scummvm/sword2/icons.cpp
Torbjörn Andersson 5553ef53f1 Moved conversation stuff from Logic to Mouse.
svn-id: r17787
2005-04-24 12:13:03 +00:00

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