scummvm/sword2/icons.cpp

246 lines
8.0 KiB
C++

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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 <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include "stdafx.h"
#include "driver/driver96.h"
#include "console.h"
#include "icons.h"
#include "interpreter.h"
#include "logic.h"
#include "mouse.h"
#include "object.h"
//------------------------------------------------------------------------------------
menu_object temp_list[TOTAL_engine_pockets];
uint32 total_temp=0; //tempory list
menu_object master_menu_list[TOTAL_engine_pockets];
uint32 total_masters=0;
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
int32 FN_add_menu_object(int32 *params) //Tony1Oct96
{
//param 0 pointer to a menu_object structure to copy down
// Zdebug("FN_add_menu_object icon res");
#ifdef _SWORD2_DEBUG
if (total_temp == TOTAL_engine_pockets)
Con_fatal_error("TOTAL_engine_pockets exceeded! (%s line %u)",__FILE__,__LINE__);
#endif
// copy the structure to our in-the-engine list
memcpy( &temp_list[total_temp], (uint8*) *params, sizeof(menu_object)); //
total_temp++;
return(IR_CONT); // script continue
}
//------------------------------------------------------------------------------------
int32 FN_refresh_inventory(int32 *params) // (James28aug97)
{
// called from 'menu_look_or_combine' script in 'menu_master' object
// to update the menu to display a combined object while George runs voice-over
// Note that 'object_held' must be set to the graphic of the combined object
COMBINE_BASE=0; // can reset this now
examining_menu_icon=1; // so that the icon in 'object_held' is coloured while the rest are grey
Build_top_menu();
examining_menu_icon=0;
return(IR_CONT); // script continue
}
//------------------------------------------------------------------------------------
void Build_top_menu(void) //Tony19Nov96
{
// create and start the inventory menu - NOW AT THE BOTTOM OF THE SCREEN!
uint32 null_pc=0;
uint32 j,k;
uint8 icon_coloured;
uint8 *icon;
uint8 *head;
uint32 res;
total_temp=0; //reset temp list which will be totally rebuilt
// Zdebug("\nbuild top menu %d", total_masters);
//clear the temp list before building a new temp list in-case list gets smaller
for (j=0;j<TOTAL_engine_pockets;j++) //check each master
temp_list[j].icon_resource=0; //
//call menu builder script which will register all carried menu objects
head = res_man.Res_open(MENU_MASTER_OBJECT);
RunScript( (char*)head, (char*)head, &null_pc ); // run the 'build_menu' script in the 'menu_master' object
res_man.Res_close(MENU_MASTER_OBJECT);
//compare new with old
//anything in master thats not in new gets removed from master - if found in new too, remove from temp
if (total_masters)
{
for (j=0;j<total_masters;j++) //check each master
{
for (k=0;k<TOTAL_engine_pockets;k++)
{
res=0;
if (master_menu_list[j].icon_resource == temp_list[k].icon_resource) //if master is in temp
{
temp_list[k].icon_resource=0; //kill it in the temp
res=1;
break;
}
}
if (!res)
{ master_menu_list[j].icon_resource=0; //otherwise not in temp so kill in main
// Zdebug("Killed menu %d",j);
}
}
}
//merge master downwards
total_masters=0;
for (j=0;j<TOTAL_engine_pockets;j++) //check each master slot
{
if ((master_menu_list[j].icon_resource)&&(j!=total_masters)) //not current end - meaning out over the end so move down
{
memcpy( &master_menu_list[total_masters++], &master_menu_list[j], sizeof(menu_object)); //
master_menu_list[j].icon_resource=0; //moved down now so kill here
}
else if (master_menu_list[j].icon_resource) //skip full slots
total_masters++;
}
//add those new to menu still in temp but not yet in master to the end of the master
for (j=0;j<TOTAL_engine_pockets;j++) //check each master slot
if (temp_list[j].icon_resource) //here's a new temp
memcpy( &master_menu_list[total_masters++], &temp_list[j], sizeof(menu_object)); //
//init top menu from master list
for (j=0;j<15;j++)
{
if (master_menu_list[j].icon_resource)
{
res = master_menu_list[j].icon_resource; // 'res' is now the resource id of the icon
//-----------------------------------------------------------------------------------------------------
// WHEN AN ICON HAS BEEN RIGHT-CLICKED FOR 'EXAMINE' - SELECTION COLOURED, THE REST GREYED OUT
if (examining_menu_icon) // '1' when examining a menu-icon ('OBJECT_HELD' is the resource of the icon being examined)
{
if (res == OBJECT_HELD) // if this is the icon being examined, make it coloured
icon_coloured=1;
else // if not, grey this one out
icon_coloured=0;
}
//-----------------------------------------------------------------------------------------------------
// WHEN ONE MENU OBJECT IS BEING USED WITH ANOTHER - BOTH TO BE COLOURED, THE REST GREYED OUT
else if (COMBINE_BASE) // resource of second icon clicked
{
if ((res == OBJECT_HELD)||(res == COMBINE_BASE)) // if this if either of the icons being combined...
icon_coloured=1;
else
icon_coloured=0;
}
//-----------------------------------------------------------------------------------------------------
// NORMAL ICON SELECTION - SELECTION GREYED OUT, THE REST COLOURED
else
{
if (res == OBJECT_HELD) // if this is the selction, grey it out
icon_coloured=0;
else // if not, make it coloured
icon_coloured=1;
}
//-----------------------------------------------------------------------------------------------------
if (icon_coloured) // coloured
icon = res_man.Res_open( master_menu_list[j].icon_resource ) + sizeof(_standardHeader) + RDMENU_ICONWIDE*RDMENU_ICONDEEP;
else // greyed out
icon = res_man.Res_open( master_menu_list[j].icon_resource ) + sizeof(_standardHeader);
SetMenuIcon(RDMENU_BOTTOM, j, icon);
res_man.Res_close( res );
}
else
{
SetMenuIcon(RDMENU_BOTTOM, j, NULL); //no icon here
//Zdebug(" NULL for %d", j);
}
}
ShowMenu(RDMENU_BOTTOM);
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
void Build_system_menu(void) //Tony19Mar97
{
//start a fresh top system menu
uint8 *icon;
int j;
uint32 icon_list[5] =
{
OPTIONS_ICON,
QUIT_ICON,
SAVE_ICON,
RESTORE_ICON,
RESTART_ICON
};
for (j=0;j<5;j++) //build them all high in full colour - when one is clicked on all the rest will grey out
{
if ((DEAD)&&(j==2)) //dead then SAVE not available
icon = res_man.Res_open( icon_list[j] ) + sizeof(_standardHeader);
else icon = res_man.Res_open( icon_list[j] ) + sizeof(_standardHeader) + RDMENU_ICONWIDE*RDMENU_ICONDEEP;
SetMenuIcon(RDMENU_TOP, j, icon);
res_man.Res_close( icon_list[j] );
}
ShowMenu(RDMENU_TOP);
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------