mirror of
https://github.com/libretro/scummvm.git
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509 lines
11 KiB
C++
509 lines
11 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ngi/ngi.h"
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#include "ngi/utils.h"
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#include "ngi/inventory.h"
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#include "ngi/gameloader.h"
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#include "ngi/statics.h"
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#include "ngi/input.h"
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namespace NGI {
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bool Inventory::load(MfcArchive &file) {
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debugC(5, kDebugLoading | kDebugInventory, "Inventory::load()");
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_sceneId = file.readUint16LE();
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int numInvs = file.readUint32LE();
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_itemsPool.resize(numInvs);
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for (int i = 0; i < numInvs; i++) {
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InventoryPoolItem &t = _itemsPool[i];
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t.id = file.readUint16LE();
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t.pictureObjectNormal = file.readUint16LE();
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t.pictureObjectId1 = file.readUint16LE();
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t.pictureObjectHover = file.readUint16LE();
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t.pictureObjectSelected = file.readUint16LE();
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t.flags = file.readUint32LE();
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t.field_C = 0;
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t.field_A = -536;
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}
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return true;
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}
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int Inventory::getInventoryPoolItemIndexById(int itemId) {
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if (_itemsPool.size() <= 0)
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return -1;
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for (uint i = 0; i < _itemsPool.size(); i++) {
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if (_itemsPool[i].id == itemId)
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return i;
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}
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return 0;
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}
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bool Inventory::setItemFlags(int itemId, int flags) {
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int idx = getInventoryPoolItemIndexById(itemId);
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if (idx < 0)
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return false;
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else
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_itemsPool[idx].flags = flags;
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return true;
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}
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Inventory2::Inventory2() {
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_selectedId = -1;
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_field_48 = -1;
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_scene = nullptr;
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_picture = nullptr;
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_isInventoryOut = false;
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_isLocked = 0;
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_topOffset = -65;
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}
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Inventory2::~Inventory2() {
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removeMessageHandler(125, -1);
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}
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bool Inventory2::loadPartial(MfcArchive &file) { // Inventory2_SerializePartially
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_inventoryItems.clear();
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int numInvs = file.readUint32LE();
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for (int i = 0; i < numInvs; i++) {
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int16 itemId = file.readUint16LE();
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int16 count = file.readUint16LE();
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_inventoryItems.push_back(InventoryItem(itemId, count));
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}
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return true;
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}
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bool Inventory2::savePartial(MfcArchive &file) {
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file.writeUint32LE(_inventoryItems.size());
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for (uint i = 0; i < _inventoryItems.size(); i++) {
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file.writeUint16LE(_inventoryItems[i].itemId);
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file.writeUint16LE(_inventoryItems[i].count);
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}
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return true;
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}
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void Inventory2::addItem(int itemId, int count) {
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if (getInventoryPoolItemIndexById(itemId) >= 0)
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_inventoryItems.push_back(InventoryItem(itemId, count));
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}
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void Inventory2::addItem2(StaticANIObject *obj) {
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if (getInventoryPoolItemIndexById(obj->_id) >= 0 && getInventoryPoolItemFieldCById(obj->_id) != 2) {
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addItem(obj->_id, 1);
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obj->hide();
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}
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}
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void Inventory2::removeItem(int itemId, int count) {
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debugC(2, kDebugInventory, "Inventory2::removeItem(%d, %d)", itemId, count);
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while (count) {
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int i;
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for (i = _inventoryItems.size() - 1; i >= 0; i--) {
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InventoryItem &item = _inventoryItems[i];
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if (item.itemId == itemId) {
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if (_selectedId == itemId)
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unselectItem(false);
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if (item.count > count) {
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item.count -= count;
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} else {
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count -= item.count;
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_inventoryItems.remove_at(i);
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}
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if (getCountItemsWithId(itemId) < 0)
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getInventoryPoolItemFieldCById(itemId);
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break;
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}
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}
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}
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}
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void Inventory2::removeItem2(Scene *sceneObj, int itemId, int x, int y, int priority) {
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int idx = getInventoryItemIndexById(itemId);
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debugC(2, kDebugInventory, "removeItem2(*, %d, %d, %d, %d)", itemId, x, y, priority);
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if (idx >= 0) {
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if (_inventoryItems[idx].count) {
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removeItem(itemId, 1);
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Scene *sc = g_nmi->accessScene(_sceneId);
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if (sc) {
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StaticANIObject *ani = new StaticANIObject(sc->getStaticANIObject1ById(itemId, -1));
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sceneObj->addStaticANIObject(ani, 1);
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ani->_statics = ani->_staticsList[0];
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ani->setOXY(x, y);
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ani->_priority = priority;
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}
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}
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}
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}
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int Inventory2::getCountItemsWithId(int itemId) {
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int res = 0;
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for (uint i = 0; i < _inventoryItems.size(); i++) {
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if (_inventoryItems[i].itemId == itemId)
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res += _inventoryItems[i].count;
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}
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return res;
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}
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int Inventory2::getInventoryItemIndexById(int itemId) {
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for (uint i = 0; i < _inventoryItems.size(); i++) {
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if (_inventoryItems[i].itemId == itemId)
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return i;
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}
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return -1;
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}
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int Inventory2::getInventoryPoolItemIdAtIndex(int itemId) {
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return _itemsPool[itemId].id;
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}
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int Inventory2::getInventoryPoolItemFieldCById(int itemId) {
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for (uint i = 0; i < _itemsPool.size(); i++) {
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if (_itemsPool[i].id == itemId)
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return _itemsPool[i].field_C;
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}
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return 0;
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}
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int Inventory2::getItemFlags(int itemId) {
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int idx = getInventoryPoolItemIndexById(itemId);
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if (idx < 0)
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return 0;
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return _itemsPool[idx].flags;
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}
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void Inventory2::rebuildItemRects() {
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debugC(2, kDebugInventory, "rebuildItemRects()");
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_scene = g_nmi->accessScene(_sceneId);
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if (!_scene)
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return;
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_inventoryIcons.clear();
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_picture = _scene->getBigPicture(0, 0);
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_picture->setAlpha(50);
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int itemX = 9;
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int itemY = 0;
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for (uint i = 0; i < _scene->_picObjList.size(); i++) {
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PictureObject *pic = _scene->_picObjList[i];
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for (uint j = 0; j < _itemsPool.size(); j++) {
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if (_itemsPool[j].pictureObjectNormal == pic->_id) {
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if (pic->_odelay)
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_scene->deletePictureObject(pic);
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else
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pic->_flags &= 0xFFFB;
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}
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}
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}
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for (uint i = 0; i < _inventoryItems.size(); i++) {
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int idx = getInventoryPoolItemIndexById(_inventoryItems[i].itemId);
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_inventoryIcons.push_back(InventoryIcon());
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InventoryIcon &icn = _inventoryIcons.back();
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icn.inventoryItemId = _itemsPool[idx].id;
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icn.pictureObjectNormal = _scene->getPictureObjectById(_itemsPool[idx].pictureObjectNormal, 0);
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icn.pictureObjectHover = _scene->getPictureObjectById(_itemsPool[idx].pictureObjectHover, 0);
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icn.pictureObjectSelected = _scene->getPictureObjectById(_itemsPool[idx].pictureObjectSelected, 0);
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const Dims dims = icn.pictureObjectNormal->getDimensions();
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if (_itemsPool[idx].flags & 0x10000) {
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icn.x1 = 730;
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icn.y1 = itemY;
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icn.x2 = dims.x + 730;
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icn.y2 = dims.y + itemY + 10;
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} else {
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icn.x1 = itemX;
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icn.y1 = itemY;
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icn.x2 = itemX + dims.x;
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itemX = icn.x2 + 1;
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icn.y2 = dims.y + itemY + 10;
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}
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if (itemX >= 2 * (icn.x1 - icn.x2) + 800) {
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itemX = 9;
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itemY = icn.y2 + 1;
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}
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}
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}
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void Inventory2::draw() {
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if (!_scene)
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return;
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int oldScLeft = g_nmi->_sceneRect.left;
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int oldScTop = g_nmi->_sceneRect.top;
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g_nmi->_sceneRect.top = -_topOffset;
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g_nmi->_sceneRect.left = 0;
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_picture->draw(-1, -1, 0, 0);
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for (uint i = 0; i < _inventoryIcons.size(); i++) {
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const InventoryIcon &icn = _inventoryIcons[i];
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if (icn.isSelected) {
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icn.pictureObjectSelected->drawAt(icn.x1, icn.y1 + 10);
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} else {
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if (icn.isMouseHover)
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icn.pictureObjectHover->drawAt(icn.x1, icn.y1 + 10);
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else
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icn.pictureObjectNormal->drawAt(icn.x1, icn.y1 + 10);
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}
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}
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if (!_isInventoryOut)
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goto LABEL_30;
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int v10, v11, v12;
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if (_topOffset != -10) {
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if (_topOffset < -10) {
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v10 = -10;
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goto LABEL_13;
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}
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if (_topOffset + 10 >= 20) {
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v11 = -20;
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cont:
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_topOffset += v11;
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goto reset;
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}
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v12 = -10;
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goto LABEL_25;
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}
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if (!_isInventoryOut) {
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LABEL_30:
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if (_topOffset != -65) {
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if (_topOffset < -65) {
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v10 = -65;
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LABEL_13:
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v11 = v10 - _topOffset;
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if (v11 >= 20)
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v11 = 20;
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goto cont;
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}
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if (_topOffset + 65 >= 20) {
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v11 = -20;
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goto cont;
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}
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v12 = -65;
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LABEL_25:
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v11 = v12 - _topOffset;
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goto cont;
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}
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}
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reset:
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g_nmi->_sceneRect.top = oldScTop;
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g_nmi->_sceneRect.left = oldScLeft;
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}
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void Inventory2::slideIn() {
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_isInventoryOut = false;
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ExCommand *ex = new ExCommand(0, 17, 65, 0, 0, 0, 1, 0, 0, 0);
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ex->_field_2C = 10;
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ex->_z = _isInventoryOut;
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ex->_invId = !_isInventoryOut;
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ex->_excFlags |= 3;
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ex->postMessage();
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}
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void Inventory2::slideOut() {
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_isInventoryOut = true;
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ExCommand *ex = new ExCommand(0, 17, 65, 0, 0, 0, 1, 0, 0, 0);
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ex->_field_2C = 10;
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ex->_z = _isInventoryOut;
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ex->_invId = !_isInventoryOut;
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ex->_excFlags |= 3;
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ex->postMessage();
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}
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bool Inventory2::handleLeftClick(ExCommand *cmd) {
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if (!_isInventoryOut)
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return false;
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bool res = false;
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for (uint i = 0; i < _inventoryIcons.size(); i++) {
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InventoryIcon &icon = _inventoryIcons[i];
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if (cmd->_x >= icon.x1 && cmd->_x <= icon.x2 &&
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cmd->_y >= icon.y1 && cmd->_y <= icon.y2) {
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if (getSelectedItemId()) {
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if (getSelectedItemId() != icon.inventoryItemId)
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unselectItem(0);
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}
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if (getItemFlags(icon.inventoryItemId) & 1) {
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ExCommand *ex = new ExCommand(0, 17, 65, 0, 0, 0, 1, 0, 0, 0);
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ex->_field_2C = 11;
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ex->_z = _inventoryIcons[i].inventoryItemId;
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ex->_excFlags |= 3;
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ex->postMessage();
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}
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if (!(getItemFlags(icon.inventoryItemId) & 2)) {
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selectItem(icon.inventoryItemId);
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icon.isSelected = true;
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}
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res = true;
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}
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}
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if (!res)
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unselectItem(0);
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return res;
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}
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int Inventory2::selectItem(int itemId) {
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if (getInventoryItemIndexById(itemId) < 0)
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return -1;
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unselectItem(0);
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_selectedId = itemId;
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if (_scene) {
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int idx = getInventoryPoolItemIndexById(itemId);
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Picture *pic = _scene->getPictureObjectById(_itemsPool[idx].pictureObjectId1, 0)->_picture;
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g_nmi->getGameLoaderInputController()->setCursorItemPicture(pic);
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}
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return _selectedId;
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}
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bool Inventory2::unselectItem(bool flag) {
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if (_selectedId < 0)
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return false;
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_selectedId = -1;
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for (uint i = 0; i < _inventoryIcons.size(); i++) {
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if (_inventoryIcons[i].isSelected)
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_inventoryIcons[i].isSelected = false;
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}
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g_nmi->getGameLoaderInputController()->setCursorItemPicture(nullptr);
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return true;
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}
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int Inventory2::getHoveredItem(Common::Point *point) {
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int selId = getSelectedItemId();
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if (point->y <= 20 && !_isInventoryOut && !_isLocked)
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slideOut();
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if (!selId && point->y >= 55) {
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if (!_isInventoryOut)
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return 0;
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if (!_isLocked)
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slideIn();
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}
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if (!_isInventoryOut)
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return 0;
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int res = 0;
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for (uint i = 0; i < _inventoryIcons.size(); i++) {
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InventoryIcon &icn = _inventoryIcons[i];
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if (selId ||
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point->x < icn.x1 ||
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point->x > icn.x2 ||
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point->y < _topOffset + icn.y1 ||
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point->y > _topOffset + icn.y2) {
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icn.isMouseHover = false;
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} else {
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icn.isMouseHover = true;
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res = icn.inventoryItemId;
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}
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}
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return res;
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}
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void Inventory2::clear() {
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unselectItem(0);
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for (uint i = 0; i < _inventoryItems.size(); i++)
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getInventoryPoolItemFieldCById(_inventoryItems[i].itemId);
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_inventoryItems.clear();
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}
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void NGIEngine::getAllInventory() {
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Inventory2 *inv = getGameLoaderInventory();
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for (uint i = 0; i < inv->getItemsPoolCount(); ++i ) {
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int id = inv->getInventoryPoolItemIdAtIndex(i);
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if (inv->getCountItemsWithId(id) < 1)
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inv->addItem(id, 1);
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}
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inv->rebuildItemRects();
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}
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} // End of namespace NGI
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