1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
|
/* 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 "hdb/hdb.h"
namespace HDB {
bool Input::init() {
_stylusDown = false;
_buttons = 0;
_keyUp = Common::KEYCODE_UP;
_keyDown = Common::KEYCODE_DOWN;
_keyLeft = Common::KEYCODE_LEFT;
_keyRight = Common::KEYCODE_RIGHT;
_keyMenu = Common::KEYCODE_ESCAPE;
_keyUse = Common::KEYCODE_RETURN;
_keyInv = Common::KEYCODE_SPACE;
_keyDebug = Common::KEYCODE_F1;
_keyQuit = Common::KEYCODE_F10;
_mouseX = kScreenWidth / 2;
_mouseY = kScreenHeight / 2;
_mouseLButton = _mouseMButton = _mouseRButton = 0;
return true;
}
void Input::setButtons(uint16 b) {
static int changeState = 0;
static int drawDlg = 0;
static int quit = 0;
static int debugOn = 0;
_buttons = b;
if (!b)
return;
// Change Game State
if ((_buttons & kButtonA) && !changeState && (g_hdb->getGameState() != GAME_MENU)) {
if (g_hdb->_ai->cinematicsActive() && g_hdb->_ai->cineAbortable()) {
g_hdb->_ai->cineAbort();
g_hdb->_sound->playSound(SND_POP);
return;
}
if (g_hdb->getGameState() == GAME_TITLE)
warning("STUB: setButtons: changeToMenu() required");
g_hdb->_sound->playSound(SND_MENU_BACKOUT);
g_hdb->changeGameState();
}
// Debug Mode Cycling
debug(9, "STUB: setButtons: Check and set Debug Mode");
if (g_hdb->getGameState() == GAME_PLAY) {
// Is Player Dead? Click on TRY AGAIN
if (g_hdb->_ai->playerDead()) {
warning("STUB: TRY AGAIN is onscreen");
return;
}
// Choose from DialogChoice
if (g_hdb->_window->dialogChoiceActive()) {
if (_buttons & kButtonUp)
g_hdb->_window->dialogChoiceMoveup();
else if (_buttons & kButtonDown)
g_hdb->_window->dialogChoiceMovedown();
else if (_buttons & kButtonB)
g_hdb->_window->closeDialogChoice();
return;
}
// Try to move the player
if (!g_hdb->_ai->playerDead())
g_hdb->_ai->movePlayer(_buttons);
}
}
uint16 Input::getButtons() {
return _buttons;
}
void Input::stylusDown(int x, int y) {
int worldX, worldY;
GameState gs;
static uint32 delay = 0, time;
// Don't let the screen get clicked too fast
time = g_system->getMillis();
if (time - delay < 100)
return;
time = delay;
_stylusDown = true;
_stylusDownX = x;
_stylusDownY = y;
gs = g_hdb->getGameState();
switch (gs) {
case GAME_TITLE:
warning("STUB: Menu: changeToMenu required");
g_hdb->changeGameState();
break;
case GAME_MENU:
warning("STUB: Menu: processInput required");
break;
case GAME_PLAY:
// Is Player Dead? Click on TRY AGAIN
if (g_hdb->_ai->playerDead()) {
warning("STUB: TRY AGAIN is onscreen");
return;
}
// Is Dialog Active?
if (g_hdb->_window->dialogActive()) {
g_hdb->_window->closeDialog();
if (!g_hdb->_ai->cinematicsActive())
return;
}
// Is a Choice Dialog Active?
if (g_hdb->_window->dialogChoiceActive()) {
if (!g_hdb->_window->checkDialogChoiceClose(x, y))
return;
if (!g_hdb->_ai->cinematicsActive())
return;
}
// Is MessageBar active?
if (g_hdb->_window->msgBarActive())
if (g_hdb->_window->checkMsgClose(x, y))
return;
// In a cinematic?
if (g_hdb->_ai->playerLocked())
return;
// Check for map dragging in debug Mode and place player there
warning("STUB: stylusDown: Check for Map dragging in Debug Mode");
// Clicked in the world
g_hdb->_map->getMapXY(&worldX, &worldY);
worldX = ((worldX + x) / kTileWidth) * kTileWidth;
worldY = ((worldY + y) / kTileHeight) * kTileHeight;
// Don't allow a click into INV/DELIVERIES area to go into the world
if (x >= (kScreenWidth - 32 * 5))
return;
// Toggle Walk Speed if we clicked Player
int nx, ny;
static uint32 lastRunning = g_system->getMillis();
g_hdb->_ai->getPlayerXY(&nx, &ny);
if (nx == worldX && ny == worldY) {
if (lastRunning > g_system->getMillis())
return;
lastRunning = g_system->getMillis() + 1000 * kRunToggleDelay;
g_hdb->_ai->togglePlayerRunning();
if (g_hdb->_ai->playerRunning())
g_hdb->_window->centerTextOut("Running Speed", kScreenHeight - 32, kRunToggleDelay * kGameFPS);
else
g_hdb->_window->centerTextOut("Walking Speed", kScreenHeight - 32, kRunToggleDelay * kGameFPS);
g_hdb->_sound->playSound(SND_SWITCH_USE);
}
g_hdb->setTargetXY(worldX, worldY);
break;
case GAME_LOADING:
debug(9, "stylusDown: GAME_LOADING found");
break;
}
}
void Input::stylusUp(int x, int y) {
_stylusDown = false;
}
void Input::stylusMove(int x, int y) {
// In a cinematic?
if (g_hdb->_ai->playerLocked() || g_hdb->_ai->playerDead())
return;
switch (g_hdb->getGameState()) {
case GAME_PLAY:
warning("STUB: stylusMove: Add GetDebug() check");
break;
case GAME_MENU:
warning("STUB: stylusMove: Menu::processInput() required");
break;
default:
debug(9, "stylusMove: Unintended GameState");
break;
}
}
void Input::updateMouse(int newX, int newY) {
_mouseX = newX;
_mouseY = newY;
if (_mouseX < 0)
_mouseX = 0;
else if (_mouseX >= kScreenWidth)
_mouseX = kScreenWidth - 1;
if (_mouseY < 0)
_mouseY = 0;
else if (_mouseY >= kScreenHeight)
_mouseY = kScreenHeight - 1;
// Turn Cursor back on?
if (!g_hdb->_gfx->getPointer()) {
g_hdb->_gfx->showPointer(true);
}
// Check if LButton is being dragged
if (_mouseLButton) {
stylusMove(_mouseX, _mouseY);
}
}
void Input::updateMouseButtons(int l, int m, int r) {
_mouseLButton += l;
_mouseMButton += m;
_mouseRButton += r;
// Check if LButton has been pressed
// Check if LButton has been lifted
if (_mouseLButton) {
if (_mouseX > (kScreenWidth - 32 * 5) && _mouseY < 240) {
g_hdb->_window->checkInvSelect(_mouseX, _mouseY);
} else if (_mouseX > (kScreenWidth - 32 * 5) && _mouseY >= 240) {
warning("STUB: updateMouseButtons: checkDeliveriesSelect() required");
} else {
if (g_hdb->getPause() && g_hdb->getGameState() == GAME_PLAY) {
g_hdb->_window->checkPause(_mouseX, _mouseY);
return;
}
stylusDown(_mouseX, _mouseY);
}
} else if (!_mouseLButton) {
stylusUp(_mouseX, _mouseY);
}
// Check if MButton has been pressed
if (_mouseMButton) {
if (g_hdb->getPause() && g_hdb->getGameState() == GAME_PLAY)
return;
g_hdb->_ai->clearWaypoints();
g_hdb->_sound->playSound(SND_POP);
}
// Check if RButton has been pressed
if (_mouseRButton) {
if (g_hdb->getPause() && g_hdb->getGameState() == GAME_PLAY)
return;
uint16 buttons = getButtons() | kButtonB;
setButtons(buttons);
}
}
void Input::updateKeys(Common::Event event, bool keyDown) {
debug(9, "STUB: updateKeys: Check for Quit key");
debug(9, "STUB: updateKeys: Check for Pause key");
uint16 buttons = getButtons();
if (!g_hdb->getPause()) {
if (event.kbd.keycode == _keyUp) {
if (keyDown) {
buttons |= kButtonUp;
if (g_hdb->_gfx->getPointer())
g_hdb->_gfx->showPointer(false);
} else {
buttons &= ~kButtonUp;
}
} else if (event.kbd.keycode == _keyDown) {
if (keyDown) {
buttons |= kButtonDown;
if (g_hdb->_gfx->getPointer())
g_hdb->_gfx->showPointer(false);
} else {
buttons &= ~kButtonDown;
}
} else if (event.kbd.keycode == _keyLeft) {
if (keyDown) {
buttons |= kButtonLeft;
if (g_hdb->_gfx->getPointer())
g_hdb->_gfx->showPointer(false);
} else {
buttons &= ~kButtonLeft;
}
} else if (event.kbd.keycode == _keyRight) {
if (keyDown) {
buttons |= kButtonRight;
if (g_hdb->_gfx->getPointer())
g_hdb->_gfx->showPointer(false);
} else {
buttons &= ~kButtonRight;
}
} else if (event.kbd.keycode == _keyUse) {
if (keyDown) {
buttons |= kButtonB;
if (g_hdb->_gfx->getPointer())
g_hdb->_gfx->showPointer(false);
} else {
buttons &= ~kButtonB;
}
}
}
if (event.kbd.keycode == _keyMenu) {
if (keyDown) {
buttons |= kButtonA;
g_hdb->_gfx->showPointer(true);
} else {
buttons &= ~kButtonA;
}
} else if (event.kbd.keycode == _keyDebug) {
if (keyDown) {
buttons |= kButtonExit;
} else {
buttons &= ~kButtonExit;
}
}
setButtons(buttons);
}
} // End of Namespace
|