mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-26 22:01:50 +00:00
308 lines
13 KiB
C
308 lines
13 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2002-2015 Q3Rally Team (Per Thormann - q3rally@gmail.com)
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This file is part of q3rally source code.
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q3rally source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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q3rally source code is distributed in the hope that it will be
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useful, 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 q3rally; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "ui_local.h"
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#define SCROLLSPEED 3.20 // pixels/seconds
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#define BACKGROUND_SHADER
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// uncomment this for a background shader, otherwise a solid color
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// defined in the vec4_t "color_background" is filled to the screen
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typedef struct {
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menuframework_s menu;
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} creditsmenu_t;
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static creditsmenu_t s_credits;
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int starttime; // game time at which credits are started
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float mvolume; // records the original music volume level, as it is
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// modified for the credits
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// change this to change the background colour on credits
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vec4_t color_background = {0.00, 0.00, 0.00, 0.00};
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// these are just example colours that are used in credits[]
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vec4_t color_headertext = {1.00, 1.00, 1.00, 1.00};
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vec4_t color_maintext = {1.00, 1.00, 1.00, 1.00};
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qhandle_t BackgroundShader; // definition of the background shader pointer
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/*
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Constants to be used for the "style" field of the cr_line credits[] structure...
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UI_LEFT - Align to the left of the screen
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UI_CENTER - Align to the center
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UI_RIGHT - Align to the right of the screen
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UI_FORMATMASK - Not sure...
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UI_SMALLFONT - Small font
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UI_BIGFONT - Big font
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UI_GIANTFONT - Giant font
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UI_DROPSHADOW - A drop shadow is created behind the text
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UI_BLINK - The text blinks
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UI_INVERSE - The text is inverted?
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UI_PULSE - The text pulses
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*/
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typedef struct
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{
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char *string;
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int style;
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vec4_t *colour;
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} cr_line;
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cr_line credits[] = { // edit this as necessary for your credits
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{ "Q3Rally Team", UI_CENTER|UI_BIGFONT|UI_DROPSHADOW|UI_PULSE, &color_headertext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "Programming:", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW|UI_PULSE, &color_headertext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "Steven 'Stonelance' Heijsters", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Per 'P3rlE' Thormann", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Eddy Valdez aka. 'TheBigBuu'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "ZTurtleMan from TurtleArena", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Eraser from EntityPlus", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "Mapping:", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW|UI_PULSE, &color_headertext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "Jeff 'Stecki' Garstecki", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Jim 'gout' Bahe", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Simon 'System Krash' Batty", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Jonathan 'Amphetamine' Garrod", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Michael 'Cyberdemon' Kaminsky", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Per 'P3rlE' Thormann", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "'MysteriousPoetd' aka 'Poet'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "'OliverV'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Thomas aka. 'To-mos'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Eddy Valdez aka. 'thebigbuu'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "'ailmanki' aka. 'peyote'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "Art and Models", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW|UI_PULSE, &color_headertext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "Jeff 'Stecki' Garstecki", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Per 'P3rlE' Thormann", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "'insellium'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "'Steel Painter'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Thomas aka. 'To-mos'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "Sound Design and Music", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW|UI_PULSE, &color_headertext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "P.Andersson", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "F.Segerfalk", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Dale Wilson", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Thomas aka. 'To-mos'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "Texture Design", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW|UI_PULSE, &color_headertext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "Melanie aka. 'Toxicity'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Eddy Valdez aka. 'thebigbuu'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "Document Design and Layout", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW|UI_PULSE, &color_headertext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "Richard Smith", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Per 'P3rlE' Thormann", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Mirco 'PaniC' Herrmann", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "BETA Testing", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW|UI_PULSE, &color_headertext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "To-Mos", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Eddy Valdez aka. 'thebigbuu'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Per 'P3rlE' Thormann", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Mirco 'PaniC' Herrmann", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Jeremiah aka. 'BETAMONKEY'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "'Onai'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "'insellium'", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "iD Software is:", UI_CENTER|UI_BIGFONT|UI_DROPSHADOW, &color_headertext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "Programming:", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "John Carmack, John Cash", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_maintext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "Art:", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Adrian Carmack, Kevin Cloud,", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_maintext },
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{ "Paul Steed, Kenneth Scott", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_maintext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "Game Designer:", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Graeme Devine", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_maintext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "Level Design:", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Tim Willits, Christian Antkow", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_maintext },
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{ "Paul Jaquays", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_maintext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "CEO:", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Todd Hollenshead", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_maintext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "Director of Business Development:", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Katherine Anna Kang", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_maintext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{ "Biz Assist and id mom:", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_headertext },
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{ "Donna Jackson", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_maintext },
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{ "", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, &color_blue },
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{NULL}
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};
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/*
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=================
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UI_CreditMenu_Key
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=================
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*/
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static sfxHandle_t UI_CreditMenu_Key( int key ) {
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if( key & K_CHAR_FLAG ) {
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return 0;
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}
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// pressing the escape key or clicking the mouse will exit
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// we also reset the music volume to the user's original
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// choice here, by setting s_musicvolume to the stored var
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trap_Cmd_ExecuteText( EXEC_APPEND,
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va("s_musicvolume %f; quit\n", mvolume));
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return 0;
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}
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/*
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=================
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ScrollingCredits_Draw
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This is the main drawing function for the credits.
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Most of the code is self-explanatory.
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=================
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*/
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static void ScrollingCredits_Draw(void)
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{
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int x = 320, y, n, ysize = 0;
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// ysize is used to determine the entire length
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// of the credits in pixels.
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// We can then use this in further calculations
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if(!ysize) // ysize not calculated, so calculate it dammit!
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{
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// loop through entire credits array
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for(n = 0; n < ARRAY_LEN(credits); n++)
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{
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// it is a small character
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if(credits[n].style & UI_SMALLFONT)
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{
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// add small character height
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ysize += PROP_HEIGHT * PROP_SMALL_SIZE_SCALE;
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// it is a big character
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}else if(credits[n].style & UI_BIGFONT)
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{
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// add big character size
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ysize += PROP_HEIGHT;
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// it is a huge character
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}else if(credits[n].style & UI_GIANTFONT)
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{
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// add giant character size.
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ysize += PROP_HEIGHT * (1 / PROP_SMALL_SIZE_SCALE);
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}
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}
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}
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// first, fill the background with the specified colour/shader
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// we are drawing a shader
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#ifdef BACKGROUND_SHADER
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UI_DrawHandlePic(-uis.bias, 0, SCREEN_WIDTH+uis.bias*2, SCREEN_HEIGHT, BackgroundShader);
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#else
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// we are just filling a color
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UI_FillRect(-uis.bias, 0, SCREEN_WIDTH+uis.bias*2, SCREEN_HEIGHT, color_background);
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#endif
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// let's draw the stuff
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// set initial y location
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y = 480 - SCROLLSPEED * (float)(uis.realtime - starttime) / 100;
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// loop through the entire credits sequence
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for(n = 0; n < ARRAY_LEN(credits); n++)
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{
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// this NULL string marks the end of the credits struct
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if(credits[n].string == NULL)
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{
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if(y < -16) // credits sequence is completely off screen
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{
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trap_Cmd_ExecuteText( EXEC_APPEND,
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va("s_musicvolume %f; quit\n", mvolume));
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break; // end of credits
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}
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break;
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}
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if( strlen(credits[n].string) == 1) // spacer string, no need to draw
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continue;
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if( y > -(PROP_HEIGHT * (1 / PROP_SMALL_SIZE_SCALE)))
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// the line is within the visible range of the screen
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UI_DrawProportionalString(x, y, credits[n].string,
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credits[n].style, *credits[n].colour );
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// re-adjust y for next line
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if(credits[n].style & UI_SMALLFONT)
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{
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y += PROP_HEIGHT * PROP_SMALL_SIZE_SCALE;
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}else if(credits[n].style & UI_BIGFONT)
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{
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y += PROP_HEIGHT;
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}else if(credits[n].style & UI_GIANTFONT)
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{
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y += PROP_HEIGHT * (1 / PROP_SMALL_SIZE_SCALE);
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}
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// if y is off the screen, break out of loop
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if (y > 480)
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break;
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}
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}
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/*
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===============
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UI_CreditMenu
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===============
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*/
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void UI_CreditMenu( void ) {
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memset( &s_credits, 0 ,sizeof(s_credits) );
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s_credits.menu.draw = ScrollingCredits_Draw;
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s_credits.menu.key = UI_CreditMenu_Key;
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s_credits.menu.fullscreen = qtrue;
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UI_PushMenu ( &s_credits.menu );
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starttime = uis.realtime; // record start time for credits to scroll properly
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mvolume = trap_Cvar_VariableValue( "s_musicvolume" );
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if(mvolume < 0.5)
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trap_Cmd_ExecuteText( EXEC_APPEND, "s_musicvolume 0.5\n" );
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trap_Cmd_ExecuteText( EXEC_APPEND, "music music/amp6_22k\n" );
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// load the background shader
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#ifdef BACKGROUND_SHADER
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BackgroundShader =
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trap_R_RegisterShaderNoMip("menu/art/menu_back");
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#endif
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}
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