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![Torbjörn Andersson](/assets/img/avatar_default.png)
it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it makes it much easier to tell the difference between variables and constants when looking at the code. Of course, this sort of sweeping changes is jolly good for introducing truly weird regressions, which is why I waited until after 0.6.0. svn-id: r13331
1330 lines
33 KiB
C++
1330 lines
33 KiB
C++
/* Copyright (C) 1994-2004 Revolution Software Ltd
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "common/stdafx.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/interpreter.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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#include "sword2/resman.h"
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#include "sword2/driver/d_draw.h"
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#include "sword2/driver/d_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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/**
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* Call at beginning of game loop
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*/
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void Sword2Engine::resetMouseList(void) {
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_curMouse = 1;
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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 Sword2Engine::mouseEngine(void) {
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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 (Logic::_scriptVars[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 (_input->_mouseY < 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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int Sword2Engine::menuClick(int menu_items) {
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if (_input->_mouseX < RDMENU_ICONSTART)
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return -1;
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if (_input->_mouseX > RDMENU_ICONSTART + menu_items * (RDMENU_ICONWIDE + RDMENU_ICONSPACING) - RDMENU_ICONSPACING)
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return -1;
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return (_input->_mouseX - RDMENU_ICONSTART) / (RDMENU_ICONWIDE + RDMENU_ICONSPACING);
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}
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void Sword2Engine::systemMenuMouse(void) {
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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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uint8 *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 (_input->_mouseY > 0 && !Logic::_scriptVars[DEAD]) {
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_mouseMode = MOUSE_normal;
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_graphics->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 = _input->mouseEvent();
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if (!me || !(me->buttons & RD_LEFTBUTTONDOWN))
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return;
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if (_input->_mouseY > 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 && Logic::_scriptVars[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 = _resman->openResource(icon_list[i]) + sizeof(StandardHeader);
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_graphics->setMenuIcon(RDMENU_TOP, i, icon);
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_resman->closeResource(icon_list[i]);
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}
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}
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_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 = _loopingMusicId;
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pars[0] = 221;
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pars[1] = FX_LOOP;
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_logic->fnPlayMusic(pars);
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// restore proper looping_music_id
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_loopingMusicId = safe_looping_music_id;
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_graphics->processMenu();
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// call the relevent screen
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switch (hit) {
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case 0:
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_gui->optionControl();
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break;
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case 1:
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_gui->quitControl();
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break;
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case 2:
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_gui->saveControl();
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break;
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case 3:
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_gui->restoreControl();
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break;
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case 4:
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_gui->restartControl();
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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 (!Logic::_scriptVars[DEAD]) {
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_mouseMode = MOUSE_normal;
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_graphics->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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_graphics->processMenu();
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// Reset game palette, but not after a successful restore or restart!
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// See RestoreFromBuffer() in save_rest.cpp
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if (_thisScreen.new_palette != 99) {
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// 0 means put back game screen palette; see build_display.cpp
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setFullPalette(0);
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// Stop the engine fading in the restored screens palette
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_thisScreen.new_palette = 0;
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} else
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_thisScreen.new_palette = 1;
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_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. This will also start music required when a game
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// has been restored
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if (_loopingMusicId) {
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pars[0] = _loopingMusicId;
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pars[1] = FX_LOOP;
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_logic->fnPlayMusic(pars);
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// cross-fades into the required music: either a restored game
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// tune, or music playing prior to entering control panels
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} else {
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// stop the control panel music
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_logic->fnStopMusic(NULL);
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}
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}
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void Sword2Engine::dragMouse(void) {
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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 (_input->_mouseY < 400) {
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_mouseMode = MOUSE_normal;
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_graphics->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 = _input->mouseEvent();
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if (!me)
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return;
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#if 0
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// If the user right-clicks, cancel drag mode. The original code did
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// not do this, but it feels natural to me.
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if (me->buttons & RD_RIGHTBUTTONDOWN) {
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Logic::_scriptVars[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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Logic::_scriptVars[LEFT_BUTTON] = 1;
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Logic::_scriptVars[RIGHT_BUTTON] = 0;
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// These might be required by the action script about to be run
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Logic::_scriptVars[MOUSE_X] = _input->_mouseX + _thisScreen.scroll_offset_x;
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Logic::_scriptVars[MOUSE_Y] = _input->_mouseY + _thisScreen.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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Logic::_scriptVars[CLICKED_ID] = _mouseTouching;
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_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
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debug(2, "Used \"%s\" on \"%s\"",
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fetchObjectName(Logic::_scriptVars[OBJECT_HELD]),
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fetchObjectName(Logic::_scriptVars[CLICKED_ID]));
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// Hide menu - back to normal menu mode
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_graphics->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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Logic::_scriptVars[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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Logic::_scriptVars[COMBINE_BASE] = _masterMenuList[hit].icon_resource;
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_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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noHuman();
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debug(2, "Used \"%s\" on \"%s\"",
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fetchObjectName(Logic::_scriptVars[OBJECT_HELD]),
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fetchObjectName(Logic::_scriptVars[COMBINE_BASE]));
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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 Sword2Engine::menuMouse(void) {
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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 (_input->_mouseY < 400) {
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_mouseMode = MOUSE_normal;
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_graphics->hideMenu(RDMENU_BOTTOM);
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return;
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}
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me = _input->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)
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return;
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if (me->buttons & RD_RIGHTBUTTONDOWN) {
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// Right button - examine an object, identified by its icon
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// resource id.
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_examiningMenuIcon = true;
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Logic::_scriptVars[OBJECT_HELD] = _masterMenuList[hit].icon_resource;
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// Must clear this so next click on exit becomes 1st click
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// again
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Logic::_scriptVars[EXIT_CLICK_ID] = 0;
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_logic->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
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// Refresh the menu
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buildMenu();
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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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noHuman();
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debug(2, "Right-click on \"%s\" icon",
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fetchObjectName(Logic::_scriptVars[OBJECT_HELD]));
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return;
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}
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if (me->buttons & RD_LEFTBUTTONDOWN) {
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// Left button - bung us into drag luggage mode. The object is
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// identified by its icon resource id. We need the luggage
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// resource id for mouseOnOff
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_mouseMode = MOUSE_drag;
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_menuSelectedPos = hit;
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Logic::_scriptVars[OBJECT_HELD] = _masterMenuList[hit].icon_resource;
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_currentLuggageResource = _masterMenuList[hit].luggage_resource;
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// Must clear this so next click on exit becomes 1st click
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// again
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Logic::_scriptVars[EXIT_CLICK_ID] = 0;
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// Refresh the menu
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buildMenu();
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setLuggage(_masterMenuList[hit].luggage_resource);
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debug(2, "Left-clicked on \"%s\" icon - switch to drag mode",
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fetchObjectName(Logic::_scriptVars[OBJECT_HELD]));
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}
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}
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void Sword2Engine::normalMouse(void) {
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// The gane is playing and none of the menus are activated - but, we
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// need to check if a menu is to start. Note, won't have luggage
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MouseEvent *me;
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// Check if the cursor has moved onto the system menu area. No save in
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// big-object menu lock situation, of if the player is dragging an
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// object.
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if (_input->_mouseY < 0 && !_mouseModeLocked && !Logic::_scriptVars[OBJECT_HELD]) {
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_mouseMode = MOUSE_system_menu;
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if (_mouseTouching) {
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// We were on something, but not anymore
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_oldMouseTouching = 0;
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_mouseTouching = 0;
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}
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// Reset mouse cursor - in case we're between mice
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setMouse(NORMAL_MOUSE_ID);
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buildSystemMenu();
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return;
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}
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// Check if the cursor has moved onto the inventory menu area. No
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// inventory in big-object menu lock situation,
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if (_input->_mouseY > 399 && !_mouseModeLocked) {
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// If an object is being held, i.e. if the mouse cursor has a
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// luggage, go to drag mode instead of menu mode, but the menu
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// is still opened.
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//
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// That way, we can still use an object on another inventory
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// object, even if the inventory menu was closed after the
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// first object was selected.
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if (!Logic::_scriptVars[OBJECT_HELD])
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_mouseMode = MOUSE_menu;
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else
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_mouseMode = MOUSE_drag;
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// If mouse is moving off an object and onto the menu then do a
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// standard get-off
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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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// Reset mouse cursor
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setMouse(NORMAL_MOUSE_ID);
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buildMenu();
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return;
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}
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// Check for moving the mouse on or off things
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mouseOnOff();
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me = _input->mouseEvent();
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if (!me)
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return;
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bool button_down = (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN)) != 0;
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// For debugging. We can draw a rectangle on the screen and see its
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// coordinates. This was probably used to help defining hit areas.
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if (_debugger->_definingRectangles) {
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if (_debugger->_draggingRectangle == 0) {
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// Not yet dragging a rectangle, so need click to start
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if (button_down) {
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// set both (x1,y1) and (x2,y2) to this point
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_debugger->_rectX1 = _debugger->_rectX2 = (uint32) _input->_mouseX + _thisScreen.scroll_offset_x;
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_debugger->_rectY1 = _debugger->_rectY2 = (uint32) _input->_mouseY + _thisScreen.scroll_offset_y;
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_debugger->_draggingRectangle = 1;
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}
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} else if (_debugger->_draggingRectangle == 1) {
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// currently dragging a rectangle - click means reset
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if (button_down) {
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// lock rectangle, so you can let go of mouse
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// to type in the coords
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_debugger->_draggingRectangle = 2;
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} else {
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// drag rectangle
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_debugger->_rectX2 = (uint32) _input->_mouseX + _thisScreen.scroll_offset_x;
|
|
_debugger->_rectY2 = (uint32) _input->_mouseY + _thisScreen.scroll_offset_y;
|
|
}
|
|
} else {
|
|
// currently locked to avoid knocking out of place
|
|
// while reading off the coords
|
|
|
|
if (button_down) {
|
|
// click means reset - back to start again
|
|
_debugger->_draggingRectangle = 0;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
#if 0
|
|
// If user right-clicks while holding an object, release it. The
|
|
// original code did not do this, but it feels natural to me.
|
|
|
|
if (Logic::_scriptVars[OBJECT_HELD] && (me->buttons & RD_RIGHTBUTTONDOWN)) {
|
|
Logic::_scriptVars[OBJECT_HELD] = 0;
|
|
_menuSelectedPos = 0;
|
|
setLuggage(0);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
// Now do the normal click stuff
|
|
|
|
// We only care about down clicks when the mouse is over an object. We
|
|
// ignore mouse releases
|
|
|
|
if (!_mouseTouching || !button_down)
|
|
return;
|
|
|
|
// There's a mouse event to be processed and the mouse is on something.
|
|
// Notice that the floor itself is considered an object.
|
|
|
|
// There are no menus about so its nice and simple. This is as close to
|
|
// the old advisor_188 script as we get, I'm sorry to say.
|
|
|
|
// If player is walking or relaxing then those need to terminate
|
|
// correctly. Otherwise set player run the targets action script or, do
|
|
// a special walk if clicking on the scroll-more icon
|
|
|
|
// PLAYER_ACTION script variable - whatever catches this must reset to
|
|
// 0 again
|
|
// Logic::_scriptVars[PLAYER_ACTION] = _mouseTouching;
|
|
|
|
// Idle or router-anim will catch it
|
|
|
|
// Set global script variable 'button'
|
|
|
|
if (me->buttons & RD_LEFTBUTTONDOWN) {
|
|
Logic::_scriptVars[LEFT_BUTTON] = 1;
|
|
Logic::_scriptVars[RIGHT_BUTTON] = 0;
|
|
_buttonClick = 0; // for re-click
|
|
} else {
|
|
Logic::_scriptVars[LEFT_BUTTON] = 0;
|
|
Logic::_scriptVars[RIGHT_BUTTON] = 1;
|
|
_buttonClick = 1; // for re-click
|
|
}
|
|
|
|
// These might be required by the action script about to be run
|
|
|
|
Logic::_scriptVars[MOUSE_X] = _input->_mouseX + _thisScreen.scroll_offset_x;
|
|
Logic::_scriptVars[MOUSE_Y] = _input->_mouseY + _thisScreen.scroll_offset_y;
|
|
|
|
if (_mouseTouching == Logic::_scriptVars[EXIT_CLICK_ID] && (me->buttons & RD_LEFTBUTTONDOWN)) {
|
|
// It's the exit double click situation. Let the existing
|
|
// interaction continue and start fading down. Switch the human
|
|
// off too
|
|
|
|
_logic->fnNoHuman(NULL);
|
|
_logic->fnFadeDown(NULL);
|
|
|
|
// Tell the walker
|
|
|
|
Logic::_scriptVars[EXIT_FADING] = 1;
|
|
} else if (_oldButton == _buttonClick && _mouseTouching == Logic::_scriptVars[CLICKED_ID] && _mousePointerRes != NORMAL_MOUSE_ID) {
|
|
// Re-click. Do nothing, except on floors
|
|
} else {
|
|
// For re-click
|
|
|
|
_oldButton = _buttonClick;
|
|
|
|
// For scripts to know what's been clicked. First used for
|
|
// 'room_13_turning_script' in object 'biscuits_13'
|
|
|
|
Logic::_scriptVars[CLICKED_ID] = _mouseTouching;
|
|
|
|
// Must clear these two double-click control flags - do it here
|
|
// so reclicks after exit clicks are cleared up
|
|
|
|
Logic::_scriptVars[EXIT_CLICK_ID] = 0;
|
|
Logic::_scriptVars[EXIT_FADING] = 0;
|
|
|
|
// WORKAROUND: Examining the lift while at the top of the
|
|
// pyramid causes the game to hang.
|
|
//
|
|
// Actually, what happens is that the elevator's click handler
|
|
// (action script 2) disables the mouse cursor. Then it checks
|
|
// if the user clicked the left button, in which case it
|
|
// triggers the "going down" animation.
|
|
//
|
|
// If the user didn't click the left button, the script will
|
|
// terminate. With the mouse cursor still disabled. Ouch!
|
|
|
|
if (_mouseTouching == 2773 && !Logic::_scriptVars[LEFT_BUTTON]) {
|
|
warning("Working around elevator script bug");
|
|
} else
|
|
_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
|
|
|
|
if (Logic::_scriptVars[OBJECT_HELD])
|
|
debug(2, "Used \"%s\" on \"%s\"",
|
|
fetchObjectName(Logic::_scriptVars[OBJECT_HELD]),
|
|
fetchObjectName(Logic::_scriptVars[CLICKED_ID]));
|
|
else if (Logic::_scriptVars[LEFT_BUTTON])
|
|
debug(2, "Left-clicked on \"%s\"",
|
|
fetchObjectName(Logic::_scriptVars[CLICKED_ID]));
|
|
else // RIGHT BUTTON
|
|
debug(2, "Right-clicked on \"%s\"",
|
|
fetchObjectName(Logic::_scriptVars[CLICKED_ID]));
|
|
}
|
|
}
|
|
|
|
void Sword2Engine::mouseOnOff(void) {
|
|
// this handles the cursor graphic when moving on and off mouse areas
|
|
// it also handles the luggage thingy
|
|
|
|
uint32 pointer_type;
|
|
static uint8 mouse_flicked_off = 0;
|
|
|
|
_oldMouseTouching = _mouseTouching;
|
|
|
|
// don't detect objects that are hidden behind the menu bars (ie. in
|
|
// the scrolled-off areas of the screen)
|
|
|
|
if (_input->_mouseY < 0 || _input->_mouseY > 399) {
|
|
pointer_type = 0;
|
|
_mouseTouching = 0;
|
|
} else {
|
|
// set '_mouseTouching' & return pointer_type
|
|
pointer_type = checkMouseList();
|
|
}
|
|
|
|
// same as previous cycle?
|
|
if (!mouse_flicked_off && _oldMouseTouching == _mouseTouching) {
|
|
// yes, so nothing to do
|
|
// BUT CARRY ON IF MOUSE WAS FLICKED OFF!
|
|
return;
|
|
}
|
|
|
|
// can reset this now
|
|
mouse_flicked_off = 0;
|
|
|
|
//the cursor has moved onto something
|
|
if (!_oldMouseTouching && _mouseTouching) {
|
|
// make a copy of the object we've moved onto because one day
|
|
// we'll move back off again! (but the list positioning could
|
|
// theoretically have changed)
|
|
|
|
// we can only move onto something from being on nothing - we
|
|
// stop the system going from one to another when objects
|
|
// overlap
|
|
|
|
_oldMouseTouching = _mouseTouching;
|
|
|
|
// run get on
|
|
|
|
if (pointer_type) {
|
|
// 'pointer_type' holds the resource id of the
|
|
// pointer anim
|
|
|
|
setMouse(pointer_type);
|
|
|
|
// setup luggage icon
|
|
if (Logic::_scriptVars[OBJECT_HELD]) {
|
|
setLuggage(_currentLuggageResource);
|
|
}
|
|
} else
|
|
error("ERROR: mouse.pointer==0 for object %d (%s) - update logic script!", _mouseTouching, fetchObjectName(_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 Sword2Engine::setMouse(uint32 res) {
|
|
uint8 *icon;
|
|
uint32 len;
|
|
|
|
// high level - whats the mouse - for the engine
|
|
_mousePointerRes = res;
|
|
|
|
if (res) {
|
|
icon = _resman->openResource(res) + sizeof(StandardHeader);
|
|
len = _resman->_resList[res]->size - sizeof(StandardHeader);
|
|
|
|
// don't pulse the normal pointer - just do the regular anim
|
|
// loop
|
|
|
|
if (res == NORMAL_MOUSE_ID)
|
|
_graphics->setMouseAnim(icon, len, RDMOUSE_NOFLASH);
|
|
else
|
|
_graphics->setMouseAnim(icon, len, RDMOUSE_FLASH);
|
|
|
|
_resman->closeResource(res);
|
|
} else {
|
|
// blank cursor
|
|
_graphics->setMouseAnim(NULL, 0, 0);
|
|
}
|
|
}
|
|
|
|
void Sword2Engine::setLuggage(uint32 res) {
|
|
uint8 *icon;
|
|
uint32 len;
|
|
|
|
_realLuggageItem = res;
|
|
|
|
if (res) {
|
|
icon = _resman->openResource(res) + sizeof(StandardHeader);
|
|
len = _resman->_resList[res]->size - sizeof(StandardHeader);
|
|
|
|
_graphics->setLuggageAnim(icon, len);
|
|
|
|
_resman->closeResource(res);
|
|
} else
|
|
_graphics->setLuggageAnim(NULL, 0);
|
|
}
|
|
|
|
uint32 Sword2Engine::checkMouseList(void) {
|
|
// Number of priorities subject to implementation needs
|
|
|
|
for (int priority = 0; priority < 10; priority++) {
|
|
for (uint i = 1; i < _curMouse; i++) {
|
|
// If the mouse pointer is over this
|
|
// mouse-detection-box
|
|
|
|
if (_mouseList[i].priority == priority &&
|
|
_input->_mouseX + _thisScreen.scroll_offset_x >= _mouseList[i].x1 &&
|
|
_input->_mouseX + _thisScreen.scroll_offset_x <= _mouseList[i].x2 &&
|
|
_input->_mouseY + _thisScreen.scroll_offset_y >= _mouseList[i].y1 &&
|
|
_input->_mouseY + _thisScreen.scroll_offset_y <= _mouseList[i].y2) {
|
|
// Record id
|
|
_mouseTouching = _mouseList[i].id;
|
|
|
|
// Change all COGS pointers to CROSHAIR
|
|
if (_mouseList[i].pointer == USE)
|
|
_mouseList[i].pointer = CROSHAIR;
|
|
|
|
createPointerText(_mouseList[i].pointer_text, _mouseList[i].pointer);
|
|
|
|
// Return pointer type
|
|
return _mouseList[i].pointer;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Touching nothing; no pointer to return
|
|
_mouseTouching = 0;
|
|
return 0;
|
|
}
|
|
|
|
#define POINTER_TEXT_WIDTH 640 // just in case!
|
|
#define POINTER_TEXT_PEN 184 // white
|
|
|
|
void Sword2Engine::createPointerText(uint32 text_id, uint32 pointer_res) {
|
|
uint32 local_text;
|
|
uint32 text_res;
|
|
uint8 *text;
|
|
// offsets for pointer text sprite from pointer position
|
|
int16 xOffset, yOffset;
|
|
uint8 justification;
|
|
|
|
if (!_gui->_pointerTextSelected || !text_id)
|
|
return;
|
|
|
|
// Check what the pointer is, to set offsets correctly for text
|
|
// position
|
|
|
|
switch (pointer_res) {
|
|
case CROSHAIR:
|
|
yOffset = -7;
|
|
xOffset = +10;
|
|
break;
|
|
case EXIT0:
|
|
yOffset = +15;
|
|
xOffset = +20;
|
|
break;
|
|
case EXIT1:
|
|
yOffset = +16;
|
|
xOffset = -10;
|
|
break;
|
|
case EXIT2:
|
|
yOffset = +10;
|
|
xOffset = -22;
|
|
break;
|
|
case EXIT3:
|
|
yOffset = -16;
|
|
xOffset = -10;
|
|
break;
|
|
case EXIT4:
|
|
yOffset = -15;
|
|
xOffset = +15;
|
|
break;
|
|
case EXIT5:
|
|
yOffset = -12;
|
|
xOffset = +10;
|
|
break;
|
|
case EXIT6:
|
|
yOffset = +10;
|
|
xOffset = +25;
|
|
break;
|
|
case EXIT7:
|
|
yOffset = +16;
|
|
xOffset = +20;
|
|
break;
|
|
case EXITDOWN:
|
|
yOffset = -20;
|
|
xOffset = -10;
|
|
break;
|
|
case EXITUP:
|
|
yOffset = +20;
|
|
xOffset = +20;
|
|
break;
|
|
case MOUTH:
|
|
yOffset = -10;
|
|
xOffset = +15;
|
|
break;
|
|
case NORMAL:
|
|
yOffset = -10;
|
|
xOffset = +15;
|
|
break;
|
|
case PICKUP:
|
|
yOffset = -40;
|
|
xOffset = +10;
|
|
break;
|
|
case SCROLL_L:
|
|
yOffset = -20;
|
|
xOffset = +20;
|
|
break;
|
|
case SCROLL_R:
|
|
yOffset = -20;
|
|
xOffset = -20;
|
|
break;
|
|
case USE:
|
|
yOffset = -8;
|
|
xOffset = +20;
|
|
break;
|
|
default:
|
|
// Shouldn't happen if we cover all the different mouse
|
|
// pointers above
|
|
yOffset = -10;
|
|
xOffset = +10;
|
|
break;
|
|
}
|
|
|
|
// Set up justification for text sprite, based on its offsets from the
|
|
// pointer position
|
|
|
|
if (yOffset < 0) {
|
|
// Above pointer
|
|
if (xOffset < 0) {
|
|
// Above left
|
|
justification = POSITION_AT_RIGHT_OF_BASE;
|
|
} else if (xOffset > 0) {
|
|
// Above right
|
|
justification = POSITION_AT_LEFT_OF_BASE;
|
|
} else {
|
|
// Above centre
|
|
justification = POSITION_AT_CENTRE_OF_BASE;
|
|
}
|
|
} else if (yOffset > 0) {
|
|
// Below pointer
|
|
if (xOffset < 0) {
|
|
// Below left
|
|
justification = POSITION_AT_RIGHT_OF_TOP;
|
|
} else if (xOffset > 0) {
|
|
// Below right
|
|
justification = POSITION_AT_LEFT_OF_TOP;
|
|
} else {
|
|
// Below centre
|
|
justification = POSITION_AT_CENTRE_OF_TOP;
|
|
}
|
|
} else {
|
|
// Same y-coord as pointer
|
|
if (xOffset < 0) {
|
|
// Centre left
|
|
justification = POSITION_AT_RIGHT_OF_CENTRE;
|
|
} else if (xOffset > 0) {
|
|
// Centre right
|
|
justification = POSITION_AT_LEFT_OF_CENTRE;
|
|
} else {
|
|
// Centre centre - shouldn't happen anyway!
|
|
justification = POSITION_AT_LEFT_OF_CENTRE;
|
|
}
|
|
}
|
|
|
|
// Text resource number, and line number within the resource
|
|
|
|
text_res = text_id / SIZE;
|
|
local_text = text_id & 0xffff;
|
|
|
|
// open text file & get the line
|
|
text = fetchTextLine(_resman->openResource(text_res), local_text);
|
|
|
|
// 'text+2' to skip the first 2 bytes which form the
|
|
// line reference number
|
|
|
|
_pointerTextBlocNo = _fontRenderer->buildNewBloc(
|
|
text + 2, _input->_mouseX + xOffset,
|
|
_input->_mouseY + yOffset,
|
|
POINTER_TEXT_WIDTH, POINTER_TEXT_PEN,
|
|
RDSPR_TRANS | RDSPR_DISPLAYALIGN,
|
|
_speechFontId, justification);
|
|
|
|
// now ok to close the text file
|
|
_resman->closeResource(text_res);
|
|
}
|
|
|
|
void Sword2Engine::clearPointerText(void) {
|
|
if (_pointerTextBlocNo) {
|
|
_fontRenderer->killTextBloc(_pointerTextBlocNo);
|
|
_pointerTextBlocNo = 0;
|
|
}
|
|
}
|
|
|
|
void Sword2Engine::noHuman(void) {
|
|
// leaves the menus open
|
|
// used by the system when clicking right on a menu item to examine
|
|
// it and when combining objects
|
|
|
|
// for logic scripts
|
|
Logic::_scriptVars[MOUSE_AVAILABLE] = 0;
|
|
|
|
// human/mouse off
|
|
_mouseStatus = true;
|
|
|
|
setMouse(0);
|
|
setLuggage(0);
|
|
}
|
|
|
|
void Sword2Engine::registerMouse(ObjectMouse *ob_mouse) {
|
|
debug(5, "_curMouse = %d", _curMouse);
|
|
|
|
if (!ob_mouse->pointer)
|
|
return;
|
|
|
|
assert(_curMouse < TOTAL_mouse_list);
|
|
|
|
_mouseList[_curMouse].x1 = ob_mouse->x1;
|
|
_mouseList[_curMouse].y1 = ob_mouse->y1;
|
|
_mouseList[_curMouse].x2 = ob_mouse->x2;
|
|
_mouseList[_curMouse].y2 = ob_mouse->y2;
|
|
|
|
_mouseList[_curMouse].priority = ob_mouse->priority;
|
|
_mouseList[_curMouse].pointer = ob_mouse->pointer;
|
|
|
|
// Check if pointer text field is set due to previous object using this
|
|
// slot (ie. not correct for this one)
|
|
|
|
// If 'pointer_text' field is set, but the 'id' field isn't same is
|
|
// current id, then we don't want this "left over" pointer text
|
|
|
|
if (_mouseList[_curMouse].pointer_text && _mouseList[_curMouse].id != (int32) Logic::_scriptVars[ID])
|
|
_mouseList[_curMouse].pointer_text = 0;
|
|
|
|
// Get id from system variable 'id' which is correct for current object
|
|
|
|
_mouseList[_curMouse].id = Logic::_scriptVars[ID];
|
|
|
|
// Not using sprite as mask - this is only done from fnRegisterFrame()
|
|
|
|
_mouseList[_curMouse].anim_resource = 0;
|
|
_mouseList[_curMouse].anim_pc = 0;
|
|
|
|
debug(5, "mouse id %d", _mouseList[_curMouse].id);
|
|
_curMouse++;
|
|
}
|
|
|
|
void Sword2Engine::monitorPlayerActivity(void) {
|
|
// if there is at least one mouse event outstanding
|
|
if (_input->checkForMouseEvents()) {
|
|
// reset activity delay counter
|
|
_playerActivityDelay = 0;
|
|
} else {
|
|
// no. of game cycles since mouse event queue last empty
|
|
_playerActivityDelay++;
|
|
}
|
|
}
|
|
|
|
int32 Logic::fnNoHuman(int32 *params) {
|
|
// params: none
|
|
|
|
_vm->noHuman();
|
|
_vm->clearPointerText();
|
|
|
|
// must be normal mouse situation or a largely neutral situation -
|
|
// special menus use noHuman
|
|
|
|
// dont hide menu in conversations
|
|
if (_scriptVars[TALK_FLAG] == 0)
|
|
_vm->_graphics->hideMenu(RDMENU_BOTTOM);
|
|
|
|
if (_vm->_mouseMode == MOUSE_system_menu) {
|
|
// close menu
|
|
_vm->_mouseMode = MOUSE_normal;
|
|
_vm->_graphics->hideMenu(RDMENU_TOP);
|
|
}
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnAddHuman(int32 *params) {
|
|
// params: none
|
|
|
|
// for logic scripts
|
|
_scriptVars[MOUSE_AVAILABLE] = 1;
|
|
|
|
// off
|
|
if (_vm->_mouseStatus) {
|
|
_vm->_mouseStatus = false; // on
|
|
_vm->_mouseTouching = 1; // forces engine to choose a cursor
|
|
}
|
|
|
|
// clear this to reset no-second-click system
|
|
_scriptVars[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
|
|
|
|
_vm->_mouseModeLocked = false;
|
|
|
|
if (_scriptVars[OBJECT_HELD]) {
|
|
// was dragging something around
|
|
// need to clear this again
|
|
_scriptVars[OBJECT_HELD] = 0;
|
|
|
|
// and these may also need clearing, just in case
|
|
_vm->_examiningMenuIcon = false;
|
|
Logic::_scriptVars[COMBINE_BASE] = 0;
|
|
|
|
_vm->setLuggage(0);
|
|
}
|
|
|
|
// if mouse is over menu area
|
|
if (_vm->_input->_mouseY > 399) {
|
|
if (_vm->_mouseMode != MOUSE_holding) {
|
|
// VITAL - reset things & rebuild the menu
|
|
_vm->_mouseMode = MOUSE_normal;
|
|
_vm->setMouse(NORMAL_MOUSE_ID);
|
|
} else
|
|
_vm->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 an instant Save &
|
|
// Restore
|
|
|
|
_vm->_graphics->setPalette(0, 1, white, RDPAL_INSTANT);
|
|
|
|
// stops all fx & clears the queue - eg. when leaving a
|
|
// location
|
|
|
|
_vm->clearFxQueue();
|
|
|
|
// Trash all object resources so they load in fresh & restart
|
|
// their logic scripts
|
|
|
|
_vm->_resman->killAllObjects(false);
|
|
|
|
_vm->_graphics->setPalette(0, 1, black, RDPAL_INSTANT);
|
|
}
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnRegisterMouse(int32 *params) {
|
|
// this call would be made from an objects service script 0
|
|
// the object would be one with no graphic but with a mouse - i.e. a
|
|
// floor or one whose mouse area is manually defined rather than
|
|
// intended to fit sprite shape
|
|
|
|
// params: 0 pointer to ObjectMouse or 0 for no write to mouse
|
|
// list
|
|
|
|
_vm->registerMouse((ObjectMouse *) _vm->_memory->intToPtr(params[0]));
|
|
return IR_CONT;
|
|
}
|
|
|
|
// use this in the object's service script prior to registering the mouse area
|
|
// ie. before fnRegisterMouse or fnRegisterFrame
|
|
// - best if kept at very top of service script
|
|
|
|
int32 Logic::fnRegisterPointerText(int32 *params) {
|
|
// params: 0 local id of text line to use as pointer text
|
|
|
|
assert(_vm->_curMouse < TOTAL_mouse_list);
|
|
|
|
// current object id - used for checking pointer_text when mouse area
|
|
// registered (in fnRegisterMouse and fnRegisterFrame)
|
|
|
|
_vm->_mouseList[_vm->_curMouse].id = _scriptVars[ID];
|
|
_vm->_mouseList[_vm->_curMouse].pointer_text = params[0];
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnInitFloorMouse(int32 *params) {
|
|
// params: 0 pointer to object's mouse structure
|
|
|
|
ObjectMouse *ob_mouse = (ObjectMouse *) _vm->_memory->intToPtr(params[0]);
|
|
|
|
// floor is always lowest priority
|
|
|
|
ob_mouse->x1 = 0;
|
|
ob_mouse->y1 = 0;
|
|
ob_mouse->x2 = _vm->_thisScreen.screen_wide - 1;
|
|
ob_mouse->y2 = _vm->_thisScreen.screen_deep - 1;
|
|
ob_mouse->priority = 9;
|
|
ob_mouse->pointer = NORMAL_MOUSE_ID;
|
|
return IR_CONT;
|
|
}
|
|
|
|
#define SCROLL_MOUSE_WIDTH 20
|
|
|
|
int32 Logic::fnSetScrollLeftMouse(int32 *params) {
|
|
// params: 0 pointer to object's mouse structure
|
|
|
|
ObjectMouse *ob_mouse = (ObjectMouse *) _vm->_memory->intToPtr(params[0]);
|
|
|
|
// Highest priority
|
|
|
|
ob_mouse->x1 = 0;
|
|
ob_mouse->y1 = 0;
|
|
ob_mouse->x2 = _vm->_thisScreen.scroll_offset_x + SCROLL_MOUSE_WIDTH;
|
|
ob_mouse->y2 = _vm->_thisScreen.screen_deep - 1;
|
|
ob_mouse->priority = 0;
|
|
|
|
if (_vm->_thisScreen.scroll_offset_x > 0) {
|
|
// not fully scrolled to the left
|
|
ob_mouse->pointer = SCROLL_LEFT_MOUSE_ID;
|
|
} else {
|
|
// so the mouse area doesn't get registered
|
|
ob_mouse->pointer = 0;
|
|
}
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnSetScrollRightMouse(int32 *params) {
|
|
// params: 0 pointer to object's mouse structure
|
|
|
|
ObjectMouse *ob_mouse = (ObjectMouse *) _vm->_memory->intToPtr(params[0]);
|
|
|
|
// Highest priority
|
|
|
|
ob_mouse->x1 = _vm->_thisScreen.scroll_offset_x + _vm->_graphics->_screenWide - SCROLL_MOUSE_WIDTH;
|
|
ob_mouse->y1 = 0;
|
|
ob_mouse->x2 = _vm->_thisScreen.screen_wide - 1;
|
|
ob_mouse->y2 = _vm->_thisScreen.screen_deep - 1;
|
|
ob_mouse->priority = 0;
|
|
|
|
if (_vm->_thisScreen.scroll_offset_x < _vm->_thisScreen.max_scroll_offset_x) {
|
|
// not fully scrolled to the right
|
|
ob_mouse->pointer = SCROLL_RIGHT_MOUSE_ID;
|
|
} else {
|
|
// so the mouse area doesn't get registered
|
|
ob_mouse->pointer = 0;
|
|
}
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnSetObjectHeld(int32 *params) {
|
|
// params: 0 luggage icon to set
|
|
|
|
_vm->setLuggage(params[0]);
|
|
|
|
_scriptVars[OBJECT_HELD] = params[0];
|
|
_vm->_currentLuggageResource = params[0];
|
|
|
|
// mode locked - no menu available
|
|
_vm->_mouseModeLocked = true;
|
|
return IR_CONT;
|
|
}
|
|
|
|
// called from speech scripts to remove the chooser bar when it's not
|
|
// appropriate to keep it displayed
|
|
|
|
int32 Logic::fnRemoveChooser(int32 *params) {
|
|
// params: none
|
|
|
|
_vm->_graphics->hideMenu(RDMENU_BOTTOM);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnCheckPlayerActivity(int32 *params) {
|
|
// Used to decide when to trigger music cues described as "no player
|
|
// activity for a while"
|
|
|
|
// params: 0 threshold delay in seconds, ie. what we want to
|
|
// check the actual delay against
|
|
|
|
uint32 threshold = params[0] * 12; // in game cycles
|
|
|
|
// if the actual delay is at or above the given threshold
|
|
if (_vm->_playerActivityDelay >= threshold) {
|
|
// reset activity delay counter, now that we've got a
|
|
// positive check
|
|
|
|
_vm->_playerActivityDelay = 0;
|
|
_scriptVars[RESULT] = 1;
|
|
} else
|
|
_scriptVars[RESULT] = 0;
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnResetPlayerActivityDelay(int32 *params) {
|
|
// Use if you want to deliberately reset the "no player activity"
|
|
// counter for any reason
|
|
|
|
// params: none
|
|
|
|
_vm->_playerActivityDelay = 0;
|
|
return IR_CONT;
|
|
}
|
|
|
|
} // End of namespace Sword2
|