scummvm/sword1/menu.cpp
Torbjörn Andersson 821bbed1e0 Tried to make the menus behave a bit more like the original. Perhaps most
noticeably:

* It no longer matters where you release the mouse button when talking to
  someone. It uses whatever topic you selected on mouse-down.

* The inventory menu doesn't vanish if you're holding an object, even if
  you move the pointer away from it.

* When using an object on a character (to talk to him about it), the top
  menu fades away, rather than vanishing instantly.

Ok, that last change is rather non-obvious, but it does obsolete the
clearMenu() function, which has therefore been removed.

svn-id: r12222
2004-01-07 19:03:30 +00:00

376 lines
11 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2003-2004 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "menu.h"
#include "resman.h"
#include "scummsys.h"
#include "common/util.h"
#include "system.h"
#include "mouse.h"
#include "screen.h"
#include "logic.h"
enum {
MENU_CLOSED,
MENU_CLOSING,
MENU_OPENING,
MENU_OPEN
};
const byte SwordMenu::_fadeEffectTop[64] = {
1, 7, 5, 3, 2, 4, 6, 0,
3, 1, 7, 5, 4, 6, 0, 2,
5, 3, 1, 7, 6, 0, 2, 4,
7, 5, 3, 1, 0, 2, 4, 6,
7, 5, 3, 1, 0, 2, 4, 6,
5, 3, 1, 7, 6, 0, 2, 4,
3, 1, 7, 5, 4, 6, 0, 2,
1, 7, 5, 3, 2, 4, 6, 0
};
const byte SwordMenu::_fadeEffectBottom[64] = {
7, 6, 5, 4, 3, 2, 1, 0,
0, 7, 6, 5, 4, 3, 2, 1,
1, 0, 7, 6, 5, 4, 3, 2,
2, 1, 0, 7, 6, 5, 4, 3,
3, 2, 1, 0, 7, 6, 5, 4,
4, 3, 2, 1, 0, 7, 6, 5,
5, 4, 3, 2, 1, 0, 7, 6,
6, 5, 4, 3, 2, 1, 0, 7
};
SwordMenuIcon::SwordMenuIcon(uint8 menuType, uint8 menuPos, uint32 resId, uint32 frame, SwordScreen *screen) {
_menuType = menuType;
_menuPos = menuPos;
_resId = resId;
_frame = frame;
_screen = screen;
_selected = false;
}
bool SwordMenuIcon::wasClicked(uint16 mouseX, uint16 mouseY) {
if (((_menuType == MENU_TOP) && (mouseY >= 40)) || ((_menuType == MENU_BOT) && (mouseY < 440)))
return false;
if ((mouseX >= _menuPos * 40) && (mouseX < (_menuPos + 1) * 40))
return true;
else
return false;
}
void SwordMenuIcon::setSelect(bool pSel) {
_selected = pSel;
}
void SwordMenuIcon::draw(const byte *fadeMask, int8 fadeStatus) {
uint16 x = _menuPos * 40;
uint16 y = (_menuType == MENU_TOP)?(0):(440);
_screen->showFrame(x, y, _resId, _frame + (_selected ? 1 : 0), fadeMask, fadeStatus);
}
SwordMenu::SwordMenu(SwordScreen *pScreen, SwordMouse *pMouse) {
uint8 cnt;
_screen = pScreen;
_mouse = pMouse;
_subjectBarStatus = MENU_CLOSED;
_objectBarStatus = MENU_CLOSED;
_fadeSubject = 0;
_fadeObject = 0;
for (cnt = 0; cnt < TOTAL_subjects; cnt++)
_subjects[cnt] = NULL;
for (cnt = 0; cnt < TOTAL_pockets; cnt++)
_objects[cnt] = NULL;
_inMenu = 0;
}
void SwordMenu::refreshMenus() {
if (_objectBarStatus == MENU_OPEN) {
buildMenu();
for (uint8 cnt = 0; cnt < 16; cnt++) {
if (_objects[cnt])
_objects[cnt]->draw();
else
_screen->showFrame(cnt * 40, 0, 0xffffffff, 0);
}
}
if (_subjectBarStatus == MENU_OPEN) {
buildSubjects();
for (uint8 cnt = 0; cnt < 16; cnt++) {
if (_subjects[cnt])
_subjects[cnt]->draw();
else
_screen->showFrame(cnt * 40, 440, 0xffffffff, 0);
}
}
}
uint8 SwordMenu::checkMenuClick(uint8 menuType) {
uint16 mouseEvent = _mouse->testEvent();
if (!mouseEvent)
return 0;
uint16 x, y;
_mouse->giveCoords(&x, &y);
if (_subjectBarStatus == MENU_OPEN) {
// Conversation mode. Icons are highlighted on mouse-down, but
// the actual response is made on mouse-up.
if (menuType == MENU_BOT) {
if (SwordLogic::_scriptVars[OBJECT_HELD] && (mouseEvent & BS1L_BUTTON_UP)) {
for (uint8 cnt = 0; cnt < SwordLogic::_scriptVars[IN_SUBJECT]; cnt++) {
if (_subjectBar[cnt] == SwordLogic::_scriptVars[OBJECT_HELD])
return cnt + 1;
}
} else if (mouseEvent & BS1L_BUTTON_DOWN) {
for (uint8 cnt = 0; cnt < SwordLogic::_scriptVars[IN_SUBJECT]; cnt++) {
if (_subjects[cnt]->wasClicked(x, y)) {
SwordLogic::_scriptVars[OBJECT_HELD] = _subjectBar[cnt];
refreshMenus();
break;
}
}
}
} else {
if (SwordLogic::_scriptVars[OBJECT_HELD] && (mouseEvent & BS1L_BUTTON_UP)) {
for (uint8 cnt = 0; cnt < _inMenu; cnt++) {
if (_menuList[cnt] == SwordLogic::_scriptVars[OBJECT_HELD])
return cnt + 1;
}
} else if (mouseEvent & BS1L_BUTTON_DOWN) {
for (uint8 cnt = 0; cnt < _inMenu; cnt++) {
if (_objects[cnt]->wasClicked(x, y)) {
SwordLogic::_scriptVars[OBJECT_HELD] = _menuList[cnt];
refreshMenus();
break;
}
}
}
}
} else {
// Normal use, i.e. inventory. Things happen on mouse-down.
if (menuType == MENU_TOP) {
for (uint8 cnt = 0; cnt < _inMenu; cnt++) {
if (_objects[cnt]->wasClicked(x, y)) {
if (mouseEvent & BS1R_BUTTON_DOWN) { // looking at item
SwordLogic::_scriptVars[OBJECT_HELD] = _menuList[cnt];
SwordLogic::_scriptVars[MENU_LOOKING] = 1;
SwordLogic::_scriptVars[DEFAULT_ICON_TEXT] = _objectDefs[_menuList[cnt]].textDesc;
} else if (mouseEvent & BS1L_BUTTON_DOWN) {
if (SwordLogic::_scriptVars[OBJECT_HELD]) {
if (SwordLogic::_scriptVars[OBJECT_HELD] == _menuList[cnt]) {
_mouse->setLuggage(0, 0);
SwordLogic::_scriptVars[OBJECT_HELD] = 0; // reselected => deselect it
} else { // the player is clicking another item on this one.
// run its use-script, if there is one
SwordLogic::_scriptVars[SECOND_ITEM] = _menuList[cnt];
_mouse->setLuggage(0, 0);
}
} else {
SwordLogic::_scriptVars[OBJECT_HELD] = _menuList[cnt];
_mouse->setLuggage(_objectDefs[_menuList[cnt]].luggageIconRes, 0);
}
}
refreshMenus();
break;
}
}
}
}
return 0;
}
void SwordMenu::buildSubjects(void) {
uint8 cnt;
for (cnt = 0; cnt < 16; cnt++)
if (_subjects[cnt]) {
delete _subjects[cnt];
_subjects[cnt] = NULL;
}
for (cnt = 0; cnt < SwordLogic::_scriptVars[IN_SUBJECT]; cnt++) {
uint32 res = _subjectList[(_subjectBar[cnt] & 65535) - BASE_SUBJECT].subjectRes;
uint32 frame = _subjectList[(_subjectBar[cnt] & 65535) - BASE_SUBJECT].frameNo;
_subjects[cnt] = new SwordMenuIcon(MENU_BOT, cnt, res, frame, _screen);
if (SwordLogic::_scriptVars[OBJECT_HELD])
_subjects[cnt]->setSelect(_subjectBar[cnt] == SwordLogic::_scriptVars[OBJECT_HELD]);
else
_subjects[cnt]->setSelect(true);
}
}
void SwordMenu::refresh(uint8 menuType) {
uint i;
if (menuType == MENU_TOP) {
if (_objectBarStatus == MENU_OPENING || _objectBarStatus == MENU_CLOSING) {
for (i = 0; i < 16; i++) {
if (_objects[i])
_objects[i]->draw(_fadeEffectTop, _fadeObject);
else
_screen->showFrame(i * 40, 0, 0xffffffff, 0, _fadeEffectTop, _fadeObject);
}
}
if (_objectBarStatus == MENU_OPENING) {
if (_fadeObject < 8)
_fadeObject++;
else
_objectBarStatus = MENU_OPEN;
} else if (_objectBarStatus == MENU_CLOSING) {
if (_fadeObject > 0)
_fadeObject--;
else {
for (i = 0; i < _inMenu; i++) {
delete _objects[i];
_objects[i] = NULL;
}
_objectBarStatus = MENU_CLOSED;
}
}
} else {
if (_subjectBarStatus == MENU_OPENING || _subjectBarStatus == MENU_CLOSING) {
for (i = 0; i < 16; i++) {
if (_subjects[i])
_subjects[i]->draw(_fadeEffectBottom, _fadeSubject);
else
_screen->showFrame(i * 40, 440, 0xffffffff, 0, _fadeEffectBottom, _fadeSubject);
}
}
if (_subjectBarStatus == MENU_OPENING) {
if (_fadeSubject < 8)
_fadeSubject++;
else
_subjectBarStatus = MENU_OPEN;
} else if (_subjectBarStatus == MENU_CLOSING) {
if (_fadeSubject > 0)
_fadeSubject--;
else {
for (i = 0; i < SwordLogic::_scriptVars[IN_SUBJECT]; i++) {
delete _subjects[i];
_subjects[i] = NULL;
}
_subjectBarStatus = MENU_CLOSED;
}
}
}
}
void SwordMenu::buildMenu(void) {
uint32 *pockets = SwordLogic::_scriptVars + POCKET_1;
for (uint8 cnt = 0; cnt < _inMenu; cnt++)
if (_objects[cnt]) {
delete _objects[cnt];
_objects[cnt] = NULL;
}
_inMenu = 0;
for (uint32 pocketNo = 0; pocketNo < TOTAL_pockets; pocketNo++)
if (pockets[pocketNo]) {
_menuList[_inMenu] = pocketNo + 1;
_inMenu++;
}
for (uint32 menuSlot = 0; menuSlot < _inMenu; menuSlot++) {
_objects[menuSlot] = new SwordMenuIcon(MENU_TOP, menuSlot, _objectDefs[_menuList[menuSlot]].bigIconRes, _objectDefs[_menuList[menuSlot]].bigIconFrame, _screen);
uint32 objHeld = SwordLogic::_scriptVars[OBJECT_HELD];
// check highlighting
if (SwordLogic::_scriptVars[MENU_LOOKING] || _subjectBarStatus == MENU_OPEN) { // either we're in the chooser or we're doing a 'LOOK AT'
if ((!objHeld) || (objHeld == _menuList[menuSlot]))
_objects[menuSlot]->setSelect(true);
} else if (SwordLogic::_scriptVars[SECOND_ITEM]) { // clicked luggage onto 2nd icon - we need to colour-highlight the 2 relevant icons & grey out the rest
if ((_menuList[menuSlot] == objHeld) || (_menuList[menuSlot] == SwordLogic::_scriptVars[SECOND_ITEM]))
_objects[menuSlot]->setSelect(true);
} else { // this object is selected - ie. GREYED OUT
if (objHeld != _menuList[menuSlot])
_objects[menuSlot]->setSelect(true);
}
}
}
void SwordMenu::showMenu(uint8 menuType) {
if (menuType == MENU_TOP) {
if (_objectBarStatus == MENU_OPEN) {
for (uint8 cnt = 0; cnt < 16; cnt++) {
if (_objects[cnt])
_objects[cnt]->draw();
else
_screen->showFrame(cnt * 40, 0, 0xffffffff, 0);
}
} else if (_objectBarStatus == MENU_CLOSED) {
_objectBarStatus = MENU_OPENING;
_fadeObject = 0;
} else if (_objectBarStatus == MENU_CLOSING)
_objectBarStatus = MENU_OPENING;
}
}
void SwordMenu::fnStartMenu(void) {
SwordLogic::_scriptVars[OBJECT_HELD] = 0; // icon no longer selected
SwordLogic::_scriptVars[SECOND_ITEM] = 0; // second icon no longer selected (after using one on another)
SwordLogic::_scriptVars[MENU_LOOKING] = 0; // no longer 'looking at' an icon
buildMenu();
showMenu(MENU_TOP);
}
void SwordMenu::fnEndMenu(void) {
if (_objectBarStatus != MENU_CLOSED)
_objectBarStatus = MENU_CLOSING;
}
void SwordMenu::fnChooser(BsObject *compact) {
SwordLogic::_scriptVars[OBJECT_HELD] = 0;
_mouse->setLuggage(0, 0);
buildSubjects();
compact->o_logic = LOGIC_choose;
_mouse->controlPanel(true); // so the mouse cursor will be shown.
_subjectBarStatus = MENU_OPENING;
}
void SwordMenu::fnEndChooser(void) {
SwordLogic::_scriptVars[OBJECT_HELD] = 0;
_subjectBarStatus = MENU_CLOSING;
_objectBarStatus = MENU_CLOSING;
_mouse->controlPanel(false);
_mouse->setLuggage(0, 0);
}
void SwordMenu::checkTopMenu(void) {
if (_objectBarStatus == MENU_OPEN)
checkMenuClick(MENU_TOP);
}
int SwordMenu::logicChooser(BsObject *compact) {
uint8 objSelected = 0;
if (_objectBarStatus == MENU_OPEN)
objSelected = checkMenuClick(MENU_TOP);
if (!objSelected)
objSelected = checkMenuClick(MENU_BOT);
if (objSelected) {
compact->o_logic = LOGIC_script;
return 1;
}
return 0;
}
void SwordMenu::fnAddSubject(int32 sub) {
_subjectBar[SwordLogic::_scriptVars[IN_SUBJECT]] = sub;
SwordLogic::_scriptVars[IN_SUBJECT]++;
}
void SwordMenu::cfnReleaseMenu(void) {
_objectBarStatus = MENU_CLOSING;
}