1 /* ResidualVM - A 3D game interpreter
2 *
3 * ResidualVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the AUTHORS
5 * file distributed with this source distribution.
6 *
7 * Additional copyright for this file:
8 * Copyright (C) 1999-2000 Revolution Software Ltd.
9 * This code is based on source code created by Revolution Software,
10 * used with permission.
11 *
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
16 *
17 * This program is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 * GNU General Public License for more details.
21 *
22 * You should have received a copy of the GNU General Public License
23 * along with this program; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
25 *
26 */
27
28 #include "engines/icb/icon_menu.h"
29 #include "engines/icb/global_objects.h"
30 #include "engines/icb/sound.h"
31 #include "engines/icb/res_man.h"
32 #include "engines/icb/remora.h"
33 #include "engines/icb/mission.h"
34
35 namespace ICB {
36
37 // Use globals as it reduces rdata storage on PSX
38 const char *global_nothing_selected = "NOTHING_SELECTED";
39
_icon_menu()40 _icon_menu::_icon_menu() {
41 m_eIconMenuGameState = INACTIVE;
42 m_bValidSelection = FALSE8;
43 m_nKeyLock = FALSE8;
44 m_nHighlightCounter = 0;
45 m_bHighlightVisible = FALSE8;
46 m_bAllowEscape = TRUE8;
47 m_bWiderThanScreen = FALSE8;
48 m_nAddedMedipacks = 0;
49 m_nAddedClips = 0;
50 m_nAddedSymbol = 0;
51 m_nAddedFlashCount = 0;
52
53 strcpy(m_pcGlobalClusterFile, GLOBAL_CLUSTER_PATH);
54 strcpy(m_pcIconCluster, ICON_CLUSTER_PATH);
55
56 m_nGlobalClusterHash = NULL_HASH;
57 m_nIconClusterHash = NULL_HASH;
58 m_nSelectedIconHash = NULL_HASH;
59 m_pcSelectedIconName = global_nothing_selected;
60 }
61
CycleIconMenu(const _input & sKeyboardState)62 bool8 _icon_menu::CycleIconMenu(const _input &sKeyboardState) {
63 bool8 nRetVal = TRUE8;
64
65 static int32 lastInventoryPress = 0;
66 int32 inventoryPress;
67
68 // Cycle the transparency for the highlight, to pulse the icon on screen
69 ++m_nHighlightCounter;
70
71 if (m_nHighlightCounter == ICON_MENU_HIGHLIGHT_SPEED) {
72 m_nHighlightCounter = 0;
73 m_bHighlightVisible = (bool8)!m_bHighlightVisible;
74 }
75
76 inventoryPress = sKeyboardState.IsButtonSet(__INVENTORY);
77
78 // FIND GOBACK if there is one
79 // found is -1 means none found
80 int32 found = -1;
81 int32 i;
82
83 // loop through all the icons or until we find a goback
84 i = 0;
85 while ((i < m_pIconList->GetIconCount()) && (found == -1)) {
86 // get the icon
87 const uint32 hash = m_pIconList->GetIconHash(i);
88
89 // look for goback or return
90 if ((hash == HashString("return")) || (hash == HashString("goback")))
91 found = i;
92
93 i++;
94 }
95
96 // if there is a goback option and we are gholding down inventory key and we are not ucrrently on goback then scroll round until we
97 // get there...
98 // also only if we are not scrolling
99 if ((found != -1) && (inventoryPress) && (m_nSelectedIcon != (uint)found) && (m_nScrollDirection == ICON_MENU_SCROLL_NONE)) {
100 m_nSelectedIcon = found;
101 m_pcSelectedIconName = const_cast<char *>(m_pIconList->GetIcon(m_nSelectedIcon));
102 m_nSelectedIconHash = m_pIconList->GetIconHash(m_nSelectedIcon);
103 }
104
105 // See what keys are being pressed.
106
107 // INVENTORY QUIT: we must not be in the remora, m_bAllowEscape must be true
108 // key not locked, we are pressing inventory and we wern't last time...
109 if ((!g_oRemora->IsActive()) && (m_bAllowEscape) && (!m_nKeyLock) && (inventoryPress) && (!lastInventoryPress)) {
110 CloseDownIconMenu();
111
112 // Return the player's state to what it was before the menu was activated.
113 MS->player.Pop_control_mode();
114 MS->player.Set_player_status(STOOD);
115
116 // Lock the keypress so it can't be repeated.
117 m_nKeyLock = TRUE8;
118
119 // Tell the calling function this function doesn't need calling any more.
120 nRetVal = FALSE8;
121
122 }
123 // REMORA QUIT: remora is active we just let go of inventory button, key not locked we have a return...
124 else if ((g_oRemora->IsActive()) && (!m_nKeyLock) && (!inventoryPress) && (lastInventoryPress) && (found != -1)) {
125 m_nLastSelection = found;
126 m_bValidSelection = TRUE8;
127
128 // Close down the menu.
129 CloseDownIconMenu();
130
131 // Lock the keypress so it can't be repeated.
132 m_nKeyLock = TRUE8;
133
134 // Tell the calling function this function doesn't need calling any more.
135 nRetVal = FALSE8;
136
137 lastInventoryPress = 0;
138 }
139 // CONVERSATION QUIT: remora is not active m_bAllowEscape is probably true
140 // no key lock, inventory was pressed and has now been released...
141 // and we have a quit!
142 else if ((!g_oRemora->IsActive()) && (!m_bAllowEscape) && (!m_nKeyLock) && (!inventoryPress) && (lastInventoryPress) && (found != -1)) {
143 m_nLastSelection = found;
144 m_bValidSelection = TRUE8;
145
146 // Close down the menu.
147 CloseDownIconMenu();
148
149 // Lock the keypress so it can't be repeated.
150 m_nKeyLock = TRUE8;
151
152 // Tell the calling function this function doesn't need calling any more.
153 nRetVal = FALSE8;
154
155 lastInventoryPress = 0;
156 } else if (!m_nKeyLock && sKeyboardState.IsButtonSet(__INTERACT)) {
157 // Player is selecting the current icon. Don't select it if it is the 'empty' icon
158 if (m_pIconList->GetIconHash(m_nSelectedIcon) != HashString(ICON_LIST_EMPTY_ICON)) {
159 m_nLastSelection = m_nSelectedIcon;
160 m_bValidSelection = TRUE8;
161 }
162
163 if (!g_oRemora->IsActive()) {
164 // Return the player's state to what it was before the menu was activated.
165 MS->player.Pop_control_mode();
166 MS->player.Set_player_status(STOOD);
167 }
168 // Close down the menu.
169 CloseDownIconMenu();
170
171 // Lock the keypress so it can't be repeated.
172 m_nKeyLock = TRUE8;
173
174 // Tell the calling function this function doesn't need calling any more.
175 nRetVal = FALSE8;
176 } else if (!m_nKeyLock && !sKeyboardState.IsButtonSet(__SIDESTEP) && (sKeyboardState.turn == __LEFT)) {
177 // Move current selection left : if we are not scrolling & more than item in the list
178 if ((m_nScrollDirection == ICON_MENU_SCROLL_NONE) && (m_pIconList->GetIconCount() > 1)) {
179
180 if (m_nSelectedIcon == 0)
181 m_nSelectedIcon = m_pIconList->GetIconCount() - 1;
182 else
183 --m_nSelectedIcon;
184
185 // Set the name & hash value of the currently selected icon.
186 // Set_string( m_pIconList->GetIcon( m_nSelectedIcon ), m_pcSelectedIconName, MAXLEN_ICON_NAME );
187 m_pcSelectedIconName = const_cast<char *>(m_pIconList->GetIcon(m_nSelectedIcon));
188 m_nSelectedIconHash = m_pIconList->GetIconHash(m_nSelectedIcon);
189
190 // Lock the keypress so it can't be repeated.
191 m_nKeyLock = TRUE8;
192
193 // Tell the calling function this function does need calling again next cycle.
194 nRetVal = TRUE8;
195
196 // Hey hey we are scrolling to the right even though pressed LEFT
197 m_nScrollDirection = ICON_MENU_SCROLL_RIGHT;
198 }
199 } else if (!m_nKeyLock && !sKeyboardState.IsButtonSet(__SIDESTEP) && sKeyboardState.turn == __RIGHT) {
200 // Move current selection right : if we are not scrolling & more than item in the list
201 if ((m_nScrollDirection == ICON_MENU_SCROLL_NONE) && (m_pIconList->GetIconCount() > 1)) {
202 if (m_nSelectedIcon == (uint32)(m_pIconList->GetIconCount() - 1))
203 m_nSelectedIcon = 0;
204 else
205 ++m_nSelectedIcon;
206
207 // Set the name & hash value of the currently selected icon.
208 // Set_string( m_pIconList->GetIcon( m_nSelectedIcon ), m_pcSelectedIconName, MAXLEN_ICON_NAME );
209 m_pcSelectedIconName = const_cast<char *>(m_pIconList->GetIcon(m_nSelectedIcon));
210 m_nSelectedIconHash = m_pIconList->GetIconHash(m_nSelectedIcon);
211
212 // Lock the keypress so it can't be repeated.
213 m_nKeyLock = TRUE8;
214
215 // Tell the calling function this function does need calling again next cycle.
216 nRetVal = TRUE8;
217
218 // Hey hey we are scrolling to the left even though pressed RIGHT
219 m_nScrollDirection = ICON_MENU_SCROLL_LEFT;
220 }
221 }
222
223 // Release the keylock if it is on and none of the keys that caused it to be set are still being pressed.
224 if (m_nKeyLock && !sKeyboardState.IsButtonSet(__INVENTORY) && !sKeyboardState.IsButtonSet(__INTERACT)) {
225 m_nKeyLock = FALSE8;
226 }
227
228 // update last press
229 // only update if we are coming back, so as not to do the
230 // muck up first time you do remora after inventory
231 if (nRetVal) {
232 lastInventoryPress = inventoryPress;
233 }
234
235 // Return a value to indicate if this function should be called again next cycle.
236 return (nRetVal);
237 }
238
CycleHoldingLogic()239 void _icon_menu::CycleHoldingLogic() {
240 // Check if there is a current interact object.
241 if (!MS->player.Fetch_player_interact_status()) {
242 // No interact object, so drop whatever we're holding.
243 ClearSelection();
244 }
245 }
246
CycleAddingLogic()247 void _icon_menu::CycleAddingLogic() {
248 // Increment the flash counter. If not a state toggle point, simply return.
249 if (m_nAddedFlashCount++ < ICON_MENU_ADDED_FLASHRATE)
250 return;
251
252 // Right, we are toggling the state of the flashing icons. First reset the counter.
253 m_nAddedFlashCount = 0;
254
255 // Behaviour now depends on whether the icon is currently being displayed ot not.
256 if (m_nAddedSymbol == 0) {
257 // Symbol is currently off so we are turning it on. We need to know whether to
258 // flash a medipack symbol or an ammo clip symbol.
259 if (m_nAddedMedipacks > 0) {
260 // Turning on a medipack symbol.
261 m_nAddedSymbol = 1;
262
263 // Play a sound to go with it.
264 RegisterSoundSpecial(defaultAddingMediSfx, addingMediDesc, 127, 0);
265 } else if (m_nAddedClips > 0) {
266 // Turning on a clips symbol.
267 m_nAddedSymbol = 2;
268
269 // Play a sound to go with it.
270 RegisterSoundSpecial(defaultAddingClipSfx, addingClipDesc, 127, 0);
271 } else if (m_bEmailArrived) {
272 // Turning on an email-arrived symbol.
273 m_nAddedSymbol = 3;
274
275 // Play a sound to go with it.
276 RegisterSoundSpecial(defaultEmailSfx, emailDesc, 127, 0);
277 }
278 } else {
279 // See which symbol is active.
280 switch (m_nAddedSymbol) {
281 case 1:
282 // Medipack symbol is currently being displayed. Turn it off.
283 --m_nAddedMedipacks;
284 m_nAddedSymbol = 0;
285 break;
286
287 case 2:
288 // Clips symbol is currently being displayed. Turn it off.
289 --m_nAddedClips;
290 m_nAddedSymbol = 0;
291 break;
292
293 default:
294 // This is a funny one. First time in here will be because the symbol is 3, which
295 // means an email-waiting symbol is being displayed. To turn it off, we don't set
296 // it to zero, however; instead we increment it, and then we keep incrementing it
297 // until we hit the count that controls how long the symbol should be off before it
298 // is flashed again.
299 if (++m_nAddedSymbol == ICON_MENU_EMAIL_FLASHRATE)
300 m_nAddedSymbol = 0;
301 }
302 }
303 }
304
PreloadIcon(const char * pcIconPath,const char * pcIconName)305 void _icon_menu::PreloadIcon(const char *pcIconPath, const char *pcIconName) {
306 uint32 nFullIconNameHash;
307
308 // Make the full URL for the icon.
309 char pcFullIconName[MAXLEN_URL];
310 sprintf(pcFullIconName, "%s%s.%s", pcIconPath, pcIconName, PX_BITMAP_EXT);
311
312 // Open the icon resource.
313 nFullIconNameHash = NULL_HASH;
314 rs_icons->Res_open(pcFullIconName, nFullIconNameHash, m_pcIconCluster, m_nIconClusterHash);
315 }
316
GetLastSelection()317 const char *_icon_menu::GetLastSelection() {
318 // Only return a selection if one has been made.
319 if (m_bValidSelection) {
320 if (m_pIconList->GetIconCount() > 0)
321 return (m_pIconList->GetIcon(m_nLastSelection));
322 else
323 return (NULL);
324 } else {
325 return (NULL);
326 }
327 }
328
GetLastSelectionHash() const329 uint32 _icon_menu::GetLastSelectionHash() const {
330 // Only return a selection if one has been made.
331 if (m_bValidSelection) {
332 if (m_pIconList->GetIconCount() > 0)
333 return (m_pIconList->GetIconHash(m_nLastSelection));
334 else
335 return (NULL_HASH);
336 } else {
337 return (NULL_HASH);
338 }
339 }
340
CloseDownIconMenu()341 void _icon_menu::CloseDownIconMenu() {
342 // The Remora has to call this function when it quits, to make sure the icon menu disappears with it, but
343 // it is up to the script writer to make sure that the Remora has an icon menu displayed; therefore, there is
344 // the possibility that the Remora will quit and try to call this function when no icon menu is being
345 // displayed. We have to check for this here.
346 if (m_eIconMenuGameState == INACTIVE)
347 return;
348
349 // Menu is active, so close it down.
350 CloseDownIconMenuDisplay();
351 m_eIconMenuGameState = INACTIVE;
352 }
353
IsAdding() const354 bool8 _icon_menu::IsAdding() const {
355 if ((m_nAddedMedipacks > 0) || (m_nAddedClips > 0) || m_bEmailArrived)
356 return (TRUE8);
357 else
358 return (FALSE8);
359 }
360
361 #define ICON_MENU_SCROLLCYCLES_INCREMENT (ICON_X_SIZE / 4)
362 #define ICON_MENU_SCROLLCYCLES_MAX ICON_X_SIZE
363
364 // Scroll the icons smoothly left or right
365 // This returns the x-position to start drawing the icons from (nX)
366 // it also sets the first icon to start drawing (nIconIndex)
GetScrollingPosition(const int32 nInputX,uint32 & nIconIndex)367 int32 _icon_menu::GetScrollingPosition(const int32 nInputX, uint32 &nIconIndex) {
368 int32 nX = nInputX;
369
370 // OK are we scrolling
371 if (m_nScrollDirection != ICON_MENU_SCROLL_NONE) {
372 if (m_nScrollCycles >= ICON_MENU_SCROLLCYCLES_MAX) {
373 m_nScrollCycles = 0;
374 m_nScrollDirection = ICON_MENU_SCROLL_NONE;
375 m_nLastIconIndex = (uint8)nIconIndex;
376 } else {
377 if (m_nScrollDirection == ICON_MENU_SCROLL_RIGHT) {
378 // scroll right
379 nX += m_nScrollCycles;
380 nX -= ICON_X_SIZE;
381 } else {
382 // scroll left : keep old icon index
383 nX -= m_nScrollCycles;
384 nIconIndex = m_nLastIconIndex;
385 }
386
387 m_nScrollCycles += ICON_MENU_SCROLLCYCLES_INCREMENT;
388 }
389 }
390
391 return nX;
392 }
393
394 } // End of namespace ICB
395