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inv.cpp

/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.

 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.

 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-13-0/engines/agi/inv.cpp $
 * $Id: inv.cpp 29056 2007-09-23 16:43:43Z sev $
 *
 */



#include "agi/agi.h"
#include "agi/sprite.h"
#include "agi/graphics.h"
#include "agi/keyboard.h"

namespace Agi {

/*
 * Messages and coordinates
 */

#define NOTHING_X 16
#define NOTHING_Y 3
#define NOTHING_MSG     "nothing"

#define ANY_KEY_X 4
#define ANY_KEY_Y 24
#define ANY_KEY_MSG     "Press a key to return to the game"

#define YOUHAVE_X 11
#define YOUHAVE_Y 0
#define YOUHAVE_MSG     "You are carrying:"

#define SELECT_X  2
#define SELECT_Y  24
#define SELECT_MSG      "Press ENTER to select, ESC to cancel"

#define NOTHING_X_RU    16
#define NOTHING_Y_RU    3
#define NOTHING_MSG_RU  "\xad\xa8\xe7\xa5\xa3\xae"

#define ANY_KEY_X_RU    4
#define ANY_KEY_Y_RU    24
#define ANY_KEY_MSG_RU  "\x8b\xee\xa1\xa0\xef \xaa\xab\xa0\xa2\xa8\xe8\xa0 - \xa2\xae\xa7\xa2\xe0\xa0\xe2 \xa2 \xa8\xa3\xe0\xe3."

#define YOUHAVE_X_RU    11
#define YOUHAVE_Y_RU    0
#define YOUHAVE_MSG_RU  "   \x93 \xa2\xa0\xe1 \xa5\xe1\xe2\xec:   "

#define SELECT_X_RU     2
#define SELECT_Y_RU     24
#define SELECT_MSG_RU   "ENTER - \xa2\xeb\xa1\xe0\xa0\xe2\xec, ESC - \xae\xe2\xac\xa5\xad\xa8\xe2\xec."

void AgiEngine::printItem(int n, int fg, int bg) {
      printText(objectName(_intobj[n]), 0, n % 2 ? 39 - strlen(objectName(_intobj[n])) : 1,
                  (n / 2) + 2, 40, fg, bg);
}

int AgiEngine::findItem() {
      int r, c;

      r = g_mouse.y / CHAR_LINES;
      c = g_mouse.x / CHAR_COLS;

      debugC(6, kDebugLevelInventory, "r = %d, c = %d", r, c);

      if (r < 2)
            return -1;

      return (r - 2) * 2 + (c > 20);
}

int AgiEngine::showItems() {
      unsigned int x, i;

      for (x = i = 0; x < _game.numObjects; x++) {
            if (objectGetLocation(x) == EGO_OWNED) {
                  /* add object to our list! */
                  _intobj[i] = x;
                  printItem(i, STATUS_FG, STATUS_BG);
                  i++;
            }
      }

      if (i == 0) {
            switch (getLanguage()) {
            case Common::RU_RUS:
                  printText(NOTHING_MSG_RU, 0, NOTHING_X_RU, NOTHING_Y_RU, 40, STATUS_FG, STATUS_BG);
                  break;
            default:
                  printText(NOTHING_MSG, 0, NOTHING_X, NOTHING_Y, 40, STATUS_FG, STATUS_BG);
                  break;
            }
      }

      return i;
}

void AgiEngine::selectItems(int n) {
      int fsel = 0;
      bool exit_select = false;

      while (!exit_select) {
            if (n > 0)
                  printItem(fsel, STATUS_BG, STATUS_FG);

            switch (waitAnyKey()) {
            case KEY_ENTER:
                  setvar(vSelItem, _intobj[fsel]);
                  exit_select = true;
                  break;
            case KEY_ESCAPE:
                  setvar(vSelItem, 0xff);
                  exit_select = true;
                  break;
            case KEY_UP:
                  if (fsel >= 2)
                        fsel -= 2;
                  break;
            case KEY_DOWN:
                  if (fsel + 2 < n)
                        fsel += 2;
                  break;
            case KEY_LEFT:
                  if (fsel % 2 == 1)
                        fsel--;
                  break;
            case KEY_RIGHT:
                  if (fsel % 2 == 0 && fsel + 1 < n)
                        fsel++;
                  break;
            case BUTTON_LEFT:{
                        int i = findItem();
                        if (i >= 0 && i < n) {
                              setvar(vSelItem, _intobj[fsel = i]);
                              debugC(6, kDebugLevelInventory, "item found: %d", fsel);
                              showItems();
                              printItem(fsel, STATUS_BG, STATUS_FG);
                              _gfx->doUpdate();
                              exit_select = true;
                        }
                        break;
                  }
            default:
                  break;
            }

            if (!exit_select) {
                  showItems();
                  _gfx->doUpdate();
            }
      }

      debugC(6, kDebugLevelInventory, "selected: %d", fsel);
}

/*
 * Public functions
 */

/**
 * Display inventory items.
 */
void AgiEngine::inventory() {
      int oldFg, oldBg;
      int n;

      /* screen is white with black text */
      oldFg = _game.colorFg;
      oldBg = _game.colorBg;
      _game.colorFg = 0;
      _game.colorBg = 15;
      _gfx->clearScreen(_game.colorBg);

      switch (getLanguage()) {
      case Common::RU_RUS:
            printText(YOUHAVE_MSG_RU, 0, YOUHAVE_X_RU, YOUHAVE_Y_RU, 40, STATUS_FG, STATUS_BG);
            break;
      default:
            printText(YOUHAVE_MSG, 0, YOUHAVE_X, YOUHAVE_Y, 40, STATUS_FG, STATUS_BG);
            break;
      }

      /* FIXME: doesn't check if objects overflow off screen... */

      _intobj = (uint8 *)malloc(4 + _game.numObjects);
      memset(_intobj, 0, (4 + _game.numObjects));

      n = showItems();

      switch (getLanguage()) {
      case Common::RU_RUS:
            if (getflag(fStatusSelectsItems)) {
                  printText(SELECT_MSG_RU, 0, SELECT_X_RU, SELECT_Y_RU, 40, STATUS_FG, STATUS_BG);
            } else {
                  printText(ANY_KEY_MSG_RU, 0, ANY_KEY_X_RU, ANY_KEY_Y_RU, 40, STATUS_FG, STATUS_BG);
            }
            break;
      default:
            if (getflag(fStatusSelectsItems)) {
                  printText(SELECT_MSG, 0, SELECT_X, SELECT_Y, 40, STATUS_FG, STATUS_BG);
            } else {
                  printText(ANY_KEY_MSG, 0, ANY_KEY_X, ANY_KEY_Y, 40, STATUS_FG, STATUS_BG);
            }
            break;
      }

      _gfx->flushScreen();

      /* If flag 13 is set, we want to highlight & select an item.
       * opon selection, put objnum in var 25. Then on esc put in
       * var 25 = 0xff.
       */

      if (getflag(fStatusSelectsItems))
            selectItems(n);

      free(_intobj);

      if (!getflag(fStatusSelectsItems))
            waitAnyKey();

      _gfx->clearScreen(0);
      writeStatus();
      _picture->showPic();
      _game.colorFg = oldFg;
      _game.colorBg = oldBg;
      _game.hasPrompt = 0;
      flushLines(_game.lineUserInput, 24);
}

} // End of namespace Agi

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