#=============================================================================== # Mouse System # By Jet10985(Jet) # Some code by Daniel Martin #=============================================================================== # This script will allow full use of the mouse inside of Ace for various # purposes. # This script has: 11 customization options. #=============================================================================== # Overwritten Methods: # Game_Player: move_by_input # Window_NameInput: item_max #------------------------------------------------------------------------------- # Aliased methods: # Scene_Map: update, terminate, update_transfer_player # Input: update, trigger?, press?, repeat?, dir8/dir4 # Window_Selectable: update # Scene_File: update, top_index= # Game_Event: update, setup_page # Game_Player: check_action_event, get_on_off_vehicle # Game_System: initialize #=============================================================================== =begin Showing text above event when mouse hovers: If you want a message to appear over an event's head if the mouse is hovering over the event, put this comment in the event: MOUSE TEXT MESSAGE HERE everything after TEXT will be the hovering display. -------------------------------------------------------------------------------- Change mouse picture above event when mouse hovers: If you want the mouse's picture to temporarily change whne over an event, put this comment in the event MOUSE PIC NAME/NUMBER if you put a name, the mouse will become that picture, but if you put a number then the mouse will become the icon that is the id number -------------------------------------------------------------------------------- Specific mouse click movement routes: If you want the player to land specifically in a square around an event when they click to move on the event, put one of these comments in the event: MOUSE MOVE UP/LEFT/RIGHT/DOWN only put the direction that you want the player to land on. -------------------------------------------------------------------------------- Click to activate: If you want an event to automatically start when it is clicked on, place this in an event comment: MOUSE CLICK -------------------------------------------------------------------------------- Ignore Events: To have an event be ignored when the mouse makes it's movement path(as if the event isn't there), put this comment in the event: MOUSE THROUGH -------------------------------------------------------------------------------- You can do some extra things with the mouse using event "Script..." commands: Mouse.set_pos(x, y) will set the mouse's position to the x and y specified. Mouse.area?(x, y, width, height) will check if the mouse is inside the given rectangle, on-screen. This does not account for a scrolled map. Mouse.grid will return where on the screen the mouse is, not accounting for a scrolled map. Returns an array: [x, y] Mouse.true_grid will return where on the map the mouse is, accounting for a scrolled map. Returns an array: [x, y] Mouse.click?(1 or 2) will return true/false depending on if a mouse button was clicked, in only the current frame. Use 1 for left-click, 2 for right-click. Mouse.press?(1 or 2) will return true/false depending on if a mouse button is currently being pressed. Use 1 for left-click, 2 for right-click. -------------------------------------------------------------------------------- Extra Notes: You can activate action button events by standing next to the event and clicking on it with the mouse. =end module Jet module MouseSystem # This is the image used to display the cursor in-game. CURSOR_IMAGE = "cursor-picture" # If the above image does not exist, the icon at this index will be used. CURSOR_ICON = 147 # turning ths switch on will completely disable the mouse. TURN_MOUSE_OFF_SWITCH = 99 # Do you want the player to be able to move using the mouse? # This can be changed in-game using toggle_mouse_movement(true/false) ALLOW_MOUSE_MOVEMENT = true # Do you want to check for diagonal movement as well? Please note this # enables regular diagonal movement with the keyboard as well. DO_DIAGONAL_MOVEMENT = false # If the tile they click on for movement is not passable, do you want # to check the surround tiles for a movable area? CHECK_FOR_MOVES = true # Would you like a black box to outline the exact tile the mouse is over? DEV_OUTLINE = true end module HoverText # This is the font for the hovering mouse text. FONT = "Verdana" # This is the font color for hovering mouse text. COLOR = Color.new(255, 255, 255, 255) # This is the font size for hovering mouse text. SIZE = 20 end module Pathfinder # While mainly for coders, you may change this value to allow the # pathfinder more time to find a path. 1000 is default, as it is enough for # a 100x100 maze. MAXIMUM_ITERATIONS = 1000 end end #=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== module Mouse Get_Message = Win32API.new('user32', 'GetMessage', 'plll', 'l') GetAsyncKeyState = Win32API.new("user32", "GetAsyncKeyState", 'i', 'i') GetKeyState = Win32API.new("user32", "GetKeyState", 'i', 'i') GetCursorPo = Win32API.new('user32', 'GetCursorPos', 'p', 'i') SetCursorPos = Win32API.new('user32', 'SetCursorPos', 'nn', 'n') ScreenToClient = Win32API.new('user32', 'ScreenToClient', 'lp', 'i') GetClientRect = Win32API.new('user32', 'GetClientRect', 'lp', 'i') GetWindowRect = Win32API.new('user32', 'GetWindowRect', 'lp', 'i') a = Win32API.new('kernel32', 'GetPrivateProfileString', 'pppplp', 'l') b = Win32API.new('user32', 'FindWindow', 'pp', 'i') a.call("Game", "Title", "", title = "\0" * 256, 256, ".//Game.ini") @handle = b.call("RGSS Player", title.unpack("C*").collect {|a| a.chr }.join.delete!("\0")) Win32API.new('user32', 'ShowCursor', 'i', 'i').call(0) module_function def click?(button) return true if @keys.include?(button) return false end def press?(button) return true if @press.include?(button) return false end def set_pos(x_pos = 0, y_pos = 0) width,height = client_size if (x_pos.between?(0, width) && y_pos.between?(0, height)) SetCursorPos.call(client_pos[0] + x_pos,client_pos[1] + y_pos) end end def moved? @pos != @old_pos end def set_cursor(image) (@cursor ||= Sprite_Cursor.new).set_cursor(image) end def revert_cursor (@cursor ||= Sprite_Cursor.new).revert end def update if !$game_switches.nil? if $game_switches[Jet::MouseSystem::TURN_MOUSE_OFF_SWITCH] @keys, @press = [], [] @pos = [-1, -1] @cursor.update return end end @old_pos = @pos.dup @pos = Mouse.pos @keys.clear @press.clear @keys.push(1) if GetAsyncKeyState.call(1)&0x01 == 1 @keys.push(2) if GetAsyncKeyState.call(2)&0x01 == 1 @keys.push(3) if GetAsyncKeyState.call(4)&0x01 == 1 @press.push(1) if pressed?(1) @press.push(2) if pressed?(2) @press.push(3) if pressed?(4) @cursor.update rescue @cursor = Sprite_Cursor.new end def init @keys = [] @press = [] @pos = Mouse.pos @cursor = Sprite_Cursor.new end def pressed?(key) return true unless GetKeyState.call(key).between?(0, 1) return false end def global_pos pos = [0, 0].pack('ll') GetCursorPo.call(pos) != 0 ? (return pos.unpack('ll')) : (return [0, 0]) end def pos x, y = screen_to_client(*global_pos) width, height = client_size begin x = 0 if x <= 0; y = 0 if y <= 0 x = width if x >= width; y = height if y >= height return x, y end end def screen_to_client(x, y) return nil unless x && y pos = [x, y].pack('ll') if ScreenToClient.call(@handle, pos) != 0 return pos.unpack('ll') else return [0, 0] end end def client_size rect = [0, 0, 0, 0].pack('l4') GetClientRect.call(@handle, rect) right,bottom = rect.unpack('l4')[2..3] return right, bottom end def client_pos rect = [0, 0, 0, 0].pack('l4') GetWindowRect.call(@handle, rect) left, upper = rect.unpack('l4')[0..1] return left + 4, upper + 30 end def grid [(@pos[0]/32),(@pos[1]/32)] end def true_grid xy = @pos x = ((xy[0] + ($game_map.display_x * 32)) / 32).floor y = ((xy[1] + ($game_map.display_y * 32)) / 32).floor [x, y] end def grid_by_pos [pos[0] / 32, pos[1] / 32] end def true_grid_by_pos xy = pos x = ((xy[0] + ($game_map.display_x * 32)) / 32).floor y = ((xy[1] + ($game_map.display_y * 32)) / 32).floor [x, y] end def area?(x, y, width, height) @pos[0].between?(x, width + x) && @pos[1].between?(y, height + y) end class Sprite_Cursor < Sprite def initialize super(nil) self.z = 50000 @bitmap_cache = initial_bitmap if Jet::MouseSystem::DEV_OUTLINE @outline = Sprite.new(nil) @outline.bitmap = Bitmap.new(32, 32) @outline.bitmap.fill_rect(0, 0, 32, 32, Color.new(0, 0, 0, 190)) @outline.bitmap.fill_rect(1, 1, 30, 30, Color.new(0, 0, 0, 0)) end end def initial_bitmap begin self.bitmap = Cache.picture(Jet::MouseSystem::CURSOR_IMAGE) rescue self.bitmap = Bitmap.new(24, 24) icon_index = Jet::MouseSystem::CURSOR_ICON rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) self.bitmap.blt(0, 0, Cache.system("Iconset"), rect, 255) end self.bitmap.dup end def set_cursor(image) if image.is_a?(Integer) self.bitmap = Bitmap.new(24, 24) icon_index = image rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) self.bitmap.blt(0, 0, Cache.system("Iconset"), rect, 255) else self.bitmap = Cache.picture(image) end end def revert self.bitmap = @bitmap_cache.dup end def update super self.x, self.y = *Mouse.pos self.visible = !$game_switches[Jet::MouseSystem::TURN_MOUSE_OFF_SWITCH] if !@outline.nil? @outline.visible = SceneManager.scene_is?(Scene_Map) x = Mouse.true_grid_by_pos[0] * 32 x -= $game_map.display_x.floor * 32 x -= ($game_map.display_x % 1) * 32 y = Mouse.true_grid_by_pos[1] * 32 y -= $game_map.display_y.floor * 32 y -= ($game_map.display_y % 1) * 32 @outline.x = x @outline.y = [y, 1].max end end end end Mouse.init class << Input alias jet5888_press? press? def press?(arg) if arg == Input::C return true if Mouse.press?(1) elsif arg == Input::B return true if Mouse.press?(2) end jet5888_press?(arg) end alias jet5888_repeat? repeat? def repeat?(arg) if arg == Input::C return true if Mouse.click?(1) elsif arg == Input::B return true if Mouse.click?(2) end jet5888_repeat?(arg) end alias jet5888_trigger? trigger? def trigger?(arg) if arg == Input::C return true if Mouse.click?(1) elsif arg == Input::B return true if Mouse.click?(2) end jet5888_trigger?(arg) end if Jet::MouseSystem::DO_DIAGONAL_MOVEMENT alias jet3845_dir8 dir8 def dir8(*args, &block) if (orig = jet3845_dir8(*args, &block)) == 0 if !$game_temp.nil? && SceneManager.scene_is?(Scene_Map) if !(a = $game_temp.mouse_character).nil? && a.movable? if !$game_temp.mouse_path.nil? && !$game_temp.mouse_path.empty? return $game_temp.mouse_path.shift end end end end $game_temp.mouse_path = nil if !$game_temp.nil? return orig end else alias jet3845_dir4 dir4 def dir4(*args, &block) if (orig = jet3845_dir4(*args, &block)) == 0 if !$game_temp.nil? && SceneManager.scene_is?(Scene_Map) if !(a = $game_temp.mouse_character).nil? && a.movable? if !$game_temp.mouse_path.nil? && !$game_temp.mouse_path.empty? return $game_temp.mouse_path.shift end end end end $game_temp.mouse_path = nil if !$game_temp.nil? return orig end end alias jet8432_update update def update(*args, &block) jet8432_update(*args, &block) Mouse.update end end class Window_Selectable alias jet1084_update update def update(*args, &block) jet1084_update(*args, &block) update_mouse if self.active && self.visible && Mouse.moved? end def update_mouse return if $game_switches[Jet::MouseSystem::TURN_MOUSE_OFF_SWITCH] orig_index = @index rects = [] add_x = self.x + 16 - self.ox add_y = self.y + 16 - self.oy if !self.viewport.nil? add_x += self.viewport.rect.x - self.viewport.ox add_y += self.viewport.rect.y - self.viewport.oy end self.item_max.times {|i| @index = i mouse_update_cursor rects << cursor_rect.dup } @index = orig_index rects.each_with_index {|rect, i| if Mouse.area?(rect.x + add_x, rect.y + add_y, rect.width, rect.height) @index = i end } update_cursor call_update_help end def mouse_update_cursor if @cursor_all cursor_rect.set(0, 0, contents.width, row_max * item_height) elsif @index < 0 cursor_rect.empty else cursor_rect.set(item_rect(@index)) end end end class Window_NameInput def item_max 90 end end class Scene_File alias jet3467_update update def update(*args, &block) update_mouse if Mouse.moved? jet3467_update(*args, &block) end alias jet7222_top_index top_index= def top_index=(*args, &block) @last_cursor_move = 0 if @last_cursor_move.nil? @last_cursor_move -= 1 return if @last_cursor_move > 0 && Mouse.moved? jet7222_top_index(*args, &block) @last_cursor_move = 10 end def update_mouse self.item_max.times {|i| ix = @savefile_windows[i].x iy = @savefile_windows[i].y + 48 - @savefile_viewport.oy iw = @savefile_windows[i].width ih = @savefile_windows[i].height if Mouse.area?(ix, iy, iw, ih) @savefile_windows[@index].selected = false @savefile_windows[i].selected = true @index = i end } ensure_cursor_visible end end class Game_Temp attr_accessor :mouse_character, :mouse_movement, :mouse_path end class Game_CharacterBase def mouse_path(target_x, target_y, did_dir = false) return if target_x == self.x && target_y == self.y f = $game_map.find_path(target_x.to_i, target_y.to_i, @x.to_i, @y.to_i, self) if f.empty? && !did_dir && Jet::MouseSystem::CHECK_FOR_MOVES [[0, 1], [0, -1], [1, 0], [-1, 0]].each {|a| next if !f.empty? f = $game_map.find_path(target_x.to_i + a[0], target_y.to_i + a[1], @x.to_i, @y.to_i, self) } end $game_temp.mouse_path = f end end class Game_Player def move_by_input return if !movable? || $game_map.interpreter.running? dir = (Jet::MouseSystem::DO_DIAGONAL_MOVEMENT ? Input.dir8 : Input.dir4) if dir % 2 == 0 || !Jet::MouseSystem::DO_DIAGONAL_MOVEMENT move_straight(dir) if dir > 0 && dir % 2 == 0 else horz = case dir; when 1,7; 4; when 3,9; 6; end vert = case dir; when 7,9; 8; when 1,3; 2; end move_diagonal(horz, vert) end end alias jet3745_check_action_event check_action_event def check_action_event(*args, &block) return false unless Input.jet5888_trigger?(:C) jet3745_check_action_event(*args, &block) end alias jet3745_get_on_off_vehicle get_on_off_vehicle def get_on_off_vehicle(*args, &block) if !Input.jet5888_trigger?(:C) [:boat, :ship, :airship].each {|a| if $game_map.send(a).pos?(*Mouse.true_grid) jet3745_get_on_off_vehicle(*args, &block) return end } elsif Input.jet5888_trigger?(:C) jet3745_get_on_off_vehicle(*args, &block) end end def get_on_vehicle_mouse(veh) return if vehicle @vehicle_type = veh.type if vehicle turn_toward_character(veh) @vehicle_getting_on = true force_move_forward unless in_airship? @followers.gather end @vehicle_getting_on end end class Window_MousePopUp < Window_Base def initialize(event, text) rect = Bitmap.new(1, 1).text_size(text) width = rect.width height = rect.height super(event.screen_x - width / 2, event.screen_y - 48, width + 32, height + 32) self.opacity = 0 self.contents.font.name = Jet::HoverText::FONT self.contents.font.color = Jet::HoverText::COLOR self.contents.font.size = Jet::HoverText::SIZE @text = text @event = event refresh end def refresh contents.clear draw_text(0, 0, contents.width, contents.height, @text) end def update super self.visible = !@event.erased? && Mouse.true_grid_by_pos == [@event.x, @event.y] self.x = @event.screen_x - contents.width / 2 - 8 self.y = @event.screen_y - 64 end end class Game_Event attr_accessor :text_box def check_for_comment(regexp) return false if empty? for item in @list if item.code == 108 or item.code == 408 if !item.parameters[0][regexp].nil? return $1.nil? ? true : $1 end end end return false end def mouse_empty? return true if empty? return @list.reject {|a| [108, 408].include?(a.code) }.size <= 1 end alias jet3745_setup_page setup_page def setup_page(*args, &block) jet3745_setup_page(*args, &block) @text_box = nil @mouse_activated = nil @mouse_cursor = nil end def mouse_activated? @mouse_activated ||= check_for_comment(/MOUSE[ ]*CLICK/i) end def text_box @text_box ||= ( if (a = check_for_comment(/MOUSE[ ]*TEXT[ ]*(.+)/i)) Window_MousePopUp.new(self, a) else false end ) end def through if $game_temp.mouse_movement && check_for_comment(/MOUSE[ ]*THROUGH/i) true else super end end def mouse_cursor @mouse_cursor ||= ( if (a = check_for_comment(/MOUSE[ ]*PIC[ ]*(\d+)/i)) a.to_i elsif (a = check_for_comment(/MOUSE[ ]*PIC[ ]*(.+)/i)) a else false end ) end def erased? @erased end def movable? return false if moving? return false if $game_message.busy? || $game_message.visible return true end def check_mouse_change if mouse_cursor Mouse.set_cursor(@mouse_cursor) return true end return false end alias jet3845_update update def update(*args, &block) jet3845_update(*args, &block) @text_box.update if text_box end end class Game_Vehicle attr_reader :type end class Game_System attr_accessor :mouse_movement alias jet2735_initialize initialize def initialize(*args, &block) jet2735_initialize(*args, &block) @mouse_movement = Jet::MouseSystem::ALLOW_MOUSE_MOVEMENT end end class Game_Interpreter def toggle_mouse_movement(bool) $game_system.mouse_movement = bool end end class Scene_Map alias jet3745_update update def update(*args, &block) jet3745_update check_mouse_movement check_mouse_icon_change end alias jet5687_terminate terminate def terminate(*args, &block) $game_map.events.values.each {|a| a.text_box.dispose if a.text_box a.text_box = nil } Mouse.update jet5687_terminate(*args, &block) end def mouse_char $game_temp.mouse_character end def check_mouse_icon_change changed_mouse = false $game_map.events_xy(*Mouse.true_grid_by_pos).each {|event| changed_mouse = changed_mouse || event.check_mouse_change } Mouse.revert_cursor unless changed_mouse end def check_mouse_movement $game_temp.mouse_character ||= $game_player if Mouse.click?(1) dont_move = false x, y = *Mouse.true_grid_by_pos evs = $game_map.events_xy(x, y) (evs + $game_map.vehicles).each {|event| if event.is_a?(Game_Vehicle) if (event.x - mouse_char.x).abs + (event.y - mouse_char.y).abs == 1 mouse_char.get_on_vehicle_mouse(event) dont_move = true end elsif !!!mouse_char.vehicle if event.mouse_activated? event.start dont_move = true elsif (event.x - mouse_char.x).abs + (event.y - mouse_char.y).abs == 1 if !event.mouse_empty? && [0, 1, 2].include?(event.trigger) mouse_char.turn_toward_character(event) event.start dont_move = true end else {UP: [0, -1], DOWN: [0, 1], LEFT: [-1, 0], RIGHT: [1, 0]}.each {|d, a| if event.check_for_comment(/MOUSE[ ]*MOVE[ ]*#{d.to_s}/i) x += a[0]; y += a[1] did_dir = true end } end end } if $game_system.mouse_movement if $game_system.mouse_movement mouse_char.mouse_path(x, y, did_dir ||= false) unless dont_move else evs.each {|event| if event.mouse_activated? event.start end } end end end end class Game_Map class Astar class PriorityQueue def initialize @list = [] end def add(priority, item) @list << [priority, @list.length, item] @list.sort! self end def <<(pritem) add(*pritem) end def next @list.shift[2] end def empty? @list.empty? end end def initialize(map) @map = map end def do_find_path(goal, start, char) been_there = {} pqueue = PriorityQueue.new pqueue << [1, [start, [], 1]] iters = 0 while !pqueue.empty? iters += 1 return [] if iters > Jet::Pathfinder::MAXIMUM_ITERATIONS spot, path_so_far, cost_so_far = pqueue.next next if been_there[spot] newpath = [path_so_far, spot] if (spot == goal) path = [] newpath.flatten.each_slice(2) {|i,j| path << [i,j]} return recreate_path(path) end been_there[spot] = 1 spotsfrom(spot, char).each {|newspot| next if been_there[newspot] newcost = cost_so_far + 1 pqueue << [newcost + estimate(newspot, goal), [newspot,newpath,newcost]] } end return [] end def estimate(spot, goal) [(spot[0] - goal[0]).abs, (spot[1] - goal[1]).abs].max end def spotsfrom(spot, char) neighbors = [] 4.times {|i| i += 1 new_x = @map.round_x_with_direction(spot[0], i * 2) new_y = @map.round_y_with_direction(spot[1], i * 2) next unless char.passable?(spot[0], spot[1], i * 2) neighbors << [new_x, new_y] } if Jet::MouseSystem::DO_DIAGONAL_MOVEMENT [2, 8].each {|a| [4, 6].each {|b| new_x = @map.round_x_with_direction(spot[0], b) new_y = @map.round_y_with_direction(spot[1], a) next unless char.diagonal_passable?(spot[0], spot[1], b, a) neighbors << [new_x, new_y] } } end neighbors end def recreate_path(path) rec_path = [] hash = {[1, 0] => 6, [-1, 0] => 4, [0, 1] => 2, [0, -1] => 8, [-1, 1] => 1, [-1, -1] => 7, [1, 1] => 3, [1, -1] => 9} until path.empty? pos = path.shift nex = path[0] next if path.empty? ar = [nex[0] <=> pos[0], nex[1] <=> pos[1]] rec_path << hash[ar] end return rec_path end end def find_path(t_x, t_y, x, y, char = $game_player) @astar ||= Astar.new(self) @astar.do_find_path([t_x, t_y], [x, y], char) end end