/* 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 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. * */ #include "dragons/actor.h" #include "dragons/dragons.h" #include "dragons/dragonini.h" #include "dragons/background.h" #include "dragons/inventory.h" #include "dragons/bag.h" #include "dragons/scene.h" #include "dragons/talk.h" #include "dragons/screen.h" namespace Dragons { static const struct { int x, y; } positionTable[4] = { { 2, 0 }, { 206, 0 }, { 2, 158 }, { 206, 158 } }; static const int16 bagBounceTable[4] = { -5, -0xa, -5, 0 }; static const int16 invXPosTable[41] = { 0x0080, 0x00a0, 0x00c0, 0x0060, 0x0080, 0x00a0, 0x00c0, 0x00e0, 0x0100, 0x0020, 0x0040, 0x0060, 0x0080, 0x00a0, 0x00c0, 0x00e0, 0x0100, 0x0020, 0x0040, 0x0060, 0x0080, 0x00a0, 0x00c0, 0x00e0, 0x0100, 0x0020, 0x0040, 0x0060, 0x0080, 0x00a0, 0x00c0, 0x00e0, 0x0100, 0x0020, 0x0040, 0x0060, 0x0080, 0x00a0, 0x00c0, 0x00e0, 0x0100 }; static const int16 invYPosTable[41] = { 0x0028, 0x0028, 0x0028, 0x0040, 0x0040, 0x0040, 0x0040, 0x0040, 0x0040, 0x0058, 0x0058, 0x0058, 0x0058, 0x0058, 0x0058, 0x0058, 0x0058, 0x0070, 0x0070, 0x0070, 0x0070, 0x0070, 0x0070, 0x0070, 0x0070, 0x0088, 0x0088, 0x0088, 0x0088, 0x0088, 0x0088, 0x0088, 0x0088, 0x00a0, 0x00a0, 0x00a0, 0x00a0, 0x00a0, 0x00a0, 0x00a0, 0x00a0 }; Inventory::Inventory(DragonsEngine *vm) : _vm(vm) { _state = Closed; _sequenceId = 0; _screenPositionIndex = 0; _previousState = Closed; _bag = nullptr; _actor = nullptr; _inventionBookPrevSceneUpdateFunc = nullptr; _inventionBookPrevSceneId = 0; _inventionBookPrevFlickerINISceneId = 0; _inventionBookPrevFlickerINIPosition = Common::Point(0, 0); } void Inventory::init(ActorManager *actorManager, BackgroundResourceLoader *backgroundResourceLoader, Bag *bag, DragonINIResource *dragonIniResource) { _actor = actorManager->loadActor(1, 1); //Load inventory _actor->_x_pos = 2; _actor->_y_pos = 0; _actor->_priorityLayer = 6; _actor->_flags = 0; _actor->_scale = DRAGONS_ENGINE_SPRITE_100_PERCENT_SCALE; _actor->updateSequence(0); _actor->_flags |= (ACTOR_FLAG_40 | Dragons::ACTOR_FLAG_80 | Dragons::ACTOR_FLAG_100 | ACTOR_FLAG_200); _sequenceId = 0; _state = Closed; _previousState = Closed; _bag = bag; for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) { actorManager->loadActor(0, i + ACTOR_INVENTORY_OFFSET); // TODO need to share resource between inventory item actors. } loadInventoryItemsFromSave(); } void Inventory::loadScene(uint32 sceneId) { if (_state == Closed) { _sequenceId = _vm->isFlagSet(ENGINE_FLAG_400000) ? 1 : 0; } if (_sequenceId == 0 && _vm->getVar(7) == 1) { _actor->updateSequence(5); } else { _actor->updateSequence(_sequenceId); } setPositionFromSceneId(sceneId); } void Inventory::updateVisibility() { _actor->_priorityLayer = _vm->isFlagSet(ENGINE_FLAG_10) ? (int16)6 : (int16)0; } Common::Point Inventory::getPosition() { return Common::Point(positionTable[_screenPositionIndex].x, positionTable[_screenPositionIndex].y); } void Inventory::setActorFlag400() { _actor->setFlag(ACTOR_FLAG_400); } void Inventory::clearActorFlag400() { _actor->clearFlag(ACTOR_FLAG_400); } void Inventory::setPriority(uint16 priority) { _actor->_priorityLayer = priority; } void Inventory::setActorSequenceId(int32 sequenceId) { if (isActorSet()) { _actor->_sequenceID = sequenceId; } } void Inventory::updateActorSequenceId(int32 sequenceId) { if (isActorSet()) { _actor->updateSequence(sequenceId); } } void Inventory::resetSequenceId() { _actor->updateSequence(_sequenceId); } void Inventory::openInventory() { //TODO 0x80030e8c _sequenceId = 4; if (!_vm->isFlagSet(ENGINE_FLAG_400000)) { _sequenceId = 2; } _actor->updateSequence(_sequenceId); _screenPositionIndex = 1; _actor->_x_pos = positionTable[_screenPositionIndex].x; if ((_sequenceId == 0) || (_sequenceId == 2)) { _actor->_x_pos = positionTable[_screenPositionIndex].x + 0x32; } _actor->_y_pos = positionTable[_screenPositionIndex].y; animateBagIn(); //TODO 0x800310e0 update cursor position. for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) { Actor *item = _vm->_actorManager->getActor(i + ACTOR_INVENTORY_OFFSET); item->_x_pos = item->_walkDestX = invXPosTable[i] + 0x10; item->_y_pos = item->_walkDestY = invYPosTable[i] + 0xc; if (_inventoryItemTbl[i]) { item->_flags = 0; //clear all flags item->_scale = DRAGONS_ENGINE_SPRITE_100_PERCENT_SCALE; item->_priorityLayer = 0; item->updateSequence(_vm->getINI(_inventoryItemTbl[i] - 1)->inventorySequenceId * 2 + 10); item->setFlag(ACTOR_FLAG_200); item->setFlag(ACTOR_FLAG_100); item->setFlag(ACTOR_FLAG_80); item->setFlag(ACTOR_FLAG_40); item->_priorityLayer = 6; } } } void Inventory::animateBagIn() { _vm->clearFlags(ENGINE_FLAG_8); _vm->setFlags(ENGINE_FLAG_80); Common::Point pos = _bag->getPosition(); pos.y = -228; int16 accel = 8; // Drop bag down into position. while (pos.y < 0) { pos.y += accel; _bag->updatePosition(pos); _vm->waitForFrames(1); accel += 2; } _vm->playOrStopSound(0x8001); // Shake bag at the end. for (int i = 0; i < 4; i++) { pos.y = bagBounceTable[i]; _bag->updatePosition(pos); _vm->waitForFrames(2); } _vm->setFlags(ENGINE_FLAG_8); _vm->setFlags(ENGINE_FLAG_10); } void Inventory::animateBagOut() { _vm->playOrStopSound(0x8000); Common::Point pos = _bag->getPosition(); if (pos.y != 0xc8) { for (; pos.y != 0xc8; pos.y += 0x19) { _bag->updatePosition(pos); _vm->waitForFrames(1); } } _vm->clearFlags(ENGINE_FLAG_80); } void Inventory::closeInventory() { _vm->_actorManager->clearActorFlags(ACTOR_INVENTORY_OFFSET); _screenPositionIndex = _vm->_dragonRMS->getInventoryPosition(_vm->getCurrentSceneId()); if (!_vm->isFlagSet(ENGINE_FLAG_400000)) { _sequenceId = 0; } else { if (_previousState == InventionBookOpen) { _sequenceId = 3; } else { _sequenceId = 1; } } _actor->updateSequence(_sequenceId); _actor->_x_pos = positionTable[_screenPositionIndex].x; if (((_sequenceId == 0) || (_sequenceId == 2)) && ((_screenPositionIndex == 1 || (_screenPositionIndex == 3)))) { _actor->_x_pos += 0x32; } _actor->_y_pos = positionTable[_screenPositionIndex].y; animateBagOut(); } void Inventory::draw() { if (_bag) { _bag->draw(); } } uint16 Inventory::getIniAtPosition(int16 x, int16 y) { for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) { if (_inventoryItemTbl[i]) { Actor *item = _vm->_actorManager->getActor(i + ACTOR_INVENTORY_OFFSET); if (item->_x_pos - 0x10 <= x && x < item->_x_pos + 0x10 && item->_y_pos - 0xc <= y && y < item->_y_pos + 0xc) { return _inventoryItemTbl[i]; } } } return 0; } void Inventory::loadInventoryItemsFromSave() { memset(_inventoryItemTbl, 0, sizeof(_inventoryItemTbl)); int j = 0; for (int i = 0; i < _vm->_dragonINIResource->totalRecords() && j < DRAGONS_MAX_INVENTORY_ITEMS; i++) { DragonINI *ini = _vm->_dragonINIResource->getRecord(i); if (ini->sceneId == 1) { _inventoryItemTbl[j++] = i + 1; } } } void Inventory::openInventionBook() { _inventionBookPrevSceneUpdateFunc = _vm->getSceneUpdateFunction(); _vm->clearSceneUpdateFunction(); _vm->fadeToBlack(); _sequenceId = 2; _actor->updateSequence(2); _inventionBookPrevSceneId = _vm->getCurrentSceneId(); DragonINI *flicker = _vm->_dragonINIResource->getFlickerRecord(); if (flicker && flicker->actor) { _inventionBookPrevFlickerINISceneId = flicker->sceneId; _inventionBookPrevFlickerINIPosition = Common::Point(flicker->actor->_x_pos, flicker->actor->_y_pos); flicker->sceneId = 0; } _vm->_scene->setSceneId(2); _vm->_scene->loadScene(2, 0); } void Inventory::closeInventionBook() { uint sceneId; _vm->fadeToBlack(); DragonINI *flicker = _vm->_dragonINIResource->getFlickerRecord(); if (flicker) { flicker->x = _inventionBookPrevFlickerINIPosition.x; flicker->y = _inventionBookPrevFlickerINIPosition.y; flicker->sceneId = _inventionBookPrevFlickerINISceneId; } _vm->_scene->setSceneId(_inventionBookPrevSceneId); _sequenceId = 0; setActorSequenceId(0); setPositionFromSceneId(_inventionBookPrevSceneId); sceneId = _vm->_scene->getSceneId(); if (((((sceneId == 0x23) || (sceneId == 0x2d)) || (sceneId == 0x2e)) || ((sceneId == 0x31 || (sceneId == 0x32)))) || (sceneId == 0x28)) { if ((uint)_vm->_scene->getSceneId() == 0x27) { _vm->getINI(0x206)->sceneId = 0; } } else { if (sceneId != 0x27) { if (sceneId != 0x1c && sceneId != 0x1d && sceneId != 0x21) { _vm->_scene->loadScene(sceneId | 0x8000u, 0x1e); _vm->setSceneUpdateFunction(_inventionBookPrevSceneUpdateFunc); return; } if ((uint)_vm->_scene->getSceneId() == 0x27) { _vm->getINI(0x206)->sceneId = 0; } } else { _vm->getINI(0x206)->sceneId = 0; } } _vm->_scene->loadScene(_vm->_scene->getSceneId(), 0x1e); _vm->setSceneUpdateFunction(_inventionBookPrevSceneUpdateFunc); } void Inventory::setPositionFromSceneId(uint32 sceneId) { _screenPositionIndex = _vm->_dragonRMS->getInventoryPosition(sceneId); _actor->_x_pos = positionTable[_screenPositionIndex].x; if ((_sequenceId == 0 || _sequenceId == 2) && (_screenPositionIndex == 1 || _screenPositionIndex == 3)) { _actor->_x_pos += 0x32; } _actor->_y_pos = positionTable[_screenPositionIndex].y; } bool Inventory::addItem(uint16 initId) { for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) { if (_inventoryItemTbl[i] == 0) { _inventoryItemTbl[i] = initId; return true; } } return false; } Actor *Inventory::getInventoryItemActor(uint16 iniId) { for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) { if (_inventoryItemTbl[i] == iniId) { return _vm->_actorManager->getActor(i + ACTOR_INVENTORY_OFFSET); } } error("getInventoryItemActor(%d) not found", iniId); } void Inventory::replaceItem(uint16 existingIniId, uint16 newIniId) { for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) { if (_inventoryItemTbl[i] == existingIniId) { _inventoryItemTbl[i] = newIniId; return; } } } bool Inventory::addItemIfPositionIsEmpty(uint16 iniId, uint16 x, uint16 y) { for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) { Actor *actor = _vm->_actorManager->getActor(i + ACTOR_INVENTORY_OFFSET); if ((((actor->_x_pos - 0x10 <= x) && (x < actor->_x_pos + 0x10)) && (actor->_y_pos - 0xc <= y)) && (y < actor->_y_pos + 0xc)) { _inventoryItemTbl[i] = iniId; return true; } } return false; } bool Inventory::clearItem(uint16 iniId) { for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) { if (_inventoryItemTbl[i] == iniId) { _inventoryItemTbl[i] = 0; return true; } } return false; } void Inventory::inventoryMissing() { bool flag8Set; uint32 textIndex; static uint16 counter = 0; DragonINI *flicker = _vm->_dragonINIResource->getFlickerRecord(); if (flicker->actor != nullptr) { flicker->actor->clearFlag(ACTOR_FLAG_10); if ((_vm->getCurrentSceneId() != 0x2e) || (flicker->actor->_resourceID != 0x91)) { flicker->actor->setFlag(ACTOR_FLAG_4); } } flag8Set = _vm->isFlagSet(ENGINE_FLAG_8); _vm->clearFlags(ENGINE_FLAG_8); if (counter == 0) { textIndex = 0x114FA; //Hey! My bag is missing! } else { textIndex = 0x11538; //The Chancellor snaked my bag! } counter = counter + 1; _vm->_talk->talkFromIni(0, textIndex); if (flag8Set) { _vm->setFlags(ENGINE_FLAG_8); } } void Inventory::setPreviousState() { InventoryState tmpState = _state; setState(_previousState); _previousState = tmpState; } bool Inventory::hasItem(uint16 iniId) { for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) { if (_inventoryItemTbl[i] == iniId) { return true; } } return false; } } // End of namespace Dragons