1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * Additional copyright for this file:
8 * Copyright (C) 1994-1998 Revolution Software Ltd.
9 *
10 * This program is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU General Public License
12 * as published by the Free Software Foundation; either version 2
13 * of the License, or (at your option) any later version.
14 *
15 * This program is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
18 * GNU General Public License for more details.
19 *
20 * You should have received a copy of the GNU General Public License
21 * along with this program; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
23 */
24
25
26 #include "common/memstream.h"
27 #include "common/rect.h"
28
29 #include "sword2/sword2.h"
30 #include "sword2/header.h"
31 #include "sword2/defs.h"
32 #include "sword2/logic.h"
33 #include "sword2/mouse.h"
34 #include "sword2/resman.h"
35
36 namespace Sword2 {
37
addMenuObject(byte * ptr)38 void Mouse::addMenuObject(byte *ptr) {
39 assert(_totalTemp < TOTAL_engine_pockets);
40
41 Common::MemoryReadStream readS(ptr, 2 * sizeof(int32));
42
43 _tempList[_totalTemp].icon_resource = readS.readSint32LE();
44 _tempList[_totalTemp].luggage_resource = readS.readSint32LE();
45 _totalTemp++;
46 }
47
addSubject(int32 id,int32 ref)48 void Mouse::addSubject(int32 id, int32 ref) {
49 uint32 in_subject = _vm->_logic->readVar(IN_SUBJECT);
50
51 if (in_subject == 0) {
52 // This is the start of the new subject list. Set the default
53 // repsonse id to zero in case we're never passed one.
54 _defaultResponseId = 0;
55 }
56
57 if (id == -1) {
58 // Id -1 is used for setting the default response, i.e. the
59 // response when someone uses an object on a person and he
60 // doesn't know anything about it. See fnChoose().
61
62 _defaultResponseId = ref;
63 } else {
64 debug(5, "fnAddSubject res %d, uid %d", id, ref);
65 _subjectList[in_subject].res = id;
66 _subjectList[in_subject].ref = ref;
67 _vm->_logic->writeVar(IN_SUBJECT, in_subject + 1);
68 }
69 }
70
71 /**
72 * Create and start the inventory (bottom) menu
73 */
74
buildMenu()75 void Mouse::buildMenu() {
76 uint32 i, j;
77 byte menuIconWidth;
78
79 if (Sword2Engine::isPsx())
80 menuIconWidth = RDMENU_PSXICONWIDE;
81 else
82 menuIconWidth = RDMENU_ICONWIDE;
83
84 // Clear the temporary inventory list, since we are going to build a
85 // new one from scratch.
86
87 for (i = 0; i < TOTAL_engine_pockets; i++)
88 _tempList[i].icon_resource = 0;
89
90 _totalTemp = 0;
91
92 // Run the 'build_menu' script in the 'menu_master' object. This will
93 // register all carried menu objects.
94
95 _vm->_logic->runResScript(MENU_MASTER_OBJECT, 0);
96
97 // Create a new master list based on the old master inventory list and
98 // the new temporary inventory list. The purpose of all this is, as
99 // far as I can tell, that the new list is ordered in the same way as
100 // the old list, with new objects added to the end of it.
101
102 // Compare new with old. Anything in master thats not in new gets
103 // removed from master - if found in new too, remove from temp
104
105 for (i = 0; i < _totalMasters; i++) {
106 bool found_in_temp = false;
107
108 for (j = 0; j < TOTAL_engine_pockets; j++) {
109 if (_masterMenuList[i].icon_resource == _tempList[j].icon_resource) {
110 // We alread know about this object, so kill it
111 // in the temporary list.
112 _tempList[j].icon_resource = 0;
113 found_in_temp = true;
114 break;
115 }
116 }
117
118 if (!found_in_temp) {
119 // The object is in the master list, but not in the
120 // temporary list. The player must have lost the object
121 // since the last time we checked, so kill it in the
122 // master list.
123 _masterMenuList[i].icon_resource = 0;
124 }
125 }
126
127 // Eliminate blank entries from the master list.
128
129 _totalMasters = 0;
130
131 for (i = 0; i < TOTAL_engine_pockets; i++) {
132 if (_masterMenuList[i].icon_resource) {
133 if (i != _totalMasters) {
134 memcpy(&_masterMenuList[_totalMasters], &_masterMenuList[i], sizeof(MenuObject));
135 _masterMenuList[i].icon_resource = 0;
136 }
137 _totalMasters++;
138 }
139 }
140
141 // Add the new objects - i.e. the ones still in the temporary list but
142 // not yet in the master list - to the end of the master.
143
144 for (i = 0; i < TOTAL_engine_pockets; i++) {
145 if (_tempList[i].icon_resource) {
146 memcpy(&_masterMenuList[_totalMasters++], &_tempList[i], sizeof(MenuObject));
147 }
148 }
149
150 // Initialize the menu from the master list.
151
152 for (i = 0; i < 15; i++) {
153 uint32 res = _masterMenuList[i].icon_resource;
154 byte *icon = NULL;
155
156 if (res) {
157 bool icon_colored;
158
159 uint32 object_held = _vm->_logic->readVar(OBJECT_HELD);
160 uint32 combine_base = _vm->_logic->readVar(COMBINE_BASE);
161
162 if (_examiningMenuIcon) {
163 // When examining an object, that object is
164 // colored. The rest are greyed out.
165 icon_colored = (res == object_held);
166 } else if (combine_base) {
167 // When combining two menu object (i.e. using
168 // one on another), both are colored. The rest
169 // are greyed out.
170 icon_colored = (res == object_held || combine_base);
171 } else {
172 // If an object is selected but we are not yet
173 // doing anything with it, the selected object
174 // is greyed out. The rest are colored.
175 icon_colored = (res != object_held);
176 }
177
178 icon = _vm->_resman->openResource(res) + ResHeader::size();
179
180 // The colored icon is stored directly after the
181 // greyed out one.
182
183 if (icon_colored)
184 icon += (menuIconWidth * RDMENU_ICONDEEP);
185 }
186
187 setMenuIcon(RDMENU_BOTTOM, i, icon);
188
189 if (res)
190 _vm->_resman->closeResource(res);
191 }
192
193 showMenu(RDMENU_BOTTOM);
194 }
195
196 /**
197 * Build a fresh system (top) menu.
198 */
199
buildSystemMenu()200 void Mouse::buildSystemMenu() {
201 uint32 icon_list[5] = {
202 OPTIONS_ICON,
203 QUIT_ICON,
204 SAVE_ICON,
205 RESTORE_ICON,
206 RESTART_ICON
207 };
208
209 byte menuIconWidth;
210
211 if (Sword2Engine::isPsx())
212 menuIconWidth = RDMENU_PSXICONWIDE;
213 else
214 menuIconWidth = RDMENU_ICONWIDE;
215
216 // Build them all high in full color - when one is clicked on all the
217 // rest will grey out.
218
219 for (int i = 0; i < ARRAYSIZE(icon_list); i++) {
220 byte *icon = _vm->_resman->openResource(icon_list[i]) + ResHeader::size();
221
222 // The only case when an icon is grayed is when the player
223 // is dead. Then SAVE is not available.
224
225 if (!_vm->_logic->readVar(DEAD) || icon_list[i] != SAVE_ICON)
226 icon += (menuIconWidth * RDMENU_ICONDEEP);
227
228 setMenuIcon(RDMENU_TOP, i, icon);
229 _vm->_resman->closeResource(icon_list[i]);
230 }
231
232 showMenu(RDMENU_TOP);
233 }
234
235 } // End of namespace Sword2
236