/* 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