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icons.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.
 *
 * Additional copyright for this file:
 * Copyright (C) 1994-1998 Revolution Software Ltd.
 *
 * 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/sword2/icons.cpp $
 * $Id: icons.cpp 30944 2008-02-23 22:50:18Z sev $
 */


#include "common/stream.h"
#include "common/rect.h"

#include "sword2/sword2.h"
#include "sword2/header.h"
#include "sword2/defs.h"
#include "sword2/logic.h"
#include "sword2/mouse.h"
#include "sword2/resman.h"

namespace Sword2 {

void Mouse::addMenuObject(byte *ptr) {
      assert(_totalTemp < TOTAL_engine_pockets);

      Common::MemoryReadStream readS(ptr, 2 * sizeof(int32));

      _tempList[_totalTemp].icon_resource = readS.readSint32LE();
      _tempList[_totalTemp].luggage_resource = readS.readSint32LE();
      _totalTemp++;
}

void Mouse::addSubject(int32 id, int32 ref) {
      uint32 in_subject = _vm->_logic->readVar(IN_SUBJECT);

      if (in_subject == 0) {
            // This is the start of the new subject list. Set the default
            // repsonse id to zero in case we're never passed one.
            _defaultResponseId = 0;
      }

      if (id == -1) {
            // Id -1 is used for setting the default response, i.e. the
            // response when someone uses an object on a person and he
            // doesn't know anything about it. See fnChoose().

            _defaultResponseId = ref;
      } else {
            debug(5, "fnAddSubject res %d, uid %d", id, ref);
            _subjectList[in_subject].res = id;
            _subjectList[in_subject].ref = ref;
            _vm->_logic->writeVar(IN_SUBJECT, in_subject + 1);
      }
}

/**
 * Create and start the inventory (bottom) menu
 */

void Mouse::buildMenu() {
      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.

      _vm->_logic->runResScript(MENU_MASTER_OBJECT, 0);

      // 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;

                  uint32 object_held = _vm->_logic->readVar(OBJECT_HELD);
                  uint32 combine_base = _vm->_logic->readVar(COMBINE_BASE);

                  if (_examiningMenuIcon) {
                        // When examining an object, that object is
                        // coloured. The rest are greyed out.
                        icon_coloured = (res == object_held);
                  } else if (combine_base) {
                        // When combining two menu object (i.e. using
                        // one on another), both are coloured. The rest
                        // are greyed out.
                        icon_coloured = (res == object_held || 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 != object_held);
                  }

                  icon = _vm->_resman->openResource(res) + ResHeader::size();

                  // The coloured icon is stored directly after the
                  // greyed out one.

                  if (icon_coloured)
                        icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
            }

            setMenuIcon(RDMENU_BOTTOM, i, icon);

            if (res)
                  _vm->_resman->closeResource(res);
      }

      showMenu(RDMENU_BOTTOM);
}

/**
 * Build a fresh system (top) menu.
 */

void Mouse::buildSystemMenu() {
      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 = _vm->_resman->openResource(icon_list[i]) + ResHeader::size();

            // The only case when an icon is grayed is when the player
            // is dead. Then SAVE is not available.

            if (!_vm->_logic->readVar(DEAD) || icon_list[i] != SAVE_ICON)
                  icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);

            setMenuIcon(RDMENU_TOP, i, icon);
            _vm->_resman->closeResource(icon_list[i]);
      }

      showMenu(RDMENU_TOP);
}

} // End of namespace Sword2

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