scummvm/sword2/mouse.cpp
Torbjörn Andersson c0a3816e17 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

1084 lines
26 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/controls.h"
#include "sword2/defs.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/memory.h"
#include "sword2/resman.h"
#include "sword2/sound.h"
#include "sword2/driver/d_draw.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
};
/**
* Call at beginning of game loop
*/
void Sword2Engine::resetMouseList(void) {
_curMouse = 1;
}
/**
* This function is called every game cycle.
*/
void Sword2Engine::mouseEngine(void) {
monitorPlayerActivity();
clearPointerText();
// If George is dead, the system menu is visible all the time, and is
// the only thing that can be used.
if (Logic::_scriptVars[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 (_mouseY < 400) {
_mouseMode = MOUSE_normal;
debug(5, " releasing");
}
break;
default:
break;
}
}
#if RIGHT_CLICK_CLEARS_LUGGAGE
bool Sword2Engine::heldIsInInventory(void) {
for (uint i = 0; i < _totalMasters; i++) {
if ((uint32) _masterMenuList[i].icon_resource == Logic::_scriptVars[OBJECT_HELD])
return true;
}
return false;
}
#endif
int Sword2Engine::menuClick(int menu_items) {
if (_mouseX < RDMENU_ICONSTART)
return -1;
if (_mouseX > RDMENU_ICONSTART + menu_items * (RDMENU_ICONWIDE + RDMENU_ICONSPACING) - RDMENU_ICONSPACING)
return -1;
return (_mouseX - RDMENU_ICONSTART) / (RDMENU_ICONWIDE + RDMENU_ICONSPACING);
}
void Sword2Engine::systemMenuMouse(void) {
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.
if (_mouseY > 0 && !Logic::_scriptVars[DEAD]) {
_mouseMode = MOUSE_normal;
_graphics->hideMenu(RDMENU_TOP);
return;
}
// Check if the user left-clicks anywhere in the menu area.
me = mouseEvent();
if (!me || !(me->buttons & RD_LEFTBUTTONDOWN))
return;
if (_mouseY > 0)
return;
hit = menuClick(ARRAYSIZE(icon_list));
if (hit < 0)
return;
// No save when dead
if (icon_list[hit] == SAVE_ICON && Logic::_scriptVars[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 = _resman->openResource(icon_list[i]) + sizeof(StandardHeader);
_graphics->setMenuIcon(RDMENU_TOP, i, icon);
_resman->closeResource(icon_list[i]);
}
}
_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 = _sound->getLoopingMusicId();
pars[0] = 221;
pars[1] = FX_LOOP;
_logic->fnPlayMusic(pars);
// HACK: Restore proper looping_music_id
_sound->setLoopingMusicId(safe_looping_music_id);
_graphics->processMenu();
// call the relevant screen
switch (hit) {
case 0:
_gui->optionControl();
break;
case 1:
_gui->quitControl();
break;
case 2:
_gui->saveControl();
break;
case 3:
_gui->restoreControl();
break;
case 4:
_gui->restartControl();
break;
}
// Menu stays open on death screen. Otherwise it's closed.
if (!Logic::_scriptVars[DEAD]) {
_mouseMode = MOUSE_normal;
_graphics->hideMenu(RDMENU_TOP);
} else {
setMouse(NORMAL_MOUSE_ID);
buildSystemMenu();
}
// Back to the game again
_graphics->processMenu();
// Reset game palette, but not after a successful restore or restart!
// See RestoreFromBuffer() in save_rest.cpp
if (_thisScreen.new_palette != 99) {
// 0 means put back game screen palette; see build_display.cpp
setFullPalette(0);
// Stop the engine fading in the restored screens palette
_thisScreen.new_palette = 0;
} else
_thisScreen.new_palette = 1;
_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 (_sound->getLoopingMusicId()) {
pars[0] = _sound->getLoopingMusicId();
pars[1] = FX_LOOP;
_logic->fnPlayMusic(pars);
} else
_logic->fnStopMusic(NULL);
}
void Sword2Engine::dragMouse(void) {
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.
if (_mouseY < 400) {
_mouseMode = MOUSE_normal;
_graphics->hideMenu(RDMENU_BOTTOM);
return;
}
// Handles cursors and the luggage on/off according to type
mouseOnOff();
// Now do the normal click stuff
me = mouseEvent();
if (!me)
return;
#if RIGHT_CLICK_CLEARS_LUGGAGE
if ((me->buttons & RD_RIGHTBUTTONDOWN) && heldIsInInventory()) {
Logic::_scriptVars[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.
Logic::_scriptVars[LEFT_BUTTON] = 1;
Logic::_scriptVars[RIGHT_BUTTON] = 0;
// These might be required by the action script about to be run
Logic::_scriptVars[MOUSE_X] = _mouseX + _thisScreen.scroll_offset_x;
Logic::_scriptVars[MOUSE_Y] = _mouseY + _thisScreen.scroll_offset_y;
// For scripts to know what's been clicked. First used for
// 'room_13_turning_script' in object 'biscuits_13'
Logic::_scriptVars[CLICKED_ID] = _mouseTouching;
_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
debug(2, "Used \"%s\" on \"%s\"",
fetchObjectName(Logic::_scriptVars[OBJECT_HELD], buf1),
fetchObjectName(Logic::_scriptVars[CLICKED_ID], buf2));
// Hide menu - back to normal menu mode
_graphics->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
Logic::_scriptVars[OBJECT_HELD] = 0;
_menuSelectedPos = 0;
} else {
// Otherwise, combine the two icons
Logic::_scriptVars[COMBINE_BASE] = _masterMenuList[hit].icon_resource;
_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
noHuman();
debug(2, "Used \"%s\" on \"%s\"",
fetchObjectName(Logic::_scriptVars[OBJECT_HELD], buf1),
fetchObjectName(Logic::_scriptVars[COMBINE_BASE], buf2));
}
// Refresh the menu
buildMenu();
}
void Sword2Engine::menuMouse(void) {
byte buf[NAME_LEN];
MouseEvent *me;
int hit;
// If the mouse is moved off the menu, close it.
if (_mouseY < 400) {
_mouseMode = MOUSE_normal;
_graphics->hideMenu(RDMENU_BOTTOM);
return;
}
me = 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;
Logic::_scriptVars[OBJECT_HELD] = _masterMenuList[hit].icon_resource;
// Must clear this so next click on exit becomes 1st click
// again
Logic::_scriptVars[EXIT_CLICK_ID] = 0;
_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
noHuman();
debug(2, "Right-click on \"%s\" icon",
fetchObjectName(Logic::_scriptVars[OBJECT_HELD], buf));
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;
Logic::_scriptVars[OBJECT_HELD] = _masterMenuList[hit].icon_resource;
_currentLuggageResource = _masterMenuList[hit].luggage_resource;
// Must clear this so next click on exit becomes 1st click
// again
Logic::_scriptVars[EXIT_CLICK_ID] = 0;
// Refresh the menu
buildMenu();
setLuggage(_masterMenuList[hit].luggage_resource);
debug(2, "Left-clicked on \"%s\" icon - switch to drag mode",
fetchObjectName(Logic::_scriptVars[OBJECT_HELD], buf));
}
}
void Sword2Engine::normalMouse(void) {
// The gane 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.
if (_mouseY < 0 && !_mouseModeLocked && !Logic::_scriptVars[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 (_mouseY > 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 (!Logic::_scriptVars[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 = 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 (_debugger->_definingRectangles) {
if (_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
_debugger->_rectX1 = _debugger->_rectX2 = (uint32) _mouseX + _thisScreen.scroll_offset_x;
_debugger->_rectY1 = _debugger->_rectY2 = (uint32) _mouseY + _thisScreen.scroll_offset_y;
_debugger->_draggingRectangle = 1;
}
} else if (_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
_debugger->_draggingRectangle = 2;
} else {
// drag rectangle
_debugger->_rectX2 = (uint32) _mouseX + _thisScreen.scroll_offset_x;
_debugger->_rectY2 = (uint32) _mouseY + _thisScreen.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
_debugger->_draggingRectangle = 0;
}
}
return;
}
#if RIGHT_CLICK_CLEARS_LUGGAGE
if (Logic::_scriptVars[OBJECT_HELD] && (me->buttons & RD_RIGHTBUTTONDOWN) && heldIsInInventory()) {
Logic::_scriptVars[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
// Logic::_scriptVars[PLAYER_ACTION] = _mouseTouching;
// Idle or router-anim will catch it
// Set global script variable 'button'
if (me->buttons & RD_LEFTBUTTONDOWN) {
Logic::_scriptVars[LEFT_BUTTON] = 1;
Logic::_scriptVars[RIGHT_BUTTON] = 0;
_buttonClick = 0; // for re-click
} else {
Logic::_scriptVars[LEFT_BUTTON] = 0;
Logic::_scriptVars[RIGHT_BUTTON] = 1;
_buttonClick = 1; // for re-click
}
// These might be required by the action script about to be run
Logic::_scriptVars[MOUSE_X] = _mouseX + _thisScreen.scroll_offset_x;
Logic::_scriptVars[MOUSE_Y] = _mouseY + _thisScreen.scroll_offset_y;
if (_mouseTouching == Logic::_scriptVars[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
_logic->fnNoHuman(NULL);
_logic->fnFadeDown(NULL);
// Tell the walker
Logic::_scriptVars[EXIT_FADING] = 1;
} else if (_oldButton == _buttonClick && _mouseTouching == Logic::_scriptVars[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'
Logic::_scriptVars[CLICKED_ID] = _mouseTouching;
// Must clear these two double-click control flags - do it here
// so reclicks after exit clicks are cleared up
Logic::_scriptVars[EXIT_CLICK_ID] = 0;
Logic::_scriptVars[EXIT_FADING] = 0;
// WORKAROUND: Examining the lift while at the top of the
// pyramid causes the game to hang.
//
// Actually, what happens is that the elevator's click handler
// (action script 2) disables the mouse cursor. Then it checks
// if the user clicked the left button, in which case it
// triggers the "going down" animation.
//
// If the user didn't click the left button, the script will
// terminate. With the mouse cursor still disabled. Ouch!
if (_mouseTouching == 2773 && !Logic::_scriptVars[LEFT_BUTTON]) {
warning("Working around elevator script bug");
} else
_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
byte buf1[NAME_LEN], buf2[NAME_LEN];
if (Logic::_scriptVars[OBJECT_HELD])
debug(2, "Used \"%s\" on \"%s\"",
fetchObjectName(Logic::_scriptVars[OBJECT_HELD], buf1),
fetchObjectName(Logic::_scriptVars[CLICKED_ID], buf2));
else if (Logic::_scriptVars[LEFT_BUTTON])
debug(2, "Left-clicked on \"%s\"",
fetchObjectName(Logic::_scriptVars[CLICKED_ID], buf1));
else // RIGHT BUTTON
debug(2, "Right-clicked on \"%s\"",
fetchObjectName(Logic::_scriptVars[CLICKED_ID], buf1));
}
}
void Sword2Engine::mouseOnOff(void) {
// 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)
if (_mouseY < 0 || _mouseY > 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 (Logic::_scriptVars[OBJECT_HELD]) {
setLuggage(_currentLuggageResource);
}
} else {
byte buf[NAME_LEN];
error("ERROR: mouse.pointer==0 for object %d (%s) - update logic script!", _mouseTouching, fetchObjectName(_mouseTouching, buf));
}
} 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 Sword2Engine::setMouse(uint32 res) {
// high level - whats the mouse - for the engine
_mousePointerRes = res;
if (res) {
byte *icon = _resman->openResource(res) + sizeof(StandardHeader);
uint32 len = _resman->fetchLen(res) - sizeof(StandardHeader);
// don't pulse the normal pointer - just do the regular anim
// loop
if (res == NORMAL_MOUSE_ID)
_graphics->setMouseAnim(icon, len, RDMOUSE_NOFLASH);
else
_graphics->setMouseAnim(icon, len, RDMOUSE_FLASH);
_resman->closeResource(res);
} else {
// blank cursor
_graphics->setMouseAnim(NULL, 0, 0);
}
}
void Sword2Engine::setLuggage(uint32 res) {
_realLuggageItem = res;
if (res) {
byte *icon = _resman->openResource(res) + sizeof(StandardHeader);
uint32 len = _resman->fetchLen(res) - sizeof(StandardHeader);
_graphics->setLuggageAnim(icon, len);
_resman->closeResource(res);
} else
_graphics->setLuggageAnim(NULL, 0);
}
uint32 Sword2Engine::checkMouseList(void) {
// Number of priorities subject to implementation needs
for (int priority = 0; priority < 10; priority++) {
for (uint i = 1; i < _curMouse; i++) {
// If the mouse pointer is over this
// mouse-detection-box
if (_mouseList[i].priority == priority &&
_mouseX + _thisScreen.scroll_offset_x >= _mouseList[i].x1 &&
_mouseX + _thisScreen.scroll_offset_x <= _mouseList[i].x2 &&
_mouseY + _thisScreen.scroll_offset_y >= _mouseList[i].y1 &&
_mouseY + _thisScreen.scroll_offset_y <= _mouseList[i].y2) {
// Record id
_mouseTouching = _mouseList[i].id;
// Change all COGS pointers to CROSHAIR
if (_mouseList[i].pointer == USE)
_mouseList[i].pointer = CROSHAIR;
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 Sword2Engine::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 (!_gui->_pointerTextSelected || !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 = fetchTextLine(_resman->openResource(text_res), local_text);
// 'text+2' to skip the first 2 bytes which form the
// line reference number
_pointerTextBlocNo = _fontRenderer->buildNewBloc(
text + 2, _mouseX + xOffset,
_mouseY + yOffset,
POINTER_TEXT_WIDTH, POINTER_TEXT_PEN,
RDSPR_TRANS | RDSPR_DISPLAYALIGN,
_speechFontId, justification);
// now ok to close the text file
_resman->closeResource(text_res);
}
void Sword2Engine::clearPointerText(void) {
if (_pointerTextBlocNo) {
_fontRenderer->killTextBloc(_pointerTextBlocNo);
_pointerTextBlocNo = 0;
}
}
void Sword2Engine::noHuman(void) {
// 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
Logic::_scriptVars[MOUSE_AVAILABLE] = 0;
// human/mouse off
_mouseStatus = true;
setMouse(0);
setLuggage(0);
}
void Sword2Engine::registerMouse(ObjectMouse *ob_mouse) {
debug(5, "_curMouse = %d", _curMouse);
if (!ob_mouse->pointer)
return;
assert(_curMouse < TOTAL_mouse_list);
_mouseList[_curMouse].x1 = ob_mouse->x1;
_mouseList[_curMouse].y1 = ob_mouse->y1;
_mouseList[_curMouse].x2 = ob_mouse->x2;
_mouseList[_curMouse].y2 = ob_mouse->y2;
_mouseList[_curMouse].priority = ob_mouse->priority;
_mouseList[_curMouse].pointer = ob_mouse->pointer;
// 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) Logic::_scriptVars[ID])
_mouseList[_curMouse].pointer_text = 0;
// Get id from system variable 'id' which is correct for current object
_mouseList[_curMouse].id = Logic::_scriptVars[ID];
// Not using sprite as mask - this is only done from fnRegisterFrame()
_mouseList[_curMouse].anim_resource = 0;
_mouseList[_curMouse].anim_pc = 0;
debug(5, "mouse id %d", _mouseList[_curMouse].id);
_curMouse++;
}
void Sword2Engine::monitorPlayerActivity(void) {
// if there is at least one mouse event outstanding
if (checkForMouseEvents()) {
// reset activity delay counter
_playerActivityDelay = 0;
} else {
// no. of game cycles since mouse event queue last empty
_playerActivityDelay++;
}
}
} // End of namespace Sword2