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inv.c
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inv.c
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/* Sarien - A Sierra AGI resource interpreter engine
* Copyright (C) 1999-2001 Stuart George and Claudio Matsuoka
*
* $Id: inv.c,v 1.35 2002/03/30 13:34:15 cmatsuoka Exp $
*
* 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; see docs/COPYING for further details.
*/
#include <stdio.h>
#include <string.h>
#include "sarien.h"
#include "agi.h"
#include "sprite.h"
#include "graphics.h"
#include "keyboard.h"
#include "text.h"
#include "keyboard.h"
/*
* 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"
static UINT8 *intobj = NULL;
static void print_item (int n, int fg, int bg)
{
print_text (object_name (intobj[n]), 0,
n % 2 ? 39 - strlen (object_name (intobj[n])) : 1,
(n / 2) + 2, 40, fg, bg);
}
#ifdef USE_MOUSE
static int find_item ()
{
int r, c;
r = mouse.y / CHAR_LINES;
c = mouse.x / CHAR_COLS;
_D (_D_WARN "r = %d, c = %d", r, c);
if (r < 2)
return -1;
return (r - 2) * 2 + (c > 20);
}
#endif
static int show_items ()
{
unsigned int x, i;
for (x = i = 0; x < game.num_objects; x++) {
if (object_get_location (x) == EGO_OWNED) {
/* add object to our list! */
intobj[i] = x;
print_item (i, STATUS_FG, STATUS_BG);
i++;
}
}
if (i == 0) {
print_text (NOTHING_MSG, 0, NOTHING_X, NOTHING_Y, 40,
STATUS_FG, STATUS_BG);
}
return i;
}
static void select_items (int n)
{
int fsel = 0;
while (42) {
if (n > 0)
print_item (fsel, STATUS_BG, STATUS_FG);
switch (wait_any_key ()) {
case KEY_ENTER:
setvar (V_sel_item, intobj[fsel]);
goto exit_select;
case KEY_ESCAPE:
setvar (V_sel_item, 0xff);
goto exit_select;
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;
#ifdef USE_MOUSE
case BUTTON_LEFT: {
int i = find_item ();
if (i >= 0 && i < n) {
setvar (V_sel_item, intobj[fsel = i]);
_D (_D_WARN "item found: %d", fsel);
show_items ();
print_item (fsel, STATUS_BG, STATUS_FG);
do_update ();
goto exit_select;
}
break; }
#endif
default:
break;
}
show_items ();
do_update ();
}
exit_select:
_D ("selected: %d", fsel);
}
/*
* Public functions
*/
/**
* Display inventory items.
*/
void inventory ()
{
int old_fg, old_bg;
int n;
/* screen is white with black text */
old_fg = game.color_fg;
old_bg = game.color_bg;
game.color_fg = 0;
game.color_bg = 15;
clear_screen (game.color_bg);
print_text (YOUHAVE_MSG, 0, YOUHAVE_X, YOUHAVE_Y, 40,
STATUS_FG, STATUS_BG);
/* FIXME: doesn't check if objects overflow off screen... */
intobj = malloc (4 + game.num_objects);
memset(intobj, 0, (4 + game.num_objects));
n = show_items ();
if (getflag (F_status_selects_items)) {
print_text (SELECT_MSG, 0, SELECT_X, SELECT_Y, 40,
STATUS_FG, STATUS_BG);
} else {
print_text (ANY_KEY_MSG, 0, ANY_KEY_X, ANY_KEY_Y, 40,
STATUS_FG, STATUS_BG);
}
flush_screen ();
/* 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 (F_status_selects_items))
select_items (n);
free (intobj);
if (!getflag (F_status_selects_items))
wait_any_key();
clear_screen (0);
write_status ();
show_pic ();
game.color_fg = old_fg;
game.color_bg = old_bg;
game.has_prompt = 0;
flush_lines (game.line_user_input, 24);
}