scummvm/engines/tinsel/inventory.cpp
2008-09-19 13:58:09 +00:00

4527 lines
116 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.
*
* $URL$
* $Id$
*
* Handles the inventory and conversation windows.
*
* And the save/load game windows. Some of this will be platform
* specific - I'll try to separate this ASAP.
*
* And there's still a bit of tidying and commenting to do yet.
*/
#include "tinsel/actors.h"
#include "tinsel/anim.h"
#include "tinsel/background.h"
#include "tinsel/config.h"
#include "tinsel/cursor.h"
#include "tinsel/dw.h"
#include "tinsel/film.h"
#include "tinsel/font.h"
#include "tinsel/graphics.h"
#include "tinsel/handle.h"
#include "tinsel/inventory.h"
#include "tinsel/multiobj.h"
#include "tinsel/music.h"
#include "tinsel/polygons.h"
#include "tinsel/savescn.h"
#include "tinsel/sched.h"
#include "tinsel/serializer.h"
#include "tinsel/sound.h"
#include "tinsel/strres.h"
#include "tinsel/text.h"
#include "tinsel/timers.h" // For ONE_SECOND constant
#include "tinsel/tinsel.h" // For engine access
#include "tinsel/token.h"
#include "tinsel/pcode.h"
#include "tinsel/pid.h"
namespace Tinsel {
//----------------- EXTERNAL GLOBAL DATA --------------------
// In DOS_DW.C
extern bool bRestart; // restart flag - set to restart the game
#ifdef MAC_OPTIONS
// In MAC_SOUND.C
extern int volMaster;
#endif
//----------------- EXTERNAL FUNCTIONS ---------------------
// Tag functions in PDISPLAY.C
extern void EnableTags(void);
extern void DisableTags(void);
//----------------- LOCAL DEFINES --------------------
//#define ALL_CURSORS
#define INV_PICKUP BE_SLEFT // Local names
#define INV_LOOK BE_SRIGHT // for button events
#define INV_ACTION BE_DLEFT //
// For SlideSlider() and similar
enum SSFN {
S_START, S_SLIDE, S_END, S_TIMEUP, S_TIMEDN
};
/** attribute values - may become bit field if further attributes are added */
enum {
IO_ONLYINV1 = 0x01,
IO_ONLYINV2 = 0x02,
IO_DROPCODE = 0x04
};
//-----------------------
// Moveable window translucent rectangle position limits
enum {
MAXLEFT = 315, //
MINRIGHT = 3, // These values keep 2 pixcells
MINTOP = -13, // of header on the screen.
MAXTOP = 195 //
};
//-----------------------
// Indices into winPartsf's reels
#define IX_SLIDE 0 // Slider
#define IX_V26 1
#define IX_V52 2
#define IX_V78 3
#define IX_V104 4
#define IX_V130 5
#define IX_H26 6
#define IX_H52 7
#define IX_H78 8
#define IX_H104 9
#define IX_H130 10
#define IX_H156 11
#define IX_H182 12
#define IX_H208 13
#define IX_H234 14
#define IX_TL 15 // Top left corner
#define IX_TR 16 // Top right corner
#define IX_BL 17 // Bottom left corner
#define IX_BR 18 // Bottom right corner
#define IX_H25 19
#define IX_V11 20
#define IX_RTL 21 // Re-sizing top left corner
#define IX_RTR 22 // Re-sizing top right corner
#define IX_RBR 23 // Re-sizing bottom right corner
#define IX_CURLR 24 // }
#define IX_CURUD 25 // }
#define IX_CURDU 26 // } Custom cursors
#define IX_CURDD 27 // }
#define IX_CURUP 28 // }
#define IX_CURDOWN 29 // }
#define IX_MDGROOVE 30 // 'Mixing desk' slider background
#define IX_MDSLIDER 34 // 'Mixing desk' slider
#define IX_BLANK1 35 //
#define IX_BLANK2 36 //
#define IX_BLANK3 37 //
#define IX_CIRCLE1 38 //
#define IX_CIRCLE2 39 //
#define IX_CROSS1 40 //
#define IX_CROSS2 41 //
#define IX_CROSS3 42 //
#define IX_QUIT1 43 //
#define IX_QUIT2 44 //
#define IX_QUIT3 45 //
#define IX_TICK1 46 //
#define IX_TICK2 47 //
#define IX_TICK3 48 //
#define IX_NTR 49 // New top right corner
#define HOPEDFORREELS 50
#define NORMGRAPH 0
#define DOWNGRAPH 1
#define HIGRAPH 2
//-----------------------
#define FIX_UK 0
#define FIX_FR 1
#define FIX_GR 2
#define FIX_IT 3
#define FIX_SP 4
#define FIX_USA 5
#define HOPEDFORFREELS 6 // Expected flag reels
//-----------------------
#define MAX_ININV 150 // Max in an inventory
#define MAX_CONVBASIC 10 // Max permanent conversation icons
#define MAXHICONS 10 // Max dimensions of
#define MAXVICONS 6 // an inventory window
#define ITEM_WIDTH 25 // Dimensions of an icon
#define ITEM_HEIGHT 25 //
// Number of objects that makes up an empty window
#define MAX_WCOMP 21 // 4 corners + (3+3) sides + (2+2) extra sides
// + Bground + title + slider
// + more Needed for save game window
#define MAX_ICONS MAXHICONS*MAXVICONS
//----------------- LOCAL GLOBAL DATA --------------------
//----- Permanent data (compiled in) -----
// Save game name editing cursor
#define CURSOR_CHAR '_'
char sCursor[2] = { CURSOR_CHAR, 0 };
static const int hFillers[MAXHICONS] = {
IX_H26, // 2 icons wide
IX_H52, // 3
IX_H78, // 4
IX_H104, // 5
IX_H130, // 6
IX_H156, // 7
IX_H182, // 8
IX_H208, // 9
IX_H234 // 10 icons wide
};
static const int vFillers[MAXVICONS] = {
IX_V26, // 2 icons high
IX_V52, // 3
IX_V78, // 4
IX_V104, // 5
IX_V130 // 6 icons high
};
//----- Permanent data (set once) -----
static SCNHANDLE winPartsf = 0; // Window members and cursors' graphic data
static SCNHANDLE flagFilm = 0; // Window members and cursors' graphic data
static SCNHANDLE configStrings[20];
static INV_OBJECT *pio = 0; // Inventory objects' data
static int numObjects = 0; // Number of inventory objects
//----- Permanent data (updated, valid while inventory closed) -----
static enum {NO_INV, IDLE_INV, ACTIVE_INV, BOGUS_INV} InventoryState;
static int HeldItem = INV_NOICON; // Current held item
struct INV_DEF {
int MinHicons; // }
int MinVicons; // } Dimension limits
int MaxHicons; // }
int MaxVicons; // }
int NoofHicons; // }
int NoofVicons; // } Current dimentsions
int ItemOrder[MAX_ININV]; // Contained items
int NoofItems; // Current number of held items
int FirstDisp; // Index to first item currently displayed
int inventoryX; // } Display position
int inventoryY; // }
int otherX; // } Display position
int otherY; // }
int MaxInvObj; // Max. allowed contents
SCNHANDLE hInvTitle; // Window heading
bool resizable; // Re-sizable window?
bool moveable; // Moveable window?
int sNoofHicons; // }
int sNoofVicons; // } Current dimensions
bool bMax; // Maximised last time open?
};
static INV_DEF InvD[NUM_INV]; // Conversation + 2 inventories + ...
// Permanent contents of conversation inventory
static int Inv0Order[MAX_CONVBASIC]; // Basic items i.e. permanent contents
static int Num0Order = 0; // - copy to conv. inventory at pop-up time
//----- Data pertinant to current active inventory -----
static int ino = 0; // Which inventory is currently active
static bool InventoryHidden = false;
static bool InventoryMaximised = false;
static enum { ID_NONE, ID_MOVE, ID_SLIDE,
ID_BOTTOM, ID_TOP, ID_LEFT, ID_RIGHT,
ID_TLEFT, ID_TRIGHT, ID_BLEFT, ID_BRIGHT,
ID_CSLIDE, ID_MDCONT } InvDragging;
static int SuppH = 0; // 'Linear' element of
static int SuppV = 0; // dimensions during re-sizing
static int Ychange = 0; //
static int Ycompensate = 0; // All to do with re-sizing.
static int Xchange = 0; //
static int Xcompensate = 0; //
static bool ItemsChanged = 0; // When set, causes items to be re-drawn
static bool bOpenConf = 0;
static int TL = 0, TR = 0, BL = 0, BR = 0; // Used during window construction
static int TLwidth = 0, TLheight = 0; //
static int TRwidth = 0; //
static int BLheight = 0; //
static OBJECT *objArray[MAX_WCOMP]; // Current display objects (window)
static OBJECT *iconArray[MAX_ICONS]; // Current display objects (icons)
static ANIM iconAnims[MAX_ICONS];
static OBJECT *DobjArray[MAX_WCOMP]; // Current display objects (re-sizing window)
static OBJECT *RectObject = 0, *SlideObject = 0; // Current display objects, for reference
// objects are in objArray.
static int slideY = 0; // For positioning the slider
static int slideYmax = 0, slideYmin = 0; //
// Also to do with the slider
static struct { int n; int y; } slideStuff[MAX_ININV+1];
#define MAXSLIDES 4
struct MDSLIDES {
int num;
OBJECT *obj;
int min, max;
};
static MDSLIDES mdSlides[MAXSLIDES];
static int numMdSlides = 0;
static int GlitterIndex = 0;
static HPOLYGON thisConvPoly = 0; // Conversation code is in a polygon code block
static int thisConvIcon = 0; // Passed to polygon code via convIcon()
static int pointedIcon = INV_NOICON; // used by InvLabels - icon pointed to on last call
static volatile int PointedWaitCount = 0; // used by InvTinselProcess - fix the 'repeated pressing bug'
static int sX = 0; // used by SlideMSlider() - current x-coordinate
static int lX = 0; // used by SlideMSlider() - last x-coordinate
//----- Data pertinant to configure (incl. load/save game) -----
#define COL_MAINBOX TBLUE1 // Base blue colour
#define COL_BOX TBLUE1
#define COL_HILIGHT TBLUE4
#ifdef JAPAN
#define BOX_HEIGHT 17
#define EDIT_BOX1_WIDTH 149
#else
#define BOX_HEIGHT 13
#define EDIT_BOX1_WIDTH 145
#endif
#define EDIT_BOX2_WIDTH 166
// RGROUP Radio button group - 1 is selectable at a time. Action on double click
// ARSBUT Action if a radio button is selected
// AABUT Action always
// AATBUT Action always, text box
// AAGBUT Action always, graphic button
// SLIDER Not a button at all
enum BTYPE {
RGROUP, ARSBUT, AABUT, AATBUT, ARSGBUT, AAGBUT, SLIDER,
TOGGLE, DCTEST, FLIP, FRGROUP, NOTHING
};
enum BFUNC {
NOFUNC, SAVEGAME, LOADGAME, IQUITGAME, CLOSEWIN,
OPENLOAD, OPENSAVE, OPENREST,
OPENSOUND, OPENCONT,
OPENSUBT,
OPENQUIT,
INITGAME, MIDIVOL,
CLANG, RLANG
#ifdef MAC_OPTIONS
, MASTERVOL, SAMPVOL
#endif
};
struct CONFBOX {
BTYPE boxType;
BFUNC boxFunc;
char *boxText;
int ixText;
int xpos;
int ypos;
int w; // Doubles as max value for SLIDERs
int h; // Doubles as iteration size for SLIDERs
int *ival;
int bi; // Base index for AAGBUTs
};
#define NO_HEADING (-1)
#define USE_POINTER (-1)
#define SIX_LOAD_OPTION 0
#define SIX_SAVE_OPTION 1
#define SIX_RESTART_OPTION 2
#define SIX_SOUND_OPTION 3
#define SIX_CONTROL_OPTION 4
#define SIX_SUBTITLES_OPTION 5
#define SIX_QUIT_OPTION 6
#define SIX_RESUME_OPTION 7
#define SIX_LOAD_HEADING 8
#define SIX_SAVE_HEADING 9
#define SIX_RESTART_HEADING 10
#define SIX_MVOL_SLIDER 11
#define SIX_SVOL_SLIDER 12
#define SIX_VVOL_SLIDER 13
#define SIX_DCLICK_SLIDER 14
#define SIX_DCLICK_TEST 15
#define SIX_SWAP_TOGGLE 16
#define SIX_TSPEED_SLIDER 17
#define SIX_STITLE_TOGGLE 18
#define SIX_QUIT_HEADING 19
/*-------------------------------------------------------------*\
| This is the main menu (that comes up when you hit F1 on a PC) |
\*-------------------------------------------------------------*/
#ifdef JAPAN
#define FBY 11 // y-offset of first button
#define FBX 13 // x-offset of first button
#else
#define FBY 20 // y-offset of first button
#define FBX 15 // x-offset of first button
#endif
CONFBOX optionBox[] = {
{ AATBUT, OPENLOAD, NULL, SIX_LOAD_OPTION, FBX, FBY, EDIT_BOX1_WIDTH, BOX_HEIGHT, NULL, 0 },
{ AATBUT, OPENSAVE, NULL, SIX_SAVE_OPTION, FBX, FBY + (BOX_HEIGHT + 2), EDIT_BOX1_WIDTH, BOX_HEIGHT, NULL, 0 },
{ AATBUT, OPENREST, NULL, SIX_RESTART_OPTION, FBX, FBY + 2*(BOX_HEIGHT + 2), EDIT_BOX1_WIDTH, BOX_HEIGHT, NULL, 0 },
{ AATBUT, OPENSOUND, NULL, SIX_SOUND_OPTION, FBX, FBY + 3*(BOX_HEIGHT + 2), EDIT_BOX1_WIDTH, BOX_HEIGHT, NULL, 0 },
{ AATBUT, OPENCONT, NULL, SIX_CONTROL_OPTION, FBX, FBY + 4*(BOX_HEIGHT + 2), EDIT_BOX1_WIDTH, BOX_HEIGHT, NULL, 0 },
#ifdef JAPAN
// TODO: If in JAPAN mode, simply disable the subtitles button?
{ AATBUT, OPENQUIT, NULL, SIX_QUIT_OPTION, FBX, FBY + 5*(BOX_HEIGHT + 2), EDIT_BOX1_WIDTH, BOX_HEIGHT, NULL, 0 },
{ AATBUT, CLOSEWIN, NULL, SIX_RESUME_OPTION, FBX, FBY + 6*(BOX_HEIGHT + 2), EDIT_BOX1_WIDTH, BOX_HEIGHT, NULL, 0 }
#else
{ AATBUT, OPENSUBT, NULL, SIX_SUBTITLES_OPTION,FBX, FBY + 5*(BOX_HEIGHT + 2), EDIT_BOX1_WIDTH, BOX_HEIGHT, NULL, 0 },
{ AATBUT, OPENQUIT, NULL, SIX_QUIT_OPTION, FBX, FBY + 6*(BOX_HEIGHT + 2), EDIT_BOX1_WIDTH, BOX_HEIGHT, NULL, 0 },
{ AATBUT, CLOSEWIN, NULL, SIX_RESUME_OPTION, FBX, FBY + 7*(BOX_HEIGHT + 2), EDIT_BOX1_WIDTH, BOX_HEIGHT, NULL, 0 }
#endif
};
/*-------------------------------------------------------------*\
| These are the load and save game menus. |
\*-------------------------------------------------------------*/
#ifdef JAPAN
#define NUM_SL_RGROUP 7 // number of visible slots
#define SY 32 // y-position of first slot
#else
#define NUM_SL_RGROUP 9 // number of visible slots
#define SY 31 // y-position of first slot
#endif
CONFBOX loadBox[NUM_SL_RGROUP+2] = {
{ RGROUP, LOADGAME, NULL, USE_POINTER, 28, SY, EDIT_BOX2_WIDTH, BOX_HEIGHT, NULL, 0 },
{ RGROUP, LOADGAME, NULL, USE_POINTER, 28, SY + (BOX_HEIGHT + 2), EDIT_BOX2_WIDTH, BOX_HEIGHT, NULL, 0 },
{ RGROUP, LOADGAME, NULL, USE_POINTER, 28, SY + 2*(BOX_HEIGHT + 2), EDIT_BOX2_WIDTH, BOX_HEIGHT, NULL, 0 },
{ RGROUP, LOADGAME, NULL, USE_POINTER, 28, SY + 3*(BOX_HEIGHT + 2), EDIT_BOX2_WIDTH, BOX_HEIGHT, NULL, 0 },
{ RGROUP, LOADGAME, NULL, USE_POINTER, 28, SY + 4*(BOX_HEIGHT + 2), EDIT_BOX2_WIDTH, BOX_HEIGHT, NULL, 0 },
{ RGROUP, LOADGAME, NULL, USE_POINTER, 28, SY + 5*(BOX_HEIGHT + 2), EDIT_BOX2_WIDTH, BOX_HEIGHT, NULL, 0 },
{ RGROUP, LOADGAME, NULL, USE_POINTER, 28, SY + 6*(BOX_HEIGHT + 2), EDIT_BOX2_WIDTH, BOX_HEIGHT, NULL, 0 },
#ifndef JAPAN
{ RGROUP, LOADGAME, NULL, USE_POINTER, 28, SY + 7*(BOX_HEIGHT + 2), EDIT_BOX2_WIDTH, BOX_HEIGHT, NULL, 0 },
{ RGROUP, LOADGAME, NULL, USE_POINTER, 28, SY + 8*(BOX_HEIGHT + 2), EDIT_BOX2_WIDTH, BOX_HEIGHT, NULL, 0 },
#endif
{ ARSGBUT, LOADGAME, NULL, USE_POINTER, 230, 44, 23, 19, NULL, IX_TICK1 },
{ AAGBUT, CLOSEWIN, NULL, USE_POINTER, 230, 44+47, 23, 19, NULL, IX_CROSS1 }
};
CONFBOX saveBox[NUM_SL_RGROUP+2] = {
{ RGROUP, SAVEGAME, NULL, USE_POINTER, 28, SY, EDIT_BOX2_WIDTH, BOX_HEIGHT, NULL, 0 },
{ RGROUP, SAVEGAME, NULL, USE_POINTER, 28, SY + (BOX_HEIGHT + 2), EDIT_BOX2_WIDTH, BOX_HEIGHT, NULL, 0 },
{ RGROUP, SAVEGAME, NULL, USE_POINTER, 28, SY + 2*(BOX_HEIGHT + 2),EDIT_BOX2_WIDTH, BOX_HEIGHT, NULL, 0 },
{ RGROUP, SAVEGAME, NULL, USE_POINTER, 28, SY + 3*(BOX_HEIGHT + 2),EDIT_BOX2_WIDTH, BOX_HEIGHT, NULL, 0 },
{ RGROUP, SAVEGAME, NULL, USE_POINTER, 28, SY + 4*(BOX_HEIGHT + 2),EDIT_BOX2_WIDTH, BOX_HEIGHT, NULL, 0 },
{ RGROUP, SAVEGAME, NULL, USE_POINTER, 28, SY + 5*(BOX_HEIGHT + 2),EDIT_BOX2_WIDTH, BOX_HEIGHT, NULL, 0 },
{ RGROUP, SAVEGAME, NULL, USE_POINTER, 28, SY + 6*(BOX_HEIGHT + 2),EDIT_BOX2_WIDTH, BOX_HEIGHT, NULL, 0 },
#ifndef JAPAN
{ RGROUP, SAVEGAME, NULL, USE_POINTER, 28, SY + 7*(BOX_HEIGHT + 2),EDIT_BOX2_WIDTH, BOX_HEIGHT, NULL, 0 },
{ RGROUP, SAVEGAME, NULL, USE_POINTER, 28, SY + 8*(BOX_HEIGHT + 2),EDIT_BOX2_WIDTH, BOX_HEIGHT, NULL, 0 },
#endif
{ ARSGBUT, SAVEGAME, NULL,USE_POINTER, 230, 44, 23, 19, NULL, IX_TICK1 },
{ AAGBUT, CLOSEWIN, NULL, USE_POINTER, 230, 44+47, 23, 19, NULL, IX_CROSS1 }
};
/*-------------------------------------------------------------*\
| This is the restart confirmation 'menu'. |
\*-------------------------------------------------------------*/
CONFBOX restartBox[] = {
#ifdef JAPAN
{ AAGBUT, INITGAME, NULL, USE_POINTER, 96, 44, 23, 19, NULL, IX_TICK1 },
{ AAGBUT, CLOSEWIN, NULL, USE_POINTER, 56, 44, 23, 19, NULL, IX_CROSS1 }
#else
{ AAGBUT, INITGAME, NULL, USE_POINTER, 70, 28, 23, 19, NULL, IX_TICK1 },
{ AAGBUT, CLOSEWIN, NULL, USE_POINTER, 30, 28, 23, 19, NULL, IX_CROSS1 }
#endif
};
/*-------------------------------------------------------------*\
| This is the sound control 'menu'. |
\*-------------------------------------------------------------*/
#ifdef MAC_OPTIONS
CONFBOX soundBox[] = {
{ SLIDER, MASTERVOL, NULL, SIX_MVOL_SLIDER, 142, 20, 100, 2, &volMaster, 0 },
{ SLIDER, MIDIVOL, NULL, SIX_MVOL_SLIDER, 142, 20+40, 100, 2, &volMidi, 0 },
{ SLIDER, SAMPVOL, NULL, SIX_SVOL_SLIDER, 142, 20+2*40, 100, 2, &volSound, 0 },
{ SLIDER, SAMPVOL, NULL, SIX_VVOL_SLIDER, 142, 20+3*40, 100, 2, &volVoice, 0 }
};
#else
CONFBOX soundBox[] = {
{ SLIDER, MIDIVOL, NULL, SIX_MVOL_SLIDER, 142, 25, Audio::Mixer::kMaxChannelVolume, 2, &volMidi, 0 },
{ SLIDER, NOFUNC, NULL, SIX_SVOL_SLIDER, 142, 25+40, Audio::Mixer::kMaxChannelVolume, 2, &volSound, 0 },
{ SLIDER, NOFUNC, NULL, SIX_VVOL_SLIDER, 142, 25+2*40, Audio::Mixer::kMaxChannelVolume, 2, &volVoice, 0 }
};
#endif
/*-------------------------------------------------------------*\
| This is the (mouse) control 'menu'. |
\*-------------------------------------------------------------*/
int bFlipped; // looks like this is just so the code has something to alter!
#ifdef MAC_OPTIONS
CONFBOX controlBox[] = {
{ SLIDER, NOFUNC, NULL, SIX_DCLICK_SLIDER, 142, 25, 3*DOUBLE_CLICK_TIME, 1, &dclickSpeed, 0 },
{ FLIP, NOFUNC, NULL, SIX_DCLICK_TEST, 142, 25+30, 23, 19, &bFlipped, IX_CIRCLE1 }
};
#else
CONFBOX controlBox[] = {
{ SLIDER, NOFUNC, NULL, SIX_DCLICK_SLIDER, 142, 25, 3*DOUBLE_CLICK_TIME, 1, &dclickSpeed, 0 },
{ FLIP, NOFUNC, NULL, SIX_DCLICK_TEST, 142, 25+30, 23, 19, &bFlipped, IX_CIRCLE1 },
#ifdef JAPAN
{ TOGGLE, NOFUNC, NULL, SIX_SWAP_TOGGLE, 205, 25+70, 23, 19, &bSwapButtons, 0 }
#else
{ TOGGLE, NOFUNC, NULL, SIX_SWAP_TOGGLE, 155, 25+70, 23, 19, &bSwapButtons, 0 }
#endif
};
#endif
/*-------------------------------------------------------------*\
| This is the subtitles 'menu'. |
\*-------------------------------------------------------------*/
CONFBOX subtitlesBox[] = {
{ SLIDER, NOFUNC, NULL, SIX_TSPEED_SLIDER, 142, 20, 100, 2, &speedText, 0 },
{ TOGGLE, NOFUNC, NULL, SIX_STITLE_TOGGLE, 142, 20+40, 23, 19, &bSubtitles, 0 },
};
CONFBOX subtitlesBox3Flags[] = {
{ FRGROUP, NOFUNC, NULL, USE_POINTER, 15, 118, 56, 32, NULL, FIX_FR },
{ FRGROUP, NOFUNC, NULL, USE_POINTER, 85, 118, 56, 32, NULL, FIX_GR },
{ FRGROUP, NOFUNC, NULL, USE_POINTER, 155, 118, 56, 32, NULL, FIX_SP },
{ SLIDER, NOFUNC, NULL, SIX_TSPEED_SLIDER, 142, 20, 100, 2, &speedText, 0 },
{ TOGGLE, NOFUNC, NULL, SIX_STITLE_TOGGLE, 142, 20+40, 23, 19, &bSubtitles, 0 },
{ ARSGBUT, CLANG, NULL, USE_POINTER, 230, 110, 23, 19, NULL, IX_TICK1 },
{ AAGBUT, RLANG, NULL, USE_POINTER, 230, 140, 23, 19, NULL, IX_CROSS1 }
};
CONFBOX subtitlesBox4Flags[] = {
{ FRGROUP, NOFUNC, NULL, USE_POINTER, 20, 100, 56, 32, NULL, FIX_FR },
{ FRGROUP, NOFUNC, NULL, USE_POINTER, 108, 100, 56, 32, NULL, FIX_GR },
{ FRGROUP, NOFUNC, NULL, USE_POINTER, 64, 137, 56, 32, NULL, FIX_IT },
{ FRGROUP, NOFUNC, NULL, USE_POINTER, 152, 137, 56, 32, NULL, FIX_SP },
{ SLIDER, NOFUNC, NULL, SIX_TSPEED_SLIDER, 142, 20, 100, 2, &speedText, 0 },
{ TOGGLE, NOFUNC, NULL, SIX_STITLE_TOGGLE, 142, 20+40, 23, 19, &bSubtitles, 0 },
{ ARSGBUT, CLANG, NULL, USE_POINTER, 230, 110, 23, 19, NULL, IX_TICK1 },
{ AAGBUT, RLANG, NULL, USE_POINTER, 230, 140, 23, 19, NULL, IX_CROSS1 }
};
CONFBOX subtitlesBox5Flags[] = {
{ FRGROUP, NOFUNC, NULL, USE_POINTER, 15, 100, 56, 32, NULL, FIX_UK },
{ FRGROUP, NOFUNC, NULL, USE_POINTER, 85, 100, 56, 32, NULL, FIX_FR },
{ FRGROUP, NOFUNC, NULL, USE_POINTER, 155, 100, 56, 32, NULL, FIX_GR },
{ FRGROUP, NOFUNC, NULL, USE_POINTER, 50, 137, 56, 32, NULL, FIX_IT },
{ FRGROUP, NOFUNC, NULL, USE_POINTER, 120, 137, 56, 32, NULL, FIX_SP },
{ SLIDER, NOFUNC, NULL, SIX_TSPEED_SLIDER, 142, 20, 100, 2, &speedText, 0 },
{ TOGGLE, NOFUNC, NULL, SIX_STITLE_TOGGLE, 142, 20+40, 23, 19, &bSubtitles, 0 },
{ ARSGBUT, CLANG, NULL, USE_POINTER, 230, 110, 23, 19, NULL, IX_TICK1 },
{ AAGBUT, RLANG, NULL, USE_POINTER, 230, 140, 23, 19, NULL, IX_CROSS1 }
};
/*-------------------------------------------------------------*\
| This is the quit confirmation 'menu'. |
\*-------------------------------------------------------------*/
CONFBOX quitBox[] = {
#ifdef g
{ AAGBUT, IQUITGAME, NULL, USE_POINTER,70, 44, 23, 19, NULL, IX_TICK1 },
{ AAGBUT, CLOSEWIN, NULL, USE_POINTER, 30, 44, 23, 19, NULL, IX_CROSS1 }
#else
{ AAGBUT, IQUITGAME, NULL, USE_POINTER,70, 28, 23, 19, NULL, IX_TICK1 },
{ AAGBUT, CLOSEWIN, NULL, USE_POINTER, 30, 28, 23, 19, NULL, IX_CROSS1 }
#endif
};
CONFBOX topwinBox[] = {
{ NOTHING, NOFUNC, NULL, USE_POINTER, 0, 0, 0, 0, NULL, 0 }
};
struct CONFINIT {
int h;
int v;
int x;
int y;
bool bExtraWin;
CONFBOX *Box;
int NumBoxes;
int ixHeading;
};
CONFINIT ciOption = { 6, 5, 72, 23, false, optionBox, ARRAYSIZE(optionBox), NO_HEADING };
CONFINIT ciLoad = { 10, 6, 20, 16, true, loadBox, ARRAYSIZE(loadBox), SIX_LOAD_HEADING };
CONFINIT ciSave = { 10, 6, 20, 16, true, saveBox, ARRAYSIZE(saveBox), SIX_SAVE_HEADING };
#ifdef JAPAN
CONFINIT ciRestart = { 6, 2, 72, 53, false, restartBox, ARRAYSIZE(restartBox), SIX_RESTART_HEADING };
#else
CONFINIT ciRestart = { 4, 2, 98, 53, false, restartBox, ARRAYSIZE(restartBox), SIX_RESTART_HEADING };
#endif
CONFINIT ciSound = { 10, 5, 20, 16, false, soundBox, ARRAYSIZE(soundBox), NO_HEADING };
#ifdef MAC_OPTIONS
CONFINIT ciControl = { 10, 3, 20, 40, false, controlBox, ARRAYSIZE(controlBox), NO_HEADING };
#else
CONFINIT ciControl = { 10, 5, 20, 16, false, controlBox, ARRAYSIZE(controlBox), NO_HEADING };
#endif
CONFINIT ciSubtitles = { 10, 3, 20, 16, false, subtitlesBox, ARRAYSIZE(subtitlesBox), NO_HEADING };
CONFINIT ciQuit = { 4, 2, 98, 53, false, quitBox, ARRAYSIZE(quitBox), SIX_QUIT_HEADING };
CONFINIT ciTopWin = { 6, 5, 72, 23, false, topwinBox, 0, NO_HEADING };
#define NOBOX (-1)
// Conf window globals
static struct {
CONFBOX *Box;
int NumBoxes;
bool bExtraWin;
int ixHeading;
bool editableRgroup;
int selBox;
int pointBox; // Box pointed to on last call
int saveModifier;
int fileBase;
int numSaved;
} cd = {
NULL, 0, false, 0, false,
NOBOX, NOBOX, 0, 0, 0
};
// For editing save game names
char sedit[SG_DESC_LEN+2];
#define HL1 0 // Hilight that moves with the cursor
#define HL2 1 // Hilight on selected RGROUP box
#define HL3 2 // Text on selected RGROUP box
#define NUMHL 3
// Data for button press/toggle effects
static struct {
bool bButAnim;
CONFBOX *box;
bool press; // true = button press; false = button toggle
} g_buttonEffect = { false, 0, false };
//----- LOCAL FORWARD REFERENCES -----
enum {
IB_NONE = -1, //
IB_UP = -2, // negative numbers returned
IB_DOWN = -3, // by WhichInvBox()
IB_SLIDE = -4, //
IB_SLIDE_UP = -5, //
IB_SLIDE_DOWN = -6 //
};
enum {
HI_BIT = ((uint)MIN_INT >> 1), // The next to top bit
IS_LEFT = HI_BIT,
IS_SLIDER = (IS_LEFT >> 1),
IS_RIGHT = (IS_SLIDER >> 1),
IS_MASK = (IS_LEFT | IS_SLIDER | IS_RIGHT)
};
static int WhichInvBox(int curX, int curY, bool bSlides);
static void SlideMSlider(int x, SSFN fn);
static OBJECT *AddObject(const FREEL *pfreel, int num);
static void AddBoxes(bool posnSlide);
static void ConfActionSpecial(int i);
/*-------------------------------------------------------------------------*/
/*** Magic numbers ***/
#define M_SW 5 // Side width
#define M_TH 5 // Top height
#ifdef JAPAN
#define M_TOFF 6 // Title text Y offset from top
#define M_TBB 20 // Title box bottom Y offset
#else
#define M_TOFF 4 // Title text Y offset from top
#define M_TBB 14 // Title box bottom Y offset
#endif
#define M_SBL 26 // Scroll bar left X offset
#define M_SH 5 // Slider height (*)
#define M_SW 5 // Slider width (*)
#define M_SXOFF 9 // Slider X offset from right-hand side
#ifdef JAPAN
#define M_IUT 22 // Y offset of top of up arrow
#define M_IUB 30 // Y offset of bottom of up arrow
#else
#define M_IUT 16 // Y offset of top of up arrow
#define M_IUB 24 // Y offset of bottom of up arrow
#endif
#define M_IDT 10 // Y offset (from bottom) of top of down arrow
#define M_IDB 3 // Y offset (from bottom) of bottom of down arrow
#define M_IAL 12 // X offset (from right) of left of scroll arrows
#define M_IAR 3 // X offset (from right) of right of scroll arrows
#define START_ICONX (M_SW+1) // } Relative offset of first icon
#define START_ICONY (M_TBB+M_TH+1) // } within the inventory window
/*-------------------------------------------------------------------------*/
bool LanguageChange(void) {
LANGUAGE nLang = TXT_ENGLISH;
if (_vm->getFeatures() & GF_USE_3FLAGS) {
// VERY quick dodgy bodge
if (cd.selBox == 0)
nLang = TXT_FRENCH; // = 1
else if (cd.selBox == 1)
nLang = TXT_GERMAN; // = 2
else
nLang = TXT_SPANISH; // = 4
} else if (_vm->getFeatures() & GF_USE_4FLAGS) {
nLang = (LANGUAGE)(cd.selBox + 1);
} else if (_vm->getFeatures() & GF_USE_5FLAGS) {
nLang = (LANGUAGE)cd.selBox;
}
if (nLang != g_language) {
KillInventory();
ChangeLanguage(nLang);
g_language = nLang;
return true;
} else
return false;
}
/**************************************************************************/
/******************** Some miscellaneous functions ************************/
/**************************************************************************/
/**
* Delete all the objects in iconArray[]
*/
static void DumpIconArray(void){
for (int i = 0; i < MAX_ICONS; i++) {
if (iconArray[i] != NULL) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), iconArray[i]);
iconArray[i] = NULL;
}
}
}
/**
* Delete all the objects in DobjArray[]
*/
static void DumpDobjArray(void) {
for (int i = 0; i < MAX_WCOMP; i++) {
if (DobjArray[i] != NULL) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), DobjArray[i]);
DobjArray[i] = NULL;
}
}
}
/**
* Delete all the objects in objArray[]
*/
static void DumpObjArray(void) {
for (int i = 0; i < MAX_WCOMP; i++) {
if (objArray[i] != NULL) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), objArray[i]);
objArray[i] = NULL;
}
}
}
/**
* Convert item ID number to pointer to item's compiled data
* i.e. Image data and Glitter code.
*/
INV_OBJECT *findInvObject(int num) {
INV_OBJECT *retval = pio;
for (int i = 0; i < numObjects; i++, retval++) {
if (retval->id == num)
return retval;
}
error("Trying to manipulate undefined inventory icon");
}
/**
* Returns position of an item in one of the inventories.
* The actual position is not important for the uses that this is put to.
*/
int InventoryPos(int num) {
int i;
for (i = 0; i < InvD[INV_1].NoofItems; i++) // First inventory
if (InvD[INV_1].ItemOrder[i] == num)
return i;
for (i = 0; i < InvD[INV_2].NoofItems; i++) // Second inventory
if (InvD[INV_2].ItemOrder[i] == num)
return i;
if (HeldItem == num)
return INV_HELDNOTIN; // Held, but not in either inventory
return INV_NOICON; // Not held, not in either inventory
}
bool IsInInventory(int object, int invnum) {
assert(invnum == INV_1 || invnum == INV_2);
for (int i = 0; i < InvD[invnum].NoofItems; i++) // First inventory
if (InvD[invnum].ItemOrder[i] == object)
return true;
return false;
}
/**
* Returns which item is held (INV_NOICON (-1) if none)
*/
int WhichItemHeld(void) {
return HeldItem;
}
/**
* Called from the cursor module when it re-initialises (at the start of
* a new scene). For if we are holding something at scene-change time.
*/
void InventoryIconCursor(void) {
INV_OBJECT *invObj;
if (HeldItem != INV_NOICON) {
invObj = findInvObject(HeldItem);
SetAuxCursor(invObj->hFilm);
}
}
/**
* Returns TRUE if the inventory is active.
*/
bool InventoryActive(void) {
return (InventoryState == ACTIVE_INV);
}
int WhichInventoryOpen(void) {
if (InventoryState != ACTIVE_INV)
return 0;
else
return ino;
}
/**************************************************************************/
/************** Running inventory item's Glitter code *********************/
/**************************************************************************/
struct ITP_INIT {
INV_OBJECT *pinvo;
USER_EVENT event;
BUTEVENT bev;
};
/**
* Run inventory item's Glitter code
*/
static void InvTinselProcess(CORO_PARAM, const void *param) {
// COROUTINE
CORO_BEGIN_CONTEXT;
INT_CONTEXT *pic;
int ThisPointedWait; // Fix the 'repeated pressing bug'
CORO_END_CONTEXT(_ctx);
// get the stuff copied to process when it was created
ITP_INIT *to = (ITP_INIT *)param;
CORO_BEGIN_CODE(_ctx);
CORO_INVOKE_1(AllowDclick, to->bev);
_ctx->pic = InitInterpretContext(GS_INVENTORY, to->pinvo->hScript, to->event, NOPOLY, 0, to->pinvo);
CORO_INVOKE_1(Interpret, _ctx->pic);
if (to->event == POINTED) {
_ctx->ThisPointedWait = ++PointedWaitCount;
while (1) {
CORO_SLEEP(1);
int x, y;
GetCursorXY(&x, &y, false);
if (InvItemId(x, y) != to->pinvo->id)
break;
// Fix the 'repeated pressing bug'
if (_ctx->ThisPointedWait != PointedWaitCount)
CORO_KILL_SELF();
}
_ctx->pic = InitInterpretContext(GS_INVENTORY, to->pinvo->hScript, UNPOINT, NOPOLY, 0, to->pinvo);
CORO_INVOKE_1(Interpret, _ctx->pic);
}
CORO_END_CODE;
}
/**
* Run inventory item's Glitter code
*/
void RunInvTinselCode(INV_OBJECT *pinvo, USER_EVENT event, BUTEVENT be, int index) {
ITP_INIT to = { pinvo, event, be };
if (InventoryHidden)
return;
GlitterIndex = index;
g_scheduler->createProcess(PID_TCODE, InvTinselProcess, &to, sizeof(to));
}
/**************************************************************************/
/****************** Load/Save game specific functions *********************/
/**************************************************************************/
/**
* Set first load/save file entry displayed.
* Point Box[] text pointers to appropriate file descriptions.
*/
void firstFile(int first) {
int i, j;
i = getList();
cd.numSaved = i;
if (first < 0)
first = 0;
else if (first > MAX_SFILES-NUM_SL_RGROUP)
first = MAX_SFILES-NUM_SL_RGROUP;
if (first == 0 && i < MAX_SFILES && cd.Box == saveBox) {
// Blank first entry for new save
cd.Box[0].boxText = NULL;
cd.saveModifier = j = 1;
} else {
cd.saveModifier = j = 0;
}
for (i = first; j < NUM_SL_RGROUP; j++, i++) {
cd.Box[j].boxText = ListEntry(i, LE_DESC);
}
cd.fileBase = first;
}
/**
* Save the game using filename from selected slot & current description.
*/
void InvSaveGame(void) {
if (cd.selBox != NOBOX) {
#ifndef JAPAN
sedit[strlen(sedit)-1] = 0; // Don't include the cursor!
#endif
SaveGame(ListEntry(cd.selBox-cd.saveModifier+cd.fileBase, LE_NAME), sedit);
}
}
/**
* Load the selected saved game.
*/
void InvLoadGame(void) {
int rGame;
if (cd.selBox != NOBOX && (cd.selBox+cd.fileBase < cd.numSaved)) {
rGame = cd.selBox;
cd.selBox = NOBOX;
if (iconArray[HL3] != NULL) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL3]);
iconArray[HL3] = NULL;
}
if (iconArray[HL2] != NULL) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL2]);
iconArray[HL2] = NULL;
}
if (iconArray[HL1] != NULL) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL1]);
iconArray[HL1] = NULL;
}
RestoreGame(rGame+cd.fileBase);
}
}
/**
* Edit the string in sedit[]
* Returns TRUE if the string was altered.
*/
#ifndef JAPAN
bool UpdateString(const Common::KeyState &kbd) {
int cpos;
if (!cd.editableRgroup)
return false;
cpos = strlen(sedit)-1;
if (kbd.keycode == Common::KEYCODE_BACKSPACE) {
if (!cpos)
return false;
sedit[cpos] = 0;
cpos--;
sedit[cpos] = CURSOR_CHAR;
return true;
// } else if (isalnum(c) || c == ',' || c == '.' || c == '\'' || (c == ' ' && cpos != 0)) {
} else if (IsCharImage(hTagFontHandle(), kbd.ascii) || (kbd.ascii == ' ' && cpos != 0)) {
if (cpos == SG_DESC_LEN)
return false;
sedit[cpos] = kbd.ascii;
cpos++;
sedit[cpos] = CURSOR_CHAR;
sedit[cpos+1] = 0;
return true;
}
return false;
}
#endif
/**
* Keystrokes get sent here when load/save screen is up.
*/
bool InvKeyIn(const Common::KeyState &kbd) {
if (kbd.keycode == Common::KEYCODE_PAGEUP ||
kbd.keycode == Common::KEYCODE_PAGEDOWN ||
kbd.keycode == Common::KEYCODE_HOME ||
kbd.keycode == Common::KEYCODE_END)
return true; // Key needs processing
if (kbd.keycode == 0 && kbd.ascii == 0) {
;
} else if (kbd.keycode == Common::KEYCODE_RETURN) {
return true; // Key needs processing
} else if (kbd.keycode == Common::KEYCODE_ESCAPE) {
return true; // Key needs processing
} else {
#ifndef JAPAN
if (UpdateString(kbd)) {
/*
* Delete display of text currently being edited,
* and replace it with freshly edited text.
*/
if (iconArray[HL3] != NULL) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL3]);
iconArray[HL3] = NULL;
}
iconArray[HL3] = ObjectTextOut(GetPlayfieldList(FIELD_STATUS), sedit, 0,
InvD[ino].inventoryX + cd.Box[cd.selBox].xpos + 2,
InvD[ino].inventoryY + cd.Box[cd.selBox].ypos,
hTagFontHandle(), 0);
if (MultiRightmost(iconArray[HL3]) > 213) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL3]);
UpdateString(Common::KeyState(Common::KEYCODE_BACKSPACE));
iconArray[HL3] = ObjectTextOut(GetPlayfieldList(FIELD_STATUS), sedit, 0,
InvD[ino].inventoryX + cd.Box[cd.selBox].xpos + 2,
InvD[ino].inventoryY + cd.Box[cd.selBox].ypos,
hTagFontHandle(), 0);
}
MultiSetZPosition(iconArray[HL3], Z_INV_ITEXT + 2);
}
#endif
}
return false;
}
/*---------------------------------------------------------------------*\
| Select() |
|-----------------------------------------------------------------------|
| Highlights selected box. |
| If it's editable (save game), copy existing description and add a |
| cursor. |
\*---------------------------------------------------------------------*/
void Select(int i, bool force) {
#ifdef JAPAN
time_t secs_now;
struct tm *time_now;
#endif
i &= ~IS_MASK;
if (cd.selBox == i && !force)
return;
cd.selBox = i;
// Clear previous selected highlight and text
if (iconArray[HL2] != NULL) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL2]);
iconArray[HL2] = NULL;
}
if (iconArray[HL3] != NULL) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL3]);
iconArray[HL3] = NULL;
}
// New highlight box
switch (cd.Box[i].boxType) {
case RGROUP:
iconArray[HL2] = RectangleObject(BackPal(), COL_HILIGHT, cd.Box[i].w, cd.Box[i].h);
MultiInsertObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL2]);
MultiSetAniXY(iconArray[HL2],
InvD[ino].inventoryX + cd.Box[i].xpos,
InvD[ino].inventoryY + cd.Box[i].ypos);
// Z-position of box, and add edit text if appropriate
if (cd.editableRgroup) {
MultiSetZPosition(iconArray[HL2], Z_INV_ITEXT+1);
assert(cd.Box[i].ixText == USE_POINTER);
#ifdef JAPAN
// Current date and time
time(&secs_now);
time_now = localtime(&secs_now);
strftime(sedit, SG_DESC_LEN, "%D %H:%M", time_now);
#else
// Current description with cursor appended
if (cd.Box[i].boxText != NULL) {
strcpy(sedit, cd.Box[i].boxText);
strcat(sedit, sCursor);
} else {
strcpy(sedit, sCursor);
}
#endif
iconArray[HL3] = ObjectTextOut(GetPlayfieldList(FIELD_STATUS), sedit, 0,
InvD[ino].inventoryX + cd.Box[i].xpos + 2,
#ifdef JAPAN
InvD[ino].inventoryY + cd.Box[i].ypos + 2,
#else
InvD[ino].inventoryY + cd.Box[i].ypos,
#endif
hTagFontHandle(), 0);
MultiSetZPosition(iconArray[HL3], Z_INV_ITEXT + 2);
} else {
MultiSetZPosition(iconArray[HL2], Z_INV_ICONS + 1);
}
_vm->divertKeyInput(InvKeyIn);
break;
case FRGROUP:
assert((_vm->getFeatures() & GF_USE_3FLAGS) || (_vm->getFeatures() & GF_USE_4FLAGS) || (_vm->getFeatures() & GF_USE_5FLAGS));
iconArray[HL2] = RectangleObject(BackPal(), COL_HILIGHT, cd.Box[i].w+6, cd.Box[i].h+6);
MultiInsertObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL2]);
MultiSetAniXY(iconArray[HL2],
InvD[ino].inventoryX + cd.Box[i].xpos - 2,
InvD[ino].inventoryY + cd.Box[i].ypos - 2);
MultiSetZPosition(iconArray[HL2], Z_INV_BRECT+1);
break;
default:
break;
}
}
/**************************************************************************/
/***/
/**************************************************************************/
/**
* If the item is not already held, hold it.
*/
void HoldItem(int item) {
INV_OBJECT *invObj;
if (HeldItem != item) {
if (item == INV_NOICON && HeldItem != INV_NOICON)
DelAuxCursor(); // no longer aux cursor
if (item != INV_NOICON) {
invObj = findInvObject(item);
SetAuxCursor(invObj->hFilm); // and is aux. cursor
}
HeldItem = item; // Item held
}
// Redraw contents - held item not displayed as a content.
ItemsChanged = true;
}
/**
* Stop holding an item.
*/
void DropItem(int item) {
if (HeldItem == item) {
HeldItem = INV_NOICON; // Item not held
DelAuxCursor(); // no longer aux cursor
}
// Redraw contents - held item was not displayed as a content.
ItemsChanged = true;
}
/**
* Stick the item into an inventory list (ItemOrder[]), and hold the
* item if requested.
*/
void AddToInventory(int invno, int icon, bool hold) {
int i;
bool bOpen;
#ifdef DEBUG
INV_OBJECT *invObj;
#endif
assert((invno == INV_1 || invno == INV_2 || invno == INV_CONV || invno == INV_OPEN)); // Trying to add to illegal inventory
if (invno == INV_OPEN) {
assert(InventoryState == ACTIVE_INV && (ino == INV_1 || ino == INV_2)); // addopeninv() with inventry not open
invno = ino;
bOpen = true;
// Make sure it doesn't get in both!
RemFromInventory(ino == INV_1 ? INV_2 : INV_1, icon);
} else
bOpen = false;
#ifdef DEBUG
invObj = findInvObject(icon);
if ((invObj->attribute & IO_ONLYINV1 && invno != INV_1)
|| (invObj->attribute & IO_ONLYINV2 && invno != INV_2))
error("Trying to add resticted object to wrong inventory");
#endif
if (invno == INV_1)
RemFromInventory(INV_2, icon);
else if (invno == INV_2)
RemFromInventory(INV_1, icon);
// See if it's already there
for (i = 0; i < InvD[invno].NoofItems; i++) {
if (InvD[invno].ItemOrder[i] == icon)
break;
}
// Add it if it isn't already there
if (i == InvD[invno].NoofItems) {
if (!bOpen) {
if (invno == INV_CONV) {
// For conversation, insert before last icon
// which will always be the goodbye icon
InvD[invno].ItemOrder[InvD[invno].NoofItems] = InvD[invno].ItemOrder[InvD[invno].NoofItems-1];
InvD[invno].ItemOrder[InvD[invno].NoofItems-1] = icon;
InvD[invno].NoofItems++;
} else {
InvD[invno].ItemOrder[InvD[invno].NoofItems++] = icon;
}
ItemsChanged = true;
} else {
// It could be that the index is beyond what you'd expect
// as delinv may well have been called
if (GlitterIndex < InvD[invno].NoofItems) {
memmove(&InvD[invno].ItemOrder[GlitterIndex + 1],
&InvD[invno].ItemOrder[GlitterIndex],
(InvD[invno].NoofItems-GlitterIndex)*sizeof(int));
InvD[invno].ItemOrder[GlitterIndex] = icon;
} else {
InvD[invno].ItemOrder[InvD[invno].NoofItems] = icon;
}
InvD[invno].NoofItems++;
}
}
// Hold it if requested
if (hold)
HoldItem(icon);
}
/**
* Take the item from the inventory list (ItemOrder[]).
* Return FALSE if item wasn't present, true if it was.
*/
bool RemFromInventory(int invno, int icon) {
int i;
assert(invno == INV_1 || invno == INV_2 || invno == INV_CONV); // Trying to delete from illegal inventory
// See if it's there
for (i = 0; i < InvD[invno].NoofItems; i++) {
if (InvD[invno].ItemOrder[i] == icon)
break;
}
if (i == InvD[invno].NoofItems)
return false; // Item wasn't there
else {
memmove(&InvD[invno].ItemOrder[i], &InvD[invno].ItemOrder[i+1], (InvD[invno].NoofItems-i)*sizeof(int));
InvD[invno].NoofItems--;
ItemsChanged = true;
return true; // Item removed
}
}
/**************************************************************************/
/***/
/**************************************************************************/
/*---------------------------------------------------------------------*\
| InvArea() |
|-----------------------------------------------------------------------|
| Work out which area of the inventory window the cursor is in. |
|-----------------------------------------------------------------------|
| This used to be worked out with appropriately defined magic numbers. |
| Then the graphic changed and I got it right again. Then the graphic |
| changed and I got fed up of faffing about. It's probably easier just |
| to rework all this. |
\*---------------------------------------------------------------------*/
enum { I_NOTIN, I_MOVE, I_BODY,
I_TLEFT, I_TRIGHT, I_BLEFT, I_BRIGHT,
I_TOP, I_BOTTOM, I_LEFT, I_RIGHT,
I_UP, I_SLIDE_UP, I_SLIDE, I_SLIDE_DOWN, I_DOWN,
I_ENDCHANGE
};
#define EXTRA 1 // This was introduced when we decided to increase
// the active area of the borders for re-sizing.
/*---------------------------------*/
#define LeftX InvD[ino].inventoryX
#define TopY InvD[ino].inventoryY
/*---------------------------------*/
int InvArea(int x, int y) {
int RightX = MultiRightmost(RectObject) + 1;
int BottomY = MultiLowest(RectObject) + 1;
// Outside the whole rectangle?
if (x <= LeftX - EXTRA || x > RightX + EXTRA
|| y <= TopY - EXTRA || y > BottomY + EXTRA)
return I_NOTIN;
// The bottom line
if (y > BottomY - 2 - EXTRA) { // Below top of bottom line?
if (x <= LeftX + 2 + EXTRA)
return I_BLEFT; // Bottom left corner
else if (x > RightX - 2 - EXTRA)
return I_BRIGHT; // Bottom right corner
else
return I_BOTTOM; // Just plain bottom
}
// The top line
if (y <= TopY + 2 + EXTRA) { // Above bottom of top line?
if (x <= LeftX + 2 + EXTRA)
return I_TLEFT; // Top left corner
else if (x > RightX - 2 - EXTRA)
return I_TRIGHT; // Top right corner
else
return I_TOP; // Just plain top
}
// Sides
if (x <= LeftX + 2 + EXTRA) // Left of right of left side?
return I_LEFT;
else if (x > RightX - 2 - EXTRA) // Right of left of right side?
return I_RIGHT;
// From here down still needs fixing up properly
/*
* In the move area?
*/
if (ino != INV_CONF
&& x >= LeftX + M_SW - 2 && x <= RightX - M_SW + 3 &&
y >= TopY + M_TH - 2 && y < TopY + M_TBB + 2)
return I_MOVE;
/*
* Scroll bits
*/
if (ino == INV_CONF && cd.bExtraWin) {
} else {
if (x > RightX - M_IAL + 3 && x <= RightX - M_IAR + 1) {
if (y > TopY + M_IUT + 1 && y < TopY + M_IUB - 1)
return I_UP;
if (y > BottomY - M_IDT + 4 && y <= BottomY - M_IDB + 1)
return I_DOWN;
if (y >= TopY + slideYmin && y < TopY + slideYmax + M_SH) {
if (y < TopY + slideY)
return I_SLIDE_UP;
if (y < TopY + slideY + M_SH)
return I_SLIDE;
else
return I_SLIDE_DOWN;
}
}
}
return I_BODY;
}
/**
* Returns the id of the icon displayed under the given position.
* Also return co-ordinates of items tag display position, if requested.
*/
int InvItem(int *x, int *y, bool update) {
int itop, ileft;
int row, col;
int item;
int IconsX;
itop = InvD[ino].inventoryY + START_ICONY;
IconsX = InvD[ino].inventoryX + START_ICONX;
for (item = InvD[ino].FirstDisp, row = 0; row < InvD[ino].NoofVicons; row++) {
ileft = IconsX;
for (col = 0; col < InvD[ino].NoofHicons; col++, item++) {
if (*x >= ileft && *x < ileft + ITEM_WIDTH &&
*y >= itop && *y < itop + ITEM_HEIGHT) {
if (update) {
*x = ileft + ITEM_WIDTH/2;
*y = itop /*+ ITEM_HEIGHT/4*/;
}
return item;
}
ileft += ITEM_WIDTH + 1;
}
itop += ITEM_HEIGHT + 1;
}
return INV_NOICON;
}
/**
* Returns the id of the icon displayed under the given position.
*/
int InvItemId(int x, int y) {
int itop, ileft;
int row, col;
int item;
if (InventoryHidden || InventoryState == IDLE_INV)
return INV_NOICON;
itop = InvD[ino].inventoryY + START_ICONY;
int IconsX = InvD[ino].inventoryX + START_ICONX;
for (item = InvD[ino].FirstDisp, row = 0; row < InvD[ino].NoofVicons; row++) {
ileft = IconsX;
for (col = 0; col < InvD[ino].NoofHicons; col++, item++) {
if (x >= ileft && x < ileft + ITEM_WIDTH &&
y >= itop && y < itop + ITEM_HEIGHT) {
return InvD[ino].ItemOrder[item];
}
ileft += ITEM_WIDTH + 1;
}
itop += ITEM_HEIGHT + 1;
}
return INV_NOICON;
}
/**
* Finds which box the cursor is in.
*/
static int WhichInvBox(int curX, int curY, bool bSlides) {
enum {
MD_YSLIDTOP = 7,
MD_YSLIDBOT = 18,
MD_YBUTTOP = 9,
MD_YBUTBOT = 16,
MD_XLBUTL = 1,
MD_XLBUTR = 10,
MD_XRBUTL = 105,
MD_XRBUTR = 114
};
if (bSlides) {
for (int i = 0; i < numMdSlides; i++) {
if (curY > MultiHighest(mdSlides[i].obj) && curY < MultiLowest(mdSlides[i].obj)
&& curX > MultiLeftmost(mdSlides[i].obj) && curX < MultiRightmost(mdSlides[i].obj))
return mdSlides[i].num | IS_SLIDER;
}
}
curX -= InvD[ino].inventoryX;
curY -= InvD[ino].inventoryY;
for (int i = 0; i < cd.NumBoxes; i++) {
switch (cd.Box[i].boxType) {
case SLIDER:
if (bSlides) {
if (curY >= cd.Box[i].ypos+MD_YBUTTOP && curY < cd.Box[i].ypos+MD_YBUTBOT) {
if (curX >= cd.Box[i].xpos+MD_XLBUTL && curX < cd.Box[i].xpos+MD_XLBUTR)
return i | IS_LEFT;
if (curX >= cd.Box[i].xpos+MD_XRBUTL && curX < cd.Box[i].xpos+MD_XRBUTR)
return i | IS_RIGHT;
}
}
break;
case AAGBUT:
case ARSGBUT:
case TOGGLE:
case FLIP:
if (curY > cd.Box[i].ypos && curY < cd.Box[i].ypos + cd.Box[i].h
&& curX > cd.Box[i].xpos && curX < cd.Box[i].xpos + cd.Box[i].w)
return i;
break;
default:
// 'Normal' box
if (curY >= cd.Box[i].ypos && curY < cd.Box[i].ypos + cd.Box[i].h
&& curX >= cd.Box[i].xpos && curX < cd.Box[i].xpos + cd.Box[i].w)
return i;
break;
}
}
if (cd.bExtraWin) {
if (curX > 20 + 181 && curX < 20 + 181 + 8 &&
curY > 24 + 2 && curY < 24 + 139 + 5) {
if (curY < 24 + 2 + 5) {
return IB_UP;
} else if (curY > 24 + 139) {
return IB_DOWN;
} else if (curY+InvD[ino].inventoryY >= slideY && curY+InvD[ino].inventoryY < slideY + 5) {
return IB_SLIDE;
} else if (curY+InvD[ino].inventoryY < slideY) {
return IB_SLIDE_UP;
} else if (curY+InvD[ino].inventoryY >= slideY + 5) {
return IB_SLIDE_DOWN;
}
}
}
return IB_NONE;
}
/**************************************************************************/
/***/
/**************************************************************************/
/**
* InBoxes
*/
void InvBoxes(bool InBody, int curX, int curY) {
int index; // Box pointed to on this call
const FILM *pfilm;
// Find out which icon is currently pointed to
if (!InBody)
index = -1;
else {
index = WhichInvBox(curX, curY, false);
}
// If no icon pointed to, or points to (logical position of)
// currently held icon, then no icon is pointed to!
if (index < 0) {
// unhigh-light box (if one was)
cd.pointBox = NOBOX;
if (iconArray[HL1] != NULL) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL1]);
iconArray[HL1] = NULL;
}
} else if (index != cd.pointBox) {
cd.pointBox = index;
// A new box is pointed to - high-light it
if (iconArray[HL1] != NULL) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL1]);
iconArray[HL1] = NULL;
}
if ((cd.Box[cd.pointBox].boxType == ARSBUT && cd.selBox != NOBOX) ||
///* I don't agree */ cd.Box[cd.pointBox].boxType == RGROUP ||
cd.Box[cd.pointBox].boxType == AATBUT ||
cd.Box[cd.pointBox].boxType == AABUT) {
iconArray[HL1] = RectangleObject(BackPal(), COL_HILIGHT, cd.Box[cd.pointBox].w, cd.Box[cd.pointBox].h);
MultiInsertObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL1]);
MultiSetAniXY(iconArray[HL1],
InvD[ino].inventoryX + cd.Box[cd.pointBox].xpos,
InvD[ino].inventoryY + cd.Box[cd.pointBox].ypos);
MultiSetZPosition(iconArray[HL1], Z_INV_ICONS+1);
}
else if (cd.Box[cd.pointBox].boxType == AAGBUT ||
cd.Box[cd.pointBox].boxType == ARSGBUT ||
cd.Box[cd.pointBox].boxType == TOGGLE) {
pfilm = (const FILM *)LockMem(winPartsf);
iconArray[HL1] = AddObject(&pfilm->reels[cd.Box[cd.pointBox].bi+HIGRAPH], -1);
MultiSetAniXY(iconArray[HL1],
InvD[ino].inventoryX + cd.Box[cd.pointBox].xpos,
InvD[ino].inventoryY + cd.Box[cd.pointBox].ypos);
MultiSetZPosition(iconArray[HL1], Z_INV_ICONS+1);
}
}
}
static void ButtonPress(CORO_PARAM, CONFBOX *box) {
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
const FILM *pfilm;
assert(box->boxType == AAGBUT || box->boxType == ARSGBUT);
// Replace highlight image with normal image
pfilm = (const FILM *)LockMem(winPartsf);
if (iconArray[HL1] != NULL)
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL1]);
pfilm = (const FILM *)LockMem(winPartsf);
iconArray[HL1] = AddObject(&pfilm->reels[box->bi+NORMGRAPH], -1);
MultiSetAniXY(iconArray[HL1], InvD[ino].inventoryX + box->xpos, InvD[ino].inventoryY + box->ypos);
MultiSetZPosition(iconArray[HL1], Z_INV_ICONS+1);
// Hold normal image for 1 frame
CORO_SLEEP(1);
if (iconArray[HL1] == NULL)
return;
// Replace normal image with depresses image
pfilm = (const FILM *)LockMem(winPartsf);
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL1]);
iconArray[HL1] = AddObject(&pfilm->reels[box->bi+DOWNGRAPH], -1);
MultiSetAniXY(iconArray[HL1], InvD[ino].inventoryX + box->xpos, InvD[ino].inventoryY + box->ypos);
MultiSetZPosition(iconArray[HL1], Z_INV_ICONS+1);
// Hold depressed image for 2 frames
CORO_SLEEP(2);
if (iconArray[HL1] == NULL)
return;
// Replace depressed image with normal image
pfilm = (const FILM *)LockMem(winPartsf);
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL1]);
iconArray[HL1] = AddObject(&pfilm->reels[box->bi+NORMGRAPH], -1);
MultiSetAniXY(iconArray[HL1], InvD[ino].inventoryX + box->xpos, InvD[ino].inventoryY + box->ypos);
MultiSetZPosition(iconArray[HL1], Z_INV_ICONS+1);
CORO_SLEEP(1);
CORO_END_CODE;
}
static void ButtonToggle(CORO_PARAM, CONFBOX *box) {
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
const FILM *pfilm;
assert(box->boxType == TOGGLE);
// Remove hilight image
if (iconArray[HL1] != NULL) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL1]);
iconArray[HL1] = NULL;
}
// Hold normal image for 1 frame
CORO_SLEEP(1);
if (InventoryState != ACTIVE_INV)
return;
// Add depressed image
pfilm = (const FILM *)LockMem(winPartsf);
iconArray[HL1] = AddObject(&pfilm->reels[box->bi+DOWNGRAPH], -1);
MultiSetAniXY(iconArray[HL1], InvD[ino].inventoryX + box->xpos, InvD[ino].inventoryY + box->ypos);
MultiSetZPosition(iconArray[HL1], Z_INV_ICONS+1);
// Hold depressed image for 1 frame
CORO_SLEEP(1);
if (iconArray[HL1] == NULL)
return;
// Toggle state
(*box->ival) = *(box->ival) ^ 1; // XOR with true
box->bi = *(box->ival) ? IX_TICK1 : IX_CROSS1;
AddBoxes(false);
// Keep highlight (e.g. flag)
if (cd.selBox != NOBOX)
Select(cd.selBox, true);
// New state, depressed image
pfilm = (const FILM *)LockMem(winPartsf);
if (iconArray[HL1] != NULL)
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL1]);
iconArray[HL1] = AddObject(&pfilm->reels[box->bi+DOWNGRAPH], -1);
MultiSetAniXY(iconArray[HL1], InvD[ino].inventoryX + box->xpos, InvD[ino].inventoryY + box->ypos);
MultiSetZPosition(iconArray[HL1], Z_INV_ICONS+1);
// Hold new depressed image for 1 frame
CORO_SLEEP(1);
if (iconArray[HL1] == NULL)
return;
// New state, normal
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL1]);
iconArray[HL1] = NULL;
// Hold normal image for 1 frame
CORO_SLEEP(1);
if (InventoryState != ACTIVE_INV)
return;
// New state, highlighted
pfilm = (const FILM *)LockMem(winPartsf);
if (iconArray[HL1] != NULL)
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), iconArray[HL1]);
iconArray[HL1] = AddObject(&pfilm->reels[box->bi+HIGRAPH], -1);
MultiSetAniXY(iconArray[HL1], InvD[ino].inventoryX + box->xpos, InvD[ino].inventoryY + box->ypos);
MultiSetZPosition(iconArray[HL1], Z_INV_ICONS+1);
CORO_END_CODE;
}
/**
* Monitors for POINTED event for inventory icons.
*/
void InvLabels(bool InBody, int aniX, int aniY) {
int index; // Icon pointed to on this call
INV_OBJECT *invObj;
// Find out which icon is currently pointed to
if (!InBody)
index = INV_NOICON;
else {
index = InvItem(&aniX, &aniY, false);
if (index != INV_NOICON) {
if (index >= InvD[ino].NoofItems)
index = INV_NOICON;
else
index = InvD[ino].ItemOrder[index];
}
}
// If no icon pointed to, or points to (logical position of)
// currently held icon, then no icon is pointed to!
if (index == INV_NOICON || index == HeldItem) {
pointedIcon = INV_NOICON;
} else if (index != pointedIcon) {
// A new icon is pointed to - run its script with POINTED event
invObj = findInvObject(index);
if (invObj->hScript)
RunInvTinselCode(invObj, POINTED, BE_NONE, index);
pointedIcon = index;
}
}
/**************************************************************************/
/***/
/**************************************************************************/
/**
* All to do with the slider.
* I can't remember how it works - or, indeed, what it does.
* It seems to set up slideStuff[], an array of possible first-displayed
* icons set against the matching y-positions of the slider.
*/
void AdjustTop(void) {
int tMissing, bMissing, nMissing;
int nslideY;
int rowsWanted;
int slideRange;
int n, i;
// Only do this if there's a slider
if (!SlideObject)
return;
rowsWanted = (InvD[ino].NoofItems - InvD[ino].FirstDisp + InvD[ino].NoofHicons-1) / InvD[ino].NoofHicons;
while (rowsWanted < InvD[ino].NoofVicons) {
if (InvD[ino].FirstDisp) {
InvD[ino].FirstDisp -= InvD[ino].NoofHicons;
if (InvD[ino].FirstDisp < 0)
InvD[ino].FirstDisp = 0;
rowsWanted++;
} else
break;
}
tMissing = InvD[ino].FirstDisp ? (InvD[ino].FirstDisp + InvD[ino].NoofHicons-1)/InvD[ino].NoofHicons : 0;
bMissing = (rowsWanted > InvD[ino].NoofVicons) ? rowsWanted - InvD[ino].NoofVicons : 0;
nMissing = tMissing + bMissing;
slideRange = slideYmax - slideYmin;
if (!tMissing)
nslideY = slideYmin;
else if (!bMissing)
nslideY = slideYmax;
else {
nslideY = tMissing*slideRange/nMissing;
nslideY += slideYmin;
}
if (nMissing) {
n = InvD[ino].FirstDisp - tMissing*InvD[ino].NoofHicons;
for (i = 0; i <= nMissing; i++, n += InvD[ino].NoofHicons) {
slideStuff[i].n = n;
slideStuff[i].y = (i*slideRange/nMissing) + slideYmin;
}
if (slideStuff[0].n < 0)
slideStuff[0].n = 0;
assert(i < MAX_ININV + 1);
slideStuff[i].n = -1;
} else {
slideStuff[0].n = 0;
slideStuff[0].y = slideYmin;
slideStuff[1].n = -1;
}
if (nslideY != slideY) {
MultiMoveRelXY(SlideObject, 0, nslideY - slideY);
slideY = nslideY;
}
}
/**
* Insert an inventory icon object onto the display list.
*/
OBJECT *AddInvObject(int num, const FREEL **pfreel, const FILM **pfilm) {
INV_OBJECT *invObj; // Icon data
const MULTI_INIT *pmi; // Its INIT structure - from the reel
IMAGE *pim; // ... you get the picture
OBJECT *pPlayObj; // The object we insert
invObj = findInvObject(num);
// Get pointer to image
pim = GetImageFromFilm(invObj->hFilm, 0, pfreel, &pmi, pfilm);
// Poke in the background palette
pim->hImgPal = TO_LE_32(BackPal());
// Set up the multi-object
pPlayObj = MultiInitObject(pmi);
MultiInsertObject(GetPlayfieldList(FIELD_STATUS), pPlayObj);
return pPlayObj;
}
/**
* Create display objects for the displayed icons in an inventory window.
*/
void FillInInventory(void) {
int Index; // Index into ItemOrder[]
int n = 0; // index into iconArray[]
int xpos, ypos;
int row, col;
const FREEL *pfr;
const FILM *pfilm;
DumpIconArray();
if (InvDragging != ID_SLIDE)
AdjustTop(); // Set up slideStuff[]
Index = InvD[ino].FirstDisp; // Start from first displayed object
n = 0;
ypos = START_ICONY; // Y-offset of first display row
for (row = 0; row < InvD[ino].NoofVicons; row++, ypos += ITEM_HEIGHT + 1) {
xpos = START_ICONX; // X-offset of first display column
for (col = 0; col < InvD[ino].NoofHicons; col++) {
if (Index >= InvD[ino].NoofItems)
break;
else if (InvD[ino].ItemOrder[Index] != HeldItem) {
// Create a display object and position it
iconArray[n] = AddInvObject(InvD[ino].ItemOrder[Index], &pfr, &pfilm);
MultiSetAniXY(iconArray[n], InvD[ino].inventoryX + xpos , InvD[ino].inventoryY + ypos);
MultiSetZPosition(iconArray[n], Z_INV_ICONS);
InitStepAnimScript(&iconAnims[n], iconArray[n], FROM_LE_32(pfr->script), ONE_SECOND / FROM_LE_32(pfilm->frate));
n++;
}
Index++;
xpos += ITEM_WIDTH + 1; // X-offset of next display column
}
}
}
/**
* Set up a rectangle as the background to the inventory window.
* Additionally, sticks the window title up.
*/
enum {FROM_HANDLE, FROM_STRING};
void AddBackground(OBJECT **rect, OBJECT **title, int extraH, int extraV, int textFrom) {
// Why not 2 ????
int width = TLwidth + extraH + TRwidth - 3;
int height = TLheight + extraV + BLheight - 3;
// Create a rectangle object
RectObject = *rect = TranslucentObject(width, height);
// add it to display list and position it
MultiInsertObject(GetPlayfieldList(FIELD_STATUS), *rect);
MultiSetAniXY(*rect, InvD[ino].inventoryX + 1, InvD[ino].inventoryY + 1);
MultiSetZPosition(*rect, Z_INV_BRECT);
// Create text object using title string
if (textFrom == FROM_HANDLE) {
LoadStringRes(InvD[ino].hInvTitle, tBufferAddr(), TBUFSZ);
*title = ObjectTextOut(GetPlayfieldList(FIELD_STATUS), tBufferAddr(), 0,
InvD[ino].inventoryX + width/2, InvD[ino].inventoryY + M_TOFF,
hTagFontHandle(), TXT_CENTRE);
assert(*title); // Inventory title string produced NULL text
MultiSetZPosition(*title, Z_INV_HTEXT);
} else if (textFrom == FROM_STRING && cd.ixHeading != NO_HEADING) {
LoadStringRes(configStrings[cd.ixHeading], tBufferAddr(), TBUFSZ);
*title = ObjectTextOut(GetPlayfieldList(FIELD_STATUS), tBufferAddr(), 0,
InvD[ino].inventoryX + width/2, InvD[ino].inventoryY + M_TOFF,
hTagFontHandle(), TXT_CENTRE);
assert(*title); // Inventory title string produced NULL text
MultiSetZPosition(*title, Z_INV_HTEXT);
}
}
/**
* Insert a part of the inventory window frame onto the display list.
*/
static OBJECT *AddObject(const FREEL *pfreel, int num) {
const MULTI_INIT *pmi; // Get the MULTI_INIT structure
IMAGE *pim;
OBJECT *pPlayObj;
// Get pointer to image
pim = GetImageFromReel(pfreel, &pmi);
// Poke in the background palette
pim->hImgPal = TO_LE_32(BackPal());
// Horrible bodge involving global variables to save
// width and/or height of some window frame components
if (num == TL) {
TLwidth = FROM_LE_16(pim->imgWidth);
TLheight = FROM_LE_16(pim->imgHeight);
} else if (num == TR) {
TRwidth = FROM_LE_16(pim->imgWidth);
} else if (num == BL) {
BLheight = FROM_LE_16(pim->imgHeight);
}
// Set up and insert the multi-object
pPlayObj = MultiInitObject(pmi);
MultiInsertObject(GetPlayfieldList(FIELD_STATUS), pPlayObj);
return pPlayObj;
}
/**
* Display the scroll bar slider.
*/
void AddSlider(OBJECT **slide, const FILM *pfilm) {
SlideObject = *slide = AddObject(&pfilm->reels[IX_SLIDE], -1);
MultiSetAniXY(*slide, MultiRightmost(RectObject)-M_SXOFF+2, InvD[ino].inventoryY + slideY);
MultiSetZPosition(*slide, Z_INV_MFRAME);
}
enum {
SLIDE_RANGE = 81,
SLIDE_MINX = 8,
SLIDE_MAXX = 8+SLIDE_RANGE,
MDTEXT_YOFF = 6,
MDTEXT_XOFF = -4
};
/**
* Display a box with some text in it.
*/
void AddBox(int *pi, int i) {
int x = InvD[ino].inventoryX + cd.Box[i].xpos;
int y = InvD[ino].inventoryY + cd.Box[i].ypos;
int *pival = cd.Box[i].ival;
int xdisp;
const FILM *pfilm;
switch (cd.Box[i].boxType) {
default:
// Give us a box
iconArray[*pi] = RectangleObject(BackPal(), COL_BOX, cd.Box[i].w, cd.Box[i].h);
MultiInsertObject(GetPlayfieldList(FIELD_STATUS), iconArray[*pi]);
MultiSetAniXY(iconArray[*pi], x, y);
MultiSetZPosition(iconArray[*pi], Z_INV_BRECT+1);
*pi += 1;
// Stick in the text
if (cd.Box[i].ixText == USE_POINTER) {
if (cd.Box[i].boxText != NULL) {
if (cd.Box[i].boxType == RGROUP) {
iconArray[*pi] = ObjectTextOut(GetPlayfieldList(FIELD_STATUS), cd.Box[i].boxText, 0,
#ifdef JAPAN
x+2, y+2, hTagFontHandle(), 0);
#else
x+2, y, hTagFontHandle(), 0);
#endif
} else {
iconArray[*pi] = ObjectTextOut(GetPlayfieldList(FIELD_STATUS), cd.Box[i].boxText, 0,
#ifdef JAPAN
// Note: it never seems to go here!
x + cd.Box[i].w/2, y+2, hTagFontHandle(), TXT_CENTRE);
#else
x + cd.Box[i].w/2, y, hTagFontHandle(), TXT_CENTRE);
#endif
}
MultiSetZPosition(iconArray[*pi], Z_INV_ITEXT);
*pi += 1;
}
} else {
LoadStringRes(configStrings[cd.Box[i].ixText], tBufferAddr(), TBUFSZ);
assert(cd.Box[i].boxType != RGROUP); // You'll need to add some code!
iconArray[*pi] = ObjectTextOut(GetPlayfieldList(FIELD_STATUS), tBufferAddr(), 0,
#ifdef JAPAN
x + cd.Box[i].w/2, y+2, hTagFontHandle(), TXT_CENTRE);
#else
x + cd.Box[i].w/2, y, hTagFontHandle(), TXT_CENTRE);
#endif
MultiSetZPosition(iconArray[*pi], Z_INV_ITEXT);
*pi += 1;
}
break;
case AAGBUT:
case ARSGBUT:
pfilm = (const FILM *)LockMem(winPartsf);
iconArray[*pi] = AddObject(&pfilm->reels[cd.Box[i].bi+NORMGRAPH], -1);
MultiSetAniXY(iconArray[*pi], x, y);
MultiSetZPosition(iconArray[*pi], Z_INV_BRECT+1);
*pi += 1;
break;
case FRGROUP:
assert((_vm->getFeatures() & GF_USE_3FLAGS) || (_vm->getFeatures() & GF_USE_4FLAGS) || (_vm->getFeatures() & GF_USE_5FLAGS));
assert(flagFilm != 0); // Language flags not declared!
pfilm = (const FILM *)LockMem(flagFilm);
if (bAmerica && cd.Box[i].bi == FIX_UK)
cd.Box[i].bi = FIX_USA;
iconArray[*pi] = AddObject(&pfilm->reels[cd.Box[i].bi], -1);
MultiSetAniXY(iconArray[*pi], x, y);
MultiSetZPosition(iconArray[*pi], Z_INV_BRECT+2);
*pi += 1;
break;
case FLIP:
pfilm = (const FILM *)LockMem(winPartsf);
if (*(cd.Box[i].ival))
iconArray[*pi] = AddObject(&pfilm->reels[cd.Box[i].bi], -1);
else
iconArray[*pi] = AddObject(&pfilm->reels[cd.Box[i].bi+1], -1);
MultiSetAniXY(iconArray[*pi], x, y);
MultiSetZPosition(iconArray[*pi], Z_INV_BRECT+1);
*pi += 1;
// Stick in the text
assert(cd.Box[i].ixText != USE_POINTER);
LoadStringRes(configStrings[cd.Box[i].ixText], tBufferAddr(), TBUFSZ);
iconArray[*pi] = ObjectTextOut(GetPlayfieldList(FIELD_STATUS), tBufferAddr(), 0,
x+MDTEXT_XOFF, y+MDTEXT_YOFF, hTagFontHandle(), TXT_RIGHT);
MultiSetZPosition(iconArray[*pi], Z_INV_ITEXT);
*pi += 1;
break;
case TOGGLE:
pfilm = (const FILM *)LockMem(winPartsf);
cd.Box[i].bi = *(cd.Box[i].ival) ? IX_TICK1 : IX_CROSS1;
iconArray[*pi] = AddObject(&pfilm->reels[cd.Box[i].bi+NORMGRAPH], -1);
MultiSetAniXY(iconArray[*pi], x, y);
MultiSetZPosition(iconArray[*pi], Z_INV_BRECT+1);
*pi += 1;
// Stick in the text
assert(cd.Box[i].ixText != USE_POINTER);
LoadStringRes(configStrings[cd.Box[i].ixText], tBufferAddr(), TBUFSZ);
iconArray[*pi] = ObjectTextOut(GetPlayfieldList(FIELD_STATUS), tBufferAddr(), 0,
x+MDTEXT_XOFF, y+MDTEXT_YOFF, hTagFontHandle(), TXT_RIGHT);
MultiSetZPosition(iconArray[*pi], Z_INV_ITEXT);
*pi += 1;
break;
case SLIDER:
pfilm = (const FILM *)LockMem(winPartsf);
xdisp = SLIDE_RANGE*(*pival)/cd.Box[i].w;
iconArray[*pi] = AddObject(&pfilm->reels[IX_MDGROOVE], -1);
MultiSetAniXY(iconArray[*pi], x, y);
MultiSetZPosition(iconArray[*pi], Z_MDGROOVE);
*pi += 1;
iconArray[*pi] = AddObject(&pfilm->reels[IX_MDSLIDER], -1);
MultiSetAniXY(iconArray[*pi], x+SLIDE_MINX+xdisp, y);
MultiSetZPosition(iconArray[*pi], Z_MDSLIDER);
assert(numMdSlides < MAXSLIDES);
mdSlides[numMdSlides].num = i;
mdSlides[numMdSlides].min = x+SLIDE_MINX;
mdSlides[numMdSlides].max = x+SLIDE_MAXX;
mdSlides[numMdSlides++].obj = iconArray[*pi];
*pi += 1;
// Stick in the text
assert(cd.Box[i].ixText != USE_POINTER);
LoadStringRes(configStrings[cd.Box[i].ixText], tBufferAddr(), TBUFSZ);
iconArray[*pi] = ObjectTextOut(GetPlayfieldList(FIELD_STATUS), tBufferAddr(), 0,
x+MDTEXT_XOFF, y+MDTEXT_YOFF, hTagFontHandle(), TXT_RIGHT);
MultiSetZPosition(iconArray[*pi], Z_INV_ITEXT);
*pi += 1;
break;
}
}
/**
* Display some boxes.
*/
static void AddBoxes(bool posnSlide) {
int oCount = NUMHL; // Object count - allow for HL1, HL2 etc.
DumpIconArray();
numMdSlides = 0;
for (int i = 0; i < cd.NumBoxes; i++) {
AddBox(&oCount, i);
}
if (cd.bExtraWin) {
if (posnSlide)
slideY = slideYmin + (cd.fileBase*(slideYmax-slideYmin))/(MAX_SFILES-NUM_SL_RGROUP);
MultiSetAniXY(SlideObject, InvD[ino].inventoryX + 24 + 179, slideY);
}
assert(oCount < MAX_ICONS); // added too many icons
}
/**
* Display the scroll bar slider.
*/
void AddEWSlider(OBJECT **slide, const FILM *pfilm) {
SlideObject = *slide = AddObject(&pfilm->reels[IX_SLIDE], -1);
MultiSetAniXY(*slide, InvD[ino].inventoryX + 24 + 127, slideY);
MultiSetZPosition(*slide, Z_INV_MFRAME);
}
/**
* AddExtraWindow
*/
int AddExtraWindow(int x, int y, OBJECT **retObj) {
int n = 0;
const FILM *pfilm;
// Get the frame's data
pfilm = (const FILM *)LockMem(winPartsf);
x += 20;
y += 24;
// Draw the four corners
retObj[n] = AddObject(&pfilm->reels[IX_RTL], -1); // Top left
MultiSetAniXY(retObj[n], x, y);
MultiSetZPosition(retObj[n], Z_INV_MFRAME);
n++;
retObj[n] = AddObject(&pfilm->reels[IX_NTR], -1); // Top right
MultiSetAniXY(retObj[n], x + 152, y);
MultiSetZPosition(retObj[n], Z_INV_MFRAME);
n++;
retObj[n] = AddObject(&pfilm->reels[IX_BL], -1); // Bottom left
MultiSetAniXY(retObj[n], x, y + 124);
MultiSetZPosition(retObj[n], Z_INV_MFRAME);
n++;
retObj[n] = AddObject(&pfilm->reels[IX_BR], -1); // Bottom right
MultiSetAniXY(retObj[n], x + 152, y + 124);
MultiSetZPosition(retObj[n], Z_INV_MFRAME);
n++;
// Draw the edges
retObj[n] = AddObject(&pfilm->reels[IX_H156], -1); // Top
MultiSetAniXY(retObj[n], x + 6, y);
MultiSetZPosition(retObj[n], Z_INV_MFRAME);
n++;
retObj[n] = AddObject(&pfilm->reels[IX_H156], -1); // Bottom
MultiSetAniXY(retObj[n], x + 6, y + 143);
MultiSetZPosition(retObj[n], Z_INV_MFRAME);
n++;
retObj[n] = AddObject(&pfilm->reels[IX_V104], -1); // Left
MultiSetAniXY(retObj[n], x, y + 20);
MultiSetZPosition(retObj[n], Z_INV_MFRAME);
n++;
retObj[n] = AddObject(&pfilm->reels[IX_V104], -1); // Right 1
MultiSetAniXY(retObj[n], x + 179, y + 20);
MultiSetZPosition(retObj[n], Z_INV_MFRAME);
n++;
retObj[n] = AddObject(&pfilm->reels[IX_V104], -1); // Right 2
MultiSetAniXY(retObj[n], x + 188, y + 20);
MultiSetZPosition(retObj[n], Z_INV_MFRAME);
n++;
slideY = slideYmin = y + 9;
slideYmax = y + 134;
AddEWSlider(&retObj[n++], pfilm);
return n;
}
enum InventoryType { EMPTY, FULL, CONF };
/**
* Construct an inventory window - either a standard one, with
* background, slider and icons, or a re-sizing window.
*/
void ConstructInventory(InventoryType filling) {
int eH, eV; // Extra width and height
int n = 0; // Index into object array
int zpos; // Z-position of frame
int invX = InvD[ino].inventoryX;
int invY = InvD[ino].inventoryY;
OBJECT **retObj;
const FILM *pfilm;
extern bool RePosition(void); // Forward reference
// Select the object array to use
if (filling == FULL || filling == CONF) {
retObj = objArray; // Standard window
zpos = Z_INV_MFRAME;
} else {
retObj = DobjArray; // Re-sizing window
zpos = Z_INV_RFRAME;
}
// Dispose of anything it may be replacing
for (int i = 0; i < MAX_WCOMP; i++) {
if (retObj[i] != NULL) {
MultiDeleteObject(GetPlayfieldList(FIELD_STATUS), retObj[i]);
retObj[i] = NULL;
}
}
// Get the frame's data
pfilm = (const FILM *)LockMem(winPartsf);
// Standard window is of granular dimensions
if (filling == FULL) {
// Round-up/down to nearest number of icons
if (SuppH > ITEM_WIDTH / 2)
InvD[ino].NoofHicons++;
if (SuppV > ITEM_HEIGHT / 2)
InvD[ino].NoofVicons++;
SuppH = SuppV = 0;
}
// Extra width and height
eH = (InvD[ino].NoofHicons - 1) * (ITEM_WIDTH+1) + SuppH;
eV = (InvD[ino].NoofVicons - 1) * (ITEM_HEIGHT+1) + SuppV;
// Which window frame corners to use
if (filling == FULL && ino != INV_CONV) {
TL = IX_TL;
TR = IX_TR;
BL = IX_BL;
BR = IX_BR;
} else {
TL = IX_RTL;
TR = IX_RTR;
BL = IX_BL;
BR = IX_RBR;
}
// Draw the four corners
retObj[n] = AddObject(&pfilm->reels[TL], TL);
MultiSetAniXY(retObj[n], invX, invY);
MultiSetZPosition(retObj[n], zpos);
n++;
retObj[n] = AddObject(&pfilm->reels[TR], TR);
MultiSetAniXY(retObj[n], invX + TLwidth + eH, invY);
MultiSetZPosition(retObj[n], zpos);
n++;
retObj[n] = AddObject(&pfilm->reels[BL], BL);
MultiSetAniXY(retObj[n], invX, invY + TLheight + eV);
MultiSetZPosition(retObj[n], zpos);
n++;
retObj[n] = AddObject(&pfilm->reels[BR], BR);
MultiSetAniXY(retObj[n], invX + TLwidth + eH, invY + TLheight + eV);
MultiSetZPosition(retObj[n], zpos);
n++;
// Draw extra Top and bottom parts
if (InvD[ino].NoofHicons > 1) {
// Top side
retObj[n] = AddObject(&pfilm->reels[hFillers[InvD[ino].NoofHicons-2]], -1);
MultiSetAniXY(retObj[n], invX + TLwidth, invY);
MultiSetZPosition(retObj[n], zpos);
n++;
// Bottom of header box
if (filling == FULL) {
retObj[n] = AddObject(&pfilm->reels[hFillers[InvD[ino].NoofHicons-2]], -1);
MultiSetAniXY(retObj[n], invX + TLwidth, invY + M_TBB + 1);
MultiSetZPosition(retObj[n], zpos);
n++;
// Extra bits for conversation - hopefully temporary
if (ino == INV_CONV) {
retObj[n] = AddObject(&pfilm->reels[IX_H26], -1);
MultiSetAniXY(retObj[n], invX + TLwidth - 2, invY + M_TBB + 1);
MultiSetZPosition(retObj[n], zpos);
n++;
retObj[n] = AddObject(&pfilm->reels[IX_H52], -1);
MultiSetAniXY(retObj[n], invX + eH - 10, invY + M_TBB + 1);
MultiSetZPosition(retObj[n], zpos);
n++;
}
}
// Bottom side
retObj[n] = AddObject(&pfilm->reels[hFillers[InvD[ino].NoofHicons-2]], -1);
MultiSetAniXY(retObj[n], invX + TLwidth, invY + TLheight + eV + BLheight - M_TH + 1);
MultiSetZPosition(retObj[n], zpos);
n++;
}
if (SuppH) {
int offx = TLwidth + eH - 26;
if (offx < TLwidth) // Not too far!
offx = TLwidth;
// Top side extra
retObj[n] = AddObject(&pfilm->reels[IX_H26], -1);
MultiSetAniXY(retObj[n], invX + offx, invY);
MultiSetZPosition(retObj[n], zpos);
n++;
// Bottom side extra
retObj[n] = AddObject(&pfilm->reels[IX_H26], -1);
MultiSetAniXY(retObj[n], invX + offx, invY + TLheight + eV + BLheight - M_TH + 1);
MultiSetZPosition(retObj[n], zpos);
n++;
}
// Draw extra side parts
if (InvD[ino].NoofVicons > 1) {
// Left side
retObj[n] = AddObject(&pfilm->reels[vFillers[InvD[ino].NoofVicons-2]], -1);
MultiSetAniXY(retObj[n], invX, invY + TLheight);
MultiSetZPosition(retObj[n], zpos);
n++;
// Left side of scroll bar
if (filling == FULL && ino != INV_CONV) {
retObj[n] = AddObject(&pfilm->reels[vFillers[InvD[ino].NoofVicons-2]], -1);
MultiSetAniXY(retObj[n], invX + TLwidth + eH + M_SBL + 1, invY + TLheight);
MultiSetZPosition(retObj[n], zpos);
n++;
}
// Right side
retObj[n] = AddObject(&pfilm->reels[vFillers[InvD[ino].NoofVicons-2]], -1);
MultiSetAniXY(retObj[n], invX + TLwidth + eH + TRwidth - M_SW + 1, invY + TLheight);
MultiSetZPosition(retObj[n], zpos);
n++;
}
if (SuppV) {
int offy = TLheight + eV - 26;
if (offy < 5)
offy = 5;
// Left side extra
retObj[n] = AddObject(&pfilm->reels[IX_V26], -1);
MultiSetAniXY(retObj[n], invX, invY + offy);
MultiSetZPosition(retObj[n], zpos);
n++;
// Right side extra
retObj[n] = AddObject(&pfilm->reels[IX_V26], -1);
MultiSetAniXY(retObj[n], invX + TLwidth + eH + TRwidth - M_SW + 1, invY + offy);
MultiSetZPosition(retObj[n], zpos);
n++;
}
OBJECT **rect, **title;
// Draw background, slider and icons
if (filling == FULL) {
rect = &retObj[n++];
title = &retObj[n++];
AddBackground(rect, title, eH, eV, FROM_HANDLE);
if (ino == INV_CONV)
SlideObject = NULL;
else if (InvD[ino].NoofItems > InvD[ino].NoofHicons*InvD[ino].NoofVicons) {
slideYmin = TLheight - 2;
slideYmax = TLheight + eV + 10;
AddSlider(&retObj[n++], pfilm);
}
FillInInventory();
} else if (filling == CONF) {
rect = &retObj[n++];
title = &retObj[n++];
AddBackground(rect, title, eH, eV, FROM_STRING);
if (cd.bExtraWin)
n += AddExtraWindow(invX, invY, &retObj[n]);
AddBoxes(true);
}
assert(n < MAX_WCOMP); // added more parts than we can handle!
// Reposition returns TRUE if needs to move
if (InvD[ino].moveable && filling == FULL && RePosition()) {
ConstructInventory(FULL);
}
}
/**
* Call this when drawing a 'FULL', movable inventory. Checks that the
* position of the Translucent object is within limits. If it isn't,
* adjusts the x/y position of the current inventory and returns TRUE.
*/
bool RePosition(void) {
int p;
bool bMoveitMoveit = false;
assert(RectObject); // no recangle object!
// Test for off-screen horizontally
p = MultiLeftmost(RectObject);
if (p > MAXLEFT) {
// Too far to the right
InvD[ino].inventoryX += MAXLEFT - p;
bMoveitMoveit = true; // I like to....
} else {
// Too far to the left?
p = MultiRightmost(RectObject);
if (p < MINRIGHT) {
InvD[ino].inventoryX += MINRIGHT - p;
bMoveitMoveit = true; // I like to....
}
}
// Test for off-screen vertically
p = MultiHighest(RectObject);
if (p < MINTOP) {
// Too high
InvD[ino].inventoryY += MINTOP - p;
bMoveitMoveit = true; // I like to....
} else if (p > MAXTOP) {
// Too low
InvD[ino].inventoryY += MAXTOP - p;
bMoveitMoveit = true; // I like to....
}
return bMoveitMoveit;
}
/**************************************************************************/
/***/
/**************************************************************************/
/**
* Get the cursor's reel, poke in the background palette,
* and customise the cursor.
*/
void AlterCursor(int num) {
const FREEL *pfreel;
IMAGE *pim;
// Get pointer to image
pim = GetImageFromFilm(winPartsf, num, &pfreel);
// Poke in the background palette
pim->hImgPal = TO_LE_32(BackPal());
SetTempCursor(FROM_LE_32(pfreel->script));
}
enum InvCursorFN {IC_AREA, IC_DROP};
/**
* InvCursor
*/
void InvCursor(InvCursorFN fn, int CurX, int CurY) {
static enum { IC_NORMAL, IC_DR, IC_UR, IC_TB, IC_LR,
IC_INV, IC_UP, IC_DN } ICursor = IC_NORMAL; // FIXME: local static var
int area; // The part of the window the cursor is over
bool restoreMain = false;
// If currently dragging, don't be messing about with the cursor shape
if (InvDragging != ID_NONE)
return;
switch (fn) {
case IC_DROP:
ICursor = IC_NORMAL;
InvCursor(IC_AREA, CurX, CurY);
break;
case IC_AREA:
area = InvArea(CurX, CurY);
// Check for POINTED events
if (ino == INV_CONF)
InvBoxes(area == I_BODY, CurX, CurY);
else
InvLabels(area == I_BODY, CurX, CurY);
// No cursor trails while within inventory window
if (area == I_NOTIN)
UnHideCursorTrails();
else
HideCursorTrails();
switch (area) {
case I_NOTIN:
restoreMain = true;
break;
case I_TLEFT:
case I_BRIGHT:
if (!InvD[ino].resizable)
restoreMain = true;
else if (ICursor != IC_DR) {
AlterCursor(IX_CURDD);
ICursor = IC_DR;
}
break;
case I_TRIGHT:
case I_BLEFT:
if (!InvD[ino].resizable)
restoreMain = true;
else if (ICursor != IC_UR) {
AlterCursor(IX_CURDU);
ICursor = IC_UR;
}
break;
case I_TOP:
case I_BOTTOM:
if (!InvD[ino].resizable) {
restoreMain = true;
break;
}
if (ICursor != IC_TB) {
AlterCursor(IX_CURUD);
ICursor = IC_TB;
}
break;
case I_LEFT:
case I_RIGHT:
if (!InvD[ino].resizable)
restoreMain = true;
else if (ICursor != IC_LR) {
AlterCursor(IX_CURLR);
ICursor = IC_LR;
}
break;
case I_UP:
case I_SLIDE_UP:
case I_DOWN:
case I_SLIDE_DOWN:
case I_SLIDE:
case I_MOVE:
case I_BODY:
restoreMain = true;
break;
}
break;
}
if (restoreMain && ICursor != IC_NORMAL) {
RestoreMainCursor();
ICursor = IC_NORMAL;
}
}
/*-------------------------------------------------------------------------*/
/**************************************************************************/
/******************** Conversation specific functions *********************/
/**************************************************************************/
void ConvAction(int index) {
assert(ino == INV_CONV); // not conv. window!
switch (index) {
case INV_NOICON:
return;
case INV_CLOSEICON:
thisConvIcon = -1; // Postamble
break;
case INV_OPENICON:
thisConvIcon = -2; // Preamble
break;
default:
thisConvIcon = InvD[ino].ItemOrder[index];
break;
}
RunPolyTinselCode(thisConvPoly, CONVERSE, BE_NONE, true);
}
/*-------------------------------------------------------------------------*/
void AddIconToPermanentDefaultList(int icon) {
int i;
// See if it's already there
for (i = 0; i < Num0Order; i++) {
if (Inv0Order[i] == icon)
break;
}
// Add it if it isn't already there
if (i == Num0Order) {
Inv0Order[Num0Order++] = icon;
}
}
/*-------------------------------------------------------------------------*/
void convPos(int fn) {
if (fn == CONV_DEF)
InvD[INV_CONV].inventoryY = 8;
else if (fn == CONV_BOTTOM)
InvD[INV_CONV].inventoryY = 150;
}
void ConvPoly(HPOLYGON hPoly) {
thisConvPoly = hPoly;
}
int convIcon(void) {
return thisConvIcon;
}
void CloseDownConv(void) {
if (InventoryState == ACTIVE_INV && ino == INV_CONV) {
KillInventory();
}
}
void convHide(bool hide) {
int aniX, aniY;
int i;
if (InventoryState == ACTIVE_INV && ino == INV_CONV) {
if (hide) {
for (i = 0; objArray[i] && i < MAX_WCOMP; i++) {
MultiAdjustXY(objArray[i], 2*SCREEN_WIDTH, 0);
}
for (i = 0; iconArray[i] && i < MAX_ICONS; i++) {
MultiAdjustXY(iconArray[i], 2*SCREEN_WIDTH, 0);
}
InventoryHidden = true;
InvLabels(false, 0, 0);
} else {
InventoryHidden = false;
for (i = 0; objArray[i] && i < MAX_WCOMP; i++) {
MultiAdjustXY(objArray[i], -2*SCREEN_WIDTH, 0);
}
// Don't flash if items changed. If they have, will be redrawn anyway.
if (!ItemsChanged) {
for (i = 0; iconArray[i] && i < MAX_ICONS; i++) {
MultiAdjustXY(iconArray[i], -2*SCREEN_WIDTH, 0);
}
}
GetCursorXY(&aniX, &aniY, false);
InvLabels(true, aniX, aniY);
}
}
}
bool convHid(void) {
return InventoryHidden;
}
/**************************************************************************/
/******************* Open and closing functions ***************************/
/**************************************************************************/
/**
* Start up an inventory window.
*/
void PopUpInventory(int invno) {
assert((invno == INV_1 || invno == INV_2 || invno == INV_CONV || invno == INV_CONF)); // Trying to open illegal inventory
if (InventoryState == IDLE_INV) {
bOpenConf = false; // Better safe than sorry...
DisableTags(); // Tags disabled during inventory
if (invno == INV_CONV) { // Conversation window?
// Start conversation with permanent contents
memset(InvD[INV_CONV].ItemOrder, 0, MAX_ININV*sizeof(int));
memcpy(InvD[INV_CONV].ItemOrder, Inv0Order, Num0Order*sizeof(int));
InvD[INV_CONV].NoofItems = Num0Order;
thisConvIcon = 0;
} else if (invno == INV_CONF) { // Configuration window?
cd.selBox = NOBOX;
cd.pointBox = NOBOX;
}
ino = invno; // The open inventory
ItemsChanged = false; // Nothing changed
InvDragging = ID_NONE; // Not dragging
InventoryState = ACTIVE_INV; // Inventory actiive
InventoryHidden = false; // Not hidden
InventoryMaximised = InvD[ino].bMax;
if (invno != INV_CONF) // Configuration window?
ConstructInventory(FULL); // Draw it up
else {
ConstructInventory(CONF); // Draw it up
}
}
}
void SetConfGlobals(CONFINIT *ci) {
InvD[INV_CONF].MinHicons = InvD[INV_CONF].MaxHicons = InvD[INV_CONF].NoofHicons = ci->h;
InvD[INV_CONF].MaxVicons = InvD[INV_CONF].MinVicons = InvD[INV_CONF].NoofVicons = ci->v;
InvD[INV_CONF].inventoryX = ci->x;
InvD[INV_CONF].inventoryY = ci->y;
cd.bExtraWin = ci->bExtraWin;
cd.Box = ci->Box;
cd.NumBoxes = ci->NumBoxes;
cd.ixHeading = ci->ixHeading;
}
/**
* PopupConf
*/
void PopUpConf(CONFTYPE type) {
int curX, curY;
if (InventoryState != IDLE_INV)
return;
InvD[INV_CONF].resizable = false;
InvD[INV_CONF].moveable = false;
switch (type) {
case SAVE:
case LOAD:
if (type == SAVE) {
SetCursorScreenXY(262, 91);
SetConfGlobals(&ciSave);
cd.editableRgroup = true;
} else {
SetConfGlobals(&ciLoad);
cd.editableRgroup = false;
}
firstFile(0);
break;
case QUIT:
#ifdef JAPAN
SetCursorScreenXY(180, 106);
#else
SetCursorScreenXY(180, 90);
#endif
SetConfGlobals(&ciQuit);
break;
case RESTART:
#ifdef JAPAN
SetCursorScreenXY(180, 106);
#else
SetCursorScreenXY(180, 90);
#endif
SetConfGlobals(&ciRestart);
break;
case OPTION:
SetConfGlobals(&ciOption);
break;
case CONTROLS:
SetConfGlobals(&ciControl);
break;
case SOUND:
SetConfGlobals(&ciSound);
break;
case SUBT:
if (_vm->getFeatures() & GF_USE_3FLAGS) {
ciSubtitles.v = 6;
ciSubtitles.Box = subtitlesBox3Flags;
ciSubtitles.NumBoxes = ARRAYSIZE(subtitlesBox3Flags);
} else if (_vm->getFeatures() & GF_USE_4FLAGS) {
ciSubtitles.v = 6;
ciSubtitles.Box = subtitlesBox4Flags;
ciSubtitles.NumBoxes = ARRAYSIZE(subtitlesBox4Flags);
} else if (_vm->getFeatures() & GF_USE_5FLAGS) {
ciSubtitles.v = 6;
ciSubtitles.Box = subtitlesBox4Flags;
ciSubtitles.NumBoxes = ARRAYSIZE(subtitlesBox4Flags);
} else {
ciSubtitles.v = 3;
ciSubtitles.Box = subtitlesBox;
ciSubtitles.NumBoxes = ARRAYSIZE(subtitlesBox);
}
SetConfGlobals(&ciSubtitles);
break;
case TOPWIN:
SetConfGlobals(&ciTopWin);
ino = INV_CONF;
ConstructInventory(CONF); // Draw it up
InventoryState = BOGUS_INV;
return;
default:
return;
}
if (HeldItem != INV_NOICON)
DelAuxCursor(); // no longer aux cursor
PopUpInventory(INV_CONF);
if (type == SAVE || type == LOAD)
Select(0, false);
else if (type == SUBT) {
if (_vm->getFeatures() & GF_USE_3FLAGS) {
// VERY quick dirty bodges
if (g_language == TXT_FRENCH)
Select(0, false);
else if (g_language == TXT_GERMAN)
Select(1, false);
else
Select(2, false);
} else if (_vm->getFeatures() & GF_USE_4FLAGS) {
Select(g_language-1, false);
} else if (_vm->getFeatures() & GF_USE_5FLAGS) {
Select(g_language, false);
}
}
GetCursorXY(&curX, &curY, false);
InvCursor(IC_AREA, curX, curY);
}
/**
* Close down an inventory window.
*/
void KillInventory(void) {
if (objArray[0] != NULL) {
DumpObjArray();
DumpDobjArray();
DumpIconArray();
}
if (InventoryState == ACTIVE_INV) {
EnableTags();
InvD[ino].bMax = InventoryMaximised;
UnHideCursorTrails();
_vm->divertKeyInput(NULL);
}
InventoryState = IDLE_INV;
if (bOpenConf) {
bOpenConf = false;
PopUpConf(OPTION);
// Write config changes
WriteConfig();
} else if (ino == INV_CONF)
InventoryIconCursor();
}
void CloseInventory(void) {
// If not active, ignore this
if (InventoryState != ACTIVE_INV)
return;
// If hidden, a conversation action is still underway - ignore this
if (InventoryHidden)
return;
// If conversation, this is a closeing event
if (ino == INV_CONV)
ConvAction(INV_CLOSEICON);
KillInventory();
RestoreMainCursor();
}
/**************************************************************************/
/************************ The inventory process ***************************/
/**************************************************************************/
/**
* Redraws the icons if appropriate. Also handle button press/toggle effects
*/
void InventoryProcess(CORO_PARAM, const void *) {
// COROUTINE
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
while (1) {
CORO_SLEEP(1); // allow scheduling
if (objArray[0] != NULL) {
if (ItemsChanged && ino != INV_CONF && !InventoryHidden) {
FillInInventory();
// Needed when clicking on scroll bar.
int curX, curY;
GetCursorXY(&curX, &curY, false);
InvCursor(IC_AREA, curX, curY);
ItemsChanged = false;
}
if (ino != INV_CONF) {
for (int i = 0; i < MAX_ICONS; i++) {
if (iconArray[i] != NULL)
StepAnimScript(&iconAnims[i]);
}
}
if (InvDragging == ID_MDCONT) {
// Mixing desk control
int sval, index, *pival;
index = cd.selBox & ~IS_MASK;
pival = cd.Box[index].ival;
sval = *pival;
if (cd.selBox & IS_LEFT) {
*pival -= cd.Box[index].h;
if (*pival < 0)
*pival = 0;
} else if (cd.selBox & IS_RIGHT) {
*pival += cd.Box[index].h;
if (*pival > cd.Box[index].w)
*pival = cd.Box[index].w;
}
if (sval != *pival) {
SlideMSlider(0, (cd.selBox & IS_RIGHT) ? S_TIMEUP : S_TIMEDN);
}
}
}
if (g_buttonEffect.bButAnim) {
assert(g_buttonEffect.box);
if (g_buttonEffect.press) {
if (g_buttonEffect.box->boxType == AAGBUT || g_buttonEffect.box->boxType == ARSGBUT)
CORO_INVOKE_1(ButtonPress, g_buttonEffect.box);
switch (g_buttonEffect.box->boxFunc) {
case SAVEGAME:
KillInventory();
InvSaveGame();
break;
case LOADGAME:
KillInventory();
InvLoadGame();
break;
case IQUITGAME:
_vm->quitGame();
break;
case CLOSEWIN:
KillInventory();
break;
case OPENLOAD:
KillInventory();
PopUpConf(LOAD);
break;
case OPENSAVE:
KillInventory();
PopUpConf(SAVE);
break;
case OPENREST:
KillInventory();
PopUpConf(RESTART);
break;
case OPENSOUND:
KillInventory();
PopUpConf(SOUND);
break;
case OPENCONT:
KillInventory();
PopUpConf(CONTROLS);
break;
case OPENSUBT:
KillInventory();
PopUpConf(SUBT);
break;
case OPENQUIT:
KillInventory();
PopUpConf(QUIT);
break;
case INITGAME:
KillInventory();
bRestart = true;
break;
case CLANG:
if (!LanguageChange())
KillInventory();
break;
case RLANG:
KillInventory();
break;
default:
break;
}
} else
CORO_INVOKE_1(ButtonToggle, g_buttonEffect.box);
g_buttonEffect.bButAnim = false;
}
}
CORO_END_CODE;
}
/**************************************************************************/
/*************** Drag stuff - Resizing and moving window ******************/
/**************************************************************************/
/**
* Appears to find the nearest entry in slideStuff[] to the supplied
* y-coordinate.
*/
int NearestSlideY(int fity) {
int nearDist = 1000;
int thisDist;
int nearI = 0; // Index of nearest fit
int i = 0;
do {
thisDist = ABS(slideStuff[i].y - fity);
if (thisDist < nearDist) {
nearDist = thisDist;
nearI = i;
}
} while (slideStuff[++i].n != -1);
return nearI;
}
/**
* Gets called at the start and end of a drag on the slider, and upon
* y-movement during such a drag.
*/
void SlideSlider(int y, SSFN fn) {
static int newY = 0, lasti = 0; // FIXME: local static var
int gotoY, ati;
// Only do this if there's a slider
if (!SlideObject)
return;
switch (fn) {
case S_START: // Start of a drag on the slider
newY = slideY;
lasti = NearestSlideY(slideY);
break;
case S_SLIDE: // Y-movement during drag
newY = newY + y; // New y-position
if (newY < slideYmin)
gotoY = slideYmin; // Above top limit
else if (newY > slideYmax)
gotoY = slideYmax; // Below bottom limit
else
gotoY = newY; // Hunky-Dory
// Move slider to new position
MultiMoveRelXY(SlideObject, 0, gotoY - slideY);
slideY = gotoY;
// Re-draw icons if necessary
ati = NearestSlideY(slideY);
if (ati != lasti) {
InvD[ino].FirstDisp = slideStuff[ati].n;
assert(InvD[ino].FirstDisp >= 0); // negative first displayed
ItemsChanged = true;
lasti = ati;
}
break;
case S_END: // End of a drag on the slider
// Draw icons from new start icon
ati = NearestSlideY(slideY);
InvD[ino].FirstDisp = slideStuff[ati].n;
ItemsChanged = true;
break;
default:
break;
}
}
/**
* Gets called at the start and end of a drag on the slider, and upon
* y-movement during such a drag.
*/
void SlideCSlider(int y, SSFN fn) {
static int newY = 0; // FIXME: local static var
int gotoY;
int fc;
// Only do this if there's a slider
if (!SlideObject)
return;
switch (fn) {
case S_START: // Start of a drag on the slider
newY = slideY;
break;
case S_SLIDE: // Y-movement during drag
newY = newY + y; // New y-position
if (newY < slideYmin)
gotoY = slideYmin; // Above top limit
else if (newY > slideYmax)
gotoY = slideYmax; // Below bottom limit
else
gotoY = newY; // Hunky-Dory
slideY = gotoY;
fc = cd.fileBase;
firstFile((slideY-slideYmin)*(MAX_SFILES-NUM_SL_RGROUP)/(slideYmax-slideYmin));
if (fc != cd.fileBase) {
AddBoxes(false);
fc -= cd.fileBase;
cd.selBox += fc;
if (cd.selBox < 0)
cd.selBox = 0;
else if (cd.selBox >= NUM_SL_RGROUP)
cd.selBox = NUM_SL_RGROUP-1;
Select(cd.selBox, true);
}
break;
case S_END: // End of a drag on the slider
break;
default:
break;
}
}
/**
* Gets called at the start and end of a drag on a mixing desk slider,
* and upon x-movement during such a drag.
*/
static void SlideMSlider(int x, SSFN fn) {
static int newX = 0; // FIXME: local static var
int gotoX;
int index, i;
if (fn == S_END || fn == S_TIMEUP || fn == S_TIMEDN)
;
else if (!(cd.selBox & IS_SLIDER))
return;
// Work out the indices
index = cd.selBox & ~IS_MASK;
for (i = 0; i < numMdSlides; i++)
if (mdSlides[i].num == index)
break;
assert(i < numMdSlides);
switch (fn) {
case S_START: // Start of a drag on the slider
// can use index as a throw-away value
GetAniPosition(mdSlides[i].obj, &newX, &index);
lX = sX = newX;
break;
case S_SLIDE: // X-movement during drag
if (x == 0)
return;
newX = newX + x; // New x-position
if (newX < mdSlides[i].min)
gotoX = mdSlides[i].min; // Below bottom limit
else if (newX > mdSlides[i].max)
gotoX = mdSlides[i].max; // Above top limit
else
gotoX = newX; // Hunky-Dory
// Move slider to new position
MultiMoveRelXY(mdSlides[i].obj, gotoX - sX, 0);
sX = gotoX;
if (lX != sX) {
*cd.Box[index].ival = (sX - mdSlides[i].min)*cd.Box[index].w/SLIDE_RANGE;
if (cd.Box[index].boxFunc == MIDIVOL)
SetMidiVolume(*cd.Box[index].ival);
#ifdef MAC_OPTIONS
if (cd.Box[index].boxFunc == MASTERVOL)
SetSystemVolume(*cd.Box[index].ival);
if (cd.Box[index].boxFunc == SAMPVOL)
SetSampleVolume(*cd.Box[index].ival);
#endif
lX = sX;
}
break;
case S_TIMEUP:
case S_TIMEDN:
gotoX = SLIDE_RANGE*(*cd.Box[index].ival)/cd.Box[index].w;
MultiSetAniX(mdSlides[i].obj, mdSlides[i].min+gotoX);
if (cd.Box[index].boxFunc == MIDIVOL)
SetMidiVolume(*cd.Box[index].ival);
#ifdef MAC_OPTIONS
if (cd.Box[index].boxFunc == MASTERVOL)
SetSystemVolume(*cd.Box[index].ival);
if (cd.Box[index].boxFunc == SAMPVOL)
SetSampleVolume(*cd.Box[index].ival);
#endif
break;
case S_END: // End of a drag on the slider
AddBoxes(false); // Might change position slightly
if (ino == INV_CONF && cd.Box == subtitlesBox)
Select(g_language, false);
break;
}
}
/**
* Called from ChangeingSize() during re-sizing.
*/
void GettingTaller(void) {
if (SuppV) {
Ychange += SuppV;
if (Ycompensate == 'T')
InvD[ino].inventoryY += SuppV;
SuppV = 0;
}
while (Ychange > (ITEM_HEIGHT+1) && InvD[ino].NoofVicons < InvD[ino].MaxVicons) {
Ychange -= (ITEM_HEIGHT+1);
InvD[ino].NoofVicons++;
if (Ycompensate == 'T')
InvD[ino].inventoryY -= (ITEM_HEIGHT+1);
}
if (InvD[ino].NoofVicons < InvD[ino].MaxVicons) {
SuppV = Ychange;
Ychange = 0;
if (Ycompensate == 'T')
InvD[ino].inventoryY -= SuppV;
}
}
/**
* Called from ChangeingSize() during re-sizing.
*/
void GettingShorter(void) {
int StartNvi = InvD[ino].NoofVicons;
int StartUv = SuppV;
if (SuppV) {
Ychange += (SuppV - (ITEM_HEIGHT+1));
InvD[ino].NoofVicons++;
SuppV = 0;
}
while (Ychange < -(ITEM_HEIGHT+1) && InvD[ino].NoofVicons > InvD[ino].MinVicons) {
Ychange += (ITEM_HEIGHT+1);
InvD[ino].NoofVicons--;
}
if (InvD[ino].NoofVicons > InvD[ino].MinVicons && Ychange) {
SuppV = (ITEM_HEIGHT+1) + Ychange;
InvD[ino].NoofVicons--;
Ychange = 0;
}
if (Ycompensate == 'T')
InvD[ino].inventoryY += (ITEM_HEIGHT+1)*(StartNvi - InvD[ino].NoofVicons) - (SuppV - StartUv);
}
/**
* Called from ChangeingSize() during re-sizing.
*/
void GettingWider(void) {
int StartNhi = InvD[ino].NoofHicons;
int StartUh = SuppH;
if (SuppH) {
Xchange += SuppH;
SuppH = 0;
}
while (Xchange > (ITEM_WIDTH+1) && InvD[ino].NoofHicons < InvD[ino].MaxHicons) {
Xchange -= (ITEM_WIDTH+1);
InvD[ino].NoofHicons++;
}
if (InvD[ino].NoofHicons < InvD[ino].MaxHicons) {
SuppH = Xchange;
Xchange = 0;
}
if (Xcompensate == 'L')
InvD[ino].inventoryX += (ITEM_WIDTH+1)*(StartNhi - InvD[ino].NoofHicons) - (SuppH - StartUh);
}
/**
* Called from ChangeingSize() during re-sizing.
*/
void GettingNarrower(void) {
int StartNhi = InvD[ino].NoofHicons;
int StartUh = SuppH;
if (SuppH) {
Xchange += (SuppH - (ITEM_WIDTH+1));
InvD[ino].NoofHicons++;
SuppH = 0;
}
while (Xchange < -(ITEM_WIDTH+1) && InvD[ino].NoofHicons > InvD[ino].MinHicons) {
Xchange += (ITEM_WIDTH+1);
InvD[ino].NoofHicons--;
}
if (InvD[ino].NoofHicons > InvD[ino].MinHicons && Xchange) {
SuppH = (ITEM_WIDTH+1) + Xchange;
InvD[ino].NoofHicons--;
Xchange = 0;
}
if (Xcompensate == 'L')
InvD[ino].inventoryX += (ITEM_WIDTH+1)*(StartNhi - InvD[ino].NoofHicons) - (SuppH - StartUh);
}
/**
* Called from Xmovement()/Ymovement() during re-sizing.
*/
void ChangeingSize(void) {
/* Make it taller or shorter if necessary. */
if (Ychange > 0)
GettingTaller();
else if (Ychange < 0)
GettingShorter();
/* Make it wider or narrower if necessary. */
if (Xchange > 0)
GettingWider();
else if (Xchange < 0)
GettingNarrower();
ConstructInventory(EMPTY);
}
/**
* Called from cursor module when cursor moves while inventory is up.
*/
void Xmovement(int x) {
int aniX, aniY;
int i;
if (x && objArray[0] != NULL) {
switch (InvDragging) {
case ID_MOVE:
GetAniPosition(objArray[0], &InvD[ino].inventoryX, &aniY);
InvD[ino].inventoryX +=x;
MultiSetAniX(objArray[0], InvD[ino].inventoryX);
for (i = 1; objArray[i] && i < MAX_WCOMP; i++)
MultiMoveRelXY(objArray[i], x, 0);
for (i = 0; iconArray[i] && i < MAX_ICONS; i++)
MultiMoveRelXY(iconArray[i], x, 0);
break;
case ID_LEFT:
case ID_TLEFT:
case ID_BLEFT:
Xchange -= x;
ChangeingSize();
break;
case ID_RIGHT:
case ID_TRIGHT:
case ID_BRIGHT:
Xchange += x;
ChangeingSize();
break;
case ID_NONE:
GetCursorXY(&aniX, &aniY, false);
InvCursor(IC_AREA, aniX, aniY);
break;
case ID_MDCONT:
SlideMSlider(x, S_SLIDE);
break;
default:
break;
}
}
}
/**
* Called from cursor module when cursor moves while inventory is up.
*/
void Ymovement(int y) {
int aniX, aniY;
int i;
if (y && objArray[0] != NULL) {
switch (InvDragging) {
case ID_MOVE:
GetAniPosition(objArray[0], &aniX, &InvD[ino].inventoryY);
InvD[ino].inventoryY +=y;
MultiSetAniY(objArray[0], InvD[ino].inventoryY);
for (i = 1; objArray[i] && i < MAX_WCOMP; i++)
MultiMoveRelXY(objArray[i], 0, y);
for (i = 0; iconArray[i] && i < MAX_ICONS; i++)
MultiMoveRelXY(iconArray[i], 0, y);
break;
case ID_SLIDE:
SlideSlider(y, S_SLIDE);
break;
case ID_CSLIDE:
SlideCSlider(y, S_SLIDE);
break;
case ID_BOTTOM:
case ID_BLEFT:
case ID_BRIGHT:
Ychange += y;
ChangeingSize();
break;
case ID_TOP:
case ID_TLEFT:
case ID_TRIGHT:
Ychange -= y;
ChangeingSize();
break;
case ID_NONE:
GetCursorXY(&aniX, &aniY, false);
InvCursor(IC_AREA, aniX, aniY);
break;
default:
break;
}
}
}
/**
* Called when a drag is commencing.
*/
void InvDragStart(void) {
int curX, curY; // cursor's animation position
GetCursorXY(&curX, &curY, false);
/*
* Do something different for Save/Restore screens
*/
if (ino == INV_CONF) {
int whichbox;
whichbox = WhichInvBox(curX, curY, true);
if (whichbox == IB_SLIDE) {
InvDragging = ID_CSLIDE;
SlideCSlider(0, S_START);
} else if (whichbox > 0 && (whichbox & IS_MASK)) {
InvDragging = ID_MDCONT; // Mixing desk control
cd.selBox = whichbox;
SlideMSlider(0, S_START);
}
return;
}
/*
* Normal operation
*/
switch (InvArea(curX, curY)) {
case I_MOVE:
if (InvD[ino].moveable) {
InvDragging = ID_MOVE;
}
break;
case I_SLIDE:
InvDragging = ID_SLIDE;
SlideSlider(0, S_START);
break;
case I_BOTTOM:
if (InvD[ino].resizable) {
Ychange = 0;
InvDragging = ID_BOTTOM;
Ycompensate = 'B';
}
break;
case I_TOP:
if (InvD[ino].resizable) {
Ychange = 0;
InvDragging = ID_TOP;
Ycompensate = 'T';
}
break;
case I_LEFT:
if (InvD[ino].resizable) {
Xchange = 0;
InvDragging = ID_LEFT;
Xcompensate = 'L';
}
break;
case I_RIGHT:
if (InvD[ino].resizable) {
Xchange = 0;
InvDragging = ID_RIGHT;
Xcompensate = 'R';
}
break;
case I_TLEFT:
if (InvD[ino].resizable) {
Ychange = 0;
Ycompensate = 'T';
Xchange = 0;
Xcompensate = 'L';
InvDragging = ID_TLEFT;
}
break;
case I_TRIGHT:
if (InvD[ino].resizable) {
Ychange = 0;
Ycompensate = 'T';
Xchange = 0;
Xcompensate = 'R';
InvDragging = ID_TRIGHT;
}
break;
case I_BLEFT:
if (InvD[ino].resizable) {
Ychange = 0;
Ycompensate = 'B';
Xchange = 0;
Xcompensate = 'L';
InvDragging = ID_BLEFT;
}
break;
case I_BRIGHT:
if (InvD[ino].resizable) {
Ychange = 0;
Ycompensate = 'B';
Xchange = 0;
Xcompensate = 'R';
InvDragging = ID_BRIGHT;
}
break;
}
}
/**
* Called when a drag is over.
*/
void InvDragEnd(void) {
int curX, curY; // cursor's animation position
GetCursorXY(&curX, &curY, false);
if (InvDragging != ID_NONE) {
if (InvDragging == ID_SLIDE) {
SlideSlider(0, S_END);
} else if (InvDragging == ID_CSLIDE) {
; // No action
} else if (InvDragging == ID_MDCONT) {
SlideMSlider(0, S_END);
} else if (InvDragging == ID_MOVE) {
; // No action
} else {
// Were re-sizing. Redraw the whole thing.
DumpDobjArray();
DumpObjArray();
ConstructInventory(FULL);
// If this was the maximised, it no longer is!
if (InventoryMaximised) {
InventoryMaximised = false;
InvD[ino].otherX = InvD[ino].inventoryX;
InvD[ino].otherY = InvD[ino].inventoryY;
}
}
InvDragging = ID_NONE;
}
// Cursor could well now be inappropriate
InvCursor(IC_AREA, curX, curY);
Xchange = Ychange = 0; // Probably no need, but does no harm!
}
/**************************************************************************/
/************** Incoming events - further processing **********************/
/**************************************************************************/
/**
* ConfAction
*/
void ConfAction(int i, bool dbl) {
if (i >= 0) {
switch (cd.Box[i].boxType) {
case FLIP:
if (dbl) {
*(cd.Box[i].ival) ^= 1; // XOR with true
AddBoxes(false);
}
break;
case TOGGLE:
if (!g_buttonEffect.bButAnim) {
g_buttonEffect.bButAnim = true;
g_buttonEffect.box = &cd.Box[i];
g_buttonEffect.press = false;
}
break;
case RGROUP:
if (dbl) {
// Already highlighted
switch (cd.Box[i].boxFunc) {
case SAVEGAME:
KillInventory();
InvSaveGame();
break;
case LOADGAME:
KillInventory();
InvLoadGame();
break;
default:
break;
}
} else {
Select(i, false);
}
break;
case FRGROUP:
assert((_vm->getFeatures() & GF_USE_3FLAGS) || (_vm->getFeatures() & GF_USE_4FLAGS) || (_vm->getFeatures() & GF_USE_5FLAGS));
if (dbl) {
Select(i, false);
LanguageChange();
} else {
Select(i, false);
}
break;
case AAGBUT:
case ARSGBUT:
case ARSBUT:
case AABUT:
case AATBUT:
if (g_buttonEffect.bButAnim)
break;
g_buttonEffect.bButAnim = true;
g_buttonEffect.box = &cd.Box[i];
g_buttonEffect.press = true;
break;
default:
break;
}
} else {
ConfActionSpecial(i);
}
}
static void ConfActionSpecial(int i) {
switch (i) {
case IB_NONE:
break;
case IB_UP: // Scroll up
if (cd.fileBase > 0) {
firstFile(cd.fileBase-1);
AddBoxes(true);
if (cd.selBox < NUM_SL_RGROUP-1)
cd.selBox += 1;
Select(cd.selBox, true);
}
break;
case IB_DOWN: // Scroll down
if (cd.fileBase < MAX_SFILES-NUM_SL_RGROUP) {
firstFile(cd.fileBase+1);
AddBoxes(true);
if (cd.selBox)
cd.selBox -= 1;
Select(cd.selBox, true);
}
break;
case IB_SLIDE_UP:
if (cd.fileBase > 0) {
firstFile(cd.fileBase-(NUM_SL_RGROUP-1));
AddBoxes(true);
cd.selBox = 0;
Select(cd.selBox, true);
}
break;
case IB_SLIDE_DOWN: // Scroll down
if (cd.fileBase < MAX_SFILES-NUM_SL_RGROUP) {
firstFile(cd.fileBase+(NUM_SL_RGROUP-1));
AddBoxes(true);
cd.selBox = NUM_SL_RGROUP-1;
Select(cd.selBox, true);
}
break;
}
}
// SLIDE_UP and SLIDE_DOWN on d click??????
void InvPutDown(int index) {
int aniX, aniY;
// index is the drop position
int hiIndex; // Current position of held item (if in)
// Find where the held item is positioned in this inventory (if it is)
for (hiIndex = 0; hiIndex < InvD[ino].NoofItems; hiIndex++)
if (InvD[ino].ItemOrder[hiIndex] == HeldItem)
break;
// If drop position would leave a gap, move it up
if (index >= InvD[ino].NoofItems) {
if (hiIndex == InvD[ino].NoofItems) // Not in, add it
index = InvD[ino].NoofItems;
else
index = InvD[ino].NoofItems - 1;
}
if (hiIndex == InvD[ino].NoofItems) { // Not in, add it
if (InvD[ino].NoofItems < InvD[ino].MaxInvObj) {
InvD[ino].NoofItems++;
// Don't leave it in the other inventory!
if (InventoryPos(HeldItem) != INV_HELDNOTIN)
RemFromInventory(ino == INV_1 ? INV_2 : INV_1, HeldItem);
} else {
// No room at the inn!
return;
}
}
// Position it in the inventory
if (index < hiIndex) {
memmove(&InvD[ino].ItemOrder[index + 1], &InvD[ino].ItemOrder[index], (hiIndex-index)*sizeof(int));
InvD[ino].ItemOrder[index] = HeldItem;
} else if (index > hiIndex) {
memmove(&InvD[ino].ItemOrder[hiIndex], &InvD[ino].ItemOrder[hiIndex+1], (index-hiIndex)*sizeof(int));
InvD[ino].ItemOrder[index] = HeldItem;
} else {
InvD[ino].ItemOrder[index] = HeldItem;
}
HeldItem = INV_NOICON;
ItemsChanged = true;
DelAuxCursor();
RestoreMainCursor();
GetCursorXY(&aniX, &aniY, false);
InvCursor(IC_DROP, aniX, aniY);
}
void InvPdProcess(CORO_PARAM, const void *param) {
// COROUTINE
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
GetToken(TOKEN_LEFT_BUT);
CORO_SLEEP(dclickSpeed+1);
FreeToken(TOKEN_LEFT_BUT);
// get the stuff copied to process when it was created
int *pindex = (int *)param;
InvPutDown(*pindex);
CORO_END_CODE;
}
void InvPickup(int index) {
INV_OBJECT *invObj;
if (index != INV_NOICON) {
if (HeldItem == INV_NOICON && InvD[ino].ItemOrder[index] && InvD[ino].ItemOrder[index] != HeldItem) {
// Pick-up
invObj = findInvObject(InvD[ino].ItemOrder[index]);
if (invObj->hScript)
RunInvTinselCode(invObj, WALKTO, INV_PICKUP, index);
} else if (HeldItem != INV_NOICON) { // Put icon down
// Put-down
invObj = findInvObject(HeldItem);
if (invObj->attribute & IO_DROPCODE && invObj->hScript)
RunInvTinselCode(invObj, PUTDOWN, INV_PICKUP, index);
else if (!(invObj->attribute & IO_ONLYINV1 && ino !=INV_1)
&& !(invObj->attribute & IO_ONLYINV2 && ino !=INV_2))
g_scheduler->createProcess(PID_TCODE, InvPdProcess, &index, sizeof(index));
}
}
}
/**
* Pick up/put down icon
*/
void InvSLClick(void) {
int i;
int aniX, aniY; // Cursor's animation position
GetCursorXY(&aniX, &aniY, false);
switch (InvArea(aniX, aniY)) {
case I_NOTIN:
if (ino == INV_CONV)
ConvAction(INV_CLOSEICON);
KillInventory();
break;
case I_SLIDE_UP:
if (InvD[ino].NoofVicons == 1)
InvD[ino].FirstDisp -= InvD[ino].NoofHicons;
for (i = 1; i < InvD[ino].NoofVicons; i++)
InvD[ino].FirstDisp -= InvD[ino].NoofHicons;
if (InvD[ino].FirstDisp < 0)
InvD[ino].FirstDisp = 0;
ItemsChanged = true;
break;
case I_UP:
InvD[ino].FirstDisp -= InvD[ino].NoofHicons;
if (InvD[ino].FirstDisp < 0)
InvD[ino].FirstDisp = 0;
ItemsChanged = true;
break;
case I_SLIDE_DOWN:
if (InvD[ino].NoofVicons == 1)
if (InvD[ino].FirstDisp + InvD[ino].NoofHicons*InvD[ino].NoofVicons < InvD[ino].NoofItems)
InvD[ino].FirstDisp += InvD[ino].NoofHicons;
for (i = 1; i < InvD[ino].NoofVicons; i++) {
if (InvD[ino].FirstDisp + InvD[ino].NoofHicons*InvD[ino].NoofVicons < InvD[ino].NoofItems)
InvD[ino].FirstDisp += InvD[ino].NoofHicons;
}
ItemsChanged = true;
break;
case I_DOWN:
if (InvD[ino].FirstDisp + InvD[ino].NoofHicons*InvD[ino].NoofVicons < InvD[ino].NoofItems) {
InvD[ino].FirstDisp += InvD[ino].NoofHicons;
ItemsChanged = true;
}
break;
case I_BODY:
if (ino == INV_CONF) {
if (!InventoryHidden)
ConfAction(WhichInvBox(aniX, aniY, false), false);
} else {
i = InvItem(&aniX, &aniY, false);
// Special bodge for David, to
// cater for drop in dead space between icons
if (i == INV_NOICON && HeldItem != INV_NOICON && (ino == INV_1 || ino == INV_2)) {
aniX += 1; // 1 to the right
i = InvItem(&aniX, &aniY, false);
if (i == INV_NOICON) {
aniX -= 1; // 1 down
aniY += 1;
i = InvItem(&aniX, &aniY, false);
if (i == INV_NOICON) {
aniX += 1; // 1 down-right
i = InvItem(&aniX, &aniY, false);
}
}
}
if (ino == INV_CONV) {
ConvAction(i);
} else
InvPickup(i);
}
break;
}
}
void InvAction(void) {
int index;
INV_OBJECT *invObj;
int aniX, aniY;
int i;
GetCursorXY(&aniX, &aniY, false);
switch (InvArea(aniX, aniY)) {
case I_BODY:
if (ino == INV_CONF) {
if (!InventoryHidden)
ConfAction(WhichInvBox(aniX, aniY, false), true);
} else if (ino == INV_CONV) {
index = InvItem(&aniX, &aniY, false);
ConvAction(index);
} else {
index = InvItem(&aniX, &aniY, false);
if (index != INV_NOICON) {
if (InvD[ino].ItemOrder[index] && InvD[ino].ItemOrder[index] != HeldItem) {
invObj = findInvObject(InvD[ino].ItemOrder[index]);
if (invObj->hScript)
RunInvTinselCode(invObj, ACTION, INV_ACTION, index);
}
}
}
break;
case I_MOVE: // Maximise/unmaximise inventory
if (!InvD[ino].resizable)
break;
if (!InventoryMaximised) {
InvD[ino].sNoofHicons = InvD[ino].NoofHicons;
InvD[ino].sNoofVicons = InvD[ino].NoofVicons;
InvD[ino].NoofHicons = InvD[ino].MaxHicons;
InvD[ino].NoofVicons = InvD[ino].MaxVicons;
InventoryMaximised = true;
i = InvD[ino].inventoryX;
InvD[ino].inventoryX = InvD[ino].otherX;
InvD[ino].otherX = i;
i = InvD[ino].inventoryY;
InvD[ino].inventoryY = InvD[ino].otherY;
InvD[ino].otherY = i;
} else {
InvD[ino].NoofHicons = InvD[ino].sNoofHicons;
InvD[ino].NoofVicons = InvD[ino].sNoofVicons;
InventoryMaximised = false;
i = InvD[ino].inventoryX;
InvD[ino].inventoryX = InvD[ino].otherX;
InvD[ino].otherX = i;
i = InvD[ino].inventoryY;
InvD[ino].inventoryY = InvD[ino].otherY;
InvD[ino].otherY = i;
}
// Delete current, and re-draw
DumpDobjArray();
DumpObjArray();
ConstructInventory(FULL);
break;
case I_UP:
InvD[ino].FirstDisp -= InvD[ino].NoofHicons;
if (InvD[ino].FirstDisp < 0)
InvD[ino].FirstDisp = 0;
ItemsChanged = true;
break;
case I_DOWN:
if (InvD[ino].FirstDisp + InvD[ino].NoofHicons*InvD[ino].NoofVicons < InvD[ino].NoofItems) {
InvD[ino].FirstDisp += InvD[ino].NoofHicons;
ItemsChanged = true;
}
break;
}
}
void InvLook(void) {
int index;
INV_OBJECT *invObj;
int aniX, aniY;
GetCursorXY(&aniX, &aniY, false);
switch (InvArea(aniX, aniY)) {
case I_BODY:
index = InvItem(&aniX, &aniY, false);
if (index != INV_NOICON) {
if (InvD[ino].ItemOrder[index] && InvD[ino].ItemOrder[index] != HeldItem) {
invObj = findInvObject(InvD[ino].ItemOrder[index]);
if (invObj->hScript)
RunInvTinselCode(invObj, LOOK, INV_LOOK, index);
}
}
break;
case I_NOTIN:
if (ino == INV_CONV)
ConvAction(INV_CLOSEICON);
KillInventory();
break;
}
}
/**************************************************************************/
/********************* Incoming events ************************************/
/**************************************************************************/
void ButtonToInventory(BUTEVENT be) {
if (InventoryHidden)
return;
switch (be) {
case INV_PICKUP: // BE_SLEFT
InvSLClick();
break;
case INV_LOOK: // BE_SRIGHT
if (IsConfWindow())
InvSLClick();
else
InvLook();
break;
case INV_ACTION: // BE_DLEFT
if (InvDragging != ID_MDCONT)
InvDragEnd();
InvAction();
break;
case BE_LDSTART: // Left drag start
InvDragStart();
break;
case BE_LDEND: // Left drag end
InvDragEnd();
break;
// case BE_DLEFT: // Double click left (also ends left drag)
// ButtonToInventory(LDEND);
// break;
case BE_RDSTART:
case BE_RDEND:
case BE_UNKNOWN:
break;
default:
break;
}
}
void KeyToInventory(KEYEVENT ke) {
int i;
switch (ke) {
case ESC_KEY:
if (InventoryState == ACTIVE_INV && ino == INV_CONF && cd.Box != optionBox)
bOpenConf = true;
CloseInventory();
break;
case PGDN_KEY:
if (ino == INV_CONF) {
// Only act if load or save screen
if (cd.Box != loadBox && cd.Box != saveBox)
break;
ConfActionSpecial(IB_SLIDE_DOWN);
} else {
// This code is a copy of SLClick on IB_SLIDE_DOWN
// TODO: So share this duplicate code
if (InvD[ino].NoofVicons == 1)
if (InvD[ino].FirstDisp + InvD[ino].NoofHicons*InvD[ino].NoofVicons < InvD[ino].NoofItems)
InvD[ino].FirstDisp += InvD[ino].NoofHicons;
for (i = 1; i < InvD[ino].NoofVicons; i++) {
if (InvD[ino].FirstDisp + InvD[ino].NoofHicons*InvD[ino].NoofVicons < InvD[ino].NoofItems)
InvD[ino].FirstDisp += InvD[ino].NoofHicons;
}
ItemsChanged = true;
}
break;
case PGUP_KEY:
if (ino == INV_CONF) {
// Only act if load or save screen
if (cd.Box != loadBox && cd.Box != saveBox)
break;
ConfActionSpecial(IB_SLIDE_UP);
} else {
// This code is a copy of SLClick on I_SLIDE_UP
// TODO: So share this duplicate code
if (InvD[ino].NoofVicons == 1)
InvD[ino].FirstDisp -= InvD[ino].NoofHicons;
for (i = 1; i < InvD[ino].NoofVicons; i++)
InvD[ino].FirstDisp -= InvD[ino].NoofHicons;
if (InvD[ino].FirstDisp < 0)
InvD[ino].FirstDisp = 0;
ItemsChanged = true;
}
break;
case HOME_KEY:
if (ino == INV_CONF) {
// Only act if load or save screen
if (cd.Box != loadBox && cd.Box != saveBox)
break;
firstFile(0);
AddBoxes(true);
cd.selBox = 0;
Select(cd.selBox, true);
} else {
InvD[ino].FirstDisp = 0;
ItemsChanged = true;
}
break;
case END_KEY:
if (ino == INV_CONF) {
// Only act if load or save screen
if (cd.Box != loadBox && cd.Box != saveBox)
break;
firstFile(MAX_SFILES); // Will get reduced to appropriate value
AddBoxes(true);
cd.selBox = 0;
Select(cd.selBox, true);
} else {
InvD[ino].FirstDisp = InvD[ino].NoofItems - InvD[ino].NoofHicons*InvD[ino].NoofVicons;
if (InvD[ino].FirstDisp < 0)
InvD[ino].FirstDisp = 0;
ItemsChanged = true;
}
break;
default:
error("We're at KeyToInventory(), with default");
}
}
/**************************************************************************/
/************************* Odds and Ends **********************************/
/**************************************************************************/
/**
* Called from Glitter function invdepict()
* Changes (permanently) the animation film for that object.
*/
void invObjectFilm(int object, SCNHANDLE hFilm) {
INV_OBJECT *invObj;
invObj = findInvObject(object);
invObj->hFilm = hFilm;
if (HeldItem != object)
ItemsChanged = true;
}
/**
* (Un)serialize the inventory data for save/restore game.
*/
void syncInvInfo(Serializer &s) {
for (int i = 0; i < NUM_INV; i++) {
s.syncAsSint32LE(InvD[i].MinHicons);
s.syncAsSint32LE(InvD[i].MinVicons);
s.syncAsSint32LE(InvD[i].MaxHicons);
s.syncAsSint32LE(InvD[i].MaxVicons);
s.syncAsSint32LE(InvD[i].NoofHicons);
s.syncAsSint32LE(InvD[i].NoofVicons);
for (int j = 0; j < MAX_ININV; j++) {
s.syncAsSint32LE(InvD[i].ItemOrder[j]);
}
s.syncAsSint32LE(InvD[i].NoofItems);
s.syncAsSint32LE(InvD[i].FirstDisp);
s.syncAsSint32LE(InvD[i].inventoryX);
s.syncAsSint32LE(InvD[i].inventoryY);
s.syncAsSint32LE(InvD[i].otherX);
s.syncAsSint32LE(InvD[i].otherY);
s.syncAsSint32LE(InvD[i].MaxInvObj);
s.syncAsSint32LE(InvD[i].hInvTitle);
s.syncAsSint32LE(InvD[i].resizable);
s.syncAsSint32LE(InvD[i].moveable);
s.syncAsSint32LE(InvD[i].sNoofHicons);
s.syncAsSint32LE(InvD[i].sNoofVicons);
s.syncAsSint32LE(InvD[i].bMax);
}
}
/**************************************************************************/
/************************ Initialisation stuff ****************************/
/**************************************************************************/
/**
* Called from PlayGame(), stores handle to inventory objects' data -
* its id, animation film and Glitter script.
*/
// Note: the SCHANDLE type here has been changed to a void*
void RegisterIcons(void *cptr, int num) {
numObjects = num;
pio = (INV_OBJECT *) cptr;
}
/**
* Called from Glitter function 'dec_invw()' - Declare the bits that the
* inventory windows are constructed from, and special cursors.
*/
void setInvWinParts(SCNHANDLE hf) {
#ifdef DEBUG
const FILM *pfilm;
#endif
winPartsf = hf;
#ifdef DEBUG
pfilm = (const FILM *)LockMem(hf);
assert(FROM_LE_32(pfilm->numreels) >= HOPEDFORREELS); // not as many reels as expected
#endif
}
/**
* Called from Glitter function 'dec_flags()' - Declare the language
* flag films
*/
void setFlagFilms(SCNHANDLE hf) {
#ifdef DEBUG
const FILM *pfilm;
#endif
flagFilm = hf;
#ifdef DEBUG
pfilm = (const FILM *)LockMem(hf);
assert(FROM_LE_32(pfilm->numreels) >= HOPEDFORFREELS); // not as many reels as expected
#endif
}
void setConfigStrings(SCNHANDLE *tp) {
memcpy(configStrings, tp, sizeof(configStrings));
}
/**
* Called from Glitter functions: dec_convw()/dec_inv1()/dec_inv2()
* - Declare the heading text and dimensions etc.
*/
void idec_inv(int num, SCNHANDLE text, int MaxContents,
int MinWidth, int MinHeight,
int StartWidth, int StartHeight,
int MaxWidth, int MaxHeight,
int startx, int starty, bool moveable) {
if (MaxWidth > MAXHICONS)
MaxWidth = MAXHICONS; // Max window width
if (MaxHeight > MAXVICONS)
MaxHeight = MAXVICONS; // Max window height
if (MaxContents > MAX_ININV)
MaxContents = MAX_ININV; // Max contents
if (StartWidth > MaxWidth)
StartWidth = MaxWidth;
if (StartHeight > MaxHeight)
StartHeight = MaxHeight;
InventoryState = IDLE_INV;
InvD[num].MaxHicons = MaxWidth;
InvD[num].MinHicons = MinWidth;
InvD[num].MaxVicons = MaxHeight;
InvD[num].MinVicons = MinHeight;
InvD[num].NoofHicons = StartWidth;
InvD[num].NoofVicons = StartHeight;
memset(InvD[num].ItemOrder, 0, sizeof(InvD[num].ItemOrder));
InvD[num].NoofItems = 0;
InvD[num].FirstDisp = 0;
InvD[num].inventoryX = startx;
InvD[num].inventoryY = starty;
InvD[num].otherX = 21;
InvD[num].otherY = 15;
InvD[num].MaxInvObj = MaxContents;
InvD[num].hInvTitle = text;
if (MaxWidth != MinWidth && MaxHeight != MinHeight)
InvD[num].resizable = true;
InvD[num].moveable = moveable;
InvD[num].bMax = false;
}
/**
* Called from Glitter functions: dec_convw()/dec_inv1()/dec_inv2()
* - Declare the heading text and dimensions etc.
*/
void idec_convw(SCNHANDLE text, int MaxContents,
int MinWidth, int MinHeight,
int StartWidth, int StartHeight,
int MaxWidth, int MaxHeight) {
idec_inv(INV_CONV, text, MaxContents, MinWidth, MinHeight,
StartWidth, StartHeight, MaxWidth, MaxHeight,
20, 8, true);
}
/**
* Called from Glitter functions: dec_convw()/dec_inv1()/dec_inv2()
* - Declare the heading text and dimensions etc.
*/
void idec_inv1(SCNHANDLE text, int MaxContents,
int MinWidth, int MinHeight,
int StartWidth, int StartHeight,
int MaxWidth, int MaxHeight) {
idec_inv(INV_1, text, MaxContents, MinWidth, MinHeight,
StartWidth, StartHeight, MaxWidth, MaxHeight,
100, 100, true);
}
/**
* Called from Glitter functions: dec_convw()/dec_inv1()/dec_inv2()
* - Declare the heading text and dimensions etc.
*/
void idec_inv2(SCNHANDLE text, int MaxContents,
int MinWidth, int MinHeight,
int StartWidth, int StartHeight,
int MaxWidth, int MaxHeight) {
idec_inv(INV_2, text, MaxContents, MinWidth, MinHeight,
StartWidth, StartHeight, MaxWidth, MaxHeight,
100, 100, true);
}
int InvGetLimit(int invno) {
assert(invno == INV_1 || invno == INV_2); // only INV_1 and INV_2 supported
return InvD[invno].MaxInvObj;
}
void InvSetLimit(int invno, int MaxContents) {
assert(invno == INV_1 || invno == INV_2); // only INV_1 and INV_2 supported
assert(MaxContents >= InvD[invno].NoofItems); // can't reduce maximum contents below current contents
if (MaxContents > MAX_ININV)
MaxContents = MAX_ININV; // Max contents
InvD[invno].MaxInvObj = MaxContents;
}
void InvSetSize(int invno, int MinWidth, int MinHeight,
int StartWidth, int StartHeight, int MaxWidth, int MaxHeight) {
assert(invno == INV_1 || invno == INV_2); // only INV_1 and INV_2 supported
if (StartWidth > MaxWidth)
StartWidth = MaxWidth;
if (StartHeight > MaxHeight)
StartHeight = MaxHeight;
InvD[invno].MaxHicons = MaxWidth;
InvD[invno].MinHicons = MinWidth;
InvD[invno].MaxVicons = MaxHeight;
InvD[invno].MinVicons = MinHeight;
InvD[invno].NoofHicons = StartWidth;
InvD[invno].NoofVicons = StartHeight;
if (MaxWidth != MinWidth && MaxHeight != MinHeight)
InvD[invno].resizable = true;
else
InvD[invno].resizable = false;
InvD[invno].bMax = false;
}
/**************************************************************************/
bool IsTopWindow(void) {
return (InventoryState == BOGUS_INV);
}
bool IsConfWindow(void) {
return (InventoryState == ACTIVE_INV && ino == INV_CONF);
}
bool IsConvWindow(void) {
return (InventoryState == ACTIVE_INV && ino == INV_CONV);
}
} // end of namespace Tinsel