File: mouse.cc

package info (click to toggle)
exult 0.98rc1-2
  • links: PTS
  • area: contrib
  • in suites: woody
  • size: 6,924 kB
  • ctags: 8,928
  • sloc: cpp: 83,768; sh: 7,643; ansic: 4,328; makefile: 890; yacc: 618; lex: 255; xml: 19
file content (291 lines) | stat: -rw-r--r-- 6,942 bytes parent folder | download
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
/*
 *	mouse.cc - Mouse pointers.
 *
 *  Copyright (C) 2000-2001  The Exult Team
 *
 *  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 Library 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
 */

#ifdef HAVE_CONFIG_H
#  include <config.h>
#endif

#include "SDL_mouse.h"
#include "SDL_timer.h"
#include "mouse.h"
#include "gamewin.h"
#include "fnames.h"
#include "Gump.h"
#include "Gump_manager.h"
#include "barge.h"
#include "actors.h"

short Mouse::short_arrows[8] = {8, 9, 10, 11, 12, 13, 14, 15};
short Mouse::med_arrows[8] = {16, 17, 18, 19, 20, 21, 22, 23};
short Mouse::long_arrows[8] = {24, 25, 26, 27, 28, 29, 30, 31};

short Mouse::short_combat_arrows[8] = {32, 33, 34, 35, 36, 37, 38, 39};
short Mouse::med_combat_arrows[8] = {40, 41, 42, 43, 44, 45, 46, 47};

Mouse* Mouse::mouse = 0;
bool Mouse::mouse_update = false;

/*
 *	Create.
 */

Mouse::Mouse
	(
	Game_window *gw			// Where to draw.
	) : gwin(gw), iwin(gwin->get_win()),backup(0),cur_framenum(0),cur(0),avatar_speed(slow_speed)
{
	SDL_GetMouseState(&mousex, &mousey);
	mousex /= gwin->get_fastmouse() ? 1 : iwin->get_scale();
	mousey /= gwin->get_fastmouse() ? 1 : iwin->get_scale();
	pointers.load(POINTERS);
	Init();
	set_shape(get_short_arrow(east));		// +++++For now.
}
	
Mouse::Mouse
	(
	Game_window *gw,		// Where to draw.
	DataSource &shapes
	) : gwin(gw), iwin(gwin->get_win()),backup(0),cur_framenum(0),cur(0),avatar_speed(slow_speed) 
{
	SDL_GetMouseState(&mousex, &mousey);
	mousex /= gwin->get_fastmouse() ? 1 : iwin->get_scale();
	mousey /= gwin->get_fastmouse() ? 1 : iwin->get_scale();
	pointers.load(&shapes);
	Init();
	set_shape0(0);
}
	
void Mouse::Init()
{
	int cnt = pointers.get_num_frames();
	int maxleft = 0, maxright = 0, maxabove = 0, maxbelow = 0;
	for (int i = 0; i < cnt; i++)
	{
		Shape_frame *frame = pointers.get_frame(i);
		int xleft = frame->get_xleft(), xright = frame->get_xright();
		int yabove = frame->get_yabove(), ybelow = frame->get_ybelow();
		if (xleft > maxleft)
			maxleft = xleft;
		if (xright > maxright)
			maxright = xright;
		if (yabove > maxabove)
			maxabove = yabove;
		if (ybelow > maxbelow)
			maxbelow = ybelow;
	}
	int maxw = maxleft + maxright, maxh = maxabove + maxbelow;
					// Create backup buffer.
	backup = iwin->create_buffer(maxw, maxh);
	box.w = maxw;
	box.h = maxh;
	
	onscreen = 0;                   // initially offscreen
}

/*
 *	Delete.
 */

Mouse::~Mouse
	(
	)
{
	delete backup;
}

/*
 *	Show the mouse.
 */

void Mouse::show
	(
	)
{
	if (!onscreen)
	{
		onscreen = 1;
					// Save background.
		iwin->get(backup, box.x, box.y);
					// Paint new location.
		cur->paint_rle(iwin->get_ib8(), mousex, mousey);
	}
}

/*
 *	Move cursor
 */

void Mouse::move(int x, int y) {
	bool warp = false;
	if (x >= gwin->get_width()) {
		x = gwin->get_width() - 1;
		warp = true;
	}
	if (y >= gwin->get_height()) {
		y = gwin->get_height() - 1;
		warp = true;
	}
	if (warp)
		SDL_WarpMouse(x, y);
#ifdef DEBUG
	if (onscreen)
		std::cerr << "Trying to move mouse while onscreen!" << std::endl;
#endif
	// Shift to new position.
	box.shift(x - mousex, y - mousey);
	dirty = dirty.add(box);	// Enlarge dirty area.
	mousex = x;
	mousey = y;
}

/*
 *	Set to new shape.  Should be called after checking that frame #
 *	actually changed.
 */

void Mouse::set_shape0
	(
	int framenum
	)
{
	cur_framenum = framenum;
	cur = pointers.get_frame(framenum); 
					// Set backup box to cover mouse.
	box.x = mousex - cur->get_xleft();
	box.y = mousey - cur->get_yabove();
	dirty = dirty.add(box);		// Update dirty area.
}

/*
 *	Set to an arbitrary location.
 */

void Mouse::set_location
	(
	int x, int y			// Mouse position.
	)
{
	mousex = x;
	mousey = y;
	box.x = mousex - cur->get_xleft();
	box.y = mousey - cur->get_yabove();
}

/*
 *	Flash a desired shape for about 1/2 second.
 */

void Mouse::flash_shape
	(
	Mouse_shapes flash
	)
{
	Mouse_shapes saveshape = get_shape();
	hide();
	set_shape(flash);
	show();
	gwin->show(1);
	SDL_Delay(600);
	hide();
	gwin->paint();
	set_shape(saveshape);
	gwin->set_painted();
}


/*
 *	Set default cursor
 */

void Mouse::set_speed_cursor()
{
	Game_window *gwin = Game_window::get_game_window();
	Gump_manager *gump_man = gwin->get_gump_man();
   
	int cursor = dontchange;
	int ax, ay;			// Get Avatar/barge screen location.

    // Check if we are in dont_move mode, in this case display the hand cursor
	if (gwin->main_actor_dont_move())
    {
        cursor = hand;
    }
#if 0	/* Can no longer move in gump mode. */
    else if (gump_man->showing_gumps())
    {
    	Gump *gump = gump_man->find_gump(mousex, mousey);
        
        if (gump && !gump->no_handcursor())
            cursor = hand;
    }
#else
    else if (gump_man->gump_mode())	// A fast check.
	cursor = hand;
#endif    
    else if (gwin->skip_lift == 0)	// Terrain-editing.
	cursor = hand;
    if (cursor == dontchange)
    {
        Barge_object *barge = gwin->get_moving_barge();
        if (barge)
        {			// Use center of barge.
            gwin->get_shape_location(barge, ax, ay);
            ax -= barge->get_xtiles()*(c_tilesize/2);
            ay -= barge->get_ytiles()*(c_tilesize/2);
        }
        else				
            gwin->get_shape_location(gwin->get_main_actor(), ax, ay);
    
        int dy = ay - mousey, dx = mousex - ax;
        Direction dir = Get_direction(dy, dx);
        int dist = dy*dy + dx*dx;
        if (dist < 40*40)
        {
            if(gwin->in_combat())
                cursor = get_short_combat_arrow(dir);
            else
                cursor = get_short_arrow(dir);
//            avatar_speed = slow_speed;
	    avatar_speed = gwin->get_std_delay();
        }
        else if (dist < 75*75)
        {
            if(gwin->in_combat())
                cursor = get_medium_combat_arrow(dir);
            else
                cursor = get_medium_arrow(dir);
//            avatar_speed = medium_speed;
	    avatar_speed = gwin->get_std_delay()/2;
        }
        else
        {		// No long arrow in combat: use medium
            if(gwin->in_combat())
                cursor = get_medium_combat_arrow(dir);
            else
                cursor = get_long_arrow(dir);
//            avatar_speed = fast_speed;
	    avatar_speed = gwin->get_std_delay()/4;
        }
    }
    
    if (cursor != dontchange)
        set_shape(cursor);
}