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author | Jonathan Gray | 2003-07-28 01:44:38 +0000 |
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committer | Jonathan Gray | 2003-07-28 01:44:38 +0000 |
commit | f020d28b5e9297f93d5bedae62885b380c23f517 (patch) | |
tree | d6e7dfbfe61bfab365f101cb5b87224cb4ebde71 /sword2/controls.cpp | |
parent | d592095fb942e961773e8177056d973eb1cff092 (diff) | |
download | scummvm-rg350-f020d28b5e9297f93d5bedae62885b380c23f517.tar.gz scummvm-rg350-f020d28b5e9297f93d5bedae62885b380c23f517.tar.bz2 scummvm-rg350-f020d28b5e9297f93d5bedae62885b380c23f517.zip |
bs2
svn-id: r9211
Diffstat (limited to 'sword2/controls.cpp')
-rw-r--r-- | sword2/controls.cpp | 2917 |
1 files changed, 2917 insertions, 0 deletions
diff --git a/sword2/controls.cpp b/sword2/controls.cpp new file mode 100644 index 0000000000..d30a2ebf99 --- /dev/null +++ b/sword2/controls.cpp @@ -0,0 +1,2917 @@ +/* Copyright (C) 1994-2003 Revolution Software Ltd + * + * 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. + * + * $Header$ + */ + +//----------------------------------------------------------------------------------------------------------------------- +#include <ctype.h> +#include <stdarg.h> +#include <stdio.h> +#include <stdlib.h> + +//#include "src\driver96.h" + +#include "build_display.h" +#include "console.h" +#include "controls.h" +#include "debug.h" +#include "defs.h" +#include "header.h" +#include "interpreter.h" +#include "layers.h" +#include "logic.h" +#include "maketext.h" // for font resource variables +#include "mem_view.h" +#include "memory.h" +#include "mouse.h" +#include "protocol.h" +#include "resman.h" +#include "router.h" +#include "save_rest.h" +#include "sound.h" // for FN_stop_music() +#include "startup.h" +#include "sword2.h" + +//----------------------------------------------------------------------------------------------------------------------- +#define WINDOW_RES 2016 +#define MAX_STRING_LEN 64 // 20 was too low; better to be safe ;) + +#define CHARACTER_OVERLAP 2 // overlap characters by 3 pixels +//----------------------------------------------------------------------------------------------------------------------- + +void Create_surface_image(_spriteInfo *sprite, uint32 *surface, uint32 res, uint32 x, uint32 y, uint32 pc); +void Build_surfaces(void); +void Build_chr_surfaces(void); +void Kill_chr_surfaces(void); +void Kill_surfaces(void); +void Renew_surfaces(void); +void Engine_string(uint32 x, uint32 y, uint32 res, uint32 *surface_list, uint8 *buf); +void Kill_mini_surfaces(void); +void Build_mini_surfaces(void); +uint32 Generic_mini_control(uint32 text_id); +uint32 Pixel_text_length(uint8 *buf, uint32 res); +void Control_error(char* text); + +//----------------------------------------------------------------------------------------------------------------------- + +#define WINDOW_X 0 + +#define REST_X 84 +#define REST_Y 40 + +#define SLAB_X (REST_X+30) +#define SLAB_Y (REST_Y+32) + +#define REST_BUT_X 130 +#define REST_BUT_Y 377 + +#define CAN_BUT_X 350 +#define CAN_BUT_Y 377 + +#define UP_BUT_X 516 +#define UP_BUT_Y 85 + +#define DOWN_BUT_X 516 +#define DOWN_BUT_Y 329 + +#define ZUP_BUT_Y 85-20 + +#define ZDOWN_BUT_Y 329+21 + +#define SLAB_Y_SPACING 35 + +#define QUIT_X 203 +#define QUIT_Y 104 + +#define OPTION_X 45 +#define OPTION_Y 40 +#define OPTION_W 552 + +#define OPT_BUT_W 53 +#define OPT_BUT_H 32 + +#define OPT_OK_X (OPTION_X+(OPTION_W/3)-(OPT_BUT_W/2)) +#define OPT_OK_Y (OPTION_Y+368-(OPT_BUT_W/2)) + +#define OPT_CAN_X (OPTION_X+350) +#define OPT_CAN_Y (OPT_OK_Y) + +#define SLIDER_TRK_X (OPTION_X+264) +#define SLIDER_TRK_W 132 +#define SLIDER_TRK_H 27 +#define SLIDER_W 38 + +#define OBJ_LABEL_X (SLIDER_TRK_X-5) +#define OBJ_LABEL_Y (OPTION_Y+60) + +#define SUBTITLE_X (OPTION_X+465) +#define SUBTITLE_Y (OBJ_LABEL_Y) + +#define STEREO_X (SLIDER_TRK_X-5) +#define STEREO_Y (OPTION_Y+253) + +#define MUSIC_TRK_Y (OPTION_Y+121) +#define SPEECH_TRK_Y (OPTION_Y+168) +#define FX_TRK_Y (OPTION_Y+214) +#define GRFX_TRK_Y (OPTION_Y+301) + +#define MUTE_W 40 +#define MUTE_H 32 +#define MUTE_X (SUBTITLE_X+OPT_BUT_W/2-MUTE_W/2) + +#define GRFX_ICON_X (OPTION_X+450) +#define GRFX_ICON_Y (OPTION_Y+270) + +//-------------------------------------------- + +uint32 panel_surface; +_spriteInfo panel_sprite; + +_spriteInfo slab_sprite[8]; +uint32 slab_surface[8]; + +_spriteInfo chr_sprite; + +#define SIZE_OF_CHAR_SET (256-32) // our fonts start on SPACE character (32) +uint32 chr_surface[SIZE_OF_CHAR_SET]; +uint32 red_chr_surface[SIZE_OF_CHAR_SET]; + +_spriteInfo can_button_sprite[2]; +uint32 can_button_surface[2]; +uint32 can_button_state=0; +uint32 touching_can_button=0; + +_spriteInfo button_sprite[2]; +uint32 button_surface[2]; +uint32 restore_button_state=0; +uint32 touching_restore_button=0; + +_spriteInfo up_button_sprite[2]; +uint32 up_button_surface[2]; +uint32 up_button_state=0; +uint32 touching_up_button=0; + +_spriteInfo down_button_sprite[2]; +uint32 down_button_surface[2]; +uint32 down_button_state=0; +uint32 touching_down_button=0; + +_spriteInfo zup_button_sprite[2]; +uint32 zup_button_surface[2]; +uint32 zup_button_state=0; +uint32 touching_zup_button=0; + +_spriteInfo zdown_button_sprite[2]; +uint32 zdown_button_surface[2]; +uint32 zdown_button_state=0; +uint32 touching_zdown_button=0; + +_spriteInfo grfx_icon_sprite[4]; +uint32 grfx_icon_surface[4]; + +uint8 *charSet; +uint8 *red_charSet; + +_frameHeader *head; + +uint32 base_slot=0; + +uint8 subtitles; // text selected +uint8 speechSelected; +uint8 stereoReversed = 0; + +uint8 current_graphics_level; + +//----------------------------------------------------------------------------------------------------------------------- +uint32 Restore_control(void) //Tony20Mar97 +{ +//well, this is nice and hard wired - not the way to do it really + +// returns 0 for no restore +// 1 for restored ok + + + uint8 *colTablePtr=NULL; + + int breakOut=0; + uint32 j; + uint8 black[4]={0,0,0,0}; + char key_press=0; + uint8 description[SAVE_DESCRIPTION_LEN]; + uint8 buf[8][SAVE_DESCRIPTION_LEN]; + + uint8 chr; + int char_no; + _mouseEvent *me; + + uint8 restore_text[MAX_STRING_LEN]; + uint8 cancel_text[MAX_STRING_LEN]; + uint8 *text; + + + uint32 slab_text_x; + uint32 slab_text_y; + + uint32 slot=1000; //nothing selected + uint32 clicked_slot; + uint32 cur_slot_states[9]; + + int scroll_rate=0; + //static uint32 base_slot=0; + + int first=0; + + uint32 rv; // return value for RestoreGame + uint32 res; //result from primer game cycle + + + int names_built=0; //0 redo, else dont + + + +//do some driver stuff +// for (j=0;j<1000;j++) +// ResetRenderEngine(); + + + + +//buttons unpressed + restore_button_state=0; + can_button_state=0; + + + + + Build_surfaces(); + Build_chr_surfaces(); + +//fetch the 'restore' text + text = FetchTextLine( res_man.Res_open(149618690/SIZE), 149618690&0xffff ); // open text file & get the line + strcpy((char*)&restore_text[0], (char*)text+2); +//fetch the 'cancel' text + text = FetchTextLine( res_man.Res_open(149618689/SIZE), 149618689&0xffff ); // open text file & get the line + strcpy((char*)&cancel_text[0], (char*)text+2); +//blimey, life's never easy is it? + + +//control loop + while (1) + { + //-------------------------------------------------- + // Service windows + if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q during the smacker + { + Close_game(); //close engine systems down + RestoreDisplay(); + CloseAppWindow(); + exit(0); //quit the game + } + + while (!gotTheFocus) + { names_built=0; + slot=1000; + if (ServiceWindows() == RDERR_APPCLOSED) + break; + } + //-------------------------------------------------- + + EraseBackBuffer(); + + +//print panel + if (DrawSurface(&panel_sprite, panel_surface)==RDERR_SURFACELOST) + Renew_surfaces(); + + +//print words on panel + Engine_string(REST_BUT_X+32, REST_BUT_Y, controls_font_id, chr_surface, restore_text); + Engine_string(CAN_BUT_X+32, REST_BUT_Y, controls_font_id, chr_surface, cancel_text); + + + + + slab_text_y=76; + +// print slabs + for (j=0;j<8;j++) + { + + if (slot==base_slot+j) //red + { slab_sprite[((base_slot+j)&3)+4].y=SLAB_Y+(j*SLAB_Y_SPACING); + DrawSurface(&slab_sprite[((base_slot+j)&3)+4], slab_surface[((base_slot+j)&3)+4] ); + } + else + { slab_sprite[((base_slot+j)&3)].y=SLAB_Y+(j*SLAB_Y_SPACING); + DrawSurface(&slab_sprite[((base_slot+j)&3)], slab_surface[((base_slot+j)&3)] ); + } + +// print save name on slab if a game is saved in this slot + if (!names_built) + { if (GetSaveDescription(base_slot+j, description) == SR_OK) //if there is a savegame at this slot + { + cur_slot_states[j]=1; //slot used + + if (!description[0]) + Con_fatal_error("NULL file name passed from GetSaveDescription!"); + + // print the name on the slab + sprintf((char*)buf[j], "%d. %s", base_slot+j, description ); + } + else + { + sprintf((char*)buf[j], "%d.", base_slot+j); //simply print the number + cur_slot_states[j]=0; //slot not used + } + } + + + char_no=0; + + slab_text_x=SLAB_X+16; + + + do + { + chr = buf[j][char_no]; + chr-=32; //got true chr$ + + chr_sprite.x=slab_text_x; + + + chr_sprite.scale=0; + chr_sprite.type= RDSPR_NOCOMPRESSION+RDSPR_TRANS; + chr_sprite.blend= 0; + + if (slot==base_slot+j) + { + head = (_frameHeader *)FetchFrameHeader(red_charSet, chr); + + chr_sprite.w=head->width; + chr_sprite.h=head->height; + + chr_sprite.y=slab_text_y+2; + DrawSurface(&chr_sprite, red_chr_surface[chr]); //print + } + else + { + head = (_frameHeader *)FetchFrameHeader(charSet, chr); + + chr_sprite.w=head->width; + chr_sprite.h=head->height; + + chr_sprite.y=slab_text_y; + DrawSurface(&chr_sprite, chr_surface[chr]); //print + } + + slab_text_x+=head->width-CHARACTER_OVERLAP; + char_no++; + } + while(buf[j][char_no]); + + + slab_text_y+=SLAB_Y_SPACING; + } + + + + names_built=1; //dont GetSaveDescription each cycle + +//print buttons +//print restore button + DrawSurface(&button_sprite[restore_button_state], button_surface[restore_button_state] ); + +//print cancel button + DrawSurface(&can_button_sprite[can_button_state], can_button_surface[can_button_state] ); + +//print up button + DrawSurface(&up_button_sprite[up_button_state], up_button_surface[up_button_state] ); + +//print down button + DrawSurface(&down_button_sprite[down_button_state], down_button_surface[down_button_state] ); + +//print zup button + DrawSurface(&zup_button_sprite[zup_button_state], zup_button_surface[zup_button_state] ); + +//print zdown button + DrawSurface(&zdown_button_sprite[zdown_button_state], zdown_button_surface[zdown_button_state] ); + + + ProcessMenu(); + + if (!first) + { + first++; + SetFullPalette(CONTROL_PANEL_PALETTE); // see Build_display.cpp (James17jun97) + } + + FlipScreens(); + + + + + + + + +//mouse over buttons? +//restore + if ((mousex>REST_BUT_X)&&(mousex<REST_BUT_X+24)&&((mousey+40)>REST_BUT_Y)&&((mousey+40)<REST_BUT_Y+24)) + touching_restore_button=1; //mouse over button + else //not over so release even if pressed previously + { restore_button_state=0; + touching_restore_button=0; + } + +//cancel + if ((mousex>CAN_BUT_X)&&(mousex<CAN_BUT_X+24)&&((mousey+40)>CAN_BUT_Y)&&((mousey+40)<CAN_BUT_Y+24)) + touching_can_button=1; //mouse over button + else //not over so release even if pressed previously + { can_button_state=0; + touching_can_button=0; + } + +//up + if ((mousex>UP_BUT_X)&&(mousex<UP_BUT_X+17)&&((mousey+40)>UP_BUT_Y)&&((mousey+40)<UP_BUT_Y+17)) + touching_up_button=1; //mouse over button + else //not over so release even if pressed previously + { up_button_state=0; + touching_up_button=0; + } + +//down + if ((mousex>DOWN_BUT_X)&&(mousex<DOWN_BUT_X+17)&&((mousey+40)>DOWN_BUT_Y)&&((mousey+40)<DOWN_BUT_Y+17)) + touching_down_button=1; //mouse over button + else //not over so release even if pressed previously + { down_button_state=0; + touching_down_button=0; + } + +//up + if ((mousex>UP_BUT_X)&&(mousex<UP_BUT_X+17)&&((mousey+40)>ZUP_BUT_Y)&&((mousey+40)<ZUP_BUT_Y+17)) + touching_zup_button=1; //mouse over button + else //not over so release even if pressed previously + { zup_button_state=0; + touching_zup_button=0; + } + +//down + if ((mousex>DOWN_BUT_X)&&(mousex<DOWN_BUT_X+17)&&((mousey+40)>ZDOWN_BUT_Y)&&((mousey+40)<ZDOWN_BUT_Y+17)) + touching_zdown_button=1; //mouse over button + else //not over so release even if pressed previously + { zdown_button_state=0; + touching_zdown_button=0; + } + + + + + + + +//check mouse clicked on a slab + me = MouseEvent(); //get mouse event + + if ((me!=NULL)&&(me->buttons&RD_LEFTBUTTONDOWN)) //there's a mouse event to be processed + { + if ((mousex>SLAB_X)&&(mousex<SLAB_X+384)&&((mousey+40)>SLAB_Y)&&((mousey+40)<SLAB_Y+SLAB_Y_SPACING*8)) + { + clicked_slot=((mousey+40)-SLAB_Y)/SLAB_Y_SPACING; + + //Zdebug("clicked slab %d", slot); + + if (cur_slot_states[clicked_slot]) //a selectable slot + { + if (slot!= clicked_slot+base_slot) //can select if not selected now + slot=clicked_slot+base_slot; //now selected + + else slot=1000; //else deselect + } + } + +// clicking on the restore button + if (touching_restore_button) + restore_button_state=1; //button now down + +// clicking on the cancel button + if (touching_can_button) + can_button_state=1; //button now down + +// clicking on the up button + if (touching_up_button) + { up_button_state=1; //button now down + scroll_rate=0; + } + +// clicking on the down button + if (touching_down_button) + { down_button_state=1; //button now down + scroll_rate=0; + } +// clicking on the zup button + if (touching_zup_button) + { zup_button_state=1; //button now down + scroll_rate=0; + } + +// clicking on the zdown button + if (touching_zdown_button) + { zdown_button_state=1; //button now down + scroll_rate=0; + } + + + } + +//check for releasing the mouse button over a button + if ((key_press==13)||((me!=NULL)&&(me->buttons&RD_LEFTBUTTONUP))) //there's a mouse event to be processed + { + if ((key_press==13)||((touching_restore_button)&&(restore_button_state))) + { + restore_button_state=0; + + if (slot!=1000) //restore the game! + { + breakOut=1; + + rv = RestoreGame(slot); + + if (rv == SR_OK) + { +// DEAD=0; //in case we were dead - well we're not anymore! + +// prime system with a game cycle + Reset_render_lists(); // reset the graphic 'buildit' list before a new logic list (see FN_register_frame) + Reset_mouse_list(); // reset the mouse hot-spot list (see FN_register_mouse & FN_register_frame) + + res = LLogic.Process_session(); + + if (res) + Con_fatal_error("restart 1st cycle failed??"); + + + // Control_error("restored OK :)"); + + Kill_surfaces(); + Kill_chr_surfaces(); + + return(1); + } + else + { +// Save & Restore error codes + +// ERROR CODE VALUE MEANING REASON +// ========== ===== ======= ====== +// SR_OK 0x00000000 // ok No worries +// SR_ERR_FILEOPEN 0x00000001 // can't open file Could create file for saving, or couldn't find file for loading +// SR_ERR_INCOMPATIBLE 0x00000002 // (RestoreGame only) incompatible savegame data Savegame file is obsolete. (Won't happen after development stops) +// SR_ERR_READFAIL 0x00000003 // (RestoreGame only) failed on reading savegame file Something screwed up during the fread() +// SR_ERR_WRITEFAIL 0x00000004 // (SaveGame only) failed on writing savegame file Something screwed up during the fwrite() - could be hard-drive full..? + + + // WE NEED A MESSAGE BOX TO INDICATE FAILED SAVE - DON'T HALT THE GAME! + + if (rv == SR_ERR_FILEOPEN) + Control_error((char*)(FetchTextLine( res_man.Res_open(213516670/SIZE), 213516670&0xffff)+2)); +// Restore failed - could not open file + + else if (rv == SR_ERR_INCOMPATIBLE) + Control_error((char*)(FetchTextLine( res_man.Res_open(213516671/SIZE), 213516671&0xffff)+2)); +// Restore failed - incompatible savegame data + + else // SR_ERR_READFAIL + Control_error((char*)(FetchTextLine( res_man.Res_open(213516673/SIZE), 213516673&0xffff)+2)); +// Restore failed + } + } + } + else if ((touching_can_button)&&(can_button_state)) //quit the screen + breakOut=1; + + else if (touching_up_button) + up_button_state=0; + + else if (touching_down_button) + down_button_state=0; + + else if (touching_zup_button) + zup_button_state=0; + + else if (touching_zdown_button) + zdown_button_state=0; + + } + + + +//scrolling downward + if ( ((scroll_rate<1)||(scroll_rate>12))&&(!(scroll_rate&3))&&(down_button_state)&&(base_slot<92)) + { base_slot++; + names_built=0; + } + +//scrolling upward + if (((scroll_rate<1)||(scroll_rate>12))&&(!(scroll_rate&3))&&(up_button_state)&&(base_slot)) + { base_slot--; + names_built=0; + } + +//scrolling zdownward + if (((scroll_rate<1)||(scroll_rate>12))&&(!(scroll_rate&3))&&(zdown_button_state)&&(base_slot<92)) + { base_slot+=8; + if (base_slot>92) + base_slot=92; + + names_built=0; + } + +//scrolling zupward + if (((scroll_rate<1)||(scroll_rate>12))&&(!(scroll_rate&3))&&(zup_button_state)&&(base_slot)) + { base_slot-=8; + if (base_slot>92) + base_slot=0; + + names_built=0; + } + + +//update scroll stuff + scroll_rate++; + + + + +//----- + key_press=0; + if (KeyWaiting()) + { + ReadKey(&key_press); //kill the key we just pressed + if (key_press==27) //ESC + break; + } + + + if (breakOut) + { + break; //quit this stuff - ap will eventually close in the mainloop + } + + + } //while + + + Kill_surfaces(); + Kill_chr_surfaces(); + + return(0); +} +//----------------------------------------------------------------------------------------------------------------------- +void Create_surface_image(_spriteInfo *sprite, uint32 *surface, uint32 res, uint32 x, uint32 y, uint32 pc) //TonyMarch97 +{ + uint8 *file, *colTablePtr=NULL; + _animHeader *anim_head; + _frameHeader *frame_head; + _cdtEntry *cdt_entry; + //_spriteInfo spriteInfo; + uint32 spriteType=RDSPR_TRANS; + + + file = res_man.Res_open(res); // open anim resource file & point to base + + + anim_head = FetchAnimHeader( file ); + cdt_entry = FetchCdtEntry( file, pc ); + frame_head = FetchFrameHeader( file, pc ); + + + + + if (anim_head->blend) + spriteType += RDSPR_BLEND; + + if ((cdt_entry->frameType) & FRAME_FLIPPED) //if the frame is to be flipped (only really applicable to frames using offsets) + spriteType += RDSPR_FLIP; + + switch (anim_head->runTimeComp) // what compression was used? + { + case NONE: + spriteType += RDSPR_NOCOMPRESSION; + break; + case RLE256: + spriteType += RDSPR_RLE256; + break; + case RLE16: + spriteType += RDSPR_RLE16; + colTablePtr = (uint8*)(anim_head+1) + anim_head->noAnimFrames*sizeof(_cdtEntry); + // points to just after last cdt_entry, ie. start of colour table + break; + } + + sprite->x = x; + sprite->y = y; + sprite->w = frame_head->width; + sprite->h = frame_head->height; + sprite->scale = 0; +// spriteInfo.scaledWidth = build_unit->scaled_width; +// spriteInfo.scaledHeight = build_unit->scaled_height; + sprite->type = spriteType; + sprite->blend = anim_head->blend; + sprite->data = (uint8*)(frame_head+1); // points to just after frame header, ie. start of sprite data +// spriteInfo.colourTable = colTablePtr; + + +// Zdebug("w %d h %d", frame_head->width, frame_head->height); + + CreateSurface(sprite, surface); + + + res_man.Res_close(res); //release the anim resource + +} +//----------------------------------------------------------------------------------------------------------------------- +void Build_surfaces(void) //Tony27March97 +{ + + +//setup the control window + Create_surface_image(&panel_sprite, &panel_surface, WINDOW_RES, WINDOW_X, REST_Y, 0); + + + +//setup slabs as surfaces + Create_surface_image(&slab_sprite[0], &slab_surface[0], 2006, SLAB_X, 0, 0); + Create_surface_image(&slab_sprite[1], &slab_surface[1], 2007, SLAB_X, 0, 0); + Create_surface_image(&slab_sprite[2], &slab_surface[2], 2008, SLAB_X, 0, 0); + Create_surface_image(&slab_sprite[3], &slab_surface[3], 2009, SLAB_X, 0, 0); + +//now the red selected panels + Create_surface_image(&slab_sprite[4], &slab_surface[4], 2006, SLAB_X, 0, 1); + Create_surface_image(&slab_sprite[5], &slab_surface[5], 2007, SLAB_X, 0, 1); + Create_surface_image(&slab_sprite[6], &slab_surface[6], 2008, SLAB_X, 0, 1); + Create_surface_image(&slab_sprite[7], &slab_surface[7], 2009, SLAB_X, 0, 1); + +//restore button + Create_surface_image(&button_sprite[0], &button_surface[0], 2002, REST_BUT_X, REST_BUT_Y, 0); + Create_surface_image(&button_sprite[1], &button_surface[1], 2002, REST_BUT_X, REST_BUT_Y, 1); + +//cancel button + Create_surface_image(&can_button_sprite[0], &can_button_surface[0], 2002, CAN_BUT_X, CAN_BUT_Y, 0); + Create_surface_image(&can_button_sprite[1], &can_button_surface[1], 2002, CAN_BUT_X, CAN_BUT_Y, 1); + +//up button + Create_surface_image(&up_button_sprite[0], &up_button_surface[0], 2067, UP_BUT_X, UP_BUT_Y, 0); + Create_surface_image(&up_button_sprite[1], &up_button_surface[1], 2067, UP_BUT_X, UP_BUT_Y, 1); + +//down button + Create_surface_image(&down_button_sprite[0], &down_button_surface[0], 1986, DOWN_BUT_X, DOWN_BUT_Y, 0); + Create_surface_image(&down_button_sprite[1], &down_button_surface[1], 1986, DOWN_BUT_X, DOWN_BUT_Y, 1); + +//zup button + Create_surface_image(&zup_button_sprite[0], &zup_button_surface[0], 1982, UP_BUT_X, ZUP_BUT_Y, 0); + Create_surface_image(&zup_button_sprite[1], &zup_button_surface[1], 1982, UP_BUT_X, ZUP_BUT_Y, 1); + +//zdown button + Create_surface_image(&zdown_button_sprite[0], &zdown_button_surface[0], 1988, DOWN_BUT_X, ZDOWN_BUT_Y, 0); + Create_surface_image(&zdown_button_sprite[1], &zdown_button_surface[1], 1988, DOWN_BUT_X, ZDOWN_BUT_Y, 1); + +} +//----------------------------------------------------------------------------------------------------------------------- +void Build_chr_surfaces(void) //tony2Apr97 +{ + + int j; + + +//sort out the font + charSet = res_man.Res_open(controls_font_id); //open font file + red_charSet = res_man.Res_open(red_font_id); //open font file + + +//set up the chr$ set frame surfaces + chr_sprite.scale=0; + chr_sprite.type= RDSPR_NOCOMPRESSION+RDSPR_TRANS; + chr_sprite.blend= 0; + + for (j=0; j < SIZE_OF_CHAR_SET; j++) + { //normal + head = (_frameHeader *)FetchFrameHeader(charSet,j); + chr_sprite.data = (uint8 *)(head+1); + chr_sprite.w=head->width; + chr_sprite.h=head->height; + CreateSurface(&chr_sprite, &chr_surface[j]); + +// red + head = (_frameHeader *)FetchFrameHeader(red_charSet,j); + chr_sprite.data = (uint8 *)(head+1); + chr_sprite.w=head->width; + chr_sprite.h=head->height; + CreateSurface(&chr_sprite, &red_chr_surface[j]); + + } + + res_man.Res_close(controls_font_id); //close font file + res_man.Res_close(red_font_id); //close font file + +} +//----------------------------------------------------------------------------------------------------------------------- +void Kill_surfaces(void) //Tony27March97 +{ + +//remove the surfaces + DeleteSurface(panel_surface); + DeleteSurface(slab_surface[0]); + DeleteSurface(slab_surface[1]); + DeleteSurface(slab_surface[2]); + DeleteSurface(slab_surface[3]); + DeleteSurface(slab_surface[4]); + DeleteSurface(slab_surface[5]); + DeleteSurface(slab_surface[6]); + DeleteSurface(slab_surface[7]); + + DeleteSurface(button_surface[0]); + DeleteSurface(button_surface[1]); + + DeleteSurface(can_button_surface[0]); + DeleteSurface(can_button_surface[1]); + + DeleteSurface(up_button_surface[0]); + DeleteSurface(up_button_surface[1]); + + DeleteSurface(down_button_surface[0]); + DeleteSurface(down_button_surface[1]); + + DeleteSurface(zup_button_surface[0]); + DeleteSurface(zup_button_surface[1]); + + DeleteSurface(zdown_button_surface[0]); + DeleteSurface(zdown_button_surface[1]); +} +//----------------------------------------------------------------------------------------------------------------------- +void Kill_chr_surfaces(void) //Tony2Apr97 +{ + int j; + + + +//release chr$ set surfaces + for (j=0; j < SIZE_OF_CHAR_SET; j++) + { //normal + DeleteSurface(chr_surface[j]); +// red + DeleteSurface(red_chr_surface[j]); + } +} +//----------------------------------------------------------------------------------------------------------------------- +void Renew_surfaces(void) //Tony27March97 +{ + Kill_surfaces(); + Kill_chr_surfaces(); + Build_surfaces(); + Build_chr_surfaces(); +} +//----------------------------------------------------------------------------------------------------------------------- + + + + + + +//----------------------------------------------------------------------------------------------------------------------- +void Save_control(void) //Tony1Apr97 not a joke +{ +//largely the same as the restore code + + + uint8 *colTablePtr=NULL; + + int breakOut=0; + uint32 j; + uint8 black[4]={0,0,0,0}; + char key_press; + uint8 description[SAVE_DESCRIPTION_LEN]; + uint8 buf[8][SAVE_DESCRIPTION_LEN]; + uint8 ed_buf[SAVE_DESCRIPTION_LEN]; + int char_no; + uint8 chr; + _mouseEvent *me; + int esc_release=0; + + uint32 slab_text_x; + uint32 slab_text_y; + + uint32 slot=1000; //nothing selected + uint32 clicked_slot, edit_screen_slot=1000; + uint32 cur_slot_states[9]; + + int scroll_rate=0; +// static uint32 base_slot=0; + + int edit_pos, first_chr, flash=0; + + uint8 save_text[MAX_STRING_LEN]; + uint8 cancel_text[MAX_STRING_LEN]; + uint8 *text; + + int first=0; + + uint32 rv; // return value for SaveGame + + uint32 edit_width; + + int names_built=0; + + + +//buttons unpressed + restore_button_state=0; + can_button_state=0; + + +//do some driver stuff +// ResetRenderEngine(); + + + +//sort out the font + charSet = res_man.Res_open(controls_font_id); //open font file + red_charSet = res_man.Res_open(red_font_id); //open font file + + chr_sprite.scale=0; + chr_sprite.type= RDSPR_NOCOMPRESSION+RDSPR_TRANS; + chr_sprite.blend= 0; + + + + + Build_surfaces(); + Build_chr_surfaces(); + +//fetch the 'save' text + text = FetchTextLine( res_man.Res_open(149618691/SIZE), 149618691&0xffff ); // open text file & get the line + strcpy((char*)&save_text[0], (char*)text+2); +//fetch the 'cancel' text + text = FetchTextLine( res_man.Res_open(149618689/SIZE), 149618689&0xffff ); // open text file & get the line + strcpy((char*)&cancel_text[0], (char*)text+2); +//blimey, life's never easy is it? + + + +//control loop + while (1) + { + //-------------------------------------------------- + if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q during the smacker + { + Close_game(); //close engine systems down + RestoreDisplay(); + CloseAppWindow(); + exit(0); //quit the game + } + + // Service windows + while (!gotTheFocus) + { names_built=0; + edit_screen_slot=1000; + if (ServiceWindows() == RDERR_APPCLOSED) + break; + } + //-------------------------------------------------- + + EraseBackBuffer(); + + +//print panel + if (DrawSurface(&panel_sprite, panel_surface)==RDERR_SURFACELOST) + Renew_surfaces(); + +//print words on panel + Engine_string(REST_BUT_X+32, REST_BUT_Y, controls_font_id, chr_surface, save_text); + Engine_string(CAN_BUT_X+32, REST_BUT_Y, controls_font_id, chr_surface, cancel_text); + + + + + + slab_text_y=76; + +// print slabs + for (j=0;j<8;j++) + { + if (edit_screen_slot!=j) + { slab_sprite[((base_slot+j)&3)].y=SLAB_Y+(j*SLAB_Y_SPACING); + DrawSurface(&slab_sprite[((base_slot+j)&3)], slab_surface[((base_slot+j)&3)] ); + +// print save name on slab if a game is saved in this slot + if (!names_built) + { + if (GetSaveDescription(base_slot+j, description) == SR_OK) //if there is a savegame at this slot + { cur_slot_states[j]=1; //slot used + + if (!description[0]) + Con_fatal_error("NULL file name passed from GetSaveDescription!"); + + + // print the name on the slab + sprintf((char*)buf[j], "%d. %s", base_slot+j, description ); + } + else + { sprintf((char*)buf[j], "%d.", base_slot+j); //simply print the number + cur_slot_states[j]=0; //slot not used + } + } + + char_no=0; + + slab_text_x=SLAB_X+16; + + + do + { + chr = buf[j][char_no]; + chr-=32; //got true chr$ + + chr_sprite.x=slab_text_x; + + head = (_frameHeader *)FetchFrameHeader(charSet, chr); + + chr_sprite.w=head->width; + chr_sprite.h=head->height; + + chr_sprite.y=slab_text_y; + DrawSurface(&chr_sprite, chr_surface[chr]); //print + + slab_text_x+=head->width-CHARACTER_OVERLAP; // overlap characters by 3 pixels; + char_no++; + } + while(buf[j][char_no]); + } + slab_text_y+=SLAB_Y_SPACING; + } + + names_built=1; + +//draw the typing slab and text if we are still editing + if (edit_screen_slot!=1000) //we are typing a name in + { + + flash++; + if (flash<7) + ed_buf[edit_pos]='_'; + else + ed_buf[edit_pos]=' '; //by putting a space in we'll always have a chr$ in the buffer + + if (flash==14) + flash=0; + + +// now draw the current edit line +// draw a red slab + slab_sprite[(clicked_slot&3)+4].y=SLAB_Y+(edit_screen_slot*SLAB_Y_SPACING); + DrawSurface(&slab_sprite[(clicked_slot&3)+4], slab_surface[(clicked_slot&3)+4] ); + +// draw the text line + char_no=0; + edit_width=0; //total pixel width of text being typed in + slab_text_x=SLAB_X+16; + +// print the chr$ + do + { + chr = ed_buf[char_no]; + chr-=32; //got true chr$ + + chr_sprite.x=slab_text_x; + + head = (_frameHeader *)FetchFrameHeader(red_charSet, chr); + + chr_sprite.w=head->width; + chr_sprite.h=head->height; + + chr_sprite.y=SLAB_Y+(edit_screen_slot*SLAB_Y_SPACING)+5; //why 5? when its 2 on restore???????? + DrawSurface(&chr_sprite, red_chr_surface[chr]); //print + + slab_text_x+=head->width-CHARACTER_OVERLAP; + edit_width+=head->width-CHARACTER_OVERLAP; + + char_no++; + } + while(ed_buf[char_no]); + } + + + + +//print buttons +//print restore button + DrawSurface(&button_sprite[restore_button_state], button_surface[restore_button_state] ); + +//print cancel button + DrawSurface(&can_button_sprite[can_button_state], can_button_surface[can_button_state] ); + +//print up button + DrawSurface(&up_button_sprite[up_button_state], up_button_surface[up_button_state] ); + +//print down button + DrawSurface(&down_button_sprite[down_button_state], down_button_surface[down_button_state] ); + +//print zup button + DrawSurface(&zup_button_sprite[zup_button_state], zup_button_surface[zup_button_state] ); + +//print zdown button + DrawSurface(&zdown_button_sprite[zdown_button_state], zdown_button_surface[zdown_button_state] ); + + + ProcessMenu(); + + + + +//mouse over buttons? +//restore + if ((mousex>REST_BUT_X)&&(mousex<REST_BUT_X+24)&&((mousey+40)>REST_BUT_Y)&&((mousey+40)<REST_BUT_Y+24)) + touching_restore_button=1; //mouse over button + else //not over so release even if pressed previously + { restore_button_state=0; + touching_restore_button=0; + } + +//cancel + if ((mousex>CAN_BUT_X)&&(mousex<CAN_BUT_X+24)&&((mousey+40)>CAN_BUT_Y)&&((mousey+40)<CAN_BUT_Y+24)) + touching_can_button=1; //mouse over button + else //not over so release even if pressed previously + { can_button_state=0; + touching_can_button=0; + } + +//up + if ((mousex>UP_BUT_X)&&(mousex<UP_BUT_X+17)&&((mousey+40)>UP_BUT_Y)&&((mousey+40)<UP_BUT_Y+17)) + touching_up_button=1; //mouse over button + else //not over so release even if pressed previously + { up_button_state=0; + touching_up_button=0; + } + +//down + if ((mousex>DOWN_BUT_X)&&(mousex<DOWN_BUT_X+17)&&((mousey+40)>DOWN_BUT_Y)&&((mousey+40)<DOWN_BUT_Y+17)) + touching_down_button=1; //mouse over button + else //not over so release even if pressed previously + { down_button_state=0; + touching_down_button=0; + } + +//up + if ((mousex>UP_BUT_X)&&(mousex<UP_BUT_X+17)&&((mousey+40)>ZUP_BUT_Y)&&((mousey+40)<ZUP_BUT_Y+17)) + touching_zup_button=1; //mouse over button + else //not over so release even if pressed previously + { zup_button_state=0; + touching_zup_button=0; + } + +//down + if ((mousex>DOWN_BUT_X)&&(mousex<DOWN_BUT_X+17)&&((mousey+40)>ZDOWN_BUT_Y)&&((mousey+40)<ZDOWN_BUT_Y+17)) + touching_zdown_button=1; //mouse over button + else //not over so release even if pressed previously + { zdown_button_state=0; + touching_zdown_button=0; + } + + + + + + + +//check mouse clicked on a slab + me = MouseEvent(); //get mouse event + + if ((me!=NULL)&&(me->buttons&RD_LEFTBUTTONDOWN)) //there's a mouse event to be processed + { + if ((mousex>SLAB_X)&&(mousex<SLAB_X+384)&&((mousey+40)>SLAB_Y)&&((mousey+40)<SLAB_Y+SLAB_Y_SPACING*8)) + { + edit_screen_slot=((mousey+40)-SLAB_Y)/SLAB_Y_SPACING; + clicked_slot=edit_screen_slot+base_slot; + + Zdebug("+ %d %d", edit_screen_slot, clicked_slot); + +// now edit the line +// take a copy of the string + + for (j=0;j<SAVE_DESCRIPTION_LEN;j++) + ed_buf[j]=0; //zero the string + + + sprintf((char*)ed_buf, "%d. ", clicked_slot); //simply print the number - assume no name in panel + first_chr=strlen((char*)ed_buf); + edit_pos=first_chr; + + + if (GetSaveDescription(clicked_slot, description) == SR_OK) //if there is a savegame at this slot + { + sprintf((char*)ed_buf, "%d. %s", clicked_slot, description ); + edit_pos=strlen((char*)ed_buf); //recalculate cursor pos to end of string + } + + Zdebug("first %d [%s]", first_chr, ed_buf); + + } + +// clicking on the restore button + if (touching_restore_button) + restore_button_state=1; //button now down + +// clicking on the cancel button + if (touching_can_button) + can_button_state=1; //button now down + +// clicking on the up button + if (touching_up_button) + { up_button_state=1; //button now down + scroll_rate=0; + } + +// clicking on the down button + if (touching_down_button) + { down_button_state=1; //button now down + scroll_rate=0; + } +// clicking on the zup button + if (touching_zup_button) + { zup_button_state=1; //button now down + scroll_rate=0; + } + +// clicking on the zdown button + if (touching_zdown_button) + { zdown_button_state=1; //button now down + scroll_rate=0; + } + + + } + +//check for releasing the mouse button over a button + if ((me!=NULL)&&(me->buttons&RD_LEFTBUTTONUP)) //there's a mouse event to be processed + { + + if ((touching_restore_button)&&(restore_button_state)) + { + restore_button_state=0; + + if ((edit_screen_slot!=1000)&&(edit_pos!=first_chr)) //we are editing and have a legal file name typed in + { //then save game - can also be saved when you press RETurn + ed_buf[edit_pos]=0; //remove cursor/[space] + + rv = SaveGame(clicked_slot, (uint8*)&ed_buf[first_chr]); + + if (rv == SR_OK) + { breakOut=1; //finished + if ((edit_screen_slot>6)&(base_slot<92)) + base_slot++; + } + else + { +// Save & Restore error codes + +// ERROR CODE VALUE MEANING REASON +// ========== ===== ======= ====== +// SR_OK 0x00000000 // ok No worries +// SR_ERR_FILEOPEN 0x00000001 // can't open file Could create file for saving, or couldn't find file for loading +// SR_ERR_INCOMPATIBLE 0x00000002 // (RestoreGame only) incompatible savegame data Savegame file is obsolete. (Won't happen after development stops) +// SR_ERR_READFAIL 0x00000003 // (RestoreGame only) failed on reading savegame file Something screwed up during the fread() +// SR_ERR_WRITEFAIL 0x00000004 // (SaveGame only) failed on writing savegame file Something screwed up during the fwrite() - could be hard-drive full..? + + // WE NEED A MESSAGE BOX TO INDICATE FAILED SAVE - DON'T HALT THE GAME! + + if (rv == SR_ERR_FILEOPEN) + Control_error((char*)(FetchTextLine( res_man.Res_open(213516674/SIZE), 213516674&0xffff)+2)); +// Save failed - could not open file + + else // SR_ERR_WRITEFAIL + Control_error((char*)(FetchTextLine( res_man.Res_open(213516676/SIZE), 213516676&0xffff)+2)); +// Save failed + } + } + } + else if ((touching_can_button)&&(can_button_state)) //quit the screen + breakOut=1; + + else if (touching_up_button) + up_button_state=0; + + else if (touching_down_button) + down_button_state=0; + + else if (touching_zup_button) + zup_button_state=0; + + else if (touching_zdown_button) + zdown_button_state=0; + + } + + + +//scrolling downward + if ( ((scroll_rate<1)||(scroll_rate>12))&&(!(scroll_rate&3))&&(down_button_state)&&(base_slot<92)) + { base_slot++; + names_built=0; + + if (edit_screen_slot!=1000) + { edit_screen_slot--; + if (base_slot>clicked_slot) + edit_screen_slot=1000; + } + } + +//scrolling upward + if (((scroll_rate<1)||(scroll_rate>12))&&(!(scroll_rate&3))&&(up_button_state)&&(base_slot)) + { base_slot--; + names_built=0; + + if (edit_screen_slot!=1000) + { edit_screen_slot++; + if ((base_slot+7)<clicked_slot) + edit_screen_slot=1000; + } + } + +//scrolling zdownward + if (((scroll_rate<1)||(scroll_rate>12))&&(!(scroll_rate&3))&&(zdown_button_state)&&(base_slot<92)) + { base_slot+=8; + names_built=0; + + if (base_slot>92) + base_slot=92; + + edit_screen_slot=1000; //no more editing + } + +//scrolling zupward + if (((scroll_rate<1)||(scroll_rate>12))&&(!(scroll_rate&3))&&(zup_button_state)&&(base_slot)) + { base_slot-=8; + names_built=0; + + if (base_slot>92) + base_slot=0; + edit_screen_slot=1000; //no more editing + } + + + + +//update scroll stuff + scroll_rate++; + + + + +//----- + +//deal with user input if the user is inputting + if ((edit_screen_slot!=1000)&&(KeyWaiting())) //we are typing a name in + { + ReadKey(&key_press); + + if (!key_press) //escape sequences + { + } + else if (key_press==27) //ESC + { + edit_screen_slot=1000; //quit this edit + esc_release=42; //stop the ESC key auto-repeating after this and quiting the save control + } + else if (key_press==13) //RETurn + { + if (edit_pos!=first_chr) + { //save game + ed_buf[edit_pos]=0; //remove cursor/[space] + + Zdebug("%d %d %s", first_chr, edit_pos, &ed_buf[first_chr]); + + rv = SaveGame(clicked_slot, (uint8*)&ed_buf[first_chr]); + + if (rv == SR_OK) + { breakOut=1; //finished + if ((edit_screen_slot>6)&(base_slot<92)) + base_slot++; + } + else + { +// Save & Restore error codes + +// ERROR CODE VALUE MEANING REASON +// ========== ===== ======= ====== +// SR_OK 0x00000000 // ok No worries +// SR_ERR_FILEOPEN 0x00000001 // can't open file Could create file for saving, or couldn't find file for loading +// SR_ERR_INCOMPATIBLE 0x00000002 // (RestoreGame only) incompatible savegame data Savegame file is obsolete. (Won't happen after development stops) +// SR_ERR_READFAIL 0x00000003 // (RestoreGame only) failed on reading savegame file Something screwed up during the fread() +// SR_ERR_WRITEFAIL 0x00000004 // (SaveGame only) failed on writing savegame file Something screwed up during the fwrite() - could be hard-drive full..? + + + // WE NEED A MESSAGE BOX TO INDICATE FAILED SAVE - DON'T HALT THE GAME! + + if (rv == SR_ERR_FILEOPEN) + Control_error((char*)(FetchTextLine( res_man.Res_open(213516674/SIZE), 213516674&0xffff)+2)); +// Save failed - could not open file + + else // SR_ERR_WRITEFAIL + Control_error((char*)(FetchTextLine( res_man.Res_open(213516676/SIZE), 213516676&0xffff)+2)); +// Save failed + } + } + else edit_screen_slot=1000; //dont save an empty slot and cancel editing + } + + else if (key_press==8) //delete + { + if (edit_pos!=first_chr) + { + ed_buf[edit_pos]=0; //delete cursor chr$ + edit_pos--; + ed_buf[edit_pos]=0; + } + } + else if ((key_press<32)||(key_press>'z')) + Zdebug("save ignoring key - %d", key_press); + else + { +// if (edit_pos<(20)) //less one to leave room for the cursor + + + if ((edit_width<350)&&(edit_pos<SAVE_DESCRIPTION_LEN-2)) + ed_buf[edit_pos++]=key_press; + else //end of line has been reached, so keep replacing last letter + ed_buf[edit_pos-1]=key_press; //replace + } + } + else if (KeyWaiting()) + { + ReadKey(&key_press); //kill the key we just pressed + if ((key_press==27)&&(!esc_release)) //ESC + breakOut=1; + + else if (key_press!=27) + esc_release=0; + } + else if (!KeyWaiting()) + esc_release=0; + + + + + + + + + + + + if (breakOut) + { + break; //quit this stuff - ap will eventually close in the mainloop + } + + if (!first) + { + first++; + SetFullPalette(CONTROL_PANEL_PALETTE); // see Build_display.cpp (James17jun97) + } + + FlipScreens(); + + } //while + + + Kill_surfaces(); + Kill_chr_surfaces(); + +} +//----------------------------------------------------------------------------------------------------------------------- +//----------------------------------------------------------------------------------------------------------------------- + + + +//----------------------------------------------------------------------------------------------------------------------- +//----------------------------------------------------------------------------------------------------------------------- +//----------------------------------------------------------------------------------------------------------------------- +void Quit_control(void) //Tony2Apr97 +{ + uint32 res; + + + res=Generic_mini_control(149618692); //quit text + + + if (!res) + return; //just return to game + +//avoid corruption when windows kicks back in + EraseBackBuffer(); + FlipScreens(); + EraseBackBuffer(); + FlipScreens(); + + Close_game(); //close engine systems down + RestoreDisplay(); + CloseAppWindow(); + + exit(0); + +} +//----------------------------------------------------------------------------------------------------------------------- +void Restart_control(void) //Tony4Apr97 +{ + uint32 res; + uint32 temp_demo_flag; + + + res=Generic_mini_control(149618693); //restart text + + + if (!res) + return; //just return to game + + + Kill_music(); // Stop music instantly! (James22aug97) + + + DEAD=0; //in case we were dead - well we're not anymore! + +//clean up surface memory + Kill_mini_surfaces(); + EraseBackBuffer(); + //ProcessMenu(); //draw menu + FlipScreens(); + + +//restart the game +//clear all memory and reset the globals + + temp_demo_flag = DEMO; + + res_man.Remove_all_res(); //remove all resources from memory, including player object & global variables + SetGlobalInterpreterVariables((int32*)(res_man.Res_open(1)+sizeof(_standardHeader))); //reopen global variables resource & send address to interpreter - it won't be moving + res_man.Res_close(1); + + DEMO = temp_demo_flag; + + FreeAllRouteMem(); // free all the route memory blocks from previous game + + Start_game(); // call the same function that first started us up + + +//prime system with a game cycle + Reset_render_lists(); // reset the graphic 'buildit' list before a new logic list (see FN_register_frame) + Reset_mouse_list(); // reset the mouse hot-spot list (see FN_register_mouse & FN_register_frame) + + CloseMenuImmediately(); + + + //--------------------------------------------------------------- + // FOR THE DEMO - FORCE THE SCROLLING TO BE RESET! (James29may97) + // - this is taken from FN_init_background + this_screen.scroll_flag = 2; // switch on scrolling (2 means first time on screen) + //--------------------------------------------------------------- + + res = LLogic.Process_session(); + + if (res) + Con_fatal_error("restart 1st cycle failed??"); + + this_screen.new_palette=99; // (JEL08oct97) so palette not restored immediately after control panel - we want to fade up instead! + +} +//----------------------------------------------------------------------------------------------------------------------- +uint32 Generic_mini_control(uint32 text_id) //Tony2Apr97 +{ + +// returns 1 for OK pressed +// returns 0 for CANCEL pressed + + uint8 black[4]={0,0,0,0}; + int breakOut=0; + char c; + + uint8 quit_text[MAX_STRING_LEN]; + uint8 ok_text[MAX_STRING_LEN]; + uint8 cancel_text[MAX_STRING_LEN]; + uint8 *text; + + _mouseEvent *me; + + int first=0; + + int text_len; + + #define OK_BUT_X (QUIT_X+40) + #define OK_BUT_Y (QUIT_Y+110) + #define CAN_BU_Y (QUIT_Y+172) + + +//do some driver stuff +// ResetRenderEngine(); + + +//fetch the 'quit' text + text = FetchTextLine( res_man.Res_open(text_id/SIZE), text_id&0xffff ); //quit or restart + strcpy((char*)&quit_text[0], (char*)text+2); + text_len = Pixel_text_length(&quit_text[0], controls_font_id); + + +//fetch the 'ok' text + text = FetchTextLine( res_man.Res_open(149618688/SIZE), 149618688&0xffff ); //ok + strcpy((char*)&ok_text[0], (char*)text+2); + +//fetch the 'cancel' text + text = FetchTextLine( res_man.Res_open(149618689/SIZE), 149618689&0xffff ); //cancel + strcpy((char*)&cancel_text[0], (char*)text+2); +//blimey, life's never easy is it? + + + + +//buttons unpressed + restore_button_state=0; + can_button_state=0; + + +//build surfaces + Build_mini_surfaces(); + + + +//control loop + while (1) + { + //-------------------------------------------------- + // Service windows + if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q + { + Close_game(); //close engine systems down + RestoreDisplay(); + CloseAppWindow(); + exit(0); //quit the game + } + + while (!gotTheFocus) + if (ServiceWindows() == RDERR_APPCLOSED) + break; + + //-------------------------------------------------- + + + EraseBackBuffer(); + + +//print panel + if (DrawSurface(&panel_sprite, panel_surface)==RDERR_SURFACELOST) + { + Kill_mini_surfaces(); + Build_mini_surfaces(); + } + +//print words on panel quit_x+81 + Engine_string(310-(text_len/2), QUIT_Y+30, controls_font_id, chr_surface, quit_text); // quit + Engine_string(QUIT_X+67, QUIT_Y+110, controls_font_id, chr_surface, ok_text); // ok + Engine_string(QUIT_X+67, QUIT_Y+172, controls_font_id, chr_surface, cancel_text); // cancel + +//print buttons +//print ok button + DrawSurface(&button_sprite[restore_button_state], button_surface[restore_button_state] ); +//print cancel button + DrawSurface(&can_button_sprite[can_button_state], can_button_surface[can_button_state] ); + +//keep menu up too + ProcessMenu(); + +//user can ESC quit + if (KeyWaiting()) + { + ReadKey(&c); //kill the key we just pressed + if (c==27) //ESC + break; + } + + +//mouse over ok button? + if ((mousex>OK_BUT_X)&&(mousex<OK_BUT_X+24)&&((mousey+40)>OK_BUT_Y)&&((mousey+40)<OK_BUT_Y+24)) + touching_restore_button=1; //mouse over button + else //not over so release even if pressed previously + { restore_button_state=0; + touching_restore_button=0; + } +//mouse over cancel button? + if ((mousex>OK_BUT_X)&&(mousex<OK_BUT_X+24)&&((mousey+40)>CAN_BU_Y)&&((mousey+40)<CAN_BU_Y+24)) + touching_can_button=1; //mouse over button + else //not over so release even if pressed previously + { can_button_state=0; + touching_can_button=0; + } + + +//pressing on a button + me = MouseEvent(); //get mouse event + + if ((me!=NULL)&&(me->buttons&RD_LEFTBUTTONDOWN)) //there's a mouse event to be processed + { + if (touching_restore_button) + restore_button_state=1; + + if (touching_can_button) + can_button_state=1; + + } + else if ((me!=NULL)&&(me->buttons&RD_LEFTBUTTONUP)) + { + if ((touching_restore_button)&&(restore_button_state)) //quit the game + { + return(1); + } + + if ((touching_can_button)&&(can_button_state)) + { can_button_state=0; + breakOut=1; + } + + } + + + if (breakOut) + break; + + FlipScreens(); + if (!first) + { + first++; + SetFullPalette(CONTROL_PANEL_PALETTE); // see Build_display.cpp (James17jun97) + } + } + + + Kill_mini_surfaces(); + + return(0); +} +//----------------------------------------------------------------------------------------------------------------------- +void Build_mini_surfaces(void) //tony3Apr97 +{ + Create_surface_image(&panel_sprite, &panel_surface, 1996, QUIT_X, QUIT_Y, 0); +//ok button + Create_surface_image(&button_sprite[0], &button_surface[0], 2002, OK_BUT_X, OK_BUT_Y, 0); + Create_surface_image(&button_sprite[1], &button_surface[1], 2002, OK_BUT_X, OK_BUT_Y, 1); +//cancel button + Create_surface_image(&can_button_sprite[0], &can_button_surface[0], 2002, OK_BUT_X, CAN_BU_Y, 0); + Create_surface_image(&can_button_sprite[1], &can_button_surface[1], 2002, OK_BUT_X, CAN_BU_Y, 1); + + Build_chr_surfaces(); +} +//----------------------------------------------------------------------------------------------------------------------- +void Kill_mini_surfaces(void) //tony3Apr97 +{ + DeleteSurface(panel_surface); +//ok button + DeleteSurface(button_surface[0]); + DeleteSurface(button_surface[1]); +//cancel button + DeleteSurface(can_button_surface[0]); + DeleteSurface(can_button_surface[1]); + + Kill_chr_surfaces(); +} +//----------------------------------------------------------------------------------------------------------------------- +//----------------------------------------------------------------------------------------------------------------------- +void Engine_string(uint32 x, uint32 y, uint32 res, uint32 *surface_list, uint8 *buf) //tony2Apr97 +{ +//takes fonts as sprites and prints transparently to screen +//requires the chr$ surfaces have been setup + + int char_no=0; + int chr; + uint8 *chars; + + + chars = res_man.Res_open(res); //open font file + + chr_sprite.scale=0; + chr_sprite.type= RDSPR_NOCOMPRESSION+RDSPR_TRANS; + chr_sprite.blend= 0; + + + chr_sprite.x=x; + chr_sprite.y=y; + + do + { + chr = buf[char_no]; + chr-=32; //got true chr$ + + head = (_frameHeader *)FetchFrameHeader(chars, chr); + + chr_sprite.w=head->width; + chr_sprite.h=head->height; + + DrawSurface(&chr_sprite, surface_list[chr]); //print + + chr_sprite.x+=head->width-CHARACTER_OVERLAP; + char_no++; + } + while(buf[char_no]); + + res_man.Res_close(res); //close font file +} +//----------------------------------------------------------------------------------------------------------------------- +uint32 Pixel_text_length(uint8 *buf, uint32 res) //tony4Apr97 +{ + + int char_no=0; + int chr; + uint8 *chars; + uint32 width=0; + + + chars = res_man.Res_open(res); //open font file + + do + { + chr = buf[char_no]; + chr-=32; //got true chr$ + + head = (_frameHeader *)FetchFrameHeader(chars, chr); + + width+=head->width-CHARACTER_OVERLAP; + + char_no++; + } + while(buf[char_no]); + + res_man.Res_close(res); //close font file + + return(width); +} +//----------------------------------------------------------------------------------------------------------------------- +void Control_error(char* text) //Tony13May97 +{ +//print a message on screen, wait for key, return + + _mouseEvent *me; + char c; + + DisplayMsg( (uint8*)text, 0 ); // 2nd param is duration + + + while (1) + { + //-------------------------------------------------- + // Service windows + + if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q during the smacker + { + Close_game(); //close engine systems down + RestoreDisplay(); + CloseAppWindow(); + exit(0); //quit the game + } + + while (!gotTheFocus) + if (ServiceWindows() == RDERR_APPCLOSED) + break; + //-------------------------------------------------- + + if (KeyWaiting()) + { + ReadKey(&c); //kill the key we just pressed + if (c==27) //ESC + break; + } + + me = MouseEvent(); //get mouse event + + if ((me!=NULL)&&(me->buttons&RD_LEFTBUTTONDOWN)) //there's a mouse event to be processed + break; + + + + } + + + RemoveMsg(); // Removes the message. + +} + +//----------------------------------------------------------------------------------------------------------------------- +//----------------------------------------------------------------------------------------------------------------------- +//----------------------------------------------------------------------------------------------------------------------- +int32 ReadOptionSettings(void) //pete10Jun97 +{ + // settings file is 9 bytes long, bytes 1 to 3 = music, speech and fx volumes + // bytes 4 to 6 = music, speech and fx mute states, byte 7 = grfx level + // byte 8 = subtitle state and byte 9 = object label state. + + uint8 buff[10]; + FILE *fp; + + if ((fp = fopen("Settings.dat","rb"))== NULL) + return (1); + + if (fread(buff,1,10,fp) != 10) + { + fclose(fp); + return (2); + } + + fclose(fp); + + SetMusicVolume(buff[0]); + SetSpeechVolume(buff[1]); + SetFxVolume(buff[2]); + MuteMusic(buff[3]); + MuteSpeech(buff[4]); + MuteFx(buff[5]); + + + UpdateGraphicsLevel(GetRenderType(), buff[6]); // (James13jun97) + + speechSelected = !buff[4]; + subtitles = buff[7]; + pointerTextSelected = buff[8]; + + if (buff[9] != stereoReversed) + ReverseStereo(); + + stereoReversed = buff[9]; + + return (0); +} +//----------------------------------------------------------------------------------------------------------------------- +int32 WriteOptionSettings(void) //pete10Jun97 +{ + uint8 buff[10]; + FILE *fp; + + buff[0] = GetMusicVolume(); + buff[1] = GetSpeechVolume(); + buff[2] = GetFxVolume(); + buff[3] = IsMusicMute(); + buff[4] = IsSpeechMute(); + buff[5] = IsFxMute(); + buff[6] = GetRenderType(); + buff[7] = subtitles; + buff[8] = pointerTextSelected; + buff[9] = stereoReversed; + + if ((fp = fopen("Settings.dat","wb"))== NULL) + return (1); + + if (fwrite(buff,1,10,fp) != 10) + { + fclose(fp); + return (2); + } + + fclose(fp); + + return (0); +} + + +//----------------------------------------------------------------------------------------------------------------------- +void Build_option_surfaces(void) //pete6Jun97 +{ + Create_surface_image(&panel_sprite, &panel_surface, 3405, 0, OPTION_Y, 0); +// object label button + Create_surface_image(&up_button_sprite[0], &up_button_surface[0], 3687, OBJ_LABEL_X,OBJ_LABEL_Y, 0); + Create_surface_image(&up_button_sprite[1], &up_button_surface[1], 3687, OBJ_LABEL_X,OBJ_LABEL_Y, 1); +//subtitle button + Create_surface_image(&down_button_sprite[0], &down_button_surface[0], 3687, SUBTITLE_X, SUBTITLE_Y, 0); + Create_surface_image(&down_button_sprite[1], &down_button_surface[1], 3687, SUBTITLE_X, SUBTITLE_Y, 1); +//ok button + Create_surface_image(&button_sprite[0], &button_surface[0], 901, OPT_OK_X, OPT_OK_Y, 0); + Create_surface_image(&button_sprite[1], &button_surface[1], 901, OPT_OK_X, OPT_OK_Y, 1); +//cancel button + Create_surface_image(&can_button_sprite[0], &can_button_surface[0], 901, OPT_CAN_X, OPT_CAN_Y, 0); + Create_surface_image(&can_button_sprite[1], &can_button_surface[1], 901, OPT_CAN_X, OPT_CAN_Y, 1); +//sliders + Create_surface_image(&slab_sprite[0], &slab_surface[0], 3406, SLIDER_TRK_X,MUSIC_TRK_Y,0); // music slider + Create_surface_image(&slab_sprite[1], &slab_surface[1], 3406, SLIDER_TRK_X,SPEECH_TRK_Y,0); // speech slider + Create_surface_image(&slab_sprite[2], &slab_surface[2], 3406, SLIDER_TRK_X,FX_TRK_Y,0); // fx slider + Create_surface_image(&slab_sprite[3], &slab_surface[3], 3406, SLIDER_TRK_X,GRFX_TRK_Y,0); // graphics slider +//mute buttons + Create_surface_image(&zup_button_sprite[0], &zup_button_surface[0], 3315, MUTE_X, MUSIC_TRK_Y-4, 0); // music mute + Create_surface_image(&zup_button_sprite[1], &zup_button_surface[1], 3315, MUTE_X, MUSIC_TRK_Y-4, 1); + Create_surface_image(&zdown_button_sprite[0], &zdown_button_surface[0],3315, MUTE_X, SPEECH_TRK_Y-3, 0);// speech mute + Create_surface_image(&zdown_button_sprite[1], &zdown_button_surface[1],3315, MUTE_X, SPEECH_TRK_Y-3, 1); + Create_surface_image(&slab_sprite[4], &slab_surface[4], 3315, MUTE_X,FX_TRK_Y-4,0); // fx mute + Create_surface_image(&slab_sprite[5], &slab_surface[5], 3315, MUTE_X,FX_TRK_Y-4,1); +//graphics level icon + Create_surface_image(&grfx_icon_sprite[0], &grfx_icon_surface[0], 256, GRFX_ICON_X, GRFX_ICON_Y, 0); // lowest grapihics level icon + Create_surface_image(&grfx_icon_sprite[1], &grfx_icon_surface[1], 256, GRFX_ICON_X, GRFX_ICON_Y, 1); // medium low grapihics level icon + Create_surface_image(&grfx_icon_sprite[2], &grfx_icon_surface[2], 256, GRFX_ICON_X, GRFX_ICON_Y, 2); // mewdium high grapihics level icon + Create_surface_image(&grfx_icon_sprite[3], &grfx_icon_surface[3], 256, GRFX_ICON_X, GRFX_ICON_Y, 3); // highest grapihics level icon +//reverse stereo button + Create_surface_image(&slab_sprite[6], &slab_surface[6], 3687, STEREO_X,STEREO_Y,0); + Create_surface_image(&slab_sprite[7], &slab_surface[7], 3687, STEREO_X,STEREO_Y,1); + + Build_chr_surfaces(); +} +//----------------------------------------------------------------------------------------------------------------------- +void Kill_option_surfaces(void) //pete6Jun97 +{ + DeleteSurface(panel_surface); +//object label button + DeleteSurface(up_button_surface[0]); + DeleteSurface(up_button_surface[1]); +//subtitle button + DeleteSurface(down_button_surface[0]); + DeleteSurface(down_button_surface[1]); +//ok button + DeleteSurface(button_surface[0]); + DeleteSurface(button_surface[1]); +//cancel button + DeleteSurface(can_button_surface[0]); + DeleteSurface(can_button_surface[1]); +//sliders + DeleteSurface(slab_surface[0]); + DeleteSurface(slab_surface[1]); + DeleteSurface(slab_surface[2]); + DeleteSurface(slab_surface[3]); +//mute buttons + DeleteSurface(zup_button_surface[0]); + DeleteSurface(zup_button_surface[1]); + DeleteSurface(zdown_button_surface[0]); + DeleteSurface(zdown_button_surface[1]); + DeleteSurface(slab_surface[4]); + DeleteSurface(slab_surface[5]); +//graphics level icon + DeleteSurface(grfx_icon_surface[0]); + DeleteSurface(grfx_icon_surface[1]); + DeleteSurface(grfx_icon_surface[2]); + DeleteSurface(grfx_icon_surface[3]); +//reverse stereo icon + DeleteSurface(slab_surface[6]); + DeleteSurface(slab_surface[7]); + + Kill_chr_surfaces(); +} +//----------------------------------------------------------------------------------------------------------------------- +int Mouse_touching_button(int32 x, int32 y, int32 w, int32 h) //pete9Jun97 +{ + if ((mousex>x)&&(mousex<x+w)&&((mousey+40)>y)&&((mousey+40)<y+h)) + return (1); + else + return (0); +} + +//----------------------------------------------------------------------------------------------------------------------- +void Option_control(void) //Pete6Jun97 +{ +#define WORD_BUTTON_GAP 10 + +// some things left by the last tennant + uint8 black[4] = {0,0,0,0}; + char c; + _mouseEvent *me; + int first = 0; + +// text strings and lengths + uint8 title_text[MAX_STRING_LEN]; + uint8 subtitle_text[MAX_STRING_LEN]; + uint8 object_text[MAX_STRING_LEN]; + uint8 ok_text[MAX_STRING_LEN]; + uint8 cancel_text[MAX_STRING_LEN]; + uint8 music_text[MAX_STRING_LEN]; + uint8 speech_text[MAX_STRING_LEN]; + uint8 fx_text[MAX_STRING_LEN]; + uint8 graphics_text[MAX_STRING_LEN]; + uint8 stereo_text[MAX_STRING_LEN]; + uint8 *text; + int title_len, subtitle_len, ok_len, cancel_len, left_align, test_len; + +// slider values + uint8 musicVolume = GetMusicVolume(); + uint8 speechVolume = GetSpeechVolume(); + uint8 fxVolume = GetFxVolume(); + uint8 grfxLevel = GetRenderType(); + +// safe slider values for restoring on cancel + uint8 safe_musicVolume = musicVolume; + uint8 safe_speechVolume = speechVolume; + uint8 safe_fxVolume = fxVolume; + uint8 safe_grfxLevel = grfxLevel; + +// button state variables + uint8 dreverse_stereo_state = 0, dmusic_mute_state = 0, dspeech_mute_state = 0, dfx_mute_state = 0, dobject_state = 0, dsubtitle_state = 0; + uint8 touching_reverse_stereo, touching_music_mute, touching_fx_mute, touching_speech_mute, touching_object, touching_subtitle; + uint8 lb_down = 0; + +// Slider targets + uint8 music_target = musicVolume; + uint8 fx_target = fxVolume; + uint8 speech_target = speechVolume; + uint8 grfx_target = grfxLevel; + +// Slider movement types (click in track or drag button) + uint8 music_tracking = 0, fx_tracking = 0, speech_tracking = 0, grfx_tracking = 0; + +//do some driver stuff +// ResetRenderEngine(); + +// FETCH THE TEXT +//fetch the 'options' text + text = FetchTextLine( res_man.Res_open(149618698/SIZE), 149618698&0xffff ); //options (title) + strcpy((char*)title_text, (char*)text+2); + title_len = Pixel_text_length(title_text, controls_font_id); + +//fetch the 'subtitles' text + text = FetchTextLine( res_man.Res_open(149618699/SIZE), 149618699&0xffff ); //subtitles + strcpy((char*)subtitle_text, (char*)text+2); + subtitle_len = Pixel_text_length(subtitle_text, controls_font_id) + WORD_BUTTON_GAP; + +//fetch the 'object labels' text + text = FetchTextLine( res_man.Res_open(149618700/SIZE), 149618700&0xffff ); //object + strcpy((char*)object_text, (char*)text+2); + left_align = Pixel_text_length(object_text, controls_font_id) + WORD_BUTTON_GAP; + +//fetch the 'ok' text + text = FetchTextLine( res_man.Res_open(149618688/SIZE), 149618688&0xffff ); //ok + strcpy((char*)ok_text, (char*)text+2); + ok_len = Pixel_text_length(ok_text, controls_font_id) + WORD_BUTTON_GAP; + +//fetch the 'cancel' text + text = FetchTextLine( res_man.Res_open(149618689/SIZE), 149618689&0xffff ); //cancel + strcpy((char*)cancel_text, (char*)text+2); + cancel_len = Pixel_text_length(cancel_text, controls_font_id) + WORD_BUTTON_GAP; + +//fetch the 'music volume' text + text = FetchTextLine( res_man.Res_open(149618702/SIZE), 149618702&0xffff ); //music volume + strcpy((char*)music_text, (char*)text+2); + test_len = Pixel_text_length(music_text, controls_font_id) + WORD_BUTTON_GAP; + if (test_len>left_align) + left_align = test_len; + +//fetch the 'speech volume' text + text = FetchTextLine( res_man.Res_open(149618703/SIZE), 149618703&0xffff ); //speech volume + strcpy((char*)speech_text, (char*)text+2); + test_len = Pixel_text_length(speech_text, controls_font_id) + WORD_BUTTON_GAP; + if (test_len>left_align) + left_align = test_len; + +//fetch the 'fx volume' text + text = FetchTextLine( res_man.Res_open(149618704/SIZE), 149618704&0xffff ); //fx volume + strcpy((char*)fx_text, (char*)text+2); + test_len = Pixel_text_length(fx_text, controls_font_id) + WORD_BUTTON_GAP; + if (test_len>left_align) + left_align = test_len; + +//fetch the 'grapihics quality' text + text = FetchTextLine( res_man.Res_open(149618705/SIZE), 149618705&0xffff ); //graphics quality + strcpy((char*)graphics_text, (char*)text+2); + test_len = Pixel_text_length(graphics_text, controls_font_id) + WORD_BUTTON_GAP; + if (test_len>left_align) + left_align = test_len; + +//fetch the 'grapihics quality' text + text = FetchTextLine( res_man.Res_open(149618709/SIZE), 149618709&0xffff ); //graphics quality + strcpy((char*)stereo_text, (char*)text+2); + test_len = Pixel_text_length(stereo_text, controls_font_id) + WORD_BUTTON_GAP; + if (test_len>left_align) + left_align = test_len; + + +//blimey, life's never easy is it? +//not once you've got out of bed ! + + +//set the button states + restore_button_state = 0; + can_button_state = 0; + touching_object = 0; + touching_subtitle = 0; + uint8 object_state = pointerTextSelected; + uint8 subtitle_state = subtitles; + uint8 stereo_state = stereoReversed; + + uint8 music_mute_state = IsMusicMute(); + uint8 speech_mute_state = IsSpeechMute(); + uint8 fx_mute_state = IsFxMute(); + + +//build the button surfaces surfaces + Build_option_surfaces(); + +//position the sliders + slab_sprite[0].x = SLIDER_TRK_X + (SLIDER_TRK_W * musicVolume) / 16; + slab_sprite[1].x = SLIDER_TRK_X + (SLIDER_TRK_W * speechVolume) / 14; + slab_sprite[2].x = SLIDER_TRK_X + (SLIDER_TRK_W * fxVolume) / 14; + slab_sprite[3].x = SLIDER_TRK_X + (SLIDER_TRK_W * grfxLevel) / 3; + +//control loop + while (1) + { +// Update any moving sliders + // music + if (slab_sprite[0].x<SLIDER_TRK_X + (SLIDER_TRK_W * music_target) / 16) + { + if ((SLIDER_TRK_X + (SLIDER_TRK_W * music_target) / 16)-slab_sprite[0].x<2) + slab_sprite[0].x++; + else + slab_sprite[0].x +=2; + musicVolume = (int)((float)((slab_sprite[0].x-SLIDER_TRK_X)*16)/(float)SLIDER_TRK_W+0.5); + } + else if (slab_sprite[0].x>SLIDER_TRK_X + (SLIDER_TRK_W * music_target) / 16) + { + if (slab_sprite[0].x-(SLIDER_TRK_X + (SLIDER_TRK_W * music_target) / 16)<2) + slab_sprite[0].x--; + else + slab_sprite[0].x -=2; + musicVolume = (int)((float)((slab_sprite[0].x-SLIDER_TRK_X)*16)/(float)SLIDER_TRK_W+0.5); + + if (!musicVolume) + music_mute_state = 1; + else + music_mute_state = 0; + } + + // speech + if (slab_sprite[1].x<SLIDER_TRK_X + (SLIDER_TRK_W * speech_target) / 14) + { + if ((SLIDER_TRK_X + (SLIDER_TRK_W * speech_target) / 14)-slab_sprite[1].x<2) + slab_sprite[1].x++; + else + slab_sprite[1].x +=2; + speechVolume = (int)((float)((slab_sprite[1].x-SLIDER_TRK_X)*14)/(float)SLIDER_TRK_W+0.5); + } + else if (slab_sprite[1].x>SLIDER_TRK_X + (SLIDER_TRK_W * speech_target) / 14) + { + if (slab_sprite[1].x-(SLIDER_TRK_X + (SLIDER_TRK_W * speech_target) / 14)<2) + slab_sprite[1].x--; + else + slab_sprite[1].x -=2; + speechVolume = (int)((float)((slab_sprite[1].x-SLIDER_TRK_X)*14)/(float)SLIDER_TRK_W+0.5); + + if (!speechVolume) + speech_mute_state = 1; + else + speech_mute_state = 0; + } + + // fx + if (slab_sprite[2].x<SLIDER_TRK_X + (SLIDER_TRK_W * fx_target) / 14) + { + if ((SLIDER_TRK_X + (SLIDER_TRK_W * fx_target) / 14)-slab_sprite[2].x<2) + slab_sprite[2].x++; + else + slab_sprite[2].x +=2; + fxVolume = (int)((float)((slab_sprite[2].x-SLIDER_TRK_X)*14)/(float)SLIDER_TRK_W+0.5); + } + else if (slab_sprite[2].x>SLIDER_TRK_X + (SLIDER_TRK_W * fx_target) / 14) + { + if (slab_sprite[2].x-(SLIDER_TRK_X + (SLIDER_TRK_W * fx_target) / 14)<2) + slab_sprite[2].x--; + else + slab_sprite[2].x -=2; + fxVolume = (int)((float)((slab_sprite[2].x-SLIDER_TRK_X)*14)/(float)SLIDER_TRK_W+0.5); + + if (!fxVolume) + fx_mute_state = 1; + else + fx_mute_state = 0; + } + + // grfx + if (slab_sprite[3].x<SLIDER_TRK_X + (SLIDER_TRK_W * grfx_target) / 3) + { + if ((SLIDER_TRK_X + (SLIDER_TRK_W * grfx_target) / 3)-slab_sprite[3].x<2) + slab_sprite[3].x++; + else + slab_sprite[3].x +=2; + grfxLevel = (int)((float)((slab_sprite[3].x-SLIDER_TRK_X)*3)/(float)SLIDER_TRK_W+0.5); + } + else if (slab_sprite[3].x>SLIDER_TRK_X + (SLIDER_TRK_W * grfx_target) / 3) + { + if (slab_sprite[3].x-(SLIDER_TRK_X + (SLIDER_TRK_W * grfx_target) / 3)<2) + slab_sprite[3].x--; + else + slab_sprite[3].x -=2; + grfxLevel = (int)((float)((slab_sprite[3].x-SLIDER_TRK_X)*3)/(float)SLIDER_TRK_W+0.5); + } + + + if (music_tracking) // music tracking + { + slab_sprite[0].x = mousex - SLIDER_W/2; + if (slab_sprite[0].x < SLIDER_TRK_X) + slab_sprite[0].x = SLIDER_TRK_X; + else if (slab_sprite[0].x > SLIDER_TRK_X+SLIDER_TRK_W) + slab_sprite[0].x = SLIDER_TRK_X+SLIDER_TRK_W; + music_target = musicVolume = (int)((float)((slab_sprite[0].x-SLIDER_TRK_X)*16)/(float)SLIDER_TRK_W+0.5); + + if (!musicVolume) + music_mute_state = 1; + else + music_mute_state = 0; + + } + else if (speech_tracking) // speech tracking + { + slab_sprite[1].x = mousex - SLIDER_W/2; + if (slab_sprite[1].x < SLIDER_TRK_X) + slab_sprite[1].x = SLIDER_TRK_X; + else if (slab_sprite[1].x > SLIDER_TRK_X+SLIDER_TRK_W) + slab_sprite[1].x = SLIDER_TRK_X+SLIDER_TRK_W; + speech_target = speechVolume = (int)((float)((slab_sprite[1].x-SLIDER_TRK_X)*14)/(float)SLIDER_TRK_W+0.5); + + if (!speechVolume) + speech_mute_state = 1; + else + speech_mute_state = 0; + + } + else if (fx_tracking) // fx tracking + { + slab_sprite[2].x = mousex - SLIDER_W/2; + if (slab_sprite[2].x < SLIDER_TRK_X) + slab_sprite[2].x = SLIDER_TRK_X; + else if (slab_sprite[2].x > SLIDER_TRK_X+SLIDER_TRK_W) + slab_sprite[2].x = SLIDER_TRK_X+SLIDER_TRK_W; + fx_target = fxVolume = (int)((float)((slab_sprite[2].x-SLIDER_TRK_X)*14)/(float)SLIDER_TRK_W+0.5); + + if (!fxVolume) + fx_mute_state = 1; + else + fx_mute_state = 0; + + } + else if (grfx_tracking) // grfx tracking + { + slab_sprite[3].x = mousex - SLIDER_W/2; + if (slab_sprite[3].x < SLIDER_TRK_X) + slab_sprite[3].x = SLIDER_TRK_X; + else if (slab_sprite[3].x > SLIDER_TRK_X+SLIDER_TRK_W) + slab_sprite[3].x = SLIDER_TRK_X+SLIDER_TRK_W; + grfx_target = grfxLevel = (int)((float)((slab_sprite[3].x-SLIDER_TRK_X)*3)/(float)SLIDER_TRK_W+0.5); + } + + if (!music_mute_state) + SetMusicVolume(musicVolume); + else + SetMusicVolume(0); + + if (!fx_mute_state) + SetFxVolume(fxVolume); + else + SetFxVolume(0); + + if (!speech_mute_state) + SetSpeechVolume(speechVolume); + else + SetSpeechVolume(0); + + //-------------------------------------------------- + // Service windows + + if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q during the smacker + { + Close_game(); //close engine systems down + RestoreDisplay(); + CloseAppWindow(); + exit(0); //quit the game + } + + while (!gotTheFocus) + if (ServiceWindows() == RDERR_APPCLOSED) + break; + //-------------------------------------------------- + + EraseBackBuffer(); + + +//print panel + while (DrawSurface(&panel_sprite, panel_surface)==RDERR_SURFACELOST) + { + Kill_option_surfaces(); + Build_option_surfaces(); + }; + +//print words on panel option panel + Engine_string(OPTION_W/2-(title_len/2)+OPTION_X,OPTION_Y+15, controls_font_id, chr_surface, title_text); //options + Engine_string(SUBTITLE_X-subtitle_len, SUBTITLE_Y+3, controls_font_id, chr_surface, subtitle_text); //subtitles + Engine_string(SLIDER_TRK_X-left_align, OBJ_LABEL_Y+3, controls_font_id, chr_surface, object_text); //object labels + Engine_string(OPT_OK_X-ok_len, OPT_OK_Y, controls_font_id, chr_surface, ok_text); //ok + Engine_string(OPT_CAN_X-cancel_len, OPT_CAN_Y, controls_font_id, chr_surface, cancel_text); //cancel + Engine_string(SLIDER_TRK_X-left_align, MUSIC_TRK_Y, controls_font_id, chr_surface, music_text); //music volume + Engine_string(SLIDER_TRK_X-left_align, SPEECH_TRK_Y, controls_font_id, chr_surface, speech_text); //speech volume + Engine_string(SLIDER_TRK_X-left_align, FX_TRK_Y, controls_font_id, chr_surface, fx_text); //fx volume + Engine_string(SLIDER_TRK_X-left_align, GRFX_TRK_Y, controls_font_id, chr_surface, graphics_text); //graphics quality + Engine_string(SLIDER_TRK_X-left_align, STEREO_Y+3, controls_font_id, chr_surface, stereo_text); //reverse stereo + +//print buttons + DrawSurface(&down_button_sprite[subtitle_state], down_button_surface[subtitle_state] ); //print subtitles button + + DrawSurface(&up_button_sprite[object_state], up_button_surface[object_state] ); //print object labels button + + DrawSurface(&button_sprite[restore_button_state], button_surface[restore_button_state] ); //print ok button + + DrawSurface(&can_button_sprite[can_button_state], can_button_surface[can_button_state] ); //print cancel button + + DrawSurface(&slab_sprite[0], slab_surface[0]); //print sliders + DrawSurface(&slab_sprite[1], slab_surface[1]); + DrawSurface(&slab_sprite[2], slab_surface[2]); + DrawSurface(&slab_sprite[3], slab_surface[3]); + + DrawSurface(&zup_button_sprite[music_mute_state], zup_button_surface[music_mute_state] ); //print mute buttons + DrawSurface(&zdown_button_sprite[speech_mute_state], zdown_button_surface[speech_mute_state] ); + DrawSurface(&slab_sprite[fx_mute_state+4], slab_surface[fx_mute_state+4] ); + + DrawSurface(&grfx_icon_sprite[grfxLevel], grfx_icon_surface[grfxLevel] ); //print the graphics level icon + + DrawSurface(&slab_sprite[6+stereo_state], slab_surface[6+stereo_state]); // print reverse stereo button + +//keep menu up too + ProcessMenu(); + +//user can ESC quit + if (KeyWaiting()) + { + ReadKey(&c); //kill the key we just pressed + if (c==27) //ESC + { + ReadOptionSettings(); // Reset options to previous settings. + break; + } + } + +// check what if anything the mouse is touching +//mouse over ok button? + if (Mouse_touching_button(OPT_OK_X,OPT_OK_Y,OPT_BUT_W,OPT_BUT_H)) + touching_restore_button=1; //mouse over button + else //not over so release even if pressed previously + { restore_button_state=0; + touching_restore_button=0; + } + +//mouse over cancel button? + if (Mouse_touching_button(OPT_CAN_X,OPT_CAN_Y,OPT_BUT_W,OPT_BUT_H)) + touching_can_button=1; //mouse over button + else //not over so release even if pressed previously + { can_button_state=0; + touching_can_button=0; + } + +//mouse over object label button? + if (Mouse_touching_button(OBJ_LABEL_X,OBJ_LABEL_Y,OPT_BUT_W,OPT_BUT_H)) + { + if (!lb_down) + touching_object=1; //mouse over button + } + else //not over so release even if pressed previously + { + if (touching_object && lb_down && !dobject_state) + object_state=!object_state; + touching_object=0; + } + +//mouse over subtitles button? + if (Mouse_touching_button(SUBTITLE_X,SUBTITLE_Y,OPT_BUT_W,OPT_BUT_H)) + { + if (!lb_down) + touching_subtitle=1; //mouse over button + } + else //not over so release even if pressed previously + { + if (touching_subtitle && lb_down && !dsubtitle_state) + subtitle_state=!subtitle_state; + touching_subtitle=0; + } + +//mouse over reverse stereo button? + if (Mouse_touching_button(STEREO_X,STEREO_Y,OPT_BUT_W,OPT_BUT_H)) + { + if (!lb_down) + touching_reverse_stereo=1; //mouse over button + } + else //not over so release even if pressed previously + { + if (touching_reverse_stereo && lb_down && !dreverse_stereo_state) + stereo_state=!stereo_state; + touching_reverse_stereo=0; + } + +//mouse over music mute button? + if (Mouse_touching_button(MUTE_X,MUSIC_TRK_Y-4,MUTE_W,MUTE_H)) + { + if (!lb_down) + touching_music_mute=1; //mouse over button + } + else //not over so release even if pressed previously + { + if (touching_music_mute && lb_down && !dmusic_mute_state) + music_mute_state=!music_mute_state; + touching_music_mute=0; + } + +//mouse over fx mute button? + if (Mouse_touching_button(MUTE_X,FX_TRK_Y-4,MUTE_W,MUTE_H)) + { + if (!lb_down) + touching_fx_mute=1; //mouse over button + } + else //not over so release even if pressed previously + { + if (touching_fx_mute && lb_down && !dfx_mute_state) + fx_mute_state=!fx_mute_state; + touching_fx_mute=0; + } + +//mouse over speech mute button? + if (Mouse_touching_button(MUTE_X,SPEECH_TRK_Y-4,MUTE_W,MUTE_H)) + { + if (!lb_down) + touching_speech_mute=1; //mouse over button + } + else //not over so release even if pressed previously + { + if (touching_speech_mute && lb_down && !dspeech_mute_state) + speech_mute_state=!speech_mute_state; + touching_speech_mute=0; + } + + +//pressing on a button + me = MouseEvent(); //get mouse event + + if (me!=NULL) + { + if (me->buttons&RD_LEFTBUTTONUP) + { + lb_down = 0; + if (touching_restore_button && restore_button_state) // ok to settings + { + UpdateGraphicsLevel(safe_grfxLevel, grfxLevel); // (James13jun97) + + MuteMusic(music_mute_state); // Ensure all the levels are recorded correctly (Pete21Aug97) + MuteSpeech(speech_mute_state); + MuteFx(fx_mute_state); + SetMusicVolume(music_target); + SetSpeechVolume(speech_target); + SetFxVolume(fx_target); + + subtitles = subtitle_state; // Save object label and subtitle settings + pointerTextSelected = object_state; + speechSelected = !speech_mute_state; + + if (stereo_state != stereoReversed) + ReverseStereo(); + + stereoReversed = stereo_state; + WriteOptionSettings(); + break; + } + + if (touching_can_button && can_button_state) // cancel, so restore old settings + { + ReadOptionSettings(); + break; + } + + if (touching_object && dobject_state) + dobject_state = object_state=0; // if the button was in now let it out + + if (touching_subtitle && dsubtitle_state) + subtitle_state = dsubtitle_state = 0; // if the button was in now let it out + + if (touching_reverse_stereo && dreverse_stereo_state) + dreverse_stereo_state = stereo_state = 0; // if the button was in now let it out + + if (touching_music_mute && dmusic_mute_state) { + music_mute_state = dmusic_mute_state = 0; // if the button was in now let it out + MuteMusic(0); + } + + if (touching_fx_mute && dfx_mute_state) { + fx_mute_state = dfx_mute_state = 0; // if the button was in now let it out + MuteFx(0); + } + + if (touching_speech_mute && dspeech_mute_state) { + speech_mute_state = dspeech_mute_state = 0; // if the button was in now let it out + MuteSpeech(0); + } + + // Stop tracking any sliders + music_tracking = fx_tracking = speech_tracking = grfx_tracking = 0; + } + + else if (me->buttons&RD_LEFTBUTTONDOWN) //there's a mouse event to be processed + { + lb_down = 1; + if (touching_restore_button) + restore_button_state=1; + + if (touching_can_button) + can_button_state=1; + + if (touching_object) + { + if (object_state) // push in the button if it's out + dobject_state = 1; + else + object_state=!object_state; + } + + if (touching_subtitle) + { + if (subtitle_state) + dsubtitle_state = 1; + else + subtitle_state=!subtitle_state; + } + + if (touching_reverse_stereo) + { + if (stereo_state) // push in the button if it's out + dreverse_stereo_state = 1; + else + stereo_state = !stereo_state; + } + + + if (touching_music_mute) + { + if (music_mute_state) + dmusic_mute_state = 1; + else + { + music_mute_state = 1; + MuteMusic(1); + } + } + + if (touching_fx_mute) + { + if (fx_mute_state) + dfx_mute_state = 1; + else + { + fx_mute_state=1; + MuteFx(1); + } + } + + if (touching_speech_mute) + { + if (speech_mute_state) + dspeech_mute_state = 1; + else + { + speech_mute_state=1; + MuteSpeech(1); + } + } + + if (Mouse_touching_button(SLIDER_TRK_X,MUSIC_TRK_Y,SLIDER_TRK_W+SLIDER_W,SLIDER_TRK_H)) + { + if (music_mute_state) + { + music_mute_state = 0; + MuteMusic(0); + } + + if (mousex>(slab_sprite[0].x+SLIDER_W)) + { + if (music_target<musicVolume) + music_target = musicVolume; + music_target++; + if (music_target>15) + music_target = 15; + } + else if (mousex<slab_sprite[0].x) + { + if (music_target>musicVolume) + music_target = musicVolume; + music_target--; + if (music_target>15) + music_target = 0; + } else + music_tracking = 1; + } + + if (Mouse_touching_button(SLIDER_TRK_X,SPEECH_TRK_Y,SLIDER_TRK_W+SLIDER_W,SLIDER_TRK_H)) + { + if (speech_mute_state) + { + speech_mute_state = 0; + MuteSpeech(0); + } + + if (mousex>(slab_sprite[1].x+SLIDER_W)) + { + if (speech_target<speechVolume) + speech_target = speechVolume; + speech_target++; + if (speech_target>14) + speech_target = 14; + } + else if (mousex<slab_sprite[1].x) + { + if (speech_target>speechVolume) + speech_target = speechVolume; + speech_target--; + if (speech_target>14) + speech_target = 0; + } else + speech_tracking = 1; + } + + if (Mouse_touching_button(SLIDER_TRK_X,FX_TRK_Y,SLIDER_TRK_W+SLIDER_W,SLIDER_TRK_H)) + { + if (fx_mute_state) + { + fx_mute_state = 0; + MuteFx(0); + } + + if (mousex>(slab_sprite[2].x+SLIDER_W)) + { + if (fx_target<fxVolume) + fx_target = fxVolume; + fx_target++; + if (fx_target>14) + fx_target = 14; + } + else if (mousex<slab_sprite[2].x) + { + if (fx_target>fxVolume) + fx_target = fxVolume; + fx_target--; + if (fx_target>14) + fx_target = 0; + } + else + fx_tracking = 1; + + fx_mute_state = 0; + } + + if (Mouse_touching_button(SLIDER_TRK_X,GRFX_TRK_Y,SLIDER_TRK_W+SLIDER_W,SLIDER_TRK_H)) + { + if (mousex>(slab_sprite[3].x+SLIDER_W)) + { + if (grfx_target<grfxLevel) + grfx_target = grfxLevel; + grfx_target++; + if (grfx_target>3) + grfx_target = 3; + } + else if (mousex<slab_sprite[3].x) + { + if (grfx_target>grfxLevel) + grfx_target = grfxLevel; + grfx_target--; + if (grfx_target>3) + grfx_target = 0; + } + else + grfx_tracking = 1; + } + } + } + + + if (!first) + { + first++; + SetFullPalette(CONTROL_PANEL_PALETTE); // see Build_display.cpp (James17jun97) + } + FlipScreens(); + } + + + Kill_option_surfaces(); + + return; //just return to game +} + +//----------------------------------------------------------------------------------------------------------------------- +void UpdateGraphicsLevel(uint8 oldLevel, uint8 newLevel) // (James13jun97) +{ + + switch (oldLevel) // Set the graphics level + { + //------------------------------- + case 0: // lowest setting: h/w only; no graphics fx + switch(newLevel) + { + case 0: + break; + + case 1: + RenderSoft(); + ClearBltFx(); + ClearShadowFx(); + CloseBackgroundLayer(); + break; + + case 2: + RenderSoft(); + ClearBltFx(); + CloseBackgroundLayer(); + break; + + case 3: // same as case 2 until case 2 has edge-blending inactivated + RenderSoft(); + CloseBackgroundLayer(); + break; + } + break; + //------------------------------- + case 1: // medium-low setting: s/w transparency-blending + switch(newLevel) + { + case 1: + break; + + case 0: + RenderHard(); + SetUpBackgroundLayers(); // InitialiseBackgroundLayer for each layer! (see layers.cpp) + break; + + case 2: + SetShadowFx(); + break; + + case 3: // same as case 2 until case 2 has edge-blending inactivated + SetBltFx(); + break; + } + break; + //------------------------------- + case 2: // medium-high setting: s/w transparency-blending + shading + switch(newLevel) + { + case 2: + break; + + case 3: // same as case 2 until case 2 has edge-blending inactivated + SetBltFx(); + break; + + case 1: + ClearShadowFx(); + break; + + case 0: + RenderHard(); + SetUpBackgroundLayers(); // InitialiseBackgroundLayer for each layer! (see layers.cpp) + break; + } + break; + //------------------------------- + case 3: // highest setting: s/w transparency-blending + shading + edge-blending (& improved stretching) + switch(newLevel) + { + case 2: + ClearBltFx(); + break; + + case 3: // same as case 2 until case 2 has edge-blending inactivated + break; + + case 1: + ClearBltFx(); + ClearShadowFx(); + break; + + case 0: + RenderHard(); + SetUpBackgroundLayers(); // InitialiseBackgroundLayer for each layer! (see layers.cpp) + break; + } + break; + //------------------------------- + } + + // update our global variable - which needs to be checked when dimming the palette + // in PauseGame() in sword2.cpp (since palette-matching cannot be done with dimmed palette + // so we turn down one notch while dimmed, if at top level) + current_graphics_level = newLevel; +} +//----------------------------------------------------------------------------------------------------------------------- +//----------------------------------------------------------------------------------------------------------------------- +//----------------------------------------------------------------------------------------------------------------------- +//----------------------------------------------------------------------------------------------------------------------- + |