/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "lure/room.h" #include "lure/luredefs.h" #include "lure/res.h" #include "lure/screen.h" #include "lure/game.h" #include "lure/lure.h" #include "lure/events.h" #include "lure/strings.h" #include "lure/scripts.h" #include "lure/sound.h" namespace Lure { static Room *int_room; RoomLayer::RoomLayer(uint16 screenId, bool backgroundLayer): Surface(FULL_SCREEN_WIDTH, FULL_SCREEN_HEIGHT) { Disk &disk = Disk::getReference(); byte *screenData = data().data(); int cellY; int cellIndex = 0; // Reset all the cells to unused Common::fill((uint8 *) _cells, (uint8 *) _cells + GRID_SIZE, 0xff); // Load up the screen data MemoryBlock *rawData = disk.getEntry(screenId); loadScreen(rawData); uint16 v = READ_BE_UINT16(rawData->data()); bool is5Bit = (v & 0xfffe) == 0x140; delete rawData; _paletteId = (screenId & 0xffe0) - 1; if (is5Bit) { uint16 roomNumber = Room::getReference().roomNumber(); if (roomNumber == 6) _paletteId = 0x45ff; else if (roomNumber == 49) _paletteId = 0xf1ff; else { _paletteId = 0x40ff; } } // Loop through each cell of the screen for (cellY = 0; cellY < NUM_VERT_RECTS; ++cellY) { for (int cellX = 0; cellX < NUM_HORIZ_RECTS; ++cellX) { bool hasPixels = false; if (backgroundLayer) { hasPixels = true; } else { // Check the cell for (int yP = 0; yP < RECT_SIZE; ++yP) { if (hasPixels) break; byte *linePos = screenData + (cellY * RECT_SIZE + yP + MENUBAR_Y_SIZE) * FULL_SCREEN_WIDTH + (cellX * RECT_SIZE); for (int xP = 0; xP < RECT_SIZE; ++xP) { hasPixels = *linePos++ != 0; if (hasPixels) break; } } } _cells[cellY + NUM_EDGE_RECTS][cellX + NUM_EDGE_RECTS] = hasPixels ? cellIndex++ : 0xff; } } } /*--------------------------------------------------------------------------*/ Room::Room(): _screen(Screen::getReference()) { int_room = this; _roomData = NULL; _talkDialog = NULL; _hotspotId = 0; _hotspotName[0] = '\0'; _statusLine[0] = '\0'; for (int ctr = 0; ctr < MAX_NUM_LAYERS; ++ctr) _layers[ctr] = NULL; _numLayers = 0; _showInfo = false; _isExit = false; _roomNumber = 0; _destRoomNumber = 0; _cursorState = CS_NONE; //****DEBUG**** memset(tempLayer, 0, DECODED_PATHS_WIDTH * DECODED_PATHS_HEIGHT * 2); } Room::~Room() { for (int layerNum = 0; layerNum < _numLayers; ++layerNum) delete _layers[layerNum]; delete _talkDialog; int_room = NULL; } Room &Room::getReference() { return *int_room; } // leaveRoom // Handles leaving the current room void Room::leaveRoom() { Resources &r = Resources::getReference(); // Scan through the hotspot list and remove any uneeded entries HotspotList &list = r.activeHotspots(); HotspotList::iterator i = list.begin(); while (i != list.end()) { Hotspot const &h = **i; if (!h.persistant()) { i = list.erase(i); } else { ++i; } } } void Room::loadRoomHotspots() { Resources &r = Resources::getReference(); HotspotDataList &list = r.hotspotData(); HotspotDataList::iterator i; for (i = list.begin(); i != list.end(); ++i) { HotspotData const &rec = **i; if ((rec.hotspotId < 0x7530) && (rec.roomNumber == _roomNumber) && (rec.layer != 0)) r.activateHotspot(rec.hotspotId); } } void Room::checkRoomHotspots() { uint16 rangeStart[4] = {0x408, 0x3e8, 0x7530, 0x2710}; uint16 rangeEnd[4] = {0x270f, 0x407, 0xffff, 0x752f}; Mouse &m = Mouse::getReference(); Resources &res = Resources::getReference(); HotspotDataList &list = res.hotspotData(); HotspotData *entry = NULL; int16 currentX = m.x(); int16 currentY = m.y(); HotspotDataList::iterator i; _destRoomNumber = 0; // Loop for each range of hotspot Ids for (int ctr = 0; ctr < 4; ++ctr) { for (i = list.begin(); i != list.end(); ++i) { entry = (*i).get(); if ((entry->hotspotId < rangeStart[ctr]) || (entry->hotspotId > rangeEnd[ctr])) // Hotspot outside range, so skip it continue; bool skipFlag = (entry->roomNumber != _roomNumber); if (!skipFlag) { skipFlag = (((entry->flags & HOTSPOTFLAG_FOUND) == 0) && ((entry->flags & HOTSPOTFLAG_SKIP) != 0)) || ((entry->flags & HOTSPOTFLAG_MENU_EXCLUSION) != 0); } if ((!skipFlag) && (entry->hotspotId < 0x409)) // For character hotspots, validate they're in clipping range skipFlag = !res.checkHotspotExtent(entry); if (!skipFlag && (entry->hotspotId >= 0x2710) && (entry->hotspotId <= 0x27ff)) { RoomExitJoinData *rec = res.getExitJoin(entry->hotspotId); if ((rec) && (!rec->blocked)) // Hotspot is over a room exit, and it's not blocked, so don't // register it as an active hotspot skipFlag = true; } if (!skipFlag) { // Check for a hotspot override HotspotOverrideData *hsEntry = res.getHotspotOverride(entry->hotspotId); if (hsEntry) { // Check whether cursor is in override hotspot area if ((currentX >= hsEntry->xs) && (currentX <= hsEntry->xe) && (currentY >= hsEntry->ys) && (currentY <= hsEntry->ye)) // Found to be in hotspot entry break; } else { // Check whether cursor is in default hospot area if ((currentX >= entry->startX) && (currentY >= entry->startY) && (currentX < entry->startX + entry->widthCopy) && (currentY < entry->startY + entry->height)) // Found hotspot entry break; } } } if (i != list.end()) break; } if (i == list.end()) { _hotspotId = 0; _hotspotNameId = 0; _hotspot = NULL; } else { _hotspotNameId = entry->nameId; _hotspot = entry; _hotspotId = entry->hotspotId; _isExit = false; entry->flags |= HOTSPOTFLAG_FOUND; } } CursorType Room::checkRoomExits() { Mouse &m = Mouse::getReference(); Resources &res = Resources::getReference(); _destRoomNumber = 0; RoomExitHotspotList &exits = _roomData->exitHotspots; if (exits.empty()) return CURSOR_ARROW; RoomExitJoinData *join; bool skipFlag; RoomExitHotspotList::iterator i; for (i = exits.begin(); i != exits.end(); ++i) { RoomExitHotspotData const &rec = **i; skipFlag = false; if (rec.hotspotId != 0) { join = res.getExitJoin(rec.hotspotId); if ((join) && (join->blocked != 0)) skipFlag = true; } if (!skipFlag && (m.x() >= rec.xs) && (m.x() <= rec.xe) && (m.y() >= rec.ys) && (m.y() <= rec.ye)) { // Cursor is within exit area CursorType cursorNum = (CursorType)rec.cursorNum; _destRoomNumber = rec.destRoomNumber; // If it's a hotspotted exit, change arrow to the + arrow if (rec.hotspotId != 0) { _hotspotId = rec.hotspotId; _hotspot = res.getHotspot(_hotspotId); _hotspotNameId = _hotspot->nameId; _isExit = true; cursorNum = (CursorType)((int)cursorNum + 7); } return cursorNum; } } // No room exits found return CURSOR_ARROW; } void Room::addAnimation(Hotspot &h) { Surface &s = _screen.screen(); char buffer[10]; h.copyTo(&s); if (_showInfo) { int16 x = h.x(); int16 y = h.y(); if ((x >= 0) && (x < FULL_SCREEN_WIDTH) && (y >= 0) && (y < FULL_SCREEN_HEIGHT)) sprintf(buffer, "%xh", h.hotspotId()); } } void Room::addLayers(Hotspot &h) { int16 hsX = h.x() + (NUM_EDGE_RECTS * RECT_SIZE); int16 hsY = h.y() + (NUM_EDGE_RECTS * RECT_SIZE) - MENUBAR_Y_SIZE; int16 xStart = hsX / RECT_SIZE; int16 xEnd = (hsX + h.width()) / RECT_SIZE; int16 numX = xEnd - xStart + 1; int16 yStart = hsY / RECT_SIZE; int16 yEnd = (hsY + h.heightCopy() - 1) / RECT_SIZE; int16 numY = yEnd - yStart + 1; if ((xStart < 0) || (yEnd < 0)) return; for (int16 xCtr = 0; xCtr < numX; ++xCtr, ++xStart) { int16 xs = xStart - NUM_EDGE_RECTS; if (xs < 0) continue; // Check foreground layers for an occupied one int layerNum = 1; while ((layerNum < 4) && (_layers[layerNum] != NULL) && (_layers[layerNum]->getCell(xStart, yEnd) == 0xff)) ++layerNum; if ((layerNum == 4) || (_layers[layerNum] == NULL)) continue; int16 ye = yEnd - NUM_EDGE_RECTS; for (int16 yCtr = 0; yCtr < numY; ++yCtr, --ye) { if (ye < 0) break; addCell(xs, ye, layerNum); } } } void Room::addCell(int16 xp, int16 yp, int layerNum) { Surface &s = _screen.screen(); while ((layerNum < 4) && (_layers[layerNum] != NULL) && (_layers[layerNum]->getCell(xp + NUM_EDGE_RECTS, yp + NUM_EDGE_RECTS) >= 0xfe)) ++layerNum; if ((layerNum == 4) || (_layers[layerNum] == NULL)) return; RoomLayer *layer = _layers[layerNum]; int index = ((yp * RECT_SIZE + MENUBAR_Y_SIZE) * FULL_SCREEN_WIDTH) + (xp * RECT_SIZE); byte *srcPos = layer->data().data() + index; byte *destPos = s.data().data() + index; for (int yCtr = 0; yCtr < RECT_SIZE; ++yCtr) { for (int xCtr = 0; xCtr < RECT_SIZE; ++xCtr, ++destPos) { byte pixel = *srcPos++; if (pixel) *destPos = pixel; } // Move to start of next cell line srcPos += FULL_SCREEN_WIDTH - RECT_SIZE; destPos += FULL_SCREEN_WIDTH - RECT_SIZE; } } void Room::blockMerge() { for (int layerNum1 = 0; layerNum1 < 3; ++layerNum1) { if (_layers[layerNum1] == NULL) break; for (int layerNum2 = layerNum1 + 1; layerNum2 < 4; ++layerNum2) { if (_layers[layerNum2] == NULL) break; for (int yp = 0; yp < NUM_VERT_RECTS; ++yp) { for (int xp = 0; xp < NUM_HORIZ_RECTS; ++xp) { if (_layers[layerNum1]->isOccupied(xp + NUM_EDGE_RECTS, yp + NUM_EDGE_RECTS) && _layers[layerNum2]->isOccupied(xp + NUM_EDGE_RECTS, yp + NUM_EDGE_RECTS)) { // Copy the rect from the later layer onto the earlier layer int offset = (yp * RECT_SIZE + MENUBAR_Y_SIZE) * FULL_SCREEN_WIDTH + (xp * RECT_SIZE); byte *src = _layers[layerNum2]->data().data() + offset; byte *dest = _layers[layerNum1]->data().data() + offset; for (int y = 0; y < RECT_SIZE; ++y) { for (int x = 0; x < RECT_SIZE; ++x, ++src, ++dest) { if (*src != 0) *dest = *src; } src += FULL_SCREEN_WIDTH - RECT_SIZE; dest += FULL_SCREEN_WIDTH - RECT_SIZE; } } } } } } } void Room::layersPostProcess() { for (int layerNum = 1; layerNum < 4; ++layerNum) { if (_layers[layerNum] == NULL) continue; // Layer optimisation for (int xp = NUM_EDGE_RECTS; xp < NUM_HORIZ_RECTS + NUM_EDGE_RECTS; ++xp) { bool priorFlag = false, nextFlag = false; for (int yp = NUM_EDGE_RECTS; yp < NUM_VERT_RECTS + NUM_EDGE_RECTS; ++yp) { if (_layers[layerNum]->getCell(xp, yp) == 0xff) { priorFlag = false; nextFlag = false; continue; } if (priorFlag && (_layers[layerNum]->getCell(xp - 1, yp) == 0xff)) _layers[layerNum]->setCell(xp - 1, yp, 0xfe); if (nextFlag && (_layers[layerNum]->getCell(xp + 1, yp) == 0xff)) _layers[layerNum]->setCell(xp + 1, yp, 0xfe); priorFlag = _layers[layerNum]->getCell(xp - 1, yp) != 0xff; nextFlag = _layers[layerNum]->getCell(xp + 1, yp) != 0xff; } } // Layer extension of final row to off-screen edge rows below for (int xp = NUM_EDGE_RECTS + NUM_HORIZ_RECTS - 1; xp >= NUM_EDGE_RECTS; --xp) { if (_layers[layerNum]->getCell(xp, NUM_EDGE_RECTS + NUM_VERT_RECTS - 1) != 0xff) { for (int yp = NUM_VERT_RECTS + NUM_EDGE_RECTS; yp < FULL_VERT_RECTS; ++yp) _layers[layerNum]->setCell(xp, yp, 0xfe); } } } } void Room::update() { Surface &s = _screen.screen(); Resources &res = Resources::getReference(); HotspotList &hotspots = res.activeHotspots(); byte white = LureEngine::getReference().isEGA() ? EGA_DIALOG_WHITE_COLOR : VGA_DIALOG_WHITE_COLOR; HotspotList::iterator i; // Copy the background to the temporary screen surface _layers[0]->copyTo(&s); // Handle first layer (layer 3) for (i = hotspots.begin(); i != hotspots.end(); ++i) { Hotspot &h = **i; if ((h.roomNumber() == _roomNumber) && h.isActiveAnimation() && (h.layer() == 3)) { addAnimation(h); addLayers(h); } } // Handle second layer (layer 1) - do in order of Y axis Common::List tempList; Common::List::iterator iTemp; for (i = hotspots.begin(); i != hotspots.end(); ++i) { Hotspot *h = i->get(); if ((h->layer() != 1) || (h->roomNumber() != _roomNumber) || h->skipFlag() || !h->isActiveAnimation()) continue; int16 endY = h->y() + h->heightCopy(); for (iTemp = tempList.begin(); iTemp != tempList.end(); ++iTemp) { Hotspot *hTemp = *iTemp; int16 tempY = hTemp->y() + hTemp->heightCopy(); if (endY < tempY) break; } tempList.insert(iTemp, h); } for (iTemp = tempList.begin(); iTemp != tempList.end(); ++iTemp) { Hotspot &h = **iTemp; addAnimation(h); addLayers(h); } // Handle third layer (layer 2) for (i = hotspots.begin(); i != hotspots.end(); ++i) { Hotspot &h = **i; if ((h.roomNumber() == _roomNumber) && h.isActiveAnimation() && (h.layer() == 2)) { addAnimation(h); } } // Show any active talk dialog if (_talkDialog) { // Make sure the character is still active and in the viewing room Hotspot *talkCharacter = res.getActiveHotspot(res.getTalkingCharacter()); if ((talkCharacter != NULL) && (talkCharacter->roomNumber() == _roomNumber)) _talkDialog->copyTo(&s, _talkDialogX, _talkDialogY); } // Handle showing the status line if (!*_statusLine) { // No current status action being display if (_hotspotId != 0) s.writeString(0, 0, _hotspotName, false); } else { // Word wrap (if necessary) the status line and dispaly it char *statusLineCopy = strdup(_statusLine); char **lines; uint8 numLines; int16 yPos = 0; s.wordWrap(statusLineCopy, s.width(), lines, numLines); for (int lineNum = 0; lineNum < numLines; ++lineNum) { s.writeString(0, yPos, lines[lineNum], false, white); yPos += FONT_HEIGHT; } Memory::dealloc(lines); Memory::dealloc(statusLineCopy); } // Debug - if the bottle object is on layer 0FEh, then display it's surface Hotspot *displayHotspot = res.getActiveHotspot(BOTTLE_HOTSPOT_ID); if ((displayHotspot != NULL) && (displayHotspot->layer() == 0xfe)) displayHotspot->frames().copyTo(&s); // If show information is turned on, show extra debugging information if (_showInfo) { char buffer[64]; // Temporary display of pathfinding data for (int yctr = 0; yctr < ROOM_PATHS_HEIGHT; ++yctr) { for (int xctr = 0; xctr < ROOM_PATHS_WIDTH; ++xctr) { /* if (_roomData->paths.isOccupied(xctr, yctr)) s.fillRect(Rect(xctr * 8, yctr * 8 + 8, xctr * 8 + 7, yctr * 8 + 15), 255); */ uint16 v = tempLayer[(yctr + 1) * DECODED_PATHS_WIDTH + xctr + 1]; if ((v != 0) && (v < 100)) { sprintf(buffer, "%d", v % 10); s.writeString(xctr * 8, yctr * 8 + 8, buffer, true); // } else if (v == 0xffff) { } else if (_roomData->paths.isOccupied(xctr, yctr)) { s.fillRect(Common::Rect(xctr * 8, yctr * 8 + 8, xctr * 8 + 7, yctr * 8 + 15), 255); } } } Mouse &m = Mouse::getReference(); sprintf(buffer, "Room %d Pos (%d,%d) @ (%d,%d)", _roomNumber, m.x(), m.y(), m.x() / RECT_SIZE, (m.y() - MENUBAR_Y_SIZE) / RECT_SIZE); s.writeString(FULL_SCREEN_WIDTH / 2, 0, buffer, false, white); } } void Room::setRoomNumber(uint16 newRoomNumber, bool showOverlay) { Resources &res = Resources::getReference(); Game &game = Game::getReference(); Mouse &mouse = Mouse::getReference(); bool isEGA = LureEngine::getReference().isEGA(); mouse.pushCursorNum(CURSOR_DISK); _roomData = res.getRoom(newRoomNumber); if (!_roomData) error("Tried to change to non-existent room: %d", newRoomNumber); bool fadeFlag = (newRoomNumber != _roomNumber) && (_roomNumber != 0); bool leaveFlag = _roomNumber != 999; _roomNumber = _roomData->roomNumber; _descId = _roomData->descId; if (fadeFlag) { if (isEGA) _screen.setPaletteEmpty(); else // Fade out all the colors except the high index 0FFh, which is used to show the // disk cursor as a room changes _screen.paletteFadeOut(GAME_COLORS - 1); // Deallocate graphical layers from the room for (int layerNum = 0; layerNum < _numLayers; ++layerNum) { if (_layers[layerNum]) { delete _layers[layerNum]; _layers[layerNum] = NULL; } } if (leaveFlag) { leaveRoom(); Sound.removeSounds(); } } _screen.empty(); _screen.setPaletteEmpty(RES_PALETTE_ENTRIES); _numLayers = _roomData->numLayers; if (showOverlay) ++_numLayers; for (uint8 layerNum = 0; layerNum < _numLayers; ++layerNum) _layers[layerNum] = new RoomLayer(_roomData->layers[layerNum], layerNum == 0); blockMerge(); layersPostProcess(); // Generate the palette for the room that will be faded in Palette *p; if (isEGA) { p = new Palette(_layers[0]->paletteId()); } else { p = new Palette(GAME_PALETTE_RESOURCE_ID); Palette tempPalette(_layers[0]->paletteId()); p->copyFrom(&tempPalette); res.insertPaletteSubset(*p); } // Set the new room number res.fieldList().setField(ROOM_NUMBER, newRoomNumber); if (_roomData->sequenceOffset != 0xffff) Script::execute(_roomData->sequenceOffset); loadRoomHotspots(); if (leaveFlag) { // A previous room has been left - check if there are any seconds worth // of animations that need to be done in 'fast forward' if ((_roomData->exitTime != 0xffff) && (_roomData->exitTime != 0)) { // If time has passed, animation ticks needed before room is displayed int numSeconds = (g_system->getMillis() - _roomData->exitTime) / 1000; if (numSeconds > 300) numSeconds = 300; game.preloadFlag() = true; while (numSeconds-- > 0) game.tick(); game.preloadFlag() = false; } } game.tick(); update(); _screen.update(); if (fadeFlag && !isEGA) _screen.paletteFadeIn(p); else _screen.setPalette(p); mouse.popCursor(); delete p; } // checkCursor // Called repeatedly to check if any changes to the cursor are required void Room::checkCursor() { Mouse &mouse = Mouse::getReference(); Resources &res = Resources::getReference(); uint16 oldHotspotId = _hotspotId; CursorType currentCursor = mouse.getCursorNum(); CursorType newCursor = currentCursor; CurrentAction playerAction = res.getActiveHotspot(PLAYER_ID)->currentActions().action(); uint16 oldRoomNumber = res.fieldList().getField(OLD_ROOM_NUMBER); if ((currentCursor >= CURSOR_TIME_START) && (currentCursor <= CURSOR_TIME_END) && ((playerAction == START_WALKING) || (playerAction == PROCESSING_PATH))) { // Animate the clock when processing the player path newCursor = (CursorType)((int)newCursor + 1); if (newCursor == CURSOR_CROSS) newCursor = CURSOR_TIME_START; } else if (checkInTalkDialog() && (oldRoomNumber == 0)) { newCursor = CURSOR_TALK; } else if (res.getTalkData()) { newCursor = CURSOR_ARROW; } else if (_cursorState == CS_BUMPED) { newCursor = CURSOR_CAMERA; } else if (_cursorState == CS_TALKING) { newCursor = CURSOR_ARROW; } else if (mouse.y() < MENUBAR_Y_SIZE) { // If viewing a room remotely, then don't change to the menu cursor if (oldRoomNumber != 0) return; newCursor = CURSOR_MENUBAR; } else if (_cursorState != CS_NONE) { // Currently in a special mode checkRoomHotspots(); newCursor = CURSOR_CAMERA; } else { // Check for a highlighted hotspot checkRoomHotspots(); if (_hotspotId != 0) { newCursor = CURSOR_CROSS; } else { newCursor = checkRoomExits(); } if (oldHotspotId != _hotspotId) StringData::getReference().getString(_hotspotNameId, _hotspotName); } if (mouse.getCursorNum() != newCursor) mouse.setCursorNum(newCursor); } void Room::setTalkDialog(uint16 srcCharacterId, uint16 destCharacterId, uint16 usedId, uint16 stringId) { Resources &res = Resources::getReference(); debugC(ERROR_DETAILED, kLureDebugAnimations, "Room::setTalkDialog - char=%xh string=%d", srcCharacterId, stringId); if (_talkDialog) { delete _talkDialog; _talkDialog = NULL; } /* if (res.getTalkingCharacter() != 0) { // Signal to any talked to character that they're no longer being talked to HotspotData *talkingChar = res.getHotspot(res.getTalkingCharacter()); if ((talkingChar->talkDestCharacterId != 0) && (talkingChar->talkDestCharacterId != NOONE_ID)) { HotspotData *destChar = res.getHotspot(talkingChar->talkDestCharacterId); destChar->talkerId = 0; } } */ res.setTalkingCharacter(srcCharacterId); if (srcCharacterId == 0) return; HotspotData *character = res.getHotspot(srcCharacterId); if (character->roomNumber != _roomNumber) return; _talkDialog = new TalkDialog(srcCharacterId, destCharacterId, usedId, stringId); _talkDialogX = character->startX + (character->width / 2) - (TALK_DIALOG_WIDTH / 2); if (_talkDialogX < 0) _talkDialogX = 0; if (_talkDialogX + TALK_DIALOG_WIDTH >= FULL_SCREEN_WIDTH - 10) _talkDialogX = FULL_SCREEN_WIDTH - 10 - TALK_DIALOG_WIDTH; _talkDialogY = TALK_DIALOG_Y; debugC(ERROR_DETAILED, kLureDebugAnimations, "Room::setTalkDialog end"); } // Checks to see if a talk dialog is active, and if so if the mouse is in // within it bool Room::checkInTalkDialog() { // Make sure there is a talk dialog active if (!_talkDialog) return false; // Don't allow dialog close if it's still in progress if (_talkDialog->isBuilding()) return false; // Only allow the dialog to be closable if it's the player talking, or // someone talking to the player Resources &res = Resources::getReference(); uint16 talkerId = res.getTalkingCharacter(); if ((talkerId == NOONE_ID) || (talkerId == 0)) return false; if (talkerId != PLAYER_ID) { HotspotData *charHotspot = res.getHotspot(talkerId); assert(charHotspot); if (charHotspot->talkDestCharacterId != PLAYER_ID) return false; } // Check boundaries Mouse &mouse = Mouse::getReference(); return ((mouse.x() >= _talkDialogX) && (mouse.y() >= _talkDialogY) && (mouse.x() < _talkDialogX + _talkDialog->surface().width()) && (mouse.y() < _talkDialogY + _talkDialog->surface().height())); } void Room::saveToStream(Common::WriteStream *stream) { if (_talkDialog == NULL) stream->writeUint16LE(0); else _talkDialog->saveToStream(stream); stream->writeUint16LE(_roomNumber); stream->writeUint16LE(_destRoomNumber); stream->writeByte(_showInfo); stream->writeUint16LE(_cursorState); } void Room::loadFromStream(Common::ReadStream *stream) { uint8 saveVersion = LureEngine::getReference().saveVersion(); if (_talkDialog) { delete _talkDialog; _talkDialog = NULL; } if (saveVersion >= 26) _talkDialog = TalkDialog::loadFromStream(stream); // Clear any active hotspot _hotspotId = 0; _hotspotName[0] = '\0'; _statusLine[0] = '\0'; uint16 roomNum = stream->readUint16LE(); _roomNumber = 999; // Dummy room number so current room is faded out setRoomNumber(roomNum, false); _destRoomNumber = stream->readUint16LE(); _showInfo = stream->readByte() != 0; _cursorState = (CursorState) stream->readUint16LE(); } void Room::reset() { _roomNumber = 999; setTalkDialog(0, 0, 0, 0); _hotspotId = 0; _hotspotName[0] = '\0'; _statusLine[0] = '\0'; } } // End of namespace Lure