scummvm/sword2/icons.cpp
Torbjörn Andersson 8ad28e3a7e More cleanup, and I've replaced most - not quite all - of BS2's debug
message functions with our own.

We still need to go through them and assign sensible debug levels to them.

svn-id: r10422
2003-09-27 11:02:58 +00:00

251 lines
6.4 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 "stdafx.h"
#include "defs.h"
#include "icons.h"
#include "interpreter.h"
#include "mouse.h"
// tempory list
menu_object temp_list[TOTAL_engine_pockets];
uint32 total_temp = 0;
menu_object master_menu_list[TOTAL_engine_pockets];
uint32 total_masters=0;
int32 FN_add_menu_object(int32 *params) {
// param 0 pointer to a menu_object structure to copy down
debug(5, "FN_add_menu_object icon res");
#ifdef _SWORD2_DEBUG
if (total_temp == TOTAL_engine_pockets)
Con_fatal_error("TOTAL_engine_pockets exceeded!");
#endif
// copy the structure to our in-the-engine list
memcpy(&temp_list[total_temp], (uint8 *) params[0], sizeof(menu_object));
total_temp++;
// script continue
return IR_CONT;
}
int32 FN_refresh_inventory(int32 *params) {
// 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
// can reset this now
COMBINE_BASE = 0;
// so that the icon in 'object_held' is coloured while the rest are
// grey
examining_menu_icon = 1;
Build_top_menu();
examining_menu_icon = 0;
// script continue
return IR_CONT;
}
void Build_top_menu(void) {
// 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;
// reset temp list which will be totally rebuilt
total_temp = 0;
debug(5, "build top menu %d", total_masters);
// clear the temp list before building a new temp list in-case list
// gets smaller. check each master
for (j = 0; j < TOTAL_engine_pockets; j++)
temp_list[j].icon_resource = 0;
// Call menu builder script which will register all carried menu
// objects. Run the 'build_menu' script in the 'menu_master' object
head = res_man.Res_open(MENU_MASTER_OBJECT);
RunScript((char*) head, (char*) head, &null_pc);
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) {
// check each master
for (j = 0; j < total_masters; j++) {
for (k = 0; k < TOTAL_engine_pockets; k++) {
res = 0;
// if master is in temp
if (master_menu_list[j].icon_resource == temp_list[k].icon_resource) {
// kill it in the temp
temp_list[k].icon_resource = 0;
res = 1;
break;
}
}
if (!res) {
// otherwise not in temp so kill in main
master_menu_list[j].icon_resource = 0;
debug(5, "Killed menu %d", j);
}
}
}
// merge master downwards
total_masters = 0;
//check each master slot
for (j = 0; j < TOTAL_engine_pockets; j++) {
// not current end - meaning out over the end so move down
if (master_menu_list[j].icon_resource && j != total_masters) {
memcpy(&master_menu_list[total_masters++], &master_menu_list[j], sizeof(menu_object));
// moved down now so kill here
master_menu_list[j].icon_resource = 0;
} 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
// check each master slot
for (j = 0; j < TOTAL_engine_pockets; j++) {
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' is now the resource id of the icon
res = master_menu_list[j].icon_resource;
if (examining_menu_icon) {
// WHEN AN ICON HAS BEEN RIGHT-CLICKED FOR
// 'EXAMINE' - SELECTION COLOURED, THE REST
// GREYED OUT
// If this is the icon being examined, make
// it coloured. If not, grey this one out.
if (res == OBJECT_HELD)
icon_coloured = 1;
else
icon_coloured = 0;
} else if (COMBINE_BASE) {
// WHEN ONE MENU OBJECT IS BEING USED WITH
// ANOTHER - BOTH TO BE COLOURED, THE REST
// GREYED OUT
// if this if either of the icons being
// combined...
if (res == OBJECT_HELD || res == COMBINE_BASE)
icon_coloured = 1;
else
icon_coloured = 0;
} else {
// NORMAL ICON SELECTION - SELECTION GREYED
// OUT, THE REST COLOURED
// If this is the selction, grey it out. If
// not, make it coloured.
if (res == OBJECT_HELD)
icon_coloured = 0;
else
icon_coloured = 1;
}
icon = res_man.Res_open(master_menu_list[j].icon_resource) + sizeof(_standardHeader);
// The coloured icon is stored directly after the
// greyed out one.
if (icon_coloured)
icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
SetMenuIcon(RDMENU_BOTTOM, j, icon);
res_man.Res_close(res);
} else {
// no icon here
SetMenuIcon(RDMENU_BOTTOM, j, NULL);
debug(5, " NULL for %d", j);
}
}
ShowMenu(RDMENU_BOTTOM);
}
void Build_system_menu(void) {
// start a fresh top system menu
uint8 *icon;
int j;
uint32 icon_list[5] = {
OPTIONS_ICON,
QUIT_ICON,
SAVE_ICON,
RESTORE_ICON,
RESTART_ICON
};
// build them all high in full colour - when one is clicked on all the
// rest will grey out
for (j = 0; j < ARRAYSIZE(icon_list); j++) {
icon = res_man.Res_open(icon_list[j]) + sizeof(_standardHeader);
// The only case when an icon is grayed is when the player
// is dead. Then SAVE is not available.
if (!DEAD || icon_list[j] != SAVE_ICON)
icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
SetMenuIcon(RDMENU_TOP, j, icon);
res_man.Res_close(icon_list[j]);
}
ShowMenu(RDMENU_TOP);
}