mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 01:39:57 +00:00
cbdb105d8e
- Added some disabled code for saving through the GMM (still incomplete) svn-id: r35316
697 lines
16 KiB
C++
697 lines
16 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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* Cursor and cursor trails.
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*/
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#include "tinsel/cursor.h"
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#include "tinsel/anim.h"
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#include "tinsel/background.h"
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#include "tinsel/cursor.h"
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#include "tinsel/dw.h"
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#include "tinsel/events.h" // For EventsManager class
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#include "tinsel/film.h"
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#include "tinsel/graphics.h"
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#include "tinsel/handle.h"
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#include "tinsel/dialogs.h"
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#include "tinsel/multiobj.h" // multi-part object defintions etc.
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#include "tinsel/object.h"
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#include "tinsel/pid.h"
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#include "tinsel/play.h"
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#include "tinsel/sched.h"
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#include "tinsel/sysvar.h"
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#include "tinsel/text.h"
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#include "tinsel/timers.h" // For ONE_SECOND constant
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#include "tinsel/tinlib.h" // resetidletime()
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#include "tinsel/tinsel.h" // For engine access
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namespace Tinsel {
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//----------------- LOCAL DEFINES --------------------
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#define ITERATION_BASE FRAC_ONE
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#define ITER_ACCELERATION (10L << (FRAC_BITS - 4))
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//----------------- LOCAL GLOBAL DATA --------------------
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static OBJECT *McurObj = NULL; // Main cursor object
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static OBJECT *AcurObj = NULL; // Auxiliary cursor object
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static ANIM McurAnim = {0,0,0,0,0}; // Main cursor animation structure
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static ANIM AcurAnim = {0,0,0,0,0}; // Auxiliary cursor animation structure
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static bool bHiddenCursor = false; // Set when cursor is hidden
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static bool bTempNoTrailers = false; // Set when cursor trails are hidden
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static bool bTempHide = false; // Set when cursor is hidden
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static bool bFrozenCursor = false; // Set when cursor position is frozen
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static frac_t IterationSize = 0;
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static SCNHANDLE hCursorFilm = 0; // Handle to cursor reel data
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static int numTrails = 0;
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static int nextTrail = 0;
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static bool bWhoa = false; // Set by DropCursor() at the end of a scene
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// - causes cursor processes to do nothing
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// Reset when main cursor has re-initialised
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static uint16 restart = 0; // When main cursor has been bWhoa-ed, it waits
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// for this to be set to 0x8000.
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// Main cursor sets all the bits after a re-start
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// - each cursor trail examines it's own bit
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// to trigger a trail restart.
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static short ACoX = 0, ACoY = 0; // Auxillary cursor image's animation offsets
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#define MAX_TRAILERS 10
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static struct {
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ANIM trailAnim; // Animation structure
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OBJECT *trailObj; // This trailer's object
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} ntrailData [MAX_TRAILERS];
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static int lastCursorX = 0, lastCursorY = 0;
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//----------------- FORWARD REFERENCES --------------------
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static void DoCursorMove(void);
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/**
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* Initialise and insert a cursor trail object, set its Z-pos, and hide
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* it. Also initialise its animation script.
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*/
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static void InitCurTrailObj(int i, int x, int y) {
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const FREEL *pfr; // pointer to reel
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IMAGE *pim; // pointer to image
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const MULTI_INIT *pmi; // MULTI_INIT structure
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const FILM *pfilm;
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if (!numTrails)
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return;
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// Get rid of old object
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if (ntrailData[i].trailObj != NULL)
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MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), ntrailData[i].trailObj);
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pim = GetImageFromFilm(hCursorFilm, i+1, &pfr, &pmi, &pfilm);// Get pointer to image
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assert(BgPal()); // No background palette
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pim->hImgPal = TO_LE_32(BgPal());
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// Initialise and insert the object, set its Z-pos, and hide it
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ntrailData[i].trailObj = MultiInitObject(pmi);
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MultiInsertObject(GetPlayfieldList(FIELD_STATUS), ntrailData[i].trailObj);
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MultiSetZPosition(ntrailData[i].trailObj, Z_CURSORTRAIL);
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MultiSetAniXY(ntrailData[i].trailObj, x, y);
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// Initialise the animation script
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InitStepAnimScript(&ntrailData[i].trailAnim, ntrailData[i].trailObj, FROM_LE_32(pfr->script), ONE_SECOND / FROM_LE_32(pfilm->frate));
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StepAnimScript(&ntrailData[i].trailAnim);
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}
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/**
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* Get the cursor position from the mouse driver.
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*/
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static bool GetDriverPosition(int *x, int *y) {
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Common::Point ptMouse = _vm->getMousePosition();
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*x = ptMouse.x;
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*y = ptMouse.y;
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return(*x >= 0 && *x <= SCREEN_WIDTH - 1 &&
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*y >= 0 && *y <= SCREEN_HEIGHT - 1);
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}
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/**
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* Move the cursor relative to current position.
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*/
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void AdjustCursorXY(int deltaX, int deltaY) {
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int x, y;
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if (deltaX || deltaY) {
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if (GetDriverPosition(&x, &y))
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_vm->setMousePosition(Common::Point(x + deltaX, y + deltaY));
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}
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DoCursorMove();
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}
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/**
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* Move the cursor to an absolute position.
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*/
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void SetCursorXY(int newx, int newy) {
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int x, y;
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int Loffset, Toffset; // Screen offset
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PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
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newx -= Loffset;
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newy -= Toffset;
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if (GetDriverPosition(&x, &y))
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_vm->setMousePosition(Common::Point(newx, newy));
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DoCursorMove();
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}
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/**
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* Move the cursor to a screen position.
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*/
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void SetCursorScreenXY(int newx, int newy) {
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int x, y;
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if (GetDriverPosition(&x, &y))
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_vm->setMousePosition(Common::Point(newx, newy));
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DoCursorMove();
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}
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/**
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* Called by the world and his brother.
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* Returns the cursor's animation position in (x,y).
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* Returns false if there is no cursor object.
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*/
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bool GetCursorXYNoWait(int *x, int *y, bool absolute) {
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if (McurObj == NULL) {
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*x = *y = 0;
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return false;
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}
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GetAniPosition(McurObj, x, y);
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if (absolute) {
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int Loffset, Toffset; // Screen offset
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PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
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*x += Loffset;
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*y += Toffset;
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}
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return true;
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}
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/**
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* Called by the world and his brother.
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* Returns the cursor's animation position.
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* If called while there is no cursor object, the calling process ends
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* up waiting until there is.
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*/
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void GetCursorXY(int *x, int *y, bool absolute) {
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//while (McurObj == NULL)
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// ProcessSleepSelf();
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assert(McurObj);
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GetCursorXYNoWait(x, y, absolute);
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}
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/**
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* Re-initialise the main cursor to use the main cursor reel.
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* Called from TINLIB.C to restore cursor after hiding it.
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* Called from INVENTRY.C to restore cursor after customising it.
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*/
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void RestoreMainCursor(void) {
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const FILM *pfilm;
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if (McurObj != NULL) {
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pfilm = (const FILM *)LockMem(hCursorFilm);
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InitStepAnimScript(&McurAnim, McurObj, FROM_LE_32(pfilm->reels->script), ONE_SECOND / FROM_LE_32(pfilm->frate));
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StepAnimScript(&McurAnim);
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}
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bHiddenCursor = false;
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bFrozenCursor = false;
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}
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/**
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* Called from INVENTRY.C to customise the main cursor.
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*/
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void SetTempCursor(SCNHANDLE pScript) {
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if (McurObj != NULL)
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InitStepAnimScript(&McurAnim, McurObj, pScript, 2);
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}
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/**
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* Hide the cursor.
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*/
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void DwHideCursor(void) {
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int i;
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bHiddenCursor = true;
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if (McurObj)
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MultiHideObject(McurObj);
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if (AcurObj)
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MultiHideObject(AcurObj);
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for (i = 0; i < numTrails; i++) {
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if (ntrailData[i].trailObj != NULL) {
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MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), ntrailData[i].trailObj);
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ntrailData[i].trailObj = NULL;
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}
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}
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}
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/**
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* Unhide the cursor.
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*/
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void UnHideCursor(void) {
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bHiddenCursor = false;
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}
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/**
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* Freeze the cursor.
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*/
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void FreezeCursor(void) {
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bFrozenCursor = true;
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}
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/**
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* Freeze the cursor, or not.
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*/
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void DoFreezeCursor(bool bFreeze) {
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bFrozenCursor = bFreeze;
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}
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/**
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* HideCursorTrails
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*/
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void HideCursorTrails(void) {
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int i;
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bTempNoTrailers = true;
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for (i = 0; i < numTrails; i++) {
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if (ntrailData[i].trailObj != NULL) {
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MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), ntrailData[i].trailObj);
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ntrailData[i].trailObj = NULL;
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}
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}
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}
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/**
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* UnHideCursorTrails
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*/
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void UnHideCursorTrails(void) {
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bTempNoTrailers = false;
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}
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/**
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* Get pointer to image from a film reel. And the rest.
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*/
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IMAGE *GetImageFromReel(const FREEL *pfr, const MULTI_INIT **ppmi) {
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const MULTI_INIT *pmi;
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const FRAME *pFrame;
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pmi = (const MULTI_INIT *)LockMem(FROM_LE_32(pfr->mobj));
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if (ppmi)
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*ppmi = pmi;
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pFrame = (const FRAME *)LockMem(FROM_LE_32(pmi->hMulFrame));
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// get pointer to image
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return (IMAGE *)LockMem(READ_LE_UINT32(pFrame));
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}
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/**
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* Get pointer to image from a film. And the rest.
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*/
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IMAGE *GetImageFromFilm(SCNHANDLE hFilm, int reel, const FREEL **ppfr, const MULTI_INIT **ppmi, const FILM **ppfilm) {
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const FILM *pfilm;
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const FREEL *pfr;
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pfilm = (const FILM *)LockMem(hFilm);
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if (ppfilm)
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*ppfilm = pfilm;
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pfr = &pfilm->reels[reel];
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if (ppfr)
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*ppfr = pfr;
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return GetImageFromReel(pfr, ppmi);
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}
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/**
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* Delete auxillary cursor. Restore animation offsets in the image.
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*/
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void DelAuxCursor(void) {
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if (AcurObj != NULL) {
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MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), AcurObj);
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AcurObj = NULL;
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}
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}
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/**
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* Set auxillary cursor.
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* Save animation offsets from the image if required.
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*/
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void SetAuxCursor(SCNHANDLE hFilm) {
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IMAGE *pim; // Pointer to auxillary cursor's image
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const FREEL *pfr;
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const MULTI_INIT *pmi;
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const FILM *pfilm;
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int x, y; // Cursor position
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DelAuxCursor(); // Get rid of previous
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GetCursorXY(&x, &y, false); // Note: also waits for cursor to appear
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pim = GetImageFromFilm(hFilm, 0, &pfr, &pmi, &pfilm);// Get pointer to image
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assert(BgPal()); // no background palette
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pim->hImgPal = TO_LE_32(BgPal()); // Poke in the background palette
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ACoX = (short)(FROM_LE_16(pim->imgWidth)/2 - ((int16) FROM_LE_16(pim->anioffX)));
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ACoY = (short)((FROM_LE_16(pim->imgHeight) & ~C16_FLAG_MASK)/2 -
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((int16) FROM_LE_16(pim->anioffY)));
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// Initialise and insert the auxillary cursor object
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AcurObj = MultiInitObject(pmi);
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MultiInsertObject(GetPlayfieldList(FIELD_STATUS), AcurObj);
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// Initialise the animation and set its position
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InitStepAnimScript(&AcurAnim, AcurObj, FROM_LE_32(pfr->script), ONE_SECOND / FROM_LE_32(pfilm->frate));
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MultiSetAniXY(AcurObj, x - ACoX, y - ACoY);
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MultiSetZPosition(AcurObj, Z_ACURSOR);
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if (bHiddenCursor)
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MultiHideObject(AcurObj);
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}
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/**
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* MoveCursor
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*/
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static void DoCursorMove(void) {
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int startX, startY;
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Common::Point ptMouse;
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frac_t newX, newY;
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unsigned dir;
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// get cursors start animation position
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GetCursorXYNoWait(&startX, &startY, false);
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// get mouse drivers current position
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ptMouse = _vm->getMousePosition();
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// convert to fixed point
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newX = intToFrac(ptMouse.x);
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newY = intToFrac(ptMouse.y);
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// modify mouse driver position depending on cursor keys
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dir = _vm->getKeyDirection();
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if (dir != 0) {
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if (dir & MSK_LEFT)
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newX -= IterationSize;
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if (dir & MSK_RIGHT)
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newX += IterationSize;
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if (dir & MSK_UP)
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newY -= IterationSize;
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if (dir & MSK_DOWN)
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newY += IterationSize;
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IterationSize += ITER_ACCELERATION;
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// set new mouse driver position
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_vm->setMousePosition(Common::Point(fracToInt(newX), fracToInt(newY)));
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} else
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IterationSize = ITERATION_BASE;
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// get new mouse driver position - could have been modified
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ptMouse = _vm->getMousePosition();
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if (lastCursorX != ptMouse.x || lastCursorY != ptMouse.y) {
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resetUserEventTime();
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if (!bTempNoTrailers && !bHiddenCursor) {
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InitCurTrailObj(nextTrail++, lastCursorX, lastCursorY);
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if (nextTrail == numTrails)
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nextTrail = 0;
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}
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}
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// adjust cursor to new mouse position
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if (McurObj)
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MultiSetAniXY(McurObj, ptMouse.x, ptMouse.y);
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if (AcurObj != NULL)
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MultiSetAniXY(AcurObj, ptMouse.x - ACoX, ptMouse.y - ACoY);
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if (InventoryActive() && McurObj) {
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// Notify the inventory
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Xmovement(ptMouse.x - startX);
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Ymovement(ptMouse.y - startY);
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}
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lastCursorX = ptMouse.x;
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lastCursorY = ptMouse.y;
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}
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/**
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* Initialise cursor object.
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*/
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static void InitCurObj(void) {
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const FILM *pFilm;
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const FREEL *pfr;
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const MULTI_INIT *pmi;
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IMAGE *pim;
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if (TinselV2) {
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pFilm = (const FILM *)LockMem(hCursorFilm);
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pfr = (const FREEL *)&pFilm->reels[0];
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pmi = (MULTI_INIT *)LockMem(pfr->mobj);
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PokeInPalette(pmi);
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} else {
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assert(BgPal()); // no background palette
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pim = GetImageFromFilm(hCursorFilm, 0, &pfr, &pmi, &pFilm);// Get pointer to image
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pim->hImgPal = TO_LE_32(BgPal());
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AcurObj = NULL; // No auxillary cursor
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}
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McurObj = MultiInitObject(pmi);
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MultiInsertObject(GetPlayfieldList(FIELD_STATUS), McurObj);
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InitStepAnimScript(&McurAnim, McurObj, FROM_LE_32(pfr->script), ONE_SECOND / FROM_LE_32(pFilm->frate));
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}
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/**
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* Initialise the cursor position.
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*/
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static void InitCurPos(void) {
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Common::Point ptMouse = _vm->getMousePosition();
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lastCursorX = ptMouse.x;
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lastCursorY = ptMouse.y;
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MultiSetZPosition(McurObj, Z_CURSOR);
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DoCursorMove();
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MultiHideObject(McurObj);
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IterationSize = ITERATION_BASE;
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}
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/**
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* CursorStoppedCheck
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*/
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static void CursorStoppedCheck(CORO_PARAM) {
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// COROUTINE
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CORO_BEGIN_CONTEXT;
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CORO_END_CONTEXT(_ctx);
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CORO_BEGIN_CODE(_ctx);
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// If scene is closing down
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if (bWhoa) {
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// ...wait for next scene start-up
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while (restart != 0x8000)
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CORO_SLEEP(1);
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// Re-initialise
|
|
InitCurObj();
|
|
InitCurPos();
|
|
InventoryIconCursor(false); // May be holding something
|
|
|
|
// Re-start the cursor trails
|
|
restart = (uint16)-1; // set all bits
|
|
bWhoa = false;
|
|
}
|
|
CORO_END_CODE;
|
|
}
|
|
|
|
/**
|
|
* The main cursor process.
|
|
*/
|
|
void CursorProcess(CORO_PARAM, const void *) {
|
|
// COROUTINE
|
|
CORO_BEGIN_CONTEXT;
|
|
CORO_END_CONTEXT(_ctx);
|
|
|
|
CORO_BEGIN_CODE(_ctx);
|
|
|
|
while (!hCursorFilm || !BgPal())
|
|
CORO_SLEEP(1);
|
|
|
|
InitCurObj();
|
|
InitCurPos();
|
|
InventoryIconCursor(false); // May be holding something
|
|
|
|
bWhoa = false;
|
|
restart = 0;
|
|
|
|
while (1) {
|
|
// allow rescheduling
|
|
CORO_SLEEP(1);
|
|
|
|
// Stop/start between scenes
|
|
CORO_INVOKE_0(CursorStoppedCheck);
|
|
|
|
// Step the animation script(s)
|
|
StepAnimScript(&McurAnim);
|
|
if (AcurObj != NULL)
|
|
StepAnimScript(&AcurAnim);
|
|
for (int i = 0; i < numTrails; i++) {
|
|
if (ntrailData[i].trailObj != NULL) {
|
|
if (StepAnimScript(&ntrailData[i].trailAnim) == ScriptFinished) {
|
|
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), ntrailData[i].trailObj);
|
|
ntrailData[i].trailObj = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Move the cursor as appropriate
|
|
if (!bFrozenCursor)
|
|
DoCursorMove();
|
|
|
|
// If the cursor should be hidden...
|
|
if (bHiddenCursor || bTempHide) {
|
|
// ...hide the cursor object(s)
|
|
MultiHideObject(McurObj);
|
|
if (AcurObj)
|
|
MultiHideObject(AcurObj);
|
|
|
|
for (int i = 0; i < numTrails; i++) {
|
|
if (ntrailData[i].trailObj != NULL)
|
|
MultiHideObject(ntrailData[i].trailObj);
|
|
}
|
|
|
|
// Wait 'til cursor is again required.
|
|
while (bHiddenCursor) {
|
|
CORO_SLEEP(1);
|
|
|
|
// Stop/start between scenes
|
|
CORO_INVOKE_0(CursorStoppedCheck);
|
|
}
|
|
}
|
|
}
|
|
CORO_END_CODE;
|
|
}
|
|
|
|
/**
|
|
* Called from dec_cursor() Glitter function.
|
|
* Register the handle to cursor reel data.
|
|
*/
|
|
void DwInitCursor(SCNHANDLE bfilm) {
|
|
const FILM *pfilm;
|
|
|
|
hCursorFilm = bfilm;
|
|
|
|
pfilm = (const FILM *)LockMem(hCursorFilm);
|
|
numTrails = FROM_LE_32(pfilm->numreels) - 1;
|
|
|
|
assert(numTrails <= MAX_TRAILERS);
|
|
}
|
|
|
|
/**
|
|
* DropCursor is called when a scene is closing down.
|
|
*/
|
|
void DropCursor(void) {
|
|
if (TinselV2) {
|
|
if (AcurObj)
|
|
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), AcurObj);
|
|
if (McurObj)
|
|
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), McurObj);
|
|
|
|
restart = 0;
|
|
}
|
|
|
|
AcurObj = NULL; // No auxillary cursor
|
|
McurObj = NULL; // No cursor object (imminently deleted elsewhere)
|
|
bHiddenCursor = false; // Not hidden in next scene
|
|
bTempNoTrailers = false; // Trailers not hidden in next scene
|
|
bWhoa = true; // Suspend cursor processes
|
|
|
|
for (int i = 0; i < numTrails; i++) {
|
|
if (ntrailData[i].trailObj != NULL) {
|
|
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), ntrailData[i].trailObj);
|
|
ntrailData[i].trailObj = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* RestartCursor is called when a new scene is starting up.
|
|
*/
|
|
void RestartCursor(void) {
|
|
restart = 0x8000; // Get the main cursor to re-initialise
|
|
}
|
|
|
|
/**
|
|
* Called when restarting the game, ensures correct re-start with NULL
|
|
* pointers etc.
|
|
*/
|
|
void RebootCursor(void) {
|
|
McurObj = AcurObj = NULL;
|
|
for (int i = 0; i < MAX_TRAILERS; i++)
|
|
ntrailData[i].trailObj = NULL;
|
|
|
|
bHiddenCursor = bTempNoTrailers = bFrozenCursor = false;
|
|
|
|
hCursorFilm = 0;
|
|
|
|
bWhoa = false;
|
|
restart = 0;
|
|
}
|
|
|
|
void StartCursorFollowed(void) {
|
|
DelAuxCursor();
|
|
|
|
if (!SysVar(SV_ENABLEPRINTCURSOR))
|
|
bTempHide = true;
|
|
}
|
|
|
|
void EndCursorFollowed(void) {
|
|
InventoryIconCursor(false); // May be holding something
|
|
bTempHide = false;
|
|
}
|
|
|
|
bool isCursorShown() {
|
|
return !(bTempHide || bHiddenCursor);
|
|
}
|
|
|
|
} // end of namespace Tinsel
|