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engines/m4/adv_r/adv_control.cpp
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212
engines/m4/adv_r/adv_control.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "m4/adv_r/adv_control.h"
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#include "m4/adv_r/adv_interface.h"
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#include "m4/core/errors.h"
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#include "m4/core/mouse.h"
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#include "m4/gui/hotkeys.h"
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#include "m4/gui/gui_vmng.h"
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#include "m4/mem/memman.h"
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#include "m4/wscript/ws_machine.h"
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#include "m4/vars.h"
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#include "m4/m4.h"
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namespace M4 {
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bool kernel_section_startup() {
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_G(game).previous_section = _G(game).section_id;
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_G(game).section_id = _G(game).new_section;
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return true;
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}
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void player_set_commands_allowed(bool t_or_f) {
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_G(set_commands_allowed_since_last_checked) = true;
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_G(player).comm_allowed = t_or_f;
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if (t_or_f) {
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// OK to do something
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mouse_set_sprite(kArrowCursor);
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intr_cancel_sentence();
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track_hotspots_refresh();
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} else {
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// Hour glass
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_GI().showWaitCursor();
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}
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}
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void game_pause(bool flag) {
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if (flag) {
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_G(kernel).pause = true;
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pauseEngines();
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} else {
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_G(kernel).pause = false;
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unpauseEngines();
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}
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}
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void player_hotspot_walk_override(int32 x, int32 y, int32 facing, int32 trigger) {
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_G(player).walk_x = x;
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_G(player).walk_y = y;
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_G(player).walk_facing = facing;
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_G(player).walker_trigger = trigger;
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_G(player).ready_to_walk = true;
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_G(player).need_to_walk = true;
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}
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void player_hotspot_walk_override_just_face(int32 facing, int32 trigger) {
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player_update_info(_G(my_walker), &_G(player_info));
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player_hotspot_walk_override(_G(player_info).x, _G(player_info).y, facing, trigger);
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}
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void adv_kill_digi_between_rooms(bool true_or_false) {
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_G(shut_down_digi_tracks_between_rooms) = true_or_false;
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}
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bool this_is_a_walkcode(int32 x, int32 y) {
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if (!_G(screenCodeBuff))
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return false;
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Buffer *walkCodes;
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byte *ptr;
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bool result;
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walkCodes = _G(screenCodeBuff)->get_buffer();
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if (!walkCodes)
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return false;
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// Verify params
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if (x < 0 || y < 0 || x >= walkCodes->w || y >= walkCodes->h)
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return false;
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ptr = gr_buffer_pointer(walkCodes, x, y);
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result = ((*ptr) & 0x10) ? true : false;
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_G(screenCodeBuff)->release();
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return result;
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}
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int32 get_screen_depth(int32 x, int32 y) {
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Buffer *walkCodes;
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byte *ptr;
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int32 myDepth;
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if (!_G(screenCodeBuff))
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return 0;
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walkCodes = _G(screenCodeBuff)->get_buffer();
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if (!walkCodes) {
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return 0;
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}
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// Verify params
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if (x < 0 || y < 0 || x >= walkCodes->w || y >= walkCodes->h) {
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return -1;
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}
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ptr = gr_buffer_pointer(walkCodes, x, y);
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myDepth = (*ptr) & 0x0f;
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_G(screenCodeBuff)->release();
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return myDepth;
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}
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int32 get_screen_color(int32 x, int32 y) {
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Buffer *game_buff;
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byte *ptr;
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int32 myColor;
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game_buff = _G(gameDrawBuff)->get_buffer();
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if (!game_buff) {
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return -1;
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}
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//verify params
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if (x < 0 || y < 0 || x >= game_buff->w || y >= game_buff->h) {
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return -1;
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}
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ptr = gr_buffer_pointer(game_buff, x, y);
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myColor = *ptr;
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_G(gameDrawBuff)->release();
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return myColor;
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}
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void update_mouse_pos_dialog() {
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int32 status;
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ScreenContext *game_buff_ptr = vmng_screen_find(_G(gameDrawBuff), &status);
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assert(game_buff_ptr);
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if (_G(my_walker) != nullptr) {
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if (!_G(my_walker)->myAnim8)
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error_show(FL, 'W:-(');
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player_get_info();
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}
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char tempStr1[MAX_STRING_LEN], tempStr2[MAX_STRING_LEN];
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Common::sprintf_s(tempStr1, "%d From: %d", _G(game).room_id, _G(game).previous_room);
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Dialog_Change_Item_Prompt(_G(mousePosDialog), tempStr1, nullptr, 1);
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int32 xxx = _G(MouseState).CursorColumn;
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int32 yyy = _G(MouseState).CursorRow;
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int32 scrnDepth = get_screen_depth(xxx - game_buff_ptr->x1, yyy - game_buff_ptr->y1);
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int32 palColor = get_screen_color(xxx - game_buff_ptr->x1, yyy - game_buff_ptr->y1);
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if (this_is_a_walkcode(xxx - game_buff_ptr->x1, yyy - game_buff_ptr->y1)) {
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Common::sprintf_s(tempStr1, "WC %d, %d PAL: %d", xxx, yyy, palColor);
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Common::sprintf_s(tempStr2, "WC %d, %d D: %d", xxx - game_buff_ptr->x1, yyy - game_buff_ptr->y1, scrnDepth);
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} else {
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Common::sprintf_s(tempStr1, " %d, %d PAL: %d", xxx, yyy, palColor);
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Common::sprintf_s(tempStr2, " %d, %d D: %d", xxx - game_buff_ptr->x1, yyy - game_buff_ptr->y1, scrnDepth);
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}
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Dialog_Change_Item_Prompt(_G(mousePosDialog), tempStr1, nullptr, 2);
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Dialog_Change_Item_Prompt(_G(mousePosDialog), tempStr2, nullptr, 3);
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if (this_is_a_walkcode(_G(player_info).x, _G(player_info).y)) {
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Common::sprintf_s(tempStr1, "WC %d, %d", _G(player_info).x + game_buff_ptr->x1, _G(player_info).y + game_buff_ptr->y1);
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Common::sprintf_s(tempStr2, "WC %d, %d", _G(player_info).x, _G(player_info).y);
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} else {
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Common::sprintf_s(tempStr1, " %d, %d", _G(player_info).x + game_buff_ptr->x1, _G(player_info).y + game_buff_ptr->y1);
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Common::sprintf_s(tempStr2, " %d, %d", _G(player_info).x, _G(player_info).y);
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}
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Dialog_Change_Item_Prompt(_G(mousePosDialog), tempStr1, nullptr, 4);
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Dialog_Change_Item_Prompt(_G(mousePosDialog), tempStr2, nullptr, 5);
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Common::sprintf_s(tempStr1, "%d", _G(player_info).scale);
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Dialog_Change_Item_Prompt(_G(mousePosDialog), tempStr1, nullptr, 6);
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Common::sprintf_s(tempStr1, "%x", _G(player_info).depth);
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Dialog_Change_Item_Prompt(_G(mousePosDialog), tempStr1, nullptr, 7);
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Common::sprintf_s(tempStr1, "%d, %d", game_buff_ptr->x1, game_buff_ptr->y1);
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Dialog_Change_Item_Prompt(_G(mousePosDialog), tempStr1, nullptr, 8);
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Common::sprintf_s(tempStr1, "%d", _G(player_info).facing);
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Dialog_Change_Item_Prompt(_G(mousePosDialog), tempStr1, nullptr, 10);
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}
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} // End of namespace M4
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