X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fscreens.c;h=0e3954499aaf684f334f356771501335fb2df96d;hb=41364660abbcb81a83f5018be3655352ecdf1ac9;hp=f38ab8549b031169ce65e9c66ae5fbeea78e62b6;hpb=c5728b1ebc2a1d3753a6eea5a0f6335d077eef6b;p=rocksndiamonds.git diff --git a/src/screens.c b/src/screens.c index f38ab854..0e395449 100644 --- a/src/screens.c +++ b/src/screens.c @@ -47,9 +47,9 @@ extern unsigned char get_ascii(KeySym); void DrawHeadline() { - int x = SX + (SXSIZE - strlen(GAMETITLE_STRING) * FONT1_XSIZE) / 2; + int x = SX + (SXSIZE - strlen(PROGRAM_TITLE_STRING) * FONT1_XSIZE) / 2; - DrawText(x, SY + 8, GAMETITLE_STRING, FS_BIG, FC_YELLOW); + DrawText(x, SY + 8, PROGRAM_TITLE_STRING, FS_BIG, FC_YELLOW); DrawTextFCentered(46, FC_RED, COPYRIGHT_STRING); } @@ -58,6 +58,8 @@ void DrawMainMenu() int i; char *name_text = (!options.network && setup.team_mode ? "Team:" : "Name:"); + XAutoRepeatOn(display); + /* needed if last screen was the playing screen, invoked from level editor */ if (level_editor_test_game) { @@ -66,8 +68,9 @@ void DrawMainMenu() return; } - /* needed if last screen was the level editor */ - UnmapLevelEditorGadgets(); + /* unmap gadgets from last screen, map gadgets for main menu screen */ + UnmapAllGadgets(); + MapTapeButtons(); FadeSounds(); GetPlayerConfig(); @@ -87,15 +90,23 @@ void DrawMainMenu() DrawText(SX + 32, SY + 8*32, "Setup", FS_BIG, FC_GREEN); DrawText(SX + 32, SY + 9*32, "Quit", FS_BIG, FC_GREEN); - DrawMicroLevel(MICROLEV_XPOS,MICROLEV_YPOS); + DrawMicroLevel(MICROLEV_XPOS, MICROLEV_YPOS, TRUE); + + DrawTextF(7*32 + 6, 3*32 + 9, FC_RED, "%d-%d", + leveldir[leveldir_nr].first_level, + leveldir[leveldir_nr].last_level); + + if (leveldir[leveldir_nr].readonly) + { + DrawTextF(15*32 + 6, 3*32 + 9 - 7, FC_RED, "READ"); + DrawTextF(15*32 + 6, 3*32 + 9 + 7, FC_RED, "ONLY"); + } for(i=2; i<10; i++) DrawGraphic(0, i, GFX_KUGEL_BLAU); DrawGraphic(10, 3, GFX_PFEIL_L); DrawGraphic(14, 3, GFX_PFEIL_R); - DrawTextF(15*32 + 6, 3*32 + 9, FC_RED, "%d", leveldir[leveldir_nr].levels); - DrawText(SX + 56, SY + 326, "A Game by Artsoft Entertainment", FS_SMALL, FC_RED); @@ -120,7 +131,6 @@ void DrawMainMenu() OpenDoor(DOOR_CLOSE_1 | DOOR_OPEN_2); ClearEventQueue(); - XAutoRepeatOn(display); } void HandleMainMenu(int mx, int my, int dx, int dy, int button) @@ -165,8 +175,8 @@ void HandleMainMenu(int mx, int my, int dx, int dy, int button) y = choice; } - if (y == 4 && ((x == 11 && level_nr > 0) || - (x == 15 && level_nr < leveldir[leveldir_nr].levels - 1)) && + if (y == 4 && ((x == 11 && level_nr > leveldir[leveldir_nr].first_level) || + (x == 15 && level_nr < leveldir[leveldir_nr].last_level)) && button) { static unsigned long level_delay = 0; @@ -175,10 +185,10 @@ void HandleMainMenu(int mx, int my, int dx, int dy, int button) int font_color = (leveldir[leveldir_nr].readonly ? FC_RED : FC_YELLOW); new_level_nr = level_nr + (x == 11 ? -step : +step); - if (new_level_nr < 0) - new_level_nr = 0; - if (new_level_nr > leveldir[leveldir_nr].levels - 1) - new_level_nr = leveldir[leveldir_nr].levels - 1; + if (new_level_nr < leveldir[leveldir_nr].first_level) + new_level_nr = leveldir[leveldir_nr].first_level; + if (new_level_nr > leveldir[leveldir_nr].last_level) + new_level_nr = leveldir[leveldir_nr].last_level; if (old_level_nr == new_level_nr || !DelayReached(&level_delay, GADGET_FRAME_DELAY)) @@ -192,7 +202,7 @@ void HandleMainMenu(int mx, int my, int dx, int dy, int button) int2str(level_nr, 3), FS_BIG, font_color); LoadLevel(level_nr); - DrawMicroLevel(MICROLEV_XPOS, MICROLEV_YPOS); + DrawMicroLevel(MICROLEV_XPOS, MICROLEV_YPOS, TRUE); TapeErase(); LoadTape(level_nr); @@ -237,7 +247,8 @@ void HandleMainMenu(int mx, int my, int dx, int dy, int button) } else if (y == 6) { - if (leveldir[leveldir_nr].readonly) + if (leveldir[leveldir_nr].readonly && + strcmp(setup.player_name, "Artsoft") != 0) Request("This level is read only !", REQ_CONFIRM); game_status = LEVELED; DrawLevelEd(); @@ -282,7 +293,10 @@ void HandleMainMenu(int mx, int my, int dx, int dy, int button) out: if (game_status == MAINMENU) + { + DrawMicroLevel(MICROLEV_XPOS, MICROLEV_YPOS, FALSE); DoAnimation(); + } } #define MAX_HELPSCREEN_ELS 10 @@ -306,8 +320,10 @@ static int helpscreen_action[] = GFX_MORAST_LEER,1,100, HA_NEXT, GFX_BETON,1,100, HA_NEXT, GFX_MAUERWERK,1,100, HA_NEXT, - GFX_MAUER_R1,3,4, GFX_MAUERWERK,1,20, GFX_LEERRAUM,1,10, - GFX_MAUER_L1,3,4, GFX_MAUERWERK,1,20, GFX_LEERRAUM,1,10, HA_NEXT, + GFX_MAUER_L1, 3,4, GFX_MAUERWERK,1,20, GFX_LEERRAUM,1,10, + GFX_MAUER_R1, 3,4, GFX_MAUERWERK,1,20, GFX_LEERRAUM,1,10, + GFX_MAUER_UP, 3,4, GFX_MAUERWERK,1,20, GFX_LEERRAUM,1,10, + GFX_MAUER_DOWN,3,4, GFX_MAUERWERK,1,20, GFX_LEERRAUM,1,10, HA_NEXT, GFX_UNSICHTBAR,1,100, HA_NEXT, GFX_FELSBODEN,1,100, HA_NEXT, GFX_CHAR_A,30,4, GFX_CHAR_AUSRUF,32,4, HA_NEXT, @@ -386,13 +402,17 @@ static int helpscreen_action[] = GFX_DIAMANT,1,10, HA_NEXT, GFX_LIFE,1,100, HA_NEXT, GFX_LIFE_ASYNC,1,100, HA_NEXT, - GFX_SIEB_LEER,4,2, HA_NEXT, - GFX_SIEB2_LEER,4,2, HA_NEXT, + GFX_SIEB_INAKTIV,4,2, HA_NEXT, + GFX_SIEB2_INAKTIV,4,2, HA_NEXT, GFX_AUSGANG_ZU,1,100, GFX_AUSGANG_ACT,4,2, GFX_AUSGANG_AUF+0,4,2, GFX_AUSGANG_AUF+3,1,2, GFX_AUSGANG_AUF+2,1,2, GFX_AUSGANG_AUF+1,1,2, HA_NEXT, GFX_AUSGANG_AUF+0,4,2, GFX_AUSGANG_AUF+3,1,2, GFX_AUSGANG_AUF+2,1,2, GFX_AUSGANG_AUF+1,1,2, HA_NEXT, + GFX_SOKOBAN_OBJEKT,1,100, HA_NEXT, + GFX_SOKOBAN_FELD_LEER,1,100, HA_NEXT, + GFX_SOKOBAN_FELD_VOLL,1,100, HA_NEXT, + GFX_SPEED_PILL,1,100, HA_NEXT, HA_END }; static char *helpscreen_eltext[][2] = @@ -403,7 +423,7 @@ static char *helpscreen_eltext[][2] = {"Quicksand: You cannot pass it,", "but rocks can fall though it"}, {"Massive Wall:", "Nothing can go through it"}, {"Normal Wall: You can't go through", "it, but you can bomb it away"}, - {"Growing Wall: Grows to the left or", "right if there is an empty field"}, + {"Growing Wall: Grows in several di-", "rections if there is an empty field"}, {"Invisible Wall: Behaves like normal","wall, but is invisible"}, {"Old Wall: Like normal wall, but", "some things can fall down from it"}, {"Letter Wall: Looks like a letter,", "behaves like a normal wall"}, @@ -454,6 +474,10 @@ static char *helpscreen_eltext[][2] = {"Magic Wall (BD style):", "Changes rocks and BD style diamonds"}, {"Exit door: Opens if you have enough","emeralds to finish the level"}, {"Open exit door: Enter here to leave","the level and exit the actual game"}, + {"Sokoban element: Object which must", "be pushed to an empty field"}, + {"Sokoban element: Empty field where", "a Sokoban object can be placed on"}, + {"Sokoban element: Field with object", "which can be pushed away"}, + {"Speed pill: Lets the player run", "twice as fast as normally"}, }; static int num_helpscreen_els = sizeof(helpscreen_eltext)/(2*sizeof(char *)); @@ -652,6 +676,7 @@ void DrawHelpScreen() { int i; + UnmapAllGadgets(); CloseDoor(DOOR_CLOSE_2); for(i=0;i