1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
|
/* 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/header.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/mouse.h"
#include "sword2/object.h"
#include "sword2/resman.h"
#include "sword2/screen.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);
}
#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() {
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);
mouse_width += deltaX;
mouse_height += deltaY;
byte *mouseData = (byte *)calloc(mouse_height, mouse_width);
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);
free(mouseData);
}
/**
* 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
|