scummvm/engines/bladerunner/mouse.cpp
antoniou79 52e283a758 BLADERUNNER: Use static const for screen dimensions
Instead of the literals 640 for width and 480 for height
2022-05-11 23:07:38 +03:00

565 lines
13 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "bladerunner/mouse.h"
#include "bladerunner/actor.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/combat.h"
#include "bladerunner/debugger.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 = 0u;
_animCounter = 0;
_randomCountdownX = 0;
_randomCountdownY = 0;
_randomX = 0;
_randomY = 0;
_drawModeBitFlags = 0;
}
Mouse::~Mouse() {
}
void Mouse::setCursor(int cursor) {
assert(cursor >= 0 && cursor <= 17);
if (cursor == _cursor) {
return;
}
_cursor = cursor;
_drawModeBitFlags = 0;
switch (_cursor) {
case 0:
// normal cursor (white)
// (also the default init value for mouse cursor)
_frame = 3;
_hotspotX = 0;
_hotspotY = 0;
break;
case 1:
// normal cursor over hotspot (not exit) (green rotating)
// animating: 8 frames (4-11)
_frame = 4;
_hotspotX = 0;
_hotspotY = 0;
if (_vm->_debugger->_useAdditiveDrawModeForMouseCursorMode0
|| _vm->_debugger->_useAdditiveDrawModeForMouseCursorMode1) {
_drawModeBitFlags |= MouseDrawFlags::SPECIAL;
if (_vm->_debugger->_useAdditiveDrawModeForMouseCursorMode0) {
_drawModeBitFlags |= MouseDrawFlags::ADDITIVE_MODE0;
} else {
_drawModeBitFlags |= MouseDrawFlags::ADDITIVE_MODE1;
}
}
break;
case 2:
// exit cursor (upwards/North)
_frame = 12;
_hotspotX = 12;
_hotspotY = 0;
break;
case 3:
// exit cursor (right/East)
_frame = 15;
_hotspotX = 23;
_hotspotY = 12;
break;
case 4:
// exit cursor (downwards/South)
_frame = 13;
_hotspotX = 12;
_hotspotY = 23;
break;
case 5:
// exit cursor (left/West)
_frame = 14;
_hotspotX = 0;
_hotspotY = 12;
break;
case 6:
// combat cursor, simple bullets (normal / no target)
_frame = 16;
_hotspotX = 19;
_hotspotY = 19;
break;
case 7:
// combat cursor, simple bullets (hot target)
// animating: 8 frames (17-24)
_frame = 17;
_hotspotX = 19;
_hotspotY = 19;
break;
case 8:
// combat cursor, advanced bullets (normal / no target)
_frame = 25;
_hotspotX = 19;
_hotspotY = 19;
break;
case 9:
// combat cursor, advanced bullets (hot target)
// animating: 8 frames (26-33)
_frame = 26;
_hotspotX = 19;
_hotspotY = 19;
break;
case 10:
// combat cursor, best bullets (normal / no target)
_frame = 34;
_hotspotX = 19;
_hotspotY = 19;
break;
case 11:
// combat cursor, best bullets (hot target)
// animating: 8 frames (35-42)
_frame = 35;
_hotspotX = 19;
_hotspotY = 19;
break;
case 12:
// exit cursor (upwards/North)
// resets animCounter too (as opposed to _cursor == 2)
// bouncy animation (handled in updateCursorFrame())
_frame = 12;
_hotspotX = 12;
_hotspotY = 0;
_animCounter = 0;
break;
case 13:
// exit cursor (right/East)
// resets animCounter too (as opposed to _cursor == 3)
// bouncy animation (handled in updateCursorFrame())
_frame = 15;
_hotspotX = 23;
_hotspotY = 12;
_animCounter = 0;
break;
case 14:
// exit cursor (downwards/South)
// resets animCounter too (as opposed to _cursor == 4)
// bouncy animation (handled in updateCursorFrame())
_frame = 13;
_hotspotX = 12;
_hotspotY = 23;
_animCounter = 0;
break;
case 15:
// exit cursor (left/West)
// resets animCounter too (as opposed to _cursor == 5)
// bouncy animation (handled in updateCursorFrame())
_frame = 14;
_hotspotX = 0;
_hotspotY = 12;
_animCounter = 0;
break;
case 16:
#if !BLADERUNNER_ORIGINAL_BUGS
_frame = 0;
break;
case 17:
#endif
// (beta version) combat cursor (white or flashing white/blue)
// Original behavior in the code remnandts seems to have been
// that this cursor (id: 16) would animate (3 frames (0-2)),
// essentially continuously flashing fast.
// In the preview trailers, the cursor is white while not on a target
// and red when on target (shown on Zuben) -- perhaps other solid colors were used,
// (it's hard to tell the color at the shooting grounds shown in the preview trailer).
// We introduce an extra case (id 17) to differentiate the beta crosshairs
// depending on whether they're hovering over a hot target or not.
// TODO Maybe replace the solid colored frames with a color based on McCoy's bullet type
// So:
// id 16: inactive (beta) combat crosshairs
// id 17: active (beta) combat crosshairs
_frame = 1;
_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, _drawModeBitFlags);
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 !BLADERUNNER_ORIGINAL_BUGS
break;
case 17:
#endif
if (++_frame > 2)
#if BLADERUNNER_ORIGINAL_BUGS
_frame = 0;
#else
// Better not to flash the white frame (frame 0),
// while quickly animating the beta cursor.
// It's less annoying to the eyes this way.
_frame = 1;
#endif
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) {
if (_vm->_debugger->_useBetaCrosshairsCursor) {
cursorId = 17;
_drawModeBitFlags |= (0x01 << _vm->_settings->getAmmoType());
_drawModeBitFlags |= MouseDrawFlags::SPECIAL;
} else {
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 {
if (_vm->_debugger->_useBetaCrosshairsCursor) {
cursorId = 16;
_drawModeBitFlags &= ~(0x01 << _vm->_settings->getAmmoType());
_drawModeBitFlags &= ~(MouseDrawFlags::SPECIAL);
} 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);
}
// This method checks if jitter (due to gun recoil) is currently ongoing
bool Mouse::isRandomized() const {
return _randomCountdownX > 0 || _randomCountdownY > 0;
}
bool Mouse::isInactive() const {
// Note: This only refers to "inactive" cursor in combat mode!
return _cursor == 6 || _cursor == 8 || _cursor == 10 || _cursor == 16;
}
// 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 = BladeRunnerEngine::kOriginalGameWidth - x;
int screenDown = BladeRunnerEngine::kOriginalGameHeight - y;
float zcoef = 1.0f / tan(_vm->_view->_fovX / 2.0f);
// Division of float by int is float, so no precision is lost here
float x3d = (2.0f / BladeRunnerEngine::kOriginalGameWidth * screenRight - 1.0f);
float y3d = (2.0f / BladeRunnerEngine::kOriginalGameHeight * 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