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
|
/* 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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
#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 {
#define MAX_DISP (XPIX / INV_DX) // Max icons displayable
InventoryHandler::InventoryHandler(HugoEngine *vm) : _vm(vm) {
}
/**
* 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(int16 imageTotNumb, int displayNumb, 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, INV_DX, INV_DY, XPIX, _vm->_screen->getIconBuffer(), 0, 0, XPIX);
_vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), INV_DX, 0, INV_DX, INV_DY, XPIX, _vm->_screen->getIconBuffer(), INV_DX *(MAX_DISP - 1), 0, XPIX);
displayNumb = MIN(displayNumb, MAX_DISP - NUM_ARROWS);
} 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; i++) {
if (_vm->_object->isCarried(_vm->_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 + NUM_ARROWS) * INV_DX % XPIX;
int16 uy = (i + NUM_ARROWS) * INV_DX / XPIX * INV_DY;
// Compute dest coordinates in dib_i
int16 ix = ((scrollFl) ? displayed + 1 : displayed) * INV_DX;
displayed++; // Count number displayed
// Copy the icon
_vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), ux, uy, INV_DX, INV_DY, XPIX, _vm->_screen->getIconBuffer(), ix, 0, XPIX);
}
carried++; // Count number carried
}
}
}
/**
* Process required action for inventory
* Returns objId under cursor (or -1) for INV_GET
*/
int16 InventoryHandler::processInventory(invact_t action, ...) {
debugC(1, kDebugInventory, "processInventory(invact_t action, ...)");
static int16 firstIconId = 0; // Index of first icon to display
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 < _vm->_maxInvent && _vm->_invent[imageNumb] != -1; imageNumb++) {
if (_vm->_object->isCarried(_vm->_invent[imageNumb]))
displayNumb++;
}
// Will we need the scroll arrows?
bool scrollFl = displayNumb > MAX_DISP;
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 INV_INIT: // Initialize inventory display
constructInventory(imageNumb, displayNumb, scrollFl, firstIconId);
break;
case INV_LEFT: // Scroll left by one icon
firstIconId = MAX(0, firstIconId - 1);
constructInventory(imageNumb, displayNumb, scrollFl, firstIconId);
break;
case INV_RIGHT: // Scroll right by one icon
firstIconId = MIN(displayNumb, firstIconId + 1);
constructInventory(imageNumb, displayNumb, scrollFl, firstIconId);
break;
case INV_GET: // 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 -= DIBOFF_Y; // Icon bar is at true zero
if (cursory > 0 && cursory < INV_DY) { // Within icon bar?
int16 i = cursorx / INV_DX; // Compute icon index
if (scrollFl) { // Scroll buttons displayed
if (i == 0) { // Left scroll button
objId = LEFT_ARROW;
} else {
if (i == MAX_DISP - 1) // Right scroll button
objId = RIGHT_ARROW;
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_t &gameStatus = _vm->getGameStatus();
debugC(1, kDebugInventory, "runInventory");
switch (gameStatus.inventoryState) {
case I_OFF: // Icon bar off screen
break;
case I_UP: // Icon bar moving up
gameStatus.inventoryHeight -= STEP_DY; // Move the icon bar up
if (gameStatus.inventoryHeight <= 0) // Limit travel
gameStatus.inventoryHeight = 0;
// Move visible portion to _frontBuffer, restore uncovered portion, display results
_vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, XPIX, gameStatus.inventoryHeight, XPIX, _vm->_screen->getFrontBuffer(), 0, DIBOFF_Y, XPIX);
_vm->_screen->moveImage(_vm->_screen->getBackBufferBackup(), 0, gameStatus.inventoryHeight + DIBOFF_Y, XPIX, STEP_DY, XPIX, _vm->_screen->getFrontBuffer(), 0, gameStatus.inventoryHeight + DIBOFF_Y, XPIX);
_vm->_screen->displayRect(0, DIBOFF_Y, XPIX, gameStatus.inventoryHeight + STEP_DY);
if (gameStatus.inventoryHeight == 0) { // Finished moving up?
// Yes, restore dibs and exit back to game state machine
_vm->_screen->moveImage(_vm->_screen->getBackBufferBackup(), 0, 0, XPIX, YPIX, XPIX, _vm->_screen->getBackBuffer(), 0, 0, XPIX);
_vm->_screen->moveImage(_vm->_screen->getBackBuffer(), 0, 0, XPIX, YPIX, XPIX, _vm->_screen->getFrontBuffer(), 0, 0, XPIX);
_vm->_object->updateImages(); // Add objects back into display list for restore
gameStatus.inventoryState = I_OFF;
gameStatus.viewState = V_PLAY;
}
break;
case I_DOWN: // Icon bar moving down
// If this is the first step, initialize dib_i
// and get any icon/text out of _frontBuffer
if (gameStatus.inventoryHeight == 0) {
processInventory(INV_INIT); // Initialize dib_i
_vm->_screen->displayList(D_RESTORE); // Restore _frontBuffer
_vm->_object->updateImages(); // Rebuild _frontBuffer without icons/text
_vm->_screen->displayList(D_DISPLAY); // Blit display list to screen
}
gameStatus.inventoryHeight += STEP_DY; // Move the icon bar down
if (gameStatus.inventoryHeight >= INV_DY) // Limit travel
gameStatus.inventoryHeight = INV_DY;
// Move visible portion to _frontBuffer, display results
_vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, XPIX, gameStatus.inventoryHeight, XPIX, _vm->_screen->getFrontBuffer(), 0, DIBOFF_Y, XPIX);
_vm->_screen->displayRect(0, DIBOFF_Y, XPIX, gameStatus.inventoryHeight);
if (gameStatus.inventoryHeight == INV_DY) { // 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, XPIX, YPIX, XPIX, _vm->_screen->getBackBufferBackup(), 0, 0, XPIX);
_vm->_screen->moveImage(_vm->_screen->getFrontBuffer(), 0, 0, XPIX, YPIX, XPIX, _vm->_screen->getBackBuffer(), 0, 0, XPIX);
_vm->_screen->displayList(D_INIT);
gameStatus.inventoryState = I_ACTIVE;
}
break;
case I_ACTIVE: // Inventory active
_vm->_parser->charHandler(); // Still allow commands
_vm->_screen->displayList(D_RESTORE); // Restore previous background
_vm->_mouse->mouseHandler(); // Mouse activity - adds to display list
_vm->_screen->displayList(D_DISPLAY); // Blit the display list to screen
break;
}
}
} // End of namespace Hugo
|