q3rally/engine/code/q3_ui/ui_credits.c

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2011-02-18 14:31:32 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2002-2009 Q3Rally Team (Per Thormann - perle@q3rally.com)
This file is part of q3rally source code.
q3rally 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.
q3rally 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 q3rally; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "ui_local.h"
#define SCROLLSPEED 3.20 // pixels/seconds
#define BACKGROUND_SHADER
// uncomment this for a background shader, otherwise a solid color
// defined in the vec4_t "color_background" is filled to the screen
typedef struct {
menuframework_s menu;
} creditsmenu_t;
static creditsmenu_t s_credits;
int starttime; // game time at which credits are started
float mvolume; // records the original music volume level, as it is
// modified for the credits
// change this to change the background colour on credits
vec4_t color_background = {0.00, 0.00, 0.00, 0.00};
// these are just example colours that are used in credits[]
vec4_t color_headertext = {1.00, 1.00, 1.00, 1.00};
vec4_t color_maintext = {1.00, 1.00, 1.00, 1.00};
qhandle_t BackgroundShader; // definition of the background shader pointer
/*
Constants to be used for the "style" field of the cr_line credits[] structure...
UI_LEFT - Align to the left of the screen
UI_CENTER - Align to the center
UI_RIGHT - Align to the right of the screen
UI_FORMATMASK - Not sure...
UI_SMALLFONT - Small font
UI_BIGFONT - Big font
UI_GIANTFONT - Giant font
UI_DROPSHADOW - A drop shadow is created behind the text
UI_BLINK - The text blinks
UI_INVERSE - The text is inverted?
UI_PULSE - The text pulses
*/
typedef struct
{
char *string;
int style;
vec4_t *colour;
} cr_line;
cr_line credits[] = { // edit this as necessary for your credits
{ "Q3Rally Team", UI_CENTER|UI_BIGFONT|UI_DROPSHADOW|UI_PULSE, &color_headertext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "Programming:", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW|UI_PULSE, &color_headertext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "Steven 'Stonelance' Heijsters", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Per 'Perle' Thormann", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Eddy Valdez aka. 'TheBigBuu'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "Mapping:", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW|UI_PULSE, &color_headertext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "Jeff 'Stecki' Garstecki", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Jim 'gout' Bahe", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Simon 'System Krash' Batty", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Jonathan 'Amphetamine' Garrod", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Michael 'Cyberdemon' Kaminsky", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Per 'Perle' Thormann", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "'MysteriousPoetd' aka 'Poet'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "'OliverV'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Thomas aka. 'To-mos'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Eddy Valdez aka. 'thebigbuu'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "'ailmanki' aka. 'peyote'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "Art and Models", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW|UI_PULSE, &color_headertext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "Jeff 'Stecki' Garstecki", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "'Steel Painter'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Thomas aka. 'To-mos'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "Sound Design and Music", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW|UI_PULSE, &color_headertext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "P.Andersson", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "F.Segerfalk", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Dale Wilson", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Thomas aka. 'To-mos'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "Texture Design", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW|UI_PULSE, &color_headertext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "Melanie aka. 'Toxicity'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Eddy Valdez aka. 'thebigbuu'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "Document Design and Layout", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW|UI_PULSE, &color_headertext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "Richard Smith", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Per 'Perle' Thormann", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Mirco 'PaniC' Herrmann", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "BETA Testing", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW|UI_PULSE, &color_headertext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "To-Mos", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Eddy Valdez aka. 'thebigbuu'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Per 'Perle' Thormann", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Mirco 'PaniC' Herrmann", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Jeremiah aka. 'BETAMONKEY'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "'Onai'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "iD Software is:", UI_CENTER|UI_BIGFONT|UI_DROPSHADOW, &color_headertext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "Programming:", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "John Carmack, John Cash", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_maintext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "Art:", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Adrian Carmack, Kevin Cloud,", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_maintext },
{ "Paul Steed, Kenneth Scott", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_maintext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "Game Designer:", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Graeme Devine", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_maintext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "Level Design:", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Tim Willits, Christian Antkow", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_maintext },
{ "Paul Jaquays", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_maintext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "CEO:", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Todd Hollenshead", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_maintext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "Director of Business Development:", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Katherine Anna Kang", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_maintext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{ "Biz Assist and id mom:", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
{ "Donna Jackson", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_maintext },
{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
{NULL}
};
/*
=================
UI_CreditMenu_Key
=================
*/
static sfxHandle_t UI_CreditMenu_Key( int key ) {
if( key & K_CHAR_FLAG ) {
return 0;
}
// pressing the escape key or clicking the mouse will exit
// we also reset the music volume to the user's original
// choice here, by setting s_musicvolume to the stored var
trap_Cmd_ExecuteText( EXEC_APPEND,
va("s_musicvolume %f; quit\n", mvolume));
return 0;
}
/*
=================
ScrollingCredits_Draw
This is the main drawing function for the credits.
Most of the code is self-explanatory.
=================
*/
static void ScrollingCredits_Draw(void)
{
int x = 320, y, n, ysize = 0, fadetime = 0;
vec4_t fadecolour = { 0.00, 0.00, 0.00, 0.00 };
// ysize is used to determine the entire length
// of the credits in pixels.
// We can then use this in further calculations
if(!ysize) // ysize not calculated, so calculate it dammit!
{
// loop through entire credits array
for(n = 0; n <= sizeof(credits) - 1; n++)
{
// it is a small character
if(credits[n].style & UI_SMALLFONT)
{
// add small character height
ysize += PROP_HEIGHT * PROP_SMALL_SIZE_SCALE;
// it is a big character
}else if(credits[n].style & UI_BIGFONT)
{
// add big character size
ysize += PROP_HEIGHT;
// it is a huge character
}else if(credits[n].style & UI_GIANTFONT)
{
// add giant character size.
ysize += PROP_HEIGHT * (1 / PROP_SMALL_SIZE_SCALE);
}
}
}
// first, fill the background with the specified colour/shader
// we are drawing a shader
#ifdef BACKGROUND_SHADER
UI_DrawHandlePic(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, BackgroundShader);
#else
// we are just filling a color
UI_FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, color_background);
#endif
// let's draw the stuff
// set initial y location
y = 480 - SCROLLSPEED * (float)(uis.realtime - starttime) / 100;
// loop through the entire credits sequence
for(n = 0; n <= sizeof(credits) - 1; n++)
{
// this NULL string marks the end of the credits struct
if(credits[n].string == NULL)
{
if(y < -16) // credits sequence is completely off screen
{
trap_Cmd_ExecuteText( EXEC_APPEND,
va("s_musicvolume %f; quit\n", mvolume));
break; // end of credits
}
break;
}
if( strlen(credits[n].string) == 1) // spacer string, no need to draw
continue;
if( y > -(PROP_HEIGHT * (1 / PROP_SMALL_SIZE_SCALE)))
// the line is within the visible range of the screen
UI_DrawProportionalString(x, y, credits[n].string,
credits[n].style, *credits[n].colour );
// re-adjust y for next line
if(credits[n].style & UI_SMALLFONT)
{
y += PROP_HEIGHT * PROP_SMALL_SIZE_SCALE;
}else if(credits[n].style & UI_BIGFONT)
{
y += PROP_HEIGHT;
}else if(credits[n].style & UI_GIANTFONT)
{
y += PROP_HEIGHT * (1 / PROP_SMALL_SIZE_SCALE);
}
// if y is off the screen, break out of loop
if (y > 480)
break;
}
}
/*
===============
UI_CreditMenu
===============
*/
void UI_CreditMenu( void ) {
memset( &s_credits, 0 ,sizeof(s_credits) );
s_credits.menu.draw = ScrollingCredits_Draw;
s_credits.menu.key = UI_CreditMenu_Key;
s_credits.menu.fullscreen = qtrue;
UI_PushMenu ( &s_credits.menu );
starttime = uis.realtime; // record start time for credits to scroll properly
mvolume = trap_Cvar_VariableValue( "s_musicvolume" );
if(mvolume < 0.5)
trap_Cmd_ExecuteText( EXEC_APPEND, "s_musicvolume 0.5\n" );
trap_Cmd_ExecuteText( EXEC_APPEND, "music music/amp6_22k\n" );
// load the background shader
#ifdef BACKGROUND_SHADER
BackgroundShader =
trap_R_RegisterShaderNoMip("menu/art/menu_back");
#endif
}