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author | Johannes Schickel | 2010-10-13 03:57:44 +0000 |
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committer | Johannes Schickel | 2010-10-13 03:57:44 +0000 |
commit | 75e8452b6e6a2bf4fb2f588aa00b428a60d873b5 (patch) | |
tree | f29541d55309487a94bd1d38e8b53bb3dde9aec6 /engines/hugo/inventory.cpp | |
parent | 48ee83b88957dab86bc763e9ef21a70179fa8679 (diff) | |
parent | e9f50882ea5b6beeefa994040be9d3bab6a1f107 (diff) | |
download | scummvm-rg350-75e8452b6e6a2bf4fb2f588aa00b428a60d873b5.tar.gz scummvm-rg350-75e8452b6e6a2bf4fb2f588aa00b428a60d873b5.tar.bz2 scummvm-rg350-75e8452b6e6a2bf4fb2f588aa00b428a60d873b5.zip |
OPENGL: Merged from trunk, from rev 52105 to 53396.
This includes an rather hacky attempt to merge all the recent gp2x backend
changes into the branch. I suppose the gp2x backend and probably all new
backends, i.e. gph, dingux etc., might not compile anymore.
Since I have no way of testing those it would be nice if porters could look
into getting those up to speed in this branch.
svn-id: r53399
Diffstat (limited to 'engines/hugo/inventory.cpp')
-rw-r--r-- | engines/hugo/inventory.cpp | 231 |
1 files changed, 231 insertions, 0 deletions
diff --git a/engines/hugo/inventory.cpp b/engines/hugo/inventory.cpp new file mode 100644 index 0000000000..5046d191c3 --- /dev/null +++ b/engines/hugo/inventory.cpp @@ -0,0 +1,231 @@ +/* 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. + * + * $URL$ + * $Id$ + * + */ + +/* + * This code is based on original Hugo Trilogy source code + * + * Copyright (c) 1989-1995 David P. Gray + * + */ + +#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" + +namespace Hugo { + +#define MAX_DISP (XPIX / INV_DX) // Max icons displayable + +InventoryHandler::InventoryHandler(HugoEngine &vm) : _vm(vm) { +} + +// 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(int16 imageTotNumb, int displayNumb, 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, INV_DX, INV_DY, XPIX, _vm.screen().getIconBuffer(), 0, 0, XPIX); + _vm.screen().moveImage(_vm.screen().getGUIBuffer(), INV_DX, 0, INV_DX, INV_DY, XPIX, _vm.screen().getIconBuffer(), INV_DX *(MAX_DISP - 1), 0, XPIX); + displayNumb = MIN(displayNumb, MAX_DISP - NUM_ARROWS); + } 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; i++) { + if (_vm._objects[_vm._invent[i]].carriedFl) { + // Check still room to display and past first scroll index + if (displayed < displayNumb && carried >= firstObjId) { + // Compute source coordinates in dib_u + int16 ux = (i + NUM_ARROWS) * INV_DX % XPIX; + int16 uy = (i + NUM_ARROWS) * INV_DX / XPIX * INV_DY; + + // Compute dest coordinates in dib_i + int16 ix = ((scrollFl) ? displayed + 1 : displayed) * INV_DX; + displayed++; // Count number displayed + + // Copy the icon + _vm.screen().moveImage(_vm.screen().getGUIBuffer(), ux, uy, INV_DX, INV_DY, XPIX, _vm.screen().getIconBuffer(), ix, 0, XPIX); + } + carried++; // Count number carried + } + } +} + +// Process required action for inventory +// Returns objId under cursor (or -1) for INV_GET +int16 InventoryHandler::processInventory(invact_t action, ...) { + debugC(1, kDebugInventory, "processInventory(invact_t action, ...)"); + + static int16 firstIconId = 0; // Index of first icon to display + + 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 < _vm._maxInvent && _vm._invent[imageNumb] != -1; imageNumb++) { + if (_vm._objects[_vm._invent[imageNumb]].carriedFl) + displayNumb++; + } + + // Will we need the scroll arrows? + bool scrollFl = displayNumb > MAX_DISP; + 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 INV_INIT: // Initialize inventory display + constructInventory(imageNumb, displayNumb, scrollFl, firstIconId); + break; + case INV_LEFT: // Scroll left by one icon + firstIconId = MAX(0, firstIconId - 1); + constructInventory(imageNumb, displayNumb, scrollFl, firstIconId); + break; + case INV_RIGHT: // Scroll right by one icon + firstIconId = MIN(displayNumb, firstIconId + 1); + constructInventory(imageNumb, displayNumb, scrollFl, firstIconId); + break; + case INV_GET: // 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 -= DIBOFF_Y; // Icon bar is at true zero + if (cursory > 0 && cursory < INV_DY) { // Within icon bar? + int16 i = cursorx / INV_DX; // Compute icon index + if (scrollFl) { // Scroll buttons displayed + if (i == 0) { // Left scroll button + objId = LEFT_ARROW; + } else { + if (i == MAX_DISP - 1) // Right scroll button + objId = RIGHT_ARROW; + 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._numObj; j++) { + if (_vm._objects[j].carriedFl) { + if (--i == 0) + objId = j; + } + } + } + } + break; + } + return objId; // For the INV_GET action +} + +void InventoryHandler::runInventory() { + status_t &gameStatus = _vm.getGameStatus(); + + debugC(1, kDebugInventory, "runInventory"); + +// Process inventory state machine + switch (gameStatus.inventoryState) { + case I_OFF: // Icon bar off screen + break; + case I_UP: // Icon bar moving up + gameStatus.inventoryHeight -= STEP_DY; // Move the icon bar up + if (gameStatus.inventoryHeight <= 0) // Limit travel + gameStatus.inventoryHeight = 0; + + // Move visible portion to _frontBuffer, restore uncovered portion, display results + _vm.screen().moveImage(_vm.screen().getIconBuffer(), 0, 0, XPIX, gameStatus.inventoryHeight, XPIX, _vm.screen().getFrontBuffer(), 0, DIBOFF_Y, XPIX); + _vm.screen().moveImage(_vm.screen().getBackBufferBackup(), 0, gameStatus.inventoryHeight + DIBOFF_Y, XPIX, STEP_DY, XPIX, _vm.screen().getFrontBuffer(), 0, gameStatus.inventoryHeight + DIBOFF_Y, XPIX); + _vm.screen().displayRect(0, DIBOFF_Y, XPIX, gameStatus.inventoryHeight + STEP_DY); + + if (gameStatus.inventoryHeight == 0) { // Finished moving up? + // Yes, restore dibs and exit back to game state machine + _vm.screen().moveImage(_vm.screen().getBackBufferBackup(), 0, 0, XPIX, YPIX, XPIX, _vm.screen().getBackBuffer(), 0, 0, XPIX); + _vm.screen().moveImage(_vm.screen().getBackBuffer(), 0, 0, XPIX, YPIX, XPIX, _vm.screen().getFrontBuffer(), 0, 0, XPIX); + _vm.updateImages(); // Add objects back into display list for restore + gameStatus.inventoryState = I_OFF; + gameStatus.viewState = V_PLAY; + } + break; + case I_DOWN: // Icon bar moving down + // If this is the first step, initialize dib_i + // and get any icon/text out of _frontBuffer + if (gameStatus.inventoryHeight == 0) { + processInventory(INV_INIT); // Initialize dib_i + _vm.screen().displayList(D_RESTORE); // Restore _frontBuffer + _vm.updateImages(); // Rebuild _frontBuffer without icons/text + _vm.screen().displayList(D_DISPLAY); // Blit display list to screen + } + + gameStatus.inventoryHeight += STEP_DY; // Move the icon bar down + if (gameStatus.inventoryHeight >= INV_DY) // Limit travel + gameStatus.inventoryHeight = INV_DY; + + // Move visible portion to _frontBuffer, display results + _vm.screen().moveImage(_vm.screen().getIconBuffer(), 0, 0, XPIX, gameStatus.inventoryHeight, XPIX, _vm.screen().getFrontBuffer(), 0, DIBOFF_Y, XPIX); + _vm.screen().displayRect(0, DIBOFF_Y, XPIX, gameStatus.inventoryHeight); + + if (gameStatus.inventoryHeight == INV_DY) { // 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, XPIX, YPIX, XPIX, _vm.screen().getBackBufferBackup(), 0, 0, XPIX); + _vm.screen().moveImage(_vm.screen().getFrontBuffer(), 0, 0, XPIX, YPIX, XPIX, _vm.screen().getBackBuffer(), 0, 0, XPIX); + _vm.screen().displayList(D_INIT); + gameStatus.inventoryState = I_ACTIVE; + } + break; + case I_ACTIVE: // Inventory active + _vm.parser().charHandler(); // Still allow commands + _vm.screen().displayList(D_RESTORE); // Restore previous background + _vm.mouse().mouseHandler(); // Mouse activity - adds to display list + _vm.screen().displayList(D_DISPLAY); // Blit the display list to screen + break; + } +} + +} // End of namespace Hugo |