Adoranda/src/inventory.c

131 lines
3.8 KiB
C

#include <stdio.h>
#include <gint/display.h>
#include <gint/keyboard.h>
#include <stdbool.h>
#include "inventory.h"
#include "util.h"
#include "define.h"
#include "vec2.h"
#include "talkable.h"
#include "event.h"
#include "item.h"
#include "draw_util.h"
#include "game.h"
int get_first_free_space(struct Inventory *inventory) {
for(int i = 0; i < NB_PLAYER_ITEMS; i++) {
if(inventory->items[i] == NULL) {
return i;
}
}
return NB_PLAYER_ITEMS;
}
int get_nb_items(struct Inventory *inventory) {
int ret = 0;
for(int i = 0; i < NB_PLAYER_ITEMS; i++) {
if(inventory->items[i] != NULL) {
ret++;
}
}
return ret;
}
bool add_item_to_inventory(struct Game *game, struct Inventory *inventory, struct Item *item) {
int index = get_first_free_space(inventory);
if(index < NB_PLAYER_ITEMS) {
draw_text(50, DHEIGHT-47, C_BLACK, "Vous ajoutez %s à votre inventaire !", item->name);
dupdate();
wait_for_input(KEY_SHIFT);
inventory->items[index] = item;
inventory->nbItems++;
return true;
} else {
draw_text(50, DHEIGHT-47, C_BLACK, "Plus de place pour ajouter %s à votre inventaire !", item->name);
dupdate();
wait_for_input(KEY_SHIFT);
int pos = open_inventory(game, inventory, "Remplacer", false);
if(pos != -1) {
inventory->items[pos] = item;
inventory->nbItems++;
return true;
}
}
return false;
}
void display_inventory(struct Inventory *inventory) {
const int x_inventory = 30;
const int y_inventory = 56;
for(int i = 0 ; i < NB_PLAYER_ITEMS ; i++) {
int x = i%10;
int y = i/10;
if(inventory->items[i] != NULL) {
dimage(34*x+x_inventory, 41*y+y_inventory, inventory->items[i]->sprite);
} else {
drect(34*x+x_inventory, 41*y+y_inventory, 34*x+x_inventory+31, 41*y+y_inventory+31, C_BLACK);
}
}
}
int open_inventory(struct Game *game, struct Inventory *inventory, char* context, bool keep_open) {
extern bopti_image_t img_inventory;
int buffer = keydown(KEY_SHIFT);
struct Vec2 cursor = VEC2(0,0);
int pos = 0;
int suppression = 0;
const int x_inventory = 30;
const int y_inventory = 56;
while(1) {
clearevents();
cursor.x += keydown(KEY_RIGHT) - keydown(KEY_LEFT);
cursor.y += keydown(KEY_DOWN) - keydown(KEY_UP);
if(cursor.x > 9) cursor.x = 9;
if(cursor.x < 0) cursor.x = 0;
if(cursor.y > 2) cursor.y = 2;
if(cursor.y < 0) cursor.y = 0;
pos = cursor.x + cursor.y*10;
dclear(C_RGB(25,25,25));
dimage(0, 0, &img_inventory);
dtext(5,2,C_BLACK,context);
drect(34*cursor.x+x_inventory-2, 41*cursor.y+y_inventory-2, 34*cursor.x+x_inventory+33, 41*cursor.y+y_inventory+33, suppression ? C_RED : C_GREEN);
if(suppression) dtext(5,16,C_RED,"Suppression");
dprint(5, 185, C_BLACK, "%d/%d", get_nb_items(inventory), NB_PLAYER_ITEMS);
display_inventory(inventory);
if(inventory->items[pos] != NULL) {
dtext(5, 30, C_BLACK, inventory->items[pos]->name);
dtext(104, 30, C_BLACK, inventory->items[pos]->description);
}
dupdate();
if(keydown(KEY_SHIFT)) {
if(buffer) buffer = 0;
else if(inventory->items[pos] != NULL) {
if(!suppression && !keep_open) break;
else if(!suppression) {
select_item(game, pos);
remove_item_pos(inventory, pos);
}
else remove_item_pos(inventory, pos);
}
}
if(keydown(KEY_OPTN)) {
suppression = suppression ? 0 : 1;
}
if(keydown(KEY_EXIT)) {
pos = -1;
break;
}
while(keydown_any(KEY_RIGHT, KEY_LEFT, KEY_DOWN, KEY_UP, KEY_SHIFT, KEY_OPTN, 0)) clearevents();
}
return pos;
}