Files
kichikuou a627a8ea3d Add VM variable storage type
Define a dedicated `vmvar_t` type for values stored in variable pages
and propagate it through interfaces that expose those values. Keep the
type as int for now so this commit does not change runtime behavior.
This separates VM storage from ordinary int buffers and makes a later
conversion to 16-bit storage mechanically checkable.
2026-07-17 08:48:10 +09:00

174 lines
4.4 KiB
C

/*
* sprite_keywait.c: スプライトキー待ち
*
* Copyright (C) 1997-1998 Masaki Chikama (Wren) <chikama@kasumi.ipl.mech.nagoya-u.ac.jp>
* 1998- <masaki-c@is.aist-nara.ac.jp>
*
* 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
*
*/
/* $Id: sprite_keywait.c,v 1.2 2003/05/09 05:14:34 chikama Exp $ */
#include "config.h"
#include <stdio.h>
#include <limits.h>
#include "portab.h"
#include "system.h"
#include "list.h"
#include "ags.h"
#include "nact.h"
#include "input.h"
#include "sact.h"
#include "sprite.h"
#include "sactsound.h"
static void hidesprite(sprite_t *sp);
static bool waitcond(int endtime);
// じわじわ消す
static void hidesprite(sprite_t *sp) {
int i;
for (i = 255; i >= 0; i-=32) {
sp->blendrate = i;
sp_updateme(sp);
sp_update_clipped();
sys_keywait(10, KEYWAIT_NONCANCELABLE);
}
sp_updateme(sp);
sp->show = false;
sp_update_clipped();
}
/*
キー待ち終了の条件チェック
@param endtime: 終了時間
@return: 終了なら true、継続なら false
スプライトがドロップされた時の各種処理を含む
*/
static bool waitcond(int endtime) {
int curtime = sys_get_ticks();
if (curtime >= endtime) return true;
if (sact.dropped) {
sact.draggedsp->u.get.dragging = false;
if (sact.waitkey != -1) {
// dropしたスプライトをじわじわ消す
hidesprite(sact.draggedsp);
sact.sp_result_get = sact.draggedsp->no;
sact.sp_result_put = sact.waitkey;
sp_free(sact.draggedsp->no);
sact.draggedsp = NULL;
sact.dropped = false;
return true;
} else {
// PUT/SWPUTスプライト以外のところにdropした場合
sprite_t *sp = sact.draggedsp;
if (sact.draggedsp->type == SPRITE_GETA) {
// もとの場所にゆっくり戻す
spev_move_waitend(sp, sp->loc.x, sp->loc.y, 150);
} else {
// その場所に留まる
sp->loc = sp->cur;
}
// drop音があれば、鳴らす
if (sact.draggedsp->numsound3) {
ssnd_play(sact.draggedsp->numsound3);
}
sact.draggedsp = NULL;
sact.dropped = false;
}
}
// その他キー入力があれば終了
return sact.waitkey != -1;
}
/*
スプライトキー待ち
@param vOK: 0ならば右クリック
@param vRND: スイッチスプライトの番号
@param vD01: ゲットスプライトの番号
@param vD02: プットスプライトの番号
@param vD03: タイムアウトした場合=1, しない場合=0
@param wTime: タイムアウト時間 (1/100sec)
*/
void sp_keywait(vmvar_t *vOK, vmvar_t *vRND, vmvar_t *vD01, vmvar_t *vD02, vmvar_t *vD03, int timeout) {
int curtime, endtime;
// とりあえず全更新
sp_update_all(true);
// depthmap を準備
slist_foreach(sact.updatelist, sp_draw_dmap, NULL);
sact.waittype = KEYWAIT_SPRITE;
sact.waitkey = -1;
sact.sp_result_sw = 0;
sact.sp_result_get = 0;
sact.sp_result_put = 0;
sact.draggedsp = NULL;
{
// とりあえず、現在のマウス位置を送って、switch sprite の
// 状態を更新しておく
SDL_Point p;
sys_getMouseInfo(&p, false);
agsevent_t agse = {
.type = AGSEVENT_MOUSE_MOTION,
.mousex = p.x,
.mousey = p.y
};
spev_callback(&agse);
}
// 終了時間の計算
curtime = sys_get_ticks();
endtime = timeout < 0 ? INT_MAX : (curtime + timeout * 10);
// スプライトキー待ちメイン
while (!waitcond(endtime) && !nact->is_quit) {
sys_keywait(25, KEYWAIT_CANCELABLE);
}
if (sact.waitkey == 0) {
// 右クリックキャンセル
*vOK = 0;
if (vD03) *vD03 = 0;
} else if (sact.waitkey == -1) {
// timeout
*vOK = 1;
if (vD03) *vD03 = 1;
} else {
*vOK = 1;
if (vD03) *vD03 = 0;
}
*vRND = sact.sp_result_sw;
*vD01 = sact.sp_result_get;
*vD02 = sact.sp_result_put;
sact.waittype = KEYWAIT_NONE;
}