444 lines
13 KiB
C
444 lines
13 KiB
C
/*
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* iphone_mapSelect.c
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* doom
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*
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* Created by John Carmack on 4/19/09.
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* Copyright 2009 id Software. All rights reserved.
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*
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*/
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/*
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Copyright (C) 2009 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "../doomiphone.h"
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typedef struct {
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int dataset;
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int episode;
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int map;
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const char *name;
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} mapData_t;
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mapData_t mapData[] = {
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{ 0, 1, 1, "E1M1: Hangar" },
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{ 0, 1, 2, "E1M2: Nuclear Plant" },
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{ 0, 1, 3, "E1M3: Toxin Refinery" },
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{ 0, 1, 4, "E1M4: Command Control" },
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{ 0, 1, 5, "E1M5: Phobos Lab" },
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{ 0, 1, 6, "E1M6: Central Processing" },
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{ 0, 1, 7, "E1M7: Computer Station" },
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{ 0, 1, 8, "E1M8: Phobos Anomaly" },
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{ 0, 1, 9, "E1M9: Military Base" },
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{ 0, 2, 1, "E2M1: Deimos Anomaly" },
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{ 0, 2, 2, "E2M2: Containment Area" },
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{ 0, 2, 3, "E2M3: Refinery" },
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{ 0, 2, 4, "E2M4: Deimos Lab" },
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{ 0, 2, 5, "E2M5: Command Center" },
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{ 0, 2, 6, "E2M6: Halls of the Damned" },
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{ 0, 2, 7, "E2M7: Spawning Vats" },
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{ 0, 2, 8, "E2M8: Tower of Babel" },
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{ 0, 2, 9, "E2M9: Fortress of Mystery" },
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{ 0, 3, 1, "E3M1: Hell Keep" },
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{ 0, 3, 2, "E3M2: Slough of Despair" },
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{ 0, 3, 3, "E3M3: Pandemonium" },
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{ 0, 3, 4, "E3M4: House of Pain" },
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{ 0, 3, 5, "E3M5: Unholy Cathedral" },
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{ 0, 3, 6, "E3M6: Mt. Erebus" },
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{ 0, 3, 7, "E3M7: Limbo" },
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{ 0, 3, 8, "E3M8: Dis" },
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{ 0, 3, 9, "E3M9: Warrens" },
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{ 0, 4, 1, "E4M1: Hell Beneath" },
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{ 0, 4, 2, "E4M2: Perfect Hatred" },
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{ 0, 4, 3, "E4M3: Sever The Wicked" },
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{ 0, 4, 4, "E4M4: Unruly Evil" },
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{ 0, 4, 5, "E4M5: They Will Repent" },
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{ 0, 4, 6, "E4M6: Against Thee Wickedly" },
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{ 0, 4, 7, "E4M7: And Hell Followed" },
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{ 0, 4, 8, "E4M8: Unto The Cruel" },
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{ 0, 4, 9, "E4M9: Fear" },
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#if 0
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{ 0, 0, 0, "level 1: entryway" },
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{ 0, 0, 0, "level 2: underhalls" },
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{ 0, 0, 0, "level 3: the gantlet" },
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{ 0, 0, 0, "level 4: the focus" },
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{ 0, 0, 0, "level 5: the waste tunnels" },
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{ 0, 0, 0, "level 6: the crusher" },
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{ 0, 0, 0, "level 7: dead simple" },
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{ 0, 0, 0, "level 8: tricks and traps" },
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{ 0, 0, 0, "level 9: the pit" },
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{ 0, 0, 0, "level 10: refueling base" },
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{ 0, 0, 0, "level 11: 'o' of destruction!" },
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{ 0, 0, 0, "level 12: the factory" },
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{ 0, 0, 0, "level 13: downtown" },
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{ 0, 0, 0, "level 14: the inmost dens" },
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{ 0, 0, 0, "level 15: industrial zone" },
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{ 0, 0, 0, "level 16: suburbs" },
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{ 0, 0, 0, "level 17: tenements" },
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{ 0, 0, 0, "level 18: the courtyard" },
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{ 0, 0, 0, "level 19: the citadel" },
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{ 0, 0, 0, "level 20: gotcha!" },
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{ 0, 0, 0, "level 21: nirvana" },
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{ 0, 0, 0, "level 22: the catacombs" },
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{ 0, 0, 0, "level 23: barrels o' fun" },
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{ 0, 0, 0, "level 24: the chasm" },
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{ 0, 0, 0, "level 25: bloodfalls" },
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{ 0, 0, 0, "level 26: the abandoned mines" },
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{ 0, 0, 0, "level 27: monster condo" },
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{ 0, 0, 0, "level 28: the spirit world" },
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{ 0, 0, 0, "level 29: the living end" },
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{ 0, 0, 0, "level 30: icon of sin" },
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{ 0, 0, 0, "level 31: wolfenstein" },
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{ 0, 0, 0, "level 32: grosse" },
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{ 0, 0, 0, "level 1: congo" },
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{ 0, 0, 0, "level 2: well of souls" },
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{ 0, 0, 0, "level 3: aztec" },
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{ 0, 0, 0, "level 4: caged" },
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{ 0, 0, 0, "level 5: ghost town" },
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{ 0, 0, 0, "level 6: baron's lair" },
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{ 0, 0, 0, "level 7: caughtyard" },
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{ 0, 0, 0, "level 8: realm" },
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{ 0, 0, 0, "level 9: abattoire" },
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{ 0, 0, 0, "level 10: onslaught" },
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{ 0, 0, 0, "level 11: hunted" },
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{ 0, 0, 0, "level 12: speed" },
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{ 0, 0, 0, "level 13: the crypt" },
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{ 0, 0, 0, "level 14: genesis" },
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{ 0, 0, 0, "level 15: the twilight" },
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{ 0, 0, 0, "level 16: the omen" },
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{ 0, 0, 0, "level 17: compound" },
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{ 0, 0, 0, "level 18: neurosphere" },
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{ 0, 0, 0, "level 19: nme" },
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{ 0, 0, 0, "level 20: the death domain" },
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{ 0, 0, 0, "level 21: slayer" },
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{ 0, 0, 0, "level 22: impossible mission" },
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{ 0, 0, 0, "level 23: tombstone" },
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{ 0, 0, 0, "level 24: the final frontier" },
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{ 0, 0, 0, "level 25: the temple of darkness" },
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{ 0, 0, 0, "level 26: bunker" },
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{ 0, 0, 0, "level 27: anti-christ" },
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{ 0, 0, 0, "level 28: the sewers" },
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{ 0, 0, 0, "level 29: odyssey of noises" },
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{ 0, 0, 0, "level 30: the gateway of hell" },
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{ 0, 0, 0, "level 31: cyberden" },
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{ 0, 0, 0, "level 32: go 2 it" },
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{ 0, 0, 0, "level 1: system control" },
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{ 0, 0, 0, "level 2: human bbq" },
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{ 0, 0, 0, "level 3: power control" },
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{ 0, 0, 0, "level 4: wormhole" },
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{ 0, 0, 0, "level 5: hanger" },
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{ 0, 0, 0, "level 6: open season" },
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{ 0, 0, 0, "level 7: prison" },
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{ 0, 0, 0, "level 8: metal" },
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{ 0, 0, 0, "level 9: stronghold" },
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{ 0, 0, 0, "level 10: redemption" },
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{ 0, 0, 0, "level 11: storage facility" },
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{ 0, 0, 0, "level 12: crater" },
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{ 0, 0, 0, "level 13: nukage processing" },
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{ 0, 0, 0, "level 14: steel works" },
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{ 0, 0, 0, "level 15: dead zone" },
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{ 0, 0, 0, "level 16: deepest reaches" },
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{ 0, 0, 0, "level 17: processing area" },
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{ 0, 0, 0, "level 18: mill" },
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{ 0, 0, 0, "level 19: shipping/respawning" },
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{ 0, 0, 0, "level 20: central processing" },
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{ 0, 0, 0, "level 21: administration center" },
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{ 0, 0, 0, "level 22: habitat" },
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{ 0, 0, 0, "level 23: lunar mining project" },
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{ 0, 0, 0, "level 24: quarry" },
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{ 0, 0, 0, "level 25: baron's den" },
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{ 0, 0, 0, "level 26: ballistyx" },
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{ 0, 0, 0, "level 27: mount pain" },
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{ 0, 0, 0, "level 28: heck" },
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{ 0, 0, 0, "level 29: river styx" },
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{ 0, 0, 0, "level 30: last call" },
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{ 0, 0, 0, "level 31: pharaoh" },
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{ 0, 0, 0, "level 32: caribbean" },
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#endif
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{ 0, 0, 0, NULL }
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};
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/*
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===================
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FindMapStats
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Finds or creats a mapStats_t structure for the given level.
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This can return NULL if the entire array is filled up, which may
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happen when people have an absurd number of downloaded levels.
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===================
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*/
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mapStats_t *FindMapStats( int dataset, int episode, int map, boolean create ) {
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for ( int i = 0 ; i < playState.numMapStats ; i++ ) {
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mapStats_t *ms = &playState.mapStats[i];
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if ( ms->dataset == dataset && ms->episode == episode && ms->map == map ) {
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return ms;
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}
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}
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if ( playState.numMapStats == MAX_MAPS ) {
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// all full.
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return NULL;
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}
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if ( !create ) {
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return NULL;
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}
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mapStats_t *cms = &playState.mapStats[playState.numMapStats];
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cms->dataset = dataset;
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cms->episode = episode;
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cms->map = map;
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playState.numMapStats++;
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return cms;
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}
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/*
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==================
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FindMapName
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episodes and maps are one base
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==================
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*/
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const char *FindMapName( int dataset, int episode, int map ) {
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for ( mapData_t *md = mapData ; md->name ; md++ ) {
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if ( md->dataset == dataset && md->episode == episode && md->map == map ) {
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return md->name;
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}
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}
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return "UNKNOWN MAP NAME";
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}
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/*
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==================
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iphoneMapSelectMenu
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Skills are zero based:
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sk_baby=0,
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sk_easy,
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sk_medium,
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sk_hard,
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sk_nightmare=4
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episodes are one base
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==================
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*/
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static const int MAP_ROW_HEIGHT = 52;
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ibutton_t btnSkills[4];
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int dragVelocity;
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ibutton_t dragScroll;
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mapData_t *selectedMap;
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int totalDrag; // for determining if a release will activate the level
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boolean iphoneMapSelectMenu( mapStart_t *map ) {
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static int prevDragY;
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if ( !dragScroll.x ) {
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// first initialization
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dragScroll.drawWidth = 480 - 80 - 64;
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dragScroll.drawHeight = 320;
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dragScroll.x = 64 + dragScroll.drawWidth / 2;
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dragScroll.y = 160;
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static char * skillNames[4] = {
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"iphone/skill_easy.tga",
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"iphone/skill_normal.tga",
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"iphone/skill_hard.tga",
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"iphone/skill_nightmare.tga" }; // not really "nightmare" skill since easy is "baby"
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for ( int i = 0 ; i < 4 ; i++ ) {
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SetButtonPics( &btnSkills[i], skillNames[i], "", 400, i*80 );
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}
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}
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// check for drag-scrolling
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if ( dragScroll.touch ) {
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if ( dragScroll.touch->y != prevDragY ) {
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dragVelocity = dragScroll.touch->y - prevDragY;
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prevDragY = dragScroll.touch->y;
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totalDrag += abs( dragVelocity );
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}
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}
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Cvar_SetValue( mapSelectY->name, mapSelectY->value - dragVelocity );
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// decay the dragVelocity
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for ( int i = 0 ; i < 2 ; i++ ) {
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if ( dragVelocity < 0 ) {
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dragVelocity++;
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} else if ( dragVelocity > 0 ) {
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dragVelocity--;
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}
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}
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int iskill = (int)skill->value;
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if ( iskill < 0 ) {
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iskill = 0;
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Cvar_SetValue( skill->name, iskill );
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} else if ( iskill >= MAX_SKILLS ) {
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iskill = MAX_SKILLS-1;
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Cvar_SetValue( skill->name, iskill );
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}
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// snap back to bounds if dragging past end
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if ( mapSelectY->value < 0 ) {
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Cvar_SetValue( mapSelectY->name, 0 );
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}
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int numMaps = 0;
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for ( mapData_t *map = mapData ; map->name != NULL ; map++ ) {
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numMaps++;
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}
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if ( mapSelectY->value > numMaps * MAP_ROW_HEIGHT - 320 ) {
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Cvar_SetValue( mapSelectY->name, numMaps * MAP_ROW_HEIGHT - 320 );
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}
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// scrolling display of levels
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int y = -mapSelectY->value;
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mapData_t *startMap = NULL;
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for ( mapData_t *map = mapData ; map->name != NULL ; map++ ) {
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if ( y > -64 && y < 320 ) {
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// find the mapStat_t for this map, if it has ever been started
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int completionFlags = 0;
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mapStats_t *ms = FindMapStats( map->dataset, map->episode, map->map, false );
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if ( ms ) {
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completionFlags = ms->completionFlags[iskill];
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}
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// if we aren't already dragging, check for a touch on a map button
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if ( !dragScroll.touch ) {
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touch_t *touch = TouchInBounds( 120, y, 400-128, 48 );
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if ( touch ) {
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Sound_StartLocalSound( "iphone/bdown_01.wav" );
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dragScroll.touch = touch;
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prevDragY = touch->y;
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touch->controlOwner = &dragScroll;
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selectedMap = map;
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}
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}
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// color background based on selected / entered / completed state
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if ( selectedMap == map ) {
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glColor4f( 1,1,1,1 ); // launch if released
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} else if ( completionFlags & MF_COMPLETED ) {
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glColor4f( 0.2, 0.5, 0.2, 1 );
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} else if ( completionFlags & MF_TRIED ) {
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glColor4f( 0.5, 0.2, 0.2, 1 );
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} else {
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glColor4f( 0.4, 0.4, 0.4, 1 );
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}
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// use -1 x to avoid a texture wrap seam
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PK_StretchTexture( PK_FindTexture( "iphone/long_string_box.tga" ), 110, y, 400-114, 48 );
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glColor4f( 1,1,1,1 );
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// draw the text
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float w = StringFontWidth( map->name );
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float fontScale = 0.75;
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if ( w > 360 ) {
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fontScale *= ( 360 / w );
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}
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iphoneDrawText( 120, y+32, fontScale, map->name );
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// add the awards
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if ( completionFlags & MF_KILLS ) {
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PK_DrawTexture( PK_FindTexture( "iphone/kills.tga" ), 80, y+4 );
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}
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if ( completionFlags & MF_TIME ) {
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PK_DrawTexture( PK_FindTexture( "iphone/par.tga" ), 40, y+4 );
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}
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if ( completionFlags & MF_SECRETS ) {
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PK_DrawTexture( PK_FindTexture( "iphone/secrets.tga" ), 0, y+4 );
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}
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}
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y += MAP_ROW_HEIGHT;
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}
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if ( numTouches == 0 ) {
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totalDrag = 0;
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}
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// draw the skill level
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for ( int i = 0 ; i < 4 ; i++ ) {
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if ( i == iskill ) {
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btnSkills[i].buttonFlags = 0;
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} else {
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btnSkills[i].buttonFlags = BF_DIMMED;
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}
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if ( HandleButton( &btnSkills[i] ) ) {
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Cvar_SetValue( skill->name, i );
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}
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}
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glColor4f( 1, 1, 1, 1 );
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// handle back button before checking for touches in the awards area
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if ( BackButton() ) {
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map->map = -1;
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return true;
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}
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// if we aren't already dragging, check for a touch anywhere outside the skill buttons
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if ( !dragScroll.touch ) {
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touch_t *touch = TouchInBounds( 0, 0, 400-128, 320 );
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if ( touch ) {
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dragScroll.touch = touch;
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prevDragY = touch->y;
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touch->controlOwner = &dragScroll;
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selectedMap = NULL;
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Sound_StartLocalSoundAtVolume( "iphone/controller_down_01_SILENCE.wav", touchClick->value );
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}
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} else {
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// if we dragged more than a few pixels, don't launch the level
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if ( totalDrag > 8 ) {
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selectedMap = NULL;
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}
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if ( !dragScroll.touch->down ) {
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// lifted finger
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dragScroll.touch = NULL;
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if ( selectedMap ) {
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Sound_StartLocalSound( "iphone/baction_01.wav" );
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startMap = selectedMap;
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selectedMap = NULL;
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} else {
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Sound_StartLocalSoundAtVolume( "iphone/controller_up_01_SILENCE.wav", touchClick->value );
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}
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}
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}
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if ( !startMap ) {
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return false;
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}
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map->skill = iskill;
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map->episode = startMap->episode;
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map->map = startMap->map;
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map->dataset = startMap->dataset;
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return true;
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}
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