/* Copyright (C) 1994-1998 Revolution Software Ltd. * Copyright (C) 2003-2005 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 "common/stdafx.h" #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/interpreter.h" #include "sword2/logic.h" #include "sword2/memory.h" #include "sword2/resman.h" #include "sword2/driver/d_draw.h" namespace Sword2 { void Sword2Engine::addMenuObject(MenuObject *obj) { assert(_totalTemp < TOTAL_engine_pockets); memcpy(&_tempList[_totalTemp], obj, sizeof(MenuObject)); _totalTemp++; } /** * Create and start the inventory (bottom) menu */ void Sword2Engine::buildMenu(void) { 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. uint32 null_pc = 0; char *menuScript = (char *) _resman->openResource(MENU_MASTER_OBJECT); _logic->runScript(menuScript, menuScript, &null_pc); _resman->closeResource(MENU_MASTER_OBJECT); // 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; if (_examiningMenuIcon) { // When examining an object, that object is // coloured. The rest are greyed out. icon_coloured = (res == Logic::_scriptVars[OBJECT_HELD]); } else if (Logic::_scriptVars[COMBINE_BASE]) { // When combining two menu object (i.e. using // one on another), both are coloured. The rest // are greyed out. icon_coloured = (res == Logic::_scriptVars[OBJECT_HELD] || res == Logic::_scriptVars[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 != Logic::_scriptVars[OBJECT_HELD]); } icon = _resman->openResource(res) + sizeof(StandardHeader); // The coloured icon is stored directly after the // greyed out one. if (icon_coloured) icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP); } _graphics->setMenuIcon(RDMENU_BOTTOM, i, icon); if (res) _resman->closeResource(res); } _graphics->showMenu(RDMENU_BOTTOM); } /** * Build a fresh system (top) menu. */ void Sword2Engine::buildSystemMenu(void) { 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 = _resman->openResource(icon_list[i]) + sizeof(StandardHeader); // The only case when an icon is grayed is when the player // is dead. Then SAVE is not available. if (!Logic::_scriptVars[DEAD] || icon_list[i] != SAVE_ICON) icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP); _graphics->setMenuIcon(RDMENU_TOP, i, icon); _resman->closeResource(icon_list[i]); } _graphics->showMenu(RDMENU_TOP); } } // End of namespace Sword2