/* Copyright (C) 1994-1998 Revolution Software Ltd. * Copyright (C) 2003-2006 The ScummVM project * * 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 "common/stdafx.h" #include "common/system.h" #include "sword2/sword2.h" #include "sword2/console.h" #include "sword2/controls.h" #include "sword2/defs.h" #include "sword2/logic.h" #include "sword2/maketext.h" #include "sword2/mouse.h" #include "sword2/resman.h" #include "sword2/sound.h" namespace Sword2 { // Pointer resource id's enum { CROSHAIR = 18, EXIT0 = 788, EXIT1 = 789, EXIT2 = 790, EXIT3 = 791, EXIT4 = 792, EXIT5 = 793, EXIT6 = 794, EXIT7 = 795, EXITDOWN = 796, EXITUP = 797, MOUTH = 787, NORMAL = 17, PICKUP = 3099, SCROLL_L = 1440, SCROLL_R = 1441, USE = 3100 }; Mouse::Mouse(Sword2Engine *vm) { _vm = vm; setPos(0, 0); resetMouseList(); _mouseTouching = 0; _oldMouseTouching = 0; _menuSelectedPos = 0; _examiningMenuIcon = false; _mousePointerRes = 0; _mouseMode = 0; _mouseStatus = false; _mouseModeLocked = false; _currentLuggageResource = 0; _oldButton = 0; _buttonClick = 0; _pointerTextBlocNo = 0; _playerActivityDelay = 0; _realLuggageItem = 0; _mouseAnim.data = NULL; _luggageAnim.data = NULL; // For the menus _totalTemp = 0; memset(_tempList, 0, sizeof(_tempList)); _totalMasters = 0; memset(_masterMenuList, 0, sizeof(_masterMenuList)); memset(_mouseList, 0, sizeof(_mouseList)); memset(_subjectList, 0, sizeof(_subjectList)); _defaultResponseId = 0; _choosing = false; _iconCount = 0; for (int i = 0; i < 2; i++) { for (int j = 0; j < RDMENU_MAXPOCKETS; j++) { _icons[i][j] = NULL; _pocketStatus[i][j] = 0; } _menuStatus[i] = RDMENU_HIDDEN; } } Mouse::~Mouse() { free(_mouseAnim.data); free(_luggageAnim.data); for (int i = 0; i < 2; i++) for (int j = 0; j < RDMENU_MAXPOCKETS; j++) free(_icons[i][j]); } void Mouse::getPos(int &x, int &y) { x = _pos.x; y = _pos.y; } void Mouse::setPos(int x, int y) { _pos.x = x; _pos.y = y; } /** * Call at beginning of game loop */ void Mouse::resetMouseList() { _curMouse = 0; } void Mouse::registerMouse(byte *ob_mouse, BuildUnit *build_unit) { assert(_curMouse < TOTAL_mouse_list); ObjectMouse mouse; mouse.read(ob_mouse); if (!mouse.pointer) return; if (build_unit) { _mouseList[_curMouse].rect.left = build_unit->x; _mouseList[_curMouse].rect.top = build_unit->y; _mouseList[_curMouse].rect.right = 1 + build_unit->x + build_unit->scaled_width; _mouseList[_curMouse].rect.bottom = 1 + build_unit->y + build_unit->scaled_height; } else { _mouseList[_curMouse].rect.left = mouse.x1; _mouseList[_curMouse].rect.top = mouse.y1; _mouseList[_curMouse].rect.right = 1 + mouse.x2; _mouseList[_curMouse].rect.bottom = 1 + mouse.y2; } _mouseList[_curMouse].priority = mouse.priority; _mouseList[_curMouse].pointer = mouse.pointer; // Change all COGS pointers to CROSHAIR. I'm guessing that this was a // design decision made in mid-development and they didn't want to go // back and re-generate the resource files. if (_mouseList[_curMouse].pointer == USE) _mouseList[_curMouse].pointer = CROSHAIR; // Check if pointer text field is set due to previous object using this // slot (ie. not correct for this one) // If 'pointer_text' field is set, but the 'id' field isn't same is // current id then we don't want this "left over" pointer text if (_mouseList[_curMouse].pointer_text && _mouseList[_curMouse].id != (int32)_vm->_logic->readVar(ID)) _mouseList[_curMouse].pointer_text = 0; // Get id from system variable 'id' which is correct for current object _mouseList[_curMouse].id = _vm->_logic->readVar(ID); _curMouse++; } void Mouse::registerPointerText(int32 text_id) { assert(_curMouse < TOTAL_mouse_list); // current object id - used for checking pointer_text when mouse area // registered (in fnRegisterMouse and fnRegisterFrame) _mouseList[_curMouse].id = _vm->_logic->readVar(ID); _mouseList[_curMouse].pointer_text = text_id; } /** * This function is called every game cycle. */ void Mouse::mouseEngine() { monitorPlayerActivity(); clearPointerText(); // If George is dead, the system menu is visible all the time, and is // the only thing that can be used. if (_vm->_logic->readVar(DEAD)) { if (_mouseMode != MOUSE_system_menu) { _mouseMode = MOUSE_system_menu; if (_mouseTouching) { _oldMouseTouching = 0; _mouseTouching = 0; } setMouse(NORMAL_MOUSE_ID); buildSystemMenu(); } systemMenuMouse(); return; } // If the mouse is not visible, do nothing if (_mouseStatus) return; switch (_mouseMode) { case MOUSE_normal: normalMouse(); break; case MOUSE_menu: menuMouse(); break; case MOUSE_drag: dragMouse(); break; case MOUSE_system_menu: systemMenuMouse(); break; case MOUSE_holding: if (_pos.y < 400) { _mouseMode = MOUSE_normal; debug(5, " releasing"); } break; default: break; } } #if RIGHT_CLICK_CLEARS_LUGGAGE bool Mouse::heldIsInInventory() { int32 object_held = (int32)_vm->_logic->readVar(OBJECT_HELD); for (uint i = 0; i < _totalMasters; i++) { if (_masterMenuList[i].icon_resource == object_held) return true; } return false; } #endif int Mouse::menuClick(int menu_items) { if (_pos.x < RDMENU_ICONSTART) return -1; if (_pos.x > RDMENU_ICONSTART + menu_items * (RDMENU_ICONWIDE + RDMENU_ICONSPACING) - RDMENU_ICONSPACING) return -1; return (_pos.x - RDMENU_ICONSTART) / (RDMENU_ICONWIDE + RDMENU_ICONSPACING); } void Mouse::systemMenuMouse() { uint32 safe_looping_music_id; MouseEvent *me; int hit; byte *icon; int32 pars[2]; uint32 icon_list[5] = { OPTIONS_ICON, QUIT_ICON, SAVE_ICON, RESTORE_ICON, RESTART_ICON }; // If the mouse is moved off the menu, close it. Unless the player is // dead, in which case the menu should always be visible. if (_pos.y > 0 && !_vm->_logic->readVar(DEAD)) { _mouseMode = MOUSE_normal; hideMenu(RDMENU_TOP); return; } // Check if the user left-clicks anywhere in the menu area. me = _vm->mouseEvent(); if (!me || !(me->buttons & RD_LEFTBUTTONDOWN)) return; if (_pos.y > 0) return; hit = menuClick(ARRAYSIZE(icon_list)); if (hit < 0) return; // No save when dead if (icon_list[hit] == SAVE_ICON && _vm->_logic->readVar(DEAD)) return; // Gray out all he icons, except the one that was clicked for (int i = 0; i < ARRAYSIZE(icon_list); i++) { if (i != hit) { icon = _vm->_resman->openResource(icon_list[i]) + ResHeader::size(); setMenuIcon(RDMENU_TOP, i, icon); _vm->_resman->closeResource(icon_list[i]); } } _vm->_sound->pauseFx(); // NB. Need to keep a safe copy of '_loopingMusicId' for savegame & for // playing when returning from control panels because control panel // music will overwrite it! safe_looping_music_id = _vm->_sound->getLoopingMusicId(); pars[0] = 221; pars[1] = FX_LOOP; _vm->_logic->fnPlayMusic(pars); // HACK: Restore proper looping_music_id _vm->_sound->setLoopingMusicId(safe_looping_music_id); processMenu(); // call the relevant screen switch (hit) { case 0: { OptionsDialog dialog(_vm); dialog.runModal(); } break; case 1: { QuitDialog dialog(_vm); dialog.runModal(); } break; case 2: { SaveDialog dialog(_vm); dialog.runModal(); } break; case 3: { RestoreDialog dialog(_vm); dialog.runModal(); } break; case 4: { RestartDialog dialog(_vm); dialog.runModal(); } break; } // Menu stays open on death screen. Otherwise it's closed. if (!_vm->_logic->readVar(DEAD)) { _mouseMode = MOUSE_normal; hideMenu(RDMENU_TOP); } else { setMouse(NORMAL_MOUSE_ID); buildSystemMenu(); } // Back to the game again processMenu(); // Reset game palette, but not after a successful restore or restart! // See RestoreFromBuffer() in saveload.cpp ScreenInfo *screenInfo = _vm->_screen->getScreenInfo(); if (screenInfo->new_palette != 99) { // 0 means put back game screen palette; see build_display.cpp _vm->_screen->setFullPalette(0); // Stop the engine fading in the restored screens palette screenInfo->new_palette = 0; } else screenInfo->new_palette = 1; _vm->_sound->unpauseFx(); // If there was looping music before coming into the control panels // then restart it! NB. If a game has been restored the music will be // restarted twice, but this shouldn't cause any harm. if (_vm->_sound->getLoopingMusicId()) { pars[0] = _vm->_sound->getLoopingMusicId(); pars[1] = FX_LOOP; _vm->_logic->fnPlayMusic(pars); } else _vm->_logic->fnStopMusic(NULL); } void Mouse::dragMouse() { byte buf1[NAME_LEN], buf2[NAME_LEN]; MouseEvent *me; int hit; // We can use dragged object both on other inventory objects, or on // objects in the scene, so if the mouse moves off the inventory menu, // then close it. if (_pos.y < 400) { _mouseMode = MOUSE_normal; hideMenu(RDMENU_BOTTOM); return; } // Handles cursors and the luggage on/off according to type mouseOnOff(); // Now do the normal click stuff me = _vm->mouseEvent(); if (!me) return; #if RIGHT_CLICK_CLEARS_LUGGAGE if ((me->buttons & RD_RIGHTBUTTONDOWN) && heldIsInInventory()) { _vm->_logic->writeVar(OBJECT_HELD, 0); _menuSelectedPos = 0; _mouseMode = MOUSE_menu; setLuggage(0); buildMenu(); return; } #endif if (!(me->buttons & RD_LEFTBUTTONDOWN)) return; // there's a mouse event to be processed // could be clicking on an on screen object or on the menu // which is currently displayed if (_mouseTouching) { // mouse is over an on screen object - and we have luggage // Depending on type we'll maybe kill the object_held - like // for exits // Set global script variable 'button'. We know that it was the // left button, not the right one. _vm->_logic->writeVar(LEFT_BUTTON, 1); _vm->_logic->writeVar(RIGHT_BUTTON, 0); // These might be required by the action script about to be run ScreenInfo *screenInfo = _vm->_screen->getScreenInfo(); _vm->_logic->writeVar(MOUSE_X, _pos.x + screenInfo->scroll_offset_x); _vm->_logic->writeVar(MOUSE_Y, _pos.y + screenInfo->scroll_offset_y); // For scripts to know what's been clicked. First used for // 'room_13_turning_script' in object 'biscuits_13' _vm->_logic->writeVar(CLICKED_ID, _mouseTouching); _vm->_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching); debug(2, "Used \"%s\" on \"%s\"", _vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD), buf1), _vm->_resman->fetchName(_vm->_logic->readVar(CLICKED_ID), buf2)); // Hide menu - back to normal menu mode hideMenu(RDMENU_BOTTOM); _mouseMode = MOUSE_normal; return; } // Better check for combine/cancel. Cancel puts us back in MOUSE_menu // mode hit = menuClick(TOTAL_engine_pockets); if (hit < 0 || !_masterMenuList[hit].icon_resource) return; // Always back into menu mode. Remove the luggage as well. _mouseMode = MOUSE_menu; setLuggage(0); if ((uint)hit == _menuSelectedPos) { // If we clicked on the same icon again, reset the first icon _vm->_logic->writeVar(OBJECT_HELD, 0); _menuSelectedPos = 0; } else { // Otherwise, combine the two icons _vm->_logic->writeVar(COMBINE_BASE, _masterMenuList[hit].icon_resource); _vm->_logic->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT); // Turn off mouse now, to prevent player trying to click // elsewhere BUT leave the bottom menu open hideMouse(); debug(2, "Used \"%s\" on \"%s\"", _vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD), buf1), _vm->_resman->fetchName(_vm->_logic->readVar(COMBINE_BASE), buf2)); } // Refresh the menu buildMenu(); } void Mouse::menuMouse() { byte buf[NAME_LEN]; MouseEvent *me; int hit; // If the mouse is moved off the menu, close it. if (_pos.y < 400) { _mouseMode = MOUSE_normal; hideMenu(RDMENU_BOTTOM); return; } me = _vm->mouseEvent(); if (!me) return; hit = menuClick(TOTAL_engine_pockets); // Check if we clicked on an actual icon. if (hit < 0 || !_masterMenuList[hit].icon_resource) return; if (me->buttons & RD_RIGHTBUTTONDOWN) { // Right button - examine an object, identified by its icon // resource id. _examiningMenuIcon = true; _vm->_logic->writeVar(OBJECT_HELD, _masterMenuList[hit].icon_resource); // Must clear this so next click on exit becomes 1st click // again _vm->_logic->writeVar(EXIT_CLICK_ID, 0); _vm->_logic->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT); // Refresh the menu buildMenu(); // Turn off mouse now, to prevent player trying to click // elsewhere BUT leave the bottom menu open hideMouse(); debug(2, "Right-click on \"%s\" icon", _vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD), buf)); return; } if (me->buttons & RD_LEFTBUTTONDOWN) { // Left button - bung us into drag luggage mode. The object is // identified by its icon resource id. We need the luggage // resource id for mouseOnOff _mouseMode = MOUSE_drag; _menuSelectedPos = hit; _vm->_logic->writeVar(OBJECT_HELD, _masterMenuList[hit].icon_resource); _currentLuggageResource = _masterMenuList[hit].luggage_resource; // Must clear this so next click on exit becomes 1st click // again _vm->_logic->writeVar(EXIT_CLICK_ID, 0); // Refresh the menu buildMenu(); setLuggage(_masterMenuList[hit].luggage_resource); debug(2, "Left-clicked on \"%s\" icon - switch to drag mode", _vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD), buf)); } } void Mouse::normalMouse() { // The gane is playing and none of the menus are activated - but, we // need to check if a menu is to start. Note, won't have luggage MouseEvent *me; // Check if the cursor has moved onto the system menu area. No save in // big-object menu lock situation, of if the player is dragging an // object. if (_pos.y < 0 && !_mouseModeLocked && !_vm->_logic->readVar(OBJECT_HELD)) { _mouseMode = MOUSE_system_menu; if (_mouseTouching) { // We were on something, but not anymore _oldMouseTouching = 0; _mouseTouching = 0; } // Reset mouse cursor - in case we're between mice setMouse(NORMAL_MOUSE_ID); buildSystemMenu(); return; } // Check if the cursor has moved onto the inventory menu area. No // inventory in big-object menu lock situation, if (_pos.y > 399 && !_mouseModeLocked) { // If an object is being held, i.e. if the mouse cursor has a // luggage, go to drag mode instead of menu mode, but the menu // is still opened. // // That way, we can still use an object on another inventory // object, even if the inventory menu was closed after the // first object was selected. if (!_vm->_logic->readVar(OBJECT_HELD)) _mouseMode = MOUSE_menu; else _mouseMode = MOUSE_drag; // If mouse is moving off an object and onto the menu then do a // standard get-off if (_mouseTouching) { _oldMouseTouching = 0; _mouseTouching = 0; } // Reset mouse cursor setMouse(NORMAL_MOUSE_ID); buildMenu(); return; } // Check for moving the mouse on or off things mouseOnOff(); me = _vm->mouseEvent(); if (!me) return; bool button_down = (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN)) != 0; // For debugging. We can draw a rectangle on the screen and see its // coordinates. This was probably used to help defining hit areas. if (_vm->_debugger->_definingRectangles) { ScreenInfo *screenInfo = _vm->_screen->getScreenInfo(); if (_vm->_debugger->_draggingRectangle == 0) { // Not yet dragging a rectangle, so need click to start if (button_down) { // set both (x1,y1) and (x2,y2) to this point _vm->_debugger->_rectX1 = _vm->_debugger->_rectX2 = (uint32)_pos.x + screenInfo->scroll_offset_x; _vm->_debugger->_rectY1 = _vm->_debugger->_rectY2 = (uint32)_pos.y + screenInfo->scroll_offset_y; _vm->_debugger->_draggingRectangle = 1; } } else if (_vm->_debugger->_draggingRectangle == 1) { // currently dragging a rectangle - click means reset if (button_down) { // lock rectangle, so you can let go of mouse // to type in the coords _vm->_debugger->_draggingRectangle = 2; } else { // drag rectangle _vm->_debugger->_rectX2 = (uint32)_pos.x + screenInfo->scroll_offset_x; _vm->_debugger->_rectY2 = (uint32)_pos.y + screenInfo->scroll_offset_y; } } else { // currently locked to avoid knocking out of place // while reading off the coords if (button_down) { // click means reset - back to start again _vm->_debugger->_draggingRectangle = 0; } } return; } #if RIGHT_CLICK_CLEARS_LUGGAGE if (_vm->_logic->readVar(OBJECT_HELD) && (me->buttons & RD_RIGHTBUTTONDOWN) && heldIsInInventory()) { _vm->_logic->writeVar(OBJECT_HELD, 0); _menuSelectedPos = 0; setLuggage(0); return; } #endif // Now do the normal click stuff // We only care about down clicks when the mouse is over an object. if (!_mouseTouching || !button_down) return; // There's a mouse event to be processed and the mouse is on something. // Notice that the floor itself is considered an object. // There are no menus about so its nice and simple. This is as close to // the old advisor_188 script as we get, I'm sorry to say. // If player is walking or relaxing then those need to terminate // correctly. Otherwise set player run the targets action script or, do // a special walk if clicking on the scroll-more icon // PLAYER_ACTION script variable - whatever catches this must reset to // 0 again // _vm->_logic->writeVar(PLAYER_ACTION, _mouseTouching); // Idle or router-anim will catch it // Set global script variable 'button' if (me->buttons & RD_LEFTBUTTONDOWN) { _vm->_logic->writeVar(LEFT_BUTTON, 1); _vm->_logic->writeVar(RIGHT_BUTTON, 0); _buttonClick = 0; // for re-click } else { _vm->_logic->writeVar(LEFT_BUTTON, 0); _vm->_logic->writeVar(RIGHT_BUTTON, 1); _buttonClick = 1; // for re-click } // These might be required by the action script about to be run ScreenInfo *screenInfo = _vm->_screen->getScreenInfo(); _vm->_logic->writeVar(MOUSE_X, _pos.x + screenInfo->scroll_offset_x); _vm->_logic->writeVar(MOUSE_Y, _pos.y + screenInfo->scroll_offset_y); if (_mouseTouching == _vm->_logic->readVar(EXIT_CLICK_ID) && (me->buttons & RD_LEFTBUTTONDOWN)) { // It's the exit double click situation. Let the existing // interaction continue and start fading down. Switch the human // off too noHuman(); _vm->_logic->fnFadeDown(NULL); // Tell the walker _vm->_logic->writeVar(EXIT_FADING, 1); } else if (_oldButton == _buttonClick && _mouseTouching == _vm->_logic->readVar(CLICKED_ID) && _mousePointerRes != NORMAL_MOUSE_ID) { // Re-click. Do nothing, except on floors } else { // For re-click _oldButton = _buttonClick; // For scripts to know what's been clicked. First used for // 'room_13_turning_script' in object 'biscuits_13' _vm->_logic->writeVar(CLICKED_ID, _mouseTouching); // Must clear these two double-click control flags - do it here // so reclicks after exit clicks are cleared up _vm->_logic->writeVar(EXIT_CLICK_ID, 0); _vm->_logic->writeVar(EXIT_FADING, 0); _vm->_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching); byte buf1[NAME_LEN], buf2[NAME_LEN]; if (_vm->_logic->readVar(OBJECT_HELD)) debug(2, "Used \"%s\" on \"%s\"", _vm->_resman->fetchName(_vm->_logic->readVar(OBJECT_HELD), buf1), _vm->_resman->fetchName(_vm->_logic->readVar(CLICKED_ID), buf2)); else if (_vm->_logic->readVar(LEFT_BUTTON)) debug(2, "Left-clicked on \"%s\"", _vm->_resman->fetchName(_vm->_logic->readVar(CLICKED_ID), buf1)); else // RIGHT BUTTON debug(2, "Right-clicked on \"%s\"", _vm->_resman->fetchName(_vm->_logic->readVar(CLICKED_ID), buf1)); } } uint32 Mouse::chooseMouse() { // Unlike the other mouse "engines", this one is called directly by the // fnChoose() opcode. uint i; _vm->_logic->writeVar(AUTO_SELECTED, 0); uint32 in_subject = _vm->_logic->readVar(IN_SUBJECT); uint32 object_held = _vm->_logic->readVar(OBJECT_HELD); if (object_held) { // The player used an object on a person. In this case it // triggered a conversation menu. Act as if the user tried to // talk to the person about that object. If the person doesn't // know anything about it, use the default response. uint32 response = _defaultResponseId; for (i = 0; i < in_subject; i++) { if (_subjectList[i].res == object_held) { response = _subjectList[i].ref; break; } } // The user won't be holding the object any more, and the // conversation menu will be closed. _vm->_logic->writeVar(OBJECT_HELD, 0); _vm->_logic->writeVar(IN_SUBJECT, 0); return response; } if (_vm->_logic->readVar(CHOOSER_COUNT_FLAG) == 0 && in_subject == 1 && _subjectList[0].res == EXIT_ICON) { // This is the first time the chooser is coming up in this // conversation, there is only one subject and that's the // EXIT icon. // // In other words, the player doesn't have anything to talk // about. Skip it. // The conversation menu will be closed. We set AUTO_SELECTED // because the speech script depends on it. _vm->_logic->writeVar(AUTO_SELECTED, 1); _vm->_logic->writeVar(IN_SUBJECT, 0); return _subjectList[0].ref; } byte *icon; if (!_choosing) { // This is a new conversation menu. if (!in_subject) error("fnChoose with no subjects"); for (i = 0; i < in_subject; i++) { icon = _vm->_resman->openResource(_subjectList[i].res) + ResHeader::size() + RDMENU_ICONWIDE * RDMENU_ICONDEEP; setMenuIcon(RDMENU_BOTTOM, i, icon); _vm->_resman->closeResource(_subjectList[i].res); } for (; i < 15; i++) setMenuIcon(RDMENU_BOTTOM, (uint8) i, NULL); showMenu(RDMENU_BOTTOM); setMouse(NORMAL_MOUSE_ID); _choosing = true; return (uint32)-1; } // The menu is there - we're just waiting for a click. We only care // about left clicks. MouseEvent *me = _vm->mouseEvent(); int mouseX, mouseY; getPos(mouseX, mouseY); if (!me || !(me->buttons & RD_LEFTBUTTONDOWN) || mouseY < 400) return (uint32)-1; // Check for click on a menu. int hit = _vm->_mouse->menuClick(in_subject); if (hit < 0) return (uint32)-1; // Hilight the clicked icon by greying the others. This can look a bit // odd when you click on the exit icon, but there are also cases when // it looks strange if you don't do it. for (i = 0; i < in_subject; i++) { if ((int)i != hit) { icon = _vm->_resman->openResource(_subjectList[i].res) + ResHeader::size(); _vm->_mouse->setMenuIcon(RDMENU_BOTTOM, i, icon); _vm->_resman->closeResource(_subjectList[i].res); } } // For non-speech scripts that manually call the chooser _vm->_logic->writeVar(RESULT, _subjectList[hit].res); // The conversation menu will be closed _choosing = false; _vm->_logic->writeVar(IN_SUBJECT, 0); setMouse(0); return _subjectList[hit].ref; } void Mouse::mouseOnOff() { // this handles the cursor graphic when moving on and off mouse areas // it also handles the luggage thingy uint32 pointer_type; static uint8 mouse_flicked_off = 0; _oldMouseTouching = _mouseTouching; // don't detect objects that are hidden behind the menu bars (ie. in // the scrolled-off areas of the screen) if (_pos.y < 0 || _pos.y > 399) { pointer_type = 0; _mouseTouching = 0; } else { // set '_mouseTouching' & return pointer_type pointer_type = checkMouseList(); } // same as previous cycle? if (!mouse_flicked_off && _oldMouseTouching == _mouseTouching) { // yes, so nothing to do // BUT CARRY ON IF MOUSE WAS FLICKED OFF! return; } // can reset this now mouse_flicked_off = 0; //the cursor has moved onto something if (!_oldMouseTouching && _mouseTouching) { // make a copy of the object we've moved onto because one day // we'll move back off again! (but the list positioning could // theoretically have changed) // we can only move onto something from being on nothing - we // stop the system going from one to another when objects // overlap _oldMouseTouching = _mouseTouching; // run get on if (pointer_type) { // 'pointer_type' holds the resource id of the // pointer anim setMouse(pointer_type); // setup luggage icon if (_vm->_logic->readVar(OBJECT_HELD)) { setLuggage(_currentLuggageResource); } } else { byte buf[NAME_LEN]; error("ERROR: mouse.pointer==0 for object %d (%s) - update logic script!", _mouseTouching, _vm->_resman->fetchName(_mouseTouching, buf)); } } else if (_oldMouseTouching && !_mouseTouching) { // the cursor has moved off something - reset cursor to // normal pointer _oldMouseTouching = 0; setMouse(NORMAL_MOUSE_ID); // reset luggage only when necessary } else if (_oldMouseTouching && _mouseTouching) { // The cursor has moved off something and onto something // else. Flip to a blank cursor for a cycle. // ignore the new id this cycle - should hit next cycle _mouseTouching = 0; _oldMouseTouching = 0; setMouse(0); // so we know to set the mouse pointer back to normal if 2nd // hot-spot doesn't register because mouse pulled away // quickly (onto nothing) mouse_flicked_off = 1; // reset luggage only when necessary } else { // Mouse was flicked off for one cycle, but then moved onto // nothing before 2nd hot-spot registered // both '_oldMouseTouching' & '_mouseTouching' will be zero // reset cursor to normal pointer setMouse(NORMAL_MOUSE_ID); } // possible check for edge of screen more-to-scroll here on large // screens } void Mouse::setMouse(uint32 res) { // high level - whats the mouse - for the engine _mousePointerRes = res; if (res) { byte *icon = _vm->_resman->openResource(res) + ResHeader::size(); uint32 len = _vm->_resman->fetchLen(res) - ResHeader::size(); // don't pulse the normal pointer - just do the regular anim // loop if (res == NORMAL_MOUSE_ID) setMouseAnim(icon, len, RDMOUSE_NOFLASH); else setMouseAnim(icon, len, RDMOUSE_FLASH); _vm->_resman->closeResource(res); } else { // blank cursor setMouseAnim(NULL, 0, 0); } } void Mouse::setLuggage(uint32 res) { _realLuggageItem = res; if (res) { byte *icon = _vm->_resman->openResource(res) + ResHeader::size(); uint32 len = _vm->_resman->fetchLen(res) - ResHeader::size(); setLuggageAnim(icon, len); _vm->_resman->closeResource(res); } else setLuggageAnim(NULL, 0); } void Mouse::setObjectHeld(uint32 res) { setLuggage(res); _vm->_logic->writeVar(OBJECT_HELD, res); _currentLuggageResource = res; // mode locked - no menu available _mouseModeLocked = true; } uint32 Mouse::checkMouseList() { ScreenInfo *screenInfo = _vm->_screen->getScreenInfo(); Common::Point mousePos(_pos.x + screenInfo->scroll_offset_x, _pos.y + screenInfo->scroll_offset_y); // Number of priorities subject to implementation needs for (int priority = 0; priority < 10; priority++) { for (uint i = 0; i < _curMouse; i++) { // If the mouse pointer is over this // mouse-detection-box if (_mouseList[i].priority == priority && _mouseList[i].rect.contains(mousePos)) { // Record id _mouseTouching = _mouseList[i].id; createPointerText(_mouseList[i].pointer_text, _mouseList[i].pointer); // Return pointer type return _mouseList[i].pointer; } } } // Touching nothing; no pointer to return _mouseTouching = 0; return 0; } #define POINTER_TEXT_WIDTH 640 // just in case! #define POINTER_TEXT_PEN 184 // white void Mouse::createPointerText(uint32 text_id, uint32 pointer_res) { uint32 local_text; uint32 text_res; byte *text; // offsets for pointer text sprite from pointer position int16 xOffset, yOffset; uint8 justification; if (!_objectLabels || !text_id) return; // Check what the pointer is, to set offsets correctly for text // position switch (pointer_res) { case CROSHAIR: yOffset = -7; xOffset = +10; break; case EXIT0: yOffset = +15; xOffset = +20; break; case EXIT1: yOffset = +16; xOffset = -10; break; case EXIT2: yOffset = +10; xOffset = -22; break; case EXIT3: yOffset = -16; xOffset = -10; break; case EXIT4: yOffset = -15; xOffset = +15; break; case EXIT5: yOffset = -12; xOffset = +10; break; case EXIT6: yOffset = +10; xOffset = +25; break; case EXIT7: yOffset = +16; xOffset = +20; break; case EXITDOWN: yOffset = -20; xOffset = -10; break; case EXITUP: yOffset = +20; xOffset = +20; break; case MOUTH: yOffset = -10; xOffset = +15; break; case NORMAL: yOffset = -10; xOffset = +15; break; case PICKUP: yOffset = -40; xOffset = +10; break; case SCROLL_L: yOffset = -20; xOffset = +20; break; case SCROLL_R: yOffset = -20; xOffset = -20; break; case USE: yOffset = -8; xOffset = +20; break; default: // Shouldn't happen if we cover all the different mouse // pointers above yOffset = -10; xOffset = +10; break; } // Set up justification for text sprite, based on its offsets from the // pointer position if (yOffset < 0) { // Above pointer if (xOffset < 0) { // Above left justification = POSITION_AT_RIGHT_OF_BASE; } else if (xOffset > 0) { // Above right justification = POSITION_AT_LEFT_OF_BASE; } else { // Above centre justification = POSITION_AT_CENTRE_OF_BASE; } } else if (yOffset > 0) { // Below pointer if (xOffset < 0) { // Below left justification = POSITION_AT_RIGHT_OF_TOP; } else if (xOffset > 0) { // Below right justification = POSITION_AT_LEFT_OF_TOP; } else { // Below centre justification = POSITION_AT_CENTRE_OF_TOP; } } else { // Same y-coord as pointer if (xOffset < 0) { // Centre left justification = POSITION_AT_RIGHT_OF_CENTRE; } else if (xOffset > 0) { // Centre right justification = POSITION_AT_LEFT_OF_CENTRE; } else { // Centre centre - shouldn't happen anyway! justification = POSITION_AT_LEFT_OF_CENTRE; } } // Text resource number, and line number within the resource text_res = text_id / SIZE; local_text = text_id & 0xffff; // open text file & get the line text = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text); // 'text+2' to skip the first 2 bytes which form the // line reference number _pointerTextBlocNo = _vm->_fontRenderer->buildNewBloc( text + 2, _pos.x + xOffset, _pos.y + yOffset, POINTER_TEXT_WIDTH, POINTER_TEXT_PEN, RDSPR_TRANS | RDSPR_DISPLAYALIGN, _vm->_speechFontId, justification); // now ok to close the text file _vm->_resman->closeResource(text_res); } void Mouse::clearPointerText() { if (_pointerTextBlocNo) { _vm->_fontRenderer->killTextBloc(_pointerTextBlocNo); _pointerTextBlocNo = 0; } } void Mouse::hideMouse() { // leaves the menus open // used by the system when clicking right on a menu item to examine // it and when combining objects // for logic scripts _vm->_logic->writeVar(MOUSE_AVAILABLE, 0); // human/mouse off _mouseStatus = true; setMouse(0); setLuggage(0); } void Mouse::noHuman() { hideMouse(); clearPointerText(); // Must be normal mouse situation or a largely neutral situation - // special menus use hideMouse() // Don't hide menu in conversations if (_vm->_logic->readVar(TALK_FLAG) == 0) hideMenu(RDMENU_BOTTOM); if (_mouseMode == MOUSE_system_menu) { // Close menu _mouseMode = MOUSE_normal; hideMenu(RDMENU_TOP); } } void Mouse::addHuman() { // For logic scripts _vm->_logic->writeVar(MOUSE_AVAILABLE, 1); if (_mouseStatus) { // Force engine to choose a cursor _mouseStatus = false; _mouseTouching = 1; } // Clear this to reset no-second-click system _vm->_logic->writeVar(CLICKED_ID, 0); // This is now done outside the OBJECT_HELD check in case it's set to // zero before now! // Unlock the mouse from possible large object lock situtations - see // syphon in rm 3 _mouseModeLocked = false; if (_vm->_logic->readVar(OBJECT_HELD)) { // Was dragging something around - need to clear this again _vm->_logic->writeVar(OBJECT_HELD, 0); // And these may also need clearing, just in case _examiningMenuIcon = false; _vm->_logic->writeVar(COMBINE_BASE, 0); setLuggage(0); } // If mouse is over menu area if (_pos.y > 399) { if (_mouseMode != MOUSE_holding) { // VITAL - reset things & rebuild the menu _mouseMode = MOUSE_normal; } setMouse(NORMAL_MOUSE_ID); } // Enabled/disabled from console; status printed with on-screen debug // info if (_vm->_debugger->_testingSnR) { uint8 black[4] = { 0, 0, 0, 0 }; uint8 white[4] = { 255, 255, 255, 0 }; // Testing logic scripts by simulating instant Save & Restore _vm->_screen->setPalette(0, 1, white, RDPAL_INSTANT); // Stops all fx & clears the queue - eg. when leaving a room _vm->_sound->clearFxQueue(); // Trash all object resources so they load in fresh & restart // their logic scripts _vm->_resman->killAllObjects(false); _vm->_screen->setPalette(0, 1, black, RDPAL_INSTANT); } } void Mouse::refreshInventory() { // Can reset this now _vm->_logic->writeVar(COMBINE_BASE, 0); // Cause 'object_held' icon to be greyed. The rest are coloured. _examiningMenuIcon = true; buildMenu(); _examiningMenuIcon = false; } void Mouse::startConversation() { if (_vm->_logic->readVar(TALK_FLAG) == 0) { // See fnChooser & speech scripts _vm->_logic->writeVar(CHOOSER_COUNT_FLAG, 0); } noHuman(); } void Mouse::endConversation() { hideMenu(RDMENU_BOTTOM); if (_pos.y > 399) { // Will wait for cursor to move off the bottom menu _mouseMode = MOUSE_holding; } // In case DC forgets _vm->_logic->writeVar(TALK_FLAG, 0); } void Mouse::monitorPlayerActivity() { // if there is at least one mouse event outstanding if (_vm->checkForMouseEvents()) { // reset activity delay counter _playerActivityDelay = 0; } else { // no. of game cycles since mouse event queue last empty _playerActivityDelay++; } } void Mouse::checkPlayerActivity(uint32 seconds) { // Convert seconds to game cycles uint32 threshold = seconds * 12; // If the actual delay is at or above the given threshold, reset the // activity delay counter now that we've got a positive check. if (_playerActivityDelay >= threshold) { _playerActivityDelay = 0; _vm->_logic->writeVar(RESULT, 1); } else _vm->_logic->writeVar(RESULT, 0); } void Mouse::pauseGame() { // Make the mouse cursor normal. This is the only place where we are // allowed to clear the luggage this way. clearPointerText(); setLuggageAnim(NULL, 0); setMouse(0); setMouseTouching(1); } void Mouse::unpauseGame() { if (_vm->_logic->readVar(OBJECT_HELD) && _realLuggageItem) setLuggage(_realLuggageItem); } // This is the maximum mouse cursor size in the SDL backend #define MAX_MOUSE_W 80 #define MAX_MOUSE_H 80 #define MOUSEFLASHFRAME 6 void Mouse::decompressMouse(byte *decomp, byte *comp, uint8 frame, int width, int height, int pitch, int xOff, int yOff) { int32 size = width * height; int32 i = 0; int x = 0; int y = 0; comp = comp + READ_LE_UINT32(comp + frame * 4) - MOUSE_ANIM_HEADER_SIZE; while (i < size) { if (*comp > 183) { decomp[(y + yOff) * pitch + x + xOff] = *comp++; if (++x >= width) { x = 0; y++; } i++; } else { x += *comp; while (x >= width) { y++; x -= width; } i += *comp++; } } } void Mouse::drawMouse() { byte mouseData[MAX_MOUSE_W * MAX_MOUSE_H]; if (!_mouseAnim.data && !_luggageAnim.data) return; // When an object is used in the game, the mouse cursor should be a // combination of a standard mouse cursor and a luggage cursor. // // However, judging by the original code luggage cursors can also // appear on their own. I have no idea which cases though. uint16 mouse_width = 0; uint16 mouse_height = 0; uint16 hotspot_x = 0; uint16 hotspot_y = 0; int deltaX = 0; int deltaY = 0; if (_mouseAnim.data) { hotspot_x = _mouseAnim.xHotSpot; hotspot_y = _mouseAnim.yHotSpot; mouse_width = _mouseAnim.mousew; mouse_height = _mouseAnim.mouseh; } if (_luggageAnim.data) { if (!_mouseAnim.data) { hotspot_x = _luggageAnim.xHotSpot; hotspot_y = _luggageAnim.yHotSpot; } if (_luggageAnim.mousew > mouse_width) mouse_width = _luggageAnim.mousew; if (_luggageAnim.mouseh > mouse_height) mouse_height = _luggageAnim.mouseh; } if (_mouseAnim.data && _luggageAnim.data) { deltaX = _mouseAnim.xHotSpot - _luggageAnim.xHotSpot; deltaY = _mouseAnim.yHotSpot - _luggageAnim.yHotSpot; } assert(deltaX >= 0); assert(deltaY >= 0); // HACK for maximum cursor size. (The SDL backend imposes this // restriction) if (mouse_width + deltaX > MAX_MOUSE_W) deltaX = 80 - mouse_width; if (mouse_height + deltaY > MAX_MOUSE_H) deltaY = 80 - mouse_height; mouse_width += deltaX; mouse_height += deltaY; if ((uint32)(mouse_width * mouse_height) > sizeof(mouseData)) { warning("Mouse cursor too large"); return; } memset(mouseData, 0, mouse_width * mouse_height); if (_luggageAnim.data) decompressMouse(mouseData, _luggageAnim.data, 0, _luggageAnim.mousew, _luggageAnim.mouseh, mouse_width, deltaX, deltaY); if (_mouseAnim.data) decompressMouse(mouseData, _mouseAnim.data, _mouseFrame, _mouseAnim.mousew, _mouseAnim.mouseh, mouse_width); _vm->_system->setMouseCursor(mouseData, mouse_width, mouse_height, hotspot_x, hotspot_y, 0); } /** * Animates the current mouse pointer */ int32 Mouse::animateMouse() { uint8 prevMouseFrame = _mouseFrame; if (!_mouseAnim.data) return RDERR_UNKNOWN; if (++_mouseFrame == _mouseAnim.noAnimFrames) _mouseFrame = MOUSEFLASHFRAME; if (_mouseFrame != prevMouseFrame) drawMouse(); return RD_OK; } /** * Sets the mouse cursor animation. * @param ma a pointer to the animation data, or NULL to clear the current one * @param size the size of the mouse animation data * @param mouseFlash RDMOUSE_FLASH or RDMOUSE_NOFLASH, depending on whether * or not there is a lead-in animation */ int32 Mouse::setMouseAnim(byte *ma, int32 size, int32 mouseFlash) { free(_mouseAnim.data); _mouseAnim.data = NULL; if (ma) { if (mouseFlash == RDMOUSE_FLASH) _mouseFrame = 0; else _mouseFrame = MOUSEFLASHFRAME; Common::MemoryReadStream readS(ma, size); _mouseAnim.runTimeComp = readS.readByte(); _mouseAnim.noAnimFrames = readS.readByte(); _mouseAnim.xHotSpot = readS.readSByte(); _mouseAnim.yHotSpot = readS.readSByte(); _mouseAnim.mousew = readS.readByte(); _mouseAnim.mouseh = readS.readByte(); _mouseAnim.data = (byte *)malloc(size - MOUSE_ANIM_HEADER_SIZE); if (!_mouseAnim.data) return RDERR_OUTOFMEMORY; readS.read(_mouseAnim.data, size - MOUSE_ANIM_HEADER_SIZE); animateMouse(); drawMouse(); _vm->_system->showMouse(true); } else { if (_luggageAnim.data) drawMouse(); else _vm->_system->showMouse(false); } return RD_OK; } /** * Sets the "luggage" animation to accompany the mouse animation. Luggage * sprites are of the same format as mouse sprites. * @param ma a pointer to the animation data, or NULL to clear the current one * @param size the size of the animation data */ int32 Mouse::setLuggageAnim(byte *ma, int32 size) { free(_luggageAnim.data); _luggageAnim.data = NULL; if (ma) { Common::MemoryReadStream readS(ma, size); _luggageAnim.runTimeComp = readS.readByte(); _luggageAnim.noAnimFrames = readS.readByte(); _luggageAnim.xHotSpot = readS.readSByte(); _luggageAnim.yHotSpot = readS.readSByte(); _luggageAnim.mousew = readS.readByte(); _luggageAnim.mouseh = readS.readByte(); _luggageAnim.data = (byte *)malloc(size - MOUSE_ANIM_HEADER_SIZE); if (!_luggageAnim.data) return RDERR_OUTOFMEMORY; readS.read(_luggageAnim.data, size - MOUSE_ANIM_HEADER_SIZE); animateMouse(); drawMouse(); _vm->_system->showMouse(true); } else { if (_mouseAnim.data) drawMouse(); else _vm->_system->showMouse(false); } return RD_OK; } } // End of namespace Sword2