doom-ios/code/iphone/iphone_mapSelect.c

444 lines
13 KiB
C

/*
* iphone_mapSelect.c
* doom
*
* Created by John Carmack on 4/19/09.
* Copyright 2009 id Software. All rights reserved.
*
*/
/*
Copyright (C) 2009 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.
*/
#include "../doomiphone.h"
typedef struct {
int dataset;
int episode;
int map;
const char *name;
} mapData_t;
mapData_t mapData[] = {
{ 0, 1, 1, "E1M1: Hangar" },
{ 0, 1, 2, "E1M2: Nuclear Plant" },
{ 0, 1, 3, "E1M3: Toxin Refinery" },
{ 0, 1, 4, "E1M4: Command Control" },
{ 0, 1, 5, "E1M5: Phobos Lab" },
{ 0, 1, 6, "E1M6: Central Processing" },
{ 0, 1, 7, "E1M7: Computer Station" },
{ 0, 1, 8, "E1M8: Phobos Anomaly" },
{ 0, 1, 9, "E1M9: Military Base" },
{ 0, 2, 1, "E2M1: Deimos Anomaly" },
{ 0, 2, 2, "E2M2: Containment Area" },
{ 0, 2, 3, "E2M3: Refinery" },
{ 0, 2, 4, "E2M4: Deimos Lab" },
{ 0, 2, 5, "E2M5: Command Center" },
{ 0, 2, 6, "E2M6: Halls of the Damned" },
{ 0, 2, 7, "E2M7: Spawning Vats" },
{ 0, 2, 8, "E2M8: Tower of Babel" },
{ 0, 2, 9, "E2M9: Fortress of Mystery" },
{ 0, 3, 1, "E3M1: Hell Keep" },
{ 0, 3, 2, "E3M2: Slough of Despair" },
{ 0, 3, 3, "E3M3: Pandemonium" },
{ 0, 3, 4, "E3M4: House of Pain" },
{ 0, 3, 5, "E3M5: Unholy Cathedral" },
{ 0, 3, 6, "E3M6: Mt. Erebus" },
{ 0, 3, 7, "E3M7: Limbo" },
{ 0, 3, 8, "E3M8: Dis" },
{ 0, 3, 9, "E3M9: Warrens" },
{ 0, 4, 1, "E4M1: Hell Beneath" },
{ 0, 4, 2, "E4M2: Perfect Hatred" },
{ 0, 4, 3, "E4M3: Sever The Wicked" },
{ 0, 4, 4, "E4M4: Unruly Evil" },
{ 0, 4, 5, "E4M5: They Will Repent" },
{ 0, 4, 6, "E4M6: Against Thee Wickedly" },
{ 0, 4, 7, "E4M7: And Hell Followed" },
{ 0, 4, 8, "E4M8: Unto The Cruel" },
{ 0, 4, 9, "E4M9: Fear" },
#if 0
{ 0, 0, 0, "level 1: entryway" },
{ 0, 0, 0, "level 2: underhalls" },
{ 0, 0, 0, "level 3: the gantlet" },
{ 0, 0, 0, "level 4: the focus" },
{ 0, 0, 0, "level 5: the waste tunnels" },
{ 0, 0, 0, "level 6: the crusher" },
{ 0, 0, 0, "level 7: dead simple" },
{ 0, 0, 0, "level 8: tricks and traps" },
{ 0, 0, 0, "level 9: the pit" },
{ 0, 0, 0, "level 10: refueling base" },
{ 0, 0, 0, "level 11: 'o' of destruction!" },
{ 0, 0, 0, "level 12: the factory" },
{ 0, 0, 0, "level 13: downtown" },
{ 0, 0, 0, "level 14: the inmost dens" },
{ 0, 0, 0, "level 15: industrial zone" },
{ 0, 0, 0, "level 16: suburbs" },
{ 0, 0, 0, "level 17: tenements" },
{ 0, 0, 0, "level 18: the courtyard" },
{ 0, 0, 0, "level 19: the citadel" },
{ 0, 0, 0, "level 20: gotcha!" },
{ 0, 0, 0, "level 21: nirvana" },
{ 0, 0, 0, "level 22: the catacombs" },
{ 0, 0, 0, "level 23: barrels o' fun" },
{ 0, 0, 0, "level 24: the chasm" },
{ 0, 0, 0, "level 25: bloodfalls" },
{ 0, 0, 0, "level 26: the abandoned mines" },
{ 0, 0, 0, "level 27: monster condo" },
{ 0, 0, 0, "level 28: the spirit world" },
{ 0, 0, 0, "level 29: the living end" },
{ 0, 0, 0, "level 30: icon of sin" },
{ 0, 0, 0, "level 31: wolfenstein" },
{ 0, 0, 0, "level 32: grosse" },
{ 0, 0, 0, "level 1: congo" },
{ 0, 0, 0, "level 2: well of souls" },
{ 0, 0, 0, "level 3: aztec" },
{ 0, 0, 0, "level 4: caged" },
{ 0, 0, 0, "level 5: ghost town" },
{ 0, 0, 0, "level 6: baron's lair" },
{ 0, 0, 0, "level 7: caughtyard" },
{ 0, 0, 0, "level 8: realm" },
{ 0, 0, 0, "level 9: abattoire" },
{ 0, 0, 0, "level 10: onslaught" },
{ 0, 0, 0, "level 11: hunted" },
{ 0, 0, 0, "level 12: speed" },
{ 0, 0, 0, "level 13: the crypt" },
{ 0, 0, 0, "level 14: genesis" },
{ 0, 0, 0, "level 15: the twilight" },
{ 0, 0, 0, "level 16: the omen" },
{ 0, 0, 0, "level 17: compound" },
{ 0, 0, 0, "level 18: neurosphere" },
{ 0, 0, 0, "level 19: nme" },
{ 0, 0, 0, "level 20: the death domain" },
{ 0, 0, 0, "level 21: slayer" },
{ 0, 0, 0, "level 22: impossible mission" },
{ 0, 0, 0, "level 23: tombstone" },
{ 0, 0, 0, "level 24: the final frontier" },
{ 0, 0, 0, "level 25: the temple of darkness" },
{ 0, 0, 0, "level 26: bunker" },
{ 0, 0, 0, "level 27: anti-christ" },
{ 0, 0, 0, "level 28: the sewers" },
{ 0, 0, 0, "level 29: odyssey of noises" },
{ 0, 0, 0, "level 30: the gateway of hell" },
{ 0, 0, 0, "level 31: cyberden" },
{ 0, 0, 0, "level 32: go 2 it" },
{ 0, 0, 0, "level 1: system control" },
{ 0, 0, 0, "level 2: human bbq" },
{ 0, 0, 0, "level 3: power control" },
{ 0, 0, 0, "level 4: wormhole" },
{ 0, 0, 0, "level 5: hanger" },
{ 0, 0, 0, "level 6: open season" },
{ 0, 0, 0, "level 7: prison" },
{ 0, 0, 0, "level 8: metal" },
{ 0, 0, 0, "level 9: stronghold" },
{ 0, 0, 0, "level 10: redemption" },
{ 0, 0, 0, "level 11: storage facility" },
{ 0, 0, 0, "level 12: crater" },
{ 0, 0, 0, "level 13: nukage processing" },
{ 0, 0, 0, "level 14: steel works" },
{ 0, 0, 0, "level 15: dead zone" },
{ 0, 0, 0, "level 16: deepest reaches" },
{ 0, 0, 0, "level 17: processing area" },
{ 0, 0, 0, "level 18: mill" },
{ 0, 0, 0, "level 19: shipping/respawning" },
{ 0, 0, 0, "level 20: central processing" },
{ 0, 0, 0, "level 21: administration center" },
{ 0, 0, 0, "level 22: habitat" },
{ 0, 0, 0, "level 23: lunar mining project" },
{ 0, 0, 0, "level 24: quarry" },
{ 0, 0, 0, "level 25: baron's den" },
{ 0, 0, 0, "level 26: ballistyx" },
{ 0, 0, 0, "level 27: mount pain" },
{ 0, 0, 0, "level 28: heck" },
{ 0, 0, 0, "level 29: river styx" },
{ 0, 0, 0, "level 30: last call" },
{ 0, 0, 0, "level 31: pharaoh" },
{ 0, 0, 0, "level 32: caribbean" },
#endif
{ 0, 0, 0, NULL }
};
/*
===================
FindMapStats
Finds or creats a mapStats_t structure for the given level.
This can return NULL if the entire array is filled up, which may
happen when people have an absurd number of downloaded levels.
===================
*/
mapStats_t *FindMapStats( int dataset, int episode, int map, boolean create ) {
for ( int i = 0 ; i < playState.numMapStats ; i++ ) {
mapStats_t *ms = &playState.mapStats[i];
if ( ms->dataset == dataset && ms->episode == episode && ms->map == map ) {
return ms;
}
}
if ( playState.numMapStats == MAX_MAPS ) {
// all full.
return NULL;
}
if ( !create ) {
return NULL;
}
mapStats_t *cms = &playState.mapStats[playState.numMapStats];
cms->dataset = dataset;
cms->episode = episode;
cms->map = map;
playState.numMapStats++;
return cms;
}
/*
==================
FindMapName
episodes and maps are one base
==================
*/
const char *FindMapName( int dataset, int episode, int map ) {
for ( mapData_t *md = mapData ; md->name ; md++ ) {
if ( md->dataset == dataset && md->episode == episode && md->map == map ) {
return md->name;
}
}
return "UNKNOWN MAP NAME";
}
/*
==================
iphoneMapSelectMenu
Skills are zero based:
sk_baby=0,
sk_easy,
sk_medium,
sk_hard,
sk_nightmare=4
episodes are one base
==================
*/
static const int MAP_ROW_HEIGHT = 52;
ibutton_t btnSkills[4];
int dragVelocity;
ibutton_t dragScroll;
mapData_t *selectedMap;
int totalDrag; // for determining if a release will activate the level
boolean iphoneMapSelectMenu( mapStart_t *map ) {
static int prevDragY;
if ( !dragScroll.x ) {
// first initialization
dragScroll.drawWidth = 480 - 80 - 64;
dragScroll.drawHeight = 320;
dragScroll.x = 64 + dragScroll.drawWidth / 2;
dragScroll.y = 160;
static char * skillNames[4] = {
"iphone/skill_easy.tga",
"iphone/skill_normal.tga",
"iphone/skill_hard.tga",
"iphone/skill_nightmare.tga" }; // not really "nightmare" skill since easy is "baby"
for ( int i = 0 ; i < 4 ; i++ ) {
SetButtonPics( &btnSkills[i], skillNames[i], "", 400, i*80 );
}
}
// check for drag-scrolling
if ( dragScroll.touch ) {
if ( dragScroll.touch->y != prevDragY ) {
dragVelocity = dragScroll.touch->y - prevDragY;
prevDragY = dragScroll.touch->y;
totalDrag += abs( dragVelocity );
}
}
Cvar_SetValue( mapSelectY->name, mapSelectY->value - dragVelocity );
// decay the dragVelocity
for ( int i = 0 ; i < 2 ; i++ ) {
if ( dragVelocity < 0 ) {
dragVelocity++;
} else if ( dragVelocity > 0 ) {
dragVelocity--;
}
}
int iskill = (int)skill->value;
if ( iskill < 0 ) {
iskill = 0;
Cvar_SetValue( skill->name, iskill );
} else if ( iskill >= MAX_SKILLS ) {
iskill = MAX_SKILLS-1;
Cvar_SetValue( skill->name, iskill );
}
// snap back to bounds if dragging past end
if ( mapSelectY->value < 0 ) {
Cvar_SetValue( mapSelectY->name, 0 );
}
int numMaps = 0;
for ( mapData_t *map = mapData ; map->name != NULL ; map++ ) {
numMaps++;
}
if ( mapSelectY->value > numMaps * MAP_ROW_HEIGHT - 320 ) {
Cvar_SetValue( mapSelectY->name, numMaps * MAP_ROW_HEIGHT - 320 );
}
// scrolling display of levels
int y = -mapSelectY->value;
mapData_t *startMap = NULL;
for ( mapData_t *map = mapData ; map->name != NULL ; map++ ) {
if ( y > -64 && y < 320 ) {
// find the mapStat_t for this map, if it has ever been started
int completionFlags = 0;
mapStats_t *ms = FindMapStats( map->dataset, map->episode, map->map, false );
if ( ms ) {
completionFlags = ms->completionFlags[iskill];
}
// if we aren't already dragging, check for a touch on a map button
if ( !dragScroll.touch ) {
touch_t *touch = TouchInBounds( 120, y, 400-128, 48 );
if ( touch ) {
Sound_StartLocalSound( "iphone/bdown_01.wav" );
dragScroll.touch = touch;
prevDragY = touch->y;
touch->controlOwner = &dragScroll;
selectedMap = map;
}
}
// color background based on selected / entered / completed state
if ( selectedMap == map ) {
glColor4f( 1,1,1,1 ); // launch if released
} else if ( completionFlags & MF_COMPLETED ) {
glColor4f( 0.2, 0.5, 0.2, 1 );
} else if ( completionFlags & MF_TRIED ) {
glColor4f( 0.5, 0.2, 0.2, 1 );
} else {
glColor4f( 0.4, 0.4, 0.4, 1 );
}
// use -1 x to avoid a texture wrap seam
PK_StretchTexture( PK_FindTexture( "iphone/long_string_box.tga" ), 110, y, 400-114, 48 );
glColor4f( 1,1,1,1 );
// draw the text
float w = StringFontWidth( map->name );
float fontScale = 0.75;
if ( w > 360 ) {
fontScale *= ( 360 / w );
}
iphoneDrawText( 120, y+32, fontScale, map->name );
// add the awards
if ( completionFlags & MF_KILLS ) {
PK_DrawTexture( PK_FindTexture( "iphone/kills.tga" ), 80, y+4 );
}
if ( completionFlags & MF_TIME ) {
PK_DrawTexture( PK_FindTexture( "iphone/par.tga" ), 40, y+4 );
}
if ( completionFlags & MF_SECRETS ) {
PK_DrawTexture( PK_FindTexture( "iphone/secrets.tga" ), 0, y+4 );
}
}
y += MAP_ROW_HEIGHT;
}
if ( numTouches == 0 ) {
totalDrag = 0;
}
// draw the skill level
for ( int i = 0 ; i < 4 ; i++ ) {
if ( i == iskill ) {
btnSkills[i].buttonFlags = 0;
} else {
btnSkills[i].buttonFlags = BF_DIMMED;
}
if ( HandleButton( &btnSkills[i] ) ) {
Cvar_SetValue( skill->name, i );
}
}
glColor4f( 1, 1, 1, 1 );
// handle back button before checking for touches in the awards area
if ( BackButton() ) {
map->map = -1;
return true;
}
// if we aren't already dragging, check for a touch anywhere outside the skill buttons
if ( !dragScroll.touch ) {
touch_t *touch = TouchInBounds( 0, 0, 400-128, 320 );
if ( touch ) {
dragScroll.touch = touch;
prevDragY = touch->y;
touch->controlOwner = &dragScroll;
selectedMap = NULL;
Sound_StartLocalSoundAtVolume( "iphone/controller_down_01_SILENCE.wav", touchClick->value );
}
} else {
// if we dragged more than a few pixels, don't launch the level
if ( totalDrag > 8 ) {
selectedMap = NULL;
}
if ( !dragScroll.touch->down ) {
// lifted finger
dragScroll.touch = NULL;
if ( selectedMap ) {
Sound_StartLocalSound( "iphone/baction_01.wav" );
startMap = selectedMap;
selectedMap = NULL;
} else {
Sound_StartLocalSoundAtVolume( "iphone/controller_up_01_SILENCE.wav", touchClick->value );
}
}
}
if ( !startMap ) {
return false;
}
map->skill = iskill;
map->episode = startMap->episode;
map->map = startMap->map;
map->dataset = startMap->dataset;
return true;
}