mirror of
https://github.com/libretro/scummvm.git
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71d54d1d36
svn-id: r29486
952 lines
30 KiB
C++
952 lines
30 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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* $URL$
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* $Id$
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*
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*/
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// Scripting module: Script resource handling functions
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#include "saga/saga.h"
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#include "saga/gfx.h"
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#include "saga/console.h"
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#include "saga/script.h"
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#include "saga/interface.h"
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#include "saga/itedata.h"
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#include "saga/scene.h"
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#include "saga/events.h"
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#include "saga/actor.h"
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#include "saga/objectmap.h"
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#include "saga/isomap.h"
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#include "saga/rscfile.h"
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namespace Saga {
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// Initializes the scripting module.
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// Loads script resource look-up table, initializes script data system
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Script::Script(SagaEngine *vm) : _vm(vm) {
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ResourceContext *resourceContext;
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byte *resourcePointer;
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size_t resourceLength;
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int prevTell;
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int i, j;
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byte *stringsPointer;
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size_t stringsLength;
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//initialize member variables
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_abortEnabled = true;
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_skipSpeeches = false;
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_conversingThread = NULL;
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_firstObjectSet = false;
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_secondObjectNeeded = false;
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_pendingVerb = getVerbType(kVerbNone);
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_currentVerb = getVerbType(kVerbNone);
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_stickyVerb = getVerbType(kVerbWalkTo);
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_leftButtonVerb = getVerbType(kVerbNone);
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_rightButtonVerb = getVerbType(kVerbNone);
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_pointerObject = ID_NOTHING;
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_staticSize = 0;
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_commonBufferSize = COMMON_BUFFER_SIZE;
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_commonBuffer = (byte*)malloc(_commonBufferSize);
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memset(_commonBuffer, 0, _commonBufferSize);
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debug(8, "Initializing scripting subsystem");
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// Load script resource file context
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_scriptContext = _vm->_resource->getContext(GAME_SCRIPTFILE);
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if (_scriptContext == NULL) {
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error("Script::Script() script context not found");
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}
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resourceContext = _vm->_resource->getContext(GAME_RESOURCEFILE);
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if (resourceContext == NULL) {
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error("Script::Script() resource context not found");
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}
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debug(3, "Loading module LUT from resource %i", _vm->getResourceDescription()->moduleLUTResourceId);
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_vm->_resource->loadResource(resourceContext, _vm->getResourceDescription()->moduleLUTResourceId, resourcePointer, resourceLength);
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// Create logical script LUT from resource
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if (resourceLength % S_LUT_ENTRYLEN_ITECD == 0) {
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_modulesLUTEntryLen = S_LUT_ENTRYLEN_ITECD;
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} else if (resourceLength % S_LUT_ENTRYLEN_ITEDISK == 0) {
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_modulesLUTEntryLen = S_LUT_ENTRYLEN_ITEDISK;
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} else {
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error("Script::Script() Invalid script lookup table length (%i)", (int)resourceLength);
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}
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// Calculate number of entries
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_modulesCount = resourceLength / _modulesLUTEntryLen;
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debug(3, "LUT has %i entries", _modulesCount);
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// Allocate space for logical LUT
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_modules = (ModuleData *)malloc(_modulesCount * sizeof(*_modules));
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if (_modules == NULL) {
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memoryError("Script::Script()");
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}
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// Convert LUT resource to logical LUT
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MemoryReadStreamEndian scriptS(resourcePointer, resourceLength, resourceContext->isBigEndian);
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for (i = 0; i < _modulesCount; i++) {
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memset(&_modules[i], 0, sizeof(ModuleData));
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prevTell = scriptS.pos();
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_modules[i].scriptResourceId = scriptS.readUint16();
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_modules[i].stringsResourceId = scriptS.readUint16();
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_modules[i].voicesResourceId = scriptS.readUint16();
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// Skip the unused portion of the structure
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for (j = scriptS.pos(); j < prevTell + _modulesLUTEntryLen; j++) {
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if (scriptS.readByte() != 0)
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warning("Unused scriptLUT part isn't really unused for LUT %d (pos: %d)", i, j);
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}
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}
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free(resourcePointer);
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// TODO
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//
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// In ITE, the "main strings" resource contains both the verb strings
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// and the object names.
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//
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// In IHNM, the "main strings" contains the verb strings, but not the
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// object names. At least, I think that's the case.
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_vm->_resource->loadResource(resourceContext, _vm->getResourceDescription()->mainStringsResourceId, stringsPointer, stringsLength);
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_vm->loadStrings(_mainStrings, stringsPointer, stringsLength);
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free(stringsPointer);
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setupScriptFuncList();
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}
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// Shut down script module gracefully; free all allocated module resources
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Script::~Script() {
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debug(8, "Shutting down scripting subsystem.");
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_mainStrings.freeMem();
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freeModules();
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free(_modules);
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free(_commonBuffer);
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}
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void Script::loadModule(int scriptModuleNumber) {
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byte *resourcePointer;
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size_t resourceLength;
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// Validate script number
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if ((scriptModuleNumber < 0) || (scriptModuleNumber >= _modulesCount)) {
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error("Script::loadScript() Invalid script module number");
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}
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if (_modules[scriptModuleNumber].loaded) {
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return;
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}
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// Initialize script data structure
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debug(3, "Loading script module #%d", scriptModuleNumber);
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_vm->_resource->loadResource(_scriptContext, _modules[scriptModuleNumber].scriptResourceId, resourcePointer, resourceLength);
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loadModuleBase(_modules[scriptModuleNumber], resourcePointer, resourceLength);
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free(resourcePointer);
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_vm->_resource->loadResource(_scriptContext, _modules[scriptModuleNumber].stringsResourceId, resourcePointer, resourceLength);
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_vm->loadStrings(_modules[scriptModuleNumber].strings, resourcePointer, resourceLength);
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free(resourcePointer);
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if (_modules[scriptModuleNumber].voicesResourceId > 0) {
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_vm->_resource->loadResource(_scriptContext, _modules[scriptModuleNumber].voicesResourceId, resourcePointer, resourceLength);
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loadVoiceLUT(_modules[scriptModuleNumber].voiceLUT, resourcePointer, resourceLength);
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free(resourcePointer);
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}
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_modules[scriptModuleNumber].staticOffset = _staticSize;
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_staticSize += _modules[scriptModuleNumber].staticSize;
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if (_staticSize > _commonBufferSize) {
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error("Script::loadModule() _staticSize > _commonBufferSize");
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}
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_modules[scriptModuleNumber].loaded = true;
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}
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void Script::freeModules() {
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int i;
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for (i = 0; i < _modulesCount; i++) {
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if (_modules[i].loaded) {
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_modules[i].freeMem();
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_modules[i].loaded = false;
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}
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}
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_staticSize = 0;
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}
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void Script::loadModuleBase(ModuleData &module, const byte *resourcePointer, size_t resourceLength) {
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int i;
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debug(3, "Loading module base...");
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module.moduleBase = (byte*)malloc(resourceLength);
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module.moduleBaseSize = resourceLength;
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memcpy(module.moduleBase, resourcePointer, resourceLength);
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MemoryReadStreamEndian scriptS(module.moduleBase, module.moduleBaseSize, _scriptContext->isBigEndian);
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module.entryPointsCount = scriptS.readUint16();
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scriptS.readUint16(); //skip
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module.entryPointsTableOffset = scriptS.readUint16();
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scriptS.readUint16(); //skip
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if ((module.moduleBaseSize - module.entryPointsTableOffset) < (module.entryPointsCount * SCRIPT_TBLENTRY_LEN)) {
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error("Script::loadModuleBase() Invalid table offset");
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}
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if (module.entryPointsCount > SCRIPT_MAX) {
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error("Script::loadModuleBase()Script limit exceeded");
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}
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module.entryPoints = (EntryPoint *)malloc(module.entryPointsCount * sizeof(*module.entryPoints));
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if (module.entryPoints == NULL) {
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memoryError("Script::loadModuleBase");
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}
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// Read in the entrypoint table
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module.staticSize = scriptS.readUint16();
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while (scriptS.pos() < module.entryPointsTableOffset)
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scriptS.readByte();
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for (i = 0; i < module.entryPointsCount; i++) {
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// First uint16 is the offset of the entrypoint name from the start
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// of the bytecode resource, second uint16 is the offset of the
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// bytecode itself for said entrypoint
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module.entryPoints[i].nameOffset = scriptS.readUint16();
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module.entryPoints[i].offset = scriptS.readUint16();
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// Perform a simple range check on offset values
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if ((module.entryPoints[i].nameOffset >= module.moduleBaseSize) || (module.entryPoints[i].offset >= module.moduleBaseSize)) {
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error("Script::loadModuleBase() Invalid offset encountered in script entrypoint table");
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}
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}
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}
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void Script::loadVoiceLUT(VoiceLUT &voiceLUT, const byte *resourcePointer, size_t resourceLength) {
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uint16 i;
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voiceLUT.voicesCount = resourceLength / 2;
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voiceLUT.voices = (uint16 *)malloc(voiceLUT.voicesCount * sizeof(*voiceLUT.voices));
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if (voiceLUT.voices == NULL) {
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error("Script::loadVoiceLUT() not enough memory");
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}
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MemoryReadStreamEndian scriptS(resourcePointer, resourceLength, _scriptContext->isBigEndian);
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for (i = 0; i < voiceLUT.voicesCount; i++) {
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voiceLUT.voices[i] = scriptS.readUint16();
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}
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}
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// verb
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void Script::showVerb(int statusColor) {
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const char *verbName;
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const char *object1Name;
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const char *object2Name;
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char statusString[STATUS_TEXT_LEN];
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if (_leftButtonVerb == getVerbType(kVerbNone)) {
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_vm->_interface->setStatusText("");
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return;
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}
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if (_vm->getGameType() == GType_ITE)
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verbName = _mainStrings.getString(_leftButtonVerb - 1);
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else
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verbName = _mainStrings.getString(_leftButtonVerb + 1);
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if (objectTypeId(_currentObject[0]) == kGameObjectNone) {
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_vm->_interface->setStatusText(verbName, statusColor);
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return;
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}
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object1Name = _vm->getObjectName(_currentObject[0]);
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if (!_secondObjectNeeded) {
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snprintf(statusString, STATUS_TEXT_LEN, "%s %s", verbName, object1Name);
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_vm->_interface->setStatusText(statusString, statusColor);
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return;
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}
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if (objectTypeId(_currentObject[1]) != kGameObjectNone) {
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object2Name = _vm->getObjectName(_currentObject[1]);
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} else {
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object2Name = "";
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}
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if (_leftButtonVerb == getVerbType(kVerbGive)) {
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snprintf(statusString, STATUS_TEXT_LEN, _vm->getTextString(kTextGiveTo), object1Name, object2Name);
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_vm->_interface->setStatusText(statusString, statusColor);
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} else {
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if (_leftButtonVerb == getVerbType(kVerbUse)) {
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snprintf(statusString, STATUS_TEXT_LEN, _vm->getTextString(kTextUseWidth), object1Name, object2Name);
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_vm->_interface->setStatusText(statusString, statusColor);
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} else {
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snprintf(statusString, STATUS_TEXT_LEN, "%s %s", verbName, object1Name);
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_vm->_interface->setStatusText(statusString, statusColor);
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}
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}
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}
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int Script::getVerbType(VerbTypes verbType) {
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if (_vm->getGameType() == GType_ITE) {
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switch (verbType) {
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case kVerbNone:
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return kVerbITENone;
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case kVerbWalkTo:
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return kVerbITEWalkTo;
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case kVerbGive:
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return kVerbITEGive;
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case kVerbUse:
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return kVerbITEUse;
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case kVerbEnter:
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return kVerbITEEnter;
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case kVerbLookAt:
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return kVerbITELookAt;
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case kVerbPickUp:
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return kVerbITEPickUp;
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case kVerbOpen:
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return kVerbITEOpen;
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case kVerbClose:
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return kVerbITEClose;
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case kVerbTalkTo:
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return kVerbITETalkTo;
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case kVerbWalkOnly:
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return kVerbITEWalkOnly;
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case kVerbLookOnly:
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return kVerbITELookOnly;
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case kVerbOptions:
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return kVerbITEOptions;
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}
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}
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else {
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switch (verbType) {
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case kVerbNone:
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return kVerbIHNMNone;
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case kVerbWalkTo:
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return kVerbIHNMWalk;
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case kVerbLookAt:
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return kVerbIHNMLookAt;
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case kVerbPickUp:
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return kVerbIHNMTake;
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case kVerbUse:
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return kVerbIHNMUse;
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case kVerbTalkTo:
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return kVerbIHNMTalkTo;
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case kVerbOpen:
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return kVerbIHNMSwallow;
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case kVerbGive:
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return kVerbIHNMGive;
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case kVerbClose:
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return kVerbIHNMPush;
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case kVerbEnter:
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return kVerbIHNMEnter;
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case kVerbWalkOnly:
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return kVerbIHNMWalkOnly;
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case kVerbLookOnly:
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return kVerbIHNMLookOnly;
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case kVerbOptions:
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return kVerbIHNMOptions;
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}
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}
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error("Script::getVerbType() unknown verb type %d", verbType);
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}
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void Script::setVerb(int verb) {
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_pendingObject[0] = ID_NOTHING;
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_currentObject[0] = ID_NOTHING;
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_pendingObject[1] = ID_NOTHING;
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_currentObject[1] = ID_NOTHING;
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_firstObjectSet = false;
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_secondObjectNeeded = false;
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// The pointer object will be updated again immediately. This way the
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// new verb will be applied to it. It's not exactly how the original
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// engine did it, but it appears to work.
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_pointerObject = ID_NOTHING;
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setLeftButtonVerb( verb );
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showVerb();
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}
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void Script::setLeftButtonVerb(int verb) {
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int oldVerb = _currentVerb;
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_currentVerb = _leftButtonVerb = verb;
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if ((_currentVerb != oldVerb) && (_vm->_interface->getMode() == kPanelMain)){
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if (oldVerb > getVerbType(kVerbNone))
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_vm->_interface->setVerbState(oldVerb, 2);
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if (_currentVerb > getVerbType(kVerbNone))
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_vm->_interface->setVerbState(_currentVerb, 2);
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}
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}
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void Script::setRightButtonVerb(int verb) {
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int oldVerb = _rightButtonVerb;
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_rightButtonVerb = verb;
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if ((_rightButtonVerb != oldVerb) && (_vm->_interface->getMode() == kPanelMain)){
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if (oldVerb > getVerbType(kVerbNone))
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_vm->_interface->setVerbState(oldVerb, 2);
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if (_rightButtonVerb > getVerbType(kVerbNone))
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_vm->_interface->setVerbState(_rightButtonVerb, 2);
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}
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}
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void Script::doVerb() {
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int scriptEntrypointNumber = 0;
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int scriptModuleNumber = 0;
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int objectType;
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Event event;
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const char *excuseText;
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int excuseSampleResourceId;
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const HitZone *hitZone;
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objectType = objectTypeId(_pendingObject[0]);
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if (_pendingVerb == getVerbType(kVerbGive)) {
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scriptEntrypointNumber = _vm->_actor->getObjectScriptEntrypointNumber(_pendingObject[1]);
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if (_vm->_actor->getObjectFlags(_pendingObject[1]) & (kFollower|kProtagonist|kExtended)) {
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scriptModuleNumber = 0;
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} else {
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scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
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}
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// IHNM never sets scriptModuleNumber to 0
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if (_vm->getGameType() == GType_IHNM)
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scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
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} else {
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if (_pendingVerb == getVerbType(kVerbUse)) {
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if ((objectTypeId(_pendingObject[1]) > kGameObjectNone) && (objectType < objectTypeId(_pendingObject[1]))) {
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SWAP(_pendingObject[0], _pendingObject[1]);
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objectType = objectTypeId(_pendingObject[0]);
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}
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}
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if (objectType == 0)
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return;
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else if (objectType == kGameObjectHitZone) {
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scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
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hitZone = _vm->_scene->_objectMap->getHitZone(objectIdToIndex(_pendingObject[0]));
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if (hitZone == NULL)
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return;
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if ((hitZone->getFlags() & kHitZoneExit) == 0) {
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scriptEntrypointNumber = hitZone->getScriptNumber();
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}
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} else {
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if (objectType & (kGameObjectActor | kGameObjectObject)) {
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scriptEntrypointNumber = _vm->_actor->getObjectScriptEntrypointNumber(_pendingObject[0]);
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if ((objectType == kGameObjectActor) && !(_vm->_actor->getObjectFlags(_pendingObject[0]) & (kFollower|kProtagonist|kExtended))) {
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scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
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} else {
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scriptModuleNumber = 0;
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}
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// IHNM never sets scriptModuleNumber to 0
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if (_vm->getGameType() == GType_IHNM)
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scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
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}
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}
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}
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// WORKAROUND for a bug in the original game scripts of IHNM. Edna's script (actor 8197) is problematic, so
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// when the knife (object 16385) is used with her, the expected result is not correct. The first time that
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// the knife is used, Edna's heart is cut out (which is correct). But on subsequent use, the object's script
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// is buggy, therefore it's possible to talk to a dead Edna by using the knife on her, or to incorrectly get her
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// heart again, which remove's Gorrister's heart from the inventory. The solution is to disable the "use knife with
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// Edna" action altogether, because if the player wants to kill Edna, he can do that by talking to her and
|
|
// choosing "[Cut out Edna's heart]", which works correctly. To disable this action, if the knife is used on Edna, we
|
|
// change the action here to "use knife with the knife", which yields a better reply ("I'd just dull my knife").
|
|
// Fixes bug #1826871 - "IHNM: Edna's got two hearts but loves to be on the hook"
|
|
if (_vm->getGameType() == GType_IHNM && _pendingObject[0] == 16385 && _pendingObject[1] == 8197 && _pendingVerb == 4)
|
|
_pendingObject[1] = 16385;
|
|
|
|
// WORKAROUND for a bug in the original game scripts of IHNM. Gorrister's heart is not supposed to have a
|
|
// "use" phrase attached to it (it's not used anywhere, it's only given), but when "used", an incorrect
|
|
// reply is given to the player ("It's too narrow for me to pass", said when Gorrister tries to pick up the
|
|
// heart without a rope). Therefore, for object number 16397 (Gorrister's heart), when the active verb is
|
|
// "Use", set it to "Push", which gives a more appropriate reply ("What good will that do me?")
|
|
if (_vm->getGameType() == GType_IHNM && _pendingObject[0] == 16397 && _pendingVerb == 4)
|
|
_pendingVerb = 8;
|
|
|
|
if (scriptEntrypointNumber > 0) {
|
|
|
|
event.type = kEvTOneshot;
|
|
event.code = kScriptEvent;
|
|
event.op = kEventExecNonBlocking;
|
|
event.time = 0;
|
|
event.param = scriptModuleNumber;
|
|
event.param2 = scriptEntrypointNumber;
|
|
event.param3 = _pendingVerb; // Action
|
|
event.param4 = _pendingObject[0]; // Object
|
|
event.param5 = _pendingObject[1]; // With Object
|
|
event.param6 = (objectType == kGameObjectActor) ? _pendingObject[0] : ID_PROTAG; // Actor
|
|
_vm->_events->queue(&event);
|
|
|
|
} else {
|
|
// Show excuse text in ITE CD Versions
|
|
if (_vm->getGameType() == GType_ITE) {
|
|
_vm->getExcuseInfo(_pendingVerb, excuseText, excuseSampleResourceId);
|
|
if (excuseText) {
|
|
// In Floppy versions we don't have excuse texts
|
|
if (!(_vm->getFeatures() & GF_CD_FX))
|
|
excuseSampleResourceId = -1;
|
|
|
|
_vm->_actor->actorSpeech(ID_PROTAG, &excuseText, 1, excuseSampleResourceId, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((_currentVerb == getVerbType(kVerbWalkTo)) || (_currentVerb == getVerbType(kVerbLookAt))) {
|
|
_stickyVerb = _currentVerb;
|
|
}
|
|
|
|
_pendingVerb = getVerbType(kVerbNone);
|
|
_currentObject[0] = _currentObject[1] = ID_NOTHING;
|
|
setLeftButtonVerb(_stickyVerb);
|
|
|
|
setPointerVerb();
|
|
}
|
|
|
|
void Script::setPointerVerb() {
|
|
if (_vm->_interface->isActive()) {
|
|
_pointerObject = ID_PROTAG;
|
|
whichObject(_vm->mousePos());
|
|
}
|
|
}
|
|
|
|
void Script::hitObject(bool leftButton) {
|
|
int verb;
|
|
verb = leftButton ? _leftButtonVerb : _rightButtonVerb;
|
|
|
|
if (verb > getVerbType(kVerbNone)) {
|
|
if (_firstObjectSet) {
|
|
if (_secondObjectNeeded) {
|
|
_pendingObject[0] = _currentObject[0];
|
|
_pendingObject[1] = _currentObject[1];
|
|
_pendingVerb = verb;
|
|
|
|
_leftButtonVerb = verb;
|
|
if (_pendingVerb > getVerbType(kVerbNone))
|
|
showVerb(kITEColorBrightWhite);
|
|
else
|
|
showVerb();
|
|
|
|
_secondObjectNeeded = false;
|
|
_firstObjectSet = false;
|
|
return;
|
|
}
|
|
} else {
|
|
if (verb == getVerbType(kVerbGive)) {
|
|
_secondObjectNeeded = true;
|
|
} else {
|
|
if (verb == getVerbType(kVerbUse)) {
|
|
|
|
if (_currentObjectFlags[0] & kObjUseWith) {
|
|
_secondObjectNeeded = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!_secondObjectNeeded) {
|
|
_pendingObject[0] = _currentObject[0];
|
|
_pendingObject[1] = ID_NOTHING;
|
|
_pendingVerb = verb;
|
|
|
|
_secondObjectNeeded = false;
|
|
_firstObjectSet = false;
|
|
} else {
|
|
_firstObjectSet = true;
|
|
}
|
|
}
|
|
|
|
_leftButtonVerb = verb;
|
|
if (_pendingVerb > getVerbType(kVerbNone))
|
|
showVerb(kITEColorBrightWhite);
|
|
else
|
|
showVerb();
|
|
}
|
|
|
|
}
|
|
|
|
void Script::playfieldClick(const Point& mousePoint, bool leftButton) {
|
|
Location pickLocation;
|
|
const HitZone *hitZone;
|
|
Point specialPoint;
|
|
|
|
_vm->incrementMouseClickCount();
|
|
_vm->_actor->abortSpeech();
|
|
|
|
if ((_vm->_actor->_protagonist->_currentAction != kActionWait) &&
|
|
(_vm->_actor->_protagonist->_currentAction != kActionFreeze) &&
|
|
(_vm->_actor->_protagonist->_currentAction != kActionWalkToLink) &&
|
|
(_vm->_actor->_protagonist->_currentAction != kActionWalkToPoint)) {
|
|
return;
|
|
}
|
|
if (_pendingVerb > getVerbType(kVerbNone)) {
|
|
setLeftButtonVerb(getVerbType(kVerbWalkTo));
|
|
}
|
|
|
|
if (_pointerObject != ID_NOTHING) {
|
|
hitObject( leftButton );
|
|
} else {
|
|
_pendingObject[0] = ID_NOTHING;
|
|
_pendingObject[1] = ID_NOTHING;
|
|
_pendingVerb = getVerbType(kVerbWalkTo);
|
|
}
|
|
|
|
|
|
// tiled stuff
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
_vm->_isoMap->screenPointToTileCoords(mousePoint, pickLocation);
|
|
} else {
|
|
pickLocation.fromScreenPoint(mousePoint);
|
|
}
|
|
|
|
|
|
hitZone = NULL;
|
|
|
|
if (objectTypeId(_pendingObject[0]) == kGameObjectHitZone) {
|
|
hitZone = _vm->_scene->_objectMap->getHitZone(objectIdToIndex(_pendingObject[0]));
|
|
} else {
|
|
if ((_pendingVerb == getVerbType(kVerbUse)) && (objectTypeId(_pendingObject[1]) == kGameObjectHitZone)) {
|
|
hitZone = _vm->_scene->_objectMap->getHitZone(objectIdToIndex(_pendingObject[1]));
|
|
}
|
|
}
|
|
|
|
if (hitZone != NULL) {
|
|
if (_vm->getGameType() == GType_ITE) {
|
|
if (hitZone->getFlags() & kHitZoneNoWalk) {
|
|
_vm->_actor->actorFaceTowardsPoint(ID_PROTAG, pickLocation);
|
|
doVerb();
|
|
return;
|
|
}
|
|
} else {
|
|
if (_vm->getGameType() == GType_IHNM) {
|
|
if ((hitZone->getFlags() & kHitZoneNoWalk) && (_pendingVerb != getVerbType(kVerbWalkTo))) {
|
|
doVerb();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (hitZone->getFlags() & kHitZoneProject) {
|
|
if (!hitZone->getSpecialPoint(specialPoint)) {
|
|
// Original behaved this way and this prevents from crash
|
|
// at ruins. See bug #1257459
|
|
specialPoint.x = specialPoint.y = 0;
|
|
}
|
|
|
|
// tiled stuff
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
pickLocation.u() = specialPoint.x;
|
|
pickLocation.v() = specialPoint.y;
|
|
pickLocation.z = _vm->_actor->_protagonist->_location.z;
|
|
} else {
|
|
pickLocation.fromScreenPoint(specialPoint);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_vm->getGameType() == GType_ITE) {
|
|
if ((_pendingVerb == getVerbType(kVerbWalkTo)) ||
|
|
(_pendingVerb == getVerbType(kVerbPickUp)) ||
|
|
(_pendingVerb == getVerbType(kVerbOpen)) ||
|
|
(_pendingVerb == getVerbType(kVerbClose)) ||
|
|
(_pendingVerb == getVerbType(kVerbUse))) {
|
|
_vm->_actor->actorWalkTo(ID_PROTAG, pickLocation);
|
|
} else {
|
|
if (_pendingVerb == getVerbType(kVerbLookAt)) {
|
|
if (objectTypeId(_pendingObject[0]) != kGameObjectActor ) {
|
|
_vm->_actor->actorWalkTo(ID_PROTAG, pickLocation);
|
|
} else {
|
|
doVerb();
|
|
}
|
|
} else {
|
|
if ((_pendingVerb == getVerbType(kVerbTalkTo)) ||
|
|
(_pendingVerb == getVerbType(kVerbGive))) {
|
|
doVerb();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_vm->getGameType() == GType_IHNM) {
|
|
|
|
if ((_pendingVerb == getVerbType(kVerbWalkTo)) ||
|
|
(_pendingVerb == getVerbType(kVerbPickUp)) ||
|
|
(_pendingVerb == getVerbType(kVerbOpen)) ||
|
|
(_pendingVerb == getVerbType(kVerbClose)) ||
|
|
(_pendingVerb == getVerbType(kVerbUse))) {
|
|
_vm->_actor->actorWalkTo(ID_PROTAG, pickLocation);
|
|
|
|
// Auto-use no-walk hitzones in IHNM, needed for Benny's chapter
|
|
if (_pendingVerb == getVerbType(kVerbWalkTo) &&
|
|
hitZone != NULL && (hitZone->getFlags() & kHitZoneNoWalk)) {
|
|
_pendingVerb = getVerbType(kVerbUse);
|
|
if (objectTypeId(_pendingObject[0]) == kGameObjectActor) {
|
|
_vm->_actor->actorFaceTowardsObject(ID_PROTAG, _pendingObject[0]);
|
|
doVerb();
|
|
}
|
|
}
|
|
|
|
// Auto-use hitzone with id 24576 (the exit to the left) in screens 16 - 19
|
|
// (screens with Gorrister's heart) in IHNM. For some reason, this zone does
|
|
// not have a corresponding action zone, so we auto-use it here, like the exits
|
|
// in Benny's chapter
|
|
if (_vm->_scene->currentChapterNumber() == 1 &&
|
|
_vm->_scene->currentSceneNumber() >= 16 &&
|
|
_vm->_scene->currentSceneNumber() <= 19 &&
|
|
_pendingVerb == getVerbType(kVerbWalkTo) &&
|
|
hitZone != NULL && hitZone->getHitZoneId() == 24576) {
|
|
_pendingVerb = getVerbType(kVerbUse);
|
|
if (objectTypeId(_pendingObject[0]) == kGameObjectActor) {
|
|
_vm->_actor->actorFaceTowardsObject(ID_PROTAG, _pendingObject[0]);
|
|
doVerb();
|
|
}
|
|
}
|
|
|
|
} else {
|
|
if (_pendingVerb == getVerbType(kVerbLookAt)) {
|
|
if (objectTypeId(_pendingObject[0]) != kGameObjectActor) {
|
|
_vm->_actor->actorWalkTo(ID_PROTAG, pickLocation);
|
|
} else {
|
|
_vm->_actor->actorFaceTowardsObject(ID_PROTAG, _pendingObject[0]);
|
|
doVerb();
|
|
}
|
|
} else {
|
|
if ((_pendingVerb == getVerbType(kVerbTalkTo)) ||
|
|
(_pendingVerb == getVerbType(kVerbGive))) {
|
|
doVerb();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void Script::whichObject(const Point& mousePoint) {
|
|
uint16 objectId;
|
|
int16 objectFlags;
|
|
int newRightButtonVerb;
|
|
uint16 newObjectId;
|
|
ActorData *actor;
|
|
ObjectData *obj;
|
|
Point pickPoint;
|
|
Location pickLocation;
|
|
int hitZoneIndex;
|
|
const HitZone * hitZone;
|
|
PanelButton * panelButton;
|
|
|
|
objectId = ID_NOTHING;
|
|
objectFlags = 0;
|
|
_leftButtonVerb = _currentVerb;
|
|
newRightButtonVerb = getVerbType(kVerbNone);
|
|
|
|
// _protagonist can be null while loading a game from the command line
|
|
if (_vm->_actor->_protagonist == NULL)
|
|
return;
|
|
|
|
if (_vm->_actor->_protagonist->_currentAction != kActionWalkDir) {
|
|
if (_vm->_scene->getHeight() >= mousePoint.y) {
|
|
newObjectId = _vm->_actor->hitTest(mousePoint, true);
|
|
|
|
if (newObjectId != ID_NOTHING) {
|
|
if (objectTypeId(newObjectId) == kGameObjectObject) {
|
|
objectId = newObjectId;
|
|
objectFlags = 0;
|
|
newRightButtonVerb = getVerbType(kVerbLookAt);
|
|
|
|
if ((_currentVerb == getVerbType(kVerbTalkTo)) || ((_currentVerb == getVerbType(kVerbGive)) && _firstObjectSet)) {
|
|
objectId = ID_NOTHING;
|
|
newObjectId = ID_NOTHING;
|
|
}
|
|
} else {
|
|
actor = _vm->_actor->getActor(newObjectId);
|
|
objectId = newObjectId;
|
|
if (_vm->getGameType() == GType_ITE)
|
|
objectFlags = kObjUseWith;
|
|
// Note: for IHNM, the default right button action is "Look at" for actors,
|
|
// but "Talk to" makes much more sense
|
|
newRightButtonVerb = getVerbType(kVerbTalkTo);
|
|
// Slight hack because of the above change: the jukebox in Gorrister's chapter
|
|
// is an actor, so change the right button action to "Look at"
|
|
if (_vm->getGameType() == GType_IHNM && objectId == 8199)
|
|
newRightButtonVerb = getVerbType(kVerbLookAt);
|
|
|
|
if ((_currentVerb == getVerbType(kVerbPickUp)) ||
|
|
(_currentVerb == getVerbType(kVerbOpen)) ||
|
|
(_currentVerb == getVerbType(kVerbClose)) ||
|
|
((_currentVerb == getVerbType(kVerbGive)) && !_firstObjectSet) ||
|
|
((_currentVerb == getVerbType(kVerbUse)) && !(actor->_flags & kFollower))) {
|
|
if (_vm->getGameType() == GType_ITE) {
|
|
objectId = ID_NOTHING;
|
|
newObjectId = ID_NOTHING;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (newObjectId == ID_NOTHING) {
|
|
|
|
pickPoint = mousePoint;
|
|
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
pickPoint.y -= _vm->_actor->_protagonist->_location.z;
|
|
_vm->_isoMap->screenPointToTileCoords(pickPoint, pickLocation);
|
|
pickLocation.toScreenPointUV(pickPoint);
|
|
}
|
|
|
|
hitZoneIndex = _vm->_scene->_objectMap->hitTest(pickPoint);
|
|
|
|
// WORKAROUND for an incorrect hitzone which exists in IHNM
|
|
// In Gorrister's chapter, in the toilet screen, the hitzone of the exit is
|
|
// placed over the place where Gorrister sits to examine the graffiti on the wall
|
|
// to the left, which makes him exit the screen when the graffiti is examined.
|
|
// We effectively change the left side of the hitzone here so that it starts from
|
|
// pixel 301 onwards. The same workaround is applied in Actor::handleActions
|
|
if (_vm->getGameType() == GType_IHNM) {
|
|
if (_vm->_scene->currentChapterNumber() == 1 && _vm->_scene->currentSceneNumber() == 22)
|
|
if (hitZoneIndex == 8 && pickPoint.x <= 300)
|
|
hitZoneIndex = -1;
|
|
}
|
|
|
|
if ((hitZoneIndex != -1)) {
|
|
hitZone = _vm->_scene->_objectMap->getHitZone(hitZoneIndex);
|
|
objectId = hitZone->getHitZoneId();
|
|
objectFlags = 0;
|
|
newRightButtonVerb = hitZone->getRightButtonVerb() & 0x7f;
|
|
|
|
// WORKAROUND for a problematic object in IHNM
|
|
// In the freezer room, the key that drops is made of a hitzone which
|
|
// contains the key object itself. We change the object ID that the
|
|
// hitzone contains (object ID 24578 - "The key") to the ID of the key
|
|
// object itself (object ID 16402 - "Edna's key"), as the user can keep
|
|
// hovering the cursor to both items, but can only pick up one
|
|
if (_vm->getGameType() == GType_IHNM) {
|
|
if (_vm->_scene->currentChapterNumber() == 1 && _vm->_scene->currentSceneNumber() == 24) {
|
|
if (objectId == 24578)
|
|
objectId = 16402;
|
|
}
|
|
}
|
|
|
|
if (_vm->getGameType() == GType_ITE) {
|
|
|
|
if (newRightButtonVerb == getVerbType(kVerbWalkOnly)) {
|
|
if (_firstObjectSet) {
|
|
objectId = ID_NOTHING;
|
|
} else {
|
|
newRightButtonVerb = _leftButtonVerb = getVerbType(kVerbWalkTo);
|
|
}
|
|
} else {
|
|
if (newRightButtonVerb == getVerbType(kVerbLookOnly)) {
|
|
if (_firstObjectSet) {
|
|
objectId = ID_NOTHING;
|
|
} else {
|
|
newRightButtonVerb = _leftButtonVerb = getVerbType(kVerbLookAt);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (newRightButtonVerb >= getVerbType(kVerbOptions)) {
|
|
newRightButtonVerb = getVerbType(kVerbNone);
|
|
}
|
|
} else {
|
|
if (newRightButtonVerb >= getVerbType(kVerbOptions)) {
|
|
newRightButtonVerb = getVerbType(kVerbWalkTo);
|
|
}
|
|
}
|
|
|
|
if ((_currentVerb == getVerbType(kVerbTalkTo)) || ((_currentVerb == getVerbType(kVerbGive)) && _firstObjectSet)) {
|
|
objectId = ID_NOTHING;
|
|
newObjectId = ID_NOTHING;
|
|
}
|
|
|
|
if ((_leftButtonVerb == getVerbType(kVerbUse)) && (hitZone->getRightButtonVerb() & 0x80)) {
|
|
objectFlags = kObjUseWith;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
if ((_currentVerb == getVerbType(kVerbTalkTo)) || ((_currentVerb == getVerbType(kVerbGive)) && _firstObjectSet)) {
|
|
// no way
|
|
} else {
|
|
panelButton = _vm->_interface->inventoryHitTest(mousePoint);
|
|
if (panelButton) {
|
|
objectId = _vm->_interface->getInventoryContentByPanelButton(panelButton);
|
|
if (objectId != 0) {
|
|
obj = _vm->_actor->getObj(objectId);
|
|
newRightButtonVerb = getVerbType(kVerbLookAt);
|
|
if (obj->_interactBits & kObjUseWith) {
|
|
objectFlags = kObjUseWith;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((_currentVerb == getVerbType(kVerbPickUp)) || (_currentVerb == getVerbType(kVerbTalkTo)) || (_currentVerb == getVerbType(kVerbWalkTo))) {
|
|
_leftButtonVerb = getVerbType(kVerbLookAt);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (objectId != _pointerObject) {
|
|
_pointerObject = objectId;
|
|
_currentObject[_firstObjectSet ? 1 : 0] = objectId;
|
|
_currentObjectFlags[_firstObjectSet ? 1 : 0] = objectFlags;
|
|
if (_pendingVerb == getVerbType(kVerbNone)) {
|
|
showVerb();
|
|
}
|
|
}
|
|
|
|
if (newRightButtonVerb != _rightButtonVerb) {
|
|
setRightButtonVerb(newRightButtonVerb);
|
|
}
|
|
}
|
|
|
|
} // End of namespace Saga
|