scummvm/engines/agi/inv.cpp
Eugene Sandulenko 8ad5694cb1 Reduce header dependencies for AGI engine.
svn-id: r46942
2010-01-03 20:15:44 +00:00

246 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.
*
* $URL$
* $Id$
*
*/
#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) {
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