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eb5c4a1449
some other cleanups. (This was a regression caused by the less stupid screen updates implemented recently.) svn-id: r12180
1319 lines
32 KiB
C++
1319 lines
32 KiB
C++
/* Copyright (C) 1994-2003 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/defs.h"
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#include "sword2/interpreter.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 (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 && !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 && 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 (!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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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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LEFT_BUTTON = 1;
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RIGHT_BUTTON = 0;
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// These might be required by the action script about to be run
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MOUSE_X = _input->_mouseX + _thisScreen.scroll_offset_x;
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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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CLICKED_ID = _mouseTouching;
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_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
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debug(2, "Used \"%s\" on \"%s\"", fetchObjectName(OBJECT_HELD), fetchObjectName(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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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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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\"", fetchObjectName(OBJECT_HELD), fetchObjectName(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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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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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(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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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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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(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 && !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 (!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;
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_debugger->_rectY2 = (uint32) _input->_mouseY + _thisScreen.scroll_offset_y;
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}
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} else {
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// currently locked to avoid knocking out of place
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// while reading off the coords
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if (button_down) {
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// click means reset - back to start again
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_debugger->_draggingRectangle = 0;
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}
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}
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return;
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}
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|
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#if 0
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|
// If user right-clicks while holding an object, release it. The
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// original code did not do this, but it feels natural to me.
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if (OBJECT_HELD && (me->buttons & RD_RIGHTBUTTONDOWN)) {
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OBJECT_HELD = 0;
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_menuSelectedPos = 0;
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setLuggage(0);
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return;
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}
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#endif
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// Now do the normal click stuff
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// We only care about down clicks when the mouse is over an object. We
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// ignore mouse releases
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|
|
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
|
|
// PLAYER_ACTION = _mouseTouching;
|
|
|
|
// Idle or router-anim will catch it
|
|
|
|
// Set global script variable 'button'
|
|
|
|
if (me->buttons & RD_LEFTBUTTONDOWN) {
|
|
LEFT_BUTTON = 1;
|
|
RIGHT_BUTTON = 0;
|
|
_buttonClick = 0; // for re-click
|
|
} else {
|
|
LEFT_BUTTON = 0;
|
|
RIGHT_BUTTON = 1;
|
|
_buttonClick = 1; // for re-click
|
|
}
|
|
|
|
// These might be required by the action script about to be run
|
|
|
|
MOUSE_X = _input->_mouseX + _thisScreen.scroll_offset_x;
|
|
MOUSE_Y = _input->_mouseY + _thisScreen.scroll_offset_y;
|
|
|
|
if (_mouseTouching == 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
|
|
|
|
EXIT_FADING = 1;
|
|
} else if (_oldButton == _buttonClick && _mouseTouching == 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'
|
|
|
|
CLICKED_ID = _mouseTouching;
|
|
|
|
// Must clear these two double-click control flags - do it here
|
|
// so reclicks after exit clicks are cleared up
|
|
|
|
EXIT_CLICK_ID = 0;
|
|
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 && !LEFT_BUTTON) {
|
|
warning("Working around elevator script bug");
|
|
} else
|
|
_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
|
|
|
|
if (OBJECT_HELD)
|
|
debug(2, "Used \"%s\" on \"%s\"", fetchObjectName(OBJECT_HELD), fetchObjectName(CLICKED_ID));
|
|
else if (LEFT_BUTTON)
|
|
debug(2, "Left-clicked on \"%s\"", fetchObjectName(CLICKED_ID));
|
|
else // RIGHT BUTTON
|
|
debug(2, "Right-clicked on \"%s\"", fetchObjectName(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 (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
|
|
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) ID)
|
|
_mouseList[_curMouse].pointer_text = 0;
|
|
|
|
// Get id from system variable 'id' which is correct for current object
|
|
|
|
_mouseList[_curMouse].id = 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 (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);
|
|
}
|
|
|
|
// script continue
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnAddHuman(int32 *params) {
|
|
// params: none
|
|
|
|
// for logic scripts
|
|
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
|
|
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 (OBJECT_HELD) {
|
|
// was dragging something around
|
|
// need to clear this again
|
|
OBJECT_HELD = 0;
|
|
|
|
// and these may also need clearing, just in case
|
|
_vm->_examiningMenuIcon = false;
|
|
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 = 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]);
|
|
|
|
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;
|
|
RESULT = 1;
|
|
} else
|
|
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
|