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Diffstat (limited to 'sword2/mouse.cpp')
-rw-r--r--sword2/mouse.cpp82
1 files changed, 41 insertions, 41 deletions
diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp
index 7957c433b0..80f80e72a4 100644
--- a/sword2/mouse.cpp
+++ b/sword2/mouse.cpp
@@ -321,7 +321,7 @@ void Sword2Engine::dragMouse(void) {
CLICKED_ID = _mouseTouching;
- setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
+ g_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
debug(5, "USED \"%s\" ICON ON %s", fetchObjectName(OBJECT_HELD), fetchObjectName(CLICKED_ID));
@@ -359,7 +359,7 @@ void Sword2Engine::dragMouse(void) {
// we're dragging
COMBINE_BASE = _masterMenuList[pos].icon_resource;
- setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
+ g_logic->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
// turn off mouse now, to
// prevent player trying to
@@ -422,7 +422,7 @@ void Sword2Engine::menuMouse(void) {
debug(5, "RIGHT-CLICKED ON \"%s\" ICON", fetchObjectName(OBJECT_HELD));
- setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
+ g_logic->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
// refresh the menu
buildMenu();
@@ -626,7 +626,7 @@ void Sword2Engine::normalMouse(void) {
EXIT_CLICK_ID = 0;
EXIT_FADING = 0;
- setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
+ g_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
if (OBJECT_HELD)
debug(5, "USED \"%s\" ICON ON %s", fetchObjectName(OBJECT_HELD), fetchObjectName(CLICKED_ID));
@@ -965,7 +965,7 @@ void Sword2Engine::createPointerText(uint32 text_id, uint32 pointer_res) {
// 'text+2' to skip the first 2 bytes which form the
// line reference number
- _pointerTextBlocNo = fontRenderer.buildNewBloc(
+ _pointerTextBlocNo = fontRenderer->buildNewBloc(
text + 2, g_display->_mouseX + xOffset,
g_display->_mouseY + yOffset,
POINTER_TEXT_WIDTH, POINTER_TEXT_PEN,
@@ -980,7 +980,7 @@ void Sword2Engine::createPointerText(uint32 text_id, uint32 pointer_res) {
void Sword2Engine::clearPointerText(void) {
if (_pointerTextBlocNo) {
- fontRenderer.killTextBloc(_pointerTextBlocNo);
+ fontRenderer->killTextBloc(_pointerTextBlocNo);
_pointerTextBlocNo = 0;
}
}
@@ -1055,8 +1055,8 @@ void Sword2Engine::monitorPlayerActivity(void) {
int32 Logic::fnNoHuman(int32 *params) {
// params: none
- g_sword2->noHuman();
- g_sword2->clearPointerText();
+ _vm->noHuman();
+ _vm->clearPointerText();
// must be normal mouse situation or a largely neutral situation -
// special menus use noHuman
@@ -1065,9 +1065,9 @@ int32 Logic::fnNoHuman(int32 *params) {
if (TALK_FLAG == 0)
g_display->hideMenu(RDMENU_BOTTOM);
- if (g_sword2->_mouseMode == MOUSE_system_menu) {
+ if (_vm->_mouseMode == MOUSE_system_menu) {
// close menu
- g_sword2->_mouseMode = MOUSE_normal;
+ _vm->_mouseMode = MOUSE_normal;
g_display->hideMenu(RDMENU_TOP);
}
@@ -1082,9 +1082,9 @@ int32 Logic::fnAddHuman(int32 *params) {
MOUSE_AVAILABLE = 1;
// off
- if (g_sword2->_mouseStatus) {
- g_sword2->_mouseStatus = false; // on
- g_sword2->_mouseTouching = 1; // forces engine to choose a cursor
+ if (_vm->_mouseStatus) {
+ _vm->_mouseStatus = false; // on
+ _vm->_mouseTouching = 1; // forces engine to choose a cursor
}
//clear this to reset no-second-click system
@@ -1096,7 +1096,7 @@ int32 Logic::fnAddHuman(int32 *params) {
// unlock the mouse from possible large object lock situtations - see
// syphon in rm 3
- g_sword2->_mouseModeLocked = false;
+ _vm->_mouseModeLocked = false;
if (OBJECT_HELD) {
// was dragging something around
@@ -1104,26 +1104,26 @@ int32 Logic::fnAddHuman(int32 *params) {
OBJECT_HELD = 0;
// and these may also need clearing, just in case
- g_sword2->_examiningMenuIcon = false;
+ _vm->_examiningMenuIcon = false;
COMBINE_BASE = 0;
- g_sword2->setLuggage(0);
+ _vm->setLuggage(0);
}
// if mouse is over menu area
if (g_display->_mouseY > 399) {
- if (g_sword2->_mouseMode != MOUSE_holding) {
+ if (_vm->_mouseMode != MOUSE_holding) {
// VITAL - reset things & rebuild the menu
- g_sword2->_mouseMode = MOUSE_normal;
- g_sword2->setMouse(NORMAL_MOUSE_ID);
+ _vm->_mouseMode = MOUSE_normal;
+ _vm->setMouse(NORMAL_MOUSE_ID);
} else
- g_sword2->setMouse(NORMAL_MOUSE_ID);
+ _vm->setMouse(NORMAL_MOUSE_ID);
}
// enabled/disabled from console; status printed with on-screen debug
// info
- if (g_sword2->_debugger->_testingSnR) {
+ if (_vm->_debugger->_testingSnR) {
uint8 black[4] = { 0, 0, 0, 0 };
uint8 white[4] = { 255, 255, 255, 0 };
@@ -1135,7 +1135,7 @@ int32 Logic::fnAddHuman(int32 *params) {
// stops all fx & clears the queue - eg. when leaving a
// location
- g_sword2->clearFxQueue();
+ _vm->clearFxQueue();
// Trash all object resources so they load in fresh & restart
// their logic scripts
@@ -1157,7 +1157,7 @@ int32 Logic::fnRegisterMouse(int32 *params) {
// params: 0 pointer to Object_mouse or 0 for no write to mouse
// list
- g_sword2->registerMouse((Object_mouse *) params[0]);
+ _vm->registerMouse((Object_mouse *) params[0]);
return IR_CONT;
}
@@ -1168,13 +1168,13 @@ int32 Logic::fnRegisterMouse(int32 *params) {
int32 Logic::fnRegisterPointerText(int32 *params) {
// params: 0 local id of text line to use as pointer text
- assert(g_sword2->_curMouse < TOTAL_mouse_list);
+ assert(_vm->_curMouse < TOTAL_mouse_list);
// current object id - used for checking pointer_text when mouse area
// registered (in fnRegisterMouse and fnRegisterFrame)
- g_sword2->_mouseList[g_sword2->_curMouse].id = ID;
- g_sword2->_mouseList[g_sword2->_curMouse].pointer_text = params[0];
+ _vm->_mouseList[_vm->_curMouse].id = ID;
+ _vm->_mouseList[_vm->_curMouse].pointer_text = params[0];
return IR_CONT;
}
@@ -1188,8 +1188,8 @@ int32 Logic::fnInitFloorMouse(int32 *params) {
ob_mouse->x1 = 0;
ob_mouse->y1 = 0;
- ob_mouse->x2 = g_sword2->_thisScreen.screen_wide - 1;
- ob_mouse->y2 = g_sword2->_thisScreen.screen_deep - 1;
+ ob_mouse->x2 = _vm->_thisScreen.screen_wide - 1;
+ ob_mouse->y2 = _vm->_thisScreen.screen_deep - 1;
ob_mouse->priority = 9;
ob_mouse->pointer = NORMAL_MOUSE_ID;
@@ -1207,11 +1207,11 @@ int32 Logic::fnSetScrollLeftMouse(int32 *params) {
ob_mouse->x1 = 0;
ob_mouse->y1 = 0;
- ob_mouse->x2 = g_sword2->_thisScreen.scroll_offset_x + SCROLL_MOUSE_WIDTH;
- ob_mouse->y2 = g_sword2->_thisScreen.screen_deep - 1;
+ ob_mouse->x2 = _vm->_thisScreen.scroll_offset_x + SCROLL_MOUSE_WIDTH;
+ ob_mouse->y2 = _vm->_thisScreen.screen_deep - 1;
ob_mouse->priority = 0;
- if (g_sword2->_thisScreen.scroll_offset_x > 0) {
+ if (_vm->_thisScreen.scroll_offset_x > 0) {
// not fully scrolled to the left
ob_mouse->pointer = SCROLL_LEFT_MOUSE_ID;
} else {
@@ -1229,13 +1229,13 @@ int32 Logic::fnSetScrollRightMouse(int32 *params) {
// Highest priority
- ob_mouse->x1 = g_sword2->_thisScreen.scroll_offset_x + g_display->_screenWide - SCROLL_MOUSE_WIDTH;
+ ob_mouse->x1 = _vm->_thisScreen.scroll_offset_x + g_display->_screenWide - SCROLL_MOUSE_WIDTH;
ob_mouse->y1 = 0;
- ob_mouse->x2 = g_sword2->_thisScreen.screen_wide - 1;
- ob_mouse->y2 = g_sword2->_thisScreen.screen_deep - 1;
+ ob_mouse->x2 = _vm->_thisScreen.screen_wide - 1;
+ ob_mouse->y2 = _vm->_thisScreen.screen_deep - 1;
ob_mouse->priority = 0;
- if (g_sword2->_thisScreen.scroll_offset_x < g_sword2->_thisScreen.max_scroll_offset_x) {
+ if (_vm->_thisScreen.scroll_offset_x < _vm->_thisScreen.max_scroll_offset_x) {
// not fully scrolled to the right
ob_mouse->pointer = SCROLL_RIGHT_MOUSE_ID;
} else {
@@ -1249,13 +1249,13 @@ int32 Logic::fnSetScrollRightMouse(int32 *params) {
int32 Logic::fnSetObjectHeld(int32 *params) {
// params: 0 luggage icon to set
- g_sword2->setLuggage(params[0]);
+ _vm->setLuggage(params[0]);
OBJECT_HELD = params[0];
- g_sword2->_currentLuggageResource = params[0];
+ _vm->_currentLuggageResource = params[0];
// mode locked - no menu available
- g_sword2->_mouseModeLocked = true;
+ _vm->_mouseModeLocked = true;
return IR_CONT;
}
@@ -1280,11 +1280,11 @@ int32 Logic::fnCheckPlayerActivity(int32 *params) {
uint32 threshold = params[0] * 12; // in game cycles
// if the actual delay is at or above the given threshold
- if (g_sword2->_playerActivityDelay >= threshold) {
+ if (_vm->_playerActivityDelay >= threshold) {
// reset activity delay counter, now that we've got a
// positive check
- g_sword2->_playerActivityDelay = 0;
+ _vm->_playerActivityDelay = 0;
RESULT = 1;
} else
RESULT = 0;
@@ -1298,7 +1298,7 @@ int32 Logic::fnResetPlayerActivityDelay(int32 *params) {
// params: none
- g_sword2->_playerActivityDelay = 0;
+ _vm->_playerActivityDelay = 0;
return IR_CONT;
}