scummvm/engines/parallaction/inventory.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2006 The ScummVM project
*
* 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.
*
* $URL$
* $Id$
*
*/
#include "parallaction/parallaction.h"
#include "parallaction/zone.h"
#include "parallaction/graphics.h"
#include "parallaction/inventory.h"
namespace Parallaction {
//
// inventory is kept in Graphics::kBit3 at 0 offset
// it is a grid made of (at most) 30 cells, 24x24 pixels each,
// arranged in 6 lines
//
// inventory items are stored in cnv files in a 32x24 grid
// but only 24x24 pixels are actually copied to graphic memory
//
#define INVENTORY_MAX_ITEMS 30
#define INVENTORYITEM_PITCH 32
#define INVENTORYITEM_WIDTH 24
#define INVENTORYITEM_HEIGHT 24
#define INVENTORY_ITEMS_PER_LINE 5
#define INVENTORY_LINES 6
#define INVENTORY_WIDTH (INVENTORY_ITEMS_PER_LINE*INVENTORYITEM_WIDTH)
#define INVENTORY_HEIGHT (INVENTORY_LINES*INVENTORYITEM_HEIGHT)
Cnv _characterInventory;
uint16 _numInvLines = 0;
static Point _invPosition = { 0, 0 };
InventoryItem _inventory[INVENTORY_MAX_ITEMS] = {
{ kZoneDoor, 1 }, // open/close icon
{ kZoneExamine, 3 }, // examine icon
{ kZoneGet, 2 }, // pick up/use icon
{ kZoneSpeak, 4 }, // speak icon
{ 0, 0 }, // items...
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 }
};
void drawInventoryItem(uint16 pos, InventoryItem *item);
// get inventory item index at position (x,y)
// in screen coordinates
//
int16 Parallaction::getHoverInventoryItem(int16 x, int16 y) {
int16 _di = x;
int16 _si = -1;
do {
_si++;
} while (_inventory[_si]._id != 0);
_si = (_si + 4) / INVENTORY_ITEMS_PER_LINE;
if (_invPosition._x >= _di) return -1;
if ((_invPosition._x + INVENTORY_WIDTH) <= _di) return -1;
if (_invPosition._y >= y) return -1;
if ((_si * INVENTORYITEM_HEIGHT + _invPosition._y) <= y) return -1;
return ((_di - _invPosition._x) / INVENTORYITEM_WIDTH) + (INVENTORY_ITEMS_PER_LINE * ((y - _invPosition._y) / INVENTORYITEM_HEIGHT));
}
int16 pickupItem(Zone *z) {
uint16 _si;
for (_si = 0; _inventory[_si]._id != 0; _si++) ;
if (_si == INVENTORY_MAX_ITEMS)
return -1;
_inventory[_si]._id = MAKE_INVENTORY_ID(z->u.get->_icon);
_inventory[_si]._index = z->u.get->_icon;
addJob(jobRemovePickedItem, z, kPriority17 );
if (_inventory[_si]._id == 0) return 0;
refreshInventoryItem(_vm->_characterName, _si);
return 0;
}
void addInventoryItem(uint16 item) {
uint16 _si = 0;
while (_inventory[_si]._id != 0) _si++;
_inventory[_si]._id = MAKE_INVENTORY_ID(item);
_inventory[_si]._index = item;
refreshInventoryItem(_vm->_characterName, _si);
return;
}
void dropItem(uint16 v) {
uint16 _di = 0;
for (uint16 _si = 0; _si < INVENTORY_MAX_ITEMS - 1; _si++) {
if (v + 4 == _inventory[_si]._index) {
_di = 1;
}
if (_di == 0) continue;
memcpy(&_inventory[_si], &_inventory[_si+1], sizeof(InventoryItem));
}
refreshInventory(_vm->_characterName);
return;
}
int16 isItemInInventory(int32 v) {
for (uint16 _si = 0; _si < INVENTORY_MAX_ITEMS; _si++) {
if (_inventory[_si]._id == (uint)v)
return 1;
}
return 0;
}
void drawInventoryItem(uint16 pos, InventoryItem *item) {
uint16 line = pos / INVENTORY_ITEMS_PER_LINE;
uint16 col = pos % INVENTORY_ITEMS_PER_LINE;
_vm->_graphics->copyRect(
Graphics::kBit3,
col * INVENTORYITEM_WIDTH,
line * _characterInventory._height,
INVENTORYITEM_WIDTH,
_characterInventory._height,
_characterInventory._array[item->_index],
INVENTORYITEM_PITCH
);
return;
}
//
// draws a color border around the specified position in the inventory
//
void highlightInventoryItem(int16 pos, byte color) {
if (color != 12) color = 19;
if (pos == -1) return;
uint16 line = pos / INVENTORY_ITEMS_PER_LINE;
uint16 col = pos % INVENTORY_ITEMS_PER_LINE;
_vm->_graphics->drawBorder(
Graphics::kBit3,
col * INVENTORYITEM_WIDTH,
line * _characterInventory._height,
INVENTORYITEM_WIDTH,
_characterInventory._height,
color
);
return;
}
void extractInventoryGraphics(int16 pos, byte *dst) {
// printf("extractInventoryGraphics(%i)\n", pos);
int16 line = pos / INVENTORY_ITEMS_PER_LINE;
int16 col = pos % INVENTORY_ITEMS_PER_LINE;
_vm->_graphics->grabRect(
Graphics::kBit3,
dst,
col * INVENTORYITEM_WIDTH,
line * _characterInventory._height,
INVENTORYITEM_WIDTH,
_characterInventory._height,
INVENTORYITEM_PITCH
);
return;
}
void jobShowInventory(void *parm, Job *j) {
// printf("job_showInventory()...");
_numInvLines = 0;
while (_inventory[_numInvLines]._id != 0) _numInvLines++;
_numInvLines = (_numInvLines + 4) / INVENTORY_ITEMS_PER_LINE;
_vm->_graphics->copyRect(
Graphics::kBit3,
0,
0,
Graphics::kBitBack,
_invPosition._x,
_invPosition._y,
INVENTORY_WIDTH,
_numInvLines * INVENTORYITEM_HEIGHT
);
// printf("done\n");
return;
}
void jobHideInventory(void *parm, Job *j) {
// printf("job_hideInventory()\n");
static uint16 count = 0;
_engineFlags |= kEngineMouse;
count++;
if (count == 2) {
count = 0;
j->_finished = 1;
_engineFlags &= ~kEngineMouse;
}
_vm->_graphics->copyRect(
Graphics::kBit2,
_invPosition._x,
_invPosition._y,
Graphics::kBitBack,
_invPosition._x,
_invPosition._y,
INVENTORY_WIDTH,
_numInvLines * INVENTORYITEM_HEIGHT
);
return;
}
void openInventory() {
// printf("openInventory()\n");
uint16 _si = 0;
_engineFlags |= kEngineInventory;
while (_inventory[_si]._id != 0) _si++;
uint16 _LOCALinventory_lines = (_si + 4) / INVENTORY_ITEMS_PER_LINE;
_invPosition._x = _mousePos._x - (INVENTORY_WIDTH / 2);
if (_invPosition._x < 0)
_invPosition._x = 0;
if ((_invPosition._x + INVENTORY_WIDTH) > SCREEN_WIDTH)
_invPosition._x = SCREEN_WIDTH - INVENTORY_WIDTH;
_invPosition._y = _mousePos._y - 2 - (_LOCALinventory_lines * INVENTORYITEM_HEIGHT);
if (_invPosition._y < 0)
_invPosition._y = 0;
if (_invPosition._y > SCREEN_HEIGHT - _LOCALinventory_lines * INVENTORYITEM_HEIGHT)
_invPosition._y = SCREEN_HEIGHT - _LOCALinventory_lines * INVENTORYITEM_HEIGHT;
return;
}
void closeInventory() {
// printf("closeInventory()\n");
_engineFlags &= ~kEngineInventory;
}
// refreshes inventory view
//
void redrawInventory() {
for (uint16 _si = 0; _si < INVENTORY_MAX_ITEMS; _si++) {
drawInventoryItem(_si, &_inventory[_si]);
}
}
void initInventory() {
_characterInventory._count = 0;
}
void cleanInventory() {
for (uint16 _si = 4; _si < 30; _si++) {
_inventory[_si]._id = 0;
_inventory[_si]._index = 0;
}
return;
}
// loads character's icons set
void loadCharacterItems(const char *character) {
if (!scumm_strnicmp("mini", character, 4)) character += 4;
char filename[PATH_LEN];
sprintf(filename, "%sobj", character);
_vm->_graphics->loadExternalCnv(filename, &_characterInventory);
return;
}
void refreshInventory(const char *character) {
loadCharacterItems(character);
redrawInventory();
_vm->_graphics->freeCnv(&_characterInventory);
return;
}
void refreshInventoryItem(const char *character, uint16 index) {
loadCharacterItems(character);
drawInventoryItem(index, &_inventory[index]);
_vm->_graphics->freeCnv(&_characterInventory);
return;
}
} // namespace Parallaction