Exemple #1
0
Obj *InventoryWidget::get_obj_at_location(int x, int y)
{
 uint8 location;
 U6LList *inventory;
 U6Link *link;
 Obj *obj =  NULL;
 uint16 i;

 if(x >= objlist_offset_x && y >= objlist_offset_y)
   {
    location = get_list_position(x,y); //find the postion of the object we hit in the inventory

    if(container_obj)
      inventory = container_obj->container;
    else
      inventory = actor->get_inventory_list();
    if(inventory == NULL)
      link = NULL;
    else
      link = inventory->start();

    for(i=0;link != NULL && i <= location;link=link->next)
     {
      obj = (Obj *)link->data;
      if(obj->is_readied() == false)
        i++;
     }

    if(i > location && obj && obj->is_readied() == false) // don't return readied or non existent objects
      return obj;
   }

 return NULL;
}
Exemple #2
0
void InventoryWidget::drag_perform_drop(int x, int y, int message, void *data)
{
 DEBUG(0,LEVEL_DEBUGGING,"InventoryWidget::drag_perform_drop()\n");
 Obj *obj;

 x -= area.x;
 y -= area.y;

 if(message == GUI_DRAG_OBJ)
   {
    DEBUG(0,LEVEL_DEBUGGING,"Drop into inventory.\n");
    obj = (Obj *)data;

	if(target_obj && obj_manager->can_store_obj(target_obj, obj))
	{
		obj_manager->moveto_container(obj, target_obj);
	}
	else if(target_cont && obj_manager->can_store_obj(target_cont, obj))
	{
		obj_manager->moveto_container(obj, target_cont);
	}
    else
    {
    	if(obj->is_readied())
    		Game::get_game()->get_event()->unready(obj);
    	else
    		obj_manager->moveto_inventory(obj, actor);
    }

    Redraw();
   }

 Game::get_game()->get_map_window()->updateBlacking();
 target_obj = NULL;

 return;
}
Exemple #3
0
void InventoryWidget::display_inventory_list()
{
 const Tile *tile;
 U6LList *inventory;
 U6Link *link;
 Obj *obj = NULL;
 uint16 i,j;
 uint16 skip_num;
 int max_rows = 4;
 if(Game::get_game()->get_game_type() == NUVIE_GAME_U6)
   max_rows = 3;

 if(container_obj)
   inventory = container_obj->container;
 else
   inventory = actor->get_inventory_list();
 if(inventory == NULL)
   link = NULL;
 else
   link = inventory->start();

 //skip row_offset rows of objects.
 skip_num = row_offset * 4;
 for(i=0;link != NULL && i < skip_num; link = link->next)
   {
    obj = (Obj *)link->data;
    if(obj->is_readied() == false)
      i++;
   }





  for(i=0;i<max_rows;i++)
   {
    for(j=0;j<4;j++)
      {
       if(link != NULL)
         {
          obj = (Obj *)link->data;
          if(obj->is_readied()) //skip any readied objects
            {
             for(;link != NULL && obj->is_readied(); link = link->next)
                obj = (Obj *)link->data;
            }
          else
            link = link->next;

          tile = tile_manager->get_tile(obj_manager->get_obj_tile_num(obj)+obj->frame_n);
          if(link == NULL)
            {
             if(obj->is_readied()) //last object is readied so skip it.
                tile = empty_tile;
            }
         }
        else
          tile = empty_tile;

       //tile = tile_manager->get_tile(actor->indentory_tile());
       if(tile == empty_tile)
         screen->blit((area.x+objlist_offset_x)+j*16,area.y+objlist_offset_y+i*16,(unsigned char *)empty_tile->data,8,16,16,16,true);
       if(tile != empty_tile)
        {
         //draw qty string for stackable items
         if(obj_manager->is_stackable(obj))       
           display_qty_string((area.x+objlist_offset_x)+j*16,area.y+objlist_offset_y+i*16,obj->qty);
       
         //draw special char for Keys.
         if(game_type == NUVIE_GAME_U6 && obj->obj_n == 64)
           display_special_char((area.x+objlist_offset_x)+j*16,area.y+objlist_offset_y+i*16,obj->quality);
        }

       screen->blit((area.x+objlist_offset_x)+j*16,area.y+objlist_offset_y+i*16,(unsigned char *)tile->data,8,16,16,16,true);
      }
   }
}