2015-03-21 02:01:52 +00:00
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "sherlock/inventory.h"
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2015-03-22 13:02:31 +00:00
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#include "sherlock/sherlock.h"
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2015-03-21 02:01:52 +00:00
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namespace Sherlock {
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2015-03-29 13:52:23 +00:00
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InventoryItem::InventoryItem(int requiredFlag, const Common::String &name,
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const Common::String &description, const Common::String &examine) :
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_requiredFlag(requiredFlag), _name(name), _description(description),
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_examine(examine), _lookFlag(0) {
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}
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/*----------------------------------------------------------------*/
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2015-03-22 13:02:31 +00:00
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Inventory::Inventory(SherlockEngine *vm) : Common::Array<InventoryItem>(), _vm(vm) {
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Common::fill(&_invShapes[0], &_invShapes[MAX_VISIBLE_INVENTORY], (ImageFile *)nullptr);
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_invGraphicsLoaded = false;
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_invIndex = 0;
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_holdings = 0;
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2015-03-29 00:13:57 +00:00
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_oldFlag = 0;
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2015-03-29 02:31:18 +00:00
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_invFlag = 0;
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2015-03-29 13:52:23 +00:00
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_invMode = 0;
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2015-03-22 13:02:31 +00:00
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}
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Inventory::~Inventory() {
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freeGraphics();
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}
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2015-03-27 01:40:24 +00:00
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void Inventory::freeInv() {
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2015-03-22 13:02:31 +00:00
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freeGraphics();
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_names.clear();
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_invGraphicsLoaded = false;
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}
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/**
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* Free any loaded inventory graphics
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*/
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void Inventory::freeGraphics() {
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for (uint idx = 0; idx < MAX_VISIBLE_INVENTORY; ++idx)
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delete _invShapes[idx];
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Common::fill(&_invShapes[0], &_invShapes[MAX_VISIBLE_INVENTORY], (ImageFile *)nullptr);
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_invGraphicsLoaded = false;
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}
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/** Load the list of names the inventory items correspond to.
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*/
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void Inventory::loadInv() {
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// Exit if the inventory names are already loaded
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if (_names.size() > 0)
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return;
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// Load the inventory names
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Common::SeekableReadStream *stream = _vm->_res->load("invent.txt");
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_names.clear();
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while (stream->pos() < stream->size()) {
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Common::String name;
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char c;
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while ((c = stream->readByte()) != 0)
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name += c;
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_names.push_back(name);
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}
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delete stream;
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2015-03-29 13:52:23 +00:00
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loadGraphics();
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2015-03-22 13:02:31 +00:00
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}
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/**
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* Load the list of names of graphics for the inventory
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*/
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void Inventory::loadGraphics() {
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if (_invGraphicsLoaded)
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return;
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// Default all inventory slots to empty
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Common::fill(&_invShapes[0], &_invShapes[MAX_VISIBLE_INVENTORY], (ImageFile *)nullptr);
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2015-03-29 13:52:23 +00:00
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for (int idx = _invIndex; (idx < _holdings) && (idx - _invIndex) < MAX_VISIBLE_INVENTORY; ++idx) {
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2015-03-22 13:02:31 +00:00
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// Get the name of the item to be dispalyed, figure out it's accompanying
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// .VGS file with it's picture, and then load it
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int invNum = findInv((*this)[idx]._name);
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2015-03-29 13:52:23 +00:00
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Common::String fName = Common::String::format("item%02d.vgs", invNum + 1);
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2015-03-22 13:02:31 +00:00
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_invShapes[idx] = new ImageFile(fName);
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}
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_invGraphicsLoaded = true;
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}
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/**
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* Searches through the list of names that correspond to the inventory items
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* and returns the numer that matches the passed name
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*/
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int Inventory::findInv(const Common::String &name) {
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2015-03-29 13:52:23 +00:00
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for (int idx = 0; idx < size(); ++idx) {
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2015-03-22 13:02:31 +00:00
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if (scumm_stricmp(name.c_str(), _names[idx].c_str()) == 0)
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2015-03-29 13:52:23 +00:00
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return idx;
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2015-03-22 13:02:31 +00:00
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}
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2015-03-29 13:52:23 +00:00
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return 1;
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2015-03-22 13:02:31 +00:00
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}
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2015-03-29 13:52:23 +00:00
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/**
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* Display the character's inventory. The slamIt parameter specifies:
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* 0 = Draw it on the back buffer, and don't display it
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* 1 = Draw it on the back buffer, and then display it
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* 2 = Draw it on the secondary back buffer, and don't display it
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*/
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void Inventory::putInv(int slamIt) {
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Screen &screen = *_vm->_screen;
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UserInterface &ui = *_vm->_ui;
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// If an inventory item has disappeared (due to using it or giving it),
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// a blank space slot may haave appeared. If so, adjust the inventory
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if (_invIndex > 0 && _invIndex > (_holdings - 6)) {
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--_invIndex;
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freeGraphics();
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loadGraphics();
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}
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if (slamIt != 2) {
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screen.makePanel(Common::Rect(6, 163, 54, 197));
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screen.makePanel(Common::Rect(58, 163, 106, 197));
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screen.makePanel(Common::Rect(110, 163, 158, 197));
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screen.makePanel(Common::Rect(162, 163, 210, 197));
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screen.makePanel(Common::Rect(214, 163, 262, 197));
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screen.makePanel(Common::Rect(266, 163, 314, 197));
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}
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// Iterate through displaying up to 6 objects at a time
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for (int idx = _invIndex; idx < _holdings && (idx - _invIndex) < MAX_VISIBLE_INVENTORY; ++idx) {
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int itemNum = idx - _invIndex;
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Surface &bb = slamIt == 2 ? screen._backBuffer2 : screen._backBuffer1;
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Common::Rect r(8 + itemNum * 52, 165, 51 + itemNum * 52, 194);
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// Draw the background
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if (idx == ui._selector) {
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bb.fillRect(r, 235);
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} else if (slamIt == 2) {
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bb.fillRect(r, BUTTON_MIDDLE);
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}
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// Draw the item image
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Graphics::Surface &img = (*_invShapes[itemNum])[0]._frame;
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bb.transBlitFrom(img, Common::Point(6 + itemNum * 52 + ((47 - img.w) / 2),
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163 + ((33 - img.h) / 2)));
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}
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if (slamIt == 1)
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screen.slamArea(6, 163, 308, 34);
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if (slamIt != 2)
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ui.clearInfo();
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if (slamIt == 0) {
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invCommands(0);
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} else if (slamIt == 2) {
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screen._backBuffer = &screen._backBuffer2;
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invCommands(0);
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screen._backBuffer = &screen._backBuffer1;
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}
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2015-03-27 01:40:24 +00:00
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}
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2015-03-29 00:13:57 +00:00
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/**
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* Put the game into inventory mode and open the interface window.
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* The flag parameter specifies the mode:
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* 0 = plain inventory mode
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* 2 = use inventory mode
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* 3 = give inventory mode
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* 128 = Draw window in the back buffer, but don't display it
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*/
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2015-03-29 02:31:18 +00:00
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void Inventory::drawInventory(int flag) {
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2015-03-29 00:13:57 +00:00
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Screen &screen = *_vm->_screen;
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2015-03-29 02:31:18 +00:00
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UserInterface &ui = *_vm->_ui;
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int tempFlag = flag;
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2015-03-29 00:13:57 +00:00
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_oldFlag = 7;
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loadInv();
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if (flag == 128) {
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screen._backBuffer = &screen._backBuffer2;
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}
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2015-03-29 02:31:18 +00:00
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// Draw the window background
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Surface &bb = *screen._backBuffer;
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bb.fillRect(Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y1 + 10), BORDER_COLOR);
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bb.fillRect(Common::Rect(0, CONTROLS_Y1 + 10, 2, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
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bb.fillRect(Common::Rect(SHERLOCK_SCREEN_WIDTH - 2, CONTROLS_Y1 + 10,
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SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
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bb.fillRect(Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - 2, SHERLOCK_SCREEN_WIDTH,
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SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
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bb.fillRect(Common::Rect(2, CONTROLS_Y1 + 10, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT - 2),
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INV_BACKGROUND);
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// Draw the buttons
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screen.makeButton(Common::Rect(INVENTORY_POINTS[0][0], CONTROLS_Y1, INVENTORY_POINTS[0][1],
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CONTROLS_Y1 + 9), INVENTORY_POINTS[0][2] - screen.stringWidth("Exit") / 2, "Exit");
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screen.makeButton(Common::Rect(INVENTORY_POINTS[1][0], CONTROLS_Y1, INVENTORY_POINTS[1][1],
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CONTROLS_Y1 + 9), INVENTORY_POINTS[1][2] - screen.stringWidth("Look") / 2, "Look");
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screen.makeButton(Common::Rect(INVENTORY_POINTS[2][0], CONTROLS_Y1, INVENTORY_POINTS[2][1],
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CONTROLS_Y1 + 9), INVENTORY_POINTS[2][2] - screen.stringWidth("Use") / 2, "Use");
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screen.makeButton(Common::Rect(INVENTORY_POINTS[3][0], CONTROLS_Y1, INVENTORY_POINTS[3][1],
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CONTROLS_Y1 + 9), INVENTORY_POINTS[3][2] - screen.stringWidth("Give") / 2, "Give");
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screen.makeButton(Common::Rect(INVENTORY_POINTS[4][0], CONTROLS_Y1, INVENTORY_POINTS[4][1],
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CONTROLS_Y1 + 9), INVENTORY_POINTS[4][2], "^^");
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screen.makeButton(Common::Rect(INVENTORY_POINTS[5][0], CONTROLS_Y1, INVENTORY_POINTS[5][1],
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CONTROLS_Y1 + 9), INVENTORY_POINTS[5][2], "^");
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screen.makeButton(Common::Rect(INVENTORY_POINTS[6][0], CONTROLS_Y1, INVENTORY_POINTS[6][1],
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CONTROLS_Y1 + 9), INVENTORY_POINTS[6][2], "_");
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screen.makeButton(Common::Rect(INVENTORY_POINTS[7][0], CONTROLS_Y1, INVENTORY_POINTS[7][1],
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CONTROLS_Y1 + 9), INVENTORY_POINTS[7][2], "__");
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if (tempFlag == 128)
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flag = 1;
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2015-03-29 13:52:23 +00:00
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_invMode = flag;
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2015-03-29 02:31:18 +00:00
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if (flag) {
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ui._oldKey = INVENTORY_COMMANDS[flag];
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_oldFlag = flag;
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} else {
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ui._oldKey = -1;
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_invFlag = 6;
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}
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invCommands(0);
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putInv(0);
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if (tempFlag != 128) {
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if (!ui._windowStyle) {
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screen.slamRect(Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
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} else {
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ui.summonWindow(false, CONTROLS_Y1);
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}
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ui._windowOpen = true;
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} else {
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// Reset the screen back buffer to the first buffer now that drawing is done
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screen._backBuffer = &screen._backBuffer1;
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}
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ui._oldUse = -1;
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2015-03-27 12:36:04 +00:00
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}
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2015-03-29 13:52:23 +00:00
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/**
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* Prints the line of inventory commands at the top of an inventory window with
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* the correct highlighting
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*/
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2015-03-28 20:28:48 +00:00
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void Inventory::invCommands(bool slamIt) {
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2015-03-29 13:52:23 +00:00
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Screen &screen = *_vm->_screen;
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UserInterface &ui = *_vm->_ui;
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if (slamIt) {
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screen.buttonPrint(Common::Point(INVENTORY_POINTS[0][2], CONTROLS_Y1),
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_invMode == 0 ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND,
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true, "Exit");
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screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1),
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_invMode == 1 ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND,
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true, "Look");
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screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1),
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_invMode == 2 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
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true, "Use");
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screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1),
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_invMode == 3 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
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true, "Give");
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screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1),
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_invMode == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
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"^^");
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screen.print(Common::Point(INVENTORY_POINTS[5][2], CONTROLS_Y1 + 1),
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_invMode == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
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"^");
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screen.print(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1 + 1),
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(_holdings - _invIndex <= 6) ? COMMAND_NULL : COMMAND_FOREGROUND,
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"_");
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screen.print(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1 + 1),
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(_holdings - _invIndex <= 6) ? COMMAND_NULL : COMMAND_FOREGROUND,
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"__");
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if (_invMode != 1)
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ui.clearInfo();
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} else {
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screen.buttonPrint(Common::Point(INVENTORY_POINTS[0][2], CONTROLS_Y1),
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_invMode == 0 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
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false, "Exit");
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screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1),
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_invMode == 1 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
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false, "Look");
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screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1),
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_invMode == 2 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
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false, "Use");
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screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1),
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_invMode == 3 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
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false, "Give");
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|
screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1),
|
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|
_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
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|
|
"^^");
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|
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|
screen.print(Common::Point(INVENTORY_POINTS[5][2], CONTROLS_Y1),
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|
|
_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
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|
|
|
"^");
|
|
|
|
screen.print(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1),
|
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|
|
(_holdings - _invIndex < 7) ? COMMAND_NULL : COMMAND_FOREGROUND,
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|
|
"_");
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|
|
screen.print(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1),
|
|
|
|
(_holdings - _invIndex < 7) ? COMMAND_NULL : COMMAND_FOREGROUND,
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|
|
"__");
|
|
|
|
}
|
2015-03-28 20:28:48 +00:00
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|
|
}
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|
|
void Inventory::doInvLite(int index, byte color) {
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|
|
// TODO
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|
|
|
}
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|
|
|
|
|
|
|
void Inventory::doInvJF() {
|
|
|
|
// TODO
|
|
|
|
}
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|
|
|
|
2015-03-21 02:01:52 +00:00
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|
|
} // End of namespace Sherlock
|