1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 // FIX need to subclass this class for U6, MD & SE
24 #include "ultima/nuvie/conf/configuration.h"
25 #include "ultima/nuvie/core/nuvie_defs.h"
26 #include "ultima/nuvie/misc/u6_misc.h"
27 #include "ultima/nuvie/files/u6_lib_n.h"
28 #include "ultima/nuvie/files/u6_shape.h"
29 #include "ultima/nuvie/gui/widgets/msg_scroll.h"
30 #include "ultima/nuvie/core/events.h"
31
32 #include "ultima/nuvie/actors/actor.h"
33 #include "ultima/nuvie/actors/actor_manager.h"
34 #include "ultima/nuvie/screen/game_palette.h"
35 #include "ultima/nuvie/views/doll_widget.h"
36 #include "ultima/nuvie/gui/widgets/command_bar.h"
37 #include "ultima/nuvie/gui/widgets/map_window.h"
38 #include "ultima/nuvie/core/player.h"
39 #include "ultima/nuvie/views/view_manager.h"
40 #include "ultima/nuvie/files/nuvie_bmp_file.h"
41
42 namespace Ultima {
43 namespace Nuvie {
44
45 static const byte gump_blocked_tile_data[] = {
46 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170,
47 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170,
48 170, 170, 170, 170, 64, 178, 55, 54, 54, 55, 178, 64, 170, 170, 170, 170,
49 170, 170, 170, 64, 55, 168, 64, 170, 170, 64, 168, 55, 64, 170, 170, 170,
50 170, 170, 64, 55, 64, 170, 170, 170, 170, 170, 12, 12, 55, 64, 170, 170,
51 170, 170, 178, 130, 170, 170, 170, 170, 170, 12, 12, 12, 168, 178, 170, 170,
52 170, 170, 55, 64, 170, 170, 170, 170, 12, 12, 12, 170, 64, 55, 170, 170,
53 170, 170, 54, 170, 170, 170, 170, 12, 12, 12, 170, 170, 170, 54, 170, 170,
54 170, 170, 54, 170, 170, 170, 12, 12, 12, 170, 170, 170, 170, 54, 170, 170,
55 170, 170, 55, 64, 170, 12, 12, 12, 170, 170, 170, 170, 64, 55, 170, 170,
56 170, 170, 178, 168, 12, 12, 12, 170, 170, 170, 170, 170, 168, 178, 170, 170,
57 170, 170, 64, 55, 12, 12, 170, 170, 170, 170, 170, 64, 55, 64, 170, 170,
58 170, 170, 170, 64, 55, 168, 64, 170, 170, 64, 168, 55, 64, 170, 170, 170,
59 170, 170, 170, 170, 64, 178, 55, 54, 54, 55, 178, 64, 170, 170, 170, 170,
60 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170,
61 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170
62 };
63
64 static const byte gump_empty_tile_data[] = {
65 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170,
66 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170,
67 170, 170, 170, 170, 64, 178, 55, 54, 54, 55, 178, 64, 170, 170, 170, 170,
68 170, 170, 170, 64, 55, 168, 64, 170, 170, 64, 168, 55, 64, 170, 170, 170,
69 170, 170, 64, 55, 64, 170, 170, 170, 170, 170, 170, 64, 55, 64, 170, 170,
70 170, 170, 178, 130, 170, 170, 170, 170, 170, 170, 170, 170, 168, 178, 170, 170,
71 170, 170, 55, 64, 170, 170, 170, 170, 170, 170, 170, 170, 64, 55, 170, 170,
72 170, 170, 54, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 54, 170, 170,
73 170, 170, 54, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 54, 170, 170,
74 170, 170, 55, 64, 170, 170, 170, 170, 170, 170, 170, 170, 64, 55, 170, 170,
75 170, 170, 178, 168, 170, 170, 170, 170, 170, 170, 170, 170, 168, 178, 170, 170,
76 170, 170, 64, 55, 64, 170, 170, 170, 170, 170, 170, 64, 55, 64, 170, 170,
77 170, 170, 170, 64, 55, 168, 64, 170, 170, 64, 168, 55, 64, 170, 170, 170,
78 170, 170, 170, 170, 64, 178, 55, 54, 54, 55, 178, 64, 170, 170, 170, 170,
79 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170,
80 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170
81 };
82
DollWidget(Configuration * cfg,GUI_CallBack * callback)83 DollWidget::DollWidget(Configuration *cfg, GUI_CallBack *callback): GUI_Widget(NULL, 0, 0, 0, 0) {
84 config = cfg;
85 callback_object = callback;
86
87 actor = NULL;
88 tile_manager = NULL;
89 selected_obj = NULL;
90 obj_manager = NULL;
91 unready_obj = NULL;
92 empty_tile = NULL;
93 blocked_tile = NULL;
94
95 bg_color = Game::get_game()->get_palette()->get_bg_color();
96 need_to_free_tiles = false;
97
98 use_new_dolls = true;
99 old_use_new_dolls = true;
100 actor_doll = NULL;
101 doll_bg = NULL;
102 md_doll_shp = NULL;
103
104 // Set up hit rects
105 item_hit_rects[0] = Common::Rect(24, 0, 24 + 16, 0 + 16); // ACTOR_HEAD
106 item_hit_rects[1] = Common::Rect(0, 8, 0 + 16, 8 + 16); // ACTOR_NECK
107 item_hit_rects[2] = Common::Rect(48, 8, 48 + 16, 8 + 16); // ACTOR_BODY
108 item_hit_rects[3] = Common::Rect(0, 24, 0 + 16, 24 + 16); // ACTOR_ARM
109 item_hit_rects[4] = Common::Rect(48, 24, 48 + 16, 24 + 16); // ACTOR_ARM_2
110 item_hit_rects[5] = Common::Rect(0, 40, 0 + 16, 40 + 16); // ACTOR_HAND
111 item_hit_rects[6] = Common::Rect(48, 40, 48 + 16, 40 + 16); // ACTOR_HAND_2
112 item_hit_rects[7] = Common::Rect(24, 48, 24 + 16, 48 + 16); // ACTOR_FOOT
113 }
114
~DollWidget()115 DollWidget::~DollWidget() {
116 if (need_to_free_tiles) {
117 if (blocked_tile)
118 delete blocked_tile;
119 if (empty_tile)
120 delete empty_tile;
121 }
122 free_doll_shapes();
123 }
124
init(Actor * a,uint16 x,uint16 y,TileManager * tm,ObjManager * om,bool in_portrait_view)125 bool DollWidget::init(Actor *a, uint16 x, uint16 y, TileManager *tm, ObjManager *om, bool in_portrait_view) {
126 tile_manager = tm;
127 obj_manager = om;
128 is_in_portrait_view = in_portrait_view;
129 if (!Game::get_game()->is_new_style() || is_in_portrait_view) {
130 switch (Game::get_game()->get_game_type()) {
131 case NUVIE_GAME_U6 :
132 blocked_tile = tile_manager->get_tile(TILE_U6_BLOCKED_EQUIP);
133 empty_tile = tile_manager->get_tile(TILE_U6_EQUIP);
134 break;
135
136 case NUVIE_GAME_SE :
137 blocked_tile = tile_manager->get_tile(TILE_SE_BLOCKED_EQUIP);
138 empty_tile = tile_manager->get_tile(TILE_SE_EQUIP);
139 break;
140
141 case NUVIE_GAME_MD :
142 blocked_tile = tile_manager->get_tile(TILE_MD_BLOCKED_EQUIP); // FIXME: different depending on npc
143 empty_tile = tile_manager->get_tile(TILE_MD_EQUIP); // FIXME: different depending on npc
144 break;
145 }
146 } else {
147 blocked_tile = new Tile();
148 memcpy(&blocked_tile->data, &gump_blocked_tile_data, 256);
149 empty_tile = new Tile();
150 memcpy(&empty_tile->data, &gump_empty_tile_data, 256);
151 need_to_free_tiles = true;
152 }
153
154 GUI_Widget::Init(NULL, x, y, 64, 64);
155
156 set_actor(a);
157 set_accept_mouseclick(true, USE_BUTTON); // accept [double]clicks from button1 (even if double-click disabled we need clicks)
158
159 return true;
160 }
161
free_doll_shapes()162 void DollWidget::free_doll_shapes() {
163 if (actor_doll) {
164 SDL_FreeSurface(actor_doll);
165 actor_doll = NULL;
166 }
167 if (doll_bg) {
168 SDL_FreeSurface(doll_bg);
169 doll_bg = NULL;
170 }
171 if (md_doll_shp) {
172 delete md_doll_shp;
173 md_doll_shp = NULL;
174 }
175 }
176
setColorKey(Graphics::ManagedSurface * image)177 void DollWidget::setColorKey(Graphics::ManagedSurface *image) {
178 if (image) {
179 uint32 bg_color_key = SDL_MapRGB(image->format, 0xf1, 0x0f, 0xc4);
180 SDL_SetColorKey(image, SDL_TRUE, bg_color_key);
181 }
182 }
183
set_actor(Actor * a)184 void DollWidget::set_actor(Actor *a) {
185 actor = a;
186 if (!Game::get_game()->is_new_style()) { // needed so it can be changed in the menus
187 config->value(config_get_game_key(config) + "/use_new_dolls", use_new_dolls, false);
188 if (old_use_new_dolls != use_new_dolls) {
189 if (!use_new_dolls)
190 free_doll_shapes();
191 old_use_new_dolls = use_new_dolls;
192 }
193 }
194 if (use_new_dolls) {
195 free_doll_shapes();
196 if (actor) {
197 ViewManager *vm = Game::get_game()->get_view_manager();
198 if (actor->is_avatar())
199 actor_doll = vm->loadAvatarDollImage(actor_doll, true);
200 else
201 actor_doll = vm->loadCustomActorDollImage(actor_doll, actor->get_actor_num(), true);
202 setColorKey(actor_doll);
203 if (actor_doll) {
204 Std::string imagefile;
205 build_path(vm->getDollDataDirString(), "orig_style", imagefile);
206 build_path(imagefile, "doll_bg.bmp", imagefile);
207 NuvieBmpFile bmp;
208 doll_bg = bmp.getSdlSurface32(imagefile);
209 if (doll_bg) {
210 Common::Rect dst(3, 1, 30, 31);
211 SDL_BlitSurface(actor_doll, NULL, doll_bg, &dst);
212 setColorKey(doll_bg);
213 }
214 }
215 }
216 } else if (Game::get_game()->get_game_type() == NUVIE_GAME_MD) {
217 load_md_doll_shp();
218 }
219 Redraw();
220 }
221
load_md_doll_shp()222 void DollWidget::load_md_doll_shp() {
223 if (actor == NULL) {
224 return;
225 }
226
227 if (md_doll_shp)
228 delete md_doll_shp;
229
230 md_doll_shp = new U6Shape();
231 U6Lib_n file;
232 Std::string filename;
233 config_get_path(config, "mdinv.lzc", filename);
234 file.open(filename, 4, NUVIE_GAME_MD);
235 uint8 num = actor->get_actor_num() + 1;
236 if (actor->is_avatar() && Game::get_game()->get_player()->get_gender() == 0) {
237 num--;
238 }
239 unsigned char *temp_buf = file.get_item(num);
240 if (temp_buf) {
241 md_doll_shp->load(temp_buf + 8);
242 free(temp_buf);
243 } else {
244 delete md_doll_shp;
245 md_doll_shp = NULL;
246 }
247 }
248
get_item_hit_rect(uint8 location)249 Common::Rect *DollWidget::get_item_hit_rect(uint8 location) {
250 if (location < 8)
251 return (&item_hit_rects[location]);
252 return (NULL);
253 }
254
255
Display(bool full_redraw)256 void DollWidget::Display(bool full_redraw) {
257 //if(full_redraw || update_display)
258 // {
259 update_display = false;
260
261 if (actor != NULL)
262 display_doll();
263 screen->update(area.left, area.top, area.width(), area.height());
264 // }
265
266 }
267
display_new_doll()268 inline void DollWidget::display_new_doll() {
269 if (doll_bg) {
270 Common::Rect dst;
271 dst = area;
272 dst.translate(15, 15);
273 dst.setWidth(33);
274 dst.setHeight(33);
275 SDL_BlitSurface(doll_bg, NULL, surface, &dst);
276 }
277 }
278
display_old_doll()279 inline void DollWidget::display_old_doll() {
280 Tile *tile;
281 uint16 i, j;
282 int tilenum = 368;
283 if (Game::get_game()->get_game_type() == NUVIE_GAME_MD) // FIXME: different depending on npc - Also needs npc doll info code
284 tilenum = 275;
285 else if (Game::get_game()->get_game_type() == NUVIE_GAME_SE) {
286 if (actor->get_obj_n() == 310 || actor->get_obj_n() == 311
287 || actor->get_obj_n() == 312)
288 tilenum = 404;
289 else if (actor->get_obj_n() == 318)
290 tilenum = 408;
291 else
292 tilenum = 400;
293 }
294 // screen->fill(bg_color, area.left, area.top, area.width(), area.height()); // should be taken care of by the main view
295 for (i = 0; i < 2; i++) {
296 for (j = 0; j < 2; j++) { // draw doll
297 tile = tile_manager->get_tile(tilenum + i * 2 + j);
298 screen->blit(area.left + 16 + j * 16, area.top + 16 + i * 16, tile->data, 8, 16, 16, 16, true);
299 }
300 }
301 if (md_doll_shp) {
302 uint16 w, h;
303 md_doll_shp->get_size(&w, &h);
304 screen->blit(area.left + 20, area.top + 18, md_doll_shp->get_data(), 8, w, h, w, true);
305 }
306 }
307
display_doll()308 inline void DollWidget::display_doll() {
309 if (!Game::get_game()->is_new_style() || is_in_portrait_view) {
310 if (use_new_dolls)
311 display_new_doll();
312 else
313 display_old_doll();
314 }
315 display_readied_object(ACTOR_NECK, area.left, (area.top + 8) + 0 * 16, actor, empty_tile);
316 display_readied_object(ACTOR_BODY, area.left + 3 * 16, (area.top + 8) + 0 * 16, actor, empty_tile);
317
318 display_readied_object(ACTOR_ARM, area.left, (area.top + 8) + 1 * 16, actor, empty_tile);
319 display_readied_object(ACTOR_ARM_2, area.left + 3 * 16, (area.top + 8) + 1 * 16, actor, actor->is_double_handed_obj_readied() ? blocked_tile : empty_tile);
320
321 display_readied_object(ACTOR_HAND, area.left, (area.top + 8) + 2 * 16, actor, empty_tile);
322 display_readied_object(ACTOR_HAND_2, area.left + 3 * 16, (area.top + 8) + 2 * 16, actor, empty_tile);
323
324 display_readied_object(ACTOR_HEAD, area.left + 16 + 8, area.top, actor, empty_tile);
325 display_readied_object(ACTOR_FOOT, area.left + 16 + 8, area.top + 3 * 16, actor, empty_tile);
326
327 return;
328 }
329
display_readied_object(uint8 location,uint16 x,uint16 y,Actor * theActor,Tile * emptyTile)330 inline void DollWidget::display_readied_object(uint8 location, uint16 x, uint16 y, Actor *theActor, Tile *emptyTile) {
331 Obj *obj;
332 Tile *tile;
333
334 obj = theActor->inventory_get_readied_object(location);
335
336 if (obj)
337 tile = tile_manager->get_tile(obj_manager->get_obj_tile_num(obj->obj_n) + obj->frame_n);
338 else
339 tile = emptyTile;
340
341 screen->blit(x, y, tile->data, 8, 16, 16, 16, true);
342
343 return;
344 }
345
346 // when no action is pending the Use button may be used to start dragging,
347 // otherwise it has the same effect as ENTER (using InventoryView's callback)
MouseDown(int x,int y,Shared::MouseButton button)348 GUI_status DollWidget::MouseDown(int x, int y, Shared::MouseButton button) {
349 Events *event = Game::get_game()->get_event();
350 uint8 location;
351 Obj *obj;
352 x -= area.left;
353 y -= area.top;
354
355 CommandBar *command_bar = Game::get_game()->get_command_bar();
356 if (button == ACTION_BUTTON && event->get_mode() == MOVE_MODE
357 && command_bar->get_selected_action() > 0) { // Exclude attack mode too
358 if (command_bar->try_selected_action() == false) // start new action
359 return GUI_YUM; // false if new event doesn't need target
360 }
361
362 if (actor && selected_obj == NULL && (button == USE_BUTTON || button == ACTION_BUTTON || button == DRAG_BUTTON)) {
363 for (location = 0; location < 8; location++) {
364 if (HitRect(x, y, item_hit_rects[location])) { // FIXME: duplicating code in InventoryWidget
365 DEBUG(0, LEVEL_DEBUGGING, "Hit %d\n", location);
366 obj = actor->inventory_get_readied_object(location);
367 if (button == ACTION_BUTTON && command_bar->get_selected_action() > 0
368 && event->get_mode() == INPUT_MODE) {
369 if (obj) {
370 event->select_obj(obj, actor);
371 return GUI_YUM;
372 } else {
373 // has not found a target yet
374 Game::get_game()->get_scroll()->display_string("nothing!\n");
375 event->endAction(true);
376 event->set_mode(MOVE_MODE);
377 }
378 return GUI_PASS;
379 }
380 if (obj) {
381
382 if ((event->get_mode() == MOVE_MODE || event->get_mode() == EQUIP_MODE)
383 && button == DRAG_BUTTON)
384 selected_obj = obj; // start dragging
385 else // send to View
386 callback_object->callback(INVSELECT_CB, this, obj);
387 }
388 return GUI_YUM;
389 }
390 }
391 }
392
393 return GUI_PASS;
394 }
395
396 // un-ready selected item
MouseUp(int x,int y,Shared::MouseButton button)397 GUI_status DollWidget::MouseUp(int x, int y, Shared::MouseButton button) {
398 Events *event = Game::get_game()->get_event();
399
400 // only act now if double-click is disabled
401 if (selected_obj && !Game::get_game()->get_map_window()->is_doubleclick_enabled()) {
402 event->unready(selected_obj);
403 Redraw();
404 unready_obj = NULL;
405 } else if (selected_obj) {
406 wait_for_mouseclick(USE_BUTTON);
407 unready_obj = selected_obj;
408 }
409
410 selected_obj = NULL;
411 return GUI_PASS;
412 }
413
MouseClick(int x,int y,Shared::MouseButton button)414 GUI_status DollWidget::MouseClick(int x, int y, Shared::MouseButton button) {
415 return (MouseUp(x, y, button));
416 }
417
MouseMotion(int x,int y,uint8 state)418 GUI_status DollWidget::MouseMotion(int x, int y, uint8 state) {
419 Tile *tile;
420
421 if (selected_obj && !dragging && Game::get_game()->is_dragging_enabled()) {
422 dragging = true;
423 tile = tile_manager->get_tile(obj_manager->get_obj_tile_num(selected_obj->obj_n) + selected_obj->frame_n);
424 return gui_drag_manager->start_drag(this, GUI_DRAG_OBJ, selected_obj, tile->data, 16, 16, 8);
425 }
426
427 return GUI_PASS;
428 }
429
drag_drop_success(int x,int y,int message,void * data)430 void DollWidget::drag_drop_success(int x, int y, int message, void *data) {
431 DEBUG(0, LEVEL_DEBUGGING, "DollWidget::drag_drop_success()\n");
432 dragging = false;
433 // handled by drop target
434 // actor->remove_readied_object(selected_obj);
435 // actor->inventory_remove_obj(selected_obj);
436 selected_obj = NULL;
437 Redraw();
438 }
439
drag_drop_failed(int x,int y,int message,void * data)440 void DollWidget::drag_drop_failed(int x, int y, int message, void *data) {
441 DEBUG(0, LEVEL_DEBUGGING, "DollWidget::drag_drop_failed()\n");
442 dragging = false;
443 selected_obj = NULL;
444 }
445
drag_accept_drop(int x,int y,int message,void * data)446 bool DollWidget::drag_accept_drop(int x, int y, int message, void *data) {
447 DEBUG(0, LEVEL_DEBUGGING, "DollWidget::drag_accept_drop()\n");
448 if (message == GUI_DRAG_OBJ) {
449 Obj *obj = (Obj *)data;
450 if (obj->is_readied() && obj->get_actor_holding_obj() == actor) {
451 // FIXME: need to detect ready location so player can switch hands
452 DEBUG(0, LEVEL_WARNING, "DollWidget: Object already equipped!\n");
453 return false;
454 }
455 if (obj->get_actor_holding_obj() != actor) {
456 if (obj->is_in_inventory()) {
457 Events *event = Game::get_game()->get_event();
458 event->display_move_text(actor, obj);
459 if (event->can_move_obj_between_actors(obj, obj->get_actor_holding_obj(), actor, false)) {
460 Game::get_game()->get_player()->subtract_movement_points(3);
461 DEBUG(0, LEVEL_DEBUGGING, "Drop Accepted\n");
462 return true;
463 }
464 }
465 }
466 if (obj->get_actor_holding_obj() == actor
467 || Game::get_game()->get_map_window()->can_get_obj(actor, obj)) {
468 DEBUG(0, LEVEL_DEBUGGING, "Drop Accepted\n");
469 return true;
470 } else {
471 DEBUG(0, LEVEL_WARNING, "DollWidget: Must be holding object!\n");
472 return false;
473 }
474 }
475
476 DEBUG(0, LEVEL_DEBUGGING, "Drop Refused\n");
477 return false;
478 }
479
drag_perform_drop(int x,int y,int message,void * data)480 void DollWidget::drag_perform_drop(int x, int y, int message, void *data) {
481 DEBUG(0, LEVEL_DEBUGGING, "DollWidget::drag_perform_drop()\n");
482 Obj *obj;
483
484 x -= area.left;
485 y -= area.top;
486
487 if (message == GUI_DRAG_OBJ) {
488 DEBUG(0, LEVEL_DEBUGGING, "Ready item.\n");
489 obj = (Obj *)data;
490
491 bool can_equip = true;
492 if (!obj->is_in_inventory()) { // get
493 // event->newAction(GET_MODE);
494 Game::get_game()->get_scroll()->display_string("Get-");
495 can_equip = Game::get_game()->get_event()->perform_get(obj, NULL, actor);
496 // if(!can_equip)
497 // {
498 // assert(!(obj->status & OBJ_STATUS_IN_CONTAINER));
499 // obj_manager->add_obj(obj); // add back to map
500 // }
501 } else
502 obj_manager->moveto_inventory(obj, actor);
503 if (can_equip) { // ready
504 assert(!obj->is_readied());
505 Game::get_game()->get_event()->ready(obj, actor);
506 }
507 Redraw();
508 }
509
510 return;
511 }
512
drag_draw(int x,int y,int message,void * data)513 void DollWidget::drag_draw(int x, int y, int message, void *data) {
514 Tile *tile;
515
516 if (!selected_obj)
517 return;
518
519 tile = tile_manager->get_tile(obj_manager->get_obj_tile_num(selected_obj) + selected_obj->frame_n);
520
521 int nx = x - 8;
522 int ny = y - 8;
523
524 if (nx + 16 >= screen->get_width())
525 nx = screen->get_width() - 17;
526 else if (nx < 0)
527 nx = 0;
528
529 if (ny + 16 >= screen->get_height())
530 ny = screen->get_height() - 17;
531 else if (ny < 0)
532 ny = 0;
533
534 screen->blit(nx, ny, tile->data, 8, 16, 16, 16, true);
535 screen->update(nx, ny, 16, 16);
536 }
537
538
539 /* Use object.
540 */
MouseDouble(int x,int y,Shared::MouseButton button)541 GUI_status DollWidget::MouseDouble(int x, int y, Shared::MouseButton button) {
542 // we have to check if double-clicks are allowed here, since we use single-clicks
543 if (!Game::get_game()->get_map_window()->is_doubleclick_enabled())
544 return (GUI_PASS);
545 Events *event = Game::get_game()->get_event();
546 Obj *obj = selected_obj;
547
548 unready_obj = NULL;
549 selected_obj = NULL;
550
551 if (!(actor && obj))
552 return (GUI_YUM);
553
554 if (event->newAction(USE_MODE))
555 event->select_obj(obj);
556 return (GUI_YUM);
557 }
558
559 // change container, ready/unready object, activate arrows
MouseDelayed(int x,int y,Shared::MouseButton button)560 GUI_status DollWidget::MouseDelayed(int x, int y, Shared::MouseButton button) {
561 Events *event = Game::get_game()->get_event();
562 if (unready_obj) {
563 event->unready(unready_obj);
564 Redraw();
565 unready_obj = NULL;
566 }
567 return GUI_PASS;
568 }
569
570 } // End of namespace Nuvie
571 } // End of namespace Ultima
572