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+/* 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) {
+ int16 ux, uy, ix; // Coordinates of icons
+
+ 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
+ ux = (i + NUM_ARROWS) * INV_DX % XPIX;
+ uy = (i + NUM_ARROWS) * INV_DX / XPIX * INV_DY;
+
+ // Compute dest coordinates in dib_i
+ 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, ...) {
+ static int16 firstIconId = 0; // Index of first icon to display
+ int16 i, j;
+ int16 objId = -1; // Return objid under cursor
+ int16 imageNumb; // Total number of inventory items
+ int displayNumb; // Total number displayed/carried
+ int16 cursorx, cursory; // Current cursor position
+ bool scrollFl; // TRUE if scroll arrows needed
+ va_list marker; // Args used for D_ADD operation
+
+ debugC(1, kDebugInventory, "processInventory(invact_t action, ...)");
+
+ // 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?
+ scrollFl = displayNumb > MAX_DISP;
+
+ 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?
+ 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
+ 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