scummvm/engines/sword2/mouse.cpp
Torbjörn Andersson 4b06f42ff3 Initial implementation of pauseEngineIntern(). There are issues, though, since
the engine doesn't always allow the game to be paused, and some things (GUI,
movie cutscenes, credits, ...) are outside the main engine loop.

svn-id: r32232
2008-05-23 17:54:47 +00:00

1679 lines
40 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 Revolution Software Ltd.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#include "common/system.h"
#include "common/events.h"
#include "graphics/cursorman.h"
#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/controls.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/mouse.h"
#include "sword2/object.h"
#include "sword2/resman.h"
#include "sword2/screen.h"
#include "sword2/sound.h"
namespace Sword2 {
// Pointer resource id's
enum {
CROSHAIR = 18,
EXIT0 = 788,
EXIT1 = 789,
EXIT2 = 790,
EXIT3 = 791,
EXIT4 = 792,
EXIT5 = 793,
EXIT6 = 794,
EXIT7 = 795,
EXITDOWN = 796,
EXITUP = 797,
MOUTH = 787,
NORMAL = 17,
PICKUP = 3099,
SCROLL_L = 1440,
SCROLL_R = 1441,
USE = 3100
};
Mouse::Mouse(Sword2Engine *vm) {
_vm = vm;
resetMouseList();
_mouseTouching = 0;
_oldMouseTouching = 0;
_menuSelectedPos = 0;
_examiningMenuIcon = false;
_mousePointerRes = 0;
_mouseMode = 0;
_mouseStatus = false;
_mouseModeLocked = false;
_currentLuggageResource = 0;
_oldButton = 0;
_buttonClick = 0;
_pointerTextBlocNo = 0;
_playerActivityDelay = 0;
_realLuggageItem = 0;
_mouseAnim.data = NULL;
_luggageAnim.data = NULL;
// For the menus
_totalTemp = 0;
memset(_tempList, 0, sizeof(_tempList));
_totalMasters = 0;
memset(_masterMenuList, 0, sizeof(_masterMenuList));
memset(_mouseList, 0, sizeof(_mouseList));
memset(_subjectList, 0, sizeof(_subjectList));
_defaultResponseId = 0;
_choosing = false;
_iconCount = 0;
for (int i = 0; i < 2; i++) {
for (int j = 0; j < RDMENU_MAXPOCKETS; j++) {
_icons[i][j] = NULL;
_pocketStatus[i][j] = 0;
}
_menuStatus[i] = RDMENU_HIDDEN;
}
}
Mouse::~Mouse() {
free(_mouseAnim.data);
free(_luggageAnim.data);
for (int i = 0; i < 2; i++)
for (int j = 0; j < RDMENU_MAXPOCKETS; j++)
free(_icons[i][j]);
}
void Mouse::getPos(int &x, int &y) {
Common::EventManager *eventMan = _vm->_system->getEventManager();
Common::Point pos = eventMan->getMousePos();
x = pos.x;
y = pos.y - MENUDEEP;
}
int Mouse::getX() {
int x, y;
getPos(x, y);
return x;
}
int Mouse::getY() {
int x, y;
getPos(x, y);
return y;
}
/**
* Call at beginning of game loop
*/
void Mouse::resetMouseList() {
_curMouse = 0;
}
void Mouse::registerMouse(byte *ob_mouse, BuildUnit *build_unit) {
assert(_curMouse < TOTAL_mouse_list);
ObjectMouse mouse;
mouse.read(ob_mouse);
if (!mouse.pointer)
return;
if (build_unit) {
_mouseList[_curMouse].rect.left = build_unit->x;
_mouseList[_curMouse].rect.top = build_unit->y;
_mouseList[_curMouse].rect.right = 1 + build_unit->x + build_unit->scaled_width;
_mouseList[_curMouse].rect.bottom = 1 + build_unit->y + build_unit->scaled_height;
} else {
_mouseList[_curMouse].rect.left = mouse.x1;
_mouseList[_curMouse].rect.top = mouse.y1;
_mouseList[_curMouse].rect.right = 1 + mouse.x2;
_mouseList[_curMouse].rect.bottom = 1 + mouse.y2;
}
_mouseList[_curMouse].priority = mouse.priority;
_mouseList[_curMouse].pointer = mouse.pointer;
// Change all COGS pointers to CROSHAIR. I'm guessing that this was a
// design decision made in mid-development and they didn't want to go
// back and re-generate the resource files.
if (_mouseList[_curMouse].pointer == USE)
_mouseList[_curMouse].pointer = CROSHAIR;
// Check if pointer text field is set due to previous object using this
// slot (ie. not correct for this one)
// If 'pointer_text' field is set, but the 'id' field isn't same is
// current id then we don't want this "left over" pointer text
if (_mouseList[_curMouse].pointer_text && _mouseList[_curMouse].id != (int32)_vm->_logic->readVar(ID))
_mouseList[_curMouse].pointer_text = 0;
// Get id from system variable 'id' which is correct for current object
_mouseList[_curMouse].id = _vm->_logic->readVar(ID);
_curMouse++;
}
void Mouse::registerPointerText(int32 text_id) {
assert(_curMouse < TOTAL_mouse_list);
// current object id - used for checking pointer_text when mouse area
// registered (in fnRegisterMouse and fnRegisterFrame)
_mouseList[_curMouse].id = _vm->_logic->readVar(ID);
_mouseList[_curMouse].pointer_text = text_id;
}
/**
* This function is called every game cycle.
*/
void Mouse::mouseEngine() {
monitorPlayerActivity();
clearPointerText();
// If George is dead, the system menu is visible all the time, and is
// the only thing that can be used.
if (_vm->_logic->readVar(DEAD)) {
if (_mouseMode != MOUSE_system_menu) {
_mouseMode = MOUSE_system_menu;
if (_mouseTouching) {
_oldMouseTouching = 0;
_mouseTouching = 0;
}
setMouse(NORMAL_MOUSE_ID);
buildSystemMenu();
}
systemMenuMouse();
return;
}
// If the mouse is not visible, do nothing
if (_mouseStatus)
return;
switch (_mouseMode) {
case MOUSE_normal:
normalMouse();
break;
case MOUSE_menu:
menuMouse();
break;
case MOUSE_drag:
dragMouse();
break;
case MOUSE_system_menu:
systemMenuMouse();
break;
case MOUSE_holding:
if (getY() < 400) {
_mouseMode = MOUSE_normal;
debug(5, " releasing");
}
break;
default:
break;
}
}
#if RIGHT_CLICK_CLEARS_LUGGAGE
bool Mouse::heldIsInInventory() {
int32 object_held = (int32)_vm->_logic->readVar(OBJECT_HELD);
for (uint i = 0; i < _totalMasters; i++) {
if (_masterMenuList[i].icon_resource == object_held)
return true;
}
return false;
}
#endif
int Mouse::menuClick(int menu_items) {
int x = getX();
if (x < RDMENU_ICONSTART)
return -1;
if (x > RDMENU_ICONSTART + menu_items * (RDMENU_ICONWIDE + RDMENU_ICONSPACING) - RDMENU_ICONSPACING)
return -1;
return (x - RDMENU_ICONSTART) / (RDMENU_ICONWIDE + RDMENU_ICONSPACING);
}
void Mouse::systemMenuMouse() {
uint32 safe_looping_music_id;
MouseEvent *me;
int hit;
byte *icon;
int32 pars[2];
uint32 icon_list[5] = {
OPTIONS_ICON,
QUIT_ICON,
SAVE_ICON,
RESTORE_ICON,
RESTART_ICON
};
// If the mouse is moved off the menu, close it. Unless the player is
// dead, in which case the menu should always be visible.
int y = getY();
if (y > 0 && !_vm->_logic->readVar(DEAD)) {
_mouseMode = MOUSE_normal;
hideMenu(RDMENU_TOP);
return;
}
// Check if the user left-clicks anywhere in the menu area.
me = _vm->mouseEvent();
if (!me || !(me->buttons & RD_LEFTBUTTONDOWN))
return;
if (y > 0)
return;
hit = menuClick(ARRAYSIZE(icon_list));
if (hit < 0)
return;
// No save when dead
if (icon_list[hit] == SAVE_ICON && _vm->_logic->readVar(DEAD))
return;
// Gray out all he icons, except the one that was clicked
for (int i = 0; i < ARRAYSIZE(icon_list); i++) {
if (i != hit) {
icon = _vm->_resman->openResource(icon_list[i]) + ResHeader::size();
setMenuIcon(RDMENU_TOP, i, icon);
_vm->_resman->closeResource(icon_list[i]);
}
}
_vm->_sound->pauseFx();
// 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!
safe_looping_music_id = _vm->_sound->getLoopingMusicId();
pars[0] = 221;
pars[1] = FX_LOOP;
_vm->_logic->fnPlayMusic(pars);
// HACK: Restore proper looping_music_id
_vm->_sound->setLoopingMusicId(safe_looping_music_id);
processMenu();
// call the relevant screen
switch (hit) {
case 0:
{
OptionsDialog dialog(_vm);
dialog.runModal();
}
break;
case 1:
{
QuitDialog dialog(_vm);
dialog.runModal();
}
break;
case 2:
{
SaveDialog dialog(_vm);
dialog.runModal();
}
break;
case 3:
{
RestoreDialog dialog(_vm);
dialog.runModal();
}
break;
case 4:
{
RestartDialog dialog(_vm);
dialog.runModal();
}
break;
}
// Menu stays open on death screen. Otherwise it's closed.
if (!_vm->_logic->readVar(DEAD)) {
_mouseMode = MOUSE_normal;
hideMenu(RDMENU_TOP);
} else {
setMouse(NORMAL_MOUSE_ID);
buildSystemMenu();
}
// Back to the game again
processMenu();
// Reset game palette, but not after a successful restore or restart!
// See RestoreFromBuffer() in saveload.cpp
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
if (screenInfo->new_palette != 99) {
// 0 means put back game screen palette; see build_display.cpp
_vm->_screen->setFullPalette(0);
// Stop the engine fading in the restored screens palette
screenInfo->new_palette = 0;
} else
screenInfo->new_palette = 1;
_vm->_sound->unpauseFx();
// If there was looping music before coming into the control panels
// then restart it! NB. If a game has been restored the music will be
// restarted twice, but this shouldn't cause any harm.
if (_vm->_sound->getLoopingMusicId()) {
pars[0] = _vm->_sound->getLoopingMusicId();
pars[1] = FX_LOOP;
_vm->_logic->fnPlayMusic(pars);
} else
_vm->_logic->fnStopMusic(NULL);
}
void Mouse::dragMouse() {
byte buf1[NAME_LEN], buf2[NAME_LEN];
MouseEvent *me;
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.
int x, y;
getPos(x, y);
if (y < 400) {
_mouseMode = MOUSE_normal;
hideMenu(RDMENU_BOTTOM);
return;
}
// Handles cursors and the luggage on/off according to type
mouseOnOff();
// Now do the normal click stuff
me = _vm->mouseEvent();
if (!me)
return;
#if RIGHT_CLICK_CLEARS_LUGGAGE
if ((me->buttons & RD_RIGHTBUTTONDOWN) && heldIsInInventory()) {
_vm->_logic->writeVar(OBJECT_HELD, 0);
_menuSelectedPos = 0;
_mouseMode = MOUSE_menu;
setLuggage(0);
buildMenu();
return;
}
#endif
if (!(me->buttons & RD_LEFTBUTTONDOWN))
return;
// there's a mouse event to be processed
// could be clicking on an on screen object or on the menu
// which is currently displayed
if (_mouseTouching) {
// mouse is over an on screen object - and we have luggage
// Depending on type we'll maybe kill the object_held - like
// for exits
// Set global script variable 'button'. We know that it was the
// left button, not the right one.
_vm->_logic->writeVar(LEFT_BUTTON, 1);
_vm->_logic->writeVar(RIGHT_BUTTON, 0);
// These might be required by the action script about to be run
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
_vm->_logic->writeVar(MOUSE_X, x + screenInfo->scroll_offset_x);
_vm->_logic->writeVar(MOUSE_Y, y + screenInfo->scroll_offset_y);
// For scripts to know what's been clicked. First used for
// 'room_13_turning_script' in object 'biscuits_13'
_vm->_logic->writeVar(CLICKED_ID, _mouseTouching);
_vm->_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
debug(2, "Used \"%s\" on \"%s\"",
_vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD), buf1),
_vm->_resman->fetchName(_vm->_logic->readVar(CLICKED_ID), buf2));
// Hide menu - back to normal menu mode
hideMenu(RDMENU_BOTTOM);
_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);
if ((uint)hit == _menuSelectedPos) {
// If we clicked on the same icon again, reset the first icon
_vm->_logic->writeVar(OBJECT_HELD, 0);
_menuSelectedPos = 0;
} else {
// Otherwise, combine the two icons
_vm->_logic->writeVar(COMBINE_BASE, _masterMenuList[hit].icon_resource);
_vm->_logic->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
// Turn off mouse now, to prevent player trying to click
// elsewhere BUT leave the bottom menu open
hideMouse();
debug(2, "Used \"%s\" on \"%s\"",
_vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD), buf1),
_vm->_resman->fetchName(_vm->_logic->readVar(COMBINE_BASE), buf2));
}
// Refresh the menu
buildMenu();
}
void Mouse::menuMouse() {
MouseEvent *me;
int hit;
// If the mouse is moved off the menu, close it.
if (getY() < 400) {
_mouseMode = MOUSE_normal;
hideMenu(RDMENU_BOTTOM);
return;
}
me = _vm->mouseEvent();
if (!me)
return;
hit = menuClick(TOTAL_engine_pockets);
// Check if we clicked on an actual icon.
if (hit < 0 || !_masterMenuList[hit].icon_resource)
return;
if (me->buttons & RD_RIGHTBUTTONDOWN) {
// Right button - examine an object, identified by its icon
// resource id.
_examiningMenuIcon = true;
_vm->_logic->writeVar(OBJECT_HELD, _masterMenuList[hit].icon_resource);
// Must clear this so next click on exit becomes 1st click
// again
_vm->_logic->writeVar(EXIT_CLICK_ID, 0);
_vm->_logic->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
// Refresh the menu
buildMenu();
// Turn off mouse now, to prevent player trying to click
// elsewhere BUT leave the bottom menu open
hideMouse();
debug(2, "Right-click on \"%s\" icon",
_vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD)));
return;
}
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
_mouseMode = MOUSE_drag;
_menuSelectedPos = hit;
_vm->_logic->writeVar(OBJECT_HELD, _masterMenuList[hit].icon_resource);
_currentLuggageResource = _masterMenuList[hit].luggage_resource;
// Must clear this so next click on exit becomes 1st click
// again
_vm->_logic->writeVar(EXIT_CLICK_ID, 0);
// Refresh the menu
buildMenu();
setLuggage(_masterMenuList[hit].luggage_resource);
debug(2, "Left-clicked on \"%s\" icon - switch to drag mode",
_vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD)));
}
}
void Mouse::normalMouse() {
// The game is playing and none of the menus are activated - but, we
// need to check if a menu is to start. Note, won't have luggage
MouseEvent *me;
// 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.
int x, y;
getPos(x, y);
if (y < 0 && !_mouseModeLocked && !_vm->_logic->readVar(OBJECT_HELD)) {
_mouseMode = MOUSE_system_menu;
if (_mouseTouching) {
// We were on something, but not anymore
_oldMouseTouching = 0;
_mouseTouching = 0;
}
// Reset mouse cursor - in case we're between mice
setMouse(NORMAL_MOUSE_ID);
buildSystemMenu();
return;
}
// Check if the cursor has moved onto the inventory menu area. No
// inventory in big-object menu lock situation,
if (y > 399 && !_mouseModeLocked) {
// If an object is being held, i.e. if the mouse cursor has a
// luggage, go to drag mode instead of menu mode, but the menu
// is still opened.
//
// 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.
if (!_vm->_logic->readVar(OBJECT_HELD))
_mouseMode = MOUSE_menu;
else
_mouseMode = MOUSE_drag;
// If mouse is moving off an object and onto the menu then do a
// standard get-off
if (_mouseTouching) {
_oldMouseTouching = 0;
_mouseTouching = 0;
}
// Reset mouse cursor
setMouse(NORMAL_MOUSE_ID);
buildMenu();
return;
}
// Check for moving the mouse on or off things
mouseOnOff();
me = _vm->mouseEvent();
if (!me)
return;
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.
if (_vm->_debugger->_definingRectangles) {
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
if (_vm->_debugger->_draggingRectangle == 0) {
// Not yet dragging a rectangle, so need click to start
if (button_down) {
// set both (x1,y1) and (x2,y2) to this point
_vm->_debugger->_rectX1 = _vm->_debugger->_rectX2 = (uint32)x + screenInfo->scroll_offset_x;
_vm->_debugger->_rectY1 = _vm->_debugger->_rectY2 = (uint32)y + screenInfo->scroll_offset_y;
_vm->_debugger->_draggingRectangle = 1;
}
} else if (_vm->_debugger->_draggingRectangle == 1) {
// currently dragging a rectangle - click means reset
if (button_down) {
// lock rectangle, so you can let go of mouse
// to type in the coords
_vm->_debugger->_draggingRectangle = 2;
} else {
// drag rectangle
_vm->_debugger->_rectX2 = (uint32)x + screenInfo->scroll_offset_x;
_vm->_debugger->_rectY2 = (uint32)y + screenInfo->scroll_offset_y;
}
} else {
// currently locked to avoid knocking out of place
// while reading off the coords
if (button_down) {
// click means reset - back to start again
_vm->_debugger->_draggingRectangle = 0;
}
}
return;
}
#if RIGHT_CLICK_CLEARS_LUGGAGE
if (_vm->_logic->readVar(OBJECT_HELD) && (me->buttons & RD_RIGHTBUTTONDOWN) && heldIsInInventory()) {
_vm->_logic->writeVar(OBJECT_HELD, 0);
_menuSelectedPos = 0;
setLuggage(0);
return;
}
#endif
// Now do the normal click stuff
// We only care about down clicks when the mouse is over an object.
if (!_mouseTouching || !button_down)
return;
// There's a mouse event to be processed and the mouse is on something.
// Notice that the floor itself is considered an object.
// 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.
// 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
// _vm->_logic->writeVar(PLAYER_ACTION, _mouseTouching);
// Idle or router-anim will catch it
// Set global script variable 'button'
if (me->buttons & RD_LEFTBUTTONDOWN) {
_vm->_logic->writeVar(LEFT_BUTTON, 1);
_vm->_logic->writeVar(RIGHT_BUTTON, 0);
_buttonClick = 0; // for re-click
} else {
_vm->_logic->writeVar(LEFT_BUTTON, 0);
_vm->_logic->writeVar(RIGHT_BUTTON, 1);
_buttonClick = 1; // for re-click
}
// These might be required by the action script about to be run
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
_vm->_logic->writeVar(MOUSE_X, x + screenInfo->scroll_offset_x);
_vm->_logic->writeVar(MOUSE_Y, y + screenInfo->scroll_offset_y);
if (_mouseTouching == _vm->_logic->readVar(EXIT_CLICK_ID) && (me->buttons & RD_LEFTBUTTONDOWN)) {
// It's the exit double click situation. Let the existing
// interaction continue and start fading down. Switch the human
// off too
noHuman();
_vm->_logic->fnFadeDown(NULL);
// Tell the walker
_vm->_logic->writeVar(EXIT_FADING, 1);
} else if (_oldButton == _buttonClick && _mouseTouching == _vm->_logic->readVar(CLICKED_ID) && _mousePointerRes != NORMAL_MOUSE_ID) {
// 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'
_vm->_logic->writeVar(CLICKED_ID, _mouseTouching);
// Must clear these two double-click control flags - do it here
// so reclicks after exit clicks are cleared up
_vm->_logic->writeVar(EXIT_CLICK_ID, 0);
_vm->_logic->writeVar(EXIT_FADING, 0);
_vm->_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
byte buf1[NAME_LEN], buf2[NAME_LEN];
if (_vm->_logic->readVar(OBJECT_HELD))
debug(2, "Used \"%s\" on \"%s\"",
_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))
debug(2, "Left-clicked on \"%s\"",
_vm->_resman->fetchName(_vm->_logic->readVar(CLICKED_ID)));
else // RIGHT BUTTON
debug(2, "Right-clicked on \"%s\"",
_vm->_resman->fetchName(_vm->_logic->readVar(CLICKED_ID)));
}
}
uint32 Mouse::chooseMouse() {
// Unlike the other mouse "engines", this one is called directly by the
// fnChoose() opcode.
uint i;
_vm->_logic->writeVar(AUTO_SELECTED, 0);
uint32 in_subject = _vm->_logic->readVar(IN_SUBJECT);
uint32 object_held = _vm->_logic->readVar(OBJECT_HELD);
if (object_held) {
// 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;
for (i = 0; i < in_subject; i++) {
if (_subjectList[i].res == object_held) {
response = _subjectList[i].ref;
break;
}
}
// The user won't be holding the object any more, and the
// conversation menu will be closed.
_vm->_logic->writeVar(OBJECT_HELD, 0);
_vm->_logic->writeVar(IN_SUBJECT, 0);
return response;
}
if (_vm->_logic->readVar(CHOOSER_COUNT_FLAG) == 0 && in_subject == 1 && _subjectList[0].res == EXIT_ICON) {
// 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.
_vm->_logic->writeVar(AUTO_SELECTED, 1);
_vm->_logic->writeVar(IN_SUBJECT, 0);
return _subjectList[0].ref;
}
byte *icon;
if (!_choosing) {
// This is a new conversation menu.
if (!in_subject)
error("fnChoose with no subjects");
for (i = 0; i < in_subject; i++) {
icon = _vm->_resman->openResource(_subjectList[i].res) + ResHeader::size() + RDMENU_ICONWIDE * RDMENU_ICONDEEP;
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;
return (uint32)-1;
}
// 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)
return (uint32)-1;
// Check for click on a menu.
int hit = _vm->_mouse->menuClick(in_subject);
if (hit < 0)
return (uint32)-1;
// 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.
for (i = 0; i < in_subject; i++) {
if ((int)i != hit) {
icon = _vm->_resman->openResource(_subjectList[i].res) + ResHeader::size();
_vm->_mouse->setMenuIcon(RDMENU_BOTTOM, i, icon);
_vm->_resman->closeResource(_subjectList[i].res);
}
}
// For non-speech scripts that manually call the chooser
_vm->_logic->writeVar(RESULT, _subjectList[hit].res);
// The conversation menu will be closed
_choosing = false;
_vm->_logic->writeVar(IN_SUBJECT, 0);
setMouse(0);
return _subjectList[hit].ref;
}
void Mouse::mouseOnOff() {
// this handles the cursor graphic when moving on and off mouse areas
// it also handles the luggage thingy
uint32 pointer_type;
static uint8 mouse_flicked_off = 0;
_oldMouseTouching = _mouseTouching;
// don't detect objects that are hidden behind the menu bars (ie. in
// the scrolled-off areas of the screen)
int y = getY();
if (y < 0 || y > 399) {
pointer_type = 0;
_mouseTouching = 0;
} else {
// set '_mouseTouching' & return pointer_type
pointer_type = checkMouseList();
}
// same as previous cycle?
if (!mouse_flicked_off && _oldMouseTouching == _mouseTouching) {
// yes, so nothing to do
// BUT CARRY ON IF MOUSE WAS FLICKED OFF!
return;
}
// can reset this now
mouse_flicked_off = 0;
//the cursor has moved onto something
if (!_oldMouseTouching && _mouseTouching) {
// 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)
// we can only move onto something from being on nothing - we
// stop the system going from one to another when objects
// overlap
_oldMouseTouching = _mouseTouching;
// run get on
if (pointer_type) {
// 'pointer_type' holds the resource id of the
// pointer anim
setMouse(pointer_type);
// setup luggage icon
if (_vm->_logic->readVar(OBJECT_HELD)) {
setLuggage(_currentLuggageResource);
}
} else {
error("ERROR: mouse.pointer==0 for object %d (%s) - update logic script!", _mouseTouching, _vm->_resman->fetchName(_mouseTouching));
}
} else if (_oldMouseTouching && !_mouseTouching) {
// the cursor has moved off something - reset cursor to
// normal pointer
_oldMouseTouching = 0;
setMouse(NORMAL_MOUSE_ID);
// reset luggage only when necessary
} else if (_oldMouseTouching && _mouseTouching) {
// The cursor has moved off something and onto something
// else. Flip to a blank cursor for a cycle.
// ignore the new id this cycle - should hit next cycle
_mouseTouching = 0;
_oldMouseTouching = 0;
setMouse(0);
// so we know to set the mouse pointer back to normal if 2nd
// hot-spot doesn't register because mouse pulled away
// quickly (onto nothing)
mouse_flicked_off = 1;
// reset luggage only when necessary
} else {
// Mouse was flicked off for one cycle, but then moved onto
// nothing before 2nd hot-spot registered
// both '_oldMouseTouching' & '_mouseTouching' will be zero
// reset cursor to normal pointer
setMouse(NORMAL_MOUSE_ID);
}
// possible check for edge of screen more-to-scroll here on large
// screens
}
void Mouse::setMouse(uint32 res) {
// high level - whats the mouse - for the engine
_mousePointerRes = res;
if (res) {
byte *icon = _vm->_resman->openResource(res) + ResHeader::size();
uint32 len = _vm->_resman->fetchLen(res) - ResHeader::size();
// don't pulse the normal pointer - just do the regular anim
// loop
if (res == NORMAL_MOUSE_ID)
setMouseAnim(icon, len, RDMOUSE_NOFLASH);
else
setMouseAnim(icon, len, RDMOUSE_FLASH);
_vm->_resman->closeResource(res);
} else {
// blank cursor
setMouseAnim(NULL, 0, 0);
}
}
void Mouse::setLuggage(uint32 res) {
_realLuggageItem = res;
if (res) {
byte *icon = _vm->_resman->openResource(res) + ResHeader::size();
uint32 len = _vm->_resman->fetchLen(res) - ResHeader::size();
setLuggageAnim(icon, len);
_vm->_resman->closeResource(res);
} else
setLuggageAnim(NULL, 0);
}
void Mouse::setObjectHeld(uint32 res) {
setLuggage(res);
_vm->_logic->writeVar(OBJECT_HELD, res);
_currentLuggageResource = res;
// mode locked - no menu available
_mouseModeLocked = true;
}
uint32 Mouse::checkMouseList() {
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
int x, y;
getPos(x, y);
Common::Point mousePos(x + screenInfo->scroll_offset_x, y + screenInfo->scroll_offset_y);
// Number of priorities subject to implementation needs
for (int priority = 0; priority < 10; priority++) {
for (uint i = 0; i < _curMouse; i++) {
// If the mouse pointer is over this
// mouse-detection-box
if (_mouseList[i].priority == priority && _mouseList[i].rect.contains(mousePos)) {
// Record id
_mouseTouching = _mouseList[i].id;
createPointerText(_mouseList[i].pointer_text, _mouseList[i].pointer);
// Return pointer type
return _mouseList[i].pointer;
}
}
}
// Touching nothing; no pointer to return
_mouseTouching = 0;
return 0;
}
#define POINTER_TEXT_WIDTH 640 // just in case!
#define POINTER_TEXT_PEN 184 // white
void Mouse::createPointerText(uint32 text_id, uint32 pointer_res) {
uint32 local_text;
uint32 text_res;
byte *text;
// offsets for pointer text sprite from pointer position
int16 xOffset, yOffset;
uint8 justification;
if (!_objectLabels || !text_id)
return;
// 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 {
// Above centre
justification = POSITION_AT_CENTRE_OF_BASE;
}
} 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 {
// Below centre
justification = POSITION_AT_CENTRE_OF_TOP;
}
} else {
// Same y-coord as pointer
if (xOffset < 0) {
// Centre left
justification = POSITION_AT_RIGHT_OF_CENTRE;
} else if (xOffset > 0) {
// Centre right
justification = POSITION_AT_LEFT_OF_CENTRE;
} else {
// Centre centre - shouldn't happen anyway!
justification = POSITION_AT_LEFT_OF_CENTRE;
}
}
// Text resource number, and line number within the resource
text_res = text_id / SIZE;
local_text = text_id & 0xffff;
// open text file & get the line
text = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text);
// 'text+2' to skip the first 2 bytes which form the
// line reference number
int x, y;
getPos(x, y);
_pointerTextBlocNo = _vm->_fontRenderer->buildNewBloc(
text + 2, x + xOffset,
y + yOffset,
POINTER_TEXT_WIDTH, POINTER_TEXT_PEN,
RDSPR_TRANS | RDSPR_DISPLAYALIGN,
_vm->_speechFontId, justification);
// now ok to close the text file
_vm->_resman->closeResource(text_res);
}
void Mouse::clearPointerText() {
if (_pointerTextBlocNo) {
_vm->_fontRenderer->killTextBloc(_pointerTextBlocNo);
_pointerTextBlocNo = 0;
}
}
void Mouse::hideMouse() {
// leaves the menus open
// used by the system when clicking right on a menu item to examine
// it and when combining objects
// for logic scripts
_vm->_logic->writeVar(MOUSE_AVAILABLE, 0);
// human/mouse off
_mouseStatus = true;
setMouse(0);
setLuggage(0);
}
void Mouse::noHuman() {
hideMouse();
clearPointerText();
// Must be normal mouse situation or a largely neutral situation -
// special menus use hideMouse()
// Don't hide menu in conversations
if (_vm->_logic->readVar(TALK_FLAG) == 0)
hideMenu(RDMENU_BOTTOM);
if (_mouseMode == MOUSE_system_menu) {
// Close menu
_mouseMode = MOUSE_normal;
hideMenu(RDMENU_TOP);
}
}
void Mouse::addHuman() {
// For logic scripts
_vm->_logic->writeVar(MOUSE_AVAILABLE, 1);
if (_mouseStatus) {
// Force engine to choose a cursor
_mouseStatus = false;
_mouseTouching = 1;
}
// Clear this to reset no-second-click system
_vm->_logic->writeVar(CLICKED_ID, 0);
// This is now done outside the OBJECT_HELD check in case it's set to
// zero before now!
// Unlock the mouse from possible large object lock situtations - see
// syphon in rm 3
_mouseModeLocked = false;
if (_vm->_logic->readVar(OBJECT_HELD)) {
// Was dragging something around - need to clear this again
_vm->_logic->writeVar(OBJECT_HELD, 0);
// And these may also need clearing, just in case
_examiningMenuIcon = false;
_vm->_logic->writeVar(COMBINE_BASE, 0);
setLuggage(0);
}
// If mouse is over menu area
if (getY() > 399) {
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) {
uint8 black[4] = { 0, 0, 0, 0 };
uint8 white[4] = { 255, 255, 255, 0 };
// 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
_vm->_sound->clearFxQueue(false);
// 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
_vm->_logic->writeVar(COMBINE_BASE, 0);
// Cause 'object_held' icon to be greyed. The rest are coloured.
_examiningMenuIcon = true;
buildMenu();
_examiningMenuIcon = false;
}
void Mouse::startConversation() {
if (_vm->_logic->readVar(TALK_FLAG) == 0) {
// See fnChooser & speech scripts
_vm->_logic->writeVar(CHOOSER_COUNT_FLAG, 0);
}
noHuman();
}
void Mouse::endConversation() {
hideMenu(RDMENU_BOTTOM);
if (getY() > 399) {
// Will wait for cursor to move off the bottom menu
_mouseMode = MOUSE_holding;
}
// In case DC forgets
_vm->_logic->writeVar(TALK_FLAG, 0);
}
void Mouse::monitorPlayerActivity() {
// if there is at least one mouse event outstanding
if (_vm->checkForMouseEvents()) {
// reset activity delay counter
_playerActivityDelay = 0;
} else {
// no. of game cycles since mouse event queue last empty
_playerActivityDelay++;
}
}
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;
_vm->_logic->writeVar(RESULT, 1);
} else
_vm->_logic->writeVar(RESULT, 0);
}
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.
clearPointerText();
setLuggageAnim(NULL, 0);
setMouse(0);
setMouseTouching(1);
} else {
if (_vm->_logic->readVar(OBJECT_HELD) && _realLuggageItem)
setLuggage(_realLuggageItem);
}
}
#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;
comp = comp + READ_LE_UINT32(comp + frame * 4) - MOUSE_ANIM_HEADER_SIZE;
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++;
}
}
}
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;
byte *mouseData = (byte *)calloc(mouse_height, mouse_width);
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);
CursorMan.replaceCursor(mouseData, mouse_width, mouse_height, hotspot_x, hotspot_y, 0);
free(mouseData);
}
/**
* 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();
CursorMan.showMouse(true);
} else {
if (_luggageAnim.data)
drawMouse();
else
CursorMan.showMouse(false);
}
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();
CursorMan.showMouse(true);
} else {
if (_mouseAnim.data)
drawMouse();
else
CursorMan.showMouse(false);
}
return RD_OK;
}
} // End of namespace Sword2