mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-13 12:39:56 +00:00
243 lines
5.5 KiB
C++
243 lines
5.5 KiB
C++
/* 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.
|
|
*
|
|
*/
|
|
|
|
#include "agi/agi.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 = _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);
|
|
}
|
|
|
|
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 && !(shouldQuit() || _restartGame)) {
|
|
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
|