OpenTyrian: merged upstream changes

This commit is contained in:
pelya
2014-06-09 15:54:16 +03:00
parent 80fa885c13
commit f763376ee4
107 changed files with 3956 additions and 4820 deletions

View File

@@ -1,5 +1,5 @@
/*
* OpenTyrian Classic: A modern cross-platform port of Tyrian
* OpenTyrian: A modern cross-platform port of Tyrian
* Copyright (C) 2007-2009 The OpenTyrian Development Team
*
* This program is free software; you can redistribute it and/or
@@ -29,10 +29,10 @@
#include "sprite.h"
#include "video.h"
char episode_name[6][31], difficulty_name[7][21], gameplay_name[5][26];
char episode_name[6][31], difficulty_name[7][21], gameplay_name[GAMEPLAY_NAME_COUNT][26];
bool
select_menuitem_by_touch(JE_byte menu_top, JE_byte menu_spacing, JE_shortint menu_item_count, JE_shortint *current_item)
select_menuitem_by_touch(int menu_top, int menu_spacing, int menu_item_count, int *current_item)
{
if (!mousedown)
return false;
@@ -56,16 +56,16 @@ bool select_gameplay( void )
JE_loadPic(VGAScreen, 2, false);
JE_dString(VGAScreen, JE_fontCenter(gameplay_name[0], FONT_SHAPES), 20, gameplay_name[0], FONT_SHAPES);
const JE_byte menu_top = 30, menu_spacing = 24;
JE_shortint gameplay = 1,
gameplay_max = 4;
int menu_top = 30, menu_spacing = 24;
int gameplay = 1,
gameplay_max = GAMEPLAY_NAME_COUNT - 1;
bool fade_in = true;
for (; ; )
{
for (int i = 1; i <= gameplay_max; i++)
{
JE_outTextAdjust(VGAScreen, JE_fontCenter(gameplay_name[i], SMALL_FONT_SHAPES), i * menu_spacing + menu_top, gameplay_name[i], 15, - 4 + (i == gameplay ? 2 : 0) - (i == 4 ? 4 : 0), SMALL_FONT_SHAPES, true);
JE_outTextAdjust(VGAScreen, JE_fontCenter(gameplay_name[i], SMALL_FONT_SHAPES), i * menu_spacing + menu_top, gameplay_name[i], 15, -4 + (i == gameplay ? 2 : 0) - (i == (GAMEPLAY_NAME_COUNT - 1) ? 4 : 0), SMALL_FONT_SHAPES, true);
}
JE_showVGA();
@@ -87,8 +87,7 @@ bool select_gameplay( void )
{
case SDLK_UP:
case SDLK_LCTRL:
gameplay--;
if (gameplay < 1)
if (--gameplay < 1)
{
gameplay = gameplay_max;
}
@@ -96,8 +95,7 @@ bool select_gameplay( void )
break;
case SDLK_DOWN:
case SDLK_LALT:
gameplay++;
if (gameplay > gameplay_max)
if (++gameplay > gameplay_max)
{
gameplay = 1;
}
@@ -106,7 +104,7 @@ bool select_gameplay( void )
case SDLK_RETURN:
case SDLK_SPACE:
if (gameplay == 4)
if (gameplay == GAMEPLAY_NAME_COUNT - 1)
{
JE_playSampleNum(S_SPRING);
/* TODO: NETWORK */
@@ -117,7 +115,7 @@ bool select_gameplay( void )
fade_black(10);
onePlayerAction = (gameplay == 2);
twoPlayerMode = (gameplay == 3);
twoPlayerMode = (gameplay == GAMEPLAY_NAME_COUNT - 2);
return true;
case SDLK_ESCAPE:
@@ -139,9 +137,8 @@ bool select_episode( void )
JE_loadPic(VGAScreen, 2, false);
JE_dString(VGAScreen, JE_fontCenter(episode_name[0], FONT_SHAPES), 20, episode_name[0], FONT_SHAPES);
const JE_byte menu_top = 20, menu_spacing = 30;
JE_shortint episode = 1,
episode_max = EPISODE_MAX - 1;
const int menu_top = 20, menu_spacing = 30;
int episode = 1, episode_max = EPISODE_AVAILABLE;
bool fade_in = true;
for (; ; )
@@ -220,9 +217,9 @@ bool select_difficulty( void )
JE_loadPic(VGAScreen, 2, false);
JE_dString(VGAScreen, JE_fontCenter(difficulty_name[0], FONT_SHAPES), 20, difficulty_name[0], FONT_SHAPES);
const JE_byte menu_top = 30, menu_spacing = 24;
const int menu_top = 30, menu_spacing = 24;
difficultyLevel = 2;
JE_shortint difficulty_max = 3;
int difficulty_max = 3;
bool fade_in = true;
for (; ; )
@@ -242,8 +239,12 @@ bool select_difficulty( void )
JE_word temp = 0;
JE_textMenuWait(&temp, false);
if (select_menuitem_by_touch(menu_top, menu_spacing, difficulty_max, &difficultyLevel))
int difficultyLevel_ = difficultyLevel; // Need to pass an int, difficultyLevel is short int
if (select_menuitem_by_touch(menu_top, menu_spacing, difficulty_max, &difficultyLevel_))
{
difficultyLevel = difficultyLevel_;
continue;
}
if (SDL_GetModState() & KMOD_SHIFT)
{
@@ -307,4 +308,3 @@ bool select_difficulty( void )
}
}
// kate: tab-width 4; vim: set noet: