mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-12 20:17:49 +00:00
7bfaa0db78
svn-id: r23439
1640 lines
39 KiB
C++
1640 lines
39 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2006 The ScummVM project
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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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*
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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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*
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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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#include "common/stdafx.h"
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#include "common/system.h"
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#include "graphics/cursorman.h"
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#include "sword2/sword2.h"
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#include "sword2/console.h"
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#include "sword2/controls.h"
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#include "sword2/defs.h"
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#include "sword2/header.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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#include "sword2/mouse.h"
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#include "sword2/object.h"
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#include "sword2/resman.h"
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#include "sword2/screen.h"
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#include "sword2/sound.h"
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namespace Sword2 {
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// Pointer resource id's
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enum {
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CROSHAIR = 18,
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EXIT0 = 788,
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EXIT1 = 789,
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EXIT2 = 790,
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EXIT3 = 791,
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EXIT4 = 792,
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EXIT5 = 793,
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EXIT6 = 794,
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EXIT7 = 795,
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EXITDOWN = 796,
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EXITUP = 797,
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MOUTH = 787,
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NORMAL = 17,
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PICKUP = 3099,
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SCROLL_L = 1440,
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SCROLL_R = 1441,
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USE = 3100
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};
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Mouse::Mouse(Sword2Engine *vm) {
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_vm = vm;
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setPos(0, 0);
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resetMouseList();
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_mouseTouching = 0;
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_oldMouseTouching = 0;
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_menuSelectedPos = 0;
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_examiningMenuIcon = false;
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_mousePointerRes = 0;
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_mouseMode = 0;
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_mouseStatus = false;
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_mouseModeLocked = false;
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_currentLuggageResource = 0;
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_oldButton = 0;
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_buttonClick = 0;
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_pointerTextBlocNo = 0;
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_playerActivityDelay = 0;
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_realLuggageItem = 0;
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_mouseAnim.data = NULL;
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_luggageAnim.data = NULL;
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// For the menus
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_totalTemp = 0;
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memset(_tempList, 0, sizeof(_tempList));
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_totalMasters = 0;
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memset(_masterMenuList, 0, sizeof(_masterMenuList));
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memset(_mouseList, 0, sizeof(_mouseList));
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memset(_subjectList, 0, sizeof(_subjectList));
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_defaultResponseId = 0;
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_choosing = false;
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_iconCount = 0;
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for (int i = 0; i < 2; i++) {
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for (int j = 0; j < RDMENU_MAXPOCKETS; j++) {
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_icons[i][j] = NULL;
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_pocketStatus[i][j] = 0;
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}
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_menuStatus[i] = RDMENU_HIDDEN;
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}
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}
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Mouse::~Mouse() {
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free(_mouseAnim.data);
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free(_luggageAnim.data);
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for (int i = 0; i < 2; i++)
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for (int j = 0; j < RDMENU_MAXPOCKETS; j++)
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free(_icons[i][j]);
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}
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void Mouse::getPos(int &x, int &y) {
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x = _pos.x;
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y = _pos.y;
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}
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void Mouse::setPos(int x, int y) {
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_pos.x = x;
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_pos.y = y;
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}
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/**
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* Call at beginning of game loop
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*/
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void Mouse::resetMouseList() {
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_curMouse = 0;
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}
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void Mouse::registerMouse(byte *ob_mouse, BuildUnit *build_unit) {
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assert(_curMouse < TOTAL_mouse_list);
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ObjectMouse mouse;
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mouse.read(ob_mouse);
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if (!mouse.pointer)
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return;
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if (build_unit) {
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_mouseList[_curMouse].rect.left = build_unit->x;
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_mouseList[_curMouse].rect.top = build_unit->y;
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_mouseList[_curMouse].rect.right = 1 + build_unit->x + build_unit->scaled_width;
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_mouseList[_curMouse].rect.bottom = 1 + build_unit->y + build_unit->scaled_height;
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} else {
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_mouseList[_curMouse].rect.left = mouse.x1;
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_mouseList[_curMouse].rect.top = mouse.y1;
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_mouseList[_curMouse].rect.right = 1 + mouse.x2;
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_mouseList[_curMouse].rect.bottom = 1 + mouse.y2;
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}
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_mouseList[_curMouse].priority = mouse.priority;
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_mouseList[_curMouse].pointer = mouse.pointer;
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// Change all COGS pointers to CROSHAIR. I'm guessing that this was a
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// design decision made in mid-development and they didn't want to go
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// back and re-generate the resource files.
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if (_mouseList[_curMouse].pointer == USE)
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_mouseList[_curMouse].pointer = CROSHAIR;
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// Check if pointer text field is set due to previous object using this
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// slot (ie. not correct for this one)
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// If 'pointer_text' field is set, but the 'id' field isn't same is
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// current id then we don't want this "left over" pointer text
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if (_mouseList[_curMouse].pointer_text && _mouseList[_curMouse].id != (int32)_vm->_logic->readVar(ID))
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_mouseList[_curMouse].pointer_text = 0;
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// Get id from system variable 'id' which is correct for current object
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_mouseList[_curMouse].id = _vm->_logic->readVar(ID);
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_curMouse++;
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}
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void Mouse::registerPointerText(int32 text_id) {
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assert(_curMouse < TOTAL_mouse_list);
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// current object id - used for checking pointer_text when mouse area
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// registered (in fnRegisterMouse and fnRegisterFrame)
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_mouseList[_curMouse].id = _vm->_logic->readVar(ID);
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_mouseList[_curMouse].pointer_text = text_id;
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}
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/**
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* This function is called every game cycle.
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*/
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void Mouse::mouseEngine() {
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monitorPlayerActivity();
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clearPointerText();
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// If George is dead, the system menu is visible all the time, and is
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// the only thing that can be used.
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if (_vm->_logic->readVar(DEAD)) {
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if (_mouseMode != MOUSE_system_menu) {
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_mouseMode = MOUSE_system_menu;
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if (_mouseTouching) {
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_oldMouseTouching = 0;
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_mouseTouching = 0;
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}
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setMouse(NORMAL_MOUSE_ID);
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buildSystemMenu();
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}
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systemMenuMouse();
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return;
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}
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// If the mouse is not visible, do nothing
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if (_mouseStatus)
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return;
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switch (_mouseMode) {
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case MOUSE_normal:
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normalMouse();
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break;
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case MOUSE_menu:
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menuMouse();
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break;
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case MOUSE_drag:
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dragMouse();
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break;
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case MOUSE_system_menu:
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systemMenuMouse();
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break;
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case MOUSE_holding:
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if (_pos.y < 400) {
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_mouseMode = MOUSE_normal;
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debug(5, " releasing");
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}
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break;
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default:
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break;
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}
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}
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#if RIGHT_CLICK_CLEARS_LUGGAGE
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bool Mouse::heldIsInInventory() {
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int32 object_held = (int32)_vm->_logic->readVar(OBJECT_HELD);
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for (uint i = 0; i < _totalMasters; i++) {
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if (_masterMenuList[i].icon_resource == object_held)
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return true;
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}
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return false;
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}
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#endif
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int Mouse::menuClick(int menu_items) {
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if (_pos.x < RDMENU_ICONSTART)
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return -1;
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if (_pos.x > RDMENU_ICONSTART + menu_items * (RDMENU_ICONWIDE + RDMENU_ICONSPACING) - RDMENU_ICONSPACING)
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return -1;
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return (_pos.x - RDMENU_ICONSTART) / (RDMENU_ICONWIDE + RDMENU_ICONSPACING);
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}
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void Mouse::systemMenuMouse() {
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uint32 safe_looping_music_id;
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MouseEvent *me;
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int hit;
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byte *icon;
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int32 pars[2];
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uint32 icon_list[5] = {
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OPTIONS_ICON,
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QUIT_ICON,
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SAVE_ICON,
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RESTORE_ICON,
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RESTART_ICON
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};
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// If the mouse is moved off the menu, close it. Unless the player is
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// dead, in which case the menu should always be visible.
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if (_pos.y > 0 && !_vm->_logic->readVar(DEAD)) {
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_mouseMode = MOUSE_normal;
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hideMenu(RDMENU_TOP);
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return;
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}
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// Check if the user left-clicks anywhere in the menu area.
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me = _vm->mouseEvent();
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if (!me || !(me->buttons & RD_LEFTBUTTONDOWN))
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return;
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if (_pos.y > 0)
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return;
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hit = menuClick(ARRAYSIZE(icon_list));
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if (hit < 0)
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return;
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// No save when dead
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if (icon_list[hit] == SAVE_ICON && _vm->_logic->readVar(DEAD))
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return;
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// Gray out all he icons, except the one that was clicked
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for (int i = 0; i < ARRAYSIZE(icon_list); i++) {
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if (i != hit) {
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icon = _vm->_resman->openResource(icon_list[i]) + ResHeader::size();
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setMenuIcon(RDMENU_TOP, i, icon);
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_vm->_resman->closeResource(icon_list[i]);
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}
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}
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_vm->_sound->pauseFx();
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// NB. Need to keep a safe copy of '_loopingMusicId' for savegame & for
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// playing when returning from control panels because control panel
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// music will overwrite it!
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safe_looping_music_id = _vm->_sound->getLoopingMusicId();
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pars[0] = 221;
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pars[1] = FX_LOOP;
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_vm->_logic->fnPlayMusic(pars);
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// HACK: Restore proper looping_music_id
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_vm->_sound->setLoopingMusicId(safe_looping_music_id);
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processMenu();
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// call the relevant screen
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switch (hit) {
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case 0:
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{
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OptionsDialog dialog(_vm);
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dialog.runModal();
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}
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break;
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case 1:
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{
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QuitDialog dialog(_vm);
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dialog.runModal();
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}
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break;
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case 2:
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{
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SaveDialog dialog(_vm);
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dialog.runModal();
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}
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break;
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case 3:
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{
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RestoreDialog dialog(_vm);
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dialog.runModal();
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}
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break;
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case 4:
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{
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RestartDialog dialog(_vm);
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dialog.runModal();
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}
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break;
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}
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// Menu stays open on death screen. Otherwise it's closed.
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if (!_vm->_logic->readVar(DEAD)) {
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_mouseMode = MOUSE_normal;
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hideMenu(RDMENU_TOP);
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} else {
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setMouse(NORMAL_MOUSE_ID);
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buildSystemMenu();
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}
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// Back to the game again
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processMenu();
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// Reset game palette, but not after a successful restore or restart!
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// See RestoreFromBuffer() in saveload.cpp
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ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
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if (screenInfo->new_palette != 99) {
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// 0 means put back game screen palette; see build_display.cpp
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_vm->_screen->setFullPalette(0);
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// Stop the engine fading in the restored screens palette
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screenInfo->new_palette = 0;
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} else
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screenInfo->new_palette = 1;
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_vm->_sound->unpauseFx();
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// If there was looping music before coming into the control panels
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// then restart it! NB. If a game has been restored the music will be
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// restarted twice, but this shouldn't cause any harm.
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if (_vm->_sound->getLoopingMusicId()) {
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pars[0] = _vm->_sound->getLoopingMusicId();
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pars[1] = FX_LOOP;
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_vm->_logic->fnPlayMusic(pars);
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} else
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_vm->_logic->fnStopMusic(NULL);
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}
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void Mouse::dragMouse() {
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byte buf1[NAME_LEN], buf2[NAME_LEN];
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MouseEvent *me;
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int hit;
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// We can use dragged object both on other inventory objects, or on
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// objects in the scene, so if the mouse moves off the inventory menu,
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// then close it.
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if (_pos.y < 400) {
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_mouseMode = MOUSE_normal;
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hideMenu(RDMENU_BOTTOM);
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return;
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}
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// Handles cursors and the luggage on/off according to type
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mouseOnOff();
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// Now do the normal click stuff
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me = _vm->mouseEvent();
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if (!me)
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return;
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#if RIGHT_CLICK_CLEARS_LUGGAGE
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if ((me->buttons & RD_RIGHTBUTTONDOWN) && heldIsInInventory()) {
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_vm->_logic->writeVar(OBJECT_HELD, 0);
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_menuSelectedPos = 0;
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_mouseMode = MOUSE_menu;
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setLuggage(0);
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buildMenu();
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return;
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}
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#endif
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if (!(me->buttons & RD_LEFTBUTTONDOWN))
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return;
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// there's a mouse event to be processed
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// could be clicking on an on screen object or on the menu
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// which is currently displayed
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if (_mouseTouching) {
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// mouse is over an on screen object - and we have luggage
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// Depending on type we'll maybe kill the object_held - like
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// for exits
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// Set global script variable 'button'. We know that it was the
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// left button, not the right one.
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_vm->_logic->writeVar(LEFT_BUTTON, 1);
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_vm->_logic->writeVar(RIGHT_BUTTON, 0);
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// These might be required by the action script about to be run
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ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
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_vm->_logic->writeVar(MOUSE_X, _pos.x + screenInfo->scroll_offset_x);
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_vm->_logic->writeVar(MOUSE_Y, _pos.y + screenInfo->scroll_offset_y);
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// For scripts to know what's been clicked. First used for
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// 'room_13_turning_script' in object 'biscuits_13'
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_vm->_logic->writeVar(CLICKED_ID, _mouseTouching);
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_vm->_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
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debug(2, "Used \"%s\" on \"%s\"",
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_vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD), buf1),
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_vm->_resman->fetchName(_vm->_logic->readVar(CLICKED_ID), buf2));
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// Hide menu - back to normal menu mode
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hideMenu(RDMENU_BOTTOM);
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_mouseMode = MOUSE_normal;
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return;
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}
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// Better check for combine/cancel. Cancel puts us back in MOUSE_menu
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// mode
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hit = menuClick(TOTAL_engine_pockets);
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if (hit < 0 || !_masterMenuList[hit].icon_resource)
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return;
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// Always back into menu mode. Remove the luggage as well.
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_mouseMode = MOUSE_menu;
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setLuggage(0);
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if ((uint)hit == _menuSelectedPos) {
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// If we clicked on the same icon again, reset the first icon
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_vm->_logic->writeVar(OBJECT_HELD, 0);
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_menuSelectedPos = 0;
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} else {
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// Otherwise, combine the two icons
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_vm->_logic->writeVar(COMBINE_BASE, _masterMenuList[hit].icon_resource);
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_vm->_logic->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
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// Turn off mouse now, to prevent player trying to click
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// elsewhere BUT leave the bottom menu open
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hideMouse();
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debug(2, "Used \"%s\" on \"%s\"",
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_vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD), buf1),
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_vm->_resman->fetchName(_vm->_logic->readVar(COMBINE_BASE), buf2));
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}
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// Refresh the menu
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buildMenu();
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}
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void Mouse::menuMouse() {
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MouseEvent *me;
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int hit;
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// If the mouse is moved off the menu, close it.
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if (_pos.y < 400) {
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_mouseMode = MOUSE_normal;
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hideMenu(RDMENU_BOTTOM);
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return;
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}
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me = _vm->mouseEvent();
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if (!me)
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return;
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hit = menuClick(TOTAL_engine_pockets);
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// Check if we clicked on an actual icon.
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|
|
if (hit < 0 || !_masterMenuList[hit].icon_resource)
|
|
return;
|
|
|
|
if (me->buttons & RD_RIGHTBUTTONDOWN) {
|
|
// Right button - examine an object, identified by its icon
|
|
// resource id.
|
|
|
|
_examiningMenuIcon = true;
|
|
_vm->_logic->writeVar(OBJECT_HELD, _masterMenuList[hit].icon_resource);
|
|
|
|
// Must clear this so next click on exit becomes 1st click
|
|
// again
|
|
|
|
_vm->_logic->writeVar(EXIT_CLICK_ID, 0);
|
|
|
|
_vm->_logic->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
|
|
|
|
// Refresh the menu
|
|
|
|
buildMenu();
|
|
|
|
// Turn off mouse now, to prevent player trying to click
|
|
// elsewhere BUT leave the bottom menu open
|
|
|
|
hideMouse();
|
|
|
|
debug(2, "Right-click on \"%s\" icon",
|
|
_vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD)));
|
|
|
|
return;
|
|
}
|
|
|
|
if (me->buttons & RD_LEFTBUTTONDOWN) {
|
|
// Left button - bung us into drag luggage mode. The object is
|
|
// identified by its icon resource id. We need the luggage
|
|
// resource id for mouseOnOff
|
|
|
|
_mouseMode = MOUSE_drag;
|
|
|
|
_menuSelectedPos = hit;
|
|
_vm->_logic->writeVar(OBJECT_HELD, _masterMenuList[hit].icon_resource);
|
|
_currentLuggageResource = _masterMenuList[hit].luggage_resource;
|
|
|
|
// Must clear this so next click on exit becomes 1st click
|
|
// again
|
|
|
|
_vm->_logic->writeVar(EXIT_CLICK_ID, 0);
|
|
|
|
// Refresh the menu
|
|
|
|
buildMenu();
|
|
|
|
setLuggage(_masterMenuList[hit].luggage_resource);
|
|
|
|
debug(2, "Left-clicked on \"%s\" icon - switch to drag mode",
|
|
_vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD)));
|
|
}
|
|
}
|
|
|
|
void Mouse::normalMouse() {
|
|
// The gane is playing and none of the menus are activated - but, we
|
|
// need to check if a menu is to start. Note, won't have luggage
|
|
|
|
MouseEvent *me;
|
|
|
|
// Check if the cursor has moved onto the system menu area. No save in
|
|
// big-object menu lock situation, of if the player is dragging an
|
|
// object.
|
|
|
|
if (_pos.y < 0 && !_mouseModeLocked && !_vm->_logic->readVar(OBJECT_HELD)) {
|
|
_mouseMode = MOUSE_system_menu;
|
|
|
|
if (_mouseTouching) {
|
|
// We were on something, but not anymore
|
|
_oldMouseTouching = 0;
|
|
_mouseTouching = 0;
|
|
}
|
|
|
|
// Reset mouse cursor - in case we're between mice
|
|
|
|
setMouse(NORMAL_MOUSE_ID);
|
|
buildSystemMenu();
|
|
return;
|
|
}
|
|
|
|
// Check if the cursor has moved onto the inventory menu area. No
|
|
// inventory in big-object menu lock situation,
|
|
|
|
if (_pos.y > 399 && !_mouseModeLocked) {
|
|
// If an object is being held, i.e. if the mouse cursor has a
|
|
// luggage, go to drag mode instead of menu mode, but the menu
|
|
// is still opened.
|
|
//
|
|
// That way, we can still use an object on another inventory
|
|
// object, even if the inventory menu was closed after the
|
|
// first object was selected.
|
|
|
|
if (!_vm->_logic->readVar(OBJECT_HELD))
|
|
_mouseMode = MOUSE_menu;
|
|
else
|
|
_mouseMode = MOUSE_drag;
|
|
|
|
// If mouse is moving off an object and onto the menu then do a
|
|
// standard get-off
|
|
|
|
if (_mouseTouching) {
|
|
_oldMouseTouching = 0;
|
|
_mouseTouching = 0;
|
|
}
|
|
|
|
// Reset mouse cursor
|
|
|
|
setMouse(NORMAL_MOUSE_ID);
|
|
buildMenu();
|
|
return;
|
|
}
|
|
|
|
// Check for moving the mouse on or off things
|
|
|
|
mouseOnOff();
|
|
|
|
me = _vm->mouseEvent();
|
|
|
|
if (!me)
|
|
return;
|
|
|
|
bool button_down = (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN)) != 0;
|
|
|
|
// For debugging. We can draw a rectangle on the screen and see its
|
|
// coordinates. This was probably used to help defining hit areas.
|
|
|
|
if (_vm->_debugger->_definingRectangles) {
|
|
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
|
|
|
|
if (_vm->_debugger->_draggingRectangle == 0) {
|
|
// Not yet dragging a rectangle, so need click to start
|
|
|
|
if (button_down) {
|
|
// set both (x1,y1) and (x2,y2) to this point
|
|
_vm->_debugger->_rectX1 = _vm->_debugger->_rectX2 = (uint32)_pos.x + screenInfo->scroll_offset_x;
|
|
_vm->_debugger->_rectY1 = _vm->_debugger->_rectY2 = (uint32)_pos.y + screenInfo->scroll_offset_y;
|
|
_vm->_debugger->_draggingRectangle = 1;
|
|
}
|
|
} else if (_vm->_debugger->_draggingRectangle == 1) {
|
|
// currently dragging a rectangle - click means reset
|
|
|
|
if (button_down) {
|
|
// lock rectangle, so you can let go of mouse
|
|
// to type in the coords
|
|
_vm->_debugger->_draggingRectangle = 2;
|
|
} else {
|
|
// drag rectangle
|
|
_vm->_debugger->_rectX2 = (uint32)_pos.x + screenInfo->scroll_offset_x;
|
|
_vm->_debugger->_rectY2 = (uint32)_pos.y + screenInfo->scroll_offset_y;
|
|
}
|
|
} else {
|
|
// currently locked to avoid knocking out of place
|
|
// while reading off the coords
|
|
|
|
if (button_down) {
|
|
// click means reset - back to start again
|
|
_vm->_debugger->_draggingRectangle = 0;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
#if RIGHT_CLICK_CLEARS_LUGGAGE
|
|
if (_vm->_logic->readVar(OBJECT_HELD) && (me->buttons & RD_RIGHTBUTTONDOWN) && heldIsInInventory()) {
|
|
_vm->_logic->writeVar(OBJECT_HELD, 0);
|
|
_menuSelectedPos = 0;
|
|
setLuggage(0);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
// Now do the normal click stuff
|
|
|
|
// We only care about down clicks when the mouse is over an object.
|
|
|
|
if (!_mouseTouching || !button_down)
|
|
return;
|
|
|
|
// There's a mouse event to be processed and the mouse is on something.
|
|
// Notice that the floor itself is considered an object.
|
|
|
|
// There are no menus about so its nice and simple. This is as close to
|
|
// the old advisor_188 script as we get, I'm sorry to say.
|
|
|
|
// If player is walking or relaxing then those need to terminate
|
|
// correctly. Otherwise set player run the targets action script or, do
|
|
// a special walk if clicking on the scroll-more icon
|
|
|
|
// PLAYER_ACTION script variable - whatever catches this must reset to
|
|
// 0 again
|
|
// _vm->_logic->writeVar(PLAYER_ACTION, _mouseTouching);
|
|
|
|
// Idle or router-anim will catch it
|
|
|
|
// Set global script variable 'button'
|
|
|
|
if (me->buttons & RD_LEFTBUTTONDOWN) {
|
|
_vm->_logic->writeVar(LEFT_BUTTON, 1);
|
|
_vm->_logic->writeVar(RIGHT_BUTTON, 0);
|
|
_buttonClick = 0; // for re-click
|
|
} else {
|
|
_vm->_logic->writeVar(LEFT_BUTTON, 0);
|
|
_vm->_logic->writeVar(RIGHT_BUTTON, 1);
|
|
_buttonClick = 1; // for re-click
|
|
}
|
|
|
|
// These might be required by the action script about to be run
|
|
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
|
|
|
|
_vm->_logic->writeVar(MOUSE_X, _pos.x + screenInfo->scroll_offset_x);
|
|
_vm->_logic->writeVar(MOUSE_Y, _pos.y + screenInfo->scroll_offset_y);
|
|
|
|
if (_mouseTouching == _vm->_logic->readVar(EXIT_CLICK_ID) && (me->buttons & RD_LEFTBUTTONDOWN)) {
|
|
// It's the exit double click situation. Let the existing
|
|
// interaction continue and start fading down. Switch the human
|
|
// off too
|
|
|
|
noHuman();
|
|
_vm->_logic->fnFadeDown(NULL);
|
|
|
|
// Tell the walker
|
|
|
|
_vm->_logic->writeVar(EXIT_FADING, 1);
|
|
} else if (_oldButton == _buttonClick && _mouseTouching == _vm->_logic->readVar(CLICKED_ID) && _mousePointerRes != NORMAL_MOUSE_ID) {
|
|
// Re-click. Do nothing, except on floors
|
|
} else {
|
|
// For re-click
|
|
|
|
_oldButton = _buttonClick;
|
|
|
|
// For scripts to know what's been clicked. First used for
|
|
// 'room_13_turning_script' in object 'biscuits_13'
|
|
|
|
_vm->_logic->writeVar(CLICKED_ID, _mouseTouching);
|
|
|
|
// Must clear these two double-click control flags - do it here
|
|
// so reclicks after exit clicks are cleared up
|
|
|
|
_vm->_logic->writeVar(EXIT_CLICK_ID, 0);
|
|
_vm->_logic->writeVar(EXIT_FADING, 0);
|
|
|
|
_vm->_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
|
|
|
|
byte buf1[NAME_LEN], buf2[NAME_LEN];
|
|
|
|
if (_vm->_logic->readVar(OBJECT_HELD))
|
|
debug(2, "Used \"%s\" on \"%s\"",
|
|
_vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD), buf1),
|
|
_vm->_resman->fetchName(_vm->_logic->readVar(CLICKED_ID), buf2));
|
|
else if (_vm->_logic->readVar(LEFT_BUTTON))
|
|
debug(2, "Left-clicked on \"%s\"",
|
|
_vm->_resman->fetchName(_vm->_logic->readVar(CLICKED_ID)));
|
|
else // RIGHT BUTTON
|
|
debug(2, "Right-clicked on \"%s\"",
|
|
_vm->_resman->fetchName(_vm->_logic->readVar(CLICKED_ID)));
|
|
}
|
|
}
|
|
|
|
uint32 Mouse::chooseMouse() {
|
|
// Unlike the other mouse "engines", this one is called directly by the
|
|
// fnChoose() opcode.
|
|
|
|
uint i;
|
|
|
|
_vm->_logic->writeVar(AUTO_SELECTED, 0);
|
|
|
|
uint32 in_subject = _vm->_logic->readVar(IN_SUBJECT);
|
|
uint32 object_held = _vm->_logic->readVar(OBJECT_HELD);
|
|
|
|
if (object_held) {
|
|
// The player used an object on a person. In this case it
|
|
// triggered a conversation menu. Act as if the user tried to
|
|
// talk to the person about that object. If the person doesn't
|
|
// know anything about it, use the default response.
|
|
|
|
uint32 response = _defaultResponseId;
|
|
|
|
for (i = 0; i < in_subject; i++) {
|
|
if (_subjectList[i].res == object_held) {
|
|
response = _subjectList[i].ref;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// The user won't be holding the object any more, and the
|
|
// conversation menu will be closed.
|
|
|
|
_vm->_logic->writeVar(OBJECT_HELD, 0);
|
|
_vm->_logic->writeVar(IN_SUBJECT, 0);
|
|
return response;
|
|
}
|
|
|
|
if (_vm->_logic->readVar(CHOOSER_COUNT_FLAG) == 0 && in_subject == 1 && _subjectList[0].res == EXIT_ICON) {
|
|
// This is the first time the chooser is coming up in this
|
|
// conversation, there is only one subject and that's the
|
|
// EXIT icon.
|
|
//
|
|
// In other words, the player doesn't have anything to talk
|
|
// about. Skip it.
|
|
|
|
// The conversation menu will be closed. We set AUTO_SELECTED
|
|
// because the speech script depends on it.
|
|
|
|
_vm->_logic->writeVar(AUTO_SELECTED, 1);
|
|
_vm->_logic->writeVar(IN_SUBJECT, 0);
|
|
return _subjectList[0].ref;
|
|
}
|
|
|
|
byte *icon;
|
|
|
|
if (!_choosing) {
|
|
// This is a new conversation menu.
|
|
|
|
if (!in_subject)
|
|
error("fnChoose with no subjects");
|
|
|
|
for (i = 0; i < in_subject; i++) {
|
|
icon = _vm->_resman->openResource(_subjectList[i].res) + ResHeader::size() + RDMENU_ICONWIDE * RDMENU_ICONDEEP;
|
|
setMenuIcon(RDMENU_BOTTOM, i, icon);
|
|
_vm->_resman->closeResource(_subjectList[i].res);
|
|
}
|
|
|
|
for (; i < 15; i++)
|
|
setMenuIcon(RDMENU_BOTTOM, (uint8) i, NULL);
|
|
|
|
showMenu(RDMENU_BOTTOM);
|
|
setMouse(NORMAL_MOUSE_ID);
|
|
_choosing = true;
|
|
return (uint32)-1;
|
|
}
|
|
|
|
// The menu is there - we're just waiting for a click. We only care
|
|
// about left clicks.
|
|
|
|
MouseEvent *me = _vm->mouseEvent();
|
|
int mouseX, mouseY;
|
|
|
|
getPos(mouseX, mouseY);
|
|
|
|
if (!me || !(me->buttons & RD_LEFTBUTTONDOWN) || mouseY < 400)
|
|
return (uint32)-1;
|
|
|
|
// Check for click on a menu.
|
|
|
|
int hit = _vm->_mouse->menuClick(in_subject);
|
|
if (hit < 0)
|
|
return (uint32)-1;
|
|
|
|
// Hilight the clicked icon by greying the others. This can look a bit
|
|
// odd when you click on the exit icon, but there are also cases when
|
|
// it looks strange if you don't do it.
|
|
|
|
for (i = 0; i < in_subject; i++) {
|
|
if ((int)i != hit) {
|
|
icon = _vm->_resman->openResource(_subjectList[i].res) + ResHeader::size();
|
|
_vm->_mouse->setMenuIcon(RDMENU_BOTTOM, i, icon);
|
|
_vm->_resman->closeResource(_subjectList[i].res);
|
|
}
|
|
}
|
|
|
|
// For non-speech scripts that manually call the chooser
|
|
_vm->_logic->writeVar(RESULT, _subjectList[hit].res);
|
|
|
|
// The conversation menu will be closed
|
|
|
|
_choosing = false;
|
|
_vm->_logic->writeVar(IN_SUBJECT, 0);
|
|
setMouse(0);
|
|
|
|
return _subjectList[hit].ref;
|
|
}
|
|
|
|
void Mouse::mouseOnOff() {
|
|
// this handles the cursor graphic when moving on and off mouse areas
|
|
// it also handles the luggage thingy
|
|
|
|
uint32 pointer_type;
|
|
static uint8 mouse_flicked_off = 0;
|
|
|
|
_oldMouseTouching = _mouseTouching;
|
|
|
|
// don't detect objects that are hidden behind the menu bars (ie. in
|
|
// the scrolled-off areas of the screen)
|
|
|
|
if (_pos.y < 0 || _pos.y > 399) {
|
|
pointer_type = 0;
|
|
_mouseTouching = 0;
|
|
} else {
|
|
// set '_mouseTouching' & return pointer_type
|
|
pointer_type = checkMouseList();
|
|
}
|
|
|
|
// same as previous cycle?
|
|
if (!mouse_flicked_off && _oldMouseTouching == _mouseTouching) {
|
|
// yes, so nothing to do
|
|
// BUT CARRY ON IF MOUSE WAS FLICKED OFF!
|
|
return;
|
|
}
|
|
|
|
// can reset this now
|
|
mouse_flicked_off = 0;
|
|
|
|
//the cursor has moved onto something
|
|
if (!_oldMouseTouching && _mouseTouching) {
|
|
// make a copy of the object we've moved onto because one day
|
|
// we'll move back off again! (but the list positioning could
|
|
// theoretically have changed)
|
|
|
|
// we can only move onto something from being on nothing - we
|
|
// stop the system going from one to another when objects
|
|
// overlap
|
|
|
|
_oldMouseTouching = _mouseTouching;
|
|
|
|
// run get on
|
|
|
|
if (pointer_type) {
|
|
// 'pointer_type' holds the resource id of the
|
|
// pointer anim
|
|
|
|
setMouse(pointer_type);
|
|
|
|
// setup luggage icon
|
|
if (_vm->_logic->readVar(OBJECT_HELD)) {
|
|
setLuggage(_currentLuggageResource);
|
|
}
|
|
} else {
|
|
error("ERROR: mouse.pointer==0 for object %d (%s) - update logic script!", _mouseTouching, _vm->_resman->fetchName(_mouseTouching));
|
|
}
|
|
} else if (_oldMouseTouching && !_mouseTouching) {
|
|
// the cursor has moved off something - reset cursor to
|
|
// normal pointer
|
|
|
|
_oldMouseTouching = 0;
|
|
setMouse(NORMAL_MOUSE_ID);
|
|
|
|
// reset luggage only when necessary
|
|
} else if (_oldMouseTouching && _mouseTouching) {
|
|
// The cursor has moved off something and onto something
|
|
// else. Flip to a blank cursor for a cycle.
|
|
|
|
// ignore the new id this cycle - should hit next cycle
|
|
_mouseTouching = 0;
|
|
_oldMouseTouching = 0;
|
|
setMouse(0);
|
|
|
|
// so we know to set the mouse pointer back to normal if 2nd
|
|
// hot-spot doesn't register because mouse pulled away
|
|
// quickly (onto nothing)
|
|
|
|
mouse_flicked_off = 1;
|
|
|
|
// reset luggage only when necessary
|
|
} else {
|
|
// Mouse was flicked off for one cycle, but then moved onto
|
|
// nothing before 2nd hot-spot registered
|
|
|
|
// both '_oldMouseTouching' & '_mouseTouching' will be zero
|
|
// reset cursor to normal pointer
|
|
|
|
setMouse(NORMAL_MOUSE_ID);
|
|
}
|
|
|
|
// possible check for edge of screen more-to-scroll here on large
|
|
// screens
|
|
}
|
|
|
|
void Mouse::setMouse(uint32 res) {
|
|
// high level - whats the mouse - for the engine
|
|
_mousePointerRes = res;
|
|
|
|
if (res) {
|
|
byte *icon = _vm->_resman->openResource(res) + ResHeader::size();
|
|
uint32 len = _vm->_resman->fetchLen(res) - ResHeader::size();
|
|
|
|
// don't pulse the normal pointer - just do the regular anim
|
|
// loop
|
|
|
|
if (res == NORMAL_MOUSE_ID)
|
|
setMouseAnim(icon, len, RDMOUSE_NOFLASH);
|
|
else
|
|
setMouseAnim(icon, len, RDMOUSE_FLASH);
|
|
|
|
_vm->_resman->closeResource(res);
|
|
} else {
|
|
// blank cursor
|
|
setMouseAnim(NULL, 0, 0);
|
|
}
|
|
}
|
|
|
|
void Mouse::setLuggage(uint32 res) {
|
|
_realLuggageItem = res;
|
|
|
|
if (res) {
|
|
byte *icon = _vm->_resman->openResource(res) + ResHeader::size();
|
|
uint32 len = _vm->_resman->fetchLen(res) - ResHeader::size();
|
|
|
|
setLuggageAnim(icon, len);
|
|
_vm->_resman->closeResource(res);
|
|
} else
|
|
setLuggageAnim(NULL, 0);
|
|
}
|
|
|
|
void Mouse::setObjectHeld(uint32 res) {
|
|
setLuggage(res);
|
|
|
|
_vm->_logic->writeVar(OBJECT_HELD, res);
|
|
_currentLuggageResource = res;
|
|
|
|
// mode locked - no menu available
|
|
_mouseModeLocked = true;
|
|
}
|
|
|
|
uint32 Mouse::checkMouseList() {
|
|
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
|
|
|
|
Common::Point mousePos(_pos.x + screenInfo->scroll_offset_x, _pos.y + screenInfo->scroll_offset_y);
|
|
|
|
// Number of priorities subject to implementation needs
|
|
for (int priority = 0; priority < 10; priority++) {
|
|
for (uint i = 0; i < _curMouse; i++) {
|
|
// If the mouse pointer is over this
|
|
// mouse-detection-box
|
|
|
|
if (_mouseList[i].priority == priority && _mouseList[i].rect.contains(mousePos)) {
|
|
// Record id
|
|
_mouseTouching = _mouseList[i].id;
|
|
|
|
createPointerText(_mouseList[i].pointer_text, _mouseList[i].pointer);
|
|
|
|
// Return pointer type
|
|
return _mouseList[i].pointer;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Touching nothing; no pointer to return
|
|
_mouseTouching = 0;
|
|
return 0;
|
|
}
|
|
|
|
#define POINTER_TEXT_WIDTH 640 // just in case!
|
|
#define POINTER_TEXT_PEN 184 // white
|
|
|
|
void Mouse::createPointerText(uint32 text_id, uint32 pointer_res) {
|
|
uint32 local_text;
|
|
uint32 text_res;
|
|
byte *text;
|
|
// offsets for pointer text sprite from pointer position
|
|
int16 xOffset, yOffset;
|
|
uint8 justification;
|
|
|
|
if (!_objectLabels || !text_id)
|
|
return;
|
|
|
|
// Check what the pointer is, to set offsets correctly for text
|
|
// position
|
|
|
|
switch (pointer_res) {
|
|
case CROSHAIR:
|
|
yOffset = -7;
|
|
xOffset = +10;
|
|
break;
|
|
case EXIT0:
|
|
yOffset = +15;
|
|
xOffset = +20;
|
|
break;
|
|
case EXIT1:
|
|
yOffset = +16;
|
|
xOffset = -10;
|
|
break;
|
|
case EXIT2:
|
|
yOffset = +10;
|
|
xOffset = -22;
|
|
break;
|
|
case EXIT3:
|
|
yOffset = -16;
|
|
xOffset = -10;
|
|
break;
|
|
case EXIT4:
|
|
yOffset = -15;
|
|
xOffset = +15;
|
|
break;
|
|
case EXIT5:
|
|
yOffset = -12;
|
|
xOffset = +10;
|
|
break;
|
|
case EXIT6:
|
|
yOffset = +10;
|
|
xOffset = +25;
|
|
break;
|
|
case EXIT7:
|
|
yOffset = +16;
|
|
xOffset = +20;
|
|
break;
|
|
case EXITDOWN:
|
|
yOffset = -20;
|
|
xOffset = -10;
|
|
break;
|
|
case EXITUP:
|
|
yOffset = +20;
|
|
xOffset = +20;
|
|
break;
|
|
case MOUTH:
|
|
yOffset = -10;
|
|
xOffset = +15;
|
|
break;
|
|
case NORMAL:
|
|
yOffset = -10;
|
|
xOffset = +15;
|
|
break;
|
|
case PICKUP:
|
|
yOffset = -40;
|
|
xOffset = +10;
|
|
break;
|
|
case SCROLL_L:
|
|
yOffset = -20;
|
|
xOffset = +20;
|
|
break;
|
|
case SCROLL_R:
|
|
yOffset = -20;
|
|
xOffset = -20;
|
|
break;
|
|
case USE:
|
|
yOffset = -8;
|
|
xOffset = +20;
|
|
break;
|
|
default:
|
|
// Shouldn't happen if we cover all the different mouse
|
|
// pointers above
|
|
yOffset = -10;
|
|
xOffset = +10;
|
|
break;
|
|
}
|
|
|
|
// Set up justification for text sprite, based on its offsets from the
|
|
// pointer position
|
|
|
|
if (yOffset < 0) {
|
|
// Above pointer
|
|
if (xOffset < 0) {
|
|
// Above left
|
|
justification = POSITION_AT_RIGHT_OF_BASE;
|
|
} else if (xOffset > 0) {
|
|
// Above right
|
|
justification = POSITION_AT_LEFT_OF_BASE;
|
|
} else {
|
|
// Above centre
|
|
justification = POSITION_AT_CENTRE_OF_BASE;
|
|
}
|
|
} else if (yOffset > 0) {
|
|
// Below pointer
|
|
if (xOffset < 0) {
|
|
// Below left
|
|
justification = POSITION_AT_RIGHT_OF_TOP;
|
|
} else if (xOffset > 0) {
|
|
// Below right
|
|
justification = POSITION_AT_LEFT_OF_TOP;
|
|
} else {
|
|
// Below centre
|
|
justification = POSITION_AT_CENTRE_OF_TOP;
|
|
}
|
|
} else {
|
|
// Same y-coord as pointer
|
|
if (xOffset < 0) {
|
|
// Centre left
|
|
justification = POSITION_AT_RIGHT_OF_CENTRE;
|
|
} else if (xOffset > 0) {
|
|
// Centre right
|
|
justification = POSITION_AT_LEFT_OF_CENTRE;
|
|
} else {
|
|
// Centre centre - shouldn't happen anyway!
|
|
justification = POSITION_AT_LEFT_OF_CENTRE;
|
|
}
|
|
}
|
|
|
|
// Text resource number, and line number within the resource
|
|
|
|
text_res = text_id / SIZE;
|
|
local_text = text_id & 0xffff;
|
|
|
|
// open text file & get the line
|
|
text = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text);
|
|
|
|
// 'text+2' to skip the first 2 bytes which form the
|
|
// line reference number
|
|
|
|
_pointerTextBlocNo = _vm->_fontRenderer->buildNewBloc(
|
|
text + 2, _pos.x + xOffset,
|
|
_pos.y + yOffset,
|
|
POINTER_TEXT_WIDTH, POINTER_TEXT_PEN,
|
|
RDSPR_TRANS | RDSPR_DISPLAYALIGN,
|
|
_vm->_speechFontId, justification);
|
|
|
|
// now ok to close the text file
|
|
_vm->_resman->closeResource(text_res);
|
|
}
|
|
|
|
void Mouse::clearPointerText() {
|
|
if (_pointerTextBlocNo) {
|
|
_vm->_fontRenderer->killTextBloc(_pointerTextBlocNo);
|
|
_pointerTextBlocNo = 0;
|
|
}
|
|
}
|
|
|
|
void Mouse::hideMouse() {
|
|
// leaves the menus open
|
|
// used by the system when clicking right on a menu item to examine
|
|
// it and when combining objects
|
|
|
|
// for logic scripts
|
|
_vm->_logic->writeVar(MOUSE_AVAILABLE, 0);
|
|
|
|
// human/mouse off
|
|
_mouseStatus = true;
|
|
|
|
setMouse(0);
|
|
setLuggage(0);
|
|
}
|
|
|
|
void Mouse::noHuman() {
|
|
hideMouse();
|
|
clearPointerText();
|
|
|
|
// Must be normal mouse situation or a largely neutral situation -
|
|
// special menus use hideMouse()
|
|
|
|
// Don't hide menu in conversations
|
|
if (_vm->_logic->readVar(TALK_FLAG) == 0)
|
|
hideMenu(RDMENU_BOTTOM);
|
|
|
|
if (_mouseMode == MOUSE_system_menu) {
|
|
// Close menu
|
|
_mouseMode = MOUSE_normal;
|
|
hideMenu(RDMENU_TOP);
|
|
}
|
|
}
|
|
|
|
void Mouse::addHuman() {
|
|
// For logic scripts
|
|
_vm->_logic->writeVar(MOUSE_AVAILABLE, 1);
|
|
|
|
if (_mouseStatus) {
|
|
// Force engine to choose a cursor
|
|
_mouseStatus = false;
|
|
_mouseTouching = 1;
|
|
}
|
|
|
|
// Clear this to reset no-second-click system
|
|
_vm->_logic->writeVar(CLICKED_ID, 0);
|
|
|
|
// This is now done outside the OBJECT_HELD check in case it's set to
|
|
// zero before now!
|
|
|
|
// Unlock the mouse from possible large object lock situtations - see
|
|
// syphon in rm 3
|
|
|
|
_mouseModeLocked = false;
|
|
|
|
if (_vm->_logic->readVar(OBJECT_HELD)) {
|
|
// Was dragging something around - need to clear this again
|
|
_vm->_logic->writeVar(OBJECT_HELD, 0);
|
|
|
|
// And these may also need clearing, just in case
|
|
_examiningMenuIcon = false;
|
|
_vm->_logic->writeVar(COMBINE_BASE, 0);
|
|
|
|
setLuggage(0);
|
|
}
|
|
|
|
// If mouse is over menu area
|
|
if (_pos.y > 399) {
|
|
if (_mouseMode != MOUSE_holding) {
|
|
// VITAL - reset things & rebuild the menu
|
|
_mouseMode = MOUSE_normal;
|
|
}
|
|
setMouse(NORMAL_MOUSE_ID);
|
|
}
|
|
|
|
// Enabled/disabled from console; status printed with on-screen debug
|
|
// info
|
|
|
|
if (_vm->_debugger->_testingSnR) {
|
|
uint8 black[4] = { 0, 0, 0, 0 };
|
|
uint8 white[4] = { 255, 255, 255, 0 };
|
|
|
|
// Testing logic scripts by simulating instant Save & Restore
|
|
|
|
_vm->_screen->setPalette(0, 1, white, RDPAL_INSTANT);
|
|
|
|
// Stops all fx & clears the queue - eg. when leaving a room
|
|
_vm->_sound->clearFxQueue();
|
|
|
|
// Trash all object resources so they load in fresh & restart
|
|
// their logic scripts
|
|
|
|
_vm->_resman->killAllObjects(false);
|
|
|
|
_vm->_screen->setPalette(0, 1, black, RDPAL_INSTANT);
|
|
}
|
|
}
|
|
|
|
void Mouse::refreshInventory() {
|
|
// Can reset this now
|
|
_vm->_logic->writeVar(COMBINE_BASE, 0);
|
|
|
|
// Cause 'object_held' icon to be greyed. The rest are coloured.
|
|
_examiningMenuIcon = true;
|
|
buildMenu();
|
|
_examiningMenuIcon = false;
|
|
}
|
|
|
|
void Mouse::startConversation() {
|
|
if (_vm->_logic->readVar(TALK_FLAG) == 0) {
|
|
// See fnChooser & speech scripts
|
|
_vm->_logic->writeVar(CHOOSER_COUNT_FLAG, 0);
|
|
}
|
|
|
|
noHuman();
|
|
}
|
|
|
|
void Mouse::endConversation() {
|
|
hideMenu(RDMENU_BOTTOM);
|
|
|
|
if (_pos.y > 399) {
|
|
// Will wait for cursor to move off the bottom menu
|
|
_mouseMode = MOUSE_holding;
|
|
}
|
|
|
|
// In case DC forgets
|
|
_vm->_logic->writeVar(TALK_FLAG, 0);
|
|
}
|
|
|
|
void Mouse::monitorPlayerActivity() {
|
|
// if there is at least one mouse event outstanding
|
|
if (_vm->checkForMouseEvents()) {
|
|
// reset activity delay counter
|
|
_playerActivityDelay = 0;
|
|
} else {
|
|
// no. of game cycles since mouse event queue last empty
|
|
_playerActivityDelay++;
|
|
}
|
|
}
|
|
|
|
void Mouse::checkPlayerActivity(uint32 seconds) {
|
|
// Convert seconds to game cycles
|
|
uint32 threshold = seconds * 12;
|
|
|
|
// If the actual delay is at or above the given threshold, reset the
|
|
// activity delay counter now that we've got a positive check.
|
|
|
|
if (_playerActivityDelay >= threshold) {
|
|
_playerActivityDelay = 0;
|
|
_vm->_logic->writeVar(RESULT, 1);
|
|
} else
|
|
_vm->_logic->writeVar(RESULT, 0);
|
|
}
|
|
|
|
void Mouse::pauseGame() {
|
|
// Make the mouse cursor normal. This is the only place where we are
|
|
// allowed to clear the luggage this way.
|
|
|
|
clearPointerText();
|
|
setLuggageAnim(NULL, 0);
|
|
setMouse(0);
|
|
setMouseTouching(1);
|
|
}
|
|
|
|
void Mouse::unpauseGame() {
|
|
if (_vm->_logic->readVar(OBJECT_HELD) && _realLuggageItem)
|
|
setLuggage(_realLuggageItem);
|
|
}
|
|
|
|
#define MOUSEFLASHFRAME 6
|
|
|
|
void Mouse::decompressMouse(byte *decomp, byte *comp, uint8 frame, int width, int height, int pitch, int xOff, int yOff) {
|
|
int32 size = width * height;
|
|
int32 i = 0;
|
|
int x = 0;
|
|
int y = 0;
|
|
|
|
comp = comp + READ_LE_UINT32(comp + frame * 4) - MOUSE_ANIM_HEADER_SIZE;
|
|
|
|
while (i < size) {
|
|
if (*comp > 183) {
|
|
decomp[(y + yOff) * pitch + x + xOff] = *comp++;
|
|
if (++x >= width) {
|
|
x = 0;
|
|
y++;
|
|
}
|
|
i++;
|
|
} else {
|
|
x += *comp;
|
|
while (x >= width) {
|
|
y++;
|
|
x -= width;
|
|
}
|
|
i += *comp++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Mouse::drawMouse() {
|
|
if (!_mouseAnim.data && !_luggageAnim.data)
|
|
return;
|
|
|
|
// When an object is used in the game, the mouse cursor should be a
|
|
// combination of a standard mouse cursor and a luggage cursor.
|
|
//
|
|
// However, judging by the original code luggage cursors can also
|
|
// appear on their own. I have no idea which cases though.
|
|
|
|
uint16 mouse_width = 0;
|
|
uint16 mouse_height = 0;
|
|
uint16 hotspot_x = 0;
|
|
uint16 hotspot_y = 0;
|
|
int deltaX = 0;
|
|
int deltaY = 0;
|
|
|
|
if (_mouseAnim.data) {
|
|
hotspot_x = _mouseAnim.xHotSpot;
|
|
hotspot_y = _mouseAnim.yHotSpot;
|
|
mouse_width = _mouseAnim.mousew;
|
|
mouse_height = _mouseAnim.mouseh;
|
|
}
|
|
|
|
if (_luggageAnim.data) {
|
|
if (!_mouseAnim.data) {
|
|
hotspot_x = _luggageAnim.xHotSpot;
|
|
hotspot_y = _luggageAnim.yHotSpot;
|
|
}
|
|
if (_luggageAnim.mousew > mouse_width)
|
|
mouse_width = _luggageAnim.mousew;
|
|
if (_luggageAnim.mouseh > mouse_height)
|
|
mouse_height = _luggageAnim.mouseh;
|
|
}
|
|
|
|
if (_mouseAnim.data && _luggageAnim.data) {
|
|
deltaX = _mouseAnim.xHotSpot - _luggageAnim.xHotSpot;
|
|
deltaY = _mouseAnim.yHotSpot - _luggageAnim.yHotSpot;
|
|
}
|
|
|
|
assert(deltaX >= 0);
|
|
assert(deltaY >= 0);
|
|
|
|
mouse_width += deltaX;
|
|
mouse_height += deltaY;
|
|
|
|
byte *mouseData = (byte *)calloc(mouse_height, mouse_width);
|
|
|
|
if (_luggageAnim.data)
|
|
decompressMouse(mouseData, _luggageAnim.data, 0,
|
|
_luggageAnim.mousew, _luggageAnim.mouseh,
|
|
mouse_width, deltaX, deltaY);
|
|
|
|
if (_mouseAnim.data)
|
|
decompressMouse(mouseData, _mouseAnim.data, _mouseFrame,
|
|
_mouseAnim.mousew, _mouseAnim.mouseh, mouse_width);
|
|
|
|
CursorMan.replaceCursor(mouseData, mouse_width, mouse_height, hotspot_x, hotspot_y, 0);
|
|
|
|
free(mouseData);
|
|
}
|
|
|
|
/**
|
|
* Animates the current mouse pointer
|
|
*/
|
|
|
|
int32 Mouse::animateMouse() {
|
|
uint8 prevMouseFrame = _mouseFrame;
|
|
|
|
if (!_mouseAnim.data)
|
|
return RDERR_UNKNOWN;
|
|
|
|
if (++_mouseFrame == _mouseAnim.noAnimFrames)
|
|
_mouseFrame = MOUSEFLASHFRAME;
|
|
|
|
if (_mouseFrame != prevMouseFrame)
|
|
drawMouse();
|
|
|
|
return RD_OK;
|
|
}
|
|
|
|
/**
|
|
* Sets the mouse cursor animation.
|
|
* @param ma a pointer to the animation data, or NULL to clear the current one
|
|
* @param size the size of the mouse animation data
|
|
* @param mouseFlash RDMOUSE_FLASH or RDMOUSE_NOFLASH, depending on whether
|
|
* or not there is a lead-in animation
|
|
*/
|
|
|
|
int32 Mouse::setMouseAnim(byte *ma, int32 size, int32 mouseFlash) {
|
|
free(_mouseAnim.data);
|
|
_mouseAnim.data = NULL;
|
|
|
|
if (ma) {
|
|
if (mouseFlash == RDMOUSE_FLASH)
|
|
_mouseFrame = 0;
|
|
else
|
|
_mouseFrame = MOUSEFLASHFRAME;
|
|
|
|
Common::MemoryReadStream readS(ma, size);
|
|
|
|
_mouseAnim.runTimeComp = readS.readByte();
|
|
_mouseAnim.noAnimFrames = readS.readByte();
|
|
_mouseAnim.xHotSpot = readS.readSByte();
|
|
_mouseAnim.yHotSpot = readS.readSByte();
|
|
_mouseAnim.mousew = readS.readByte();
|
|
_mouseAnim.mouseh = readS.readByte();
|
|
|
|
_mouseAnim.data = (byte *)malloc(size - MOUSE_ANIM_HEADER_SIZE);
|
|
if (!_mouseAnim.data)
|
|
return RDERR_OUTOFMEMORY;
|
|
|
|
readS.read(_mouseAnim.data, size - MOUSE_ANIM_HEADER_SIZE);
|
|
|
|
animateMouse();
|
|
drawMouse();
|
|
|
|
CursorMan.showMouse(true);
|
|
} else {
|
|
if (_luggageAnim.data)
|
|
drawMouse();
|
|
else
|
|
CursorMan.showMouse(false);
|
|
}
|
|
|
|
return RD_OK;
|
|
}
|
|
|
|
/**
|
|
* Sets the "luggage" animation to accompany the mouse animation. Luggage
|
|
* sprites are of the same format as mouse sprites.
|
|
* @param ma a pointer to the animation data, or NULL to clear the current one
|
|
* @param size the size of the animation data
|
|
*/
|
|
|
|
int32 Mouse::setLuggageAnim(byte *ma, int32 size) {
|
|
free(_luggageAnim.data);
|
|
_luggageAnim.data = NULL;
|
|
|
|
if (ma) {
|
|
Common::MemoryReadStream readS(ma, size);
|
|
|
|
_luggageAnim.runTimeComp = readS.readByte();
|
|
_luggageAnim.noAnimFrames = readS.readByte();
|
|
_luggageAnim.xHotSpot = readS.readSByte();
|
|
_luggageAnim.yHotSpot = readS.readSByte();
|
|
_luggageAnim.mousew = readS.readByte();
|
|
_luggageAnim.mouseh = readS.readByte();
|
|
|
|
_luggageAnim.data = (byte *)malloc(size - MOUSE_ANIM_HEADER_SIZE);
|
|
if (!_luggageAnim.data)
|
|
return RDERR_OUTOFMEMORY;
|
|
|
|
readS.read(_luggageAnim.data, size - MOUSE_ANIM_HEADER_SIZE);
|
|
|
|
animateMouse();
|
|
drawMouse();
|
|
|
|
CursorMan.showMouse(true);
|
|
} else {
|
|
if (_mouseAnim.data)
|
|
drawMouse();
|
|
else
|
|
CursorMan.showMouse(false);
|
|
}
|
|
|
|
return RD_OK;
|
|
}
|
|
|
|
} // End of namespace Sword2
|