/* 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" #include "hugo/object.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); _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) { debugC(2, kDebugMouse, "findExit(%d, %d)", cx, cy); int i = 0; for (hotspot_t *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) { 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; bool foundFl = false; // TRUE if route found to object // 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->_object->useObject(objId); // Use status.objid on object } else { // Clicked over viewport object object_t *obj = &_vm->_object->_objects[objId]; int16 x, y; switch (obj->viewx) { // Where to walk to case -1: // Walk to object position if (_vm->_object->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->_object->useObject(objId); break; case 0: // Immediate use _vm->_object->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->_object->useObject(objId); // immediate use else Utils::Box(BOX_ANY, "%s", _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) { debugC(1, kDebugMouse, "Process_lclick(%d, %d, %d)", objId, cx, cy); int16 i, x, y; object_t *obj; 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, "%s", _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->_object->_objects[objId]; // Over iconbar - immediate description if (gameStatus.inventoryState == I_ACTIVE && cy < INV_DY + DIBOFF_Y) _vm->_object->lookObject(obj); else { bool foundFl = false; // TRUE if route found to object switch (obj->viewx) { // Clicked over viewport object case -1: // Walk to object position if (_vm->_object->findObjectSpace(obj, &x, &y)) foundFl = _vm->_route->startRoute(GO_LOOK, objId, x, y); if (!foundFl) // Can't get there, immediate description _vm->_object->lookObject(obj); break; case 0: // Immediate description _vm->_object->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->_object->lookObject(obj); // immediate decription else Utils::Box(BOX_ANY, "%s", _vm->_textMouse[kMsNoWayText]); // Can't get there } break; } } break; } } /** * Process mouse activity */ void MouseHandler::mouseHandler() { 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 int16 iconId; // Find index of dragged icon for (iconId = 0; iconId < _vm->_maxInvent; iconId++) { if (gameStatus.inventoryObjId == _vm->_invent[iconId]) break; } // Compute source coordinates in dib_u int16 ux = (iconId + NUM_ARROWS) * INV_DX % XPIX; int16 uy = (iconId + NUM_ARROWS) * INV_DX / XPIX * INV_DY; // Compute destination coordinates in dib_a int iconx = cx + IX_OFF; int 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); } int16 objId = -1; // Current source object // 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->_object->findObject(cx, cy); if (objId >= 0) { // Got a match // Display object name next to cursor (unless CURSOR_NOCHAR) // Note test for swapped hero name char *name = _vm->_arrayNouns[_vm->_object->_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