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3D_MENU.H
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//
// WL_MENU.H
//
#include "id_heads.h"
#define GAME_DESCRIPTION_LEN 31
//
// Menu Color Defines
//
#define HIGHLIGHT_BOX_COLOR 0x52 // Box behind text for cursor
#define HIGHLIGHT_TEXT_COLOR 0x59 // Text color for text on cursor
#define HIGHLIGHT_DISABLED_COLOR 0x56 // Text color for text on cursor for a turned off item
#define HIGHLIGHT_DEACTIAVED_COLOR 0x55
#define ENABLED_TEXT_COLOR 0x56
#define DISABLED_TEXT_COLOR 0x53
#define DEACTIAVED_TEXT_COLOR 0x52
#define INSTRUCTIONS_TEXT_COLOR 0x53
#define TERM_BACK_COLOR 0x02
#define TERM_SHADOW_COLOR 0x01
//
// Clearable Menu Terminal Area
//
#define SCREEN_X 32
#define SCREEN_Y 28
#define SCREEN_W 244
#define SCREEN_H 132
#define BORDCOLOR (0x78)
#define BORD2COLOR (0x74)
#define DEACTIVE (0x72)
#define BKGDCOLOR (0x76)
#define STRIPE 0x2c
#define MenuFadeOut() VL_FadeOut(0,255,40,44,44,10)
#define READCOLOR 0x4a
#define READHCOLOR 0x47
#define VIEWCOLOR 0x7f
#define TEXTCOLOR WHITE
#define HIGHLIGHT 0x13
#define MenuFadeIn() VL_FadeIn(0,255,&vgapal,10)
#define MENUSONG LASTLAFF_MUS
#define ROSTER_MUS HISCORE_MUS
#define TEXTSONG TOHELL_MUS
#define QUITSUR "Are you sure you want\n"\
"to quit this great game? (Y/N)"
#define CURGAME " Continuing past this\n"\
" point will end the game\n"\
" you're currently playing.\n"\
"\n"\
" Start a NEW game? (Y/N)"
#if 0
#define CURGAME "You are currently in\n"\
"a game. Continuing will\n"\
"erase the old game.\n"\
"Start a NEW game? (Y/N)"
#endif
#define GAMESVD "There's already a game\n"\
"saved at this position.\n"\
"\n"\
" Overwrite? (Y/N)"
#define SENSITIVE 60
#define CENTER SENSITIVE*2
#define MENU_X 111
#define MENU_Y 50
#define SM_X 121
#define SM_Y 64
#define SM_W 54
#define CTL_X 100
#define CTL_Y 70
#define LSM_X 85
#define LSM_Y 55
#define LSM_W 144
#define LSM_H 10*13+10
#define NM_X 71
#define NM_Y 66
#define NE_X 58
#define NE_Y 54
#define CST_X 77
#define CST_Y 60
#define CST_START 77
#define CST_SPC 41
#define LSA_X 96
#define LSA_Y 80
#define LSA_W 130
#define LSA_H 42
typedef enum mm_labels {MM_NEW_MISSION,
MM_ORDERING_INFO,
MM_READ_THIS,
MM_BLAKE_STONE_SAGA,
MM_BLANK1,
MM_GAME_OPTIONS,
MM_VIEW_SCORES,
MM_LOAD_MISSION,
MM_SAVE_MISSION,
MM_BLANK2,
MM_BACK_TO_DEMO,
MM_LOGOFF,
} mm_labels;
// CP_Switch() menu labels
//
typedef enum
{
SW_LIGHTING,
SW_REBA_ATTACK_INFO,
SW_CEILING,
SW_FLOORS,
} sw_labels;
//
// ActiveType flags for menu options (SEE CP_itemtype.active)
//
typedef enum
{
AT_DISABLED = 0,
AT_ENABLED,
AT_READIT,
AT_NON_SELECTABLE, // Menu Bar/Separator - Not a selectable item.
} activetypes;
//
// TYPEDEFS
//
typedef struct
{
unsigned char x;
char y_ofs;
unsigned char width;
unsigned char height;
char on;
} CP_cursortype;
typedef struct
{
unsigned char x;
unsigned char y;
unsigned char amount;
char curpos;
unsigned char indent;
unsigned char y_spacing;
CP_cursortype cursor;
} CP_iteminfo;
typedef struct
{
activetypes active;
char string[36];
void (* routine)(int temp1);
unsigned char fontnumber; // Font to print text in
unsigned char height; // Hight of text (Y_Offset from previous line)
} CP_itemtype;
typedef struct
{
int allowed[4];
} CustomCtrls;
extern CP_itemtype far MainMenu[],far NewEMenu[];
extern CP_iteminfo far MainItems;
//
// FUNCTION PROTOTYPES
//
void SetupControlPanel(void);
void CleanupControlPanel(void);
void ControlPanelFree(void);
void ControlPanelAlloc(void);
void DrawMenu(CP_iteminfo far *item_i,CP_itemtype far *items);
int HandleMenu(CP_iteminfo far *item_i,CP_itemtype far *items,void (*routine)(int w));
void ClearMScreen(void);
void DrawWindow(int x,int y,int w,int h,int wcolor);
void DrawOutline(int x,int y,int w,int h,int color1,int color2);
void WaitKeyUp(void);
void ReadAnyControl(ControlInfo *ci);
void TicDelay(int count);
void CacheLump(int lumpstart,int lumpend);
void UnCacheLump(int lumpstart,int lumpend);
void StartCPMusic(int song);
int Confirm(char far *string);
void Message(char far *string);
void CheckPause(void);
void ShootSnd(void);
void CheckSecretMissions(void);
void DrawGun(CP_iteminfo far *item_i,CP_itemtype far *items,int x,int *y,int which,int basey,void (*routine)(int w));
void DrawHalfStep(int x,int y,int y_spacing);
void EraseGun(CP_iteminfo far *item_i,CP_itemtype far *items,int x,int y,int which);
void SetTextColor(CP_itemtype far *items,int hlight);
void DrawMenuGun(CP_iteminfo far *iteminfo);
void DrawStripes(int y);
void DefineMouseBtns(void);
void DefineJoyBtns(void);
void DefineKeyBtns(void);
void DefineKeyMove(void);
void EnterCtrlData(int index,CustomCtrls *cust,void (*DrawRtn)(int),void (*PrintRtn)(int),int type);
void DrawMainMenu(void);
void DrawSoundMenu(void);
void DrawLoadSaveScreen(int loadsave);
void DrawNewEpisode(void);
void DrawNewGame(void);
void DrawChangeView(int view);
void DrawMouseSens(void);
void DrawCtlScreen(void);
void DrawCustomScreen(void);
void DrawLSAction(int which);
void DrawCustMouse(int hilight);
void DrawCustJoy(int hilight);
void DrawCustKeybd(int hilight);
void DrawCustKeys(int hilight);
void PrintCustMouse(int i);
void PrintCustJoy(int i);
void PrintCustKeybd(int i);
void PrintCustKeys(int i);
void PrintLSEntry(int w,int color);
void TrackWhichGame(int w);
void DrawNewGameDiff(int w);
void FixupCustom(int w);
void CP_BlakeStoneSaga(void);
void CP_NewGame(void);
void CP_Sound(void);
int CP_LoadGame(int quick);
int CP_SaveGame(int quick);
void CP_Control(void);
void CP_ChangeView(void);
void CP_ExitOptions(void);
void CP_Quit(void);
void CP_ViewScores(void);
int CP_EndGame(void);
int CP_CheckQuick(unsigned scancode);
void CustomControls(void);
void MouseSensitivity(void);
void DrawMenuTitle(char *title);
void CheckForEpisodes(void);
void HelpPresenter(char *fname,boolean continuekeys, unsigned id_cache, boolean startmusic);
void ShadowPrint(char far *string, int x, int y);
//
// VARIABLES
//
extern int SaveGamesAvail[10],StartGame,SoundStatus;
extern char far SaveGameNames[10][GAME_DESCRIPTION_LEN+1], far SaveName[13];
enum {MOUSE,JOYSTICK,KEYBOARDBTNS,KEYBOARDMOVE}; // FOR INPUT TYPES
//
// WL_INTER
//
typedef struct {
int kill,secret,treasure;
long time;
} LRstruct;
extern LRstruct LevelRatios[];
void Write (int x,int y,char *string);