FITD/FitdLib/AITD3.cpp

112 lines
2.2 KiB
C++

#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);
}