scummvm/engines/hugo/mouse.cpp
2010-11-01 20:20:21 +00:00

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