mirror of
https://github.com/libretro/scummvm.git
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673 lines
15 KiB
C++
673 lines
15 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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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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* 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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* 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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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Main purpose is to process user events.
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* Also provides a couple of utility functions.
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*/
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#include "tinsel/actors.h"
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#include "tinsel/background.h"
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#include "tinsel/config.h"
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#include "tinsel/coroutine.h"
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#include "tinsel/cursor.h"
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#include "tinsel/dw.h"
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#include "tinsel/events.h"
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#include "tinsel/handle.h" // For LockMem()
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#include "tinsel/dialogs.h"
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#include "tinsel/move.h" // For walking lead actor
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#include "tinsel/pcode.h" // For Interpret()
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#include "tinsel/pdisplay.h"
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#include "tinsel/pid.h"
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#include "tinsel/polygons.h"
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#include "tinsel/rince.h" // For walking lead actor
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#include "tinsel/sched.h"
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#include "tinsel/scroll.h" // For DontScrollCursor()
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#include "tinsel/timers.h" // DwGetCurrentTime()
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#include "tinsel/tinlib.h" // For control()
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#include "tinsel/tinsel.h"
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#include "tinsel/token.h"
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namespace Tinsel {
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//----------------- EXTERNAL FUNCTIONS ---------------------
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// in PDISPLAY.C
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extern int GetTaggedActor();
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extern HPOLYGON GetTaggedPoly();
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//----------------- EXTERNAL GLOBAL DATA ---------------------
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extern bool bEnableMenu;
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//----------------- LOCAL GLOBAL DATA --------------------
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// FIXME: Avoid non-const global vars
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static uint32 lastUserEvent = 0; // Time it hapenned
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static int leftEvents = 0; // Single or double, left or right. Or escape key.
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static int escEvents = 1; // Escape key
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static int userEvents = 0; // Whenever a button or a key comes in
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static int eCount = 0;
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static int controlState;
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static bool bStartOff;
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static int controlX, controlY;
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static bool bProvNotProcessed = false;
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/**
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* Gets called before each schedule, only 1 user action per schedule
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* is allowed.
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*/
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void ResetEcount() {
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eCount = 0;
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}
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void IncUserEvents() {
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userEvents++;
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lastUserEvent = DwGetCurrentTime();
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}
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/**
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* If this is a single click, wait to check it's not the first half of a
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* double click.
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* If this is a double click, the process from the waiting single click
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* gets killed.
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*/
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void AllowDclick(CORO_PARAM, PLR_EVENT be) {
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CORO_BEGIN_CONTEXT;
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CORO_END_CONTEXT(_ctx);
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CORO_BEGIN_CODE(_ctx);
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if (be == PLR_SLEFT) {
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GetToken(TOKEN_LEFT_BUT);
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CORO_SLEEP(_vm->_config->_dclickSpeed+1);
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FreeToken(TOKEN_LEFT_BUT);
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// Prevent activation of 2 events on the same tick
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if (++eCount != 1)
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CORO_KILL_SELF();
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break;
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} else if (be == PLR_DLEFT) {
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GetToken(TOKEN_LEFT_BUT);
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FreeToken(TOKEN_LEFT_BUT);
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}
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CORO_END_CODE;
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}
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/**
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* Re-enables user control
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*/
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void ControlOn() {
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if (!TinselV2) {
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Control(CONTROL_ON);
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return;
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}
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bEnableMenu = false;
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if (controlState == CONTROL_OFF) {
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// Control is on
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controlState = CONTROL_ON;
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// Restore cursor to where it was
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if (bStartOff == true)
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bStartOff = false;
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else
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SetCursorXY(controlX, controlY);
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// Re-instate cursor
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UnHideCursor();
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// Turn tags back on
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if (!InventoryActive())
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EnableTags();
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}
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}
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/**
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* Takes control from the user
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*/
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void ControlOff() {
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if (!TinselV2) {
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Control(CONTROL_ON);
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return;
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}
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bEnableMenu = false;
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if (controlState == CONTROL_ON) {
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// Control is off
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controlState = CONTROL_OFF;
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// Store cursor position
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GetCursorXY(&controlX, &controlY, true);
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// Blank out cursor
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DwHideCursor();
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// Switch off tags
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DisableTags();
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}
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}
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/**
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* Prevent tags and cursor re-appearing
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*/
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void ControlStartOff() {
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if (!TinselV2) {
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Control(CONTROL_STARTOFF);
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return;
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}
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bEnableMenu = false;
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// Control is off
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controlState = CONTROL_OFF;
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// Blank out cursor
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DwHideCursor();
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// Switch off tags
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DisableTags();
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bStartOff = true;
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}
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/**
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* Take control from player, if the player has it.
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* Return TRUE if control taken, FALSE if not.
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*/
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bool GetControl(int param) {
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if (TinselV2)
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return GetControl();
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else if (TestToken(TOKEN_CONTROL)) {
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Control(param);
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return true;
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} else
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return false;
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}
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bool GetControl() {
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if (controlState == CONTROL_ON) {
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ControlOff();
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return true;
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} else
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return false;
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}
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bool ControlIsOn() {
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if (TinselV2)
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return (controlState == CONTROL_ON);
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return TestToken(TOKEN_CONTROL);
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}
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//-----------------------------------------------------------------------
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struct WP_INIT {
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int x; // } Where to walk to
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int y; // }
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};
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/**
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* Perform a walk directly initiated by a click.
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*/
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static void WalkProcess(CORO_PARAM, const void *param) {
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// COROUTINE
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CORO_BEGIN_CONTEXT;
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PMOVER pMover;
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int thisWalk;
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CORO_END_CONTEXT(_ctx);
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const WP_INIT *to = (const WP_INIT *)param; // get the co-ordinates - copied to process when it was created
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CORO_BEGIN_CODE(_ctx);
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_ctx->pMover = GetMover(LEAD_ACTOR);
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if (TinselV2 && MoverIs(_ctx->pMover) && !MoverIsSWalking(_ctx->pMover)) {
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assert(_ctx->pMover->hCpath != NOPOLY); // Lead actor is not in a path
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_ctx->thisWalk = SetActorDest(_ctx->pMover, to->x, to->y, false, 0);
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DontScrollCursor();
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while (MoverMoving(_ctx->pMover) && (_ctx->thisWalk == GetWalkNumber(_ctx->pMover)))
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CORO_SLEEP(1);
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} else if (!TinselV2 && _ctx->pMover->bActive) {
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assert(_ctx->pMover->hCpath != NOPOLY); // Lead actor is not in a path
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GetToken(TOKEN_LEAD);
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SetActorDest(_ctx->pMover, to->x, to->y, false, 0);
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DontScrollCursor();
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while (MoverMoving(_ctx->pMover))
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CORO_SLEEP(1);
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FreeToken(TOKEN_LEAD);
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}
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CORO_END_CODE;
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}
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void WalkTo(int x, int y) {
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WP_INIT to = { x, y };
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g_scheduler->createProcess(PID_TCODE, WalkProcess, &to, sizeof(to));
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}
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/**
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* Run appropriate actor or polygon glitter code.
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* If none, and it's a WALKTO event, do a walk.
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*/
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static void ProcessUserEvent(TINSEL_EVENT uEvent, const Common::Point &coOrds, PLR_EVENT be = PLR_NOEVENT) {
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int actor;
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int aniX, aniY;
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HPOLYGON hPoly;
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// Prevent activation of 2 events on the same tick
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if (++eCount != 1)
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return;
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if ((actor = GetTaggedActor()) != 0) {
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// Event for a tagged actor
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if (TinselV2)
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ActorEvent(nullContext, actor, uEvent, false, 0);
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else
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ActorEvent(actor, uEvent, be);
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} else if ((hPoly = GetTaggedPoly()) != NOPOLY) {
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// Event for active tagged polygon
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if (!TinselV2)
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RunPolyTinselCode(hPoly, uEvent, be, false);
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else if (uEvent != PROV_WALKTO)
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PolygonEvent(nullContext, hPoly, uEvent, 0, false, 0);
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} else {
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GetCursorXY(&aniX, &aniY, true);
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// There could be a poly involved which has no tag.
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if ((hPoly = InPolygon(aniX, aniY, TAG)) != NOPOLY ||
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(!TinselV2 && ((hPoly = InPolygon(aniX, aniY, EXIT)) != NOPOLY))) {
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if (TinselV2 && (uEvent != PROV_WALKTO))
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PolygonEvent(nullContext, hPoly, uEvent, 0, false, 0);
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else if (!TinselV2)
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RunPolyTinselCode(hPoly, uEvent, be, false);
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} else if ((uEvent == PROV_WALKTO) || (uEvent == WALKTO)) {
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if (TinselV2)
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ProcessedProvisional();
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WalkTo(aniX, aniY);
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}
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}
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}
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/**
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* ProcessButEvent
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*/
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void ProcessButEvent(PLR_EVENT be) {
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if (_vm->_config->_swapButtons) {
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switch (be) {
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case PLR_SLEFT:
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be = PLR_SRIGHT;
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break;
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case PLR_DLEFT:
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be = PLR_DRIGHT;
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break;
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case PLR_SRIGHT:
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be = PLR_SLEFT;
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break;
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case PLR_DRIGHT:
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be = PLR_DLEFT;
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break;
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case PLR_DRAG1_START:
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be = PLR_DRAG2_START;
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break;
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case PLR_DRAG1_END:
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be = PLR_DRAG2_END;
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break;
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case PLR_DRAG2_START:
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be = PLR_DRAG1_START;
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break;
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case PLR_DRAG2_END:
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be = PLR_DRAG1_END;
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break;
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default:
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break;
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}
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}
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PlayerEvent(be, _vm->getMousePosition());
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}
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/**
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* ProcessKeyEvent
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*/
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void ProcessKeyEvent(PLR_EVENT ke) {
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// Pass the keyboard event to the player event handler
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int xp, yp;
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GetCursorXYNoWait(&xp, &yp, true);
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const Common::Point mousePos(xp, yp);
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PlayerEvent(ke, mousePos);
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}
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#define REAL_ACTION_CHECK if (TinselV2) { \
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if (DwGetCurrentTime() - lastRealAction < 4) return; \
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lastRealAction = DwGetCurrentTime(); \
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}
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/**
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* Main interface point for specifying player atcions
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*/
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void PlayerEvent(PLR_EVENT pEvent, const Common::Point &coOrds) {
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// Logging of player actions
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const char *actionList[] = {
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"PLR_PROV_WALKTO", "PLR_WALKTO", "PLR_LOOK", "PLR_ACTION", "PLR_ESCAPE",
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"PLR_MENU", "PLR_QUIT", "PLR_PGUP", "PLR_PGDN", "PLR_HOME", "PLR_END",
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"PLR_DRAG1_START", "PLR_DRAG1_END", "PLR_DRAG2_START", "PLR_DRAG2_END",
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"PLR_JUMP", "PLR_NOEVENT"};
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debugC(DEBUG_BASIC, kTinselDebugActions, "%s - (%d,%d)",
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actionList[pEvent], coOrds.x, coOrds.y);
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static uint32 lastRealAction = 0; // FIXME: Avoid non-const global vars
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// This stuff to allow F1 key during startup.
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if (bEnableMenu && pEvent == PLR_MENU)
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Control(CONTROL_ON);
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else
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IncUserEvents();
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if (pEvent == PLR_ESCAPE) {
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++escEvents;
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++leftEvents; // Yes, I do mean this
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} else if ((pEvent == PLR_PROV_WALKTO)
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|| (pEvent == PLR_WALKTO)
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|| (pEvent == PLR_LOOK)
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|| (pEvent == PLR_ACTION)) {
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++leftEvents;
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}
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// Only allow events if player control is on
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if (!ControlIsOn() && (pEvent != PLR_DRAG1_END))
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return;
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if (TinselV2 && InventoryActive()) {
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int x, y;
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PlayfieldGetPos(FIELD_WORLD, &x, &y);
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EventToInventory(pEvent, Common::Point(coOrds.x - x, coOrds.y - y));
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return;
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}
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switch (pEvent) {
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case PLR_QUIT:
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OpenMenu(QUIT_MENU);
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break;
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case PLR_MENU:
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OpenMenu(MAIN_MENU);
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break;
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case PLR_JUMP:
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OpenMenu(HOPPER_MENU1);
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break;
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case PLR_SAVE:
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OpenMenu(SAVE_MENU);
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break;
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case PLR_LOAD:
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OpenMenu(LOAD_MENU);
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break;
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case PLR_PROV_WALKTO: // Provisional WALKTO !
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ProcessUserEvent(PROV_WALKTO, coOrds);
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break;
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case PLR_WALKTO:
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REAL_ACTION_CHECK;
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if (TinselV2 || !InventoryActive())
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ProcessUserEvent(WALKTO, coOrds, PLR_SLEFT);
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else
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EventToInventory(PLR_SLEFT, coOrds);
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break;
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case PLR_ACTION:
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REAL_ACTION_CHECK;
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if (TinselV2 || !InventoryActive())
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ProcessUserEvent(ACTION, coOrds, PLR_DLEFT);
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else
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EventToInventory(PLR_DLEFT, coOrds);
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break;
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case PLR_LOOK:
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REAL_ACTION_CHECK;
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if (TinselV2 || !InventoryActive())
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ProcessUserEvent(LOOK, coOrds, PLR_SRIGHT);
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else
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EventToInventory(PLR_SRIGHT, coOrds);
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break;
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default:
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if (InventoryActive())
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EventToInventory(pEvent, coOrds);
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break;
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}
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}
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/**
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* For ESCapable Glitter sequences
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*/
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int GetEscEvents() {
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return escEvents;
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}
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/**
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* For cutting short talk()s etc.
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*/
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int GetLeftEvents() {
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return leftEvents;
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}
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bool LeftEventChange(int myleftEvent) {
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if (leftEvents != myleftEvent) {
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ProcessedProvisional();
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return true;
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} else
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return false;
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}
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/**
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* For waitkey() Glitter function
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*/
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int getUserEvents() {
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return userEvents;
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}
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uint32 getUserEventTime() {
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return DwGetCurrentTime() - lastUserEvent;
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}
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void resetUserEventTime() {
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lastUserEvent = DwGetCurrentTime();
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}
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struct PTP_INIT {
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HPOLYGON hPoly; // Polygon
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TINSEL_EVENT event; // Trigerring event
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PLR_EVENT bev; // To allow for double clicks
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bool take_control; // Set if control should be taken
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// while code is running.
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int actor;
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PINT_CONTEXT pic;
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};
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/**
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* Runs glitter code associated with a polygon.
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*/
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void PolyTinselProcess(CORO_PARAM, const void *param) {
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// COROUTINE
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CORO_BEGIN_CONTEXT;
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INT_CONTEXT *pic;
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bool bTookControl; // Set if this function takes control
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CORO_END_CONTEXT(_ctx);
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const PTP_INIT *to = (const PTP_INIT *)param; // get the stuff copied to process when it was created
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CORO_BEGIN_CODE(_ctx);
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if (TinselV2) {
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// Take control for CONVERSE events
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if (to->event == CONVERSE) {
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_ctx->bTookControl = GetControl();
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HideConversation(true);
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} else
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_ctx->bTookControl = false;
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CORO_INVOKE_1(Interpret, to->pic);
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// Restore conv window if applicable
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if (to->event == CONVERSE) {
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// Free control if we took it
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if (_ctx->bTookControl)
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ControlOn();
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HideConversation(false);
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}
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} else {
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CORO_INVOKE_1(AllowDclick, to->bev); // May kill us if single click
|
|
|
|
// Control may have gone off during AllowDclick()
|
|
if (!TestToken(TOKEN_CONTROL)
|
|
&& (to->event == WALKTO || to->event == ACTION || to->event == LOOK))
|
|
CORO_KILL_SELF();
|
|
|
|
// Take control, if requested
|
|
if (to->take_control)
|
|
_ctx->bTookControl = GetControl(CONTROL_OFF);
|
|
else
|
|
_ctx->bTookControl = false;
|
|
|
|
// Hide conversation if appropriate
|
|
if (to->event == CONVERSE)
|
|
HideConversation(true);
|
|
|
|
// Run the code
|
|
_ctx->pic = InitInterpretContext(GS_POLYGON, GetPolyScript(to->hPoly), to->event, to->hPoly, to->actor, NULL);
|
|
CORO_INVOKE_1(Interpret, _ctx->pic);
|
|
|
|
// Free control if we took it
|
|
if (_ctx->bTookControl)
|
|
Control(CONTROL_ON);
|
|
|
|
// Restore conv window if applicable
|
|
if (to->event == CONVERSE)
|
|
HideConversation(false);
|
|
}
|
|
|
|
CORO_END_CODE;
|
|
}
|
|
|
|
/**
|
|
* Run the Polygon process with the given event
|
|
*/
|
|
void PolygonEvent(CORO_PARAM, HPOLYGON hPoly, TINSEL_EVENT tEvent, int actor, bool bWait,
|
|
int myEscape, bool *result) {
|
|
CORO_BEGIN_CONTEXT;
|
|
PPROCESS pProc;
|
|
CORO_END_CONTEXT(_ctx);
|
|
|
|
CORO_BEGIN_CODE(_ctx);
|
|
|
|
PTP_INIT to;
|
|
|
|
if (result)
|
|
*result = false;
|
|
to.hPoly = -1;
|
|
to.event = tEvent;
|
|
to.pic = InitInterpretContext(GS_POLYGON,
|
|
GetPolyScript(hPoly),
|
|
tEvent,
|
|
hPoly, // Polygon
|
|
actor, // Actor
|
|
NULL, // No Object
|
|
myEscape);
|
|
if (to.pic != NULL) {
|
|
_ctx->pProc = g_scheduler->createProcess(PID_TCODE, PolyTinselProcess, &to, sizeof(to));
|
|
AttachInterpret(to.pic, _ctx->pProc);
|
|
|
|
if (bWait)
|
|
CORO_INVOKE_2(WaitInterpret, _ctx->pProc, result);
|
|
}
|
|
|
|
CORO_END_CODE;
|
|
}
|
|
|
|
/**
|
|
* Runs glitter code associated with a polygon.
|
|
*/
|
|
void RunPolyTinselCode(HPOLYGON hPoly, TINSEL_EVENT event, PLR_EVENT be, bool tc) {
|
|
PTP_INIT to = { hPoly, event, be, tc, 0, NULL };
|
|
|
|
assert(!TinselV2);
|
|
g_scheduler->createProcess(PID_TCODE, PolyTinselProcess, &to, sizeof(to));
|
|
}
|
|
|
|
void effRunPolyTinselCode(HPOLYGON hPoly, TINSEL_EVENT event, int actor) {
|
|
PTP_INIT to = { hPoly, event, PLR_NOEVENT, false, actor, NULL };
|
|
|
|
assert(!TinselV2);
|
|
g_scheduler->createProcess(PID_TCODE, PolyTinselProcess, &to, sizeof(to));
|
|
}
|
|
|
|
/**
|
|
* If provisional event was processed, calling this prevents the
|
|
* subsequent 'real' event.
|
|
*/
|
|
void ProcessedProvisional() {
|
|
bProvNotProcessed = false;
|
|
}
|
|
|
|
/**
|
|
* Resets the bProvNotProcessed flag
|
|
*/
|
|
void ProvNotProcessed() {
|
|
bProvNotProcessed = true;
|
|
}
|
|
|
|
bool GetProvNotProcessed() {
|
|
return bProvNotProcessed;
|
|
}
|
|
|
|
} // End of namespace Tinsel
|