aboutsummaryrefslogtreecommitdiff
path: root/engines/parallaction/inventory.cpp
blob: 085d6c0940800ecac987d450fef61f7715fcd95b (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
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
/* 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.
 *
 * $URL$
 * $Id$
 *
 */


#include "parallaction/parallaction.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 INVENTORY_FIRST_ITEM		4		// first four entries are used up by verbs

#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)


int16 Parallaction::getHoverInventoryItem(int16 x, int16 y) {
	return _inventoryRenderer->hitTest(Common::Point(x,y));
}

void Parallaction::highlightInventoryItem(ItemPosition pos, byte color) {
	_inventoryRenderer->highlightItem(pos, color);
}

int Parallaction::addInventoryItem(ItemName item) {
	return _inventory->addItem(item);
}

int Parallaction::addInventoryItem(ItemName item, uint32 value) {
	return _inventory->addItem(item, value);
}

void Parallaction::dropItem(uint16 v) {
	_inventory->removeItem(v);
}

bool Parallaction::isItemInInventory(int32 v) {
	return (_inventory->findItem(v) != -1);
}

const InventoryItem* Parallaction::getInventoryItem(int16 pos) {
	return _inventory->getItem(pos);
}

int16 Parallaction::getInventoryItemIndex(int16 pos) {
	return _inventory->getItemName(pos);
}

void Parallaction::initInventory() {
	_inventory = new Inventory(INVENTORY_MAX_ITEMS);
	_inventoryRenderer = new InventoryRenderer(this);
	_inventoryRenderer->bindInventory(_inventory);
}

void Parallaction::destroyInventory() {
	delete _inventory;
	delete _inventoryRenderer;

	_inventory = 0;
	_inventoryRenderer = 0;
}

void Parallaction::cleanInventory(bool keepVerbs) {
	_inventory->clear(keepVerbs);
}

void Parallaction::openInventory() {
	_inventoryRenderer->showInventory();
}

void Parallaction::closeInventory() {
	_inventoryRenderer->hideInventory();
}




InventoryRenderer::InventoryRenderer(Parallaction *vm) : _vm(vm) {
	_surf.create(INVENTORY_WIDTH, INVENTORY_HEIGHT, 1);
}

InventoryRenderer::~InventoryRenderer() {
	_surf.free();
}

void InventoryRenderer::showInventory() {
	if (!_inv)
		error("InventoryRenderer not bound to inventory");

	_engineFlags |= kEngineInventory;

	uint16 lines = getNumLines();

	_pos.x = CLIP(_vm->_mousePos.x - (INVENTORY_WIDTH / 2), 0, (int)(_vm->_screenWidth - INVENTORY_WIDTH));
	_pos.y = CLIP(_vm->_mousePos.y - 2 - (lines * INVENTORYITEM_HEIGHT), 0, (int)(_vm->_screenHeight - lines * INVENTORYITEM_HEIGHT));

	refresh();
}

void InventoryRenderer::hideInventory() {
	if (!_inv)
		error("InventoryRenderer not bound to inventory");

	_engineFlags &= ~kEngineInventory;
}

void InventoryRenderer::getRect(Common::Rect& r) const {
	r.setWidth(INVENTORY_WIDTH);
	r.setHeight(INVENTORYITEM_HEIGHT * getNumLines());
	r.moveTo(_pos);
}

ItemPosition InventoryRenderer::hitTest(const Common::Point &p) const {
	Common::Rect r;
	getRect(r);
	if (!r.contains(p))
		return -1;

	return ((p.x - _pos.x) / INVENTORYITEM_WIDTH) + (INVENTORY_ITEMS_PER_LINE * ((p.y - _pos.y) / INVENTORYITEM_HEIGHT));
}


void InventoryRenderer::drawItem(ItemPosition pos, ItemName name) {

	Common::Rect r;
	getItemRect(pos, r);

	// FIXME: this will end up in a general blit function

	byte* s = _vm->_char._objs->getData(name);
	byte* d = (byte*)_surf.getBasePtr(r.left, r.top);
	for (uint32 i = 0; i < INVENTORYITEM_HEIGHT; i++) {
		memcpy(d, s, INVENTORYITEM_WIDTH);

		d += INVENTORY_WIDTH;
		s += INVENTORYITEM_PITCH;
	}
}

int16 InventoryRenderer::getNumLines() const {
	int16 num = _inv->getNumItems();
	return (num / INVENTORY_ITEMS_PER_LINE) + ((num % INVENTORY_ITEMS_PER_LINE) > 0 ? 1 : 0);
}


void InventoryRenderer::refresh() {
	for (uint16 i = 0; i < INVENTORY_MAX_ITEMS; i++) {
		ItemName name = _inv->getItemName(i);
		drawItem(i, name);
	}
}

void InventoryRenderer::highlightItem(ItemPosition pos, byte color) {
	if (pos == -1)
		return;

	Common::Rect r;
	getItemRect(pos, r);

	if (color != 12)
		color = 19;

	_surf.frameRect(r, color);
}

void InventoryRenderer::getItemRect(ItemPosition pos, Common::Rect &r) {

	r.setHeight(INVENTORYITEM_HEIGHT);
	r.setWidth(INVENTORYITEM_WIDTH);

	uint16 line = pos / INVENTORY_ITEMS_PER_LINE;
	uint16 col = pos % INVENTORY_ITEMS_PER_LINE;

	r.moveTo(col * INVENTORYITEM_WIDTH, line * INVENTORYITEM_HEIGHT);

}



Inventory::Inventory(uint16 maxItems) : _maxItems(maxItems), _numItems(0) {
	_items = (InventoryItem*)calloc(_maxItems, sizeof(InventoryItem));

	addItem(1, kZoneDoor);
	addItem(3, kZoneExamine);
	addItem(2, kZoneGet);
	addItem(4, kZoneSpeak);
}


Inventory::~Inventory() {
	free(_items);
}

ItemPosition Inventory::addItem(ItemName name, uint32 value) {
	debugC(1, kDebugInventory, "addItem(%i, %i)", name, value);

	if (_numItems == INVENTORY_MAX_ITEMS) {
		debugC(3, kDebugInventory, "addItem: inventory is full");
		return -1;
	}

	// NOTE: items whose name == 0 aren't really inventory items,
	// but the engine expects the inventory to accept them as valid.
	// This nasty trick has been discovered because of regression
	// after r29060.
	if (name == 0)
		return 0;

	_items[_numItems]._id = value;
	_items[_numItems]._index = name;

	_numItems++;

	debugC(3, kDebugInventory, "addItem: done");

	return _numItems;
}

ItemPosition Inventory::addItem(ItemName name) {
	return addItem(name, MAKE_INVENTORY_ID(name));
}

ItemPosition Inventory::findItem(ItemName name) const {
	for (ItemPosition slot = 0; slot < _numItems; slot++) {
		if (name == _items[slot]._index)
			return slot;
	}

	return -1;
}

void Inventory::removeItem(ItemName name) {
	debugC(1, kDebugInventory, "removeItem(%i)", name);

	ItemPosition pos = findItem(name);
	if (pos == -1) {
		debugC(3, kDebugInventory, "removeItem: can't find item, nothing to remove");
		return;
	}

	_numItems--;

	if (_numItems != pos) {
		memmove(&_items[pos], &_items[pos+1], (_numItems - pos) * sizeof(InventoryItem));
	}

	_items[_numItems]._id = 0;
	_items[_numItems]._index = 0;

	debugC(3, kDebugInventory, "removeItem: item removed");
}

void Inventory::clear(bool keepVerbs) {
	debugC(1, kDebugInventory, "clearInventory()");

	uint first = (keepVerbs ? INVENTORY_FIRST_ITEM : 0);

	for (uint16 slot = first; slot < _maxItems; slot++) {
		_items[slot]._id = 0;
		_items[slot]._index = 0;
	}

	_numItems = first;
}


ItemName Inventory::getItemName(ItemPosition pos) const {
	return (pos >= 0 && pos < INVENTORY_MAX_ITEMS) ? _items[pos]._index : 0;
}

const InventoryItem* Inventory::getItem(ItemPosition pos) const {
	return &_items[pos];
}




} // namespace Parallaction