scummvm/engines/sherlock/scalpel/scalpel_inventory.cpp
2015-06-29 19:43:44 -04:00

297 lines
11 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 "sherlock/scalpel/scalpel_inventory.h"
#include "sherlock/scalpel/scalpel_fixed_text.h"
#include "sherlock/scalpel/scalpel_screen.h"
#include "sherlock/scalpel/scalpel_user_interface.h"
#include "sherlock/scalpel/scalpel.h"
namespace Sherlock {
namespace Scalpel {
ScalpelInventory::ScalpelInventory(SherlockEngine *vm) : Inventory(vm) {
_invShapes.resize(6);
}
ScalpelInventory::~ScalpelInventory() {
}
void ScalpelInventory::drawInventory(InvNewMode mode) {
FixedText &fixedText = *_vm->_fixedText;
ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen;
UserInterface &ui = *_vm->_ui;
InvNewMode tempMode = mode;
loadInv();
if (mode == INVENTORY_DONT_DISPLAY) {
screen._backBuffer = &screen._backBuffer2;
}
// Draw the window background
Surface &bb = *screen._backBuffer;
bb.fillRect(Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y1 + 10), BORDER_COLOR);
bb.fillRect(Common::Rect(0, CONTROLS_Y1 + 10, 2, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
bb.fillRect(Common::Rect(SHERLOCK_SCREEN_WIDTH - 2, CONTROLS_Y1 + 10,
SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
bb.fillRect(Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - 2, SHERLOCK_SCREEN_WIDTH,
SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
bb.fillRect(Common::Rect(2, CONTROLS_Y1 + 10, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT - 2),
INV_BACKGROUND);
// Draw the buttons
Common::String fixedText_Exit = fixedText.getText(kFixedText_Inventory_Exit);
Common::String fixedText_Look = fixedText.getText(kFixedText_Inventory_Look);
Common::String fixedText_Use = fixedText.getText(kFixedText_Inventory_Use);
Common::String fixedText_Give = fixedText.getText(kFixedText_Inventory_Give);
screen.makeButton(Common::Rect(INVENTORY_POINTS[0][0], CONTROLS_Y1, INVENTORY_POINTS[0][1],
CONTROLS_Y1 + 10), INVENTORY_POINTS[0][2] - screen.stringWidth(fixedText_Exit) / 2, fixedText_Exit);
screen.makeButton(Common::Rect(INVENTORY_POINTS[1][0], CONTROLS_Y1, INVENTORY_POINTS[1][1],
CONTROLS_Y1 + 10), INVENTORY_POINTS[1][2] - screen.stringWidth(fixedText_Look) / 2, fixedText_Look);
screen.makeButton(Common::Rect(INVENTORY_POINTS[2][0], CONTROLS_Y1, INVENTORY_POINTS[2][1],
CONTROLS_Y1 + 10), INVENTORY_POINTS[2][2] - screen.stringWidth(fixedText_Use) / 2, fixedText_Use);
screen.makeButton(Common::Rect(INVENTORY_POINTS[3][0], CONTROLS_Y1, INVENTORY_POINTS[3][1],
CONTROLS_Y1 + 10), INVENTORY_POINTS[3][2] - screen.stringWidth(fixedText_Give) / 2, fixedText_Give);
screen.makeButton(Common::Rect(INVENTORY_POINTS[4][0], CONTROLS_Y1, INVENTORY_POINTS[4][1],
CONTROLS_Y1 + 10), INVENTORY_POINTS[4][2], "^^"); // 2 arrows pointing to the left
screen.makeButton(Common::Rect(INVENTORY_POINTS[5][0], CONTROLS_Y1, INVENTORY_POINTS[5][1],
CONTROLS_Y1 + 10), INVENTORY_POINTS[5][2], "^"); // 1 arrow pointing to the left
screen.makeButton(Common::Rect(INVENTORY_POINTS[6][0], CONTROLS_Y1, INVENTORY_POINTS[6][1],
CONTROLS_Y1 + 10), INVENTORY_POINTS[6][2], "_"); // 1 arrow pointing to the right
screen.makeButton(Common::Rect(INVENTORY_POINTS[7][0], CONTROLS_Y1, INVENTORY_POINTS[7][1],
CONTROLS_Y1 + 10), INVENTORY_POINTS[7][2], "__"); // 2 arrows pointing to the right
if (tempMode == INVENTORY_DONT_DISPLAY)
mode = LOOK_INVENTORY_MODE;
_invMode = (InvMode)((int)mode);
if (mode != PLAIN_INVENTORY) {
ui._oldKey = INVENTORY_COMMANDS[(int)mode];
} else {
ui._oldKey = -1;
}
invCommands(0);
putInv(SLAM_DONT_DISPLAY);
if (tempMode != INVENTORY_DONT_DISPLAY) {
if (!ui._slideWindows) {
screen.slamRect(Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
} else {
ui.summonWindow(false, CONTROLS_Y1);
}
ui._windowOpen = true;
} else {
// Reset the screen back buffer to the first buffer now that drawing is done
screen._backBuffer = &screen._backBuffer1;
}
assert(IS_SERRATED_SCALPEL);
((ScalpelUserInterface *)_vm->_ui)->_oldUse = -1;
}
void ScalpelInventory::invCommands(bool slamIt) {
FixedText &fixedText = *_vm->_fixedText;
ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen;
UserInterface &ui = *_vm->_ui;
Common::String fixedText_Exit = fixedText.getText(kFixedText_Inventory_Exit);
Common::String fixedText_Look = fixedText.getText(kFixedText_Inventory_Look);
Common::String fixedText_Use = fixedText.getText(kFixedText_Inventory_Use);
Common::String fixedText_Give = fixedText.getText(kFixedText_Inventory_Give);
if (slamIt) {
screen.buttonPrint(Common::Point(INVENTORY_POINTS[0][2], CONTROLS_Y1),
_invMode == INVMODE_EXIT ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND,
true, fixedText_Exit);
screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1),
_invMode == INVMODE_LOOK ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND,
true, fixedText_Look);
screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1),
_invMode == INVMODE_USE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
true, fixedText_Use);
screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1),
_invMode == INVMODE_GIVE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
true, fixedText_Give);
screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1),
_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
"^^"); // 2 arrows pointing to the left
screen.print(Common::Point(INVENTORY_POINTS[5][2], CONTROLS_Y1 + 1),
_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
"^"); // 2 arrows pointing to the left
screen.print(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1 + 1),
(_holdings - _invIndex <= 6) ? COMMAND_NULL : COMMAND_FOREGROUND,
"_"); // 1 arrow pointing to the right
screen.print(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1 + 1),
(_holdings - _invIndex <= 6) ? COMMAND_NULL : COMMAND_FOREGROUND,
"__"); // 2 arrows pointing to the right
if (_invMode != INVMODE_LOOK)
ui.clearInfo();
} else {
screen.buttonPrint(Common::Point(INVENTORY_POINTS[0][2], CONTROLS_Y1),
_invMode == INVMODE_EXIT ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
false, fixedText_Exit);
screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1),
_invMode == INVMODE_LOOK ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
false, fixedText_Look);
screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1),
_invMode == INVMODE_USE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
false, fixedText_Use);
screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1),
_invMode == INVMODE_GIVE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
false, fixedText_Give);
screen.gPrint(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1),
_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
"^^"); // 2 arrows pointing to the left
screen.gPrint(Common::Point(INVENTORY_POINTS[5][2], CONTROLS_Y1),
_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
"^"); // 1 arrow pointing to the left
screen.gPrint(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1),
(_holdings - _invIndex < 7) ? COMMAND_NULL : COMMAND_FOREGROUND,
"_"); // 1 arrow pointing to the right
screen.gPrint(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1),
(_holdings - _invIndex < 7) ? COMMAND_NULL : COMMAND_FOREGROUND,
"__"); // 2 arrows pointing to the right
}
}
void ScalpelInventory::highlight(int index, byte color) {
Screen &screen = *_vm->_screen;
Surface &bb = *screen._backBuffer;
int slot = index - _invIndex;
ImageFrame &frame = (*_invShapes[slot])[0];
bb.fillRect(Common::Rect(8 + slot * 52, 165, (slot + 1) * 52, 194), color);
bb.transBlitFrom(frame, Common::Point(6 + slot * 52 + ((47 - frame._width) / 2),
163 + ((33 - frame._height) / 2)));
screen.slamArea(8 + slot * 52, 165, 44, 30);
}
void ScalpelInventory::refreshInv() {
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
ScalpelUserInterface &ui = *(ScalpelUserInterface *)_vm->_ui;
ui._invLookFlag = true;
freeInv();
ui._infoFlag = true;
ui.clearInfo();
screen._backBuffer2.blitFrom(screen._backBuffer1, Common::Point(0, CONTROLS_Y),
Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
ui.examine();
if (!talk._talkToAbort) {
screen._backBuffer2.blitFrom((*ui._controlPanel)[0], Common::Point(0, CONTROLS_Y));
loadInv();
}
}
void ScalpelInventory::putInv(InvSlamMode slamIt) {
ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen;
UserInterface &ui = *_vm->_ui;
// If an inventory item has disappeared (due to using it or giving it),
// a blank space slot may have appeared. If so, adjust the inventory
if (_invIndex > 0 && _invIndex > (_holdings - (int)_invShapes.size())) {
--_invIndex;
freeGraphics();
loadGraphics();
}
if (slamIt != SLAM_SECONDARY_BUFFER) {
screen.makePanel(Common::Rect(6, 163, 54, 197));
screen.makePanel(Common::Rect(58, 163, 106, 197));
screen.makePanel(Common::Rect(110, 163, 158, 197));
screen.makePanel(Common::Rect(162, 163, 210, 197));
screen.makePanel(Common::Rect(214, 163, 262, 197));
screen.makePanel(Common::Rect(266, 163, 314, 197));
}
// Iterate through displaying up to 6 objects at a time
for (int idx = _invIndex; idx < _holdings && (idx - _invIndex) < (int)_invShapes.size(); ++idx) {
int itemNum = idx - _invIndex;
Surface &bb = slamIt == SLAM_SECONDARY_BUFFER ? screen._backBuffer2 : screen._backBuffer1;
Common::Rect r(8 + itemNum * 52, 165, 51 + itemNum * 52, 194);
// Draw the background
if (idx == ui._selector) {
bb.fillRect(r, BUTTON_BACKGROUND);
}
else if (slamIt == SLAM_SECONDARY_BUFFER) {
bb.fillRect(r, BUTTON_MIDDLE);
}
// Draw the item image
ImageFrame &frame = (*_invShapes[itemNum])[0];
bb.transBlitFrom(frame, Common::Point(6 + itemNum * 52 + ((47 - frame._width) / 2),
163 + ((33 - frame._height) / 2)));
}
if (slamIt == SLAM_DISPLAY)
screen.slamArea(6, 163, 308, 34);
if (slamIt != SLAM_SECONDARY_BUFFER)
ui.clearInfo();
if (slamIt == 0) {
invCommands(0);
}
else if (slamIt == SLAM_SECONDARY_BUFFER) {
screen._backBuffer = &screen._backBuffer2;
invCommands(0);
screen._backBuffer = &screen._backBuffer1;
}
}
void ScalpelInventory::loadInv() {
// Exit if the inventory names are already loaded
if (_names.size() > 0)
return;
// Load the inventory names
Common::SeekableReadStream *stream = _vm->_res->load("invent.txt");
int streamSize = stream->size();
while (stream->pos() < streamSize) {
Common::String name;
char c;
while ((c = stream->readByte()) != 0)
name += c;
_names.push_back(name);
}
delete stream;
loadGraphics();
}
} // End of namespace Scalpel
} // End of namespace Sherlock