scummvm/engines/tinsel/cursor.cpp
Filippos Karapetis 3fdddd53b2 TINSEL: Start handling the BE resources of the Mac versions of DW1
Refer to bug #3110936

This is still work in progress, but it doesn't affect the rest
of the LE versions of DW1. Both the Mac demo and the full
version still crash. The music in the Mac version is skipped for
now, as it isn't MIDI
2012-12-01 21:53:33 +02:00

696 lines
17 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Cursor and cursor trails.
*/
#include "tinsel/cursor.h"
#include "tinsel/anim.h"
#include "tinsel/background.h"
#include "tinsel/cursor.h"
#include "tinsel/dw.h"
#include "tinsel/events.h" // For EventsManager class
#include "tinsel/film.h"
#include "tinsel/graphics.h"
#include "tinsel/handle.h"
#include "tinsel/dialogs.h"
#include "tinsel/multiobj.h" // multi-part object defintions etc.
#include "tinsel/object.h"
#include "tinsel/pid.h"
#include "tinsel/play.h"
#include "tinsel/sched.h"
#include "tinsel/sysvar.h"
#include "tinsel/text.h"
#include "tinsel/timers.h" // For ONE_SECOND constant
#include "tinsel/tinlib.h" // resetidletime()
#include "tinsel/tinsel.h" // For engine access
namespace Tinsel {
//----------------- LOCAL DEFINES --------------------
#define ITERATION_BASE FRAC_ONE
#define ITER_ACCELERATION (10L << (FRAC_BITS - 4))
//----------------- LOCAL GLOBAL DATA --------------------
// FIXME: Avoid non-const global vars
static OBJECT *g_McurObj = NULL; // Main cursor object
static OBJECT *g_AcurObj = NULL; // Auxiliary cursor object
static ANIM g_McurAnim = {0,0,0,0,0}; // Main cursor animation structure
static ANIM g_AcurAnim = {0,0,0,0,0}; // Auxiliary cursor animation structure
static bool g_bHiddenCursor = false; // Set when cursor is hidden
static bool g_bTempNoTrailers = false; // Set when cursor trails are hidden
static bool g_bTempHide = false; // Set when cursor is hidden
static bool g_bFrozenCursor = false; // Set when cursor position is frozen
static frac_t g_IterationSize = 0;
static SCNHANDLE g_hCursorFilm = 0; // Handle to cursor reel data
static int g_numTrails = 0;
static int g_nextTrail = 0;
static bool g_bWhoa = false; // Set by DropCursor() at the end of a scene
// - causes cursor processes to do nothing
// Reset when main cursor has re-initialized
static uint16 g_restart = 0; // When main cursor has been bWhoa-ed, it waits
// for this to be set to 0x8000.
// Main cursor sets all the bits after a re-start
// - each cursor trail examines it's own bit
// to trigger a trail restart.
static short g_ACoX = 0, g_ACoY = 0; // Auxillary cursor image's animation offsets
#define MAX_TRAILERS 10
static struct {
ANIM trailAnim; // Animation structure
OBJECT *trailObj; // This trailer's object
} g_ntrailData [MAX_TRAILERS];
static int g_lastCursorX = 0, g_lastCursorY = 0;
//----------------- FORWARD REFERENCES --------------------
static void DoCursorMove();
/**
* Initialize and insert a cursor trail object, set its Z-pos, and hide
* it. Also initialize its animation script.
*/
static void InitCurTrailObj(int i, int x, int y) {
const FREEL *pfr; // pointer to reel
IMAGE *pim; // pointer to image
const MULTI_INIT *pmi; // MULTI_INIT structure
const FILM *pfilm;
if (!g_numTrails)
return;
// Get rid of old object
if (g_ntrailData[i].trailObj != NULL)
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), g_ntrailData[i].trailObj);
pim = GetImageFromFilm(g_hCursorFilm, i+1, &pfr, &pmi, &pfilm);// Get pointer to image
assert(BgPal()); // No background palette
pim->hImgPal = TO_LE_32(BgPal());
// Initialize and insert the object, set its Z-pos, and hide it
g_ntrailData[i].trailObj = MultiInitObject(pmi);
MultiInsertObject(GetPlayfieldList(FIELD_STATUS), g_ntrailData[i].trailObj);
MultiSetZPosition(g_ntrailData[i].trailObj, Z_CURSORTRAIL);
MultiSetAniXY(g_ntrailData[i].trailObj, x, y);
// Initialize the animation script
InitStepAnimScript(&g_ntrailData[i].trailAnim, g_ntrailData[i].trailObj, FROM_LE_32(pfr->script), ONE_SECOND / FROM_LE_32(pfilm->frate));
StepAnimScript(&g_ntrailData[i].trailAnim);
}
/**
* Get the cursor position from the mouse driver.
*/
static bool GetDriverPosition(int *x, int *y) {
Common::Point ptMouse = _vm->getMousePosition();
*x = ptMouse.x;
*y = ptMouse.y;
return(*x >= 0 && *x <= SCREEN_WIDTH - 1 &&
*y >= 0 && *y <= SCREEN_HEIGHT - 1);
}
/**
* Move the cursor relative to current position.
*/
void AdjustCursorXY(int deltaX, int deltaY) {
int x, y;
if (deltaX || deltaY) {
if (GetDriverPosition(&x, &y))
_vm->setMousePosition(Common::Point(x + deltaX, y + deltaY));
}
DoCursorMove();
}
/**
* Move the cursor to an absolute position.
*/
void SetCursorXY(int newx, int newy) {
int x, y;
int Loffset, Toffset; // Screen offset
PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
newx -= Loffset;
newy -= Toffset;
if (GetDriverPosition(&x, &y))
_vm->setMousePosition(Common::Point(newx, newy));
DoCursorMove();
}
/**
* Move the cursor to a screen position.
*/
void SetCursorScreenXY(int newx, int newy) {
int x, y;
if (GetDriverPosition(&x, &y))
_vm->setMousePosition(Common::Point(newx, newy));
DoCursorMove();
}
/**
* Called by the world and his brother.
* Returns the cursor's animation position in (x,y).
* Returns false if there is no cursor object.
*/
bool GetCursorXYNoWait(int *x, int *y, bool absolute) {
if (g_McurObj == NULL) {
*x = *y = 0;
return false;
}
GetAniPosition(g_McurObj, x, y);
if (absolute) {
int Loffset, Toffset; // Screen offset
PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
*x += Loffset;
*y += Toffset;
}
return true;
}
/**
* Called by the world and his brother.
* Returns the cursor's animation position.
* If called while there is no cursor object, the calling process ends
* up waiting until there is.
*/
void GetCursorXY(int *x, int *y, bool absolute) {
//while (McurObj == NULL)
// ProcessSleepSelf();
assert(g_McurObj);
GetCursorXYNoWait(x, y, absolute);
}
/**
* Re-initialize the main cursor to use the main cursor reel.
* Called from TINLIB.C to restore cursor after hiding it.
* Called from INVENTRY.C to restore cursor after customising it.
*/
void RestoreMainCursor() {
const FILM *pfilm;
if (g_McurObj != NULL) {
pfilm = (const FILM *)LockMem(g_hCursorFilm);
InitStepAnimScript(&g_McurAnim, g_McurObj, FROM_LE_32(pfilm->reels->script), ONE_SECOND / FROM_LE_32(pfilm->frate));
StepAnimScript(&g_McurAnim);
}
g_bHiddenCursor = false;
g_bFrozenCursor = false;
}
/**
* Called from INVENTRY.C to customise the main cursor.
*/
void SetTempCursor(SCNHANDLE pScript) {
if (g_McurObj != NULL)
InitStepAnimScript(&g_McurAnim, g_McurObj, pScript, 2);
}
/**
* Hide the cursor.
*/
void DwHideCursor() {
int i;
g_bHiddenCursor = true;
if (g_McurObj)
MultiHideObject(g_McurObj);
if (g_AcurObj)
MultiHideObject(g_AcurObj);
for (i = 0; i < g_numTrails; i++) {
if (g_ntrailData[i].trailObj != NULL) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), g_ntrailData[i].trailObj);
g_ntrailData[i].trailObj = NULL;
}
}
}
/**
* Unhide the cursor.
*/
void UnHideCursor() {
g_bHiddenCursor = false;
}
/**
* Freeze the cursor.
*/
void FreezeCursor() {
g_bFrozenCursor = true;
}
/**
* Freeze the cursor, or not.
*/
void DoFreezeCursor(bool bFreeze) {
g_bFrozenCursor = bFreeze;
}
/**
* HideCursorTrails
*/
void HideCursorTrails() {
int i;
g_bTempNoTrailers = true;
for (i = 0; i < g_numTrails; i++) {
if (g_ntrailData[i].trailObj != NULL) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), g_ntrailData[i].trailObj);
g_ntrailData[i].trailObj = NULL;
}
}
}
/**
* UnHideCursorTrails
*/
void UnHideCursorTrails() {
g_bTempNoTrailers = false;
}
/**
* Get pointer to image from a film reel. And the rest.
*/
IMAGE *GetImageFromReel(const FREEL *pfr, const MULTI_INIT **ppmi) {
const MULTI_INIT *pmi;
const FRAME *pFrame;
pmi = (const MULTI_INIT *)LockMem(FROM_32(pfr->mobj));
if (ppmi)
*ppmi = pmi;
pFrame = (const FRAME *)LockMem(FROM_32(pmi->hMulFrame));
// get pointer to image
return (IMAGE *)LockMem(READ_32(pFrame));
}
/**
* Get pointer to image from a film. And the rest.
*/
IMAGE *GetImageFromFilm(SCNHANDLE hFilm, int reel, const FREEL **ppfr, const MULTI_INIT **ppmi, const FILM **ppfilm) {
const FILM *pfilm;
const FREEL *pfr;
pfilm = (const FILM *)LockMem(hFilm);
if (ppfilm)
*ppfilm = pfilm;
pfr = &pfilm->reels[reel];
if (ppfr)
*ppfr = pfr;
return GetImageFromReel(pfr, ppmi);
}
/**
* Delete auxillary cursor. Restore animation offsets in the image.
*/
void DelAuxCursor() {
if (g_AcurObj != NULL) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), g_AcurObj);
g_AcurObj = NULL;
}
}
/**
* Set auxillary cursor.
* Save animation offsets from the image if required.
*/
void SetAuxCursor(SCNHANDLE hFilm) {
IMAGE *pim; // Pointer to auxillary cursor's image
const FREEL *pfr;
const MULTI_INIT *pmi;
const FILM *pfilm;
int x, y; // Cursor position
DelAuxCursor(); // Get rid of previous
GetCursorXY(&x, &y, false); // Note: also waits for cursor to appear
pim = GetImageFromFilm(hFilm, 0, &pfr, &pmi, &pfilm);// Get pointer to image
assert(BgPal()); // no background palette
pim->hImgPal = TO_LE_32(BgPal()); // Poke in the background palette
g_ACoX = (short)(FROM_LE_16(pim->imgWidth)/2 - ((int16) FROM_LE_16(pim->anioffX)));
g_ACoY = (short)((FROM_LE_16(pim->imgHeight) & ~C16_FLAG_MASK)/2 -
((int16) FROM_LE_16(pim->anioffY)));
// Initialize and insert the auxillary cursor object
g_AcurObj = MultiInitObject(pmi);
MultiInsertObject(GetPlayfieldList(FIELD_STATUS), g_AcurObj);
// Initialize the animation and set its position
InitStepAnimScript(&g_AcurAnim, g_AcurObj, FROM_LE_32(pfr->script), ONE_SECOND / FROM_LE_32(pfilm->frate));
MultiSetAniXY(g_AcurObj, x - g_ACoX, y - g_ACoY);
MultiSetZPosition(g_AcurObj, Z_ACURSOR);
if (g_bHiddenCursor)
MultiHideObject(g_AcurObj);
}
/**
* MoveCursor
*/
static void DoCursorMove() {
int startX, startY;
Common::Point ptMouse;
frac_t newX, newY;
unsigned dir;
// get cursors start animation position
GetCursorXYNoWait(&startX, &startY, false);
// get mouse drivers current position
ptMouse = _vm->getMousePosition();
// convert to fixed point
newX = intToFrac(ptMouse.x);
newY = intToFrac(ptMouse.y);
// modify mouse driver position depending on cursor keys
dir = _vm->getKeyDirection();
if (dir != 0) {
if (dir & MSK_LEFT)
newX -= g_IterationSize;
if (dir & MSK_RIGHT)
newX += g_IterationSize;
if (dir & MSK_UP)
newY -= g_IterationSize;
if (dir & MSK_DOWN)
newY += g_IterationSize;
g_IterationSize += ITER_ACCELERATION;
// set new mouse driver position
_vm->setMousePosition(Common::Point(fracToInt(newX), fracToInt(newY)));
} else
g_IterationSize = ITERATION_BASE;
// get new mouse driver position - could have been modified
ptMouse = _vm->getMousePosition();
if (g_lastCursorX != ptMouse.x || g_lastCursorY != ptMouse.y) {
resetUserEventTime();
if (!g_bTempNoTrailers && !g_bHiddenCursor) {
InitCurTrailObj(g_nextTrail++, g_lastCursorX, g_lastCursorY);
if (g_nextTrail == g_numTrails)
g_nextTrail = 0;
}
}
// adjust cursor to new mouse position
if (g_McurObj)
MultiSetAniXY(g_McurObj, ptMouse.x, ptMouse.y);
if (g_AcurObj != NULL)
MultiSetAniXY(g_AcurObj, ptMouse.x - g_ACoX, ptMouse.y - g_ACoY);
if (InventoryActive() && g_McurObj) {
// Notify the inventory
Xmovement(ptMouse.x - startX);
Ymovement(ptMouse.y - startY);
}
g_lastCursorX = ptMouse.x;
g_lastCursorY = ptMouse.y;
}
/**
* Initialize cursor object.
*/
static void InitCurObj() {
const FILM *pFilm;
const FREEL *pfr;
const MULTI_INIT *pmi;
IMAGE *pim;
if (TinselV2) {
pFilm = (const FILM *)LockMem(g_hCursorFilm);
pfr = (const FREEL *)&pFilm->reels[0];
pmi = (MULTI_INIT *)LockMem(FROM_LE_32(pfr->mobj));
PokeInPalette(pmi);
} else {
assert(BgPal()); // no background palette
pim = GetImageFromFilm(g_hCursorFilm, 0, &pfr, &pmi, &pFilm);// Get pointer to image
pim->hImgPal = TO_LE_32(BgPal());
g_AcurObj = NULL; // No auxillary cursor
}
g_McurObj = MultiInitObject(pmi);
MultiInsertObject(GetPlayfieldList(FIELD_STATUS), g_McurObj);
InitStepAnimScript(&g_McurAnim, g_McurObj, FROM_LE_32(pfr->script), ONE_SECOND / FROM_LE_32(pFilm->frate));
}
/**
* Initialize the cursor position.
*/
static void InitCurPos() {
Common::Point ptMouse = _vm->getMousePosition();
g_lastCursorX = ptMouse.x;
g_lastCursorY = ptMouse.y;
MultiSetZPosition(g_McurObj, Z_CURSOR);
DoCursorMove();
MultiHideObject(g_McurObj);
g_IterationSize = ITERATION_BASE;
}
/**
* CursorStoppedCheck
*/
static void CursorStoppedCheck(CORO_PARAM) {
// COROUTINE
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
// If scene is closing down
if (g_bWhoa) {
// ...wait for next scene start-up
while (g_restart != 0x8000)
CORO_SLEEP(1);
// Re-initialize
InitCurObj();
InitCurPos();
InventoryIconCursor(false); // May be holding something
// Re-start the cursor trails
g_restart = (uint16)-1; // set all bits
g_bWhoa = false;
}
CORO_END_CODE;
}
/**
* The main cursor process.
*/
void CursorProcess(CORO_PARAM, const void *) {
// COROUTINE
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
while (!g_hCursorFilm || !BgPal())
CORO_SLEEP(1);
InitCurObj();
InitCurPos();
InventoryIconCursor(false); // May be holding something
g_bWhoa = false;
g_restart = 0;
while (1) {
// allow rescheduling
CORO_SLEEP(1);
// Stop/start between scenes
CORO_INVOKE_0(CursorStoppedCheck);
// Step the animation script(s)
StepAnimScript(&g_McurAnim);
if (g_AcurObj != NULL)
StepAnimScript(&g_AcurAnim);
for (int i = 0; i < g_numTrails; i++) {
if (g_ntrailData[i].trailObj != NULL) {
if (StepAnimScript(&g_ntrailData[i].trailAnim) == ScriptFinished) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), g_ntrailData[i].trailObj);
g_ntrailData[i].trailObj = NULL;
}
}
}
// Move the cursor as appropriate
if (!g_bFrozenCursor)
DoCursorMove();
// If the cursor should be hidden...
if (g_bHiddenCursor || g_bTempHide) {
// ...hide the cursor object(s)
MultiHideObject(g_McurObj);
if (g_AcurObj)
MultiHideObject(g_AcurObj);
for (int i = 0; i < g_numTrails; i++) {
if (g_ntrailData[i].trailObj != NULL)
MultiHideObject(g_ntrailData[i].trailObj);
}
// Wait 'til cursor is again required.
while (g_bHiddenCursor) {
CORO_SLEEP(1);
// Stop/start between scenes
CORO_INVOKE_0(CursorStoppedCheck);
}
}
}
CORO_END_CODE;
}
/**
* Called from dec_cursor() Glitter function.
* Register the handle to cursor reel data.
*/
void DwInitCursor(SCNHANDLE bfilm) {
const FILM *pfilm;
g_hCursorFilm = bfilm;
pfilm = (const FILM *)LockMem(g_hCursorFilm);
g_numTrails = FROM_32(pfilm->numreels) - 1;
assert(g_numTrails <= MAX_TRAILERS);
}
/**
* DropCursor is called when a scene is closing down.
*/
void DropCursor() {
if (TinselV2) {
if (g_AcurObj)
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), g_AcurObj);
if (g_McurObj)
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), g_McurObj);
g_restart = 0;
}
g_AcurObj = NULL; // No auxillary cursor
g_McurObj = NULL; // No cursor object (imminently deleted elsewhere)
g_bHiddenCursor = false; // Not hidden in next scene
g_bTempNoTrailers = false; // Trailers not hidden in next scene
g_bWhoa = true; // Suspend cursor processes
for (int i = 0; i < g_numTrails; i++) {
if (g_ntrailData[i].trailObj != NULL) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), g_ntrailData[i].trailObj);
g_ntrailData[i].trailObj = NULL;
}
}
}
/**
* RestartCursor is called when a new scene is starting up.
*/
void RestartCursor() {
g_restart = 0x8000; // Get the main cursor to re-initialize
}
/**
* Called when restarting the game, ensures correct re-start with NULL
* pointers etc.
*/
void RebootCursor() {
g_McurObj = g_AcurObj = NULL;
for (int i = 0; i < MAX_TRAILERS; i++)
g_ntrailData[i].trailObj = NULL;
g_bHiddenCursor = g_bTempNoTrailers = g_bFrozenCursor = false;
g_hCursorFilm = 0;
g_bWhoa = false;
g_restart = 0;
}
void StartCursorFollowed() {
DelAuxCursor();
if (!SysVar(SV_ENABLEPRINTCURSOR))
g_bTempHide = true;
}
void EndCursorFollowed() {
InventoryIconCursor(false); // May be holding something
g_bTempHide = false;
}
bool isCursorShown() {
return !(g_bTempHide || g_bHiddenCursor);
}
} // End of namespace Tinsel