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author | Torbjörn Andersson | 2005-04-24 12:13:03 +0000 |
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committer | Torbjörn Andersson | 2005-04-24 12:13:03 +0000 |
commit | 5553ef53f191ae190fcd6c35c430e61d665bae44 (patch) | |
tree | 70b96175820eaad9060429330f29187d82201c66 /sword2/mouse.cpp | |
parent | 6f29b92a5fa765ae3adb270035aeb104c2a9765d (diff) | |
download | scummvm-rg350-5553ef53f191ae190fcd6c35c430e61d665bae44.tar.gz scummvm-rg350-5553ef53f191ae190fcd6c35c430e61d665bae44.tar.bz2 scummvm-rg350-5553ef53f191ae190fcd6c35c430e61d665bae44.zip |
Moved conversation stuff from Logic to Mouse.
svn-id: r17787
Diffstat (limited to 'sword2/mouse.cpp')
-rw-r--r-- | sword2/mouse.cpp | 121 |
1 files changed, 118 insertions, 3 deletions
diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp index 98d09635cb..176ae7579a 100644 --- a/sword2/mouse.cpp +++ b/sword2/mouse.cpp @@ -85,6 +85,10 @@ Mouse::Mouse(Sword2Engine *vm) { _totalMasters = 0; memset(_masterMenuList, 0, sizeof(_masterMenuList)); memset(_mouseList, 0, sizeof(_mouseList)); + memset(_subjectList, 0, sizeof(_subjectList)); + + _defaultResponseId = 0; + _choosing = false; _iconCount = 0; @@ -253,7 +257,7 @@ int Mouse::menuClick(int menu_items) { return (_pos.x - RDMENU_ICONSTART) / (RDMENU_ICONWIDE + RDMENU_ICONSPACING); } -void Mouse::systemMenuMouse(void) { +void Mouse::systemMenuMouse() { uint32 safe_looping_music_id; MouseEvent *me; int hit; @@ -400,7 +404,7 @@ void Mouse::systemMenuMouse(void) { _vm->_logic->fnStopMusic(NULL); } -void Mouse::dragMouse(void) { +void Mouse::dragMouse() { byte buf1[NAME_LEN], buf2[NAME_LEN]; MouseEvent *me; int hit; @@ -602,7 +606,7 @@ void Mouse::menuMouse() { } } -void Mouse::normalMouse(void) { +void Mouse::normalMouse() { // 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 @@ -821,6 +825,117 @@ void Mouse::normalMouse(void) { } } +uint32 Mouse::chooseMouse() { + // Unlike the other mouse "engines", this one is called directly by the + // fnChoose() opcode. + + uint i; + + Logic::_scriptVars[AUTO_SELECTED] = 0; + + if (Logic::_scriptVars[OBJECT_HELD]) { + // The player used an object on a person. In this case it + // triggered a conversation menu. Act as if the user tried to + // talk to the person about that object. If the person doesn't + // know anything about it, use the default response. + + uint32 response = _defaultResponseId; + + for (i = 0; i < Logic::_scriptVars[IN_SUBJECT]; i++) { + if (_subjectList[i].res == Logic::_scriptVars[OBJECT_HELD]) { + response = _subjectList[i].ref; + break; + } + } + + // The user won't be holding the object any more, and the + // conversation menu will be closed. + + Logic::_scriptVars[OBJECT_HELD] = 0; + Logic::_scriptVars[IN_SUBJECT] = 0; + return response; + } + + if (Logic::_scriptVars[CHOOSER_COUNT_FLAG] == 0 && Logic::_scriptVars[IN_SUBJECT] == 1 && _subjectList[0].res == EXIT_ICON) { + // This is the first time the chooser is coming up in this + // conversation, there is only one subject and that's the + // EXIT icon. + // + // In other words, the player doesn't have anything to talk + // about. Skip it. + + // The conversation menu will be closed. We set AUTO_SELECTED + // because the speech script depends on it. + + Logic::_scriptVars[AUTO_SELECTED] = 1; + Logic::_scriptVars[IN_SUBJECT] = 0; + return _subjectList[0].ref; + } + + byte *icon; + + if (!_choosing) { + // This is a new conversation menu. + + if (!Logic::_scriptVars[IN_SUBJECT]) + error("fnChoose with no subjects"); + + for (i = 0; i < Logic::_scriptVars[IN_SUBJECT]; i++) { + icon = _vm->_resman->openResource(_subjectList[i].res) + sizeof(StandardHeader) + RDMENU_ICONWIDE * RDMENU_ICONDEEP; + setMenuIcon(RDMENU_BOTTOM, i, icon); + _vm->_resman->closeResource(_subjectList[i].res); + } + + for (; i < 15; i++) + setMenuIcon(RDMENU_BOTTOM, (uint8) i, NULL); + + showMenu(RDMENU_BOTTOM); + setMouse(NORMAL_MOUSE_ID); + _choosing = true; + return (uint32) -1; + } + + // The menu is there - we're just waiting for a click. We only care + // about left clicks. + + MouseEvent *me = _vm->mouseEvent(); + int mouseX, mouseY; + + getPos(mouseX, mouseY); + + if (!me || !(me->buttons & RD_LEFTBUTTONDOWN) || mouseY < 400) + return (uint32) -1; + + // Check for click on a menu. + + int hit = _vm->_mouse->menuClick(Logic::_scriptVars[IN_SUBJECT]); + if (hit < 0) + return (uint32) -1; + + // Hilight the clicked icon by greying the others. This can look a bit + // odd when you click on the exit icon, but there are also cases when + // it looks strange if you don't do it. + + for (i = 0; i < Logic::_scriptVars[IN_SUBJECT]; i++) { + if ((int) i != hit) { + icon = _vm->_resman->openResource(_subjectList[i].res) + sizeof(StandardHeader); + _vm->_mouse->setMenuIcon(RDMENU_BOTTOM, i, icon); + _vm->_resman->closeResource(_subjectList[i].res); + } + } + + // For non-speech scripts that manually call the chooser + Logic::_scriptVars[RESULT] = _subjectList[hit].res; + + // The conversation menu will be closed + + _choosing = false; + Logic::_scriptVars[IN_SUBJECT] = 0; + setMouse(0); + + return _subjectList[hit].ref; +} + void Mouse::mouseOnOff() { // this handles the cursor graphic when moving on and off mouse areas // it also handles the luggage thingy |