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https://github.com/libretro/scummvm.git
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0f85cc3061
besides this way all our engines start with an "s" ;) svn-id: r9301
1466 lines
43 KiB
C++
1466 lines
43 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 "stdafx.h"
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#include "driver/driver96.h"
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#include "build_display.h"
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#include "console.h"
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#include "controls.h"
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#include "debug.h"
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#include "defs.h"
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#include "events.h"
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#include "icons.h"
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#include "interpreter.h"
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#include "layers.h"
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#include "maketext.h"
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#include "mouse.h" //assure integrety
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#include "object.h"
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#include "protocol.h"
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#include "resman.h"
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#include "sound.h"
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#include "sword2.h" // for PauseGame() & UnpauseGame()
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//------------------------------------------------------------------------------------
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// pointer resource id's
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#define CROSHAIR 18
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#define EXIT0 788
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#define EXIT1 789
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#define EXIT2 790
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#define EXIT3 791
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#define EXIT4 792
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#define EXIT5 793
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#define EXIT6 794
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#define EXIT7 795
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#define EXITDOWN 796
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#define EXITUP 797
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#define MOUTH 787
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#define NORMAL 17
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#define PICKUP 3099
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#define SCROLL_L 1440
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#define SCROLL_R 1441
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#define USE 3100
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//------------------------------------------------------------------------------------
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//the mouse list stuff
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uint32 cur_mouse;
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Mouse_unit mouse_list[TOTAL_mouse_list];
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uint32 mouse_touching=0; //set by Check_mouse_list
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uint32 old_mouse_touching=0;
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uint32 menu_selected_pos;
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uint8 examining_menu_icon=0;
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uint32 mouse_pointer_res=0; // if it's NORMAL_MOUSE_ID (ie. normal pointer) then it's over a floor area (or hidden hot-zone
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uint32 mouse_mode=0; //0 normal in game
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//1 top menu down (bottom!)
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//2 dragging luggage
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//3 system menu chooser (top)
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//4 speech chooser
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//Object_mouse old_mouse_object; //copy structure from list when moving onto a mouse area
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uint32 menu_status; //0 available - 1 unavailable
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uint32 mouse_status; //human 0 on/1 off
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uint32 mouse_mode_locked=0; //0 not !0 mode cannot be changed from normal mouse to top menu (i.e. when carrying big objects)
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uint32 current_luggage_resource=0;
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uint32 subject_status; //0 off 1 on
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uint32 old_button=0; //for the re-click stuff - must be same button you see
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uint32 button_click=0;
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uint32 pointer_text_bloc_no=0;
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uint32 pointerTextSelected=0;
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uint32 player_activity_delay=0; // player activity delay counter
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uint32 real_luggage_item=0; //last minute for pause mode
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//------------------------------------------------------------------------------------
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/*
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#define RD_LEFTBUTTONDOWN 0x01
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#define RD_LEFTBUTTONUP 0x02
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#define RD_RIGHTBUTTONDOWN 0x04
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#define RD_RIGHTBUTTONUP 0x08
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*/
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//------------------------------------------------------------------------------------
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// local function prototypes
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//uint8 Check_sprite_pixel( uint32 j );
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void CreatePointerText(uint32 TextId, uint32 pointerRes); // James16jun97
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void Monitor_player_activity(void); // James23july97
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void No_human(void);
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//------------------------------------------------------------------------------------
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void Reset_mouse_list(void) //Tony26Sept96
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{
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//call at beginning of gameloop
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cur_mouse=1;
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}
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//------------------------------------------------------------------------------------
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void Mouse_engine(void) //Tony30Sept96
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{
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Monitor_player_activity(); // James23july97
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ClearPointerText(); // James16jun97
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if (DEAD) //George is dead ;)
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{
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if (mouse_mode!=MOUSE_system_menu)
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{
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mouse_mode=MOUSE_system_menu;
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if (mouse_touching)
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{
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// get off
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old_mouse_touching=0; //we've moved off
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mouse_touching=0; //we were on something but not anymore
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}
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Set_mouse(NORMAL_MOUSE_ID);
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Build_system_menu(); //Tony19Mar97
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}
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System_menu();
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return;
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}
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if (mouse_status) //no human
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return;
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switch(mouse_mode)
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{
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case MOUSE_normal: //0 normal in game
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Normal_mouse();
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break;
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case MOUSE_top: //1 top menu down
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Top_menu_mouse();
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break;
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case MOUSE_drag: //2 dragging luggage
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Drag_mouse();
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break;
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case MOUSE_system_menu: //3 in game bottom menu - save/restore, etc?
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System_menu();
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break;
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case MOUSE_holding: //4 wait for mouse to move off bottom menu - after speech
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if (mousey<400)
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{ mouse_mode=MOUSE_normal;
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Zdebug(" 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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//------------------------------------------------------------------------------------
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void System_menu(void) //Tony19Mar97
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{
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uint32 safe_looping_music_id;
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_mouseEvent *me;
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int j,hit;
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uint8 *icon;
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uint32 rv; // for drivers return value
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int32 pars[2];
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uint32 icon_list[5] =
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{
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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 ((mousey>0)&&(!DEAD)) //can't close when player is dead
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{ mouse_mode=MOUSE_normal; //close menu
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// start the menu coming down
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HideMenu(RDMENU_TOP);
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return;
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}
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me = MouseEvent(); //get mouse event
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if ((me!=NULL)&&(me->buttons&RD_LEFTBUTTONDOWN)) //there's a mouse event to be processed
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{
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// clicked on a top mouse pointer?
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if ((mousex>=24)&&(mousex<640-24)&&(mousey<0))
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{
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hit=(mousex-24)/40; //which are we over?
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if ((hit==2)&&(DEAD))
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return; //no save when dead
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if (hit<5) //there are 5 system menus
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{ for (j=0;j<5;j++) //build them all high in full colour - when on eis clicked on all the rest will grey out
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if (j!=hit) //change all others to grey
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{
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icon = res_man.Res_open( icon_list[j] ) + sizeof(_standardHeader);
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SetMenuIcon(RDMENU_TOP, j, icon);
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res_man.Res_close( icon_list[j] );
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}
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//------------------------
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rv = g_sword2->_sound->PauseFx();
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if (rv != RD_OK)
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Zdebug("ERROR: PauseFx() returned %.8x in SystemMenu()", rv);
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//------------------------
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// NB. Need to keep a safe copy of 'looping_music_id' for savegame
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// & for playing when returning from control panels
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// because control panel music will overwrite it!
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safe_looping_music_id = looping_music_id;
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pars[0] = 221; // SystemM234 (M234.wav)
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pars[1] = FX_LOOP;
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FN_play_music(pars);
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looping_music_id = safe_looping_music_id; // restore proper looping_music_id
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//------------------------
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//------------------------
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// clear the screen & set up the new palette for the menus
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EraseBackBuffer();
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ProcessMenu(); // drivers to redraw menu over this blank screen!
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FlipScreens();
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ResetRenderEngine();
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//------------------------
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switch(hit) //call the relevent screen
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{
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case 0: // options
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Option_control(); // game options
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break;
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case 1: // quit
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Quit_control(); // quit to windows
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break;
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case 2: // save
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Save_control(); // save the game
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break;
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case 3: // restore
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Restore_control(); // restore a game
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break;
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case 4: // restart
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Restart_control(); // restart the game
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break;
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}
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//------------------------
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// start the menu coming down
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if (!DEAD) //not death screen
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{ mouse_mode=MOUSE_normal; //close menu
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HideMenu(RDMENU_TOP); //but not when dead
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}
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else
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{ Set_mouse(NORMAL_MOUSE_ID);
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Build_system_menu(); //reset top menu
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}
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//------------------------
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// clear the screen & restore the location palette
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EraseBackBuffer();
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ProcessMenu(); // drivers to redraw menu over this blank screen!
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FlipScreens();
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//------------------------
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// reset game palette, but not after a successful restore or restart!
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if (this_screen.new_palette != 99) // see RestoreFromBuffer() in save_rest.cpp
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{
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SetFullPalette(0); // '0' means put back game screen palette; see Build_display.cpp (James17jun97)
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this_screen.new_palette=0; //stop the engine fading in the restored screens palette
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}
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else
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this_screen.new_palette=1;
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//------------------------
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rv = g_sword2->_sound->UnpauseFx();
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if (rv != RD_OK)
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Zdebug("ERROR: UnpauseFx() returned %.8x in SystemMenu()", rv);
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//------------------------
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// If there was looping music before coming into the control panels then restart it!
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// NB. This will also start music required when a game has been restored
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if (looping_music_id)
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{
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pars[0] = looping_music_id;
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pars[1] = FX_LOOP;
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FN_play_music(pars);
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// cross-fades into the required music:
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// - either a restored game tune
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// - or music playing prior to entering control panels
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}
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else
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FN_stop_music(NULL); // stop the control panel music
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//------------------------
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}
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}
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}
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}
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//------------------------------------------------------------------------------------
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void Drag_mouse(void) //Tony21Nov96
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{
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_mouseEvent *me;
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uint32 pos;
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// uint32 null_pc=1; //script 1 is combine script
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if ((mousey<400)&&(!menu_status))
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{ mouse_mode=MOUSE_normal; //close menu
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// start the menu coming down
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HideMenu(RDMENU_BOTTOM);
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return;
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}
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Mouse_on_off(); //handles cursors and the luggage on/off according to type
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// now do the normal click stuff
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me = MouseEvent(); //get mouse event
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// we only care about left clicks when the mouse is over an object
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// we ignore mouse releases
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if ((me!=NULL)&&(me->buttons&RD_LEFTBUTTONDOWN)) //there's a mouse event to be processed
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{
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// could be clicking on an on screen object or on the top menu which is currently displayed
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if (mouse_touching) //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 for exits
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if (me->buttons&RD_LEFTBUTTONDOWN) // set global script variable 'button'
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{
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LEFT_BUTTON = 1;
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RIGHT_BUTTON = 0;
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}
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else
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{
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LEFT_BUTTON = 0;
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RIGHT_BUTTON = 1;
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}
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MOUSE_X=(uint32)mousex+this_screen.scroll_offset_x;
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MOUSE_Y=(uint32)mousey+this_screen.scroll_offset_y; //these might be required by the action script about to be run
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CLICKED_ID = mouse_touching; // for scripts to know what's been clicked (21jan97). First used for 'room_13_turning_script' in object 'biscuits_13'
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Set_player_action_event(CUR_PLAYER_ID, mouse_touching); //Tony4Dec96
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//--------------------------------------
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// Write to walkthrough file (zebug0.txt)
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#ifdef _SWORD2_DEBUG
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Zdebug(0,"USED \"%s\" ICON ON %s", FetchObjectName(OBJECT_HELD), FetchObjectName(CLICKED_ID));
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#endif
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//--------------------------------------
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HideMenu(RDMENU_BOTTOM); //hide menu too
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mouse_mode=MOUSE_normal; //back to normal menu mode
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}
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else //better check for combine/cancel cancel puts us back in Top_menu_mouse mode
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{
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if ((mousex>=24)&&(mousex<640-24))
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{
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pos=(mousex-24)/40; //which are we over?
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if (master_menu_list[pos].icon_resource) //clicked on something - what button?
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{
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mouse_mode=MOUSE_top; //always back into top menu mode
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Set_luggage(0); // remove luggage
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if (pos==menu_selected_pos) // if we've clicked on the same icon as the one we're dragging
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{
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OBJECT_HELD=0; // reset first icon
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menu_selected_pos=0;
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}
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else // combine the 2 icons
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{
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// Zdebug("combine");
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COMBINE_BASE=master_menu_list[pos].icon_resource; //what we clicked on, not what we're dragging
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Set_player_action_event(CUR_PLAYER_ID, MENU_MASTER_OBJECT); //Tony4Dec96
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No_human(); // turn off mouse now, to prevent player trying to click elsewhere BUT leave the bottom menu open
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//--------------------------------------
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// Write to walkthrough file (zebug0.txt)
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#ifdef _SWORD2_DEBUG
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Zdebug(0,"USED \"%s\" ICON ON \"%s\" ICON", FetchObjectName(OBJECT_HELD), FetchObjectName(COMBINE_BASE));
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#endif
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//--------------------------------------
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}
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Build_top_menu(); // refresh the menu
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// Zdebug("switch to top mode");
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}
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}
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}
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}
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}
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//------------------------------------------------------------------------------------
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void Top_menu_mouse(void) //Tony3Oct96
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{
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//top menu is down
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_mouseEvent *me;
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uint32 pos;
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if ((mousey<400)&&(!menu_status))
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{ mouse_mode=MOUSE_normal; //close menu
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// start the menu coming down
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HideMenu(RDMENU_BOTTOM);
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return;
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}
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me=MouseEvent(); //get mouse event
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// we only care about left clicks when the mouse is over an object
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// we ignore mouse releases
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if (me!=NULL) //there's a mouse event to be processed
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{
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// now check if we've clicked on an actual icon
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if ((mousex>=24)&&(mousex<640-24))
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{
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pos=(mousex-24)/40; //which are we over?
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if (master_menu_list[pos].icon_resource) //clicked on something - what button?
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{
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if (me->buttons&RD_RIGHTBUTTONDOWN) //right button look
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{
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examining_menu_icon=1;
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OBJECT_HELD = master_menu_list[pos].icon_resource; //id the object via its graphic
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EXIT_CLICK_ID=0; // (JEL09oct97) must clear this so next click on exit becomes 1st click again
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//--------------------------------------
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// Write to walkthrough file (zebug0.txt)
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#ifdef _SWORD2_DEBUG
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Zdebug(0,"RIGHT-CLICKED ON \"%s\" ICON", FetchObjectName(OBJECT_HELD));
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#endif
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//--------------------------------------
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Set_player_action_event(CUR_PLAYER_ID, MENU_MASTER_OBJECT); //Tony4Dec96
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Build_top_menu(); // refresh the menu
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No_human(); // turn off mouse now, to prevent player trying to click elsewhere BUT leave the bottom menu open
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}
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else if (me->buttons&RD_LEFTBUTTONDOWN) //left button - highlight the object and bung us into drag luggage mode
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{
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menu_selected_pos=pos; //menu slot we clicked on - derive luggage resource from this in mouse_on_off()
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current_luggage_resource=master_menu_list[pos].luggage_resource;
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mouse_mode=MOUSE_drag;
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// Zdebug("setting OH in top menu");
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OBJECT_HELD = master_menu_list[pos].icon_resource; //id the object via its graphic
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EXIT_CLICK_ID=0; // (JEL09oct97) must clear this so next click on exit becomes 1st click again
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Build_top_menu(); // refresh the menu
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Set_luggage(master_menu_list[pos].luggage_resource);
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// Zdebug("switch to drag mode");
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}
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}
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}
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}
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}
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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void Normal_mouse(void) //Tony30Sept96
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{
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//the gane is playing and none of the menus are activated - but, we need to check if the top menu is to start
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//note, wont have luggage
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_mouseEvent *me;
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if ((mousey<0)&&(!menu_status)&&(!mouse_mode_locked)&&(!OBJECT_HELD)) //no save in big-object menu lock situation
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{
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mouse_mode=MOUSE_system_menu;
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if (mouse_touching)
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{
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// get off
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old_mouse_touching=0; //we've moved off
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mouse_touching=0; //we were on something but not anymore
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}
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// reset mouse cursor - in case we're between mice
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Set_mouse(NORMAL_MOUSE_ID);
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Build_system_menu(); //Tony19Mar97
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}
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|
|
|
|
|
|
if ((mousey>399)&&(!menu_status)&&(!mouse_mode_locked))
|
|
{
|
|
|
|
|
|
if (!OBJECT_HELD) //why are we testing for this?
|
|
{
|
|
mouse_mode=MOUSE_top; //bring down top menu
|
|
}
|
|
else
|
|
{
|
|
mouse_mode=MOUSE_drag;
|
|
}
|
|
|
|
// if mouse is moving off an object and onto the top menu then do a standard get-off
|
|
if (mouse_touching)
|
|
{
|
|
// get off
|
|
|
|
old_mouse_touching=0; //we've moved off
|
|
mouse_touching=0; //we were on something but not anymore
|
|
|
|
}
|
|
|
|
// reset mouse cursor
|
|
Set_mouse(NORMAL_MOUSE_ID);
|
|
|
|
// build menu and start the menu coming down
|
|
|
|
Build_top_menu();
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
//check also for bringing the bottom menu up
|
|
|
|
|
|
|
|
|
|
Mouse_on_off(); //handles
|
|
|
|
|
|
|
|
// now do the normal click stuff
|
|
|
|
me = MouseEvent(); //get mouse event
|
|
|
|
//-----------------------------------------------------
|
|
#ifdef _SWORD2_DEBUG
|
|
if (definingRectangles)
|
|
{
|
|
if (draggingRectangle==0) // not yet dragging a rectangle, so need click to start
|
|
{
|
|
if ( (me!=NULL) && ((me->buttons&RD_LEFTBUTTONDOWN)||(me->buttons&RD_RIGHTBUTTONDOWN)) )
|
|
{
|
|
rect_x1 = rect_x2 = (uint32)mousex+this_screen.scroll_offset_x; // set both (x1,y1)
|
|
rect_y1 = rect_y2 = (uint32)mousey+this_screen.scroll_offset_y; // & (x2,y2) to this point
|
|
draggingRectangle=1;
|
|
}
|
|
}
|
|
else if (draggingRectangle==1) // currently dragging a rectangle
|
|
{
|
|
if ( (me!=NULL) && ((me->buttons&RD_LEFTBUTTONDOWN)||(me->buttons&RD_RIGHTBUTTONDOWN)) ) // click means reset
|
|
{
|
|
draggingRectangle=2; // lock rectangle, so you can let go of mouse to type in the coords
|
|
}
|
|
else // drag rectangle
|
|
{
|
|
rect_x2 = (uint32)mousex+this_screen.scroll_offset_x;
|
|
rect_y2 = (uint32)mousey+this_screen.scroll_offset_y;
|
|
}
|
|
}
|
|
else // currently locked to avoid knocking out of place while reading off the coords
|
|
{
|
|
if ( (me!=NULL) && ((me->buttons&RD_LEFTBUTTONDOWN)||(me->buttons&RD_RIGHTBUTTONDOWN)) ) // click means reset
|
|
{
|
|
draggingRectangle=0; // back to start again
|
|
}
|
|
}
|
|
}
|
|
else
|
|
#endif // _SWORD2_DEBUG
|
|
//-----------------------------------------------------
|
|
{
|
|
|
|
// we only care about down clicks when the mouse is over an object
|
|
// we ignore mouse releases
|
|
|
|
if ((me!=NULL)&&((me->buttons&RD_LEFTBUTTONDOWN)||(me->buttons&RD_RIGHTBUTTONDOWN))&&(mouse_touching)) //there's a mouse event to be processed and the mouse is on something
|
|
{
|
|
// ok, 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 = mouse_touching; //PLAYER_ACTION script variable - whatever catches this must reset to 0 again
|
|
//idle or router-anim will catch it
|
|
|
|
|
|
if (me->buttons&RD_LEFTBUTTONDOWN) // set global script variable 'button'
|
|
{
|
|
LEFT_BUTTON = 1;
|
|
RIGHT_BUTTON = 0;
|
|
button_click=0; //for re-click
|
|
}
|
|
else
|
|
{
|
|
LEFT_BUTTON = 0;
|
|
RIGHT_BUTTON = 1;
|
|
button_click=1; //for re-click
|
|
}
|
|
|
|
MOUSE_X=(uint32)mousex+this_screen.scroll_offset_x;
|
|
MOUSE_Y=(uint32)mousey+this_screen.scroll_offset_y; //these might be required by the action script about to be run
|
|
|
|
|
|
if ((mouse_touching==EXIT_CLICK_ID)&&(me->buttons&RD_LEFTBUTTONDOWN)) //only left button
|
|
{
|
|
// its the exit double click situation
|
|
// let the existing interaction continue and start fading down - switch the human off too
|
|
|
|
FN_no_human(NULL);
|
|
FN_fade_down(NULL);
|
|
EXIT_FADING=1; //tell the walker
|
|
|
|
}
|
|
else if ((old_button==button_click)&&(mouse_touching==CLICKED_ID)&&(mouse_pointer_res!=NORMAL_MOUSE_ID))
|
|
{ //re-click - do nothing - except on floors
|
|
}
|
|
else //allow the click
|
|
{
|
|
old_button=button_click; //for re-click
|
|
|
|
CLICKED_ID = mouse_touching; // for scripts to know what's been clicked (21jan97). First used for 'room_13_turning_script' in object 'biscuits_13'
|
|
EXIT_CLICK_ID=0; //must clear these two double-click control flags - do it here so reclicks after exit clicks are cleared up
|
|
EXIT_FADING=0;
|
|
Set_player_action_event(CUR_PLAYER_ID, mouse_touching); //Tony4Dec96
|
|
|
|
//--------------------------------------
|
|
// Write to walkthrough file (zebug0.txt)
|
|
#ifdef _SWORD2_DEBUG
|
|
if (OBJECT_HELD)
|
|
Zdebug(0,"USED \"%s\" ICON ON %s", FetchObjectName(OBJECT_HELD), FetchObjectName(CLICKED_ID));
|
|
else if (LEFT_BUTTON)
|
|
Zdebug(0,"LEFT-CLICKED ON %s", FetchObjectName(CLICKED_ID));
|
|
else // RIGHT BUTTON
|
|
Zdebug(0,"RIGHT-CLICKED ON %s", FetchObjectName(CLICKED_ID));
|
|
#endif
|
|
//--------------------------------------
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
void Mouse_on_off(void) //Tony30Sept96
|
|
{
|
|
//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;
|
|
|
|
|
|
old_mouse_touching=mouse_touching;
|
|
|
|
|
|
if ((mousey<0)||(mousey>399)) // don't detect objects that are hidden behind the menu bars (ie. in the scrolled-off areas of the screen)
|
|
{
|
|
pointer_type=0;
|
|
mouse_touching=0;
|
|
}
|
|
else
|
|
pointer_type = Check_mouse_list(); // set 'mouse_touching' & return pointer_type
|
|
|
|
|
|
|
|
|
|
if ((!mouse_flicked_off)&&(old_mouse_touching==mouse_touching)) //same as previous cycle?
|
|
return; //yes, so nothing to do BUT CARRY ON IF MOUSE WAS FLICKED OFF!
|
|
|
|
mouse_flicked_off=0; // can reset this now
|
|
|
|
|
|
if ((!old_mouse_touching)&&(mouse_touching)) //the cursor has moved onto something
|
|
{
|
|
|
|
// 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
|
|
|
|
// memcpy( &old_mouse_object, &mouse_list[mouse_touching], sizeof(Object_mouse));
|
|
|
|
old_mouse_touching=mouse_touching; //
|
|
|
|
// run get on
|
|
|
|
if (pointer_type)
|
|
{
|
|
Set_mouse(pointer_type); // 'pointer_type' holds the resource id of the pointer anim
|
|
|
|
if (OBJECT_HELD) // setup luggage icon
|
|
// Set_luggage(master_menu_list[menu_selected_pos].luggage_resource);
|
|
Set_luggage(current_luggage_resource);
|
|
|
|
}
|
|
else
|
|
Con_fatal_error("ERROR: mouse.pointer==0 for object %d (%s) - update logic script!", mouse_touching, FetchObjectName(mouse_touching));
|
|
}
|
|
else if ((old_mouse_touching)&&(!mouse_touching)) // the cursor has moved off something
|
|
{
|
|
old_mouse_touching=0; // we've moved off
|
|
Set_mouse(NORMAL_MOUSE_ID); // reset cursor to normal pointer
|
|
// reset luggage only when necessary
|
|
}
|
|
else if ((old_mouse_touching)&&(mouse_touching)) // the cursor has moved off something and onto something else
|
|
{ // flip to a blank cursor for a cycle
|
|
mouse_touching=0; // ignore the new id this cycle - should hit next cycle
|
|
old_mouse_touching=0; // we've moved off
|
|
Set_mouse(0); // blank cursor
|
|
mouse_flicked_off=1; // 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)
|
|
|
|
// reset luggage only when necessary
|
|
}
|
|
else // for when mouse was flicked off for one cycle, but then moved onot nothing before 2nd hot-spot registered
|
|
{
|
|
// both 'old_mouse_touching' & 'mouse_touching' will be zero
|
|
Set_mouse(NORMAL_MOUSE_ID); // reset cursor to normal pointer
|
|
}
|
|
|
|
// possible check for edge of screen more-to-scroll here on large screens
|
|
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
void Set_mouse(uint32 res) // (4dec96 JEL)
|
|
{
|
|
uint8 *icon;
|
|
uint32 len;
|
|
|
|
mouse_pointer_res=res; //high level - whats the mouse - for the engine
|
|
|
|
if (res) // if it's not NULL
|
|
{
|
|
icon = res_man.Res_open( res ) + sizeof(_standardHeader);
|
|
len = res_man.resList[res]->size - sizeof(_standardHeader);
|
|
|
|
if (res == NORMAL_MOUSE_ID) // don't pulse the normal pointer
|
|
SetMouseAnim(icon, len, RDMOUSE_NOFLASH); // 0 means don't pulse this pointer, just do the regular anim loop
|
|
else
|
|
SetMouseAnim(icon, len, RDMOUSE_FLASH); // 1 mean pulse before starting regular anim loop
|
|
|
|
res_man.Res_close( res );
|
|
}
|
|
else
|
|
SetMouseAnim(NULL,0,0); // blank cursor
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
void Set_luggage(uint32 res) //Tony26Nov96
|
|
{
|
|
uint8 *icon;
|
|
uint32 len;
|
|
|
|
if (res) // if not NULL
|
|
{
|
|
real_luggage_item=res;
|
|
|
|
icon = res_man.Res_open( res ) + sizeof(_standardHeader);
|
|
len = res_man.resList[res]->size - sizeof(_standardHeader);
|
|
|
|
SetLuggageAnim(icon, len);
|
|
|
|
res_man.Res_close( res );
|
|
}
|
|
else
|
|
{ real_luggage_item=0;
|
|
SetLuggageAnim(NULL, 0);
|
|
}
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
uint32 Check_mouse_list(void) //Tony30Sept96
|
|
{
|
|
int32 priority=0;
|
|
uint32 j=1;
|
|
|
|
|
|
if (cur_mouse>1)
|
|
{
|
|
while(priority<10) //number of priorities subject to implementation needs
|
|
{
|
|
if ((mouse_list[j].priority==priority) && // if the mouse pointer is over this mouse-detection-box
|
|
(mousex+this_screen.scroll_offset_x >= mouse_list[j].x1) &&
|
|
(mousex+this_screen.scroll_offset_x <= mouse_list[j].x2) &&
|
|
(mousey+this_screen.scroll_offset_y >= mouse_list[j].y1) &&
|
|
(mousey+this_screen.scroll_offset_y <= mouse_list[j].y2))
|
|
{
|
|
|
|
/*
|
|
if (mouse_list[j].anim_resource) // want to use sprite as a mouse mask, for better accuracy of detection (25oct96 JEL)
|
|
{
|
|
// only works for uncompressed sprite data!!
|
|
// THIS IS NEVER USED IN SWORD2
|
|
|
|
if (Check_sprite_pixel(j)) // if the mouse is touching a non-zero pixel of the sprite
|
|
{
|
|
mouse_touching=mouse_list[j].id; // record id
|
|
CreatePointerText(mouse_list[j].pointer_text); // James16jun97
|
|
return(mouse_list[j].pointer); //return pointer type
|
|
}
|
|
}
|
|
else // ok, we're touching the detection-box
|
|
*/
|
|
{
|
|
mouse_touching=mouse_list[j].id; // record id
|
|
|
|
// change all COGS pointers to CROSHAIR
|
|
if (mouse_list[j].pointer == USE)
|
|
mouse_list[j].pointer = CROSHAIR;
|
|
CreatePointerText(mouse_list[j].pointer_text, mouse_list[j].pointer); // James16jun97
|
|
return(mouse_list[j].pointer); //return pointer type
|
|
}
|
|
}
|
|
|
|
j++; //next
|
|
if (j==cur_mouse)
|
|
{
|
|
j=0;
|
|
priority++; //next priority - 0 being the highest, 9 the lowest
|
|
}
|
|
}
|
|
}
|
|
|
|
mouse_touching=0; // touching nothing
|
|
return(0); // no pointer to return
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
|
|
void CreatePointerText(uint32 textId, uint32 pointerRes) // James16jun97
|
|
{
|
|
uint32 local_text;
|
|
uint32 text_res;
|
|
uint8 *text;
|
|
int16 xOffset, yOffset; // offsets for pointer text sprite from pointer position
|
|
uint8 justification;
|
|
|
|
#define POINTER_TEXT_WIDTH 640 // just in case!
|
|
#define POINTER_TEXT_PEN 184 // white
|
|
|
|
if (pointerTextSelected)
|
|
{
|
|
if (textId)
|
|
{
|
|
//-------------------------------------------
|
|
// check what the pointer is, to set offsets correctly for text position
|
|
|
|
switch(pointerRes)
|
|
{
|
|
case CROSHAIR:
|
|
yOffset = -7; // above (above & to the right of the pointer coordinate)
|
|
xOffset = +10; // right
|
|
break;
|
|
|
|
case EXIT0:
|
|
yOffset = +15; // below
|
|
xOffset = +20; // right
|
|
break;
|
|
|
|
case EXIT1:
|
|
yOffset = +16; // below
|
|
xOffset = -10; // left
|
|
break;
|
|
|
|
case EXIT2:
|
|
yOffset = +10; // below
|
|
xOffset = -22; // left
|
|
break;
|
|
|
|
case EXIT3:
|
|
yOffset = -16; // above
|
|
xOffset = -10; // left
|
|
break;
|
|
|
|
case EXIT4:
|
|
yOffset = -15; // above
|
|
xOffset = +15; // right
|
|
break;
|
|
|
|
case EXIT5:
|
|
yOffset = -12; // above
|
|
xOffset = +10; // right
|
|
break;
|
|
|
|
case EXIT6:
|
|
yOffset = +10; // below
|
|
xOffset = +25; // right
|
|
break;
|
|
|
|
case EXIT7:
|
|
yOffset = +16; // below
|
|
xOffset = +20; // right
|
|
break;
|
|
|
|
case EXITDOWN:
|
|
yOffset = -20; // above
|
|
xOffset = -10; // left
|
|
break;
|
|
|
|
case EXITUP:
|
|
yOffset = +20; // below
|
|
xOffset = +20; // right
|
|
break;
|
|
|
|
case MOUTH:
|
|
yOffset = -10; // above
|
|
xOffset = +15; // right
|
|
break;
|
|
|
|
case NORMAL:
|
|
yOffset = -10; // above
|
|
xOffset = +15; // right
|
|
break;
|
|
|
|
case PICKUP:
|
|
yOffset = -40; // above
|
|
xOffset = +10; // right
|
|
break;
|
|
|
|
case SCROLL_L:
|
|
yOffset = -20; // above
|
|
xOffset = +20; // right
|
|
break;
|
|
|
|
case SCROLL_R:
|
|
yOffset = -20; // above
|
|
xOffset = -20; // left
|
|
break;
|
|
|
|
case USE:
|
|
yOffset = -8; // above
|
|
xOffset = +20; // right
|
|
break;
|
|
|
|
default: // shouldn't happen if we cover all the different mouse pointers above
|
|
yOffset = -10; // above
|
|
xOffset = +10; // right
|
|
}
|
|
|
|
//-------------------------------------------
|
|
// set up justification for text sprite,
|
|
// based on it's offsets from the pointer position
|
|
|
|
// from maketext.h
|
|
//#define NO_JUSTIFICATION 0 // only for debug text, since it doesn't keep text inside the screen margin!
|
|
//#define POSITION_AT_CENTRE_OF_BASE 1 // these all force text inside the screen edge margin when necessary
|
|
//#define POSITION_AT_CENTRE_OF_TOP 2
|
|
//#define POSITION_AT_LEFT_OF_TOP 3
|
|
//#define POSITION_AT_RIGHT_OF_TOP 4
|
|
//#define POSITION_AT_LEFT_OF_BASE 5
|
|
//#define POSITION_AT_RIGHT_OF_BASE 6
|
|
//#define POSITION_AT_LEFT_OF_CENTRE 7
|
|
//#define POSITION_AT_RIGHT_OF_CENTRE 8
|
|
|
|
//-----------------------------------------
|
|
if (yOffset < 0) // if 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; // text sprite is justified from it's bottom-left corner
|
|
}
|
|
else // (xOffset==0) // above centre
|
|
{
|
|
justification = POSITION_AT_CENTRE_OF_BASE;
|
|
}
|
|
}
|
|
//-----------------------------------------
|
|
else if (yOffset > 0) // if 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 // (xOffset==0) // below centre
|
|
{
|
|
justification = POSITION_AT_CENTRE_OF_TOP;
|
|
}
|
|
}
|
|
//-----------------------------------------
|
|
else // if at 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 // (xOffset==0) // centre centre
|
|
{
|
|
justification = POSITION_AT_LEFT_OF_CENTRE; // shouldn't happen anyway!
|
|
}
|
|
}
|
|
//-------------------------------------------
|
|
|
|
text_res = textId/SIZE; // text resource number
|
|
local_text = textId&0xffff; // text line number within the resource
|
|
|
|
text = FetchTextLine( res_man.Res_open(text_res), local_text ); // open text file & get the line
|
|
|
|
// 'text+2' to skip the first 2 bytes which form the line reference number
|
|
pointer_text_bloc_no = Build_new_block(text+2, mousex+xOffset, mousey+yOffset, POINTER_TEXT_WIDTH, POINTER_TEXT_PEN, RDSPR_TRANS+RDSPR_DISPLAYALIGN, speech_font_id, justification);
|
|
|
|
res_man.Res_close(text_res); // now ok to close the text file
|
|
}
|
|
}
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
void ClearPointerText(void) // James16jun97
|
|
{
|
|
if (pointer_text_bloc_no)
|
|
{
|
|
Kill_text_bloc(pointer_text_bloc_no);
|
|
pointer_text_bloc_no=0;
|
|
}
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
/* NOT USED IN SWORD2
|
|
uint8 Check_sprite_pixel( uint32 j ) // (25oct96 JEL)
|
|
{
|
|
// only works for uncompressed sprite data!!
|
|
|
|
uint8 *file;
|
|
uint8 hit;
|
|
_frameHeader *frame_head;
|
|
int16 sprite_x, sprite_y;
|
|
int16 in_sprite_x, in_sprite_y;
|
|
uint8 *sprite_data;
|
|
|
|
|
|
sprite_x = mouse_list[j].x1; // sprite coords have been copied to mouse area coords by FN_register_X_frame (X = sort, back or fore)
|
|
sprite_y = mouse_list[j].y1; // so easier to get them from there than from the anim file again
|
|
|
|
|
|
file = res_man.Res_open(mouse_list[j].anim_resource); // open the anim file & point to start of it
|
|
frame_head = FetchFrameHeader(file,mouse_list[j].anim_pc); // point to frame header of current frame
|
|
sprite_data = (uint8 *)(frame_head + 1); // point to start of frame data
|
|
|
|
in_sprite_x = mousex + this_screen.scroll_offset_x - sprite_x; // x-coord of mouse from origin at top-left of sprite
|
|
in_sprite_y = mousey + this_screen.scroll_offset_y - sprite_y; // y-coord of mouse from origin at top-left of sprite
|
|
|
|
hit = sprite_data[in_sprite_y * frame_head->width + in_sprite_x]; // hit = value of pixel to which the mouse is pointing
|
|
|
|
res_man.Res_close(mouse_list[j].anim_resource); // close anim file
|
|
|
|
return (hit); // we are touching the sprite if 'hit' is non-zero
|
|
}
|
|
*/
|
|
//------------------------------------------------------------------------------------
|
|
int32 FN_no_human(int32 *params) //Tony30Sept96
|
|
{
|
|
//param none
|
|
|
|
MOUSE_AVAILABLE = 0; // for logic scripts (James21may97)
|
|
|
|
ClearPointerText();
|
|
|
|
mouse_status=1; //human/mouse off
|
|
|
|
Set_mouse(0); // blank cursor
|
|
Set_luggage(0); // blank cursor
|
|
|
|
|
|
//must be normal mouse situation or a largely neutral situation - special menus use No_human
|
|
if (TALK_FLAG==0) //dont hide menu in conversations
|
|
HideMenu(RDMENU_BOTTOM);
|
|
|
|
|
|
if (mouse_mode==MOUSE_system_menu)
|
|
{
|
|
mouse_mode=MOUSE_normal; //close menu
|
|
HideMenu(RDMENU_TOP); // start the menu coming down
|
|
}
|
|
|
|
|
|
if (params);
|
|
|
|
|
|
return(1); //script continue
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
void No_human(void) //Tony4June97
|
|
{
|
|
//leaves the menus open
|
|
//used by the system when clicking right on a menu item to examine it and
|
|
//when combining objects
|
|
|
|
MOUSE_AVAILABLE = 0; // for logic scripts (James21may97)
|
|
|
|
mouse_status=1; //human/mouse off
|
|
|
|
Set_mouse(0); // blank cursor
|
|
Set_luggage(0); // blank cursor
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
int32 FN_add_human(int32 *params) //Tony30Sept96
|
|
{
|
|
//param none
|
|
#ifdef _SWORD2_DEBUG
|
|
uint8 black[4] = {0,0,0,0};
|
|
uint8 white[4] = {255,255,255,0};
|
|
#endif // ('0' means don't print to console, but console isn't up anyway)
|
|
|
|
|
|
|
|
MOUSE_AVAILABLE = 1; // for logic scripts (James21may97)
|
|
|
|
|
|
if (mouse_status) //off
|
|
{
|
|
mouse_status=0; //on
|
|
mouse_touching=1; //forces engine to choose a cursor
|
|
}
|
|
|
|
CLICKED_ID=0; //clear this to reset no-second-click system
|
|
|
|
// this is now done outside the OBJECT_HELD check in case it's set to zero before now! (James 10july97)
|
|
mouse_mode_locked=0; //unlock the mouse from possible large object lock situtations - see syphon in rm 3
|
|
|
|
if (OBJECT_HELD) //was dragging something around
|
|
{
|
|
OBJECT_HELD=0; // need to clear this again
|
|
|
|
examining_menu_icon=0; // and these may also need clearing
|
|
COMBINE_BASE=0; // - just in case
|
|
|
|
|
|
Set_luggage(0); // blank cursor
|
|
}
|
|
|
|
|
|
|
|
if ((mousey>399)&&(mouse_mode!=MOUSE_holding)) // if mouse is over menu area
|
|
{
|
|
mouse_mode=MOUSE_normal; // VITAL - reset things & rebuild the menu
|
|
Set_mouse(NORMAL_MOUSE_ID);
|
|
}
|
|
else if (mousey>399)
|
|
Set_mouse(NORMAL_MOUSE_ID);
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------
|
|
// enabled/disabled from console; status printed with on-screen debug info
|
|
#ifdef _SWORD2_DEBUG
|
|
if (testingSnR) // testing logic scripts by simulating an instant Save & Restore
|
|
{
|
|
SetPalette(0, 1, white, RDPAL_INSTANT);
|
|
|
|
Clear_fx_queue(); // stops all fx & clears the queue - eg. when leaving a location
|
|
res_man.Kill_all_objects(0); // ie. trashing all object resources so they load in fresh & restart their logic scripts
|
|
|
|
SetPalette(0, 1, black, RDPAL_INSTANT);
|
|
}
|
|
#endif // ('0' means don't print to console, but console isn't up anyway)
|
|
//----------------------------------------------------------------------------------------------
|
|
if (params);
|
|
|
|
return(1); //script continue
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
int32 FN_register_mouse(int32 *params) //Tony29Oct96
|
|
{
|
|
//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
|
|
|
|
//param 0 pointer to Object_mouse or 0 for no write to mouse list
|
|
|
|
// Zdebug(1,"cur_mouse = %d", cur_mouse);
|
|
|
|
|
|
Object_mouse *ob_mouse;
|
|
|
|
ob_mouse = (Object_mouse *) params[0]; // param 1 is pointer to mouse structure
|
|
|
|
if (ob_mouse->pointer) // only if 'pointer' isn't NULL
|
|
{
|
|
#ifdef _SWORD2_DEBUG
|
|
if (cur_mouse==TOTAL_mouse_list)
|
|
Con_fatal_error("ERROR: mouse_list full [%s line %u]",__FILE__,__LINE__);
|
|
#endif
|
|
|
|
mouse_list[cur_mouse].x1 = ob_mouse->x1;
|
|
mouse_list[cur_mouse].y1 = ob_mouse->y1;
|
|
mouse_list[cur_mouse].x2 = ob_mouse->x2;
|
|
mouse_list[cur_mouse].y2 = ob_mouse->y2;
|
|
|
|
mouse_list[cur_mouse].priority = ob_mouse->priority;
|
|
mouse_list[cur_mouse].pointer = ob_mouse->pointer;
|
|
|
|
//-----------------------------------------------
|
|
// (James17jun97)
|
|
// check if pointer text field is set due to previous object using this slot (ie. not correct for this one)
|
|
if ((mouse_list[cur_mouse].pointer_text) && (mouse_list[cur_mouse].id != (int32)ID)) // if 'pointer_text' field is set, but the 'id' field isn't same is current id
|
|
mouse_list[cur_mouse].pointer_text=0; // then we don't want this "left over" pointer text
|
|
//-----------------------------------------------
|
|
|
|
mouse_list[cur_mouse].id = ID; // get id from system variable 'id' which is correct for current object
|
|
|
|
mouse_list[cur_mouse].anim_resource = 0; // not using sprite as mask - this is only done from FN_register_frame()
|
|
mouse_list[cur_mouse].anim_pc = 0;
|
|
|
|
//Zdebug("mouse id %d", mouse_list[cur_mouse].id);
|
|
|
|
cur_mouse++;
|
|
}
|
|
|
|
return(IR_CONT); // continue script
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
// use this in the object's service script prior to registering the mouse area
|
|
// ie. before FN_register_mouse or FN_register_frame
|
|
// - best if kept at very top of service script
|
|
|
|
int32 FN_register_pointer_text(int32 *params) // James16jun97
|
|
{
|
|
// param 0 local id of text line to use as pointer text
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
if (cur_mouse==TOTAL_mouse_list)
|
|
Con_fatal_error("ERROR: mouse_list full [%s line %u]",__FILE__,__LINE__);
|
|
#endif
|
|
|
|
mouse_list[cur_mouse].id = ID; // current object id - used for checking pointer_text when mouse area registered (in FN_register_mouse & FN_register_frame)
|
|
mouse_list[cur_mouse].pointer_text = params[0];
|
|
|
|
return(IR_CONT); // continue script
|
|
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
int32 FN_blank_mouse(int32 *params) //Tony29Oct96
|
|
{
|
|
//set mouse to normal pointer - used in speech
|
|
|
|
//no params
|
|
|
|
|
|
Set_mouse(0);
|
|
|
|
if (params);
|
|
|
|
return(1); //cont
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
int32 FN_init_floor_mouse(int32 *params) // James29nov96
|
|
{
|
|
// params 0 pointer to object's mouse structure
|
|
|
|
Object_mouse *ob_mouse = (Object_mouse *) params[0];
|
|
|
|
ob_mouse->x1 = 0;
|
|
ob_mouse->y1 = 0;
|
|
ob_mouse->x2 = this_screen.screen_wide-1;
|
|
ob_mouse->y2 = this_screen.screen_deep-1;
|
|
ob_mouse->priority = 9; // floor is always lowest priority
|
|
ob_mouse->pointer = NORMAL_MOUSE_ID; // normal pointer
|
|
|
|
|
|
return(IR_CONT); // continue script
|
|
}
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
#define SCROLL_MOUSE_WIDTH 20 // James13feb97 (updated by James 25mar97)
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
int32 FN_set_scroll_left_mouse(int32 *params) // James13feb97
|
|
{
|
|
// params 0 pointer to object's mouse structure
|
|
|
|
Object_mouse *ob_mouse = (Object_mouse *) params[0];
|
|
|
|
|
|
ob_mouse->x1 = 0;
|
|
ob_mouse->y1 = 0;
|
|
ob_mouse->x2 = this_screen.scroll_offset_x + SCROLL_MOUSE_WIDTH;
|
|
ob_mouse->y2 = this_screen.screen_deep-1;
|
|
ob_mouse->priority = 0; // highest priority
|
|
|
|
if (this_screen.scroll_offset_x > 0) // if not fully scrolled to the left
|
|
ob_mouse->pointer = SCROLL_LEFT_MOUSE_ID;
|
|
else
|
|
ob_mouse->pointer = 0; // so the mouse area doesn't get registered
|
|
|
|
|
|
return(IR_CONT); // continue script
|
|
}
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
int32 FN_set_scroll_right_mouse(int32 *params) // James13feb97
|
|
{
|
|
// params 0 pointer to object's mouse structure
|
|
|
|
Object_mouse *ob_mouse = (Object_mouse *) params[0];
|
|
|
|
|
|
ob_mouse->x1 = this_screen.scroll_offset_x + screenWide - SCROLL_MOUSE_WIDTH;
|
|
ob_mouse->y1 = 0;
|
|
ob_mouse->x2 = this_screen.screen_wide-1;
|
|
ob_mouse->y2 = this_screen.screen_deep-1;
|
|
ob_mouse->priority = 0; // highest priority
|
|
|
|
if (this_screen.scroll_offset_x < this_screen.max_scroll_offset_x) // if not fully scrolled to the right
|
|
ob_mouse->pointer = SCROLL_RIGHT_MOUSE_ID;
|
|
else
|
|
ob_mouse->pointer = 0; // so the mouse area doesn't get registered
|
|
|
|
|
|
return(IR_CONT); // continue script
|
|
}
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
int32 FN_set_object_held(int32 *params) //tony19May97
|
|
{
|
|
//params 0 luggage icon to set
|
|
|
|
Set_luggage(params[0]);
|
|
|
|
OBJECT_HELD=params[0];
|
|
current_luggage_resource=params[0];
|
|
|
|
mouse_mode_locked=1; //mode locked - no top menu available
|
|
|
|
|
|
|
|
return(IR_CONT); // continue script
|
|
}
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
// called from speech scripts to remove the chooser bar when it's not appropriate to keep it displayed
|
|
int32 FN_remove_chooser(int32 *params) // James13aug97
|
|
{
|
|
HideMenu(RDMENU_BOTTOM);
|
|
|
|
return(IR_CONT); // continue script
|
|
}
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
int32 FN_disable_menu(int32 *params) //Tony1Oct96
|
|
{
|
|
mouse_mode_locked=1; //mode locked - no top menu available
|
|
mouse_mode=MOUSE_normal;
|
|
|
|
HideMenu(RDMENU_TOP);
|
|
HideMenu(RDMENU_BOTTOM);
|
|
|
|
return(IR_CONT); // continue script
|
|
}
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
int32 FN_enable_menu(int32 *params) //tony4June97
|
|
{
|
|
|
|
|
|
mouse_mode_locked=0; //mode locked - no top menu available
|
|
|
|
return(IR_CONT); // continue script
|
|
}
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
int32 FN_check_player_activity(int32 *params) // James23july97
|
|
{
|
|
// 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 (player_activity_delay >= threshold) // if the actual delay is at or above the given threshold
|
|
{
|
|
player_activity_delay=0; // reset activity delay counter, now that we've got a positive check
|
|
RESULT=1;
|
|
}
|
|
else
|
|
RESULT=0;
|
|
|
|
return(IR_CONT); // continue script
|
|
}
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
int32 FN_reset_player_activity_delay(int32 *params) // James23july97
|
|
{
|
|
// Use if you want to deliberately reset the "no player activity" counter for any reason
|
|
|
|
// no params
|
|
|
|
player_activity_delay=0; // reset activity delay counter
|
|
|
|
return(IR_CONT); // continue script
|
|
}
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
void Monitor_player_activity(void) // James23july97
|
|
{
|
|
if (CheckForMouseEvents()) // if there is at least one mouse event outstanding
|
|
player_activity_delay=0; // reset activity delay counter
|
|
else
|
|
player_activity_delay++; // no. of game cycles since mouse event queue last empty
|
|
}
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
|