diff options
author | Paul Gilbert | 2014-03-17 23:14:54 -0400 |
---|---|---|
committer | Paul Gilbert | 2014-03-17 23:14:54 -0400 |
commit | d494db888e24c04261a46aa89d946ff3c7db3851 (patch) | |
tree | c294a56d32b8ef001e12b4c969b1216626a5ad40 /engines/mads/user_interface.cpp | |
parent | 0c8a3a47e28075bd559be43bde910587af35d8ab (diff) | |
download | scummvm-rg350-d494db888e24c04261a46aa89d946ff3c7db3851.tar.gz scummvm-rg350-d494db888e24c04261a46aa89d946ff3c7db3851.tar.bz2 scummvm-rg350-d494db888e24c04261a46aa89d946ff3c7db3851.zip |
MADS: Beginnings of code for UI inventory item animation
Diffstat (limited to 'engines/mads/user_interface.cpp')
-rw-r--r-- | engines/mads/user_interface.cpp | 63 |
1 files changed, 56 insertions, 7 deletions
diff --git a/engines/mads/user_interface.cpp b/engines/mads/user_interface.cpp index fd9f4c0153..2b5e6c4558 100644 --- a/engines/mads/user_interface.cpp +++ b/engines/mads/user_interface.cpp @@ -30,8 +30,8 @@ namespace MADS { UISlot::UISlot() { _slotType = ST_NONE; _field2 = 0; - _field3 = 0; - _field4 = 0; + _spritesIndex = 0; + _frameNumber = 0; _field6 = 0; _field8 = 0; } @@ -46,7 +46,7 @@ void UISlots::fullRefresh() { push_back(slot); } -void UISlots::add(int v1, int v2, int v3, int v4) { +void UISlots::add(int v1, int v2, int frameNumber, int spritesIndex) { assert(size() < 50); UISlot ie; @@ -54,8 +54,8 @@ void UISlots::add(int v1, int v2, int v3, int v4) { ie._field2 = 201; ie._field6 = v1; ie._field8 = v2; - ie._field4 = v3; - ie._field3 = v4; + ie._frameNumber = frameNumber; + ie._spritesIndex = spritesIndex; push_back(ie); } @@ -68,6 +68,7 @@ void UISlots::call(int v1, int v2) { UserInterface::UserInterface(MADSEngine *vm) : _vm(vm) { _invSpritesIndex = -1; + _invFrameNumber = 1; _category = CAT_NONE; _screenObjectsCount = 0; _inventoryTopIndex = 0; @@ -432,7 +433,23 @@ void UserInterface::drawTalkList() { } void UserInterface::loadInventoryAnim(int objectId) { + Scene &scene = _vm->_game->_scene; + noInventoryAnim(); + bool flag = true; + + if (_vm->_invObjectsAnimated) { + Common::String resName = Common::String::format("*OB%.3dI", objectId); + SpriteAsset *asset = new SpriteAsset(_vm, resName, 8); + _invSpritesIndex = scene._sprites.add(asset, 1); + if (_invSpritesIndex >= 0) { + _invFrameNumber = 1; + flag = false; + } + } + if (flag) { + // TODO: Use of inv_object_data? + } } void UserInterface::noInventoryAnim() { @@ -449,9 +466,41 @@ void UserInterface::noInventoryAnim() { } void UserInterface::refresh() { + _uiSlots.clear(); + _uiSlots.fullRefresh(); + _uiSlots.call(0, 0); + + drawTextElements(); +} + +void UserInterface::inventoryAnim() { Scene &scene = _vm->_game->_scene; - scene._userInterface._uiSlots.clear(); -// scene._userInterface._uiSlots.new() + if (scene._screenObjects._v832EC == 1 || scene._screenObjects._v832EC == 2 + || _invSpritesIndex < 0) + return; + + // Move to the next frame number in the sequence, resetting if at the end + SpriteAsset *asset = scene._sprites[_invSpritesIndex]; + if (++_invFrameNumber > asset->getCount()) + _invFrameNumber = 1; + + // Loop through the slots list for ?? entry + for (uint i = 0; i < _uiSlots.size(); ++i) { + if (_uiSlots[i]._field2 == 200) + _uiSlots[i]._slotType = -5; + } + + // Add a new slot entry for the inventory animation + UISlot slot; + slot._slotType = ST_FOREGROUND; + slot._field2 = 200; + slot._frameNumber = _invFrameNumber; + slot._spritesIndex = _invSpritesIndex; + slot._field6 = 160; + slot._field8 = 3; + + _uiSlots.push_back(slot); } + } // End of namespace MADS |