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Diffstat (limited to 'engines/sherlock/inventory.cpp')
-rw-r--r--engines/sherlock/inventory.cpp168
1 files changed, 69 insertions, 99 deletions
diff --git a/engines/sherlock/inventory.cpp b/engines/sherlock/inventory.cpp
index 397575dfd9..bbb7c75aea 100644
--- a/engines/sherlock/inventory.cpp
+++ b/engines/sherlock/inventory.cpp
@@ -31,9 +31,6 @@ InventoryItem::InventoryItem(int requiredFlag, const Common::String &name,
_examine(examine), _lookFlag(0) {
}
-/**
- * Synchronize the data for an inventory item
- */
void InventoryItem::synchronize(Common::Serializer &s) {
s.syncAsSint16LE(_requiredFlag);
s.syncAsSint16LE(_lookFlag);
@@ -50,15 +47,14 @@ Inventory::Inventory(SherlockEngine *vm) : Common::Array<InventoryItem>(), _vm(v
_invIndex = 0;
_holdings = 0;
_invMode = INVMODE_EXIT;
+ for (int i = 0; i < 6; ++i)
+ _invShapes[i] = nullptr;
}
Inventory::~Inventory() {
freeGraphics();
}
-/**
- * Free inventory data
- */
void Inventory::freeInv() {
freeGraphics();
@@ -66,9 +62,6 @@ void Inventory::freeInv() {
_invGraphicsLoaded = false;
}
-/**
- * Free any loaded inventory graphics
- */
void Inventory::freeGraphics() {
for (uint idx = 0; idx < MAX_VISIBLE_INVENTORY; ++idx)
delete _invShapes[idx];
@@ -77,10 +70,6 @@ void Inventory::freeGraphics() {
_invGraphicsLoaded = false;
}
-/**
- * Load the list of names the inventory items correspond to, if not already loaded,
- * and then calls loadGraphics to load the associated graphics
- */
void Inventory::loadInv() {
// Exit if the inventory names are already loaded
if (_names.size() > 0)
@@ -104,9 +93,6 @@ void Inventory::loadInv() {
loadGraphics();
}
-/**
- * Load the list of names of graphics for the inventory
- */
void Inventory::loadGraphics() {
if (_invGraphicsLoaded)
return;
@@ -126,38 +112,29 @@ void Inventory::loadGraphics() {
_invGraphicsLoaded = true;
}
-/**
- * Searches through the list of names that correspond to the inventory items
- * and returns the numer that matches the passed name
- */
int Inventory::findInv(const Common::String &name) {
for (int idx = 0; idx < (int)_names.size(); ++idx) {
- if (scumm_stricmp(name.c_str(), _names[idx].c_str()) == 0)
+ if (name.equalsIgnoreCase(_names[idx]))
return idx;
}
- return 1;
+ // Couldn't find the desired item
+ error("Couldn't find inventory item - %s", name.c_str());
}
-/**
- * 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;
// If an inventory item has disappeared (due to using it or giving it),
- // a blank space slot may haave appeared. If so, adjust the inventory
+ // a blank space slot may have appeared. If so, adjust the inventory
if (_invIndex > 0 && _invIndex > (_holdings - 6)) {
--_invIndex;
freeGraphics();
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));
@@ -169,53 +146,45 @@ 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);
}
// Draw the item image
- Graphics::Surface &img = (*_invShapes[itemNum])[0]._frame;
- bb.transBlitFrom(img, Common::Point(6 + itemNum * 52 + ((47 - img.w) / 2),
- 163 + ((33 - img.h) / 2)));
+ ImageFrame &frame = (*_invShapes[itemNum])[0];
+ bb.transBlitFrom(frame, Common::Point(6 + itemNum * 52 + ((47 - frame._width) / 2),
+ 163 + ((33 - frame._height) / 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;
}
}
-/**
- * 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;
}
@@ -248,21 +217,21 @@ 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 (!ui._windowStyle) {
+ if (tempMode != INVENTORY_DONT_DISPLAY) {
+ if (!ui._slideWindows) {
screen.slamRect(Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
} else {
ui.summonWindow(false, CONTROLS_Y1);
@@ -278,26 +247,22 @@ void Inventory::drawInventory(int flag) {
((ScalpelUserInterface *)_vm->_ui)->_oldUse = -1;
}
-/**
- * Prints the line of inventory commands at the top of an inventory window with
- * the correct highlighting
- */
void Inventory::invCommands(bool slamIt) {
Screen &screen = *_vm->_screen;
UserInterface &ui = *_vm->_ui;
if (slamIt) {
screen.buttonPrint(Common::Point(INVENTORY_POINTS[0][2], CONTROLS_Y1),
- _invMode == 0 ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND,
+ _invMode == INVMODE_EXIT ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND,
true, "Exit");
screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1),
- _invMode == 1 ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND,
+ _invMode == INVMODE_LOOK ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND,
true, "Look");
screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1),
- _invMode == 2 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
+ _invMode == INVMODE_USE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
true, "Use");
screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1),
- _invMode == 3 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
+ _invMode == INVMODE_GIVE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
true, "Give");
screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1),
_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
@@ -311,20 +276,20 @@ void Inventory::invCommands(bool slamIt) {
screen.print(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1 + 1),
(_holdings - _invIndex <= 6) ? COMMAND_NULL : COMMAND_FOREGROUND,
"__");
- if (_invMode != 1)
+ if (_invMode != INVMODE_LOOK)
ui.clearInfo();
} else {
screen.buttonPrint(Common::Point(INVENTORY_POINTS[0][2], CONTROLS_Y1),
- _invMode == 0 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
+ _invMode == INVMODE_EXIT ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
false, "Exit");
screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1),
- _invMode == 1 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
+ _invMode == INVMODE_LOOK ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
false, "Look");
screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1),
- _invMode == 2 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
+ _invMode == INVMODE_USE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
false, "Use");
screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1),
- _invMode == 3 ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
+ _invMode == INVMODE_GIVE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND,
false, "Give");
screen.gPrint(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1),
_invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND,
@@ -341,31 +306,49 @@ void Inventory::invCommands(bool slamIt) {
}
}
-/**
- * Set the highlighting color of a given inventory item
- */
void Inventory::highlight(int index, byte color) {
Screen &screen = *_vm->_screen;
Surface &bb = *screen._backBuffer;
int slot = index - _invIndex;
- Graphics::Surface &img = (*_invShapes[slot])[0]._frame;
+ ImageFrame &frame = (*_invShapes[slot])[0];
bb.fillRect(Common::Rect(8 + slot * 52, 165, (slot + 1) * 52, 194), color);
- bb.transBlitFrom(img, Common::Point(6 + slot * 52 + ((47 - img.w) / 2),
- 163 + ((33 - img.h) / 2)));
+ bb.transBlitFrom(frame, Common::Point(6 + slot * 52 + ((47 - frame._width) / 2),
+ 163 + ((33 - frame._height) / 2)));
screen.slamArea(8 + slot * 52, 165, 44, 30);
}
-/**
- * Adds a shape from the scene to the player's inventory
- */
+void Inventory::refreshInv() {
+ if (IS_ROSE_TATTOO)
+ return;
+
+ Screen &screen = *_vm->_screen;
+ Talk &talk = *_vm->_talk;
+ ScalpelUserInterface &ui = *(ScalpelUserInterface *)_vm->_ui;
+
+ ui._invLookFlag = true;
+ freeInv();
+
+ ui._infoFlag = true;
+ ui.clearInfo();
+
+ screen._backBuffer2.blitFrom(screen._backBuffer1, Common::Point(0, CONTROLS_Y),
+ Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
+ ui.examine();
+
+ if (!talk._talkToAbort) {
+ screen._backBuffer2.blitFrom((*ui._controlPanel)[0], Common::Point(0, CONTROLS_Y));
+ loadInv();
+ }
+}
+
int Inventory::putNameInInventory(const Common::String &name) {
Scene &scene = *_vm->_scene;
int matches = 0;
for (uint idx = 0; idx < scene._bgShapes.size(); ++idx) {
Object &o = scene._bgShapes[idx];
- if (scumm_stricmp(name.c_str(), o._name.c_str()) == 0 && o._type != INVALID) {
+ if (name.equalsIgnoreCase(o._name) && o._type != INVALID) {
putItemInInventory(o);
++matches;
}
@@ -374,10 +357,6 @@ int Inventory::putNameInInventory(const Common::String &name) {
return matches;
}
-/**
- * Moves a specified item into the player's inventory If the item has a *PICKUP* use action,
- * then the item in the use action are added to the inventory.
- */
int Inventory::putItemInInventory(Object &obj) {
Scene &scene = *_vm->_scene;
int matches = 0;
@@ -386,14 +365,14 @@ int Inventory::putItemInInventory(Object &obj) {
if (obj._pickupFlag)
_vm->setFlags(obj._pickupFlag);
- for (int useNum = 0; useNum < 4; ++useNum) {
- if (scumm_stricmp(obj._use[useNum]._target.c_str(), "*PICKUP*") == 0) {
+ 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 (scumm_stricmp(obj._use[useNum]._names[namesNum].c_str(), bgObj._name.c_str()) == 0) {
+ if (obj._use[useNum]._names[namesNum].equalsIgnoreCase(bgObj._name)) {
copyToInventory(bgObj);
if (bgObj._pickupFlag)
_vm->setFlags(bgObj._pickupFlag);
@@ -439,9 +418,6 @@ int Inventory::putItemInInventory(Object &obj) {
return matches;
}
-/**
- * Copy the passed object into the inventory
- */
void Inventory::copyToInventory(Object &obj) {
InventoryItem invItem;
invItem._name = obj._name;
@@ -454,14 +430,11 @@ void Inventory::copyToInventory(Object &obj) {
++_holdings;
}
-/**
- * Deletes a specified item from the player's inventory
- */
int Inventory::deleteItemFromInventory(const Common::String &name) {
int invNum = -1;
for (int idx = 0; idx < (int)size() && invNum == -1; ++idx) {
- if (scumm_stricmp(name.c_str(), (*this)[idx]._name.c_str()) == 0)
+ if (name.equalsIgnoreCase((*this)[idx]._name))
invNum = idx;
}
@@ -476,9 +449,6 @@ int Inventory::deleteItemFromInventory(const Common::String &name) {
return 1;
}
-/**
- * Synchronize the data for a savegame
- */
void Inventory::synchronize(Common::Serializer &s) {
s.syncAsSint16LE(_holdings);