/* 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 "sword2/driver/driver96.h" #include "sword2/build_display.h" #include "sword2/console.h" #include "sword2/controls.h" #include "sword2/defs.h" #include "sword2/events.h" #include "sword2/icons.h" #include "sword2/interpreter.h" #include "sword2/logic.h" #include "sword2/layers.h" #include "sword2/maketext.h" #include "sword2/mouse.h" #include "sword2/object.h" #include "sword2/protocol.h" #include "sword2/resman.h" #include "sword2/sound.h" #include "sword2/sword2.h" namespace Sword2 { // 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]; // set by Check_mouse_list uint32 mouse_touching = 0; static uint32 old_mouse_touching = 0; static uint32 menu_selected_pos; uint8 examining_menu_icon = 0; // if it's NORMAL_MOUSE_ID (ie. normal pointer) then it's over a floor area // (or hidden hot-zone) static uint32 mouse_pointer_res = 0; // 0 normal in game // 1 menu chooser // 2 dragging luggage // 3 system menu chooser // 4 speech chooser uint32 mouse_mode = 0; static uint32 menu_status; // 0 available - 1 unavailable uint32 mouse_status; // human 0 on/1 off // 0 not !0 mode cannot be changed from normal mouse to menu (i.e. when // carrying big objects) uint32 mouse_mode_locked = 0; static uint32 current_luggage_resource = 0; // for the re-click stuff - must be same button you see static uint32 old_button = 0; static uint32 button_click = 0; static uint32 pointer_text_bloc_no = 0; static uint32 player_activity_delay = 0; // player activity delay counter uint32 real_luggage_item = 0; // last minute for pause mode void CreatePointerText(uint32 TextId, uint32 pointerRes); void Monitor_player_activity(void); void No_human(void); void Reset_mouse_list(void) { // call at beginning of gameloop cur_mouse = 1; } /** * This function is called every game cycle. */ void Mouse_engine(void) { Monitor_player_activity(); ClearPointerText(); // If George is dead, the system menu is visible all the time, and is // the only thing that can be used. if (DEAD) { if (mouse_mode != MOUSE_system_menu) { mouse_mode = MOUSE_system_menu; if (mouse_touching) { old_mouse_touching = 0; mouse_touching = 0; } Set_mouse(NORMAL_MOUSE_ID); Build_system_menu(); } System_menu_mouse(); return; } // If the mouse is not visible, do nothing if (mouse_status) return; switch (mouse_mode) { case MOUSE_normal: Normal_mouse(); break; case MOUSE_menu: Menu_mouse(); break; case MOUSE_drag: Drag_mouse(); break; case MOUSE_system_menu: System_menu_mouse(); break; case MOUSE_holding: if (g_display->_mouseY < 400) { mouse_mode = MOUSE_normal; debug(5, " releasing"); } break; default: break; } } void System_menu_mouse(void) { uint32 safe_looping_music_id; _mouseEvent *me; int j, hit; uint8 *icon; int32 pars[2]; uint32 icon_list[5] = { OPTIONS_ICON, QUIT_ICON, SAVE_ICON, RESTORE_ICON, RESTART_ICON }; // can't close when player is dead if (g_display->_mouseY > 0 && !DEAD) { // close menu mouse_mode = MOUSE_normal; g_display->hideMenu(RDMENU_TOP); return; } me = MouseEvent(); if (me && (me->buttons & RD_LEFTBUTTONDOWN)) { // clicked on a top mouse pointer? if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24 && g_display->_mouseY < 0) { // which are we over? hit = (g_display->_mouseX - 24) / 40; // no save when dead if (icon_list[hit] == SAVE_ICON && DEAD) return; // there are 5 system menu icons if (hit < ARRAYSIZE(icon_list)) { // build them all high in full colour - when // one is clicked on all the rest will grey out for (j = 0; j < ARRAYSIZE(icon_list); j++) { // change all others to grey if (j != hit) { icon = res_man.open(icon_list[j]) + sizeof(_standardHeader); g_display->setMenuIcon(RDMENU_TOP, j, icon); res_man.close( icon_list[j] ); } } g_sound->pauseFx(); // 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; g_logic.fnPlayMusic(pars); // restore proper looping_music_id looping_music_id = safe_looping_music_id; // clear the screen & set up the new palette // for the menus g_display->clearScene(); g_display->processMenu(); g_display->resetRenderEngine(); // call the relevent screen switch (hit) { case 0: gui.optionControl(); break; case 1: gui.quitControl(); break; case 2: gui.saveControl(); break; case 3: gui.restoreControl(); break; case 4: gui.restartControl(); break; } // Menu stays open on death screen if (!DEAD) { mouse_mode = MOUSE_normal; g_display->hideMenu(RDMENU_TOP); } else { Set_mouse(NORMAL_MOUSE_ID); Build_system_menu(); } // clear the screen & restore the location // palette g_display->clearScene(); g_display->processMenu(); // reset game palette, but not after a // successful restore or restart! // see RestoreFromBuffer() in save_rest.cpp if (this_screen.new_palette != 99) { // '0' means put back game screen // palette; see Build_display.cpp SetFullPalette(0); // stop the engine fading in the // restored screens palette this_screen.new_palette = 0; } else this_screen.new_palette = 1; g_sound->unpauseFx(); // 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; g_logic.fnPlayMusic(pars); // cross-fades into the required music: // - either a restored game tune // - or music playing prior to // entering control panels } else { // stop the control panel music g_logic.fnStopMusic(NULL); } } } } } void Drag_mouse(void) { _mouseEvent *me; uint32 pos; if (g_display->_mouseY < 400 && !menu_status) { // close menu mouse_mode = MOUSE_normal; g_display->hideMenu(RDMENU_BOTTOM); return; } // handles cursors and the luggage on/off according to type Mouse_on_off(); // now do the normal click stuff me = MouseEvent(); // we only care about left clicks when the mouse is over an object // we ignore mouse releases if (me && (me->buttons & RD_LEFTBUTTONDOWN)) { // 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 (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 // Set global script variable 'button'. We know that // it was the left button, not the right one. LEFT_BUTTON = 1; RIGHT_BUTTON = 0; // these might be required by the action script about // to be run MOUSE_X = (uint32) g_display->_mouseX + this_screen.scroll_offset_x; MOUSE_Y = (uint32) g_display->_mouseY + this_screen.scroll_offset_y; // for scripts to know what's been clicked (21jan97). // First used for 'room_13_turning_script' in object // 'biscuits_13' CLICKED_ID = mouse_touching; Set_player_action_event(CUR_PLAYER_ID, mouse_touching); debug(5, "USED \"%s\" ICON ON %s", FetchObjectName(OBJECT_HELD), FetchObjectName(CLICKED_ID)); // Hide menu - back to normal menu mode g_display->hideMenu(RDMENU_BOTTOM); mouse_mode = MOUSE_normal; } else { // better check for combine/cancel // cancel puts us back in Menu_mouse mode if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24) { // which are we over? pos = (g_display->_mouseX - 24) / 40; //clicked on something - what button? if (master_menu_list[pos].icon_resource) { // always back into menu mode mouse_mode = MOUSE_menu; // remove luggage Set_luggage(0); // if we've clicked on the same icon // as the one we're dragging if (pos == menu_selected_pos) { // reset first icon OBJECT_HELD = 0; menu_selected_pos = 0; } else { // combine the 2 icons debug(5, "combine"); //what we clicked on, not what // we're dragging COMBINE_BASE = master_menu_list[pos].icon_resource; Set_player_action_event(CUR_PLAYER_ID, MENU_MASTER_OBJECT); // turn off mouse now, to // prevent player trying to // click elsewhere BUT leave // the bottom menu open No_human(); debug(5, "USED \"%s\" ICON ON \"%s\" ICON", FetchObjectName(OBJECT_HELD), FetchObjectName(COMBINE_BASE)); } // refresh the menu Build_menu(); debug(5, "switch to menu mode"); } } } } } void Menu_mouse(void) { // menu is down _mouseEvent *me; uint32 pos; if (g_display->_mouseY < 400 && !menu_status) { // close menu mouse_mode = MOUSE_normal; g_display->hideMenu(RDMENU_BOTTOM); return; } me = MouseEvent(); // we only care about left clicks when the mouse is over an object // we ignore mouse releases if (me) { // there's a mouse event to be processed // now check if we've clicked on an actual icon if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24) { // which are we over? pos = (g_display->_mouseX - 24) / 40; // clicked on something - what button? if (master_menu_list[pos].icon_resource) { if (me->buttons & RD_RIGHTBUTTONDOWN) { // right button look examining_menu_icon = 1; // id the object via its graphic OBJECT_HELD = master_menu_list[pos].icon_resource; // Must clear this so next click on // exit becomes 1st click again EXIT_CLICK_ID = 0; debug(5, "RIGHT-CLICKED ON \"%s\" ICON", FetchObjectName(OBJECT_HELD)); Set_player_action_event(CUR_PLAYER_ID, MENU_MASTER_OBJECT); // refresh the menu Build_menu(); // turn off mouse now, to prevent // player trying to click elsewhere // BUT leave the bottom menu open No_human(); } else if (me->buttons & RD_LEFTBUTTONDOWN) { // left button - highlight the object // and bung us into drag luggage mode // menu slot we clicked on - derive // luggage resource from this in // mouse_on_off() menu_selected_pos = pos; current_luggage_resource = master_menu_list[pos].luggage_resource; mouse_mode = MOUSE_drag; debug(5, "setting OH in menu"); // id the object via its graphic OBJECT_HELD = master_menu_list[pos].icon_resource; // must clear this so next click on // exit becomes 1st click again EXIT_CLICK_ID = 0; // refresh the menu Build_menu(); Set_luggage(master_menu_list[pos].luggage_resource); debug(5, "switch to drag mode"); } } } } } void Normal_mouse(void) { // 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; // no save in big-object menu lock situation if (g_display->_mouseY < 0 && !menu_status && !mouse_mode_locked && !OBJECT_HELD) { mouse_mode = MOUSE_system_menu; if (mouse_touching) { // We were on something, but not anymore old_mouse_touching = 0; mouse_touching = 0; } // reset mouse cursor - in case we're between mice Set_mouse(NORMAL_MOUSE_ID); Build_system_menu(); return; } if (g_display->_mouseY > 399 && !menu_status && !mouse_mode_locked) { // If an object is being held, i.e. if the mouse cursor has a // luggage, we should be use dragging mode instead of inventory // menu mode. // // 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 (!OBJECT_HELD) mouse_mode = MOUSE_menu; else mouse_mode = MOUSE_drag; // If mouse is moving off an object and onto the menu then do a // standard get-off if (mouse_touching) { // We were on something, but not anymore old_mouse_touching = 0; mouse_touching = 0; } // reset mouse cursor Set_mouse(NORMAL_MOUSE_ID); Build_menu(); return; } // check for moving the mouse on or off things Mouse_on_off(); // now do the normal click stuff me = MouseEvent(); if (definingRectangles) { if (draggingRectangle == 0) { // not yet dragging a rectangle, so need click to start if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN))) { // set both (x1,y1) and (x2,y2) to this point rect_x1 = rect_x2 = (uint32) g_display->_mouseX + this_screen.scroll_offset_x; rect_y1 = rect_y2 = (uint32) g_display->_mouseY + this_screen.scroll_offset_y; draggingRectangle = 1; } } else if (draggingRectangle == 1) { // currently dragging a rectangle - click means reset if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN))) { // lock rectangle, so you can let go of mouse // to type in the coords draggingRectangle = 2; } else { // drag rectangle rect_x2 = (uint32) g_display->_mouseX + this_screen.scroll_offset_x; rect_y2 = (uint32) g_display->_mouseY + this_screen.scroll_offset_y; } } else { // currently locked to avoid knocking out of place // while reading off the coords if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN))) { // click means reset - back to start again draggingRectangle = 0; } } } else { // We only care about down clicks when the mouse is over an // object. We ignore mouse releases if (me && (me->buttons & (RD_LEFTBUTTONDOWN | 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 script variable - whatever catches // this must reset to 0 again // PLAYER_ACTION = mouse_touching; // idle or router-anim will catch it // set global script variable 'button' if (me->buttons & RD_LEFTBUTTONDOWN) { 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 } // these might be required by the action script about // to be run MOUSE_X = (uint32) g_display->_mouseX + this_screen.scroll_offset_x; MOUSE_Y = (uint32) g_display->_mouseY + this_screen.scroll_offset_y; // only left button if (mouse_touching == EXIT_CLICK_ID && (me->buttons & RD_LEFTBUTTONDOWN)) { // its the exit double click situation // let the existing interaction continue and // start fading down - switch the human off too g_logic.fnNoHuman(NULL); g_logic.fnFadeDown(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 // for scripts to know what's been clicked // First used for 'room_13_turning_script' in // object 'biscuits_13' CLICKED_ID = mouse_touching; // must clear these two double-click control // flags - do it here so reclicks after exit // clicks are cleared up EXIT_CLICK_ID = 0; EXIT_FADING = 0; Set_player_action_event(CUR_PLAYER_ID, mouse_touching); if (OBJECT_HELD) debug(5, "USED \"%s\" ICON ON %s", FetchObjectName(OBJECT_HELD), FetchObjectName(CLICKED_ID)); else if (LEFT_BUTTON) debug(5, "LEFT-CLICKED ON %s", FetchObjectName(CLICKED_ID)); else // RIGHT BUTTON debug(5, "RIGHT-CLICKED ON %s", FetchObjectName(CLICKED_ID)); } } } } void Mouse_on_off(void) { // 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; // don't detect objects that are hidden behind the menu bars (ie. in // the scrolled-off areas of the screen) if (g_display->_mouseY < 0 || g_display->_mouseY > 399) { pointer_type = 0; mouse_touching = 0; } else { // set 'mouse_touching' & return pointer_type pointer_type = Check_mouse_list(); } // same as previous cycle? if (!mouse_flicked_off && old_mouse_touching == mouse_touching) { // 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 (!old_mouse_touching && mouse_touching) { // 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 old_mouse_touching = mouse_touching; // run get on if (pointer_type) { // 'pointer_type' holds the resource id of the // pointer anim Set_mouse(pointer_type); // setup luggage icon if (OBJECT_HELD) { // Set_luggage(master_menu_list[menu_selected_pos].luggage_resource); Set_luggage(current_luggage_resource); } } else 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 - reset cursor to // normal pointer old_mouse_touching = 0; Set_mouse(NORMAL_MOUSE_ID); // 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. // ignore the new id this cycle - should hit next cycle mouse_touching = 0; old_mouse_touching = 0; Set_mouse(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 'old_mouse_touching' & 'mouse_touching' will be zero // reset cursor to normal pointer Set_mouse(NORMAL_MOUSE_ID); } // possible check for edge of screen more-to-scroll here on large // screens } void Set_mouse(uint32 res) { uint8 *icon; uint32 len; // high level - whats the mouse - for the engine mouse_pointer_res = res; if (res) { icon = res_man.open(res) + sizeof(_standardHeader); len = res_man._resList[res]->size - sizeof(_standardHeader); // don't pulse the normal pointer - just do the regular anim // loop if (res == NORMAL_MOUSE_ID) g_display->setMouseAnim(icon, len, RDMOUSE_NOFLASH); else g_display->setMouseAnim(icon, len, RDMOUSE_FLASH); res_man.close(res); } else { // blank cursor g_display->setMouseAnim(NULL, 0, 0); } } void Set_luggage(uint32 res) { uint8 *icon; uint32 len; real_luggage_item = res; if (res) { icon = res_man.open(res) + sizeof(_standardHeader); len = res_man._resList[res]->size - sizeof(_standardHeader); g_display->setLuggageAnim(icon, len); res_man.close(res); } else g_display->setLuggageAnim(NULL, 0); } uint32 Check_mouse_list(void) { int32 priority = 0; uint32 j = 1; if (cur_mouse > 1) { //number of priorities subject to implementation needs while (priority < 10) { // if the mouse pointer is over this // mouse-detection-box if (mouse_list[j].priority == priority && g_display->_mouseX + this_screen.scroll_offset_x >= mouse_list[j].x1 && g_display->_mouseX + this_screen.scroll_offset_x <= mouse_list[j].x2 && g_display->_mouseY + this_screen.scroll_offset_y >= mouse_list[j].y1 && g_display->_mouseY + this_screen.scroll_offset_y <= mouse_list[j].y2) { // record id mouse_touching = mouse_list[j].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); // return pointer type return mouse_list[j].pointer; } j++; if (j == cur_mouse) { j = 0; // next priority - 0 being the highest, 9 the // lowest priority++; } } } mouse_touching = 0; // touching nothing return 0; // no pointer to return } #define POINTER_TEXT_WIDTH 640 // just in case! #define POINTER_TEXT_PEN 184 // white void CreatePointerText(uint32 textId, uint32 pointerRes) { uint32 local_text; uint32 text_res; uint8 *text; // offsets for pointer text sprite from pointer position int16 xOffset, yOffset; uint8 justification; if (gui._pointerTextSelected) { if (textId) { // check what the pointer is, to set offsets // correctly for text position switch (pointerRes) { 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 = textId / SIZE; local_text = textId & 0xffff; // open text file & get the line text = FetchTextLine(res_man.open(text_res), local_text); // 'text+2' to skip the first 2 bytes which form the // line reference number pointer_text_bloc_no = fontRenderer.buildNewBloc( text + 2, g_display->_mouseX + xOffset, g_display->_mouseY + yOffset, POINTER_TEXT_WIDTH, POINTER_TEXT_PEN, RDSPR_TRANS | RDSPR_DISPLAYALIGN, g_sword2->_speechFontId, justification); // now ok to close the text file res_man.close(text_res); } } } void ClearPointerText(void) { if (pointer_text_bloc_no) { fontRenderer.killTextBloc(pointer_text_bloc_no); pointer_text_bloc_no = 0; } } int32 Logic::fnNoHuman(int32 *params) { // params: none // for logic scripts MOUSE_AVAILABLE = 0; ClearPointerText(); // human/mouse off mouse_status = 1; Set_mouse(0); Set_luggage(0); // must be normal mouse situation or a largely neutral situation - // special menus use No_human // dont hide menu in conversations if (TALK_FLAG == 0) g_display->hideMenu(RDMENU_BOTTOM); if (mouse_mode == MOUSE_system_menu) { // close menu mouse_mode = MOUSE_normal; g_display->hideMenu(RDMENU_TOP); } // script continue return IR_CONT; } void No_human(void) { // 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 MOUSE_AVAILABLE = 0; // human/mouse off mouse_status = 1; Set_mouse(0); Set_luggage(0); } int32 Logic::fnAddHuman(int32 *params) { // params: none // for logic scripts MOUSE_AVAILABLE = 1; // off if (mouse_status) { mouse_status = 0; // on mouse_touching = 1; // forces engine to choose a cursor } //clear this to reset no-second-click system 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 mouse_mode_locked = 0; if (OBJECT_HELD) { // was dragging something around // need to clear this again OBJECT_HELD = 0; // and these may also need clearing, just in case examining_menu_icon = 0; COMBINE_BASE = 0; Set_luggage(0); } // if mouse is over menu area if (g_display->_mouseY > 399) { if (mouse_mode != MOUSE_holding) { // VITAL - reset things & rebuild the menu mouse_mode = MOUSE_normal; Set_mouse(NORMAL_MOUSE_ID); } else Set_mouse(NORMAL_MOUSE_ID); } // enabled/disabled from console; status printed with on-screen debug // info if (testingSnR) { uint8 black[4] = { 0, 0, 0, 0 }; uint8 white[4] = { 255, 255, 255, 0 }; // testing logic scripts by simulating an instant Save & // Restore g_display->setPalette(0, 1, white, RDPAL_INSTANT); // stops all fx & clears the queue - eg. when leaving a // location Clear_fx_queue(); // Trash all object resources so they load in fresh & restart // their logic scripts res_man.killAllObjects(false); g_display->setPalette(0, 1, black, RDPAL_INSTANT); } return IR_CONT; } int32 Logic::fnRegisterMouse(int32 *params) { // 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 // params: 0 pointer to Object_mouse or 0 for no write to mouse // list debug(5, "cur_mouse = %d", cur_mouse); Object_mouse *ob_mouse = (Object_mouse *) params[0]; // only if 'pointer' isn't NULL if (ob_mouse->pointer) { #ifdef _SWORD2_DEBUG if (cur_mouse == TOTAL_mouse_list) error("ERROR: mouse_list full"); #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 '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 (mouse_list[cur_mouse].pointer_text && mouse_list[cur_mouse].id != (int32) ID) mouse_list[cur_mouse].pointer_text = 0; // get id from system variable 'id' which is correct for // current object mouse_list[cur_mouse].id = ID; // not using sprite as mask - this is only done from // fnRegisterFrame() mouse_list[cur_mouse].anim_resource = 0; mouse_list[cur_mouse].anim_pc = 0; debug(5, "mouse id %d", mouse_list[cur_mouse].id); cur_mouse++; } return IR_CONT; } // use this in the object's service script prior to registering the mouse area // ie. before fnRegisterMouse or fnRegisterFrame // - best if kept at very top of service script int32 Logic::fnRegisterPointerText(int32 *params) { // params: 0 local id of text line to use as pointer text #ifdef _SWORD2_DEBUG if (cur_mouse == TOTAL_mouse_list) error("ERROR: mouse_list full"); #endif // current object id - used for checking pointer_text when mouse area // registered (in fnRegisterMouse and fnRegisterFrame) mouse_list[cur_mouse].id = ID; mouse_list[cur_mouse].pointer_text = params[0]; return IR_CONT; } int32 Logic::fnInitFloorMouse(int32 *params) { // params: 0 pointer to object's mouse structure Object_mouse *ob_mouse = (Object_mouse *) params[0]; // floor is always lowest priority 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; ob_mouse->pointer = NORMAL_MOUSE_ID; return IR_CONT; } #define SCROLL_MOUSE_WIDTH 20 int32 Logic::fnSetScrollLeftMouse(int32 *params) { // params: 0 pointer to object's mouse structure Object_mouse *ob_mouse = (Object_mouse *) params[0]; // Highest priority 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; if (this_screen.scroll_offset_x > 0) { // not fully scrolled to the left ob_mouse->pointer = SCROLL_LEFT_MOUSE_ID; } else { // so the mouse area doesn't get registered ob_mouse->pointer = 0; } return IR_CONT; } int32 Logic::fnSetScrollRightMouse(int32 *params) { // params: 0 pointer to object's mouse structure Object_mouse *ob_mouse = (Object_mouse *) params[0]; // Highest priority ob_mouse->x1 = this_screen.scroll_offset_x + g_display->_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; if (this_screen.scroll_offset_x < this_screen.max_scroll_offset_x) { // not fully scrolled to the right ob_mouse->pointer = SCROLL_RIGHT_MOUSE_ID; } else { // so the mouse area doesn't get registered ob_mouse->pointer = 0; } return IR_CONT; } int32 Logic::fnSetObjectHeld(int32 *params) { // params: 0 luggage icon to set Set_luggage(params[0]); OBJECT_HELD = params[0]; current_luggage_resource = params[0]; // mode locked - no menu available mouse_mode_locked = 1; return IR_CONT; } // called from speech scripts to remove the chooser bar when it's not // appropriate to keep it displayed int32 Logic::fnRemoveChooser(int32 *params) { // params: none g_display->hideMenu(RDMENU_BOTTOM); return IR_CONT; } int32 Logic::fnCheckPlayerActivity(int32 *params) { // 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 the actual delay is at or above the given threshold if (player_activity_delay >= threshold) { // reset activity delay counter, now that we've got a // positive check player_activity_delay = 0; RESULT = 1; } else RESULT = 0; return IR_CONT; } int32 Logic::fnResetPlayerActivityDelay(int32 *params) { // Use if you want to deliberately reset the "no player activity" // counter for any reason // params: none player_activity_delay = 0; return IR_CONT; } void Monitor_player_activity(void) { // if there is at least one mouse event outstanding if (CheckForMouseEvents()) { // reset activity delay counter player_activity_delay = 0; } else { // no. of game cycles since mouse event queue last empty player_activity_delay++; } } } // End of namespace Sword2