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author | Arnaud Boutonné | 2011-01-23 00:05:52 +0000 |
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committer | Arnaud Boutonné | 2011-01-23 00:05:52 +0000 |
commit | 3f6496d5b5b2caf0b935b27bca557ae53a880302 (patch) | |
tree | 0b1da465ca9b7c1787ab73865366df4e4c89c721 /engines/hugo/inventory.cpp | |
parent | 257a6b2e6d432cd343e213218474a61f61a72980 (diff) | |
download | scummvm-rg350-3f6496d5b5b2caf0b935b27bca557ae53a880302.tar.gz scummvm-rg350-3f6496d5b5b2caf0b935b27bca557ae53a880302.tar.bz2 scummvm-rg350-3f6496d5b5b2caf0b935b27bca557ae53a880302.zip |
HUGO: Cleanup
Suppress almost all defines, rename constants
svn-id: r55451
Diffstat (limited to 'engines/hugo/inventory.cpp')
-rw-r--r-- | engines/hugo/inventory.cpp | 94 |
1 files changed, 47 insertions, 47 deletions
diff --git a/engines/hugo/inventory.cpp b/engines/hugo/inventory.cpp index 980ffd2be8..5d45a3bd35 100644 --- a/engines/hugo/inventory.cpp +++ b/engines/hugo/inventory.cpp @@ -44,7 +44,7 @@ namespace Hugo { -#define MAX_DISP (XPIX / INV_DX) // Max icons displayable +static const int kMaxDisp = (kXPix / kInvDx); // Max icons displayable InventoryHandler::InventoryHandler(HugoEngine *vm) : _vm(vm) { } @@ -64,9 +64,9 @@ void InventoryHandler::constructInventory(int16 imageTotNumb, int displayNumb, b // If needed, copy arrows - reduce number of icons displayable if (scrollFl) { // Display at first and last icon positions - _vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), 0, 0, INV_DX, INV_DY, XPIX, _vm->_screen->getIconBuffer(), 0, 0, XPIX); - _vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), INV_DX, 0, INV_DX, INV_DY, XPIX, _vm->_screen->getIconBuffer(), INV_DX *(MAX_DISP - 1), 0, XPIX); - displayNumb = MIN(displayNumb, MAX_DISP - NUM_ARROWS); + _vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), 0, 0, kInvDx, kInvDy, kXPix, _vm->_screen->getIconBuffer(), 0, 0, kXPix); + _vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), kInvDx, 0, kInvDx, kInvDy, kXPix, _vm->_screen->getIconBuffer(), kInvDx *(kMaxDisp - 1), 0, kXPix); + displayNumb = MIN(displayNumb, kMaxDisp - kArrowNumb); } else // No, override first index - we can show 'em all! firstObjId = 0; @@ -78,15 +78,15 @@ void InventoryHandler::constructInventory(int16 imageTotNumb, int displayNumb, b // Check still room to display and past first scroll index if (displayed < displayNumb && carried >= firstObjId) { // Compute source coordinates in dib_u - int16 ux = (i + NUM_ARROWS) * INV_DX % XPIX; - int16 uy = (i + NUM_ARROWS) * INV_DX / XPIX * INV_DY; + int16 ux = (i + kArrowNumb) * kInvDx % kXPix; + int16 uy = (i + kArrowNumb) * kInvDx / kXPix * kInvDy; // Compute dest coordinates in dib_i - int16 ix = ((scrollFl) ? displayed + 1 : displayed) * INV_DX; + int16 ix = ((scrollFl) ? displayed + 1 : displayed) * kInvDx; displayed++; // Count number displayed // Copy the icon - _vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), ux, uy, INV_DX, INV_DY, XPIX, _vm->_screen->getIconBuffer(), ix, 0, XPIX); + _vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), ux, uy, kInvDx, kInvDy, kXPix, _vm->_screen->getIconBuffer(), ix, 0, kXPix); } carried++; // Count number carried } @@ -111,39 +111,39 @@ int16 InventoryHandler::processInventory(invact_t action, ...) { } // Will we need the scroll arrows? - bool scrollFl = displayNumb > MAX_DISP; + bool scrollFl = displayNumb > kMaxDisp; va_list marker; // Args used for D_ADD operation int16 cursorx, cursory; // Current cursor position int16 objId = -1; // Return objid under cursor switch (action) { - case INV_INIT: // Initialize inventory display + case kInventoryActionInit: // Initialize inventory display constructInventory(imageNumb, displayNumb, scrollFl, firstIconId); break; - case INV_LEFT: // Scroll left by one icon + case kInventoryActionLeft: // Scroll left by one icon firstIconId = MAX(0, firstIconId - 1); constructInventory(imageNumb, displayNumb, scrollFl, firstIconId); break; - case INV_RIGHT: // Scroll right by one icon + case kInventoryActionRight: // Scroll right by one icon firstIconId = MIN(displayNumb, firstIconId + 1); constructInventory(imageNumb, displayNumb, scrollFl, firstIconId); break; - case INV_GET: // Return object id under cursor + case kInventoryActionGet: // Return object id under cursor // Get cursor position from variable argument list va_start(marker, action); // Initialize variable arguments cursorx = va_arg(marker, int); // Cursor x cursory = va_arg(marker, int); // Cursor y va_end(marker); // Reset variable arguments - cursory -= DIBOFF_Y; // Icon bar is at true zero - if (cursory > 0 && cursory < INV_DY) { // Within icon bar? - int16 i = cursorx / INV_DX; // Compute icon index + cursory -= kDibOffY; // Icon bar is at true zero + if (cursory > 0 && cursory < kInvDy) { // Within icon bar? + int16 i = cursorx / kInvDx; // Compute icon index if (scrollFl) { // Scroll buttons displayed if (i == 0) { // Left scroll button - objId = LEFT_ARROW; + objId = kLeftArrow; } else { - if (i == MAX_DISP - 1) // Right scroll button - objId = RIGHT_ARROW; + if (i == kMaxDisp - 1) // Right scroll button + objId = kRightArrow; else // Adjust for scroll i += firstIconId - 1; // i is icon index } @@ -175,61 +175,61 @@ void InventoryHandler::runInventory() { debugC(1, kDebugInventory, "runInventory"); switch (gameStatus.inventoryState) { - case I_OFF: // Icon bar off screen + case kInventoryOff: // Icon bar off screen break; - case I_UP: // Icon bar moving up - gameStatus.inventoryHeight -= STEP_DY; // Move the icon bar up + case kInventoryUp: // Icon bar moving up + gameStatus.inventoryHeight -= kStepDy; // Move the icon bar up if (gameStatus.inventoryHeight <= 0) // Limit travel gameStatus.inventoryHeight = 0; // Move visible portion to _frontBuffer, restore uncovered portion, display results - _vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, XPIX, gameStatus.inventoryHeight, XPIX, _vm->_screen->getFrontBuffer(), 0, DIBOFF_Y, XPIX); - _vm->_screen->moveImage(_vm->_screen->getBackBufferBackup(), 0, gameStatus.inventoryHeight + DIBOFF_Y, XPIX, STEP_DY, XPIX, _vm->_screen->getFrontBuffer(), 0, gameStatus.inventoryHeight + DIBOFF_Y, XPIX); - _vm->_screen->displayRect(0, DIBOFF_Y, XPIX, gameStatus.inventoryHeight + STEP_DY); + _vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, kXPix, gameStatus.inventoryHeight, kXPix, _vm->_screen->getFrontBuffer(), 0, kDibOffY, kXPix); + _vm->_screen->moveImage(_vm->_screen->getBackBufferBackup(), 0, gameStatus.inventoryHeight + kDibOffY, kXPix, kStepDy, kXPix, _vm->_screen->getFrontBuffer(), 0, gameStatus.inventoryHeight + kDibOffY, kXPix); + _vm->_screen->displayRect(0, kDibOffY, kXPix, gameStatus.inventoryHeight + kStepDy); if (gameStatus.inventoryHeight == 0) { // Finished moving up? // Yes, restore dibs and exit back to game state machine - _vm->_screen->moveImage(_vm->_screen->getBackBufferBackup(), 0, 0, XPIX, YPIX, XPIX, _vm->_screen->getBackBuffer(), 0, 0, XPIX); - _vm->_screen->moveImage(_vm->_screen->getBackBuffer(), 0, 0, XPIX, YPIX, XPIX, _vm->_screen->getFrontBuffer(), 0, 0, XPIX); - _vm->_object->updateImages(); // Add objects back into display list for restore - gameStatus.inventoryState = I_OFF; - gameStatus.viewState = V_PLAY; + _vm->_screen->moveImage(_vm->_screen->getBackBufferBackup(), 0, 0, kXPix, kYPix, kXPix, _vm->_screen->getBackBuffer(), 0, 0, kXPix); + _vm->_screen->moveImage(_vm->_screen->getBackBuffer(), 0, 0, kXPix, kYPix, kXPix, _vm->_screen->getFrontBuffer(), 0, 0, kXPix); + _vm->_object->updateImages(); // Add objects back into display list for restore + gameStatus.inventoryState = kInventoryOff; + gameStatus.viewState = kViewPlay; } break; - case I_DOWN: // Icon bar moving down + case kInventoryDown: // Icon bar moving down // If this is the first step, initialize dib_i // and get any icon/text out of _frontBuffer if (gameStatus.inventoryHeight == 0) { - processInventory(INV_INIT); // Initialize dib_i - _vm->_screen->displayList(D_RESTORE); // Restore _frontBuffer + processInventory(kInventoryActionInit); // Initialize dib_i + _vm->_screen->displayList(kDisplayRestore); // Restore _frontBuffer _vm->_object->updateImages(); // Rebuild _frontBuffer without icons/text - _vm->_screen->displayList(D_DISPLAY); // Blit display list to screen + _vm->_screen->displayList(kDisplayDisplay); // Blit display list to screen } - gameStatus.inventoryHeight += STEP_DY; // Move the icon bar down - if (gameStatus.inventoryHeight > INV_DY) // Limit travel - gameStatus.inventoryHeight = INV_DY; + gameStatus.inventoryHeight += kStepDy; // Move the icon bar down + if (gameStatus.inventoryHeight > kInvDy) // Limit travel + gameStatus.inventoryHeight = kInvDy; // Move visible portion to _frontBuffer, display results - _vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, XPIX, gameStatus.inventoryHeight, XPIX, _vm->_screen->getFrontBuffer(), 0, DIBOFF_Y, XPIX); - _vm->_screen->displayRect(0, DIBOFF_Y, XPIX, gameStatus.inventoryHeight); + _vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, kXPix, gameStatus.inventoryHeight, kXPix, _vm->_screen->getFrontBuffer(), 0, kDibOffY, kXPix); + _vm->_screen->displayRect(0, kDibOffY, kXPix, gameStatus.inventoryHeight); - if (gameStatus.inventoryHeight == INV_DY) { // Finished moving down? + if (gameStatus.inventoryHeight == kInvDy) { // Finished moving down? // Yes, prepare view dibs for special inventory display since // we can't refresh objects while icon bar overlayed... // 1. Save backing store _backBuffer in temporary dib_c // 2. Make snapshot of _frontBuffer the new _backBuffer backing store // 3. Reset the display list - _vm->_screen->moveImage(_vm->_screen->getBackBuffer(), 0, 0, XPIX, YPIX, XPIX, _vm->_screen->getBackBufferBackup(), 0, 0, XPIX); - _vm->_screen->moveImage(_vm->_screen->getFrontBuffer(), 0, 0, XPIX, YPIX, XPIX, _vm->_screen->getBackBuffer(), 0, 0, XPIX); - _vm->_screen->displayList(D_INIT); - gameStatus.inventoryState = I_ACTIVE; + _vm->_screen->moveImage(_vm->_screen->getBackBuffer(), 0, 0, kXPix, kYPix, kXPix, _vm->_screen->getBackBufferBackup(), 0, 0, kXPix); + _vm->_screen->moveImage(_vm->_screen->getFrontBuffer(), 0, 0, kXPix, kYPix, kXPix, _vm->_screen->getBackBuffer(), 0, 0, kXPix); + _vm->_screen->displayList(kDisplayInit); + gameStatus.inventoryState = kInventoryActive; } break; - case I_ACTIVE: // Inventory active + case kInventoryActive: // Inventory active _vm->_parser->charHandler(); // Still allow commands - _vm->_screen->displayList(D_RESTORE); // Restore previous background - _vm->_screen->displayList(D_DISPLAY); // Blit the display list to screen + _vm->_screen->displayList(kDisplayRestore); // Restore previous background + _vm->_screen->displayList(kDisplayDisplay); // Blit the display list to screen break; } } |