thirtyflightsofloving/ui/ui_game.c

227 lines
6.7 KiB
C
Raw Normal View History

2019-03-13 19:20:07 +00:00
/*
===========================================================================
2019-03-13 19:20:07 +00:00
Copyright (C) 1997-2001 Id Software, Inc.
This file is part of Quake 2 source code.
2019-03-13 19:20:07 +00:00
Quake 2 source code 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.
2019-03-13 19:20:07 +00:00
Quake 2 source code 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.
2019-03-13 19:20:07 +00:00
You should have received a copy of the GNU General Public License
along with Quake 2 source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
2019-03-13 19:20:07 +00:00
*/
// ui_game.c -- the single player menu and credits
#include <ctype.h>
#ifdef _WIN32
#include <io.h>
#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.y = 0;
s_game_menu.nitems = 0;
s_easy_game_action.generic.type = MTYPE_ACTION;
s_easy_game_action.generic.textSize = MENU_FONT_SIZE;
s_easy_game_action.generic.flags = QMF_LEFT_JUSTIFY;
2019-03-13 19:20:07 +00:00
s_easy_game_action.generic.x = 0;
s_easy_game_action.generic.y = y; // 0
s_easy_game_action.generic.name = " easy";
2019-03-13 19:20:07 +00:00
s_easy_game_action.generic.callback = EasyGameFunc;
s_medium_game_action.generic.type = MTYPE_ACTION;
s_medium_game_action.generic.textSize = MENU_FONT_SIZE;
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 = " medium";
s_medium_game_action.generic.callback = MediumGameFunc;
s_hard_game_action.generic.type = MTYPE_ACTION;
s_hard_game_action.generic.textSize = MENU_FONT_SIZE;
s_hard_game_action.generic.flags = QMF_LEFT_JUSTIFY;
2019-03-13 19:20:07 +00:00
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;
2019-03-13 19:20:07 +00:00
s_nitemare_game_action.generic.type = MTYPE_ACTION;
s_nitemare_game_action.generic.textSize = MENU_FONT_SIZE;
s_nitemare_game_action.generic.flags = QMF_LEFT_JUSTIFY;
2019-03-13 19:20:07 +00:00
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;
2019-03-13 19:20:07 +00:00
s_blankline.generic.type = MTYPE_SEPARATOR;
s_blankline.generic.textSize = MENU_FONT_SIZE;
2019-03-13 19:20:07 +00:00
s_load_game_action.generic.type = MTYPE_ACTION;
s_load_game_action.generic.textSize = MENU_FONT_SIZE;
s_load_game_action.generic.flags = QMF_LEFT_JUSTIFY;
2019-03-13 19:20:07 +00:00
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;
2019-03-13 19:20:07 +00:00
s_save_game_action.generic.type = MTYPE_ACTION;
s_save_game_action.generic.textSize = MENU_FONT_SIZE;
s_save_game_action.generic.flags = QMF_LEFT_JUSTIFY;
2019-03-13 19:20:07 +00:00
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.textSize = MENU_FONT_SIZE;
s_credits_action.generic.flags = QMF_LEFT_JUSTIFY;
s_credits_action.generic.x = 0;
s_credits_action.generic.y = y += MENU_LINE_SIZE;
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.textSize = MENU_FONT_SIZE;
s_game_back_action.generic.flags = QMF_LEFT_JUSTIFY;
2019-03-13 19:20:07 +00:00
s_game_back_action.generic.x = 0;
s_game_back_action.generic.y = y += 2*MENU_LINE_SIZE;
s_game_back_action.generic.name = " back to main";
s_game_back_action.generic.callback = UI_BackMenu;
2019-03-13 19:20:07 +00:00
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_DrawBanner( "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;
}