diff options
author | Strangerke | 2013-09-18 08:07:20 +0200 |
---|---|---|
committer | Strangerke | 2013-09-18 08:07:20 +0200 |
commit | edc147774100ffcdfb6aeaa896151e75790564ce (patch) | |
tree | 1ce64d83176f4179d85fa65d56382b763ab6e468 | |
parent | 9ba81f6097cf02a5e38c797746d4e8a5d46e8a6c (diff) | |
download | scummvm-rg350-edc147774100ffcdfb6aeaa896151e75790564ce.tar.gz scummvm-rg350-edc147774100ffcdfb6aeaa896151e75790564ce.tar.bz2 scummvm-rg350-edc147774100ffcdfb6aeaa896151e75790564ce.zip |
AVALANCHE: Remove index hack used for mouse pointer (Pascal to C conversion)
-rw-r--r-- | engines/avalanche/gyro.cpp | 6 | ||||
-rw-r--r-- | engines/avalanche/lucerna.cpp | 10 | ||||
-rw-r--r-- | engines/avalanche/menu.cpp | 8 | ||||
-rw-r--r-- | engines/avalanche/scrolls.cpp | 4 |
4 files changed, 14 insertions, 14 deletions
diff --git a/engines/avalanche/gyro.cpp b/engines/avalanche/gyro.cpp index ec4929e456..cea537da31 100644 --- a/engines/avalanche/gyro.cpp +++ b/engines/avalanche/gyro.cpp @@ -196,9 +196,9 @@ Common::String Gyro::intToStr(int32 num) { void Gyro::newMouse(byte id) { if (id == _currentMouse) return; - _currentMouse = id; - loadMouse(id - 1); + _currentMouse = id; + loadMouse(id); } /** @@ -206,7 +206,7 @@ void Gyro::newMouse(byte id) { * @remarks Originally called 'wait' */ void Gyro::setMousePointerWait() { - newMouse(5); + newMouse(4); } void Gyro::note(uint16 hertz) { diff --git a/engines/avalanche/lucerna.cpp b/engines/avalanche/lucerna.cpp index d5f48dba34..ae6e8b71db 100644 --- a/engines/avalanche/lucerna.cpp +++ b/engines/avalanche/lucerna.cpp @@ -1075,17 +1075,17 @@ void Lucerna::checkClick() { _vm->_gyro->after_the_scroll = false;*/ if ((0 <= cursorPos.y) && (cursorPos.y <= 21)) - _vm->_gyro->newMouse(1); // up arrow + _vm->_gyro->newMouse(0); // up arrow else if ((317 <= cursorPos.y) && (cursorPos.y <= 339)) - _vm->_gyro->newMouse(8); //I-beam + _vm->_gyro->newMouse(7); //I-beam else if ((340 <= cursorPos.y) && (cursorPos.y <= 399)) - _vm->_gyro->newMouse(2); // screwdriver + _vm->_gyro->newMouse(1); // screwdriver else if (!_vm->_menu->isActive()) { // Dropdown can handle its own pointers. if (_holdLeftMouse) { - _vm->_gyro->newMouse(7); // Mark's crosshairs + _vm->_gyro->newMouse(6); // Mark's crosshairs guideAvvy(cursorPos); // Normally, if you click on the picture, you're guiding Avvy around. } else - _vm->_gyro->newMouse(4); // fletch + _vm->_gyro->newMouse(3); // fletch } if (_holdLeftMouse) { diff --git a/engines/avalanche/menu.cpp b/engines/avalanche/menu.cpp index 69267da55c..a51ec4693e 100644 --- a/engines/avalanche/menu.cpp +++ b/engines/avalanche/menu.cpp @@ -715,14 +715,14 @@ void Menu::update() { // TODO: Optimize it ASAP!!! It really needs it... cursorPos = _vm->getMousePos(); // Change arrow... if ((0 <= cursorPos.y) && (cursorPos.y <= 21)) - _vm->_gyro->newMouse(1); // Up arrow + _vm->_gyro->newMouse(0); // Up arrow else if ((22 <= cursorPos.y) && (cursorPos.y <= 339)) { if ((cursorPos.x >= _activeMenuItem._flx1 * 8) && (cursorPos.x <= _activeMenuItem._flx2 * 8) && (cursorPos.y > 21) && (cursorPos.y <= _activeMenuItem._fly * 2 + 1)) - _vm->_gyro->newMouse(3); // Right-arrow + _vm->_gyro->newMouse(2); // Right-arrow else - _vm->_gyro->newMouse(4); // Fletch + _vm->_gyro->newMouse(3); // Fletch } else if ((340 <= cursorPos.y) && (cursorPos.y <= 399)) - _vm->_gyro->newMouse(2); // Screwdriver + _vm->_gyro->newMouse(1); // Screwdriver _activeMenuItem.lightUp(cursorPos); diff --git a/engines/avalanche/scrolls.cpp b/engines/avalanche/scrolls.cpp index 398396de84..043921150d 100644 --- a/engines/avalanche/scrolls.cpp +++ b/engines/avalanche/scrolls.cpp @@ -119,7 +119,7 @@ void Scrolls::scrollModeNormal() { setReadyLight(3); _vm->_gyro->_seeScroll = true; CursorMan.showMouse(true); - _vm->_gyro->newMouse(4); + _vm->_gyro->newMouse(3); ::Graphics::Surface temp; temp.copyFrom(_vm->_graphics->_surface); @@ -209,7 +209,7 @@ void Scrolls::scrollModeMusic() { setReadyLight(3); _vm->_gyro->_seeScroll = true; CursorMan.showMouse(true); - _vm->_gyro->newMouse(4); + _vm->_gyro->newMouse(3); // Since there are no sounds in the game yet, it's pretty pointless to implement this function further. // For now we act like the player just played the right tone. |