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-rw-r--r--engines/sherlock/tattoo/widget_inventory.cpp762
1 files changed, 762 insertions, 0 deletions
diff --git a/engines/sherlock/tattoo/widget_inventory.cpp b/engines/sherlock/tattoo/widget_inventory.cpp
new file mode 100644
index 0000000000..170fb02481
--- /dev/null
+++ b/engines/sherlock/tattoo/widget_inventory.cpp
@@ -0,0 +1,762 @@
+/* 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/widget_inventory.h"
+#include "sherlock/tattoo/tattoo_fixed_text.h"
+#include "sherlock/tattoo/tattoo_people.h"
+#include "sherlock/tattoo/tattoo_scene.h"
+#include "sherlock/tattoo/tattoo_user_interface.h"
+#include "sherlock/tattoo/tattoo.h"
+
+namespace Sherlock {
+
+namespace Tattoo {
+
+#define INVENTORY_XSIZE 70 // Width of the box that surrounds inventory items
+#define INVENTORY_YSIZE 70 // Height of the box that surrounds inventory items
+#define MAX_INV_COMMANDS 10 // Maximum elements in dialog
+
+WidgetInventoryTooltip::WidgetInventoryTooltip(SherlockEngine *vm, WidgetInventory *owner) :
+ WidgetTooltipBase(vm), _owner(owner) {
+}
+
+void WidgetInventoryTooltip::setText(const Common::String &str) {
+ // If no text specified, erase any previously displayed tooltip and free it's surface
+ if (str.empty()) {
+ erase();
+ _surface.free();
+ return;
+ }
+
+ int width = _surface.stringWidth(str) + 2;
+ int height = 0;
+ Common::String line1 = str, line2;
+
+ // See if we need to split it into two lines
+ if (width > 150) {
+ // Yes, we do
+ const char *s = str.c_str();
+ const char *space = nullptr;
+ int dif = 10000;
+
+ while (*s) {
+ s = strchr(s, ' ');
+
+ if (!s) {
+ if (!space) {
+ height = _surface.stringHeight(str) + 2;
+ } else {
+ line1 = Common::String(str.c_str(), space);
+ line2 = Common::String(space + 1);
+ height = _surface.stringHeight(line1) + _surface.stringHeight(line2) + 4;
+ }
+ break;
+ } else {
+ line1 = Common::String(str.c_str(), s);
+ line2 = Common::String(s + 1);
+ int width1 = _surface.stringWidth(line1);
+ int width2 = _surface.stringWidth(line2);
+
+ if (ABS(width1 - width2) < dif) {
+ // Found a split point that results in less overall width
+ space = s;
+ dif = ABS(width1 - width2);
+ width = MAX(width1, width2);
+ }
+
+ s++;
+ }
+ }
+ } else {
+ height = _surface.stringHeight(str) + 2;
+ }
+
+ // Allocate a fresh surface for the new string
+ _bounds = Common::Rect(width, height);
+ _surface.create(width, height);
+ _surface.fill(TRANSPARENCY);
+
+ if (line2.empty()) {
+ _surface.writeFancyString(str, Common::Point(0, 0), BLACK, INFO_TOP);
+ } else {
+ int xp, yp;
+
+ xp = (_bounds.width() - _surface.stringWidth(line1) - 2) / 2;
+ _surface.writeFancyString(line1, Common::Point(xp, 0), BLACK, INFO_TOP);
+
+ xp = (_bounds.width() - _surface.stringWidth(line2) - 2) / 2;
+ yp = _surface.stringHeight(line2) + 2;
+ _surface.writeFancyString(line2, Common::Point(xp, yp), BLACK, INFO_TOP);
+ }
+}
+
+void WidgetInventoryTooltip::handleEvents() {
+ Events &events = *_vm->_events;
+ FixedText &fixedText = *_vm->_fixedText;
+ Inventory &inv = *_vm->_inventory;
+ TattooPeople &people = *(TattooPeople *)_vm->_people;
+ Scene &scene = *_vm->_scene;
+ TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
+ Common::Point mousePos = events.mousePos();
+ Common::String str;
+ int select = -1, oldSelect = 999;
+ Common::String strWith = fixedText.getText(kFixedText_With);
+ Common::String strUse = fixedText.getText(kFixedText_Use);
+
+ // If we are using an inventory item on an object in the room, display the appropriate text above the mouse cursor
+ if (_owner->_invVerbMode == 3) {
+ select = ui._bgFound;
+ oldSelect = ui._oldBgFound;
+
+ if (select != -1 && (select != oldSelect || (select != -1 && _surface.empty()))) {
+ // See if we're pointing at a shape or a sprite
+ if (select < 1000) {
+ Object &obj = scene._bgShapes[select];
+
+ if (!obj._description.empty() && !obj._description.hasPrefix(" ")) {
+ if (_vm->getLanguage() == Common::GR_GRE) {
+
+ if (!_owner->_swapItems)
+ str = Common::String::format("%s %s %s %s", _owner->_action.c_str(), obj._description.c_str(),
+ inv[_owner->_invSelect]._name.c_str(), _owner->_verb.c_str());
+ else
+ str = Common::String::format("%s %s %s %s", _owner->_action.c_str(), inv[_owner->_invSelect]._name.c_str(),
+ obj._description.c_str(), _owner->_verb.c_str());
+ } else {
+ if (_owner->_swapItems)
+ str = Common::String::format("%s %s %s %s", _owner->_verb.c_str(), obj._description.c_str(), _owner->_action.c_str(),
+ inv[_owner->_invSelect]._name.c_str());
+ else
+ str = Common::String::format("%s %s %s %s", _owner->_verb.c_str(), inv[_owner->_invSelect]._name.c_str(),
+ _owner->_action.c_str(), obj._description.c_str());
+ }
+ }
+ } else {
+ Person &person = people[ui._bgFound - 1000];
+
+ if (!person._description.empty() && !person._description.hasPrefix(" ")) {
+ if (_vm->getLanguage() == Common::GR_GRE) {
+ if (!_owner->_swapItems)
+ str = Common::String::format("%s %s %s %s", _owner->_action.c_str(), person._description.c_str(),
+ inv[_owner->_invSelect]._name.c_str(), _owner->_verb.c_str());
+ else
+ str = Common::String::format("%s %s %s %s", _owner->_action.c_str(), inv[_owner->_invSelect]._name.c_str(),
+ person._description.c_str(), _owner->_verb.c_str());
+ } else {
+
+ if (_owner->_swapItems)
+ str = Common::String::format("%s %s %s %s", _owner->_verb.c_str(), person._description.c_str(),
+ _owner->_action.c_str(), inv[_owner->_invSelect]._name.c_str());
+ else
+ str = Common::String::format("%s %s %s %s", _owner->_verb.c_str(),
+ inv[_owner->_invSelect]._name.c_str(), _owner->_action.c_str(), person._description.c_str());
+ }
+ }
+ }
+ }
+ } else {
+ Common::Rect r = _owner->_bounds;
+ r.grow(-3);
+
+ if (r.contains(mousePos)) {
+ select = (mousePos.x - r.left) / (INVENTORY_XSIZE + 3) + NUM_INVENTORY_SHOWN / 2 *
+ ((mousePos.y - r.top) / (INVENTORY_YSIZE + 3)) + inv._invIndex;
+
+ if (select >= inv._holdings) {
+ select = -1;
+ } else {
+ oldSelect = _owner->_invSelect;
+
+ if (select != _owner->_invSelect || _surface.empty()) {
+
+ if (_owner->_invMode == 1) {
+ // See if we were pointing at a shapre or sprite
+ if (ui._activeObj < 1000) {
+ Object &obj = scene._bgShapes[ui._activeObj];
+
+ if (!obj._description.empty() && !obj._description.hasPrefix(" "))
+ str = Common::String::format("%s %s %s %s", strUse.c_str(), inv[select]._name.c_str(),
+ strWith.c_str(), obj._description.c_str());
+ } else {
+ Person &person = people[ui._activeObj - 1000];
+
+ if (!person._description.empty() && !person._description.hasPrefix(" "))
+ str = Common::String::format("%s %s %s %s", strUse.c_str(), inv[select]._name.c_str(),
+ strWith.c_str(), person._description.c_str());
+ }
+ } else {
+ if (_owner->_invVerbMode == 2)
+ str = Common::String::format("%s %s %s %s", strUse.c_str(), inv[_owner->_invSelect]._name.c_str(),
+ strWith.c_str(), inv[select]._name.c_str());
+ else
+ str = inv[select]._description.c_str();
+ }
+ }
+ }
+ }
+ }
+
+ // See if they are pointing at a different inventory object and we need to
+ // change the graphics of the Text Tag
+ if (select != oldSelect || (select != -1 && _surface.empty())) {
+ // Set the text
+ setText(str);
+
+ if (_owner->_invVerbMode != 3)
+ _owner->_invSelect = select;
+ else
+ ui._oldBgFound = select;
+ } else if (select == -1 && oldSelect != -1) {
+ setText(Common::String());
+ return;
+ }
+
+ if (_owner->_invVerbMode == 3)
+ // Adjust tooltip to be above the inventory item being shown above the standard cursor
+ mousePos.y -= events._hotspotPos.y;
+
+ // Update the position of the tooltip
+ int xs = CLIP(mousePos.x - _bounds.width() / 2, 0, SHERLOCK_SCENE_WIDTH - _bounds.width());
+ int ys = CLIP(mousePos.y - _bounds.height(), 0, SHERLOCK_SCREEN_HEIGHT - _bounds.height());
+ _bounds.moveTo(xs, ys);
+}
+
+/*----------------------------------------------------------------*/
+
+WidgetInventoryVerbs::WidgetInventoryVerbs(SherlockEngine *vm, WidgetInventory *owner) :
+ WidgetBase(vm), _owner(owner) {
+ _invVerbSelect = _oldInvVerbSelect = -1;
+}
+
+void WidgetInventoryVerbs::load() {
+ Events &events = *_vm->_events;
+ Inventory &inv = *_vm->_inventory;
+ People &people = *_vm->_people;
+ Scene &scene = *_vm->_scene;
+ TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
+ Common::Point mousePos = events.mousePos();
+
+ // Make the Verb List for this Inventory Item
+ _inventCommands.clear();
+ _inventCommands.push_back(FIXED(Look));
+
+ // Default the Action word to "with"
+ _owner->_action = _vm->getLanguage() == Common::GR_GRE ? "" : FIXED(With);
+
+ // Search all the bgshapes for any matching Target Fields
+ for (uint idx = 0; idx < scene._bgShapes.size(); ++idx) {
+ Object &obj = scene._bgShapes[idx];
+
+ if (obj._type != INVALID && obj._type != HIDDEN) {
+ for (int useNum = 0; useNum < 6; ++useNum) {
+ if (!obj._use[useNum]._verb.hasPrefix("*") &&
+ !obj._use[useNum]._target.compareToIgnoreCase(inv[_owner->_invSelect]._name)) {
+ // Make sure the Verb is not already in the list
+ bool found1 = false;
+ for (uint cmdNum = 0; cmdNum < _inventCommands.size() && !found1; ++cmdNum) {
+ if (!_inventCommands[cmdNum].compareToIgnoreCase(obj._use[useNum]._verb))
+ found1 = true;
+ }
+
+ if (!found1) {
+ _inventCommands.push_back(obj._use[useNum]._verb);
+
+ // Check for any Special Action commands
+ for (int nameNum = 0; nameNum < 4; ++nameNum) {
+ if (!scumm_strnicmp(obj._use[useNum]._names[nameNum].c_str(), "*V", 2)) {
+ if (!scumm_strnicmp(obj._use[useNum]._names[nameNum].c_str(), "*VSWAP", 6))
+ _owner->_swapItems = true;
+ else
+ _owner->_action = Common::String(obj._use[useNum]._names[nameNum].c_str() + 2);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ // Search the NPCs for matches as well
+ for (int idx = 1; idx < MAX_CHARACTERS; ++idx) {
+ for (int useNum = 0; useNum < 2; ++useNum) {
+ if (!people[idx]._use[useNum]._target.compareToIgnoreCase(inv[_owner->_invSelect]._name) &&
+ !people[idx]._use[useNum]._verb.empty() && !people[idx]._use[useNum]._verb.hasPrefix(" ")) {
+ bool found1 = false;
+ for (uint cmdNum = 0; cmdNum < _inventCommands.size() && !found1; ++cmdNum) {
+ if (!_inventCommands[cmdNum].compareToIgnoreCase(people[idx]._use[cmdNum]._verb))
+ found1 = true;
+ }
+
+ if (!found1)
+ _inventCommands.push_back(people[idx]._use[useNum]._verb);
+ }
+ }
+ }
+
+ // Finally see if the item itself has a verb
+ if (!inv[_owner->_invSelect]._verb._verb.empty()) {
+ // Don't add "Solve" to the Foolscap if it's already been "Solved"
+ if (inv[_owner->_invSelect]._verb._verb.compareToIgnoreCase(FIXED(Solve)) || !_vm->readFlags(299))
+ _inventCommands.push_back(inv[_owner->_invSelect]._verb._verb);
+ }
+
+ // Now find the widest command in the _inventCommands array
+ int width = 0;
+ for (uint idx = 0; idx < _inventCommands.size(); ++idx)
+ width = MAX(width, _surface.stringWidth(_inventCommands[idx]));
+
+ // Set up bounds for the menu
+ _bounds = Common::Rect(width + _surface.widestChar() * 2 + 6,
+ (_surface.fontHeight() + 7) * _inventCommands.size() + 3);
+ _bounds.moveTo(mousePos.x - _bounds.width() / 2, mousePos.y - _bounds.height() / 2);
+
+ // Create the surface
+ _surface.create(_bounds.width(), _bounds.height());
+ _surface.fill(TRANSPARENCY);
+ makeInfoArea();
+
+ // Draw the Verb commands and the lines separating them
+ ImageFile &images = *ui._interfaceImages;
+ for (int idx = 0; idx < (int)_inventCommands.size(); ++idx) {
+ _surface.writeString(_inventCommands[idx], Common::Point((_bounds.width() -
+ _surface.stringWidth(_inventCommands[idx])) / 2, (_surface.fontHeight() + 7) * idx + 5), INFO_TOP);
+
+ if (idx < (int)_inventCommands.size() - 1) {
+ _surface.vLine(3, (_surface.fontHeight() + 7) * (idx + 1), _bounds.right - 4, INFO_TOP);
+ _surface.vLine(3, (_surface.fontHeight() + 7) * (idx + 1) + 1, _bounds.right - 4, INFO_MIDDLE);
+ _surface.vLine(3, (_surface.fontHeight() + 7) * (idx + 1) + 2, _bounds.right - 4, INFO_BOTTOM);
+
+ _surface.transBlitFrom(images[4], Common::Point(0, (_surface.fontHeight() + 7) * (idx + 1)));
+ _surface.transBlitFrom(images[5], Common::Point(_bounds.width() - images[5]._width,
+ (_surface.fontHeight() + 7) * (idx + 1) - 1));
+ }
+ }
+
+ summonWindow();
+}
+
+void WidgetInventoryVerbs::handleEvents() {
+ Events &events = *_vm->_events;
+ Inventory &inv = *_vm->_inventory;
+ TattooScene &scene = *(TattooScene *)_vm->_scene;
+ Common::Point mousePos = events.mousePos();
+ TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
+ TattooEngine &vm = *(TattooEngine *)_vm;
+
+ // Handle changing highlighted verb entry
+ highlightControls();
+
+ // See if they want to close the menu (by clicking outside the menu)
+ Common::Rect innerBounds = _bounds;
+ innerBounds.grow(-3);
+
+ // Flag is they started pressing outside of the menu
+ if (events._firstPress && !_bounds.contains(mousePos))
+ _outsideMenu = true;
+
+ if (events._released || events._rightReleased || ui._keyState.keycode == Common::KEYCODE_ESCAPE) {
+ ui._scrollHighlight = SH_NONE;
+ banishWindow();
+
+ if ((_outsideMenu && !innerBounds.contains(mousePos)) || ui._keyState.keycode == Common::KEYCODE_ESCAPE) {
+ _owner->_invVerbMode = 0;
+ } else if (innerBounds.contains(mousePos)) {
+ _outsideMenu = false;
+
+ // Check if they are trying to solve the Foolscap puzzle, or looking at the completed puzzle
+ bool doHangman = !inv[_owner->_invSelect]._name.compareToIgnoreCase(FIXED(Inv6)) &&
+ !_inventCommands[_invVerbSelect].compareToIgnoreCase(FIXED(Solve));
+ doHangman |= (!inv[_owner->_invSelect]._name.compareToIgnoreCase(FIXED(Inv6)) || !inv[_owner->_invSelect]._name.compareToIgnoreCase(FIXED(Inv7)))
+ && _inventCommands[_invVerbSelect].compareToIgnoreCase(FIXED(Look)) && vm.readFlags(299);
+
+ if (doHangman) {
+ // Close the entire Inventory and return to Standard Mode
+ _owner->_invVerbMode = 0;
+
+ _owner->_tooltipWidget.banishWindow();
+ inv.freeInv();
+
+ events.clearEvents();
+ events.setCursor(ARROW);
+ ui._menuMode = scene._labTableScene ? LAB_MODE : STD_MODE;
+
+ scene.doBgAnim();
+ vm.doHangManPuzzle();
+ } else if (_invVerbSelect == 0) {
+ // They have released the mouse on the Look Verb command, so Look at the inventory item
+ ui._invLookFlag = true;
+ inv.freeInv();
+ ui._windowOpen = false;
+ ui._lookPos = mousePos;
+ ui.printObjectDesc(inv[_owner->_invSelect]._examine, true);
+ } else {
+ _owner->_invVerbMode = 3;
+ ui._oldBgFound = -1;
+
+ // See if the selected Verb with the selected Iventory Item, is to be used by itself
+ if (!_inventCommands[_invVerbSelect].compareToIgnoreCase(inv[_owner->_invSelect]._verb._verb) ||
+ !inv[_owner->_invSelect]._verb._target.compareToIgnoreCase("*SELF")) {
+ inv.freeInv();
+
+ ui._menuMode = scene._labTableScene ? LAB_MODE : STD_MODE;
+ events.clearEvents();
+ ui.checkAction(inv[_owner->_invSelect]._verb, 2000);
+ } else {
+ _owner->_verb = _inventCommands[_invVerbSelect];
+ }
+
+ // If we are still in Inventory Mode, setup the graphic to float in front of the mouse cursor
+ if (ui._menuMode == INV_MODE) {
+ // Add the inventory item to the cursor
+ ImageFrame &imgFrame = (*inv._invShapes[_owner->_invSelect - inv._invIndex])[0];
+ events.setCursor(ARROW, imgFrame._frame);
+
+ // Close the inventory dialog without banishing it, so it can keep getting events
+ // to handle tooltips and actually making the selection of what object to use them item on
+ inv.freeInv();
+ _owner->_surface.free();
+ }
+ }
+ }
+ }
+}
+
+void WidgetInventoryVerbs::highlightControls() {
+ Events &events = *_vm->_events;
+ Common::Point mousePos = events.mousePos();
+
+ Common::Rect innerBounds = _bounds;
+ innerBounds.grow(-3);
+
+ // Set the highlighted verb
+ _invVerbSelect = -1;
+ if (innerBounds.contains(mousePos))
+ _invVerbSelect = (mousePos.y - _bounds.top - 3) / (_surface.fontHeight() + 7);
+
+ // See if the highlighted verb has changed
+ if (_invVerbSelect != _oldInvVerbSelect) {
+ // Draw the list again, with the new highlighting
+ for (int idx = 0; idx < (int)_inventCommands.size(); ++idx) {
+ byte color = (idx == _invVerbSelect) ? COMMAND_HIGHLIGHTED : INFO_TOP;
+ _surface.writeString(_inventCommands[idx], Common::Point(
+ (_bounds.width() - _surface.stringWidth(_inventCommands[idx])) / 2,
+ (_surface.fontHeight() + 7) * idx + 5), color);
+ }
+
+ _oldInvVerbSelect = _invVerbSelect;
+ }
+}
+
+/*----------------------------------------------------------------*/
+
+WidgetInventory::WidgetInventory(SherlockEngine *vm) : WidgetBase(vm),
+ _tooltipWidget(vm, this), _verbList(vm, this) {
+ _invMode = 0;
+ _invVerbMode = 0;
+ _invSelect = _oldInvSelect = -1;
+ _selector = _oldSelector = -1;
+ _dialogTimer = -1;
+ _swapItems = false;
+}
+
+void WidgetInventory::load(int mode) {
+ Events &events = *_vm->_events;
+ Inventory &inv = *_vm->_inventory;
+ Screen &screen = *_vm->_screen;
+ Common::Point mousePos = events.mousePos();
+
+ if (mode == 3) {
+ mode = 2;
+ mousePos = Common::Point(screen._currentScroll.x + SHERLOCK_SCREEN_WIDTH / 2, SHERLOCK_SCREEN_HEIGHT / 2);
+ }
+
+ if (mode != 0)
+ _invMode = mode;
+ _invVerbMode = 0;
+ _invSelect = _oldInvSelect = -1;
+ _selector = _oldSelector = -1;
+ _dialogTimer = -1;
+
+ if (mode == 0) {
+ banishWindow();
+ } else {
+ _bounds = Common::Rect((INVENTORY_XSIZE + 3) * NUM_INVENTORY_SHOWN / 2 + BUTTON_SIZE + 6,
+ (INVENTORY_YSIZE + 3) * 2 + 3);
+ _bounds.moveTo(mousePos.x - _bounds.width() / 2, mousePos.y - _bounds.height() / 2);
+ }
+
+ // Ensure menu will be on-screen
+ restrictToScreen();
+
+ // Load the inventory data
+ inv.loadInv();
+
+ // Redraw the inventory menu on the widget surface
+ _surface.create(_bounds.width(), _bounds.height());
+ _surface.fill(TRANSPARENCY);
+
+ // Draw the window background and then the inventory on top of it
+ makeInfoArea(_surface);
+ drawBars();
+ drawInventory();
+}
+
+void WidgetInventory::drawBars() {
+ TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
+ ImageFile &images = *ui._interfaceImages;
+ int x;
+
+ _surface.hLine(3, INVENTORY_YSIZE + 3, _bounds.width() - 4, INFO_TOP);
+ _surface.hLine(3, INVENTORY_YSIZE + 4, _bounds.width() - 4, INFO_MIDDLE);
+ _surface.hLine(3, INVENTORY_YSIZE + 5, _bounds.width() - 4, INFO_BOTTOM);
+ _surface.transBlitFrom(images[4], Common::Point(0, INVENTORY_YSIZE + 2));
+
+ for (int idx = 1; idx <= NUM_INVENTORY_SHOWN / 2; ++idx) {
+ x = idx * (INVENTORY_XSIZE + 3);
+
+ _surface.vLine(x, 3, _bounds.height() - 4, INFO_TOP);
+ _surface.vLine(x + 1, 3, _bounds.height() - 4, INFO_MIDDLE);
+ _surface.vLine(x + 2, 3, _bounds.height() - 4, INFO_BOTTOM);
+
+ _surface.transBlitFrom(images[6], Common::Point(x - 1, 1));
+ _surface.transBlitFrom(images[7], Common::Point(x - 1, _bounds.height() - 4));
+ _surface.transBlitFrom(images[6], Common::Point(x - 1, INVENTORY_YSIZE + 5));
+ _surface.transBlitFrom(images[7], Common::Point(x - 1, INVENTORY_YSIZE + 2));
+ }
+
+ _surface.hLine(x + 2, INVENTORY_YSIZE + 2, INVENTORY_YSIZE + 8, INFO_BOTTOM);
+}
+
+void WidgetInventory::drawInventory() {
+ Inventory &inv = *_vm->_inventory;
+
+ // TODO: Refactor _invIndex into this widget class
+ for (int idx = 0, itemId = inv._invIndex; idx < NUM_INVENTORY_SHOWN; ++idx, ++itemId) {
+ // Figure out the drawing position
+ Common::Point pt(3 + (INVENTORY_XSIZE + 3) * (idx % (NUM_INVENTORY_SHOWN / 2)),
+ 3 + (INVENTORY_YSIZE + 3) * (idx / (NUM_INVENTORY_SHOWN / 2)));
+
+ // Draw the box to serve as the background for the item
+ _surface.hLine(pt.x + 1, pt.y, pt.x + INVENTORY_XSIZE - 2, TRANSPARENCY);
+ _surface.fillRect(Common::Rect(pt.x, pt.y + 1, pt.x + INVENTORY_XSIZE, pt.y + INVENTORY_YSIZE - 1), TRANSPARENCY);
+ _surface.hLine(pt.x + 1, pt.y + INVENTORY_YSIZE - 1, pt.x + INVENTORY_XSIZE - 2, TRANSPARENCY);
+
+ // Draw the item
+ if (itemId < inv._holdings) {
+ ImageFrame &img = (*inv._invShapes[idx])[0];
+ _surface.transBlitFrom(img, Common::Point(pt.x + (INVENTORY_XSIZE - img._width) / 2,
+ pt.y + (INVENTORY_YSIZE - img._height) / 2));
+ }
+ }
+
+ drawScrollBar(inv._invIndex, NUM_INVENTORY_SHOWN, inv._holdings);
+}
+
+void WidgetInventory::handleEvents() {
+ TattooEngine &vm = *(TattooEngine *)_vm;
+ Events &events = *_vm->_events;
+ Inventory &inv = *_vm->_inventory;
+ People &people = *_vm->_people;
+ TattooScene &scene = *(TattooScene *)_vm->_scene;
+ TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
+ Common::Point mousePos = events.mousePos();
+
+ if (_invVerbMode == 1)
+ checkTabbingKeys(MAX_INV_COMMANDS);
+ else if (_invVerbMode == 0)
+ checkInvTabbingKeys();
+
+ if (_invVerbMode != 1)
+ _tooltipWidget.handleEvents();
+
+ // Flag is they started pressing outside of the menu
+ if (events._firstPress && !_bounds.contains(mousePos))
+ _outsideMenu = true;
+
+ if (_invVerbMode != 3)
+ highlightControls();
+
+ // See if they released a mouse button button
+ if (events._released || events._rightReleased || ui._keyState.keycode == Common::KEYCODE_ESCAPE) {
+ _dialogTimer = -1;
+ ui._scrollHighlight = SH_NONE;
+
+ // See if they have a Verb List open for an Inventry Item
+ if (_invVerbMode == 1)
+ return;
+
+ if (_invVerbMode == 3) {
+ // Selecting object after inventory verb has been selected
+ _tooltipWidget.banishWindow();
+ close();
+
+ if (ui._keyState.keycode != Common::KEYCODE_ESCAPE) {
+ // If user pointed at an item, use the selected inventory item with this item
+ bool found = false;
+ if (ui._bgFound != -1) {
+ if (ui._personFound) {
+ for (int idx = 0; idx < 2; ++idx) {
+ if (!people[ui._bgFound - 1000]._use[idx]._verb.compareToIgnoreCase(_verb) &&
+ !people[ui._bgFound - 1000]._use[idx]._target.compareToIgnoreCase(_invTarget)) {
+ ui.checkAction(people[ui._bgFound - 1000]._use[idx], ui._bgFound);
+ found = true;
+ }
+ }
+ } else {
+ for (int idx = 0; idx < 6; ++idx) {
+ if (!ui._bgShape->_use[idx]._verb.compareToIgnoreCase(_verb) &&
+ !ui._bgShape->_use[idx]._target.compareToIgnoreCase(_invTarget)) {
+ ui.checkAction(ui._bgShape->_use[idx], ui._bgFound);
+ found = true;
+ }
+ }
+ }
+ }
+
+ if (!found)
+ ui.putMessage("%s", FIXED(NoEffect));
+ }
+ } else if ((_outsideMenu && !_bounds.contains(mousePos)) || ui._keyState.keycode == Common::KEYCODE_ESCAPE) {
+ // Want to close the window (clicked outside of it). So close the window and return to Standard
+ close();
+
+ } else if (_bounds.contains(mousePos)) {
+ // Mouse button was released inside the inventory window
+ _outsideMenu = false;
+
+ // See if they are pointing at one of the inventory items
+ if (_invSelect != -1) {
+ // See if they are in Use Obj with Inv. Mode (they right clicked on an item
+ // in the room and selected "Use with Inv.")
+ if (_invMode == 1) {
+ _tooltipWidget.banishWindow();
+ banishWindow();
+
+ // See if the item in the room that they started with was a person
+ bool found = false;
+ if (ui._activeObj >= 1000) {
+ // Object was a person, activate anything in his two verb fields
+ for (int idx = 0; idx < 2; ++idx) {
+ if (!people[ui._activeObj - 1000]._use[idx]._target.compareToIgnoreCase(inv[_invSelect]._name)) {
+ ui.checkAction(people[ui._activeObj - 1000]._use[idx], ui._activeObj);
+ found = true;
+ }
+ }
+ } else {
+ // Object was a regular object, activate anything in its verb fields
+ for (int idx = 0; idx < 6; ++idx) {
+ if (!scene._bgShapes[ui._activeObj]._use[idx]._target.compareToIgnoreCase(inv[_invSelect]._name)) {
+ ui.checkAction(scene._bgShapes[ui._activeObj]._use[idx], ui._activeObj);
+ found = true;
+ }
+ }
+ }
+ if (!found)
+ ui.putMessage("%s", FIXED(NoEffect));
+
+ } else {
+ // See if they right clicked on an item
+ if (events._rightReleased) {
+ _invVerbMode = 1;
+ _verbList._oldInvVerbSelect = -1;
+ _tooltipWidget.banishWindow();
+
+ // Keep track of the name of the inventory object so we can check it against the target fields
+ // of verbs when we activate it
+ _invTarget = inv[_invSelect]._name;
+ _swapItems = false;
+
+ _verbList.load();
+ } else {
+ // They left clicked on an inventory item, so Look at it
+
+ // Check if they are looking at the solved Foolscap
+ if ((!inv[_invSelect]._name.compareToIgnoreCase(FIXED(Inv6)) || !inv[_invSelect]._name.compareToIgnoreCase(FIXED(Inv7)))
+ && vm.readFlags(299)) {
+ banishWindow();
+ _tooltipWidget.erase();
+
+ _invVerbMode = 0;
+ inv.freeInv();
+
+ events.clearEvents();
+ events.setCursor(ARROW);
+ ui._menuMode = scene._labTableScene ? LAB_MODE : STD_MODE;
+
+ scene.doBgAnim();
+ vm.doHangManPuzzle();
+ } else {
+ ui._invLookFlag = true;
+ inv.freeInv();
+
+ _tooltipWidget.banishWindow();
+ ui._windowOpen = false;
+ ui._lookPos = mousePos;
+ ui.printObjectDesc(inv[_invSelect]._examine, true);
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+void WidgetInventory::checkInvTabbingKeys() {
+}
+
+void WidgetInventory::highlightControls() {
+ // TODO
+}
+
+void WidgetInventory::banishWindow() {
+ WidgetBase::banishWindow();
+
+ _verbList.banishWindow();
+}
+
+void WidgetInventory::draw() {
+ WidgetBase::draw();
+ _tooltipWidget.draw();
+}
+
+void WidgetInventory::erase() {
+ WidgetBase::erase();
+ _tooltipWidget.erase();
+}
+
+void WidgetInventory::close() {
+ Events &events = *_vm->_events;
+ Inventory &inv = *_vm->_inventory;
+ TattooScene &scene = *(TattooScene *)_vm->_scene;
+ TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
+
+ banishWindow();
+ inv.freeInv();
+ events.clearEvents();
+
+ events.setCursor(ARROW);
+ ui._menuMode = scene._labTableScene ? LAB_MODE : STD_MODE;
+}
+
+} // End of namespace Tattoo
+
+} // End of namespace Sherlock