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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
2016-05-18 00:42:11 +00:00
// Copyright (C) 2011-2016 by Matthew "Inuyasha" Walsh.
// Copyright (C) 1999-2016 by Sonic Team Junior.
2014-03-15 16:59:03 +00:00
//
// 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"
# 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"
# include "i_system.h"
# 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"
// Condition Sets
# include "m_cond.h"
// And just some randomness for the exits.
# include "m_random.h"
# 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
# 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 MAXSTRINGLENGTH 32
# 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 ;
const char * quitmsg [ NUM_QUITMESSAGES ] ;
// Stuff for customizing the player select screen Tails 09-22-2003
description_t description [ 32 ] =
{
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{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 } ,
{ " ??? " , " " , " " , 0 }
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} ;
static char * char_notes = NULL ;
static fixed_t char_scroll = 0 ;
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 ;
static char joystickInfo [ 8 ] [ 25 ] ;
# ifndef NONET
static UINT32 serverlistpage ;
# endif
static saveinfo_t savegameinfo [ MAXSAVEGAMES ] ; // Extra info about the save games.
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
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static boolean lastdirection = true ; // toaster - Only You Can Prevent Hacks - true is for forward, false is for backwards
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static INT16 skullAnimCounter = 10 ; // skull animation counter
static boolean setupcontrols_secondaryplayer ;
static INT32 ( * setupcontrols ) [ 2 ] ; // pointer to the gamecontrols of the player being edited
// 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 ;
// what a headache.
static boolean shiftdown = false ;
//
// PROTOTYPES
//
static void M_StopMessage ( INT32 choice ) ;
# ifndef NONET
static void M_HandleServerPage ( INT32 choice ) ;
static void M_RoomMenu ( INT32 choice ) ;
# endif
// Prototyping is fun, innit?
// ==========================================================================
// NEEDED FUNCTION PROTOTYPES GO HERE
// ==========================================================================
// the haxor message menu
menu_t MessageDef ;
menu_t SPauseDef ;
// Sky Room
static void M_CustomLevelSelect ( INT32 choice ) ;
static void M_CustomWarp ( INT32 choice ) ;
FUNCNORETURN static ATTRNORETURN void M_UltimateCheat ( INT32 choice ) ;
static void M_LoadGameLevelSelect ( INT32 choice ) ;
static void M_GetAllEmeralds ( INT32 choice ) ;
static void M_DestroyRobots ( INT32 choice ) ;
static void M_LevelSelectWarp ( INT32 choice ) ;
static void M_Credits ( INT32 choice ) ;
static void M_PandorasBox ( INT32 choice ) ;
static void M_EmblemHints ( INT32 choice ) ;
menu_t SR_MainDef , SR_UnlockChecklistDef ;
// Misc. Main Menu
static void M_SinglePlayerMenu ( INT32 choice ) ;
static void M_Options ( INT32 choice ) ;
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_SecretsMenu ( INT32 choice ) ;
static void M_SetupChoosePlayer ( INT32 choice ) ;
static void M_QuitSRB2 ( INT32 choice ) ;
menu_t SP_MainDef , MP_MainDef , OP_MainDef ;
menu_t MISC_ScrambleTeamDef , MISC_ChangeTeamDef ;
// Single Player
static void M_LoadGame ( INT32 choice ) ;
static void M_TimeAttack ( INT32 choice ) ;
static void M_NightsAttack ( INT32 choice ) ;
static void M_Statistics ( INT32 choice ) ;
static void M_ReplayTimeAttack ( INT32 choice ) ;
static void M_ChooseTimeAttack ( INT32 choice ) ;
static void M_ChooseNightsAttack ( INT32 choice ) ;
static void M_ModeAttackRetry ( INT32 choice ) ;
static void M_ModeAttackEndGame ( INT32 choice ) ;
static void M_SetGuestReplay ( INT32 choice ) ;
static void M_ChoosePlayer ( INT32 choice ) ;
menu_t SP_GameStatsDef , 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_StartServerMenu ( INT32 choice ) ;
static void M_ConnectMenu ( INT32 choice ) ;
static void M_ConnectIPMenu ( INT32 choice ) ;
# endif
static void M_StartSplitServerMenu ( INT32 choice ) ;
static void M_StartServer ( INT32 choice ) ;
# ifndef NONET
static void M_Refresh ( INT32 choice ) ;
static void M_Connect ( INT32 choice ) ;
static void M_ChooseRoom ( INT32 choice ) ;
# endif
static void M_SetupMultiPlayer ( INT32 choice ) ;
static void M_SetupMultiPlayer2 ( INT32 choice ) ;
// Options
// Split into multiple parts due to size
// Controls
menu_t OP_ControlsDef , OP_ControlListDef , OP_MoveControlsDef ;
menu_t OP_MPControlsDef , OP_CameraControlsDef , OP_MiscControlsDef ;
menu_t OP_P1ControlsDef , OP_P2ControlsDef , OP_MouseOptionsDef ;
menu_t OP_Mouse2OptionsDef , OP_Joystick1Def , OP_Joystick2Def ;
static void M_VideoModeMenu ( INT32 choice ) ;
static void M_Setup1PControlsMenu ( INT32 choice ) ;
static void M_Setup2PControlsMenu ( INT32 choice ) ;
static void M_Setup1PJoystickMenu ( INT32 choice ) ;
static void M_Setup2PJoystickMenu ( INT32 choice ) ;
static void M_AssignJoystick ( INT32 choice ) ;
static void M_ChangeControl ( INT32 choice ) ;
// Video & Sound
menu_t OP_VideoOptionsDef , OP_VideoModeDef ;
# ifdef HWRENDER
menu_t OP_OpenGLOptionsDef , OP_OpenGLFogDef , OP_OpenGLColorDef ;
# endif
menu_t OP_SoundOptionsDef ;
static void M_ToggleSFX ( void ) ;
static void M_ToggleDigital ( void ) ;
static void M_ToggleMIDI ( void ) ;
//Misc
menu_t OP_DataOptionsDef , OP_ScreenshotOptionsDef , OP_EraseDataDef ;
menu_t OP_GameOptionsDef , OP_ServerOptionsDef ;
menu_t OP_NetgameOptionsDef , OP_GametypeOptionsDef ;
menu_t OP_MonitorToggleDef ;
static void M_ScreenshotOptions ( INT32 choice ) ;
static void M_EraseData ( INT32 choice ) ;
// Drawing functions
static void M_DrawGenericMenu ( void ) ;
static void M_DrawCenteredMenu ( void ) ;
static void M_DrawSkyRoom ( void ) ;
static void M_DrawChecklist ( void ) ;
static void M_DrawEmblemHints ( void ) ;
static void M_DrawPauseMenu ( void ) ;
static void M_DrawServerMenu ( void ) ;
static void M_DrawLevelSelectMenu ( void ) ;
static void M_DrawImageDef ( void ) ;
static void M_DrawLoad ( void ) ;
static void M_DrawLevelStats ( void ) ;
static void M_DrawGameStats ( void ) ;
static void M_DrawTimeAttackMenu ( void ) ;
static void M_DrawNightsAttackMenu ( void ) ;
static void M_DrawSetupChoosePlayerMenu ( void ) ;
static void M_DrawControl ( void ) ;
static void M_DrawVideoMode ( void ) ;
static void M_DrawMonitorToggles ( void ) ;
# ifdef HWRENDER
static void M_OGL_DrawFogMenu ( void ) ;
static void M_OGL_DrawColorMenu ( void ) ;
# endif
# ifndef NONET
static void M_DrawConnectMenu ( void ) ;
static void M_DrawConnectIPMenu ( void ) ;
static void M_DrawRoomMenu ( 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 ) ;
static void M_HandleSoundTest ( INT32 choice ) ;
static void M_HandleImageDef ( INT32 choice ) ;
static void M_HandleLoadSave ( INT32 choice ) ;
static void M_HandleGameStats ( INT32 choice ) ;
static void M_HandleLevelStats ( INT32 choice ) ;
# ifndef NONET
static void M_HandleConnectIP ( INT32 choice ) ;
# endif
static void M_HandleSetupMultiPlayer ( INT32 choice ) ;
# ifdef HWRENDER
static void M_HandleFogColor ( INT32 choice ) ;
# endif
static void M_HandleVideoMode ( INT32 choice ) ;
// Consvar onchange functions
static void Nextmap_OnChange ( void ) ;
static void Newgametype_OnChange ( void ) ;
static void Dummymares_OnChange ( void ) ;
// ==========================================================================
// CONSOLE VARIABLES AND THEIR POSSIBLE VALUES GO HERE.
// ==========================================================================
static CV_PossibleValue_t map_cons_t [ ] = {
{ 1 , " MIN " } ,
{ NUMMAPS , " MAX " }
} ;
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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 CV_AddValue!
CV_PossibleValue_t gametype_cons_t [ ] =
{
{ GT_COOP , " Co-op " } ,
{ GT_COMPETITION , " Competition " } ,
{ GT_RACE , " Race " } ,
{ GT_MATCH , " Match " } ,
{ GT_TEAMMATCH , " Team Match " } ,
{ GT_TAG , " Tag " } ,
{ GT_HIDEANDSEEK , " Hide and Seek " } ,
{ GT_CTF , " CTF " } ,
{ 0 , NULL }
} ;
consvar_t cv_newgametype = { " newgametype " , " Co-op " , CV_HIDEN | CV_CALL , gametype_cons_t , Newgametype_OnChange , 0 , NULL , NULL , 0 , 0 , NULL } ;
static CV_PossibleValue_t serversort_cons_t [ ] = {
{ 0 , " Ping " } ,
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{ 1 , " Modified State " } ,
{ 2 , " Most Players " } ,
{ 3 , " Least Players " } ,
{ 4 , " Max Players " } ,
{ 5 , " Gametype " } ,
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{ 0 , NULL }
} ;
consvar_t cv_serversort = { " serversort " , " Ping " , CV_HIDEN | CV_CALL , serversort_cons_t , M_SortServerList , 0 , NULL , NULL , 0 , 0 , NULL } ;
// 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 " } , { 2 , " Show All " } , { 0 , NULL } } ;
CV_PossibleValue_t ghost2_cons_t [ ] = { { 0 , " Hide " } , { 1 , " Show " } , { 0 , NULL } } ;
consvar_t cv_ghost_bestscore = { " ghost_bestscore " , " Show " , CV_SAVE , ghost_cons_t , NULL , 0 , NULL , NULL , 0 , 0 , NULL } ;
consvar_t cv_ghost_besttime = { " ghost_besttime " , " Show " , CV_SAVE , ghost_cons_t , NULL , 0 , NULL , NULL , 0 , 0 , NULL } ;
consvar_t cv_ghost_bestrings = { " ghost_bestrings " , " Show " , CV_SAVE , ghost_cons_t , NULL , 0 , NULL , NULL , 0 , 0 , NULL } ;
consvar_t cv_ghost_last = { " ghost_last " , " Show " , CV_SAVE , ghost_cons_t , NULL , 0 , NULL , NULL , 0 , 0 , NULL } ;
consvar_t cv_ghost_guest = { " ghost_guest " , " Show " , CV_SAVE , ghost2_cons_t , NULL , 0 , NULL , NULL , 0 , 0 , NULL } ;
//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 CV_PossibleValue_t dummyteam_cons_t [ ] = { { 0 , " Spectator " } , { 1 , " Red " } , { 2 , " Blue " } , { 0 , NULL } } ;
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 [ ] = {
{ - 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 consvar_t cv_dummyteam = { " dummyteam " , " Spectator " , CV_HIDEN , dummyteam_cons_t , NULL , 0 , NULL , NULL , 0 , 0 , NULL } ;
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 } ;
// ==========================================================================
// 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_CALL | IT_STRING , NULL , " Secrets " , M_SecretsMenu , 84 } ,
{ IT_CALL | IT_STRING , NULL , " 1 player " , M_SinglePlayerMenu , 92 } ,
{ IT_SUBMENU | IT_STRING , NULL , " multiplayer " , & MP_MainDef , 100 } ,
{ IT_CALL | IT_STRING , NULL , " options " , M_Options , 108 } ,
{ IT_CALL | IT_STRING , NULL , " quit game " , M_QuitSRB2 , 116 } ,
} ;
typedef enum
{
secrets = 0 ,
singleplr ,
multiplr ,
options ,
quitdoom
} main_e ;
// ---------------------------------
// 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_SUBMENU , NULL , " Scramble Teams... " , & MISC_ScrambleTeamDef , 16 } ,
{ IT_STRING | IT_CALL , NULL , " Switch Map... " , M_MapChange , 24 } ,
{ IT_CALL | IT_STRING , NULL , " Continue " , M_SelectableClearMenus , 40 } ,
{ IT_CALL | IT_STRING , NULL , " Player 1 Setup " , M_SetupMultiPlayer , 48 } , // splitscreen
{ IT_CALL | IT_STRING , NULL , " Player 2 Setup " , M_SetupMultiPlayer2 , 56 } , // splitscreen
{ IT_STRING | IT_CALL , NULL , " Spectate " , M_ConfirmSpectate , 48 } ,
{ IT_STRING | IT_CALL , NULL , " Enter Game " , M_ConfirmEnterGame , 48 } ,
{ IT_STRING | IT_SUBMENU , NULL , " Switch Team... " , & MISC_ChangeTeamDef , 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 } ,
} ;
typedef enum
{
mpause_scramble = 0 ,
mpause_switchmap ,
mpause_continue ,
mpause_psetupsplit ,
mpause_psetupsplit2 ,
mpause_spectate ,
mpause_entergame ,
mpause_switchteam ,
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 , " Emblem Hints... " , M_EmblemHints , 24 } ,
{ IT_CALL | IT_STRING , NULL , " Level Select... " , M_LoadGameLevelSelect , 32 } ,
{ 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 ,
spause_continue ,
spause_retry ,
spause_options ,
spause_title ,
spause_quit
} spause_e ;
// -----------------
// 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 , " Select Team " , & cv_dummyteam , 30 } ,
{ IT_WHITESTRING | IT_CALL , NULL , " Confirm " , M_ConfirmTeamChange , 90 } ,
} ;
static menuitem_t MISC_ChangeLevelMenu [ ] =
{
{ IT_STRING | IT_CVAR , NULL , " Game Type " , & cv_newgametype , 30 } ,
{ IT_STRING | IT_CVAR , NULL , " Level " , & cv_nextmap , 60 } ,
{ IT_WHITESTRING | IT_CALL , NULL , " Change Level " , M_ChangeLevel , 120 } ,
} ;
static menuitem_t MISC_HelpMenu [ ] =
{
{ IT_KEYHANDLER | IT_NOTHING , NULL , " HELPN01 " , M_HandleImageDef , 0 } ,
{ IT_KEYHANDLER | IT_NOTHING , NULL , " HELPN02 " , M_HandleImageDef , 0 } ,
{ IT_KEYHANDLER | IT_NOTHING , NULL , " HELPN03 " , M_HandleImageDef , 0 } ,
{ IT_KEYHANDLER | IT_NOTHING , NULL , " HELPM01 " , M_HandleImageDef , 0 } ,
{ IT_KEYHANDLER | IT_NOTHING , NULL , " HELPM02 " , M_HandleImageDef , 0 } ,
} ;
// --------------------------------
// 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 , " Secrets Checklist " , & SR_UnlockChecklistDef , 0 } ,
{ 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 [ ] =
{
{ IT_STRING | IT_CVAR , NULL , " Level " , & cv_nextmap , 60 } ,
{ IT_WHITESTRING | IT_CALL , NULL , " Start " , M_LevelSelectWarp , 120 } ,
} ;
static menuitem_t SR_UnlockChecklistMenu [ ] =
{
{ IT_SUBMENU | IT_STRING , NULL , " NEXT " , & SR_MainDef , 192 } ,
} ;
static menuitem_t SR_EmblemHintMenu [ ] =
{
{ IT_STRING | IT_CVAR , NULL , " Emblem Radar " , & cv_itemfinder , 10 } ,
{ 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 } ,
{ 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 , 116 } ,
} ;
enum
{
sploadgame ,
sprecordattack ,
spnightsmode ,
spstatistics
} ;
// Single Player Load Game
static menuitem_t SP_LoadGameMenu [ ] =
{
{ 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 , 60 } ,
{ IT_WHITESTRING | IT_CALL , NULL , " Start " , M_LevelSelectWarp , 120 } ,
} ;
// Single Player Time Attack
static menuitem_t SP_TimeAttackMenu [ ] =
{
{ IT_STRING | IT_CVAR , NULL , " Level " , & cv_nextmap , 52 } ,
{ IT_STRING | IT_CVAR , NULL , " Player " , & cv_chooseskin , 62 } ,
{ IT_DISABLED , NULL , " Guest Option... " , & SP_GuestReplayDef , 100 } ,
{ IT_DISABLED , NULL , " Replay... " , & SP_ReplayDef , 110 } ,
{ IT_DISABLED , NULL , " Ghosts... " , & SP_GhostDef , 120 } ,
{ IT_WHITESTRING | IT_CALL , NULL , " Start " , M_ChooseTimeAttack , 130 } ,
} ;
enum
{
talevel ,
taplayer ,
taguest ,
tareplay ,
taghost ,
tastart
} ;
static menuitem_t SP_ReplayMenu [ ] =
{
{ IT_WHITESTRING | IT_CALL , NULL , " Replay Best Score " , M_ReplayTimeAttack , 0 } ,
{ IT_WHITESTRING | IT_CALL , NULL , " Replay Best Time " , M_ReplayTimeAttack , 8 } ,
{ IT_WHITESTRING | IT_CALL , NULL , " Replay Best Rings " , M_ReplayTimeAttack , 16 } ,
{ IT_WHITESTRING | IT_CALL , NULL , " Replay Last " , M_ReplayTimeAttack , 29 } ,
{ IT_WHITESTRING | IT_CALL , NULL , " Replay Guest " , M_ReplayTimeAttack , 37 } ,
{ IT_WHITESTRING | IT_SUBMENU , NULL , " Back " , & SP_TimeAttackDef , 50 }
} ;
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static menuitem_t SP_NightsReplayMenu [ ] =
{
{ IT_WHITESTRING | IT_CALL , NULL , " Replay Best Score " , M_ReplayTimeAttack , 8 } ,
{ IT_WHITESTRING | IT_CALL , NULL , " Replay Best Time " , M_ReplayTimeAttack , 16 } ,
{ IT_WHITESTRING | IT_CALL , NULL , " Replay Last " , M_ReplayTimeAttack , 29 } ,
{ IT_WHITESTRING | IT_CALL , NULL , " Replay Guest " , M_ReplayTimeAttack , 37 } ,
{ 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 Score as Guest " , M_SetGuestReplay , 0 } ,
{ IT_WHITESTRING | IT_CALL , NULL , " Save Best Time as Guest " , M_SetGuestReplay , 8 } ,
{ IT_WHITESTRING | IT_CALL , NULL , " Save Best Rings 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_TimeAttackDef , 50 }
} ;
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static menuitem_t SP_NightsGuestReplayMenu [ ] =
{
{ 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 Score " , & cv_ghost_bestscore , 0 } ,
{ IT_STRING | IT_CVAR , NULL , " Best Time " , & cv_ghost_besttime , 8 } ,
{ IT_STRING | IT_CVAR , NULL , " Best Rings " , & cv_ghost_bestrings , 16 } ,
{ IT_STRING | IT_CVAR , NULL , " Last " , & cv_ghost_last , 24 } ,
{ IT_STRING | IT_CVAR , NULL , " Guest " , & cv_ghost_guest , 37 } ,
{ IT_WHITESTRING | IT_SUBMENU , NULL , " Back " , & SP_TimeAttackDef , 50 }
} ;
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static menuitem_t SP_NightsGhostMenu [ ] =
{
{ IT_STRING | IT_CVAR , NULL , " Best Score " , & cv_ghost_bestscore , 8 } ,
{ IT_STRING | IT_CVAR , NULL , " Best Time " , & cv_ghost_besttime , 16 } ,
{ IT_STRING | IT_CVAR , NULL , " Last " , & cv_ghost_last , 24 } ,
{ IT_STRING | IT_CVAR , NULL , " Guest " , & cv_ghost_guest , 37 } ,
{ IT_WHITESTRING | IT_SUBMENU , NULL , " Back " , & SP_NightsAttackDef , 50 }
} ;
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// Single Player Nights Attack
static menuitem_t SP_NightsAttackMenu [ ] =
{
{ 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 , 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_GameStatsMenu [ ] =
{
{ IT_KEYHANDLER | IT_NOTHING , NULL , " " , M_HandleGameStats , ' \0 ' } , // dummy menuitem for the control func
} ;
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!
menuitem_t PlayerMenu [ 32 ] =
{
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{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
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{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 } ,
{ IT_DISABLED , NULL , NULL , M_ChoosePlayer , 0 }
} ;
// -----------------------------------
// Multiplayer and all of its submenus
// -----------------------------------
// Prefix: MP_
static menuitem_t MP_MainMenu [ ] =
{
# ifndef NONET
{ IT_CALL | IT_STRING , NULL , " HOST GAME " , M_StartServerMenu , 10 } ,
{ IT_CALL | IT_STRING , NULL , " JOIN GAME (Search) " , M_ConnectMenu , 30 } ,
{ IT_CALL | IT_STRING , NULL , " JOIN GAME (Specify IP) " , M_ConnectIPMenu , 40 } ,
# endif
{ IT_CALL | IT_STRING , NULL , " TWO PLAYER GAME " , M_StartSplitServerMenu , 60 } ,
{ IT_CALL | IT_STRING , NULL , " SETUP PLAYER 1 " , M_SetupMultiPlayer , 80 } ,
{ IT_CALL | IT_STRING , NULL , " SETUP PLAYER 2 " , M_SetupMultiPlayer2 , 90 } ,
} ;
static menuitem_t MP_ServerMenu [ ] =
{
{ IT_STRING | IT_CVAR , NULL , " Game Type " , & cv_newgametype , 10 } ,
# ifndef NONET
{ IT_STRING | IT_CALL , NULL , " Room... " , M_RoomMenu , 20 } ,
{ IT_STRING | IT_CVAR | IT_CV_STRING , NULL , " Server Name " , & cv_servername , 30 } ,
# endif
{ IT_STRING | IT_CVAR , NULL , " Level " , & cv_nextmap , 80 } ,
{ IT_WHITESTRING | IT_CALL , NULL , " Start " , M_StartServer , 130 } ,
} ;
enum
{
mp_server_gametype = 0 ,
# ifndef NONET
mp_server_room ,
mp_server_name ,
# endif
mp_server_level ,
mp_server_start
} ;
# ifndef NONET
static menuitem_t MP_ConnectMenu [ ] =
{
{ IT_STRING | IT_CALL , NULL , " Room... " , M_RoomMenu , 4 } ,
{ IT_STRING | IT_CVAR , NULL , " Sort By " , & cv_serversort , 12 } ,
{ IT_STRING | IT_KEYHANDLER , NULL , " Page " , M_HandleServerPage , 20 } ,
{ IT_STRING | IT_CALL , NULL , " Refresh " , M_Refresh , 28 } ,
{ IT_STRING | IT_SPACE , NULL , " " , M_Connect , 48 - 4 } ,
{ IT_STRING | IT_SPACE , NULL , " " , M_Connect , 60 - 4 } ,
{ IT_STRING | IT_SPACE , NULL , " " , M_Connect , 72 - 4 } ,
{ IT_STRING | IT_SPACE , NULL , " " , M_Connect , 84 - 4 } ,
{ IT_STRING | IT_SPACE , NULL , " " , M_Connect , 96 - 4 } ,
{ IT_STRING | IT_SPACE , NULL , " " , M_Connect , 108 - 4 } ,
{ IT_STRING | IT_SPACE , NULL , " " , M_Connect , 120 - 4 } ,
{ IT_STRING | IT_SPACE , NULL , " " , M_Connect , 132 - 4 } ,
{ IT_STRING | IT_SPACE , NULL , " " , M_Connect , 144 - 4 } ,
{ IT_STRING | IT_SPACE , NULL , " " , M_Connect , 156 - 4 } ,
{ IT_STRING | IT_SPACE , NULL , " " , M_Connect , 168 - 4 } ,
} ;
enum
{
mp_connect_room ,
mp_connect_sort ,
mp_connect_page ,
mp_connect_refresh ,
FIRSTSERVERLINE
} ;
static menuitem_t MP_RoomMenu [ ] =
{
{ IT_STRING | IT_CALL , NULL , " <Offline Mode> " , M_ChooseRoom , 9 } ,
{ IT_DISABLED , NULL , " " , M_ChooseRoom , 18 } ,
{ IT_DISABLED , NULL , " " , M_ChooseRoom , 27 } ,
{ IT_DISABLED , NULL , " " , M_ChooseRoom , 36 } ,
{ IT_DISABLED , NULL , " " , M_ChooseRoom , 45 } ,
{ IT_DISABLED , NULL , " " , M_ChooseRoom , 54 } ,
{ IT_DISABLED , NULL , " " , M_ChooseRoom , 63 } ,
{ IT_DISABLED , NULL , " " , M_ChooseRoom , 72 } ,
{ IT_DISABLED , NULL , " " , M_ChooseRoom , 81 } ,
{ IT_DISABLED , NULL , " " , M_ChooseRoom , 90 } ,
{ IT_DISABLED , NULL , " " , M_ChooseRoom , 99 } ,
{ IT_DISABLED , NULL , " " , M_ChooseRoom , 108 } ,
{ IT_DISABLED , NULL , " " , M_ChooseRoom , 117 } ,
{ IT_DISABLED , NULL , " " , M_ChooseRoom , 126 } ,
{ IT_DISABLED , NULL , " " , M_ChooseRoom , 135 } ,
{ IT_DISABLED , NULL , " " , M_ChooseRoom , 144 } ,
{ IT_DISABLED , NULL , " " , M_ChooseRoom , 153 } ,
{ IT_DISABLED , NULL , " " , M_ChooseRoom , 162 } ,
} ;
static menuitem_t MP_ConnectIPMenu [ ] =
{
{ IT_KEYHANDLER | IT_STRING , NULL , " IP Address: " , M_HandleConnectIP , 0 } ,
} ;
# endif
// Separated splitscreen and normal servers.
static menuitem_t MP_SplitServerMenu [ ] =
{
{ IT_STRING | IT_CVAR , NULL , " Game Type " , & cv_newgametype , 10 } ,
{ IT_STRING | IT_CVAR , NULL , " Level " , & cv_nextmap , 80 } ,
{ IT_WHITESTRING | IT_CALL , NULL , " Start " , M_StartServer , 130 } ,
} ;
static menuitem_t MP_PlayerSetupMenu [ ] =
{
{ IT_KEYHANDLER | IT_STRING , NULL , " Your name " , M_HandleSetupMultiPlayer , 0 } ,
{ IT_KEYHANDLER | IT_STRING , NULL , " Your color " , M_HandleSetupMultiPlayer , 16 } ,
{ IT_KEYHANDLER | IT_STRING , NULL , " Your player " , M_HandleSetupMultiPlayer , 96 } , // Tails 01-18-2001
} ;
// ------------------------------------
// Options and most (?) of its submenus
// ------------------------------------
// Prefix: OP_
static menuitem_t OP_MainMenu [ ] =
{
{ IT_SUBMENU | IT_STRING , NULL , " Setup Controls... " , & OP_ControlsDef , 10 } ,
{ IT_SUBMENU | IT_STRING , NULL , " Video Options... " , & OP_VideoOptionsDef , 30 } ,
{ IT_SUBMENU | IT_STRING , NULL , " Sound Options... " , & OP_SoundOptionsDef , 40 } ,
{ IT_SUBMENU | IT_STRING , NULL , " Data Options... " , & OP_DataOptionsDef , 50 } ,
{ IT_SUBMENU | IT_STRING , NULL , " Game Options... " , & OP_GameOptionsDef , 70 } ,
{ IT_SUBMENU | IT_STRING , NULL , " Server Options... " , & OP_ServerOptionsDef , 80 } ,
} ;
static menuitem_t OP_ControlsMenu [ ] =
{
{ IT_SUBMENU | IT_STRING , NULL , " Player 1 Controls... " , & OP_P1ControlsDef , 10 } ,
{ IT_SUBMENU | IT_STRING , NULL , " Player 2 Controls... " , & OP_P2ControlsDef , 20 } ,
{ IT_STRING | IT_CVAR , NULL , " Controls per key " , & cv_controlperkey , 40 } ,
} ;
static menuitem_t OP_P1ControlsMenu [ ] =
{
{ IT_CALL | IT_STRING , NULL , " Control Configuration... " , M_Setup1PControlsMenu , 10 } ,
{ IT_SUBMENU | IT_STRING , NULL , " Mouse Options... " , & OP_MouseOptionsDef , 20 } ,
{ IT_SUBMENU | IT_STRING , NULL , " Joystick Options... " , & OP_Joystick1Def , 30 } ,
{ IT_STRING | IT_CVAR , NULL , " Camera " , & cv_chasecam , 50 } ,
{ IT_STRING | IT_CVAR , NULL , " Crosshair " , & cv_crosshair , 60 } ,
{ IT_STRING | IT_CVAR , NULL , " Analog Control " , & cv_useranalog , 80 } ,
} ;
static menuitem_t OP_P2ControlsMenu [ ] =
{
{ IT_CALL | IT_STRING , NULL , " Control Configuration... " , M_Setup2PControlsMenu , 10 } ,
{ IT_SUBMENU | IT_STRING , NULL , " Second Mouse Options... " , & OP_Mouse2OptionsDef , 20 } ,
{ IT_SUBMENU | IT_STRING , NULL , " Second Joystick Options... " , & OP_Joystick2Def , 30 } ,
{ IT_STRING | IT_CVAR , NULL , " Camera " , & cv_chasecam2 , 50 } ,
{ IT_STRING | IT_CVAR , NULL , " Crosshair " , & cv_crosshair2 , 60 } ,
{ IT_STRING | IT_CVAR , NULL , " Analog Control " , & cv_useranalog2 , 80 } ,
} ;
static menuitem_t OP_ControlListMenu [ ] =
{
{ IT_SUBMENU | IT_STRING , NULL , " Movement Controls... " , & OP_MoveControlsDef , 10 } ,
{ IT_SUBMENU | IT_STRING , NULL , " Multiplayer Controls... " , & OP_MPControlsDef , 20 } ,
{ IT_SUBMENU | IT_STRING , NULL , " Camera Controls... " , & OP_CameraControlsDef , 30 } ,
{ IT_SUBMENU | IT_STRING , NULL , " Miscellaneous Controls... " , & OP_MiscControlsDef , 40 } ,
} ;
static menuitem_t OP_MoveControlsMenu [ ] =
{
{ IT_CALL | IT_STRING2 , NULL , " Forward " , M_ChangeControl , gc_forward } ,
{ IT_CALL | IT_STRING2 , NULL , " Reverse " , M_ChangeControl , gc_backward } ,
{ IT_CALL | IT_STRING2 , NULL , " Turn Left " , M_ChangeControl , gc_turnleft } ,
{ IT_CALL | IT_STRING2 , NULL , " Turn Right " , M_ChangeControl , gc_turnright } ,
{ IT_CALL | IT_STRING2 , NULL , " Jump " , M_ChangeControl , gc_jump } ,
{ IT_CALL | IT_STRING2 , NULL , " Spin " , M_ChangeControl , gc_use } ,
{ IT_CALL | IT_STRING2 , NULL , " Strafe Left " , M_ChangeControl , gc_strafeleft } ,
{ IT_CALL | IT_STRING2 , NULL , " Strafe Right " , M_ChangeControl , gc_straferight } ,
} ;
static menuitem_t OP_MPControlsMenu [ ] =
{
{ IT_CALL | IT_STRING2 , NULL , " Talk key " , M_ChangeControl , gc_talkkey } ,
{ IT_CALL | IT_STRING2 , NULL , " Team-Talk key " , M_ChangeControl , gc_teamkey } ,
{ IT_CALL | IT_STRING2 , NULL , " Rankings/Scores " , M_ChangeControl , gc_scores } ,
{ IT_CALL | IT_STRING2 , NULL , " Toss Flag " , M_ChangeControl , gc_tossflag } ,
{ IT_CALL | IT_STRING2 , NULL , " Next Weapon " , M_ChangeControl , gc_weaponnext } ,
{ IT_CALL | IT_STRING2 , NULL , " Prev Weapon " , M_ChangeControl , gc_weaponprev } ,
{ IT_CALL | IT_STRING2 , NULL , " Weapon Slot 1 " , M_ChangeControl , gc_wepslot1 } ,
{ IT_CALL | IT_STRING2 , NULL , " Weapon Slot 2 " , M_ChangeControl , gc_wepslot2 } ,
{ IT_CALL | IT_STRING2 , NULL , " Weapon Slot 3 " , M_ChangeControl , gc_wepslot3 } ,
{ IT_CALL | IT_STRING2 , NULL , " Weapon Slot 4 " , M_ChangeControl , gc_wepslot4 } ,
{ IT_CALL | IT_STRING2 , NULL , " Weapon Slot 5 " , M_ChangeControl , gc_wepslot5 } ,
{ IT_CALL | IT_STRING2 , NULL , " Weapon Slot 6 " , M_ChangeControl , gc_wepslot6 } ,
{ IT_CALL | IT_STRING2 , NULL , " Weapon Slot 7 " , M_ChangeControl , gc_wepslot7 } ,
{ IT_CALL | IT_STRING2 , NULL , " Ring Toss " , M_ChangeControl , gc_fire } ,
{ IT_CALL | IT_STRING2 , NULL , " Ring Toss Normal " , M_ChangeControl , gc_firenormal } ,
} ;
static menuitem_t OP_CameraControlsMenu [ ] =
{
{ IT_CALL | IT_STRING2 , NULL , " Look Up " , M_ChangeControl , gc_lookup } ,
{ IT_CALL | IT_STRING2 , NULL , " Look Down " , M_ChangeControl , gc_lookdown } ,
{ IT_CALL | IT_STRING2 , NULL , " Rotate Camera L " , M_ChangeControl , gc_camleft } ,
{ IT_CALL | IT_STRING2 , NULL , " Rotate Camera R " , M_ChangeControl , gc_camright } ,
{ IT_CALL | IT_STRING2 , NULL , " Center View " , M_ChangeControl , gc_centerview } ,
{ IT_CALL | IT_STRING2 , NULL , " Mouselook " , M_ChangeControl , gc_mouseaiming } ,
{ IT_CALL | IT_STRING2 , NULL , " Reset Camera " , M_ChangeControl , gc_camreset } ,
{ IT_CALL | IT_STRING2 , NULL , " Toggle Chasecam " , M_ChangeControl , gc_camtoggle } ,
} ;
static menuitem_t OP_MiscControlsMenu [ ] =
{
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{ IT_CALL | IT_STRING2 , NULL , " Custom Action 1 " , M_ChangeControl , gc_custom1 } ,
{ IT_CALL | IT_STRING2 , NULL , " Custom Action 2 " , M_ChangeControl , gc_custom2 } ,
{ IT_CALL | IT_STRING2 , NULL , " Custom Action 3 " , M_ChangeControl , gc_custom3 } ,
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{ IT_CALL | IT_STRING2 , NULL , " Pause " , M_ChangeControl , gc_pause } ,
{ IT_CALL | IT_STRING2 , NULL , " Console " , M_ChangeControl , gc_console } ,
} ;
static menuitem_t OP_Joystick1Menu [ ] =
{
{ IT_STRING | IT_CALL , NULL , " Select Joystick... " , M_Setup1PJoystickMenu , 10 } ,
{ IT_STRING | IT_CVAR , NULL , " Axis For Turning " , & cv_turnaxis , 30 } ,
{ IT_STRING | IT_CVAR , NULL , " Axis For Moving " , & cv_moveaxis , 40 } ,
{ IT_STRING | IT_CVAR , NULL , " Axis For Strafe " , & cv_sideaxis , 50 } ,
{ IT_STRING | IT_CVAR , NULL , " Axis For Looking " , & cv_lookaxis , 60 } ,
{ IT_STRING | IT_CVAR , NULL , " Axis For Firing " , & cv_fireaxis , 70 } ,
{ IT_STRING | IT_CVAR , NULL , " Axis For NFiring " , & cv_firenaxis , 80 } ,
} ;
static menuitem_t OP_Joystick2Menu [ ] =
{
{ IT_STRING | IT_CALL , NULL , " Select Joystick... " , M_Setup2PJoystickMenu , 10 } ,
{ IT_STRING | IT_CVAR , NULL , " Axis For Turning " , & cv_turnaxis2 , 30 } ,
{ IT_STRING | IT_CVAR , NULL , " Axis For Moving " , & cv_moveaxis2 , 40 } ,
{ IT_STRING | IT_CVAR , NULL , " Axis For Strafe " , & cv_sideaxis2 , 50 } ,
{ IT_STRING | IT_CVAR , NULL , " Axis For Looking " , & cv_lookaxis2 , 60 } ,
{ IT_STRING | IT_CVAR , NULL , " Axis For Firing " , & cv_fireaxis2 , 70 } ,
{ IT_STRING | IT_CVAR , NULL , " Axis For NFiring " , & cv_firenaxis2 , 80 } ,
} ;
static menuitem_t OP_JoystickSetMenu [ ] =
{
{ IT_CALL | IT_NOTHING , " None " , NULL , M_AssignJoystick , ' 0 ' } ,
{ IT_CALL | IT_NOTHING , " " , NULL , M_AssignJoystick , ' 1 ' } ,
{ IT_CALL | IT_NOTHING , " " , NULL , M_AssignJoystick , ' 2 ' } ,
{ IT_CALL | IT_NOTHING , " " , NULL , M_AssignJoystick , ' 3 ' } ,
{ IT_CALL | IT_NOTHING , " " , NULL , M_AssignJoystick , ' 4 ' } ,
{ IT_CALL | IT_NOTHING , " " , NULL , M_AssignJoystick , ' 5 ' } ,
{ IT_CALL | IT_NOTHING , " " , NULL , M_AssignJoystick , ' 6 ' } ,
} ;
static menuitem_t OP_MouseOptionsMenu [ ] =
{
{ IT_STRING | IT_CVAR , NULL , " Use Mouse " , & cv_usemouse , 10 } ,
{ IT_STRING | IT_CVAR , NULL , " Always MouseLook " , & cv_alwaysfreelook , 30 } ,
{ IT_STRING | IT_CVAR , NULL , " Mouse Move " , & cv_mousemove , 40 } ,
{ IT_STRING | IT_CVAR , NULL , " Invert Mouse " , & cv_invertmouse , 50 } ,
{ IT_STRING | IT_CVAR | IT_CV_SLIDER ,
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NULL , " Mouse X Speed " , & cv_mousesens , 60 } ,
{ IT_STRING | IT_CVAR | IT_CV_SLIDER ,
NULL , " Mouse Y Speed " , & cv_mouseysens , 70 } ,
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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 } ,
{ IT_STRING | IT_CVAR , NULL , " Always MouseLook " , & cv_alwaysfreelook2 , 30 } ,
{ IT_STRING | IT_CVAR , NULL , " Mouse Move " , & cv_mousemove2 , 40 } ,
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{ IT_STRING | IT_CVAR , NULL , " Invert Mouse " , & cv_invertmouse2 , 50 } ,
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{ IT_STRING | IT_CVAR | IT_CV_SLIDER ,
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NULL , " Mouse X Speed " , & cv_mousesens2 , 60 } ,
{ IT_STRING | IT_CVAR | IT_CV_SLIDER ,
NULL , " Mouse Y Speed " , & cv_mouseysens2 , 70 } ,
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} ;
static menuitem_t OP_VideoOptionsMenu [ ] =
{
{ IT_STRING | IT_CALL , NULL , " Video Modes... " , M_VideoModeMenu , 10 } ,
# ifdef HWRENDER
{ IT_SUBMENU | IT_STRING , NULL , " 3D Card Options... " , & OP_OpenGLOptionsDef , 20 } ,
# endif
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# if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL)
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{ IT_STRING | IT_CVAR , NULL , " Fullscreen " , & cv_fullscreen , 30 } ,
# endif
{ IT_STRING | IT_CVAR | IT_CV_SLIDER ,
NULL , " Brightness " , & cv_usegamma , 50 } ,
{ IT_STRING | IT_CVAR , NULL , " Draw Distance " , & cv_drawdist , 60 } ,
{ IT_STRING | IT_CVAR , NULL , " NiGHTS Draw Dist " , & cv_drawdist_nights , 70 } ,
{ IT_STRING | IT_CVAR , NULL , " Precip Draw Dist " , & cv_drawdist_precip , 80 } ,
{ IT_STRING | IT_CVAR , NULL , " Precip Density " , & cv_precipdensity , 90 } ,
{ IT_STRING | IT_CVAR , NULL , " Show FPS " , & cv_ticrate , 110 } ,
{ IT_STRING | IT_CVAR , NULL , " Clear Before Redraw " , & cv_homremoval , 120 } ,
{ IT_STRING | IT_CVAR , NULL , " Vertical Sync " , & cv_vidwait , 130 } ,
} ;
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 [ ] =
{
{ IT_STRING | IT_CVAR , NULL , " Field of view " , & cv_grfov , 10 } ,
{ IT_STRING | IT_CVAR , NULL , " Quality " , & cv_scr_depth , 20 } ,
{ IT_STRING | IT_CVAR , NULL , " Texture Filter " , & cv_grfiltermode , 30 } ,
{ IT_STRING | IT_CVAR , NULL , " Anisotropic " , & cv_granisotropicmode , 40 } ,
# ifdef _WINDOWS
{ IT_STRING | IT_CVAR , NULL , " Fullscreen " , & cv_fullscreen , 50 } ,
# endif
# ifdef ALAM_LIGHTING
{ IT_SUBMENU | IT_STRING , NULL , " Lighting... " , & OP_OpenGLLightingDef , 70 } ,
# endif
{ IT_SUBMENU | IT_STRING , NULL , " Fog... " , & OP_OpenGLFogDef , 80 } ,
{ IT_SUBMENU | IT_STRING , NULL , " Gamma... " , & OP_OpenGLColorDef , 90 } ,
} ;
# ifdef ALAM_LIGHTING
static menuitem_t OP_OpenGLLightingMenu [ ] =
{
{ IT_STRING | IT_CVAR , NULL , " Coronas " , & cv_grcoronas , 0 } ,
{ IT_STRING | IT_CVAR , NULL , " Coronas size " , & cv_grcoronasize , 10 } ,
{ IT_STRING | IT_CVAR , NULL , " Dynamic lighting " , & cv_grdynamiclighting , 20 } ,
{ IT_STRING | IT_CVAR , NULL , " Static lighting " , & cv_grstaticlighting , 30 } ,
} ;
# endif
static menuitem_t OP_OpenGLFogMenu [ ] =
{
{ IT_STRING | IT_CVAR , NULL , " Fog " , & cv_grfog , 10 } ,
{ IT_STRING | IT_KEYHANDLER , NULL , " Fog color " , M_HandleFogColor , 20 } ,
{ IT_STRING | IT_CVAR , NULL , " Fog density " , & cv_grfogdensity , 30 } ,
{ IT_STRING | IT_CVAR , NULL , " Software Fog " , & cv_grsoftwarefog , 40 } ,
} ;
static menuitem_t OP_OpenGLColorMenu [ ] =
{
{ 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 } ,
} ;
# endif
static menuitem_t OP_SoundOptionsMenu [ ] =
{
{ IT_STRING | IT_CVAR | IT_CV_SLIDER ,
NULL , " Sound Volume " , & cv_soundvolume , 10 } ,
{ IT_STRING | IT_CVAR | IT_CV_SLIDER ,
NULL , " Music Volume " , & cv_digmusicvolume , 20 } ,
{ IT_STRING | IT_CVAR | IT_CV_SLIDER ,
NULL , " MIDI Volume " , & cv_midimusicvolume , 30 } ,
# ifdef PC_DOS
{ IT_STRING | IT_CVAR | IT_CV_SLIDER ,
NULL , " CD Volume " , & cd_volume , 40 } ,
# endif
{ IT_STRING | IT_CALL , NULL , " Toggle SFX " , M_ToggleSFX , 50 } ,
{ IT_STRING | IT_CALL , NULL , " Toggle Digital Music " , M_ToggleDigital , 60 } ,
{ IT_STRING | IT_CALL , NULL , " Toggle MIDI Music " , M_ToggleMIDI , 70 } ,
} ;
static menuitem_t OP_DataOptionsMenu [ ] =
{
{ IT_STRING | IT_CALL , NULL , " Screenshot Options... " , M_ScreenshotOptions , 10 } ,
{ IT_STRING | IT_SUBMENU , NULL , " Erase Data... " , & OP_EraseDataDef , 30 } ,
} ;
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 } ,
{ IT_STRING | IT_CALL , NULL , " Erase Secrets Data " , M_EraseData , 20 } ,
{ IT_STRING | IT_CALL , NULL , " \x85 " " Erase ALL Data " , M_EraseData , 40 } ,
} ;
static menuitem_t OP_GameOptionsMenu [ ] =
{
# ifndef NONET
{ IT_STRING | IT_CVAR | IT_CV_STRING ,
NULL , " Master server " , & cv_masterserver , 10 } ,
# endif
{ IT_STRING | IT_CVAR , NULL , " Show HUD " , & cv_showhud , 40 } ,
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{ IT_STRING | IT_CVAR | IT_CV_SLIDER ,
NULL , " HUD Visibility " , & cv_translucenthud , 50 } ,
{ IT_STRING | IT_CVAR , NULL , " Timer Display " , & cv_timetic , 60 } ,
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# ifdef SEENAMES
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{ IT_STRING | IT_CVAR , NULL , " HUD Player Names " , & cv_seenames , 80 } ,
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# endif
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{ IT_STRING | IT_CVAR , NULL , " Log Hazard Damage " , & cv_hazardlog , 90 } ,
2014-03-15 16:59:03 +00:00
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{ IT_STRING | IT_CVAR , NULL , " Console Back Color " , & cons_backcolor , 100 } ,
{ IT_STRING | IT_CVAR , NULL , " Console Text Size " , & cv_constextsize , 110 } ,
{ IT_STRING | IT_CVAR , NULL , " Uppercase Console " , & cv_allcaps , 120 } ,
2014-03-15 16:59:03 +00:00
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{ IT_STRING | IT_CVAR , NULL , " Title Screen Demos " , & cv_rollingdemos , 140 } ,
2014-03-15 16:59:03 +00:00
} ;
static menuitem_t OP_ServerOptionsMenu [ ] =
{
{ IT_STRING | IT_SUBMENU , NULL , " General netgame options... " , & OP_NetgameOptionsDef , 10 } ,
{ IT_STRING | IT_SUBMENU , NULL , " Gametype options... " , & OP_GametypeOptionsDef , 20 } ,
{ IT_STRING | IT_SUBMENU , NULL , " Random Monitor Toggles... " , & OP_MonitorToggleDef , 30 } ,
# ifndef NONET
{ IT_STRING | IT_CVAR | IT_CV_STRING ,
NULL , " Server name " , & cv_servername , 50 } ,
# endif
{ IT_STRING | IT_CVAR , NULL , " Intermission Timer " , & cv_inttime , 80 } ,
{ IT_STRING | IT_CVAR , NULL , " Advance to next map " , & cv_advancemap , 90 } ,
# ifndef NONET
{ IT_STRING | IT_CVAR , NULL , " Max Players " , & cv_maxplayers , 110 } ,
{ IT_STRING | IT_CVAR , NULL , " Allow players to join " , & cv_allownewplayer , 120 } ,
{ IT_STRING | IT_CVAR , NULL , " Allow WAD Downloading " , & cv_downloading , 130 } ,
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{ IT_STRING | IT_CVAR , NULL , " Attempts to Resynch " , & cv_resynchattempts , 140 } ,
2014-03-15 16:59:03 +00:00
# endif
} ;
static menuitem_t OP_NetgameOptionsMenu [ ] =
{
{ 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 , " Overtime Tie-Breaker " , & cv_overtime , 26 } ,
{ IT_STRING | IT_CVAR , NULL , " Special Ring Weapons " , & cv_specialrings , 42 } ,
{ IT_STRING | IT_CVAR , NULL , " Emeralds " , & cv_powerstones , 50 } ,
{ IT_STRING | IT_CVAR , NULL , " Item Boxes " , & cv_matchboxes , 58 } ,
{ IT_STRING | IT_CVAR , NULL , " Item Respawn " , & cv_itemrespawn , 66 } ,
{ IT_STRING | IT_CVAR , NULL , " Item Respawn time " , & cv_itemrespawntime , 74 } ,
{ IT_STRING | IT_CVAR , NULL , " Sudden Death " , & cv_suddendeath , 90 } ,
{ IT_STRING | IT_CVAR , NULL , " Player respawn delay " , & cv_respawntime , 98 } ,
2016-07-13 21:28:23 +00:00
{ IT_STRING | IT_CVAR , NULL , " Force Skin " , & cv_forceskin , 114 } ,
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{ IT_STRING | IT_CVAR , NULL , " Restrict skin changes " , & cv_restrictskinchange , 122 } ,
{ IT_STRING | IT_CVAR , NULL , " Autobalance Teams " , & cv_autobalance , 138 } ,
{ IT_STRING | IT_CVAR , NULL , " Scramble Teams on Map Change " , & cv_scrambleonchange , 146 } ,
} ;
static menuitem_t OP_GametypeOptionsMenu [ ] =
{
{ IT_HEADER , NULL , " CO-OP " , NULL , 2 } ,
{ IT_STRING | IT_CVAR , NULL , " Players for exit " , & cv_playersforexit , 10 } ,
{ IT_STRING | IT_CVAR , NULL , " Starting Lives " , & cv_startinglives , 18 } ,
{ IT_HEADER , NULL , " COMPETITION " , NULL , 34 } ,
{ IT_STRING | IT_CVAR , NULL , " Item Boxes " , & cv_competitionboxes , 42 } ,
{ IT_STRING | IT_CVAR , NULL , " Countdown Time " , & cv_countdowntime , 50 } ,
{ IT_HEADER , NULL , " RACE " , NULL , 66 } ,
{ IT_STRING | IT_CVAR , NULL , " Number of Laps " , & cv_numlaps , 74 } ,
{ IT_STRING | IT_CVAR , NULL , " Use Map Lap Counts " , & cv_usemapnumlaps , 82 } ,
{ IT_HEADER , NULL , " MATCH " , NULL , 98 } ,
{ IT_STRING | IT_CVAR , NULL , " Scoring Type " , & cv_match_scoring , 106 } ,
{ IT_HEADER , NULL , " TAG " , NULL , 122 } ,
{ IT_STRING | IT_CVAR , NULL , " Hide Time " , & cv_hidetime , 130 } ,
{ IT_HEADER , NULL , " CTF " , NULL , 146 } ,
{ IT_STRING | IT_CVAR , NULL , " Flag Respawn Time " , & cv_flagtime , 154 } ,
} ;
static menuitem_t OP_MonitorToggleMenu [ ] =
{
// Printing handled by drawing function
{ IT_STRING | IT_CVAR | IT_CV_INVISSLIDER , NULL , " Recycler " , & cv_recycler , 20 } ,
{ IT_STRING | IT_CVAR | IT_CV_INVISSLIDER , NULL , " Teleporters " , & cv_teleporters , 30 } ,
{ IT_STRING | IT_CVAR | IT_CV_INVISSLIDER , NULL , " Super Ring " , & cv_superring , 40 } ,
{ IT_STRING | IT_CVAR | IT_CV_INVISSLIDER , NULL , " Super Sneakers " , & cv_supersneakers , 50 } ,
{ IT_STRING | IT_CVAR | IT_CV_INVISSLIDER , NULL , " Invincibility " , & cv_invincibility , 60 } ,
{ IT_STRING | IT_CVAR | IT_CV_INVISSLIDER , NULL , " Jump Shield " , & cv_jumpshield , 70 } ,
{ IT_STRING | IT_CVAR | IT_CV_INVISSLIDER , NULL , " Elemental Shield " , & cv_watershield , 80 } ,
{ IT_STRING | IT_CVAR | IT_CV_INVISSLIDER , NULL , " Attraction Shield " , & cv_ringshield , 90 } ,
{ IT_STRING | IT_CVAR | IT_CV_INVISSLIDER , NULL , " Force Shield " , & cv_forceshield , 100 } ,
{ IT_STRING | IT_CVAR | IT_CV_INVISSLIDER , NULL , " Armageddon Shield " , & cv_bombshield , 110 } ,
{ IT_STRING | IT_CVAR | IT_CV_INVISSLIDER , NULL , " 1 Up " , & cv_1up , 120 } ,
{ IT_STRING | IT_CVAR | IT_CV_INVISSLIDER , NULL , " Eggman Box " , & cv_eggmanbox , 130 } ,
} ;
// ==========================================================================
// ALL MENU DEFINITIONS GO HERE
// ==========================================================================
// Main Menu and related
menu_t MainDef = CENTERMENUSTYLE ( NULL , MainMenu , NULL , 72 ) ;
menu_t MAPauseDef = PAUSEMENUSTYLE ( MAPauseMenu , 40 , 72 ) ;
menu_t SPauseDef = PAUSEMENUSTYLE ( SPauseMenu , 40 , 72 ) ;
menu_t MPauseDef = PAUSEMENUSTYLE ( MPauseMenu , 40 , 72 ) ;
// 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_ChangeLevelDef = MAPICONMENUSTYLE ( NULL , MISC_ChangeLevelMenu , & MPauseDef ) ;
menu_t MISC_HelpDef = IMAGEDEF ( MISC_HelpMenu ) ;
// 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 =
{
" M_SECRET " ,
sizeof ( SR_MainMenu ) / sizeof ( menuitem_t ) ,
& MainDef ,
SR_MainMenu ,
M_DrawSkyRoom ,
60 , 40 ,
0 ,
NULL
} ;
menu_t SR_LevelSelectDef =
{
0 ,
sizeof ( SR_LevelSelectMenu ) / sizeof ( menuitem_t ) ,
& SR_MainDef ,
SR_LevelSelectMenu ,
M_DrawLevelSelectMenu ,
40 , 40 ,
0 ,
NULL
} ;
menu_t SR_UnlockChecklistDef =
{
NULL ,
1 ,
& SR_MainDef ,
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 =
{
" M_PICKG " ,
1 ,
& SP_MainDef ,
SP_LoadGameMenu ,
M_DrawLoad ,
68 , 46 ,
0 ,
NULL
} ;
menu_t SP_LevelSelectDef = MAPICONMENUSTYLE ( NULL , SP_LevelSelectMenu , & SP_LoadDef ) ;
menu_t SP_GameStatsDef =
{
" M_STATS " ,
1 ,
& SP_MainDef ,
SP_GameStatsMenu ,
M_DrawGameStats ,
280 , 185 ,
0 ,
NULL
} ;
menu_t SP_LevelStatsDef =
{
" M_STATS " ,
1 ,
& SP_MainDef ,
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 ,
32 , 40 ,
0 ,
NULL
} ;
static menu_t SP_ReplayDef =
{
" M_ATTACK " ,
sizeof ( SP_ReplayMenu ) / sizeof ( menuitem_t ) ,
& SP_TimeAttackDef ,
SP_ReplayMenu ,
M_DrawTimeAttackMenu ,
32 , 120 ,
0 ,
NULL
} ;
static menu_t SP_GuestReplayDef =
{
" M_ATTACK " ,
sizeof ( SP_GuestReplayMenu ) / sizeof ( menuitem_t ) ,
& SP_TimeAttackDef ,
SP_GuestReplayMenu ,
M_DrawTimeAttackMenu ,
32 , 120 ,
0 ,
NULL
} ;
static menu_t SP_GhostDef =
{
" M_ATTACK " ,
sizeof ( SP_GhostMenu ) / sizeof ( menuitem_t ) ,
& SP_TimeAttackDef ,
SP_GhostMenu ,
M_DrawTimeAttackMenu ,
32 , 120 ,
0 ,
NULL
} ;
static menu_t SP_NightsAttackDef =
{
" 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 =
{
" M_PICKP " ,
sizeof ( PlayerMenu ) / sizeof ( menuitem_t ) , //player_end,
& SP_MainDef ,
PlayerMenu ,
M_DrawSetupChoosePlayerMenu ,
24 , 32 ,
0 ,
NULL
} ;
// Multiplayer
menu_t MP_MainDef = DEFAULTMENUSTYLE ( " M_MULTI " , MP_MainMenu , & MainDef , 60 , 40 ) ;
menu_t MP_ServerDef = MAPICONMENUSTYLE ( " M_MULTI " , MP_ServerMenu , & MP_MainDef ) ;
# ifndef NONET
menu_t MP_ConnectDef =
{
" M_MULTI " ,
sizeof ( MP_ConnectMenu ) / sizeof ( menuitem_t ) ,
& MP_MainDef ,
MP_ConnectMenu ,
M_DrawConnectMenu ,
27 , 24 ,
0 ,
M_CancelConnect
} ;
menu_t MP_ConnectIPDef =
{
" M_MULTI " ,
sizeof ( MP_ConnectIPMenu ) / sizeof ( menuitem_t ) ,
& MP_MainDef ,
MP_ConnectIPMenu ,
M_DrawConnectIPMenu ,
27 , 40 ,
0 ,
M_CancelConnect
} ;
menu_t MP_RoomDef =
{
" M_MULTI " ,
sizeof ( MP_RoomMenu ) / sizeof ( menuitem_t ) ,
& MP_ConnectDef ,
MP_RoomMenu ,
M_DrawRoomMenu ,
27 , 32 ,
0 ,
NULL
} ;
# endif
menu_t MP_SplitServerDef = MAPICONMENUSTYLE ( " M_MULTI " , MP_SplitServerMenu , & MP_MainDef ) ;
menu_t MP_PlayerSetupDef =
{
" M_SPLAYR " ,
sizeof ( MP_PlayerSetupMenu ) / sizeof ( menuitem_t ) ,
& MP_MainDef ,
MP_PlayerSetupMenu ,
M_DrawSetupMultiPlayerMenu ,
27 , 40 ,
0 ,
M_QuitMultiPlayerMenu
} ;
// Options
menu_t OP_MainDef = DEFAULTMENUSTYLE ( " M_OPTTTL " , OP_MainMenu , & MainDef , 60 , 30 ) ;
menu_t OP_ControlsDef = DEFAULTMENUSTYLE ( " M_CONTRO " , OP_ControlsMenu , & OP_MainDef , 60 , 30 ) ;
menu_t OP_ControlListDef = DEFAULTMENUSTYLE ( " M_CONTRO " , OP_ControlListMenu , & OP_ControlsDef , 60 , 30 ) ;
menu_t OP_MoveControlsDef = CONTROLMENUSTYLE ( OP_MoveControlsMenu , & OP_ControlListDef ) ;
menu_t OP_MPControlsDef = CONTROLMENUSTYLE ( OP_MPControlsMenu , & OP_ControlListDef ) ;
menu_t OP_CameraControlsDef = CONTROLMENUSTYLE ( OP_CameraControlsMenu , & OP_ControlListDef ) ;
menu_t OP_MiscControlsDef = CONTROLMENUSTYLE ( OP_MiscControlsMenu , & OP_ControlListDef ) ;
menu_t OP_P1ControlsDef = DEFAULTMENUSTYLE ( " M_CONTRO " , OP_P1ControlsMenu , & OP_ControlsDef , 60 , 30 ) ;
menu_t OP_P2ControlsDef = DEFAULTMENUSTYLE ( " M_CONTRO " , OP_P2ControlsMenu , & OP_ControlsDef , 60 , 30 ) ;
menu_t OP_MouseOptionsDef = DEFAULTMENUSTYLE ( " M_CONTRO " , OP_MouseOptionsMenu , & OP_P1ControlsDef , 60 , 30 ) ;
menu_t OP_Mouse2OptionsDef = DEFAULTMENUSTYLE ( " M_CONTRO " , OP_Mouse2OptionsMenu , & OP_P2ControlsDef , 60 , 30 ) ;
menu_t OP_Joystick1Def = DEFAULTMENUSTYLE ( " M_CONTRO " , OP_Joystick1Menu , & OP_P1ControlsDef , 60 , 30 ) ;
menu_t OP_Joystick2Def = DEFAULTMENUSTYLE ( " M_CONTRO " , OP_Joystick2Menu , & OP_P2ControlsDef , 60 , 30 ) ;
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 = DEFAULTMENUSTYLE ( " M_VIDEO " , OP_VideoOptionsMenu , & OP_MainDef , 60 , 30 ) ;
menu_t OP_VideoModeDef =
{
" M_VIDEO " ,
1 ,
& OP_VideoOptionsDef ,
OP_VideoModeMenu ,
M_DrawVideoMode ,
48 , 26 ,
0 ,
NULL
} ;
menu_t OP_SoundOptionsDef = DEFAULTMENUSTYLE ( " M_SOUND " , OP_SoundOptionsMenu , & OP_MainDef , 60 , 30 ) ;
menu_t OP_GameOptionsDef = DEFAULTMENUSTYLE ( " M_GAME " , OP_GameOptionsMenu , & OP_MainDef , 30 , 30 ) ;
menu_t OP_ServerOptionsDef = DEFAULTMENUSTYLE ( " M_SERVER " , OP_ServerOptionsMenu , & OP_MainDef , 30 , 30 ) ;
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 ) ;
menu_t OP_MonitorToggleDef =
{
" M_SERVER " ,
sizeof ( OP_MonitorToggleMenu ) / sizeof ( menuitem_t ) ,
& OP_ServerOptionsDef ,
OP_MonitorToggleMenu ,
M_DrawMonitorToggles ,
30 , 30 ,
0 ,
NULL
} ;
# ifdef HWRENDER
menu_t OP_OpenGLOptionsDef = DEFAULTMENUSTYLE ( " M_VIDEO " , OP_OpenGLOptionsMenu , & OP_VideoOptionsDef , 30 , 30 ) ;
# ifdef ALAM_LIGHTING
menu_t OP_OpenGLLightingDef = DEFAULTMENUSTYLE ( " M_VIDEO " , OP_OpenGLLightingMenu , & OP_OpenGLOptionsDef , 60 , 40 ) ;
# endif
menu_t OP_OpenGLFogDef =
{
" M_VIDEO " ,
sizeof ( OP_OpenGLFogMenu ) / sizeof ( menuitem_t ) ,
& OP_OpenGLOptionsDef ,
OP_OpenGLFogMenu ,
M_OGL_DrawFogMenu ,
60 , 40 ,
0 ,
NULL
} ;
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_DATA " , OP_ScreenshotOptionsMenu , & OP_DataOptionsDef , 30 , 30 ) ;
menu_t OP_EraseDataDef = DEFAULTMENUSTYLE ( " M_DATA " , OP_EraseDataMenu , & OP_DataOptionsDef , 60 , 30 ) ;
// ==========================================================================
// 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 ;
char tabase [ 256 ] ;
short i ;
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boolean 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_NightsAttackDef )
{
CV_StealthSetValue ( & cv_dummymares , 0 ) ;
// Hide the record changing CVAR if only one mare is available.
if ( ! nightsrecords [ cv_nextmap . value - 1 ] | | nightsrecords [ cv_nextmap . value - 1 ] - > nummares < 2 )
SP_NightsAttackMenu [ narecords ] . status = IT_DISABLED ;
else
SP_NightsAttackMenu [ narecords ] . status = IT_STRING | IT_CVAR ;
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// Do the replay things.
active = false ;
SP_NightsAttackMenu [ naguest ] . status = IT_DISABLED ;
SP_NightsAttackMenu [ nareplay ] . status = IT_DISABLED ;
SP_NightsAttackMenu [ naghost ] . status = IT_DISABLED ;
// Check if file exists, if not, disable REPLAY option
sprintf ( tabase , " %s " PATHSEP " replay " PATHSEP " %s " PATHSEP " %s " , srb2home , timeattackfolder , G_BuildMapName ( cv_nextmap . value ) ) ;
for ( i = 0 ; i < 4 ; i + + ) {
SP_NightsReplayMenu [ i ] . status = IT_DISABLED ;
SP_NightsGuestReplayMenu [ i ] . status = IT_DISABLED ;
}
if ( FIL_FileExists ( va ( " %s-score-best.lmp " , tabase ) ) ) {
SP_NightsReplayMenu [ 0 ] . status = IT_WHITESTRING | IT_CALL ;
SP_NightsGuestReplayMenu [ 0 ] . status = IT_WHITESTRING | IT_CALL ;
active = true ;
}
if ( FIL_FileExists ( va ( " %s-time-best.lmp " , tabase ) ) ) {
SP_NightsReplayMenu [ 1 ] . status = IT_WHITESTRING | IT_CALL ;
SP_NightsGuestReplayMenu [ 1 ] . status = IT_WHITESTRING | IT_CALL ;
active = true ;
}
if ( FIL_FileExists ( va ( " %s-last.lmp " , tabase ) ) ) {
SP_NightsReplayMenu [ 2 ] . status = IT_WHITESTRING | IT_CALL ;
SP_NightsGuestReplayMenu [ 2 ] . status = IT_WHITESTRING | IT_CALL ;
active = true ;
}
if ( FIL_FileExists ( va ( " %s-guest.lmp " , tabase ) ) ) {
SP_NightsReplayMenu [ 3 ] . status = IT_WHITESTRING | IT_CALL ;
SP_NightsGuestReplayMenu [ 3 ] . status = IT_WHITESTRING | IT_CALL ;
active = true ;
}
if ( active ) {
SP_NightsAttackMenu [ naguest ] . status = IT_WHITESTRING | IT_SUBMENU ;
SP_NightsAttackMenu [ nareplay ] . status = IT_WHITESTRING | IT_SUBMENU ;
SP_NightsAttackMenu [ naghost ] . status = IT_WHITESTRING | IT_SUBMENU ;
}
else if ( itemOn = = nareplay ) // Reset lastOn so replay isn't still selected when not available.
{
currentMenu - > lastOn = itemOn ;
itemOn = nastart ;
}
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}
else if ( currentMenu = = & SP_TimeAttackDef )
{
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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 ;
// Check if file exists, if not, disable REPLAY option
sprintf ( tabase , " %s " PATHSEP " replay " PATHSEP " %s " PATHSEP " %s-%s " , srb2home , timeattackfolder , G_BuildMapName ( cv_nextmap . value ) , cv_chooseskin . string ) ;
for ( i = 0 ; i < 5 ; i + + ) {
SP_ReplayMenu [ i ] . status = IT_DISABLED ;
SP_GuestReplayMenu [ i ] . status = IT_DISABLED ;
}
if ( FIL_FileExists ( va ( " %s-time-best.lmp " , tabase ) ) ) {
SP_ReplayMenu [ 0 ] . status = IT_WHITESTRING | IT_CALL ;
SP_GuestReplayMenu [ 0 ] . status = IT_WHITESTRING | IT_CALL ;
active = true ;
}
if ( FIL_FileExists ( va ( " %s-score-best.lmp " , tabase ) ) ) {
SP_ReplayMenu [ 1 ] . status = IT_WHITESTRING | IT_CALL ;
SP_GuestReplayMenu [ 1 ] . status = IT_WHITESTRING | IT_CALL ;
active = true ;
}
if ( FIL_FileExists ( va ( " %s-rings-best.lmp " , tabase ) ) ) {
SP_ReplayMenu [ 2 ] . status = IT_WHITESTRING | IT_CALL ;
SP_GuestReplayMenu [ 2 ] . status = IT_WHITESTRING | IT_CALL ;
active = true ;
}
if ( FIL_FileExists ( va ( " %s-last.lmp " , tabase ) ) ) {
SP_ReplayMenu [ 3 ] . status = IT_WHITESTRING | IT_CALL ;
SP_GuestReplayMenu [ 3 ] . status = IT_WHITESTRING | IT_CALL ;
active = true ;
}
if ( FIL_FileExists ( va ( " %s " PATHSEP " replay " PATHSEP " %s " PATHSEP " %s-guest.lmp " , srb2home , timeattackfolder , G_BuildMapName ( cv_nextmap . value ) ) ) ) {
SP_ReplayMenu [ 4 ] . status = IT_WHITESTRING | IT_CALL ;
SP_GuestReplayMenu [ 4 ] . status = IT_WHITESTRING | IT_CALL ;
active = true ;
}
if ( active ) {
SP_TimeAttackMenu [ taguest ] . status = IT_WHITESTRING | IT_SUBMENU ;
SP_TimeAttackMenu [ tareplay ] . status = IT_WHITESTRING | IT_SUBMENU ;
SP_TimeAttackMenu [ taghost ] . status = IT_WHITESTRING | IT_SUBMENU ;
}
else if ( itemOn = = tareplay ) // Reset lastOn so replay isn't still selected when not available.
{
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 ) ;
}
}
static void Dummymares_OnChange ( void )
{
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 ) ;
}
}
// Newgametype. Used for gametype changes.
static void Newgametype_OnChange ( void )
{
if ( menuactive )
{
if ( ! mapheaderinfo [ cv_nextmap . value - 1 ] )
P_AllocMapHeader ( ( INT16 ) ( cv_nextmap . value - 1 ) ) ;
if ( ( cv_newgametype . value = = GT_COOP & & ! ( mapheaderinfo [ cv_nextmap . value - 1 ] - > typeoflevel & TOL_COOP ) ) | |
( 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 ) ) )
{
INT32 value = 0 ;
switch ( cv_newgametype . value )
{
case GT_COOP :
value = TOL_COOP ;
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 ) ;
}
}
}
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 ;
}
// ==========================================================================
// 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 ( ( ( 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 * 2 - 1 ) ) ;
}
else if ( cv - > flags & CV_FLOAT )
{
char s [ 20 ] ;
sprintf ( s , " %f " , FIXED_TO_FLOAT ( cv - > value ) + ( choice * 2 - 1 ) * ( 1.0f / 16.0f ) ) ;
CV_Set ( cv , s ) ;
}
else
CV_AddValue ( cv , choice * 2 - 1 ) ;
}
static boolean M_ChangeStringCvar ( INT32 choice )
{
consvar_t * cv = ( consvar_t * ) currentMenu - > menuitems [ itemOn ] . itemaction ;
char buf [ 255 ] ;
size_t len ;
switch ( choice )
{
case KEY_BACKSPACE :
len = strlen ( cv - > string ) ;
if ( len > 0 )
{
M_Memcpy ( buf , cv - > string , len ) ;
buf [ len - 1 ] = 0 ;
CV_Set ( cv , buf ) ;
}
return true ;
default :
if ( choice > = 32 & & choice < = 127 )
{
len = strlen ( cv - > string ) ;
if ( len < MAXSTRINGLENGTH - 1 )
{
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
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lastdirection = true ;
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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
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lastdirection = false ;
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do
{
if ( ! itemOn )
itemOn = currentMenu - > numitems - 1 ;
else
itemOn - - ;
} while ( oldItemOn ! = itemOn & & ( currentMenu - > menuitems [ itemOn ] . status & IT_TYPE ) = = IT_SPACE ) ;
}
2016-04-07 01:01:01 +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 ;
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 pmousex = 0 , pmousey = 0 ;
static INT32 lastx = 0 , lasty = 0 ;
void ( * routine ) ( INT32 choice ) ; // for some casting problem
if ( dedicated | | ( demoplayback & & titledemo )
| | gamestate = = GS_INTRO | | gamestate = = GS_CUTSCENE | | gamestate = = GS_GAMEEND
| | gamestate = = GS_CREDITS | | gamestate = = GS_EVALUATION )
return false ;
if ( ev - > type = = ev_keyup & & ( ev - > data1 = = KEY_LSHIFT | | ev - > data1 = = KEY_RSHIFT ) )
{
shiftdown = false ;
return false ;
}
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if ( noFurtherInput )
{
// Ignore input after enter/escape/other buttons
// (but still allow shift keyup so caps doesn't get stuck)
return false ;
}
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else if ( ev - > type = = ev_keydown )
{
ch = ev - > data1 ;
// added 5-2-98 remap virtual keys (mouse & joystick buttons)
switch ( ch )
{
case KEY_LSHIFT :
case KEY_RSHIFT :
shiftdown = true ;
break ; //return false;
case KEY_MOUSE1 :
case KEY_JOY1 :
case KEY_JOY1 + 2 :
ch = KEY_ENTER ;
break ;
case KEY_JOY1 + 3 :
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 ;
}
}
else if ( menuactive )
{
if ( ev - > type = = ev_joystick & & ev - > data1 = = 0 & & joywait < I_GetTime ( ) )
{
if ( ev - > data3 = = - 1 )
{
ch = KEY_UPARROW ;
joywait = I_GetTime ( ) + NEWTICRATE / 7 ;
}
else if ( ev - > data3 = = 1 )
{
ch = KEY_DOWNARROW ;
joywait = I_GetTime ( ) + NEWTICRATE / 7 ;
}
if ( ev - > data2 = = - 1 )
{
ch = KEY_LEFTARROW ;
joywait = I_GetTime ( ) + NEWTICRATE / 17 ;
}
else if ( ev - > data2 = = 1 )
{
ch = KEY_RIGHTARROW ;
joywait = I_GetTime ( ) + NEWTICRATE / 17 ;
}
}
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 ;
// F-Keys
if ( ! menuactive )
{
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noFurtherInput = true ;
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switch ( ch )
{
case KEY_F1 : // Help key
if ( modeattacking )
return true ;
M_StartControlPanel ( ) ;
currentMenu = & MISC_HelpDef ;
itemOn = 0 ;
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 ( ) ;
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M_Options ( 0 ) ;
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currentMenu = & OP_SoundOptionsDef ;
itemOn = 0 ;
return true ;
# ifndef DC
case KEY_F5 : // Video Mode
if ( modeattacking )
return true ;
M_StartControlPanel ( ) ;
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M_Options ( 0 ) ;
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M_VideoModeMenu ( 0 ) ;
return true ;
# endif
case KEY_F6 : // Empty
return true ;
case KEY_F7 : // Options
if ( modeattacking )
return true ;
M_StartControlPanel ( ) ;
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M_Options ( 0 ) ;
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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 : // Gamma Level
CV_AddValue ( & cv_usegamma , 1 ) ;
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 ;
}
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noFurtherInput = false ; // turns out we didn't care
2014-03-15 16:59:03 +00:00
return false ;
}
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 ) ;
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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 )
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 )
{
if ( ( currentMenu - > menuitems [ itemOn ] . status & IT_CVARTYPE ) = = IT_CV_STRING )
{
if ( shiftdown & & ch > = 32 & & ch < = 127 )
ch = shiftxform [ ch ] ;
if ( M_ChangeStringCvar ( ch ) )
return true ;
else
routine = NULL ;
}
else
routine = M_ChangeCvar ;
}
// Keys usable within menu
switch ( ch )
{
case KEY_DOWNARROW :
M_NextOpt ( ) ;
S_StartSound ( NULL , sfx_menu1 ) ;
if ( currentMenu = = & SP_PlayerDef )
{
Z_Free ( char_notes ) ;
char_notes = NULL ;
}
return true ;
case KEY_UPARROW :
M_PrevOpt ( ) ;
S_StartSound ( NULL , sfx_menu1 ) ;
if ( currentMenu = = & SP_PlayerDef )
{
Z_Free ( char_notes ) ;
char_notes = NULL ;
}
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 )
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 )
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 ( 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 ) & & modifiedgame & & ! savemoddata )
{
S_StartSound ( NULL , sfx_menu1 ) ;
M_StartMessage ( M_GetText ( " This cannot be done in a modified game. \n \n (Press a key) \n " ) , NULL , MM_NOTHING ) ;
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 :
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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 )
{
MSCloseUDPSocket ( ) ; // Clean up so we can re-open the connection later.
netgame = false ;
multiplayer = false ;
}
if ( currentMenu = = & SP_TimeAttackDef | | currentMenu = = & SP_NightsAttackDef )
{
// 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 ) ;
return true ;
}
// Why _does_ backspace go back anyway?
//currentMenu->lastOn = itemOn;
//if (currentMenu->prevMenu)
// M_SetupNextMenu(currentMenu->prevMenu);
return false ;
default :
break ;
}
return true ;
}
//
// M_Drawer
// Called after the view has been rendered,
// but before it has been blitted.
//
void M_Drawer ( void )
{
if ( currentMenu = = & MessageDef )
menuactive = true ;
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if ( menuactive )
{
// now that's more readable with a faded background (yeah like Quake...)
if ( ! WipeInAction )
V_DrawFadeScreen ( ) ;
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2016-04-07 01:01:01 +00:00
if ( currentMenu - > drawroutine )
currentMenu - > drawroutine ( ) ; // call current menu Draw routine
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2016-04-07 01:01:01 +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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{
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if ( customversionstring [ 0 ] ! = ' \0 ' )
{
V_DrawThinString ( vid . dupx , vid . height - 17 * vid . dupy , V_NOSCALESTART | V_TRANSLUCENT , " Mod version: " ) ;
V_DrawThinString ( vid . dupx , vid . height - 9 * vid . dupy , V_NOSCALESTART | V_TRANSLUCENT | V_ALLOWLOWERCASE , customversionstring ) ;
}
else
{
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# ifdef DEVELOP // Development -- show revision / branch info
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V_DrawThinString ( vid . dupx , vid . height - 17 * vid . dupy , V_NOSCALESTART | V_TRANSLUCENT | V_ALLOWLOWERCASE , compbranch ) ;
V_DrawThinString ( vid . dupx , vid . height - 9 * vid . dupy , V_NOSCALESTART | V_TRANSLUCENT | V_ALLOWLOWERCASE , comprevision ) ;
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# else // Regular build
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V_DrawThinString ( vid . dupx , vid . height - 9 * vid . dupy , V_NOSCALESTART | V_TRANSLUCENT | V_ALLOWLOWERCASE , va ( " %s " , VERSIONSTRING ) ) ;
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# endif
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}
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}
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}
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// focus lost notification goes on top of everything, even the former everything
if ( window_notinfocus )
{
M_DrawTextBox ( ( BASEVIDWIDTH / 2 ) - ( 60 ) , ( BASEVIDHEIGHT / 2 ) - ( 16 ) , 13 , 2 ) ;
if ( gamestate = = GS_LEVEL & & ( P_AutoPause ( ) | | paused ) )
V_DrawCenteredString ( BASEVIDWIDTH / 2 , ( BASEVIDHEIGHT / 2 ) - ( 4 ) , V_YELLOWMAP , " Game Paused " ) ;
else
V_DrawCenteredString ( BASEVIDWIDTH / 2 , ( BASEVIDHEIGHT / 2 ) - ( 4 ) , V_YELLOWMAP , " Focus Lost " ) ;
}
2014-03-15 16:59:03 +00:00
}
//
// M_StartControlPanel
//
void M_StartControlPanel ( void )
{
// time attack HACK
if ( modeattacking & & demoplayback )
{
G_CheckDemoStatus ( ) ;
return ;
}
// intro might call this repeatedly
if ( menuactive )
{
CON_ToggleOff ( ) ; // move away console
return ;
}
menuactive = true ;
if ( ! Playing ( ) )
{
// Secret menu!
MainMenu [ secrets ] . status = ( M_AnySecretUnlocked ( ) ) ? ( IT_STRING | IT_CALL ) : ( IT_DISABLED ) ;
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.
{
SPauseMenu [ spause_pandora ] . status = ( M_SecretUnlocked ( SECRET_PANDORA ) ) ? ( IT_GRAYEDOUT ) : ( IT_DISABLED ) ;
SPauseMenu [ spause_retry ] . status = IT_GRAYEDOUT ;
}
else
{
INT32 numlives = 2 ;
SPauseMenu [ spause_pandora ] . status = ( M_SecretUnlocked ( SECRET_PANDORA ) ) ? ( IT_STRING | IT_CALL ) : ( IT_DISABLED ) ;
if ( & players [ consoleplayer ] )
{
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
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 ) ;
// 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 ;
MPauseMenu [ mpause_scramble ] . status = IT_DISABLED ;
MPauseMenu [ mpause_psetupsplit ] . status = IT_DISABLED ;
MPauseMenu [ mpause_psetupsplit2 ] . status = IT_DISABLED ;
MPauseMenu [ mpause_spectate ] . status = IT_DISABLED ;
MPauseMenu [ mpause_entergame ] . status = IT_DISABLED ;
MPauseMenu [ mpause_switchteam ] . status = IT_DISABLED ;
MPauseMenu [ mpause_psetup ] . status = IT_DISABLED ;
if ( ( server | | adminplayer = = consoleplayer ) )
{
MPauseMenu [ mpause_switchmap ] . status = IT_STRING | IT_CALL ;
if ( G_GametypeHasTeams ( ) )
MPauseMenu [ mpause_scramble ] . status = IT_STRING | IT_SUBMENU ;
}
if ( splitscreen )
MPauseMenu [ mpause_psetupsplit ] . status = MPauseMenu [ mpause_psetupsplit2 ] . status = IT_STRING | IT_CALL ;
else
{
MPauseMenu [ mpause_psetup ] . status = IT_STRING | IT_CALL ;
if ( G_GametypeHasTeams ( ) )
MPauseMenu [ mpause_switchteam ] . status = IT_STRING | IT_SUBMENU ;
else if ( G_GametypeHasSpectators ( ) )
MPauseMenu [ ( ( & players [ consoleplayer ] & & players [ consoleplayer ] . spectator ) ? mpause_entergame : mpause_spectate ) ] . status = IT_STRING | IT_CALL ;
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 ;
}
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 )
{
2016-04-07 01:01:01 +00:00
// reset input trigger
noFurtherInput = false ;
2014-03-15 16:59:03 +00:00
if ( dedicated )
return ;
if ( - - skullAnimCounter < = 0 )
skullAnimCounter = 8 ;
//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 ;
}
}
//
// M_Init
//
void M_Init ( void )
{
CV_RegisterVar ( & cv_nextmap ) ;
CV_RegisterVar ( & cv_newgametype ) ;
CV_RegisterVar ( & cv_chooseskin ) ;
CV_RegisterVar ( & cv_autorecord ) ;
if ( dedicated )
return ;
// Menu hacks
CV_RegisterVar ( & cv_dummyteam ) ;
CV_RegisterVar ( & cv_dummyscramble ) ;
CV_RegisterVar ( & cv_dummyrings ) ;
CV_RegisterVar ( & cv_dummylives ) ;
CV_RegisterVar ( & cv_dummycontinues ) ;
CV_RegisterVar ( & cv_dummymares ) ;
quitmsg [ QUITMSG ] = M_GetText ( " Eggman's tied explosives \n to your girlfriend, and \n will activate them if \n you press the 'Y' key! \n Press 'N' to save her! \n \n (Press 'Y' to quit) " ) ;
quitmsg [ QUITMSG1 ] = M_GetText ( " What would Tails say if \n he saw you quitting the game? \n \n (Press 'Y' to quit) " ) ;
quitmsg [ QUITMSG2 ] = M_GetText ( " Hey! \n Where do ya think you're goin'? \n \n (Press 'Y' to quit) " ) ;
quitmsg [ QUITMSG3 ] = M_GetText ( " Forget your studies! \n Play some more! \n \n (Press 'Y' to quit) " ) ;
quitmsg [ QUITMSG4 ] = M_GetText ( " You're trying to say you \n like Sonic 2K6 better than \n this, right? \n \n (Press 'Y' to quit) " ) ;
quitmsg [ QUITMSG5 ] = M_GetText ( " Don't leave yet -- there's a \n super 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, \n Eggman will take over the world! \n \n (Press 'Y' to quit) " ) ;
quitmsg [ QUIT2MSG1 ] = M_GetText ( " Don't quit! \n There are animals \n to save! \n \n (Press 'Y' to quit) " ) ;
quitmsg [ QUIT2MSG2 ] = M_GetText ( " Aw c'mon, just bop \n a few more robots! \n \n (Press 'Y' to quit) " ) ;
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 \n my spin attack on you! \n \n (Press 'Y' to quit) " ) ;
quitmsg [ QUIT2MSG5 ] = M_GetText ( " Don't go! \n You might find the hidden \n levels! \n \n (Press 'Y' to quit) " ) ;
quitmsg [ QUIT2MSG6 ] = M_GetText ( " Hit the 'N' key, Sonic! \n The 'N' key! \n \n (Press 'Y' to quit) " ) ;
quitmsg [ QUIT3MSG ] = M_GetText ( " Are you really going to give up? \n We 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 \n the Ultimate Cheat! \n \n (Press 'Y' to quit) " ) ;
quitmsg [ QUIT3MSG3 ] = M_GetText ( " Why don't you go back and try \n jumping on that house to \n see what happens? \n \n (Press 'Y' to quit) " ) ;
quitmsg [ QUIT3MSG4 ] = M_GetText ( " Every time you press 'Y', an \n SRB2 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 Egg Rock Zone too \n difficult for you? \n \n (Press 'Y' to quit) " ) ;
# ifdef HWRENDER
// Permanently hide some options based on render mode
if ( rendermode = = render_soft )
OP_VideoOptionsMenu [ 1 ] . status = IT_DISABLED ;
# endif
# ifndef NONET
CV_RegisterVar ( & cv_serversort ) ;
# endif
//todo put this somewhere better...
CV_RegisterVar ( & cv_allcaps ) ;
}
// ==========================================================================
// 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 )
{
INT32 i ;
INT32 range ;
patch_t * p ;
for ( i = 0 ; cv - > PossibleValue [ i + 1 ] . strvalue ; i + + ) ;
range = ( ( cv - > value - cv - > PossibleValue [ 0 ] . value ) * 100 /
( cv - > PossibleValue [ i ] . value - cv - > PossibleValue [ 0 ] . value ) ) ;
if ( range < 0 )
range = 0 ;
if ( range > 100 )
range = 100 ;
x = BASEVIDWIDTH - x - SLIDER_WIDTH ;
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 ) ;
// draw the slider cursor
p = W_CachePatchName ( " M_SLIDEC " , PU_CACHE ) ;
V_DrawMappedPatch ( x + ( ( SLIDER_RANGE - 1 ) * 8 * range ) / 100 , y , 0 , p , yellowmap ) ;
}
//
// 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.
2015-11-07 19:56:21 +00:00
V_DrawFill ( x + 5 , y + 5 , width * 8 + 6 , boxlines * 8 + 6 , 159 ) ;
2014-03-15 16:59:03 +00:00
//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
//
static void M_DrawSaveLoadBorder ( INT32 x , INT32 y )
{
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 ) ) ;
}
// 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_SCORE : case ET_TIME : case ET_RINGS :
curtype = 1 ; break ;
case ET_NGRADE : case ET_NTIME :
curtype = 2 ; break ;
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_CACHE ) ) ;
else
V_DrawSmallScaledPatch ( x , y , 0 , W_CachePatchName ( " NEEDIT " , PU_CACHE ) ) ;
emblem = M_GetLevelEmblems ( - 1 ) ;
x - = 12 ;
}
}
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 )
{
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 ) ) ;
}
}
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_DrawString ( x , y , 0 , currentMenu - > menuitems [ i ] . text ) ;
else
V_DrawString ( x , y , V_YELLOWMAP , currentMenu - > menuitems [ i ] . text ) ;
// 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 ) ;
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 :
V_DrawString ( BASEVIDWIDTH - x - V_StringWidth ( cv - > string , 0 ) , y ,
( ( cv - > flags & CV_CHEAT ) & & ! CV_IsSetToDefault ( cv ) ? V_REDMAP : V_YELLOWMAP ) , cv - > string ) ;
break ;
}
break ;
}
y + = STRINGHEIGHT ;
break ;
case IT_STRING2 :
V_DrawString ( x , y , 0 , currentMenu - > menuitems [ i ] . text ) ;
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 ;
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 , V_YELLOWMAP , currentMenu - > menuitems [ i ] . text ) ;
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 , V_YELLOWMAP , currentMenu - > menuitems [ itemOn ] . text ) ;
}
}
static void M_DrawPauseMenu ( void )
{
if ( ! netgame & & ! multiplayer & & ( gamestate = = GS_LEVEL | | gamestate = = GS_INTERMISSION ) )
{
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 ( mapheaderinfo [ gamemap - 1 ] - > actnum ! = 0 )
V_DrawString ( 40 , 28 , V_YELLOWMAP , va ( " %s %d " , mapheaderinfo [ gamemap - 1 ] - > lvlttl , mapheaderinfo [ gamemap - 1 ] - > actnum ) ) ;
else
V_DrawString ( 40 , 28 , V_YELLOWMAP , mapheaderinfo [ gamemap - 1 ] - > lvlttl ) ;
// 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 :
snprintf ( targettext , 9 , " %d " , emblem - > var ) ;
snprintf ( currenttext , 9 , " %u " , G_GetBestScore ( gamemap ) ) ;
targettext [ 8 ] = 0 ;
currenttext [ 8 ] = 0 ;
emblemslot = 0 ;
break ;
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 :
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 ;
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_CACHE ) ) ;
else
V_DrawSmallScaledPatch ( 40 , 44 + ( i * 8 ) , 0 , W_CachePatchName ( " NEEDIT " , PU_CACHE ) ) ;
switch ( emblem - > type )
{
case ET_SCORE :
case ET_NGRADE :
V_DrawString ( 56 , 44 + ( i * 8 ) , V_YELLOWMAP , " SCORE: " ) ;
break ;
case ET_TIME :
case ET_NTIME :
V_DrawString ( 56 , 44 + ( i * 8 ) , V_YELLOWMAP , " TIME: " ) ;
break ;
case ET_RINGS :
V_DrawString ( 56 , 44 + ( i * 8 ) , V_YELLOWMAP , " RINGS: " ) ;
break ;
}
V_DrawRightAlignedString ( 284 , 44 + ( i * 8 ) , V_MONOSPACE , emblem_text [ i ] ) ;
}
}
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 ) ) ;
}
}
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 , V_YELLOWMAP , currentMenu - > menuitems [ i ] . text ) ;
// 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 ) ;
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 ) ? V_REDMAP : V_YELLOWMAP ) , cv - > string ) ;
break ;
}
break ;
}
y + = STRINGHEIGHT ;
break ;
case IT_STRING2 :
V_DrawCenteredString ( x , y , 0 , currentMenu - > menuitems [ i ] . text ) ;
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 , V_YELLOWMAP , currentMenu - > menuitems [ itemOn ] . text ) ;
}
}
//
// 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 + + )
{
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
if ( skins [ j ] . name [ 0 ] ! = ' \0 ' & & R_SkinUnlock ( j ) )
2014-03-15 16:59:03 +00:00
{
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
skins_cons_t [ j ] . strvalue = skins [ j ] . realname ;
2014-03-15 16:59:03 +00:00
skins_cons_t [ j ] . value = j + 1 ;
}
else
{
skins_cons_t [ j ] . strvalue = NULL ;
skins_cons_t [ j ] . value = 0 ;
}
}
CV_SetValue ( & cv_chooseskin , cv_chooseskin . value ) ; // This causes crash sometimes?!
CV_SetValue ( & cv_chooseskin , 1 ) ;
CV_AddValue ( & cv_chooseskin , - 1 ) ;
CV_AddValue ( & cv_chooseskin , 1 ) ;
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 )
{
// 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 )
return false ;
if ( M_MapLocked ( mapnum + 1 ) )
return false ; // not unlocked
if ( gt = = GT_COOP & & ( mapheaderinfo [ mapnum ] - > typeoflevel & TOL_COOP ) )
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_MATCH | | gt = = GT_TEAMMATCH ) & & ( mapheaderinfo [ mapnum ] - > typeoflevel & TOL_MATCH ) )
return true ;
if ( ( gt = = GT_TAG | | gt = = GT_HIDEANDSEEK ) & & ( mapheaderinfo [ mapnum ] - > typeoflevel & TOL_TAG ) )
return true ;
if ( gt = = GT_RACE & & ( mapheaderinfo [ mapnum ] - > typeoflevel & TOL_RACE ) )
return true ;
return false ;
case LLM_LEVELSELECT :
if ( mapheaderinfo [ mapnum ] - > levelselect ! = maplistoption )
return false ;
if ( M_MapLocked ( mapnum + 1 ) )
return false ; // not unlocked
return true ;
case LLM_RECORDATTACK :
if ( ! ( mapheaderinfo [ mapnum ] - > menuflags & LF2_RECORDATTACK ) )
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 ;
case LLM_NIGHTSATTACK :
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 ;
}
// 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
MessageDef . prevMenu = & MainDef ;
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 ) )
start + = i ;
}
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 ) ;
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 )
{
// Grr. Need to autodetect for pic_ts.
pic_t * pictest = ( pic_t * ) W_CachePatchName ( currentMenu - > menuitems [ itemOn ] . text , PU_CACHE ) ;
if ( ! pictest - > zero )
V_DrawScaledPic ( 0 , 0 , 0 , W_GetNumForName ( currentMenu - > menuitems [ itemOn ] . text ) ) ;
else
{
patch_t * patch = W_CachePatchName ( currentMenu - > menuitems [ itemOn ] . text , PU_CACHE ) ;
if ( patch - > width < = BASEVIDWIDTH )
V_DrawScaledPatch ( 0 , 0 , 0 , patch ) ;
else
V_DrawSmallScaledPatch ( 0 , 0 , 0 , patch ) ;
}
if ( currentMenu - > numitems > 1 )
V_DrawString ( 0 , 192 , V_TRANSLUCENT , va ( " PAGE %d of %hd " , itemOn + 1 , currentMenu - > numitems ) ) ;
}
// Handles the ImageDefs. Just a specialized function that
// uses left and right movement.
static void M_HandleImageDef ( INT32 choice )
{
switch ( choice )
{
case KEY_RIGHTARROW :
if ( currentMenu - > numitems = = 1 )
break ;
S_StartSound ( NULL , sfx_menu1 ) ;
if ( itemOn > = ( INT16 ) ( currentMenu - > numitems - 1 ) )
itemOn = 0 ;
else itemOn + + ;
break ;
case KEY_LEFTARROW :
if ( currentMenu - > numitems = = 1 )
break ;
S_StartSound ( NULL , sfx_menu1 ) ;
if ( ! itemOn )
itemOn = currentMenu - > numitems - 1 ;
else itemOn - - ;
break ;
case KEY_ESCAPE :
case KEY_ENTER :
M_ClearMenus ( true ) ;
break ;
}
}
// ======================
// MISC MAIN MENU OPTIONS
// ======================
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 ;
M_ClearMenus ( true ) ;
COM_ImmedExecute ( " changeteam spectator " ) ;
}
static void M_ConfirmEnterGame ( INT32 choice )
{
( void ) choice ;
M_ClearMenus ( true ) ;
COM_ImmedExecute ( " changeteam playing " ) ;
}
static void M_ConfirmTeamScramble ( INT32 choice )
{
( void ) choice ;
M_ClearMenus ( true ) ;
switch ( cv_dummyscramble . value )
{
case 0 :
COM_ImmedExecute ( " teamscramble 1 " ) ;
break ;
case 1 :
COM_ImmedExecute ( " teamscramble 2 " ) ;
break ;
}
}
static void M_ConfirmTeamChange ( INT32 choice )
{
( void ) choice ;
if ( ! cv_allowteamchange . value & & cv_dummyteam . value )
{
M_StartMessage ( M_GetText ( " The server is not allowing \n team changes at this time. \n Press a key. \n " ) , NULL , MM_NOTHING ) ;
return ;
}
M_ClearMenus ( true ) ;
switch ( cv_dummyteam . value )
{
case 0 :
COM_ImmedExecute ( " changeteam spectator " ) ;
break ;
case 1 :
COM_ImmedExecute ( " changeteam red " ) ;
break ;
case 2 :
COM_ImmedExecute ( " changeteam blue " ) ;
break ;
}
}
static void M_Options ( INT32 choice )
{
( void ) choice ;
// if the player is not admin or server, disable server options
OP_MainMenu [ 5 ] . status = ( Playing ( ) & & ! ( server | | adminplayer = = consoleplayer ) ) ? ( IT_GRAYEDOUT ) : ( IT_STRING | IT_SUBMENU ) ;
2014-03-23 16:00:29 +00:00
// if the player is playing _at all_, disable the erase data options
OP_DataOptionsMenu [ 1 ] . status = ( Playing ( ) ) ? ( IT_GRAYEDOUT ) : ( IT_STRING | IT_SUBMENU ) ;
2014-03-15 16:59:03 +00:00
OP_MainDef . prevMenu = currentMenu ;
M_SetupNextMenu ( & OP_MainDef ) ;
}
static void M_RetryResponse ( INT32 ch )
{
if ( ch ! = ' y ' & & ch ! = KEY_ENTER )
return ;
if ( ! & players [ consoleplayer ] | | netgame | | multiplayer ) // Should never happen!
return ;
M_ClearMenus ( true ) ;
G_SetRetryFlag ( ) ;
}
static void M_Retry ( INT32 choice )
{
( void ) choice ;
M_StartMessage ( M_GetText ( " Retry this act from the last starpost? \n \n (Press 'Y' to confirm) \n " ) , M_RetryResponse , MM_YESNO ) ;
}
static void M_SelectableClearMenus ( INT32 choice )
{
( void ) choice ;
M_ClearMenus ( true ) ;
}
// ======
// 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. \n Use them wisely. \n With great power comes great ring drain. \n " ) , NULL , MM_NOTHING ) ;
G_SetGameModified ( multiplayer ) ;
}
static void M_DestroyRobotsResponse ( INT32 ch )
{
if ( ch ! = ' y ' & & ch ! = KEY_ENTER )
return ;
// Destroy all robots
P_DestroyRobots ( ) ;
G_SetGameModified ( multiplayer ) ;
}
static void M_DestroyRobots ( INT32 choice )
{
( void ) choice ;
M_StartMessage ( M_GetText ( " Do you want to destroy all \n robots in the current level? \n \n (Press 'Y' to confirm) \n " ) , M_DestroyRobotsResponse , MM_YESNO ) ;
}
static void M_LevelSelectWarp ( INT32 choice )
{
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 ) ;
}
}
// ========
// SKY ROOM
// ========
UINT8 skyRoomMenuTranslations [ MAXUNLOCKABLES ] ;
# define NUMCHECKLIST 8
static void M_DrawChecklist ( void )
{
INT32 i , j = 0 ;
for ( i = 0 ; i < MAXUNLOCKABLES ; i + + )
{
if ( unlockables [ i ] . name [ 0 ] = = 0 | | unlockables [ i ] . nochecklist
| | ! unlockables [ i ] . conditionset | | unlockables [ i ] . conditionset > MAXCONDITIONSETS )
continue ;
V_DrawString ( 8 , 8 + ( 24 * j ) , V_RETURN8 , unlockables [ i ] . name ) ;
V_DrawString ( 160 , 8 + ( 24 * j ) , V_RETURN8 , V_WordWrap ( 160 , 292 , 0 , unlockables [ i ] . objective ) ) ;
if ( unlockables [ i ] . unlocked )
V_DrawString ( 308 , 8 + ( 24 * j ) , V_YELLOWMAP , " Y " ) ;
else
V_DrawString ( 308 , 8 + ( 24 * j ) , V_YELLOWMAP , " N " ) ;
if ( + + j > = NUMCHECKLIST )
break ;
}
}
# 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 = V_GREENMAP ;
V_DrawMappedPatch ( 12 , 12 + ( 28 * j ) , 0 , W_CachePatchName ( M_GetEmblemPatch ( emblem ) , PU_CACHE ) ,
R_GetTranslationColormap ( TC_DEFAULT , M_GetEmblemColor ( emblem ) , GTC_CACHE ) ) ;
}
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 , V_YELLOWMAP , " No hidden emblems on this map. " ) ;
M_DrawGenericMenu ( ) ;
}
static void M_DrawLevelSelectMenu ( void )
{
M_DrawGenericMenu ( ) ;
if ( cv_nextmap . value )
{
lumpnum_t lumpnum ;
patch_t * PictureOfLevel ;
// A 160x100 image of the level as entry MAPxxP
lumpnum = W_CheckNumForName ( va ( " %sP " , G_BuildMapName ( cv_nextmap . value ) ) ) ;
if ( lumpnum ! = LUMPERROR )
PictureOfLevel = W_CachePatchName ( va ( " %sP " , G_BuildMapName ( cv_nextmap . value ) ) , PU_CACHE ) ;
else
PictureOfLevel = W_CachePatchName ( " BLANKLVL " , PU_CACHE ) ;
V_DrawSmallScaledPatch ( 200 , 110 , 0 , PictureOfLevel ) ;
}
}
static void M_DrawSkyRoom ( void )
{
INT32 i , y = 0 ;
M_DrawGenericMenu ( ) ;
for ( i = 0 ; i < currentMenu - > numitems ; + + i )
{
if ( currentMenu - > menuitems [ i ] . status = = ( IT_STRING | IT_KEYHANDLER ) )
{
y = currentMenu - > menuitems [ i ] . alphaKey ;
break ;
}
}
if ( ! y )
return ;
V_DrawRightAlignedString ( BASEVIDWIDTH - currentMenu - > x , currentMenu - > y + y , V_YELLOWMAP , cv_soundtest . string ) ;
if ( cv_soundtest . value )
V_DrawRightAlignedString ( BASEVIDWIDTH - currentMenu - > x , currentMenu - > y + y + 8 , V_YELLOWMAP , S_sfx [ cv_soundtest . value ] . name ) ;
}
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 )
{
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 ) ;
}
// ==================
// NEW GAME FUNCTIONS
// ==================
INT32 ultimate_selectable = false ;
static void M_NewGame ( void )
{
fromlevelselect = false ;
startmap = spstage_start ;
CV_SetValue ( & cv_newgametype , GT_COOP ) ; // Graue 09-08-2004
M_SetupChoosePlayer ( 0 ) ;
}
static void M_CustomWarp ( INT32 choice )
{
INT32 ul = skyRoomMenuTranslations [ choice - 1 ] ;
startmap = ( INT16 ) ( unlockables [ ul ] . variable ) ;
M_SetupChoosePlayer ( 0 ) ;
}
static void M_Credits ( INT32 choice )
{
( void ) choice ;
cursaveslot = - 2 ;
M_ClearMenus ( true ) ;
F_StartCredits ( ) ;
}
static void M_CustomLevelSelect ( INT32 choice )
{
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 ) ;
}
// ==================
// SINGLE PLAYER MENU
// ==================
static void M_SinglePlayerMenu ( INT32 choice )
{
( void ) choice ;
SP_MainMenu [ sprecordattack ] . status =
( M_SecretUnlocked ( SECRET_RECORDATTACK ) ) ? IT_CALL | IT_STRING | IT_CALL_NOTMODIFIED : IT_SECRET ;
SP_MainMenu [ spnightsmode ] . status =
( M_SecretUnlocked ( SECRET_NIGHTSMODE ) ) ? IT_CALL | IT_STRING | IT_CALL_NOTMODIFIED : IT_SECRET ;
M_SetupNextMenu ( & SP_MainDef ) ;
}
static void M_LoadGameLevelSelect ( INT32 choice )
{
( 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 ) ;
}
// ==============
// LOAD GAME MENU
// ==============
static INT32 saveSlotSelected = 0 ;
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 EMBLEMS AND SECRETS. " ) ;
}
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 , V_REDMAP , " CORRUPT SAVE FILE " ) ;
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 , 0 ) ;
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 , V_REDMAP , " OUTDATED SAVE FILE! " ) ;
# endif
if ( savegameinfo [ saveSlotSelected ] . gamemap & 8192 )
V_DrawString ( ecks + 12 , 160 , V_GREENMAP , " CLEAR! " ) ;
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 ( ) ;
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 , V_REDMAP , " CORRUPT SAVE FILE " ) ;
else if ( savegameinfo [ i % MAXSAVEGAMES ] . gamemap & 8192 )
V_DrawString ( SP_LoadDef . x - 6 , LOADBARHEIGHT - 1 , V_GREENMAP , " CLEAR! " ) ;
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 = mapheaderinfo [ ( fake - 1 ) & 8191 ] - > actnum ;
}
# 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
2014-08-27 03:56:30 +00:00
if ( fake & ( 1 < < 10 ) )
{
2014-03-15 16:59:03 +00:00
CHECKPOS
savegameinfo [ slot ] . botskin = READUINT8 ( save_p ) ;
2014-08-27 03:56:30 +00:00
if ( savegameinfo [ slot ] . botskin - 1 > = numskins )
2014-03-15 16:59:03 +00:00
savegameinfo [ slot ] . botskin = 0 ;
CHECKPOS
savegameinfo [ slot ] . botcolor = READUINT8 ( save_p ) ; // because why not.
2014-08-27 03:56:30 +00:00
}
else
2014-03-15 16:59:03 +00:00
savegameinfo [ slot ] . botskin = 0 ;
2014-08-27 03:56:30 +00:00
if ( savegameinfo [ slot ] . botskin )
snprintf ( savegameinfo [ slot ] . playername , 32 , " %s & %s " ,
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 ;
2014-03-15 16:59:03 +00:00
// 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 \n this 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 )
{
( void ) choice ;
M_ReadSaveStrings ( ) ;
M_SetupNextMenu ( & SP_LoadDef ) ;
}
//
// 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 )
{
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
INT32 availablecount = 0 ;
INT32 i , skinnum ;
char * name ;
2014-03-15 16:59:03 +00:00
( void ) choice ;
2016-07-17 14:56:31 +00:00
if ( PlayerMenu [ 0 ] . status & ( IT_DYBIGSPACE ) ) // Correcting a hack that may be made below.
PlayerMenu [ 0 ] . status = ( IT_DISABLED | ( PlayerMenu [ 0 ] . status & IT_CENTER ) ) ;
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
for ( i = 0 ; i < 32 ; i + + ) // Handle charsels, availability, and unlocks.
2014-03-15 16:59:03 +00:00
{
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
if ( PlayerMenu [ i ] . status ! = IT_DISABLED ) // If the character's disabled through SOC, there's nothing we can do for it.
{
name = strtok ( Z_StrDup ( description [ i ] . skinname ) , " & " ) ;
skinnum = R_SkinAvailable ( name ) ;
if ( ( skinnum ! = - 1 ) & & ( R_SkinUnlock ( skinnum ) ) )
{
2016-07-17 14:56:31 +00:00
if ( PlayerMenu [ i ] . status & ( IT_DISABLED | IT_CENTER ) )
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
PlayerMenu [ i ] . status = IT_CALL ;
if ( description [ i ] . picname [ 0 ] = = ' \0 ' )
strncpy ( description [ i ] . picname , skins [ skinnum ] . charsel , 8 ) ;
}
else // Technically, character select icons without corresponding skins get bundled away behind this too. Sucks to be them.
PlayerMenu [ i ] . status = ( IT_DISABLED | IT_CENTER ) ;
Z_Free ( name ) ;
if ( ! ( PlayerMenu [ i ] . status & IT_DISABLED ) ) // If this character is available at all...
availablecount + + ;
}
}
if ( ! ( availablecount )
| | ( mapheaderinfo [ startmap - 1 ] & & mapheaderinfo [ startmap - 1 ] - > forcecharacter [ 0 ] ! = ' \0 ' ) )
{
2016-07-17 14:56:31 +00:00
PlayerMenu [ 0 ] . status = ( IT_CALL | IT_DYBIGSPACE | ( PlayerMenu [ 0 ] . status & IT_CENTER ) ) ; // This is a hack to make a non-IT_CALL character in slot 0 not softlock the game. IT_DYBIGSPACE is a dummy flag, whilst IT_CENTER is preserved.
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
M_ChoosePlayer ( 0 ) ; // oh for crying out loud just get STARTED, it doesn't matter!
2014-03-15 16:59:03 +00:00
return ;
}
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
2014-03-15 16:59:03 +00:00
if ( Playing ( ) = = false )
{
S_StopMusic ( ) ;
2016-01-08 03:48:20 +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 ;
2016-07-10 01:05:59 +00:00
INT32 i , o , j , prev , next ;
2014-03-15 16:59:03 +00:00
// 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 ) ;
2016-07-17 14:56:31 +00:00
i = ( itemOn * 128 - ( char_scroll / FRACUNIT ) ) ;
2016-07-10 01:05:59 +00:00
2016-07-17 15:21:46 +00:00
if ( ! char_notes )
2016-07-10 01:05:59 +00:00
{
2016-07-17 15:21:46 +00:00
if ( i ) // turns out this and the preceding check is better then (abs(i) > 128)
{
o = ( lastdirection ) ? - 1 : 1 ;
char_scroll = ( itemOn + o ) * 128 * FRACUNIT ;
i = - o * 128 ;
}
char_notes = V_WordWrap ( 0 , 21 * 8 , V_ALLOWLOWERCASE , description [ itemOn ] . notes ) ;
2016-07-10 01:05:59 +00:00
}
if ( abs ( i ) > 1 )
char_scroll + = i * FRACUNIT > > 2 ;
2014-03-15 16:59:03 +00:00
else // close enough.
char_scroll = itemOn * 128 * FRACUNIT ; // just be exact now.
2016-07-10 01:05:59 +00:00
o = ( ( char_scroll / FRACUNIT ) + 16 ) ;
if ( lastdirection )
o + = 128 ; // This one-directional hack is to prevent visual glitches when going from the (currentMenu->numitems)nd character to the 1st character.
i = ( o / 128 ) ;
o = ( o % 128 ) ;
// subtract 1 from i to counteract the +128 from the prior hack, if we made it happen
if ( lastdirection )
{
j = i ;
do
{
i - - ;
if ( i < 0 )
i = ( currentMenu - > numitems - 1 ) ;
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
} while ( i ! = j & & PlayerMenu [ i ] . status & IT_DISABLED ) ;
2016-07-10 01:05:59 +00:00
}
2014-03-15 16:59:03 +00:00
2016-07-11 22:01:43 +00:00
// Get prev character...
2016-07-10 01:05:59 +00:00
prev = i ;
do
{
prev - - ;
if ( prev < 0 )
prev = ( currentMenu - > numitems - 1 ) ;
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
} while ( prev ! = i & & PlayerMenu [ prev ] . status & IT_DISABLED ) ;
2016-07-10 01:05:59 +00:00
2016-07-11 22:01:43 +00:00
if ( prev ! = i ) // If there's more than one character available...
2014-03-15 16:59:03 +00:00
{
2016-07-11 22:01:43 +00:00
// Let's get the next character now.
next = i ;
do
2014-03-15 16:59:03 +00:00
{
2016-07-11 22:01:43 +00:00
next + + ;
if ( next > = currentMenu - > numitems )
next = 0 ;
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
} while ( next ! = i & & PlayerMenu [ next ] . status & IT_DISABLED ) ;
2016-07-11 22:01:43 +00:00
2016-07-11 22:40:31 +00:00
// Draw prev character if it's visible and its number isn't greater than the current one or there's more than two
2016-07-17 14:56:31 +00:00
if ( o < 32 ) // (prev != i) was previously a part of this, but we don't need to check again after above.
2016-07-11 22:01:43 +00:00
{
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
patch = W_CachePatchName ( description [ prev ] . picname , PU_CACHE ) ;
2016-07-11 22:01:43 +00:00
if ( SHORT ( patch - > width ) > = 256 )
V_DrawCroppedPatch ( 8 < < FRACBITS , ( my + 8 ) < < FRACBITS , FRACUNIT / 2 , 0 , patch , 0 , SHORT ( patch - > height ) - 64 + o * 2 , SHORT ( patch - > width ) , SHORT ( patch - > height ) ) ;
else
V_DrawCroppedPatch ( 8 < < FRACBITS , ( my + 8 ) < < FRACBITS , FRACUNIT , 0 , patch , 0 , SHORT ( patch - > height ) - 32 + o , SHORT ( patch - > width ) , SHORT ( patch - > height ) ) ;
W_UnlockCachedPatch ( patch ) ;
2014-03-15 16:59:03 +00:00
}
2016-07-10 01:05:59 +00:00
2016-07-11 22:40:31 +00:00
// Draw next character if it's visible and its number isn't less than the current one or there's more than two
2016-07-17 14:56:31 +00:00
if ( o < 128 ) // (next != i) was previously a part of this, but it's implicitly true if (prev != i) is true.
2014-03-15 16:59:03 +00:00
{
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
patch = W_CachePatchName ( description [ next ] . picname , PU_CACHE ) ;
2016-07-11 22:01:43 +00:00
if ( SHORT ( patch - > width ) > = 256 )
V_DrawCroppedPatch ( 8 < < FRACBITS , ( my + 168 - o ) < < FRACBITS , FRACUNIT / 2 , 0 , patch , 0 , 0 , SHORT ( patch - > width ) , o * 2 ) ;
else
V_DrawCroppedPatch ( 8 < < FRACBITS , ( my + 168 - o ) < < FRACBITS , FRACUNIT , 0 , patch , 0 , 0 , SHORT ( patch - > width ) , o ) ;
W_UnlockCachedPatch ( patch ) ;
2014-03-15 16:59:03 +00:00
}
2016-07-11 22:01:43 +00:00
// current character
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
if ( PlayerMenu [ i ] . status & IT_DISABLED ) // Prevent flickering.
2016-07-11 22:01:43 +00:00
i = ( lastdirection ) ? prev : next ; // This actually causes duplication at slow scroll speeds (<16FU per tic), but thankfully we always go quickly.
}
2016-07-10 01:05:59 +00:00
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
if ( ! ( PlayerMenu [ i ] . status & IT_DISABLED ) )
2014-03-15 16:59:03 +00:00
{
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
patch = W_CachePatchName ( description [ i ] . picname , PU_CACHE ) ;
2014-03-15 16:59:03 +00:00
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 )
2014-03-21 18:42:55 +00:00
V_DrawCroppedPatch ( 8 < < FRACBITS , ( my + 8 ) < < FRACBITS , FRACUNIT / 2 , 0 , patch , 0 , ( o - 32 ) * 2 , SHORT ( patch - > width ) , SHORT ( patch - > height ) ) ;
2014-03-15 16:59:03 +00:00
else
2014-03-21 18:42:55 +00:00
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 ) ;
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 ) ;
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
// skip this if forcecharacter or no characters available
2016-07-17 14:56:31 +00:00
if ( ! ( PlayerMenu [ choice ] . status & IT_DYBIGSPACE ) )
2014-03-15 16:59:03 +00:00
{
// 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 ( ultmode , G_BuildMapName ( startmap ) , ( UINT8 ) skinnum , false , fromlevelselect ) ;
COM_BufAddText ( " dummyconsvar 1 \n " ) ; // G_DeferedInitNew doesn't do this
}
// ===============
// STATISTICS MENU
// ===============
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_SP ) | | ( mapheaderinfo [ i ] - > menuflags & LF2_HIDEINSTATS ) )
continue ;
if ( ! mapvisited [ i ] )
continue ;
statsMapList [ j + + ] = i ;
}
statsMapList [ j ] = - 1 ;
statsMax = j - 13 + numextraemblems ;
statsLocation = 0 ;
if ( statsMax < 0 )
statsMax = 0 ;
M_SetupNextMenu ( & SP_GameStatsDef ) ;
}
static void M_DrawStatsMaps ( int location )
{
INT32 y = 76 , i = - 1 ;
INT16 mnum ;
extraemblem_t * exemblem ;
V_DrawString ( 20 , y - 12 , 0 , " LEVEL NAME " ) ;
V_DrawString ( 248 , y - 12 , 0 , " EMBLEMS " ) ;
while ( statsMapList [ + + i ] ! = - 1 )
{
if ( location )
{
- - location ;
continue ;
}
mnum = statsMapList [ i ] ;
M_DrawMapEmblems ( mnum + 1 , 292 , y ) ;
if ( mapheaderinfo [ mnum ] - > actnum ! = 0 )
V_DrawString ( 20 , y , V_YELLOWMAP , va ( " %s %d " , mapheaderinfo [ mnum ] - > lvlttl , mapheaderinfo [ mnum ] - > actnum ) ) ;
else
V_DrawString ( 20 , y , V_YELLOWMAP , mapheaderinfo [ mnum ] - > lvlttl ) ;
y + = 8 ;
if ( y > = BASEVIDHEIGHT - 8 )
return ;
}
// Extra Emblems
for ( i = - 2 ; i < numextraemblems ; + + i )
{
if ( location )
{
- - location ;
continue ;
}
if ( i = = - 1 )
V_DrawString ( 20 , y , V_GREENMAP , " EXTRA EMBLEMS " ) ;
else if ( i > = 0 )
{
exemblem = & extraemblems [ i ] ;
if ( exemblem - > collected )
V_DrawSmallMappedPatch ( 292 , y , 0 , W_CachePatchName ( M_GetExtraEmblemPatch ( exemblem ) , PU_CACHE ) ,
R_GetTranslationColormap ( TC_DEFAULT , M_GetExtraEmblemColor ( exemblem ) , GTC_CACHE ) ) ;
else
V_DrawSmallScaledPatch ( 292 , y , 0 , W_CachePatchName ( " NEEDIT " , PU_CACHE ) ) ;
V_DrawString ( 20 , y , V_YELLOWMAP , va ( " %s " , exemblem - > description ) ) ;
}
y + = 8 ;
if ( y > = BASEVIDHEIGHT - 8 )
return ;
}
}
static void M_DrawLevelStats ( void )
{
M_DrawMenuTitle ( ) ;
V_DrawCenteredString ( BASEVIDWIDTH / 2 , 24 , V_YELLOWMAP , " PAGE 2 OF 2 " ) ;
V_DrawString ( 72 , 48 , 0 , va ( " x %d/%d " , M_CountEmblems ( ) , numemblems + numextraemblems ) ) ;
V_DrawScaledPatch ( 40 , 48 - 4 , 0 , W_CachePatchName ( " EMBLICON " , PU_STATIC ) ) ;
M_DrawStatsMaps ( statsLocation ) ;
}
// Handle statistics.
static void M_HandleLevelStats ( INT32 choice )
{
boolean exitmenu = false ; // exit to previous menu
switch ( choice )
{
case KEY_DOWNARROW :
S_StartSound ( NULL , sfx_menu1 ) ;
if ( statsLocation < statsMax )
+ + statsLocation ;
break ;
case KEY_UPARROW :
S_StartSound ( NULL , sfx_menu1 ) ;
if ( statsLocation )
- - statsLocation ;
break ;
case KEY_RIGHTARROW :
S_StartSound ( NULL , sfx_menu1 ) ;
statsLocation + = ( statsLocation + 15 > = statsMax ) ? statsMax - statsLocation : 15 ;
break ;
case KEY_LEFTARROW :
S_StartSound ( NULL , sfx_menu1 ) ;
statsLocation - = ( statsLocation < 15 ) ? statsLocation : 15 ;
break ;
case KEY_ESCAPE :
exitmenu = true ;
break ;
case KEY_ENTER :
S_StartSound ( NULL , sfx_menu1 ) ;
M_SetupNextMenu ( & SP_GameStatsDef ) ;
break ;
}
if ( exitmenu )
{
if ( currentMenu - > prevMenu )
M_SetupNextMenu ( currentMenu - > prevMenu ) ;
else
M_ClearMenus ( true ) ;
}
}
// Handle GAME statistics.
static void M_DrawGameStats ( void )
{
char beststr [ 40 ] ;
tic_t besttime = 0 ;
UINT32 bestscore = 0 ;
UINT32 bestrings = 0 ;
INT32 i ;
INT32 mapsunfinished [ 3 ] = { 0 , 0 , 0 } ;
M_DrawMenuTitle ( ) ;
V_DrawCenteredString ( BASEVIDWIDTH / 2 , 24 , V_YELLOWMAP , " PAGE 1 OF 2 " ) ;
V_DrawString ( 32 , 60 , V_YELLOWMAP , " Total Play Time: " ) ;
V_DrawRightAlignedString ( BASEVIDWIDTH - 32 , 70 , 0 , va ( " %i hours, %i minutes, %i seconds " ,
G_TicsToHours ( totalplaytime ) ,
G_TicsToMinutes ( totalplaytime , false ) ,
G_TicsToSeconds ( totalplaytime ) ) ) ;
for ( i = 0 ; i < NUMMAPS ; i + + )
{
if ( ! mapheaderinfo [ i ] | | ! ( mapheaderinfo [ i ] - > menuflags & LF2_RECORDATTACK ) )
continue ;
if ( ! mainrecords [ i ] )
{
mapsunfinished [ 0 ] + + ;
mapsunfinished [ 1 ] + + ;
mapsunfinished [ 2 ] + + ;
continue ;
}
if ( mainrecords [ i ] - > score > 0 )
bestscore + = mainrecords [ i ] - > score ;
else
mapsunfinished [ 0 ] + + ;
if ( mainrecords [ i ] - > time > 0 )
besttime + = mainrecords [ i ] - > time ;
else
mapsunfinished [ 1 ] + + ;
if ( mainrecords [ i ] - > rings > 0 )
bestrings + = mainrecords [ i ] - > rings ;
else
mapsunfinished [ 2 ] + + ;
}
V_DrawCenteredString ( BASEVIDWIDTH / 2 , 90 , 0 , " * COMBINED RECORDS * " ) ;
sprintf ( beststr , " %u " , bestscore ) ;
V_DrawString ( 32 , 100 , V_YELLOWMAP , " SCORE: " ) ;
V_DrawRightAlignedString ( BASEVIDWIDTH - 32 , 100 , 0 , beststr ) ;
if ( mapsunfinished [ 0 ] )
V_DrawRightAlignedString ( BASEVIDWIDTH - 32 , 108 , V_REDMAP , va ( " (%d unfinished) " , mapsunfinished [ 0 ] ) ) ;
sprintf ( beststr , " %i:%02i:%02i.%02i " , G_TicsToHours ( besttime ) , G_TicsToMinutes ( besttime , false ) , G_TicsToSeconds ( besttime ) , G_TicsToCentiseconds ( besttime ) ) ;
V_DrawString ( 32 , 120 , V_YELLOWMAP , " TIME: " ) ;
V_DrawRightAlignedString ( BASEVIDWIDTH - 32 , 120 , 0 , beststr ) ;
if ( mapsunfinished [ 1 ] )
V_DrawRightAlignedString ( BASEVIDWIDTH - 32 , 128 , V_REDMAP , va ( " (%d unfinished) " , mapsunfinished [ 1 ] ) ) ;
sprintf ( beststr , " %u " , bestrings ) ;
V_DrawString ( 32 , 140 , V_YELLOWMAP , " RINGS: " ) ;
V_DrawRightAlignedString ( BASEVIDWIDTH - 32 , 140 , 0 , beststr ) ;
if ( mapsunfinished [ 2 ] )
V_DrawRightAlignedString ( BASEVIDWIDTH - 32 , 148 , V_REDMAP , va ( " (%d unfinished) " , mapsunfinished [ 2 ] ) ) ;
}
static void M_HandleGameStats ( INT32 choice )
{
boolean exitmenu = false ; // exit to previous menu
switch ( choice )
{
case KEY_ESCAPE :
exitmenu = true ;
break ;
case KEY_ENTER :
S_StartSound ( NULL , sfx_menu1 ) ;
M_SetupNextMenu ( & SP_LevelStatsDef ) ;
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 ;
patch_t * PictureOfLevel , * PictureOfUrFace ;
lumpnum_t lumpnum ;
char beststr [ 40 ] ;
2016-01-08 03:48:20 +00:00
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 ( ) ;
// 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 ;
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 ) ? V_YELLOWMAP : 0 , currentMenu - > menuitems [ i ] . text ) ;
// Cvar specific handling
if ( ( currentMenu - > menuitems [ i ] . status & IT_TYPE ) = = IT_CVAR )
{
consvar_t * cv = ( consvar_t * ) currentMenu - > menuitems [ i ] . itemaction ;
INT32 soffset = 0 ;
// hack to keep the menu from overlapping the player icon
if ( currentMenu ! = & SP_TimeAttackDef )
soffset = 80 ;
// Should see nothing but strings
V_DrawString ( BASEVIDWIDTH - x - soffset - V_StringWidth ( cv - > string , 0 ) , y , V_YELLOWMAP , cv - > string ) ;
}
}
// DRAW THE SKULL CURSOR
V_DrawScaledPatch ( currentMenu - > x - 24 , cursory , 0 , W_CachePatchName ( " M_CURSOR " , PU_CACHE ) ) ;
V_DrawString ( currentMenu - > x , cursory , V_YELLOWMAP , currentMenu - > menuitems [ itemOn ] . text ) ;
// A 160x100 image of the level as entry MAPxxP
lumpnum = W_CheckNumForName ( va ( " %sP " , G_BuildMapName ( cv_nextmap . value ) ) ) ;
if ( lumpnum ! = LUMPERROR )
PictureOfLevel = W_CachePatchName ( va ( " %sP " , G_BuildMapName ( cv_nextmap . value ) ) , PU_CACHE ) ;
else
PictureOfLevel = W_CachePatchName ( " BLANKLVL " , PU_CACHE ) ;
V_DrawSmallScaledPatch ( 208 , 32 , 0 , PictureOfLevel ) ;
// Character face!
if ( W_CheckNumForName ( skins [ cv_chooseskin . value - 1 ] . charsel ) ! = LUMPERROR )
{
PictureOfUrFace = W_CachePatchName ( skins [ cv_chooseskin . value - 1 ] . charsel , PU_CACHE ) ;
if ( PictureOfUrFace - > width > = 256 )
V_DrawTinyScaledPatch ( 224 , 120 , 0 , PictureOfUrFace ) ;
else
V_DrawSmallScaledPatch ( 224 , 120 , 0 , PictureOfUrFace ) ;
}
// Level record list
if ( cv_nextmap . value )
{
emblem_t * em ;
INT32 yHeight ;
V_DrawCenteredString ( 104 , 32 , 0 , " * LEVEL RECORDS * " ) ;
if ( ! mainrecords [ cv_nextmap . value - 1 ] | | ! mainrecords [ cv_nextmap . value - 1 ] - > score )
sprintf ( beststr , " (none) " ) ;
else
sprintf ( beststr , " %u " , mainrecords [ cv_nextmap . value - 1 ] - > score ) ;
V_DrawString ( 104 - 72 , 48 , V_YELLOWMAP , " SCORE: " ) ;
V_DrawRightAlignedString ( 104 + 72 , 48 , V_ALLOWLOWERCASE , beststr ) ;
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 ( 104 - 72 , 58 , V_YELLOWMAP , " TIME: " ) ;
V_DrawRightAlignedString ( 104 + 72 , 58 , V_ALLOWLOWERCASE , beststr ) ;
if ( ! mainrecords [ cv_nextmap . value - 1 ] | | ! mainrecords [ cv_nextmap . value - 1 ] - > rings )
sprintf ( beststr , " (none) " ) ;
else
sprintf ( beststr , " %hu " , mainrecords [ cv_nextmap . value - 1 ] - > rings ) ;
V_DrawString ( 104 - 72 , 68 , V_YELLOWMAP , " RINGS: " ) ;
V_DrawRightAlignedString ( 104 + 72 , 68 , V_ALLOWLOWERCASE , beststr ) ;
// Draw record emblems.
em = M_GetLevelEmblems ( cv_nextmap . value ) ;
while ( em )
{
switch ( em - > type )
{
case ET_SCORE : yHeight = 48 ; break ;
case ET_TIME : yHeight = 58 ; break ;
case ET_RINGS : yHeight = 68 ; break ;
default :
goto skipThisOne ;
}
if ( em - > collected )
V_DrawSmallMappedPatch ( 104 + 76 , yHeight , 0 , W_CachePatchName ( M_GetEmblemPatch ( em ) , PU_CACHE ) ,
R_GetTranslationColormap ( TC_DEFAULT , M_GetEmblemColor ( em ) , GTC_CACHE ) ) ;
else
V_DrawSmallScaledPatch ( 104 + 76 , yHeight , 0 , W_CachePatchName ( " NEEDIT " , PU_CACHE ) ) ;
skipThisOne :
em = M_GetLevelEmblems ( - 1 ) ;
}
}
// ALWAYS DRAW level name and skin even when not on this menu!
if ( currentMenu ! = & SP_TimeAttackDef )
{
consvar_t * ncv ;
x = SP_TimeAttackDef . x ;
y = SP_TimeAttackDef . y ;
for ( i = 0 ; i < 2 ; + + i )
{
ncv = ( consvar_t * ) SP_TimeAttackMenu [ i ] . itemaction ;
V_DrawString ( x , y + SP_TimeAttackMenu [ i ] . alphaKey , V_TRANSLUCENT , SP_TimeAttackMenu [ i ] . text ) ;
V_DrawString ( BASEVIDWIDTH - x - V_StringWidth ( ncv - > string , 0 ) ,
y + SP_TimeAttackMenu [ i ] . alphaKey , V_YELLOWMAP | V_TRANSLUCENT , ncv - > string ) ;
}
}
}
// 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 ) ;
Nextmap_OnChange ( ) ;
itemOn = tastart ; // "Start" is selected.
G_SetGamestate ( GS_TIMEATTACK ) ;
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S_ChangeMusicInternal ( " racent " , true ) ;
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}
// Drawing function for Nights Attack
void M_DrawNightsAttackMenu ( void )
{
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_CachePatchName ( va ( " %sP " , G_BuildMapName ( cv_nextmap . value ) ) , PU_CACHE ) ;
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 , V_YELLOWMAP , " BEST GRADE: " ) ;
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 , V_YELLOWMAP , " BEST SCORE: " ) ;
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 , V_YELLOWMAP , " BEST TIME: " ) ;
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_CACHE ) ) ;
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 , V_YELLOWMAP | V_TRANSLUCENT , ncv - > string ) ;
}
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}
}
// Going to Nights Attack menu...
static void M_NightsAttack ( INT32 choice )
{
( 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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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 , false , 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 ) , false , false ) ;
}
// 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
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if ( currentMenu = = & SP_ReplayDef )
{
switch ( choice ) {
default :
case 0 : // best score
which = " score-best " ;
break ;
case 1 : // best time
which = " time-best " ;
break ;
case 2 : // best rings
which = " rings-best " ;
break ;
case 3 : // last
which = " last " ;
break ;
case 4 : // guest
// 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 )
{
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 : // guest
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 ) ) ;
2014-03-15 16:59:03 +00:00
}
}
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 ) ;
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if ( currentMenu = = & SP_NightsGuestReplayDef )
M_SetupNextMenu ( & SP_NightsAttackDef ) ;
else
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 ) ;
}
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static void M_OverwriteGuest ( const char * which , boolean nights )
2014-03-15 16:59:03 +00:00
{
char * rguest = Z_StrDup ( va ( " %s " PATHSEP " replay " PATHSEP " %s " PATHSEP " %s-guest.lmp " , srb2home , timeattackfolder , G_BuildMapName ( cv_nextmap . value ) ) ) ;
UINT8 * buf ;
2014-11-12 00:55:07 +00:00
size_t len ;
if ( ! nights )
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 ) ;
else
len = FIL_ReadFile ( va ( " %s " PATHSEP " replay " PATHSEP " %s " PATHSEP " %s-%s.lmp " , srb2home , timeattackfolder , G_BuildMapName ( cv_nextmap . value ) , which ) , & buf ) ;
2014-03-15 16:59:03 +00:00
if ( ! len ) {
return ;
}
if ( FIL_FileExists ( rguest ) ) {
M_StopMessage ( 0 ) ;
remove ( rguest ) ;
}
FIL_WriteFile ( rguest , buf , len ) ;
Z_Free ( rguest ) ;
2014-11-12 00:55:07 +00:00
if ( currentMenu = = & SP_NightsGuestReplayDef )
M_SetupNextMenu ( & SP_NightsAttackDef ) ;
else
M_SetupNextMenu ( & SP_TimeAttackDef ) ;
2014-03-15 16:59:03 +00:00
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 ;
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M_OverwriteGuest ( " time-best " , currentMenu = = & SP_NightsGuestReplayDef ) ;
2014-03-15 16:59:03 +00:00
}
static void M_OverwriteGuest_Score ( INT32 choice )
{
( void ) choice ;
2014-11-12 00:55:07 +00:00
M_OverwriteGuest ( " score-best " , currentMenu = = & SP_NightsGuestReplayDef ) ;
2014-03-15 16:59:03 +00:00
}
static void M_OverwriteGuest_Rings ( INT32 choice )
{
( void ) choice ;
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M_OverwriteGuest ( " rings-best " , false ) ;
2014-03-15 16:59:03 +00:00
}
static void M_OverwriteGuest_Last ( INT32 choice )
{
( void ) choice ;
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M_OverwriteGuest ( " last " , currentMenu = = & SP_NightsGuestReplayDef ) ;
2014-03-15 16:59:03 +00:00
}
static void M_SetGuestReplay ( INT32 choice )
{
void ( * which ) ( INT32 ) ;
2014-11-12 00:55:07 +00:00
if ( currentMenu = = & SP_NightsGuestReplayDef & & choice > = 2 )
choice + + ; // skip best rings
2014-03-15 16:59:03 +00:00
switch ( choice )
{
case 0 : // best score
which = M_OverwriteGuest_Score ;
break ;
case 1 : // best time
which = M_OverwriteGuest_Time ;
break ;
case 2 : // best rings
which = M_OverwriteGuest_Rings ;
break ;
case 3 : // last
which = M_OverwriteGuest_Last ;
break ;
case 4 : // guest
default :
M_StartMessage ( M_GetText ( " Are you sure you want to \n delete 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 \n overwrite the guest replay data? \n \n (Press 'Y' to confirm) \n " ) , which , MM_YESNO ) ;
else
which ( 0 ) ;
}
static void M_ModeAttackRetry ( INT32 choice )
{
( void ) choice ;
2014-11-12 00:55:07 +00:00
G_CheckDemoStatus ( ) ; // Cancel recording
if ( modeattacking = = ATTACKING_RECORD )
2014-03-15 16:59:03 +00:00
M_ChooseTimeAttack ( 0 ) ;
else if ( modeattacking = = ATTACKING_NIGHTS )
M_ChooseNightsAttack ( 0 ) ;
}
static void M_ModeAttackEndGame ( INT32 choice )
{
( void ) choice ;
2014-11-12 00:55:07 +00:00
G_CheckDemoStatus ( ) ; // Cancel recording
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2014-11-12 00:55:07 +00:00
if ( gamestate = = GS_LEVEL | | gamestate = = GS_INTERMISSION )
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 ;
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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 ) ;
2014-03-15 16:59:03 +00:00
}
// ========
// 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 ( demoplayback | | demorecording )
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
//===========================================================================
# define SERVERHEADERHEIGHT 44
# 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
// note: this is the one case where 0 is a valid room number
// because it corresponds to "All"
CL_UpdateServerList ( ! ( ms_RoomId < 0 ) , ms_RoomId ) ;
// first page of servers
serverlistpage = 0 ;
}
static INT32 menuRoomIndex = 0 ;
static void M_DrawRoomMenu ( void )
{
const char * rmotd ;
// use generic drawer for cursor, items and title
M_DrawGenericMenu ( ) ;
V_DrawString ( currentMenu - > x - 16 , currentMenu - > y , V_YELLOWMAP , M_GetText ( " Select a room " ) ) ;
M_DrawTextBox ( 144 , 24 , 20 , 20 ) ;
if ( itemOn = = 0 )
rmotd = M_GetText ( " Don't connect to the Master Server. " ) ;
else
rmotd = room_list [ itemOn - 1 ] . motd ;
rmotd = V_WordWrap ( 0 , 20 * 8 , 0 , rmotd ) ;
V_DrawString ( 144 + 8 , 32 , V_ALLOWLOWERCASE | V_RETURN8 , rmotd ) ;
}
static void M_DrawConnectMenu ( void )
{
UINT16 i , j ;
const char * gt = " Unknown " ;
INT32 numPages = ( serverlistcount + ( SERVERS_PER_PAGE - 1 ) ) / SERVERS_PER_PAGE ;
for ( i = FIRSTSERVERLINE ; i < min ( localservercount , SERVERS_PER_PAGE ) + FIRSTSERVERLINE ; i + + )
MP_ConnectMenu [ i ] . status = IT_STRING | IT_SPACE ;
if ( ! numPages )
numPages = 1 ;
// Room name
if ( ms_RoomId < 0 )
V_DrawRightAlignedString ( BASEVIDWIDTH - currentMenu - > x , currentMenu - > y + MP_ConnectMenu [ mp_connect_room ] . alphaKey ,
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V_YELLOWMAP , ( itemOn = = mp_connect_room ) ? " <Select to change> " : " <Offline Mode> " ) ;
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else
V_DrawRightAlignedString ( BASEVIDWIDTH - currentMenu - > x , currentMenu - > y + MP_ConnectMenu [ mp_connect_room ] . alphaKey ,
V_YELLOWMAP , room_list [ menuRoomIndex ] . name ) ;
// Page num
V_DrawRightAlignedString ( BASEVIDWIDTH - currentMenu - > x , currentMenu - > y + MP_ConnectMenu [ mp_connect_page ] . alphaKey ,
V_YELLOWMAP , va ( " %u of %d " , serverlistpage + 1 , numPages ) ) ;
// Horizontal line!
V_DrawFill ( 1 , currentMenu - > y + 40 , 318 , 1 , 0 ) ;
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 ) ? V_YELLOWMAP : 0 ) | V_ALLOWLOWERCASE ;
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 " ;
for ( j = 0 ; gametype_cons_t [ j ] . strvalue ; j + + )
{
if ( gametype_cons_t [ j ] . value = = serverlist [ slindex ] . info . gametype )
gt = gametype_cons_t [ j ] . strvalue ;
}
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 , va ( " Gametype: %s " , gt ) ) ;
MP_ConnectMenu [ i + FIRSTSERVERLINE ] . status = IT_STRING | IT_CALL ;
}
localservercount = serverlistcount ;
M_DrawGenericMenu ( ) ;
}
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 int M_CheckMODVersion ( void )
{
char updatestring [ 500 ] ;
const char * updatecheck = GetMODVersion ( ) ;
if ( updatecheck )
{
sprintf ( updatestring , UPDATE_ALERT_STRING , VERSIONSTRING , updatecheck ) ;
M_StartMessage ( updatestring , NULL , MM_NOTHING ) ;
return false ;
} else
return true ;
}
# endif
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 ) ;
itemOn = 0 ;
M_Refresh ( 0 ) ;
}
static UINT32 roomIds [ NUM_LIST_ROOMS ] ;
static void M_RoomMenu ( INT32 choice )
{
INT32 i ;
( void ) choice ;
// Display a little "please wait" message.
M_DrawTextBox ( 52 , BASEVIDHEIGHT / 2 - 10 , 25 , 3 ) ;
V_DrawCenteredString ( BASEVIDWIDTH / 2 , BASEVIDHEIGHT / 2 , 0 , " Fetching room info... " ) ;
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
if ( GetRoomsList ( currentMenu = = & MP_ServerDef ) < 0 )
return ;
# ifdef UPDATE_ALERT
if ( ! M_CheckMODVersion ( ) )
return ;
# endif
for ( i = 1 ; i < NUM_LIST_ROOMS + 1 ; + + i )
MP_RoomMenu [ i ] . status = IT_DISABLED ;
memset ( roomIds , 0 , sizeof ( roomIds ) ) ;
for ( i = 0 ; room_list [ i ] . header . buffer [ 0 ] ; i + + )
{
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if ( * room_list [ i ] . name ! = ' \0 ' )
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{
MP_RoomMenu [ i + 1 ] . text = room_list [ i ] . name ;
roomIds [ i ] = room_list [ i ] . id ;
MP_RoomMenu [ i + 1 ] . status = IT_STRING | IT_CALL ;
}
}
MP_RoomDef . prevMenu = currentMenu ;
M_SetupNextMenu ( & MP_RoomDef ) ;
}
static void M_ChooseRoom ( INT32 choice )
{
if ( choice = = 0 )
ms_RoomId = - 1 ;
else
{
ms_RoomId = roomIds [ choice - 1 ] ;
menuRoomIndex = choice - 1 ;
}
serverlistpage = 0 ;
M_SetupNextMenu ( currentMenu - > prevMenu ) ;
if ( currentMenu = = & MP_ConnectDef )
M_Refresh ( 0 ) ;
}
# endif //NONET
//===========================================================================
// Start Server Menu
//===========================================================================
//
// FindFirstMap
//
// Finds the first map of a particular gametype
// Defaults to 1 if nothing found.
//
static INT32 M_FindFirstMap ( INT32 gtype )
{
INT32 i ;
for ( i = 0 ; i < NUMMAPS ; i + + )
{
if ( mapheaderinfo [ i ] & & ( mapheaderinfo [ i ] - > typeoflevel & gtype ) )
return i + 1 ;
}
return 1 ;
}
static void M_StartServer ( INT32 choice )
{
boolean StartSplitScreenGame = ( currentMenu = = & MP_SplitServerDef ) ;
( void ) choice ;
if ( ! StartSplitScreenGame )
netgame = true ;
multiplayer = true ;
// Still need to reset devmode
cv_debug = 0 ;
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if ( demoplayback )
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G_StopDemo ( ) ;
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if ( metalrecording )
G_StopMetalDemo ( ) ;
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if ( ! StartSplitScreenGame )
{
D_MapChange ( cv_nextmap . value , cv_newgametype . value , false , 1 , 1 , false , false ) ;
COM_BufAddText ( " dummyconsvar 1 \n " ) ;
}
else // split screen
{
paused = false ;
SV_StartSinglePlayerServer ( ) ;
if ( ! splitscreen )
{
splitscreen = true ;
SplitScreen_OnChange ( ) ;
}
D_MapChange ( cv_nextmap . value , cv_newgametype . value , false , 1 , 1 , false , false ) ;
}
M_ClearMenus ( true ) ;
}
static void M_DrawServerMenu ( void )
{
lumpnum_t lumpnum ;
patch_t * PictureOfLevel ;
M_DrawGenericMenu ( ) ;
# ifndef NONET
// Room name
if ( currentMenu = = & MP_ServerDef )
{
if ( ms_RoomId < 0 )
V_DrawRightAlignedString ( BASEVIDWIDTH - currentMenu - > x , currentMenu - > y + MP_ServerMenu [ mp_server_room ] . alphaKey ,
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V_YELLOWMAP , ( itemOn = = mp_server_room ) ? " <Select to change> " : " <Offline Mode> " ) ;
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else
V_DrawRightAlignedString ( BASEVIDWIDTH - currentMenu - > x , currentMenu - > y + MP_ServerMenu [ mp_server_room ] . alphaKey ,
V_YELLOWMAP , room_list [ menuRoomIndex ] . name ) ;
}
# endif
// A 160x100 image of the level as entry MAPxxP
lumpnum = W_CheckNumForName ( va ( " %sP " , G_BuildMapName ( cv_nextmap . value ) ) ) ;
if ( lumpnum ! = LUMPERROR )
PictureOfLevel = W_CachePatchName ( va ( " %sP " , G_BuildMapName ( cv_nextmap . value ) ) , PU_CACHE ) ;
else
PictureOfLevel = W_CachePatchName ( " BLANKLVL " , PU_CACHE ) ;
V_DrawSmallScaledPatch ( ( BASEVIDWIDTH * 3 / 4 ) - ( SHORT ( PictureOfLevel - > width ) / 4 ) , ( ( BASEVIDHEIGHT * 3 / 4 ) - ( SHORT ( PictureOfLevel - > height ) / 4 ) + 10 ) , 0 , PictureOfLevel ) ;
}
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_StartSplitServerMenu ( INT32 choice )
{
( void ) choice ;
levellistmode = LLM_CREATESERVER ;
M_PrepareLevelSelect ( ) ;
M_SetupNextMenu ( & MP_SplitServerDef ) ;
}
# ifndef NONET
static void M_StartServerMenu ( INT32 choice )
{
( void ) choice ;
levellistmode = LLM_CREATESERVER ;
M_PrepareLevelSelect ( ) ;
ms_RoomId = - 1 ;
M_SetupNextMenu ( & MP_ServerDef ) ;
}
// ==============
// CONNECT VIA IP
// ==============
static char setupm_ip [ 16 ] ;
// Connect using IP address Tails 11-19-2002
static void M_ConnectIPMenu ( INT32 choice )
{
( void ) choice ;
// modified game check: no longer handled
// we don't request a restart unless the filelist differs
M_SetupNextMenu ( & MP_ConnectIPDef ) ;
}
// Draw the funky Connect IP menu. Tails 11-19-2002
// So much work for such a little thing!
static void M_DrawConnectIPMenu ( void )
{
// use generic drawer for cursor, items and title
M_DrawGenericMenu ( ) ;
// draw name string
V_DrawString ( 128 , 40 , V_MONOSPACE , setupm_ip ) ;
// draw text cursor for name
if ( itemOn = = 0 & &
skullAnimCounter < 4 ) //blink cursor
V_DrawCharacter ( 128 + V_StringWidth ( setupm_ip , V_MONOSPACE ) , 40 , ' _ ' , false ) ;
}
// Tails 11-19-2002
static void M_ConnectIP ( INT32 choice )
{
( void ) choice ;
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
switch ( choice )
{
case KEY_ENTER :
S_StartSound ( NULL , sfx_menu1 ) ; // Tails
M_ClearMenus ( true ) ;
M_ConnectIP ( 1 ) ;
break ;
case KEY_ESCAPE :
exitmenu = true ;
break ;
case KEY_BACKSPACE :
if ( ( l = strlen ( setupm_ip ) ) ! = 0 & & itemOn = = 0 )
{
S_StartSound ( NULL , sfx_menu1 ) ; // Tails
setupm_ip [ l - 1 ] = 0 ;
}
break ;
default :
l = strlen ( setupm_ip ) ;
if ( l < 16 - 1 & & ( choice = = 46 | | ( choice > = 48 & & choice < = 57 ) ) ) // Rudimentary number and period enforcing
{
S_StartSound ( NULL , sfx_menu1 ) ; // Tails
setupm_ip [ l ] = ( char ) choice ;
setupm_ip [ l + 1 ] = 0 ;
}
else if ( l < 16 - 1 & & choice > = 199 & & choice < = 211 & & choice ! = 202 & & choice ! = 206 ) //numpad too!
{
XBOXSTATIC char keypad_translation [ ] = { ' 7 ' , ' 8 ' , ' 9 ' , ' - ' , ' 4 ' , ' 5 ' , ' 6 ' , ' + ' , ' 1 ' , ' 2 ' , ' 3 ' , ' 0 ' , ' . ' } ;
choice = keypad_translation [ choice - 199 ] ;
S_StartSound ( NULL , sfx_menu1 ) ; // Tails
setupm_ip [ l ] = ( char ) choice ;
setupm_ip [ l + 1 ] = 0 ;
}
break ;
}
if ( exitmenu )
{
if ( currentMenu - > prevMenu )
M_SetupNextMenu ( currentMenu - > prevMenu ) ;
else
M_ClearMenus ( true ) ;
}
}
# endif //!NONET
// ========================
// MULTIPLAYER PLAYER SETUP
// ========================
// Tails 03-02-2002
# define PLBOXW 8
# define PLBOXH 9
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static UINT8 multi_tics ;
static UINT8 multi_frame ;
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// 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 )
{
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INT32 mx , my , flags = 0 ;
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spritedef_t * sprdef ;
spriteframe_t * sprframe ;
patch_t * patch ;
mx = MP_PlayerSetupDef . x ;
my = MP_PlayerSetupDef . y ;
// use generic drawer for cursor, items and title
M_DrawGenericMenu ( ) ;
// draw name string
M_DrawTextBox ( mx + 90 , my - 8 , MAXPLAYERNAME , 1 ) ;
V_DrawString ( mx + 98 , my , V_ALLOWLOWERCASE , setupm_name ) ;
// draw skin string
V_DrawString ( mx + 90 , my + 96 ,
( ( MP_PlayerSetupMenu [ 2 ] . status & IT_TYPE ) = = IT_SPACE ? V_TRANSLUCENT : 0 ) | V_YELLOWMAP | V_ALLOWLOWERCASE ,
skins [ setupm_fakeskin ] . realname ) ;
// draw the name of the color you have chosen
// Just so people don't go thinking that "Default" is Green.
V_DrawString ( 208 , 72 , V_YELLOWMAP | V_ALLOWLOWERCASE , Color_Names [ setupm_fakecolor ] ) ;
// draw text cursor for name
if ( ! itemOn & & skullAnimCounter < 4 ) // blink cursor
V_DrawCharacter ( mx + 98 + V_StringWidth ( setupm_name , 0 ) , my , ' _ ' , false ) ;
// anim the player in the box
if ( - - multi_tics < = 0 )
{
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multi_frame + + ;
multi_tics = 4 ;
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}
// skin 0 is default player sprite
if ( R_SkinAvailable ( skins [ setupm_fakeskin ] . name ) ! = - 1 )
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sprdef = & skins [ R_SkinAvailable ( skins [ setupm_fakeskin ] . name ) ] . sprites [ SPR2_WALK ] ;
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else
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sprdef = & skins [ 0 ] . sprites [ SPR2_WALK ] ;
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if ( ! sprdef - > numframes ) // No frames ??
return ; // Can't render!
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if ( multi_frame > = sprdef - > numframes )
multi_frame = 0 ;
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2015-01-22 15:23:45 +00:00
sprframe = & sprdef - > spriteframes [ multi_frame ] ;
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patch = W_CachePatchNum ( sprframe - > lumppat [ 0 ] , PU_CACHE ) ;
if ( sprframe - > flip & 1 ) // Only for first sprite
flags | = V_FLIP ; // This sprite is left/right flipped!
// draw box around guy
M_DrawTextBox ( mx + 90 , my + 8 , PLBOXW , PLBOXH ) ;
// draw player sprite
if ( ! setupm_fakecolor ) // should never happen but hey, who knows
{
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if ( skins [ setupm_fakeskin ] . flags & SF_HIRES )
{
V_DrawSciencePatch ( ( mx + 98 + ( PLBOXW * 8 / 2 ) ) < < FRACBITS ,
( my + 16 + ( PLBOXH * 8 ) - 12 ) < < FRACBITS ,
flags , patch ,
skins [ setupm_fakeskin ] . highresscale ) ;
}
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else
V_DrawScaledPatch ( mx + 98 + ( PLBOXW * 8 / 2 ) , my + 16 + ( PLBOXH * 8 ) - 12 , flags , patch ) ;
}
else
{
UINT8 * colormap = R_GetTranslationColormap ( setupm_fakeskin , setupm_fakecolor , 0 ) ;
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if ( skins [ setupm_fakeskin ] . flags & SF_HIRES )
{
V_DrawFixedPatch ( ( mx + 98 + ( PLBOXW * 8 / 2 ) ) < < FRACBITS ,
( my + 16 + ( PLBOXH * 8 ) - 12 ) < < FRACBITS ,
skins [ setupm_fakeskin ] . highresscale ,
flags , patch , colormap ) ;
}
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else
V_DrawMappedPatch ( mx + 98 + ( PLBOXW * 8 / 2 ) , my + 16 + ( PLBOXH * 8 ) - 12 , flags , patch , colormap ) ;
Z_Free ( colormap ) ;
}
}
// Handle 1P/2P MP Setup
static void M_HandleSetupMultiPlayer ( INT32 choice )
{
size_t l ;
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
INT32 prev_setupm_fakeskin ;
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boolean exitmenu = false ; // exit to previous menu and send name change
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 = = 2 ) //player skin
{
S_StartSound ( NULL , sfx_menu1 ) ; // Tails
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
prev_setupm_fakeskin = setupm_fakeskin ;
do
{
setupm_fakeskin - - ;
if ( setupm_fakeskin < 0 )
setupm_fakeskin = numskins - 1 ;
}
while ( ( prev_setupm_fakeskin ! = setupm_fakeskin ) & & ! ( R_SkinUnlock ( setupm_fakeskin ) ) ) ;
2014-03-15 16:59:03 +00:00
}
else if ( itemOn = = 1 ) // player color
{
S_StartSound ( NULL , sfx_menu1 ) ; // Tails
setupm_fakecolor - - ;
}
break ;
case KEY_RIGHTARROW :
if ( itemOn = = 2 ) //player skin
{
S_StartSound ( NULL , sfx_menu1 ) ; // Tails
Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
prev_setupm_fakeskin = setupm_fakeskin ;
do
{
setupm_fakeskin + + ;
if ( setupm_fakeskin > numskins - 1 )
setupm_fakeskin = 0 ;
}
while ( ( prev_setupm_fakeskin ! = setupm_fakeskin ) & & ! ( R_SkinUnlock ( setupm_fakeskin ) ) ) ;
2014-03-15 16:59:03 +00:00
}
else if ( itemOn = = 1 ) // player color
{
S_StartSound ( NULL , sfx_menu1 ) ; // Tails
setupm_fakecolor + + ;
}
break ;
case KEY_ESCAPE :
exitmenu = true ;
break ;
case KEY_BACKSPACE :
if ( ( l = strlen ( setupm_name ) ) ! = 0 & & itemOn = = 0 )
{
S_StartSound ( NULL , sfx_menu1 ) ; // Tails
setupm_name [ l - 1 ] = 0 ;
}
break ;
default :
if ( choice < 32 | | choice > 127 | | itemOn ! = 0 )
break ;
l = strlen ( setupm_name ) ;
if ( l < MAXPLAYERNAME - 1 )
{
S_StartSound ( NULL , sfx_menu1 ) ; // Tails
setupm_name [ l ] = ( char ) choice ;
setupm_name [ l + 1 ] = 0 ;
}
break ;
}
// 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 ;
2015-01-22 15:23:45 +00:00
multi_frame = 0 ;
multi_tics = 4 ;
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 ;
2015-01-22 15:23:45 +00:00
multi_frame = 0 ;
multi_tics = 4 ;
2014-03-15 16:59:03 +00:00
strcpy ( setupm_name , cv_playername2 . string ) ;
// set for splitscreen secondary player
setupm_player = & players [ secondarydisplayplayer ] ;
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 ( secondarydisplayplayer ) )
MP_PlayerSetupMenu [ 2 ] . status = ( IT_GRAYEDOUT ) ;
else
MP_PlayerSetupMenu [ 2 ] . status = ( IT_KEYHANDLER | IT_STRING ) ;
MP_PlayerSetupDef . prevMenu = currentMenu ;
M_SetupNextMenu ( & MP_PlayerSetupDef ) ;
}
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 ;
// Delete the data
if ( erasecontext ! = 1 )
G_ClearRecords ( ) ;
if ( erasecontext ! = 0 )
M_ClearSecrets ( ) ;
if ( erasecontext = = 2 )
{
totalplaytime = 0 ;
F_StartIntro ( ) ;
}
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 ;
M_DrawGenericMenu ( ) ;
for ( i = 0 ; i < 8 ; i + + )
{
M_DrawSaveLoadBorder ( OP_JoystickSetDef . x , OP_JoystickSetDef . y + LINEHEIGHT * i ) ;
if ( ( setupcontrols_secondaryplayer & & ( i = = cv_usejoystick2 . value ) )
| | ( ! setupcontrols_secondaryplayer & & ( i = = cv_usejoystick . value ) ) )
V_DrawString ( OP_JoystickSetDef . x , OP_JoystickSetDef . y + LINEHEIGHT * i , V_GREENMAP , joystickInfo [ i ] ) ;
else
V_DrawString ( OP_JoystickSetDef . x , OP_JoystickSetDef . y + LINEHEIGHT * i , 0 , joystickInfo [ i ] ) ;
}
}
static void M_SetupJoystickMenu ( INT32 choice )
{
INT32 i = 0 ;
const char * joyname = " None " ;
const char * joyNA = " Unavailable " ;
INT32 n = I_NumJoys ( ) ;
( void ) choice ;
strcpy ( joystickInfo [ i ] , joyname ) ;
for ( i = 1 ; i < 8 ; i + + )
{
if ( i < = n & & ( joyname = I_GetJoyName ( i ) ) ! = NULL )
{
strncpy ( joystickInfo [ i ] , joyname , 24 ) ;
joystickInfo [ i ] [ 24 ] = ' \0 ' ;
}
else
strcpy ( joystickInfo [ i ] , joyNA ) ;
}
M_SetupNextMenu ( & OP_JoystickSetDef ) ;
}
static void M_Setup1PJoystickMenu ( INT32 choice )
{
setupcontrols_secondaryplayer = false ;
OP_JoystickSetDef . prevMenu = & OP_Joystick1Def ;
M_SetupJoystickMenu ( choice ) ;
}
static void M_Setup2PJoystickMenu ( INT32 choice )
{
setupcontrols_secondaryplayer = true ;
OP_JoystickSetDef . prevMenu = & OP_Joystick2Def ;
M_SetupJoystickMenu ( choice ) ;
}
static void M_AssignJoystick ( INT32 choice )
{
if ( setupcontrols_secondaryplayer )
CV_SetValue ( & cv_usejoystick2 , choice ) ;
else
CV_SetValue ( & cv_usejoystick , choice ) ;
}
// =============
// CONTROLS MENU
// =============
static void M_Setup1PControlsMenu ( INT32 choice )
{
( void ) choice ;
setupcontrols_secondaryplayer = false ;
setupcontrols = gamecontrol ; // was called from main Options (for console player, then)
currentMenu - > lastOn = itemOn ;
// Unhide the three non-P2 controls
OP_MPControlsMenu [ 0 ] . status = IT_CALL | IT_STRING2 ;
OP_MPControlsMenu [ 1 ] . status = IT_CALL | IT_STRING2 ;
OP_MPControlsMenu [ 2 ] . status = IT_CALL | IT_STRING2 ;
2014-03-23 16:00:29 +00:00
// Unide the pause/console controls too
OP_MiscControlsMenu [ 3 ] . status = IT_CALL | IT_STRING2 ;
OP_MiscControlsMenu [ 4 ] . status = IT_CALL | IT_STRING2 ;
2014-03-15 16:59:03 +00:00
OP_ControlListDef . prevMenu = & OP_P1ControlsDef ;
M_SetupNextMenu ( & OP_ControlListDef ) ;
}
static void M_Setup2PControlsMenu ( INT32 choice )
{
( void ) choice ;
setupcontrols_secondaryplayer = true ;
setupcontrols = gamecontrolbis ;
currentMenu - > lastOn = itemOn ;
// Hide the three non-P2 controls
OP_MPControlsMenu [ 0 ] . status = IT_GRAYEDOUT2 ;
OP_MPControlsMenu [ 1 ] . status = IT_GRAYEDOUT2 ;
OP_MPControlsMenu [ 2 ] . status = IT_GRAYEDOUT2 ;
2014-03-23 16:00:29 +00:00
// Hide the pause/console controls too
OP_MiscControlsMenu [ 3 ] . status = IT_GRAYEDOUT2 ;
OP_MiscControlsMenu [ 4 ] . status = IT_GRAYEDOUT2 ;
2014-03-15 16:59:03 +00:00
OP_ControlListDef . prevMenu = & OP_P2ControlsDef ;
M_SetupNextMenu ( & OP_ControlListDef ) ;
}
// Draws the Customise Controls menu
static void M_DrawControl ( void )
{
char tmp [ 50 ] ;
INT32 i ;
INT32 keys [ 2 ] ;
// draw title, strings and submenu
M_DrawGenericMenu ( ) ;
M_CentreText ( 30 ,
( setupcontrols_secondaryplayer ? " SET CONTROLS FOR SECONDARY PLAYER " :
" PRESS ENTER TO CHANGE, BACKSPACE TO CLEAR " ) ) ;
for ( i = 0 ; i < currentMenu - > numitems ; i + + )
{
if ( currentMenu - > menuitems [ i ] . status ! = IT_CONTROL )
continue ;
keys [ 0 ] = setupcontrols [ currentMenu - > menuitems [ i ] . alphaKey ] [ 0 ] ;
keys [ 1 ] = setupcontrols [ currentMenu - > menuitems [ i ] . alphaKey ] [ 1 ] ;
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 ] ) ) ;
if ( keys [ 0 ] ! = KEY_NULL & & keys [ 1 ] ! = KEY_NULL )
strcat ( tmp , " or " ) ;
if ( keys [ 1 ] ! = KEY_NULL )
strcat ( tmp , G_KeynumToString ( keys [ 1 ] ) ) ;
}
V_DrawRightAlignedString ( BASEVIDWIDTH - currentMenu - > x , currentMenu - > y + i * 8 , V_YELLOWMAP , tmp ) ;
}
}
static INT32 controltochange ;
static void M_ChangecontrolResponse ( event_t * ev )
{
INT32 control ;
INT32 found ;
INT32 ch = ev - > data1 ;
// ESCAPE cancels
if ( ch ! = KEY_ESCAPE )
{
switch ( ev - > type )
{
// ignore mouse/joy movements, just get buttons
case ev_mouse :
case ev_mouse2 :
case ev_joystick :
case ev_joystick2 :
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
{
// 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
}
G_CheckDoubleUsage ( ch ) ;
setupcontrols [ control ] [ found ] = ch ;
}
}
M_StopMessage ( 0 ) ;
}
static void M_ChangeControl ( INT32 choice )
{
static char tmp [ 55 ] ;
controltochange = currentMenu - > menuitems [ choice ] . alphaKey ;
sprintf ( tmp , M_GetText ( " Hit the new key for \n %s \n ESC for Cancel " ) ,
currentMenu - > menuitems [ choice ] . text ) ;
M_StartMessage ( tmp , M_ChangecontrolResponse , MM_EVENTHANDLER ) ;
}
// =====
// SOUND
// =====
// Toggles sound systems in-game.
static void M_ToggleSFX ( void )
{
if ( nosound )
{
nosound = false ;
I_StartupSound ( ) ;
if ( nosound ) return ;
S_Init ( cv_soundvolume . value , cv_digmusicvolume . value , cv_midimusicvolume . value ) ;
M_StartMessage ( M_GetText ( " SFX Enabled \n " ) , NULL , MM_NOTHING ) ;
}
else
{
if ( sound_disabled )
{
sound_disabled = false ;
M_StartMessage ( M_GetText ( " SFX Enabled \n " ) , NULL , MM_NOTHING ) ;
}
else
{
sound_disabled = true ;
S_StopSounds ( ) ;
M_StartMessage ( M_GetText ( " SFX Disabled \n " ) , NULL , MM_NOTHING ) ;
}
}
}
static void M_ToggleDigital ( void )
{
if ( nodigimusic )
{
nodigimusic = false ;
I_InitDigMusic ( ) ;
if ( nodigimusic ) return ;
S_Init ( cv_soundvolume . value , cv_digmusicvolume . value , cv_midimusicvolume . value ) ;
S_StopMusic ( ) ;
2016-01-08 03:48:20 +00:00
S_ChangeMusicInternal ( " lclear " , false ) ;
2014-03-15 16:59:03 +00:00
M_StartMessage ( M_GetText ( " Digital Music Enabled \n " ) , NULL , MM_NOTHING ) ;
}
else
{
if ( digital_disabled )
{
digital_disabled = false ;
M_StartMessage ( M_GetText ( " Digital Music Enabled \n " ) , NULL , MM_NOTHING ) ;
}
else
{
digital_disabled = true ;
S_StopMusic ( ) ;
M_StartMessage ( M_GetText ( " Digital Music Disabled \n " ) , NULL , MM_NOTHING ) ;
}
}
}
static void M_ToggleMIDI ( void )
{
if ( nomidimusic )
{
nomidimusic = false ;
I_InitMIDIMusic ( ) ;
if ( nomidimusic ) return ;
S_Init ( cv_soundvolume . value , cv_digmusicvolume . value , cv_midimusicvolume . value ) ;
2016-01-08 03:48:20 +00:00
S_ChangeMusicInternal ( " lclear " , false ) ;
2014-03-15 16:59:03 +00:00
M_StartMessage ( M_GetText ( " MIDI Music Enabled \n " ) , NULL , MM_NOTHING ) ;
}
else
{
if ( music_disabled )
{
music_disabled = false ;
M_StartMessage ( M_GetText ( " MIDI Music Enabled \n " ) , NULL , MM_NOTHING ) ;
}
else
{
music_disabled = true ;
S_StopMusic ( ) ;
M_StartMessage ( M_GetText ( " MIDI Music Disabled \n " ) , NULL , MM_NOTHING ) ;
}
}
}
// ===============
// 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 ) ) ;
2014-07-25 23:10:24 +00:00
# if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL)
2014-03-15 16:59:03 +00:00
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 ) ;
}
// 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 ,
V_YELLOWMAP , " Choose mode, reselect to change default " ) ;
row = 41 ;
col = OP_VideoModeDef . y + 14 ;
for ( i = 0 ; i < vidm_nummodes ; i + + )
{
if ( i = = vidm_selected )
V_DrawString ( row , col , V_YELLOWMAP , modedescs [ i ] . desc ) ;
// Show multiples of 320x200 as green.
else
V_DrawString ( row , col , ( modedescs [ i ] . goodratio ) ? V_GREENMAP : 0 , modedescs [ i ] . desc ) ;
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 ,
V_GREENMAP , " Green modes are recommended. " ) ;
V_DrawCenteredString ( BASEVIDWIDTH / 2 , OP_VideoModeDef . y + 150 ,
V_YELLOWMAP , " Other modes may have visual errors. " ) ;
V_DrawCenteredString ( BASEVIDWIDTH / 2 , OP_VideoModeDef . y + 158 ,
V_YELLOWMAP , " Use at own risk. " ) ;
}
// 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 void M_DrawMonitorToggles ( void )
{
INT32 i , y ;
INT32 sum = 0 ;
consvar_t * cv ;
boolean cheating = false ;
M_DrawGenericMenu ( ) ;
// Assumes all are cvar type.
for ( i = 0 ; i < currentMenu - > numitems ; + + i )
{
cv = ( consvar_t * ) currentMenu - > menuitems [ i ] . itemaction ;
sum + = cv - > value ;
if ( ! CV_IsSetToDefault ( cv ) )
cheating = true ;
}
for ( i = 0 ; i < currentMenu - > numitems ; + + i )
{
cv = ( consvar_t * ) currentMenu - > menuitems [ i ] . itemaction ;
y = currentMenu - > y + currentMenu - > menuitems [ i ] . alphaKey ;
M_DrawSlider ( currentMenu - > x + 20 , y , cv ) ;
if ( ! cv - > value )
V_DrawRightAlignedString ( 312 , y , V_OLDSPACING | ( ( i = = itemOn ) ? V_YELLOWMAP : 0 ) , " None " ) ;
else
V_DrawRightAlignedString ( 312 , y , V_OLDSPACING | ( ( i = = itemOn ) ? V_YELLOWMAP : 0 ) , va ( " %3d%% " , ( cv - > value * 100 ) / sum ) ) ;
}
if ( cheating )
V_DrawCenteredString ( BASEVIDWIDTH / 2 , currentMenu - > y , V_REDMAP , " * MODIFIED, CHEATS ENABLED * " ) ;
}
// =========
// Quit Game
// =========
static INT32 quitsounds [ ] =
{
// holy shit we're changing things up!
sfx_itemup , // Tails 11-09-99
sfx_jump , // Tails 11-09-99
sfx_skid , // Inu 04-03-13
sfx_spring , // Tails 11-09-99
sfx_pop ,
sfx_spdpad , // Inu 04-03-13
sfx_wdjump , // Inu 04-03-13
sfx_mswarp , // Inu 04-03-13
sfx_splash , // Tails 11-09-99
sfx_floush , // Tails 11-09-99
sfx_gloop , // Tails 11-09-99
sfx_s3k66 , // Inu 04-03-13
sfx_s3k6a , // Inu 04-03-13
sfx_s3k73 , // Inu 04-03-13
sfx_chchng // Tails 11-09-99
} ;
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_DrawScaledPatch ( 0 , 0 , 0 , W_CachePatchName ( " GAMEQUIT " , PU_CACHE ) ) ; // Demo 3 Quit Screen Tails 06-16-2001
I_FinishUpdate ( ) ; // Update the screen with the image Tails 06-19-2001
I_Sleep ( ) ;
}
}
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
// =====================================================================
# define FOG_COLOR_ITEM 1
// ===================
// M_OGL_DrawFogMenu()
// ===================
static void M_OGL_DrawFogMenu ( void )
{
INT32 mx , my ;
mx = currentMenu - > x ;
my = currentMenu - > y ;
M_DrawGenericMenu ( ) ; // use generic drawer for cursor, items and title
V_DrawString ( BASEVIDWIDTH - mx - V_StringWidth ( cv_grfogcolor . string , 0 ) ,
my + currentMenu - > menuitems [ FOG_COLOR_ITEM ] . alphaKey , V_YELLOWMAP , cv_grfogcolor . string ) ;
// blink cursor on FOG_COLOR_ITEM if selected
if ( itemOn = = FOG_COLOR_ITEM & & skullAnimCounter < 4 )
V_DrawCharacter ( BASEVIDWIDTH - mx ,
my + currentMenu - > menuitems [ FOG_COLOR_ITEM ] . alphaKey , ' _ ' | 0x80 , false ) ;
}
// =====================
// 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 ,
V_YELLOWMAP , " Gamma correction " ) ;
}
//===================
// M_HandleFogColor()
//===================
static void M_HandleFogColor ( INT32 choice )
{
size_t i , l ;
char temp [ 8 ] ;
boolean exitmenu = false ; // exit to previous menu and send name change
switch ( choice )
{
case KEY_DOWNARROW :
S_StartSound ( NULL , sfx_menu1 ) ;
itemOn + + ;
break ;
case KEY_UPARROW :
S_StartSound ( NULL , sfx_menu1 ) ;
itemOn - - ;
break ;
case KEY_ESCAPE :
S_StartSound ( NULL , sfx_menu1 ) ;
exitmenu = true ;
break ;
case KEY_BACKSPACE :
S_StartSound ( NULL , sfx_menu1 ) ;
strcpy ( temp , cv_grfogcolor . string ) ;
strcpy ( cv_grfogcolor . zstring , " 000000 " ) ;
l = strlen ( temp ) - 1 ;
for ( i = 0 ; i < l ; i + + )
cv_grfogcolor . zstring [ i + 6 - l ] = temp [ i ] ;
break ;
default :
if ( ( choice > = ' 0 ' & & choice < = ' 9 ' ) | | ( choice > = ' a ' & & choice < = ' f ' )
| | ( choice > = ' A ' & & choice < = ' F ' ) )
{
S_StartSound ( NULL , sfx_menu1 ) ;
strcpy ( temp , cv_grfogcolor . string ) ;
strcpy ( cv_grfogcolor . zstring , " 000000 " ) ;
l = strlen ( temp ) ;
for ( i = 0 ; i < l ; i + + )
cv_grfogcolor . zstring [ 5 - i ] = temp [ l - i ] ;
2016-05-29 01:23:46 +00:00
cv_grfogcolor . zstring [ 5 ] = ( char ) choice ;
2014-03-15 16:59:03 +00:00
}
break ;
}
if ( exitmenu )
{
if ( currentMenu - > prevMenu )
M_SetupNextMenu ( currentMenu - > prevMenu ) ;
else
M_ClearMenus ( true ) ;
}
}
# endif