mirror of
https://github.com/libretro/scummvm.git
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52e283a758
Instead of the literals 640 for width and 480 for height
565 lines
13 KiB
C++
565 lines
13 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bladerunner/mouse.h"
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#include "bladerunner/actor.h"
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#include "bladerunner/bladerunner.h"
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#include "bladerunner/combat.h"
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#include "bladerunner/debugger.h"
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#include "bladerunner/dialogue_menu.h"
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#include "bladerunner/game_constants.h"
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#include "bladerunner/items.h"
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#include "bladerunner/regions.h"
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#include "bladerunner/scene.h"
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#include "bladerunner/scene_objects.h"
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#include "bladerunner/settings.h"
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#include "bladerunner/shape.h"
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#include "bladerunner/time.h"
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#include "bladerunner/view.h"
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#include "bladerunner/zbuffer.h"
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#include "graphics/surface.h"
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namespace BladeRunner {
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Mouse::Mouse(BladeRunnerEngine *vm) {
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_vm = vm;
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_cursor = 0;
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_frame = 3;
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_hotspotX = 0;
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_hotspotY = 0;
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_x = 0;
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_y = 0;
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_disabledCounter = 0;
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_lastFrameTime = 0u;
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_animCounter = 0;
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_randomCountdownX = 0;
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_randomCountdownY = 0;
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_randomX = 0;
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_randomY = 0;
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_drawModeBitFlags = 0;
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}
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Mouse::~Mouse() {
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}
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void Mouse::setCursor(int cursor) {
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assert(cursor >= 0 && cursor <= 17);
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if (cursor == _cursor) {
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return;
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}
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_cursor = cursor;
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_drawModeBitFlags = 0;
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switch (_cursor) {
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case 0:
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// normal cursor (white)
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// (also the default init value for mouse cursor)
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_frame = 3;
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_hotspotX = 0;
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_hotspotY = 0;
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break;
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case 1:
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// normal cursor over hotspot (not exit) (green rotating)
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// animating: 8 frames (4-11)
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_frame = 4;
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_hotspotX = 0;
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_hotspotY = 0;
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if (_vm->_debugger->_useAdditiveDrawModeForMouseCursorMode0
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|| _vm->_debugger->_useAdditiveDrawModeForMouseCursorMode1) {
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_drawModeBitFlags |= MouseDrawFlags::SPECIAL;
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if (_vm->_debugger->_useAdditiveDrawModeForMouseCursorMode0) {
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_drawModeBitFlags |= MouseDrawFlags::ADDITIVE_MODE0;
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} else {
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_drawModeBitFlags |= MouseDrawFlags::ADDITIVE_MODE1;
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}
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}
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break;
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case 2:
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// exit cursor (upwards/North)
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_frame = 12;
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_hotspotX = 12;
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_hotspotY = 0;
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break;
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case 3:
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// exit cursor (right/East)
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_frame = 15;
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_hotspotX = 23;
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_hotspotY = 12;
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break;
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case 4:
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// exit cursor (downwards/South)
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_frame = 13;
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_hotspotX = 12;
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_hotspotY = 23;
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break;
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case 5:
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// exit cursor (left/West)
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_frame = 14;
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_hotspotX = 0;
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_hotspotY = 12;
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break;
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case 6:
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// combat cursor, simple bullets (normal / no target)
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_frame = 16;
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_hotspotX = 19;
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_hotspotY = 19;
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break;
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case 7:
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// combat cursor, simple bullets (hot target)
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// animating: 8 frames (17-24)
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_frame = 17;
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_hotspotX = 19;
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_hotspotY = 19;
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break;
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case 8:
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// combat cursor, advanced bullets (normal / no target)
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_frame = 25;
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_hotspotX = 19;
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_hotspotY = 19;
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break;
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case 9:
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// combat cursor, advanced bullets (hot target)
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// animating: 8 frames (26-33)
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_frame = 26;
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_hotspotX = 19;
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_hotspotY = 19;
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break;
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case 10:
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// combat cursor, best bullets (normal / no target)
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_frame = 34;
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_hotspotX = 19;
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_hotspotY = 19;
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break;
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case 11:
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// combat cursor, best bullets (hot target)
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// animating: 8 frames (35-42)
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_frame = 35;
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_hotspotX = 19;
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_hotspotY = 19;
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break;
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case 12:
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// exit cursor (upwards/North)
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// resets animCounter too (as opposed to _cursor == 2)
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// bouncy animation (handled in updateCursorFrame())
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_frame = 12;
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_hotspotX = 12;
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_hotspotY = 0;
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_animCounter = 0;
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break;
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case 13:
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// exit cursor (right/East)
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// resets animCounter too (as opposed to _cursor == 3)
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// bouncy animation (handled in updateCursorFrame())
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_frame = 15;
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_hotspotX = 23;
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_hotspotY = 12;
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_animCounter = 0;
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break;
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case 14:
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// exit cursor (downwards/South)
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// resets animCounter too (as opposed to _cursor == 4)
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// bouncy animation (handled in updateCursorFrame())
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_frame = 13;
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_hotspotX = 12;
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_hotspotY = 23;
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_animCounter = 0;
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break;
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case 15:
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// exit cursor (left/West)
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// resets animCounter too (as opposed to _cursor == 5)
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// bouncy animation (handled in updateCursorFrame())
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_frame = 14;
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_hotspotX = 0;
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_hotspotY = 12;
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_animCounter = 0;
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break;
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case 16:
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#if !BLADERUNNER_ORIGINAL_BUGS
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_frame = 0;
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break;
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case 17:
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#endif
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// (beta version) combat cursor (white or flashing white/blue)
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// Original behavior in the code remnandts seems to have been
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// that this cursor (id: 16) would animate (3 frames (0-2)),
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// essentially continuously flashing fast.
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// In the preview trailers, the cursor is white while not on a target
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// and red when on target (shown on Zuben) -- perhaps other solid colors were used,
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// (it's hard to tell the color at the shooting grounds shown in the preview trailer).
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// We introduce an extra case (id 17) to differentiate the beta crosshairs
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// depending on whether they're hovering over a hot target or not.
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// TODO Maybe replace the solid colored frames with a color based on McCoy's bullet type
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// So:
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// id 16: inactive (beta) combat crosshairs
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// id 17: active (beta) combat crosshairs
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_frame = 1;
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_hotspotX = 11;
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_hotspotY = 11;
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default:
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break;
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}
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}
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void Mouse::getXY(int *x, int *y) const {
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*x = _x;
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*y = _y;
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}
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void Mouse::setMouseJitterUp() {
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switch (_vm->_settings->getDifficulty()) {
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default:
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// fallthrough intended
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case kGameDifficultyEasy:
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_randomCountdownX = 2;
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_randomX = _vm->_rnd.getRandomNumberRng(0, 6) - 3;
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_randomY = _vm->_rnd.getRandomNumberRng(0, 10) - 20;
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break;
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case kGameDifficultyMedium:
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_randomCountdownX = 3;
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_randomX = _vm->_rnd.getRandomNumberRng(0, 8) - 4;
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_randomY = _vm->_rnd.getRandomNumberRng(0, 10) - 25;
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break;
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case kGameDifficultyHard:
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_randomCountdownX = 4;
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_randomX = _vm->_rnd.getRandomNumberRng(0, 10) - 5;
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_randomY = _vm->_rnd.getRandomNumberRng(0, 10) - 30;
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break;
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}
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}
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void Mouse::setMouseJitterDown() {
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switch (_vm->_settings->getDifficulty()) {
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default:
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// fallthrough intended
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case kGameDifficultyEasy:
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_randomCountdownY = 2;
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_randomX = _vm->_rnd.getRandomNumberRng(0, 6) - 3;
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_randomY = _vm->_rnd.getRandomNumberRng(10, 20);
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break;
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case kGameDifficultyMedium:
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_randomCountdownY = 3;
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_randomX = _vm->_rnd.getRandomNumberRng(0, 8) - 4;
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_randomY = _vm->_rnd.getRandomNumberRng(15, 25);
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break;
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case kGameDifficultyHard:
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_randomCountdownY = 4;
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_randomX = _vm->_rnd.getRandomNumberRng(0, 10) - 5;
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_randomY = _vm->_rnd.getRandomNumberRng(20, 30);
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break;
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}
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}
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void Mouse::disable() {
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++_disabledCounter;
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_randomCountdownX = 0;
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_randomCountdownY = 0;
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}
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void Mouse::enable(bool force) {
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if (force || --_disabledCounter <= 0) {
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_disabledCounter = 0;
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}
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}
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bool Mouse::isDisabled() const {
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return _disabledCounter > 0;
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}
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void Mouse::draw(Graphics::Surface &surface, int x, int y) {
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if (_disabledCounter) {
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_randomCountdownX = 0;
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_randomCountdownY = 0;
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return;
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}
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if (_randomCountdownX > 0) {
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--_randomCountdownX;
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x += _randomX;
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y += _randomY;
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if (!_randomCountdownX)
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setMouseJitterDown();
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} else if (_randomCountdownY > 0) {
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--_randomCountdownY;
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x += _randomX;
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y += _randomY;
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}
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_x = CLIP(x, 0, surface.w - 1);
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_y = CLIP(y, 0, surface.h - 1);
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_vm->_shapes->get(_frame)->draw(surface, _x - _hotspotX, _y - _hotspotY, _drawModeBitFlags);
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updateCursorFrame();
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}
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void Mouse::updateCursorFrame() {
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uint32 now = _vm->_time->current();
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const int offset[4] = { 0, 6, 12, 6 };
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if (now - _lastFrameTime < 66) {
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return;
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}
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_lastFrameTime = now;
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switch (_cursor) {
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case 0:
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break;
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case 1:
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if (++_frame > 11)
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_frame = 4;
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break;
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case 2:
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case 3:
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case 4:
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case 5:
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case 6:
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break;
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case 7:
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if (++_frame > 24)
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_frame = 17;
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break;
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case 8:
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break;
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case 9:
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if (++_frame > 33)
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_frame = 26;
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break;
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case 10:
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break;
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case 11:
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if (++_frame > 42)
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_frame = 35;
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break;
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case 12:
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if (++_animCounter >= 4) {
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_animCounter = 0;
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}
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_hotspotY = -offset[_animCounter];
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break;
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case 13:
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if (++_animCounter >= 4) {
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_animCounter = 0;
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}
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_hotspotX = 23 + offset[_animCounter];
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break;
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case 14:
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if (++_animCounter >= 4) {
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_animCounter = 0;
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}
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_hotspotY = 23 + offset[_animCounter];
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break;
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case 15:
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if (++_animCounter >= 4) {
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_animCounter = 0;
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}
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_hotspotX = -offset[_animCounter];
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break;
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case 16:
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#if !BLADERUNNER_ORIGINAL_BUGS
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break;
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case 17:
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#endif
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if (++_frame > 2)
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#if BLADERUNNER_ORIGINAL_BUGS
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_frame = 0;
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#else
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// Better not to flash the white frame (frame 0),
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// while quickly animating the beta cursor.
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// It's less annoying to the eyes this way.
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_frame = 1;
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#endif
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break;
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default:
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break;
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}
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}
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void Mouse::tick(int x, int y) {
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if (!_vm->playerHasControl() || isDisabled()) {
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return;
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}
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if (_vm->_dialogueMenu->isVisible()) {
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setCursor(0);
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return;
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}
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Vector3 scenePosition = getXYZ(x, y);
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int cursorId = 0;
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bool isClickable = false;
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bool isObstacle = false;
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bool isTarget = false;
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int sceneObjectId = _vm->_sceneObjects->findByXYZ(&isClickable, &isObstacle, &isTarget, scenePosition, true, false, true);
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int exitType = _vm->_scene->_exits->getTypeAtXY(x, y);
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if (sceneObjectId >= kSceneObjectOffsetActors && sceneObjectId < kSceneObjectOffsetItems) {
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exitType = -1;
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}
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if (exitType != -1) {
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switch (exitType) {
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case 0:
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cursorId = 12;
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break;
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case 1:
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cursorId = 13;
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break;
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case 2:
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cursorId = 14;
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break;
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case 3:
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cursorId = 15;
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break;
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default:
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break;
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}
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setCursor(cursorId);
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return;
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}
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if (!_vm->_combat->isActive()) {
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if (sceneObjectId == kActorMcCoy + kSceneObjectOffsetActors
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|| (sceneObjectId > 0 && isClickable)
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|| _vm->_scene->_regions->getRegionAtXY(x, y) >= 0) {
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cursorId = 1;
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}
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setCursor(cursorId);
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return;
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}
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int animationMode = _vm->_playerActor->getAnimationMode();
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int actorId = Actor::findTargetUnderMouse(_vm, x, y);
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int itemId = _vm->_items->findTargetUnderMouse(x, y);
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bool isObject = isTarget && sceneObjectId >= kSceneObjectOffsetObjects && sceneObjectId <= (95 + kSceneObjectOffsetObjects);
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if (!_vm->_playerActor->isMoving()) {
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if (actorId > 0) {
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_vm->_playerActor->faceActor(actorId, false);
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} else if (itemId >= 0) {
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_vm->_playerActor->faceItem(itemId, false);
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} else if (isObject) {
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_vm->_playerActor->faceXYZ(scenePosition, false);
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}
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}
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if (actorId >= 0 || itemId >= 0 || isObject) {
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if (_vm->_debugger->_useBetaCrosshairsCursor) {
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cursorId = 17;
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_drawModeBitFlags |= (0x01 << _vm->_settings->getAmmoType());
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_drawModeBitFlags |= MouseDrawFlags::SPECIAL;
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} else {
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switch (_vm->_settings->getAmmoType()) {
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case 0:
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cursorId = 7;
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break;
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case 1:
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cursorId = 9;
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break;
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case 2:
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cursorId = 11;
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break;
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default:
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break;
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}
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}
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if (!_vm->_playerActor->isMoving() && animationMode != kAnimationModeCombatAim && animationMode != kAnimationModeCombatHit && animationMode != kAnimationModeCombatDie) {
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_vm->_playerActor->changeAnimationMode(kAnimationModeCombatAim, false);
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}
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} else {
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if (_vm->_debugger->_useBetaCrosshairsCursor) {
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cursorId = 16;
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_drawModeBitFlags &= ~(0x01 << _vm->_settings->getAmmoType());
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_drawModeBitFlags &= ~(MouseDrawFlags::SPECIAL);
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} else {
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switch (_vm->_settings->getAmmoType()) {
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case 0:
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cursorId = 6;
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break;
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case 1:
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cursorId = 8;
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break;
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case 2:
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cursorId = 10;
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break;
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default:
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break;
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}
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}
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if (!_vm->_playerActor->isMoving() && animationMode != kAnimationModeCombatIdle && animationMode != kAnimationModeCombatHit && animationMode != kAnimationModeCombatDie) {
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_vm->_playerActor->changeAnimationMode(kAnimationModeCombatIdle, false);
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}
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}
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setCursor(cursorId);
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}
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// This method checks if jitter (due to gun recoil) is currently ongoing
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bool Mouse::isRandomized() const {
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return _randomCountdownX > 0 || _randomCountdownY > 0;
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}
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bool Mouse::isInactive() const {
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// Note: This only refers to "inactive" cursor in combat mode!
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return _cursor == 6 || _cursor == 8 || _cursor == 10 || _cursor == 16;
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}
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// TEST: RC01 after intro: [290, 216] -> [-204.589249 51.450668 7.659241]
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Vector3 Mouse::getXYZ(int x, int y) const {
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if (_vm->_scene->getSetId() == -1)
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return Vector3();
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int screenRight = BladeRunnerEngine::kOriginalGameWidth - x;
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int screenDown = BladeRunnerEngine::kOriginalGameHeight - y;
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float zcoef = 1.0f / tan(_vm->_view->_fovX / 2.0f);
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// Division of float by int is float, so no precision is lost here
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float x3d = (2.0f / BladeRunnerEngine::kOriginalGameWidth * screenRight - 1.0f);
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float y3d = (2.0f / BladeRunnerEngine::kOriginalGameHeight * screenDown - 1.0f) * 0.75f;
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uint16 zbufval = _vm->_zbuffer->getZValue(x, y);
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Vector3 pos;
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pos.z = zbufval / 25.5f;
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pos.x = pos.z / zcoef * x3d;
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pos.y = pos.z / zcoef * y3d;
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Matrix4x3 matrix = _vm->_view->_frameViewMatrix;
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matrix.unknown();
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return matrix * pos;
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}
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} // End of namespace BladeRunner
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