701 lines
22 KiB
C++
701 lines
22 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ultima/nuvie/core/nuvie_defs.h"
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#include "ultima/nuvie/screen/screen.h"
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#include "ultima/nuvie/misc/u6_llist.h"
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#include "ultima/nuvie/gui/gui_button.h"
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#include "ultima/nuvie/views/doll_widget.h"
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#include "ultima/nuvie/views/inventory_widget.h"
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#include "ultima/nuvie/views/inventory_view.h"
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#include "ultima/nuvie/core/party.h"
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#include "ultima/nuvie/fonts/font.h"
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#include "ultima/nuvie/actors/actor.h"
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#include "ultima/nuvie/core/events.h"
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#include "ultima/nuvie/gui/widgets/map_window.h"
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#include "ultima/nuvie/usecode/usecode.h"
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#include "ultima/nuvie/views/view_manager.h"
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#include "ultima/nuvie/keybinding/keys.h"
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namespace Ultima {
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namespace Nuvie {
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static const char combat_mode_tbl[][8] = {"COMMAND", " FRONT", " REAR", " FLANK", "BERSERK", "RETREAT", "ASSAULT"};
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static const char combat_mode_tbl_se[][6] = {"CMND", "RANGE", "FLEE", "CLOSE"};
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static const char combat_mode_tbl_md[][6] = {"CMND", "RANGE", "FLEE", "ATTK"};
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#define MD Game::get_game()->get_game_type()==NUVIE_GAME_MD
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InventoryView::InventoryView(const Configuration *cfg)
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: View(cfg), doll_widget(nullptr), inventory_widget(nullptr),
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combat_button(nullptr), cursor_tile(nullptr), show_cursor(false),
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is_party_member(false), picking_pocket(false), outside_actor(nullptr),
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lock_actor(false) {
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cursor_pos.area = INVAREA_LIST;
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cursor_pos.x = cursor_pos.y = 0;
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cursor_pos.px = cursor_pos.py = 0;
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}
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InventoryView::~InventoryView() {
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}
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bool InventoryView::set_party_member(uint8 party_member) {
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if (lock_actor || party_member >= party->get_party_size()) {
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return false;
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}
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picking_pocket = false;
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if (View::set_party_member(party_member)
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&& !Game::get_game()->get_event()->using_control_cheat()) {
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is_party_member = true;
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if (doll_widget)
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doll_widget->set_actor(party->get_actor(cur_party_member));
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if (inventory_widget)
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inventory_widget->set_actor(party->get_actor(cur_party_member));
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show_buttons();
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if (combat_button) {
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if (party_member == 0)
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combat_button->Hide();
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else
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combat_button->Show();
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}
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return true;
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}
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is_party_member = false;
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hide_buttons();
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if (actor_button) actor_button->Show();
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return false;
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}
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bool InventoryView::set_actor(Actor *actor, bool pickpocket) {
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if (lock_actor)
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return false;
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if (party->contains_actor(actor)) {
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set_party_member(party->get_member_num(actor));
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return true;
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}
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picking_pocket = pickpocket;
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is_party_member = false;
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outside_actor = actor;
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if (doll_widget)
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doll_widget->set_actor(actor);
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if (inventory_widget)
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inventory_widget->set_actor(actor);
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if (picking_pocket) {
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if (actor_button) actor_button->Hide();
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}
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hide_buttons();
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return true;
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}
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bool InventoryView::init(Screen *tmp_screen, void *view_manager, uint16 x, uint16 y, Font *f, Party *p, TileManager *tm, ObjManager *om) {
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if (Game::get_game()->get_game_type() == NUVIE_GAME_U6)
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View::init(x, y, f, p, tm, om);
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else
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View::init(x, y - 2, f, p, tm, om);
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doll_widget = new DollWidget(config, this);
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doll_widget->init(party->get_actor(cur_party_member), 0, 8, tile_manager, obj_manager, true);
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AddWidget(doll_widget);
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inventory_widget = new InventoryWidget(config, this);
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inventory_widget->init(party->get_actor(cur_party_member), 64, 8, tile_manager, obj_manager, font);
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AddWidget(inventory_widget);
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add_command_icons(tmp_screen, view_manager);
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cursor_tile = tile_manager->get_cursor_tile();
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return true;
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}
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void InventoryView::PlaceOnScreen(Screen *s, GUI_DragManager *dm, int x, int y) {
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GUI_Widget::PlaceOnScreen(s, dm, x, y);
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update_cursor(); // initial position; uses area
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}
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void InventoryView::Display(bool full_redraw) {
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full_redraw = true;
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if (full_redraw || update_display) {
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if (MD)
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fill_md_background(lock_actor ? 7 : bg_color, area);
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else
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screen->fill(bg_color, area.left, area.top, area.width(), area.height());
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if (is_party_member)
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display_combat_mode();
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display_name();
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display_inventory_weights();
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}
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DisplayChildren(full_redraw);
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if (full_redraw || update_display) {
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update_display = false;
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screen->update(area.left, area.top, area.width(), area.height());
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}
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if (show_cursor && cursor_tile != nullptr) {
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screen->blit(cursor_pos.px, cursor_pos.py, (unsigned char *)cursor_tile->data,
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8, 16, 16, 16, true, nullptr);
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screen->update(cursor_pos.px, cursor_pos.py, 16, 16);
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}
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return;
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}
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void InventoryView::display_name() {
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const char *name;
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int y_off = 0;
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if (Game::get_game()->get_game_type() == NUVIE_GAME_SE)
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y_off = 1;
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if (is_party_member)
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name = party->get_actor_name(cur_party_member);
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else if (picking_pocket)
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name = outside_actor->get_name();
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else
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name = Game::get_game()->get_player()->get_actor()->get_name(true);
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if (name == nullptr)
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return;
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font->drawString(screen, name, area.left + ((136) - strlen(name) * 8) / 2, area.top + y_off);
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return;
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}
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void InventoryView::add_command_icons(Screen *tmp_screen, void *view_manager) {
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Tile *tile;
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int y = 96;
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if (MD)
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y = 100;
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else if (Game::get_game()->get_game_type() == NUVIE_GAME_U6)
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y = 80;
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Graphics::ManagedSurface *button_image;
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Graphics::ManagedSurface *button_image2;
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//FIX need to handle clicked button image, check image free on destruct.
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tile = tile_manager->get_tile(MD ? 282 : 387); //left arrow icon
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button_image = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
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button_image2 = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
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left_button = new GUI_Button(this, 0, y, button_image, button_image2, this);
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this->AddWidget(left_button);
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tile = tile_manager->get_tile(MD ? 279 : 384); //party view icon
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button_image = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
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button_image2 = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
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party_button = new GUI_Button(view_manager, 16, y, button_image, button_image2, this);
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this->AddWidget(party_button);
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tile = tile_manager->get_tile(MD ? 280 : 385); //actor view icon
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button_image = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
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button_image2 = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
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actor_button = new GUI_Button(view_manager, 2 * 16, y, button_image, button_image2, this);
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this->AddWidget(actor_button);
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tile = tile_manager->get_tile(MD ? 283 : 388); //right arrow icon
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button_image = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
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button_image2 = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
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right_button = new GUI_Button(this, 3 * 16, y, button_image, button_image2, this);
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this->AddWidget(right_button);
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if (MD)
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tile = tile_manager->get_tile(285); //combat icon
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else if (Game::get_game()->get_game_type() == NUVIE_GAME_SE)
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tile = tile_manager->get_tile(365); //combat icon
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else
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tile = tile_manager->get_tile(391); //combat icon
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button_image = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
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button_image2 = tmp_screen->create_sdl_surface_from(tile->data, 8, 16, 16, 16);
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combat_button = new GUI_Button(this, 4 * 16, y, button_image, button_image2, this); //FIX combat
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this->AddWidget(combat_button);
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}
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void InventoryView::display_inventory_weights() {
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uint8 strength;
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unsigned int inv_weight;
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unsigned int equip_weight;
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Actor *actor;
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if (is_party_member)
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actor = party->get_actor(cur_party_member);
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else if (picking_pocket)
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actor = outside_actor;
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else
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actor = Game::get_game()->get_player()->get_actor();
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char string[9]; // "E:xx/xxs"
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strength = actor->get_strength();
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ViewManager *vm = Game::get_game()->get_view_manager();
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inv_weight = vm->get_display_weight(actor->get_inventory_weight());
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equip_weight = vm->get_display_weight(actor->get_inventory_equip_weight());
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snprintf(string, 9, "E:%u/%us", equip_weight, strength);
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font->drawString(screen, string, area.left, area.top + 72);
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snprintf(string, 9, "I:%u/%us", inv_weight, strength * 2);
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if (Game::get_game()->get_game_type() == NUVIE_GAME_U6)
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font->drawString(screen, string, area.left + 4 * 16 + 8, area.top + 72);
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else
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font->drawString(screen, string, area.left, area.top + 80);
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}
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void InventoryView::display_combat_mode() {
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Actor *actor = party->get_actor(cur_party_member);
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uint8 index = get_combat_mode_index(actor);
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if (Game::get_game()->get_game_type() != NUVIE_GAME_U6) {
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int y_off = 96;
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if (MD)
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y_off = 100;
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Tile *tile;
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// Avatar combat text background (where command button is for other party members)
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if (actor->get_actor_num() == 1 || actor->get_actor_num() == 0) {
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if (MD)
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tile = tile_manager->get_tile(284);
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else
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tile = tile_manager->get_tile(364);
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screen->blit(area.left + 4 * 16, area.top + y_off, tile->data, 8, 16, 16, 16, true);
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}
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if (MD) // combat text background
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tile = tile_manager->get_tile(286);
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else // SE
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tile = tile_manager->get_tile(366);
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screen->blit(area.left + 5 * 16, area.top + y_off, tile->data, 8, 16, 16, 16, true);
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screen->blit(area.left + 6 * 16, area.top + y_off, tile->data, 8, 16, 16, 16, true); // reuse
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if (MD) // last combat text background
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tile = tile_manager->get_tile(287);
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else
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tile = tile_manager->get_tile(368);
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screen->blit(area.left + 7 * 16, area.top + y_off, tile->data, 8, 16, 16, 16, true);
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if (MD)
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font->drawString(screen, combat_mode_tbl_md[index], area.left + 5 * 16, area.top + 101);
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else
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font->drawString(screen, combat_mode_tbl_se[index], area.left + 5 * 16, area.top + 98);
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} else
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font->drawString(screen, combat_mode_tbl[index], area.left + 5 * 16, area.top + 88);
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}
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/* Move the cursor around, ready or unready objects, select objects, switch
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* to container view, use command icons.
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*/
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GUI_status InventoryView::KeyDown(const Common::KeyState &key) {
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if (!show_cursor) // FIXME: don't rely on show_cursor to get/pass focus
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return GUI_PASS;
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KeyBinder *keybinder = Game::get_game()->get_keybinder();
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ActionType a = keybinder->get_ActionType(key);
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switch (keybinder->GetActionKeyType(a)) {
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// keypad arrow keys (moveCursorRelative doesn't accept diagonals)
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case SOUTH_WEST_KEY:
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moveCursorRelative(0, 1);
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moveCursorRelative(-1, 0);
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break;
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case SOUTH_EAST_KEY:
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moveCursorRelative(0, 1);
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moveCursorRelative(1, 0);
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break;
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case NORTH_WEST_KEY:
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moveCursorRelative(0, -1);
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moveCursorRelative(-1, 0);
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break;
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case NORTH_EAST_KEY:
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moveCursorRelative(0, -1);
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moveCursorRelative(1, 0);
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break;
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case NORTH_KEY:
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moveCursorRelative(0, -1);
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break;
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case SOUTH_KEY:
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moveCursorRelative(0, 1);
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break;
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case WEST_KEY:
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moveCursorRelative(-1, 0);
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break;
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case EAST_KEY:
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moveCursorRelative(1, 0);
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break;
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case DO_ACTION_KEY:
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select_objAtCursor();
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break;
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case TOGGLE_CURSOR_KEY :
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if (is_party_member) { // when in pickpocket mode we don't want to allow tabing to map window.
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set_show_cursor(false);
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return GUI_PASS;
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}
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break;
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default:
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// set_show_cursor(false); // newAction() can move cursor here
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return GUI_PASS;
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}
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return GUI_YUM;
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}
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/* Put cursor over one of the readied-item slots. */
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void InventoryView::moveCursorToSlot(uint8 slot_num) {
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cursor_pos.area = INVAREA_DOLL;
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cursor_pos.x = slot_num;
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}
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/* Put cursor over one of the visible inventory slots. (column inv_x, row inv_y) */
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void InventoryView::moveCursorToInventory(uint8 inv_x, uint8 inv_y) {
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cursor_pos.area = INVAREA_LIST;
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cursor_pos.x = inv_x;
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cursor_pos.y = inv_y;
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}
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/* Put cursor over one of the command icons. */
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void InventoryView::moveCursorToButton(uint8 button_num) {
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cursor_pos.area = INVAREA_COMMAND;
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cursor_pos.x = button_num;
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}
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/* Put cursor over the container or actor icon above the inventory widget. */
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void InventoryView::moveCursorToTop() {
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cursor_pos.area = INVAREA_TOP;
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}
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/* Put cursor over the next slot or icon in relative direction new_x, new_y. */
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void InventoryView::moveCursorRelative(sint8 new_x, sint8 new_y) {
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uint32 x = cursor_pos.x, y = cursor_pos.y;
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if (cursor_pos.area == INVAREA_LIST) {
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if (x == 0 && new_x < 0) {
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if (y == 0)
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moveCursorToSlot(2);
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else if (y == 1)
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moveCursorToSlot(4);
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else if (y == 2)
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moveCursorToSlot(6);
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else if (y == 3) {
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if (!picking_pocket)
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moveCursorToButton(3);
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}
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} else if (y == 0 && new_y < 0) {
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if (inventory_widget->up_arrow()) // scroll up
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update_display = true;
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else
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moveCursorToTop(); // move to container icon
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} else if (y == (uint8)(inventory_widget->get_num_rows() - 1) && new_y > 0) {
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if (inventory_widget->down_arrow()) // scroll down
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update_display = true;
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else if (!picking_pocket)
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moveCursorToButton((x == 0) ? 3 : 4); // move to command icon
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} else if ((x + new_x) <= 3)
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moveCursorToInventory(x + new_x, y + new_y);
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} else if (cursor_pos.area == INVAREA_DOLL) {
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// moves from these readied items can jump to inventory list
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if (new_x > 0 && x == 2)
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moveCursorToInventory(0, 0);
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else if (new_x > 0 && x == 4)
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moveCursorToInventory(0, 1);
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else if (new_x > 0 && x == 6)
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moveCursorToInventory(0, 2);
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// moves from these readied items can jump to command icons
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else if (new_y > 0 && x == 5 && !picking_pocket)
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moveCursorToButton(0);
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else if (new_y > 0 && x == 6 && !picking_pocket)
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moveCursorToButton(2);
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else if (new_y > 0 && x == 7 && !picking_pocket)
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moveCursorToButton(1);
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// the rest move between readied items
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else if (x == 0)
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moveCursorToSlot((new_x < 0) ? 1
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: (new_x > 0) ? 2
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: (new_y > 0) ? 7 : 0);
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else if (x == 7)
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moveCursorToSlot((new_x < 0) ? 5
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: (new_x > 0) ? 6
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: (new_y < 0) ? 0 : 7);
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else if (x == 1)
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moveCursorToSlot((new_x > 0) ? 0
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: (new_y > 0) ? 3 : 1);
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else if (x == 3)
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moveCursorToSlot((new_x > 0) ? 4
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: (new_y < 0) ? 1
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: (new_y > 0) ? 5 : 3);
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else if (x == 5)
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moveCursorToSlot((new_x > 0) ? 7
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: (new_y < 0) ? 3 : 5);
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else if (x == 2)
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moveCursorToSlot((new_x < 0) ? 0
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: (new_y > 0) ? 4 : 2);
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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
|