/* 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. * * 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 3 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, see . * */ #include "m4/adv_r/adv_control.h" #include "m4/adv_r/adv_interface.h" #include "m4/core/errors.h" #include "m4/core/mouse.h" #include "m4/gui/hotkeys.h" #include "m4/gui/gui_vmng.h" #include "m4/mem/memman.h" #include "m4/wscript/ws_machine.h" #include "m4/vars.h" #include "m4/m4.h" namespace M4 { bool kernel_section_startup() { _G(game).previous_section = _G(game).section_id; _G(game).section_id = _G(game).new_section; return true; } void player_set_commands_allowed(bool t_or_f) { _G(set_commands_allowed_since_last_checked) = true; _G(player).comm_allowed = t_or_f; if (t_or_f) { // OK to do something mouse_set_sprite(kArrowCursor); intr_cancel_sentence(); track_hotspots_refresh(); } else { // Hour glass _GI().showWaitCursor(); } } void game_pause(bool flag) { if (flag) { _G(kernel).pause = true; pauseEngines(); } else { _G(kernel).pause = false; unpauseEngines(); } } void player_hotspot_walk_override(int32 x, int32 y, int32 facing, int32 trigger) { _G(player).walk_x = x; _G(player).walk_y = y; _G(player).walk_facing = facing; _G(player).walker_trigger = trigger; _G(player).ready_to_walk = true; _G(player).need_to_walk = true; } void player_hotspot_walk_override_just_face(int32 facing, int32 trigger) { player_update_info(_G(my_walker), &_G(player_info)); player_hotspot_walk_override(_G(player_info).x, _G(player_info).y, facing, trigger); } void adv_kill_digi_between_rooms(bool true_or_false) { _G(shut_down_digi_tracks_between_rooms) = true_or_false; } bool this_is_a_walkcode(int32 x, int32 y) { if (!_G(screenCodeBuff)) return false; Buffer *walkCodes; byte *ptr; bool result; walkCodes = _G(screenCodeBuff)->get_buffer(); if (!walkCodes) return false; // Verify params if (x < 0 || y < 0 || x >= walkCodes->w || y >= walkCodes->h) return false; ptr = gr_buffer_pointer(walkCodes, x, y); result = ((*ptr) & 0x10) ? true : false; _G(screenCodeBuff)->release(); return result; } int32 get_screen_depth(int32 x, int32 y) { Buffer *walkCodes; byte *ptr; int32 myDepth; if (!_G(screenCodeBuff)) return 0; walkCodes = _G(screenCodeBuff)->get_buffer(); if (!walkCodes) { return 0; } // Verify params if (x < 0 || y < 0 || x >= walkCodes->w || y >= walkCodes->h) { return -1; } ptr = gr_buffer_pointer(walkCodes, x, y); myDepth = (*ptr) & 0x0f; _G(screenCodeBuff)->release(); return myDepth; } int32 get_screen_color(int32 x, int32 y) { Buffer *game_buff; byte *ptr; int32 myColor; game_buff = _G(gameDrawBuff)->get_buffer(); if (!game_buff) { return -1; } //verify params if (x < 0 || y < 0 || x >= game_buff->w || y >= game_buff->h) { return -1; } ptr = gr_buffer_pointer(game_buff, x, y); myColor = *ptr; _G(gameDrawBuff)->release(); return myColor; } void update_mouse_pos_dialog() { int32 status; ScreenContext *game_buff_ptr = vmng_screen_find(_G(gameDrawBuff), &status); assert(game_buff_ptr); if (_G(my_walker) != nullptr) { if (!_G(my_walker)->myAnim8) error_show(FL, 'W:-('); player_get_info(); } char tempStr1[MAX_STRING_LEN], tempStr2[MAX_STRING_LEN]; Common::sprintf_s(tempStr1, "%d From: %d", _G(game).room_id, _G(game).previous_room); Dialog_Change_Item_Prompt(_G(mousePosDialog), tempStr1, nullptr, 1); int32 xxx = _G(MouseState).CursorColumn; int32 yyy = _G(MouseState).CursorRow; int32 scrnDepth = get_screen_depth(xxx - game_buff_ptr->x1, yyy - game_buff_ptr->y1); int32 palColor = get_screen_color(xxx - game_buff_ptr->x1, yyy - game_buff_ptr->y1); if (this_is_a_walkcode(xxx - game_buff_ptr->x1, yyy - game_buff_ptr->y1)) { Common::sprintf_s(tempStr1, "WC %d, %d PAL: %d", xxx, yyy, palColor); Common::sprintf_s(tempStr2, "WC %d, %d D: %d", xxx - game_buff_ptr->x1, yyy - game_buff_ptr->y1, scrnDepth); } else { Common::sprintf_s(tempStr1, " %d, %d PAL: %d", xxx, yyy, palColor); Common::sprintf_s(tempStr2, " %d, %d D: %d", xxx - game_buff_ptr->x1, yyy - game_buff_ptr->y1, scrnDepth); } Dialog_Change_Item_Prompt(_G(mousePosDialog), tempStr1, nullptr, 2); Dialog_Change_Item_Prompt(_G(mousePosDialog), tempStr2, nullptr, 3); if (this_is_a_walkcode(_G(player_info).x, _G(player_info).y)) { Common::sprintf_s(tempStr1, "WC %d, %d", _G(player_info).x + game_buff_ptr->x1, _G(player_info).y + game_buff_ptr->y1); Common::sprintf_s(tempStr2, "WC %d, %d", _G(player_info).x, _G(player_info).y); } else { Common::sprintf_s(tempStr1, " %d, %d", _G(player_info).x + game_buff_ptr->x1, _G(player_info).y + game_buff_ptr->y1); Common::sprintf_s(tempStr2, " %d, %d", _G(player_info).x, _G(player_info).y); } Dialog_Change_Item_Prompt(_G(mousePosDialog), tempStr1, nullptr, 4); Dialog_Change_Item_Prompt(_G(mousePosDialog), tempStr2, nullptr, 5); Common::sprintf_s(tempStr1, "%d", _G(player_info).scale); Dialog_Change_Item_Prompt(_G(mousePosDialog), tempStr1, nullptr, 6); Common::sprintf_s(tempStr1, "%x", _G(player_info).depth); Dialog_Change_Item_Prompt(_G(mousePosDialog), tempStr1, nullptr, 7); Common::sprintf_s(tempStr1, "%d, %d", game_buff_ptr->x1, game_buff_ptr->y1); Dialog_Change_Item_Prompt(_G(mousePosDialog), tempStr1, nullptr, 8); Common::sprintf_s(tempStr1, "%d", _G(player_info).facing); Dialog_Change_Item_Prompt(_G(mousePosDialog), tempStr1, nullptr, 10); } } // End of namespace M4