scummvm/engines/ngi/inventory.cpp
2021-12-26 18:48:43 +01:00

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