178 lines
6.3 KiB
C++
178 lines
6.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "illusions/duckman/illusions_duckman.h"
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#include "illusions/duckman/duckman_dialog.h"
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#include "illusions/duckman/scriptopcodes_duckman.h"
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#include "illusions/actor.h"
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#include "illusions/camera.h"
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#include "illusions/cursor.h"
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#include "illusions/dictionary.h"
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#include "illusions/resources/fontresource.h"
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#include "illusions/graphics.h"
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#include "illusions/input.h"
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#include "illusions/resources/actorresource.h"
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#include "illusions/resources/backgroundresource.h"
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#include "illusions/resources/midiresource.h"
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#include "illusions/resources/scriptresource.h"
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#include "illusions/resources/soundresource.h"
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#include "illusions/resources/talkresource.h"
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#include "illusions/resourcesystem.h"
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#include "illusions/screen.h"
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#include "illusions/screentext.h"
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#include "illusions/scriptstack.h"
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#include "illusions/sound.h"
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#include "illusions/specialcode.h"
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#include "illusions/textdrawer.h"
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#include "illusions/thread.h"
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#include "illusions/time.h"
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#include "illusions/updatefunctions.h"
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#include "illusions/threads/abortablethread.h"
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#include "illusions/threads/causethread_duckman.h"
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#include "illusions/threads/scriptthread.h"
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#include "illusions/threads/talkthread_duckman.h"
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#include "illusions/threads/timerthread.h"
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#include "engines/util.h"
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namespace Illusions {
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// DuckmanDialogSystem
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DuckmanDialogSystem::DuckmanDialogSystem(IllusionsEngine_Duckman *vm)
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: _vm(vm) {
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}
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DuckmanDialogSystem::~DuckmanDialogSystem() {
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}
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void DuckmanDialogSystem::addDialogItem(int16 choiceJumpOffs, uint32 sequenceId) {
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DialogItem dialogItem;
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dialogItem._choiceJumpOffs = choiceJumpOffs;
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dialogItem._sequenceId = sequenceId;
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_dialogItems.push_back(dialogItem);
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}
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void DuckmanDialogSystem::startDialog(int16 *choiceOfsPtr, uint32 actorTypeId, uint32 callerThreadId) {
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static const uint32 kDialogSequenceIds[] = {
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0,
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0x6049C, 0x6049C, 0x6047A, 0x6049D,
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0x60479, 0x6049E, 0x6049F, 0x60468
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};
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if (_dialogItems.size() == 1) {
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*choiceOfsPtr = _dialogItems[0]._choiceJumpOffs;
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_vm->notifyThreadId(callerThreadId);
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} else {
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if (!_vm->_cursor._control) {
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Common::Point pos = _vm->getNamedPointPosition(0x70001);
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_vm->_controls->placeActor(0x50001, pos, 0x60001, Illusions::CURSOR_OBJECT_ID, 0);
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_vm->_cursor._control = _vm->_dict->getObjectControl(Illusions::CURSOR_OBJECT_ID);
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}
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_vm->_cursor._control->appearActor();
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_vm->setCursorActorIndex(6, 1, 0);
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_vm->_cursor._gameState = 3;
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_vm->_cursor._notifyThreadId30 = callerThreadId;
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_vm->_cursor._dialogItemsCount = 0;
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_vm->_cursor._overlappedObjectId = 0;
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_vm->_cursor._op113_choiceOfsPtr = choiceOfsPtr;
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_vm->_cursor._currOverlappedControl = nullptr;
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/* TODO?
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if (!_vm->_input->getCursorMouseMode())
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_vm->_input->setMousePos((Point)0xBC0014);
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*/
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_vm->_cursor._dialogItemsCount = _dialogItems.size();
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Common::Point placePt(20, 188);
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for (uint i = 1; i <= _dialogItems.size(); ++i) {
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DialogItem &dialogItem = _dialogItems[_dialogItems.size() - i];
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_vm->_controls->placeDialogItem(i + 1, actorTypeId, dialogItem._sequenceId, placePt, dialogItem._choiceJumpOffs);
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placePt.x += 40;
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}
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Common::Point placePt2 = _vm->getNamedPointPosition(0x700C3);
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_vm->_controls->placeActor(0x5006E, placePt2, kDialogSequenceIds[_dialogItems.size()], 0x40148, 0);
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Control *control = _vm->_dict->getObjectControl(0x40148);
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control->_flags |= 8;
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_vm->playSoundEffect(8);
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}
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_dialogItems.clear();
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}
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void DuckmanDialogSystem::updateDialogState() {
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Common::Point mousePos = _vm->_input->getCursorPosition();
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// TODO Handle keyboard input
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_vm->_cursor._control->_actor->_position = mousePos;
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mousePos = _vm->convertMousePos(mousePos);
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Control *currOverlappedControl = _vm->_cursor._currOverlappedControl;
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Control *newOverlappedControl;
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if (_vm->_controls->getDialogItemAtPos(_vm->_cursor._control, mousePos, &newOverlappedControl)) {
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if (currOverlappedControl != newOverlappedControl) {
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newOverlappedControl->setActorIndex(2);
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newOverlappedControl->startSequenceActor(newOverlappedControl->_actor->_sequenceId, 2, 0);
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if (currOverlappedControl) {
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currOverlappedControl->setActorIndex(1);
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currOverlappedControl->startSequenceActor(currOverlappedControl->_actor->_sequenceId, 2, 0);
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}
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_vm->playSoundEffect(10);
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_vm->startCursorSequence();
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_vm->setCursorActorIndex(6, 2, 0);
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_vm->_cursor._currOverlappedControl = newOverlappedControl;
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_vm->_cursor._overlappedObjectId = newOverlappedControl->_objectId;
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}
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} else if (currOverlappedControl) {
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currOverlappedControl->setActorIndex(1);
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currOverlappedControl->startSequenceActor(currOverlappedControl->_actor->_sequenceId, 2, 0);
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_vm->playSoundEffect(10);
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_vm->_cursor._currOverlappedControl = nullptr;
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_vm->_cursor._overlappedObjectId = 0;
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_vm->startCursorSequence();
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_vm->setCursorActorIndex(6, 1, 0);
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}
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if (_vm->_input->pollEvent(kEventLeftClick)) {
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if (_vm->_cursor._currOverlappedControl) {
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_vm->playSoundEffect(9);
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*_vm->_cursor._op113_choiceOfsPtr = _vm->_cursor._currOverlappedControl->_actor->_choiceJumpOffs;
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_vm->_controls->destroyDialogItems();
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Control *control = _vm->_dict->getObjectControl(0x40148);
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_vm->_controls->destroyControl(control);
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_vm->notifyThreadId(_vm->_cursor._notifyThreadId30);
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_vm->_cursor._notifyThreadId30 = 0;
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_vm->_cursor._gameState = 2;
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_vm->_cursor._dialogItemsCount = 0;
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_vm->_cursor._overlappedObjectId = 0;
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_vm->_cursor._op113_choiceOfsPtr = nullptr;
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_vm->_cursor._control->disappearActor();
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}
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}
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}
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} // End of namespace Illusions
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