Files
scummvm/sword2/mouse.cpp
T
Torbjörn Andersson 3d012651fd The script engine frequently needs to pass pointers to various structures
etc. to the different opcodes. Until now it has done so by casting the
pointer to an int32 (opcode parameters are represented as arrays of int32)
and then the opcode function casts it back to whatever pointer it needs.

At least in C there is no guarantee that a pointer can be represented as an
integer type (though apparently C99 may define such a type), so this has
struck me as unsafe ever since I first noticed it.

However, since all such pointers appear to point to the memory block owned
by the memory manager, we can easily convert them to integers by treating
them as offsets into the memory block. So that's what I have done. I hope I
caught all the occurences in the opcode functions, or we're going to have
some pretty interesting regressions on our hands...

svn-id: r11241
2003-11-10 07:52:15 +00:00

1305 lines
32 KiB
C++

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "stdafx.h"
#include "sword2/driver/driver96.h"
#include "sword2/build_display.h"
#include "sword2/console.h"
#include "sword2/controls.h"
#include "sword2/defs.h"
#include "sword2/icons.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/layers.h"
#include "sword2/maketext.h"
#include "sword2/mouse.h"
#include "sword2/object.h"
#include "sword2/protocol.h"
#include "sword2/resman.h"
#include "sword2/sound.h"
#include "sword2/sword2.h"
namespace Sword2 {
// pointer resource id's
enum {
CROSHAIR = 18,
EXIT0 = 788,
EXIT1 = 789,
EXIT2 = 790,
EXIT3 = 791,
EXIT4 = 792,
EXIT5 = 793,
EXIT6 = 794,
EXIT7 = 795,
EXITDOWN = 796,
EXITUP = 797,
MOUTH = 787,
NORMAL = 17,
PICKUP = 3099,
SCROLL_L = 1440,
SCROLL_R = 1441,
USE = 3100
};
void Sword2Engine::resetMouseList(void) {
// call at beginning of gameloop
_curMouse = 1;
}
/**
* This function is called every game cycle.
*/
void Sword2Engine::mouseEngine(void) {
monitorPlayerActivity();
clearPointerText();
// If George is dead, the system menu is visible all the time, and is
// the only thing that can be used.
if (DEAD) {
if (_mouseMode != MOUSE_system_menu) {
_mouseMode = MOUSE_system_menu;
if (_mouseTouching) {
_oldMouseTouching = 0;
_mouseTouching = 0;
}
setMouse(NORMAL_MOUSE_ID);
buildSystemMenu();
}
systemMenuMouse();
return;
}
// If the mouse is not visible, do nothing
if (_mouseStatus)
return;
switch (_mouseMode) {
case MOUSE_normal:
normalMouse();
break;
case MOUSE_menu:
menuMouse();
break;
case MOUSE_drag:
dragMouse();
break;
case MOUSE_system_menu:
systemMenuMouse();
break;
case MOUSE_holding:
if (g_display->_mouseY < 400) {
_mouseMode = MOUSE_normal;
debug(5, " releasing");
}
break;
default:
break;
}
}
void Sword2Engine::systemMenuMouse(void) {
uint32 safe_looping_music_id;
_mouseEvent *me;
int j, hit;
uint8 *icon;
int32 pars[2];
uint32 icon_list[5] = {
OPTIONS_ICON,
QUIT_ICON,
SAVE_ICON,
RESTORE_ICON,
RESTART_ICON
};
// can't close when player is dead
if (g_display->_mouseY > 0 && !DEAD) {
// close menu
_mouseMode = MOUSE_normal;
g_display->hideMenu(RDMENU_TOP);
return;
}
me = MouseEvent();
if (me && (me->buttons & RD_LEFTBUTTONDOWN)) {
// clicked on a top mouse pointer?
if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24 && g_display->_mouseY < 0) {
// which are we over?
hit = (g_display->_mouseX - 24) / 40;
// no save when dead
if (icon_list[hit] == SAVE_ICON && DEAD)
return;
// there are 5 system menu icons
if (hit < ARRAYSIZE(icon_list)) {
// build them all high in full colour - when
// one is clicked on all the rest will grey out
for (j = 0; j < ARRAYSIZE(icon_list); j++) {
// change all others to grey
if (j != hit) {
icon = res_man->openResource(icon_list[j]) + sizeof(_standardHeader);
g_display->setMenuIcon(RDMENU_TOP, j, icon);
res_man->closeResource(icon_list[j]);
}
}
g_sound->pauseFx();
// NB. Need to keep a safe copy of
// '_loopingMusicId' for savegame & for
// playing when returning from control panels
// because control panel music will overwrite
// it!
safe_looping_music_id = _loopingMusicId;
pars[0] = 221; // SystemM234 (M234.wav)
pars[1] = FX_LOOP;
g_logic->fnPlayMusic(pars);
// restore proper looping_music_id
_loopingMusicId = safe_looping_music_id;
// clear the screen & set up the new palette
// for the menus
g_display->clearScene();
g_display->processMenu();
g_display->resetRenderEngine();
// call the relevent screen
switch (hit) {
case 0:
gui->optionControl();
break;
case 1:
gui->quitControl();
break;
case 2:
gui->saveControl();
break;
case 3:
gui->restoreControl();
break;
case 4:
gui->restartControl();
break;
}
// Menu stays open on death screen
if (!DEAD) {
_mouseMode = MOUSE_normal;
g_display->hideMenu(RDMENU_TOP);
} else {
setMouse(NORMAL_MOUSE_ID);
buildSystemMenu();
}
// clear the screen & restore the location
// palette
g_display->clearScene();
g_display->processMenu();
// reset game palette, but not after a
// successful restore or restart!
// see RestoreFromBuffer() in save_rest.cpp
if (_thisScreen.new_palette != 99) {
// '0' means put back game screen
// palette; see Build_display.cpp
setFullPalette(0);
// stop the engine fading in the
// restored screens palette
_thisScreen.new_palette = 0;
} else
_thisScreen.new_palette = 1;
g_sound->unpauseFx();
// If there was looping music before coming
// into the control panels then restart it!
// NB. This will also start music required
// when a game has been restored
if (_loopingMusicId) {
pars[0] = _loopingMusicId;
pars[1] = FX_LOOP;
g_logic->fnPlayMusic(pars);
// cross-fades into the required music:
// - either a restored game tune
// - or music playing prior to
// entering control panels
} else {
// stop the control panel music
g_logic->fnStopMusic(NULL);
}
}
}
}
}
void Sword2Engine::dragMouse(void) {
_mouseEvent *me;
uint32 pos;
if (g_display->_mouseY < 400) {
// close menu
_mouseMode = MOUSE_normal;
g_display->hideMenu(RDMENU_BOTTOM);
return;
}
// handles cursors and the luggage on/off according to type
mouseOnOff();
// now do the normal click stuff
me = MouseEvent();
// we only care about left clicks when the mouse is over an object
// we ignore mouse releases
if (me && (me->buttons & RD_LEFTBUTTONDOWN)) {
// there's a mouse event to be processed
// could be clicking on an on screen object or on the menu
// which is currently displayed
if (_mouseTouching) {
// mouse is over an on screen object - and we have
// luggage
// depending on type we'll maybe kill the object_held
// - like for exits
// Set global script variable 'button'. We know that
// it was the left button, not the right one.
LEFT_BUTTON = 1;
RIGHT_BUTTON = 0;
// these might be required by the action script about
// to be run
MOUSE_X = (uint32) g_display->_mouseX + _thisScreen.scroll_offset_x;
MOUSE_Y = (uint32) g_display->_mouseY + _thisScreen.scroll_offset_y;
// for scripts to know what's been clicked (21jan97).
// First used for 'room_13_turning_script' in object
// 'biscuits_13'
CLICKED_ID = _mouseTouching;
g_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
debug(5, "USED \"%s\" ICON ON %s", fetchObjectName(OBJECT_HELD), fetchObjectName(CLICKED_ID));
// Hide menu - back to normal menu mode
g_display->hideMenu(RDMENU_BOTTOM);
_mouseMode = MOUSE_normal;
} else {
// better check for combine/cancel
// cancel puts us back in Menu_mouse mode
if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24) {
// which are we over?
pos = (g_display->_mouseX - 24) / 40;
//clicked on something - what button?
if (_masterMenuList[pos].icon_resource) {
// always back into menu mode
_mouseMode = MOUSE_menu;
// remove luggage
setLuggage(0);
// if we've clicked on the same icon
// as the one we're dragging
if (pos == _menuSelectedPos) {
// reset first icon
OBJECT_HELD = 0;
_menuSelectedPos = 0;
} else {
// combine the 2 icons
debug(5, "combine");
// what we clicked on, not what
// we're dragging
COMBINE_BASE = _masterMenuList[pos].icon_resource;
g_logic->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
// turn off mouse now, to
// prevent player trying to
// click elsewhere BUT leave
// the bottom menu open
noHuman();
debug(5, "USED \"%s\" ICON ON \"%s\" ICON", fetchObjectName(OBJECT_HELD), fetchObjectName(COMBINE_BASE));
}
// refresh the menu
buildMenu();
debug(5, "switch to menu mode");
}
}
}
}
}
void Sword2Engine::menuMouse(void) {
// menu is down
_mouseEvent *me;
uint32 pos;
if (g_display->_mouseY < 400) {
// close menu
_mouseMode = MOUSE_normal;
g_display->hideMenu(RDMENU_BOTTOM);
return;
}
me = MouseEvent();
// we only care about left clicks when the mouse is over an object
// we ignore mouse releases
if (me) {
// there's a mouse event to be processed
// now check if we've clicked on an actual icon
if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24) {
// which are we over?
pos = (g_display->_mouseX - 24) / 40;
// clicked on something - what button?
if (_masterMenuList[pos].icon_resource) {
if (me->buttons & RD_RIGHTBUTTONDOWN) {
// right button look
_examiningMenuIcon = true;
// id the object via its graphic
OBJECT_HELD = _masterMenuList[pos].icon_resource;
// Must clear this so next click on
// exit becomes 1st click again
EXIT_CLICK_ID = 0;
debug(5, "RIGHT-CLICKED ON \"%s\" ICON", fetchObjectName(OBJECT_HELD));
g_logic->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
// refresh the menu
buildMenu();
// turn off mouse now, to prevent
// player trying to click elsewhere
// BUT leave the bottom menu open
noHuman();
} else if (me->buttons & RD_LEFTBUTTONDOWN) {
// left button - highlight the object
// and bung us into drag luggage mode
// menu slot we clicked on - derive
// luggage resource from this in
// mouse_on_off()
_menuSelectedPos = pos;
_currentLuggageResource = _masterMenuList[pos].luggage_resource;
_mouseMode = MOUSE_drag;
debug(5, "setting OH in menu");
// id the object via its graphic
OBJECT_HELD = _masterMenuList[pos].icon_resource;
// must clear this so next click on
// exit becomes 1st click again
EXIT_CLICK_ID = 0;
// refresh the menu
buildMenu();
setLuggage(_masterMenuList[pos].luggage_resource);
debug(5, "switch to drag mode");
}
}
}
}
}
void Sword2Engine::normalMouse(void) {
// The gane is playing and none of the menus are activated - but, we
// need to check if a menu is to start. Note, won't have luggage
_mouseEvent *me;
// no save in big-object menu lock situation
if (g_display->_mouseY < 0 && !_mouseModeLocked && !OBJECT_HELD) {
_mouseMode = MOUSE_system_menu;
if (_mouseTouching) {
// We were on something, but not anymore
_oldMouseTouching = 0;
_mouseTouching = 0;
}
// reset mouse cursor - in case we're between mice
setMouse(NORMAL_MOUSE_ID);
buildSystemMenu();
return;
}
if (g_display->_mouseY > 399 && !_mouseModeLocked) {
// If an object is being held, i.e. if the mouse cursor has a
// luggage, we should be use dragging mode instead of inventory
// menu mode.
//
// That way, we can still use an object on another inventory
// object, even if the inventory menu was closed after the
// first object was selected.
if (!OBJECT_HELD)
_mouseMode = MOUSE_menu;
else
_mouseMode = MOUSE_drag;
// If mouse is moving off an object and onto the menu then do a
// standard get-off
if (_mouseTouching) {
// We were on something, but not anymore
_oldMouseTouching = 0;
_mouseTouching = 0;
}
// reset mouse cursor
setMouse(NORMAL_MOUSE_ID);
buildMenu();
return;
}
// check for moving the mouse on or off things
mouseOnOff();
// now do the normal click stuff
me = MouseEvent();
if (_debugger->_definingRectangles) {
if (_debugger->_draggingRectangle == 0) {
// not yet dragging a rectangle, so need click to start
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN))) {
// set both (x1,y1) and (x2,y2) to this point
_debugger->_rectX1 = _debugger->_rectX2 = (uint32) g_display->_mouseX + _thisScreen.scroll_offset_x;
_debugger->_rectY1 = _debugger->_rectY2 = (uint32) g_display->_mouseY + _thisScreen.scroll_offset_y;
_debugger->_draggingRectangle = 1;
}
} else if (_debugger->_draggingRectangle == 1) {
// currently dragging a rectangle - click means reset
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN))) {
// lock rectangle, so you can let go of mouse
// to type in the coords
_debugger->_draggingRectangle = 2;
} else {
// drag rectangle
_debugger->_rectX2 = (uint32) g_display->_mouseX + _thisScreen.scroll_offset_x;
_debugger->_rectY2 = (uint32) g_display->_mouseY + _thisScreen.scroll_offset_y;
}
} else {
// currently locked to avoid knocking out of place
// while reading off the coords
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN))) {
// click means reset - back to start again
_debugger->_draggingRectangle = 0;
}
}
} else {
// We only care about down clicks when the mouse is over an
// object. We ignore mouse releases
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN)) && _mouseTouching) {
// 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 script variable - whatever catches
// this must reset to 0 again
// PLAYER_ACTION = _mouseTouching;
// idle or router-anim will catch it
// set global script variable 'button'
if (me->buttons & RD_LEFTBUTTONDOWN) {
LEFT_BUTTON = 1;
RIGHT_BUTTON = 0;
_buttonClick = 0; // for re-click
} else {
LEFT_BUTTON = 0;
RIGHT_BUTTON = 1;
_buttonClick = 1; // for re-click
}
// these might be required by the action script about
// to be run
MOUSE_X = (uint32) g_display->_mouseX + _thisScreen.scroll_offset_x;
MOUSE_Y = (uint32) g_display->_mouseY + _thisScreen.scroll_offset_y;
// only left button
if (_mouseTouching == EXIT_CLICK_ID && (me->buttons & RD_LEFTBUTTONDOWN)) {
// its the exit double click situation
// let the existing interaction continue and
// start fading down - switch the human off too
g_logic->fnNoHuman(NULL);
g_logic->fnFadeDown(NULL);
EXIT_FADING = 1; // tell the walker
} else if (_oldButton == _buttonClick && _mouseTouching == CLICKED_ID && _mousePointerRes != NORMAL_MOUSE_ID) {
// re-click - do nothing - except on floors
} else {
// allow the click
_oldButton = _buttonClick; // for re-click
// for scripts to know what's been clicked
// First used for 'room_13_turning_script' in
// object 'biscuits_13'
CLICKED_ID = _mouseTouching;
// must clear these two double-click control
// flags - do it here so reclicks after exit
// clicks are cleared up
EXIT_CLICK_ID = 0;
EXIT_FADING = 0;
g_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
if (OBJECT_HELD)
debug(5, "USED \"%s\" ICON ON %s", fetchObjectName(OBJECT_HELD), fetchObjectName(CLICKED_ID));
else if (LEFT_BUTTON)
debug(5, "LEFT-CLICKED ON %s", fetchObjectName(CLICKED_ID));
else // RIGHT BUTTON
debug(5, "RIGHT-CLICKED ON %s", fetchObjectName(CLICKED_ID));
}
}
}
}
void Sword2Engine::mouseOnOff(void) {
// this handles the cursor graphic when moving on and off mouse areas
// it also handles the luggage thingy
uint32 pointer_type;
static uint8 mouse_flicked_off = 0;
_oldMouseTouching = _mouseTouching;
// don't detect objects that are hidden behind the menu bars (ie. in
// the scrolled-off areas of the screen)
if (g_display->_mouseY < 0 || g_display->_mouseY > 399) {
pointer_type = 0;
_mouseTouching = 0;
} else {
// set '_mouseTouching' & return pointer_type
pointer_type = checkMouseList();
}
// same as previous cycle?
if (!mouse_flicked_off && _oldMouseTouching == _mouseTouching) {
// yes, so nothing to do
// BUT CARRY ON IF MOUSE WAS FLICKED OFF!
return;
}
// can reset this now
mouse_flicked_off = 0;
//the cursor has moved onto something
if (!_oldMouseTouching && _mouseTouching) {
// make a copy of the object we've moved onto because one day
// we'll move back off again! (but the list positioning could
// theoretically have changed)
// we can only move onto something from being on nothing - we
// stop the system going from one to another when objects
// overlap
_oldMouseTouching = _mouseTouching;
// run get on
if (pointer_type) {
// 'pointer_type' holds the resource id of the
// pointer anim
setMouse(pointer_type);
// setup luggage icon
if (OBJECT_HELD) {
setLuggage(_currentLuggageResource);
}
} else
error("ERROR: mouse.pointer==0 for object %d (%s) - update logic script!", _mouseTouching, fetchObjectName(_mouseTouching));
} else if (_oldMouseTouching && !_mouseTouching) {
// the cursor has moved off something - reset cursor to
// normal pointer
_oldMouseTouching = 0;
setMouse(NORMAL_MOUSE_ID);
// reset luggage only when necessary
} else if (_oldMouseTouching && _mouseTouching) {
// The cursor has moved off something and onto something
// else. Flip to a blank cursor for a cycle.
// ignore the new id this cycle - should hit next cycle
_mouseTouching = 0;
_oldMouseTouching = 0;
setMouse(0);
// so we know to set the mouse pointer back to normal if 2nd
// hot-spot doesn't register because mouse pulled away
// quickly (onto nothing)
mouse_flicked_off = 1;
// reset luggage only when necessary
} else {
// Mouse was flicked off for one cycle, but then moved onto
// nothing before 2nd hot-spot registered
// both '_oldMouseTouching' & '_mouseTouching' will be zero
// reset cursor to normal pointer
setMouse(NORMAL_MOUSE_ID);
}
// possible check for edge of screen more-to-scroll here on large
// screens
}
void Sword2Engine::setMouse(uint32 res) {
uint8 *icon;
uint32 len;
// high level - whats the mouse - for the engine
_mousePointerRes = res;
if (res) {
icon = res_man->openResource(res) + sizeof(_standardHeader);
len = res_man->_resList[res]->size - sizeof(_standardHeader);
// don't pulse the normal pointer - just do the regular anim
// loop
if (res == NORMAL_MOUSE_ID)
g_display->setMouseAnim(icon, len, RDMOUSE_NOFLASH);
else
g_display->setMouseAnim(icon, len, RDMOUSE_FLASH);
res_man->closeResource(res);
} else {
// blank cursor
g_display->setMouseAnim(NULL, 0, 0);
}
}
void Sword2Engine::setLuggage(uint32 res) {
uint8 *icon;
uint32 len;
_realLuggageItem = res;
if (res) {
icon = res_man->openResource(res) + sizeof(_standardHeader);
len = res_man->_resList[res]->size - sizeof(_standardHeader);
g_display->setLuggageAnim(icon, len);
res_man->closeResource(res);
} else
g_display->setLuggageAnim(NULL, 0);
}
uint32 Sword2Engine::checkMouseList(void) {
int32 priority = 0;
uint32 j = 1;
if (_curMouse > 1) {
//number of priorities subject to implementation needs
while (priority < 10) {
// if the mouse pointer is over this
// mouse-detection-box
if (_mouseList[j].priority == priority &&
g_display->_mouseX + _thisScreen.scroll_offset_x >= _mouseList[j].x1 &&
g_display->_mouseX + _thisScreen.scroll_offset_x <= _mouseList[j].x2 &&
g_display->_mouseY + _thisScreen.scroll_offset_y >= _mouseList[j].y1 &&
g_display->_mouseY + _thisScreen.scroll_offset_y <= _mouseList[j].y2) {
// record id
_mouseTouching = _mouseList[j].id;
// change all COGS pointers to CROSHAIR
if (_mouseList[j].pointer == USE)
_mouseList[j].pointer = CROSHAIR;
createPointerText(_mouseList[j].pointer_text, _mouseList[j].pointer);
// return pointer type
return _mouseList[j].pointer;
}
j++;
if (j == _curMouse) {
j = 0;
// next priority - 0 being the highest, 9 the
// lowest
priority++;
}
}
}
_mouseTouching = 0; // touching nothing
return 0; // no pointer to return
}
#define POINTER_TEXT_WIDTH 640 // just in case!
#define POINTER_TEXT_PEN 184 // white
void Sword2Engine::createPointerText(uint32 text_id, uint32 pointer_res) {
uint32 local_text;
uint32 text_res;
uint8 *text;
// offsets for pointer text sprite from pointer position
int16 xOffset, yOffset;
uint8 justification;
if (gui->_pointerTextSelected) {
if (text_id) {
// check what the pointer is, to set offsets
// correctly for text position
switch (pointer_res) {
case CROSHAIR:
yOffset = -7;
xOffset = +10;
break;
case EXIT0:
yOffset = +15;
xOffset = +20;
break;
case EXIT1:
yOffset = +16;
xOffset = -10;
break;
case EXIT2:
yOffset = +10;
xOffset = -22;
break;
case EXIT3:
yOffset = -16;
xOffset = -10;
break;
case EXIT4:
yOffset = -15;
xOffset = +15;
break;
case EXIT5:
yOffset = -12;
xOffset = +10;
break;
case EXIT6:
yOffset = +10;
xOffset = +25;
break;
case EXIT7:
yOffset = +16;
xOffset = +20;
break;
case EXITDOWN:
yOffset = -20;
xOffset = -10;
break;
case EXITUP:
yOffset = +20;
xOffset = +20;
break;
case MOUTH:
yOffset = -10;
xOffset = +15;
break;
case NORMAL:
yOffset = -10;
xOffset = +15;
break;
case PICKUP:
yOffset = -40;
xOffset = +10;
break;
case SCROLL_L:
yOffset = -20;
xOffset = +20;
break;
case SCROLL_R:
yOffset = -20;
xOffset = -20;
break;
case USE:
yOffset = -8;
xOffset = +20;
break;
default:
// shouldn't happen if we cover all the
// different mouse pointers above
yOffset = -10;
xOffset = +10;
break;
}
// set up justification for text sprite, based on its
// offsets from the pointer position
if (yOffset < 0) {
// above pointer
if (xOffset < 0) {
// above left
justification = POSITION_AT_RIGHT_OF_BASE;
} else if (xOffset > 0) {
// above right
justification = POSITION_AT_LEFT_OF_BASE;
} else {
// above centre
justification = POSITION_AT_CENTRE_OF_BASE;
}
} else if (yOffset > 0) {
// below pointer
if (xOffset < 0) {
// below left
justification = POSITION_AT_RIGHT_OF_TOP;
} else if (xOffset > 0) {
// below right
justification = POSITION_AT_LEFT_OF_TOP;
} else {
// below centre
justification = POSITION_AT_CENTRE_OF_TOP;
}
} else {
// same y-coord as pointer
if (xOffset < 0) {
// centre left
justification = POSITION_AT_RIGHT_OF_CENTRE;
} else if (xOffset > 0) {
// centre right
justification = POSITION_AT_LEFT_OF_CENTRE;
} else {
// centre centre - shouldn't happen
// anyway!
justification = POSITION_AT_LEFT_OF_CENTRE;
}
}
// text resource number, and line number within the
// resource
text_res = text_id / SIZE;
local_text = text_id & 0xffff;
// open text file & get the line
text = fetchTextLine(res_man->openResource(text_res), local_text);
// 'text+2' to skip the first 2 bytes which form the
// line reference number
_pointerTextBlocNo = fontRenderer->buildNewBloc(
text + 2, g_display->_mouseX + xOffset,
g_display->_mouseY + yOffset,
POINTER_TEXT_WIDTH, POINTER_TEXT_PEN,
RDSPR_TRANS | RDSPR_DISPLAYALIGN,
_speechFontId, justification);
// now ok to close the text file
res_man->closeResource(text_res);
}
}
}
void Sword2Engine::clearPointerText(void) {
if (_pointerTextBlocNo) {
fontRenderer->killTextBloc(_pointerTextBlocNo);
_pointerTextBlocNo = 0;
}
}
void Sword2Engine::noHuman(void) {
// leaves the menus open
// used by the system when clicking right on a menu item to examine
// it and when combining objects
// for logic scripts
MOUSE_AVAILABLE = 0;
// human/mouse off
_mouseStatus = true;
setMouse(0);
setLuggage(0);
}
void Sword2Engine::registerMouse(Object_mouse *ob_mouse) {
debug(5, "_curMouse = %d", _curMouse);
// only if 'pointer' isn't NULL
if (ob_mouse->pointer) {
assert(_curMouse < TOTAL_mouse_list);
_mouseList[_curMouse].x1 = ob_mouse->x1;
_mouseList[_curMouse].y1 = ob_mouse->y1;
_mouseList[_curMouse].x2 = ob_mouse->x2;
_mouseList[_curMouse].y2 = ob_mouse->y2;
_mouseList[_curMouse].priority = ob_mouse->priority;
_mouseList[_curMouse].pointer = ob_mouse->pointer;
// Check if pointer text field is set due to previous object
// using this slot (ie. not correct for this one)
// if 'pointer_text' field is set, but the 'id' field isn't
// same is current id, then we don't want this "left over"
// pointer text
if (_mouseList[_curMouse].pointer_text && _mouseList[_curMouse].id != (int32) ID)
_mouseList[_curMouse].pointer_text = 0;
// get id from system variable 'id' which is correct for
// current object
_mouseList[_curMouse].id = ID;
// not using sprite as mask - this is only done from
// fnRegisterFrame()
_mouseList[_curMouse].anim_resource = 0;
_mouseList[_curMouse].anim_pc = 0;
debug(5, "mouse id %d", _mouseList[_curMouse].id);
_curMouse++;
}
}
void Sword2Engine::monitorPlayerActivity(void) {
// if there is at least one mouse event outstanding
if (CheckForMouseEvents()) {
// reset activity delay counter
_playerActivityDelay = 0;
} else {
// no. of game cycles since mouse event queue last empty
_playerActivityDelay++;
}
}
int32 Logic::fnNoHuman(int32 *params) {
// params: none
_vm->noHuman();
_vm->clearPointerText();
// must be normal mouse situation or a largely neutral situation -
// special menus use noHuman
// dont hide menu in conversations
if (TALK_FLAG == 0)
g_display->hideMenu(RDMENU_BOTTOM);
if (_vm->_mouseMode == MOUSE_system_menu) {
// close menu
_vm->_mouseMode = MOUSE_normal;
g_display->hideMenu(RDMENU_TOP);
}
// script continue
return IR_CONT;
}
int32 Logic::fnAddHuman(int32 *params) {
// params: none
// for logic scripts
MOUSE_AVAILABLE = 1;
// off
if (_vm->_mouseStatus) {
_vm->_mouseStatus = false; // on
_vm->_mouseTouching = 1; // forces engine to choose a cursor
}
//clear this to reset no-second-click system
CLICKED_ID = 0;
// this is now done outside the OBJECT_HELD check in case it's set to
// zero before now!
// unlock the mouse from possible large object lock situtations - see
// syphon in rm 3
_vm->_mouseModeLocked = false;
if (OBJECT_HELD) {
// was dragging something around
// need to clear this again
OBJECT_HELD = 0;
// and these may also need clearing, just in case
_vm->_examiningMenuIcon = false;
COMBINE_BASE = 0;
_vm->setLuggage(0);
}
// if mouse is over menu area
if (g_display->_mouseY > 399) {
if (_vm->_mouseMode != MOUSE_holding) {
// VITAL - reset things & rebuild the menu
_vm->_mouseMode = MOUSE_normal;
_vm->setMouse(NORMAL_MOUSE_ID);
} else
_vm->setMouse(NORMAL_MOUSE_ID);
}
// enabled/disabled from console; status printed with on-screen debug
// info
if (_vm->_debugger->_testingSnR) {
uint8 black[4] = { 0, 0, 0, 0 };
uint8 white[4] = { 255, 255, 255, 0 };
// testing logic scripts by simulating an instant Save &
// Restore
g_display->setPalette(0, 1, white, RDPAL_INSTANT);
// stops all fx & clears the queue - eg. when leaving a
// location
_vm->clearFxQueue();
// Trash all object resources so they load in fresh & restart
// their logic scripts
res_man->killAllObjects(false);
g_display->setPalette(0, 1, black, RDPAL_INSTANT);
}
return IR_CONT;
}
int32 Logic::fnRegisterMouse(int32 *params) {
// this call would be made from an objects service script 0
// the object would be one with no graphic but with a mouse - i.e. a
// floor or one whose mouse area is manually defined rather than
// intended to fit sprite shape
// params: 0 pointer to Object_mouse or 0 for no write to mouse
// list
_vm->registerMouse((Object_mouse *) memory->intToPtr(params[0]));
return IR_CONT;
}
// use this in the object's service script prior to registering the mouse area
// ie. before fnRegisterMouse or fnRegisterFrame
// - best if kept at very top of service script
int32 Logic::fnRegisterPointerText(int32 *params) {
// params: 0 local id of text line to use as pointer text
assert(_vm->_curMouse < TOTAL_mouse_list);
// current object id - used for checking pointer_text when mouse area
// registered (in fnRegisterMouse and fnRegisterFrame)
_vm->_mouseList[_vm->_curMouse].id = ID;
_vm->_mouseList[_vm->_curMouse].pointer_text = params[0];
return IR_CONT;
}
int32 Logic::fnInitFloorMouse(int32 *params) {
// params: 0 pointer to object's mouse structure
Object_mouse *ob_mouse = (Object_mouse *) memory->intToPtr(params[0]);
// floor is always lowest priority
ob_mouse->x1 = 0;
ob_mouse->y1 = 0;
ob_mouse->x2 = _vm->_thisScreen.screen_wide - 1;
ob_mouse->y2 = _vm->_thisScreen.screen_deep - 1;
ob_mouse->priority = 9;
ob_mouse->pointer = NORMAL_MOUSE_ID;
return IR_CONT;
}
#define SCROLL_MOUSE_WIDTH 20
int32 Logic::fnSetScrollLeftMouse(int32 *params) {
// params: 0 pointer to object's mouse structure
Object_mouse *ob_mouse = (Object_mouse *) memory->intToPtr(params[0]);
// Highest priority
ob_mouse->x1 = 0;
ob_mouse->y1 = 0;
ob_mouse->x2 = _vm->_thisScreen.scroll_offset_x + SCROLL_MOUSE_WIDTH;
ob_mouse->y2 = _vm->_thisScreen.screen_deep - 1;
ob_mouse->priority = 0;
if (_vm->_thisScreen.scroll_offset_x > 0) {
// not fully scrolled to the left
ob_mouse->pointer = SCROLL_LEFT_MOUSE_ID;
} else {
// so the mouse area doesn't get registered
ob_mouse->pointer = 0;
}
return IR_CONT;
}
int32 Logic::fnSetScrollRightMouse(int32 *params) {
// params: 0 pointer to object's mouse structure
Object_mouse *ob_mouse = (Object_mouse *) memory->intToPtr(params[0]);
// Highest priority
ob_mouse->x1 = _vm->_thisScreen.scroll_offset_x + g_display->_screenWide - SCROLL_MOUSE_WIDTH;
ob_mouse->y1 = 0;
ob_mouse->x2 = _vm->_thisScreen.screen_wide - 1;
ob_mouse->y2 = _vm->_thisScreen.screen_deep - 1;
ob_mouse->priority = 0;
if (_vm->_thisScreen.scroll_offset_x < _vm->_thisScreen.max_scroll_offset_x) {
// not fully scrolled to the right
ob_mouse->pointer = SCROLL_RIGHT_MOUSE_ID;
} else {
// so the mouse area doesn't get registered
ob_mouse->pointer = 0;
}
return IR_CONT;
}
int32 Logic::fnSetObjectHeld(int32 *params) {
// params: 0 luggage icon to set
_vm->setLuggage(params[0]);
OBJECT_HELD = params[0];
_vm->_currentLuggageResource = params[0];
// mode locked - no menu available
_vm->_mouseModeLocked = true;
return IR_CONT;
}
// called from speech scripts to remove the chooser bar when it's not
// appropriate to keep it displayed
int32 Logic::fnRemoveChooser(int32 *params) {
// params: none
g_display->hideMenu(RDMENU_BOTTOM);
return IR_CONT;
}
int32 Logic::fnCheckPlayerActivity(int32 *params) {
// Used to decide when to trigger music cues described as "no player
// activity for a while"
// params: 0 threshold delay in seconds, ie. what we want to
// check the actual delay against
uint32 threshold = params[0] * 12; // in game cycles
// if the actual delay is at or above the given threshold
if (_vm->_playerActivityDelay >= threshold) {
// reset activity delay counter, now that we've got a
// positive check
_vm->_playerActivityDelay = 0;
RESULT = 1;
} else
RESULT = 0;
return IR_CONT;
}
int32 Logic::fnResetPlayerActivityDelay(int32 *params) {
// Use if you want to deliberately reset the "no player activity"
// counter for any reason
// params: none
_vm->_playerActivityDelay = 0;
return IR_CONT;
}
} // End of namespace Sword2