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-rw-r--r--engines/drascula/drascula.cpp10
-rw-r--r--engines/drascula/objects.cpp98
2 files changed, 63 insertions, 45 deletions
diff --git a/engines/drascula/drascula.cpp b/engines/drascula/drascula.cpp
index 7954ada562..1b40626b11 100644
--- a/engines/drascula/drascula.cpp
+++ b/engines/drascula/drascula.cpp
@@ -252,8 +252,12 @@ Common::Error DrasculaEngine::run() {
clearRoom();
} else if (currentChapter == 5) {
} else if (currentChapter == 6) {
- igorX = 105, igorY = 85, trackIgor = 1;
- drasculaX = 62, drasculaY = 99, trackDrascula = 1;
+ igorX = 105;
+ igorY = 85;
+ trackIgor = 1;
+ drasculaX = 62;
+ drasculaY = 99;
+ trackDrascula = 1;
actorFrames[kFramePendulum] = 0;
flag_tv = 0;
}
@@ -314,7 +318,7 @@ bool DrasculaEngine::runCurrentChapter() {
}
}
- for (n = 1; n < 43; n++)
+ for (n = 1; n < ARRAYSIZE(inventoryObjects); n++)
inventoryObjects[n] = 0;
for (n = 0; n < NUM_FLAGS; n++)
diff --git a/engines/drascula/objects.cpp b/engines/drascula/objects.cpp
index b7b5185bab..c4dc3df1f6 100644
--- a/engines/drascula/objects.cpp
+++ b/engines/drascula/objects.cpp
@@ -58,20 +58,6 @@ void DrasculaEngine::chooseObject(int object) {
pickedObject = object;
}
-int DrasculaEngine::removeObject(int obj) {
- int result = 1;
-
- for (int h = 1; h < 43; h++) {
- if (inventoryObjects[h] == obj) {
- inventoryObjects[h] = 0;
- result = 0;
- break;
- }
- }
-
- return result;
-}
-
void DrasculaEngine::gotoObject(int pointX, int pointY) {
bool cursorVisible = isCursorVisible();
hideCursor();
@@ -133,28 +119,47 @@ void DrasculaEngine::checkObjects() {
_hasName = false;
}
+/**
+ * Remove an item from the inventory, namely the item in the slot
+ * over which the mouse cursor currently hovers.
+ */
void DrasculaEngine::removeObject() {
- int h = 0, n;
+ int obj = 0, n;
updateRoom();
- for (n = 1; n < 43; n++){
- if (whichObject() == n) {
- h = inventoryObjects[n];
- inventoryObjects[n] = 0;
- if (h != 0)
- takeObject = 1;
- }
+ n = whichObject();
+ if (n != 0) {
+ obj = inventoryObjects[n];
+ inventoryObjects[n] = 0;
+ if (obj != 0)
+ takeObject = 1;
}
updateEvents();
if (takeObject == 1)
- chooseObject(h);
+ chooseObject(obj);
}
+/**
+ * Remove the item with the given id from the inventory.
+ * Returns 0 if was in the inventory, 1 otherwise.
+ */
+int DrasculaEngine::removeObject(int obj) {
+ for (int n = 1; n < ARRAYSIZE(inventoryObjects); n++) {
+ if (inventoryObjects[n] == obj) {
+ inventoryObjects[n] = 0;
+ return 0;
+ }
+ }
+
+ return 1;
+}
+
+
bool DrasculaEngine::pickupObject() {
- int h = pickedObject;
+ int obj = pickedObject;
checkFlags = 1;
updateRoom();
@@ -163,12 +168,11 @@ bool DrasculaEngine::pickupObject() {
// Objects with an ID smaller than 7 are the inventory verbs
if (pickedObject >= 7) {
- for (int n = 1; n < 43; n++) {
- if (whichObject() == n && inventoryObjects[n] == 0) {
- inventoryObjects[n] = h;
- takeObject = 0;
- checkFlags = 0;
- }
+ int n = whichObject();
+ if (n != 0 && inventoryObjects[n] == 0) {
+ inventoryObjects[n] = obj;
+ takeObject = 0;
+ checkFlags = 0;
}
}
@@ -183,29 +187,39 @@ bool DrasculaEngine::pickupObject() {
return false;
}
+/**
+ * Add the object with the given id to the inventory.
+ */
void DrasculaEngine::addObject(int obj) {
- int h, position = 0;
+ int n;
- for (h = 1; h < 43; h++) {
- if (inventoryObjects[h] == obj)
- position = 1;
+ // Check whether obj is already in the inventory.
+ // If it is, just do nothing and return.
+ for (n = 1; n < ARRAYSIZE(inventoryObjects); n++) {
+ if (inventoryObjects[n] == obj)
+ return;
}
- if (position == 0) {
- for (h = 1; h < 43; h++) {
- if (inventoryObjects[h] == 0) {
- inventoryObjects[h] = obj;
- position = 1;
- break;
- }
+ // Otherwise, look for a free slot and add the object there.
+ for (n = 1; n < ARRAYSIZE(inventoryObjects); n++) {
+ if (inventoryObjects[n] == 0) {
+ inventoryObjects[n] = obj;
+ return;
}
}
+
+ // If we get here, then we failed to add the object to the inventory.
+ error("DrasculaEngine::addObject: Failed to add object %d to inventory", obj);
}
+/**
+ * Return the id of the inventory slot under the mouse cursor right now.
+ * If no inventory slot is under the mouse cursor, return 0.
+ */
int DrasculaEngine::whichObject() {
int n = 0;
- for (n = 1; n < 43; n++) {
+ for (n = 1; n < ARRAYSIZE(inventoryObjects); n++) {
if (mouseX > _itemLocations[n].x && mouseY > _itemLocations[n].y &&
mouseX < _itemLocations[n].x + OBJWIDTH &&
mouseY < _itemLocations[n].y + OBJHEIGHT)