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/* 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/shared/ac/game_setup_struct.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/shared/gui/gui_main.h"
#include "ags/shared/gui/gui_inv.h"
#include "ags/engine/ac/event.h"
#include "ags/engine/ac/game_state.h"
namespace AGS3 {
using namespace AGS::Shared;
void set_inv_item_pic(int invi, int piccy) {
if ((invi < 1) || (invi > _GP(game).numinvitems))
quit("!SetInvItemPic: invalid inventory item specified");
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 ((invi < 1) || (invi > _GP(game).numinvitems))
quit("!SetInvName: invalid inventory item specified");
// set the new name, making sure it doesn't overflow the buffer
strncpy(_GP(game).invinfo[invi].name, newName, 25);
_GP(game).invinfo[invi].name[24] = 0;
// 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 ((indx < 0) | (indx >= _GP(game).numinvitems)) quit("!GetInvName: invalid inventory item specified");
snprintf(buff, MAX_MAXSTRLEN, "%s", get_translation(_GP(game).invinfo[indx].name));
}
int GetInvGraphic(int indx) {
if ((indx < 0) | (indx >= _GP(game).numinvitems)) quit("!GetInvGraphic: invalid inventory item specified");
return _GP(game).invinfo[indx].pic;
}
void RunInventoryInteraction(int iit, int modd) {
if ((iit < 0) || (iit >= _GP(game).numinvitems))
quit("!RunInventoryInteraction: invalid inventory number");
_G(evblocknum) = iit;
if (modd == MODE_LOOK)
run_event_block_inv(iit, 0);
else if (modd == MODE_HAND)
run_event_block_inv(iit, 1);
else if (modd == MODE_USE) {
_GP(play).usedinv = _G(playerchar)->activeinv;
run_event_block_inv(iit, 3);
} else if (modd == MODE_TALK)
run_event_block_inv(iit, 2);
else // other click on inventory
run_event_block_inv(iit, 4);
}
int IsInventoryInteractionAvailable(int item, int mood) {
if ((item < 0) || (item >= MAX_INV))
quit("!IsInventoryInteractionAvailable: invalid inventory number");
_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) {
return get_int_property(_GP(game).invProps[item], _GP(play).invProps[item], property);
}
void GetInvPropertyText(int item, const char *property, char *bufer) {
get_text_property(_GP(game).invProps[item], _GP(play).invProps[item], property, bufer);
}
} // namespace AGS3
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