mirror of
https://github.com/scummvm/scummvm.git
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309 lines
7.5 KiB
C++
309 lines
7.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/config-manager.h"
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#include "chewy/dialogs/files.h"
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#include "chewy/dialogs/options.h"
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#include "chewy/cursor.h"
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#include "chewy/events.h"
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#include "chewy/globals.h"
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#include "chewy/mcga_graphics.h"
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#include "chewy/memory.h"
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namespace Chewy {
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namespace Dialogs {
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#define NUM_VISIBLE_SLOTS 6
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enum Widget {
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SCROLL_UP = 0, SCROLL_DOWN = 1, SAVE = 2, LOAD = 3,
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GAME = 4, QUIT = 5, OPTIONS = 6, W7 = 7, W8 = 8
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};
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// Returns true if the game should exit to main menu
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bool Files::execute(bool isInGame) {
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int16 key = 0;
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Common::Point pt[8];
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int16 mode[9];
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bool visibility[8];
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bool ret = false;
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bool flag = false;
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if (!ConfMan.getBool("original_menus")) {
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g_engine->showGmm(isInGame);
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_G(flags).mainMouseFlag = false;
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_G(minfo).button = 0;
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const int16 roomNum = _G(gameState)._personRoomNr[P_CHEWY];
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return isInGame ? false : (roomNum == 98);
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}
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TafInfo *ti = _G(mem)->taf_adr(OPTION_TAF);
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EVENTS_CLEAR;
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_G(room)->load_tgp(1, &_G(room_blk), GBOOK_TGP, false, GBOOK);
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_G(out)->setPointer(_G(workptr));
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_G(out)->map_spr2screen(_G(ablage)[_G(room_blk).AkAblage], 0, 0);
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_G(out)->setPointer((byte *)g_screen->getPixels());
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_G(room)->set_ak_pal(&_G(room_blk));
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_G(fx)->blende1(_G(workptr), _G(pal), 0, 0);
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_G(out)->setPointer(_G(workptr));
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showCur();
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pt[SCROLL_UP] = pt[SCROLL_DOWN] = Common::Point(1, 0);
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for (int16 i = SAVE; i <= W7; i++)
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pt[i] = Common::Point(5, 5);
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Common::fill(visibility, visibility + 8, true);
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Common::fill(mode, mode + 8, 0);
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mode[W8] = 1;
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if (!isInGame) {
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visibility[SAVE] = false;
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visibility[GAME] = false;
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mode[LOAD] = 1;
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mode[W8] = 0;
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}
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int16 text_off = 0; // Top visible save slot
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int16 active_slot = 0; // Currently selected slot
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SaveStateList saveList = g_engine->listSaves();
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while (key != Common::KEYCODE_ESCAPE && !SHOULD_QUIT) {
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// Draw the dialog background
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_G(out)->map_spr2screen(_G(ablage)[_G(room_blk).AkAblage], 0, 0);
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// Draw the buttons at the bottom
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for (int16 i = 28, j = SCROLL_UP; j <= OPTIONS; i++, j++) {
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if (visibility[j]) {
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if (!mode[j])
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// Not pressed
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_G(out)->spriteSet(
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ti->image[i], 16 + ti->correction[i << 1] + pt[j].x,
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76 + ti->correction[(i << 1) + 1] + pt[j].y, 0);
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else
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// Pressed
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_G(out)->spriteSet(ti->image[i], 16 + ti->correction[i << 1],
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76 + ti->correction[(i << 1) + 1], 0);
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}
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}
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// Write the list of savegame slots
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for (int16 i = 0; i < NUM_VISIBLE_SLOTS; i++) {
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if (i + text_off >= (int16) saveList.size())
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break;
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// TODO: This implementation disallows gaps in the save list
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if (saveList[i + text_off].getSaveSlot() != i + text_off)
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continue;
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Common::String slot = Common::String::format("%2d.", text_off + i);
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Common::String saveName = saveList[i + text_off].getDescription();
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if (i != active_slot) {
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_G(out)->printxy(40, 68 + (i * 10), 14, 300, 0, slot.c_str());
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_G(out)->printxy(70, 68 + (i * 10), 14, 300, 0, saveName.c_str());
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} else {
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_G(out)->boxFill(40, 68 + (i * 10), 308, 68 + 8 + (i * 10), 42);
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_G(out)->printxy(40, 68 + (i * 10), 255, 300, 0, slot.c_str());
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_G(out)->printxy(70, 68 + (i * 10), 255, 300, 0, saveName.c_str());
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}
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}
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key = g_events->getSwitchCode();
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if (mode[SCROLL_UP])
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--mode[SCROLL_UP];
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if (mode[SCROLL_DOWN])
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--mode[SCROLL_DOWN];
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if (mode[GAME])
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--mode[GAME];
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if (mode[GAME] == 1)
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key = Common::KEYCODE_ESCAPE;
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if (mode[QUIT])
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--mode[QUIT];
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if (mode[QUIT] == 1) {
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_G(out)->printxy(120, 138, 255, 300, 0, g_engine->getLanguage() == Common::Language::DE_DEU ? QUIT_MSG_DE : QUIT_MSG_EN);
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_G(out)->copyToScreen();
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key = getch();
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if (key == 'j' || key == 'J' || key == 'y' || key == 'Y' || key == 'z' || key == 'Z') {
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ret = true;
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key = Common::KEYCODE_ESCAPE;
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} else {
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key = 0;
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}
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}
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if (mode[OPTIONS])
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--mode[OPTIONS];
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if (mode[OPTIONS] == 1) {
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Dialogs::Options::execute(ti);
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}
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if (!flag && _G(minfo).button == 1) {
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int16 rect = _G(out)->findHotspot(_G(fileHotspots));
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flag = true;
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key = 0;
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switch (rect) {
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case 0:
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key = Common::KEYCODE_UP;
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break;
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case 1:
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key = Common::KEYCODE_DOWN;
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break;
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case 2: {
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int16 line = (g_events->_mousePos.y - 68) / 10;
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if (line == active_slot)
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key = Common::KEYCODE_RETURN;
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else
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active_slot = line;
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if (active_slot > 5)
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active_slot = 5;
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if (!isInGame)
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goto enter;
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}
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break;
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case 3:
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key = Common::KEYCODE_F1;
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break;
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case 4:
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key = Common::KEYCODE_F2;
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break;
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case 5:
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key = Common::KEYCODE_F3;
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break;
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case 6:
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key = Common::KEYCODE_F4;
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break;
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case 7:
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key = Common::KEYCODE_F5;
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break;
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default:
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break;
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}
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} else if (flag && _G(minfo).button == 0) {
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flag = false;
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}
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switch (key) {
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case Common::KEYCODE_F1:
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if (visibility[SAVE]) {
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mode[LOAD] = 0;
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mode[SAVE] = 1;
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mode[W8] = 0;
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goto enter;
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}
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break;
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case Common::KEYCODE_F2:
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mode[LOAD] = 1;
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mode[SAVE] = 0;
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mode[W8] = 0;
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goto enter;
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break;
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case Common::KEYCODE_F3:
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if (visibility[GAME])
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mode[GAME] = 10;
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break;
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case Common::KEYCODE_F4:
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mode[QUIT] = 10;
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break;
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case Common::KEYCODE_F5:
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mode[OPTIONS] = 10;
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break;
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case Common::KEYCODE_UP:
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mode[SCROLL_UP] = 10;
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if (active_slot > 0)
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--active_slot;
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else if (text_off > 0)
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--text_off;
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break;
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case Common::KEYCODE_DOWN:
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mode[SCROLL_DOWN] = 10;
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if (active_slot < (NUM_VISIBLE_SLOTS - 1))
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++active_slot;
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else if (text_off < (999 - NUM_VISIBLE_SLOTS))
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++text_off;
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break;
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case Common::KEYCODE_RETURN:
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case Common::KEYCODE_RETURN + ALT:
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enter:
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if (mode[LOAD]) {
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const int16 slotNum = text_off + active_slot;
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for (uint j = 0; j < saveList.size(); ++j) {
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if (saveList[j].getSaveSlot() == slotNum) {
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_G(cur)->hideCursor();
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g_engine->loadGameState(slotNum);
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key = Common::KEYCODE_ESCAPE;
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break;
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}
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}
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} else if (mode[SAVE]) {
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_G(out)->copyToScreen();
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_G(out)->setPointer((byte *)g_screen->getPixels());
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char slotName[81];
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slotName[0] = '\0';
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key = _G(out)->scanxy(70, 68 + (active_slot * 10),
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255, 42, 14, 0, "%36s36", slotName);
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_G(out)->setPointer(_G(workptr));
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if (key != Common::KEYCODE_ESCAPE) {
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g_engine->saveGameState(text_off + active_slot, slotName);
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saveList = g_engine->listSaves();
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}
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key = Common::KEYCODE_ESCAPE;
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}
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break;
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default:
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break;
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}
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_G(cur)->updateCursor();
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_G(out)->copyToScreen();
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EVENTS_UPDATE;
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}
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free(ti);
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_G(room)->load_tgp(_G(gameState)._personRoomNr[P_CHEWY], &_G(room_blk), EPISODE1_TGP, true, EPISODE1);
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_G(fx_blend) = BLEND1;
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_G(room)->set_ak_pal(&_G(room_blk));
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return ret;
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}
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} // namespace Dialogs
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} // namespace Chewy
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