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https://github.com/libretro/scummvm.git
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f8e1da5b60
* 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
313 lines
7.4 KiB
C++
313 lines
7.4 KiB
C++
/* 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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* $URL$
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* $Id$
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*
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*/
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#include "parallaction/parallaction.h"
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namespace Parallaction {
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//
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// inventory is a grid made of (at most) 30 cells, 24x24 pixels each,
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// arranged in 6 lines
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//
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// inventory items are stored in cnv files in a 32x24 grid
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// but only 24x24 pixels are actually copied to graphic memory
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//
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#define INVENTORY_MAX_ITEMS 30
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#define INVENTORY_FIRST_ITEM 4 // first four entries are used up by verbs
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#define INVENTORY_ITEMS_PER_LINE 5
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#define INVENTORY_LINES 6
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#define INVENTORY_WIDTH (INVENTORY_ITEMS_PER_LINE*INVENTORYITEM_WIDTH)
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#define INVENTORY_HEIGHT (INVENTORY_LINES*INVENTORYITEM_HEIGHT)
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int16 Parallaction::getHoverInventoryItem(int16 x, int16 y) {
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return _inventoryRenderer->hitTest(Common::Point(x,y));
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}
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void Parallaction::highlightInventoryItem(ItemPosition pos, byte color) {
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_inventoryRenderer->highlightItem(pos, color);
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}
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int Parallaction::addInventoryItem(ItemName item) {
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return _inventory->addItem(item);
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}
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int Parallaction::addInventoryItem(ItemName item, uint32 value) {
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return _inventory->addItem(item, value);
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}
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void Parallaction::dropItem(uint16 v) {
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_inventory->removeItem(v);
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}
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bool Parallaction::isItemInInventory(int32 v) {
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return (_inventory->findItem(v) != -1);
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}
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const InventoryItem* Parallaction::getInventoryItem(int16 pos) {
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return _inventory->getItem(pos);
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}
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int16 Parallaction::getInventoryItemIndex(int16 pos) {
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return _inventory->getItemName(pos);
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}
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void Parallaction::initInventory() {
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_inventory = new Inventory(INVENTORY_MAX_ITEMS);
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_inventoryRenderer = new InventoryRenderer(this);
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_inventoryRenderer->bindInventory(_inventory);
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}
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void Parallaction::destroyInventory() {
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delete _inventory;
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delete _inventoryRenderer;
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_inventory = 0;
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_inventoryRenderer = 0;
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}
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void Parallaction::cleanInventory(bool keepVerbs) {
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_inventory->clear(keepVerbs);
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}
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void Parallaction::openInventory() {
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_inventoryRenderer->showInventory();
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}
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void Parallaction::closeInventory() {
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_inventoryRenderer->hideInventory();
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}
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InventoryRenderer::InventoryRenderer(Parallaction *vm) : _vm(vm) {
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_surf.create(INVENTORY_WIDTH, INVENTORY_HEIGHT, 1);
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}
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InventoryRenderer::~InventoryRenderer() {
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_surf.free();
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}
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void InventoryRenderer::showInventory() {
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if (!_inv)
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error("InventoryRenderer not bound to inventory");
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_engineFlags |= kEngineInventory;
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uint16 lines = getNumLines();
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_pos.x = CLIP(_vm->_mousePos.x - (INVENTORY_WIDTH / 2), 0, (int)(_vm->_screenWidth - INVENTORY_WIDTH));
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_pos.y = CLIP(_vm->_mousePos.y - 2 - (lines * INVENTORYITEM_HEIGHT), 0, (int)(_vm->_screenHeight - lines * INVENTORYITEM_HEIGHT));
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refresh();
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}
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void InventoryRenderer::hideInventory() {
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if (!_inv)
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error("InventoryRenderer not bound to inventory");
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_engineFlags &= ~kEngineInventory;
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}
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void InventoryRenderer::getRect(Common::Rect& r) const {
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r.setWidth(INVENTORY_WIDTH);
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r.setHeight(INVENTORYITEM_HEIGHT * getNumLines());
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r.moveTo(_pos);
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}
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ItemPosition InventoryRenderer::hitTest(const Common::Point &p) const {
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Common::Rect r;
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getRect(r);
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if (!r.contains(p))
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return -1;
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return ((p.x - _pos.x) / INVENTORYITEM_WIDTH) + (INVENTORY_ITEMS_PER_LINE * ((p.y - _pos.y) / INVENTORYITEM_HEIGHT));
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}
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void InventoryRenderer::drawItem(ItemPosition pos, ItemName name) {
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Common::Rect r;
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getItemRect(pos, r);
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// FIXME: this will end up in a general blit function
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byte* s = _vm->_char._objs->getData(name);
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byte* d = (byte*)_surf.getBasePtr(r.left, r.top);
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for (uint32 i = 0; i < INVENTORYITEM_HEIGHT; i++) {
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memcpy(d, s, INVENTORYITEM_WIDTH);
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d += INVENTORY_WIDTH;
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s += INVENTORYITEM_PITCH;
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}
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}
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int16 InventoryRenderer::getNumLines() const {
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int16 num = _inv->getNumItems();
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return (num / INVENTORY_ITEMS_PER_LINE) + ((num % INVENTORY_ITEMS_PER_LINE) > 0 ? 1 : 0);
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}
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void InventoryRenderer::refresh() {
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for (uint16 i = 0; i < INVENTORY_MAX_ITEMS; i++) {
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ItemName name = _inv->getItemName(i);
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drawItem(i, name);
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}
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}
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void InventoryRenderer::highlightItem(ItemPosition pos, byte color) {
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if (pos == -1)
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return;
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Common::Rect r;
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getItemRect(pos, r);
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if (color != 12)
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color = 19;
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_surf.frameRect(r, color);
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}
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void InventoryRenderer::getItemRect(ItemPosition pos, Common::Rect &r) {
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r.setHeight(INVENTORYITEM_HEIGHT);
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r.setWidth(INVENTORYITEM_WIDTH);
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uint16 line = pos / INVENTORY_ITEMS_PER_LINE;
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uint16 col = pos % INVENTORY_ITEMS_PER_LINE;
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r.moveTo(col * INVENTORYITEM_WIDTH, line * INVENTORYITEM_HEIGHT);
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}
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Inventory::Inventory(uint16 maxItems) : _maxItems(maxItems), _numItems(0) {
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_items = (InventoryItem*)calloc(_maxItems, sizeof(InventoryItem));
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addItem(1, kZoneDoor);
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addItem(3, kZoneExamine);
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addItem(2, kZoneGet);
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addItem(4, kZoneSpeak);
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}
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Inventory::~Inventory() {
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free(_items);
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}
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ItemPosition Inventory::addItem(ItemName name, uint32 value) {
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debugC(1, kDebugInventory, "addItem(%i, %i)", name, value);
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if (_numItems == INVENTORY_MAX_ITEMS) {
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debugC(3, kDebugInventory, "addItem: inventory is full");
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return -1;
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}
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// NOTE: items whose name == 0 aren't really inventory items,
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// but the engine expects the inventory to accept them as valid.
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// This nasty trick has been discovered because of regression
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// after r29060.
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if (name == 0)
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return 0;
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_items[_numItems]._id = value;
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_items[_numItems]._index = name;
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_numItems++;
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debugC(3, kDebugInventory, "addItem: done");
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return _numItems;
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}
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ItemPosition Inventory::addItem(ItemName name) {
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return addItem(name, MAKE_INVENTORY_ID(name));
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}
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ItemPosition Inventory::findItem(ItemName name) const {
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for (ItemPosition slot = 0; slot < _numItems; slot++) {
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if (name == _items[slot]._index)
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return slot;
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}
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return -1;
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}
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void Inventory::removeItem(ItemName name) {
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debugC(1, kDebugInventory, "removeItem(%i)", name);
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ItemPosition pos = findItem(name);
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if (pos == -1) {
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debugC(3, kDebugInventory, "removeItem: can't find item, nothing to remove");
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return;
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}
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_numItems--;
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if (_numItems != pos) {
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memmove(&_items[pos], &_items[pos+1], (_numItems - pos) * sizeof(InventoryItem));
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}
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_items[_numItems]._id = 0;
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_items[_numItems]._index = 0;
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debugC(3, kDebugInventory, "removeItem: item removed");
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}
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void Inventory::clear(bool keepVerbs) {
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debugC(1, kDebugInventory, "clearInventory()");
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uint first = (keepVerbs ? INVENTORY_FIRST_ITEM : 0);
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for (uint16 slot = first; slot < _maxItems; slot++) {
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_items[slot]._id = 0;
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_items[slot]._index = 0;
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}
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_numItems = first;
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}
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ItemName Inventory::getItemName(ItemPosition pos) const {
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return (pos >= 0 && pos < INVENTORY_MAX_ITEMS) ? _items[pos]._index : 0;
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}
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const InventoryItem* Inventory::getItem(ItemPosition pos) const {
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return &_items[pos];
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}
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} // namespace Parallaction
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