From 4830fb647c5d2863481dd102c607eecc5790e409 Mon Sep 17 00:00:00 2001 From: Paul Gilbert Date: Tue, 27 Mar 2018 21:25:34 -0400 Subject: XEEN: Fixes for the buttons in the Items dialog --- engines/xeen/dialogs/dialogs_items.cpp | 162 +++++++++++++++++---------------- 1 file changed, 83 insertions(+), 79 deletions(-) (limited to 'engines/xeen/dialogs/dialogs_items.cpp') diff --git a/engines/xeen/dialogs/dialogs_items.cpp b/engines/xeen/dialogs/dialogs_items.cpp index 9a029dc1c3..adfbb9c863 100644 --- a/engines/xeen/dialogs/dialogs_items.cpp +++ b/engines/xeen/dialogs/dialogs_items.cpp @@ -43,45 +43,33 @@ Character *ItemsDialog::execute(Character *c, ItemsMode mode) { Party &party = *_vm->_party; Windows &windows = *_vm->_windows; + ItemsMode priorMode = ITEMMODE_INVALID; Character *startingChar = c; ItemCategory category = mode == ITEMMODE_RECHARGE || mode == ITEMMODE_COMBAT ? CATEGORY_MISC : CATEGORY_WEAPON; int varA = mode == ITEMMODE_COMBAT ? 1 : 0; if (varA != 0) mode = ITEMMODE_CHAR_INFO; - bool updateStock = mode == ITEMMODE_BLACKSMITH; + bool updateStock = mode == ITEMMODE_BUY; int itemIndex = -1; Common::StringArray lines; uint arr[40]; int actionIndex = -1; - events.setCursor(0); - loadButtons(mode, c); + if (mode == ITEMMODE_BUY) { + _oldCharacter = c; + c = &_itemsCharacter; + party._blacksmithWares.blackData2CharData(_itemsCharacter); + setEquipmentIcons(); + } + events.setCursor(0); windows[29].open(); windows[30].open(); enum { REDRAW_NONE, REDRAW_TEXT, REDRAW_FULL } redrawFlag = REDRAW_FULL; for (;;) { if (redrawFlag == REDRAW_FULL) { - itemIndex = -1; - - if ((mode != ITEMMODE_CHAR_INFO || category != CATEGORY_MISC) && mode != ITEMMODE_ENCHANT - && mode != ITEMMODE_RECHARGE && mode != ITEMMODE_TO_GOLD) { - _buttons[4]._bounds.moveTo(148, _buttons[4]._bounds.top); - _buttons[9]._draw = false; - } else if (mode == ITEMMODE_RECHARGE) { - _buttons[4]._value = Common::KEYCODE_r; - } else if (mode == ITEMMODE_ENCHANT) { - _buttons[4]._value = Common::KEYCODE_e; - } else if (mode == ITEMMODE_TO_GOLD) { - _buttons[4]._value = Common::KEYCODE_g; - } else { - _buttons[4]._bounds.moveTo(0, _buttons[4]._bounds.top); - _buttons[9]._draw = true; - _buttons[9]._value = Common::KEYCODE_u; - } - // Write text for the dialog Common::String msg; if (mode != ITEMMODE_CHAR_INFO && mode != ITEMMODE_8 && mode != ITEMMODE_ENCHANT @@ -101,41 +89,22 @@ Character *ItemsDialog::execute(Character *c, ItemsMode mode) { } windows[29].writeString(msg); - drawButtons(&windows[0]); Common::fill(&arr[0], &arr[40], 0); itemIndex = -1; + priorMode = ITEMMODE_INVALID; + } + + if (mode != priorMode) { + // Set up the buttons for the dialog + loadButtons(mode, c, category); + priorMode = mode; + drawButtons(&windows[0]); } if (redrawFlag == REDRAW_TEXT || redrawFlag == REDRAW_FULL) { lines.clear(); - if (mode == ITEMMODE_CHAR_INFO || category != 3) { - _iconSprites.draw(0, 8, Common::Point(148, 109)); - } - if (mode != ITEMMODE_ENCHANT && mode != ITEMMODE_RECHARGE && mode != ITEMMODE_TO_GOLD) { - _iconSprites.draw(0, 10, Common::Point(182, 109)); - _iconSprites.draw(0, 12, Common::Point(216, 109)); - _iconSprites.draw(0, 14, Common::Point(250, 109)); - } - - switch (mode) { - case ITEMMODE_CHAR_INFO: - _iconSprites.draw(0, 9, Common::Point(148, 109)); - break; - case ITEMMODE_BLACKSMITH: - _iconSprites.draw(0, 11, Common::Point(182, 109)); - break; - case ITEMMODE_REPAIR: - _iconSprites.draw(0, 15, Common::Point(250, 109)); - break; - case ITEMMODE_IDENTIFY: - _iconSprites.draw(0, 13, Common::Point(216, 109)); - break; - default: - break; - } - for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) { DrawStruct &ds = _itemsDrawList[idx]; XeenItem &i = c->_items[category][idx]; @@ -159,7 +128,7 @@ Character *ItemsDialog::execute(Character *c, ItemsMode mode) { arr[idx], idx + 1, c->_items[category].getFullDescription(idx, arr[idx]).c_str(), calcItemCost(c, idx, - (mode == ITEMMODE_CHAR_INFO) ? ITEMMODE_BLACKSMITH : mode, + (mode == ITEMMODE_CHAR_INFO) ? ITEMMODE_BUY : mode, mode == ITEMMODE_TO_GOLD ? 1 : startingChar->_skills[MERCHANT], category) )); @@ -221,7 +190,7 @@ Character *ItemsDialog::execute(Character *c, ItemsMode mode) { )); break; - case ITEMMODE_BLACKSMITH: + case ITEMMODE_BUY: windows[30].writeString(Common::String::format(Res.AVAILABLE_GOLD_COST, Res.CATEGORY_NAMES[category], party._gold, lines[0].c_str(), lines[1].c_str(), lines[2].c_str(), lines[3].c_str(), @@ -230,7 +199,7 @@ Character *ItemsDialog::execute(Character *c, ItemsMode mode) { )); break; - case ITEMMODE_2: + case ITEMMODE_SELL: case ITEMMODE_RECHARGE: case ITEMMODE_ENCHANT: case ITEMMODE_REPAIR: @@ -268,10 +237,10 @@ Character *ItemsDialog::execute(Character *c, ItemsMode mode) { if (itemIndex != -1) { switch (mode) { - case ITEMMODE_BLACKSMITH: + case ITEMMODE_BUY: actionIndex = 0; break; - case ITEMMODE_2: + case ITEMMODE_SELL: actionIndex = 1; break; case ITEMMODE_REPAIR: @@ -343,11 +312,11 @@ Character *ItemsDialog::execute(Character *c, ItemsMode mode) { Character *newChar = _vm->_mode == MODE_COMBAT ? combat._combatParty[_buttonValue] : &party._activeParty[_buttonValue]; - if (mode == ITEMMODE_BLACKSMITH) { + if (mode == ITEMMODE_BUY) { _oldCharacter = newChar; startingChar = newChar; c = &_itemsCharacter; - } else if (mode == ITEMMODE_2 || mode == ITEMMODE_REPAIR || mode == ITEMMODE_IDENTIFY) { + } else if (mode == ITEMMODE_SELL || mode == ITEMMODE_REPAIR || mode == ITEMMODE_IDENTIFY) { _oldCharacter = newChar; startingChar = newChar; c = newChar; @@ -419,7 +388,7 @@ Character *ItemsDialog::execute(Character *c, ItemsMode mode) { // Buy if (mode != ITEMMODE_CHAR_INFO && mode != ITEMMODE_RECHARGE && mode != ITEMMODE_ENCHANT && mode != ITEMMODE_TO_GOLD) { - mode = ITEMMODE_BLACKSMITH; + mode = ITEMMODE_BUY; c = &_itemsCharacter; redrawFlag = REDRAW_FULL; } @@ -471,7 +440,7 @@ Character *ItemsDialog::execute(Character *c, ItemsMode mode) { case Common::KEYCODE_m: // Misc category = CATEGORY_MISC; - redrawFlag = REDRAW_TEXT; + redrawFlag = REDRAW_FULL; break; case Common::KEYCODE_q: @@ -492,7 +461,7 @@ Character *ItemsDialog::execute(Character *c, ItemsMode mode) { case Common::KEYCODE_s: if (mode != ITEMMODE_CHAR_INFO && mode != ITEMMODE_RECHARGE && mode != ITEMMODE_ENCHANT && mode != ITEMMODE_TO_GOLD) { - mode = ITEMMODE_2; + mode = ITEMMODE_SELL; c = startingChar; redrawFlag = REDRAW_TEXT; } @@ -506,7 +475,7 @@ Character *ItemsDialog::execute(Character *c, ItemsMode mode) { case Common::KEYCODE_w: // Weapons category category = CATEGORY_WEAPON; - redrawFlag = REDRAW_TEXT; + redrawFlag = REDRAW_FULL; break; } } @@ -521,12 +490,13 @@ Character *ItemsDialog::execute(Character *c, ItemsMode mode) { return c; } -void ItemsDialog::loadButtons(ItemsMode mode, Character *&c) { - Party &party = *g_vm->_party; - _iconSprites.load(Common::String::format("%s.icn", - (mode == ITEMMODE_CHAR_INFO) ? "items" : "buy")); - _equipSprites.load("equip.icn"); +void ItemsDialog::loadButtons(ItemsMode mode, Character *&c, ItemCategory category) { + if (_iconSprites.empty()) + _iconSprites.load(Common::String::format("%s.icn", (mode == ITEMMODE_CHAR_INFO) ? "items" : "buy")); + if (_equipSprites.empty()) + _equipSprites.load("equip.icn"); + clearButtons(); if (mode == ITEMMODE_ENCHANT || mode == ITEMMODE_RECHARGE || mode == ITEMMODE_TO_GOLD) { // Enchant button list addButton(Common::Rect(12, 109, 36, 129), Common::KEYCODE_w, &_iconSprites); @@ -567,23 +537,57 @@ void ItemsDialog::loadButtons(ItemsMode mode, Character *&c) { addPartyButtons(_vm); } - if (mode == ITEMMODE_BLACKSMITH) { - _oldCharacter = c; - c = &_itemsCharacter; - party._blacksmithWares.blackData2CharData(_itemsCharacter); - + if (mode == ITEMMODE_BUY) { _buttons[4]._value = Common::KEYCODE_b; _buttons[5]._value = Common::KEYCODE_s; _buttons[6]._value = Common::KEYCODE_i; _buttons[7]._value = Common::KEYCODE_f; - - setEquipmentIcons(); } else { _buttons[4]._value = Common::KEYCODE_e; _buttons[5]._value = Common::KEYCODE_r; _buttons[6]._value = Common::KEYCODE_d; _buttons[7]._value = Common::KEYCODE_q; } + + if (mode == ITEMMODE_CHAR_INFO && category == CATEGORY_MISC) { + _buttons[4].setFrame(8); + _buttons[4]._value = Common::KEYCODE_u; + } + if (mode != ITEMMODE_ENCHANT && mode != ITEMMODE_RECHARGE && mode != ITEMMODE_TO_GOLD) { + _buttons[5].setFrame(10); + _buttons[6].setFrame(12); + _buttons[7].setFrame(14); + } + + // Set button as depressed depending on which mode the dialog is currently in + switch (mode) { + case ITEMMODE_BUY: + _buttons[4].setFrame(9); + break; + case ITEMMODE_SELL: + _buttons[5].setFrame(11); + break; + case ITEMMODE_IDENTIFY: + _buttons[6].setFrame(13); + break; + case ITEMMODE_REPAIR: + _buttons[7].setFrame(15); + break; + default: + break; + } + + if ((mode != ITEMMODE_CHAR_INFO || category != CATEGORY_MISC) && mode != ITEMMODE_ENCHANT + && mode != ITEMMODE_RECHARGE && mode != ITEMMODE_TO_GOLD) { + _buttons[4]._bounds.moveTo(148, _buttons[4]._bounds.top); + _buttons[9]._draw = false; + } else if (mode == ITEMMODE_RECHARGE) { + _buttons[4]._value = Common::KEYCODE_r; + } else if (mode == ITEMMODE_ENCHANT) { + _buttons[4]._value = Common::KEYCODE_e; + } else if (mode == ITEMMODE_TO_GOLD) { + _buttons[4]._value = Common::KEYCODE_g; + } } void ItemsDialog::setEquipmentIcons() { @@ -648,10 +652,10 @@ int ItemsDialog::calcItemCost(Character *c, int itemIndex, ItemsMode mode, }; switch (mode) { - case ITEMMODE_BLACKSMITH: + case ITEMMODE_BUY: level = 0; break; - case ITEMMODE_2: + case ITEMMODE_SELL: case ITEMMODE_TO_GOLD: level = level == 0 ? 1 : 0; break; @@ -697,8 +701,8 @@ int ItemsDialog::calcItemCost(Character *c, int itemIndex, ItemsMode mode, amount3 = Res.ELEMENTAL_DAMAGE[i._material - 59 + 7] * 100; switch (mode) { - case ITEMMODE_BLACKSMITH: - case ITEMMODE_2: + case ITEMMODE_BUY: + case ITEMMODE_SELL: case ITEMMODE_REPAIR: case ITEMMODE_IDENTIFY: case ITEMMODE_TO_GOLD: @@ -717,8 +721,8 @@ int ItemsDialog::calcItemCost(Character *c, int itemIndex, ItemsMode mode, amount4 = Res.MISC_BASE_COSTS[i._id]; switch (mode) { - case ITEMMODE_BLACKSMITH: - case ITEMMODE_2: + case ITEMMODE_BUY: + case ITEMMODE_SELL: case ITEMMODE_REPAIR: case ITEMMODE_IDENTIFY: case ITEMMODE_TO_GOLD: @@ -827,7 +831,7 @@ int ItemsDialog::doItemOptions(Character &c, int actionIndex, int itemIndex, Ite } break; - case ITEMMODE_BLACKSMITH: { + case ITEMMODE_BUY: { InventoryItems &invItems = _oldCharacter->_items[category]; if (invItems.isFull()) { // Character's inventory for that category is already full @@ -859,7 +863,7 @@ int ItemsDialog::doItemOptions(Character &c, int actionIndex, int itemIndex, Ite break; } - case ITEMMODE_2: { + case ITEMMODE_SELL: { bool noNeed; switch (category) { case CATEGORY_WEAPON: -- cgit v1.2.3