mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-29 13:16:18 +00:00
4bc01ab7d5
renamed getflag() to getFlag() renamed setflag() to setFlag() renamed flipflag() to flipFlag() preagi: renamed setFlag for this engine to setWinnieFlag
215 lines
5.6 KiB
C++
215 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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*
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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 "agi/agi.h"
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#include "agi/graphics.h"
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#include "agi/inv.h"
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#include "agi/text.h"
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#include "agi/keyboard.h"
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#include "agi/systemui.h"
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namespace Agi {
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InventoryMgr::InventoryMgr(AgiEngine *agi, GfxMgr *gfx, TextMgr *text, SystemUI *systemUI) {
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_vm = agi;
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_gfx = gfx;
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_text = text;
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_systemUI = systemUI;
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}
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InventoryMgr::~InventoryMgr() {
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}
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void InventoryMgr::getPlayerInventory() {
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AgiGame game = _vm->_game;
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int16 selectedInventoryItem = _vm->getVar(VM_VAR_SELECTED_INVENTORY_ITEM);
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uint16 objectNr = 0;
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int16 curRow = 2; // starting at position 2,1
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int16 curColumn = 1;
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_array.clear();
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_activeItemNr = 0;
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for (objectNr = 0; objectNr < game.numObjects; objectNr++) {
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if (_vm->objectGetLocation(objectNr) == EGO_OWNED) {
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// item is in the possession of ego, so add it to our internal list
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if (objectNr == selectedInventoryItem) {
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// it's the currently selected inventory item, remember that
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_activeItemNr = _array.size();
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}
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InventoryEntry inventoryEntry;
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inventoryEntry.objectNr = objectNr;
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inventoryEntry.name = _vm->objectName(objectNr);
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inventoryEntry.row = curRow;
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inventoryEntry.column = curColumn;
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if (inventoryEntry.column > 1) {
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// right side, adjust column accordingly
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inventoryEntry.column -= strlen( inventoryEntry.name );
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}
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_array.push_back(inventoryEntry);
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// go to next position
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if (curColumn == 1) {
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// current position is left side, go to right side
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curColumn = 39;
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} else {
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// current position is right side, so go to left side again and new row
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curColumn = 1;
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curRow++;
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}
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}
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}
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if (_array.size() == 0) {
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// empty inventory
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InventoryEntry inventoryEntry;
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inventoryEntry.objectNr = 0;
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inventoryEntry.name = _systemUI->getInventoryTextNothing();
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inventoryEntry.row = 2;
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inventoryEntry.column = 19 - (strlen(inventoryEntry.name) / 2);
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_array.push_back(inventoryEntry);
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}
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}
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void InventoryMgr::drawAll() {
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int16 inventoryCount = _array.size();
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int16 inventoryNr = 0;
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_text->charPos_Set(0, 11);
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_text->displayText(_systemUI->getInventoryTextYouAreCarrying());
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for (inventoryNr = 0; inventoryNr < inventoryCount; inventoryNr++) {
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drawItem(inventoryNr);
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}
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}
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void InventoryMgr::drawItem(int16 itemNr) {
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if (itemNr == _activeItemNr) {
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_text->charAttrib_Set(15, 0);
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} else {
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_text->charAttrib_Set(0, 15);
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}
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_text->charPos_Set(_array[itemNr].row, _array[itemNr].column);
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// original interpreter used printf here
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// this doesn't really make sense, because for length calculation it's using strlen without printf
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// which means right-aligned inventory items on the right side would not be displayed properly
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// in case printf-formatting was actually used
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// I have to assume that no game uses this, because behavior in original interpreter would have been buggy.
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_text->displayText(_array[itemNr].name);
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}
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void InventoryMgr::show() {
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bool selectItems = false;
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// figure out current inventory of the player
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getPlayerInventory();
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if (_vm->getFlag(VM_FLAG_STATUS_SELECTS_ITEMS)) {
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selectItems = true;
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} else{
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_activeItemNr = -1; // so that none is shown as active
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}
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drawAll();
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_text->charAttrib_Set(0, 15);
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if (selectItems) {
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_text->charPos_Set(24, 2);
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_text->displayText(_systemUI->getInventoryTextSelectItems());
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} else {
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_text->charPos_Set(24, 4);
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_text->displayText(_systemUI->getInventoryTextReturnToGame());
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}
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if (selectItems) {
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_vm->cycleInnerLoopActive(CYCLE_INNERLOOP_INVENTORY);
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do {
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_vm->mainCycle();
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} while (_vm->cycleInnerLoopIsActive() && !(_vm->shouldQuit() || _vm->_restartGame));
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if (_activeItemNr >= 0) {
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// pass selected object number
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_vm->setVar(VM_VAR_SELECTED_INVENTORY_ITEM, _array[_activeItemNr].objectNr);
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} else {
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// nothing was selected
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_vm->setVar(VM_VAR_SELECTED_INVENTORY_ITEM, 0xff);
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}
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} else {
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// no selection is supposed to be possible, just wait for key and exit
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_vm->waitAnyKey();
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}
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}
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void InventoryMgr::charPress(int16 newChar) {
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switch (newChar) {
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case AGI_KEY_ENTER: {
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_vm->cycleInnerLoopInactive(); // exit show-loop
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break;
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}
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case AGI_KEY_ESCAPE: {
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_vm->cycleInnerLoopInactive(); // exit show-loop
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_activeItemNr = -1; // no item selected
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break;
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}
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case AGI_KEY_UP:
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changeActiveItem(-2);
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break;
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case AGI_KEY_DOWN:
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changeActiveItem(+2);
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break;
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case AGI_KEY_LEFT:
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changeActiveItem(-1);
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break;
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case AGI_KEY_RIGHT:
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changeActiveItem(+1);
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break;
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default:
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break;
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}
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}
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void InventoryMgr::changeActiveItem(int16 direction) {
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int16 orgItemNr = _activeItemNr;
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_activeItemNr += direction;
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if ((_activeItemNr >= 0) && (_activeItemNr < (int16)_array.size())) {
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// within bounds
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drawItem(orgItemNr);
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drawItem(_activeItemNr);
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} else {
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// out of bounds, revert change
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_activeItemNr = orgItemNr;
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}
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}
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} // End of namespace Agi
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