scummvm/engines/twine/menu.cpp

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2020-10-14 14:20:38 +02:00
/** @file menu.cpp
@brief
This file contains main menu create and processing routines.
TwinEngine: a Little Big Adventure engine
Copyright (C) 2013 The TwinEngine team
Copyright (C) 2008-2013 Prequengine team
Copyright (C) 2002-2007 The TwinEngine 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "sys.h"
#include "main.h"
#include "menu.h"
#include "menuoptions.h"
#include "resources.h"
#include "music.h"
#include "sound.h"
#include "screens.h"
#include "sdlengine.h"
#include "hqrdepack.h"
#include "lbaengine.h"
#include "text.h"
#include "interface.h"
#include "redraw.h"
#include "keyboard.h"
#include "scene.h"
#include "animations.h"
#include "actor.h"
#include "movements.h"
#include "gamestate.h"
#include "renderer.h"
#include "grid.h"
#include "gamestate.h"
/** Main menu background image number
Used when returning from credit sequence to redraw the main menu background image */
uint32 kPlasmaEffectFilesize = 262176;
/** Menu buttons width */
uint16 kMainMenuButtonWidth = 320;
/** Used to calculate the spanning between button and screen */
uint16 kMainMenuButtonSpan = 550;
/** Main menu types */
enum MainMenuType {
kNewGame = 20,
kContinueGame = 21,
kOptions = 23,
kQuit = 22,
kBackground = 9999
};
/** Give up menu types */
enum GiveUpMenuType {
kContinue = 28,
kGiveUp = 27 // quit
};
/** Options menu types */
enum OptionsMenuType {
kReturnGame = 15,
kReturnMenu = 26,
kVolume = 30,
kSaveManage = 46,
kAdvanced = 47
};
/** Volume menu types */
enum VolumeMenuType {
kMusicVolume = 1,
kSoundVolume = 2,
kCDVolume = 3,
kLineVolume = 4,
kMasterVolume = 5
};
/** Main Menu Settings
Used to create the game main menu. */
int16 MainMenuSettings[] = {
0, // Current loaded button (button number)
4, // Num of buttons
200, // Buttons box height ( is used to calc the height where the first button will appear )
0, // unused
0,
20, // new game
0,
21, // continue game
0,
23, // options
0,
22, // quit
};
/** Give Up Menu Settings
Used to create the in-game menu. */
int16 GiveUpMenuSettings[] = {
0, // Current loaded button (button number)
2, // Num of buttons
240, // Buttons box height ( is used to calc the height where the first button will appear )
0, // unused
0,
28, // continue game
0,
27, // quit game
};
/** Give Up Menu Settings
Used to create the in-game menu. This menu have one extra item to save the game */
int16 GiveUpMenuSettingsWithSave[] = {
0, // Current loaded button (button number)
3, // Num of buttons
240, // Buttons box height ( is used to calc the height where the first button will appear )
0, // unused
0,
28, // continue game
0,
16, // save game
0,
27, // quit game
};
/** Options Menu Settings
Used to create the options menu. */
int16 OptionsMenuSettings[] = {
0, // Current loaded button (button number)
4, // Num of buttons
0, // Buttons box height ( is used to calc the height where the first button will appear )
0, // unused
0,
24, // return to previous menu
0,
30, // volume settings
0,
46, // save game management
0,
47, // advanced options
};
/** Advanced Options Menu Settings
Used to create the advanced options menu. */
int16 AdvOptionsMenuSettings[] = {
0, // Current loaded button (button number)
5, // Num of buttons
0, // Buttons box height ( is used to calc the height where the first button will appear )
0, // unused
0,
26, // return to main menu
0,
4, // aggressive mode (manual|auto)
6,
31, // Polygon detail (full|medium|low)
7,
32, // Shadows (all|character|no)
8,
33, // scenary zoon (on|off)
};
/** Save Game Management Menu Settings
Used to create the save game management menu. */
int16 SaveManageMenuSettings[] = {
0, // Current loaded button (button number)
3, // Num of buttons
0, // Buttons box height ( is used to calc the height where the first button will appear )
0, // unused
0,
26, // return to main menu
0,
41, // copy saved game
0,
45, // delete saved game
};
/** Volume Menu Settings
Used to create the volume menu. */
int16 VolumeMenuSettings[] = {
0, // Current loaded button (button number)
7, // Num of buttons
0, // Buttons box height ( is used to calc the height where the first button will appear )
0, // unused
0,
26, // return to main menu
1,
10, // music volume
2,
11, // sfx volume
3,
12, // cd volume
4,
13, // line-in volume
5,
14, // master volume
0,
16, // save parameters
};
/** Plasma Effect pointer to file content: RESS.HQR:51 */
uint8 *plasmaEffectPtr;
/** Hero behaviour menu entity */
uint8 *behaviourEntity;
/** Behaviour menu anim state */
int16 behaviourAnimState[4]; // winTab
/** Behaviour menu anim data pointer */
AnimTimerDataStruct behaviourAnimData[4];
int32 inventorySelectedColor;
int32 inventorySelectedItem; // currentSelectedObjectInInventory
#define PLASMA_WIDTH 320
#define PLASMA_HEIGHT 50
#define SCREEN_W 640
void plasmaEffectRenderFrame() {
int16 c;
int32 i, j;
uint8 *dest;
uint8 *src;
for (j = 1; j < PLASMA_HEIGHT - 1; j++) {
for (i = 1; i < PLASMA_WIDTH - 1; i++) {
/*Here we calculate the average of all 8 neighbour pixel values*/
c = plasmaEffectPtr[(i-1) + (j-1) * PLASMA_WIDTH]; //top-left
c += plasmaEffectPtr[(i+0) + (j-1) * PLASMA_WIDTH]; //top
c += plasmaEffectPtr[(i+1) + (j-1) * PLASMA_WIDTH]; //top-right
c += plasmaEffectPtr[(i-1) + (j+0) * PLASMA_WIDTH]; //left
c += plasmaEffectPtr[(i+1) + (j+0) * PLASMA_WIDTH]; //right
c += plasmaEffectPtr[(i-1) + (j+1) * PLASMA_WIDTH]; // bottom-left
c += plasmaEffectPtr[(i+0) + (j+1) * PLASMA_WIDTH]; // bottom
c += plasmaEffectPtr[(i+1) + (j+1) * PLASMA_WIDTH]; // bottom-right
c = (c >> 3) | ((c & 0x0003) << 13); /* And the 2 least significant bits are used as a
randomizing parameter for statistically fading the flames */
if (!(c & 0x6500) &&
(j >= (PLASMA_HEIGHT-4) || c > 0)){
c--; /*fade this pixel*/
}
/* plot the pixel using the calculated color */
plasmaEffectPtr[i + (PLASMA_HEIGHT+j)*PLASMA_WIDTH] = (uint8) c;
}
}
// flip the double-buffer while scrolling the effect vertically:
dest = plasmaEffectPtr;
src = plasmaEffectPtr + (PLASMA_HEIGHT+1) * PLASMA_WIDTH;
for (i = 0; i < PLASMA_HEIGHT * PLASMA_WIDTH; i++)
*(dest++) = *(src++);
}
/** Process the plasma effect
@param top top height where the effect will be draw in the front buffer
@param color plasma effect start color */
void processPlasmaEffect(int32 top, int32 color) {
uint8 *in;
uint8 *out;
int32 i, j, target;
uint8 c;
uint8 max_value = color + 15;
plasmaEffectRenderFrame();
in = plasmaEffectPtr + 5 * PLASMA_WIDTH;
out = frontVideoBuffer + screenLookupTable[top];
for (i = 0; i < 25; i++) {
for (j = 0; j < kMainMenuButtonWidth; j++) {
c = in[i*kMainMenuButtonWidth + j] / 2 + color;
if (c > max_value)
c = max_value;
/* 2x2 squares sharing the same pixel color: */
target = 2*(i*SCREEN_W + j);
out[target] = c;
out[target + 1] = c;
out[target + SCREEN_W] = c;
out[target + SCREEN_W + 1] = c;
}
}
}
/** Draw the entire button box
@param left start width to draw the button
@param top start height to draw the button
@param right end width to draw the button
@param bottom end height to draw the button */
void drawBox(int32 left, int32 top, int32 right, int32 bottom) {
drawLine(left, top, right, top, 79); // top line
drawLine(left, top, left, bottom, 79); // left line
drawLine(right, ++top, right, bottom, 73); // right line
drawLine(++left, bottom, right, bottom, 73); // bottom line
}
/** Draws main menu button
@param width menu button width
@param topheight is the height between the top of the screen and the first button
@param id current button identification from menu settings
@param value current button key pressed value
@param mode flag to know if should draw as a hover button or not */
void drawButtonGfx(int32 width, int32 topheight, int32 id, int32 value, int32 mode) {
int32 right;
int32 top;
int32 left;
int32 bottom2;
int32 bottom;
int32 textSize;
int8 dialText[256];
/*
* int CDvolumeRemaped; int musicVolumeRemaped; int masterVolumeRemaped; int lineVolumeRemaped;
* int waveVolumeRemaped;
*/
memset(dialText, 0, sizeof(dialText));
left = width - kMainMenuButtonSpan / 2;
right = width + kMainMenuButtonSpan / 2;
// topheigh is the center Y pos of the button
top = topheight - 25; // this makes the button be 50 height
bottom = bottom2 = topheight + 25; // ||
if (mode != 0) {
if (id <= 5 && id >= 1) {
int32 newWidth = 0;
switch (id) {
case 1: {
if (cfgfile.MusicVolume > 255)
cfgfile.MusicVolume = 255;
if (cfgfile.MusicVolume < 0)
cfgfile.MusicVolume = 0;
newWidth = crossDot(left, right, 255, cfgfile.MusicVolume);
break;
}
case 2: {
if (cfgfile.WaveVolume > 255)
cfgfile.WaveVolume = 255;
if (cfgfile.WaveVolume < 0)
cfgfile.WaveVolume = 0;
newWidth = crossDot(left, right, 255, cfgfile.WaveVolume);
break;
}
case 3: {
if (cfgfile.CDVolume > 255)
cfgfile.CDVolume = 255;
if (cfgfile.CDVolume < 0)
cfgfile.CDVolume = 0;
newWidth = crossDot(left, right, 255, cfgfile.CDVolume);
break;
}
case 4: {
if (cfgfile.LineVolume > 255)
cfgfile.LineVolume = 255;
if (cfgfile.LineVolume < 0)
cfgfile.LineVolume = 0;
newWidth = crossDot(left, right, 255, cfgfile.LineVolume);
break;
}
case 5: {
if (cfgfile.MasterVolume > 255)
cfgfile.MasterVolume = 255;
if (cfgfile.MasterVolume < 0)
cfgfile.MasterVolume = 0;
newWidth = crossDot(left, right, 255, cfgfile.MasterVolume);
break;
}
};
processPlasmaEffect(top, 80);
if (!(rand() % 5)) {
plasmaEffectPtr[rand() % 140 * 10 + 1900] = 255;
}
drawSplittedBox(newWidth, top, right, bottom, 68);
} else {
processPlasmaEffect(top, 64);
if (!(rand() % 5)) {
plasmaEffectPtr[rand() % 320 * 10 + 6400] = 255;
}
}
if (id <= 5 && id >= 1) {
// implement this
}
} else {
blitBox(left, top, right, bottom, (int8 *) workVideoBuffer, left, top, (int8 *) frontVideoBuffer);
drawTransparentBox(left, top, right, bottom2, 4);
}
drawBox(left, top, right, bottom);
setFontColor(15);
setFontParameters(2, 8);
getMenuText(value, dialText);
textSize = getTextSize(dialText);
drawText(width - (textSize / 2), topheight - 18, dialText);
// TODO: make volume buttons
copyBlockPhys(left, top, right, bottom);
}
/** Process the menu button draw
@param data menu settings array
@param mode flag to know if should draw as a hover button or not */
void drawButton(int16 *menuSettings, int32 mode) {
int32 buttonNumber;
int32 maxButton;
int16 *localData = menuSettings;
int32 topHeight;
uint8 menuItemId;
uint16 menuItemValue; // applicable for sound menus, to save the volume/sound bar
int8 currentButton;
buttonNumber = *localData;
localData += 1;
maxButton = *localData;
localData += 1;
topHeight = *localData;
localData += 2;
if (topHeight == 0) {
topHeight = 35;
} else {
topHeight = topHeight - (((maxButton - 1) * 6) + ((maxButton) * 50)) / 2;
}
if (maxButton <= 0) {
return;
}
currentButton = 0;
do {
// get menu item settings
menuItemId = (uint8) * localData;
localData += 1;
menuItemValue = *localData;
localData += 1;
if (mode != 0) {
if (currentButton == buttonNumber) {
drawButtonGfx(kMainMenuButtonWidth, topHeight, menuItemId, menuItemValue, 1);
}
} else {
if (currentButton == buttonNumber) {
drawButtonGfx(kMainMenuButtonWidth, topHeight, menuItemId, menuItemValue, 1);
} else {
drawButtonGfx(kMainMenuButtonWidth, topHeight, menuItemId, menuItemValue, 0);
}
}
currentButton++;
topHeight += 56; // increase button top height
// slow down the CPU
sdldelay(1);
} while (currentButton < maxButton);
}
/** Where the main menu options are processed
@param menuSettings menu settings array with the information to build the menu options
@return pressed menu button identification */
int32 processMenu(int16 * menuSettings) {
int32 localTime;
int32 numEntry;
int32 buttonNeedRedraw;
int32 maxButton;
int16 *localData = menuSettings;
int16 currentButton;
int16 id;
int32 musicChanged;
int32 buttonReleased = 1;
musicChanged = 0;
buttonNeedRedraw = 1;
numEntry = localData[1];
currentButton = 0; // localData[0];
localTime = lbaTime;
maxButton = numEntry - 1;
readKeys();
do {
// if its on main menu
if (localData == MainMenuSettings) {
if (lbaTime - localTime <= 11650) {
if (skipIntro == 46)
if (skippedKey != 32)
return kBackground;
} else {
return kBackground;
}
}
if (pressedKey == 0) {
buttonReleased = 1;
}
if (buttonReleased) {
key = pressedKey;
if (((uint8) key & 2)) { // on arrow key down
currentButton++;
if (currentButton == numEntry) { // if current button is the last, than next button is the first
currentButton = 0;
}
buttonNeedRedraw = 1;
buttonReleased = 0;
}
if (((uint8) key & 1)) { // on arrow key up
currentButton--;
if (currentButton < 0) { // if current button is the first, than previous button is the last
currentButton = maxButton;
}
buttonNeedRedraw = 1;
buttonReleased = 0;
}
if (*(localData + 8) <= 5) { // if its a volume button
id = *(localData + currentButton * 2 + 4); // get button parameters from settings array
switch (id) {
case kMusicVolume: {
if (((uint8) key & 4)) { // on arrow key left
cfgfile.MusicVolume -= 4;
}
if (((uint8) key & 8)) { // on arrow key right
cfgfile.MusicVolume += 4;
}
musicVolume(cfgfile.MusicVolume);
break;
}
case kSoundVolume: {
if (((uint8) key & 4)) { // on arrow key left
cfgfile.WaveVolume -= 4;
}
if (((uint8) key & 8)) { // on arrow key right
cfgfile.WaveVolume += 4;
}
sampleVolume(-1, cfgfile.WaveVolume);
break;
}
case kCDVolume: {
if (((uint8) key & 4)) { // on arrow key left
cfgfile.CDVolume -= 4;
}
if (((uint8) key & 8)) { // on arrow key right
cfgfile.CDVolume += 4;
}
break;
}
case kLineVolume: {
if (((uint8) key & 4)) { // on arrow key left
cfgfile.LineVolume -= 4;
}
if (((uint8) key & 8)) { // on arrow key right
cfgfile.LineVolume += 4;
}
break;
}
case kMasterVolume: {
if (((uint8) key & 4)) { // on arrow key left
cfgfile.MasterVolume -= 4;
}
if (((uint8) key & 8)) { // on arrow key right
cfgfile.MasterVolume += 4;
}
musicVolume(cfgfile.MusicVolume);
sampleVolume(-1, cfgfile.WaveVolume);
break;
}
default:
break;
}
}
}
if (buttonNeedRedraw == 1) {
*localData = currentButton;
drawButton(localData, 0); // current button
do {
readKeys();
drawButton(localData, 1);
} while (pressedKey == 0 && skippedKey == 0 && skipIntro == 0);
buttonNeedRedraw = 0;
} else {
if (musicChanged) {
// TODO: update volume settings
}
buttonNeedRedraw = 0;
drawButton(localData, 1);
readKeys();
// WARNING: this is here to prevent a fade bug while quit the menu
copyScreen(workVideoBuffer, frontVideoBuffer);
}
} while (!(skippedKey & 2) && !(skippedKey & 1));
currentButton = *(localData + 5 + currentButton * 2); // get current browsed button
readKeys();
return currentButton;
}
/** Used to run the advanced options menu */
int32 advoptionsMenu() {
int32 ret = 0;
copyScreen(workVideoBuffer, frontVideoBuffer);
do {
switch (processMenu(AdvOptionsMenuSettings)) {
case kReturnMenu: {
ret = 1; // quit option menu
break;
}
//TODO: add other options
default:
break;
}
} while (ret != 1);
copyScreen(workVideoBuffer, frontVideoBuffer);
flip();
return 0;
}
/** Used to run the save game management menu */
int32 savemanageMenu() {
int32 ret = 0;
copyScreen(workVideoBuffer, frontVideoBuffer);
do {
switch (processMenu(SaveManageMenuSettings)) {
case kReturnMenu: {
ret = 1; // quit option menu
break;
}
//TODO: add other options
default:
break;
}
} while (ret != 1);
copyScreen(workVideoBuffer, frontVideoBuffer);
flip();
return 0;
}
/** Used to run the volume menu */
int32 volumeMenu() {
int32 ret = 0;
copyScreen(workVideoBuffer, frontVideoBuffer);
do {
switch (processMenu(VolumeMenuSettings)) {
case kReturnMenu: {
ret = 1; // quit option menu
break;
}
//TODO: add other options
default:
break;
}
} while (ret != 1);
copyScreen(workVideoBuffer, frontVideoBuffer);
flip();
return 0;
}
/** Used to run the options menu */
int32 optionsMenu() {
int32 ret = 0;
copyScreen(workVideoBuffer, frontVideoBuffer);
stopSamples();
//playCDtrack(9);
do {
switch (processMenu(OptionsMenuSettings)) {
case kReturnGame:
case kReturnMenu: {
ret = 1; // quit option menu
break;
}
case kVolume: {
copyScreen(workVideoBuffer, frontVideoBuffer);
flip();
volumeMenu();
break;
}
case kSaveManage: {
copyScreen(workVideoBuffer, frontVideoBuffer);
flip();
savemanageMenu();
break;
}
case kAdvanced: {
copyScreen(workVideoBuffer, frontVideoBuffer);
flip();
advoptionsMenu();
break;
}
default:
break;
}
} while (ret != 1);
copyScreen(workVideoBuffer, frontVideoBuffer);
flip();
return 0;
}
/** Used to run the main menu */
void mainMenu() {
stopSamples();
copyScreen(frontVideoBuffer, workVideoBuffer);
// load menu effect file only once
plasmaEffectPtr = (uint8 *)malloc(kPlasmaEffectFilesize);
memset(plasmaEffectPtr, 0, kPlasmaEffectFilesize);
hqrGetEntry(plasmaEffectPtr, HQR_RESS_FILE, RESSHQR_PLASMAEFFECT);
while (!cfgfile.Quit) {
initTextBank(0);
playTrackMusic(9); // LBA's Theme
stopSamples();
switch (processMenu(MainMenuSettings)) {
case kNewGame: {
newGameMenu();
break;
}
case kContinueGame: {
continueGameMenu();
break;
}
case kOptions: {
copyScreen(workVideoBuffer, frontVideoBuffer);
flip();
OptionsMenuSettings[5] = kReturnMenu;
optionsMenu();
break;
}
case kQuit: {
cfgfile.Quit = 1;
break;
}
case kBackground: {
loadMenuImage(1);
}
}
fpsCycles(cfgfile.Fps);
}
}
/** Used to process give up menu while playing game */
int32 giveupMenu() {
//int32 saveLangue=0;
int32 menuId;
int16 * localMenu;
copyScreen(frontVideoBuffer, workVideoBuffer);
pauseSamples();
if (cfgfile.UseAutoSaving == 1)
localMenu = GiveUpMenuSettings;
else
localMenu = GiveUpMenuSettingsWithSave;
do {
//saveLangue = languageCD1;
//languageCD1 = 0;
initTextBank(0);
menuId = processMenu(localMenu);
//languageCD1 = saveLangue;
initTextBank(currentTextBank + 3);
fpsCycles(cfgfile.Fps);
} while (menuId != kGiveUp && menuId != kContinue);
if (menuId == kGiveUp)
{
stopSamples();
return 1;
}
resumeSamples();
return 0;
}
void drawInfoMenu(int16 left, int16 top)
{
int32 boxLeft, boxTop, boxRight, boxBottom;
int32 newBoxLeft, newBoxLeft2, i;
resetClip();
drawBox(left, top, left + 450, top + 80);
drawSplittedBox(left + 1, top + 1, left + 449, top + 79, 0);
newBoxLeft2 = left + 9;
drawSprite(0, newBoxLeft2, top + 13, spriteTable[SPRITEHQR_LIFEPOINTS]);
boxRight = left + 325;
newBoxLeft = left + 25;
boxLeft = crossDot(newBoxLeft, boxRight, 50, sceneHero->life);
boxTop = top + 10;
boxBottom = top + 25;
drawSplittedBox(newBoxLeft, boxTop, boxLeft, boxBottom, 91);
drawBox(left + 25, top + 10, left + 324, top + 10 + 14);
if (!gameFlags[GAMEFLAG_INVENTORY_DISABLED] && gameFlags[GAMEFLAG_TUNIC]) {
drawSprite(0, newBoxLeft2, top + 36, spriteTable[SPRITEHQR_MAGICPOINTS]);
if(magicLevelIdx > 0) {
drawSplittedBox(newBoxLeft, top + 35, crossDot(newBoxLeft, boxRight, 80, inventoryMagicPoints),top + 50, 75);
}
drawBox(left + 25, top + 35, left + magicLevelIdx * 80 + 20, top + 35 + 15);
}
boxLeft = left + 340;
/** draw coin sprite */
drawSprite(0, boxLeft, top + 15, spriteTable[SPRITEHQR_KASHES]);
setFontColor(155);
drawText(left + 370, top + 5, ITOA(inventoryNumKashes));
/** draw key sprite */
drawSprite(0, boxLeft, top + 55, spriteTable[SPRITEHQR_KEY]);
setFontColor(155);
drawText(left + 370, top + 40, ITOA(inventoryNumKeys));
// prevent
if (inventoryNumLeafs > inventoryNumLeafsBox) {
inventoryNumLeafs = inventoryNumLeafsBox;
}
// Clover leaf boxes
for (i = 0; i < inventoryNumLeafsBox; i++)
{
drawSprite(0, crossDot(left + 25, left + 325, 10, i), top + 58, spriteTable[SPRITEHQR_CLOVERLEAFBOX]);
}
// Clover leafs
for (i = 0; i < inventoryNumLeafs; i++)
{
drawSprite(0, crossDot(left + 25, left + 325, 10, i) + 2, top + 60, spriteTable[SPRITEHQR_CLOVERLEAF]);
}
copyBlockPhys(left, top, left + 450, top + 135);
}
void drawBehaviour(int16 behaviour, int32 angle, int16 cantDrawBox) {
uint8 *currentAnim;
int32 boxLeft, boxTop, boxRight, boxBottom, currentAnimState;
int8 dialText[256];
boxLeft = behaviour * 110 + 110;
boxRight = boxLeft + 99;
boxTop = 110;
boxBottom = 229;
currentAnim = animTable[heroAnimIdx[behaviour]];
currentAnimState = behaviourAnimState[behaviour];
if (setModelAnimation(currentAnimState, currentAnim, behaviourEntity, &behaviourAnimData[behaviour])) {
currentAnimState++; // keyframe
if (currentAnimState >= getNumKeyframes(currentAnim)) {
currentAnimState = getStartKeyframe(currentAnim);
}
behaviourAnimState[behaviour] = currentAnimState;
}
if (cantDrawBox == 0) {
drawBox(boxLeft - 1, boxTop - 1, boxRight + 1, boxBottom + 1);
}
saveClip();
resetClip();
if (behaviour != heroBehaviour) { // unselected
drawSplittedBox(boxLeft, boxTop, boxRight, boxBottom, 0);
} else { // selected
drawSplittedBox(boxLeft, boxTop, boxRight, boxBottom, 69);
// behaviour menu title
drawSplittedBox(110, 239, 540, 279, 0);
drawBox(110, 239, 540, 279);
setFontColor(15);
if (heroBehaviour == 2 && autoAgressive == 1) {
getMenuText(4, dialText);
} else {
getMenuText(heroBehaviour, dialText);
}
drawText((650 - getTextSize(dialText)) / 2, 240, dialText);
}
renderBehaviourModel(boxLeft, boxTop, boxRight, boxBottom, -600, angle, behaviourEntity);
copyBlockPhys(boxLeft, boxTop, boxRight, boxBottom);
copyBlockPhys(110, 239, 540, 279);
loadClip();
}
void drawBehaviourMenu(int32 angle) {
drawBox(100, 100, 550, 290);
drawTransparentBox(101, 101, 549, 289, 2);
setAnimAtKeyframe(behaviourAnimState[kNormal], animTable[heroAnimIdx[kNormal]], behaviourEntity, &behaviourAnimData[kNormal]);
drawBehaviour(kNormal, angle, 0);
setAnimAtKeyframe(behaviourAnimState[kAthletic], animTable[heroAnimIdx[kAthletic]], behaviourEntity, &behaviourAnimData[kAthletic]);
drawBehaviour(kAthletic, angle, 0);
setAnimAtKeyframe(behaviourAnimState[kAggressive], animTable[heroAnimIdx[kAggressive]], behaviourEntity, &behaviourAnimData[kAggressive]);
drawBehaviour(kAggressive, angle, 0);
setAnimAtKeyframe(behaviourAnimState[kDiscrete], animTable[heroAnimIdx[kDiscrete]], behaviourEntity, &behaviourAnimData[kDiscrete]);
drawBehaviour(kDiscrete, angle, 0);
drawInfoMenu(100, 300);
copyBlockPhys(100, 100, 550, 290);
}
/** Process hero behaviour menu */
void processBehaviourMenu() {
int32 tmpLanguageCD;
int32 tmpTextBank;
int32 tmpHeroBehaviour;
int32 tmpTime;
if (heroBehaviour == kProtoPack) {
stopSamples();
setBehaviour(kNormal);
}
behaviourEntity = bodyTable[sceneHero->entity];
heroAnimIdx[kNormal] = heroAnimIdxNORMAL;
heroAnimIdx[kAthletic] = heroAnimIdxATHLETIC;
heroAnimIdx[kAggressive] = heroAnimIdxAGGRESSIVE;
heroAnimIdx[kDiscrete] = heroAnimIdxDISCRETE;
setActorAngleSafe(sceneHero->angle, sceneHero->angle - 256, 50, &moveMenu);
copyScreen(frontVideoBuffer, workVideoBuffer);
tmpLanguageCD = cfgfile.LanguageCDId;
cfgfile.LanguageCDId = 0;
tmpTextBank = currentTextBank;
currentTextBank = -1;
initTextBank(0);
drawBehaviourMenu(sceneHero->angle);
tmpHeroBehaviour = heroBehaviour;
setAnimAtKeyframe(behaviourAnimState[heroBehaviour], animTable[heroAnimIdx[heroBehaviour]], behaviourEntity, &behaviourAnimData[heroBehaviour]);
readKeys();
tmpTime = lbaTime;
while (skippedKey & 4 || (skipIntro >= 59 && skipIntro <= 62)) {
readKeys();
key = pressedKey;
if (key & 8) {
heroBehaviour++;
}
if (key & 4) {
heroBehaviour--;
}
if (heroBehaviour < 0) {
heroBehaviour = 3;
}
if (heroBehaviour >= 4) {
heroBehaviour = 0;
}
if (tmpHeroBehaviour != heroBehaviour) {
drawBehaviour(tmpHeroBehaviour, sceneHero->angle, 1);
tmpHeroBehaviour = heroBehaviour;
setActorAngleSafe(sceneHero->angle, sceneHero->angle - 256, 50, &moveMenu);
setAnimAtKeyframe(behaviourAnimState[heroBehaviour], animTable[heroAnimIdx[heroBehaviour]], behaviourEntity, &behaviourAnimData[heroBehaviour]);
while (pressedKey) {
readKeys();
drawBehaviour(heroBehaviour, -1, 1);
}
}
drawBehaviour(heroBehaviour, -1, 1);
fpsCycles(50);
lbaTime++;
}
lbaTime = tmpTime;
setBehaviour(heroBehaviour);
initEngineProjections();
currentTextBank = tmpTextBank;
initTextBank(currentTextBank + 3);
cfgfile.LanguageCDId = tmpLanguageCD;
}
/** Draw the entire button box
@param left start width to draw the button
@param top start height to draw the button
@param right end width to draw the button
@param bottom end height to draw the button */
void drawMagicItemsBox(int32 left, int32 top, int32 right, int32 bottom, int32 color) { // Rect
drawLine(left, top, right, top, color); // top line
drawLine(left, top, left, bottom, color); // left line
drawLine(right, ++top, right, bottom, color); // right line
drawLine(++left, bottom, right, bottom, color); // bottom line
}
void drawItem(int32 item) {
int32 itemX = (item / 4) * 85 + 64;
int32 itemY = (item & 3) * 75 + 52;
int32 left = itemX - 37;
int32 right = itemX + 37;
int32 top = itemY - 32;
int32 bottom = itemY + 32;
drawSplittedBox(left, top, right, bottom,
inventorySelectedItem == item ? inventorySelectedColor : 0);
if (gameFlags[item] && !gameFlags[GAMEFLAG_INVENTORY_DISABLED] && item < NUM_INVENTORY_ITEMS) {
prepareIsoModel(inventoryTable[item]);
itemAngle[item] += 8;
renderInventoryItem(itemX, itemY, inventoryTable[item], itemAngle[item], 15000);
if (item == 15) { // has GAS
setFontColor(15);
drawText(left + 3, top + 32, ITOA(inventoryNumGas));
}
}
drawBox(left, top, right, bottom);
copyBlockPhys(left, top, right, bottom);
}
void drawInventoryItems() {
int32 item;
drawTransparentBox(17, 10, 622, 320, 4);
drawBox(17, 10, 622, 320);
drawMagicItemsBox(110, 18, 188, 311, 75);
copyBlockPhys(17, 10, 622, 320);
for (item = 0; item < NUM_INVENTORY_ITEMS; item++) {
drawItem(item);
}
}
/** Process in-game inventory menu */
void processInventoryMenu() {
int32 di = 1;
int32 prevSelectedItem, tmpLanguageCD, bx, tmpAlphaLight, tmpBetaLight;
tmpAlphaLight = alphaLight;
tmpBetaLight = betaLight;
copyScreen(frontVideoBuffer, workVideoBuffer);
setLightVector(896, 950, 0);
inventorySelectedColor = 68;
if (inventoryNumLeafs > 0) {
gameFlags[GAMEFLAG_HAS_CLOVER_LEAF] = 1;
}
drawInventoryItems();
tmpLanguageCD = cfgfile.LanguageCDId;
cfgfile.LanguageCDId = 0;
initTextBank(2);
bx = 3;
setFontCrossColor(4);
initDialogueBox();
while (skipIntro != 1) {
readKeys();
prevSelectedItem = inventorySelectedItem;
if (!di) {
key = pressedKey;
loopPressedKey = skippedKey;
loopCurrentKey = skipIntro;
if (key != 0 || skippedKey != 0) {
di = 1;
}
} else {
loopCurrentKey = 0;
key = 0;
loopPressedKey = 0;
if (!pressedKey && !skippedKey) {
di = 0;
}
}
if (loopCurrentKey == 1 || loopPressedKey & 0x20)
break;
if (key & 2) { // down
inventorySelectedItem++;
if (inventorySelectedItem >= NUM_INVENTORY_ITEMS) {
inventorySelectedItem = 0;
}
drawItem(prevSelectedItem);
bx = 3;
}
if (key & 1) { // up
inventorySelectedItem--;
if (inventorySelectedItem < 0) {
inventorySelectedItem = NUM_INVENTORY_ITEMS - 1;
}
drawItem(prevSelectedItem);
bx = 3;
}
if (key & 4) { // left
inventorySelectedItem -= 4;
if (inventorySelectedItem < 0) {
inventorySelectedItem += NUM_INVENTORY_ITEMS;
}
drawItem(prevSelectedItem);
bx = 3;
}
if (key & 8) { // right
inventorySelectedItem += 4;
if (inventorySelectedItem >= NUM_INVENTORY_ITEMS) {
inventorySelectedItem -= NUM_INVENTORY_ITEMS;
}
drawItem(prevSelectedItem);
bx = 3;
}
if (bx == 3) {
initInventoryDialogueBox();
if (gameFlags[inventorySelectedItem] == 1 && !gameFlags[GAMEFLAG_INVENTORY_DISABLED] && inventorySelectedItem < NUM_INVENTORY_ITEMS) {
initText(inventorySelectedItem + 100);
} else {
initText(128);
}
bx = 0;
}
if (bx != 2) {
bx = printText10();
}
// TRICKY: 3D model rotation delay - only apply when no text is drawing
if (bx == 0 || bx == 2) {
sdldelay(15);
}
if (loopPressedKey & 1) {
if (bx == 2) {
initInventoryDialogueBox();
bx = 0;
} else {
if (gameFlags[inventorySelectedItem] == 1 && !gameFlags[GAMEFLAG_INVENTORY_DISABLED] && inventorySelectedItem < NUM_INVENTORY_ITEMS) {
initInventoryDialogueBox();
initText(inventorySelectedItem + 100);
}
}
}
drawItem(inventorySelectedItem);
if ((loopPressedKey & 2) && gameFlags[inventorySelectedItem] == 1 && !gameFlags[GAMEFLAG_INVENTORY_DISABLED] && inventorySelectedItem < NUM_INVENTORY_ITEMS) {
loopInventoryItem = inventorySelectedItem;
inventorySelectedColor = 91;
drawItem(inventorySelectedItem);
break;
}
}
printTextVar13 = 0;
alphaLight = tmpAlphaLight;
betaLight = tmpBetaLight;
initEngineProjections();
cfgfile.LanguageCDId = tmpLanguageCD;
initTextBank(currentTextBank + 3);
while (skipIntro != 0 && skippedKey != 0) {
readKeys();
sdldelay(1);
}
}