Implemented Operation Stealth specific parts of processInventory and added another mouse button waiting loop into the function's end (It's in both Future Wars and Operation Stealth). Fixes inventory showing in Operation Stealth.

svn-id: r33795
This commit is contained in:
Kari Salminen 2008-08-12 14:44:44 +00:00
parent c935a09ef5
commit 811e4b3128

View File

@ -1416,19 +1416,38 @@ void drawDoubleMessageBox(int16 x, int16 y, int16 width, int16 currentY, int16 c
}
void processInventory(int16 x, int16 y) {
int16 listSize = buildObjectListCommand(-2);
uint16 button;
int menuWidth;
int listSize;
int commandParam;
if (g_cine->getGameType() == Cine::GType_FW) {
menuWidth = 140;
commandParam = -2;
} else { // Operation Stealth
menuWidth = 160;
commandParam = -3;
}
listSize = buildObjectListCommand(commandParam);
if (!listSize)
return;
renderer->drawMenu(objectListCommand, listSize, x, y, 140, -1);
renderer->drawMenu(objectListCommand, listSize, x, y, menuWidth, -1);
renderer->blit();
do {
manageEvents();
getMouseData(mouseUpdateStatus, &button, &dummyU16, &dummyU16);
} while (!button);
do {
manageEvents();
getMouseData(mouseUpdateStatus, &button, &dummyU16, &dummyU16);
} while (button);
// TODO: Both Future Wars and Operation Stealth call showMouse, drawMouse or something similar here.
}
int16 buildObjectListCommand(int16 param) {