mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-05 00:36:57 +00:00
ea42bad781
svn-id: r20088
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) 2003-2006 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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