1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "illusions/duckman/illusions_duckman.h"
24 #include "illusions/duckman/duckman_inventory.h"
25 #include "illusions/actor.h"
26 #include "illusions/cursor.h"
27 #include "illusions/input.h"
28 #include "illusions/resources/scriptresource.h"
29 #include "engines/util.h"
30
31 namespace Illusions {
32
33 // DuckmanInventory
34
DuckmanInventory(IllusionsEngine_Duckman * vm)35 DuckmanInventory::DuckmanInventory(IllusionsEngine_Duckman *vm)
36 : _vm(vm) {
37 initInventory();
38 }
39
~DuckmanInventory()40 DuckmanInventory::~DuckmanInventory() {
41 }
42
43 static const struct DMInventoryItem kInventoryItems[21] = {
44 {0x40011, 0xE005B},
45 {0x40099, 0xE001B},
46 {0x4000F, 0xE000C},
47 {0x40042, 0xE0012},
48 {0x40044, 0xE000F},
49 {0x40029, 0xE000D},
50 {0x400A7, 0xE005D},
51 {0x40096, 0xE001C},
52 {0x40077, 0xE0010},
53 {0x4008A, 0xE0033},
54 {0x4004B, 0xE0045},
55 {0x40054, 0xE0021},
56 {0x400C6, 0xE005A},
57 {0x4000B, 0xE005E},
58 {0x4005F, 0xE0016},
59 {0x40072, 0xE0017},
60 {0x400AA, 0xE005F},
61 {0x400B8, 0xE0050},
62 {0x4001F, 0xE001A},
63 {0x40095, 0xE0060},
64 {0x40041, 0xE0053}
65 };
66
initInventory()67 void DuckmanInventory::initInventory() {
68 for (int y = 0; y < 4; y++) {
69 for (int x = 0; x < 5; x++) {
70 _inventorySlots.push_back(DMInventorySlot( 64 + x * 48, 52 + y * 32));
71 }
72 }
73
74 for (int i = 0; i < 21; i++) {
75 _inventoryItems.push_back(kInventoryItems[i]);
76 }
77 }
78
openInventory()79 void DuckmanInventory::openInventory() {
80
81 for (uint i = 0; i < _inventorySlots.size(); ++i) {
82 DMInventorySlot *inventorySlot = &_inventorySlots[i];
83 if (inventorySlot->_objectId) {
84 DMInventoryItem *inventoryItem = findInventoryItem(inventorySlot->_objectId);
85 if (!_vm->_scriptResource->_properties.get(inventoryItem->_propertyId))
86 inventorySlot->_objectId = 0;
87 }
88 }
89
90 for (uint i = 0; i < _inventoryItems.size(); ++i) {
91 DMInventoryItem *inventoryItem = &_inventoryItems[i];
92 if (_vm->_scriptResource->_properties.get(inventoryItem->_propertyId)) {
93 DMInventorySlot *inventorySlot = findInventorySlot(inventoryItem->_objectId);
94 if (inventorySlot) {
95 Control *control = _vm->getObjectControl(inventoryItem->_objectId);
96 control->setActorPosition(inventorySlot->_position);
97 control->appearActor();
98 } else {
99 addInventoryItem(inventoryItem->_objectId);
100 }
101 }
102 }
103
104 }
105
addInventoryItem(uint32 objectId)106 void DuckmanInventory::addInventoryItem(uint32 objectId) {
107 DMInventorySlot *DMInventorySlot = findInventorySlot(0);
108 DMInventorySlot->_objectId = objectId;
109 Control *control = _vm->getObjectControl(objectId);
110 control->setActorPosition(DMInventorySlot->_position);
111 control->appearActor();
112 }
113
clearInventorySlot(uint32 objectId)114 void DuckmanInventory::clearInventorySlot(uint32 objectId) {
115 for (uint i = 0; i < _inventorySlots.size(); ++i) {
116 if (_inventorySlots[i]._objectId == objectId)
117 _inventorySlots[i]._objectId = 0;
118 }
119 }
120
putBackInventoryItem()121 void DuckmanInventory::putBackInventoryItem() {
122 Common::Point mousePos = _vm->_input->getCursorPosition();
123 if (_vm->_cursor._objectId) {
124 DMInventorySlot *inventorySlot = findInventorySlot(_vm->_cursor._objectId);
125 if (inventorySlot)
126 inventorySlot->_objectId = 0;
127 inventorySlot = findClosestInventorySlot(mousePos);
128 inventorySlot->_objectId = _vm->_cursor._objectId;
129 Control *control = _vm->getObjectControl(_vm->_cursor._objectId);
130 control->setActorPosition(inventorySlot->_position);
131 control->appearActor();
132 _vm->_cursor._actorIndex = 7;
133 _vm->stopCursorHoldingObject();
134 _vm->_cursor._actorIndex = 2;
135 _vm->_cursor._control->startSequenceActor(_vm->_cursor._sequenceId1, 2, 0);
136 if (_vm->_cursor._currOverlappedControl)
137 _vm->setCursorActorIndex(_vm->_cursor._actorIndex, 2, 0);
138 else
139 _vm->setCursorActorIndex(_vm->_cursor._actorIndex, 1, 0);
140 }
141 }
142
findInventorySlot(uint32 objectId)143 DMInventorySlot *DuckmanInventory::findInventorySlot(uint32 objectId) {
144 for (uint i = 0; i < _inventorySlots.size(); ++i) {
145 if (_inventorySlots[i]._objectId == objectId)
146 return &_inventorySlots[i];
147 }
148 return 0;
149 }
150
findInventoryItem(uint32 objectId)151 DMInventoryItem *DuckmanInventory::findInventoryItem(uint32 objectId) {
152 for (uint i = 0; i < _inventoryItems.size(); ++i) {
153 if (_inventoryItems[i]._objectId == objectId)
154 return &_inventoryItems[i];
155 }
156 return 0;
157 }
158
findClosestInventorySlot(Common::Point pos)159 DMInventorySlot *DuckmanInventory::findClosestInventorySlot(Common::Point pos) {
160 int minDistance = 0xFFFFFF;
161 DMInventorySlot *minInventorySlot = 0;
162 for (uint i = 0; i < _inventorySlots.size(); ++i) {
163 DMInventorySlot *inventorySlot = &_inventorySlots[i];
164 if (inventorySlot->_objectId == 0) {
165 int16 deltaX = ABS(inventorySlot->_position.x - pos.x);
166 int16 deltaY = ABS(inventorySlot->_position.y - pos.y);
167 int distance = deltaX * deltaX + deltaY * deltaY;
168 if (inventorySlot->_objectId == 0 && distance < minDistance) {
169 minDistance = distance;
170 minInventorySlot = inventorySlot;
171 }
172 }
173 }
174 return minInventorySlot;
175 }
176
177 } // End of namespace Illusions
178