Files
scummvm/engines/gob/hotspots.cpp
T
Simon Delamarre 0099c3624c GOB: coordinates adjustment for games existing in several resolutions
This mechanism was used to accommodate games existing in several resolutions, while keeping the same script logic across versions.
Opcodes manipulating coordinates and lengths call the adjustCoords() function to double or halve their values depending on the adjustment needed.

Its usage has been confirmed only in a German version of Adibou1 for now, restrict the feature to this game.
2023-04-21 00:13:44 +02:00

2251 lines
53 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/str.h"
#include "gob/hotspots.h"
#include "gob/global.h"
#include "gob/draw.h"
#include "gob/game.h"
#include "gob/script.h"
#include "gob/inter.h"
namespace Gob {
Hotspots::Hotspot::Hotspot() {
clear();
}
Hotspots::Hotspot::Hotspot(uint16 i,
uint16 l, uint16 t, uint16 r, uint16 b, uint16 f, uint16 k,
uint16 enter, uint16 leave, uint16 pos) {
id = i;
left = l;
top = t;
right = r;
bottom = b;
flags = f;
key = k;
funcEnter = enter;
funcLeave = leave;
funcPos = pos;
script = nullptr;
}
void Hotspots::Hotspot::clear() {
id = 0;
left = 0xFFFF;
top = 0;
right = 0;
bottom = 0;
flags = 0;
key = 0;
funcEnter = 0;
funcLeave = 0;
funcPos = 0;
script = nullptr;
}
Hotspots::Type Hotspots::Hotspot::getType() const {
return (Type) (flags & 0xF);
}
MouseButtons Hotspots::Hotspot::getButton() const {
uint8 buttonBits = ((flags & 0x70) >> 4);
if (buttonBits == 0)
return kMouseButtonsLeft;
if (buttonBits == 1)
return kMouseButtonsRight;
if (buttonBits == 2)
return kMouseButtonsAny;
return kMouseButtonsNone;
}
uint16 Hotspots::Hotspot::getWindow() const {
return (flags & 0x0F00);
}
uint8 Hotspots::Hotspot::getCursor() const {
return (flags & 0xF000) >> 12;
}
uint8 Hotspots::Hotspot::getState(uint16 id) {
return (id & 0xF000) >> 12;
}
uint8 Hotspots::Hotspot::getState() const {
return getState(id);
}
bool Hotspots::Hotspot::isEnd() const {
return (left == 0xFFFF);
}
bool Hotspots::Hotspot::isInput() const {
if (getType() < kTypeInput1NoLeave)
return false;
if (getType() > kTypeInputFloatLeave)
return false;
return true;
}
bool Hotspots::Hotspot::isActiveInput() const {
if (isEnd())
return false;
if (!isFilledEnabled())
return false;
if (!isInput())
return false;
return true;
}
bool Hotspots::Hotspot::isInputLeave() const {
if (!isInput())
return false;
if (!(getType() & 1))
return true;
return false;
}
bool Hotspots::Hotspot::isFilled() const {
return getState() & kStateFilled;
}
bool Hotspots::Hotspot::isFilledEnabled() const {
return (getState() & kStateFilledDisabled) == kStateFilled;
}
bool Hotspots::Hotspot::isFilledNew() const {
return getState() == kStateFilled;
}
bool Hotspots::Hotspot::isDisabled() const {
return getState() & kStateDisabled;
}
bool Hotspots::Hotspot::isIn(uint16 x, uint16 y) const {
// FIXME: the cast to int16 is a hack, to fix handling of Gob2 problems related to
// hotspots with negative offset (to temporary disable them).
if ((int16) x < (int16) left)
return false;
if ((int16) x > (int16) right)
return false;
if ((int16) y < (int16) top)
return false;
if ((int16) y > (int16) bottom)
return false;
return true;
}
bool Hotspots::Hotspot::buttonMatch(MouseButtons button) const {
MouseButtons myButton = getButton();
if (myButton == kMouseButtonsAny)
// Any button allowed
return true;
if (myButton == kMouseButtonsNone)
// No button allowed
return false;
if (myButton == button)
// Exact match
return true;
return false;
}
void Hotspots::Hotspot::disable() {
id |= (kStateDisabled << 12);
}
void Hotspots::Hotspot::enable() {
id &= ~(kStateDisabled << 12);
}
Hotspots::Hotspots(GobEngine *vm) : _vm(vm) {
_hotspots = new Hotspot[kHotspotCount];
_shouldPush = false;
_currentKey = 0;
_currentIndex = 0;
_currentId = 0;
_currentX = 0;
_currentY = 0;
}
Hotspots::~Hotspots() {
delete[] _hotspots;
// Pop the whole stack and free each element's memory
while (!_stack.empty()) {
StackEntry backup = _stack.pop();
delete[] backup.hotspots;
}
}
void Hotspots::clear() {
_currentKey = 0;
for (int i = 0; i < kHotspotCount; i++)
_hotspots[i].clear();
}
uint16 Hotspots::add(uint16 id,
uint16 left, uint16 top, uint16 right, uint16 bottom,
uint16 flags, uint16 key,
uint16 funcEnter, uint16 funcLeave, uint16 funcPos) {
Hotspot hotspot(id, left, top, right, bottom,
flags, key, funcEnter, funcLeave, funcPos);
return add(hotspot);
}
uint16 Hotspots::add(const Hotspot &hotspot) {
for (int i = 0; i < kHotspotCount; i++) {
Hotspot &spot = _hotspots[i];
// free space => add same id => update
if (! (spot.isEnd() || (spot.id == hotspot.id)))
continue;
// When updating, keep disabled state intact
uint16 id = hotspot.id;
if ((spot.id & ~(kStateDisabled << 12)) ==
(hotspot.id & ~(kStateDisabled << 12)))
id = spot.id;
// Set
spot = hotspot;
spot.id = id;
// Remember the current script
spot.script = _vm->_game->_script;
debugC(1, kDebugHotspots, "Adding hotspot %03d: Coord:%3d+%3d+%3d+%3d - id:%04X, key:%04X, flag:%04X - fcts:%5d, %5d, %5d",
i, spot.left, spot.top, spot.right, spot.bottom,
spot.id, spot.key, spot.flags, spot.funcEnter, spot.funcLeave, spot.funcPos);
return i;
}
error("Hotspots::add(): Hotspot array full");
return 0xFFFF; // for compilers that don't support NORETURN
}
void Hotspots::remove(uint16 id) {
for (int i = 0; i < kHotspotCount; i++) {
if (_hotspots[i].id == id) {
debugC(1, kDebugHotspots, "Removing hotspot %d: %X", i, id);
_hotspots[i].clear();
}
}
}
void Hotspots::removeState(uint8 state) {
for (int i = 0; i < kHotspotCount; i++) {
Hotspot &spot = _hotspots[i];
if (spot.getState() == state) {
debugC(1, kDebugHotspots, "Removing hotspot %d: %X (by state %X)", i, spot.id, state);
spot.clear();
}
}
}
void Hotspots::recalculate(bool force) {
debugC(5, kDebugHotspots, "Recalculating hotspots");
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
Hotspot &spot = _hotspots[i];
if (!force && ((spot.flags & 0x80) != 0))
// Not forcing a special hotspot
continue;
if (spot.funcPos == 0)
// Simple coordinates don't need update
continue;
// Setting the needed script
Script *curScript = _vm->_game->_script;
_vm->_game->_script = spot.script;
if (!_vm->_game->_script)
_vm->_game->_script = curScript;
// Calling the function that contains the positions
_vm->_game->_script->call(spot.funcPos);
// Calculate positions
int16 left = _vm->_game->_script->readValExpr();
int16 top = _vm->_game->_script->readValExpr();
int16 width = _vm->_game->_script->readValExpr();
int16 height = _vm->_game->_script->readValExpr();
// Re-read the flags too, if applicable
uint16 flags = 0;
if (spot.getState() == (kStateFilled | kStateType2))
flags = _vm->_game->_script->readValExpr();
// Apply backDelta, if needed
if ((_vm->_draw->_renderFlags & RENDERFLAG_CAPTUREPOP) && (left != -1)) {
left += _vm->_draw->_backDeltaX;
top += _vm->_draw->_backDeltaY;
}
if (_vm->_draw->_needAdjust != 2 && _vm->_draw->_needAdjust != 10) {
_vm->_draw->adjustCoords(0, &left, &top);
if ((spot.flags & 15) < 3)
_vm->_draw->adjustCoords(2, &width, &height);
else {
height &= 0xFFFFFFFE;
_vm->_draw->adjustCoords(2, nullptr, &height);
}
}
// Clamping
if (left < 0) {
width += left;
left = 0;
}
if (top < 0) {
height += top;
top = 0;
}
// Set the updated position
spot.left = left;
spot.top = top;
spot.right = left + width - 1;
spot.bottom = top + height - 1;
if (spot.getState() == (kStateFilled | kStateType2))
spot.flags = flags;
// Return
_vm->_game->_script->pop();
_vm->_game->_script = curScript;
}
}
void Hotspots::push(uint8 all, bool force) {
debugC(1, kDebugHotspots, "Pushing hotspots (%d, %d)", all, force);
// Should we push at all?
if (!_shouldPush && !force)
return;
// Count the hotspots
uint32 size = 0;
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
Hotspot &spot = _hotspots[i];
// Save all of them
if ( (all == 1) ||
// Don't save the global ones
((all == 0) && (spot.id >= 20)) ||
// Only save disabled ones
((all == 2) && ((spot.getState() == (kStateFilledDisabled | kStateType1)) ||
(spot.getState() == (kStateDisabled)) ||
(spot.getState() == (kStateFilledDisabled | kStateType2))))) {
size++;
}
}
StackEntry backup;
backup.shouldPush = _shouldPush;
backup.size = size;
backup.key = _currentKey;
backup.id = _currentId;
backup.index = _currentIndex;
backup.x = _currentX;
backup.y = _currentY;
backup.hotspots = new Hotspot[size];
// Copy the hotspots
Hotspot *destPtr = backup.hotspots;
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
Hotspot &spot = _hotspots[i];
// Save all of them
if ( (all == 1) ||
// Don't save the global ones
((all == 0) && (spot.id >= 20)) ||
// Only save disabled ones
((all == 2) && ((spot.getState() == (kStateFilledDisabled | kStateType1)) ||
(spot.getState() == (kStateDisabled)) ||
(spot.getState() == (kStateFilledDisabled | kStateType2))))) {
memcpy(destPtr, &spot, sizeof(Hotspot));
destPtr++;
spot.clear();
}
}
// Reset current state
_shouldPush = false;
_currentKey = 0;
_currentId = 0;
_currentIndex = 0;
_currentX = 0;
_currentY = 0;
_stack.push(backup);
}
void Hotspots::pop() {
debugC(1, kDebugHotspots, "Popping hotspots");
assert(!_stack.empty());
StackEntry backup = _stack.pop();
// Find the end of the filled hotspot space
int i;
Hotspot *destPtr = _hotspots;
for (i = 0; i < kHotspotCount; i++, destPtr++) {
if (destPtr->isEnd())
break;
}
if (((uint32) (kHotspotCount - i)) < backup.size)
error("Hotspots::pop(): Not enough free space in the current Hotspot "
"array to pop %d elements (got %d)", backup.size, kHotspotCount - i);
// Copy
memcpy(destPtr, backup.hotspots, backup.size * sizeof(Hotspot));
_shouldPush = backup.shouldPush;
_currentKey = backup.key;
_currentId = backup.id;
_currentIndex = backup.index;
_currentX = backup.x;
_currentY = backup.y;
delete[] backup.hotspots;
}
bool Hotspots::isValid(uint16 key, uint16 id, uint16 index) const {
if (index >= kHotspotCount)
return false;
if (key == 0)
return false;
if (!(Hotspot::getState(id) & kStateFilled))
return false;
return true;
}
void Hotspots::call(uint16 offset) {
debugC(4, kDebugHotspots, "Calling hotspot function %d", offset);
_vm->_game->_script->call(offset);
_shouldPush = true;
Common::Stack<StackEntry>::size_type stackSize = _stack.size();
_vm->_inter->funcBlock(0);
while (stackSize != _stack.size())
pop();
_shouldPush = false;
_vm->_game->_script->pop();
recalculate(false);
}
void Hotspots::enter(uint16 index) {
debugC(2, kDebugHotspots, "Entering hotspot %d", index);
if (index >= kHotspotCount) {
warning("Hotspots::enter(): Index %d out of range", index);
return;
}
Hotspot &spot = _hotspots[index];
// If requested, write the ID into a variable
if ((spot.getState() == (kStateFilled | kStateType1)) ||
(spot.getState() == (kStateFilled | kStateType2)))
WRITE_VAR(17, -(spot.id & 0x0FFF));
_currentX = _vm->_global->_inter_mouseX;
_currentY = _vm->_global->_inter_mouseY;
if (spot.funcEnter != 0)
call(spot.funcEnter);
}
void Hotspots::leave(uint16 index) {
debugC(2, kDebugHotspots, "Leaving hotspot %d", index);
if (index >= kHotspotCount) {
warning("Hotspots::leave(): Index %d out of range", index);
return;
}
Hotspot &spot = _hotspots[index];
// If requested, write the ID into a variable
if ((spot.getState() == (kStateFilled | kStateType1)) ||
(spot.getState() == (kStateFilled | kStateType2)))
WRITE_VAR(17, spot.id & 0x0FFF);
if (spot.funcLeave != 0)
call(spot.funcLeave);
}
int16 Hotspots::windowCursor(int16 &dx, int16 &dy) const {
if (!(_vm->_draw->_renderFlags & RENDERFLAG_HASWINDOWS))
return 0;
for (int i = 0; i < 10; i++) {
if (_vm->_draw->_fascinWin[i].id == -1)
// No such windows
continue;
const int left = _vm->_draw->_fascinWin[i].left;
const int top = _vm->_draw->_fascinWin[i].top;
const int right = _vm->_draw->_fascinWin[i].left + _vm->_draw->_fascinWin[i].width - 1;
const int bottom = _vm->_draw->_fascinWin[i].top + _vm->_draw->_fascinWin[i].height - 1;
if ((_vm->_global->_inter_mouseX < left) || (_vm->_global->_inter_mouseX > right) ||
(_vm->_global->_inter_mouseY < top ) || (_vm->_global->_inter_mouseY > bottom))
// We're not inside that window
continue;
if (_vm->_draw->_fascinWin[i].id != (_vm->_draw->_winCount - 1))
// Only consider the top-most window
continue;
dx = _vm->_draw->_fascinWin[i].left;
dy = _vm->_draw->_fascinWin[i].top;
if ((_vm->_global->_inter_mouseX < (left + 12)) && (_vm->_global->_inter_mouseY < (top + 12)) &&
(VAR((_vm->_draw->_winVarArrayStatus / 4) + i) & 2))
// Cursor on 'Close Window'
return 5;
if ((_vm->_global->_inter_mouseX > (right - 12)) & (_vm->_global->_inter_mouseY < (top + 12)) &&
(VAR((_vm->_draw->_winVarArrayStatus / 4) + i) & 4))
// Cursor on 'Move Window'
return 6;
return -1;
}
return 0;
}
uint16 Hotspots::checkMouse(Type type, uint16 &id, uint16 &index) const {
id = 0;
index = 0;
int16 dx = 0;
int16 dy = 0;
int16 winId = _vm->_draw->getWinFromCoord(dx, dy);
if (winId < 0) {
winId = 0;
dx = 0;
dy = 0;
} else
winId *= 256;
if (type == kTypeMove) {
// Check where the mouse was moved to
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];
if (spot.isDisabled())
// Only consider enabled hotspots
continue;
if (spot.getType() > kTypeMove)
// Only consider click and move hotspots
continue;
if (spot.getWindow() != winId)
// Only check the current window
continue;
if (!spot.isIn(_vm->_global->_inter_mouseX - dx, _vm->_global->_inter_mouseY - dy))
// If we're not in it, ignore it
continue;
id = spot.id;
index = i;
return spot.key;
}
return 0;
} else if (type == kTypeClick) {
// Check if something was clicked
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];
if (spot.isDisabled())
// Only consider enabled hotspots
continue;
if (spot.getWindow() != winId)
// Only check the active window
continue;
if (spot.getType() < kTypeMove)
// Only consider hotspots that can be clicked
continue;
if (!spot.isIn(_vm->_global->_inter_mouseX - dx, _vm->_global->_inter_mouseY - dy))
// If we're not in it, ignore it
continue;
if (!spot.buttonMatch(_vm->_game->_mouseButtons))
// Don't follow hotspots with button requirements we don't meet
continue;
id = spot.id;
index = i;
if ((spot.getType() == kTypeMove) || (spot.getType() == kTypeClick))
// It's a move or click => return the key
return spot.key;
// Otherwise, the key has a different meaning, so ignore it
return 0;
}
if (_vm->_game->_mouseButtons != kMouseButtonsLeft)
// Let the right mouse button act as an escape key
return kKeyEscape;
return 0;
}
return 0;
}
bool Hotspots::checkHotspotChanged() {
uint16 key, id, index;
// Get the current hotspot
key = checkMouse(kTypeMove, id, index);
uint16 mouseX = _vm->_global->_inter_mouseX;
uint16 mouseY = _vm->_global->_inter_mouseY;
if (key == _currentKey) {
// Still the same hotspot, just update the mouse position
_currentX = mouseX;
_currentY = mouseY;
return false;
}
// In Geisha, no move hotspot changes should occur when
// we didn't actually move the mouse
if (_vm->getGameType() == kGameTypeGeisha)
if ((mouseX == _currentX) && (mouseY == _currentY))
return false;
// Leave the old area
if (isValid(_currentKey, _currentId,_currentIndex))
leave(_currentIndex);
_currentKey = key;
_currentId = id;
_currentIndex = index;
_currentX = mouseX;
_currentY = mouseY;
// Enter the new one
if (isValid(key, id, index))
enter(index);
return true;
}
uint16 Hotspots::check(uint8 handleMouse, int16 delay, uint16 &id, uint16 &index) {
if (delay >= -1) {
_currentKey = 0;
_currentId = 0;
_currentIndex = 0;
}
id = 0;
index = 0;
if (handleMouse) {
if ((_vm->_draw->_cursorIndex == -1) && (_currentKey == 0)) {
// Last know state: No hotspot hit. Look if that changed
_currentKey = checkMouse(kTypeMove, _currentId, _currentIndex);
if (isValid(_currentKey, _currentId, _currentIndex))
enter(_currentIndex);
}
_vm->_draw->animateCursor(-1);
}
uint32 startTime = _vm->_util->getTimeKey();
// Update display
_vm->_draw->blitInvalidated();
_vm->_video->waitRetrace();
uint16 key = 0;
while (key == 0) {
if (_vm->_inter->_terminate || _vm->shouldQuit()) {
if (handleMouse)
_vm->_draw->blitCursor();
return 0;
}
// Anything changed?
checkHotspotChanged();
// Update display
if (!_vm->_draw->_noInvalidated) {
if (handleMouse)
_vm->_draw->animateCursor(-1);
else
_vm->_draw->blitInvalidated();
_vm->_video->waitRetrace();
}
if (handleMouse)
_vm->_game->evaluateScroll();
// Update keyboard and mouse state
key = _vm->_game->checkKeys(&_vm->_global->_inter_mouseX,
&_vm->_global->_inter_mouseY, &_vm->_game->_mouseButtons, handleMouse);
if (!handleMouse && (_vm->_game->_mouseButtons != kMouseButtonsNone)) {
// We don't want any mouse input but got one => Wait till it went away
_vm->_util->waitMouseRelease(0);
key = 3;
}
if (key != 0) {
// Got a key press
if (handleMouse & 1)
_vm->_draw->blitCursor();
id = 0;
index = 0;
// Leave the current hotspot
if (isValid(_currentKey, _currentId, _currentIndex))
leave(_currentIndex);
_currentKey = 0;
break;
}
if (handleMouse) {
if (_vm->_game->_mouseButtons != kMouseButtonsNone) {
// Mouse button pressed
int i = _vm->_draw->handleCurWin();
if (!i) {
_vm->_draw->animateCursor(2);
if (delay > 0) {
// If a delay was requested, wait the specified time
_vm->_util->delay(delay);
} else if (handleMouse & 1)
_vm->_util->waitMouseRelease(1);
_vm->_draw->animateCursor(-1);
// Which region was clicked?
key = checkMouse(kTypeClick, id, index);
if ((key != 0) || (id != 0)) {
// Got a valid region
if ( (handleMouse & 1) &&
((delay <= 0) || (_vm->_game->_mouseButtons == kMouseButtonsNone)))
_vm->_draw->blitCursor();
if ((_currentKey != 0) &&
(key != _currentKey) &&
(_vm->getGameType() != kGameTypeFascination) &&
(_vm->getGameType() != kGameTypeGeisha))
// If the hotspot changed, leave the old one
// Code not present in Fascination executables
leave(_currentIndex);
_currentKey = 0;
break;
}
if (handleMouse & 4)
// Nothing further than one simple check was requested => return
return 0;
// Leave the current area
if (_currentKey != 0)
leave(_currentIndex);
// No click, but do we have a move event? If so, enter that hotspot
_currentKey = checkMouse(kTypeMove, _currentId, _currentIndex);
if (isValid(_currentKey, _currentId, _currentIndex))
enter(_currentIndex);
} else {
WRITE_VAR(16, (int32)i);
id = 0;
index = 0;
return 0;
}
} else
// No mouse button pressed, check whether the position changed at least
checkHotspotChanged();
}
if ((delay == -2) && (key == 0) &&
(_vm->_game->_mouseButtons == kMouseButtonsNone)) {
// Nothing found and no further handling requested. Return.
id = 0;
index = 0;
break;
}
if (handleMouse)
_vm->_draw->animateCursor(-1);
if ((delay < 0) && (key == 0) &&
(_vm->_game->_mouseButtons == kMouseButtonsNone)) {
// Look if we've maybe reached the timeout
uint32 curTime = _vm->_util->getTimeKey();
if ((curTime + delay) > startTime) {
// If so, return
id = 0;
index = 0;
break;
}
}
// Sleep for a short amount of time
_vm->_util->delay(10);
}
return key;
}
uint16 Hotspots::check(uint8 handleMouse, int16 delay) {
uint16 id, index;
// Check and ignore the id and index
return Hotspots::check(handleMouse, delay, id, index);
}
uint16 Hotspots::updateInput(uint16 xPos, uint16 yPos, uint16 width, uint16 height,
uint16 backColor, uint16 frontColor, char *str, uint16 fontIndex,
Type type, int16 &duration, uint16 &id, uint16 &index) {
if ((fontIndex >= Draw::kFontCount) || !_vm->_draw->_fonts[fontIndex]) {
warning("Hotspots::updateInput(): Invalid font specified: %d", fontIndex);
return 0;
}
// Check if we need to consider mouse events
bool handleMouse = false;
if ( (_vm->_game->_handleMouse != 0) &&
((_vm->_global->_useMouse != 0) || (_vm->_game->_forceHandleMouse != 0)))
handleMouse = true;
const Font &font = *_vm->_draw->_fonts[fontIndex];
// Current position in the string, preset to the end
uint32 pos = strlen(str);
/* Size of input field in characters.
* If the font is not monospaced, we can't know that */
uint32 editSize = font.isMonospaced() ? (width / font.getCharWidth()) : 0;
uint16 key = 0;
char tempStr[256];
while (1) {
// If we the edit field has enough space, add a space for the new character
Common::strlcpy(tempStr, str, 255);
Common::strcat_s(tempStr, " ");
if ((editSize != 0) && strlen(tempStr) > editSize)
Common::strlcpy(tempStr, str, 256);
// Clear input area
fillRect(xPos, yPos,
font.isMonospaced() ? (editSize * font.getCharWidth()) : width, height,
backColor);
// Print the current string, vertically centered
printText(xPos, yPos + (height - font.getCharHeight()) / 2,
tempStr, fontIndex, frontColor);
// If we've reached the end of the input field, set the cursor to the last character
if ((editSize != 0) && (pos == editSize))
pos--;
// The character under the cursor
char curSym = tempStr[pos];
if (_vm->_inter->_variables)
WRITE_VAR(56, pos);
bool first = true;
while (1) {
tempStr[0] = curSym;
tempStr[1] = 0;
// Draw cursor
uint16 cursorX, cursorY, cursorWidth, cursorHeight;
getTextCursorPos(font, str, pos, xPos, yPos, width, height,
cursorX, cursorY, cursorWidth, cursorHeight);
fillRect(cursorX, cursorY, cursorWidth, cursorHeight, frontColor);
if (first) {
// The first time, purge old information too
key = check(handleMouse, -1, id, index);
if (key == 0)
// We didn't catch any input, let's try again with a real timeout
key = check(handleMouse, -300, id, index);
first = false;
} else
// Try to catch a character
key = check(handleMouse, -300, id, index);
tempStr[0] = curSym;
tempStr[1] = 0;
// Clear cursor
getTextCursorPos(font, str, pos, xPos, yPos, width, height,
cursorX, cursorY, cursorWidth, cursorHeight);
fillRect(cursorX, cursorY, cursorWidth, cursorHeight, backColor);
// Print the current string, vertically centered
printText(cursorX, yPos + (height - font.getCharHeight()) / 2,
tempStr, fontIndex, frontColor);
if ((key != 0) || (id != 0))
// We did get a key, stop looking
break;
// Try again
key = check(handleMouse, -300, id, index);
if ((key != 0) || (id != 0) ||
_vm->_inter->_terminate || _vm->shouldQuit())
// We did get a key, stop looking
break;
if (duration > 0) {
// Look if we reached the time limit
duration -= 600;
if (duration <= 1) {
// If so, abort
key = 0;
id = 0;
break;
}
}
}
if ((key == 0) || (id != 0) ||
_vm->_inter->_terminate || _vm->shouldQuit())
// Got no key, or a region ID instead, return
return 0;
switch (key) {
case kKeyRight:
// If possible, move the cursor right
if (((editSize != 0) && ((pos > strlen(str)) || (pos > (editSize - 1)))) ||
((editSize == 0) && (pos > strlen(str)))) {
pos++;
continue;
}
// Continue downwards instead
return kKeyDown;
case kKeyLeft:
// If possible, move the cursor left
if (pos > 0) {
pos--;
continue;
}
// Continue upwards instead
return kKeyUp;
case kKeyBackspace:
if (pos > 0) {
// Delete the character to the left
_vm->_util->cutFromStr(str, pos - 1, 1);
pos--;
} else {
if (pos < strlen(str))
// Delete the character to the right
_vm->_util->cutFromStr(str, pos, 1);
}
continue;
case kKeyDelete:
if (pos >= strlen(str))
continue;
// Delete the character to the right
_vm->_util->cutFromStr(str, pos, 1);
continue;
case kKeyReturn:
case kKeyF1:
case kKeyF2:
case kKeyF3:
case kKeyF4:
case kKeyF5:
case kKeyF6:
case kKeyF7:
case kKeyF8:
case kKeyF9:
case kKeyF10:
case kKeyUp:
case kKeyDown:
return key;
case kKeyEscape:
// If we got an escape event, wait until the mouse buttons have been released
if (_vm->_global->_useMouse != 0)
continue;
_vm->_game->_forceHandleMouse = !_vm->_game->_forceHandleMouse;
handleMouse = false;
if ( (_vm->_game->_handleMouse != 0) &&
((_vm->_global->_useMouse != 0) || (_vm->_game->_forceHandleMouse != 0)))
handleMouse = true;
while (_vm->_global->_pressedKeys[1] != 0)
;
continue;
default:
// Got a "normal" key
uint16 savedKey = key;
key &= 0xFF;
if (((type == kTypeInputFloatNoLeave) || (type == kTypeInputFloatLeave)) &&
(key >= ' ') && (key <= 0xFF)) {
// Only allow character found in numerical floating values
const char *str1 = "0123456789-.,+ ";
const char *str2 = "0123456789-,,+ ";
if ((((savedKey >> 8) > 1) && ((savedKey >> 8) < 12)) &&
((_vm->_global->_pressedKeys[42] != 0) ||
(_vm->_global->_pressedKeys[56] != 0)))
key = ((savedKey >> 8) - 1) % 10 + '0';
int i;
for (i = 0; str1[i] != 0; i++) {
if (key == str1[i]) {
key = str2[i];
break;
}
}
if (i == (int16) strlen(str1))
key = 0;
}
if ((key >= ' ') && (key <= 0xFF)) {
if (editSize == 0) {
// Length of the string + current character + next one
int length = _vm->_draw->stringLength(str, fontIndex) +
font.getCharWidth(' ') + font.getCharWidth(key);
if (length > width)
// We're above the limit, ignore the key
continue;
if (((int32) strlen(str)) >= (_vm->_global->_inter_animDataSize * 4 - 1))
// Above the limit of character allowed in a string, ignore the key
continue;
} else {
if (strlen(str) > editSize)
// We're over the upper character limit for this field
continue;
else if (editSize == strlen(str))
// We've reached the upper limit, overwrite the last character
_vm->_util->cutFromStr(str, strlen(str) - 1, 1);
}
// Advance cursor
pos++;
tempStr[0] = key;
tempStr[1] = 0;
// Add character
_vm->_util->insertStr(tempStr, str, pos - 1);
}
}
}
}
uint16 Hotspots::handleInputs(int16 time, uint16 inputCount, uint16 &curInput,
InputDesc *inputs, uint16 &id, uint16 &index) {
// Redraw all texts in all inputs we currently manage
updateAllTexts(inputs);
for (int i = 0; i < 40; i++)
WRITE_VAR(17 + i, 0);
while (1) {
// Find the hotspot index to our current input
uint16 hotspotIndex = inputToHotspot(curInput);
assert(hotspotIndex != 0xFFFF);
Hotspot inputSpot = _hotspots[hotspotIndex];
// Handle input events from that input field
uint16 key = updateInput(inputSpot.left, inputSpot.top,
inputSpot.right - inputSpot.left + 1,
inputSpot.bottom - inputSpot.top + 1,
inputs[curInput].backColor, inputs[curInput].frontColor,
GET_VARO_STR(inputSpot.key), inputs[curInput].fontIndex,
inputSpot.getType(), time, id, index);
if (_vm->_inter->_terminate)
return 0;
switch (key) {
case kKeyNone:
if (id == 0)
// No key and no hotspot => return
return 0;
if (_vm->_game->_mouseButtons != kMouseButtonsNone)
// Clicked something, get the hotspot index
index = findClickedInput(index);
if (!_hotspots[index].isInput())
// It's no input, return
return 0;
// Get the associated input index
curInput = hotspotToInput(index);
break;
case kKeyF1:
case kKeyF2:
case kKeyF3:
case kKeyF4:
case kKeyF5:
case kKeyF6:
case kKeyF7:
case kKeyF8:
case kKeyF9:
case kKeyF10:
return key;
case kKeyReturn:
// Just one input => return
if (inputCount == 1)
return kKeyReturn;
// End of input chain reached => wrap
if (curInput == (inputCount - 1)) {
curInput = 0;
break;
}
// Next input
curInput++;
break;
case kKeyDown:
// Next input
if ((inputCount - 1) > curInput)
curInput++;
break;
case kKeyUp:
// Previous input
if (curInput > 0)
curInput--;
break;
default:
break;
}
}
}
void Hotspots::evaluateNew(uint16 i, uint16 *ids, InputDesc *inputs,
uint16 &inputId, bool &hasInput, uint16 &inputCount) {
ids[i] = 0;
// Type and window
byte type = _vm->_game->_script->readByte();
byte windowNum = 0;
if ((type & 0x40) != 0) {
// Got a window ID
type -= 0x40;
windowNum = _vm->_game->_script->readByte();
}
// Coordinates
uint16 left, top, width, height, right, bottom;
uint32 funcPos = 0;
if ((type & 0x80) != 0) {
// Complex coordinate expressions
funcPos = _vm->_game->_script->pos();
left = _vm->_game->_script->readValExpr();
top = _vm->_game->_script->readValExpr();
width = _vm->_game->_script->readValExpr();
height = _vm->_game->_script->readValExpr();
} else {
// Immediate values
funcPos = 0;
left = _vm->_game->_script->readUint16();
top = _vm->_game->_script->readUint16();
width = _vm->_game->_script->readUint16();
height = _vm->_game->_script->readUint16();
}
type &= 0x7F;
if (_vm->getGameType() == kGameTypeAdibou1 &&
left == 0xFFFF - 5 &&
(_vm->isCurrentTot("L61EXO-7.tot") || _vm->isCurrentTot("L61EXO-9.tot"))) {
// WORKAROUND: In those "find matching cards" games, hotspots of cards already found
// are normally removed by setting their x coordinate to 0xFFFF. However, sometimes
// the hotspot pos() function subtracts an additional 5 from x, which results in the
// hotspot not being properly removed (and clicking on it leads to a crash).
// TODO: the original executable somehow avoids this problem.
left = 0xFFFF;
}
// Draw a border around the hotspot
if (_vm->_draw->_renderFlags & RENDERFLAG_BORDERHOTSPOTS) {
Surface &surface = *_vm->_draw->_spritesArray[_vm->_draw->_destSurface];
_vm->_video->dirtyRectsAll();
if (windowNum == 0) {
// The hotspot is not inside a window, just draw border it
surface.drawRect(left, top, left + width - 1, top + height - 1, 0);
} else {
// The hotspot is inside a window, only draw it if it's the topmost window
if ((_vm->_draw->_fascinWin[windowNum].id != -1) &&
(_vm->_draw->_fascinWin[windowNum].id == (_vm->_draw->_winCount - 1))) {
const uint16 wLeft = left + _vm->_draw->_fascinWin[windowNum].left;
const uint16 wTop = top + _vm->_draw->_fascinWin[windowNum].top;
surface.drawRect(wLeft, wTop, wLeft + width - 1, wTop + height - 1, 0);
}
}
}
// Apply global drawing offset
if ((_vm->_draw->_renderFlags & RENDERFLAG_CAPTUREPOP) && (left != 0xFFFF)) {
left += _vm->_draw->_backDeltaX;
top += _vm->_draw->_backDeltaY;
}
if (left != 0xFFFF) {
_vm->_draw->adjustCoords(0, &left, &top);
if ((type & 0x3F) >= 20 || (type & 0x3F) < 3)
_vm->_draw->adjustCoords(0, &width, &height);
else {
if (_vm->_draw->_needAdjust != 2 && _vm->_draw->_needAdjust != 10)
height &= 0xFFFE;
_vm->_draw->adjustCoords(0, &height, 0);
}
}
right = left + width - 1;
bottom = top + height - 1;
// Enabling the hotspots again
if ((type == kTypeEnable2) || (type == kTypeEnable1)) {
uint8 wantedState = 0;
if (type == kTypeEnable2)
wantedState = kStateFilledDisabled | kStateType2;
else
wantedState = kStateFilledDisabled | kStateType1;
_vm->_game->_script->skip(6);
for (int j = 0; j < kHotspotCount; j++) {
Hotspot &spot = _hotspots[j];
if (spot.getState() == wantedState) {
spot.enable();
spot.funcEnter = _vm->_game->_script->pos();
spot.funcLeave = _vm->_game->_script->pos();
}
}
_vm->_game->_script->skipBlock();
return;
}
int16 key = 0;
int16 flags = 0;
Font *font = nullptr;
uint32 funcEnter = 0, funcLeave = 0;
if ((windowNum != 0) && (type != 0) && (type != 2))
debugC(0, kDebugHotspots, "evaluateNew - type %d, win %d",type, windowNum);
// Evaluate parameters for the new hotspot
switch (type) {
case kTypeNone:
_vm->_game->_script->skip(6);
funcEnter = _vm->_game->_script->pos();
_vm->_game->_script->skipBlock();
funcLeave = _vm->_game->_script->pos();
_vm->_game->_script->skipBlock();
key = i + ((kStateFilled | kStateType2) << 12);
flags = type + (windowNum << 8);
break;
case kTypeMove:
key = _vm->_game->_script->readInt16();
ids[i] = _vm->_game->_script->readInt16();
flags = _vm->_game->_script->readInt16();
funcEnter = _vm->_game->_script->pos();
_vm->_game->_script->skipBlock();
funcLeave = _vm->_game->_script->pos();
_vm->_game->_script->skipBlock();
if (key == 0)
key = i + ((kStateFilled | kStateType2) << 12);
flags = type + (windowNum << 8) + (flags << 4);
break;
case kTypeInput1NoLeave:
case kTypeInput1Leave:
case kTypeInput2NoLeave:
case kTypeInput2Leave:
case kTypeInput3NoLeave:
case kTypeInput3Leave:
case kTypeInputFloatNoLeave:
case kTypeInputFloatLeave:
hasInput = true;
_vm->_util->clearKeyBuf();
// Input text parameters
key = _vm->_game->_script->readVarIndex();
inputs[inputCount].fontIndex = _vm->_game->_script->readInt16();
inputs[inputCount].backColor = _vm->_game->_script->readByte();
inputs[inputCount].frontColor = _vm->_game->_script->readByte();
inputs[inputCount].length = 0;
inputs[inputCount].str = nullptr;
if ((type >= kTypeInput2NoLeave) && (type <= kTypeInput3Leave)) {
inputs[inputCount].length = _vm->_game->_script->readUint16();
inputs[inputCount].str =
(const char *)(_vm->_game->_script->getData() + _vm->_game->_script->pos());
_vm->_game->_script->skip(inputs[inputCount].length);
}
if (left == 0xFFFF) {
if (!(type & 1))
// No coordinates but a leave block => skip it
_vm->_game->_script->skipBlock();
break;
}
font = _vm->_draw->_fonts[inputs[inputCount].fontIndex];
if (font->isMonospaced())
right = left + width * font->getCharWidth() - 1;
funcEnter = 0;
funcPos = 0;
funcLeave = 0;
if (!(type & 1)) {
// Got a leave
funcLeave = _vm->_game->_script->pos();
_vm->_game->_script->skipBlock();
}
flags = type;
inputCount++;
break;
case 20:
inputId = i;
// fall through
case kTypeClick:
key = _vm->_game->_script->readInt16();
ids[i] = _vm->_game->_script->readInt16();
flags = _vm->_game->_script->readInt16();
if (flags > 3)
warning("evaluateNew: Warning, use of type 2 or 20. flags = %d, should be %d", flags, flags&3);
funcEnter = 0;
funcLeave = _vm->_game->_script->pos();
_vm->_game->_script->skipBlock();
flags = ((uint16) kTypeClick) + (windowNum << 8) + (flags << 4);
break;
case kTypeClickEnter:
key = _vm->_game->_script->readInt16();
ids[i] = _vm->_game->_script->readInt16();
flags = _vm->_game->_script->readInt16() & 3;
funcEnter = _vm->_game->_script->pos();
_vm->_game->_script->skipBlock();
funcLeave = 0;
flags = ((uint16) kTypeClick) + (windowNum << 8) + (flags << 4);
break;
default:
break;
}
// Add the new hotspot
add(i | (kStateFilled << 12), left, top, right, bottom,
flags, key, funcEnter, funcLeave, funcPos);
}
bool Hotspots::evaluateFind(uint16 key, int16 timeVal, const uint16 *ids,
uint16 leaveWindowIndex, uint16 hotspotIndex1, uint16 hotspotIndex2,
uint16 endIndex, int16 &duration, uint16 &id, uint16 &index, bool &finished) {
bool fascinCheck = false;
if (id != 0)
// We already found a hotspot, nothing to do
return true;
if (key != 0) {
// We've got a key
// Find the hotspot with that key associated
findKey(key, id, index);
if (id != 0)
// Found it
return true;
// Try it case insensitively
findKeyCaseInsensitive(key, id, index);
if (id != 0)
// Found it
return true;
return false;
}
if ((_vm->getGameType() == kGameTypeFascination) && (getCurrentHotspot()))
fascinCheck = true;
if ((duration != 0) && (!fascinCheck)) {
// We've got a time duration
if (hotspotIndex1 != 0) {
finished =
leaveNthPlain(hotspotIndex1, endIndex, timeVal, ids, id, index, duration);
} else if (hotspotIndex2 != 0) {
findNthPlain(hotspotIndex2, endIndex, id, index);
} else {
// Enter the first hotspot
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
Hotspot &spot = _hotspots[i];
if (spot.isFilledNew()) {
id = spot.id;
index = i;
break;
}
}
// Leave the current hotspot
if ((_currentKey != 0) && (_hotspots[_currentIndex].funcLeave != 0))
call(_hotspots[_currentIndex].funcLeave);
_currentKey = 0;
}
if (id != 0)
return true;
return false;
} else {
if (leaveWindowIndex != 0)
findNthPlain(leaveWindowIndex, endIndex, id, index);
if (id != 0)
return true;
}
return false;
}
void Hotspots::evaluate() {
InputDesc inputs[20];
uint16 ids[kHotspotCount];
// Push all local hotspots
push(0);
// Find the current end of the hotspot block
uint16 endIndex = 0;
while (!_hotspots[endIndex].isEnd())
endIndex++;
_shouldPush = false;
_vm->_game->_script->skip(1);
// Number of new hotspots
byte count = _vm->_game->_script->readByte();
// Parameters of this block
_vm->_game->_handleMouse = _vm->_game->_script->peekByte(0);
int16 duration = _vm->_game->_script->peekByte(1);
byte leaveWindowIndex = 0;
if (_vm->getGameType() == kGameTypeFascination)
leaveWindowIndex = _vm->_game->_script->peekByte(2);
byte hotspotIndex1 = _vm->_game->_script->peekByte(3);
byte hotspotIndex2 = _vm->_game->_script->peekByte(4);
bool needRecalculation = _vm->_game->_script->peekByte(5) != 0;
// Seconds -> Milliseconds
duration *= 1000;
if ((hotspotIndex1 != 0) || (hotspotIndex2 != 0)) {
duration /= 100;
if (_vm->_game->_script->peekByte(1) == 100)
duration = 2;
}
int16 timeVal = duration;
_vm->_game->_script->skip(6);
setCurrentHotspot(nullptr, 0);
bool finishedDuration = false;
uint16 id = 0;
uint16 inputId = 0xFFFF;
uint16 index = 0;
bool hasInput = false;
uint16 inputCount = 0;
// Adding new hotspots
for (uint16 i = 0; i < count; i++)
evaluateNew(i, ids, inputs, inputId, hasInput, inputCount);
// Recalculate all hotspots if requested
if (needRecalculation)
recalculate(true);
_vm->_game->_forceHandleMouse = 0;
_vm->_util->clearKeyBuf();
while ((id == 0) && !_vm->_inter->_terminate && !_vm->shouldQuit()) {
uint16 key = 0;
if (hasInput) {
// Input
uint16 curInput = 0;
key = handleInputs(duration, inputCount, curInput, inputs, id, index);
// Notify the script of the current input index
WRITE_VAR(17 + 38, curInput);
if (key == kKeyReturn) {
// Return pressed, invoke input leave
findFirstInputLeave(id, inputId, index);
break;
}
} else
// Normal move or click check
key = check(_vm->_game->_handleMouse, -duration, id, index);
key = convertSpecialKey(key);
// Try to find a fitting hotspot
evaluateFind(key, timeVal, ids, leaveWindowIndex, hotspotIndex1, hotspotIndex2, endIndex,
duration, id, index, finishedDuration);
if (finishedDuration)
break;
if ((id == 0) || (_hotspots[index].funcLeave != 0))
// We don't have a new ID, but haven't yet handled the leave function
continue;
_vm->_inter->storeMouse();
setCurrentHotspot(ids, id);
// Enter it
if (_hotspots[index].funcEnter != 0)
call(_hotspots[index].funcEnter);
setCurrentHotspot(nullptr, 0);
id = 0;
}
if ((id & 0xFFF) == inputId)
matchInputStrings(inputs);
if (_vm->_game->_handleMouse == 1)
_vm->_draw->blitCursor();
if (!_vm->_inter->_terminate && (!finishedDuration)) {
_vm->_game->_script->seek(_hotspots[index].funcLeave);
_vm->_inter->storeMouse();
if (getCurrentHotspot() == 0) {
// No hotspot currently handled, now we'll handle the newly found one
setCurrentHotspot(ids, id);
}
} else
_vm->_game->_script->setFinished(true);
for (int i = 0; i < count; i++)
// Remove all local hotspots
remove(i + (kStateFilled << 12));
for (int i = 0; i < kHotspotCount; i++) {
Hotspot &spot = _hotspots[i];
// Disable the ones still there
if ((spot.getState() == (kStateFilled | kStateType1)) ||
(spot.getState() == (kStateFilled | kStateType2)))
spot.disable();
}
}
int16 Hotspots::findCursor(uint16 x, uint16 y) const {
int16 cursor = 0;
int16 deltax = 0;
int16 deltay = 0;
// Fascination uses hard-coded windows
if (_vm->getGameType() == kGameTypeFascination) {
cursor = windowCursor(deltax, deltay);
// We're in a window and in an area that forces a specific cursor
if (cursor > 0)
return cursor;
// We're somewhere else inside a window
if (cursor < 0) {
int16 curType = -cursor * 256;
cursor = 0;
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];
// this check is /really/ Fascination specific.
// It's illogical, so if it's to be reused in Adi games... Be careful!
if ((spot.flags & 0xFF00) == curType)
if (spot.isIn(x - deltax, y - deltay)) {
if (spot.getType() < kTypeInput1NoLeave)
cursor = 1;
else
cursor = 3;
break;
}
}
if (_vm->_draw->_cursorAnimLow[cursor] == -1)
// If the cursor is invalid... there's a generic "click" cursor
cursor = 1;
return cursor;
}
}
// Normal, non-window cursor handling
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];
if ((spot.getWindow() != 0) || spot.isDisabled())
// Ignore disabled and non-main-windowed hotspots
continue;
if (!spot.isIn(x, y))
// We're not in that hotspot, ignore it
continue;
if (spot.getCursor() == 0) {
// Hotspot doesn't itself specify a cursor...
if (spot.getType() >= kTypeInput1NoLeave) {
// ...but the type has a generic one
cursor = 3;
break;
} else if ((spot.getButton() != kMouseButtonsRight) && (cursor == 0))
// ...but there's a generic "click" cursor
cursor = 1;
} else if (cursor == 0)
// Hotspot had an attached cursor index
cursor = spot.getCursor();
}
return cursor;
}
void Hotspots::oPlaytoons_F_1B() {
int16 shortId;
int16 longId;
int16 var2;
int16 fontIndex;
int16 var4;
uint16 left;
uint16 top;
uint16 right;
uint16 bottom;
shortId = _vm->_game->_script->readValExpr();
var2 = _vm->_game->_script->readValExpr();
_vm->_game->_script->evalExpr(nullptr);
fontIndex = _vm->_game->_script->readValExpr();
var4 = _vm->_game->_script->readValExpr();
// this variable is always set to 0 in Playtoons
// var_4 += unk_var;
for (int i = 0; i < kHotspotCount; i++) {
if (_hotspots[i].isEnd())
return;
if ((_hotspots[i].id == 0xD000 + shortId) || (_hotspots[i].id == 0xB000 + shortId) ||
(_hotspots[i].id == 0x4000 + shortId)) {
longId = _hotspots[i].id;
warning("oPlaytoons_F_1B: shortId %d, var2 %d fontIndex %d var4 %d - longId %d", shortId, var2, fontIndex, var4, longId);
left = _hotspots[i].left;
top = _hotspots[i].top;
right = _hotspots[i].right;
bottom = _hotspots[i].bottom;
left += 2;
top += 2;
right -= 2;
bottom -= 2;
if ((_vm->_draw->_needAdjust != 2) && (_vm->_draw->_needAdjust != 10)) {
left += 2;
top += 2;
right -= 2;
bottom -= 2;
}
_vm->_draw->oPlaytoons_sub_F_1B(0x8000+ var2, left, top, right, bottom, _vm->_game->_script->getResultStr(), fontIndex, var4, shortId);
return;
}
}
warning("shortId not found %d", shortId);
return;
}
uint16 Hotspots::inputToHotspot(uint16 input) const {
uint16 inputIndex = 0;
for (int i = 0; i < kHotspotCount; i++) {
const Hotspot &spot = _hotspots[i];
if (!spot.isActiveInput())
// Not an active input
continue;
if (inputIndex == input)
// We've found our input
return i;
// Next one
inputIndex++;
}
// None found
return 0xFFFF;
}
uint16 Hotspots::hotspotToInput(uint16 hotspot) const {
uint16 input = 0;
for (int i = 0; i < kHotspotCount; i++) {
const Hotspot &spot = _hotspots[i];
if (!spot.isActiveInput())
// Not an active input
continue;
if (i == hotspot)
// We've found our hotspot
break;
// Next one
input++;
}
return input;
}
uint16 Hotspots::findClickedInput(uint16 index) const {
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];
if (spot.getWindow() != 0)
// Ignore other windows
continue;
if (spot.isDisabled())
// Ignore disabled hotspots
continue;
if (!spot.isIn(_vm->_global->_inter_mouseX, _vm->_global->_inter_mouseY))
// This one wasn't it
continue;
if (spot.getCursor() != 0)
// This one specifies a cursor, so we don't want it
continue;
if (!spot.isInput())
// It's no input
continue;
index = i;
break;
}
return index;
}
bool Hotspots::findFirstInputLeave(uint16 &id, uint16 &inputId, uint16 &index) const {
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];
if (!spot.isFilledEnabled())
// Not filled or disabled
continue;
if (!spot.isInputLeave())
// Not an input with a leave function
continue;
id = spot.id;
inputId = spot.id & 0x7FFF;
index = i;
return true;
}
return false;
}
bool Hotspots::findKey(uint16 key, uint16 &id, uint16 &index) const {
id = 0;
index = 0;
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];
if (!spot.isFilledEnabled())
// Not filled or disabled
continue;
// Key match Catch all
if ((spot.key == key) || (spot.key == 0x7FFF)) {
id = spot.id;
index = i;
return true;
}
}
return false;
}
bool Hotspots::findKeyCaseInsensitive(uint16 key, uint16 &id, uint16 &index) const {
id = 0;
index = 0;
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];
if (!spot.isFilledEnabled())
// Not filled or disabled, ignore
continue;
if ((spot.key & 0xFF00) != 0)
continue;
if (spot.key == 0)
// No associated key, ignore
continue;
// Compare
if (toupper(key & 0xFF) == toupper(spot.key)) {
id = spot.id;
index = i;
return true;
}
}
return false;
}
bool Hotspots::findNthPlain(uint16 n, uint16 startIndex, uint16 &id, uint16 &index) const {
id = 0;
index = 0;
uint16 counter = 0;
for (int i = startIndex; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];
if (!spot.isFilledNew())
// Not filled, ignore
continue;
if (++counter != n)
// Not yet the one we want
continue;
id = spot.id;
index = i;
return true;
}
return false;
}
bool Hotspots::leaveNthPlain(uint16 n, uint16 startIndex, int16 timeVal, const uint16 *ids,
uint16 &id, uint16 &index, int16 &duration) {
id = 0;
index = 0;
if (!findNthPlain(n, startIndex, id, index))
// Doesn't exist
return false;
_vm->_inter->storeMouse();
if (getCurrentHotspot() != 0)
// We already handle a hotspot
return false;
setCurrentHotspot(ids, id);
const Hotspot &spot = _hotspots[index];
if (spot.funcLeave != 0) {
// It has a leave function
uint32 startTime, callTime;
// Call the leave and time it
startTime = _vm->_util->getTimeKey();
call(spot.funcLeave);
_vm->_inter->animPalette();
callTime = _vm->_util->getTimeKey() - startTime;
// Remove the time it took from the time we have available
duration = CLIP<int>(timeVal - callTime, 2, timeVal);
}
if (getCurrentHotspot() == 0) {
id = 0;
index = 0;
}
return getCurrentHotspot() != 0;
}
void Hotspots::setCurrentHotspot(const uint16 *ids, uint16 id) const {
if (!ids) {
WRITE_VAR(16, 0);
return;
}
if (Hotspot::getState(id) == kStateFilled)
WRITE_VAR(16, (int16)ids[id & 0xFFF]);
else
WRITE_VAR(16, id & 0xFFF);
}
uint32 Hotspots::getCurrentHotspot() const {
return VAR(16);
}
void Hotspots::cleanFloatString(const Hotspot &spot) const {
char *to, *from;
to = from = GET_VARO_STR(spot.key);
for (int i = 0; (i < 257) && (*from != '\0'); i++, from++) {
char c = *from;
// Skip spaces
if (c == ' ')
continue;
// Convert decimal separator if necessary
if ((_vm->_global->_language == kLanguageBritish) && (c == '.'))
c = ',';
*to++ = c;
}
*to = '\0';
}
void Hotspots::checkStringMatch(const Hotspot &spot, const InputDesc &input,
uint16 inputPos) const {
const char *str = input.str;
char tempStr[256];
char spotStr[256];
Common::strlcpy(tempStr, GET_VARO_STR(spot.key), 256);
if (spot.getType() < kTypeInput3NoLeave)
_vm->_util->cleanupStr(tempStr);
uint16 pos = 0;
do {
Common::strlcpy(spotStr, str, 256);
pos += strlen(str) + 1;
str += strlen(str) + 1;
if (spot.getType() < kTypeInput3NoLeave)
_vm->_util->cleanupStr(spotStr);
// Compare the entered string with the string we wanted
if (strcmp(tempStr, spotStr) == 0) {
WRITE_VAR(17, VAR(17) + 1);
WRITE_VAR(17 + inputPos, 1);
break;
}
} while (input.length > pos);
}
void Hotspots::matchInputStrings(const InputDesc *inputs) const {
uint16 strInputCount = 0;
uint16 inputIndex = 0;
uint16 inputPos = 1;
for (int i = 0; i < kHotspotCount; i++) {
const Hotspot &spot = _hotspots[i];
// Looking for all enabled inputs
if (spot.isEnd())
continue;
if (!spot.isFilledEnabled())
continue;
if (!spot.isInput())
continue;
if (spot.getType() >= kTypeInputFloatNoLeave)
cleanFloatString(spot);
if ((spot.getType() >= kTypeInput2NoLeave) && (spot.getType() <= kTypeInput3Leave)) {
// Look if we find a match between the wanted and the typed string
checkStringMatch(spot, inputs[inputIndex], inputPos);
strInputCount++;
} else
WRITE_VAR(17 + inputPos, 2);
inputIndex++;
inputPos++;
}
// Notify the scripts if we reached the requested hotspot
WRITE_VAR(17, (uint32) (strInputCount == ((uint16) VAR(17))));
}
uint16 Hotspots::convertSpecialKey(uint16 key) const {
if (((key & 0xFF) >= ' ') && ((key & 0xFF) <= 0xFF) &&
((key >> 8) > 1) && ((key >> 8) < 12))
key = '0' + (((key >> 8) - 1) % 10) + (key & 0xFF00);
return key;
}
void Hotspots::getTextCursorPos(const Font &font, const char *str,
uint32 pos, uint16 x, uint16 y, uint16 width, uint16 height,
uint16 &cursorX, uint16 &cursorY, uint16 &cursorWidth, uint16 &cursorHeight) const {
if (!font.isMonospaced()) {
// Cursor to the right of the current character
cursorX = x;
cursorY = y;
cursorWidth = 1;
cursorHeight = height;
// Iterate through the string and add each character's width
for (uint32 i = 0; i < pos; i++)
cursorX += font.getCharWidth(str[i]);
} else {
// Cursor underlining the current character
cursorX = x + font.getCharWidth() * pos;
cursorY = y + height - 1;
cursorWidth = font.getCharWidth();
cursorHeight = 1;
}
}
void Hotspots::fillRect(uint16 x, uint16 y, uint16 width, uint16 height, uint16 color) const {
_vm->_draw->_destSurface = Draw::kBackSurface;
_vm->_draw->_destSpriteX = x;
_vm->_draw->_destSpriteY = y;
_vm->_draw->_spriteRight = width;
_vm->_draw->_spriteBottom = height;
_vm->_draw->_backColor = color;
_vm->_draw->spriteOperation(DRAW_FILLRECT | 0x10);
}
void Hotspots::printText(uint16 x, uint16 y, const char *str, uint16 fontIndex, uint16 color) const {
_vm->_draw->_destSpriteX = x;
_vm->_draw->_destSpriteY = y;
_vm->_draw->_frontColor = color;
_vm->_draw->_fontIndex = fontIndex;
_vm->_draw->_textToPrint = str;
_vm->_draw->_transparency = 1;
_vm->_draw->spriteOperation(DRAW_PRINTTEXT | 0x10);
}
void Hotspots::updateAllTexts(const InputDesc *inputs) const {
uint16 input = 0;
for (int i = 0; i < kHotspotCount; i++) {
const Hotspot &spot = _hotspots[i];
if (spot.isEnd())
// It's an end, we don't want it
continue;
if (!spot.isFilledEnabled())
// This one's either not used or disabled
continue;
if (!spot.isInput())
// Not an input
continue;
// Get its text
char tempStr[256];
Common::strlcpy(tempStr, GET_VARO_STR(spot.key), 256);
// Coordinates
uint16 x = spot.left;
uint16 y = spot.top;
uint16 width = spot.right - spot.left + 1;
uint16 height = spot.bottom - spot.top + 1;
// Clear the background
fillRect(x, y, width, height, inputs[input].backColor);
// Center the text vertically
y += (height - _vm->_draw->_fonts[_vm->_draw->_fontIndex]->getCharHeight()) / 2;
// Draw it
printText(x, y, tempStr, inputs[input].fontIndex, inputs[input].frontColor);
input++;
}
}
} // End of namespace Gob