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85 lines
2.4 KiB
C++
85 lines
2.4 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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*/
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#include "actor.h"
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#include "dragons.h"
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#include "dragonrms.h"
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#include "inventory.h"
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namespace Dragons {
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static const Common::Point positionTable[4] = {
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{2,0},
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{0xce,0},
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{2,0x9e},
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{0xce,0x9e}
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};
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Inventory::Inventory(DragonsEngine *vm) : _vm(vm) {
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_type = 0;
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_sequenceId = 0;
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_screenPositionIndex = 0;
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}
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void Inventory::init(ActorManager *actorManager) {
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_actor = actorManager->loadActor(1, 1); //Load inventory
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_actor->x_pos = 2;
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_actor->y_pos = 0;
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_actor->priorityLayer = 6;
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_actor->flags = 0;
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_actor->field_e = 0x100;
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_actor->updateSequence(0);
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_actor->flags |= (Dragons::ACTOR_FLAG_40 | Dragons::ACTOR_FLAG_80 | Dragons::ACTOR_FLAG_100 |
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Dragons::ACTOR_FLAG_200);
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_sequenceId = 0;
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_type = 0;
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}
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void Inventory::loadScene(uint32 sceneId) {
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if (!_type) {
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_sequenceId = _vm->isFlagSet(Dragons::ENGINE_FLAG_400000) ? 1 : 0;
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}
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_screenPositionIndex = _vm->_dragonRMS->getInventoryPosition(sceneId);
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if (_sequenceId == 0 && _vm->getVar(7) == 1) {
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_actor->updateSequence(5);
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} else {
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_actor->updateSequence(_sequenceId);
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}
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_actor->x_pos = positionTable[_screenPositionIndex].x;
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if ((_sequenceId == 0 || _sequenceId == 2) && (_screenPositionIndex == 1 || _screenPositionIndex == 3)) {
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_actor->x_pos += 0x32;
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}
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_actor->y_pos = positionTable[_screenPositionIndex].y;
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}
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void Inventory::updateVisibility() {
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_actor->priorityLayer = _vm->isFlagSet(Dragons::ENGINE_FLAG_10) ? (int16)6 : (int16)0;
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}
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Common::Point Inventory::getPosition() {
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return positionTable[_screenPositionIndex];
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}
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} // End of namespace Dragons
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