mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
93d62da652
svn-id: r41239
247 lines
5.6 KiB
C++
247 lines
5.6 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#include "agi/agi.h"
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#include "agi/sprite.h"
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#include "agi/graphics.h"
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#include "agi/keyboard.h"
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namespace Agi {
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//
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// Messages and coordinates
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//
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#define NOTHING_X 16
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#define NOTHING_Y 3
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#define NOTHING_MSG "nothing"
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#define ANY_KEY_X 4
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#define ANY_KEY_Y 24
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#define ANY_KEY_MSG "Press a key to return to the game"
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#define YOUHAVE_X 11
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#define YOUHAVE_Y 0
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#define YOUHAVE_MSG "You are carrying:"
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#define SELECT_X 2
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#define SELECT_Y 24
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#define SELECT_MSG "Press ENTER to select, ESC to cancel"
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#define NOTHING_X_RU 16
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#define NOTHING_Y_RU 3
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#define NOTHING_MSG_RU "\xad\xa8\xe7\xa5\xa3\xae"
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#define ANY_KEY_X_RU 4
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#define ANY_KEY_Y_RU 24
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#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."
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#define YOUHAVE_X_RU 11
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#define YOUHAVE_Y_RU 0
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#define YOUHAVE_MSG_RU " \x93 \xa2\xa0\xe1 \xa5\xe1\xe2\xec: "
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#define SELECT_X_RU 2
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#define SELECT_Y_RU 24
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#define SELECT_MSG_RU "ENTER - \xa2\xeb\xa1\xe0\xa0\xe2\xec, ESC - \xae\xe2\xac\xa5\xad\xa8\xe2\xec."
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void AgiEngine::printItem(int n, int fg, int bg) {
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printText(objectName(_intobj[n]), 0, n % 2 ? 39 - strlen(objectName(_intobj[n])) : 1,
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(n / 2) + 2, 40, fg, bg);
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}
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int AgiEngine::findItem() {
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int r, c;
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r = g_mouse.y / CHAR_LINES;
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c = g_mouse.x / CHAR_COLS;
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debugC(6, kDebugLevelInventory, "r = %d, c = %d", r, c);
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if (r < 2)
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return -1;
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return (r - 2) * 2 + (c > 20);
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}
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int AgiEngine::showItems() {
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unsigned int x, i;
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for (x = i = 0; x < _game.numObjects; x++) {
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if (objectGetLocation(x) == EGO_OWNED) {
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// add object to our list!
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_intobj[i] = x;
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printItem(i, STATUS_FG, STATUS_BG);
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i++;
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}
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}
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if (i == 0) {
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switch (getLanguage()) {
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case Common::RU_RUS:
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printText(NOTHING_MSG_RU, 0, NOTHING_X_RU, NOTHING_Y_RU, 40, STATUS_FG, STATUS_BG);
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break;
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default:
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printText(NOTHING_MSG, 0, NOTHING_X, NOTHING_Y, 40, STATUS_FG, STATUS_BG);
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break;
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}
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}
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return i;
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}
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void AgiEngine::selectItems(int n) {
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int fsel = 0;
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bool exit_select = false;
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while (!exit_select) {
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if (n > 0)
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printItem(fsel, STATUS_BG, STATUS_FG);
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switch (waitAnyKey()) {
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case KEY_ENTER:
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setvar(vSelItem, _intobj[fsel]);
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exit_select = true;
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break;
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case KEY_ESCAPE:
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setvar(vSelItem, 0xff);
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exit_select = true;
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break;
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case KEY_UP:
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if (fsel >= 2)
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fsel -= 2;
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break;
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case KEY_DOWN:
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if (fsel + 2 < n)
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fsel += 2;
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break;
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case KEY_LEFT:
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if (fsel % 2 == 1)
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fsel--;
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break;
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case KEY_RIGHT:
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if (fsel % 2 == 0 && fsel + 1 < n)
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fsel++;
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break;
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case BUTTON_LEFT:{
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int i = findItem();
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if (i >= 0 && i < n) {
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setvar(vSelItem, _intobj[fsel = i]);
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debugC(6, kDebugLevelInventory, "item found: %d", fsel);
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showItems();
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printItem(fsel, STATUS_BG, STATUS_FG);
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_gfx->doUpdate();
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exit_select = true;
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}
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break;
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}
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default:
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break;
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}
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if (!exit_select) {
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showItems();
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_gfx->doUpdate();
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}
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}
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debugC(6, kDebugLevelInventory, "selected: %d", fsel);
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}
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/*
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* Public functions
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*/
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/**
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* Display inventory items.
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*/
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void AgiEngine::inventory() {
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int oldFg, oldBg;
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int n;
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// screen is white with black text
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oldFg = _game.colorFg;
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oldBg = _game.colorBg;
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_game.colorFg = 0;
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_game.colorBg = 15;
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_gfx->clearScreen(_game.colorBg);
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switch (getLanguage()) {
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case Common::RU_RUS:
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printText(YOUHAVE_MSG_RU, 0, YOUHAVE_X_RU, YOUHAVE_Y_RU, 40, STATUS_FG, STATUS_BG);
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break;
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default:
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printText(YOUHAVE_MSG, 0, YOUHAVE_X, YOUHAVE_Y, 40, STATUS_FG, STATUS_BG);
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break;
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}
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// FIXME: doesn't check if objects overflow off screen...
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_intobj = (uint8 *)malloc(4 + _game.numObjects);
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memset(_intobj, 0, (4 + _game.numObjects));
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n = showItems();
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switch (getLanguage()) {
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case Common::RU_RUS:
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if (getflag(fStatusSelectsItems)) {
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printText(SELECT_MSG_RU, 0, SELECT_X_RU, SELECT_Y_RU, 40, STATUS_FG, STATUS_BG);
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} else {
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printText(ANY_KEY_MSG_RU, 0, ANY_KEY_X_RU, ANY_KEY_Y_RU, 40, STATUS_FG, STATUS_BG);
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}
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break;
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default:
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if (getflag(fStatusSelectsItems)) {
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printText(SELECT_MSG, 0, SELECT_X, SELECT_Y, 40, STATUS_FG, STATUS_BG);
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} else {
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printText(ANY_KEY_MSG, 0, ANY_KEY_X, ANY_KEY_Y, 40, STATUS_FG, STATUS_BG);
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}
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break;
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}
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_gfx->flushScreen();
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// If flag 13 is set, we want to highlight & select an item.
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// opon selection, put objnum in var 25. Then on esc put in
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// var 25 = 0xff.
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if (getflag(fStatusSelectsItems))
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selectItems(n);
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free(_intobj);
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if (!getflag(fStatusSelectsItems))
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waitAnyKey();
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_gfx->clearScreen(0);
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writeStatus();
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_picture->showPic();
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_game.colorFg = oldFg;
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_game.colorBg = oldBg;
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_game.hasPrompt = 0;
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flushLines(_game.lineUserInput, 24);
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}
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} // End of namespace Agi
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