aboutsummaryrefslogtreecommitdiff
path: root/engines/hugo/mouse.cpp
blob: 63e56ea21085a5daa7a19afd6fbe6fc27cced6ad (plain)
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
/* 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/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) {
}

/**
* 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, sy;
	if (cx < kXPix / 2) {
		sx = cx + kCursorNameOffX;
		sy = (_vm->getGameStatus().inventoryObjId == -1) ? cy + kCursorNameOffY : cy + kCursorNameOffY - (_vm->_screen->fontHeight() + 1);
	} else {
		sx = cx - sdx - kCursorNameOffX / 2;
		sy = cy + kCursorNameOffY;
	}

	// 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(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, "ProcessRightClick(%d, %d, %d)", objId, cx, cy);

	status_t &gameStatus = _vm->getGameStatus();

	if (gameStatus.storyModeFl || _vm->_hero->pathType == kPathQuiet) // Make sure user has control
		return;

	bool foundFl = false;                           // TRUE if route found to object
	// Check if this was over iconbar
	if ((gameStatus.inventoryState == kInventoryActive) && (cy < kInvDy + kDibOffY)) { // Clicked over iconbar object
		if (gameStatus.inventoryObjId == -1)
			_vm->_screen->selectInventoryObjId(objId);
		else if (gameStatus.inventoryObjId == objId)
			_vm->_screen->resetInventoryObjId();
		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(kRouteGet, 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(kRouteGet, objId, obj->viewx, obj->viewy)) {
				if (_vm->_hero->cycling == kCycleInvisible) // If invisible do
					_vm->_object->useObject(objId); // immediate use
				else
					Utils::Box(kBoxAny, "%s", _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(int16 objId, int16 cx, int16 cy) {
	debugC(1, kDebugMouse, "ProcessLeftClick(%d, %d, %d)", objId, cx, cy);

	int16 i, x, y;
	object_t *obj;

	status_t &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);
		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 != kInventoryOff)
					gameStatus.inventoryState = kInventoryUp;
				_vm->_scheduler->insertActionList(_vm->_hotspots[i].actIndex);
			} else {    // Set up route to exit spot
				if (_vm->_hotspots[i].direction == Common::KEYCODE_RIGHT)
					x -= kHeroMaxWidth;
				else if (_vm->_hotspots[i].direction == Common::KEYCODE_LEFT)
					x += kHeroMaxWidth;
				if (!_vm->_route->startRoute(kRouteExit, i, x, y))
					Utils::Box(kBoxAny, "%s", _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 ((gameStatus.inventoryState == 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::Box(kBoxAny, "%s", _vm->_text->getTextMouse(kMsNoWayText));  // Can't get there
				}
				break;
			}
		}
		break;
	}
}

/**
* Process mouse activity
*/
void MouseHandler::mouseHandler() {
	debugC(2, kDebugMouse, "mouseHandler");

	status_t &gameStatus = _vm->getGameStatus();

	if ((gameStatus.viewState != kViewPlay) && (gameStatus.inventoryState != kInventoryActive))
		return;

	int16 cx = _vm->getMouseX();
	int16 cy = _vm->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 (gameStatus.inventoryState == 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
			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 (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 = kExitHotspot;
				cursorText(_vm->_text->getTextMouse(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