mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 13:50:13 +00:00
5af782c5d2
svn-id: r53033
1625 lines
42 KiB
C++
1625 lines
42 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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#include "scumm/actor.h"
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#include "scumm/charset.h"
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#include "scumm/he/intern_he.h"
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#include "scumm/object.h"
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#include "scumm/resource.h"
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#include "scumm/scumm_v0.h"
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#include "scumm/scumm_v7.h"
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#include "scumm/verbs.h"
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namespace Scumm {
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enum {
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kInventoryUpArrow = 4,
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kInventoryDownArrow = 5,
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kSentenceLine = 6
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};
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struct VerbSettings {
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int id;
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int x_pos;
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int y_pos;
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int prep;
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const char *name;
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};
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static const VerbSettings v0VerbTable_English[] = {
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{ 1, 8, 0, 0, "Open"},
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{ 2, 8, 1, 0, "Close"},
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{ 3, 0, 2, 4, "Give"},
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{ 4, 32, 0, 0, "Turn on"},
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{ 5, 32, 1, 0, "Turn off"},
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{ 6, 32, 2, 2, "Fix"},
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{ 7, 24, 0, 0, "New Kid"},
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{ 8, 24, 1, 2, "Unlock"},
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{ 9, 0, 0, 0, "Push"},
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{10, 0, 1, 0, "Pull"},
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{11, 24, 2, 255, "Use"},
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{12, 8, 2, 0, "Read"},
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{13, 15, 0, 0, "Walk to"},
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{14, 15, 1, 0, "Pick up"},
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{15, 15, 2, 0, "What is"}
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};
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// FIXME: Replace * with the correct character
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static const VerbSettings v0VerbTable_German[] = {
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{ 1, 7, 0, 0, "$ffne"},
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{ 2, 13, 1, 0, "Schlie*e"},
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{ 3, 0, 2, 4, "Gebe"},
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{ 4, 37, 1, 0, "Ein"},
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{ 5, 37, 0, 0, "Aus"},
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{ 6, 23, 1, 2, "Repariere"},
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{ 7, 34, 2, 0, "Person"},
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{ 8, 23, 0, 2, "Schlie*e auf"},
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{ 9, 0, 0, 0, "Dr<cke"},
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{10, 0, 1, 0, "Ziehe"},
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{11, 23, 2, 255, "Benutz"},
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{12, 7, 2, 0, "Lese"},
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{13, 13, 0, 0, "Gehe zu"},
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{14, 7, 1, 0, "Nimm"},
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{15, 13, 2, 0, "Was ist"}
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};
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void ScummEngine_v0::resetVerbs() {
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VirtScreen *virt = &_virtscr[kVerbVirtScreen];
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VerbSlot *vs;
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const VerbSettings *vtable;
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int i;
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switch (_language) {
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case Common::DE_DEU:
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vtable = (const VerbSettings*)v0VerbTable_German;
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break;
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default:
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vtable = (const VerbSettings*)v0VerbTable_English;
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}
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for (i = 1; i < 16; i++)
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killVerb(i);
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for (i = 1; i < 16; i++) {
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vs = &_verbs[i];
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vs->verbid = vtable[i - 1].id;
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vs->color = 5;
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vs->hicolor = 7;
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vs->dimcolor = 11;
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vs->type = kTextVerbType;
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vs->charset_nr = _string[0]._default.charset;
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vs->curmode = 1;
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vs->saveid = 0;
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vs->key = 0;
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vs->center = 0;
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vs->imgindex = 0;
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vs->prep = vtable[i - 1].prep;
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vs->curRect.left = vtable[i - 1].x_pos * 8;
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vs->curRect.top = vtable[i - 1].y_pos * 8 + virt->topline + 8;
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loadPtrToResource(rtVerb, i, (const byte*)vtable[i - 1].name);
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}
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}
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void ScummEngine_v0::setNewKidVerbs() {
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VirtScreen *virt = &_virtscr[kVerbVirtScreen];
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VerbSlot *vs;
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int i;
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for (i = 1; i < 16; i++)
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killVerb(i);
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for (i = 1; i < 4; i++) {
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vs = &_verbs[i];
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vs->verbid = i;
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vs->color = 5;
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vs->hicolor = 7;
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vs->dimcolor = 11;
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vs->type = kTextVerbType;
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vs->charset_nr = _string[0]._default.charset;
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vs->curmode = 1;
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vs->saveid = 0;
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vs->key = 0;
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vs->center = 0;
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vs->imgindex = 0;
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vs->prep = 0;
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vs->curRect.left = (i * 8) * 8;
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vs->curRect.top = virt->topline + 8;
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Actor *a = derefActor(VAR(96 + i), "setNewKidVerbs");
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loadPtrToResource(rtVerb, i, (const byte*)a->getActorName());
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}
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setUserState(191);
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}
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void ScummEngine_v0::switchActor(int slot) {
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resetSentence(false);
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if (_currentRoom == 45)
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return;
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// radiation suit? don't let the player switch
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if (VAR(VAR_EGO) == 8)
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return;
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// verbs disabled? or just new kid button?
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if (_currentMode == 0 || _currentMode == 1 || _currentMode == 2)
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return;
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// verbs disabled for the current actor
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ActorC64 *a = (ActorC64 *)derefActor(VAR(VAR_EGO), "switchActor");
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if (a->_miscflags & 0x40)
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return;
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VAR(VAR_EGO) = VAR(97 + slot);
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resetVerbs();
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actorFollowCamera(VAR(VAR_EGO));
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setUserState(247);
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}
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void ScummEngine_v2::initV2MouseOver() {
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int i;
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int arrow_color, color, hi_color;
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if (_game.version == 2) {
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color = 13;
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hi_color = 14;
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arrow_color = 1;
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} else {
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color = 16;
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hi_color = 7;
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arrow_color = 6;
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}
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_mouseOverBoxV2 = -1;
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// Inventory items
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for (i = 0; i < 2; i++) {
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_mouseOverBoxesV2[2 * i].rect.left = 0;
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_mouseOverBoxesV2[2 * i].rect.right = 144;
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_mouseOverBoxesV2[2 * i].rect.top = 32 + 8 * i;
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_mouseOverBoxesV2[2 * i].rect.bottom = _mouseOverBoxesV2[2 * i].rect.top + 8;
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_mouseOverBoxesV2[2 * i].color = color;
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_mouseOverBoxesV2[2 * i].hicolor = hi_color;
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_mouseOverBoxesV2[2 * i + 1].rect.left = 176;
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_mouseOverBoxesV2[2 * i + 1].rect.right = 320;
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_mouseOverBoxesV2[2 * i + 1].rect.top = _mouseOverBoxesV2[2 * i].rect.top;
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_mouseOverBoxesV2[2 * i + 1].rect.bottom = _mouseOverBoxesV2[2 * i].rect.bottom;
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_mouseOverBoxesV2[2 * i + 1].color = color;
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_mouseOverBoxesV2[2 * i + 1].hicolor = hi_color;
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}
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// Inventory arrows
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_mouseOverBoxesV2[kInventoryUpArrow].rect.left = 144;
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_mouseOverBoxesV2[kInventoryUpArrow].rect.right = 176;
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_mouseOverBoxesV2[kInventoryUpArrow].rect.top = 32;
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_mouseOverBoxesV2[kInventoryUpArrow].rect.bottom = 40;
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_mouseOverBoxesV2[kInventoryUpArrow].color = arrow_color;
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_mouseOverBoxesV2[kInventoryUpArrow].hicolor = hi_color;
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_mouseOverBoxesV2[kInventoryDownArrow].rect.left = 144;
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_mouseOverBoxesV2[kInventoryDownArrow].rect.right = 176;
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_mouseOverBoxesV2[kInventoryDownArrow].rect.top = 40;
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_mouseOverBoxesV2[kInventoryDownArrow].rect.bottom = 48;
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_mouseOverBoxesV2[kInventoryDownArrow].color = arrow_color;
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_mouseOverBoxesV2[kInventoryDownArrow].hicolor = hi_color;
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// Sentence line
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_mouseOverBoxesV2[kSentenceLine].rect.left = 0;
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_mouseOverBoxesV2[kSentenceLine].rect.right = 320;
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_mouseOverBoxesV2[kSentenceLine].rect.top = 0;
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_mouseOverBoxesV2[kSentenceLine].rect.bottom = 8;
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_mouseOverBoxesV2[kSentenceLine].color = color;
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_mouseOverBoxesV2[kSentenceLine].hicolor = hi_color;
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}
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void ScummEngine_v2::initNESMouseOver() {
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int i;
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int arrow_color, color, hi_color;
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color = 0;
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hi_color = 0;
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arrow_color = 0;
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_mouseOverBoxV2 = -1;
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// Inventory items
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for (i = 0; i < 2; i++) {
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_mouseOverBoxesV2[2 * i].rect.left = 16;
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_mouseOverBoxesV2[2 * i].rect.right = 120;
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_mouseOverBoxesV2[2 * i].rect.top = 48 + 8 * i;
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_mouseOverBoxesV2[2 * i].rect.bottom = _mouseOverBoxesV2[2 * i].rect.top + 8;
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_mouseOverBoxesV2[2 * i].color = color;
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_mouseOverBoxesV2[2 * i].hicolor = hi_color;
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_mouseOverBoxesV2[2 * i + 1].rect.left = 152;
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_mouseOverBoxesV2[2 * i + 1].rect.right = 256;
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_mouseOverBoxesV2[2 * i + 1].rect.top = _mouseOverBoxesV2[2 * i].rect.top;
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_mouseOverBoxesV2[2 * i + 1].rect.bottom = _mouseOverBoxesV2[2 * i].rect.bottom;
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_mouseOverBoxesV2[2 * i + 1].color = color;
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_mouseOverBoxesV2[2 * i + 1].hicolor = hi_color;
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}
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// Inventory arrows
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_mouseOverBoxesV2[kInventoryUpArrow].rect.left = 128;
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_mouseOverBoxesV2[kInventoryUpArrow].rect.right = 136;
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_mouseOverBoxesV2[kInventoryUpArrow].rect.top = 48;
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_mouseOverBoxesV2[kInventoryUpArrow].rect.bottom = 56;
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_mouseOverBoxesV2[kInventoryUpArrow].color = arrow_color;
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_mouseOverBoxesV2[kInventoryUpArrow].hicolor = hi_color;
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_mouseOverBoxesV2[kInventoryDownArrow].rect.left = 136;
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_mouseOverBoxesV2[kInventoryDownArrow].rect.right = 144;
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_mouseOverBoxesV2[kInventoryDownArrow].rect.top = 48;
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_mouseOverBoxesV2[kInventoryDownArrow].rect.bottom = 56;
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_mouseOverBoxesV2[kInventoryDownArrow].color = arrow_color;
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_mouseOverBoxesV2[kInventoryDownArrow].hicolor = hi_color;
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// Sentence line
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_mouseOverBoxesV2[kSentenceLine].rect.left = 16;
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_mouseOverBoxesV2[kSentenceLine].rect.right = 256;
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_mouseOverBoxesV2[kSentenceLine].rect.top = 0;
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_mouseOverBoxesV2[kSentenceLine].rect.bottom = 8;
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_mouseOverBoxesV2[kSentenceLine].color = color;
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_mouseOverBoxesV2[kSentenceLine].hicolor = hi_color;
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}
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void ScummEngine_v2::checkV2MouseOver(Common::Point pos) {
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VirtScreen *vs = &_virtscr[kVerbVirtScreen];
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Common::Rect rect;
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byte *ptr, *dst;
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int i, x, y, new_box = -1;
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// Don't do anything unless the inventory is active
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if (!(_userState & 64)) {
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_mouseOverBoxV2 = -1;
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return;
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}
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if (_cursor.state > 0) {
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for (i = 0; i < ARRAYSIZE(_mouseOverBoxesV2); i++) {
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if (_mouseOverBoxesV2[i].rect.contains(pos.x, pos.y - vs->topline)) {
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new_box = i;
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break;
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}
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}
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}
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if (new_box != _mouseOverBoxV2) {
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if (_mouseOverBoxV2 != -1) {
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rect = _mouseOverBoxesV2[_mouseOverBoxV2].rect;
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dst = ptr = vs->getPixels(rect.left, rect.top);
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// Remove highlight.
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for (y = rect.height() - 1; y >= 0; y--) {
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for (x = rect.width() - 1; x >= 0; x--) {
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if (dst[x] == _mouseOverBoxesV2[_mouseOverBoxV2].hicolor)
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dst[x] = _mouseOverBoxesV2[_mouseOverBoxV2].color;
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}
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dst += vs->pitch;
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}
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markRectAsDirty(kVerbVirtScreen, rect);
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}
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if (new_box != -1) {
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rect = _mouseOverBoxesV2[new_box].rect;
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dst = ptr = vs->getPixels(rect.left, rect.top);
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// Apply highlight
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for (y = rect.height() - 1; y >= 0; y--) {
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for (x = rect.width() - 1; x >= 0; x--) {
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if (dst[x] == _mouseOverBoxesV2[new_box].color)
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dst[x] = _mouseOverBoxesV2[new_box].hicolor;
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}
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dst += vs->pitch;
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}
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markRectAsDirty(kVerbVirtScreen, rect);
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}
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_mouseOverBoxV2 = new_box;
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}
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}
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void ScummEngine_v2::checkV2Inventory(int x, int y) {
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int inventoryArea = (_game.platform == Common::kPlatformNES) ? 48: 32;
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int object = 0;
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y -= _virtscr[kVerbVirtScreen].topline;
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if ((y < inventoryArea) || !(_mouseAndKeyboardStat & MBS_LEFT_CLICK))
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return;
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if (_mouseOverBoxesV2[kInventoryUpArrow].rect.contains(x, y)) {
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if (_inventoryOffset >= 2) {
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_inventoryOffset -= 2;
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redrawV2Inventory();
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}
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} else if (_mouseOverBoxesV2[kInventoryDownArrow].rect.contains(x, y)) {
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if (_inventoryOffset + 4 < getInventoryCount(_scummVars[VAR_EGO])) {
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_inventoryOffset += 2;
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redrawV2Inventory();
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}
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}
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for (object = 0; object < 4; object++) {
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if (_mouseOverBoxesV2[object].rect.contains(x, y)) {
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break;
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}
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}
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if (object >= 4)
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return;
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object = findInventory(_scummVars[VAR_EGO], object + 1 + _inventoryOffset);
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if (object > 0) {
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if (_game.version == 0) {
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_activeInventory = object;
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} else {
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runInputScript(kInventoryClickArea, object, 0);
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}
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}
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}
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void ScummEngine_v2::redrawV2Inventory() {
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VirtScreen *vs = &_virtscr[kVerbVirtScreen];
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int i;
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int max_inv;
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Common::Rect inventoryBox;
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int inventoryArea = (_game.platform == Common::kPlatformNES) ? 48: 32;
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int maxChars = (_game.platform == Common::kPlatformNES) ? 13: 18;
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_mouseOverBoxV2 = -1;
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if (!(_userState & 64)) // Don't draw inventory unless active
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return;
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// Clear on all invocations
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inventoryBox.top = vs->topline + inventoryArea;
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inventoryBox.bottom = vs->topline + vs->h;
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inventoryBox.left = 0;
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inventoryBox.right = vs->w;
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restoreBackground(inventoryBox);
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_string[1].charset = 1;
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max_inv = getInventoryCount(_scummVars[VAR_EGO]) - _inventoryOffset;
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if (max_inv > 4)
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max_inv = 4;
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for (i = 0; i < max_inv; i++) {
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int obj = findInventory(_scummVars[VAR_EGO], i + 1 + _inventoryOffset);
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if (obj == 0)
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break;
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_string[1].ypos = _mouseOverBoxesV2[i].rect.top + vs->topline;
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_string[1].xpos = _mouseOverBoxesV2[i].rect.left;
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_string[1].right = _mouseOverBoxesV2[i].rect.right - 1;
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_string[1].color = _mouseOverBoxesV2[i].color;
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_v0ObjectInInventory = true;
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const byte *tmp = getObjOrActorName(obj);
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_v0ObjectInInventory = false;
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assert(tmp);
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// Prevent inventory entries from overflowing by truncating the text
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byte msg[20];
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msg[maxChars] = 0;
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strncpy((char *)msg, (const char *)tmp, maxChars);
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// Draw it
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drawString(1, msg);
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}
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// If necessary, draw "up" arrow
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if (_inventoryOffset > 0) {
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_string[1].xpos = _mouseOverBoxesV2[kInventoryUpArrow].rect.left;
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_string[1].ypos = _mouseOverBoxesV2[kInventoryUpArrow].rect.top + vs->topline;
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_string[1].right = _mouseOverBoxesV2[kInventoryUpArrow].rect.right - 1;
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_string[1].color = _mouseOverBoxesV2[kInventoryUpArrow].color;
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if (_game.platform == Common::kPlatformNES)
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drawString(1, (const byte *)"\x7E");
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else
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drawString(1, (const byte *)" \1\2");
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}
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// If necessary, draw "down" arrow
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if (_inventoryOffset + 4 < getInventoryCount(_scummVars[VAR_EGO])) {
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_string[1].xpos = _mouseOverBoxesV2[kInventoryDownArrow].rect.left;
|
|
_string[1].ypos = _mouseOverBoxesV2[kInventoryDownArrow].rect.top + vs->topline;
|
|
_string[1].right = _mouseOverBoxesV2[kInventoryDownArrow].rect.right - 1;
|
|
_string[1].color = _mouseOverBoxesV2[kInventoryDownArrow].color;
|
|
if (_game.platform == Common::kPlatformNES)
|
|
drawString(1, (const byte *)"\x7F");
|
|
else
|
|
drawString(1, (const byte *)" \3\4");
|
|
}
|
|
}
|
|
|
|
void ScummEngine::redrawVerbs() {
|
|
if (_game.version <= 2 && !(_userState & 128)) // Don't draw verbs unless active
|
|
return;
|
|
|
|
int i, verb = 0;
|
|
if (_cursor.state > 0)
|
|
verb = findVerbAtPos(_mouse.x, _mouse.y);
|
|
|
|
// Iterate over all verbs.
|
|
// Note: This is the correct order (at least for MI EGA, MI2, Full Throttle).
|
|
// Do not change it! If you discover, based on disasm, that some game uses
|
|
// another (e.g. the reverse) order here, you have to use an if/else construct
|
|
// to add it as a special case!
|
|
for (i = 0; i < _numVerbs; i++) {
|
|
if (i == verb && _verbs[verb].hicolor)
|
|
drawVerb(i, 1);
|
|
else
|
|
drawVerb(i, 0);
|
|
}
|
|
_verbMouseOver = verb;
|
|
}
|
|
|
|
void ScummEngine::handleMouseOver(bool updateInventory) {
|
|
if (_completeScreenRedraw) {
|
|
verbMouseOver(0);
|
|
} else {
|
|
if (_cursor.state > 0)
|
|
verbMouseOver(findVerbAtPos(_mouse.x, _mouse.y));
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v2::handleMouseOver(bool updateInventory) {
|
|
ScummEngine::handleMouseOver(updateInventory);
|
|
|
|
if (updateInventory) {
|
|
// FIXME/TODO: Reset and redraw the sentence line
|
|
_inventoryOffset = 0;
|
|
}
|
|
if (_completeScreenRedraw || updateInventory) {
|
|
redrawV2Inventory();
|
|
}
|
|
checkV2MouseOver(_mouse);
|
|
}
|
|
|
|
void ScummEngine_v0::handleMouseOver(bool updateInventory) {
|
|
ScummEngine_v2::handleMouseOver(updateInventory);
|
|
|
|
drawSentence();
|
|
}
|
|
|
|
#ifdef ENABLE_HE
|
|
void ScummEngine_v72he::checkExecVerbs() {
|
|
VAR(VAR_MOUSE_STATE) = 0;
|
|
|
|
if (_userPut <= 0 || _mouseAndKeyboardStat == 0)
|
|
return;
|
|
|
|
VAR(VAR_MOUSE_STATE) = _mouseAndKeyboardStat;
|
|
|
|
ScummEngine::checkExecVerbs();
|
|
}
|
|
#endif
|
|
|
|
void ScummEngine::checkExecVerbs() {
|
|
int i, over;
|
|
VerbSlot *vs;
|
|
|
|
if (_userPut <= 0 || _mouseAndKeyboardStat == 0)
|
|
return;
|
|
|
|
if (_mouseAndKeyboardStat < MBS_MAX_KEY) {
|
|
/* Check keypresses */
|
|
if (!(_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD)) {
|
|
// This is disabled in the SegaCD version as the "vs->key" values setup
|
|
// by script-17 conflict with the values expected by the generic keyboard
|
|
// input script. See tracker item #1193185.
|
|
vs = &_verbs[1];
|
|
for (i = 1; i < _numVerbs; i++, vs++) {
|
|
if (vs->verbid && vs->saveid == 0 && vs->curmode == 1) {
|
|
if (_mouseAndKeyboardStat == vs->key) {
|
|
// Trigger verb as if the user clicked it
|
|
runInputScript(kVerbClickArea, vs->verbid, 1);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((_game.id == GID_INDY4 || _game.id == GID_PASS) && _mouseAndKeyboardStat >= '0' && _mouseAndKeyboardStat <= '9') {
|
|
// To support keyboard fighting in FOA, we need to remap the number keys.
|
|
// FOA apparently expects PC scancode values (see script 46 if you want
|
|
// to know where I got these numbers from). Oddly enough, the The Indy 3
|
|
// part of the "Passport to Adventure" demo expects the same keyboard
|
|
// mapping, even though the full game doesn't.
|
|
static const int numpad[10] = {
|
|
'0',
|
|
335, 336, 337,
|
|
331, 332, 333,
|
|
327, 328, 329
|
|
};
|
|
_mouseAndKeyboardStat = numpad[_mouseAndKeyboardStat - '0'];
|
|
}
|
|
|
|
if (_game.platform == Common::kPlatformFMTowns && _game.version == 3) {
|
|
// HACK: In the FM-TOWNS games Indy3, Loom and Zak the most significant bit is set for special keys
|
|
// like F5 (=0x8005) or joystick buttons (mask 0xFE00, e.g. SELECT=0xFE40 for the save/load menu).
|
|
// Hence the distinction with (_mouseAndKeyboardStat < MBS_MAX_KEY) between mouse- and key-events is not applicable
|
|
// to this games, so we have to remap the special keys here.
|
|
if (_mouseAndKeyboardStat == 319) {
|
|
_mouseAndKeyboardStat = 0x8005;
|
|
}
|
|
}
|
|
|
|
if ((_game.platform == Common::kPlatformFMTowns && _game.id == GID_ZAK) &&
|
|
(_mouseAndKeyboardStat >= 315 && _mouseAndKeyboardStat <= 318)) {
|
|
// Hack: Handle switching to a person via F1-F4 keys.
|
|
// This feature isn't available in the scripts of the FM-TOWNS version.
|
|
int fKey = _mouseAndKeyboardStat - 314;
|
|
int switchSlot = getVerbSlot(36, 0);
|
|
// check if switch-verb is enabled
|
|
if (_verbs[switchSlot].curmode == 1) {
|
|
// Check if person is available (see script 23 from ZAK_FM-TOWNS and script 4 from ZAK_PC).
|
|
// Zak: Var[144 Bit 15], Annie: Var[145 Bit 0], Melissa: Var[145 Bit 1], Leslie: Var[145 Bit 2]
|
|
if (!readVar(0x890E + fKey)) {
|
|
runInputScript(kVerbClickArea, 36 + fKey, 0);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Generic keyboard input
|
|
runInputScript(kKeyClickArea, _mouseAndKeyboardStat, 1);
|
|
} else if (_mouseAndKeyboardStat & MBS_MOUSE_MASK) {
|
|
VirtScreen *zone = findVirtScreen(_mouse.y);
|
|
const byte code = _mouseAndKeyboardStat & MBS_LEFT_CLICK ? 1 : 2;
|
|
|
|
// This could be kUnkVirtScreen.
|
|
// Fixes bug #1536932: "MANIACNES: Crash on click in speechtext-area"
|
|
if (!zone)
|
|
return;
|
|
|
|
over = findVerbAtPos(_mouse.x, _mouse.y);
|
|
if (over != 0) {
|
|
// Verb was clicked
|
|
runInputScript(kVerbClickArea, _verbs[over].verbid, code);
|
|
} else {
|
|
// Scene was clicked
|
|
runInputScript((zone->number == kMainVirtScreen) ? kSceneClickArea : kVerbClickArea, 0, code);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v2::checkExecVerbs() {
|
|
int i, over;
|
|
VerbSlot *vs;
|
|
|
|
if (_userPut <= 0 || _mouseAndKeyboardStat == 0)
|
|
return;
|
|
|
|
if (_mouseAndKeyboardStat < MBS_MAX_KEY) {
|
|
/* Check keypresses */
|
|
vs = &_verbs[1];
|
|
for (i = 1; i < _numVerbs; i++, vs++) {
|
|
if (vs->verbid && vs->saveid == 0 && vs->curmode == 1) {
|
|
if (_mouseAndKeyboardStat == vs->key) {
|
|
// Trigger verb as if the user clicked it
|
|
runInputScript(kVerbClickArea, vs->verbid, 1);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Simulate inventory picking and scrolling keys
|
|
int object = -1;
|
|
|
|
switch (_mouseAndKeyboardStat) {
|
|
case 'u': // arrow up
|
|
if (_inventoryOffset >= 2) {
|
|
_inventoryOffset -= 2;
|
|
redrawV2Inventory();
|
|
}
|
|
return;
|
|
case 'j': // arrow down
|
|
if (_inventoryOffset + 4 < getInventoryCount(_scummVars[VAR_EGO])) {
|
|
_inventoryOffset += 2;
|
|
redrawV2Inventory();
|
|
}
|
|
return;
|
|
case 'i': // object
|
|
object = 0;
|
|
break;
|
|
case 'o':
|
|
object = 1;
|
|
break;
|
|
case 'k':
|
|
object = 2;
|
|
break;
|
|
case 'l':
|
|
object = 3;
|
|
break;
|
|
}
|
|
|
|
if (object != -1) {
|
|
object = findInventory(_scummVars[VAR_EGO], object + 1 + _inventoryOffset);
|
|
|
|
if (object > 0) {
|
|
if (_game.version == 0) {
|
|
_activeInventory = object;
|
|
|
|
} else {
|
|
runInputScript(kInventoryClickArea, object, 0);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Generic keyboard input
|
|
runInputScript(kKeyClickArea, _mouseAndKeyboardStat, 1);
|
|
} else if (_mouseAndKeyboardStat & MBS_MOUSE_MASK) {
|
|
VirtScreen *zone = findVirtScreen(_mouse.y);
|
|
const byte code = _mouseAndKeyboardStat & MBS_LEFT_CLICK ? 1 : 2;
|
|
const int inventoryArea = (_game.platform == Common::kPlatformNES) ? 48: 32;
|
|
|
|
// This could be kUnkVirtScreen.
|
|
// Fixes bug #1536932: "MANIACNES: Crash on click in speechtext-area"
|
|
if (!zone)
|
|
return;
|
|
|
|
if (zone->number == kVerbVirtScreen && _mouse.y <= zone->topline + 8) {
|
|
// Click into V2 sentence line
|
|
runInputScript(kSentenceClickArea, 0, 0);
|
|
} else if (zone->number == kVerbVirtScreen && _mouse.y > zone->topline + inventoryArea) {
|
|
// Click into V2 inventory
|
|
checkV2Inventory(_mouse.x, _mouse.y);
|
|
} else {
|
|
over = findVerbAtPos(_mouse.x, _mouse.y);
|
|
if (over != 0) {
|
|
// Verb was clicked
|
|
runInputScript(kVerbClickArea, _verbs[over].verbid, code);
|
|
} else {
|
|
// Scene was clicked
|
|
runInputScript((zone->number == kMainVirtScreen) ? kSceneClickArea : kVerbClickArea, 0, code);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v0::runObject(int obj, int entry) {
|
|
int prev = _v0ObjectInInventory;
|
|
|
|
if (getVerbEntrypoint(obj, entry) == 0) {
|
|
// If nothing was found, attempt to find the 'WHAT-IS' verb script
|
|
// (which is not really the what-is script, as this verb never actually executes
|
|
// it merely seems to be some type of fallback)
|
|
if (getVerbEntrypoint(obj, 0x0F) != 0) {
|
|
entry = 0x0F;
|
|
}
|
|
}
|
|
|
|
_v0ObjectInInventory = prev;
|
|
|
|
if (getVerbEntrypoint(obj, entry) != 0) {
|
|
_v0ObjectInInventory = prev;
|
|
runObjectScript(obj, entry, false, false, NULL);
|
|
} else if (entry != 13 && entry != 15) {
|
|
if (_activeVerb != 3) {
|
|
VAR(VAR_ACTIVE_VERB) = entry;
|
|
runScript(3, 0, 0, 0);
|
|
|
|
// For some reasons, certain objects don't have a "give" script
|
|
} else if (VAR(VAR_ACTIVE_ACTOR) > 0 && VAR(VAR_ACTIVE_ACTOR) < 8) {
|
|
if (_activeInventory)
|
|
setOwnerOf(_activeInventory, VAR(VAR_ACTIVE_ACTOR));
|
|
}
|
|
}
|
|
}
|
|
|
|
bool ScummEngine_v0::verbMoveToActor(int actor) {
|
|
Actor *a = derefActor(VAR(VAR_EGO), "verbMoveToActor");
|
|
Actor *a2 = derefActor(actor, "verbMoveToActor");
|
|
int dist = getDist(a->getRealPos().x, a->getRealPos().y, a2->getRealPos().x, a2->getRealPos().y);
|
|
|
|
if (!a->_moving && dist > 4) {
|
|
a->startWalkActor(a2->getRealPos().x, a2->getRealPos().y, -1);
|
|
} else {
|
|
if (dist <= 4) {
|
|
a->stopActorMoving();
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool ScummEngine_v0::verbMove(int object, int objectIndex, bool invObject) {
|
|
int x, y, dir;
|
|
Actor *a = derefActor(VAR(VAR_EGO), "verbMove");
|
|
|
|
if (_currentMode != 3 && _currentMode != 2)
|
|
return false;
|
|
|
|
_v0ObjectIndex = true;
|
|
getObjectXYPos(objectIndex, x, y, dir);
|
|
_v0ObjectIndex = false;
|
|
|
|
// Detect distance from target object
|
|
int dist = getDist(a->getRealPos().x, a->getRealPos().y, x, y);
|
|
|
|
if (a->_moving)
|
|
return true;
|
|
|
|
if (dist > 5) {
|
|
a->startWalkActor(x, y, dir);
|
|
VAR(6) = x;
|
|
VAR(7) = y;
|
|
return true;
|
|
} else {
|
|
// Finished walk, are we picking up the item?
|
|
if (_verbPickup) {
|
|
int oldActive = _activeObject, oldIndex = _activeObjectIndex;
|
|
_activeObject = object;
|
|
_activeObjectIndex = objectIndex;
|
|
|
|
_v0ObjectIndex = true;
|
|
// Execute pickup
|
|
runObject(objectIndex, 14);
|
|
_v0ObjectIndex = false;
|
|
|
|
_activeObject = oldActive;
|
|
_activeObjectIndex = oldIndex;
|
|
|
|
// Finished picking up
|
|
_verbPickup = false;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool ScummEngine_v0::verbObtain(int obj, int objIndex) {
|
|
bool didPickup = false;
|
|
|
|
int prep, where = whereIsObjectInventory(obj);
|
|
|
|
if (objIndex == 0)
|
|
return false;
|
|
|
|
// Object in inventory ?
|
|
if (where != WIO_INVENTORY) {
|
|
_v0ObjectIndex = true;
|
|
prep = verbPrep(objIndex);
|
|
|
|
if (prep == 1 || prep == 4) {
|
|
if (_activeVerb != 13 && _activeVerb != 14) {
|
|
_verbPickup = true;
|
|
didPickup = true;
|
|
}
|
|
} else {
|
|
_verbPickup = false;
|
|
}
|
|
|
|
// Ignore verbs?
|
|
Actor *a = derefActor(VAR(VAR_EGO), "verbObtain");
|
|
if (((ActorC64 *)a)->_miscflags & 0x40) {
|
|
resetSentence(false);
|
|
return false;
|
|
}
|
|
|
|
//attempt move to object
|
|
if (verbMove(obj, objIndex, false))
|
|
return true;
|
|
|
|
if (didPickup && (prep == 1 || prep == 4))
|
|
if (_activeVerb != 13 && _activeVerb != 14) {
|
|
_v0ObjectInInventory = true;
|
|
|
|
if (whereIsObject(obj) == WIO_INVENTORY)
|
|
_activeInventory = obj;
|
|
else
|
|
resetSentence();
|
|
|
|
_v0ObjectInInventory = false;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
int ScummEngine_v0::verbPrep(int object) {
|
|
if (!_v0ObjectInInventory)
|
|
_v0ObjectIndex = true;
|
|
else
|
|
_v0ObjectIndex = false;
|
|
|
|
byte *ptr = getOBCDFromObject(object);
|
|
_v0ObjectIndex = false;
|
|
assert(ptr);
|
|
return (*(ptr + 11) >> 5);
|
|
}
|
|
|
|
bool ScummEngine_v0::verbExecutes(int object, bool inventory) {
|
|
_v0ObjectInInventory = inventory;
|
|
int prep = verbPrep(object);
|
|
|
|
if (prep == 2 || prep == 0) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool ScummEngine_v0::verbExec() {
|
|
int prep = 0;
|
|
int entry = (_currentMode != 0 && _currentMode != 1) ? _activeVerb : 15;
|
|
|
|
if ((!_activeInvExecute && _activeObject && getObjectIndex(_activeObject) == -1)) {
|
|
resetSentence();
|
|
return false;
|
|
}
|
|
|
|
// Lets try walk to the object
|
|
if (_activeObject && _activeObjectIndex && !_activeObjectObtained && _currentMode != 0) {
|
|
prep = verbPrep(_activeObjectIndex);
|
|
|
|
if (verbObtain(_activeObject, _activeObjectIndex))
|
|
return true;
|
|
|
|
_activeObjectObtained = true;
|
|
}
|
|
|
|
// Attempt to obtain/reach object2
|
|
if (_activeObject2 && _activeObject2Index && !_activeObject2Obtained && _currentMode != 0) {
|
|
prep = verbPrep(_activeObject2Index);
|
|
|
|
_v0ObjectInInventory = false;
|
|
if (verbObtain(_activeObject2, _activeObject2Index))
|
|
return true;
|
|
|
|
if (prep != 1 && prep != 4) {
|
|
_activeInventory = _activeObject;
|
|
_activeObject = _activeObject2;
|
|
_activeObjectIndex = _activeObject2Index;
|
|
_activeObject2 = 0;
|
|
_activeObject2Index = 0;
|
|
}
|
|
|
|
_activeObject2Obtained = true;
|
|
}
|
|
|
|
// Give-To
|
|
if (_activeVerb == 3 && _activeInventory && _activeActor) {
|
|
// FIXME: Actors need to turn and face each other
|
|
if (verbMoveToActor(_activeActor)) {
|
|
// Ignore verbs?
|
|
Actor *a = derefActor(VAR(VAR_EGO), "verbExec");
|
|
if (((ActorC64 *)a)->_miscflags & 0x40) {
|
|
resetSentence(false);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
_v0ObjectInInventory = true;
|
|
VAR(VAR_ACTIVE_ACTOR) = _activeActor;
|
|
runObject(_activeInventory , 3);
|
|
_v0ObjectInInventory = false;
|
|
|
|
resetSentence();
|
|
return false;
|
|
}
|
|
|
|
// Where we performing an action on an actor?
|
|
if (_activeActor) {
|
|
_v0ObjectIndex = true;
|
|
runObject(_activeActor, entry);
|
|
_v0ObjectIndex = false;
|
|
_verbExecuting = false;
|
|
|
|
resetSentence();
|
|
return false;
|
|
}
|
|
|
|
// If we've finished walking (now near target), execute the action
|
|
if (_activeObject && _activeObjectIndex && verbPrep(_activeObjectIndex) == 2) {
|
|
_v0ObjectIndex = true;
|
|
runObject(_activeObjectIndex, entry);
|
|
_v0ObjectIndex = false;
|
|
_verbExecuting = false;
|
|
|
|
if ((_currentMode == 3 || _currentMode == 2) && _activeVerb == 13)
|
|
return false;
|
|
|
|
resetSentence();
|
|
return false;
|
|
}
|
|
|
|
// We acted on an inventory item
|
|
if (_activeInventory && verbExecutes(_activeInventory, true) && _activeVerb != 3) {
|
|
_v0ObjectInInventory = true;
|
|
runObject(_activeInventory, _activeVerb);
|
|
|
|
_verbExecuting = false;
|
|
|
|
if (_currentMode == 3 && _activeVerb == 13) {
|
|
resetSentence(true);
|
|
return false;
|
|
}
|
|
|
|
resetSentence();
|
|
return false;
|
|
}
|
|
|
|
// Item not in inventory is executed
|
|
if (_activeObject) {
|
|
_v0ObjectIndex = true;
|
|
runObject(_activeObjectIndex, entry);
|
|
_v0ObjectIndex = false;
|
|
} else if (_activeInventory) {
|
|
// Not sure this is the correct way to do this,
|
|
// however its working for most situations - segra
|
|
if (verbExecutes(_activeInventory, true) == false) {
|
|
if (_activeObject2 && _activeObject2Inv && verbExecutes(_activeObject2, true)) {
|
|
_v0ObjectInInventory = true;
|
|
|
|
_activeObject = _activeInventory;
|
|
_activeInventory = _activeObject2;
|
|
|
|
runObject(_activeObject, _activeVerb);
|
|
} else {
|
|
_v0ObjectInInventory = true;
|
|
|
|
if (_activeObject2) {
|
|
_activeObject = _activeObject2;
|
|
|
|
runObject(_activeObject, _activeVerb);
|
|
} else
|
|
runObject(_activeInventory, _activeVerb);
|
|
}
|
|
} else {
|
|
_v0ObjectInInventory = true;
|
|
runObject(_activeInventory, _activeVerb);
|
|
}
|
|
}
|
|
|
|
_verbExecuting = false;
|
|
|
|
if (_activeVerb == 13) {
|
|
resetSentence(true);
|
|
return false;
|
|
}
|
|
|
|
resetSentence();
|
|
|
|
return false;
|
|
}
|
|
|
|
void ScummEngine_v0::checkExecVerbs() {
|
|
Actor *a = derefActor(VAR(VAR_EGO), "checkExecVerbs");
|
|
VirtScreen *zone = findVirtScreen(_mouse.y);
|
|
|
|
// Is a verb currently executing
|
|
if (_verbExecuting) {
|
|
// Check if mouse click
|
|
if (_mouseAndKeyboardStat & MBS_MOUSE_MASK) {
|
|
int over = findVerbAtPos(_mouse.x, _mouse.y);
|
|
int act = getActorFromPos(_virtualMouse.x, _virtualMouse.y);
|
|
int obj = findObject(_virtualMouse.x, _virtualMouse.y);
|
|
|
|
if (over && over != _activeVerb) {
|
|
_activeVerb = over;
|
|
_verbExecuting = false;
|
|
return;
|
|
}
|
|
|
|
if (!obj && !act && !over) {
|
|
resetSentence(false);
|
|
} else {
|
|
a->stopActorMoving();
|
|
}
|
|
} else {
|
|
|
|
if (_verbExecuting && !verbExec())
|
|
return;
|
|
}
|
|
}
|
|
|
|
// What-Is selected, any object we hover over is selected, on mouse press we set to WalkTo
|
|
if (_activeVerb == 15) {
|
|
int obj = findObject(_virtualMouse.x, _virtualMouse.y);
|
|
int objIdx = findObjectIndex(_virtualMouse.x, _virtualMouse.y);
|
|
_activeObject = obj;
|
|
_activeObjectIndex = objIdx;
|
|
|
|
if ((_mouseAndKeyboardStat & MBS_MOUSE_MASK))
|
|
_activeVerb = 13; // Walk-To
|
|
|
|
return;
|
|
}
|
|
|
|
if (_userPut <= 0 || _mouseAndKeyboardStat == 0)
|
|
return;
|
|
|
|
if (_mouseAndKeyboardStat < MBS_MAX_KEY) {
|
|
/* Check keypresses */
|
|
// TODO
|
|
} else if (_mouseAndKeyboardStat & MBS_MOUSE_MASK) {
|
|
if (zone->number == kVerbVirtScreen && _mouse.y <= zone->topline + 8) {
|
|
// TODO
|
|
} else if (zone->number == kVerbVirtScreen && _mouse.y > zone->topline + 32) {
|
|
int prevInventory = _activeInventory;
|
|
int invOff = _inventoryOffset;
|
|
|
|
// Click into V2 inventory
|
|
checkV2Inventory(_mouse.x, _mouse.y);
|
|
|
|
// Did the Inventory position changed (arrows pressed, do nothing)
|
|
if (invOff != _inventoryOffset)
|
|
return;
|
|
|
|
// No inventory selected?
|
|
if (!_activeInventory)
|
|
return;
|
|
|
|
// Did we just change the selected inventory item?
|
|
if (prevInventory && prevInventory != _activeInventory && _activeInventory != _activeObject2) {
|
|
_v0ObjectInInventory = true;
|
|
int prep = verbPrep(_activeInventory);
|
|
_v0ObjectInInventory = true;
|
|
int prep2 = verbPrep(prevInventory);
|
|
|
|
// Should the new inventory object remain as the secondary selected object
|
|
// Or should the new inventory object become primary?
|
|
if (prep != prep2 || prep != 1) {
|
|
if (prep == 1 || prep == 3) {
|
|
int tmp = _activeInventory;
|
|
_activeInventory = prevInventory;
|
|
prevInventory = tmp;
|
|
}
|
|
}
|
|
|
|
// Setup object2
|
|
_activeObject = 0;
|
|
_activeInvExecute = true;
|
|
_activeObject2Inv = true;
|
|
_activeObject2 = _activeInventory;
|
|
_activeInventory = prevInventory;
|
|
return;
|
|
}
|
|
|
|
// is the new selected inventory the same as the last selected?, reset to previous if it is
|
|
if (_activeInventory == _activeObject2)
|
|
_activeInventory = prevInventory;
|
|
|
|
// Inventory Selected changed
|
|
if (prevInventory != _activeInventory)
|
|
if (!_activeObject2 || prevInventory != _activeObject2)
|
|
return;
|
|
|
|
if (_activeVerb == 11 && !(((_activeObject || _activeInventory)) || !_activeObject2))
|
|
return;
|
|
} else {
|
|
int over = findVerbAtPos(_mouse.x, _mouse.y);
|
|
int act = getActorFromPos(_virtualMouse.x, _virtualMouse.y);
|
|
int obj = findObject(_virtualMouse.x, _virtualMouse.y);
|
|
int objIdx = findObjectIndex(_virtualMouse.x, _virtualMouse.y);
|
|
|
|
// If we already have an object selected, and we just clicked an actor
|
|
// Clear any object we may of also clicked on
|
|
if ((_activeObject || _activeInventory) && act) {
|
|
obj = 0;
|
|
objIdx = 0;
|
|
}
|
|
|
|
// Handle New Kid verb options
|
|
if (_activeVerb == 7 || over == 7) {
|
|
// Disable New-Kid (in the secret lab)
|
|
if (_currentMode == 2 || _currentMode == 0)
|
|
return;
|
|
|
|
if (!(((ActorC64 *)a)->_miscflags & 0x80)) {
|
|
if (_activeVerb != 7) {
|
|
_activeVerb = over;
|
|
over = 0;
|
|
}
|
|
}
|
|
|
|
if (over) {
|
|
_activeVerb = 13;
|
|
switchActor(_verbs[over].verbid - 1);
|
|
return;
|
|
}
|
|
|
|
setNewKidVerbs();
|
|
|
|
return;
|
|
}
|
|
|
|
// Clicked on nothing, walk here?
|
|
if (!over && !act && _activeVerb == 13 && !obj && _currentMode != 0) {
|
|
// Clear all selected
|
|
resetSentence();
|
|
|
|
// 0xB31
|
|
VAR(6) = _virtualMouse.x / V12_X_MULTIPLIER;
|
|
VAR(7) = _virtualMouse.y / V12_Y_MULTIPLIER;
|
|
|
|
if (zone->number == kMainVirtScreen) {
|
|
// Ignore verbs?
|
|
if (((ActorC64 *)a)->_miscflags & 0x40) {
|
|
resetSentence(false);
|
|
return;
|
|
}
|
|
a->stopActorMoving();
|
|
a->startWalkActor(VAR(6), VAR(7), -1);
|
|
_verbExecuting = true;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// No new verb, use previous
|
|
if (over == 0)
|
|
over = _activeVerb;
|
|
|
|
// No verb selected, use walk-to
|
|
if (!_activeVerb)
|
|
_activeVerb = over = 13; // Walk-To
|
|
|
|
// New verb selected
|
|
if (_activeVerb != over) {
|
|
_activeVerb = over;
|
|
if (_activeVerb == 13) {
|
|
resetSentence();
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Only allowing targetting actors if its the GIVE/USE verb
|
|
if (_activeVerb == 3 || _activeVerb == 11) {
|
|
// Different actor selected?
|
|
if (act) {
|
|
if (_activeActor != act) {
|
|
_activeActor = act;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (obj && obj != _activeObject) {
|
|
if (!_activeObject)
|
|
if (_activeInventory)
|
|
_activeInvExecute = true;
|
|
|
|
// USE
|
|
if (_activeVerb == 11 || _activeVerb == 8) {
|
|
if (obj != _activeObject || obj != _activeObject2) {
|
|
if (!_activeObject || _activeInventory) {
|
|
_activeObject = obj;
|
|
_activeObjectIndex = objIdx;
|
|
return;
|
|
} else {
|
|
if (_activeObject2 != obj) {
|
|
_activeObject2 = obj;
|
|
_activeObject2Index = objIdx;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
a->stopActorMoving();
|
|
|
|
_activeObject = obj;
|
|
_activeObjectIndex = objIdx;
|
|
|
|
if (_activeVerb != 13)
|
|
return;
|
|
|
|
//return;
|
|
}
|
|
}
|
|
}
|
|
|
|
_verbExecuting = true;
|
|
|
|
} // mouse k/b action
|
|
}
|
|
|
|
void ScummEngine::verbMouseOver(int verb) {
|
|
// Don't do anything unless verbs are active
|
|
if (_game.version <= 2 && !(_userState & 128))
|
|
return;
|
|
|
|
if (_game.id == GID_FT)
|
|
return;
|
|
|
|
if (_verbMouseOver != verb) {
|
|
if (_verbs[_verbMouseOver].type != kImageVerbType) {
|
|
drawVerb(_verbMouseOver, 0);
|
|
_verbMouseOver = verb;
|
|
}
|
|
|
|
if (_verbs[verb].type != kImageVerbType && _verbs[verb].hicolor) {
|
|
drawVerb(verb, 1);
|
|
_verbMouseOver = verb;
|
|
}
|
|
}
|
|
}
|
|
|
|
int ScummEngine::findVerbAtPos(int x, int y) const {
|
|
if (!_numVerbs)
|
|
return 0;
|
|
|
|
VerbSlot *vs;
|
|
int i = _numVerbs - 1;
|
|
|
|
vs = &_verbs[i];
|
|
do {
|
|
if (vs->curmode != 1 || !vs->verbid || vs->saveid || y < vs->curRect.top || y >= vs->curRect.bottom)
|
|
continue;
|
|
if (vs->center) {
|
|
if (x < -(vs->curRect.right - 2 * vs->curRect.left) || x >= vs->curRect.right)
|
|
continue;
|
|
} else {
|
|
if (x < vs->curRect.left || x >= vs->curRect.right)
|
|
continue;
|
|
}
|
|
|
|
return i;
|
|
} while (--vs, --i);
|
|
|
|
return 0;
|
|
}
|
|
|
|
#ifdef ENABLE_SCUMM_7_8
|
|
void ScummEngine_v7::drawVerb(int verb, int mode) {
|
|
VerbSlot *vs;
|
|
|
|
if (!verb)
|
|
return;
|
|
|
|
vs = &_verbs[verb];
|
|
|
|
if (!vs->saveid && vs->curmode && vs->verbid) {
|
|
if (vs->type == kImageVerbType) {
|
|
drawVerbBitmap(verb, vs->curRect.left, vs->curRect.top);
|
|
return;
|
|
}
|
|
|
|
uint8 color = vs->color;
|
|
if (vs->curmode == 2)
|
|
color = vs->dimcolor;
|
|
else if (mode && vs->hicolor)
|
|
color = vs->hicolor;
|
|
|
|
const byte *msg = getResourceAddress(rtVerb, verb);
|
|
if (!msg)
|
|
return;
|
|
|
|
// Convert the message, and skip a few remaining 0xFF codes (they
|
|
// occur in FT; subtype 10, which is used for the speech associated
|
|
// with the string).
|
|
byte buf[384];
|
|
convertMessageToString(msg, buf, sizeof(buf));
|
|
msg = buf;
|
|
while (*msg == 0xFF)
|
|
msg += 4;
|
|
|
|
// Set the specified charset id
|
|
int oldID = _charset->getCurID();
|
|
_charset->setCurID(vs->charset_nr);
|
|
|
|
// Compute the text rect
|
|
vs->curRect.right = 0;
|
|
vs->curRect.bottom = 0;
|
|
const byte *msg2 = msg;
|
|
while (*msg2) {
|
|
const int charWidth = _charset->getCharWidth(*msg2);
|
|
const int charHeight = _charset->getCharHeight(*msg2);
|
|
vs->curRect.right += charWidth;
|
|
if (vs->curRect.bottom < charHeight)
|
|
vs->curRect.bottom = charHeight;
|
|
msg2++;
|
|
}
|
|
vs->curRect.right += vs->curRect.left;
|
|
vs->curRect.bottom += vs->curRect.top;
|
|
vs->oldRect = vs->curRect;
|
|
|
|
const int maxWidth = _screenWidth - vs->curRect.left;
|
|
if (_charset->getStringWidth(0, buf) > maxWidth && _game.version == 8) {
|
|
byte tmpBuf[384];
|
|
memcpy(tmpBuf, msg, 384);
|
|
|
|
int len = resStrLen(tmpBuf) - 1;
|
|
while (len >= 0) {
|
|
if (tmpBuf[len] == ' ') {
|
|
tmpBuf[len] = 0;
|
|
if (_charset->getStringWidth(0, tmpBuf) <= maxWidth) {
|
|
break;
|
|
}
|
|
}
|
|
--len;
|
|
}
|
|
enqueueText(tmpBuf, vs->curRect.left, vs->curRect.top, color, vs->charset_nr, vs->center);
|
|
if (len >= 0) {
|
|
enqueueText(&msg[len + 1], vs->curRect.left, vs->curRect.top + _verbLineSpacing, color, vs->charset_nr, vs->center);
|
|
vs->curRect.bottom += _verbLineSpacing;
|
|
}
|
|
} else {
|
|
enqueueText(msg, vs->curRect.left, vs->curRect.top, color, vs->charset_nr, vs->center);
|
|
}
|
|
_charset->setCurID(oldID);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void ScummEngine::drawVerb(int verb, int mode) {
|
|
VerbSlot *vs;
|
|
bool tmp;
|
|
|
|
if (!verb)
|
|
return;
|
|
|
|
vs = &_verbs[verb];
|
|
|
|
if (!vs->saveid && vs->curmode && vs->verbid) {
|
|
if (vs->type == kImageVerbType) {
|
|
drawVerbBitmap(verb, vs->curRect.left, vs->curRect.top);
|
|
return;
|
|
}
|
|
|
|
restoreVerbBG(verb);
|
|
|
|
_string[4].charset = vs->charset_nr;
|
|
_string[4].xpos = vs->curRect.left;
|
|
_string[4].ypos = vs->curRect.top;
|
|
_string[4].right = _screenWidth - 1;
|
|
_string[4].center = vs->center;
|
|
|
|
if (vs->curmode == 2)
|
|
_string[4].color = vs->dimcolor;
|
|
else if (mode && vs->hicolor)
|
|
_string[4].color = vs->hicolor;
|
|
else
|
|
_string[4].color = vs->color;
|
|
|
|
// FIXME For the future: Indy3 and under inv scrolling
|
|
/*
|
|
if (verb >= 31 && verb <= 36)
|
|
verb += _inventoryOffset;
|
|
*/
|
|
|
|
const byte *msg = getResourceAddress(rtVerb, verb);
|
|
if (!msg)
|
|
return;
|
|
|
|
tmp = _charset->_center;
|
|
drawString(4, msg);
|
|
_charset->_center = tmp;
|
|
|
|
vs->curRect.right = _charset->_str.right;
|
|
vs->curRect.bottom = _charset->_str.bottom;
|
|
vs->oldRect = _charset->_str;
|
|
_charset->_str.left = _charset->_str.right;
|
|
} else if (_game.id != GID_FT) {
|
|
restoreVerbBG(verb);
|
|
}
|
|
}
|
|
|
|
void ScummEngine::restoreVerbBG(int verb) {
|
|
|
|
VerbSlot *vs;
|
|
|
|
vs = &_verbs[verb];
|
|
uint8 col =
|
|
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
|
|
((_game.platform == Common::kPlatformFMTowns) && (_game.id == GID_MONKEY2 || _game.id == GID_INDY4) && (vs->bkcolor == _townsOverrideShadowColor)) ? 0 :
|
|
#endif
|
|
vs->bkcolor;
|
|
|
|
if (vs->oldRect.left != -1) {
|
|
restoreBackground(vs->oldRect, col);
|
|
vs->oldRect.left = -1;
|
|
}
|
|
}
|
|
|
|
void ScummEngine::drawVerbBitmap(int verb, int x, int y) {
|
|
VerbSlot *vst = &_verbs[verb];
|
|
VirtScreen *vs;
|
|
bool twobufs;
|
|
const byte *imptr = 0;
|
|
int ydiff, xstrip;
|
|
int imgw, imgh;
|
|
int i, tmp;
|
|
byte *obim;
|
|
uint32 size;
|
|
|
|
if ((vs = findVirtScreen(y)) == NULL)
|
|
return;
|
|
|
|
_gdi->disableZBuffer();
|
|
|
|
twobufs = vs->hasTwoBuffers;
|
|
vs->hasTwoBuffers = false;
|
|
|
|
xstrip = x / 8;
|
|
ydiff = y - vs->topline;
|
|
|
|
obim = getResourceAddress(rtVerb, verb);
|
|
assert(obim);
|
|
if (_game.features & GF_OLD_BUNDLE) {
|
|
imgw = obim[0];
|
|
imgh = obim[1] / 8;
|
|
imptr = obim + 2;
|
|
} else if (_game.features & GF_SMALL_HEADER) {
|
|
size = READ_LE_UINT32(obim);
|
|
|
|
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) {
|
|
imgw = (*(obim + size + 10));
|
|
imgh = (*(obim + size + 15)) / 8;
|
|
} else {
|
|
imgw = (*(obim + size + 11));
|
|
imgh = (*(obim + size + 17)) / 8;
|
|
}
|
|
imptr = getObjectImage(obim, 1);
|
|
} else {
|
|
const ImageHeader *imhd = (const ImageHeader *)findResourceData(MKID_BE('IMHD'), obim);
|
|
if (_game.version >= 7) {
|
|
imgw = READ_LE_UINT16(&imhd->v7.width) / 8;
|
|
imgh = READ_LE_UINT16(&imhd->v7.height) / 8;
|
|
} else {
|
|
imgw = READ_LE_UINT16(&imhd->old.width) / 8;
|
|
imgh = READ_LE_UINT16(&imhd->old.height) / 8;
|
|
}
|
|
imptr = getObjectImage(obim, 1);
|
|
}
|
|
assert(imptr);
|
|
|
|
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) {
|
|
_gdi->_distaff = (vst->verbid != 54);
|
|
}
|
|
|
|
for (i = 0; i < imgw; i++) {
|
|
tmp = xstrip + i;
|
|
_gdi->drawBitmap(imptr, vs, tmp, ydiff, imgw * 8, imgh * 8, i, 1, Gdi::dbAllowMaskOr | Gdi::dbObjectMode);
|
|
}
|
|
|
|
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) {
|
|
_gdi->_distaff = false;
|
|
}
|
|
|
|
vst->curRect.right = vst->curRect.left + imgw * 8;
|
|
vst->curRect.bottom = vst->curRect.top + imgh * 8;
|
|
vst->oldRect = vst->curRect;
|
|
|
|
_gdi->enableZBuffer();
|
|
|
|
vs->hasTwoBuffers = twobufs;
|
|
}
|
|
|
|
int ScummEngine::getVerbSlot(int id, int mode) const {
|
|
int i;
|
|
for (i = 1; i < _numVerbs; i++) {
|
|
if (_verbs[i].verbid == id && _verbs[i].saveid == mode) {
|
|
return i;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void ScummEngine::killVerb(int slot) {
|
|
VerbSlot *vs;
|
|
|
|
if (slot == 0)
|
|
return;
|
|
|
|
vs = &_verbs[slot];
|
|
vs->verbid = 0;
|
|
vs->curmode = 0;
|
|
|
|
_res->nukeResource(rtVerb, slot);
|
|
|
|
if (_game.version <= 6 && vs->saveid == 0) {
|
|
drawVerb(slot, 0);
|
|
verbMouseOver(0);
|
|
}
|
|
vs->saveid = 0;
|
|
}
|
|
|
|
void ScummEngine::setVerbObject(uint room, uint object, uint verb) {
|
|
const byte *obimptr;
|
|
const byte *obcdptr;
|
|
uint32 size, size2;
|
|
FindObjectInRoom foir;
|
|
int i;
|
|
|
|
if (_game.heversion >= 70) { // Windows titles. Here we always ignore room
|
|
room = getObjectRoom(object);
|
|
}
|
|
|
|
if (whereIsObject(object) == WIO_FLOBJECT)
|
|
error("Can't grab verb image from flobject");
|
|
|
|
if (_game.features & GF_OLD_BUNDLE) {
|
|
for (i = (_numLocalObjects-1); i > 0; i--) {
|
|
if (_objs[i].obj_nr == object) {
|
|
findObjectInRoom(&foir, foImageHeader, object, room);
|
|
size = READ_LE_UINT16(foir.obim);
|
|
byte *ptr = _res->createResource(rtVerb, verb, size + 2);
|
|
obcdptr = getResourceAddress(rtRoom, room) + getOBCDOffs(object);
|
|
ptr[0] = *(obcdptr + 9); // Width
|
|
ptr[1] = *(obcdptr + 15); // Height
|
|
memcpy(ptr + 2, foir.obim, size);
|
|
return;
|
|
}
|
|
}
|
|
} else if (_game.features & GF_SMALL_HEADER) {
|
|
for (i = (_numLocalObjects-1); i > 0; i--) {
|
|
if (_objs[i].obj_nr == object) {
|
|
// FIXME: the only thing we need from the OBCD is the image size!
|
|
// So we could use almost the same code (except for offsets)
|
|
// as in the GF_OLD_BUNDLE code. But of course that would break save games
|
|
// unless we insert special conversion code... <sigh>
|
|
findObjectInRoom(&foir, foImageHeader, object, room);
|
|
size = READ_LE_UINT32(foir.obim);
|
|
obcdptr = getResourceAddress(rtRoom, room) + getOBCDOffs(object);
|
|
size2 = READ_LE_UINT32(obcdptr);
|
|
_res->createResource(rtVerb, verb, size + size2);
|
|
obimptr = getResourceAddress(rtRoom, room) - foir.roomptr + foir.obim;
|
|
obcdptr = getResourceAddress(rtRoom, room) + getOBCDOffs(object);
|
|
memcpy(getResourceAddress(rtVerb, verb), obimptr, size);
|
|
memcpy(getResourceAddress(rtVerb, verb) + size, obcdptr, size2);
|
|
return;
|
|
}
|
|
}
|
|
} else {
|
|
findObjectInRoom(&foir, foImageHeader, object, room);
|
|
size = READ_BE_UINT32(foir.obim + 4);
|
|
_res->createResource(rtVerb, verb, size);
|
|
obimptr = getResourceAddress(rtRoom, room) - foir.roomptr + foir.obim;
|
|
memcpy(getResourceAddress(rtVerb, verb), obimptr, size);
|
|
}
|
|
}
|
|
|
|
} // End of namespace Scumm
|