mirror of
https://github.com/libretro/scummvm.git
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297 lines
11 KiB
C++
297 lines
11 KiB
C++
/* 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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*
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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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*
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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/scalpel/scalpel_inventory.h"
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#include "sherlock/scalpel/scalpel_fixed_text.h"
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#include "sherlock/scalpel/scalpel_screen.h"
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#include "sherlock/scalpel/scalpel_user_interface.h"
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#include "sherlock/scalpel/scalpel.h"
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namespace Sherlock {
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namespace Scalpel {
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ScalpelInventory::ScalpelInventory(SherlockEngine *vm) : Inventory(vm) {
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_invShapes.resize(6);
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}
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ScalpelInventory::~ScalpelInventory() {
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}
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void ScalpelInventory::drawInventory(InvNewMode mode) {
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FixedText &fixedText = *_vm->_fixedText;
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ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen;
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UserInterface &ui = *_vm->_ui;
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InvNewMode tempMode = mode;
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loadInv();
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if (mode == INVENTORY_DONT_DISPLAY) {
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screen._backBuffer = &screen._backBuffer2;
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}
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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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Common::String fixedText_Exit = fixedText.getText(kFixedText_Inventory_Exit);
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Common::String fixedText_Look = fixedText.getText(kFixedText_Inventory_Look);
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Common::String fixedText_Use = fixedText.getText(kFixedText_Inventory_Use);
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Common::String fixedText_Give = fixedText.getText(kFixedText_Inventory_Give);
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screen.makeButton(Common::Rect(INVENTORY_POINTS[0][0], CONTROLS_Y1, INVENTORY_POINTS[0][1],
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CONTROLS_Y1 + 10), INVENTORY_POINTS[0][2] - screen.stringWidth(fixedText_Exit) / 2, fixedText_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 + 10), INVENTORY_POINTS[1][2] - screen.stringWidth(fixedText_Look) / 2, fixedText_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 + 10), INVENTORY_POINTS[2][2] - screen.stringWidth(fixedText_Use) / 2, fixedText_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 + 10), INVENTORY_POINTS[3][2] - screen.stringWidth(fixedText_Give) / 2, fixedText_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 + 10), INVENTORY_POINTS[4][2], "^^"); // 2 arrows pointing to the left
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screen.makeButton(Common::Rect(INVENTORY_POINTS[5][0], CONTROLS_Y1, INVENTORY_POINTS[5][1],
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CONTROLS_Y1 + 10), INVENTORY_POINTS[5][2], "^"); // 1 arrow pointing to the left
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screen.makeButton(Common::Rect(INVENTORY_POINTS[6][0], CONTROLS_Y1, INVENTORY_POINTS[6][1],
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CONTROLS_Y1 + 10), INVENTORY_POINTS[6][2], "_"); // 1 arrow pointing to the right
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screen.makeButton(Common::Rect(INVENTORY_POINTS[7][0], CONTROLS_Y1, INVENTORY_POINTS[7][1],
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CONTROLS_Y1 + 10), INVENTORY_POINTS[7][2], "__"); // 2 arrows pointing to the right
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if (tempMode == INVENTORY_DONT_DISPLAY)
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mode = LOOK_INVENTORY_MODE;
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_invMode = (InvMode)((int)mode);
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if (mode != PLAIN_INVENTORY) {
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ui._oldKey = INVENTORY_COMMANDS[(int)mode];
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} else {
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ui._oldKey = -1;
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}
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invCommands(0);
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putInv(SLAM_DONT_DISPLAY);
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if (tempMode != INVENTORY_DONT_DISPLAY) {
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if (!ui._slideWindows) {
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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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assert(IS_SERRATED_SCALPEL);
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((ScalpelUserInterface *)_vm->_ui)->_oldUse = -1;
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}
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void ScalpelInventory::invCommands(bool slamIt) {
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FixedText &fixedText = *_vm->_fixedText;
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ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen;
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UserInterface &ui = *_vm->_ui;
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Common::String fixedText_Exit = fixedText.getText(kFixedText_Inventory_Exit);
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Common::String fixedText_Look = fixedText.getText(kFixedText_Inventory_Look);
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Common::String fixedText_Use = fixedText.getText(kFixedText_Inventory_Use);
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Common::String fixedText_Give = fixedText.getText(kFixedText_Inventory_Give);
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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 == INVMODE_EXIT ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND,
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true, fixedText_Exit);
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screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1),
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_invMode == INVMODE_LOOK ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND,
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true, fixedText_Look);
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screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1),
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_invMode == INVMODE_USE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
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true, fixedText_Use);
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screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1),
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_invMode == INVMODE_GIVE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
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true, fixedText_Give);
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screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1),
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_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
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"^^"); // 2 arrows pointing to the left
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screen.print(Common::Point(INVENTORY_POINTS[5][2], CONTROLS_Y1 + 1),
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_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
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"^"); // 2 arrows pointing to the left
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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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"_"); // 1 arrow pointing to the right
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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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"__"); // 2 arrows pointing to the right
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if (_invMode != INVMODE_LOOK)
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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 == INVMODE_EXIT ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
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false, fixedText_Exit);
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screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1),
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_invMode == INVMODE_LOOK ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
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false, fixedText_Look);
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screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1),
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_invMode == INVMODE_USE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
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false, fixedText_Use);
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screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1),
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_invMode == INVMODE_GIVE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
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false, fixedText_Give);
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screen.gPrint(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1),
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_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
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"^^"); // 2 arrows pointing to the left
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screen.gPrint(Common::Point(INVENTORY_POINTS[5][2], CONTROLS_Y1),
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_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
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"^"); // 1 arrow pointing to the left
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screen.gPrint(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1),
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(_holdings - _invIndex < 7) ? COMMAND_NULL : COMMAND_FOREGROUND,
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"_"); // 1 arrow pointing to the right
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screen.gPrint(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1),
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(_holdings - _invIndex < 7) ? COMMAND_NULL : COMMAND_FOREGROUND,
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"__"); // 2 arrows pointing to the right
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}
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}
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void ScalpelInventory::highlight(int index, byte color) {
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Screen &screen = *_vm->_screen;
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Surface &bb = *screen._backBuffer;
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int slot = index - _invIndex;
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ImageFrame &frame = (*_invShapes[slot])[0];
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bb.fillRect(Common::Rect(8 + slot * 52, 165, (slot + 1) * 52, 194), color);
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bb.transBlitFrom(frame, Common::Point(6 + slot * 52 + ((47 - frame._width) / 2),
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163 + ((33 - frame._height) / 2)));
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screen.slamArea(8 + slot * 52, 165, 44, 30);
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}
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void ScalpelInventory::refreshInv() {
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Screen &screen = *_vm->_screen;
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Talk &talk = *_vm->_talk;
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ScalpelUserInterface &ui = *(ScalpelUserInterface *)_vm->_ui;
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ui._invLookFlag = true;
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freeInv();
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ui._infoFlag = true;
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ui.clearInfo();
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screen._backBuffer2.blitFrom(screen._backBuffer1, Common::Point(0, CONTROLS_Y),
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Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
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ui.examine();
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if (!talk._talkToAbort) {
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screen._backBuffer2.blitFrom((*ui._controlPanel)[0], Common::Point(0, CONTROLS_Y));
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loadInv();
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}
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}
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void ScalpelInventory::putInv(InvSlamMode slamIt) {
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ScalpelScreen &screen = *(ScalpelScreen *)_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 have appeared. If so, adjust the inventory
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if (_invIndex > 0 && _invIndex > (_holdings - (int)_invShapes.size())) {
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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 != SLAM_SECONDARY_BUFFER) {
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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) < (int)_invShapes.size(); ++idx) {
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int itemNum = idx - _invIndex;
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Surface &bb = slamIt == SLAM_SECONDARY_BUFFER ? 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, BUTTON_BACKGROUND);
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}
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else if (slamIt == SLAM_SECONDARY_BUFFER) {
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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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ImageFrame &frame = (*_invShapes[itemNum])[0];
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bb.transBlitFrom(frame, Common::Point(6 + itemNum * 52 + ((47 - frame._width) / 2),
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163 + ((33 - frame._height) / 2)));
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}
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if (slamIt == SLAM_DISPLAY)
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screen.slamArea(6, 163, 308, 34);
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if (slamIt != SLAM_SECONDARY_BUFFER)
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ui.clearInfo();
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if (slamIt == 0) {
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invCommands(0);
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}
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else if (slamIt == SLAM_SECONDARY_BUFFER) {
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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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}
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void ScalpelInventory::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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int streamSize = stream->size();
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while (stream->pos() < streamSize) {
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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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loadGraphics();
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}
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} // End of namespace Scalpel
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} // End of namespace Sherlock
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