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authorArnaud Boutonné2011-01-23 00:05:52 +0000
committerArnaud Boutonné2011-01-23 00:05:52 +0000
commit3f6496d5b5b2caf0b935b27bca557ae53a880302 (patch)
tree0b1da465ca9b7c1787ab73865366df4e4c89c721 /engines/hugo/inventory.cpp
parent257a6b2e6d432cd343e213218474a61f61a72980 (diff)
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HUGO: Cleanup
Suppress almost all defines, rename constants svn-id: r55451
Diffstat (limited to 'engines/hugo/inventory.cpp')
-rw-r--r--engines/hugo/inventory.cpp94
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;
}
}