aboutsummaryrefslogtreecommitdiff
path: root/engines/hugo/inventory.cpp
blob: 03df997866a4921b8c1a1f208ce04561397af766 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
/* 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 = nullptr;
	_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);
	_invent = nullptr;
}

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