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b3b0118292
Renamed the resource manager's open/close methods openResource() and closeResource() to avoid confusion. (It was I who originally shortened their names to open() and close(), but I've changed my mind now.) Moved more stuff into Sword2Engine. svn-id: r11088
247 lines
6.5 KiB
C++
247 lines
6.5 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 "sword2/sword2.h"
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#include "sword2/driver/driver96.h"
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#include "sword2/defs.h"
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#include "sword2/icons.h"
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#include "sword2/interpreter.h"
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#include "sword2/logic.h"
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#include "sword2/mouse.h"
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namespace Sword2 {
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int32 Logic::fnAddMenuObject(int32 *params) {
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// params: 0 pointer to a menu_object structure to copy down
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assert(g_sword2->_totalTemp < TOTAL_engine_pockets);
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// copy the structure to our in-the-engine list
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memcpy(&g_sword2->_tempList[g_sword2->_totalTemp], (uint8 *) params[0], sizeof(menu_object));
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g_sword2->_totalTemp++;
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// script continue
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return IR_CONT;
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}
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int32 Logic::fnRefreshInventory(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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// params: none
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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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g_sword2->_examiningMenuIcon = true;
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g_sword2->buildMenu();
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g_sword2->_examiningMenuIcon = false;
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// script continue
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return IR_CONT;
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}
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void Sword2Engine::buildMenu(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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bool 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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_totalTemp = 0;
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debug(5, "build top menu %d", _totalMasters);
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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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_tempList[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->openResource(MENU_MASTER_OBJECT);
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g_logic.runScript((char*) head, (char*) head, &null_pc);
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res_man->closeResource(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 (_totalMasters) {
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// check each master
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for (j = 0; j < _totalMasters; 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 (_masterMenuList[j].icon_resource == _tempList[k].icon_resource) {
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// kill it in the temp
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_tempList[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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_masterMenuList[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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_totalMasters = 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 (_masterMenuList[j].icon_resource && j != _totalMasters) {
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memcpy(&_masterMenuList[_totalMasters++], &_masterMenuList[j], sizeof(menu_object));
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// moved down now so kill here
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_masterMenuList[j].icon_resource = 0;
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} else if (_masterMenuList[j].icon_resource) {
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// skip full slots
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_totalMasters++;
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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 (_tempList[j].icon_resource) {
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// here's a new temp
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memcpy(&_masterMenuList[_totalMasters++], &_tempList[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 (_masterMenuList[j].icon_resource) {
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// 'res' is now the resource id of the icon
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res = _masterMenuList[j].icon_resource;
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if (_examiningMenuIcon) {
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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 = true;
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else
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icon_coloured = false;
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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 = true;
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else
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icon_coloured = false;
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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 = false;
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else
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icon_coloured = true;
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}
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icon = res_man->openResource(_masterMenuList[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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g_display->setMenuIcon(RDMENU_BOTTOM, j, icon);
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res_man->closeResource(res);
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} else {
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// no icon here
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g_display->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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g_display->showMenu(RDMENU_BOTTOM);
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}
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void Sword2Engine::buildSystemMenu(void) {
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// start a fresh top system menu
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uint8 *icon;
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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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icon = res_man->openResource(icon_list[i]) + 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[i] != SAVE_ICON)
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icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
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g_display->setMenuIcon(RDMENU_TOP, i, icon);
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res_man->closeResource(icon_list[i]);
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}
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g_display->showMenu(RDMENU_TOP);
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}
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} // End of namespace Sword2
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