o Unstubbed sfPreDialog -- we have enough code for that
o Started to restore inventory functionality svn-id: r17666
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parent
0ca8095e95
commit
769b2fed46
6 changed files with 25 additions and 26 deletions
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@ -533,7 +533,6 @@ void Interface::removeFromInventory(int sprite) {
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void Interface::drawInventory() {
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if (_panelMode != kPanelMain)
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return;
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/*
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SURFACE *back_buf = _vm->_gfx->getBackBuffer();
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// TODO: Inventory scrolling
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@ -548,14 +547,14 @@ void Interface::drawInventory() {
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Point drawPoint;
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for (int i = 0; i < _inventoryCount; i++) {
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if (_inventory[i] >= ARRAYSIZE(ObjectTable)) {
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if (!_vm->_actor->validObjId(_vm->_actor->objIndexToId(_inventory[i]))) {
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continue;
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}
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drawPoint.x = x + col * width;
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drawPoint.y = y + row * height;
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_vm->_sprite->draw(back_buf, _vm->_sprite->_mainSprites,
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ObjectTable[_inventory[i]].spritelistRn,
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_vm->_actor->getObj(_vm->_actor->objIndexToId(_inventory[i]))->spritelistRn,
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drawPoint, 256);
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if (++col >= _vm->getDisplayInfo().inventoryColumns) {
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@ -564,7 +563,7 @@ void Interface::drawInventory() {
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}
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col = 0;
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}
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}*/
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}
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}
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int Interface::inventoryTest(const Point& imousePt, int *ibutton) {
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