/* 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" #include "sherlock/scalpel/scalpel_user_interface.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) { } void InventoryItem::synchronize(Serializer &s) { s.syncAsSint16LE(_requiredFlag); s.syncAsSint16LE(_lookFlag); s.syncString(_name); s.syncString(_description); s.syncString(_examine); } /*----------------------------------------------------------------*/ Inventory::Inventory(SherlockEngine *vm) : Common::Array(), _vm(vm) { Common::fill(&_invShapes[0], &_invShapes[MAX_VISIBLE_INVENTORY], (ImageFile *)nullptr); _invGraphicsLoaded = false; _invIndex = 0; _holdings = 0; _invMode = INVMODE_EXIT; for (int i = 0; i < 6; ++i) _invShapes[i] = nullptr; } Inventory::~Inventory() { freeGraphics(); } void Inventory::freeInv() { freeGraphics(); _names.clear(); _invGraphicsLoaded = false; } 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; } 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"); int streamSize = stream->size(); while (stream->pos() < streamSize) { Common::String name; char c; while ((c = stream->readByte()) != 0) name += c; _names.push_back(name); } delete stream; loadGraphics(); } 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 displayed, figure out its accompanying // .VGS file with its picture, and then load it int invNum = findInv((*this)[idx]._name); Common::String fName = Common::String::format("item%02d.vgs", invNum + 1); _invShapes[idx - _invIndex] = new ImageFile(fName); } _invGraphicsLoaded = true; } int Inventory::findInv(const Common::String &name) { for (int idx = 0; idx < (int)_names.size(); ++idx) { if (name.equalsIgnoreCase(_names[idx])) return idx; } // Couldn't find the desired item error("Couldn't find inventory item - %s", name.c_str()); } void Inventory::putInv(InvSlamMode 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 have appeared. If so, adjust the inventory if (_invIndex > 0 && _invIndex > (_holdings - 6)) { --_invIndex; freeGraphics(); loadGraphics(); } if (slamIt != SLAM_SECONDARY_BUFFER) { 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 == SLAM_SECONDARY_BUFFER ? 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 == SLAM_SECONDARY_BUFFER) { bb.fillRect(r, BUTTON_MIDDLE); } // Draw the item image ImageFrame &frame = (*_invShapes[itemNum])[0]; bb.transBlitFrom(frame, Common::Point(6 + itemNum * 52 + ((47 - frame._width) / 2), 163 + ((33 - frame._height) / 2))); } if (slamIt == SLAM_DISPLAY) screen.slamArea(6, 163, 308, 34); if (slamIt != SLAM_SECONDARY_BUFFER) ui.clearInfo(); if (slamIt == 0) { invCommands(0); } else if (slamIt == SLAM_SECONDARY_BUFFER) { screen._backBuffer = &screen._backBuffer2; invCommands(0); screen._backBuffer = &screen._backBuffer1; } } void Inventory::drawInventory(InvNewMode mode) { Screen &screen = *_vm->_screen; UserInterface &ui = *_vm->_ui; InvNewMode tempMode = mode; loadInv(); if (mode == INVENTORY_DONT_DISPLAY) { 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(Scalpel::INVENTORY_POINTS[0][0], CONTROLS_Y1, Scalpel::INVENTORY_POINTS[0][1], CONTROLS_Y1 + 10), Scalpel::INVENTORY_POINTS[0][2] - screen.stringWidth("Exit") / 2, "Exit"); screen.makeButton(Common::Rect(Scalpel::INVENTORY_POINTS[1][0], CONTROLS_Y1, Scalpel::INVENTORY_POINTS[1][1], CONTROLS_Y1 + 10), Scalpel::INVENTORY_POINTS[1][2] - screen.stringWidth("Look") / 2, "Look"); screen.makeButton(Common::Rect(Scalpel::INVENTORY_POINTS[2][0], CONTROLS_Y1, Scalpel::INVENTORY_POINTS[2][1], CONTROLS_Y1 + 10), Scalpel::INVENTORY_POINTS[2][2] - screen.stringWidth("Use") / 2, "Use"); screen.makeButton(Common::Rect(Scalpel::INVENTORY_POINTS[3][0], CONTROLS_Y1, Scalpel::INVENTORY_POINTS[3][1], CONTROLS_Y1 + 10), Scalpel::INVENTORY_POINTS[3][2] - screen.stringWidth("Give") / 2, "Give"); screen.makeButton(Common::Rect(Scalpel::INVENTORY_POINTS[4][0], CONTROLS_Y1, Scalpel::INVENTORY_POINTS[4][1], CONTROLS_Y1 + 10), Scalpel::INVENTORY_POINTS[4][2], "^^"); screen.makeButton(Common::Rect(Scalpel::INVENTORY_POINTS[5][0], CONTROLS_Y1, Scalpel::INVENTORY_POINTS[5][1], CONTROLS_Y1 + 10), Scalpel::INVENTORY_POINTS[5][2], "^"); screen.makeButton(Common::Rect(Scalpel::INVENTORY_POINTS[6][0], CONTROLS_Y1, Scalpel::INVENTORY_POINTS[6][1], CONTROLS_Y1 + 10), Scalpel::INVENTORY_POINTS[6][2], "_"); screen.makeButton(Common::Rect(Scalpel::INVENTORY_POINTS[7][0], CONTROLS_Y1, Scalpel::INVENTORY_POINTS[7][1], CONTROLS_Y1 + 10), Scalpel::INVENTORY_POINTS[7][2], "__"); if (tempMode == INVENTORY_DONT_DISPLAY) mode = LOOK_INVENTORY_MODE; _invMode = (InvMode)mode; if (mode != PLAIN_INVENTORY) { ui._oldKey = Scalpel::INVENTORY_COMMANDS[(int)mode]; } else { ui._oldKey = -1; } invCommands(0); putInv(SLAM_DONT_DISPLAY); if (tempMode != INVENTORY_DONT_DISPLAY) { if (!ui._slideWindows) { 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; } assert(IS_SERRATED_SCALPEL); ((Scalpel::ScalpelUserInterface *)_vm->_ui)->_oldUse = -1; } void Inventory::invCommands(bool slamIt) { Screen &screen = *_vm->_screen; UserInterface &ui = *_vm->_ui; if (slamIt) { screen.buttonPrint(Common::Point(Scalpel::INVENTORY_POINTS[0][2], CONTROLS_Y1), _invMode == INVMODE_EXIT ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND, true, "Exit"); screen.buttonPrint(Common::Point(Scalpel::INVENTORY_POINTS[1][2], CONTROLS_Y1), _invMode == INVMODE_LOOK ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND, true, "Look"); screen.buttonPrint(Common::Point(Scalpel::INVENTORY_POINTS[2][2], CONTROLS_Y1), _invMode == INVMODE_USE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND, true, "Use"); screen.buttonPrint(Common::Point(Scalpel::INVENTORY_POINTS[3][2], CONTROLS_Y1), _invMode == INVMODE_GIVE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND, true, "Give"); screen.print(Common::Point(Scalpel::INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1), _invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND, "^^"); screen.print(Common::Point(Scalpel::INVENTORY_POINTS[5][2], CONTROLS_Y1 + 1), _invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND, "^"); screen.print(Common::Point(Scalpel::INVENTORY_POINTS[6][2], CONTROLS_Y1 + 1), (_holdings - _invIndex <= 6) ? COMMAND_NULL : COMMAND_FOREGROUND, "_"); screen.print(Common::Point(Scalpel::INVENTORY_POINTS[7][2], CONTROLS_Y1 + 1), (_holdings - _invIndex <= 6) ? COMMAND_NULL : COMMAND_FOREGROUND, "__"); if (_invMode != INVMODE_LOOK) ui.clearInfo(); } else { screen.buttonPrint(Common::Point(Scalpel::INVENTORY_POINTS[0][2], CONTROLS_Y1), _invMode == INVMODE_EXIT ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND, false, "Exit"); screen.buttonPrint(Common::Point(Scalpel::INVENTORY_POINTS[1][2], CONTROLS_Y1), _invMode == INVMODE_LOOK ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND, false, "Look"); screen.buttonPrint(Common::Point(Scalpel::INVENTORY_POINTS[2][2], CONTROLS_Y1), _invMode == INVMODE_USE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND, false, "Use"); screen.buttonPrint(Common::Point(Scalpel::INVENTORY_POINTS[3][2], CONTROLS_Y1), _invMode == INVMODE_GIVE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND, false, "Give"); screen.gPrint(Common::Point(Scalpel::INVENTORY_POINTS[4][2], CONTROLS_Y1), _invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND, "^^"); screen.gPrint(Common::Point(Scalpel::INVENTORY_POINTS[5][2], CONTROLS_Y1), _invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND, "^"); screen.gPrint(Common::Point(Scalpel::INVENTORY_POINTS[6][2], CONTROLS_Y1), (_holdings - _invIndex < 7) ? COMMAND_NULL : COMMAND_FOREGROUND, "_"); screen.gPrint(Common::Point(Scalpel::INVENTORY_POINTS[7][2], CONTROLS_Y1), (_holdings - _invIndex < 7) ? COMMAND_NULL : COMMAND_FOREGROUND, "__"); } } void Inventory::highlight(int index, byte color) { Screen &screen = *_vm->_screen; Surface &bb = *screen._backBuffer; int slot = index - _invIndex; ImageFrame &frame = (*_invShapes[slot])[0]; bb.fillRect(Common::Rect(8 + slot * 52, 165, (slot + 1) * 52, 194), color); bb.transBlitFrom(frame, Common::Point(6 + slot * 52 + ((47 - frame._width) / 2), 163 + ((33 - frame._height) / 2))); screen.slamArea(8 + slot * 52, 165, 44, 30); } void Inventory::refreshInv() { if (IS_ROSE_TATTOO) return; Screen &screen = *_vm->_screen; Talk &talk = *_vm->_talk; Scalpel::ScalpelUserInterface &ui = *(Scalpel::ScalpelUserInterface *)_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], Common::Point(0, CONTROLS_Y)); loadInv(); } } int Inventory::putNameInInventory(const Common::String &name) { Scene &scene = *_vm->_scene; int matches = 0; for (uint idx = 0; idx < scene._bgShapes.size(); ++idx) { Object &o = scene._bgShapes[idx]; if (name.equalsIgnoreCase(o._name) && o._type != INVALID) { putItemInInventory(o); ++matches; } } return matches; } int Inventory::putItemInInventory(Object &obj) { Scene &scene = *_vm->_scene; int matches = 0; bool pickupFound = false; if (obj._pickupFlag) _vm->setFlags(obj._pickupFlag); for (int useNum = 0; useNum < USE_COUNT; ++useNum) { if (obj._use[useNum]._target.equalsIgnoreCase("*PICKUP*")) { pickupFound = true; for (int namesNum = 0; namesNum < NAMES_COUNT; ++namesNum) { for (uint bgNum = 0; bgNum < scene._bgShapes.size(); ++bgNum) { Object &bgObj = scene._bgShapes[bgNum]; if (obj._use[useNum]._names[namesNum].equalsIgnoreCase(bgObj._name)) { copyToInventory(bgObj); if (bgObj._pickupFlag) _vm->setFlags(bgObj._pickupFlag); if (bgObj._type == ACTIVE_BG_SHAPE || bgObj._type == NO_SHAPE || bgObj._type == HIDE_SHAPE) { if (bgObj._imageFrame == nullptr || bgObj._frameNumber < 0) // No shape to erase, so flag as hidden bgObj._type = INVALID; else bgObj._type = REMOVE; } else if (bgObj._type == HIDDEN) { bgObj._type = INVALID; } ++matches; } } } } } if (!pickupFound) { // No pickup item found, so add the passed item copyToInventory(obj); matches = 0; } if (matches == 0) { if (!pickupFound) matches = 1; if (obj._type == ACTIVE_BG_SHAPE || obj._type == NO_SHAPE || obj._type == HIDE_SHAPE) { if (obj._imageFrame == nullptr || obj._frameNumber < 0) // No shape to erase, so flag as hidden obj._type = INVALID; else obj._type = REMOVE; } else if (obj._type == HIDDEN) { obj._type = INVALID; } } return matches; } void Inventory::copyToInventory(Object &obj) { InventoryItem invItem; invItem._name = obj._name; invItem._description = obj._description; invItem._examine = obj._examine; invItem._lookFlag = obj._lookFlag; invItem._requiredFlag = obj._requiredFlag; insert_at(_holdings, invItem); ++_holdings; } int Inventory::deleteItemFromInventory(const Common::String &name) { int invNum = -1; for (int idx = 0; idx < (int)size() && invNum == -1; ++idx) { if (name.equalsIgnoreCase((*this)[idx]._name)) invNum = idx; } if (invNum == -1) // Item not present return 0; // Item found, so delete it remove_at(invNum); --_holdings; return 1; } void Inventory::synchronize(Serializer &s) { s.syncAsSint16LE(_holdings); uint count = size(); s.syncAsUint16LE(count); if (s.isLoading()) { resize(count); // Reset inventory back to start _invIndex = 0; } for (uint idx = 0; idx < size(); ++idx) { (*this)[idx].synchronize(s); } } } // End of namespace Sherlock