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
|
/*
* mouse.cc - Mouse pointers.
*
* Copyright (C) 2000-2002 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
#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"
#include "cheat.h"
#include "combat_opts.h"
#include "combat.h"
#include "schedule.h" /* To get Schedule::combat */
#ifndef _MSC_VER
using std::max;
#endif
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),box(0,0,0,0),dirty(0,0,0,0), cur_framenum(0),cur(0),avatar_speed(100*gwin->get_std_delay()/slow_speed_factor)
{
SDL_GetMouseState(&mousex, &mousey);
mousex /= gwin->get_fastmouse() ? 1 : iwin->get_scale();
mousey /= gwin->get_fastmouse() ? 1 : iwin->get_scale();
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.
DataSource &shapes
) : gwin(gw), iwin(gwin->get_win()),backup(0),box(0,0,0,0),dirty(0,0,0,0),cur_framenum(0),cur(0),avatar_speed(100*gwin->get_std_delay()/slow_speed_factor)
{
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);
cur->paint_rle(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);
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.
}
/*
* 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_instance();
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;
/* 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.
#if 0
case Cheat::select:
cursor = short_arrows[7]; break; // Short NW green.
case Cheat::hide:
cursor = redx; break;
#endif
case Cheat::combo_pick:
cursor = greenselect; break;
}
}
else if (Combat::is_paused())
cursor = short_combat_arrows[0]; // Short N red arrow.
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);
Rectangle gamewin_dims = gwin->get_win_rect();
float speed_section = max( max( -static_cast<float>(dx)/ax, static_cast<float>(dx)/(gamewin_dims.w-ax)), max(static_cast<float>(dy)/ay, -static_cast<float>(dy)/(gamewin_dims.h-ay)) );
/* If there is a hostile NPC nearby, the avatar isn't allowed to
* move very fast
* Note that the range at which this occurs in the original is
* less than the "potential target" range- that is, if I go into
* combat mode, even when I'm allowed to run at full speed,
* I'll sometime charge off to kill someone "too far away"
* to affect a speed limit.
* I don't know whether this is taken into account by
* get_nearby_npcs, but on the other hand, its a negligible point.
*/
Actor_queue nearby;
if (!cheat.in_god_mode())
gwin->get_nearby_npcs( nearby );
bool nearby_hostile = false;
for( Actor_queue::const_iterator it = nearby.begin(); it != nearby.end(); ++it ) {
Actor *actor = *it;
if( !actor->is_dead() && actor->get_schedule() &&
actor->get_alignment() >= Npc_actor::hostile &&
actor->get_schedule_type() == Schedule::combat &&
static_cast<Combat_schedule*>(actor->get_schedule())->
has_started_battle())
{
/* TODO- I think invisibles still trigger the
* slowdown, verify this. */
nearby_hostile = true;
break; /* No need to bother checking the rest :P */
}
}
if( speed_section < 0.4 )
{
if( gwin->in_combat() )
cursor = get_short_combat_arrow( dir );
else
cursor = get_short_arrow( dir );
avatar_speed = 100*gwin->get_std_delay()/slow_speed_factor;
}
else if( speed_section < 0.8 || gwin->in_combat() || nearby_hostile )
{
if( gwin->in_combat() )
cursor = get_medium_combat_arrow( dir );
else
cursor = get_medium_arrow( dir );
if( gwin->in_combat() || nearby_hostile )
avatar_speed = 100*gwin->get_std_delay()/medium_combat_speed_factor;
else
avatar_speed = 100*gwin->get_std_delay()/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 = 100*gwin->get_std_delay()/fast_speed_factor;
}
}
if (cursor != dontchange)
set_shape(cursor);
}
|