q3rally/engine/code/q3_ui/ui_menu.c

626 lines
19 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2002-2019 Q3Rally Team (Per Thormann - q3rally@gmail.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
===========================================================================
*/
//
/*
=======================================================================
MAIN MENU
=======================================================================
*/
#include "ui_local.h"
#define ART_DISCORDLOGO "menu/art/discordlogo"
#define ID_SINGLEPLAYER 10
#define ID_MULTIPLAYER 11
#define ID_SETUP 12
#define ID_DEMOS 13
#define ID_CINEMATICS 14
// STONELANCE
// #define ID_TEAMARENA 15
// END
#define ID_MODS 16
#define ID_EXIT 17
// STONELANCE
//#define MAIN_BANNER_MODEL "models/mapobjects/banners/banner5.md3"
//#define MAIN_MENU_VERTICAL_SPACING 34
#define MAIN_BANNER_MODEL "models/mapobjects/q3rtitle/q3rtitle.md3"
#define MAIN_MENU_VERTICAL_SPACING 50
#define MAX_PLAYERMODELS 256
// END
typedef struct {
menuframework_s menu;
menutext_s singleplayer;
menutext_s multiplayer;
menutext_s setup;
menutext_s demos;
menutext_s cinematics;
// STONELANCE
// menutext_s teamArena;
// END
menutext_s mods;
menutext_s exit;
// STONELANCE
menutext_s banner;
menubitmap_s carlogo;
menubitmap_s discordlogo;
playerInfo_t playerinfo;
char modelskin[MAX_QPATH];
char rimskin[MAX_QPATH];
char headskin[MAX_QPATH];
// qhandle_t bannerModel;
// END
} mainmenu_t;
static mainmenu_t s_main;
// STONELANCE (new function)
/*
=================
MainMenu_UpdateModel
=================
*/
static void MainMenu_UpdateModel( void )
{
vec3_t viewangles;
vec3_t moveangles;
char plate[MAX_QPATH];
VectorClear( viewangles );
VectorClear( moveangles );
trap_Cvar_VariableStringBuffer( "plate", plate, sizeof( plate ) );
UI_PlayerInfo_SetModel( &s_main.playerinfo, s_main.modelskin, s_main.rimskin, s_main.headskin, plate);
UI_PlayerInfo_SetInfo( &s_main.playerinfo, LEGS_IDLE, TORSO_STAND, viewangles, moveangles, WP_NONE, qfalse );
}
/*
=================
MainMenu_DrawPlayer
=================
*/
static void MainMenu_DrawPlayer( void *self ) {
menubitmap_s *b;
uis.mainMenu = 1;
b = (menubitmap_s*) self;
UI_DrawPlayer( b->generic.x, b->generic.y, b->width, b->height, &s_main.playerinfo, uis.realtime );
}
/*
=================
MainMenu_BuildList
=================
*/
static void MainMenu_BuildList( void )
{
int numItems;
int car, skin;
char cars[MAX_PLAYERMODELS][MAX_QPATH];
char carName[MAX_QPATH];
char skinName[MAX_QPATH];
// get car list
numItems = UI_BuildFileList("models/players", "md3", "body", qtrue, qtrue, qfalse, 0, cars);
// choose one from list randomly
if (numItems){
car = (int)(UI_Random() * numItems);
strncpy(carName, cars[car], sizeof(carName));
}
else
strncpy(carName, DEFAULT_MODEL, sizeof(carName));
// Com_Printf("car: %d, numItems %d\n", car, numItems);
// Com_Printf("carName: %s\n", carName);
// get skins for the choosen car
numItems = UI_BuildFileList( va("models/players/%s", carName), "skin", "", qtrue, qfalse, qfalse, 0, cars);
// choose a skin from the list randomly
if (numItems){
skin = UI_Random() * numItems;
strncpy(skinName, cars[skin], sizeof(skinName));
}
else
strncpy(skinName, DEFAULT_SKIN, sizeof(skinName));
// Com_Printf("skin: %d, numItems %d\n", skin, numItems);
// Com_Printf("skinName: %s\n", skinName);
// FIXME: choose rim randomly?
Com_sprintf(s_main.modelskin, sizeof(s_main.modelskin), "%s/%s", carName, skinName);
}
/*
=================
MainMenu_Update
=================
*/
void MainMenu_Update( void ){
/*
seed = rand();
if(s_main.modelskin[0])
return;
// get model
model = (int)(uis.realtime % s_main.nummodels);
buffptr = s_main.modelnames[model] + strlen("models/players/");
strcpy(s_main.modelskin, buffptr);
*/
MainMenu_BuildList();
trap_Cvar_VariableStringBuffer( "rim", s_main.rimskin, sizeof( s_main.rimskin ) );
trap_Cvar_VariableStringBuffer( "head", s_main.headskin, sizeof( s_main.headskin ) );
MainMenu_UpdateModel();
}
// END
/*
=================
MainMenu_ExitAction
=================
*/
static void MainMenu_ExitAction( qboolean result ) {
if( !result ) {
return;
}
UI_PopMenu();
// STONELANCE
UI_Rally_CreditMenu();
// END
UI_CreditMenu();
}
/*
=================
Main_MenuEvent
=================
*/
void Main_MenuEvent (void* ptr, int event) {
if( event != QM_ACTIVATED ) {
return;
}
switch( ((menucommon_s*)ptr)->id ) {
// STONELANCE
case ID_SINGLEPLAYER:
case ID_MULTIPLAYER:
case ID_SETUP:
case ID_DEMOS:
case ID_CINEMATICS:
case ID_MODS:
s_main.menu.transitionMenu = ((menucommon_s*)ptr)->id;
uis.transitionOut = uis.realtime;
break;
/*
case ID_SINGLEPLAYER:
UI_SPLevelMenu();
break;
case ID_MULTIPLAYER:
UI_ArenaServersMenu();
break;
case ID_SETUP:
UI_SetupMenu();
break;
case ID_DEMOS:
UI_DemosMenu();
break;
case ID_CINEMATICS:
UI_CinematicsMenu();
break;
case ID_MODS:
UI_ModsMenu();
break;
case ID_TEAMARENA:
trap_Cvar_Set( "fs_game", BASETA);
trap_Cmd_ExecuteText( EXEC_APPEND, "vid_restart;" );
break;
*/
// END
case ID_EXIT:
UI_ConfirmMenu( "EXIT GAME?", 0, MainMenu_ExitAction );
break;
}
}
// STONELANCE
/*
===============
MainMenu_ChangeMenu
===============
*/
void MainMenu_ChangeMenu( int menuId ){
switch( menuId) {
case ID_SINGLEPLAYER:
UI_StartServerMenu( qfalse );
break;
case ID_MULTIPLAYER:
UI_ArenaServersMenu();
break;
case ID_SETUP:
uis.mainMenu = 0;
UI_SetupMenu();
break;
case ID_DEMOS:
UI_DemosMenu();
break;
case ID_CINEMATICS:
UI_CinematicsMenu();
break;
case ID_MODS:
UI_ModsMenu();
break;
}
}
/*
===============
MainMenu_RunTransition
===============
*/
void MainMenu_RunTransition( float frac ) {
uis.text_color[0] = text_color_normal[0];
uis.text_color[1] = text_color_normal[1];
uis.text_color[2] = text_color_normal[2];
uis.text_color[3] = text_color_normal[3] * frac;
s_main.banner.color = uis.text_color;
s_main.singleplayer.color = uis.text_color;
s_main.multiplayer.color = uis.text_color;
s_main.setup.color = uis.text_color;
s_main.cinematics.color = uis.text_color;
s_main.demos.color = uis.text_color;
s_main.mods.color = uis.text_color;
s_main.exit.color = uis.text_color;
s_main.carlogo.generic.x = (int)(640 - 440 * frac);
}
// END
/*
===============
MainMenu_Cache
===============
*/
void MainMenu_Cache( void ) {
// STONELANCE
// s_main.bannerModel = trap_R_RegisterModel( MAIN_BANNER_MODEL );
MainMenu_Update();
// END
}
/*
===============
Main_MenuDraw
===============
*/
static void Main_MenuDraw( void ) {
// STONELANCE - dont draw 3d banner
/*
refdef_t refdef;
refEntity_t ent;
vec3_t origin;
vec3_t angles;
float adjust;
float x, y, w, h;
vec4_t color = {0.5, 0, 0, 1};
// setup the refdef
memset( &refdef, 0, sizeof( refdef ) );
refdef.rdflags = RDF_NOWORLDMODEL;
AxisClear( refdef.viewaxis );
x = 0;
y = 0;
w = 640;
h = 120;
UI_AdjustFrom640( &x, &y, &w, &h );
refdef.x = x;
refdef.y = y;
refdef.width = w;
refdef.height = h;
adjust = 0; // JDC: Kenneth asked me to stop this 1.0 * sin( (float)uis.realtime / 1000 );
refdef.fov_x = 60 + adjust;
refdef.fov_y = 19.6875 + adjust;
refdef.time = uis.realtime;
origin[0] = 300;
origin[1] = 0;
origin[2] = -32;
trap_R_ClearScene();
// add the model
memset( &ent, 0, sizeof(ent) );
adjust = 5.0 * sin( (float)uis.realtime / 5000 );
VectorSet( angles, 0, 180 + adjust, 0 );
AnglesToAxis( angles, ent.axis );
ent.hModel = s_main.bannerModel;
VectorCopy( origin, ent.origin );
VectorCopy( origin, ent.lightingOrigin );
ent.renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW;
VectorCopy( ent.origin, ent.oldorigin );
trap_R_AddRefEntityToScene( &ent );
trap_R_RenderScene( &refdef );
*/
// END
// standard menu drawing
Menu_Draw( &s_main.menu );
if (uis.demoversion) {
// STONELANCE
UI_DrawProportionalString( 320, 432, "DEMO FOR MATURE AUDIENCES DEMO", UI_CENTER|UI_SMALLFONT, text_color_normal );
//UI_DrawString( 320, 460, Q3_VERSION " (c) 2002 - 2009 New Team Q3Rally | www.q3rally.com", UI_CENTER|UI_SMALLFONT, text_color_normal );
// UI_DrawString( 320, 460, Q3_VERSION " (c) 2002 - 2022 | 20th Anniversary | www.q3rally.com | It's damn fast baby!", UI_CENTER|UI_SMALLFONT, text_color_normal );
UI_DrawString( 320, 460, Q3_VERSION " | 20th Anniversary | www.q3rally.com | It's damn fast baby!", UI_CENTER|UI_SMALLFONT, text_color_normal );
// UI_DrawProportionalString( 320, 372, "DEMO FOR MATURE AUDIENCES DEMO", UI_CENTER|UI_SMALLFONT, color );
// UI_DrawString( 320, 400, "Quake III Arena(c) 1999-2000, Id Software, Inc. All Rights Reserved", UI_CENTER|UI_SMALLFONT, color );
// END
} else {
// STONELANCE
//UI_DrawString( 320, 460, Q3_VERSION " (c) 2002 - 2009 New Team Q3Rally | www.q3rally.com", UI_CENTER|UI_SMALLFONT, text_color_normal );
// UI_DrawString( 365, 460, Q3_VERSION " (c) 2002 - 2022 | 20th Anniversary | www.q3rally.com | It's damn fast baby!", UI_CENTER|UI_SMALLFONT, text_color_normal );
UI_DrawString( 365, 460, Q3_VERSION " | 20th Anniversary | www.q3rally.com | It's damn fast baby!", UI_CENTER|UI_SMALLFONT, text_color_normal );
// UI_DrawString( 320, 450, "Quake III Arena(c) 1999-2000, Id Software, Inc. All Rights Reserved", UI_CENTER|UI_SMALLFONT, color );
// END
}
}
#if 0
/*
===============
UI_TeamArenaExists
===============
*/
static qboolean UI_TeamArenaExists( void ) {
int numdirs;
char dirlist[2048];
char *dirptr;
char *descptr;
int i;
int dirlen;
numdirs = trap_FS_GetFileList( "$modlist", "", dirlist, sizeof(dirlist) );
dirptr = dirlist;
for( i = 0; i < numdirs; i++ ) {
dirlen = strlen( dirptr ) + 1;
descptr = dirptr + dirlen;
if (Q_stricmp(dirptr, BASETA) == 0) {
return qtrue;
}
dirptr += dirlen + strlen(descptr) + 1;
}
return qfalse;
}
#endif
/*
===============
UI_MainMenu
The main menu only comes up when not in a game,
so make sure that the attract loop server is down
and that local cinematics are killed
===============
*/
void UI_MainMenu( void ) {
int y;
// qboolean teamArena = qfalse;
// STONELANCE
int x;
// int style = UI_CENTER | UI_DROPSHADOW;
int style = UI_RIGHT | UI_DROPSHADOW;
trap_Cmd_ExecuteText( EXEC_APPEND, "music music/q3r_menumusic\n" );
// END
trap_Cvar_Set( "sv_killserver", "1" );
if( !uis.demoversion && !ui_cdkeychecked.integer ) {
char key[17];
trap_GetCDKey( key, sizeof(key) );
if( trap_VerifyCDKey( key, NULL ) == qfalse ) {
UI_CDKeyMenu();
return;
}
}
memset( &s_main, 0 ,sizeof(mainmenu_t) );
MainMenu_Cache();
s_main.menu.draw = Main_MenuDraw;
s_main.menu.fullscreen = qtrue;
s_main.menu.wrapAround = qtrue;
s_main.menu.showlogo = qtrue;
s_main.menu.transition = MainMenu_RunTransition;
s_main.menu.changeMenu = MainMenu_ChangeMenu;
s_main.banner.generic.type = MTYPE_BTEXT;
s_main.banner.generic.flags = QMF_INACTIVE;
s_main.banner.generic.x = 320;
s_main.banner.generic.y = 17;
s_main.banner.string = "Q 3 R A L L Y";
s_main.banner.color = text_color_normal;
s_main.banner.style = UI_CENTER|UI_DROPSHADOW;
x = 175;
y = 100;
s_main.singleplayer.generic.type = MTYPE_PTEXT;
s_main.singleplayer.generic.id = ID_SINGLEPLAYER;
s_main.singleplayer.generic.callback = Main_MenuEvent;
s_main.singleplayer.style = style;
s_main.singleplayer.generic.flags = QMF_RIGHT_JUSTIFY|QMF_PULSEIFFOCUS;
s_main.singleplayer.generic.x = x - 10;
s_main.singleplayer.generic.y = y + 12;
s_main.singleplayer.string = "OFFLINE";
s_main.singleplayer.color = text_color_normal;
y += MAIN_MENU_VERTICAL_SPACING;
s_main.multiplayer.generic.type = MTYPE_PTEXT;
s_main.multiplayer.generic.id = ID_MULTIPLAYER;
s_main.multiplayer.generic.callback = Main_MenuEvent;
s_main.multiplayer.style = style;
s_main.multiplayer.generic.flags = QMF_RIGHT_JUSTIFY|QMF_PULSEIFFOCUS;
s_main.multiplayer.generic.x = x - 10;
s_main.multiplayer.generic.y = y + 12;
s_main.multiplayer.string = "ONLINE";
s_main.multiplayer.color = text_color_normal;
y += MAIN_MENU_VERTICAL_SPACING;
s_main.setup.generic.type = MTYPE_PTEXT;
s_main.setup.generic.id = ID_SETUP;
s_main.setup.generic.callback = Main_MenuEvent;
s_main.setup.style = style;
s_main.setup.generic.flags = QMF_RIGHT_JUSTIFY|QMF_PULSEIFFOCUS;
s_main.setup.generic.x = x - 10;
s_main.setup.generic.y = y + 12;
s_main.setup.string = "CONFIG";
s_main.setup.color = text_color_normal;
y += MAIN_MENU_VERTICAL_SPACING;
s_main.demos.generic.type = MTYPE_PTEXT;
s_main.demos.generic.id = ID_DEMOS;
s_main.demos.generic.callback = Main_MenuEvent;
s_main.demos.style = style;
s_main.demos.generic.flags = QMF_RIGHT_JUSTIFY|QMF_PULSEIFFOCUS;
s_main.demos.generic.x = x - 10;
s_main.demos.generic.y = y + 12;
s_main.demos.string = "DEMOS";
s_main.demos.color = text_color_normal;
s_main.carlogo.generic.type = MTYPE_BITMAP;
s_main.carlogo.generic.flags = QMF_INACTIVE;
s_main.carlogo.generic.ownerdraw = MainMenu_DrawPlayer;
s_main.carlogo.generic.x = 200;
s_main.carlogo.generic.y = 0;
s_main.carlogo.width = 480;
s_main.carlogo.height = 480;
s_main.discordlogo.generic.type = MTYPE_BITMAP;
s_main.discordlogo.generic.flags = QMF_INACTIVE;
s_main.discordlogo.generic.name = ART_DISCORDLOGO;
s_main.discordlogo.generic.x = 0;
s_main.discordlogo.generic.y = 461;
s_main.discordlogo.width = 442 / 3;
s_main.discordlogo.height = 40 / 3;
y += MAIN_MENU_VERTICAL_SPACING;
s_main.exit.generic.type = MTYPE_PTEXT;
s_main.exit.generic.id = ID_EXIT;
s_main.exit.generic.callback = Main_MenuEvent;
s_main.exit.style = style;
s_main.exit.generic.flags = QMF_RIGHT_JUSTIFY|QMF_PULSEIFFOCUS;
s_main.exit.generic.x = x - 10;
s_main.exit.generic.y = y + 12;
s_main.exit.string = "QUIT";
s_main.exit.color = text_color_normal;
Menu_AddItem( &s_main.menu, &s_main.banner );
Menu_AddItem( &s_main.menu, &s_main.carlogo );
Menu_AddItem( &s_main.menu, &s_main.discordlogo );
Menu_AddItem( &s_main.menu, &s_main.singleplayer );
Menu_AddItem( &s_main.menu, &s_main.multiplayer );
Menu_AddItem( &s_main.menu, &s_main.setup );
Menu_AddItem( &s_main.menu, &s_main.demos );
Menu_AddItem( &s_main.menu, &s_main.exit );
trap_Key_SetCatcher( KEYCATCH_UI );
uis.menusp = 0;
UI_PushMenu ( &s_main.menu );
uis.transitionIn = uis.realtime;
}