mirror of
https://github.com/doukutsu-rs/doukutsu-rs
synced 2025-03-29 13:29:25 +00:00
430 lines
16 KiB
Rust
430 lines
16 KiB
Rust
use crate::common::Rect;
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use crate::components::draw_common::{draw_number, Alignment};
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use crate::entity::GameEntity;
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use crate::frame::Frame;
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use crate::framework::context::Context;
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use crate::framework::error::GameResult;
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use crate::input::touch_controls::TouchControlType;
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use crate::inventory::Inventory;
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use crate::player::Player;
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use crate::scripting::tsc::text_script::{ScriptMode, TextScriptExecutionState};
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use crate::shared_game_state::SharedGameState;
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use crate::weapon::{WeaponLevel, WeaponType};
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#[derive(Copy, Clone, PartialEq, Eq)]
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#[repr(u8)]
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enum InventoryFocus {
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None,
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Weapons,
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Items,
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}
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#[derive(Copy, Clone)]
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struct InvWeaponData {
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wtype: WeaponType,
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level: WeaponLevel,
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ammo: u16,
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max_ammo: u16,
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}
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pub struct InventoryUI {
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tick: usize,
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text_y_pos: u16,
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selected_weapon: u16,
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selected_item: u16,
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weapon_count: u16,
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item_count: u16,
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weapon_data: [InvWeaponData; 8],
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item_data: [(u16, u16); 32],
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focus: InventoryFocus,
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}
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impl InventoryUI {
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pub fn new() -> InventoryUI {
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InventoryUI {
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text_y_pos: 16,
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tick: 0,
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selected_weapon: 0,
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selected_item: 0,
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weapon_count: 0,
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item_count: 0,
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weapon_data: [InvWeaponData { wtype: WeaponType::None, level: WeaponLevel::None, ammo: 0, max_ammo: 0 }; 8],
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item_data: [(0u16, 0u16); 32],
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focus: InventoryFocus::None,
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}
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}
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fn get_item_event_number(&self, inventory: &Inventory) -> u16 {
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inventory.get_item_idx(self.selected_item as usize).map(|i| i.0 + 5000).unwrap_or(5000)
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}
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fn get_item_event_number_action(&self, inventory: &Inventory) -> u16 {
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inventory.get_item_idx(self.selected_item as usize).map(|i| i.0 + 6000).unwrap_or(6000)
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}
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fn exit(&mut self, state: &mut SharedGameState, _player: &mut Player, inventory: &mut Inventory) {
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self.focus = InventoryFocus::None;
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inventory.current_item = 0;
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self.text_y_pos = 16;
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state.textscript_vm.reset();
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state.textscript_vm.set_mode(ScriptMode::Map);
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}
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}
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impl GameEntity<(&mut Context, &mut Player, &mut Inventory)> for InventoryUI {
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fn tick(
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&mut self,
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state: &mut SharedGameState,
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(ctx, player, inventory): (&mut Context, &mut Player, &mut Inventory),
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) -> GameResult<()> {
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let (off_left, off_top, off_right, _) = crate::framework::graphics::screen_insets_scaled(ctx, state.scale);
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let mut slot_rect =
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Rect::new_size(state.canvas_size.0 as isize - 34 - off_right as isize, 8 + off_top as isize, 26, 26);
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state.touch_controls.control_type = TouchControlType::None;
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if state.control_flags.control_enabled()
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&& (player.controller.trigger_inventory()
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|| player.controller.trigger_menu_back()
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|| (state.settings.touch_controls && state.touch_controls.consume_click_in(slot_rect)))
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{
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state.control_flags.set_ok_button_disabled(false);
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self.exit(state, player, inventory);
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return Ok(());
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}
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if self.text_y_pos > 8 {
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self.text_y_pos -= 1;
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}
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self.weapon_count = 0;
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for (idx, weapon) in self.weapon_data.iter_mut().enumerate() {
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if let Some(weapon_data) = inventory.get_weapon(idx) {
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weapon.wtype = weapon_data.wtype;
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weapon.level = weapon_data.level;
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weapon.ammo = weapon_data.ammo;
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weapon.max_ammo = weapon_data.max_ammo;
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self.weapon_count += 1;
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} else {
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weapon.wtype = WeaponType::None;
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break;
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}
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}
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self.item_count = 0;
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for (idx, (item_id, amount)) in self.item_data.iter_mut().enumerate() {
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if let Some(item_data) = inventory.get_item_idx(idx) {
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*item_id = item_data.0;
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*amount = item_data.1;
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self.item_count += 1;
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} else {
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*item_id = 0;
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break;
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}
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}
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fn get_weapon_event_number(inventory: &Inventory) -> u16 {
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inventory.get_current_weapon().map(|w| w.wtype as u16 + 1000).unwrap_or(1000)
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}
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self.selected_item = inventory.current_item;
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self.selected_weapon = inventory.current_weapon;
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let count_x = state.constants.textscript.inventory_item_count_x as u16;
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match self.focus {
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InventoryFocus::None => {
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self.focus = InventoryFocus::Weapons;
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state.control_flags.set_ok_button_disabled(false);
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state.textscript_vm.start_script(get_weapon_event_number(inventory));
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}
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InventoryFocus::Weapons if state.control_flags.control_enabled() => {
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if player.controller.trigger_left() {
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state.sound_manager.play_sfx(4);
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inventory.prev_weapon();
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state.control_flags.set_ok_button_disabled(false);
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state.textscript_vm.start_script(get_weapon_event_number(inventory));
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}
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if player.controller.trigger_right() {
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state.sound_manager.play_sfx(4);
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inventory.next_weapon();
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state.control_flags.set_ok_button_disabled(false);
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state.textscript_vm.start_script(get_weapon_event_number(inventory));
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}
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if player.controller.trigger_up() || player.controller.trigger_down() {
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self.focus = InventoryFocus::Items;
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state.control_flags.set_ok_button_disabled(false);
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state.textscript_vm.start_script(self.get_item_event_number(inventory));
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}
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}
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InventoryFocus::Items if self.item_count != 0 && state.control_flags.control_enabled() => {
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if player.controller.trigger_left() {
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state.sound_manager.play_sfx(1);
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if (self.selected_item % count_x) != 0 {
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self.selected_item -= 1;
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} else {
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self.selected_item += count_x - 1;
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}
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state.control_flags.set_ok_button_disabled(false);
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state.textscript_vm.start_script(self.get_item_event_number(inventory));
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}
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if player.controller.trigger_right() {
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match () {
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_ if self.selected_item == self.item_count + 1 => {
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self.selected_item = count_x * (self.selected_item / count_x);
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}
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_ if (self.selected_item % count_x) + 1 == count_x => {
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self.selected_item = self.selected_item.saturating_sub(count_x) + 1;
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}
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_ => self.selected_item += 1,
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}
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state.sound_manager.play_sfx(1);
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state.control_flags.set_ok_button_disabled(false);
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state.textscript_vm.start_script(self.get_item_event_number(inventory));
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}
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if player.controller.trigger_up() {
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if self.selected_item < count_x {
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self.focus = InventoryFocus::Weapons;
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state.sound_manager.play_sfx(4);
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state.control_flags.set_ok_button_disabled(false);
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state.textscript_vm.start_script(get_weapon_event_number(inventory));
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} else {
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self.selected_item -= count_x;
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state.sound_manager.play_sfx(1);
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state.control_flags.set_ok_button_disabled(false);
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state.textscript_vm.start_script(self.get_item_event_number(inventory));
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}
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}
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if player.controller.trigger_down() {
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if self.selected_item / 6 == self.item_count.saturating_sub(1) / 6 {
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self.focus = InventoryFocus::Weapons;
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state.sound_manager.play_sfx(4);
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state.control_flags.set_ok_button_disabled(false);
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state.textscript_vm.start_script(get_weapon_event_number(inventory));
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} else {
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self.selected_item += count_x;
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state.sound_manager.play_sfx(1);
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state.control_flags.set_ok_button_disabled(false);
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state.textscript_vm.start_script(self.get_item_event_number(inventory));
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}
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}
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if !state.control_flags.ok_button_disabled() && player.controller.trigger_menu_ok() {
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state.textscript_vm.start_script(self.get_item_event_number_action(inventory));
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}
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self.selected_item = self.selected_item.min(self.item_count - 1);
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inventory.current_item = self.selected_item;
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}
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_ => {}
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}
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if state.settings.touch_controls && state.control_flags.control_enabled() {
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let x = ((((state.canvas_size.0 - off_left - off_right) - 244.0) / 2.0).floor() + off_left) as isize;
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let y = 8 + off_top as isize;
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for i in 0..self.weapon_count {
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slot_rect = Rect::new_size(x + 12 + i as isize * 40, y + 16, 40, 40);
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if state.touch_controls.consume_click_in(slot_rect) {
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self.focus = InventoryFocus::Weapons;
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state.sound_manager.play_sfx(4);
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self.selected_weapon = i;
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inventory.current_weapon = i;
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state.textscript_vm.start_script(get_weapon_event_number(inventory));
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self.exit(state, player, inventory);
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}
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}
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for i in 0..self.item_count {
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slot_rect =
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Rect::new_size(x + 12 + (i % count_x) as isize * 32, y + 68 + (i / count_x) as isize * 16, 32, 16);
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if state.touch_controls.consume_click_in(slot_rect) {
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state.sound_manager.play_sfx(1);
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if self.focus == InventoryFocus::Items && inventory.current_item == i {
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state.textscript_vm.start_script(self.get_item_event_number_action(inventory));
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} else {
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self.selected_item = i;
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inventory.current_item = self.selected_item;
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self.focus = InventoryFocus::Items;
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state.textscript_vm.start_script(self.get_item_event_number(inventory));
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}
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}
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}
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}
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self.tick = self.tick.wrapping_add(1);
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Ok(())
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}
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fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, _frame: &Frame) -> GameResult<()> {
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if state.textscript_vm.state == TextScriptExecutionState::MapSystem {
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return Ok(());
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}
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let mut tmp_rect = Rect { left: 0, top: 0, right: 0, bottom: 0 };
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let (off_left, off_top, off_right, _) = crate::framework::graphics::screen_insets_scaled(ctx, state.scale);
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let x = (((state.canvas_size.0 - off_left - off_right) - 244.0) / 2.0).floor() + off_left;
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let y = 8.0 + off_top;
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "TextBox")?;
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for i in 0..=18 {
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let rect = match i {
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0 => &state.constants.textscript.inventory_rect_top,
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18 => &state.constants.textscript.inventory_rect_bottom,
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_ => &state.constants.textscript.inventory_rect_middle,
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};
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batch.add_rect(x, y + i as f32 * 8.0, rect);
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}
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batch.add_rect(x + 12.0, y + self.text_y_pos as f32, &state.constants.textscript.inventory_text_arms);
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batch.add_rect(x + 12.0, y + 52.0 + self.text_y_pos as f32, &state.constants.textscript.inventory_text_item);
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let (item_cursor_frame, weapon_cursor_frame) = match self.focus {
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InventoryFocus::None => (1, 1),
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InventoryFocus::Weapons => (1, self.tick & 1),
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InventoryFocus::Items => (self.tick & 1, 1),
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};
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batch.add_rect(
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x + 12.0 + self.selected_weapon as f32 * 40.0,
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y + 16.0,
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&state.constants.textscript.cursor_inventory_weapon[weapon_cursor_frame],
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);
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let count_x = state.constants.textscript.inventory_item_count_x as usize;
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batch.add_rect(
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x + 12.0 + (self.selected_item as usize % count_x) as f32 * 32.0,
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y + 68.0 + (self.selected_item as usize / count_x) as f32 * 16.0,
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&state.constants.textscript.cursor_inventory_item[item_cursor_frame],
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);
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for (idx, weapon) in self.weapon_data.iter().enumerate() {
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if weapon.wtype == WeaponType::None {
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break;
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}
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// lv
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batch.add_rect(x + 12.0 + idx as f32 * 40.0, y + 32.0, &Rect::new_size(80, 80, 16, 8));
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// per
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batch.add_rect(x + 12.0 + idx as f32 * 40.0, y + 48.0, &Rect::new_size(72, 48, 8, 8));
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if weapon.max_ammo == 0 {
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batch.add_rect(x + 28.0 + idx as f32 * 40.0, y + 40.0, &Rect::new_size(80, 48, 16, 8));
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batch.add_rect(x + 28.0 + idx as f32 * 40.0, y + 48.0, &Rect::new_size(80, 48, 16, 8));
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}
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}
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batch.draw(ctx)?;
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "ArmsImage")?;
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for (idx, weapon) in self.weapon_data.iter().enumerate() {
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if weapon.wtype == WeaponType::None {
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break;
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}
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tmp_rect.left = (weapon.wtype as u16 % 16) * 16;
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tmp_rect.top = (weapon.wtype as u16 / 16) * 16;
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tmp_rect.right = tmp_rect.left + 16;
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tmp_rect.bottom = tmp_rect.top + 16;
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batch.add_rect(x + 12.0 + idx as f32 * 40.0, y + 16.0, &tmp_rect);
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}
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batch.draw(ctx)?;
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "ItemImage")?;
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for (idx, (item_id, _amount)) in self.item_data.iter().enumerate() {
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if *item_id == 0 {
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break;
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}
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tmp_rect.left = (*item_id % 8) * 32;
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tmp_rect.top = (*item_id / 8) * 16;
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tmp_rect.right = tmp_rect.left + 32;
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tmp_rect.bottom = tmp_rect.top + 16;
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batch.add_rect(
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x + 12.0 + (idx % count_x) as f32 * 32.0,
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y + 68.0 + (idx / count_x) as f32 * 16.0,
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&tmp_rect,
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);
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}
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batch.draw(ctx)?;
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for (idx, (item_id, amount)) in self.item_data.iter().enumerate() {
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if *item_id == 0 || *amount == 0 {
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break;
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}
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if *amount > 1 {
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draw_number(
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x + 12.0 + (idx % count_x) as f32 * 32.0 + 32.0,
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y + 68.0 + (idx / count_x) as f32 * 16.0,
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*amount as usize,
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Alignment::Right,
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state,
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ctx,
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)?;
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}
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}
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for (idx, weapon) in self.weapon_data.iter().enumerate() {
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if weapon.wtype == WeaponType::None {
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break;
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}
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draw_number(x + 44.0 + idx as f32 * 40.0, y + 32.0, weapon.level as usize, Alignment::Right, state, ctx)?;
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if weapon.max_ammo != 0 {
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draw_number(
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x + 44.0 + idx as f32 * 40.0,
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y + 40.0,
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weapon.ammo as usize,
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Alignment::Right,
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state,
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ctx,
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)?;
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draw_number(
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x + 44.0 + idx as f32 * 40.0,
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y + 48.0,
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weapon.max_ammo as usize,
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Alignment::Right,
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state,
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ctx,
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)?;
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}
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}
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if state.settings.touch_controls {
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let close_rect = Rect { left: 110, top: 110, right: 128, bottom: 128 };
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "builtin/touch")?;
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batch.add_rect(state.canvas_size.0 - off_right - 30.0, 12.0 + off_top, &close_rect);
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batch.draw(ctx)?;
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}
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Ok(())
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}
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}
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