/* ScummVM - Scumm Interpreter * Copyright (C) 2006 The ScummVM project * * 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 "parallaction/parallaction.h" #include "parallaction/disk.h" #include "parallaction/zone.h" #include "parallaction/graphics.h" #include "parallaction/inventory.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 INVENTORYITEM_PITCH 32 #define INVENTORYITEM_WIDTH 24 #define INVENTORYITEM_HEIGHT 24 #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 } }; void drawInventoryItem(uint16 pos, InventoryItem *item); // get inventory item index at position (x,y) // in screen coordinates // int16 Parallaction::getHoverInventoryItem(int16 x, int16 y) { int16 _di = x; int16 _si = -1; do { _si++; } while (_inventory[_si]._id != 0); _si = (_si + 4) / INVENTORY_ITEMS_PER_LINE; if (_invPosition.x >= _di) return -1; if ((_invPosition.x + INVENTORY_WIDTH) <= _di) return -1; if (_invPosition.y >= y) return -1; if ((_si * INVENTORYITEM_HEIGHT + _invPosition.y) <= y) return -1; return ((_di - _invPosition.x) / INVENTORYITEM_WIDTH) + (INVENTORY_ITEMS_PER_LINE * ((y - _invPosition.y) / INVENTORYITEM_HEIGHT)); } int16 pickupItem(Zone *z) { uint16 _si; for (_si = 0; _inventory[_si]._id != 0; _si++) ; if (_si == INVENTORY_MAX_ITEMS) return -1; _inventory[_si]._id = MAKE_INVENTORY_ID(z->u.get->_icon); _inventory[_si]._index = z->u.get->_icon; _vm->addJob(&jobRemovePickedItem, z, kPriority17 ); if (_inventory[_si]._id == 0) return 0; refreshInventoryItem(_vm->_characterName, _si); return 0; } void addInventoryItem(uint16 item) { uint16 _si = 0; while (_inventory[_si]._id != 0) _si++; _inventory[_si]._id = MAKE_INVENTORY_ID(item); _inventory[_si]._index = item; refreshInventoryItem(_vm->_characterName, _si); return; } void dropItem(uint16 v) { uint16 _di = 0; for (uint16 _si = 0; _si < INVENTORY_MAX_ITEMS - 1; _si++) { if (v + 4 == _inventory[_si]._index) { _di = 1; } if (_di == 0) continue; memcpy(&_inventory[_si], &_inventory[_si+1], sizeof(InventoryItem)); } refreshInventory(_vm->_characterName); return; } int16 isItemInInventory(int32 v) { for (uint16 _si = 0; _si < INVENTORY_MAX_ITEMS; _si++) { if (_inventory[_si]._id == (uint)v) return 1; } return 0; } 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 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; } void extractInventoryGraphics(int16 pos, byte *dst) { // printf("extractInventoryGraphics(%i)\n", pos); int16 line = pos / INVENTORY_ITEMS_PER_LINE; int16 col = pos % INVENTORY_ITEMS_PER_LINE; // FIXME: this will end up in a general blit function byte* d = dst; byte* s = _buffer + col * INVENTORYITEM_WIDTH + line * _vm->_char._objs->_height * INVENTORY_WIDTH; for (uint32 i = 0; i < INVENTORYITEM_HEIGHT; i++) { memcpy(d, s, INVENTORYITEM_WIDTH); s += INVENTORY_WIDTH; d += INVENTORYITEM_PITCH; } return; } void jobShowInventory(void *parm, Job *j) { // printf("job_showInventory()..."); _numInvLines = 0; while (_inventory[_numInvLines]._id != 0) _numInvLines++; _numInvLines = (_numInvLines + 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 |= kEngineMouse; count++; if (count == 2) { count = 0; j->_finished = 1; _engineFlags &= ~kEngineMouse; } Common::Rect r(INVENTORY_WIDTH, _numInvLines * INVENTORYITEM_HEIGHT); r.moveTo(_invPosition); _vm->_gfx->restoreBackground(r); return; } void openInventory() { // printf("openInventory()\n"); uint16 _si = 0; _engineFlags |= kEngineInventory; while (_inventory[_si]._id != 0) _si++; uint16 _LOCALinventory_lines = (_si + 4) / INVENTORY_ITEMS_PER_LINE; _invPosition.x = _vm->_mousePos.x - (INVENTORY_WIDTH / 2); if (_invPosition.x < 0) _invPosition.x = 0; if ((_invPosition.x + INVENTORY_WIDTH) > SCREEN_WIDTH) _invPosition.x = SCREEN_WIDTH - INVENTORY_WIDTH; _invPosition.y = _vm->_mousePos.y - 2 - (_LOCALinventory_lines * INVENTORYITEM_HEIGHT); if (_invPosition.y < 0) _invPosition.y = 0; if (_invPosition.y > SCREEN_HEIGHT - _LOCALinventory_lines * INVENTORYITEM_HEIGHT) _invPosition.y = SCREEN_HEIGHT - _LOCALinventory_lines * INVENTORYITEM_HEIGHT; return; } void closeInventory() { // printf("closeInventory()\n"); _engineFlags &= ~kEngineInventory; } // refreshes inventory view // void redrawInventory() { for (uint16 _si = 0; _si < INVENTORY_MAX_ITEMS; _si++) { drawInventoryItem(_si, &_inventory[_si]); } } void initInventory() { _buffer = (byte*)malloc(INVENTORY_WIDTH * INVENTORY_HEIGHT); // this buffer is also used by menu so it must stay this size } void cleanInventory() { for (uint16 _si = 4; _si < 30; _si++) { _inventory[_si]._id = 0; _inventory[_si]._index = 0; } return; } void refreshInventory(const char *character) { redrawInventory(); return; } void refreshInventoryItem(const char *character, uint16 index) { drawInventoryItem(index, &_inventory[index]); return; } } // namespace Parallaction