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inv.cpp

/* ScummVM - Scumm Interpreter
 * Copyright (C) 2006 The ScummVM project
 *
 * Copyright (C) 1999-2001 Sarien Team
 *
 * 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://svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-9-1/engines/agi/inv.cpp $
 * $Id: inv.cpp 23011 2006-06-10 13:20:29Z ender $
 *
 */

#include "common/stdafx.h"

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

static uint8 *intobj = NULL;

static void print_item(int n, int fg, int bg)
{
      _text->print_text(object_name(intobj[n]), 0, n % 2 ? 39 - strlen(object_name(intobj[n])) : 1,
                  (n / 2) + 2, 40, fg, bg);
}

static int find_item() {
      int r, c;

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

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

      if (r < 2)
            return -1;

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

static int show_items() {
      unsigned int x, i;

      for (x = i = 0; x < game.num_objects; x++) {
            if (object_get_location(x) == EGO_OWNED) {
                  /* add object to our list! */
                  intobj[i] = x;
                  print_item(i, STATUS_FG, STATUS_BG);
                  i++;
            }
      }

      if (i == 0) {
            _text->print_text(NOTHING_MSG, 0, NOTHING_X, NOTHING_Y, 40, STATUS_FG, STATUS_BG);
      }

      return i;
}

static void select_items(int n) {
      int fsel = 0;

      while (42) {
            if (n > 0)
                  print_item(fsel, STATUS_BG, STATUS_FG);

            switch (wait_any_key()) {
            case KEY_ENTER:
                  setvar(V_sel_item, intobj[fsel]);
                  goto exit_select;
            case KEY_ESCAPE:
                  setvar(V_sel_item, 0xff);
                  goto exit_select;
            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 = find_item();
                        if (i >= 0 && i < n) {
                              setvar(V_sel_item, intobj[fsel = i]);
                              debugC(6, kDebugLevelInventory, "item found: %d", fsel);
                              show_items();
                              print_item(fsel, STATUS_BG, STATUS_FG);
                              do_update();
                              goto exit_select;
                        }
                        break;
                  }
            default:
                  break;
            }

            show_items();
            do_update();
      }

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

/*
 * Public functions
 */

/**
 * Display inventory items.
 */
void inventory() {
      int old_fg, old_bg;
      int n;

      /* screen is white with black text */
      old_fg = game.color_fg;
      old_bg = game.color_bg;
      game.color_fg = 0;
      game.color_bg = 15;
      clear_screen(game.color_bg);

      _text->print_text(YOUHAVE_MSG, 0, YOUHAVE_X, YOUHAVE_Y, 40, STATUS_FG, STATUS_BG);

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

      intobj = (uint8 *) malloc(4 + game.num_objects);
      memset(intobj, 0, (4 + game.num_objects));

      n = show_items();

      if (getflag(F_status_selects_items)) {
            _text->print_text(SELECT_MSG, 0, SELECT_X, SELECT_Y, 40, STATUS_FG, STATUS_BG);
      } else {
            _text->print_text(ANY_KEY_MSG, 0, ANY_KEY_X, ANY_KEY_Y, 40, STATUS_FG, STATUS_BG);
      }

      flush_screen();

      /* 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(F_status_selects_items))
            select_items(n);

      free(intobj);

      if (!getflag(F_status_selects_items))
            wait_any_key();

      clear_screen(0);
      _text->write_status();
      show_pic();
      game.color_fg = old_fg;
      game.color_bg = old_bg;
      game.has_prompt = 0;
      _text->flush_lines(game.line_user_input, 24);
}

}                             // End of namespace Agi

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