/* 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 3 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, see . * */ #include "bladerunner/mouse.h" #include "bladerunner/actor.h" #include "bladerunner/bladerunner.h" #include "bladerunner/combat.h" #include "bladerunner/debugger.h" #include "bladerunner/dialogue_menu.h" #include "bladerunner/game_constants.h" #include "bladerunner/items.h" #include "bladerunner/regions.h" #include "bladerunner/scene.h" #include "bladerunner/scene_objects.h" #include "bladerunner/settings.h" #include "bladerunner/shape.h" #include "bladerunner/time.h" #include "bladerunner/view.h" #include "bladerunner/zbuffer.h" #include "graphics/surface.h" namespace BladeRunner { Mouse::Mouse(BladeRunnerEngine *vm) { _vm = vm; _cursor = 0; _frame = 3; _hotspotX = 0; _hotspotY = 0; _x = 0; _y = 0; _disabledCounter = 0; _lastFrameTime = 0u; _animCounter = 0; _randomCountdownX = 0; _randomCountdownY = 0; _randomX = 0; _randomY = 0; _drawModeBitFlags = 0; } Mouse::~Mouse() { } void Mouse::setCursor(int cursor) { assert(cursor >= 0 && cursor <= 17); if (cursor == _cursor) { return; } _cursor = cursor; _drawModeBitFlags = 0; switch (_cursor) { case 0: // normal cursor (white) // (also the default init value for mouse cursor) _frame = 3; _hotspotX = 0; _hotspotY = 0; break; case 1: // normal cursor over hotspot (not exit) (green rotating) // animating: 8 frames (4-11) _frame = 4; _hotspotX = 0; _hotspotY = 0; if (_vm->_debugger->_useAdditiveDrawModeForMouseCursorMode0 || _vm->_debugger->_useAdditiveDrawModeForMouseCursorMode1) { _drawModeBitFlags |= MouseDrawFlags::SPECIAL; if (_vm->_debugger->_useAdditiveDrawModeForMouseCursorMode0) { _drawModeBitFlags |= MouseDrawFlags::ADDITIVE_MODE0; } else { _drawModeBitFlags |= MouseDrawFlags::ADDITIVE_MODE1; } } break; case 2: // static exit cursor (upwards/North) _frame = 12; _hotspotX = 12; _hotspotY = 0; if (_vm->_debugger->_useBetaCrosshairsCursor) { _drawModeBitFlags |= (MouseDrawFlags::CUSTOM | MouseDrawFlags::ESPER_UP); } else { _drawModeBitFlags &= ~(MouseDrawFlags::CUSTOM | MouseDrawFlags::ESPER_UP); } break; case 3: // static exit cursor (right/East) _frame = 15; _hotspotX = 23; _hotspotY = 12; if (_vm->_debugger->_useBetaCrosshairsCursor) { _drawModeBitFlags |= (MouseDrawFlags::CUSTOM | MouseDrawFlags::ESPER_RIGHT); } else { _drawModeBitFlags &= ~(MouseDrawFlags::CUSTOM | MouseDrawFlags::ESPER_RIGHT); } break; case 4: // static exit cursor (downwards/South) _frame = 13; _hotspotX = 12; _hotspotY = 23; if (_vm->_debugger->_useBetaCrosshairsCursor) { _drawModeBitFlags |= (MouseDrawFlags::CUSTOM | MouseDrawFlags::ESPER_DOWN); } break; case 5: // static exit cursor (left/West) _frame = 14; _hotspotX = 0; _hotspotY = 12; if (_vm->_debugger->_useBetaCrosshairsCursor) { _drawModeBitFlags |= (MouseDrawFlags::CUSTOM | MouseDrawFlags::ESPER_LEFT); } break; case 6: // combat cursor, simple bullets (normal / no target) _frame = 16; _hotspotX = 19; _hotspotY = 19; break; case 7: // combat cursor, simple bullets (hot target) // animating: 8 frames (17-24) _frame = 17; _hotspotX = 19; _hotspotY = 19; break; case 8: // combat cursor, advanced bullets (normal / no target) _frame = 25; _hotspotX = 19; _hotspotY = 19; break; case 9: // combat cursor, advanced bullets (hot target) // animating: 8 frames (26-33) _frame = 26; _hotspotX = 19; _hotspotY = 19; break; case 10: // combat cursor, best bullets (normal / no target) _frame = 34; _hotspotX = 19; _hotspotY = 19; break; case 11: // combat cursor, best bullets (hot target) // animating: 8 frames (35-42) _frame = 35; _hotspotX = 19; _hotspotY = 19; break; case 12: // exit cursor (upwards/North) // resets animCounter too (as opposed to _cursor == 2) // bouncy animation (handled in updateCursorFrame()) _frame = 12; _hotspotX = 12; _hotspotY = 0; _animCounter = 0; if (_vm->_debugger->_useBetaCrosshairsCursor) { _drawModeBitFlags |= (MouseDrawFlags::CUSTOM | MouseDrawFlags::EXIT_UP); } break; case 13: // exit cursor (right/East) // resets animCounter too (as opposed to _cursor == 3) // bouncy animation (handled in updateCursorFrame()) _frame = 15; _hotspotX = 23; _hotspotY = 12; _animCounter = 0; if (_vm->_debugger->_useBetaCrosshairsCursor) { _drawModeBitFlags |= (MouseDrawFlags::CUSTOM | MouseDrawFlags::EXIT_RIGHT); } break; case 14: // exit cursor (downwards/South) // resets animCounter too (as opposed to _cursor == 4) // bouncy animation (handled in updateCursorFrame()) _frame = 13; _hotspotX = 12; _hotspotY = 23; _animCounter = 0; if (_vm->_debugger->_useBetaCrosshairsCursor) { _drawModeBitFlags |= (MouseDrawFlags::CUSTOM | MouseDrawFlags::EXIT_DOWN); } break; case 15: // exit cursor (left/West) // resets animCounter too (as opposed to _cursor == 5) // bouncy animation (handled in updateCursorFrame()) _frame = 14; _hotspotX = 0; _hotspotY = 12; _animCounter = 0; if (_vm->_debugger->_useBetaCrosshairsCursor) { _drawModeBitFlags |= (MouseDrawFlags::CUSTOM | MouseDrawFlags::EXIT_LEFT); } break; case 16: // (beta version) combat cursor (inactive) _drawModeBitFlags &= ~(0x01 << _vm->_settings->getAmmoType()); _drawModeBitFlags &= ~(MouseDrawFlags::SPECIAL); #if !BLADERUNNER_ORIGINAL_BUGS _frame = 0; _hotspotX = 11; _hotspotY = 11; break; case 17: #endif // (beta version) combat cursor (white or flashing white/blue) // Original behavior in the code remnandts seems to have been // that this cursor (id: 16) would animate (3 frames (0-2)), // essentially continuously flashing fast. // In the preview trailers, the cursor is white while not on a target // and red when on target (shown on Zuben) -- perhaps other solid colors were used, // (it's hard to tell the color at the shooting grounds shown in the preview trailer). // We introduce an extra case (id 17) to differentiate the beta crosshairs // depending on whether they're hovering over a hot target or not. // TODO Maybe replace the solid colored frames with a color based on McCoy's bullet type // So: // id 16: inactive (beta) combat crosshairs // id 17: active (beta) combat crosshairs _drawModeBitFlags |= (0x01 << _vm->_settings->getAmmoType()); _drawModeBitFlags |= MouseDrawFlags::SPECIAL; _frame = 1; _hotspotX = 11; _hotspotY = 11; break; default: break; } } void Mouse::getXY(int *x, int *y) const { *x = _x; *y = _y; } void Mouse::setMouseJitterUp() { switch (_vm->_settings->getDifficulty()) { default: // fall through intended case kGameDifficultyEasy: _randomCountdownX = 2; _randomX = _vm->_rnd.getRandomNumberRng(0, 6) - 3; _randomY = _vm->_rnd.getRandomNumberRng(0, 10) - 20; break; case kGameDifficultyMedium: _randomCountdownX = 3; _randomX = _vm->_rnd.getRandomNumberRng(0, 8) - 4; _randomY = _vm->_rnd.getRandomNumberRng(0, 10) - 25; break; case kGameDifficultyHard: _randomCountdownX = 4; _randomX = _vm->_rnd.getRandomNumberRng(0, 10) - 5; _randomY = _vm->_rnd.getRandomNumberRng(0, 10) - 30; break; } } void Mouse::setMouseJitterDown() { switch (_vm->_settings->getDifficulty()) { default: // fall through intended case kGameDifficultyEasy: _randomCountdownY = 2; _randomX = _vm->_rnd.getRandomNumberRng(0, 6) - 3; _randomY = _vm->_rnd.getRandomNumberRng(10, 20); break; case kGameDifficultyMedium: _randomCountdownY = 3; _randomX = _vm->_rnd.getRandomNumberRng(0, 8) - 4; _randomY = _vm->_rnd.getRandomNumberRng(15, 25); break; case kGameDifficultyHard: _randomCountdownY = 4; _randomX = _vm->_rnd.getRandomNumberRng(0, 10) - 5; _randomY = _vm->_rnd.getRandomNumberRng(20, 30); break; } } void Mouse::disable() { ++_disabledCounter; _randomCountdownX = 0; _randomCountdownY = 0; } void Mouse::enable(bool force) { if (force || --_disabledCounter <= 0) { _disabledCounter = 0; } } bool Mouse::isDisabled() const { return _disabledCounter > 0; } void Mouse::draw(Graphics::Surface &surface, int x, int y) { if (_disabledCounter) { _randomCountdownX = 0; _randomCountdownY = 0; return; } if (_randomCountdownX > 0) { --_randomCountdownX; x += _randomX; y += _randomY; if (!_randomCountdownX) setMouseJitterDown(); } else if (_randomCountdownY > 0) { --_randomCountdownY; x += _randomX; y += _randomY; } _x = CLIP(x, 0, surface.w - 1); _y = CLIP(y, 0, surface.h - 1); _vm->_shapes->get(_frame)->draw(surface, _x - _hotspotX, _y - _hotspotY, _drawModeBitFlags); updateCursorFrame(); } void Mouse::updateCursorFrame() { uint32 now = _vm->_time->current(); const int offset[4] = { 0, 6, 12, 6 }; if (now - _lastFrameTime < 66) { return; } _lastFrameTime = now; switch (_cursor) { case 0: break; case 1: if (++_frame > 11) _frame = 4; break; case 2: // fall through case 3: // fall through case 4: // fall through case 5: // fall through // 2,3,4,5 are case for "static" exit arrows, used in ESPER case 6: // 6 is combat cursor, simple bullets (normal / no target) break; case 7: if (++_frame > 24) _frame = 17; break; case 8: break; case 9: if (++_frame > 33) _frame = 26; break; case 10: break; case 11: if (++_frame > 42) _frame = 35; break; case 12: if ((_drawModeBitFlags & Mouse::MouseDrawFlags::CUSTOM) && (_drawModeBitFlags & Mouse::MouseDrawFlags::EXIT_UP)) { // use the 3 least significant bits in place of "frame" index _drawModeBitFlags +=1; if ((_drawModeBitFlags & 0x7) == 0x7) { _drawModeBitFlags &= ~0x7; } } else { if (++_animCounter >= 4) { _animCounter = 0; } _hotspotY = -offset[_animCounter]; } break; case 13: if ((_drawModeBitFlags & Mouse::MouseDrawFlags::CUSTOM) && (_drawModeBitFlags & Mouse::MouseDrawFlags::EXIT_RIGHT)) { // use the 3 least significant bits in place of "frame" index _drawModeBitFlags +=1; if ((_drawModeBitFlags & 0x7) == 0x7) { _drawModeBitFlags &= ~0x7; } } else { if (++_animCounter >= 4) { _animCounter = 0; } _hotspotX = 23 + offset[_animCounter]; } break; case 14: if ((_drawModeBitFlags & Mouse::MouseDrawFlags::CUSTOM) && (_drawModeBitFlags & Mouse::MouseDrawFlags::EXIT_DOWN)) { // use the 3 least significant bits in place of "frame" index _drawModeBitFlags +=1; if ((_drawModeBitFlags & 0x7) == 0x7) { _drawModeBitFlags &= ~0x7; } } else { if (++_animCounter >= 4) { _animCounter = 0; } _hotspotY = 23 + offset[_animCounter]; } break; case 15: if ((_drawModeBitFlags & Mouse::MouseDrawFlags::CUSTOM) && (_drawModeBitFlags & Mouse::MouseDrawFlags::EXIT_LEFT)) { // use the 3 least significant bits in place of "frame" index _drawModeBitFlags +=1; if ((_drawModeBitFlags & 0x7) == 0x7) { _drawModeBitFlags &= ~0x7; } } else { if (++_animCounter >= 4) { _animCounter = 0; } _hotspotX = -offset[_animCounter]; } break; case 16: #if !BLADERUNNER_ORIGINAL_BUGS break; case 17: #endif if (++_frame > 2) #if BLADERUNNER_ORIGINAL_BUGS _frame = 0; #else // Better not to flash the white frame (frame 0), // while quickly animating the beta cursor. // It's less annoying to the eyes this way. _frame = 1; #endif break; default: break; } } void Mouse::tick(int x, int y) { if (!_vm->playerHasControl() || isDisabled()) { return; } if (_vm->_dialogueMenu->isVisible()) { setCursor(0); return; } Vector3 scenePosition = getXYZ(x, y); int cursorId = 0; bool isClickable = false; bool isObstacle = false; bool isTarget = false; int sceneObjectId = _vm->_sceneObjects->findByXYZ(&isClickable, &isObstacle, &isTarget, scenePosition, true, false, true); int exitType = _vm->_scene->_exits->getTypeAtXY(x, y); if (sceneObjectId >= kSceneObjectOffsetActors && sceneObjectId < kSceneObjectOffsetItems) { exitType = -1; } if (exitType != -1) { switch (exitType) { case 0: cursorId = 12; break; case 1: cursorId = 13; break; case 2: cursorId = 14; break; case 3: cursorId = 15; break; default: break; } setCursor(cursorId); return; } if (!_vm->_combat->isActive()) { if (sceneObjectId == kActorMcCoy + kSceneObjectOffsetActors || (sceneObjectId > 0 && isClickable) || _vm->_scene->_regions->getRegionAtXY(x, y) >= 0) { cursorId = 1; } setCursor(cursorId); return; } int animationMode = _vm->_playerActor->getAnimationMode(); int actorId = Actor::findTargetUnderMouse(_vm, x, y); int itemId = _vm->_items->findTargetUnderMouse(x, y); bool isObject = isTarget && sceneObjectId >= kSceneObjectOffsetObjects && sceneObjectId <= (95 + kSceneObjectOffsetObjects); if (!_vm->_playerActor->isMoving()) { if (actorId > 0) { _vm->_playerActor->faceActor(actorId, false); } else if (itemId >= 0) { _vm->_playerActor->faceItem(itemId, false); } else if (isObject) { _vm->_playerActor->faceXYZ(scenePosition, false); } } if (actorId >= 0 || itemId >= 0 || isObject) { if (_vm->_debugger->_useBetaCrosshairsCursor) { cursorId = 17; } else { switch (_vm->_settings->getAmmoType()) { case 0: cursorId = 7; break; case 1: cursorId = 9; break; case 2: cursorId = 11; break; default: break; } } if (!_vm->_playerActor->isMoving() && animationMode != kAnimationModeCombatAim && animationMode != kAnimationModeCombatHit && animationMode != kAnimationModeCombatDie) { _vm->_playerActor->changeAnimationMode(kAnimationModeCombatAim, false); } } else { if (_vm->_debugger->_useBetaCrosshairsCursor) { cursorId = 16; } else { switch (_vm->_settings->getAmmoType()) { case 0: cursorId = 6; break; case 1: cursorId = 8; break; case 2: cursorId = 10; break; default: break; } } if (!_vm->_playerActor->isMoving() && animationMode != kAnimationModeCombatIdle && animationMode != kAnimationModeCombatHit && animationMode != kAnimationModeCombatDie) { _vm->_playerActor->changeAnimationMode(kAnimationModeCombatIdle, false); } } setCursor(cursorId); } // This method checks if jitter (due to gun recoil) is currently ongoing bool Mouse::isRandomized() const { return _randomCountdownX > 0 || _randomCountdownY > 0; } bool Mouse::isInactive() const { // Note: This only refers to "inactive" cursor in combat mode! return _cursor == 6 || _cursor == 8 || _cursor == 10 || _cursor == 16; } // TEST: RC01 after intro: [290, 216] -> [-204.589249 51.450668 7.659241] Vector3 Mouse::getXYZ(int x, int y) const { if (_vm->_scene->getSetId() == -1) return Vector3(); int screenRight = BladeRunnerEngine::kOriginalGameWidth - x; int screenDown = BladeRunnerEngine::kOriginalGameHeight - y; float zcoef = 1.0f / tan(_vm->_view->_fovX / 2.0f); // Division of float by int is float, so no precision is lost here float x3d = (2.0f / BladeRunnerEngine::kOriginalGameWidth * screenRight - 1.0f); float y3d = (2.0f / BladeRunnerEngine::kOriginalGameHeight * screenDown - 1.0f) * 0.75f; uint16 zbufval = _vm->_zbuffer->getZValue(x, y); Vector3 pos; pos.z = zbufval / 25.5f; pos.x = pos.z / zcoef * x3d; pos.y = pos.z / zcoef * y3d; Matrix4x3 matrix = _vm->_view->_frameViewMatrix; matrix.unknown(); return matrix * pos; } } // End of namespace BladeRunner