/* 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