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/* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $Header$
*/
#ifndef MOUSE_H
#define MOUSE_H
#define MAX_SUBJECT_LIST 30 // is that enough?
#define TOTAL_mouse_list 50
namespace Sword2 {
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
#define MOUSE_ANIM_HEADER_SIZE 6
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;
byte *data;
};
// 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;
};
// Array of these for subject menu build up
struct SubjectUnit {
uint32 res;
uint32 ref;
};
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;
SubjectUnit _subjectList[MAX_SUBJECT_LIST];
// ref number for default response when luggage icon is used on a
// person & it doesn't match any of the icons which would have been in
// the chooser
uint32 _defaultResponseId;
// could alternately use logic->looping of course
bool _choosing;
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;
MouseAnim _mouseAnim;
MouseAnim _luggageAnim;
uint8 _mouseFrame;
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, uint8 frame, 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(byte *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(byte *ptr);
void addSubject(int32 id, int32 ref);
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();
bool isChoosing() { return _choosing; }
uint32 chooseMouse();
int menuClick(int menu_items);
};
} // End of namespace Sword2
#endif
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