/* 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. * * $URL$ * $Id$ * */ #include "scumm/actor.h" #include "scumm/charset.h" #include "scumm/he/intern_he.h" #include "scumm/object.h" #include "scumm/resource.h" #include "scumm/scumm_v0.h" #include "scumm/scumm_v7.h" #include "scumm/verbs.h" namespace Scumm { enum { kInventoryUpArrow = 4, kInventoryDownArrow = 5, kSentenceLine = 6 }; struct VerbSettings { int id; int x_pos; int y_pos; int prep; const char *name; }; static const VerbSettings v0VerbTable_English[] = { { 1, 8, 0, 0, "Open"}, { 2, 8, 1, 0, "Close"}, { 3, 0, 2, 4, "Give"}, { 4, 32, 0, 0, "Turn on"}, { 5, 32, 1, 0, "Turn off"}, { 6, 32, 2, 2, "Fix"}, { 7, 24, 0, 0, "New Kid"}, { 8, 24, 1, 2, "Unlock"}, { 9, 0, 0, 0, "Push"}, {10, 0, 1, 0, "Pull"}, {11, 24, 2, 255, "Use"}, {12, 8, 2, 0, "Read"}, {13, 15, 0, 0, "Walk to"}, {14, 15, 1, 0, "Pick up"}, {15, 15, 2, 0, "What is"} }; // FIXME: Replace * with the correct character static const VerbSettings v0VerbTable_German[] = { { 1, 7, 0, 0, "$ffne"}, { 2, 13, 1, 0, "Schlie*e"}, { 3, 0, 2, 4, "Gebe"}, { 4, 37, 1, 0, "Ein"}, { 5, 37, 0, 0, "Aus"}, { 6, 23, 1, 2, "Repariere"}, { 7, 34, 2, 0, "Person"}, { 8, 23, 0, 2, "Schlie*e auf"}, { 9, 0, 0, 0, "Drverbid = vtable[i - 1].id; vs->color = 5; vs->hicolor = 7; vs->dimcolor = 11; vs->type = kTextVerbType; vs->charset_nr = _string[0]._default.charset; vs->curmode = 1; vs->saveid = 0; vs->key = 0; vs->center = 0; vs->imgindex = 0; vs->prep = vtable[i - 1].prep; vs->curRect.left = vtable[i - 1].x_pos * 8; vs->curRect.top = vtable[i - 1].y_pos * 8 + virt->topline + 8; loadPtrToResource(rtVerb, i, (const byte*)vtable[i - 1].name); } } void ScummEngine_v0::setNewKidVerbs() { VirtScreen *virt = &_virtscr[kVerbVirtScreen]; VerbSlot *vs; int i; for (i = 1; i < 16; i++) killVerb(i); for (i = 1; i < 4; i++) { vs = &_verbs[i]; vs->verbid = i; vs->color = 5; vs->hicolor = 7; vs->dimcolor = 11; vs->type = kTextVerbType; vs->charset_nr = _string[0]._default.charset; vs->curmode = 1; vs->saveid = 0; vs->key = 0; vs->center = 0; vs->imgindex = 0; vs->prep = 0; vs->curRect.left = (i * 8) * 8; vs->curRect.top = virt->topline + 8; Actor *a = derefActor(VAR(96 + i), "setNewKidVerbs"); loadPtrToResource(rtVerb, i, (const byte*)a->getActorName()); } setUserState(191); } void ScummEngine_v0::switchActor(int slot) { resetSentence(false); if (_currentRoom == 45) return; // radiation suit? don't let the player switch if (VAR(VAR_EGO) == 8) return; // verbs disabled? or just new kid button? if (_currentMode == 0 || _currentMode == 1 || _currentMode == 2) return; VAR(VAR_EGO) = VAR(97 + slot); resetVerbs(); actorFollowCamera(VAR(VAR_EGO)); setUserState(247); } void ScummEngine_v2::initV2MouseOver() { int i; int arrow_color, color, hi_color; if (_game.version == 2) { color = 13; hi_color = 14; arrow_color = 1; } else { color = 16; hi_color = 7; arrow_color = 6; } _mouseOverBoxV2 = -1; // Inventory items for (i = 0; i < 2; i++) { _mouseOverBoxesV2[2 * i].rect.left = 0; _mouseOverBoxesV2[2 * i].rect.right = 144; _mouseOverBoxesV2[2 * i].rect.top = 32 + 8 * i; _mouseOverBoxesV2[2 * i].rect.bottom = _mouseOverBoxesV2[2 * i].rect.top + 8; _mouseOverBoxesV2[2 * i].color = color; _mouseOverBoxesV2[2 * i].hicolor = hi_color; _mouseOverBoxesV2[2 * i + 1].rect.left = 176; _mouseOverBoxesV2[2 * i + 1].rect.right = 320; _mouseOverBoxesV2[2 * i + 1].rect.top = _mouseOverBoxesV2[2 * i].rect.top; _mouseOverBoxesV2[2 * i + 1].rect.bottom = _mouseOverBoxesV2[2 * i].rect.bottom; _mouseOverBoxesV2[2 * i + 1].color = color; _mouseOverBoxesV2[2 * i + 1].hicolor = hi_color; } // Inventory arrows _mouseOverBoxesV2[kInventoryUpArrow].rect.left = 144; _mouseOverBoxesV2[kInventoryUpArrow].rect.right = 176; _mouseOverBoxesV2[kInventoryUpArrow].rect.top = 32; _mouseOverBoxesV2[kInventoryUpArrow].rect.bottom = 40; _mouseOverBoxesV2[kInventoryUpArrow].color = arrow_color; _mouseOverBoxesV2[kInventoryUpArrow].hicolor = hi_color; _mouseOverBoxesV2[kInventoryDownArrow].rect.left = 144; _mouseOverBoxesV2[kInventoryDownArrow].rect.right = 176; _mouseOverBoxesV2[kInventoryDownArrow].rect.top = 40; _mouseOverBoxesV2[kInventoryDownArrow].rect.bottom = 48; _mouseOverBoxesV2[kInventoryDownArrow].color = arrow_color; _mouseOverBoxesV2[kInventoryDownArrow].hicolor = hi_color; // Sentence line _mouseOverBoxesV2[kSentenceLine].rect.left = 0; _mouseOverBoxesV2[kSentenceLine].rect.right = 320; _mouseOverBoxesV2[kSentenceLine].rect.top = 0; _mouseOverBoxesV2[kSentenceLine].rect.bottom = 8; _mouseOverBoxesV2[kSentenceLine].color = color; _mouseOverBoxesV2[kSentenceLine].hicolor = hi_color; } void ScummEngine_v2::initNESMouseOver() { int i; int arrow_color, color, hi_color; color = 0; hi_color = 0; arrow_color = 0; _mouseOverBoxV2 = -1; // Inventory items for (i = 0; i < 2; i++) { _mouseOverBoxesV2[2 * i].rect.left = 16; _mouseOverBoxesV2[2 * i].rect.right = 120; _mouseOverBoxesV2[2 * i].rect.top = 48 + 8 * i; _mouseOverBoxesV2[2 * i].rect.bottom = _mouseOverBoxesV2[2 * i].rect.top + 8; _mouseOverBoxesV2[2 * i].color = color; _mouseOverBoxesV2[2 * i].hicolor = hi_color; _mouseOverBoxesV2[2 * i + 1].rect.left = 152; _mouseOverBoxesV2[2 * i + 1].rect.right = 256; _mouseOverBoxesV2[2 * i + 1].rect.top = _mouseOverBoxesV2[2 * i].rect.top; _mouseOverBoxesV2[2 * i + 1].rect.bottom = _mouseOverBoxesV2[2 * i].rect.bottom; _mouseOverBoxesV2[2 * i + 1].color = color; _mouseOverBoxesV2[2 * i + 1].hicolor = hi_color; } // Inventory arrows _mouseOverBoxesV2[kInventoryUpArrow].rect.left = 128; _mouseOverBoxesV2[kInventoryUpArrow].rect.right = 136; _mouseOverBoxesV2[kInventoryUpArrow].rect.top = 48; _mouseOverBoxesV2[kInventoryUpArrow].rect.bottom = 56; _mouseOverBoxesV2[kInventoryUpArrow].color = arrow_color; _mouseOverBoxesV2[kInventoryUpArrow].hicolor = hi_color; _mouseOverBoxesV2[kInventoryDownArrow].rect.left = 136; _mouseOverBoxesV2[kInventoryDownArrow].rect.right = 144; _mouseOverBoxesV2[kInventoryDownArrow].rect.top = 48; _mouseOverBoxesV2[kInventoryDownArrow].rect.bottom = 56; _mouseOverBoxesV2[kInventoryDownArrow].color = arrow_color; _mouseOverBoxesV2[kInventoryDownArrow].hicolor = hi_color; // Sentence line _mouseOverBoxesV2[kSentenceLine].rect.left = 16; _mouseOverBoxesV2[kSentenceLine].rect.right = 256; _mouseOverBoxesV2[kSentenceLine].rect.top = 0; _mouseOverBoxesV2[kSentenceLine].rect.bottom = 8; _mouseOverBoxesV2[kSentenceLine].color = color; _mouseOverBoxesV2[kSentenceLine].hicolor = hi_color; } void ScummEngine_v2::checkV2MouseOver(Common::Point pos) { VirtScreen *vs = &_virtscr[kVerbVirtScreen]; Common::Rect rect; byte *ptr, *dst; int i, x, y, new_box = -1; // Don't do anything unless the inventory is active if (!(_userState & 64)) { _mouseOverBoxV2 = -1; return; } if (_cursor.state > 0) { for (i = 0; i < ARRAYSIZE(_mouseOverBoxesV2); i++) { if (_mouseOverBoxesV2[i].rect.contains(pos.x, pos.y - vs->topline)) { new_box = i; break; } } } if ((new_box != _mouseOverBoxV2) || (_game.version == 0)) { if (_mouseOverBoxV2 != -1) { rect = _mouseOverBoxesV2[_mouseOverBoxV2].rect; dst = ptr = vs->getPixels(rect.left, rect.top); // Remove highlight. for (y = rect.height() - 1; y >= 0; y--) { for (x = rect.width() - 1; x >= 0; x--) { if (dst[x] == _mouseOverBoxesV2[_mouseOverBoxV2].hicolor) dst[x] = _mouseOverBoxesV2[_mouseOverBoxV2].color; } dst += vs->pitch; } markRectAsDirty(kVerbVirtScreen, rect); } if (new_box != -1) { rect = _mouseOverBoxesV2[new_box].rect; dst = ptr = vs->getPixels(rect.left, rect.top); // Apply highlight for (y = rect.height() - 1; y >= 0; y--) { for (x = rect.width() - 1; x >= 0; x--) { if (dst[x] == _mouseOverBoxesV2[new_box].color) dst[x] = _mouseOverBoxesV2[new_box].hicolor; } dst += vs->pitch; } markRectAsDirty(kVerbVirtScreen, rect); } _mouseOverBoxV2 = new_box; } } void ScummEngine_v2::checkV2Inventory(int x, int y) { int inventoryArea = (_game.platform == Common::kPlatformNES) ? 48: 32; int object = 0; y -= _virtscr[kVerbVirtScreen].topline; if ((y < inventoryArea) || !(_mouseAndKeyboardStat & MBS_LEFT_CLICK)) return; if (_mouseOverBoxesV2[kInventoryUpArrow].rect.contains(x, y)) { if (_inventoryOffset >= 2) { _inventoryOffset -= 2; redrawV2Inventory(); } } else if (_mouseOverBoxesV2[kInventoryDownArrow].rect.contains(x, y)) { if (_inventoryOffset + 4 < getInventoryCount(_scummVars[VAR_EGO])) { _inventoryOffset += 2; redrawV2Inventory(); } } for (object = 0; object < 4; object++) { if (_mouseOverBoxesV2[object].rect.contains(x, y)) { break; } } if (object >= 4) return; object = findInventory(_scummVars[VAR_EGO], object + 1 + _inventoryOffset); if (object > 0) { if (_game.version == 0) { _activeInventory = object; } else { runInputScript(kInventoryClickArea, object, 0); } } } void ScummEngine_v2::redrawV2Inventory() { VirtScreen *vs = &_virtscr[kVerbVirtScreen]; int i; int max_inv; Common::Rect inventoryBox; int inventoryArea = (_game.platform == Common::kPlatformNES) ? 48: 32; int maxChars = (_game.platform == Common::kPlatformNES) ? 13: 18; _mouseOverBoxV2 = -1; if (!(_userState & 64)) // Don't draw inventory unless active return; // Clear on all invocations inventoryBox.top = vs->topline + inventoryArea; inventoryBox.bottom = vs->topline + vs->h; inventoryBox.left = 0; inventoryBox.right = vs->w; restoreBackground(inventoryBox); _string[1].charset = 1; max_inv = getInventoryCount(_scummVars[VAR_EGO]) - _inventoryOffset; if (max_inv > 4) max_inv = 4; for (i = 0; i < max_inv; i++) { int obj = findInventory(_scummVars[VAR_EGO], i + 1 + _inventoryOffset); if (obj == 0) break; _string[1].ypos = _mouseOverBoxesV2[i].rect.top + vs->topline; _string[1].xpos = _mouseOverBoxesV2[i].rect.left; _string[1].right = _mouseOverBoxesV2[i].rect.right - 1; _string[1].color = _mouseOverBoxesV2[i].color; _v0ObjectInInventory = true; const byte *tmp = getObjOrActorName(obj); _v0ObjectInInventory = false; assert(tmp); // Prevent inventory entries from overflowing by truncating the text byte msg[20]; msg[maxChars] = 0; strncpy((char *)msg, (const char *)tmp, maxChars); // Draw it drawString(1, msg); } // If necessary, draw "up" arrow if (_inventoryOffset > 0) { _string[1].xpos = _mouseOverBoxesV2[kInventoryUpArrow].rect.left; _string[1].ypos = _mouseOverBoxesV2[kInventoryUpArrow].rect.top + vs->topline; _string[1].right = _mouseOverBoxesV2[kInventoryUpArrow].rect.right - 1; _string[1].color = _mouseOverBoxesV2[kInventoryUpArrow].color; if (_game.platform == Common::kPlatformNES) drawString(1, (const byte *)"\x7E"); else drawString(1, (const byte *)" \1\2"); } // If necessary, draw "down" arrow if (_inventoryOffset + 4 < getInventoryCount(_scummVars[VAR_EGO])) { _string[1].xpos = _mouseOverBoxesV2[kInventoryDownArrow].rect.left; _string[1].ypos = _mouseOverBoxesV2[kInventoryDownArrow].rect.top + vs->topline; _string[1].right = _mouseOverBoxesV2[kInventoryDownArrow].rect.right - 1; _string[1].color = _mouseOverBoxesV2[kInventoryDownArrow].color; if (_game.platform == Common::kPlatformNES) drawString(1, (const byte *)"\x7F"); else drawString(1, (const byte *)" \3\4"); } } void ScummEngine::redrawVerbs() { if (_game.version <= 2 && !(_userState & 128)) // Don't draw verbs unless active return; int i, verb = 0; if (_cursor.state > 0) verb = findVerbAtPos(_mouse.x, _mouse.y); // Iterate over all verbs. // Note: This is the correct order (at least for MI EGA, MI2, Full Throttle). // Do not change it! If you discover, based on disasm, that some game uses // another (e.g. the reverse) order here, you have to use an if/else construct // to add it as a special case! for (i = 0; i < _numVerbs; i++) { if (i == verb && _verbs[verb].hicolor) drawVerb(i, 1); else drawVerb(i, 0); } _verbMouseOver = verb; } void ScummEngine::handleMouseOver(bool updateInventory) { if (_completeScreenRedraw) { verbMouseOver(0); } else { if (_cursor.state > 0) verbMouseOver(findVerbAtPos(_mouse.x, _mouse.y)); } } void ScummEngine_v2::handleMouseOver(bool updateInventory) { ScummEngine::handleMouseOver(updateInventory); if (updateInventory) { // FIXME/TODO: Reset and redraw the sentence line _inventoryOffset = 0; } if (_completeScreenRedraw || updateInventory) { redrawV2Inventory(); } checkV2MouseOver(_mouse); } void ScummEngine_v0::handleMouseOver(bool updateInventory) { drawSentence(); ScummEngine_v2::handleMouseOver(updateInventory); } #ifdef ENABLE_HE void ScummEngine_v72he::checkExecVerbs() { VAR(VAR_MOUSE_STATE) = 0; if (_userPut <= 0 || _mouseAndKeyboardStat == 0) return; VAR(VAR_MOUSE_STATE) = _mouseAndKeyboardStat; ScummEngine::checkExecVerbs(); } #endif void ScummEngine::checkExecVerbs() { int i, over; VerbSlot *vs; if (_userPut <= 0 || _mouseAndKeyboardStat == 0) return; if (_mouseAndKeyboardStat < MBS_MAX_KEY) { /* Check keypresses */ if (!(_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD)) { // This is disabled in the SegaCD version as the "vs->key" values setup // by script-17 conflict with the values expected by the generic keyboard // input script. See tracker item #1193185. vs = &_verbs[1]; for (i = 1; i < _numVerbs; i++, vs++) { if (vs->verbid && vs->saveid == 0 && vs->curmode == 1) { if (_mouseAndKeyboardStat == vs->key) { // Trigger verb as if the user clicked it runInputScript(kVerbClickArea, vs->verbid, 1); return; } } } } if ((_game.id == GID_INDY4 || _game.id == GID_PASS) && _mouseAndKeyboardStat >= '0' && _mouseAndKeyboardStat <= '9') { // To support keyboard fighting in FOA, we need to remap the number keys. // FOA apparently expects PC scancode values (see script 46 if you want // to know where I got these numbers from). Oddly enough, the The Indy 3 // part of the "Passport to Adventure" demo expects the same keyboard // mapping, even though the full game doesn't. static const int numpad[10] = { '0', 335, 336, 337, 331, 332, 333, 327, 328, 329 }; _mouseAndKeyboardStat = numpad[_mouseAndKeyboardStat - '0']; } if (_game.platform == Common::kPlatformFMTowns && _game.version == 3) { // HACK: In the FM-TOWNS games Indy3, Loom and Zak the most significant bit is set for special keys // like F5 (=0x8005) or joystick buttons (mask 0xFE00, e.g. SELECT=0xFE40 for the save/load menu). // Hence the distinction with (_mouseAndKeyboardStat < MBS_MAX_KEY) between mouse- and key-events is not applicable // to this games, so we have to remap the special keys here. if (_mouseAndKeyboardStat == 319) { _mouseAndKeyboardStat = 0x8005; } } if ((_game.platform == Common::kPlatformFMTowns && _game.id == GID_ZAK) && (_mouseAndKeyboardStat >= 315 && _mouseAndKeyboardStat <= 318)) { // Hack: Handle switching to a person via F1-F4 keys. // This feature isn't available in the scripts of the FM-TOWNS version. int fKey = _mouseAndKeyboardStat - 314; int switchSlot = getVerbSlot(36, 0); // check if switch-verb is enabled if (_verbs[switchSlot].curmode == 1) { // Check if person is available (see script 23 from ZAK_FM-TOWNS and script 4 from ZAK_PC). // Zak: Var[144 Bit 15], Annie: Var[145 Bit 0], Melissa: Var[145 Bit 1], Leslie: Var[145 Bit 2] if (!readVar(0x890E + fKey)) { runInputScript(kVerbClickArea, 36 + fKey, 0); } } return; } // Generic keyboard input runInputScript(kKeyClickArea, _mouseAndKeyboardStat, 1); } else if (_mouseAndKeyboardStat & MBS_MOUSE_MASK) { VirtScreen *zone = findVirtScreen(_mouse.y); const byte code = _mouseAndKeyboardStat & MBS_LEFT_CLICK ? 1 : 2; // This could be kUnkVirtScreen. // Fixes bug #1536932: "MANIACNES: Crash on click in speechtext-area" if (!zone) return; over = findVerbAtPos(_mouse.x, _mouse.y); if (over != 0) { // Verb was clicked runInputScript(kVerbClickArea, _verbs[over].verbid, code); } else { // Scene was clicked runInputScript((zone->number == kMainVirtScreen) ? kSceneClickArea : kVerbClickArea, 0, code); } } } void ScummEngine_v2::checkExecVerbs() { int i, over; VerbSlot *vs; if (_userPut <= 0 || _mouseAndKeyboardStat == 0) return; if (_mouseAndKeyboardStat < MBS_MAX_KEY) { /* Check keypresses */ vs = &_verbs[1]; for (i = 1; i < _numVerbs; i++, vs++) { if (vs->verbid && vs->saveid == 0 && vs->curmode == 1) { if (_mouseAndKeyboardStat == vs->key) { // Trigger verb as if the user clicked it runInputScript(kVerbClickArea, vs->verbid, 1); return; } } } // Simulate inventory picking and scrolling keys int object = -1; switch (_mouseAndKeyboardStat) { case 'u': // arrow up if (_inventoryOffset >= 2) { _inventoryOffset -= 2; redrawV2Inventory(); } return; case 'j': // arrow down if (_inventoryOffset + 4 < getInventoryCount(_scummVars[VAR_EGO])) { _inventoryOffset += 2; redrawV2Inventory(); } return; case 'i': // object object = 0; break; case 'o': object = 1; break; case 'k': object = 2; break; case 'l': object = 3; break; } if (object != -1) { object = findInventory(_scummVars[VAR_EGO], object + 1 + _inventoryOffset); if (object > 0) { if (_game.version == 0) { _activeInventory = object; } else { runInputScript(kInventoryClickArea, object, 0); } } return; } // Generic keyboard input runInputScript(kKeyClickArea, _mouseAndKeyboardStat, 1); } else if (_mouseAndKeyboardStat & MBS_MOUSE_MASK) { VirtScreen *zone = findVirtScreen(_mouse.y); const byte code = _mouseAndKeyboardStat & MBS_LEFT_CLICK ? 1 : 2; const int inventoryArea = (_game.platform == Common::kPlatformNES) ? 48: 32; // This could be kUnkVirtScreen. // Fixes bug #1536932: "MANIACNES: Crash on click in speechtext-area" if (!zone) return; if (zone->number == kVerbVirtScreen && _mouse.y <= zone->topline + 8) { // Click into V2 sentence line runInputScript(kSentenceClickArea, 0, 0); } else if (zone->number == kVerbVirtScreen && _mouse.y > zone->topline + inventoryArea) { // Click into V2 inventory checkV2Inventory(_mouse.x, _mouse.y); } else { over = findVerbAtPos(_mouse.x, _mouse.y); if (over != 0) { // Verb was clicked runInputScript(kVerbClickArea, _verbs[over].verbid, code); } else { // Scene was clicked runInputScript((zone->number == kMainVirtScreen) ? kSceneClickArea : kVerbClickArea, 0, code); } } } } void ScummEngine_v0::runObject(int obj, int entry) { bool prev = _v0ObjectInInventory; if (getVerbEntrypoint(obj, entry) == 0) { // If nothing was found, attempt to find the 'WHAT-IS' verb script // (which is not really the what-is script, as this verb never actually executes // it merely seems to be some type of fallback) if (getVerbEntrypoint(obj, 0x0F) != 0) { entry = 0x0F; } } _v0ObjectInInventory = prev; if (getVerbEntrypoint(obj, entry) != 0) { _v0ObjectInInventory = prev; runObjectScript(obj, entry, false, false, NULL); } else if (entry != 13 && entry != 15) { if (_activeVerb != 3) { VAR(VAR_ACTIVE_VERB) = entry; runScript(3, 0, 0, 0); // For some reasons, certain objects don't have a "give" script } else if (VAR(VAR_ACTIVE_ACTOR) > 0 && VAR(VAR_ACTIVE_ACTOR) < 8) { if (_activeInventory) setOwnerOf(_activeInventory, VAR(VAR_ACTIVE_ACTOR)); } } } bool ScummEngine_v0::verbMoveToActor(int actor) { Actor *a = derefActor(VAR(VAR_EGO), "verbMoveToActor"); Actor *a2 = derefActor(actor, "verbMoveToActor"); int dist = getDist(a->getRealPos().x, a->getRealPos().y, a2->getRealPos().x, a2->getRealPos().y); if (!a->_moving && dist > 4) { a->startWalkActor(a2->getRealPos().x, a2->getRealPos().y, -1); } else { if (dist <= 4) { a->stopActorMoving(); return false; } } return true; } bool ScummEngine_v0::verbMove(int object, int objectIndex, bool invObject) { int x, y, dir; Actor *a = derefActor(VAR(VAR_EGO), "verbMove"); if (_currentMode != 3 && _currentMode != 2) return false; _v0ObjectIndex = true; getObjectXYPos(objectIndex, x, y, dir); _v0ObjectIndex = false; // Detect distance from target object int dist = getDist(a->getRealPos().x, a->getRealPos().y, x, y); if (a->_moving) return true; if (dist > 5) { a->startWalkActor(x, y, dir); VAR(6) = x; VAR(7) = y; return true; } else { // Finished walk, are we picking up the item? if (_verbPickup) { int oldActive = _activeObject, oldIndex = _activeObjectIndex; _activeObject = object; _activeObjectIndex = objectIndex; _v0ObjectIndex = true; // Execute pickup runObject(objectIndex, 14); _v0ObjectIndex = false; _activeObject = oldActive; _activeObjectIndex = oldIndex; // Finished picking up _verbPickup = false; } } return false; } bool ScummEngine_v0::verbObtain(int obj, int objIndex) { bool didPickup = false; int prep, where = whereIsObjectInventory(obj); if (objIndex == 0) return false; // Object in inventory ? if (where != WIO_INVENTORY) { _v0ObjectIndex = true; prep = verbPrep(objIndex); if (prep == 1 || prep == 4) { if (_activeVerb != 13 && _activeVerb != 14) { _verbPickup = true; didPickup = true; } } else { _verbPickup = false; } // Ignore verbs? Actor *a = derefActor(VAR(VAR_EGO), "verbObtain"); if (((ActorC64 *)a)->_miscflags & 0x40) { resetSentence(false); return false; } //attempt move to object if (verbMove(obj, objIndex, false)) return true; if (didPickup && (prep == 1 || prep == 4)) if (_activeVerb != 13 && _activeVerb != 14) { _v0ObjectInInventory = true; if (whereIsObject(obj) == WIO_INVENTORY) _activeInventory = obj; else resetSentence(false); _v0ObjectInInventory = false; } } return false; } int ScummEngine_v0::verbPrep(int object) { if (!_v0ObjectInInventory) _v0ObjectIndex = true; else _v0ObjectIndex = false; byte *ptr = getOBCDFromObject(object); _v0ObjectIndex = false; assert(ptr); return (*(ptr + 11) >> 5); } bool ScummEngine_v0::verbExecutes(int object, bool inventory) { _v0ObjectInInventory = inventory; int prep = verbPrep(object); if (prep == 2 || prep == 0) { return true; } return false; } bool ScummEngine_v0::verbExec() { int prep = 0; int entry = (_currentMode != 0 && _currentMode != 1) ? _activeVerb : 15; if ((!_activeInvExecute && _activeObject && getObjectIndex(_activeObject) == -1)) { resetSentence(false); return false; } // Lets try walk to the object if (_activeObject && _activeObjectIndex && !_activeObjectObtained && _currentMode != 0) { prep = verbPrep(_activeObjectIndex); if (verbObtain(_activeObject, _activeObjectIndex)) return true; _activeObjectObtained = true; } // Attempt to obtain/reach object2 if (_activeObject2 && _activeObject2Index && !_activeObject2Obtained && _currentMode != 0) { prep = verbPrep(_activeObject2Index); _v0ObjectInInventory = false; if (verbObtain(_activeObject2, _activeObject2Index)) return true; if (prep != 1 && prep != 4) { _activeInventory = _activeObject; _activeObject = _activeObject2; _activeObjectIndex = _activeObject2Index; _activeObject2 = 0; _activeObject2Index = 0; } _activeObject2Obtained = true; } // Give-To if (_activeVerb == 3 && _activeInventory && _activeActor) { // FIXME: Actors need to turn and face each other if (verbMoveToActor(_activeActor)) { // Ignore verbs? Actor *a = derefActor(VAR(VAR_EGO), "verbExec"); if (((ActorC64 *)a)->_miscflags & 0x40) { resetSentence(false); return false; } return true; } _v0ObjectInInventory = true; VAR(VAR_ACTIVE_ACTOR) = _activeActor; runObject(_activeInventory , 3); _v0ObjectInInventory = false; resetSentence(false); return false; } // Where we performing an action on an actor? if (_activeActor) { _v0ObjectIndex = true; runObject(_activeActor, entry); _v0ObjectIndex = false; _verbExecuting = false; resetSentence(false); return false; } // If we've finished walking (now near target), execute the action if (_activeObject && _activeObjectIndex && verbPrep(_activeObjectIndex) == 2) { _v0ObjectIndex = true; runObject(_activeObjectIndex, entry); _v0ObjectIndex = false; _verbExecuting = false; if ((_currentMode == 3 || _currentMode == 2) && _activeVerb == 13) return false; resetSentence(false); return false; } // We acted on an inventory item if (_activeInventory && verbExecutes(_activeInventory, true) && _activeVerb != 3) { _v0ObjectInInventory = true; _activeObject = _activeInventory; runObject(_activeInventory, _activeVerb); _verbExecuting = false; if (_currentMode == 3 && _activeVerb == 13) { resetSentence(true); return false; } resetSentence(false); return false; } // Item not in inventory is executed if (_activeObject) { _v0ObjectIndex = true; runObject(_activeObjectIndex, entry); _v0ObjectIndex = false; } else if (_activeInventory) { // Not sure this is the correct way to do this, // however its working for most situations - segra if (verbExecutes(_activeInventory, true) == false) { if (_activeObject2 && _activeObject2Inv && verbExecutes(_activeObject2, true)) { _v0ObjectInInventory = true; _activeObject = _activeInventory; _activeInventory = _activeObject2; runObject(_activeObject, _activeVerb); } else { _v0ObjectInInventory = true; if (_activeObject2) { _activeObject = _activeObject2; runObject(_activeObject, _activeVerb); } else runObject(_activeInventory, _activeVerb); } } else { _v0ObjectInInventory = true; runObject(_activeInventory, _activeVerb); } } _verbExecuting = false; if (_activeVerb == 13) { resetSentence(true); return false; } resetSentence(false); return false; } void ScummEngine_v0::checkExecVerbs() { ActorC64 *a = (ActorC64 *)derefActor(VAR(VAR_EGO), "checkExecVerbs"); VirtScreen *zone = findVirtScreen(_mouse.y); // Is a verb currently executing if (_verbExecuting) { // Check if mouse click if (_mouseAndKeyboardStat & MBS_MOUSE_MASK) { int over = findVerbAtPos(_mouse.x, _mouse.y); int act = getActorFromPos(_virtualMouse.x, _virtualMouse.y); int obj = findObject(_virtualMouse.x, _virtualMouse.y); if (over && over != _activeVerb) { _activeVerb = over; _verbExecuting = false; return; } if (!obj && !act && !over) { resetSentence(false); } else { a->stopActorMoving(); } } else { if (_verbExecuting && !verbExec()) return; } } // What-Is selected, any object we hover over is selected, on mouse press we set to WalkTo if (_activeVerb == 15) { int obj = findObject(_virtualMouse.x, _virtualMouse.y); int objIdx = findObjectIndex(_virtualMouse.x, _virtualMouse.y); _activeObject = obj; _activeObjectIndex = objIdx; if ((_mouseAndKeyboardStat & MBS_MOUSE_MASK)) _activeVerb = 13; // Walk-To return; } if (_userPut <= 0 || _mouseAndKeyboardStat == 0) return; if (_mouseAndKeyboardStat < MBS_MAX_KEY) { /* Check keypresses */ // TODO } else if (_mouseAndKeyboardStat & MBS_MOUSE_MASK) { if (zone->number == kVerbVirtScreen && _mouse.y <= zone->topline + 8) { // TODO } else if (zone->number == kVerbVirtScreen && _mouse.y > zone->topline + 32) { int prevInventory = _activeInventory; int invOff = _inventoryOffset; // Click into V2 inventory checkV2Inventory(_mouse.x, _mouse.y); // Did the Inventory position changed (arrows pressed, do nothing) if (invOff != _inventoryOffset) return; // No inventory selected? if (!_activeInventory) return; // Did we just change the selected inventory item? if (prevInventory && prevInventory != _activeInventory && _activeInventory != _activeObject2) { _v0ObjectInInventory = true; int prep = verbPrep(_activeInventory); _v0ObjectInInventory = true; int prep2 = verbPrep(prevInventory); // Should the new inventory object remain as the secondary selected object // Or should the new inventory object become primary? if (prep != prep2 || prep != 1) { if (prep == 1 || prep == 3) { int tmp = _activeInventory; _activeInventory = prevInventory; prevInventory = tmp; } } // Setup object2 _activeObject = 0; _activeInvExecute = true; _activeObject2Inv = true; _activeObject2 = _activeInventory; _activeInventory = prevInventory; return; } // is the new selected inventory the same as the last selected?, reset to previous if it is if (_activeInventory == _activeObject2) _activeInventory = prevInventory; // Inventory Selected changed if (prevInventory != _activeInventory) if (!_activeObject2 || prevInventory != _activeObject2) return; if (_activeVerb == 11 && !(((_activeObject || _activeInventory)) || !_activeObject2)) return; } else { int over = findVerbAtPos(_mouse.x, _mouse.y); int act = getActorFromPos(_virtualMouse.x, _virtualMouse.y); int obj = findObject(_virtualMouse.x, _virtualMouse.y); int objIdx = findObjectIndex(_virtualMouse.x, _virtualMouse.y); // If we already have an object selected, and we just clicked an actor // Clear any object we may of also clicked on if ((_activeObject || _activeInventory) && act) { obj = 0; objIdx = 0; } if (a->_miscflags & 0x80) { if (_activeVerb != 7 && over != 7) { _activeVerb = 0; over = 0; } } // Handle New Kid verb options if (_activeVerb == 7 || over == 7) { // Disable New-Kid (in the secret lab) if (_currentMode == 2 || _currentMode == 0) return; if (_activeVerb == 7 && over) { _activeVerb = 13; switchActor(_verbs[over].verbid - 1); return; } setNewKidVerbs(); _activeVerb = 7; return; } // Clicked on nothing, walk here? if (!over && !act && _activeVerb == 13 && !obj && _currentMode != 0) { // Clear all selected resetSentence(false); // 0xB31 VAR(6) = _virtualMouse.x / V12_X_MULTIPLIER; VAR(7) = _virtualMouse.y / V12_Y_MULTIPLIER; if (zone->number == kMainVirtScreen) { // Ignore verbs? if (a->_miscflags & 0x40) { resetSentence(false); return; } a->stopActorMoving(); a->startWalkActor(VAR(6), VAR(7), -1); _verbExecuting = true; } return; } // No new verb, use previous if (over == 0) over = _activeVerb; // No verb selected, use walk-to if (!_activeVerb) _activeVerb = over = 13; // Walk-To // New verb selected if (_activeVerb != over) { _activeVerb = over; if (_activeVerb == 13) { resetSentence(false); } return; } // Only allowing targetting actors if its the GIVE/USE verb if (_activeVerb == 3 || _activeVerb == 11) { // Different actor selected? if (act) { if (_activeActor != act) { _activeActor = act; return; } } } if (obj && obj != _activeObject) { if (!_activeObject) if (_activeInventory) _activeInvExecute = true; // USE if (_activeVerb == 11 || _activeVerb == 8) { if (obj != _activeObject || obj != _activeObject2) { if (!_activeObject || _activeInventory) { _activeObject = obj; _activeObjectIndex = objIdx; return; } else { if (_activeObject2 != obj) { _activeObject2 = obj; _activeObject2Index = objIdx; return; } } } } else { a->stopActorMoving(); _activeObject = obj; _activeObjectIndex = objIdx; if (_activeVerb != 13) return; //return; } } } _verbExecuting = true; } // mouse k/b action } void ScummEngine::verbMouseOver(int verb) { // Don't do anything unless verbs are active if (_game.version <= 2 && !(_userState & 128)) return; if (_game.id == GID_FT) return; if (_verbMouseOver != verb) { if (_verbs[_verbMouseOver].type != kImageVerbType) { drawVerb(_verbMouseOver, 0); _verbMouseOver = verb; } if (_verbs[verb].type != kImageVerbType && _verbs[verb].hicolor) { drawVerb(verb, 1); _verbMouseOver = verb; } } } int ScummEngine::findVerbAtPos(int x, int y) const { if (!_numVerbs) return 0; VerbSlot *vs; int i = _numVerbs - 1; vs = &_verbs[i]; do { if (vs->curmode != 1 || !vs->verbid || vs->saveid || y < vs->curRect.top || y >= vs->curRect.bottom) continue; if (vs->center) { if (x < -(vs->curRect.right - 2 * vs->curRect.left) || x >= vs->curRect.right) continue; } else { if (x < vs->curRect.left || x >= vs->curRect.right) continue; } return i; } while (--vs, --i); return 0; } #ifdef ENABLE_SCUMM_7_8 void ScummEngine_v7::drawVerb(int verb, int mode) { VerbSlot *vs; if (!verb) return; vs = &_verbs[verb]; if (!vs->saveid && vs->curmode && vs->verbid) { if (vs->type == kImageVerbType) { drawVerbBitmap(verb, vs->curRect.left, vs->curRect.top); return; } uint8 color = vs->color; if (vs->curmode == 2) color = vs->dimcolor; else if (mode && vs->hicolor) color = vs->hicolor; const byte *msg = getResourceAddress(rtVerb, verb); if (!msg) return; // Convert the message, and skip a few remaining 0xFF codes (they // occur in FT; subtype 10, which is used for the speech associated // with the string). byte buf[384]; convertMessageToString(msg, buf, sizeof(buf)); msg = buf; while (*msg == 0xFF) msg += 4; // Set the specified charset id int oldID = _charset->getCurID(); _charset->setCurID(vs->charset_nr); // Compute the text rect vs->curRect.right = 0; vs->curRect.bottom = 0; const byte *msg2 = msg; while (*msg2) { const int charWidth = _charset->getCharWidth(*msg2); const int charHeight = _charset->getCharHeight(*msg2); vs->curRect.right += charWidth; if (vs->curRect.bottom < charHeight) vs->curRect.bottom = charHeight; msg2++; } vs->curRect.right += vs->curRect.left; vs->curRect.bottom += vs->curRect.top; vs->oldRect = vs->curRect; const int maxWidth = _screenWidth - vs->curRect.left; if (_charset->getStringWidth(0, buf) > maxWidth && _game.version == 8) { byte tmpBuf[384]; memcpy(tmpBuf, msg, 384); int len = resStrLen(tmpBuf) - 1; while (len >= 0) { if (tmpBuf[len] == ' ') { tmpBuf[len] = 0; if (_charset->getStringWidth(0, tmpBuf) <= maxWidth) { break; } } --len; } enqueueText(tmpBuf, vs->curRect.left, vs->curRect.top, color, vs->charset_nr, vs->center); if (len >= 0) { enqueueText(&msg[len + 1], vs->curRect.left, vs->curRect.top + _verbLineSpacing, color, vs->charset_nr, vs->center); vs->curRect.bottom += _verbLineSpacing; } } else { enqueueText(msg, vs->curRect.left, vs->curRect.top, color, vs->charset_nr, vs->center); } _charset->setCurID(oldID); } } #endif void ScummEngine::drawVerb(int verb, int mode) { VerbSlot *vs; bool tmp; if (!verb) return; vs = &_verbs[verb]; if (!vs->saveid && vs->curmode && vs->verbid) { if (vs->type == kImageVerbType) { drawVerbBitmap(verb, vs->curRect.left, vs->curRect.top); return; } restoreVerbBG(verb); _string[4].charset = vs->charset_nr; _string[4].xpos = vs->curRect.left; _string[4].ypos = vs->curRect.top; _string[4].right = _screenWidth - 1; _string[4].center = vs->center; if (vs->curmode == 2) _string[4].color = vs->dimcolor; else if (mode && vs->hicolor) _string[4].color = vs->hicolor; else _string[4].color = vs->color; // FIXME For the future: Indy3 and under inv scrolling /* if (verb >= 31 && verb <= 36) verb += _inventoryOffset; */ const byte *msg = getResourceAddress(rtVerb, verb); if (!msg) return; tmp = _charset->_center; drawString(4, msg); _charset->_center = tmp; vs->curRect.right = _charset->_str.right; vs->curRect.bottom = _charset->_str.bottom; vs->oldRect = _charset->_str; _charset->_str.left = _charset->_str.right; } else if (_game.id != GID_FT) { restoreVerbBG(verb); } } void ScummEngine::restoreVerbBG(int verb) { VerbSlot *vs; vs = &_verbs[verb]; uint8 col = #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE ((_game.platform == Common::kPlatformFMTowns) && (_game.id == GID_MONKEY2 || _game.id == GID_INDY4) && (vs->bkcolor == _townsOverrideShadowColor)) ? 0 : #endif vs->bkcolor; if (vs->oldRect.left != -1) { restoreBackground(vs->oldRect, col); vs->oldRect.left = -1; } } void ScummEngine::drawVerbBitmap(int verb, int x, int y) { VerbSlot *vst = &_verbs[verb]; VirtScreen *vs; bool twobufs; const byte *imptr = 0; int ydiff, xstrip; int imgw, imgh; int i, tmp; byte *obim; uint32 size; if ((vs = findVirtScreen(y)) == NULL) return; _gdi->disableZBuffer(); twobufs = vs->hasTwoBuffers; vs->hasTwoBuffers = false; xstrip = x / 8; ydiff = y - vs->topline; obim = getResourceAddress(rtVerb, verb); assert(obim); if (_game.features & GF_OLD_BUNDLE) { imgw = obim[0]; imgh = obim[1] / 8; imptr = obim + 2; } else if (_game.features & GF_SMALL_HEADER) { size = READ_LE_UINT32(obim); if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) { imgw = (*(obim + size + 10)); imgh = (*(obim + size + 15)) / 8; } else { imgw = (*(obim + size + 11)); imgh = (*(obim + size + 17)) / 8; } imptr = getObjectImage(obim, 1); } else { const ImageHeader *imhd = (const ImageHeader *)findResourceData(MKTAG('I','M','H','D'), obim); if (_game.version >= 7) { imgw = READ_LE_UINT16(&imhd->v7.width) / 8; imgh = READ_LE_UINT16(&imhd->v7.height) / 8; } else { imgw = READ_LE_UINT16(&imhd->old.width) / 8; imgh = READ_LE_UINT16(&imhd->old.height) / 8; } imptr = getObjectImage(obim, 1); } assert(imptr); if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) { _gdi->_distaff = (vst->verbid != 54); } for (i = 0; i < imgw; i++) { tmp = xstrip + i; _gdi->drawBitmap(imptr, vs, tmp, ydiff, imgw * 8, imgh * 8, i, 1, Gdi::dbAllowMaskOr | Gdi::dbObjectMode); } if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) { _gdi->_distaff = false; } vst->curRect.right = vst->curRect.left + imgw * 8; vst->curRect.bottom = vst->curRect.top + imgh * 8; vst->oldRect = vst->curRect; _gdi->enableZBuffer(); vs->hasTwoBuffers = twobufs; } int ScummEngine::getVerbSlot(int id, int mode) const { int i; for (i = 1; i < _numVerbs; i++) { if (_verbs[i].verbid == id && _verbs[i].saveid == mode) { return i; } } return 0; } void ScummEngine::killVerb(int slot) { VerbSlot *vs; if (slot == 0) return; vs = &_verbs[slot]; vs->verbid = 0; vs->curmode = 0; _res->nukeResource(rtVerb, slot); if (_game.version <= 6 && vs->saveid == 0) { drawVerb(slot, 0); verbMouseOver(0); } vs->saveid = 0; } void ScummEngine::setVerbObject(uint room, uint object, uint verb) { const byte *obimptr; const byte *obcdptr; uint32 size, size2; FindObjectInRoom foir; int i; if (_game.heversion >= 70) { // Windows titles. Here we always ignore room room = getObjectRoom(object); } if (whereIsObject(object) == WIO_FLOBJECT) error("Can't grab verb image from flobject"); if (_game.features & GF_OLD_BUNDLE) { for (i = (_numLocalObjects-1); i > 0; i--) { if (_objs[i].obj_nr == object) { findObjectInRoom(&foir, foImageHeader, object, room); size = READ_LE_UINT16(foir.obim); byte *ptr = _res->createResource(rtVerb, verb, size + 2); obcdptr = getResourceAddress(rtRoom, room) + getOBCDOffs(object); ptr[0] = *(obcdptr + 9); // Width ptr[1] = *(obcdptr + 15); // Height memcpy(ptr + 2, foir.obim, size); return; } } } else if (_game.features & GF_SMALL_HEADER) { for (i = (_numLocalObjects-1); i > 0; i--) { if (_objs[i].obj_nr == object) { // FIXME: the only thing we need from the OBCD is the image size! // So we could use almost the same code (except for offsets) // as in the GF_OLD_BUNDLE code. But of course that would break save games // unless we insert special conversion code... findObjectInRoom(&foir, foImageHeader, object, room); size = READ_LE_UINT32(foir.obim); obcdptr = getResourceAddress(rtRoom, room) + getOBCDOffs(object); size2 = READ_LE_UINT32(obcdptr); _res->createResource(rtVerb, verb, size + size2); obimptr = getResourceAddress(rtRoom, room) - foir.roomptr + foir.obim; obcdptr = getResourceAddress(rtRoom, room) + getOBCDOffs(object); memcpy(getResourceAddress(rtVerb, verb), obimptr, size); memcpy(getResourceAddress(rtVerb, verb) + size, obcdptr, size2); return; } } } else { findObjectInRoom(&foir, foImageHeader, object, room); size = READ_BE_UINT32(foir.obim + 4); _res->createResource(rtVerb, verb, size); obimptr = getResourceAddress(rtRoom, room) - foir.roomptr + foir.obim; memcpy(getResourceAddress(rtVerb, verb), obimptr, size); } } } // End of namespace Scumm