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https://github.com/libretro/scummvm.git
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3f6496d5b5
Suppress almost all defines, rename constants svn-id: r55451
238 lines
10 KiB
C++
238 lines
10 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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/*
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* This code is based on original Hugo Trilogy source code
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*
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* Copyright (c) 1989-1995 David P. Gray
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*
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*/
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#include "common/system.h"
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#include "hugo/hugo.h"
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#include "hugo/game.h"
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#include "hugo/file.h"
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#include "hugo/schedule.h"
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#include "hugo/display.h"
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#include "hugo/mouse.h"
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#include "hugo/inventory.h"
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#include "hugo/parser.h"
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#include "hugo/object.h"
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namespace Hugo {
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static const int kMaxDisp = (kXPix / kInvDx); // Max icons displayable
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InventoryHandler::InventoryHandler(HugoEngine *vm) : _vm(vm) {
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}
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/**
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* Construct the inventory scrollbar in dib_i
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* imageTotNumb is total number of inventory icons
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* displayNumb is number requested for display
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* scrollFl is TRUE if scroll arrows required
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* firstObjId is index of first (scrolled) inventory object to display
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*/
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void InventoryHandler::constructInventory(int16 imageTotNumb, int displayNumb, bool scrollFl, int16 firstObjId) {
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debugC(1, kDebugInventory, "constructInventory(%d, %d, %d, %d)", imageTotNumb, displayNumb, (scrollFl) ? 0 : 1, firstObjId);
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// Clear out icon buffer
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memset(_vm->_screen->getIconBuffer(), 0, sizeof(_vm->_screen->getIconBuffer()));
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// If needed, copy arrows - reduce number of icons displayable
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if (scrollFl) { // Display at first and last icon positions
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_vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), 0, 0, kInvDx, kInvDy, kXPix, _vm->_screen->getIconBuffer(), 0, 0, kXPix);
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_vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), kInvDx, 0, kInvDx, kInvDy, kXPix, _vm->_screen->getIconBuffer(), kInvDx *(kMaxDisp - 1), 0, kXPix);
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displayNumb = MIN(displayNumb, kMaxDisp - kArrowNumb);
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} else // No, override first index - we can show 'em all!
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firstObjId = 0;
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// Copy inventory icons to remaining positions
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int16 displayed = 0;
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int16 carried = 0;
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for (int16 i = 0; (i < imageTotNumb) && (displayed < displayNumb); i++) {
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if (_vm->_object->isCarried(_vm->_invent[i])) {
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// Check still room to display and past first scroll index
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if (displayed < displayNumb && carried >= firstObjId) {
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// Compute source coordinates in dib_u
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int16 ux = (i + kArrowNumb) * kInvDx % kXPix;
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int16 uy = (i + kArrowNumb) * kInvDx / kXPix * kInvDy;
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// Compute dest coordinates in dib_i
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int16 ix = ((scrollFl) ? displayed + 1 : displayed) * kInvDx;
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displayed++; // Count number displayed
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// Copy the icon
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_vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), ux, uy, kInvDx, kInvDy, kXPix, _vm->_screen->getIconBuffer(), ix, 0, kXPix);
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}
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carried++; // Count number carried
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}
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}
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}
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/**
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* Process required action for inventory
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* Returns objId under cursor (or -1) for INV_GET
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*/
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int16 InventoryHandler::processInventory(invact_t action, ...) {
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debugC(1, kDebugInventory, "processInventory(invact_t action, ...)");
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static int16 firstIconId = 0; // Index of first icon to display
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int16 imageNumb; // Total number of inventory items
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int displayNumb; // Total number displayed/carried
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// Compute total number and number displayed, i.e. number carried
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for (imageNumb = 0, displayNumb = 0; imageNumb < _vm->_maxInvent && _vm->_invent[imageNumb] != -1; imageNumb++) {
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if (_vm->_object->isCarried(_vm->_invent[imageNumb]))
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displayNumb++;
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}
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// Will we need the scroll arrows?
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bool scrollFl = displayNumb > kMaxDisp;
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va_list marker; // Args used for D_ADD operation
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int16 cursorx, cursory; // Current cursor position
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int16 objId = -1; // Return objid under cursor
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switch (action) {
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case kInventoryActionInit: // Initialize inventory display
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constructInventory(imageNumb, displayNumb, scrollFl, firstIconId);
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break;
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case kInventoryActionLeft: // Scroll left by one icon
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firstIconId = MAX(0, firstIconId - 1);
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constructInventory(imageNumb, displayNumb, scrollFl, firstIconId);
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break;
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case kInventoryActionRight: // Scroll right by one icon
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firstIconId = MIN(displayNumb, firstIconId + 1);
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constructInventory(imageNumb, displayNumb, scrollFl, firstIconId);
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break;
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case kInventoryActionGet: // Return object id under cursor
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// Get cursor position from variable argument list
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va_start(marker, action); // Initialize variable arguments
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cursorx = va_arg(marker, int); // Cursor x
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cursory = va_arg(marker, int); // Cursor y
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va_end(marker); // Reset variable arguments
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cursory -= kDibOffY; // Icon bar is at true zero
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if (cursory > 0 && cursory < kInvDy) { // Within icon bar?
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int16 i = cursorx / kInvDx; // Compute icon index
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if (scrollFl) { // Scroll buttons displayed
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if (i == 0) { // Left scroll button
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objId = kLeftArrow;
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} else {
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if (i == kMaxDisp - 1) // Right scroll button
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objId = kRightArrow;
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else // Adjust for scroll
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i += firstIconId - 1; // i is icon index
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}
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}
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// If not an arrow, find object id - limit to valid range
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if (objId == -1 && i < displayNumb) {
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// Find objid by counting # carried objects == i+1
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int16 j;
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for (j = 0, i++; i > 0 && j < _vm->_object->_numObj; j++) {
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if (_vm->_object->isCarried(j)) {
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if (--i == 0)
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objId = j;
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}
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}
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}
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}
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break;
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}
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return objId; // For the INV_GET action
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}
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/**
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* Process inventory state machine
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*/
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void InventoryHandler::runInventory() {
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status_t &gameStatus = _vm->getGameStatus();
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debugC(1, kDebugInventory, "runInventory");
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switch (gameStatus.inventoryState) {
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case kInventoryOff: // Icon bar off screen
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break;
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case kInventoryUp: // Icon bar moving up
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gameStatus.inventoryHeight -= kStepDy; // Move the icon bar up
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if (gameStatus.inventoryHeight <= 0) // Limit travel
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gameStatus.inventoryHeight = 0;
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// Move visible portion to _frontBuffer, restore uncovered portion, display results
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_vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, kXPix, gameStatus.inventoryHeight, kXPix, _vm->_screen->getFrontBuffer(), 0, kDibOffY, kXPix);
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_vm->_screen->moveImage(_vm->_screen->getBackBufferBackup(), 0, gameStatus.inventoryHeight + kDibOffY, kXPix, kStepDy, kXPix, _vm->_screen->getFrontBuffer(), 0, gameStatus.inventoryHeight + kDibOffY, kXPix);
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_vm->_screen->displayRect(0, kDibOffY, kXPix, gameStatus.inventoryHeight + kStepDy);
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if (gameStatus.inventoryHeight == 0) { // Finished moving up?
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// Yes, restore dibs and exit back to game state machine
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_vm->_screen->moveImage(_vm->_screen->getBackBufferBackup(), 0, 0, kXPix, kYPix, kXPix, _vm->_screen->getBackBuffer(), 0, 0, kXPix);
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_vm->_screen->moveImage(_vm->_screen->getBackBuffer(), 0, 0, kXPix, kYPix, kXPix, _vm->_screen->getFrontBuffer(), 0, 0, kXPix);
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_vm->_object->updateImages(); // Add objects back into display list for restore
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gameStatus.inventoryState = kInventoryOff;
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gameStatus.viewState = kViewPlay;
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}
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break;
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case kInventoryDown: // Icon bar moving down
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// If this is the first step, initialize dib_i
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// and get any icon/text out of _frontBuffer
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if (gameStatus.inventoryHeight == 0) {
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processInventory(kInventoryActionInit); // Initialize dib_i
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_vm->_screen->displayList(kDisplayRestore); // Restore _frontBuffer
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_vm->_object->updateImages(); // Rebuild _frontBuffer without icons/text
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_vm->_screen->displayList(kDisplayDisplay); // Blit display list to screen
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}
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gameStatus.inventoryHeight += kStepDy; // Move the icon bar down
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if (gameStatus.inventoryHeight > kInvDy) // Limit travel
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gameStatus.inventoryHeight = kInvDy;
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// Move visible portion to _frontBuffer, display results
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_vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, kXPix, gameStatus.inventoryHeight, kXPix, _vm->_screen->getFrontBuffer(), 0, kDibOffY, kXPix);
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_vm->_screen->displayRect(0, kDibOffY, kXPix, gameStatus.inventoryHeight);
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if (gameStatus.inventoryHeight == kInvDy) { // Finished moving down?
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// Yes, prepare view dibs for special inventory display since
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// we can't refresh objects while icon bar overlayed...
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// 1. Save backing store _backBuffer in temporary dib_c
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// 2. Make snapshot of _frontBuffer the new _backBuffer backing store
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// 3. Reset the display list
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_vm->_screen->moveImage(_vm->_screen->getBackBuffer(), 0, 0, kXPix, kYPix, kXPix, _vm->_screen->getBackBufferBackup(), 0, 0, kXPix);
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_vm->_screen->moveImage(_vm->_screen->getFrontBuffer(), 0, 0, kXPix, kYPix, kXPix, _vm->_screen->getBackBuffer(), 0, 0, kXPix);
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_vm->_screen->displayList(kDisplayInit);
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gameStatus.inventoryState = kInventoryActive;
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}
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break;
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case kInventoryActive: // Inventory active
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_vm->_parser->charHandler(); // Still allow commands
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_vm->_screen->displayList(kDisplayRestore); // Restore previous background
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_vm->_screen->displayList(kDisplayDisplay); // Blit the display list to screen
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break;
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}
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}
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} // End of namespace Hugo
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