scummvm/engines/gob/hotspots.cpp
2010-10-15 13:55:18 +00:00

2164 lines
52 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.
*
* 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/str.h"
#include "gob/hotspots.h"
#include "gob/global.h"
#include "gob/draw.h"
#include "gob/game.h"
#include "gob/script.h"
#include "gob/inter.h"
namespace Gob {
Hotspots::Hotspot::Hotspot() {
clear();
}
Hotspots::Hotspot::Hotspot(uint16 i,
uint16 l, uint16 t, uint16 r, uint16 b, uint16 f, uint16 k,
uint16 enter, uint16 leave, uint16 pos) {
id = i;
left = l;
top = t;
right = r;
bottom = b;
flags = f;
key = k;
funcEnter = enter;
funcLeave = leave;
funcPos = pos;
script = 0;
}
void Hotspots::Hotspot::clear() {
id = 0;
left = 0xFFFF;
top = 0;
right = 0;
bottom = 0;
flags = 0;
key = 0;
funcEnter = 0;
funcLeave = 0;
funcPos = 0;
script = 0;
}
Hotspots::Type Hotspots::Hotspot::getType() const {
return (Type) (flags & 0xF);
}
MouseButtons Hotspots::Hotspot::getButton() const {
uint8 buttonBits = ((flags & 0x70) >> 4);
if (buttonBits == 0)
return kMouseButtonsLeft;
if (buttonBits == 1)
return kMouseButtonsRight;
if (buttonBits == 2)
return kMouseButtonsAny;
return kMouseButtonsNone;
}
uint16 Hotspots::Hotspot::getWindow() const {
return (flags & 0x0F00);
}
uint8 Hotspots::Hotspot::getCursor() const {
return (flags & 0xF000) >> 12;
}
uint8 Hotspots::Hotspot::getState(uint16 id) {
return (id & 0xF000) >> 12;
}
uint8 Hotspots::Hotspot::getState() const {
return getState(id);
}
bool Hotspots::Hotspot::isEnd() const {
return (left == 0xFFFF);
}
bool Hotspots::Hotspot::isInput() const {
if (getType() < kTypeInput1NoLeave)
return false;
if (getType() > kTypeInputFloatLeave)
return false;
return true;
}
bool Hotspots::Hotspot::isActiveInput() const {
if (isEnd())
return false;
if (!isFilledEnabled())
return false;
if (!isInput())
return false;
return true;
}
bool Hotspots::Hotspot::isInputLeave() const {
if (!isInput())
return false;
if (!(getType() & 1))
return true;
return false;
}
bool Hotspots::Hotspot::isFilled() const {
return getState() & kStateFilled;
}
bool Hotspots::Hotspot::isFilledEnabled() const {
return (getState() & kStateFilledDisabled) == kStateFilled;
}
bool Hotspots::Hotspot::isFilledNew() const {
return getState() == kStateFilled;
}
bool Hotspots::Hotspot::isDisabled() const {
return getState() & kStateDisabled;
}
bool Hotspots::Hotspot::isIn(uint16 x, uint16 y) const {
// FIXME: the cast to int16 is a hack, to fix handling of Gob2 problems related to
// hotspots with negative offset (to temporary disable them).
if ((int16) x < (int16) left)
return false;
if ((int16) x > (int16) right)
return false;
if ((int16) y < (int16) top)
return false;
if ((int16) y > (int16) bottom)
return false;
return true;
}
bool Hotspots::Hotspot::buttonMatch(MouseButtons button) const {
MouseButtons myButton = getButton();
if (myButton == kMouseButtonsAny)
// Any button allowed
return true;
if (myButton == kMouseButtonsNone)
// No button allowed
return false;
if (myButton == button)
// Exact match
return true;
return false;
}
void Hotspots::Hotspot::disable() {
id |= (kStateDisabled << 12);
}
void Hotspots::Hotspot::enable() {
id &= ~(kStateDisabled << 12);
}
Hotspots::Hotspots(GobEngine *vm) : _vm(vm) {
_hotspots = new Hotspot[kHotspotCount];
_shouldPush = false;
_currentKey = 0;
_currentIndex = 0;
_currentId = 0;
}
Hotspots::~Hotspots() {
delete[] _hotspots;
// Pop the whole stack and free each element's memory
while (!_stack.empty()) {
StackEntry backup = _stack.pop();
delete[] backup.hotspots;
}
}
void Hotspots::clear() {
_currentKey = 0;
for (int i = 0; i < kHotspotCount; i++)
_hotspots[i].clear();
}
uint16 Hotspots::add(uint16 id,
uint16 left, uint16 top, uint16 right, uint16 bottom,
uint16 flags, uint16 key,
uint16 funcEnter, uint16 funcLeave, uint16 funcPos) {
Hotspot hotspot(id, left, top, right, bottom,
flags, key, funcEnter, funcLeave, funcPos);
return add(hotspot);
}
uint16 Hotspots::add(const Hotspot &hotspot) {
for (int i = 0; i < kHotspotCount; i++) {
Hotspot &spot = _hotspots[i];
// free space => add same id => update
if (! (spot.isEnd() || (spot.id == hotspot.id)))
continue;
// When updating, keep disabled state intact
uint16 id = hotspot.id;
if ((spot.id & ~(kStateDisabled << 12)) ==
(hotspot.id & ~(kStateDisabled << 12)))
id = spot.id;
// Set
spot = hotspot;
spot.id = id;
// Remember the current script
spot.script = _vm->_game->_script;
debugC(1, kDebugHotspots, "Adding hotspot %03d: Coord:%3d+%3d+%3d+%3d - id:%04X, key:%04X, flag:%04X - fcts:%5d, %5d, %5d",
i, spot.left, spot.top, spot.right, spot.bottom,
spot.id, spot.key, spot.flags, spot.funcEnter, spot.funcLeave, spot.funcPos);
return i;
}
error("Hotspots::add(): Hotspot array full");
return 0xFFFF; // for compilers that don't support NORETURN
}
void Hotspots::remove(uint16 id) {
for (int i = 0; i < kHotspotCount; i++) {
if (_hotspots[i].id == id) {
debugC(1, kDebugHotspots, "Removing hotspot %d: %X", i, id);
_hotspots[i].clear();
}
}
}
void Hotspots::removeState(uint8 state) {
for (int i = 0; i < kHotspotCount; i++) {
Hotspot &spot = _hotspots[i];
if (spot.getState() == state) {
debugC(1, kDebugHotspots, "Removing hotspot %d: %X (by state %X)", i, spot.id, state);
spot.clear();
}
}
}
void Hotspots::recalculate(bool force) {
debugC(5, kDebugHotspots, "Recalculating hotspots");
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
Hotspot &spot = _hotspots[i];
if (!force && ((spot.flags & 0x80) != 0))
// Not forcing a special hotspot
continue;
if (spot.funcPos == 0)
// Simple coordinates don't need update
continue;
// Setting the needed script
Script *curScript = _vm->_game->_script;
_vm->_game->_script = spot.script;
if (!_vm->_game->_script)
_vm->_game->_script = curScript;
// Calling the function that contains the positions
_vm->_game->_script->call(spot.funcPos);
// Calculate positions
int16 left = _vm->_game->_script->readValExpr();
int16 top = _vm->_game->_script->readValExpr();
int16 width = _vm->_game->_script->readValExpr();
int16 height = _vm->_game->_script->readValExpr();
// Re-read the flags too, if applicable
uint16 flags = 0;
if (spot.getState() == (kStateFilled | kStateType2))
flags = _vm->_game->_script->readValExpr();
// Apply backDelta, if needed
if ((_vm->_draw->_renderFlags & RENDERFLAG_CAPTUREPOP) && (left != -1)) {
left += _vm->_draw->_backDeltaX;
top += _vm->_draw->_backDeltaY;
}
// Clamping
if (left < 0) {
width += left;
left = 0;
}
if (top < 0) {
height += top;
top = 0;
}
// Set the updated position
spot.left = left;
spot.top = top;
spot.right = left + width - 1;
spot.bottom = top + height - 1;
if (spot.getState() == (kStateFilled | kStateType2))
spot.flags = flags;
// Return
_vm->_game->_script->pop();
_vm->_game->_script = curScript;
}
}
void Hotspots::push(uint8 all, bool force) {
debugC(1, kDebugHotspots, "Pushing hotspots (%d, %d)", all, force);
// Should we push at all?
if (!_shouldPush && !force)
return;
// Count the hotspots
uint32 size = 0;
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
Hotspot &spot = _hotspots[i];
// Save all of them
if ( (all == 1) ||
// Don't save the global ones
((all == 0) && (spot.id >= 20)) ||
// Only save disabled ones
((all == 2) && ((spot.getState() == (kStateFilledDisabled | kStateType1)) ||
(spot.getState() == (kStateDisabled)) ||
(spot.getState() == (kStateFilledDisabled | kStateType2))))) {
size++;
}
}
StackEntry backup;
backup.shouldPush = _shouldPush;
backup.size = size;
backup.key = _currentKey;
backup.id = _currentId;
backup.index = _currentIndex;
backup.hotspots = new Hotspot[size];
// Copy the hotspots
Hotspot *destPtr = backup.hotspots;
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
Hotspot &spot = _hotspots[i];
// Save all of them
if ( (all == 1) ||
// Don't save the global ones
((all == 0) && (spot.id >= 20)) ||
// Only save disabled ones
((all == 2) && ((spot.getState() == (kStateFilledDisabled | kStateType1)) ||
(spot.getState() == (kStateDisabled)) ||
(spot.getState() == (kStateFilledDisabled | kStateType2))))) {
memcpy(destPtr, &spot, sizeof(Hotspot));
destPtr++;
spot.clear();
}
}
// Reset current state
_shouldPush = false;
_currentKey = 0;
_currentId = 0;
_currentIndex = 0;
_stack.push(backup);
}
void Hotspots::pop() {
debugC(1, kDebugHotspots, "Popping hotspots");
assert(!_stack.empty());
StackEntry backup = _stack.pop();
// Find the end of the filled hotspot space
int i;
Hotspot *destPtr = _hotspots;
for (i = 0; i < kHotspotCount; i++, destPtr++) {
if (destPtr->isEnd())
break;
}
if (((uint32) (kHotspotCount - i)) < backup.size)
error("Hotspots::pop(): Not enough free space in the current Hotspot "
"array to pop %d elements (got %d)", backup.size, kHotspotCount - i);
// Copy
memcpy(destPtr, backup.hotspots, backup.size * sizeof(Hotspot));
_shouldPush = backup.shouldPush;
_currentKey = backup.key;
_currentId = backup.id;
_currentIndex = backup.index;
delete[] backup.hotspots;
}
bool Hotspots::isValid(uint16 key, uint16 id, uint16 index) const {
if (index >= kHotspotCount)
return false;
if (key == 0)
return false;
if (!(Hotspot::getState(id) & kStateFilled))
return false;
return true;
}
void Hotspots::call(uint16 offset) {
debugC(4, kDebugHotspots, "Calling hotspot function %d", offset);
_vm->_game->_script->call(offset);
_shouldPush = true;
int16 stackSize = _stack.size();
_vm->_inter->funcBlock(0);
while (stackSize != _stack.size())
pop();
_shouldPush = false;
_vm->_game->_script->pop();
recalculate(false);
}
void Hotspots::enter(uint16 index) {
debugC(2, kDebugHotspots, "Entering hotspot %d", index);
if (index >= kHotspotCount) {
warning("Hotspots::enter(): Index %d out of range", index);
return;
}
Hotspot &spot = _hotspots[index];
// If requested, write the ID into a variable
if ((spot.getState() == (kStateFilled | kStateType1)) ||
(spot.getState() == (kStateFilled | kStateType2)))
WRITE_VAR(17, -(spot.id & 0x0FFF));
if (spot.funcEnter != 0)
call(spot.funcEnter);
}
void Hotspots::leave(uint16 index) {
debugC(2, kDebugHotspots, "Leaving hotspot %d", index);
if (index >= kHotspotCount) {
warning("Hotspots::leave(): Index %d out of range", index);
return;
}
Hotspot &spot = _hotspots[index];
// If requested, write the ID into a variable
if ((spot.getState() == (kStateFilled | kStateType1)) ||
(spot.getState() == (kStateFilled | kStateType2)))
WRITE_VAR(17, spot.id & 0x0FFF);
if (spot.funcLeave != 0)
call(spot.funcLeave);
}
int16 Hotspots::curWindow(int16 &dx, int16 &dy) const {
if ((_vm->_draw->_renderFlags & 0x80)==0)
return(0);
for (int i = 0; i < 10; i++) {
if (_vm->_draw->_fascinWin[i].id != -1) {
if (_vm->_global->_inter_mouseX >= _vm->_draw->_fascinWin[i].left &&
_vm->_global->_inter_mouseX < _vm->_draw->_fascinWin[i].left + _vm->_draw->_fascinWin[i].width &&
_vm->_global->_inter_mouseY >= _vm->_draw->_fascinWin[i].top &&
_vm->_global->_inter_mouseY < _vm->_draw->_fascinWin[i].top + _vm->_draw->_fascinWin[i].height) {
if (_vm->_draw->_fascinWin[i].id == _vm->_draw->_winCount-1) {
dx = _vm->_draw->_fascinWin[i].left;
dy = _vm->_draw->_fascinWin[i].top;
if (_vm->_global->_inter_mouseX < _vm->_draw->_fascinWin[i].left + 12 &&
_vm->_global->_inter_mouseY < _vm->_draw->_fascinWin[i].top + 12 &&
(VAR((_vm->_draw->_winVarArrayStatus / 4) + i) & 2))
// Cursor on 'Close Window'
return(5);
if (_vm->_global->_inter_mouseX >= _vm->_draw->_fascinWin[i].left + _vm->_draw->_fascinWin[i].width - 12 &&
_vm->_global->_inter_mouseY < _vm->_draw->_fascinWin[i].top + 12 &&
(VAR((_vm->_draw->_winVarArrayStatus / 4) + i) & 4))
// Cursor on 'Move Window'
return(6);
return(-i);
}
}
}
}
return(0);
}
uint16 Hotspots::checkMouse(Type type, uint16 &id, uint16 &index) const {
id = 0;
index = 0;
int16 dx = 0;
int16 dy = 0;
int16 winId = _vm->_draw->getWinFromCoord(dx, dy);
if (winId < 0) {
winId = 0;
dx = 0;
dy = 0;
} else
winId *= 256;
if (type == kTypeMove) {
// Check where the mouse was moved to
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];
if (spot.isDisabled())
// Only consider enabled hotspots
continue;
if (spot.getType() > kTypeMove)
// Only consider click and move hotspots
continue;
if (spot.getWindow() != winId)
// Only check the current window
continue;
if (!spot.isIn(_vm->_global->_inter_mouseX - dx, _vm->_global->_inter_mouseY - dy))
// If we're not in it, ignore it
continue;
id = spot.id;
index = i;
return spot.key;
}
return 0;
} else if (type == kTypeClick) {
// Check if something was clicked
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];
if (spot.isDisabled())
// Only consider enabled hotspots
continue;
if (spot.getWindow() != winId)
// Only check the active window
continue;
if (spot.getType() < kTypeMove)
// Only consider hotspots that can be clicked
continue;
if (!spot.isIn(_vm->_global->_inter_mouseX - dx, _vm->_global->_inter_mouseY - dy))
// If we're not in it, ignore it
continue;
if (!spot.buttonMatch(_vm->_game->_mouseButtons))
// Don't follow hotspots with button requirements we don't meet
continue;
id = spot.id;
index = i;
if ((spot.getType() == kTypeMove) || (spot.getType() == kTypeClick))
// It's a move or click => return the key
return spot.key;
// Otherwise, the key has a different meaning, so ignore it
return 0;
}
if (_vm->_game->_mouseButtons != kMouseButtonsLeft)
// Let the right mouse button act as an escape key
return kKeyEscape;
return 0;
}
return 0;
}
bool Hotspots::checkHotspotChanged() {
uint16 key, id, index;
// Get the current hotspot
key = checkMouse(kTypeMove, id, index);
if (key == _currentKey)
// Nothing changed => nothing to do
return false;
// Leave the old area
if (isValid(_currentKey, _currentId,_currentIndex))
leave(_currentIndex);
_currentKey = key;
_currentId = id;
_currentIndex = index;
// Enter the new one
if (isValid(key, id, index))
enter(index);
return true;
}
uint16 Hotspots::check(uint8 handleMouse, int16 delay, uint16 &id, uint16 &index) {
if (delay >= -1) {
_currentKey = 0;
_currentId = 0;
_currentIndex = 0;
}
id = 0;
index = 0;
if (handleMouse) {
if ((_vm->_draw->_cursorIndex == -1) && (_currentKey == 0)) {
// Last know state: No hotspot hit. Look if that changed
_currentKey = checkMouse(kTypeMove, _currentId, _currentIndex);
if (isValid(_currentKey, _currentId, _currentIndex))
enter(_currentIndex);
}
_vm->_draw->animateCursor(-1);
}
uint32 startTime = _vm->_util->getTimeKey();
// Update display
_vm->_draw->blitInvalidated();
_vm->_video->waitRetrace();
uint16 key = 0;
while (key == 0) {
if (_vm->_inter->_terminate || _vm->shouldQuit()) {
if (handleMouse)
_vm->_draw->blitCursor();
return 0;
}
// Anything changed?
checkHotspotChanged();
// Update display
if (!_vm->_draw->_noInvalidated) {
if (handleMouse)
_vm->_draw->animateCursor(-1);
else
_vm->_draw->blitInvalidated();
_vm->_video->waitRetrace();
}
if (handleMouse)
_vm->_game->evaluateScroll();
// Update keyboard and mouse state
key = _vm->_game->checkKeys(&_vm->_global->_inter_mouseX,
&_vm->_global->_inter_mouseY, &_vm->_game->_mouseButtons, handleMouse);
if (!handleMouse && (_vm->_game->_mouseButtons != kMouseButtonsNone)) {
// We don't want any mouse input but got one => Wait till it went away
_vm->_util->waitMouseRelease(0);
key = 3;
}
if (key != 0) {
// Got a key press
if (handleMouse & 1)
_vm->_draw->blitCursor();
id = 0;
index = 0;
// Leave the current hotspot
if (isValid(_currentKey, _currentId, _currentIndex))
leave(_currentIndex);
_currentKey = 0;
break;
}
if (handleMouse) {
if (_vm->_game->_mouseButtons != kMouseButtonsNone) {
// Mouse button pressed
int i = _vm->_draw->handleCurWin();
if (!i) {
_vm->_draw->animateCursor(2);
if (delay > 0) {
// If a delay was requested, wait the specified time
_vm->_util->delay(delay);
} else if (handleMouse & 1)
_vm->_util->waitMouseRelease(1);
_vm->_draw->animateCursor(-1);
// Which region was clicked?
key = checkMouse(kTypeClick, id, index);
if ((key != 0) || (id != 0)) {
// Got a valid region
if ( (handleMouse & 1) &&
((delay <= 0) || (_vm->_game->_mouseButtons == kMouseButtonsNone)))
_vm->_draw->blitCursor();
if ((key != _currentKey) && (_vm->getGameType() != kGameTypeFascination))
// If the hotspot changed, leave the old one
// Code not present in Fascination executables
leave(_currentIndex);
_currentKey = 0;
break;
}
if (handleMouse & 4)
// Nothing further than one simple check was requested => return
return 0;
// Leave the current area
if (_currentKey != 0)
leave(_currentIndex);
// No click, but do we have a move event? If so, enter that hotspot
_currentKey = checkMouse(kTypeMove, _currentId, _currentIndex);
if (isValid(_currentKey, _currentId, _currentIndex))
enter(_currentIndex);
} else {
WRITE_VAR(16, (int32)i);
id = 0;
index = 0;
return 0;
}
} else
// No mouse button pressed, check whether the position changed at least
checkHotspotChanged();
}
if ((delay == -2) && (key == 0) &&
(_vm->_game->_mouseButtons == kMouseButtonsNone)) {
// Nothing found and no further handling requested. Return.
id = 0;
index = 0;
break;
}
if (handleMouse)
_vm->_draw->animateCursor(-1);
if ((delay < 0) && (key == 0) &&
(_vm->_game->_mouseButtons == kMouseButtonsNone)) {
// Look if we've maybe reached the timeout
uint32 curTime = _vm->_util->getTimeKey();
if ((curTime + delay) > startTime) {
// If so, return
id = 0;
index = 0;
break;
}
}
// Sleep for a short amount of time
_vm->_util->delay(10);
}
return key;
}
uint16 Hotspots::check(uint8 handleMouse, int16 delay) {
uint16 id, index;
// Check and ignore the id and index
return Hotspots::check(handleMouse, delay, id, index);
}
uint16 Hotspots::updateInput(uint16 xPos, uint16 yPos, uint16 width, uint16 height,
uint16 backColor, uint16 frontColor, char *str, uint16 fontIndex,
Type type, int16 &duration, uint16 &id, uint16 &index) {
if ((fontIndex >= Draw::kFontCount) || !_vm->_draw->_fonts[fontIndex]) {
warning("Hotspots::updateInput(): Invalid font specified: %d", fontIndex);
return 0;
}
// Check if we need to consider mouse events
bool handleMouse = false;
if ( (_vm->_game->_handleMouse != 0) &&
((_vm->_global->_useMouse != 0) || (_vm->_game->_forceHandleMouse != 0)))
handleMouse = true;
const Font &font = *_vm->_draw->_fonts[fontIndex];
// Current position in the string, preset to the end
uint32 pos = strlen(str);
/* Size of input field in characters.
* If the font is not monospaced, we can't know that */
uint32 editSize = font.isMonospaced() ? (width / font.getCharWidth()) : 0;
uint16 key = 0;
char tempStr[256];
while (1) {
// If we the edit field has enough space, add a space for the new character
Common::strlcpy(tempStr, str, 255);
strcat(tempStr, " ");
if ((editSize != 0) && strlen(tempStr) > editSize)
Common::strlcpy(tempStr, str, 256);
// Clear input area
fillRect(xPos, yPos,
font.isMonospaced() ? (editSize * font.getCharWidth()) : width, height,
backColor);
// Print the current string, vertically centered
printText(xPos, yPos + (height - font.getCharHeight()) / 2,
tempStr, fontIndex, frontColor);
// If we've reached the end of the input field, set the cursor to the last character
if ((editSize != 0) && (pos == editSize))
pos--;
// The character under the cursor
char curSym = tempStr[pos];
if (_vm->_inter->_variables)
WRITE_VAR(56, pos);
bool first = true;
while (1) {
tempStr[0] = curSym;
tempStr[1] = 0;
// Draw cursor
uint16 cursorX, cursorY, cursorWidth, cursorHeight;
getTextCursorPos(font, str, pos, xPos, yPos, width, height,
cursorX, cursorY, cursorWidth, cursorHeight);
fillRect(cursorX, cursorY, cursorWidth, cursorHeight, frontColor);
if (first) {
// The first time, purge old information too
key = check(handleMouse, -1, id, index);
if (key == 0)
// We didn't catch any input, let's try again with a real timeout
key = check(handleMouse, -300, id, index);
first = false;
} else
// Try to catch a character
key = check(handleMouse, -300, id, index);
tempStr[0] = curSym;
tempStr[1] = 0;
// Clear cursor
getTextCursorPos(font, str, pos, xPos, yPos, width, height,
cursorX, cursorY, cursorWidth, cursorHeight);
fillRect(cursorX, cursorY, cursorWidth, cursorHeight, backColor);
// Print the current string, vertically centered
printText(cursorX, yPos + (height - font.getCharHeight()) / 2,
tempStr, fontIndex, frontColor);
if ((key != 0) || (id != 0))
// We did get a key, stop looking
break;
// Try again
key = check(handleMouse, -300, id, index);
if ((key != 0) || (id != 0) ||
_vm->_inter->_terminate || _vm->shouldQuit())
// We did get a key, stop looking
break;
if (duration > 0) {
// Look if we reached the time limit
duration -= 600;
if (duration <= 1) {
// If so, abort
key = 0;
id = 0;
break;
}
}
}
if ((key == 0) || (id != 0) ||
_vm->_inter->_terminate || _vm->shouldQuit())
// Got no key, or a region ID instead, return
return 0;
switch (key) {
case kKeyRight:
// If possible, move the cursor right
if (((editSize != 0) && ((pos > strlen(str)) || (pos > (editSize - 1)))) ||
((editSize == 0) && (pos > strlen(str)))) {
pos++;
continue;
}
// Continue downwards instead
return kKeyDown;
case kKeyLeft:
// If possible, move the cursor left
if (pos > 0) {
pos--;
continue;
}
// Continue upwards instead
return kKeyUp;
case kKeyBackspace:
if (pos > 0) {
// Delete the character to the left
_vm->_util->cutFromStr(str, pos - 1, 1);
pos--;
continue;
} else {
if (pos < strlen(str))
// Delete the character to the right
_vm->_util->cutFromStr(str, pos, 1);
}
case kKeyDelete:
if (pos >= strlen(str))
continue;
// Delete the character to the right
_vm->_util->cutFromStr(str, pos, 1);
continue;
case kKeyReturn:
case kKeyF1:
case kKeyF2:
case kKeyF3:
case kKeyF4:
case kKeyF5:
case kKeyF6:
case kKeyF7:
case kKeyF8:
case kKeyF9:
case kKeyF10:
case kKeyUp:
case kKeyDown:
return key;
case kKeyEscape:
// If we got an escape event, wait until the mouse buttons have been released
if (_vm->_global->_useMouse != 0)
continue;
_vm->_game->_forceHandleMouse = !_vm->_game->_forceHandleMouse;
handleMouse = false;
if ( (_vm->_game->_handleMouse != 0) &&
((_vm->_global->_useMouse != 0) || (_vm->_game->_forceHandleMouse != 0)))
handleMouse = true;
while (_vm->_global->_pressedKeys[1] != 0)
;
continue;
default:
// Got a "normal" key
uint16 savedKey = key;
key &= 0xFF;
if (((type == kTypeInputFloatNoLeave) || (type == kTypeInputFloatLeave)) &&
(key >= ' ') && (key <= 0xFF)) {
// Only allow character found in numerical floating values
const char *str1 = "0123456789-.,+ ";
const char *str2 = "0123456789-,,+ ";
if ((((savedKey >> 8) > 1) && ((savedKey >> 8) < 12)) &&
((_vm->_global->_pressedKeys[42] != 0) ||
(_vm->_global->_pressedKeys[56] != 0)))
key = ((savedKey >> 8) - 1) % 10 + '0';
int i;
for (i = 0; str1[i] != 0; i++) {
if (key == str1[i]) {
key = str2[i];
break;
}
}
if (i == (int16) strlen(str1))
key = 0;
}
if ((key >= ' ') && (key <= 0xFF)) {
if (editSize == 0) {
// Length of the string + current character + next one
int length = _vm->_draw->stringLength(str, fontIndex) +
font.getCharWidth(' ') + font.getCharWidth(key);
if (length > width)
// We're above the limit, ignore the key
continue;
if (((int32) strlen(str)) >= (_vm->_global->_inter_animDataSize * 4 - 1))
// Above the limit of character allowed in a string, ignore the key
continue;
} else {
if (strlen(str) > editSize)
// We're over the upper character limit for this field
continue;
else if (editSize == strlen(str))
// We've reached the upper limit, overwrite the last character
_vm->_util->cutFromStr(str, strlen(str) - 1, 1);
}
// Advance cursor
pos++;
tempStr[0] = key;
tempStr[1] = 0;
// Add character
_vm->_util->insertStr(tempStr, str, pos - 1);
}
}
}
}
uint16 Hotspots::handleInputs(int16 time, uint16 inputCount, uint16 &curInput,
InputDesc *inputs, uint16 &id, uint16 &index) {
// Redraw all texts in all inputs we currently manage
updateAllTexts(inputs);
for (int i = 0; i < 40; i++)
WRITE_VAR(17 + i, 0);
while (1) {
// Find the hotspot index to our current input
uint16 hotspotIndex = inputToHotspot(curInput);
assert(hotspotIndex != 0xFFFF);
Hotspot inputSpot = _hotspots[hotspotIndex];
// Handle input events from that input field
uint16 key = updateInput(inputSpot.left, inputSpot.top,
inputSpot.right - inputSpot.left + 1,
inputSpot.bottom - inputSpot.top + 1,
inputs[curInput].backColor, inputs[curInput].frontColor,
GET_VARO_STR(inputSpot.key), inputs[curInput].fontIndex,
inputSpot.getType(), time, id, index);
if (_vm->_inter->_terminate)
return 0;
switch (key) {
case kKeyNone:
if (id == 0)
// No key and no hotspot => return
return 0;
if (_vm->_game->_mouseButtons != kMouseButtonsNone)
// Clicked something, get the hotspot index
index = findClickedInput(index);
if (!_hotspots[index].isInput())
// It's no input, return
return 0;
// Get the associated input index
curInput = hotspotToInput(index);
break;
case kKeyF1:
case kKeyF2:
case kKeyF3:
case kKeyF4:
case kKeyF5:
case kKeyF6:
case kKeyF7:
case kKeyF8:
case kKeyF9:
case kKeyF10:
return key;
case kKeyReturn:
// Just one input => return
if (inputCount == 1)
return kKeyReturn;
// End of input chain reached => wrap
if (curInput == (inputCount - 1)) {
curInput = 0;
break;
}
// Next input
curInput++;
break;
case kKeyDown:
// Next input
if ((inputCount - 1) > curInput)
curInput++;
break;
case kKeyUp:
// Previous input
if (curInput > 0)
curInput--;
break;
}
}
}
void Hotspots::evaluateNew(uint16 i, uint16 *ids, InputDesc *inputs,
uint16 &inputId, bool &hasInput, uint16 &inputCount) {
ids[i] = 0;
// Type and window
byte type = _vm->_game->_script->readByte();
byte windowNum = 0;
if ((type & 0x40) != 0) {
// Got a window ID
type -= 0x40;
windowNum = _vm->_game->_script->readByte();
}
// Coordinates
uint16 left, top, width, height, right, bottom;
uint32 funcPos = 0;
if ((type & 0x80) != 0) {
// Complex coordinate expressions
funcPos = _vm->_game->_script->pos();
left = _vm->_game->_script->readValExpr();
top = _vm->_game->_script->readValExpr();
width = _vm->_game->_script->readValExpr();
height = _vm->_game->_script->readValExpr();
} else {
// Immediate values
funcPos = 0;
left = _vm->_game->_script->readUint16();
top = _vm->_game->_script->readUint16();
width = _vm->_game->_script->readUint16();
height = _vm->_game->_script->readUint16();
}
if (_vm->_draw->_renderFlags & 64) {
_vm->_draw->_invalidatedTops[0] = 0;
_vm->_draw->_invalidatedLefts[0] = 0;
_vm->_draw->_invalidatedRights[0] = 319;
_vm->_draw->_invalidatedBottoms[0] = 199;
_vm->_draw->_invalidatedCount = 1;
if (windowNum == 0) {
_vm->_draw->_spritesArray[_vm->_draw->_destSurface]->drawLine(left + width - 1, top, left + width - 1, top + height - 1, 0);
_vm->_draw->_spritesArray[_vm->_draw->_destSurface]->drawLine(left, top, left, top + height - 1, 0);
_vm->_draw->_spritesArray[_vm->_draw->_destSurface]->drawLine(left, top, left + width - 1, top, 0);
_vm->_draw->_spritesArray[_vm->_draw->_destSurface]->drawLine(left, top + height - 1, left + width - 1, top + height - 1, 0);
} else {
if ((_vm->_draw->_fascinWin[windowNum].id != -1) && (_vm->_draw->_fascinWin[windowNum].id == _vm->_draw->_winCount - 1)) {
left += _vm->_draw->_fascinWin[windowNum].left;
top += _vm->_draw->_fascinWin[windowNum].top;
_vm->_draw->_spritesArray[_vm->_draw->_destSurface]->drawLine(left + width - 1, top, left + width - 1, top + height - 1, 0);
_vm->_draw->_spritesArray[_vm->_draw->_destSurface]->drawLine(left, top, left, top + height - 1, 0);
_vm->_draw->_spritesArray[_vm->_draw->_destSurface]->drawLine(left, top, left + width - 1, top, 0);
_vm->_draw->_spritesArray[_vm->_draw->_destSurface]->drawLine(left, top + height - 1, left + width - 1, top + height - 1, 0);
left -= _vm->_draw->_fascinWin[windowNum].left;
top -= _vm->_draw->_fascinWin[windowNum].top;
}
}
}
type &= 0x7F;
// Apply global drawing offset
if ((_vm->_draw->_renderFlags & RENDERFLAG_CAPTUREPOP) && (left != 0xFFFF)) {
left += _vm->_draw->_backDeltaX;
top += _vm->_draw->_backDeltaY;
}
right = left + width - 1;
bottom = top + height - 1;
// Enabling the hotspots again
if ((type == kTypeEnable2) || (type == kTypeEnable1)) {
uint8 wantedState = 0;
if (type == kTypeEnable2)
wantedState = kStateFilledDisabled | kStateType2;
else
wantedState = kStateFilledDisabled | kStateType1;
_vm->_game->_script->skip(6);
for (int j = 0; j < kHotspotCount; j++) {
Hotspot &spot = _hotspots[j];
if (spot.getState() == wantedState) {
spot.enable();
spot.funcEnter = _vm->_game->_script->pos();
spot.funcLeave = _vm->_game->_script->pos();
}
}
_vm->_game->_script->skipBlock();
return;
}
int16 key = 0;
int16 flags = 0;
Font *font = 0;
uint32 funcEnter = 0, funcLeave = 0;
if ((windowNum != 0) && (type != 0) && (type != 2))
warning("evaluateNew - type %d, win %d",type, windowNum);
// Evaluate parameters for the new hotspot
switch (type) {
case kTypeNone:
_vm->_game->_script->skip(6);
funcEnter = _vm->_game->_script->pos();
_vm->_game->_script->skipBlock();
funcLeave = _vm->_game->_script->pos();
_vm->_game->_script->skipBlock();
key = i + ((kStateFilled | kStateType2) << 12);
flags = type + (windowNum << 8);
break;
case kTypeMove:
key = _vm->_game->_script->readInt16();
ids[i] = _vm->_game->_script->readInt16();
flags = _vm->_game->_script->readInt16();
funcEnter = _vm->_game->_script->pos();
_vm->_game->_script->skipBlock();
funcLeave = _vm->_game->_script->pos();
_vm->_game->_script->skipBlock();
if (key == 0)
key = i + ((kStateFilled | kStateType2) << 12);
flags = type + (windowNum << 8) + (flags << 4);
break;
case kTypeInput1NoLeave:
case kTypeInput1Leave:
case kTypeInput2NoLeave:
case kTypeInput2Leave:
case kTypeInput3NoLeave:
case kTypeInput3Leave:
case kTypeInputFloatNoLeave:
case kTypeInputFloatLeave:
hasInput = true;
_vm->_util->clearKeyBuf();
// Input text parameters
key = _vm->_game->_script->readVarIndex();
inputs[inputCount].fontIndex = _vm->_game->_script->readInt16();
inputs[inputCount].backColor = _vm->_game->_script->readByte();
inputs[inputCount].frontColor = _vm->_game->_script->readByte();
inputs[inputCount].length = 0;
inputs[inputCount].str = 0;
if ((type >= kTypeInput2NoLeave) && (type <= kTypeInput3Leave)) {
uint16 length = _vm->_game->_script->readUint16();
inputs[inputCount].str =
(const char *)(_vm->_game->_script->getData() + _vm->_game->_script->pos());
_vm->_game->_script->skip(length);
}
if (left == 0xFFFF) {
if (!(type & 1))
// No coordinates but a leave block => skip it
_vm->_game->_script->skipBlock();
break;
}
font = _vm->_draw->_fonts[inputs[inputCount].fontIndex];
if (font->isMonospaced())
right = left + width * font->getCharWidth() - 1;
funcEnter = 0;
funcPos = 0;
funcLeave = 0;
if (!(type & 1)) {
// Got a leave
funcLeave = _vm->_game->_script->pos();
_vm->_game->_script->skipBlock();
}
flags = type;
inputCount++;
break;
case 20:
inputId = i;
// Fall through to case 2
case kTypeClick:
key = _vm->_game->_script->readInt16();
ids[i] = _vm->_game->_script->readInt16();
flags = _vm->_game->_script->readInt16();
if (flags > 3)
warning("evaluateNew: Warning, use of type 2 or 20. flags = %d, should be %d", flags, flags&3);
funcEnter = 0;
funcLeave = _vm->_game->_script->pos();
_vm->_game->_script->skipBlock();
flags = ((uint16) kTypeClick) + (windowNum << 8) + (flags << 4);
break;
case kTypeClickEnter:
key = _vm->_game->_script->readInt16();
ids[i] = _vm->_game->_script->readInt16();
flags = _vm->_game->_script->readInt16() & 3;
funcEnter = _vm->_game->_script->pos();
_vm->_game->_script->skipBlock();
funcLeave = 0;
flags = ((uint16) kTypeClick) + (windowNum << 8) + (flags << 4);
break;
}
// Add the new hotspot
add(i | (kStateFilled << 12), left, top, right, bottom,
flags, key, funcEnter, funcLeave, funcPos);
}
bool Hotspots::evaluateFind(uint16 key, int16 timeVal, const uint16 *ids,
uint16 leaveWindowIndex, uint16 hotspotIndex1, uint16 hotspotIndex2,
uint16 endIndex, int16 &duration, uint16 &id, uint16 &index, bool &finished) {
bool fascinCheck = false;
if (id != 0)
// We already found a hotspot, nothing to do
return true;
if (key != 0) {
// We've got a key
// Find the hotspot with that key associated
findKey(key, id, index);
if (id != 0)
// Found it
return true;
// Try it case insensitively
findKeyCaseInsensitive(key, id, index);
if (id != 0)
// Found it
return true;
return false;
}
if ((_vm->getGameType() == kGameTypeFascination) && (getCurrentHotspot()))
fascinCheck = true;
if ((duration != 0) && (!fascinCheck)) {
// We've got a time duration
if (hotspotIndex1 != 0) {
finished =
leaveNthPlain(hotspotIndex1, endIndex, timeVal, ids, id, index, duration);
} else if (hotspotIndex2 != 0) {
findNthPlain(hotspotIndex2, endIndex, id, index);
} else {
// Enter the first hotspot
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
Hotspot &spot = _hotspots[i];
if (spot.isFilledNew()) {
id = spot.id;
index = i;
break;
}
}
// Leave the current hotspot
if ((_currentKey != 0) && (_hotspots[_currentIndex].funcLeave != 0))
call(_hotspots[_currentIndex].funcLeave);
_currentKey = 0;
}
if (id != 0)
return true;
return false;
} else {
if (leaveWindowIndex != 0)
findNthPlain(leaveWindowIndex, endIndex, id, index);
if (id != 0)
return true;
}
return false;
}
void Hotspots::evaluate() {
InputDesc inputs[20];
uint16 ids[kHotspotCount];
// Push all local hotspots
push(0);
// Find the current end of the hotspot block
uint16 endIndex = 0;
while (!_hotspots[endIndex].isEnd())
endIndex++;
_shouldPush = false;
_vm->_game->_script->skip(1);
// Number of new hotspots
byte count = _vm->_game->_script->readByte();
// Parameters of this block
_vm->_game->_handleMouse = _vm->_game->_script->peekByte(0);
int16 duration = _vm->_game->_script->peekByte(1);
byte leaveWindowIndex = 0;
if (_vm->getGameType() == kGameTypeFascination)
leaveWindowIndex = _vm->_game->_script->peekByte(2);
byte hotspotIndex1 = _vm->_game->_script->peekByte(3);
byte hotspotIndex2 = _vm->_game->_script->peekByte(4);
bool needRecalculation = _vm->_game->_script->peekByte(5) != 0;
// Seconds -> Milliseconds
duration *= 1000;
if ((hotspotIndex1 != 0) || (hotspotIndex2 != 0)) {
duration /= 100;
if (_vm->_game->_script->peekByte(1) == 100)
duration = 2;
}
int16 timeVal = duration;
_vm->_game->_script->skip(6);
setCurrentHotspot(0, 0);
bool finishedDuration = false;
uint16 id = 0;
uint16 inputId = 0xFFFF;
uint16 index = 0;
bool hasInput = false;
uint16 inputCount = 0;
// Adding new hotspots
for (uint16 i = 0; i < count; i++)
evaluateNew(i, ids, inputs, inputId, hasInput, inputCount);
// Recalculate all hotspots if requested
if (needRecalculation)
recalculate(true);
_vm->_game->_forceHandleMouse = 0;
_vm->_util->clearKeyBuf();
while ((id == 0) && !_vm->_inter->_terminate && !_vm->shouldQuit()) {
uint16 key = 0;
if (hasInput) {
// Input
uint16 curInput = 0;
key = handleInputs(duration, inputCount, curInput, inputs, id, index);
// Notify the script of the current input index
WRITE_VAR(17 + 38, curInput);
if (key == kKeyReturn) {
// Return pressed, invoke input leave
findFirstInputLeave(id, inputId, index);
break;
}
} else
// Normal move or click check
key = check(_vm->_game->_handleMouse, -duration, id, index);
key = convertSpecialKey(key);
// Try to find a fitting hotspot
evaluateFind(key, timeVal, ids, leaveWindowIndex, hotspotIndex1, hotspotIndex2, endIndex,
duration, id, index, finishedDuration);
if (finishedDuration)
break;
if ((id == 0) || (_hotspots[index].funcLeave != 0))
// We don't have a new ID, but haven't yet handled the leave function
continue;
_vm->_inter->storeMouse();
setCurrentHotspot(ids, id);
// Enter it
if (_hotspots[index].funcEnter != 0)
call(_hotspots[index].funcEnter);
setCurrentHotspot(0, 0);
id = 0;
}
if ((id & 0xFFF) == inputId)
matchInputStrings(inputs);
if (_vm->_game->_handleMouse == 1)
_vm->_draw->blitCursor();
if (!_vm->_inter->_terminate && (!finishedDuration)) {
_vm->_game->_script->seek(_hotspots[index].funcLeave);
_vm->_inter->storeMouse();
if (getCurrentHotspot() == 0) {
// No hotspot currently handled, now we'll handle the newly found one
setCurrentHotspot(ids, id);
}
} else
_vm->_game->_script->setFinished(true);
for (int i = 0; i < count; i++)
// Remove all local hotspots
remove(i + (kStateFilled << 12));
for (int i = 0; i < kHotspotCount; i++) {
Hotspot &spot = _hotspots[i];
// Disable the ones still there
if ((spot.getState() == (kStateFilled | kStateType1)) ||
(spot.getState() == (kStateFilled | kStateType2)))
spot.disable();
}
}
int16 Hotspots::findCursor(uint16 x, uint16 y) const {
int16 cursor = 0;
int16 deltax = 0;
int16 deltay = 0;
if (_vm->getGameType() == kGameTypeFascination)
cursor = curWindow(deltax, deltay);
if (cursor == 0) {
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];
if ((spot.getWindow() != 0) || spot.isDisabled())
// Ignore disabled and non-main-windowed hotspots
continue;
if (!spot.isIn(x, y))
// We're not in that hotspot, ignore it
continue;
if (spot.getCursor() == 0) {
// Hotspot doesn't itself specify a cursor...
if (spot.getType() >= kTypeInput1NoLeave) {
// ...but the type has a generic one
cursor = 3;
break;
} else if ((spot.getButton() != kMouseButtonsRight) && (cursor == 0))
// ...but there's a generic "click" cursor
cursor = 1;
} else if (cursor == 0)
// Hotspot had an attached cursor index
cursor = spot.getCursor();
}
} else {
if (cursor < 0) {
int16 curType = - cursor * 256;
cursor = 0;
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];
// this check is /really/ Fascination specific.
// It's illogical, so if it's to be reused in Adi games... Be careful!
if ((spot.flags & 0xFF00) == curType)
if (spot.isIn(x - deltax, y - deltay)) {
if (spot.getType() < kTypeInput1NoLeave)
cursor = 1;
else
cursor = 3;
break;
}
}
}
if (_vm->_draw->_cursorAnimLow[cursor] == -1)
// If the cursor is invalid... there's a generic "click" cursor
cursor = 1;
}
return cursor;
}
void Hotspots::oPlaytoons_F_1B() {
int16 shortId;
int16 longId;
int16 var2;
int16 fontIndex;
int16 var4;
uint16 left;
uint16 top;
uint16 right;
uint16 bottom;
shortId = _vm->_game->_script->readValExpr();
var2 = _vm->_game->_script->readValExpr();
_vm->_game->_script->evalExpr(0);
fontIndex = _vm->_game->_script->readValExpr();
var4 = _vm->_game->_script->readValExpr();
// this variable is always set to 0 in Playtoons
// var_4 += unk_var;
for (int i = 0; i < kHotspotCount; i++) {
if (_hotspots[i].isEnd())
return;
if ((_hotspots[i].id == 0xD000 + shortId) || (_hotspots[i].id == 0xB000 + shortId) ||
(_hotspots[i].id == 0x4000 + shortId)) {
longId = _hotspots[i].id;
warning("oPlaytoons_F_1B: shortId %d, var2 %d fontIndex %d var4 %d - longId %d", shortId, var2, fontIndex, var4, longId);
left = _hotspots[i].left;
top = _hotspots[i].top;
right = _hotspots[i].right;
bottom = _hotspots[i].bottom;
left += 2;
top += 2;
right -= 2;
bottom -= 2;
if ((_vm->_draw->_needAdjust != 2) && (_vm->_draw->_needAdjust != 10)) {
left += 2;
top += 2;
right -= 2;
bottom -= 2;
}
_vm->_draw->oPlaytoons_sub_F_1B(0x8000+ var2, left, top, right, bottom, _vm->_game->_script->getResultStr(), fontIndex, var4, shortId);
return;
}
}
warning("shortId not found %d", shortId);
return;
}
uint16 Hotspots::inputToHotspot(uint16 input) const {
uint16 inputIndex = 0;
for (int i = 0; i < kHotspotCount; i++) {
const Hotspot &spot = _hotspots[i];
if (!spot.isActiveInput())
// Not an active input
continue;
if (inputIndex == input)
// We've found our input
return i;
// Next one
inputIndex++;
}
// None found
return 0xFFFF;
}
uint16 Hotspots::hotspotToInput(uint16 hotspot) const {
uint16 input = 0;
for (int i = 0; i < kHotspotCount; i++) {
const Hotspot &spot = _hotspots[i];
if (!spot.isActiveInput())
// Not an active input
continue;
if (i == hotspot)
// We've found our hotspot
break;
// Next one
input++;
}
return input;
}
uint16 Hotspots::findClickedInput(uint16 index) const {
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];
if (spot.getWindow() != 0)
// Ignore other windows
continue;
if (spot.isDisabled())
// Ignore disabled hotspots
continue;
if (!spot.isIn(_vm->_global->_inter_mouseX, _vm->_global->_inter_mouseY))
// This one wasn't it
continue;
if (spot.getCursor() != 0)
// This one specifies a cursor, so we don't want it
continue;
if (!spot.isInput())
// It's no input
continue;
index = i;
break;
}
return index;
}
bool Hotspots::findFirstInputLeave(uint16 &id, uint16 &inputId, uint16 &index) const {
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];
if (!spot.isFilledEnabled())
// Not filled or disabled
continue;
if (!spot.isInputLeave())
// Not an input with a leave function
continue;
id = spot.id;
inputId = spot.id & 0x7FFF;
index = i;
return true;
}
return false;
}
bool Hotspots::findKey(uint16 key, uint16 &id, uint16 &index) const {
id = 0;
index = 0;
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];
if (!spot.isFilledEnabled())
// Not filled or disabled
continue;
// Key match Catch all
if ((spot.key == key) || (spot.key == 0x7FFF)) {
id = spot.id;
index = i;
return true;
}
}
return false;
}
bool Hotspots::findKeyCaseInsensitive(uint16 key, uint16 &id, uint16 &index) const {
id = 0;
index = 0;
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];
if (!spot.isFilledEnabled())
// Not filled or disabled, ignore
continue;
if ((spot.key & 0xFF00) != 0)
continue;
if (spot.key == 0)
// No associated key, ignore
continue;
// Compare
if (toupper(key & 0xFF) == toupper(spot.key)) {
id = spot.id;
index = i;
return true;
}
}
return false;
}
bool Hotspots::findNthPlain(uint16 n, uint16 startIndex, uint16 &id, uint16 &index) const {
id = 0;
index = 0;
uint16 counter = 0;
for (int i = startIndex; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];
if (!spot.isFilledNew())
// Not filled, ignore
continue;
if (++counter != n)
// Not yet the one we want
continue;
id = spot.id;
index = i;
return true;
}
return false;
}
bool Hotspots::leaveNthPlain(uint16 n, uint16 startIndex, int16 timeVal, const uint16 *ids,
uint16 &id, uint16 &index, int16 &duration) {
id = 0;
index = 0;
if (!findNthPlain(n, startIndex, id, index))
// Doesn't exist
return false;
_vm->_inter->storeMouse();
if (getCurrentHotspot() != 0)
// We already handle a hotspot
return false;
setCurrentHotspot(ids, id);
const Hotspot &spot = _hotspots[index];
if (spot.funcLeave != 0) {
// It has a leave function
uint32 startTime, callTime;
// Call the leave and time it
startTime = _vm->_util->getTimeKey();
call(spot.funcLeave);
callTime = _vm->_util->getTimeKey() - startTime;
// Remove the time it took from the time we have available
duration = CLIP<int>(timeVal - callTime, 2, timeVal);
}
if (getCurrentHotspot() == 0) {
id = 0;
index = 0;
}
return getCurrentHotspot() != 0;
}
void Hotspots::setCurrentHotspot(const uint16 *ids, uint16 id) const {
if (!ids) {
WRITE_VAR(16, 0);
return;
}
if (Hotspot::getState(id) == kStateFilled)
WRITE_VAR(16, ids[id & 0xFFF]);
else
WRITE_VAR(16, id & 0xFFF);
}
uint32 Hotspots::getCurrentHotspot() const {
return VAR(16);
}
void Hotspots::cleanFloatString(const Hotspot &spot) const {
char *to, *from;
to = from = GET_VARO_STR(spot.key);
for (int i = 0; (i < 257) && (*from != '\0'); i++, from++) {
char c = *from;
// Skip spaces
if (c == ' ')
continue;
// Convert decimal separator if necessary
if ((_vm->_global->_language == kLanguageBritish) && (c == '.'))
c = ',';
*to++ = c;
}
*to = '\0';
}
void Hotspots::checkStringMatch(const Hotspot &spot, const InputDesc &input,
uint16 inputPos) const {
const char *str = input.str;
char tempStr[256];
char spotStr[256];
Common::strlcpy(tempStr, GET_VARO_STR(spot.key), 256);
if (spot.getType() < kTypeInput3NoLeave)
_vm->_util->cleanupStr(tempStr);
uint16 pos = 0;
do {
Common::strlcpy(spotStr, str, 256);
pos += strlen(str) + 1;
str += strlen(str) + 1;
if (spot.getType() < kTypeInput3NoLeave)
_vm->_util->cleanupStr(spotStr);
// Compare the entered string with the string we wanted
if (strcmp(tempStr, spotStr) == 0) {
WRITE_VAR(17, VAR(17) + 1);
WRITE_VAR(17 + inputPos, 1);
break;
}
} while (input.length > pos);
}
void Hotspots::matchInputStrings(const InputDesc *inputs) const {
uint16 strInputCount = 0;
uint16 inputIndex = 0;
uint16 inputPos = 1;
for (int i = 0; i < kHotspotCount; i++) {
const Hotspot &spot = _hotspots[i];
// Looking for all enabled inputs
if (spot.isEnd())
continue;
if (!spot.isFilledEnabled())
continue;
if (!spot.isInput())
continue;
if (spot.getType() >= kTypeInputFloatNoLeave)
cleanFloatString(spot);
if ((spot.getType() >= kTypeInput2NoLeave) && (spot.getType() <= kTypeInput3Leave)) {
// Look if we find a match between the wanted and the typed string
checkStringMatch(spot, inputs[inputIndex], inputPos);
strInputCount++;
} else
WRITE_VAR(17 + inputPos, 2);
inputIndex++;
inputPos++;
}
// Notify the scripts if we reached the requested hotspot
WRITE_VAR(17, (uint32) (strInputCount == ((uint16) VAR(17))));
}
uint16 Hotspots::convertSpecialKey(uint16 key) const {
if (((key & 0xFF) >= ' ') && ((key & 0xFF) <= 0xFF) &&
((key >> 8) > 1) && ((key >> 8) < 12))
key = '0' + (((key >> 8) - 1) % 10) + (key & 0xFF00);
return key;
}
void Hotspots::getTextCursorPos(const Font &font, const char *str,
uint32 pos, uint16 x, uint16 y, uint16 width, uint16 height,
uint16 &cursorX, uint16 &cursorY, uint16 &cursorWidth, uint16 &cursorHeight) const {
if (!font.isMonospaced()) {
// Cursor to the right of the current character
cursorX = x;
cursorY = y;
cursorWidth = 1;
cursorHeight = height;
// Iterate through the string and add each character's width
for (uint32 i = 0; i < pos; i++)
cursorX += font.getCharWidth(str[i]);
} else {
// Cursor underlining the current character
cursorX = x + font.getCharWidth() * pos;
cursorY = y + height - 1;
cursorWidth = font.getCharWidth();
cursorHeight = 1;
}
}
void Hotspots::fillRect(uint16 x, uint16 y, uint16 width, uint16 height, uint16 color) const {
_vm->_draw->_destSurface = Draw::kBackSurface;
_vm->_draw->_destSpriteX = x;
_vm->_draw->_destSpriteY = y;
_vm->_draw->_spriteRight = width;
_vm->_draw->_spriteBottom = height;
_vm->_draw->_backColor = color;
_vm->_draw->spriteOperation(DRAW_FILLRECT | 0x10);
}
void Hotspots::printText(uint16 x, uint16 y, const char *str, uint16 fontIndex, uint16 color) const {
_vm->_draw->_destSpriteX = x;
_vm->_draw->_destSpriteY = y;
_vm->_draw->_frontColor = color;
_vm->_draw->_fontIndex = fontIndex;
_vm->_draw->_textToPrint = str;
_vm->_draw->_transparency = 1;
_vm->_draw->spriteOperation(DRAW_PRINTTEXT | 0x10);
}
void Hotspots::updateAllTexts(const InputDesc *inputs) const {
uint16 input = 0;
for (int i = 0; i < kHotspotCount; i++) {
const Hotspot &spot = _hotspots[i];
if (spot.isEnd())
// It's an end, we don't want it
continue;
if (!spot.isFilledEnabled())
// This one's either not used or disabled
continue;
if (!spot.isInput())
// Not an input
continue;
// Get its text
char tempStr[256];
Common::strlcpy(tempStr, GET_VARO_STR(spot.key), 256);
// Coordinates
uint16 x = spot.left;
uint16 y = spot.top;
uint16 width = spot.right - spot.left + 1;
uint16 height = spot.bottom - spot.top + 1;
// Clear the background
fillRect(x, y, width, height, inputs[input].backColor);
// Center the text vertically
y += (height - _vm->_draw->_fonts[_vm->_draw->_fontIndex]->getCharHeight()) / 2;
// Draw it
printText(x, y, tempStr, inputs[input].fontIndex, inputs[input].frontColor);
input++;
}
}
} // End of namespace Gob