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menu.cpp

/* 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.
 *
 * 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.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/sword1/menu.cpp $
 * $Id: menu.cpp 30944 2008-02-23 22:50:18Z sev $
 *
 */


#include "sword1/menu.h"
#include "sword1/resman.h"
#include "common/scummsys.h"
#include "common/util.h"
#include "common/system.h"
#include "sword1/mouse.h"
#include "sword1/screen.h"
#include "sword1/logic.h"

namespace Sword1 {

enum {
      MENU_CLOSED,
      MENU_CLOSING,
      MENU_OPENING,
      MENU_OPEN
};

const byte Menu::_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 Menu::_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
};

MenuIcon::MenuIcon(uint8 menuType, uint8 menuPos, uint32 resId, uint32 frame, Screen *screen) {
      _menuType = menuType;
      _menuPos = menuPos;
      _resId = resId;
      _frame = frame;
      _screen = screen;
      _selected = false;
}

bool MenuIcon::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 MenuIcon::setSelect(bool pSel) {
      _selected = pSel;
}

void MenuIcon::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);
}

Menu::Menu(Screen *pScreen, Mouse *pMouse) {
      uint8 cnt;
      _screen = pScreen;
      _mouse = pMouse;
      _subjectBarStatus = MENU_CLOSED;
      _objectBarStatus = MENU_CLOSED;
      _fadeSubject = 0;
      _fadeObject = 0;
      for (cnt = 0; cnt < 16; cnt++)
            _subjects[cnt] = NULL;
      for (cnt = 0; cnt < TOTAL_pockets; cnt++)
            _objects[cnt] = NULL;
      _inMenu = 0;
}

Menu::~Menu(void) {
      int i;
      // the menu may be open, so delete the icons
      for (i = 0; i < TOTAL_pockets; i++) {
            delete _objects[i];
            _objects[i] = NULL;
      }
      for (i = 0; i < 16; i++) {
            delete _subjects[i];
            _subjects[i] = NULL;
      }
}

void Menu::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);
            }
      }
}

uint8 Menu::checkMenuClick(uint8 menuType) {
      uint16 mouseEvent = _mouse->testEvent();
      if (!mouseEvent)
            return 0;
      uint16 x, y;
      _mouse->giveCoords(&x, &y);
      if (_subjectBarStatus == MENU_OPEN) {
            // Conversation mode. Icons are highlighted on mouse-down, but
            // the actual response is made on mouse-up.
            if (menuType == MENU_BOT) {
                  if (Logic::_scriptVars[OBJECT_HELD] && (mouseEvent & BS1L_BUTTON_UP)) {
                        for (uint8 cnt = 0; cnt < Logic::_scriptVars[IN_SUBJECT]; cnt++) {
                              if (_subjectBar[cnt] == Logic::_scriptVars[OBJECT_HELD])
                                    return cnt + 1;
                        }
                  } else if (mouseEvent & BS1L_BUTTON_DOWN) {
                        for (uint8 cnt = 0; cnt < Logic::_scriptVars[IN_SUBJECT]; cnt++) {
                              if (_subjects[cnt]->wasClicked(x, y)) {
                                    Logic::_scriptVars[OBJECT_HELD] = _subjectBar[cnt];
                                    refreshMenus();
                                    break;
                              }
                        }
                  }
            } else {
                  if (Logic::_scriptVars[OBJECT_HELD] && (mouseEvent & BS1L_BUTTON_UP)) {
                        for (uint8 cnt = 0; cnt < _inMenu; cnt++) {
                              if (_menuList[cnt] == Logic::_scriptVars[OBJECT_HELD])
                                    return cnt + 1;
                        }
                  } else if (mouseEvent & BS1L_BUTTON_DOWN) {
                        for (uint8 cnt = 0; cnt < _inMenu; cnt++) {
                              if (_objects[cnt]->wasClicked(x, y)) {
                                    Logic::_scriptVars[OBJECT_HELD] = _menuList[cnt];
                                    refreshMenus();
                                    break;
                              }
                        }
                  }
            }
      } else {
            // Normal use, i.e. inventory. Things happen on mouse-down.
            if (menuType == MENU_TOP) {
                  for (uint8 cnt = 0; cnt < _inMenu; cnt++) {
                        if (_objects[cnt]->wasClicked(x, y)) {
                              if (mouseEvent & BS1R_BUTTON_DOWN) { // looking at item
                                    Logic::_scriptVars[OBJECT_HELD] = _menuList[cnt];
                                    Logic::_scriptVars[MENU_LOOKING] = 1;
                                    Logic::_scriptVars[DEFAULT_ICON_TEXT] = _objectDefs[_menuList[cnt]].textDesc;
                              } else if (mouseEvent & BS1L_BUTTON_DOWN) {
                                    if (Logic::_scriptVars[OBJECT_HELD]) {
                                          if (Logic::_scriptVars[OBJECT_HELD] == _menuList[cnt]) {
                                                _mouse->setLuggage(0, 0);
                                                Logic::_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
                                                Logic::_scriptVars[SECOND_ITEM] = _menuList[cnt];
                                                _mouse->setLuggage(0, 0);
                                          }
                                    } else {
                                          Logic::_scriptVars[OBJECT_HELD] = _menuList[cnt];
                                          _mouse->setLuggage(_objectDefs[_menuList[cnt]].luggageIconRes, 0);
                                    }
                              }
                              refreshMenus();
                              break;
                        }
                  }
            }
      }
      return 0;
}

void Menu::buildSubjects(void) {
      uint8 cnt;
      for (cnt = 0; cnt < 16; cnt++)
            if (_subjects[cnt]) {
                  delete _subjects[cnt];
                  _subjects[cnt] = NULL;
            }
      for (cnt = 0; cnt < Logic::_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 MenuIcon(MENU_BOT, cnt, res, frame, _screen);
            if (Logic::_scriptVars[OBJECT_HELD])
                  _subjects[cnt]->setSelect(_subjectBar[cnt] == Logic::_scriptVars[OBJECT_HELD]);
            else
                  _subjects[cnt]->setSelect(true);
      }
}

void Menu::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 < Logic::_scriptVars[IN_SUBJECT]; i++) {
                              delete _subjects[i];
                              _subjects[i] = NULL;
                        }
                        _subjectBarStatus = MENU_CLOSED;
                  }
            }
      }
}

void Menu::buildMenu(void) {
      uint32 *pockets = Logic::_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 MenuIcon(MENU_TOP, menuSlot, _objectDefs[_menuList[menuSlot]].bigIconRes, _objectDefs[_menuList[menuSlot]].bigIconFrame, _screen);
            uint32 objHeld = Logic::_scriptVars[OBJECT_HELD];

            // check highlighting
            if (Logic::_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 (Logic::_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] == Logic::_scriptVars[SECOND_ITEM]))
                        _objects[menuSlot]->setSelect(true);
            } else { // this object is selected - ie. GREYED OUT
                  if (objHeld != _menuList[menuSlot])
                        _objects[menuSlot]->setSelect(true);
            }
      }
}

void Menu::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 Menu::fnStartMenu(void) {
      Logic::_scriptVars[OBJECT_HELD]  = 0; // icon no longer selected
      Logic::_scriptVars[SECOND_ITEM]  = 0; // second icon no longer selected (after using one on another)
      Logic::_scriptVars[MENU_LOOKING] = 0; // no longer 'looking at' an icon
      buildMenu();
      showMenu(MENU_TOP);
}

void Menu::fnEndMenu(void) {
      if (_objectBarStatus != MENU_CLOSED)
            _objectBarStatus = MENU_CLOSING;
}

void Menu::fnChooser(Object *compact) {
      Logic::_scriptVars[OBJECT_HELD] = 0;
      _mouse->setLuggage(0, 0);
      buildSubjects();
      compact->o_logic = LOGIC_choose;
      _mouse->controlPanel(true); // so the mouse cursor will be shown.
      _subjectBarStatus = MENU_OPENING;
}

void Menu::fnEndChooser(void) {
      Logic::_scriptVars[OBJECT_HELD] = 0;
      _subjectBarStatus = MENU_CLOSING;
      _objectBarStatus = MENU_CLOSING;
      _mouse->controlPanel(false);
      _mouse->setLuggage(0, 0);
}

void Menu::checkTopMenu(void) {
      if (_objectBarStatus == MENU_OPEN)
            checkMenuClick(MENU_TOP);
}

int Menu::logicChooser(Object *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 Menu::fnAddSubject(int32 sub) {
      _subjectBar[Logic::_scriptVars[IN_SUBJECT]] = sub;
      Logic::_scriptVars[IN_SUBJECT]++;
}

void Menu::cfnReleaseMenu(void) {
      _objectBarStatus = MENU_CLOSING;
}

} // End of namespace Sword1

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