TWINE: initial import
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313
engines/twine/menuoptions.cpp
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313
engines/twine/menuoptions.cpp
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/** @file menuoptions.cpp
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@brief
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This file contains menu routines
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TwinEngine: a Little Big Adventure engine
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Copyright (C) 2013 The TwinEngine team
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Copyright (C) 2008-2013 Prequengine team
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Copyright (C) 2002-2007 The TwinEngine team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "menuoptions.h"
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#include "lbaengine.h"
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#include "main.h"
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#include "screens.h"
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#include "resources.h"
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#include "sdlengine.h"
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#include "text.h"
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#include "gamestate.h"
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#include "music.h"
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#include "keyboard.h"
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#include "flamovies.h"
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#include "scene.h"
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#include "interface.h"
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#include "menu.h"
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#include "text.h"
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/** Main menu continue game option key */
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#define MAINMENU_CONTINUEGAME 21
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/** Main menu enter players name */
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#define MAINMENU_ENTERPLAYERNAME 42
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int8 allowedCharIndex[] = " ABCDEFGHIJKLM.NOPQRSTUVWXYZ-abcdefghijklm?nopqrstuvwxyz!0123456789\040\b\r\0";
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void newGame() {
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int32 tmpFlagDisplayText;
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stopMusic();
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tmpFlagDisplayText = cfgfile.FlagDisplayText;
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cfgfile.FlagDisplayText = 1;
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// intro screen 1 - twinsun
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loadImage(RESSHQR_INTROSCREEN1IMG, 1);
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newGameVar4 = 0;
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newGameVar5 = 1;
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initTextBank(2);
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textClipFull();
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setFontCrossColor(15);
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drawTextFullscreen(150);
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readKeys();
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if (skipIntro != 1) {
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// intro screen 1 - twinsun
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loadImage(RESSHQR_INTROSCREEN2IMG, 1);
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drawTextFullscreen(151);
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readKeys();
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if (skipIntro != 1) {
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loadImage(RESSHQR_INTROSCREEN3IMG, 1);
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drawTextFullscreen(152);
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}
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}
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newGameVar5 = 0;
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textClipSmall();
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newGameVar4 = 1;
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fadeToBlack(paletteRGBACustom);
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clearScreen();
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flip();
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playMidiMusic(1, 0);
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playFlaMovie(FLA_INTROD);
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clearScreen();
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flip();
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// set main palette back
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setPalette(paletteRGBA);
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cfgfile.FlagDisplayText = tmpFlagDisplayText;
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}
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void showCredits() {
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int32 tmpShadowMode, tmpLanguageCDIdx;
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canShowCredits = 1;
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tmpShadowMode = cfgfile.ShadowMode;
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tmpLanguageCDIdx = cfgfile.LanguageCDId;
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cfgfile.ShadowMode = 0;
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cfgfile.LanguageCDId = 0;
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initEngineVars(1);
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currentSceneIdx = 119;
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needChangeScene = 119;
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gameEngineLoop();
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canShowCredits = 0;
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cfgfile.ShadowMode = tmpShadowMode;
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cfgfile.LanguageCDId = tmpLanguageCDIdx;
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clearScreen();
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flip();
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playFlaMovie(FLA_THEEND);
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clearScreen();
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flip();
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setPalette(paletteRGBA);
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}
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void drawSelectableCharacter(int32 x, int32 y, int32 arg) {
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int8 buffer[256];
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int32 centerX, left, top, centerY, bottom, right, right2;
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buffer[0] = allowedCharIndex[y + x * 14];
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centerX = y * 45 + 25;
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left = centerX - 20;
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right = centerX + 20;
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top = x * 56 + 200 - 25;
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buffer[1] = 0;
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centerY = x * 56 + 200;
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bottom = x * 56 + 200 + 25;
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if (arg != 0) {
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drawSplittedBox(left, top, right, bottom, 91);
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} else {
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blitBox(left, top, right, bottom, (int8 *) workVideoBuffer, left, top, (int8 *)frontVideoBuffer);
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right2 = right;
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drawTransparentBox(left, top, right2, bottom, 4);
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}
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drawBox(left, top, right, bottom);
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right2 = right;
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setFontColor(15);
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drawText(centerX - getTextSize(buffer) / 2, centerY - 18, buffer);
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copyBlockPhys(left, top, right2, bottom);
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}
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void drawSelectableCharacters(void) {
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int8 x, y;
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for (x = 0; x < 5; x++) {
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for (y = 0; y < 14; y++) {
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drawSelectableCharacter(x, y, 0);
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}
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}
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}
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// 0001F18C
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void drawPlayerName(int32 centerx, int32 top, int8* playerName, int32 type) {
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/*
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int v4; // ebp@0
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int v6; // [sp+0h] [bp-14h]@0
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int v7; // [sp+0h] [bp-14h]@4
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int v8; // [sp+4h] [bp-10h]@0
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int v9; // [sp+4h] [bp-10h]@4
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LOWORD(v8) = a1 - buttonDrawVar1 / 2;
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if ( !a4 )
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{
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v6 = (signed __int16)(a2 + 25);
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blitRectangle(v4);
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drawBoxInsideTrans(v4);
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}
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if ( a4 == 1 )
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{
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makeFireEffect(v4);
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if ( !(rand(v6, v8) % 5) )
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*(_BYTE *)(10 * rand(v7, v9) % 320 + bufSpeak + 6400) = -1;
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}
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if ( a4 == 2 )
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Box(v4);
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DrawCadre();
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CoulFont(0xFu);
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SizeFont(a3);
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Font(v4);
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return CopyBlockPhys(v4);
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*/
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// TODO: implement the other types (don't seam to be used)
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/*if (type == 1) {
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processPlasmaEffect(top, 1);
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}
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drawBox(x, top, dialTextBoxRight, dialTextBoxBottom);
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drawTransparentBox(dialTextBoxLeft + 1, dialTextBoxTop + 1, dialTextBoxRight - 1, dialTextBoxBottom - 1, 3);
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setFontColor(15);
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drawText(centerX - getTextSize(playerName) / 2, top, playerName);
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copyBlockPhys(x, y, x + 320, y + 25);*/
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}
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int32 enterPlayerName(int32 textIdx) {
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int8 buffer[256];
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while(1) {
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copyScreen(workVideoBuffer, frontVideoBuffer);
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flip(); //frontVideoBuffer
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initTextBank(0);
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getMenuText(textIdx, buffer);
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setFontColor(15);
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drawText(320 - (getTextSize(buffer) / 2), 20, buffer);
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copyBlockPhys(0, 0, 639, 99);
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playerName[0] = enterPlayerNameVar1;
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drawPlayerName(320, 100, playerName, 1);
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drawSelectableCharacters();
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do {
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readKeys();
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do {
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readKeys();
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} while(skipIntro);
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} while(skippedKey);
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enterPlayerNameVar2 = 1;
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do {
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readKeys();
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} while(pressedKey);
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while (!skipIntro) {
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readKeys();
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// TODO
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drawPlayerName(320, 100, playerName, 1);
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}
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// FIXME: remove this lines after implementing everything
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if (skipIntro)
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break;
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}
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enterPlayerNameVar2 = 0;
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copyScreen(workVideoBuffer, frontVideoBuffer);
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flip(); // frontVideoBuffer
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return 1;
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}
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/** Main menu new game options */
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void newGameMenu() {
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//TODO: process players name
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if(enterPlayerName(MAINMENU_ENTERPLAYERNAME))
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{
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initEngineVars(1);
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newGame();
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if (gameEngineLoop()) {
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showCredits();
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}
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copyScreen(frontVideoBuffer, workVideoBuffer);
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// TODO: recheck this
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do {
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readKeys();
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do {
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readKeys();
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} while(skippedKey != 0);
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} while(skipIntro != 0);
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}
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}
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/** Main menu continue game options */
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void continueGameMenu() {
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//TODO: get list of saved games
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//if(chooseSave(MAINMENU_CONTINUEGAME))
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{
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initEngineVars(-1); // will load game
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if (gameChapter == 0 && currentSceneIdx == 0) {
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newGame();
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} else {
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newGameVar5 = 0;
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textClipSmall();
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newGameVar4 = 1;
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}
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if (gameEngineLoop()) {
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showCredits();
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}
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copyScreen(frontVideoBuffer, workVideoBuffer);
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// TODO: recheck this
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do {
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readKeys();
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do {
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readKeys();
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} while(skippedKey != 0);
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} while(skipIntro != 0);
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}
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}
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