Files
scummvm/sword2/icons.cpp
T
Torbjörn Andersson 3d012651fd The script engine frequently needs to pass pointers to various structures
etc. to the different opcodes. Until now it has done so by casting the
pointer to an int32 (opcode parameters are represented as arrays of int32)
and then the opcode function casts it back to whatever pointer it needs.

At least in C there is no guarantee that a pointer can be represented as an
integer type (though apparently C99 may define such a type), so this has
struck me as unsafe ever since I first noticed it.

However, since all such pointers appear to point to the memory block owned
by the memory manager, we can easily convert them to integers by treating
them as offsets into the memory block. So that's what I have done. I hope I
caught all the occurences in the opcode functions, or we're going to have
some pretty interesting regressions on our hands...

svn-id: r11241
2003-11-10 07:52:15 +00:00

247 lines
6.4 KiB
C++

/* Copyright (C) 1994-2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "stdafx.h"
#include "sword2/sword2.h"
#include "sword2/driver/driver96.h"
#include "sword2/defs.h"
#include "sword2/icons.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/mouse.h"
namespace Sword2 {
int32 Logic::fnAddMenuObject(int32 *params) {
// params: 0 pointer to a menu_object structure to copy down
assert(_vm->_totalTemp < TOTAL_engine_pockets);
// copy the structure to our in-the-engine list
memcpy(&_vm->_tempList[_vm->_totalTemp], memory->intToPtr(params[0]), sizeof(menu_object));
_vm->_totalTemp++;
// script continue
return IR_CONT;
}
int32 Logic::fnRefreshInventory(int32 *params) {
// called from 'menu_look_or_combine' script in 'menu_master' object
// to update the menu to display a combined object while George runs
// voice-over. Note that 'object_held' must be set to the graphic of
// the combined object
// params: none
// can reset this now
COMBINE_BASE = 0;
// so that the icon in 'object_held' is coloured while the rest are
// grey
_vm->_examiningMenuIcon = true;
_vm->buildMenu();
_vm->_examiningMenuIcon = false;
// script continue
return IR_CONT;
}
void Sword2Engine::buildMenu(void) {
// create and start the inventory menu - NOW AT THE BOTTOM OF THE
// SCREEN!
uint32 null_pc = 0;
uint32 j, k;
bool icon_coloured;
uint8 *icon;
uint8 *head;
uint32 res;
// reset temp list which will be totally rebuilt
_totalTemp = 0;
debug(5, "build top menu %d", _totalMasters);
// clear the temp list before building a new temp list in-case list
// gets smaller. check each master
for (j = 0; j < TOTAL_engine_pockets; j++)
_tempList[j].icon_resource = 0;
// Call menu builder script which will register all carried menu
// objects. Run the 'build_menu' script in the 'menu_master' object
head = res_man->openResource(MENU_MASTER_OBJECT);
g_logic->runScript((char*) head, (char*) head, &null_pc);
res_man->closeResource(MENU_MASTER_OBJECT);
// Compare new with old. Anything in master thats not in new gets
// removed from master - if found in new too, remove from temp
if (_totalMasters) {
// check each master
for (j = 0; j < _totalMasters; j++) {
for (k = 0; k < TOTAL_engine_pockets; k++) {
res = 0;
// if master is in temp
if (_masterMenuList[j].icon_resource == _tempList[k].icon_resource) {
// kill it in the temp
_tempList[k].icon_resource = 0;
res = 1;
break;
}
}
if (!res) {
// otherwise not in temp so kill in main
_masterMenuList[j].icon_resource = 0;
debug(5, "Killed menu %d", j);
}
}
}
// merge master downwards
_totalMasters = 0;
//check each master slot
for (j = 0; j < TOTAL_engine_pockets; j++) {
// not current end - meaning out over the end so move down
if (_masterMenuList[j].icon_resource && j != _totalMasters) {
memcpy(&_masterMenuList[_totalMasters++], &_masterMenuList[j], sizeof(menu_object));
// moved down now so kill here
_masterMenuList[j].icon_resource = 0;
} else if (_masterMenuList[j].icon_resource) {
// skip full slots
_totalMasters++;
}
}
// add those new to menu still in temp but not yet in master to the
// end of the master
// check each master slot
for (j = 0; j < TOTAL_engine_pockets; j++) {
if (_tempList[j].icon_resource) {
// here's a new temp
memcpy(&_masterMenuList[_totalMasters++], &_tempList[j], sizeof(menu_object));
}
}
// init top menu from master list
for (j = 0; j < 15; j++) {
if (_masterMenuList[j].icon_resource) {
// 'res' is now the resource id of the icon
res = _masterMenuList[j].icon_resource;
if (_examiningMenuIcon) {
// WHEN AN ICON HAS BEEN RIGHT-CLICKED FOR
// 'EXAMINE' - SELECTION COLOURED, THE REST
// GREYED OUT
// If this is the icon being examined, make
// it coloured. If not, grey this one out.
if (res == OBJECT_HELD)
icon_coloured = true;
else
icon_coloured = false;
} else if (COMBINE_BASE) {
// WHEN ONE MENU OBJECT IS BEING USED WITH
// ANOTHER - BOTH TO BE COLOURED, THE REST
// GREYED OUT
// if this if either of the icons being
// combined...
if (res == OBJECT_HELD || res == COMBINE_BASE)
icon_coloured = true;
else
icon_coloured = false;
} else {
// NORMAL ICON SELECTION - SELECTION GREYED
// OUT, THE REST COLOURED
// If this is the selction, grey it out. If
// not, make it coloured.
if (res == OBJECT_HELD)
icon_coloured = false;
else
icon_coloured = true;
}
icon = res_man->openResource(_masterMenuList[j].icon_resource) + sizeof(_standardHeader);
// The coloured icon is stored directly after the
// greyed out one.
if (icon_coloured)
icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
g_display->setMenuIcon(RDMENU_BOTTOM, j, icon);
res_man->closeResource(res);
} else {
// no icon here
g_display->setMenuIcon(RDMENU_BOTTOM, j, NULL);
debug(5, " NULL for %d", j);
}
}
g_display->showMenu(RDMENU_BOTTOM);
}
void Sword2Engine::buildSystemMenu(void) {
// start a fresh top system menu
uint8 *icon;
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++) {
icon = res_man->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 (!DEAD || icon_list[i] != SAVE_ICON)
icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
g_display->setMenuIcon(RDMENU_TOP, i, icon);
res_man->closeResource(icon_list[i]);
}
g_display->showMenu(RDMENU_TOP);
}
} // End of namespace Sword2