/* 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 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 "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 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)); } } // Initialize 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_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