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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.
*
*/
#include "sherlock/inventory.h"
#include "sherlock/sherlock.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) {
}
/**
* Synchronize the data for an inventory item
*/
void InventoryItem::synchronize(Common::Serializer &s) {
s.syncAsSint16LE(_requiredFlag);
s.syncAsSint16LE(_lookFlag);
s.syncString(_name);
s.syncString(_description);
s.syncString(_examine);
}
/*----------------------------------------------------------------*/
Inventory::Inventory(SherlockEngine *vm) : Common::Array<InventoryItem>(), _vm(vm) {
Common::fill(&_invShapes[0], &_invShapes[MAX_VISIBLE_INVENTORY], (ImageFile *)nullptr);
_invGraphicsLoaded = false;
_invIndex = 0;
_holdings = 0;
_invMode = INVMODE_EXIT;
}
Inventory::~Inventory() {
freeGraphics();
}
/**
* Free inventory data
*/
void Inventory::freeInv() {
freeGraphics();
_names.clear();
_invGraphicsLoaded = false;
}
/**
* Free any loaded inventory graphics
*/
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;
}
/**
* Load the list of names the inventory items correspond to, if not already loaded,
* and then calls loadGraphics to load the associated graphics
*/
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();
}
/**
* Load the list of names of graphics for the inventory
*/
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;
}
/**
* Searches through the list of names that correspond to the inventory items
* and returns the numer that matches the passed name
*/
int Inventory::findInv(const Common::String &name) {
for (int idx = 0; idx < (int)_names.size(); ++idx) {
if (scumm_stricmp(name.c_str(), _names[idx].c_str()) == 0)
return idx;
}
return 1;
}
/**
* Display the character's inventory. The slamIt parameter specifies:
* 0 = Draw it on the back buffer, and don't display it
* 1 = Draw it on the back buffer, and then display it
* 2 = Draw it on the secondary back buffer, and don't display it
*/
void Inventory::putInv(int 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 haave appeared. If so, adjust the inventory
if (_invIndex > 0 && _invIndex > (_holdings - 6)) {
--_invIndex;
freeGraphics();
loadGraphics();
}
if (slamIt != 2) {
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 == 2 ? 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 == 2) {
bb.fillRect(r, BUTTON_MIDDLE);
}
// Draw the item image
Graphics::Surface &img = (*_invShapes[itemNum])[0]._frame;
bb.transBlitFrom(img, Common::Point(6 + itemNum * 52 + ((47 - img.w) / 2),
163 + ((33 - img.h) / 2)));
}
if (slamIt == 1)
screen.slamArea(6, 163, 308, 34);
if (slamIt != 2)
ui.clearInfo();
if (slamIt == 0) {
invCommands(0);
} else if (slamIt == 2) {
screen._backBuffer = &screen._backBuffer2;
invCommands(0);
screen._backBuffer = &screen._backBuffer1;
}
}
/**
* Put the game into inventory mode and open the interface window.
* The flag parameter specifies the mode:
* 0 = plain inventory mode
* 2 = use inventory mode
* 3 = give inventory mode
* 128 = Draw window in the back buffer, but don't display it
*/
void Inventory::drawInventory(int flag) {
Screen &screen = *_vm->_screen;
UserInterface &ui = *_vm->_ui;
int tempFlag = flag;
loadInv();
if (flag == 128) {
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(INVENTORY_POINTS[0][0], CONTROLS_Y1, INVENTORY_POINTS[0][1],
CONTROLS_Y1 + 10), INVENTORY_POINTS[0][2] - screen.stringWidth("Exit") / 2, "Exit");
screen.makeButton(Common::Rect(INVENTORY_POINTS[1][0], CONTROLS_Y1, INVENTORY_POINTS[1][1],
CONTROLS_Y1 + 10), INVENTORY_POINTS[1][2] - screen.stringWidth("Look") / 2, "Look");
screen.makeButton(Common::Rect(INVENTORY_POINTS[2][0], CONTROLS_Y1, INVENTORY_POINTS[2][1],
CONTROLS_Y1 + 10), INVENTORY_POINTS[2][2] - screen.stringWidth("Use") / 2, "Use");
screen.makeButton(Common::Rect(INVENTORY_POINTS[3][0], CONTROLS_Y1, INVENTORY_POINTS[3][1],
CONTROLS_Y1 + 10), INVENTORY_POINTS[3][2] - screen.stringWidth("Give") / 2, "Give");
screen.makeButton(Common::Rect(INVENTORY_POINTS[4][0], CONTROLS_Y1, INVENTORY_POINTS[4][1],
CONTROLS_Y1 + 10), INVENTORY_POINTS[4][2], "^^");
screen.makeButton(Common::Rect(INVENTORY_POINTS[5][0], CONTROLS_Y1, INVENTORY_POINTS[5][1],
CONTROLS_Y1 + 10), INVENTORY_POINTS[5][2], "^");
screen.makeButton(Common::Rect(INVENTORY_POINTS[6][0], CONTROLS_Y1, INVENTORY_POINTS[6][1],
CONTROLS_Y1 + 10), INVENTORY_POINTS[6][2], "_");
screen.makeButton(Common::Rect(INVENTORY_POINTS[7][0], CONTROLS_Y1, INVENTORY_POINTS[7][1],
CONTROLS_Y1 + 10), INVENTORY_POINTS[7][2], "__");
if (tempFlag == 128)
flag = 1;
_invMode = (InvMode)flag;
if (flag) {
ui._oldKey = INVENTORY_COMMANDS[flag];
} else {
ui._oldKey = -1;
}
invCommands(0);
putInv(0);
if (tempFlag != 128) {
if (!ui._windowStyle) {
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);
((ScalpelUserInterface *)_vm->_ui)->_oldUse = -1;
}
/**
* Prints the line of inventory commands at the top of an inventory window with
* the correct highlighting
*/
void Inventory::invCommands(bool slamIt) {
Screen &screen = *_vm->_screen;
UserInterface &ui = *_vm->_ui;
if (slamIt) {
screen.buttonPrint(Common::Point(INVENTORY_POINTS[0][2], CONTROLS_Y1),
_invMode == 0 ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND,
true, "Exit");
screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1),
_invMode == 1 ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND,
true, "Look");
screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1),
_invMode == 2 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
true, "Use");
screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1),
_invMode == 3 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
true, "Give");
screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1),
_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
"^^");
screen.print(Common::Point(INVENTORY_POINTS[5][2], CONTROLS_Y1 + 1),
_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
"^");
screen.print(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1 + 1),
(_holdings - _invIndex <= 6) ? COMMAND_NULL : COMMAND_FOREGROUND,
"_");
screen.print(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1 + 1),
(_holdings - _invIndex <= 6) ? COMMAND_NULL : COMMAND_FOREGROUND,
"__");
if (_invMode != 1)
ui.clearInfo();
} else {
screen.buttonPrint(Common::Point(INVENTORY_POINTS[0][2], CONTROLS_Y1),
_invMode == 0 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
false, "Exit");
screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1),
_invMode == 1 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
false, "Look");
screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1),
_invMode == 2 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
false, "Use");
screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1),
_invMode == 3 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
false, "Give");
screen.gPrint(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1),
_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
"^^");
screen.gPrint(Common::Point(INVENTORY_POINTS[5][2], CONTROLS_Y1),
_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
"^");
screen.gPrint(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1),
(_holdings - _invIndex < 7) ? COMMAND_NULL : COMMAND_FOREGROUND,
"_");
screen.gPrint(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1),
(_holdings - _invIndex < 7) ? COMMAND_NULL : COMMAND_FOREGROUND,
"__");
}
}
/**
* Set the highlighting color of a given inventory item
*/
void Inventory::highlight(int index, byte color) {
Screen &screen = *_vm->_screen;
Surface &bb = *screen._backBuffer;
int slot = index - _invIndex;
Graphics::Surface &img = (*_invShapes[slot])[0]._frame;
bb.fillRect(Common::Rect(8 + slot * 52, 165, (slot + 1) * 52, 194), color);
bb.transBlitFrom(img, Common::Point(6 + slot * 52 + ((47 - img.w) / 2),
163 + ((33 - img.h) / 2)));
screen.slamArea(8 + slot * 52, 165, 44, 30);
}
/**
* Adds a shape from the scene to the player's inventory
*/
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 (scumm_stricmp(name.c_str(), o._name.c_str()) == 0 && o._type != INVALID) {
putItemInInventory(o);
++matches;
}
}
return matches;
}
/**
* Moves a specified item into the player's inventory If the item has a *PICKUP* use action,
* then the item in the use action are added to the inventory.
*/
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 < 4; ++useNum) {
if (scumm_stricmp(obj._use[useNum]._target.c_str(), "*PICKUP*") == 0) {
pickupFound = true;
for (int namesNum = 0; namesNum < 4; ++namesNum) {
for (uint bgNum = 0; bgNum < scene._bgShapes.size(); ++bgNum) {
Object &bgObj = scene._bgShapes[bgNum];
if (scumm_stricmp(obj._use[useNum]._names[namesNum].c_str(), bgObj._name.c_str()) == 0) {
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;
}
/**
* Copy the passed object into the inventory
*/
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;
}
/**
* Deletes a specified item from the player's inventory
*/
int Inventory::deleteItemFromInventory(const Common::String &name) {
int invNum = -1;
for (int idx = 0; idx < (int)size() && invNum == -1; ++idx) {
if (scumm_stricmp(name.c_str(), (*this)[idx]._name.c_str()) == 0)
invNum = idx;
}
if (invNum == -1)
// Item not present
return 0;
// Item found, so delete it
remove_at(invNum);
--_holdings;
return 1;
}
/**
* Synchronize the data for a savegame
*/
void Inventory::synchronize(Common::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
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