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authorNicola Mettifogo2008-07-23 01:07:39 +0000
committerNicola Mettifogo2008-07-23 01:07:39 +0000
commit5eec5f6b17d7e403408699d9eaf71a1956574cd9 (patch)
treeabafe48eaae4ec1a6d46e76b4417f70db2f31f0d /engines/parallaction
parent62d4a469b9897623913d8e83018f253e8d14017d (diff)
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More merging of input code.
svn-id: r33219
Diffstat (limited to 'engines/parallaction')
-rw-r--r--engines/parallaction/input.cpp33
-rw-r--r--engines/parallaction/input.h12
-rw-r--r--engines/parallaction/parallaction.cpp19
3 files changed, 32 insertions, 32 deletions
diff --git a/engines/parallaction/input.cpp b/engines/parallaction/input.cpp
index 1af1ed15fa..af55753d65 100644
--- a/engines/parallaction/input.cpp
+++ b/engines/parallaction/input.cpp
@@ -219,6 +219,18 @@ void Input::stopHovering() {
_vm->_gfx->hideFloatingLabel();
}
+void Input::takeAction(ZonePtr z) {
+ stopHovering();
+ _vm->pauseJobs();
+ _vm->runZone(z);
+ _vm->resumeJobs();
+}
+
+void Input::walkTo(const Common::Point &dest) {
+ stopHovering();
+ _vm->setArrowCursor();
+ _vm->_char.scheduleWalk(dest.x, dest.y);
+}
bool Input::translateGameInput() {
@@ -226,10 +238,11 @@ bool Input::translateGameInput() {
return false;
}
- if (_actionAfterWalk) {
+ if (_hasDelayedAction) {
// if walking is over, then take programmed action
- _inputData._event = kEvAction;
- _actionAfterWalk = false;
+ takeAction(_delayedActionZone);
+ _hasDelayedAction = false;
+ _delayedActionZone = nullZonePtr;
return true;
}
@@ -241,9 +254,10 @@ bool Input::translateGameInput() {
// test if mouse is hovering on an interactive zone for the currently selected inventory item
ZonePtr z = _vm->hitZone(_activeItem._id, _mousePos.x, _mousePos.y);
+ Common::Point dest(_mousePos);
if (((_mouseButtons == kMouseLeftUp) && (_activeItem._id == 0) && ((_engineFlags & kEngineWalking) == 0)) && ((!z) || ((z->_type & 0xFFFF) != kZoneCommand))) {
- _inputData._event = kEvWalk;
+ walkTo(dest);
return true;
}
@@ -257,16 +271,17 @@ bool Input::translateGameInput() {
_inputData._zone = z;
if (z->_flags & kFlagsNoWalk) {
// character doesn't need to walk to take specified action
- _inputData._event = kEvAction;
-
+ takeAction(z);
} else {
// action delayed: if Zone defined a moveto position the character is programmed to move there,
// else it will move to the mouse position
- _inputData._event = kEvWalk;
- _actionAfterWalk = true;
+ _delayedActionZone = z;
+ _hasDelayedAction = true;
if (z->_moveTo.y != 0) {
- _inputData._mousePos = z->_moveTo;
+ dest = z->_moveTo;
}
+
+ walkTo(dest);
}
_vm->beep();
diff --git a/engines/parallaction/input.h b/engines/parallaction/input.h
index 2a97077603..19825c8baa 100644
--- a/engines/parallaction/input.h
+++ b/engines/parallaction/input.h
@@ -52,14 +52,17 @@ class Input {
// input-only
InputData _inputData;
- bool _actionAfterWalk; // actived when the character needs to move before taking an action
- // these two could/should be merged as they carry on the same duty in two member functions,
- // respectively processInput and translateInput
+
+ bool _hasDelayedAction; // actived when the character needs to move before taking an action
+ ZonePtr _delayedActionZone;
+
int16 _transCurrentHoverItem;
InputData *translateInput();
bool translateGameInput();
bool translateInventoryInput();
+ void takeAction(ZonePtr z);
+ void walkTo(const Common::Point &dest);
Parallaction *_vm;
@@ -83,11 +86,12 @@ public:
Input(Parallaction *vm) : _vm(vm) {
_transCurrentHoverItem = 0;
- _actionAfterWalk = false; // actived when the character needs to move before taking an action
+ _hasDelayedAction = false; // actived when the character needs to move before taking an action
_mouseHidden = false;
_activeItem._index = 0;
_activeItem._id = 0;
_mouseButtons = 0;
+ _delayedActionZone = nullZonePtr;
}
virtual ~Input() { }
diff --git a/engines/parallaction/parallaction.cpp b/engines/parallaction/parallaction.cpp
index a45e678e73..cdc19c32c4 100644
--- a/engines/parallaction/parallaction.cpp
+++ b/engines/parallaction/parallaction.cpp
@@ -299,25 +299,6 @@ void Parallaction::showLocationComment(const char *text, bool end) {
void Parallaction::processInput(InputData *data) {
switch (data->_event) {
- case kEvAction:
- debugC(2, kDebugInput, "processInput: kEvAction");
- _input->stopHovering();
- pauseJobs();
- runZone(data->_zone);
- resumeJobs();
- break;
-
- case kEvWalk:
- debugC(2, kDebugInput, "processInput: kEvWalk");
- _input->stopHovering();
- setArrowCursor();
- _char.scheduleWalk(data->_mousePos.x, data->_mousePos.y);
- break;
-
- case kEvQuitGame:
- _engineFlags |= kEngineQuit;
- break;
-
case kEvSaveGame:
_input->stopHovering();
saveGame();