mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
290 lines
11 KiB
C++
290 lines
11 KiB
C++
/* ScummVM - Graphic Adventure Engine
|
|
*
|
|
* ScummVM is the legal property of its developers, whose names
|
|
* are too numerous to list here. Please refer to the COPYRIGHT
|
|
* file distributed with this source distribution.
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 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.
|
|
*
|
|
*/
|
|
|
|
/*
|
|
* This code is based on original Hugo Trilogy source code
|
|
*
|
|
* Copyright (c) 1989-1995 David P. Gray
|
|
*
|
|
*/
|
|
|
|
#include "common/debug.h"
|
|
#include "common/system.h"
|
|
|
|
#include "hugo/hugo.h"
|
|
#include "hugo/game.h"
|
|
#include "hugo/file.h"
|
|
#include "hugo/schedule.h"
|
|
#include "hugo/display.h"
|
|
#include "hugo/mouse.h"
|
|
#include "hugo/inventory.h"
|
|
#include "hugo/parser.h"
|
|
#include "hugo/object.h"
|
|
|
|
namespace Hugo {
|
|
|
|
static const int kMaxDisp = (kXPix / kInvDx); // Max icons displayable
|
|
|
|
InventoryHandler::InventoryHandler(HugoEngine *vm) : _vm(vm), _invent(0) {
|
|
_firstIconId = 0;
|
|
_inventoryState = kInventoryOff; // Inventory icon bar state
|
|
_inventoryHeight = 0; // Inventory icon bar pos
|
|
_inventoryObjId = -1; // Inventory object selected (none)
|
|
_maxInvent = 0;
|
|
}
|
|
|
|
void InventoryHandler::setInventoryObjId(int16 objId) {
|
|
_inventoryObjId = objId;
|
|
}
|
|
|
|
void InventoryHandler::setInventoryState(Istate state) {
|
|
_inventoryState = state;
|
|
}
|
|
|
|
void InventoryHandler::freeInvent() {
|
|
free(_invent);
|
|
}
|
|
|
|
int16 InventoryHandler::getInventoryObjId() const {
|
|
return _inventoryObjId;
|
|
}
|
|
|
|
Istate InventoryHandler::getInventoryState() const {
|
|
return _inventoryState;
|
|
}
|
|
|
|
/**
|
|
* Read _invent from Hugo.dat
|
|
*/
|
|
void InventoryHandler::loadInvent(Common::SeekableReadStream &in) {
|
|
for (int varnt = 0; varnt < _vm->_numVariant; varnt++) {
|
|
int16 numElem = in.readUint16BE();
|
|
if (varnt == _vm->_gameVariant) {
|
|
_maxInvent = numElem;
|
|
_invent = (int16 *)malloc(sizeof(int16) * numElem);
|
|
for (int i = 0; i < numElem; i++)
|
|
_invent[i] = in.readSint16BE();
|
|
} else {
|
|
in.skip(numElem * sizeof(int16));
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Construct the inventory scrollbar in dib_i
|
|
* imageTotNumb is total number of inventory icons
|
|
* displayNumb is number requested for display
|
|
* scrollFl is TRUE if scroll arrows required
|
|
* firstObjId is index of first (scrolled) inventory object to display
|
|
*/
|
|
void InventoryHandler::constructInventory(const int16 imageTotNumb, int displayNumb, const bool scrollFl, int16 firstObjId) {
|
|
debugC(1, kDebugInventory, "constructInventory(%d, %d, %d, %d)", imageTotNumb, displayNumb, (scrollFl) ? 0 : 1, firstObjId);
|
|
|
|
// Clear out icon buffer
|
|
memset(_vm->_screen->getIconBuffer(), 0, sizeof(_vm->_screen->getIconBuffer()));
|
|
|
|
// If needed, copy arrows - reduce number of icons displayable
|
|
if (scrollFl) { // Display at first and last icon positions
|
|
_vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), 0, 0, kInvDx, kInvDy, kXPix, _vm->_screen->getIconBuffer(), 0, 0, kXPix);
|
|
_vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), kInvDx, 0, kInvDx, kInvDy, kXPix, _vm->_screen->getIconBuffer(), kInvDx *(kMaxDisp - 1), 0, kXPix);
|
|
displayNumb = MIN(displayNumb, kMaxDisp - kArrowNumb);
|
|
} else // No, override first index - we can show 'em all!
|
|
firstObjId = 0;
|
|
|
|
// Copy inventory icons to remaining positions
|
|
int16 displayed = 0;
|
|
int16 carried = 0;
|
|
for (int16 i = 0; (i < imageTotNumb) && (displayed < displayNumb); i++) {
|
|
if (_vm->_object->isCarried(_invent[i])) {
|
|
// Check still room to display and past first scroll index
|
|
if (displayed < displayNumb && carried >= firstObjId) {
|
|
// Compute source coordinates in dib_u
|
|
int16 ux = (i + kArrowNumb) * kInvDx % kXPix;
|
|
int16 uy = (i + kArrowNumb) * kInvDx / kXPix * kInvDy;
|
|
|
|
// Compute dest coordinates in dib_i
|
|
int16 ix = ((scrollFl) ? displayed + 1 : displayed) * kInvDx;
|
|
displayed++; // Count number displayed
|
|
|
|
// Copy the icon
|
|
_vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), ux, uy, kInvDx, kInvDy, kXPix, _vm->_screen->getIconBuffer(), ix, 0, kXPix);
|
|
}
|
|
carried++; // Count number carried
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Process required action for inventory
|
|
* Returns objId under cursor (or -1) for INV_GET
|
|
*/
|
|
int16 InventoryHandler::processInventory(const InvAct action, ...) {
|
|
debugC(1, kDebugInventory, "processInventory(InvAct action, ...)");
|
|
|
|
int16 imageNumb; // Total number of inventory items
|
|
int displayNumb; // Total number displayed/carried
|
|
// Compute total number and number displayed, i.e. number carried
|
|
for (imageNumb = 0, displayNumb = 0; imageNumb < _maxInvent && _invent[imageNumb] != -1; imageNumb++) {
|
|
if (_vm->_object->isCarried(_invent[imageNumb]))
|
|
displayNumb++;
|
|
}
|
|
|
|
// Will we need the scroll arrows?
|
|
bool scrollFl = displayNumb > kMaxDisp;
|
|
va_list marker; // Args used for D_ADD operation
|
|
int16 cursorx, cursory; // Current cursor position
|
|
int16 objId = -1; // Return objid under cursor
|
|
|
|
switch (action) {
|
|
case kInventoryActionInit: // Initialize inventory display
|
|
constructInventory(imageNumb, displayNumb, scrollFl, _firstIconId);
|
|
break;
|
|
case kInventoryActionLeft: // Scroll left by one icon
|
|
_firstIconId = MAX(0, _firstIconId - 1);
|
|
constructInventory(imageNumb, displayNumb, scrollFl, _firstIconId);
|
|
break;
|
|
case kInventoryActionRight: // Scroll right by one icon
|
|
_firstIconId = MIN(displayNumb, _firstIconId + 1);
|
|
constructInventory(imageNumb, displayNumb, scrollFl, _firstIconId);
|
|
break;
|
|
case kInventoryActionGet: // Return object id under cursor
|
|
// Get cursor position from variable argument list
|
|
va_start(marker, action); // Initialize variable arguments
|
|
cursorx = va_arg(marker, int); // Cursor x
|
|
cursory = va_arg(marker, int); // Cursor y
|
|
va_end(marker); // Reset variable arguments
|
|
|
|
cursory -= kDibOffY; // Icon bar is at true zero
|
|
if (cursory > 0 && cursory < kInvDy) { // Within icon bar?
|
|
int16 i = cursorx / kInvDx; // Compute icon index
|
|
if (scrollFl) { // Scroll buttons displayed
|
|
if (i == 0) { // Left scroll button
|
|
objId = kLeftArrow;
|
|
} else {
|
|
if (i == kMaxDisp - 1) // Right scroll button
|
|
objId = kRightArrow;
|
|
else // Adjust for scroll
|
|
i += _firstIconId - 1; // i is icon index
|
|
}
|
|
}
|
|
|
|
// If not an arrow, find object id - limit to valid range
|
|
if (objId == -1 && i < displayNumb) {
|
|
// Find objid by counting # carried objects == i+1
|
|
int16 j;
|
|
for (j = 0, i++; i > 0 && j < _vm->_object->_numObj; j++) {
|
|
if (_vm->_object->isCarried(j)) {
|
|
if (--i == 0)
|
|
objId = j;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
return objId; // For the INV_GET action
|
|
}
|
|
|
|
/**
|
|
* Process inventory state machine
|
|
*/
|
|
void InventoryHandler::runInventory() {
|
|
Status &gameStatus = _vm->getGameStatus();
|
|
|
|
debugC(1, kDebugInventory, "runInventory");
|
|
|
|
switch (_inventoryState) {
|
|
case kInventoryOff: // Icon bar off screen
|
|
break;
|
|
case kInventoryUp: // Icon bar moving up
|
|
_inventoryHeight -= kStepDy; // Move the icon bar up
|
|
if (_inventoryHeight <= 0) // Limit travel
|
|
_inventoryHeight = 0;
|
|
|
|
// Move visible portion to _frontBuffer, restore uncovered portion, display results
|
|
_vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, kXPix, _inventoryHeight, kXPix, _vm->_screen->getFrontBuffer(), 0, kDibOffY, kXPix);
|
|
_vm->_screen->moveImage(_vm->_screen->getBackBufferBackup(), 0, _inventoryHeight + kDibOffY, kXPix, kStepDy, kXPix, _vm->_screen->getFrontBuffer(), 0, _inventoryHeight + kDibOffY, kXPix);
|
|
_vm->_screen->displayRect(0, kDibOffY, kXPix, _inventoryHeight + kStepDy);
|
|
|
|
if (_inventoryHeight == 0) { // Finished moving up?
|
|
// Yes, restore dibs and exit back to game state machine
|
|
_vm->_screen->moveImage(_vm->_screen->getBackBufferBackup(), 0, 0, kXPix, kYPix, kXPix, _vm->_screen->getBackBuffer(), 0, 0, kXPix);
|
|
_vm->_screen->moveImage(_vm->_screen->getBackBuffer(), 0, 0, kXPix, kYPix, kXPix, _vm->_screen->getFrontBuffer(), 0, 0, kXPix);
|
|
_vm->_object->updateImages(); // Add objects back into display list for restore
|
|
_inventoryState = kInventoryOff;
|
|
gameStatus._viewState = kViewPlay;
|
|
}
|
|
break;
|
|
case kInventoryDown: // Icon bar moving down
|
|
// If this is the first step, initialize dib_i
|
|
// and get any icon/text out of _frontBuffer
|
|
if (_inventoryHeight == 0) {
|
|
processInventory(kInventoryActionInit); // Initialize dib_i
|
|
_vm->_screen->displayList(kDisplayRestore); // Restore _frontBuffer
|
|
_vm->_object->updateImages(); // Rebuild _frontBuffer without icons/text
|
|
_vm->_screen->displayList(kDisplayDisplay); // Blit display list to screen
|
|
}
|
|
|
|
_inventoryHeight += kStepDy; // Move the icon bar down
|
|
if (_inventoryHeight > kInvDy) // Limit travel
|
|
_inventoryHeight = kInvDy;
|
|
|
|
// Move visible portion to _frontBuffer, display results
|
|
_vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, kXPix, _inventoryHeight, kXPix, _vm->_screen->getFrontBuffer(), 0, kDibOffY, kXPix);
|
|
_vm->_screen->displayRect(0, kDibOffY, kXPix, _inventoryHeight);
|
|
|
|
if (_inventoryHeight == kInvDy) { // Finished moving down?
|
|
// Yes, prepare view dibs for special inventory display since
|
|
// we can't refresh objects while icon bar overlayed...
|
|
// 1. Save backing store _backBuffer in temporary dib_c
|
|
// 2. Make snapshot of _frontBuffer the new _backBuffer backing store
|
|
// 3. Reset the display list
|
|
_vm->_screen->moveImage(_vm->_screen->getBackBuffer(), 0, 0, kXPix, kYPix, kXPix, _vm->_screen->getBackBufferBackup(), 0, 0, kXPix);
|
|
_vm->_screen->moveImage(_vm->_screen->getFrontBuffer(), 0, 0, kXPix, kYPix, kXPix, _vm->_screen->getBackBuffer(), 0, 0, kXPix);
|
|
_vm->_screen->displayList(kDisplayInit);
|
|
_inventoryState = kInventoryActive;
|
|
}
|
|
break;
|
|
case kInventoryActive: // Inventory active
|
|
_vm->_parser->charHandler(); // Still allow commands
|
|
_vm->_screen->displayList(kDisplayRestore); // Restore previous background
|
|
_vm->_screen->displayList(kDisplayDisplay); // Blit the display list to screen
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Find index of dragged icon
|
|
*/
|
|
int16 InventoryHandler::findIconId(int16 objId) {
|
|
int16 iconId = 0;
|
|
for (; iconId < _maxInvent; iconId++) {
|
|
if (objId == _invent[iconId])
|
|
break;
|
|
}
|
|
|
|
return iconId;
|
|
}
|
|
|
|
} // End of namespace Hugo
|