation or a largely neutral situation -
|
|
|
|
// special menus use hideMouse()
|
2003-11-02 18:50:09 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
// Don't hide menu in conversations
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
if (_vm->_logic->readVar(TALK_FLAG) == 0)
|
2005-02-19 14:02:16 +00:00
|
|
|
hideMenu(RDMENU_BOTTOM);
|
2003-11-02 18:50:09 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
if (_mouseMode == MOUSE_system_menu) {
|
|
|
|
// Close menu
|
|
|
|
_mouseMode = MOUSE_normal;
|
|
|
|
hideMenu(RDMENU_TOP);
|
|
|
|
}
|
|
|
|
}
|
2003-11-02 18:50:09 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
void Mouse::addHuman() {
|
|
|
|
// For logic scripts
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(MOUSE_AVAILABLE, 1);
|
2003-11-02 18:50:09 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
if (_mouseStatus) {
|
|
|
|
// Force engine to choose a cursor
|
|
|
|
_mouseStatus = false;
|
|
|
|
_mouseTouching = 1;
|
|
|
|
}
|
2003-11-02 18:50:09 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
// Clear this to reset no-second-click system
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(CLICKED_ID, 0);
|
2003-11-02 18:50:09 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
// This is now done outside the OBJECT_HELD check in case it's set to
|
|
|
|
// zero before now!
|
2003-11-02 18:50:09 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
// Unlock the mouse from possible large object lock situtations - see
|
|
|
|
// syphon in rm 3
|
2003-11-02 18:50:09 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
_mouseModeLocked = false;
|
2003-11-02 18:50:09 +00:00
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
if (_vm->_logic->readVar(OBJECT_HELD)) {
|
2005-02-19 14:02:16 +00:00
|
|
|
// Was dragging something around - need to clear this again
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(OBJECT_HELD, 0);
|
2003-11-02 18:50:09 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
// And these may also need clearing, just in case
|
|
|
|
_examiningMenuIcon = false;
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(COMBINE_BASE, 0);
|
2003-11-12 08:21:18 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
setLuggage(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
// If mouse is over menu area
|
2007-03-18 12:53:28 +00:00
|
|
|
if (getY() > 399) {
|
2005-02-19 14:02:16 +00:00
|
|
|
if (_mouseMode != MOUSE_holding) {
|
|
|
|
// VITAL - reset things & rebuild the menu
|
|
|
|
_mouseMode = MOUSE_normal;
|
|
|
|
}
|
|
|
|
setMouse(NORMAL_MOUSE_ID);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Enabled/disabled from console; status printed with on-screen debug
|
|
|
|
// info
|
|
|
|
|
|
|
|
if (_vm->_debugger->_testingSnR) {
|
2011-02-15 21:52:15 +00:00
|
|
|
uint8 black[3] = { 0, 0, 0 };
|
|
|
|
uint8 white[3] = { 255, 255, 255 };
|
2005-02-19 14:02:16 +00:00
|
|
|
|
|
|
|
// Testing logic scripts by simulating instant Save & Restore
|
|
|
|
|
|
|
|
_vm->_screen->setPalette(0, 1, white, RDPAL_INSTANT);
|
|
|
|
|
|
|
|
// Stops all fx & clears the queue - eg. when leaving a room
|
2007-01-26 18:21:41 +00:00
|
|
|
_vm->_sound->clearFxQueue(false);
|
2005-02-19 14:02:16 +00:00
|
|
|
|
|
|
|
// Trash all object resources so they load in fresh & restart
|
|
|
|
// their logic scripts
|
|
|
|
|
|
|
|
_vm->_resman->killAllObjects(false);
|
|
|
|
|
|
|
|
_vm->_screen->setPalette(0, 1, black, RDPAL_INSTANT);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Mouse::refreshInventory() {
|
|
|
|
// Can reset this now
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(COMBINE_BASE, 0);
|
2005-02-19 14:02:16 +00:00
|
|
|
|
2011-04-14 12:12:27 +00:00
|
|
|
// Cause 'object_held' icon to be greyed. The rest are colored.
|
2005-02-19 14:02:16 +00:00
|
|
|
_examiningMenuIcon = true;
|
|
|
|
buildMenu();
|
|
|
|
_examiningMenuIcon = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Mouse::startConversation() {
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
if (_vm->_logic->readVar(TALK_FLAG) == 0) {
|
2005-02-19 14:02:16 +00:00
|
|
|
// See fnChooser & speech scripts
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(CHOOSER_COUNT_FLAG, 0);
|
2005-02-19 14:02:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
noHuman();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Mouse::endConversation() {
|
|
|
|
hideMenu(RDMENU_BOTTOM);
|
|
|
|
|
2007-03-18 12:53:28 +00:00
|
|
|
if (getY() > 399) {
|
2005-02-19 14:02:16 +00:00
|
|
|
// Will wait for cursor to move off the bottom menu
|
|
|
|
_mouseMode = MOUSE_holding;
|
|
|
|
}
|
|
|
|
|
|
|
|
// In case DC forgets
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(TALK_FLAG, 0);
|
2003-11-02 18:50:09 +00:00
|
|
|
}
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
void Mouse::monitorPlayerActivity() {
|
2003-11-02 18:50:09 +00:00
|
|
|
// if there is at least one mouse event outstanding
|
2005-02-19 14:02:16 +00:00
|
|
|
if (_vm->checkForMouseEvents()) {
|
2003-11-02 18:50:09 +00:00
|
|
|
// reset activity delay counter
|
|
|
|
_playerActivityDelay = 0;
|
|
|
|
} else {
|
|
|
|
// no. of game cycles since mouse event queue last empty
|
|
|
|
_playerActivityDelay++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
void Mouse::checkPlayerActivity(uint32 seconds) {
|
|
|
|
// Convert seconds to game cycles
|
|
|
|
uint32 threshold = seconds * 12;
|
|
|
|
|
|
|
|
// If the actual delay is at or above the given threshold, reset the
|
|
|
|
// activity delay counter now that we've got a positive check.
|
|
|
|
|
|
|
|
if (_playerActivityDelay >= threshold) {
|
|
|
|
_playerActivityDelay = 0;
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(RESULT, 1);
|
2005-02-19 14:02:16 +00:00
|
|
|
} else
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
_vm->_logic->writeVar(RESULT, 0);
|
2005-02-19 14:02:16 +00:00
|
|
|
}
|
|
|
|
|
2008-05-23 17:54:47 +00:00
|
|
|
void Mouse::pauseEngine(bool pause) {
|
|
|
|
if (pause) {
|
|
|
|
// Make the mouse cursor normal. This is the only place where
|
|
|
|
// we are allowed to clear the luggage this way.
|
2005-02-19 14:02:16 +00:00
|
|
|
|
2008-05-23 17:54:47 +00:00
|
|
|
clearPointerText();
|
|
|
|
setLuggageAnim(NULL, 0);
|
|
|
|
setMouse(0);
|
|
|
|
setMouseTouching(1);
|
|
|
|
} else {
|
|
|
|
if (_vm->_logic->readVar(OBJECT_HELD) && _realLuggageItem)
|
|
|
|
setLuggage(_realLuggageItem);
|
|
|
|
}
|
2005-02-19 14:02:16 +00:00
|
|
|
}
|
|
|
|
|
2006-02-12 21:41:34 +00:00
|
|
|
#define MOUSEFLASHFRAME 6
|
|
|
|
|
|
|
|
void Mouse::decompressMouse(byte *decomp, byte *comp, uint8 frame, int width, int height, int pitch, int xOff, int yOff) {
|
|
|
|
int32 size = width * height;
|
|
|
|
int32 i = 0;
|
|
|
|
int x = 0;
|
|
|
|
int y = 0;
|
|
|
|
|
2009-04-07 19:52:46 +00:00
|
|
|
if (Sword2Engine::isPsx()) {
|
|
|
|
comp = comp + READ_LE_UINT32(comp + 2 + frame * 4) - MOUSE_ANIM_HEADER_SIZE;
|
2006-02-12 21:41:34 +00:00
|
|
|
|
2009-04-07 19:52:46 +00:00
|
|
|
yOff /= 2; // Without this, distance of object from cursor is too big.
|
|
|
|
|
|
|
|
byte *buffer;
|
|
|
|
|
|
|
|
buffer = (byte *)malloc(size);
|
|
|
|
Screen::decompressHIF(comp, buffer);
|
|
|
|
|
|
|
|
for (int line = 0; line < height; line++) {
|
|
|
|
memcpy(decomp + (line + yOff) * pitch + xOff, buffer + line * width, width);
|
|
|
|
}
|
|
|
|
|
|
|
|
free(buffer);
|
2009-05-24 15:17:42 +00:00
|
|
|
|
2009-04-07 19:52:46 +00:00
|
|
|
} else {
|
2009-05-24 15:17:42 +00:00
|
|
|
comp = comp + READ_LE_UINT32(comp + frame * 4) - MOUSE_ANIM_HEADER_SIZE;
|
2009-04-07 19:52:46 +00:00
|
|
|
|
|
|
|
while (i < size) {
|
|
|
|
if (*comp > 183) {
|
|
|
|
decomp[(y + yOff) * pitch + x + xOff] = *comp++;
|
|
|
|
if (++x >= width) {
|
|
|
|
x = 0;
|
|
|
|
y++;
|
|
|
|
}
|
|
|
|
i++;
|
|
|
|
} else {
|
|
|
|
x += *comp;
|
|
|
|
while (x >= width) {
|
|
|
|
y++;
|
|
|
|
x -= width;
|
|
|
|
}
|
|
|
|
i += *comp++;
|
2006-02-12 21:41:34 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Mouse::drawMouse() {
|
|
|
|
if (!_mouseAnim.data && !_luggageAnim.data)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// When an object is used in the game, the mouse cursor should be a
|
|
|
|
// combination of a standard mouse cursor and a luggage cursor.
|
|
|
|
//
|
|
|
|
// However, judging by the original code luggage cursors can also
|
|
|
|
// appear on their own. I have no idea which cases though.
|
|
|
|
|
|
|
|
uint16 mouse_width = 0;
|
|
|
|
uint16 mouse_height = 0;
|
|
|
|
uint16 hotspot_x = 0;
|
|
|
|
uint16 hotspot_y = 0;
|
|
|
|
int deltaX = 0;
|
|
|
|
int deltaY = 0;
|
|
|
|
|
|
|
|
if (_mouseAnim.data) {
|
|
|
|
hotspot_x = _mouseAnim.xHotSpot;
|
|
|
|
hotspot_y = _mouseAnim.yHotSpot;
|
|
|
|
mouse_width = _mouseAnim.mousew;
|
|
|
|
mouse_height = _mouseAnim.mouseh;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (_luggageAnim.data) {
|
|
|
|
if (!_mouseAnim.data) {
|
|
|
|
hotspot_x = _luggageAnim.xHotSpot;
|
|
|
|
hotspot_y = _luggageAnim.yHotSpot;
|
|
|
|
}
|
|
|
|
if (_luggageAnim.mousew > mouse_width)
|
|
|
|
mouse_width = _luggageAnim.mousew;
|
|
|
|
if (_luggageAnim.mouseh > mouse_height)
|
|
|
|
mouse_height = _luggageAnim.mouseh;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (_mouseAnim.data && _luggageAnim.data) {
|
|
|
|
deltaX = _mouseAnim.xHotSpot - _luggageAnim.xHotSpot;
|
|
|
|
deltaY = _mouseAnim.yHotSpot - _luggageAnim.yHotSpot;
|
|
|
|
}
|
|
|
|
|
|
|
|
assert(deltaX >= 0);
|
|
|
|
assert(deltaY >= 0);
|
|
|
|
|
|
|
|
mouse_width += deltaX;
|
|
|
|
mouse_height += deltaY;
|
|
|
|
|
2006-05-10 20:50:59 +00:00
|
|
|
byte *mouseData = (byte *)calloc(mouse_height, mouse_width);
|
2006-02-12 21:41:34 +00:00
|
|
|
|
|
|
|
if (_luggageAnim.data)
|
|
|
|
decompressMouse(mouseData, _luggageAnim.data, 0,
|
|
|
|
_luggageAnim.mousew, _luggageAnim.mouseh,
|
|
|
|
mouse_width, deltaX, deltaY);
|
|
|
|
|
|
|
|
if (_mouseAnim.data)
|
|
|
|
decompressMouse(mouseData, _mouseAnim.data, _mouseFrame,
|
|
|
|
_mouseAnim.mousew, _mouseAnim.mouseh, mouse_width);
|
|
|
|
|
2009-04-07 19:52:46 +00:00
|
|
|
// Fix height for mouse sprite in PSX version
|
2009-05-24 15:17:42 +00:00
|
|
|
if (Sword2Engine::isPsx()) {
|
2009-04-07 19:52:46 +00:00
|
|
|
mouse_height *= 2;
|
2009-05-24 15:17:42 +00:00
|
|
|
|
2009-04-07 19:52:46 +00:00
|
|
|
byte *buffer = (byte *)malloc(mouse_width * mouse_height);
|
|
|
|
Screen::resizePsxSprite(buffer, mouseData, mouse_width, mouse_height);
|
2009-05-24 15:17:42 +00:00
|
|
|
|
2009-04-07 19:52:46 +00:00
|
|
|
free(mouseData);
|
|
|
|
mouseData = buffer;
|
|
|
|
}
|
|
|
|
|
2006-05-25 22:51:42 +00:00
|
|
|
CursorMan.replaceCursor(mouseData, mouse_width, mouse_height, hotspot_x, hotspot_y, 0);
|
2006-05-10 20:50:59 +00:00
|
|
|
|
|
|
|
free(mouseData);
|
2006-02-12 21:41:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Animates the current mouse pointer
|
|
|
|
*/
|
|
|
|
|
|
|
|
int32 Mouse::animateMouse() {
|
|
|
|
uint8 prevMouseFrame = _mouseFrame;
|
|
|
|
|
|
|
|
if (!_mouseAnim.data)
|
|
|
|
return RDERR_UNKNOWN;
|
|
|
|
|
|
|
|
if (++_mouseFrame == _mouseAnim.noAnimFrames)
|
|
|
|
_mouseFrame = MOUSEFLASHFRAME;
|
|
|
|
|
|
|
|
if (_mouseFrame != prevMouseFrame)
|
|
|
|
drawMouse();
|
|
|
|
|
|
|
|
return RD_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets the mouse cursor animation.
|
|
|
|
* @param ma a pointer to the animation data, or NULL to clear the current one
|
|
|
|
* @param size the size of the mouse animation data
|
|
|
|
* @param mouseFlash RDMOUSE_FLASH or RDMOUSE_NOFLASH, depending on whether
|
|
|
|
* or not there is a lead-in animation
|
|
|
|
*/
|
|
|
|
|
|
|
|
int32 Mouse::setMouseAnim(byte *ma, int32 size, int32 mouseFlash) {
|
|
|
|
free(_mouseAnim.data);
|
|
|
|
_mouseAnim.data = NULL;
|
|
|
|
|
|
|
|
if (ma) {
|
|
|
|
if (mouseFlash == RDMOUSE_FLASH)
|
|
|
|
_mouseFrame = 0;
|
|
|
|
else
|
|
|
|
_mouseFrame = MOUSEFLASHFRAME;
|
|
|
|
|
|
|
|
Common::MemoryReadStream readS(ma, size);
|
|
|
|
|
|
|
|
_mouseAnim.runTimeComp = readS.readByte();
|
|
|
|
_mouseAnim.noAnimFrames = readS.readByte();
|
|
|
|
_mouseAnim.xHotSpot = readS.readSByte();
|
|
|
|
_mouseAnim.yHotSpot = readS.readSByte();
|
|
|
|
_mouseAnim.mousew = readS.readByte();
|
|
|
|
_mouseAnim.mouseh = readS.readByte();
|
|
|
|
|
|
|
|
_mouseAnim.data = (byte *)malloc(size - MOUSE_ANIM_HEADER_SIZE);
|
|
|
|
if (!_mouseAnim.data)
|
|
|
|
return RDERR_OUTOFMEMORY;
|
|
|
|
|
|
|
|
readS.read(_mouseAnim.data, size - MOUSE_ANIM_HEADER_SIZE);
|
|
|
|
|
|
|
|
animateMouse();
|
|
|
|
drawMouse();
|
|
|
|
|
2006-05-25 22:51:42 +00:00
|
|
|
CursorMan.showMouse(true);
|
2006-02-12 21:41:34 +00:00
|
|
|
} else {
|
|
|
|
if (_luggageAnim.data)
|
|
|
|
drawMouse();
|
|
|
|
else
|
2006-05-25 22:51:42 +00:00
|
|
|
CursorMan.showMouse(false);
|
2006-02-12 21:41:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return RD_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets the "luggage" animation to accompany the mouse animation. Luggage
|
|
|
|
* sprites are of the same format as mouse sprites.
|
|
|
|
* @param ma a pointer to the animation data, or NULL to clear the current one
|
|
|
|
* @param size the size of the animation data
|
|
|
|
*/
|
|
|
|
|
|
|
|
int32 Mouse::setLuggageAnim(byte *ma, int32 size) {
|
|
|
|
free(_luggageAnim.data);
|
|
|
|
_luggageAnim.data = NULL;
|
|
|
|
|
|
|
|
if (ma) {
|
|
|
|
Common::MemoryReadStream readS(ma, size);
|
|
|
|
|
|
|
|
_luggageAnim.runTimeComp = readS.readByte();
|
|
|
|
_luggageAnim.noAnimFrames = readS.readByte();
|
|
|
|
_luggageAnim.xHotSpot = readS.readSByte();
|
|
|
|
_luggageAnim.yHotSpot = readS.readSByte();
|
|
|
|
_luggageAnim.mousew = readS.readByte();
|
|
|
|
_luggageAnim.mouseh = readS.readByte();
|
|
|
|
|
|
|
|
_luggageAnim.data = (byte *)malloc(size - MOUSE_ANIM_HEADER_SIZE);
|
|
|
|
if (!_luggageAnim.data)
|
|
|
|
return RDERR_OUTOFMEMORY;
|
|
|
|
|
|
|
|
readS.read(_luggageAnim.data, size - MOUSE_ANIM_HEADER_SIZE);
|
|
|
|
|
|
|
|
animateMouse();
|
|
|
|
drawMouse();
|
|
|
|
|
2006-05-25 22:51:42 +00:00
|
|
|
CursorMan.showMouse(true);
|
2006-02-12 21:41:34 +00:00
|
|
|
} else {
|
|
|
|
if (_mouseAnim.data)
|
|
|
|
drawMouse();
|
|
|
|
else
|
2006-05-25 22:51:42 +00:00
|
|
|
CursorMan.showMouse(false);
|
2006-02-12 21:41:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return RD_OK;
|
|
|
|
}
|
|
|
|
|
2009-04-07 19:52:46 +00:00
|
|
|
int Mouse::getMouseMode() {
|
|
|
|
return _mouseMode;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Mouse::setMouseMode(int mouseMode) {
|
|
|
|
_mouseMode = mouseMode;
|
|
|
|
}
|
|
|
|
|
2003-10-04 00:52:27 +00:00
|
|
|
} // End of namespace Sword2
|