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scummvm-cursorfix/engines/ultima/nuvie/views/inventory_view.cpp
2026-02-02 04:50:13 +01:00

701 lines
22 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 "ultima/nuvie/core/nuvie_defs.h"
#include "ultima/nuvie/screen/screen.h"
#include "ultima/nuvie/misc/u6_llist.h"
#include "ultima/nuvie/gui/gui_button.h"
#include "ultima/nuvie/views/doll_widget.h"
#include "ultima/nuvie/views/inventory_widget.h"
#include "ultima/nuvie/views/inventory_view.h"
#include "ultima/nuvie/core/party.h"
#include "ultima/nuvie/fonts/font.h"
#include "ultima/nuvie/actors/actor.h"
#include "ultima/nuvie/core/events.h"
#include "ultima/nuvie/gui/widgets/map_window.h"
#include "ultima/nuvie/usecode/usecode.h"
#include "ultima/nuvie/views/view_manager.h"
#include "ultima/nuvie/keybinding/keys.h"
namespace Ultima {
namespace Nuvie {
static const char combat_mode_tbl[][8] = {"COMMAND", " FRONT", " REAR", " FLANK", "BERSERK", "RETREAT", "ASSAULT"};
static const char combat_mode_tbl_se[][6] = {"CMND", "RANGE", "FLEE", "CLOSE"};
static const char combat_mode_tbl_md[][6] = {"CMND", "RANGE", "FLEE", "ATTK"};
#define MD Game::get_game()->get_game_type()==NUVIE_GAME_MD
InventoryView::InventoryView(const Configuration *cfg)
: View(cfg), doll_widget(nullptr), inventory_widget(nullptr),
combat_button(nullptr), cursor_tile(nullptr), show_cursor(false),
is_party_member(false), picking_pocket(false), outside_actor(nullptr),
lock_actor(false) {
cursor_pos.area = INVAREA_LIST;
cursor_pos.x = cursor_pos.y = 0;
cursor_pos.px = cursor_pos.py = 0;
}
InventoryView::~InventoryView() {
}
bool InventoryView::set_party_member(uint8 party_member) {
if (lock_actor || party_member >= party->get_party_size()) {
return false;
}
picking_pocket = false;
if (View::set_party_member(party_member)
&& !Game::get_game()->get_event()->using_control_cheat()) {
is_party_member = true;
if (doll_widget)
doll_widget->set_actor(party->get_actor(cur_party_member));
if (inventory_widget)
inventory_widget->set_actor(party->get_actor(cur_party_member));
show_buttons();
if (combat_button) {
if (party_member == 0)
combat_button->Hide();
else
combat_button->Show();
}
return true;
}
is_party_member = false;
hide_buttons();
if (actor_button) actor_button->Show();
return false;
}
bool InventoryView::set_actor(Actor *actor, bool pickpocket) {
if (lock_actor)
return false;
if (party->contains_actor(actor)) {
set_party_member(party->get_member_num(actor));
return true;
}
picking_pocket = pickpocket;
is_party_member = false;
outside_actor = actor;
if (doll_widget)
doll_widget->set_actor(actor);
if (inventory_widget)
inventory_widget->set_actor(actor);
if (picking_pocket) {
if (actor_button) actor_button->Hide();
}
hide_buttons();
return true;
}
bool InventoryView::init(Screen *tmp_screen, void *view_manager, uint16 x, uint16 y, Font *f, Party *p, TileManager *tm, ObjManager *om) {
if (Game::get_game()->get_game_type() == NUVIE_GAME_U6)
View::init(x, y, f, p, tm, om);
else
View::init(x, y - 2, f, p, tm, om);
doll_widget = new DollWidget(config, this);
doll_widget->init(party->get_actor(cur_party_member), 0, 8, tile_manager, obj_manager, true);
AddWidget(doll_widget);
inventory_widget = new InventoryWidget(config, this);
inventory_widget->init(party->get_actor(cur_party_member), 64, 8, tile_manager, obj_manager, font);
AddWidget(inventory_widget);
add_command_icons(tmp_screen, view_manager);
cursor_tile = tile_manager->get_cursor_tile();
return true;
}
void InventoryView::PlaceOnScreen(Screen *s, GUI_DragManager *dm, int x, int y) {
GUI_Widget::PlaceOnScreen(s, dm, x, y);
update_cursor(); // initial position; uses area
}
void InventoryView::Display(bool full_redraw) {
full_redraw = true;
if (full_redraw || update_display) {
if (MD)
fill_md_background(lock_actor ? 7 : bg_color, area);
else
screen->fill(bg_color, area.left, area.top, area.width(), area.height());
if (is_party_member)
display_combat_mode();
display_name();
display_inventory_weights();
}
DisplayChildren(full_redraw);
if (full_redraw || update_display) {
update_display = false;
screen->update(area.left, area.top, area.width(), area.height());
}
if (show_cursor && cursor_tile != nullptr) {
screen->blit(cursor_pos.px, cursor_pos.py, (unsigned char *)cursor_tile->data,
8, 16, 16, 16, true, nullptr);
screen->update(cursor_pos.px, cursor_pos.py, 16, 16);
}
return;
}
void InventoryView::display_name() {
const char *name;
int y_off = 0;
if (Game::get_game()->get_game_type() == NUVIE_GAME_SE)
y_off = 1;
if (is_party_member)
name = party->get_actor_name(cur_party_member);
else if (picking_pocket)
name = outside_actor->get_name();
else
name = Game::get_game()->get_player()->get_actor()->get_name(true);
if (name == nullptr)
return;
font->drawString(screen, name, area.left + ((136) - strlen(name) * 8) / 2, area.top + y_off);
return;
}
void InventoryView::add_command_icons(Screen *tmp_screen, void *view_manager) {
Tile *tile;
int y = 96;
if (MD)
y = 100;
else if (Game::get_game()->get_game_type() == NUVIE_GAME_U6)
y = 80;
Graphics::ManagedSurface *button_image;
Graphics::ManagedSurface *button_image2;
//FIX need to handle clicked button image, check image free on destruct.
tile = tile_manager->get_tile(MD ? 282 : 387); //left arrow icon
button_image = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
button_image2 = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
left_button = new GUI_Button(this, 0, y, button_image, button_image2, this);
this->AddWidget(left_button);
tile = tile_manager->get_tile(MD ? 279 : 384); //party view icon
button_image = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
button_image2 = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
party_button = new GUI_Button(view_manager, 16, y, button_image, button_image2, this);
this->AddWidget(party_button);
tile = tile_manager->get_tile(MD ? 280 : 385); //actor view icon
button_image = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
button_image2 = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
actor_button = new GUI_Button(view_manager, 2 * 16, y, button_image, button_image2, this);
this->AddWidget(actor_button);
tile = tile_manager->get_tile(MD ? 283 : 388); //right arrow icon
button_image = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
button_image2 = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
right_button = new GUI_Button(this, 3 * 16, y, button_image, button_image2, this);
this->AddWidget(right_button);
if (MD)
tile = tile_manager->get_tile(285); //combat icon
else if (Game::get_game()->get_game_type() == NUVIE_GAME_SE)
tile = tile_manager->get_tile(365); //combat icon
else
tile = tile_manager->get_tile(391); //combat icon
button_image = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
button_image2 = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
combat_button = new GUI_Button(this, 4 * 16, y, button_image, button_image2, this); //FIX combat
this->AddWidget(combat_button);
}
void InventoryView::display_inventory_weights() {
uint8 strength;
unsigned int inv_weight;
unsigned int equip_weight;
Actor *actor;
if (is_party_member)
actor = party->get_actor(cur_party_member);
else if (picking_pocket)
actor = outside_actor;
else
actor = Game::get_game()->get_player()->get_actor();
char string[9]; // "E:xx/xxs"
strength = actor->get_strength();
ViewManager *vm = Game::get_game()->get_view_manager();
inv_weight = vm->get_display_weight(actor->get_inventory_weight());
equip_weight = vm->get_display_weight(actor->get_inventory_equip_weight());
snprintf(string, 9, "E:%u/%us", equip_weight, strength);
font->drawString(screen, string, area.left, area.top + 72);
snprintf(string, 9, "I:%u/%us", inv_weight, strength * 2);
if (Game::get_game()->get_game_type() == NUVIE_GAME_U6)
font->drawString(screen, string, area.left + 4 * 16 + 8, area.top + 72);
else
font->drawString(screen, string, area.left, area.top + 80);
}
void InventoryView::display_combat_mode() {
Actor *actor = party->get_actor(cur_party_member);
uint8 index = get_combat_mode_index(actor);
if (Game::get_game()->get_game_type() != NUVIE_GAME_U6) {
int y_off = 96;
if (MD)
y_off = 100;
Tile *tile;
// Avatar combat text background (where command button is for other party members)
if (actor->get_actor_num() == 1 || actor->get_actor_num() == 0) {
if (MD)
tile = tile_manager->get_tile(284);
else
tile = tile_manager->get_tile(364);
screen->blit(area.left + 4 * 16, area.top + y_off, tile->data, 8, 16, 16, 16, true);
}
if (MD) // combat text background
tile = tile_manager->get_tile(286);
else // SE
tile = tile_manager->get_tile(366);
screen->blit(area.left + 5 * 16, area.top + y_off, tile->data, 8, 16, 16, 16, true);
screen->blit(area.left + 6 * 16, area.top + y_off, tile->data, 8, 16, 16, 16, true); // reuse
if (MD) // last combat text background
tile = tile_manager->get_tile(287);
else
tile = tile_manager->get_tile(368);
screen->blit(area.left + 7 * 16, area.top + y_off, tile->data, 8, 16, 16, 16, true);
if (MD)
font->drawString(screen, combat_mode_tbl_md[index], area.left + 5 * 16, area.top + 101);
else
font->drawString(screen, combat_mode_tbl_se[index], area.left + 5 * 16, area.top + 98);
} else
font->drawString(screen, combat_mode_tbl[index], area.left + 5 * 16, area.top + 88);
}
/* Move the cursor around, ready or unready objects, select objects, switch
* to container view, use command icons.
*/
GUI_status InventoryView::KeyDown(const Common::KeyState &key) {
if (!show_cursor) // FIXME: don't rely on show_cursor to get/pass focus
return GUI_PASS;
KeyBinder *keybinder = Game::get_game()->get_keybinder();
ActionType a = keybinder->get_ActionType(key);
switch (keybinder->GetActionKeyType(a)) {
// keypad arrow keys (moveCursorRelative doesn't accept diagonals)
case SOUTH_WEST_KEY:
moveCursorRelative(0, 1);
moveCursorRelative(-1, 0);
break;
case SOUTH_EAST_KEY:
moveCursorRelative(0, 1);
moveCursorRelative(1, 0);
break;
case NORTH_WEST_KEY:
moveCursorRelative(0, -1);
moveCursorRelative(-1, 0);
break;
case NORTH_EAST_KEY:
moveCursorRelative(0, -1);
moveCursorRelative(1, 0);
break;
case NORTH_KEY:
moveCursorRelative(0, -1);
break;
case SOUTH_KEY:
moveCursorRelative(0, 1);
break;
case WEST_KEY:
moveCursorRelative(-1, 0);
break;
case EAST_KEY:
moveCursorRelative(1, 0);
break;
case DO_ACTION_KEY:
select_objAtCursor();
break;
case TOGGLE_CURSOR_KEY :
if (is_party_member) { // when in pickpocket mode we don't want to allow tabing to map window.
set_show_cursor(false);
return GUI_PASS;
}
break;
default:
// set_show_cursor(false); // newAction() can move cursor here
return GUI_PASS;
}
return GUI_YUM;
}
/* Put cursor over one of the readied-item slots. */
void InventoryView::moveCursorToSlot(uint8 slot_num) {
cursor_pos.area = INVAREA_DOLL;
cursor_pos.x = slot_num;
}
/* Put cursor over one of the visible inventory slots. (column inv_x, row inv_y) */
void InventoryView::moveCursorToInventory(uint8 inv_x, uint8 inv_y) {
cursor_pos.area = INVAREA_LIST;
cursor_pos.x = inv_x;
cursor_pos.y = inv_y;
}
/* Put cursor over one of the command icons. */
void InventoryView::moveCursorToButton(uint8 button_num) {
cursor_pos.area = INVAREA_COMMAND;
cursor_pos.x = button_num;
}
/* Put cursor over the container or actor icon above the inventory widget. */
void InventoryView::moveCursorToTop() {
cursor_pos.area = INVAREA_TOP;
}
/* Put cursor over the next slot or icon in relative direction new_x, new_y. */
void InventoryView::moveCursorRelative(sint8 new_x, sint8 new_y) {
uint32 x = cursor_pos.x, y = cursor_pos.y;
if (cursor_pos.area == INVAREA_LIST) {
if (x == 0 && new_x < 0) {
if (y == 0)
moveCursorToSlot(2);
else if (y == 1)
moveCursorToSlot(4);
else if (y == 2)
moveCursorToSlot(6);
else if (y == 3) {
if (!picking_pocket)
moveCursorToButton(3);
}
} else if (y == 0 && new_y < 0) {
if (inventory_widget->up_arrow()) // scroll up
update_display = true;
else
moveCursorToTop(); // move to container icon
} else if (y == (uint8)(inventory_widget->get_num_rows() - 1) && new_y > 0) {
if (inventory_widget->down_arrow()) // scroll down
update_display = true;
else if (!picking_pocket)
moveCursorToButton((x == 0) ? 3 : 4); // move to command icon
} else if ((x + new_x) <= 3)
moveCursorToInventory(x + new_x, y + new_y);
} else if (cursor_pos.area == INVAREA_DOLL) {
// moves from these readied items can jump to inventory list
if (new_x > 0 && x == 2)
moveCursorToInventory(0, 0);
else if (new_x > 0 && x == 4)
moveCursorToInventory(0, 1);
else if (new_x > 0 && x == 6)
moveCursorToInventory(0, 2);
// moves from these readied items can jump to command icons
else if (new_y > 0 && x == 5 && !picking_pocket)
moveCursorToButton(0);
else if (new_y > 0 && x == 6 && !picking_pocket)
moveCursorToButton(2);
else if (new_y > 0 && x == 7 && !picking_pocket)
moveCursorToButton(1);
// the rest move between readied items
else if (x == 0)
moveCursorToSlot((new_x < 0) ? 1
: (new_x > 0) ? 2
: (new_y > 0) ? 7 : 0);
else if (x == 7)
moveCursorToSlot((new_x < 0) ? 5
: (new_x > 0) ? 6
: (new_y < 0) ? 0 : 7);
else if (x == 1)
moveCursorToSlot((new_x > 0) ? 0
: (new_y > 0) ? 3 : 1);
else if (x == 3)
moveCursorToSlot((new_x > 0) ? 4
: (new_y < 0) ? 1
: (new_y > 0) ? 5 : 3);
else if (x == 5)
moveCursorToSlot((new_x > 0) ? 7
: (new_y < 0) ? 3 : 5);
else if (x == 2)
moveCursorToSlot((new_x < 0) ? 0
: (new_y > 0) ? 4 : 2);
else if (x == 4)
moveCursorToSlot((new_x < 0) ? 3
: (new_y < 0) ? 2
: (new_y > 0) ? 6 : 4);
else if (x == 6)
moveCursorToSlot((new_x < 0) ? 7
: (new_y < 0) ? 4 : 6);
} else if (cursor_pos.area == INVAREA_COMMAND) {
if (new_y < 0) {
if (x == 0)
moveCursorToSlot(5);
else if (x == 1)
moveCursorToSlot(7);
else if (x == 2)
moveCursorToSlot(6);
else if (x == 3)
moveCursorToInventory(0, inventory_widget->get_num_rows() - 1);
else if (x == 4)
moveCursorToInventory(1, inventory_widget->get_num_rows() - 1);
} else if (((sint16)x + new_x) >= 0 && (x + new_x) <= 4)
moveCursorToButton(x + new_x);
update_display = true;
} else if (cursor_pos.area == INVAREA_TOP)
if (new_y > 0) {
moveCursorToInventory(cursor_pos.x, 0);
update_display = true;
}
update_cursor();
}
/* Update on-screen location (px,py) of cursor.
*/
void InventoryView::update_cursor() {
const Common::Rect *ready_loc;
nuvie_game_t gametype = Game::get_game()->get_game_type();
switch (cursor_pos.area) {
case INVAREA_LIST:
if (gametype == NUVIE_GAME_U6) {
cursor_pos.px = area.left + (4 * 16 + 8) + cursor_pos.x * 16;
} else {
cursor_pos.px = inventory_widget->area.left + cursor_pos.x * 16;
}
cursor_pos.py = area.top + 16 + 8 + cursor_pos.y * 16;
break;
case INVAREA_TOP:
cursor_pos.px = inventory_widget->area.left + (gametype == NUVIE_GAME_U6 ? 32 : (inventory_widget->area.width() - 16) / 2);
cursor_pos.py = inventory_widget->area.top;
break;
case INVAREA_DOLL:
ready_loc = doll_widget->get_item_hit_rect(cursor_pos.x);
cursor_pos.px = ready_loc->left + doll_widget->area.left;
cursor_pos.py = ready_loc->top + doll_widget->area.top;
break;
case INVAREA_COMMAND:
cursor_pos.px = ((cursor_pos.x + 1) * 16) - 16;
cursor_pos.py = left_button->area.top; //80;
cursor_pos.px += area.left;
//cursor_pos.py += area.top;
break;
}
}
void InventoryView::set_show_cursor(bool state) {
show_cursor = state;
update_display = true;
ViewManager *vm = Game::get_game()->get_view_manager();
if (state == true && vm->get_current_view() != this) // second comparison prevents endless loop
vm->set_inventory_mode();
}
void InventoryView::hide_buttons() {
if (left_button) left_button->Hide();
if (right_button) right_button->Hide();
// if(actor_button) actor_button->Hide();
if (party_button) party_button->Hide();
if (combat_button) combat_button->Hide();
}
void InventoryView::show_buttons() {
// if(left_button) left_button->Show(); // these two shouldn't be needed
// if(right_button) right_button->Show(); // and cause problems
if (actor_button) actor_button->Show();
if (party_button) party_button->Show();
if (combat_button) combat_button->Show();
}
/* Returns pointer to object at cursor position, or nullptr.
*/
Obj *InventoryView::get_objAtCursor() {
// emulate mouse; use center of cursor
uint32 hit_x = cursor_pos.px + 8 - inventory_widget->area.left,
hit_y = cursor_pos.py + 8 - inventory_widget->area.top;
if (cursor_pos.area == INVAREA_LIST)
return (inventory_widget->get_obj_at_location(hit_x, hit_y));
else if (cursor_pos.area == INVAREA_DOLL)
return (inventory_widget->get_actor()->inventory_get_readied_object(cursor_pos.x));
return nullptr;
}
/* Do an action with the object under the cursor, or call the function for a
selected button. This is called when pressing ENTER. */
void InventoryView::select_objAtCursor() {
Events *event = Game::get_game()->get_event();
ViewManager *view_manager = Game::get_game()->get_view_manager();
Obj *obj = get_objAtCursor();
if (cursor_pos.area == INVAREA_TOP && event->can_target_icon()) {
if (inventory_widget->is_showing_container() && event->get_last_mode() != PUSH_MODE)
select_obj((Obj *)inventory_widget->get_container());
else if (inventory_widget->is_showing_container()
&& inventory_widget->get_container()->get_engine_loc() == OBJ_LOC_CONT)
select_obj((Obj *)inventory_widget->get_container()->parent);
else
event->select_actor(inventory_widget->get_actor());
return;
}
if (is_party_member) {
// special areas
if (cursor_pos.area == INVAREA_COMMAND) {
if (cursor_pos.x == 0) // left
View::callback(BUTTON_CB, left_button, view_manager);
if (cursor_pos.x == 1) // party
View::callback(BUTTON_CB, party_button, view_manager);
if (cursor_pos.x == 2) // status
View::callback(BUTTON_CB, actor_button, view_manager);
if (cursor_pos.x == 3) // right
View::callback(BUTTON_CB, right_button, view_manager);
if (cursor_pos.x == 4) // strategy
callback(BUTTON_CB, combat_button, view_manager);
return;
} else if (cursor_pos.area == INVAREA_TOP) {
if (inventory_widget->is_showing_container())
inventory_widget->set_prev_container();
else
Game::get_game()->get_view_manager()->set_party_mode();
return;
}
}
if (cursor_pos.area == INVAREA_DOLL || cursor_pos.area == INVAREA_LIST)
select_obj(obj); // do action with an object
}
/* Ready an object or pass it to Events. Pass nullptr if an empty space is selected.
* Returns true if the object was "used". The caller is free to handle the
* object if false is returned.
*/
bool InventoryView::select_obj(Obj *obj) {
Events *event = Game::get_game()->get_event();
switch (event->get_mode()) {
case MOVE_MODE:
case EQUIP_MODE: {
if (!obj)
break;
bool locked_chest = (Game::get_game()->get_usecode()->is_chest(obj) && obj->frame_n > 1);
if (Game::get_game()->get_usecode()->is_container(obj) && !locked_chest)
inventory_widget->set_container(obj);
else {
if (obj->is_readied())
return event->unready(obj);
else
return event->ready(obj, inventory_widget->get_actor());
}
break;
}
case ATTACK_MODE:
set_show_cursor(false);
event->cancelAction();
return false;
default:
event->select_view_obj(obj, inventory_widget->get_actor());
return true;
}
return false;
}
GUI_status InventoryView::MouseDown(int x, int y, Events::MouseButton button) {
return GUI_PASS;
}
GUI_status InventoryView::MouseWheel(sint32 x, sint32 y) {
if (!is_party_member)
return GUI_PASS;
int xpos, ypos;
screen->get_mouse_location(&xpos, &ypos);
xpos -= area.left;
ypos -= area.top;
bool wheel_range = (xpos >= 0 && ypos < area.top + area.height() - 6);
if (y > 0 && wheel_range) {
View::callback(BUTTON_CB, left_button, Game::get_game()->get_view_manager());
return GUI_YUM;
} else if (y < 0 && wheel_range) {
View::callback(BUTTON_CB, right_button, Game::get_game()->get_view_manager());
return GUI_YUM;
}
return GUI_PASS; // goes to MsgScroll
}
/* Messages from child widgets, Inventory & Doll.
**INVSELECT is called when an object is selected with MouseDown.*
**BUTTON is called when one of the command buttons is selected.*
* Returns GUI_PASS if the data was not used.
*/
GUI_status InventoryView::callback(uint16 msg, GUI_CallBack *caller, void *data) {
if (msg != INVSELECT_CB) { // hit one of the command buttons
if (caller == combat_button) {
if (cur_party_member != 0) { // You can't change combat modes for the avatar.
Actor *actor = party->get_actor(cur_party_member);
set_combat_mode(actor);
update_display = true;
}
return GUI_YUM;
} else
return View::callback(msg, caller, data);
}
// selecting an object from InventoryWidget only works while getting input
Events *event = Game::get_game()->get_event();
if (event->get_mode() == INPUT_MODE) {
if (select_obj((Obj *)data))
return GUI_YUM;
}
return GUI_PASS;
}
void InventoryView::simulate_CB_callback() {
callback(BUTTON_CB, combat_button, Game::get_game()->get_view_manager());
}
} // End of namespace Nuvie
} // End of namespace Ultima