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authorArnaud Boutonné2010-08-15 18:46:00 +0000
committerArnaud Boutonné2010-08-15 18:46:00 +0000
commit3fd7468cbcc3612cadf07741626be5ca67f1c6f4 (patch)
tree64cf4b00ac105d210a2338e0471d59b1b323d093 /engines/gob/hotspots.cpp
parentf078363c7eb2973c44e56d2b5c51e7c6b8afe8e4 (diff)
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Fascination - Add handling for window funcLeave on close. This fixes (at least) the picture problem in the lab, and the game is now completable (VGA floppy). Thanks SylvainTV for the debugging help
svn-id: r52103
Diffstat (limited to 'engines/gob/hotspots.cpp')
-rw-r--r--engines/gob/hotspots.cpp69
1 files changed, 45 insertions, 24 deletions
diff --git a/engines/gob/hotspots.cpp b/engines/gob/hotspots.cpp
index 396d9f0a22..1edb7fc0cb 100644
--- a/engines/gob/hotspots.cpp
+++ b/engines/gob/hotspots.cpp
@@ -257,7 +257,7 @@ uint16 Hotspots::add(const Hotspot &hotspot) {
// Remember the current script
spot.script = _vm->_game->_script;
- debugC(1, kDebugHotspots, "Adding hotspot %03d: %3d+%3d+%3d+%3d - %04X, %04X, %04X - %5d, %5d, %5d",
+ 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);
@@ -537,10 +537,12 @@ int16 Hotspots::curWindow(int16 &dx, int16 &dy) const {
if (_vm->_global->_inter_mouseX < _vm->_draw->_fascinWin[i].left + 12 &&
_vm->_global->_inter_mouseY < _vm->_draw->_fascinWin[i].top + 12 &&
(VAR((_vm->_draw->_winVarArrayStatus / 4) + i) & 2))
+ // Cursor on 'Close Window'
return(5);
if (_vm->_global->_inter_mouseX >= _vm->_draw->_fascinWin[i].left + _vm->_draw->_fascinWin[i].width - 12 &&
_vm->_global->_inter_mouseY < _vm->_draw->_fascinWin[i].top + 12 &&
(VAR((_vm->_draw->_winVarArrayStatus / 4) + i) & 4))
+ // Cursor on 'Move Window'
return(6);
return(-i);
}
@@ -637,7 +639,6 @@ uint16 Hotspots::checkMouse(Type type, uint16 &id, uint16 &index) const {
return kKeyEscape;
return 0;
-
}
return 0;
@@ -798,11 +799,11 @@ uint16 Hotspots::check(uint8 handleMouse, int16 delay, uint16 &id, uint16 &index
if (isValid(_currentKey, _currentId, _currentIndex))
enter(_currentIndex);
} else {
- WRITE_VAR(16, (int32) i);
+ WRITE_VAR(16, (int32)i);
if (id)
- id=0;
+ id = 0;
if (index)
- index=0;
+ index = 0;
return(0);
}
} else
@@ -1104,7 +1105,6 @@ uint16 Hotspots::updateInput(uint16 xPos, uint16 yPos, uint16 width, uint16 heig
// Add character
_vm->_util->insertStr(tempStr, str, pos - 1);
}
-
}
}
}
@@ -1204,13 +1204,13 @@ void Hotspots::evaluateNew(uint16 i, uint16 *ids, InputDesc *inputs,
// Type and window
byte type = _vm->_game->_script->readByte();
- byte window = 0;
+ byte windowNum = 0;
if ((type & 0x40) != 0) {
// Got a window ID
type -= 0x40;
- window = _vm->_game->_script->readByte();
+ windowNum = _vm->_game->_script->readByte();
}
// Coordinates
@@ -1238,21 +1238,21 @@ void Hotspots::evaluateNew(uint16 i, uint16 *ids, InputDesc *inputs,
_vm->_draw->_invalidatedRights[0] = 319;
_vm->_draw->_invalidatedBottoms[0] = 199;
_vm->_draw->_invalidatedCount = 1;
- if (window == 0) {
+ if (windowNum == 0) {
_vm->_video->drawLine(*_vm->_draw->_spritesArray[_vm->_draw->_destSurface], left + width - 1, top, left + width - 1, top + height - 1, 0);
_vm->_video->drawLine(*_vm->_draw->_spritesArray[_vm->_draw->_destSurface], left, top, left, top + height - 1, 0);
_vm->_video->drawLine(*_vm->_draw->_spritesArray[_vm->_draw->_destSurface], left, top, left + width - 1, top, 0);
_vm->_video->drawLine(*_vm->_draw->_spritesArray[_vm->_draw->_destSurface], left, top + height - 1, left + width - 1, top + height - 1, 0);
} else
- if ((_vm->_draw->_fascinWin[window].id != -1) && (_vm->_draw->_fascinWin[window].id == _vm->_draw->_winCount - 1)) {
- left += _vm->_draw->_fascinWin[window].left;
- top += _vm->_draw->_fascinWin[window].top;
+ if ((_vm->_draw->_fascinWin[windowNum].id != -1) && (_vm->_draw->_fascinWin[windowNum].id == _vm->_draw->_winCount - 1)) {
+ left += _vm->_draw->_fascinWin[windowNum].left;
+ top += _vm->_draw->_fascinWin[windowNum].top;
_vm->_video->drawLine(*_vm->_draw->_spritesArray[_vm->_draw->_destSurface], left + width - 1, top, left + width - 1, top + height - 1, 0);
_vm->_video->drawLine(*_vm->_draw->_spritesArray[_vm->_draw->_destSurface], left, top, left, top + height - 1, 0);
_vm->_video->drawLine(*_vm->_draw->_spritesArray[_vm->_draw->_destSurface], left, top, left + width - 1, top, 0);
_vm->_video->drawLine(*_vm->_draw->_spritesArray[_vm->_draw->_destSurface], left, top + height - 1, left + width - 1, top + height - 1, 0);
- left -= _vm->_draw->_fascinWin[window].left;
- top -= _vm->_draw->_fascinWin[window].top;
+ left -= _vm->_draw->_fascinWin[windowNum].left;
+ top -= _vm->_draw->_fascinWin[windowNum].top;
}
}
type &= 0x7F;
@@ -1296,6 +1296,9 @@ void Hotspots::evaluateNew(uint16 i, uint16 *ids, InputDesc *inputs,
Font *font = 0;
uint32 funcEnter = 0, funcLeave = 0;
+ if ((windowNum != 0) && (type != 0) && (type != 2))
+ warning("evaluateNew - type %d, win %d\n",type, windowNum);
+
// Evaluate parameters for the new hotspot
switch (type) {
case kTypeNone:
@@ -1308,7 +1311,7 @@ void Hotspots::evaluateNew(uint16 i, uint16 *ids, InputDesc *inputs,
_vm->_game->_script->skipBlock();
key = i + ((kStateFilled | kStateType2) << 12);
- flags = type + (window << 8);
+ flags = type + (windowNum << 8);
break;
case kTypeMove:
@@ -1325,7 +1328,7 @@ void Hotspots::evaluateNew(uint16 i, uint16 *ids, InputDesc *inputs,
if (key == 0)
key = i + ((kStateFilled | kStateType2) << 12);
- flags = type + (window << 8) + (flags << 4);
+ flags = type + (windowNum << 8) + (flags << 4);
break;
case kTypeInput1NoLeave:
@@ -1390,12 +1393,15 @@ void Hotspots::evaluateNew(uint16 i, uint16 *ids, InputDesc *inputs,
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\n", flags, flags&3);
+
funcEnter = 0;
funcLeave = _vm->_game->_script->pos();
_vm->_game->_script->skipBlock();
- flags = ((uint16) kTypeClick) + (window << 8) + (flags << 4);
+ flags = ((uint16) kTypeClick) + (windowNum << 8) + (flags << 4);
break;
case kTypeClickEnter:
@@ -1408,7 +1414,7 @@ void Hotspots::evaluateNew(uint16 i, uint16 *ids, InputDesc *inputs,
funcLeave = 0;
- flags = ((uint16) kTypeClick) + (window << 8) + (flags << 4);
+ flags = ((uint16) kTypeClick) + (windowNum << 8) + (flags << 4);
break;
}
@@ -1418,8 +1424,10 @@ void Hotspots::evaluateNew(uint16 i, uint16 *ids, InputDesc *inputs,
}
bool Hotspots::evaluateFind(uint16 key, int16 timeVal, const uint16 *ids,
- uint16 hotspotIndex1, uint16 hotspotIndex2, uint16 endIndex,
- int16 &duration, uint16 &id, uint16 &index, bool &finished) {
+ 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
@@ -1442,8 +1450,10 @@ bool Hotspots::evaluateFind(uint16 key, int16 timeVal, const uint16 *ids,
return false;
}
+ if ((_vm->getGameType() == kGameTypeFascination) && (getCurrentHotspot()))
+ fascinCheck = true;
- if (duration != 0) {
+ if ((duration != 0) && (!fascinCheck)) {
// We've got a time duration
if (hotspotIndex1 != 0) {
@@ -1473,6 +1483,12 @@ bool Hotspots::evaluateFind(uint16 key, int16 timeVal, const uint16 *ids,
return true;
return false;
+ } else {
+ if (leaveWindowIndex != 0)
+ findNthPlain(leaveWindowIndex, endIndex, id, index);
+
+ if (id != 0)
+ return true;
}
return false;
@@ -1500,6 +1516,11 @@ void Hotspots::evaluate() {
// 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;
@@ -1562,7 +1583,7 @@ void Hotspots::evaluate() {
key = convertSpecialKey(key);
// Try to find a fitting hotspot
- Hotspots::evaluateFind(key, timeVal, ids, hotspotIndex1, hotspotIndex2, endIndex,
+ evaluateFind(key, timeVal, ids, leaveWindowIndex, hotspotIndex1, hotspotIndex2, endIndex,
duration, id, index, finishedDuration);
if (finishedDuration)
@@ -1623,9 +1644,9 @@ int16 Hotspots::findCursor(uint16 x, uint16 y) const {
int16 deltax = 0;
int16 deltay = 0;
- if ( _vm->getGameType() == kGameTypeFascination ) {
+ if ( _vm->getGameType() == kGameTypeFascination )
cursor = curWindow(deltax, deltay);
- }
+
if (cursor == 0) {
for (int i = 0; (i < kHotspotCount) && !_hotspots[i].isEnd(); i++) {
const Hotspot &spot = _hotspots[i];