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authorPaul Gilbert2015-05-28 08:31:53 -0400
committerPaul Gilbert2015-05-28 08:31:53 -0400
commitf4902b516ec8486338b777354809171112671e5b (patch)
tree2d286bb33818babf3eade15e5babec8570ba3e7e /engines
parent45b4989b55a043a9d2f1806db375d9f91476ed89 (diff)
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SHERLOCK: Moving split up classes into their own files
Diffstat (limited to 'engines')
-rw-r--r--engines/sherlock/inventory.cpp67
-rw-r--r--engines/sherlock/module.mk6
-rw-r--r--engines/sherlock/scalpel/scalpel_scene.cpp381
-rw-r--r--engines/sherlock/scalpel/scalpel_scene.h61
-rw-r--r--engines/sherlock/scalpel/scalpel_user_interface.cpp2276
-rw-r--r--engines/sherlock/scalpel/scalpel_user_interface.h227
-rw-r--r--engines/sherlock/scalpel/settings.cpp (renamed from engines/sherlock/settings.cpp)3
-rw-r--r--engines/sherlock/scalpel/settings.h (renamed from engines/sherlock/settings.h)0
-rw-r--r--engines/sherlock/scene.cpp552
-rw-r--r--engines/sherlock/scene.h55
-rw-r--r--engines/sherlock/talk.cpp7
-rw-r--r--engines/sherlock/tattoo/tattoo_scene.cpp227
-rw-r--r--engines/sherlock/tattoo/tattoo_scene.h65
-rw-r--r--engines/sherlock/tattoo/tattoo_user_interface.cpp106
-rw-r--r--engines/sherlock/tattoo/tattoo_user_interface.h68
-rw-r--r--engines/sherlock/user_interface.cpp2330
-rw-r--r--engines/sherlock/user_interface.h228
17 files changed, 3460 insertions, 3199 deletions
diff --git a/engines/sherlock/inventory.cpp b/engines/sherlock/inventory.cpp
index 7ec0b6421d..a8ecb64102 100644
--- a/engines/sherlock/inventory.cpp
+++ b/engines/sherlock/inventory.cpp
@@ -22,6 +22,7 @@
#include "sherlock/inventory.h"
#include "sherlock/sherlock.h"
+#include "sherlock/scalpel/scalpel_user_interface.h"
namespace Sherlock {
@@ -200,29 +201,29 @@ void Inventory::drawInventory(InvNewMode mode) {
INV_BACKGROUND);
// Draw the buttons
- screen.makeButton(Common::Rect(INVENTORY_POINTS[0][0], CONTROLS_Y1, INVENTORY_POINTS[0][1],
- CONTROLS_Y1 + 10), INVENTORY_POINTS[0][2] - screen.stringWidth("Exit") / 2, "Exit");
- screen.makeButton(Common::Rect(INVENTORY_POINTS[1][0], CONTROLS_Y1, INVENTORY_POINTS[1][1],
- CONTROLS_Y1 + 10), INVENTORY_POINTS[1][2] - screen.stringWidth("Look") / 2, "Look");
- screen.makeButton(Common::Rect(INVENTORY_POINTS[2][0], CONTROLS_Y1, INVENTORY_POINTS[2][1],
- CONTROLS_Y1 + 10), INVENTORY_POINTS[2][2] - screen.stringWidth("Use") / 2, "Use");
- screen.makeButton(Common::Rect(INVENTORY_POINTS[3][0], CONTROLS_Y1, INVENTORY_POINTS[3][1],
- CONTROLS_Y1 + 10), INVENTORY_POINTS[3][2] - screen.stringWidth("Give") / 2, "Give");
- screen.makeButton(Common::Rect(INVENTORY_POINTS[4][0], CONTROLS_Y1, INVENTORY_POINTS[4][1],
- CONTROLS_Y1 + 10), INVENTORY_POINTS[4][2], "^^");
- screen.makeButton(Common::Rect(INVENTORY_POINTS[5][0], CONTROLS_Y1, INVENTORY_POINTS[5][1],
- CONTROLS_Y1 + 10), INVENTORY_POINTS[5][2], "^");
- screen.makeButton(Common::Rect(INVENTORY_POINTS[6][0], CONTROLS_Y1, INVENTORY_POINTS[6][1],
- CONTROLS_Y1 + 10), INVENTORY_POINTS[6][2], "_");
- screen.makeButton(Common::Rect(INVENTORY_POINTS[7][0], CONTROLS_Y1, INVENTORY_POINTS[7][1],
- CONTROLS_Y1 + 10), INVENTORY_POINTS[7][2], "__");
+ screen.makeButton(Common::Rect(Scalpel::INVENTORY_POINTS[0][0], CONTROLS_Y1, Scalpel::INVENTORY_POINTS[0][1],
+ CONTROLS_Y1 + 10), Scalpel::INVENTORY_POINTS[0][2] - screen.stringWidth("Exit") / 2, "Exit");
+ screen.makeButton(Common::Rect(Scalpel::INVENTORY_POINTS[1][0], CONTROLS_Y1, Scalpel::INVENTORY_POINTS[1][1],
+ CONTROLS_Y1 + 10), Scalpel::INVENTORY_POINTS[1][2] - screen.stringWidth("Look") / 2, "Look");
+ screen.makeButton(Common::Rect(Scalpel::INVENTORY_POINTS[2][0], CONTROLS_Y1, Scalpel::INVENTORY_POINTS[2][1],
+ CONTROLS_Y1 + 10), Scalpel::INVENTORY_POINTS[2][2] - screen.stringWidth("Use") / 2, "Use");
+ screen.makeButton(Common::Rect(Scalpel::INVENTORY_POINTS[3][0], CONTROLS_Y1, Scalpel::INVENTORY_POINTS[3][1],
+ CONTROLS_Y1 + 10), Scalpel::INVENTORY_POINTS[3][2] - screen.stringWidth("Give") / 2, "Give");
+ screen.makeButton(Common::Rect(Scalpel::INVENTORY_POINTS[4][0], CONTROLS_Y1, Scalpel::INVENTORY_POINTS[4][1],
+ CONTROLS_Y1 + 10), Scalpel::INVENTORY_POINTS[4][2], "^^");
+ screen.makeButton(Common::Rect(Scalpel::INVENTORY_POINTS[5][0], CONTROLS_Y1, Scalpel::INVENTORY_POINTS[5][1],
+ CONTROLS_Y1 + 10), Scalpel::INVENTORY_POINTS[5][2], "^");
+ screen.makeButton(Common::Rect(Scalpel::INVENTORY_POINTS[6][0], CONTROLS_Y1, Scalpel::INVENTORY_POINTS[6][1],
+ CONTROLS_Y1 + 10), Scalpel::INVENTORY_POINTS[6][2], "_");
+ screen.makeButton(Common::Rect(Scalpel::INVENTORY_POINTS[7][0], CONTROLS_Y1, Scalpel::INVENTORY_POINTS[7][1],
+ CONTROLS_Y1 + 10), Scalpel::INVENTORY_POINTS[7][2], "__");
if (tempMode == INVENTORY_DONT_DISPLAY)
mode = LOOK_INVENTORY_MODE;
_invMode = (InvMode)mode;
if (mode != PLAIN_INVENTORY) {
- ui._oldKey = INVENTORY_COMMANDS[(int)mode];
+ ui._oldKey = Scalpel::INVENTORY_COMMANDS[(int)mode];
} else {
ui._oldKey = -1;
}
@@ -252,55 +253,55 @@ void Inventory::invCommands(bool slamIt) {
UserInterface &ui = *_vm->_ui;
if (slamIt) {
- screen.buttonPrint(Common::Point(INVENTORY_POINTS[0][2], CONTROLS_Y1),
+ screen.buttonPrint(Common::Point(Scalpel::INVENTORY_POINTS[0][2], CONTROLS_Y1),
_invMode == INVMODE_EXIT ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND,
true, "Exit");
- screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1),
+ screen.buttonPrint(Common::Point(Scalpel::INVENTORY_POINTS[1][2], CONTROLS_Y1),
_invMode == INVMODE_LOOK ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND,
true, "Look");
- screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1),
+ screen.buttonPrint(Common::Point(Scalpel::INVENTORY_POINTS[2][2], CONTROLS_Y1),
_invMode == INVMODE_USE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
true, "Use");
- screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1),
+ screen.buttonPrint(Common::Point(Scalpel::INVENTORY_POINTS[3][2], CONTROLS_Y1),
_invMode == INVMODE_GIVE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
true, "Give");
- screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1),
+ screen.print(Common::Point(Scalpel::INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1),
_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
"^^");
- screen.print(Common::Point(INVENTORY_POINTS[5][2], CONTROLS_Y1 + 1),
+ screen.print(Common::Point(Scalpel::INVENTORY_POINTS[5][2], CONTROLS_Y1 + 1),
_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
"^");
- screen.print(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1 + 1),
+ screen.print(Common::Point(Scalpel::INVENTORY_POINTS[6][2], CONTROLS_Y1 + 1),
(_holdings - _invIndex <= 6) ? COMMAND_NULL : COMMAND_FOREGROUND,
"_");
- screen.print(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1 + 1),
+ screen.print(Common::Point(Scalpel::INVENTORY_POINTS[7][2], CONTROLS_Y1 + 1),
(_holdings - _invIndex <= 6) ? COMMAND_NULL : COMMAND_FOREGROUND,
"__");
if (_invMode != INVMODE_LOOK)
ui.clearInfo();
} else {
- screen.buttonPrint(Common::Point(INVENTORY_POINTS[0][2], CONTROLS_Y1),
+ screen.buttonPrint(Common::Point(Scalpel::INVENTORY_POINTS[0][2], CONTROLS_Y1),
_invMode == INVMODE_EXIT ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
false, "Exit");
- screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1),
+ screen.buttonPrint(Common::Point(Scalpel::INVENTORY_POINTS[1][2], CONTROLS_Y1),
_invMode == INVMODE_LOOK ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
false, "Look");
- screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1),
+ screen.buttonPrint(Common::Point(Scalpel::INVENTORY_POINTS[2][2], CONTROLS_Y1),
_invMode == INVMODE_USE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
false, "Use");
- screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1),
+ screen.buttonPrint(Common::Point(Scalpel::INVENTORY_POINTS[3][2], CONTROLS_Y1),
_invMode == INVMODE_GIVE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
false, "Give");
- screen.gPrint(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1),
+ screen.gPrint(Common::Point(Scalpel::INVENTORY_POINTS[4][2], CONTROLS_Y1),
_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
"^^");
- screen.gPrint(Common::Point(INVENTORY_POINTS[5][2], CONTROLS_Y1),
+ screen.gPrint(Common::Point(Scalpel::INVENTORY_POINTS[5][2], CONTROLS_Y1),
_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
"^");
- screen.gPrint(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1),
+ screen.gPrint(Common::Point(Scalpel::INVENTORY_POINTS[6][2], CONTROLS_Y1),
(_holdings - _invIndex < 7) ? COMMAND_NULL : COMMAND_FOREGROUND,
"_");
- screen.gPrint(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1),
+ screen.gPrint(Common::Point(Scalpel::INVENTORY_POINTS[7][2], CONTROLS_Y1),
(_holdings - _invIndex < 7) ? COMMAND_NULL : COMMAND_FOREGROUND,
"__");
}
diff --git a/engines/sherlock/module.mk b/engines/sherlock/module.mk
index 2ded999ed1..cee48ae2d3 100644
--- a/engines/sherlock/module.mk
+++ b/engines/sherlock/module.mk
@@ -3,7 +3,12 @@ MODULE := engines/sherlock
MODULE_OBJS = \
scalpel/darts.o \
scalpel/scalpel.o \
+ scalpel/scalpel_scene.o \
+ scalpel/scalpel_user_interface.o \
+ scalpel/settings.o \
tattoo/tattoo.o \
+ tattoo/tattoo_scene.o \
+ tattoo/tattoo_user_interface.o \
animation.o \
debugger.o \
detection.o \
@@ -17,7 +22,6 @@ MODULE_OBJS = \
saveload.o \
scene.o \
screen.o \
- settings.o \
sherlock.o \
sound.o \
surface.o \
diff --git a/engines/sherlock/scalpel/scalpel_scene.cpp b/engines/sherlock/scalpel/scalpel_scene.cpp
new file mode 100644
index 0000000000..b6a42419d8
--- /dev/null
+++ b/engines/sherlock/scalpel/scalpel_scene.cpp
@@ -0,0 +1,381 @@
+/* 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.
+ *
+ */
+
+#include "sherlock/scalpel/scalpel_scene.h"
+#include "sherlock/scalpel/scalpel.h"
+#include "sherlock/events.h"
+#include "sherlock/people.h"
+#include "sherlock/screen.h"
+
+namespace Sherlock {
+
+namespace Scalpel {
+
+void ScalpelScene::checkBgShapes() {
+ People &people = *_vm->_people;
+ Person &holmes = people._player;
+ Common::Point pt(holmes._position.x / FIXED_INT_MULTIPLIER, holmes._position.y / FIXED_INT_MULTIPLIER);
+
+ // Call the base scene method to handle bg shapes
+ Scene::checkBgShapes();
+
+ // Iterate through the canim list
+ for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
+ Object &obj = _canimShapes[idx];
+ if (obj._type == STATIC_BG_SHAPE || obj._type == ACTIVE_BG_SHAPE) {
+ if ((obj._flags & 5) == 1) {
+ obj._misc = (pt.y < (obj._position.y + obj._imageFrame->_frame.h - 1)) ?
+ NORMAL_FORWARD : NORMAL_BEHIND;
+ } else if (!(obj._flags & 1)) {
+ obj._misc = BEHIND;
+ } else if (obj._flags & 4) {
+ obj._misc = FORWARD;
+ }
+ }
+ }
+}
+
+void ScalpelScene::doBgAnimCheckCursor() {
+ Inventory &inv = *_vm->_inventory;
+ Events &events = *_vm->_events;
+ Sound &sound = *_vm->_sound;
+ UserInterface &ui = *_vm->_ui;
+ Common::Point mousePos = events.mousePos();
+
+ if (ui._menuMode == LOOK_MODE) {
+ if (mousePos.y > CONTROLS_Y1)
+ events.setCursor(ARROW);
+ else if (mousePos.y < CONTROLS_Y)
+ events.setCursor(MAGNIFY);
+ }
+
+ // Check for setting magnifying glass cursor
+ if (ui._menuMode == INV_MODE || ui._menuMode == USE_MODE || ui._menuMode == GIVE_MODE) {
+ if (inv._invMode == INVMODE_LOOK) {
+ // Only show Magnifying glass cursor if it's not on the inventory command line
+ if (mousePos.y < CONTROLS_Y || mousePos.y >(CONTROLS_Y1 + 13))
+ events.setCursor(MAGNIFY);
+ else
+ events.setCursor(ARROW);
+ } else {
+ events.setCursor(ARROW);
+ }
+ }
+
+ if (sound._diskSoundPlaying && !*sound._soundIsOn) {
+ // Loaded sound just finished playing
+ sound.freeDigiSound();
+ }
+}
+
+void ScalpelScene::doBgAnim() {
+ ScalpelEngine &vm = *((ScalpelEngine *)_vm);
+ Events &events = *_vm->_events;
+ People &people = *_vm->_people;
+ Screen &screen = *_vm->_screen;
+ Talk &talk = *_vm->_talk;
+
+ screen.setDisplayBounds(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
+ talk._talkToAbort = false;
+
+ if (_restoreFlag) {
+ for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
+ if (people[idx]._type == CHARACTER)
+ people[idx].checkSprite();
+ }
+
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ if (_bgShapes[idx]._type == ACTIVE_BG_SHAPE)
+ _bgShapes[idx].checkObject();
+ }
+
+ if (people._portraitLoaded && people._portrait._type == ACTIVE_BG_SHAPE)
+ people._portrait.checkObject();
+
+ for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
+ if (_canimShapes[idx]._type != INVALID && _canimShapes[idx]._type != REMOVE)
+ _canimShapes[idx].checkObject();
+ }
+
+ if (_currentScene == 12)
+ vm.eraseMirror12();
+
+ // Restore the back buffer from the back buffer 2 in the changed area
+ Common::Rect bounds(people[AL]._oldPosition.x, people[AL]._oldPosition.y,
+ people[AL]._oldPosition.x + people[AL]._oldSize.x,
+ people[AL]._oldPosition.y + people[AL]._oldSize.y);
+ Common::Point pt(bounds.left, bounds.top);
+
+ if (people[AL]._type == CHARACTER)
+ screen.restoreBackground(bounds);
+ else if (people[AL]._type == REMOVE)
+ screen._backBuffer->blitFrom(screen._backBuffer2, pt, bounds);
+
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ Object &o = _bgShapes[idx];
+ if (o._type == ACTIVE_BG_SHAPE || o._type == HIDE_SHAPE || o._type == REMOVE)
+ screen.restoreBackground(o.getOldBounds());
+ }
+
+ if (people._portraitLoaded)
+ screen.restoreBackground(Common::Rect(
+ people._portrait._oldPosition.x, people._portrait._oldPosition.y,
+ people._portrait._oldPosition.x + people._portrait._oldSize.x,
+ people._portrait._oldPosition.y + people._portrait._oldSize.y
+ ));
+
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ Object &o = _bgShapes[idx];
+ if (o._type == NO_SHAPE && ((o._flags & OBJ_BEHIND) == 0)) {
+ // Restore screen area
+ screen._backBuffer->blitFrom(screen._backBuffer2, o._position,
+ Common::Rect(o._position.x, o._position.y,
+ o._position.x + o._noShapeSize.x, o._position.y + o._noShapeSize.y));
+
+ o._oldPosition = o._position;
+ o._oldSize = o._noShapeSize;
+ }
+ }
+
+ for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
+ Object &o = _canimShapes[idx];
+ if (o._type == ACTIVE_BG_SHAPE || o._type == HIDE_SHAPE || o._type == REMOVE)
+ screen.restoreBackground(Common::Rect(o._oldPosition.x, o._oldPosition.y,
+ o._oldPosition.x + o._oldSize.x, o._oldPosition.y + o._oldSize.y));
+ }
+ }
+
+ //
+ // Update the background objects and canimations
+ //
+
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ Object &o = _bgShapes[idx];
+ if (o._type == ACTIVE_BG_SHAPE || o._type == NO_SHAPE)
+ o.adjustObject();
+ }
+
+ if (people._portraitLoaded && people._portrait._type == ACTIVE_BG_SHAPE)
+ people._portrait.adjustObject();
+
+ for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
+ if (_canimShapes[idx]._type != INVALID)
+ _canimShapes[idx].adjustObject();
+ }
+
+ if (people[AL]._type == CHARACTER && people._holmesOn)
+ people[AL].adjustSprite();
+
+ // Flag the bg shapes which need to be redrawn
+ checkBgShapes();
+
+ if (_currentScene == 12)
+ vm.doMirror12();
+
+ // Draw all active shapes which are behind the person
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ Object &o = _bgShapes[idx];
+ if (o._type == ACTIVE_BG_SHAPE && o._misc == BEHIND)
+ screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
+ }
+
+ // Draw all canimations which are behind the person
+ for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
+ Object &o = _canimShapes[idx];
+ if (o._type == ACTIVE_BG_SHAPE && o._misc == BEHIND) {
+ screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
+ }
+ }
+
+ // Draw all active shapes which are HAPPEN and behind the person
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ Object &o = _bgShapes[idx];
+ if (o._type == ACTIVE_BG_SHAPE && o._misc == NORMAL_BEHIND)
+ screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
+ }
+
+ // Draw all canimations which are NORMAL and behind the person
+ for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
+ Object &o = _canimShapes[idx];
+ if (o._type == ACTIVE_BG_SHAPE && o._misc == NORMAL_BEHIND) {
+ screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
+ }
+ }
+
+ // Draw the person if not animating
+ if (people[AL]._type == CHARACTER && people[AL]._walkLoaded) {
+ // If Holmes is too far to the right, move him back so he's on-screen
+ int xRight = SHERLOCK_SCREEN_WIDTH - 2 - people[AL]._imageFrame->_frame.w;
+ int tempX = MIN(people[AL]._position.x / FIXED_INT_MULTIPLIER, xRight);
+
+ bool flipped = people[AL]._sequenceNumber == WALK_LEFT || people[AL]._sequenceNumber == STOP_LEFT ||
+ people[AL]._sequenceNumber == WALK_UPLEFT || people[AL]._sequenceNumber == STOP_UPLEFT ||
+ people[AL]._sequenceNumber == WALK_DOWNRIGHT || people[AL]._sequenceNumber == STOP_DOWNRIGHT;
+ screen._backBuffer->transBlitFrom(*people[AL]._imageFrame,
+ Common::Point(tempX, people[AL]._position.y / FIXED_INT_MULTIPLIER - people[AL]._imageFrame->_frame.h), flipped);
+ }
+
+ // Draw all static and active shapes are NORMAL and are in front of the person
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ Object &o = _bgShapes[idx];
+ if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == NORMAL_FORWARD)
+ screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
+ }
+
+ // Draw all static and active canimations that are NORMAL and are in front of the person
+ for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
+ Object &o = _canimShapes[idx];
+ if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == NORMAL_FORWARD) {
+ screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
+ }
+ }
+
+ // Draw all static and active shapes that are in front of the person
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ Object &o = _bgShapes[idx];
+ if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == FORWARD)
+ screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
+ }
+
+ // Draw any active portrait
+ if (people._portraitLoaded && people._portrait._type == ACTIVE_BG_SHAPE)
+ screen._backBuffer->transBlitFrom(*people._portrait._imageFrame,
+ people._portrait._position, people._portrait._flags & OBJ_FLIPPED);
+
+ // Draw all static and active canimations that are in front of the person
+ for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
+ Object &o = _canimShapes[idx];
+ if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == FORWARD) {
+ screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
+ }
+ }
+
+ // Draw all NO_SHAPE shapes which have flag bit 0 clear
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ Object &o = _bgShapes[idx];
+ if (o._type == NO_SHAPE && (o._flags & OBJ_BEHIND) == 0)
+ screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
+ }
+
+ // Bring the newly built picture to the screen
+ if (_animating == 2) {
+ _animating = 0;
+ screen.slamRect(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
+ } else {
+ if (people[AL]._type != INVALID && ((_goToScene == -1 || _canimShapes.empty()))) {
+ if (people[AL]._type == REMOVE) {
+ screen.slamRect(Common::Rect(
+ people[AL]._oldPosition.x, people[AL]._oldPosition.y,
+ people[AL]._oldPosition.x + people[AL]._oldSize.x,
+ people[AL]._oldPosition.y + people[AL]._oldSize.y
+ ));
+ people[AL]._type = INVALID;
+ } else {
+ screen.flushImage(people[AL]._imageFrame,
+ Common::Point(people[AL]._position.x / FIXED_INT_MULTIPLIER,
+ people[AL]._position.y / FIXED_INT_MULTIPLIER - people[AL].frameHeight()),
+ &people[AL]._oldPosition.x, &people[AL]._oldPosition.y,
+ &people[AL]._oldSize.x, &people[AL]._oldSize.y);
+ }
+ }
+
+ if (_currentScene == 12)
+ vm.flushMirror12();
+
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ Object &o = _bgShapes[idx];
+ if ((o._type == ACTIVE_BG_SHAPE || o._type == REMOVE) && _goToScene == -1) {
+ screen.flushImage(o._imageFrame, o._position,
+ &o._oldPosition.x, &o._oldPosition.y, &o._oldSize.x, &o._oldSize.y);
+ }
+ }
+
+ if (people._portraitLoaded) {
+ if (people._portrait._type == REMOVE)
+ screen.slamRect(Common::Rect(
+ people._portrait._position.x, people._portrait._position.y,
+ people._portrait._position.x + people._portrait._delta.x,
+ people._portrait._position.y + people._portrait._delta.y
+ ));
+ else
+ screen.flushImage(people._portrait._imageFrame, people._portrait._position,
+ &people._portrait._oldPosition.x, &people._portrait._oldPosition.y,
+ &people._portrait._oldSize.x, &people._portrait._oldSize.y);
+
+ if (people._portrait._type == REMOVE)
+ people._portrait._type = INVALID;
+ }
+
+ if (_goToScene == -1) {
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ Object &o = _bgShapes[idx];
+ if (o._type == NO_SHAPE && (o._flags & OBJ_BEHIND) == 0) {
+ screen.slamArea(o._position.x, o._position.y, o._oldSize.x, o._oldSize.y);
+ screen.slamArea(o._oldPosition.x, o._oldPosition.y, o._oldSize.x, o._oldSize.y);
+ } else if (o._type == HIDE_SHAPE) {
+ // Hiding shape, so flush it out and mark it as hidden
+ screen.flushImage(o._imageFrame, o._position,
+ &o._oldPosition.x, &o._oldPosition.y, &o._oldSize.x, &o._oldSize.y);
+ o._type = HIDDEN;
+ }
+ }
+ }
+
+ for (int idx = _canimShapes.size() - 1; idx >= 0; --idx) {
+ Object &o = _canimShapes[idx];
+
+ if (o._type == INVALID) {
+ // Anim shape was invalidated by checkEndOfSequence, so at this point we can remove it
+ _canimShapes.remove_at(idx);
+ } else if (o._type == REMOVE) {
+ if (_goToScene == -1)
+ screen.slamArea(o._position.x, o._position.y, o._delta.x, o._delta.y);
+
+ // Shape for an animation is no longer needed, so remove it completely
+ _canimShapes.remove_at(idx);
+ } else if (o._type == ACTIVE_BG_SHAPE) {
+ screen.flushImage(o._imageFrame, o._position,
+ &o._oldPosition.x, &o._oldPosition.y, &o._oldSize.x, &o._oldSize.y);
+ }
+ }
+ }
+
+ _restoreFlag = true;
+ _doBgAnimDone = true;
+
+ events.wait(3);
+ screen.resetDisplayBounds();
+
+ // Check if the method was called for calling a portrait, and a talk was
+ // interrupting it. This talk file would not have been executed at the time,
+ // since we needed to finish the 'doBgAnim' to finish clearing the portrait
+ if (people._clearingThePortrait && talk._scriptMoreFlag == 3) {
+ // Reset the flags and call to talk
+ people._clearingThePortrait = false;
+ talk._scriptMoreFlag = 0;
+ talk.talkTo(talk._scriptName);
+ }
+}
+
+} // End of namespace Scalpel
+
+} // End of namespace Sherlock
diff --git a/engines/sherlock/scalpel/scalpel_scene.h b/engines/sherlock/scalpel/scalpel_scene.h
new file mode 100644
index 0000000000..e5a442f44f
--- /dev/null
+++ b/engines/sherlock/scalpel/scalpel_scene.h
@@ -0,0 +1,61 @@
+/* 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.
+ *
+ */
+
+#ifndef SHERLOCK_SCALPEL_SCENE_H
+#define SHERLOCK_SCALPEL_SCENE_H
+
+#include "common/scummsys.h"
+#include "common/array.h"
+#include "common/rect.h"
+#include "common/serializer.h"
+#include "sherlock/objects.h"
+#include "sherlock/scene.h"
+#include "sherlock/screen.h"
+
+namespace Sherlock {
+
+namespace Scalpel {
+
+class ScalpelScene : public Scene {
+private:
+ void doBgAnimCheckCursor();
+protected:
+ /**
+ * Checks all the background shapes. If a background shape is animating,
+ * it will flag it as needing to be drawn. If a non-animating shape is
+ * colliding with another shape, it will also flag it as needing drawing
+ */
+ virtual void checkBgShapes();
+public:
+ ScalpelScene(SherlockEngine *vm) : Scene(vm) {}
+
+ /**
+ * Draw all objects and characters.
+ */
+ virtual void doBgAnim();
+};
+
+} // End of namespace Scalpel
+
+} // End of namespace Sherlock
+
+#endif
diff --git a/engines/sherlock/scalpel/scalpel_user_interface.cpp b/engines/sherlock/scalpel/scalpel_user_interface.cpp
new file mode 100644
index 0000000000..f9ec8bb1bb
--- /dev/null
+++ b/engines/sherlock/scalpel/scalpel_user_interface.cpp
@@ -0,0 +1,2276 @@
+/* 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.
+ *
+ */
+
+#include "sherlock/scalpel/scalpel_user_interface.h"
+#include "sherlock/sherlock.h"
+#include "sherlock/scalpel/settings.h"
+
+namespace Sherlock {
+
+namespace Scalpel {
+
+// Main user interface menu control locations
+const int MENU_POINTS[12][4] = {
+ { 13, 153, 72, 165 },
+ { 13, 169, 72, 181 },
+ { 13, 185, 72, 197 },
+ { 88, 153, 152, 165 },
+ { 88, 169, 152, 181 },
+ { 88, 185, 152, 197 },
+ { 165, 153, 232, 165 },
+ { 165, 169, 232, 181 },
+ { 165, 185, 233, 197 },
+ { 249, 153, 305, 165 },
+ { 249, 169, 305, 181 },
+ { 249, 185, 305, 197 }
+};
+
+// Inventory control locations */
+const int INVENTORY_POINTS[8][3] = {
+ { 4, 50, 29 },
+ { 52, 99, 77 },
+ { 101, 140, 123 },
+ { 142, 187, 166 },
+ { 189, 219, 198 },
+ { 221, 251, 234 },
+ { 253, 283, 266 },
+ { 285, 315, 294 }
+};
+
+const char COMMANDS[13] = "LMTPOCIUGJFS";
+const char INVENTORY_COMMANDS[9] = { "ELUG-+,." };
+const char *const PRESS_KEY_FOR_MORE = "Press any Key for More.";
+const char *const PRESS_KEY_TO_CONTINUE = "Press any Key to Continue.";
+
+const char *const MOPEN[] = {
+ "This cannot be opened", "It is already open", "It is locked", "Wait for Watson", " ", "."
+};
+const char *const MCLOSE[] = {
+ "This cannot be closed", "It is already closed", "The safe door is in the way"
+};
+const char *const MMOVE[] = {
+ "This cannot be moved", "It is bolted to the floor", "It is too heavy", "The other crate is in the way"
+};
+const char *const MPICK[] = {
+ "Nothing of interest here", "It is bolted down", "It is too big to carry", "It is too heavy",
+ "I think a girl would be more your type", "Those flowers belong to Penny", "She's far too young for you!",
+ "I think a girl would be more your type!", "Government property for official use only"
+};
+const char *const MUSE[] = {
+ "You can't do that", "It had no effect", "You can't reach it", "OK, the door looks bigger! Happy?",
+ "Doors don't smoke"
+};
+
+/*----------------------------------------------------------------*/
+
+
+ScalpelUserInterface::ScalpelUserInterface(SherlockEngine *vm): UserInterface(vm) {
+ _controls = new ImageFile("menu.all");
+ _controlPanel = new ImageFile("controls.vgs");
+ _keyPress = '\0';
+ _lookHelp = 0;
+ _bgFound = 0;
+ _oldBgFound = -1;
+ _help = _oldHelp = 0;
+ _key = _oldKey = '\0';
+ _temp = _oldTemp = 0;
+ _oldLook = 0;
+ _keyboardInput = false;
+ _pause = false;
+ _cNum = 0;
+ _find = 0;
+ _oldUse = 0;
+}
+
+ScalpelUserInterface::~ScalpelUserInterface() {
+ delete _controls;
+ delete _controlPanel;
+}
+
+void ScalpelUserInterface::reset() {
+ _oldKey = -1;
+ _help = _oldHelp = -1;
+ _oldTemp = _temp = -1;
+}
+
+void ScalpelUserInterface::drawInterface(int bufferNum) {
+ Screen &screen = *_vm->_screen;
+
+ if (bufferNum & 1)
+ screen._backBuffer1.transBlitFrom((*_controlPanel)[0], Common::Point(0, CONTROLS_Y));
+ if (bufferNum & 2)
+ screen._backBuffer2.transBlitFrom((*_controlPanel)[0], Common::Point(0, CONTROLS_Y));
+ if (bufferNum == 3)
+ screen._backBuffer2.fillRect(0, INFO_LINE, SHERLOCK_SCREEN_WIDTH, INFO_LINE + 10, INFO_BLACK);
+}
+
+void ScalpelUserInterface::handleInput() {
+ Events &events = *_vm->_events;
+ Inventory &inv = *_vm->_inventory;
+ People &people = *_vm->_people;
+ Scene &scene = *_vm->_scene;
+ Screen &screen = *_vm->_screen;
+ Talk &talk = *_vm->_talk;
+
+ if (_menuCounter)
+ whileMenuCounter();
+
+ Common::Point pt = events.mousePos();
+ _bgFound = scene.findBgShape(Common::Rect(pt.x, pt.y, pt.x + 1, pt.y + 1));
+ _keyPress = '\0';
+
+ // Check kbd and set the mouse released flag if Enter or space is pressed.
+ // Otherwise, the pressed _key is stored for later use
+ if (events.kbHit()) {
+ Common::KeyState keyState = events.getKey();
+ _keyPress = keyState.ascii;
+
+ if (keyState.keycode == Common::KEYCODE_x && keyState.flags & Common::KBD_ALT) {
+ _vm->quitGame();
+ events.pollEvents();
+ return;
+ }
+ }
+
+ // Do button highlighting check
+ if (!talk._scriptMoreFlag) { // Don't if scripts are running
+ if (((events._rightPressed || events._rightReleased) && _helpStyle) ||
+ (!_helpStyle && !_menuCounter)) {
+ // Handle any default commands if we're in STD_MODE
+ if (_menuMode == STD_MODE) {
+ if (pt.y < CONTROLS_Y &&
+ (events._rightPressed || (!_helpStyle && !events._released)) &&
+ (_bgFound != -1) && (_bgFound < 1000) &&
+ (scene._bgShapes[_bgFound]._defaultCommand ||
+ !scene._bgShapes[_bgFound]._description.empty())) {
+ // If there is no default command, so set it to Look
+ if (scene._bgShapes[_bgFound]._defaultCommand)
+ _help = scene._bgShapes[_bgFound]._defaultCommand - 1;
+ else
+ _help = 0;
+
+ // Reset 'help' if it is an invalid command
+ if (_help > 5)
+ _help = -1;
+ } else if (pt.y < CONTROLS_Y &&
+ ((events._rightReleased && _helpStyle) || (events._released && !_helpStyle)) &&
+ (_bgFound != -1 && _bgFound < 1000) &&
+ (scene._bgShapes[_bgFound]._defaultCommand ||
+ !scene._bgShapes[_bgFound]._description.empty())) {
+ // If there is no default command, set it to Look
+ if (scene._bgShapes[_bgFound]._defaultCommand)
+ _menuMode = (MenuMode)scene._bgShapes[_bgFound]._defaultCommand;
+ else
+ _menuMode = LOOK_MODE;
+ events._released = true;
+ events._pressed = events._oldButtons = false;
+ _help = _oldHelp = -1;
+
+ if (_menuMode == LOOK_MODE) {
+ // Set the flag to tell the game that this was a right-click
+ // call to look and should exit without the look button being pressed
+ _lookHelp = true;
+ }
+ } else {
+ _help = -1;
+ }
+
+ // Check if highlighting a different button than last time
+ if (_help != _oldHelp) {
+ // If another button was highlighted previously, restore it
+ if (_oldHelp != -1)
+ restoreButton(_oldHelp);
+
+ // If we're highlighting a new button, then draw it pressed
+ if (_help != -1)
+ depressButton(_help);
+
+ _oldHelp = _help;
+ }
+
+ if (_bgFound != _oldBgFound || _oldBgFound == -1) {
+ _infoFlag = true;
+ clearInfo();
+
+ if (_help != -1 && !scene._bgShapes[_bgFound]._description.empty()
+ && scene._bgShapes[_bgFound]._description[0] != ' ')
+ screen.print(Common::Point(0, INFO_LINE + 1),
+ INFO_FOREGROUND, "%s", scene._bgShapes[_bgFound]._description.c_str());
+
+ _oldBgFound = _bgFound;
+ }
+ } else {
+ // We're not in STD_MODE
+ // If there isn't a window open, then revert back to STD_MODE
+ if (!_windowOpen && events._rightReleased) {
+ // Restore all buttons
+ for (int idx = 0; idx < 12; ++idx)
+ restoreButton(idx);
+
+ _menuMode = STD_MODE;
+ _key = _oldKey = -1;
+ _temp = _oldTemp = _lookHelp = _invLookFlag = 0;
+ events.clearEvents();
+ }
+ }
+ }
+ }
+
+ // Reset the old bgshape number if the mouse button is released, so that
+ // it can e re-highlighted when we come back here
+ if ((events._rightReleased && _helpStyle) || (events._released && !_helpStyle))
+ _oldBgFound = -1;
+
+ // Do routines that should be done before input processing
+ switch (_menuMode) {
+ case LOOK_MODE:
+ if (!_windowOpen) {
+ if (events._released && _bgFound >= 0 && _bgFound < 1000) {
+ if (!scene._bgShapes[_bgFound]._examine.empty())
+ examine();
+ } else {
+ lookScreen(pt);
+ }
+ }
+ break;
+
+ case MOVE_MODE:
+ case OPEN_MODE:
+ case CLOSE_MODE:
+ case PICKUP_MODE:
+ lookScreen(pt);
+ break;
+
+ case TALK_MODE:
+ if (!_windowOpen) {
+ bool personFound;
+
+ if (_bgFound >= 1000) {
+ personFound = false;
+ if (!events._released)
+ lookScreen(pt);
+ } else {
+ personFound = _bgFound != -1 && scene._bgShapes[_bgFound]._aType == PERSON;
+ }
+
+ if (events._released && personFound)
+ talk.talk(_bgFound);
+ else if (personFound)
+ lookScreen(pt);
+ else if (_bgFound < 1000)
+ clearInfo();
+ }
+ break;
+
+ case USE_MODE:
+ case GIVE_MODE:
+ case INV_MODE:
+ if (inv._invMode == INVMODE_LOOK || inv._invMode == INVMODE_USE || inv._invMode == INVMODE_GIVE) {
+ if (pt.y > CONTROLS_Y)
+ lookInv();
+ else
+ lookScreen(pt);
+ }
+ break;
+
+ default:
+ break;
+ }
+
+ //
+ // Do input processing
+ //
+ if (events._pressed || events._released || events._rightPressed || _keyPress || _pause) {
+ if (((events._released && (_helpStyle || _help == -1)) || (events._rightReleased && !_helpStyle)) &&
+ (pt.y <= CONTROLS_Y) && (_menuMode == STD_MODE)) {
+ // The mouse was clicked in the playing area with no action buttons down.
+ // Check if the mouse was clicked in a script zone. If it was,
+ // then execute the script. Otherwise, walk to the given position
+ if (scene.checkForZones(pt, SCRIPT_ZONE) != 0 ||
+ scene.checkForZones(pt, NOWALK_ZONE) != 0) {
+ // Mouse clicked in script zone
+ events._pressed = events._released = false;
+ } else {
+ people._walkDest = pt;
+ people._allowWalkAbort = false;
+ people.goAllTheWay();
+ }
+
+ if (_oldKey != -1) {
+ restoreButton(_oldTemp);
+ _oldKey = -1;
+ }
+ }
+
+ // Handle action depending on selected mode
+ switch (_menuMode) {
+ case LOOK_MODE:
+ if (_windowOpen)
+ doLookControl();
+ break;
+
+ case MOVE_MODE:
+ doMiscControl(ALLOW_MOVE);
+ break;
+
+ case TALK_MODE:
+ if (_windowOpen)
+ doTalkControl();
+ break;
+
+ case OPEN_MODE:
+ doMiscControl(ALLOW_OPEN);
+ break;
+
+ case CLOSE_MODE:
+ doMiscControl(ALLOW_CLOSE);
+ break;
+
+ case PICKUP_MODE:
+ doPickControl();
+ break;
+
+ case USE_MODE:
+ case GIVE_MODE:
+ case INV_MODE:
+ doInvControl();
+ break;
+
+ case FILES_MODE:
+ doEnvControl();
+ break;
+
+ default:
+ break;
+ }
+
+ // As long as there isn't an open window, do main input processing.
+ // Windows are opened when in TALK, USE, INV, and GIVE modes
+ if ((!_windowOpen && !_menuCounter && pt.y > CONTROLS_Y) ||
+ _keyPress) {
+ if (events._pressed || events._released || _pause || _keyPress)
+ doMainControl();
+ }
+
+ if (pt.y < CONTROLS_Y && events._pressed && _oldTemp != (int)(_menuMode - 1) && _oldKey != -1)
+ restoreButton(_oldTemp);
+ }
+}
+
+void ScalpelUserInterface::depressButton(int num) {
+ Screen &screen = *_vm->_screen;
+ Common::Point pt(MENU_POINTS[num][0], MENU_POINTS[num][1]);
+
+ ImageFrame &frame = (*_controls)[num];
+ screen._backBuffer1.transBlitFrom(frame, pt);
+ screen.slamArea(pt.x, pt.y, pt.x + frame._width, pt.y + frame._height);
+}
+
+void ScalpelUserInterface::restoreButton(int num) {
+ Screen &screen = *_vm->_screen;
+ Common::Point pt(MENU_POINTS[num][0], MENU_POINTS[num][1]);
+ Graphics::Surface &frame = (*_controls)[num]._frame;
+
+ screen._backBuffer1.blitFrom(screen._backBuffer2, pt,
+ Common::Rect(pt.x, pt.y, pt.x + 90, pt.y + 19));
+ screen.slamArea(pt.x, pt.y, pt.x + frame.w, pt.y + frame.h);
+
+ if (!_menuCounter) {
+ _infoFlag = true;
+ clearInfo();
+ }
+}
+
+void ScalpelUserInterface::pushButton(int num) {
+ Events &events = *_vm->_events;
+ _oldKey = -1;
+
+ if (!events._released) {
+ if (_oldHelp != -1)
+ restoreButton(_oldHelp);
+ if (_help != -1)
+ restoreButton(_help);
+
+ depressButton(num);
+ events.wait(6);
+ }
+
+ restoreButton(num);
+}
+
+void ScalpelUserInterface::toggleButton(int num) {
+ Screen &screen = *_vm->_screen;
+
+ if (_menuMode != (MenuMode)(num + 1)) {
+ _menuMode = (MenuMode)(num + 1);
+ _oldKey = COMMANDS[num];
+ _oldTemp = num;
+
+ if (_keyboardInput) {
+ if (_oldHelp != -1 && _oldHelp != num)
+ restoreButton(_oldHelp);
+ if (_help != -1 && _help != num)
+ restoreButton(_help);
+
+ _keyboardInput = false;
+
+ ImageFrame &frame = (*_controls)[num];
+ Common::Point pt(MENU_POINTS[num][0], MENU_POINTS[num][1]);
+ screen._backBuffer1.transBlitFrom(frame, pt);
+ screen.slamArea(pt.x, pt.y, pt.x + frame._width, pt.y + frame._height);
+ }
+ } else {
+ _menuMode = STD_MODE;
+ _oldKey = -1;
+ restoreButton(num);
+ }
+}
+
+void ScalpelUserInterface::clearInfo() {
+ if (_infoFlag) {
+ _vm->_screen->vgaBar(Common::Rect(16, INFO_LINE, SHERLOCK_SCREEN_WIDTH - 19,
+ INFO_LINE + 10), INFO_BLACK);
+ _infoFlag = false;
+ _oldLook = -1;
+ }
+}
+
+void ScalpelUserInterface::clearWindow() {
+ if (_windowOpen) {
+ _vm->_screen->vgaBar(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
+ SHERLOCK_SCREEN_HEIGHT - 2), INV_BACKGROUND);
+ }
+}
+
+void ScalpelUserInterface::whileMenuCounter() {
+ if (!(--_menuCounter) || _vm->_events->checkInput()) {
+ _menuCounter = 0;
+ _infoFlag = true;
+ clearInfo();
+ }
+}
+
+void ScalpelUserInterface::examine() {
+ Events &events = *_vm->_events;
+ Inventory &inv = *_vm->_inventory;
+ People &people = *_vm->_people;
+ Scene &scene = *_vm->_scene;
+ Talk &talk = *_vm->_talk;
+ Common::Point pt = events.mousePos();
+
+ if (pt.y < (CONTROLS_Y + 9)) {
+ Object &obj = scene._bgShapes[_bgFound];
+
+ if (obj._lookcAnim != 0) {
+ int canimSpeed = ((obj._lookcAnim & 0xe0) >> 5) + 1;
+ scene._cAnimFramePause = obj._lookFrames;
+ _cAnimStr = obj._examine;
+ _cNum = (obj._lookcAnim & 0x1f) - 1;
+
+ scene.startCAnim(_cNum, canimSpeed);
+ } else if (obj._lookPosition.y != 0) {
+ // Need to walk to the object to be examined
+ people.walkToCoords(Common::Point(obj._lookPosition.x, obj._lookPosition.y * 100), obj._lookFacing);
+ }
+
+ if (!talk._talkToAbort) {
+ _cAnimStr = obj._examine;
+ if (obj._lookFlag)
+ _vm->setFlags(obj._lookFlag);
+ }
+ } else {
+ // Looking at an inventory item
+ _cAnimStr = inv[_selector]._examine;
+ if (inv[_selector]._lookFlag)
+ _vm->setFlags(inv[_selector]._lookFlag);
+ }
+
+ if (_invLookFlag) {
+ // Don't close the inventory window when starting an examine display, since its
+ // window will slide up to replace the inventory display
+ _windowOpen = false;
+ _menuMode = LOOK_MODE;
+ }
+
+ if (!talk._talkToAbort) {
+ if (!scene._cAnimFramePause)
+ printObjectDesc(_cAnimStr, true);
+ else
+ // description was already printed in startCAnimation
+ scene._cAnimFramePause = 0;
+ }
+}
+
+void ScalpelUserInterface::lookScreen(const Common::Point &pt) {
+ Events &events = *_vm->_events;
+ Inventory &inv = *_vm->_inventory;
+ Scene &scene = *_vm->_scene;
+ Screen &screen = *_vm->_screen;
+ Common::Point mousePos = events.mousePos();
+ int temp;
+ Common::String tempStr;
+
+ // Don't display anything for right button command
+ if ((events._rightPressed || events._rightPressed) && !events._pressed)
+ return;
+
+ if (mousePos.y < CONTROLS_Y && (temp = _bgFound) != -1) {
+ if (temp != _oldLook) {
+ _infoFlag = true;
+ clearInfo();
+
+ if (temp < 1000)
+ tempStr = scene._bgShapes[temp]._description;
+ else
+ tempStr = scene._bgShapes[temp - 1000]._description;
+
+ _infoFlag = true;
+ clearInfo();
+
+ // Only print description if there is one
+ if (!tempStr.empty() && tempStr[0] != ' ') {
+ // If inventory is active and an item is selected for a Use or Give action
+ if ((_menuMode == INV_MODE || _menuMode == USE_MODE || _menuMode == GIVE_MODE) &&
+ (inv._invMode == INVMODE_USE || inv._invMode == INVMODE_GIVE)) {
+ int width1 = 0, width2 = 0;
+ int x, width;
+ if (inv._invMode == INVMODE_USE) {
+ // Using an object
+ x = width = screen.stringWidth("Use ");
+
+ if (temp < 1000 && scene._bgShapes[temp]._aType != PERSON)
+ // It's not a person, so make it lowercase
+ tempStr.setChar(tolower(tempStr[0]), 0);
+
+ x += screen.stringWidth(tempStr);
+
+ // If we're using an inventory object, add in the width
+ // of the object name and the " on "
+ if (_selector != -1) {
+ width1 = screen.stringWidth(inv[_selector]._name);
+ x += width1;
+ width2 = screen.stringWidth(" on ");
+ x += width2;
+ }
+
+ // If the line will be too long, keep cutting off characters
+ // until the string will fit
+ while (x > 280) {
+ x -= screen.charWidth(tempStr.lastChar());
+ tempStr.deleteLastChar();
+ }
+
+ int xStart = (SHERLOCK_SCREEN_WIDTH - x) / 2;
+ screen.print(Common::Point(xStart, INFO_LINE + 1),
+ INFO_FOREGROUND, "Use ");
+
+ if (_selector != -1) {
+ screen.print(Common::Point(xStart + width, INFO_LINE + 1),
+ TALK_FOREGROUND, "%s", inv[_selector]._name.c_str());
+ screen.print(Common::Point(xStart + width + width1, INFO_LINE + 1),
+ INFO_FOREGROUND, " on ");
+ screen.print(Common::Point(xStart + width + width1 + width2, INFO_LINE + 1),
+ INFO_FOREGROUND, "%s", tempStr.c_str());
+ } else {
+ screen.print(Common::Point(xStart + width, INFO_LINE + 1),
+ INFO_FOREGROUND, "%s", tempStr.c_str());
+ }
+ } else if (temp >= 0 && temp < 1000 && _selector != -1 &&
+ scene._bgShapes[temp]._aType == PERSON) {
+ // Giving an object to a person
+ width1 = screen.stringWidth(inv[_selector]._name);
+ x = width = screen.stringWidth("Give ");
+ x += width1;
+ width2 = screen.stringWidth(" to ");
+ x += width2;
+ x += screen.stringWidth(tempStr);
+
+ // Ensure string will fit on-screen
+ while (x > 280) {
+ x -= screen.charWidth(tempStr.lastChar());
+ tempStr.deleteLastChar();
+ }
+
+ int xStart = (SHERLOCK_SCREEN_WIDTH - x) / 2;
+ screen.print(Common::Point(xStart, INFO_LINE + 1),
+ INFO_FOREGROUND, "Give ");
+ screen.print(Common::Point(xStart + width, INFO_LINE + 1),
+ TALK_FOREGROUND, "%s", inv[_selector]._name.c_str());
+ screen.print(Common::Point(xStart + width + width1, INFO_LINE + 1),
+ INFO_FOREGROUND, " to ");
+ screen.print(Common::Point(xStart + width + width1 + width2, INFO_LINE + 1),
+ INFO_FOREGROUND, "%s", tempStr.c_str());
+ }
+ } else {
+ screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, "%s", tempStr.c_str());
+ }
+
+ _infoFlag = true;
+ _oldLook = temp;
+ }
+ }
+ } else {
+ clearInfo();
+ }
+}
+
+void ScalpelUserInterface::lookInv() {
+ Events &events = *_vm->_events;
+ Inventory &inv = *_vm->_inventory;
+ Screen &screen = *_vm->_screen;
+ Common::Point mousePos = events.mousePos();
+
+ if (mousePos.x > 15 && mousePos.x < 314 && mousePos.y > (CONTROLS_Y1 + 11)
+ && mousePos.y < (SHERLOCK_SCREEN_HEIGHT - 2)) {
+ int temp = (mousePos.x - 6) / 52 + inv._invIndex;
+ if (temp < inv._holdings) {
+ if (temp < inv._holdings) {
+ clearInfo();
+ screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND,
+ "%s", inv[temp]._description.c_str());
+ _infoFlag = true;
+ _oldLook = temp;
+ }
+ } else {
+ clearInfo();
+ }
+ } else {
+ clearInfo();
+ }
+}
+
+void ScalpelUserInterface::doEnvControl() {
+ Events &events = *_vm->_events;
+ SaveManager &saves = *_vm->_saves;
+ Scene &scene = *_vm->_scene;
+ Screen &screen = *_vm->_screen;
+ Talk &talk = *_vm->_talk;
+ Common::Point mousePos = events.mousePos();
+ static const char ENV_COMMANDS[7] = "ELSUDQ";
+
+ byte color;
+
+ _key = _oldKey = -1;
+ _keyboardInput = false;
+ int found = saves.getHighlightedButton();
+
+ if (events._pressed || events._released) {
+ events.clearKeyboard();
+
+ // Check for a filename entry being highlighted
+ if ((events._pressed || events._released) && mousePos.y > (CONTROLS_Y + 10)) {
+ int found1 = 0;
+ for (_selector = 0; (_selector < ONSCREEN_FILES_COUNT) && !found1; ++_selector)
+ if (mousePos.y > (CONTROLS_Y + 11 + _selector * 10) && mousePos.y < (CONTROLS_Y + 21 + _selector * 10))
+ found1 = 1;
+
+ if (_selector + saves._savegameIndex - 1 < MAX_SAVEGAME_SLOTS + (saves._envMode != SAVEMODE_LOAD))
+ _selector = _selector + saves._savegameIndex - 1;
+ else
+ _selector = -1;
+
+ if (!found1)
+ _selector = -1;
+ }
+
+ // Handle selecting buttons, if any
+ saves.highlightButtons(found);
+
+ if (found == 0 || found == 5)
+ saves._envMode = SAVEMODE_NONE;
+ }
+
+ if (_keyPress) {
+ _key = toupper(_keyPress);
+
+ // Escape _key will close the dialog
+ if (_key == Common::KEYCODE_ESCAPE)
+ _key = 'E';
+
+ if (_key == 'E' || _key == 'L' || _key == 'S' || _key == 'U' || _key == 'D' || _key == 'Q') {
+ const char *chP = strchr(ENV_COMMANDS, _key);
+ int btnIndex = !chP ? -1 : chP - ENV_COMMANDS;
+ saves.highlightButtons(btnIndex);
+ _keyboardInput = true;
+
+ if (_key == 'E' || _key == 'Q') {
+ saves._envMode = SAVEMODE_NONE;
+ } else if (_key >= '1' && _key <= '9') {
+ _keyboardInput = true;
+ _selector = _key - '1';
+ if (_selector >= MAX_SAVEGAME_SLOTS + (saves._envMode == SAVEMODE_LOAD ? 0 : 1))
+ _selector = -1;
+
+ if (saves.checkGameOnScreen(_selector))
+ _oldSelector = _selector;
+ } else {
+ _selector = -1;
+ }
+ }
+ }
+
+ if (_selector != _oldSelector) {
+ if (_oldSelector != -1 && _oldSelector >= saves._savegameIndex && _oldSelector < (saves._savegameIndex + ONSCREEN_FILES_COUNT)) {
+ screen.print(Common::Point(6, CONTROLS_Y + 12 + (_oldSelector - saves._savegameIndex) * 10),
+ INV_FOREGROUND, "%d.", _oldSelector + 1);
+ screen.print(Common::Point(24, CONTROLS_Y + 12 + (_oldSelector - saves._savegameIndex) * 10),
+ INV_FOREGROUND, "%s", saves._savegames[_oldSelector].c_str());
+ }
+
+ if (_selector != -1) {
+ screen.print(Common::Point(6, CONTROLS_Y + 12 + (_selector - saves._savegameIndex) * 10),
+ TALK_FOREGROUND, "%d.", _selector + 1);
+ screen.print(Common::Point(24, CONTROLS_Y + 12 + (_selector - saves._savegameIndex) * 10),
+ TALK_FOREGROUND, "%s", saves._savegames[_selector].c_str());
+ }
+
+ _oldSelector = _selector;
+ }
+
+ if (events._released || _keyboardInput) {
+ if ((found == 0 && events._released) || _key == 'E') {
+ banishWindow();
+ _windowBounds.top = CONTROLS_Y1;
+
+ events._pressed = events._released = _keyboardInput = false;
+ _keyPress = '\0';
+ } else if ((found == 1 && events._released) || _key == 'L') {
+ saves._envMode = SAVEMODE_LOAD;
+ if (_selector != -1) {
+ saves.loadGame(_selector + 1);
+ }
+ } else if ((found == 2 && events._released) || _key == 'S') {
+ saves._envMode = SAVEMODE_SAVE;
+ if (_selector != -1) {
+ if (saves.checkGameOnScreen(_selector))
+ _oldSelector = _selector;
+
+ if (saves.promptForDescription(_selector)) {
+ saves.saveGame(_selector + 1, saves._savegames[_selector]);
+
+ banishWindow(1);
+ _windowBounds.top = CONTROLS_Y1;
+ _key = _oldKey = -1;
+ _keyPress = '\0';
+ _keyboardInput = false;
+ } else {
+ if (!talk._talkToAbort) {
+ screen._backBuffer1.fillRect(Common::Rect(6, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10,
+ SHERLOCK_SCREEN_WIDTH - 2, CONTROLS_Y + 20 + (_selector - saves._savegameIndex) * 10), INV_BACKGROUND);
+ screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10), INV_FOREGROUND,
+ "%d.", _selector + 1);
+ screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10), INV_FOREGROUND,
+ "%s", saves._savegames[_selector].c_str());
+
+ screen.slamArea(6, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10, 311, 10);
+ _selector = _oldSelector = -1;
+ }
+ }
+ }
+ } else if (((found == 3 && events._released) || _key == 'U') && saves._savegameIndex) {
+ bool moreKeys;
+ do {
+ saves._savegameIndex--;
+ screen._backBuffer1.fillRect(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
+ SHERLOCK_SCREEN_HEIGHT - 1), INV_BACKGROUND);
+
+ for (int idx = saves._savegameIndex; idx < (saves._savegameIndex + ONSCREEN_FILES_COUNT); ++idx) {
+ color = INV_FOREGROUND;
+ if (idx == _selector && idx >= saves._savegameIndex && idx < (saves._savegameIndex + ONSCREEN_FILES_COUNT))
+ color = TALK_FOREGROUND;
+
+ screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (idx - saves._savegameIndex) * 10), color, "%d.", idx + 1);
+ screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (idx - saves._savegameIndex) * 10), color, "%s", saves._savegames[idx].c_str());
+ }
+
+ screen.slamRect(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT));
+
+ color = !saves._savegameIndex ? COMMAND_NULL : COMMAND_FOREGROUND;
+ screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), color, true, "Up");
+ color = (saves._savegameIndex == MAX_SAVEGAME_SLOTS - ONSCREEN_FILES_COUNT) ? COMMAND_NULL : COMMAND_FOREGROUND;
+ screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), color, true, "Down");
+
+ // Check whether there are more pending U keys pressed
+ moreKeys = false;
+ if (events.kbHit()) {
+ Common::KeyState keyState = events.getKey();
+
+ _key = toupper(keyState.keycode);
+ moreKeys = _key == 'U';
+ }
+ } while ((saves._savegameIndex) && moreKeys);
+ } else if (((found == 4 && events._released) || _key == 'D') && saves._savegameIndex < (MAX_SAVEGAME_SLOTS - ONSCREEN_FILES_COUNT)) {
+ bool moreKeys;
+ do {
+ saves._savegameIndex++;
+ screen._backBuffer1.fillRect(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
+ SHERLOCK_SCREEN_HEIGHT - 1), INV_BACKGROUND);
+
+ for (int idx = saves._savegameIndex; idx < (saves._savegameIndex + ONSCREEN_FILES_COUNT); ++idx) {
+ if (idx == _selector && idx >= saves._savegameIndex && idx < (saves._savegameIndex + ONSCREEN_FILES_COUNT))
+ color = TALK_FOREGROUND;
+ else
+ color = INV_FOREGROUND;
+
+ screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (idx - saves._savegameIndex) * 10), color,
+ "%d.", idx + 1);
+ screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (idx - saves._savegameIndex) * 10), color,
+ "%s", saves._savegames[idx].c_str());
+ }
+
+ screen.slamRect(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT));
+
+ color = (!saves._savegameIndex) ? COMMAND_NULL : COMMAND_FOREGROUND;
+ screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), color, true, "Up");
+
+ color = (saves._savegameIndex == MAX_SAVEGAME_SLOTS - ONSCREEN_FILES_COUNT) ? COMMAND_NULL : COMMAND_FOREGROUND;
+ screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), color, true, "Down");
+
+ // Check whether there are more pending D keys pressed
+ moreKeys = false;
+ if (events.kbHit()) {
+ Common::KeyState keyState;
+ _key = toupper(keyState.keycode);
+
+ moreKeys = _key == 'D';
+ }
+ } while (saves._savegameIndex < (MAX_SAVEGAME_SLOTS - ONSCREEN_FILES_COUNT) && moreKeys);
+ } else if ((found == 5 && events._released) || _key == 'Q') {
+ clearWindow();
+ screen.print(Common::Point(0, CONTROLS_Y + 20), INV_FOREGROUND, "Are you sure you wish to Quit ?");
+ screen.vgaBar(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y + 10), BORDER_COLOR);
+
+ screen.makeButton(Common::Rect(112, CONTROLS_Y, 160, CONTROLS_Y + 10), 136 - screen.stringWidth("Yes") / 2, "Yes");
+ screen.makeButton(Common::Rect(161, CONTROLS_Y, 209, CONTROLS_Y + 10), 184 - screen.stringWidth("No") / 2, "No");
+ screen.slamArea(112, CONTROLS_Y, 97, 10);
+
+ do {
+ scene.doBgAnim();
+
+ if (talk._talkToAbort)
+ return;
+
+ events.pollEventsAndWait();
+ events.setButtonState();
+ mousePos = events.mousePos();
+
+ if (events.kbHit()) {
+ Common::KeyState keyState = events.getKey();
+ _key = toupper(keyState.keycode);
+
+ if (_key == 'X' && (keyState.flags & Common::KBD_ALT) != 0) {
+ _vm->quitGame();
+ events.pollEvents();
+ return;
+ }
+
+ if (_key == Common::KEYCODE_ESCAPE)
+ _key = 'N';
+
+ if (_key == Common::KEYCODE_RETURN || _key == ' ') {
+ events._pressed = false;
+ events._released = true;
+ events._oldButtons = 0;
+ _keyPress = '\0';
+ }
+ }
+
+ if (events._pressed || events._released) {
+ if (mousePos.x > 112 && mousePos.x < 159 && mousePos.y > CONTROLS_Y && mousePos.y < (CONTROLS_Y + 9))
+ color = COMMAND_HIGHLIGHTED;
+ else
+ color = COMMAND_FOREGROUND;
+ screen.buttonPrint(Common::Point(136, CONTROLS_Y), color, true, "Yes");
+
+ if (mousePos.x > 161 && mousePos.x < 208 && mousePos.y > CONTROLS_Y && mousePos.y < (CONTROLS_Y + 9))
+ color = COMMAND_HIGHLIGHTED;
+ else
+ color = COMMAND_FOREGROUND;
+ screen.buttonPrint(Common::Point(184, CONTROLS_Y), color, true, "No");
+ }
+
+ if (mousePos.x > 112 && mousePos.x < 159 && mousePos.y > CONTROLS_Y && mousePos.y < (CONTROLS_Y + 9) && events._released)
+ _key = 'Y';
+
+ if (mousePos.x > 161 && mousePos.x < 208 && mousePos.y > CONTROLS_Y && mousePos.y < (CONTROLS_Y + 9) && events._released)
+ _key = 'N';
+ } while (!_vm->shouldQuit() && _key != 'Y' && _key != 'N');
+
+ if (_key == 'Y') {
+ _vm->quitGame();
+ events.pollEvents();
+ return;
+ } else {
+ screen.buttonPrint(Common::Point(184, CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "No");
+ banishWindow(1);
+ _windowBounds.top = CONTROLS_Y1;
+ _key = -1;
+ }
+ } else {
+ if (_selector != -1) {
+ // Are we already in Load mode?
+ if (saves._envMode == SAVEMODE_LOAD) {
+ saves.loadGame(_selector + 1);
+ } else if (saves._envMode == SAVEMODE_SAVE || saves.isSlotEmpty(_selector)) {
+ // We're already in save mode, or pointing to an empty save slot
+ if (saves.checkGameOnScreen(_selector))
+ _oldSelector = _selector;
+
+ if (saves.promptForDescription(_selector)) {
+ saves.saveGame(_selector + 1, saves._savegames[_selector]);
+ banishWindow();
+ _windowBounds.top = CONTROLS_Y1;
+ _key = _oldKey = -1;
+ _keyPress = '\0';
+ _keyboardInput = false;
+ } else {
+ if (!talk._talkToAbort) {
+ screen._backBuffer1.fillRect(Common::Rect(6, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10,
+ 317, CONTROLS_Y + 20 + (_selector - saves._savegameIndex) * 10), INV_BACKGROUND);
+ screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10),
+ INV_FOREGROUND, "%d.", _selector + 1);
+ screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10),
+ INV_FOREGROUND, "%s", saves._savegames[_selector].c_str());
+ screen.slamArea(6, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10, 311, 10);
+ _selector = _oldSelector = -1;
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+void ScalpelUserInterface::doInvControl() {
+ Events &events = *_vm->_events;
+ Inventory &inv = *_vm->_inventory;
+ Scene &scene = *_vm->_scene;
+ Screen &screen = *_vm->_screen;
+ Talk &talk = *_vm->_talk;
+ int colors[8];
+ Common::Point mousePos = events.mousePos();
+
+ _key = _oldKey = -1;
+ _keyboardInput = false;
+
+ // Check whether any inventory slot is highlighted
+ int found = -1;
+ Common::fill(&colors[0], &colors[8], (int)COMMAND_FOREGROUND);
+ for (int idx = 0; idx < 8; ++idx) {
+ Common::Rect r(INVENTORY_POINTS[idx][0], CONTROLS_Y1,
+ INVENTORY_POINTS[idx][1], CONTROLS_Y1 + 10);
+ if (r.contains(mousePos)) {
+ found = idx;
+ break;
+ }
+ }
+
+ if (events._pressed || events._released) {
+ events.clearKeyboard();
+
+ if (found != -1)
+ // If a slot highlighted, set its color
+ colors[found] = COMMAND_HIGHLIGHTED;
+ screen.buttonPrint(Common::Point(INVENTORY_POINTS[0][2], CONTROLS_Y1), colors[0], true, "Exit");
+
+ if (found >= 0 && found <= 3) {
+ screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1), colors[1], true, "Look");
+ screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1), colors[2], true, "Use");
+ screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1), colors[3], true, "Give");
+ inv._invMode = (InvMode)found;
+ _selector = -1;
+ }
+
+ if (inv._invIndex) {
+ screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1), colors[4], "^^");
+ screen.print(Common::Point(INVENTORY_POINTS[5][2], CONTROLS_Y1 + 1), colors[5], "^");
+ }
+
+ if ((inv._holdings - inv._invIndex) > 6) {
+ screen.print(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1 + 1), colors[6], "_");
+ screen.print(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1 + 1), colors[7], "__");
+ }
+
+ bool flag = false;
+ if (inv._invMode == INVMODE_LOOK || inv._invMode == INVMODE_USE || inv._invMode == INVMODE_GIVE) {
+ Common::Rect r(15, CONTROLS_Y1 + 11, 314, SHERLOCK_SCREEN_HEIGHT - 2);
+ if (r.contains(mousePos)) {
+ _selector = (mousePos.x - 6) / 52 + inv._invIndex;
+ if (_selector < inv._holdings)
+ flag = true;
+ }
+ }
+
+ if (!flag && mousePos.y >(CONTROLS_Y1 + 11))
+ _selector = -1;
+ }
+
+ if (_keyPress) {
+ _key = toupper(_keyPress);
+
+ if (_key == Common::KEYCODE_ESCAPE)
+ // Escape will also 'E'xit out of inventory display
+ _key = 'E';
+
+ if (_key == 'E' || _key == 'L' || _key == 'U' || _key == 'G'
+ || _key == '-' || _key == '+') {
+ InvMode temp = inv._invMode;
+
+ const char *chP = strchr(INVENTORY_COMMANDS, _key);
+ inv._invMode = !chP ? INVMODE_INVALID : (InvMode)(chP - INVENTORY_COMMANDS);
+ inv.invCommands(true);
+
+ inv._invMode = temp;
+ _keyboardInput = true;
+ if (_key == 'E')
+ inv._invMode = INVMODE_EXIT;
+ _selector = -1;
+ } else {
+ _selector = -1;
+ }
+ }
+
+ if (_selector != _oldSelector) {
+ if (_oldSelector != -1) {
+ // Un-highlight
+ if (_oldSelector >= inv._invIndex && _oldSelector < (inv._invIndex + 6))
+ inv.highlight(_oldSelector, BUTTON_MIDDLE);
+ }
+
+ if (_selector != -1)
+ inv.highlight(_selector, 235);
+
+ _oldSelector = _selector;
+ }
+
+ if (events._released || _keyboardInput) {
+ if ((found == 0 && events._released) || _key == 'E') {
+ inv.freeInv();
+ _infoFlag = true;
+ clearInfo();
+ banishWindow(false);
+ _key = -1;
+ events.clearEvents();
+ events.setCursor(ARROW);
+ } else if ((found == 1 && events._released) || (_key == 'L')) {
+ inv._invMode = INVMODE_LOOK;
+ } else if ((found == 2 && events._released) || (_key == 'U')) {
+ inv._invMode = INVMODE_USE;
+ } else if ((found == 3 && events._released) || (_key == 'G')) {
+ inv._invMode = INVMODE_GIVE;
+ } else if (((found == 4 && events._released) || _key == ',') && inv._invIndex) {
+ if (inv._invIndex >= 6)
+ inv._invIndex -= 6;
+ else
+ inv._invIndex = 0;
+
+ screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1),
+ COMMAND_HIGHLIGHTED, "^^");
+ inv.freeGraphics();
+ inv.loadGraphics();
+ inv.putInv(SLAM_DISPLAY);
+ inv.invCommands(true);
+ } else if (((found == 5 && events._released) || _key == '-') && inv._invIndex > 0) {
+ --inv._invIndex;
+ screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1), COMMAND_HIGHLIGHTED, "^");
+ inv.freeGraphics();
+ inv.loadGraphics();
+ inv.putInv(SLAM_DISPLAY);
+ inv.invCommands(true);
+ } else if (((found == 6 && events._released) || _key == '+') && (inv._holdings - inv._invIndex) > 6) {
+ ++inv._invIndex;
+ screen.print(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1 + 1), COMMAND_HIGHLIGHTED, "_");
+ inv.freeGraphics();
+ inv.loadGraphics();
+ inv.putInv(SLAM_DISPLAY);
+ inv.invCommands(true);
+ } else if (((found == 7 && events._released) || _key == '.') && (inv._holdings - inv._invIndex) > 6) {
+ inv._invIndex += 6;
+ if ((inv._holdings - 6) < inv._invIndex)
+ inv._invIndex = inv._holdings - 6;
+
+ screen.print(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1 + 1), COMMAND_HIGHLIGHTED, "_");
+ inv.freeGraphics();
+ inv.loadGraphics();
+ inv.putInv(SLAM_DISPLAY);
+ inv.invCommands(true);
+ } else {
+ // If something is being given, make sure it's being given to a person
+ if (inv._invMode == INVMODE_GIVE) {
+ if (_bgFound != -1 && scene._bgShapes[_bgFound]._aType == PERSON)
+ _find = _bgFound;
+ else
+ _find = -1;
+ } else {
+ _find = _bgFound;
+ }
+
+ if ((mousePos.y < CONTROLS_Y1) && (inv._invMode == INVMODE_LOOK) && (_find >= 0) && (_find < 1000)) {
+ if (!scene._bgShapes[_find]._examine.empty() &&
+ scene._bgShapes[_find]._examine[0] >= ' ')
+ inv.refreshInv();
+ } else if (_selector != -1 || _find >= 0) {
+ // Selector is the inventory object that was clicked on, or selected.
+ // If it's -1, then no inventory item is highlighted yet. Otherwise,
+ // an object in the scene has been clicked.
+
+ if (_selector != -1 && inv._invMode == INVMODE_LOOK
+ && mousePos.y >(CONTROLS_Y1 + 11))
+ inv.refreshInv();
+
+ if (talk._talkToAbort)
+ return;
+
+ // Now check for the Use and Give actions. If inv_mode is INVMODE_GIVE,
+ // that means GIVE is in effect, _selector is the object being
+ // given, and _find is the target.
+ // The same applies to USE, except if _selector is -1, then USE
+ // is being tried on an object in the scene without an inventory
+ // object being highlighted first.
+
+ if ((inv._invMode == INVMODE_USE || (_selector != -1 && inv._invMode == INVMODE_GIVE)) && _find >= 0) {
+ events._pressed = events._released = false;
+ _infoFlag = true;
+ clearInfo();
+
+ int tempSel = _selector; // Save the selector
+ _selector = -1;
+
+ inv.putInv(SLAM_DISPLAY);
+ _selector = tempSel; // Restore it
+ InvMode tempMode = inv._invMode;
+ inv._invMode = INVMODE_USE55;
+ inv.invCommands(true);
+
+ _infoFlag = true;
+ clearInfo();
+ banishWindow(false);
+ _key = -1;
+
+ inv.freeInv();
+
+ bool giveFl = (tempMode >= INVMODE_GIVE);
+ if (_selector >= 0)
+ // Use/Give inv object with scene object
+ checkUseAction(&scene._bgShapes[_find]._use[0], inv[_selector]._name, MUSE, _find, giveFl);
+ else
+ // Now inv object has been highlighted
+ checkUseAction(&scene._bgShapes[_find]._use[0], "*SELF*", MUSE, _find, giveFl);
+
+ _selector = _oldSelector = -1;
+ }
+ }
+ }
+ }
+}
+
+void ScalpelUserInterface::doLookControl() {
+ Events &events = *_vm->_events;
+ Inventory &inv = *_vm->_inventory;
+ Screen &screen = *_vm->_screen;
+
+ _key = _oldKey = -1;
+ _keyboardInput = (_keyPress != '\0');
+
+ if (events._released || events._rightReleased || _keyboardInput) {
+ // Is an inventory object being looked at?
+ if (!_invLookFlag) {
+ // Is there any remaining text to display?
+ if (!_descStr.empty()) {
+ printObjectDesc(_descStr, false);
+ } else if (!_lookHelp) {
+ // Need to close the window and depress the Look button
+ Common::Point pt(MENU_POINTS[0][0], MENU_POINTS[0][1]);
+ screen._backBuffer2.blitFrom((*_controls)[0], pt);
+ banishWindow(true);
+
+ _windowBounds.top = CONTROLS_Y1;
+ _key = _oldKey = COMMANDS[LOOK_MODE - 1];
+ _temp = _oldTemp = 0;
+ _menuMode = LOOK_MODE;
+ events.clearEvents();
+
+ // Restore UI
+ drawInterface();
+ } else {
+ events.setCursor(ARROW);
+ banishWindow(true);
+ _windowBounds.top = CONTROLS_Y1;
+ _key = _oldKey = -1;
+ _temp = _oldTemp = 0;
+ _menuMode = STD_MODE;
+ events.clearEvents();
+ }
+ } else {
+ // Looking at an inventory object
+ // Backup the user interface
+ Surface tempSurface(SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT - CONTROLS_Y1);
+ tempSurface.blitFrom(screen._backBuffer2, Common::Point(0, 0),
+ Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
+
+ inv.drawInventory(INVENTORY_DONT_DISPLAY);
+ banishWindow(true);
+
+ // Restore the ui
+ screen._backBuffer2.blitFrom(tempSurface, Common::Point(0, CONTROLS_Y1));
+
+ _windowBounds.top = CONTROLS_Y1;
+ _key = _oldKey = COMMANDS[LOOK_MODE - 1];
+ _temp = _oldTemp = 0;
+ events.clearEvents();
+ _invLookFlag = false;
+ _menuMode = INV_MODE;
+ _windowOpen = true;
+ }
+ }
+}
+
+void ScalpelUserInterface::doMainControl() {
+ Events &events = *_vm->_events;
+ Inventory &inv = *_vm->_inventory;
+ SaveManager &saves = *_vm->_saves;
+ Common::Point pt = events.mousePos();
+
+ if ((events._pressed || events._released) && pt.y > CONTROLS_Y) {
+ events.clearKeyboard();
+ _key = -1;
+
+ // Check whether the mouse is in any of the command areas
+ for (_temp = 0; (_temp < 12) && (_key == -1); ++_temp) {
+ Common::Rect r(MENU_POINTS[_temp][0], MENU_POINTS[_temp][1],
+ MENU_POINTS[_temp][2], MENU_POINTS[_temp][3]);
+ if (r.contains(pt))
+ _key = COMMANDS[_temp];
+ }
+ --_temp;
+ } else if (_keyPress) {
+ // Keyboard control
+ _keyboardInput = true;
+
+ if (_keyPress >= 'A' && _keyPress <= 'Z') {
+ const char *c = strchr(COMMANDS, _keyPress);
+ _temp = !c ? 12 : c - COMMANDS;
+ } else {
+ _temp = 12;
+ }
+
+ if (_temp == 12)
+ _key = -1;
+
+ if (events._rightPressed) {
+ _temp = 12;
+ _key = -1;
+ }
+ } else if (!events._released) {
+ _key = -1;
+ }
+
+ // Check if the button being pointed to has changed
+ if (_oldKey != _key && !_windowOpen) {
+ // Clear the info line
+ _infoFlag = true;
+ clearInfo();
+
+ // If there was an old button selected, restore it
+ if (_oldKey != -1) {
+ _menuMode = STD_MODE;
+ restoreButton(_oldTemp);
+ }
+
+ // If a new button is being pointed to, highlight it
+ if (_key != -1 && _temp < 12 && !_keyboardInput)
+ depressButton(_temp);
+
+ // Save the new button selection
+ _oldKey = _key;
+ _oldTemp = _temp;
+ }
+
+ if (!events._pressed && !_windowOpen) {
+ switch (_key) {
+ case 'L':
+ toggleButton(0);
+ break;
+ case 'M':
+ toggleButton(1);
+ break;
+ case 'T':
+ toggleButton(2);
+ break;
+ case 'P':
+ toggleButton(3);
+ break;
+ case 'O':
+ toggleButton(4);
+ break;
+ case 'C':
+ toggleButton(5);
+ break;
+ case 'I':
+ pushButton(6);
+ _selector = _oldSelector = -1;
+ _menuMode = INV_MODE;
+ inv.drawInventory(PLAIN_INVENTORY);
+ break;
+ case 'U':
+ pushButton(7);
+ _selector = _oldSelector = -1;
+ _menuMode = USE_MODE;
+ inv.drawInventory(USE_INVENTORY_MODE);
+ break;
+ case 'G':
+ pushButton(8);
+ _selector = _oldSelector = -1;
+ _menuMode = GIVE_MODE;
+ inv.drawInventory(GIVE_INVENTORY_MODE);
+ break;
+ case 'J':
+ pushButton(9);
+ _menuMode = JOURNAL_MODE;
+ journalControl();
+ break;
+ case 'F':
+ pushButton(10);
+
+ // Create a thumbnail of the current screen before the files dialog is shown, in case
+ // the user saves the game
+ saves.createThumbnail();
+
+ _selector = _oldSelector = -1;
+
+ if (_vm->_showOriginalSavesDialog) {
+ // Show the original dialog
+ _menuMode = FILES_MODE;
+ saves.drawInterface();
+ _windowOpen = true;
+ } else {
+ // Show the ScummVM GMM instead
+ _vm->_canLoadSave = true;
+ _vm->openMainMenuDialog();
+ _vm->_canLoadSave = false;
+ }
+ break;
+ case 'S':
+ pushButton(11);
+ _menuMode = SETUP_MODE;
+ Settings::show(_vm);
+ break;
+ default:
+ break;
+ }
+
+ _help = _oldHelp = _oldBgFound = -1;
+ }
+}
+
+void ScalpelUserInterface::doMiscControl(int allowed) {
+ Events &events = *_vm->_events;
+ Scene &scene = *_vm->_scene;
+ Talk &talk = *_vm->_talk;
+
+ if (events._released) {
+ _temp = _bgFound;
+ if (_bgFound != -1) {
+ // Only allow pointing to objects, not people
+ if (_bgFound < 1000) {
+ events.clearEvents();
+ Object &obj = scene._bgShapes[_bgFound];
+
+ switch (allowed) {
+ case ALLOW_OPEN:
+ checkAction(obj._aOpen, MOPEN, _temp);
+ if (_menuMode != TALK_MODE && !talk._talkToAbort) {
+ _menuMode = STD_MODE;
+ restoreButton(OPEN_MODE - 1);
+ _key = _oldKey = -1;
+ }
+ break;
+
+ case ALLOW_CLOSE:
+ checkAction(obj._aClose, MCLOSE, _temp);
+ if (_menuMode != TALK_MODE && !talk._talkToAbort) {
+ _menuMode = STD_MODE;
+ restoreButton(CLOSE_MODE - 1);
+ _key = _oldKey = -1;
+ }
+ break;
+
+ case ALLOW_MOVE:
+ checkAction(obj._aMove, MMOVE, _temp);
+ if (_menuMode != TALK_MODE && !talk._talkToAbort) {
+ _menuMode = STD_MODE;
+ restoreButton(MOVE_MODE - 1);
+ _key = _oldKey = -1;
+ }
+ break;
+
+ default:
+ break;
+ }
+ }
+ }
+ }
+}
+
+void ScalpelUserInterface::doPickControl() {
+ Events &events = *_vm->_events;
+ Scene &scene = *_vm->_scene;
+ Talk &talk = *_vm->_talk;
+
+ if (events._released) {
+ if ((_temp = _bgFound) != -1) {
+ events.clearEvents();
+
+ // Don't allow characters to be picked up
+ if (_bgFound < 1000) {
+ scene._bgShapes[_bgFound].pickUpObject(MPICK);
+
+ if (!talk._talkToAbort && _menuMode != TALK_MODE) {
+ _key = _oldKey = -1;
+ _menuMode = STD_MODE;
+ restoreButton(PICKUP_MODE - 1);
+ }
+ }
+ }
+ }
+}
+
+void ScalpelUserInterface::doTalkControl() {
+ Events &events = *_vm->_events;
+ Journal &journal = *_vm->_journal;
+ People &people = *_vm->_people;
+ Screen &screen = *_vm->_screen;
+ Sound &sound = *_vm->_sound;
+ Talk &talk = *_vm->_talk;
+ Common::Point mousePos = events.mousePos();
+
+ _key = _oldKey = -1;
+ _keyboardInput = false;
+
+ if (events._pressed || events._released) {
+ events.clearKeyboard();
+
+ // Handle button printing
+ if (mousePos.x > 99 && mousePos.x < 138 && mousePos.y > CONTROLS_Y && mousePos.y < (CONTROLS_Y + 10) && !_endKeyActive)
+ screen.buttonPrint(Common::Point(119, CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "Exit");
+ else if (_endKeyActive)
+ screen.buttonPrint(Common::Point(119, CONTROLS_Y), COMMAND_FOREGROUND, true, "Exit");
+
+ if (mousePos.x > 140 && mousePos.x < 170 && mousePos.y > CONTROLS_Y && mousePos.y < (CONTROLS_Y + 10) && talk._moreTalkUp)
+ screen.buttonPrint(Common::Point(159, CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "Up");
+ else if (talk._moreTalkUp)
+ screen.buttonPrint(Common::Point(159, CONTROLS_Y), COMMAND_FOREGROUND, true, "Up");
+
+ if (mousePos.x > 181&& mousePos.x < 220 && mousePos.y > CONTROLS_Y && mousePos.y < (CONTROLS_Y + 10) && talk._moreTalkDown)
+ screen.buttonPrint(Common::Point(200, CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "Down");
+ else if (talk._moreTalkDown)
+ screen.buttonPrint(Common::Point(200, CONTROLS_Y), COMMAND_FOREGROUND, true, "Down");
+
+ bool found = false;
+ for (_selector = talk._talkIndex; _selector < (int)talk._statements.size() && !found; ++_selector) {
+ if (mousePos.y > talk._statements[_selector]._talkPos.top &&
+ mousePos.y < talk._statements[_selector]._talkPos.bottom)
+ found = true;
+ }
+ --_selector;
+ if (!found)
+ _selector = -1;
+ }
+
+ if (_keyPress) {
+ _key = toupper(_keyPress);
+ if (_key == Common::KEYCODE_ESCAPE)
+ _key = 'E';
+
+ // Check for number press indicating reply line
+ if (_key >= '1' && _key <= ('1' + (int)talk._statements.size() - 1)) {
+ for (uint idx = 0; idx < talk._statements.size(); ++idx) {
+ if (talk._statements[idx]._talkMap == (_key - '1')) {
+ // Found the given statement
+ _selector = idx;
+ _key = -1;
+ _keyboardInput = true;
+ break;
+ }
+ }
+ } else if (_key == 'E' || _key == 'U' || _key == 'D') {
+ _keyboardInput = true;
+ } else {
+ _selector = -1;
+ }
+ }
+
+ if (_selector != _oldSelector) {
+ // Remove highlighting from previous line, if any
+ if (_oldSelector != -1) {
+ if (!((talk._talkHistory[talk._converseNum][_oldSelector] >> (_oldSelector & 7)) & 1))
+ talk.talkLine(_oldSelector, talk._statements[_oldSelector]._talkMap, INV_FOREGROUND,
+ talk._statements[_oldSelector]._talkPos.top, true);
+ else
+ talk.talkLine(_oldSelector, talk._statements[_oldSelector]._talkMap, TALK_NULL,
+ talk._statements[_oldSelector]._talkPos.top, true);
+ }
+
+ // Add highlighting to new line, if any
+ if (_selector != -1)
+ talk.talkLine(_selector, talk._statements[_selector]._talkMap, TALK_FOREGROUND,
+ talk._statements[_selector]._talkPos.top, true);
+
+ _oldSelector = _selector;
+ }
+
+ if (events._released || _keyboardInput) {
+ if (((Common::Rect(99, CONTROLS_Y, 138, CONTROLS_Y + 10).contains(mousePos) && events._released)
+ || _key == 'E') && _endKeyActive) {
+ talk.freeTalkVars();
+ talk.pullSequence();
+ banishWindow();
+ _windowBounds.top = CONTROLS_Y1;
+ } else if (((Common::Rect(140, CONTROLS_Y, 179, CONTROLS_Y + 10).contains(mousePos) && events._released)
+ || _key == 'U') && talk._moreTalkUp) {
+ while (talk._statements[--talk._talkIndex]._talkMap == -1)
+ ;
+ screen._backBuffer1.fillRect(Common::Rect(5, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
+ SHERLOCK_SCREEN_HEIGHT - 1), INV_BACKGROUND);
+ talk.displayTalk(false);
+
+ screen.slamRect(Common::Rect(5, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH - 5, SHERLOCK_SCREEN_HEIGHT - 2));
+ } else if (((Common::Rect(181, CONTROLS_Y, 220, CONTROLS_Y + 10).contains(mousePos) && events._released)
+ || _key == 'D') && talk._moreTalkDown) {
+ do {
+ ++talk._talkIndex;
+ } while (talk._talkIndex < (int)talk._statements.size() && talk._statements[talk._talkIndex]._talkMap == -1);
+
+ screen._backBuffer1.fillRect(Common::Rect(5, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
+ SHERLOCK_SCREEN_HEIGHT - 1), INV_BACKGROUND);
+ talk.displayTalk(false);
+
+ screen.slamRect(Common::Rect(5, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH - 5, SHERLOCK_SCREEN_HEIGHT - 2));
+ } else if (_selector != -1) {
+ screen.buttonPrint(Common::Point(119, CONTROLS_Y), COMMAND_NULL, true, "Exit");
+ screen.buttonPrint(Common::Point(159, CONTROLS_Y), COMMAND_NULL, true, "Up");
+ screen.buttonPrint(Common::Point(200, CONTROLS_Y), COMMAND_NULL, true, "Down");
+
+ // If the reply is new, add it to the journal
+ if (!talk._talkHistory[talk._converseNum][_selector]) {
+ journal.record(talk._converseNum, _selector);
+
+ // Add any Holmes point to Holmes' total, if any
+ if (talk._statements[_selector]._quotient)
+ people._holmesQuotient += talk._statements[_selector]._quotient;
+ }
+
+ // Flag the response as having been used
+ talk._talkHistory[talk._converseNum][_selector] = true;
+
+ clearWindow();
+ screen.print(Common::Point(16, CONTROLS_Y + 12), TALK_FOREGROUND, "Sherlock Holmes");
+ talk.talkLine(_selector + 128, talk._statements[_selector]._talkMap, COMMAND_FOREGROUND, CONTROLS_Y + 21, true);
+
+ switch (talk._statements[_selector]._portraitSide & 3) {
+ case 0:
+ case 1:
+ people._portraitSide = 20;
+ break;
+ case 2:
+ people._portraitSide = 220;
+ break;
+ case 3:
+ people._portraitSide = 120;
+ break;
+ }
+
+ // Check for flipping Holmes
+ if (talk._statements[_selector]._portraitSide & REVERSE_DIRECTION)
+ people._holmesFlip = true;
+
+ talk._speaker = 0;
+ people.setTalking(0);
+
+ if (!talk._statements[_selector]._voiceFile.empty() && sound._voices) {
+ sound.playSound(talk._statements[_selector]._voiceFile, WAIT_RETURN_IMMEDIATELY);
+
+ // Set voices as an indicator for waiting
+ sound._voices = 2;
+ sound._speechOn = *sound._soundIsOn;
+ } else {
+ sound._speechOn = false;
+ }
+
+ talk.waitForMore(talk._statements[_selector]._statement.size());
+ if (talk._talkToAbort)
+ return;
+
+ people.clearTalking();
+ if (talk._talkToAbort)
+ return;
+
+ while (!_vm->shouldQuit()) {
+ talk._scriptSelect = _selector;
+ talk._speaker = talk._talkTo;
+ talk.doScript(talk._statements[_selector]._reply);
+
+ if (!talk._talkToAbort) {
+ if (!talk._talkStealth)
+ clearWindow();
+
+ if (!talk._statements[_selector]._modified.empty()) {
+ for (uint idx = 0; idx < talk._statements[_selector]._modified.size(); ++idx) {
+ _vm->setFlags(talk._statements[_selector]._modified[idx]);
+ }
+
+ talk.setTalkMap();
+ }
+
+ // Check for another linked talk file
+ Common::String linkFilename = talk._statements[_selector]._linkFile;
+ if (!linkFilename.empty() && !talk._scriptMoreFlag) {
+ talk.freeTalkVars();
+ talk.loadTalkFile(linkFilename);
+
+ // Find the first new statement
+ int select = _selector = _oldSelector = -1;
+ for (uint idx = 0; idx < talk._statements.size() && select == -1; ++idx) {
+ if (!talk._statements[idx]._talkMap)
+ select = talk._talkIndex = idx;
+ }
+
+ // See if the new statement is a stealth reply
+ talk._talkStealth = talk._statements[select]._statement.hasPrefix("^") ? 2 : 0;
+
+ // Is the new talk file a standard file, reply first file, or a stealth file
+ if (!talk._statements[select]._statement.hasPrefix("*") &&
+ !talk._statements[select]._statement.hasPrefix("^")) {
+ // Not a reply first file, so display the new selections
+ if (_endKeyActive)
+ screen.buttonPrint(Common::Point(119, CONTROLS_Y), COMMAND_FOREGROUND, true, "Exit");
+ else
+ screen.buttonPrint(Common::Point(119, CONTROLS_Y), COMMAND_NULL, true, "Exit");
+
+ talk.displayTalk(true);
+ events.setCursor(ARROW);
+ break;
+ } else {
+ _selector = select;
+
+ if (!talk._talkHistory[talk._converseNum][_selector])
+ journal.record(talk._converseNum, _selector);
+
+ talk._talkHistory[talk._converseNum][_selector] = true;
+ }
+ } else {
+ talk.freeTalkVars();
+ talk.pullSequence();
+ banishWindow();
+ _windowBounds.top = CONTROLS_Y1;
+ break;
+ }
+ } else {
+ break;
+ }
+ }
+
+ events._pressed = events._released = false;
+ events._oldButtons = 0;
+ talk._talkStealth = 0;
+
+ // If a script was pushed onto the script stack, restore it
+ if (!talk._scriptStack.empty()) {
+ ScriptStackEntry stackEntry = talk._scriptStack.pop();
+ talk._scriptName = stackEntry._name;
+ talk._scriptSaveIndex = stackEntry._currentIndex;
+ talk._scriptSelect = stackEntry._select;
+ }
+ }
+ }
+}
+
+void ScalpelUserInterface::journalControl() {
+ Events &events = *_vm->_events;
+ Journal &journal = *_vm->_journal;
+ Scene &scene = *_vm->_scene;
+ Screen &screen = *_vm->_screen;
+ bool doneFlag = false;
+
+ // Draw the journal screen
+ journal.drawInterface();
+
+ // Handle journal events
+ do {
+ _key = -1;
+ events.setButtonState();
+
+ // Handle keypresses
+ if (events.kbHit()) {
+ Common::KeyState keyState = events.getKey();
+ if (keyState.keycode == Common::KEYCODE_x && (keyState.flags & Common::KBD_ALT)) {
+ _vm->quitGame();
+ return;
+ } else if (keyState.keycode == Common::KEYCODE_e || keyState.keycode == Common::KEYCODE_ESCAPE) {
+ doneFlag = true;
+ } else {
+ _key = toupper(keyState.keycode);
+ }
+ }
+
+ if (!doneFlag)
+ doneFlag = journal.handleEvents(_key);
+ } while (!_vm->shouldQuit() && !doneFlag);
+
+ // Finish up
+ _infoFlag = _keyboardInput = false;
+ _keyPress = '\0';
+ _windowOpen = false;
+ _windowBounds.top = CONTROLS_Y1;
+ _key = -1;
+ _menuMode = STD_MODE;
+
+ // Reset the palette
+ screen.setPalette(screen._cMap);
+
+ screen._backBuffer1.blitFrom(screen._backBuffer2);
+ scene.updateBackground();
+ screen.slamArea(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT);
+}
+
+void ScalpelUserInterface::printObjectDesc(const Common::String &str, bool firstTime) {
+ Events &events = *_vm->_events;
+ Inventory &inv = *_vm->_inventory;
+ Screen &screen = *_vm->_screen;
+ Talk &talk = *_vm->_talk;
+
+ if (str.hasPrefix("_")) {
+ _lookScriptFlag = true;
+ events.setCursor(MAGNIFY);
+ int savedSelector = _selector;
+ talk.talkTo(str.c_str() + 1);
+ _lookScriptFlag = false;
+
+ if (talk._talkToAbort) {
+ events.setCursor(ARROW);
+ return;
+ }
+
+ // Check if looking at an inventory object
+ if (!_invLookFlag) {
+ // See if this look was called by a right button click or not
+ if (!_lookHelp) {
+ // If it wasn't a right button click, then we need depress
+ // the look button before we close the window. So save a copy of the
+ // menu area, and draw the controls onto it
+ Surface tempSurface((*_controls)[0]._frame.w, (*_controls)[0]._frame.h);
+ Common::Point pt(MENU_POINTS[0][0], MENU_POINTS[0][1]);
+
+ tempSurface.blitFrom(screen._backBuffer2, Common::Point(0, 0),
+ Common::Rect(pt.x, pt.y, pt.x + tempSurface.w(), pt.y + tempSurface.h()));
+ screen._backBuffer2.transBlitFrom((*_controls)[0], pt);
+
+ banishWindow(1);
+ events.setCursor(MAGNIFY);
+ _windowBounds.top = CONTROLS_Y1;
+ _key = _oldKey = COMMANDS[LOOK_MODE - 1];
+ _temp = _oldTemp = 0;
+ _menuMode = LOOK_MODE;
+ events.clearEvents();
+
+ screen._backBuffer2.blitFrom(tempSurface, pt);
+ } else {
+ events.setCursor(ARROW);
+ banishWindow(true);
+ _windowBounds.top = CONTROLS_Y1;
+ _key = _oldKey = -1;
+ _temp = _oldTemp = 0;
+ _menuMode = STD_MODE;
+ _lookHelp = 0;
+ events.clearEvents();
+ }
+ } else {
+ // Looking at an inventory object
+ _selector = _oldSelector = savedSelector;
+
+ // Reload the inventory graphics and draw the inventory
+ inv.loadInv();
+ inv.putInv(SLAM_SECONDARY_BUFFER);
+ inv.freeInv();
+ banishWindow(1);
+
+ _windowBounds.top = CONTROLS_Y1;
+ _key = _oldKey = COMMANDS[INV_MODE - 1];
+ _temp = _oldTemp = 0;
+ events.clearEvents();
+
+ _invLookFlag = 0;
+ _menuMode = INV_MODE;
+ _windowOpen = true;
+ }
+
+ return;
+ }
+
+ Surface &bb = *screen._backBuffer;
+ if (firstTime) {
+ // Only draw the border on the first call
+ _infoFlag = true;
+ clearInfo();
+
+ bb.fillRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH,
+ CONTROLS_Y1 + 10), BORDER_COLOR);
+ bb.fillRect(Common::Rect(0, CONTROLS_Y + 10, 1, SHERLOCK_SCREEN_HEIGHT - 1),
+ BORDER_COLOR);
+ bb.fillRect(Common::Rect(SHERLOCK_SCREEN_WIDTH - 2, CONTROLS_Y + 10,
+ SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
+ bb.fillRect(Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - 1, SHERLOCK_SCREEN_WIDTH,
+ SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
+ }
+
+ // Clear background
+ bb.fillRect(Common::Rect(2, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH - 2,
+ SHERLOCK_SCREEN_HEIGHT - 2), INV_BACKGROUND);
+
+ _windowBounds.top = CONTROLS_Y;
+ events.clearEvents();
+
+ // Loop through displaying up to five lines
+ bool endOfStr = false;
+ const char *msgP = str.c_str();
+ for (int lineNum = 0; lineNum < ONSCREEN_FILES_COUNT && !endOfStr; ++lineNum) {
+ int width = 0;
+ const char *lineStartP = msgP;
+
+ // Determine how much can be displayed on the line
+ do {
+ width += screen.charWidth(*msgP++);
+ } while (width < 300 && *msgP);
+
+ if (*msgP)
+ --msgP;
+ else
+ endOfStr = true;
+
+ // If the line needs to be wrapped, scan backwards to find
+ // the end of the previous word as a splitting point
+ if (width >= 300) {
+ while (*msgP != ' ')
+ --msgP;
+ endOfStr = false;
+ }
+
+ // Print out the line
+ Common::String line(lineStartP, msgP);
+ screen.gPrint(Common::Point(16, CONTROLS_Y + 12 + lineNum * 9),
+ INV_FOREGROUND, "%s", line.c_str());
+
+ if (!endOfStr)
+ // Start next line at start of the nxet word after space
+ ++msgP;
+ }
+
+ // Handle display depending on whether all the message was shown
+ if (!endOfStr) {
+ screen.makeButton(Common::Rect(46, CONTROLS_Y, 272, CONTROLS_Y + 10),
+ (SHERLOCK_SCREEN_WIDTH - screen.stringWidth(PRESS_KEY_FOR_MORE)) / 2,
+ PRESS_KEY_FOR_MORE);
+ screen.gPrint(Common::Point((SHERLOCK_SCREEN_WIDTH -
+ screen.stringWidth(PRESS_KEY_FOR_MORE)) / 2, CONTROLS_Y),
+ COMMAND_FOREGROUND, "P");
+ _descStr = msgP;
+ } else {
+ screen.makeButton(Common::Rect(46, CONTROLS_Y, 272, CONTROLS_Y + 10),
+ (SHERLOCK_SCREEN_WIDTH - screen.stringWidth(PRESS_KEY_TO_CONTINUE)) / 2,
+ PRESS_KEY_TO_CONTINUE);
+ screen.gPrint(Common::Point((SHERLOCK_SCREEN_WIDTH -
+ screen.stringWidth(PRESS_KEY_TO_CONTINUE)) / 2, CONTROLS_Y),
+ COMMAND_FOREGROUND, "P");
+ _descStr = "";
+ }
+
+ if (firstTime) {
+ if (!_slideWindows) {
+ screen.slamRect(Common::Rect(0, CONTROLS_Y,
+ SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
+ } else {
+ // Display the window
+ summonWindow();
+ }
+
+ _selector = _oldSelector = -1;
+ _windowOpen = true;
+ } else {
+ screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH,
+ SHERLOCK_SCREEN_HEIGHT));
+ }
+}
+
+void ScalpelUserInterface::printObjectDesc() {
+ printObjectDesc(_cAnimStr, true);
+}
+
+void ScalpelUserInterface::summonWindow(const Surface &bgSurface, bool slideUp) {
+ Events &events = *_vm->_events;
+ Screen &screen = *_vm->_screen;
+
+ if (_windowOpen)
+ // A window is already open, so can't open another one
+ return;
+
+ if (slideUp) {
+ // Gradually slide up the display of the window
+ for (int idx = 1; idx <= bgSurface.h(); idx += 2) {
+ screen._backBuffer->blitFrom(bgSurface, Common::Point(0, SHERLOCK_SCREEN_HEIGHT - idx),
+ Common::Rect(0, 0, bgSurface.w(), idx));
+ screen.slamRect(Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - idx,
+ SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
+
+ events.delay(10);
+ }
+ } else {
+ // Gradually slide down the display of the window
+ for (int idx = 1; idx <= bgSurface.h(); idx += 2) {
+ screen._backBuffer->blitFrom(bgSurface,
+ Common::Point(0, SHERLOCK_SCREEN_HEIGHT - bgSurface.h()),
+ Common::Rect(0, bgSurface.h() - idx, bgSurface.w(), bgSurface.h()));
+ screen.slamRect(Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - bgSurface.h(),
+ SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT - bgSurface.h() + idx));
+
+ events.delay(10);
+ }
+ }
+
+ // Final display of the entire window
+ screen._backBuffer->blitFrom(bgSurface, Common::Point(0, SHERLOCK_SCREEN_HEIGHT - bgSurface.h()),
+ Common::Rect(0, 0, bgSurface.w(), bgSurface.h()));
+ screen.slamArea(0, SHERLOCK_SCREEN_HEIGHT - bgSurface.h(), bgSurface.w(), bgSurface.h());
+
+ _windowOpen = true;
+}
+
+void ScalpelUserInterface::summonWindow(bool slideUp, int height) {
+ Screen &screen = *_vm->_screen;
+
+ // Extract the window that's been drawn on the back buffer
+ Surface tempSurface(SHERLOCK_SCREEN_WIDTH,
+ (SHERLOCK_SCREEN_HEIGHT - height));
+ Common::Rect r(0, height, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT);
+ tempSurface.blitFrom(screen._backBuffer1, Common::Point(0, 0), r);
+
+ // Remove drawn window with original user interface
+ screen._backBuffer1.blitFrom(screen._backBuffer2,
+ Common::Point(0, height), r);
+
+ // Display the window gradually on-screen
+ summonWindow(tempSurface, slideUp);
+}
+
+void ScalpelUserInterface::banishWindow(bool slideUp) {
+ Events &events = *_vm->_events;
+ Screen &screen = *_vm->_screen;
+
+ if (_windowOpen) {
+ if (slideUp || !_slideWindows) {
+ // Slide window down
+ // Only slide the window if the window style allows it
+ if (_slideWindows) {
+ for (int idx = 2; idx < (SHERLOCK_SCREEN_HEIGHT - CONTROLS_Y); idx += 2) {
+ // Shift the window down by 2 lines
+ byte *pSrc = (byte *)screen._backBuffer1.getBasePtr(0, CONTROLS_Y + idx - 2);
+ byte *pSrcEnd = (byte *)screen._backBuffer1.getBasePtr(0, SHERLOCK_SCREEN_HEIGHT - 2);
+ byte *pDest = (byte *)screen._backBuffer1.getBasePtr(0, SHERLOCK_SCREEN_HEIGHT);
+ Common::copy_backward(pSrc, pSrcEnd, pDest);
+
+ // Restore lines from the ui in the secondary back buffer
+ screen._backBuffer1.blitFrom(screen._backBuffer2,
+ Common::Point(0, CONTROLS_Y),
+ Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y + idx));
+
+ screen.slamArea(0, CONTROLS_Y + idx - 2, SHERLOCK_SCREEN_WIDTH,
+ SHERLOCK_SCREEN_HEIGHT - CONTROLS_Y - idx + 2);
+ events.delay(10);
+ }
+
+ // Restore final two old lines
+ screen._backBuffer1.blitFrom(screen._backBuffer2,
+ Common::Point(0, SHERLOCK_SCREEN_HEIGHT - 2),
+ Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - 2,
+ SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
+ screen.slamArea(0, SHERLOCK_SCREEN_HEIGHT - 2, SHERLOCK_SCREEN_WIDTH, 2);
+ } else {
+ // Restore old area to completely erase window
+ screen._backBuffer1.blitFrom(screen._backBuffer2,
+ Common::Point(0, CONTROLS_Y),
+ Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
+ screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH,
+ SHERLOCK_SCREEN_HEIGHT));
+ }
+ } else {
+ // Slide the original user interface up to cover the dialog
+ for (int idx = 1; idx < (SHERLOCK_SCREEN_HEIGHT - CONTROLS_Y1); idx += 2) {
+ byte *pSrc = (byte *)screen._backBuffer2.getBasePtr(0, CONTROLS_Y1);
+ byte *pSrcEnd = (byte *)screen._backBuffer2.getBasePtr(0, CONTROLS_Y1 + idx);
+ byte *pDest = (byte *)screen._backBuffer1.getBasePtr(0, SHERLOCK_SCREEN_HEIGHT - idx);
+ Common::copy(pSrc, pSrcEnd, pDest);
+
+ screen.slamArea(0, SHERLOCK_SCREEN_HEIGHT - idx, SHERLOCK_SCREEN_WIDTH,
+ SHERLOCK_SCREEN_HEIGHT);
+ events.delay(10);
+ }
+
+ // Show entire final area
+ screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(0, CONTROLS_Y1),
+ Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
+ screen.slamRect(Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
+ }
+
+ _infoFlag = false;
+ _windowOpen = false;
+ }
+
+ _menuMode = STD_MODE;
+}
+
+void ScalpelUserInterface::checkUseAction(const UseType *use, const Common::String &invName,
+ const char *const messages[], int objNum, bool giveMode) {
+ Events &events = *_vm->_events;
+ Inventory &inv = *_vm->_inventory;
+ Scene &scene = *_vm->_scene;
+ Screen &screen = *_vm->_screen;
+ Talk &talk = *_vm->_talk;
+ bool printed = messages == nullptr;
+
+ if (objNum >= 1000) {
+ // Holmes was specified, so do nothing
+ _infoFlag = true;
+ clearInfo();
+ _infoFlag = true;
+
+ // Display error message
+ _menuCounter = 30;
+ screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, "You can't do that to yourself.");
+ return;
+ }
+
+ // Scan for target item
+ int targetNum = -1;
+ if (giveMode) {
+ for (int idx = 0; idx < USE_COUNT && targetNum == -1; ++idx) {
+ if ((use[idx]._target.equalsIgnoreCase("*GIVE*") || use[idx]._target.equalsIgnoreCase("*GIVEP*"))
+ && use[idx]._names[0].equalsIgnoreCase(invName)) {
+ // Found a match
+ targetNum = idx;
+ if (use[idx]._target.equalsIgnoreCase("*GIVE*"))
+ inv.deleteItemFromInventory(invName);
+ }
+ }
+ } else {
+ for (int idx = 0; idx < USE_COUNT && targetNum == -1; ++idx) {
+ if (use[idx]._target.equalsIgnoreCase(invName))
+ targetNum = idx;
+ }
+ }
+
+ if (targetNum != -1) {
+ // Found a target, so do the action
+ const UseType &action = use[targetNum];
+
+ events.setCursor(WAIT);
+
+ if (action._useFlag)
+ _vm->setFlags(action._useFlag);
+
+ if (action._cAnimNum != 99) {
+ if (action._cAnimNum == 0)
+ scene.startCAnim(9, action._cAnimSpeed);
+ else
+ scene.startCAnim(action._cAnimNum - 1, action._cAnimSpeed);
+ }
+
+ if (!talk._talkToAbort) {
+ Object &obj = scene._bgShapes[objNum];
+ for (int idx = 0; idx < NAMES_COUNT && !talk._talkToAbort; ++idx) {
+ if (obj.checkNameForCodes(action._names[idx], messages)) {
+ if (!talk._talkToAbort)
+ printed = true;
+ }
+ }
+
+ // Print "Done..." as an ending, unless flagged for leaving scene or otherwise flagged
+ if (scene._goToScene != 1 && !printed && !talk._talkToAbort) {
+ _infoFlag = true;
+ clearInfo();
+ screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, "Done...");
+ _menuCounter = 25;
+ }
+ }
+ } else {
+ // Couldn't find target, so print error
+ _infoFlag = true;
+ clearInfo();
+
+ if (giveMode) {
+ screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, "No, thank you.");
+ } else if (messages == nullptr) {
+ screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, "You can't do that.");
+ } else {
+ screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, "%s", messages[0]);
+ }
+
+ _infoFlag = true;
+ _menuCounter = 30;
+ }
+
+ events.setCursor(ARROW);
+}
+
+void ScalpelUserInterface::checkAction(ActionType &action, const char *const messages[], int objNum) {
+ Events &events = *_vm->_events;
+ People &people = *_vm->_people;
+ Scene &scene = *_vm->_scene;
+ Screen &screen = *_vm->_screen;
+ Talk &talk = *_vm->_talk;
+ Common::Point pt(-1, -1);
+
+ if (objNum >= 1000)
+ // Ignore actions done on characters
+ return;
+
+ if (!action._cAnimSpeed) {
+ // Invalid action, to print error message
+ _infoFlag = true;
+ clearInfo();
+ screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, "%s", messages[action._cAnimNum]);
+ _infoFlag = true;
+
+ // Set how long to show the message
+ _menuCounter = 30;
+ } else {
+ Object &obj = scene._bgShapes[objNum];
+
+ int cAnimNum;
+ if (action._cAnimNum == 0)
+ // Really a 10
+ cAnimNum = 9;
+ else
+ cAnimNum = action._cAnimNum - 1;
+
+ int dir = -1;
+ if (action._cAnimNum != 99) {
+ CAnim &anim = scene._cAnim[cAnimNum];
+
+ if (action._cAnimNum != 99) {
+ if (action._cAnimSpeed & REVERSE_DIRECTION) {
+ pt = anim._teleportPos;
+ dir = anim._teleportDir;
+ } else {
+ pt = anim._goto;
+ dir = anim._gotoDir;
+ }
+ }
+ } else {
+ pt = Common::Point(-1, -1);
+ dir = -1;
+ }
+
+ // Has a value, so do action
+ // Show wait cursor whilst walking to object and doing action
+ events.setCursor(WAIT);
+ bool printed = false;
+
+ for (int nameIdx = 0; nameIdx < NAMES_COUNT; ++nameIdx) {
+ if (action._names[nameIdx].hasPrefix("*") && action._names[nameIdx].size() >= 2
+ && toupper(action._names[nameIdx][1]) == 'W') {
+ if (obj.checkNameForCodes(Common::String(action._names[nameIdx].c_str() + 2), messages)) {
+ if (!talk._talkToAbort)
+ printed = true;
+ }
+ }
+ }
+
+ bool doCAnim = true;
+ for (int nameIdx = 0; nameIdx < NAMES_COUNT; ++nameIdx) {
+ if (action._names[nameIdx].hasPrefix("*") && action._names[nameIdx].size() >= 2) {
+ char ch = toupper(action._names[nameIdx][1]);
+
+ if (ch == 'T' || ch == 'B') {
+ printed = true;
+ if (pt.x != -1)
+ // Holmes needs to walk to object before the action is done
+ people.walkToCoords(pt, dir);
+
+ if (!talk._talkToAbort) {
+ // Ensure Holmes is on the exact intended location
+ people[AL]._position = pt;
+ people[AL]._sequenceNumber = dir;
+ people.gotoStand(people[AL]);
+
+ talk.talkTo(action._names[nameIdx].c_str() + 2);
+ if (ch == 'T')
+ doCAnim = false;
+ }
+ }
+ }
+ }
+
+ if (doCAnim && !talk._talkToAbort) {
+ if (pt.x != -1)
+ // Holmes needs to walk to object before the action is done
+ people.walkToCoords(pt, dir);
+ }
+
+ for (int nameIdx = 0; nameIdx < NAMES_COUNT; ++nameIdx) {
+ if (action._names[nameIdx].hasPrefix("*") && action._names[nameIdx].size() >= 2
+ && toupper(action._names[nameIdx][1]) == 'F') {
+ if (obj.checkNameForCodes(action._names[nameIdx].c_str() + 2, messages)) {
+ if (!talk._talkToAbort)
+ printed = true;
+ }
+ }
+ }
+
+ if (doCAnim && !talk._talkToAbort && action._cAnimNum != 99)
+ scene.startCAnim(cAnimNum, action._cAnimSpeed);
+
+ if (!talk._talkToAbort) {
+ for (int nameIdx = 0; nameIdx < NAMES_COUNT && !talk._talkToAbort; ++nameIdx) {
+ if (obj.checkNameForCodes(action._names[nameIdx], messages)) {
+ if (!talk._talkToAbort)
+ printed = true;
+ }
+ }
+
+ // Unless we're leaving the scene, print a "Done" message unless the printed flag has been set
+ if (scene._goToScene != 1 && !printed && !talk._talkToAbort) {
+ _infoFlag = true;
+ clearInfo();
+ screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, "Done...");
+
+ // Set how long to show the message
+ _menuCounter = 30;
+ }
+ }
+ }
+
+ // Reset cursor back to arrow
+ events.setCursor(ARROW);
+}
+
+} // End of namespace Scalpel
+
+} // End of namespace Sherlock
diff --git a/engines/sherlock/scalpel/scalpel_user_interface.h b/engines/sherlock/scalpel/scalpel_user_interface.h
new file mode 100644
index 0000000000..8ed69ac8b5
--- /dev/null
+++ b/engines/sherlock/scalpel/scalpel_user_interface.h
@@ -0,0 +1,227 @@
+/* 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.
+ *
+ */
+
+#ifndef SHERLOCK_SCALPEL_UI_H
+#define SHERLOCK_SCALPEL_UI_H
+
+#include "common/scummsys.h"
+#include "sherlock/user_interface.h"
+
+namespace Sherlock {
+
+class Inventory;
+class Talk;
+
+namespace Scalpel {
+
+extern const char COMMANDS[13];
+extern const int MENU_POINTS[12][4];
+
+extern const int INVENTORY_POINTS[8][3];
+extern const char INVENTORY_COMMANDS[9];
+extern const char *const PRESS_KEY_FOR_MORE;
+extern const char *const PRESS_KEY_TO_CONTINUE;
+
+class Settings;
+
+class ScalpelUserInterface: public UserInterface {
+ friend class Inventory;
+ friend class Settings;
+ friend class Talk;
+private:
+ ImageFile *_controlPanel;
+ ImageFile *_controls;
+ char _keyPress;
+ int _lookHelp;
+ int _bgFound, _oldBgFound;
+ int _help, _oldHelp;
+ char _key, _oldKey;
+ int _temp, _oldTemp;
+ int _oldLook;
+ bool _keyboardInput;
+ bool _pause;
+ int _cNum;
+ Common::String _cAnimStr;
+ Common::String _descStr;
+ int _find;
+ int _oldUse;
+private:
+ /**
+ * Draws the image for a user interface button in the down/pressed state.
+ */
+ void depressButton(int num);
+
+ /**
+ * If he mouse button is pressed, then calls depressButton to draw the button
+ * as pressed; if not, it will show it as released with a call to "restoreButton".
+ */
+ void pushButton(int num);
+
+ /**
+ * By the time this method has been called, the graphics for the button change
+ * have already been drawn. This simply takes care of switching the mode around
+ * accordingly
+ */
+ void toggleButton(int num);
+
+ /**
+ * Creates a text window and uses it to display the in-depth description
+ * of the highlighted object
+ */
+ void examine();
+
+ /**
+ * Print the name of an object in the scene
+ */
+ void lookScreen(const Common::Point &pt);
+
+ /**
+ * Gets the item in the inventory the mouse is on and display's it's description
+ */
+ void lookInv();
+
+ /**
+ * Handles input when the file list window is being displayed
+ */
+ void doEnvControl();
+
+ /**
+ * Handle input whilst the inventory is active
+ */
+ void doInvControl();
+
+ /**
+ * Handles waiting whilst an object's description window is open.
+ */
+ void doLookControl();
+
+ /**
+ * Handles input until one of the user interface buttons/commands is selected
+ */
+ void doMainControl();
+
+ /**
+ * Handles the input for the MOVE, OPEN, and CLOSE commands
+ */
+ void doMiscControl(int allowed);
+
+ /**
+ * Handles input for picking up items
+ */
+ void doPickControl();
+
+ /**
+ * Handles input when in talk mode. It highlights the buttons and available statements,
+ * and handles allowing the user to click on them
+ */
+ void doTalkControl();
+
+ /**
+ * Handles events when the Journal is active.
+ * @remarks Whilst this would in theory be better in the Journal class, since it displays in
+ * the user interface, it uses so many internal UI fields, that it sort of made some sense
+ * to put it in the UserInterface class.
+ */
+ void journalControl();
+
+ /**
+ * Checks to see whether a USE action is valid on the given object
+ */
+ void checkUseAction(const UseType *use, const Common::String &invName, const char *const messages[],
+ int objNum, bool giveMode);
+
+ /**
+ * Called for OPEN, CLOSE, and MOVE actions are being done
+ */
+ void checkAction(ActionType &action, const char *const messages[], int objNum);
+
+ /**
+ * Print the previously selected object's decription
+ */
+ void printObjectDesc(const Common::String &str, bool firstTime);
+public:
+ ScalpelUserInterface(SherlockEngine *vm);
+ virtual ~ScalpelUserInterface();
+
+ /**
+ * Handles counting down whilst checking for input, then clears the info line.
+ */
+ void whileMenuCounter();
+
+ /**
+ * Draws the image for the given user interface button in the up
+ * (not selected) position
+ */
+ void restoreButton(int num);
+public:
+ /**
+ * Resets the user interface
+ */
+ virtual void reset();
+
+ /**
+ * Main input handler for the user interface
+ */
+ virtual void handleInput();
+
+ /**
+ * Draw the user interface onto the screen's back buffers
+ */
+ virtual void drawInterface(int bufferNum = 3);
+
+ /**
+ * Displays a passed window by gradually scrolling it vertically on-screen
+ */
+ virtual void summonWindow(const Surface &bgSurface, bool slideUp = true);
+
+ /**
+ * Slide the window stored in the back buffer onto the screen
+ */
+ virtual void summonWindow(bool slideUp = true, int height = CONTROLS_Y);
+
+ /**
+ * Close a currently open window
+ * @param flag 0 = slide old window down, 1 = slide prior UI back up
+ */
+ virtual void banishWindow(bool slideUp = true);
+
+ /**
+ * Clears the info line of the screen
+ */
+ virtual void clearInfo();
+
+ /**
+ * Clear any active text window
+ */
+ virtual void clearWindow();
+
+ /**
+ * Print the previously selected object's decription
+ */
+ virtual void printObjectDesc();
+};
+
+} // End of namespace Scalpel
+
+} // End of namespace Sherlock
+
+#endif
diff --git a/engines/sherlock/settings.cpp b/engines/sherlock/scalpel/settings.cpp
index 98a13a3e76..44597862f5 100644
--- a/engines/sherlock/settings.cpp
+++ b/engines/sherlock/scalpel/settings.cpp
@@ -21,7 +21,8 @@
*/
#include "sherlock/sherlock.h"
-#include "sherlock/settings.h"
+#include "sherlock/scalpel/settings.h"
+#include "sherlock/scalpel/scalpel_user_interface.h"
namespace Sherlock {
diff --git a/engines/sherlock/settings.h b/engines/sherlock/scalpel/settings.h
index ff2e647a62..ff2e647a62 100644
--- a/engines/sherlock/settings.h
+++ b/engines/sherlock/scalpel/settings.h
diff --git a/engines/sherlock/scene.cpp b/engines/sherlock/scene.cpp
index 06bbabf6e0..0f0187e215 100644
--- a/engines/sherlock/scene.cpp
+++ b/engines/sherlock/scene.cpp
@@ -23,8 +23,10 @@
#include "sherlock/scene.h"
#include "sherlock/sherlock.h"
#include "sherlock/scalpel/scalpel.h"
+#include "sherlock/scalpel/scalpel_scene.h"
#include "sherlock/screen.h"
#include "sherlock/tattoo/tattoo.h"
+#include "sherlock/tattoo/tattoo_scene.h"
namespace Sherlock {
@@ -1325,554 +1327,4 @@ void Scene::checkBgShapes() {
}
}
-/*----------------------------------------------------------------*/
-
-namespace Scalpel {
-
-void ScalpelScene::checkBgShapes() {
- People &people = *_vm->_people;
- Person &holmes = people._player;
- Common::Point pt(holmes._position.x / FIXED_INT_MULTIPLIER, holmes._position.y / FIXED_INT_MULTIPLIER);
-
- // Call the base scene method to handle bg shapes
- Scene::checkBgShapes();
-
- // Iterate through the canim list
- for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
- Object &obj = _canimShapes[idx];
- if (obj._type == STATIC_BG_SHAPE || obj._type == ACTIVE_BG_SHAPE) {
- if ((obj._flags & 5) == 1) {
- obj._misc = (pt.y < (obj._position.y + obj._imageFrame->_frame.h - 1)) ?
- NORMAL_FORWARD : NORMAL_BEHIND;
- } else if (!(obj._flags & 1)) {
- obj._misc = BEHIND;
- } else if (obj._flags & 4) {
- obj._misc = FORWARD;
- }
- }
- }
-}
-
-void ScalpelScene::doBgAnimCheckCursor() {
- Inventory &inv = *_vm->_inventory;
- Events &events = *_vm->_events;
- Sound &sound = *_vm->_sound;
- UserInterface &ui = *_vm->_ui;
- Common::Point mousePos = events.mousePos();
-
- if (ui._menuMode == LOOK_MODE) {
- if (mousePos.y > CONTROLS_Y1)
- events.setCursor(ARROW);
- else if (mousePos.y < CONTROLS_Y)
- events.setCursor(MAGNIFY);
- }
-
- // Check for setting magnifying glass cursor
- if (ui._menuMode == INV_MODE || ui._menuMode == USE_MODE || ui._menuMode == GIVE_MODE) {
- if (inv._invMode == INVMODE_LOOK) {
- // Only show Magnifying glass cursor if it's not on the inventory command line
- if (mousePos.y < CONTROLS_Y || mousePos.y >(CONTROLS_Y1 + 13))
- events.setCursor(MAGNIFY);
- else
- events.setCursor(ARROW);
- } else {
- events.setCursor(ARROW);
- }
- }
-
- if (sound._diskSoundPlaying && !*sound._soundIsOn) {
- // Loaded sound just finished playing
- sound.freeDigiSound();
- }
-}
-
-void ScalpelScene::doBgAnim() {
- Scalpel::ScalpelEngine &vm = *((Scalpel::ScalpelEngine *)_vm);
- Events &events = *_vm->_events;
- People &people = *_vm->_people;
- Screen &screen = *_vm->_screen;
- Talk &talk = *_vm->_talk;
-
- screen.setDisplayBounds(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
- talk._talkToAbort = false;
-
- if (_restoreFlag) {
- for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
- if (people[idx]._type == CHARACTER)
- people[idx].checkSprite();
- }
-
- for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
- if (_bgShapes[idx]._type == ACTIVE_BG_SHAPE)
- _bgShapes[idx].checkObject();
- }
-
- if (people._portraitLoaded && people._portrait._type == ACTIVE_BG_SHAPE)
- people._portrait.checkObject();
-
- for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
- if (_canimShapes[idx]._type != INVALID && _canimShapes[idx]._type != REMOVE)
- _canimShapes[idx].checkObject();
- }
-
- if (_currentScene == 12)
- vm.eraseMirror12();
-
- // Restore the back buffer from the back buffer 2 in the changed area
- Common::Rect bounds(people[AL]._oldPosition.x, people[AL]._oldPosition.y,
- people[AL]._oldPosition.x + people[AL]._oldSize.x,
- people[AL]._oldPosition.y + people[AL]._oldSize.y);
- Common::Point pt(bounds.left, bounds.top);
-
- if (people[AL]._type == CHARACTER)
- screen.restoreBackground(bounds);
- else if (people[AL]._type == REMOVE)
- screen._backBuffer->blitFrom(screen._backBuffer2, pt, bounds);
-
- for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
- Object &o = _bgShapes[idx];
- if (o._type == ACTIVE_BG_SHAPE || o._type == HIDE_SHAPE || o._type == REMOVE)
- screen.restoreBackground(o.getOldBounds());
- }
-
- if (people._portraitLoaded)
- screen.restoreBackground(Common::Rect(
- people._portrait._oldPosition.x, people._portrait._oldPosition.y,
- people._portrait._oldPosition.x + people._portrait._oldSize.x,
- people._portrait._oldPosition.y + people._portrait._oldSize.y
- ));
-
- for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
- Object &o = _bgShapes[idx];
- if (o._type == NO_SHAPE && ((o._flags & OBJ_BEHIND) == 0)) {
- // Restore screen area
- screen._backBuffer->blitFrom(screen._backBuffer2, o._position,
- Common::Rect(o._position.x, o._position.y,
- o._position.x + o._noShapeSize.x, o._position.y + o._noShapeSize.y));
-
- o._oldPosition = o._position;
- o._oldSize = o._noShapeSize;
- }
- }
-
- for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
- Object &o = _canimShapes[idx];
- if (o._type == ACTIVE_BG_SHAPE || o._type == HIDE_SHAPE || o._type == REMOVE)
- screen.restoreBackground(Common::Rect(o._oldPosition.x, o._oldPosition.y,
- o._oldPosition.x + o._oldSize.x, o._oldPosition.y + o._oldSize.y));
- }
- }
-
- //
- // Update the background objects and canimations
- //
-
- for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
- Object &o = _bgShapes[idx];
- if (o._type == ACTIVE_BG_SHAPE || o._type == NO_SHAPE)
- o.adjustObject();
- }
-
- if (people._portraitLoaded && people._portrait._type == ACTIVE_BG_SHAPE)
- people._portrait.adjustObject();
-
- for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
- if (_canimShapes[idx]._type != INVALID)
- _canimShapes[idx].adjustObject();
- }
-
- if (people[AL]._type == CHARACTER && people._holmesOn)
- people[AL].adjustSprite();
-
- // Flag the bg shapes which need to be redrawn
- checkBgShapes();
-
- if (_currentScene == 12)
- vm.doMirror12();
-
- // Draw all active shapes which are behind the person
- for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
- Object &o = _bgShapes[idx];
- if (o._type == ACTIVE_BG_SHAPE && o._misc == BEHIND)
- screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
- }
-
- // Draw all canimations which are behind the person
- for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
- Object &o = _canimShapes[idx];
- if (o._type == ACTIVE_BG_SHAPE && o._misc == BEHIND) {
- screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
- }
- }
-
- // Draw all active shapes which are HAPPEN and behind the person
- for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
- Object &o = _bgShapes[idx];
- if (o._type == ACTIVE_BG_SHAPE && o._misc == NORMAL_BEHIND)
- screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
- }
-
- // Draw all canimations which are NORMAL and behind the person
- for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
- Object &o = _canimShapes[idx];
- if (o._type == ACTIVE_BG_SHAPE && o._misc == NORMAL_BEHIND) {
- screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
- }
- }
-
- // Draw the person if not animating
- if (people[AL]._type == CHARACTER && people[AL]._walkLoaded) {
- // If Holmes is too far to the right, move him back so he's on-screen
- int xRight = SHERLOCK_SCREEN_WIDTH - 2 - people[AL]._imageFrame->_frame.w;
- int tempX = MIN(people[AL]._position.x / FIXED_INT_MULTIPLIER, xRight);
-
- bool flipped = people[AL]._sequenceNumber == WALK_LEFT || people[AL]._sequenceNumber == STOP_LEFT ||
- people[AL]._sequenceNumber == WALK_UPLEFT || people[AL]._sequenceNumber == STOP_UPLEFT ||
- people[AL]._sequenceNumber == WALK_DOWNRIGHT || people[AL]._sequenceNumber == STOP_DOWNRIGHT;
- screen._backBuffer->transBlitFrom(*people[AL]._imageFrame,
- Common::Point(tempX, people[AL]._position.y / FIXED_INT_MULTIPLIER - people[AL]._imageFrame->_frame.h), flipped);
- }
-
- // Draw all static and active shapes are NORMAL and are in front of the person
- for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
- Object &o = _bgShapes[idx];
- if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == NORMAL_FORWARD)
- screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
- }
-
- // Draw all static and active canimations that are NORMAL and are in front of the person
- for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
- Object &o = _canimShapes[idx];
- if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == NORMAL_FORWARD) {
- screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
- }
- }
-
- // Draw all static and active shapes that are in front of the person
- for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
- Object &o = _bgShapes[idx];
- if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == FORWARD)
- screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
- }
-
- // Draw any active portrait
- if (people._portraitLoaded && people._portrait._type == ACTIVE_BG_SHAPE)
- screen._backBuffer->transBlitFrom(*people._portrait._imageFrame,
- people._portrait._position, people._portrait._flags & OBJ_FLIPPED);
-
- // Draw all static and active canimations that are in front of the person
- for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
- Object &o = _canimShapes[idx];
- if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == FORWARD) {
- screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
- }
- }
-
- // Draw all NO_SHAPE shapes which have flag bit 0 clear
- for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
- Object &o = _bgShapes[idx];
- if (o._type == NO_SHAPE && (o._flags & OBJ_BEHIND) == 0)
- screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
- }
-
- // Bring the newly built picture to the screen
- if (_animating == 2) {
- _animating = 0;
- screen.slamRect(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
- } else {
- if (people[AL]._type != INVALID && ((_goToScene == -1 || _canimShapes.empty()))) {
- if (people[AL]._type == REMOVE) {
- screen.slamRect(Common::Rect(
- people[AL]._oldPosition.x, people[AL]._oldPosition.y,
- people[AL]._oldPosition.x + people[AL]._oldSize.x,
- people[AL]._oldPosition.y + people[AL]._oldSize.y
- ));
- people[AL]._type = INVALID;
- } else {
- screen.flushImage(people[AL]._imageFrame,
- Common::Point(people[AL]._position.x / FIXED_INT_MULTIPLIER,
- people[AL]._position.y / FIXED_INT_MULTIPLIER - people[AL].frameHeight()),
- &people[AL]._oldPosition.x, &people[AL]._oldPosition.y,
- &people[AL]._oldSize.x, &people[AL]._oldSize.y);
- }
- }
-
- if (_currentScene == 12)
- vm.flushMirror12();
-
- for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
- Object &o = _bgShapes[idx];
- if ((o._type == ACTIVE_BG_SHAPE || o._type == REMOVE) && _goToScene == -1) {
- screen.flushImage(o._imageFrame, o._position,
- &o._oldPosition.x, &o._oldPosition.y, &o._oldSize.x, &o._oldSize.y);
- }
- }
-
- if (people._portraitLoaded) {
- if (people._portrait._type == REMOVE)
- screen.slamRect(Common::Rect(
- people._portrait._position.x, people._portrait._position.y,
- people._portrait._position.x + people._portrait._delta.x,
- people._portrait._position.y + people._portrait._delta.y
- ));
- else
- screen.flushImage(people._portrait._imageFrame, people._portrait._position,
- &people._portrait._oldPosition.x, &people._portrait._oldPosition.y,
- &people._portrait._oldSize.x, &people._portrait._oldSize.y);
-
- if (people._portrait._type == REMOVE)
- people._portrait._type = INVALID;
- }
-
- if (_goToScene == -1) {
- for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
- Object &o = _bgShapes[idx];
- if (o._type == NO_SHAPE && (o._flags & OBJ_BEHIND) == 0) {
- screen.slamArea(o._position.x, o._position.y, o._oldSize.x, o._oldSize.y);
- screen.slamArea(o._oldPosition.x, o._oldPosition.y, o._oldSize.x, o._oldSize.y);
- } else if (o._type == HIDE_SHAPE) {
- // Hiding shape, so flush it out and mark it as hidden
- screen.flushImage(o._imageFrame, o._position,
- &o._oldPosition.x, &o._oldPosition.y, &o._oldSize.x, &o._oldSize.y);
- o._type = HIDDEN;
- }
- }
- }
-
- for (int idx = _canimShapes.size() - 1; idx >= 0; --idx) {
- Object &o = _canimShapes[idx];
-
- if (o._type == INVALID) {
- // Anim shape was invalidated by checkEndOfSequence, so at this point we can remove it
- _canimShapes.remove_at(idx);
- } else if (o._type == REMOVE) {
- if (_goToScene == -1)
- screen.slamArea(o._position.x, o._position.y, o._delta.x, o._delta.y);
-
- // Shape for an animation is no longer needed, so remove it completely
- _canimShapes.remove_at(idx);
- } else if (o._type == ACTIVE_BG_SHAPE) {
- screen.flushImage(o._imageFrame, o._position,
- &o._oldPosition.x, &o._oldPosition.y, &o._oldSize.x, &o._oldSize.y);
- }
- }
- }
-
- _restoreFlag = true;
- _doBgAnimDone = true;
-
- events.wait(3);
- screen.resetDisplayBounds();
-
- // Check if the method was called for calling a portrait, and a talk was
- // interrupting it. This talk file would not have been executed at the time,
- // since we needed to finish the 'doBgAnim' to finish clearing the portrait
- if (people._clearingThePortrait && talk._scriptMoreFlag == 3) {
- // Reset the flags and call to talk
- people._clearingThePortrait = false;
- talk._scriptMoreFlag = 0;
- talk.talkTo(talk._scriptName);
- }
-}
-
-} // End of namespace Scalpel
-
-/*----------------------------------------------------------------*/
-
-namespace Tattoo {
-
-TattooScene::TattooScene(SherlockEngine *vm) : Scene(vm) {
- _arrowZone = -1;
- _mask = _mask1 = nullptr;
- _maskCounter = 0;
-}
-
-void TattooScene::checkBgShapes() {
- People &people = *_vm->_people;
- Person &holmes = people._player;
- Common::Point pt(holmes._position.x / FIXED_INT_MULTIPLIER, holmes._position.y / FIXED_INT_MULTIPLIER);
-
- // Call the base scene method to handle bg shapes
- Scene::checkBgShapes();
-
- // Check for any active playing animation
- if (_activeCAnim._images && _activeCAnim._zPlacement != REMOVE) {
- switch (_activeCAnim._flags & 3) {
- case 0:
- _activeCAnim._zPlacement = BEHIND;
- break;
- case 1:
- _activeCAnim._zPlacement = ((_activeCAnim._position.y + _activeCAnim._imageFrame->_frame.h - 1)) ?
- NORMAL_FORWARD : NORMAL_BEHIND;
- break;
- case 2:
- _activeCAnim._zPlacement = FORWARD;
- break;
- default:
- break;
- }
- }
-}
-
-void TattooScene::doBgAnimCheckCursor() {
- Events &events = *_vm->_events;
- UserInterface &ui = *_vm->_ui;
- Common::Point mousePos = events.mousePos();
-
- // If we're in Look Mode, make sure the cursor is the magnifying glass
- if (ui._menuMode == LOOK_MODE && events.getCursor() != MAGNIFY)
- events.setCursor(MAGNIFY);
-
- // See if the mouse is over any of the arrow zones, and if so, change the cursor to the correct
- // arrow cursor indicating the direcetion of the exit
- if (events.getCursor() == ARROW || events.getCursor() >= EXIT_ZONES_START) {
- CursorId cursorId = ARROW;
-
- if (ui._menuMode == STD_MODE && _arrowZone != -1 && _currentScene != 90) {
- for (uint idx = 0; idx < _exits.size(); ++idx) {
- Exit &exit = _exits[idx];
- if (exit.contains(mousePos))
- cursorId = (CursorId)(exit._image + EXIT_ZONES_START);
- }
- }
-
- events.setCursor(cursorId);
- }
-}
-
-void TattooScene::doBgAnimEraseBackground() {
- TattooEngine &vm = *((TattooEngine *)_vm);
- People &people = *_vm->_people;
- Screen &screen = *_vm->_screen;
- TattooUserInterface &ui = *((TattooUserInterface *)_vm->_ui);
-
- static const int16 OFFSETS[16] = { -1, -2, -3, -3, -2, -1, -1, 0, 1, 2, 3, 3, 2, 1, 0, 0 };
-
- if (_mask != nullptr) {
- if (screen._backBuffer1.w() > screen.w())
- screen.blitFrom(screen._backBuffer1, Common::Point(0, 0), Common::Rect(screen._currentScroll, 0,
- screen._currentScroll + screen.w(), screen.h()));
- else
- screen.blitFrom(screen._backBuffer1);
-
- switch (_currentScene) {
- case 7:
- if (++_maskCounter == 2) {
- _maskCounter = 0;
- if (--_maskOffset.x < 0)
- _maskOffset.x = SHERLOCK_SCREEN_WIDTH - 1;
- }
- break;
-
- case 8:
- _maskOffset.x += 2;
- if (_maskOffset.x >= SHERLOCK_SCREEN_WIDTH)
- _maskOffset.x = 0;
- break;
-
- case 18:
- case 68:
- ++_maskCounter;
- if (_maskCounter / 4 >= 16)
- _maskCounter = 0;
-
- _maskOffset.x = OFFSETS[_maskCounter / 4];
- break;
-
- case 53:
- if (++_maskCounter == 2) {
- _maskCounter = 0;
- if (++_maskOffset.x == screen._backBuffer1.w())
- _maskOffset.x = 0;
- }
- break;
-
- default:
- break;
- }
- } else {
- // Standard scene without mask, so call user interface to erase any UI elements as necessary
- ui.doBgAnimRestoreUI();
-
- // Restore background for any areas covered by characters and shapes
- for (uint idx = 0; idx < MAX_CHARACTERS; ++idx)
- screen.restoreBackground(Common::Rect(people[idx]._oldPosition.x, people[idx]._oldPosition.y,
- people[idx]._oldPosition.x + people[idx]._oldSize.x, people[idx]._oldPosition.y + people[idx]._oldSize.y));
-
- for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
- Object &obj = _bgShapes[idx];
-
- if ((obj._type == ACTIVE_BG_SHAPE && (obj._maxFrames > 1 || obj._delta.x != 0 || obj._delta.y != 0)) ||
- obj._type == HIDE_SHAPE || obj._type == REMOVE)
- screen._backBuffer1.blitFrom(*obj._imageFrame, obj._oldPosition,
- Common::Rect(obj._oldPosition.x, obj._oldPosition.y, obj._oldPosition.x + obj._oldSize.x,
- obj._oldPosition.y + obj._oldSize.y));
- }
-
- // If credits are active, erase the area they cover
- if (vm._creditsActive)
- vm.eraseCredits();
- }
-
- for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
- Object &obj = _bgShapes[idx];
-
- if (obj._type == NO_SHAPE && (obj._flags & 1) == 0) {
- screen._backBuffer1.blitFrom(screen._backBuffer2, obj._position, obj.getNoShapeBounds());
-
- obj._oldPosition = obj._position;
- obj._oldSize = obj._noShapeSize;
- }
- }
-
- // Adjust the Target Scroll if needed
- if ((people[people._walkControl]._position.x / FIXED_INT_MULTIPLIER - screen._currentScroll) <
- (SHERLOCK_SCREEN_WIDTH / 8) && people[people._walkControl]._delta.x < 0) {
-
- screen._targetScroll = (short)(people[people._walkControl]._position.x / FIXED_INT_MULTIPLIER -
- SHERLOCK_SCREEN_WIDTH / 8 - 250);
- if (screen._targetScroll < 0)
- screen._targetScroll = 0;
- }
-
- if ((people[people._walkControl]._position.x / FIXED_INT_MULTIPLIER - screen._currentScroll) > (SHERLOCK_SCREEN_WIDTH / 4 * 3)
- && people[people._walkControl]._delta.x > 0)
- screen._targetScroll = (short)(people[people._walkControl]._position.x / FIXED_INT_MULTIPLIER -
- SHERLOCK_SCREEN_WIDTH / 4 * 3 + 250);
-
- if (screen._targetScroll > screen._scrollSize)
- screen._targetScroll = screen._scrollSize;
-
- ui.doScroll();
-}
-
-void TattooScene::doBgAnim() {
- doBgAnimCheckCursor();
-
-// Events &events = *_vm->_events;
- People &people = *_vm->_people;
-// Scene &scene = *_vm->_scene;
- Screen &screen = *_vm->_screen;
- Talk &talk = *_vm->_talk;
-
- screen.setDisplayBounds(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
- talk._talkToAbort = false;
-
- // Check the characters and sprites for updates
- for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
- if (people[idx]._type == CHARACTER)
- people[idx].checkSprite();
- }
-
- for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
- if (_bgShapes[idx]._type == ACTIVE_BG_SHAPE)
- _bgShapes[idx].checkObject();
- }
-
- // Erase any affected background areas
- doBgAnimEraseBackground();
-}
-
-} // End of namespace Tattoo
-
} // End of namespace Sherlock
diff --git a/engines/sherlock/scene.h b/engines/sherlock/scene.h
index ce0785063d..b5e27ff99d 100644
--- a/engines/sherlock/scene.h
+++ b/engines/sherlock/scene.h
@@ -318,61 +318,6 @@ public:
void setNPCPath(int npc);
};
-namespace Scalpel {
-
-class ScalpelScene : public Scene {
-private:
- void doBgAnimCheckCursor();
-protected:
- /**
- * Checks all the background shapes. If a background shape is animating,
- * it will flag it as needing to be drawn. If a non-animating shape is
- * colliding with another shape, it will also flag it as needing drawing
- */
- virtual void checkBgShapes();
-public:
- ScalpelScene(SherlockEngine *vm) : Scene(vm) {}
-
- /**
- * Draw all objects and characters.
- */
- virtual void doBgAnim();
-};
-
-} // End of namespace Scalpel
-
-namespace Tattoo {
-
-class TattooScene : public Scene {
-private:
- int _arrowZone;
- int _maskCounter;
- Common::Point _maskOffset;
-private:
- void doBgAnimCheckCursor();
-
- void doBgAnimEraseBackground();
-protected:
- /**
- * Checks all the background shapes. If a background shape is animating,
- * it will flag it as needing to be drawn. If a non-animating shape is
- * colliding with another shape, it will also flag it as needing drawing
- */
- virtual void checkBgShapes();
-public:
- ImageFile *_mask, *_mask1;
- CAnimStream _activeCAnim;
-public:
- TattooScene(SherlockEngine *vm);
-
- /**
- * Draw all objects and characters.
- */
- virtual void doBgAnim();
-};
-
-} // End of namespace Tattoo
-
} // End of namespace Sherlock
#endif
diff --git a/engines/sherlock/talk.cpp b/engines/sherlock/talk.cpp
index 5e9cb02a3d..dd6e776082 100644
--- a/engines/sherlock/talk.cpp
+++ b/engines/sherlock/talk.cpp
@@ -23,6 +23,7 @@
#include "sherlock/talk.h"
#include "sherlock/sherlock.h"
#include "sherlock/screen.h"
+#include "sherlock/scalpel/scalpel_user_interface.h"
namespace Sherlock {
@@ -547,7 +548,7 @@ void Talk::talkTo(const Common::String &filename) {
}
- ui._key = ui._oldKey = COMMANDS[TALK_MODE - 1];
+ ui._key = ui._oldKey = Scalpel::COMMANDS[TALK_MODE - 1];
ui._temp = ui._oldTemp = 0;
ui._menuMode = TALK_MODE;
_talkToFlag = 2;
@@ -784,9 +785,9 @@ void Talk::drawInterface() {
screen.makeButton(Common::Rect(181, CONTROLS_Y, 221, CONTROLS_Y + 10),
200 - screen.stringWidth("Down") / 2, "Down");
} else {
- int strWidth = screen.stringWidth(PRESS_KEY_TO_CONTINUE);
+ int strWidth = screen.stringWidth(Scalpel::PRESS_KEY_TO_CONTINUE);
screen.makeButton(Common::Rect(46, CONTROLS_Y, 273, CONTROLS_Y + 10),
- 160 - strWidth / 2, PRESS_KEY_TO_CONTINUE);
+ 160 - strWidth / 2, Scalpel::PRESS_KEY_TO_CONTINUE);
screen.gPrint(Common::Point(160 - strWidth / 2, CONTROLS_Y), COMMAND_FOREGROUND, "P");
}
}
diff --git a/engines/sherlock/tattoo/tattoo_scene.cpp b/engines/sherlock/tattoo/tattoo_scene.cpp
new file mode 100644
index 0000000000..f03e791c52
--- /dev/null
+++ b/engines/sherlock/tattoo/tattoo_scene.cpp
@@ -0,0 +1,227 @@
+/* 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.
+ *
+ */
+
+#include "sherlock/tattoo/tattoo_scene.h"
+#include "sherlock/tattoo/tattoo.h"
+#include "sherlock/tattoo/tattoo_user_interface.h"
+#include "sherlock/events.h"
+#include "sherlock/people.h"
+
+namespace Sherlock {
+
+namespace Tattoo {
+
+TattooScene::TattooScene(SherlockEngine *vm) : Scene(vm) {
+ _arrowZone = -1;
+ _mask = _mask1 = nullptr;
+ _maskCounter = 0;
+}
+
+void TattooScene::checkBgShapes() {
+ People &people = *_vm->_people;
+ Person &holmes = people._player;
+ Common::Point pt(holmes._position.x / FIXED_INT_MULTIPLIER, holmes._position.y / FIXED_INT_MULTIPLIER);
+
+ // Call the base scene method to handle bg shapes
+ Scene::checkBgShapes();
+
+ // Check for any active playing animation
+ if (_activeCAnim._images && _activeCAnim._zPlacement != REMOVE) {
+ switch (_activeCAnim._flags & 3) {
+ case 0:
+ _activeCAnim._zPlacement = BEHIND;
+ break;
+ case 1:
+ _activeCAnim._zPlacement = ((_activeCAnim._position.y + _activeCAnim._imageFrame->_frame.h - 1)) ?
+ NORMAL_FORWARD : NORMAL_BEHIND;
+ break;
+ case 2:
+ _activeCAnim._zPlacement = FORWARD;
+ break;
+ default:
+ break;
+ }
+ }
+}
+
+void TattooScene::doBgAnimCheckCursor() {
+ Events &events = *_vm->_events;
+ UserInterface &ui = *_vm->_ui;
+ Common::Point mousePos = events.mousePos();
+
+ // If we're in Look Mode, make sure the cursor is the magnifying glass
+ if (ui._menuMode == LOOK_MODE && events.getCursor() != MAGNIFY)
+ events.setCursor(MAGNIFY);
+
+ // See if the mouse is over any of the arrow zones, and if so, change the cursor to the correct
+ // arrow cursor indicating the direcetion of the exit
+ if (events.getCursor() == ARROW || events.getCursor() >= EXIT_ZONES_START) {
+ CursorId cursorId = ARROW;
+
+ if (ui._menuMode == STD_MODE && _arrowZone != -1 && _currentScene != 90) {
+ for (uint idx = 0; idx < _exits.size(); ++idx) {
+ Exit &exit = _exits[idx];
+ if (exit.contains(mousePos))
+ cursorId = (CursorId)(exit._image + EXIT_ZONES_START);
+ }
+ }
+
+ events.setCursor(cursorId);
+ }
+}
+
+void TattooScene::doBgAnimEraseBackground() {
+ TattooEngine &vm = *((TattooEngine *)_vm);
+ People &people = *_vm->_people;
+ Screen &screen = *_vm->_screen;
+ TattooUserInterface &ui = *((TattooUserInterface *)_vm->_ui);
+
+ static const int16 OFFSETS[16] = { -1, -2, -3, -3, -2, -1, -1, 0, 1, 2, 3, 3, 2, 1, 0, 0 };
+
+ if (_mask != nullptr) {
+ if (screen._backBuffer1.w() > screen.w())
+ screen.blitFrom(screen._backBuffer1, Common::Point(0, 0), Common::Rect(screen._currentScroll, 0,
+ screen._currentScroll + screen.w(), screen.h()));
+ else
+ screen.blitFrom(screen._backBuffer1);
+
+ switch (_currentScene) {
+ case 7:
+ if (++_maskCounter == 2) {
+ _maskCounter = 0;
+ if (--_maskOffset.x < 0)
+ _maskOffset.x = SHERLOCK_SCREEN_WIDTH - 1;
+ }
+ break;
+
+ case 8:
+ _maskOffset.x += 2;
+ if (_maskOffset.x >= SHERLOCK_SCREEN_WIDTH)
+ _maskOffset.x = 0;
+ break;
+
+ case 18:
+ case 68:
+ ++_maskCounter;
+ if (_maskCounter / 4 >= 16)
+ _maskCounter = 0;
+
+ _maskOffset.x = OFFSETS[_maskCounter / 4];
+ break;
+
+ case 53:
+ if (++_maskCounter == 2) {
+ _maskCounter = 0;
+ if (++_maskOffset.x == screen._backBuffer1.w())
+ _maskOffset.x = 0;
+ }
+ break;
+
+ default:
+ break;
+ }
+ } else {
+ // Standard scene without mask, so call user interface to erase any UI elements as necessary
+ ui.doBgAnimRestoreUI();
+
+ // Restore background for any areas covered by characters and shapes
+ for (uint idx = 0; idx < MAX_CHARACTERS; ++idx)
+ screen.restoreBackground(Common::Rect(people[idx]._oldPosition.x, people[idx]._oldPosition.y,
+ people[idx]._oldPosition.x + people[idx]._oldSize.x, people[idx]._oldPosition.y + people[idx]._oldSize.y));
+
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ Object &obj = _bgShapes[idx];
+
+ if ((obj._type == ACTIVE_BG_SHAPE && (obj._maxFrames > 1 || obj._delta.x != 0 || obj._delta.y != 0)) ||
+ obj._type == HIDE_SHAPE || obj._type == REMOVE)
+ screen._backBuffer1.blitFrom(*obj._imageFrame, obj._oldPosition,
+ Common::Rect(obj._oldPosition.x, obj._oldPosition.y, obj._oldPosition.x + obj._oldSize.x,
+ obj._oldPosition.y + obj._oldSize.y));
+ }
+
+ // If credits are active, erase the area they cover
+ if (vm._creditsActive)
+ vm.eraseCredits();
+ }
+
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ Object &obj = _bgShapes[idx];
+
+ if (obj._type == NO_SHAPE && (obj._flags & 1) == 0) {
+ screen._backBuffer1.blitFrom(screen._backBuffer2, obj._position, obj.getNoShapeBounds());
+
+ obj._oldPosition = obj._position;
+ obj._oldSize = obj._noShapeSize;
+ }
+ }
+
+ // Adjust the Target Scroll if needed
+ if ((people[people._walkControl]._position.x / FIXED_INT_MULTIPLIER - screen._currentScroll) <
+ (SHERLOCK_SCREEN_WIDTH / 8) && people[people._walkControl]._delta.x < 0) {
+
+ screen._targetScroll = (short)(people[people._walkControl]._position.x / FIXED_INT_MULTIPLIER -
+ SHERLOCK_SCREEN_WIDTH / 8 - 250);
+ if (screen._targetScroll < 0)
+ screen._targetScroll = 0;
+ }
+
+ if ((people[people._walkControl]._position.x / FIXED_INT_MULTIPLIER - screen._currentScroll) > (SHERLOCK_SCREEN_WIDTH / 4 * 3)
+ && people[people._walkControl]._delta.x > 0)
+ screen._targetScroll = (short)(people[people._walkControl]._position.x / FIXED_INT_MULTIPLIER -
+ SHERLOCK_SCREEN_WIDTH / 4 * 3 + 250);
+
+ if (screen._targetScroll > screen._scrollSize)
+ screen._targetScroll = screen._scrollSize;
+
+ ui.doScroll();
+}
+
+void TattooScene::doBgAnim() {
+ doBgAnimCheckCursor();
+
+// Events &events = *_vm->_events;
+ People &people = *_vm->_people;
+// Scene &scene = *_vm->_scene;
+ Screen &screen = *_vm->_screen;
+ Talk &talk = *_vm->_talk;
+
+ screen.setDisplayBounds(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
+ talk._talkToAbort = false;
+
+ // Check the characters and sprites for updates
+ for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
+ if (people[idx]._type == CHARACTER)
+ people[idx].checkSprite();
+ }
+
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ if (_bgShapes[idx]._type == ACTIVE_BG_SHAPE)
+ _bgShapes[idx].checkObject();
+ }
+
+ // Erase any affected background areas
+ doBgAnimEraseBackground();
+}
+
+} // End of namespace Tattoo
+
+} // End of namespace Sherlock
diff --git a/engines/sherlock/tattoo/tattoo_scene.h b/engines/sherlock/tattoo/tattoo_scene.h
new file mode 100644
index 0000000000..34e87f41a8
--- /dev/null
+++ b/engines/sherlock/tattoo/tattoo_scene.h
@@ -0,0 +1,65 @@
+/* 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.
+ *
+ */
+
+#ifndef SHERLOCK_TATTOO_SCENE_H
+#define SHERLOCK_TATTOO_SCENE_H
+
+#include "common/scummsys.h"
+#include "sherlock/scene.h"
+
+namespace Sherlock {
+
+namespace Tattoo {
+
+class TattooScene : public Scene {
+private:
+ int _arrowZone;
+ int _maskCounter;
+ Common::Point _maskOffset;
+private:
+ void doBgAnimCheckCursor();
+
+ void doBgAnimEraseBackground();
+protected:
+ /**
+ * Checks all the background shapes. If a background shape is animating,
+ * it will flag it as needing to be drawn. If a non-animating shape is
+ * colliding with another shape, it will also flag it as needing drawing
+ */
+ virtual void checkBgShapes();
+public:
+ ImageFile *_mask, *_mask1;
+ CAnimStream _activeCAnim;
+public:
+ TattooScene(SherlockEngine *vm);
+
+ /**
+ * Draw all objects and characters.
+ */
+ virtual void doBgAnim();
+};
+
+} // End of namespace Tattoo
+
+} // End of namespace Sherlock
+
+#endif
diff --git a/engines/sherlock/tattoo/tattoo_user_interface.cpp b/engines/sherlock/tattoo/tattoo_user_interface.cpp
new file mode 100644
index 0000000000..98ec34d62c
--- /dev/null
+++ b/engines/sherlock/tattoo/tattoo_user_interface.cpp
@@ -0,0 +1,106 @@
+/* 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.
+ *
+ */
+
+#include "sherlock/tattoo/tattoo_user_interface.h"
+#include "sherlock/tattoo/tattoo_scene.h"
+#include "sherlock/sherlock.h"
+
+namespace Sherlock {
+
+namespace Tattoo {
+
+TattooUserInterface::TattooUserInterface(SherlockEngine *vm): UserInterface(vm) {
+ _menuBuffer = nullptr;
+ _invMenuBuffer = nullptr;
+}
+
+void TattooUserInterface::handleInput() {
+ // TODO
+ _vm->_events->pollEventsAndWait();
+}
+
+void TattooUserInterface::doBgAnimRestoreUI() {
+ TattooScene &scene = *((TattooScene *)_vm->_scene);
+ Screen &screen = *_vm->_screen;
+
+ // If _oldMenuBounds was set, then either a new menu has been opened or the current menu has been closed.
+ // Either way, we need to restore the area where the menu was displayed
+ if (_oldMenuBounds.width() > 0)
+ screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_oldMenuBounds.left, _oldMenuBounds.top),
+ _oldMenuBounds);
+
+ if (_oldInvMenuBounds.width() > 0)
+ screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_oldInvMenuBounds.left, _oldInvMenuBounds.top),
+ _oldInvMenuBounds);
+
+ if (_menuBuffer != nullptr)
+ screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_menuBounds.left, _menuBounds.top), _menuBounds);
+ if (_invMenuBuffer != nullptr)
+ screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_invMenuBounds.left, _invMenuBounds.top), _invMenuBounds);
+
+ // If there is a Text Tag being display, restore the area underneath it
+ if (_oldTagBounds.width() > 0)
+ screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_oldTagBounds.left, _oldTagBounds.top),
+ _oldTagBounds);
+
+ // If there is an Inventory being shown, restore the graphics underneath it
+ if (_oldInvGraphicBounds.width() > 0)
+ screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_oldInvGraphicBounds.left, _oldInvGraphicBounds.top),
+ _oldInvGraphicBounds);
+
+ // If a canimation is active, restore the graphics underneath it
+ if (scene._activeCAnim._images != nullptr)
+ screen.restoreBackground(scene._activeCAnim._oldBounds);
+
+ // If a canimation just ended, remove it's graphics from the backbuffer
+ if (scene._activeCAnim._removeBounds.width() > 0)
+ screen.restoreBackground(scene._activeCAnim._removeBounds);
+}
+
+void TattooUserInterface::doScroll() {
+ Screen &screen = *_vm->_screen;
+ int oldScroll = screen._currentScroll;
+
+ // If we're already at the target scroll position, nothing needs to be done
+ if (screen._targetScroll == screen._currentScroll)
+ return;
+
+ screen._flushScreen = true;
+ if (screen._targetScroll > screen._currentScroll) {
+ screen._currentScroll += screen._scrollSpeed;
+ if (screen._currentScroll > screen._targetScroll)
+ screen._currentScroll = screen._targetScroll;
+ } else if (screen._targetScroll < screen._currentScroll) {
+ screen._currentScroll -= screen._scrollSpeed;
+ if (screen._currentScroll < screen._targetScroll)
+ screen._currentScroll = screen._targetScroll;
+ }
+
+ if (_menuBuffer != nullptr)
+ _menuBounds.translate(screen._currentScroll - oldScroll, 0);
+ if (_invMenuBuffer != nullptr)
+ _invMenuBounds.translate(screen._currentScroll - oldScroll, 0);
+}
+
+} // End of namespace Tattoo
+
+} // End of namespace Sherlock
diff --git a/engines/sherlock/tattoo/tattoo_user_interface.h b/engines/sherlock/tattoo/tattoo_user_interface.h
new file mode 100644
index 0000000000..c7a4c4cf77
--- /dev/null
+++ b/engines/sherlock/tattoo/tattoo_user_interface.h
@@ -0,0 +1,68 @@
+/* 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.
+ *
+ */
+
+#ifndef SHERLOCK_TATTOO_UI_H
+#define SHERLOCK_TATTOO_UI_H
+
+#include "common/scummsys.h"
+#include "sherlock/user_interface.h"
+
+namespace Sherlock {
+
+namespace Tattoo {
+
+class TattooUserInterface : public UserInterface {
+private:
+ Common::Rect _menuBounds;
+ Common::Rect _oldMenuBounds;
+ Common::Rect _invMenuBounds;
+ Common::Rect _oldInvMenuBounds;
+ Common::Rect _oldTagBounds;
+ Common::Rect _oldInvGraphicBounds;
+ Surface *_menuBuffer;
+ Surface *_invMenuBuffer;
+public:
+ TattooUserInterface(SherlockEngine *vm);
+
+ /**
+ * Handles restoring any areas of the back buffer that were/are covered by UI elements
+ */
+ void doBgAnimRestoreUI();
+
+ /**
+ * Checks to see if the screen needs to be scrolled. If so, scrolls it towards the target position
+ */
+ void doScroll();
+public:
+ virtual ~TattooUserInterface() {}
+
+ /**
+ * Main input handler for the user interface
+ */
+ virtual void handleInput();
+};
+
+} // End of namespace Tattoo
+
+} // End of namespace Sherlock
+
+#endif
diff --git a/engines/sherlock/user_interface.cpp b/engines/sherlock/user_interface.cpp
index 5858daffc5..9fff7cc999 100644
--- a/engines/sherlock/user_interface.cpp
+++ b/engines/sherlock/user_interface.cpp
@@ -22,64 +22,11 @@
#include "sherlock/user_interface.h"
#include "sherlock/sherlock.h"
-#include "sherlock/settings.h"
+#include "sherlock/scalpel/scalpel_user_interface.h"
+#include "sherlock/tattoo/tattoo_user_interface.h"
namespace Sherlock {
-// Main user interface menu control locations
-const int MENU_POINTS[12][4] = {
- { 13, 153, 72, 165 },
- { 13, 169, 72, 181 },
- { 13, 185, 72, 197 },
- { 88, 153, 152, 165 },
- { 88, 169, 152, 181 },
- { 88, 185, 152, 197 },
- { 165, 153, 232, 165 },
- { 165, 169, 232, 181 },
- { 165, 185, 233, 197 },
- { 249, 153, 305, 165 },
- { 249, 169, 305, 181 },
- { 249, 185, 305, 197 }
-};
-
-// Inventory control locations */
-const int INVENTORY_POINTS[8][3] = {
- { 4, 50, 29 },
- { 52, 99, 77 },
- { 101, 140, 123 },
- { 142, 187, 166 },
- { 189, 219, 198 },
- { 221, 251, 234 },
- { 253, 283, 266 },
- { 285, 315, 294 }
-};
-
-const char COMMANDS[13] = "LMTPOCIUGJFS";
-const char INVENTORY_COMMANDS[9] = { "ELUG-+,." };
-const char *const PRESS_KEY_FOR_MORE = "Press any Key for More.";
-const char *const PRESS_KEY_TO_CONTINUE = "Press any Key to Continue.";
-
-const char *const MOPEN[] = {
- "This cannot be opened", "It is already open", "It is locked", "Wait for Watson", " ", "."
-};
-const char *const MCLOSE[] = {
- "This cannot be closed", "It is already closed", "The safe door is in the way"
-};
-const char *const MMOVE[] = {
- "This cannot be moved", "It is bolted to the floor", "It is too heavy", "The other crate is in the way"
-};
-const char *const MPICK[] = {
- "Nothing of interest here", "It is bolted down", "It is too big to carry", "It is too heavy",
- "I think a girl would be more your type", "Those flowers belong to Penny", "She's far too young for you!",
- "I think a girl would be more your type!", "Government property for official use only"
-};
-const char *const MUSE[] = {
- "You can't do that", "It had no effect", "You can't reach it", "OK, the door looks bigger! Happy?",
- "Doors don't smoke"
-};
-
-
-
UserInterface *UserInterface::init(SherlockEngine *vm) {
if (vm->getGameID() == GType_SerratedScalpel)
return new Scalpel::ScalpelUserInterface(vm);
@@ -106,2277 +53,4 @@ UserInterface::UserInterface(SherlockEngine *vm) : _vm(vm) {
_lookHelp = 0;
}
-/*----------------------------------------------------------------*/
-
-namespace Scalpel {
-
-ScalpelUserInterface::ScalpelUserInterface(SherlockEngine *vm): UserInterface(vm) {
- _controls = new ImageFile("menu.all");
- _controlPanel = new ImageFile("controls.vgs");
- _keyPress = '\0';
- _lookHelp = 0;
- _bgFound = 0;
- _oldBgFound = -1;
- _help = _oldHelp = 0;
- _key = _oldKey = '\0';
- _temp = _oldTemp = 0;
- _oldLook = 0;
- _keyboardInput = false;
- _pause = false;
- _cNum = 0;
- _find = 0;
- _oldUse = 0;
-}
-
-ScalpelUserInterface::~ScalpelUserInterface() {
- delete _controls;
- delete _controlPanel;
-}
-
-void ScalpelUserInterface::reset() {
- _oldKey = -1;
- _help = _oldHelp = -1;
- _oldTemp = _temp = -1;
-}
-
-void ScalpelUserInterface::drawInterface(int bufferNum) {
- Screen &screen = *_vm->_screen;
-
- if (bufferNum & 1)
- screen._backBuffer1.transBlitFrom((*_controlPanel)[0], Common::Point(0, CONTROLS_Y));
- if (bufferNum & 2)
- screen._backBuffer2.transBlitFrom((*_controlPanel)[0], Common::Point(0, CONTROLS_Y));
- if (bufferNum == 3)
- screen._backBuffer2.fillRect(0, INFO_LINE, SHERLOCK_SCREEN_WIDTH, INFO_LINE + 10, INFO_BLACK);
-}
-
-void ScalpelUserInterface::handleInput() {
- Events &events = *_vm->_events;
- Inventory &inv = *_vm->_inventory;
- People &people = *_vm->_people;
- Scene &scene = *_vm->_scene;
- Screen &screen = *_vm->_screen;
- Talk &talk = *_vm->_talk;
-
- if (_menuCounter)
- whileMenuCounter();
-
- Common::Point pt = events.mousePos();
- _bgFound = scene.findBgShape(Common::Rect(pt.x, pt.y, pt.x + 1, pt.y + 1));
- _keyPress = '\0';
-
- // Check kbd and set the mouse released flag if Enter or space is pressed.
- // Otherwise, the pressed _key is stored for later use
- if (events.kbHit()) {
- Common::KeyState keyState = events.getKey();
- _keyPress = keyState.ascii;
-
- if (keyState.keycode == Common::KEYCODE_x && keyState.flags & Common::KBD_ALT) {
- _vm->quitGame();
- events.pollEvents();
- return;
- }
- }
-
- // Do button highlighting check
- if (!talk._scriptMoreFlag) { // Don't if scripts are running
- if (((events._rightPressed || events._rightReleased) && _helpStyle) ||
- (!_helpStyle && !_menuCounter)) {
- // Handle any default commands if we're in STD_MODE
- if (_menuMode == STD_MODE) {
- if (pt.y < CONTROLS_Y &&
- (events._rightPressed || (!_helpStyle && !events._released)) &&
- (_bgFound != -1) && (_bgFound < 1000) &&
- (scene._bgShapes[_bgFound]._defaultCommand ||
- !scene._bgShapes[_bgFound]._description.empty())) {
- // If there is no default command, so set it to Look
- if (scene._bgShapes[_bgFound]._defaultCommand)
- _help = scene._bgShapes[_bgFound]._defaultCommand - 1;
- else
- _help = 0;
-
- // Reset 'help' if it is an invalid command
- if (_help > 5)
- _help = -1;
- } else if (pt.y < CONTROLS_Y &&
- ((events._rightReleased && _helpStyle) || (events._released && !_helpStyle)) &&
- (_bgFound != -1 && _bgFound < 1000) &&
- (scene._bgShapes[_bgFound]._defaultCommand ||
- !scene._bgShapes[_bgFound]._description.empty())) {
- // If there is no default command, set it to Look
- if (scene._bgShapes[_bgFound]._defaultCommand)
- _menuMode = (MenuMode)scene._bgShapes[_bgFound]._defaultCommand;
- else
- _menuMode = LOOK_MODE;
- events._released = true;
- events._pressed = events._oldButtons = false;
- _help = _oldHelp = -1;
-
- if (_menuMode == LOOK_MODE) {
- // Set the flag to tell the game that this was a right-click
- // call to look and should exit without the look button being pressed
- _lookHelp = true;
- }
- } else {
- _help = -1;
- }
-
- // Check if highlighting a different button than last time
- if (_help != _oldHelp) {
- // If another button was highlighted previously, restore it
- if (_oldHelp != -1)
- restoreButton(_oldHelp);
-
- // If we're highlighting a new button, then draw it pressed
- if (_help != -1)
- depressButton(_help);
-
- _oldHelp = _help;
- }
-
- if (_bgFound != _oldBgFound || _oldBgFound == -1) {
- _infoFlag = true;
- clearInfo();
-
- if (_help != -1 && !scene._bgShapes[_bgFound]._description.empty()
- && scene._bgShapes[_bgFound]._description[0] != ' ')
- screen.print(Common::Point(0, INFO_LINE + 1),
- INFO_FOREGROUND, "%s", scene._bgShapes[_bgFound]._description.c_str());
-
- _oldBgFound = _bgFound;
- }
- } else {
- // We're not in STD_MODE
- // If there isn't a window open, then revert back to STD_MODE
- if (!_windowOpen && events._rightReleased) {
- // Restore all buttons
- for (int idx = 0; idx < 12; ++idx)
- restoreButton(idx);
-
- _menuMode = STD_MODE;
- _key = _oldKey = -1;
- _temp = _oldTemp = _lookHelp = _invLookFlag = 0;
- events.clearEvents();
- }
- }
- }
- }
-
- // Reset the old bgshape number if the mouse button is released, so that
- // it can e re-highlighted when we come back here
- if ((events._rightReleased && _helpStyle) || (events._released && !_helpStyle))
- _oldBgFound = -1;
-
- // Do routines that should be done before input processing
- switch (_menuMode) {
- case LOOK_MODE:
- if (!_windowOpen) {
- if (events._released && _bgFound >= 0 && _bgFound < 1000) {
- if (!scene._bgShapes[_bgFound]._examine.empty())
- examine();
- } else {
- lookScreen(pt);
- }
- }
- break;
-
- case MOVE_MODE:
- case OPEN_MODE:
- case CLOSE_MODE:
- case PICKUP_MODE:
- lookScreen(pt);
- break;
-
- case TALK_MODE:
- if (!_windowOpen) {
- bool personFound;
-
- if (_bgFound >= 1000) {
- personFound = false;
- if (!events._released)
- lookScreen(pt);
- } else {
- personFound = _bgFound != -1 && scene._bgShapes[_bgFound]._aType == PERSON;
- }
-
- if (events._released && personFound)
- talk.talk(_bgFound);
- else if (personFound)
- lookScreen(pt);
- else if (_bgFound < 1000)
- clearInfo();
- }
- break;
-
- case USE_MODE:
- case GIVE_MODE:
- case INV_MODE:
- if (inv._invMode == INVMODE_LOOK || inv._invMode == INVMODE_USE || inv._invMode == INVMODE_GIVE) {
- if (pt.y > CONTROLS_Y)
- lookInv();
- else
- lookScreen(pt);
- }
- break;
-
- default:
- break;
- }
-
- //
- // Do input processing
- //
- if (events._pressed || events._released || events._rightPressed || _keyPress || _pause) {
- if (((events._released && (_helpStyle || _help == -1)) || (events._rightReleased && !_helpStyle)) &&
- (pt.y <= CONTROLS_Y) && (_menuMode == STD_MODE)) {
- // The mouse was clicked in the playing area with no action buttons down.
- // Check if the mouse was clicked in a script zone. If it was,
- // then execute the script. Otherwise, walk to the given position
- if (scene.checkForZones(pt, SCRIPT_ZONE) != 0 ||
- scene.checkForZones(pt, NOWALK_ZONE) != 0) {
- // Mouse clicked in script zone
- events._pressed = events._released = false;
- } else {
- people._walkDest = pt;
- people._allowWalkAbort = false;
- people.goAllTheWay();
- }
-
- if (_oldKey != -1) {
- restoreButton(_oldTemp);
- _oldKey = -1;
- }
- }
-
- // Handle action depending on selected mode
- switch (_menuMode) {
- case LOOK_MODE:
- if (_windowOpen)
- doLookControl();
- break;
-
- case MOVE_MODE:
- doMiscControl(ALLOW_MOVE);
- break;
-
- case TALK_MODE:
- if (_windowOpen)
- doTalkControl();
- break;
-
- case OPEN_MODE:
- doMiscControl(ALLOW_OPEN);
- break;
-
- case CLOSE_MODE:
- doMiscControl(ALLOW_CLOSE);
- break;
-
- case PICKUP_MODE:
- doPickControl();
- break;
-
- case USE_MODE:
- case GIVE_MODE:
- case INV_MODE:
- doInvControl();
- break;
-
- case FILES_MODE:
- doEnvControl();
- break;
-
- default:
- break;
- }
-
- // As long as there isn't an open window, do main input processing.
- // Windows are opened when in TALK, USE, INV, and GIVE modes
- if ((!_windowOpen && !_menuCounter && pt.y > CONTROLS_Y) ||
- _keyPress) {
- if (events._pressed || events._released || _pause || _keyPress)
- doMainControl();
- }
-
- if (pt.y < CONTROLS_Y && events._pressed && _oldTemp != (int)(_menuMode - 1) && _oldKey != -1)
- restoreButton(_oldTemp);
- }
-}
-
-void ScalpelUserInterface::depressButton(int num) {
- Screen &screen = *_vm->_screen;
- Common::Point pt(MENU_POINTS[num][0], MENU_POINTS[num][1]);
-
- ImageFrame &frame = (*_controls)[num];
- screen._backBuffer1.transBlitFrom(frame, pt);
- screen.slamArea(pt.x, pt.y, pt.x + frame._width, pt.y + frame._height);
-}
-
-void ScalpelUserInterface::restoreButton(int num) {
- Screen &screen = *_vm->_screen;
- Common::Point pt(MENU_POINTS[num][0], MENU_POINTS[num][1]);
- Graphics::Surface &frame = (*_controls)[num]._frame;
-
- screen._backBuffer1.blitFrom(screen._backBuffer2, pt,
- Common::Rect(pt.x, pt.y, pt.x + 90, pt.y + 19));
- screen.slamArea(pt.x, pt.y, pt.x + frame.w, pt.y + frame.h);
-
- if (!_menuCounter) {
- _infoFlag = true;
- clearInfo();
- }
-}
-
-void ScalpelUserInterface::pushButton(int num) {
- Events &events = *_vm->_events;
- _oldKey = -1;
-
- if (!events._released) {
- if (_oldHelp != -1)
- restoreButton(_oldHelp);
- if (_help != -1)
- restoreButton(_help);
-
- depressButton(num);
- events.wait(6);
- }
-
- restoreButton(num);
-}
-
-void ScalpelUserInterface::toggleButton(int num) {
- Screen &screen = *_vm->_screen;
-
- if (_menuMode != (MenuMode)(num + 1)) {
- _menuMode = (MenuMode)(num + 1);
- _oldKey = COMMANDS[num];
- _oldTemp = num;
-
- if (_keyboardInput) {
- if (_oldHelp != -1 && _oldHelp != num)
- restoreButton(_oldHelp);
- if (_help != -1 && _help != num)
- restoreButton(_help);
-
- _keyboardInput = false;
-
- ImageFrame &frame = (*_controls)[num];
- Common::Point pt(MENU_POINTS[num][0], MENU_POINTS[num][1]);
- screen._backBuffer1.transBlitFrom(frame, pt);
- screen.slamArea(pt.x, pt.y, pt.x + frame._width, pt.y + frame._height);
- }
- } else {
- _menuMode = STD_MODE;
- _oldKey = -1;
- restoreButton(num);
- }
-}
-
-void ScalpelUserInterface::clearInfo() {
- if (_infoFlag) {
- _vm->_screen->vgaBar(Common::Rect(16, INFO_LINE, SHERLOCK_SCREEN_WIDTH - 19,
- INFO_LINE + 10), INFO_BLACK);
- _infoFlag = false;
- _oldLook = -1;
- }
-}
-
-void ScalpelUserInterface::clearWindow() {
- if (_windowOpen) {
- _vm->_screen->vgaBar(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
- SHERLOCK_SCREEN_HEIGHT - 2), INV_BACKGROUND);
- }
-}
-
-void ScalpelUserInterface::whileMenuCounter() {
- if (!(--_menuCounter) || _vm->_events->checkInput()) {
- _menuCounter = 0;
- _infoFlag = true;
- clearInfo();
- }
-}
-
-void ScalpelUserInterface::examine() {
- Events &events = *_vm->_events;
- Inventory &inv = *_vm->_inventory;
- People &people = *_vm->_people;
- Scene &scene = *_vm->_scene;
- Talk &talk = *_vm->_talk;
- Common::Point pt = events.mousePos();
-
- if (pt.y < (CONTROLS_Y + 9)) {
- Object &obj = scene._bgShapes[_bgFound];
-
- if (obj._lookcAnim != 0) {
- int canimSpeed = ((obj._lookcAnim & 0xe0) >> 5) + 1;
- scene._cAnimFramePause = obj._lookFrames;
- _cAnimStr = obj._examine;
- _cNum = (obj._lookcAnim & 0x1f) - 1;
-
- scene.startCAnim(_cNum, canimSpeed);
- } else if (obj._lookPosition.y != 0) {
- // Need to walk to the object to be examined
- people.walkToCoords(Common::Point(obj._lookPosition.x, obj._lookPosition.y * 100), obj._lookFacing);
- }
-
- if (!talk._talkToAbort) {
- _cAnimStr = obj._examine;
- if (obj._lookFlag)
- _vm->setFlags(obj._lookFlag);
- }
- } else {
- // Looking at an inventory item
- _cAnimStr = inv[_selector]._examine;
- if (inv[_selector]._lookFlag)
- _vm->setFlags(inv[_selector]._lookFlag);
- }
-
- if (_invLookFlag) {
- // Don't close the inventory window when starting an examine display, since its
- // window will slide up to replace the inventory display
- _windowOpen = false;
- _menuMode = LOOK_MODE;
- }
-
- if (!talk._talkToAbort) {
- if (!scene._cAnimFramePause)
- printObjectDesc(_cAnimStr, true);
- else
- // description was already printed in startCAnimation
- scene._cAnimFramePause = 0;
- }
-}
-
-void ScalpelUserInterface::lookScreen(const Common::Point &pt) {
- Events &events = *_vm->_events;
- Inventory &inv = *_vm->_inventory;
- Scene &scene = *_vm->_scene;
- Screen &screen = *_vm->_screen;
- Common::Point mousePos = events.mousePos();
- int temp;
- Common::String tempStr;
-
- // Don't display anything for right button command
- if ((events._rightPressed || events._rightPressed) && !events._pressed)
- return;
-
- if (mousePos.y < CONTROLS_Y && (temp = _bgFound) != -1) {
- if (temp != _oldLook) {
- _infoFlag = true;
- clearInfo();
-
- if (temp < 1000)
- tempStr = scene._bgShapes[temp]._description;
- else
- tempStr = scene._bgShapes[temp - 1000]._description;
-
- _infoFlag = true;
- clearInfo();
-
- // Only print description if there is one
- if (!tempStr.empty() && tempStr[0] != ' ') {
- // If inventory is active and an item is selected for a Use or Give action
- if ((_menuMode == INV_MODE || _menuMode == USE_MODE || _menuMode == GIVE_MODE) &&
- (inv._invMode == INVMODE_USE || inv._invMode == INVMODE_GIVE)) {
- int width1 = 0, width2 = 0;
- int x, width;
- if (inv._invMode == INVMODE_USE) {
- // Using an object
- x = width = screen.stringWidth("Use ");
-
- if (temp < 1000 && scene._bgShapes[temp]._aType != PERSON)
- // It's not a person, so make it lowercase
- tempStr.setChar(tolower(tempStr[0]), 0);
-
- x += screen.stringWidth(tempStr);
-
- // If we're using an inventory object, add in the width
- // of the object name and the " on "
- if (_selector != -1) {
- width1 = screen.stringWidth(inv[_selector]._name);
- x += width1;
- width2 = screen.stringWidth(" on ");
- x += width2;
- }
-
- // If the line will be too long, keep cutting off characters
- // until the string will fit
- while (x > 280) {
- x -= screen.charWidth(tempStr.lastChar());
- tempStr.deleteLastChar();
- }
-
- int xStart = (SHERLOCK_SCREEN_WIDTH - x) / 2;
- screen.print(Common::Point(xStart, INFO_LINE + 1),
- INFO_FOREGROUND, "Use ");
-
- if (_selector != -1) {
- screen.print(Common::Point(xStart + width, INFO_LINE + 1),
- TALK_FOREGROUND, "%s", inv[_selector]._name.c_str());
- screen.print(Common::Point(xStart + width + width1, INFO_LINE + 1),
- INFO_FOREGROUND, " on ");
- screen.print(Common::Point(xStart + width + width1 + width2, INFO_LINE + 1),
- INFO_FOREGROUND, "%s", tempStr.c_str());
- } else {
- screen.print(Common::Point(xStart + width, INFO_LINE + 1),
- INFO_FOREGROUND, "%s", tempStr.c_str());
- }
- } else if (temp >= 0 && temp < 1000 && _selector != -1 &&
- scene._bgShapes[temp]._aType == PERSON) {
- // Giving an object to a person
- width1 = screen.stringWidth(inv[_selector]._name);
- x = width = screen.stringWidth("Give ");
- x += width1;
- width2 = screen.stringWidth(" to ");
- x += width2;
- x += screen.stringWidth(tempStr);
-
- // Ensure string will fit on-screen
- while (x > 280) {
- x -= screen.charWidth(tempStr.lastChar());
- tempStr.deleteLastChar();
- }
-
- int xStart = (SHERLOCK_SCREEN_WIDTH - x) / 2;
- screen.print(Common::Point(xStart, INFO_LINE + 1),
- INFO_FOREGROUND, "Give ");
- screen.print(Common::Point(xStart + width, INFO_LINE + 1),
- TALK_FOREGROUND, "%s", inv[_selector]._name.c_str());
- screen.print(Common::Point(xStart + width + width1, INFO_LINE + 1),
- INFO_FOREGROUND, " to ");
- screen.print(Common::Point(xStart + width + width1 + width2, INFO_LINE + 1),
- INFO_FOREGROUND, "%s", tempStr.c_str());
- }
- } else {
- screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, "%s", tempStr.c_str());
- }
-
- _infoFlag = true;
- _oldLook = temp;
- }
- }
- } else {
- clearInfo();
- }
-}
-
-void ScalpelUserInterface::lookInv() {
- Events &events = *_vm->_events;
- Inventory &inv = *_vm->_inventory;
- Screen &screen = *_vm->_screen;
- Common::Point mousePos = events.mousePos();
-
- if (mousePos.x > 15 && mousePos.x < 314 && mousePos.y > (CONTROLS_Y1 + 11)
- && mousePos.y < (SHERLOCK_SCREEN_HEIGHT - 2)) {
- int temp = (mousePos.x - 6) / 52 + inv._invIndex;
- if (temp < inv._holdings) {
- if (temp < inv._holdings) {
- clearInfo();
- screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND,
- "%s", inv[temp]._description.c_str());
- _infoFlag = true;
- _oldLook = temp;
- }
- } else {
- clearInfo();
- }
- } else {
- clearInfo();
- }
-}
-
-void ScalpelUserInterface::doEnvControl() {
- Events &events = *_vm->_events;
- SaveManager &saves = *_vm->_saves;
- Scene &scene = *_vm->_scene;
- Screen &screen = *_vm->_screen;
- Talk &talk = *_vm->_talk;
- Common::Point mousePos = events.mousePos();
- static const char ENV_COMMANDS[7] = "ELSUDQ";
-
- byte color;
-
- _key = _oldKey = -1;
- _keyboardInput = false;
- int found = saves.getHighlightedButton();
-
- if (events._pressed || events._released) {
- events.clearKeyboard();
-
- // Check for a filename entry being highlighted
- if ((events._pressed || events._released) && mousePos.y > (CONTROLS_Y + 10)) {
- int found1 = 0;
- for (_selector = 0; (_selector < ONSCREEN_FILES_COUNT) && !found1; ++_selector)
- if (mousePos.y > (CONTROLS_Y + 11 + _selector * 10) && mousePos.y < (CONTROLS_Y + 21 + _selector * 10))
- found1 = 1;
-
- if (_selector + saves._savegameIndex - 1 < MAX_SAVEGAME_SLOTS + (saves._envMode != SAVEMODE_LOAD))
- _selector = _selector + saves._savegameIndex - 1;
- else
- _selector = -1;
-
- if (!found1)
- _selector = -1;
- }
-
- // Handle selecting buttons, if any
- saves.highlightButtons(found);
-
- if (found == 0 || found == 5)
- saves._envMode = SAVEMODE_NONE;
- }
-
- if (_keyPress) {
- _key = toupper(_keyPress);
-
- // Escape _key will close the dialog
- if (_key == Common::KEYCODE_ESCAPE)
- _key = 'E';
-
- if (_key == 'E' || _key == 'L' || _key == 'S' || _key == 'U' || _key == 'D' || _key == 'Q') {
- const char *chP = strchr(ENV_COMMANDS, _key);
- int btnIndex = !chP ? -1 : chP - ENV_COMMANDS;
- saves.highlightButtons(btnIndex);
- _keyboardInput = true;
-
- if (_key == 'E' || _key == 'Q') {
- saves._envMode = SAVEMODE_NONE;
- } else if (_key >= '1' && _key <= '9') {
- _keyboardInput = true;
- _selector = _key - '1';
- if (_selector >= MAX_SAVEGAME_SLOTS + (saves._envMode == SAVEMODE_LOAD ? 0 : 1))
- _selector = -1;
-
- if (saves.checkGameOnScreen(_selector))
- _oldSelector = _selector;
- } else {
- _selector = -1;
- }
- }
- }
-
- if (_selector != _oldSelector) {
- if (_oldSelector != -1 && _oldSelector >= saves._savegameIndex && _oldSelector < (saves._savegameIndex + ONSCREEN_FILES_COUNT)) {
- screen.print(Common::Point(6, CONTROLS_Y + 12 + (_oldSelector - saves._savegameIndex) * 10),
- INV_FOREGROUND, "%d.", _oldSelector + 1);
- screen.print(Common::Point(24, CONTROLS_Y + 12 + (_oldSelector - saves._savegameIndex) * 10),
- INV_FOREGROUND, "%s", saves._savegames[_oldSelector].c_str());
- }
-
- if (_selector != -1) {
- screen.print(Common::Point(6, CONTROLS_Y + 12 + (_selector - saves._savegameIndex) * 10),
- TALK_FOREGROUND, "%d.", _selector + 1);
- screen.print(Common::Point(24, CONTROLS_Y + 12 + (_selector - saves._savegameIndex) * 10),
- TALK_FOREGROUND, "%s", saves._savegames[_selector].c_str());
- }
-
- _oldSelector = _selector;
- }
-
- if (events._released || _keyboardInput) {
- if ((found == 0 && events._released) || _key == 'E') {
- banishWindow();
- _windowBounds.top = CONTROLS_Y1;
-
- events._pressed = events._released = _keyboardInput = false;
- _keyPress = '\0';
- } else if ((found == 1 && events._released) || _key == 'L') {
- saves._envMode = SAVEMODE_LOAD;
- if (_selector != -1) {
- saves.loadGame(_selector + 1);
- }
- } else if ((found == 2 && events._released) || _key == 'S') {
- saves._envMode = SAVEMODE_SAVE;
- if (_selector != -1) {
- if (saves.checkGameOnScreen(_selector))
- _oldSelector = _selector;
-
- if (saves.promptForDescription(_selector)) {
- saves.saveGame(_selector + 1, saves._savegames[_selector]);
-
- banishWindow(1);
- _windowBounds.top = CONTROLS_Y1;
- _key = _oldKey = -1;
- _keyPress = '\0';
- _keyboardInput = false;
- } else {
- if (!talk._talkToAbort) {
- screen._backBuffer1.fillRect(Common::Rect(6, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10,
- SHERLOCK_SCREEN_WIDTH - 2, CONTROLS_Y + 20 + (_selector - saves._savegameIndex) * 10), INV_BACKGROUND);
- screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10), INV_FOREGROUND,
- "%d.", _selector + 1);
- screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10), INV_FOREGROUND,
- "%s", saves._savegames[_selector].c_str());
-
- screen.slamArea(6, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10, 311, 10);
- _selector = _oldSelector = -1;
- }
- }
- }
- } else if (((found == 3 && events._released) || _key == 'U') && saves._savegameIndex) {
- bool moreKeys;
- do {
- saves._savegameIndex--;
- screen._backBuffer1.fillRect(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
- SHERLOCK_SCREEN_HEIGHT - 1), INV_BACKGROUND);
-
- for (int idx = saves._savegameIndex; idx < (saves._savegameIndex + ONSCREEN_FILES_COUNT); ++idx) {
- color = INV_FOREGROUND;
- if (idx == _selector && idx >= saves._savegameIndex && idx < (saves._savegameIndex + ONSCREEN_FILES_COUNT))
- color = TALK_FOREGROUND;
-
- screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (idx - saves._savegameIndex) * 10), color, "%d.", idx + 1);
- screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (idx - saves._savegameIndex) * 10), color, "%s", saves._savegames[idx].c_str());
- }
-
- screen.slamRect(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT));
-
- color = !saves._savegameIndex ? COMMAND_NULL : COMMAND_FOREGROUND;
- screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), color, true, "Up");
- color = (saves._savegameIndex == MAX_SAVEGAME_SLOTS - ONSCREEN_FILES_COUNT) ? COMMAND_NULL : COMMAND_FOREGROUND;
- screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), color, true, "Down");
-
- // Check whether there are more pending U keys pressed
- moreKeys = false;
- if (events.kbHit()) {
- Common::KeyState keyState = events.getKey();
-
- _key = toupper(keyState.keycode);
- moreKeys = _key == 'U';
- }
- } while ((saves._savegameIndex) && moreKeys);
- } else if (((found == 4 && events._released) || _key == 'D') && saves._savegameIndex < (MAX_SAVEGAME_SLOTS - ONSCREEN_FILES_COUNT)) {
- bool moreKeys;
- do {
- saves._savegameIndex++;
- screen._backBuffer1.fillRect(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
- SHERLOCK_SCREEN_HEIGHT - 1), INV_BACKGROUND);
-
- for (int idx = saves._savegameIndex; idx < (saves._savegameIndex + ONSCREEN_FILES_COUNT); ++idx) {
- if (idx == _selector && idx >= saves._savegameIndex && idx < (saves._savegameIndex + ONSCREEN_FILES_COUNT))
- color = TALK_FOREGROUND;
- else
- color = INV_FOREGROUND;
-
- screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (idx - saves._savegameIndex) * 10), color,
- "%d.", idx + 1);
- screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (idx - saves._savegameIndex) * 10), color,
- "%s", saves._savegames[idx].c_str());
- }
-
- screen.slamRect(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT));
-
- color = (!saves._savegameIndex) ? COMMAND_NULL : COMMAND_FOREGROUND;
- screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), color, true, "Up");
-
- color = (saves._savegameIndex == MAX_SAVEGAME_SLOTS - ONSCREEN_FILES_COUNT) ? COMMAND_NULL : COMMAND_FOREGROUND;
- screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), color, true, "Down");
-
- // Check whether there are more pending D keys pressed
- moreKeys = false;
- if (events.kbHit()) {
- Common::KeyState keyState;
- _key = toupper(keyState.keycode);
-
- moreKeys = _key == 'D';
- }
- } while (saves._savegameIndex < (MAX_SAVEGAME_SLOTS - ONSCREEN_FILES_COUNT) && moreKeys);
- } else if ((found == 5 && events._released) || _key == 'Q') {
- clearWindow();
- screen.print(Common::Point(0, CONTROLS_Y + 20), INV_FOREGROUND, "Are you sure you wish to Quit ?");
- screen.vgaBar(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y + 10), BORDER_COLOR);
-
- screen.makeButton(Common::Rect(112, CONTROLS_Y, 160, CONTROLS_Y + 10), 136 - screen.stringWidth("Yes") / 2, "Yes");
- screen.makeButton(Common::Rect(161, CONTROLS_Y, 209, CONTROLS_Y + 10), 184 - screen.stringWidth("No") / 2, "No");
- screen.slamArea(112, CONTROLS_Y, 97, 10);
-
- do {
- scene.doBgAnim();
-
- if (talk._talkToAbort)
- return;
-
- events.pollEventsAndWait();
- events.setButtonState();
- mousePos = events.mousePos();
-
- if (events.kbHit()) {
- Common::KeyState keyState = events.getKey();
- _key = toupper(keyState.keycode);
-
- if (_key == 'X' && (keyState.flags & Common::KBD_ALT) != 0) {
- _vm->quitGame();
- events.pollEvents();
- return;
- }
-
- if (_key == Common::KEYCODE_ESCAPE)
- _key = 'N';
-
- if (_key == Common::KEYCODE_RETURN || _key == ' ') {
- events._pressed = false;
- events._released = true;
- events._oldButtons = 0;
- _keyPress = '\0';
- }
- }
-
- if (events._pressed || events._released) {
- if (mousePos.x > 112 && mousePos.x < 159 && mousePos.y > CONTROLS_Y && mousePos.y < (CONTROLS_Y + 9))
- color = COMMAND_HIGHLIGHTED;
- else
- color = COMMAND_FOREGROUND;
- screen.buttonPrint(Common::Point(136, CONTROLS_Y), color, true, "Yes");
-
- if (mousePos.x > 161 && mousePos.x < 208 && mousePos.y > CONTROLS_Y && mousePos.y < (CONTROLS_Y + 9))
- color = COMMAND_HIGHLIGHTED;
- else
- color = COMMAND_FOREGROUND;
- screen.buttonPrint(Common::Point(184, CONTROLS_Y), color, true, "No");
- }
-
- if (mousePos.x > 112 && mousePos.x < 159 && mousePos.y > CONTROLS_Y && mousePos.y < (CONTROLS_Y + 9) && events._released)
- _key = 'Y';
-
- if (mousePos.x > 161 && mousePos.x < 208 && mousePos.y > CONTROLS_Y && mousePos.y < (CONTROLS_Y + 9) && events._released)
- _key = 'N';
- } while (!_vm->shouldQuit() && _key != 'Y' && _key != 'N');
-
- if (_key == 'Y') {
- _vm->quitGame();
- events.pollEvents();
- return;
- } else {
- screen.buttonPrint(Common::Point(184, CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "No");
- banishWindow(1);
- _windowBounds.top = CONTROLS_Y1;
- _key = -1;
- }
- } else {
- if (_selector != -1) {
- // Are we already in Load mode?
- if (saves._envMode == SAVEMODE_LOAD) {
- saves.loadGame(_selector + 1);
- } else if (saves._envMode == SAVEMODE_SAVE || saves.isSlotEmpty(_selector)) {
- // We're already in save mode, or pointing to an empty save slot
- if (saves.checkGameOnScreen(_selector))
- _oldSelector = _selector;
-
- if (saves.promptForDescription(_selector)) {
- saves.saveGame(_selector + 1, saves._savegames[_selector]);
- banishWindow();
- _windowBounds.top = CONTROLS_Y1;
- _key = _oldKey = -1;
- _keyPress = '\0';
- _keyboardInput = false;
- } else {
- if (!talk._talkToAbort) {
- screen._backBuffer1.fillRect(Common::Rect(6, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10,
- 317, CONTROLS_Y + 20 + (_selector - saves._savegameIndex) * 10), INV_BACKGROUND);
- screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10),
- INV_FOREGROUND, "%d.", _selector + 1);
- screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10),
- INV_FOREGROUND, "%s", saves._savegames[_selector].c_str());
- screen.slamArea(6, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10, 311, 10);
- _selector = _oldSelector = -1;
- }
- }
- }
- }
- }
- }
-}
-
-void ScalpelUserInterface::doInvControl() {
- Events &events = *_vm->_events;
- Inventory &inv = *_vm->_inventory;
- Scene &scene = *_vm->_scene;
- Screen &screen = *_vm->_screen;
- Talk &talk = *_vm->_talk;
- int colors[8];
- Common::Point mousePos = events.mousePos();
-
- _key = _oldKey = -1;
- _keyboardInput = false;
-
- // Check whether any inventory slot is highlighted
- int found = -1;
- Common::fill(&colors[0], &colors[8], (int)COMMAND_FOREGROUND);
- for (int idx = 0; idx < 8; ++idx) {
- Common::Rect r(INVENTORY_POINTS[idx][0], CONTROLS_Y1,
- INVENTORY_POINTS[idx][1], CONTROLS_Y1 + 10);
- if (r.contains(mousePos)) {
- found = idx;
- break;
- }
- }
-
- if (events._pressed || events._released) {
- events.clearKeyboard();
-
- if (found != -1)
- // If a slot highlighted, set its color
- colors[found] = COMMAND_HIGHLIGHTED;
- screen.buttonPrint(Common::Point(INVENTORY_POINTS[0][2], CONTROLS_Y1), colors[0], true, "Exit");
-
- if (found >= 0 && found <= 3) {
- screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1), colors[1], true, "Look");
- screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1), colors[2], true, "Use");
- screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1), colors[3], true, "Give");
- inv._invMode = (InvMode)found;
- _selector = -1;
- }
-
- if (inv._invIndex) {
- screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1), colors[4], "^^");
- screen.print(Common::Point(INVENTORY_POINTS[5][2], CONTROLS_Y1 + 1), colors[5], "^");
- }
-
- if ((inv._holdings - inv._invIndex) > 6) {
- screen.print(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1 + 1), colors[6], "_");
- screen.print(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1 + 1), colors[7], "__");
- }
-
- bool flag = false;
- if (inv._invMode == INVMODE_LOOK || inv._invMode == INVMODE_USE || inv._invMode == INVMODE_GIVE) {
- Common::Rect r(15, CONTROLS_Y1 + 11, 314, SHERLOCK_SCREEN_HEIGHT - 2);
- if (r.contains(mousePos)) {
- _selector = (mousePos.x - 6) / 52 + inv._invIndex;
- if (_selector < inv._holdings)
- flag = true;
- }
- }
-
- if (!flag && mousePos.y >(CONTROLS_Y1 + 11))
- _selector = -1;
- }
-
- if (_keyPress) {
- _key = toupper(_keyPress);
-
- if (_key == Common::KEYCODE_ESCAPE)
- // Escape will also 'E'xit out of inventory display
- _key = 'E';
-
- if (_key == 'E' || _key == 'L' || _key == 'U' || _key == 'G'
- || _key == '-' || _key == '+') {
- InvMode temp = inv._invMode;
-
- const char *chP = strchr(INVENTORY_COMMANDS, _key);
- inv._invMode = !chP ? INVMODE_INVALID : (InvMode)(chP - INVENTORY_COMMANDS);
- inv.invCommands(true);
-
- inv._invMode = temp;
- _keyboardInput = true;
- if (_key == 'E')
- inv._invMode = INVMODE_EXIT;
- _selector = -1;
- } else {
- _selector = -1;
- }
- }
-
- if (_selector != _oldSelector) {
- if (_oldSelector != -1) {
- // Un-highlight
- if (_oldSelector >= inv._invIndex && _oldSelector < (inv._invIndex + 6))
- inv.highlight(_oldSelector, BUTTON_MIDDLE);
- }
-
- if (_selector != -1)
- inv.highlight(_selector, 235);
-
- _oldSelector = _selector;
- }
-
- if (events._released || _keyboardInput) {
- if ((found == 0 && events._released) || _key == 'E') {
- inv.freeInv();
- _infoFlag = true;
- clearInfo();
- banishWindow(false);
- _key = -1;
- events.clearEvents();
- events.setCursor(ARROW);
- } else if ((found == 1 && events._released) || (_key == 'L')) {
- inv._invMode = INVMODE_LOOK;
- } else if ((found == 2 && events._released) || (_key == 'U')) {
- inv._invMode = INVMODE_USE;
- } else if ((found == 3 && events._released) || (_key == 'G')) {
- inv._invMode = INVMODE_GIVE;
- } else if (((found == 4 && events._released) || _key == ',') && inv._invIndex) {
- if (inv._invIndex >= 6)
- inv._invIndex -= 6;
- else
- inv._invIndex = 0;
-
- screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1),
- COMMAND_HIGHLIGHTED, "^^");
- inv.freeGraphics();
- inv.loadGraphics();
- inv.putInv(SLAM_DISPLAY);
- inv.invCommands(true);
- } else if (((found == 5 && events._released) || _key == '-') && inv._invIndex > 0) {
- --inv._invIndex;
- screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1), COMMAND_HIGHLIGHTED, "^");
- inv.freeGraphics();
- inv.loadGraphics();
- inv.putInv(SLAM_DISPLAY);
- inv.invCommands(true);
- } else if (((found == 6 && events._released) || _key == '+') && (inv._holdings - inv._invIndex) > 6) {
- ++inv._invIndex;
- screen.print(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1 + 1), COMMAND_HIGHLIGHTED, "_");
- inv.freeGraphics();
- inv.loadGraphics();
- inv.putInv(SLAM_DISPLAY);
- inv.invCommands(true);
- } else if (((found == 7 && events._released) || _key == '.') && (inv._holdings - inv._invIndex) > 6) {
- inv._invIndex += 6;
- if ((inv._holdings - 6) < inv._invIndex)
- inv._invIndex = inv._holdings - 6;
-
- screen.print(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1 + 1), COMMAND_HIGHLIGHTED, "_");
- inv.freeGraphics();
- inv.loadGraphics();
- inv.putInv(SLAM_DISPLAY);
- inv.invCommands(true);
- } else {
- // If something is being given, make sure it's being given to a person
- if (inv._invMode == INVMODE_GIVE) {
- if (_bgFound != -1 && scene._bgShapes[_bgFound]._aType == PERSON)
- _find = _bgFound;
- else
- _find = -1;
- } else {
- _find = _bgFound;
- }
-
- if ((mousePos.y < CONTROLS_Y1) && (inv._invMode == INVMODE_LOOK) && (_find >= 0) && (_find < 1000)) {
- if (!scene._bgShapes[_find]._examine.empty() &&
- scene._bgShapes[_find]._examine[0] >= ' ')
- inv.refreshInv();
- } else if (_selector != -1 || _find >= 0) {
- // Selector is the inventory object that was clicked on, or selected.
- // If it's -1, then no inventory item is highlighted yet. Otherwise,
- // an object in the scene has been clicked.
-
- if (_selector != -1 && inv._invMode == INVMODE_LOOK
- && mousePos.y >(CONTROLS_Y1 + 11))
- inv.refreshInv();
-
- if (talk._talkToAbort)
- return;
-
- // Now check for the Use and Give actions. If inv_mode is INVMODE_GIVE,
- // that means GIVE is in effect, _selector is the object being
- // given, and _find is the target.
- // The same applies to USE, except if _selector is -1, then USE
- // is being tried on an object in the scene without an inventory
- // object being highlighted first.
-
- if ((inv._invMode == INVMODE_USE || (_selector != -1 && inv._invMode == INVMODE_GIVE)) && _find >= 0) {
- events._pressed = events._released = false;
- _infoFlag = true;
- clearInfo();
-
- int tempSel = _selector; // Save the selector
- _selector = -1;
-
- inv.putInv(SLAM_DISPLAY);
- _selector = tempSel; // Restore it
- InvMode tempMode = inv._invMode;
- inv._invMode = INVMODE_USE55;
- inv.invCommands(true);
-
- _infoFlag = true;
- clearInfo();
- banishWindow(false);
- _key = -1;
-
- inv.freeInv();
-
- bool giveFl = (tempMode >= INVMODE_GIVE);
- if (_selector >= 0)
- // Use/Give inv object with scene object
- checkUseAction(&scene._bgShapes[_find]._use[0], inv[_selector]._name, MUSE, _find, giveFl);
- else
- // Now inv object has been highlighted
- checkUseAction(&scene._bgShapes[_find]._use[0], "*SELF*", MUSE, _find, giveFl);
-
- _selector = _oldSelector = -1;
- }
- }
- }
- }
-}
-
-void ScalpelUserInterface::doLookControl() {
- Events &events = *_vm->_events;
- Inventory &inv = *_vm->_inventory;
- Screen &screen = *_vm->_screen;
-
- _key = _oldKey = -1;
- _keyboardInput = (_keyPress != '\0');
-
- if (events._released || events._rightReleased || _keyboardInput) {
- // Is an inventory object being looked at?
- if (!_invLookFlag) {
- // Is there any remaining text to display?
- if (!_descStr.empty()) {
- printObjectDesc(_descStr, false);
- } else if (!_lookHelp) {
- // Need to close the window and depress the Look button
- Common::Point pt(MENU_POINTS[0][0], MENU_POINTS[0][1]);
- screen._backBuffer2.blitFrom((*_controls)[0], pt);
- banishWindow(true);
-
- _windowBounds.top = CONTROLS_Y1;
- _key = _oldKey = COMMANDS[LOOK_MODE - 1];
- _temp = _oldTemp = 0;
- _menuMode = LOOK_MODE;
- events.clearEvents();
-
- // Restore UI
- drawInterface();
- } else {
- events.setCursor(ARROW);
- banishWindow(true);
- _windowBounds.top = CONTROLS_Y1;
- _key = _oldKey = -1;
- _temp = _oldTemp = 0;
- _menuMode = STD_MODE;
- events.clearEvents();
- }
- } else {
- // Looking at an inventory object
- // Backup the user interface
- Surface tempSurface(SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT - CONTROLS_Y1);
- tempSurface.blitFrom(screen._backBuffer2, Common::Point(0, 0),
- Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
-
- inv.drawInventory(INVENTORY_DONT_DISPLAY);
- banishWindow(true);
-
- // Restore the ui
- screen._backBuffer2.blitFrom(tempSurface, Common::Point(0, CONTROLS_Y1));
-
- _windowBounds.top = CONTROLS_Y1;
- _key = _oldKey = COMMANDS[LOOK_MODE - 1];
- _temp = _oldTemp = 0;
- events.clearEvents();
- _invLookFlag = false;
- _menuMode = INV_MODE;
- _windowOpen = true;
- }
- }
-}
-
-void ScalpelUserInterface::doMainControl() {
- Events &events = *_vm->_events;
- Inventory &inv = *_vm->_inventory;
- SaveManager &saves = *_vm->_saves;
- Common::Point pt = events.mousePos();
-
- if ((events._pressed || events._released) && pt.y > CONTROLS_Y) {
- events.clearKeyboard();
- _key = -1;
-
- // Check whether the mouse is in any of the command areas
- for (_temp = 0; (_temp < 12) && (_key == -1); ++_temp) {
- Common::Rect r(MENU_POINTS[_temp][0], MENU_POINTS[_temp][1],
- MENU_POINTS[_temp][2], MENU_POINTS[_temp][3]);
- if (r.contains(pt))
- _key = COMMANDS[_temp];
- }
- --_temp;
- } else if (_keyPress) {
- // Keyboard control
- _keyboardInput = true;
-
- if (_keyPress >= 'A' && _keyPress <= 'Z') {
- const char *c = strchr(COMMANDS, _keyPress);
- _temp = !c ? 12 : c - COMMANDS;
- } else {
- _temp = 12;
- }
-
- if (_temp == 12)
- _key = -1;
-
- if (events._rightPressed) {
- _temp = 12;
- _key = -1;
- }
- } else if (!events._released) {
- _key = -1;
- }
-
- // Check if the button being pointed to has changed
- if (_oldKey != _key && !_windowOpen) {
- // Clear the info line
- _infoFlag = true;
- clearInfo();
-
- // If there was an old button selected, restore it
- if (_oldKey != -1) {
- _menuMode = STD_MODE;
- restoreButton(_oldTemp);
- }
-
- // If a new button is being pointed to, highlight it
- if (_key != -1 && _temp < 12 && !_keyboardInput)
- depressButton(_temp);
-
- // Save the new button selection
- _oldKey = _key;
- _oldTemp = _temp;
- }
-
- if (!events._pressed && !_windowOpen) {
- switch (_key) {
- case 'L':
- toggleButton(0);
- break;
- case 'M':
- toggleButton(1);
- break;
- case 'T':
- toggleButton(2);
- break;
- case 'P':
- toggleButton(3);
- break;
- case 'O':
- toggleButton(4);
- break;
- case 'C':
- toggleButton(5);
- break;
- case 'I':
- pushButton(6);
- _selector = _oldSelector = -1;
- _menuMode = INV_MODE;
- inv.drawInventory(PLAIN_INVENTORY);
- break;
- case 'U':
- pushButton(7);
- _selector = _oldSelector = -1;
- _menuMode = USE_MODE;
- inv.drawInventory(USE_INVENTORY_MODE);
- break;
- case 'G':
- pushButton(8);
- _selector = _oldSelector = -1;
- _menuMode = GIVE_MODE;
- inv.drawInventory(GIVE_INVENTORY_MODE);
- break;
- case 'J':
- pushButton(9);
- _menuMode = JOURNAL_MODE;
- journalControl();
- break;
- case 'F':
- pushButton(10);
-
- // Create a thumbnail of the current screen before the files dialog is shown, in case
- // the user saves the game
- saves.createThumbnail();
-
- _selector = _oldSelector = -1;
-
- if (_vm->_showOriginalSavesDialog) {
- // Show the original dialog
- _menuMode = FILES_MODE;
- saves.drawInterface();
- _windowOpen = true;
- } else {
- // Show the ScummVM GMM instead
- _vm->_canLoadSave = true;
- _vm->openMainMenuDialog();
- _vm->_canLoadSave = false;
- }
- break;
- case 'S':
- pushButton(11);
- _menuMode = SETUP_MODE;
- Settings::show(_vm);
- break;
- default:
- break;
- }
-
- _help = _oldHelp = _oldBgFound = -1;
- }
-}
-
-void ScalpelUserInterface::doMiscControl(int allowed) {
- Events &events = *_vm->_events;
- Scene &scene = *_vm->_scene;
- Talk &talk = *_vm->_talk;
-
- if (events._released) {
- _temp = _bgFound;
- if (_bgFound != -1) {
- // Only allow pointing to objects, not people
- if (_bgFound < 1000) {
- events.clearEvents();
- Object &obj = scene._bgShapes[_bgFound];
-
- switch (allowed) {
- case ALLOW_OPEN:
- checkAction(obj._aOpen, MOPEN, _temp);
- if (_menuMode != TALK_MODE && !talk._talkToAbort) {
- _menuMode = STD_MODE;
- restoreButton(OPEN_MODE - 1);
- _key = _oldKey = -1;
- }
- break;
-
- case ALLOW_CLOSE:
- checkAction(obj._aClose, MCLOSE, _temp);
- if (_menuMode != TALK_MODE && !talk._talkToAbort) {
- _menuMode = STD_MODE;
- restoreButton(CLOSE_MODE - 1);
- _key = _oldKey = -1;
- }
- break;
-
- case ALLOW_MOVE:
- checkAction(obj._aMove, MMOVE, _temp);
- if (_menuMode != TALK_MODE && !talk._talkToAbort) {
- _menuMode = STD_MODE;
- restoreButton(MOVE_MODE - 1);
- _key = _oldKey = -1;
- }
- break;
-
- default:
- break;
- }
- }
- }
- }
-}
-
-void ScalpelUserInterface::doPickControl() {
- Events &events = *_vm->_events;
- Scene &scene = *_vm->_scene;
- Talk &talk = *_vm->_talk;
-
- if (events._released) {
- if ((_temp = _bgFound) != -1) {
- events.clearEvents();
-
- // Don't allow characters to be picked up
- if (_bgFound < 1000) {
- scene._bgShapes[_bgFound].pickUpObject(MPICK);
-
- if (!talk._talkToAbort && _menuMode != TALK_MODE) {
- _key = _oldKey = -1;
- _menuMode = STD_MODE;
- restoreButton(PICKUP_MODE - 1);
- }
- }
- }
- }
-}
-
-void ScalpelUserInterface::doTalkControl() {
- Events &events = *_vm->_events;
- Journal &journal = *_vm->_journal;
- People &people = *_vm->_people;
- Screen &screen = *_vm->_screen;
- Sound &sound = *_vm->_sound;
- Talk &talk = *_vm->_talk;
- Common::Point mousePos = events.mousePos();
-
- _key = _oldKey = -1;
- _keyboardInput = false;
-
- if (events._pressed || events._released) {
- events.clearKeyboard();
-
- // Handle button printing
- if (mousePos.x > 99 && mousePos.x < 138 && mousePos.y > CONTROLS_Y && mousePos.y < (CONTROLS_Y + 10) && !_endKeyActive)
- screen.buttonPrint(Common::Point(119, CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "Exit");
- else if (_endKeyActive)
- screen.buttonPrint(Common::Point(119, CONTROLS_Y), COMMAND_FOREGROUND, true, "Exit");
-
- if (mousePos.x > 140 && mousePos.x < 170 && mousePos.y > CONTROLS_Y && mousePos.y < (CONTROLS_Y + 10) && talk._moreTalkUp)
- screen.buttonPrint(Common::Point(159, CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "Up");
- else if (talk._moreTalkUp)
- screen.buttonPrint(Common::Point(159, CONTROLS_Y), COMMAND_FOREGROUND, true, "Up");
-
- if (mousePos.x > 181&& mousePos.x < 220 && mousePos.y > CONTROLS_Y && mousePos.y < (CONTROLS_Y + 10) && talk._moreTalkDown)
- screen.buttonPrint(Common::Point(200, CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "Down");
- else if (talk._moreTalkDown)
- screen.buttonPrint(Common::Point(200, CONTROLS_Y), COMMAND_FOREGROUND, true, "Down");
-
- bool found = false;
- for (_selector = talk._talkIndex; _selector < (int)talk._statements.size() && !found; ++_selector) {
- if (mousePos.y > talk._statements[_selector]._talkPos.top &&
- mousePos.y < talk._statements[_selector]._talkPos.bottom)
- found = true;
- }
- --_selector;
- if (!found)
- _selector = -1;
- }
-
- if (_keyPress) {
- _key = toupper(_keyPress);
- if (_key == Common::KEYCODE_ESCAPE)
- _key = 'E';
-
- // Check for number press indicating reply line
- if (_key >= '1' && _key <= ('1' + (int)talk._statements.size() - 1)) {
- for (uint idx = 0; idx < talk._statements.size(); ++idx) {
- if (talk._statements[idx]._talkMap == (_key - '1')) {
- // Found the given statement
- _selector = idx;
- _key = -1;
- _keyboardInput = true;
- break;
- }
- }
- } else if (_key == 'E' || _key == 'U' || _key == 'D') {
- _keyboardInput = true;
- } else {
- _selector = -1;
- }
- }
-
- if (_selector != _oldSelector) {
- // Remove highlighting from previous line, if any
- if (_oldSelector != -1) {
- if (!((talk._talkHistory[talk._converseNum][_oldSelector] >> (_oldSelector & 7)) & 1))
- talk.talkLine(_oldSelector, talk._statements[_oldSelector]._talkMap, INV_FOREGROUND,
- talk._statements[_oldSelector]._talkPos.top, true);
- else
- talk.talkLine(_oldSelector, talk._statements[_oldSelector]._talkMap, TALK_NULL,
- talk._statements[_oldSelector]._talkPos.top, true);
- }
-
- // Add highlighting to new line, if any
- if (_selector != -1)
- talk.talkLine(_selector, talk._statements[_selector]._talkMap, TALK_FOREGROUND,
- talk._statements[_selector]._talkPos.top, true);
-
- _oldSelector = _selector;
- }
-
- if (events._released || _keyboardInput) {
- if (((Common::Rect(99, CONTROLS_Y, 138, CONTROLS_Y + 10).contains(mousePos) && events._released)
- || _key == 'E') && _endKeyActive) {
- talk.freeTalkVars();
- talk.pullSequence();
- banishWindow();
- _windowBounds.top = CONTROLS_Y1;
- } else if (((Common::Rect(140, CONTROLS_Y, 179, CONTROLS_Y + 10).contains(mousePos) && events._released)
- || _key == 'U') && talk._moreTalkUp) {
- while (talk._statements[--talk._talkIndex]._talkMap == -1)
- ;
- screen._backBuffer1.fillRect(Common::Rect(5, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
- SHERLOCK_SCREEN_HEIGHT - 1), INV_BACKGROUND);
- talk.displayTalk(false);
-
- screen.slamRect(Common::Rect(5, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH - 5, SHERLOCK_SCREEN_HEIGHT - 2));
- } else if (((Common::Rect(181, CONTROLS_Y, 220, CONTROLS_Y + 10).contains(mousePos) && events._released)
- || _key == 'D') && talk._moreTalkDown) {
- do {
- ++talk._talkIndex;
- } while (talk._talkIndex < (int)talk._statements.size() && talk._statements[talk._talkIndex]._talkMap == -1);
-
- screen._backBuffer1.fillRect(Common::Rect(5, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
- SHERLOCK_SCREEN_HEIGHT - 1), INV_BACKGROUND);
- talk.displayTalk(false);
-
- screen.slamRect(Common::Rect(5, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH - 5, SHERLOCK_SCREEN_HEIGHT - 2));
- } else if (_selector != -1) {
- screen.buttonPrint(Common::Point(119, CONTROLS_Y), COMMAND_NULL, true, "Exit");
- screen.buttonPrint(Common::Point(159, CONTROLS_Y), COMMAND_NULL, true, "Up");
- screen.buttonPrint(Common::Point(200, CONTROLS_Y), COMMAND_NULL, true, "Down");
-
- // If the reply is new, add it to the journal
- if (!talk._talkHistory[talk._converseNum][_selector]) {
- journal.record(talk._converseNum, _selector);
-
- // Add any Holmes point to Holmes' total, if any
- if (talk._statements[_selector]._quotient)
- people._holmesQuotient += talk._statements[_selector]._quotient;
- }
-
- // Flag the response as having been used
- talk._talkHistory[talk._converseNum][_selector] = true;
-
- clearWindow();
- screen.print(Common::Point(16, CONTROLS_Y + 12), TALK_FOREGROUND, "Sherlock Holmes");
- talk.talkLine(_selector + 128, talk._statements[_selector]._talkMap, COMMAND_FOREGROUND, CONTROLS_Y + 21, true);
-
- switch (talk._statements[_selector]._portraitSide & 3) {
- case 0:
- case 1:
- people._portraitSide = 20;
- break;
- case 2:
- people._portraitSide = 220;
- break;
- case 3:
- people._portraitSide = 120;
- break;
- }
-
- // Check for flipping Holmes
- if (talk._statements[_selector]._portraitSide & REVERSE_DIRECTION)
- people._holmesFlip = true;
-
- talk._speaker = 0;
- people.setTalking(0);
-
- if (!talk._statements[_selector]._voiceFile.empty() && sound._voices) {
- sound.playSound(talk._statements[_selector]._voiceFile, WAIT_RETURN_IMMEDIATELY);
-
- // Set voices as an indicator for waiting
- sound._voices = 2;
- sound._speechOn = *sound._soundIsOn;
- } else {
- sound._speechOn = false;
- }
-
- talk.waitForMore(talk._statements[_selector]._statement.size());
- if (talk._talkToAbort)
- return;
-
- people.clearTalking();
- if (talk._talkToAbort)
- return;
-
- while (!_vm->shouldQuit()) {
- talk._scriptSelect = _selector;
- talk._speaker = talk._talkTo;
- talk.doScript(talk._statements[_selector]._reply);
-
- if (!talk._talkToAbort) {
- if (!talk._talkStealth)
- clearWindow();
-
- if (!talk._statements[_selector]._modified.empty()) {
- for (uint idx = 0; idx < talk._statements[_selector]._modified.size(); ++idx) {
- _vm->setFlags(talk._statements[_selector]._modified[idx]);
- }
-
- talk.setTalkMap();
- }
-
- // Check for another linked talk file
- Common::String linkFilename = talk._statements[_selector]._linkFile;
- if (!linkFilename.empty() && !talk._scriptMoreFlag) {
- talk.freeTalkVars();
- talk.loadTalkFile(linkFilename);
-
- // Find the first new statement
- int select = _selector = _oldSelector = -1;
- for (uint idx = 0; idx < talk._statements.size() && select == -1; ++idx) {
- if (!talk._statements[idx]._talkMap)
- select = talk._talkIndex = idx;
- }
-
- // See if the new statement is a stealth reply
- talk._talkStealth = talk._statements[select]._statement.hasPrefix("^") ? 2 : 0;
-
- // Is the new talk file a standard file, reply first file, or a stealth file
- if (!talk._statements[select]._statement.hasPrefix("*") &&
- !talk._statements[select]._statement.hasPrefix("^")) {
- // Not a reply first file, so display the new selections
- if (_endKeyActive)
- screen.buttonPrint(Common::Point(119, CONTROLS_Y), COMMAND_FOREGROUND, true, "Exit");
- else
- screen.buttonPrint(Common::Point(119, CONTROLS_Y), COMMAND_NULL, true, "Exit");
-
- talk.displayTalk(true);
- events.setCursor(ARROW);
- break;
- } else {
- _selector = select;
-
- if (!talk._talkHistory[talk._converseNum][_selector])
- journal.record(talk._converseNum, _selector);
-
- talk._talkHistory[talk._converseNum][_selector] = true;
- }
- } else {
- talk.freeTalkVars();
- talk.pullSequence();
- banishWindow();
- _windowBounds.top = CONTROLS_Y1;
- break;
- }
- } else {
- break;
- }
- }
-
- events._pressed = events._released = false;
- events._oldButtons = 0;
- talk._talkStealth = 0;
-
- // If a script was pushed onto the script stack, restore it
- if (!talk._scriptStack.empty()) {
- ScriptStackEntry stackEntry = talk._scriptStack.pop();
- talk._scriptName = stackEntry._name;
- talk._scriptSaveIndex = stackEntry._currentIndex;
- talk._scriptSelect = stackEntry._select;
- }
- }
- }
-}
-
-void ScalpelUserInterface::journalControl() {
- Events &events = *_vm->_events;
- Journal &journal = *_vm->_journal;
- Scene &scene = *_vm->_scene;
- Screen &screen = *_vm->_screen;
- bool doneFlag = false;
-
- // Draw the journal screen
- journal.drawInterface();
-
- // Handle journal events
- do {
- _key = -1;
- events.setButtonState();
-
- // Handle keypresses
- if (events.kbHit()) {
- Common::KeyState keyState = events.getKey();
- if (keyState.keycode == Common::KEYCODE_x && (keyState.flags & Common::KBD_ALT)) {
- _vm->quitGame();
- return;
- } else if (keyState.keycode == Common::KEYCODE_e || keyState.keycode == Common::KEYCODE_ESCAPE) {
- doneFlag = true;
- } else {
- _key = toupper(keyState.keycode);
- }
- }
-
- if (!doneFlag)
- doneFlag = journal.handleEvents(_key);
- } while (!_vm->shouldQuit() && !doneFlag);
-
- // Finish up
- _infoFlag = _keyboardInput = false;
- _keyPress = '\0';
- _windowOpen = false;
- _windowBounds.top = CONTROLS_Y1;
- _key = -1;
- _menuMode = STD_MODE;
-
- // Reset the palette
- screen.setPalette(screen._cMap);
-
- screen._backBuffer1.blitFrom(screen._backBuffer2);
- scene.updateBackground();
- screen.slamArea(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT);
-}
-
-void ScalpelUserInterface::printObjectDesc(const Common::String &str, bool firstTime) {
- Events &events = *_vm->_events;
- Inventory &inv = *_vm->_inventory;
- Screen &screen = *_vm->_screen;
- Talk &talk = *_vm->_talk;
-
- if (str.hasPrefix("_")) {
- _lookScriptFlag = true;
- events.setCursor(MAGNIFY);
- int savedSelector = _selector;
- talk.talkTo(str.c_str() + 1);
- _lookScriptFlag = false;
-
- if (talk._talkToAbort) {
- events.setCursor(ARROW);
- return;
- }
-
- // Check if looking at an inventory object
- if (!_invLookFlag) {
- // See if this look was called by a right button click or not
- if (!_lookHelp) {
- // If it wasn't a right button click, then we need depress
- // the look button before we close the window. So save a copy of the
- // menu area, and draw the controls onto it
- Surface tempSurface((*_controls)[0]._frame.w, (*_controls)[0]._frame.h);
- Common::Point pt(MENU_POINTS[0][0], MENU_POINTS[0][1]);
-
- tempSurface.blitFrom(screen._backBuffer2, Common::Point(0, 0),
- Common::Rect(pt.x, pt.y, pt.x + tempSurface.w(), pt.y + tempSurface.h()));
- screen._backBuffer2.transBlitFrom((*_controls)[0], pt);
-
- banishWindow(1);
- events.setCursor(MAGNIFY);
- _windowBounds.top = CONTROLS_Y1;
- _key = _oldKey = COMMANDS[LOOK_MODE - 1];
- _temp = _oldTemp = 0;
- _menuMode = LOOK_MODE;
- events.clearEvents();
-
- screen._backBuffer2.blitFrom(tempSurface, pt);
- } else {
- events.setCursor(ARROW);
- banishWindow(true);
- _windowBounds.top = CONTROLS_Y1;
- _key = _oldKey = -1;
- _temp = _oldTemp = 0;
- _menuMode = STD_MODE;
- _lookHelp = 0;
- events.clearEvents();
- }
- } else {
- // Looking at an inventory object
- _selector = _oldSelector = savedSelector;
-
- // Reload the inventory graphics and draw the inventory
- inv.loadInv();
- inv.putInv(SLAM_SECONDARY_BUFFER);
- inv.freeInv();
- banishWindow(1);
-
- _windowBounds.top = CONTROLS_Y1;
- _key = _oldKey = COMMANDS[INV_MODE - 1];
- _temp = _oldTemp = 0;
- events.clearEvents();
-
- _invLookFlag = 0;
- _menuMode = INV_MODE;
- _windowOpen = true;
- }
-
- return;
- }
-
- Surface &bb = *screen._backBuffer;
- if (firstTime) {
- // Only draw the border on the first call
- _infoFlag = true;
- clearInfo();
-
- bb.fillRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH,
- CONTROLS_Y1 + 10), BORDER_COLOR);
- bb.fillRect(Common::Rect(0, CONTROLS_Y + 10, 1, SHERLOCK_SCREEN_HEIGHT - 1),
- BORDER_COLOR);
- bb.fillRect(Common::Rect(SHERLOCK_SCREEN_WIDTH - 2, CONTROLS_Y + 10,
- SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
- bb.fillRect(Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - 1, SHERLOCK_SCREEN_WIDTH,
- SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
- }
-
- // Clear background
- bb.fillRect(Common::Rect(2, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH - 2,
- SHERLOCK_SCREEN_HEIGHT - 2), INV_BACKGROUND);
-
- _windowBounds.top = CONTROLS_Y;
- events.clearEvents();
-
- // Loop through displaying up to five lines
- bool endOfStr = false;
- const char *msgP = str.c_str();
- for (int lineNum = 0; lineNum < ONSCREEN_FILES_COUNT && !endOfStr; ++lineNum) {
- int width = 0;
- const char *lineStartP = msgP;
-
- // Determine how much can be displayed on the line
- do {
- width += screen.charWidth(*msgP++);
- } while (width < 300 && *msgP);
-
- if (*msgP)
- --msgP;
- else
- endOfStr = true;
-
- // If the line needs to be wrapped, scan backwards to find
- // the end of the previous word as a splitting point
- if (width >= 300) {
- while (*msgP != ' ')
- --msgP;
- endOfStr = false;
- }
-
- // Print out the line
- Common::String line(lineStartP, msgP);
- screen.gPrint(Common::Point(16, CONTROLS_Y + 12 + lineNum * 9),
- INV_FOREGROUND, "%s", line.c_str());
-
- if (!endOfStr)
- // Start next line at start of the nxet word after space
- ++msgP;
- }
-
- // Handle display depending on whether all the message was shown
- if (!endOfStr) {
- screen.makeButton(Common::Rect(46, CONTROLS_Y, 272, CONTROLS_Y + 10),
- (SHERLOCK_SCREEN_WIDTH - screen.stringWidth(PRESS_KEY_FOR_MORE)) / 2,
- PRESS_KEY_FOR_MORE);
- screen.gPrint(Common::Point((SHERLOCK_SCREEN_WIDTH -
- screen.stringWidth(PRESS_KEY_FOR_MORE)) / 2, CONTROLS_Y),
- COMMAND_FOREGROUND, "P");
- _descStr = msgP;
- } else {
- screen.makeButton(Common::Rect(46, CONTROLS_Y, 272, CONTROLS_Y + 10),
- (SHERLOCK_SCREEN_WIDTH - screen.stringWidth(PRESS_KEY_TO_CONTINUE)) / 2,
- PRESS_KEY_TO_CONTINUE);
- screen.gPrint(Common::Point((SHERLOCK_SCREEN_WIDTH -
- screen.stringWidth(PRESS_KEY_TO_CONTINUE)) / 2, CONTROLS_Y),
- COMMAND_FOREGROUND, "P");
- _descStr = "";
- }
-
- if (firstTime) {
- if (!_slideWindows) {
- screen.slamRect(Common::Rect(0, CONTROLS_Y,
- SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
- } else {
- // Display the window
- summonWindow();
- }
-
- _selector = _oldSelector = -1;
- _windowOpen = true;
- } else {
- screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH,
- SHERLOCK_SCREEN_HEIGHT));
- }
-}
-
-void ScalpelUserInterface::printObjectDesc() {
- printObjectDesc(_cAnimStr, true);
-}
-
-void ScalpelUserInterface::summonWindow(const Surface &bgSurface, bool slideUp) {
- Events &events = *_vm->_events;
- Screen &screen = *_vm->_screen;
-
- if (_windowOpen)
- // A window is already open, so can't open another one
- return;
-
- if (slideUp) {
- // Gradually slide up the display of the window
- for (int idx = 1; idx <= bgSurface.h(); idx += 2) {
- screen._backBuffer->blitFrom(bgSurface, Common::Point(0, SHERLOCK_SCREEN_HEIGHT - idx),
- Common::Rect(0, 0, bgSurface.w(), idx));
- screen.slamRect(Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - idx,
- SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
-
- events.delay(10);
- }
- } else {
- // Gradually slide down the display of the window
- for (int idx = 1; idx <= bgSurface.h(); idx += 2) {
- screen._backBuffer->blitFrom(bgSurface,
- Common::Point(0, SHERLOCK_SCREEN_HEIGHT - bgSurface.h()),
- Common::Rect(0, bgSurface.h() - idx, bgSurface.w(), bgSurface.h()));
- screen.slamRect(Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - bgSurface.h(),
- SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT - bgSurface.h() + idx));
-
- events.delay(10);
- }
- }
-
- // Final display of the entire window
- screen._backBuffer->blitFrom(bgSurface, Common::Point(0, SHERLOCK_SCREEN_HEIGHT - bgSurface.h()),
- Common::Rect(0, 0, bgSurface.w(), bgSurface.h()));
- screen.slamArea(0, SHERLOCK_SCREEN_HEIGHT - bgSurface.h(), bgSurface.w(), bgSurface.h());
-
- _windowOpen = true;
-}
-
-void ScalpelUserInterface::summonWindow(bool slideUp, int height) {
- Screen &screen = *_vm->_screen;
-
- // Extract the window that's been drawn on the back buffer
- Surface tempSurface(SHERLOCK_SCREEN_WIDTH,
- (SHERLOCK_SCREEN_HEIGHT - height));
- Common::Rect r(0, height, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT);
- tempSurface.blitFrom(screen._backBuffer1, Common::Point(0, 0), r);
-
- // Remove drawn window with original user interface
- screen._backBuffer1.blitFrom(screen._backBuffer2,
- Common::Point(0, height), r);
-
- // Display the window gradually on-screen
- summonWindow(tempSurface, slideUp);
-}
-
-void ScalpelUserInterface::banishWindow(bool slideUp) {
- Events &events = *_vm->_events;
- Screen &screen = *_vm->_screen;
-
- if (_windowOpen) {
- if (slideUp || !_slideWindows) {
- // Slide window down
- // Only slide the window if the window style allows it
- if (_slideWindows) {
- for (int idx = 2; idx < (SHERLOCK_SCREEN_HEIGHT - CONTROLS_Y); idx += 2) {
- // Shift the window down by 2 lines
- byte *pSrc = (byte *)screen._backBuffer1.getBasePtr(0, CONTROLS_Y + idx - 2);
- byte *pSrcEnd = (byte *)screen._backBuffer1.getBasePtr(0, SHERLOCK_SCREEN_HEIGHT - 2);
- byte *pDest = (byte *)screen._backBuffer1.getBasePtr(0, SHERLOCK_SCREEN_HEIGHT);
- Common::copy_backward(pSrc, pSrcEnd, pDest);
-
- // Restore lines from the ui in the secondary back buffer
- screen._backBuffer1.blitFrom(screen._backBuffer2,
- Common::Point(0, CONTROLS_Y),
- Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y + idx));
-
- screen.slamArea(0, CONTROLS_Y + idx - 2, SHERLOCK_SCREEN_WIDTH,
- SHERLOCK_SCREEN_HEIGHT - CONTROLS_Y - idx + 2);
- events.delay(10);
- }
-
- // Restore final two old lines
- screen._backBuffer1.blitFrom(screen._backBuffer2,
- Common::Point(0, SHERLOCK_SCREEN_HEIGHT - 2),
- Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - 2,
- SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
- screen.slamArea(0, SHERLOCK_SCREEN_HEIGHT - 2, SHERLOCK_SCREEN_WIDTH, 2);
- } else {
- // Restore old area to completely erase window
- screen._backBuffer1.blitFrom(screen._backBuffer2,
- Common::Point(0, CONTROLS_Y),
- Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
- screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH,
- SHERLOCK_SCREEN_HEIGHT));
- }
- } else {
- // Slide the original user interface up to cover the dialog
- for (int idx = 1; idx < (SHERLOCK_SCREEN_HEIGHT - CONTROLS_Y1); idx += 2) {
- byte *pSrc = (byte *)screen._backBuffer2.getBasePtr(0, CONTROLS_Y1);
- byte *pSrcEnd = (byte *)screen._backBuffer2.getBasePtr(0, CONTROLS_Y1 + idx);
- byte *pDest = (byte *)screen._backBuffer1.getBasePtr(0, SHERLOCK_SCREEN_HEIGHT - idx);
- Common::copy(pSrc, pSrcEnd, pDest);
-
- screen.slamArea(0, SHERLOCK_SCREEN_HEIGHT - idx, SHERLOCK_SCREEN_WIDTH,
- SHERLOCK_SCREEN_HEIGHT);
- events.delay(10);
- }
-
- // Show entire final area
- screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(0, CONTROLS_Y1),
- Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
- screen.slamRect(Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
- }
-
- _infoFlag = false;
- _windowOpen = false;
- }
-
- _menuMode = STD_MODE;
-}
-
-void ScalpelUserInterface::checkUseAction(const UseType *use, const Common::String &invName,
- const char *const messages[], int objNum, bool giveMode) {
- Events &events = *_vm->_events;
- Inventory &inv = *_vm->_inventory;
- Scene &scene = *_vm->_scene;
- Screen &screen = *_vm->_screen;
- Talk &talk = *_vm->_talk;
- bool printed = messages == nullptr;
-
- if (objNum >= 1000) {
- // Holmes was specified, so do nothing
- _infoFlag = true;
- clearInfo();
- _infoFlag = true;
-
- // Display error message
- _menuCounter = 30;
- screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, "You can't do that to yourself.");
- return;
- }
-
- // Scan for target item
- int targetNum = -1;
- if (giveMode) {
- for (int idx = 0; idx < USE_COUNT && targetNum == -1; ++idx) {
- if ((use[idx]._target.equalsIgnoreCase("*GIVE*") || use[idx]._target.equalsIgnoreCase("*GIVEP*"))
- && use[idx]._names[0].equalsIgnoreCase(invName)) {
- // Found a match
- targetNum = idx;
- if (use[idx]._target.equalsIgnoreCase("*GIVE*"))
- inv.deleteItemFromInventory(invName);
- }
- }
- } else {
- for (int idx = 0; idx < USE_COUNT && targetNum == -1; ++idx) {
- if (use[idx]._target.equalsIgnoreCase(invName))
- targetNum = idx;
- }
- }
-
- if (targetNum != -1) {
- // Found a target, so do the action
- const UseType &action = use[targetNum];
-
- events.setCursor(WAIT);
-
- if (action._useFlag)
- _vm->setFlags(action._useFlag);
-
- if (action._cAnimNum != 99) {
- if (action._cAnimNum == 0)
- scene.startCAnim(9, action._cAnimSpeed);
- else
- scene.startCAnim(action._cAnimNum - 1, action._cAnimSpeed);
- }
-
- if (!talk._talkToAbort) {
- Object &obj = scene._bgShapes[objNum];
- for (int idx = 0; idx < NAMES_COUNT && !talk._talkToAbort; ++idx) {
- if (obj.checkNameForCodes(action._names[idx], messages)) {
- if (!talk._talkToAbort)
- printed = true;
- }
- }
-
- // Print "Done..." as an ending, unless flagged for leaving scene or otherwise flagged
- if (scene._goToScene != 1 && !printed && !talk._talkToAbort) {
- _infoFlag = true;
- clearInfo();
- screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, "Done...");
- _menuCounter = 25;
- }
- }
- } else {
- // Couldn't find target, so print error
- _infoFlag = true;
- clearInfo();
-
- if (giveMode) {
- screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, "No, thank you.");
- } else if (messages == nullptr) {
- screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, "You can't do that.");
- } else {
- screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, "%s", messages[0]);
- }
-
- _infoFlag = true;
- _menuCounter = 30;
- }
-
- events.setCursor(ARROW);
-}
-
-void ScalpelUserInterface::checkAction(ActionType &action, const char *const messages[], int objNum) {
- Events &events = *_vm->_events;
- People &people = *_vm->_people;
- Scene &scene = *_vm->_scene;
- Screen &screen = *_vm->_screen;
- Talk &talk = *_vm->_talk;
- Common::Point pt(-1, -1);
-
- if (objNum >= 1000)
- // Ignore actions done on characters
- return;
-
- if (!action._cAnimSpeed) {
- // Invalid action, to print error message
- _infoFlag = true;
- clearInfo();
- screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, "%s", messages[action._cAnimNum]);
- _infoFlag = true;
-
- // Set how long to show the message
- _menuCounter = 30;
- } else {
- Object &obj = scene._bgShapes[objNum];
-
- int cAnimNum;
- if (action._cAnimNum == 0)
- // Really a 10
- cAnimNum = 9;
- else
- cAnimNum = action._cAnimNum - 1;
-
- int dir = -1;
- if (action._cAnimNum != 99) {
- CAnim &anim = scene._cAnim[cAnimNum];
-
- if (action._cAnimNum != 99) {
- if (action._cAnimSpeed & REVERSE_DIRECTION) {
- pt = anim._teleportPos;
- dir = anim._teleportDir;
- } else {
- pt = anim._goto;
- dir = anim._gotoDir;
- }
- }
- } else {
- pt = Common::Point(-1, -1);
- dir = -1;
- }
-
- // Has a value, so do action
- // Show wait cursor whilst walking to object and doing action
- events.setCursor(WAIT);
- bool printed = false;
-
- for (int nameIdx = 0; nameIdx < NAMES_COUNT; ++nameIdx) {
- if (action._names[nameIdx].hasPrefix("*") && action._names[nameIdx].size() >= 2
- && toupper(action._names[nameIdx][1]) == 'W') {
- if (obj.checkNameForCodes(Common::String(action._names[nameIdx].c_str() + 2), messages)) {
- if (!talk._talkToAbort)
- printed = true;
- }
- }
- }
-
- bool doCAnim = true;
- for (int nameIdx = 0; nameIdx < NAMES_COUNT; ++nameIdx) {
- if (action._names[nameIdx].hasPrefix("*") && action._names[nameIdx].size() >= 2) {
- char ch = toupper(action._names[nameIdx][1]);
-
- if (ch == 'T' || ch == 'B') {
- printed = true;
- if (pt.x != -1)
- // Holmes needs to walk to object before the action is done
- people.walkToCoords(pt, dir);
-
- if (!talk._talkToAbort) {
- // Ensure Holmes is on the exact intended location
- people[AL]._position = pt;
- people[AL]._sequenceNumber = dir;
- people.gotoStand(people[AL]);
-
- talk.talkTo(action._names[nameIdx].c_str() + 2);
- if (ch == 'T')
- doCAnim = false;
- }
- }
- }
- }
-
- if (doCAnim && !talk._talkToAbort) {
- if (pt.x != -1)
- // Holmes needs to walk to object before the action is done
- people.walkToCoords(pt, dir);
- }
-
- for (int nameIdx = 0; nameIdx < NAMES_COUNT; ++nameIdx) {
- if (action._names[nameIdx].hasPrefix("*") && action._names[nameIdx].size() >= 2
- && toupper(action._names[nameIdx][1]) == 'F') {
- if (obj.checkNameForCodes(action._names[nameIdx].c_str() + 2, messages)) {
- if (!talk._talkToAbort)
- printed = true;
- }
- }
- }
-
- if (doCAnim && !talk._talkToAbort && action._cAnimNum != 99)
- scene.startCAnim(cAnimNum, action._cAnimSpeed);
-
- if (!talk._talkToAbort) {
- for (int nameIdx = 0; nameIdx < NAMES_COUNT && !talk._talkToAbort; ++nameIdx) {
- if (obj.checkNameForCodes(action._names[nameIdx], messages)) {
- if (!talk._talkToAbort)
- printed = true;
- }
- }
-
- // Unless we're leaving the scene, print a "Done" message unless the printed flag has been set
- if (scene._goToScene != 1 && !printed && !talk._talkToAbort) {
- _infoFlag = true;
- clearInfo();
- screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, "Done...");
-
- // Set how long to show the message
- _menuCounter = 30;
- }
- }
- }
-
- // Reset cursor back to arrow
- events.setCursor(ARROW);
-}
-
-}
-
-/*----------------------------------------------------------------*/
-
-namespace Tattoo {
-
-TattooUserInterface::TattooUserInterface(SherlockEngine *vm): UserInterface(vm) {
- _menuBuffer = nullptr;
- _invMenuBuffer = nullptr;
-}
-
-void TattooUserInterface::handleInput() {
- // TODO
- _vm->_events->pollEventsAndWait();
-}
-
-void TattooUserInterface::doBgAnimRestoreUI() {
- TattooScene &scene = *((TattooScene *)_vm->_scene);
- Screen &screen = *_vm->_screen;
-
- // If _oldMenuBounds was set, then either a new menu has been opened or the current menu has been closed.
- // Either way, we need to restore the area where the menu was displayed
- if (_oldMenuBounds.width() > 0)
- screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_oldMenuBounds.left, _oldMenuBounds.top),
- _oldMenuBounds);
-
- if (_oldInvMenuBounds.width() > 0)
- screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_oldInvMenuBounds.left, _oldInvMenuBounds.top),
- _oldInvMenuBounds);
-
- if (_menuBuffer != nullptr)
- screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_menuBounds.left, _menuBounds.top), _menuBounds);
- if (_invMenuBuffer != nullptr)
- screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_invMenuBounds.left, _invMenuBounds.top), _invMenuBounds);
-
- // If there is a Text Tag being display, restore the area underneath it
- if (_oldTagBounds.width() > 0)
- screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_oldTagBounds.left, _oldTagBounds.top),
- _oldTagBounds);
-
- // If there is an Inventory being shown, restore the graphics underneath it
- if (_oldInvGraphicBounds.width() > 0)
- screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_oldInvGraphicBounds.left, _oldInvGraphicBounds.top),
- _oldInvGraphicBounds);
-
- // If a canimation is active, restore the graphics underneath it
- if (scene._activeCAnim._images != nullptr)
- screen.restoreBackground(scene._activeCAnim._oldBounds);
-
- // If a canimation just ended, remove it's graphics from the backbuffer
- if (scene._activeCAnim._removeBounds.width() > 0)
- screen.restoreBackground(scene._activeCAnim._removeBounds);
-}
-
-void TattooUserInterface::doScroll() {
- Screen &screen = *_vm->_screen;
- int oldScroll = screen._currentScroll;
-
- // If we're already at the target scroll position, nothing needs to be done
- if (screen._targetScroll == screen._currentScroll)
- return;
-
- screen._flushScreen = true;
- if (screen._targetScroll > screen._currentScroll) {
- screen._currentScroll += screen._scrollSpeed;
- if (screen._currentScroll > screen._targetScroll)
- screen._currentScroll = screen._targetScroll;
- } else if (screen._targetScroll < screen._currentScroll) {
- screen._currentScroll -= screen._scrollSpeed;
- if (screen._currentScroll < screen._targetScroll)
- screen._currentScroll = screen._targetScroll;
- }
-
- if (_menuBuffer != nullptr)
- _menuBounds.translate(screen._currentScroll - oldScroll, 0);
- if (_invMenuBuffer != nullptr)
- _invMenuBounds.translate(screen._currentScroll - oldScroll, 0);
-}
-
-} // End of namespace Tattoo
-
} // End of namespace Sherlock
diff --git a/engines/sherlock/user_interface.h b/engines/sherlock/user_interface.h
index dfd6d02efd..042997a3e2 100644
--- a/engines/sherlock/user_interface.h
+++ b/engines/sherlock/user_interface.h
@@ -50,18 +50,6 @@ enum MenuMode {
SETUP_MODE = 12
};
-extern const char COMMANDS[13];
-extern const int MENU_POINTS[12][4];
-
-extern const int INVENTORY_POINTS[8][3];
-extern const char INVENTORY_COMMANDS[9];
-extern const char *const PRESS_KEY_FOR_MORE;
-extern const char *const PRESS_KEY_TO_CONTINUE;
-
-class SherlockEngine;
-class Inventory;
-class Talk;
-
class UserInterface {
protected:
SherlockEngine *_vm;
@@ -137,222 +125,6 @@ public:
virtual void printObjectDesc() {}
};
-namespace Scalpel {
-
-class ScalpelUserInterface: public UserInterface {
- friend class Inventory;
- friend class Settings;
- friend class Talk;
-private:
- ImageFile *_controlPanel;
- ImageFile *_controls;
- char _keyPress;
- int _lookHelp;
- int _bgFound, _oldBgFound;
- int _help, _oldHelp;
- char _key, _oldKey;
- int _temp, _oldTemp;
- int _oldLook;
- bool _keyboardInput;
- bool _pause;
- int _cNum;
- Common::String _cAnimStr;
- Common::String _descStr;
- int _find;
- int _oldUse;
-private:
- /**
- * Draws the image for a user interface button in the down/pressed state.
- */
- void depressButton(int num);
-
- /**
- * If he mouse button is pressed, then calls depressButton to draw the button
- * as pressed; if not, it will show it as released with a call to "restoreButton".
- */
- void pushButton(int num);
-
- /**
- * By the time this method has been called, the graphics for the button change
- * have already been drawn. This simply takes care of switching the mode around
- * accordingly
- */
- void toggleButton(int num);
-
- /**
- * Creates a text window and uses it to display the in-depth description
- * of the highlighted object
- */
- void examine();
-
- /**
- * Print the name of an object in the scene
- */
- void lookScreen(const Common::Point &pt);
-
- /**
- * Gets the item in the inventory the mouse is on and display's it's description
- */
- void lookInv();
-
- /**
- * Handles input when the file list window is being displayed
- */
- void doEnvControl();
-
- /**
- * Handle input whilst the inventory is active
- */
- void doInvControl();
-
- /**
- * Handles waiting whilst an object's description window is open.
- */
- void doLookControl();
-
- /**
- * Handles input until one of the user interface buttons/commands is selected
- */
- void doMainControl();
-
- /**
- * Handles the input for the MOVE, OPEN, and CLOSE commands
- */
- void doMiscControl(int allowed);
-
- /**
- * Handles input for picking up items
- */
- void doPickControl();
-
- /**
- * Handles input when in talk mode. It highlights the buttons and available statements,
- * and handles allowing the user to click on them
- */
- void doTalkControl();
-
- /**
- * Handles events when the Journal is active.
- * @remarks Whilst this would in theory be better in the Journal class, since it displays in
- * the user interface, it uses so many internal UI fields, that it sort of made some sense
- * to put it in the UserInterface class.
- */
- void journalControl();
-
- /**
- * Checks to see whether a USE action is valid on the given object
- */
- void checkUseAction(const UseType *use, const Common::String &invName, const char *const messages[],
- int objNum, bool giveMode);
-
- /**
- * Called for OPEN, CLOSE, and MOVE actions are being done
- */
- void checkAction(ActionType &action, const char *const messages[], int objNum);
-
- /**
- * Print the previously selected object's decription
- */
- void printObjectDesc(const Common::String &str, bool firstTime);
-public:
- ScalpelUserInterface(SherlockEngine *vm);
- virtual ~ScalpelUserInterface();
-
- /**
- * Handles counting down whilst checking for input, then clears the info line.
- */
- void whileMenuCounter();
-
- /**
- * Draws the image for the given user interface button in the up
- * (not selected) position
- */
- void restoreButton(int num);
-public:
- /**
- * Resets the user interface
- */
- virtual void reset();
-
- /**
- * Main input handler for the user interface
- */
- virtual void handleInput();
-
- /**
- * Draw the user interface onto the screen's back buffers
- */
- virtual void drawInterface(int bufferNum = 3);
-
- /**
- * Displays a passed window by gradually scrolling it vertically on-screen
- */
- virtual void summonWindow(const Surface &bgSurface, bool slideUp = true);
-
- /**
- * Slide the window stored in the back buffer onto the screen
- */
- virtual void summonWindow(bool slideUp = true, int height = CONTROLS_Y);
-
- /**
- * Close a currently open window
- * @param flag 0 = slide old window down, 1 = slide prior UI back up
- */
- virtual void banishWindow(bool slideUp = true);
-
- /**
- * Clears the info line of the screen
- */
- virtual void clearInfo();
-
- /**
- * Clear any active text window
- */
- virtual void clearWindow();
-
- /**
- * Print the previously selected object's decription
- */
- virtual void printObjectDesc();
-};
-
-} // End of namespace Scalpel
-
-namespace Tattoo {
-
-class TattooUserInterface : public UserInterface {
-private:
- Common::Rect _menuBounds;
- Common::Rect _oldMenuBounds;
- Common::Rect _invMenuBounds;
- Common::Rect _oldInvMenuBounds;
- Common::Rect _oldTagBounds;
- Common::Rect _oldInvGraphicBounds;
- Surface *_menuBuffer;
- Surface *_invMenuBuffer;
-public:
- TattooUserInterface(SherlockEngine *vm);
-
- /**
- * Handles restoring any areas of the back buffer that were/are covered by UI elements
- */
- void doBgAnimRestoreUI();
-
- /**
- * Checks to see if the screen needs to be scrolled. If so, scrolls it towards the target position
- */
- void doScroll();
-public:
- virtual ~TattooUserInterface() {}
-
- /**
- * Main input handler for the user interface
- */
- virtual void handleInput();
-};
-
-} // End of namespace Tattoo
-
} // End of namespace Sherlock
#endif