scummvm/engines/parallaction/inventory.cpp
Nicola Mettifogo f8e1da5b60 * made engine use Inventory and InventoryRenderer
* inventory drawing is now performed directly in the framebuffer instead of using the game screen buffer
* specialized jobs to handle inventory drawing have been deleted as they had become obsolete

svn-id: r29571
2007-11-19 20:46:28 +00:00

313 lines
7.4 KiB
C++

/* 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.
*
* $URL$
* $Id$
*
*/
#include "parallaction/parallaction.h"
namespace Parallaction {
//
// inventory 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 INVENTORY_FIRST_ITEM 4 // first four entries are used up by verbs
#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)
int16 Parallaction::getHoverInventoryItem(int16 x, int16 y) {
return _inventoryRenderer->hitTest(Common::Point(x,y));
}
void Parallaction::highlightInventoryItem(ItemPosition pos, byte color) {
_inventoryRenderer->highlightItem(pos, color);
}
int Parallaction::addInventoryItem(ItemName item) {
return _inventory->addItem(item);
}
int Parallaction::addInventoryItem(ItemName item, uint32 value) {
return _inventory->addItem(item, value);
}
void Parallaction::dropItem(uint16 v) {
_inventory->removeItem(v);
}
bool Parallaction::isItemInInventory(int32 v) {
return (_inventory->findItem(v) != -1);
}
const InventoryItem* Parallaction::getInventoryItem(int16 pos) {
return _inventory->getItem(pos);
}
int16 Parallaction::getInventoryItemIndex(int16 pos) {
return _inventory->getItemName(pos);
}
void Parallaction::initInventory() {
_inventory = new Inventory(INVENTORY_MAX_ITEMS);
_inventoryRenderer = new InventoryRenderer(this);
_inventoryRenderer->bindInventory(_inventory);
}
void Parallaction::destroyInventory() {
delete _inventory;
delete _inventoryRenderer;
_inventory = 0;
_inventoryRenderer = 0;
}
void Parallaction::cleanInventory(bool keepVerbs) {
_inventory->clear(keepVerbs);
}
void Parallaction::openInventory() {
_inventoryRenderer->showInventory();
}
void Parallaction::closeInventory() {
_inventoryRenderer->hideInventory();
}
InventoryRenderer::InventoryRenderer(Parallaction *vm) : _vm(vm) {
_surf.create(INVENTORY_WIDTH, INVENTORY_HEIGHT, 1);
}
InventoryRenderer::~InventoryRenderer() {
_surf.free();
}
void InventoryRenderer::showInventory() {
if (!_inv)
error("InventoryRenderer not bound to inventory");
_engineFlags |= kEngineInventory;
uint16 lines = getNumLines();
_pos.x = CLIP(_vm->_mousePos.x - (INVENTORY_WIDTH / 2), 0, (int)(_vm->_screenWidth - INVENTORY_WIDTH));
_pos.y = CLIP(_vm->_mousePos.y - 2 - (lines * INVENTORYITEM_HEIGHT), 0, (int)(_vm->_screenHeight - lines * INVENTORYITEM_HEIGHT));
refresh();
}
void InventoryRenderer::hideInventory() {
if (!_inv)
error("InventoryRenderer not bound to inventory");
_engineFlags &= ~kEngineInventory;
}
void InventoryRenderer::getRect(Common::Rect& r) const {
r.setWidth(INVENTORY_WIDTH);
r.setHeight(INVENTORYITEM_HEIGHT * getNumLines());
r.moveTo(_pos);
}
ItemPosition InventoryRenderer::hitTest(const Common::Point &p) const {
Common::Rect r;
getRect(r);
if (!r.contains(p))
return -1;
return ((p.x - _pos.x) / INVENTORYITEM_WIDTH) + (INVENTORY_ITEMS_PER_LINE * ((p.y - _pos.y) / INVENTORYITEM_HEIGHT));
}
void InventoryRenderer::drawItem(ItemPosition pos, ItemName name) {
Common::Rect r;
getItemRect(pos, r);
// FIXME: this will end up in a general blit function
byte* s = _vm->_char._objs->getData(name);
byte* d = (byte*)_surf.getBasePtr(r.left, r.top);
for (uint32 i = 0; i < INVENTORYITEM_HEIGHT; i++) {
memcpy(d, s, INVENTORYITEM_WIDTH);
d += INVENTORY_WIDTH;
s += INVENTORYITEM_PITCH;
}
}
int16 InventoryRenderer::getNumLines() const {
int16 num = _inv->getNumItems();
return (num / INVENTORY_ITEMS_PER_LINE) + ((num % INVENTORY_ITEMS_PER_LINE) > 0 ? 1 : 0);
}
void InventoryRenderer::refresh() {
for (uint16 i = 0; i < INVENTORY_MAX_ITEMS; i++) {
ItemName name = _inv->getItemName(i);
drawItem(i, name);
}
}
void InventoryRenderer::highlightItem(ItemPosition pos, byte color) {
if (pos == -1)
return;
Common::Rect r;
getItemRect(pos, r);
if (color != 12)
color = 19;
_surf.frameRect(r, color);
}
void InventoryRenderer::getItemRect(ItemPosition pos, Common::Rect &r) {
r.setHeight(INVENTORYITEM_HEIGHT);
r.setWidth(INVENTORYITEM_WIDTH);
uint16 line = pos / INVENTORY_ITEMS_PER_LINE;
uint16 col = pos % INVENTORY_ITEMS_PER_LINE;
r.moveTo(col * INVENTORYITEM_WIDTH, line * INVENTORYITEM_HEIGHT);
}
Inventory::Inventory(uint16 maxItems) : _maxItems(maxItems), _numItems(0) {
_items = (InventoryItem*)calloc(_maxItems, sizeof(InventoryItem));
addItem(1, kZoneDoor);
addItem(3, kZoneExamine);
addItem(2, kZoneGet);
addItem(4, kZoneSpeak);
}
Inventory::~Inventory() {
free(_items);
}
ItemPosition Inventory::addItem(ItemName name, uint32 value) {
debugC(1, kDebugInventory, "addItem(%i, %i)", name, value);
if (_numItems == INVENTORY_MAX_ITEMS) {
debugC(3, kDebugInventory, "addItem: inventory is full");
return -1;
}
// NOTE: items whose name == 0 aren't really inventory items,
// but the engine expects the inventory to accept them as valid.
// This nasty trick has been discovered because of regression
// after r29060.
if (name == 0)
return 0;
_items[_numItems]._id = value;
_items[_numItems]._index = name;
_numItems++;
debugC(3, kDebugInventory, "addItem: done");
return _numItems;
}
ItemPosition Inventory::addItem(ItemName name) {
return addItem(name, MAKE_INVENTORY_ID(name));
}
ItemPosition Inventory::findItem(ItemName name) const {
for (ItemPosition slot = 0; slot < _numItems; slot++) {
if (name == _items[slot]._index)
return slot;
}
return -1;
}
void Inventory::removeItem(ItemName name) {
debugC(1, kDebugInventory, "removeItem(%i)", name);
ItemPosition pos = findItem(name);
if (pos == -1) {
debugC(3, kDebugInventory, "removeItem: can't find item, nothing to remove");
return;
}
_numItems--;
if (_numItems != pos) {
memmove(&_items[pos], &_items[pos+1], (_numItems - pos) * sizeof(InventoryItem));
}
_items[_numItems]._id = 0;
_items[_numItems]._index = 0;
debugC(3, kDebugInventory, "removeItem: item removed");
}
void Inventory::clear(bool keepVerbs) {
debugC(1, kDebugInventory, "clearInventory()");
uint first = (keepVerbs ? INVENTORY_FIRST_ITEM : 0);
for (uint16 slot = first; slot < _maxItems; slot++) {
_items[slot]._id = 0;
_items[slot]._index = 0;
}
_numItems = first;
}
ItemName Inventory::getItemName(ItemPosition pos) const {
return (pos >= 0 && pos < INVENTORY_MAX_ITEMS) ? _items[pos]._index : 0;
}
const InventoryItem* Inventory::getItem(ItemPosition pos) const {
return &_items[pos];
}
} // namespace Parallaction