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reported by Crilith. To elaborate a bit, the engine no longer accesses resource data through packed structs. Instead it uses memory streams and the READ/WRITE functions. If data is mainly read, not written, I have replaced the old struct with a new one with a read() function to read the whole thing from memory into the struct's variables, and a write() function to dump the struct's variables to memory. In fact, most of these write() functions remain unused. If data is both read and written, I have replaced the struct with a class with individual get/set functions to replace the old variables. This manipulates memory directly. Since I'm fairly sure that these structs are frequently stored as local variables for a script, all script variables (both local and global) are stored as little-endian and accessed through the READ/WRITE functions, rather than being treated as arrays of 32-bit integers. On a positive note, the functions for doing endian conversion of resources and save games have been removed, and some general cleanups have been made to assist in the rewrite. Initial reports indicate that this patch indeed fixes alignment issues, and that I have not - surprisingly - broken the game on big-endian platforms. At least not in any immediately obvious way. And there's still plenty of time to fix regressions before 0.9.0, too. svn-id: r19366
216 lines
6.0 KiB
C++
216 lines
6.0 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2005 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $Header$
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*/
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#include "common/stdafx.h"
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#include "common/stream.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/logic.h"
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#include "sword2/mouse.h"
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#include "sword2/resman.h"
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namespace Sword2 {
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void Mouse::addMenuObject(byte *ptr) {
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assert(_totalTemp < TOTAL_engine_pockets);
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Common::MemoryReadStream readS(ptr, 2 * sizeof(int32));
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_tempList[_totalTemp].icon_resource = readS.readSint32LE();
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_tempList[_totalTemp].luggage_resource = readS.readSint32LE();
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_totalTemp++;
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}
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void Mouse::addSubject(int32 id, int32 ref) {
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uint32 in_subject = _vm->_logic->readVar(IN_SUBJECT);
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if (in_subject == 0) {
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// This is the start of the new subject list. Set the default
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// repsonse id to zero in case we're never passed one.
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_defaultResponseId = 0;
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}
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if (id == -1) {
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// Id -1 is used for setting the default response, i.e. the
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// response when someone uses an object on a person and he
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// doesn't know anything about it. See fnChoose().
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_defaultResponseId = ref;
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} else {
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debug(5, "fnAddSubject res %d, uid %d", id, ref);
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_subjectList[in_subject].res = id;
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_subjectList[in_subject].ref = ref;
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_vm->_logic->writeVar(IN_SUBJECT, in_subject + 1);
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}
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}
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/**
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* Create and start the inventory (bottom) menu
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*/
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void Mouse::buildMenu() {
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uint32 i, j;
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// Clear the temporary inventory list, since we are going to build a
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// new one from scratch.
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for (i = 0; i < TOTAL_engine_pockets; i++)
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_tempList[i].icon_resource = 0;
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_totalTemp = 0;
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// Run the 'build_menu' script in the 'menu_master' object. This will
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// register all carried menu objects.
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_vm->_logic->runResScript(MENU_MASTER_OBJECT, 0);
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// Create a new master list based on the old master inventory list and
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// the new temporary inventory list. The purpose of all this is, as
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// far as I can tell, that the new list is ordered in the same way as
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// the old list, with new objects added to the end of it.
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// Compare new with old. Anything in master thats not in new gets
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// removed from master - if found in new too, remove from temp
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for (i = 0; i < _totalMasters; i++) {
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bool found_in_temp = false;
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for (j = 0; j < TOTAL_engine_pockets; j++) {
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if (_masterMenuList[i].icon_resource == _tempList[j].icon_resource) {
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// We alread know about this object, so kill it
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// in the temporary list.
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_tempList[j].icon_resource = 0;
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found_in_temp = true;
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break;
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}
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}
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if (!found_in_temp) {
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// The object is in the master list, but not in the
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// temporary list. The player must have lost the object
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// since the last time we checked, so kill it in the
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// master list.
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_masterMenuList[i].icon_resource = 0;
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}
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}
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// Eliminate blank entries from the master list.
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_totalMasters = 0;
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for (i = 0; i < TOTAL_engine_pockets; i++) {
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if (_masterMenuList[i].icon_resource) {
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if (i != _totalMasters) {
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memcpy(&_masterMenuList[_totalMasters], &_masterMenuList[i], sizeof(MenuObject));
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_masterMenuList[i].icon_resource = 0;
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}
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_totalMasters++;
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}
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}
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// Add the new objects - i.e. the ones still in the temporary list but
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// not yet in the master list - to the end of the master.
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for (i = 0; i < TOTAL_engine_pockets; i++) {
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if (_tempList[i].icon_resource) {
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memcpy(&_masterMenuList[_totalMasters++], &_tempList[i], sizeof(MenuObject));
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}
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}
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// Initialise the menu from the master list.
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for (i = 0; i < 15; i++) {
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uint32 res = _masterMenuList[i].icon_resource;
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byte *icon = NULL;
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if (res) {
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bool icon_coloured;
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uint32 object_held = _vm->_logic->readVar(OBJECT_HELD);
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uint32 combine_base = _vm->_logic->readVar(COMBINE_BASE);
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if (_examiningMenuIcon) {
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// When examining an object, that object is
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// coloured. The rest are greyed out.
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icon_coloured = (res == object_held);
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} else if (combine_base) {
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// When combining two menu object (i.e. using
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// one on another), both are coloured. The rest
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// are greyed out.
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icon_coloured = (res == object_held || combine_base);
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} else {
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// If an object is selected but we are not yet
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// doing anything with it, the selected object
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// is greyed out. The rest are coloured.
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icon_coloured = (res != object_held);
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}
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icon = _vm->_resman->openResource(res) + ResHeader::size();
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// The coloured icon is stored directly after the
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// greyed out one.
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if (icon_coloured)
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icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
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}
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setMenuIcon(RDMENU_BOTTOM, i, icon);
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if (res)
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_vm->_resman->closeResource(res);
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}
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showMenu(RDMENU_BOTTOM);
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}
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/**
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* Build a fresh system (top) menu.
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*/
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void Mouse::buildSystemMenu() {
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uint32 icon_list[5] = {
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OPTIONS_ICON,
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QUIT_ICON,
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SAVE_ICON,
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RESTORE_ICON,
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RESTART_ICON
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};
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// Build them all high in full colour - when one is clicked on all the
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// rest will grey out.
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for (int i = 0; i < ARRAYSIZE(icon_list); i++) {
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byte *icon = _vm->_resman->openResource(icon_list[i]) + ResHeader::size();
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// The only case when an icon is grayed is when the player
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// is dead. Then SAVE is not available.
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if (!_vm->_logic->readVar(DEAD) || icon_list[i] != SAVE_ICON)
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icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
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setMenuIcon(RDMENU_TOP, i, icon);
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_vm->_resman->closeResource(icon_list[i]);
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}
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showMenu(RDMENU_TOP);
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}
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} // End of namespace Sword2
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