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ILLUSIONS: Move Duckman inventory code to own class and file
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engines/illusions/duckman/duckman_inventory.cpp
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182
engines/illusions/duckman/duckman_inventory.cpp
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@ -0,0 +1,182 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "illusions/duckman/illusions_duckman.h"
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#include "illusions/duckman/duckman_inventory.h"
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#include "illusions/actor.h"
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#include "illusions/cursor.h"
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#include "illusions/input.h"
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#include "illusions/resources/scriptresource.h"
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#include "engines/util.h"
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namespace Illusions {
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// DuckmanInventory
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DuckmanInventory::DuckmanInventory(IllusionsEngine_Duckman *vm)
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: _vm(vm) {
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initInventory();
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}
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DuckmanInventory::~DuckmanInventory() {
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}
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void DuckmanInventory::initInventory() {
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_inventorySlots.push_back(DMInventorySlot( 64, 52));
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_inventorySlots.push_back(DMInventorySlot(112, 52));
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_inventorySlots.push_back(DMInventorySlot(160, 52));
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_inventorySlots.push_back(DMInventorySlot(208, 52));
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_inventorySlots.push_back(DMInventorySlot(255, 52));
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_inventorySlots.push_back(DMInventorySlot( 64, 84));
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_inventorySlots.push_back(DMInventorySlot(112, 84));
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_inventorySlots.push_back(DMInventorySlot(160, 84));
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_inventorySlots.push_back(DMInventorySlot(208, 84));
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_inventorySlots.push_back(DMInventorySlot(255, 84));
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_inventorySlots.push_back(DMInventorySlot( 64, 116));
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_inventorySlots.push_back(DMInventorySlot(112, 116));
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_inventorySlots.push_back(DMInventorySlot(160, 116));
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_inventorySlots.push_back(DMInventorySlot(208, 116));
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_inventorySlots.push_back(DMInventorySlot(255, 116));
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_inventorySlots.push_back(DMInventorySlot( 64, 148));
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_inventorySlots.push_back(DMInventorySlot(112, 148));
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_inventorySlots.push_back(DMInventorySlot(160, 148));
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_inventorySlots.push_back(DMInventorySlot(208, 148));
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_inventorySlots.push_back(DMInventorySlot(255, 148));
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_inventoyItems.push_back(DMInventoryItem(0x40011, 0xE005B));
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_inventoyItems.push_back(DMInventoryItem(0x40099, 0xE001B));
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_inventoyItems.push_back(DMInventoryItem(0x4000F, 0xE000C));
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_inventoyItems.push_back(DMInventoryItem(0x40042, 0xE0012));
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_inventoyItems.push_back(DMInventoryItem(0x40044, 0xE000F));
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_inventoyItems.push_back(DMInventoryItem(0x40029, 0xE000D));
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_inventoyItems.push_back(DMInventoryItem(0x400A7, 0xE005D));
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_inventoyItems.push_back(DMInventoryItem(0x40096, 0xE001C));
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_inventoyItems.push_back(DMInventoryItem(0x40077, 0xE0010));
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_inventoyItems.push_back(DMInventoryItem(0x4008A, 0xE0033));
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_inventoyItems.push_back(DMInventoryItem(0x4004B, 0xE0045));
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_inventoyItems.push_back(DMInventoryItem(0x40054, 0xE0021));
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_inventoyItems.push_back(DMInventoryItem(0x400C6, 0xE005A));
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_inventoyItems.push_back(DMInventoryItem(0x4000B, 0xE005E));
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_inventoyItems.push_back(DMInventoryItem(0x4005F, 0xE0016));
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_inventoyItems.push_back(DMInventoryItem(0x40072, 0xE0017));
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_inventoyItems.push_back(DMInventoryItem(0x400AA, 0xE005F));
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_inventoyItems.push_back(DMInventoryItem(0x400B8, 0xE0050));
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_inventoyItems.push_back(DMInventoryItem(0x4001F, 0xE001A));
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_inventoyItems.push_back(DMInventoryItem(0x40095, 0xE0060));
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_inventoyItems.push_back(DMInventoryItem(0x40041, 0xE0053));
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}
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void DuckmanInventory::openInventory() {
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for (uint i = 0; i < _inventorySlots.size(); ++i) {
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DMInventorySlot *inventorySlot = &_inventorySlots[i];
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if (inventorySlot->_objectId) {
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DMInventoryItem *inventoryItem = findInventoryItem(inventorySlot->_objectId);
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if (!_vm->_scriptResource->_properties.get(inventoryItem->_propertyId))
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inventorySlot->_objectId = 0;
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}
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}
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for (uint i = 0; i < _inventoyItems.size(); ++i) {
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DMInventoryItem *inventoryItem = &_inventoyItems[i];
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if (_vm->_scriptResource->_properties.get(inventoryItem->_propertyId)) {
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DMInventorySlot *inventorySlot = findInventorySlot(inventoryItem->_objectId);
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if (inventorySlot) {
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Control *control = _vm->getObjectControl(inventoryItem->_objectId);
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control->setActorPosition(inventorySlot->_position);
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control->appearActor();
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} else {
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addInventoryItem(inventoryItem->_objectId);
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}
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}
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}
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}
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void DuckmanInventory::addInventoryItem(uint32 objectId) {
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DMInventorySlot *DMInventorySlot = findInventorySlot(0);
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DMInventorySlot->_objectId = objectId;
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Control *control = _vm->getObjectControl(objectId);
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control->setActorPosition(DMInventorySlot->_position);
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control->appearActor();
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}
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void DuckmanInventory::clearInventorySlot(uint32 objectId) {
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for (uint i = 0; i < _inventorySlots.size(); ++i)
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if (_inventorySlots[i]._objectId == objectId)
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_inventorySlots[i]._objectId = 0;
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}
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void DuckmanInventory::putBackInventoryItem() {
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Common::Point mousePos = _vm->_input->getCursorPosition();
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if (_vm->_cursor._objectId) {
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DMInventorySlot *inventorySlot = findInventorySlot(_vm->_cursor._objectId);
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if (inventorySlot)
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inventorySlot->_objectId = 0;
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inventorySlot = findClosestInventorySlot(mousePos);
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inventorySlot->_objectId = _vm->_cursor._objectId;
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Control *control = _vm->getObjectControl(_vm->_cursor._objectId);
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control->setActorPosition(inventorySlot->_position);
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control->appearActor();
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_vm->_cursor._actorIndex = 7;
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_vm->stopCursorHoldingObject();
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_vm->_cursor._actorIndex = 2;
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_vm->_cursor._control->startSequenceActor(_vm->_cursor._sequenceId1, 2, 0);
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if (_vm->_cursor._currOverlappedControl)
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_vm->setCursorActorIndex(_vm->_cursor._actorIndex, 2, 0);
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else
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_vm->setCursorActorIndex(_vm->_cursor._actorIndex, 1, 0);
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}
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}
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DMInventorySlot *DuckmanInventory::findInventorySlot(uint32 objectId) {
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for (uint i = 0; i < _inventorySlots.size(); ++i)
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if (_inventorySlots[i]._objectId == objectId)
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return &_inventorySlots[i];
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return 0;
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}
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DMInventoryItem *DuckmanInventory::findInventoryItem(uint32 objectId) {
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for (uint i = 0; i < _inventoyItems.size(); ++i)
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if (_inventoyItems[i]._objectId == objectId)
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return &_inventoyItems[i];
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return 0;
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}
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DMInventorySlot *DuckmanInventory::findClosestInventorySlot(Common::Point pos) {
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int minDistance = 0xFFFFFF;
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DMInventorySlot *minInventorySlot = 0;
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for (uint i = 0; i < _inventorySlots.size(); ++i) {
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DMInventorySlot *inventorySlot = &_inventorySlots[i];
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if (inventorySlot->_objectId == 0) {
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int16 deltaX = ABS(inventorySlot->_position.x - pos.x);
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int16 deltaY = ABS(inventorySlot->_position.y - pos.y);
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int distance = deltaX * deltaX + deltaY * deltaY;
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if (inventorySlot->_objectId == 0 && distance < minDistance) {
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minDistance = distance;
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minInventorySlot = inventorySlot;
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}
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}
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}
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return minInventorySlot;
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}
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} // End of namespace Illusions
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65
engines/illusions/duckman/duckman_inventory.h
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65
engines/illusions/duckman/duckman_inventory.h
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@ -0,0 +1,65 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef ILLUSIONS_DUCKMAN_DUCKMAN_INVENTORY_H
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#define ILLUSIONS_DUCKMAN_DUCKMAN_INVENTORY_H
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#include "illusions/illusions.h"
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namespace Illusions {
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struct DMInventorySlot {
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Common::Point _position;
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uint32 _objectId;
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DMInventorySlot() : _objectId(0) {}
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DMInventorySlot(int16 x, int16 y) : _objectId(0), _position(x, y) {}
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};
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struct DMInventoryItem {
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uint32 _objectId;
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uint32 _propertyId;
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DMInventoryItem() : _objectId(0) {}
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DMInventoryItem(uint32 objectId, uint32 propertyId)
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: _objectId(objectId), _propertyId(propertyId) {}
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};
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class DuckmanInventory {
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public:
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DuckmanInventory(IllusionsEngine_Duckman *vm);
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~DuckmanInventory();
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public:
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IllusionsEngine_Duckman *_vm;
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Common::Array<DMInventorySlot> _inventorySlots;
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Common::Array<DMInventoryItem> _inventoyItems;
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void initInventory();
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void openInventory();
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void addInventoryItem(uint32 objectId);
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void clearInventorySlot(uint32 objectId);
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void putBackInventoryItem();
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DMInventorySlot *findInventorySlot(uint32 objectId);
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DMInventoryItem *findInventoryItem(uint32 objectId);
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DMInventorySlot *findClosestInventorySlot(Common::Point pos);
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};
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} // End of namespace Illusions
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#endif // ILLUSIONS_DUCKMAN_DUCKMAN_INVENTORY_H
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@ -22,6 +22,7 @@
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#include "illusions/duckman/illusions_duckman.h"
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#include "illusions/duckman/duckman_specialcode.h"
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#include "illusions/duckman/duckman_inventory.h"
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#include "illusions/duckman/propertytimers.h"
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#include "illusions/actor.h"
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#include "illusions/resources/scriptresource.h"
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@ -38,10 +39,12 @@ DuckmanSpecialCode::DuckmanSpecialCode(IllusionsEngine_Duckman *vm)
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: _vm(vm) {
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_propertyTimers = new PropertyTimers(_vm);
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_inventory = new DuckmanInventory(_vm);
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}
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DuckmanSpecialCode::~DuckmanSpecialCode() {
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delete _propertyTimers;
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delete _inventory;
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}
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typedef Common::Functor1Mem<OpCall&, void, DuckmanSpecialCode> SpecialCodeFunctionDM;
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@ -175,18 +178,18 @@ void DuckmanSpecialCode::spcAddChinesePuzzleAnswer(OpCall &opCall) {
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}
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void DuckmanSpecialCode::spcOpenInventory(OpCall &opCall) {
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_vm->openInventory();
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_inventory->openInventory();
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_vm->notifyThreadId(opCall._threadId);
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}
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void DuckmanSpecialCode::spcPutBackInventoryItem(OpCall &opCall) {
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_vm->putBackInventoryItem();
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_inventory->putBackInventoryItem();
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_vm->notifyThreadId(opCall._threadId);
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}
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void DuckmanSpecialCode::spcClearInventorySlot(OpCall &opCall) {
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ARG_UINT32(objectId);
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_vm->clearInventorySlot(objectId);
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_inventory->clearInventorySlot(objectId);
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_vm->notifyThreadId(opCall._threadId);
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}
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@ -30,6 +30,7 @@
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namespace Illusions {
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class IllusionsEngine_Duckman;
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class DuckmanInventory;
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class PropertyTimers;
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typedef Common::Functor1<OpCall&, void> SpecialCodeFunction;
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@ -51,6 +52,7 @@ public:
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byte _chinesePuzzleAnswers[3];
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PropertyTimers *_propertyTimers;
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DuckmanInventory *_inventory;
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// Special code interface functions
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void runSpecialCode(uint32 specialCodeId, OpCall &opCall);
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@ -130,7 +130,8 @@ Common::Error IllusionsEngine_Duckman::run() {
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_globalSceneId = 0x00010003;
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initInventory();
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_savedInventoryActorIndex = 0;
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loadSpecialCode(0);
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setDefaultTextCoords();
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initCursor();
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@ -1132,144 +1133,4 @@ void IllusionsEngine_Duckman::updateDialogState() {
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}
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void IllusionsEngine_Duckman::initInventory() {
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_inventorySlots.push_back(DMInventorySlot( 64, 52));
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_inventorySlots.push_back(DMInventorySlot(112, 52));
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_inventorySlots.push_back(DMInventorySlot(160, 52));
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_inventorySlots.push_back(DMInventorySlot(208, 52));
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_inventorySlots.push_back(DMInventorySlot(255, 52));
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_inventorySlots.push_back(DMInventorySlot( 64, 84));
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_inventorySlots.push_back(DMInventorySlot(112, 84));
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_inventorySlots.push_back(DMInventorySlot(160, 84));
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_inventorySlots.push_back(DMInventorySlot(208, 84));
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_inventorySlots.push_back(DMInventorySlot(255, 84));
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_inventorySlots.push_back(DMInventorySlot( 64, 116));
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_inventorySlots.push_back(DMInventorySlot(112, 116));
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_inventorySlots.push_back(DMInventorySlot(160, 116));
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_inventorySlots.push_back(DMInventorySlot(208, 116));
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_inventorySlots.push_back(DMInventorySlot(255, 116));
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_inventorySlots.push_back(DMInventorySlot( 64, 148));
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_inventorySlots.push_back(DMInventorySlot(112, 148));
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_inventorySlots.push_back(DMInventorySlot(160, 148));
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_inventorySlots.push_back(DMInventorySlot(208, 148));
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_inventorySlots.push_back(DMInventorySlot(255, 148));
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_inventoyItems.push_back(DMInventoryItem(0x40011, 0xE005B));
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_inventoyItems.push_back(DMInventoryItem(0x40099, 0xE001B));
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_inventoyItems.push_back(DMInventoryItem(0x4000F, 0xE000C));
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_inventoyItems.push_back(DMInventoryItem(0x40042, 0xE0012));
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_inventoyItems.push_back(DMInventoryItem(0x40044, 0xE000F));
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_inventoyItems.push_back(DMInventoryItem(0x40029, 0xE000D));
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_inventoyItems.push_back(DMInventoryItem(0x400A7, 0xE005D));
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_inventoyItems.push_back(DMInventoryItem(0x40096, 0xE001C));
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_inventoyItems.push_back(DMInventoryItem(0x40077, 0xE0010));
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_inventoyItems.push_back(DMInventoryItem(0x4008A, 0xE0033));
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_inventoyItems.push_back(DMInventoryItem(0x4004B, 0xE0045));
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_inventoyItems.push_back(DMInventoryItem(0x40054, 0xE0021));
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_inventoyItems.push_back(DMInventoryItem(0x400C6, 0xE005A));
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_inventoyItems.push_back(DMInventoryItem(0x4000B, 0xE005E));
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_inventoyItems.push_back(DMInventoryItem(0x4005F, 0xE0016));
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_inventoyItems.push_back(DMInventoryItem(0x40072, 0xE0017));
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_inventoyItems.push_back(DMInventoryItem(0x400AA, 0xE005F));
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_inventoyItems.push_back(DMInventoryItem(0x400B8, 0xE0050));
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_inventoyItems.push_back(DMInventoryItem(0x4001F, 0xE001A));
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_inventoyItems.push_back(DMInventoryItem(0x40095, 0xE0060));
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_inventoyItems.push_back(DMInventoryItem(0x40041, 0xE0053));
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_savedInventoryActorIndex = 0;
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}
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void IllusionsEngine_Duckman::openInventory() {
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for (uint i = 0; i < _inventorySlots.size(); ++i) {
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DMInventorySlot *inventorySlot = &_inventorySlots[i];
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if (inventorySlot->_objectId) {
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DMInventoryItem *inventoryItem = findInventoryItem(inventorySlot->_objectId);
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if (!_scriptResource->_properties.get(inventoryItem->_propertyId))
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inventorySlot->_objectId = 0;
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}
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}
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for (uint i = 0; i < _inventoyItems.size(); ++i) {
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DMInventoryItem *inventoryItem = &_inventoyItems[i];
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if (_scriptResource->_properties.get(inventoryItem->_propertyId)) {
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DMInventorySlot *inventorySlot = findInventorySlot(inventoryItem->_objectId);
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if (inventorySlot) {
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Control *control = getObjectControl(inventoryItem->_objectId);
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control->setActorPosition(inventorySlot->_position);
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control->appearActor();
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} else {
|
||||
addInventoryItem(inventoryItem->_objectId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void IllusionsEngine_Duckman::addInventoryItem(uint32 objectId) {
|
||||
DMInventorySlot *DMInventorySlot = findInventorySlot(0);
|
||||
DMInventorySlot->_objectId = objectId;
|
||||
Control *control = getObjectControl(objectId);
|
||||
control->setActorPosition(DMInventorySlot->_position);
|
||||
control->appearActor();
|
||||
}
|
||||
|
||||
void IllusionsEngine_Duckman::clearInventorySlot(uint32 objectId) {
|
||||
for (uint i = 0; i < _inventorySlots.size(); ++i)
|
||||
if (_inventorySlots[i]._objectId == objectId)
|
||||
_inventorySlots[i]._objectId = 0;
|
||||
}
|
||||
|
||||
void IllusionsEngine_Duckman::putBackInventoryItem() {
|
||||
Common::Point mousePos = _input->getCursorPosition();
|
||||
if (_cursor._objectId) {
|
||||
DMInventorySlot *inventorySlot = findInventorySlot(_cursor._objectId);
|
||||
if (inventorySlot)
|
||||
inventorySlot->_objectId = 0;
|
||||
inventorySlot = findClosestInventorySlot(mousePos);
|
||||
inventorySlot->_objectId = _cursor._objectId;
|
||||
Control *control = getObjectControl(_cursor._objectId);
|
||||
control->setActorPosition(inventorySlot->_position);
|
||||
control->appearActor();
|
||||
_cursor._actorIndex = 7;
|
||||
stopCursorHoldingObject();
|
||||
_cursor._actorIndex = 2;
|
||||
_cursor._control->startSequenceActor(_cursor._sequenceId1, 2, 0);
|
||||
if (_cursor._currOverlappedControl)
|
||||
setCursorActorIndex(_cursor._actorIndex, 2, 0);
|
||||
else
|
||||
setCursorActorIndex(_cursor._actorIndex, 1, 0);
|
||||
}
|
||||
}
|
||||
|
||||
DMInventorySlot *IllusionsEngine_Duckman::findInventorySlot(uint32 objectId) {
|
||||
for (uint i = 0; i < _inventorySlots.size(); ++i)
|
||||
if (_inventorySlots[i]._objectId == objectId)
|
||||
return &_inventorySlots[i];
|
||||
return 0;
|
||||
}
|
||||
|
||||
DMInventoryItem *IllusionsEngine_Duckman::findInventoryItem(uint32 objectId) {
|
||||
for (uint i = 0; i < _inventoyItems.size(); ++i)
|
||||
if (_inventoyItems[i]._objectId == objectId)
|
||||
return &_inventoyItems[i];
|
||||
return 0;
|
||||
}
|
||||
|
||||
DMInventorySlot *IllusionsEngine_Duckman::findClosestInventorySlot(Common::Point pos) {
|
||||
int minDistance = 0xFFFFFF;
|
||||
DMInventorySlot *minInventorySlot = 0;
|
||||
for (uint i = 0; i < _inventorySlots.size(); ++i) {
|
||||
DMInventorySlot *inventorySlot = &_inventorySlots[i];
|
||||
if (inventorySlot->_objectId == 0) {
|
||||
int16 deltaX = ABS(inventorySlot->_position.x - pos.x);
|
||||
int16 deltaY = ABS(inventorySlot->_position.y - pos.y);
|
||||
int distance = deltaX * deltaX + deltaY * deltaY;
|
||||
if (inventorySlot->_objectId == 0 && distance < minDistance) {
|
||||
minDistance = distance;
|
||||
minInventorySlot = inventorySlot;
|
||||
}
|
||||
}
|
||||
}
|
||||
return minInventorySlot;
|
||||
}
|
||||
|
||||
} // End of namespace Illusions
|
||||
|
@ -56,21 +56,6 @@ struct DialogItem {
|
||||
uint32 _sequenceId;
|
||||
};
|
||||
|
||||
struct DMInventorySlot {
|
||||
Common::Point _position;
|
||||
uint32 _objectId;
|
||||
DMInventorySlot() : _objectId(0) {}
|
||||
DMInventorySlot(int16 x, int16 y) : _objectId(0), _position(x, y) {}
|
||||
};
|
||||
|
||||
struct DMInventoryItem {
|
||||
uint32 _objectId;
|
||||
uint32 _propertyId;
|
||||
DMInventoryItem() : _objectId(0) {}
|
||||
DMInventoryItem(uint32 objectId, uint32 propertyId)
|
||||
: _objectId(objectId), _propertyId(propertyId) {}
|
||||
};
|
||||
|
||||
struct ScreenShakerPoint {
|
||||
int16 x, y;
|
||||
};
|
||||
@ -116,8 +101,6 @@ public:
|
||||
Common::Array<DialogItem> _dialogItems;
|
||||
|
||||
int _savedInventoryActorIndex;
|
||||
Common::Array<DMInventorySlot> _inventorySlots;
|
||||
Common::Array<DMInventoryItem> _inventoyItems;
|
||||
|
||||
ScreenShaker *_screenShaker;
|
||||
|
||||
@ -202,15 +185,6 @@ public:
|
||||
void startDialog(int16 *choiceOfsPtr, uint32 actorTypeId, uint32 callerThreadId);
|
||||
void updateDialogState();
|
||||
|
||||
void initInventory();
|
||||
void openInventory();
|
||||
void addInventoryItem(uint32 objectId);
|
||||
void clearInventorySlot(uint32 objectId);
|
||||
void putBackInventoryItem();
|
||||
DMInventorySlot *findInventorySlot(uint32 objectId);
|
||||
DMInventoryItem *findInventoryItem(uint32 objectId);
|
||||
DMInventorySlot *findClosestInventorySlot(Common::Point pos);
|
||||
|
||||
};
|
||||
|
||||
} // End of namespace Illusions
|
||||
|
@ -11,6 +11,7 @@ MODULE_OBJS := \
|
||||
cursor.o \
|
||||
detection.o \
|
||||
dictionary.o \
|
||||
duckman/duckman_inventory.o \
|
||||
duckman/duckman_specialcode.o \
|
||||
duckman/illusions_duckman.o \
|
||||
duckman/propertytimers.o \
|
||||
|
@ -247,7 +247,7 @@ void ScriptOpcodes_Duckman::opEnterScene18(ScriptThread *scriptThread, OpCall &o
|
||||
_vm->enterScene(sceneId, 0);
|
||||
}
|
||||
|
||||
static uint dsceneId = 0, dthreadId = 0;
|
||||
//static uint dsceneId = 0, dthreadId = 0;
|
||||
//static uint dsceneId = 0x00010008, dthreadId = 0x00020029;//Beginning in Jac
|
||||
//static uint dsceneId = 0x0001000A, dthreadId = 0x00020043;//Home front
|
||||
//static uint dsceneId = 0x0001000E, dthreadId = 0x0002007C;
|
||||
@ -260,7 +260,7 @@ static uint dsceneId = 0, dthreadId = 0;
|
||||
//static uint dsceneId = 0x00010036, dthreadId = 0x000201B5;
|
||||
//static uint dsceneId = 0x00010039, dthreadId = 0x00020089;//Map
|
||||
//static uint dsceneId = 0x0001003D, dthreadId = 0x000201E0;
|
||||
//static uint dsceneId = 0x0001004B, dthreadId = 0x0002029B;
|
||||
static uint dsceneId = 0x0001004B, dthreadId = 0x0002029B;
|
||||
//static uint dsceneId = 0x0001005B, dthreadId = 0x00020341;
|
||||
//static uint dsceneId = 0x00010010, dthreadId = 0x0002008A;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user