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I'm just hoping that if I stall long enough, someone else will make the move for me. :-) svn-id: r10676
319 lines
7.5 KiB
C++
319 lines
7.5 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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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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*
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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, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "stdafx.h"
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#include "bs2/driver/driver96.h"
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#include "bs2/driver/d_draw.h"
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#include "bs2/driver/render.h"
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#include "bs2/driver/menu.h"
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#include "bs2/sword2.h"
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namespace Sword2 {
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#define MAX_MOUSE_EVENTS 16
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#define MOUSEFLASHFRAME 6
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#if !defined(__GNUC__)
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#pragma START_PACK_STRUCTS
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#endif
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struct _mouseAnim {
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uint8 runTimeComp; // type of runtime compression used for the
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// frame data
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uint8 noAnimFrames; // number of frames in the anim
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int8 xHotSpot;
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int8 yHotSpot;
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uint8 mousew;
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uint8 mouseh;
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} GCC_PACK;
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#if !defined(__GNUC__)
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#pragma END_PACK_STRUCTS
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#endif
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int16 mousex;
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int16 mousey;
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static uint8 mouseBacklog = 0;
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static uint8 mouseLogPos = 0;
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static uint8 mouseFrame;
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static uint8 *mouseSprite = NULL;
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static _mouseAnim *mouseAnim = NULL;
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static _mouseAnim *luggageAnim = NULL;
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static _mouseEvent mouseLog[MAX_MOUSE_EVENTS];
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static int32 *mouseOffsets;
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static int32 *luggageOffset;
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// This is the maximum mouse cursor size in the SDL backend
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#define MAX_MOUSE_W 80
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#define MAX_MOUSE_H 80
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byte _mouseData[MAX_MOUSE_W * MAX_MOUSE_H];
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void ResetRenderEngine(void) {
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parallaxScrollx = 0;
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parallaxScrolly = 0;
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scrollx = 0;
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scrolly = 0;
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}
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// --------------------------------------------------------------------------
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// Logs the mouse button event passed in buttons. The button events are
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// defined as RD_LEFTBUTTONDOWN, RD_LEFTBUTTONUP, RD_RIGHTBUTTONDOWN and
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// RD_RIGHTBUTTONUP.
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// --------------------------------------------------------------------------
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void LogMouseEvent(uint16 buttons) {
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_mouseEvent *me;
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// We need to leave the one, which is the current event, alone!
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if (mouseBacklog == MAX_MOUSE_EVENTS - 1)
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return;
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me = &mouseLog[(mouseBacklog + mouseLogPos) % MAX_MOUSE_EVENTS];
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me->buttons = buttons;
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mouseBacklog++;
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}
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// FIXME: The original code used 0 for transparency, while our backend uses
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// 0xFF. That means that parts of the mouse cursor that weren't meant to be
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// transparent may be now.
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int32 DecompressMouse(uint8 *decomp, uint8 *comp, int width, int height, int pitch, int xOff = 0, int yOff = 0) {
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int32 size = width * height;
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int32 i = 0;
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int x = 0;
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int y = 0;
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while (i < size) {
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if (*comp > 183) {
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decomp[(y + yOff) * pitch + x + xOff] = *comp++;
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if (++x >= width) {
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x = 0;
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y++;
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}
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i++;
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} else {
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x += *comp;
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while (x >= width) {
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y++;
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x -= width;
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}
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i += *comp++;
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}
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}
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return RD_OK;
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}
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void DrawMouse(void) {
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if (!mouseAnim && !luggageAnim)
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return;
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// When an object is used in the game, the mouse cursor should be a
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// combination of a standard mouse cursor and a luggage cursor.
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//
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// However, judging by the original code luggage cursors can also
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// appear on their own. I have no idea which cases though.
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uint16 mouse_width = 0;
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uint16 mouse_height = 0;
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uint16 hotspot_x = 0;
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uint16 hotspot_y = 0;
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int deltaX = 0;
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int deltaY = 0;
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if (mouseAnim) {
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hotspot_x = mouseAnim->xHotSpot;
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hotspot_y = mouseAnim->yHotSpot;
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mouse_width = mouseAnim->mousew;
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mouse_height = mouseAnim->mouseh;
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}
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if (luggageAnim) {
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if (!mouseAnim) {
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hotspot_x = luggageAnim->xHotSpot;
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hotspot_y = luggageAnim->yHotSpot;
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}
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if (luggageAnim->mousew > mouse_width)
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mouse_width = luggageAnim->mousew;
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if (luggageAnim->mouseh > mouse_height)
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mouse_height = luggageAnim->mouseh;
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}
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if (mouseAnim && luggageAnim) {
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deltaX = mouseAnim->xHotSpot - luggageAnim->xHotSpot;
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deltaY = mouseAnim->yHotSpot - luggageAnim->yHotSpot;
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}
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assert(deltaX >= 0);
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assert(deltaY >= 0);
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// HACK for maximum cursor size. (The SDL backend imposes this
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// restriction)
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if (mouse_width + deltaX > MAX_MOUSE_W)
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deltaX = 80 - mouse_width;
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if (mouse_height + deltaY > MAX_MOUSE_H)
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deltaY = 80 - mouse_height;
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mouse_width += deltaX;
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mouse_height += deltaY;
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if ((uint32) (mouse_width * mouse_height) > sizeof(_mouseData)) {
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warning("Mouse cursor too large");
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return;
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}
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memset(_mouseData, 0xFF, mouse_width * mouse_height);
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if (luggageAnim)
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DecompressMouse(_mouseData, (uint8 *) luggageAnim + READ_LE_UINT32(luggageOffset), luggageAnim->mousew,
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luggageAnim->mouseh, mouse_width, deltaX, deltaY);
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if (mouseAnim)
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DecompressMouse(_mouseData, mouseSprite, mouseAnim->mousew, mouseAnim->mouseh, mouse_width);
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g_system->set_mouse_cursor(_mouseData, mouse_width, mouse_height, hotspot_x, hotspot_y);
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}
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/**
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* Get the next pending mouse event.
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* @return a pointer to the mouse event, or NULL of there is none
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*/
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_mouseEvent *MouseEvent(void) {
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_mouseEvent *me;
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if (mouseBacklog) {
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me = &mouseLog[mouseLogPos];
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if (++mouseLogPos == MAX_MOUSE_EVENTS)
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mouseLogPos = 0;
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mouseBacklog--;
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return me;
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}
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return NULL;
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}
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uint8 CheckForMouseEvents(void) {
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return mouseBacklog; // return the number of mouse events waiting
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}
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/**
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* Animates the current mouse pointer
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*/
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int32 AnimateMouse(void) {
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uint8 prevMouseFrame = mouseFrame;
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if (!mouseAnim)
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return RDERR_UNKNOWN;
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if (++mouseFrame == mouseAnim->noAnimFrames)
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mouseFrame = MOUSEFLASHFRAME;
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mouseSprite = (uint8 *) mouseAnim + READ_LE_UINT32(mouseOffsets + mouseFrame);
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if (mouseFrame != prevMouseFrame)
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DrawMouse();
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return RD_OK;
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}
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/**
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* Sets the mouse cursor animation.
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* @param ma a pointer to the animation data, or NULL to clear the current one
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* @param size the size of the mouse animation data
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* @param mouseFlash RDMOUSE_FLASH or RDMOUSE_NOFLASH, depending on whether
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* or not there is a lead-in animation
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*/
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int32 SetMouseAnim(uint8 *ma, int32 size, int32 mouseFlash) {
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if (mouseAnim) {
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free(mouseAnim);
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mouseAnim = NULL;
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}
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if (ma) {
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if (mouseFlash == RDMOUSE_FLASH)
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mouseFrame = 0;
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else
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mouseFrame = MOUSEFLASHFRAME;
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mouseAnim = (_mouseAnim *) malloc(size);
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if (!mouseAnim)
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return RDERR_OUTOFMEMORY;
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memcpy((uint8 *) mouseAnim, ma, size);
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mouseOffsets = (int32 *) ((uint8 *) mouseAnim + sizeof(_mouseAnim));
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AnimateMouse();
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DrawMouse();
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g_system->show_mouse(true);
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} else {
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if (luggageAnim)
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DrawMouse();
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else
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g_system->show_mouse(false);
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}
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return RD_OK;
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}
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/**
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* Sets the "luggage" animation to accompany the mouse animation. Luggage
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* sprites are of the same format as mouse sprites.
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* @param ma a pointer to the animation data, or NULL to clear the current one
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* @param size the size of the animation data
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*/
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int32 SetLuggageAnim(uint8 *ma, int32 size) {
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if (luggageAnim) {
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free(luggageAnim);
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luggageAnim = NULL;
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}
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if (ma) {
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luggageAnim = (_mouseAnim *) malloc(size);
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if (!luggageAnim)
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return RDERR_OUTOFMEMORY;
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memcpy((uint8 *) luggageAnim, ma, size);
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luggageOffset = (int32 *) ((uint8 *) luggageAnim + sizeof(_mouseAnim));
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AnimateMouse();
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DrawMouse();
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g_system->show_mouse(true);
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} else {
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if (mouseAnim)
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DrawMouse();
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else
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g_system->show_mouse(false);
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}
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return RD_OK;
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}
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} // End of namespace Sword2
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