mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 08:52:00 +00:00
- implemented the Shadow Warrior menu interface.
This commit is contained in:
parent
d40cdd0af4
commit
79ced02d36
11 changed files with 419 additions and 616 deletions
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@ -55,6 +55,7 @@
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void RegisterDukeMenus();
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void RegisterRedneckMenus();
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void RegisterBloodMenus();
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void RegisterSWMenus();
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void RegisterLoadsaveMenus();
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extern bool rotatesprite_2doverride;
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bool help_disabled, credits_disabled;
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@ -913,6 +914,7 @@ void M_Init (void)
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RegisterDukeMenus();
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RegisterRedneckMenus();
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RegisterBloodMenus();
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RegisterSWMenus();
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RegisterLoadsaveMenus();
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timerSetCallback(M_Ticker);
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M_ParseMenuDefs();
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@ -705,403 +705,3 @@ CCMD(quickload)
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});
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M_ActivateMenu(newmenu);
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}
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#if 0
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// Duke
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if ((buttonMap.ButtonDown(gamefunc_Quick_Load) || g_doQuickSave == 2) && (myplayer.gm & MODE_GAME))
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{
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buttonMap.ClearButton(gamefunc_Quick_Load);
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g_doQuickSave = 0;
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if (g_quickload == nullptr || !g_quickload->isValid())
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{
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C_DoCommand("openloadmenu");
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}
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else if (g_quickload->isValid())
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{
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inputState.keyFlushChars();
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inputState.ClearKeysDown();
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if (G_LoadPlayerMaybeMulti(*g_quickload) != 0)
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g_quickload->reset();
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}
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}
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if ((buttonMap.ButtonDown(gamefunc_Quick_Save) || g_doQuickSave == 1) && (myplayer.gm & MODE_GAME))
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{
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buttonMap.ClearButton(gamefunc_Quick_Save);
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g_doQuickSave = 0;
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if (!g_lastusersave.isValid())
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{
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C_DoCommand("opensavemenu");
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return;
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}
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inputState.keyFlushChars();
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if (sprite[myplayer.i].extra <= 0)
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{
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P_DoQuote(QUOTE_SAVE_DEAD, &myplayer);
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return;
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}
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g_screenCapture = 1;
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G_DrawRooms(myconnectindex, 65536);
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g_screenCapture = 0;
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if (g_lastusersave.isValid())
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{
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savebrief_t& sv = g_lastusersave;
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// dirty hack... char 127 in last position indicates an auto-filled name
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if (sv.name[MAXSAVEGAMENAME] == 127)
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{
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strncpy(sv.name, g_mapInfo[ud.volume_number * MAXLEVELS + ud.level_number].name, MAXSAVEGAMENAME);
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sv.name[MAXSAVEGAMENAME] = 127;
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}
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g_quickload = &sv;
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G_SavePlayerMaybeMulti(sv);
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}
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}
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// handle CON_SAVE and CON_SAVENN
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if (g_saveRequested)
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{
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inputState.keyFlushChars();
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videoNextPage();
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g_screenCapture = 1;
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G_DrawRooms(myconnectindex, 65536);
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g_screenCapture = 0;
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G_SavePlayerMaybeMulti(g_lastautosave, true);
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g_quickload = &g_lastautosave;
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OSD_Printf("Saved: %s\n", g_lastautosave.path);
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g_saveRequested = false;
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}
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// RR
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if ((buttonMap.ButtonDown(gamefunc_Quick_Load) || g_doQuickSave == 2) && (!RRRA || ud.player_skill != 4) && (!RR || RRRA || ud.player_skill != 5) && (g_player[myconnectindex].ps->gm & MODE_GAME))
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{
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buttonMap.ClearButton(gamefunc_Quick_Load);
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g_doQuickSave = 0;
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if (g_quickload == nullptr || !g_quickload->isValid())
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{
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C_DoCommand("openloadmenu");
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}
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else if (g_quickload->isValid())
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{
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inputState.keyFlushChars();
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inputState.ClearKeysDown();
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S_PauseSounds(true);
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if (G_LoadPlayerMaybeMulti(*g_quickload) != 0)
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g_quickload->reset();
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}
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}
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if ((buttonMap.ButtonDown(gamefunc_Quick_Save) || g_doQuickSave == 1) && (!RRRA || ud.player_skill != 4) && (!RR || RRRA || ud.player_skill != 5) && (g_player[myconnectindex].ps->gm & MODE_GAME))
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{
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buttonMap.ClearButton(gamefunc_Quick_Save);
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g_doQuickSave = 0;
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if (!g_lastusersave.isValid())
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{
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C_DoCommand("opensavemenu");
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return;
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}
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inputState.keyFlushChars();
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if (sprite[g_player[myconnectindex].ps->i].extra <= 0)
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{
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P_DoQuote(QUOTE_SAVE_DEAD, g_player[myconnectindex].ps);
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return;
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}
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g_screenCapture = 1;
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G_DrawRooms(myconnectindex, 65536);
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g_screenCapture = 0;
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if (g_lastusersave.isValid())
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{
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savebrief_t& sv = g_lastusersave;
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// dirty hack... char 127 in last position indicates an auto-filled name
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if (sv.name[MAXSAVEGAMENAME] == 127)
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{
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strncpy(sv.name, g_mapInfo[ud.volume_number * MAXLEVELS + ud.level_number].name, MAXSAVEGAMENAME);
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sv.name[MAXSAVEGAMENAME] = 127;
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}
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g_quickload = &sv;
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G_SavePlayerMaybeMulti(sv);
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}
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}
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// sw
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SWBOOL DoQuickSave(short save_num)
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{
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PauseAction();
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if (SaveGame(save_num) != -1)
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{
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QuickLoadNum = save_num;
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LastSaveNum = -1;
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return FALSE;
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}
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return TRUE;
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}
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SWBOOL DoQuickLoad()
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{
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inputState.ClearKeysDown();
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PauseAction();
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ReloadPrompt = FALSE;
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if (LoadGame(QuickLoadNum) == -1)
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{
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return FALSE;
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}
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ready2send = 1;
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LastSaveNum = -1;
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return TRUE;
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}
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// F6 quick save
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if (inputState.GetKeyStatus(KEYSC_F6))
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{
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inputState.ClearKeyStatus(KEYSC_F6);
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if (!TEST(pp->Flags, PF_DEAD))
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{
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if (QuickLoadNum < 0)
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{
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inputState.SetKeyStatus(sc_Escape);
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ControlPanelType = ct_savemenu;
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}
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else
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{
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inputState.ClearAllInput();
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DoQuickSave(QuickLoadNum);
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ResumeAction();
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}
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}
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}
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// F9 quick load
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if (inputState.GetKeyStatus(KEYSC_F9))
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{
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inputState.ClearKeyStatus(KEYSC_F9);
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if (!TEST(pp->Flags, PF_DEAD))
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{
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if (QuickLoadNum < 0)
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{
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inputState.SetKeyStatus(sc_Escape);
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ControlPanelType = ct_loadmenu;
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}
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else
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{
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DoQuickLoad();
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ResumeAction();
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}
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}
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}
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////////////////////////////////////////////////
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// Load Game menu
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// This function gets called whenever you
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// press enter on one of the load game
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// spots.
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// I'm figuring it need to do the following:
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// . Load the game if there is one by calling: MNU_LoadGameCustom.
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////////////////////////////////////////////////
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SWBOOL MNU_GetLoadCustom(void)
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{
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short load_num;
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load_num = currentmenu->cursor;
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// no saved game exists - don't do anything
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if (SaveGameDescr[load_num][0] == '\0')
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return FALSE;
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if (InMenuLevel || DemoMode || DemoPlaying)
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{
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LoadSaveMsg("Loading...");
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if (LoadGame(load_num) == -1)
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return FALSE;
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QuickLoadNum = load_num;
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// the (Quick)Save menu should default to the last loaded game
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SaveGameGroup.cursor = load_num;
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ExitMenus();
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ExitLevel = TRUE;
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LoadGameOutsideMoveLoop = TRUE;
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if (DemoMode || DemoPlaying)
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LoadGameFromDemo = TRUE;
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return TRUE;
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}
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LoadSaveMsg("Loading...");
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PauseAction();
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if (LoadGame(load_num) == -1)
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{
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ResumeAction();
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return FALSE;
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}
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QuickLoadNum = load_num;
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// the (Quick)Save menu should default to the last loaded game
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SaveGameGroup.cursor = load_num;
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ready2send = 1;
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LastSaveNum = -1;
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ExitMenus();
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if (DemoMode)
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{
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ExitLevel = TRUE;
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DemoPlaying = FALSE;
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}
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return TRUE;
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}
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////////////////////////////////////////////////
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// Save Game menu
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// This function gets called whenever you
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// press enter on one of the save game
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// spots.
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// I'm figuring it need to do the following:
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// . Call MNU_GetInput to allow string input of description.
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// . Save the game if there is one by calling: MNU_SaveGameCustom.
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////////////////////////////////////////////////
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SWBOOL MNU_GetSaveCustom(void)
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{
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short save_num;
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extern SWBOOL InMenuLevel, LoadGameOutsideMoveLoop;
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save_num = currentmenu->cursor;
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if (InMenuLevel)
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return FALSE;
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if (MenuInputMode)
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{
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LoadSaveMsg("Saving...");
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if (DoQuickSave(save_num) == FALSE)
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{
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LoadGameGroup.cursor = save_num;
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}
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ResumeAction();
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ExitMenus();
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// toggle edit mode
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MenuInputMode = FALSE;
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}
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else
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{
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strcpy(BackupSaveGameDescr, SaveGameDescr[save_num]);
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// clear keyboard buffer
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while (inputState.keyBufferWaiting())
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{
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if (inputState.keyGetChar() == 0)
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inputState.keyGetChar();
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}
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// toggle edit mode
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MenuInputMode = TRUE;
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}
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return TRUE;
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}
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// Blood
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static void DoQuickLoad(void)
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{
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if (!gGameMenuMgr.m_bActive)
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{
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if (gQuickLoadSlot != -1)
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{
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QuickLoadGame();
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return;
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}
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if (gQuickLoadSlot == -1 && gQuickSaveSlot != -1)
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{
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gQuickLoadSlot = gQuickSaveSlot;
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QuickLoadGame();
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return;
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}
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gGameMenuMgr.Push(&menuLoadGame, -1);
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}
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}
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static void DoQuickSave(void)
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{
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if (gGameStarted && !gGameMenuMgr.m_bActive && gPlayer[myconnectindex].pXSprite->health != 0)
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{
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if (gQuickSaveSlot != -1)
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{
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QuickSaveGame();
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return;
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}
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gGameMenuMgr.Push(&menuSaveGame, -1);
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}
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}
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if (gDoQuickSave)
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{
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inputState.keyFlushScans();
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switch (gDoQuickSave)
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{
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case 1:
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DoQuickSave();
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break;
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case 2:
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DoQuickLoad();
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break;
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}
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gDoQuickSave = 0;
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return;
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}
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case sc_F6:
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inputState.keyFlushScans();
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DoQuickSave();
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break;
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case sc_F9:
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inputState.keyFlushScans();
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DoQuickLoad();
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break;
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#endif
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@ -1390,25 +1390,6 @@ static void Menu_PreDraw(MenuID_t cm, MenuEntry_t *entry, const vec2_t origin)
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switch (cm)
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{
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case MENU_MAIN_INGAME:
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l += 4;
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fallthrough__;
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case MENU_MAIN:
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if (RR)
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{
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if (RRRA)
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rotatesprite_fs(origin.x + ((MENU_MARGIN_CENTER-5)<<16), origin.y + ((57+l)<<16), 16592L,0,THREEDEE,0,0,10);
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else
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rotatesprite_fs(origin.x + ((MENU_MARGIN_CENTER+5)<<16), origin.y + ((24+l)<<16), 23592L,0,INGAMEDUKETHREEDEE,0,0,10);
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}
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else
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{
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rotatesprite_fs(origin.x + (MENU_MARGIN_CENTER<<16), origin.y + ((28+l)<<16), 65536L,0,INGAMEDUKETHREEDEE,0,0,10);
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if (PLUTOPAK) // JBF 20030804
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rotatesprite_fs(origin.x + ((MENU_MARGIN_CENTER+100)<<16), origin.y + (36<<16), 65536L,0,PLUTOPAKSPRITE+2,(sintable[((int32_t) totalclock<<4)&2047]>>11),0,2+8);
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}
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break;
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case MENU_CDPLAYER:
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rotatesprite_fs(origin.x + (MENU_MARGIN_CENTER<<16), origin.y+(100<<16),32768L,0,CDPLAYER,16,0,10);
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break;
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@ -102,6 +102,7 @@ set( PCH_SOURCES
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src/zilla.cpp
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src/zombie.cpp
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src/swcvar.cpp
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src/d_menu.cpp
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)
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279
source/sw/src/d_menu.cpp
Normal file
279
source/sw/src/d_menu.cpp
Normal file
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@ -0,0 +1,279 @@
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2016 EDuke32 developers and contributors
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Copyright (C) 2019 Christoph Oelckers
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|
||||
This is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License version 2
|
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as published by the Free Software Foundation.
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||||
|
||||
This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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||||
|
||||
See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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||||
*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "osd.h"
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#include "keys.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "tags.h"
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#include "sector.h"
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#include "sprite.h"
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#include "weapon.h"
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#include "player.h"
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#include "jsector.h"
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#include "control.h"
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#include "menus.h"
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#include "sw_strs.h"
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#include "pal.h"
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#include "demo.h"
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#include "input.h"
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#include "keydef.h"
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#include "gamecontrol.h"
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#include "gamedefs.h"
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#include "config.h"
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#include "network.h"
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#include "fx_man.h"
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#include "music.h"
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#include "text.h"
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#include "version.h"
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#include "network.h"
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#include "colormap.h"
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#include "config.h"
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#include "menu/menu.h"
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#include "../../glbackend/glbackend.h"
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BEGIN_SW_NS
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||||
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int handle1;
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||||
|
||||
void Menu_Init(void)
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||||
{
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||||
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||||
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||||
}
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//----------------------------------------------------------------------------
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//
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||||
// Implements the native looking menu used for the main menu
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// and the episode/skill selection screens, i.e. the parts
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||||
// that need to look authentic
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//
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//----------------------------------------------------------------------------
|
||||
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class SWMainMenu : public DListMenu
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||||
{
|
||||
void PreDraw() override
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||||
{
|
||||
rotatesprite(160, 15, 65536, 0, pic_shadow_warrior,
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||||
m_defshade, 0, ROTATE_SPRITE_SCREEN_CLIP, 0, 0, xdim - 1, ydim - 1);
|
||||
}
|
||||
};
|
||||
|
||||
static bool DidOrderSound;
|
||||
static int zero = 0;
|
||||
class SWOrderMenu : public DImageScrollerMenu
|
||||
{
|
||||
public:
|
||||
SWOrderMenu()
|
||||
{
|
||||
if (SW_SHAREWARE && !DidOrderSound)
|
||||
{
|
||||
DidOrderSound = true;
|
||||
int choose_snd = STD_RANDOM_RANGE(1000);
|
||||
if (choose_snd > 500)
|
||||
PlaySound(DIGI_WANGORDER1, &zero, &zero, &zero, v3df_dontpan);
|
||||
else
|
||||
PlaySound(DIGI_WANGORDER2, &zero, &zero, &zero, v3df_dontpan);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// Menu related game interface functions
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void GameInterface::DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags)
|
||||
{
|
||||
short w, h;
|
||||
switch (fontnum)
|
||||
{
|
||||
case NIT_BigFont:
|
||||
MNU_MeasureStringLarge(text, &w, &h);
|
||||
if (flags & LMF_Centered) xpos -= w/2;
|
||||
MNU_DrawStringLarge(short(xpos), short(ypos), text, state == NIT_InactiveState? 20 : 0);
|
||||
break;
|
||||
|
||||
case NIT_SmallFont:
|
||||
MNU_MeasureString(text, &w, &h);
|
||||
if (flags & LMF_Centered) xpos -= w/2;
|
||||
MNU_DrawString(short(xpos), short(ypos), text, state == NIT_InactiveState? 20 : 0, 16);
|
||||
break;
|
||||
|
||||
case NIT_TinyFont:
|
||||
MNU_MeasureSmallString(text, &w, &h);
|
||||
if (flags & LMF_Centered) xpos -= w/2;
|
||||
MNU_DrawSmallString(short(xpos), short(ypos), text, state == NIT_InactiveState? 20 : 0, 16);
|
||||
break;
|
||||
}
|
||||
if (state == NIT_SelectedState)
|
||||
{
|
||||
int x = int(xpos), y = int(ypos);
|
||||
int scale = 65536;
|
||||
short w,h;
|
||||
|
||||
if (text)
|
||||
{
|
||||
scale /= 2;
|
||||
x -= mulscale17(tilesiz[pic_yinyang].x,scale) + 2;
|
||||
y += 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
scale -= (1<<13);
|
||||
x -= ((tilesiz[pic_yinyang].x) / 2) - 3;
|
||||
y += 8;
|
||||
}
|
||||
|
||||
rotatesprite(x << 16, y << 16,
|
||||
scale, 0, pic_yinyang, 2, 0, MenuDrawFlags, 0, 0, xdim - 1, ydim - 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void GameInterface::MenuOpened()
|
||||
{
|
||||
}
|
||||
|
||||
void GameInterface::MenuSound(EMenuSounds snd)
|
||||
{
|
||||
switch (snd)
|
||||
{
|
||||
case CursorSound:
|
||||
PlaySound(DIGI_STAR,&zero,&zero,&zero,v3df_dontpan);
|
||||
break;
|
||||
|
||||
case AdvanceSound:
|
||||
PlaySound(DIGI_SWORDSWOOSH,&zero,&zero,&zero,v3df_dontpan);
|
||||
break;
|
||||
|
||||
case CloseSound:
|
||||
PlaySound(DIGI_STARCLINK,&zero,&zero,&zero,v3df_dontpan);
|
||||
break;
|
||||
|
||||
default:
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void GameInterface::MenuClosed()
|
||||
{
|
||||
if (!LoadGameOutsideMoveLoop)
|
||||
{
|
||||
ResumeGame();
|
||||
SetRedrawScreen(&Player[myconnectindex]);
|
||||
}
|
||||
}
|
||||
|
||||
extern SWBOOL InMenuLevel;
|
||||
extern SWBOOL DemoMode;
|
||||
extern SWBOOL ExitLevel, NewGame;
|
||||
|
||||
bool GameInterface::CanSave()
|
||||
{
|
||||
return (!CommEnabled && numplayers ==1 && !DemoMode && !InMenuLevel && !TEST(Player[myconnectindex].Flags, PF_DEAD));
|
||||
}
|
||||
|
||||
void GameInterface::StartGame(FGameStartup& gs)
|
||||
{
|
||||
PLAYERp pp = Player + screenpeek;
|
||||
int handle = 0;
|
||||
int zero = 0;
|
||||
|
||||
// always assumed that a demo is playing
|
||||
|
||||
ready2send = 0;
|
||||
|
||||
if (gs.Episode >= 1)
|
||||
Level = 5;
|
||||
else
|
||||
Level = 1;
|
||||
|
||||
DemoPlaying = FALSE;
|
||||
ExitLevel = TRUE;
|
||||
NewGame = TRUE;
|
||||
DemoMode = FALSE;
|
||||
CameraTestMode = FALSE;
|
||||
Skill = gs.Skill;
|
||||
|
||||
//InitNewGame();
|
||||
|
||||
if (Skill == 0)
|
||||
handle = PlaySound(DIGI_TAUNTAI3,&zero,&zero,&zero,v3df_none);
|
||||
else if (Skill == 1)
|
||||
handle = PlaySound(DIGI_NOFEAR,&zero,&zero,&zero,v3df_none);
|
||||
else if (Skill == 2)
|
||||
handle = PlaySound(DIGI_WHOWANTSWANG,&zero,&zero,&zero,v3df_none);
|
||||
else if (Skill == 3)
|
||||
handle = PlaySound(DIGI_NOPAIN,&zero,&zero,&zero,v3df_none);
|
||||
|
||||
if (handle > FX_Ok)
|
||||
while (FX_SoundActive(handle))
|
||||
handleevents();
|
||||
}
|
||||
|
||||
FSavegameInfo GameInterface::GetSaveSig()
|
||||
{
|
||||
return { SAVESIG_SW, MINSAVEVER_SW, SAVEVER_SW };
|
||||
}
|
||||
|
||||
void GameInterface::DrawMenuCaption(const DVector2& origin, const char* text)
|
||||
{
|
||||
short w, h;
|
||||
// Draw the backdrop bar
|
||||
rotatesprite(10 << 16, (5-3) << 16, 65536, 0, 2427,
|
||||
2, 0, MenuDrawFlags|ROTATE_SPRITE_CORNER, 0, 0, xdim - 1, ydim - 1);
|
||||
MNU_MeasureStringLarge(text, &w, &h);
|
||||
MNU_DrawString(TEXT_XCENTER(w), 5, text, 1, 16);
|
||||
}
|
||||
|
||||
void GameInterface::DrawCenteredTextScreen(const DVector2 &origin, const char *text, int position)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
END_SW_NS
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// Class registration
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
|
||||
static TMenuClassDescriptor<ShadowWarrior::SWMainMenu> _mm("ShadowWarrior.MainMenu");
|
||||
static TMenuClassDescriptor<ShadowWarrior::SWOrderMenu> _so("ShadowWarrior.OrderMenu");
|
||||
|
||||
void RegisterSWMenus()
|
||||
{
|
||||
menuClasses.Push(&_mm);
|
||||
menuClasses.Push(&_so);
|
||||
}
|
|
@ -2381,7 +2381,18 @@ struct GameInterface : ::GameInterface
|
|||
bool validate_hud(int) override;
|
||||
void set_hud_layout(int size) override;
|
||||
void set_hud_scale(int size) override;
|
||||
void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) override;
|
||||
void MenuOpened() override;
|
||||
void MenuSound(EMenuSounds snd) override;
|
||||
void MenuClosed() override;
|
||||
bool CanSave() override;
|
||||
void StartGame(FGameStartup& gs) override;
|
||||
FSavegameInfo GetSaveSig() override;
|
||||
void DrawMenuCaption(const DVector2& origin, const char* text) override;
|
||||
void DrawCenteredTextScreen(const DVector2& origin, const char* text, int position) override;
|
||||
bool LoadGame(FSaveGameNode* sv) override;
|
||||
bool SaveGame(FSaveGameNode* sv) override;
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -634,6 +634,36 @@ void DoPaletteFlash(PLAYERp pp)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL MNU_ShareWareMessage()
|
||||
{
|
||||
const char* extra_text;
|
||||
short w, h;
|
||||
|
||||
if (SW_SHAREWARE)
|
||||
{
|
||||
extra_text = "Be sure to call 800-3DREALMS today";
|
||||
MNU_MeasureString(extra_text, &w, &h);
|
||||
MNU_DrawString(TEXT_XCENTER(w), 110, extra_text, 1, 16);
|
||||
extra_text = "and order the game.";
|
||||
MNU_MeasureString(extra_text, &w, &h);
|
||||
MNU_DrawString(TEXT_XCENTER(w), 120, extra_text, 1, 16);
|
||||
extra_text = "You are only playing the first ";
|
||||
MNU_MeasureString(extra_text, &w, &h);
|
||||
MNU_DrawString(TEXT_XCENTER(w), 130, extra_text, 1, 16);
|
||||
extra_text = "four levels, and are missing most";
|
||||
MNU_MeasureString(extra_text, &w, &h);
|
||||
MNU_DrawString(TEXT_XCENTER(w), 140, extra_text, 1, 16);
|
||||
extra_text = "of the game, weapons and monsters.";
|
||||
MNU_MeasureString(extra_text, &w, &h);
|
||||
MNU_DrawString(TEXT_XCENTER(w), 150, extra_text, 1, 16);
|
||||
extra_text = "See the ordering information.";
|
||||
MNU_MeasureString(extra_text, &w, &h);
|
||||
MNU_DrawString(TEXT_XCENTER(w), 160, extra_text, 1, 16);
|
||||
//SET(item->flags, mf_disabled);
|
||||
}
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
||||
# if 0
|
||||
|
||||
|
@ -2105,47 +2135,6 @@ ExitMenus(void)
|
|||
}
|
||||
|
||||
SWBOOL
|
||||
MNU_StartGame(void)
|
||||
{
|
||||
PLAYERp pp = Player + screenpeek;
|
||||
int handle = 0;
|
||||
int zero = 0;
|
||||
|
||||
// always assumed that a demo is playing
|
||||
|
||||
ready2send = 0;
|
||||
Skill = currentmenu->cursor;
|
||||
|
||||
if (EpisodeMenuSelection >= 1)
|
||||
Level = 5;
|
||||
else
|
||||
Level = 1;
|
||||
|
||||
ExitMenus();
|
||||
DemoPlaying = FALSE;
|
||||
ExitLevel = TRUE;
|
||||
NewGame = TRUE;
|
||||
DemoMode = FALSE;
|
||||
CameraTestMode = FALSE;
|
||||
|
||||
//InitNewGame();
|
||||
|
||||
if (Skill == 0)
|
||||
handle = PlaySound(DIGI_TAUNTAI3,&zero,&zero,&zero,v3df_none);
|
||||
else if (Skill == 1)
|
||||
handle = PlaySound(DIGI_NOFEAR,&zero,&zero,&zero,v3df_none);
|
||||
else if (Skill == 2)
|
||||
handle = PlaySound(DIGI_WHOWANTSWANG,&zero,&zero,&zero,v3df_none);
|
||||
else if (Skill == 3)
|
||||
handle = PlaySound(DIGI_NOPAIN,&zero,&zero,&zero,v3df_none);
|
||||
|
||||
if (handle > FX_Ok)
|
||||
while (FX_SoundActive(handle))
|
||||
handleevents();
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
void ResetMenuInput(void)
|
||||
{
|
||||
cust_callback = NULL;
|
||||
|
@ -4537,10 +4526,5 @@ void ResetPalette(PLAYERp pp)
|
|||
#endif
|
||||
// vim:ts=4:sw=4:enc=utf-8:
|
||||
|
||||
FSavegameInfo GameInterface::GetSaveSig()
|
||||
{
|
||||
return { SAVESIG_SW, MINSAVEVER_SW, SAVEVER_SW };
|
||||
}
|
||||
|
||||
|
||||
END_SW_NS
|
||||
|
|
|
@ -39,65 +39,6 @@ void MNU_DrawSmallString(short x, short y, const char* string, short shade, shor
|
|||
void MNU_MeasureStringLarge(const char* string, short* w, short* h);
|
||||
void MNU_DrawStringLarge(short x, short y, const char* string, int shade = 0);
|
||||
|
||||
|
||||
#if 0
|
||||
|
||||
typedef enum
|
||||
{
|
||||
ct_mainmenu, ct_savemenu, ct_loadmenu, ct_soundmenu, ct_optionmenu, ct_quickloadmenu,
|
||||
ct_quitmenu, ct_ordermenu, ct_episodemenu, ct_max
|
||||
} CTLType;
|
||||
|
||||
extern SWBOOL UsingMenus;
|
||||
extern int SENSITIVITY;
|
||||
extern CTLType ControlPanelType;
|
||||
extern int16_t MenuTextShade;
|
||||
extern int16_t MenuTextPalette;
|
||||
|
||||
// Prototypes
|
||||
//void MNU_DoMenu( CTLType type, PLAYERp pp );
|
||||
void MNU_InitMenus(void);
|
||||
//void (*CustomRefresh)(void);
|
||||
//void MNU_Refresh( void );
|
||||
void MNU_DrawMenu(void); // This is used in drawscreen to refresh menus in
|
||||
// multiplay situations.
|
||||
void MNU_CheckForMenus(void);
|
||||
void MNU_CheckForMenusAnyKey(void);
|
||||
|
||||
// Functions from my other engine
|
||||
//void Get_Palette (unsigned char *pal);
|
||||
//void Set_Palette(unsigned char *buff);
|
||||
//void Fade_Timer(int clicks);
|
||||
void FadeIn(unsigned char targetcolor, unsigned int clicks);
|
||||
void FadeOut(unsigned char targetcolor, unsigned int clicks);
|
||||
void ResetPalette(PLAYERp pp);
|
||||
|
||||
void ExitMenus(void);
|
||||
void ResetMenuInput(void);
|
||||
|
||||
extern SWBOOL BorderAdjust;
|
||||
|
||||
// Make memcpy an intrinsic function for an easy frame rate boost
|
||||
//#pragma intrinsic( memcpy );
|
||||
|
||||
// L O C A L V A R I A B L E S ////////////////////////////////////////////////////////////////
|
||||
|
||||
// Default menu pic brightness
|
||||
#define m_defshade 2
|
||||
|
||||
#define FLASHTIME 60 // One second per icon flash
|
||||
|
||||
// Defines for permanentwritesprite clipping box
|
||||
#define M_CX1 0
|
||||
#define M_CY1 0
|
||||
#define M_CX2 319
|
||||
#define M_CY2 199
|
||||
|
||||
#define asc_Esc 27
|
||||
#define asc_Enter 13
|
||||
#define asc_Space 32
|
||||
|
||||
|
||||
#define pic_none 0
|
||||
#define pic_radiobuttn1 2816
|
||||
#define pic_radiobuttn2 2817
|
||||
|
@ -150,6 +91,69 @@ extern SWBOOL BorderAdjust;
|
|||
#define pic_savedescr 2924
|
||||
#define pic_shadow_warrior 2366
|
||||
|
||||
#define m_defshade 2
|
||||
#define MenuDrawFlags (ROTATE_SPRITE_SCREEN_CLIP)
|
||||
extern SWBOOL LoadGameOutsideMoveLoop;
|
||||
|
||||
|
||||
#if 0
|
||||
|
||||
typedef enum
|
||||
{
|
||||
ct_mainmenu, ct_savemenu, ct_loadmenu, ct_soundmenu, ct_optionmenu, ct_quickloadmenu,
|
||||
ct_quitmenu, ct_ordermenu, ct_episodemenu, ct_max
|
||||
} CTLType;
|
||||
|
||||
extern SWBOOL UsingMenus;
|
||||
extern int SENSITIVITY;
|
||||
extern CTLType ControlPanelType;
|
||||
extern int16_t MenuTextShade;
|
||||
extern int16_t MenuTextPalette;
|
||||
|
||||
// Prototypes
|
||||
//void MNU_DoMenu( CTLType type, PLAYERp pp );
|
||||
void MNU_InitMenus(void);
|
||||
//void (*CustomRefresh)(void);
|
||||
//void MNU_Refresh( void );
|
||||
void MNU_DrawMenu(void); // This is used in drawscreen to refresh menus in
|
||||
// multiplay situations.
|
||||
void MNU_CheckForMenus(void);
|
||||
void MNU_CheckForMenusAnyKey(void);
|
||||
|
||||
// Functions from my other engine
|
||||
//void Get_Palette (unsigned char *pal);
|
||||
//void Set_Palette(unsigned char *buff);
|
||||
//void Fade_Timer(int clicks);
|
||||
void FadeIn(unsigned char targetcolor, unsigned int clicks);
|
||||
void FadeOut(unsigned char targetcolor, unsigned int clicks);
|
||||
void ResetPalette(PLAYERp pp);
|
||||
|
||||
void ExitMenus(void);
|
||||
void ResetMenuInput(void);
|
||||
|
||||
extern SWBOOL BorderAdjust;
|
||||
|
||||
// Make memcpy an intrinsic function for an easy frame rate boost
|
||||
//#pragma intrinsic( memcpy );
|
||||
|
||||
// L O C A L V A R I A B L E S ////////////////////////////////////////////////////////////////
|
||||
|
||||
// Default menu pic brightness
|
||||
|
||||
#define FLASHTIME 60 // One second per icon flash
|
||||
|
||||
// Defines for permanentwritesprite clipping box
|
||||
#define M_CX1 0
|
||||
#define M_CY1 0
|
||||
#define M_CX2 319
|
||||
#define M_CY2 199
|
||||
|
||||
#define asc_Esc 27
|
||||
#define asc_Enter 13
|
||||
#define asc_Space 32
|
||||
|
||||
|
||||
|
||||
// This is the current values set with all slider bar functions
|
||||
#define SENSE_DEFAULT 10 // Default mouse sensitivity ** should be 5!!!
|
||||
#define FXVOL_DEFAULT 8 // Default sound fx volume
|
||||
|
@ -226,7 +230,6 @@ enum
|
|||
typedef int MenuFlags;
|
||||
|
||||
#define MenuSelectFlags (mf_pushed | mf_selected | mf_disabled)
|
||||
#define MenuDrawFlags (ROTATE_SPRITE_SCREEN_CLIP)
|
||||
|
||||
typedef enum
|
||||
{
|
||||
|
|
|
@ -221,7 +221,8 @@ int LoadSymCodeInfo(MFILE_READ fil, void **ptr)
|
|||
}
|
||||
|
||||
|
||||
int SaveGame(short save_num)
|
||||
|
||||
bool GameInterface::SaveGame(FSaveGameNode *sv)
|
||||
{
|
||||
MFILE_WRITE fil;
|
||||
int i,j;
|
||||
|
@ -247,16 +248,13 @@ int SaveGame(short save_num)
|
|||
Saveable_Init();
|
||||
|
||||
|
||||
FStringf base("save%04d", save_num);
|
||||
auto game_name = G_BuildSaveName(base);
|
||||
auto game_name = G_BuildSaveName(sv->Filename);
|
||||
OpenSaveGameForWrite(game_name);
|
||||
G_WriteSaveHeader(SaveGameDescr[save_num], LevelInfo[Level].LevelName, LevelInfo[Level].Description);
|
||||
G_WriteSaveHeader(sv->SaveTitle, LevelInfo[Level].LevelName, LevelInfo[Level].Description);
|
||||
fil = WriteSavegameChunk("snapshot.sw");
|
||||
|
||||
MWRITE(&GameVersion,sizeof(GameVersion),1,fil);
|
||||
|
||||
MWRITE(SaveGameDescr[save_num],sizeof(SaveGameDescr[save_num]),1,fil);
|
||||
|
||||
MWRITE(&Level,sizeof(Level),1,fil);
|
||||
MWRITE(&Skill,sizeof(Skill),1,fil);
|
||||
|
||||
|
@ -693,78 +691,17 @@ int SaveGame(short save_num)
|
|||
//MWRITE(&Zombies, sizeof(Zombies), 1, fil);
|
||||
|
||||
MCLOSE_WRITE(fil);
|
||||
if (!saveisshot)
|
||||
return FinishSavegameWrite();
|
||||
|
||||
////DSPRINTF(ds, "done saving");
|
||||
//MONO_PRINT(ds);
|
||||
|
||||
if (saveisshot)
|
||||
CON_Message("There was a problem saving. See \"Save Help\" section of release notes.");
|
||||
|
||||
return saveisshot ? -1 : 0;
|
||||
}
|
||||
|
||||
int LoadGameFullHeader(short save_num, char *descr, short *level, short *skill)
|
||||
{
|
||||
#if 0 // only used by the menu. Will go away soon.
|
||||
MFILE_READ fil;
|
||||
char game_name[256];
|
||||
short tile;
|
||||
int ver;
|
||||
|
||||
snprintf(game_name, 256, "%sgame%d.sav", M_GetSavegamesPath().GetChars(), save_num);
|
||||
if ((fil = MOPEN_READ(game_name)) == MOPEN_READ_ERR)
|
||||
return -1;
|
||||
|
||||
MREAD(&ver,sizeof(ver),1,fil);
|
||||
if (ver != GameVersion)
|
||||
{
|
||||
MCLOSE_READ(fil);
|
||||
return -1;
|
||||
}
|
||||
|
||||
MREAD(descr, sizeof(SaveGameDescr[0]), 1,fil);
|
||||
|
||||
MREAD(level,sizeof(*level),1,fil);
|
||||
MREAD(skill,sizeof(*skill),1,fil);
|
||||
|
||||
tile = ScreenLoadSaveSetup(Player + myconnectindex);
|
||||
ScreenLoad(fil);
|
||||
|
||||
MCLOSE_READ(fil);
|
||||
|
||||
return tile;
|
||||
#else
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
void LoadGameDescr(short save_num, char *descr)
|
||||
{
|
||||
#if 0
|
||||
MFILE_READ fil;
|
||||
char game_name[256];
|
||||
short tile;
|
||||
int ver;
|
||||
|
||||
snprintf(game_name, 256, "%sgame%d.sav", M_GetSavegamesPath().GetChars(), save_num);
|
||||
if ((fil = MOPEN_READ(game_name)) == MOPEN_READ_ERR)
|
||||
return;
|
||||
|
||||
MREAD(&ver,sizeof(ver),1,fil);
|
||||
if (ver != GameVersion)
|
||||
{
|
||||
MCLOSE_READ(fil);
|
||||
return;
|
||||
}
|
||||
|
||||
MREAD(descr, sizeof(SaveGameDescr[0]),1,fil);
|
||||
|
||||
MCLOSE_READ(fil);
|
||||
#endif
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
int LoadGame(short save_num)
|
||||
extern SWBOOL LoadGameOutsideMoveLoop;
|
||||
extern SWBOOL InMenuLevel;
|
||||
|
||||
bool GameInterface::LoadGame(FSaveGameNode* sv)
|
||||
{
|
||||
MFILE_READ fil;
|
||||
int i,j,saveisshot=0;
|
||||
|
@ -786,23 +723,23 @@ int LoadGame(short save_num)
|
|||
int StateStartNdx;
|
||||
int StateNdx;
|
||||
int StateEndNdx;
|
||||
extern SWBOOL InMenuLevel;
|
||||
|
||||
if (!InMenuLevel) PauseAction();
|
||||
|
||||
Saveable_Init();
|
||||
|
||||
FStringf base("save%04d", save_num);
|
||||
auto game_name = G_BuildSaveName(base);
|
||||
auto game_name = G_BuildSaveName(sv->Filename);
|
||||
OpenSaveGameForRead(game_name);
|
||||
|
||||
auto filr = ReadSavegameChunk("snapshot.sw");
|
||||
if (!filr.isOpen()) return -1;
|
||||
if (!filr.isOpen()) return false;
|
||||
fil = &filr;
|
||||
|
||||
MREAD(&i,sizeof(i),1,fil);
|
||||
if (i != GameVersion)
|
||||
{
|
||||
MCLOSE_READ(fil);
|
||||
return -1;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Don't terminate until you've made sure conditions are valid for loading.
|
||||
|
@ -814,8 +751,6 @@ int LoadGame(short save_num)
|
|||
|
||||
Terminate3DSounds();
|
||||
|
||||
MREAD(SaveGameDescr[save_num], sizeof(SaveGameDescr[save_num]),1,fil);
|
||||
|
||||
MREAD(&Level,sizeof(Level),1,fil);
|
||||
MREAD(&Skill,sizeof(Skill),1,fil);
|
||||
|
||||
|
@ -855,7 +790,7 @@ int LoadGame(short save_num)
|
|||
saveisshot |= LoadSymCodeInfo(fil, (void **)&pp->DoPlayerAction);
|
||||
saveisshot |= LoadSymDataInfo(fil, (void **)&pp->sop_control);
|
||||
saveisshot |= LoadSymDataInfo(fil, (void **)&pp->sop_riding);
|
||||
if (saveisshot) { MCLOSE_READ(fil); return -1; }
|
||||
if (saveisshot) { MCLOSE_READ(fil); return false; }
|
||||
}
|
||||
|
||||
|
||||
|
@ -887,12 +822,12 @@ int LoadGame(short save_num)
|
|||
saveisshot |= LoadSymDataInfo(fil, (void **)&psp->ActionState);
|
||||
saveisshot |= LoadSymDataInfo(fil, (void **)&psp->RestState);
|
||||
saveisshot |= LoadSymCodeInfo(fil, (void **)&psp->PanelSpriteFunc);
|
||||
if (saveisshot) { MCLOSE_READ(fil); return -1; }
|
||||
if (saveisshot) { MCLOSE_READ(fil); return false; }
|
||||
|
||||
for (j = 0; j < (int)SIZ(psp->over); j++)
|
||||
{
|
||||
saveisshot |= LoadSymDataInfo(fil, (void **)&psp->over[j].State);
|
||||
if (saveisshot) { MCLOSE_READ(fil); return -1; }
|
||||
if (saveisshot) { MCLOSE_READ(fil); return false; }
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -982,7 +917,7 @@ int LoadGame(short save_num)
|
|||
saveisshot |= LoadSymDataInfo(fil, (void **)&u->SpriteP);
|
||||
saveisshot |= LoadSymDataInfo(fil, (void **)&u->PlayerP);
|
||||
saveisshot |= LoadSymDataInfo(fil, (void **)&u->tgt_sp);
|
||||
if (saveisshot) { MCLOSE_READ(fil); return -1; }
|
||||
if (saveisshot) { MCLOSE_READ(fil); return false; }
|
||||
|
||||
MREAD(&SpriteNum,sizeof(SpriteNum),1,fil);
|
||||
}
|
||||
|
@ -998,7 +933,7 @@ int LoadGame(short save_num)
|
|||
saveisshot |= LoadSymCodeInfo(fil, (void **)&sop->Animator);
|
||||
saveisshot |= LoadSymDataInfo(fil, (void **)&sop->controller);
|
||||
saveisshot |= LoadSymDataInfo(fil, (void **)&sop->sp_child);
|
||||
if (saveisshot) { MCLOSE_READ(fil); return -1; }
|
||||
if (saveisshot) { MCLOSE_READ(fil); return false; }
|
||||
}
|
||||
|
||||
MREAD(SineWaveFloor, sizeof(SineWaveFloor),1,fil);
|
||||
|
@ -1071,7 +1006,7 @@ int LoadGame(short save_num)
|
|||
|
||||
saveisshot |= LoadSymCodeInfo(fil, (void **)&a->callback);
|
||||
saveisshot |= LoadSymDataInfo(fil, (void **)&a->callbackdata);
|
||||
if (saveisshot) { MCLOSE_READ(fil); return -1; }
|
||||
if (saveisshot) { MCLOSE_READ(fil); return false; }
|
||||
}
|
||||
#else
|
||||
AnimCnt = 0;
|
||||
|
@ -1091,7 +1026,7 @@ int LoadGame(short save_num)
|
|||
saveisshot |= LoadSymDataInfo(fil, (void **)&a->ptr);
|
||||
saveisshot |= LoadSymCodeInfo(fil, (void **)&a->callback);
|
||||
saveisshot |= LoadSymDataInfo(fil, (void **)&a->callbackdata);
|
||||
if (saveisshot) { MCLOSE_READ(fil); return -1; }
|
||||
if (saveisshot) { MCLOSE_READ(fil); return false; }
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
@ -1120,7 +1055,7 @@ int LoadGame(short save_num)
|
|||
MREAD(bakipos,sizeof(bakipos),1,fil);
|
||||
for (i = numinterpolations - 1; i >= 0; i--)
|
||||
saveisshot |= LoadSymDataInfo(fil, (void **)&curipos[i]);
|
||||
if (saveisshot) { MCLOSE_READ(fil); return -1; }
|
||||
if (saveisshot) { MCLOSE_READ(fil); return false; }
|
||||
|
||||
// short interpolations
|
||||
MREAD(&short_numinterpolations,sizeof(short_numinterpolations),1,fil);
|
||||
|
@ -1129,7 +1064,7 @@ int LoadGame(short save_num)
|
|||
MREAD(short_bakipos,sizeof(short_bakipos),1,fil);
|
||||
for (i = short_numinterpolations - 1; i >= 0; i--)
|
||||
saveisshot |= LoadSymDataInfo(fil, (void **)&short_curipos[i]);
|
||||
if (saveisshot) { MCLOSE_READ(fil); return -1; }
|
||||
if (saveisshot) { MCLOSE_READ(fil); return false; }
|
||||
|
||||
// parental lock
|
||||
for (i = 0; i < (int)SIZ(otlist); i++)
|
||||
|
@ -1311,7 +1246,12 @@ int LoadGame(short save_num)
|
|||
DoPlayerDivePalette(Player+myconnectindex);
|
||||
DoPlayerNightVisionPalette(Player+myconnectindex);
|
||||
|
||||
return 0;
|
||||
|
||||
ExitLevel = TRUE;
|
||||
LoadGameOutsideMoveLoop = TRUE;
|
||||
|
||||
if (!InMenuLevel) ready2send = 1;
|
||||
return true;
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
#include "swcvar.h"
|
||||
|
||||
CVAR(Bool, sw_ninjahack, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
|
||||
CVAR(Bool, sw_usedarts, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
|
||||
|
|
|
@ -2,3 +2,4 @@
|
|||
|
||||
|
||||
EXTERN_CVAR(Bool, sw_ninjahack)
|
||||
EXTERN_CVAR(Bool, sw_usedarts)
|
||||
|
|
Loading…
Reference in a new issue