scummvm/engines/parallaction/inventory.cpp

363 lines
7.7 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.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "parallaction/parallaction.h"
namespace Parallaction {
//
// inventory is a grid made of (at most) 30 cells, 24x24 pixels each,
// arranged in 6 lines
//
// inventory items are stored in cnv files in a 32x24 grid
// but only 24x24 pixels are actually copied to graphic memory
//
#define INVENTORY_MAX_ITEMS 30
#define INVENTORY_FIRST_ITEM 4 // first four entries are used up by verbs
#define INVENTORYITEM_PITCH 32
#define INVENTORYITEM_WIDTH 24
#define INVENTORYITEM_HEIGHT 24
#define INVENTORY_ITEMS_PER_LINE 5
#define INVENTORY_LINES 6
#define INVENTORY_WIDTH (INVENTORY_ITEMS_PER_LINE*INVENTORYITEM_WIDTH)
#define INVENTORY_HEIGHT (INVENTORY_LINES*INVENTORYITEM_HEIGHT)
static byte *_buffer;
uint16 _numInvLines = 0;
static Common::Point _invPosition;
InventoryItem _inventory[INVENTORY_MAX_ITEMS] = {
{ kZoneDoor, 1 }, // open/close icon
{ kZoneExamine, 3 }, // examine icon
{ kZoneGet, 2 }, // pick up/use icon
{ kZoneSpeak, 4 }, // speak icon
{ 0, 0 }, // items...
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 }
};
void drawInventoryItem(uint16 pos, InventoryItem *item);
// get inventory item index at position (x,y)
// in screen coordinates
//
int16 Parallaction::getHoverInventoryItem(int16 x, int16 y) {
int16 slot = -1;
do {
slot++;
} while (_inventory[slot]._id != 0);
slot = (slot + 4) / INVENTORY_ITEMS_PER_LINE;
if (_invPosition.x >= x) return -1;
if ((_invPosition.x + INVENTORY_WIDTH) <= x) return -1;
if (_invPosition.y >= y) return -1;
if ((slot * INVENTORYITEM_HEIGHT + _invPosition.y) <= y) return -1;
return ((x - _invPosition.x) / INVENTORYITEM_WIDTH) + (INVENTORY_ITEMS_PER_LINE * ((y - _invPosition.y) / INVENTORYITEM_HEIGHT));
}
void refreshInventory(const char *character) {
for (uint16 i = 0; i < INVENTORY_MAX_ITEMS; i++) {
drawInventoryItem(i, &_inventory[i]);
}
return;
}
void refreshInventoryItem(const char *character, uint16 index) {
drawInventoryItem(index, &_inventory[index]);
return;
}
int Parallaction::addInventoryItem(uint16 item) {
uint16 slot = 0;
while (_inventory[slot]._id != 0)
slot++;
if (slot == INVENTORY_MAX_ITEMS)
return -1;
_inventory[slot]._id = MAKE_INVENTORY_ID(item);
_inventory[slot]._index = item;
refreshInventoryItem(_characterName, slot);
return 0;
}
void Parallaction::dropItem(uint16 v) {
bool found = false;
for (uint16 slot = 0; slot < INVENTORY_MAX_ITEMS - 1; slot++) {
if (v + INVENTORY_FIRST_ITEM == _inventory[slot]._index) {
found = true;
}
if (!found) continue;
memcpy(&_inventory[slot], &_inventory[slot+1], sizeof(InventoryItem));
}
refreshInventory(_characterName);
return;
}
int16 Parallaction::isItemInInventory(int32 v) {
for (uint16 slot = 0; slot < INVENTORY_MAX_ITEMS; slot++) {
if (_inventory[slot]._id == (uint)v)
return 1;
}
return 0;
}
void drawInventoryItem(uint16 pos, InventoryItem *item) {
uint16 line = pos / INVENTORY_ITEMS_PER_LINE;
uint16 col = pos % INVENTORY_ITEMS_PER_LINE;
// FIXME: this will end up in a general blit function
byte* s = _vm->_char._objs->getFramePtr(item->_index);
byte* d = _buffer + col * INVENTORYITEM_WIDTH + line * _vm->_char._objs->_height * INVENTORY_WIDTH;
for (uint32 i = 0; i < INVENTORYITEM_HEIGHT; i++) {
memcpy(d, s, INVENTORYITEM_WIDTH);
d += INVENTORY_WIDTH;
s += INVENTORYITEM_PITCH;
}
return;
}
void drawBorder(const Common::Rect& r, byte *buffer, byte color) {
byte *d = buffer + r.left + INVENTORY_WIDTH * r.top;
memset(d, color, r.width());
for (uint16 i = 0; i < r.height(); i++) {
d[i * INVENTORY_WIDTH] = color;
d[i * INVENTORY_WIDTH + r.width() - 1] = color;
}
d = buffer + r.left + INVENTORY_WIDTH * (r.bottom - 1);
memset(d, color, r.width());
return;
}
//
// draws a color border around the specified position in the inventory
//
void highlightInventoryItem(int16 pos, byte color) {
if (color != 12) color = 19;
if (pos == -1) return;
uint16 line = pos / INVENTORY_ITEMS_PER_LINE;
uint16 col = pos % INVENTORY_ITEMS_PER_LINE;
Common::Rect r(INVENTORYITEM_WIDTH, _vm->_char._objs->_height);
r.moveTo(col * INVENTORYITEM_WIDTH, line * _vm->_char._objs->_height);
drawBorder(r, _buffer, color);
return;
}
void extractInventoryGraphics(int16 pos, byte *dst) {
// printf("extractInventoryGraphics(%i)\n", pos);
int16 line = pos / INVENTORY_ITEMS_PER_LINE;
int16 col = pos % INVENTORY_ITEMS_PER_LINE;
// FIXME: this will end up in a general blit function
byte* d = dst;
byte* s = _buffer + col * INVENTORYITEM_WIDTH + line * _vm->_char._objs->_height * INVENTORY_WIDTH;
for (uint32 i = 0; i < INVENTORYITEM_HEIGHT; i++) {
memcpy(d, s, INVENTORYITEM_WIDTH);
s += INVENTORY_WIDTH;
d += INVENTORYITEM_PITCH;
}
return;
}
void jobShowInventory(void *parm, Job *j) {
// printf("job_showInventory()...");
_numInvLines = 0;
while (_inventory[_numInvLines]._id != 0) _numInvLines++;
_numInvLines = (_numInvLines + 4) / INVENTORY_ITEMS_PER_LINE;
Common::Rect r(INVENTORY_WIDTH, _numInvLines * INVENTORYITEM_HEIGHT);
r.moveTo(_invPosition);
_vm->_gfx->copyRect(
Gfx::kBitBack,
r,
_buffer,
INVENTORY_WIDTH
);
return;
}
void jobHideInventory(void *parm, Job *j) {
// printf("job_hideInventory()\n");
static uint16 count = 0;
_engineFlags |= kEngineBlockInput;
count++;
if (count == 2) {
count = 0;
j->_finished = 1;
_engineFlags &= ~kEngineBlockInput;
}
Common::Rect r(INVENTORY_WIDTH, _numInvLines * INVENTORYITEM_HEIGHT);
r.moveTo(_invPosition);
_vm->_gfx->restoreBackground(r);
return;
}
void openInventory() {
_engineFlags |= kEngineInventory;
uint16 slot = 0;
while (_inventory[slot]._id != 0)
slot++;
uint16 lines = (slot + 4) / INVENTORY_ITEMS_PER_LINE;
_invPosition.x = _vm->_mousePos.x - (INVENTORY_WIDTH / 2);
if (_invPosition.x < 0)
_invPosition.x = 0;
if ((_invPosition.x + INVENTORY_WIDTH) > SCREEN_WIDTH)
_invPosition.x = SCREEN_WIDTH - INVENTORY_WIDTH;
_invPosition.y = _vm->_mousePos.y - 2 - (lines * INVENTORYITEM_HEIGHT);
if (_invPosition.y < 0)
_invPosition.y = 0;
if (_invPosition.y > SCREEN_HEIGHT - lines * INVENTORYITEM_HEIGHT)
_invPosition.y = SCREEN_HEIGHT - lines * INVENTORYITEM_HEIGHT;
return;
}
void closeInventory() {
_engineFlags &= ~kEngineInventory;
}
void initInventory() {
_buffer = (byte*)malloc(INVENTORY_WIDTH * INVENTORY_HEIGHT);
}
void destroyInventory() {
if (_buffer)
free(_buffer);
_buffer = 0;
}
void cleanInventory() {
for (uint16 slot = INVENTORY_FIRST_ITEM; slot < INVENTORY_MAX_ITEMS; slot++) {
_inventory[slot]._id = 0;
_inventory[slot]._index = 0;
}
return;
}
} // namespace Parallaction