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inventory.cpp
390 lines (319 loc) · 8.11 KB
/
inventory.cpp
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#include "game.h"
#include <string.h>
extern World* world;
extern Sprite* inventory_sprite;
const ItemProto* item_proto_lib;
Item* CreateItem()
{
Item* item = (Item*)malloc(sizeof(Item));
memset(item, 0, sizeof(Item));
return item;
}
void DestroyItem(Item* item)
{
if (item->inst)
DeleteInst(item->inst);
free(item);
}
void Inventory::UpdateLayout(int render_width, int render_height, int scene_shift, int bars_pos)
{
int descent = bars_pos - 5;
if (descent < 0)
descent = 0;
Sprite::Frame* sf = inventory_sprite->atlas;
layout_width = 39;
layout_max_height = 7 + 4*height+1 + 5;
layout_height = render_height - 4 - descent;
if (layout_height > layout_max_height)
layout_height = layout_max_height;
if (layout_height < sf->height)
layout_height = sf->height;
int diff = layout_height - sf->height;
int dy = diff / 3;
diff -= 3 * dy;
for (int r = 0; r < 3; r++)
{
if (r < diff)
layout_reps[r] = 2 + dy;
else
layout_reps[r] = 1 + dy;
}
layout_max_scroll = layout_max_height - layout_height;
layout_x = scene_shift - layout_width;
layout_y = (render_height - 4 - descent - layout_height) / 2;
layout_frame[0] = layout_x + 3;
layout_frame[1] = layout_y + 7;
layout_frame[2] = layout_x + 3 + width * 4;
layout_frame[3] = layout_y + layout_height - 6;
}
void Inventory::FocusNext(int dx, int dy)
{
if (focus<0 || my_items<=1 || !dx && !dy || dx && dy)
return;
//int ccw_clip[2] = { dx + dy, dy - dx };
//int cw_clip[2] = { dx - dy, dy + dx };
int i = focus;
Item* item = my_item[i].item;
int x0 = my_item[i].xy[0];
int x1 = x0 + (item->proto->sprite_2d->atlas->width + 1) / 4;
int y0 = my_item[i].xy[1];
int y1 = y0 + (item->proto->sprite_2d->atlas->height + 1) / 4;
int fx0 = 2*x0;
int fx1 = 2*x1;
int fy0 = 2*y0;
int fy1 = 2*y1;
bool major_x = dx*dx>dy*dy;
int fx,fy;
if (major_x)
{
fx = 2*(dx>0 ? x1 : x0);
fy = y0+y1;
}
else
{
fx = x0+x1;
fy = 2*(dy>0 ? y1 : y0);
}
int best_e = 0xffff;
int best_i = -1;
for (int i = 0; i < my_items; i++)
{
if (i == focus)
continue;
Item* item = my_item[i].item;
int x0 = my_item[i].xy[0];
int x1 = x0 + (item->proto->sprite_2d->atlas->width + 1) / 4;
int y0 = my_item[i].xy[1];
int y1 = y0 + (item->proto->sprite_2d->atlas->height + 1) / 4;
int cx,cy;
int px,py;
if (major_x)
{
if (fy < 2*y0)
py = 2*y0;
else
if (fy > 2*y1)
py = 2*y1;
else
py = fy;
cx = px = 2*(dx>0 ? x0 : x1);
cy = y0+y1;
if (cy<fy0)
cy = fy0;
if (cy>fy1)
cy = fy1;
}
else
{
if (fx < 2*x0)
px = 2*x0;
else
if (fx > 2*x1)
px = 2*x1;
else
px = fx;
cx = x0+x1;
cy = py = 2*(dy>0 ? y0 : y1);
if (cx<fx0)
cx = fx0;
if (cx>fx1)
cx = fx1;
}
// from now coords are doubled, find_pos is already doubled!
int vx = px - fx;
int vy = py - fy;
cx -= fx;
cy -= fy;
// int dot = cx * dx + cy * dy;
// if (dot > 0)
//int cw = vx * cw_clip[0] + vy * cw_clip[1];
//int ccw = vx * ccw_clip[0] + vy * ccw_clip[1];
// +/- 45 angle trimming
//if (cw >=0 && ccw >= 0)
if (vx * dx + vy * dy >=0)
{
int e = major_x ? vx * vx + 4 * vy * vy + cy * cy: 4 * vx * vx + vy * vy + cx * cx;
if (e < best_e)
{
best_i = i;
best_e = e;
}
}
}
if (best_i<0)
return;
animate_scroll = true;
smooth_scroll = scroll;
SetFocus(best_i);
}
void Inventory::SetFocus(int index)
{
focus = index;
}
bool Inventory::InsertItem(Item* item, int xy[2], const char* desc, const int* story_id)
{
if (!desc)
desc = item->proto->desc;
animate_scroll = true;
smooth_scroll = scroll;
if (my_items >= max_items)
{
return false;
}
if (item->purpose == Item::OWNED)
{
Character* h = (Character*)GetInstSpriteData(item->inst);
ItemOwner* io = 0;
if (h->req.kind == SpriteReq::HUMAN)
io = (ItemOwner*)(NPC_Human*)h;
else
io = (ItemOwner*)(NPC_Creature*)h;
// find it and transfer ownership
for (int i = 0; i < io->items; i++)
{
if (io->has[i].item == item)
{
// call api, player is about to take item out of the corspe!
// (story_id,x,y, proto->kind, proto->sub, proto->weight, proto->desc)
// expect return value to contain desc string, if not use proto->desc
// ...
if (io->has[i].in_use)
{
assert(h->req.kind == SpriteReq::HUMAN);
Human* hh = (Human*)h;
// modify req (only humans)
switch (item->proto->kind)
{
case 'W':
hh->SetWeapon(0);
break;
case 'S':
hh->SetShield(0);
break;
case 'H':
hh->SetHelmet(0);
break;
case 'A':
hh->SetArmor(0);
break;
}
int reps[4] = { 0,0,0,0 };
Sprite* sprite = GetSprite(&hh->req, hh->clr);
UpdateSpriteInst(world, item->inst, sprite, hh->pos, hh->dir, hh->anim, hh->frame, reps);
}
item->inst = 0;
my_item[my_items].story_id = story_id ? *story_id : io->has[i].story_id;
my_item[my_items].xy[0] = xy[0];
my_item[my_items].xy[1] = xy[1];
my_item[my_items].item = item;
my_item[my_items].in_use = false;
strncpy(my_item[my_items].desc, desc, 32);
// set bitmask
int x0 = my_item[my_items].xy[0];
int x1 = x0 + (item->proto->sprite_2d->atlas->width + 1) / 4;
int y0 = my_item[my_items].xy[1];
int y1 = y0 + (item->proto->sprite_2d->atlas->height + 1) / 4;
for (int y = y0; y < y1; y++)
{
for (int x = x0; x < x1; x++)
{
int i = x + y * width;
bitmask[i >> 3] |= 1 << (i & 7);
}
}
my_items++;
focus = my_items - 1;
// remove from corpse
io->items--;
for (; i < io->items; i++)
io->has[i] = io->has[i + 1];
return true;
}
}
assert(0);
}
assert(item && item->inst && item->purpose == Item::WORLD);
// here we should send 'pickitem' to server
// it will validate if it was on our exclusive list
// and will remove it from there and from world
// it will also remember we own it
my_item[my_items].story_id = story_id ? *story_id : GetInstStoryID(item->inst);
my_item[my_items].xy[0] = xy[0];
my_item[my_items].xy[1] = xy[1];
my_item[my_items].item = item;
my_item[my_items].in_use = false;
strncpy(my_item[my_items].desc, desc, 32);
DeleteInst(item->inst);
item->inst = 0;
item->purpose = Item::OWNED;
// set bitmask
int x0 = my_item[my_items].xy[0];
int x1 = x0 + (item->proto->sprite_2d->atlas->width + 1) / 4;
int y0 = my_item[my_items].xy[1];
int y1 = y0 + (item->proto->sprite_2d->atlas->height + 1) / 4;
for (int y = y0; y < y1; y++)
{
for (int x = x0; x < x1; x++)
{
int i = x + y * width;
bitmask[i >> 3] |= 1 << (i & 7);
}
}
my_items++;
focus = my_items - 1;
return true;
}
bool Inventory::RemoveItem(int index, float pos[3], float yaw)
{
assert(index >= 0 && index < my_items && my_item[index].item &&
my_item[index].item->purpose == Item::OWNED && !my_item[index].item->inst);
// here we should also send 'dropitem' to server
// otherwise item won't show up (even for us) for picking up in the list
// server removes it from our inventory and inserts it to the world
// (till we disconnect)
int flags = INST_USE_TREE | INST_VISIBLE | INST_VOLATILE;
Item* item = my_item[index].item;
int story_id = my_item[index].story_id;
// clear bitmask
int x0 = my_item[index].xy[0];
int x1 = x0 + (item->proto->sprite_2d->atlas->width + 1) / 4;
int y0 = my_item[index].xy[1];
int y1 = y0 + (item->proto->sprite_2d->atlas->height + 1) / 4;
for (int y = y0; y < y1; y++)
{
for (int x = x0; x < x1; x++)
{
int i = x + y * width;
bitmask[i >> 3] &= ~(1 << (i&7));
}
}
if (pos)
{
item->purpose = Item::WORLD;
item->inst = CreateInst(world, item, flags, pos, yaw, story_id);
assert(item->inst);
// from flat to bvh
AttachInst(world,item->inst);
}
else
{
if (story_id >= 0)
{
// eating story item !!!
// review your story line design skills!
}
DestroyItem(item);
}
my_items--; // fill gap, preserve order!
for (int i = index; i < my_items; i++)
my_item[i] = my_item[i + 1];
my_item[my_items].item = 0;
// find closest item in y, if multiple in x?
if (focus > index || focus == my_items)
SetFocus(focus - 1);
else
SetFocus(focus);
animate_scroll = true;
smooth_scroll = scroll;
return true;
}