/* Copyright (C) 1994-2003 Revolution Software Ltd * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ */ #include "stdafx.h" #include "driver/driver96.h" #include "build_display.h" #include "console.h" #include "controls.h" #include "debug.h" #include "defs.h" #include "events.h" #include "icons.h" #include "interpreter.h" #include "layers.h" #include "maketext.h" #include "mouse.h" //assure integrety #include "object.h" #include "protocol.h" #include "resman.h" #include "sound.h" #include "sword2.h" // for PauseGame() & UnpauseGame() //------------------------------------------------------------------------------------ // pointer resource id's #define CROSHAIR 18 #define EXIT0 788 #define EXIT1 789 #define EXIT2 790 #define EXIT3 791 #define EXIT4 792 #define EXIT5 793 #define EXIT6 794 #define EXIT7 795 #define EXITDOWN 796 #define EXITUP 797 #define MOUTH 787 #define NORMAL 17 #define PICKUP 3099 #define SCROLL_L 1440 #define SCROLL_R 1441 #define USE 3100 //------------------------------------------------------------------------------------ //the mouse list stuff uint32 cur_mouse; Mouse_unit mouse_list[TOTAL_mouse_list]; uint32 mouse_touching=0; //set by Check_mouse_list uint32 old_mouse_touching=0; uint32 menu_selected_pos; uint8 examining_menu_icon=0; uint32 mouse_pointer_res=0; // if it's NORMAL_MOUSE_ID (ie. normal pointer) then it's over a floor area (or hidden hot-zone uint32 mouse_mode=0; //0 normal in game //1 top menu down (bottom!) //2 dragging luggage //3 system menu chooser (top) //4 speech chooser //Object_mouse old_mouse_object; //copy structure from list when moving onto a mouse area uint32 menu_status; //0 available - 1 unavailable uint32 mouse_status; //human 0 on/1 off uint32 mouse_mode_locked=0; //0 not !0 mode cannot be changed from normal mouse to top menu (i.e. when carrying big objects) uint32 current_luggage_resource=0; uint32 subject_status; //0 off 1 on uint32 old_button=0; //for the re-click stuff - must be same button you see uint32 button_click=0; uint32 pointer_text_bloc_no=0; uint32 pointerTextSelected=0; uint32 player_activity_delay=0; // player activity delay counter uint32 real_luggage_item=0; //last minute for pause mode //------------------------------------------------------------------------------------ /* #define RD_LEFTBUTTONDOWN 0x01 #define RD_LEFTBUTTONUP 0x02 #define RD_RIGHTBUTTONDOWN 0x04 #define RD_RIGHTBUTTONUP 0x08 */ //------------------------------------------------------------------------------------ // local function prototypes //uint8 Check_sprite_pixel( uint32 j ); void CreatePointerText(uint32 TextId, uint32 pointerRes); // James16jun97 void Monitor_player_activity(void); // James23july97 void No_human(void); //------------------------------------------------------------------------------------ void Reset_mouse_list(void) //Tony26Sept96 { //call at beginning of gameloop cur_mouse=1; } //------------------------------------------------------------------------------------ void Mouse_engine(void) //Tony30Sept96 { Monitor_player_activity(); // James23july97 ClearPointerText(); // James16jun97 if (DEAD) //George is dead ;) { if (mouse_mode!=MOUSE_system_menu) { mouse_mode=MOUSE_system_menu; if (mouse_touching) { // get off old_mouse_touching=0; //we've moved off mouse_touching=0; //we were on something but not anymore } Set_mouse(NORMAL_MOUSE_ID); Build_system_menu(); //Tony19Mar97 } System_menu(); return; } if (mouse_status) //no human return; switch(mouse_mode) { case MOUSE_normal: //0 normal in game Normal_mouse(); break; case MOUSE_top: //1 top menu down Top_menu_mouse(); break; case MOUSE_drag: //2 dragging luggage Drag_mouse(); break; case MOUSE_system_menu: //3 in game bottom menu - save/restore, etc? System_menu(); break; case MOUSE_holding: //4 wait for mouse to move off bottom menu - after speech if (mousey<400) { mouse_mode=MOUSE_normal; Zdebug(" releasing"); } break; default: break; } } //------------------------------------------------------------------------------------ void System_menu(void) //Tony19Mar97 { uint32 safe_looping_music_id; _mouseEvent *me; int j,hit; uint8 *icon; uint32 rv; // for drivers return value int32 pars[2]; uint32 icon_list[5] = { OPTIONS_ICON, QUIT_ICON, SAVE_ICON, RESTORE_ICON, RESTART_ICON }; if ((mousey>0)&&(!DEAD)) //can't close when player is dead { mouse_mode=MOUSE_normal; //close menu // start the menu coming down HideMenu(RDMENU_TOP); return; } me = MouseEvent(); //get mouse event if ((me!=NULL)&&(me->buttons&RD_LEFTBUTTONDOWN)) //there's a mouse event to be processed { // clicked on a top mouse pointer? if ((mousex>=24)&&(mousex<640-24)&&(mousey<0)) { hit=(mousex-24)/40; //which are we over? if ((hit==2)&&(DEAD)) return; //no save when dead if (hit<5) //there are 5 system menus { for (j=0;j<5;j++) //build them all high in full colour - when on eis clicked on all the rest will grey out if (j!=hit) //change all others to grey { icon = res_man.Res_open( icon_list[j] ) + sizeof(_standardHeader); SetMenuIcon(RDMENU_TOP, j, icon); res_man.Res_close( icon_list[j] ); } //------------------------ rv = g_sword2->_sound->PauseFx(); if (rv != RD_OK) Zdebug("ERROR: PauseFx() returned %.8x in SystemMenu()", rv); //------------------------ // NB. Need to keep a safe copy of 'looping_music_id' for savegame // & for playing when returning from control panels // because control panel music will overwrite it! safe_looping_music_id = looping_music_id; pars[0] = 221; // SystemM234 (M234.wav) pars[1] = FX_LOOP; FN_play_music(pars); looping_music_id = safe_looping_music_id; // restore proper looping_music_id //------------------------ //------------------------ // clear the screen & set up the new palette for the menus EraseBackBuffer(); ProcessMenu(); // drivers to redraw menu over this blank screen! FlipScreens(); ResetRenderEngine(); //------------------------ switch(hit) //call the relevent screen { case 0: // options Option_control(); // game options break; case 1: // quit Quit_control(); // quit to windows break; case 2: // save Save_control(); // save the game break; case 3: // restore Restore_control(); // restore a game break; case 4: // restart Restart_control(); // restart the game break; } //------------------------ // start the menu coming down if (!DEAD) //not death screen { mouse_mode=MOUSE_normal; //close menu HideMenu(RDMENU_TOP); //but not when dead } else { Set_mouse(NORMAL_MOUSE_ID); Build_system_menu(); //reset top menu } //------------------------ // clear the screen & restore the location palette EraseBackBuffer(); ProcessMenu(); // drivers to redraw menu over this blank screen! FlipScreens(); //------------------------ // reset game palette, but not after a successful restore or restart! if (this_screen.new_palette != 99) // see RestoreFromBuffer() in save_rest.cpp { SetFullPalette(0); // '0' means put back game screen palette; see Build_display.cpp (James17jun97) this_screen.new_palette=0; //stop the engine fading in the restored screens palette } else this_screen.new_palette=1; //------------------------ rv = g_sword2->_sound->UnpauseFx(); if (rv != RD_OK) Zdebug("ERROR: UnpauseFx() returned %.8x in SystemMenu()", rv); //------------------------ // If there was looping music before coming into the control panels then restart it! // NB. This will also start music required when a game has been restored if (looping_music_id) { pars[0] = looping_music_id; pars[1] = FX_LOOP; FN_play_music(pars); // cross-fades into the required music: // - either a restored game tune // - or music playing prior to entering control panels } else FN_stop_music(NULL); // stop the control panel music //------------------------ } } } } //------------------------------------------------------------------------------------ void Drag_mouse(void) //Tony21Nov96 { _mouseEvent *me; uint32 pos; // uint32 null_pc=1; //script 1 is combine script if ((mousey<400)&&(!menu_status)) { mouse_mode=MOUSE_normal; //close menu // start the menu coming down HideMenu(RDMENU_BOTTOM); return; } Mouse_on_off(); //handles cursors and the luggage on/off according to type // now do the normal click stuff me = MouseEvent(); //get mouse event // we only care about left clicks when the mouse is over an object // we ignore mouse releases if ((me!=NULL)&&(me->buttons&RD_LEFTBUTTONDOWN)) //there's a mouse event to be processed { // could be clicking on an on screen object or on the top menu which is currently displayed if (mouse_touching) //mouse is over an on screen object - and we have luggage { //depending on type we'll maybe kill the object_held - like for exits if (me->buttons&RD_LEFTBUTTONDOWN) // set global script variable 'button' { LEFT_BUTTON = 1; RIGHT_BUTTON = 0; } else { LEFT_BUTTON = 0; RIGHT_BUTTON = 1; } MOUSE_X=(uint32)mousex+this_screen.scroll_offset_x; MOUSE_Y=(uint32)mousey+this_screen.scroll_offset_y; //these might be required by the action script about to be run CLICKED_ID = mouse_touching; // for scripts to know what's been clicked (21jan97). First used for 'room_13_turning_script' in object 'biscuits_13' Set_player_action_event(CUR_PLAYER_ID, mouse_touching); //Tony4Dec96 //-------------------------------------- // Write to walkthrough file (zebug0.txt) #ifdef _SWORD2_DEBUG Zdebug(0,"USED \"%s\" ICON ON %s", FetchObjectName(OBJECT_HELD), FetchObjectName(CLICKED_ID)); #endif //-------------------------------------- HideMenu(RDMENU_BOTTOM); //hide menu too mouse_mode=MOUSE_normal; //back to normal menu mode } else //better check for combine/cancel cancel puts us back in Top_menu_mouse mode { if ((mousex>=24)&&(mousex<640-24)) { pos=(mousex-24)/40; //which are we over? if (master_menu_list[pos].icon_resource) //clicked on something - what button? { mouse_mode=MOUSE_top; //always back into top menu mode Set_luggage(0); // remove luggage if (pos==menu_selected_pos) // if we've clicked on the same icon as the one we're dragging { OBJECT_HELD=0; // reset first icon menu_selected_pos=0; } else // combine the 2 icons { // Zdebug("combine"); COMBINE_BASE=master_menu_list[pos].icon_resource; //what we clicked on, not what we're dragging Set_player_action_event(CUR_PLAYER_ID, MENU_MASTER_OBJECT); //Tony4Dec96 No_human(); // turn off mouse now, to prevent player trying to click elsewhere BUT leave the bottom menu open //-------------------------------------- // Write to walkthrough file (zebug0.txt) #ifdef _SWORD2_DEBUG Zdebug(0,"USED \"%s\" ICON ON \"%s\" ICON", FetchObjectName(OBJECT_HELD), FetchObjectName(COMBINE_BASE)); #endif //-------------------------------------- } Build_top_menu(); // refresh the menu // Zdebug("switch to top mode"); } } } } } //------------------------------------------------------------------------------------ void Top_menu_mouse(void) //Tony3Oct96 { //top menu is down _mouseEvent *me; uint32 pos; if ((mousey<400)&&(!menu_status)) { mouse_mode=MOUSE_normal; //close menu // start the menu coming down HideMenu(RDMENU_BOTTOM); return; } me=MouseEvent(); //get mouse event // we only care about left clicks when the mouse is over an object // we ignore mouse releases if (me!=NULL) //there's a mouse event to be processed { // now check if we've clicked on an actual icon if ((mousex>=24)&&(mousex<640-24)) { pos=(mousex-24)/40; //which are we over? if (master_menu_list[pos].icon_resource) //clicked on something - what button? { if (me->buttons&RD_RIGHTBUTTONDOWN) //right button look { examining_menu_icon=1; OBJECT_HELD = master_menu_list[pos].icon_resource; //id the object via its graphic EXIT_CLICK_ID=0; // (JEL09oct97) must clear this so next click on exit becomes 1st click again //-------------------------------------- // Write to walkthrough file (zebug0.txt) #ifdef _SWORD2_DEBUG Zdebug(0,"RIGHT-CLICKED ON \"%s\" ICON", FetchObjectName(OBJECT_HELD)); #endif //-------------------------------------- Set_player_action_event(CUR_PLAYER_ID, MENU_MASTER_OBJECT); //Tony4Dec96 Build_top_menu(); // refresh the menu No_human(); // turn off mouse now, to prevent player trying to click elsewhere BUT leave the bottom menu open } else if (me->buttons&RD_LEFTBUTTONDOWN) //left button - highlight the object and bung us into drag luggage mode { menu_selected_pos=pos; //menu slot we clicked on - derive luggage resource from this in mouse_on_off() current_luggage_resource=master_menu_list[pos].luggage_resource; mouse_mode=MOUSE_drag; // Zdebug("setting OH in top menu"); OBJECT_HELD = master_menu_list[pos].icon_resource; //id the object via its graphic EXIT_CLICK_ID=0; // (JEL09oct97) must clear this so next click on exit becomes 1st click again Build_top_menu(); // refresh the menu Set_luggage(master_menu_list[pos].luggage_resource); // Zdebug("switch to drag mode"); } } } } } //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ void Normal_mouse(void) //Tony30Sept96 { //the gane is playing and none of the menus are activated - but, we need to check if the top menu is to start //note, wont have luggage _mouseEvent *me; if ((mousey<0)&&(!menu_status)&&(!mouse_mode_locked)&&(!OBJECT_HELD)) //no save in big-object menu lock situation { mouse_mode=MOUSE_system_menu; if (mouse_touching) { // get off old_mouse_touching=0; //we've moved off mouse_touching=0; //we were on something but not anymore } // reset mouse cursor - in case we're between mice Set_mouse(NORMAL_MOUSE_ID); Build_system_menu(); //Tony19Mar97 } if ((mousey>399)&&(!menu_status)&&(!mouse_mode_locked)) { if (!OBJECT_HELD) //why are we testing for this? { mouse_mode=MOUSE_top; //bring down top menu } else { mouse_mode=MOUSE_drag; } // if mouse is moving off an object and onto the top menu then do a standard get-off if (mouse_touching) { // get off old_mouse_touching=0; //we've moved off mouse_touching=0; //we were on something but not anymore } // reset mouse cursor Set_mouse(NORMAL_MOUSE_ID); // build menu and start the menu coming down Build_top_menu(); return; } //check also for bringing the bottom menu up Mouse_on_off(); //handles // now do the normal click stuff me = MouseEvent(); //get mouse event //----------------------------------------------------- #ifdef _SWORD2_DEBUG if (definingRectangles) { if (draggingRectangle==0) // not yet dragging a rectangle, so need click to start { if ( (me!=NULL) && ((me->buttons&RD_LEFTBUTTONDOWN)||(me->buttons&RD_RIGHTBUTTONDOWN)) ) { rect_x1 = rect_x2 = (uint32)mousex+this_screen.scroll_offset_x; // set both (x1,y1) rect_y1 = rect_y2 = (uint32)mousey+this_screen.scroll_offset_y; // & (x2,y2) to this point draggingRectangle=1; } } else if (draggingRectangle==1) // currently dragging a rectangle { if ( (me!=NULL) && ((me->buttons&RD_LEFTBUTTONDOWN)||(me->buttons&RD_RIGHTBUTTONDOWN)) ) // click means reset { draggingRectangle=2; // lock rectangle, so you can let go of mouse to type in the coords } else // drag rectangle { rect_x2 = (uint32)mousex+this_screen.scroll_offset_x; rect_y2 = (uint32)mousey+this_screen.scroll_offset_y; } } else // currently locked to avoid knocking out of place while reading off the coords { if ( (me!=NULL) && ((me->buttons&RD_LEFTBUTTONDOWN)||(me->buttons&RD_RIGHTBUTTONDOWN)) ) // click means reset { draggingRectangle=0; // back to start again } } } else #endif // _SWORD2_DEBUG //----------------------------------------------------- { // we only care about down clicks when the mouse is over an object // we ignore mouse releases if ((me!=NULL)&&((me->buttons&RD_LEFTBUTTONDOWN)||(me->buttons&RD_RIGHTBUTTONDOWN))&&(mouse_touching)) //there's a mouse event to be processed and the mouse is on something { // ok, 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 = mouse_touching; //PLAYER_ACTION script variable - whatever catches this must reset to 0 again //idle or router-anim will catch it if (me->buttons&RD_LEFTBUTTONDOWN) // set global script variable 'button' { LEFT_BUTTON = 1; RIGHT_BUTTON = 0; button_click=0; //for re-click } else { LEFT_BUTTON = 0; RIGHT_BUTTON = 1; button_click=1; //for re-click } MOUSE_X=(uint32)mousex+this_screen.scroll_offset_x; MOUSE_Y=(uint32)mousey+this_screen.scroll_offset_y; //these might be required by the action script about to be run if ((mouse_touching==EXIT_CLICK_ID)&&(me->buttons&RD_LEFTBUTTONDOWN)) //only left button { // its the exit double click situation // let the existing interaction continue and start fading down - switch the human off too FN_no_human(NULL); FN_fade_down(NULL); EXIT_FADING=1; //tell the walker } else if ((old_button==button_click)&&(mouse_touching==CLICKED_ID)&&(mouse_pointer_res!=NORMAL_MOUSE_ID)) { //re-click - do nothing - except on floors } else //allow the click { old_button=button_click; //for re-click CLICKED_ID = mouse_touching; // for scripts to know what's been clicked (21jan97). First used for 'room_13_turning_script' in object 'biscuits_13' EXIT_CLICK_ID=0; //must clear these two double-click control flags - do it here so reclicks after exit clicks are cleared up EXIT_FADING=0; Set_player_action_event(CUR_PLAYER_ID, mouse_touching); //Tony4Dec96 //-------------------------------------- // Write to walkthrough file (zebug0.txt) #ifdef _SWORD2_DEBUG if (OBJECT_HELD) Zdebug(0,"USED \"%s\" ICON ON %s", FetchObjectName(OBJECT_HELD), FetchObjectName(CLICKED_ID)); else if (LEFT_BUTTON) Zdebug(0,"LEFT-CLICKED ON %s", FetchObjectName(CLICKED_ID)); else // RIGHT BUTTON Zdebug(0,"RIGHT-CLICKED ON %s", FetchObjectName(CLICKED_ID)); #endif //-------------------------------------- } } } } //------------------------------------------------------------------------------------ void Mouse_on_off(void) //Tony30Sept96 { //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; old_mouse_touching=mouse_touching; if ((mousey<0)||(mousey>399)) // don't detect objects that are hidden behind the menu bars (ie. in the scrolled-off areas of the screen) { pointer_type=0; mouse_touching=0; } else pointer_type = Check_mouse_list(); // set 'mouse_touching' & return pointer_type if ((!mouse_flicked_off)&&(old_mouse_touching==mouse_touching)) //same as previous cycle? return; //yes, so nothing to do BUT CARRY ON IF MOUSE WAS FLICKED OFF! mouse_flicked_off=0; // can reset this now if ((!old_mouse_touching)&&(mouse_touching)) //the cursor has moved onto something { // 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 // memcpy( &old_mouse_object, &mouse_list[mouse_touching], sizeof(Object_mouse)); old_mouse_touching=mouse_touching; // // run get on if (pointer_type) { Set_mouse(pointer_type); // 'pointer_type' holds the resource id of the pointer anim if (OBJECT_HELD) // setup luggage icon // Set_luggage(master_menu_list[menu_selected_pos].luggage_resource); Set_luggage(current_luggage_resource); } else Con_fatal_error("ERROR: mouse.pointer==0 for object %d (%s) - update logic script!", mouse_touching, FetchObjectName(mouse_touching)); } else if ((old_mouse_touching)&&(!mouse_touching)) // the cursor has moved off something { old_mouse_touching=0; // we've moved off Set_mouse(NORMAL_MOUSE_ID); // reset cursor to normal pointer // reset luggage only when necessary } else if ((old_mouse_touching)&&(mouse_touching)) // the cursor has moved off something and onto something else { // flip to a blank cursor for a cycle mouse_touching=0; // ignore the new id this cycle - should hit next cycle old_mouse_touching=0; // we've moved off Set_mouse(0); // blank cursor mouse_flicked_off=1; // 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) // reset luggage only when necessary } else // for when mouse was flicked off for one cycle, but then moved onot nothing before 2nd hot-spot registered { // both 'old_mouse_touching' & 'mouse_touching' will be zero Set_mouse(NORMAL_MOUSE_ID); // reset cursor to normal pointer } // possible check for edge of screen more-to-scroll here on large screens } //------------------------------------------------------------------------------------ void Set_mouse(uint32 res) // (4dec96 JEL) { uint8 *icon; uint32 len; mouse_pointer_res=res; //high level - whats the mouse - for the engine if (res) // if it's not NULL { icon = res_man.Res_open( res ) + sizeof(_standardHeader); len = res_man.resList[res]->size - sizeof(_standardHeader); if (res == NORMAL_MOUSE_ID) // don't pulse the normal pointer SetMouseAnim(icon, len, RDMOUSE_NOFLASH); // 0 means don't pulse this pointer, just do the regular anim loop else SetMouseAnim(icon, len, RDMOUSE_FLASH); // 1 mean pulse before starting regular anim loop res_man.Res_close( res ); } else SetMouseAnim(NULL,0,0); // blank cursor } //------------------------------------------------------------------------------------ void Set_luggage(uint32 res) //Tony26Nov96 { uint8 *icon; uint32 len; if (res) // if not NULL { real_luggage_item=res; icon = res_man.Res_open( res ) + sizeof(_standardHeader); len = res_man.resList[res]->size - sizeof(_standardHeader); SetLuggageAnim(icon, len); res_man.Res_close( res ); } else { real_luggage_item=0; SetLuggageAnim(NULL, 0); } } //------------------------------------------------------------------------------------ uint32 Check_mouse_list(void) //Tony30Sept96 { int32 priority=0; uint32 j=1; if (cur_mouse>1) { while(priority<10) //number of priorities subject to implementation needs { if ((mouse_list[j].priority==priority) && // if the mouse pointer is over this mouse-detection-box (mousex+this_screen.scroll_offset_x >= mouse_list[j].x1) && (mousex+this_screen.scroll_offset_x <= mouse_list[j].x2) && (mousey+this_screen.scroll_offset_y >= mouse_list[j].y1) && (mousey+this_screen.scroll_offset_y <= mouse_list[j].y2)) { /* if (mouse_list[j].anim_resource) // want to use sprite as a mouse mask, for better accuracy of detection (25oct96 JEL) { // only works for uncompressed sprite data!! // THIS IS NEVER USED IN SWORD2 if (Check_sprite_pixel(j)) // if the mouse is touching a non-zero pixel of the sprite { mouse_touching=mouse_list[j].id; // record id CreatePointerText(mouse_list[j].pointer_text); // James16jun97 return(mouse_list[j].pointer); //return pointer type } } else // ok, we're touching the detection-box */ { mouse_touching=mouse_list[j].id; // record id // change all COGS pointers to CROSHAIR if (mouse_list[j].pointer == USE) mouse_list[j].pointer = CROSHAIR; CreatePointerText(mouse_list[j].pointer_text, mouse_list[j].pointer); // James16jun97 return(mouse_list[j].pointer); //return pointer type } } j++; //next if (j==cur_mouse) { j=0; priority++; //next priority - 0 being the highest, 9 the lowest } } } mouse_touching=0; // touching nothing return(0); // no pointer to return } //------------------------------------------------------------------------------------ void CreatePointerText(uint32 textId, uint32 pointerRes) // James16jun97 { uint32 local_text; uint32 text_res; uint8 *text; int16 xOffset, yOffset; // offsets for pointer text sprite from pointer position uint8 justification; #define POINTER_TEXT_WIDTH 640 // just in case! #define POINTER_TEXT_PEN 184 // white if (pointerTextSelected) { if (textId) { //------------------------------------------- // check what the pointer is, to set offsets correctly for text position switch(pointerRes) { case CROSHAIR: yOffset = -7; // above (above & to the right of the pointer coordinate) xOffset = +10; // right break; case EXIT0: yOffset = +15; // below xOffset = +20; // right break; case EXIT1: yOffset = +16; // below xOffset = -10; // left break; case EXIT2: yOffset = +10; // below xOffset = -22; // left break; case EXIT3: yOffset = -16; // above xOffset = -10; // left break; case EXIT4: yOffset = -15; // above xOffset = +15; // right break; case EXIT5: yOffset = -12; // above xOffset = +10; // right break; case EXIT6: yOffset = +10; // below xOffset = +25; // right break; case EXIT7: yOffset = +16; // below xOffset = +20; // right break; case EXITDOWN: yOffset = -20; // above xOffset = -10; // left break; case EXITUP: yOffset = +20; // below xOffset = +20; // right break; case MOUTH: yOffset = -10; // above xOffset = +15; // right break; case NORMAL: yOffset = -10; // above xOffset = +15; // right break; case PICKUP: yOffset = -40; // above xOffset = +10; // right break; case SCROLL_L: yOffset = -20; // above xOffset = +20; // right break; case SCROLL_R: yOffset = -20; // above xOffset = -20; // left break; case USE: yOffset = -8; // above xOffset = +20; // right break; default: // shouldn't happen if we cover all the different mouse pointers above yOffset = -10; // above xOffset = +10; // right } //------------------------------------------- // set up justification for text sprite, // based on it's offsets from the pointer position // from maketext.h //#define NO_JUSTIFICATION 0 // only for debug text, since it doesn't keep text inside the screen margin! //#define POSITION_AT_CENTRE_OF_BASE 1 // these all force text inside the screen edge margin when necessary //#define POSITION_AT_CENTRE_OF_TOP 2 //#define POSITION_AT_LEFT_OF_TOP 3 //#define POSITION_AT_RIGHT_OF_TOP 4 //#define POSITION_AT_LEFT_OF_BASE 5 //#define POSITION_AT_RIGHT_OF_BASE 6 //#define POSITION_AT_LEFT_OF_CENTRE 7 //#define POSITION_AT_RIGHT_OF_CENTRE 8 //----------------------------------------- if (yOffset < 0) // if 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; // text sprite is justified from it's bottom-left corner } else // (xOffset==0) // above centre { justification = POSITION_AT_CENTRE_OF_BASE; } } //----------------------------------------- else if (yOffset > 0) // if 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 // (xOffset==0) // below centre { justification = POSITION_AT_CENTRE_OF_TOP; } } //----------------------------------------- else // if at 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 // (xOffset==0) // centre centre { justification = POSITION_AT_LEFT_OF_CENTRE; // shouldn't happen anyway! } } //------------------------------------------- text_res = textId/SIZE; // text resource number local_text = textId&0xffff; // text line number within the resource text = FetchTextLine( res_man.Res_open(text_res), local_text ); // open text file & get the line // 'text+2' to skip the first 2 bytes which form the line reference number pointer_text_bloc_no = Build_new_block(text+2, mousex+xOffset, mousey+yOffset, POINTER_TEXT_WIDTH, POINTER_TEXT_PEN, RDSPR_TRANS+RDSPR_DISPLAYALIGN, speech_font_id, justification); res_man.Res_close(text_res); // now ok to close the text file } } } //------------------------------------------------------------------------------------ void ClearPointerText(void) // James16jun97 { if (pointer_text_bloc_no) { Kill_text_bloc(pointer_text_bloc_no); pointer_text_bloc_no=0; } } //------------------------------------------------------------------------------------ /* NOT USED IN SWORD2 uint8 Check_sprite_pixel( uint32 j ) // (25oct96 JEL) { // only works for uncompressed sprite data!! uint8 *file; uint8 hit; _frameHeader *frame_head; int16 sprite_x, sprite_y; int16 in_sprite_x, in_sprite_y; uint8 *sprite_data; sprite_x = mouse_list[j].x1; // sprite coords have been copied to mouse area coords by FN_register_X_frame (X = sort, back or fore) sprite_y = mouse_list[j].y1; // so easier to get them from there than from the anim file again file = res_man.Res_open(mouse_list[j].anim_resource); // open the anim file & point to start of it frame_head = FetchFrameHeader(file,mouse_list[j].anim_pc); // point to frame header of current frame sprite_data = (uint8 *)(frame_head + 1); // point to start of frame data in_sprite_x = mousex + this_screen.scroll_offset_x - sprite_x; // x-coord of mouse from origin at top-left of sprite in_sprite_y = mousey + this_screen.scroll_offset_y - sprite_y; // y-coord of mouse from origin at top-left of sprite hit = sprite_data[in_sprite_y * frame_head->width + in_sprite_x]; // hit = value of pixel to which the mouse is pointing res_man.Res_close(mouse_list[j].anim_resource); // close anim file return (hit); // we are touching the sprite if 'hit' is non-zero } */ //------------------------------------------------------------------------------------ int32 FN_no_human(int32 *params) //Tony30Sept96 { //param none MOUSE_AVAILABLE = 0; // for logic scripts (James21may97) ClearPointerText(); mouse_status=1; //human/mouse off Set_mouse(0); // blank cursor Set_luggage(0); // blank cursor //must be normal mouse situation or a largely neutral situation - special menus use No_human if (TALK_FLAG==0) //dont hide menu in conversations HideMenu(RDMENU_BOTTOM); if (mouse_mode==MOUSE_system_menu) { mouse_mode=MOUSE_normal; //close menu HideMenu(RDMENU_TOP); // start the menu coming down } if (params); return(1); //script continue } //------------------------------------------------------------------------------------ void No_human(void) //Tony4June97 { //leaves the menus open //used by the system when clicking right on a menu item to examine it and //when combining objects MOUSE_AVAILABLE = 0; // for logic scripts (James21may97) mouse_status=1; //human/mouse off Set_mouse(0); // blank cursor Set_luggage(0); // blank cursor } //------------------------------------------------------------------------------------ int32 FN_add_human(int32 *params) //Tony30Sept96 { //param none #ifdef _SWORD2_DEBUG uint8 black[4] = {0,0,0,0}; uint8 white[4] = {255,255,255,0}; #endif // ('0' means don't print to console, but console isn't up anyway) MOUSE_AVAILABLE = 1; // for logic scripts (James21may97) if (mouse_status) //off { mouse_status=0; //on mouse_touching=1; //forces engine to choose a cursor } CLICKED_ID=0; //clear this to reset no-second-click system // this is now done outside the OBJECT_HELD check in case it's set to zero before now! (James 10july97) mouse_mode_locked=0; //unlock the mouse from possible large object lock situtations - see syphon in rm 3 if (OBJECT_HELD) //was dragging something around { OBJECT_HELD=0; // need to clear this again examining_menu_icon=0; // and these may also need clearing COMBINE_BASE=0; // - just in case Set_luggage(0); // blank cursor } if ((mousey>399)&&(mouse_mode!=MOUSE_holding)) // if mouse is over menu area { mouse_mode=MOUSE_normal; // VITAL - reset things & rebuild the menu Set_mouse(NORMAL_MOUSE_ID); } else if (mousey>399) Set_mouse(NORMAL_MOUSE_ID); //---------------------------------------------------------------------------------------------- // enabled/disabled from console; status printed with on-screen debug info #ifdef _SWORD2_DEBUG if (testingSnR) // testing logic scripts by simulating an instant Save & Restore { SetPalette(0, 1, white, RDPAL_INSTANT); Clear_fx_queue(); // stops all fx & clears the queue - eg. when leaving a location res_man.Kill_all_objects(0); // ie. trashing all object resources so they load in fresh & restart their logic scripts SetPalette(0, 1, black, RDPAL_INSTANT); } #endif // ('0' means don't print to console, but console isn't up anyway) //---------------------------------------------------------------------------------------------- if (params); return(1); //script continue } //------------------------------------------------------------------------------------ int32 FN_register_mouse(int32 *params) //Tony29Oct96 { //this call would be made from an objects service script 0 //the object would be one with no graphic but with a mouse - i.e. a floor // or one whose mouse area is manually defined rather than intended to fit sprite shape //param 0 pointer to Object_mouse or 0 for no write to mouse list // Zdebug(1,"cur_mouse = %d", cur_mouse); Object_mouse *ob_mouse; ob_mouse = (Object_mouse *) params[0]; // param 1 is pointer to mouse structure if (ob_mouse->pointer) // only if 'pointer' isn't NULL { #ifdef _SWORD2_DEBUG if (cur_mouse==TOTAL_mouse_list) Con_fatal_error("ERROR: mouse_list full [%s line %u]",__FILE__,__LINE__); #endif mouse_list[cur_mouse].x1 = ob_mouse->x1; mouse_list[cur_mouse].y1 = ob_mouse->y1; mouse_list[cur_mouse].x2 = ob_mouse->x2; mouse_list[cur_mouse].y2 = ob_mouse->y2; mouse_list[cur_mouse].priority = ob_mouse->priority; mouse_list[cur_mouse].pointer = ob_mouse->pointer; //----------------------------------------------- // (James17jun97) // check if pointer text field is set due to previous object using this slot (ie. not correct for this one) if ((mouse_list[cur_mouse].pointer_text) && (mouse_list[cur_mouse].id != (int32)ID)) // if 'pointer_text' field is set, but the 'id' field isn't same is current id mouse_list[cur_mouse].pointer_text=0; // then we don't want this "left over" pointer text //----------------------------------------------- mouse_list[cur_mouse].id = ID; // get id from system variable 'id' which is correct for current object mouse_list[cur_mouse].anim_resource = 0; // not using sprite as mask - this is only done from FN_register_frame() mouse_list[cur_mouse].anim_pc = 0; //Zdebug("mouse id %d", mouse_list[cur_mouse].id); cur_mouse++; } return(IR_CONT); // continue script } //------------------------------------------------------------------------------------ // use this in the object's service script prior to registering the mouse area // ie. before FN_register_mouse or FN_register_frame // - best if kept at very top of service script int32 FN_register_pointer_text(int32 *params) // James16jun97 { // param 0 local id of text line to use as pointer text #ifdef _SWORD2_DEBUG if (cur_mouse==TOTAL_mouse_list) Con_fatal_error("ERROR: mouse_list full [%s line %u]",__FILE__,__LINE__); #endif mouse_list[cur_mouse].id = ID; // current object id - used for checking pointer_text when mouse area registered (in FN_register_mouse & FN_register_frame) mouse_list[cur_mouse].pointer_text = params[0]; return(IR_CONT); // continue script } //------------------------------------------------------------------------------------ int32 FN_blank_mouse(int32 *params) //Tony29Oct96 { //set mouse to normal pointer - used in speech //no params Set_mouse(0); if (params); return(1); //cont } //------------------------------------------------------------------------------------ int32 FN_init_floor_mouse(int32 *params) // James29nov96 { // params 0 pointer to object's mouse structure Object_mouse *ob_mouse = (Object_mouse *) params[0]; ob_mouse->x1 = 0; ob_mouse->y1 = 0; ob_mouse->x2 = this_screen.screen_wide-1; ob_mouse->y2 = this_screen.screen_deep-1; ob_mouse->priority = 9; // floor is always lowest priority ob_mouse->pointer = NORMAL_MOUSE_ID; // normal pointer return(IR_CONT); // continue script } //--------------------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------------------- #define SCROLL_MOUSE_WIDTH 20 // James13feb97 (updated by James 25mar97) //--------------------------------------------------------------------------------------------------------------------- int32 FN_set_scroll_left_mouse(int32 *params) // James13feb97 { // params 0 pointer to object's mouse structure Object_mouse *ob_mouse = (Object_mouse *) params[0]; ob_mouse->x1 = 0; ob_mouse->y1 = 0; ob_mouse->x2 = this_screen.scroll_offset_x + SCROLL_MOUSE_WIDTH; ob_mouse->y2 = this_screen.screen_deep-1; ob_mouse->priority = 0; // highest priority if (this_screen.scroll_offset_x > 0) // if not fully scrolled to the left ob_mouse->pointer = SCROLL_LEFT_MOUSE_ID; else ob_mouse->pointer = 0; // so the mouse area doesn't get registered return(IR_CONT); // continue script } //--------------------------------------------------------------------------------------------------------------------- int32 FN_set_scroll_right_mouse(int32 *params) // James13feb97 { // params 0 pointer to object's mouse structure Object_mouse *ob_mouse = (Object_mouse *) params[0]; ob_mouse->x1 = this_screen.scroll_offset_x + screenWide - SCROLL_MOUSE_WIDTH; ob_mouse->y1 = 0; ob_mouse->x2 = this_screen.screen_wide-1; ob_mouse->y2 = this_screen.screen_deep-1; ob_mouse->priority = 0; // highest priority if (this_screen.scroll_offset_x < this_screen.max_scroll_offset_x) // if not fully scrolled to the right ob_mouse->pointer = SCROLL_RIGHT_MOUSE_ID; else ob_mouse->pointer = 0; // so the mouse area doesn't get registered return(IR_CONT); // continue script } //--------------------------------------------------------------------------------------------------------------------- int32 FN_set_object_held(int32 *params) //tony19May97 { //params 0 luggage icon to set Set_luggage(params[0]); OBJECT_HELD=params[0]; current_luggage_resource=params[0]; mouse_mode_locked=1; //mode locked - no top menu available return(IR_CONT); // continue script } //--------------------------------------------------------------------------------------------------------------------- // called from speech scripts to remove the chooser bar when it's not appropriate to keep it displayed int32 FN_remove_chooser(int32 *params) // James13aug97 { HideMenu(RDMENU_BOTTOM); return(IR_CONT); // continue script } //--------------------------------------------------------------------------------------------------------------------- int32 FN_disable_menu(int32 *params) //Tony1Oct96 { mouse_mode_locked=1; //mode locked - no top menu available mouse_mode=MOUSE_normal; HideMenu(RDMENU_TOP); HideMenu(RDMENU_BOTTOM); return(IR_CONT); // continue script } //--------------------------------------------------------------------------------------------------------------------- int32 FN_enable_menu(int32 *params) //tony4June97 { mouse_mode_locked=0; //mode locked - no top menu available return(IR_CONT); // continue script } //--------------------------------------------------------------------------------------------------------------------- int32 FN_check_player_activity(int32 *params) // James23july97 { // Used to decide when to trigger music cues described as "no player activity for a while" // params 0 threshold delay in seconds, ie. what we want to check the actual delay against uint32 threshold = params[0]*12; // in game cycles if (player_activity_delay >= threshold) // if the actual delay is at or above the given threshold { player_activity_delay=0; // reset activity delay counter, now that we've got a positive check RESULT=1; } else RESULT=0; return(IR_CONT); // continue script } //--------------------------------------------------------------------------------------------------------------------- int32 FN_reset_player_activity_delay(int32 *params) // James23july97 { // Use if you want to deliberately reset the "no player activity" counter for any reason // no params player_activity_delay=0; // reset activity delay counter return(IR_CONT); // continue script } //--------------------------------------------------------------------------------------------------------------------- void Monitor_player_activity(void) // James23july97 { if (CheckForMouseEvents()) // if there is at least one mouse event outstanding player_activity_delay=0; // reset activity delay counter else player_activity_delay++; // no. of game cycles since mouse event queue last empty } //---------------------------------------------------------------------------------------------------------------------