/* 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. * * Additional copyright for this file: * Copyright (C) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * 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 3 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, see . * */ #ifndef ICB_ICONMENU_H_INCLUDED #define ICB_ICONMENU_H_INCLUDED // Include headers needed by this class. #include "engines/icb/common/px_string.h" #include "engines/icb/common/px_common.h" #include "engines/icb/common/px_bitmap.h" #include "engines/icb/player.h" #include "engines/icb/icon_list.h" #include "engines/icb/icon_menu_pc.h" namespace ICB { // Use globals as it reduces rdata storage on PSX extern const char *global_nothing_selected; #define ICON_MENU_LOG "icon_menu_log.txt" // This defines the maximum number of icons that can be in the menu. #define ICON_MENU_MAX_ICONS 15 // NB: CHECK PADDING IMPLICATIONS FOR PSX BEFORE CHANGING THIS! // This is the standard number of frames in each icon. #define ICON_FRAME_COUNT 2 // Controls how fast the highlight flashes. #define ICON_MENU_HIGHLIGHT_SPEED 5 // This controls the flash rate of the added medipacks and ammo clips. #define ICON_MENU_ADDED_FLASHRATE 4 // This controls the flashrate of the email-waiting symbol. #define ICON_MENU_EMAIL_FLASHRATE 24 // These define the names of the off-screen indicator arrows. #define ICON_MENU_OFF_SCREEN_LEFT "left_arrow" #define ICON_MENU_OFF_SCREEN_RIGHT "right_arrow" // These are names for the ammo and healthcare stuff. #define ARMS_GUN_NAME "gun" #define ARMS_AMMO_NAME "ammo" #define ARMS_HEALTH_NAME "health_pack" #define EMAIL_ARRIVED_NAME "mail" // Used for telling which way we are scrolling / if we are scrolling #define ICON_MENU_SCROLL_NONE 0 #define ICON_MENU_SCROLL_LEFT 1 #define ICON_MENU_SCROLL_RIGHT 2 // struct _icon_menu_duplicates // This structure must be passed into the icon menu upon activation, whereupon the information in it // will be used to add a count to the number of each item currently in the menu. struct _icon_menu_duplicates { uint8 s_nNumItems; uint8 s_pnItemCounts[ICON_MENU_MAX_ICONS]; // Initialisation. _icon_menu_duplicates() { s_nNumItems = 0; } }; // This class presents a set of icons to the user and runs the selection interface. It is packaged as a separate // class because it is used by the Remora, the speech system and the inventory. class _icon_menu { public: // Default constructor and destructor. _icon_menu(); ~_icon_menu() {} // If the menu is up, call this to process its logic and draw the menu. bool8 CycleIconMenu(const _input &sKeyboardState); // Draw the special armed inventory void DrawArmedMenu(const int32 nBullets, const int32 maxBullets, const int32 nClips, const int32 maxClips); // And this draws it each cycle. void DrawIconMenu(); // Call this to close the menu down. void CloseDownIconMenu(); // This is the main function for running a menu selection. void Activate(const _icon_list *pIconList, const _icon_menu_duplicates &sDuplicates, bool8 bAllowEscape, uint32 nSelected); // A funstion to recreate/load the icon surfaces after task switching void ReActivate(); // This reports whether or not the icon menu is active. bool8 IsActive() const { return ((m_eIconMenuGameState == ACTIVE) ? TRUE8 : FALSE8); } // This says whether or not there is currently a valid selection (i.e. player is 'holding' something.) bool8 IsHolding() const { return (m_bValidSelection); } // This draws the current selection for as long as it is still 'held'. void CycleHoldingLogic(); // These handle the logic and drawing for adding medipacks and clips. void SetAddingClipsCount(uint32 nNumClips); void SetAddingMedipacksCount(uint32 nNumMedipacks); bool8 IsAdding() const; void CycleAddingLogic(); void DrawAdding(); // An icon needs to flash when an email arrives. This mechanism borrows the logic from the medipacks and clips above. void SetEmailArrived(); void ClearEmailArrived() { m_bEmailArrived = FALSE8; } // This reports the last menu selection if one is available. const char *GetLastSelection(); uint32 GetLastSelectionHash() const; // This clears the selection. void ClearSelection() { m_bValidSelection = FALSE8; } uint32 GetTransparencyKey() const { return (m_nTransparentKey); } void SetTransparencyColourKey(); // These are used for PSX smoothing. (Won't do any harm on the PC.) void PreloadIcon(const char *pcIconPath, const char *pcIconName); private: int32 GetScrollingPosition(const int32 nInputX, uint32 &nIconIndex); enum IconMenuGameState { INACTIVE = 0, ACTIVE }; IconMenuGameState m_eIconMenuGameState; // Current state of the icon menu object. const _icon_list *m_pIconList; // Pointer to the list of icons to run the selection for. uint32 m_nLastSelection; // Stores the last selection made by the chooser. uint32 m_nSelectedIcon; // Stores the icon currently centred in the screen. uint32 m_nHighlightCounter; // Used to control frequency of highlight flashing. const char *m_pcSelectedIconName; // Name of the currently selected icon. uint32 m_nSelectedIconHash; // Hash of the currently selected icon. uint32 m_nIconClusterHash; // Icon cluster hash value. _icon_menu_duplicates m_sDuplicates; // Count of any duplicate items. uint32 m_nGlobalClusterHash; // Hash value for the global cluster. uint32 m_pnIconSurfaceIDs[ICON_MENU_MAX_ICONS]; // IDs of surfaces where non-highlighted icons are stored. uint32 m_pnHiLiteSurfaceIDs[ICON_MENU_MAX_ICONS]; // IDs of surfaces for storing highlighted versions. uint32 m_nLeftArrowID; // The left-off screen arrow. uint32 m_nRightArrowID; // Highlighted version of it. uint32 m_nLeftArrowHiLiteID; // The right-off screen arrow. uint32 m_nRightArrowHiLiteID; // Highlighted version of it. uint32 m_nAddedClipsSurface; // Surface for the flashing of added clips. uint32 m_nAddedMedipacksSurface; // Surface for the flashing of added medipacks. uint32 m_nEmailArrivedSurface; // Surface for the email-arrived icon. uint32 m_nMenuY; // The y height to draw the menu at uint32 m_nTransparentKey; // Use this colour for transparency in blitting. char m_pcGlobalClusterFile[MAXLEN_CLUSTER_URL]; // The global cluster file. char m_pcIconCluster[MAXLEN_CLUSTER_URL]; // Icon cluster name. bool8 m_bValidSelection; // Gets set true when a selection is made and false when it is read. bool8 m_nKeyLock; // Stops key-repeat. bool8 m_bHighlightVisible; // Whether or not the highlight is visible on the selected icon. bool8 m_bAllowEscape; // Allows backstep to escape from the menu if true. bool8 m_bWiderThanScreen; // Set to true when the icons won't all fit on the screen. uint8 m_nScrollCycles; // Count of how many game cycles we have been scrolling uint8 m_nLastIconIndex; // the last selected icon index used for scrolling uint8 m_nScrollDirection; // which direction we are scrolling uint8 m_nAddedMedipacks; // Gets set to cause flashing of added medipacks. uint8 m_nAddedClips; // Gets set to cause flashing of added clips. uint8 m_nAddedSymbol; // Indicates which 'adding' icon to display. uint8 m_nAddedFlashCount; // Used to control the flashing of added medipacs and clips. bool8 m_bEmailArrived; // Used to flag the arrival of an email. uint8 m_nMaxIconsDisplayed; // Holds current maximum icons that can be displayed. uint8 m_bPad2; uint8 m_bPad3; // Here I block the use of the default '='. _icon_menu(const _icon_menu &) {} void operator=(const _icon_menu &) {} // Private functions used only in this class. void CloseDownIconMenuDisplay(); void SetUpOffScreenArrows(); void SetupAdding(const char *pcIconName, uint32 &nSurfaceID); void CloseDownAdding(); }; extern _icon_menu *g_oIconMenu; } #endif // #if !defined( ICONMENU_H_INCLUDED )