/* 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