/* =========================================================================== 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 =========================================================================== */ // menu_game_credits.c -- the credits scroll #include #ifdef _WIN32 #include #endif #include "../client/client.h" #include "ui_local.h" /* ============================================================================= CREDITS MENU ============================================================================= */ static int credits_start_time; // Knigthtmare added- allow credits to scroll past top of screen static int credits_start_line; static const char **credits; static char *creditsIndex[256]; //static char *creditsBuffer; static const char *ui_idcredits[] = { #include "menu_credits_id.h" }; static const char *ui_xatrixcredits[] = { #include "menu_credits_xatrix.h" }; static const char *ui_roguecredits[] = { #include "menu_credits_rogue.h" }; int stringLengthExtra (const char *string); void Menu_Credits_Draw (void) { float alpha, time = (cls.realtime - credits_start_time) * 0.05; int i, y, x, len, stringoffset; qboolean bold; if ((SCREEN_HEIGHT - ((cls.realtime - credits_start_time)/40.0F) + credits_start_line * MENU_LINE_SIZE) < 0) { credits_start_line++; if (!credits[credits_start_line]) { credits_start_line = 0; credits_start_time = cls.realtime; } } // // draw the credits // for (i=credits_start_line, y=SCREEN_HEIGHT - ((cls.realtime - credits_start_time)/40.0F) + credits_start_line * MENU_LINE_SIZE; credits[i] && y < SCREEN_HEIGHT; y += MENU_LINE_SIZE, i++) { stringoffset = 0; bold = false; if (y <= -MENU_FONT_SIZE) continue; if (y > SCREEN_HEIGHT) continue; if (credits[i][0] == '+') { bold = true; stringoffset = 1; } else { bold = false; stringoffset = 0; } if (y > SCREEN_HEIGHT*(7.0/8.0)) { float y_test, h_test; y_test = y - SCREEN_HEIGHT*(7.0/8.0); h_test = SCREEN_HEIGHT/8; alpha = 1 - (y_test/h_test); alpha = max(min(alpha, 1), 0); } else if (y < SCREEN_HEIGHT/8) { float y_test, h_test; y_test = y; h_test = SCREEN_HEIGHT/8; alpha = y_test/h_test; alpha = max(min(alpha, 1), 0); } else alpha = 1; len = (int)strlen(credits[i]) - stringLengthExtra(credits[i]); x = ( SCREEN_WIDTH - len * MENU_FONT_SIZE - stringoffset * MENU_FONT_SIZE ) / 2 + stringoffset * MENU_FONT_SIZE; UI_DrawString (x, y, MENU_FONT_SIZE, credits[i], alpha*255); } } const char *Menu_Credits_Key (int key) { char *sound = NULL; switch (key) { case K_ESCAPE: // case K_MOUSE2: if (creditsBuffer) FS_FreeFile (creditsBuffer); UI_PopMenu (); sound = ui_menu_out_sound; break; default: break; } return sound; } void Menu_Credits_f (void) { int n; int count; char *p; creditsBuffer = NULL; count = FS_LoadFile ("credits", &creditsBuffer); if (count != -1) { p = creditsBuffer; for (n = 0; n < 255; n++) { creditsIndex[n] = p; while (*p != '\r' && *p != '\n') { p++; if (--count == 0) break; } if (*p == '\r') { *p++ = 0; if (--count == 0) break; } *p++ = 0; if (--count == 0) break; } creditsIndex[++n] = 0; credits = creditsIndex; } else { if (FS_ModType("xatrix")) // Xatrix credits = ui_xatrixcredits; else if (FS_ModType("rogue")) // Rogue credits = ui_roguecredits; else credits = ui_idcredits; } credits_start_time = cls.realtime; credits_start_line = 0; // allow credits to scroll past top of screen UI_PushMenu (Menu_Credits_Draw, Menu_Credits_Key); }