Files
scummvm-cursorfix/engines/illusions/duckman/duckman_dialog.cpp
2026-02-02 04:50:13 +01:00

178 lines
6.3 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "illusions/duckman/illusions_duckman.h"
#include "illusions/duckman/duckman_dialog.h"
#include "illusions/duckman/scriptopcodes_duckman.h"
#include "illusions/actor.h"
#include "illusions/camera.h"
#include "illusions/cursor.h"
#include "illusions/dictionary.h"
#include "illusions/resources/fontresource.h"
#include "illusions/graphics.h"
#include "illusions/input.h"
#include "illusions/resources/actorresource.h"
#include "illusions/resources/backgroundresource.h"
#include "illusions/resources/midiresource.h"
#include "illusions/resources/scriptresource.h"
#include "illusions/resources/soundresource.h"
#include "illusions/resources/talkresource.h"
#include "illusions/resourcesystem.h"
#include "illusions/screen.h"
#include "illusions/screentext.h"
#include "illusions/scriptstack.h"
#include "illusions/sound.h"
#include "illusions/specialcode.h"
#include "illusions/textdrawer.h"
#include "illusions/thread.h"
#include "illusions/time.h"
#include "illusions/updatefunctions.h"
#include "illusions/threads/abortablethread.h"
#include "illusions/threads/causethread_duckman.h"
#include "illusions/threads/scriptthread.h"
#include "illusions/threads/talkthread_duckman.h"
#include "illusions/threads/timerthread.h"
#include "engines/util.h"
namespace Illusions {
// DuckmanDialogSystem
DuckmanDialogSystem::DuckmanDialogSystem(IllusionsEngine_Duckman *vm)
: _vm(vm) {
}
DuckmanDialogSystem::~DuckmanDialogSystem() {
}
void DuckmanDialogSystem::addDialogItem(int16 choiceJumpOffs, uint32 sequenceId) {
DialogItem dialogItem;
dialogItem._choiceJumpOffs = choiceJumpOffs;
dialogItem._sequenceId = sequenceId;
_dialogItems.push_back(dialogItem);
}
void DuckmanDialogSystem::startDialog(int16 *choiceOfsPtr, uint32 actorTypeId, uint32 callerThreadId) {
static const uint32 kDialogSequenceIds[] = {
0,
0x6049C, 0x6049C, 0x6047A, 0x6049D,
0x60479, 0x6049E, 0x6049F, 0x60468
};
if (_dialogItems.size() == 1) {
*choiceOfsPtr = _dialogItems[0]._choiceJumpOffs;
_vm->notifyThreadId(callerThreadId);
} else {
if (!_vm->_cursor._control) {
Common::Point pos = _vm->getNamedPointPosition(0x70001);
_vm->_controls->placeActor(0x50001, pos, 0x60001, Illusions::CURSOR_OBJECT_ID, 0);
_vm->_cursor._control = _vm->_dict->getObjectControl(Illusions::CURSOR_OBJECT_ID);
}
_vm->_cursor._control->appearActor();
_vm->setCursorActorIndex(6, 1, 0);
_vm->_cursor._gameState = 3;
_vm->_cursor._notifyThreadId30 = callerThreadId;
_vm->_cursor._dialogItemsCount = 0;
_vm->_cursor._overlappedObjectId = 0;
_vm->_cursor._op113_choiceOfsPtr = choiceOfsPtr;
_vm->_cursor._currOverlappedControl = nullptr;
/* TODO?
if (!_vm->_input->getCursorMouseMode())
_vm->_input->setMousePos((Point)0xBC0014);
*/
_vm->_cursor._dialogItemsCount = _dialogItems.size();
Common::Point placePt(20, 188);
for (uint i = 1; i <= _dialogItems.size(); ++i) {
DialogItem &dialogItem = _dialogItems[_dialogItems.size() - i];
_vm->_controls->placeDialogItem(i + 1, actorTypeId, dialogItem._sequenceId, placePt, dialogItem._choiceJumpOffs);
placePt.x += 40;
}
Common::Point placePt2 = _vm->getNamedPointPosition(0x700C3);
_vm->_controls->placeActor(0x5006E, placePt2, kDialogSequenceIds[_dialogItems.size()], 0x40148, 0);
Control *control = _vm->_dict->getObjectControl(0x40148);
control->_flags |= 8;
_vm->playSoundEffect(8);
}
_dialogItems.clear();
}
void DuckmanDialogSystem::updateDialogState() {
Common::Point mousePos = _vm->_input->getCursorPosition();
// TODO Handle keyboard input
_vm->_cursor._control->_actor->_position = mousePos;
mousePos = _vm->convertMousePos(mousePos);
Control *currOverlappedControl = _vm->_cursor._currOverlappedControl;
Control *newOverlappedControl;
if (_vm->_controls->getDialogItemAtPos(_vm->_cursor._control, mousePos, &newOverlappedControl)) {
if (currOverlappedControl != newOverlappedControl) {
newOverlappedControl->setActorIndex(2);
newOverlappedControl->startSequenceActor(newOverlappedControl->_actor->_sequenceId, 2, 0);
if (currOverlappedControl) {
currOverlappedControl->setActorIndex(1);
currOverlappedControl->startSequenceActor(currOverlappedControl->_actor->_sequenceId, 2, 0);
}
_vm->playSoundEffect(10);
_vm->startCursorSequence();
_vm->setCursorActorIndex(6, 2, 0);
_vm->_cursor._currOverlappedControl = newOverlappedControl;
_vm->_cursor._overlappedObjectId = newOverlappedControl->_objectId;
}
} else if (currOverlappedControl) {
currOverlappedControl->setActorIndex(1);
currOverlappedControl->startSequenceActor(currOverlappedControl->_actor->_sequenceId, 2, 0);
_vm->playSoundEffect(10);
_vm->_cursor._currOverlappedControl = nullptr;
_vm->_cursor._overlappedObjectId = 0;
_vm->startCursorSequence();
_vm->setCursorActorIndex(6, 1, 0);
}
if (_vm->_input->pollEvent(kEventLeftClick)) {
if (_vm->_cursor._currOverlappedControl) {
_vm->playSoundEffect(9);
*_vm->_cursor._op113_choiceOfsPtr = _vm->_cursor._currOverlappedControl->_actor->_choiceJumpOffs;
_vm->_controls->destroyDialogItems();
Control *control = _vm->_dict->getObjectControl(0x40148);
_vm->_controls->destroyControl(control);
_vm->notifyThreadId(_vm->_cursor._notifyThreadId30);
_vm->_cursor._notifyThreadId30 = 0;
_vm->_cursor._gameState = 2;
_vm->_cursor._dialogItemsCount = 0;
_vm->_cursor._overlappedObjectId = 0;
_vm->_cursor._op113_choiceOfsPtr = nullptr;
_vm->_cursor._control->disappearActor();
}
}
}
} // End of namespace Illusions