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/* ScummVM - Graphic Adventure Engine
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 * Additional copyright for this file:
 * Copyright (C) 1994-1998 Revolution Software Ltd.
 * 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
 * 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.
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/sword2/mouse.h $
 * $Id: mouse.h 30944 2008-02-23 22:50:18Z sev $

#ifndef SWORD2_MOUSE_H
#define SWORD2_MOUSE_H

#include "common/rect.h"

#define MENU_MASTER_OBJECT    44

#define     MAX_SUBJECT_LIST 30     // is that enough?

#define TOTAL_subjects        (375 - 256 + 1)   // the speech subject bar
#define TOTAL_engine_pockets  (15 + 10)   // +10 for overflow
#define     TOTAL_mouse_list 50

namespace Sword2 {

struct MenuObject;
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 {

enum {

#define RDMENU_ICONWIDE       35
#define RDMENU_ICONDEEP       30
#define RDMENU_ICONSTART      24
#define RDMENU_MAXPOCKETS     15

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;

// define these in a script and then register them with the system

struct MenuObject {
      int32 icon_resource;    // icon graphic graphic
      int32 luggage_resource; // luggage icon resource (for attaching to
                        // mouse pointer)

class Mouse {
      Sword2Engine *_vm;

      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);

      Mouse(Sword2Engine *vm);

      void getPos(int &x, int &y);
      int getX();
      int getY();

      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


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