mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 22:28:10 +00:00
6b4484472b
svn-id: r18604
209 lines
6.0 KiB
C++
209 lines
6.0 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
|
|
* Copyright (C) 2003-2005 The ScummVM project
|
|
*
|
|
* 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 "common/stdafx.h"
|
|
#include "sword2/sword2.h"
|
|
#include "sword2/defs.h"
|
|
#include "sword2/logic.h"
|
|
#include "sword2/mouse.h"
|
|
#include "sword2/resman.h"
|
|
|
|
namespace Sword2 {
|
|
|
|
void Mouse::addMenuObject(MenuObject *obj) {
|
|
assert(_totalTemp < TOTAL_engine_pockets);
|
|
memcpy(&_tempList[_totalTemp], obj, sizeof(MenuObject));
|
|
_totalTemp++;
|
|
}
|
|
|
|
void Mouse::addSubject(int32 id, int32 ref) {
|
|
if (Logic::_scriptVars[IN_SUBJECT] == 0) {
|
|
// This is the start of the new subject list. Set the default
|
|
// repsonse id to zero in case we're never passed one.
|
|
_defaultResponseId = 0;
|
|
}
|
|
|
|
if (id == -1) {
|
|
// Id -1 is used for setting the default response, i.e. the
|
|
// response when someone uses an object on a person and he
|
|
// doesn't know anything about it. See fnChoose().
|
|
|
|
_defaultResponseId = ref;
|
|
} else {
|
|
debug(5, "fnAddSubject res %d, uid %d", id, ref);
|
|
_subjectList[Logic::_scriptVars[IN_SUBJECT]].res = id;
|
|
_subjectList[Logic::_scriptVars[IN_SUBJECT]].ref = ref;
|
|
Logic::_scriptVars[IN_SUBJECT]++;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Create and start the inventory (bottom) menu
|
|
*/
|
|
|
|
void Mouse::buildMenu() {
|
|
uint32 i, j;
|
|
|
|
// Clear the temporary inventory list, since we are going to build a
|
|
// new one from scratch.
|
|
|
|
for (i = 0; i < TOTAL_engine_pockets; i++)
|
|
_tempList[i].icon_resource = 0;
|
|
|
|
_totalTemp = 0;
|
|
|
|
// Run the 'build_menu' script in the 'menu_master' object. This will
|
|
// register all carried menu objects.
|
|
|
|
uint32 null_pc = 0;
|
|
char *menuScript = (char *)_vm->_resman->openResource(MENU_MASTER_OBJECT);
|
|
_vm->_logic->runScript(menuScript, menuScript, &null_pc);
|
|
_vm->_resman->closeResource(MENU_MASTER_OBJECT);
|
|
|
|
// Create a new master list based on the old master inventory list and
|
|
// the new temporary inventory list. The purpose of all this is, as
|
|
// far as I can tell, that the new list is ordered in the same way as
|
|
// the old list, with new objects added to the end of it.
|
|
|
|
// Compare new with old. Anything in master thats not in new gets
|
|
// removed from master - if found in new too, remove from temp
|
|
|
|
for (i = 0; i < _totalMasters; i++) {
|
|
bool found_in_temp = false;
|
|
|
|
for (j = 0; j < TOTAL_engine_pockets; j++) {
|
|
if (_masterMenuList[i].icon_resource == _tempList[j].icon_resource) {
|
|
// We alread know about this object, so kill it
|
|
// in the temporary list.
|
|
_tempList[j].icon_resource = 0;
|
|
found_in_temp = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found_in_temp) {
|
|
// The object is in the master list, but not in the
|
|
// temporary list. The player must have lost the object
|
|
// since the last time we checked, so kill it in the
|
|
// master list.
|
|
_masterMenuList[i].icon_resource = 0;
|
|
}
|
|
}
|
|
|
|
// Eliminate blank entries from the master list.
|
|
|
|
_totalMasters = 0;
|
|
|
|
for (i = 0; i < TOTAL_engine_pockets; i++) {
|
|
if (_masterMenuList[i].icon_resource) {
|
|
if (i != _totalMasters) {
|
|
memcpy(&_masterMenuList[_totalMasters], &_masterMenuList[i], sizeof(MenuObject));
|
|
_masterMenuList[i].icon_resource = 0;
|
|
}
|
|
_totalMasters++;
|
|
}
|
|
}
|
|
|
|
// Add the new objects - i.e. the ones still in the temporary list but
|
|
// not yet in the master list - to the end of the master.
|
|
|
|
for (i = 0; i < TOTAL_engine_pockets; i++) {
|
|
if (_tempList[i].icon_resource) {
|
|
memcpy(&_masterMenuList[_totalMasters++], &_tempList[i], sizeof(MenuObject));
|
|
}
|
|
}
|
|
|
|
// Initialise the menu from the master list.
|
|
|
|
for (i = 0; i < 15; i++) {
|
|
uint32 res = _masterMenuList[i].icon_resource;
|
|
byte *icon = NULL;
|
|
|
|
if (res) {
|
|
bool icon_coloured;
|
|
|
|
if (_examiningMenuIcon) {
|
|
// When examining an object, that object is
|
|
// coloured. The rest are greyed out.
|
|
icon_coloured = (res == Logic::_scriptVars[OBJECT_HELD]);
|
|
} else if (Logic::_scriptVars[COMBINE_BASE]) {
|
|
// When combining two menu object (i.e. using
|
|
// one on another), both are coloured. The rest
|
|
// are greyed out.
|
|
icon_coloured = (res == Logic::_scriptVars[OBJECT_HELD] || res == Logic::_scriptVars[COMBINE_BASE]);
|
|
} else {
|
|
// If an object is selected but we are not yet
|
|
// doing anything with it, the selected object
|
|
// is greyed out. The rest are coloured.
|
|
icon_coloured = (res != Logic::_scriptVars[OBJECT_HELD]);
|
|
}
|
|
|
|
icon = _vm->_resman->openResource(res) + sizeof(StandardHeader);
|
|
|
|
// The coloured icon is stored directly after the
|
|
// greyed out one.
|
|
|
|
if (icon_coloured)
|
|
icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
|
|
}
|
|
|
|
setMenuIcon(RDMENU_BOTTOM, i, icon);
|
|
|
|
if (res)
|
|
_vm->_resman->closeResource(res);
|
|
}
|
|
|
|
showMenu(RDMENU_BOTTOM);
|
|
}
|
|
|
|
/**
|
|
* Build a fresh system (top) menu.
|
|
*/
|
|
|
|
void Mouse::buildSystemMenu() {
|
|
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 (int i = 0; i < ARRAYSIZE(icon_list); i++) {
|
|
byte *icon = _vm->_resman->openResource(icon_list[i]) + sizeof(StandardHeader);
|
|
|
|
// The only case when an icon is grayed is when the player
|
|
// is dead. Then SAVE is not available.
|
|
|
|
if (!Logic::_scriptVars[DEAD] || icon_list[i] != SAVE_ICON)
|
|
icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
|
|
|
|
setMenuIcon(RDMENU_TOP, i, icon);
|
|
_vm->_resman->closeResource(icon_list[i]);
|
|
}
|
|
|
|
showMenu(RDMENU_TOP);
|
|
}
|
|
|
|
} // End of namespace Sword2
|