mirror of
https://github.com/libretro/scummvm.git
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eef8371432
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.
178 lines
4.3 KiB
C++
178 lines
4.3 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 "drascula/drascula.h"
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#include "graphics/cursorman.h"
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namespace Drascula {
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void DrasculaEngine::setCursor(int cursor) {
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switch (cursor) {
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case kCursorCrosshair:
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CursorMan.replaceCursor(crosshairCursor, 40, 25, 20, 17, 255);
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break;
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case kCursorCurrentItem:
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CursorMan.replaceCursor(mouseCursor, OBJWIDTH, OBJHEIGHT, 20, 17, 255);
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default:
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break;
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}
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}
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void DrasculaEngine::showCursor() {
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CursorMan.showMouse(true);
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}
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void DrasculaEngine::hideCursor() {
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CursorMan.showMouse(false);
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}
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bool DrasculaEngine::isCursorVisible() {
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return CursorMan.isVisible();
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}
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void DrasculaEngine::selectVerbFromBar() {
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for (int n = 0; n < 7; n++) {
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if (_mouseX > _verbBarX[n] && _mouseX < _verbBarX[n + 1] && n > 0) {
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selectVerb(n);
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return;
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}
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}
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// no verb selected
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selectVerb(kVerbNone);
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}
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void DrasculaEngine::selectVerb(int verb) {
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debug(4, "selectVerb(%d)", verb);
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int c = _menuScreen ? 0 : 171;
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if (currentChapter == 5) {
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if (takeObject == 1 && pickedObject != 16)
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addObject(pickedObject);
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} else {
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if (takeObject == 1)
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addObject(pickedObject);
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}
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for (int i = 0; i < OBJHEIGHT; i++)
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memcpy(mouseCursor + i * OBJWIDTH, cursorSurface + OBJWIDTH * verb + (c + i) * 320, OBJWIDTH);
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setCursor(kCursorCurrentItem);
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if (verb > 0) {
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takeObject = 1;
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pickedObject = verb;
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} else {
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takeObject = 0;
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_hasName = false;
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}
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}
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bool DrasculaEngine::confirmExit() {
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byte key = 0;
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color_abc(kColorRed);
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updateRoom();
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centerText(_textsys[1], 160, 87);
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updateScreen();
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delay(100);
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while (!shouldQuit()) {
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key = getScan();
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if (key != 0)
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break;
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// This gives a better feedback to the user when he is asked to
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// confirm whether he wants to quit. It now still updates the room and
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// shows mouse cursor movement. Hopefully it will work in all
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// locations of the game.
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updateRoom();
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color_abc(kColorRed);
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centerText(_textsys[1], 160, 87);
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updateScreen();
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}
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if (key == Common::KEYCODE_ESCAPE || shouldQuit()) {
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stopMusic();
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return false;
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}
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return true;
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}
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void DrasculaEngine::showMenu() {
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int h, n, x;
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byte *srcSurface = (currentChapter == 6) ? tableSurface : frontSurface;
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x = whichObject();
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for (n = 1; n < ARRAYSIZE(inventoryObjects); n++) {
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h = inventoryObjects[n];
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if (h != 0) {
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copyBackground(_polX[n], _polY[n], _itemLocations[n].x, _itemLocations[n].y,
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OBJWIDTH, OBJHEIGHT, srcSurface, screenSurface);
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}
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copyRect(_x1d_menu[h], _y1d_menu[h], _itemLocations[n].x, _itemLocations[n].y,
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OBJWIDTH, OBJHEIGHT, cursorSurface, screenSurface);
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}
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if (x < 7)
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print_abc(iconName[x], _itemLocations[x].x - 2, _itemLocations[x].y - 7);
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}
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void DrasculaEngine::clearMenu() {
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int n, verbActivated = 1;
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for (n = 0; n < 7; n++) {
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if (_mouseX > _verbBarX[n] && _mouseX < _verbBarX[n + 1])
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verbActivated = 0;
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copyRect(OBJWIDTH * n, OBJHEIGHT * verbActivated, _verbBarX[n], 2,
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OBJWIDTH, OBJHEIGHT, cursorSurface, screenSurface);
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verbActivated = 1;
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}
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}
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bool DrasculaEngine::checkMenuFlags() {
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int n = whichObject();
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if (n != 0) {
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if (inventoryObjects[n] != 0 && checkAction(inventoryObjects[n]))
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return true;
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}
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return false;
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}
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void DrasculaEngine::showMap() {
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_hasName = false;
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for (int l = 0; l < numRoomObjs; l++) {
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if (_mouseX > _objectX1[l] && _mouseY > _objectY1[l]
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&& _mouseX < _objectX2[l] && _mouseY < _objectY2[l]
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&& visible[l] == 1) {
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strcpy(textName, objName[l]);
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_hasName = true;
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}
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}
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}
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} // End of namespace Drascula
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