Files
scummvm-cursorfix/engines/ags/engine/ac/global_inventory_item.cpp
2026-02-02 04:50:13 +01:00

175 lines
5.4 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/event.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/global_gui.h"
#include "ags/engine/ac/global_inventory_item.h"
#include "ags/engine/ac/global_translation.h"
#include "ags/engine/ac/inventory_item.h"
#include "ags/engine/ac/inv_window.h"
#include "ags/engine/ac/properties.h"
#include "ags/engine/ac/string.h"
#include "ags/engine/ac/dynobj/cc_inventory.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/shared/gui/gui_main.h"
#include "ags/shared/gui/gui_inv.h"
#include "ags/engine/script/script.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
bool ValidateInventoryItem(const char *api_name, int invitem) {
// Inventory Item 0 is a "dummy" slot in AGS historically (idk why)
if ((invitem < 1) || (invitem >= _GP(game).numinvitems)) {
debug_script_warn("%s: invalid inventory item specified, id %d, valid range is 1..%d", invitem, _GP(game).numinvitems - 1);
return false;
}
return true;
}
void set_inv_item_pic(int invi, int piccy) {
if (!ValidateInventoryItem("SetInvItemPic", invi))
return;
if (_GP(game).invinfo[invi].pic == piccy)
return;
if (_GP(game).invinfo[invi].pic == _GP(game).invinfo[invi].cursorPic) {
// Backwards compatibility -- there didn't used to be a cursorPic,
// so if they're the same update both.
set_inv_item_cursorpic(invi, piccy);
}
_GP(game).invinfo[invi].pic = piccy;
GUI::MarkInventoryForUpdate(-1, false);
}
void SetInvItemName(int invi, const char *newName) {
if (!ValidateInventoryItem("SetInvName", invi))
return;
_GP(game).invinfo[invi].name = newName;
// might need to redraw the GUI if it has the inv item name on it
GUI::MarkSpecialLabelsForUpdate(kLabelMacro_Overhotspot);
}
int GetInvAt(int atx, int aty) {
int ongui = GetGUIAt(atx, aty);
if (ongui >= 0) {
data_to_game_coords(&atx, &aty);
int32_t onobj = _GP(guis)[ongui].FindControlAt(atx, aty);
GUIObject *guio = _GP(guis)[ongui].GetControl(onobj);
if (guio) {
_G(mouse_ifacebut_xoffs) = atx - _GP(guis)[ongui].X - guio->X;
_G(mouse_ifacebut_yoffs) = aty - _GP(guis)[ongui].Y - guio->Y;
}
if (guio && (_GP(guis)[ongui].GetControlType(onobj) == kGUIInvWindow))
return offset_over_inv((GUIInvWindow *)guio);
}
return -1;
}
void GetInvName(int indx, char *buff) {
VALIDATE_STRING(buff);
if (!ValidateInventoryItem("GetInvName", indx))
return;
snprintf(buff, MAX_MAXSTRLEN, "%s", get_translation(_GP(game).invinfo[indx].name.GetCStr()));
}
int GetInvGraphic(int indx) {
if (!ValidateInventoryItem("GetInvGraphic", indx))
return 0;
return _GP(game).invinfo[indx].pic;
}
void RunInventoryInteraction(int iit, int mood) {
if (!ValidateInventoryItem("RunInventoryInteraction", iit))
return;
// convert cursor mode to event index (in inventoryitem event table)
// TODO: probably move this conversion table elsewhere? should be a global info
int evnt;
switch (mood) {
case MODE_LOOK: evnt = 0; break;
case MODE_HAND: evnt = 1; break;
case MODE_TALK: evnt = 2; break;
case MODE_USE: evnt = 3; break;
default: evnt = -1; break;
}
const int otherclick_evt = 4; // TODO: make global constant (inventory other-click evt)
// For USE verb: remember active inventory
if (mood == MODE_USE) {
_GP(play).usedinv = _G(playerchar)->activeinv;
}
if (evnt < 0) // on any non-supported mode - use "other-click"
evnt = otherclick_evt;
const auto obj_evt = ObjectEvent("inventory%d", iit,
RuntimeScriptValue().SetScriptObject(&_G(scrInv)[iit], &_GP(ccDynamicInv)), mood);
if (_G(loaded_game_file_version) > kGameVersion_272) {
run_interaction_script(obj_evt, _GP(game).invScripts[iit].get(), evnt);
} else {
run_interaction_event(obj_evt, _GP(game).intrInv[iit].get(), evnt);
}
}
int IsInventoryInteractionAvailable(int item, int mood) {
if (!ValidateInventoryItem("IsInventoryInteractionAvailable", item))
return 0;
_GP(play).check_interaction_only = 1;
RunInventoryInteraction(item, mood);
int ciwas = _GP(play).check_interaction_only;
_GP(play).check_interaction_only = 0;
if (ciwas == 2)
return 1;
return 0;
}
int GetInvProperty(int item, const char *property) {
if (!ValidateInventoryItem("GetInvProperty", item))
return 0;
return get_int_property(_GP(game).invProps[item], _GP(play).invProps[item], property);
}
void GetInvPropertyText(int item, const char *property, char *bufer) {
if (!ValidateInventoryItem("GetInvPropertyText", item))
return;
get_text_property(_GP(game).invProps[item], _GP(play).invProps[item], property, bufer);
}
} // namespace AGS3