scummvm/engines/illusions/bbdou/menusystem_bbdou.cpp
2021-05-04 11:46:30 +03:00

174 lines
5 KiB
C++

/* 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.
*
*/
#include "illusions/illusions.h"
#include "illusions/actor.h"
#include "illusions/cursor.h"
#include "illusions/bbdou/illusions_bbdou.h"
#include "illusions/bbdou/menusystem_bbdou.h"
namespace Illusions {
// BBDOUMenuSystem
BBDOUMenuSystem::BBDOUMenuSystem(IllusionsEngine_BBDOU *vm)
: BaseMenuSystem(vm), _vm(vm) {
clearMenus();
}
BBDOUMenuSystem::~BBDOUMenuSystem() {
freeMenus();
}
void BBDOUMenuSystem::runMenu(MenuChoiceOffsets menuChoiceOffsets, int16 *menuChoiceOffset,
uint32 menuId, uint32 duration, uint timeOutMenuChoiceIndex, uint32 menuCallerThreadId) {
debug(0, "BBDOUMenuSystem::runMenu(%08X)", menuId);
setTimeOutDuration(duration, timeOutMenuChoiceIndex);
setMenuCallerThreadId(menuCallerThreadId);
setMenuChoiceOffsets(menuChoiceOffsets, menuChoiceOffset);
int rootMenuId = convertRootMenuId(menuId);
BaseMenu *rootMenu = getMenuById(rootMenuId);
openMenu(rootMenu);
}
void BBDOUMenuSystem::clearMenus() {
for (int i = 0; i < kBBDOULastMenuIndex; ++i) {
_menus[i] = 0;
}
}
void BBDOUMenuSystem::freeMenus() {
for (int i = 0; i < kBBDOULastMenuIndex; ++i) {
delete _menus[i];
}
}
BaseMenu *BBDOUMenuSystem::getMenuById(int menuId) {
if (!_menus[menuId])
_menus[menuId] = createMenuById(menuId);
return _menus[menuId];
}
BaseMenu *BBDOUMenuSystem::createMenuById(int menuId) {
switch (menuId) {
case kBBDOUMainMenu:
return createMainMenu();
case kBBDOUPauseMenu:
return createPauseMenu();
// TODO Other menus
default:
error("BBDOUMenuSystem::createMenuById() Invalid menu id %d", menuId);
}
}
BaseMenu *BBDOUMenuSystem::createMainMenu() {
return 0; // TODO
}
BaseMenu *BBDOUMenuSystem::createLoadGameMenu() {
return 0; // TODO
}
BaseMenu *BBDOUMenuSystem::createOptionsMenu() {
return 0; // TODO
}
BaseMenu *BBDOUMenuSystem::createPauseMenu() {
BaseMenu *menu = new BaseMenu(this, 0x00120003, 218, 150, 80, 20, 1);
menu->addText(" Game Paused");
menu->addText("-------------------");
menu->addMenuItem(new MenuItem("Resume", new MenuActionReturnChoice(this, 1)));
// menu->addMenuItem(new MenuItem("Load Game", new MenuActionLoadGame(this, 1)));
// TODO menu->addMenuItem(new MenuItem("Save Game", new MenuActionSaveGame(this, 11)));
// TODO menu->addMenuItem(new MenuItem("Restart Game", new MenuActionEnterQueryMenu(this, kDuckmanQueryRestartMenu, 2)));
// TODO menu->addMenuItem(new MenuItem("Options", new MenuActionEnterMenu(this, kDuckmanOptionsMenu)));
// menu->addMenuItem(new MenuItem("Quit Game", new MenuActionEnterQueryMenu(this, kDuckmanQueryQuitMenu, 23)));
return menu;
}
int BBDOUMenuSystem::convertRootMenuId(uint32 menuId) {
switch (menuId) {
case 0x1C0001:
return kBBDOUMainMenu;
case 0x1C0002:
return kBBDOUPauseMenu;
case 0x1C0006:
return kBBDOULoadGameMenu;
case 0x1C0007:
return kBBDOUSaveGameMenu;
case 0x1C0008:
return kBBDOUGameSavedMenu;
case 0x1C0009:
return kBBDOUSaveFailedMenu;
case 0x1C000A:
return kBBDOULoadFailedMenu;
/* Unused/unimplemented debug menus
case 0x1C0003: debugStartMenu
case 0x1C0004: debugPauseMenu
case 0x1C0005: unitTestsMenu
*/
default:
error("BBDOUMenuSystem() Menu ID %08X not found", menuId);
}
}
bool BBDOUMenuSystem::initMenuCursor() {
bool cursorInitialVisibleFlag = false;
Control *cursorControl = _vm->getObjectControl(0x40004);
if (cursorControl) {
if (cursorControl->_flags & 1) {
cursorInitialVisibleFlag = false;
} else {
cursorInitialVisibleFlag = true;
cursorControl->appearActor();
}
} else {
Common::Point pos = _vm->getNamedPointPosition(0x70023);
_vm->_controls->placeActor(0x50001, pos, 0x60001, 0x40004, 0);
cursorControl = _vm->getObjectControl(0x40004);
}
return cursorInitialVisibleFlag;
}
int BBDOUMenuSystem::getGameState() {
return _vm->_cursor->_status;
}
void BBDOUMenuSystem::setMenuCursorNum(int cursorNum) {
Control *mouseCursor = _vm->getObjectControl(0x40004);
_vm->_cursor->setActorIndex(5, cursorNum, 0);
mouseCursor->startSequenceActor(0x60001, 2, 0);
}
void BBDOUMenuSystem::setGameState(int gameState) {
_vm->_cursor->_status = gameState;
}
void BBDOUMenuSystem::playSoundEffect(int sfxId) {
// TODO
}
} // End of namespace Illusions