1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
|
/* 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.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "agi/agi.h"
#include "agi/sprite.h"
#include "agi/graphics.h"
#include "agi/keyboard.h"
namespace Agi {
/*
* Messages and coordinates
*/
#define NOTHING_X 16
#define NOTHING_Y 3
#define NOTHING_MSG "nothing"
#define ANY_KEY_X 4
#define ANY_KEY_Y 24
#define ANY_KEY_MSG "Press a key to return to the game"
#define YOUHAVE_X 11
#define YOUHAVE_Y 0
#define YOUHAVE_MSG "You are carrying:"
#define SELECT_X 2
#define SELECT_Y 24
#define SELECT_MSG "Press ENTER to select, ESC to cancel"
void AgiEngine::printItem(int n, int fg, int bg) {
printText(objectName(_intobj[n]), 0, n % 2 ? 39 - strlen(objectName(_intobj[n])) : 1,
(n / 2) + 2, 40, fg, bg);
}
int AgiEngine::findItem() {
int r, c;
r = g_mouse.y / CHAR_LINES;
c = g_mouse.x / CHAR_COLS;
debugC(6, kDebugLevelInventory, "r = %d, c = %d", r, c);
if (r < 2)
return -1;
return (r - 2) * 2 + (c > 20);
}
int AgiEngine::showItems() {
unsigned int x, i;
for (x = i = 0; x < _game.numObjects; x++) {
if (objectGetLocation(x) == EGO_OWNED) {
/* add object to our list! */
_intobj[i] = x;
printItem(i, STATUS_FG, STATUS_BG);
i++;
}
}
if (i == 0) {
printText(NOTHING_MSG, 0, NOTHING_X, NOTHING_Y, 40, STATUS_FG, STATUS_BG);
}
return i;
}
void AgiEngine::selectItems(int n) {
int fsel = 0;
bool exit_select = false;
while (!exit_select) {
if (n > 0)
printItem(fsel, STATUS_BG, STATUS_FG);
switch (waitAnyKey()) {
case KEY_ENTER:
setvar(vSelItem, _intobj[fsel]);
exit_select = true;
break;
case KEY_ESCAPE:
setvar(vSelItem, 0xff);
exit_select = true;
break;
case KEY_UP:
if (fsel >= 2)
fsel -= 2;
break;
case KEY_DOWN:
if (fsel + 2 < n)
fsel += 2;
break;
case KEY_LEFT:
if (fsel % 2 == 1)
fsel--;
break;
case KEY_RIGHT:
if (fsel % 2 == 0 && fsel + 1 < n)
fsel++;
break;
case BUTTON_LEFT:{
int i = findItem();
if (i >= 0 && i < n) {
setvar(vSelItem, _intobj[fsel = i]);
debugC(6, kDebugLevelInventory, "item found: %d", fsel);
showItems();
printItem(fsel, STATUS_BG, STATUS_FG);
_gfx->doUpdate();
exit_select = true;
}
break;
}
default:
break;
}
if (!exit_select) {
showItems();
_gfx->doUpdate();
}
}
debugC(6, kDebugLevelInventory, "selected: %d", fsel);
}
/*
* Public functions
*/
/**
* Display inventory items.
*/
void AgiEngine::inventory() {
int oldFg, oldBg;
int n;
/* screen is white with black text */
oldFg = _game.colorFg;
oldBg = _game.colorBg;
_game.colorFg = 0;
_game.colorBg = 15;
_gfx->clearScreen(_game.colorBg);
printText(YOUHAVE_MSG, 0, YOUHAVE_X, YOUHAVE_Y, 40, STATUS_FG, STATUS_BG);
/* FIXME: doesn't check if objects overflow off screen... */
_intobj = (uint8 *)malloc(4 + _game.numObjects);
memset(_intobj, 0, (4 + _game.numObjects));
n = showItems();
if (getflag(fStatusSelectsItems)) {
printText(SELECT_MSG, 0, SELECT_X, SELECT_Y, 40, STATUS_FG, STATUS_BG);
} else {
printText(ANY_KEY_MSG, 0, ANY_KEY_X, ANY_KEY_Y, 40, STATUS_FG, STATUS_BG);
}
_gfx->flushScreen();
/* If flag 13 is set, we want to highlight & select an item.
* opon selection, put objnum in var 25. Then on esc put in
* var 25 = 0xff.
*/
if (getflag(fStatusSelectsItems))
selectItems(n);
free(_intobj);
if (!getflag(fStatusSelectsItems))
waitAnyKey();
_gfx->clearScreen(0);
writeStatus();
_picture->showPic();
_game.colorFg = oldFg;
_game.colorBg = oldBg;
_game.hasPrompt = 0;
flushLines(_game.lineUserInput, 24);
}
} // End of namespace Agi
|