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/* 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/input.h"
#include "parallaction/parallaction.h"
namespace Parallaction {
/*
#define INVENTORYITEM_PITCH 32
#define INVENTORYITEM_WIDTH 24
#define INVENTORYITEM_HEIGHT 24
#define INVENTORY_MAX_ITEMS 30
#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)
*/
InventoryItem _verbs_NS[] = {
{ 1, kZoneDoor },
{ 3, kZoneExamine },
{ 2, kZoneGet },
{ 4, kZoneSpeak },
{ 0, 0 }
};
InventoryItem _verbs_BR[] = {
{ 1, kZoneBox },
{ 2, kZoneGet },
{ 3, kZoneExamine },
{ 4, kZoneSpeak },
{ 0, 0 }
};
InventoryProperties _invProps_NS = {
32, // INVENTORYITEM_PITCH
24, // INVENTORYITEM_WIDTH
24, // INVENTORYITEM_HEIGHT
30, // INVENTORY_MAX_ITEMS
5, // INVENTORY_ITEMS_PER_LINE
6, // INVENTORY_LINES
5 * 24, // INVENTORY_WIDTH =(INVENTORY_ITEMS_PER_LINE*INVENTORYITEM_WIDTH)
6 * 24 // INVENTORY_HEIGHT = (INVENTORY_LINES*INVENTORYITEM_HEIGHT)
};
InventoryProperties _invProps_BR = {
51, // INVENTORYITEM_PITCH
51, // INVENTORYITEM_WIDTH
51, // INVENTORYITEM_HEIGHT
48, // INVENTORY_MAX_ITEMS
6, // INVENTORY_ITEMS_PER_LINE
8, // INVENTORY_LINES
6 * 51, // INVENTORY_WIDTH =(INVENTORY_ITEMS_PER_LINE*INVENTORYITEM_WIDTH)
8 * 51 // 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) {
static ItemPosition lastHighlightedPos = -1;
if (lastHighlightedPos != -1) {
_inventoryRenderer->highlightItem(lastHighlightedPos, 12);
}
if (pos != -1) {
_inventoryRenderer->highlightItem(pos, 19);
}
lastHighlightedPos = pos;
}
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() {
InventoryProperties *props;
InventoryItem *verbs;
if (getGameType() == GType_Nippon) {
props = &_invProps_NS;
verbs = _verbs_NS;
} else {
props = &_invProps_BR;
verbs = _verbs_BR;
}
_inventory = new Inventory(props, verbs);
_inventoryRenderer = new InventoryRenderer(this, props);
_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, InventoryProperties *props) : _vm(vm), _props(props) {
_surf.create(_props->_width, _props->_height, 1);
}
InventoryRenderer::~InventoryRenderer() {
_surf.free();
}
void InventoryRenderer::showInventory() {
if (!_inv)
error("InventoryRenderer not bound to inventory");
uint16 lines = getNumLines();
Common::Point p;
_vm->_input->getAbsoluteCursorPos(p);
_pos.x = CLIP((int)(p.x - (_props->_width / 2)), 0, (int)(_vm->_gfx->_backgroundInfo->width - _props->_width));
_pos.y = CLIP((int)(p.y - 2 - (lines * _props->_itemHeight)), 0, (int)(_vm->_screenHeight - lines * _props->_itemHeight));
refresh();
}
void InventoryRenderer::hideInventory() {
if (!_inv)
error("InventoryRenderer not bound to inventory");
}
void InventoryRenderer::getRect(Common::Rect& r) const {
r.setWidth(_props->_width);
r.setHeight(_props->_itemHeight * 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) / _props->_itemWidth) + (_props->_itemsPerLine * ((p.y - _pos.y) / _props->_itemHeight));
}
void InventoryRenderer::drawItem(ItemPosition pos, ItemName name) {
Common::Rect r;
getItemRect(pos, r);
byte* d = (byte*)_surf.getBasePtr(r.left, r.top);
drawItem(name, d, _surf.pitch);
}
void InventoryRenderer::drawItem(ItemName name, byte *buffer, uint pitch) {
byte* s = _vm->_char._objs->getData(name);
byte* d = buffer;
for (uint i = 0; i < _props->_itemHeight; i++) {
memcpy(d, s, _props->_itemWidth);
s += _props->_itemPitch;
d += pitch;
}
}
int16 InventoryRenderer::getNumLines() const {
int16 num = _inv->getNumItems();
return (num / _props->_itemsPerLine) + ((num % _props->_itemsPerLine) > 0 ? 1 : 0);
}
void InventoryRenderer::refresh() {
for (uint16 i = 0; i < _props->_maxItems; 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(_props->_itemHeight);
r.setWidth(_props->_itemWidth);
uint16 line = pos / _props->_itemsPerLine;
uint16 col = pos % _props->_itemsPerLine;
r.moveTo(col * _props->_itemWidth, line * _props->_itemHeight);
}
Inventory::Inventory(InventoryProperties *props, InventoryItem *verbs) : _numItems(0), _props(props) {
_items = (InventoryItem*)calloc(_props->_maxItems, sizeof(InventoryItem));
int i = 0;
for ( ; verbs[i]._id; i++) {
addItem(verbs[i]._id, verbs[i]._index);
}
_numVerbs = i;
}
Inventory::~Inventory() {
free(_items);
}
ItemPosition Inventory::addItem(ItemName name, uint32 value) {
debugC(1, kDebugInventory, "addItem(%i, %i)", name, value);
if (_numItems == _props->_maxItems) {
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 ? _numVerbs : 0);
for (uint16 slot = first; slot < _numVerbs; slot++) {
_items[slot]._id = 0;
_items[slot]._index = 0;
}
_numItems = first;
}
ItemName Inventory::getItemName(ItemPosition pos) const {
return (pos >= 0 && pos < _props->_maxItems) ? _items[pos]._index : 0;
}
const InventoryItem* Inventory::getItem(ItemPosition pos) const {
return &_items[pos];
}
} // namespace Parallaction
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