/* 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. * * $URL$ * $Id$ * */ #include "common/stdafx.h" #include "parallaction/parallaction.h" namespace Parallaction { // // inventory is a grid made of (at most) 30 cells, 24x24 pixels each, // arranged in 6 lines // // inventory items are stored in cnv files in a 32x24 grid // but only 24x24 pixels are actually copied to graphic memory // #define INVENTORY_MAX_ITEMS 30 #define INVENTORY_FIRST_ITEM 4 // first four entries are used up by verbs #define INVENTORY_ITEMS_PER_LINE 5 #define INVENTORY_LINES 6 #define INVENTORY_WIDTH (INVENTORY_ITEMS_PER_LINE*INVENTORYITEM_WIDTH) #define INVENTORY_HEIGHT (INVENTORY_LINES*INVENTORYITEM_HEIGHT) static byte *_buffer; uint16 _numInvLines = 0; static Common::Point _invPosition; InventoryItem _inventory[INVENTORY_MAX_ITEMS] = { { kZoneDoor, 1 }, // open/close icon { kZoneExamine, 3 }, // examine icon { kZoneGet, 2 }, // pick up/use icon { kZoneSpeak, 4 }, // speak icon { 0, 0 }, // items... { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } }; int16 getNumUsedSlots() { int16 num = 0; while (num < INVENTORY_MAX_ITEMS && _inventory[num]._id != 0) num++; return num; } // get inventory item index at position (x,y) // in screen coordinates // int16 Parallaction::getHoverInventoryItem(int16 x, int16 y) { int16 slot = getNumUsedSlots(); slot = (slot + 4) / INVENTORY_ITEMS_PER_LINE; Common::Rect r(INVENTORY_WIDTH, _numInvLines * INVENTORYITEM_HEIGHT); r.moveTo(_invPosition); if (!r.contains(Common::Point(x,y))) return -1; return ((x - _invPosition.x) / INVENTORYITEM_WIDTH) + (INVENTORY_ITEMS_PER_LINE * ((y - _invPosition.y) / INVENTORYITEM_HEIGHT)); } void drawInventoryItem(uint16 pos, InventoryItem *item) { uint16 line = pos / INVENTORY_ITEMS_PER_LINE; uint16 col = pos % INVENTORY_ITEMS_PER_LINE; // FIXME: this will end up in a general blit function byte* s = _vm->_char._objs->getFramePtr(item->_index); byte* d = _buffer + col * INVENTORYITEM_WIDTH + line * _vm->_char._objs->_height * INVENTORY_WIDTH; for (uint32 i = 0; i < INVENTORYITEM_HEIGHT; i++) { memcpy(d, s, INVENTORYITEM_WIDTH); d += INVENTORY_WIDTH; s += INVENTORYITEM_PITCH; } return; } void refreshInventory() { for (uint16 i = 0; i < INVENTORY_MAX_ITEMS; i++) drawInventoryItem(i, &_inventory[i]); return; } int Parallaction::addInventoryItem(uint16 item) { int16 slot = getNumUsedSlots(); if (slot == INVENTORY_MAX_ITEMS) return -1; _inventory[slot]._id = MAKE_INVENTORY_ID(item); _inventory[slot]._index = item; return 0; } void Parallaction::dropItem(uint16 v) { bool found = false; for (uint16 slot = 0; slot < INVENTORY_MAX_ITEMS - 1; slot++) { if (v + INVENTORY_FIRST_ITEM == _inventory[slot]._index) { found = true; } if (!found) continue; memcpy(&_inventory[slot], &_inventory[slot+1], sizeof(InventoryItem)); } return; } int16 Parallaction::isItemInInventory(int32 v) { for (uint16 slot = 0; slot < INVENTORY_MAX_ITEMS; slot++) { if (_inventory[slot]._id == (uint)v) return 1; } return 0; } void drawBorder(const Common::Rect& r, byte *buffer, byte color) { byte *d = buffer + r.left + INVENTORY_WIDTH * r.top; memset(d, color, r.width()); for (uint16 i = 0; i < r.height(); i++) { d[i * INVENTORY_WIDTH] = color; d[i * INVENTORY_WIDTH + r.width() - 1] = color; } d = buffer + r.left + INVENTORY_WIDTH * (r.bottom - 1); memset(d, color, r.width()); return; } // // draws a color border around the specified position in the inventory // void highlightInventoryItem(int16 pos, byte color) { if (color != 12) color = 19; if (pos == -1) return; uint16 line = pos / INVENTORY_ITEMS_PER_LINE; uint16 col = pos % INVENTORY_ITEMS_PER_LINE; Common::Rect r(INVENTORYITEM_WIDTH, _vm->_char._objs->_height); r.moveTo(col * INVENTORYITEM_WIDTH, line * _vm->_char._objs->_height); drawBorder(r, _buffer, color); return; } int16 getInventoryItemIndex(int16 pos) { // TODO: should assert against the number of items actually contained, // not the theoretical limit. assert(pos >= 0 && pos < INVENTORY_MAX_ITEMS); return _inventory[pos]._index; } void jobShowInventory(void *parm, Job *j) { // printf("job_showInventory()..."); int16 slot = getNumUsedSlots(); _numInvLines = (slot + 4) / INVENTORY_ITEMS_PER_LINE; Common::Rect r(INVENTORY_WIDTH, _numInvLines * INVENTORYITEM_HEIGHT); r.moveTo(_invPosition); _vm->_gfx->copyRect( Gfx::kBitBack, r, _buffer, INVENTORY_WIDTH ); return; } void jobHideInventory(void *parm, Job *j) { // printf("job_hideInventory()\n"); static uint16 count = 0; _engineFlags |= kEngineBlockInput; count++; if (count == 2) { count = 0; j->_finished = 1; _engineFlags &= ~kEngineBlockInput; } Common::Rect r(INVENTORY_WIDTH, _numInvLines * INVENTORYITEM_HEIGHT); r.moveTo(_invPosition); _vm->_gfx->restoreBackground(r); return; } void openInventory() { _engineFlags |= kEngineInventory; int16 slot = getNumUsedSlots(); uint16 lines = (slot + 4) / INVENTORY_ITEMS_PER_LINE; _invPosition.x = CLIP(_vm->_mousePos.x - (INVENTORY_WIDTH / 2), 0, SCREEN_WIDTH - INVENTORY_WIDTH); _invPosition.y = CLIP(_vm->_mousePos.y - 2 - (lines * INVENTORYITEM_HEIGHT), 0, SCREEN_HEIGHT - lines * INVENTORYITEM_HEIGHT); refreshInventory(); return; } void closeInventory() { _engineFlags &= ~kEngineInventory; } void initInventory() { _buffer = (byte*)malloc(INVENTORY_WIDTH * INVENTORY_HEIGHT); } void destroyInventory() { if (_buffer) free(_buffer); _buffer = 0; } void cleanInventory() { for (uint16 slot = INVENTORY_FIRST_ITEM; slot < INVENTORY_MAX_ITEMS; slot++) { _inventory[slot]._id = 0; _inventory[slot]._index = 0; } return; } } // namespace Parallaction