diff options
Diffstat (limited to 'sword2')
-rw-r--r-- | sword2/header.h | 78 | ||||
-rw-r--r-- | sword2/interpreter.cpp | 6 | ||||
-rw-r--r-- | sword2/logic.cpp | 14 | ||||
-rw-r--r-- | sword2/mouse.cpp | 23 | ||||
-rw-r--r-- | sword2/resman.cpp | 166 | ||||
-rw-r--r-- | sword2/resman.h | 2 | ||||
-rw-r--r-- | sword2/speech.cpp | 140 | ||||
-rw-r--r-- | sword2/sword2.h | 4 |
8 files changed, 218 insertions, 215 deletions
diff --git a/sword2/header.h b/sword2/header.h index 9c6f3b4f78..95f106254d 100644 --- a/sword2/header.h +++ b/sword2/header.h @@ -50,46 +50,47 @@ struct _standardHeader { uint8 name[NAME_LEN]; // Name of object } GCC_PACK; -//---------------------------------------------------------- // fileType -// 0 something's wrong! - -#define ANIMATION_FILE 1 // All normal animations & sprites +enum { + // 0 something's wrong! + ANIMATION_FILE = 1, // All normal animations & sprites // including mega-sets & font files // which are the same format (but all // frames always uncompressed) -#define SCREEN_FILE 2 // Each contains background, palette, + SCREEN_FILE = 2, // Each contains background, palette, // layer sprites, parallax layers & // shading mask -#define GAME_OBJECT 3 // Each contains object hub + + GAME_OBJECT = 3, // Each contains object hub + // structures + script data -#define WALK_GRID_FILE 4 // Walk-grid data -#define GLOBAL_VAR_FILE 5 // All the global script variables in + WALK_GRID_FILE = 4, // Walk-grid data + GLOBAL_VAR_FILE = 5, // All the global script variables in // one file; "there can be only one" -#define PARALLAX_FILE_null 6 // NOT USED -#define RUN_LIST 7 // Each contains a list of object + PARALLAX_FILE_null = 6, // NOT USED + RUN_LIST = 7, // Each contains a list of object // resource id's -#define TEXT_FILE 8 // Each contains all the lines of text + TEXT_FILE = 8, // Each contains all the lines of text // for a location or a character's // conversation script -#define SCREEN_MANAGER 9 // One for each location; this contains + SCREEN_MANAGER = 9, // One for each location; this contains // special startup scripts -#define MOUSE_FILE 10 // Mouse pointers and luggage icons + MOUSE_FILE = 10, // Mouse pointers and luggage icons // (sprites in General / Mouse pointers // & Luggage icons) -#define WAV_FILE 11 // WAV file -#define ICON_FILE 12 // Menu icon (sprites in General \ Menu - // icons -#define PALETTE_FILE 13 // separate palette file (see also + WAV_FILE = 11, // WAV file + ICON_FILE = 12, // Menu icon (sprites in General / Menu + // icons) + PALETTE_FILE = 13 // separate palette file (see also // _paletteHeader) +}; -//---------------------------------------------------------- // compType -#define NO_COMPRESSION 0 -#define FILE_COMPRESSION 1 // standard whole-file compression +enum { + NO_COMPRESSION = 0, + FILE_COMPRESSION = 1 // standard whole-file compression // (not yet devised!) +}; //---------------------------------------------------------- // (1) ANIMATION FILES @@ -103,7 +104,6 @@ struct _standardHeader { // a 16-byte colour table ONLY if (runTimeComp==RLE16) // a string of groups of (frame header + frame data) -//---------------------------------------------------------- // Animation Header struct _animHeader { @@ -122,17 +122,17 @@ struct _animHeader { uint16 blend; } GCC_PACK; -//---------------------------------------------------------- // runtimeComp - compression used on each frame of the anim -#define NONE 0 // No frame compression -#define RLE256 1 // James's RLE for 256-colour sprites -#define RLE16 2 // James's RLE for 16- or 17-colour sprites +enum { + NONE = 0, // No frame compression + RLE256 = 1, // James's RLE for 256-colour sprites + RLE16 = 2 // James's RLE for 16- or 17-colour sprites // (raw blocks have max 16 colours for 2 pixels // per byte, so '0's are encoded only as FLAT // for 17-colour sprites eg. George's mega-set) +}; -//---------------------------------------------------------- // CDT Entry struct _cdtEntry { @@ -147,14 +147,16 @@ struct _cdtEntry { } GCC_PACK; // 'frameType' bit values -#define FRAME_OFFSET 1 // Print at (feetX + x, feetY + y), with + +enum { + FRAME_OFFSET = 1, // Print at (feetX + x, feetY + y), with // scaling according to feetY -#define FRAME_FLIPPED 2 // Print the frame flipped Left->Right -#define FRAME_256_FAST 4 // Frame has been compressed using Pauls fast + FRAME_FLIPPED = 2, // Print the frame flipped Left->Right + FRAME_256_FAST = 4 // Frame has been compressed using Pauls fast // RLE 256 compression. +}; -//---------------------------------------------------------- -//Frame Header +// Frame Header struct _frameHeader { uint32 compSize; // Compressed size of frame - NB. compression @@ -178,7 +180,6 @@ struct _frameHeader { // a string of layer headers // a string of layer masks -//---------------------------------------------------------- // Multi screen header // Goes at the beginning of a screen file after the standard header. // Gives offsets from start of table of each of the components @@ -193,7 +194,6 @@ struct _multiScreenHeader { uint32 maskOffset; } GCC_PACK; -//------------------------------------------------------------ // Palette Data struct _palEntry { @@ -203,7 +203,6 @@ struct _palEntry { uint8 alpha; } GCC_PACK; -//------------------------------------------------------------ // Screen Header struct _screenHeader { @@ -212,12 +211,10 @@ struct _screenHeader { uint16 noLayers; // number of layer areas } GCC_PACK; -//------------------------------------------------------------ // Layer Header -// Note that all the layer headers are kept together, -// rather than being placed before each layer mask, -// in order to simplify the sort routine. +// Note that all the layer headers are kept together, rather than being placed +// before each layer mask, in order to simplify the sort routine. struct _layerHeader { uint16 x; // coordinates of top-left pixel of area @@ -247,7 +244,6 @@ struct _layerHeader { // walk-grid file header // walk-grid data -//---------------------------------------------------------- // Walk-Grid Header - taken directly from old "header.h" in STD_INC struct _walkGridHeader { @@ -264,8 +260,6 @@ struct _walkGridHeader { // 4 * 256 bytes of palette data // 256k palette match table -//---------------------------------------------------------- - // an object hub - which represents all that remains of the compact concept #define TREE_SIZE 3 @@ -293,8 +287,6 @@ struct _textHeader { // line of text,0 // line of text,0 -// ---------------------------------------------------------- - #if !defined(__GNUC__) #pragma END_PACK_STRUCTS #endif diff --git a/sword2/interpreter.cpp b/sword2/interpreter.cpp index d8550c9fe8..f6fde1b095 100644 --- a/sword2/interpreter.cpp +++ b/sword2/interpreter.cpp @@ -18,6 +18,7 @@ */ #include "common/stdafx.h" +#include "common/util.h" #include "sword2/sword2.h" #include "sword2/interpreter.h" @@ -193,6 +194,9 @@ void Logic::setupOpcodes(void) { int32 Logic::executeOpcode(int i, int32 *params) { OpcodeProc op = _opcodes[i].proc; + + debug(5, "%s", _opcodes[i].desc); + return (this->*op) (params); } @@ -315,8 +319,6 @@ int Logic::runScript(char *scriptData, char *objectData, uint32 *offset) { assert(parameter <= MAX_FN_NUMBER); // amount to adjust stack by (no of parameters) Read8ip(value); - debug(5, "Call mcode %d with stack = %x", parameter, stack2 + stackPointer2 - value); - retVal = executeOpcode(parameter, stack2 + stackPointer2 - value); stackPointer2 -= value; diff --git a/sword2/logic.cpp b/sword2/logic.cpp index 3cf0818721..5a85ad7698 100644 --- a/sword2/logic.cpp +++ b/sword2/logic.cpp @@ -53,7 +53,7 @@ int Logic::processSession(void) { // processing on the current list while (_pc != 0xffffffff) { - head = (_standardHeader*) _vm->_resman->openResource(run_list); + head = (_standardHeader *) _vm->_resman->openResource(run_list); if (head->fileType != RUN_LIST) error("Logic_engine %d not a run_list", run_list); @@ -77,7 +77,7 @@ int Logic::processSession(void) { return 0; } - head = (_standardHeader*) _vm->_resman->openResource(ID); + head = (_standardHeader *) _vm->_resman->openResource(ID); if (head->fileType != GAME_OBJECT) error("Logic_engine %d not an object", ID); @@ -111,7 +111,7 @@ int Logic::processSession(void) { // this is the script data // raw_script_ad = (char *) (_curObjectHub + 1); - raw_script_ad = (char*) head; + raw_script_ad = (char *) head; // script and data object are us/same ret = runScript(raw_script_ad, raw_script_ad, &_curObjectHub->script_pc[LEVEL]); @@ -121,19 +121,19 @@ int Logic::processSession(void) { // get the foreign objects script data address - raw_data_ad = (char*) head; + raw_data_ad = (char *) head; far_head = (_standardHeader*) _vm->_resman->openResource(script / SIZE); if (far_head->fileType != GAME_OBJECT && far_head->fileType != SCREEN_MANAGER) error("Logic_engine %d not a far object (its a %d)", script / SIZE, far_head->fileType); - // raw_script_ad = (char*) (head + 1) + sizeof(_standardHeader); + // raw_script_ad = (char *) (head + 1) + sizeof(_standardHeader); // get our objects data address - // raw_data_ad = (char*) (_curObjectHub + 1); + // raw_data_ad = (char *) (_curObjectHub + 1); - raw_script_ad = (char*) far_head; + raw_script_ad = (char *) far_head; ret = runScript(raw_script_ad, raw_data_ad, &_curObjectHub->script_pc[LEVEL]); diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp index fc4f9ad98d..5cb6d784dd 100644 --- a/sword2/mouse.cpp +++ b/sword2/mouse.cpp @@ -331,7 +331,7 @@ void Sword2Engine::dragMouse(void) { _logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching); - debug(5, "Used \"%s\" on \"%s\"", fetchObjectName(OBJECT_HELD), fetchObjectName(CLICKED_ID)); + debug(2, "Used \"%s\" on \"%s\"", fetchObjectName(OBJECT_HELD), fetchObjectName(CLICKED_ID)); // Hide menu - back to normal menu mode @@ -647,7 +647,26 @@ void Sword2Engine::normalMouse(void) { EXIT_CLICK_ID = 0; EXIT_FADING = 0; - _logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching); + // WORKAROUND: Examining the lift while at the top of the + // pyramid causes the game to hang. It looks like a script + // bug to me: the script hides the mouse cursor, checks if the + // player pressed the left mouse button and, if not, jumps to + // an end of script instruction. + // + // One idea would be to redirect the action to the elevator + // object at the bottom of the pyramid instead, but I don't + // know if that's a safe thing to do so for now I've disabled + // it. Maybe we could find a better workaround if we had a + // script decompiler... + // + // I'm checking the status of the left button rather than the + // right button because that's what I think the script does. + + if (_mouseTouching == 2773 && !LEFT_BUTTON) { + warning("Ignoring action to work around script bug at pyramid top"); + // _logic->setPlayerActionEvent(CUR_PLAYER_ID, 2737); + } else + _logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching); if (OBJECT_HELD) debug(2, "Used \"%s\" on \"%s\"", fetchObjectName(OBJECT_HELD), fetchObjectName(CLICKED_ID)); diff --git a/sword2/resman.cpp b/sword2/resman.cpp index 5fa8c9f9de..3b7a05f383 100644 --- a/sword2/resman.cpp +++ b/sword2/resman.cpp @@ -27,29 +27,16 @@ namespace Sword2 { // --------------------------------------------------------------------------- -// welcome to the easy resource manager - written in simple code for easy +// Welcome to the easy resource manager - written in simple code for easy // maintenance // -// the resource compiler will create two files +// The resource compiler will create two files // // resource.inf which is a list of ascii cluster file names // resource.tab which is a table which tells us which cluster a resource // is located in and the number within the cluster // --------------------------------------------------------------------------- -#define NONE 0 -#define FETCHING 1 - -#define BUFFERSIZE 4096 - -// --------------------------------------------------------------------------- -// -// -// resman. -// -// -// --------------------------------------------------------------------------- - enum { BOTH = 0x0, // Cluster is on both CDs CD1 = 0x1, // Cluster is on CD1 only @@ -214,7 +201,7 @@ ResourceManager::~ResourceManager(void) { void convertEndian(uint8 *file, uint32 len) { int i; - _standardHeader *hdr = (_standardHeader *)file; + _standardHeader *hdr = (_standardHeader *) file; file += sizeof(_standardHeader); @@ -223,7 +210,7 @@ void convertEndian(uint8 *file, uint32 len) { switch (hdr->fileType) { case ANIMATION_FILE: { - _animHeader *animHead = (_animHeader *)file; + _animHeader *animHead = (_animHeader *) file; SWAP16(animHead->noAnimFrames); SWAP16(animHead->feetStartX); @@ -360,7 +347,7 @@ void convertEndian(uint8 *file, uint32 len) { } uint16 *node = (uint16 *) (file + sizeof(_walkGridHeader) + walkGridHeader->numBars * sizeof(_barData)); - for (i = 0; i < walkGridHeader->numNodes*2; i++) { + for (i = 0; i < walkGridHeader->numNodes * 2; i++) { SWAP16(*node); node++; } @@ -372,7 +359,7 @@ void convertEndian(uint8 *file, uint32 len) { case PARALLAX_FILE_null: break; case RUN_LIST: { - uint32 *list = (uint32 *)file; + uint32 *list = (uint32 *) file; while (*list) { SWAP32(*list); list++; @@ -380,7 +367,7 @@ void convertEndian(uint8 *file, uint32 len) { break; } case TEXT_FILE: { - _textHeader *textHeader = (_textHeader *)file; + _textHeader *textHeader = (_textHeader *) file; SWAP32(textHeader->noOfLines); break; } @@ -393,7 +380,7 @@ void convertEndian(uint8 *file, uint32 len) { } } -uint8 *ResourceManager::openResource(uint32 res) { +uint8 *ResourceManager::openResource(uint32 res, bool dump) { // returns ad of resource. Loads if not in memory // retains a count // resource can be aged out of memory if count = 0 @@ -407,10 +394,7 @@ uint8 *ResourceManager::openResource(uint32 res) { uint32 table_offset; -//#ifdef _SWORD2_DEBUG - if (res >= _totalResFiles) - error("open illegal resource %d (there are %d resources 0-%d)", res, _totalResFiles, _totalResFiles - 1); -//#endif + assert(res < _totalResFiles); // is the resource in memory already? // if the file is not in memory then age should and MUST be 0 @@ -422,10 +406,7 @@ uint8 *ResourceManager::openResource(uint32 res) { // points to the number of the ascii filename parent_res_file = _resConvTable[res * 2]; -//#ifdef _SWORD2_DEBUG - if (parent_res_file == 0xffff) - error("open tried to open null & void resource number %d", res); -//#endif + assert(parent_res_file != 0xffff); // relative resource within the file actual_res = _resConvTable[(res * 2) + 1]; @@ -438,9 +419,8 @@ uint8 *ResourceManager::openResource(uint32 res) { // of the CDs, remember which one so that we can play the // correct music. - if (!(_cdTab[parent_res_file] & LOCAL_PERM)) { + if (!(_cdTab[parent_res_file] & LOCAL_PERM)) _curCd = _cdTab[parent_res_file] & 3; - } // Actually, as long as the file can be found we don't really // care which CD it's on. But if we can't find it, keep asking @@ -482,6 +462,69 @@ uint8 *ResourceManager::openResource(uint32 res) { // hurray, load it in. file.read(_resList[res]->ad, len); + if (dump) { + _standardHeader *header = (_standardHeader *) _resList[res]->ad; + char buf[256]; + char tag[10]; + File out; + + switch (header->fileType) { + case ANIMATION_FILE: + strcpy(tag, "anim"); + break; + case SCREEN_FILE: + strcpy(tag, "layer"); + break; + case GAME_OBJECT: + strcpy(tag, "object"); + break; + case WALK_GRID_FILE: + strcpy(tag, "walkgrid"); + break; + case GLOBAL_VAR_FILE: + strcpy(tag, "globals"); + break; + case PARALLAX_FILE_null: + strcpy(tag, "parallax"); // Not used! + break; + case RUN_LIST: + strcpy(tag, "runlist"); + break; + case TEXT_FILE: + strcpy(tag, "text"); + break; + case SCREEN_MANAGER: + strcpy(tag, "screen"); + break; + case MOUSE_FILE: + strcpy(tag, "mouse"); + break; + case ICON_FILE: + strcpy(tag, "icon"); + break; + default: + strcpy(tag, "unknown"); + break; + } + +#if defined(MACOS_CARBON) + sprintf(buf, ":dumps:%s-%d", tag, res); +#else + sprintf(buf, "dumps/%s-%d", tag, res); +#endif + + out.open(buf, ""); + + if (!out.isOpen()) { + out.open(buf, "", File::kFileWriteMode); + if (out.isOpen()) + out.write(_resList[res]->ad, len); + } + + if (out.isOpen()) + out.close(); + } + // close the cluster file.close(); @@ -489,7 +532,7 @@ uint8 *ResourceManager::openResource(uint32 res) { convertEndian((uint8 *) _resList[res]->ad, len); #endif } else { - debug(5, "RO %d, already open count=%d", res, _count[res]); + debug(9, "RO %d, already open count=%d", res, _count[res]); } // number of times opened - the file won't move in memory while count @@ -531,16 +574,12 @@ void ResourceManager::nextCycle(void) { // increment the cycle and calculate actual per-cycle memory useage #ifdef _SWORD2_DEBUG - uint32 j; -#endif - -#ifdef _SWORD2_DEBUG _currentMemoryUsage = 0; - for (j = 1; j < _totalResFiles; j++) { + for (int i = 1; i < _totalResFiles; i++) { // was accessed last cycle - if (_age[j] == _resTime) - _currentMemoryUsage += _resList[j]->size; + if (_age[i] == _resTime) + _currentMemoryUsage += _resList[i]->size; } #endif @@ -566,14 +605,8 @@ void ResourceManager::closeResource(uint32 res) { // decrements the count // resource floats when count = 0 -//#ifdef _SWORD2_DEBUG - if (res >= _totalResFiles) - error("closing illegal resource %d (there are %d resources 0-%d)", res, _totalResFiles, _totalResFiles - 1); - - //closing but isnt open? - if (!(_count[res])) - error("closeResource: closing %d but it isn't open", res); -//#endif + assert(res < _totalResFiles); + assert(_count[res]); //one less has it open _count[res]--; @@ -712,47 +745,12 @@ void ResourceManager::examine(int res) { Debug_Printf("%d is a null & void resource number\n", res); else { // open up the resource and take a look inside! - file_header = (_standardHeader*) openResource(res); + file_header = (_standardHeader *) openResource(res); // Debug_Printf("%d\n", file_header->fileType); // Debug_Printf("%s\n", file_header->name); - //---------------------------------------------------- - // resource types: (taken from header.h) - - // 1: ANIMATION_FILE - // all normal animations & sprites including mega-sets & - // font files which are the same format - // 2: SCREEN_FILE - // each contains background, palette, layer sprites, - // parallax layers & shading mask - // 3: GAME_OBJECT - // each contains object hub + structures + script data - // 4: WALK_GRID_FILE - // walk-grid data - // 5: GLOBAL_VAR_FILE - // all the global script variables in one file; "there can - // be only one" - // 6: PARALLAX_FILE_null - // NOT USED - // 7: RUN_LIST - // each contains a list of object resource ids - // 8: TEXT_FILE - // each contains all the lines of text for a location or a - // character's conversation script - // 9: SCREEN_MANAGER - // one for each location; this contains special startup - // scripts - // 10: MOUSE_FILE - // mouse pointers and luggage icons (sprites in General, - // Mouse pointers & Luggage icons) - // 11: WAV_FILE - // NOT USED HERE - // 12: ICON_FILE - // menu icon (sprites in General and Menu icons) - // 13: PALETTE_FILE - // NOT USED HERE - //---------------------------------------------------- + // Resource types. See header.h switch (file_header->fileType) { case ANIMATION_FILE: diff --git a/sword2/resman.h b/sword2/resman.h index 5738f4c78c..13b8a52756 100644 --- a/sword2/resman.h +++ b/sword2/resman.h @@ -36,7 +36,7 @@ public: // The resource is locked while count != 0 // Resource floats when count = 0 - uint8 *openResource(uint32 res); + uint8 *openResource(uint32 res, bool dump = false); void closeResource(uint32 res); // decrements the count // returns '0' if resource out of range or null, otherwise '1' for ok diff --git a/sword2/speech.cpp b/sword2/speech.cpp index 2c1999bc81..56b584f344 100644 --- a/sword2/speech.cpp +++ b/sword2/speech.cpp @@ -87,15 +87,20 @@ int32 Logic::fnChoose(int32 *params) { // the human is switched off so there will be no normal mouse engine _mouseEvent *me; - uint32 j, hit; + uint32 i; + int hit; uint8 *icon; - uint32 pos = 0; AUTO_SELECTED = 0; // see below // new thing to intercept objects held at time of clicking on a person if (OBJECT_HELD) { + // So that, if there is no match, the speech script uses the + // default text for objects that are not accounted for + + int response = _defaultResponseId; + // If we are using a luggage icon on the person, scan the // subject list to see if this icon would have been available // at this time. @@ -108,28 +113,20 @@ int32 Logic::fnChoose(int32 *params) { // Note that we won't display the subject icons in this case! // scan the subject list for a match with our 'object_held' - while (pos < IN_SUBJECT) { - if (_subjectList[pos].res == OBJECT_HELD) { - // if we've found a match, clear it so it - // doesn't keep happening! - OBJECT_HELD = 0; - - // clear the subject list - IN_SUBJECT = 0; - // return special subject chosen code (same + for (i = 0; i < IN_SUBJECT; i++) { + if (_subjectList[i].res == OBJECT_HELD) { + // Return special subject chosen code (same // as in normal chooser routine below) - return IR_CONT + (_subjectList[pos].ref << 3); + response = _subjectList[i].ref; + break; } - pos++; } OBJECT_HELD = 0; // clear it so it doesn't keep happening! IN_SUBJECT = 0; // clear the subject list - // so that the speech script uses the default text for - // objects that are not accounted for - return IR_CONT + (_defaultResponseId << 3); + return IR_CONT + (response << 3); } // new thing for skipping chooser with "nothing else to say" text @@ -156,16 +153,16 @@ int32 Logic::fnChoose(int32 *params) { // init top menu from master list // all icons are highlighted / full colour - for (j = 0; j < 15; j++) { - if (j < IN_SUBJECT) { - debug(5, " ICON res %d for %d", _subjectList[j].res, j); - icon = _vm->_resman->openResource(_subjectList[j].res) + sizeof(_standardHeader) + RDMENU_ICONWIDE * RDMENU_ICONDEEP; - _vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) j, icon); - _vm->_resman->closeResource(_subjectList[j].res); + for (i = 0; i < 15; i++) { + if (i < IN_SUBJECT) { + debug(5, " ICON res %d for %d", _subjectList[i].res, i); + icon = _vm->_resman->openResource(_subjectList[i].res) + sizeof(_standardHeader) + RDMENU_ICONWIDE * RDMENU_ICONDEEP; + _vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) i, icon); + _vm->_resman->closeResource(_subjectList[i].res); } else { - //no icon here - debug(5, " NULL for %d", j); - _vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) j, NULL); + // no icon here + debug(5, " NULL for %d", i); + _vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) i, NULL); } } @@ -179,68 +176,63 @@ int32 Logic::fnChoose(int32 *params) { // again next cycle return IR_REPEAT; - } else { - // menu is there - we're just waiting for a click - debug(5, "choosing"); + } - me = _vm->_input->mouseEvent(); + // menu is there - we're just waiting for a click + debug(5, "choosing"); - // we only care about left clicks - // we ignore mouse releases + me = _vm->_input->mouseEvent(); - if (me && (me->buttons & RD_LEFTBUTTONDOWN)) { - // check for click on a menu - // if so then end the choose, highlight only the - // chosen, blank the mouse and return the ref code * 8 + // we only care about left clicks + // we ignore mouse releases - if (_vm->_input->_mouseY > 399 && _vm->_input->_mouseX >= 24 && _vm->_input->_mouseX < 640 - 24) { - //which are we over? - hit = (_vm->_input->_mouseX - 24) / 40; + if (!me || !(me->buttons & RD_LEFTBUTTONDOWN) || _vm->_input->_mouseY < 400) { + debug(5, "end choose"); + return IR_REPEAT; + } - //clicked on something - what button? - if (hit < IN_SUBJECT) { - debug(5, "Icons available:"); + // Check for click on a menu. If so then end the choose, highlight only + // the chosen, blank the mouse and return the ref code * 8 - // change icons - for (j = 0; j < IN_SUBJECT; j++) { - debug(5, "%s", _vm->fetchObjectName(_subjectList[j].res)); + hit = _vm->menuClick(IN_SUBJECT); - // change all others to grey - if (j != hit) { - icon = _vm->_resman->openResource( _subjectList[j].res ) + sizeof(_standardHeader); - _vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) j, icon); - _vm->_resman->closeResource(_subjectList[j].res); - } - } + if (hit < 0) { + debug(5, "end choose"); + return IR_REPEAT; + } + debug(5, "Icons available:"); - debug(5, "Selected: %s", _vm->fetchObjectName(_subjectList[hit].res)); + // change icons + for (i = 0; i < IN_SUBJECT; i++) { + debug(5, "%s", _vm->fetchObjectName(_subjectList[i].res)); - // this is our looping flag - _choosing = false; + // change all others to grey + if (i != (uint32) hit) { + icon = _vm->_resman->openResource(_subjectList[i].res) + sizeof(_standardHeader); + _vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) i, icon); + _vm->_resman->closeResource(_subjectList[i].res); + } + } - IN_SUBJECT = 0; + debug(2, "Selected: %s", _vm->fetchObjectName(_subjectList[hit].res)); - // blank mouse again - _vm->setMouse(0); + // this is our looping flag + _choosing = false; - debug(5, "hit %d - ref %d ref*8 %d", hit, _subjectList[hit].ref, _subjectList[hit].ref * 8); + IN_SUBJECT = 0; - // for non-speech scripts that manually - // call the chooser - RESULT = _subjectList[hit].res; + // blank mouse again + _vm->setMouse(0); - // return special subject chosen code - return IR_CONT + (_subjectList[hit].ref << 3); - } - } - } + debug(5, "hit %d - ref %d ref*8 %d", hit, _subjectList[hit].ref, _subjectList[hit].ref * 8); - debug(5, "end choose"); + // for non-speech scripts that manually + // call the chooser + RESULT = _subjectList[hit].res; - // again next cycle - return IR_REPEAT; - } + // return special subject chosen code + return IR_CONT + (_subjectList[hit].ref << 3); } int32 Logic::fnStartConversation(int32 *params) { @@ -380,7 +372,7 @@ int32 Logic::fnTheyDoWeWait(int32 *params) { if (!INS_COMMAND && RESULT == 1 && ob_logic->looping == 0) { // first time so set up targets command if target is waiting - debug(5, "FNtdww sending command to %d", target); + debug(5, "fnTheyDoWeWait sending command to %d", target); SPEECH_ID = params[1]; INS_COMMAND = params[2]; @@ -413,7 +405,7 @@ int32 Logic::fnTheyDoWeWait(int32 *params) { if (RESULT == 1) { // its waiting now so we can be finished with all this - debug(5, "FNtdww finished"); + debug(5, "fnTheyDoWeWait finished"); // not looping anymore ob_logic->looping = 0; @@ -424,7 +416,7 @@ int32 Logic::fnTheyDoWeWait(int32 *params) { return IR_CONT; } - debug(5, "FNtdww just waiting"); + debug(5, "fnTheyDoWeWait just waiting"); // debug flag to indicate who we're waiting for - see debug.cpp _speechScriptWaiting = target; @@ -572,7 +564,7 @@ int32 Logic::fnSpeechProcess(int32 *params) { debug(5, " SP"); - while(1) { + while (1) { //we are currently running a command switch (ob_speech->command) { case 0: diff --git a/sword2/sword2.h b/sword2/sword2.h index 0839611c7d..ab639fcf50 100644 --- a/sword2/sword2.h +++ b/sword2/sword2.h @@ -114,8 +114,6 @@ private: void startNewPalette(void); void processLayer(uint32 layer_number); - int menuClick(int menu_items); - void getPlayerStructures(void); void putPlayerStructures(void); @@ -205,6 +203,8 @@ public: menu_object _masterMenuList[TOTAL_engine_pockets]; uint32 _totalMasters; + int menuClick(int menu_items); + void buildMenu(void); void buildSystemMenu(void); |