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141 lines
4.5 KiB
C++
141 lines
4.5 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 "ags/shared/ac/common.h"
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#include "ags/shared/ac/game_setup_struct.h"
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#include "ags/engine/ac/global_gui.h"
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#include "ags/engine/ac/global_inventory_item.h"
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#include "ags/engine/ac/global_translation.h"
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#include "ags/engine/ac/inventory_item.h"
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#include "ags/engine/ac/inv_window.h"
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#include "ags/engine/ac/properties.h"
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#include "ags/engine/ac/string.h"
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#include "ags/shared/gui/gui_main.h"
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#include "ags/shared/gui/gui_inv.h"
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#include "ags/engine/ac/event.h"
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#include "ags/engine/ac/game_state.h"
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namespace AGS3 {
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using namespace AGS::Shared;
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void set_inv_item_pic(int invi, int piccy) {
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if ((invi < 1) || (invi > _GP(game).numinvitems))
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quit("!SetInvItemPic: invalid inventory item specified");
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if (_GP(game).invinfo[invi].pic == piccy)
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return;
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if (_GP(game).invinfo[invi].pic == _GP(game).invinfo[invi].cursorPic) {
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// Backwards compatibility -- there didn't used to be a cursorPic,
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// so if they're the same update both.
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set_inv_item_cursorpic(invi, piccy);
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}
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_GP(game).invinfo[invi].pic = piccy;
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GUI::MarkInventoryForUpdate(-1, false);
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}
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void SetInvItemName(int invi, const char *newName) {
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if ((invi < 1) || (invi > _GP(game).numinvitems))
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quit("!SetInvName: invalid inventory item specified");
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// set the new name, making sure it doesn't overflow the buffer
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strncpy(_GP(game).invinfo[invi].name, newName, 25);
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_GP(game).invinfo[invi].name[24] = 0;
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// might need to redraw the GUI if it has the inv item name on it
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GUI::MarkSpecialLabelsForUpdate(kLabelMacro_Overhotspot);
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}
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int GetInvAt(int atx, int aty) {
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int ongui = GetGUIAt(atx, aty);
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if (ongui >= 0) {
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data_to_game_coords(&atx, &aty);
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int32_t onobj = _GP(guis)[ongui].FindControlAt(atx, aty);
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GUIObject *guio = _GP(guis)[ongui].GetControl(onobj);
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if (guio) {
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_G(mouse_ifacebut_xoffs) = atx - _GP(guis)[ongui].X - guio->X;
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_G(mouse_ifacebut_yoffs) = aty - _GP(guis)[ongui].Y - guio->Y;
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}
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if (guio && (_GP(guis)[ongui].GetControlType(onobj) == kGUIInvWindow))
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return offset_over_inv((GUIInvWindow *)guio);
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}
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return -1;
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}
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void GetInvName(int indx, char *buff) {
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VALIDATE_STRING(buff);
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if ((indx < 0) | (indx >= _GP(game).numinvitems)) quit("!GetInvName: invalid inventory item specified");
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snprintf(buff, MAX_MAXSTRLEN, "%s", get_translation(_GP(game).invinfo[indx].name));
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}
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int GetInvGraphic(int indx) {
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if ((indx < 0) | (indx >= _GP(game).numinvitems)) quit("!GetInvGraphic: invalid inventory item specified");
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return _GP(game).invinfo[indx].pic;
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}
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void RunInventoryInteraction(int iit, int modd) {
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if ((iit < 0) || (iit >= _GP(game).numinvitems))
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quit("!RunInventoryInteraction: invalid inventory number");
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_G(evblocknum) = iit;
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if (modd == MODE_LOOK)
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run_event_block_inv(iit, 0);
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else if (modd == MODE_HAND)
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run_event_block_inv(iit, 1);
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else if (modd == MODE_USE) {
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_GP(play).usedinv = _G(playerchar)->activeinv;
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run_event_block_inv(iit, 3);
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} else if (modd == MODE_TALK)
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run_event_block_inv(iit, 2);
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else // other click on invnetory
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run_event_block_inv(iit, 4);
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}
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int IsInventoryInteractionAvailable(int item, int mood) {
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if ((item < 0) || (item >= MAX_INV))
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quit("!IsInventoryInteractionAvailable: invalid inventory number");
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_GP(play).check_interaction_only = 1;
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RunInventoryInteraction(item, mood);
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int ciwas = _GP(play).check_interaction_only;
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_GP(play).check_interaction_only = 0;
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if (ciwas == 2)
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return 1;
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return 0;
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}
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int GetInvProperty(int item, const char *property) {
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return get_int_property(_GP(game).invProps[item], _GP(play).invProps[item], property);
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}
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void GetInvPropertyText(int item, const char *property, char *bufer) {
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get_text_property(_GP(game).invProps[item], _GP(play).invProps[item], property, bufer);
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}
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} // namespace AGS3
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