/* =========================================================================== Copyright (C) 1997-2001 Id Software, Inc. This file is part of Quake 2 source code. 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. 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. 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 =========================================================================== */ // 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 EasyGameFunc( void *data ) { Cvar_ForceSet( "skill", "0" ); UIStartSPGame (); } static void MediumGameFunc( void *data ) { Cvar_ForceSet( "skill", "1" ); UIStartSPGame (); } static void HardGameFunc( void *data ) { Cvar_ForceSet( "skill", "2" ); UIStartSPGame (); } static void NitemareGameFunc( void *data ) { Cvar_ForceSet( "skill", "3" ); UIStartSPGame (); } 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; 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.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; 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.textSize = MENU_FONT_SIZE; 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_blankline.generic.textSize = MENU_FONT_SIZE; 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; 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.textSize = MENU_FONT_SIZE; 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.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; 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; 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; }