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; }
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; }
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); } } }