aboutsummaryrefslogtreecommitdiff
path: root/engines/sherlock/inventory.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/sherlock/inventory.cpp')
-rw-r--r--engines/sherlock/inventory.cpp46
1 files changed, 19 insertions, 27 deletions
diff --git a/engines/sherlock/inventory.cpp b/engines/sherlock/inventory.cpp
index b7d973e289..283164c534 100644
--- a/engines/sherlock/inventory.cpp
+++ b/engines/sherlock/inventory.cpp
@@ -142,11 +142,8 @@ int Inventory::findInv(const Common::String &name) {
/**
* Display the character's inventory. The slamIt parameter specifies:
- * 0 = Draw it on the back buffer, and don't display it
- * 1 = Draw it on the back buffer, and then display it
- * 2 = Draw it on the secondary back buffer, and don't display it
*/
-void Inventory::putInv(int slamIt) {
+void Inventory::putInv(InvSlamMode slamIt) {
Screen &screen = *_vm->_screen;
UserInterface &ui = *_vm->_ui;
@@ -158,7 +155,7 @@ void Inventory::putInv(int slamIt) {
loadGraphics();
}
- if (slamIt != 2) {
+ if (slamIt != SLAM_SECONDARY_BUFFER) {
screen.makePanel(Common::Rect(6, 163, 54, 197));
screen.makePanel(Common::Rect(58, 163, 106, 197));
screen.makePanel(Common::Rect(110, 163, 158, 197));
@@ -170,13 +167,13 @@ void Inventory::putInv(int slamIt) {
// Iterate through displaying up to 6 objects at a time
for (int idx = _invIndex; idx < _holdings && (idx - _invIndex) < MAX_VISIBLE_INVENTORY; ++idx) {
int itemNum = idx - _invIndex;
- Surface &bb = slamIt == 2 ? screen._backBuffer2 : screen._backBuffer1;
+ Surface &bb = slamIt == SLAM_SECONDARY_BUFFER ? screen._backBuffer2 : screen._backBuffer1;
Common::Rect r(8 + itemNum * 52, 165, 51 + itemNum * 52, 194);
// Draw the background
if (idx == ui._selector) {
bb.fillRect(r, 235);
- } else if (slamIt == 2) {
+ } else if (slamIt == SLAM_SECONDARY_BUFFER) {
bb.fillRect(r, BUTTON_MIDDLE);
}
@@ -186,15 +183,15 @@ void Inventory::putInv(int slamIt) {
163 + ((33 - img.h) / 2)));
}
- if (slamIt == 1)
+ if (slamIt == SLAM_DISPLAY)
screen.slamArea(6, 163, 308, 34);
- if (slamIt != 2)
+ if (slamIt != SLAM_SECONDARY_BUFFER)
ui.clearInfo();
if (slamIt == 0) {
invCommands(0);
- } else if (slamIt == 2) {
+ } else if (slamIt == SLAM_SECONDARY_BUFFER) {
screen._backBuffer = &screen._backBuffer2;
invCommands(0);
screen._backBuffer = &screen._backBuffer1;
@@ -203,20 +200,15 @@ void Inventory::putInv(int slamIt) {
/**
* Put the game into inventory mode and open the interface window.
- * The flag parameter specifies the mode:
- * 0 = plain inventory mode
- * 2 = use inventory mode
- * 3 = give inventory mode
- * 128 = Draw window in the back buffer, but don't display it
*/
-void Inventory::drawInventory(int flag) {
+void Inventory::drawInventory(InvNewMode mode) {
Screen &screen = *_vm->_screen;
UserInterface &ui = *_vm->_ui;
- int tempFlag = flag;
+ InvNewMode tempMode = mode;
loadInv();
- if (flag == 128) {
+ if (mode == INVENTORY_DONT_DISPLAY) {
screen._backBuffer = &screen._backBuffer2;
}
@@ -249,20 +241,20 @@ void Inventory::drawInventory(int flag) {
screen.makeButton(Common::Rect(INVENTORY_POINTS[7][0], CONTROLS_Y1, INVENTORY_POINTS[7][1],
CONTROLS_Y1 + 10), INVENTORY_POINTS[7][2], "__");
- if (tempFlag == 128)
- flag = 1;
- _invMode = (InvMode)flag;
+ if (tempMode == INVENTORY_DONT_DISPLAY)
+ mode = LOOK_INVENTORY_MODE;
+ _invMode = (InvMode)mode;
- if (flag) {
- ui._oldKey = INVENTORY_COMMANDS[flag];
+ if (mode != PLAIN_INVENTORY) {
+ ui._oldKey = INVENTORY_COMMANDS[(int)mode];
} else {
ui._oldKey = -1;
}
invCommands(0);
- putInv(0);
+ putInv(SLAM_DONT_DISPLAY);
- if (tempFlag != 128) {
+ if (tempMode != INVENTORY_DONT_DISPLAY) {
if (!ui._windowStyle) {
screen.slamRect(Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
} else {
@@ -411,11 +403,11 @@ int Inventory::putItemInInventory(Object &obj) {
if (obj._pickupFlag)
_vm->setFlags(obj._pickupFlag);
- for (int useNum = 0; useNum < 4; ++useNum) {
+ for (int useNum = 0; useNum < USE_COUNT; ++useNum) {
if (obj._use[useNum]._target.equalsIgnoreCase("*PICKUP*")) {
pickupFound = true;
- for (int namesNum = 0; namesNum < 4; ++namesNum) {
+ for (int namesNum = 0; namesNum < NAMES_COUNT; ++namesNum) {
for (uint bgNum = 0; bgNum < scene._bgShapes.size(); ++bgNum) {
Object &bgObj = scene._bgShapes[bgNum];
if (obj._use[useNum]._names[namesNum].equalsIgnoreCase(bgObj._name)) {