scummvm/engines/illusions/duckman/duckman_inventory.cpp
2018-07-20 06:43:33 +00:00

178 lines
5.4 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.
*
*/
#include "illusions/duckman/illusions_duckman.h"
#include "illusions/duckman/duckman_inventory.h"
#include "illusions/actor.h"
#include "illusions/cursor.h"
#include "illusions/input.h"
#include "illusions/resources/scriptresource.h"
#include "engines/util.h"
namespace Illusions {
// DuckmanInventory
DuckmanInventory::DuckmanInventory(IllusionsEngine_Duckman *vm)
: _vm(vm) {
initInventory();
}
DuckmanInventory::~DuckmanInventory() {
}
static const struct DMInventoryItem kInventoryItems[21] = {
{0x40011, 0xE005B},
{0x40099, 0xE001B},
{0x4000F, 0xE000C},
{0x40042, 0xE0012},
{0x40044, 0xE000F},
{0x40029, 0xE000D},
{0x400A7, 0xE005D},
{0x40096, 0xE001C},
{0x40077, 0xE0010},
{0x4008A, 0xE0033},
{0x4004B, 0xE0045},
{0x40054, 0xE0021},
{0x400C6, 0xE005A},
{0x4000B, 0xE005E},
{0x4005F, 0xE0016},
{0x40072, 0xE0017},
{0x400AA, 0xE005F},
{0x400B8, 0xE0050},
{0x4001F, 0xE001A},
{0x40095, 0xE0060},
{0x40041, 0xE0053}
};
void DuckmanInventory::initInventory() {
for (int y = 0; y < 4; y++) {
for (int x = 0; x < 5; x++) {
_inventorySlots.push_back(DMInventorySlot( 64 + x * 48, 52 + y * 32));
}
}
for (int i = 0; i < 21; i++) {
_inventoryItems.push_back(kInventoryItems[i]);
}
}
void DuckmanInventory::openInventory() {
for (uint i = 0; i < _inventorySlots.size(); ++i) {
DMInventorySlot *inventorySlot = &_inventorySlots[i];
if (inventorySlot->_objectId) {
DMInventoryItem *inventoryItem = findInventoryItem(inventorySlot->_objectId);
if (!_vm->_scriptResource->_properties.get(inventoryItem->_propertyId))
inventorySlot->_objectId = 0;
}
}
for (uint i = 0; i < _inventoryItems.size(); ++i) {
DMInventoryItem *inventoryItem = &_inventoryItems[i];
if (_vm->_scriptResource->_properties.get(inventoryItem->_propertyId)) {
DMInventorySlot *inventorySlot = findInventorySlot(inventoryItem->_objectId);
if (inventorySlot) {
Control *control = _vm->getObjectControl(inventoryItem->_objectId);
control->setActorPosition(inventorySlot->_position);
control->appearActor();
} else {
addInventoryItem(inventoryItem->_objectId);
}
}
}
}
void DuckmanInventory::addInventoryItem(uint32 objectId) {
DMInventorySlot *DMInventorySlot = findInventorySlot(0);
DMInventorySlot->_objectId = objectId;
Control *control = _vm->getObjectControl(objectId);
control->setActorPosition(DMInventorySlot->_position);
control->appearActor();
}
void DuckmanInventory::clearInventorySlot(uint32 objectId) {
for (uint i = 0; i < _inventorySlots.size(); ++i) {
if (_inventorySlots[i]._objectId == objectId)
_inventorySlots[i]._objectId = 0;
}
}
void DuckmanInventory::putBackInventoryItem() {
Common::Point mousePos = _vm->_input->getCursorPosition();
if (_vm->_cursor._objectId) {
DMInventorySlot *inventorySlot = findInventorySlot(_vm->_cursor._objectId);
if (inventorySlot)
inventorySlot->_objectId = 0;
inventorySlot = findClosestInventorySlot(mousePos);
inventorySlot->_objectId = _vm->_cursor._objectId;
Control *control = _vm->getObjectControl(_vm->_cursor._objectId);
control->setActorPosition(inventorySlot->_position);
control->appearActor();
_vm->_cursor._actorIndex = 7;
_vm->stopCursorHoldingObject();
_vm->_cursor._actorIndex = 2;
_vm->_cursor._control->startSequenceActor(_vm->_cursor._sequenceId1, 2, 0);
if (_vm->_cursor._currOverlappedControl)
_vm->setCursorActorIndex(_vm->_cursor._actorIndex, 2, 0);
else
_vm->setCursorActorIndex(_vm->_cursor._actorIndex, 1, 0);
}
}
DMInventorySlot *DuckmanInventory::findInventorySlot(uint32 objectId) {
for (uint i = 0; i < _inventorySlots.size(); ++i) {
if (_inventorySlots[i]._objectId == objectId)
return &_inventorySlots[i];
}
return 0;
}
DMInventoryItem *DuckmanInventory::findInventoryItem(uint32 objectId) {
for (uint i = 0; i < _inventoryItems.size(); ++i) {
if (_inventoryItems[i]._objectId == objectId)
return &_inventoryItems[i];
}
return 0;
}
DMInventorySlot *DuckmanInventory::findClosestInventorySlot(Common::Point pos) {
int minDistance = 0xFFFFFF;
DMInventorySlot *minInventorySlot = 0;
for (uint i = 0; i < _inventorySlots.size(); ++i) {
DMInventorySlot *inventorySlot = &_inventorySlots[i];
if (inventorySlot->_objectId == 0) {
int16 deltaX = ABS(inventorySlot->_position.x - pos.x);
int16 deltaY = ABS(inventorySlot->_position.y - pos.y);
int distance = deltaX * deltaX + deltaY * deltaY;
if (inventorySlot->_objectId == 0 && distance < minDistance) {
minDistance = distance;
minInventorySlot = inventorySlot;
}
}
}
return minInventorySlot;
}
} // End of namespace Illusions