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|
/* ScummVM - Scumm Interpreter
* Copyright (C) 2005-2006 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 "lure/room.h"
#include "lure/luredefs.h"
#include "lure/res.h"
#include "lure/screen.h"
#include "lure/game.h"
#include "lure/events.h"
#include "lure/strings.h"
#include "lure/scripts.h"
namespace Lure {
static Room *int_room;
RoomLayer::RoomLayer(uint16 screenId, bool backgroundLayer):
Surface(FULL_SCREEN_WIDTH, FULL_SCREEN_HEIGHT) {
loadScreen(screenId);
byte *screenData = data().data();
int cellY;
// Reset all the cells to unused
Common::set_to((bool *) _cells, (bool *) _cells + GRID_SIZE, false);
// Loop through each cell of the screen
for (cellY = 0; cellY < NUM_VERT_RECTS; ++cellY) {
for (int cellX = 0; cellX < NUM_HORIZ_RECTS; ++cellX) {
bool hasPixels = false;
if (backgroundLayer) {
hasPixels = true;
} else {
// Check the cell
for (int yP = 0; yP < RECT_SIZE; ++yP) {
if (hasPixels) break;
byte *linePos = screenData + (cellY * RECT_SIZE + yP + MENUBAR_Y_SIZE)
* FULL_SCREEN_WIDTH + (cellX * RECT_SIZE);
for (int xP = 0; xP < RECT_SIZE; ++xP) {
hasPixels = *linePos++ != 0;
if (hasPixels) break;
}
}
}
_cells[cellY + NUM_EDGE_RECTS][cellX + NUM_EDGE_RECTS] = hasPixels;
}
}
}
/*--------------------------------------------------------------------------*/
Room::Room(): _screen(Screen::getReference()) {
int_room = this;
_roomData = NULL;
_talkDialog = NULL;
_hotspotId = 0;
_hotspotName[0] = '\0';
_statusLine[0] = '\0';
for (int ctr = 0; ctr < MAX_NUM_LAYERS; ++ctr) _layers[ctr] = NULL;
_numLayers = 0;
_showInfo = false;
_isExit = false;
_destRoomNumber = 0;
_cursorState = CS_NONE;
//****DEBUG****
memset(tempLayer, 0, DECODED_PATHS_WIDTH * DECODED_PATHS_HEIGHT * 2);
}
Room::~Room() {
for (int layerNum = 0; layerNum < _numLayers; ++layerNum)
if (_layers[layerNum])
delete _layers[layerNum];
if (_talkDialog) delete _talkDialog;
int_room = NULL;
}
Room &Room::getReference() {
return *int_room;
}
// leaveRoom
// Handles leaving the current room
void Room::leaveRoom() {
Resources &r = Resources::getReference();
// Deallocate graphical layers from the room
for (int layerNum = 0; layerNum < _numLayers; ++layerNum)
if (_layers[layerNum]) {
delete _layers[layerNum];
_layers[layerNum] = NULL;
}
// Scan through the hotspot list and remove any uneeded entries
HotspotList &list = r.activeHotspots();
HotspotList::iterator i = list.begin();
while (i != list.end()) {
Hotspot *h = i.operator*();
if (!h->persistant()) {
i = list.erase(i);
} else {
++i;
}
}
}
void Room::loadRoomHotspots() {
Resources &r = Resources::getReference();
HotspotDataList &list = r.hotspotData();
HotspotDataList::iterator i;
for (i = list.begin(); i != list.end(); ++i) {
HotspotData *rec = *i;
if ((rec->hotspotId < 0x7530) && (rec->roomNumber == _roomNumber) &&
(rec->layer != 0))
r.activateHotspot(rec->hotspotId);
}
}
void Room::checkRoomHotspots() {
uint16 rangeStart[4] = {0x408, 0x3e8, 0x7530, 0x2710};
uint16 rangeEnd[4] = {0x270f, 0x407, 0xffff, 0x752f};
Mouse &m = Mouse::getReference();
Resources &res = Resources::getReference();
HotspotDataList &list = res.hotspotData();
HotspotData *entry = NULL;
int16 currentX = m.x();
int16 currentY = m.y();
HotspotDataList::iterator i;
// Loop for each range of hotspot Ids
for (int ctr = 0; ctr < 4; ++ctr) {
for (i = list.begin(); i != list.end(); ++i) {
entry = *i;
if ((entry->hotspotId < rangeStart[ctr]) || (entry->hotspotId > rangeEnd[ctr]))
// Hotspot outside range, so skip it
continue;
bool skipFlag = (entry->roomNumber != _roomNumber);
if (!skipFlag) {
skipFlag = (((entry->flags & HOTSPOTFLAG_FOUND) == 0) &&
((entry->flags & HOTSPOTFLAG_SKIP) != 0)) ||
((entry->flags & HOTSPOTFLAG_MENU_EXCLUSION) != 0);
}
if ((!skipFlag) && (entry->hotspotId < 0x409))
// For character hotspots, validate they're in clipping range
skipFlag = !res.checkHotspotExtent(entry);
if (!skipFlag && (entry->hotspotId >= 0x2710) && (entry->hotspotId <= 0x27ff)) {
RoomExitJoinData *rec = res.getExitJoin(entry->hotspotId);
if ((rec) && (!rec->blocked))
// Hotspot is over a room exit, and it's not blocked, so don't
// register it as an active hotspot
skipFlag = true;
}
if (!skipFlag) {
// Check for a hotspot override
HotspotOverrideData *hsEntry = res.getHotspotOverride(entry->hotspotId);
if (hsEntry) {
// Check whether cursor is in override hotspot area
if ((currentX >= hsEntry->xs) && (currentX <= hsEntry->xe) &&
(currentY >= hsEntry->ys) && (currentY <= hsEntry->ye))
// Found to be in hotspot entry
break;
} else {
// Check whether cursor is in default hospot area
if ((currentX >= entry->startX) && (currentY >= entry->startY) &&
(currentX < entry->startX + entry->widthCopy) &&
(currentY < entry->startY + entry->height))
// Found hotspot entry
break;
}
}
}
if (i != list.end())
break;
}
if (i == list.end()) {
_hotspotId = 0;
_hotspotNameId = 0;
_hotspot = NULL;
_destRoomNumber = 0;
} else {
_hotspotNameId = entry->nameId;
_hotspot = entry;
_hotspotId = entry->hotspotId;
_isExit = false;
entry->flags |= HOTSPOTFLAG_FOUND;
}
}
CursorType Room::checkRoomExits() {
Mouse &m = Mouse::getReference();
Resources &res = Resources::getReference();
_destRoomNumber = 0;
RoomExitHotspotList &exits = _roomData->exitHotspots;
if (exits.empty()) return CURSOR_ARROW;
RoomExitJoinData *join;
bool skipFlag;
RoomExitHotspotList::iterator i;
for (i = exits.begin(); i != exits.end(); ++i) {
RoomExitHotspotData *rec = *i;
skipFlag = false;
if (rec->hotspotId != 0) {
join = res.getExitJoin(rec->hotspotId);
if ((join) && (join->blocked != 0))
skipFlag = true;
}
if (!skipFlag && (m.x() >= rec->xs) && (m.x() <= rec->xe) &&
(m.y() >= rec->ys) && (m.y() <= rec->ye)) {
// Cursor is within exit area
CursorType cursorNum = (CursorType)rec->cursorNum;
_destRoomNumber = rec->destRoomNumber;
// If it's a hotspotted exit, change arrow to the + arrow
if (rec->hotspotId != 0) {
_hotspotId = rec->hotspotId;
_hotspot = res.getHotspot(_hotspotId);
_hotspotNameId = _hotspot->nameId;
_isExit = true;
cursorNum = (CursorType)((int)cursorNum + 7);
}
return cursorNum;
}
}
// No room exits found
return CURSOR_ARROW;
}
void Room::addAnimation(Hotspot &h) {
Surface &s = _screen.screen();
char buffer[10];
h.copyTo(&s);
if (_showInfo) {
int16 x = h.x();
int16 y = h.y();
if ((x >= 0) && (x < FULL_SCREEN_WIDTH) && (y >= 0) && (y < FULL_SCREEN_HEIGHT))
sprintf(buffer, "%xh", h.hotspotId());
}
}
void Room::addLayers(Hotspot &h) {
int16 hsX = h.x() + (NUM_EDGE_RECTS * RECT_SIZE);
int16 hsY = h.y() + (NUM_EDGE_RECTS * RECT_SIZE) - MENUBAR_Y_SIZE;
int16 xStart = hsX / RECT_SIZE;
int16 xEnd = (hsX + h.width()) / RECT_SIZE;
int16 numX = xEnd - xStart + 1;
int16 yStart = hsY / RECT_SIZE;
int16 yEnd = (hsY + h.heightCopy() - 1) / RECT_SIZE;
int16 numY = yEnd - yStart + 1;
if ((xStart < 0) || (yEnd < 0))
return;
for (int16 xCtr = 0; xCtr < numX; ++xCtr, ++xStart) {
int16 xs = xStart - NUM_EDGE_RECTS;
if (xs < 0) continue;
// Check foreground layers for an occupied one
int layerNum = 1;
while ((layerNum < 4) && (_layers[layerNum] != NULL) &&
!_layers[layerNum]->isOccupied(xStart, yEnd))
++layerNum;
if ((layerNum == 4) || (_layers[layerNum] == NULL)) continue;
int16 ye = yEnd - NUM_EDGE_RECTS;
for (int16 yCtr = 0; yCtr < numY; ++yCtr, --ye) {
if (ye < 0) break;
addCell(xs, ye, layerNum);
}
}
}
void Room::addCell(int16 xp, int16 yp, int layerNum) {
Surface &s = _screen.screen();
while ((layerNum < 4) && (_layers[layerNum] != NULL) &&
!_layers[layerNum]->isOccupied(xp + NUM_EDGE_RECTS, yp + NUM_EDGE_RECTS))
++layerNum;
if ((layerNum == 4) || (_layers[layerNum] == NULL)) return;
RoomLayer *layer = _layers[layerNum];
int index = ((yp * RECT_SIZE + MENUBAR_Y_SIZE) * FULL_SCREEN_WIDTH) + (xp * RECT_SIZE);
byte *srcPos = layer->data().data() + index;
byte *destPos = s.data().data() + index;
for (int yCtr = 0; yCtr < RECT_SIZE; ++yCtr) {
for (int xCtr = 0; xCtr < RECT_SIZE; ++xCtr, ++destPos) {
byte pixel = *srcPos++;
if (pixel) *destPos = pixel;
}
// Move to start of next cell line
srcPos += FULL_SCREEN_WIDTH - RECT_SIZE;
destPos += FULL_SCREEN_WIDTH - RECT_SIZE;
}
}
void Room::blockMerge() {
for (int layerNum1 = 0; layerNum1 < 3; ++layerNum1) {
if (_layers[layerNum1] == NULL) break;
for (int layerNum2 = layerNum1 + 1; layerNum2 < 4; ++layerNum2) {
if (_layers[layerNum2] == NULL) break;
for (int yp = 0; yp < NUM_VERT_RECTS; ++yp) {
for (int xp = 0; xp < NUM_HORIZ_RECTS; ++xp) {
if (_layers[layerNum1]->isOccupied(xp + NUM_EDGE_RECTS, yp + NUM_EDGE_RECTS) &&
_layers[layerNum2]->isOccupied(xp + NUM_EDGE_RECTS, yp + NUM_EDGE_RECTS)) {
// Copy the rect from the later layer onto the earlier layer
int offset = (yp * RECT_SIZE + MENUBAR_Y_SIZE) * FULL_SCREEN_WIDTH + (xp * RECT_SIZE);
byte *src = _layers[layerNum2]->data().data() + offset;
byte *dest = _layers[layerNum1]->data().data() + offset;
for (int y = 0; y < RECT_SIZE; ++y) {
for (int x = 0; x < RECT_SIZE; ++x, ++src, ++dest) {
if (*src != 0) *dest = *src;
}
src += FULL_SCREEN_WIDTH - RECT_SIZE;
dest += FULL_SCREEN_WIDTH - RECT_SIZE;
}
}
}
}
}
}
}
void Room::update() {
Surface &s = _screen.screen();
Resources &res = Resources::getReference();
HotspotList &hotspots = res.activeHotspots();
HotspotList::iterator i;
// Copy the background to the temporary screen surface
_layers[0]->copyTo(&s);
// Handle first layer (layer 3)
for (i = hotspots.begin(); i != hotspots.end(); ++i) {
Hotspot &h = *i.operator*();
if ((h.roomNumber() == _roomNumber) && h.isActiveAnimation() && (h.layer() == 3)) {
addAnimation(h);
addLayers(h);
}
}
// Handle second layer (layer 1) - do in order of Y axis
List<Hotspot *> tempList;
List<Hotspot *>::iterator iTemp;
for (i = hotspots.begin(); i != hotspots.end(); ++i) {
Hotspot *h = i.operator*();
if ((h->layer() != 1) || (h->roomNumber() != _roomNumber) ||
h->skipFlag() || !h->isActiveAnimation())
continue;
int16 endY = h->y() + h->heightCopy();
for (iTemp = tempList.begin(); iTemp != tempList.end(); ++iTemp) {
Hotspot *hTemp = iTemp.operator*();
int16 tempY = hTemp->y() + hTemp->heightCopy();
if (endY < tempY) break;
}
tempList.insert(iTemp, h);
}
for (iTemp = tempList.begin(); iTemp != tempList.end(); ++iTemp) {
Hotspot &h = *iTemp.operator*();
addAnimation(h);
addLayers(h);
}
// Handle third layer (layer 2)
for (i = hotspots.begin(); i != hotspots.end(); ++i) {
Hotspot &h = *i.operator*();
if ((h.roomNumber() == _roomNumber) && h.isActiveAnimation() && (h.layer() == 2)) {
addAnimation(h);
}
}
// Show any active talk dialog
if (_talkDialog) {
// Make sure the character is still active and in the viewing room
Hotspot *talkCharacter = res.getActiveHotspot(res.getTalkingCharacter());
if ((talkCharacter != NULL) && (talkCharacter->roomNumber() == _roomNumber))
_talkDialog->copyTo(&s, _talkDialogX, _talkDialogY);
}
// Handle showing the status line
if (!*_statusLine) {
// No current status action being display
if (_hotspotId != 0)
s.writeString(0, 0, _hotspotName, false, DIALOG_TEXT_COLOUR);
} else {
// Word wrap (if necessary) the status line and dispaly it
char *statusLineCopy = strdup(_statusLine);
char **lines;
uint8 numLines;
int16 yPos = 0;
s.wordWrap(statusLineCopy, s.width(), lines, numLines);
for (int lineNum = 0; lineNum < numLines; ++lineNum) {
s.writeString(0, yPos, lines[lineNum], false, DIALOG_WHITE_COLOUR);
yPos += FONT_HEIGHT;
}
Memory::dealloc(lines);
Memory::dealloc(statusLineCopy);
}
// Debug - if the bottle object is on layer 0FEh, then display it's surface
Hotspot *displayHotspot = res.getActiveHotspot(BOTTLE_HOTSPOT_ID);
if ((displayHotspot != NULL) && (displayHotspot->layer() == 0xfe))
displayHotspot->frames().copyTo(&s);
// If show information is turned on, show extra debugging information
if (_showInfo) {
char buffer[64];
// Temporary display of pathfinding data
for (int yctr = 0; yctr < ROOM_PATHS_HEIGHT; ++yctr) {
for (int xctr = 0; xctr < ROOM_PATHS_WIDTH; ++xctr) {
/*
if (_roomData->paths.isOccupied(xctr, yctr))
s.fillRect(Rect(xctr * 8, yctr * 8 + 8, xctr * 8 + 7, yctr * 8 + 15), 255);
*/
uint16 v = tempLayer[(yctr + 1) * DECODED_PATHS_WIDTH + xctr + 1];
if ((v != 0) && (v < 100)) {
sprintf(buffer, "%d", v % 10);
s.writeString(xctr * 8, yctr * 8 + 8, buffer, true);
// } else if (v == 0xffff) {
} else if (_roomData->paths.isOccupied(xctr, yctr)) {
s.fillRect(Rect(xctr * 8, yctr * 8 + 8, xctr * 8 + 7, yctr * 8 + 15), 255);
}
}
}
Mouse &m = Mouse::getReference();
sprintf(buffer, "Room %d Pos (%d,%d) @ (%d,%d)", _roomNumber, m.x(), m.y(),
m.x() / RECT_SIZE, (m.y() - MENUBAR_Y_SIZE) / RECT_SIZE);
s.writeString(FULL_SCREEN_WIDTH / 2, 0, buffer, false, DIALOG_TEXT_COLOUR);
}
}
void Room::setRoomNumber(uint16 newRoomNumber, bool showOverlay) {
Resources &res = Resources::getReference();
Game &game = Game::getReference();
Mouse &mouse = Mouse::getReference();
mouse.pushCursorNum(CURSOR_DISK);
_roomData = res.getRoom(newRoomNumber);
if (!_roomData)
error("Tried to change to non-existant room: %d", newRoomNumber);
bool leaveFlag = (_layers[0] && (newRoomNumber != _roomNumber) && (_roomNumber != 0));
_roomNumber = _roomData->roomNumber;
_descId = _roomData->descId;
if (leaveFlag) {
// Fade out all the colours except the high index 0FFh, which is used to show the
// disk cursor as a room changes
_screen.paletteFadeOut(GAME_COLOURS - 1);
leaveRoom();
}
_screen.empty();
_screen.setPaletteEmpty(RES_PALETTE_ENTRIES);
_numLayers = _roomData->numLayers;
if (showOverlay) ++_numLayers;
uint16 paletteId = (_roomData->layers[0] & 0xffe0) - 1;
for (uint8 layerNum = 0; layerNum < _numLayers; ++layerNum)
_layers[layerNum] = new RoomLayer(_roomData->layers[layerNum],
layerNum == 0);
blockMerge();
// Generate the palette for the room that will be faded in
//Palette p(MAIN_PALETTE_SIZE, NULL, RGB64);
Palette p(GAME_PALETTE_RESOURCE_ID);
Palette tempPalette(paletteId);
p.copyFrom(&tempPalette);
res.insertPaletteSubset(p);
// Set the new room number
res.fieldList().setField(ROOM_NUMBER, newRoomNumber);
if (_roomData->sequenceOffset != 0xffff)
Script::execute(_roomData->sequenceOffset);
loadRoomHotspots();
if ((_roomData->exitTime != 0xffff) && (_roomData->exitTime != 0)) {
// If time has passed, animation ticks needed before room is displayed
int numSeconds = (g_system->getMillis() - _roomData->exitTime) / 1000;
if (numSeconds > 300) numSeconds = 300;
game.preloadFlag() = true;
while (numSeconds-- > 0)
game.tick();
game.preloadFlag() = false;
}
game.tick();
update();
_screen.update();
if (leaveFlag)
_screen.paletteFadeIn(&p);
else
_screen.setPalette(&p);
mouse.popCursor();
}
// checkCursor
// Called repeatedly to check if any changes to the cursor are required
void Room::checkCursor() {
Mouse &mouse = Mouse::getReference();
Resources &res = Resources::getReference();
uint16 oldHotspotId = _hotspotId;
CursorType currentCursor = mouse.getCursorNum();
CursorType newCursor = currentCursor;
CurrentAction playerAction = res.getActiveHotspot(PLAYER_ID)->currentActions().action();
uint16 oldRoomNumber = res.fieldList().getField(OLD_ROOM_NUMBER);
if ((currentCursor >= CURSOR_TIME_START) && (currentCursor <= CURSOR_TIME_END) &&
((playerAction == START_WALKING) || (playerAction == PROCESSING_PATH))) {
// Animate the clock when processing the player path
newCursor = (CursorType)((int)newCursor + 1);
if (newCursor == CURSOR_CROSS) newCursor = CURSOR_TIME_START;
} else if (checkInTalkDialog() && (oldRoomNumber == 0)) {
newCursor = CURSOR_TALK;
} else if (res.getTalkData()) {
newCursor = CURSOR_ARROW;
} else if (_cursorState == CS_BUMPED) {
newCursor = CURSOR_CAMERA;
} else if (_cursorState == CS_TALKING) {
newCursor = CURSOR_ARROW;
} else if (mouse.y() < MENUBAR_Y_SIZE) {
// If viewing a room remotely, then don't change to the menu cursor
if (oldRoomNumber != 0) return;
newCursor = CURSOR_MENUBAR;
} else if (_cursorState != CS_NONE) {
// Currently in a special mode
checkRoomHotspots();
newCursor = CURSOR_CAMERA;
} else {
// Check for a highlighted hotspot
checkRoomHotspots();
if (_hotspotId != 0) {
newCursor = CURSOR_CROSS;
} else {
newCursor = checkRoomExits();
}
if (oldHotspotId != _hotspotId)
StringData::getReference().getString(_hotspotNameId, _hotspotName);
}
if (mouse.getCursorNum() != newCursor)
mouse.setCursorNum(newCursor);
}
void Room::setTalkDialog(uint16 srcCharacterId, uint16 destCharacterId, uint16 usedId, uint16 stringId) {
Resources &res = Resources::getReference();
debugC(ERROR_DETAILED, kLureDebugAnimations, "Room::setTalkDialog - char=%xh string=%d",
srcCharacterId, stringId);
if (_talkDialog) {
delete _talkDialog;
_talkDialog = NULL;
}
if (res.getTalkingCharacter() != 0) {
// Signal to any talked to character that they're no longer being talked to
HotspotData *talkingChar = res.getHotspot(res.getTalkingCharacter());
if ((talkingChar->talkDestCharacterId != 0) &&
(talkingChar->talkDestCharacterId != NOONE_ID)) {
HotspotData *destChar = res.getHotspot(talkingChar->talkDestCharacterId);
destChar->talkerId = 0;
}
}
res.setTalkingCharacter(srcCharacterId);
if (srcCharacterId == 0)
return;
HotspotData *character = res.getHotspot(srcCharacterId);
if (character->roomNumber != _roomNumber)
return;
_talkDialog = new TalkDialog(srcCharacterId, destCharacterId, usedId, stringId);
_talkDialogX = character->startX + (character->width / 2) - (TALK_DIALOG_WIDTH / 2);
if (_talkDialogX < 0) _talkDialogX = 0;
if (_talkDialogX + TALK_DIALOG_WIDTH >= FULL_SCREEN_WIDTH - 10)
_talkDialogX = FULL_SCREEN_WIDTH - 10 - TALK_DIALOG_WIDTH;
_talkDialogY = TALK_DIALOG_Y;
}
// Checks to see if a talk dialog is active, and if so if the mouse is in
// within it
bool Room::checkInTalkDialog() {
// Make sure there is a talk dialog active
if (!_talkDialog) return false;
// Don't allow dialog close if it's still in progress
if (_talkDialog->isBuilding()) return false;
// Only allow the dialog to be closable if it's the player talking, or
// someone talking to the player
Resources &res = Resources::getReference();
uint16 talkerId = res.getTalkingCharacter();
if ((talkerId == NOONE_ID) || (talkerId == 0))
return false;
if (talkerId != PLAYER_ID) {
HotspotData *charHotspot = res.getHotspot(talkerId);
assert(charHotspot);
if (charHotspot->talkDestCharacterId != PLAYER_ID)
return false;
}
// Check boundaries
Mouse &mouse = Mouse::getReference();
return ((mouse.x() >= _talkDialogX) && (mouse.y() >= _talkDialogY) &&
(mouse.x() < _talkDialogX + _talkDialog->surface().width()) &&
(mouse.y() < _talkDialogY + _talkDialog->surface().height()));
}
void Room::saveToStream(Common::WriteStream *stream) {
stream->writeUint16LE(_roomNumber);
stream->writeUint16LE(_destRoomNumber);
stream->writeByte(_showInfo);
stream->writeUint16LE(_cursorState);
}
void Room::loadFromStream(Common::ReadStream *stream) {
_roomNumber = stream->readUint16LE();
setRoomNumber(_roomNumber, false);
_destRoomNumber = stream->readUint16LE();
_showInfo = stream->readByte() != 0;
_cursorState = (CursorState) stream->readUint16LE();
}
} // end of namespace Lure
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