scummvm/engines/titanic/star_control/star_crosshairs.cpp
David Fioramonti d01354ab0d TITANIC: Reduce header includes for star_control files
Minimized a lot of the unncessary files includes in the
implementation files as well.
2017-08-24 04:31:04 -07:00

268 lines
8.2 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 "titanic/star_control/star_crosshairs.h"
#include "titanic/star_control/star_markers.h"
#include "titanic/star_control/star_camera.h"
#include "titanic/star_control/star_field.h"
#include "titanic/star_control/star_ref.h"
#include "titanic/support/simple_file.h"
namespace Titanic {
CStarCrosshairs::CStarCrosshairs() : _matchIndex(-1), _entryIndex(-1) {
}
void CStarCrosshairs::selectStar(int index, CVideoSurface *surface,
CStarField *starField, CStarMarkers *markers) {
if (_entryIndex >= 0) {
// There are existing selected stars already
if (_entryIndex == _matchIndex) {
// All the stars selected so far have been matched. Only allow
// a selection addition if not all three stars have been found
if (!isSolved()) {
// Don't allow the most recent match or the one before
// it to be re-selected (while they are locked/matched)
if (_positions[index] != _entries[_entryIndex]) {
if (_entryIndex == 1) {
// 2 stars are matched
if (_positions[index] == _entries[_entryIndex - 1])
return;
}
surface->lock();
// Draw crosshairs around the selected star
CSurfaceArea surfaceArea(surface);
drawStar(index, &surfaceArea);
surface->unlock();
// Copy the star into the list of selected ones
++_entryIndex;
CStarPosition &newP = _entries[_entryIndex];
newP = _positions[index];
// Set up a marker in the main starfield for that same star
const CBaseStarEntry *starP = starField->getDataPtr(newP._index1);
markers->addStar(starP);
}
}
} else if (_entryIndex == _matchIndex + 1) {
// There is a most recently selected star that has not yet been matched.
// So we allow the user to reselect it to remove the selection, or shift
// the selection to some other star
if (_positions[index] == _entries[_entryIndex]) {
// Player has selected the most recent star
// Remove the crosshairs for the previously selected star
surface->lock();
CSurfaceArea surfaceArea(surface);
eraseCurrent(&surfaceArea);
surface->unlock();
// Decrement number of selections
--_entryIndex;
// Call the markers addStar method, which will remove the existing marker
const CBaseStarEntry *starP = starField->getDataPtr(_positions[index]._index1);
markers->addStar(starP);
} else {
// Player has selected some other star other than the most recent
// Remove/Add it if it is not one of the other star(s) already matched
// Check that it is not a previously star and don't remove it if it is
for (int i = 0; i < _entryIndex; ++i) {
if (_positions[index] == _entries[i])
return;
}
// Erase the prior selection and draw the new one
surface->lock();
CSurfaceArea surfaceArea(surface);
eraseCurrent(&surfaceArea);
drawStar(index, &surfaceArea);
surface->unlock();
// Remove the old selection from the starfield markers
const CBaseStarEntry *starP;
starP = starField->getDataPtr(_entries[_entryIndex]._index1);
markers->addStar(starP);
// Add the new selection to the markers list
starP = starField->getDataPtr(_positions[index]._index1);
markers->addStar(starP);
// Copy the newly selected star's details into our selections list
CStarPosition &newP = _entries[_entryIndex];
newP = _positions[index];
}
}
} else {
// Very first star being selected
// Draw crosshairs around the selected star
surface->lock();
CSurfaceArea surfaceArea(surface);
drawStar(index, &surfaceArea);
surface->unlock();
// Copy the star into the list of selected ones
++_entryIndex;
const CStarPosition &srcPos = _positions[index];
CStarPosition &destPos = _entries[_entryIndex];
destPos = srcPos;
// Set up a marker in the main starfield for that same star
const CBaseStarEntry *starP = starField->getDataPtr(destPos._index1);
markers->addStar(starP);
}
}
bool CStarCrosshairs::fn1(CStarField *starField, CSurfaceArea *surfaceArea, CStarCamera *camera) {
int count = starField->baseFn2(surfaceArea, camera);
if (count > 0) {
allocate(count);
CStarRefArray starRef(starField, &_positions);
starRef.process(surfaceArea, camera);
return true;
} else {
clear();
return false;
}
}
void CStarCrosshairs::fn2(CVideoSurface *surface, CStarField *starField, CStarMarkers *markers) {
if (_matchIndex <= -1) {
if (_entryIndex > -1) {
drawEntry(_entryIndex, surface, starField, markers);
--_entryIndex;
}
} else {
--_matchIndex;
if (_entryIndex - _matchIndex > 1) {
drawEntry(_entryIndex, surface, starField, markers);
--_entryIndex;
}
}
}
void CStarCrosshairs::incMatches() {
if (_matchIndex < 3)
++_matchIndex;
}
FPoint CStarCrosshairs::getPosition() const {
return (_entryIndex >= 0 && _entryIndex <= 2) ?
FPoint(_entries[_entryIndex]) : FPoint();
}
void CStarCrosshairs::draw(CSurfaceArea *surfaceArea) {
if (!_positions.empty()) {
uint savedPixel = surfaceArea->_pixel;
surfaceArea->_pixel = 0xff;
surfaceArea->setColorFromPixel();
SurfaceAreaMode savedMode = surfaceArea->setMode(SA_SOLID);
for (int idx = 0; idx <= _entryIndex; ++idx) {
const CStarPosition &src = _entries[idx];
double xp = src.x, yp = src.y;
surfaceArea->drawLine(FRect(xp - 8.0, yp, xp - 4.0, yp));
surfaceArea->drawLine(FRect(xp + 4.0, yp, xp + 8.0, yp));
surfaceArea->drawLine(FRect(xp, yp - 8.0, xp, yp - 4.0));
surfaceArea->drawLine(FRect(xp, yp + 4.0, xp, yp + 8.0));
}
surfaceArea->_pixel = savedPixel;
surfaceArea->setColorFromPixel();
surfaceArea->setMode(savedMode);
}
}
void CStarCrosshairs::allocate(int count) {
if (!_positions.empty()) {
if ((int)_positions.size() == count)
return;
clear();
}
_positions.resize(count);
}
void CStarCrosshairs::clear() {
_positions.clear();
_matchIndex = _entryIndex = -1;
}
int CStarCrosshairs::indexOf(const Common::Point &pt) const {
Common::Rect r(pt.x - 2, pt.y - 2, pt.x + 2, pt.y + 2);
for (int idx = 0; idx < (int)_positions.size(); ++idx) {
if (r.contains(_positions[idx]))
return idx;
}
return -1;
}
void CStarCrosshairs::drawStar(int index, CSurfaceArea *surfaceArea) {
if (index >= 0 && index < (int)_positions.size()) {
const CStarPosition &pt = _positions[index];
drawAt(pt, surfaceArea);
}
}
void CStarCrosshairs::drawEntry(int index, CVideoSurface *surface, CStarField *starField, CStarMarkers *markers) {
surface->lock();
CSurfaceArea surfaceArea(surface);
drawAt(_entries[index], &surfaceArea);
surface->unlock();
const CBaseStarEntry *starP = starField->getDataPtr(_entries[index]._index1);
markers->addStar(starP);
}
void CStarCrosshairs::eraseCurrent(CSurfaceArea *surfaceArea) {
assert(_entryIndex >= 0);
const CStarPosition &pt = _entries[_entryIndex];
drawAt(pt, surfaceArea);
}
void CStarCrosshairs::drawAt(const FPoint &pt, CSurfaceArea *surfaceArea) {
uint savedPixel = surfaceArea->_pixel;
surfaceArea->_pixel = 255;
surfaceArea->setColorFromPixel();
SurfaceAreaMode savedMode = surfaceArea->setMode(SA_XOR);
surfaceArea->drawLine(FRect(pt._x - 8.0, pt._y, pt._x - 4.0, pt._y));
surfaceArea->drawLine(FRect(pt._x + 4.0, pt._y, pt._x + 8.0, pt._y));
surfaceArea->drawLine(FRect(pt._x, pt._y - 8.0, pt._x, pt._y - 4.0));
surfaceArea->drawLine(FRect(pt._x, pt._y + 4.0, pt._x, pt._y + 8.0));
surfaceArea->_pixel = savedPixel;
surfaceArea->setColorFromPixel();
surfaceArea->setMode(savedMode);
}
} // End of namespace Titanic