/* 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. * * 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. * */ #include "illusions/illusions.h" #include "illusions/actor.h" #include "illusions/cursor.h" #include "illusions/bbdou/illusions_bbdou.h" #include "illusions/bbdou/menusystem_bbdou.h" namespace Illusions { // BBDOUMenuSystem BBDOUMenuSystem::BBDOUMenuSystem(IllusionsEngine_BBDOU *vm) : BaseMenuSystem(vm), _vm(vm) { clearMenus(); } BBDOUMenuSystem::~BBDOUMenuSystem() { freeMenus(); } void BBDOUMenuSystem::runMenu(MenuChoiceOffsets menuChoiceOffsets, int16 *menuChoiceOffset, uint32 menuId, uint32 duration, uint timeOutMenuChoiceIndex, uint32 menuCallerThreadId) { debug(0, "BBDOUMenuSystem::runMenu(%08X)", menuId); setTimeOutDuration(duration, timeOutMenuChoiceIndex); setMenuCallerThreadId(menuCallerThreadId); setMenuChoiceOffsets(menuChoiceOffsets, menuChoiceOffset); int rootMenuId = convertRootMenuId(menuId); BaseMenu *rootMenu = getMenuById(rootMenuId); openMenu(rootMenu); } void BBDOUMenuSystem::clearMenus() { for (int i = 0; i < kBBDOULastMenuIndex; ++i) { _menus[i] = 0; } } void BBDOUMenuSystem::freeMenus() { for (int i = 0; i < kBBDOULastMenuIndex; ++i) { delete _menus[i]; } } BaseMenu *BBDOUMenuSystem::getMenuById(int menuId) { if (!_menus[menuId]) _menus[menuId] = createMenuById(menuId); return _menus[menuId]; } BaseMenu *BBDOUMenuSystem::createMenuById(int menuId) { switch (menuId) { case kBBDOUMainMenu: return createMainMenu(); case kBBDOUPauseMenu: return createPauseMenu(); // TODO Other menus default: error("BBDOUMenuSystem::createMenuById() Invalid menu id %d", menuId); } } BaseMenu *BBDOUMenuSystem::createMainMenu() { return 0; // TODO } BaseMenu *BBDOUMenuSystem::createLoadGameMenu() { return 0; // TODO } BaseMenu *BBDOUMenuSystem::createOptionsMenu() { return 0; // TODO } BaseMenu *BBDOUMenuSystem::createPauseMenu() { BaseMenu *menu = new BaseMenu(this, 0x00120003, 218, 150, 80, 20, 1); menu->addText(" Game Paused"); menu->addText("-------------------"); menu->addMenuItem(new MenuItem("Resume", new MenuActionReturnChoice(this, 1))); // menu->addMenuItem(new MenuItem("Load Game", new MenuActionLoadGame(this, 1))); // TODO menu->addMenuItem(new MenuItem("Save Game", new MenuActionSaveGame(this, 11))); // TODO menu->addMenuItem(new MenuItem("Restart Game", new MenuActionEnterQueryMenu(this, kDuckmanQueryRestartMenu, 2))); // TODO menu->addMenuItem(new MenuItem("Options", new MenuActionEnterMenu(this, kDuckmanOptionsMenu))); // menu->addMenuItem(new MenuItem("Quit Game", new MenuActionEnterQueryMenu(this, kDuckmanQueryQuitMenu, 23))); return menu; } int BBDOUMenuSystem::convertRootMenuId(uint32 menuId) { switch (menuId) { case 0x1C0001: return kBBDOUMainMenu; case 0x1C0002: return kBBDOUPauseMenu; case 0x1C0006: return kBBDOULoadGameMenu; case 0x1C0007: return kBBDOUSaveGameMenu; case 0x1C0008: return kBBDOUGameSavedMenu; case 0x1C0009: return kBBDOUSaveFailedMenu; case 0x1C000A: return kBBDOULoadFailedMenu; /* Unused/unimplemented debug menus case 0x1C0003: debugStartMenu case 0x1C0004: debugPauseMenu case 0x1C0005: unitTestsMenu */ default: error("BBDOUMenuSystem() Menu ID %08X not found", menuId); } } bool BBDOUMenuSystem::initMenuCursor() { bool cursorInitialVisibleFlag = false; Control *cursorControl = _vm->getObjectControl(0x40004); if (cursorControl) { if (cursorControl->_flags & 1) { cursorInitialVisibleFlag = false; } else { cursorInitialVisibleFlag = true; cursorControl->appearActor(); } } else { Common::Point pos = _vm->getNamedPointPosition(0x70023); _vm->_controls->placeActor(0x50001, pos, 0x60001, 0x40004, 0); cursorControl = _vm->getObjectControl(0x40004); } return cursorInitialVisibleFlag; } int BBDOUMenuSystem::getGameState() { return _vm->_cursor->_status; } void BBDOUMenuSystem::setMenuCursorNum(int cursorNum) { Control *mouseCursor = _vm->getObjectControl(0x40004); _vm->_cursor->setActorIndex(5, cursorNum, 0); mouseCursor->startSequenceActor(0x60001, 2, 0); } void BBDOUMenuSystem::setGameState(int gameState) { _vm->_cursor->_status = gameState; } void BBDOUMenuSystem::playSoundEffect(int sfxId) { // TODO } } // End of namespace Illusions