scummvm/engines/fullpipe/input.cpp
Colin Snover a475cec2aa FULLPIPE: Remove unnecessary constructors
These appear to be default member-wise copy constructors or POD
constructors that zero all members. I suspect that quite a few
pointer-taking constructors are actually supposed to be
copy-constructors but since they don't all just do default
member-wise copies I do not feel confident in changing them without
verifying that there are not separate copy constructors in the
disassembly, and I don't have the database for this game.
2017-11-18 22:35:12 +01:00

354 lines
8.4 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "fullpipe/fullpipe.h"
#include "fullpipe/objects.h"
#include "fullpipe/input.h"
#include "fullpipe/gfx.h"
#include "fullpipe/scene.h"
#include "fullpipe/gameloader.h"
#include "fullpipe/statics.h"
#include "fullpipe/interaction.h"
#include "fullpipe/constants.h"
namespace Fullpipe {
InputController::InputController() {
g_fp->_inputController = this;
_flag = 0;
_cursorHandle = 0;
_hCursor = 0;
_field_14 = 0;
_cursorId = 0;
_cursorIndex = -1;
_inputFlags = 1;
_cursorBounds.left = 0;
_cursorBounds.top = 0;
_cursorBounds.right = 0;
_cursorBounds.bottom = 0;
_cursorItemPicture = 0;
}
InputController::~InputController() {
removeMessageHandler(126, -1);
g_fp->_inputController = 0;
for (uint i = 0; i < _cursorsArray.size(); i++)
delete _cursorsArray[i];
}
void InputController::setInputDisabled(bool state) {
_flag = state;
g_fp->_inputDisabled = state;
}
void setInputDisabled(bool state) {
g_fp->_inputController->setInputDisabled(state);
}
void InputController::addCursor(CursorInfo *cursor) {
CursorInfo *newc = new CursorInfo(*cursor);
const Dims dims = cursor->picture->getDimensions();
newc->width = dims.x;
newc->height = dims.y;
newc->picture->_x = -1;
newc->picture->_y = -1;
_cursorsArray.push_back(newc);
}
void InputController::setCursorMode(bool enabled) {
if (enabled)
_inputFlags |= 1;
else
_inputFlags &= ~1;
}
void InputController::drawCursor(int x, int y) {
if (_cursorIndex == -1)
return;
_cursorBounds.left = g_fp->_sceneRect.left + x - _cursorsArray[_cursorIndex]->hotspotX;
_cursorBounds.top = g_fp->_sceneRect.top + y - _cursorsArray[_cursorIndex]->hotspotY;
_cursorBounds.right = _cursorBounds.left + _cursorsArray[_cursorIndex]->width;
_cursorBounds.bottom = _cursorBounds.top + _cursorsArray[_cursorIndex]->height;
_cursorsArray[_cursorIndex]->picture->draw(_cursorBounds.left, _cursorBounds.top, 0, 0);
if (_cursorItemPicture)
_cursorItemPicture->draw(_cursorBounds.left + _cursorsArray[_cursorIndex]->itemPictureOffsX,
_cursorBounds.top + _cursorsArray[_cursorIndex]->itemPictureOffsY, 0, 0);
}
void InputController::setCursor(int cursorId) {
if (_cursorIndex == -1 || _cursorsArray[_cursorIndex]->pictureId != cursorId) {
_cursorIndex = -1;
for (uint i = 0; i < _cursorsArray.size(); i++) {
if (_cursorsArray[i]->pictureId == cursorId) {
_cursorIndex = i;
break;
}
}
}
}
void FullpipeEngine::setCursor(int id) {
if (_inputController)
_inputController->setCursor(id);
}
const char *input_cheats[] = {
"HELP",
"STUFF",
"FASTER",
"OHWAIT",
"MUSOFF",
""
};
void FullpipeEngine::defHandleKeyDown(int key) {
if (_currentCheat == -1) {
for (int i = 0; input_cheats[i][0]; i++)
if (toupper(key) == input_cheats[i][0]) {
_currentCheat = i;
_currentCheatPos = 1;
}
return;
}
if (toupper(key) != input_cheats[_currentCheat][_currentCheatPos]) {
_currentCheat = -1;
return;
}
_currentCheatPos++;
if (!input_cheats[_currentCheat][_currentCheatPos]) {
switch (_currentCheat) {
case 0: // HELP
winArcade();
break;
case 1: // STUFF
getAllInventory();
break;
case 2: // FASTER
_normalSpeed = !_normalSpeed;
break;
case 3: // OHWAIT
_gamePaused = true;
_flgGameIsRunning = false;
break;
case 4: // MUSOFF
if (_musicAllowed & 2)
setMusicAllowed(_musicAllowed & 0xFFFFFFFD);
else
setMusicAllowed(_musicAllowed | 2);
break;
default:
break;
}
_currentCheatPos = 0;
_currentCheat = -1;
}
}
void FullpipeEngine::winArcade() {
ExCommand *ex = new ExCommand(0, 17, MSG_CMN_WINARCADE, 0, 0, 0, 1, 0, 0, 0);
ex->_excFlags |= 3;
ex->postMessage();
}
void FullpipeEngine::updateCursorCommon() {
GameObject *ani = _currentScene->getStaticANIObjectAtPos(_mouseVirtX, _mouseVirtY);
PictureObject *pic = _currentScene->getPictureObjectAtPos(_mouseVirtX, _mouseVirtY);
if (!ani || (pic && pic->_priority < ani->_priority))
ani = pic;
int selId = getGameLoaderInventory()->getSelectedItemId();
_objectAtCursor = ani;
if (ani) {
_objectIdAtCursor = ani->_id;
if (!selId && ani->_id >= _minCursorId && ani->_id <= _maxCursorId) {
selId = _objectIdCursors[ani->_id - _minCursorId];
if (selId) {
_cursorId = selId;
return;
}
}
if (canInteractAny(_aniMan, ani, selId)) {
_cursorId = selId > 0 ? PIC_CSR_ITN_INV : PIC_CSR_ITN;
return;
}
if (selId) {
_cursorId = PIC_CSR_DEFAULT_INV;
return;
}
if (_objectIdAtCursor == ANI_LIFTBUTTON && ani->_objtype == kObjTypeStaticANIObject && lift_getButtonIdP(static_cast<StaticANIObject *>(ani)->_statics->_staticsId)) {
_cursorId = PIC_CSR_LIFT;
return;
}
if (_sceneRect.right - _mouseVirtX < 47 && _sceneRect.right < _sceneWidth - 1) {
_cursorId = PIC_CSR_GOFAR_R;
return;
}
if (_mouseVirtX - _sceneRect.left < 47 && _sceneRect.left > 0) {
_cursorId = PIC_CSR_GOFAR_L;
return;
}
_cursorId = PIC_CSR_DEFAULT;
return;
} else {
_objectIdAtCursor = 0;
if (selId) {
_cursorId = PIC_CSR_DEFAULT_INV;
return;
}
if (_sceneRect.right - _mouseVirtX < 47 && _sceneRect.right < _sceneWidth - 1) {
_cursorId = PIC_CSR_GOFAR_R;
return;
}
if (_mouseVirtX - _sceneRect.left < 47 && _sceneRect.left > 0) {
_cursorId = PIC_CSR_GOFAR_L;
return;
}
}
_cursorId = PIC_CSR_DEFAULT;
}
void FullpipeEngine::initArcadeKeys(const char *varname) {
_arcadeKeys.clear();
GameVar *var = getGameLoaderGameVar()->getSubVarByName(varname)->getSubVarByName("KEYPOS");
if (!var)
return;
int cnt = var->getSubVarsCount();
for (int i = 0; i < cnt; i++) {
Common::Point *point = new Common::Point;
GameVar *sub = var->getSubVarByIndex(i);
point->x = sub->getSubVarAsInt("X");
point->y = sub->getSubVarAsInt("Y");
_arcadeKeys.push_back(point);
}
}
void FullpipeEngine::processArcade(ExCommand *cmd) {
if (!g_fp->_aniMan2)
return;
int idx;
if (cmd->_sceneClickX <= g_fp->_aniMan2->_ox) {
for (idx = (int)_arcadeKeys.size() - 1; idx >= 0; idx--) {
if (_arcadeKeys[idx]->x < g_fp->_aniMan2->_ox)
break;
}
if (idx < 0)
return;
} else {
for (idx = 0; idx < (int)_arcadeKeys.size(); idx++) {
if (_arcadeKeys[idx]->x > g_fp->_aniMan2->_ox)
break;
}
if (idx >= (int)_arcadeKeys.size())
return;
}
cmd->_sceneClickX = _arcadeKeys[idx]->x;
cmd->_sceneClickY = _arcadeKeys[idx]->y;
cmd->_x = cmd->_sceneClickX - g_fp->_sceneRect.left;
cmd->_y = cmd->_sceneClickY - g_fp->_sceneRect.top;
}
void FullpipeEngine::setArcadeOverlay(int picId) {
_arcadeOverlayX = 800;
_arcadeOverlayY = 545;
_arcadeOverlayHelper = accessScene(SC_INV)->getPictureObjectById(PIC_CSR_HELPERBGR, 0);
_arcadeOverlay = accessScene(SC_INV)->getPictureObjectById(picId, 0);
const Dims dims = _arcadeOverlay->getDimensions();
const Dims dims2 = _arcadeOverlayHelper->getDimensions();
// TODO: Only Y gets abs?
_arcadeOverlayMidX = (dims2.x - dims.x) / 2;
_arcadeOverlayMidY = abs(dims2.y - dims.y) / 2;
}
int FullpipeEngine::drawArcadeOverlay(int adjust) {
_arcadeOverlayHelper->drawAt(_sceneRect.left + _arcadeOverlayX, _sceneRect.top + _arcadeOverlayY);
_arcadeOverlay->drawAt(_sceneRect.left + _arcadeOverlayX + _arcadeOverlayMidX, _sceneRect.top + _arcadeOverlayY + _arcadeOverlayMidY);
if (adjust) {
if (_arcadeOverlayX > 745) {
_arcadeOverlayX -= 15;
if (_arcadeOverlayX < 745)
_arcadeOverlayX = 745;
}
return 1;
}
if (_arcadeOverlayX >= 800) {
return 0;
} else {
_arcadeOverlayX += 15;
if (_arcadeOverlayX <= 800)
return 1;
_arcadeOverlayX = 800;
}
return 1;
}
} // End of namespace Fullpipe