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+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+// mouse.cpp : Handle all mouse activity
+
+#include "common/system.h"
+
+#include "hugo/game.h"
+#include "hugo/hugo.h"
+#include "hugo/mouse.h"
+#include "hugo/global.h"
+#include "hugo/schedule.h"
+#include "hugo/display.h"
+#include "hugo/inventory.h"
+#include "hugo/route.h"
+#include "hugo/util.h"
+
+namespace Hugo {
+
+#define EXIT_HOTSPOT -4 // Cursor over Exit hotspot
+#define CURSOR_NAME 2 // Index of name used under cursor
+#define CURSOR_NOCHAR '~' // Don't show name of object under cursor
+#define SX_OFF 10 // Cursor offset to name string
+#define SY_OFF -2 // Cursor offset to name string
+#define IX_OFF 8 // Cursor to icon image (dib coords)
+#define IY_OFF 10 // Cursor to icon image (dib coords)
+
+enum seqTextMouse {
+ kMsNoWayText = 0,
+ kMsExit = 1
+};
+
+MouseHandler::MouseHandler(HugoEngine &vm) : _vm(vm) {
+}
+
+// Shadow-blit supplied string into dib_a at cx,cy and add to display list
+void MouseHandler::cursorText(char *buffer, int16 cx, int16 cy, uif_t fontId, int16 color) {
+
+ debugC(1, kDebugMouse, "cursorText(%s, %d, %d, %d, %d)", buffer, cx, cy, fontId, color);
+
+ if (_vm.getPlatform() == Common::kPlatformWindows)
+ _vm.screen().loadFont(fontId);
+
+ // Find bounding rect for string
+ int16 sdx = _vm.screen().stringLength(buffer);
+ int16 sdy = _vm.screen().fontHeight() + 1; // + 1 for shadow
+ int16 sx = (cx < XPIX / 2) ? cx + SX_OFF : cx - sdx - SX_OFF / 2;
+ int16 sy = cy + SY_OFF;
+
+ // Display the string and add rect to display list
+ _vm.screen().shadowStr(sx, sy, buffer, _TBRIGHTWHITE);
+ _vm.screen().displayList(D_ADD, sx, sy, sdx, sdy);
+}
+
+
+// Find the exit hotspot containing cx, cy.
+// Return hotspot index or -1 if not found.
+int16 MouseHandler::findExit(int16 cx, int16 cy) {
+ int i;
+ hotspot_t *hotspot;
+
+ debugC(2, kDebugMouse, "findExit(%d, %d)", cx, cy);
+
+ for (i = 0, hotspot = _vm._hotspots; hotspot->screenIndex >= 0; i++, hotspot++)
+ if (hotspot->screenIndex == *_vm._screen_p)
+ if (cx >= hotspot->x1 && cx <= hotspot->x2 && cy >= hotspot->y1 && cy <= hotspot->y2)
+ return(i);
+ return(-1);
+}
+
+// Process a mouse right click at coord cx, cy over object objid
+void MouseHandler::processRightClick(int16 objId, int16 cx, int16 cy) {
+ object_t *obj;
+ int16 x, y;
+ bool foundFl = false; // TRUE if route found to object
+
+ debugC(1, kDebugMouse, "Process_rclick(%d, %d, %d)", objId, cx, cy);
+
+ status_t &gameStatus = _vm.getGameStatus();
+
+ if (gameStatus.storyModeFl || _vm._hero->pathType == QUIET) // Make sure user has control
+ return;
+
+ // Check if this was over iconbar
+ if (gameStatus.inventoryState == I_ACTIVE && cy < INV_DY + DIBOFF_Y) { // Clicked over iconbar object
+ if (gameStatus.inventoryObjId == -1)
+ gameStatus.inventoryObjId = objId; // Not using so select new object
+ else if (gameStatus.inventoryObjId == objId)
+ gameStatus.inventoryObjId = -1; // Same icon - deselect it
+ else
+ _vm.useObject(objId); // Use status.objid on object
+ } else { // Clicked over viewport object
+ obj = &_vm._objects[objId];
+ switch (obj->viewx) { // Where to walk to
+ case -1: // Walk to object position
+ if (_vm.findObjectSpace(obj, &x, &y))
+ foundFl = _vm.route().startRoute(GO_GET, objId, x, y);
+ if (!foundFl) // Can't get there, try to use from here
+ _vm.useObject(objId);
+ break;
+ case 0: // Immediate use
+ _vm.useObject(objId); // Pick up or use object
+ break;
+ default: // Walk to view point if possible
+ if (!_vm.route().startRoute(GO_GET, objId, obj->viewx, obj->viewy))
+ if (_vm._hero->cycling == INVISIBLE) // If invisible do
+ _vm.useObject(objId); // immediate use
+ else
+ Utils::Box(BOX_ANY, _vm._textMouse[kMsNoWayText]); // Can't get there
+ break;
+ }
+ }
+}
+
+// Process a left mouse click over:
+// 1. An icon - show description
+// 2. An object - walk to and show description
+// 3. An icon scroll arrow - scroll the iconbar
+// 4. Nothing - attempt to walk there
+// 5. Exit - walk to exit hotspot
+void MouseHandler::processLeftClick(int16 objId, int16 cx, int16 cy) {
+ int16 i, x, y;
+ object_t *obj;
+ bool foundFl = false; // TRUE if route found to object
+
+ debugC(1, kDebugMouse, "Process_lclick(%d, %d, %d)", objId, cx, cy);
+
+ status_t &gameStatus = _vm.getGameStatus();
+
+ if (gameStatus.storyModeFl || _vm._hero->pathType == QUIET) // Make sure user has control
+ return;
+
+ switch (objId) {
+ case -1: // Empty space - attempt to walk there
+ _vm.route().startRoute(GO_SPACE, 0, cx, cy);
+ break;
+ case LEFT_ARROW: // A scroll arrow - scroll the iconbar
+ case RIGHT_ARROW:
+ // Scroll the iconbar and display results
+ _vm.inventory().processInventory(objId == LEFT_ARROW ? INV_LEFT : INV_RIGHT);
+ _vm.screen().moveImage(_vm.screen().getIconBuffer(), 0, 0, XPIX, INV_DY, XPIX, _vm.screen().getFrontBuffer(), 0, DIBOFF_Y, XPIX);
+ _vm.screen().moveImage(_vm.screen().getIconBuffer(), 0, 0, XPIX, INV_DY, XPIX, _vm.screen().getBackBuffer(), 0, DIBOFF_Y, XPIX);
+ _vm.screen().displayList(D_ADD, 0, DIBOFF_Y, XPIX, INV_DY);
+ break;
+ case EXIT_HOTSPOT: // Walk to exit hotspot
+ i = findExit(cx, cy);
+ x = _vm._hotspots[i].viewx;
+ y = _vm._hotspots[i].viewy;
+ if (x >= 0) { // Hotspot refers to an exit
+ // Special case of immediate exit
+ if (gameStatus.jumpExitFl) {
+ // Get rid of iconbar if necessary
+ if (gameStatus.inventoryState != I_OFF)
+ gameStatus.inventoryState = I_UP;
+ _vm.scheduler().insertActionList(_vm._hotspots[i].actIndex);
+ } else { // Set up route to exit spot
+ if (_vm._hotspots[i].direction == Common::KEYCODE_RIGHT)
+ x -= HERO_MAX_WIDTH;
+ else if (_vm._hotspots[i].direction == Common::KEYCODE_LEFT)
+ x += HERO_MAX_WIDTH;
+ if (!_vm.route().startRoute(GO_EXIT, i, x, y))
+ Utils::Box(BOX_ANY, _vm._textMouse[kMsNoWayText]); // Can't get there
+ }
+
+ // Get rid of any attached icon
+ gameStatus.inventoryObjId = -1;
+ }
+ break;
+ default: // Look at an icon or object
+ obj = &_vm._objects[objId];
+
+ // Over iconbar - immediate description
+ if (gameStatus.inventoryState == I_ACTIVE && cy < INV_DY + DIBOFF_Y)
+ _vm.lookObject(obj);
+ else {
+ switch (obj->viewx) { // Clicked over viewport object
+ case -1: // Walk to object position
+ if (_vm.findObjectSpace(obj, &x, &y))
+ foundFl = _vm.route().startRoute(GO_LOOK, objId, x, y);
+ if (!foundFl) // Can't get there, immediate description
+ _vm.lookObject(obj);
+ break;
+ case 0: // Immediate description
+ _vm.lookObject(obj);
+ break;
+ default: // Walk to view point if possible
+ if (!_vm.route().startRoute(GO_LOOK, objId, obj->viewx, obj->viewy))
+ if (_vm._hero->cycling == INVISIBLE) // If invisible do
+ _vm.lookObject(obj); // immediate decription
+ else
+ Utils::Box(BOX_ANY, _vm._textMouse[kMsNoWayText]); // Can't get there
+ break;
+ }
+ }
+ break;
+ }
+}
+
+// Process mouse activity
+void MouseHandler::mouseHandler() {
+ int16 iconId; // Find index of dragged icon
+ int iconx, icony; // Icon position (in dib_a)
+ int16 ux, uy; // Icon position (in dib_u)
+ int16 objId = -1; // Current source object
+ char *name; // Name of object to display
+
+ debugC(2, kDebugMouse, "mouseHandler");
+
+ int16 cx = _vm.getMouseX();
+ int16 cy = _vm.getMouseY();
+
+ status_t &gameStatus = _vm.getGameStatus();
+
+ gameStatus.cx = cx; // Save cursor coords
+ gameStatus.cy = cy;
+
+ // Don't process if outside client area
+ if (cx < 0 || cx > XPIX || cy < DIBOFF_Y || cy > VIEW_DY + DIBOFF_Y)
+ return;
+
+ // Display dragged inventory icon if one currently selected
+ if (gameStatus.inventoryObjId != -1) {
+ // Find index of icon
+ for (iconId = 0; iconId < _vm._maxInvent; iconId++)
+ if (gameStatus.inventoryObjId == _vm._invent[iconId])
+ break;
+
+ // Compute source coordinates in dib_u
+ ux = (iconId + NUM_ARROWS) * INV_DX % XPIX;
+ uy = (iconId + NUM_ARROWS) * INV_DX / XPIX * INV_DY;
+
+ // Compute destination coordinates in dib_a
+ iconx = cx + IX_OFF;
+ icony = cy + IY_OFF;
+ iconx = MAX(iconx, 0); // Keep within dib_a bounds
+ iconx = MIN(iconx, XPIX - INV_DX);
+ icony = MAX(icony, 0);
+ icony = MIN(icony, YPIX - INV_DY);
+
+ // Copy the icon and add to display list
+ _vm.screen().moveImage(_vm.screen().getGUIBuffer(), ux, uy, INV_DX, INV_DY, XPIX, _vm.screen().getFrontBuffer(), iconx, icony, XPIX);
+ _vm.screen().displayList(D_ADD, iconx, icony, INV_DX, INV_DY);
+ }
+
+ // Process cursor over an object or icon
+ if (gameStatus.inventoryState == I_ACTIVE) // Check inventory icon bar first
+ objId = _vm.inventory().processInventory(INV_GET, cx, cy);
+ if (objId == -1) // No match, check rest of view
+ objId = _vm.findObject(cx, cy);
+ if (objId >= 0) { // Got a match
+ // Display object name next to cursor (unless CURSOR_NOCHAR)
+ // Note test for swapped hero name
+ name = _vm._arrayNouns[_vm._objects[objId == HERO ? _vm._heroImage : objId].nounIndex][CURSOR_NAME];
+ if (name[0] != CURSOR_NOCHAR)
+ cursorText(name, cx, cy, U_FONT8, _TBRIGHTWHITE);
+
+ // Process right click over object in view or iconbar
+ if (gameStatus.rightButtonFl)
+ processRightClick(objId, cx, cy);
+ }
+
+ // Process cursor over an exit hotspot
+ if (objId == -1) {
+ int i = findExit(cx, cy);
+ if (i != -1 && _vm._hotspots[i].viewx >= 0) {
+ objId = EXIT_HOTSPOT;
+ cursorText(_vm._textMouse[kMsExit], cx, cy, U_FONT8, _TBRIGHTWHITE);
+ }
+ }
+
+ // Left click over icon, object or to move somewhere
+ if (gameStatus.leftButtonFl)
+ processLeftClick(objId, cx, cy);
+
+ // Clear mouse click states
+ gameStatus.leftButtonFl = false;
+ gameStatus.rightButtonFl = false;
+}
+
+} // end of namespace Hugo