/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // ui_game.c -- the single player menu and credits #include #ifdef _WIN32 #include #endif #include "../client/client.h" #include "ui_local.h" /* ============================================================================= GAME MENU ============================================================================= */ static int m_game_cursor; static menuframework_s s_game_menu; static menuaction_s s_easy_game_action; static menuaction_s s_medium_game_action; static menuaction_s s_hard_game_action; static menuaction_s s_nitemare_game_action; static menuaction_s s_load_game_action; static menuaction_s s_save_game_action; static menuaction_s s_credits_action; static menuseparator_s s_blankline; static menuaction_s s_game_back_action; static void StartGame( void ) { // disable updates and start the cinematic going cl.servercount = -1; UI_ForceMenuOff (); Cvar_SetValue( "deathmatch", 0 ); Cvar_SetValue( "coop", 0 ); Cvar_SetValue( "gamerules", 0 ); //PGM // Cbuf_AddText ("loading ; killserver ; wait ; newgame\n"); if (cls.state != ca_disconnected) // don't force loadscreen if disconnected Cbuf_AddText ("loading ; killserver ; wait\n"); Cbuf_AddText ("newgame\n"); cls.key_dest = key_game; } static void EasyGameFunc( void *data ) { Cvar_ForceSet( "skill", "0" ); StartGame(); } static void MediumGameFunc( void *data ) { Cvar_ForceSet( "skill", "1" ); StartGame(); } static void HardGameFunc( void *data ) { Cvar_ForceSet( "skill", "2" ); StartGame(); } static void NitemareGameFunc( void *data ) { Cvar_ForceSet( "skill", "3" ); StartGame(); } static void LoadGameFunc( void *unused ) { M_Menu_LoadGame_f (); } static void SaveGameFunc( void *unused ) { M_Menu_SaveGame_f(); } static void CreditsFunc( void *unused ) { M_Menu_Credits_f(); } void Game_MenuInit( void ) { static const char *difficulty_names[] = { "easy", "medium", "hard", 0 }; int y = 0; s_game_menu.x = SCREEN_WIDTH*0.5 - 24; //s_game_menu.x = viddef.width * 0.50 - SCR_ScaledVideo(24); //s_game_menu.y = 0; s_game_menu.nitems = 0; s_easy_game_action.generic.type = MTYPE_ACTION; s_easy_game_action.generic.flags = QMF_LEFT_JUSTIFY; s_easy_game_action.generic.x = 0; s_easy_game_action.generic.y = y; // 0 s_easy_game_action.generic.name = " easy"; s_easy_game_action.generic.callback = EasyGameFunc; s_medium_game_action.generic.type = MTYPE_ACTION; s_medium_game_action.generic.flags = QMF_LEFT_JUSTIFY; s_medium_game_action.generic.x = 0; s_medium_game_action.generic.y = y += MENU_LINE_SIZE; s_medium_game_action.generic.name = " Start New Game"; s_medium_game_action.generic.callback = MediumGameFunc; s_hard_game_action.generic.type = MTYPE_ACTION; s_hard_game_action.generic.flags = QMF_LEFT_JUSTIFY; s_hard_game_action.generic.x = 0; s_hard_game_action.generic.y = y += MENU_LINE_SIZE; s_hard_game_action.generic.name = " hard"; s_hard_game_action.generic.callback = HardGameFunc; s_nitemare_game_action.generic.type = MTYPE_ACTION; s_nitemare_game_action.generic.flags = QMF_LEFT_JUSTIFY; s_nitemare_game_action.generic.x = 0; s_nitemare_game_action.generic.y = y += MENU_LINE_SIZE; s_nitemare_game_action.generic.name = " nightmare"; s_nitemare_game_action.generic.callback = NitemareGameFunc; s_blankline.generic.type = MTYPE_SEPARATOR; s_load_game_action.generic.type = MTYPE_ACTION; s_load_game_action.generic.flags = QMF_LEFT_JUSTIFY; s_load_game_action.generic.x = 0; s_load_game_action.generic.y = y += 2*MENU_LINE_SIZE; s_load_game_action.generic.name = " Load Game"; s_load_game_action.generic.callback = LoadGameFunc; s_save_game_action.generic.type = MTYPE_ACTION; s_save_game_action.generic.flags = QMF_LEFT_JUSTIFY; s_save_game_action.generic.x = 0; s_save_game_action.generic.y = y += MENU_LINE_SIZE; s_save_game_action.generic.name = " Save Game"; s_save_game_action.generic.callback = SaveGameFunc; s_credits_action.generic.type = MTYPE_ACTION; s_credits_action.generic.flags = QMF_LEFT_JUSTIFY; s_credits_action.generic.x = 0; s_credits_action.generic.y = y += MENU_LINE_SIZE*2; s_credits_action.generic.name = " Credits"; s_credits_action.generic.callback = CreditsFunc; s_game_back_action.generic.type = MTYPE_ACTION; s_game_back_action.generic.flags = QMF_LEFT_JUSTIFY; s_game_back_action.generic.x = 0; s_game_back_action.generic.y = y += 2*MENU_LINE_SIZE; s_game_back_action.generic.name = " Cancel"; s_game_back_action.generic.callback = UI_BackMenu; //Menu_AddItem( &s_game_menu, ( void * ) &s_easy_game_action ); Menu_AddItem( &s_game_menu, ( void * ) &s_medium_game_action ); //Menu_AddItem( &s_game_menu, ( void * ) &s_hard_game_action ); //Menu_AddItem( &s_game_menu, ( void * ) &s_nitemare_game_action ); Menu_AddItem( &s_game_menu, ( void * ) &s_blankline ); Menu_AddItem( &s_game_menu, ( void * ) &s_load_game_action ); Menu_AddItem( &s_game_menu, ( void * ) &s_save_game_action ); Menu_AddItem( &s_game_menu, ( void * ) &s_blankline ); Menu_AddItem( &s_game_menu, ( void * ) &s_credits_action ); Menu_AddItem( &s_game_menu, ( void * ) &s_game_back_action ); Menu_Center( &s_game_menu ); } void Game_MenuDraw( void ) { Menu_Banner( "m_banner_game" ); Menu_AdjustCursor( &s_game_menu, 1 ); Menu_Draw( &s_game_menu ); } const char *Game_MenuKey( int key ) { return Default_MenuKey( &s_game_menu, key ); } void M_Menu_Game_f (void) { Game_MenuInit(); UI_PushMenu( Game_MenuDraw, Game_MenuKey ); m_game_cursor = 1; }