- implemented the Shadow Warrior menu interface.

This commit is contained in:
Christoph Oelckers 2019-12-03 00:01:04 +01:00
parent d40cdd0af4
commit 79ced02d36
11 changed files with 419 additions and 616 deletions

View file

@ -55,6 +55,7 @@
void RegisterDukeMenus();
void RegisterRedneckMenus();
void RegisterBloodMenus();
void RegisterSWMenus();
void RegisterLoadsaveMenus();
extern bool rotatesprite_2doverride;
bool help_disabled, credits_disabled;
@ -913,6 +914,7 @@ void M_Init (void)
RegisterDukeMenus();
RegisterRedneckMenus();
RegisterBloodMenus();
RegisterSWMenus();
RegisterLoadsaveMenus();
timerSetCallback(M_Ticker);
M_ParseMenuDefs();

View file

@ -705,403 +705,3 @@ CCMD(quickload)
});
M_ActivateMenu(newmenu);
}
#if 0
// Duke
if ((buttonMap.ButtonDown(gamefunc_Quick_Load) || g_doQuickSave == 2) && (myplayer.gm & MODE_GAME))
{
buttonMap.ClearButton(gamefunc_Quick_Load);
g_doQuickSave = 0;
if (g_quickload == nullptr || !g_quickload->isValid())
{
C_DoCommand("openloadmenu");
}
else if (g_quickload->isValid())
{
inputState.keyFlushChars();
inputState.ClearKeysDown();
if (G_LoadPlayerMaybeMulti(*g_quickload) != 0)
g_quickload->reset();
}
}
if ((buttonMap.ButtonDown(gamefunc_Quick_Save) || g_doQuickSave == 1) && (myplayer.gm & MODE_GAME))
{
buttonMap.ClearButton(gamefunc_Quick_Save);
g_doQuickSave = 0;
if (!g_lastusersave.isValid())
{
C_DoCommand("opensavemenu");
return;
}
inputState.keyFlushChars();
if (sprite[myplayer.i].extra <= 0)
{
P_DoQuote(QUOTE_SAVE_DEAD, &myplayer);
return;
}
g_screenCapture = 1;
G_DrawRooms(myconnectindex, 65536);
g_screenCapture = 0;
if (g_lastusersave.isValid())
{
savebrief_t& sv = g_lastusersave;
// dirty hack... char 127 in last position indicates an auto-filled name
if (sv.name[MAXSAVEGAMENAME] == 127)
{
strncpy(sv.name, g_mapInfo[ud.volume_number * MAXLEVELS + ud.level_number].name, MAXSAVEGAMENAME);
sv.name[MAXSAVEGAMENAME] = 127;
}
g_quickload = &sv;
G_SavePlayerMaybeMulti(sv);
}
}
// handle CON_SAVE and CON_SAVENN
if (g_saveRequested)
{
inputState.keyFlushChars();
videoNextPage();
g_screenCapture = 1;
G_DrawRooms(myconnectindex, 65536);
g_screenCapture = 0;
G_SavePlayerMaybeMulti(g_lastautosave, true);
g_quickload = &g_lastautosave;
OSD_Printf("Saved: %s\n", g_lastautosave.path);
g_saveRequested = false;
}
// RR
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))
{
buttonMap.ClearButton(gamefunc_Quick_Load);
g_doQuickSave = 0;
if (g_quickload == nullptr || !g_quickload->isValid())
{
C_DoCommand("openloadmenu");
}
else if (g_quickload->isValid())
{
inputState.keyFlushChars();
inputState.ClearKeysDown();
S_PauseSounds(true);
if (G_LoadPlayerMaybeMulti(*g_quickload) != 0)
g_quickload->reset();
}
}
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))
{
buttonMap.ClearButton(gamefunc_Quick_Save);
g_doQuickSave = 0;
if (!g_lastusersave.isValid())
{
C_DoCommand("opensavemenu");
return;
}
inputState.keyFlushChars();
if (sprite[g_player[myconnectindex].ps->i].extra <= 0)
{
P_DoQuote(QUOTE_SAVE_DEAD, g_player[myconnectindex].ps);
return;
}
g_screenCapture = 1;
G_DrawRooms(myconnectindex, 65536);
g_screenCapture = 0;
if (g_lastusersave.isValid())
{
savebrief_t& sv = g_lastusersave;
// dirty hack... char 127 in last position indicates an auto-filled name
if (sv.name[MAXSAVEGAMENAME] == 127)
{
strncpy(sv.name, g_mapInfo[ud.volume_number * MAXLEVELS + ud.level_number].name, MAXSAVEGAMENAME);
sv.name[MAXSAVEGAMENAME] = 127;
}
g_quickload = &sv;
G_SavePlayerMaybeMulti(sv);
}
}
// sw
SWBOOL DoQuickSave(short save_num)
{
PauseAction();
if (SaveGame(save_num) != -1)
{
QuickLoadNum = save_num;
LastSaveNum = -1;
return FALSE;
}
return TRUE;
}
SWBOOL DoQuickLoad()
{
inputState.ClearKeysDown();
PauseAction();
ReloadPrompt = FALSE;
if (LoadGame(QuickLoadNum) == -1)
{
return FALSE;
}
ready2send = 1;
LastSaveNum = -1;
return TRUE;
}
// F6 quick save
if (inputState.GetKeyStatus(KEYSC_F6))
{
inputState.ClearKeyStatus(KEYSC_F6);
if (!TEST(pp->Flags, PF_DEAD))
{
if (QuickLoadNum < 0)
{
inputState.SetKeyStatus(sc_Escape);
ControlPanelType = ct_savemenu;
}
else
{
inputState.ClearAllInput();
DoQuickSave(QuickLoadNum);
ResumeAction();
}
}
}
// F9 quick load
if (inputState.GetKeyStatus(KEYSC_F9))
{
inputState.ClearKeyStatus(KEYSC_F9);
if (!TEST(pp->Flags, PF_DEAD))
{
if (QuickLoadNum < 0)
{
inputState.SetKeyStatus(sc_Escape);
ControlPanelType = ct_loadmenu;
}
else
{
DoQuickLoad();
ResumeAction();
}
}
}
////////////////////////////////////////////////
// Load Game menu
// This function gets called whenever you
// press enter on one of the load game
// spots.
// I'm figuring it need to do the following:
// . Load the game if there is one by calling: MNU_LoadGameCustom.
////////////////////////////////////////////////
SWBOOL MNU_GetLoadCustom(void)
{
short load_num;
load_num = currentmenu->cursor;
// no saved game exists - don't do anything
if (SaveGameDescr[load_num][0] == '\0')
return FALSE;
if (InMenuLevel || DemoMode || DemoPlaying)
{
LoadSaveMsg("Loading...");
if (LoadGame(load_num) == -1)
return FALSE;
QuickLoadNum = load_num;
// the (Quick)Save menu should default to the last loaded game
SaveGameGroup.cursor = load_num;
ExitMenus();
ExitLevel = TRUE;
LoadGameOutsideMoveLoop = TRUE;
if (DemoMode || DemoPlaying)
LoadGameFromDemo = TRUE;
return TRUE;
}
LoadSaveMsg("Loading...");
PauseAction();
if (LoadGame(load_num) == -1)
{
ResumeAction();
return FALSE;
}
QuickLoadNum = load_num;
// the (Quick)Save menu should default to the last loaded game
SaveGameGroup.cursor = load_num;
ready2send = 1;
LastSaveNum = -1;
ExitMenus();
if (DemoMode)
{
ExitLevel = TRUE;
DemoPlaying = FALSE;
}
return TRUE;
}
////////////////////////////////////////////////
// Save Game menu
// This function gets called whenever you
// press enter on one of the save game
// spots.
// I'm figuring it need to do the following:
// . Call MNU_GetInput to allow string input of description.
// . Save the game if there is one by calling: MNU_SaveGameCustom.
////////////////////////////////////////////////
SWBOOL MNU_GetSaveCustom(void)
{
short save_num;
extern SWBOOL InMenuLevel, LoadGameOutsideMoveLoop;
save_num = currentmenu->cursor;
if (InMenuLevel)
return FALSE;
if (MenuInputMode)
{
LoadSaveMsg("Saving...");
if (DoQuickSave(save_num) == FALSE)
{
LoadGameGroup.cursor = save_num;
}
ResumeAction();
ExitMenus();
// toggle edit mode
MenuInputMode = FALSE;
}
else
{
strcpy(BackupSaveGameDescr, SaveGameDescr[save_num]);
// clear keyboard buffer
while (inputState.keyBufferWaiting())
{
if (inputState.keyGetChar() == 0)
inputState.keyGetChar();
}
// toggle edit mode
MenuInputMode = TRUE;
}
return TRUE;
}
// Blood
static void DoQuickLoad(void)
{
if (!gGameMenuMgr.m_bActive)
{
if (gQuickLoadSlot != -1)
{
QuickLoadGame();
return;
}
if (gQuickLoadSlot == -1 && gQuickSaveSlot != -1)
{
gQuickLoadSlot = gQuickSaveSlot;
QuickLoadGame();
return;
}
gGameMenuMgr.Push(&menuLoadGame, -1);
}
}
static void DoQuickSave(void)
{
if (gGameStarted && !gGameMenuMgr.m_bActive && gPlayer[myconnectindex].pXSprite->health != 0)
{
if (gQuickSaveSlot != -1)
{
QuickSaveGame();
return;
}
gGameMenuMgr.Push(&menuSaveGame, -1);
}
}
if (gDoQuickSave)
{
inputState.keyFlushScans();
switch (gDoQuickSave)
{
case 1:
DoQuickSave();
break;
case 2:
DoQuickLoad();
break;
}
gDoQuickSave = 0;
return;
}
case sc_F6:
inputState.keyFlushScans();
DoQuickSave();
break;
case sc_F9:
inputState.keyFlushScans();
DoQuickLoad();
break;
#endif

View file

@ -1390,25 +1390,6 @@ static void Menu_PreDraw(MenuID_t cm, MenuEntry_t *entry, const vec2_t origin)
switch (cm)
{
case MENU_MAIN_INGAME:
l += 4;
fallthrough__;
case MENU_MAIN:
if (RR)
{
if (RRRA)
rotatesprite_fs(origin.x + ((MENU_MARGIN_CENTER-5)<<16), origin.y + ((57+l)<<16), 16592L,0,THREEDEE,0,0,10);
else
rotatesprite_fs(origin.x + ((MENU_MARGIN_CENTER+5)<<16), origin.y + ((24+l)<<16), 23592L,0,INGAMEDUKETHREEDEE,0,0,10);
}
else
{
rotatesprite_fs(origin.x + (MENU_MARGIN_CENTER<<16), origin.y + ((28+l)<<16), 65536L,0,INGAMEDUKETHREEDEE,0,0,10);
if (PLUTOPAK) // JBF 20030804
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);
}
break;
case MENU_CDPLAYER:
rotatesprite_fs(origin.x + (MENU_MARGIN_CENTER<<16), origin.y+(100<<16),32768L,0,CDPLAYER,16,0,10);
break;

View file

@ -102,6 +102,7 @@ set( PCH_SOURCES
src/zilla.cpp
src/zombie.cpp
src/swcvar.cpp
src/d_menu.cpp
)

279
source/sw/src/d_menu.cpp Normal file
View file

@ -0,0 +1,279 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 2016 EDuke32 developers and contributors
Copyright (C) 2019 Christoph Oelckers
This is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include "build.h"
#include "osd.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
#include "tags.h"
#include "sector.h"
#include "sprite.h"
#include "weapon.h"
#include "player.h"
#include "jsector.h"
#include "control.h"
#include "menus.h"
#include "sw_strs.h"
#include "pal.h"
#include "demo.h"
#include "input.h"
#include "keydef.h"
#include "gamecontrol.h"
#include "gamedefs.h"
#include "config.h"
#include "network.h"
#include "fx_man.h"
#include "music.h"
#include "text.h"
#include "version.h"
#include "network.h"
#include "colormap.h"
#include "config.h"
#include "menu/menu.h"
#include "../../glbackend/glbackend.h"
BEGIN_SW_NS
int handle1;
void Menu_Init(void)
{
}
//----------------------------------------------------------------------------
//
// Implements the native looking menu used for the main menu
// and the episode/skill selection screens, i.e. the parts
// that need to look authentic
//
//----------------------------------------------------------------------------
class SWMainMenu : public DListMenu
{
void PreDraw() override
{
rotatesprite(160, 15, 65536, 0, pic_shadow_warrior,
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);
}

View file

@ -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;
};

View file

@ -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

View file

@ -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
{

View file

@ -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

View file

@ -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);

View file

@ -2,3 +2,4 @@
EXTERN_CVAR(Bool, sw_ninjahack)
EXTERN_CVAR(Bool, sw_usedarts)