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- #ifdef PRECOMPILEDHEADERS
- #include "JA2 All.h"
- #include "Intro.h"
- #else
- #include "Types.h"
- #include "GameInitOptionsScreen.h"
- #include "GameSettings.h"
- #include "Utilities.h"
- #include "wCheck.h"
- #include "Font Control.h"
- #include "WordWrap.h"
- #include "Render Dirty.h"
- #include "Input.h"
- #include "Options Screen.h"
- #include "English.h"
- #include "Sysutil.h"
- #include "Fade Screen.h"
- #include "Cursor Control.h"
- #include "Music Control.h"
- #include "cursors.h"
- #include "Intro.h"
- #endif
- ////////////////////////////////////////////
- //
- // Global Defines
- //
- ///////////////////////////////////////////
- #define GIO_TITLE_FONT FONT16ARIAL//FONT14ARIAL
- #define GIO_TITLE_COLOR FONT_MCOLOR_WHITE
- #define GIO_TOGGLE_TEXT_FONT FONT16ARIAL//FONT14ARIAL
- #define GIO_TOGGLE_TEXT_COLOR FONT_MCOLOR_WHITE
- //buttons
- #define GIO_BTN_OK_X 141
- #define GIO_BTN_OK_Y 418
- #define GIO_CANCEL_X 379
- //main title
- #define GIO_MAIN_TITLE_X 0
- #define GIO_MAIN_TITLE_Y 68
- #define GIO_MAIN_TITLE_WIDTH 640
- //radio box locations
- #define GIO_GAP_BN_SETTINGS 35
- #define GIO_OFFSET_TO_TEXT 20//30
- #define GIO_OFFSET_TO_TOGGLE_BOX 155//200
- #define GIO_OFFSET_TO_TOGGLE_BOX_Y 9
- #define GIO_DIF_SETTINGS_X 80
- #define GIO_DIF_SETTINGS_Y 150
- #define GIO_DIF_SETTINGS_WIDTH GIO_OFFSET_TO_TOGGLE_BOX - GIO_OFFSET_TO_TEXT //230
- #define GIO_GAME_SETTINGS_X 350
- #define GIO_GAME_SETTINGS_Y 300//280//150
- #define GIO_GAME_SETTINGS_WIDTH GIO_DIF_SETTINGS_WIDTH
- #define GIO_GUN_SETTINGS_X GIO_GAME_SETTINGS_X
- #define GIO_GUN_SETTINGS_Y GIO_DIF_SETTINGS_Y//150//280
- #define GIO_GUN_SETTINGS_WIDTH GIO_DIF_SETTINGS_WIDTH
- /*
- #define GIO_TIMED_TURN_SETTING_X GIO_DIF_SETTINGS_X
- #define GIO_TIMED_TURN_SETTING_Y GIO_GAME_SETTINGS_Y
- #define GIO_TIMED_TURN_SETTING_WIDTH GIO_DIF_SETTINGS_WIDTH
- */
- #define GIO_IRON_MAN_SETTING_X GIO_DIF_SETTINGS_X
- #define GIO_IRON_MAN_SETTING_Y GIO_GAME_SETTINGS_Y
- #define GIO_IRON_MAN_SETTING_WIDTH GIO_DIF_SETTINGS_WIDTH
- //Difficulty settings
- enum
- {
- GIO_DIFF_EASY,
- GIO_DIFF_MED,
- GIO_DIFF_HARD,
- NUM_DIFF_SETTINGS,
- };
- // Game Settings options
- enum
- {
- GIO_REALISTIC,
- GIO_SCI_FI,
- NUM_GAME_STYLES,
- };
- // Gun options
- enum
- {
- GIO_REDUCED_GUNS,
- GIO_GUN_NUT,
- NUM_GUN_OPTIONS,
- };
- // JA2Gold: no more timed turns setting
- /*
- //enum for the timed turns setting
- enum
- {
- GIO_NO_TIMED_TURNS,
- GIO_TIMED_TURNS,
- GIO_NUM_TIMED_TURN_OPTIONS,
- };
- */
- // Iron man mode
- enum
- {
- GIO_CAN_SAVE,
- GIO_IRON_MAN,
- NUM_SAVE_OPTIONS,
- };
- //enum for different states of game
- enum
- {
- GIO_NOTHING,
- GIO_CANCEL,
- GIO_EXIT,
- GIO_IRON_MAN_MODE
- };
- ////////////////////////////////////////////
- //
- // Global Variables
- //
- ///////////////////////////////////////////
- BOOLEAN gfGIOScreenEntry = TRUE;
- BOOLEAN gfGIOScreenExit = FALSE;
- BOOLEAN gfReRenderGIOScreen=TRUE;
- BOOLEAN gfGIOButtonsAllocated = FALSE;
- UINT8 gubGameOptionScreenHandler=GIO_NOTHING;
- UINT32 gubGIOExitScreen = GAME_INIT_OPTIONS_SCREEN;
- UINT32 guiGIOMainBackGroundImage;
- INT32 giGioMessageBox = -1;
- //BOOLEAN gfExitGioDueToMessageBox=FALSE;
- //UINT8 gubDifficultySettings[ NUM_DIFF_SETTINGS ];
- //UINT8 gubGameSettings[ NUM_GAME_STYLES ];
- //UINT8 gubGunSettings[ NUM_GUN_OPTIONS ];
- //extern INT32 gp16PointArial;
- // Done Button
- void BtnGIODoneCallback(GUI_BUTTON *btn,INT32 reason);
- UINT32 guiGIODoneButton;
- INT32 giGIODoneBtnImage;
- // Cancel Button
- void BtnGIOCancelCallback(GUI_BUTTON *btn,INT32 reason);
- UINT32 guiGIOCancelButton;
- INT32 giGIOCancelBtnImage;
- //checkbox to toggle the Diff level
- UINT32 guiDifficultySettingsToggles[ NUM_DIFF_SETTINGS ];
- void BtnDifficultyTogglesCallback(GUI_BUTTON *btn,INT32 reason);
- //checkbox to toggle Game style
- UINT32 guiGameStyleToggles[ NUM_GAME_STYLES ];
- void BtnGameStyleTogglesCallback(GUI_BUTTON *btn,INT32 reason);
- //checkbox to toggle Gun options
- UINT32 guiGunOptionToggles[ NUM_GUN_OPTIONS ];
- void BtnGunOptionsTogglesCallback(GUI_BUTTON *btn,INT32 reason);
- // JA2Gold: no more timed turns setting
- /*
- //checkbox to toggle Timed turn option on or off
- UINT32 guiTimedTurnToggles[ GIO_NUM_TIMED_TURN_OPTIONS ];
- void BtnTimedTurnsTogglesCallback(GUI_BUTTON *btn,INT32 reason);
- */
- //checkbox to toggle Save style
- UINT32 guiGameSaveToggles[ NUM_SAVE_OPTIONS ];
- void BtnGameSaveTogglesCallback(GUI_BUTTON *btn,INT32 reason);
- ////////////////////////////////////////////
- //
- // Local Function Prototypes
- //
- ///////////////////////////////////////////
- extern void ClearMainMenu();
- BOOLEAN EnterGIOScreen();
- BOOLEAN ExitGIOScreen();
- void HandleGIOScreen();
- BOOLEAN RenderGIOScreen();
- void GetGIOScreenUserInput();
- UINT8 GetCurrentGunButtonSetting();
- // JA2Gold: added save (iron man) button setting
- UINT8 GetCurrentGameSaveButtonSetting();
- UINT8 GetCurrentGameStyleButtonSetting();
- UINT8 GetCurrentDifficultyButtonSetting();
- void RestoreGIOButtonBackGrounds();
- void DoneFadeOutForExitGameInitOptionScreen( void );
- void DoneFadeInForExitGameInitOptionScreen( void );
- // JA2Gold: no more timed turns setting
- //UINT8 GetCurrentTimedTurnsButtonSetting();
- BOOLEAN DoGioMessageBox( UINT8 ubStyle, INT16 *zString, UINT32 uiExitScreen, UINT16 usFlags, MSGBOX_CALLBACK ReturnCallback );
- void DisplayMessageToUserAboutGameDifficulty();
- void ConfirmGioDifSettingMessageBoxCallBack( UINT8 bExitValue );
- BOOLEAN DisplayMessageToUserAboutIronManMode();
- void ConfirmGioIronManMessageBoxCallBack( UINT8 bExitValue );
- //ppp
- UINT32 GameInitOptionsScreenInit( void )
- {
- return( 1 );
- }
- UINT32 GameInitOptionsScreenHandle( void )
- {
- StartFrameBufferRender();
- if( gfGIOScreenEntry )
- {
- // PauseGame();
- EnterGIOScreen();
- gfGIOScreenEntry = FALSE;
- gfGIOScreenExit = FALSE;
- InvalidateRegion( 0, 0, 640, 480 );
- }
- GetGIOScreenUserInput();
-
- HandleGIOScreen();
- // render buttons marked dirty
- MarkButtonsDirty( );
- RenderButtons( );
- // render help
- // RenderFastHelp( );
- // RenderButtonsFastHelp( );
- ExecuteBaseDirtyRectQueue();
- EndFrameBufferRender();
- if ( HandleFadeOutCallback( ) )
- {
- ClearMainMenu();
- return( gubGIOExitScreen );
- }
- if ( HandleBeginFadeOut( gubGIOExitScreen ) )
- {
- return( gubGIOExitScreen );
- }
- if( gfGIOScreenExit )
- {
- ExitGIOScreen();
- }
- if ( HandleFadeInCallback( ) )
- {
- // Re-render the scene!
- RenderGIOScreen();
- }
- if ( HandleBeginFadeIn( gubGIOExitScreen ) )
- {
- }
- return( gubGIOExitScreen );
- }
- UINT32 GameInitOptionsScreenShutdown( void )
- {
- return( 1 );
- }
- BOOLEAN EnterGIOScreen()
- {
- VOBJECT_DESC VObjectDesc;
- UINT16 cnt;
- UINT16 usPosY;
- if( gfGIOButtonsAllocated )
- return( TRUE );
- SetCurrentCursorFromDatabase( CURSOR_NORMAL );
- // load the Main trade screen backgroiund image
- VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
- FilenameForBPP("InterFace\\OptionsScreenBackGround.sti", VObjectDesc.ImageFile);
- CHECKF(AddVideoObject(&VObjectDesc, &guiGIOMainBackGroundImage ));
- //Ok button
- giGIODoneBtnImage = LoadButtonImage("INTERFACE\\PreferencesButtons.sti", -1,0,-1,2,-1 );
- guiGIODoneButton = CreateIconAndTextButton( giGIODoneBtnImage, gzGIOScreenText[GIO_OK_TEXT], OPT_BUTTON_FONT,
- OPT_BUTTON_ON_COLOR, DEFAULT_SHADOW,
- OPT_BUTTON_OFF_COLOR, DEFAULT_SHADOW,
- TEXT_CJUSTIFIED,
- GIO_BTN_OK_X, GIO_BTN_OK_Y, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
- DEFAULT_MOVE_CALLBACK, BtnGIODoneCallback);
- SpecifyButtonSoundScheme( guiGIODoneButton, BUTTON_SOUND_SCHEME_BIGSWITCH3 );
- SpecifyDisabledButtonStyle( guiGIODoneButton, DISABLED_STYLE_NONE );
- //Cancel button
- giGIOCancelBtnImage = UseLoadedButtonImage( giGIODoneBtnImage, -1,1,-1,3,-1 );
- guiGIOCancelButton = CreateIconAndTextButton( giGIOCancelBtnImage, gzGIOScreenText[GIO_CANCEL_TEXT], OPT_BUTTON_FONT,
- OPT_BUTTON_ON_COLOR, DEFAULT_SHADOW,
- OPT_BUTTON_OFF_COLOR, DEFAULT_SHADOW,
- TEXT_CJUSTIFIED,
- GIO_CANCEL_X, GIO_BTN_OK_Y, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
- DEFAULT_MOVE_CALLBACK, BtnGIOCancelCallback );
- SpecifyButtonSoundScheme( guiGIOCancelButton, BUTTON_SOUND_SCHEME_BIGSWITCH3 );
- //
- //Check box to toggle Difficulty settings
- //
- usPosY = GIO_DIF_SETTINGS_Y - GIO_OFFSET_TO_TOGGLE_BOX_Y;
- for( cnt=0; cnt<NUM_DIFF_SETTINGS; cnt++)
- {
- guiDifficultySettingsToggles[ cnt ] = CreateCheckBoxButton( GIO_DIF_SETTINGS_X+GIO_OFFSET_TO_TOGGLE_BOX, usPosY,
- "INTERFACE\\OptionsCheck.sti", MSYS_PRIORITY_HIGH+10,
- BtnDifficultyTogglesCallback );
- MSYS_SetBtnUserData( guiDifficultySettingsToggles[ cnt ], 0, cnt );
- usPosY += GIO_GAP_BN_SETTINGS;
- }
- if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
- ButtonList[ guiDifficultySettingsToggles[ GIO_DIFF_EASY ] ]->uiFlags |= BUTTON_CLICKED_ON;
- else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
- ButtonList[ guiDifficultySettingsToggles[ GIO_DIFF_MED ] ]->uiFlags |= BUTTON_CLICKED_ON;
- else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
- ButtonList[ guiDifficultySettingsToggles[ GIO_DIFF_HARD ] ]->uiFlags |= BUTTON_CLICKED_ON;
- else
- ButtonList[ guiDifficultySettingsToggles[ GIO_DIFF_MED ] ]->uiFlags |= BUTTON_CLICKED_ON;
- //
- //Check box to toggle Game settings ( realistic, sci fi )
- //
- usPosY = GIO_GAME_SETTINGS_Y - GIO_OFFSET_TO_TOGGLE_BOX_Y;
- for( cnt=0; cnt<NUM_GAME_STYLES; cnt++)
- {
- guiGameStyleToggles[ cnt ] = CreateCheckBoxButton( GIO_GAME_SETTINGS_X+GIO_OFFSET_TO_TOGGLE_BOX, usPosY,
- "INTERFACE\\OptionsCheck.sti", MSYS_PRIORITY_HIGH+10,
- BtnGameStyleTogglesCallback );
- MSYS_SetBtnUserData( guiGameStyleToggles[ cnt ], 0, cnt );
- usPosY += GIO_GAP_BN_SETTINGS;
- }
- if( gGameOptions.fSciFi )
- ButtonList[ guiGameStyleToggles[ GIO_SCI_FI ] ]->uiFlags |= BUTTON_CLICKED_ON;
- else
- ButtonList[ guiGameStyleToggles[ GIO_REALISTIC ] ]->uiFlags |= BUTTON_CLICKED_ON;
- // JA2Gold: iron man buttons
- usPosY = GIO_IRON_MAN_SETTING_Y - GIO_OFFSET_TO_TOGGLE_BOX_Y;
- for( cnt=0; cnt<NUM_SAVE_OPTIONS; cnt++)
- {
- guiGameSaveToggles[ cnt ] = CreateCheckBoxButton( GIO_IRON_MAN_SETTING_X+GIO_OFFSET_TO_TOGGLE_BOX, usPosY,
- "INTERFACE\\OptionsCheck.sti", MSYS_PRIORITY_HIGH+10,
- BtnGameSaveTogglesCallback );
- MSYS_SetBtnUserData( guiGameSaveToggles[ cnt ], 0, cnt );
- usPosY += GIO_GAP_BN_SETTINGS;
- }
- if( gGameOptions.fIronManMode )
- ButtonList[ guiGameSaveToggles[ GIO_IRON_MAN ] ]->uiFlags |= BUTTON_CLICKED_ON;
- else
- ButtonList[ guiGameSaveToggles[ GIO_CAN_SAVE ] ]->uiFlags |= BUTTON_CLICKED_ON;
- //
- // Check box to toggle Gun options
- //
- usPosY = GIO_GUN_SETTINGS_Y - GIO_OFFSET_TO_TOGGLE_BOX_Y;
- for( cnt=0; cnt<NUM_GUN_OPTIONS; cnt++)
- {
- guiGunOptionToggles[ cnt ] = CreateCheckBoxButton( GIO_GUN_SETTINGS_X+GIO_OFFSET_TO_TOGGLE_BOX, usPosY,
- "INTERFACE\\OptionsCheck.sti", MSYS_PRIORITY_HIGH+10,
- BtnGunOptionsTogglesCallback);
- MSYS_SetBtnUserData( guiGunOptionToggles[ cnt ], 0, cnt );
- usPosY += GIO_GAP_BN_SETTINGS;
- }
- //if its the demo, make sure the defuat is for additional guns
- #ifdef JA2DEMO
- gGameOptions.fGunNut = TRUE;
- #endif
- if( gGameOptions.fGunNut )
- ButtonList[ guiGunOptionToggles[ GIO_GUN_NUT ] ]->uiFlags |= BUTTON_CLICKED_ON;
- else
- ButtonList[ guiGunOptionToggles[ GIO_REDUCED_GUNS ] ]->uiFlags |= BUTTON_CLICKED_ON;
- //if its the demo, make sure to disable the buttons
- #ifdef JA2DEMO
- SpecifyDisabledButtonStyle( guiGunOptionToggles[ GIO_GUN_NUT ], DISABLED_STYLE_SHADED );
- SpecifyDisabledButtonStyle( guiGunOptionToggles[ GIO_REDUCED_GUNS ], DISABLED_STYLE_SHADED );
- DisableButton( guiGunOptionToggles[ GIO_GUN_NUT ] );
- DisableButton( guiGunOptionToggles[ GIO_REDUCED_GUNS ] );
- #endif
- // JA2 Gold: no more timed turns
- //
- // Check box to toggle the timed turn option
- //
- /*
- usPosY = GIO_TIMED_TURN_SETTING_Y - GIO_OFFSET_TO_TOGGLE_BOX_Y;
- for( cnt=0; cnt<GIO_NUM_TIMED_TURN_OPTIONS; cnt++)
- {
- guiTimedTurnToggles[ cnt ] = CreateCheckBoxButton( GIO_TIMED_TURN_SETTING_X+GIO_OFFSET_TO_TOGGLE_BOX, usPosY,
- "INTERFACE\\OptionsCheck.sti", MSYS_PRIORITY_HIGH+10,
- BtnTimedTurnsTogglesCallback );
- MSYS_SetBtnUserData( guiTimedTurnToggles[ cnt ], 0, cnt );
- usPosY += GIO_GAP_BN_SETTINGS;
- }
- if( gGameOptions.fTurnTimeLimit )
- ButtonList[ guiTimedTurnToggles[ GIO_TIMED_TURNS ] ]->uiFlags |= BUTTON_CLICKED_ON;
- else
- ButtonList[ guiTimedTurnToggles[ GIO_NO_TIMED_TURNS ] ]->uiFlags |= BUTTON_CLICKED_ON;
- */
- //Reset the exit screen
- gubGIOExitScreen = GAME_INIT_OPTIONS_SCREEN;
- //REnder the screen once so we can blt ot to ths save buffer
- RenderGIOScreen();
- BlitBufferToBuffer(guiRENDERBUFFER, guiSAVEBUFFER, 0, 0, 639, 439 );
- gfGIOButtonsAllocated = TRUE;
- return( TRUE );
- }
- BOOLEAN ExitGIOScreen()
- {
- UINT16 cnt;
- if( !gfGIOButtonsAllocated )
- return( TRUE );
- //Delete the main options screen background
- DeleteVideoObjectFromIndex( guiGIOMainBackGroundImage );
- RemoveButton( guiGIOCancelButton );
- RemoveButton( guiGIODoneButton );
- UnloadButtonImage( giGIOCancelBtnImage );
- UnloadButtonImage( giGIODoneBtnImage );
- //Check box to toggle Difficulty settings
- for( cnt=0; cnt<NUM_DIFF_SETTINGS; cnt++)
- RemoveButton( guiDifficultySettingsToggles[ cnt ] );
- //Check box to toggle Game settings ( realistic, sci fi )
- for( cnt=0; cnt<NUM_GAME_STYLES; cnt++)
- RemoveButton( guiGameStyleToggles[ cnt ] );
- //Check box to toggle Gun options
- for( cnt=0; cnt<NUM_GUN_OPTIONS; cnt++)
- RemoveButton( guiGunOptionToggles[ cnt ] );
- // JA2Gold: no more timed turns setting
- /*
- //remove the timed turns toggle
- for( cnt=0; cnt<GIO_NUM_TIMED_TURN_OPTIONS; cnt++ )
- RemoveButton( guiTimedTurnToggles[ cnt ] );
- */
- // JA2Gold: remove iron man buttons
- for( cnt=0; cnt<NUM_SAVE_OPTIONS; cnt++)
- RemoveButton( guiGameSaveToggles[ cnt ] );
- gfGIOButtonsAllocated = FALSE;
- //If we are starting the game stop playing the music
- if( gubGameOptionScreenHandler == GIO_EXIT )
- SetMusicMode( MUSIC_NONE );
- gfGIOScreenExit = FALSE;
- gfGIOScreenEntry = TRUE;
- return( TRUE );
- }
- void HandleGIOScreen()
- {
- if( gubGameOptionScreenHandler != GIO_NOTHING )
- {
- switch( gubGameOptionScreenHandler )
- {
- case GIO_CANCEL:
- gubGIOExitScreen = MAINMENU_SCREEN;
- gfGIOScreenExit = TRUE;
- break;
- case GIO_EXIT:
- {
- //if we are already fading out, get out of here
- if( gFadeOutDoneCallback != DoneFadeOutForExitGameInitOptionScreen )
- {
- //Disable the ok button
- DisableButton( guiGIODoneButton );
- gFadeOutDoneCallback = DoneFadeOutForExitGameInitOptionScreen;
- FadeOutNextFrame( );
- }
- break;
- }
- case GIO_IRON_MAN_MODE:
- DisplayMessageToUserAboutGameDifficulty();
- break;
- }
- gubGameOptionScreenHandler = GIO_NOTHING;
- }
- if( gfReRenderGIOScreen )
- {
- RenderGIOScreen();
- gfReRenderGIOScreen = FALSE;
- }
- RestoreGIOButtonBackGrounds();
- }
- BOOLEAN RenderGIOScreen()
- {
- HVOBJECT hPixHandle;
- UINT16 usPosY;
- //Get the main background screen graphic and blt it
- GetVideoObject(&hPixHandle, guiGIOMainBackGroundImage );
- BltVideoObject(FRAME_BUFFER, hPixHandle, 0,0,0, VO_BLT_SRCTRANSPARENCY,NULL);
- //Shade the background
- ShadowVideoSurfaceRect( FRAME_BUFFER, 48, 55, 592, 378 ); //358
- //Display the title
- DrawTextToScreen( gzGIOScreenText[ GIO_INITIAL_GAME_SETTINGS ], GIO_MAIN_TITLE_X, GIO_MAIN_TITLE_Y, GIO_MAIN_TITLE_WIDTH, GIO_TITLE_FONT, GIO_TITLE_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
- //Display the Dif Settings Title Text
- //DrawTextToScreen( gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], GIO_DIF_SETTINGS_X, (UINT16)(GIO_DIF_SETTINGS_Y-GIO_GAP_BN_SETTINGS), GIO_DIF_SETTINGS_WIDTH, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- DisplayWrappedString( GIO_DIF_SETTINGS_X, (UINT16)(GIO_DIF_SETTINGS_Y-GIO_GAP_BN_SETTINGS), GIO_DIF_SETTINGS_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- usPosY = GIO_DIF_SETTINGS_Y+2;
- //DrawTextToScreen( gzGIOScreenText[ GIO_EASY_TEXT ], (UINT16)(GIO_DIF_SETTINGS_X+GIO_OFFSET_TO_TEXT), usPosY, GIO_MAIN_TITLE_WIDTH, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- DisplayWrappedString( (UINT16)(GIO_DIF_SETTINGS_X+GIO_OFFSET_TO_TEXT), usPosY, GIO_DIF_SETTINGS_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_EASY_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- usPosY += GIO_GAP_BN_SETTINGS;
- //DrawTextToScreen( gzGIOScreenText[ GIO_MEDIUM_TEXT ], (UINT16)(GIO_DIF_SETTINGS_X+GIO_OFFSET_TO_TEXT), usPosY, GIO_MAIN_TITLE_WIDTH, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- DisplayWrappedString( (UINT16)(GIO_DIF_SETTINGS_X+GIO_OFFSET_TO_TEXT), usPosY, GIO_DIF_SETTINGS_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_MEDIUM_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- usPosY += GIO_GAP_BN_SETTINGS;
- //DrawTextToScreen( gzGIOScreenText[ GIO_HARD_TEXT ], (UINT16)(GIO_DIF_SETTINGS_X+GIO_OFFSET_TO_TEXT), usPosY, GIO_MAIN_TITLE_WIDTH, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- DisplayWrappedString( (UINT16)(GIO_DIF_SETTINGS_X+GIO_OFFSET_TO_TEXT), usPosY, GIO_DIF_SETTINGS_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_HARD_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- //Display the Game Settings Title Text
- // DrawTextToScreen( gzGIOScreenText[ GIO_GAME_STYLE_TEXT ], GIO_GAME_SETTINGS_X, (UINT16)(GIO_GAME_SETTINGS_Y-GIO_GAP_BN_SETTINGS), GIO_GAME_SETTINGS_WIDTH, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- DisplayWrappedString( GIO_GAME_SETTINGS_X, (UINT16)(GIO_GAME_SETTINGS_Y-GIO_GAP_BN_SETTINGS), GIO_GAME_SETTINGS_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_GAME_STYLE_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- usPosY = GIO_GAME_SETTINGS_Y+2;
- //DrawTextToScreen( gzGIOScreenText[ GIO_REALISTIC_TEXT ], (UINT16)(GIO_GAME_SETTINGS_X+GIO_OFFSET_TO_TEXT), usPosY, GIO_MAIN_TITLE_WIDTH, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- DisplayWrappedString( (UINT16)(GIO_GAME_SETTINGS_X+GIO_OFFSET_TO_TEXT), usPosY, GIO_GAME_SETTINGS_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_REALISTIC_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- usPosY += GIO_GAP_BN_SETTINGS;
- //DrawTextToScreen( gzGIOScreenText[ GIO_SCI_FI_TEXT ], (UINT16)(GIO_GAME_SETTINGS_X+GIO_OFFSET_TO_TEXT), usPosY, GIO_MAIN_TITLE_WIDTH, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- DisplayWrappedString( (UINT16)(GIO_GAME_SETTINGS_X+GIO_OFFSET_TO_TEXT), usPosY, GIO_GAME_SETTINGS_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_SCI_FI_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- //Display the Gun Settings Title Text
- // DrawTextToScreen( gzGIOScreenText[ GIO_GUN_OPTIONS_TEXT ], GIO_GUN_SETTINGS_X, (UINT16)(GIO_GUN_SETTINGS_Y-GIO_GAP_BN_SETTINGS), GIO_GUN_SETTINGS_WIDTH, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- DisplayWrappedString( GIO_GUN_SETTINGS_X, (UINT16)(GIO_GUN_SETTINGS_Y-GIO_GAP_BN_SETTINGS), GIO_GUN_SETTINGS_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_GUN_OPTIONS_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- usPosY = GIO_GUN_SETTINGS_Y+2;
- //DrawTextToScreen( gzGIOScreenText[ GIO_REDUCED_GUNS_TEXT ], (UINT16)(GIO_GUN_SETTINGS_X+GIO_OFFSET_TO_TEXT), usPosY, GIO_MAIN_TITLE_WIDTH, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- DisplayWrappedString( (UINT16)(GIO_GUN_SETTINGS_X+GIO_OFFSET_TO_TEXT), usPosY, GIO_GUN_SETTINGS_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_REDUCED_GUNS_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- usPosY += GIO_GAP_BN_SETTINGS;
- //DrawTextToScreen( gzGIOScreenText[ GIO_GUN_NUT_TEXT ], (UINT16)(GIO_GUN_SETTINGS_X+GIO_OFFSET_TO_TEXT), usPosY, GIO_MAIN_TITLE_WIDTH, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- DisplayWrappedString( (UINT16)(GIO_GUN_SETTINGS_X+GIO_OFFSET_TO_TEXT), usPosY, GIO_GUN_SETTINGS_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_GUN_NUT_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- // JA2Gold: no more timed turns setting
- /*
- //Display the Timed turns Settings Title Text
- DisplayWrappedString( GIO_TIMED_TURN_SETTING_X, (UINT16)(GIO_TIMED_TURN_SETTING_Y-GIO_GAP_BN_SETTINGS), GIO_DIF_SETTINGS_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_TIMED_TURN_TITLE_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- usPosY = GIO_TIMED_TURN_SETTING_Y+2;
- DisplayWrappedString( (UINT16)(GIO_TIMED_TURN_SETTING_X+GIO_OFFSET_TO_TEXT), usPosY, GIO_DIF_SETTINGS_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_NO_TIMED_TURNS_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- usPosY += GIO_GAP_BN_SETTINGS;
- DisplayWrappedString( (UINT16)(GIO_TIMED_TURN_SETTING_X+GIO_OFFSET_TO_TEXT), usPosY, GIO_DIF_SETTINGS_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_TIMED_TURNS_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- */
- // JA2Gold: Display the iron man Settings Title Text
- DisplayWrappedString( GIO_IRON_MAN_SETTING_X, (UINT16)(GIO_IRON_MAN_SETTING_Y-GIO_GAP_BN_SETTINGS), GIO_DIF_SETTINGS_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_GAME_SAVE_STYLE_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- usPosY = GIO_IRON_MAN_SETTING_Y+2;
- DisplayWrappedString( (UINT16)(GIO_IRON_MAN_SETTING_X+GIO_OFFSET_TO_TEXT), usPosY, GIO_DIF_SETTINGS_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_SAVE_ANYWHERE_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- usPosY += GIO_GAP_BN_SETTINGS;
- DisplayWrappedString( (UINT16)(GIO_IRON_MAN_SETTING_X+GIO_OFFSET_TO_TEXT), usPosY, GIO_DIF_SETTINGS_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_IRON_MAN_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- usPosY += 20;
- DisplayWrappedString( (UINT16)(GIO_IRON_MAN_SETTING_X+GIO_OFFSET_TO_TEXT), usPosY, 220, 2, FONT12ARIAL, GIO_TOGGLE_TEXT_COLOR, zNewTacticalMessages[ TCTL_MSG__CANNOT_SAVE_DURING_COMBAT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- //if its the demo, make sure to Display the text for the additional guns
- #ifdef JA2DEMO
-
- //Shadow the area around the additional guns
- ShadowVideoSurfaceRect( FRAME_BUFFER, 336, 105, 580, 218 ); //358
- //Display the text indicatting that the option is disabled for the demo
- // DrawTextToScreen( gzGIOScreenText[ GIO_DISABLED_FOR_THE_DEMO_TEXT ], GIO_TIMED_TURN_SETTING_X, (UINT16)(GIO_TIMED_TURN_SETTING_Y-GIO_GAP_BN_SETTINGS), GIO_GUN_SETTINGS_WIDTH, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- DisplayWrappedString( 440, (UINT16)(GIO_GUN_SETTINGS_Y-GIO_GAP_BN_SETTINGS), 150, 2, GIO_TOGGLE_TEXT_FONT, 162, gzGIOScreenText[ GIO_DISABLED_FOR_THE_DEMO_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
- #endif
- return( TRUE );
- }
- void GetGIOScreenUserInput()
- {
- InputAtom Event;
- // POINT MousePos;
- // GetCursorPos(&MousePos);
- while( DequeueEvent( &Event ) )
- {
- if( Event.usEvent == KEY_DOWN )
- {
- switch( Event.usParam )
- {
- case ESC:
- //Exit out of the screen
- gubGameOptionScreenHandler = GIO_CANCEL;
- break;
- #ifdef JA2TESTVERSION
- case 'r':
- gfReRenderGIOScreen=TRUE;
- break;
- case 'i':
- InvalidateRegion( 0, 0, 640, 480 );
- break;
- #endif
- case ENTER:
- gubGameOptionScreenHandler = GIO_EXIT;
- break;
- }
- }
- }
- }
- void BtnDifficultyTogglesCallback( GUI_BUTTON *btn, INT32 reason )
- {
- if( reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
- {
- UINT8 ubButton = (UINT8)MSYS_GetBtnUserData( btn, 0 );
- if( btn->uiFlags & BUTTON_CLICKED_ON )
- {
- UINT8 cnt;
- for( cnt=0; cnt<NUM_DIFF_SETTINGS; cnt++)
- {
- ButtonList[ guiDifficultySettingsToggles[ cnt ] ]->uiFlags &= ~BUTTON_CLICKED_ON;
- }
- //enable the current button
- btn->uiFlags |= BUTTON_CLICKED_ON;
- }
- else
- {
- UINT8 cnt;
- BOOLEAN fAnyChecked=FALSE;
- //if none of the other boxes are checked, do not uncheck this box
- for( cnt=0; cnt<NUM_GUN_OPTIONS; cnt++)
- {
- if( ButtonList[ guiDifficultySettingsToggles[ cnt ] ]->uiFlags & BUTTON_CLICKED_ON )
- {
- fAnyChecked = TRUE;
- }
- }
- //if none are checked, re check this one
- if( !fAnyChecked )
- btn->uiFlags |= BUTTON_CLICKED_ON;
- }
- }
- }
- void BtnGameStyleTogglesCallback( GUI_BUTTON *btn, INT32 reason )
- {
- if( reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
- {
- UINT8 ubButton = (UINT8)MSYS_GetBtnUserData( btn, 0 );
- if( btn->uiFlags & BUTTON_CLICKED_ON )
- {
- UINT8 cnt;
- for( cnt=0; cnt<NUM_GAME_STYLES; cnt++)
- {
- ButtonList[ guiGameStyleToggles[ cnt ] ]->uiFlags &= ~BUTTON_CLICKED_ON;
- }
- //enable the current button
- btn->uiFlags |= BUTTON_CLICKED_ON;
- }
- else
- {
- UINT8 cnt;
- BOOLEAN fAnyChecked=FALSE;
- //if none of the other boxes are checked, do not uncheck this box
- for( cnt=0; cnt<NUM_GUN_OPTIONS; cnt++)
- {
- if( ButtonList[ guiGameStyleToggles[ cnt ] ]->uiFlags & BUTTON_CLICKED_ON )
- {
- fAnyChecked = TRUE;
- }
- }
- //if none are checked, re check this one
- if( !fAnyChecked )
- btn->uiFlags |= BUTTON_CLICKED_ON;
- }
- }
- }
- void BtnGameSaveTogglesCallback( GUI_BUTTON *btn, INT32 reason )
- {
- if( reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
- {
- // UINT8 ubButton = (UINT8)MSYS_GetBtnUserData( btn, 0 );
- if( btn->uiFlags & BUTTON_CLICKED_ON )
- {
- UINT8 cnt;
- for( cnt=0; cnt<NUM_SAVE_OPTIONS; cnt++)
- {
- ButtonList[ guiGameSaveToggles[ cnt ] ]->uiFlags &= ~BUTTON_CLICKED_ON;
- }
- //enable the current button
- btn->uiFlags |= BUTTON_CLICKED_ON;
- }
- else
- {
- UINT8 cnt;
- BOOLEAN fAnyChecked=FALSE;
- //if none of the other boxes are checked, do not uncheck this box
- for( cnt=0; cnt<NUM_SAVE_OPTIONS; cnt++)
- {
- if( ButtonList[ guiGameSaveToggles[ cnt ] ]->uiFlags & BUTTON_CLICKED_ON )
- {
- fAnyChecked = TRUE;
- }
- }
- //if none are checked, re check this one
- if( !fAnyChecked )
- btn->uiFlags |= BUTTON_CLICKED_ON;
- }
- }
- }
- void BtnGunOptionsTogglesCallback( GUI_BUTTON *btn, INT32 reason )
- {
- if( reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
- {
- UINT8 ubButton = (UINT8)MSYS_GetBtnUserData( btn, 0 );
- if( btn->uiFlags & BUTTON_CLICKED_ON )
- {
- UINT8 cnt;
- for( cnt=0; cnt<NUM_GUN_OPTIONS; cnt++)
- {
- ButtonList[ guiGunOptionToggles[ cnt ] ]->uiFlags &= ~BUTTON_CLICKED_ON;
- }
- //enable the current button
- btn->uiFlags |= BUTTON_CLICKED_ON;
- }
- else
- {
- UINT8 cnt;
- BOOLEAN fAnyChecked=FALSE;
- //if none of the other boxes are checked, do not uncheck this box
- for( cnt=0; cnt<NUM_GUN_OPTIONS; cnt++)
- {
- if( ButtonList[ guiGunOptionToggles[ cnt ] ]->uiFlags & BUTTON_CLICKED_ON )
- {
- fAnyChecked = TRUE;
- }
- }
- //if none are checked, re check this one
- if( !fAnyChecked )
- btn->uiFlags |= BUTTON_CLICKED_ON;
- }
- }
- }
- // JA2Gold: no more timed turns setting
- /*
- void BtnTimedTurnsTogglesCallback( GUI_BUTTON *btn, INT32 reason )
- {
- if( reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
- {
- UINT8 ubButton = (UINT8)MSYS_GetBtnUserData( btn, 0 );
- if( btn->uiFlags & BUTTON_CLICKED_ON )
- {
- UINT8 cnt;
- for( cnt=0; cnt<GIO_NUM_TIMED_TURN_OPTIONS; cnt++)
- {
- ButtonList[ guiTimedTurnToggles[ cnt ] ]->uiFlags &= ~BUTTON_CLICKED_ON;
- }
- //enable the current button
- btn->uiFlags |= BUTTON_CLICKED_ON;
- }
- else
- {
- UINT8 cnt;
- BOOLEAN fAnyChecked=FALSE;
- //if none of the other boxes are checked, do not uncheck this box
- for( cnt=0; cnt<GIO_NUM_TIMED_TURN_OPTIONS; cnt++)
- {
- if( ButtonList[ guiTimedTurnToggles[ cnt ] ]->uiFlags & BUTTON_CLICKED_ON )
- {
- fAnyChecked = TRUE;
- }
- }
- //if none are checked, re check this one
- if( !fAnyChecked )
- btn->uiFlags |= BUTTON_CLICKED_ON;
- }
- }
- }
- */
- void BtnGIODoneCallback(GUI_BUTTON *btn,INT32 reason)
- {
- if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
- {
- btn->uiFlags |= BUTTON_CLICKED_ON;
- InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
- }
- if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
- {
- btn->uiFlags &= (~BUTTON_CLICKED_ON );
- //if the user doesnt have IRON MAN mode selected
- if( !DisplayMessageToUserAboutIronManMode() )
- {
- //Confirm the difficulty setting
- DisplayMessageToUserAboutGameDifficulty();
- }
- InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
- }
- }
- void BtnGIOCancelCallback(GUI_BUTTON *btn,INT32 reason)
- {
- if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
- {
- btn->uiFlags |= BUTTON_CLICKED_ON;
- InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
- }
- if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
- {
- btn->uiFlags &= (~BUTTON_CLICKED_ON );
- gubGameOptionScreenHandler = GIO_CANCEL;
- InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
- }
- }
- UINT8 GetCurrentDifficultyButtonSetting()
- {
- UINT8 cnt;
- for( cnt=0; cnt<NUM_DIFF_SETTINGS; cnt++)
- {
- if( ButtonList[ guiDifficultySettingsToggles[ cnt ] ]->uiFlags & BUTTON_CLICKED_ON )
- {
- return( cnt );
- }
- }
- return( 0 );
- }
- UINT8 GetCurrentGameStyleButtonSetting()
- {
- UINT8 cnt;
- for( cnt=0; cnt<NUM_GAME_STYLES; cnt++)
- {
- if( ButtonList[ guiGameStyleToggles[ cnt ] ]->uiFlags & BUTTON_CLICKED_ON )
- {
- return( cnt );
- }
- }
- return( 0 );
- }
- UINT8 GetCurrentGunButtonSetting()
- {
- UINT8 cnt;
- for( cnt=0; cnt<NUM_GUN_OPTIONS; cnt++)
- {
- if( ButtonList[ guiGunOptionToggles[ cnt ] ]->uiFlags & BUTTON_CLICKED_ON )
- {
- return( cnt );
- }
- }
- return( 0 );
- }
- // JA2 Gold: no timed turns
- /*
- UINT8 GetCurrentTimedTurnsButtonSetting()
- {
- UINT8 cnt;
- for( cnt=0; cnt<GIO_NUM_TIMED_TURN_OPTIONS; cnt++)
- {
- if( ButtonList[ guiTimedTurnToggles[ cnt ] ]->uiFlags & BUTTON_CLICKED_ON )
- {
- return( cnt );
- }
- }
- return( 0 );
- }
- */
- UINT8 GetCurrentGameSaveButtonSetting()
- {
- UINT8 cnt;
- for( cnt=0; cnt<NUM_SAVE_OPTIONS; cnt++)
- {
- if( ButtonList[ guiGameSaveToggles[ cnt ] ]->uiFlags & BUTTON_CLICKED_ON )
- {
- return( cnt );
- }
- }
- return( 0 );
- }
- void RestoreGIOButtonBackGrounds()
- {
- UINT8 cnt;
- UINT16 usPosY;
- usPosY = GIO_DIF_SETTINGS_Y-GIO_OFFSET_TO_TOGGLE_BOX_Y;
- //Check box to toggle Difficulty settings
- for( cnt=0; cnt<NUM_DIFF_SETTINGS; cnt++)
- {
- RestoreExternBackgroundRect( GIO_DIF_SETTINGS_X+GIO_OFFSET_TO_TOGGLE_BOX, usPosY, 34, 29 );
- usPosY += GIO_GAP_BN_SETTINGS;
- }
- usPosY = GIO_GAME_SETTINGS_Y-GIO_OFFSET_TO_TOGGLE_BOX_Y;
- //Check box to toggle Game settings ( realistic, sci fi )
- for( cnt=0; cnt<NUM_GAME_STYLES; cnt++)
- {
- RestoreExternBackgroundRect( GIO_GAME_SETTINGS_X+GIO_OFFSET_TO_TOGGLE_BOX, usPosY, 34, 29 );
- usPosY += GIO_GAP_BN_SETTINGS;
- }
- usPosY = GIO_GUN_SETTINGS_Y-GIO_OFFSET_TO_TOGGLE_BOX_Y;
- //Check box to toggle Gun options
- for( cnt=0; cnt<NUM_GUN_OPTIONS; cnt++)
- {
- RestoreExternBackgroundRect( GIO_GUN_SETTINGS_X+GIO_OFFSET_TO_TOGGLE_BOX, usPosY, 34, 29 );
- usPosY += GIO_GAP_BN_SETTINGS;
- }
- // JA2Gold: no more timed turns setting
- /*
- //Check box to toggle timed turns options
- usPosY = GIO_TIMED_TURN_SETTING_Y-GIO_OFFSET_TO_TOGGLE_BOX_Y;
- for( cnt=0; cnt<GIO_NUM_TIMED_TURN_OPTIONS; cnt++)
- {
- RestoreExternBackgroundRect( GIO_TIMED_TURN_SETTING_X+GIO_OFFSET_TO_TOGGLE_BOX, usPosY, 34, 29 );
- usPosY += GIO_GAP_BN_SETTINGS;
- }
- */
- //Check box to toggle iron man options
- usPosY = GIO_IRON_MAN_SETTING_Y-GIO_OFFSET_TO_TOGGLE_BOX_Y;
- for( cnt=0; cnt<NUM_SAVE_OPTIONS; cnt++)
- {
- RestoreExternBackgroundRect( GIO_IRON_MAN_SETTING_X+GIO_OFFSET_TO_TOGGLE_BOX, usPosY, 34, 29 );
- usPosY += GIO_GAP_BN_SETTINGS;
- }
- }
- void DoneFadeOutForExitGameInitOptionScreen( void )
- {
- // loop through and get the status of all the buttons
- gGameOptions.fGunNut = GetCurrentGunButtonSetting();
- gGameOptions.fSciFi = GetCurrentGameStyleButtonSetting();
- gGameOptions.ubDifficultyLevel = GetCurrentDifficultyButtonSetting() + 1;
- // JA2Gold: no more timed turns setting
- //gGameOptions.fTurnTimeLimit = GetCurrentTimedTurnsButtonSetting();
- // JA2Gold: iron man
- gGameOptions.fIronManMode = GetCurrentGameSaveButtonSetting();
- // gubGIOExitScreen = INIT_SCREEN;
- gubGIOExitScreen = INTRO_SCREEN;
- //set the fact that we should do the intro videos
- // gbIntroScreenMode = INTRO_BEGINING;
- #ifdef JA2TESTVERSION
- if( gfKeyState[ ALT ] )
- {
- if( gfKeyState[ CTRL ] )
- {
- gMercProfiles[ MIGUEL ].bMercStatus = MERC_IS_DEAD;
- gMercProfiles[ SKYRIDER ].bMercStatus = MERC_IS_DEAD;
- }
- SetIntroType( INTRO_ENDING );
- }
- else
- #endif
- SetIntroType( INTRO_BEGINING );
- ExitGIOScreen();
- // gFadeInDoneCallback = DoneFadeInForExitGameInitOptionScreen;
- // FadeInNextFrame( );
- SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
- }
- void DoneFadeInForExitGameInitOptionScreen( void )
- {
- SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
- }
- BOOLEAN DoGioMessageBox( UINT8 ubStyle, INT16 *zString, UINT32 uiExitScreen, UINT16 usFlags, MSGBOX_CALLBACK ReturnCallback )
- {
- SGPRect CenteringRect= {0, 0, 639, 479 };
-
- // reset exit mode
- // gfExitGioDueToMessageBox = TRUE;
- // do message box and return
- giGioMessageBox = DoMessageBox( ubStyle, zString, uiExitScreen, ( UINT16 ) ( usFlags| MSG_BOX_FLAG_USE_CENTERING_RECT ), ReturnCallback, &CenteringRect );
- // send back return state
- return( ( giGioMessageBox != -1 ) );
- }
- void DisplayMessageToUserAboutGameDifficulty()
- {
- UINT8 ubDiffLevel = GetCurrentDifficultyButtonSetting();
- switch( ubDiffLevel )
- {
- case 0:
- DoGioMessageBox( MSG_BOX_BASIC_STYLE, zGioDifConfirmText[GIO_CFS_NOVICE], GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
- break;
- case 1:
- DoGioMessageBox( MSG_BOX_BASIC_STYLE, zGioDifConfirmText[GIO_CFS_EXPERIENCED], GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
- break;
- case 2:
- DoGioMessageBox( MSG_BOX_BASIC_STYLE, zGioDifConfirmText[GIO_CFS_EXPERT], GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioDifSettingMessageBoxCallBack );
- break;
- }
- }
- void ConfirmGioDifSettingMessageBoxCallBack( UINT8 bExitValue )
- {
- if( bExitValue == MSG_BOX_RETURN_YES )
- {
- gubGameOptionScreenHandler = GIO_EXIT;
- }
- }
- BOOLEAN DisplayMessageToUserAboutIronManMode()
- {
- UINT8 ubIronManMode = GetCurrentGameSaveButtonSetting();
- //if the user has selected IRON MAN mode
- if( ubIronManMode )
- {
- DoGioMessageBox( MSG_BOX_BASIC_STYLE, gzIronManModeWarningText[ IMM__IRON_MAN_MODE_WARNING_TEXT ], GAME_INIT_OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmGioIronManMessageBoxCallBack );
- return( TRUE );
- }
- return( FALSE );
- }
- void ConfirmGioIronManMessageBoxCallBack( UINT8 bExitValue )
- {
- if( bExitValue == MSG_BOX_RETURN_YES )
- {
- gubGameOptionScreenHandler = GIO_IRON_MAN_MODE;
- }
- else
- {
- ButtonList[ guiGameSaveToggles[ GIO_IRON_MAN ] ]->uiFlags &= ~BUTTON_CLICKED_ON;
- ButtonList[ guiGameSaveToggles[ GIO_CAN_SAVE ] ]->uiFlags |= BUTTON_CLICKED_ON;
- }
- }
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