q3cellshading/code/q3_ui/ui_spskill.c
gmiranda db8ca37fa3 Initial commit
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@2 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-05 14:05:49 +00:00

329 lines
11 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
/*
=============================================================================
SINGLE PLAYER SKILL MENU
=============================================================================
*/
#include "ui_local.h"
#define ART_FRAME "menu/art/cut_frame"
#define ART_BACK "menu/art/back_0.tga"
#define ART_BACK_FOCUS "menu/art/back_1.tga"
#define ART_FIGHT "menu/art/fight_0"
#define ART_FIGHT_FOCUS "menu/art/fight_1"
#define ART_MAP_COMPLETE1 "menu/art/level_complete1"
#define ART_MAP_COMPLETE2 "menu/art/level_complete2"
#define ART_MAP_COMPLETE3 "menu/art/level_complete3"
#define ART_MAP_COMPLETE4 "menu/art/level_complete4"
#define ART_MAP_COMPLETE5 "menu/art/level_complete5"
#define ID_BABY 10
#define ID_EASY 11
#define ID_MEDIUM 12
#define ID_HARD 13
#define ID_NIGHTMARE 14
#define ID_BACK 15
#define ID_FIGHT 16
typedef struct {
menuframework_s menu;
menubitmap_s art_frame;
menutext_s art_banner;
menutext_s item_baby;
menutext_s item_easy;
menutext_s item_medium;
menutext_s item_hard;
menutext_s item_nightmare;
menubitmap_s art_skillPic;
menubitmap_s item_back;
menubitmap_s item_fight;
const char *arenaInfo;
qhandle_t skillpics[5];
sfxHandle_t nightmareSound;
sfxHandle_t silenceSound;
} skillMenuInfo_t;
static skillMenuInfo_t skillMenuInfo;
static void SetSkillColor( int skill, vec4_t color ) {
switch( skill ) {
case 1:
skillMenuInfo.item_baby.color = color;
break;
case 2:
skillMenuInfo.item_easy.color = color;
break;
case 3:
skillMenuInfo.item_medium.color = color;
break;
case 4:
skillMenuInfo.item_hard.color = color;
break;
case 5:
skillMenuInfo.item_nightmare.color = color;
break;
default:
break;
}
}
/*
=================
UI_SPSkillMenu_SkillEvent
=================
*/
static void UI_SPSkillMenu_SkillEvent( void *ptr, int notification ) {
int id;
int skill;
if (notification != QM_ACTIVATED)
return;
SetSkillColor( (int)trap_Cvar_VariableValue( "g_spSkill" ), color_red );
id = ((menucommon_s*)ptr)->id;
skill = id - ID_BABY + 1;
trap_Cvar_SetValue( "g_spSkill", skill );
SetSkillColor( skill, color_white );
skillMenuInfo.art_skillPic.shader = skillMenuInfo.skillpics[skill - 1];
if( id == ID_NIGHTMARE ) {
trap_S_StartLocalSound( skillMenuInfo.nightmareSound, CHAN_ANNOUNCER );
}
else {
trap_S_StartLocalSound( skillMenuInfo.silenceSound, CHAN_ANNOUNCER );
}
}
/*
=================
UI_SPSkillMenu_FightEvent
=================
*/
static void UI_SPSkillMenu_FightEvent( void *ptr, int notification ) {
if (notification != QM_ACTIVATED)
return;
UI_SPArena_Start( skillMenuInfo.arenaInfo );
}
/*
=================
UI_SPSkillMenu_BackEvent
=================
*/
static void UI_SPSkillMenu_BackEvent( void* ptr, int notification ) {
if (notification != QM_ACTIVATED) {
return;
}
trap_S_StartLocalSound( skillMenuInfo.silenceSound, CHAN_ANNOUNCER );
UI_PopMenu();
}
/*
=================
UI_SPSkillMenu_Key
=================
*/
static sfxHandle_t UI_SPSkillMenu_Key( int key ) {
if( key == K_MOUSE2 || key == K_ESCAPE ) {
trap_S_StartLocalSound( skillMenuInfo.silenceSound, CHAN_ANNOUNCER );
}
return Menu_DefaultKey( &skillMenuInfo.menu, key );
}
/*
=================
UI_SPSkillMenu_Cache
=================
*/
void UI_SPSkillMenu_Cache( void ) {
trap_R_RegisterShaderNoMip( ART_FRAME );
trap_R_RegisterShaderNoMip( ART_BACK );
trap_R_RegisterShaderNoMip( ART_BACK_FOCUS );
trap_R_RegisterShaderNoMip( ART_FIGHT );
trap_R_RegisterShaderNoMip( ART_FIGHT_FOCUS );
skillMenuInfo.skillpics[0] = trap_R_RegisterShaderNoMip( ART_MAP_COMPLETE1 );
skillMenuInfo.skillpics[1] = trap_R_RegisterShaderNoMip( ART_MAP_COMPLETE2 );
skillMenuInfo.skillpics[2] = trap_R_RegisterShaderNoMip( ART_MAP_COMPLETE3 );
skillMenuInfo.skillpics[3] = trap_R_RegisterShaderNoMip( ART_MAP_COMPLETE4 );
skillMenuInfo.skillpics[4] = trap_R_RegisterShaderNoMip( ART_MAP_COMPLETE5 );
skillMenuInfo.nightmareSound = trap_S_RegisterSound( "sound/misc/nightmare.wav", qfalse );
skillMenuInfo.silenceSound = trap_S_RegisterSound( "sound/misc/silence.wav", qfalse );
}
/*
=================
UI_SPSkillMenu_Init
=================
*/
static void UI_SPSkillMenu_Init( void ) {
int skill;
memset( &skillMenuInfo, 0, sizeof(skillMenuInfo) );
skillMenuInfo.menu.fullscreen = qtrue;
skillMenuInfo.menu.key = UI_SPSkillMenu_Key;
UI_SPSkillMenu_Cache();
skillMenuInfo.art_frame.generic.type = MTYPE_BITMAP;
skillMenuInfo.art_frame.generic.name = ART_FRAME;
skillMenuInfo.art_frame.generic.flags = QMF_LEFT_JUSTIFY|QMF_INACTIVE;
skillMenuInfo.art_frame.generic.x = 142;
skillMenuInfo.art_frame.generic.y = 118;
skillMenuInfo.art_frame.width = 359;
skillMenuInfo.art_frame.height = 256;
skillMenuInfo.art_banner.generic.type = MTYPE_BTEXT;
skillMenuInfo.art_banner.generic.flags = QMF_CENTER_JUSTIFY;
skillMenuInfo.art_banner.generic.x = 320;
skillMenuInfo.art_banner.generic.y = 16;
skillMenuInfo.art_banner.string = "DIFFICULTY";
skillMenuInfo.art_banner.color = color_white;
skillMenuInfo.art_banner.style = UI_CENTER;
skillMenuInfo.item_baby.generic.type = MTYPE_PTEXT;
skillMenuInfo.item_baby.generic.flags = QMF_CENTER_JUSTIFY|QMF_PULSEIFFOCUS;
skillMenuInfo.item_baby.generic.x = 320;
skillMenuInfo.item_baby.generic.y = 170;
skillMenuInfo.item_baby.generic.callback = UI_SPSkillMenu_SkillEvent;
skillMenuInfo.item_baby.generic.id = ID_BABY;
skillMenuInfo.item_baby.string = "I Can Win";
skillMenuInfo.item_baby.color = color_red;
skillMenuInfo.item_baby.style = UI_CENTER;
skillMenuInfo.item_easy.generic.type = MTYPE_PTEXT;
skillMenuInfo.item_easy.generic.flags = QMF_CENTER_JUSTIFY|QMF_PULSEIFFOCUS;
skillMenuInfo.item_easy.generic.x = 320;
skillMenuInfo.item_easy.generic.y = 198;
skillMenuInfo.item_easy.generic.callback = UI_SPSkillMenu_SkillEvent;
skillMenuInfo.item_easy.generic.id = ID_EASY;
skillMenuInfo.item_easy.string = "Bring It On";
skillMenuInfo.item_easy.color = color_red;
skillMenuInfo.item_easy.style = UI_CENTER;
skillMenuInfo.item_medium.generic.type = MTYPE_PTEXT;
skillMenuInfo.item_medium.generic.flags = QMF_CENTER_JUSTIFY|QMF_PULSEIFFOCUS;
skillMenuInfo.item_medium.generic.x = 320;
skillMenuInfo.item_medium.generic.y = 227;
skillMenuInfo.item_medium.generic.callback = UI_SPSkillMenu_SkillEvent;
skillMenuInfo.item_medium.generic.id = ID_MEDIUM;
skillMenuInfo.item_medium.string = "Hurt Me Plenty";
skillMenuInfo.item_medium.color = color_red;
skillMenuInfo.item_medium.style = UI_CENTER;
skillMenuInfo.item_hard.generic.type = MTYPE_PTEXT;
skillMenuInfo.item_hard.generic.flags = QMF_CENTER_JUSTIFY|QMF_PULSEIFFOCUS;
skillMenuInfo.item_hard.generic.x = 320;
skillMenuInfo.item_hard.generic.y = 255;
skillMenuInfo.item_hard.generic.callback = UI_SPSkillMenu_SkillEvent;
skillMenuInfo.item_hard.generic.id = ID_HARD;
skillMenuInfo.item_hard.string = "Hardcore";
skillMenuInfo.item_hard.color = color_red;
skillMenuInfo.item_hard.style = UI_CENTER;
skillMenuInfo.item_nightmare.generic.type = MTYPE_PTEXT;
skillMenuInfo.item_nightmare.generic.flags = QMF_CENTER_JUSTIFY|QMF_PULSEIFFOCUS;
skillMenuInfo.item_nightmare.generic.x = 320;
skillMenuInfo.item_nightmare.generic.y = 283;
skillMenuInfo.item_nightmare.generic.callback = UI_SPSkillMenu_SkillEvent;
skillMenuInfo.item_nightmare.generic.id = ID_NIGHTMARE;
skillMenuInfo.item_nightmare.string = "NIGHTMARE!";
skillMenuInfo.item_nightmare.color = color_red;
skillMenuInfo.item_nightmare.style = UI_CENTER;
skillMenuInfo.item_back.generic.type = MTYPE_BITMAP;
skillMenuInfo.item_back.generic.name = ART_BACK;
skillMenuInfo.item_back.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS;
skillMenuInfo.item_back.generic.x = 0;
skillMenuInfo.item_back.generic.y = 480-64;
skillMenuInfo.item_back.generic.callback = UI_SPSkillMenu_BackEvent;
skillMenuInfo.item_back.generic.id = ID_BACK;
skillMenuInfo.item_back.width = 128;
skillMenuInfo.item_back.height = 64;
skillMenuInfo.item_back.focuspic = ART_BACK_FOCUS;
skillMenuInfo.art_skillPic.generic.type = MTYPE_BITMAP;
skillMenuInfo.art_skillPic.generic.flags = QMF_LEFT_JUSTIFY|QMF_INACTIVE;
skillMenuInfo.art_skillPic.generic.x = 320-64;
skillMenuInfo.art_skillPic.generic.y = 368;
skillMenuInfo.art_skillPic.width = 128;
skillMenuInfo.art_skillPic.height = 96;
skillMenuInfo.item_fight.generic.type = MTYPE_BITMAP;
skillMenuInfo.item_fight.generic.name = ART_FIGHT;
skillMenuInfo.item_fight.generic.flags = QMF_RIGHT_JUSTIFY|QMF_PULSEIFFOCUS;
skillMenuInfo.item_fight.generic.callback = UI_SPSkillMenu_FightEvent;
skillMenuInfo.item_fight.generic.id = ID_FIGHT;
skillMenuInfo.item_fight.generic.x = 640;
skillMenuInfo.item_fight.generic.y = 480-64;
skillMenuInfo.item_fight.width = 128;
skillMenuInfo.item_fight.height = 64;
skillMenuInfo.item_fight.focuspic = ART_FIGHT_FOCUS;
Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.art_frame );
Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.art_banner );
Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_baby );
Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_easy );
Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_medium );
Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_hard );
Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_nightmare );
Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.art_skillPic );
Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_back );
Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_fight );
skill = (int)Com_Clamp( 1, 5, trap_Cvar_VariableValue( "g_spSkill" ) );
SetSkillColor( skill, color_white );
skillMenuInfo.art_skillPic.shader = skillMenuInfo.skillpics[skill - 1];
if( skill == 5 ) {
trap_S_StartLocalSound( skillMenuInfo.nightmareSound, CHAN_ANNOUNCER );
}
}
void UI_SPSkillMenu( const char *arenaInfo ) {
UI_SPSkillMenu_Init();
skillMenuInfo.arenaInfo = arenaInfo;
UI_PushMenu( &skillMenuInfo.menu );
Menu_SetCursorToItem( &skillMenuInfo.menu, &skillMenuInfo.item_fight );
}