#include "common.h" #define AITD3_CADRE_SPF 0 #define AITD3_ITDFONT 1 #define AITD3_LETTRE 2 #define AITD3_LIVRE 3 #define AITD3_CARNET 4 #define AITD3_CYM00001 5 #define AITD3_CYM00007 6 #define AITD3_CYM00013 7 #define AITD3_CYM00014 8 #define AITD3_CYM01017 9 #define AITD3_CYM03011 10 #define AITD3_CYM13005 11 #define AITD3_CYM13013 12 #define AITD3_MENU3 13 #define AITD3_INVENTAIRE_CAVERNE 14 #define AITD3_INVENTAIRE_COWBOY 15 #define AITD3_INVENTAIRE_COUGUAR 16 #define AITD3_OPTION_SCREEN 17 #define AITD3_SPRITES_INVENTAIRE_CAVERNE 18 #define AITD3_SPRITES_INVENTAIRE_COWBOY 19 #define AITD3_SPRITES_INVENTAIRE_COUGUAR 20 #define MENU_PAL 47 #define MAP 48 #define NBSPRITES 3 /* amount of sprites by inventory */ #define NBDISPLAY 3 /* amount of inventory screens */ #define MENU_MESSAGES 11 #define MESSAGE_LOAD_GAME 46 #define MESSAGE_SAVE_GAME 45 #define START_OPTIONS_INVENTAIRE 23 /* num message.eng */ void startAITD3() { g_gameUseCDA = true; startGame(1,0,0); while(1) { int startupMenuResult = MainMenu(); switch(startupMenuResult) { case -1: // timeout { startGame(1,0,0); break; } case 0: // new game { startGame(0,12,1); break; } case 1: // continue { if(restoreSave(12,0)) { // updateShaking(); FlagInitView = 2; InitView(); PlayWorld(1, 1); // freeScene(); FadeOutPhys(8,0); } break; } case 2: // exit { freeAll(); exit(-1); break; } } } } void drawInventoryAITD3() { switch (CVars[getCVarsIdx(TYPE_INVENTAIRE)]) { case 0: LoadPak("ITD_RESS", AITD3_INVENTAIRE_CAVERNE, logicalScreen); break; case 1: LoadPak("ITD_RESS", AITD3_INVENTAIRE_COWBOY, logicalScreen); break; case 2: LoadPak("ITD_RESS", AITD3_INVENTAIRE_COUGUAR, logicalScreen); break; default: assert(0); } statusLeft = 27; statusTop = 100; statusRight = 159; statusBottom = 174; SetProjection(((statusRight-statusLeft)/2)+statusLeft,((statusBottom-statusTop)/2) + statusTop,128,400,390); }