Files
scummvm-cursorfix/engines/m4/adv_r/adv_control.cpp
2026-02-02 04:50:13 +01:00

213 lines
6.1 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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