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8ad28e3a7e
message functions with our own. We still need to go through them and assign sensible debug levels to them. svn-id: r10422
251 lines
6.4 KiB
C++
251 lines
6.4 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "stdafx.h"
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#include "defs.h"
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#include "icons.h"
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#include "interpreter.h"
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#include "mouse.h"
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// tempory list
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menu_object temp_list[TOTAL_engine_pockets];
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uint32 total_temp = 0;
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menu_object master_menu_list[TOTAL_engine_pockets];
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uint32 total_masters=0;
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int32 FN_add_menu_object(int32 *params) {
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// param 0 pointer to a menu_object structure to copy down
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debug(5, "FN_add_menu_object icon res");
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#ifdef _SWORD2_DEBUG
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if (total_temp == TOTAL_engine_pockets)
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Con_fatal_error("TOTAL_engine_pockets exceeded!");
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#endif
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// copy the structure to our in-the-engine list
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memcpy(&temp_list[total_temp], (uint8 *) params[0], sizeof(menu_object));
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total_temp++;
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// script continue
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return IR_CONT;
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}
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int32 FN_refresh_inventory(int32 *params) {
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// called from 'menu_look_or_combine' script in 'menu_master' object
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// to update the menu to display a combined object while George runs
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// voice-over. Note that 'object_held' must be set to the graphic of
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// the combined object
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// can reset this now
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COMBINE_BASE = 0;
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// so that the icon in 'object_held' is coloured while the rest are
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// grey
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examining_menu_icon = 1;
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Build_top_menu();
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examining_menu_icon = 0;
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// script continue
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return IR_CONT;
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}
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void Build_top_menu(void) {
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// create and start the inventory menu - NOW AT THE BOTTOM OF THE
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// SCREEN!
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uint32 null_pc = 0;
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uint32 j, k;
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uint8 icon_coloured;
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uint8 *icon;
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uint8 *head;
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uint32 res;
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// reset temp list which will be totally rebuilt
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total_temp = 0;
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debug(5, "build top menu %d", total_masters);
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// clear the temp list before building a new temp list in-case list
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// gets smaller. check each master
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for (j = 0; j < TOTAL_engine_pockets; j++)
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temp_list[j].icon_resource = 0;
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// Call menu builder script which will register all carried menu
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// objects. Run the 'build_menu' script in the 'menu_master' object
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head = res_man.Res_open(MENU_MASTER_OBJECT);
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RunScript((char*) head, (char*) head, &null_pc);
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res_man.Res_close(MENU_MASTER_OBJECT);
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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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if (total_masters) {
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// check each master
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for (j = 0; j < total_masters; j++) {
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for (k = 0; k < TOTAL_engine_pockets; k++) {
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res = 0;
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// if master is in temp
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if (master_menu_list[j].icon_resource == temp_list[k].icon_resource) {
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// kill it in the temp
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temp_list[k].icon_resource = 0;
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res = 1;
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break;
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}
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}
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if (!res) {
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// otherwise not in temp so kill in main
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master_menu_list[j].icon_resource = 0;
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debug(5, "Killed menu %d", j);
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}
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}
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}
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// merge master downwards
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total_masters = 0;
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//check each master slot
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for (j = 0; j < TOTAL_engine_pockets; j++) {
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// not current end - meaning out over the end so move down
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if (master_menu_list[j].icon_resource && j != total_masters) {
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memcpy(&master_menu_list[total_masters++], &master_menu_list[j], sizeof(menu_object));
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// moved down now so kill here
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master_menu_list[j].icon_resource = 0;
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} else if (master_menu_list[j].icon_resource) {
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// skip full slots
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total_masters++;
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}
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}
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// add those new to menu still in temp but not yet in master to the
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// end of the master
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// check each master slot
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for (j = 0; j < TOTAL_engine_pockets; j++) {
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if (temp_list[j].icon_resource) {
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// here's a new temp
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memcpy(&master_menu_list[total_masters++], &temp_list[j], sizeof(menu_object));
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}
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}
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// init top menu from master list
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for (j = 0; j < 15; j++) {
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if (master_menu_list[j].icon_resource) {
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// 'res' is now the resource id of the icon
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res = master_menu_list[j].icon_resource;
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if (examining_menu_icon) {
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// WHEN AN ICON HAS BEEN RIGHT-CLICKED FOR
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// 'EXAMINE' - SELECTION COLOURED, THE REST
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// GREYED OUT
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// If this is the icon being examined, make
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// it coloured. If not, grey this one out.
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if (res == OBJECT_HELD)
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icon_coloured = 1;
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else
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icon_coloured = 0;
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} else if (COMBINE_BASE) {
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// WHEN ONE MENU OBJECT IS BEING USED WITH
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// ANOTHER - BOTH TO BE COLOURED, THE REST
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// GREYED OUT
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// if this if either of the icons being
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// combined...
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if (res == OBJECT_HELD || res == COMBINE_BASE)
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icon_coloured = 1;
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else
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icon_coloured = 0;
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} else {
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// NORMAL ICON SELECTION - SELECTION GREYED
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// OUT, THE REST COLOURED
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// If this is the selction, grey it out. If
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// not, make it coloured.
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if (res == OBJECT_HELD)
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icon_coloured = 0;
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else
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icon_coloured = 1;
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}
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icon = res_man.Res_open(master_menu_list[j].icon_resource) + sizeof(_standardHeader);
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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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SetMenuIcon(RDMENU_BOTTOM, j, icon);
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res_man.Res_close(res);
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} else {
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// no icon here
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SetMenuIcon(RDMENU_BOTTOM, j, NULL);
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debug(5, " NULL for %d", j);
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}
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}
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ShowMenu(RDMENU_BOTTOM);
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}
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void Build_system_menu(void) {
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// start a fresh top system menu
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uint8 *icon;
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int j;
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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 (j = 0; j < ARRAYSIZE(icon_list); j++) {
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icon = res_man.Res_open(icon_list[j]) + sizeof(_standardHeader);
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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 (!DEAD || icon_list[j] != SAVE_ICON)
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icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
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SetMenuIcon(RDMENU_TOP, j, icon);
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res_man.Res_close(icon_list[j]);
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}
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ShowMenu(RDMENU_TOP);
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}
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