/* 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/scalpel/scalpel_inventory.h" #include "sherlock/scalpel/scalpel_fixed_text.h" #include "sherlock/scalpel/scalpel_screen.h" #include "sherlock/scalpel/scalpel_user_interface.h" #include "sherlock/scalpel/scalpel.h" namespace Sherlock { namespace Scalpel { ScalpelInventory::ScalpelInventory(SherlockEngine *vm) : Inventory(vm) { _invShapes.resize(6); _fixedTextExit = FIXED(Inventory_Exit); _fixedTextLook = FIXED(Inventory_Look); _fixedTextUse = FIXED(Inventory_Use); _fixedTextGive = FIXED(Inventory_Give); _hotkeyExit = toupper(_fixedTextExit[0]); _hotkeyLook = toupper(_fixedTextLook[0]); _hotkeyUse = toupper(_fixedTextUse[0]); _hotkeyGive = toupper(_fixedTextGive[0]); _hotkeysIndexed[0] = _hotkeyExit; _hotkeysIndexed[1] = _hotkeyLook; _hotkeysIndexed[2] = _hotkeyUse; _hotkeysIndexed[3] = _hotkeyGive; _hotkeysIndexed[4] = '-'; _hotkeysIndexed[5] = '+'; _hotkeysIndexed[6] = ','; _hotkeysIndexed[7] = '.'; } ScalpelInventory::~ScalpelInventory() { } int ScalpelInventory::identifyUserButton(int key) { for (uint16 hotkeyNr = 0; hotkeyNr < sizeof(_hotkeysIndexed); hotkeyNr++) { if (key == _hotkeysIndexed[hotkeyNr]) return hotkeyNr; } return -1; } void ScalpelInventory::drawInventory(InvNewMode mode) { ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen; UserInterface &ui = *_vm->_ui; InvNewMode tempMode = mode; loadInv(); if (mode == INVENTORY_DONT_DISPLAY) { screen.activateBackBuffer2(); } // Draw the window background Surface &bb = *screen.getBackBuffer(); bb.fillRect(Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y1 + 10), BORDER_COLOR); bb.fillRect(Common::Rect(0, CONTROLS_Y1 + 10, 2, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR); bb.fillRect(Common::Rect(SHERLOCK_SCREEN_WIDTH - 2, CONTROLS_Y1 + 10, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR); bb.fillRect(Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - 1, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR); bb.fillRect(Common::Rect(2, CONTROLS_Y1 + 10, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT - 1), INV_BACKGROUND); // Draw the buttons screen.makeButton(Common::Rect(INVENTORY_POINTS[0][0], CONTROLS_Y1, INVENTORY_POINTS[0][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[0][2], _fixedTextExit); screen.makeButton(Common::Rect(INVENTORY_POINTS[1][0], CONTROLS_Y1, INVENTORY_POINTS[1][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[1][2], _fixedTextLook); screen.makeButton(Common::Rect(INVENTORY_POINTS[2][0], CONTROLS_Y1, INVENTORY_POINTS[2][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[2][2], _fixedTextUse); screen.makeButton(Common::Rect(INVENTORY_POINTS[3][0], CONTROLS_Y1, INVENTORY_POINTS[3][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[3][2], _fixedTextGive); screen.makeButton(Common::Rect(INVENTORY_POINTS[4][0], CONTROLS_Y1, INVENTORY_POINTS[4][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[4][2] + 8, "^^", false); // 2 arrows pointing to the left screen.makeButton(Common::Rect(INVENTORY_POINTS[5][0], CONTROLS_Y1, INVENTORY_POINTS[5][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[5][2] + 4, "^", false); // 1 arrow pointing to the left screen.makeButton(Common::Rect(INVENTORY_POINTS[6][0], CONTROLS_Y1, INVENTORY_POINTS[6][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[6][2] + 4, "_", false); // 1 arrow pointing to the right screen.makeButton(Common::Rect(INVENTORY_POINTS[7][0], CONTROLS_Y1, INVENTORY_POINTS[7][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[7][2] + 8, "__", false); // 2 arrows pointing to the right if (tempMode == INVENTORY_DONT_DISPLAY) mode = LOOK_INVENTORY_MODE; _invMode = (InvMode)((int)mode); if (mode != PLAIN_INVENTORY) { assert((uint)mode < sizeof(_hotkeysIndexed)); ui._oldKey = _hotkeysIndexed[mode]; } else { ui._oldKey = -1; } invCommands(0); putInv(SLAM_DONT_DISPLAY); 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); } ui._windowOpen = true; } else { // Reset the screen back buffer to the first buffer now that drawing is done screen.activateBackBuffer1(); } assert(IS_SERRATED_SCALPEL); ((ScalpelUserInterface *)_vm->_ui)->_oldUse = -1; } void ScalpelInventory::invCommands(bool slamIt) { ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen; UserInterface &ui = *_vm->_ui; if (slamIt) { screen.buttonPrint(Common::Point(INVENTORY_POINTS[0][2], CONTROLS_Y1), _invMode == INVMODE_EXIT ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND, true, _fixedTextExit); screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1), _invMode == INVMODE_LOOK ? COMMAND_HIGHLIGHTED :COMMAND_FOREGROUND, true, _fixedTextLook); screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1), _invMode == INVMODE_USE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND, true, _fixedTextUse); screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1), _invMode == INVMODE_GIVE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND, true, _fixedTextGive); screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1), _invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND, "^^"); // 2 arrows pointing to the left screen.print(Common::Point(INVENTORY_POINTS[5][2], CONTROLS_Y1 + 1), _invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND, "^"); // 2 arrows pointing to the left screen.print(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1 + 1), (_holdings - _invIndex <= 6) ? COMMAND_NULL : COMMAND_FOREGROUND, "_"); // 1 arrow pointing to the right screen.print(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1 + 1), (_holdings - _invIndex <= 6) ? COMMAND_NULL : COMMAND_FOREGROUND, "__"); // 2 arrows pointing to the right if (_invMode != INVMODE_LOOK) ui.clearInfo(); } else { screen.buttonPrint(Common::Point(INVENTORY_POINTS[0][2], CONTROLS_Y1), _invMode == INVMODE_EXIT ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND, false, _fixedTextExit); screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1), _invMode == INVMODE_LOOK ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND, false, _fixedTextLook); screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1), _invMode == INVMODE_USE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND, false, _fixedTextUse); screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1), _invMode == INVMODE_GIVE ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND, false, _fixedTextGive); screen.gPrint(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1), _invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND, "^^"); // 2 arrows pointing to the left screen.gPrint(Common::Point(INVENTORY_POINTS[5][2], CONTROLS_Y1), _invIndex == 0 ? COMMAND_NULL : COMMAND_FOREGROUND, "^"); // 1 arrow pointing to the left screen.gPrint(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1), (_holdings - _invIndex < 7) ? COMMAND_NULL : COMMAND_FOREGROUND, "_"); // 1 arrow pointing to the right screen.gPrint(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1), (_holdings - _invIndex < 7) ? COMMAND_NULL : COMMAND_FOREGROUND, "__"); // 2 arrows pointing to the right } } void ScalpelInventory::highlight(int index, byte color) { Screen &screen = *_vm->_screen; Surface &bb = *screen.getBackBuffer(); int slot = index - _invIndex; ImageFrame &frame = (*_invShapes[slot])[0]; bb.fillRect(Common::Rect(8 + slot * 52, 165, (slot + 1) * 52, 194), color); bb.SHtransBlitFrom(frame, Common::Point(6 + slot * 52 + ((47 - frame._width) / 2), 163 + ((33 - frame._height) / 2))); screen.slamArea(8 + slot * 52, 165, 44, 30); } void ScalpelInventory::refreshInv() { Screen &screen = *_vm->_screen; Talk &talk = *_vm->_talk; ScalpelUserInterface &ui = *(ScalpelUserInterface *)_vm->_ui; ui._invLookFlag = true; freeInv(); ui._infoFlag = true; ui.clearInfo(); screen._backBuffer2.SHblitFrom(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.SHblitFrom((*ui._controlPanel)[0], Common::Point(0, CONTROLS_Y)); loadInv(); } } void ScalpelInventory::putInv(InvSlamMode slamIt) { ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen; UserInterface &ui = *_vm->_ui; // If an inventory item has disappeared (due to using it or giving it), // a blank space slot may have appeared. If so, adjust the inventory if (_invIndex > 0 && _invIndex > (_holdings - (int)_invShapes.size())) { --_invIndex; freeGraphics(); loadGraphics(); } 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)); screen.makePanel(Common::Rect(162, 163, 210, 197)); screen.makePanel(Common::Rect(214, 163, 262, 197)); screen.makePanel(Common::Rect(266, 163, 314, 197)); } // Iterate through displaying up to 6 objects at a time for (int idx = _invIndex; idx < _holdings && (idx - _invIndex) < (int)_invShapes.size(); ++idx) { int itemNum = idx - _invIndex; Surface &bb = (slamIt == SLAM_SECONDARY_BUFFER) ? screen._backBuffer2 : *screen.getBackBuffer(); Common::Rect r(8 + itemNum * 52, 165, 51 + itemNum * 52, 194); // Draw the background if (idx == ui._selector) { bb.fillRect(r, BUTTON_BACKGROUND); } else if (slamIt == SLAM_SECONDARY_BUFFER) { bb.fillRect(r, BUTTON_MIDDLE); } // Draw the item image ImageFrame &frame = (*_invShapes[itemNum])[0]; bb.SHtransBlitFrom(frame, Common::Point(6 + itemNum * 52 + ((47 - frame._width) / 2), 163 + ((33 - frame._height) / 2))); } if (slamIt == SLAM_DISPLAY) screen.slamArea(6, 163, 308, 34); if (slamIt != SLAM_SECONDARY_BUFFER) ui.clearInfo(); if (slamIt == 0) { invCommands(0); } else if (slamIt == SLAM_SECONDARY_BUFFER) { screen.activateBackBuffer2(); invCommands(0); screen.activateBackBuffer1(); } } void ScalpelInventory::loadInv() { // Exit if the inventory names are already loaded if (_names.size() > 0) return; // Load the inventory names Common::SeekableReadStream *stream = _vm->_res->load("invent.txt"); int streamSize = stream->size(); while (stream->pos() < streamSize) { Common::String name; char c; while ((c = stream->readByte()) != 0) name += c; _names.push_back(name); } delete stream; loadGraphics(); } } // End of namespace Scalpel } // End of namespace Sherlock