doukutsu-rs/src/components/inventory.rs

452 lines
17 KiB
Rust

use crate::common::Rect;
use crate::components::draw_common::{Alignment, draw_number};
use crate::components::hud::HUD;
use crate::entity::GameEntity;
use crate::framework::context::Context;
use crate::framework::error::GameResult;
use crate::game::frame::Frame;
use crate::game::inventory::Inventory;
use crate::game::shared_game_state::SharedGameState;
use crate::input::touch_controls::TouchControlType;
use crate::game::player::Player;
use crate::game::scripting::tsc::text_script::{ScriptMode, TextScriptExecutionState};
use crate::game::weapon::{WeaponLevel, WeaponType};
#[derive(Copy, Clone, PartialEq, Eq)]
#[repr(u8)]
enum InventoryFocus {
None,
Weapons,
Items,
}
#[derive(Copy, Clone)]
struct InvWeaponData {
wtype: WeaponType,
level: WeaponLevel,
ammo: u16,
max_ammo: u16,
}
pub struct InventoryUI {
tick: usize,
text_y_pos: u16,
selected_weapon: u16,
selected_item: u16,
weapon_count: u16,
item_count: u16,
weapon_data: [InvWeaponData; 8],
item_data: [(u16, u16); 32],
focus: InventoryFocus,
}
impl InventoryUI {
pub fn new() -> InventoryUI {
InventoryUI {
text_y_pos: 16,
tick: 0,
selected_weapon: 0,
selected_item: 0,
weapon_count: 0,
item_count: 0,
weapon_data: [InvWeaponData { wtype: WeaponType::None, level: WeaponLevel::None, ammo: 0, max_ammo: 0 }; 8],
item_data: [(0u16, 0u16); 32],
focus: InventoryFocus::None,
}
}
fn get_item_event_number(&self, inventory: &Inventory) -> u16 {
inventory.get_item_idx(self.selected_item as usize).map(|i| i.0 + 5000).unwrap_or(5000)
}
fn get_item_event_number_action(&self, inventory: &Inventory) -> u16 {
inventory.get_item_idx(self.selected_item as usize).map(|i| i.0 + 6000).unwrap_or(6000)
}
fn get_weapon_event_number(&self, inventory: &Inventory) -> u16 {
inventory.get_current_weapon().map(|w| w.wtype as u16 + 1000).unwrap_or(1000)
}
fn exit(&mut self, state: &mut SharedGameState, _player: &mut Player, inventory: &mut Inventory, hud: &mut HUD) {
self.focus = InventoryFocus::None;
inventory.current_item = 0;
self.text_y_pos = 16;
hud.weapon_x_pos = 32;
state.textscript_vm.reset();
state.textscript_vm.set_mode(ScriptMode::Map);
}
}
impl GameEntity<(&mut Context, &mut Player, &mut Inventory, &mut HUD)> for InventoryUI {
fn tick(
&mut self,
state: &mut SharedGameState,
(ctx, player, inventory, hud): (&mut Context, &mut Player, &mut Inventory, &mut HUD),
) -> GameResult<()> {
let (off_left, off_top, off_right, _) = crate::framework::graphics::screen_insets_scaled(ctx, state.scale);
let mut slot_rect =
Rect::new_size(state.canvas_size.0 as isize - 34 - off_right as isize, 8 + off_top as isize, 26, 26);
state.touch_controls.control_type = TouchControlType::None;
if state.control_flags.control_enabled()
&& (player.controller.trigger_inventory()
|| player.controller.trigger_menu_back()
|| (player.controller.trigger_menu_ok() && self.focus == InventoryFocus::Weapons)
|| (state.settings.touch_controls && state.touch_controls.consume_click_in(slot_rect)))
{
state.control_flags.set_ok_button_disabled(false);
self.exit(state, player, inventory, hud);
return Ok(());
}
if self.text_y_pos > 8 {
self.text_y_pos -= 1;
}
self.weapon_count = 0;
for (idx, weapon) in self.weapon_data.iter_mut().enumerate() {
if let Some(weapon_data) = inventory.get_weapon(idx) {
weapon.wtype = weapon_data.wtype;
weapon.level = weapon_data.level;
weapon.ammo = weapon_data.ammo;
weapon.max_ammo = weapon_data.max_ammo;
self.weapon_count += 1;
} else {
weapon.wtype = WeaponType::None;
break;
}
}
self.item_count = 0;
for (idx, (item_id, amount)) in self.item_data.iter_mut().enumerate() {
if let Some(item_data) = inventory.get_item_idx(idx) {
*item_id = item_data.0;
*amount = item_data.1;
self.item_count += 1;
} else {
*item_id = 0;
break;
}
}
self.selected_item = inventory.current_item;
self.selected_weapon = inventory.current_weapon;
let count_x = state.constants.textscript.inventory_item_count_x as u16;
match self.focus {
InventoryFocus::None => {
self.focus = InventoryFocus::Weapons;
state.control_flags.set_ok_button_disabled(false);
// check weapon count (0 count means we run item script)
let event = if self.weapon_count > 0 {
self.get_weapon_event_number(inventory)
} else {
self.get_item_event_number(inventory)
};
state.textscript_vm.start_script(event);
}
InventoryFocus::Weapons if state.control_flags.control_enabled() => {
// if we have no weapons, the TSC should not be refreshed with L/R keystrokes
if self.weapon_count > 0
{
if player.controller.trigger_left() {
state.sound_manager.play_sfx(4);
inventory.prev_weapon();
state.control_flags.set_ok_button_disabled(false);
state.textscript_vm.start_script(self.get_weapon_event_number(inventory));
}
if player.controller.trigger_right() {
state.sound_manager.play_sfx(4);
inventory.next_weapon();
state.control_flags.set_ok_button_disabled(false);
state.textscript_vm.start_script(self.get_weapon_event_number(inventory));
}
}
// we should not move from the weapon row if there are no items
if (player.controller.trigger_up() || player.controller.trigger_down()) && self.item_count > 0 {
self.focus = InventoryFocus::Items;
state.control_flags.set_ok_button_disabled(false);
state.textscript_vm.start_script(self.get_item_event_number(inventory));
}
}
InventoryFocus::Items if self.item_count != 0 && state.control_flags.control_enabled() => {
let mut moved_cursor = false;
if player.controller.trigger_left() {
state.sound_manager.play_sfx(1);
if (self.selected_item % count_x) != 0 {
self.selected_item -= 1;
} else {
self.selected_item += count_x - 1;
}
state.control_flags.set_ok_button_disabled(false);
moved_cursor = true;
}
if player.controller.trigger_right() {
match () {
_ if self.selected_item + 1 == self.item_count => {
self.selected_item = count_x * (self.selected_item / count_x);
}
_ if (self.selected_item % count_x) + 1 == count_x => {
self.selected_item = self.selected_item.saturating_sub(count_x - 1);
}
_ => self.selected_item += 1,
}
state.sound_manager.play_sfx(1);
state.control_flags.set_ok_button_disabled(false);
moved_cursor = true;
}
if player.controller.trigger_up() {
if self.selected_item < count_x {
self.focus = InventoryFocus::Weapons;
state.sound_manager.play_sfx(4);
state.control_flags.set_ok_button_disabled(false);
state.textscript_vm.start_script(self.get_weapon_event_number(inventory));
} else {
self.selected_item -= count_x;
state.sound_manager.play_sfx(1);
state.control_flags.set_ok_button_disabled(false);
moved_cursor = true;
}
}
if player.controller.trigger_down() {
if self.selected_item / 6 == self.item_count.saturating_sub(1) / 6 {
self.focus = InventoryFocus::Weapons;
state.sound_manager.play_sfx(4);
state.control_flags.set_ok_button_disabled(false);
moved_cursor = true;
} else {
self.selected_item += count_x;
state.sound_manager.play_sfx(1);
state.control_flags.set_ok_button_disabled(false);
moved_cursor = true;
}
}
self.selected_item = self.selected_item.min(self.item_count - 1);
if moved_cursor {
state.textscript_vm.start_script(self.get_item_event_number(inventory));
}
if !state.control_flags.ok_button_disabled() && player.controller.trigger_menu_ok() {
state.textscript_vm.start_script(self.get_item_event_number_action(inventory));
}
inventory.current_item = self.selected_item;
}
_ => {}
}
if state.settings.touch_controls && state.control_flags.control_enabled() {
let x = ((((state.canvas_size.0 - off_left - off_right) - 244.0) / 2.0).floor() + off_left) as isize;
let y = 8 + off_top as isize;
for i in 0..self.weapon_count {
slot_rect = Rect::new_size(x + 12 + i as isize * 40, y + 16, 40, 40);
if state.touch_controls.consume_click_in(slot_rect) {
self.focus = InventoryFocus::Weapons;
state.sound_manager.play_sfx(4);
self.selected_weapon = i;
inventory.current_weapon = i;
state.textscript_vm.start_script(self.get_weapon_event_number(inventory));
self.exit(state, player, inventory, hud);
}
}
for i in 0..self.item_count {
slot_rect =
Rect::new_size(x + 12 + (i % count_x) as isize * 32, y + 68 + (i / count_x) as isize * 16, 32, 16);
if state.touch_controls.consume_click_in(slot_rect) {
state.sound_manager.play_sfx(1);
if self.focus == InventoryFocus::Items && inventory.current_item == i {
state.textscript_vm.start_script(self.get_item_event_number_action(inventory));
} else {
self.selected_item = i;
inventory.current_item = self.selected_item;
self.focus = InventoryFocus::Items;
state.textscript_vm.start_script(self.get_item_event_number(inventory));
}
}
}
}
self.tick = self.tick.wrapping_add(1);
Ok(())
}
fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, _frame: &Frame) -> GameResult<()> {
if state.textscript_vm.state == TextScriptExecutionState::MapSystem {
return Ok(());
}
let mut tmp_rect = Rect { left: 0, top: 0, right: 0, bottom: 0 };
let (off_left, off_top, off_right, _) = crate::framework::graphics::screen_insets_scaled(ctx, state.scale);
let x = (((state.canvas_size.0 - off_left - off_right) - 244.0) / 2.0).floor() + off_left;
let y = 8.0 + off_top;
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "TextBox")?;
for i in 0..=18 {
let rect = match i {
0 => &state.constants.textscript.inventory_rect_top,
18 => &state.constants.textscript.inventory_rect_bottom,
_ => &state.constants.textscript.inventory_rect_middle,
};
batch.add_rect(x, y + i as f32 * 8.0, rect);
}
batch.add_rect(x + 12.0, y + self.text_y_pos as f32, &state.constants.textscript.inventory_text_arms);
batch.add_rect(x + 12.0, y + 52.0 + self.text_y_pos as f32, &state.constants.textscript.inventory_text_item);
let (item_cursor_frame, weapon_cursor_frame) = match self.focus {
InventoryFocus::None => (1, 1),
InventoryFocus::Weapons => (1, (self.tick / 2) % 2), //every-other frame (& 1): this is not what we want, we want every 2 frames.
InventoryFocus::Items => ((self.tick / 2) % 2, 1),
};
batch.add_rect(
x + 12.0 + self.selected_weapon as f32 * 40.0,
y + 16.0,
&state.constants.textscript.cursor_inventory_weapon[weapon_cursor_frame],
);
let count_x = state.constants.textscript.inventory_item_count_x as usize;
batch.add_rect(
x + 12.0 + (self.selected_item as usize % count_x) as f32 * 32.0,
y + 68.0 + (self.selected_item as usize / count_x) as f32 * 16.0,
&state.constants.textscript.cursor_inventory_item[item_cursor_frame],
);
for (idx, weapon) in self.weapon_data.iter().enumerate() {
if weapon.wtype == WeaponType::None {
break;
}
// lv
batch.add_rect(x + 12.0 + idx as f32 * 40.0, y + 32.0, &Rect::new_size(80, 80, 16, 8));
// per
batch.add_rect(x + 12.0 + idx as f32 * 40.0, y + 48.0, &Rect::new_size(72, 48, 8, 8));
if weapon.max_ammo == 0 {
batch.add_rect(x + 28.0 + idx as f32 * 40.0, y + 40.0, &Rect::new_size(80, 48, 16, 8));
batch.add_rect(x + 28.0 + idx as f32 * 40.0, y + 48.0, &Rect::new_size(80, 48, 16, 8));
}
}
batch.draw(ctx)?;
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "ArmsImage")?;
for (idx, weapon) in self.weapon_data.iter().enumerate() {
if weapon.wtype == WeaponType::None {
break;
}
tmp_rect.left = (weapon.wtype as u16 % 16) * 16;
tmp_rect.top = (weapon.wtype as u16 / 16) * 16;
tmp_rect.right = tmp_rect.left + 16;
tmp_rect.bottom = tmp_rect.top + 16;
batch.add_rect(x + 12.0 + idx as f32 * 40.0, y + 16.0, &tmp_rect);
}
batch.draw(ctx)?;
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "ItemImage")?;
for (idx, (item_id, _amount)) in self.item_data.iter().enumerate() {
if *item_id == 0 {
break;
}
tmp_rect.left = (*item_id % 8) * 32;
tmp_rect.top = (*item_id / 8) * 16;
tmp_rect.right = tmp_rect.left + 32;
tmp_rect.bottom = tmp_rect.top + 16;
batch.add_rect(
x + 12.0 + (idx % count_x) as f32 * 32.0,
y + 68.0 + (idx / count_x) as f32 * 16.0,
&tmp_rect,
);
}
batch.draw(ctx)?;
for (idx, (item_id, amount)) in self.item_data.iter().enumerate() {
if *item_id == 0 || *amount == 0 {
break;
}
if *amount > 1 {
draw_number(
x + 12.0 + (idx % count_x) as f32 * 32.0 + 32.0,
y + 68.0 + (idx / count_x) as f32 * 16.0,
*amount as usize,
Alignment::Right,
state,
ctx,
)?;
}
}
for (idx, weapon) in self.weapon_data.iter().enumerate() {
if weapon.wtype == WeaponType::None {
break;
}
draw_number(x + 44.0 + idx as f32 * 40.0, y + 32.0, weapon.level as usize, Alignment::Right, state, ctx)?;
if weapon.max_ammo != 0 {
draw_number(
x + 44.0 + idx as f32 * 40.0,
y + 40.0,
weapon.ammo as usize,
Alignment::Right,
state,
ctx,
)?;
draw_number(
x + 44.0 + idx as f32 * 40.0,
y + 48.0,
weapon.max_ammo as usize,
Alignment::Right,
state,
ctx,
)?;
}
}
if state.settings.touch_controls {
let close_rect = Rect { left: 110, top: 110, right: 128, bottom: 128 };
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "builtin/touch")?;
batch.add_rect(state.canvas_size.0 - off_right - 30.0, 12.0 + off_top, &close_rect);
batch.draw(ctx)?;
}
Ok(())
}
}