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
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
|
/* 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.
*
*/
/*
* 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/debug.h"
#include "common/system.h"
#include "hugo/hugo.h"
#include "hugo/game.h"
#include "hugo/mouse.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"
#include "hugo/text.h"
namespace Hugo {
MouseHandler::MouseHandler(HugoEngine *vm) : _vm(vm) {
_hotspots = nullptr;
_leftButtonFl = false;
_rightButtonFl = false;
_jumpExitFl = false; // Can't jump to a screen exit
_mouseX = kXPix / 2;
_mouseY = kYPix / 2;
}
void MouseHandler::resetLeftButton() {
_leftButtonFl = false;
}
void MouseHandler::resetRightButton() {
_rightButtonFl = false;
}
void MouseHandler::setLeftButton() {
_leftButtonFl = true;
}
void MouseHandler::setRightButton() {
_rightButtonFl = true;
}
void MouseHandler::setJumpExitFl(bool fl) {
_jumpExitFl = fl;
}
void MouseHandler::setMouseX(int x) {
_mouseX = x;
}
void MouseHandler::setMouseY(int y) {
_mouseY = y;
}
void MouseHandler::freeHotspots() {
free(_hotspots);
_hotspots = nullptr;
}
bool MouseHandler::getJumpExitFl() const {
return _jumpExitFl;
}
int MouseHandler::getMouseX() const {
return _mouseX;
}
int MouseHandler::getMouseY() const {
return _mouseY;
}
int16 MouseHandler::getDirection(const int16 hotspotId) const {
return _hotspots[hotspotId]._direction;
}
int16 MouseHandler::getHotspotActIndex(const int16 hotspotId) const {
return _hotspots[hotspotId]._actIndex;
}
/**
* Shadow-blit supplied string into dib_a at cx,cy and add to display list
*/
void MouseHandler::cursorText(const char *buffer, const int16 cx, const int16 cy, const Uif fontId, const 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, sy;
if (cx < kXPix / 2) {
sx = cx + kCursorNameOffX;
if (_vm->_inventory->getInventoryObjId() == -1) {
sy = cy + kCursorNameOffY;
} else {
sy = cy + kCursorNameOffY - (_vm->_screen->fontHeight() + 1);
if (sy < 0) {
sx = cx + kCursorNameOffX + 25;
sy = cy + kCursorNameOffY;
}
}
} else {
sx = cx - sdx - kCursorNameOffX / 2;
sy = cy + kCursorNameOffY;
}
if (sy < 0) {
sy = 0;
}
// Display the string and add rect to display list
_vm->_screen->shadowStr(sx, sy, buffer, _TBRIGHTWHITE);
_vm->_screen->displayList(kDisplayAdd, sx, sy, sdx, sdy);
}
/**
* Find the exit hotspot containing cx, cy.
* Return hotspot index or -1 if not found.
*/
int16 MouseHandler::findExit(const int16 cx, const int16 cy, byte screenId) {
debugC(2, kDebugMouse, "findExit(%d, %d, %d)", cx, cy, screenId);
for (int i = 0; _hotspots[i]._screenIndex >= 0; i++) {
if (_hotspots[i]._screenIndex == screenId) {
if (cx >= _hotspots[i]._x1 && cx <= _hotspots[i]._x2 && cy >= _hotspots[i]._y1 && cy <= _hotspots[i]._y2)
return i;
}
}
return -1;
}
/**
* Process a mouse right click at coord cx, cy over object objid
*/
void MouseHandler::processRightClick(const int16 objId, const int16 cx, const int16 cy) {
debugC(1, kDebugMouse, "ProcessRightClick(%d, %d, %d)", objId, cx, cy);
Status &gameStatus = _vm->getGameStatus();
if (gameStatus._storyModeFl || _vm->_hero->_pathType == kPathQuiet) // Make sure user has control
return;
int16 inventObjId = _vm->_inventory->getInventoryObjId();
// Check if this was over iconbar
if ((_vm->_inventory->getInventoryState() == kInventoryActive) && (cy < kInvDy + kDibOffY)) { // Clicked over iconbar object
if (inventObjId == -1)
_vm->_screen->selectInventoryObjId(objId);
else if (inventObjId == objId)
_vm->_screen->resetInventoryObjId();
else
_vm->_object->useObject(objId); // Use status.objid on object
} else { // Clicked over viewport object
Object *obj = &_vm->_object->_objects[objId];
int16 x, y;
switch (obj->_viewx) { // Where to walk to
case -1: { // Walk to object position
bool foundFl = false;
if (_vm->_object->findObjectSpace(obj, &x, &y))
foundFl = _vm->_route->startRoute(kRouteGet, objId, x, y); // TRUE if route found to object
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(kRouteGet, objId, obj->_viewx, obj->_viewy)) {
if (_vm->_hero->_cycling == kCycleInvisible) // If invisible do
_vm->_object->useObject(objId); // immediate use
else
Utils::notifyBox(_vm->_text->getTextMouse(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(const int16 objId, const int16 cx, const int16 cy) {
debugC(1, kDebugMouse, "ProcessLeftClick(%d, %d, %d)", objId, cx, cy);
int16 i, x, y;
Object *obj;
Status &gameStatus = _vm->getGameStatus();
if (gameStatus._storyModeFl || _vm->_hero->_pathType == kPathQuiet) // Make sure user has control
return;
switch (objId) {
case -1: // Empty space - attempt to walk there
_vm->_route->startRoute(kRouteSpace, 0, cx, cy);
break;
case kLeftArrow: // A scroll arrow - scroll the iconbar
case kRightArrow:
// Scroll the iconbar and display results
_vm->_inventory->processInventory((objId == kLeftArrow) ? kInventoryActionLeft : kInventoryActionRight);
_vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, kXPix, kInvDy, kXPix, _vm->_screen->getFrontBuffer(), 0, kDibOffY, kXPix);
_vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, kXPix, kInvDy, kXPix, _vm->_screen->getBackBuffer(), 0, kDibOffY, kXPix);
_vm->_screen->displayList(kDisplayAdd, 0, kDibOffY, kXPix, kInvDy);
break;
case kExitHotspot: // Walk to exit hotspot
i = findExit(cx, cy, *_vm->_screenPtr);
x = _hotspots[i]._viewx;
y = _hotspots[i]._viewy;
if (x >= 0) { // Hotspot refers to an exit
// Special case of immediate exit
if (_jumpExitFl) {
// Get rid of iconbar if necessary
if (_vm->_inventory->getInventoryState() != kInventoryOff)
_vm->_inventory->setInventoryState(kInventoryUp);
_vm->_scheduler->insertActionList(_hotspots[i]._actIndex);
} else { // Set up route to exit spot
if (_hotspots[i]._direction == Common::KEYCODE_RIGHT)
x -= kHeroMaxWidth;
else if (_hotspots[i]._direction == Common::KEYCODE_LEFT)
x += kHeroMaxWidth;
if (!_vm->_route->startRoute(kRouteExit, i, x, y))
Utils::notifyBox(_vm->_text->getTextMouse(kMsNoWayText)); // Can't get there
}
// Get rid of any attached icon
_vm->_screen->resetInventoryObjId();
}
break;
default: // Look at an icon or object
obj = &_vm->_object->_objects[objId];
// Over iconbar - immediate description
if ((_vm->_inventory->getInventoryState() == kInventoryActive) && (cy < kInvDy + kDibOffY)) {
_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(kRouteLook, 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(kRouteLook, objId, obj->_viewx, obj->_viewy)) {
if (_vm->_hero->_cycling == kCycleInvisible) // If invisible do
_vm->_object->lookObject(obj); // immediate decription
else
Utils::notifyBox(_vm->_text->getTextMouse(kMsNoWayText)); // Can't get there
}
break;
}
}
break;
}
}
/**
* Process mouse activity
*/
void MouseHandler::mouseHandler() {
debugC(2, kDebugMouse, "mouseHandler");
Status &gameStatus = _vm->getGameStatus();
Istate inventState = _vm->_inventory->getInventoryState();
if ((gameStatus._viewState != kViewPlay) && (inventState != kInventoryActive))
return;
int16 cx = getMouseX();
int16 cy = getMouseY();
// gameStatus._cx = cx; // Save cursor coords
// gameStatus._cy = cy;
// Don't process if outside client area
if ((cx < 0) || (cx > kXPix) || (cy < kDibOffY) || (cy > kViewSizeY + kDibOffY))
return;
int16 objId = -1; // Current source object
// Process cursor over an object or icon
if (inventState == kInventoryActive) { // Check inventory icon bar first
objId = _vm->_inventory->processInventory(kInventoryActionGet, cx, cy);
} else {
if (cy < 5 && cy > 0) {
_vm->_topMenu->runModal();
}
}
if (!gameStatus._gameOverFl) {
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
const char *name = _vm->_text->getNoun(_vm->_object->_objects[(objId == kHeroIndex) ? _vm->_heroImage : objId]._nounIndex, kCursorNameIndex);
if (name[0] != kCursorNochar)
cursorText(name, cx, cy, U_FONT8, _TBRIGHTWHITE);
// Process right click over object in view or iconbar
if (_rightButtonFl)
processRightClick(objId, cx, cy);
}
// Process cursor over an exit hotspot
if (objId == -1) {
int i = findExit(cx, cy, *_vm->_screenPtr);
if (i != -1 && _hotspots[i]._viewx >= 0) {
objId = kExitHotspot;
cursorText(_vm->_text->getTextMouse(kMsExit), cx, cy, U_FONT8, _TBRIGHTWHITE);
}
}
}
// Left click over icon, object or to move somewhere
if (_leftButtonFl)
processLeftClick(objId, cx, cy);
// Clear mouse click states
resetLeftButton();
resetRightButton();
}
void MouseHandler::readHotspot(Common::ReadStream &in, Hotspot &hotspot) {
hotspot._screenIndex = in.readSint16BE();
hotspot._x1 = in.readSint16BE();
hotspot._y1 = in.readSint16BE();
hotspot._x2 = in.readSint16BE();
hotspot._y2 = in.readSint16BE();
hotspot._actIndex = in.readUint16BE();
hotspot._viewx = in.readSint16BE();
hotspot._viewy = in.readSint16BE();
hotspot._direction = in.readSint16BE();
}
/**
* Load hotspots data from hugo.dat
*/
void MouseHandler::loadHotspots(Common::ReadStream &in) {
Hotspot *wrkHotspots = 0;
Hotspot tmp;
memset(&tmp, 0, sizeof(tmp));
for (int varnt = 0; varnt < _vm->_numVariant; varnt++) {
int numRows = in.readUint16BE();
if (varnt == _vm->_gameVariant)
_hotspots = wrkHotspots = (Hotspot *)malloc(sizeof(Hotspot) * numRows);
for (int i = 0; i < numRows; i++)
readHotspot(in, (varnt == _vm->_gameVariant) ? wrkHotspots[i] : tmp);
}
}
/**
* Display hotspot boundaries for the current screen
*/
void MouseHandler::drawHotspots() const {
for (int i = 0; _hotspots[i]._screenIndex >= 0; i++) {
Hotspot *hotspot = &_hotspots[i];
if (hotspot->_screenIndex == _vm->_hero->_screenIndex)
_vm->_screen->drawRectangle(false, hotspot->_x1, hotspot->_y1, hotspot->_x2, hotspot->_y2, _TLIGHTRED);
}
}
} // End of namespace Hugo
|