mirror of
https://github.com/libretro/scummvm.git
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236634662c
svn-id: r28219
320 lines
6.8 KiB
C++
320 lines
6.8 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 "common/stdafx.h"
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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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static byte *_buffer;
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uint16 _numInvLines = 0;
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static Common::Point _invPosition;
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InventoryItem _inventory[INVENTORY_MAX_ITEMS] = {
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{ kZoneDoor, 1 }, // open/close icon
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{ kZoneExamine, 3 }, // examine icon
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{ kZoneGet, 2 }, // pick up/use icon
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{ kZoneSpeak, 4 }, // speak icon
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{ 0, 0 }, // items...
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 }
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};
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int16 getNumUsedSlots() {
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int16 num = 0;
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while (num < INVENTORY_MAX_ITEMS && _inventory[num]._id != 0)
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num++;
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return num;
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}
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// get inventory item index at position (x,y)
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// in screen coordinates
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//
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int16 Parallaction::getHoverInventoryItem(int16 x, int16 y) {
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int16 slot = getNumUsedSlots();
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slot = (slot + 4) / INVENTORY_ITEMS_PER_LINE;
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Common::Rect r(INVENTORY_WIDTH, _numInvLines * INVENTORYITEM_HEIGHT);
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r.moveTo(_invPosition);
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if (!r.contains(Common::Point(x,y)))
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return -1;
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return ((x - _invPosition.x) / INVENTORYITEM_WIDTH) + (INVENTORY_ITEMS_PER_LINE * ((y - _invPosition.y) / INVENTORYITEM_HEIGHT));
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}
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void drawInventoryItem(uint16 pos, InventoryItem *item) {
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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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// FIXME: this will end up in a general blit function
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byte* s = _vm->_char._objs->getFramePtr(item->_index);
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byte* d = _buffer + col * INVENTORYITEM_WIDTH + line * _vm->_char._objs->_height * INVENTORY_WIDTH;
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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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return;
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}
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void refreshInventory() {
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for (uint16 i = 0; i < INVENTORY_MAX_ITEMS; i++)
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drawInventoryItem(i, &_inventory[i]);
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return;
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}
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int Parallaction::addInventoryItem(uint16 item) {
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int16 slot = getNumUsedSlots();
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if (slot == INVENTORY_MAX_ITEMS)
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return -1;
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_inventory[slot]._id = MAKE_INVENTORY_ID(item);
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_inventory[slot]._index = item;
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return 0;
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}
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void Parallaction::dropItem(uint16 v) {
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bool found = false;
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for (uint16 slot = 0; slot < INVENTORY_MAX_ITEMS - 1; slot++) {
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if (v + INVENTORY_FIRST_ITEM == _inventory[slot]._index) {
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found = true;
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}
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if (!found) continue;
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memcpy(&_inventory[slot], &_inventory[slot+1], sizeof(InventoryItem));
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}
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return;
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}
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int16 Parallaction::isItemInInventory(int32 v) {
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for (uint16 slot = 0; slot < INVENTORY_MAX_ITEMS; slot++) {
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if (_inventory[slot]._id == (uint)v)
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return 1;
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}
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return 0;
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}
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void drawBorder(const Common::Rect& r, byte *buffer, byte color) {
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byte *d = buffer + r.left + INVENTORY_WIDTH * r.top;
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memset(d, color, r.width());
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for (uint16 i = 0; i < r.height(); i++) {
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d[i * INVENTORY_WIDTH] = color;
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d[i * INVENTORY_WIDTH + r.width() - 1] = color;
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}
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d = buffer + r.left + INVENTORY_WIDTH * (r.bottom - 1);
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memset(d, color, r.width());
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return;
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}
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//
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// draws a color border around the specified position in the inventory
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//
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void highlightInventoryItem(int16 pos, byte color) {
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if (color != 12) color = 19;
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if (pos == -1) return;
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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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Common::Rect r(INVENTORYITEM_WIDTH, _vm->_char._objs->_height);
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r.moveTo(col * INVENTORYITEM_WIDTH, line * _vm->_char._objs->_height);
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drawBorder(r, _buffer, color);
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return;
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}
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int16 getInventoryItemIndex(int16 pos) {
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// TODO: should assert against the number of items actually contained,
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// not the theoretical limit.
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assert(pos >= 0 && pos < INVENTORY_MAX_ITEMS);
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return _inventory[pos]._index;
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}
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void jobShowInventory(void *parm, Job *j) {
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// printf("job_showInventory()...");
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int16 slot = getNumUsedSlots();
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_numInvLines = (slot + 4) / INVENTORY_ITEMS_PER_LINE;
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Common::Rect r(INVENTORY_WIDTH, _numInvLines * INVENTORYITEM_HEIGHT);
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r.moveTo(_invPosition);
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_vm->_gfx->copyRect(
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Gfx::kBitBack,
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r,
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_buffer,
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INVENTORY_WIDTH
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);
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return;
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}
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void jobHideInventory(void *parm, Job *j) {
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// printf("job_hideInventory()\n");
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static uint16 count = 0;
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_engineFlags |= kEngineBlockInput;
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count++;
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if (count == 2) {
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count = 0;
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j->_finished = 1;
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_engineFlags &= ~kEngineBlockInput;
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}
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Common::Rect r(INVENTORY_WIDTH, _numInvLines * INVENTORYITEM_HEIGHT);
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r.moveTo(_invPosition);
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_vm->_gfx->restoreBackground(r);
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return;
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}
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void openInventory() {
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_engineFlags |= kEngineInventory;
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int16 slot = getNumUsedSlots();
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uint16 lines = (slot + 4) / INVENTORY_ITEMS_PER_LINE;
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_invPosition.x = CLIP(_vm->_mousePos.x - (INVENTORY_WIDTH / 2), 0, (int)(_vm->_screenWidth - INVENTORY_WIDTH));
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_invPosition.y = CLIP(_vm->_mousePos.y - 2 - (lines * INVENTORYITEM_HEIGHT), 0, (int)(_vm->_screenHeight - lines * INVENTORYITEM_HEIGHT));
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refreshInventory();
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return;
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}
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void closeInventory() {
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_engineFlags &= ~kEngineInventory;
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}
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void initInventory() {
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_buffer = (byte*)malloc(INVENTORY_WIDTH * INVENTORY_HEIGHT);
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}
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void destroyInventory() {
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if (_buffer)
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free(_buffer);
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_buffer = 0;
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}
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void cleanInventory() {
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for (uint16 slot = INVENTORY_FIRST_ITEM; slot < INVENTORY_MAX_ITEMS; slot++) {
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_inventory[slot]._id = 0;
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_inventory[slot]._index = 0;
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}
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return;
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}
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} // namespace Parallaction
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