mirror of
https://github.com/libretro/scummvm.git
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396 lines
9.6 KiB
C++
396 lines
9.6 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "parallaction/input.h"
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#include "parallaction/parallaction.h"
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#include "common/textconsole.h"
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namespace Parallaction {
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/*
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#define INVENTORYITEM_PITCH 32
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#define INVENTORYITEM_WIDTH 24
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#define INVENTORYITEM_HEIGHT 24
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#define INVENTORY_MAX_ITEMS 30
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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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*/
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InventoryItem _verbs_NS[] = {
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{ 1, kZoneDoor },
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{ 3, kZoneExamine },
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{ 2, kZoneGet },
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{ 4, kZoneSpeak },
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{ 0, 0 }
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};
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InventoryItem _verbs_BR[] = {
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{ 1, kZoneBox },
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{ 2, kZoneGet },
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{ 3, kZoneExamine },
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{ 4, kZoneSpeak },
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{ 0, 0 }
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};
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InventoryProperties _invProps_NS = {
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32, // INVENTORYITEM_PITCH
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24, // INVENTORYITEM_WIDTH
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24, // INVENTORYITEM_HEIGHT
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30, // INVENTORY_MAX_ITEMS
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5, // INVENTORY_ITEMS_PER_LINE
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6, // INVENTORY_LINES
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5 * 24, // INVENTORY_WIDTH =(INVENTORY_ITEMS_PER_LINE*INVENTORYITEM_WIDTH)
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6 * 24 // INVENTORY_HEIGHT = (INVENTORY_LINES*INVENTORYITEM_HEIGHT)
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};
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InventoryProperties _invProps_BR = {
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51, // INVENTORYITEM_PITCH
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51, // INVENTORYITEM_WIDTH
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51, // INVENTORYITEM_HEIGHT
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48, // INVENTORY_MAX_ITEMS
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6, // INVENTORY_ITEMS_PER_LINE
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8, // INVENTORY_LINES
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6 * 51, // INVENTORY_WIDTH =(INVENTORY_ITEMS_PER_LINE*INVENTORYITEM_WIDTH)
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8 * 51 // INVENTORY_HEIGHT = (INVENTORY_LINES*INVENTORYITEM_HEIGHT)
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};
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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) {
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static ItemPosition lastHighlightedPos = -1;
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if (lastHighlightedPos != -1) {
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_inventoryRenderer->highlightItem(lastHighlightedPos, 12);
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}
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if (pos != -1) {
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_inventoryRenderer->highlightItem(pos, 19);
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}
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lastHighlightedPos = pos;
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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_ns::cleanInventory(bool keepVerbs) {
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_inventory->clear(keepVerbs);
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}
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void Parallaction_br::cleanInventory(bool keepVerbs) {
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_dinoInventory->clear(keepVerbs);
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_donnaInventory->clear(keepVerbs);
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_dougInventory->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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Inventory *Parallaction_br::findInventory(const char *name) {
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if (!scumm_stricmp(name, "dino")) {
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return _dinoInventory;
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}
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if (!scumm_stricmp(name, "donna")) {
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return _donnaInventory;
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}
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if (!scumm_stricmp(name, "doug")) {
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return _dougInventory;
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}
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return nullptr;
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}
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InventoryRenderer::InventoryRenderer(Parallaction *vm, InventoryProperties *props) : _vm(vm), _props(props) {
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_surf.create(_props->_width, _props->_height, Graphics::PixelFormat::createFormatCLUT8());
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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::setInventory(Inventory *inventory) {
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_inv = inventory;
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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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uint16 lines = getNumLines();
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Common::Point p;
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_vm->_input->getCursorPos(p);
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_pos.x = CLIP((int)(p.x - (_props->_width / 2)), 0, (int)(_vm->_screenWidth - _props->_width));
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_pos.y = CLIP((int)(p.y - 2 - (lines * _props->_itemHeight)), 0, (int)(_vm->_screenHeight - lines * _props->_itemHeight));
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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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}
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void InventoryRenderer::getRect(Common::Rect& r) const {
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r.setWidth(_props->_width);
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r.setHeight(_props->_itemHeight * 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) / _props->_itemWidth) + (_props->_itemsPerLine * ((p.y - _pos.y) / _props->_itemHeight));
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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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byte* d = (byte *)_surf.getBasePtr(r.left, r.top);
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drawItem(name, d, _surf.pitch);
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}
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void InventoryRenderer::drawItem(ItemName name, byte *buffer, uint pitch) {
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byte* s = _vm->_objects->getData(name);
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byte* d = buffer;
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for (uint i = 0; i < _props->_itemHeight; i++) {
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memcpy(d, s, _props->_itemWidth);
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s += _props->_itemPitch;
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d += 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 / _props->_itemsPerLine) + ((num % _props->_itemsPerLine) > 0 ? 1 : 0);
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}
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void InventoryRenderer::refresh() {
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for (uint16 i = 0; i < _props->_maxItems; 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(_props->_itemHeight);
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r.setWidth(_props->_itemWidth);
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uint16 line = pos / _props->_itemsPerLine;
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uint16 col = pos % _props->_itemsPerLine;
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r.moveTo(col * _props->_itemWidth, line * _props->_itemHeight);
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}
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Inventory::Inventory(int maxItems, InventoryItem *verbs) : _numItems(0), _maxItems(maxItems) {
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_items = (InventoryItem *)calloc(_maxItems, sizeof(InventoryItem));
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int i = 0;
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for ( ; verbs[i]._id; i++) {
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addItem(verbs[i]._id, verbs[i]._index);
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}
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_numVerbs = i;
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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 == _maxItems) {
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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 ? _numVerbs : 0);
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for (uint16 slot = first; slot < _numItems; 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 < _maxItems) ? _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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void Parallaction_ns::initInventory() {
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_inventory = new Inventory(_invProps_NS._maxItems, _verbs_NS);
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assert(_inventory);
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_inventoryRenderer = new InventoryRenderer(this, &_invProps_NS);
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assert(_inventoryRenderer);
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_inventoryRenderer->setInventory(_inventory);
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}
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void Parallaction_br::initInventory() {
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_inventoryRenderer = new InventoryRenderer(this, &_invProps_BR);
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assert(_inventoryRenderer);
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_dinoInventory = new Inventory(_invProps_BR._maxItems, _verbs_BR);
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_donnaInventory = new Inventory(_invProps_BR._maxItems, _verbs_BR);
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_dougInventory = new Inventory(_invProps_BR._maxItems, _verbs_BR);
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}
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void Parallaction_ns::destroyInventory() {
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delete _inventoryRenderer;
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delete _inventory;
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_inventory = nullptr;
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_inventoryRenderer = nullptr;
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}
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void Parallaction_br::destroyInventory() {
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delete _inventoryRenderer;
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_inventory = nullptr;
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_inventoryRenderer = nullptr;
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delete _dinoInventory;
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delete _donnaInventory;
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delete _dougInventory;
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_dinoInventory = nullptr;
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_donnaInventory = nullptr;
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_dougInventory = nullptr;
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}
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} // namespace Parallaction
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