kolibrios/contrib/games/opentyrian/src/menus.c
turbocat a27452493c OpenTyrian: Sources uploaded
git-svn-id: svn://kolibrios.org@9169 a494cfbc-eb01-0410-851d-a64ba20cac60
2021-08-31 18:22:39 +00:00

263 lines
5.7 KiB
C

/*
* OpenTyrian: A modern cross-platform port of Tyrian
* Copyright (C) 2007-2009 The OpenTyrian Development Team
*
* 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 "menus.h"
#include "config.h"
#include "episodes.h"
#include "fonthand.h"
#include "keyboard.h"
#include "nortsong.h"
#include "opentyr.h"
#include "palette.h"
#include "picload.h"
#include "setup.h"
#include "sprite.h"
#include "video.h"
char episode_name[6][31], difficulty_name[7][21], gameplay_name[GAMEPLAY_NAME_COUNT][26];
bool select_gameplay( void )
{
JE_loadPic(VGAScreen, 2, false);
JE_dString(VGAScreen, JE_fontCenter(gameplay_name[0], FONT_SHAPES), 20, gameplay_name[0], FONT_SHAPES);
int gameplay = 1,
gameplay_max = GAMEPLAY_NAME_COUNT - 1;
bool fade_in = true;
for (; ; )
{
for (int i = 1; i <= gameplay_max; i++)
{
JE_outTextAdjust(VGAScreen, JE_fontCenter(gameplay_name[i], SMALL_FONT_SHAPES), i * 24 + 30, gameplay_name[i], 15, -4 + (i == gameplay ? 2 : 0) - (i == (GAMEPLAY_NAME_COUNT - 1) ? 4 : 0), SMALL_FONT_SHAPES, true);
}
JE_showVGA();
if (fade_in)
{
fade_palette(colors, 10, 0, 255);
fade_in = false;
}
JE_word temp = 0;
JE_textMenuWait(&temp, false);
if (newkey)
{
switch (lastkey_sym)
{
case SDLK_UP:
if (--gameplay < 1)
gameplay = gameplay_max;
JE_playSampleNum(S_CURSOR);
break;
case SDLK_DOWN:
if (++gameplay > gameplay_max)
gameplay = 1;
JE_playSampleNum(S_CURSOR);
break;
case SDLK_RETURN:
if (gameplay == GAMEPLAY_NAME_COUNT - 1)
{
JE_playSampleNum(S_SPRING);
/* TODO: NETWORK */
fprintf(stderr, "error: networking via menu not implemented\n");
break;
}
JE_playSampleNum(S_SELECT);
fade_black(10);
onePlayerAction = (gameplay == 2);
twoPlayerMode = (gameplay == GAMEPLAY_NAME_COUNT - 2);
return true;
case SDLK_ESCAPE:
JE_playSampleNum(S_SPRING);
/* fading handled elsewhere
fade_black(10); */
return false;
default:
break;
}
}
}
}
bool select_episode( void )
{
JE_loadPic(VGAScreen, 2, false);
JE_dString(VGAScreen, JE_fontCenter(episode_name[0], FONT_SHAPES), 20, episode_name[0], FONT_SHAPES);
int episode = 1, episode_max = EPISODE_AVAILABLE;
bool fade_in = true;
for (; ; )
{
for (int i = 1; i <= episode_max; i++)
{
JE_outTextAdjust(VGAScreen, 20, i * 30 + 20, episode_name[i], 15, -4 + (i == episode ? 2 : 0) - (!episodeAvail[i - 1] ? 4 : 0), SMALL_FONT_SHAPES, true);
}
JE_showVGA();
if (fade_in)
{
fade_palette(colors, 10, 0, 255);
fade_in = false;
}
JE_word temp = 0;
JE_textMenuWait(&temp, false);
if (newkey)
{
switch (lastkey_sym)
{
case SDLK_UP:
episode--;
if (episode < 1)
{
episode = episode_max;
}
JE_playSampleNum(S_CURSOR);
break;
case SDLK_DOWN:
episode++;
if (episode > episode_max)
{
episode = 1;
}
JE_playSampleNum(S_CURSOR);
break;
case SDLK_RETURN:
if (!episodeAvail[episode - 1])
{
JE_playSampleNum(S_SPRING);
break;
}
JE_playSampleNum(S_SELECT);
fade_black(10);
JE_initEpisode(episode);
initial_episode_num = episodeNum;
return true;
case SDLK_ESCAPE:
JE_playSampleNum(S_SPRING);
/* fading handled elsewhere
fade_black(10); */
return false;
default:
break;
}
}
}
}
bool select_difficulty( void )
{
JE_loadPic(VGAScreen, 2, false);
JE_dString(VGAScreen, JE_fontCenter(difficulty_name[0], FONT_SHAPES), 20, difficulty_name[0], FONT_SHAPES);
difficultyLevel = 2;
int difficulty_max = 3;
bool fade_in = true;
for (; ; )
{
for (int i = 1; i <= difficulty_max; i++)
{
JE_outTextAdjust(VGAScreen, JE_fontCenter(difficulty_name[i], SMALL_FONT_SHAPES), i * 24 + 30, difficulty_name[i], 15, -4 + (i == difficultyLevel ? 2 : 0), SMALL_FONT_SHAPES, true);
}
JE_showVGA();
if (fade_in)
{
fade_palette(colors, 10, 0, 255);
fade_in = false;
}
JE_word temp = 0;
JE_textMenuWait(&temp, false);
if (SDL_GetModState() & KMOD_SHIFT)
{
if ((difficulty_max < 4 && keysactive[SDLK_g]) ||
(difficulty_max == 4 && keysactive[SDLK_RIGHTBRACKET]))
{
difficulty_max++;
}
} else if (difficulty_max == 5 && keysactive[SDLK_l] && keysactive[SDLK_o] && keysactive[SDLK_r] && keysactive[SDLK_d]) {
difficulty_max++;
}
if (newkey)
{
switch (lastkey_sym)
{
case SDLK_UP:
difficultyLevel--;
if (difficultyLevel < 1)
{
difficultyLevel = difficulty_max;
}
JE_playSampleNum(S_CURSOR);
break;
case SDLK_DOWN:
difficultyLevel++;
if (difficultyLevel > difficulty_max)
{
difficultyLevel = 1;
}
JE_playSampleNum(S_CURSOR);
break;
case SDLK_RETURN:
JE_playSampleNum(S_SELECT);
/* fading handled elsewhere
fade_black(10); */
if (difficultyLevel == 6)
{
difficultyLevel = 8;
} else if (difficultyLevel == 5) {
difficultyLevel = 6;
}
return true;
case SDLK_ESCAPE:
JE_playSampleNum(S_SPRING);
/* fading handled elsewhere
fade_black(10); */
return false;
default:
break;
}
}
}
}