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MUTATIONOFJB: Implement UI for inventory.

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LubomirR committed Apr 4, 2018
1 parent 32bc340 commit 462630a3bdb52992ccecec48e52d2c790b0a4ba8
@@ -35,6 +35,7 @@ class SeqCommandParser : public CommandParser {

class SeqCommand : public Command {
public:
SeqCommand() : _nextCommand(nullptr) {}
void setNextCommand(Command *nextCommand);
virtual Command *next() const override;

@@ -23,6 +23,7 @@
#include "mutationofjb/debug.h"
#include "mutationofjb/game.h"
#include "mutationofjb/gamedata.h"
#include "mutationofjb/inventory.h"
#include "mutationofjb/mutationofjb.h"
#include "mutationofjb/script.h"
#include "mutationofjb/commands/command.h"
@@ -68,6 +69,7 @@ Console::Console(MutationOfJBEngine *vm) : _vm(vm) {
registerCmd("dumpdoorinfo", WRAP_METHOD(Console, cmd_dumpdoorinfo));
registerCmd("dumpobjectinfo", WRAP_METHOD(Console, cmd_dumpobjectinfo));
registerCmd("dumpstaticinfo", WRAP_METHOD(Console, cmd_dumpstaticinfo));
registerCmd("listinventory", WRAP_METHOD(Console, cmd_listinventory));
}

bool Console::cmd_showallcommands(int argc, const char **argv) {
@@ -438,4 +440,13 @@ Script *Console::getScriptFromArg(const char *arg) {
return script;
}

bool Console::cmd_listinventory(int, const char **) {
Inventory &inventory =_vm->getGame().getGameData().getInventory();
const Inventory::Items &items = inventory.getItems();
for (Inventory::Items::const_iterator it = items.begin(); it != items.end(); ++it) {
debugPrintf("%s\n", convertToASCII(*it).c_str());
}
return true;
}

}
@@ -48,6 +48,7 @@ class Console : public GUI::Debugger {
bool cmd_dumpdoorinfo(int argc, const char **argv);
bool cmd_dumpobjectinfo(int argc, const char **argv);
bool cmd_dumpstaticinfo(int argc, const char **argv);
bool cmd_listinventory(int argc, const char **argv);

void showIndent(int indentLevel);
void showCommands(Command *command, int indentLevel = 0);
@@ -35,7 +35,7 @@
namespace MutationOfJB {

Game::Game(MutationOfJBEngine *vm)
: _vm(vm), _delayedLocalScript(nullptr), _scriptExecCtx(*this) {
: _vm(vm), _delayedLocalScript(nullptr), _gui(*this, _vm->getScreen()), _scriptExecCtx(*this) {
_gameData = new GameData;
loadGameData(false);

@@ -48,6 +48,8 @@ Game::Game(MutationOfJBEngine *vm)
_localScript = nullptr;
_room = new Room(this, _vm->getScreen());

_gui.init();

changeScene(13, false); // Initial scene.
}

@@ -84,6 +86,10 @@ bool Game::loadGameData(bool partB) {
}

Script *Game::changeSceneLoadScript(uint8 sceneId, bool partB) {
if (isCurrentSceneMap()) {
_gui.markInventoryDirty();
}

_gameData->_lastScene = _gameData->_currentScene;
_gameData->_currentScene = sceneId;
_gameData->_partB = partB;
@@ -165,6 +171,12 @@ void Game::update() {
_localScript = _delayedLocalScript;
_delayedLocalScript = nullptr;
}

_gui.update();
}

Gui &Game::getGui() {
return _gui;
}

}
@@ -25,6 +25,7 @@

#include "common/scummsys.h"
#include "mutationofjb/script.h"
#include "mutationofjb/gui.h"

namespace Common {
class String;
@@ -58,6 +59,8 @@ class Game {

void update();

Gui &getGui();

private:
bool loadGameData(bool partB);
void runActiveCommand();
@@ -71,6 +74,7 @@ class Game {
Script *_localScript;
Script *_delayedLocalScript;
Room *_room;
Gui _gui;

ScriptExecutionContext _scriptExecCtx;
};
@@ -226,7 +226,9 @@ Bitmap *Scene::findBitmap(int16 x, int16 y, int *index) {
GameData::GameData()
: _currentScene(0),
_lastScene(0),
_partB(false) {}
_partB(false),
_inventory()
{}

Scene *GameData::getScene(uint8 sceneId) {
if (sceneId == 0 || sceneId > ARRAYSIZE(_scenes)) {
@@ -241,6 +243,10 @@ Scene *GameData::getCurrentScene() {
return getScene(_currentScene);
}

Inventory &GameData::getInventory() {
return _inventory;
}

bool GameData::loadFromStream(Common::ReadStream &stream) {
for (int i = 0; i < ARRAYSIZE(_scenes); ++i) {
_scenes[i].loadFromStream(stream);
@@ -164,6 +164,7 @@ struct GameData {
GameData();
Scene *getScene(uint8 sceneId);
Scene *getCurrentScene();
Inventory &getInventory();

bool loadFromStream(Common::ReadStream &stream);

@@ -174,7 +175,6 @@ struct GameData {
Common::String _currentAPK;
private:
Scene _scenes[45];

};

}
@@ -0,0 +1,181 @@
/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/

#include "mutationofjb/gui.h"
#include "mutationofjb/animationdecoder.h"
#include "mutationofjb/encryptedfile.h"
#include "mutationofjb/game.h"
#include "mutationofjb/gamedata.h"
#include "mutationofjb/inventory.h"
#include "mutationofjb/util.h"
#include "common/rect.h"
#include "graphics/screen.h"

namespace MutationOfJB {

enum ButtonType {
BUTTON_WALK,
BUTTON_TALK,
BUTTON_LOOK,
BUTTON_USE,
BUTTON_PICKUP,
BUTTON_SCROLL_LEFT,
BUTTON_SCROLL_RIGHT,
BUTTON_SETTINGS
};

enum {
INVENTORY_START_X = 88,
INVENTORY_START_Y = 149,
INVENTORY_ITEM_WIDTH = 34,
INVENTORY_ITEM_HEIGHT = 33,
INVENTORY_ITEMS_PER_LINE = 8,
INVENTORY_ITEMS_LINES = 5
};

static Common::Rect ButtonRects[] = {
Common::Rect(0, 148, 67, 158), // Walk
Common::Rect(0, 158, 67, 168), // Talk
Common::Rect(0, 168, 67, 178), // Look
Common::Rect(0, 178, 67, 188), // Use
Common::Rect(0, 188, 67, 198), // PickUp
Common::Rect(67, 149, 88, 174), // ScrollLeft
Common::Rect(67, 174, 88, 199), // ScrollRight
Common::Rect(301, 148, 320, 200) // Settings
};

Gui::Gui(Game &game, Graphics::Screen *screen)
: _game(game),
_screen(screen),
_inventoryDirty(false) {
}

bool Gui::init() {
const bool result1 = loadInventoryList();
const bool result2 = loadInventoryGfx();

_game.getGameData().getInventory().setObserver(this);

return result1 && result2;
}

void Gui::markInventoryDirty() {
_inventoryDirty = true;
}

void Gui::update() {
if (_inventoryDirty) {
drawInventory();
_inventoryDirty = false;
}
}

class InventoryAnimationDecoderCallback : public AnimationDecoderCallback {
public:
InventoryAnimationDecoderCallback(Gui &gui) : _gui(gui) {}
virtual void onFrame(int frameNo, Graphics::Surface &surface) override;
virtual void onPaletteUpdated(byte palette[PALETTE_SIZE]) override;
private:
Gui &_gui;
};

void InventoryAnimationDecoderCallback::onPaletteUpdated(byte palette[PALETTE_SIZE]) {
_gui._screen->setPalette(palette + 0xC0 * 3, 0xC0, 0x20); // Load only 0x20 colors.
}

void InventoryAnimationDecoderCallback::onFrame(int frameNo, Graphics::Surface &surface) {
if (frameNo < 3) {
Graphics::Surface outSurface;
outSurface.copyFrom(surface);
_gui._inventorySurfaces.push_back(outSurface);
}
}

bool Gui::loadInventoryGfx() {
AnimationDecoder decoder("icons.dat");
InventoryAnimationDecoderCallback callback(*this);
return decoder.decode(&callback);
}

bool Gui::loadInventoryList() {
EncryptedFile file;
const char *fileName = "fixitems.dat";
file.open(fileName);
if (!file.isOpen()) {
reportFileMissingError(fileName);
return false;
}

int itemIndex = 0;
while (!file.eos()) {
Common::String line = file.readLine();
if (line.empty() || line.hasPrefix("#")) {
continue;
}
const char *firstSpace = strchr(line.c_str(), ' ');
if (!firstSpace) {
continue;
}
const int len = firstSpace - line.c_str();
if (!len) {
continue;
}
Common::String item(line.c_str(), len);
_inventoryItems[item] = itemIndex;
itemIndex++;
}

return true;
}

void Gui::drawInventoryItem(const Common::String &item, int pos) {
InventoryMap::iterator it = _inventoryItems.find(item);
if (it == _inventoryItems.end()) {
return;
}

const int index = it->_value;
const int surfaceNo = index / (INVENTORY_ITEMS_LINES * INVENTORY_ITEMS_PER_LINE);
const int indexInSurface = index % (INVENTORY_ITEMS_LINES * INVENTORY_ITEMS_PER_LINE);
const int itemX = indexInSurface % INVENTORY_ITEMS_PER_LINE;
const int itemY = indexInSurface / INVENTORY_ITEMS_PER_LINE;

Common::Point destStartPos(INVENTORY_START_X + pos * INVENTORY_ITEM_WIDTH, INVENTORY_START_Y);
Common::Rect sourceRect(itemX * INVENTORY_ITEM_WIDTH, itemY * INVENTORY_ITEM_HEIGHT, (itemX + 1) * INVENTORY_ITEM_WIDTH, (itemY + 1) * INVENTORY_ITEM_HEIGHT);
_screen->blitFrom(_inventorySurfaces[surfaceNo], sourceRect, destStartPos);
}

void Gui::drawInventory() {
Inventory &inventory = _game.getGameData().getInventory();
const Inventory::Items &items = inventory.getItems();
Common::Rect fullRect(INVENTORY_START_X, INVENTORY_START_Y, INVENTORY_START_X + Inventory::VISIBLE_ITEMS * INVENTORY_ITEM_WIDTH, INVENTORY_START_Y + INVENTORY_ITEM_HEIGHT);
_screen->fillRect(fullRect, 0x00);
for (int i = 0; i < MIN((int) items.size(), (int) Inventory::VISIBLE_ITEMS); ++i) {
drawInventoryItem(items[i], i);
}
}

void Gui::onInventoryChanged() {
markInventoryDirty();
}

}
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