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/* 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/game_manager.h"
#include "titanic/support/screen_manager.h"
#include "titanic/core/project_item.h"
#include "titanic/core/room_item.h"
#include "titanic/core/view_item.h"
#include "titanic/messages/messages.h"
#include "titanic/pet_control/pet_control.h"
#include "titanic/titanic.h"
namespace Titanic {
BEGIN_MESSAGE_MAP(CViewItem, CNamedItem)
ON_MESSAGE(MouseButtonDownMsg)
ON_MESSAGE(MouseButtonUpMsg)
ON_MESSAGE(MouseDoubleClickMsg)
ON_MESSAGE(MouseMoveMsg)
ON_MESSAGE(MovementMsg)
END_MESSAGE_MAP()
CViewItem::CViewItem() : CNamedItem() {
Common::fill(&_buttonUpTargets[0], &_buttonUpTargets[4], (CTreeItem *)nullptr);
_field24 = 0;
_angle = 0.0;
_viewNumber = 0;
setAngle(0.0);
}
void CViewItem::setAngle(double angle) {
_angle = angle;
_viewPos.x = (int16)(cos(_angle) * 30.0);
_viewPos.y = (int16)(sin(_angle) * -30.0);
}
void CViewItem::save(SimpleFile *file, int indent) {
file->writeNumberLine(1, indent);
_resourceKey.save(file, indent);
file->writeQuotedLine("V", indent);
file->writeFloatLine(_angle, indent + 1);
file->writeNumberLine(_viewNumber, indent + 1);
CNamedItem::save(file, indent);
}
void CViewItem::load(SimpleFile *file) {
int val = file->readNumber();
switch (val) {
case 1:
_resourceKey.load(file);
// Intentional fall-through
default:
file->readBuffer();
setAngle(file->readFloat());
_viewNumber = file->readNumber();
break;
}
CNamedItem::load(file);
}
bool CViewItem::getResourceKey(CResourceKey *key) {
*key = _resourceKey;
CString filename = key->getFilename();
return !filename.empty();
}
void CViewItem::leaveView(CViewItem *newView) {
// Only do the processing if we've been passed a view, and it's not the same
if (newView && newView != this) {
CLeaveViewMsg viewMsg(this, newView);
viewMsg.execute(this, nullptr, MSGFLAG_SCAN);
CNodeItem *oldNode = findNode();
CNodeItem *newNode = newView->findNode();
if (newNode != oldNode) {
CLeaveNodeMsg nodeMsg(oldNode, newNode);
nodeMsg.execute(oldNode, nullptr, MSGFLAG_SCAN);
CRoomItem *oldRoom = oldNode->findRoom();
CRoomItem *newRoom = newNode->findRoom();
if (newRoom != oldRoom) {
CGameManager *gm = getGameManager();
if (gm)
gm->roomChange();
CLeaveRoomMsg roomMsg(oldRoom, newRoom);
roomMsg.execute(oldRoom, nullptr, MSGFLAG_SCAN);
}
}
}
}
void CViewItem::preEnterView(CViewItem *newView) {
// Only do the processing if we've been passed a view, and it's not the same
if (newView && newView != this) {
CPreEnterViewMsg viewMsg(this, newView);
viewMsg.execute(newView, nullptr, MSGFLAG_SCAN);
CNodeItem *oldNode = findNode();
CNodeItem *newNode = newView->findNode();
if (newNode != oldNode) {
CPreEnterNodeMsg nodeMsg(oldNode, newNode);
nodeMsg.execute(newNode, nullptr, MSGFLAG_SCAN);
CRoomItem *oldRoom = oldNode->findRoom();
CRoomItem *newRoom = newNode->findRoom();
if (newRoom != oldRoom) {
CPreEnterRoomMsg roomMsg(oldRoom, newRoom);
roomMsg.execute(newRoom, nullptr, MSGFLAG_SCAN);
}
}
}
}
void CViewItem::enterView(CViewItem *newView) {
// Only do the processing if we've been passed a view, and it's not the same
if (newView && newView != this) {
CEnterViewMsg viewMsg(this, newView);
viewMsg.execute(newView, nullptr, MSGFLAG_SCAN);
CNodeItem *oldNode = findNode();
CNodeItem *newNode = newView->findNode();
if (newNode != oldNode) {
CEnterNodeMsg nodeMsg(oldNode, newNode);
nodeMsg.execute(newNode, nullptr, MSGFLAG_SCAN);
CRoomItem *oldRoom = oldNode->findRoom();
CRoomItem *newRoom = newNode->findRoom();
CPetControl *petControl = nullptr;
if (newRoom != nullptr) {
petControl = newRoom->getRoot()->getPetControl();
if (petControl)
petControl->enterNode(newNode);
}
if (newRoom != oldRoom) {
CEnterRoomMsg roomMsg(oldRoom, newRoom);
roomMsg.execute(newRoom, nullptr, MSGFLAG_SCAN);
if (petControl)
petControl->enterRoom(newRoom);
}
}
// WORKAROUND: Do a dummy mouse movement, to allow for the correct cursor
// to be set for the current position in the new view
CMouseMoveMsg moveMsg(g_vm->_events->getMousePos(), 0);
newView->MouseMoveMsg(&moveMsg);
}
}
CLinkItem *CViewItem::findLink(CViewItem *newView) {
for (CTreeItem *treeItem = getFirstChild(); treeItem;
treeItem = treeItem->scan(this)) {
CLinkItem *link = dynamic_cast<CLinkItem *>(treeItem);
if (link && link->connectsTo(newView))
return link;
}
return nullptr;
}
bool CViewItem::MouseButtonDownMsg(CMouseButtonDownMsg *msg) {
if (msg->_buttons & MB_LEFT) {
if (!handleMouseMsg(msg, true)) {
CGameManager *gm = getGameManager();
if (gm->isntTransitioning()) {
findNode()->findRoom();
CLinkItem *linkItem = dynamic_cast<CLinkItem *>(
findChildInstanceOf(CLinkItem::_type));
while (linkItem) {
if (linkItem->_bounds.contains(msg->_mousePos)) {
gm->_gameState.triggerLink(linkItem);
return true;
}
linkItem = dynamic_cast<CLinkItem *>(
findNextInstanceOf(CLinkItem::_type, linkItem));
}
handleMouseMsg(msg, false);
}
}
}
return true;
}
bool CViewItem::MouseButtonUpMsg(CMouseButtonUpMsg *msg) {
if (msg->_buttons & MB_LEFT)
handleMouseMsg(msg, false);
return true;
}
bool CViewItem::MouseDoubleClickMsg(CMouseDoubleClickMsg *msg) {
if (msg->_buttons & MB_LEFT)
handleMouseMsg(msg, false);
return true;
}
bool CViewItem::MouseMoveMsg(CMouseMoveMsg *msg) {
CScreenManager *screenManager = CScreenManager::_screenManagerPtr;
uint changeCount = screenManager->_mouseCursor->getChangeCount();
if (handleMouseMsg(msg, true)) {
// If the cursor hasn't been set in the call to handleMouseMsg,
// then reset it back to the default arrow cursor
if (screenManager->_mouseCursor->getChangeCount() == changeCount)
screenManager->_mouseCursor->setCursor(CURSOR_ARROW);
} else {
// Iterate through each link item, and if any is highlighted,
// change the mouse cursor to the designated cursor for the item
CTreeItem *treeItem = getFirstChild();
while (treeItem) {
CLinkItem *linkItem = dynamic_cast<CLinkItem *>(treeItem);
if (linkItem && linkItem->_bounds.contains(msg->_mousePos)) {
screenManager->_mouseCursor->setCursor(linkItem->_cursorId);
return true;
}
treeItem = treeItem->getNextSibling();
}
if (!handleMouseMsg(msg, false) || (screenManager->_mouseCursor->getChangeCount() == changeCount))
screenManager->_mouseCursor->setCursor(CURSOR_ARROW);
}
return true;
}
bool CViewItem::handleMouseMsg(CMouseMsg *msg, bool flag) {
CMouseButtonUpMsg *upMsg = dynamic_cast<CMouseButtonUpMsg *>(msg);
if (upMsg) {
handleButtonUpMsg(upMsg);
return true;
}
Common::Array<CGameObject *> gameObjects;
for (CTreeItem *treeItem = scan(this); treeItem; treeItem = treeItem->scan(this)) {
CGameObject *gameObject = dynamic_cast<CGameObject *>(treeItem);
if (gameObject) {
if (gameObject->checkPoint(msg->_mousePos, false, true) &&
(!flag || !gameObject->_handleMouseFlag)) {
if (gameObjects.size() < 256)
gameObjects.push_back(gameObject);
}
}
}
const CMouseMoveMsg *moveMsg = dynamic_cast<const CMouseMoveMsg *>(msg);
if (moveMsg) {
if (gameObjects.size() == 0)
return false;
for (int idx = (int)gameObjects.size() - 1; idx >= 0; --idx) {
if (gameObjects[idx]->_cursorId != CURSOR_IGNORE) {
CScreenManager::_screenManagerPtr->_mouseCursor->setCursor(gameObjects[idx]->_cursorId);
break;
}
}
}
if (gameObjects.size() == 0)
return false;
bool result = false;
for (int idx = (int)gameObjects.size() - 1; idx >= 0; --idx) {
if (msg->execute(gameObjects[idx])) {
if (msg->isButtonDownMsg())
_buttonUpTargets[msg->_buttons >> 1] = gameObjects[idx];
return true;
}
if (CMouseMsg::isSupportedBy(gameObjects[idx]))
result = true;
}
return result;
}
void CViewItem::handleButtonUpMsg(CMouseButtonUpMsg *msg) {
CTreeItem *&target = _buttonUpTargets[msg->_buttons >> 1];
if (target) {
msg->execute(target);
target = nullptr;
}
}
void CViewItem::getPosition(double &xp, double &yp, double &zp) {
// Get the position of the owning node within the room
CNodeItem *node = findNode();
node->getPosition(xp, yp, zp);
// Adjust the position slightly to compensate for view's angle,
// ensuring different direction views don't all have the same position
xp += cos(_angle) * 0.5;
yp -= sin(_angle) * 0.5;
}
CString CViewItem::getFullViewName() const {
CNodeItem *node = findNode();
CRoomItem *room = node->findRoom();
return CString::format("%s.%s.%s", room->getName().c_str(),
node->getName().c_str(), getName().c_str());
}
CString CViewItem::getNodeViewName() const {
CNodeItem *node = findNode();
return CString::format("%s.%s", node->getName().c_str(), getName().c_str());
}
bool CViewItem::MovementMsg(CMovementMsg *msg) {
Point pt;
// Iterate through the links to find an appropriate link
for (CTreeItem *treeItem = getFirstChild(); treeItem;
treeItem = treeItem->scan(this)) {
CLinkItem *link = dynamic_cast<CLinkItem *>(treeItem);
CGameObject *gameObj = dynamic_cast<CGameObject *>(treeItem);
if (link) {
// Skip links that aren't for the desired direction
if (link->getMovement() != msg->_movement)
continue;
pt = Point((link->_bounds.left + link->_bounds.right) / 2,
(link->_bounds.top + link->_bounds.bottom) / 2);
} else if (gameObj) {
if (!gameObj->_visible || gameObj->getMovement() != msg->_movement)
continue;
if (!gameObj->findPoint(pt))
continue;
} else {
// Not a link or object, so ignore
continue;
}
// We've found a point on the object or link that has a
// cursor for the given direction. So simulate a mouse
// press and release on the desired point
CMouseButtonDownMsg downMsg(pt, MB_LEFT);
CMouseButtonUpMsg upMsg(pt, MB_LEFT);
MouseButtonDownMsg(&downMsg);
MouseButtonUpMsg(&upMsg);
return true;
}
return false;
}
} // End of namespace Titanic
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