/* 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. * */ #include "sherlock/inventory.h" #include "sherlock/sherlock.h" namespace Sherlock { InventoryItem::InventoryItem(int requiredFlag, const Common::String &name, const Common::String &description, const Common::String &examine) : _requiredFlag(requiredFlag), _name(name), _description(description), _examine(examine), _lookFlag(0) { } /*----------------------------------------------------------------*/ Inventory::Inventory(SherlockEngine *vm) : Common::Array(), _vm(vm) { Common::fill(&_invShapes[0], &_invShapes[MAX_VISIBLE_INVENTORY], (ImageFile *)nullptr); _invGraphicsLoaded = false; _invIndex = 0; _holdings = 0; _oldFlag = 0; _invFlag = 0; _invMode = INVMODE_EXIT; } Inventory::~Inventory() { freeGraphics(); } void Inventory::freeInv() { freeGraphics(); _names.clear(); _invGraphicsLoaded = false; } /** * Free any loaded inventory graphics */ void Inventory::freeGraphics() { for (uint idx = 0; idx < MAX_VISIBLE_INVENTORY; ++idx) delete _invShapes[idx]; Common::fill(&_invShapes[0], &_invShapes[MAX_VISIBLE_INVENTORY], (ImageFile *)nullptr); _invGraphicsLoaded = false; } /** Load the list of names the inventory items correspond to. */ void Inventory::loadInv() { // Exit if the inventory names are already loaded if (_names.size() > 0) return; // Load the inventory names Common::SeekableReadStream *stream = _vm->_res->load("invent.txt"); _names.clear(); while (stream->pos() < stream->size()) { Common::String name; char c; while ((c = stream->readByte()) != 0) name += c; _names.push_back(name); } delete stream; loadGraphics(); } /** * Load the list of names of graphics for the inventory */ void Inventory::loadGraphics() { if (_invGraphicsLoaded) return; // Default all inventory slots to empty Common::fill(&_invShapes[0], &_invShapes[MAX_VISIBLE_INVENTORY], (ImageFile *)nullptr); for (int idx = _invIndex; (idx < _holdings) && (idx - _invIndex) < MAX_VISIBLE_INVENTORY; ++idx) { // Get the name of the item to be dispalyed, figure out it's accompanying // .VGS file with it's picture, and then load it int invNum = findInv((*this)[idx]._name); Common::String fName = Common::String::format("item%02d.vgs", invNum + 1); _invShapes[idx] = new ImageFile(fName); } _invGraphicsLoaded = true; } /** * Searches through the list of names that correspond to the inventory items * and returns the numer that matches the passed name */ int Inventory::findInv(const Common::String &name) { for (int idx = 0; idx < (int)size(); ++idx) { if (scumm_stricmp(name.c_str(), _names[idx].c_str()) == 0) return idx; } return 1; } /** * Display the character's inventory. The slamIt parameter specifies: * 0 = Draw it on the back buffer, and don't display it * 1 = Draw it on the back buffer, and then display it * 2 = Draw it on the secondary back buffer, and don't display it */ void Inventory::putInv(int slamIt) { Screen &screen = *_vm->_screen; UserInterface &ui = *_vm->_ui; // If an inventory item has disappeared (due to using it or giving it), // a blank space slot may haave appeared. If so, adjust the inventory if (_invIndex > 0 && _invIndex > (_holdings - 6)) { --_invIndex; freeGraphics(); loadGraphics(); } if (slamIt != 2) { screen.makePanel(Common::Rect(6, 163, 54, 197)); screen.makePanel(Common::Rect(58, 163, 106, 197)); screen.makePanel(Common::Rect(110, 163, 158, 197)); screen.makePanel(Common::Rect(162, 163, 210, 197)); screen.makePanel(Common::Rect(214, 163, 262, 197)); screen.makePanel(Common::Rect(266, 163, 314, 197)); } // Iterate through displaying up to 6 objects at a time for (int idx = _invIndex; idx < _holdings && (idx - _invIndex) < MAX_VISIBLE_INVENTORY; ++idx) { int itemNum = idx - _invIndex; Surface &bb = slamIt == 2 ? screen._backBuffer2 : screen._backBuffer1; Common::Rect r(8 + itemNum * 52, 165, 51 + itemNum * 52, 194); // Draw the background if (idx == ui._selector) { bb.fillRect(r, 235); } else if (slamIt == 2) { bb.fillRect(r, BUTTON_MIDDLE); } // Draw the item image Graphics::Surface &img = (*_invShapes[itemNum])[0]._frame; bb.transBlitFrom(img, Common::Point(6 + itemNum * 52 + ((47 - img.w) / 2), 163 + ((33 - img.h) / 2))); } if (slamIt == 1) screen.slamArea(6, 163, 308, 34); if (slamIt != 2) ui.clearInfo(); if (slamIt == 0) { invCommands(0); } else if (slamIt == 2) { screen._backBuffer = &screen._backBuffer2; invCommands(0); screen._backBuffer = &screen._backBuffer1; } } /** * Put the game into inventory mode and open the interface window. * The flag parameter specifies the mode: * 0 = plain inventory mode * 2 = use inventory mode * 3 = give inventory mode * 128 = Draw window in the back buffer, but don't display it */ void Inventory::drawInventory(int flag) { Screen &screen = *_vm->_screen; UserInterface &ui = *_vm->_ui; int tempFlag = flag; _oldFlag = 7; loadInv(); if (flag == 128) { screen._backBuffer = &screen._backBuffer2; } // Draw the window background Surface &bb = *screen._backBuffer; bb.fillRect(Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y1 + 10), BORDER_COLOR); bb.fillRect(Common::Rect(0, CONTROLS_Y1 + 10, 2, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR); bb.fillRect(Common::Rect(SHERLOCK_SCREEN_WIDTH - 2, CONTROLS_Y1 + 10, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR); bb.fillRect(Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - 2, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR); bb.fillRect(Common::Rect(2, CONTROLS_Y1 + 10, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT - 2), INV_BACKGROUND); // Draw the buttons screen.makeButton(Common::Rect(INVENTORY_POINTS[0][0], CONTROLS_Y1, INVENTORY_POINTS[0][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[0][2] - screen.stringWidth("Exit") / 2, "Exit"); screen.makeButton(Common::Rect(INVENTORY_POINTS[1][0], CONTROLS_Y1, INVENTORY_POINTS[1][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[1][2] - screen.stringWidth("Look") / 2, "Look"); screen.makeButton(Common::Rect(INVENTORY_POINTS[2][0], CONTROLS_Y1, INVENTORY_POINTS[2][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[2][2] - screen.stringWidth("Use") / 2, "Use"); screen.makeButton(Common::Rect(INVENTORY_POINTS[3][0], CONTROLS_Y1, INVENTORY_POINTS[3][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[3][2] - screen.stringWidth("Give") / 2, "Give"); screen.makeButton(Common::Rect(INVENTORY_POINTS[4][0], CONTROLS_Y1, INVENTORY_POINTS[4][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[4][2], "^^"); screen.makeButton(Common::Rect(INVENTORY_POINTS[5][0], CONTROLS_Y1, INVENTORY_POINTS[5][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[5][2], "^"); screen.makeButton(Common::Rect(INVENTORY_POINTS[6][0], CONTROLS_Y1, INVENTORY_POINTS[6][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[6][2], "_"); screen.makeButton(Common::Rect(INVENTORY_POINTS[7][0], CONTROLS_Y1, INVENTORY_POINTS[7][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[7][2], "__"); if (tempFlag == 128) flag = 1; _invMode = (InvMode)flag; if (flag) { ui._oldKey = INVENTORY_COMMANDS[flag]; _oldFlag = flag; } else { ui._oldKey = -1; _invFlag = 6; } invCommands(0); putInv(0); if (tempFlag != 128) { if (!ui._windowStyle) { screen.slamRect(Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT)); } else { ui.summonWindow(false, CONTROLS_Y1); } ui._windowOpen = true; } else { // Reset the screen back buffer to the first buffer now that drawing is done screen._backBuffer = &screen._backBuffer1; } ui._oldUse = -1; } /** * Prints the line of inventory commands at the top of an inventory window with * the correct highlighting */ void Inventory::invCommands(bool slamIt) { Screen &screen = *_vm->_screen; UserInterface &ui = *_vm->_ui; if (slamIt) { screen.buttonPrint(Common::Point(INVENTORY_POINTS[0][2], CONTROLS_Y1), _invMode == 0 ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND, true, "Exit"); screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1), _invMode == 1 ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND, true, "Look"); screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1), _invMode == 2 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND, true, "Use"); screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1), _invMode == 3 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND, true, "Give"); screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1), _invMode == 0 ? COMMAND_NULL : COMMAND_FOREGROUND, "^^"); screen.print(Common::Point(INVENTORY_POINTS[5][2], CONTROLS_Y1 + 1), _invMode == 0 ? COMMAND_NULL : COMMAND_FOREGROUND, "^"); screen.print(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1 + 1), (_holdings - _invIndex <= 6) ? COMMAND_NULL : COMMAND_FOREGROUND, "_"); screen.print(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1 + 1), (_holdings - _invIndex <= 6) ? COMMAND_NULL : COMMAND_FOREGROUND, "__"); if (_invMode != 1) ui.clearInfo(); } else { screen.buttonPrint(Common::Point(INVENTORY_POINTS[0][2], CONTROLS_Y1), _invMode == 0 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND, false, "Exit"); screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1), _invMode == 1 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND, false, "Look"); screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1), _invMode == 2 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND, false, "Use"); screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1), _invMode == 3 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND, false, "Give"); screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1), _invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND, "^^"); screen.print(Common::Point(INVENTORY_POINTS[5][2], CONTROLS_Y1), _invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND, "^"); screen.print(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1), (_holdings - _invIndex < 7) ? COMMAND_NULL : COMMAND_FOREGROUND, "_"); screen.print(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1), (_holdings - _invIndex < 7) ? COMMAND_NULL : COMMAND_FOREGROUND, "__"); } } /** * Set the highlighting color of a given inventory item */ void Inventory::highlight(int index, byte color) { Screen &screen = *_vm->_screen; Surface &bb = *screen._backBuffer; int slot = index - _invIndex; Graphics::Surface &img = (*_invShapes[slot])[0]._frame; bb.fillRect(Common::Rect(8 + slot * 52, 165, (slot + 1) * 52, 194), color); bb.transBlitFrom(img, Common::Point(6 + slot * 52 + ((47 - img.w) / 2), 163 + ((33 - img.h) / 2))); screen.slamArea(8 + slot * 52, 165, 44, 30); } void Inventory::doInvJF() { Screen &screen = *_vm->_screen; Talk &talk = *_vm->_talk; UserInterface &ui = *_vm->_ui; ui._invLookFlag = true; freeInv(); ui._infoFlag = true; ui.clearInfo(); screen._backBuffer2.blitFrom(screen._backBuffer1, Common::Point(0, CONTROLS_Y), Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT)); ui.examine(); if (!talk._talkToAbort) { screen._backBuffer2.blitFrom((*ui._controlPanel)[0]._frame, Common::Point(0, CONTROLS_Y)); loadInv(); } } } // End of namespace Sherlock