1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
|
/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
*
* 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.
*
* $Header$
*/
#ifndef MOUSE_H
#define MOUSE_H
#define TOTAL_mouse_list 50
namespace Sword2 {
struct ObjectMouse;
struct BuildUnit;
// Menubar defines.
#define RDMENU_TOP 0
#define RDMENU_BOTTOM 1
enum {
MOUSE_normal = 0, // normal in game
MOUSE_menu = 1, // menu chooser
MOUSE_drag = 2, // dragging luggage
MOUSE_system_menu = 3, // system menu chooser
MOUSE_holding = 4 // special
};
enum {
RDMOUSE_NOFLASH,
RDMOUSE_FLASH
};
enum {
RDMENU_HIDDEN,
RDMENU_SHOWN,
RDMENU_OPENING,
RDMENU_CLOSING,
RDMENU_ALMOST_HIDDEN
};
#define RDMENU_ICONWIDE 35
#define RDMENU_ICONDEEP 30
#define RDMENU_ICONSTART 24
#define RDMENU_ICONSPACING 5
#define RDMENU_MAXPOCKETS 15
#if !defined(__GNUC__)
#pragma START_PACK_STRUCTS
#endif
struct MouseAnim {
uint8 runTimeComp; // type of runtime compression used for the
// frame data
uint8 noAnimFrames; // number of frames in the anim
int8 xHotSpot;
int8 yHotSpot;
uint8 mousew;
uint8 mouseh;
} GCC_PACK;
#if !defined(__GNUC__)
#pragma END_PACK_STRUCTS
#endif
// The MOUSE_holding mode is entered when the conversation menu is closed, and
// exited when the mouse cursor moves off that menu area. I don't know why yet.
// mouse unit - like ObjectMouse, but with anim resource & pc (needed if
// sprite is to act as mouse detection mask)
struct MouseUnit {
// Basically the same information as in ObjectMouse, except the
// coordinates are adjusted to conform to standard ScummVM usage.
Common::Rect rect;
int32 priority;
int32 pointer;
// In addition, we need an id when checking the mouse list, and a
// text id for mouse-overs.
int32 id;
int32 pointer_text;
};
class Mouse {
private:
Sword2Engine *_vm;
Common::Point _pos;
MouseUnit _mouseList[TOTAL_mouse_list];
uint32 _curMouse;
MenuObject _tempList[TOTAL_engine_pockets];
uint32 _totalTemp;
MenuObject _masterMenuList[TOTAL_engine_pockets];
uint32 _totalMasters;
uint8 _menuStatus[2];
byte *_icons[2][RDMENU_MAXPOCKETS];
uint8 _pocketStatus[2][RDMENU_MAXPOCKETS];
uint8 _iconCount;
// If it's NORMAL_MOUSE_ID (ie. normal pointer) then it's over a floor
// area (or hidden hot-zone)
uint32 _mousePointerRes;
struct MouseAnim *_mouseAnim;
struct MouseAnim *_luggageAnim;
uint8 _mouseFrame;
byte *_mouseSprite;
int32 *_mouseOffsets;
int32 *_luggageOffset;
uint32 _mouseMode;
bool _mouseStatus; // Human 0 on/1 off
bool _mouseModeLocked; // 0 not !0 mode cannot be changed from
// normal mouse to top menu (i.e. when
// carrying big objects)
uint32 _realLuggageItem; // Last minute for pause mode
uint32 _currentLuggageResource;
uint32 _oldButton; // For the re-click stuff - must be
// the same button you see
uint32 _buttonClick;
uint32 _pointerTextBlocNo;
uint32 _playerActivityDelay; // Player activity delay counter
bool _examiningMenuIcon;
// Set by checkMouseList()
uint32 _mouseTouching;
uint32 _oldMouseTouching;
bool _objectLabels;
uint32 _menuSelectedPos;
void decompressMouse(byte *decomp, byte *comp, int width, int height, int pitch, int xOff = 0, int yOff = 0);
int32 setMouseAnim(byte *ma, int32 size, int32 mouseFlash);
int32 setLuggageAnim(byte *la, int32 size);
void clearIconArea(int menu, int pocket, Common::Rect *r);
public:
Mouse(Sword2Engine *vm);
~Mouse();
void getPos(int &x, int &y);
void setPos(int x, int y);
bool getObjectLabels() { return _objectLabels; }
void setObjectLabels(bool b) { _objectLabels = b; }
bool getMouseStatus() { return _mouseStatus; }
uint32 getMouseTouching() { return _mouseTouching; }
void setMouseTouching(uint32 touching) { _mouseTouching = touching; }
void pauseGame();
void unpauseGame();
void setMouse(uint32 res);
void setLuggage(uint32 res);
void setObjectHeld(uint32 res);
void resetMouseList();
void registerMouse(ObjectMouse *ob_mouse, BuildUnit *build_unit);
void registerPointerText(int32 text_id);
void createPointerText(uint32 text_id, uint32 pointer_res);
void clearPointerText();
void drawMouse();
int32 animateMouse();
void processMenu();
void addMenuObject(MenuObject *obj);
void buildMenu();
void buildSystemMenu();
int32 showMenu(uint8 menu);
int32 hideMenu(uint8 menu);
int32 setMenuIcon(uint8 menu, uint8 pocket, byte *icon);
void closeMenuImmediately();
void refreshInventory();
void startConversation();
void endConversation();
void hideMouse();
void noHuman();
void addHuman();
void resetPlayerActivityDelay() { _playerActivityDelay = 0; }
void monitorPlayerActivity();
void checkPlayerActivity(uint32 seconds);
void mouseOnOff();
uint32 checkMouseList();
void mouseEngine();
void normalMouse();
void menuMouse();
void dragMouse();
void systemMenuMouse();
int menuClick(int menu_items);
};
} // End of namespace Sword2
#endif
|