Kart-Public/src/m_menu.c

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2014-03-15 16:59:03 +00:00
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
2016-07-06 04:09:17 +00:00
// Copyright (C) 2011-2016 by Matthew "Inuyasha" Walsh.
2018-11-25 12:35:38 +00:00
// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file m_menu.c
/// \brief XMOD's extremely revamped menu system.
#ifdef __GNUC__
#include <unistd.h>
#endif
#include "m_menu.h"
#include "doomdef.h"
#include "d_main.h"
#include "d_netcmd.h"
#include "console.h"
Implement Uncapped (squashed) Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
2019-10-06 22:40:52 +00:00
#include "r_fps.h"
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#include "r_local.h"
#include "hu_stuff.h"
#include "g_game.h"
#include "g_input.h"
#include "m_argv.h"
// Data.
#include "sounds.h"
#include "s_sound.h"
Implement Uncapped (squashed) Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
2019-10-06 22:40:52 +00:00
#include "i_time.h"
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#include "i_system.h"
#include "i_threads.h"
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// Addfile
#include "filesrch.h"
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#include "v_video.h"
#include "i_video.h"
#include "keys.h"
#include "z_zone.h"
#include "w_wad.h"
#include "p_local.h"
#include "p_setup.h"
#include "f_finale.h"
#ifdef HWRENDER
#include "hardware/hw_main.h"
#endif
#include "d_net.h"
#include "mserv.h"
#include "m_misc.h"
#include "m_anigif.h"
#include "byteptr.h"
#include "st_stuff.h"
#include "i_sound.h"
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#include "k_kart.h" // SRB2kart
#include "d_player.h" // KITEM_ constants
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#include "i_joy.h" // for joystick menu controls
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// Condition Sets
#include "m_cond.h"
// And just some randomness for the exits.
#include "m_random.h"
#if defined(HAVE_SDL)
#include "SDL.h"
#if SDL_VERSION_ATLEAST(2,0,0)
#include "sdl/sdlmain.h" // JOYSTICK_HOTPLUG
#endif
#endif
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#ifdef PC_DOS
#include <stdio.h> // for snprintf
int snprintf(char *str, size_t n, const char *fmt, ...);
//int vsnprintf(char *str, size_t n, const char *fmt, va_list ap);
#endif
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#ifdef HAVE_DISCORDRPC
//#include "discord_rpc.h"
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#include "discord.h"
#endif
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#define SKULLXOFF -32
#define LINEHEIGHT 16
#define STRINGHEIGHT 8
#define FONTBHEIGHT 20
#define SMALLLINEHEIGHT 8
#define SLIDER_RANGE 10
#define SLIDER_WIDTH (8*SLIDER_RANGE+6)
#define SERVERS_PER_PAGE 11
typedef enum
{
QUITMSG = 0,
QUITMSG1,
QUITMSG2,
QUITMSG3,
QUITMSG4,
QUITMSG5,
QUITMSG6,
QUITMSG7,
QUIT2MSG,
QUIT2MSG1,
QUIT2MSG2,
QUIT2MSG3,
QUIT2MSG4,
QUIT2MSG5,
QUIT2MSG6,
QUIT3MSG,
QUIT3MSG1,
QUIT3MSG2,
QUIT3MSG3,
QUIT3MSG4,
QUIT3MSG5,
QUIT3MSG6,
NUM_QUITMESSAGES
} text_enum;
#ifdef HAVE_THREADS
I_mutex m_menu_mutex;
#endif
M_waiting_mode_t m_waiting_mode = M_NOT_WAITING;
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const char *quitmsg[NUM_QUITMESSAGES];
// Stuff for customizing the player select screen Tails 09-22-2003
description_t description[MAXSKINS];
//static char *char_notes = NULL;
//static fixed_t char_scroll = 0;
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boolean menuactive = false;
boolean fromlevelselect = false;
typedef enum
{
LLM_CREATESERVER,
LLM_LEVELSELECT,
LLM_RECORDATTACK,
LLM_NIGHTSATTACK
} levellist_mode_t;
levellist_mode_t levellistmode = LLM_CREATESERVER;
UINT8 maplistoption = 0;
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static char joystickInfo[8][29];
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#ifndef NONET
static UINT32 serverlistpage;
#endif
//static saveinfo_t savegameinfo[MAXSAVEGAMES]; // Extra info about the save games.
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INT16 startmap; // Mario, NiGHTS, or just a plain old normal game?
static INT16 itemOn = 1; // menu item skull is on, Hack by Tails 09-18-2002
static INT16 skullAnimCounter = 10; // skull animation counter
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static UINT8 setupcontrolplayer;
static INT32 (*setupcontrols)[2]; // pointer to the gamecontrols of the player being edited
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// shhh... what am I doing... nooooo!
static INT32 vidm_testingmode = 0;
static INT32 vidm_previousmode;
static INT32 vidm_selected = 0;
static INT32 vidm_nummodes;
static INT32 vidm_column_size;
//
// PROTOTYPES
//
static void M_StopMessage(INT32 choice);
#ifndef NONET
static void M_HandleServerPage(INT32 choice);
#endif
// Prototyping is fun, innit?
// ==========================================================================
// NEEDED FUNCTION PROTOTYPES GO HERE
// ==========================================================================
void M_SetWaitingMode(int mode);
int M_GetWaitingMode(void);
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// the haxor message menu
menu_t MessageDef;
#ifdef HAVE_DISCORDRPC
menu_t MISC_DiscordRequestsDef;
static void M_HandleDiscordRequests(INT32 choice);
static void M_DrawDiscordRequests(void);
#endif
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menu_t SPauseDef;
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#define lsheadingheight 16
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// Sky Room
//static void M_CustomLevelSelect(INT32 choice);
//static void M_CustomWarp(INT32 choice);
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FUNCNORETURN static ATTRNORETURN void M_UltimateCheat(INT32 choice);
//static void M_LoadGameLevelSelect(INT32 choice);
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static void M_GetAllEmeralds(INT32 choice);
static void M_DestroyRobots(INT32 choice);
//static void M_LevelSelectWarp(INT32 choice);
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static void M_Credits(INT32 choice);
static void M_PandorasBox(INT32 choice);
static void M_EmblemHints(INT32 choice);
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static char *M_GetConditionString(condition_t cond);
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menu_t SR_MainDef, SR_UnlockChecklistDef;
// Misc. Main Menu
#if 0 // Bring this back when we have actual single-player
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static void M_SinglePlayerMenu(INT32 choice);
#endif
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static void M_Options(INT32 choice);
static void M_Manual(INT32 choice);
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static void M_SelectableClearMenus(INT32 choice);
static void M_Retry(INT32 choice);
static void M_EndGame(INT32 choice);
static void M_MapChange(INT32 choice);
static void M_ChangeLevel(INT32 choice);
static void M_ConfirmSpectate(INT32 choice);
static void M_ConfirmEnterGame(INT32 choice);
static void M_ConfirmTeamScramble(INT32 choice);
static void M_ConfirmTeamChange(INT32 choice);
static void M_ConfirmSpectateChange(INT32 choice);
//static void M_SecretsMenu(INT32 choice);
//static void M_SetupChoosePlayer(INT32 choice);
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static void M_QuitSRB2(INT32 choice);
menu_t SP_MainDef, MP_MainDef, OP_MainDef;
menu_t MISC_ScrambleTeamDef, MISC_ChangeTeamDef, MISC_ChangeSpectateDef;
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// Single Player
//static void M_LoadGame(INT32 choice);
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static void M_TimeAttack(INT32 choice);
static boolean M_QuitTimeAttackMenu(void);
//static void M_NightsAttack(INT32 choice);
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static void M_Statistics(INT32 choice);
static void M_HandleStaffReplay(INT32 choice);
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static void M_ReplayTimeAttack(INT32 choice);
static void M_ChooseTimeAttack(INT32 choice);
//static void M_ChooseNightsAttack(INT32 choice);
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static void M_ModeAttackEndGame(INT32 choice);
static void M_SetGuestReplay(INT32 choice);
//static void M_ChoosePlayer(INT32 choice);
menu_t SP_LevelStatsDef;
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static menu_t SP_TimeAttackDef, SP_ReplayDef, SP_GuestReplayDef, SP_GhostDef;
//static menu_t SP_NightsAttackDef, SP_NightsReplayDef, SP_NightsGuestReplayDef, SP_NightsGhostDef;
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// Multiplayer
#ifndef NONET
static void M_PreStartServerMenu(INT32 choice);
static void M_PreStartServerMenuChoice(event_t *ev);
static void M_PreConnectMenu(INT32 choice);
static void M_PreConnectMenuChoice(event_t *ev);
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static void M_StartServerMenu(INT32 choice);
static void M_ConnectMenu(INT32 choice);
static void M_ConnectMenuModChecks(INT32 choice);
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static void M_Refresh(INT32 choice);
static void M_Connect(INT32 choice);
#endif
static void M_StartOfflineServerMenu(INT32 choice);
static void M_StartServer(INT32 choice);
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static void M_SetupMultiPlayer(INT32 choice);
static void M_SetupMultiPlayer2(INT32 choice);
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static void M_SetupMultiPlayer3(INT32 choice);
static void M_SetupMultiPlayer4(INT32 choice);
static void M_SetupMultiHandler(INT32 choice);
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// Options
// Split into multiple parts due to size
// Controls
menu_t OP_ControlsDef, OP_AllControlsDef;
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menu_t OP_MouseOptionsDef, OP_Mouse2OptionsDef;
menu_t OP_Joystick1Def, OP_Joystick2Def, OP_Joystick3Def, OP_Joystick4Def;
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static void M_VideoModeMenu(INT32 choice);
static void M_Setup1PControlsMenu(INT32 choice);
static void M_Setup2PControlsMenu(INT32 choice);
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static void M_Setup3PControlsMenu(INT32 choice);
static void M_Setup4PControlsMenu(INT32 choice);
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static void M_Setup1PJoystickMenu(INT32 choice);
static void M_Setup2PJoystickMenu(INT32 choice);
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static void M_Setup3PJoystickMenu(INT32 choice);
static void M_Setup4PJoystickMenu(INT32 choice);
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static void M_AssignJoystick(INT32 choice);
static void M_ChangeControl(INT32 choice);
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static void M_ResetControls(INT32 choice);
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// Video & Sound
menu_t OP_VideoOptionsDef, OP_VideoModeDef;
#ifdef HWRENDER
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menu_t OP_OpenGLOptionsDef, OP_OpenGLColorDef;
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#endif
menu_t OP_SoundOptionsDef;
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//static void M_RestartAudio(void);
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//Misc
menu_t OP_DataOptionsDef, OP_ScreenshotOptionsDef, OP_EraseDataDef;
#ifdef HAVE_DISCORDRPC
menu_t OP_DiscordOptionsDef;
#endif
menu_t OP_HUDOptionsDef, OP_ChatOptionsDef;
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menu_t OP_GameOptionsDef, OP_ServerOptionsDef;
#ifndef NONET
menu_t OP_AdvServerOptionsDef;
#endif
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//menu_t OP_NetgameOptionsDef, OP_GametypeOptionsDef;
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menu_t OP_MonitorToggleDef;
static void M_ScreenshotOptions(INT32 choice);
static void M_EraseData(INT32 choice);
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static void M_Addons(INT32 choice);
static void M_AddonsOptions(INT32 choice);
static patch_t *addonsp[NUM_EXT+5];
#define numaddonsshown 4
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// Replay hut
menu_t MISC_ReplayHutDef;
menu_t MISC_ReplayOptionsDef;
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static void M_HandleReplayHutList(INT32 choice);
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static void M_DrawReplayHut(void);
static void M_DrawReplayStartMenu(void);
static boolean M_QuitReplayHut(void);
static void M_HutStartReplay(INT32 choice);
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static void M_DrawPlaybackMenu(void);
static void M_PlaybackRewind(INT32 choice);
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static void M_PlaybackPause(INT32 choice);
static void M_PlaybackFastForward(INT32 choice);
static void M_PlaybackAdvance(INT32 choice);
static void M_PlaybackSetViews(INT32 choice);
static void M_PlaybackAdjustView(INT32 choice);
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static void M_PlaybackToggleFreecam(INT32 choice);
static void M_PlaybackQuit(INT32 choice);
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static UINT8 playback_enterheld = 0; // horrid hack to prevent holding the button from being extremely fucked
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// Drawing functions
static void M_DrawGenericMenu(void);
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static void M_DrawGenericBackgroundMenu(void);
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static void M_DrawCenteredMenu(void);
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static void M_DrawAddons(void);
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static void M_DrawSkyRoom(void);
static void M_DrawChecklist(void);
static void M_DrawEmblemHints(void);
static void M_DrawPauseMenu(void);
static void M_DrawLevelSelectOnly(boolean leftfade, boolean rightfade);
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static void M_DrawServerMenu(void);
static void M_DrawImageDef(void);
//static void M_DrawLoad(void);
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static void M_DrawLevelStats(void);
static void M_DrawTimeAttackMenu(void);
//static void M_DrawNightsAttackMenu(void);
//static void M_DrawSetupChoosePlayerMenu(void);
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static void M_DrawControl(void);
static void M_DrawVideoMenu(void);
static void M_DrawHUDOptions(void);
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static void M_DrawVideoMode(void);
static void M_DrawMonitorToggles(void);
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#ifdef HWRENDER
static void M_OGL_DrawColorMenu(void);
#endif
static void M_DrawMPMainMenu(void);
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#ifndef NONET
static void M_DrawConnectMenu(void);
#endif
static void M_DrawJoystick(void);
static void M_DrawSetupMultiPlayerMenu(void);
// Handling functions
#ifndef NONET
static boolean M_CancelConnect(void);
#endif
static boolean M_ExitPandorasBox(void);
static boolean M_QuitMultiPlayerMenu(void);
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static void M_HandleAddons(INT32 choice);
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static void M_HandleSoundTest(INT32 choice);
static void M_HandleImageDef(INT32 choice);
//static void M_HandleLoadSave(INT32 choice);
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static void M_HandleLevelStats(INT32 choice);
#ifndef NONET
static void M_HandleConnectIP(INT32 choice);
#endif
static void M_HandleSetupMultiPlayer(INT32 choice);
static void M_HandleVideoMode(INT32 choice);
static void M_HandleMonitorToggles(INT32 choice);
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// Consvar onchange functions
static void Nextmap_OnChange(void);
static void Newgametype_OnChange(void);
static void Dummymenuplayer_OnChange(void);
//static void Dummymares_OnChange(void);
static void Dummystaff_OnChange(void);
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// ==========================================================================
// CONSOLE VARIABLES AND THEIR POSSIBLE VALUES GO HERE.
// ==========================================================================
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consvar_t cv_showfocuslost = {"showfocuslost", "Yes", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL };
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static CV_PossibleValue_t map_cons_t[] = {
{0,"MIN"},
{NUMMAPS, "MAX"},
{0, NULL}
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};
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consvar_t cv_nextmap = {"nextmap", "1", CV_HIDEN|CV_CALL, map_cons_t, Nextmap_OnChange, 0, NULL, NULL, 0, 0, NULL};
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static CV_PossibleValue_t skins_cons_t[MAXSKINS+1] = {{1, DEFAULTSKIN}};
consvar_t cv_chooseskin = {"chooseskin", DEFAULTSKIN, CV_HIDEN|CV_CALL, skins_cons_t, Nextmap_OnChange, 0, NULL, NULL, 0, 0, NULL};
// This gametype list is integral for many different reasons.
// When you add gametypes here, don't forget to update them in dehacked.c and doomstat.h!
CV_PossibleValue_t gametype_cons_t[NUMGAMETYPES+1];
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consvar_t cv_newgametype = {"newgametype", "Race", CV_HIDEN|CV_CALL, gametype_cons_t, Newgametype_OnChange, 0, NULL, NULL, 0, 0, NULL};
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static CV_PossibleValue_t serversort_cons_t[] = {
{0,"Ping"},
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{1,"Modified State"},
{2,"Most Players"},
{3,"Least Players"},
{4,"Max Player Slots"},
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{5,"Gametype"},
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{0,NULL}
};
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consvar_t cv_serversort = {"serversort", "Ping", CV_CALL, serversort_cons_t, M_SortServerList, 0, NULL, NULL, 0, 0, NULL};
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// autorecord demos for time attack
static consvar_t cv_autorecord = {"autorecord", "Yes", 0, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
CV_PossibleValue_t ghost_cons_t[] = {{0, "Hide"}, {1, "Show Character"}, {2, "Show All"}, {0, NULL}};
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CV_PossibleValue_t ghost2_cons_t[] = {{0, "Hide"}, {1, "Show"}, {0, NULL}};
consvar_t cv_ghost_besttime = {"ghost_besttime", "Show All", CV_SAVE, ghost_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_ghost_bestlap = {"ghost_bestlap", "Show All", CV_SAVE, ghost_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_ghost_last = {"ghost_last", "Show All", CV_SAVE, ghost_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_ghost_guest = {"ghost_guest", "Show", CV_SAVE, ghost2_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_ghost_staff = {"ghost_staff", "Show", CV_SAVE, ghost2_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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//Console variables used solely in the menu system.
//todo: add a way to use non-console variables in the menu
// or make these consvars legitimate like color or skin.
static void Splitplayers_OnChange(void);
CV_PossibleValue_t splitplayers_cons_t[] = {{1, "One"}, {2, "Two"}, {3, "Three"}, {4, "Four"}, {0, NULL}};
consvar_t cv_splitplayers = {"splitplayers", "One", CV_CALL, splitplayers_cons_t, Splitplayers_OnChange, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t dummymenuplayer_cons_t[] = {{0, "NOPE"}, {1, "P1"}, {2, "P2"}, {3, "P3"}, {4, "P4"}, {0, NULL}};
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static CV_PossibleValue_t dummyteam_cons_t[] = {{0, "Spectator"}, {1, "Red"}, {2, "Blue"}, {0, NULL}};
static CV_PossibleValue_t dummyspectate_cons_t[] = {{0, "Spectator"}, {1, "Playing"}, {0, NULL}};
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static CV_PossibleValue_t dummyscramble_cons_t[] = {{0, "Random"}, {1, "Points"}, {0, NULL}};
static CV_PossibleValue_t ringlimit_cons_t[] = {{0, "MIN"}, {9999, "MAX"}, {0, NULL}};
static CV_PossibleValue_t liveslimit_cons_t[] = {{0, "MIN"}, {99, "MAX"}, {0, NULL}};
/*static CV_PossibleValue_t dummymares_cons_t[] = {
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{-1, "END"}, {0,"Overall"}, {1,"Mare 1"}, {2,"Mare 2"}, {3,"Mare 3"}, {4,"Mare 4"}, {5,"Mare 5"}, {6,"Mare 6"}, {7,"Mare 7"}, {8,"Mare 8"}, {0,NULL}
};*/
static CV_PossibleValue_t dummystaff_cons_t[] = {{0, "MIN"}, {100, "MAX"}, {0, NULL}};
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static consvar_t cv_dummymenuplayer = {"dummymenuplayer", "P1", CV_HIDEN|CV_CALL, dummymenuplayer_cons_t, Dummymenuplayer_OnChange, 0, NULL, NULL, 0, 0, NULL};
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static consvar_t cv_dummyteam = {"dummyteam", "Spectator", CV_HIDEN, dummyteam_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static consvar_t cv_dummyspectate = {"dummyspectate", "Spectator", CV_HIDEN, dummyspectate_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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static consvar_t cv_dummyscramble = {"dummyscramble", "Random", CV_HIDEN, dummyscramble_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static consvar_t cv_dummyrings = {"dummyrings", "0", CV_HIDEN, ringlimit_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static consvar_t cv_dummylives = {"dummylives", "0", CV_HIDEN, liveslimit_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static consvar_t cv_dummycontinues = {"dummycontinues", "0", CV_HIDEN, liveslimit_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
//static consvar_t cv_dummymares = {"dummymares", "Overall", CV_HIDEN|CV_CALL, dummymares_cons_t, Dummymares_OnChange, 0, NULL, NULL, 0, 0, NULL};
static consvar_t cv_dummystaff = {"dummystaff", "0", CV_HIDEN|CV_CALL, dummystaff_cons_t, Dummystaff_OnChange, 0, NULL, NULL, 0, 0, NULL};
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// ==========================================================================
// ORGANIZATION START.
// ==========================================================================
// Note: Never should we be jumping from one category of menu options to another
// without first going to the Main Menu.
// Note: Ignore the above if you're working with the Pause menu.
// Note: (Prefix)_MainMenu should be the target of all Main Menu options that
// point to submenus.
// ---------
// Main Menu
// ---------
static menuitem_t MainMenu[] =
{
{IT_SUBMENU|IT_STRING, NULL, "Extras", &SR_MainDef, 76},
//{IT_CALL |IT_STRING, NULL, "1 Player", M_SinglePlayerMenu, 84},
{IT_CALL |IT_STRING, NULL, "Time Attack", M_TimeAttack, 84},
{IT_SUBMENU|IT_STRING, NULL, "Multiplayer", &MP_MainDef, 92},
{IT_CALL |IT_STRING, NULL, "Options", M_Options, 100},
{IT_CALL |IT_STRING, NULL, "Addons", M_Addons, 108},
{IT_CALL |IT_STRING, NULL, "Quit Game", M_QuitSRB2, 116},
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};
typedef enum
{
secrets = 0,
singleplr,
multiplr,
options,
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addons,
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quitdoom
} main_e;
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static menuitem_t MISC_AddonsMenu[] =
{
{IT_KEYHANDLER | IT_NOTHING, NULL, "", M_HandleAddons, 0}, // dummy menuitem for the control func
};
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static menuitem_t MISC_ReplayHutMenu[] =
{
{IT_KEYHANDLER|IT_NOTHING, NULL, "", M_HandleReplayHutList, 0}, // Dummy menuitem for the replay list
{IT_NOTHING, NULL, "", NULL, 0}, // Dummy for handling wrapping to the top of the menu..
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};
static menuitem_t MISC_ReplayStartMenu[] =
{
{IT_CALL |IT_STRING, NULL, "Load Addons and Watch", M_HutStartReplay, 0},
{IT_CALL |IT_STRING, NULL, "Watch Without Addons", M_HutStartReplay, 10},
{IT_CALL |IT_STRING, NULL, "Watch Replay", M_HutStartReplay, 10},
{IT_SUBMENU |IT_STRING, NULL, "Back", &MISC_ReplayHutDef, 30},
};
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static menuitem_t MISC_ReplayOptionsMenu[] =
{
{IT_CVAR|IT_STRING, NULL, "Record Replays", &cv_recordmultiplayerdemos, 0},
{IT_CVAR|IT_STRING, NULL, "Sync Check Interval", &cv_netdemosyncquality, 10},
};
static tic_t playback_last_menu_interaction_leveltime = 0;
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static menuitem_t PlaybackMenu[] =
{
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{IT_CALL | IT_STRING, "M_PHIDE", "Hide Menu (Esc)", M_SelectableClearMenus, 0},
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{IT_CALL | IT_STRING, "M_PREW", "Rewind ([)", M_PlaybackRewind, 20},
{IT_CALL | IT_STRING, "M_PPAUSE", "Pause (\\)", M_PlaybackPause, 36},
{IT_CALL | IT_STRING, "M_PFFWD", "Fast-Forward (])", M_PlaybackFastForward, 52},
{IT_CALL | IT_STRING, "M_PSTEPB", "Backup Frame ([)", M_PlaybackRewind, 20},
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{IT_CALL | IT_STRING, "M_PRESUM", "Resume", M_PlaybackPause, 36},
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{IT_CALL | IT_STRING, "M_PFADV", "Advance Frame (])", M_PlaybackAdvance, 52},
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{IT_ARROWS | IT_STRING, "M_PVIEWS", "View Count (- and =)", M_PlaybackSetViews, 72},
{IT_ARROWS | IT_STRING, "M_PNVIEW", "Viewpoint (1)", M_PlaybackAdjustView, 88},
{IT_ARROWS | IT_STRING, "M_PNVIEW", "Viewpoint 2 (2)", M_PlaybackAdjustView, 104},
{IT_ARROWS | IT_STRING, "M_PNVIEW", "Viewpoint 3 (3)", M_PlaybackAdjustView, 120},
{IT_ARROWS | IT_STRING, "M_PNVIEW", "Viewpoint 4 (4)", M_PlaybackAdjustView, 136},
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{IT_CALL | IT_STRING, "M_PVIEWS", "Toggle Free Camera (')", M_PlaybackToggleFreecam, 156},
{IT_CALL | IT_STRING, "M_PEXIT", "Stop Playback", M_PlaybackQuit, 172},
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};
typedef enum
{
playback_hide,
playback_rewind,
playback_pause,
playback_fastforward,
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playback_backframe,
playback_resume,
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playback_advanceframe,
playback_viewcount,
playback_view1,
playback_view2,
playback_view3,
playback_view4,
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playback_freecamera,
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//playback_moreoptions,
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playback_quit
} playback_e;
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// ---------------------------------
// Pause Menu Mode Attacking Edition
// ---------------------------------
static menuitem_t MAPauseMenu[] =
{
{IT_CALL | IT_STRING, NULL, "Continue", M_SelectableClearMenus,48},
{IT_CALL | IT_STRING, NULL, "Retry", M_ModeAttackRetry, 56},
{IT_CALL | IT_STRING, NULL, "Abort", M_ModeAttackEndGame, 64},
};
typedef enum
{
mapause_continue,
mapause_retry,
mapause_abort
} mapause_e;
// ---------------------
// Pause Menu MP Edition
// ---------------------
static menuitem_t MPauseMenu[] =
{
{IT_STRING | IT_CALL, NULL, "Addons...", M_Addons, 8},
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{IT_STRING | IT_SUBMENU, NULL, "Scramble Teams...", &MISC_ScrambleTeamDef, 16},
{IT_STRING | IT_CALL, NULL, "Switch Map..." , M_MapChange, 24},
#ifdef HAVE_DISCORDRPC
{IT_STRING | IT_SUBMENU, NULL, "Ask To Join Requests...", &MISC_DiscordRequestsDef, 24},
#endif
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{IT_CALL | IT_STRING, NULL, "Continue", M_SelectableClearMenus, 40},
{IT_CALL | IT_STRING, NULL, "P1 Setup...", M_SetupMultiPlayer, 48}, // splitscreen
{IT_CALL | IT_STRING, NULL, "P2 Setup...", M_SetupMultiPlayer2, 56}, // splitscreen
{IT_CALL | IT_STRING, NULL, "P3 Setup...", M_SetupMultiPlayer3, 64}, // splitscreen
{IT_CALL | IT_STRING, NULL, "P4 Setup...", M_SetupMultiPlayer4, 72}, // splitscreen
{IT_STRING | IT_CALL, NULL, "Spectate", M_ConfirmSpectate, 48}, // alone
{IT_STRING | IT_CALL, NULL, "Enter Game", M_ConfirmEnterGame, 48}, // alone
{IT_STRING | IT_CALL, NULL, "Cancel Join", M_ConfirmSpectate, 48}, // alone
{IT_STRING | IT_SUBMENU, NULL, "Switch Team...", &MISC_ChangeTeamDef, 48},
{IT_STRING | IT_SUBMENU, NULL, "Enter/Spectate...", &MISC_ChangeSpectateDef,48},
{IT_CALL | IT_STRING, NULL, "Player Setup...", M_SetupMultiPlayer, 56}, // alone
{IT_CALL | IT_STRING, NULL, "Options", M_Options, 64},
{IT_CALL | IT_STRING, NULL, "Return to Title", M_EndGame, 80},
{IT_CALL | IT_STRING, NULL, "Quit Game", M_QuitSRB2, 88},
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};
typedef enum
{
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mpause_addons = 0,
mpause_scramble,
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mpause_switchmap,
#ifdef HAVE_DISCORDRPC
mpause_discordrequests,
#endif
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mpause_continue,
mpause_psetupsplit,
mpause_psetupsplit2,
mpause_psetupsplit3,
mpause_psetupsplit4,
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mpause_spectate,
mpause_entergame,
mpause_canceljoin,
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mpause_switchteam,
mpause_switchspectate,
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mpause_psetup,
mpause_options,
mpause_title,
mpause_quit
} mpause_e;
// ---------------------
// Pause Menu SP Edition
// ---------------------
static menuitem_t SPauseMenu[] =
{
// Pandora's Box will be shifted up if both options are available
{IT_CALL | IT_STRING, NULL, "Pandora's Box...", M_PandorasBox, 16},
{IT_CALL | IT_STRING, NULL, "Medal Hints...", M_EmblemHints, 24},
//{IT_CALL | IT_STRING, NULL, "Level Select...", M_LoadGameLevelSelect, 32},
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{IT_CALL | IT_STRING, NULL, "Continue", M_SelectableClearMenus,48},
{IT_CALL | IT_STRING, NULL, "Retry", M_Retry, 56},
{IT_CALL | IT_STRING, NULL, "Options", M_Options, 64},
{IT_CALL | IT_STRING, NULL, "Return to Title", M_EndGame, 80},
{IT_CALL | IT_STRING, NULL, "Quit Game", M_QuitSRB2, 88},
};
typedef enum
{
spause_pandora = 0,
spause_hints,
//spause_levelselect,
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spause_continue,
spause_retry,
spause_options,
spause_title,
spause_quit
} spause_e;
#ifdef HAVE_DISCORDRPC
static menuitem_t MISC_DiscordRequestsMenu[] =
{
{IT_KEYHANDLER|IT_NOTHING, NULL, "", M_HandleDiscordRequests, 0},
};
#endif
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// -----------------
// Misc menu options
// -----------------
// Prefix: MISC_
static menuitem_t MISC_ScrambleTeamMenu[] =
{
{IT_STRING|IT_CVAR, NULL, "Scramble Method", &cv_dummyscramble, 30},
{IT_WHITESTRING|IT_CALL, NULL, "Confirm", M_ConfirmTeamScramble, 90},
};
static menuitem_t MISC_ChangeTeamMenu[] =
{
{IT_STRING|IT_CVAR, NULL, "Player", &cv_dummymenuplayer, 30},
{IT_STRING|IT_CVAR, NULL, "Team", &cv_dummyteam, 40},
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{IT_WHITESTRING|IT_CALL, NULL, "Confirm", M_ConfirmTeamChange, 90},
};
static menuitem_t MISC_ChangeSpectateMenu[] =
{
{IT_STRING|IT_CVAR, NULL, "Player", &cv_dummymenuplayer, 30},
{IT_STRING|IT_CVAR, NULL, "Status", &cv_dummyspectate, 40},
{IT_WHITESTRING|IT_CALL, NULL, "Confirm", M_ConfirmSpectateChange, 90},
};
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static menuitem_t MISC_ChangeLevelMenu[] =
{
{IT_STRING|IT_CVAR, NULL, "Game Type", &cv_newgametype, 68},
{IT_STRING|IT_CVAR, NULL, "Level", &cv_nextmap, 78},
{IT_WHITESTRING|IT_CALL, NULL, "Change Level", M_ChangeLevel, 130},
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};
static menuitem_t MISC_HelpMenu[] =
{
{IT_KEYHANDLER | IT_NOTHING, NULL, "MANUAL00", M_HandleImageDef, 0},
{IT_KEYHANDLER | IT_NOTHING, NULL, "MANUAL01", M_HandleImageDef, 1},
{IT_KEYHANDLER | IT_NOTHING, NULL, "MANUAL02", M_HandleImageDef, 1},
{IT_KEYHANDLER | IT_NOTHING, NULL, "MANUAL03", M_HandleImageDef, 1},
{IT_KEYHANDLER | IT_NOTHING, NULL, "MANUAL04", M_HandleImageDef, 1},
{IT_KEYHANDLER | IT_NOTHING, NULL, "MANUAL05", M_HandleImageDef, 1},
{IT_KEYHANDLER | IT_NOTHING, NULL, "MANUAL06", M_HandleImageDef, 1},
{IT_KEYHANDLER | IT_NOTHING, NULL, "MANUAL07", M_HandleImageDef, 1},
{IT_KEYHANDLER | IT_NOTHING, NULL, "MANUAL08", M_HandleImageDef, 1},
{IT_KEYHANDLER | IT_NOTHING, NULL, "MANUAL09", M_HandleImageDef, 1},
{IT_KEYHANDLER | IT_NOTHING, NULL, "MANUAL10", M_HandleImageDef, 1},
{IT_KEYHANDLER | IT_NOTHING, NULL, "MANUAL11", M_HandleImageDef, 1},
{IT_KEYHANDLER | IT_NOTHING, NULL, "MANUAL12", M_HandleImageDef, 1},
{IT_KEYHANDLER | IT_NOTHING, NULL, "MANUAL99", M_HandleImageDef, 0},
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};
// --------------------------------
// Sky Room and all of its submenus
// --------------------------------
// Prefix: SR_
// Pause Menu Pandora's Box Options
static menuitem_t SR_PandorasBox[] =
{
{IT_STRING | IT_CVAR, NULL, "Rings", &cv_dummyrings, 20},
{IT_STRING | IT_CVAR, NULL, "Lives", &cv_dummylives, 30},
{IT_STRING | IT_CVAR, NULL, "Continues", &cv_dummycontinues, 40},
{IT_STRING | IT_CVAR, NULL, "Gravity", &cv_gravity, 60},
{IT_STRING | IT_CVAR, NULL, "Throw Rings", &cv_ringslinger, 70},
{IT_STRING | IT_CALL, NULL, "Get All Emeralds", M_GetAllEmeralds, 90},
{IT_STRING | IT_CALL, NULL, "Destroy All Robots", M_DestroyRobots, 100},
{IT_STRING | IT_CALL, NULL, "Ultimate Cheat", M_UltimateCheat, 130},
};
// Sky Room Custom Unlocks
static menuitem_t SR_MainMenu[] =
{
{IT_STRING|IT_SUBMENU, NULL, "Unlockables", &SR_UnlockChecklistDef, 100},
{IT_CALL|IT_STRING|IT_CALL_NOTMODIFIED, NULL, "Statistics", M_Statistics, 108},
{IT_CALL|IT_STRING, NULL, "Replay Hut", M_ReplayHut, 116},
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{IT_DISABLED, NULL, "", NULL, 0}, // Custom1
{IT_DISABLED, NULL, "", NULL, 0}, // Custom2
{IT_DISABLED, NULL, "", NULL, 0}, // Custom3
{IT_DISABLED, NULL, "", NULL, 0}, // Custom4
{IT_DISABLED, NULL, "", NULL, 0}, // Custom5
{IT_DISABLED, NULL, "", NULL, 0}, // Custom6
{IT_DISABLED, NULL, "", NULL, 0}, // Custom7
{IT_DISABLED, NULL, "", NULL, 0}, // Custom8
{IT_DISABLED, NULL, "", NULL, 0}, // Custom9
{IT_DISABLED, NULL, "", NULL, 0}, // Custom10
{IT_DISABLED, NULL, "", NULL, 0}, // Custom11
{IT_DISABLED, NULL, "", NULL, 0}, // Custom12
{IT_DISABLED, NULL, "", NULL, 0}, // Custom13
{IT_DISABLED, NULL, "", NULL, 0}, // Custom14
{IT_DISABLED, NULL, "", NULL, 0}, // Custom15
{IT_DISABLED, NULL, "", NULL, 0}, // Custom16
{IT_DISABLED, NULL, "", NULL, 0}, // Custom17
{IT_DISABLED, NULL, "", NULL, 0}, // Custom18
{IT_DISABLED, NULL, "", NULL, 0}, // Custom19
{IT_DISABLED, NULL, "", NULL, 0}, // Custom20
{IT_DISABLED, NULL, "", NULL, 0}, // Custom21
{IT_DISABLED, NULL, "", NULL, 0}, // Custom22
{IT_DISABLED, NULL, "", NULL, 0}, // Custom23
{IT_DISABLED, NULL, "", NULL, 0}, // Custom24
{IT_DISABLED, NULL, "", NULL, 0}, // Custom25
{IT_DISABLED, NULL, "", NULL, 0}, // Custom26
{IT_DISABLED, NULL, "", NULL, 0}, // Custom27
{IT_DISABLED, NULL, "", NULL, 0}, // Custom28
{IT_DISABLED, NULL, "", NULL, 0}, // Custom29
{IT_DISABLED, NULL, "", NULL, 0}, // Custom30
{IT_DISABLED, NULL, "", NULL, 0}, // Custom31
{IT_DISABLED, NULL, "", NULL, 0}, // Custom32
};
/*static menuitem_t SR_LevelSelectMenu[] =
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{
{IT_STRING|IT_CVAR, NULL, "Level", &cv_nextmap, 78},
{IT_WHITESTRING|IT_CALL, NULL, "Start", M_LevelSelectWarp, 130},
};*/
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static menuitem_t SR_UnlockChecklistMenu[] =
{
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{IT_SUBMENU | IT_STRING, NULL, "NEXT", &MainDef, 192},
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};
static menuitem_t SR_EmblemHintMenu[] =
{
{IT_STRING|IT_CVAR, NULL, "Medal Radar", &cv_itemfinder, 10},
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{IT_WHITESTRING|IT_SUBMENU, NULL, "Back", &SPauseDef, 20}
};
// --------------------------------
// 1 Player and all of its submenus
// --------------------------------
// Prefix: SP_
// Single Player Main
static menuitem_t SP_MainMenu[] =
{
//{IT_CALL | IT_STRING, NULL, "Start Game", M_LoadGame, 92},
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{IT_SECRET, NULL, "Record Attack", M_TimeAttack, 100},
//{IT_SECRET, NULL, "NiGHTS Mode", M_NightsAttack, 108},
{IT_CALL | IT_STRING | IT_CALL_NOTMODIFIED, NULL, "Statistics", M_Statistics, 108},
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};
enum
{
//sploadgame,
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sprecordattack,
//spnightsmode,
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spstatistics
};
// Single Player Load Game
/*static menuitem_t SP_LoadGameMenu[] =
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{
{IT_KEYHANDLER | IT_NOTHING, NULL, "", M_HandleLoadSave, '\0'}, // dummy menuitem for the control func
};
// Single Player Level Select
static menuitem_t SP_LevelSelectMenu[] =
{
{IT_STRING|IT_CVAR, NULL, "Level", &cv_nextmap, 78},
{IT_WHITESTRING|IT_CALL, NULL, "Start", M_LevelSelectWarp, 130},
};*/
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// Single Player Time Attack
static menuitem_t SP_TimeAttackMenu[] =
{
{IT_STRING|IT_CVAR|IT_CV_STRING, NULL, "Name", &cv_playername, 0},
{IT_STRING|IT_CVAR, NULL, "Character", &cv_chooseskin, 13},
{IT_STRING|IT_CVAR, NULL, "Color", &cv_playercolor, 26},
{IT_STRING|IT_CVAR, NULL, "Level", &cv_nextmap, 78},
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{IT_DISABLED, NULL, "Guest...", &SP_GuestReplayDef, 98},
{IT_DISABLED, NULL, "Replay...", &SP_ReplayDef, 108},
{IT_WHITESTRING|IT_SUBMENU, NULL, "Ghosts...", &SP_GhostDef, 118},
{IT_WHITESTRING|IT_CALL|IT_CALL_NOTMODIFIED, NULL, "Start", M_ChooseTimeAttack, 130},
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};
enum
{
taname,
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taplayer,
tacolor,
talevel,
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taguest,
tareplay,
taghost,
tastart
};
static menuitem_t SP_ReplayMenu[] =
{
{IT_WHITESTRING|IT_CALL, NULL, "Replay Best Time", M_ReplayTimeAttack, 90},
{IT_WHITESTRING|IT_CALL, NULL, "Replay Best Lap", M_ReplayTimeAttack, 98},
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{IT_WHITESTRING|IT_CALL, NULL, "Replay Last", M_ReplayTimeAttack, 106},
{IT_WHITESTRING|IT_CALL, NULL, "Replay Guest", M_ReplayTimeAttack, 114},
{IT_WHITESTRING|IT_KEYHANDLER, NULL, "Replay Staff",M_HandleStaffReplay,122},
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{IT_WHITESTRING|IT_SUBMENU, NULL, "Back", &SP_TimeAttackDef, 130}
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};
/*static menuitem_t SP_NightsReplayMenu[] =
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{
{IT_WHITESTRING|IT_CALL, NULL, "Replay Best Score", M_ReplayTimeAttack, 0},
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{IT_WHITESTRING|IT_CALL, NULL, "Replay Best Time", M_ReplayTimeAttack,16},
{IT_WHITESTRING|IT_CALL, NULL, "Replay Last", M_ReplayTimeAttack,21},
{IT_WHITESTRING|IT_CALL, NULL, "Replay Guest", M_ReplayTimeAttack,29},
{IT_WHITESTRING|IT_KEYHANDLER, NULL, "Replay Staff",M_HandleStaffReplay,37},
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{IT_WHITESTRING|IT_SUBMENU, NULL, "Back", &SP_NightsAttackDef, 50}
};*/
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static menuitem_t SP_GuestReplayMenu[] =
{
{IT_WHITESTRING|IT_CALL, NULL, "Save Best Time as Guest", M_SetGuestReplay, 94},
{IT_WHITESTRING|IT_CALL, NULL, "Save Best Lap as Guest", M_SetGuestReplay,102},
{IT_WHITESTRING|IT_CALL, NULL, "Save Last as Guest", M_SetGuestReplay,110},
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{IT_WHITESTRING|IT_CALL, NULL, "Delete Guest Replay", M_SetGuestReplay,120},
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{IT_WHITESTRING|IT_SUBMENU, NULL, "Back", &SP_TimeAttackDef, 130}
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};
/*static menuitem_t SP_NightsGuestReplayMenu[] =
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{
{IT_WHITESTRING|IT_CALL, NULL, "Save Best Score as Guest", M_SetGuestReplay, 8},
{IT_WHITESTRING|IT_CALL, NULL, "Save Best Time as Guest", M_SetGuestReplay,16},
{IT_WHITESTRING|IT_CALL, NULL, "Save Last as Guest", M_SetGuestReplay,24},
{IT_WHITESTRING|IT_CALL, NULL, "Delete Guest Replay", M_SetGuestReplay,37},
{IT_WHITESTRING|IT_SUBMENU, NULL, "Back", &SP_NightsAttackDef, 50}
};*/
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static menuitem_t SP_GhostMenu[] =
{
{IT_STRING|IT_CVAR, NULL, "Best Time", &cv_ghost_besttime, 88},
{IT_STRING|IT_CVAR, NULL, "Best Lap", &cv_ghost_bestlap, 96},
{IT_STRING|IT_CVAR, NULL, "Last", &cv_ghost_last, 104},
{IT_DISABLED, NULL, "Guest", &cv_ghost_guest, 112},
{IT_DISABLED, NULL, "Staff Attack",&cv_ghost_staff, 120},
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{IT_WHITESTRING|IT_SUBMENU, NULL, "Back", &SP_TimeAttackDef, 130}
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};
/*static menuitem_t SP_NightsGhostMenu[] =
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{
{IT_STRING|IT_CVAR, NULL, "Best Score", &cv_ghost_bestscore, 0},
{IT_STRING|IT_CVAR, NULL, "Best Time", &cv_ghost_besttime, 8},
{IT_STRING|IT_CVAR, NULL, "Last", &cv_ghost_last, 16},
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{IT_STRING|IT_CVAR, NULL, "Guest", &cv_ghost_guest, 29},
{IT_STRING|IT_CVAR, NULL, "Staff Attack",&cv_ghost_staff, 37},
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{IT_WHITESTRING|IT_SUBMENU, NULL, "Back", &SP_NightsAttackDef, 50}
};*/
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// Single Player Nights Attack
/*static menuitem_t SP_NightsAttackMenu[] =
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{
{IT_STRING|IT_CVAR, NULL, "Level", &cv_nextmap, 44},
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{IT_STRING|IT_CVAR, NULL, "Show Records For", &cv_dummymares, 54},
{IT_DISABLED, NULL, "Guest Option...", &SP_NightsGuestReplayDef, 108},
{IT_DISABLED, NULL, "Replay...", &SP_NightsReplayDef, 118},
{IT_DISABLED, NULL, "Ghosts...", &SP_NightsGhostDef, 128},
{IT_WHITESTRING|IT_CALL|IT_CALL_NOTMODIFIED, NULL, "Start", M_ChooseNightsAttack, 138},
};*/
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enum
{
nalevel,
narecords,
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naguest,
nareplay,
naghost,
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nastart
};
// Statistics
static menuitem_t SP_LevelStatsMenu[] =
{
{IT_KEYHANDLER | IT_NOTHING, NULL, "", M_HandleLevelStats, '\0'}, // dummy menuitem for the control func
};
// A rare case.
// External files modify this menu, so we can't call it static.
// And I'm too lazy to go through and rename it everywhere. ARRGH!
#define M_ChoosePlayer NULL
menuitem_t PlayerMenu[MAXSKINS];
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// -----------------------------------
// Multiplayer and all of its submenus
// -----------------------------------
// Prefix: MP_
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static menuitem_t MP_MainMenu[] =
{
{IT_HEADER, NULL, "Players", NULL, 0},
{IT_STRING|IT_CVAR, NULL, "Number of local players", &cv_splitplayers, 10},
{IT_STRING|IT_KEYHANDLER,NULL, "Player setup...", M_SetupMultiHandler,18},
{IT_HEADER, NULL, "Host a game", NULL, 100-24},
#ifndef NONET
{IT_STRING|IT_CALL, NULL, "Internet/LAN...", M_PreStartServerMenu, 110-24},
#else
{IT_GRAYEDOUT, NULL, "Internet/LAN...", NULL, 110-24},
#endif
{IT_STRING|IT_CALL, NULL, "Offline...", M_StartOfflineServerMenu, 118-24},
{IT_HEADER, NULL, "Join a game", NULL, 132-24},
#ifndef NONET
{IT_STRING|IT_CALL, NULL, "Internet server browser...",M_PreConnectMenu, 142-24},
{IT_STRING|IT_KEYHANDLER, NULL, "Specify IPv4 address:", M_HandleConnectIP, 150-24},
#else
{IT_GRAYEDOUT, NULL, "Internet server browser...",NULL, 142-24},
{IT_GRAYEDOUT, NULL, "Specify IPv4 address:", NULL, 150-24},
#endif
//{IT_HEADER, NULL, "Player setup", NULL, 80},
//{IT_STRING|IT_CALL, NULL, "Name, character, color...", M_SetupMultiPlayer, 90},
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};
#ifndef NONET
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static menuitem_t MP_ServerMenu[] =
{
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{IT_STRING|IT_CVAR, NULL, "Max. Player Count", &cv_maxplayers, 10},
{IT_STRING|IT_CVAR, NULL, "Advertise", &cv_advertise, 20},
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{IT_STRING|IT_CVAR|IT_CV_STRING, NULL, "Server Name", &cv_servername, 30},
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{IT_STRING|IT_CVAR, NULL, "Game Type", &cv_newgametype, 68},
{IT_STRING|IT_CVAR, NULL, "Level", &cv_nextmap, 78},
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{IT_WHITESTRING|IT_CALL, NULL, "Start", M_StartServer, 130},
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};
#endif
// Separated offline and normal servers.
static menuitem_t MP_OfflineServerMenu[] =
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{
{IT_STRING|IT_CVAR, NULL, "Game Type", &cv_newgametype, 68},
{IT_STRING|IT_CVAR, NULL, "Level", &cv_nextmap, 78},
{IT_WHITESTRING|IT_CALL, NULL, "Start", M_StartServer, 130},
};
static menuitem_t MP_PlayerSetupMenu[] =
{
{IT_KEYHANDLER | IT_STRING, NULL, "Name", M_HandleSetupMultiPlayer, 0},
{IT_KEYHANDLER | IT_STRING, NULL, "Character", M_HandleSetupMultiPlayer, 16}, // Tails 01-18-2001
{IT_KEYHANDLER | IT_STRING, NULL, "Color", M_HandleSetupMultiPlayer, 152},
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};
#ifndef NONET
static menuitem_t MP_ConnectMenu[] =
{
{IT_STRING | IT_CVAR, NULL, "Sort By", &cv_serversort, 4},
{IT_STRING | IT_KEYHANDLER, NULL, "Page", M_HandleServerPage, 12},
{IT_STRING | IT_CALL, NULL, "Refresh", M_Refresh, 20},
{IT_STRING | IT_SPACE, NULL, "", M_Connect, 36},
{IT_STRING | IT_SPACE, NULL, "", M_Connect, 48},
{IT_STRING | IT_SPACE, NULL, "", M_Connect, 60},
{IT_STRING | IT_SPACE, NULL, "", M_Connect, 72},
{IT_STRING | IT_SPACE, NULL, "", M_Connect, 84},
{IT_STRING | IT_SPACE, NULL, "", M_Connect, 96},
{IT_STRING | IT_SPACE, NULL, "", M_Connect, 108},
{IT_STRING | IT_SPACE, NULL, "", M_Connect, 120},
{IT_STRING | IT_SPACE, NULL, "", M_Connect, 132},
{IT_STRING | IT_SPACE, NULL, "", M_Connect, 144},
{IT_STRING | IT_SPACE, NULL, "", M_Connect, 156},
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};
enum
{
mp_connect_sort,
mp_connect_page,
mp_connect_refresh,
FIRSTSERVERLINE
};
#endif
// ------------------------------------
// Options and most (?) of its submenus
// ------------------------------------
// Prefix: OP_
static menuitem_t OP_MainMenu[] =
{
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{IT_SUBMENU|IT_STRING, NULL, "Control Setup...", &OP_ControlsDef, 10},
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{IT_SUBMENU|IT_STRING, NULL, "Video Options...", &OP_VideoOptionsDef, 30},
{IT_SUBMENU|IT_STRING, NULL, "Sound Options...", &OP_SoundOptionsDef, 40},
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{IT_SUBMENU|IT_STRING, NULL, "HUD Options...", &OP_HUDOptionsDef, 60},
{IT_SUBMENU|IT_STRING, NULL, "Gameplay Options...", &OP_GameOptionsDef, 70},
{IT_SUBMENU|IT_STRING, NULL, "Server Options...", &OP_ServerOptionsDef, 80},
{IT_SUBMENU|IT_STRING, NULL, "Data Options...", &OP_DataOptionsDef, 100},
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{IT_CALL|IT_STRING, NULL, "Tricks & Secrets (F1)", M_Manual, 120},
{IT_CALL|IT_STRING, NULL, "Play Credits", M_Credits, 130},
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};
static menuitem_t OP_ControlsMenu[] =
{
{IT_CALL | IT_STRING, NULL, "Player 1 Controls...", M_Setup1PControlsMenu, 10},
{IT_CALL | IT_STRING, NULL, "Player 2 Controls...", M_Setup2PControlsMenu, 20},
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{IT_CALL | IT_STRING, NULL, "Player 3 Controls...", &M_Setup3PControlsMenu, 30},
{IT_CALL | IT_STRING, NULL, "Player 4 Controls...", &M_Setup4PControlsMenu, 40},
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{IT_STRING | IT_CVAR, NULL, "Controls per key", &cv_controlperkey, 60},
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};
static menuitem_t OP_AllControlsMenu[] =
{
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{IT_SUBMENU|IT_STRING, NULL, "Gamepad Options...", &OP_Joystick1Def, 0},
{IT_CALL|IT_STRING, NULL, "Reset to defaults", M_ResetControls, 8},
//{IT_SPACE, NULL, NULL, NULL, 0},
{IT_HEADER, NULL, "Gameplay Controls", NULL, 0},
{IT_SPACE, NULL, NULL, NULL, 0},
{IT_CONTROL, NULL, "Accelerate", M_ChangeControl, gc_accelerate },
{IT_CONTROL, NULL, "Turn Left", M_ChangeControl, gc_turnleft },
{IT_CONTROL, NULL, "Turn Right", M_ChangeControl, gc_turnright },
{IT_CONTROL, NULL, "Drift", M_ChangeControl, gc_drift },
{IT_CONTROL, NULL, "Brake", M_ChangeControl, gc_brake },
{IT_CONTROL, NULL, "Use/Throw Item", M_ChangeControl, gc_fire },
{IT_CONTROL, NULL, "Aim Forward", M_ChangeControl, gc_aimforward },
{IT_CONTROL, NULL, "Aim Backward", M_ChangeControl, gc_aimbackward},
{IT_CONTROL, NULL, "Look Backward", M_ChangeControl, gc_lookback },
{IT_HEADER, NULL, "Miscelleanous Controls", NULL, 0},
{IT_SPACE, NULL, NULL, NULL, 0},
{IT_CONTROL, NULL, "Chat", M_ChangeControl, gc_talkkey },
//{IT_CONTROL, NULL, "Team Chat", M_ChangeControl, gc_teamkey },
{IT_CONTROL, NULL, "Show Rankings", M_ChangeControl, gc_scores },
{IT_CONTROL, NULL, "Change Viewpoint", M_ChangeControl, gc_viewpoint },
{IT_CONTROL, NULL, "Reset Camera", M_ChangeControl, gc_camreset },
{IT_CONTROL, NULL, "Toggle First-Person", M_ChangeControl, gc_camtoggle },
{IT_CONTROL, NULL, "Pause", M_ChangeControl, gc_pause },
{IT_CONTROL, NULL, "Screenshot", M_ChangeControl, gc_screenshot },
{IT_CONTROL, NULL, "Toggle GIF Recording", M_ChangeControl, gc_recordgif },
{IT_CONTROL, NULL, "Open/Close Menu (ESC)", M_ChangeControl, gc_systemmenu },
{IT_CONTROL, NULL, "Developer Console", M_ChangeControl, gc_console },
{IT_HEADER, NULL, "Spectator Controls", NULL, 0},
{IT_SPACE, NULL, NULL, NULL, 0},
{IT_CONTROL, NULL, "Become Spectator", M_ChangeControl, gc_spectate },
{IT_CONTROL, NULL, "Look Up", M_ChangeControl, gc_lookup },
{IT_CONTROL, NULL, "Look Down", M_ChangeControl, gc_lookdown },
{IT_CONTROL, NULL, "Center View", M_ChangeControl, gc_centerview },
{IT_HEADER, NULL, "Custom Lua Actions", NULL, 0},
{IT_SPACE, NULL, NULL, NULL, 0},
{IT_CONTROL, NULL, "Custom Action 1", M_ChangeControl, gc_custom1 },
{IT_CONTROL, NULL, "Custom Action 2", M_ChangeControl, gc_custom2 },
{IT_CONTROL, NULL, "Custom Action 3", M_ChangeControl, gc_custom3 },
};
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static menuitem_t OP_Joystick1Menu[] =
{
{IT_STRING | IT_CALL, NULL, "Select Gamepad..." , M_Setup1PJoystickMenu, 10},
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{IT_STRING | IT_CVAR, NULL, "Aim Forward/Back" , &cv_aimaxis , 30},
{IT_STRING | IT_CVAR, NULL, "Turn Left/Right" , &cv_turnaxis , 40},
{IT_STRING | IT_CVAR, NULL, "Accelerate" , &cv_moveaxis , 50},
{IT_STRING | IT_CVAR, NULL, "Brake" , &cv_brakeaxis , 60},
{IT_STRING | IT_CVAR, NULL, "Drift" , &cv_driftaxis , 70},
{IT_STRING | IT_CVAR, NULL, "Use Item" , &cv_fireaxis , 80},
{IT_STRING | IT_CVAR, NULL, "Look Up/Down" , &cv_lookaxis , 90},
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};
static menuitem_t OP_Joystick2Menu[] =
{
{IT_STRING | IT_CALL, NULL, "Select Gamepad..." , M_Setup2PJoystickMenu, 10},
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{IT_STRING | IT_CVAR, NULL, "Aim Forward/Back" , &cv_aimaxis2 , 30},
{IT_STRING | IT_CVAR, NULL, "Turn Left/Right" , &cv_turnaxis2 , 40},
{IT_STRING | IT_CVAR, NULL, "Accelerate" , &cv_moveaxis2 , 50},
{IT_STRING | IT_CVAR, NULL, "Brake" , &cv_brakeaxis2 , 60},
{IT_STRING | IT_CVAR, NULL, "Drift" , &cv_driftaxis2 , 70},
{IT_STRING | IT_CVAR, NULL, "Use Item" , &cv_fireaxis2 , 80},
{IT_STRING | IT_CVAR, NULL, "Look Up/Down" , &cv_lookaxis2 , 90},
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};
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static menuitem_t OP_Joystick3Menu[] =
{
{IT_STRING | IT_CALL, NULL, "Select Gamepad..." , M_Setup3PJoystickMenu, 10},
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{IT_STRING | IT_CVAR, NULL, "Aim Forward/Back" , &cv_aimaxis3 , 30},
{IT_STRING | IT_CVAR, NULL, "Turn Left/Right" , &cv_turnaxis3 , 40},
{IT_STRING | IT_CVAR, NULL, "Accelerate" , &cv_moveaxis3 , 50},
{IT_STRING | IT_CVAR, NULL, "Brake" , &cv_brakeaxis3 , 60},
{IT_STRING | IT_CVAR, NULL, "Drift" , &cv_driftaxis3 , 70},
{IT_STRING | IT_CVAR, NULL, "Use Item" , &cv_fireaxis3 , 80},
{IT_STRING | IT_CVAR, NULL, "Look Up/Down" , &cv_lookaxis3 , 90},
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};
static menuitem_t OP_Joystick4Menu[] =
{
{IT_STRING | IT_CALL, NULL, "Select Gamepad..." , M_Setup4PJoystickMenu, 10},
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{IT_STRING | IT_CVAR, NULL, "Aim Forward/Back" , &cv_aimaxis4 , 30},
{IT_STRING | IT_CVAR, NULL, "Turn Left/Right" , &cv_turnaxis4 , 40},
{IT_STRING | IT_CVAR, NULL, "Accelerate" , &cv_moveaxis4 , 50},
{IT_STRING | IT_CVAR, NULL, "Brake" , &cv_brakeaxis4 , 60},
{IT_STRING | IT_CVAR, NULL, "Drift" , &cv_driftaxis4 , 70},
{IT_STRING | IT_CVAR, NULL, "Use Item" , &cv_fireaxis4 , 80},
{IT_STRING | IT_CVAR, NULL, "Look Up/Down" , &cv_lookaxis4 , 90},
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};
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static menuitem_t OP_JoystickSetMenu[] =
{
{IT_CALL | IT_NOTHING, "None", NULL, M_AssignJoystick, LINEHEIGHT+5},
{IT_CALL | IT_NOTHING, "", NULL, M_AssignJoystick, (LINEHEIGHT*2)+5},
{IT_CALL | IT_NOTHING, "", NULL, M_AssignJoystick, (LINEHEIGHT*3)+5},
{IT_CALL | IT_NOTHING, "", NULL, M_AssignJoystick, (LINEHEIGHT*4)+5},
{IT_CALL | IT_NOTHING, "", NULL, M_AssignJoystick, (LINEHEIGHT*5)+5},
{IT_CALL | IT_NOTHING, "", NULL, M_AssignJoystick, (LINEHEIGHT*6)+5},
{IT_CALL | IT_NOTHING, "", NULL, M_AssignJoystick, (LINEHEIGHT*7)+5},
{IT_CALL | IT_NOTHING, "", NULL, M_AssignJoystick, (LINEHEIGHT*8)+5},
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};
/*static menuitem_t OP_MouseOptionsMenu[] =
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{
{IT_STRING | IT_CVAR, NULL, "Use Mouse", &cv_usemouse, 10},
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{IT_STRING | IT_CVAR, NULL, "First-Person MouseLook", &cv_alwaysfreelook, 30},
{IT_STRING | IT_CVAR, NULL, "Third-Person MouseLook", &cv_chasefreelook, 40},
{IT_STRING | IT_CVAR, NULL, "Mouse Move", &cv_mousemove, 50},
{IT_STRING | IT_CVAR, NULL, "Invert Mouse", &cv_invertmouse, 60},
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{IT_STRING | IT_CVAR | IT_CV_SLIDER,
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NULL, "Mouse X Speed", &cv_mousesens, 70},
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{IT_STRING | IT_CVAR | IT_CV_SLIDER,
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NULL, "Mouse Y Speed", &cv_mouseysens, 80},
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};
static menuitem_t OP_Mouse2OptionsMenu[] =
{
{IT_STRING | IT_CVAR, NULL, "Use Mouse 2", &cv_usemouse2, 10},
{IT_STRING | IT_CVAR, NULL, "Second Mouse Serial Port",
&cv_mouse2port, 20},
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{IT_STRING | IT_CVAR, NULL, "First-Person MouseLook", &cv_alwaysfreelook2, 30},
{IT_STRING | IT_CVAR, NULL, "Third-Person MouseLook", &cv_chasefreelook2, 40},
{IT_STRING | IT_CVAR, NULL, "Mouse Move", &cv_mousemove2, 50},
{IT_STRING | IT_CVAR, NULL, "Invert Mouse", &cv_invertmouse2, 60},
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{IT_STRING | IT_CVAR | IT_CV_SLIDER,
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NULL, "Mouse X Speed", &cv_mousesens2, 70},
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{IT_STRING | IT_CVAR | IT_CV_SLIDER,
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NULL, "Mouse Y Speed", &cv_mouseysens2, 80},
};*/
2014-03-15 16:59:03 +00:00
static menuitem_t OP_VideoOptionsMenu[] =
{
{IT_STRING | IT_CALL, NULL, "Set Resolution...", M_VideoModeMenu, 10},
2014-07-25 23:10:24 +00:00
#if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL)
{IT_STRING|IT_CVAR, NULL, "Fullscreen", &cv_fullscreen, 20},
2014-03-15 16:59:03 +00:00
#endif
{IT_STRING | IT_CVAR | IT_CV_SLIDER,
NULL, "Gamma", &cv_usegamma, 30},
{IT_STRING | IT_CVAR, NULL, "Draw Distance", &cv_drawdist, 45},
//{IT_STRING | IT_CVAR, NULL, "NiGHTS Draw Dist", &cv_drawdist_nights, 55},
{IT_STRING | IT_CVAR, NULL, "Weather Draw Distance",&cv_drawdist_precip, 55},
//{IT_STRING | IT_CVAR, NULL, "Weather Density", &cv_precipdensity, 65},
{IT_STRING | IT_CVAR, NULL, "Skyboxes", &cv_skybox, 65},
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{IT_STRING | IT_CVAR, NULL, "Field of View", &cv_fov, 75},
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2019-05-23 06:16:20 +00:00
{IT_STRING | IT_CVAR, NULL, "Show FPS", &cv_ticrate, 90},
{IT_STRING | IT_CVAR, NULL, "Vertical Sync", &cv_vidwait, 100},
Implement Uncapped (squashed) Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
2019-10-06 22:40:52 +00:00
{IT_STRING | IT_CVAR, NULL, "FPS Cap", &cv_fpscap, 110},
#ifdef HWRENDER
Implement Uncapped (squashed) Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
2019-10-06 22:40:52 +00:00
{IT_SUBMENU|IT_STRING, NULL, "OpenGL Options...", &OP_OpenGLOptionsDef, 130},
#endif
};
enum
{
op_video_res = 0,
#if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL)
op_video_fullscreen,
#endif
op_video_gamma,
op_video_dd,
op_video_wdd,
//op_video_wd,
op_video_skybox,
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op_video_fov,
op_video_fps,
op_video_vsync,
op_video_fpscap,
#ifdef HWRENDER
op_video_ogl,
#endif
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};
static menuitem_t OP_VideoModeMenu[] =
{
{IT_KEYHANDLER | IT_NOTHING, NULL, "", M_HandleVideoMode, '\0'}, // dummy menuitem for the control func
};
#ifdef HWRENDER
static menuitem_t OP_OpenGLOptionsMenu[] =
{
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{IT_STRING | IT_CVAR, NULL, "3D Models", &cv_grmdls, 10},
{IT_STRING | IT_CVAR, NULL, "Fallback Player 3D Model", &cv_grfallbackplayermodel, 20},
{IT_STRING|IT_CVAR, NULL, "Shaders", &cv_grshaders, 30},
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{IT_STRING|IT_CVAR, NULL, "Texture Quality", &cv_scr_depth, 50},
{IT_STRING|IT_CVAR, NULL, "Texture Filter", &cv_grfiltermode, 60},
{IT_STRING|IT_CVAR, NULL, "Anisotropic", &cv_granisotropicmode, 70},
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{IT_STRING|IT_CVAR, NULL, "Wall Contrast Style", &cv_grfakecontrast, 90},
{IT_STRING|IT_CVAR, NULL, "Sprite Billboarding", &cv_grspritebillboarding, 100},
{IT_STRING|IT_CVAR, NULL, "Software Perspective", &cv_grshearing, 110},
{IT_SUBMENU|IT_STRING, NULL, "Gamma...", &OP_OpenGLColorDef, 130},
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};
static menuitem_t OP_OpenGLColorMenu[] =
{
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{IT_STRING|IT_CVAR|IT_CV_SLIDER, NULL, "Red", &cv_grgammared, 10},
{IT_STRING|IT_CVAR|IT_CV_SLIDER, NULL, "Green", &cv_grgammagreen, 20},
{IT_STRING|IT_CVAR|IT_CV_SLIDER, NULL, "Blue", &cv_grgammablue, 30},
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};
#endif
static menuitem_t OP_SoundOptionsMenu[] =
{
{IT_STRING|IT_CVAR, NULL, "SFX", &cv_gamesounds, 10},
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{IT_STRING|IT_CVAR|IT_CV_SLIDER,
NULL, "SFX Volume", &cv_soundvolume, 18},
{IT_STRING|IT_CVAR, NULL, "Music", &cv_gamedigimusic, 30},
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{IT_STRING|IT_CVAR|IT_CV_SLIDER,
NULL, "Music Volume", &cv_digmusicvolume, 38},
/* -- :nonnathisshit:
{IT_STRING|IT_CVAR, NULL, "MIDI", &cv_gamemidimusic, 50},
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{IT_STRING|IT_CVAR|IT_CV_SLIDER,
NULL, "MIDI Volume", &cv_midimusicvolume, 58},
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#ifdef PC_DOS
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{IT_STRING|IT_CVAR|IT_CV_SLIDER,
NULL, "CD Volume", &cd_volume, 40},
#endif*/
//{IT_STRING|IT_CALL, NULL, "Restart Audio System", M_RestartAudio, 50},
{IT_STRING|IT_CVAR, NULL, "Reverse L/R Channels", &stereoreverse, 50},
{IT_STRING|IT_CVAR, NULL, "Surround Sound", &surround, 60},
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{IT_STRING|IT_CVAR, NULL, "Chat Notifications", &cv_chatnotifications, 75},
{IT_STRING|IT_CVAR, NULL, "Character voices", &cv_kartvoices, 85},
{IT_STRING|IT_CVAR, NULL, "Powerup Warning", &cv_kartinvinsfx, 95},
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{IT_KEYHANDLER|IT_STRING, NULL, "Sound Test", M_HandleSoundTest, 110},
{IT_STRING|IT_CVAR, NULL, "Play Music While Unfocused", &cv_playmusicifunfocused, 125},
{IT_STRING|IT_CVAR, NULL, "Play SFX While Unfocused", &cv_playsoundifunfocused, 135},
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};
static menuitem_t OP_DataOptionsMenu[] =
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{
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{IT_STRING | IT_CALL, NULL, "Screenshot Options...", M_ScreenshotOptions, 10},
{IT_STRING | IT_CALL, NULL, "Addon Options...", M_AddonsOptions, 20},
{IT_STRING | IT_SUBMENU, NULL, "Replay Options...", &MISC_ReplayOptionsDef, 30},
#ifdef HAVE_DISCORDRPC
{IT_STRING | IT_SUBMENU, NULL, "Discord Options...", &OP_DiscordOptionsDef, 40},
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{IT_STRING | IT_SUBMENU, NULL, "Erase Data...", &OP_EraseDataDef, 60},
#else
{IT_STRING | IT_SUBMENU, NULL, "Erase Data...", &OP_EraseDataDef, 50},
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#endif
};
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static menuitem_t OP_ScreenshotOptionsMenu[] =
{
{IT_STRING|IT_CVAR, NULL, "Storage Location", &cv_screenshot_option, 10},
{IT_STRING|IT_CVAR|IT_CV_STRING, NULL, "Custom Folder", &cv_screenshot_folder, 20},
{IT_HEADER, NULL, "Screenshots (F8)", NULL, 50},
{IT_STRING|IT_CVAR, NULL, "Memory Level", &cv_zlib_memory, 60},
{IT_STRING|IT_CVAR, NULL, "Compression Level", &cv_zlib_level, 70},
{IT_STRING|IT_CVAR, NULL, "Strategy", &cv_zlib_strategy, 80},
{IT_STRING|IT_CVAR, NULL, "Window Size", &cv_zlib_window_bits, 90},
{IT_HEADER, NULL, "Movie Mode (F9)", NULL, 105},
{IT_STRING|IT_CVAR, NULL, "Capture Mode", &cv_moviemode, 115},
{IT_STRING|IT_CVAR, NULL, "Region Optimizing", &cv_gif_optimize, 125},
{IT_STRING|IT_CVAR, NULL, "Downscaling", &cv_gif_downscale, 135},
{IT_STRING|IT_CVAR, NULL, "Memory Level", &cv_zlib_memorya, 125},
{IT_STRING|IT_CVAR, NULL, "Compression Level", &cv_zlib_levela, 135},
{IT_STRING|IT_CVAR, NULL, "Strategy", &cv_zlib_strategya, 145},
{IT_STRING|IT_CVAR, NULL, "Window Size", &cv_zlib_window_bitsa, 155},
};
enum
{
op_screenshot_folder = 1,
op_screenshot_capture = 8,
op_screenshot_gif_start = 9,
op_screenshot_gif_end = 10,
op_screenshot_apng_start = 11,
op_screenshot_apng_end = 14,
};
static menuitem_t OP_EraseDataMenu[] =
{
{IT_STRING | IT_CALL, NULL, "Erase Record Data", M_EraseData, 10},
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{IT_STRING | IT_CALL, NULL, "Erase Unlockable Data", M_EraseData, 20},
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{IT_STRING | IT_CALL, NULL, "\x85" "Erase ALL Data", M_EraseData, 40},
};
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static menuitem_t OP_AddonsOptionsMenu[] =
{
{IT_HEADER, NULL, "Menu", NULL, 0},
{IT_STRING|IT_CVAR, NULL, "Location", &cv_addons_option, 10},
{IT_STRING|IT_CVAR|IT_CV_STRING, NULL, "Custom Folder", &cv_addons_folder, 20},
{IT_STRING|IT_CVAR, NULL, "Identify addons via", &cv_addons_md5, 48},
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{IT_STRING|IT_CVAR, NULL, "Show unsupported file types", &cv_addons_showall, 58},
{IT_HEADER, NULL, "Search", NULL, 76},
{IT_STRING|IT_CVAR, NULL, "Matching", &cv_addons_search_type, 86},
{IT_STRING|IT_CVAR, NULL, "Case-sensitive", &cv_addons_search_case, 96},
};
enum
{
op_addons_folder = 2,
};
#ifdef HAVE_DISCORDRPC
static menuitem_t OP_DiscordOptionsMenu[] =
{
{IT_STRING | IT_CVAR, NULL, "Rich Presence", &cv_discordrp, 10},
{IT_HEADER, NULL, "Rich Presence Settings", NULL, 30},
{IT_STRING | IT_CVAR, NULL, "Streamer Mode", &cv_discordstreamer, 40},
{IT_STRING | IT_CVAR, NULL, "Allow Ask To Join", &cv_discordasks, 60},
{IT_STRING | IT_CVAR, NULL, "Allow Invites", &cv_discordinvites, 70},
};
#endif
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static menuitem_t OP_HUDOptionsMenu[] =
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{
{IT_STRING | IT_CVAR, NULL, "Show HUD (F3)", &cv_showhud, 10},
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{IT_STRING | IT_CVAR | IT_CV_SLIDER,
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NULL, "HUD Visibility", &cv_translucenthud, 20},
{IT_STRING | IT_SUBMENU, NULL, "Online HUD options...",&OP_ChatOptionsDef, 35},
{IT_STRING | IT_CVAR, NULL, "Background Glass", &cons_backcolor, 45},
{IT_STRING | IT_CVAR | IT_CV_SLIDER,
NULL, "Minimap Visibility", &cv_kartminimap, 60},
{IT_STRING | IT_CVAR, NULL, "Speedometer Display", &cv_kartspeedometer, 70},
{IT_STRING | IT_CVAR, NULL, "Show \"CHECK\"", &cv_kartcheck, 80},
{IT_STRING | IT_CVAR, NULL, "Menu Highlights", &cons_menuhighlight, 95},
// highlight info - (GOOD HIGHLIGHT, WARNING HIGHLIGHT) - 105 (see M_DrawHUDOptions)
{IT_STRING | IT_CVAR, NULL, "Console Text Size", &cv_constextsize, 120},
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{IT_STRING | IT_CVAR, NULL, "Show \"FOCUS LOST\"", &cv_showfocuslost, 135},
};
// Ok it's still called chatoptions but we'll put ping display in here to be clean
static menuitem_t OP_ChatOptionsMenu[] =
{
// will ANYONE who doesn't know how to use the console want to touch this one?
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{IT_STRING | IT_CVAR, NULL, "Chat Mode", &cv_consolechat, 10}, // nonetheless...
{IT_STRING | IT_CVAR | IT_CV_SLIDER,
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NULL, "Chat Box Width", &cv_chatwidth, 25},
{IT_STRING | IT_CVAR | IT_CV_SLIDER,
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NULL, "Chat Box Height", &cv_chatheight, 35},
{IT_STRING | IT_CVAR, NULL, "Chat Background Tint", &cv_chatbacktint, 50},
{IT_STRING | IT_CVAR, NULL, "Message Fadeout Time", &cv_chattime, 60},
{IT_STRING | IT_CVAR, NULL, "Spam Protection", &cv_chatspamprotection, 70},
{IT_STRING | IT_CVAR, NULL, "Local ping display", &cv_showping, 90}, // shows ping next to framerate if we want to.
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};
static menuitem_t OP_GameOptionsMenu[] =
{
{IT_STRING | IT_SUBMENU, NULL, "Random Item Toggles...", &OP_MonitorToggleDef, 10},
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{IT_STRING | IT_CVAR, NULL, "Game Speed", &cv_kartspeed, 30},
{IT_STRING | IT_CVAR, NULL, "Frantic Items", &cv_kartfrantic, 40},
{IT_SECRET, NULL, "Encore Mode", &cv_kartencore, 50},
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{IT_STRING | IT_CVAR, NULL, "Number of Laps", &cv_basenumlaps, 70},
{IT_STRING | IT_CVAR, NULL, "Exit Countdown Timer", &cv_countdowntime, 80},
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{IT_STRING | IT_CVAR, NULL, "Time Limit", &cv_timelimit, 100},
{IT_STRING | IT_CVAR, NULL, "Starting Bumpers", &cv_kartbumpers, 110},
{IT_STRING | IT_CVAR, NULL, "Karma Comeback", &cv_kartcomeback, 120},
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{IT_STRING | IT_CVAR, NULL, "Force Character", &cv_forceskin, 140},
{IT_STRING | IT_CVAR, NULL, "Restrict Character Changes", &cv_restrictskinchange, 150},
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};
static menuitem_t OP_ServerOptionsMenu[] =
{
#ifndef NONET
{IT_STRING | IT_CVAR | IT_CV_STRING,
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NULL, "Server Name", &cv_servername, 10},
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#endif
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{IT_STRING | IT_CVAR, NULL, "Intermission Timer", &cv_inttime, 40},
{IT_STRING | IT_CVAR, NULL, "Map Progression", &cv_advancemap, 50},
{IT_STRING | IT_CVAR, NULL, "Voting Timer", &cv_votetime, 60},
{IT_STRING | IT_CVAR, NULL, "Voting Rule Changes", &cv_kartvoterulechanges, 70},
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#ifndef NONET
{IT_STRING | IT_CVAR, NULL, "Max. Player Count", &cv_maxplayers, 90},
{IT_STRING | IT_CVAR, NULL, "Allow Players to Join", &cv_allownewplayer, 100},
{IT_STRING | IT_CVAR, NULL, "Allow Addon Downloading", &cv_downloading, 110},
{IT_STRING | IT_CVAR, NULL, "Pause Permission", &cv_pause, 120},
{IT_STRING | IT_CVAR, NULL, "Mute All Chat", &cv_mute, 130},
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{IT_SUBMENU|IT_STRING, NULL, "Advanced Options...", &OP_AdvServerOptionsDef,150},
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#endif
};
#ifndef NONET
static menuitem_t OP_AdvServerOptionsMenu[] =
{
{IT_STRING | IT_CVAR | IT_CV_STRING,
NULL, "Server Browser Address", &cv_masterserver, 10},
{IT_STRING | IT_CVAR, NULL, "Attempts to resynchronise", &cv_resynchattempts, 40},
{IT_STRING | IT_CVAR, NULL, "Delay limit (frames)", &cv_maxping, 50},
{IT_STRING | IT_CVAR, NULL, "Delay timeout (s)", &cv_pingtimeout, 60},
{IT_STRING | IT_CVAR, NULL, "Connection timeout (tics)", &cv_nettimeout, 70},
{IT_STRING | IT_CVAR, NULL, "Join timeout (tics)", &cv_jointimeout, 80},
{IT_STRING | IT_CVAR, NULL, "Max. file transfer send (KB)", &cv_maxsend, 100},
{IT_STRING | IT_CVAR, NULL, "File transfer packet rate", &cv_downloadspeed, 110},
{IT_STRING | IT_CVAR, NULL, "Log join addresses", &cv_showjoinaddress, 130},
{IT_STRING | IT_CVAR, NULL, "Log resyncs", &cv_blamecfail, 140},
{IT_STRING | IT_CVAR, NULL, "Log file transfers", &cv_noticedownload, 150},
};
#endif
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/*static menuitem_t OP_NetgameOptionsMenu[] =
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{
{IT_STRING | IT_CVAR, NULL, "Time Limit", &cv_timelimit, 10},
{IT_STRING | IT_CVAR, NULL, "Point Limit", &cv_pointlimit, 18},
{IT_STRING | IT_CVAR, NULL, "Frantic Items", &cv_kartfrantic, 34},
{IT_STRING | IT_CVAR, NULL, "Item Respawn", &cv_itemrespawn, 50},
{IT_STRING | IT_CVAR, NULL, "Item Respawn Delay", &cv_itemrespawntime, 58},
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{IT_STRING | IT_CVAR, NULL, "Player Respawn Delay", &cv_respawntime, 74},
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{IT_STRING | IT_CVAR, NULL, "Force Skin #", &cv_forceskin, 90},
{IT_STRING | IT_CVAR, NULL, "Restrict Skin Changes", &cv_restrictskinchange, 98},
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//{IT_STRING | IT_CVAR, NULL, "Autobalance Teams", &cv_autobalance, 114},
//{IT_STRING | IT_CVAR, NULL, "Scramble Teams on Map Change", &cv_scrambleonchange, 122},
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};*/
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/*static menuitem_t OP_GametypeOptionsMenu[] =
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{
{IT_HEADER, NULL, "RACE", NULL, 2},
{IT_STRING | IT_CVAR, NULL, "Game Speed", &cv_kartspeed, 10},
{IT_STRING | IT_CVAR, NULL, "Encore Mode", &cv_kartencore, 18},
{IT_STRING | IT_CVAR, NULL, "Number of Laps", &cv_numlaps, 26},
{IT_STRING | IT_CVAR, NULL, "Use Map Lap Counts", &cv_usemapnumlaps, 34},
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{IT_HEADER, NULL, "BATTLE", NULL, 50},
{IT_STRING | IT_CVAR, NULL, "Starting Bumpers", &cv_kartbumpers, 58},
{IT_STRING | IT_CVAR, NULL, "Karma Comeback", &cv_kartcomeback, 66},
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};*/
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#define ITEMTOGGLEBOTTOMRIGHT
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static menuitem_t OP_MonitorToggleMenu[] =
{
// Mostly handled by the drawing function.
// Instead of using this for dumb monitors, lets use the new item bools we have :V
{IT_KEYHANDLER | IT_NOTHING, NULL, "Sneakers", M_HandleMonitorToggles, KITEM_SNEAKER},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Sneakers x3", M_HandleMonitorToggles, KRITEM_TRIPLESNEAKER},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Rocket Sneakers", M_HandleMonitorToggles, KITEM_ROCKETSNEAKER},
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{IT_KEYHANDLER | IT_NOTHING, NULL, "Toggle All", M_HandleMonitorToggles, 0},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Bananas", M_HandleMonitorToggles, KITEM_BANANA},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Bananas x3", M_HandleMonitorToggles, KRITEM_TRIPLEBANANA},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Bananas x10", M_HandleMonitorToggles, KRITEM_TENFOLDBANANA},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Eggman Monitors", M_HandleMonitorToggles, KITEM_EGGMAN},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Orbinauts", M_HandleMonitorToggles, KITEM_ORBINAUT},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Orbinauts x3", M_HandleMonitorToggles, KRITEM_TRIPLEORBINAUT},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Orbinauts x4", M_HandleMonitorToggles, KRITEM_QUADORBINAUT},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Mines", M_HandleMonitorToggles, KITEM_MINE},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Jawz", M_HandleMonitorToggles, KITEM_JAWZ},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Jawz x2", M_HandleMonitorToggles, KRITEM_DUALJAWZ},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Ballhogs", M_HandleMonitorToggles, KITEM_BALLHOG},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Self-Propelled Bombs", M_HandleMonitorToggles, KITEM_SPB},
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{IT_KEYHANDLER | IT_NOTHING, NULL, "Invinciblity", M_HandleMonitorToggles, KITEM_INVINCIBILITY},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Grow", M_HandleMonitorToggles, KITEM_GROW},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Shrink", M_HandleMonitorToggles, KITEM_SHRINK},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Thunder Shields", M_HandleMonitorToggles, KITEM_THUNDERSHIELD},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Hyudoros", M_HandleMonitorToggles, KITEM_HYUDORO},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Pogo Springs", M_HandleMonitorToggles, KITEM_POGOSPRING},
{IT_KEYHANDLER | IT_NOTHING, NULL, "Kitchen Sinks", M_HandleMonitorToggles, KITEM_KITCHENSINK},
#ifdef ITEMTOGGLEBOTTOMRIGHT
{IT_KEYHANDLER | IT_NOTHING, NULL, "---", M_HandleMonitorToggles, 255},
#endif
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};
// ==========================================================================
// ALL MENU DEFINITIONS GO HERE
// ==========================================================================
// Main Menu and related
menu_t MainDef = CENTERMENUSTYLE(NULL, MainMenu, NULL, 72);
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menu_t MISC_AddonsDef =
{
NULL,
sizeof (MISC_AddonsMenu)/sizeof (menuitem_t),
&OP_DataOptionsDef,
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MISC_AddonsMenu,
M_DrawAddons,
50, 28,
0,
NULL
};
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menu_t MISC_ReplayHutDef =
{
NULL,
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sizeof (MISC_ReplayHutMenu)/sizeof (menuitem_t),
NULL,
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MISC_ReplayHutMenu,
M_DrawReplayHut,
30, 80,
0,
M_QuitReplayHut
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};
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menu_t MISC_ReplayOptionsDef =
{
"M_REPOPT",
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sizeof (MISC_ReplayOptionsMenu)/sizeof (menuitem_t),
&OP_DataOptionsDef,
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MISC_ReplayOptionsMenu,
M_DrawGenericMenu,
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27, 40,
0,
NULL
};
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menu_t MISC_ReplayStartDef =
{
NULL,
sizeof (MISC_ReplayStartMenu)/sizeof (menuitem_t),
&MISC_ReplayHutDef,
MISC_ReplayStartMenu,
M_DrawReplayStartMenu,
30, 90,
0,
NULL
};
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menu_t PlaybackMenuDef = {
NULL,
sizeof (PlaybackMenu)/sizeof (menuitem_t),
NULL,
PlaybackMenu,
M_DrawPlaybackMenu,
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//BASEVIDWIDTH/2 - 94, 2,
BASEVIDWIDTH/2 - 88, 2,
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0,
NULL
};
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menu_t MAPauseDef = PAUSEMENUSTYLE(MAPauseMenu, 40, 72);
menu_t SPauseDef = PAUSEMENUSTYLE(SPauseMenu, 40, 72);
menu_t MPauseDef = PAUSEMENUSTYLE(MPauseMenu, 40, 72);
#ifdef HAVE_DISCORDRPC
menu_t MISC_DiscordRequestsDef = {
NULL,
sizeof (MISC_DiscordRequestsMenu)/sizeof (menuitem_t),
&MPauseDef,
MISC_DiscordRequestsMenu,
M_DrawDiscordRequests,
0, 0,
0,
NULL
};
#endif
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// Misc Main Menu
menu_t MISC_ScrambleTeamDef = DEFAULTMENUSTYLE(NULL, MISC_ScrambleTeamMenu, &MPauseDef, 27, 40);
menu_t MISC_ChangeTeamDef = DEFAULTMENUSTYLE(NULL, MISC_ChangeTeamMenu, &MPauseDef, 27, 40);
menu_t MISC_ChangeSpectateDef = DEFAULTMENUSTYLE(NULL, MISC_ChangeSpectateMenu, &MPauseDef, 27, 40);
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menu_t MISC_ChangeLevelDef = MAPICONMENUSTYLE(NULL, MISC_ChangeLevelMenu, &MPauseDef);
menu_t MISC_HelpDef = IMAGEDEF(MISC_HelpMenu);
//
// M_GetGametypeColor
//
// Pretty and consistent ^u^
// See also G_GetGametypeColor.
//
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static INT32 highlightflags, recommendedflags, warningflags;
inline static void M_GetGametypeColor(void)
{
INT16 gt;
warningflags = V_REDMAP;
recommendedflags = V_GREENMAP;
if (cons_menuhighlight.value)
{
highlightflags = cons_menuhighlight.value;
if (highlightflags == V_REDMAP)
{
warningflags = V_ORANGEMAP;
return;
}
if (highlightflags == V_GREENMAP)
{
recommendedflags = V_SKYMAP;
return;
}
return;
}
warningflags = V_REDMAP;
recommendedflags = V_GREENMAP;
if (modeattacking // == ATTACKING_RECORD
|| gamestate == GS_TIMEATTACK)
{
highlightflags = V_ORANGEMAP;
return;
}
if (currentMenu->drawroutine == M_DrawServerMenu)
gt = cv_newgametype.value;
else if (!Playing())
{
highlightflags = V_YELLOWMAP;
return;
}
else
gt = gametype;
if (gt == GT_MATCH)
{
highlightflags = V_REDMAP;
warningflags = V_ORANGEMAP;
return;
}
if (gt == GT_RACE)
{
highlightflags = V_SKYMAP;
return;
}
highlightflags = V_YELLOWMAP; // FALLBACK
}
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// excuse me but I'm extremely lazy:
INT32 HU_GetHighlightColor(void)
{
M_GetGametypeColor(); // update flag colour reguardless of the menu being opened or not.
return highlightflags;
}
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// Sky Room
menu_t SR_PandoraDef =
{
"M_PANDRA",
sizeof (SR_PandorasBox)/sizeof (menuitem_t),
&SPauseDef,
SR_PandorasBox,
M_DrawGenericMenu,
60, 40,
0,
M_ExitPandorasBox
};
menu_t SR_MainDef = CENTERMENUSTYLE(NULL, SR_MainMenu, &MainDef, 72);
//menu_t SR_LevelSelectDef = MAPICONMENUSTYLE(NULL, SR_LevelSelectMenu, &SR_MainDef);
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menu_t SR_UnlockChecklistDef =
{
NULL,
1,
&SR_MainDef,
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SR_UnlockChecklistMenu,
M_DrawChecklist,
280, 185,
0,
NULL
};
menu_t SR_EmblemHintDef =
{
NULL,
sizeof (SR_EmblemHintMenu)/sizeof (menuitem_t),
&SPauseDef,
SR_EmblemHintMenu,
M_DrawEmblemHints,
60, 150,
0,
NULL
};
// Single Player
menu_t SP_MainDef = CENTERMENUSTYLE(NULL, SP_MainMenu, &MainDef, 72);
/*menu_t SP_LoadDef =
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{
"M_PICKG",
1,
&SP_MainDef,
SP_LoadGameMenu,
M_DrawLoad,
68, 46,
0,
NULL
};
menu_t SP_LevelSelectDef = MAPICONMENUSTYLE(NULL, SP_LevelSelectMenu, &SP_LoadDef);*/
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menu_t SP_LevelStatsDef =
{
"M_STATS",
1,
&SR_MainDef,
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SP_LevelStatsMenu,
M_DrawLevelStats,
280, 185,
0,
NULL
};
static menu_t SP_TimeAttackDef =
{
"M_ATTACK",
sizeof (SP_TimeAttackMenu)/sizeof (menuitem_t),
&MainDef, // Doesn't matter.
SP_TimeAttackMenu,
M_DrawTimeAttackMenu,
34, 40,
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0,
M_QuitTimeAttackMenu
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};
static menu_t SP_ReplayDef =
{
"M_ATTACK",
sizeof(SP_ReplayMenu)/sizeof(menuitem_t),
&SP_TimeAttackDef,
SP_ReplayMenu,
M_DrawTimeAttackMenu,
34, 40,
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0,
NULL
};
static menu_t SP_GuestReplayDef =
{
"M_ATTACK",
sizeof(SP_GuestReplayMenu)/sizeof(menuitem_t),
&SP_TimeAttackDef,
SP_GuestReplayMenu,
M_DrawTimeAttackMenu,
34, 40,
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0,
NULL
};
static menu_t SP_GhostDef =
{
"M_ATTACK",
sizeof(SP_GhostMenu)/sizeof(menuitem_t),
&SP_TimeAttackDef,
SP_GhostMenu,
M_DrawTimeAttackMenu,
34, 40,
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0,
NULL
};
/*static menu_t SP_NightsAttackDef =
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{
"M_NIGHTS",
sizeof (SP_NightsAttackMenu)/sizeof (menuitem_t),
&MainDef, // Doesn't matter.
SP_NightsAttackMenu,
M_DrawNightsAttackMenu,
32, 40,
0,
NULL
};
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static menu_t SP_NightsReplayDef =
{
"M_NIGHTS",
sizeof(SP_NightsReplayMenu)/sizeof(menuitem_t),
&SP_NightsAttackDef,
SP_NightsReplayMenu,
M_DrawNightsAttackMenu,
32, 120,
0,
NULL
};
static menu_t SP_NightsGuestReplayDef =
{
"M_NIGHTS",
sizeof(SP_NightsGuestReplayMenu)/sizeof(menuitem_t),
&SP_NightsAttackDef,
SP_NightsGuestReplayMenu,
M_DrawNightsAttackMenu,
32, 120,
0,
NULL
};
static menu_t SP_NightsGhostDef =
{
"M_NIGHTS",
sizeof(SP_NightsGhostMenu)/sizeof(menuitem_t),
&SP_NightsAttackDef,
SP_NightsGhostMenu,
M_DrawNightsAttackMenu,
32, 120,
0,
NULL
};*/
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/*menu_t SP_PlayerDef =
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{
"M_PICKP",
sizeof (PlayerMenu)/sizeof (menuitem_t),//player_end,
&SP_MainDef,
PlayerMenu,
M_DrawSetupChoosePlayerMenu,
24, 32,
0,
NULL
};*/
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// Multiplayer
menu_t MP_MainDef =
{
"M_MULTI",
sizeof (MP_MainMenu)/sizeof (menuitem_t),
&MainDef,
MP_MainMenu,
M_DrawMPMainMenu,
42, 30,
0,
#ifndef NONET
M_CancelConnect
#else
NULL
#endif
};
menu_t MP_OfflineServerDef = MAPICONMENUSTYLE("M_MULTI", MP_OfflineServerMenu, &MP_MainDef);
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#ifndef NONET
menu_t MP_ServerDef = MAPICONMENUSTYLE("M_MULTI", MP_ServerMenu, &MP_MainDef);
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menu_t MP_ConnectDef =
{
"M_MULTI",
sizeof (MP_ConnectMenu)/sizeof (menuitem_t),
&MP_MainDef,
MP_ConnectMenu,
M_DrawConnectMenu,
27,24,
0,
M_CancelConnect
};
#endif
menu_t MP_PlayerSetupDef =
{
NULL, //"M_SPLAYR"
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sizeof (MP_PlayerSetupMenu)/sizeof (menuitem_t),
&MP_MainDef,
MP_PlayerSetupMenu,
M_DrawSetupMultiPlayerMenu,
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36, 14,
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0,
M_QuitMultiPlayerMenu
};
// Options
menu_t OP_MainDef =
{
"M_OPTTTL",
sizeof (OP_MainMenu)/sizeof (menuitem_t),
&MainDef,
OP_MainMenu,
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M_DrawGenericMenu,
60, 30,
0,
NULL
};
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menu_t OP_ControlsDef = DEFAULTMENUSTYLE("M_CONTRO", OP_ControlsMenu, &OP_MainDef, 60, 30);
menu_t OP_AllControlsDef = CONTROLMENUSTYLE(OP_AllControlsMenu, &OP_ControlsDef);
menu_t OP_Joystick1Def = DEFAULTMENUSTYLE("M_CONTRO", OP_Joystick1Menu, &OP_AllControlsDef, 60, 30);
menu_t OP_Joystick2Def = DEFAULTMENUSTYLE("M_CONTRO", OP_Joystick2Menu, &OP_AllControlsDef, 60, 30);
menu_t OP_Joystick3Def = DEFAULTMENUSTYLE("M_CONTRO", OP_Joystick3Menu, &OP_AllControlsDef, 60, 30);
menu_t OP_Joystick4Def = DEFAULTMENUSTYLE("M_CONTRO", OP_Joystick4Menu, &OP_AllControlsDef, 60, 30);
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menu_t OP_JoystickSetDef =
{
"M_CONTRO",
sizeof (OP_JoystickSetMenu)/sizeof (menuitem_t),
&OP_Joystick1Def,
OP_JoystickSetMenu,
M_DrawJoystick,
50, 40,
0,
NULL
};
menu_t OP_VideoOptionsDef =
{
"M_VIDEO",
sizeof(OP_VideoOptionsMenu)/sizeof(menuitem_t),
&OP_MainDef,
OP_VideoOptionsMenu,
M_DrawVideoMenu,
30, 30,
0,
NULL
};
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menu_t OP_VideoModeDef =
{
"M_VIDEO",
1,
&OP_VideoOptionsDef,
OP_VideoModeMenu,
M_DrawVideoMode,
48, 26,
0,
NULL
};
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menu_t OP_SoundOptionsDef =
{
"M_SOUND",
sizeof (OP_SoundOptionsMenu)/sizeof (menuitem_t),
&OP_MainDef,
OP_SoundOptionsMenu,
M_DrawSkyRoom,
30, 30,
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0,
NULL
};
menu_t OP_HUDOptionsDef =
{
"M_HUD",
sizeof (OP_HUDOptionsMenu)/sizeof (menuitem_t),
&OP_MainDef,
OP_HUDOptionsMenu,
M_DrawHUDOptions,
30, 30,
0,
NULL
};
menu_t OP_ChatOptionsDef = DEFAULTMENUSTYLE("M_HUD", OP_ChatOptionsMenu, &OP_HUDOptionsDef, 30, 30);
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menu_t OP_GameOptionsDef = DEFAULTMENUSTYLE("M_GAME", OP_GameOptionsMenu, &OP_MainDef, 30, 30);
menu_t OP_ServerOptionsDef = DEFAULTMENUSTYLE("M_SERVER", OP_ServerOptionsMenu, &OP_MainDef, 24, 30);
#ifndef NONET
menu_t OP_AdvServerOptionsDef = DEFAULTMENUSTYLE("M_SERVER", OP_AdvServerOptionsMenu, &OP_ServerOptionsDef, 24, 30);
#endif
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2018-06-15 00:18:29 +00:00
//menu_t OP_NetgameOptionsDef = DEFAULTMENUSTYLE("M_SERVER", OP_NetgameOptionsMenu, &OP_ServerOptionsDef, 30, 30);
//menu_t OP_GametypeOptionsDef = DEFAULTMENUSTYLE("M_SERVER", OP_GametypeOptionsMenu, &OP_ServerOptionsDef, 30, 30);
2019-01-05 20:59:23 +00:00
//menu_t OP_ChatOptionsDef = DEFAULTMENUSTYLE("M_GAME", OP_ChatOptionsMenu, &OP_GameOptionsDef, 30, 30);
menu_t OP_MonitorToggleDef =
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{
"M_GAME",
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sizeof (OP_MonitorToggleMenu)/sizeof (menuitem_t),
&OP_GameOptionsDef,
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OP_MonitorToggleMenu,
M_DrawMonitorToggles,
47, 30,
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0,
NULL
};
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#ifdef HWRENDER
menu_t OP_OpenGLOptionsDef = DEFAULTMENUSTYLE("M_VIDEO", OP_OpenGLOptionsMenu, &OP_VideoOptionsDef, 30, 30);
menu_t OP_OpenGLColorDef =
{
"M_VIDEO",
sizeof (OP_OpenGLColorMenu)/sizeof (menuitem_t),
&OP_OpenGLOptionsDef,
OP_OpenGLColorMenu,
M_OGL_DrawColorMenu,
60, 40,
0,
NULL
};
#endif
menu_t OP_DataOptionsDef = DEFAULTMENUSTYLE("M_DATA", OP_DataOptionsMenu, &OP_MainDef, 60, 30);
menu_t OP_ScreenshotOptionsDef = DEFAULTMENUSTYLE("M_SCSHOT", OP_ScreenshotOptionsMenu, &OP_DataOptionsDef, 30, 30);
menu_t OP_AddonsOptionsDef = DEFAULTMENUSTYLE("M_ADDONS", OP_AddonsOptionsMenu, &OP_DataOptionsDef, 30, 30);
#ifdef HAVE_DISCORDRPC
menu_t OP_DiscordOptionsDef = DEFAULTMENUSTYLE(NULL, OP_DiscordOptionsMenu, &OP_DataOptionsDef, 30, 30);
#endif
menu_t OP_EraseDataDef = DEFAULTMENUSTYLE("M_DATA", OP_EraseDataMenu, &OP_DataOptionsDef, 30, 30);
2014-03-15 16:59:03 +00:00
// ==========================================================================
// CVAR ONCHANGE EVENTS GO HERE
// ==========================================================================
// (there's only a couple anyway)
// Prototypes
static INT32 M_FindFirstMap(INT32 gtype);
static INT32 M_GetFirstLevelInList(void);
// Nextmap. Used for Time Attack.
static void Nextmap_OnChange(void)
{
char *leveltitle;
UINT8 active;
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// Update the string in the consvar.
Z_Free(cv_nextmap.zstring);
leveltitle = G_BuildMapTitle(cv_nextmap.value);
cv_nextmap.string = cv_nextmap.zstring = leveltitle ? leveltitle : Z_StrDup(G_BuildMapName(cv_nextmap.value));
if (currentMenu == &SP_TimeAttackDef)
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{
// see also p_setup.c's P_LoadRecordGhosts
const size_t glen = strlen(srb2home)+1+strlen("replay")+1+strlen(timeattackfolder)+1+strlen("MAPXX")+1;
char *gpath = malloc(glen);
INT32 i;
2014-11-12 00:55:07 +00:00
if (!gpath)
return;
sprintf(gpath,"%s"PATHSEP"replay"PATHSEP"%s"PATHSEP"%s", srb2home, timeattackfolder, G_BuildMapName(cv_nextmap.value));
2014-11-12 00:55:07 +00:00
CV_StealthSetValue(&cv_dummystaff, 0);
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active = false;
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SP_TimeAttackMenu[taguest].status = IT_DISABLED;
SP_TimeAttackMenu[tareplay].status = IT_DISABLED;
//SP_TimeAttackMenu[taghost].status = IT_DISABLED;
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// Check if file exists, if not, disable REPLAY option
for (i = 0; i < 4; i++)
{
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SP_ReplayMenu[i].status = IT_DISABLED;
SP_GuestReplayMenu[i].status = IT_DISABLED;
}
SP_ReplayMenu[4].status = IT_DISABLED;
SP_GhostMenu[3].status = IT_DISABLED;
SP_GhostMenu[4].status = IT_DISABLED;
if (FIL_FileExists(va("%s-%s-time-best.lmp", gpath, cv_chooseskin.string))) {
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SP_ReplayMenu[0].status = IT_WHITESTRING|IT_CALL;
SP_GuestReplayMenu[0].status = IT_WHITESTRING|IT_CALL;
active |= 3;
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}
if (FIL_FileExists(va("%s-%s-lap-best.lmp", gpath, cv_chooseskin.string))) {
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SP_ReplayMenu[1].status = IT_WHITESTRING|IT_CALL;
SP_GuestReplayMenu[1].status = IT_WHITESTRING|IT_CALL;
active |= 3;
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}
if (FIL_FileExists(va("%s-%s-last.lmp", gpath, cv_chooseskin.string))) {
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SP_ReplayMenu[2].status = IT_WHITESTRING|IT_CALL;
SP_GuestReplayMenu[2].status = IT_WHITESTRING|IT_CALL;
active |= 3;
}
if (FIL_FileExists(va("%s-guest.lmp", gpath)))
{
SP_ReplayMenu[3].status = IT_WHITESTRING|IT_CALL;
SP_GuestReplayMenu[3].status = IT_WHITESTRING|IT_CALL;
SP_GhostMenu[3].status = IT_STRING|IT_CVAR;
active |= 3;
}
CV_SetValue(&cv_dummystaff, 1);
if (cv_dummystaff.value)
{
SP_ReplayMenu[4].status = IT_WHITESTRING|IT_KEYHANDLER;
SP_GhostMenu[4].status = IT_STRING|IT_CVAR;
CV_StealthSetValue(&cv_dummystaff, 1);
active |= 1;
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}
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if (active) {
if (active & 1)
SP_TimeAttackMenu[tareplay].status = IT_WHITESTRING|IT_SUBMENU;
if (active & 2)
SP_TimeAttackMenu[taguest].status = IT_WHITESTRING|IT_SUBMENU;
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}
else if (itemOn == tareplay) // Reset lastOn so replay isn't still selected when not available.
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{
currentMenu->lastOn = itemOn;
itemOn = tastart;
}
if (mapheaderinfo[cv_nextmap.value-1] && mapheaderinfo[cv_nextmap.value-1]->forcecharacter[0] != '\0')
CV_Set(&cv_chooseskin, mapheaderinfo[cv_nextmap.value-1]->forcecharacter);
2018-07-06 22:59:05 +00:00
free(gpath);
2014-03-15 16:59:03 +00:00
}
}
static void Dummymenuplayer_OnChange(void)
{
if (cv_dummymenuplayer.value < 1)
CV_StealthSetValue(&cv_dummymenuplayer, splitscreen+1);
else if (cv_dummymenuplayer.value > splitscreen+1)
CV_StealthSetValue(&cv_dummymenuplayer, 1);
}
/*static void Dummymares_OnChange(void)
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{
if (!nightsrecords[cv_nextmap.value-1])
{
CV_StealthSetValue(&cv_dummymares, 0);
return;
}
else
{
UINT8 mares = nightsrecords[cv_nextmap.value-1]->nummares;
if (cv_dummymares.value < 0)
CV_StealthSetValue(&cv_dummymares, mares);
else if (cv_dummymares.value > mares)
CV_StealthSetValue(&cv_dummymares, 0);
}
}*/
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char dummystaffname[22];
static void Dummystaff_OnChange(void)
{
lumpnum_t l;
dummystaffname[0] = '\0';
if ((l = W_CheckNumForName(va("%sS01",G_BuildMapName(cv_nextmap.value)))) == LUMPERROR)
{
CV_StealthSetValue(&cv_dummystaff, 0);
return;
}
else
{
char *temp = dummystaffname;
UINT8 numstaff = 1;
while (numstaff < 99 && (l = W_CheckNumForName(va("%sS%02u",G_BuildMapName(cv_nextmap.value),numstaff+1))) != LUMPERROR)
numstaff++;
if (cv_dummystaff.value < 1)
CV_StealthSetValue(&cv_dummystaff, numstaff);
else if (cv_dummystaff.value > numstaff)
CV_StealthSetValue(&cv_dummystaff, 1);
if ((l = W_CheckNumForName(va("%sS%02u",G_BuildMapName(cv_nextmap.value), cv_dummystaff.value))) == LUMPERROR)
return; // shouldn't happen but might as well check...
G_UpdateStaffGhostName(l);
while (*temp)
temp++;
sprintf(temp, " - %d", cv_dummystaff.value);
}
}
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// Newgametype. Used for gametype changes.
static void Newgametype_OnChange(void)
{
if (cv_nextmap.value && menuactive)
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{
if (!mapheaderinfo[cv_nextmap.value-1])
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P_AllocMapHeader((INT16)(cv_nextmap.value-1));
if ((cv_newgametype.value == GT_RACE && !(mapheaderinfo[cv_nextmap.value-1]->typeoflevel & TOL_RACE)) || // SRB2kart
//(cv_newgametype.value == GT_COMPETITION && !(mapheaderinfo[cv_nextmap.value-1]->typeoflevel & TOL_COMPETITION)) ||
//(cv_newgametype.value == GT_RACE && !(mapheaderinfo[cv_nextmap.value-1]->typeoflevel & TOL_RACE)) ||
((cv_newgametype.value == GT_MATCH || cv_newgametype.value == GT_TEAMMATCH) && !(mapheaderinfo[cv_nextmap.value-1]->typeoflevel & TOL_MATCH))) // ||
//((cv_newgametype.value == GT_TAG || cv_newgametype.value == GT_HIDEANDSEEK) && !(mapheaderinfo[cv_nextmap.value-1]->typeoflevel & TOL_TAG)) ||
//(cv_newgametype.value == GT_CTF && !(mapheaderinfo[cv_nextmap.value-1]->typeoflevel & TOL_CTF)))
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{
INT32 value = 0;
switch (cv_newgametype.value)
{
case GT_COOP:
value = TOL_RACE; // SRB2kart
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break;
case GT_COMPETITION:
value = TOL_COMPETITION;
break;
case GT_RACE:
value = TOL_RACE;
break;
case GT_MATCH:
case GT_TEAMMATCH:
value = TOL_MATCH;
break;
case GT_TAG:
case GT_HIDEANDSEEK:
value = TOL_TAG;
break;
case GT_CTF:
value = TOL_CTF;
break;
}
CV_SetValue(&cv_nextmap, M_FindFirstMap(value));
//CV_AddValue(&cv_nextmap, -1);
//CV_AddValue(&cv_nextmap, 1);
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}
}
}
void Screenshot_option_Onchange(void)
{
OP_ScreenshotOptionsMenu[op_screenshot_folder].status =
(cv_screenshot_option.value == 3 ? IT_CVAR|IT_STRING|IT_CV_STRING : IT_DISABLED);
}
void Moviemode_mode_Onchange(void)
{
INT32 i, cstart, cend;
for (i = op_screenshot_gif_start; i <= op_screenshot_apng_end; ++i)
OP_ScreenshotOptionsMenu[i].status = IT_DISABLED;
switch (cv_moviemode.value)
{
case MM_GIF:
cstart = op_screenshot_gif_start;
cend = op_screenshot_gif_end;
break;
case MM_APNG:
cstart = op_screenshot_apng_start;
cend = op_screenshot_apng_end;
break;
default:
return;
}
for (i = cstart; i <= cend; ++i)
OP_ScreenshotOptionsMenu[i].status = IT_STRING|IT_CVAR;
}
2018-08-28 20:08:47 +00:00
void Addons_option_Onchange(void)
{
OP_AddonsOptionsMenu[op_addons_folder].status =
(cv_addons_option.value == 3 ? IT_CVAR|IT_STRING|IT_CV_STRING : IT_DISABLED);
}
2014-03-15 16:59:03 +00:00
// ==========================================================================
// END ORGANIZATION STUFF.
// ==========================================================================
// current menudef
menu_t *currentMenu = &MainDef;
// =========================================================================
// BASIC MENU HANDLING
// =========================================================================
static void M_ChangeCvar(INT32 choice)
{
consvar_t *cv = (consvar_t *)currentMenu->menuitems[itemOn].itemaction;
if (choice == -1)
{
if (cv == &cv_playercolor)
{
SINT8 skinno = R_SkinAvailable(cv_chooseskin.string);
if (skinno != -1)
CV_SetValue(cv,skins[skinno].prefcolor);
return;
}
CV_Set(cv,cv->defaultvalue);
return;
}
choice = (choice<<1) - 1;
2014-03-15 16:59:03 +00:00
if (((currentMenu->menuitems[itemOn].status & IT_CVARTYPE) == IT_CV_SLIDER)
||((currentMenu->menuitems[itemOn].status & IT_CVARTYPE) == IT_CV_INVISSLIDER)
||((currentMenu->menuitems[itemOn].status & IT_CVARTYPE) == IT_CV_NOMOD))
{
CV_SetValue(cv,cv->value+choice);
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}
else if (cv->flags & CV_FLOAT)
{
char s[20];
sprintf(s,"%f",FIXED_TO_FLOAT(cv->value)+(choice)*(1.0f/16.0f));
2014-03-15 16:59:03 +00:00
CV_Set(cv,s);
}
else
{
#ifndef NONET
if (cv == &cv_nettimeout || cv == &cv_jointimeout)
choice *= (TICRATE/7);
else if (cv == &cv_maxsend)
choice *= 512;
#endif
CV_AddValue(cv,choice);
}
2014-03-15 16:59:03 +00:00
}
static boolean M_ChangeStringCvar(INT32 choice)
{
consvar_t *cv = (consvar_t *)currentMenu->menuitems[itemOn].itemaction;
char buf[MAXSTRINGLENGTH];
2014-03-15 16:59:03 +00:00
size_t len;
if (shiftdown && choice >= 32 && choice <= 127)
choice = shiftxform[choice];
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switch (choice)
{
case KEY_BACKSPACE:
len = strlen(cv->string);
if (len > 0)
{
S_StartSound(NULL,sfx_menu1); // Tails
2014-03-15 16:59:03 +00:00
M_Memcpy(buf, cv->string, len);
buf[len-1] = 0;
CV_Set(cv, buf);
}
return true;
case KEY_DEL:
if (cv->string[0])
{
S_StartSound(NULL,sfx_menu1); // Tails
CV_Set(cv, "");
}
return true;
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default:
if (choice >= 32 && choice <= 127)
{
len = strlen(cv->string);
if (len < MAXSTRINGLENGTH - 1)
{
S_StartSound(NULL,sfx_menu1); // Tails
2014-03-15 16:59:03 +00:00
M_Memcpy(buf, cv->string, len);
buf[len++] = (char)choice;
buf[len] = 0;
CV_Set(cv, buf);
}
return true;
}
break;
}
return false;
}
static void M_NextOpt(void)
{
INT16 oldItemOn = itemOn; // prevent infinite loop
do
{
if (itemOn + 1 > currentMenu->numitems - 1)
itemOn = 0;
else
itemOn++;
} while (oldItemOn != itemOn && (currentMenu->menuitems[itemOn].status & IT_TYPE) == IT_SPACE);
}
static void M_PrevOpt(void)
{
INT16 oldItemOn = itemOn; // prevent infinite loop
do
{
if (!itemOn)
itemOn = currentMenu->numitems - 1;
else
itemOn--;
} while (oldItemOn != itemOn && (currentMenu->menuitems[itemOn].status & IT_TYPE) == IT_SPACE);
}
2016-07-06 04:09:17 +00:00
// lock out further input in a tic when important buttons are pressed
// (in other words -- stop bullshit happening by mashing buttons in fades)
static boolean noFurtherInput = false;
static void Command_Manual_f(void)
{
if (modeattacking)
return;
M_StartControlPanel();
M_Manual(INT32_MAX);
itemOn = 0;
}
2014-03-15 16:59:03 +00:00
//
// M_Responder
//
boolean M_Responder(event_t *ev)
{
INT32 ch = -1;
// INT32 i;
static tic_t joywait = 0, mousewait = 0;
static INT32 pjoyx = 0, pjoyy = 0;
2014-03-15 16:59:03 +00:00
static INT32 pmousex = 0, pmousey = 0;
static INT32 lastx = 0, lasty = 0;
void (*routine)(INT32 choice); // for some casting problem
if (dedicated || (demo.playback && demo.title)
2014-03-15 16:59:03 +00:00
|| gamestate == GS_INTRO || gamestate == GS_CUTSCENE || gamestate == GS_GAMEEND
|| gamestate == GS_CREDITS || gamestate == GS_EVALUATION)
return false;
2016-07-06 04:09:17 +00:00
if (noFurtherInput)
{
// Ignore input after enter/escape/other buttons
// (but still allow shift keyup so caps doesn't get stuck)
return false;
}
else if (ev->type == ev_keydown)
2014-03-15 16:59:03 +00:00
{
ch = ev->data1;
// added 5-2-98 remap virtual keys (mouse & joystick buttons)
switch (ch)
{
case KEY_MOUSE1:
//case KEY_JOY1:
//case KEY_JOY1 + 2:
ch = KEY_ENTER;
break;
/*case KEY_JOY1 + 3: // Brake can function as 'n' for message boxes now.
ch = 'n';
break;*/
case KEY_MOUSE1 + 1:
//case KEY_JOY1 + 1:
ch = KEY_BACKSPACE;
break;
case KEY_HAT1:
ch = KEY_UPARROW;
break;
case KEY_HAT1 + 1:
ch = KEY_DOWNARROW;
break;
case KEY_HAT1 + 2:
ch = KEY_LEFTARROW;
break;
case KEY_HAT1 + 3:
ch = KEY_RIGHTARROW;
break;
2014-03-15 16:59:03 +00:00
}
}
else if (menuactive)
{
if (ev->type == ev_joystick && ev->data1 == 0 && joywait < I_GetTime())
2014-03-15 16:59:03 +00:00
{
const INT32 jdeadzone = ((JOYAXISRANGE-1) * cv_deadzone.value) >> FRACBITS;
if (ev->data3 != INT32_MAX)
2014-03-15 16:59:03 +00:00
{
if (Joystick.bGamepadStyle || abs(ev->data3) > jdeadzone)
{
if (ev->data3 < 0 && pjoyy >= 0)
{
ch = KEY_UPARROW;
joywait = I_GetTime() + NEWTICRATE/7;
}
else if (ev->data3 > 0 && pjoyy <= 0)
{
ch = KEY_DOWNARROW;
joywait = I_GetTime() + NEWTICRATE/7;
}
pjoyy = ev->data3;
}
else
pjoyy = 0;
2014-03-15 16:59:03 +00:00
}
if (ev->data2 != INT32_MAX)
2014-03-15 16:59:03 +00:00
{
if (Joystick.bGamepadStyle || abs(ev->data2) > jdeadzone)
{
if (ev->data2 < 0 && pjoyx >= 0)
{
ch = KEY_LEFTARROW;
joywait = I_GetTime() + NEWTICRATE/17;
}
else if (ev->data2 > 0 && pjoyx <= 0)
{
ch = KEY_RIGHTARROW;
joywait = I_GetTime() + NEWTICRATE/17;
}
pjoyx = ev->data2;
}
else
pjoyx = 0;
2014-03-15 16:59:03 +00:00
}
}
else if (ev->type == ev_mouse && mousewait < I_GetTime())
{
pmousey += ev->data3;
if (pmousey < lasty-30)
{
ch = KEY_DOWNARROW;
mousewait = I_GetTime() + NEWTICRATE/7;
pmousey = lasty -= 30;
}
else if (pmousey > lasty + 30)
{
ch = KEY_UPARROW;
mousewait = I_GetTime() + NEWTICRATE/7;
pmousey = lasty += 30;
}
pmousex += ev->data2;
if (pmousex < lastx - 30)
{
ch = KEY_LEFTARROW;
mousewait = I_GetTime() + NEWTICRATE/7;
pmousex = lastx -= 30;
}
else if (pmousex > lastx+30)
{
ch = KEY_RIGHTARROW;
mousewait = I_GetTime() + NEWTICRATE/7;
pmousex = lastx += 30;
}
}
}
if (ch == -1)
return false;
2018-09-27 00:51:25 +00:00
else if (ch == gamecontrol[gc_systemmenu][0] || ch == gamecontrol[gc_systemmenu][1]) // allow remappable ESC key
2017-12-25 07:09:06 +00:00
ch = KEY_ESCAPE;
else if ((ch == gamecontrol[gc_accelerate][0] || ch == gamecontrol[gc_accelerate][1]) && ch >= KEY_MOUSE1)
ch = KEY_ENTER;
2014-03-15 16:59:03 +00:00
// F-Keys
if (!menuactive)
{
2016-07-06 04:09:17 +00:00
noFurtherInput = true;
2017-12-25 07:09:06 +00:00
2014-03-15 16:59:03 +00:00
switch (ch)
{
case KEY_F1: // Help key
Command_Manual_f();
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return true;
case KEY_F2: // Empty
return true;
case KEY_F3: // Toggle HUD
CV_SetValue(&cv_showhud, !cv_showhud.value);
return true;
case KEY_F4: // Sound Volume
if (modeattacking)
return true;
M_StartControlPanel();
2016-07-06 04:09:17 +00:00
M_Options(0);
2014-03-15 16:59:03 +00:00
currentMenu = &OP_SoundOptionsDef;
itemOn = 0;
return true;
#ifndef DC
case KEY_F5: // Video Mode
if (modeattacking)
return true;
M_StartControlPanel();
2016-07-06 04:09:17 +00:00
M_Options(0);
2014-03-15 16:59:03 +00:00
M_VideoModeMenu(0);
return true;
#endif
case KEY_F6: // Empty
return true;
case KEY_F7: // Options
if (modeattacking)
return true;
M_StartControlPanel();
2016-07-06 04:09:17 +00:00
M_Options(0);
2014-03-15 16:59:03 +00:00
M_SetupNextMenu(&OP_MainDef);
return true;
// Screenshots on F8 now handled elsewhere
// Same with Moviemode on F9
case KEY_F10: // Quit SRB2
M_QuitSRB2(0);
return true;
case KEY_F11: // Fullscreen
CV_AddValue(&cv_fullscreen, 1);
2014-03-15 16:59:03 +00:00
return true;
// Spymode on F12 handled in game logic
case KEY_ESCAPE: // Pop up menu
if (chat_on)
{
HU_clearChatChars();
chat_on = false;
}
else
M_StartControlPanel();
return true;
}
2016-07-06 04:09:17 +00:00
noFurtherInput = false; // turns out we didn't care
2014-03-15 16:59:03 +00:00
return false;
}
if ((ch == gamecontrol[gc_brake][0] || ch == gamecontrol[gc_brake][1]) && ch >= KEY_MOUSE1) // do this here, otherwise brake opens the menu mid-game
ch = KEY_ESCAPE;
2014-03-15 16:59:03 +00:00
routine = currentMenu->menuitems[itemOn].itemaction;
// Handle menuitems which need a specific key handling
if (routine && (currentMenu->menuitems[itemOn].status & IT_TYPE) == IT_KEYHANDLER)
{
if (shiftdown && ch >= 32 && ch <= 127)
ch = shiftxform[ch];
routine(ch);
return true;
}
if (currentMenu->menuitems[itemOn].status == IT_MSGHANDLER)
{
if (currentMenu->menuitems[itemOn].alphaKey != MM_EVENTHANDLER)
{
if (ch == ' ' || ch == 'n' || ch == 'y' || ch == KEY_ESCAPE || ch == KEY_ENTER)
{
if (routine)
routine(ch);
M_StopMessage(0);
2016-07-06 04:09:17 +00:00
noFurtherInput = true;
2014-03-15 16:59:03 +00:00
return true;
}
return true;
}
else
{
// dirty hack: for customising controls, I want only buttons/keys, not moves
if (ev->type == ev_mouse || ev->type == ev_mouse2 || ev->type == ev_joystick
|| ev->type == ev_joystick2 || ev->type == ev_joystick3 || ev->type == ev_joystick4)
2014-03-15 16:59:03 +00:00
return true;
if (routine)
{
void (*otherroutine)(event_t *sev) = currentMenu->menuitems[itemOn].itemaction;
otherroutine(ev); //Alam: what a hack
}
return true;
}
}
// BP: one of the more big hack i have never made
if (routine && (currentMenu->menuitems[itemOn].status & IT_TYPE) == IT_CVAR)
{
2019-08-04 09:26:26 +00:00
if ((currentMenu->menuitems[itemOn].status & IT_CVARTYPE) == IT_CV_STRING)
2014-03-15 16:59:03 +00:00
{
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2014-03-15 16:59:03 +00:00
if (shiftdown && ch >= 32 && ch <= 127)
ch = shiftxform[ch];
if (M_ChangeStringCvar(ch))
return true;
else
routine = NULL;
}
else
routine = M_ChangeCvar;
}
if (currentMenu == &PlaybackMenuDef && !con_destlines)
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{
playback_last_menu_interaction_leveltime = leveltime;
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// Flip left/right with up/down for the playback menu, since it's a horizontal icon row.
switch (ch)
{
case KEY_LEFTARROW: ch = KEY_UPARROW; break;
case KEY_UPARROW: ch = KEY_RIGHTARROW; break;
case KEY_RIGHTARROW: ch = KEY_DOWNARROW; break;
case KEY_DOWNARROW: ch = KEY_LEFTARROW; break;
2019-09-05 21:24:23 +00:00
// arbitrary keyboard shortcuts because fuck you
case '\'': // toggle freecam
M_PlaybackToggleFreecam(0);
break;
case ']': // ffw / advance frame (depends on if paused or not)
if (paused)
M_PlaybackAdvance(0);
else
M_PlaybackFastForward(0);
break;
case '[': // rewind /backupframe, uses the same function
M_PlaybackRewind(0);
break;
case '\\': // pause
M_PlaybackPause(0);
break;
// viewpoints, an annoyance (tm)
case '-': // viewpoint minus
M_PlaybackSetViews(-1); // yeah lol.
break;
case '=': // viewpoint plus
M_PlaybackSetViews(1); // yeah lol.
break;
// switch viewpoints:
case '1': // viewpoint for p1 (also f12)
// maximum laziness:
if (!demo.freecam)
G_AdjustView(1, 1, true);
break;
case '2': // viewpoint for p2
if (!demo.freecam)
G_AdjustView(2, 1, true);
break;
case '3': // viewpoint for p3
if (!demo.freecam)
G_AdjustView(3, 1, true);
break;
case '4': // viewpoint for p4
if (!demo.freecam)
G_AdjustView(4, 1, true);
break;
default: break;
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}
}
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// Keys usable within menu
switch (ch)
{
case KEY_DOWNARROW:
M_NextOpt();
S_StartSound(NULL, sfx_menu1);
/*if (currentMenu == &SP_PlayerDef)
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{
Z_Free(char_notes);
char_notes = NULL;
}*/
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return true;
case KEY_UPARROW:
M_PrevOpt();
S_StartSound(NULL, sfx_menu1);
/*if (currentMenu == &SP_PlayerDef)
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{
Z_Free(char_notes);
char_notes = NULL;
}*/
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return true;
case KEY_LEFTARROW:
if (routine && ((currentMenu->menuitems[itemOn].status & IT_TYPE) == IT_ARROWS
|| (currentMenu->menuitems[itemOn].status & IT_TYPE) == IT_CVAR))
{
if (currentMenu != &OP_SoundOptionsDef || itemOn > 3)
2014-03-15 16:59:03 +00:00
S_StartSound(NULL, sfx_menu1);
routine(0);
}
return true;
case KEY_RIGHTARROW:
if (routine && ((currentMenu->menuitems[itemOn].status & IT_TYPE) == IT_ARROWS
|| (currentMenu->menuitems[itemOn].status & IT_TYPE) == IT_CVAR))
{
if (currentMenu != &OP_SoundOptionsDef || itemOn > 3)
2014-03-15 16:59:03 +00:00
S_StartSound(NULL, sfx_menu1);
routine(1);
}
return true;
case KEY_ENTER:
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noFurtherInput = true;
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currentMenu->lastOn = itemOn;
if (currentMenu == &PlaybackMenuDef)
{
boolean held = (boolean)playback_enterheld;
if (held)
return true;
playback_enterheld = 3;
}
2014-03-15 16:59:03 +00:00
if (routine)
{
if (((currentMenu->menuitems[itemOn].status & IT_TYPE)==IT_CALL
|| (currentMenu->menuitems[itemOn].status & IT_TYPE)==IT_SUBMENU)
&& (currentMenu->menuitems[itemOn].status & IT_CALLTYPE))
{
if (((currentMenu->menuitems[itemOn].status & IT_CALLTYPE) & IT_CALL_NOTMODIFIED) && majormods)
2014-03-15 16:59:03 +00:00
{
S_StartSound(NULL, sfx_menu1);
M_StartMessage(M_GetText("This cannot be done with complex addons\nor in a cheated game.\n\n(Press a key)\n"), NULL, MM_NOTHING);
2014-03-15 16:59:03 +00:00
return true;
}
}
S_StartSound(NULL, sfx_menu1);
switch (currentMenu->menuitems[itemOn].status & IT_TYPE)
{
case IT_CVAR:
case IT_ARROWS:
routine(1); // right arrow
break;
case IT_CALL:
routine(itemOn);
break;
case IT_SUBMENU:
currentMenu->lastOn = itemOn;
M_SetupNextMenu((menu_t *)currentMenu->menuitems[itemOn].itemaction);
break;
}
}
return true;
case KEY_ESCAPE:
//case KEY_JOY1 + 2:
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noFurtherInput = true;
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currentMenu->lastOn = itemOn;
if (currentMenu->prevMenu)
{
//If we entered the game search menu, but didn't enter a game,
//make sure the game doesn't still think we're in a netgame.
if (!Playing() && netgame && multiplayer)
{
netgame = false;
multiplayer = false;
}
if (currentMenu == &SP_TimeAttackDef) //|| currentMenu == &SP_NightsAttackDef
2014-03-15 16:59:03 +00:00
{
// D_StartTitle does its own wipe, since GS_TIMEATTACK is now a complete gamestate.
menuactive = false;
D_StartTitle();
}
else
M_SetupNextMenu(currentMenu->prevMenu);
}
else
M_ClearMenus(true);
return true;
case KEY_BACKSPACE:
if ((currentMenu->menuitems[itemOn].status) == IT_CONTROL)
{
// detach any keys associated with the game control
G_ClearControlKeys(setupcontrols, currentMenu->menuitems[itemOn].alphaKey);
S_StartSound(NULL, sfx_shldls);
2014-03-15 16:59:03 +00:00
return true;
}
if (routine && ((currentMenu->menuitems[itemOn].status & IT_TYPE) == IT_ARROWS
|| (currentMenu->menuitems[itemOn].status & IT_TYPE) == IT_CVAR))
{
consvar_t *cv = (consvar_t *)currentMenu->menuitems[itemOn].itemaction;
if (cv == &cv_chooseskin
|| cv == &cv_dummystaff
|| cv == &cv_nextmap
|| cv == &cv_newgametype)
return true;
if (currentMenu != &OP_SoundOptionsDef || itemOn > 3)
S_StartSound(NULL, sfx_menu1);
routine(-1);
return true;
}
2014-03-15 16:59:03 +00:00
// Why _does_ backspace go back anyway?
//currentMenu->lastOn = itemOn;
//if (currentMenu->prevMenu)
// M_SetupNextMenu(currentMenu->prevMenu);
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return false;
default:
break;
}
return true;
}
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// special responder for demos
boolean M_DemoResponder(event_t *ev)
{
INT32 ch = -1; // cur event data
boolean eatinput = false; // :omnom:
//should be accounted for beforehand but just to be safe...
if (!demo.playback || demo.title)
return false;
if (noFurtherInput)
{
// Ignore input after enter/escape/other buttons
// (but still allow shift keyup so caps doesn't get stuck)
return false;
}
else if (ev->type == ev_keydown && !con_destlines) // not while the console is on please
2019-09-05 21:24:23 +00:00
{
ch = ev->data1;
// since this is ONLY for demos, there isn't MUCH for us to do.
// mirrored from m_responder
switch (ch)
{
// arbitrary keyboard shortcuts because fuck you
case '\'': // toggle freecam
M_PlaybackToggleFreecam(0);
eatinput = true;
break;
case ']': // ffw / advance frame (depends on if paused or not)
if (paused)
M_PlaybackAdvance(0);
else
M_PlaybackFastForward(0);
eatinput = true;
break;
case '[': // rewind /backupframe, uses the same function
M_PlaybackRewind(0);
break;
case '\\': // pause
M_PlaybackPause(0);
eatinput = true;
break;
// viewpoints, an annoyance (tm)
case '-': // viewpoint minus
M_PlaybackSetViews(-1); // yeah lol.
eatinput = true;
break;
case '=': // viewpoint plus
M_PlaybackSetViews(1); // yeah lol.
eatinput = true;
break;
// switch viewpoints:
case '1': // viewpoint for p1 (also f12)
// maximum laziness:
if (!demo.freecam)
G_AdjustView(1, 1, true);
break;
case '2': // viewpoint for p2
if (!demo.freecam)
G_AdjustView(2, 1, true);
break;
case '3': // viewpoint for p3
if (!demo.freecam)
G_AdjustView(3, 1, true);
break;
case '4': // viewpoint for p4
if (!demo.freecam)
G_AdjustView(4, 1, true);
break;
default: break;
}
}
return eatinput;
}
2014-03-15 16:59:03 +00:00
//
// M_Drawer
// Called after the view has been rendered,
// but before it has been blitted.
//
void M_Drawer(void)
{
if (currentMenu == &MessageDef)
menuactive = true;
2016-07-06 04:09:17 +00:00
if (menuactive)
{
// now that's more readable with a faded background (yeah like Quake...)
2019-04-05 07:38:48 +00:00
if (!WipeInAction && currentMenu != &PlaybackMenuDef) // Replay playback has its own background
V_DrawFadeScreen(0xFF00, 16);
2014-03-15 16:59:03 +00:00
2016-07-06 04:09:17 +00:00
if (currentMenu->drawroutine)
{
M_GetGametypeColor();
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currentMenu->drawroutine(); // call current menu Draw routine
}
2014-03-15 16:59:03 +00:00
2016-07-06 04:09:17 +00:00
// Draw version down in corner
// ... but only in the MAIN MENU. I'm a picky bastard.
if (currentMenu == &MainDef)
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{
2016-07-06 04:09:17 +00:00
if (customversionstring[0] != '\0')
{
V_DrawThinString(vid.dupx, vid.height - 20*vid.dupy, V_NOSCALESTART|V_TRANSLUCENT, "Mod version:");
V_DrawThinString(vid.dupx, vid.height - 10*vid.dupy, V_NOSCALESTART|V_TRANSLUCENT|V_ALLOWLOWERCASE, customversionstring);
2016-07-06 04:09:17 +00:00
}
else
{
#ifdef DEVELOP // Development -- show revision / branch info
2018-11-03 07:38:41 +00:00
V_DrawThinString(vid.dupx, vid.height - 20*vid.dupy, V_NOSCALESTART|V_TRANSLUCENT|V_ALLOWLOWERCASE, compbranch);
V_DrawThinString(vid.dupx, vid.height - 10*vid.dupy, V_NOSCALESTART|V_TRANSLUCENT|V_ALLOWLOWERCASE, comprevision);
2016-07-06 04:09:17 +00:00
#else // Regular build
V_DrawThinString(vid.dupx, vid.height - 10*vid.dupy, V_NOSCALESTART|V_TRANSLUCENT|V_ALLOWLOWERCASE, va("%s", VERSIONSTRING));
2016-07-06 04:09:17 +00:00
#endif
}
2014-03-15 16:59:03 +00:00
}
2016-07-06 04:09:17 +00:00
}
// focus lost notification goes on top of everything, even the former everything
2019-03-11 19:50:01 +00:00
if (window_notinfocus && cv_showfocuslost.value)
2016-07-06 04:09:17 +00:00
{
M_DrawTextBox((BASEVIDWIDTH/2) - (60), (BASEVIDHEIGHT/2) - (16), 13, 2);
if (gamestate == GS_LEVEL && (P_AutoPause() || paused))
V_DrawCenteredString(BASEVIDWIDTH/2, (BASEVIDHEIGHT/2) - (4), highlightflags, "Game Paused");
2014-03-15 16:59:03 +00:00
else
V_DrawCenteredString(BASEVIDWIDTH/2, (BASEVIDHEIGHT/2) - (4), highlightflags, "Focus Lost");
2014-03-15 16:59:03 +00:00
}
}
//
// M_StartControlPanel
//
void M_StartControlPanel(void)
{
// intro might call this repeatedly
if (menuactive)
{
CON_ToggleOff(); // move away console
return;
}
menuactive = true;
2019-04-05 07:38:48 +00:00
if (demo.playback)
{
currentMenu = &PlaybackMenuDef;
playback_last_menu_interaction_leveltime = leveltime;
2019-04-05 07:38:48 +00:00
}
else if (!Playing())
2014-03-15 16:59:03 +00:00
{
// Secret menu!
//MainMenu[secrets].status = (M_AnySecretUnlocked()) ? (IT_STRING | IT_CALL) : (IT_DISABLED);
2014-03-15 16:59:03 +00:00
currentMenu = &MainDef;
itemOn = singleplr;
}
else if (modeattacking)
{
currentMenu = &MAPauseDef;
itemOn = mapause_continue;
}
else if (!(netgame || multiplayer)) // Single Player
{
if (gamestate != GS_LEVEL /*|| ultimatemode*/) // intermission, so gray out stuff.
2014-03-15 16:59:03 +00:00
{
SPauseMenu[spause_pandora].status = (M_SecretUnlocked(SECRET_PANDORA)) ? (IT_GRAYEDOUT) : (IT_DISABLED);
SPauseMenu[spause_retry].status = IT_GRAYEDOUT;
}
else
{
//INT32 numlives = 2;
2014-03-15 16:59:03 +00:00
SPauseMenu[spause_pandora].status = (M_SecretUnlocked(SECRET_PANDORA)) ? (IT_STRING | IT_CALL) : (IT_DISABLED);
/*if (&players[consoleplayer])
2014-03-15 16:59:03 +00:00
{
numlives = players[consoleplayer].lives;
if (players[consoleplayer].playerstate != PST_LIVE)
++numlives;
}
// The list of things that can disable retrying is (was?) a little too complex
// for me to want to use the short if statement syntax
if (numlives <= 1 || G_IsSpecialStage(gamemap))
SPauseMenu[spause_retry].status = (IT_GRAYEDOUT);
else*/
2014-03-15 16:59:03 +00:00
SPauseMenu[spause_retry].status = (IT_STRING | IT_CALL);
}
// We can always use level select though. :33
//SPauseMenu[spause_levelselect].status = (gamecomplete) ? (IT_STRING | IT_CALL) : (IT_DISABLED);
2014-03-15 16:59:03 +00:00
// And emblem hints.
SPauseMenu[spause_hints].status = (M_SecretUnlocked(SECRET_EMBLEMHINTS)) ? (IT_STRING | IT_CALL) : (IT_DISABLED);
// Shift up Pandora's Box if both pandora and levelselect are active
/*if (SPauseMenu[spause_pandora].status != (IT_DISABLED)
&& SPauseMenu[spause_levelselect].status != (IT_DISABLED))
SPauseMenu[spause_pandora].alphaKey = 24;
else
SPauseMenu[spause_pandora].alphaKey = 32;*/
currentMenu = &SPauseDef;
itemOn = spause_continue;
}
else // multiplayer
{
MPauseMenu[mpause_switchmap].status = IT_DISABLED;
2018-08-28 20:08:47 +00:00
MPauseMenu[mpause_addons].status = IT_DISABLED;
2014-03-15 16:59:03 +00:00
MPauseMenu[mpause_scramble].status = IT_DISABLED;
MPauseMenu[mpause_psetupsplit].status = IT_DISABLED;
MPauseMenu[mpause_psetupsplit2].status = IT_DISABLED;
MPauseMenu[mpause_psetupsplit3].status = IT_DISABLED;
MPauseMenu[mpause_psetupsplit4].status = IT_DISABLED;
2014-03-15 16:59:03 +00:00
MPauseMenu[mpause_spectate].status = IT_DISABLED;
MPauseMenu[mpause_entergame].status = IT_DISABLED;
MPauseMenu[mpause_canceljoin].status = IT_DISABLED;
2014-03-15 16:59:03 +00:00
MPauseMenu[mpause_switchteam].status = IT_DISABLED;
MPauseMenu[mpause_switchspectate].status = IT_DISABLED;
2014-03-15 16:59:03 +00:00
MPauseMenu[mpause_psetup].status = IT_DISABLED;
MISC_ChangeTeamMenu[0].status = IT_DISABLED;
MISC_ChangeSpectateMenu[0].status = IT_DISABLED;
// Reset these in case splitscreen messes things up
MPauseMenu[mpause_addons].alphaKey = 8;
MPauseMenu[mpause_scramble].alphaKey = 8;
MPauseMenu[mpause_switchmap].alphaKey = 24;
MPauseMenu[mpause_switchteam].alphaKey = 48;
MPauseMenu[mpause_switchspectate].alphaKey = 48;
MPauseMenu[mpause_options].alphaKey = 64;
MPauseMenu[mpause_title].alphaKey = 80;
MPauseMenu[mpause_quit].alphaKey = 88;
Dummymenuplayer_OnChange();
2014-03-15 16:59:03 +00:00
2017-11-11 05:34:37 +00:00
if ((server || IsPlayerAdmin(consoleplayer)))
2014-03-15 16:59:03 +00:00
{
MPauseMenu[mpause_switchmap].status = IT_STRING | IT_CALL;
2018-08-28 20:08:47 +00:00
MPauseMenu[mpause_addons].status = IT_STRING | IT_CALL;
2014-03-15 16:59:03 +00:00
if (G_GametypeHasTeams())
MPauseMenu[mpause_scramble].status = IT_STRING | IT_SUBMENU;
}
if (splitscreen)
{
2014-03-15 16:59:03 +00:00
MPauseMenu[mpause_psetupsplit].status = MPauseMenu[mpause_psetupsplit2].status = IT_STRING | IT_CALL;
MISC_ChangeTeamMenu[0].status = MISC_ChangeSpectateMenu[0].status = IT_STRING|IT_CVAR;
if (netgame)
{
if (G_GametypeHasTeams())
{
MPauseMenu[mpause_switchteam].status = IT_STRING | IT_SUBMENU;
MPauseMenu[mpause_switchteam].alphaKey += ((splitscreen+1) * 8);
MPauseMenu[mpause_options].alphaKey += 8;
MPauseMenu[mpause_title].alphaKey += 8;
MPauseMenu[mpause_quit].alphaKey += 8;
}
else if (G_GametypeHasSpectators())
{
MPauseMenu[mpause_switchspectate].status = IT_STRING | IT_SUBMENU;
MPauseMenu[mpause_switchspectate].alphaKey += ((splitscreen+1) * 8);
MPauseMenu[mpause_options].alphaKey += 8;
MPauseMenu[mpause_title].alphaKey += 8;
MPauseMenu[mpause_quit].alphaKey += 8;
}
}
if (splitscreen > 1)
{
MPauseMenu[mpause_psetupsplit3].status = IT_STRING | IT_CALL;
MPauseMenu[mpause_options].alphaKey += 8;
MPauseMenu[mpause_title].alphaKey += 8;
MPauseMenu[mpause_quit].alphaKey += 8;
if (splitscreen > 2)
{
MPauseMenu[mpause_psetupsplit4].status = IT_STRING | IT_CALL;
MPauseMenu[mpause_options].alphaKey += 8;
MPauseMenu[mpause_title].alphaKey += 8;
MPauseMenu[mpause_quit].alphaKey += 8;
}
}
}
2014-03-15 16:59:03 +00:00
else
{
MPauseMenu[mpause_psetup].status = IT_STRING | IT_CALL;
if (G_GametypeHasTeams())
MPauseMenu[mpause_switchteam].status = IT_STRING | IT_SUBMENU;
else if (G_GametypeHasSpectators())
{
if (!players[consoleplayer].spectator)
MPauseMenu[mpause_spectate].status = IT_STRING | IT_CALL;
else if (players[consoleplayer].pflags & PF_WANTSTOJOIN)
MPauseMenu[mpause_canceljoin].status = IT_STRING | IT_CALL;
else
MPauseMenu[mpause_entergame].status = IT_STRING | IT_CALL;
}
2014-03-15 16:59:03 +00:00
else // in this odd case, we still want something to be on the menu even if it's useless
MPauseMenu[mpause_spectate].status = IT_GRAYEDOUT;
}
#ifdef HAVE_DISCORDRPC
{
UINT8 i;
for (i = 0; i < mpause_discordrequests; i++)
MPauseMenu[i].alphaKey -= 8;
MPauseMenu[mpause_discordrequests].alphaKey = MPauseMenu[i].alphaKey;
M_RefreshPauseMenu();
}
#endif
2014-03-15 16:59:03 +00:00
currentMenu = &MPauseDef;
itemOn = mpause_continue;
}
CON_ToggleOff(); // move away console
}
void M_EndModeAttackRun(void)
{
M_ModeAttackEndGame(0);
}
//
// M_ClearMenus
//
void M_ClearMenus(boolean callexitmenufunc)
{
if (!menuactive)
return;
if (currentMenu->quitroutine && callexitmenufunc && !currentMenu->quitroutine())
return; // we can't quit this menu (also used to set parameter from the menu)
#ifndef DC // Save the config file. I'm sick of crashing the game later and losing all my changes!
COM_BufAddText(va("saveconfig \"%s\" -silent\n", configfile));
#endif //Alam: But not on the Dreamcast's VMUs
if (currentMenu == &MessageDef) // Oh sod off!
currentMenu = &MainDef; // Not like it matters
menuactive = false;
}
//
// M_SetupNextMenu
//
void M_SetupNextMenu(menu_t *menudef)
{
INT16 i;
if (currentMenu->quitroutine)
{
// If you're going from a menu to itself, why are you running the quitroutine? You're not quitting it! -SH
if (currentMenu != menudef && !currentMenu->quitroutine())
return; // we can't quit this menu (also used to set parameter from the menu)
}
currentMenu = menudef;
itemOn = currentMenu->lastOn;
// in case of...
if (itemOn >= currentMenu->numitems)
itemOn = currentMenu->numitems - 1;
// the curent item can be disabled,
// this code go up until an enabled item found
if ((currentMenu->menuitems[itemOn].status & IT_TYPE) == IT_SPACE)
{
for (i = 0; i < currentMenu->numitems; i++)
{
if ((currentMenu->menuitems[i].status & IT_TYPE) != IT_SPACE)
{
itemOn = i;
break;
}
}
}
}
//
// M_Ticker
//
void M_Ticker(void)
{
2016-07-06 04:09:17 +00:00
// reset input trigger
noFurtherInput = false;
2014-03-15 16:59:03 +00:00
if (dedicated)
return;
if (--skullAnimCounter <= 0)
skullAnimCounter = 8;
if (currentMenu == &PlaybackMenuDef)
{
if (playback_enterheld > 0)
playback_enterheld--;
}
else
playback_enterheld = 0;
2014-03-15 16:59:03 +00:00
//added : 30-01-98 : test mode for five seconds
if (vidm_testingmode > 0)
{
// restore the previous video mode
if (--vidm_testingmode == 0)
setmodeneeded = vidm_previousmode + 1;
}
#if defined (MASTERSERVER) && defined (HAVE_THREADS)
I_lock_mutex(&ms_ServerList_mutex);
{
if (ms_ServerList)
{
CL_QueryServerList(ms_ServerList);
free(ms_ServerList);
ms_ServerList = NULL;
}
}
I_unlock_mutex(ms_ServerList_mutex);
#endif
2014-03-15 16:59:03 +00:00
}
//
// M_Init
//
void M_Init(void)
{
UINT8 i;
COM_AddCommand("manual", Command_Manual_f);
2014-03-15 16:59:03 +00:00
CV_RegisterVar(&cv_nextmap);
CV_RegisterVar(&cv_newgametype);
CV_RegisterVar(&cv_chooseskin);
CV_RegisterVar(&cv_autorecord);
if (dedicated)
return;
// Menu hacks
CV_RegisterVar(&cv_dummymenuplayer);
2014-03-15 16:59:03 +00:00
CV_RegisterVar(&cv_dummyteam);
CV_RegisterVar(&cv_dummyspectate);
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CV_RegisterVar(&cv_dummyscramble);
CV_RegisterVar(&cv_dummyrings);
CV_RegisterVar(&cv_dummylives);
CV_RegisterVar(&cv_dummycontinues);
//CV_RegisterVar(&cv_dummymares);
CV_RegisterVar(&cv_dummystaff);
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quitmsg[QUITMSG] = M_GetText("Eggman's tied explosives\nto your girlfriend, and\nwill activate them if\nyou press the 'Y' key!\nPress 'N' to save her!\n\n(Press 'Y' to quit)");
quitmsg[QUITMSG1] = M_GetText("What would Tails say if\nhe saw you quitting the game?\n\n(Press 'Y' to quit)");
quitmsg[QUITMSG2] = M_GetText("Hey!\nWhere do ya think you're goin'?\n\n(Press 'Y' to quit)");
quitmsg[QUITMSG3] = M_GetText("Forget your studies!\nPlay some more!\n\n(Press 'Y' to quit)");
quitmsg[QUITMSG4] = M_GetText("You're trying to say you\nlike Sonic R better than\nthis, aren't you?\n\n(Press 'Y' to quit)");
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quitmsg[QUITMSG5] = M_GetText("Don't leave yet -- there's a\nsuper emerald around that corner!\n\n(Press 'Y' to quit)");
quitmsg[QUITMSG6] = M_GetText("You'd rather work than play?\n\n(Press 'Y' to quit)");
quitmsg[QUITMSG7] = M_GetText("Go ahead and leave. See if I care...\n*sniffle*\n\n(Press 'Y' to quit)");
quitmsg[QUIT2MSG] = M_GetText("If you leave now,\nEggman will take over the world!\n\n(Press 'Y' to quit)");
quitmsg[QUIT2MSG1] = M_GetText("On your mark,\nget set,\nhit the 'N' key!\n\n(Press 'Y' to quit)");
quitmsg[QUIT2MSG2] = M_GetText("Aw c'mon, just\na few more laps!\n\n(Press 'Y' to quit)");
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quitmsg[QUIT2MSG3] = M_GetText("Did you get all those Chaos Emeralds?\n\n(Press 'Y' to quit)");
quitmsg[QUIT2MSG4] = M_GetText("If you leave, I'll use\nmy Jawz on you!\n\n(Press 'Y' to quit)");
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quitmsg[QUIT2MSG5] = M_GetText("Don't go!\nYou might find the hidden\nlevels!\n\n(Press 'Y' to quit)");
quitmsg[QUIT2MSG6] = M_GetText("Hit the 'N' key, Sonic!\nThe 'N' key!\n\n(Press 'Y' to quit)");
quitmsg[QUIT3MSG] = M_GetText("Are you really going to give up?\nWe certainly would never give you up.\n\n(Press 'Y' to quit)");
quitmsg[QUIT3MSG1] = M_GetText("Come on, just ONE more netgame!\n\n(Press 'Y' to quit)");
quitmsg[QUIT3MSG2] = M_GetText("Press 'N' to unlock\nthe Golden Kart!\n\n(Press 'Y' to quit)");
quitmsg[QUIT3MSG3] = M_GetText("Couldn't handle\nthe banana meta?\n\n(Press 'Y' to quit)");
quitmsg[QUIT3MSG4] = M_GetText("Every time you press 'Y', an\nSRB2Kart Developer cries...\n\n(Press 'Y' to quit)");
quitmsg[QUIT3MSG5] = M_GetText("You'll be back to play soon, though...\n...right?\n\n(Press 'Y' to quit)");
quitmsg[QUIT3MSG6] = M_GetText("Aww, is Eggman's Nightclub too\ndifficult for you?\n\n(Press 'Y' to quit)");
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// Setup PlayerMenu table
for (i = 0; i < MAXSKINS; i++)
{
PlayerMenu[i].status = (i == 0 ? IT_CALL : IT_DISABLED);
PlayerMenu[i].patch = PlayerMenu[i].text = NULL;
PlayerMenu[i].itemaction = M_ChoosePlayer;
PlayerMenu[i].alphaKey = 0;
}
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#ifdef HWRENDER
// Permanently hide some options based on render mode
if (rendermode == render_soft)
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OP_VideoOptionsMenu[op_video_ogl].status = IT_DISABLED;
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#endif
#ifndef NONET
CV_RegisterVar(&cv_serversort);
#endif
//todo put this somewhere better...
CV_RegisterVar(&cv_allcaps);
}
void M_InitCharacterTables(void)
{
UINT8 i;
// Setup PlayerMenu table
for (i = 0; i < MAXSKINS; i++)
{
PlayerMenu[i].status = (i < 4 ? IT_CALL : IT_DISABLED);
PlayerMenu[i].patch = PlayerMenu[i].text = NULL;
PlayerMenu[i].itemaction = M_ChoosePlayer;
PlayerMenu[i].alphaKey = 0;
}
// Setup description table
for (i = 0; i < MAXSKINS; i++)
{
if (i == 0)
{
strcpy(description[i].notes, "\x82Sonic\x80 is the fastest of the three, but also the hardest to control. Beginners beware, but experts will find Sonic very powerful.\n\n\x82""Ability:\x80 Speed Thok\nDouble jump to zoom forward with a huge burst of speed.\n\n\x82Tip:\x80 Simply letting go of forward does not slow down in SRB2. To slow down, hold the opposite direction.");
strcpy(description[i].picname, "");
strcpy(description[i].skinname, "sonic");
}
else if (i == 1)
{
strcpy(description[i].notes, "\x82Tails\x80 is the most mobile of the three, but has the slowest speed. Because of his mobility, he's well-\nsuited to beginners.\n\n\x82""Ability:\x80 Fly\nDouble jump to start flying for a limited time. Repetitively hit the jump button to ascend.\n\n\x82Tip:\x80 To quickly descend while flying, hit the spin button.");
strcpy(description[i].picname, "");
strcpy(description[i].skinname, "tails");
}
else if (i == 2)
{
strcpy(description[i].notes, "\x82Knuckles\x80 is well-\nrounded and can destroy breakable walls simply by touching them, but he can't jump as high as the other two.\n\n\x82""Ability:\x80 Glide & Climb\nDouble jump to glide in the air as long as jump is held. Glide into a wall to climb it.\n\n\x82Tip:\x80 Press spin while climbing to jump off the wall; press jump instead to jump off\nand face away from\nthe wall.");
strcpy(description[i].picname, "");
strcpy(description[i].skinname, "knuckles");
}
else if (i == 3)
{
strcpy(description[i].notes, "\x82Sonic & Tails\x80 team up to take on Dr. Eggman!\nControl Sonic while Tails desperately struggles to keep up.\n\nPlayer 2 can control Tails directly by setting the controls in the options menu.\nTails's directional controls are relative to Player 1's camera.\n\nTails can pick up Sonic while flying and carry him around.");
strcpy(description[i].picname, "CHRS&T");
strcpy(description[i].skinname, "sonic&tails");
}
else
{
strcpy(description[i].notes, "???");
strcpy(description[i].picname, "");
strcpy(description[i].skinname, "");
}
}
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}
// ==========================================================================
// SPECIAL MENU OPTION DRAW ROUTINES GO HERE
// ==========================================================================
// Converts a string into question marks.
// Used for the secrets menu, to hide yet-to-be-unlocked stuff.
static const char *M_CreateSecretMenuOption(const char *str)
{
static char qbuf[32];
int i;
for (i = 0; i < 31; ++i)
{
if (!str[i])
{
qbuf[i] = '\0';
return qbuf;
}
else if (str[i] != ' ')
qbuf[i] = '?';
else
qbuf[i] = ' ';
}
qbuf[31] = '\0';
return qbuf;
}
static void M_DrawThermo(INT32 x, INT32 y, consvar_t *cv)
{
INT32 xx = x, i;
lumpnum_t leftlump, rightlump, centerlump[2], cursorlump;
patch_t *p;
leftlump = W_GetNumForName("M_THERML");
rightlump = W_GetNumForName("M_THERMR");
centerlump[0] = W_GetNumForName("M_THERMM");
centerlump[1] = W_GetNumForName("M_THERMM");
cursorlump = W_GetNumForName("M_THERMO");
V_DrawScaledPatch(xx, y, 0, p = W_CachePatchNum(leftlump,PU_CACHE));
xx += SHORT(p->width) - SHORT(p->leftoffset);
for (i = 0; i < 16; i++)
{
V_DrawScaledPatch(xx, y, V_WRAPX, W_CachePatchNum(centerlump[i & 1], PU_CACHE));
xx += 8;
}
V_DrawScaledPatch(xx, y, 0, W_CachePatchNum(rightlump, PU_CACHE));
xx = (cv->value - cv->PossibleValue[0].value) * (15*8) /
(cv->PossibleValue[1].value - cv->PossibleValue[0].value);
V_DrawScaledPatch((x + 8) + xx, y, 0, W_CachePatchNum(cursorlump, PU_CACHE));
}
// A smaller 'Thermo', with range given as percents (0-100)
static void M_DrawSlider(INT32 x, INT32 y, const consvar_t *cv, boolean ontop)
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{
INT32 i;
INT32 range;
patch_t *p;
for (i = 0; cv->PossibleValue[i+1].strvalue; i++);
x = BASEVIDWIDTH - x - SLIDER_WIDTH;
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if (ontop)
{
V_DrawCharacter(x - 16 - (skullAnimCounter/5), y,
'\x1C' | highlightflags, false); // left arrow
V_DrawCharacter(x+(SLIDER_RANGE*8) + 8 + (skullAnimCounter/5), y,
'\x1D' | highlightflags, false); // right arrow
}
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if ((range = atoi(cv->defaultvalue)) != cv->value)
{
range = ((range - cv->PossibleValue[0].value) * 100 /
(cv->PossibleValue[1].value - cv->PossibleValue[0].value));
if (range < 0)
range = 0;
if (range > 100)
range = 100;
// draw the default
p = W_CachePatchName("M_SLIDEC", PU_CACHE);
V_DrawScaledPatch(x - 4 + (((SLIDER_RANGE)*8 + 4)*range)/100, y, 0, p);
}
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V_DrawScaledPatch(x - 8, y, 0, W_CachePatchName("M_SLIDEL", PU_CACHE));
p = W_CachePatchName("M_SLIDEM", PU_CACHE);
for (i = 0; i < SLIDER_RANGE; i++)
V_DrawScaledPatch (x+i*8, y, 0,p);
p = W_CachePatchName("M_SLIDER", PU_CACHE);
V_DrawScaledPatch(x+SLIDER_RANGE*8, y, 0, p);
range = ((cv->value - cv->PossibleValue[0].value) * 100 /
(cv->PossibleValue[1].value - cv->PossibleValue[0].value));
if (range < 0)
range = 0;
if (range > 100)
range = 100;
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// draw the slider cursor
p = W_CachePatchName("M_SLIDEC", PU_CACHE);
V_DrawScaledPatch(x - 4 + (((SLIDER_RANGE)*8 + 4)*range)/100, y, 0, p);
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}
//
// Draw a textbox, like Quake does, because sometimes it's difficult
// to read the text with all the stuff in the background...
//
void M_DrawTextBox(INT32 x, INT32 y, INT32 width, INT32 boxlines)
{
// Solid color textbox.
V_DrawFill(x+5, y+5, width*8+6, boxlines*8+6, 239);
//V_DrawFill(x+8, y+8, width*8, boxlines*8, 31);
/*
patch_t *p;
INT32 cx, cy, n;
INT32 step, boff;
step = 8;
boff = 8;
// draw left side
cx = x;
cy = y;
V_DrawScaledPatch(cx, cy, 0, W_CachePatchNum(viewborderlump[BRDR_TL], PU_CACHE));
cy += boff;
p = W_CachePatchNum(viewborderlump[BRDR_L], PU_CACHE);
for (n = 0; n < boxlines; n++)
{
V_DrawScaledPatch(cx, cy, V_WRAPY, p);
cy += step;
}
V_DrawScaledPatch(cx, cy, 0, W_CachePatchNum(viewborderlump[BRDR_BL], PU_CACHE));
// draw middle
V_DrawFlatFill(x + boff, y + boff, width*step, boxlines*step, st_borderpatchnum);
cx += boff;
cy = y;
while (width > 0)
{
V_DrawScaledPatch(cx, cy, V_WRAPX, W_CachePatchNum(viewborderlump[BRDR_T], PU_CACHE));
V_DrawScaledPatch(cx, y + boff + boxlines*step, V_WRAPX, W_CachePatchNum(viewborderlump[BRDR_B], PU_CACHE));
width--;
cx += step;
}
// draw right side
cy = y;
V_DrawScaledPatch(cx, cy, 0, W_CachePatchNum(viewborderlump[BRDR_TR], PU_CACHE));
cy += boff;
p = W_CachePatchNum(viewborderlump[BRDR_R], PU_CACHE);
for (n = 0; n < boxlines; n++)
{
V_DrawScaledPatch(cx, cy, V_WRAPY, p);
cy += step;
}
V_DrawScaledPatch(cx, cy, 0, W_CachePatchNum(viewborderlump[BRDR_BR], PU_CACHE));
*/
}
//
// Draw border for the savegame description
//
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/*static void M_DrawSaveLoadBorder(INT32 x,INT32 y)
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{
INT32 i;
V_DrawScaledPatch (x-8,y+7,0,W_CachePatchName("M_LSLEFT",PU_CACHE));
for (i = 0;i < 24;i++)
{
V_DrawScaledPatch (x,y+7,0,W_CachePatchName("M_LSCNTR",PU_CACHE));
x += 8;
}
V_DrawScaledPatch (x,y+7,0,W_CachePatchName("M_LSRGHT",PU_CACHE));
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}*/
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// horizontally centered text
static void M_CentreText(INT32 y, const char *string)
{
INT32 x;
//added : 02-02-98 : centre on 320, because V_DrawString centers on vid.width...
x = (BASEVIDWIDTH - V_StringWidth(string, V_OLDSPACING))>>1;
V_DrawString(x,y,V_OLDSPACING,string);
}
//
// M_DrawMapEmblems
//
// used by pause & statistics to draw a row of emblems for a map
//
static void M_DrawMapEmblems(INT32 mapnum, INT32 x, INT32 y)
{
UINT8 lasttype = UINT8_MAX, curtype;
emblem_t *emblem = M_GetLevelEmblems(mapnum);
while (emblem)
{
switch (emblem->type)
{
case ET_TIME: //case ET_SCORE: case ET_RINGS:
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curtype = 1; break;
/*case ET_NGRADE: case ET_NTIME:
curtype = 2; break;*/
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default:
curtype = 0; break;
}
// Shift over if emblem is of a different discipline
if (lasttype != UINT8_MAX && lasttype != curtype)
x -= 4;
lasttype = curtype;
if (emblem->collected)
V_DrawSmallMappedPatch(x, y, 0, W_CachePatchName(M_GetEmblemPatch(emblem), PU_CACHE),
R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(emblem), GTC_MENUCACHE));
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else
V_DrawSmallScaledPatch(x, y, 0, W_CachePatchName("NEEDIT", PU_CACHE));
emblem = M_GetLevelEmblems(-1);
x -= 8;
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}
}
static void M_DrawMenuTitle(void)
{
if (currentMenu->menutitlepic)
{
patch_t *p = W_CachePatchName(currentMenu->menutitlepic, PU_CACHE);
if (p->height > 24) // title is larger than normal
{
INT32 xtitle = (BASEVIDWIDTH - (SHORT(p->width)/2))/2;
INT32 ytitle = (30 - (SHORT(p->height)/2))/2;
if (xtitle < 0)
xtitle = 0;
if (ytitle < 0)
ytitle = 0;
V_DrawSmallScaledPatch(xtitle, ytitle, 0, p);
}
else
{
INT32 xtitle = (BASEVIDWIDTH - SHORT(p->width))/2;
INT32 ytitle = (30 - SHORT(p->height))/2;
if (xtitle < 0)
xtitle = 0;
if (ytitle < 0)
ytitle = 0;
V_DrawScaledPatch(xtitle, ytitle, 0, p);
}
}
}
static void M_DrawGenericMenu(void)
{
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INT32 x, y, w, i, cursory = 0;
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// DRAW MENU
x = currentMenu->x;
y = currentMenu->y;
// draw title (or big pic)
M_DrawMenuTitle();
for (i = 0; i < currentMenu->numitems; i++)
{
if (i == itemOn)
cursory = y;
switch (currentMenu->menuitems[i].status & IT_DISPLAY)
{
case IT_PATCH:
if (currentMenu->menuitems[i].patch && currentMenu->menuitems[i].patch[0])
{
if (currentMenu->menuitems[i].status & IT_CENTER)
{
patch_t *p;
p = W_CachePatchName(currentMenu->menuitems[i].patch, PU_CACHE);
V_DrawScaledPatch((BASEVIDWIDTH - SHORT(p->width))/2, y, 0, p);
}
else
{
V_DrawScaledPatch(x, y, 0,
W_CachePatchName(currentMenu->menuitems[i].patch, PU_CACHE));
}
}
/* FALLTHRU */
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case IT_NOTHING:
case IT_DYBIGSPACE:
y = currentMenu->y+currentMenu->menuitems[i].alphaKey;//+= LINEHEIGHT;
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break;
case IT_BIGSLIDER:
M_DrawThermo(x, y, (consvar_t *)currentMenu->menuitems[i].itemaction);
y += LINEHEIGHT;
break;
case IT_STRING:
case IT_WHITESTRING:
if (currentMenu->menuitems[i].alphaKey)
y = currentMenu->y+currentMenu->menuitems[i].alphaKey;
if (i == itemOn)
cursory = y;
if ((currentMenu->menuitems[i].status & IT_DISPLAY)==IT_STRING)
V_DrawString(x, y, 0, currentMenu->menuitems[i].text);
else
V_DrawString(x, y, highlightflags, currentMenu->menuitems[i].text);
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// Cvar specific handling
switch (currentMenu->menuitems[i].status & IT_TYPE)
case IT_CVAR:
{
consvar_t *cv = (consvar_t *)currentMenu->menuitems[i].itemaction;
switch (currentMenu->menuitems[i].status & IT_CVARTYPE)
{
case IT_CV_SLIDER:
M_DrawSlider(x, y, cv, (i == itemOn));
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case IT_CV_NOPRINT: // color use this
case IT_CV_INVISSLIDER: // monitor toggles use this
break;
case IT_CV_STRING:
M_DrawTextBox(x, y + 4, MAXSTRINGLENGTH, 1);
V_DrawString(x + 8, y + 12, V_ALLOWLOWERCASE, cv->string);
if (skullAnimCounter < 4 && i == itemOn)
V_DrawCharacter(x + 8 + V_StringWidth(cv->string, 0), y + 12,
'_' | 0x80, false);
y += 16;
break;
default:
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w = V_StringWidth(cv->string, 0);
V_DrawString(BASEVIDWIDTH - x - w, y,
((cv->flags & CV_CHEAT) && !CV_IsSetToDefault(cv) ? warningflags : highlightflags), cv->string);
if (i == itemOn)
{
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V_DrawCharacter(BASEVIDWIDTH - x - 10 - w - (skullAnimCounter/5), y,
'\x1C' | highlightflags, false); // left arrow
V_DrawCharacter(BASEVIDWIDTH - x + 2 + (skullAnimCounter/5), y,
'\x1D' | highlightflags, false); // right arrow
}
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break;
}
break;
}
y += STRINGHEIGHT;
break;
case IT_STRING2:
V_DrawString(x, y, 0, currentMenu->menuitems[i].text);
/* FALLTHRU */
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case IT_DYLITLSPACE:
y += SMALLLINEHEIGHT;
break;
case IT_GRAYPATCH:
if (currentMenu->menuitems[i].patch && currentMenu->menuitems[i].patch[0])
V_DrawMappedPatch(x, y, 0,
W_CachePatchName(currentMenu->menuitems[i].patch,PU_CACHE), graymap);
y += LINEHEIGHT;
break;
case IT_TRANSTEXT:
if (currentMenu->menuitems[i].alphaKey)
y = currentMenu->y+currentMenu->menuitems[i].alphaKey;
/* FALLTHRU */
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case IT_TRANSTEXT2:
V_DrawString(x, y, V_TRANSLUCENT, currentMenu->menuitems[i].text);
y += SMALLLINEHEIGHT;
break;
case IT_QUESTIONMARKS:
if (currentMenu->menuitems[i].alphaKey)
y = currentMenu->y+currentMenu->menuitems[i].alphaKey;
V_DrawString(x, y, V_TRANSLUCENT|V_OLDSPACING, M_CreateSecretMenuOption(currentMenu->menuitems[i].text));
y += SMALLLINEHEIGHT;
break;
case IT_HEADERTEXT: // draws 16 pixels to the left, in yellow text
if (currentMenu->menuitems[i].alphaKey)
y = currentMenu->y+currentMenu->menuitems[i].alphaKey;
V_DrawString(x-16, y, highlightflags, currentMenu->menuitems[i].text);
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y += SMALLLINEHEIGHT;
break;
}
}
// DRAW THE SKULL CURSOR
if (((currentMenu->menuitems[itemOn].status & IT_DISPLAY) == IT_PATCH)
|| ((currentMenu->menuitems[itemOn].status & IT_DISPLAY) == IT_NOTHING))
{
V_DrawScaledPatch(currentMenu->x + SKULLXOFF, cursory - 5, 0,
W_CachePatchName("M_CURSOR", PU_CACHE));
}
else
{
V_DrawScaledPatch(currentMenu->x - 24, cursory, 0,
W_CachePatchName("M_CURSOR", PU_CACHE));
V_DrawString(currentMenu->x, cursory, highlightflags, currentMenu->menuitems[itemOn].text);
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}
}
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static void M_DrawGenericBackgroundMenu(void)
{
V_DrawPatchFill(W_CachePatchName("SRB2BACK", PU_CACHE));
M_DrawGenericMenu();
}
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static void M_DrawPauseMenu(void)
{
#if 0
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if (!netgame && !multiplayer && (gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_VOTING))
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{
emblem_t *emblem_detail[3] = {NULL, NULL, NULL};
char emblem_text[3][20];
INT32 i;
M_DrawTextBox(27, 16, 32, 6);
// Draw any and all emblems at the top.
M_DrawMapEmblems(gamemap, 272, 28);
if (strlen(mapheaderinfo[gamemap-1]->zonttl) > 0)
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{
if (strlen(mapheaderinfo[gamemap-1]->actnum) > 0)
V_DrawString(40, 28, highlightflags, va("%s %s %s", mapheaderinfo[gamemap-1]->lvlttl, mapheaderinfo[gamemap-1]->zonttl, mapheaderinfo[gamemap-1]->actnum));
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else
V_DrawString(40, 28, highlightflags, va("%s %s", mapheaderinfo[gamemap-1]->lvlttl, mapheaderinfo[gamemap-1]->zonttl));
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}
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else
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{
if (strlen(mapheaderinfo[gamemap-1]->actnum) > 0)
V_DrawString(40, 28, highlightflags, va("%s %s", mapheaderinfo[gamemap-1]->lvlttl, mapheaderinfo[gamemap-1]->actnum));
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else
V_DrawString(40, 28, highlightflags, mapheaderinfo[gamemap-1]->lvlttl);
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}
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// Set up the detail boxes.
{
emblem_t *emblem = M_GetLevelEmblems(gamemap);
while (emblem)
{
INT32 emblemslot;
char targettext[9], currenttext[9];
switch (emblem->type)
{
/*case ET_SCORE:
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snprintf(targettext, 9, "%d", emblem->var);
snprintf(currenttext, 9, "%u", G_GetBestScore(gamemap));
targettext[8] = 0;
currenttext[8] = 0;
emblemslot = 0;
break;*/
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case ET_TIME:
emblemslot = emblem->var; // dumb hack
snprintf(targettext, 9, "%i:%02i.%02i",
G_TicsToMinutes((tic_t)emblemslot, false),
G_TicsToSeconds((tic_t)emblemslot),
G_TicsToCentiseconds((tic_t)emblemslot));
emblemslot = (INT32)G_GetBestTime(gamemap); // dumb hack pt ii
if ((tic_t)emblemslot == UINT32_MAX)
snprintf(currenttext, 9, "-:--.--");
else
snprintf(currenttext, 9, "%i:%02i.%02i",
G_TicsToMinutes((tic_t)emblemslot, false),
G_TicsToSeconds((tic_t)emblemslot),
G_TicsToCentiseconds((tic_t)emblemslot));
targettext[8] = 0;
currenttext[8] = 0;
emblemslot = 1;
break;
/*case ET_RINGS:
2014-03-15 16:59:03 +00:00
snprintf(targettext, 9, "%d", emblem->var);
snprintf(currenttext, 9, "%u", G_GetBestRings(gamemap));
targettext[8] = 0;
currenttext[8] = 0;
emblemslot = 2;
break;
case ET_NGRADE:
snprintf(targettext, 9, "%u", P_GetScoreForGrade(gamemap, 0, emblem->var));
snprintf(currenttext, 9, "%u", G_GetBestNightsScore(gamemap, 0));
targettext[8] = 0;
currenttext[8] = 0;
emblemslot = 1;
break;
case ET_NTIME:
emblemslot = emblem->var; // dumb hack pt iii
snprintf(targettext, 9, "%i:%02i.%02i",
G_TicsToMinutes((tic_t)emblemslot, false),
G_TicsToSeconds((tic_t)emblemslot),
G_TicsToCentiseconds((tic_t)emblemslot));
emblemslot = (INT32)G_GetBestNightsTime(gamemap, 0); // dumb hack pt iv
if ((tic_t)emblemslot == UINT32_MAX)
snprintf(currenttext, 9, "-:--.--");
else
snprintf(currenttext, 9, "%i:%02i.%02i",
G_TicsToMinutes((tic_t)emblemslot, false),
G_TicsToSeconds((tic_t)emblemslot),
G_TicsToCentiseconds((tic_t)emblemslot));
targettext[8] = 0;
currenttext[8] = 0;
emblemslot = 2;
break;*/
2014-03-15 16:59:03 +00:00
default:
goto bademblem;
}
if (emblem_detail[emblemslot])
goto bademblem;
emblem_detail[emblemslot] = emblem;
snprintf(emblem_text[emblemslot], 20, "%8s /%8s", currenttext, targettext);
emblem_text[emblemslot][19] = 0;
bademblem:
emblem = M_GetLevelEmblems(-1);
}
}
for (i = 0; i < 3; ++i)
{
emblem_t *emblem = emblem_detail[i];
if (!emblem)
continue;
if (emblem->collected)
V_DrawSmallMappedPatch(40, 44 + (i*8), 0, W_CachePatchName(M_GetEmblemPatch(emblem), PU_CACHE),
R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(emblem), GTC_MENUCACHE));
2014-03-15 16:59:03 +00:00
else
V_DrawSmallScaledPatch(40, 44 + (i*8), 0, W_CachePatchName("NEEDIT", PU_CACHE));
switch (emblem->type)
{
/*case ET_SCORE:
2014-03-15 16:59:03 +00:00
case ET_NGRADE:
V_DrawString(56, 44 + (i*8), highlightflags, "SCORE:");
break;*/
2014-03-15 16:59:03 +00:00
case ET_TIME:
//case ET_NTIME:
V_DrawString(56, 44 + (i*8), highlightflags, "TIME:");
2014-03-15 16:59:03 +00:00
break;
/*case ET_RINGS:
V_DrawString(56, 44 + (i*8), highlightflags, "RINGS:");
break;*/
2014-03-15 16:59:03 +00:00
}
V_DrawRightAlignedString(284, 44 + (i*8), V_MONOSPACE, emblem_text[i]);
}
}
#endif
2014-03-15 16:59:03 +00:00
#ifdef HAVE_DISCORDRPC
// kind of hackily baked in here
if (currentMenu == &MPauseDef && discordRequestList != NULL)
{
const tic_t freq = TICRATE/2;
if ((leveltime % freq) >= freq/2)
{
V_DrawFixedPatch(204 * FRACUNIT,
(currentMenu->y + MPauseMenu[mpause_discordrequests].alphaKey - 1) * FRACUNIT,
FRACUNIT,
0,
W_CachePatchName("K_REQUE2", PU_CACHE),
NULL
);
}
}
#endif
2014-03-15 16:59:03 +00:00
M_DrawGenericMenu();
}
static void M_DrawCenteredMenu(void)
{
INT32 x, y, i, cursory = 0;
// DRAW MENU
x = currentMenu->x;
y = currentMenu->y;
// draw title (or big pic)
M_DrawMenuTitle();
for (i = 0; i < currentMenu->numitems; i++)
{
if (i == itemOn)
cursory = y;
switch (currentMenu->menuitems[i].status & IT_DISPLAY)
{
case IT_PATCH:
if (currentMenu->menuitems[i].patch && currentMenu->menuitems[i].patch[0])
{
if (currentMenu->menuitems[i].status & IT_CENTER)
{
patch_t *p;
p = W_CachePatchName(currentMenu->menuitems[i].patch, PU_CACHE);
V_DrawScaledPatch((BASEVIDWIDTH - SHORT(p->width))/2, y, 0, p);
}
else
{
V_DrawScaledPatch(x, y, 0,
W_CachePatchName(currentMenu->menuitems[i].patch, PU_CACHE));
}
}
/* FALLTHRU */
2014-03-15 16:59:03 +00:00
case IT_NOTHING:
case IT_DYBIGSPACE:
y += LINEHEIGHT;
break;
case IT_BIGSLIDER:
M_DrawThermo(x, y, (consvar_t *)currentMenu->menuitems[i].itemaction);
y += LINEHEIGHT;
break;
case IT_STRING:
case IT_WHITESTRING:
if (currentMenu->menuitems[i].alphaKey)
y = currentMenu->y+currentMenu->menuitems[i].alphaKey;
if (i == itemOn)
cursory = y;
if ((currentMenu->menuitems[i].status & IT_DISPLAY)==IT_STRING)
V_DrawCenteredString(x, y, 0, currentMenu->menuitems[i].text);
else
V_DrawCenteredString(x, y, highlightflags, currentMenu->menuitems[i].text);
2014-03-15 16:59:03 +00:00
// Cvar specific handling
switch(currentMenu->menuitems[i].status & IT_TYPE)
case IT_CVAR:
{
consvar_t *cv = (consvar_t *)currentMenu->menuitems[i].itemaction;
switch(currentMenu->menuitems[i].status & IT_CVARTYPE)
{
case IT_CV_SLIDER:
M_DrawSlider(x, y, cv, (i == itemOn));
2014-03-15 16:59:03 +00:00
case IT_CV_NOPRINT: // color use this
break;
case IT_CV_STRING:
M_DrawTextBox(x, y + 4, MAXSTRINGLENGTH, 1);
V_DrawString(x + 8, y + 12, V_ALLOWLOWERCASE, cv->string);
if (skullAnimCounter < 4 && i == itemOn)
V_DrawCharacter(x + 8 + V_StringWidth(cv->string, 0), y + 12,
'_' | 0x80, false);
y += 16;
break;
default:
V_DrawString(BASEVIDWIDTH - x - V_StringWidth(cv->string, 0), y,
((cv->flags & CV_CHEAT) && !CV_IsSetToDefault(cv) ? warningflags : highlightflags), cv->string);
2014-03-15 16:59:03 +00:00
break;
}
break;
}
y += STRINGHEIGHT;
break;
case IT_STRING2:
V_DrawCenteredString(x, y, 0, currentMenu->menuitems[i].text);
/* FALLTHRU */
2014-03-15 16:59:03 +00:00
case IT_DYLITLSPACE:
y += SMALLLINEHEIGHT;
break;
case IT_QUESTIONMARKS:
if (currentMenu->menuitems[i].alphaKey)
y = currentMenu->y+currentMenu->menuitems[i].alphaKey;
V_DrawCenteredString(x, y, V_TRANSLUCENT|V_OLDSPACING, M_CreateSecretMenuOption(currentMenu->menuitems[i].text));
y += SMALLLINEHEIGHT;
break;
case IT_GRAYPATCH:
if (currentMenu->menuitems[i].patch && currentMenu->menuitems[i].patch[0])
V_DrawMappedPatch(x, y, 0,
W_CachePatchName(currentMenu->menuitems[i].patch,PU_CACHE), graymap);
y += LINEHEIGHT;
break;
}
}
// DRAW THE SKULL CURSOR
if (((currentMenu->menuitems[itemOn].status & IT_DISPLAY) == IT_PATCH)
|| ((currentMenu->menuitems[itemOn].status & IT_DISPLAY) == IT_NOTHING))
{
V_DrawScaledPatch(x + SKULLXOFF, cursory - 5, 0,
W_CachePatchName("M_CURSOR", PU_CACHE));
}
else
{
V_DrawScaledPatch(x - V_StringWidth(currentMenu->menuitems[itemOn].text, 0)/2 - 24, cursory, 0,
W_CachePatchName("M_CURSOR", PU_CACHE));
V_DrawCenteredString(x, cursory, highlightflags, currentMenu->menuitems[itemOn].text);
2014-03-15 16:59:03 +00:00
}
}
//
// M_StringHeight
//
// Find string height from hu_font chars
//
static inline size_t M_StringHeight(const char *string)
{
size_t h = 8, i;
for (i = 0; i < strlen(string); i++)
if (string[i] == '\n')
h += 8;
return h;
}
// ==========================================================================
// Extraneous menu patching functions
// ==========================================================================
//
// M_PatchSkinNameTable
//
// Like M_PatchLevelNameTable, but for cv_chooseskin
//
static void M_PatchSkinNameTable(void)
{
INT32 j;
memset(skins_cons_t, 0, sizeof (skins_cons_t));
for (j = 0; j < MAXSKINS; j++)
{
if (skins[j].name[0] != '\0')
{
skins_cons_t[j].strvalue = skins[j].name;
skins_cons_t[j].value = j+1;
2014-03-15 16:59:03 +00:00
}
else
{
skins_cons_t[j].strvalue = NULL;
skins_cons_t[j].value = 0;
break;
2014-03-15 16:59:03 +00:00
}
}
j = R_SkinAvailable(cv_skin.string);
if (j == -1)
j = 0;
2014-03-15 16:59:03 +00:00
CV_SetValue(&cv_chooseskin, j+1); // This causes crash sometimes?!
2014-03-15 16:59:03 +00:00
return;
}
// Call before showing any level-select menus
static void M_PrepareLevelSelect(void)
{
if (levellistmode != LLM_CREATESERVER)
CV_SetValue(&cv_nextmap, M_GetFirstLevelInList());
else
Newgametype_OnChange(); // Make sure to start on an appropriate map if wads have been added
}
//
// M_CanShowLevelInList
//
// Determines whether to show a given map in the various level-select lists.
// Set gt = -1 to ignore gametype.
//
boolean M_CanShowLevelInList(INT32 mapnum, INT32 gt)
{
// Random map!
if (mapnum == -1)
return (gamestate != GS_TIMEATTACK && !modeattacking);
2014-03-15 16:59:03 +00:00
// Does the map exist?
if (!mapheaderinfo[mapnum])
return false;
// Does the map have a name?
if (!mapheaderinfo[mapnum]->lvlttl[0])
return false;
switch (levellistmode)
{
case LLM_CREATESERVER:
// Should the map be hidden?
if (mapheaderinfo[mapnum]->menuflags & LF2_HIDEINMENU && mapnum+1 != gamemap)
2014-03-15 16:59:03 +00:00
return false;
if (M_MapLocked(mapnum+1))
return false; // not unlocked
/*if (gt == GT_COOP && (mapheaderinfo[mapnum]->typeoflevel & TOL_COOP))
2014-03-15 16:59:03 +00:00
return true;
if (gt == GT_COMPETITION && (mapheaderinfo[mapnum]->typeoflevel & TOL_COMPETITION))
return true;
if (gt == GT_CTF && (mapheaderinfo[mapnum]->typeoflevel & TOL_CTF))
return true;
if ((gt == GT_TAG || gt == GT_HIDEANDSEEK) && (mapheaderinfo[mapnum]->typeoflevel & TOL_TAG))
return true;*/
if ((gt == GT_MATCH || gt == GT_TEAMMATCH) && (mapheaderinfo[mapnum]->typeoflevel & TOL_MATCH))
2014-03-15 16:59:03 +00:00
return true;
if (gt == GT_RACE && (mapheaderinfo[mapnum]->typeoflevel & TOL_RACE))
return true;
return false;
/*case LLM_LEVELSELECT:
2014-03-15 16:59:03 +00:00
if (mapheaderinfo[mapnum]->levelselect != maplistoption)
return false;
if (M_MapLocked(mapnum+1))
return false; // not unlocked
return true;*/
2014-03-15 16:59:03 +00:00
case LLM_RECORDATTACK:
/*if (!(mapheaderinfo[mapnum]->menuflags & LF2_RECORDATTACK))
return false;*/
if (!(mapheaderinfo[mapnum]->typeoflevel & TOL_RACE))
2014-03-15 16:59:03 +00:00
return false;
if (M_MapLocked(mapnum+1))
return false; // not unlocked
if (M_SecretUnlocked(SECRET_HELLATTACK))
return true; // now you're in hell
if (mapheaderinfo[mapnum]->menuflags & LF2_HIDEINMENU)
return false; // map hell
/*if (mapheaderinfo[mapnum]->menuflags & LF2_NOVISITNEEDED)
2014-03-15 16:59:03 +00:00
return true;
if (!mapvisited[mapnum])
return false;*/
2014-03-15 16:59:03 +00:00
return true;
/*case LLM_NIGHTSATTACK:
2014-03-15 16:59:03 +00:00
if (!(mapheaderinfo[mapnum]->menuflags & LF2_NIGHTSATTACK))
return false;
if (M_MapLocked(mapnum+1))
return false; // not unlocked
if (mapheaderinfo[mapnum]->menuflags & LF2_NOVISITNEEDED)
return true;
if (!mapvisited[mapnum])
return false;
return true;*/
default:
return false;
2014-03-15 16:59:03 +00:00
}
// Hmm? Couldn't decide?
return false;
}
static INT32 M_CountLevelsToShowInList(void)
{
INT32 mapnum, count = 0;
for (mapnum = 0; mapnum < NUMMAPS; mapnum++)
if (M_CanShowLevelInList(mapnum, -1))
count++;
return count;
}
static INT32 M_GetFirstLevelInList(void)
{
INT32 mapnum;
for (mapnum = 0; mapnum < NUMMAPS; mapnum++)
if (M_CanShowLevelInList(mapnum, -1))
return mapnum + 1;
return 1;
}
// ==================================================
// MESSAGE BOX (aka: a hacked, cobbled together menu)
// ==================================================
static void M_DrawMessageMenu(void);
// Because this is just a hack-ish 'menu', I'm not putting this with the others
static menuitem_t MessageMenu[] =
{
// TO HACK
{0,NULL, NULL, NULL,0}
};
menu_t MessageDef =
{
NULL, // title
1, // # of menu items
NULL, // previous menu (TO HACK)
MessageMenu, // menuitem_t ->
M_DrawMessageMenu, // drawing routine ->
0, 0, // x, y (TO HACK)
0, // lastOn, flags (TO HACK)
NULL
};
void M_StartMessage(const char *string, void *routine,
menumessagetype_t itemtype)
{
size_t max = 0, start = 0, i, strlines;
static char *message = NULL;
Z_Free(message);
message = Z_StrDup(string);
DEBFILE(message);
// Rudementary word wrapping.
// Simple and effective. Does not handle nonuniform letter sizes, colors, etc. but who cares.
strlines = 0;
for (i = 0; message[i]; i++)
{
if (message[i] == ' ')
{
start = i;
max += 4;
}
else if (message[i] == '\n')
{
strlines = i;
start = 0;
max = 0;
continue;
}
else
max += 8;
// Start trying to wrap if presumed length exceeds the screen width.
if (max >= BASEVIDWIDTH && start > 0)
{
message[start] = '\n';
max -= (start-strlines)*8;
strlines = start;
start = 0;
}
}
start = 0;
max = 0;
M_StartControlPanel(); // can't put menuactive to true
if (currentMenu == &MessageDef) // Prevent recursion
2019-05-02 16:03:50 +00:00
MessageDef.prevMenu = ((demo.playback) ? &PlaybackMenuDef : &MainDef);
2014-03-15 16:59:03 +00:00
else
MessageDef.prevMenu = currentMenu;
MessageDef.menuitems[0].text = message;
MessageDef.menuitems[0].alphaKey = (UINT8)itemtype;
if (!routine && itemtype != MM_NOTHING) itemtype = MM_NOTHING;
switch (itemtype)
{
case MM_NOTHING:
MessageDef.menuitems[0].status = IT_MSGHANDLER;
MessageDef.menuitems[0].itemaction = M_StopMessage;
break;
case MM_YESNO:
MessageDef.menuitems[0].status = IT_MSGHANDLER;
MessageDef.menuitems[0].itemaction = routine;
break;
case MM_EVENTHANDLER:
MessageDef.menuitems[0].status = IT_MSGHANDLER;
MessageDef.menuitems[0].itemaction = routine;
break;
}
//added : 06-02-98: now draw a textbox around the message
// compute lenght max and the numbers of lines
for (strlines = 0; *(message+start); strlines++)
{
for (i = 0;i < strlen(message+start);i++)
{
if (*(message+start+i) == '\n')
{
if (i > max)
max = i;
start += i;
i = (size_t)-1; //added : 07-02-98 : damned!
start++;
break;
}
}
if (i == strlen(message+start))
{
2014-03-15 16:59:03 +00:00
start += i;
if (i > max)
max = i;
}
2014-03-15 16:59:03 +00:00
}
MessageDef.x = (INT16)((BASEVIDWIDTH - 8*max-16)/2);
MessageDef.y = (INT16)((BASEVIDHEIGHT - M_StringHeight(message))/2);
MessageDef.lastOn = (INT16)((strlines<<8)+max);
//M_SetupNextMenu();
currentMenu = &MessageDef;
itemOn = 0;
}
#define MAXMSGLINELEN 256
static void M_DrawMessageMenu(void)
{
INT32 y = currentMenu->y;
size_t i, start = 0;
INT16 max;
char string[MAXMSGLINELEN];
INT32 mlines;
const char *msg = currentMenu->menuitems[0].text;
mlines = currentMenu->lastOn>>8;
max = (INT16)((UINT8)(currentMenu->lastOn & 0xFF)*8);
// hack: draw RA background in RA menus
if (gamestate == GS_TIMEATTACK)
V_DrawPatchFill(W_CachePatchName("SRB2BACK", PU_CACHE));
2014-03-15 16:59:03 +00:00
M_DrawTextBox(currentMenu->x, y - 8, (max+7)>>3, mlines);
while (*(msg+start))
{
size_t len = strlen(msg+start);
for (i = 0; i < len; i++)
{
if (*(msg+start+i) == '\n')
{
memset(string, 0, MAXMSGLINELEN);
if (i >= MAXMSGLINELEN)
{
CONS_Printf("M_DrawMessageMenu: too long segment in %s\n", msg);
return;
}
else
{
strncpy(string,msg+start, i);
string[i] = '\0';
start += i;
i = (size_t)-1; //added : 07-02-98 : damned!
start++;
}
break;
}
}
if (i == strlen(msg+start))
{
if (i >= MAXMSGLINELEN)
{
CONS_Printf("M_DrawMessageMenu: too long segment in %s\n", msg);
return;
}
else
{
strcpy(string, msg + start);
start += i;
}
}
V_DrawString((BASEVIDWIDTH - V_StringWidth(string, 0))/2,y,V_ALLOWLOWERCASE,string);
y += 8; //SHORT(hu_font[0]->height);
}
}
// default message handler
static void M_StopMessage(INT32 choice)
{
(void)choice;
if (menuactive)
M_SetupNextMenu(MessageDef.prevMenu);
}
// =========
// IMAGEDEFS
// =========
// Draw an Image Def. Aka, Help images.
// Defines what image is used in (menuitem_t)->text.
// You can even put multiple images in one menu!
static void M_DrawImageDef(void)
{
patch_t *patch = W_CachePatchName(currentMenu->menuitems[itemOn].text,PU_CACHE);
if (patch->width <= BASEVIDWIDTH)
V_DrawScaledPatch(0,0,0,patch);
2014-03-15 16:59:03 +00:00
else
V_DrawSmallScaledPatch(0,0,0,patch);
2014-03-15 16:59:03 +00:00
if (currentMenu->menuitems[itemOn].alphaKey)
{
V_DrawString(2,BASEVIDHEIGHT-10, V_YELLOWMAP, va("%d", (itemOn<<1)-1)); // intentionally not highlightflags, unlike below
V_DrawRightAlignedString(BASEVIDWIDTH-2,BASEVIDHEIGHT-10, V_YELLOWMAP, va("%d", itemOn<<1)); // ditto
}
else
{
INT32 x = BASEVIDWIDTH>>1, y = (BASEVIDHEIGHT>>1) - 4;
x += (itemOn ? 1 : -1)*((BASEVIDWIDTH>>2) + 10);
V_DrawCenteredString(x, y-10, highlightflags, "USE ARROW KEYS");
V_DrawCharacter(x - 10 - (skullAnimCounter/5), y,
'\x1C' | highlightflags, false); // left arrow
V_DrawCharacter(x + 2 + (skullAnimCounter/5), y,
'\x1D' | highlightflags, false); // right arrow
V_DrawCenteredString(x, y+10, highlightflags, "TO LEAF THROUGH");
}
2014-03-15 16:59:03 +00:00
}
// Handles the ImageDefs. Just a specialized function that
// uses left and right movement.
static void M_HandleImageDef(INT32 choice)
{
boolean exitmenu = false;
2014-03-15 16:59:03 +00:00
switch (choice)
{
case KEY_RIGHTARROW:
if (itemOn >= (INT16)(currentMenu->numitems-1))
2014-03-15 16:59:03 +00:00
break;
S_StartSound(NULL, sfx_menu1);
itemOn++;
2014-03-15 16:59:03 +00:00
break;
case KEY_LEFTARROW:
if (!itemOn)
2014-03-15 16:59:03 +00:00
break;
S_StartSound(NULL, sfx_menu1);
itemOn--;
2014-03-15 16:59:03 +00:00
break;
case KEY_ESCAPE:
case KEY_ENTER:
exitmenu = true;
2014-03-15 16:59:03 +00:00
break;
}
if (exitmenu)
{
if (currentMenu->prevMenu)
M_SetupNextMenu(currentMenu->prevMenu);
else
M_ClearMenus(true);
}
2014-03-15 16:59:03 +00:00
}
// ======================
// MISC MAIN MENU OPTIONS
// ======================
2018-08-28 20:08:47 +00:00
static void M_AddonsOptions(INT32 choice)
{
(void)choice;
Addons_option_Onchange();
M_SetupNextMenu(&OP_AddonsOptionsDef);
}
#define LOCATIONSTRING1 "Visit \x83SRB2.ORG/MODS\x80 to get & make addons!"
#define LOCATIONSTRING2 "Visit \x88SRB2.ORG/MODS\x80 to get & make addons!"
2018-08-28 20:08:47 +00:00
static void M_Addons(INT32 choice)
{
const char *pathname = ".";
(void)choice;
#if 1
if (cv_addons_option.value == 0)
pathname = usehome ? srb2home : srb2path;
else if (cv_addons_option.value == 1)
pathname = srb2home;
else if (cv_addons_option.value == 2)
pathname = srb2path;
else
#endif
if (cv_addons_option.value == 3 && *cv_addons_folder.string != '\0')
pathname = cv_addons_folder.string;
strlcpy(menupath, pathname, 1024);
menupathindex[(menudepthleft = menudepth-1)] = strlen(menupath) + 1;
if (menupath[menupathindex[menudepthleft]-2] != PATHSEP[0])
{
menupath[menupathindex[menudepthleft]-1] = PATHSEP[0];
menupath[menupathindex[menudepthleft]] = 0;
}
else
--menupathindex[menudepthleft];
2019-03-31 01:57:53 +00:00
if (!preparefilemenu(false, false))
2018-08-28 20:08:47 +00:00
{
M_StartMessage(va("No files/folders found.\n\n%s\n\n(Press a key)\n", (recommendedflags == V_SKYMAP ? LOCATIONSTRING2 : LOCATIONSTRING1)),NULL,MM_NOTHING);
return;
}
else
dir_on[menudepthleft] = 0;
if (addonsp[0]) // never going to have some provided but not all, saves individually checking
{
size_t i;
for (i = 0; i < NUM_EXT+5; i++)
W_UnlockCachedPatch(addonsp[i]);
}
addonsp[EXT_FOLDER] = W_CachePatchName("M_FFLDR", PU_STATIC);
addonsp[EXT_UP] = W_CachePatchName("M_FBACK", PU_STATIC);
addonsp[EXT_NORESULTS] = W_CachePatchName("M_FNOPE", PU_STATIC);
addonsp[EXT_TXT] = W_CachePatchName("M_FTXT", PU_STATIC);
addonsp[EXT_CFG] = W_CachePatchName("M_FCFG", PU_STATIC);
addonsp[EXT_WAD] = W_CachePatchName("M_FWAD", PU_STATIC);
#ifdef USE_KART
addonsp[EXT_KART] = W_CachePatchName("M_FKART", PU_STATIC);
#endif
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addonsp[EXT_PK3] = W_CachePatchName("M_FPK3", PU_STATIC);
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addonsp[EXT_SOC] = W_CachePatchName("M_FSOC", PU_STATIC);
addonsp[EXT_LUA] = W_CachePatchName("M_FLUA", PU_STATIC);
addonsp[NUM_EXT] = W_CachePatchName("M_FUNKN", PU_STATIC);
addonsp[NUM_EXT+1] = W_CachePatchName("M_FSEL", PU_STATIC);
addonsp[NUM_EXT+2] = W_CachePatchName("M_FLOAD", PU_STATIC);
addonsp[NUM_EXT+3] = W_CachePatchName("M_FSRCH", PU_STATIC);
addonsp[NUM_EXT+4] = W_CachePatchName("M_FSAVE", PU_STATIC);
MISC_AddonsDef.prevMenu = currentMenu;
M_SetupNextMenu(&MISC_AddonsDef);
}
#define width 4
#define vpadding 27
#define h (BASEVIDHEIGHT-(2*vpadding))
#define NUMCOLOURS 8 // when toast's coding it's british english hacker fucker
static void M_DrawTemperature(INT32 x, fixed_t t)
{
INT32 y;
// bounds check
if (t > FRACUNIT)
t = FRACUNIT;
/*else if (t < 0) -- not needed
t = 0;*/
// scale
if (t > 1)
t = (FixedMul(h<<FRACBITS, t)>>FRACBITS);
// border
V_DrawFill(x - 1, vpadding, 1, h, 120);
V_DrawFill(x + width, vpadding, 1, h, 120);
V_DrawFill(x - 1, vpadding-1, width+2, 1, 120);
V_DrawFill(x - 1, vpadding+h, width+2, 1, 120);
// bar itself
y = h;
if (t)
for (t = h - t; y > 0; y--)
{
UINT8 colours[NUMCOLOURS] = {135, 133, 92, 77, 114, 178, 161, 162};
UINT8 c;
if (y <= t) break;
if (y+vpadding >= BASEVIDHEIGHT/2)
c = 185;
else
c = colours[(NUMCOLOURS*(y-1))/(h/2)];
V_DrawFill(x, y-1 + vpadding, width, 1, c);
}
// fill the rest of the backing
if (y)
V_DrawFill(x, vpadding, width, y, 30);
}
#undef width
#undef vpadding
#undef h
#undef NUMCOLOURS
static char *M_AddonsHeaderPath(void)
{
UINT32 len;
static char header[1024];
strlcpy(header, va("%s folder%s", cv_addons_option.string, menupath+menupathindex[menudepth-1]-1), 1024);
len = strlen(header);
if (len > 34)
{
len = len-34;
header[len] = header[len+1] = header[len+2] = '.';
}
else
len = 0;
return header+len;
}
#define UNEXIST S_StartSound(NULL, sfx_s26d);\
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M_SetupNextMenu(MISC_AddonsDef.prevMenu);\
M_StartMessage(va("\x82%s\x80\nThis folder no longer exists!\nAborting to main menu.\n\n(Press a key)\n", M_AddonsHeaderPath()),NULL,MM_NOTHING)
#define CLEARNAME Z_Free(refreshdirname);\
refreshdirname = NULL
static boolean prevmajormods = false;
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static void M_AddonsClearName(INT32 choice)
{
if (!majormods || prevmajormods)
{
CLEARNAME;
}
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M_StopMessage(choice);
}
// returns whether to do message draw
static boolean M_AddonsRefresh(void)
{
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if ((refreshdirmenu & REFRESHDIR_NORMAL) && !preparefilemenu(true, false))
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{
UNEXIST;
if (refreshdirname)
{
CLEARNAME;
}
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return true;
}
if (!majormods && prevmajormods)
prevmajormods = false;
if ((refreshdirmenu & REFRESHDIR_ADDFILE) || (majormods && !prevmajormods))
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{
char *message = NULL;
if (refreshdirmenu & REFRESHDIR_NOTLOADED)
{
S_StartSound(NULL, sfx_s26d);
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if (refreshdirmenu & REFRESHDIR_MAX)
message = va("%c%s\x80\nMaximum number of addons reached.\nA file could not be loaded.\nIf you wish to play with this addon, restart the game to clear existing ones.\n\n(Press a key)\n", ('\x80' + (highlightflags>>V_CHARCOLORSHIFT)), refreshdirname);
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else
message = va("%c%s\x80\nA file was not loaded.\nCheck the console log for more information.\n\n(Press a key)\n", ('\x80' + (highlightflags>>V_CHARCOLORSHIFT)), refreshdirname);
}
else if (refreshdirmenu & (REFRESHDIR_WARNING|REFRESHDIR_ERROR))
{
S_StartSound(NULL, sfx_s224);
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message = va("%c%s\x80\nA file was loaded with %s.\nCheck the console log for more information.\n\n(Press a key)\n", ('\x80' + (highlightflags>>V_CHARCOLORSHIFT)), refreshdirname, ((refreshdirmenu & REFRESHDIR_ERROR) ? "errors" : "warnings"));
}
else if (majormods && !prevmajormods)
{
S_StartSound(NULL, sfx_s221);
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message = va("%c%s\x80\nYou've loaded a gameplay-modifying addon.\n\nRecord Attack has been disabled, but you\ncan still play alone in local Multiplayer.\n\nIf you wish to play Record Attack mode, restart the game to disable loaded addons.\n\n(Press a key)\n", ('\x80' + (highlightflags>>V_CHARCOLORSHIFT)), refreshdirname);
prevmajormods = majormods;
}
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if (message)
{
M_StartMessage(message,M_AddonsClearName,MM_EVENTHANDLER);
return true;
}
S_StartSound(NULL, sfx_s221);
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CLEARNAME;
}
return false;
}
static void M_DrawAddons(void)
{
INT32 x, y;
ssize_t i, m;
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const UINT8 *flashcol = NULL;
UINT8 hilicol;
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// hack - need to refresh at end of frame to handle addfile...
if (refreshdirmenu & M_AddonsRefresh())
{
M_DrawMessageMenu();
return;
}
if (Playing())
V_DrawCenteredString(BASEVIDWIDTH/2, 5, warningflags, "Adding files mid-game may cause problems.");
else
V_DrawCenteredString(BASEVIDWIDTH/2, 5, 0, (recommendedflags == V_SKYMAP ? LOCATIONSTRING2 : LOCATIONSTRING1));
if (numwadfiles <= mainwads+1)
y = 0;
else if (numwadfiles >= MAX_WADFILES)
y = FRACUNIT;
else
{
y = FixedDiv(((ssize_t)(numwadfiles) - (ssize_t)(mainwads+1))<<FRACBITS, ((ssize_t)MAX_WADFILES - (ssize_t)(mainwads+1))<<FRACBITS);
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if (y > FRACUNIT) // happens because of how we're shrinkin' it a little
y = FRACUNIT;
}
M_DrawTemperature(BASEVIDWIDTH - 19 - 5, y);
// DRAW MENU
x = currentMenu->x;
y = currentMenu->y + 1;
hilicol = V_GetStringColormap(highlightflags)[120];
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V_DrawString(x-21, (y - 16) + (lsheadingheight - 12), highlightflags|V_ALLOWLOWERCASE, M_AddonsHeaderPath());
V_DrawFill(x-21, (y - 16) + (lsheadingheight - 3), MAXSTRINGLENGTH*8+6, 1, hilicol);
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V_DrawFill(x-21, (y - 16) + (lsheadingheight - 2), MAXSTRINGLENGTH*8+6, 1, 30);
m = (BASEVIDHEIGHT - currentMenu->y + 2) - (y - 1);
V_DrawFill(x - 21, y - 1, MAXSTRINGLENGTH*8+6, m, 239);
// scrollbar!
if (sizedirmenu <= (2*numaddonsshown + 1))
i = 0;
else
{
ssize_t q = m;
m = ((2*numaddonsshown + 1) * m)/sizedirmenu;
if (dir_on[menudepthleft] <= numaddonsshown) // all the way up
i = 0;
else if (sizedirmenu <= (dir_on[menudepthleft] + numaddonsshown + 1)) // all the way down
i = q-m;
else
i = ((dir_on[menudepthleft] - numaddonsshown) * (q-m))/(sizedirmenu - (2*numaddonsshown + 1));
}
V_DrawFill(x + MAXSTRINGLENGTH*8+5 - 21, (y - 1) + i, 1, m, hilicol);
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// get bottom...
m = dir_on[menudepthleft] + numaddonsshown + 1;
if (m > (ssize_t)sizedirmenu)
m = sizedirmenu;
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// then compute top and adjust bottom if needed!
if (m < (2*numaddonsshown + 1))
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{
m = min(sizedirmenu, 2*numaddonsshown + 1);
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i = 0;
}
else
i = m - (2*numaddonsshown + 1);
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if (i != 0)
V_DrawString(19, y+4 - (skullAnimCounter/5), highlightflags, "\x1A");
if (skullAnimCounter < 4)
flashcol = V_GetStringColormap(highlightflags);
for (; i < m; i++)
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{
UINT32 flags = V_ALLOWLOWERCASE;
if (y > BASEVIDHEIGHT) break;
if (dirmenu[i])
#define type (UINT8)(dirmenu[i][DIR_TYPE])
{
if (type & EXT_LOADED)
{
flags |= V_TRANSLUCENT;
V_DrawSmallScaledPatch(x-(16+4), y, V_TRANSLUCENT, addonsp[(type & ~EXT_LOADED)]);
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V_DrawSmallScaledPatch(x-(16+4), y, 0, addonsp[NUM_EXT+2]);
}
else
V_DrawSmallScaledPatch(x-(16+4), y, 0, addonsp[(type & ~EXT_LOADED)]);
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if ((size_t)i == dir_on[menudepthleft])
{
V_DrawFixedPatch((x-(16+4))<<FRACBITS, (y)<<FRACBITS, FRACUNIT/2, 0, addonsp[NUM_EXT+1], flashcol);
flags = V_ALLOWLOWERCASE|highlightflags;
}
#define charsonside 14
if (dirmenu[i][DIR_LEN] > (charsonside*2 + 3))
V_DrawString(x, y+4, flags, va("%.*s...%s", charsonside, dirmenu[i]+DIR_STRING, dirmenu[i]+DIR_STRING+dirmenu[i][DIR_LEN]-(charsonside+1)));
#undef charsonside
else
V_DrawString(x, y+4, flags, dirmenu[i]+DIR_STRING);
}
#undef type
y += 16;
}
if (m != (ssize_t)sizedirmenu)
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V_DrawString(19, y-12 + (skullAnimCounter/5), highlightflags, "\x1B");
y = BASEVIDHEIGHT - currentMenu->y + 1;
M_DrawTextBox(x - (21 + 5), y, MAXSTRINGLENGTH, 1);
if (menusearch[0])
V_DrawString(x - 18, y + 8, V_ALLOWLOWERCASE, menusearch+1);
else
V_DrawString(x - 18, y + 8, V_ALLOWLOWERCASE|V_TRANSLUCENT, "Type to search...");
if (skullAnimCounter < 4)
V_DrawCharacter(x - 18 + V_StringWidth(menusearch+1, 0), y + 8,
'_' | 0x80, false);
x -= (21 + 5 + 16);
V_DrawSmallScaledPatch(x, y + 4, (menusearch[0] ? 0 : V_TRANSLUCENT), addonsp[NUM_EXT+3]);
x = BASEVIDWIDTH - x - 16;
V_DrawSmallScaledPatch(x, y + 4, ((!majormods) ? 0 : V_TRANSLUCENT), addonsp[NUM_EXT+4]);
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if (modifiedgame)
V_DrawSmallScaledPatch(x, y + 4, 0, addonsp[NUM_EXT+2]);
}
static void M_AddonExec(INT32 ch)
{
if (ch != 'y' && ch != KEY_ENTER)
return;
S_StartSound(NULL, sfx_zoom);
COM_BufAddText(va("exec \"%s%s\"", menupath, dirmenu[dir_on[menudepthleft]]+DIR_STRING));
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}
#define len menusearch[0]
static boolean M_ChangeStringAddons(INT32 choice)
{
if (shiftdown && choice >= 32 && choice <= 127)
choice = shiftxform[choice];
switch (choice)
{
case KEY_DEL:
if (len)
{
len = menusearch[1] = 0;
return true;
}
break;
case KEY_BACKSPACE:
if (len)
{
menusearch[1+--len] = 0;
return true;
}
break;
default:
if (choice >= 32 && choice <= 127)
{
if (len < MAXSTRINGLENGTH - 1)
{
menusearch[1+len++] = (char)choice;
menusearch[1+len] = 0;
return true;
}
}
break;
}
return false;
}
#undef len
static void M_HandleAddons(INT32 choice)
{
boolean exitmenu = false; // exit to previous menu
if (M_ChangeStringAddons(choice))
{
char *tempname = NULL;
if (dirmenu && dirmenu[dir_on[menudepthleft]])
tempname = Z_StrDup(dirmenu[dir_on[menudepthleft]]+DIR_STRING); // don't need to I_Error if can't make - not important, just QoL
#if 0 // much slower
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if (!preparefilemenu(true, false))
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{
UNEXIST;
return;
}
#else // streamlined
searchfilemenu(tempname);
#endif
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}
switch (choice)
{
case KEY_DOWNARROW:
if (dir_on[menudepthleft] < sizedirmenu-1)
dir_on[menudepthleft]++;
S_StartSound(NULL, sfx_menu1);
break;
case KEY_UPARROW:
if (dir_on[menudepthleft])
dir_on[menudepthleft]--;
S_StartSound(NULL, sfx_menu1);
break;
case KEY_PGDN:
{
UINT8 i;
for (i = numaddonsshown; i && (dir_on[menudepthleft] < sizedirmenu-1); i--)
dir_on[menudepthleft]++;
}
S_StartSound(NULL, sfx_menu1);
break;
case KEY_PGUP:
{
UINT8 i;
for (i = numaddonsshown; i && (dir_on[menudepthleft]); i--)
dir_on[menudepthleft]--;
}
S_StartSound(NULL, sfx_menu1);
break;
case KEY_ENTER:
{
boolean refresh = true;
if (!dirmenu[dir_on[menudepthleft]])
S_StartSound(NULL, sfx_s26d);
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else
{
switch (dirmenu[dir_on[menudepthleft]][DIR_TYPE])
{
case EXT_FOLDER:
strcpy(&menupath[menupathindex[menudepthleft]],dirmenu[dir_on[menudepthleft]]+DIR_STRING);
if (menudepthleft)
{
menupathindex[--menudepthleft] = strlen(menupath);
menupath[menupathindex[menudepthleft]] = 0;
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if (!preparefilemenu(false, false))
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{
S_StartSound(NULL, sfx_s224);
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M_StartMessage(va("%c%s\x80\nThis folder is empty.\n\n(Press a key)\n", ('\x80' + (highlightflags>>V_CHARCOLORSHIFT)), M_AddonsHeaderPath()),NULL,MM_NOTHING);
menupath[menupathindex[++menudepthleft]] = 0;
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if (!preparefilemenu(true, false))
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{
UNEXIST;
return;
}
}
else
{
S_StartSound(NULL, sfx_menu1);
dir_on[menudepthleft] = 1;
}
refresh = false;
}
else
{
S_StartSound(NULL, sfx_s26d);
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M_StartMessage(va("%c%s\x80\nThis folder is too deep to navigate to!\n\n(Press a key)\n", ('\x80' + (highlightflags>>V_CHARCOLORSHIFT)), M_AddonsHeaderPath()),NULL,MM_NOTHING);
menupath[menupathindex[menudepthleft]] = 0;
}
break;
case EXT_UP:
S_StartSound(NULL, sfx_menu1);
menupath[menupathindex[++menudepthleft]] = 0;
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if (!preparefilemenu(false, false))
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{
UNEXIST;
return;
}
break;
case EXT_TXT:
M_StartMessage(va("%c%s\x80\nThis file may not be a console script.\nAttempt to run anyways? \n\n(Press 'Y' to confirm)\n", ('\x80' + (highlightflags>>V_CHARCOLORSHIFT)), dirmenu[dir_on[menudepthleft]]+DIR_STRING),M_AddonExec,MM_YESNO);
break;
case EXT_CFG:
M_AddonExec(KEY_ENTER);
break;
case EXT_LUA:
#ifndef HAVE_BLUA
S_StartSound(NULL, sfx_s26d);
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M_StartMessage(va("%c%s\x80\nThis version of SRB2Kart does not\nhave support for .lua files.\n\n(Press a key)\n", ('\x80' + (highlightflags>>V_CHARCOLORSHIFT)), dirmenu[dir_on[menudepthleft]]+DIR_STRING),NULL,MM_NOTHING);
2018-08-28 20:08:47 +00:00
break;
#endif
// else intentional fallthrough
case EXT_SOC:
case EXT_WAD:
#ifdef USE_KART
case EXT_KART:
#endif
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case EXT_PK3:
COM_BufAddText(va("addfile \"%s%s\"", menupath, dirmenu[dir_on[menudepthleft]]+DIR_STRING));
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break;
default:
S_StartSound(NULL, sfx_s26d);
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}
}
if (refresh)
refreshdirmenu |= REFRESHDIR_NORMAL;
}
break;
case KEY_ESCAPE:
exitmenu = true;
break;
default:
break;
}
if (exitmenu)
{
closefilemenu(true);
// Secret menu!
//MainMenu[secrets].status = (M_AnySecretUnlocked()) ? (IT_STRING | IT_CALL) : (IT_DISABLED);
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if (currentMenu->prevMenu)
M_SetupNextMenu(currentMenu->prevMenu);
else
M_ClearMenus(true);
}
}
2019-03-31 01:57:53 +00:00
// ---- REPLAY HUT -----
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menudemo_t *demolist;
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#define DF_ENCORE 0x40
static INT16 replayScrollTitle = 0;
2019-04-09 18:34:34 +00:00
static SINT8 replayScrollDelay = TICRATE, replayScrollDir = 1;
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2019-03-31 06:22:41 +00:00
static void PrepReplayList(void)
{
size_t i;
if (demolist)
Z_Free(demolist);
demolist = Z_Calloc(sizeof(menudemo_t) * sizedirmenu, PU_STATIC, NULL);
for (i = 0; i < sizedirmenu; i++)
{
2019-03-31 21:28:18 +00:00
if (dirmenu[i][DIR_TYPE] == EXT_UP)
{
demolist[i].type = MD_SUBDIR;
sprintf(demolist[i].title, "UP");
}
else if (dirmenu[i][DIR_TYPE] == EXT_FOLDER)
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{
demolist[i].type = MD_SUBDIR;
strncpy(demolist[i].title, dirmenu[i] + DIR_STRING, 64);
}
else
{
demolist[i].type = MD_NOTLOADED;
snprintf(demolist[i].filepath, 255, "%s%s", menupath, dirmenu[i] + DIR_STRING);
sprintf(demolist[i].title, ".....");
}
}
}
void M_ReplayHut(INT32 choice)
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{
(void)choice;
if (!demo.inreplayhut)
{
snprintf(menupath, 1024, "%s"PATHSEP"replay"PATHSEP"online"PATHSEP, srb2home);
menupathindex[(menudepthleft = menudepth-1)] = strlen(menupath);
}
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if (!preparefilemenu(false, true))
{
M_StartMessage("No replays found.\n\n(Press a key)\n", NULL, MM_NOTHING);
return;
}
else if (!demo.inreplayhut)
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dir_on[menudepthleft] = 0;
demo.inreplayhut = true;
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2019-04-01 20:07:27 +00:00
replayScrollTitle = 0; replayScrollDelay = TICRATE; replayScrollDir = 1;
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PrepReplayList();
menuactive = true;
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M_SetupNextMenu(&MISC_ReplayHutDef);
G_SetGamestate(GS_TIMEATTACK);
demo.rewinding = false;
CL_ClearRewinds();
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S_ChangeMusicInternal("replst", true);
}
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static void M_HandleReplayHutList(INT32 choice)
{
switch (choice)
{
case KEY_UPARROW:
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if (dir_on[menudepthleft])
dir_on[menudepthleft]--;
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else
return;
//M_PrevOpt();
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S_StartSound(NULL, sfx_menu1);
replayScrollTitle = 0; replayScrollDelay = TICRATE; replayScrollDir = 1;
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break;
case KEY_DOWNARROW:
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if (dir_on[menudepthleft] < sizedirmenu-1)
dir_on[menudepthleft]++;
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else
return;
//itemOn = 0; // Not M_NextOpt because that would take us to the extra dummy item
2019-03-31 06:22:41 +00:00
S_StartSound(NULL, sfx_menu1);
replayScrollTitle = 0; replayScrollDelay = TICRATE; replayScrollDir = 1;
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break;
case KEY_ESCAPE:
M_QuitReplayHut();
break;
case KEY_ENTER:
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switch (dirmenu[dir_on[menudepthleft]][DIR_TYPE])
{
case EXT_FOLDER:
strcpy(&menupath[menupathindex[menudepthleft]],dirmenu[dir_on[menudepthleft]]+DIR_STRING);
if (menudepthleft)
{
menupathindex[--menudepthleft] = strlen(menupath);
menupath[menupathindex[menudepthleft]] = 0;
if (!preparefilemenu(false, true))
{
S_StartSound(NULL, sfx_s224);
M_StartMessage(va("%c%s\x80\nThis folder is empty.\n\n(Press a key)\n", ('\x80' + (highlightflags>>V_CHARCOLORSHIFT)), M_AddonsHeaderPath()),NULL,MM_NOTHING);
menupath[menupathindex[++menudepthleft]] = 0;
if (!preparefilemenu(true, true))
{
M_QuitReplayHut();
return;
}
}
else
{
S_StartSound(NULL, sfx_menu1);
dir_on[menudepthleft] = 1;
PrepReplayList();
}
}
else
{
S_StartSound(NULL, sfx_s26d);
M_StartMessage(va("%c%s\x80\nThis folder is too deep to navigate to!\n\n(Press a key)\n", ('\x80' + (highlightflags>>V_CHARCOLORSHIFT)), M_AddonsHeaderPath()),NULL,MM_NOTHING);
menupath[menupathindex[menudepthleft]] = 0;
}
break;
case EXT_UP:
S_StartSound(NULL, sfx_menu1);
menupath[menupathindex[++menudepthleft]] = 0;
if (!preparefilemenu(false, true))
{
M_QuitReplayHut();
return;
}
PrepReplayList();
break;
default:
// We can't just use M_SetupNextMenu because that'll run ReplayDef's quitroutine and boot us back to the title screen!
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currentMenu->lastOn = itemOn;
currentMenu = &MISC_ReplayStartDef;
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replayScrollTitle = 0; replayScrollDelay = TICRATE; replayScrollDir = 1;
switch (demolist[dir_on[menudepthleft]].addonstatus)
{
case DFILE_ERROR_CANNOTLOAD:
// Only show "Watch Replay Without Addons"
MISC_ReplayStartMenu[0].status = IT_DISABLED;
MISC_ReplayStartMenu[1].status = IT_CALL|IT_STRING;
//MISC_ReplayStartMenu[1].alphaKey = 0;
MISC_ReplayStartMenu[2].status = IT_DISABLED;
itemOn = 1;
break;
case DFILE_ERROR_NOTLOADED:
case DFILE_ERROR_INCOMPLETEOUTOFORDER:
// Show "Load Addons and Watch Replay" and "Watch Replay Without Addons"
MISC_ReplayStartMenu[0].status = IT_CALL|IT_STRING;
MISC_ReplayStartMenu[1].status = IT_CALL|IT_STRING;
//MISC_ReplayStartMenu[1].alphaKey = 10;
MISC_ReplayStartMenu[2].status = IT_DISABLED;
itemOn = 0;
break;
case DFILE_ERROR_EXTRAFILES:
case DFILE_ERROR_OUTOFORDER:
default:
// Show "Watch Replay"
MISC_ReplayStartMenu[0].status = IT_DISABLED;
MISC_ReplayStartMenu[1].status = IT_DISABLED;
MISC_ReplayStartMenu[2].status = IT_CALL|IT_STRING;
//MISC_ReplayStartMenu[2].alphaKey = 0;
itemOn = 2;
break;
}
}
break;
}
}
#define SCALEDVIEWWIDTH (vid.width/vid.dupx)
#define SCALEDVIEWHEIGHT (vid.height/vid.dupy)
static void DrawReplayHutReplayInfo(void)
{
lumpnum_t lumpnum;
patch_t *patch;
UINT8 *colormap;
INT32 x, y, w, h;
switch (demolist[dir_on[menudepthleft]].type)
{
case MD_NOTLOADED:
V_DrawCenteredString(160, 40, V_SNAPTOTOP, "Loading replay information...");
break;
case MD_INVALID:
V_DrawCenteredString(160, 40, V_SNAPTOTOP|warningflags, "This replay cannot be played.");
break;
case MD_SUBDIR:
break; // Can't think of anything to draw here right now
case MD_OUTDATED:
V_DrawThinString(17, 64, V_SNAPTOTOP|V_ALLOWLOWERCASE|V_TRANSLUCENT|highlightflags, "Recorded on an outdated version.");
/*fallthru*/
default:
// Draw level stuff
x = 15; y = 15;
// A 160x100 image of the level as entry MAPxxP
//CONS_Printf("%d %s\n", demolist[dir_on[menudepthleft]].map, G_BuildMapName(demolist[dir_on[menudepthleft]].map));
lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(demolist[dir_on[menudepthleft]].map)));
if (lumpnum != LUMPERROR)
patch = W_CachePatchNum(lumpnum, PU_CACHE);
else
patch = W_CachePatchName("M_NOLVL", PU_CACHE);
if (!(demolist[dir_on[menudepthleft]].kartspeed & DF_ENCORE))
V_DrawSmallScaledPatch(x, y, V_SNAPTOTOP, patch);
else
{
w = SHORT(patch->width);
h = SHORT(patch->height);
V_DrawSmallScaledPatch(x+(w>>1), y, V_SNAPTOTOP|V_FLIP, patch);
{
static angle_t rubyfloattime = 0;
const fixed_t rubyheight = FINESINE(rubyfloattime>>ANGLETOFINESHIFT);
V_DrawFixedPatch((x+(w>>2))<<FRACBITS, ((y+(h>>2))<<FRACBITS) - (rubyheight<<1), FRACUNIT, V_SNAPTOTOP, W_CachePatchName("RUBYICON", PU_CACHE), NULL);
rubyfloattime += FixedMul(ANGLE_MAX/NEWTICRATE, renderdeltatics);
}
}
x += 85;
if (mapheaderinfo[demolist[dir_on[menudepthleft]].map-1])
V_DrawString(x, y, V_SNAPTOTOP, G_BuildMapTitle(demolist[dir_on[menudepthleft]].map));
else
V_DrawString(x, y, V_SNAPTOTOP|V_ALLOWLOWERCASE|V_TRANSLUCENT, "Level is not loaded.");
if (demolist[dir_on[menudepthleft]].numlaps)
V_DrawThinString(x, y+9, V_SNAPTOTOP|V_ALLOWLOWERCASE, va("(%d laps)", demolist[dir_on[menudepthleft]].numlaps));
V_DrawString(x, y+20, V_SNAPTOTOP|V_ALLOWLOWERCASE, demolist[dir_on[menudepthleft]].gametype == GT_RACE ?
va("Race (%s speed)", kartspeed_cons_t[demolist[dir_on[menudepthleft]].kartspeed & ~DF_ENCORE].strvalue) :
"Battle Mode");
if (!demolist[dir_on[menudepthleft]].standings[0].ranking)
{
// No standings were loaded!
V_DrawString(x, y+39, V_SNAPTOTOP|V_ALLOWLOWERCASE|V_TRANSLUCENT, "No standings available.");
break;
}
V_DrawThinString(x, y+29, V_SNAPTOTOP|highlightflags, "WINNER");
V_DrawString(x+38, y+30, V_SNAPTOTOP|V_ALLOWLOWERCASE, demolist[dir_on[menudepthleft]].standings[0].name);
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if (demolist[dir_on[menudepthleft]].gametype == GT_RACE)
{
V_DrawThinString(x, y+39, V_SNAPTOTOP|highlightflags, "TIME");
V_DrawRightAlignedString(x+84, y+40, V_SNAPTOTOP, va("%d'%02d\"%02d",
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G_TicsToMinutes(demolist[dir_on[menudepthleft]].standings[0].timeorscore, true),
G_TicsToSeconds(demolist[dir_on[menudepthleft]].standings[0].timeorscore),
G_TicsToCentiseconds(demolist[dir_on[menudepthleft]].standings[0].timeorscore)
));
}
else
{
V_DrawThinString(x, y+39, V_SNAPTOTOP|highlightflags, "SCORE");
V_DrawString(x+32, y+40, V_SNAPTOTOP, va("%d", demolist[dir_on[menudepthleft]].standings[0].timeorscore));
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}
// Character face!
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if (W_CheckNumForName(skins[demolist[dir_on[menudepthleft]].standings[0].skin].facewant) != LUMPERROR)
{
patch = facewantprefix[demolist[dir_on[menudepthleft]].standings[0].skin];
colormap = R_GetTranslationColormap(
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demolist[dir_on[menudepthleft]].standings[0].skin,
demolist[dir_on[menudepthleft]].standings[0].color,
GTC_MENUCACHE);
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}
else
{
patch = W_CachePatchName("M_NOWANT", PU_CACHE);
colormap = R_GetTranslationColormap(
TC_RAINBOW,
demolist[dir_on[menudepthleft]].standings[0].color,
GTC_MENUCACHE);
}
V_DrawMappedPatch(BASEVIDWIDTH-15 - SHORT(patch->width), y+20, V_SNAPTOTOP, patch, colormap);
break;
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}
}
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static void M_DrawReplayHut(void)
{
INT32 x, y, cursory = 0;
INT16 i;
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INT16 replaylistitem = currentMenu->numitems-2;
boolean processed_one_this_frame = false;
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static UINT16 replayhutmenuy = 0;
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V_DrawPatchFill(W_CachePatchName("SRB2BACK", PU_CACHE));
if (cv_vhseffect.value)
V_DrawVhsEffect(false);
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// Draw menu choices
x = currentMenu->x;
y = currentMenu->y;
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if (itemOn > replaylistitem)
{
itemOn = replaylistitem;
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dir_on[menudepthleft] = sizedirmenu-1;
replayScrollTitle = 0; replayScrollDelay = TICRATE; replayScrollDir = 1;
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}
else if (itemOn < replaylistitem)
{
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dir_on[menudepthleft] = 0;
replayScrollTitle = 0; replayScrollDelay = TICRATE; replayScrollDir = 1;
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}
if (itemOn == replaylistitem)
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{
INT32 maxy;
// Scroll menu items if needed
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cursory = y + currentMenu->menuitems[replaylistitem].alphaKey + dir_on[menudepthleft]*10;
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maxy = y + currentMenu->menuitems[replaylistitem].alphaKey + sizedirmenu*10;
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if (cursory > maxy - 20)
cursory = maxy - 20;
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if (cursory - replayhutmenuy > SCALEDVIEWHEIGHT-50)
replayhutmenuy += (cursory-SCALEDVIEWHEIGHT-replayhutmenuy + 51)/2;
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else if (cursory - replayhutmenuy < 110)
replayhutmenuy += (max(0, cursory-110)-replayhutmenuy - 1)/2;
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}
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else
replayhutmenuy /= 2;
y -= replayhutmenuy;
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// Draw static menu items
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for (i = 0; i < replaylistitem; i++)
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{
INT32 localy = y + currentMenu->menuitems[i].alphaKey;
if (localy < 65)
continue;
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if (i == itemOn)
cursory = localy;
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if ((currentMenu->menuitems[i].status & IT_DISPLAY)==IT_STRING)
V_DrawString(x, localy, V_SNAPTOTOP|V_SNAPTOLEFT, currentMenu->menuitems[i].text);
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else
V_DrawString(x, localy, V_SNAPTOTOP|V_SNAPTOLEFT|highlightflags, currentMenu->menuitems[i].text);
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}
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y += currentMenu->menuitems[replaylistitem].alphaKey;
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for (i = 0; i < (INT16)sizedirmenu; i++)
{
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INT32 localy = y+i*10;
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INT32 localx = x;
if (localy < 65)
continue;
if (localy >= SCALEDVIEWHEIGHT)
break;
if (demolist[i].type == MD_NOTLOADED && !processed_one_this_frame)
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{
processed_one_this_frame = true;
G_LoadDemoInfo(&demolist[i]);
}
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if (demolist[i].type == MD_SUBDIR)
{
localx += 8;
V_DrawScaledPatch(x - 4, localy, V_SNAPTOTOP|V_SNAPTOLEFT, W_CachePatchName(dirmenu[i][DIR_TYPE] == EXT_UP ? "M_RBACK" : "M_RFLDR", PU_CACHE));
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}
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if (itemOn == replaylistitem && i == (INT16)dir_on[menudepthleft])
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{
cursory = localy;
if (replayScrollDelay)
replayScrollDelay--;
else if (replayScrollDir > 0)
{
if (replayScrollTitle < (V_StringWidth(demolist[i].title, 0) - (SCALEDVIEWWIDTH - (x<<1)))<<1)
replayScrollTitle++;
else
{
replayScrollDelay = TICRATE;
replayScrollDir = -1;
}
}
else
{
if (replayScrollTitle > 0)
replayScrollTitle--;
else
{
replayScrollDelay = TICRATE;
replayScrollDir = 1;
}
}
V_DrawString(localx - (replayScrollTitle>>1), localy, V_SNAPTOTOP|V_SNAPTOLEFT|highlightflags|V_ALLOWLOWERCASE, demolist[i].title);
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}
else
V_DrawString(localx, localy, V_SNAPTOTOP|V_SNAPTOLEFT|V_ALLOWLOWERCASE, demolist[i].title);
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}
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// Draw scrollbar
y = sizedirmenu*10 + currentMenu->menuitems[replaylistitem].alphaKey + 30;
if (y > SCALEDVIEWHEIGHT-80)
{
V_DrawFill(BASEVIDWIDTH-4, 75, 4, SCALEDVIEWHEIGHT-80, V_SNAPTOTOP|V_SNAPTORIGHT|239);
V_DrawFill(BASEVIDWIDTH-3, 76 + (SCALEDVIEWHEIGHT-80) * replayhutmenuy / y, 2, (((SCALEDVIEWHEIGHT-80) * (SCALEDVIEWHEIGHT-80))-1) / y - 1, V_SNAPTOTOP|V_SNAPTORIGHT|229);
}
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// Draw the cursor
V_DrawScaledPatch(currentMenu->x - 24, cursory, V_SNAPTOTOP|V_SNAPTOLEFT,
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W_CachePatchName("M_CURSOR", PU_CACHE));
V_DrawString(currentMenu->x, cursory, V_SNAPTOTOP|V_SNAPTOLEFT|highlightflags, currentMenu->menuitems[itemOn].text);
// Now draw some replay info!
V_DrawFill(10, 10, 300, 60, V_SNAPTOTOP|239);
if (itemOn == replaylistitem)
{
DrawReplayHutReplayInfo();
}
}
static void M_DrawReplayStartMenu(void)
{
const char *warning;
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UINT8 i;
M_DrawGenericBackgroundMenu();
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#define STARTY 62-(replayScrollTitle>>1)
// Draw rankings beyond first
for (i = 1; i < MAXPLAYERS && demolist[dir_on[menudepthleft]].standings[i].ranking; i++)
{
patch_t *patch;
UINT8 *colormap;
V_DrawRightAlignedString(BASEVIDWIDTH-100, STARTY + i*20, V_SNAPTOTOP|highlightflags, va("%2d", demolist[dir_on[menudepthleft]].standings[i].ranking));
V_DrawThinString(BASEVIDWIDTH-96, STARTY + i*20, V_SNAPTOTOP|V_ALLOWLOWERCASE, demolist[dir_on[menudepthleft]].standings[i].name);
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if (demolist[dir_on[menudepthleft]].standings[i].timeorscore == UINT32_MAX-1)
V_DrawThinString(BASEVIDWIDTH-92, STARTY + i*20 + 9, V_SNAPTOTOP, "NO CONTEST");
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else if (demolist[dir_on[menudepthleft]].gametype == GT_RACE)
V_DrawRightAlignedString(BASEVIDWIDTH-40, STARTY + i*20 + 9, V_SNAPTOTOP, va("%d'%02d\"%02d",
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G_TicsToMinutes(demolist[dir_on[menudepthleft]].standings[i].timeorscore, true),
G_TicsToSeconds(demolist[dir_on[menudepthleft]].standings[i].timeorscore),
G_TicsToCentiseconds(demolist[dir_on[menudepthleft]].standings[i].timeorscore)
));
else
V_DrawString(BASEVIDWIDTH-92, STARTY + i*20 + 9, V_SNAPTOTOP, va("%d", demolist[dir_on[menudepthleft]].standings[i].timeorscore));
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// Character face!
if (W_CheckNumForName(skins[demolist[dir_on[menudepthleft]].standings[i].skin].facerank) != LUMPERROR)
{
patch = facerankprefix[demolist[dir_on[menudepthleft]].standings[i].skin];
colormap = R_GetTranslationColormap(
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demolist[dir_on[menudepthleft]].standings[i].skin,
demolist[dir_on[menudepthleft]].standings[i].color,
GTC_MENUCACHE);
}
else
{
patch = W_CachePatchName("M_NORANK", PU_CACHE);
colormap = R_GetTranslationColormap(
TC_RAINBOW,
demolist[dir_on[menudepthleft]].standings[i].color,
GTC_MENUCACHE);
}
V_DrawMappedPatch(BASEVIDWIDTH-5 - SHORT(patch->width), STARTY + i*20, V_SNAPTOTOP, patch, colormap);
2019-04-01 20:07:27 +00:00
}
#undef STARTY
// Handle scrolling rankings
if (replayScrollDelay)
replayScrollDelay--;
else if (replayScrollDir > 0)
{
if (replayScrollTitle < (i*20 - SCALEDVIEWHEIGHT + 100)<<1)
2019-04-01 20:07:27 +00:00
replayScrollTitle++;
else
{
replayScrollDelay = TICRATE;
replayScrollDir = -1;
}
}
else
{
if (replayScrollTitle > 0)
replayScrollTitle--;
else
{
replayScrollDelay = TICRATE;
replayScrollDir = 1;
}
}
V_DrawFill(10, 10, 300, 60, V_SNAPTOTOP|239);
DrawReplayHutReplayInfo();
V_DrawString(10, 72, V_SNAPTOTOP|highlightflags|V_ALLOWLOWERCASE, demolist[dir_on[menudepthleft]].title);
// Draw a warning prompt if needed
switch (demolist[dir_on[menudepthleft]].addonstatus)
{
case DFILE_ERROR_CANNOTLOAD:
warning = "Some addons in this replay cannot be loaded.\nYou can watch anyway, but desyncs may occur.";
break;
case DFILE_ERROR_NOTLOADED:
case DFILE_ERROR_INCOMPLETEOUTOFORDER:
warning = "Loading addons will mark your game as modified, and Record Attack may be unavailable.\nYou can watch without loading addons, but desyncs may occur.";
break;
case DFILE_ERROR_EXTRAFILES:
warning = "You have addons loaded that were not present in this replay.\nYou can watch anyway, but desyncs may occur.";
break;
case DFILE_ERROR_OUTOFORDER:
warning = "You have this replay's addons loaded, but they are out of order.\nYou can watch anyway, but desyncs may occur.";
break;
default:
return;
}
V_DrawSmallString(4, BASEVIDHEIGHT-14, V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_ALLOWLOWERCASE, warning);
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}
static boolean M_QuitReplayHut(void)
{
// D_StartTitle does its own wipe, since GS_TIMEATTACK is now a complete gamestate.
menuactive = false;
D_StartTitle();
if (demolist)
Z_Free(demolist);
demolist = NULL;
demo.inreplayhut = false;
return true;
}
static void M_HutStartReplay(INT32 choice)
{
(void)choice;
M_ClearMenus(false);
demo.loadfiles = (itemOn == 0);
demo.ignorefiles = (itemOn != 0);
G_DoPlayDemo(demolist[dir_on[menudepthleft]].filepath);
}
void M_SetPlaybackMenuPointer(void)
{
itemOn = playback_pause;
}
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static void M_DrawPlaybackMenu(void)
{
INT16 i;
patch_t *icon;
UINT8 *activemap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_GOLD, GTC_MENUCACHE);
UINT32 transmap = max(0, (INT32)(leveltime - playback_last_menu_interaction_leveltime - 4*TICRATE)) / 5;
transmap = min(8, transmap) << V_ALPHASHIFT;
if (leveltime - playback_last_menu_interaction_leveltime >= 6*TICRATE)
playback_last_menu_interaction_leveltime = leveltime - 6*TICRATE;
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// Toggle items
if (paused && !demo.rewinding)
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{
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PlaybackMenu[playback_pause].status = PlaybackMenu[playback_fastforward].status = PlaybackMenu[playback_rewind].status = IT_DISABLED;
PlaybackMenu[playback_resume].status = PlaybackMenu[playback_advanceframe].status = PlaybackMenu[playback_backframe].status = IT_CALL|IT_STRING;
if (itemOn >= playback_rewind && itemOn <= playback_fastforward)
itemOn += playback_backframe - playback_rewind;
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}
else
{
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PlaybackMenu[playback_pause].status = PlaybackMenu[playback_fastforward].status = PlaybackMenu[playback_rewind].status = IT_CALL|IT_STRING;
PlaybackMenu[playback_resume].status = PlaybackMenu[playback_advanceframe].status = PlaybackMenu[playback_backframe].status = IT_DISABLED;
if (itemOn >= playback_backframe && itemOn <= playback_advanceframe)
itemOn -= playback_backframe - playback_rewind;
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}
if (modeattacking)
{
for (i = playback_viewcount; i <= playback_view4; i++)
PlaybackMenu[i].status = IT_DISABLED;
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PlaybackMenu[playback_freecamera].alphaKey = 72;
PlaybackMenu[playback_quit].alphaKey = 88;
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currentMenu->x = BASEVIDWIDTH/2 - 52;
}
else
{
PlaybackMenu[playback_viewcount].status = IT_ARROWS|IT_STRING;
for (i = 0; i <= splitscreen; i++)
PlaybackMenu[playback_view1+i].status = IT_ARROWS|IT_STRING;
for (i = splitscreen+1; i < 4; i++)
PlaybackMenu[playback_view1+i].status = IT_DISABLED;
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PlaybackMenu[playback_freecamera].alphaKey = 156;
PlaybackMenu[playback_quit].alphaKey = 172;
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currentMenu->x = BASEVIDWIDTH/2 - 88;
}
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// wip
//M_DrawTextBox(currentMenu->x-68, currentMenu->y-7, 15, 15);
//M_DrawCenteredMenu();
for (i = 0; i < currentMenu->numitems; i++)
{
UINT8 *inactivemap = NULL;
if (i >= playback_view1 && i <= playback_view4)
{
if (modeattacking) continue;
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if (splitscreen >= i - playback_view1)
{
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INT32 ply = displayplayers[i - playback_view1];
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icon = facerankprefix[players[ply].skin];
if (i != itemOn)
inactivemap = R_GetTranslationColormap(players[ply].skin, players[ply].skincolor, GTC_MENUCACHE);
}
else if (currentMenu->menuitems[i].patch && W_CheckNumForName(currentMenu->menuitems[i].patch) != LUMPERROR)
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icon = W_CachePatchName(currentMenu->menuitems[i].patch, PU_CACHE);
else
icon = W_CachePatchName("PLAYRANK", PU_CACHE); // temp
}
else if (currentMenu->menuitems[i].status == IT_DISABLED)
continue;
else if (currentMenu->menuitems[i].patch && W_CheckNumForName(currentMenu->menuitems[i].patch) != LUMPERROR)
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icon = W_CachePatchName(currentMenu->menuitems[i].patch, PU_CACHE);
else
icon = W_CachePatchName("PLAYRANK", PU_CACHE); // temp
2019-04-06 23:06:02 +00:00
if ((i == playback_fastforward && cv_playbackspeed.value > 1) || (i == playback_rewind && demo.rewinding))
V_DrawMappedPatch(currentMenu->x + currentMenu->menuitems[i].alphaKey, currentMenu->y, transmap|V_SNAPTOTOP, icon, R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_JAWZ, GTC_MENUCACHE));
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else
V_DrawMappedPatch(currentMenu->x + currentMenu->menuitems[i].alphaKey, currentMenu->y, transmap|V_SNAPTOTOP, icon, (i == itemOn) ? activemap : inactivemap);
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if (i == itemOn)
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{
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V_DrawCharacter(currentMenu->x + currentMenu->menuitems[i].alphaKey + 4, currentMenu->y + 14,
'\x1A' | transmap|V_SNAPTOTOP|highlightflags, false);
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V_DrawCenteredString(BASEVIDWIDTH/2, currentMenu->y + 18, transmap|V_SNAPTOTOP|V_ALLOWLOWERCASE, currentMenu->menuitems[i].text);
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if ((currentMenu->menuitems[i].status & IT_TYPE) == IT_ARROWS)
{
char *str;
if (!(i == playback_viewcount && splitscreen == 3))
V_DrawCharacter(BASEVIDWIDTH/2 - 4, currentMenu->y + 28 - (skullAnimCounter/5),
'\x1A' | transmap|V_SNAPTOTOP|highlightflags, false); // up arrow
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if (!(i == playback_viewcount && splitscreen == 0))
V_DrawCharacter(BASEVIDWIDTH/2 - 4, currentMenu->y + 48 + (skullAnimCounter/5),
'\x1B' | transmap|V_SNAPTOTOP|highlightflags, false); // down arrow
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switch (i)
{
case playback_viewcount:
str = va("%d", splitscreen+1);
break;
case playback_view1:
case playback_view2:
case playback_view3:
case playback_view4:
str = player_names[displayplayers[i - playback_view1]]; // 0 to 3
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break;
default: // shouldn't ever be reached but whatever
continue;
}
V_DrawCenteredString(BASEVIDWIDTH/2, currentMenu->y + 38, transmap|V_SNAPTOTOP|V_ALLOWLOWERCASE|highlightflags, str);
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}
}
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}
}
static void M_PlaybackRewind(INT32 choice)
{
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static tic_t lastconfirmtime;
(void)choice;
if (!demo.rewinding)
{
if (paused)
{
G_ConfirmRewind(leveltime-1);
paused = true;
S_PauseAudio();
}
else
demo.rewinding = paused = true;
}
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else if (lastconfirmtime + TICRATE/2 < I_GetTime())
{
lastconfirmtime = I_GetTime();
G_ConfirmRewind(leveltime);
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}
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CV_SetValue(&cv_playbackspeed, 1);
}
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static void M_PlaybackPause(INT32 choice)
{
(void)choice;
paused = !paused;
if (demo.rewinding)
{
G_ConfirmRewind(leveltime);
paused = true;
S_PauseAudio();
}
else if (paused)
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S_PauseAudio();
else
S_ResumeAudio();
CV_SetValue(&cv_playbackspeed, 1);
}
static void M_PlaybackFastForward(INT32 choice)
{
(void)choice;
if (demo.rewinding)
{
G_ConfirmRewind(leveltime);
paused = false;
S_ResumeAudio();
}
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CV_SetValue(&cv_playbackspeed, cv_playbackspeed.value == 1 ? 4 : 1);
}
static void M_PlaybackAdvance(INT32 choice)
{
(void)choice;
paused = false;
TryRunTics(1);
paused = true;
}
static void M_PlaybackSetViews(INT32 choice)
{
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if (demo.freecam)
return; // not here.
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if (choice > 0)
{
if (splitscreen < 3)
G_AdjustView(splitscreen + 2, 0, true);
}
else if (splitscreen)
{
splitscreen--;
R_ExecuteSetViewSize();
}
}
static void M_PlaybackAdjustView(INT32 choice)
{
G_AdjustView(itemOn - playback_viewcount, (choice > 0) ? 1 : -1, true);
}
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// this one's rather tricky
static void M_PlaybackToggleFreecam(INT32 choice)
{
(void)choice;
M_ClearMenus(true);
// remove splitscreen:
splitscreen = 0;
R_ExecuteSetViewSize();
P_InitCameraCmd(); // init camera controls
if (!demo.freecam) // toggle on
{
demo.freecam = true;
democam.cam = &camera[0]; // this is rather useful
}
else // toggle off
{
demo.freecam = false;
// reset democam vars:
democam.cam = NULL;
democam.turnheld = false;
democam.keyboardlook = false; // reset only these. localangle / aiming gets set before the cam does anything anyway
}
}
static void M_PlaybackQuit(INT32 choice)
{
(void)choice;
G_StopDemo();
if (demo.inreplayhut)
M_ReplayHut(choice);
else if (modeattacking)
{
M_EndModeAttackRun();
S_ChangeMusicInternal("racent", true);
}
else
D_StartTitle();
}
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static void M_PandorasBox(INT32 choice)
{
(void)choice;
CV_StealthSetValue(&cv_dummyrings, max(players[consoleplayer].health - 1, 0));
CV_StealthSetValue(&cv_dummylives, players[consoleplayer].lives);
CV_StealthSetValue(&cv_dummycontinues, players[consoleplayer].continues);
M_SetupNextMenu(&SR_PandoraDef);
}
static boolean M_ExitPandorasBox(void)
{
if (cv_dummyrings.value != max(players[consoleplayer].health - 1, 0))
COM_ImmedExecute(va("setrings %d", cv_dummyrings.value));
if (cv_dummylives.value != players[consoleplayer].lives)
COM_ImmedExecute(va("setlives %d", cv_dummylives.value));
if (cv_dummycontinues.value != players[consoleplayer].continues)
COM_ImmedExecute(va("setcontinues %d", cv_dummycontinues.value));
return true;
}
static void M_ChangeLevel(INT32 choice)
{
char mapname[6];
(void)choice;
strlcpy(mapname, G_BuildMapName(cv_nextmap.value), sizeof (mapname));
strlwr(mapname);
mapname[5] = '\0';
M_ClearMenus(true);
COM_BufAddText(va("map %s -gametype \"%s\"\n", mapname, cv_newgametype.string));
}
static void M_ConfirmSpectate(INT32 choice)
{
(void)choice;
// We allow switching to spectator even if team changing is not allowed
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M_ClearMenus(true);
COM_ImmedExecute("changeteam spectator");
}
static void M_ConfirmEnterGame(INT32 choice)
{
(void)choice;
if (!cv_allowteamchange.value)
{
M_StartMessage(M_GetText("The server is not allowing\nteam changes at this time.\nPress a key.\n"), NULL, MM_NOTHING);
return;
}
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M_ClearMenus(true);
COM_ImmedExecute("changeteam playing");
}
static void M_ConfirmTeamScramble(INT32 choice)
{
(void)choice;
M_ClearMenus(true);
COM_ImmedExecute(va("teamscramble %d", cv_dummyscramble.value+1));
}
static void M_ConfirmTeamChange(INT32 choice)
{
(void)choice;
if (cv_dummymenuplayer.value > splitscreen+1)
return;
if (!cv_allowteamchange.value && cv_dummyteam.value)
{
M_StartMessage(M_GetText("The server is not allowing\nteam changes at this time.\nPress a key.\n"), NULL, MM_NOTHING);
return;
}
M_ClearMenus(true);
switch (cv_dummymenuplayer.value)
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{
case 1:
default:
COM_ImmedExecute(va("changeteam %s", cv_dummyteam.string));
break;
case 2:
COM_ImmedExecute(va("changeteam2 %s", cv_dummyteam.string));
break;
case 3:
COM_ImmedExecute(va("changeteam3 %s", cv_dummyteam.string));
break;
case 4:
COM_ImmedExecute(va("changeteam4 %s", cv_dummyteam.string));
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break;
}
}
static void M_ConfirmSpectateChange(INT32 choice)
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{
(void)choice;
if (cv_dummymenuplayer.value > splitscreen+1)
return;
if (!cv_allowteamchange.value && cv_dummyspectate.value)
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{
M_StartMessage(M_GetText("The server is not allowing\nteam changes at this time.\nPress a key.\n"), NULL, MM_NOTHING);
return;
}
M_ClearMenus(true);
switch (cv_dummymenuplayer.value)
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{
case 1:
default:
COM_ImmedExecute(va("changeteam %s", cv_dummyspectate.string));
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break;
case 2:
COM_ImmedExecute(va("changeteam2 %s", cv_dummyspectate.string));
break;
case 3:
COM_ImmedExecute(va("changeteam3 %s", cv_dummyspectate.string));
break;
case 4:
COM_ImmedExecute(va("changeteam4 %s", cv_dummyspectate.string));
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break;
}
}
static void M_Options(INT32 choice)
{
(void)choice;
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// if the player is not admin or server, disable gameplay & server options
OP_MainMenu[4].status = OP_MainMenu[5].status = (Playing() && !(server || IsPlayerAdmin(consoleplayer))) ? (IT_GRAYEDOUT) : (IT_STRING|IT_SUBMENU);
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OP_MainMenu[8].status = (Playing()) ? (IT_GRAYEDOUT) : (IT_STRING|IT_CALL); // Play credits
#ifdef HAVE_DISCORDRPC
OP_DataOptionsMenu[4].status = (Playing()) ? (IT_GRAYEDOUT) : (IT_STRING|IT_SUBMENU); // Erase data
#else
OP_DataOptionsMenu[3].status = (Playing()) ? (IT_GRAYEDOUT) : (IT_STRING|IT_SUBMENU); // Erase data
#endif
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OP_GameOptionsMenu[3].status =
(M_SecretUnlocked(SECRET_ENCORE)) ? (IT_CVAR|IT_STRING) : IT_SECRET; // cv_kartencore
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OP_MainDef.prevMenu = currentMenu;
M_SetupNextMenu(&OP_MainDef);
}
static void M_Manual(INT32 choice)
{
(void)choice;
MISC_HelpDef.prevMenu = (choice == INT32_MAX ? NULL : currentMenu);
M_SetupNextMenu(&MISC_HelpDef);
}
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static void M_RetryResponse(INT32 ch)
{
if (ch != 'y' && ch != KEY_ENTER)
return;
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if (netgame || multiplayer) // Should never happen!
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return;
M_ClearMenus(true);
G_SetRetryFlag();
}
static void M_Retry(INT32 choice)
{
(void)choice;
M_StartMessage(M_GetText("Start this race over?\n\n(Press 'Y' to confirm)\n"),M_RetryResponse,MM_YESNO);
2014-03-15 16:59:03 +00:00
}
static void M_SelectableClearMenus(INT32 choice)
{
(void)choice;
M_ClearMenus(true);
}
void M_RefreshPauseMenu(void)
{
#ifdef HAVE_DISCORDRPC
if (discordRequestList != NULL)
{
MPauseMenu[mpause_discordrequests].status = IT_STRING | IT_SUBMENU;
}
else
{
MPauseMenu[mpause_discordrequests].status = IT_GRAYEDOUT;
}
#endif
}
void M_PopupMasterServerRules(void)
{
#ifdef MASTERSERVER
if (cv_advertise.value && (serverrunning || currentMenu == &MP_ServerDef))
{
char *rules = GetMasterServerRules();
if (rules)
{
M_StartMessage(va("%s\n(press any key)", rules), NULL, MM_NOTHING);
Z_Free(rules);
}
}
#endif
}
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// ======
// CHEATS
// ======
static void M_UltimateCheat(INT32 choice)
{
(void)choice;
I_Quit();
}
static void M_GetAllEmeralds(INT32 choice)
{
(void)choice;
emeralds = ((EMERALD7)*2)-1;
M_StartMessage(M_GetText("You now have all 7 emeralds.\nUse them wisely.\nWith great power comes great ring drain.\n"),NULL,MM_NOTHING);
G_SetGameModified(multiplayer, true);
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}
static void M_DestroyRobotsResponse(INT32 ch)
{
if (ch != 'y' && ch != KEY_ENTER)
return;
// Destroy all robots
P_DestroyRobots();
G_SetGameModified(multiplayer, true);
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}
static void M_DestroyRobots(INT32 choice)
{
(void)choice;
M_StartMessage(M_GetText("Do you want to destroy all\nrobots in the current level?\n\n(Press 'Y' to confirm)\n"),M_DestroyRobotsResponse,MM_YESNO);
}
/*static void M_LevelSelectWarp(INT32 choice)
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{
boolean fromloadgame = (currentMenu == &SP_LevelSelectDef);
(void)choice;
if (W_CheckNumForName(G_BuildMapName(cv_nextmap.value)) == LUMPERROR)
{
// CONS_Alert(CONS_WARNING, "Internal game map '%s' not found\n", G_BuildMapName(cv_nextmap.value));
return;
}
startmap = (INT16)(cv_nextmap.value);
fromlevelselect = true;
if (fromloadgame)
G_LoadGame((UINT32)cursaveslot, startmap);
else
{
cursaveslot = -1;
M_SetupChoosePlayer(0);
}
}*/
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// ========
// SKY ROOM
// ========
UINT8 skyRoomMenuTranslations[MAXUNLOCKABLES];
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static char *M_GetConditionString(condition_t cond)
{
switch(cond.type)
{
case UC_PLAYTIME:
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return va("Play for %i:%02i:%02i",
G_TicsToHours(cond.requirement),
G_TicsToMinutes(cond.requirement, false),
G_TicsToSeconds(cond.requirement));
case UC_MATCHESPLAYED:
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return va("Play %d matches", cond.requirement);
case UC_GAMECLEAR:
if (cond.requirement > 1)
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return va("Beat game %d times", cond.requirement);
else
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return va("Beat the game");
case UC_ALLEMERALDS:
if (cond.requirement > 1)
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return va("Beat game w/ all emeralds %d times", cond.requirement);
else
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return va("Beat game w/ all emeralds");
case UC_OVERALLTIME:
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return va("Get overall time of %i:%02i:%02i",
G_TicsToHours(cond.requirement),
G_TicsToMinutes(cond.requirement, false),
G_TicsToSeconds(cond.requirement));
case UC_MAPVISITED:
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return va("Visit %s", G_BuildMapTitle(cond.requirement-1));
case UC_MAPBEATEN:
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return va("Beat %s", G_BuildMapTitle(cond.requirement-1));
case UC_MAPALLEMERALDS:
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return va("Beat %s w/ all emeralds", G_BuildMapTitle(cond.requirement-1));
case UC_MAPTIME:
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return va("Beat %s in %i:%02i.%02i", G_BuildMapTitle(cond.extrainfo1-1),
G_TicsToMinutes(cond.requirement, true),
G_TicsToSeconds(cond.requirement),
G_TicsToCentiseconds(cond.requirement));
case UC_TOTALEMBLEMS:
return va("Get %d medals", cond.requirement);
case UC_EXTRAEMBLEM:
return va("Get \"%s\" medal", extraemblems[cond.requirement-1].name);
default:
return NULL;
}
}
2018-03-29 16:01:04 +00:00
#define NUMCHECKLIST 23
2014-03-15 16:59:03 +00:00
static void M_DrawChecklist(void)
{
UINT32 i, line = 0, c;
INT32 lastid;
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boolean secret = false;
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for (i = 0; i < MAXUNLOCKABLES; i++)
{
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const char *secretname;
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secret = (!M_Achieved(unlockables[i].showconditionset - 1) && !unlockables[i].unlocked);
2018-11-14 19:15:24 +00:00
2014-03-15 16:59:03 +00:00
if (unlockables[i].name[0] == 0 || unlockables[i].nochecklist
|| !unlockables[i].conditionset || unlockables[i].conditionset > MAXCONDITIONSETS
2018-11-14 19:39:37 +00:00
|| (unlockables[i].type == SECRET_HELLATTACK && secret)) // TODO: turn this into an unlockable setting instead of tying it to Hell Attack
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continue;
++line;
2018-11-14 19:15:24 +00:00
secretname = M_CreateSecretMenuOption(unlockables[i].name);
V_DrawString(8, (line*8), V_RETURN8|(unlockables[i].unlocked ? recommendedflags : warningflags), (secret ? secretname : unlockables[i].name));
2014-03-15 16:59:03 +00:00
2018-03-29 15:43:56 +00:00
if (conditionSets[unlockables[i].conditionset - 1].numconditions)
{
2018-03-29 15:43:56 +00:00
c = 0;
lastid = -1;
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for (c = 0; c < conditionSets[unlockables[i].conditionset - 1].numconditions; c++)
{
condition_t cond = conditionSets[unlockables[i].conditionset - 1].condition[c];
UINT8 achieved = M_CheckCondition(&cond);
char *str = M_GetConditionString(cond);
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const char *secretstr = M_CreateSecretMenuOption(str);
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if (!str)
continue;
++line;
if (lastid == -1 || cond.id != (UINT32)lastid)
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{
V_DrawString(16, (line*8), V_MONOSPACE|V_ALLOWLOWERCASE|(achieved ? highlightflags : 0), "*");
2018-11-14 19:15:24 +00:00
V_DrawString(32, (line*8), V_MONOSPACE|V_ALLOWLOWERCASE|(achieved ? highlightflags : 0), (secret ? secretstr : str));
2018-03-29 15:43:56 +00:00
}
else
{
2018-11-14 19:15:24 +00:00
V_DrawString(32, (line*8), V_MONOSPACE|V_ALLOWLOWERCASE|(achieved ? highlightflags : 0), (secret ? "?" : "&"));
V_DrawString(48, (line*8), V_MONOSPACE|V_ALLOWLOWERCASE|(achieved ? highlightflags : 0), (secret ? secretstr : str));
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}
lastid = cond.id;
}
}
2018-03-29 15:43:56 +00:00
++line;
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if (line >= NUMCHECKLIST)
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break;
}
}
2018-03-29 15:43:56 +00:00
#undef NUMCHECKLIST
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#define NUMHINTS 5
static void M_EmblemHints(INT32 choice)
{
(void)choice;
SR_EmblemHintMenu[0].status = (M_SecretUnlocked(SECRET_ITEMFINDER)) ? (IT_CVAR|IT_STRING) : (IT_SECRET);
M_SetupNextMenu(&SR_EmblemHintDef);
itemOn = 1; // always start on back.
}
static void M_DrawEmblemHints(void)
{
INT32 i, j = 0;
UINT32 collected = 0;
emblem_t *emblem;
const char *hint;
for (i = 0; i < numemblems; i++)
{
emblem = &emblemlocations[i];
if (emblem->level != gamemap || emblem->type > ET_SKIN)
continue;
if (emblem->collected)
{
collected = recommendedflags;
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V_DrawMappedPatch(12, 12+(28*j), 0, W_CachePatchName(M_GetEmblemPatch(emblem), PU_CACHE),
R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(emblem), GTC_MENUCACHE));
2014-03-15 16:59:03 +00:00
}
else
{
collected = 0;
V_DrawScaledPatch(12, 12+(28*j), 0, W_CachePatchName("NEEDIT", PU_CACHE));
}
if (emblem->hint[0])
hint = emblem->hint;
else
hint = M_GetText("No hints available.");
hint = V_WordWrap(40, BASEVIDWIDTH-12, 0, hint);
V_DrawString(40, 8+(28*j), V_RETURN8|V_ALLOWLOWERCASE|collected, hint);
if (++j >= NUMHINTS)
break;
}
if (!j)
V_DrawCenteredString(160, 48, highlightflags, "No hidden medals on this map.");
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M_DrawGenericMenu();
}
static void M_DrawSkyRoom(void)
{
INT32 i, y = 0;
INT32 lengthstring = 0;
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M_DrawGenericMenu();
if (currentMenu == &OP_SoundOptionsDef)
{
V_DrawRightAlignedString(BASEVIDWIDTH - currentMenu->x,
currentMenu->y+currentMenu->menuitems[0].alphaKey,
(sound_disabled ? warningflags : highlightflags),
(sound_disabled ? "OFF" : "ON"));
V_DrawRightAlignedString(BASEVIDWIDTH - currentMenu->x,
currentMenu->y+currentMenu->menuitems[2].alphaKey,
(digital_disabled ? warningflags : highlightflags),
(digital_disabled ? "OFF" : "ON"));
/*V_DrawRightAlignedString(BASEVIDWIDTH - currentMenu->x,
currentMenu->y+currentMenu->menuitems[5].alphaKey,
(midi_disabled ? warningflags : highlightflags),
(midi_disabled ? "OFF" : "ON"));*/
if (itemOn == 0)
lengthstring = 8*(sound_disabled ? 3 : 2);
else if (itemOn == 2)
lengthstring = 8*(digital_disabled ? 3 : 2);
/*else if (itemOn == 5)
lengthstring = 8*(midi_disabled ? 3 : 2);*/
}
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for (i = 0; i < currentMenu->numitems; ++i)
{
if (currentMenu->menuitems[i].itemaction == M_HandleSoundTest)
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{
y = currentMenu->menuitems[i].alphaKey;
break;
}
}
if (y)
{
y += currentMenu->y;
V_DrawRightAlignedString(BASEVIDWIDTH - currentMenu->x, y, highlightflags, cv_soundtest.string);
if (cv_soundtest.value)
V_DrawRightAlignedString(BASEVIDWIDTH - currentMenu->x, y + 8, highlightflags, S_sfx[cv_soundtest.value].name);
if (i == itemOn)
lengthstring = V_StringWidth(cv_soundtest.string, 0);
}
2014-03-15 16:59:03 +00:00
if (lengthstring)
{
V_DrawCharacter(BASEVIDWIDTH - currentMenu->x - 10 - lengthstring - (skullAnimCounter/5), currentMenu->y+currentMenu->menuitems[itemOn].alphaKey,
'\x1C' | highlightflags, false); // left arrow
V_DrawCharacter(BASEVIDWIDTH - currentMenu->x + 2 + (skullAnimCounter/5), currentMenu->y+currentMenu->menuitems[itemOn].alphaKey,
'\x1D' | highlightflags, false); // right arrow
}
2014-03-15 16:59:03 +00:00
}
static void M_HandleSoundTest(INT32 choice)
{
boolean exitmenu = false; // exit to previous menu
switch (choice)
{
case KEY_DOWNARROW:
M_NextOpt();
S_StartSound(NULL, sfx_menu1);
break;
case KEY_UPARROW:
M_PrevOpt();
S_StartSound(NULL, sfx_menu1);
break;
case KEY_BACKSPACE:
case KEY_ESCAPE:
exitmenu = true;
break;
case KEY_RIGHTARROW:
CV_AddValue(&cv_soundtest, 1);
break;
case KEY_LEFTARROW:
CV_AddValue(&cv_soundtest, -1);
break;
case KEY_ENTER:
S_StopSounds();
S_StartSound(NULL, cv_soundtest.value);
break;
default:
break;
}
if (exitmenu)
{
if (currentMenu->prevMenu)
M_SetupNextMenu(currentMenu->prevMenu);
else
M_ClearMenus(true);
}
}
// Entering secrets menu
/*static void M_SecretsMenu(INT32 choice)
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{
INT32 i, j, ul;
UINT8 done[MAXUNLOCKABLES];
UINT16 curheight;
(void)choice;
// Clear all before starting
for (i = 1; i < MAXUNLOCKABLES+1; ++i)
SR_MainMenu[i].status = IT_DISABLED;
memset(skyRoomMenuTranslations, 0, sizeof(skyRoomMenuTranslations));
memset(done, 0, sizeof(done));
for (i = 1; i < MAXUNLOCKABLES+1; ++i)
{
curheight = UINT16_MAX;
ul = -1;
// Autosort unlockables
for (j = 0; j < MAXUNLOCKABLES; ++j)
{
if (!unlockables[j].height || done[j] || unlockables[j].type < 0)
continue;
if (unlockables[j].height < curheight)
{
curheight = unlockables[j].height;
ul = j;
}
}
if (ul < 0)
break;
done[ul] = true;
skyRoomMenuTranslations[i-1] = (UINT8)ul;
SR_MainMenu[i].text = unlockables[ul].name;
SR_MainMenu[i].alphaKey = (UINT8)unlockables[ul].height;
if (unlockables[ul].type == SECRET_HEADER)
{
SR_MainMenu[i].status = IT_HEADER;
continue;
}
SR_MainMenu[i].status = IT_SECRET;
if (unlockables[ul].unlocked)
{
switch (unlockables[ul].type)
{
case SECRET_LEVELSELECT:
SR_MainMenu[i].status = IT_STRING|IT_CALL;
SR_MainMenu[i].itemaction = M_CustomLevelSelect;
break;
case SECRET_WARP:
SR_MainMenu[i].status = IT_STRING|IT_CALL;
SR_MainMenu[i].itemaction = M_CustomWarp;
break;
case SECRET_CREDITS:
SR_MainMenu[i].status = IT_STRING|IT_CALL;
SR_MainMenu[i].itemaction = M_Credits;
break;
case SECRET_SOUNDTEST:
SR_MainMenu[i].status = IT_STRING|IT_KEYHANDLER;
SR_MainMenu[i].itemaction = M_HandleSoundTest;
default:
break;
}
}
}
M_SetupNextMenu(&SR_MainDef);
}*/
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// ==================
// NEW GAME FUNCTIONS
// ==================
/*INT32 ultimate_selectable = false;
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static void M_NewGame(void)
{
fromlevelselect = false;
startmap = spstage_start;
CV_SetValue(&cv_newgametype, GT_RACE); // SRB2kart
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M_SetupChoosePlayer(0);
}*/
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/*static void M_CustomWarp(INT32 choice)
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{
INT32 ul = skyRoomMenuTranslations[choice-1];
startmap = (INT16)(unlockables[ul].variable);
M_SetupChoosePlayer(0);
}*/
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static void M_Credits(INT32 choice)
{
(void)choice;
cursaveslot = -2;
M_ClearMenus(true);
F_StartCredits();
}
/*static void M_CustomLevelSelect(INT32 choice)
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{
INT32 ul = skyRoomMenuTranslations[choice-1];
SR_LevelSelectDef.prevMenu = currentMenu;
levellistmode = LLM_LEVELSELECT;
maplistoption = (UINT8)(unlockables[ul].variable);
if (M_CountLevelsToShowInList() == 0)
{
M_StartMessage(M_GetText("No selectable levels found.\n"),NULL,MM_NOTHING);
return;
}
M_PrepareLevelSelect();
M_SetupNextMenu(&SR_LevelSelectDef);
}*/
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// ==================
// SINGLE PLAYER MENU
// ==================
#if 0 // Bring this back when we have actual single-player
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static void M_SinglePlayerMenu(INT32 choice)
{
(void)choice;
SP_MainMenu[sprecordattack].status =
(M_SecretUnlocked(SECRET_RECORDATTACK)) ? IT_CALL|IT_STRING : IT_SECRET;
/*SP_MainMenu[spnightsmode].status =
(M_SecretUnlocked(SECRET_NIGHTSMODE)) ? IT_CALL|IT_STRING : IT_SECRET;*/
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M_SetupNextMenu(&SP_MainDef);
}
#endif
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/*static void M_LoadGameLevelSelect(INT32 choice)
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{
(void)choice;
levellistmode = LLM_LEVELSELECT;
maplistoption = 1;
if (M_CountLevelsToShowInList() == 0)
{
M_StartMessage(M_GetText("No selectable levels found.\n"),NULL,MM_NOTHING);
return;
}
SP_LevelSelectDef.prevMenu = currentMenu;
M_PrepareLevelSelect();
M_SetupNextMenu(&SP_LevelSelectDef);
}*/
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// ==============
// LOAD GAME MENU
// ==============
/*static INT32 saveSlotSelected = 0;
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static short menumovedir = 0;
static void M_DrawLoadGameData(void)
{
INT32 ecks;
INT32 i;
ecks = SP_LoadDef.x + 24;
M_DrawTextBox(SP_LoadDef.x-12,144, 24, 4);
if (saveSlotSelected == NOSAVESLOT) // last slot is play without saving
{
if (ultimate_selectable)
{
V_DrawCenteredString(ecks + 68, 144, V_ORANGEMAP, "ULTIMATE MODE");
V_DrawCenteredString(ecks + 68, 156, 0, "NO RINGS, NO ONE-UPS,");
V_DrawCenteredString(ecks + 68, 164, 0, "NO CONTINUES, ONE LIFE,");
V_DrawCenteredString(ecks + 68, 172, 0, "FINAL DESTINATION.");
}
else
{
V_DrawCenteredString(ecks + 68, 144, V_ORANGEMAP, "PLAY WITHOUT SAVING");
V_DrawCenteredString(ecks + 68, 156, 0, "THIS GAME WILL NOT BE");
V_DrawCenteredString(ecks + 68, 164, 0, "SAVED, BUT YOU CAN STILL");
V_DrawCenteredString(ecks + 68, 172, 0, "GET MEDALS AND SECRETS.");
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}
return;
}
if (savegameinfo[saveSlotSelected].lives == -42) // Empty
{
V_DrawCenteredString(ecks + 68, 160, 0, "NO DATA");
return;
}
if (savegameinfo[saveSlotSelected].lives == -666) // savegame is bad
{
V_DrawCenteredString(ecks + 68, 144, warningflags, "CORRUPT SAVE FILE");
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V_DrawCenteredString(ecks + 68, 156, 0, "THIS SAVE FILE");
V_DrawCenteredString(ecks + 68, 164, 0, "CAN NOT BE LOADED.");
V_DrawCenteredString(ecks + 68, 172, 0, "DELETE USING BACKSPACE.");
return;
}
// Draw the back sprite, it looks ugly if we don't
V_DrawScaledPatch(SP_LoadDef.x, 144+8, 0, livesback);
if (savegameinfo[saveSlotSelected].skincolor == 0)
V_DrawScaledPatch(SP_LoadDef.x,144+8,0,W_CachePatchName(skins[savegameinfo[saveSlotSelected].skinnum].face, PU_CACHE));
else
{
UINT8 *colormap = R_GetTranslationColormap(savegameinfo[saveSlotSelected].skinnum, savegameinfo[saveSlotSelected].skincolor, GTC_MENUCACHE);
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V_DrawMappedPatch(SP_LoadDef.x,144+8,0,W_CachePatchName(skins[savegameinfo[saveSlotSelected].skinnum].face, PU_CACHE), colormap);
}
V_DrawString(ecks + 12, 152, 0, savegameinfo[saveSlotSelected].playername);
#ifdef SAVEGAMES_OTHERVERSIONS
if (savegameinfo[saveSlotSelected].gamemap & 16384)
V_DrawCenteredString(ecks + 68, 144, warningflags, "OUTDATED SAVE FILE!");
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#endif
if (savegameinfo[saveSlotSelected].gamemap & 8192)
V_DrawString(ecks + 12, 160, recommendedflags, "CLEAR!");
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else
V_DrawString(ecks + 12, 160, 0, va("%s", savegameinfo[saveSlotSelected].levelname));
// Use the big face pic for lives, duh. :3
V_DrawScaledPatch(ecks + 12, 175, 0, W_CachePatchName("STLIVEX", PU_HUDGFX));
V_DrawTallNum(ecks + 40, 172, 0, savegameinfo[saveSlotSelected].lives);
// Absolute ridiculousness, condensed into another function.
V_DrawContinueIcon(ecks + 58, 182, 0, savegameinfo[saveSlotSelected].skinnum, savegameinfo[saveSlotSelected].skincolor);
V_DrawScaledPatch(ecks + 68, 175, 0, W_CachePatchName("STLIVEX", PU_HUDGFX));
V_DrawTallNum(ecks + 96, 172, 0, savegameinfo[saveSlotSelected].continues);
for (i = 0; i < 7; ++i)
{
if (savegameinfo[saveSlotSelected].numemeralds & (1 << i))
V_DrawScaledPatch(ecks + 104 + (i * 8), 172, 0, tinyemeraldpics[i]);
}
}
#define LOADBARHEIGHT SP_LoadDef.y + (LINEHEIGHT * (j+1)) + ymod
#define CURSORHEIGHT SP_LoadDef.y + (LINEHEIGHT*3) - 1
static void M_DrawLoad(void)
{
INT32 i, j;
INT32 ymod = 0, offset = 0;
M_DrawMenuTitle();
Implement Uncapped (squashed) Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
2019-10-06 22:40:52 +00:00
fixed_t scrollfrac = FixedDiv(2, 3);
2014-03-15 16:59:03 +00:00
if (menumovedir != 0) //movement illusion
{
ymod = (-(LINEHEIGHT/4))*menumovedir;
offset = ((menumovedir > 0) ? -1 : 1);
}
V_DrawCenteredString(BASEVIDWIDTH/2, 40, 0, "Press backspace to delete a save.");
for (i = MAXSAVEGAMES + saveSlotSelected - 2 + offset, j = 0;i <= MAXSAVEGAMES + saveSlotSelected + 2 + offset; i++, j++)
{
if ((menumovedir < 0 && j == 4) || (menumovedir > 0 && j == 0))
continue; //this helps give the illusion of movement
M_DrawSaveLoadBorder(SP_LoadDef.x, LOADBARHEIGHT);
if ((i%MAXSAVEGAMES) == NOSAVESLOT) // play without saving
{
if (ultimate_selectable)
V_DrawCenteredString(SP_LoadDef.x+92, LOADBARHEIGHT - 1, V_ORANGEMAP, "ULTIMATE MODE");
else
V_DrawCenteredString(SP_LoadDef.x+92, LOADBARHEIGHT - 1, V_ORANGEMAP, "PLAY WITHOUT SAVING");
continue;
}
if (savegameinfo[i%MAXSAVEGAMES].lives == -42)
V_DrawString(SP_LoadDef.x-6, LOADBARHEIGHT - 1, V_TRANSLUCENT, "NO DATA");
else if (savegameinfo[i%MAXSAVEGAMES].lives == -666)
V_DrawString(SP_LoadDef.x-6, LOADBARHEIGHT - 1, warningflags, "CORRUPT SAVE FILE");
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else if (savegameinfo[i%MAXSAVEGAMES].gamemap & 8192)
V_DrawString(SP_LoadDef.x-6, LOADBARHEIGHT - 1, recommendedflags, "CLEAR!");
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else
V_DrawString(SP_LoadDef.x-6, LOADBARHEIGHT - 1, 0, va("%s", savegameinfo[i%MAXSAVEGAMES].levelname));
//Draw the save slot number on the right side
V_DrawRightAlignedString(SP_LoadDef.x+192, LOADBARHEIGHT - 1, 0, va("%d",(i%MAXSAVEGAMES) + 1));
}
//Draw cursors on both sides.
V_DrawScaledPatch( 32, CURSORHEIGHT, 0, W_CachePatchName("M_CURSOR", PU_CACHE));
V_DrawScaledPatch(274, CURSORHEIGHT, 0, W_CachePatchName("M_CURSOR", PU_CACHE));
M_DrawLoadGameData();
//finishing the movement illusion
if (menumovedir)
menumovedir += ((menumovedir > 0) ? 1 : -1);
if (abs(menumovedir) > 3)
menumovedir = 0;
}
#undef LOADBARHEIGHT
#undef CURSORHEIGHT
//
// User wants to load this game
//
static void M_LoadSelect(INT32 choice)
{
(void)choice;
if (saveSlotSelected == NOSAVESLOT) //last slot is play without saving
{
M_NewGame();
cursaveslot = -1;
return;
}
if (!FIL_ReadFileOK(va(savegamename, saveSlotSelected)))
{
// This slot is empty, so start a new game here.
M_NewGame();
}
else if (savegameinfo[saveSlotSelected].gamemap & 8192) // Completed
M_LoadGameLevelSelect(saveSlotSelected + 1);
else
G_LoadGame((UINT32)saveSlotSelected, 0);
cursaveslot = saveSlotSelected;
}
#define VERSIONSIZE 16
#define BADSAVE { savegameinfo[slot].lives = -666; Z_Free(savebuffer); return; }
#define CHECKPOS if (save_p >= end_p) BADSAVE
// Reads the save file to list lives, level, player, etc.
// Tails 05-29-2003
static void M_ReadSavegameInfo(UINT32 slot)
{
size_t length;
char savename[255];
UINT8 *savebuffer;
UINT8 *end_p; // buffer end point, don't read past here
UINT8 *save_p;
INT32 fake; // Dummy variable
char temp[sizeof(timeattackfolder)];
char vcheck[VERSIONSIZE];
#ifdef SAVEGAMES_OTHERVERSIONS
boolean oldversion = false;
#endif
sprintf(savename, savegamename, slot);
length = FIL_ReadFile(savename, &savebuffer);
if (length == 0)
{
savegameinfo[slot].lives = -42;
return;
}
end_p = savebuffer + length;
// skip the description field
save_p = savebuffer;
// Version check
memset(vcheck, 0, sizeof (vcheck));
sprintf(vcheck, "version %d", VERSION);
if (strcmp((const char *)save_p, (const char *)vcheck))
{
#ifdef SAVEGAMES_OTHERVERSIONS
oldversion = true;
#else
BADSAVE // Incompatible versions?
#endif
}
save_p += VERSIONSIZE;
// dearchive all the modifications
// P_UnArchiveMisc()
CHECKPOS
fake = READINT16(save_p);
if (((fake-1) & 8191) >= NUMMAPS) BADSAVE
if(!mapheaderinfo[(fake-1) & 8191])
{
savegameinfo[slot].levelname[0] = '\0';
savegameinfo[slot].actnum = 0;
}
else
{
strcpy(savegameinfo[slot].levelname, mapheaderinfo[(fake-1) & 8191]->lvlttl);
savegameinfo[slot].actnum = 0; //mapheaderinfo[(fake-1) & 8191]->actnum
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}
#ifdef SAVEGAMES_OTHERVERSIONS
if (oldversion)
{
if (fake == 24) //meh, let's count old Clear! saves too
fake |= 8192;
fake |= 16384; // marker for outdated version
}
#endif
savegameinfo[slot].gamemap = fake;
CHECKPOS
fake = READUINT16(save_p)-357; // emeralds
savegameinfo[slot].numemeralds = (UINT8)fake;
CHECKPOS
READSTRINGN(save_p, temp, sizeof(temp)); // mod it belongs to
if (strcmp(temp, timeattackfolder)) BADSAVE
// P_UnArchivePlayer()
CHECKPOS
savegameinfo[slot].skincolor = READUINT8(save_p);
CHECKPOS
savegameinfo[slot].skinnum = READUINT8(save_p);
CHECKPOS
(void)READINT32(save_p); // Score
CHECKPOS
savegameinfo[slot].lives = READINT32(save_p); // lives
CHECKPOS
savegameinfo[slot].continues = READINT32(save_p); // continues
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if (fake & (1<<10))
{
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CHECKPOS
savegameinfo[slot].botskin = READUINT8(save_p);
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if (savegameinfo[slot].botskin-1 >= numskins)
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savegameinfo[slot].botskin = 0;
CHECKPOS
savegameinfo[slot].botcolor = READUINT8(save_p); // because why not.
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}
else
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savegameinfo[slot].botskin = 0;
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if (savegameinfo[slot].botskin)
2017-09-28 20:54:26 +00:00
snprintf(savegameinfo[slot].playername, 36, "%s & %s",
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skins[savegameinfo[slot].skinnum].realname,
skins[savegameinfo[slot].botskin-1].realname);
else
strcpy(savegameinfo[slot].playername, skins[savegameinfo[slot].skinnum].realname);
savegameinfo[slot].playername[31] = 0;
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// File end marker check
CHECKPOS
if (READUINT8(save_p) != 0x1d) BADSAVE;
// done
Z_Free(savebuffer);
}
#undef CHECKPOS
#undef BADSAVE
//
// M_ReadSaveStrings
// read the strings from the savegame files
// and put it in savegamestrings global variable
//
static void M_ReadSaveStrings(void)
{
FILE *handle;
UINT32 i;
char name[256];
for (i = 0; i < MAXSAVEGAMES; i++)
{
snprintf(name, sizeof name, savegamename, i);
name[sizeof name - 1] = '\0';
handle = fopen(name, "rb");
if (handle == NULL)
{
savegameinfo[i].lives = -42;
continue;
}
fclose(handle);
M_ReadSavegameInfo(i);
}
}
//
// User wants to delete this game
//
static void M_SaveGameDeleteResponse(INT32 ch)
{
char name[256];
if (ch != 'y' && ch != KEY_ENTER)
return;
// delete savegame
snprintf(name, sizeof name, savegamename, saveSlotSelected);
name[sizeof name - 1] = '\0';
remove(name);
// Refresh savegame menu info
M_ReadSaveStrings();
}
static void M_HandleLoadSave(INT32 choice)
{
boolean exitmenu = false; // exit to previous menu
switch (choice)
{
case KEY_DOWNARROW:
S_StartSound(NULL, sfx_menu1);
++saveSlotSelected;
if (saveSlotSelected >= MAXSAVEGAMES)
saveSlotSelected -= MAXSAVEGAMES;
menumovedir = 1;
break;
case KEY_UPARROW:
S_StartSound(NULL, sfx_menu1);
--saveSlotSelected;
if (saveSlotSelected < 0)
saveSlotSelected += MAXSAVEGAMES;
menumovedir = -1;
break;
case KEY_ENTER:
S_StartSound(NULL, sfx_menu1);
if (savegameinfo[saveSlotSelected].lives != -666) // don't allow loading of "bad saves"
M_LoadSelect(saveSlotSelected);
break;
case KEY_ESCAPE:
exitmenu = true;
break;
case KEY_BACKSPACE:
S_StartSound(NULL, sfx_menu1);
// Don't allow people to 'delete' "Play without Saving."
// Nor allow people to 'delete' slots with no saves in them.
if (saveSlotSelected != NOSAVESLOT && savegameinfo[saveSlotSelected].lives != -42)
M_StartMessage(M_GetText("Are you sure you want to delete\nthis save game?\n\n(Press 'Y' to confirm)\n"),M_SaveGameDeleteResponse,MM_YESNO);
break;
}
if (exitmenu)
{
if (currentMenu->prevMenu)
M_SetupNextMenu(currentMenu->prevMenu);
else
M_ClearMenus(true);
}
}
//
// Selected from SRB2 menu
//
static void M_LoadGame(INT32 choice)
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{
(void)choice;
M_ReadSaveStrings();
M_SetupNextMenu(&SP_LoadDef);
}
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//
// Used by cheats to force the save menu to a specific spot.
//
void M_ForceSaveSlotSelected(INT32 sslot)
{
// Already there? Out of bounds? Whatever, then!
if (sslot == saveSlotSelected || sslot >= MAXSAVEGAMES)
return;
// Figure out whether to display up movement or down movement
menumovedir = (saveSlotSelected - sslot) > 0 ? -1 : 1;
if (abs(saveSlotSelected - sslot) > (MAXSAVEGAMES>>1))
menumovedir *= -1;
saveSlotSelected = sslot;
}
// ================
// CHARACTER SELECT
// ================
static void M_SetupChoosePlayer(INT32 choice)
{
(void)choice;
if (mapheaderinfo[startmap-1] && mapheaderinfo[startmap-1]->forcecharacter[0] != '\0')
{
M_ChoosePlayer(0); //oh for crying out loud just get STARTED, it doesn't matter!
return;
}
if (Playing() == false)
{
S_StopMusic();
2016-07-06 04:09:17 +00:00
S_ChangeMusicInternal("chrsel", true);
2014-03-15 16:59:03 +00:00
}
SP_PlayerDef.prevMenu = currentMenu;
M_SetupNextMenu(&SP_PlayerDef);
char_scroll = itemOn*128*FRACUNIT; // finish scrolling the menu
Z_Free(char_notes);
char_notes = NULL;
}
// Draw the choose player setup menu, had some fun with player anim
static void M_DrawSetupChoosePlayerMenu(void)
{
const INT32 my = 24;
patch_t *patch;
INT32 i, o, j;
char *picname;
// Black BG
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
//V_DrawPatchFill(W_CachePatchName("SRB2BACK", PU_CACHE));
// Character select profile images!1
M_DrawTextBox(0, my, 16, 20);
if (abs(itemOn*128*FRACUNIT - char_scroll) > 256*FRACUNIT)
char_scroll = itemOn*128*FRACUNIT;
else if (itemOn*128*FRACUNIT - char_scroll > 128*FRACUNIT)
char_scroll += 48*FRACUNIT;
else if (itemOn*128*FRACUNIT - char_scroll < -128*FRACUNIT)
char_scroll -= 48*FRACUNIT;
else if (itemOn*128*FRACUNIT > char_scroll+16*FRACUNIT)
char_scroll += 16*FRACUNIT;
else if (itemOn*128*FRACUNIT < char_scroll-16*FRACUNIT)
char_scroll -= 16*FRACUNIT;
else // close enough.
char_scroll = itemOn*128*FRACUNIT; // just be exact now.
i = (char_scroll+16*FRACUNIT)/(128*FRACUNIT);
o = ((char_scroll/FRACUNIT)+16)%128;
// prev character
if (i-1 >= 0 && PlayerMenu[i-1].status != IT_DISABLED
&& o < 32)
{
picname = description[i-1].picname;
if (picname[0] == '\0')
{
picname = strtok(Z_StrDup(description[i-1].skinname), "&");
for (j = 0; j < numskins; j++)
if (stricmp(skins[j].name, picname) == 0)
{
Z_Free(picname);
picname = skins[j].charsel;
break;
}
if (j == numskins) // AAAAAAAAAA
picname = skins[0].charsel;
}
patch = W_CachePatchName(picname, PU_CACHE);
if (SHORT(patch->width) >= 256)
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V_DrawCroppedPatch(8<<FRACBITS, (my + 8)<<FRACBITS, FRACUNIT/2, 0, patch, 0, SHORT(patch->height) - 64 + o*2, SHORT(patch->width), SHORT(patch->height));
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else
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V_DrawCroppedPatch(8<<FRACBITS, (my + 8)<<FRACBITS, FRACUNIT, 0, patch, 0, SHORT(patch->height) - 32 + o, SHORT(patch->width), SHORT(patch->height));
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W_UnlockCachedPatch(patch);
}
// next character
if (i+1 < currentMenu->numitems && PlayerMenu[i+1].status != IT_DISABLED
&& o < 128)
{
picname = description[i+1].picname;
if (picname[0] == '\0')
{
picname = strtok(Z_StrDup(description[i+1].skinname), "&");
for (j = 0; j < numskins; j++)
if (stricmp(skins[j].name, picname) == 0)
{
Z_Free(picname);
picname = skins[j].charsel;
break;
}
if (j == numskins) // AAAAAAAAAA
picname = skins[0].charsel;
}
patch = W_CachePatchName(picname, PU_CACHE);
if (SHORT(patch->width) >= 256)
2014-03-21 18:42:55 +00:00
V_DrawCroppedPatch(8<<FRACBITS, (my + 168 - o)<<FRACBITS, FRACUNIT/2, 0, patch, 0, 0, SHORT(patch->width), o*2);
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else
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V_DrawCroppedPatch(8<<FRACBITS, (my + 168 - o)<<FRACBITS, FRACUNIT, 0, patch, 0, 0, SHORT(patch->width), o);
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W_UnlockCachedPatch(patch);
}
// current character
if (i < currentMenu->numitems && PlayerMenu[i].status != IT_DISABLED)
{
picname = description[i].picname;
if (picname[0] == '\0')
{
picname = strtok(Z_StrDup(description[i].skinname), "&");
for (j = 0; j < numskins; j++)
if (stricmp(skins[j].name, picname) == 0)
{
Z_Free(picname);
picname = skins[j].charsel;
break;
}
if (j == numskins) // AAAAAAAAAA
picname = skins[0].charsel;
}
patch = W_CachePatchName(picname, PU_CACHE);
if (o >= 0 && o <= 32)
{
if (SHORT(patch->width) >= 256)
V_DrawSmallScaledPatch(8, my + 40 - o, 0, patch);
else
V_DrawScaledPatch(8, my + 40 - o, 0, patch);
}
else
{
if (SHORT(patch->width) >= 256)
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V_DrawCroppedPatch(8<<FRACBITS, (my + 8)<<FRACBITS, FRACUNIT/2, 0, patch, 0, (o - 32)*2, SHORT(patch->width), SHORT(patch->height));
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else
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V_DrawCroppedPatch(8<<FRACBITS, (my + 8)<<FRACBITS, FRACUNIT, 0, patch, 0, o - 32, SHORT(patch->width), SHORT(patch->height));
2014-03-15 16:59:03 +00:00
}
W_UnlockCachedPatch(patch);
}
// draw title (or big pic)
M_DrawMenuTitle();
// Character description
M_DrawTextBox(136, my, 21, 20);
if (!char_notes)
char_notes = V_WordWrap(0, 21*8, V_ALLOWLOWERCASE, description[itemOn].notes);
V_DrawString(146, my + 9, V_RETURN8|V_ALLOWLOWERCASE, char_notes);
}
// Chose the player you want to use Tails 03-02-2002
static void M_ChoosePlayer(INT32 choice)
{
char *skin1,*skin2;
INT32 skinnum;
//boolean ultmode = (ultimate_selectable && SP_PlayerDef.prevMenu == &SP_LoadDef && saveSlotSelected == NOSAVESLOT);
2014-03-15 16:59:03 +00:00
// skip this if forcecharacter
if (mapheaderinfo[startmap-1] && mapheaderinfo[startmap-1]->forcecharacter[0] == '\0')
{
// M_SetupChoosePlayer didn't call us directly, that means we've been properly set up.
char_scroll = itemOn*128*FRACUNIT; // finish scrolling the menu
M_DrawSetupChoosePlayerMenu(); // draw the finally selected character one last time for the fadeout
}
M_ClearMenus(true);
skin1 = strtok(description[choice].skinname, "&");
skin2 = strtok(NULL, "&");
if (skin2) {
// this character has a second skin
skinnum = R_SkinAvailable(skin1);
botskin = (UINT8)(R_SkinAvailable(skin2)+1);
botingame = true;
botcolor = skins[botskin-1].prefcolor;
// undo the strtok
description[choice].skinname[strlen(skin1)] = '&';
} else {
skinnum = R_SkinAvailable(description[choice].skinname);
botingame = false;
botskin = 0;
botcolor = 0;
}
if (startmap != spstage_start)
cursaveslot = -1;
lastmapsaved = 0;
gamecomplete = false;
G_DeferedInitNew(false, G_BuildMapName(startmap), (UINT8)skinnum, 0, fromlevelselect);
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COM_BufAddText("dummyconsvar 1\n"); // G_DeferedInitNew doesn't do this
}*/
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// ===============
// STATISTICS MENU
// ===============
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static INT32 statsLocation;
static INT32 statsMax;
static INT16 statsMapList[NUMMAPS+1];
static void M_Statistics(INT32 choice)
{
INT16 i, j = 0;
(void)choice;
memset(statsMapList, 0, sizeof(statsMapList));
for (i = 0; i < NUMMAPS; i++)
{
if (!mapheaderinfo[i] || mapheaderinfo[i]->lvlttl[0] == '\0')
continue;
if (!(mapheaderinfo[i]->typeoflevel & TOL_RACE) // TOL_SP
|| (mapheaderinfo[i]->menuflags & (LF2_HIDEINSTATS|LF2_HIDEINMENU)))
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continue;
if (M_MapLocked(i+1)) // !mapvisited[i]
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continue;
statsMapList[j++] = i;
}
statsMapList[j] = -1;
statsMax = j - 11 + numextraemblems;
2014-03-15 16:59:03 +00:00
statsLocation = 0;
if (statsMax < 0)
statsMax = 0;
M_SetupNextMenu(&SP_LevelStatsDef);
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}
static void M_DrawStatsMaps(int location)
{
INT32 y = 80, i = -1;
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INT16 mnum;
extraemblem_t *exemblem;
boolean dotopname = true, dobottomarrow = (location < statsMax);
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if (location)
V_DrawCharacter(10, y-(skullAnimCounter/5),
'\x1A' | highlightflags, false); // up arrow
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while (statsMapList[++i] != -1)
{
if (location)
{
--location;
continue;
}
else if (dotopname)
{
V_DrawString(20, y, highlightflags, "LEVEL NAME");
V_DrawString(256, y, highlightflags, "MEDALS");
y += 8;
dotopname = false;
}
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mnum = statsMapList[i];
M_DrawMapEmblems(mnum+1, 295, y);
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if (mapheaderinfo[mnum]->levelflags & LF_NOZONE)
V_DrawString(20, y, 0, va("%s %s",
mapheaderinfo[mnum]->lvlttl,
mapheaderinfo[mnum]->actnum));
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else
V_DrawString(20, y, 0, va("%s %s %s",
mapheaderinfo[mnum]->lvlttl,
(mapheaderinfo[mnum]->zonttl[0] ? mapheaderinfo[mnum]->zonttl : "Zone"),
mapheaderinfo[mnum]->actnum));
2014-03-15 16:59:03 +00:00
y += 8;
if (y >= BASEVIDHEIGHT-8)
goto bottomarrow;
}
if (dotopname && !location)
{
V_DrawString(20, y, highlightflags, "LEVEL NAME");
V_DrawString(256, y, highlightflags, "MEDALS");
y += 8;
2014-03-15 16:59:03 +00:00
}
else if (location)
--location;
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// Extra Emblems
for (i = -2; i < numextraemblems; ++i)
{
if (i == -1)
{
V_DrawString(20, y, highlightflags, "EXTRA MEDALS");
if (location)
{
y += 8;
location++;
}
}
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if (location)
{
--location;
continue;
}
if (i >= 0)
2014-03-15 16:59:03 +00:00
{
exemblem = &extraemblems[i];
if (exemblem->collected)
V_DrawSmallMappedPatch(295, y, 0, W_CachePatchName(M_GetExtraEmblemPatch(exemblem), PU_CACHE),
R_GetTranslationColormap(TC_DEFAULT, M_GetExtraEmblemColor(exemblem), GTC_MENUCACHE));
2014-03-15 16:59:03 +00:00
else
V_DrawSmallScaledPatch(295, y, 0, W_CachePatchName("NEEDIT", PU_CACHE));
2014-03-15 16:59:03 +00:00
V_DrawString(20, y, 0, va("%s", exemblem->description));
2014-03-15 16:59:03 +00:00
}
y += 8;
if (y >= BASEVIDHEIGHT-8)
goto bottomarrow;
2014-03-15 16:59:03 +00:00
}
bottomarrow:
if (dobottomarrow)
V_DrawCharacter(10, y-8 + (skullAnimCounter/5),
'\x1B' | highlightflags, false); // down arrow
2014-03-15 16:59:03 +00:00
}
static void M_DrawLevelStats(void)
{
char beststr[40];
tic_t besttime = 0;
INT32 i;
INT32 mapsunfinished = 0;
2014-03-15 16:59:03 +00:00
M_DrawMenuTitle();
V_DrawString(20, 24, highlightflags, "Total Play Time:");
V_DrawCenteredString(BASEVIDWIDTH/2, 32, 0, va("%i hours, %i minutes, %i seconds",
2014-03-15 16:59:03 +00:00
G_TicsToHours(totalplaytime),
G_TicsToMinutes(totalplaytime, false),
G_TicsToSeconds(totalplaytime)));
V_DrawString(20, 42, highlightflags, "Total Matches:");
V_DrawRightAlignedString(BASEVIDWIDTH-16, 42, 0, va("%i played", matchesplayed));
2014-03-15 16:59:03 +00:00
for (i = 0; i < NUMMAPS; i++)
{
if (!mapheaderinfo[i] || !(mapheaderinfo[i]->menuflags & LF2_RECORDATTACK))
continue;
if (!mainrecords[i] || mainrecords[i]->time <= 0)
2014-03-15 16:59:03 +00:00
{
mapsunfinished++;
2014-03-15 16:59:03 +00:00
continue;
}
besttime += mainrecords[i]->time;
2014-03-15 16:59:03 +00:00
}
V_DrawString(20, 62, highlightflags, "Combined time records:");
sprintf(beststr, "%i:%02i:%02i.%02i", G_TicsToHours(besttime), G_TicsToMinutes(besttime, false), G_TicsToSeconds(besttime), G_TicsToCentiseconds(besttime));
V_DrawRightAlignedString(BASEVIDWIDTH-16, 62, (mapsunfinished ? warningflags : 0), beststr);
if (mapsunfinished)
V_DrawRightAlignedString(BASEVIDWIDTH-16, 70, warningflags, va("(%d unfinished)", mapsunfinished));
else
V_DrawRightAlignedString(BASEVIDWIDTH-16, 70, recommendedflags, "(complete)");
2014-03-15 16:59:03 +00:00
V_DrawString(32, 70, 0, va("x %d/%d", M_CountEmblems(), numemblems+numextraemblems));
V_DrawSmallScaledPatch(20, 70, 0, W_CachePatchName("GOTITA", PU_STATIC));
2014-03-15 16:59:03 +00:00
M_DrawStatsMaps(statsLocation);
2014-03-15 16:59:03 +00:00
}
// Handle statistics.
static void M_HandleLevelStats(INT32 choice)
2014-03-15 16:59:03 +00:00
{
boolean exitmenu = false; // exit to previous menu
switch (choice)
{
case KEY_DOWNARROW:
S_StartSound(NULL, sfx_menu1);
if (statsLocation < statsMax)
++statsLocation;
2014-03-15 16:59:03 +00:00
break;
case KEY_UPARROW:
S_StartSound(NULL, sfx_menu1);
if (statsLocation)
--statsLocation;
break;
case KEY_PGDN:
S_StartSound(NULL, sfx_menu1);
statsLocation += (statsLocation+13 >= statsMax) ? statsMax-statsLocation : 13;
break;
case KEY_PGUP:
2014-03-15 16:59:03 +00:00
S_StartSound(NULL, sfx_menu1);
statsLocation -= (statsLocation < 13) ? statsLocation : 13;
break;
case KEY_ESCAPE:
exitmenu = true;
2014-03-15 16:59:03 +00:00
break;
}
if (exitmenu)
{
if (currentMenu->prevMenu)
M_SetupNextMenu(currentMenu->prevMenu);
else
M_ClearMenus(true);
}
}
// ===========
// MODE ATTACK
// ===========
// Drawing function for Time Attack
void M_DrawTimeAttackMenu(void)
{
INT32 i, x, y, cursory = 0;
UINT16 dispstatus;
//S_ChangeMusicInternal("racent", true); // Eww, but needed for when user hits escape during demo playback
2014-03-15 16:59:03 +00:00
V_DrawPatchFill(W_CachePatchName("SRB2BACK", PU_CACHE));
M_DrawMenuTitle();
if (currentMenu == &SP_TimeAttackDef)
M_DrawLevelSelectOnly(true, false);
2014-03-15 16:59:03 +00:00
// draw menu (everything else goes on top of it)
// Sadly we can't just use generic mode menus because we need some extra hacks
x = currentMenu->x;
y = currentMenu->y;
// Character face!
if (W_CheckNumForName(skins[cv_chooseskin.value-1].facewant) != LUMPERROR)
{
UINT8 *colormap = R_GetTranslationColormap(cv_chooseskin.value-1, cv_playercolor.value, GTC_MENUCACHE);
V_DrawMappedPatch(BASEVIDWIDTH-x - SHORT(facewantprefix[cv_chooseskin.value-1]->width), y, 0, facewantprefix[cv_chooseskin.value-1], colormap);
}
2014-03-15 16:59:03 +00:00
for (i = 0; i < currentMenu->numitems; ++i)
{
dispstatus = (currentMenu->menuitems[i].status & IT_DISPLAY);
if (dispstatus != IT_STRING && dispstatus != IT_WHITESTRING)
continue;
y = currentMenu->y+currentMenu->menuitems[i].alphaKey;
if (i == itemOn)
cursory = y;
V_DrawString(x, y, (dispstatus == IT_WHITESTRING) ? highlightflags : 0 , currentMenu->menuitems[i].text);
2014-03-15 16:59:03 +00:00
// Cvar specific handling
if ((currentMenu->menuitems[i].status & IT_TYPE) == IT_CVAR)
{
consvar_t *cv = (consvar_t *)currentMenu->menuitems[i].itemaction;
if (currentMenu->menuitems[i].status & IT_CV_STRING)
{
M_DrawTextBox(x + 32, y - 8, MAXPLAYERNAME, 1);
V_DrawString(x + 40, y, V_ALLOWLOWERCASE, cv->string);
if (itemOn == i && skullAnimCounter < 4) // blink cursor
V_DrawCharacter(x + 40 + V_StringWidth(cv->string, V_ALLOWLOWERCASE), y, '_',false);
}
else
{
const char *str = ((cv == &cv_chooseskin) ? skins[cv_chooseskin.value-1].realname : cv->string);
INT32 soffset = 40, strw = V_StringWidth(str, 0);
2014-03-15 16:59:03 +00:00
// hack to keep the menu from overlapping the level icon
if (currentMenu != &SP_TimeAttackDef || cv == &cv_nextmap)
soffset = 0;
2014-03-15 16:59:03 +00:00
// Should see nothing but strings
V_DrawString(BASEVIDWIDTH - x - soffset - strw, y, highlightflags, str);
if (i == itemOn)
{
V_DrawCharacter(BASEVIDWIDTH - x - soffset - 10 - strw - (skullAnimCounter/5), y,
'\x1C' | highlightflags, false); // left arrow
V_DrawCharacter(BASEVIDWIDTH - x - soffset + 2 + (skullAnimCounter/5), y,
'\x1D' | highlightflags, false); // right arrow
}
}
2014-03-15 16:59:03 +00:00
}
else if ((currentMenu->menuitems[i].status & IT_TYPE) == IT_KEYHANDLER && cv_dummystaff.value) // bad hacky assumption: IT_KEYHANDLER is assumed to be staff ghost selector
{
INT32 strw = V_StringWidth(dummystaffname, V_ALLOWLOWERCASE);
V_DrawString(BASEVIDWIDTH - x - strw, y, highlightflags|V_ALLOWLOWERCASE, dummystaffname);
if (i == itemOn)
{
V_DrawCharacter(BASEVIDWIDTH - x - 10 - strw - (skullAnimCounter/5), y,
'\x1C' | highlightflags, false); // left arrow
V_DrawCharacter(BASEVIDWIDTH - x + 2 + (skullAnimCounter/5), y,
'\x1D' | highlightflags, false); // right arrow
}
}
2014-03-15 16:59:03 +00:00
}
x = currentMenu->x;
y = currentMenu->y;
2014-03-15 16:59:03 +00:00
// DRAW THE SKULL CURSOR
V_DrawScaledPatch(x - 24, cursory, 0, W_CachePatchName("M_CURSOR", PU_CACHE));
V_DrawString(x, cursory, highlightflags, currentMenu->menuitems[itemOn].text);
2014-03-15 16:59:03 +00:00
// Level record list
if (cv_nextmap.value)
{
INT32 dupadjust = (vid.width/vid.dupx);
tic_t lap = 0, time = 0;
if (mainrecords[cv_nextmap.value-1])
{
lap = mainrecords[cv_nextmap.value-1]->lap;
time = mainrecords[cv_nextmap.value-1]->time;
}
V_DrawFill((BASEVIDWIDTH - dupadjust)>>1, 78, dupadjust, 36, 239);
V_DrawRightAlignedString(149, 80, highlightflags, "BEST LAP:");
K_drawKartTimestamp(lap, 19, 86, 0, 2);
V_DrawRightAlignedString(292, 80, highlightflags, "BEST TIME:");
K_drawKartTimestamp(time, 162, 86, cv_nextmap.value, 1);
}
/*{
char beststr[40];
2014-03-15 16:59:03 +00:00
emblem_t *em;
if (!mainrecords[cv_nextmap.value-1] || !mainrecords[cv_nextmap.value-1]->time)
sprintf(beststr, "(none)");
else
sprintf(beststr, "%i:%02i.%02i", G_TicsToMinutes(mainrecords[cv_nextmap.value-1]->time, true),
G_TicsToSeconds(mainrecords[cv_nextmap.value-1]->time),
G_TicsToCentiseconds(mainrecords[cv_nextmap.value-1]->time));
V_DrawString(64, y+48, highlightflags, "BEST TIME:");
V_DrawRightAlignedString(BASEVIDWIDTH - 64 - 24 - 8, y+48, V_ALLOWLOWERCASE, beststr);
if (!mainrecords[cv_nextmap.value-1] || !mainrecords[cv_nextmap.value-1]->lap)
sprintf(beststr, "(none)");
else
sprintf(beststr, "%i:%02i.%02i", G_TicsToMinutes(mainrecords[cv_nextmap.value-1]->lap, true),
G_TicsToSeconds(mainrecords[cv_nextmap.value-1]->lap),
G_TicsToCentiseconds(mainrecords[cv_nextmap.value-1]->lap));
V_DrawString(64, y+56, highlightflags, "BEST LAP:");
V_DrawRightAlignedString(BASEVIDWIDTH - 64 - 24 - 8, y+56, V_ALLOWLOWERCASE, beststr);
2014-03-15 16:59:03 +00:00
// Draw record emblems.
em = M_GetLevelEmblems(cv_nextmap.value);
while (em)
{
switch (em->type)
{
case ET_TIME: break;
2014-03-15 16:59:03 +00:00
default:
goto skipThisOne;
}
if (em->collected)
V_DrawMappedPatch(BASEVIDWIDTH - 64 - 24, y+48, 0, W_CachePatchName(M_GetEmblemPatch(em), PU_CACHE),
R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(em), GTC_MENUCACHE));
2014-03-15 16:59:03 +00:00
else
V_DrawScaledPatch(BASEVIDWIDTH - 64 - 24, y+48, 0, W_CachePatchName("NEEDIT", PU_CACHE));
2014-03-15 16:59:03 +00:00
skipThisOne:
em = M_GetLevelEmblems(-1);
}
}*/
2014-03-15 16:59:03 +00:00
// ALWAYS DRAW player name, level name, skin and color even when not on this menu!
2014-03-15 16:59:03 +00:00
if (currentMenu != &SP_TimeAttackDef)
{
consvar_t *ncv;
for (i = 0; i < 4; ++i)
2014-03-15 16:59:03 +00:00
{
y = currentMenu->y+SP_TimeAttackMenu[i].alphaKey;
V_DrawString(x, y, V_TRANSLUCENT, SP_TimeAttackMenu[i].text);
2014-03-15 16:59:03 +00:00
ncv = (consvar_t *)SP_TimeAttackMenu[i].itemaction;
if (SP_TimeAttackMenu[i].status & IT_CV_STRING)
{
M_DrawTextBox(x + 32, y - 8, MAXPLAYERNAME, 1);
V_DrawString(x + 40, y, V_TRANSLUCENT|V_ALLOWLOWERCASE, ncv->string);
}
else
{
const char *str = ((ncv == &cv_chooseskin) ? skins[cv_chooseskin.value-1].realname : ncv->string);
INT32 soffset = 40, strw = V_StringWidth(str, 0);
// hack to keep the menu from overlapping the level icon
if (ncv == &cv_nextmap)
soffset = 0;
// Should see nothing but strings
V_DrawString(BASEVIDWIDTH - x - soffset - strw, y, highlightflags|V_TRANSLUCENT, str);
}
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}
}
}
// Going to Time Attack menu...
static void M_TimeAttack(INT32 choice)
{
(void)choice;
memset(skins_cons_t, 0, sizeof (skins_cons_t));
levellistmode = LLM_RECORDATTACK; // Don't be dependent on cv_newgametype
if (M_CountLevelsToShowInList() == 0)
{
M_StartMessage(M_GetText("No record-attackable levels found.\n"),NULL,MM_NOTHING);
return;
}
M_PatchSkinNameTable();
M_PrepareLevelSelect();
M_SetupNextMenu(&SP_TimeAttackDef);
G_SetGamestate(GS_TIMEATTACK);
if (cv_nextmap.value)
Nextmap_OnChange();
else
CV_AddValue(&cv_nextmap, 1);
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itemOn = tastart; // "Start" is selected.
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S_ChangeMusicInternal("racent", true);
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}
static boolean M_QuitTimeAttackMenu(void)
{
// you know what? always putting these in the buffer won't hurt anything.
COM_BufAddText(va("skin \"%s\"\n", cv_chooseskin.string));
return true;
}
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// Drawing function for Nights Attack
/*void M_DrawNightsAttackMenu(void)
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{
patch_t *PictureOfLevel;
lumpnum_t lumpnum;
char beststr[40];
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S_ChangeMusicInternal("racent", true); // Eww, but needed for when user hits escape during demo playback
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V_DrawPatchFill(W_CachePatchName("SRB2BACK", PU_CACHE));
// draw menu (everything else goes on top of it)
M_DrawGenericMenu();
// A 160x100 image of the level as entry MAPxxP
lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(cv_nextmap.value)));
if (lumpnum != LUMPERROR)
PictureOfLevel = W_CachePatchNum(lumpnum, PU_CACHE);
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else
PictureOfLevel = W_CachePatchName("BLANKLVL", PU_CACHE);
V_DrawSmallScaledPatch(90, 28, 0, PictureOfLevel);
// Level record list
if (cv_nextmap.value)
{
emblem_t *em;
INT32 yHeight;
UINT8 bestoverall = G_GetBestNightsGrade(cv_nextmap.value, 0);
UINT8 bestgrade = G_GetBestNightsGrade(cv_nextmap.value, cv_dummymares.value);
UINT32 bestscore = G_GetBestNightsScore(cv_nextmap.value, cv_dummymares.value);
tic_t besttime = G_GetBestNightsTime(cv_nextmap.value, cv_dummymares.value);
if (P_HasGrades(cv_nextmap.value, 0))
V_DrawScaledPatch(200, 28 + 8, 0, ngradeletters[bestoverall]);
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if (currentMenu == &SP_NightsAttackDef)
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{
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if (P_HasGrades(cv_nextmap.value, cv_dummymares.value))
{
V_DrawString(160-88, 112, highlightflags, "BEST GRADE:");
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V_DrawSmallScaledPatch(160 + 86 - (ngradeletters[bestgrade]->width/2),
112 + 8 - (ngradeletters[bestgrade]->height/2),
0, ngradeletters[bestgrade]);
}
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if (!bestscore)
sprintf(beststr, "(none)");
else
sprintf(beststr, "%u", bestscore);
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V_DrawString(160 - 88, 122, highlightflags, "BEST SCORE:");
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V_DrawRightAlignedString(160 + 88, 122, V_ALLOWLOWERCASE, beststr);
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if (besttime == UINT32_MAX)
sprintf(beststr, "(none)");
else
sprintf(beststr, "%i:%02i.%02i", G_TicsToMinutes(besttime, true),
G_TicsToSeconds(besttime),
G_TicsToCentiseconds(besttime));
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V_DrawString(160-88, 132, highlightflags, "BEST TIME:");
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V_DrawRightAlignedString(160+88, 132, V_ALLOWLOWERCASE, beststr);
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if (cv_dummymares.value == 0) {
// Draw record emblems.
em = M_GetLevelEmblems(cv_nextmap.value);
while (em)
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{
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switch (em->type)
{
case ET_NGRADE: yHeight = 112; break;
case ET_NTIME: yHeight = 132; break;
default:
goto skipThisOne;
}
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if (em->collected)
V_DrawSmallMappedPatch(160+88, yHeight, 0, W_CachePatchName(M_GetEmblemPatch(em), PU_CACHE),
R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(em), GTC_MENUCACHE));
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else
V_DrawSmallScaledPatch(160+88, yHeight, 0, W_CachePatchName("NEEDIT", PU_CACHE));
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skipThisOne:
em = M_GetLevelEmblems(-1);
}
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}
}
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// ALWAYS DRAW level name even when not on this menu!
else
{
consvar_t *ncv;
INT32 x = SP_NightsAttackDef.x;
INT32 y = SP_NightsAttackDef.y;
ncv = (consvar_t *)SP_NightsAttackMenu[0].itemaction;
V_DrawString(x, y + SP_NightsAttackMenu[0].alphaKey, V_TRANSLUCENT, SP_NightsAttackMenu[0].text);
V_DrawString(BASEVIDWIDTH - x - V_StringWidth(ncv->string, 0),
y + SP_NightsAttackMenu[0].alphaKey, highlightflags|V_TRANSLUCENT, ncv->string);
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}
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}
}*/
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// Going to Nights Attack menu...
/*static void M_NightsAttack(INT32 choice)
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{
(void)choice;
memset(skins_cons_t, 0, sizeof (skins_cons_t));
levellistmode = LLM_NIGHTSATTACK; // Don't be dependent on cv_newgametype
if (M_CountLevelsToShowInList() == 0)
{
M_StartMessage(M_GetText("No NiGHTS-attackable levels found.\n"),NULL,MM_NOTHING);
return;
}
// This is really just to make sure Sonic is the played character, just in case
M_PatchSkinNameTable();
M_PrepareLevelSelect();
M_SetupNextMenu(&SP_NightsAttackDef);
Nextmap_OnChange();
itemOn = nastart; // "Start" is selected.
G_SetGamestate(GS_TIMEATTACK);
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S_ChangeMusicInternal("racent", true);
}*/
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// Player has selected the "START" from the nights attack screen
/*static void M_ChooseNightsAttack(INT32 choice)
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{
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char nameofdemo[256];
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(void)choice;
emeralds = 0;
M_ClearMenus(true);
modeattacking = ATTACKING_NIGHTS;
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I_mkdir(va("%s"PATHSEP"replay", srb2home), 0755);
I_mkdir(va("%s"PATHSEP"replay"PATHSEP"%s", srb2home, timeattackfolder), 0755);
snprintf(nameofdemo, sizeof nameofdemo, "replay"PATHSEP"%s"PATHSEP"%s-last", timeattackfolder, G_BuildMapName(cv_nextmap.value));
if (!cv_autorecord.value)
remove(va("%s"PATHSEP"%s.lmp", srb2home, nameofdemo));
else
G_RecordDemo(nameofdemo);
G_DeferedInitNew(false, G_BuildMapName(cv_nextmap.value), 0, 0, false);
}*/
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// Player has selected the "START" from the time attack screen
static void M_ChooseTimeAttack(INT32 choice)
{
char *gpath;
const size_t glen = strlen("replay")+1+strlen(timeattackfolder)+1+strlen("MAPXX")+1;
char nameofdemo[256];
(void)choice;
emeralds = 0;
M_ClearMenus(true);
modeattacking = ATTACKING_RECORD;
I_mkdir(va("%s"PATHSEP"replay", srb2home), 0755);
I_mkdir(va("%s"PATHSEP"replay"PATHSEP"%s", srb2home, timeattackfolder), 0755);
if ((gpath = malloc(glen)) == NULL)
I_Error("Out of memory for replay filepath\n");
sprintf(gpath,"replay"PATHSEP"%s"PATHSEP"%s", timeattackfolder, G_BuildMapName(cv_nextmap.value));
snprintf(nameofdemo, sizeof nameofdemo, "%s-%s-last", gpath, cv_chooseskin.string);
if (!cv_autorecord.value)
remove(va("%s"PATHSEP"%s.lmp", srb2home, nameofdemo));
else
G_RecordDemo(nameofdemo);
G_DeferedInitNew(false, G_BuildMapName(cv_nextmap.value), (UINT8)(cv_chooseskin.value-1), 0, false);
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}
static void M_HandleStaffReplay(INT32 choice)
{
boolean exitmenu = false; // exit to previous menu
lumpnum_t l = W_CheckNumForName(va("%sS%02u",G_BuildMapName(cv_nextmap.value),cv_dummystaff.value));
switch (choice)
{
case KEY_DOWNARROW:
M_NextOpt();
S_StartSound(NULL, sfx_menu1);
break;
case KEY_UPARROW:
M_PrevOpt();
S_StartSound(NULL, sfx_menu1);
break;
case KEY_BACKSPACE:
case KEY_ESCAPE:
exitmenu = true;
break;
case KEY_RIGHTARROW:
CV_AddValue(&cv_dummystaff, 1);
S_StartSound(NULL, sfx_menu1);
break;
case KEY_LEFTARROW:
CV_AddValue(&cv_dummystaff, -1);
S_StartSound(NULL, sfx_menu1);
break;
case KEY_ENTER:
if (l == LUMPERROR)
break;
M_ClearMenus(true);
modeattacking = ATTACKING_RECORD;
demo.loadfiles = false; demo.ignorefiles = true; // Just assume that record attack replays have the files needed
G_DoPlayDemo(va("%sS%02u",G_BuildMapName(cv_nextmap.value),cv_dummystaff.value));
break;
default:
break;
}
if (exitmenu)
{
if (currentMenu->prevMenu)
M_SetupNextMenu(currentMenu->prevMenu);
else
M_ClearMenus(true);
}
}
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// Player has selected the "REPLAY" from the time attack screen
static void M_ReplayTimeAttack(INT32 choice)
{
const char *which;
M_ClearMenus(true);
modeattacking = ATTACKING_RECORD; // set modeattacking before G_DoPlayDemo so the map loader knows
demo.loadfiles = false; demo.ignorefiles = true; // Just assume that record attack replays have the files needed
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if (currentMenu == &SP_ReplayDef)
{
switch(choice) {
default:
case 0: // best time
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which = "time-best";
break;
case 1: // best lap
which = "lap-best";
break;
case 2: // last
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which = "last";
break;
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case 3: // guest
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// srb2/replay/main/map01-guest.lmp
G_DoPlayDemo(va("%s"PATHSEP"replay"PATHSEP"%s"PATHSEP"%s-guest.lmp", srb2home, timeattackfolder, G_BuildMapName(cv_nextmap.value)));
return;
}
// srb2/replay/main/map01-sonic-time-best.lmp
G_DoPlayDemo(va("%s"PATHSEP"replay"PATHSEP"%s"PATHSEP"%s-%s-%s.lmp", srb2home, timeattackfolder, G_BuildMapName(cv_nextmap.value), cv_chooseskin.string, which));
}
/*else if (currentMenu == &SP_NightsReplayDef)
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{
switch(choice) {
default:
case 0: // best score
which = "score-best";
break;
case 1: // best time
which = "time-best";
break;
case 2: // last
which = "last";
break;
case 3: // staff
return; // M_HandleStaffReplay
case 4: // guest
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which = "guest";
break;
}
// srb2/replay/main/map01-score-best.lmp
G_DoPlayDemo(va("%s"PATHSEP"replay"PATHSEP"%s"PATHSEP"%s-%s.lmp", srb2home, timeattackfolder, G_BuildMapName(cv_nextmap.value), which));
}*/
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}
static void M_EraseGuest(INT32 choice)
{
const char *rguest = va("%s"PATHSEP"replay"PATHSEP"%s"PATHSEP"%s-guest.lmp", srb2home, timeattackfolder, G_BuildMapName(cv_nextmap.value));
(void)choice;
if (FIL_FileExists(rguest))
remove(rguest);
/*if (currentMenu == &SP_NightsGuestReplayDef)
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M_SetupNextMenu(&SP_NightsAttackDef);
else*/
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M_SetupNextMenu(&SP_TimeAttackDef);
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CV_AddValue(&cv_nextmap, -1);
CV_AddValue(&cv_nextmap, 1);
M_StartMessage(M_GetText("Guest replay data erased.\n"),NULL,MM_NOTHING);
}
static void M_OverwriteGuest(const char *which)
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{
char *rguest = Z_StrDup(va("%s"PATHSEP"replay"PATHSEP"%s"PATHSEP"%s-guest.lmp", srb2home, timeattackfolder, G_BuildMapName(cv_nextmap.value)));
UINT8 *buf;
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size_t len;
len = FIL_ReadFile(va("%s"PATHSEP"replay"PATHSEP"%s"PATHSEP"%s-%s-%s.lmp", srb2home, timeattackfolder, G_BuildMapName(cv_nextmap.value), cv_chooseskin.string, which), &buf);
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if (!len) {
return;
}
if (FIL_FileExists(rguest)) {
M_StopMessage(0);
remove(rguest);
}
FIL_WriteFile(rguest, buf, len);
Z_Free(rguest);
/*if (currentMenu == &SP_NightsGuestReplayDef)
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M_SetupNextMenu(&SP_NightsAttackDef);
else*/
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M_SetupNextMenu(&SP_TimeAttackDef);
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CV_AddValue(&cv_nextmap, -1);
CV_AddValue(&cv_nextmap, 1);
M_StartMessage(M_GetText("Guest replay data saved.\n"),NULL,MM_NOTHING);
}
static void M_OverwriteGuest_Time(INT32 choice)
{
(void)choice;
M_OverwriteGuest("time-best");
}
static void M_OverwriteGuest_Lap(INT32 choice)
{
(void)choice;
M_OverwriteGuest("lap-best");
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}
/* SRB2Kart
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static void M_OverwriteGuest_Score(INT32 choice)
{
(void)choice;
M_OverwriteGuest("score-best");
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}
static void M_OverwriteGuest_Rings(INT32 choice)
{
(void)choice;
M_OverwriteGuest("rings-best");
}*/
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static void M_OverwriteGuest_Last(INT32 choice)
{
(void)choice;
M_OverwriteGuest("last");
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}
static void M_SetGuestReplay(INT32 choice)
{
void (*which)(INT32);
switch(choice)
{
case 0: // best time
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which = M_OverwriteGuest_Time;
break;
case 1: // best lap
which = M_OverwriteGuest_Lap;
break;
case 2: // last
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which = M_OverwriteGuest_Last;
break;
case 3: // guest
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default:
M_StartMessage(M_GetText("Are you sure you want to\ndelete the guest replay data?\n\n(Press 'Y' to confirm)\n"),M_EraseGuest,MM_YESNO);
return;
}
if (FIL_FileExists(va("%s"PATHSEP"replay"PATHSEP"%s"PATHSEP"%s-guest.lmp", srb2home, timeattackfolder, G_BuildMapName(cv_nextmap.value))))
M_StartMessage(M_GetText("Are you sure you want to\noverwrite the guest replay data?\n\n(Press 'Y' to confirm)\n"),which,MM_YESNO);
else
which(0);
}
void M_ModeAttackRetry(INT32 choice)
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{
(void)choice;
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G_CheckDemoStatus(); // Cancel recording
if (modeattacking == ATTACKING_RECORD)
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M_ChooseTimeAttack(0);
/*else if (modeattacking == ATTACKING_NIGHTS)
M_ChooseNightsAttack(0);*/
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}
static void M_ModeAttackEndGame(INT32 choice)
{
(void)choice;
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G_CheckDemoStatus(); // Cancel recording
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2018-01-28 04:52:01 +00:00
if (gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_VOTING)
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Command_ExitGame_f();
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M_StartControlPanel();
switch(modeattacking)
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{
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default:
case ATTACKING_RECORD:
currentMenu = &SP_TimeAttackDef;
break;
/*case ATTACKING_NIGHTS:
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currentMenu = &SP_NightsAttackDef;
break;*/
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}
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itemOn = currentMenu->lastOn;
G_SetGamestate(GS_TIMEATTACK);
modeattacking = ATTACKING_NONE;
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S_ChangeMusicInternal("racent", true);
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// Update replay availability.
CV_AddValue(&cv_nextmap, 1);
CV_AddValue(&cv_nextmap, -1);
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}
// ========
// END GAME
// ========
static void M_ExitGameResponse(INT32 ch)
{
if (ch != 'y' && ch != KEY_ENTER)
return;
//Command_ExitGame_f();
G_SetExitGameFlag();
M_ClearMenus(true);
}
static void M_EndGame(INT32 choice)
{
(void)choice;
if (demo.playback)
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return;
if (!Playing())
return;
M_StartMessage(M_GetText("Are you sure you want to end the game?\n\n(Press 'Y' to confirm)\n"), M_ExitGameResponse, MM_YESNO);
}
//===========================================================================
// Connect Menu
//===========================================================================
void
M_SetWaitingMode (int mode)
{
#ifdef HAVE_THREADS
I_lock_mutex(&m_menu_mutex);
#endif
{
m_waiting_mode = mode;
}
#ifdef HAVE_THREADS
I_unlock_mutex(m_menu_mutex);
#endif
}
int
M_GetWaitingMode (void)
{
int mode;
#ifdef HAVE_THREADS
I_lock_mutex(&m_menu_mutex);
#endif
{
mode = m_waiting_mode;
}
#ifdef HAVE_THREADS
I_unlock_mutex(m_menu_mutex);
#endif
return mode;
}
#ifdef MASTERSERVER
#ifdef HAVE_THREADS
static void
Spawn_masterserver_thread (const char *name, void (*thread)(int*))
{
int *id = malloc(sizeof *id);
I_lock_mutex(&ms_QueryId_mutex);
{
*id = ms_QueryId;
}
I_unlock_mutex(ms_QueryId_mutex);
I_spawn_thread(name, (I_thread_fn)thread, id);
}
static int
Same_instance (int id)
{
int okay;
I_lock_mutex(&ms_QueryId_mutex);
{
okay = ( id == ms_QueryId );
}
I_unlock_mutex(ms_QueryId_mutex);
return okay;
}
#endif/*HAVE_THREADS*/
static void
Fetch_servers_thread (int *id)
{
msg_server_t * server_list;
(void)id;
M_SetWaitingMode(M_WAITING_SERVERS);
#ifdef HAVE_THREADS
server_list = GetShortServersList(*id);
#else
server_list = GetShortServersList(0);
#endif
if (server_list)
{
#ifdef HAVE_THREADS
if (Same_instance(*id))
#endif
{
M_SetWaitingMode(M_NOT_WAITING);
#ifdef HAVE_THREADS
I_lock_mutex(&ms_ServerList_mutex);
{
ms_ServerList = server_list;
}
I_unlock_mutex(ms_ServerList_mutex);
#else
CL_QueryServerList(server_list);
free(server_list);
#endif
}
#ifdef HAVE_THREADS
else
{
free(server_list);
}
#endif
}
#ifdef HAVE_THREADS
free(id);
#endif
}
#endif/*MASTERSERVER*/
#define SERVERHEADERHEIGHT 36
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#define SERVERLINEHEIGHT 12
#define S_LINEY(n) currentMenu->y + SERVERHEADERHEIGHT + (n * SERVERLINEHEIGHT)
#ifndef NONET
static UINT32 localservercount;
static void M_HandleServerPage(INT32 choice)
{
boolean exitmenu = false; // exit to previous menu
switch (choice)
{
case KEY_DOWNARROW:
M_NextOpt();
S_StartSound(NULL, sfx_menu1);
break;
case KEY_UPARROW:
M_PrevOpt();
S_StartSound(NULL, sfx_menu1);
break;
case KEY_BACKSPACE:
case KEY_ESCAPE:
exitmenu = true;
break;
case KEY_ENTER:
case KEY_RIGHTARROW:
S_StartSound(NULL, sfx_menu1);
if ((serverlistpage + 1) * SERVERS_PER_PAGE < serverlistcount)
serverlistpage++;
break;
case KEY_LEFTARROW:
S_StartSound(NULL, sfx_menu1);
if (serverlistpage > 0)
serverlistpage--;
break;
default:
break;
}
if (exitmenu)
{
if (currentMenu->prevMenu)
M_SetupNextMenu(currentMenu->prevMenu);
else
M_ClearMenus(true);
}
}
static void M_Connect(INT32 choice)
{
// do not call menuexitfunc
M_ClearMenus(false);
COM_BufAddText(va("connect node %d\n", serverlist[choice-FIRSTSERVERLINE + serverlistpage * SERVERS_PER_PAGE].node));
}
static void M_Refresh(INT32 choice)
{
(void)choice;
// Display a little "please wait" message.
M_DrawTextBox(52, BASEVIDHEIGHT/2-10, 25, 3);
V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT/2, 0, "Searching for servers...");
V_DrawCenteredString(BASEVIDWIDTH/2, (BASEVIDHEIGHT/2)+12, 0, "Please wait.");
I_OsPolling();
I_UpdateNoBlit();
if (rendermode == render_soft)
I_FinishUpdate(); // page flip or blit buffer
// first page of servers
serverlistpage = 0;
#ifdef MASTERSERVER
#ifdef HAVE_THREADS
Spawn_masterserver_thread("fetch-servers", Fetch_servers_thread);
#else/*HAVE_THREADS*/
Fetch_servers_thread(NULL);
#endif/*HAVE_THREADS*/
#else/*MASTERSERVER*/
CL_UpdateServerList();
#endif/*MASTERSERVER*/
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}
static void M_DrawConnectMenu(void)
{
UINT16 i;
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const char *gt = "Unknown";
const char *spd = "";
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INT32 numPages = (serverlistcount+(SERVERS_PER_PAGE-1))/SERVERS_PER_PAGE;
int waiting;
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for (i = FIRSTSERVERLINE; i < min(localservercount, SERVERS_PER_PAGE)+FIRSTSERVERLINE; i++)
MP_ConnectMenu[i].status = IT_STRING | IT_SPACE;
if (!numPages)
numPages = 1;
// Page num
V_DrawRightAlignedString(BASEVIDWIDTH - currentMenu->x, currentMenu->y + MP_ConnectMenu[mp_connect_page].alphaKey,
highlightflags, va("%u of %d", serverlistpage+1, numPages));
// Did you change the Server Browser address? Have a little reminder.
int mservflags = V_ALLOWLOWERCASE;
if (CV_IsSetToDefault(&cv_masterserver))
mservflags = mservflags|highlightflags|V_30TRANS;
else
mservflags = mservflags|warningflags;
V_DrawRightAlignedSmallString(BASEVIDWIDTH - currentMenu->x, currentMenu->y+14 + MP_ConnectMenu[mp_connect_page].alphaKey,
mservflags, va("MS: %s", cv_masterserver.string));
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// Horizontal line!
V_DrawFill(1, currentMenu->y+32, 318, 1, 0);
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if (serverlistcount <= 0)
V_DrawString(currentMenu->x,currentMenu->y+SERVERHEADERHEIGHT, 0, "No servers found");
else
for (i = 0; i < min(serverlistcount - serverlistpage * SERVERS_PER_PAGE, SERVERS_PER_PAGE); i++)
{
INT32 slindex = i + serverlistpage * SERVERS_PER_PAGE;
UINT32 globalflags = ((serverlist[slindex].info.numberofplayer >= serverlist[slindex].info.maxplayer) ? V_TRANSLUCENT : 0)
|((itemOn == FIRSTSERVERLINE+i) ? highlightflags : 0)|V_ALLOWLOWERCASE;
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V_DrawString(currentMenu->x, S_LINEY(i), globalflags, serverlist[slindex].info.servername);
// Don't use color flags intentionally, the global yellow color will auto override the text color code
if (serverlist[slindex].info.modifiedgame)
V_DrawSmallString(currentMenu->x+202, S_LINEY(i)+8, globalflags, "\x85" "Mod");
if (serverlist[slindex].info.cheatsenabled)
V_DrawSmallString(currentMenu->x+222, S_LINEY(i)+8, globalflags, "\x83" "Cheats");
V_DrawSmallString(currentMenu->x, S_LINEY(i)+8, globalflags,
va("Ping: %u", (UINT32)LONG(serverlist[slindex].info.time)));
gt = "Unknown";
if (serverlist[slindex].info.gametype < NUMGAMETYPES)
gt = Gametype_Names[serverlist[slindex].info.gametype];
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V_DrawSmallString(currentMenu->x+46,S_LINEY(i)+8, globalflags,
va("Players: %02d/%02d", serverlist[slindex].info.numberofplayer, serverlist[slindex].info.maxplayer));
V_DrawSmallString(currentMenu->x+112, S_LINEY(i)+8, globalflags, gt);
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// display game speed for race gametypes
if (serverlist[slindex].info.gametype == GT_RACE)
{
spd = kartspeed_cons_t[serverlist[slindex].info.kartvars & SV_SPEEDMASK].strvalue;
V_DrawSmallString(currentMenu->x+132, S_LINEY(i)+8, globalflags, va("(%s Speed)", spd));
}
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MP_ConnectMenu[i+FIRSTSERVERLINE].status = IT_STRING | IT_CALL;
}
localservercount = serverlistcount;
M_DrawGenericMenu();
waiting = M_GetWaitingMode();
if (waiting)
{
const char *message;
if (waiting == M_WAITING_VERSION)
message = "Checking for updates...";
else
message = "Searching for servers...";
// Display a little "please wait" message.
M_DrawTextBox(52, BASEVIDHEIGHT/2-10, 25, 3);
V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT/2, 0, message);
V_DrawCenteredString(BASEVIDWIDTH/2, (BASEVIDHEIGHT/2)+12, 0, "Please wait.");
}
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}
static boolean M_CancelConnect(void)
{
D_CloseConnection();
return true;
}
// Ascending order, not descending.
// The casts are safe as long as the caller doesn't do anything stupid.
#define SERVER_LIST_ENTRY_COMPARATOR(key) \
static int ServerListEntryComparator_##key(const void *entry1, const void *entry2) \
{ \
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const serverelem_t *sa = (const serverelem_t*)entry1, *sb = (const serverelem_t*)entry2; \
if (sa->info.key != sb->info.key) \
return sa->info.key - sb->info.key; \
return strcmp(sa->info.servername, sb->info.servername); \
}
// This does descending instead of ascending.
#define SERVER_LIST_ENTRY_COMPARATOR_REVERSE(key) \
static int ServerListEntryComparator_##key##_reverse(const void *entry1, const void *entry2) \
{ \
const serverelem_t *sa = (const serverelem_t*)entry1, *sb = (const serverelem_t*)entry2; \
if (sb->info.key != sa->info.key) \
return sb->info.key - sa->info.key; \
return strcmp(sb->info.servername, sa->info.servername); \
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}
SERVER_LIST_ENTRY_COMPARATOR(time)
SERVER_LIST_ENTRY_COMPARATOR(numberofplayer)
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SERVER_LIST_ENTRY_COMPARATOR_REVERSE(numberofplayer)
SERVER_LIST_ENTRY_COMPARATOR_REVERSE(maxplayer)
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SERVER_LIST_ENTRY_COMPARATOR(gametype)
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// Special one for modified state.
static int ServerListEntryComparator_modified(const void *entry1, const void *entry2)
{
const serverelem_t *sa = (const serverelem_t*)entry1, *sb = (const serverelem_t*)entry2;
// Modified acts as 2 points, cheats act as one point.
int modstate_a = (sa->info.cheatsenabled ? 1 : 0) | (sa->info.modifiedgame ? 2 : 0);
int modstate_b = (sb->info.cheatsenabled ? 1 : 0) | (sb->info.modifiedgame ? 2 : 0);
if (modstate_a != modstate_b)
return modstate_a - modstate_b;
// Default to strcmp.
return strcmp(sa->info.servername, sb->info.servername);
}
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#endif
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void M_SortServerList(void)
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{
#ifndef NONET
switch(cv_serversort.value)
{
case 0: // Ping.
qsort(serverlist, serverlistcount, sizeof(serverelem_t), ServerListEntryComparator_time);
break;
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case 1: // Modified state.
qsort(serverlist, serverlistcount, sizeof(serverelem_t), ServerListEntryComparator_modified);
break;
case 2: // Most players.
qsort(serverlist, serverlistcount, sizeof(serverelem_t), ServerListEntryComparator_numberofplayer_reverse);
break;
case 3: // Least players.
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qsort(serverlist, serverlistcount, sizeof(serverelem_t), ServerListEntryComparator_numberofplayer);
break;
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case 4: // Max players.
qsort(serverlist, serverlistcount, sizeof(serverelem_t), ServerListEntryComparator_maxplayer_reverse);
break;
case 5: // Gametype.
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qsort(serverlist, serverlistcount, sizeof(serverelem_t), ServerListEntryComparator_gametype);
break;
}
#endif
}
#ifndef NONET
#ifdef UPDATE_ALERT
static void M_CheckMODVersion(int id)
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{
char updatestring[500];
const char *updatecheck = GetMODVersion(id);
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if(updatecheck)
{
sprintf(updatestring, UPDATE_ALERT_STRING, VERSIONSTRING, updatecheck);
#ifdef HAVE_THREADS
I_lock_mutex(&m_menu_mutex);
#endif
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M_StartMessage(updatestring, NULL, MM_NOTHING);
#ifdef HAVE_THREADS
I_unlock_mutex(m_menu_mutex);
#endif
}
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}
#endif/*UPDATE_ALERT*/
#if defined (UPDATE_ALERT) && defined (HAVE_THREADS)
static void
Check_new_version_thread (int *id)
{
M_SetWaitingMode(M_WAITING_VERSION);
M_CheckMODVersion(*id);
if (Same_instance(*id))
{
Fetch_servers_thread(id);
}
else
{
free(id);
}
}
#endif/*defined (UPDATE_ALERT) && defined (HAVE_THREADS)*/
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static void M_ConnectMenu(INT32 choice)
{
(void)choice;
// modified game check: no longer handled
// we don't request a restart unless the filelist differs
// first page of servers
serverlistpage = 0;
M_SetupNextMenu(&MP_ConnectDef);
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itemOn = 0;
#if defined (MASTERSERVER) && defined (HAVE_THREADS)
I_lock_mutex(&ms_QueryId_mutex);
{
ms_QueryId++;
}
I_unlock_mutex(ms_QueryId_mutex);
I_lock_mutex(&ms_ServerList_mutex);
{
if (ms_ServerList)
{
free(ms_ServerList);
ms_ServerList = NULL;
}
}
I_unlock_mutex(ms_ServerList_mutex);
#ifdef UPDATE_ALERT
Spawn_masterserver_thread("check-new-version", Check_new_version_thread);
#else/*UPDATE_ALERT*/
Spawn_masterserver_thread("fetch-servers", Fetch_servers_thread);
#endif/*UPDATE_ALERT*/
#else/*defined (MASTERSERVER) && defined (HAVE_THREADS)*/
#ifdef UPDATE_ALERT
M_CheckMODVersion(0);
#endif/*UPDATE_ALERT*/
M_Refresh(0);
#endif/*defined (MASTERSERVER) && defined (HAVE_THREADS)*/
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}
static void M_ConnectMenuModChecks(INT32 choice)
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{
(void)choice;
// okay never mind we want to COMMUNICATE to the player pre-emptively instead of letting them try and then get confused when it doesn't work
if (modifiedgame)
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{
M_StartMessage(M_GetText("You have addons loaded.\nYou won't be able to join netgames!\n\nTo play online, restart the game\nand don't load any addons.\nSRB2Kart will automatically add\neverything you need when you join.\n\n(Press a key)\n"),M_ConnectMenu,MM_EVENTHANDLER);
return;
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}
M_ConnectMenu(-1);
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}
boolean firstDismissedNagThisBoot = true;
static void M_HandleMasterServerResetChoice(event_t *ev)
{
INT32 choice = -1;
choice = ev->data1;
if (ev->type == ev_keydown)
{
if (choice == ' ' || choice == 'y' || choice == KEY_ENTER || choice == gamecontrol[gc_accelerate][0] || choice == gamecontrol[gc_accelerate][1])
{
CV_Set(&cv_masterserver, cv_masterserver.defaultvalue);
CV_Set(&cv_masterserver_nagattempts, cv_masterserver_nagattempts.defaultvalue);
S_StartSound(NULL, sfx_s221);
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}
else
{
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if (firstDismissedNagThisBoot)
{
if (cv_masterserver_nagattempts.value > 0)
{
CV_SetValue(&cv_masterserver_nagattempts, cv_masterserver_nagattempts.value - 1);
}
firstDismissedNagThisBoot = false;
}
}
}
}
static void M_PreStartServerMenu(INT32 choice)
{
(void)choice;
if (!CV_IsSetToDefault(&cv_masterserver) && cv_masterserver_nagattempts.value > 0)
{
M_StartMessage(M_GetText("Hey! You've changed the Server Browser address.\n\nYou won't be able to host games on the official Server Browser.\nUnless you're from the future, this probably isn't what you want.\n\n\x83Press Accel\x80 to fix this and continue.\x80\nPress any other key to continue anyway.\n"),M_PreStartServerMenuChoice,MM_EVENTHANDLER);
return;
}
M_StartServerMenu(-1);
}
static void M_PreConnectMenu(INT32 choice)
{
(void)choice;
if (!CV_IsSetToDefault(&cv_masterserver) && cv_masterserver_nagattempts.value > 0)
{
M_StartMessage(M_GetText("Hey! You've changed the Server Browser address.\n\nYou won't be able to see games from the official Server Browser.\nUnless you're from the future, this probably isn't what you want.\n\n\x83Press Accel\x80 to fix this and continue.\x80\nPress any other key to continue anyway.\n"),M_PreConnectMenuChoice,MM_EVENTHANDLER);
return;
}
M_ConnectMenuModChecks(-1);
}
static void M_PreStartServerMenuChoice(event_t *ev)
{
M_HandleMasterServerResetChoice(ev);
M_StartServerMenu(-1);
}
static void M_PreConnectMenuChoice(event_t *ev)
{
M_HandleMasterServerResetChoice(ev);
M_ConnectMenuModChecks(-1);
}
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#endif //NONET
//===========================================================================
// Start Server Menu
//===========================================================================
//
// FindFirstMap
//
// Finds the first map of a particular gametype (or returns the current map)
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// Defaults to 1 if nothing found.
//
static INT32 M_FindFirstMap(INT32 gtype)
{
INT32 i;
if (mapheaderinfo[gamemap] && (mapheaderinfo[gamemap]->typeoflevel & gtype))
return gamemap;
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for (i = 0; i < NUMMAPS; i++)
{
if (!mapheaderinfo[i])
continue;
if (!(mapheaderinfo[i]->typeoflevel & gtype))
continue;
return i + 1;
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}
return 1;
}
static void M_StartServer(INT32 choice)
{
UINT8 ssplayers = cv_splitplayers.value-1;
(void)choice;
if (currentMenu == &MP_OfflineServerDef)
netgame = false;
else
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netgame = true;
multiplayer = true;
strncpy(connectedservername, cv_servername.string, MAXSERVERNAME);
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// Still need to reset devmode
cv_debug = 0;
if (demo.playback)
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G_StopDemo();
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if (metalrecording)
G_StopMetalDemo();
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if (!cv_nextmap.value)
CV_SetValue(&cv_nextmap, G_RandMap(G_TOLFlag(cv_newgametype.value), -1, false, 0, false, NULL)+1);
if (cv_maxplayers.value < ssplayers+1)
CV_SetValue(&cv_maxplayers, ssplayers+1);
if (splitscreen != ssplayers)
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{
splitscreen = ssplayers;
SplitScreen_OnChange();
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}
if (currentMenu == &MP_OfflineServerDef) // offline server
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{
paused = false;
SV_StartSinglePlayerServer();
multiplayer = true; // yeah, SV_StartSinglePlayerServer clobbers this...
D_MapChange(cv_nextmap.value, cv_newgametype.value, (boolean)cv_kartencore.value, 1, 1, false, false);
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}
else
{
D_MapChange(cv_nextmap.value, cv_newgametype.value, (boolean)cv_kartencore.value, 1, 1, false, false);
COM_BufAddText("dummyconsvar 1\n");
}
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M_ClearMenus(true);
}
static void M_DrawLevelSelectOnly(boolean leftfade, boolean rightfade)
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{
lumpnum_t lumpnum;
patch_t *PictureOfLevel;
INT32 x, y, w, i, oldval, trans, dupadjust = ((vid.width/vid.dupx) - BASEVIDWIDTH)>>1;
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// A 160x100 image of the level as entry MAPxxP
if (cv_nextmap.value)
{
lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(cv_nextmap.value)));
if (lumpnum != LUMPERROR)
PictureOfLevel = W_CachePatchNum(lumpnum, PU_CACHE);
else
PictureOfLevel = W_CachePatchName("BLANKLVL", PU_CACHE);
}
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else
PictureOfLevel = W_CachePatchName("RANDOMLV", PU_CACHE);
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w = SHORT(PictureOfLevel->width)/2;
i = SHORT(PictureOfLevel->height)/2;
x = BASEVIDWIDTH/2 - w/2;
y = currentMenu->y + 130 + 8 - i;
if (currentMenu->menuitems[itemOn].itemaction == &cv_nextmap && skullAnimCounter < 4)
trans = 120;
else
trans = G_GetGametypeColor(cv_newgametype.value);
V_DrawFill(x-1, y-1, w+2, i+2, trans); // variable reuse...
if (!cv_kartencore.value || gamestate == GS_TIMEATTACK || cv_newgametype.value != GT_RACE)
V_DrawSmallScaledPatch(x, y, 0, PictureOfLevel);
else
{
/*UINT8 *mappingforencore = NULL;
if ((lumpnum = W_CheckNumForName(va("%sE", mapname))) != LUMPERROR)
mappingforencore = W_CachePatchNum(lumpnum, PU_CACHE);*/
V_DrawFixedPatch((x+w)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/2, V_FLIP, PictureOfLevel, 0);
{
static angle_t rubyfloattime = 0;
const fixed_t rubyheight = FINESINE(rubyfloattime>>ANGLETOFINESHIFT);
V_DrawFixedPatch((x+w/2)<<FRACBITS, ((y+i/2)<<FRACBITS) - (rubyheight<<1), FRACUNIT, 0, W_CachePatchName("RUBYICON", PU_CACHE), NULL);
rubyfloattime += FixedMul(ANGLE_MAX/NEWTICRATE, renderdeltatics);
}
}
/*V_DrawDiag(x, y, 12, 31);
V_DrawDiag(x, y, 10, G_GetGametypeColor(cv_newgametype.value));*/
y += i/4;
i = cv_nextmap.value - 1;
trans = (leftfade ? V_TRANSLUCENT : 0);
#define horizspac 2
do
{
oldval = i;
do
{
i--;
if (i == -2)
i = NUMMAPS-1;
if (i == oldval)
return;
if(!mapheaderinfo[i])
continue; // Don't allocate the header. That just makes memory usage skyrocket.
} while (!M_CanShowLevelInList(i, cv_newgametype.value));
// A 160x100 image of the level as entry MAPxxP
if (i+1)
{
lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(i+1)));
if (lumpnum != LUMPERROR)
PictureOfLevel = W_CachePatchNum(lumpnum, PU_CACHE);
else
PictureOfLevel = W_CachePatchName("BLANKLVL", PU_CACHE);
}
else
PictureOfLevel = W_CachePatchName("RANDOMLV", PU_CACHE);
x -= horizspac + w/2;
V_DrawTinyScaledPatch(x, y, trans, PictureOfLevel);
} while (x > horizspac-dupadjust);
x = (BASEVIDWIDTH + w)/2 + horizspac;
i = cv_nextmap.value - 1;
trans = (rightfade ? V_TRANSLUCENT : 0);
while (x < BASEVIDWIDTH+dupadjust-horizspac)
{
oldval = i;
do
{
i++;
if (i == NUMMAPS)
i = -1;
if (i == oldval)
return;
if(!mapheaderinfo[i])
continue; // Don't allocate the header. That just makes memory usage skyrocket.
} while (!M_CanShowLevelInList(i, cv_newgametype.value));
// A 160x100 image of the level as entry MAPxxP
if (i+1)
{
lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(i+1)));
if (lumpnum != LUMPERROR)
PictureOfLevel = W_CachePatchNum(lumpnum, PU_CACHE);
else
PictureOfLevel = W_CachePatchName("BLANKLVL", PU_CACHE);
}
else
PictureOfLevel = W_CachePatchName("RANDOMLV", PU_CACHE);
V_DrawTinyScaledPatch(x, y, trans, PictureOfLevel);
x += horizspac + w/2;
}
#undef horizspac
}
static void M_DrawServerMenu(void)
{
M_DrawLevelSelectOnly(false, false);
if (currentMenu == &MP_ServerDef && cv_advertise.value) // Remind players where they're hosting.
{
int mservflags = V_ALLOWLOWERCASE;
if (CV_IsSetToDefault(&cv_masterserver))
mservflags = mservflags|highlightflags|V_30TRANS;
else
mservflags = mservflags|warningflags;
V_DrawCenteredThinString(BASEVIDWIDTH/2, BASEVIDHEIGHT-12, mservflags, va("Master Server: %s", cv_masterserver.string));
}
M_DrawGenericMenu();
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}
static void M_MapChange(INT32 choice)
{
(void)choice;
levellistmode = LLM_CREATESERVER;
CV_SetValue(&cv_newgametype, gametype);
CV_SetValue(&cv_nextmap, gamemap);
M_PrepareLevelSelect();
M_SetupNextMenu(&MISC_ChangeLevelDef);
}
static void M_StartOfflineServerMenu(INT32 choice)
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{
(void)choice;
levellistmode = LLM_CREATESERVER;
M_PrepareLevelSelect();
M_SetupNextMenu(&MP_OfflineServerDef);
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}
#ifndef NONET
static void M_StartServerMenu(INT32 choice)
{
(void)choice;
levellistmode = LLM_CREATESERVER;
M_PrepareLevelSelect();
M_SetupNextMenu(&MP_ServerDef);
M_PopupMasterServerRules();
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}
// ==============
// CONNECT VIA IP
// ==============
static char setupm_ip[28];
#endif
static UINT8 setupm_pselect = 1;
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// Draw the funky Connect IP menu. Tails 11-19-2002
// So much work for such a little thing!
static void M_DrawMPMainMenu(void)
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{
INT32 x = currentMenu->x;
INT32 y = currentMenu->y;
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// use generic drawer for cursor, items and title
M_DrawGenericMenu();
#ifndef NONET
#if MAXPLAYERS != 16
Update the maxplayers label...
#endif
V_DrawRightAlignedString(BASEVIDWIDTH-x, y+MP_MainMenu[4].alphaKey,
((itemOn == 4) ? highlightflags : 0), "(2-16 players)");
#endif
V_DrawRightAlignedString(BASEVIDWIDTH-x, y+MP_MainMenu[5].alphaKey,
((itemOn == 5) ? highlightflags : 0),
"(2-4 players)"
);
#ifndef NONET
y += MP_MainMenu[8].alphaKey;
V_DrawFill(x+5, y+4+5, /*16*8 + 6,*/ BASEVIDWIDTH - 2*(x+5), 8+6, 239);
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// draw name string
V_DrawString(x+8,y+12, V_ALLOWLOWERCASE, setupm_ip);
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// draw text cursor for name
if (itemOn == 8
&& skullAnimCounter < 4) //blink cursor
V_DrawCharacter(x+8+V_StringWidth(setupm_ip, V_ALLOWLOWERCASE),y+12,'_',false);
#endif
// character bar, ripped off the color bar :V
{
#define iconwidth 32
#define spacingwidth 32
#define incrwidth (iconwidth + spacingwidth)
UINT8 i = 0, pskin, pcol;
// player arrangement width, but there's also a chance i'm a furry, shhhhhh
const INT32 paw = iconwidth + 3*incrwidth;
INT32 trans = 0;
UINT8 *colmap;
x = BASEVIDWIDTH/2 - paw/2;
y = currentMenu->y + 32;
while (++i <= 4)
{
switch (i)
{
default:
pskin = R_SkinAvailable(cv_skin.string);
pcol = cv_playercolor.value;
break;
case 2:
pskin = R_SkinAvailable(cv_skin2.string);
pcol = cv_playercolor2.value;
break;
case 3:
pskin = R_SkinAvailable(cv_skin3.string);
pcol = cv_playercolor3.value;
break;
case 4:
pskin = R_SkinAvailable(cv_skin4.string);
pcol = cv_playercolor4.value;
break;
}
if (pskin >= MAXSKINS)
pskin = 0;
if (!trans && i > cv_splitplayers.value)
trans = V_TRANSLUCENT;
colmap = R_GetTranslationColormap(pskin, pcol, GTC_MENUCACHE);
V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, FRACUNIT, trans, facewantprefix[pskin], colmap);
if (itemOn == 2 && i == setupm_pselect)
{
static fixed_t cursorframe = 0;
cursorframe += renderdeltatics / 4;
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for (; cursorframe > 7 * FRACUNIT; cursorframe -= 7 * FRACUNIT) {}
V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, FRACUNIT, 0, W_CachePatchName(va("K_BHILI%d", (cursorframe >> FRACBITS) + 1), PU_CACHE), NULL);
}
x += incrwidth;
}
#undef incrwidth
#undef spacingwidth
#undef iconwidth
}
2014-03-15 16:59:03 +00:00
}
static void Splitplayers_OnChange(void)
{
if (cv_splitplayers.value < setupm_pselect)
setupm_pselect = 1;
}
static void M_SetupMultiHandler(INT32 choice)
{
boolean exitmenu = false; // exit to previous menu and send name change
switch (choice)
{
case KEY_LEFTARROW:
if (cv_splitplayers.value > 1)
{
if (--setupm_pselect < 1)
setupm_pselect = cv_splitplayers.value;
S_StartSound(NULL,sfx_menu1); // Tails
}
break;
case KEY_RIGHTARROW:
if (cv_splitplayers.value > 1)
{
if (++setupm_pselect > cv_splitplayers.value)
setupm_pselect = 1;
S_StartSound(NULL,sfx_menu1); // Tails
}
break;
case KEY_DOWNARROW:
M_NextOpt();
S_StartSound(NULL,sfx_menu1); // Tails
break;
case KEY_UPARROW:
M_PrevOpt();
S_StartSound(NULL,sfx_menu1); // Tails
break;
case KEY_ENTER:
{
S_StartSound(NULL,sfx_menu1); // Tails
currentMenu->lastOn = itemOn;
switch (setupm_pselect)
{
case 2:
M_SetupMultiPlayer2(0);
return;
case 3:
M_SetupMultiPlayer3(0);
return;
case 4:
M_SetupMultiPlayer4(0);
return;
default:
M_SetupMultiPlayer(0);
return;
}
break;
}
case KEY_ESCAPE:
exitmenu = true;
break;
}
if (exitmenu)
{
if (currentMenu->prevMenu)
M_SetupNextMenu (currentMenu->prevMenu);
else
M_ClearMenus(true);
}
}
#ifndef NONET
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// Tails 11-19-2002
static void M_ConnectIP(INT32 choice)
{
(void)choice;
if (*setupm_ip == 0)
{
M_StartMessage("You must specify an IP address.\n", NULL, MM_NOTHING);
return;
}
M_ClearMenus(true);
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COM_BufAddText(va("connect \"%s\"\n", setupm_ip));
// A little "please wait" message.
M_DrawTextBox(56, BASEVIDHEIGHT/2-12, 24, 2);
V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT/2, 0, "Connecting to server...");
I_OsPolling();
I_UpdateNoBlit();
if (rendermode == render_soft)
I_FinishUpdate(); // page flip or blit buffer
}
// Tails 11-19-2002
static void M_HandleConnectIP(INT32 choice)
{
size_t l;
boolean exitmenu = false; // exit to previous menu and send name change
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switch (choice)
{
case KEY_DOWNARROW:
M_NextOpt();
S_StartSound(NULL,sfx_menu1); // Tails
break;
case KEY_UPARROW:
M_PrevOpt();
S_StartSound(NULL,sfx_menu1); // Tails
break;
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case KEY_ENTER:
S_StartSound(NULL,sfx_menu1); // Tails
currentMenu->lastOn = itemOn;
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M_ConnectIP(1);
break;
case KEY_ESCAPE:
exitmenu = true;
break;
case KEY_BACKSPACE:
if ((l = strlen(setupm_ip)) != 0)
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{
S_StartSound(NULL,sfx_menu1); // Tails
setupm_ip[l-1] = 0;
}
break;
case KEY_DEL:
if (setupm_ip[0])
{
S_StartSound(NULL,sfx_menu1); // Tails
setupm_ip[0] = 0;
2014-03-15 16:59:03 +00:00
}
break;
default:
l = strlen(setupm_ip);
if (l >= 28-1)
break;
// Rudimentary number and period enforcing - also allows letters so hostnames can be used instead
if ((choice >= '-' && choice <= ':') || (choice >= 'A' && choice <= 'Z') || (choice >= 'a' && choice <= 'z'))
{
S_StartSound(NULL,sfx_menu1); // Tails
setupm_ip[l] = (char)choice;
setupm_ip[l+1] = 0;
}
else if (choice >= 199 && choice <= 211 && choice != 202 && choice != 206) //numpad too!
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{
char keypad_translation[] = {'7','8','9','-','4','5','6','+','1','2','3','0','.'};
choice = keypad_translation[choice - 199];
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S_StartSound(NULL,sfx_menu1); // Tails
setupm_ip[l] = (char)choice;
setupm_ip[l+1] = 0;
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}
break;
}
if (exitmenu)
{
if (currentMenu->prevMenu)
M_SetupNextMenu (currentMenu->prevMenu);
else
M_ClearMenus(true);
}
}
#endif //!NONET
// ========================
// MULTIPLAYER PLAYER SETUP
// ========================
// Tails 03-02-2002
Implement Uncapped (squashed) Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
2019-10-06 22:40:52 +00:00
static fixed_t multi_tics;
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static state_t *multi_state;
// this is set before entering the MultiPlayer setup menu,
// for either player 1 or 2
static char setupm_name[MAXPLAYERNAME+1];
static player_t *setupm_player;
static consvar_t *setupm_cvskin;
static consvar_t *setupm_cvcolor;
static consvar_t *setupm_cvname;
static INT32 setupm_fakeskin;
static INT32 setupm_fakecolor;
static void M_DrawSetupMultiPlayerMenu(void)
{
INT32 mx, my, st, flags = 0;
spritedef_t *sprdef;
spriteframe_t *sprframe;
patch_t *statbg = W_CachePatchName("K_STATBG", PU_CACHE);
2018-09-03 04:06:17 +00:00
patch_t *statlr = W_CachePatchName("K_STATLR", PU_CACHE);
patch_t *statud = W_CachePatchName("K_STATUD", PU_CACHE);
patch_t *statdot = W_CachePatchName("K_SDOT0", PU_CACHE);
2014-03-15 16:59:03 +00:00
patch_t *patch;
UINT8 frame;
UINT8 speed;
UINT8 weight;
UINT8 i;
const UINT8 *flashcol = V_GetStringColormap(highlightflags);
2018-09-03 04:06:17 +00:00
INT32 statx, staty;
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mx = MP_PlayerSetupDef.x;
my = MP_PlayerSetupDef.y;
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statx = (BASEVIDWIDTH - mx - 118);
staty = (my+62);
2014-03-15 16:59:03 +00:00
// use generic drawer for cursor, items and title
M_DrawGenericMenu();
// draw name string
M_DrawTextBox(mx + 32, my - 8, MAXPLAYERNAME, 1);
V_DrawString(mx + 40, my, V_ALLOWLOWERCASE, setupm_name);
2014-03-15 16:59:03 +00:00
// draw text cursor for name
if (!itemOn && skullAnimCounter < 4) // blink cursor
V_DrawCharacter(mx + 40 + V_StringWidth(setupm_name, V_ALLOWLOWERCASE), my, '_',false);
2014-03-15 16:59:03 +00:00
// draw skin string
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st = V_StringWidth(skins[setupm_fakeskin].realname, 0);
V_DrawString(BASEVIDWIDTH - mx - st, my + 16,
((MP_PlayerSetupMenu[2].status & IT_TYPE) == IT_SPACE ? V_TRANSLUCENT : 0)|highlightflags|V_ALLOWLOWERCASE,
2014-03-15 16:59:03 +00:00
skins[setupm_fakeskin].realname);
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if (itemOn == 1)
{
V_DrawCharacter(BASEVIDWIDTH - mx - 10 - st - (skullAnimCounter/5), my + 16,
'\x1C' | highlightflags, false); // left arrow
V_DrawCharacter(BASEVIDWIDTH - mx + 2 + (skullAnimCounter/5), my + 16,
'\x1D' | highlightflags, false); // right arrow
}
2014-03-15 16:59:03 +00:00
// draw the name of the color you have chosen
// Just so people don't go thinking that "Default" is Green.
2018-07-02 13:43:52 +00:00
st = V_StringWidth(KartColor_Names[setupm_fakecolor], 0);
V_DrawString(BASEVIDWIDTH - mx - st, my + 152, highlightflags|V_ALLOWLOWERCASE, KartColor_Names[setupm_fakecolor]); // SRB2kart
if (itemOn == 2)
{
V_DrawCharacter(BASEVIDWIDTH - mx - 10 - st - (skullAnimCounter/5), my + 152,
'\x1C' | highlightflags, false); // left arrow
V_DrawCharacter(BASEVIDWIDTH - mx + 2 + (skullAnimCounter/5), my + 152,
'\x1D' | highlightflags, false); // right arrow
}
// SRB2Kart: draw the stat backer
2018-09-03 04:06:17 +00:00
// labels
V_DrawThinString(statx+16, staty, V_6WIDTHSPACE|highlightflags, "Acceleration");
V_DrawThinString(statx+91, staty, V_6WIDTHSPACE|highlightflags, "Max Speed");
V_DrawThinString(statx, staty+12, V_6WIDTHSPACE|highlightflags, "Handling");
V_DrawThinString(statx+7, staty+77, V_6WIDTHSPACE|highlightflags, "Weight");
// label arrows
V_DrawFixedPatch((statx+64)<<FRACBITS, staty<<FRACBITS, FRACUNIT, 0, statlr, flashcol);
V_DrawFixedPatch((statx+24)<<FRACBITS, (staty+22)<<FRACBITS, FRACUNIT, 0, statud, flashcol);
// bg
V_DrawFixedPatch((statx+34)<<FRACBITS, (staty+10)<<FRACBITS, FRACUNIT, 0, statbg, 0);
for (i = 0; i < numskins; i++) // draw the stat dots
{
if (i != setupm_fakeskin && R_SkinAvailable(skins[i].name) != -1)
{
speed = skins[i].kartspeed;
weight = skins[i].kartweight;
2018-07-02 13:43:52 +00:00
V_DrawFixedPatch(((BASEVIDWIDTH - mx - 80) + ((speed-1)*8))<<FRACBITS, ((my+76) + ((weight-1)*8))<<FRACBITS, FRACUNIT, 0, statdot, NULL);
}
}
2014-03-15 16:59:03 +00:00
speed = skins[setupm_fakeskin].kartspeed;
weight = skins[setupm_fakeskin].kartweight;
statdot = W_CachePatchName("K_SDOT1", PU_CACHE);
if (skullAnimCounter < 4) // SRB2Kart: we draw this dot later so that it's not covered if there's multiple skins with the same stats
2018-07-02 13:43:52 +00:00
V_DrawFixedPatch(((BASEVIDWIDTH - mx - 80) + ((speed-1)*8))<<FRACBITS, ((my+76) + ((weight-1)*8))<<FRACBITS, FRACUNIT, 0, statdot, flashcol);
else
2018-07-02 13:43:52 +00:00
V_DrawFixedPatch(((BASEVIDWIDTH - mx - 80) + ((speed-1)*8))<<FRACBITS, ((my+76) + ((weight-1)*8))<<FRACBITS, FRACUNIT, 0, statdot, NULL);
statdot = W_CachePatchName("K_SDOT2", PU_CACHE); // coloured center
2018-07-02 13:43:52 +00:00
if (setupm_fakecolor)
V_DrawFixedPatch(((BASEVIDWIDTH - mx - 80) + ((speed-1)*8))<<FRACBITS, ((my+76) + ((weight-1)*8))<<FRACBITS, FRACUNIT, 0, statdot, R_GetTranslationColormap(0, setupm_fakecolor, GTC_MENUCACHE));
// 2.2 color bar backported with permission
2018-07-02 13:43:52 +00:00
#define charw 72
#define indexwidth 8
{
2018-07-02 13:43:52 +00:00
const INT32 colwidth = ((BASEVIDWIDTH-(2*mx))-charw)/(2*indexwidth);
INT32 j = -colwidth;
INT16 col = setupm_fakecolor - colwidth;
2018-07-02 13:43:52 +00:00
INT32 x = mx;
INT32 w = indexwidth;
UINT8 h;
while (col < 1)
col += MAXSKINCOLORS-1;
while (j <= colwidth)
{
if (!(j++))
w = charw;
else
w = indexwidth;
for (h = 0; h < 16; h++)
2018-07-02 13:43:52 +00:00
V_DrawFill(x, my+162+h, w, 1, colortranslations[col][h]);
if (++col >= MAXSKINCOLORS)
col -= MAXSKINCOLORS-1;
x += w;
}
}
#undef indexwidth
// character bar, ripped off the color bar :V
2018-07-02 13:43:52 +00:00
if (setupm_fakecolor) // inverse should never happen
#define iconwidth 32
{
const INT32 icons = 4;
INT32 k = -icons;
INT16 col = setupm_fakeskin - icons;
INT32 x = BASEVIDWIDTH/2 - ((icons+1)*24) - 4;
fixed_t scale = FRACUNIT/2;
INT32 offx = 8, offy = 8;
2018-11-10 05:01:44 +00:00
patch_t *cursor;
static fixed_t cursorframe = 0;
patch_t *face;
UINT8 *colmap;
cursorframe += renderdeltatics / 4;
2022-05-21 17:32:40 +00:00
for (; cursorframe > 7 * FRACUNIT; cursorframe -= 7 * FRACUNIT) {}
2018-11-10 05:01:44 +00:00
cursor = W_CachePatchName(va("K_BHILI%d", (cursorframe >> FRACBITS) + 1), PU_CACHE);
2018-11-10 05:01:44 +00:00
if (col < 0)
col += numskins;
while (k <= icons)
{
if (!(k++))
{
scale = FRACUNIT;
face = facewantprefix[col];
offx = 12;
offy = 0;
}
else
{
scale = FRACUNIT/2;
face = facerankprefix[col];
offx = 8;
offy = 8;
}
colmap = R_GetTranslationColormap(col, setupm_fakecolor, GTC_MENUCACHE);
V_DrawFixedPatch((x+offx)<<FRACBITS, (my+28+offy)<<FRACBITS, FRACUNIT, 0, face, colmap);
if (scale == FRACUNIT) // bit of a hack
2018-11-10 05:01:44 +00:00
V_DrawFixedPatch((x+offx)<<FRACBITS, (my+28+offy)<<FRACBITS, FRACUNIT, 0, cursor, colmap);
if (++col >= numskins)
col -= numskins;
x += FixedMul(iconwidth<<FRACBITS, 3*scale/2)/FRACUNIT;
}
}
#undef iconwidth
2014-03-15 16:59:03 +00:00
// anim the player in the box
Implement Uncapped (squashed) Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
2019-10-06 22:40:52 +00:00
multi_tics -= renderdeltatics;
while (multi_tics <= 0)
2014-03-15 16:59:03 +00:00
{
st = multi_state->nextstate;
if (st != S_NULL)
multi_state = &states[st];
2022-05-21 17:32:40 +00:00
if (multi_state->tics <= -1)
Implement Uncapped (squashed) Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
2019-10-06 22:40:52 +00:00
multi_tics += 15*FRACUNIT;
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else
multi_tics += multi_state->tics * FRACUNIT;
2014-03-15 16:59:03 +00:00
}
// skin 0 is default player sprite
if (R_SkinAvailable(skins[setupm_fakeskin].name) != -1)
sprdef = &skins[R_SkinAvailable(skins[setupm_fakeskin].name)].spritedef;
else
sprdef = &skins[0].spritedef;
if (!sprdef->numframes) // No frames ??
return; // Can't render!
frame = multi_state->frame & FF_FRAMEMASK;
if (frame >= sprdef->numframes) // Walking animation missing
frame = 0; // Try to use standing frame
sprframe = &sprdef->spriteframes[frame];
patch = W_CachePatchNum(sprframe->lumppat[1], PU_CACHE);
2014-03-15 16:59:03 +00:00
if (sprframe->flip & 1) // Only for first sprite
flags |= V_FLIP; // This sprite is left/right flipped!
// draw box around guy
2018-07-02 13:43:52 +00:00
V_DrawFill(mx + 43 - (charw/2), my+65, charw, 84, 239);
2014-03-15 16:59:03 +00:00
// draw player sprite
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if (setupm_fakecolor) // inverse should never happen
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{
UINT8 *colormap = R_GetTranslationColormap(setupm_fakeskin, setupm_fakecolor, GTC_MENUCACHE);
2014-03-15 16:59:03 +00:00
2014-08-04 03:49:33 +00:00
if (skins[setupm_fakeskin].flags & SF_HIRES)
{
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V_DrawFixedPatch((mx+43)<<FRACBITS,
(my+131)<<FRACBITS,
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skins[setupm_fakeskin].highresscale,
flags, patch, colormap);
}
2014-03-15 16:59:03 +00:00
else
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V_DrawMappedPatch(mx+43, my+131, flags, patch, colormap);
2014-03-15 16:59:03 +00:00
}
#undef charw
2014-03-15 16:59:03 +00:00
}
// Handle 1P/2P MP Setup
static void M_HandleSetupMultiPlayer(INT32 choice)
{
size_t l;
boolean exitmenu = false; // exit to previous menu and send name change
if ((choice == gamecontrol[gc_fire][0] || choice == gamecontrol[gc_fire][1]) && itemOn == 2)
choice = KEY_BACKSPACE; // Hack to allow resetting prefcolor on controllers
2014-03-15 16:59:03 +00:00
switch (choice)
{
case KEY_DOWNARROW:
M_NextOpt();
S_StartSound(NULL,sfx_menu1); // Tails
break;
case KEY_UPARROW:
M_PrevOpt();
S_StartSound(NULL,sfx_menu1); // Tails
break;
case KEY_LEFTARROW:
if (itemOn == 1) //player skin
2014-03-15 16:59:03 +00:00
{
S_StartSound(NULL,sfx_menu1); // Tails
setupm_fakeskin--;
}
else if (itemOn == 2) // player color
2014-03-15 16:59:03 +00:00
{
S_StartSound(NULL,sfx_menu1); // Tails
setupm_fakecolor--;
}
break;
case KEY_RIGHTARROW:
if (itemOn == 1) //player skin
2014-03-15 16:59:03 +00:00
{
S_StartSound(NULL,sfx_menu1); // Tails
setupm_fakeskin++;
}
else if (itemOn == 2) // player color
2014-03-15 16:59:03 +00:00
{
S_StartSound(NULL,sfx_menu1); // Tails
setupm_fakecolor++;
}
break;
case KEY_ESCAPE:
exitmenu = true;
break;
case KEY_BACKSPACE:
if (itemOn == 0)
2014-03-15 16:59:03 +00:00
{
if ((l = strlen(setupm_name))!=0)
{
S_StartSound(NULL,sfx_menu1); // Tails
setupm_name[l-1] =0;
}
}
else if (itemOn == 2)
{
UINT8 col = skins[setupm_fakeskin].prefcolor;
if (setupm_fakecolor != col)
{
S_StartSound(NULL,sfx_menu1); // Tails
setupm_fakecolor = col;
}
2014-03-15 16:59:03 +00:00
}
break;
case KEY_DEL:
if (itemOn == 0 && (l = strlen(setupm_name))!=0)
{
S_StartSound(NULL,sfx_menu1); // Tails
setupm_name[0] = 0;
}
break;
2014-03-15 16:59:03 +00:00
default:
if (choice < 32 || choice > 127 || itemOn != 0)
break;
l = strlen(setupm_name);
if (l < MAXPLAYERNAME)
2014-03-15 16:59:03 +00:00
{
S_StartSound(NULL,sfx_menu1); // Tails
setupm_name[l] =(char)choice;
setupm_name[l+1] =0;
}
break;
}
// check skin
if (setupm_fakeskin < 0)
setupm_fakeskin = numskins-1;
if (setupm_fakeskin > numskins-1)
setupm_fakeskin = 0;
// check color
if (setupm_fakecolor < 1)
setupm_fakecolor = MAXSKINCOLORS-1;
if (setupm_fakecolor > MAXSKINCOLORS-1)
setupm_fakecolor = 1;
if (exitmenu)
{
if (currentMenu->prevMenu)
M_SetupNextMenu (currentMenu->prevMenu);
else
M_ClearMenus(true);
}
}
// start the multiplayer setup menu
static void M_SetupMultiPlayer(INT32 choice)
{
(void)choice;
multi_state = &states[mobjinfo[MT_PLAYER].seestate];
Implement Uncapped (squashed) Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
2019-10-06 22:40:52 +00:00
multi_tics = multi_state->tics*FRACUNIT;
2014-03-15 16:59:03 +00:00
strcpy(setupm_name, cv_playername.string);
// set for player 1
setupm_player = &players[consoleplayer];
setupm_cvskin = &cv_skin;
setupm_cvcolor = &cv_playercolor;
setupm_cvname = &cv_playername;
// For whatever reason this doesn't work right if you just use ->value
setupm_fakeskin = R_SkinAvailable(setupm_cvskin->string);
if (setupm_fakeskin == -1)
setupm_fakeskin = 0;
setupm_fakecolor = setupm_cvcolor->value;
// disable skin changes if we can't actually change skins
if (!CanChangeSkin(consoleplayer))
MP_PlayerSetupMenu[2].status = (IT_GRAYEDOUT);
else
MP_PlayerSetupMenu[2].status = (IT_KEYHANDLER|IT_STRING);
MP_PlayerSetupDef.prevMenu = currentMenu;
M_SetupNextMenu(&MP_PlayerSetupDef);
}
// start the multiplayer setup menu, for secondary player (splitscreen mode)
static void M_SetupMultiPlayer2(INT32 choice)
{
(void)choice;
multi_state = &states[mobjinfo[MT_PLAYER].seestate];
Implement Uncapped (squashed) Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
2019-10-06 22:40:52 +00:00
multi_tics = multi_state->tics*FRACUNIT;
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strcpy (setupm_name, cv_playername2.string);
// set for splitscreen secondary player
setupm_player = &players[displayplayers[1]];
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setupm_cvskin = &cv_skin2;
setupm_cvcolor = &cv_playercolor2;
setupm_cvname = &cv_playername2;
// For whatever reason this doesn't work right if you just use ->value
setupm_fakeskin = R_SkinAvailable(setupm_cvskin->string);
if (setupm_fakeskin == -1)
setupm_fakeskin = 0;
setupm_fakecolor = setupm_cvcolor->value;
// disable skin changes if we can't actually change skins
if (splitscreen && !CanChangeSkin(displayplayers[1]))
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MP_PlayerSetupMenu[2].status = (IT_GRAYEDOUT);
else
MP_PlayerSetupMenu[2].status = (IT_KEYHANDLER | IT_STRING);
MP_PlayerSetupDef.prevMenu = currentMenu;
M_SetupNextMenu(&MP_PlayerSetupDef);
}
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// start the multiplayer setup menu, for third player (splitscreen mode)
static void M_SetupMultiPlayer3(INT32 choice)
{
(void)choice;
multi_state = &states[mobjinfo[MT_PLAYER].seestate];
multi_tics = multi_state->tics;
strcpy(setupm_name, cv_playername3.string);
// set for splitscreen third player
setupm_player = &players[displayplayers[2]];
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setupm_cvskin = &cv_skin3;
setupm_cvcolor = &cv_playercolor3;
setupm_cvname = &cv_playername3;
// For whatever reason this doesn't work right if you just use ->value
setupm_fakeskin = R_SkinAvailable(setupm_cvskin->string);
if (setupm_fakeskin == -1)
setupm_fakeskin = 0;
setupm_fakecolor = setupm_cvcolor->value;
// disable skin changes if we can't actually change skins
if (splitscreen > 1 && !CanChangeSkin(displayplayers[2]))
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MP_PlayerSetupMenu[2].status = (IT_GRAYEDOUT);
else
MP_PlayerSetupMenu[2].status = (IT_KEYHANDLER | IT_STRING);
MP_PlayerSetupDef.prevMenu = currentMenu;
M_SetupNextMenu(&MP_PlayerSetupDef);
}
// start the multiplayer setup menu, for third player (splitscreen mode)
static void M_SetupMultiPlayer4(INT32 choice)
{
(void)choice;
multi_state = &states[mobjinfo[MT_PLAYER].seestate];
multi_tics = multi_state->tics;
strcpy(setupm_name, cv_playername4.string);
// set for splitscreen fourth player
setupm_player = &players[displayplayers[3]];
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setupm_cvskin = &cv_skin4;
setupm_cvcolor = &cv_playercolor4;
setupm_cvname = &cv_playername4;
// For whatever reason this doesn't work right if you just use ->value
setupm_fakeskin = R_SkinAvailable(setupm_cvskin->string);
if (setupm_fakeskin == -1)
setupm_fakeskin = 0;
setupm_fakecolor = setupm_cvcolor->value;
// disable skin changes if we can't actually change skins
if (splitscreen > 2 && !CanChangeSkin(displayplayers[3]))
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MP_PlayerSetupMenu[2].status = (IT_GRAYEDOUT);
else
MP_PlayerSetupMenu[2].status = (IT_KEYHANDLER | IT_STRING);
MP_PlayerSetupDef.prevMenu = currentMenu;
M_SetupNextMenu(&MP_PlayerSetupDef);
}
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static boolean M_QuitMultiPlayerMenu(void)
{
size_t l;
// send name if changed
if (strcmp(setupm_name, setupm_cvname->string))
{
// remove trailing whitespaces
for (l= strlen(setupm_name)-1;
(signed)l >= 0 && setupm_name[l] ==' '; l--)
setupm_name[l] =0;
COM_BufAddText (va("%s \"%s\"\n",setupm_cvname->name,setupm_name));
}
// you know what? always putting these in the buffer won't hurt anything.
COM_BufAddText (va("%s \"%s\"\n",setupm_cvskin->name,skins[setupm_fakeskin].name));
COM_BufAddText (va("%s %d\n",setupm_cvcolor->name,setupm_fakecolor));
return true;
}
// =================
// DATA OPTIONS MENU
// =================
static UINT8 erasecontext = 0;
static void M_EraseDataResponse(INT32 ch)
{
if (ch != 'y' && ch != KEY_ENTER)
return;
S_StartSound(NULL, sfx_itrole); // bweh heh heh
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// Delete the data
if (erasecontext == 2)
{
// SRB2Kart: This actually needs to be done FIRST, so that you don't immediately regain playtime/matches secrets
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totalplaytime = 0;
matchesplayed = 0;
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F_StartIntro();
}
if (erasecontext != 1)
G_ClearRecords();
if (erasecontext != 0)
M_ClearSecrets();
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M_ClearMenus(true);
}
static void M_EraseData(INT32 choice)
{
const char *eschoice, *esstr = M_GetText("Are you sure you want to erase\n%s?\n\n(Press 'Y' to confirm)\n");
erasecontext = (UINT8)choice;
if (choice == 0)
eschoice = M_GetText("Record Attack data");
else if (choice == 1)
eschoice = M_GetText("Secrets data");
else
eschoice = M_GetText("ALL game data");
M_StartMessage(va(esstr, eschoice),M_EraseDataResponse,MM_YESNO);
}
static void M_ScreenshotOptions(INT32 choice)
{
(void)choice;
Screenshot_option_Onchange();
Moviemode_mode_Onchange();
M_SetupNextMenu(&OP_ScreenshotOptionsDef);
}
// =============
// JOYSTICK MENU
// =============
// Start the controls menu, setting it up for either the console player,
// or the secondary splitscreen player
static void M_DrawJoystick(void)
{
INT32 i, compareval4, compareval3, compareval2, compareval;
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M_DrawGenericMenu();
for (i = 0; i < 8; i++)
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{
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M_DrawTextBox(OP_JoystickSetDef.x-8, OP_JoystickSetDef.y+LINEHEIGHT*i-12, 28, 1);
//M_DrawSaveLoadBorder(OP_JoystickSetDef.x, OP_JoystickSetDef.y+LINEHEIGHT*i);
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#ifdef JOYSTICK_HOTPLUG
if (atoi(cv_usejoystick4.string) > I_NumJoys())
compareval4 = atoi(cv_usejoystick4.string);
else
compareval4 = cv_usejoystick4.value;
if (atoi(cv_usejoystick3.string) > I_NumJoys())
compareval3 = atoi(cv_usejoystick3.string);
else
compareval3 = cv_usejoystick3.value;
if (atoi(cv_usejoystick2.string) > I_NumJoys())
compareval2 = atoi(cv_usejoystick2.string);
else
compareval2 = cv_usejoystick2.value;
if (atoi(cv_usejoystick.string) > I_NumJoys())
compareval = atoi(cv_usejoystick.string);
else
compareval = cv_usejoystick.value;
#else
compareval4 = cv_usejoystick4.value;
compareval3 = cv_usejoystick3.value;
compareval2 = cv_usejoystick2.value;
compareval = cv_usejoystick.value
#endif
if ((setupcontrolplayer == 4 && (i == compareval4))
|| (setupcontrolplayer == 3 && (i == compareval3))
|| (setupcontrolplayer == 2 && (i == compareval2))
|| (setupcontrolplayer == 1 && (i == compareval)))
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V_DrawString(OP_JoystickSetDef.x, OP_JoystickSetDef.y+LINEHEIGHT*i-4,V_GREENMAP,joystickInfo[i]);
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else
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V_DrawString(OP_JoystickSetDef.x, OP_JoystickSetDef.y+LINEHEIGHT*i-4,0,joystickInfo[i]);
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}
}
void M_SetupJoystickMenu(INT32 choice)
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{
INT32 i = 0;
const char *joyNA = "Unavailable";
INT32 n = I_NumJoys();
(void)choice;
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strcpy(joystickInfo[i], "None");
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for (i = 1; i < 8; i++)
{
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if (i <= n && (I_GetJoyName(i)) != NULL)
strncpy(joystickInfo[i], I_GetJoyName(i), 28);
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else
strcpy(joystickInfo[i], joyNA);
#ifdef JOYSTICK_HOTPLUG
// We use cv_usejoystick.string as the USER-SET var
// and cv_usejoystick.value as the INTERNAL var
//
// In practice, if cv_usejoystick.string == 0, this overrides
// cv_usejoystick.value and always disables
//
// Update cv_usejoystick.string here so that the user can
// properly change this value.
if (i == cv_usejoystick.value)
CV_SetValue(&cv_usejoystick, i);
if (i == cv_usejoystick2.value)
CV_SetValue(&cv_usejoystick2, i);
if (i == cv_usejoystick3.value)
CV_SetValue(&cv_usejoystick3, i);
if (i == cv_usejoystick4.value)
CV_SetValue(&cv_usejoystick4, i);
#endif
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}
M_SetupNextMenu(&OP_JoystickSetDef);
}
static void M_Setup1PJoystickMenu(INT32 choice)
{
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setupcontrolplayer = 1;
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OP_JoystickSetDef.prevMenu = &OP_Joystick1Def;
M_SetupJoystickMenu(choice);
}
static void M_Setup2PJoystickMenu(INT32 choice)
{
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setupcontrolplayer = 2;
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OP_JoystickSetDef.prevMenu = &OP_Joystick2Def;
M_SetupJoystickMenu(choice);
}
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static void M_Setup3PJoystickMenu(INT32 choice)
{
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setupcontrolplayer = 3;
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OP_JoystickSetDef.prevMenu = &OP_Joystick3Def;
M_SetupJoystickMenu(choice);
}
static void M_Setup4PJoystickMenu(INT32 choice)
{
setupcontrolplayer = 4;
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OP_JoystickSetDef.prevMenu = &OP_Joystick4Def;
M_SetupJoystickMenu(choice);
}
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static void M_AssignJoystick(INT32 choice)
{
#ifdef JOYSTICK_HOTPLUG
INT32 oldchoice, oldstringchoice;
INT32 numjoys = I_NumJoys();
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if (setupcontrolplayer == 4)
{
oldchoice = oldstringchoice = atoi(cv_usejoystick4.string) > numjoys ? atoi(cv_usejoystick4.string) : cv_usejoystick4.value;
CV_SetValue(&cv_usejoystick4, choice);
// Just in case last-minute changes were made to cv_usejoystick.value,
// update the string too
// But don't do this if we're intentionally setting higher than numjoys
if (choice <= numjoys)
{
CV_SetValue(&cv_usejoystick4, cv_usejoystick4.value);
// reset this so the comparison is valid
if (oldchoice > numjoys)
oldchoice = cv_usejoystick4.value;
if (oldchoice != choice)
{
if (choice && oldstringchoice > numjoys) // if we did not select "None", we likely selected a used device
CV_SetValue(&cv_usejoystick4, (oldstringchoice > numjoys ? oldstringchoice : oldchoice));
if (oldstringchoice ==
(atoi(cv_usejoystick4.string) > numjoys ? atoi(cv_usejoystick4.string) : cv_usejoystick4.value))
M_StartMessage("This joystick is used by another\n"
"player. Reset the joystick\n"
"for that player first.\n\n"
"(Press a key)\n", NULL, MM_NOTHING);
}
}
}
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else if (setupcontrolplayer == 3)
{
oldchoice = oldstringchoice = atoi(cv_usejoystick3.string) > numjoys ? atoi(cv_usejoystick3.string) : cv_usejoystick3.value;
CV_SetValue(&cv_usejoystick3, choice);
// Just in case last-minute changes were made to cv_usejoystick.value,
// update the string too
// But don't do this if we're intentionally setting higher than numjoys
if (choice <= numjoys)
{
CV_SetValue(&cv_usejoystick3, cv_usejoystick3.value);
// reset this so the comparison is valid
if (oldchoice > numjoys)
oldchoice = cv_usejoystick3.value;
if (oldchoice != choice)
{
if (choice && oldstringchoice > numjoys) // if we did not select "None", we likely selected a used device
CV_SetValue(&cv_usejoystick3, (oldstringchoice > numjoys ? oldstringchoice : oldchoice));
if (oldstringchoice ==
(atoi(cv_usejoystick3.string) > numjoys ? atoi(cv_usejoystick3.string) : cv_usejoystick3.value))
M_StartMessage("This joystick is used by another\n"
"player. Reset the joystick\n"
"for that player first.\n\n"
"(Press a key)\n", NULL, MM_NOTHING);
}
}
}
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else if (setupcontrolplayer == 2)
{
oldchoice = oldstringchoice = atoi(cv_usejoystick2.string) > numjoys ? atoi(cv_usejoystick2.string) : cv_usejoystick2.value;
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CV_SetValue(&cv_usejoystick2, choice);
// Just in case last-minute changes were made to cv_usejoystick.value,
// update the string too
// But don't do this if we're intentionally setting higher than numjoys
if (choice <= numjoys)
{
CV_SetValue(&cv_usejoystick2, cv_usejoystick2.value);
// reset this so the comparison is valid
if (oldchoice > numjoys)
oldchoice = cv_usejoystick2.value;
if (oldchoice != choice)
{
if (choice && oldstringchoice > numjoys) // if we did not select "None", we likely selected a used device
CV_SetValue(&cv_usejoystick2, (oldstringchoice > numjoys ? oldstringchoice : oldchoice));
if (oldstringchoice ==
(atoi(cv_usejoystick2.string) > numjoys ? atoi(cv_usejoystick2.string) : cv_usejoystick2.value))
M_StartMessage("This joystick is used by another\n"
"player. Reset the joystick\n"
"for that player first.\n\n"
"(Press a key)\n", NULL, MM_NOTHING);
}
}
}
else if (setupcontrolplayer == 1)
{
oldchoice = oldstringchoice = atoi(cv_usejoystick.string) > numjoys ? atoi(cv_usejoystick.string) : cv_usejoystick.value;
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CV_SetValue(&cv_usejoystick, choice);
// Just in case last-minute changes were made to cv_usejoystick.value,
// update the string too
// But don't do this if we're intentionally setting higher than numjoys
if (choice <= numjoys)
{
CV_SetValue(&cv_usejoystick, cv_usejoystick.value);
// reset this so the comparison is valid
if (oldchoice > numjoys)
oldchoice = cv_usejoystick.value;
if (oldchoice != choice)
{
if (choice && oldstringchoice > numjoys) // if we did not select "None", we likely selected a used device
CV_SetValue(&cv_usejoystick, (oldstringchoice > numjoys ? oldstringchoice : oldchoice));
if (oldstringchoice ==
(atoi(cv_usejoystick.string) > numjoys ? atoi(cv_usejoystick.string) : cv_usejoystick.value))
M_StartMessage("This joystick is used by another\n"
"player. Reset the joystick\n"
"for that player first.\n\n"
"(Press a key)\n", NULL, MM_NOTHING);
}
}
}
#else
if (setupcontrolplayer == 4)
CV_SetValue(&cv_usejoystick4, choice);
else if (setupcontrolplayer == 3)
CV_SetValue(&cv_usejoystick3, choice);
else if (setupcontrolplayer == 2)
CV_SetValue(&cv_usejoystick2, choice);
else if (setupcontrolplayer == 1)
CV_SetValue(&cv_usejoystick, choice);
#endif
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}
// =============
// CONTROLS MENU
// =============
static void M_Setup1PControlsMenu(INT32 choice)
{
(void)choice;
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setupcontrolplayer = 1;
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setupcontrols = gamecontrol; // was called from main Options (for console player, then)
currentMenu->lastOn = itemOn;
// Set proper gamepad options
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OP_AllControlsMenu[0].itemaction = &OP_Joystick1Def;
// Unhide P1-only controls
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OP_AllControlsMenu[15].status = IT_CONTROL; // Chat
//OP_AllControlsMenu[16].status = IT_CONTROL; // Team-chat
OP_AllControlsMenu[16].status = IT_CONTROL; // Rankings
//OP_AllControlsMenu[17].status = IT_CONTROL; // Viewpoint
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// 18 is Reset Camera, 19 is Toggle Chasecam
OP_AllControlsMenu[20].status = IT_CONTROL; // Pause
OP_AllControlsMenu[21].status = IT_CONTROL; // Screenshot
OP_AllControlsMenu[22].status = IT_CONTROL; // GIF
OP_AllControlsMenu[23].status = IT_CONTROL; // System Menu
OP_AllControlsMenu[24].status = IT_CONTROL; // Console
/*OP_AllControlsMenu[25].status = IT_HEADER; // Spectator Controls header
OP_AllControlsMenu[26].status = IT_SPACE; // Spectator Controls space
OP_AllControlsMenu[27].status = IT_CONTROL; // Spectate
OP_AllControlsMenu[28].status = IT_CONTROL; // Look Up
OP_AllControlsMenu[29].status = IT_CONTROL; // Look Down
OP_AllControlsMenu[30].status = IT_CONTROL; // Center View
*/
M_SetupNextMenu(&OP_AllControlsDef);
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}
static void M_Setup2PControlsMenu(INT32 choice)
{
(void)choice;
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setupcontrolplayer = 2;
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setupcontrols = gamecontrolbis;
currentMenu->lastOn = itemOn;
// Set proper gamepad options
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OP_AllControlsMenu[0].itemaction = &OP_Joystick2Def;
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// Hide P1-only controls
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OP_AllControlsMenu[15].status = IT_GRAYEDOUT2; // Chat
//OP_AllControlsMenu[16].status = IT_GRAYEDOUT2; // Team-chat
OP_AllControlsMenu[16].status = IT_GRAYEDOUT2; // Rankings
//OP_AllControlsMenu[17].status = IT_GRAYEDOUT2; // Viewpoint
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// 18 is Reset Camera, 19 is Toggle Chasecam
OP_AllControlsMenu[20].status = IT_GRAYEDOUT2; // Pause
OP_AllControlsMenu[21].status = IT_GRAYEDOUT2; // Screenshot
OP_AllControlsMenu[22].status = IT_GRAYEDOUT2; // GIF
OP_AllControlsMenu[23].status = IT_GRAYEDOUT2; // System Menu
OP_AllControlsMenu[24].status = IT_GRAYEDOUT2; // Console
/*OP_AllControlsMenu[25].status = IT_GRAYEDOUT2; // Spectator Controls header
OP_AllControlsMenu[26].status = IT_GRAYEDOUT2; // Spectator Controls space
OP_AllControlsMenu[27].status = IT_GRAYEDOUT2; // Spectate
OP_AllControlsMenu[28].status = IT_GRAYEDOUT2; // Look Up
OP_AllControlsMenu[29].status = IT_GRAYEDOUT2; // Look Down
OP_AllControlsMenu[30].status = IT_GRAYEDOUT2; // Center View
*/
M_SetupNextMenu(&OP_AllControlsDef);
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}
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static void M_Setup3PControlsMenu(INT32 choice)
{
(void)choice;
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setupcontrolplayer = 3;
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setupcontrols = gamecontrol3;
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currentMenu->lastOn = itemOn;
// Set proper gamepad options
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OP_AllControlsMenu[0].itemaction = &OP_Joystick3Def;
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// Hide P1-only controls
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OP_AllControlsMenu[15].status = IT_GRAYEDOUT2; // Chat
//OP_AllControlsMenu[16].status = IT_GRAYEDOUT2; // Team-chat
OP_AllControlsMenu[16].status = IT_GRAYEDOUT2; // Rankings
//OP_AllControlsMenu[17].status = IT_GRAYEDOUT2; // Viewpoint
2018-11-23 03:50:40 +00:00
// 18 is Reset Camera, 19 is Toggle Chasecam
OP_AllControlsMenu[20].status = IT_GRAYEDOUT2; // Pause
OP_AllControlsMenu[21].status = IT_GRAYEDOUT2; // Screenshot
OP_AllControlsMenu[22].status = IT_GRAYEDOUT2; // GIF
OP_AllControlsMenu[23].status = IT_GRAYEDOUT2; // System Menu
OP_AllControlsMenu[24].status = IT_GRAYEDOUT2; // Console
/*OP_AllControlsMenu[25].status = IT_GRAYEDOUT2; // Spectator Controls header
OP_AllControlsMenu[26].status = IT_GRAYEDOUT2; // Spectator Controls space
OP_AllControlsMenu[27].status = IT_GRAYEDOUT2; // Spectate
OP_AllControlsMenu[28].status = IT_GRAYEDOUT2; // Look Up
OP_AllControlsMenu[29].status = IT_GRAYEDOUT2; // Look Down
OP_AllControlsMenu[30].status = IT_GRAYEDOUT2; // Center View
*/
M_SetupNextMenu(&OP_AllControlsDef);
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}
static void M_Setup4PControlsMenu(INT32 choice)
{
(void)choice;
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setupcontrolplayer = 4;
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setupcontrols = gamecontrol4;
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currentMenu->lastOn = itemOn;
// Set proper gamepad options
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OP_AllControlsMenu[0].itemaction = &OP_Joystick4Def;
// Hide P1-only controls
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OP_AllControlsMenu[15].status = IT_GRAYEDOUT2; // Chat
//OP_AllControlsMenu[16].status = IT_GRAYEDOUT2; // Team-chat
OP_AllControlsMenu[16].status = IT_GRAYEDOUT2; // Rankings
//OP_AllControlsMenu[17].status = IT_GRAYEDOUT2; // Viewpoint
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// 18 is Reset Camera, 19 is Toggle Chasecam
OP_AllControlsMenu[20].status = IT_GRAYEDOUT2; // Pause
OP_AllControlsMenu[21].status = IT_GRAYEDOUT2; // Screenshot
OP_AllControlsMenu[22].status = IT_GRAYEDOUT2; // GIF
OP_AllControlsMenu[23].status = IT_GRAYEDOUT2; // System Menu
OP_AllControlsMenu[24].status = IT_GRAYEDOUT2; // Console
/*OP_AllControlsMenu[25].status = IT_GRAYEDOUT2; // Spectator Controls header
OP_AllControlsMenu[26].status = IT_GRAYEDOUT2; // Spectator Controls space
OP_AllControlsMenu[27].status = IT_GRAYEDOUT2; // Spectate
OP_AllControlsMenu[28].status = IT_GRAYEDOUT2; // Look Up
OP_AllControlsMenu[29].status = IT_GRAYEDOUT2; // Look Down
OP_AllControlsMenu[30].status = IT_GRAYEDOUT2; // Center View
*/
M_SetupNextMenu(&OP_AllControlsDef);
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}
#define controlheight 18
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// Draws the Customise Controls menu
static void M_DrawControl(void)
{
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char tmp[50];
INT32 x, y, i, max, cursory = 0, iter;
INT32 keys[2];
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x = currentMenu->x;
y = currentMenu->y;
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/*i = itemOn - (controlheight/2);
if (i < 0)
i = 0;
*/
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iter = (controlheight/2);
for (i = itemOn; ((iter || currentMenu->menuitems[i].status == IT_GRAYEDOUT2) && i > 0); i--)
{
if (currentMenu->menuitems[i].status != IT_GRAYEDOUT2)
iter--;
}
if (currentMenu->menuitems[i].status == IT_GRAYEDOUT2)
i--;
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iter += (controlheight/2);
for (max = itemOn; (iter && max < currentMenu->numitems); max++)
{
if (currentMenu->menuitems[max].status != IT_GRAYEDOUT2)
iter--;
}
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if (iter)
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{
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iter += (controlheight/2);
for (i = itemOn; ((iter || currentMenu->menuitems[i].status == IT_GRAYEDOUT2) && i > 0); i--)
{
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if (currentMenu->menuitems[i].status != IT_GRAYEDOUT2)
iter--;
}
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}
/*max = i + controlheight;
if (max > currentMenu->numitems)
{
max = currentMenu->numitems;
if (max < controlheight)
i = 0;
else
i = max - controlheight;
}*/
// draw title (or big pic)
M_DrawMenuTitle();
M_CentreText(28,
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(setupcontrolplayer > 1 ? va("\x86""Set controls for ""\x82""Player %d", setupcontrolplayer) :
"\x86""Press ""\x82""ENTER""\x86"" to change, ""\x82""BACKSPACE""\x86"" to clear"));
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if (i)
V_DrawCharacter(currentMenu->x - 16, y-(skullAnimCounter/5),
'\x1A' | highlightflags, false); // up arrow
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if (max != currentMenu->numitems)
V_DrawCharacter(currentMenu->x - 16, y+(SMALLLINEHEIGHT*(controlheight-1))+(skullAnimCounter/5) + (skullAnimCounter/5),
'\x1B' | highlightflags, false); // down arrow
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for (; i < max; i++)
{
if (currentMenu->menuitems[i].status == IT_GRAYEDOUT2)
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continue;
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if (i == itemOn)
cursory = y;
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if (currentMenu->menuitems[i].status == IT_CONTROL)
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{
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V_DrawString(x, y, ((i == itemOn) ? highlightflags : 0), currentMenu->menuitems[i].text);
keys[0] = setupcontrols[currentMenu->menuitems[i].alphaKey][0];
keys[1] = setupcontrols[currentMenu->menuitems[i].alphaKey][1];
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tmp[0] ='\0';
if (keys[0] == KEY_NULL && keys[1] == KEY_NULL)
{
strcpy(tmp, "---");
}
else
{
if (keys[0] != KEY_NULL)
strcat (tmp, G_KeynumToString (keys[0]));
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if (keys[0] != KEY_NULL && keys[1] != KEY_NULL)
strcat(tmp,", ");
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if (keys[1] != KEY_NULL)
strcat (tmp, G_KeynumToString (keys[1]));
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}
V_DrawRightAlignedString(BASEVIDWIDTH-currentMenu->x, y, highlightflags, tmp);
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}
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/*else if (currentMenu->menuitems[i].status == IT_GRAYEDOUT2)
V_DrawString(x, y, V_TRANSLUCENT, currentMenu->menuitems[i].text);*/
else if ((currentMenu->menuitems[i].status == IT_HEADER) && (i != max-1))
V_DrawString(19, y+6, highlightflags, currentMenu->menuitems[i].text);
else if (currentMenu->menuitems[i].status & IT_STRING)
V_DrawString(x, y, ((i == itemOn) ? highlightflags : 0), currentMenu->menuitems[i].text);
y += SMALLLINEHEIGHT;
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}
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V_DrawScaledPatch(currentMenu->x - 20, cursory, 0,
W_CachePatchName("M_CURSOR", PU_CACHE));
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}
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#undef controlheight
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static INT32 controltochange;
static char controltochangetext[33];
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static void M_ChangecontrolResponse(event_t *ev)
{
INT32 control;
INT32 found;
INT32 ch = ev->data1;
// ESCAPE cancels; dummy out PAUSE
if (ch != KEY_ESCAPE && ch != KEY_PAUSE)
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{
switch (ev->type)
{
// ignore mouse/joy movements, just get buttons
case ev_mouse:
case ev_mouse2:
case ev_joystick:
case ev_joystick2:
case ev_joystick3:
case ev_joystick4:
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ch = KEY_NULL; // no key
break;
// keypad arrows are converted for the menu in cursor arrows
// so use the event instead of ch
case ev_keydown:
ch = ev->data1;
break;
default:
break;
}
control = controltochange;
// check if we already entered this key
found = -1;
if (setupcontrols[control][0] ==ch)
found = 0;
else if (setupcontrols[control][1] ==ch)
found = 1;
if (found >= 0)
{
// replace mouse and joy clicks by double clicks
if (ch >= KEY_MOUSE1 && ch <= KEY_MOUSE1+MOUSEBUTTONS)
setupcontrols[control][found] = ch-KEY_MOUSE1+KEY_DBLMOUSE1;
else if (ch >= KEY_JOY1 && ch <= KEY_JOY1+JOYBUTTONS)
setupcontrols[control][found] = ch-KEY_JOY1+KEY_DBLJOY1;
else if (ch >= KEY_2MOUSE1 && ch <= KEY_2MOUSE1+MOUSEBUTTONS)
setupcontrols[control][found] = ch-KEY_2MOUSE1+KEY_DBL2MOUSE1;
else if (ch >= KEY_2JOY1 && ch <= KEY_2JOY1+JOYBUTTONS)
setupcontrols[control][found] = ch-KEY_2JOY1+KEY_DBL2JOY1;
else if (ch >= KEY_3JOY1 && ch <= KEY_3JOY1+JOYBUTTONS)
setupcontrols[control][found] = ch-KEY_3JOY1+KEY_DBL3JOY1;
else if (ch >= KEY_4JOY1 && ch <= KEY_4JOY1+JOYBUTTONS)
setupcontrols[control][found] = ch-KEY_4JOY1+KEY_DBL4JOY1;
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}
else
{
// check if change key1 or key2, or replace the two by the new
found = 0;
if (setupcontrols[control][0] == KEY_NULL)
found++;
if (setupcontrols[control][1] == KEY_NULL)
found++;
if (found == 2)
{
found = 0;
setupcontrols[control][1] = KEY_NULL; //replace key 1,clear key2
}
(void)G_CheckDoubleUsage(ch, true);
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setupcontrols[control][found] = ch;
}
S_StartSound(NULL, sfx_s221);
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}
else if (ch == KEY_PAUSE)
{
// This buffer assumes a 125-character message plus a 32-character control name (per controltochangetext buffer size)
static char tmp[158];
menu_t *prev = currentMenu->prevMenu;
if (controltochange == gc_pause)
sprintf(tmp, M_GetText("The \x82Pause Key \x80is enabled, but \nyou may select another key. \n\nHit another key for\n%s\nESC for Cancel"),
controltochangetext);
else
sprintf(tmp, M_GetText("The \x82Pause Key \x80is enabled, but \nit is not configurable. \n\nHit another key for\n%s\nESC for Cancel"),
controltochangetext);
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M_StartMessage(tmp, M_ChangecontrolResponse, MM_EVENTHANDLER);
currentMenu->prevMenu = prev;
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S_StartSound(NULL, sfx_s3k42);
return;
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}
else
S_StartSound(NULL, sfx_s224);
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M_StopMessage(0);
}
static void M_ChangeControl(INT32 choice)
{
// This buffer assumes a 35-character message (per below) plus a max control name limit of 32 chars (per controltochangetext)
// If you change the below message, then change the size of this buffer!
static char tmp[68];
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controltochange = currentMenu->menuitems[choice].alphaKey;
sprintf(tmp, M_GetText("Hit the new key for\n%s\nESC for Cancel"),
currentMenu->menuitems[choice].text);
strlcpy(controltochangetext, currentMenu->menuitems[choice].text, 33);
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M_StartMessage(tmp, M_ChangecontrolResponse, MM_EVENTHANDLER);
}
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static void M_ResetControlsResponse(INT32 ch)
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{
INT32 i;
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if (ch != 'y' && ch != KEY_ENTER)
return;
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// clear all controls
for (i = 0; i < num_gamecontrols; i++)
{
switch (setupcontrolplayer)
{
case 4:
G_ClearControlKeys(gamecontrol4, i);
break;
case 3:
G_ClearControlKeys(gamecontrol3, i);
break;
case 2:
G_ClearControlKeys(gamecontrolbis, i);
break;
case 1:
default:
G_ClearControlKeys(gamecontrol, i);
break;
}
}
// Setup original defaults
G_Controldefault(setupcontrolplayer);
// Setup gamepad option defaults (yucky)
switch (setupcontrolplayer)
{
case 4:
CV_StealthSet(&cv_usejoystick4, cv_usejoystick4.defaultvalue);
CV_StealthSet(&cv_turnaxis4, cv_turnaxis4.defaultvalue);
CV_StealthSet(&cv_moveaxis4, cv_moveaxis4.defaultvalue);
CV_StealthSet(&cv_brakeaxis4, cv_brakeaxis4.defaultvalue);
CV_StealthSet(&cv_aimaxis4, cv_aimaxis4.defaultvalue);
CV_StealthSet(&cv_lookaxis4, cv_lookaxis4.defaultvalue);
CV_StealthSet(&cv_fireaxis4, cv_fireaxis4.defaultvalue);
CV_StealthSet(&cv_driftaxis4, cv_driftaxis4.defaultvalue);
break;
case 3:
CV_StealthSet(&cv_usejoystick3, cv_usejoystick3.defaultvalue);
CV_StealthSet(&cv_turnaxis3, cv_turnaxis3.defaultvalue);
CV_StealthSet(&cv_moveaxis3, cv_moveaxis3.defaultvalue);
CV_StealthSet(&cv_brakeaxis3, cv_brakeaxis3.defaultvalue);
CV_StealthSet(&cv_aimaxis3, cv_aimaxis3.defaultvalue);
CV_StealthSet(&cv_lookaxis3, cv_lookaxis3.defaultvalue);
CV_StealthSet(&cv_fireaxis3, cv_fireaxis3.defaultvalue);
CV_StealthSet(&cv_driftaxis3, cv_driftaxis3.defaultvalue);
break;
case 2:
CV_StealthSet(&cv_usejoystick2, cv_usejoystick2.defaultvalue);
CV_StealthSet(&cv_turnaxis2, cv_turnaxis2.defaultvalue);
CV_StealthSet(&cv_moveaxis2, cv_moveaxis2.defaultvalue);
CV_StealthSet(&cv_brakeaxis2, cv_brakeaxis2.defaultvalue);
CV_StealthSet(&cv_aimaxis2, cv_aimaxis2.defaultvalue);
CV_StealthSet(&cv_lookaxis2, cv_lookaxis2.defaultvalue);
CV_StealthSet(&cv_fireaxis2, cv_fireaxis2.defaultvalue);
CV_StealthSet(&cv_driftaxis2, cv_driftaxis2.defaultvalue);
break;
case 1:
default:
CV_StealthSet(&cv_usejoystick, cv_usejoystick.defaultvalue);
CV_StealthSet(&cv_turnaxis, cv_turnaxis.defaultvalue);
CV_StealthSet(&cv_moveaxis, cv_moveaxis.defaultvalue);
CV_StealthSet(&cv_brakeaxis, cv_brakeaxis.defaultvalue);
CV_StealthSet(&cv_aimaxis, cv_aimaxis.defaultvalue);
CV_StealthSet(&cv_lookaxis, cv_lookaxis.defaultvalue);
CV_StealthSet(&cv_fireaxis, cv_fireaxis.defaultvalue);
CV_StealthSet(&cv_driftaxis, cv_driftaxis.defaultvalue);
break;
}
S_StartSound(NULL, sfx_s224);
}
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static void M_ResetControls(INT32 choice)
{
(void)choice;
M_StartMessage(va(M_GetText("Reset Player %d's controls to defaults?\n\n(Press 'Y' to confirm)\n"), setupcontrolplayer), M_ResetControlsResponse, MM_YESNO);
}
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// =====
// SOUND
// =====
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/*static void M_RestartAudio(void)
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{
COM_ImmedExecute("restartaudio");
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}*/
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// ===============
// VIDEO MODE MENU
// ===============
//added : 30-01-98:
#define MAXCOLUMNMODES 12 //max modes displayed in one column
#define MAXMODEDESCS (MAXCOLUMNMODES*3)
static modedesc_t modedescs[MAXMODEDESCS];
static void M_VideoModeMenu(INT32 choice)
{
INT32 i, j, vdup, nummodes, width, height;
const char *desc;
(void)choice;
memset(modedescs, 0, sizeof(modedescs));
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#if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL)
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VID_PrepareModeList(); // FIXME: hack
#endif
vidm_nummodes = 0;
vidm_selected = 0;
nummodes = VID_NumModes();
#ifdef _WINDOWS
// clean that later: skip windowed mode 0, video modes menu only shows FULL SCREEN modes
if (nummodes <= NUMSPECIALMODES)
i = 0; // unless we have nothing
else
i = NUMSPECIALMODES;
#else
// DOS does not skip mode 0, because mode 0 is ALWAYS present
i = 0;
#endif
for (; i < nummodes && vidm_nummodes < MAXMODEDESCS; i++)
{
desc = VID_GetModeName(i);
if (desc)
{
vdup = 0;
// when a resolution exists both under VGA and VESA, keep the
// VESA mode, which is always a higher modenum
for (j = 0; j < vidm_nummodes; j++)
{
if (!strcmp(modedescs[j].desc, desc))
{
// mode(0): 320x200 is always standard VGA, not vesa
if (modedescs[j].modenum)
{
modedescs[j].modenum = i;
vdup = 1;
if (i == vid.modenum)
vidm_selected = j;
}
else
vdup = 1;
break;
}
}
if (!vdup)
{
modedescs[vidm_nummodes].modenum = i;
modedescs[vidm_nummodes].desc = desc;
if (i == vid.modenum)
vidm_selected = vidm_nummodes;
// Pull out the width and height
sscanf(desc, "%u%*c%u", &width, &height);
// Show multiples of 320x200 as green.
if (SCR_IsAspectCorrect(width, height))
modedescs[vidm_nummodes].goodratio = 1;
vidm_nummodes++;
}
}
}
vidm_column_size = (vidm_nummodes+2) / 3;
M_SetupNextMenu(&OP_VideoModeDef);
}
static void M_DrawVideoMenu(void)
{
M_DrawGenericMenu();
V_DrawRightAlignedString(BASEVIDWIDTH - currentMenu->x, currentMenu->y + OP_VideoOptionsMenu[0].alphaKey,
(SCR_IsAspectCorrect(vid.width, vid.height) ? recommendedflags : highlightflags),
va("%dx%d", vid.width, vid.height));
}
static void M_DrawHUDOptions(void)
{
const char *str0 = ")";
const char *str1 = " Warning highlight";
const char *str2 = ",";
const char *str3 = "Good highlight";
INT32 x = BASEVIDWIDTH - currentMenu->x + 2, y = currentMenu->y + 105;
INT32 w0 = V_StringWidth(str0, 0), w1 = V_StringWidth(str1, 0), w2 = V_StringWidth(str2, 0), w3 = V_StringWidth(str3, 0);
M_DrawGenericMenu();
x -= w0;
V_DrawString(x, y, highlightflags, str0);
x -= w1;
V_DrawString(x, y, warningflags, str1);
x -= w2;
V_DrawString(x, y, highlightflags, str2);
x -= w3;
V_DrawString(x, y, recommendedflags, str3);
V_DrawRightAlignedString(x, y, highlightflags, "(");
}
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// Draw the video modes list, a-la-Quake
static void M_DrawVideoMode(void)
{
INT32 i, j, row, col;
// draw title
M_DrawMenuTitle();
V_DrawCenteredString(BASEVIDWIDTH/2, OP_VideoModeDef.y,
highlightflags, "Choose mode, reselect to change default");
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row = 41;
col = OP_VideoModeDef.y + 14;
for (i = 0; i < vidm_nummodes; i++)
{
if (i == vidm_selected)
V_DrawString(row, col, highlightflags, modedescs[i].desc);
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// Show multiples of 320x200 as green.
else
V_DrawString(row, col, (modedescs[i].goodratio) ? recommendedflags : 0, modedescs[i].desc);
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col += 8;
if ((i % vidm_column_size) == (vidm_column_size-1))
{
row += 7*13;
col = OP_VideoModeDef.y + 14;
}
}
if (vidm_testingmode > 0)
{
INT32 testtime = (vidm_testingmode/TICRATE) + 1;
M_CentreText(OP_VideoModeDef.y + 116,
va("Previewing mode %c%dx%d",
(SCR_IsAspectCorrect(vid.width, vid.height)) ? 0x83 : 0x80,
vid.width, vid.height));
M_CentreText(OP_VideoModeDef.y + 138,
"Press ENTER again to keep this mode");
M_CentreText(OP_VideoModeDef.y + 150,
va("Wait %d second%s", testtime, (testtime > 1) ? "s" : ""));
M_CentreText(OP_VideoModeDef.y + 158,
"or press ESC to return");
}
else
{
M_CentreText(OP_VideoModeDef.y + 116,
va("Current mode is %c%dx%d",
(SCR_IsAspectCorrect(vid.width, vid.height)) ? 0x83 : 0x80,
vid.width, vid.height));
M_CentreText(OP_VideoModeDef.y + 124,
va("Default mode is %c%dx%d",
(SCR_IsAspectCorrect(cv_scr_width.value, cv_scr_height.value)) ? 0x83 : 0x80,
cv_scr_width.value, cv_scr_height.value));
V_DrawCenteredString(BASEVIDWIDTH/2, OP_VideoModeDef.y + 138,
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recommendedflags, "Marked modes are recommended.");
V_DrawCenteredString(BASEVIDWIDTH/2, OP_VideoModeDef.y + 146,
highlightflags, "Other modes may have visual errors.");
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V_DrawCenteredString(BASEVIDWIDTH/2, OP_VideoModeDef.y + 158,
highlightflags, "Larger modes may have performance issues.");
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}
// Draw the cursor for the VidMode menu
i = 41 - 10 + ((vidm_selected / vidm_column_size)*7*13);
j = OP_VideoModeDef.y + 14 + ((vidm_selected % vidm_column_size)*8);
V_DrawScaledPatch(i - 8, j, 0,
W_CachePatchName("M_CURSOR", PU_CACHE));
}
// special menuitem key handler for video mode list
static void M_HandleVideoMode(INT32 ch)
{
if (vidm_testingmode > 0) switch (ch)
{
// change back to the previous mode quickly
case KEY_ESCAPE:
setmodeneeded = vidm_previousmode + 1;
vidm_testingmode = 0;
break;
case KEY_ENTER:
S_StartSound(NULL, sfx_menu1);
vidm_testingmode = 0; // stop testing
}
else switch (ch)
{
case KEY_DOWNARROW:
S_StartSound(NULL, sfx_menu1);
if (++vidm_selected >= vidm_nummodes)
vidm_selected = 0;
break;
case KEY_UPARROW:
S_StartSound(NULL, sfx_menu1);
if (--vidm_selected < 0)
vidm_selected = vidm_nummodes - 1;
break;
case KEY_LEFTARROW:
S_StartSound(NULL, sfx_menu1);
vidm_selected -= vidm_column_size;
if (vidm_selected < 0)
vidm_selected = (vidm_column_size*3) + vidm_selected;
if (vidm_selected >= vidm_nummodes)
vidm_selected = vidm_nummodes - 1;
break;
case KEY_RIGHTARROW:
S_StartSound(NULL, sfx_menu1);
vidm_selected += vidm_column_size;
if (vidm_selected >= (vidm_column_size*3))
vidm_selected %= vidm_column_size;
if (vidm_selected >= vidm_nummodes)
vidm_selected = vidm_nummodes - 1;
break;
case KEY_ENTER:
S_StartSound(NULL, sfx_menu1);
if (vid.modenum == modedescs[vidm_selected].modenum)
SCR_SetDefaultMode();
else
{
vidm_testingmode = 15*TICRATE;
vidm_previousmode = vid.modenum;
if (!setmodeneeded) // in case the previous setmode was not finished
setmodeneeded = modedescs[vidm_selected].modenum + 1;
}
break;
case KEY_ESCAPE: // this one same as M_Responder
if (currentMenu->prevMenu)
M_SetupNextMenu(currentMenu->prevMenu);
else
M_ClearMenus(true);
break;
default:
break;
}
}
// ===============
// Monitor Toggles
// ===============
static consvar_t *kartitemcvs[NUMKARTRESULTS-1] = {
&cv_sneaker,
&cv_rocketsneaker,
&cv_invincibility,
&cv_banana,
&cv_eggmanmonitor,
&cv_orbinaut,
&cv_jawz,
&cv_mine,
&cv_ballhog,
&cv_selfpropelledbomb,
&cv_grow,
&cv_shrink,
&cv_thundershield,
&cv_hyudoro,
&cv_pogospring,
&cv_kitchensink,
&cv_triplesneaker,
&cv_triplebanana,
&cv_decabanana,
&cv_tripleorbinaut,
&cv_quadorbinaut,
&cv_dualjawz
};
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static tic_t shitsfree = 0;
static void M_DrawMonitorToggles(void)
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{
const INT32 edges = 4;
const INT32 height = 4;
const INT32 spacing = 35;
const INT32 column = itemOn/height;
//const INT32 row = itemOn%height;
INT32 leftdraw, rightdraw, totaldraw;
INT32 x = currentMenu->x, y = currentMenu->y+(spacing/4);
INT32 onx = 0, ony = 0;
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consvar_t *cv;
INT32 i, translucent, drawnum;
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M_DrawMenuTitle();
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// Find the available space around column
leftdraw = rightdraw = column;
totaldraw = 0;
for (i = 0; (totaldraw < edges*2 && i < edges*4); i++)
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{
if (rightdraw+1 < (currentMenu->numitems/height)+1)
{
rightdraw++;
totaldraw++;
}
if (leftdraw-1 >= 0)
{
leftdraw--;
totaldraw++;
}
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}
for (i = leftdraw; i <= rightdraw; i++)
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{
INT32 j;
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for (j = 0; j < height; j++)
{
const INT32 thisitem = (i*height)+j;
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if (thisitem >= currentMenu->numitems)
continue;
if (thisitem == itemOn)
{
onx = x;
ony = y;
y += spacing;
continue;
}
#ifdef ITEMTOGGLEBOTTOMRIGHT
if (currentMenu->menuitems[thisitem].alphaKey == 255)
{
V_DrawScaledPatch(x, y, V_TRANSLUCENT, W_CachePatchName("K_ISBG", PU_CACHE));
continue;
}
#endif
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if (currentMenu->menuitems[thisitem].alphaKey == 0)
{
V_DrawScaledPatch(x, y, 0, W_CachePatchName("K_ISBG", PU_CACHE));
V_DrawScaledPatch(x, y, 0, W_CachePatchName("K_ISTOGL", PU_CACHE));
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continue;
}
cv = kartitemcvs[currentMenu->menuitems[thisitem].alphaKey-1];
translucent = (cv->value ? 0 : V_TRANSLUCENT);
switch (currentMenu->menuitems[thisitem].alphaKey)
{
case KRITEM_DUALJAWZ:
drawnum = 2;
break;
case KRITEM_TRIPLESNEAKER:
case KRITEM_TRIPLEBANANA:
case KRITEM_TRIPLEORBINAUT:
drawnum = 3;
break;
case KRITEM_QUADORBINAUT:
drawnum = 4;
break;
case KRITEM_TENFOLDBANANA:
drawnum = 10;
break;
default:
drawnum = 0;
break;
}
if (cv->value)
V_DrawScaledPatch(x, y, 0, W_CachePatchName("K_ISBG", PU_CACHE));
else
V_DrawScaledPatch(x, y, 0, W_CachePatchName("K_ISBGD", PU_CACHE));
if (drawnum != 0)
{
V_DrawScaledPatch(x, y, 0, W_CachePatchName("K_ISMUL", PU_CACHE));
V_DrawScaledPatch(x, y, translucent, W_CachePatchName(K_GetItemPatch(currentMenu->menuitems[thisitem].alphaKey, true), PU_CACHE));
V_DrawString(x+24, y+31, V_ALLOWLOWERCASE|translucent, va("x%d", drawnum));
}
else
V_DrawScaledPatch(x, y, translucent, W_CachePatchName(K_GetItemPatch(currentMenu->menuitems[thisitem].alphaKey, true), PU_CACHE));
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y += spacing;
}
x += spacing;
y = currentMenu->y+(spacing/4);
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}
{
#ifdef ITEMTOGGLEBOTTOMRIGHT
if (currentMenu->menuitems[itemOn].alphaKey == 255)
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{
V_DrawScaledPatch(onx-1, ony-2, V_TRANSLUCENT, W_CachePatchName("K_ITBG", PU_CACHE));
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if (shitsfree)
{
INT32 trans = V_TRANSLUCENT;
if (shitsfree-1 > TICRATE-5)
trans = ((10-TICRATE)+shitsfree-1)<<V_ALPHASHIFT;
else if (shitsfree < 5)
trans = (10-shitsfree)<<V_ALPHASHIFT;
V_DrawScaledPatch(onx-1, ony-2, trans, W_CachePatchName("K_ITFREE", PU_CACHE));
}
}
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else
#endif
if (currentMenu->menuitems[itemOn].alphaKey == 0)
{
V_DrawScaledPatch(onx-1, ony-2, 0, W_CachePatchName("K_ITBG", PU_CACHE));
V_DrawScaledPatch(onx-1, ony-2, 0, W_CachePatchName("K_ITTOGL", PU_CACHE));
}
else
{
cv = kartitemcvs[currentMenu->menuitems[itemOn].alphaKey-1];
translucent = (cv->value ? 0 : V_TRANSLUCENT);
switch (currentMenu->menuitems[itemOn].alphaKey)
{
case KRITEM_DUALJAWZ:
drawnum = 2;
break;
case KRITEM_TRIPLESNEAKER:
case KRITEM_TRIPLEBANANA:
drawnum = 3;
break;
case KRITEM_TENFOLDBANANA:
drawnum = 10;
break;
default:
drawnum = 0;
break;
}
if (cv->value)
V_DrawScaledPatch(onx-1, ony-2, 0, W_CachePatchName("K_ITBG", PU_CACHE));
else
V_DrawScaledPatch(onx-1, ony-2, 0, W_CachePatchName("K_ITBGD", PU_CACHE));
if (drawnum != 0)
{
V_DrawScaledPatch(onx-1, ony-2, 0, W_CachePatchName("K_ITMUL", PU_CACHE));
V_DrawScaledPatch(onx-1, ony-2, translucent, W_CachePatchName(K_GetItemPatch(currentMenu->menuitems[itemOn].alphaKey, false), PU_CACHE));
V_DrawScaledPatch(onx+27, ony+39, translucent, W_CachePatchName("K_ITX", PU_CACHE));
V_DrawKartString(onx+37, ony+34, translucent, va("%d", drawnum));
}
else
V_DrawScaledPatch(onx-1, ony-2, translucent, W_CachePatchName(K_GetItemPatch(currentMenu->menuitems[itemOn].alphaKey, false), PU_CACHE));
}
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}
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if (shitsfree)
shitsfree--;
V_DrawCenteredString(BASEVIDWIDTH/2, currentMenu->y, highlightflags, va("* %s *", currentMenu->menuitems[itemOn].text));
}
static void M_HandleMonitorToggles(INT32 choice)
{
const INT32 width = 6, height = 4;
INT32 column = itemOn/height, row = itemOn%height;
INT16 next;
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UINT8 i;
boolean exitmenu = false;
switch (choice)
{
case KEY_RIGHTARROW:
S_StartSound(NULL, sfx_menu1);
column++;
if (((column*height)+row) >= currentMenu->numitems)
column = 0;
next = min(((column*height)+row), currentMenu->numitems-1);
itemOn = next;
break;
case KEY_LEFTARROW:
S_StartSound(NULL, sfx_menu1);
column--;
if (column < 0)
column = width-1;
if (((column*height)+row) >= currentMenu->numitems)
column--;
next = max(((column*height)+row), 0);
if (next >= currentMenu->numitems)
next = currentMenu->numitems-1;
itemOn = next;
break;
case KEY_DOWNARROW:
S_StartSound(NULL, sfx_menu1);
row = (row+1) % height;
if (((column*height)+row) >= currentMenu->numitems)
row = 0;
next = min(((column*height)+row), currentMenu->numitems-1);
itemOn = next;
break;
case KEY_UPARROW:
S_StartSound(NULL, sfx_menu1);
row = (row-1) % height;
if (row < 0)
row = height-1;
if (((column*height)+row) >= currentMenu->numitems)
row--;
next = max(((column*height)+row), 0);
if (next >= currentMenu->numitems)
next = currentMenu->numitems-1;
itemOn = next;
break;
case KEY_ENTER:
#ifdef ITEMTOGGLEBOTTOMRIGHT
if (currentMenu->menuitems[itemOn].alphaKey == 255)
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{
//S_StartSound(NULL, sfx_s26d);
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if (!shitsfree)
{
shitsfree = TICRATE;
S_StartSound(NULL, sfx_itfree);
}
}
else
#endif
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if (currentMenu->menuitems[itemOn].alphaKey == 0)
{
INT32 v = cv_sneaker.value;
S_StartSound(NULL, sfx_s1b4);
for (i = 0; i < NUMKARTRESULTS-1; i++)
{
if (kartitemcvs[i]->value == v)
CV_AddValue(kartitemcvs[i], 1);
}
}
else
{
S_StartSound(NULL, sfx_s1ba);
CV_AddValue(kartitemcvs[currentMenu->menuitems[itemOn].alphaKey-1], 1);
}
break;
case KEY_ESCAPE:
exitmenu = true;
break;
}
if (exitmenu)
{
if (currentMenu->prevMenu)
M_SetupNextMenu(currentMenu->prevMenu);
else
M_ClearMenus(true);
}
}
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// =========
// Quit Game
// =========
static INT32 quitsounds[] =
{
// holy shit we're changing things up!
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// srb2kart: you ain't seen nothing yet
sfx_kc2e,
sfx_kc2f,
sfx_cdfm01,
sfx_ddash,
sfx_s3ka2,
sfx_s3k49,
sfx_slip,
sfx_tossed,
sfx_s3k7b,
sfx_itrolf,
sfx_itrole,
sfx_cdpcm9,
sfx_s3k4e,
sfx_s259,
sfx_3db06,
sfx_s3k3a,
sfx_peel,
sfx_cdfm28,
sfx_s3k96,
sfx_s3kc0s,
sfx_cdfm39,
sfx_hogbom,
sfx_kc5a,
sfx_kc46,
sfx_s3k92,
sfx_s3k42,
sfx_kpogos,
sfx_screec
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};
void M_QuitResponse(INT32 ch)
{
tic_t ptime;
INT32 mrand;
if (ch != 'y' && ch != KEY_ENTER)
return;
if (!(netgame || cv_debug))
{
mrand = M_RandomKey(sizeof(quitsounds)/sizeof(INT32));
if (quitsounds[mrand]) S_StartSound(NULL, quitsounds[mrand]);
//added : 12-02-98: do that instead of I_WaitVbl which does not work
ptime = I_GetTime() + NEWTICRATE*2; // Shortened the quit time, used to be 2 seconds Tails 03-26-2001
while (ptime > I_GetTime())
{
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
V_DrawSmallScaledPatch(0, 0, 0, W_CachePatchName("GAMEQUIT", PU_CACHE)); // Demo 3 Quit Screen Tails 06-16-2001
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I_FinishUpdate(); // Update the screen with the image Tails 06-19-2001
Implement Uncapped (squashed) Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
2019-10-06 22:40:52 +00:00
I_Sleep(cv_sleep.value);
I_UpdateTime(cv_timescale.value);
2014-03-15 16:59:03 +00:00
}
}
I_Quit();
}
static void M_QuitSRB2(INT32 choice)
{
// We pick index 0 which is language sensitive, or one at random,
// between 1 and maximum number.
(void)choice;
M_StartMessage(quitmsg[M_RandomKey(NUM_QUITMESSAGES)], M_QuitResponse, MM_YESNO);
}
#ifdef HWRENDER
// =====================================================================
// OpenGL specific options
// =====================================================================
// =====================
// M_OGL_DrawColorMenu()
// =====================
static void M_OGL_DrawColorMenu(void)
{
INT32 mx, my;
mx = currentMenu->x;
my = currentMenu->y;
M_DrawGenericMenu(); // use generic drawer for cursor, items and title
V_DrawString(mx, my + currentMenu->menuitems[0].alphaKey - 10,
highlightflags, "Gamma correction");
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}
#endif
#ifdef HAVE_DISCORDRPC
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static const tic_t confirmLength = 3*TICRATE/4;
static tic_t confirmDelay = 0;
static boolean confirmAccept = false;
static void M_HandleDiscordRequests(INT32 choice)
{
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if (confirmDelay > 0)
return;
switch (choice)
{
case KEY_ENTER:
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Discord_Respond(discordRequestList->userID, DISCORD_REPLY_YES);
confirmAccept = true;
confirmDelay = confirmLength;
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S_StartSound(NULL, sfx_s3k63);
break;
case KEY_ESCAPE:
Discord_Respond(discordRequestList->userID, DISCORD_REPLY_NO);
confirmAccept = false;
confirmDelay = confirmLength;
S_StartSound(NULL, sfx_s3kb2);
break;
}
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}
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static const char *M_GetDiscordName(discordRequest_t *r)
{
if (r == NULL)
return "";
if (cv_discordstreamer.value)
return r->username;
return va("%s#%s", r->username, r->discriminator);
}
// (this goes in k_hud.c when merged into v2)
static void M_DrawSticker(INT32 x, INT32 y, INT32 width, INT32 flags, boolean isSmall)
2020-08-22 07:52:07 +00:00
{
patch_t *stickerEnd;
INT32 height;
if (isSmall == true)
{
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stickerEnd = W_CachePatchName("K_STIKE2", PU_CACHE);
height = 6;
}
else
{
stickerEnd = W_CachePatchName("K_STIKEN", PU_CACHE);
height = 11;
}
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V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT, flags, stickerEnd, NULL);
V_DrawFill(x, y, width, height, 24|flags);
V_DrawFixedPatch((x + width)*FRACUNIT, y*FRACUNIT, FRACUNIT, flags|V_FLIP, stickerEnd, NULL);
}
static void M_DrawDiscordRequests(void)
{
discordRequest_t *curRequest = discordRequestList;
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UINT8 *colormap;
patch_t *hand = NULL;
boolean removeRequest = false;
const char *wantText = "...would like to join!";
const char *controlText = "\x82" "ENTER" "\x80" " - Accept " "\x82" "ESC" "\x80" " - Decline";
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INT32 x = 100;
INT32 y = 133;
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INT32 slide = 0;
INT32 maxYSlide = 18;
if (confirmDelay > 0)
{
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if (confirmAccept == true)
{
colormap = R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_GREEN, GTC_MENUCACHE);
hand = W_CachePatchName("K_LAPH02", PU_CACHE);
}
else
{
colormap = R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_RED, GTC_MENUCACHE);
hand = W_CachePatchName("K_LAPH03", PU_CACHE);
}
slide = confirmLength - confirmDelay;
confirmDelay--;
if (confirmDelay == 0)
removeRequest = true;
}
else
{
colormap = R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_GREY, GTC_MENUCACHE);
}
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V_DrawFixedPatch(56*FRACUNIT, 150*FRACUNIT, FRACUNIT, 0, W_CachePatchName("K_LAPE01", PU_CACHE), colormap);
if (hand != NULL)
{
fixed_t handoffset = (4 - abs((signed)(skullAnimCounter - 4))) * FRACUNIT;
V_DrawFixedPatch(56*FRACUNIT, 150*FRACUNIT + handoffset, FRACUNIT, 0, hand, NULL);
}
M_DrawSticker(x + (slide * 32), y - 1, V_ThinStringWidth(M_GetDiscordName(curRequest), V_ALLOWLOWERCASE|V_6WIDTHSPACE), 0, false);
V_DrawThinString(x + (slide * 32), y, V_ALLOWLOWERCASE|V_6WIDTHSPACE|V_YELLOWMAP, M_GetDiscordName(curRequest));
M_DrawSticker(x, y + 12, V_ThinStringWidth(wantText, V_ALLOWLOWERCASE|V_6WIDTHSPACE), 0, true);
V_DrawThinString(x, y + 10, V_ALLOWLOWERCASE|V_6WIDTHSPACE, wantText);
M_DrawSticker(x, y + 26, V_ThinStringWidth(controlText, V_ALLOWLOWERCASE|V_6WIDTHSPACE), 0, true);
V_DrawThinString(x, y + 24, V_ALLOWLOWERCASE|V_6WIDTHSPACE, controlText);
y -= 18;
while (curRequest->next != NULL)
{
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INT32 ySlide = min(slide * 4, maxYSlide);
curRequest = curRequest->next;
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M_DrawSticker(x, y - 1 + ySlide, V_ThinStringWidth(M_GetDiscordName(curRequest), V_ALLOWLOWERCASE|V_6WIDTHSPACE), 0, false);
V_DrawThinString(x, y + ySlide, V_ALLOWLOWERCASE|V_6WIDTHSPACE, M_GetDiscordName(curRequest));
y -= 12;
maxYSlide = 12;
}
if (removeRequest == true)
{
DRPC_RemoveRequest(discordRequestList);
if (discordRequestList == NULL)
{
// No other requests
MPauseMenu[mpause_discordrequests].status = IT_GRAYEDOUT;
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if (currentMenu->prevMenu)
{
2020-08-22 07:52:07 +00:00
M_SetupNextMenu(currentMenu->prevMenu);
if (currentMenu == &MPauseDef)
itemOn = mpause_continue;
}
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else
M_ClearMenus(true);
return;
}
}
}
#endif