diff options
-rw-r--r-- | sword1/logic.cpp | 10 | ||||
-rw-r--r-- | sword1/menu.cpp | 20 | ||||
-rw-r--r-- | sword1/menu.h | 3 | ||||
-rw-r--r-- | sword1/mouse.cpp | 22 | ||||
-rw-r--r-- | sword1/sword1.cpp | 2 | ||||
-rw-r--r-- | sword1/sworddefs.h | 2 |
6 files changed, 25 insertions, 34 deletions
diff --git a/sword1/logic.cpp b/sword1/logic.cpp index 076138646d..e86a97d6e9 100644 --- a/sword1/logic.cpp +++ b/sword1/logic.cpp @@ -856,7 +856,7 @@ int SwordLogic::fnFadeDown(BsObject *cpt, int32 id, int32 speed, int32 d, int32 } int SwordLogic::fnFadeUp(BsObject *cpt, int32 id, int32 speed, int32 d, int32 e, int32 f, int32 z, int32 x) { - //warning("fnFadeUp speed = %d", speed); + warning("fnFadeUp speed = %d", speed); //_screen->fadeUpPalette(); return SCRIPT_CONT; } @@ -894,6 +894,9 @@ int SwordLogic::fnSetPaletteToCut(BsObject *cpt, int32 id, int32 c, int32 d, int int SwordLogic::fnPlaySequence(BsObject *cpt, int32 id, int32 sequenceId, int32 d, int32 e, int32 f, int32 z, int32 x) { warning("fnPlaySequence(%d) called", sequenceId); + _scriptVars[NEW_PALETTE] = 1; + /* the logic usually calls fnFadeDown before playing the sequence, so we have to + set NEW_PALETTE now to force a palette refresh */ return SCRIPT_CONT; } @@ -1539,9 +1542,8 @@ int SwordLogic::fnPreload(BsObject *cpt, int32 id, int32 resId, int32 b, int32 c } int SwordLogic::fnCheckCD(BsObject *cpt, int32 id, int32 screen, int32 b, int32 c, int32 d, int32 z, int32 x) { - warning("fnCheckCd called"); - // Not sure if we really have to check that here. I think we can do it in the main loop - // and leave a dummy here. + // only a dummy, here. + // the check is done in the mainloop return SCRIPT_CONT; } diff --git a/sword1/menu.cpp b/sword1/menu.cpp index 01f4e26438..e9998b1c92 100644 --- a/sword1/menu.cpp +++ b/sword1/menu.cpp @@ -93,7 +93,15 @@ uint8 SwordMenu::checkMenuClick(uint8 menuType) { for (uint8 cnt = 0; cnt < _inMenu; cnt++) { if (_objects[cnt]->wasClicked(x, y)) if (mouseEvent & BS1L_BUTTON_DOWN) { - SwordLogic::_scriptVars[OBJECT_HELD] = _menuList[cnt]; + if (SwordLogic::_scriptVars[OBJECT_HELD]) { + if (SwordLogic::_scriptVars[OBJECT_HELD] == _menuList[cnt]) + SwordLogic::_scriptVars[OBJECT_HELD] = 0; // reselected => deselect it + else { // the player is clicking another item on this one. + // run its use-script, if there is one + SwordLogic::_scriptVars[SECOND_ITEM] = _menuList[cnt]; + } + } else + SwordLogic::_scriptVars[OBJECT_HELD] = _menuList[cnt]; buildMenu(); } else if (mouseEvent & BS1L_BUTTON_UP) { if (SwordLogic::_scriptVars[OBJECT_HELD] == _menuList[cnt]) { @@ -144,8 +152,8 @@ void SwordMenu::buildMenu(void) { if (SwordLogic::_scriptVars[MENU_LOOKING] || _subjectBarShown) { // either we're in the chooser or we're doing a 'LOOK AT' if ((!objHeld) || (objHeld == _menuList[menuSlot])) _objects[menuSlot]->setSelect(true); - } else if (_secondItem) { // clicked luggage onto 2nd icon - we need to colour-highlight the 2 relevant icons & grey out the rest - if ((_menuList[menuSlot] == objHeld) || (_menuList[menuSlot] == _secondItem)) + } else if (SwordLogic::_scriptVars[SECOND_ITEM]) { // clicked luggage onto 2nd icon - we need to colour-highlight the 2 relevant icons & grey out the rest + if ((_menuList[menuSlot] == objHeld) || (_menuList[menuSlot] == SwordLogic::_scriptVars[SECOND_ITEM])) _objects[menuSlot]->setSelect(true); } else { // this object is selected - ie. GREYED OUT if (objHeld != _menuList[menuSlot]) @@ -162,9 +170,9 @@ void SwordMenu::showMenu(uint8 menuType) { } void SwordMenu::fnStartMenu(void) { - SwordLogic::_scriptVars[OBJECT_HELD] = 0; // icon no longer selected - SwordLogic::_scriptVars[MENU_LOOKING] = 0; // second icon no longer selected (after using one on another) - _secondItem = 0; // no longer 'looking at' an icon + SwordLogic::_scriptVars[OBJECT_HELD] = 0; // icon no longer selected + SwordLogic::_scriptVars[SECOND_ITEM] = 0; // second icon no longer selected (after using one on another) + SwordLogic::_scriptVars[MENU_LOOKING] = 0; // no longer 'looking at' an icon buildMenu(); if (_inMenu > 0) { // if there's something in the object menu _objectBarShown = true; diff --git a/sword1/menu.h b/sword1/menu.h index 7bb5e8e355..cd6eb3dee0 100644 --- a/sword1/menu.h +++ b/sword1/menu.h @@ -72,6 +72,7 @@ public: void fnStartMenu(void); void fnEndMenu(void); void checkTopMenu(void); + static const MenuObject _objectDefs[TOTAL_pockets + 1]; private: void buildSubjects(void); @@ -87,12 +88,10 @@ private: SwordMenuIcon *_objects[TOTAL_pockets]; uint32 _menuList[TOTAL_pockets]; uint32 _inMenu; - uint32 _secondItem; SwordScreen *_screen; SwordMouse *_mouse; static const Subject _subjectList[TOTAL_subjects]; - static const MenuObject _objectDefs[TOTAL_pockets + 1]; }; #endif //BSMENU_H diff --git a/sword1/mouse.cpp b/sword1/mouse.cpp index 083899ad1f..bbf15df9d4 100644 --- a/sword1/mouse.cpp +++ b/sword1/mouse.cpp @@ -35,24 +35,6 @@ SwordMouse::SwordMouse(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan) { _resMan = pResMan; _objMan = pObjMan; _system = system; - /*_resMan->resOpen(MSE_POINTER); // normal mouse (1 frame anim) - _resMan->resOpen(MSE_OPERATE); - _resMan->resOpen(MSE_PICKUP); - _resMan->resOpen(MSE_EXAMINE); - _resMan->resOpen(MSE_MOUTH); - _resMan->resOpen(MSE_BECKON_L); - _resMan->resOpen(MSE_BECKON_R); - _resMan->resOpen(MSE_ARROW0); - _resMan->resOpen(MSE_ARROW1); - _resMan->resOpen(MSE_ARROW2); - _resMan->resOpen(MSE_ARROW3); - _resMan->resOpen(MSE_ARROW4); - _resMan->resOpen(MSE_ARROW5); - _resMan->resOpen(MSE_ARROW6); - _resMan->resOpen(MSE_ARROW7); - _resMan->resOpen(MSE_ARROW8); // UPWARDS - _resMan->resOpen(MSE_ARROW9);*/ // DOWNWARDS - // luggage & chess stuff is opened dynamically } void SwordMouse::initialize(void) { @@ -179,7 +161,9 @@ void SwordMouse::engine(uint16 x, uint16 y, uint16 eventFlags) { } else SwordLogic::_scriptVars[SPECIAL_ITEM] = 0; if (_state & MOUSE_DOWN_MASK) { - // todo: handle top menu? + if (_inTopMenu && SwordLogic::_scriptVars[SECOND_ITEM]) + _logic->runMouseScript(NULL, _menu->_objectDefs[SwordLogic::_scriptVars[SECOND_ITEM]].useScript); + SwordLogic::_scriptVars[MOUSE_BUTTON] = _state & MOUSE_DOWN_MASK; if (SwordLogic::_scriptVars[SPECIAL_ITEM]) { BsObject *compact = _objMan->fetchObject(SwordLogic::_scriptVars[SPECIAL_ITEM]); diff --git a/sword1/sword1.cpp b/sword1/sword1.cpp index 7f68e95a98..a5cf8c18a5 100644 --- a/sword1/sword1.cpp +++ b/sword1/sword1.cpp @@ -1058,8 +1058,6 @@ void SwordEngine::go(void) { } else if (controlRes == CONTROL_GAME_RESTORED) { reinitialize(); // first clear anything which was loaded control->doRestore(); // then actually load the savegame data. - _mouse->fnUnlockMouse(); // and allow mouse movements. - _mouse->fnAddHuman(); } _systemVars.deathScreenFlag = 0; } while (true); diff --git a/sword1/sworddefs.h b/sword1/sworddefs.h index 374c8d4f7c..c2b558bb07 100644 --- a/sword1/sworddefs.h +++ b/sword1/sworddefs.h @@ -396,7 +396,7 @@ enum ScriptVariableNames { MAX_SCROLL_OFFSET_Y, FEET_X, FEET_Y, - SECOND_ICON, + SECOND_ITEM, //SECOND_ICON, SUBJECT_CHOSEN, IN_SUBJECT, DEBUG_FLAG_1, |