From 5eec5f6b17d7e403408699d9eaf71a1956574cd9 Mon Sep 17 00:00:00 2001 From: Nicola Mettifogo Date: Wed, 23 Jul 2008 01:07:39 +0000 Subject: More merging of input code. svn-id: r33219 --- engines/parallaction/input.cpp | 33 ++++++++++++++++++++++++--------- engines/parallaction/input.h | 12 ++++++++---- engines/parallaction/parallaction.cpp | 19 ------------------- 3 files changed, 32 insertions(+), 32 deletions(-) (limited to 'engines/parallaction') 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(); -- cgit v1.2.3