/* ScummVM - Scumm Interpreter * Copyright (C) 2003 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 "stdafx.h" #include "menu.h" #include "resman.h" #include "scummsys.h" #include "common/util.h" #include "system.h" #include "mouse.h" #include "screen.h" #include "logic.h" enum { MENU_CLOSED, MENU_CLOSING, MENU_OPENING, MENU_OPEN }; const byte SwordMenu::_fadeEffectTop[64] = { 1, 7, 5, 3, 2, 4, 6, 0, 3, 1, 7, 5, 4, 6, 0, 2, 5, 3, 1, 7, 6, 0, 2, 4, 7, 5, 3, 1, 0, 2, 4, 6, 7, 5, 3, 1, 0, 2, 4, 6, 5, 3, 1, 7, 6, 0, 2, 4, 3, 1, 7, 5, 4, 6, 0, 2, 1, 7, 5, 3, 2, 4, 6, 0 }; const byte SwordMenu::_fadeEffectBottom[64] = { 7, 6, 5, 4, 3, 2, 1, 0, 0, 7, 6, 5, 4, 3, 2, 1, 1, 0, 7, 6, 5, 4, 3, 2, 2, 1, 0, 7, 6, 5, 4, 3, 3, 2, 1, 0, 7, 6, 5, 4, 4, 3, 2, 1, 0, 7, 6, 5, 5, 4, 3, 2, 1, 0, 7, 6, 6, 5, 4, 3, 2, 1, 0, 7 }; SwordMenuIcon::SwordMenuIcon(uint8 menuType, uint8 menuPos, uint32 resId, uint32 frame, SwordScreen *screen) { _menuType = menuType; _menuPos = menuPos; _resId = resId; _frame = frame; _screen = screen; _selected = false; } bool SwordMenuIcon::wasClicked(uint16 mouseX, uint16 mouseY) { if (((_menuType == MENU_TOP) && (mouseY >= 40)) || ((_menuType == MENU_BOT) && (mouseY < 440))) return false; if ((mouseX >= _menuPos * 40) && (mouseX < (_menuPos + 1) * 40)) return true; else return false; } void SwordMenuIcon::setSelect(bool pSel) { _selected = pSel; } void SwordMenuIcon::draw(const byte *fadeMask, int8 fadeStatus) { uint16 x = _menuPos * 40; uint16 y = (_menuType == MENU_TOP)?(0):(440); _screen->showFrame(x, y, _resId, _frame + (_selected ? 1 : 0), fadeMask, fadeStatus); } SwordMenu::SwordMenu(SwordScreen *pScreen, SwordMouse *pMouse) { uint8 cnt; _screen = pScreen; _mouse = pMouse; _subjectBarStatus = MENU_CLOSED; _objectBarStatus = MENU_CLOSED; _fadeSubject = 0; _fadeObject = 0; for (cnt = 0; cnt < TOTAL_subjects; cnt++) _subjects[cnt] = NULL; for (cnt = 0; cnt < TOTAL_pockets; cnt++) _objects[cnt] = NULL; _inMenu = 0; } uint8 SwordMenu::checkMenuClick(uint8 menuType) { bool refreshMenus = false; uint16 mouseEvent = _mouse->testEvent(); if (!mouseEvent) return 0; uint16 x, y; _mouse->giveCoords(&x, &y); if (menuType == MENU_BOT) { for (uint8 cnt = 0; cnt < SwordLogic::_scriptVars[IN_SUBJECT]; cnt++) if (_subjects[cnt]->wasClicked(x, y)) if (mouseEvent & BS1L_BUTTON_DOWN) { SwordLogic::_scriptVars[OBJECT_HELD] = _subjectBar[cnt]; refreshMenus = true; } else if (mouseEvent & BS1L_BUTTON_UP) { if (SwordLogic::_scriptVars[OBJECT_HELD] == _subjectBar[cnt]) return cnt + 1; else { SwordLogic::_scriptVars[OBJECT_HELD] = 0; refreshMenus = true; } } } else { for (uint8 cnt = 0; cnt < _inMenu; cnt++) { if (_objects[cnt]->wasClicked(x, y)) if (mouseEvent & BS1L_BUTTON_DOWN) { if (SwordLogic::_scriptVars[OBJECT_HELD]) { if (SwordLogic::_scriptVars[OBJECT_HELD] == _menuList[cnt]) SwordLogic::_scriptVars[OBJECT_HELD] = 0; // reselected => deselect it else { // the player is clicking another item on this one. // run its use-script, if there is one SwordLogic::_scriptVars[SECOND_ITEM] = _menuList[cnt]; } } else SwordLogic::_scriptVars[OBJECT_HELD] = _menuList[cnt]; refreshMenus = true; } else if (mouseEvent & BS1L_BUTTON_UP) { if (SwordLogic::_scriptVars[OBJECT_HELD] == _menuList[cnt]) { return cnt + 1; } else { SwordLogic::_scriptVars[OBJECT_HELD] = 0; refreshMenus = true; } } } } if (refreshMenus) { if (_objectBarStatus == MENU_OPEN) { buildMenu(); for (uint8 cnt = 0; cnt < 16; cnt++) { if (_objects[cnt]) _objects[cnt]->draw(); else _screen->showFrame(cnt * 40, 0, 0xffffffff, 0); } } if (_subjectBarStatus == MENU_OPEN) { buildSubjects(); for (uint8 cnt = 0; cnt < 16; cnt++) { if (_subjects[cnt]) _subjects[cnt]->draw(); else _screen->showFrame(cnt * 40, 440, 0xffffffff, 0); } } } return 0; } void SwordMenu::buildSubjects(void) { uint8 cnt; for (cnt = 0; cnt < 16; cnt++) if (_subjects[cnt]) { delete _subjects[cnt]; _subjects[cnt] = NULL; } for (cnt = 0; cnt < SwordLogic::_scriptVars[IN_SUBJECT]; cnt++) { uint32 res = _subjectList[(_subjectBar[cnt] & 65535) - BASE_SUBJECT].subjectRes; uint32 frame = _subjectList[(_subjectBar[cnt] & 65535) - BASE_SUBJECT].frameNo; _subjects[cnt] = new SwordMenuIcon(MENU_BOT, cnt, res, frame, _screen); if (SwordLogic::_scriptVars[OBJECT_HELD]) _subjects[cnt]->setSelect(_subjectBar[cnt] == SwordLogic::_scriptVars[OBJECT_HELD]); else _subjects[cnt]->setSelect(true); } } void SwordMenu::refresh(uint8 menuType) { uint i; if (menuType == MENU_TOP) { if (_objectBarStatus == MENU_OPENING || _objectBarStatus == MENU_CLOSING) { for (i = 0; i < 16; i++) { if (_objects[i]) _objects[i]->draw(_fadeEffectTop, _fadeObject); else _screen->showFrame(i * 40, 0, 0xffffffff, 0, _fadeEffectTop, _fadeObject); } } if (_objectBarStatus == MENU_OPENING) { if (_fadeObject < 8) _fadeObject++; else _objectBarStatus = MENU_OPEN; } else if (_objectBarStatus == MENU_CLOSING) { if (_fadeObject > 0) _fadeObject--; else { for (i = 0; i < _inMenu; i++) { delete _objects[i]; _objects[i] = NULL; } _objectBarStatus = MENU_CLOSED; } } } else { if (_subjectBarStatus == MENU_OPENING || _subjectBarStatus == MENU_CLOSING) { for (i = 0; i < 16; i++) { if (_subjects[i]) _subjects[i]->draw(_fadeEffectBottom, _fadeSubject); else _screen->showFrame(i * 40, 440, 0xffffffff, 0, _fadeEffectBottom, _fadeSubject); } } if (_subjectBarStatus == MENU_OPENING) { if (_fadeSubject < 8) _fadeSubject++; else _subjectBarStatus = MENU_OPEN; } else if (_subjectBarStatus == MENU_CLOSING) { if (_fadeSubject > 0) _fadeSubject--; else { for (i = 0; i < SwordLogic::_scriptVars[IN_SUBJECT]; i++) { delete _subjects[i]; _subjects[i] = NULL; } _subjectBarStatus = MENU_CLOSED; } } } } void SwordMenu::buildMenu(void) { uint32 *pockets = SwordLogic::_scriptVars + POCKET_1; for (uint8 cnt = 0; cnt < _inMenu; cnt++) if (_objects[cnt]) { delete _objects[cnt]; _objects[cnt] = NULL; } _inMenu = 0; for (uint32 pocketNo = 0; pocketNo < TOTAL_pockets; pocketNo++) if (pockets[pocketNo]) { _menuList[_inMenu] = pocketNo + 1; _inMenu++; } for (uint32 menuSlot = 0; menuSlot < _inMenu; menuSlot++) { _objects[menuSlot] = new SwordMenuIcon(MENU_TOP, menuSlot, _objectDefs[_menuList[menuSlot]].bigIconRes, _objectDefs[_menuList[menuSlot]].bigIconFrame, _screen); uint32 objHeld = SwordLogic::_scriptVars[OBJECT_HELD]; // check highlighting if (SwordLogic::_scriptVars[MENU_LOOKING] || _subjectBarStatus == MENU_OPEN) { // either we're in the chooser or we're doing a 'LOOK AT' if ((!objHeld) || (objHeld == _menuList[menuSlot])) _objects[menuSlot]->setSelect(true); } else if (SwordLogic::_scriptVars[SECOND_ITEM]) { // clicked luggage onto 2nd icon - we need to colour-highlight the 2 relevant icons & grey out the rest if ((_menuList[menuSlot] == objHeld) || (_menuList[menuSlot] == SwordLogic::_scriptVars[SECOND_ITEM])) _objects[menuSlot]->setSelect(true); } else { // this object is selected - ie. GREYED OUT if (objHeld != _menuList[menuSlot]) _objects[menuSlot]->setSelect(true); } } } void SwordMenu::showMenu(uint8 menuType) { if (menuType == MENU_TOP) { if (_objectBarStatus == MENU_OPEN) { for (uint8 cnt = 0; cnt < 16; cnt++) { if (_objects[cnt]) _objects[cnt]->draw(); else _screen->showFrame(cnt * 40, 0, 0xffffffff, 0); } } else if (_objectBarStatus == MENU_CLOSED) { _objectBarStatus = MENU_OPENING; _fadeObject = 0; } else if (_objectBarStatus == MENU_CLOSING) _objectBarStatus = MENU_OPENING; } } void SwordMenu::fnStartMenu(void) { SwordLogic::_scriptVars[OBJECT_HELD] = 0; // icon no longer selected SwordLogic::_scriptVars[SECOND_ITEM] = 0; // second icon no longer selected (after using one on another) SwordLogic::_scriptVars[MENU_LOOKING] = 0; // no longer 'looking at' an icon buildMenu(); _mouse->controlPanel(true); // so that the arrow cursor will be shown. showMenu(MENU_TOP); } void SwordMenu::fnEndMenu(void) { if (_objectBarStatus != MENU_CLOSED) { _objectBarStatus = MENU_CLOSING; _mouse->controlPanel(false); } } void SwordMenu::fnChooser(BsObject *compact) { SwordLogic::_scriptVars[OBJECT_HELD] = 0; buildSubjects(); compact->o_logic = LOGIC_choose; _mouse->controlPanel(true); // so the mouse cursor will be shown. _subjectBarStatus = MENU_OPENING; } void SwordMenu::fnEndChooser(void) { SwordLogic::_scriptVars[OBJECT_HELD] = 0; _subjectBarStatus = MENU_CLOSING; _objectBarStatus = MENU_CLOSING; _mouse->controlPanel(false); } void SwordMenu::checkTopMenu(void) { if (_objectBarStatus == MENU_OPEN) checkMenuClick(MENU_TOP); } int SwordMenu::logicChooser(BsObject *compact) { uint8 objSelected = 0; if (_objectBarStatus == MENU_OPEN) objSelected = checkMenuClick(MENU_TOP); if (!objSelected) objSelected = checkMenuClick(MENU_BOT); if (objSelected) { compact->o_logic = LOGIC_script; return 1; } return 0; } void SwordMenu::fnAddSubject(int32 sub) { _subjectBar[SwordLogic::_scriptVars[IN_SUBJECT]] = sub; SwordLogic::_scriptVars[IN_SUBJECT]++; } void SwordMenu::cfnReleaseMenu(void) { _screen->clearMenu(MENU_TOP); }