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Diffstat (limited to 'engines/sword2/icons.cpp')
-rw-r--r-- | engines/sword2/icons.cpp | 216 |
1 files changed, 216 insertions, 0 deletions
diff --git a/engines/sword2/icons.cpp b/engines/sword2/icons.cpp new file mode 100644 index 0000000000..980c20e3b4 --- /dev/null +++ b/engines/sword2/icons.cpp @@ -0,0 +1,216 @@ +/* Copyright (C) 1994-1998 Revolution Software Ltd. + * Copyright (C) 2003-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * $URL$ + * $Id$ + */ + +#include "common/stdafx.h" +#include "common/stream.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(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; + + // 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 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; + + 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 + // coloured. The rest are greyed out. + icon_coloured = (res == object_held); + } else if (combine_base) { + // When combining two menu object (i.e. using + // one on another), both are coloured. The rest + // are greyed out. + icon_coloured = (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 coloured. + icon_coloured = (res != object_held); + } + + icon = _vm->_resman->openResource(res) + ResHeader::size(); + + // 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]) + 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 += (RDMENU_ICONWIDE * RDMENU_ICONDEEP); + + setMenuIcon(RDMENU_TOP, i, icon); + _vm->_resman->closeResource(icon_list[i]); + } + + showMenu(RDMENU_TOP); +} + +} // End of namespace Sword2 |