void display_footer(void) { glEnable(GL_TEXTURE_2D); glDisable(GL_LIGHTING); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(-1, 1, -1, 1, 0, 100); glMatrixMode(GL_MODELVIEW); select_player(); display_inv(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glEnable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); }
/*! \brief Main menu * * Main menu that calls all the other little menus :) */ void menu(void) { int stop = 0, ptr = 0, z = -1; play_effect(SND_MENU, 128); timer_count = 0; while (!stop) { check_animation(); drawmap(); draw_mainmenu(-1); draw_sprite(double_buffer, menuptr, 204 + xofs, ptr * 8 + 73 + yofs); blit2screen(xofs, yofs); readcontrols(); if (PlayerInput.up) { unpress(); ptr--; if (ptr < 0) { ptr = 5; } play_effect(SND_CLICK, 128); } if (PlayerInput.down) { unpress(); ptr++; if (ptr > 5) { ptr = 0; } play_effect(SND_CLICK, 128); } /* Allow player to rearrange the party at any time by pressing LEFT */ if (PlayerInput.left) { z = select_player(); if (z > 0) { party_newlead(); } } if (PlayerInput.balt) { unpress(); switch (ptr) { case 0: camp_item_menu(); break; case 3: spec_items(); break; case 5: quest_info(); break; default: z = select_player(); if (z >= 0) { switch (ptr) { case 1: camp_spell_menu(z); break; case 2: equip_menu(z); break; case 4: status_screen(z); break; } } break; } } if (PlayerInput.bctrl) { unpress(); stop = 1; } if (close_menu == 1) { close_menu = 0; stop = 1; } } }