Initial commit
This commit is contained in:
234
engines/sword2/icons.cpp
Normal file
234
engines/sword2/icons.cpp
Normal file
@@ -0,0 +1,234 @@
|
||||
/* ScummVM - Graphic Adventure Engine
|
||||
*
|
||||
* ScummVM is the legal property of its developers, whose names
|
||||
* are too numerous to list here. Please refer to the COPYRIGHT
|
||||
* file distributed with this source distribution.
|
||||
*
|
||||
* Additional copyright for this file:
|
||||
* Copyright (C) 1994-1998 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 3 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, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
|
||||
#include "common/memstream.h"
|
||||
#include "common/rect.h"
|
||||
|
||||
#include "sword2/sword2.h"
|
||||
#include "sword2/header.h"
|
||||
#include "sword2/defs.h"
|
||||
#include "sword2/logic.h"
|
||||
#include "sword2/mouse.h"
|
||||
#include "sword2/resman.h"
|
||||
|
||||
namespace Sword2 {
|
||||
|
||||
void Mouse::addMenuObject(byte *ptr) {
|
||||
assert(_totalTemp < TOTAL_engine_pockets);
|
||||
|
||||
Common::MemoryReadStream readS(ptr, 2 * sizeof(int32));
|
||||
|
||||
_tempList[_totalTemp].icon_resource = readS.readSint32LE();
|
||||
_tempList[_totalTemp].luggage_resource = readS.readSint32LE();
|
||||
_totalTemp++;
|
||||
}
|
||||
|
||||
void Mouse::addSubject(int32 id, int32 ref) {
|
||||
uint32 in_subject = _vm->_logic->readVar(IN_SUBJECT);
|
||||
|
||||
if (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[in_subject].res = id;
|
||||
_subjectList[in_subject].ref = ref;
|
||||
_vm->_logic->writeVar(IN_SUBJECT, in_subject + 1);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Create and start the inventory (bottom) menu
|
||||
*/
|
||||
|
||||
void Mouse::buildMenu() {
|
||||
uint32 i, j;
|
||||
byte menuIconWidth;
|
||||
|
||||
if (Sword2Engine::isPsx())
|
||||
menuIconWidth = RDMENU_PSXICONWIDE;
|
||||
else
|
||||
menuIconWidth = RDMENU_ICONWIDE;
|
||||
|
||||
// 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.
|
||||
|
||||
_vm->_logic->runResScript(MENU_MASTER_OBJECT, 0);
|
||||
|
||||
// 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 that's 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));
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize the menu from the master list.
|
||||
|
||||
for (i = 0; i < 15; i++) {
|
||||
uint32 res = _masterMenuList[i].icon_resource;
|
||||
byte *icon = nullptr;
|
||||
|
||||
if (res) {
|
||||
bool icon_colored;
|
||||
|
||||
uint32 object_held = _vm->_logic->readVar(OBJECT_HELD);
|
||||
uint32 combine_base = _vm->_logic->readVar(COMBINE_BASE);
|
||||
|
||||
if (_examiningMenuIcon) {
|
||||
// When examining an object, that object is
|
||||
// colored. The rest are greyed out.
|
||||
icon_colored = (res == object_held);
|
||||
} else if (combine_base) {
|
||||
// When combining two menu object (i.e. using
|
||||
// one on another), both are colored. The rest
|
||||
// are greyed out.
|
||||
icon_colored = (res == object_held || 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 colored.
|
||||
icon_colored = (res != object_held);
|
||||
}
|
||||
|
||||
icon = _vm->_resman->openResource(res) + ResHeader::size();
|
||||
|
||||
// The colored icon is stored directly after the
|
||||
// greyed out one.
|
||||
|
||||
if (icon_colored)
|
||||
icon += (menuIconWidth * 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
|
||||
};
|
||||
|
||||
byte menuIconWidth;
|
||||
|
||||
if (Sword2Engine::isPsx())
|
||||
menuIconWidth = RDMENU_PSXICONWIDE;
|
||||
else
|
||||
menuIconWidth = RDMENU_ICONWIDE;
|
||||
|
||||
// Build them all high in full color - 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]) + ResHeader::size();
|
||||
|
||||
// The only case when an icon is grayed is when the player
|
||||
// is dead. Then SAVE is not available.
|
||||
|
||||
if (!_vm->_logic->readVar(DEAD) || icon_list[i] != SAVE_ICON)
|
||||
icon += (menuIconWidth * RDMENU_ICONDEEP);
|
||||
|
||||
setMenuIcon(RDMENU_TOP, i, icon);
|
||||
_vm->_resman->closeResource(icon_list[i]);
|
||||
}
|
||||
|
||||
showMenu(RDMENU_TOP);
|
||||
}
|
||||
|
||||
} // End of namespace Sword2
|
||||
Reference in New Issue
Block a user