mirror of
https://github.com/libretro/scummvm.git
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178 lines
5.4 KiB
C++
178 lines
5.4 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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*/
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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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static const struct DMInventoryItem kInventoryItems[21] = {
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{0x40011, 0xE005B},
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{0x40099, 0xE001B},
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{0x4000F, 0xE000C},
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{0x40042, 0xE0012},
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{0x40044, 0xE000F},
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{0x40029, 0xE000D},
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{0x400A7, 0xE005D},
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{0x40096, 0xE001C},
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{0x40077, 0xE0010},
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{0x4008A, 0xE0033},
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{0x4004B, 0xE0045},
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{0x40054, 0xE0021},
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{0x400C6, 0xE005A},
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{0x4000B, 0xE005E},
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{0x4005F, 0xE0016},
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{0x40072, 0xE0017},
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{0x400AA, 0xE005F},
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{0x400B8, 0xE0050},
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{0x4001F, 0xE001A},
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{0x40095, 0xE0060},
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{0x40041, 0xE0053}
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};
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void DuckmanInventory::initInventory() {
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for (int y = 0; y < 4; y++) {
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for (int x = 0; x < 5; x++) {
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_inventorySlots.push_back(DMInventorySlot( 64 + x * 48, 52 + y * 32));
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}
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}
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for (int i = 0; i < 21; i++) {
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_inventoryItems.push_back(kInventoryItems[i]);
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}
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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 < _inventoryItems.size(); ++i) {
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DMInventoryItem *inventoryItem = &_inventoryItems[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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}
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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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}
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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 < _inventoryItems.size(); ++i) {
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if (_inventoryItems[i]._objectId == objectId)
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return &_inventoryItems[i];
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}
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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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