mirror of
https://github.com/libretro/scummvm.git
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597eed0266
This is only a temporary solution, to be replaced by a proper .FON handling. Hugo 2 and 3 (dos) now start. svn-id: r52697
311 lines
11 KiB
C++
311 lines
11 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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*/
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/*
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* This code is based on original Hugo Trilogy source code
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*
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* Copyright (c) 1989-1995 David P. Gray
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*
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*/
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// mouse.cpp : Handle all mouse activity
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#include "common/system.h"
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#include "hugo/game.h"
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#include "hugo/hugo.h"
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#include "hugo/mouse.h"
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#include "hugo/global.h"
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#include "hugo/schedule.h"
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#include "hugo/display.h"
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#include "hugo/inventory.h"
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#include "hugo/route.h"
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#include "hugo/util.h"
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namespace Hugo {
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#define EXIT_HOTSPOT -4 // Cursor over Exit hotspot
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#define CURSOR_NAME 2 // Index of name used under cursor
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#define CURSOR_NOCHAR '~' // Don't show name of object under cursor
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#define SX_OFF 10 // Cursor offset to name string
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#define SY_OFF -2 // Cursor offset to name string
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#define IX_OFF 8 // Cursor to icon image (dib coords)
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#define IY_OFF 10 // Cursor to icon image (dib coords)
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enum seqTextMouse {
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kMsNoWayText = 0,
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kMsExit = 1
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};
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MouseHandler::MouseHandler(HugoEngine &vm) : _vm(vm) {
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}
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// Shadow-blit supplied string into dib_a at cx,cy and add to display list
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void MouseHandler::cursorText(char *buffer, int16 cx, int16 cy, uif_t fontId, int16 color) {
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debugC(1, kDebugMouse, "cursorText(%s, %d, %d, %d, %d)", buffer, cx, cy, fontId, color);
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_vm.screen().loadFont(fontId);
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// Find bounding rect for string
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int16 sdx = _vm.screen().stringLength(buffer);
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int16 sdy = _vm.screen().fontHeight() + 1; // + 1 for shadow
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int16 sx = (cx < XPIX / 2) ? cx + SX_OFF : cx - sdx - SX_OFF / 2;
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int16 sy = cy + SY_OFF;
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// Display the string and add rect to display list
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_vm.screen().shadowStr(sx, sy, buffer, _TBRIGHTWHITE);
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_vm.screen().displayList(D_ADD, sx, sy, sdx, sdy);
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}
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// Find the exit hotspot containing cx, cy.
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// Return hotspot index or -1 if not found.
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int16 MouseHandler::findExit(int16 cx, int16 cy) {
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int i;
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hotspot_t *hotspot;
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debugC(2, kDebugMouse, "findExit(%d, %d)", cx, cy);
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for (i = 0, hotspot = _vm._hotspots; hotspot->screenIndex >= 0; i++, hotspot++)
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if (hotspot->screenIndex == *_vm._screen_p)
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if (cx >= hotspot->x1 && cx <= hotspot->x2 && cy >= hotspot->y1 && cy <= hotspot->y2)
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return(i);
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return(-1);
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}
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// Process a mouse right click at coord cx, cy over object objid
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void MouseHandler::processRightClick(int16 objId, int16 cx, int16 cy) {
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object_t *obj;
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int16 x, y;
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bool foundFl = false; // TRUE if route found to object
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debugC(1, kDebugMouse, "Process_rclick(%d, %d, %d)", objId, cx, cy);
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status_t &gameStatus = _vm.getGameStatus();
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if (gameStatus.storyModeFl || _vm._hero->pathType == QUIET) // Make sure user has control
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return;
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// Check if this was over iconbar
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if (gameStatus.inventoryState == I_ACTIVE && cy < INV_DY + DIBOFF_Y) { // Clicked over iconbar object
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if (gameStatus.inventoryObjId == -1)
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gameStatus.inventoryObjId = objId; // Not using so select new object
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else if (gameStatus.inventoryObjId == objId)
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gameStatus.inventoryObjId = -1; // Same icon - deselect it
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else
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_vm.useObject(objId); // Use status.objid on object
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} else { // Clicked over viewport object
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obj = &_vm._objects[objId];
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switch (obj->viewx) { // Where to walk to
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case -1: // Walk to object position
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if (_vm.findObjectSpace(obj, &x, &y))
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foundFl = _vm.route().startRoute(GO_GET, objId, x, y);
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if (!foundFl) // Can't get there, try to use from here
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_vm.useObject(objId);
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break;
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case 0: // Immediate use
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_vm.useObject(objId); // Pick up or use object
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break;
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default: // Walk to view point if possible
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if (!_vm.route().startRoute(GO_GET, objId, obj->viewx, obj->viewy)) {
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if (_vm._hero->cycling == INVISIBLE) // If invisible do
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_vm.useObject(objId); // immediate use
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else
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Utils::Box(BOX_ANY, "%s", _vm._textMouse[kMsNoWayText]); // Can't get there
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}
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break;
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}
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}
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}
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// Process a left mouse click over:
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// 1. An icon - show description
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// 2. An object - walk to and show description
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// 3. An icon scroll arrow - scroll the iconbar
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// 4. Nothing - attempt to walk there
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// 5. Exit - walk to exit hotspot
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void MouseHandler::processLeftClick(int16 objId, int16 cx, int16 cy) {
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int16 i, x, y;
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object_t *obj;
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bool foundFl = false; // TRUE if route found to object
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debugC(1, kDebugMouse, "Process_lclick(%d, %d, %d)", objId, cx, cy);
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status_t &gameStatus = _vm.getGameStatus();
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if (gameStatus.storyModeFl || _vm._hero->pathType == QUIET) // Make sure user has control
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return;
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switch (objId) {
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case -1: // Empty space - attempt to walk there
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_vm.route().startRoute(GO_SPACE, 0, cx, cy);
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break;
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case LEFT_ARROW: // A scroll arrow - scroll the iconbar
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case RIGHT_ARROW:
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// Scroll the iconbar and display results
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_vm.inventory().processInventory((objId == LEFT_ARROW) ? INV_LEFT : INV_RIGHT);
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_vm.screen().moveImage(_vm.screen().getIconBuffer(), 0, 0, XPIX, INV_DY, XPIX, _vm.screen().getFrontBuffer(), 0, DIBOFF_Y, XPIX);
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_vm.screen().moveImage(_vm.screen().getIconBuffer(), 0, 0, XPIX, INV_DY, XPIX, _vm.screen().getBackBuffer(), 0, DIBOFF_Y, XPIX);
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_vm.screen().displayList(D_ADD, 0, DIBOFF_Y, XPIX, INV_DY);
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break;
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case EXIT_HOTSPOT: // Walk to exit hotspot
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i = findExit(cx, cy);
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x = _vm._hotspots[i].viewx;
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y = _vm._hotspots[i].viewy;
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if (x >= 0) { // Hotspot refers to an exit
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// Special case of immediate exit
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if (gameStatus.jumpExitFl) {
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// Get rid of iconbar if necessary
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if (gameStatus.inventoryState != I_OFF)
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gameStatus.inventoryState = I_UP;
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_vm.scheduler().insertActionList(_vm._hotspots[i].actIndex);
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} else { // Set up route to exit spot
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if (_vm._hotspots[i].direction == Common::KEYCODE_RIGHT)
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x -= HERO_MAX_WIDTH;
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else if (_vm._hotspots[i].direction == Common::KEYCODE_LEFT)
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x += HERO_MAX_WIDTH;
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if (!_vm.route().startRoute(GO_EXIT, i, x, y))
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Utils::Box(BOX_ANY, "%s", _vm._textMouse[kMsNoWayText]); // Can't get there
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}
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// Get rid of any attached icon
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gameStatus.inventoryObjId = -1;
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}
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break;
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default: // Look at an icon or object
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obj = &_vm._objects[objId];
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// Over iconbar - immediate description
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if (gameStatus.inventoryState == I_ACTIVE && cy < INV_DY + DIBOFF_Y)
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_vm.lookObject(obj);
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else {
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switch (obj->viewx) { // Clicked over viewport object
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case -1: // Walk to object position
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if (_vm.findObjectSpace(obj, &x, &y))
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foundFl = _vm.route().startRoute(GO_LOOK, objId, x, y);
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if (!foundFl) // Can't get there, immediate description
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_vm.lookObject(obj);
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break;
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case 0: // Immediate description
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_vm.lookObject(obj);
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break;
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default: // Walk to view point if possible
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if (!_vm.route().startRoute(GO_LOOK, objId, obj->viewx, obj->viewy)) {
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if (_vm._hero->cycling == INVISIBLE) // If invisible do
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_vm.lookObject(obj); // immediate decription
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else
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Utils::Box(BOX_ANY, "%s", _vm._textMouse[kMsNoWayText]); // Can't get there
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}
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break;
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}
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}
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break;
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}
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}
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// Process mouse activity
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void MouseHandler::mouseHandler() {
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int16 iconId; // Find index of dragged icon
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int iconx, icony; // Icon position (in dib_a)
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int16 ux, uy; // Icon position (in dib_u)
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int16 objId = -1; // Current source object
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char *name; // Name of object to display
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debugC(2, kDebugMouse, "mouseHandler");
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int16 cx = _vm.getMouseX();
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int16 cy = _vm.getMouseY();
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status_t &gameStatus = _vm.getGameStatus();
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gameStatus.cx = cx; // Save cursor coords
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gameStatus.cy = cy;
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// Don't process if outside client area
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if (cx < 0 || cx > XPIX || cy < DIBOFF_Y || cy > VIEW_DY + DIBOFF_Y)
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return;
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// Display dragged inventory icon if one currently selected
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if (gameStatus.inventoryObjId != -1) {
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// Find index of icon
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for (iconId = 0; iconId < _vm._maxInvent; iconId++)
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if (gameStatus.inventoryObjId == _vm._invent[iconId])
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break;
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// Compute source coordinates in dib_u
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ux = (iconId + NUM_ARROWS) * INV_DX % XPIX;
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uy = (iconId + NUM_ARROWS) * INV_DX / XPIX * INV_DY;
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// Compute destination coordinates in dib_a
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iconx = cx + IX_OFF;
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icony = cy + IY_OFF;
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iconx = MAX(iconx, 0); // Keep within dib_a bounds
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iconx = MIN(iconx, XPIX - INV_DX);
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icony = MAX(icony, 0);
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icony = MIN(icony, YPIX - INV_DY);
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// Copy the icon and add to display list
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_vm.screen().moveImage(_vm.screen().getGUIBuffer(), ux, uy, INV_DX, INV_DY, XPIX, _vm.screen().getFrontBuffer(), iconx, icony, XPIX);
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_vm.screen().displayList(D_ADD, iconx, icony, INV_DX, INV_DY);
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}
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// Process cursor over an object or icon
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if (gameStatus.inventoryState == I_ACTIVE) // Check inventory icon bar first
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objId = _vm.inventory().processInventory(INV_GET, cx, cy);
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if (objId == -1) // No match, check rest of view
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objId = _vm.findObject(cx, cy);
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if (objId >= 0) { // Got a match
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// Display object name next to cursor (unless CURSOR_NOCHAR)
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// Note test for swapped hero name
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name = _vm._arrayNouns[_vm._objects[(objId == HERO) ? _vm._heroImage : objId].nounIndex][CURSOR_NAME];
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if (name[0] != CURSOR_NOCHAR)
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cursorText(name, cx, cy, U_FONT8, _TBRIGHTWHITE);
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// Process right click over object in view or iconbar
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if (gameStatus.rightButtonFl)
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processRightClick(objId, cx, cy);
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}
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// Process cursor over an exit hotspot
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if (objId == -1) {
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int i = findExit(cx, cy);
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if (i != -1 && _vm._hotspots[i].viewx >= 0) {
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objId = EXIT_HOTSPOT;
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cursorText(_vm._textMouse[kMsExit], cx, cy, U_FONT8, _TBRIGHTWHITE);
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}
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}
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// Left click over icon, object or to move somewhere
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if (gameStatus.leftButtonFl)
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processLeftClick(objId, cx, cy);
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// Clear mouse click states
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gameStatus.leftButtonFl = false;
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gameStatus.rightButtonFl = false;
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}
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} // End of namespace Hugo
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