scummvm/engines/drascula/interface.cpp
Thierry Crozat eef8371432 DRASCULA: Swap extraSurface and tableSurface use in chapter 6 for Spanish version
This simplifies the code and bring it closer to the original source code.
This should help if we need to debug issues in the future.
2016-04-16 18:59:27 +01:00

178 lines
4.3 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 "drascula/drascula.h"
#include "graphics/cursorman.h"
namespace Drascula {
void DrasculaEngine::setCursor(int cursor) {
switch (cursor) {
case kCursorCrosshair:
CursorMan.replaceCursor(crosshairCursor, 40, 25, 20, 17, 255);
break;
case kCursorCurrentItem:
CursorMan.replaceCursor(mouseCursor, OBJWIDTH, OBJHEIGHT, 20, 17, 255);
default:
break;
}
}
void DrasculaEngine::showCursor() {
CursorMan.showMouse(true);
}
void DrasculaEngine::hideCursor() {
CursorMan.showMouse(false);
}
bool DrasculaEngine::isCursorVisible() {
return CursorMan.isVisible();
}
void DrasculaEngine::selectVerbFromBar() {
for (int n = 0; n < 7; n++) {
if (_mouseX > _verbBarX[n] && _mouseX < _verbBarX[n + 1] && n > 0) {
selectVerb(n);
return;
}
}
// no verb selected
selectVerb(kVerbNone);
}
void DrasculaEngine::selectVerb(int verb) {
debug(4, "selectVerb(%d)", verb);
int c = _menuScreen ? 0 : 171;
if (currentChapter == 5) {
if (takeObject == 1 && pickedObject != 16)
addObject(pickedObject);
} else {
if (takeObject == 1)
addObject(pickedObject);
}
for (int i = 0; i < OBJHEIGHT; i++)
memcpy(mouseCursor + i * OBJWIDTH, cursorSurface + OBJWIDTH * verb + (c + i) * 320, OBJWIDTH);
setCursor(kCursorCurrentItem);
if (verb > 0) {
takeObject = 1;
pickedObject = verb;
} else {
takeObject = 0;
_hasName = false;
}
}
bool DrasculaEngine::confirmExit() {
byte key = 0;
color_abc(kColorRed);
updateRoom();
centerText(_textsys[1], 160, 87);
updateScreen();
delay(100);
while (!shouldQuit()) {
key = getScan();
if (key != 0)
break;
// This gives a better feedback to the user when he is asked to
// confirm whether he wants to quit. It now still updates the room and
// shows mouse cursor movement. Hopefully it will work in all
// locations of the game.
updateRoom();
color_abc(kColorRed);
centerText(_textsys[1], 160, 87);
updateScreen();
}
if (key == Common::KEYCODE_ESCAPE || shouldQuit()) {
stopMusic();
return false;
}
return true;
}
void DrasculaEngine::showMenu() {
int h, n, x;
byte *srcSurface = (currentChapter == 6) ? tableSurface : frontSurface;
x = whichObject();
for (n = 1; n < ARRAYSIZE(inventoryObjects); n++) {
h = inventoryObjects[n];
if (h != 0) {
copyBackground(_polX[n], _polY[n], _itemLocations[n].x, _itemLocations[n].y,
OBJWIDTH, OBJHEIGHT, srcSurface, screenSurface);
}
copyRect(_x1d_menu[h], _y1d_menu[h], _itemLocations[n].x, _itemLocations[n].y,
OBJWIDTH, OBJHEIGHT, cursorSurface, screenSurface);
}
if (x < 7)
print_abc(iconName[x], _itemLocations[x].x - 2, _itemLocations[x].y - 7);
}
void DrasculaEngine::clearMenu() {
int n, verbActivated = 1;
for (n = 0; n < 7; n++) {
if (_mouseX > _verbBarX[n] && _mouseX < _verbBarX[n + 1])
verbActivated = 0;
copyRect(OBJWIDTH * n, OBJHEIGHT * verbActivated, _verbBarX[n], 2,
OBJWIDTH, OBJHEIGHT, cursorSurface, screenSurface);
verbActivated = 1;
}
}
bool DrasculaEngine::checkMenuFlags() {
int n = whichObject();
if (n != 0) {
if (inventoryObjects[n] != 0 && checkAction(inventoryObjects[n]))
return true;
}
return false;
}
void DrasculaEngine::showMap() {
_hasName = false;
for (int l = 0; l < numRoomObjs; l++) {
if (_mouseX > _objectX1[l] && _mouseY > _objectY1[l]
&& _mouseX < _objectX2[l] && _mouseY < _objectY2[l]
&& visible[l] == 1) {
strcpy(textName, objName[l]);
_hasName = true;
}
}
}
} // End of namespace Drascula