scummvm/engines/bladerunner/mouse.cpp
Thanasis Antoniou cd076b26ae BLADERUNNER: Using preincrement and pre-decrease where possible
In case the compiler won't optimize such cases
2020-02-24 21:24:06 +02:00

478 lines
9.6 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 "bladerunner/mouse.h"
#include "bladerunner/actor.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/combat.h"
#include "bladerunner/dialogue_menu.h"
#include "bladerunner/game_constants.h"
#include "bladerunner/items.h"
#include "bladerunner/regions.h"
#include "bladerunner/scene.h"
#include "bladerunner/scene_objects.h"
#include "bladerunner/settings.h"
#include "bladerunner/shape.h"
#include "bladerunner/time.h"
#include "bladerunner/view.h"
#include "bladerunner/zbuffer.h"
#include "graphics/surface.h"
namespace BladeRunner {
Mouse::Mouse(BladeRunnerEngine *vm) {
_vm = vm;
_cursor = 0;
_frame = 3;
_hotspotX = 0;
_hotspotY = 0;
_x = 0;
_y = 0;
_disabledCounter = 0;
_lastFrameTime = 0;
_animCounter = 0;
_randomCountdownX = 0;
_randomCountdownY = 0;
_randomX = 0;
_randomY = 0;
}
Mouse::~Mouse() {
}
void Mouse::setCursor(int cursor) {
assert(cursor >= 0 && cursor <= 16);
if (cursor == _cursor) {
return;
}
_cursor = cursor;
switch (_cursor) {
case 0:
_frame = 3;
_hotspotX = 0;
_hotspotY = 0;
break;
case 1:
_frame = 4;
_hotspotX = 0;
_hotspotY = 0;
break;
case 2:
_frame = 12;
_hotspotX = 12;
_hotspotY = 0;
break;
case 3:
_frame = 15;
_hotspotX = 23;
_hotspotY = 12;
break;
case 4:
_frame = 13;
_hotspotX = 12;
_hotspotY = 23;
break;
case 5:
_frame = 14;
_hotspotX = 0;
_hotspotY = 12;
break;
case 6:
_frame = 16;
_hotspotX = 19;
_hotspotY = 19;
break;
case 7:
_frame = 17;
_hotspotX = 19;
_hotspotY = 19;
break;
case 8:
_frame = 25;
_hotspotX = 19;
_hotspotY = 19;
break;
case 9:
_frame = 26;
_hotspotX = 19;
_hotspotY = 19;
break;
case 10:
_frame = 34;
_hotspotX = 19;
_hotspotY = 19;
break;
case 11:
_frame = 35;
_hotspotX = 19;
_hotspotY = 19;
break;
case 12:
_frame = 12;
_hotspotX = 12;
_hotspotY = 0;
_animCounter = 0;
break;
case 13:
_frame = 15;
_hotspotX = 23;
_hotspotY = 12;
_animCounter = 0;
break;
case 14:
_frame = 13;
_hotspotX = 12;
_hotspotY = 23;
_animCounter = 0;
break;
case 15:
_frame = 14;
_hotspotX = 0;
_hotspotY = 12;
_animCounter = 0;
break;
case 16:
_frame = 0;
_hotspotX = 11;
_hotspotY = 11;
default:
break;
}
}
void Mouse::getXY(int *x, int *y) const {
*x = _x;
*y = _y;
}
void Mouse::setMouseJitterUp() {
switch (_vm->_settings->getDifficulty()) {
default:
// fallthrough intended
case kGameDifficultyEasy:
_randomCountdownX = 2;
_randomX = _vm->_rnd.getRandomNumberRng(0, 6) - 3;
_randomY = _vm->_rnd.getRandomNumberRng(0, 10) - 20;
break;
case kGameDifficultyMedium:
_randomCountdownX = 3;
_randomX = _vm->_rnd.getRandomNumberRng(0, 8) - 4;
_randomY = _vm->_rnd.getRandomNumberRng(0, 10) - 25;
break;
case kGameDifficultyHard:
_randomCountdownX = 4;
_randomX = _vm->_rnd.getRandomNumberRng(0, 10) - 5;
_randomY = _vm->_rnd.getRandomNumberRng(0, 10) - 30;
break;
}
}
void Mouse::setMouseJitterDown() {
switch (_vm->_settings->getDifficulty()) {
default:
// fallthrough intended
case kGameDifficultyEasy:
_randomCountdownY = 2;
_randomX = _vm->_rnd.getRandomNumberRng(0, 6) - 3;
_randomY = _vm->_rnd.getRandomNumberRng(10, 20);
break;
case kGameDifficultyMedium:
_randomCountdownY = 3;
_randomX = _vm->_rnd.getRandomNumberRng(0, 8) - 4;
_randomY = _vm->_rnd.getRandomNumberRng(15, 25);
break;
case kGameDifficultyHard:
_randomCountdownY = 4;
_randomX = _vm->_rnd.getRandomNumberRng(0, 10) - 5;
_randomY = _vm->_rnd.getRandomNumberRng(20, 30);
break;
}
}
void Mouse::disable() {
++_disabledCounter;
_randomCountdownX = 0;
_randomCountdownY = 0;
}
void Mouse::enable(bool force) {
if (force || --_disabledCounter <= 0) {
_disabledCounter = 0;
}
}
bool Mouse::isDisabled() const {
return _disabledCounter > 0;
}
void Mouse::draw(Graphics::Surface &surface, int x, int y) {
if (_disabledCounter) {
_randomCountdownX = 0;
_randomCountdownY = 0;
return;
}
if (_randomCountdownX > 0) {
--_randomCountdownX;
x += _randomX;
y += _randomY;
if (!_randomCountdownX)
setMouseJitterDown();
} else if (_randomCountdownY > 0) {
--_randomCountdownY;
x += _randomX;
y += _randomY;
}
_x = CLIP(x, 0, surface.w - 1);
_y = CLIP(y, 0, surface.h - 1);
_vm->_shapes->get(_frame)->draw(surface, _x - _hotspotX, _y - _hotspotY);
updateCursorFrame();
}
void Mouse::updateCursorFrame() {
uint32 now = _vm->_time->current();
const int offset[4] = { 0, 6, 12, 6 };
if (now - _lastFrameTime < 66) {
return;
}
_lastFrameTime = now;
switch (_cursor) {
case 0:
break;
case 1:
if (++_frame > 11)
_frame = 4;
break;
case 2:
case 3:
case 4:
case 5:
case 6:
break;
case 7:
if (++_frame > 24)
_frame = 17;
break;
case 8:
break;
case 9:
if (++_frame > 33)
_frame = 26;
break;
case 10:
break;
case 11:
if (++_frame > 42)
_frame = 35;
break;
case 12:
if (++_animCounter >= 4) {
_animCounter = 0;
}
_hotspotY = -offset[_animCounter];
break;
case 13:
if (++_animCounter >= 4) {
_animCounter = 0;
}
_hotspotX = 23 + offset[_animCounter];
break;
case 14:
if (++_animCounter >= 4) {
_animCounter = 0;
}
_hotspotY = 23 + offset[_animCounter];
break;
case 15:
if (++_animCounter >= 4) {
_animCounter = 0;
}
_hotspotX = -offset[_animCounter];
break;
case 16:
if (++_frame > 2)
_frame = 0;
break;
default:
break;
}
}
void Mouse::tick(int x, int y) {
if (!_vm->playerHasControl() || isDisabled()) {
return;
}
if (_vm->_dialogueMenu->isVisible()) {
setCursor(0);
return;
}
Vector3 scenePosition = getXYZ(x, y);
int cursorId = 0;
bool isClickable = false;
bool isObstacle = false;
bool isTarget = false;
int sceneObjectId = _vm->_sceneObjects->findByXYZ(&isClickable, &isObstacle, &isTarget, scenePosition, true, false, true);
int exitType = _vm->_scene->_exits->getTypeAtXY(x, y);
if (sceneObjectId >= kSceneObjectOffsetActors && sceneObjectId < kSceneObjectOffsetItems) {
exitType = -1;
}
if (exitType != -1) {
switch (exitType) {
case 0:
cursorId = 12;
break;
case 1:
cursorId = 13;
break;
case 2:
cursorId = 14;
break;
case 3:
cursorId = 15;
break;
default:
break;
}
setCursor(cursorId);
return;
}
if (!_vm->_combat->isActive()) {
if (sceneObjectId == kActorMcCoy + kSceneObjectOffsetActors
|| (sceneObjectId > 0 && isClickable)
|| _vm->_scene->_regions->getRegionAtXY(x, y) >= 0) {
cursorId = 1;
}
setCursor(cursorId);
return;
}
int animationMode = _vm->_playerActor->getAnimationMode();
int actorId = Actor::findTargetUnderMouse(_vm, x, y);
int itemId = _vm->_items->findTargetUnderMouse(x, y);
bool isObject = isTarget && sceneObjectId >= kSceneObjectOffsetObjects && sceneObjectId <= (95 + kSceneObjectOffsetObjects);
if (!_vm->_playerActor->isMoving()) {
if (actorId >= 0) {
_vm->_playerActor->faceActor(actorId, false);
} else if (itemId >= 0) {
_vm->_playerActor->faceItem(itemId, false);
} else if (isObject) {
_vm->_playerActor->faceXYZ(scenePosition, false);
}
}
if (actorId >= 0 || itemId >= 0 || isObject) {
switch (_vm->_settings->getAmmoType()) {
case 0:
cursorId = 7;
break;
case 1:
cursorId = 9;
break;
case 2:
cursorId = 11;
break;
default:
break;
}
if (!_vm->_playerActor->isMoving() && animationMode != kAnimationModeCombatAim && animationMode != kAnimationModeCombatHit && animationMode != kAnimationModeCombatDie) {
_vm->_playerActor->changeAnimationMode(kAnimationModeCombatAim, false);
}
} else {
switch (_vm->_settings->getAmmoType()) {
case 0:
cursorId = 6;
break;
case 1:
cursorId = 8;
break;
case 2:
cursorId = 10;
break;
default:
break;
}
if (!_vm->_playerActor->isMoving() && animationMode != kAnimationModeCombatIdle && animationMode != kAnimationModeCombatHit && animationMode != kAnimationModeCombatDie) {
_vm->_playerActor->changeAnimationMode(kAnimationModeCombatIdle, false);
}
}
setCursor(cursorId);
}
bool Mouse::isInactive() const {
return _cursor == 6 || _cursor == 8 || _cursor == 10;
}
// TEST: RC01 after intro: [290, 216] -> [-204.589249 51.450668 7.659241]
Vector3 Mouse::getXYZ(int x, int y) const {
if (_vm->_scene->getSetId() == -1)
return Vector3();
int screenRight = 640 - x;
int screenDown = 480 - y;
float zcoef = 1.0f / tan(_vm->_view->_fovX / 2.0f);
float x3d = (2.0f / 640.0f * screenRight - 1.0f);
float y3d = (2.0f / 480.0f * screenDown - 1.0f) * 0.75f;
uint16 zbufval = _vm->_zbuffer->getZValue(x, y);
Vector3 pos;
pos.z = zbufval / 25.5f;
pos.x = pos.z / zcoef * x3d;
pos.y = pos.z / zcoef * y3d;
Matrix4x3 matrix = _vm->_view->_frameViewMatrix;
matrix.unknown();
return matrix * pos;
}
} // End of namespace BladeRunner