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author | Jonathan Gray | 2003-07-28 01:44:38 +0000 |
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committer | Jonathan Gray | 2003-07-28 01:44:38 +0000 |
commit | f020d28b5e9297f93d5bedae62885b380c23f517 (patch) | |
tree | d6e7dfbfe61bfab365f101cb5b87224cb4ebde71 /sword2/mouse.cpp | |
parent | d592095fb942e961773e8177056d973eb1cff092 (diff) | |
download | scummvm-rg350-f020d28b5e9297f93d5bedae62885b380c23f517.tar.gz scummvm-rg350-f020d28b5e9297f93d5bedae62885b380c23f517.tar.bz2 scummvm-rg350-f020d28b5e9297f93d5bedae62885b380c23f517.zip |
bs2
svn-id: r9211
Diffstat (limited to 'sword2/mouse.cpp')
-rw-r--r-- | sword2/mouse.cpp | 1466 |
1 files changed, 1466 insertions, 0 deletions
diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp new file mode 100644 index 0000000000..7332b5b39b --- /dev/null +++ b/sword2/mouse.cpp @@ -0,0 +1,1466 @@ +/* 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 "driver/driver96.h" +#include "build_display.h" +#include "console.h" +#include "controls.h" +#include "debug.h" +#include "defs.h" +#include "events.h" +#include "icons.h" +#include "interpreter.h" +#include "layers.h" +#include "maketext.h" +#include "mouse.h" //assure integrety +#include "object.h" +#include "protocol.h" +#include "resman.h" +#include "sound.h" +#include "sword2.h" // for PauseGame() & UnpauseGame() +//------------------------------------------------------------------------------------ +// pointer resource id's + +#define CROSHAIR 18 +#define EXIT0 788 +#define EXIT1 789 +#define EXIT2 790 +#define EXIT3 791 +#define EXIT4 792 +#define EXIT5 793 +#define EXIT6 794 +#define EXIT7 795 +#define EXITDOWN 796 +#define EXITUP 797 +#define MOUTH 787 +#define NORMAL 17 +#define PICKUP 3099 +#define SCROLL_L 1440 +#define SCROLL_R 1441 +#define USE 3100 +//------------------------------------------------------------------------------------ +//the mouse list stuff +uint32 cur_mouse; +Mouse_unit mouse_list[TOTAL_mouse_list]; + +uint32 mouse_touching=0; //set by Check_mouse_list +uint32 old_mouse_touching=0; + +uint32 menu_selected_pos; +uint8 examining_menu_icon=0; + +uint32 mouse_pointer_res=0; // if it's NORMAL_MOUSE_ID (ie. normal pointer) then it's over a floor area (or hidden hot-zone +uint32 mouse_mode=0; //0 normal in game + //1 top menu down (bottom!) + //2 dragging luggage + //3 system menu chooser (top) + //4 speech chooser + +//Object_mouse old_mouse_object; //copy structure from list when moving onto a mouse area + +uint32 menu_status; //0 available - 1 unavailable +uint32 mouse_status; //human 0 on/1 off + +uint32 mouse_mode_locked=0; //0 not !0 mode cannot be changed from normal mouse to top menu (i.e. when carrying big objects) +uint32 current_luggage_resource=0; + +uint32 subject_status; //0 off 1 on + +uint32 old_button=0; //for the re-click stuff - must be same button you see +uint32 button_click=0; + +uint32 pointer_text_bloc_no=0; +uint32 pointerTextSelected=0; + +uint32 player_activity_delay=0; // player activity delay counter + +uint32 real_luggage_item=0; //last minute for pause mode + +//------------------------------------------------------------------------------------ +/* +#define RD_LEFTBUTTONDOWN 0x01 +#define RD_LEFTBUTTONUP 0x02 +#define RD_RIGHTBUTTONDOWN 0x04 +#define RD_RIGHTBUTTONUP 0x08 +*/ +//------------------------------------------------------------------------------------ +// local function prototypes + +//uint8 Check_sprite_pixel( uint32 j ); +void CreatePointerText(uint32 TextId, uint32 pointerRes); // James16jun97 +void ClearPointerText(void); // James16jun97 +void Monitor_player_activity(void); // James23july97 + +int32 FN_no_human(int32 *params); +void No_human(void); + +//------------------------------------------------------------------------------------ +void Reset_mouse_list(void) //Tony26Sept96 +{ +//call at beginning of gameloop + + cur_mouse=1; +} +//------------------------------------------------------------------------------------ +void Mouse_engine(void) //Tony30Sept96 +{ + + Monitor_player_activity(); // James23july97 + + ClearPointerText(); // James16jun97 + + + if (DEAD) //George is dead ;) + { + if (mouse_mode!=MOUSE_system_menu) + { + mouse_mode=MOUSE_system_menu; + if (mouse_touching) + { +// get off + old_mouse_touching=0; //we've moved off + mouse_touching=0; //we were on something but not anymore + } + + Set_mouse(NORMAL_MOUSE_ID); + + Build_system_menu(); //Tony19Mar97 + } + System_menu(); + + return; + } + + + if (mouse_status) //no human + return; + + + switch(mouse_mode) + { + case MOUSE_normal: //0 normal in game + Normal_mouse(); + break; + + case MOUSE_top: //1 top menu down + Top_menu_mouse(); + break; + + case MOUSE_drag: //2 dragging luggage + Drag_mouse(); + break; + + case MOUSE_system_menu: //3 in game bottom menu - save/restore, etc? + System_menu(); + break; + + case MOUSE_holding: //4 wait for mouse to move off bottom menu - after speech + if (mousey<400) + { mouse_mode=MOUSE_normal; + Zdebug(" releasing"); + } + break; + + default: + break; + } + +} +//------------------------------------------------------------------------------------ +void System_menu(void) //Tony19Mar97 +{ + uint32 safe_looping_music_id; + _mouseEvent *me; + int j,hit; + uint8 *icon; + uint32 rv; // for drivers return value + int32 pars[2]; + uint32 icon_list[5] = + { + OPTIONS_ICON, + QUIT_ICON, + SAVE_ICON, + RESTORE_ICON, + RESTART_ICON + }; + + + + if ((mousey>0)&&(!DEAD)) //can't close when player is dead + { mouse_mode=MOUSE_normal; //close menu + +// start the menu coming down + HideMenu(RDMENU_TOP); + + return; + } + + me = MouseEvent(); //get mouse event + + + if ((me!=NULL)&&(me->buttons&RD_LEFTBUTTONDOWN)) //there's a mouse event to be processed + { + +// clicked on a top mouse pointer? + + if ((mousex>=24)&&(mousex<640-24)&&(mousey<0)) + { + hit=(mousex-24)/40; //which are we over? + + if ((hit==2)&&(DEAD)) + return; //no save when dead + + if (hit<5) //there are 5 system menus + { for (j=0;j<5;j++) //build them all high in full colour - when on eis clicked on all the rest will grey out + if (j!=hit) //change all others to grey + { + icon = res_man.Res_open( icon_list[j] ) + sizeof(_standardHeader); + SetMenuIcon(RDMENU_TOP, j, icon); + res_man.Res_close( icon_list[j] ); + } + + //------------------------ + rv = PauseFx(); + if (rv != RD_OK) + Zdebug("ERROR: PauseFx() returned %.8x in SystemMenu()", rv); + //------------------------ + // NB. Need to keep a safe copy of 'looping_music_id' for savegame + // & for playing when returning from control panels + // because control panel music will overwrite it! + safe_looping_music_id = looping_music_id; + pars[0] = 221; // SystemM234 (M234.wav) + pars[1] = FX_LOOP; + FN_play_music(pars); + looping_music_id = safe_looping_music_id; // restore proper looping_music_id + //------------------------ + //------------------------ + // clear the screen & set up the new palette for the menus + + EraseBackBuffer(); + ProcessMenu(); // drivers to redraw menu over this blank screen! + FlipScreens(); + ResetRenderEngine(); + //------------------------ + + switch(hit) //call the relevent screen + { + case 0: // options + Option_control(); // game options + break; + + case 1: // quit + Quit_control(); // quit to windows + break; + + case 2: // save + Save_control(); // save the game + break; + + case 3: // restore + Restore_control(); // restore a game + break; + + case 4: // restart + Restart_control(); // restart the game + break; + + } + //------------------------ +// start the menu coming down + if (!DEAD) //not death screen + { mouse_mode=MOUSE_normal; //close menu + HideMenu(RDMENU_TOP); //but not when dead + } + else + { Set_mouse(NORMAL_MOUSE_ID); + Build_system_menu(); //reset top menu + } + //------------------------ + // clear the screen & restore the location palette + + EraseBackBuffer(); + ProcessMenu(); // drivers to redraw menu over this blank screen! + FlipScreens(); + + //------------------------ + // reset game palette, but not after a successful restore or restart! + + if (this_screen.new_palette != 99) // see RestoreFromBuffer() in save_rest.cpp + { + SetFullPalette(0); // '0' means put back game screen palette; see Build_display.cpp (James17jun97) + this_screen.new_palette=0; //stop the engine fading in the restored screens palette + } + else + this_screen.new_palette=1; + + //------------------------ + rv = UnpauseFx(); + if (rv != RD_OK) + Zdebug("ERROR: UnpauseFx() returned %.8x in SystemMenu()", rv); + //------------------------ + // 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 (looping_music_id) + { + pars[0] = looping_music_id; + pars[1] = FX_LOOP; + FN_play_music(pars); + // cross-fades into the required music: + // - either a restored game tune + // - or music playing prior to entering control panels + } + else + FN_stop_music(NULL); // stop the control panel music + //------------------------ + } + } + } + +} +//------------------------------------------------------------------------------------ +void Drag_mouse(void) //Tony21Nov96 +{ + _mouseEvent *me; + uint32 pos; +// uint32 null_pc=1; //script 1 is combine script + + + if ((mousey<400)&&(!menu_status)) + { mouse_mode=MOUSE_normal; //close menu + +// start the menu coming down + HideMenu(RDMENU_BOTTOM); + + return; + } + + + Mouse_on_off(); //handles cursors and the luggage on/off according to type + + + +// now do the normal click stuff + + me = MouseEvent(); //get mouse event + + +// we only care about left clicks when the mouse is over an object +// we ignore mouse releases + + if ((me!=NULL)&&(me->buttons&RD_LEFTBUTTONDOWN)) //there's a mouse event to be processed + { + +// could be clicking on an on screen object or on the top menu which is currently displayed + + if (mouse_touching) //mouse is over an on screen object - and we have luggage + { //depending on type we'll maybe kill the object_held - like for exits + if (me->buttons&RD_LEFTBUTTONDOWN) // set global script variable 'button' + { + LEFT_BUTTON = 1; + RIGHT_BUTTON = 0; + } + else + { + LEFT_BUTTON = 0; + RIGHT_BUTTON = 1; + } + + MOUSE_X=(uint32)mousex+this_screen.scroll_offset_x; + MOUSE_Y=(uint32)mousey+this_screen.scroll_offset_y; //these might be required by the action script about to be run + + CLICKED_ID = mouse_touching; // for scripts to know what's been clicked (21jan97). First used for 'room_13_turning_script' in object 'biscuits_13' + + + + Set_player_action_event(CUR_PLAYER_ID, mouse_touching); //Tony4Dec96 + + //-------------------------------------- + // Write to walkthrough file (zebug0.txt) + #ifdef _DEBUG + Zdebug(0,"USED \"%s\" ICON ON %s", FetchObjectName(OBJECT_HELD), FetchObjectName(CLICKED_ID)); + #endif + //-------------------------------------- + + + HideMenu(RDMENU_BOTTOM); //hide menu too + mouse_mode=MOUSE_normal; //back to normal menu mode + } + else //better check for combine/cancel cancel puts us back in Top_menu_mouse mode + { + if ((mousex>=24)&&(mousex<640-24)) + { + pos=(mousex-24)/40; //which are we over? + + if (master_menu_list[pos].icon_resource) //clicked on something - what button? + { + mouse_mode=MOUSE_top; //always back into top menu mode + + Set_luggage(0); // remove luggage + + if (pos==menu_selected_pos) // if we've clicked on the same icon as the one we're dragging + { + OBJECT_HELD=0; // reset first icon + menu_selected_pos=0; + } + else // combine the 2 icons + { +// Zdebug("combine"); + COMBINE_BASE=master_menu_list[pos].icon_resource; //what we clicked on, not what we're dragging + + Set_player_action_event(CUR_PLAYER_ID, MENU_MASTER_OBJECT); //Tony4Dec96 + + No_human(); // turn off mouse now, to prevent player trying to click elsewhere BUT leave the bottom menu open + + //-------------------------------------- + // Write to walkthrough file (zebug0.txt) + #ifdef _DEBUG + Zdebug(0,"USED \"%s\" ICON ON \"%s\" ICON", FetchObjectName(OBJECT_HELD), FetchObjectName(COMBINE_BASE)); + #endif + //-------------------------------------- + } + + Build_top_menu(); // refresh the menu + + +// Zdebug("switch to top mode"); + } + } + } + } + + +} +//------------------------------------------------------------------------------------ +void Top_menu_mouse(void) //Tony3Oct96 +{ +//top menu is down + _mouseEvent *me; + uint32 pos; + + if ((mousey<400)&&(!menu_status)) + { mouse_mode=MOUSE_normal; //close menu + +// start the menu coming down + HideMenu(RDMENU_BOTTOM); + + return; + } + + me=MouseEvent(); //get mouse event + + + +// we only care about left clicks when the mouse is over an object +// we ignore mouse releases + + if (me!=NULL) //there's a mouse event to be processed + { +// now check if we've clicked on an actual icon + + if ((mousex>=24)&&(mousex<640-24)) + { + pos=(mousex-24)/40; //which are we over? + + if (master_menu_list[pos].icon_resource) //clicked on something - what button? + { + + if (me->buttons&RD_RIGHTBUTTONDOWN) //right button look + { + examining_menu_icon=1; + OBJECT_HELD = master_menu_list[pos].icon_resource; //id the object via its graphic + EXIT_CLICK_ID=0; // (JEL09oct97) must clear this so next click on exit becomes 1st click again + + //-------------------------------------- + // Write to walkthrough file (zebug0.txt) + #ifdef _DEBUG + Zdebug(0,"RIGHT-CLICKED ON \"%s\" ICON", FetchObjectName(OBJECT_HELD)); + #endif + //-------------------------------------- + + Set_player_action_event(CUR_PLAYER_ID, MENU_MASTER_OBJECT); //Tony4Dec96 + + Build_top_menu(); // refresh the menu + No_human(); // turn off mouse now, to prevent player trying to click elsewhere BUT leave the bottom menu open + } + else if (me->buttons&RD_LEFTBUTTONDOWN) //left button - highlight the object and bung us into drag luggage mode + { + menu_selected_pos=pos; //menu slot we clicked on - derive luggage resource from this in mouse_on_off() + current_luggage_resource=master_menu_list[pos].luggage_resource; + + mouse_mode=MOUSE_drag; +// Zdebug("setting OH in top menu"); + OBJECT_HELD = master_menu_list[pos].icon_resource; //id the object via its graphic + EXIT_CLICK_ID=0; // (JEL09oct97) must clear this so next click on exit becomes 1st click again + + Build_top_menu(); // refresh the menu + + Set_luggage(master_menu_list[pos].luggage_resource); + +// Zdebug("switch to drag mode"); + } + } + } + } +} +//------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +void Normal_mouse(void) //Tony30Sept96 +{ +//the gane is playing and none of the menus are activated - but, we need to check if the top menu is to start +//note, wont have luggage + + _mouseEvent *me; + + + + + if ((mousey<0)&&(!menu_status)&&(!mouse_mode_locked)&&(!OBJECT_HELD)) //no save in big-object menu lock situation + { + mouse_mode=MOUSE_system_menu; + + if (mouse_touching) + { +// get off + old_mouse_touching=0; //we've moved off + mouse_touching=0; //we were on something but not anymore + + } + +// reset mouse cursor - in case we're between mice + Set_mouse(NORMAL_MOUSE_ID); + + Build_system_menu(); //Tony19Mar97 + } + + + + + + if ((mousey>399)&&(!menu_status)&&(!mouse_mode_locked)) + { + + + if (!OBJECT_HELD) //why are we testing for this? + { + mouse_mode=MOUSE_top; //bring down top menu + } + else + { + mouse_mode=MOUSE_drag; + } + +// if mouse is moving off an object and onto the top menu then do a standard get-off + if (mouse_touching) + { +// get off + + old_mouse_touching=0; //we've moved off + mouse_touching=0; //we were on something but not anymore + + } + +// reset mouse cursor + Set_mouse(NORMAL_MOUSE_ID); + +// build menu and start the menu coming down + + Build_top_menu(); + + return; + } + + +//check also for bringing the bottom menu up + + + + + Mouse_on_off(); //handles + + + +// now do the normal click stuff + + me = MouseEvent(); //get mouse event + + //----------------------------------------------------- +#ifdef _DEBUG + if (definingRectangles) + { + if (draggingRectangle==0) // not yet dragging a rectangle, so need click to start + { + if ( (me!=NULL) && ((me->buttons&RD_LEFTBUTTONDOWN)||(me->buttons&RD_RIGHTBUTTONDOWN)) ) + { + rect_x1 = rect_x2 = (uint32)mousex+this_screen.scroll_offset_x; // set both (x1,y1) + rect_y1 = rect_y2 = (uint32)mousey+this_screen.scroll_offset_y; // & (x2,y2) to this point + draggingRectangle=1; + } + } + else if (draggingRectangle==1) // currently dragging a rectangle + { + if ( (me!=NULL) && ((me->buttons&RD_LEFTBUTTONDOWN)||(me->buttons&RD_RIGHTBUTTONDOWN)) ) // click means reset + { + draggingRectangle=2; // lock rectangle, so you can let go of mouse to type in the coords + } + else // drag rectangle + { + rect_x2 = (uint32)mousex+this_screen.scroll_offset_x; + rect_y2 = (uint32)mousey+this_screen.scroll_offset_y; + } + } + else // currently locked to avoid knocking out of place while reading off the coords + { + if ( (me!=NULL) && ((me->buttons&RD_LEFTBUTTONDOWN)||(me->buttons&RD_RIGHTBUTTONDOWN)) ) // click means reset + { + draggingRectangle=0; // back to start again + } + } + } + else +#endif // _DEBUG + //----------------------------------------------------- + { + + // we only care about down clicks when the mouse is over an object + // we ignore mouse releases + + if ((me!=NULL)&&((me->buttons&RD_LEFTBUTTONDOWN)||(me->buttons&RD_RIGHTBUTTONDOWN))&&(mouse_touching)) //there's a mouse event to be processed and the mouse is on something + { +// ok, there are no menus about so its nice and simple +// this is as close to the old advisor_188 script as we get I'm sorry to say. + + +// if player is walking or relaxing then those need to terminate correctly + + +// otherwise set player run the targets action script +// or, do a special walk if clicking on the scroll-more icon + +// PLAYER_ACTION = mouse_touching; //PLAYER_ACTION script variable - whatever catches this must reset to 0 again + //idle or router-anim will catch it + + + if (me->buttons&RD_LEFTBUTTONDOWN) // set global script variable 'button' + { + LEFT_BUTTON = 1; + RIGHT_BUTTON = 0; + button_click=0; //for re-click + } + else + { + LEFT_BUTTON = 0; + RIGHT_BUTTON = 1; + button_click=1; //for re-click + } + + MOUSE_X=(uint32)mousex+this_screen.scroll_offset_x; + MOUSE_Y=(uint32)mousey+this_screen.scroll_offset_y; //these might be required by the action script about to be run + + + if ((mouse_touching==EXIT_CLICK_ID)&&(me->buttons&RD_LEFTBUTTONDOWN)) //only left button + { +// its the exit double click situation +// let the existing interaction continue and start fading down - switch the human off too + + FN_no_human(NULL); + FN_fade_down(NULL); + EXIT_FADING=1; //tell the walker + + } + else if ((old_button==button_click)&&(mouse_touching==CLICKED_ID)&&(mouse_pointer_res!=NORMAL_MOUSE_ID)) + { //re-click - do nothing - except on floors + } + else //allow the click + { + old_button=button_click; //for re-click + + CLICKED_ID = mouse_touching; // for scripts to know what's been clicked (21jan97). First used for 'room_13_turning_script' in object 'biscuits_13' + EXIT_CLICK_ID=0; //must clear these two double-click control flags - do it here so reclicks after exit clicks are cleared up + EXIT_FADING=0; + Set_player_action_event(CUR_PLAYER_ID, mouse_touching); //Tony4Dec96 + + //-------------------------------------- + // Write to walkthrough file (zebug0.txt) + #ifdef _DEBUG + if (OBJECT_HELD) + Zdebug(0,"USED \"%s\" ICON ON %s", FetchObjectName(OBJECT_HELD), FetchObjectName(CLICKED_ID)); + else if (LEFT_BUTTON) + Zdebug(0,"LEFT-CLICKED ON %s", FetchObjectName(CLICKED_ID)); + else // RIGHT BUTTON + Zdebug(0,"RIGHT-CLICKED ON %s", FetchObjectName(CLICKED_ID)); + #endif + //-------------------------------------- + } + } + } +} +//------------------------------------------------------------------------------------ +void Mouse_on_off(void) //Tony30Sept96 +{ + //this handles the cursor graphic when moving on and off mouse areas + //it also handles the luggage thingy + + uint32 pointer_type; + static uint8 mouse_flicked_off=0; + + + old_mouse_touching=mouse_touching; + + + if ((mousey<0)||(mousey>399)) // don't detect objects that are hidden behind the menu bars (ie. in the scrolled-off areas of the screen) + { + pointer_type=0; + mouse_touching=0; + } + else + pointer_type = Check_mouse_list(); // set 'mouse_touching' & return pointer_type + + + + + if ((!mouse_flicked_off)&&(old_mouse_touching==mouse_touching)) //same as previous cycle? + return; //yes, so nothing to do BUT CARRY ON IF MOUSE WAS FLICKED OFF! + + mouse_flicked_off=0; // can reset this now + + + if ((!old_mouse_touching)&&(mouse_touching)) //the cursor has moved onto something + { + +// make a copy of the object we've moved onto +// because one day we'll move back off again! (but the list positioning could theoretically have changed) +// we can only move onto something from being on nothing - we stop the system going from one to another when objects overlap + +// memcpy( &old_mouse_object, &mouse_list[mouse_touching], sizeof(Object_mouse)); + + old_mouse_touching=mouse_touching; // + +// run get on + + if (pointer_type) + { + Set_mouse(pointer_type); // 'pointer_type' holds the resource id of the pointer anim + + if (OBJECT_HELD) // setup luggage icon +// Set_luggage(master_menu_list[menu_selected_pos].luggage_resource); + Set_luggage(current_luggage_resource); + + } + else + Con_fatal_error("ERROR: mouse.pointer==0 for object %d (%s) - update logic script!", mouse_touching, FetchObjectName(mouse_touching)); + } + else if ((old_mouse_touching)&&(!mouse_touching)) // the cursor has moved off something + { + old_mouse_touching=0; // we've moved off + Set_mouse(NORMAL_MOUSE_ID); // reset cursor to normal pointer + // reset luggage only when necessary + } + else if ((old_mouse_touching)&&(mouse_touching)) // the cursor has moved off something and onto something else + { // flip to a blank cursor for a cycle + mouse_touching=0; // ignore the new id this cycle - should hit next cycle + old_mouse_touching=0; // we've moved off + Set_mouse(NULL); // blank cursor + mouse_flicked_off=1; // so we know to set the mouse pointer back to normal if 2nd hot-spot doesn't register because mouse pulled away quickly (onto nothing) + + // reset luggage only when necessary + } + else // for when mouse was flicked off for one cycle, but then moved onot nothing before 2nd hot-spot registered + { + // both 'old_mouse_touching' & 'mouse_touching' will be zero + Set_mouse(NORMAL_MOUSE_ID); // reset cursor to normal pointer + } + + // possible check for edge of screen more-to-scroll here on large screens + +} +//------------------------------------------------------------------------------------ +void Set_mouse(uint32 res) // (4dec96 JEL) +{ + uint8 *icon; + uint32 len; + + mouse_pointer_res=res; //high level - whats the mouse - for the engine + + if (res) // if it's not NULL + { + icon = res_man.Res_open( res ) + sizeof(_standardHeader); + len = res_man.resList[res]->size - sizeof(_standardHeader); + + if (res == NORMAL_MOUSE_ID) // don't pulse the normal pointer + SetMouseAnim(icon, len, RDMOUSE_NOFLASH); // 0 means don't pulse this pointer, just do the regular anim loop + else + SetMouseAnim(icon, len, RDMOUSE_FLASH); // 1 mean pulse before starting regular anim loop + + res_man.Res_close( res ); + } + else + SetMouseAnim(NULL,0,0); // blank cursor +} +//------------------------------------------------------------------------------------ +void Set_luggage(uint32 res) //Tony26Nov96 +{ + uint8 *icon; + uint32 len; + + if (res) // if not NULL + { + real_luggage_item=res; + + icon = res_man.Res_open( res ) + sizeof(_standardHeader); + len = res_man.resList[res]->size - sizeof(_standardHeader); + + SetLuggageAnim(icon, len); + + res_man.Res_close( res ); + } + else + { real_luggage_item=0; + SetLuggageAnim(NULL, 0); + } +} +//------------------------------------------------------------------------------------ +uint32 Check_mouse_list(void) //Tony30Sept96 +{ + int32 priority=0; + uint32 j=1; + + + if (cur_mouse>1) + { + while(priority<10) //number of priorities subject to implementation needs + { + if ((mouse_list[j].priority==priority) && // if the mouse pointer is over this mouse-detection-box + (mousex+this_screen.scroll_offset_x >= mouse_list[j].x1) && + (mousex+this_screen.scroll_offset_x <= mouse_list[j].x2) && + (mousey+this_screen.scroll_offset_y >= mouse_list[j].y1) && + (mousey+this_screen.scroll_offset_y <= mouse_list[j].y2)) + { + +/* + if (mouse_list[j].anim_resource) // want to use sprite as a mouse mask, for better accuracy of detection (25oct96 JEL) + { + // only works for uncompressed sprite data!! + // THIS IS NEVER USED IN SWORD2 + + if (Check_sprite_pixel(j)) // if the mouse is touching a non-zero pixel of the sprite + { + mouse_touching=mouse_list[j].id; // record id + CreatePointerText(mouse_list[j].pointer_text); // James16jun97 + return(mouse_list[j].pointer); //return pointer type + } + } + else // ok, we're touching the detection-box +*/ + { + mouse_touching=mouse_list[j].id; // record id + + // change all COGS pointers to CROSHAIR + if (mouse_list[j].pointer == USE) + mouse_list[j].pointer = CROSHAIR; + CreatePointerText(mouse_list[j].pointer_text, mouse_list[j].pointer); // James16jun97 + return(mouse_list[j].pointer); //return pointer type + } + } + + j++; //next + if (j==cur_mouse) + { + j=0; + priority++; //next priority - 0 being the highest, 9 the lowest + } + } + } + + mouse_touching=0; // touching nothing + return(0); // no pointer to return +} +//------------------------------------------------------------------------------------ + +void CreatePointerText(uint32 textId, uint32 pointerRes) // James16jun97 +{ + uint32 local_text; + uint32 text_res; + uint8 *text; + int16 xOffset, yOffset; // offsets for pointer text sprite from pointer position + uint8 justification; + + #define POINTER_TEXT_WIDTH 640 // just in case! + #define POINTER_TEXT_PEN 184 // white + + if (pointerTextSelected) + { + if (textId) + { + //------------------------------------------- + // check what the pointer is, to set offsets correctly for text position + + switch(pointerRes) + { + case CROSHAIR: + yOffset = -7; // above (above & to the right of the pointer coordinate) + xOffset = +10; // right + break; + + case EXIT0: + yOffset = +15; // below + xOffset = +20; // right + break; + + case EXIT1: + yOffset = +16; // below + xOffset = -10; // left + break; + + case EXIT2: + yOffset = +10; // below + xOffset = -22; // left + break; + + case EXIT3: + yOffset = -16; // above + xOffset = -10; // left + break; + + case EXIT4: + yOffset = -15; // above + xOffset = +15; // right + break; + + case EXIT5: + yOffset = -12; // above + xOffset = +10; // right + break; + + case EXIT6: + yOffset = +10; // below + xOffset = +25; // right + break; + + case EXIT7: + yOffset = +16; // below + xOffset = +20; // right + break; + + case EXITDOWN: + yOffset = -20; // above + xOffset = -10; // left + break; + + case EXITUP: + yOffset = +20; // below + xOffset = +20; // right + break; + + case MOUTH: + yOffset = -10; // above + xOffset = +15; // right + break; + + case NORMAL: + yOffset = -10; // above + xOffset = +15; // right + break; + + case PICKUP: + yOffset = -40; // above + xOffset = +10; // right + break; + + case SCROLL_L: + yOffset = -20; // above + xOffset = +20; // right + break; + + case SCROLL_R: + yOffset = -20; // above + xOffset = -20; // left + break; + + case USE: + yOffset = -8; // above + xOffset = +20; // right + break; + + default: // shouldn't happen if we cover all the different mouse pointers above + yOffset = -10; // above + xOffset = +10; // right + } + + //------------------------------------------- + // set up justification for text sprite, + // based on it's offsets from the pointer position + + // from maketext.h + //#define NO_JUSTIFICATION 0 // only for debug text, since it doesn't keep text inside the screen margin! + //#define POSITION_AT_CENTRE_OF_BASE 1 // these all force text inside the screen edge margin when necessary + //#define POSITION_AT_CENTRE_OF_TOP 2 + //#define POSITION_AT_LEFT_OF_TOP 3 + //#define POSITION_AT_RIGHT_OF_TOP 4 + //#define POSITION_AT_LEFT_OF_BASE 5 + //#define POSITION_AT_RIGHT_OF_BASE 6 + //#define POSITION_AT_LEFT_OF_CENTRE 7 + //#define POSITION_AT_RIGHT_OF_CENTRE 8 + + //----------------------------------------- + if (yOffset < 0) // if above pointer + { + if (xOffset < 0) // above left + { + justification = POSITION_AT_RIGHT_OF_BASE; + } + else if (xOffset > 0) // above right + { + justification = POSITION_AT_LEFT_OF_BASE; // text sprite is justified from it's bottom-left corner + } + else // (xOffset==0) // above centre + { + justification = POSITION_AT_CENTRE_OF_BASE; + } + } + //----------------------------------------- + else if (yOffset > 0) // if below pointer + { + if (xOffset < 0) // below left + { + justification = POSITION_AT_RIGHT_OF_TOP; + } + else if (xOffset > 0) // below right + { + justification = POSITION_AT_LEFT_OF_TOP; + } + else // (xOffset==0) // below centre + { + justification = POSITION_AT_CENTRE_OF_TOP; + } + } + //----------------------------------------- + else // if at same y-coord as pointer + { + if (xOffset < 0) // centre left + { + justification = POSITION_AT_RIGHT_OF_CENTRE; + } + else if (xOffset > 0) // centre right + { + justification = POSITION_AT_LEFT_OF_CENTRE; + } + else // (xOffset==0) // centre centre + { + justification = POSITION_AT_LEFT_OF_CENTRE; // shouldn't happen anyway! + } + } + //------------------------------------------- + + text_res = textId/SIZE; // text resource number + local_text = textId&0xffff; // text line number within the resource + + text = FetchTextLine( res_man.Res_open(text_res), local_text ); // open text file & get the line + + // 'text+2' to skip the first 2 bytes which form the line reference number + pointer_text_bloc_no = Build_new_block(text+2, mousex+xOffset, mousey+yOffset, POINTER_TEXT_WIDTH, POINTER_TEXT_PEN, RDSPR_TRANS+RDSPR_DISPLAYALIGN, speech_font_id, justification); + + res_man.Res_close(text_res); // now ok to close the text file + } + } +} +//------------------------------------------------------------------------------------ +void ClearPointerText(void) // James16jun97 +{ + if (pointer_text_bloc_no) + { + Kill_text_bloc(pointer_text_bloc_no); + pointer_text_bloc_no=0; + } +} +//------------------------------------------------------------------------------------ +/* NOT USED IN SWORD2 +uint8 Check_sprite_pixel( uint32 j ) // (25oct96 JEL) +{ + // only works for uncompressed sprite data!! + + uint8 *file; + uint8 hit; + _frameHeader *frame_head; + int16 sprite_x, sprite_y; + int16 in_sprite_x, in_sprite_y; + uint8 *sprite_data; + + + sprite_x = mouse_list[j].x1; // sprite coords have been copied to mouse area coords by FN_register_X_frame (X = sort, back or fore) + sprite_y = mouse_list[j].y1; // so easier to get them from there than from the anim file again + + + file = res_man.Res_open(mouse_list[j].anim_resource); // open the anim file & point to start of it + frame_head = FetchFrameHeader(file,mouse_list[j].anim_pc); // point to frame header of current frame + sprite_data = (uint8 *)(frame_head + 1); // point to start of frame data + + in_sprite_x = mousex + this_screen.scroll_offset_x - sprite_x; // x-coord of mouse from origin at top-left of sprite + in_sprite_y = mousey + this_screen.scroll_offset_y - sprite_y; // y-coord of mouse from origin at top-left of sprite + + hit = sprite_data[in_sprite_y * frame_head->width + in_sprite_x]; // hit = value of pixel to which the mouse is pointing + + res_man.Res_close(mouse_list[j].anim_resource); // close anim file + + return (hit); // we are touching the sprite if 'hit' is non-zero +} +*/ +//------------------------------------------------------------------------------------ +int32 FN_no_human(int32 *params) //Tony30Sept96 +{ +//param none + + MOUSE_AVAILABLE = 0; // for logic scripts (James21may97) + + ClearPointerText(); + + mouse_status=1; //human/mouse off + + Set_mouse(NULL); // blank cursor + Set_luggage(NULL); // blank cursor + + +//must be normal mouse situation or a largely neutral situation - special menus use No_human + if (TALK_FLAG==0) //dont hide menu in conversations + HideMenu(RDMENU_BOTTOM); + + + if (mouse_mode==MOUSE_system_menu) + { + mouse_mode=MOUSE_normal; //close menu + HideMenu(RDMENU_TOP); // start the menu coming down + } + + + if (params); + + + return(1); //script continue +} +//------------------------------------------------------------------------------------ +void No_human(void) //Tony4June97 +{ +//leaves the menus open +//used by the system when clicking right on a menu item to examine it and +//when combining objects + + MOUSE_AVAILABLE = 0; // for logic scripts (James21may97) + + mouse_status=1; //human/mouse off + + Set_mouse(NULL); // blank cursor + Set_luggage(NULL); // blank cursor +} +//------------------------------------------------------------------------------------ +int32 FN_add_human(int32 *params) //Tony30Sept96 +{ + //param none +#ifdef _DEBUG + uint8 black[4] = {0,0,0,0}; + uint8 white[4] = {255,255,255,0}; +#endif // ('0' means don't print to console, but console isn't up anyway) + + + + MOUSE_AVAILABLE = 1; // for logic scripts (James21may97) + + + if (mouse_status) //off + { + mouse_status=0; //on + mouse_touching=1; //forces engine to choose a cursor + } + + CLICKED_ID=0; //clear this to reset no-second-click system + + // this is now done outside the OBJECT_HELD check in case it's set to zero before now! (James 10july97) + mouse_mode_locked=0; //unlock the mouse from possible large object lock situtations - see syphon in rm 3 + + if (OBJECT_HELD) //was dragging something around + { + OBJECT_HELD=0; // need to clear this again + + examining_menu_icon=0; // and these may also need clearing + COMBINE_BASE=0; // - just in case + + + Set_luggage(NULL); // blank cursor + } + + + + if ((mousey>399)&&(mouse_mode!=MOUSE_holding)) // if mouse is over menu area + { + mouse_mode=MOUSE_normal; // VITAL - reset things & rebuild the menu + Set_mouse(NORMAL_MOUSE_ID); + } + else if (mousey>399) + Set_mouse(NORMAL_MOUSE_ID); + + + //---------------------------------------------------------------------------------------------- + // enabled/disabled from console; status printed with on-screen debug info +#ifdef _DEBUG + if (testingSnR) // testing logic scripts by simulating an instant Save & Restore + { + SetPalette(0, 1, white, RDPAL_INSTANT); + + Clear_fx_queue(); // stops all fx & clears the queue - eg. when leaving a location + res_man.Kill_all_objects(0); // ie. trashing all object resources so they load in fresh & restart their logic scripts + + SetPalette(0, 1, black, RDPAL_INSTANT); + } +#endif // ('0' means don't print to console, but console isn't up anyway) + //---------------------------------------------------------------------------------------------- + if (params); + + return(1); //script continue +} +//------------------------------------------------------------------------------------ +int32 FN_register_mouse(int32 *params) //Tony29Oct96 +{ +//this call would be made from an objects service script 0 +//the object would be one with no graphic but with a mouse - i.e. a floor +// or one whose mouse area is manually defined rather than intended to fit sprite shape + +//param 0 pointer to Object_mouse or 0 for no write to mouse list + +// Zdebug(1,"cur_mouse = %d", cur_mouse); + + + Object_mouse *ob_mouse; + + ob_mouse = (Object_mouse *) params[0]; // param 1 is pointer to mouse structure + + if (ob_mouse->pointer) // only if 'pointer' isn't NULL + { + #ifdef _DEBUG + if (cur_mouse==TOTAL_mouse_list) + Con_fatal_error("ERROR: mouse_list full [%s line %u]",__FILE__,__LINE__); + #endif + + mouse_list[cur_mouse].x1 = ob_mouse->x1; + mouse_list[cur_mouse].y1 = ob_mouse->y1; + mouse_list[cur_mouse].x2 = ob_mouse->x2; + mouse_list[cur_mouse].y2 = ob_mouse->y2; + + mouse_list[cur_mouse].priority = ob_mouse->priority; + mouse_list[cur_mouse].pointer = ob_mouse->pointer; + + //----------------------------------------------- + // (James17jun97) + // check if pointer text field is set due to previous object using this slot (ie. not correct for this one) + if ((mouse_list[cur_mouse].pointer_text) && (mouse_list[cur_mouse].id != (int32)ID)) // if 'pointer_text' field is set, but the 'id' field isn't same is current id + mouse_list[cur_mouse].pointer_text=0; // then we don't want this "left over" pointer text + //----------------------------------------------- + + mouse_list[cur_mouse].id = ID; // get id from system variable 'id' which is correct for current object + + mouse_list[cur_mouse].anim_resource = 0; // not using sprite as mask - this is only done from FN_register_frame() + mouse_list[cur_mouse].anim_pc = 0; + + //Zdebug("mouse id %d", mouse_list[cur_mouse].id); + + cur_mouse++; + } + + return(IR_CONT); // continue script +} +//------------------------------------------------------------------------------------ +// use this in the object's service script prior to registering the mouse area +// ie. before FN_register_mouse or FN_register_frame +// - best if kept at very top of service script + +int32 FN_register_pointer_text(int32 *params) // James16jun97 +{ +// param 0 local id of text line to use as pointer text + + #ifdef _DEBUG + if (cur_mouse==TOTAL_mouse_list) + Con_fatal_error("ERROR: mouse_list full [%s line %u]",__FILE__,__LINE__); + #endif + + mouse_list[cur_mouse].id = ID; // current object id - used for checking pointer_text when mouse area registered (in FN_register_mouse & FN_register_frame) + mouse_list[cur_mouse].pointer_text = params[0]; + + return(IR_CONT); // continue script + +} +//------------------------------------------------------------------------------------ +int32 FN_blank_mouse(int32 *params) //Tony29Oct96 +{ +//set mouse to normal pointer - used in speech + +//no params + + + Set_mouse(NULL); + + if (params); + + return(1); //cont +} +//------------------------------------------------------------------------------------ +int32 FN_init_floor_mouse(int32 *params) // James29nov96 +{ + // params 0 pointer to object's mouse structure + + Object_mouse *ob_mouse = (Object_mouse *) params[0]; + + ob_mouse->x1 = 0; + ob_mouse->y1 = 0; + ob_mouse->x2 = this_screen.screen_wide-1; + ob_mouse->y2 = this_screen.screen_deep-1; + ob_mouse->priority = 9; // floor is always lowest priority + ob_mouse->pointer = NORMAL_MOUSE_ID; // normal pointer + + + return(IR_CONT); // continue script +} +//--------------------------------------------------------------------------------------------------------------------- +//--------------------------------------------------------------------------------------------------------------------- +#define SCROLL_MOUSE_WIDTH 20 // James13feb97 (updated by James 25mar97) +//--------------------------------------------------------------------------------------------------------------------- +int32 FN_set_scroll_left_mouse(int32 *params) // James13feb97 +{ + // params 0 pointer to object's mouse structure + + Object_mouse *ob_mouse = (Object_mouse *) params[0]; + + + ob_mouse->x1 = 0; + ob_mouse->y1 = 0; + ob_mouse->x2 = this_screen.scroll_offset_x + SCROLL_MOUSE_WIDTH; + ob_mouse->y2 = this_screen.screen_deep-1; + ob_mouse->priority = 0; // highest priority + + if (this_screen.scroll_offset_x > 0) // if not fully scrolled to the left + ob_mouse->pointer = SCROLL_LEFT_MOUSE_ID; + else + ob_mouse->pointer = 0; // so the mouse area doesn't get registered + + + return(IR_CONT); // continue script +} +//--------------------------------------------------------------------------------------------------------------------- +int32 FN_set_scroll_right_mouse(int32 *params) // James13feb97 +{ + // params 0 pointer to object's mouse structure + + Object_mouse *ob_mouse = (Object_mouse *) params[0]; + + + ob_mouse->x1 = this_screen.scroll_offset_x + screenWide - SCROLL_MOUSE_WIDTH; + ob_mouse->y1 = 0; + ob_mouse->x2 = this_screen.screen_wide-1; + ob_mouse->y2 = this_screen.screen_deep-1; + ob_mouse->priority = 0; // highest priority + + if (this_screen.scroll_offset_x < this_screen.max_scroll_offset_x) // if not fully scrolled to the right + ob_mouse->pointer = SCROLL_RIGHT_MOUSE_ID; + else + ob_mouse->pointer = 0; // so the mouse area doesn't get registered + + + return(IR_CONT); // continue script +} +//--------------------------------------------------------------------------------------------------------------------- +int32 FN_set_object_held(int32 *params) //tony19May97 +{ +//params 0 luggage icon to set + + Set_luggage(params[0]); + + OBJECT_HELD=params[0]; + current_luggage_resource=params[0]; + + mouse_mode_locked=1; //mode locked - no top menu available + + + + return(IR_CONT); // continue script +} +//--------------------------------------------------------------------------------------------------------------------- +// called from speech scripts to remove the chooser bar when it's not appropriate to keep it displayed +int32 FN_remove_chooser(int32 *params) // James13aug97 +{ + HideMenu(RDMENU_BOTTOM); + + return(IR_CONT); // continue script +} +//--------------------------------------------------------------------------------------------------------------------- +int32 FN_disable_menu(int32 *params) //Tony1Oct96 +{ + mouse_mode_locked=1; //mode locked - no top menu available + mouse_mode=MOUSE_normal; + + HideMenu(RDMENU_TOP); + HideMenu(RDMENU_BOTTOM); + + return(IR_CONT); // continue script +} +//--------------------------------------------------------------------------------------------------------------------- +int32 FN_enable_menu(int32 *params) //tony4June97 +{ + + + mouse_mode_locked=0; //mode locked - no top menu available + + return(IR_CONT); // continue script +} +//--------------------------------------------------------------------------------------------------------------------- +int32 FN_check_player_activity(int32 *params) // James23july97 +{ +// Used to decide when to trigger music cues described as "no player activity for a while" + +// params 0 threshold delay in seconds, ie. what we want to check the actual delay against + + uint32 threshold = params[0]*12; // in game cycles + + if (player_activity_delay >= threshold) // if the actual delay is at or above the given threshold + { + player_activity_delay=0; // reset activity delay counter, now that we've got a positive check + RESULT=1; + } + else + RESULT=0; + + return(IR_CONT); // continue script +} +//--------------------------------------------------------------------------------------------------------------------- +int32 FN_reset_player_activity_delay(int32 *params) // James23july97 +{ +// Use if you want to deliberately reset the "no player activity" counter for any reason + +// no params + + player_activity_delay=0; // reset activity delay counter + + return(IR_CONT); // continue script +} +//--------------------------------------------------------------------------------------------------------------------- +void Monitor_player_activity(void) // James23july97 +{ + if (CheckForMouseEvents()) // if there is at least one mouse event outstanding + player_activity_delay=0; // reset activity delay counter + else + player_activity_delay++; // no. of game cycles since mouse event queue last empty +} +//--------------------------------------------------------------------------------------------------------------------- + |