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 "dragons/actor.h"
24 #include "dragons/dragons.h"
25 #include "dragons/dragonini.h"
26 #include "dragons/background.h"
27 #include "dragons/inventory.h"
28 #include "dragons/bag.h"
29 #include "dragons/scene.h"
30 #include "dragons/talk.h"
31 #include "dragons/screen.h"
32 
33 namespace Dragons {
34 
35 
36 static const struct {
37 	int x, y;
38 } positionTable[4] = {
39 	{   2,   0 },
40 	{ 206,   0 },
41 	{   2, 158 },
42 	{ 206, 158 }
43 };
44 
45 static const int16 bagBounceTable[4] = {
46 	-5, -0xa, -5, 0
47 };
48 
49 static const int16 invXPosTable[41] = {
50 	0x0080, 0x00a0, 0x00c0, 0x0060, 0x0080, 0x00a0, 0x00c0, 0x00e0,
51 	0x0100, 0x0020, 0x0040, 0x0060, 0x0080, 0x00a0, 0x00c0, 0x00e0,
52 	0x0100, 0x0020, 0x0040, 0x0060, 0x0080, 0x00a0, 0x00c0, 0x00e0,
53 	0x0100, 0x0020, 0x0040, 0x0060, 0x0080, 0x00a0, 0x00c0, 0x00e0,
54 	0x0100, 0x0020, 0x0040, 0x0060, 0x0080, 0x00a0, 0x00c0, 0x00e0,
55 	0x0100
56 };
57 
58 static const int16 invYPosTable[41] = {
59 	0x0028, 0x0028, 0x0028, 0x0040, 0x0040, 0x0040, 0x0040, 0x0040,
60 	0x0040, 0x0058, 0x0058, 0x0058, 0x0058, 0x0058, 0x0058, 0x0058,
61 	0x0058, 0x0070, 0x0070, 0x0070, 0x0070, 0x0070, 0x0070, 0x0070,
62 	0x0070, 0x0088, 0x0088, 0x0088, 0x0088, 0x0088, 0x0088, 0x0088,
63 	0x0088, 0x00a0, 0x00a0, 0x00a0, 0x00a0, 0x00a0, 0x00a0, 0x00a0,
64 	0x00a0
65 };
66 
Inventory(DragonsEngine * vm)67 Inventory::Inventory(DragonsEngine *vm) : _vm(vm) {
68 	_state = Closed;
69 	_sequenceId = 0;
70 	_screenPositionIndex = 0;
71 	_previousState = Closed;
72 	_bag = nullptr;
73 	_actor = nullptr;
74 
75 	_inventionBookPrevSceneUpdateFunc = nullptr;
76 	_inventionBookPrevSceneId = 0;
77 	_inventionBookPrevFlickerINISceneId = 0;
78 	_inventionBookPrevFlickerINIPosition = Common::Point(0, 0);
79 }
80 
init(ActorManager * actorManager,BackgroundResourceLoader * backgroundResourceLoader,Bag * bag,DragonINIResource * dragonIniResource)81 void Inventory::init(ActorManager *actorManager, BackgroundResourceLoader *backgroundResourceLoader, Bag *bag, DragonINIResource *dragonIniResource) {
82 	_actor = actorManager->loadActor(1, 1); //Load inventory
83 	_actor->_x_pos = 2;
84 	_actor->_y_pos = 0;
85 	_actor->_priorityLayer = 6;
86 	_actor->_flags = 0;
87 	_actor->_scale = DRAGONS_ENGINE_SPRITE_100_PERCENT_SCALE;
88 	_actor->updateSequence(0);
89 	_actor->_flags |= (ACTOR_FLAG_40 | Dragons::ACTOR_FLAG_80 | Dragons::ACTOR_FLAG_100 |
90 					   ACTOR_FLAG_200);
91 	_sequenceId = 0;
92 	_state = Closed;
93 	_previousState = Closed;
94 	_bag = bag;
95 
96 	for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
97 		actorManager->loadActor(0, i + ACTOR_INVENTORY_OFFSET); // TODO need to share resource between inventory item actors.
98 	}
99 
100 	loadInventoryItemsFromSave();
101 }
102 
103 
loadScene(uint32 sceneId)104 void Inventory::loadScene(uint32 sceneId) {
105 	if (_state == Closed) {
106 		_sequenceId = _vm->isFlagSet(ENGINE_FLAG_400000) ? 1 : 0;
107 	}
108 
109 	if (_sequenceId == 0 && _vm->getVar(7) == 1) {
110 		_actor->updateSequence(5);
111 	} else {
112 		_actor->updateSequence(_sequenceId);
113 	}
114 
115 	setPositionFromSceneId(sceneId);
116 }
117 
updateVisibility()118 void Inventory::updateVisibility() {
119 	_actor->_priorityLayer = _vm->isFlagSet(ENGINE_FLAG_10) ? (int16)6 : (int16)0;
120 }
121 
getPosition()122 Common::Point Inventory::getPosition() {
123 	return Common::Point(positionTable[_screenPositionIndex].x, positionTable[_screenPositionIndex].y);
124 }
125 
setActorFlag400()126 void Inventory::setActorFlag400() {
127 	_actor->setFlag(ACTOR_FLAG_400);
128 }
129 
clearActorFlag400()130 void Inventory::clearActorFlag400() {
131 	_actor->clearFlag(ACTOR_FLAG_400);
132 }
133 
setPriority(uint16 priority)134 void Inventory::setPriority(uint16 priority) {
135 	_actor->_priorityLayer = priority;
136 }
137 
setActorSequenceId(int32 sequenceId)138 void Inventory::setActorSequenceId(int32 sequenceId) {
139 	if (isActorSet()) {
140 		_actor->_sequenceID = sequenceId;
141 	}
142 }
143 
updateActorSequenceId(int32 sequenceId)144 void Inventory::updateActorSequenceId(int32 sequenceId) {
145 	if (isActorSet()) {
146 		_actor->updateSequence(sequenceId);
147 	}
148 }
149 
resetSequenceId()150 void Inventory::resetSequenceId() {
151 	_actor->updateSequence(_sequenceId);
152 }
153 
openInventory()154 void Inventory::openInventory() {
155 	//TODO 0x80030e8c
156 	_sequenceId = 4;
157 
158 	if (!_vm->isFlagSet(ENGINE_FLAG_400000)) {
159 		_sequenceId = 2;
160 	}
161 	_actor->updateSequence(_sequenceId);
162 	_screenPositionIndex = 1;
163 	_actor->_x_pos = positionTable[_screenPositionIndex].x;
164 	if ((_sequenceId == 0) || (_sequenceId == 2)) {
165 		_actor->_x_pos = positionTable[_screenPositionIndex].x + 0x32;
166 	}
167 	_actor->_y_pos = positionTable[_screenPositionIndex].y;
168 	animateBagIn();
169 
170 	//TODO 0x800310e0 update cursor position.
171 
172 	for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
173 		Actor *item = _vm->_actorManager->getActor(i + ACTOR_INVENTORY_OFFSET);
174 
175 		item->_x_pos = item->_walkDestX = invXPosTable[i] + 0x10;
176 		item->_y_pos = item->_walkDestY = invYPosTable[i] + 0xc;
177 
178 		if (_inventoryItemTbl[i]) {
179 			item->_flags = 0; //clear all flags
180 			item->_scale = DRAGONS_ENGINE_SPRITE_100_PERCENT_SCALE;
181 			item->_priorityLayer = 0;
182 			item->updateSequence(_vm->getINI(_inventoryItemTbl[i] - 1)->inventorySequenceId * 2 + 10);
183 			item->setFlag(ACTOR_FLAG_200);
184 			item->setFlag(ACTOR_FLAG_100);
185 			item->setFlag(ACTOR_FLAG_80);
186 			item->setFlag(ACTOR_FLAG_40);
187 			item->_priorityLayer = 6;
188 		}
189 	}
190 }
191 
animateBagIn()192 void Inventory::animateBagIn() {
193 	_vm->clearFlags(ENGINE_FLAG_8);
194 	_vm->setFlags(ENGINE_FLAG_80);
195 
196 	Common::Point pos = _bag->getPosition();
197 	pos.y = -228;
198 	int16 accel = 8;
199 
200 	// Drop bag down into position.
201 	while (pos.y < 0) {
202 		pos.y += accel;
203 		_bag->updatePosition(pos);
204 		_vm->waitForFrames(1);
205 		accel += 2;
206 	}
207 
208 	_vm->playOrStopSound(0x8001);
209 
210 	// Shake bag at the end.
211 	for (int i = 0; i < 4; i++) {
212 		pos.y = bagBounceTable[i];
213 		_bag->updatePosition(pos);
214 		_vm->waitForFrames(2);
215 	}
216 
217 	_vm->setFlags(ENGINE_FLAG_8);
218 	_vm->setFlags(ENGINE_FLAG_10);
219 }
220 
animateBagOut()221 void Inventory::animateBagOut() {
222 	_vm->playOrStopSound(0x8000);
223 	Common::Point pos = _bag->getPosition();
224 	if (pos.y != 0xc8) {
225 		for (; pos.y != 0xc8; pos.y += 0x19) {
226 			_bag->updatePosition(pos);
227 			_vm->waitForFrames(1);
228 		}
229 	}
230 	_vm->clearFlags(ENGINE_FLAG_80);
231 }
232 
closeInventory()233 void Inventory::closeInventory() {
234 	_vm->_actorManager->clearActorFlags(ACTOR_INVENTORY_OFFSET);
235 	_screenPositionIndex = _vm->_dragonRMS->getInventoryPosition(_vm->getCurrentSceneId());
236 
237 	if (!_vm->isFlagSet(ENGINE_FLAG_400000)) {
238 		_sequenceId = 0;
239 	} else {
240 		if (_previousState == InventionBookOpen) {
241 			_sequenceId = 3;
242 		} else {
243 			_sequenceId = 1;
244 		}
245 	}
246 	_actor->updateSequence(_sequenceId);
247 	_actor->_x_pos = positionTable[_screenPositionIndex].x;
248 	if (((_sequenceId == 0) || (_sequenceId == 2)) && ((_screenPositionIndex == 1 || (_screenPositionIndex == 3)))) {
249 		_actor->_x_pos += 0x32;
250 	}
251 	_actor->_y_pos = positionTable[_screenPositionIndex].y;
252 	animateBagOut();
253 }
254 
draw()255 void Inventory::draw() {
256 	if (_bag) {
257 		_bag->draw();
258 	}
259 }
260 
getIniAtPosition(int16 x,int16 y)261 uint16 Inventory::getIniAtPosition(int16 x, int16 y) {
262 	for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
263 		if (_inventoryItemTbl[i]) {
264 			Actor *item = _vm->_actorManager->getActor(i + ACTOR_INVENTORY_OFFSET);
265 			if (item->_x_pos - 0x10 <= x && x < item->_x_pos + 0x10
266 					&& item->_y_pos - 0xc <= y && y < item->_y_pos + 0xc) {
267 				return _inventoryItemTbl[i];
268 			}
269 		}
270 	}
271 	return 0;
272 }
273 
loadInventoryItemsFromSave()274 void Inventory::loadInventoryItemsFromSave() {
275 	memset(_inventoryItemTbl, 0, sizeof(_inventoryItemTbl));
276 	int j = 0;
277 	for (int i = 0; i < _vm->_dragonINIResource->totalRecords() && j < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
278 		DragonINI *ini = _vm->_dragonINIResource->getRecord(i);
279 		if (ini->sceneId == 1) {
280 			_inventoryItemTbl[j++] = i + 1;
281 		}
282 	}
283 }
284 
openInventionBook()285 void Inventory::openInventionBook() {
286 	_inventionBookPrevSceneUpdateFunc = _vm->getSceneUpdateFunction();
287 	_vm->clearSceneUpdateFunction();
288 	_vm->fadeToBlack();
289 	_sequenceId = 2;
290 	_actor->updateSequence(2);
291 	_inventionBookPrevSceneId = _vm->getCurrentSceneId();
292 	DragonINI *flicker = _vm->_dragonINIResource->getFlickerRecord();
293 	if (flicker && flicker->actor) {
294 		_inventionBookPrevFlickerINISceneId = flicker->sceneId;
295 		_inventionBookPrevFlickerINIPosition = Common::Point(flicker->actor->_x_pos, flicker->actor->_y_pos);
296 		flicker->sceneId = 0;
297 	}
298 	_vm->_scene->setSceneId(2);
299 	_vm->_scene->loadScene(2, 0);
300 }
301 
closeInventionBook()302 void Inventory::closeInventionBook() {
303 	uint sceneId;
304 
305 	_vm->fadeToBlack();
306 
307 	DragonINI *flicker = _vm->_dragonINIResource->getFlickerRecord();
308 	if (flicker) {
309 		flicker->x = _inventionBookPrevFlickerINIPosition.x;
310 		flicker->y = _inventionBookPrevFlickerINIPosition.y;
311 		flicker->sceneId = _inventionBookPrevFlickerINISceneId;
312 	}
313 	_vm->_scene->setSceneId(_inventionBookPrevSceneId);
314 
315 	_sequenceId = 0;
316 	setActorSequenceId(0);
317 	setPositionFromSceneId(_inventionBookPrevSceneId);
318 	sceneId = _vm->_scene->getSceneId();
319 	if (((((sceneId == 0x23) || (sceneId == 0x2d)) || (sceneId == 0x2e)) || ((sceneId == 0x31 || (sceneId == 0x32)))) || (sceneId == 0x28)) {
320 		if ((uint)_vm->_scene->getSceneId() == 0x27) {
321 			_vm->getINI(0x206)->sceneId = 0;
322 		}
323 	} else {
324 		if (sceneId != 0x27) {
325 			if (sceneId != 0x1c && sceneId != 0x1d && sceneId != 0x21) {
326 				_vm->_scene->loadScene(sceneId | 0x8000u, 0x1e);
327 				_vm->setSceneUpdateFunction(_inventionBookPrevSceneUpdateFunc);
328 				return;
329 			}
330 			if ((uint)_vm->_scene->getSceneId() == 0x27) {
331 				_vm->getINI(0x206)->sceneId = 0;
332 			}
333 		} else {
334 			_vm->getINI(0x206)->sceneId = 0;
335 		}
336 	}
337 	_vm->_scene->loadScene(_vm->_scene->getSceneId(), 0x1e);
338 	_vm->setSceneUpdateFunction(_inventionBookPrevSceneUpdateFunc);
339 }
340 
setPositionFromSceneId(uint32 sceneId)341 void Inventory::setPositionFromSceneId(uint32 sceneId) {
342 	_screenPositionIndex = _vm->_dragonRMS->getInventoryPosition(sceneId);
343 
344 	_actor->_x_pos = positionTable[_screenPositionIndex].x;
345 	if ((_sequenceId == 0 || _sequenceId == 2) && (_screenPositionIndex == 1 || _screenPositionIndex == 3)) {
346 		_actor->_x_pos += 0x32;
347 	}
348 	_actor->_y_pos = positionTable[_screenPositionIndex].y;
349 }
350 
addItem(uint16 initId)351 bool Inventory::addItem(uint16 initId) {
352 	for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
353 		if (_inventoryItemTbl[i] == 0) {
354 			_inventoryItemTbl[i] = initId;
355 			return true;
356 		}
357 	}
358 
359 	return false;
360 }
361 
getInventoryItemActor(uint16 iniId)362 Actor *Inventory::getInventoryItemActor(uint16 iniId) {
363 	for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
364 		if (_inventoryItemTbl[i] == iniId) {
365 			return _vm->_actorManager->getActor(i + ACTOR_INVENTORY_OFFSET);
366 		}
367 	}
368 	error("getInventoryItemActor(%d) not found", iniId);
369 }
370 
replaceItem(uint16 existingIniId,uint16 newIniId)371 void Inventory::replaceItem(uint16 existingIniId, uint16 newIniId) {
372 	for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
373 		if (_inventoryItemTbl[i] == existingIniId) {
374 			_inventoryItemTbl[i] = newIniId;
375 			return;
376 		}
377 	}
378 }
379 
addItemIfPositionIsEmpty(uint16 iniId,uint16 x,uint16 y)380 bool Inventory::addItemIfPositionIsEmpty(uint16 iniId, uint16 x, uint16 y) {
381 	for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
382 		Actor *actor = _vm->_actorManager->getActor(i + ACTOR_INVENTORY_OFFSET);
383 		if ((((actor->_x_pos - 0x10 <= x) &&
384 				(x < actor->_x_pos + 0x10)) &&
385 				(actor->_y_pos - 0xc <= y)) &&
386 				(y < actor->_y_pos + 0xc)) {
387 			_inventoryItemTbl[i] = iniId;
388 			return true;
389 		}
390 	}
391 	return false;
392 }
393 
clearItem(uint16 iniId)394 bool Inventory::clearItem(uint16 iniId) {
395 	for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
396 		if (_inventoryItemTbl[i] == iniId) {
397 			_inventoryItemTbl[i] = 0;
398 			return true;
399 		}
400 	}
401 	return false;
402 }
403 
inventoryMissing()404 void Inventory::inventoryMissing() {
405 	bool flag8Set;
406 	uint32 textIndex;
407 	static uint16 counter = 0;
408 
409 	DragonINI *flicker = _vm->_dragonINIResource->getFlickerRecord();
410 	if (flicker->actor != nullptr) {
411 		flicker->actor->clearFlag(ACTOR_FLAG_10);
412 		if ((_vm->getCurrentSceneId() != 0x2e) || (flicker->actor->_resourceID != 0x91)) {
413 			flicker->actor->setFlag(ACTOR_FLAG_4);
414 		}
415 	}
416 	flag8Set = _vm->isFlagSet(ENGINE_FLAG_8);
417 	_vm->clearFlags(ENGINE_FLAG_8);
418 	if (counter == 0) {
419 		textIndex = 0x114FA; //Hey!  My bag is missing!
420 	} else {
421 		textIndex = 0x11538; //The Chancellor snaked my bag!
422 	}
423 	counter = counter + 1;
424 	_vm->_talk->talkFromIni(0, textIndex);
425 	if (flag8Set) {
426 		_vm->setFlags(ENGINE_FLAG_8);
427 	}
428 }
429 
setPreviousState()430 void Inventory::setPreviousState() {
431 	InventoryState tmpState = _state;
432 	setState(_previousState);
433 	_previousState = tmpState;
434 }
435 
hasItem(uint16 iniId)436 bool Inventory::hasItem(uint16 iniId) {
437 	for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
438 		if (_inventoryItemTbl[i] == iniId) {
439 			return true;
440 		}
441 	}
442 	return false;
443 }
444 
445 } // End of namespace Dragons
446