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05e8ab9538
* Updated TODO * Moved ChangeLog to root * Updated ChangeLog * s/Foobar/Quake III Arena Source Code/ * Biggest patch EVAR. I wonder how many mail boxes this will fill...
329 lines
11 KiB
C
329 lines
11 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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/*
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=============================================================================
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SINGLE PLAYER SKILL MENU
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=============================================================================
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*/
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#include "ui_local.h"
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#define ART_FRAME "menu/art/cut_frame"
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#define ART_BACK "menu/art/back_0.tga"
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#define ART_BACK_FOCUS "menu/art/back_1.tga"
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#define ART_FIGHT "menu/art/fight_0"
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#define ART_FIGHT_FOCUS "menu/art/fight_1"
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#define ART_MAP_COMPLETE1 "menu/art/level_complete1"
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#define ART_MAP_COMPLETE2 "menu/art/level_complete2"
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#define ART_MAP_COMPLETE3 "menu/art/level_complete3"
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#define ART_MAP_COMPLETE4 "menu/art/level_complete4"
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#define ART_MAP_COMPLETE5 "menu/art/level_complete5"
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#define ID_BABY 10
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#define ID_EASY 11
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#define ID_MEDIUM 12
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#define ID_HARD 13
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#define ID_NIGHTMARE 14
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#define ID_BACK 15
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#define ID_FIGHT 16
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typedef struct {
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menuframework_s menu;
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menubitmap_s art_frame;
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menutext_s art_banner;
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menutext_s item_baby;
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menutext_s item_easy;
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menutext_s item_medium;
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menutext_s item_hard;
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menutext_s item_nightmare;
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menubitmap_s art_skillPic;
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menubitmap_s item_back;
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menubitmap_s item_fight;
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const char *arenaInfo;
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qhandle_t skillpics[5];
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sfxHandle_t nightmareSound;
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sfxHandle_t silenceSound;
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} skillMenuInfo_t;
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static skillMenuInfo_t skillMenuInfo;
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static void SetSkillColor( int skill, vec4_t color ) {
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switch( skill ) {
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case 1:
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skillMenuInfo.item_baby.color = color;
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break;
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case 2:
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skillMenuInfo.item_easy.color = color;
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break;
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case 3:
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skillMenuInfo.item_medium.color = color;
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break;
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case 4:
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skillMenuInfo.item_hard.color = color;
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break;
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case 5:
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skillMenuInfo.item_nightmare.color = color;
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break;
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default:
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break;
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}
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}
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/*
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=================
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UI_SPSkillMenu_SkillEvent
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=================
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*/
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static void UI_SPSkillMenu_SkillEvent( void *ptr, int notification ) {
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int id;
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int skill;
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if (notification != QM_ACTIVATED)
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return;
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SetSkillColor( (int)trap_Cvar_VariableValue( "g_spSkill" ), color_red );
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id = ((menucommon_s*)ptr)->id;
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skill = id - ID_BABY + 1;
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trap_Cvar_SetValue( "g_spSkill", skill );
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SetSkillColor( skill, color_white );
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skillMenuInfo.art_skillPic.shader = skillMenuInfo.skillpics[skill - 1];
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if( id == ID_NIGHTMARE ) {
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trap_S_StartLocalSound( skillMenuInfo.nightmareSound, CHAN_ANNOUNCER );
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}
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else {
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trap_S_StartLocalSound( skillMenuInfo.silenceSound, CHAN_ANNOUNCER );
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}
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}
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/*
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=================
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UI_SPSkillMenu_FightEvent
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=================
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*/
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static void UI_SPSkillMenu_FightEvent( void *ptr, int notification ) {
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if (notification != QM_ACTIVATED)
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return;
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UI_SPArena_Start( skillMenuInfo.arenaInfo );
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}
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/*
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=================
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UI_SPSkillMenu_BackEvent
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=================
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*/
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static void UI_SPSkillMenu_BackEvent( void* ptr, int notification ) {
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if (notification != QM_ACTIVATED) {
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return;
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}
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trap_S_StartLocalSound( skillMenuInfo.silenceSound, CHAN_ANNOUNCER );
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UI_PopMenu();
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}
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/*
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=================
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UI_SPSkillMenu_Key
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=================
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*/
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static sfxHandle_t UI_SPSkillMenu_Key( int key ) {
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if( key == K_MOUSE2 || key == K_ESCAPE ) {
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trap_S_StartLocalSound( skillMenuInfo.silenceSound, CHAN_ANNOUNCER );
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}
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return Menu_DefaultKey( &skillMenuInfo.menu, key );
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}
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/*
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=================
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UI_SPSkillMenu_Cache
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=================
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*/
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void UI_SPSkillMenu_Cache( void ) {
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trap_R_RegisterShaderNoMip( ART_FRAME );
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trap_R_RegisterShaderNoMip( ART_BACK );
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trap_R_RegisterShaderNoMip( ART_BACK_FOCUS );
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trap_R_RegisterShaderNoMip( ART_FIGHT );
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trap_R_RegisterShaderNoMip( ART_FIGHT_FOCUS );
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skillMenuInfo.skillpics[0] = trap_R_RegisterShaderNoMip( ART_MAP_COMPLETE1 );
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skillMenuInfo.skillpics[1] = trap_R_RegisterShaderNoMip( ART_MAP_COMPLETE2 );
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skillMenuInfo.skillpics[2] = trap_R_RegisterShaderNoMip( ART_MAP_COMPLETE3 );
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skillMenuInfo.skillpics[3] = trap_R_RegisterShaderNoMip( ART_MAP_COMPLETE4 );
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skillMenuInfo.skillpics[4] = trap_R_RegisterShaderNoMip( ART_MAP_COMPLETE5 );
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skillMenuInfo.nightmareSound = trap_S_RegisterSound( "sound/misc/nightmare.wav", qfalse );
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skillMenuInfo.silenceSound = trap_S_RegisterSound( "sound/misc/silence.wav", qfalse );
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}
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/*
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=================
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UI_SPSkillMenu_Init
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=================
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*/
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static void UI_SPSkillMenu_Init( void ) {
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int skill;
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memset( &skillMenuInfo, 0, sizeof(skillMenuInfo) );
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skillMenuInfo.menu.fullscreen = qtrue;
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skillMenuInfo.menu.key = UI_SPSkillMenu_Key;
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UI_SPSkillMenu_Cache();
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skillMenuInfo.art_frame.generic.type = MTYPE_BITMAP;
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skillMenuInfo.art_frame.generic.name = ART_FRAME;
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skillMenuInfo.art_frame.generic.flags = QMF_LEFT_JUSTIFY|QMF_INACTIVE;
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skillMenuInfo.art_frame.generic.x = 142;
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skillMenuInfo.art_frame.generic.y = 118;
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skillMenuInfo.art_frame.width = 359;
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skillMenuInfo.art_frame.height = 256;
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skillMenuInfo.art_banner.generic.type = MTYPE_BTEXT;
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skillMenuInfo.art_banner.generic.flags = QMF_CENTER_JUSTIFY;
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skillMenuInfo.art_banner.generic.x = 320;
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skillMenuInfo.art_banner.generic.y = 16;
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skillMenuInfo.art_banner.string = "DIFFICULTY";
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skillMenuInfo.art_banner.color = color_white;
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skillMenuInfo.art_banner.style = UI_CENTER;
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skillMenuInfo.item_baby.generic.type = MTYPE_PTEXT;
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skillMenuInfo.item_baby.generic.flags = QMF_CENTER_JUSTIFY|QMF_PULSEIFFOCUS;
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skillMenuInfo.item_baby.generic.x = 320;
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skillMenuInfo.item_baby.generic.y = 170;
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skillMenuInfo.item_baby.generic.callback = UI_SPSkillMenu_SkillEvent;
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skillMenuInfo.item_baby.generic.id = ID_BABY;
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skillMenuInfo.item_baby.string = "I Can Win";
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skillMenuInfo.item_baby.color = color_red;
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skillMenuInfo.item_baby.style = UI_CENTER;
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skillMenuInfo.item_easy.generic.type = MTYPE_PTEXT;
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skillMenuInfo.item_easy.generic.flags = QMF_CENTER_JUSTIFY|QMF_PULSEIFFOCUS;
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skillMenuInfo.item_easy.generic.x = 320;
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skillMenuInfo.item_easy.generic.y = 198;
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skillMenuInfo.item_easy.generic.callback = UI_SPSkillMenu_SkillEvent;
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skillMenuInfo.item_easy.generic.id = ID_EASY;
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skillMenuInfo.item_easy.string = "Bring It On";
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skillMenuInfo.item_easy.color = color_red;
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skillMenuInfo.item_easy.style = UI_CENTER;
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skillMenuInfo.item_medium.generic.type = MTYPE_PTEXT;
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skillMenuInfo.item_medium.generic.flags = QMF_CENTER_JUSTIFY|QMF_PULSEIFFOCUS;
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skillMenuInfo.item_medium.generic.x = 320;
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skillMenuInfo.item_medium.generic.y = 227;
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skillMenuInfo.item_medium.generic.callback = UI_SPSkillMenu_SkillEvent;
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skillMenuInfo.item_medium.generic.id = ID_MEDIUM;
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skillMenuInfo.item_medium.string = "Hurt Me Plenty";
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skillMenuInfo.item_medium.color = color_red;
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skillMenuInfo.item_medium.style = UI_CENTER;
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skillMenuInfo.item_hard.generic.type = MTYPE_PTEXT;
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skillMenuInfo.item_hard.generic.flags = QMF_CENTER_JUSTIFY|QMF_PULSEIFFOCUS;
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skillMenuInfo.item_hard.generic.x = 320;
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skillMenuInfo.item_hard.generic.y = 255;
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skillMenuInfo.item_hard.generic.callback = UI_SPSkillMenu_SkillEvent;
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skillMenuInfo.item_hard.generic.id = ID_HARD;
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skillMenuInfo.item_hard.string = "Hardcore";
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skillMenuInfo.item_hard.color = color_red;
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skillMenuInfo.item_hard.style = UI_CENTER;
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skillMenuInfo.item_nightmare.generic.type = MTYPE_PTEXT;
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skillMenuInfo.item_nightmare.generic.flags = QMF_CENTER_JUSTIFY|QMF_PULSEIFFOCUS;
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skillMenuInfo.item_nightmare.generic.x = 320;
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skillMenuInfo.item_nightmare.generic.y = 283;
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skillMenuInfo.item_nightmare.generic.callback = UI_SPSkillMenu_SkillEvent;
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skillMenuInfo.item_nightmare.generic.id = ID_NIGHTMARE;
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skillMenuInfo.item_nightmare.string = "NIGHTMARE!";
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skillMenuInfo.item_nightmare.color = color_red;
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skillMenuInfo.item_nightmare.style = UI_CENTER;
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skillMenuInfo.item_back.generic.type = MTYPE_BITMAP;
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skillMenuInfo.item_back.generic.name = ART_BACK;
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skillMenuInfo.item_back.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS;
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skillMenuInfo.item_back.generic.x = 0;
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skillMenuInfo.item_back.generic.y = 480-64;
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skillMenuInfo.item_back.generic.callback = UI_SPSkillMenu_BackEvent;
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skillMenuInfo.item_back.generic.id = ID_BACK;
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skillMenuInfo.item_back.width = 128;
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skillMenuInfo.item_back.height = 64;
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skillMenuInfo.item_back.focuspic = ART_BACK_FOCUS;
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skillMenuInfo.art_skillPic.generic.type = MTYPE_BITMAP;
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skillMenuInfo.art_skillPic.generic.flags = QMF_LEFT_JUSTIFY|QMF_INACTIVE;
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skillMenuInfo.art_skillPic.generic.x = 320-64;
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skillMenuInfo.art_skillPic.generic.y = 368;
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skillMenuInfo.art_skillPic.width = 128;
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skillMenuInfo.art_skillPic.height = 96;
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skillMenuInfo.item_fight.generic.type = MTYPE_BITMAP;
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skillMenuInfo.item_fight.generic.name = ART_FIGHT;
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skillMenuInfo.item_fight.generic.flags = QMF_RIGHT_JUSTIFY|QMF_PULSEIFFOCUS;
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skillMenuInfo.item_fight.generic.callback = UI_SPSkillMenu_FightEvent;
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skillMenuInfo.item_fight.generic.id = ID_FIGHT;
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skillMenuInfo.item_fight.generic.x = 640;
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skillMenuInfo.item_fight.generic.y = 480-64;
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skillMenuInfo.item_fight.width = 128;
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skillMenuInfo.item_fight.height = 64;
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skillMenuInfo.item_fight.focuspic = ART_FIGHT_FOCUS;
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Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.art_frame );
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Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.art_banner );
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Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_baby );
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Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_easy );
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Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_medium );
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Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_hard );
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Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_nightmare );
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Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.art_skillPic );
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Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_back );
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Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_fight );
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skill = (int)Com_Clamp( 1, 5, trap_Cvar_VariableValue( "g_spSkill" ) );
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SetSkillColor( skill, color_white );
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skillMenuInfo.art_skillPic.shader = skillMenuInfo.skillpics[skill - 1];
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if( skill == 5 ) {
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trap_S_StartLocalSound( skillMenuInfo.nightmareSound, CHAN_ANNOUNCER );
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}
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}
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void UI_SPSkillMenu( const char *arenaInfo ) {
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UI_SPSkillMenu_Init();
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skillMenuInfo.arenaInfo = arenaInfo;
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UI_PushMenu( &skillMenuInfo.menu );
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Menu_SetCursorToItem( &skillMenuInfo.menu, &skillMenuInfo.item_fight );
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}
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