Inventory item selection.

This commit is contained in:
mibi88 2024-08-02 16:14:04 +02:00
parent 5dab7f9f18
commit b26cf53e91
6 changed files with 126 additions and 6 deletions

View file

@ -74,6 +74,8 @@ set(ASSETS_cg
assets-cg/font.png
assets-cg/inventory.png
assets-cg/items.png
assets-cg/selection.png
assets-cg/selected.png
)
set(ASSETS_cg_EGA64
@ -88,6 +90,8 @@ set(ASSETS_fx
assets-fx/SGN_Icon.png
assets-fx/player_face.png
assets-fx/font.png
assets-fx/selection.png
assets-fx/selected.png
# ...
)

View file

@ -17,6 +17,14 @@ SGN_Icon.png:
type: bopti-image
name: SGN_Icon_img
selection.png:
type: bopti-image
name: selection_img
selected.png:
type: bopti-image
name: selected_img
font.png:
name: fontRPG
type: font

View file

@ -36,6 +36,7 @@ void game_init(Game *game) {
events_init_handler(&game->handler);
events_bind_variable(&game->handler, (int *)&game->player.life, "life");
events_bind_variable(&game->handler, &game->mana, "mana");
inventory_init(&game->inventory);
// reload_npc(&game);
}
@ -122,8 +123,10 @@ void game_render_indicator(Game *game) {
/* Draw everything. */
void game_draw(Game *game) {
/*Only clear if we are inside, the screen is guaranteed to be filled
/* Only clear if we are inside, the screen is guaranteed to be filled
* otherwise */
/* (Mibi88) if we do so, we should only use opaque tiles in the background
layer (it's currently not the case), to artefacts when rendering dialogs. */
if(game->map_level->indoor)
dclear(C_WHITE);
map_render_by_layer(game, BACKGROUND);
@ -136,7 +139,7 @@ void game_draw(Game *game) {
dprint(8, 8, C_BLACK, "npc_count: %d", npc_count);
dprint(8, 16, C_BLACK, "Mana: %d", game->mana);
dprint(8, 24, C_BLACK, "X: %d Y: %d", game->player.x, game->player.y);
inventory_draw(game, &game->inventory);
inventory_draw(&game->inventory, &game->player);
}
/* Key management */
@ -159,6 +162,45 @@ void game_get_inputs(Game *game) {
clearevents();
sleep();
}
} else if(game->inventory.open) {
if(keydown(KEY_LEFT))
inventory_move_selection(&game->inventory, D_LEFT);
/* TODO: Make something cleaner */
while(keydown(KEY_LEFT)) {
clearevents();
sleep();
}
if(keydown(KEY_RIGHT))
inventory_move_selection(&game->inventory, D_RIGHT);
/* TODO: Make something cleaner */
while(keydown(KEY_RIGHT)) {
clearevents();
sleep();
}
if(keydown(KEY_UP))
inventory_move_selection(&game->inventory, D_UP);
/* TODO: Make something cleaner */
while(keydown(KEY_UP)) {
clearevents();
sleep();
}
if(keydown(KEY_DOWN))
inventory_move_selection(&game->inventory, D_DOWN);
/* TODO: Make something cleaner */
while(keydown(KEY_DOWN)) {
clearevents();
sleep();
}
if(keydown(KEY_SHIFT))
game->inventory.selected = game->inventory.selection;
if(keydown(KEY_OPTN)) {
game->player.is_male = !game->player.is_male;
/* TODO: Make something cleaner */
while(keydown(KEY_OPTN)) {
clearevents();
sleep();
}
}
} else {
/* Player actions - Prototypes in player.h and implementation in
* player.c */

View file

@ -45,6 +45,8 @@ typedef struct {
Slot equipped[3];
/* 1 if the inventory is open. */
char open : 1;
char selected;
char selection;
} Inventory;
typedef struct {
@ -142,6 +144,7 @@ typedef struct {
uint8_t current_group;
uint8_t hostile_to_group;
/* uint16_t to keep the struct aligned */
uint16_t __padding;
} NPC;

View file

@ -1,13 +1,24 @@
#include "inventory.h"
#include <gint/display.h>
#include <string.h>
extern bopti_image_t inventory_img;
extern bopti_image_t items_img;
extern bopti_image_t selection_img;
extern bopti_image_t selected_img;
extern bopti_image_t player_male_inv_img;
extern bopti_image_t player_female_inv_img;
void inventory_draw(Game *game, Inventory *inventory) {
void inventory_init(Inventory *inventory) {
inventory->open = 0;
memset(inventory->slots, 0, sizeof(Slot)*SLOT_NUM);
memset(inventory->equipped, 0, sizeof(Slot)*3);
inventory->selected = -1;
inventory->selection = 0;
}
void inventory_draw(Inventory *inventory, Player *player) {
size_t i;
if(inventory->open) {
dimage(0, 0, &inventory_img);
@ -16,6 +27,16 @@ void inventory_draw(Game *game, Inventory *inventory) {
SLOT_Y + (i / SLOT_COLUMNS) * SLOT_SPACING, &items_img,
inventory->slots[i].i * SLOT_W, 0, SLOT_W, SLOT_H,
DIMAGE_NONE);
if(i == inventory->selection){
dimage(SLOT_X + (i % SLOT_COLUMNS) * SLOT_SPACING,
SLOT_Y + (i / SLOT_COLUMNS) * SLOT_SPACING,
&selection_img);
}
if(i == inventory->selected){
dimage(SLOT_X + (i % SLOT_COLUMNS) * SLOT_SPACING,
SLOT_Y + (i / SLOT_COLUMNS) * SLOT_SPACING,
&selected_img);
}
}
for(i = 0; i < 3; i++) {
dsubimage(SLOT_X_EQUIPPED, SLOT_Y + i * SLOT_SPACING, &items_img,
@ -25,8 +46,47 @@ void inventory_draw(Game *game, Inventory *inventory) {
#if GINT_RENDER_RGB
/* Render the player between the two swords if we are on cg. */
dimage(183, 20,
game->player.is_male ? &player_male_inv_img
: &player_female_inv_img);
player->is_male ? &player_male_inv_img : &player_female_inv_img);
#endif
}
}
char inventory_add(Inventory *inventory, Item item) {
size_t i;
for(i = 0; i < SLOT_NUM; i++) {
if(!inventory->slots[i].i) {
inventory->slots[i].i = item;
inventory->slots[i].durability = 255;
return 0;
}
}
return 1;
}
void inventory_move_selection(Inventory *inventory, Direction direction) {
switch(direction) {
case D_UP:
inventory->selection -= SLOT_COLUMNS;
if(inventory->selection < 0)
inventory->selection = 0;
break;
case D_DOWN:
inventory->selection += SLOT_COLUMNS;
if(inventory->selection >= SLOT_NUM) {
inventory->selection = SLOT_NUM - 1;
}
break;
case D_LEFT:
if(inventory->selection > 0) {
inventory->selection--;
}
break;
case D_RIGHT:
if(inventory->selection < SLOT_NUM - 1) {
inventory->selection++;
}
break;
default:
break;
}
}

View file

@ -4,6 +4,9 @@
/* The structs related to the inventory are defined in game.h */
#include "game.h"
void inventory_draw(Game *game, Inventory *inventory);
void inventory_init(Inventory *inventory);
void inventory_draw(Inventory *inventory, Player *player);
char inventory_add(Inventory *inventory, Item item);
void inventory_move_selection(Inventory *inventory, Direction direction);
#endif