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authorFilippos Karapetis2007-09-02 21:36:43 +0000
committerFilippos Karapetis2007-09-02 21:36:43 +0000
commitcb2ce512363622fe1aafcf46e33aa18d3488e4e7 (patch)
treede3d71b45b42972a3a8c3c1bd94b49ac9f837536 /engines/agi/preagi_common.cpp
parentf50bdd1aa819b90c9b5eea94222374c2d3c18282 (diff)
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Renamed preagi_input.cpp to preagi_common.cpp, as it now contains the code that all preagi games share (commit 2 of 2)
svn-id: r28832
Diffstat (limited to 'engines/agi/preagi_common.cpp')
-rw-r--r--engines/agi/preagi_common.cpp214
1 files changed, 214 insertions, 0 deletions
diff --git a/engines/agi/preagi_common.cpp b/engines/agi/preagi_common.cpp
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+/* 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 "common/stdafx.h"
+#include "common/events.h"
+
+#include "agi/agi.h"
+#include "agi/font.h"
+#include "agi/graphics.h"
+#include "agi/keyboard.h"
+
+// preagi engines
+#include "agi/preagi_mickey.h"
+
+// default attributes
+#define IDA_DEFAULT 0x0F
+#define IDA_DEFAULT_REV 0xF0
+
+#define IDI_MAX_ROW_PIC 20
+
+namespace Agi {
+
+// String functions
+
+void PreAgiEngine::drawStr(int row, int col, int attr, const char *buffer) {
+ int code;
+
+ for (int iChar = 0; iChar < (int)strlen(buffer); iChar++) {
+ code = buffer[iChar];
+
+ switch (code) {
+ case '\n':
+ case 0x8D:
+ if (++row == 200 / 8) return;
+ col = 0;
+ break;
+
+ case '|':
+ // swap attribute nibbles
+ break;
+
+ default:
+ drawChar(col * 8, row * 8, attr, code, (const char*)mickey_fontdata);
+
+ if (++col == 320 / 8) {
+ col = 0;
+ if (++row == 200 / 8) return;
+ }
+ }
+ }
+}
+
+void PreAgiEngine::drawStrMiddle(int row, int attr, const char *buffer) {
+ int col = (25 / 2) - (strlen(buffer) / 2); // 25 = 320 / 8 (maximum column)
+ drawStr(row, col, attr, buffer);
+}
+
+void PreAgiEngine::clearTextArea() {
+ // FIXME: this causes crashes, I imagine it's because we're not currently locking the screen in drawStr
+ for (int row = IDI_MAX_ROW_PIC; row < 200 / 8; row++) {
+ //drawStr(row, 0, IDA_DEFAULT, " "); // 40 spaces
+ }
+}
+
+void PreAgiEngine::drawChar(int x, int y, int attr, int code, const char *fontdata) {
+ int cx, cy;
+ uint8 color;
+
+ for (cy = 0; cy < 8; cy++) {
+ for (cx = 0; cx < 8; cx++) {
+ if (fontdata[(code * 8) + cy] & (1 << (7 - cx)))
+ color = attr & 0x0f; // foreground color
+ else
+ color = (attr & 0xf0) / 0x10; // background color
+
+ _gfx->putPixelsA(x + cx, y + cy, 1, &color);
+ }
+ }
+}
+
+// Input functions
+
+void PreAgiEngine::waitAnyKeyAnim() {
+ waitAnyKey(true);
+}
+
+int PreAgiEngine::getSelection(int type) {
+ Common::Event event;
+
+ // Selection types:
+ // 0: Y/N
+ // 1: 1-9
+ for (;;) {
+ while (_eventMan->pollEvent(event)) {
+ switch(event.type) {
+ case Common::EVENT_QUIT:
+ _system->quit();
+ case Common::EVENT_LBUTTONUP:
+ if (type == 0)
+ return 1;
+ case Common::EVENT_RBUTTONUP:
+ return 0;
+ case Common::EVENT_KEYDOWN:
+ switch (event.kbd.keycode) {
+ case Common::KEYCODE_y:
+ if (type == 0)
+ return 1;
+ case Common::KEYCODE_n:
+ if (type == 0)
+ return 0;
+ case Common::KEYCODE_ESCAPE:
+ if (type == 1)
+ return 0;
+ case Common::KEYCODE_1:
+ case Common::KEYCODE_2:
+ case Common::KEYCODE_3:
+ case Common::KEYCODE_4:
+ case Common::KEYCODE_5:
+ case Common::KEYCODE_6:
+ case Common::KEYCODE_7:
+ case Common::KEYCODE_8:
+ case Common::KEYCODE_9:
+ if (type == 1)
+ return event.kbd.keycode - Common::KEYCODE_1 + 1;
+ default:
+ if (type == 0) {
+ return 2;
+ } else {
+ return 10;
+ }
+ }
+ break;
+ default:
+ break;
+ }
+ }
+ }
+ return 0;
+}
+
+bool PreAgiEngine::waitAnyKeyChoice() {
+ Common::Event event;
+
+ for (;;) {
+ while (_eventMan->pollEvent(event)) {
+ switch(event.type) {
+ case Common::EVENT_QUIT:
+ _system->quit();
+ case Common::EVENT_LBUTTONUP:
+ return true;
+ case Common::EVENT_RBUTTONUP:
+ return false;
+ case Common::EVENT_KEYDOWN:
+ switch (event.kbd.keycode) {
+ case Common::KEYCODE_ESCAPE: //Escape
+ return false;
+ default:
+ return true;
+ }
+ break;
+ default:
+ break;
+ }
+ }
+ }
+}
+
+void PreAgiEngine::waitAnyKey(bool anim) {
+ Common::Event event;
+
+ for (;;) {
+ while (_eventMan->pollEvent(event)) {
+ switch(event.type) {
+ case Common::EVENT_QUIT:
+ _system->quit();
+ case Common::EVENT_KEYDOWN:
+ case Common::EVENT_LBUTTONUP:
+ case Common::EVENT_RBUTTONUP:
+ return;
+ default:
+ break;
+ }
+ }
+ // TODO
+ /*if (anim) {
+ _game->Animate();
+ UpdateScreen();
+ }*/
+ }
+}
+
+}