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/*
* mouse.cc - Mouse pointers.
*
* Copyright (C) 2000-2025 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 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
#ifdef __GNUC__
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wold-style-cast"
# pragma GCC diagnostic ignored "-Wzero-as-null-pointer-constant"
#endif // __GNUC__
#include <SDL.h>
#ifdef __GNUC__
# pragma GCC diagnostic pop
#endif // __GNUC__
#include "Gump.h"
#include "Gump_manager.h"
#include "actors.h"
#include "barge.h"
#include "cheat.h"
#include "combat.h"
#include "combat_opts.h"
#include "fnames.h"
#include "gamewin.h"
#include "mouse.h"
#include "schedule.h" /* To get Schedule::combat */
#include "ucsched.h"
#ifndef max
using std::max;
#endif
bool Mouse::use_touch_input = false;
static inline bool should_hide_frame(int frame) {
// on touch input only we hide the cursor
if (Mouse::use_touch_input) {
return frame == 0 || (frame >= 8 && frame <= 47);
} else {
return false;
}
}
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 = nullptr;
bool Mouse::mouse_update = false;
/*
* Create.
*/
Mouse::Mouse(Game_window* gw // Where to draw.
)
: gwin(gw), iwin(gwin->get_win()), box(0, 0, 0, 0), dirty(0, 0, 0, 0),
cur_framenum(0), cur(nullptr),
avatar_speed(100 * gwin->get_std_delay() / slow_speed_factor) {
SDL_GetMouseState(&mousex, &mousey);
iwin->screen_to_game(mousex, mousey, gwin->get_fastmouse(), mousex, mousey);
if (is_system_path_defined("<PATCH>") && U7exists(PATCH_POINTERS)) {
pointers.load(PATCH_POINTERS);
} else {
pointers.load(POINTERS);
}
Init();
set_shape(get_short_arrow(east)); // +++++For now.
}
Mouse::Mouse(
Game_window* gw, // Where to draw.
IDataSource& shapes)
: gwin(gw), iwin(gwin->get_win()), box(0, 0, 0, 0), dirty(0, 0, 0, 0),
cur_framenum(0), cur(nullptr),
avatar_speed(100 * gwin->get_std_delay() / slow_speed_factor) {
SDL_GetMouseState(&mousex, &mousey);
iwin->screen_to_game(mousex, mousey, gwin->get_fastmouse(), mousex, mousey);
pointers.load(&shapes);
Init();
set_shape0(0);
}
void Mouse::Init() {
int maxleft = 0;
int maxright = 0;
int maxabove = 0;
int maxbelow = 0;
for (auto& frame : pointers) {
const int xleft = frame->get_xleft();
const int xright = frame->get_xright();
const int yabove = frame->get_yabove();
const int ybelow = frame->get_ybelow();
if (xleft > maxleft) {
maxleft = xleft;
}
if (xright > maxright) {
maxright = xright;
}
if (yabove > maxabove) {
maxabove = yabove;
}
if (ybelow > maxbelow) {
maxbelow = ybelow;
}
}
const int maxw = maxleft + maxright;
const int maxh = maxabove + maxbelow;
// Create backup buffer.
backup = iwin->create_buffer(maxw, maxh);
box.w = maxw;
box.h = maxh;
onscreen = false; // initially offscreen
}
/*
* Show the mouse.
*/
void Mouse::show() {
if (should_hide_frame(cur_framenum)) {
hide();
return;
}
if (!onscreen) {
onscreen = true;
// Save background.
iwin->get(backup.get(), box.x, box.y);
// Paint new location.
// cur->paint_rle(iwin->get_ib8(), mousex, mousey);
cur->paint_rle(mousex, mousey);
}
}
/*
* Move cursor
*/
int Mouse::fast_offset_x = 0;
int Mouse::fast_offset_y = 0;
// Apply the fastmouse offset to a position
// This is used by Image_window::screen_to_game
void Mouse::apply_fast_offset(int& gx, int& gy) {
if (gwin->get_fastmouse()) {
gx += fast_offset_x;
gy += fast_offset_y;
}
}
// Unapply the fastmouse offset to a position
// This is used by Image_window::game_to_screen
void Mouse::unapply_fast_offset(int& gx, int& gy) {
if (gwin->get_fastmouse()) {
gx -= fast_offset_x;
gy -= fast_offset_y;
}
}
void Mouse::move(int& x, int& y) {
// COUT("Start mouse offset " << fast_offset_x << "," << fast_offset_y);
// COUT("Start mouse coord " << x << "," << y);
// Special handling for fast mouse to keep the pointer within the game
// screen
if (gwin->get_fastmouse()) {
// Clip the mouse to be within the bounds of the actual game screen
int wx = std::max(0, std::min(x, gwin->get_win()->get_end_x() - 1));
int wy = std::max(0, std::min(y, gwin->get_win()->get_end_y() - 1));
// Adjust offset if mouse position changes
fast_offset_x += wx - x;
fast_offset_y += wy - y;
// Update the mouse position for the rest ofthe function
x = wx;
y = wy;
}
#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);
while (!cur) { // For newly-created games.
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.
if (should_hide_frame(cur_framenum)) {
hide();
}
}
/*
* 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) {
const Mouse_shapes saveshape = get_shape();
hide();
set_shape(flash);
show();
gwin->show(true);
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_instance();
Gump_manager* gump_man = gwin->get_gump_man();
int cursor = dontchange;
// Check if we are in dont_move mode, in this case display the hand cursor
if (gwin->main_actor_dont_move()) {
cursor = hand;
}
/* Can again, optionally move in gump mode. */
else if (gump_man->gump_mode()) {
if (gump_man->gumps_dont_pause_game()) {
Gump* gump = gump_man->find_gump(mousex, mousey);
if (gump && !gump->no_handcursor()) {
cursor = hand;
}
} else {
cursor = hand;
}
}
else if (gwin->get_dragging_gump()) {
cursor = hand;
}
else if (cheat.in_map_editor()) {
switch (cheat.get_edit_mode()) {
case Cheat::move:
cursor = hand;
break;
case Cheat::paint:
cursor = short_combat_arrows[4];
break; // Short S red arrow.
case Cheat::paint_chunks:
cursor = med_combat_arrows[0];
break; // Med. N red arrow.
case Cheat::combo_pick:
cursor = greenselect;
break;
case Cheat::select_chunks:
cursor = greenselect;
break; // Nice to have somethin else.
}
} else if (Combat::is_paused()) {
cursor = short_combat_arrows[0]; // Short N red arrow.
}
if (cursor == dontchange) {
int ax;
int ay; // Get Avatar/barge screen location.
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);
}
const int dy = ay - mousey;
const int dx = mousex - ax;
const Direction dir = Get_direction_NoWrap(dy, dx);
// Create a speed rectangle that's half of the game window dimensions
// but with a minimum size of 200x200
const TileRect game_rect = gwin->get_game_rect();
const int rect_size = std::max(
std::min(200, std::min(game_rect.w, game_rect.h)),
std::min(game_rect.w, game_rect.h) / 2);
const TileRect speed_rect(
ax - rect_size / 2, ay - rect_size / 2, rect_size, rect_size);
const bool in_speed_rect
= (mousex >= speed_rect.x
&& mousex < speed_rect.x + speed_rect.w
&& mousey >= speed_rect.y
&& mousey < speed_rect.y + speed_rect.h);
float speed_section = 1.0f;
if (in_speed_rect) {
// Calculate speed_section based on the dynamic rectangle size
const int half_size = rect_size / 2;
speed_section
= max(max(-static_cast<float>(dx) / half_size,
static_cast<float>(dx) / half_size),
max(static_cast<float>(dy) / half_size,
-static_cast<float>(dy) / half_size));
}
const bool nearby_hostile = gwin->is_hostile_nearby();
bool has_active_nohalt_scr = false;
Usecode_script* scr = nullptr;
Actor* act = gwin->get_main_actor();
while ((scr = Usecode_script::find_active(act, scr)) != nullptr) {
// We should only be here if scripts are nohalt, but just
// in case...
if (scr->is_no_halt()) {
has_active_nohalt_scr = true;
break;
}
}
const int base_speed = 200 * gwin->get_std_delay();
if (!in_speed_rect) {
// Beyond the 200x200 rectangle - use long arrow with fast movement
// But respect combat/hostile conditions just like inside the
// rectangle
if (gwin->in_combat()) {
cursor = get_medium_combat_arrow(
dir); // No long combat arrows exist
avatar_speed = base_speed / medium_combat_speed_factor;
} else if (nearby_hostile || has_active_nohalt_scr) {
cursor = get_medium_arrow(dir);
avatar_speed = base_speed / medium_speed_factor;
} else {
cursor = get_long_arrow(dir);
avatar_speed = base_speed / fast_speed_factor;
}
} else if (speed_section < 0.4f) {
// Inside the rectangle with low speed_section - use short arrow
if (gwin->in_combat()) {
cursor = get_short_combat_arrow(dir);
} else {
cursor = get_short_arrow(dir);
}
avatar_speed = base_speed / slow_speed_factor;
} else if (
speed_section < 0.8f || gwin->in_combat() || nearby_hostile
|| has_active_nohalt_scr) {
if (gwin->in_combat()) {
cursor = get_medium_combat_arrow(dir);
} else {
cursor = get_medium_arrow(dir);
}
if (gwin->in_combat() || nearby_hostile) {
avatar_speed = base_speed / medium_combat_speed_factor;
} else {
avatar_speed = base_speed / medium_speed_factor;
}
} else /* Fast - NB, we can't get here in combat mode; there is no
* long combat arrow, nor is there a fast combat speed. */
{
cursor = get_long_arrow(dir);
avatar_speed = base_speed / fast_speed_factor;
}
}
if (cursor != dontchange) {
set_shape(cursor);
}
}
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