2006-02-24 04:48:15 +00:00
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/*
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** m_options.cpp
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** New options menu code
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**
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**---------------------------------------------------------------------------
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2006-06-11 01:37:00 +00:00
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** Copyright 1998-2006 Randy Heit
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2006-02-24 04:48:15 +00:00
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** Sorry this got so convoluted. It was originally much cleaner until
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** I started adding all sorts of gadgets to the menus. I might someday
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** make a project of rewriting the entire menu system using Amiga-style
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** taglists to describe each menu item. We'll see... (Probably not.)
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*/
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#include "m_alloc.h"
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#include "templates.h"
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#include "doomdef.h"
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#include "gstrings.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "c_bind.h"
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#include "d_main.h"
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#include "d_gui.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "i_music.h"
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#include "i_input.h"
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#include "v_video.h"
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#include "v_text.h"
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#include "w_wad.h"
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#include "gi.h"
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#include "r_local.h"
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#include "gameconfigfile.h"
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#include "hu_stuff.h"
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#include "g_game.h"
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#include "m_argv.h"
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#include "m_swap.h"
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#include "s_sound.h"
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#include "doomstat.h"
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#include "m_misc.h"
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Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
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#include "hardware.h"
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2006-02-24 04:48:15 +00:00
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// Data.
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#include "m_menu.h"
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2006-04-11 16:27:41 +00:00
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EXTERN_CVAR(Bool, nomonsterinterpolation)
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2007-01-07 09:43:58 +00:00
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EXTERN_CVAR(Int, showendoom)
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2006-02-24 04:48:15 +00:00
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//
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// defaulted values
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//
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CVAR (Float, mouse_sensitivity, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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// Show messages has default, 0 = off, 1 = on
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CVAR (Bool, show_messages, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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2006-05-15 15:28:46 +00:00
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CVAR (Bool, show_obituaries, true, CVAR_ARCHIVE)
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2006-02-24 04:48:15 +00:00
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extern int skullAnimCounter;
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EXTERN_CVAR (Bool, cl_run)
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EXTERN_CVAR (Int, crosshair)
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EXTERN_CVAR (Bool, freelook)
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EXTERN_CVAR (Int, snd_buffersize)
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EXTERN_CVAR (Int, snd_samplerate)
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EXTERN_CVAR (Bool, snd_3d)
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EXTERN_CVAR (Bool, snd_waterreverb)
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2006-12-16 11:49:48 +00:00
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EXTERN_CVAR (Int, sv_smartaim)
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2006-02-24 04:48:15 +00:00
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static void CalcIndent (menu_t *menu);
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void M_ChangeMessages ();
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void M_SizeDisplay (int diff);
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int M_StringHeight (char *string);
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EColorRange LabelColor;
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EColorRange ValueColor;
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EColorRange MoreColor;
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static bool CanScrollUp;
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static bool CanScrollDown;
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static int VisBottom;
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value_t YesNo[2] = {
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{ 0.0, "No" },
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{ 1.0, "Yes" }
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};
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value_t NoYes[2] = {
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{ 0.0, "Yes" },
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{ 1.0, "No" }
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};
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value_t OnOff[2] = {
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{ 0.0, "Off" },
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{ 1.0, "On" }
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};
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menu_t *CurrentMenu;
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int CurrentItem;
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2006-12-29 03:38:37 +00:00
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static const char *OldMessage;
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2006-02-24 04:48:15 +00:00
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static itemtype OldType;
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int flagsvar;
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enum
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{
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SHOW_DMFlags = 1,
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SHOW_DMFlags2 = 2,
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SHOW_CompatFlags = 4
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};
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/*=======================================
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*
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* Confirm Menu - Used by safemore
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*
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*=======================================*/
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2006-12-29 03:38:37 +00:00
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static void ActivateConfirm (const char *text, void (*func)());
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2006-02-24 04:48:15 +00:00
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static void ConfirmIsAGo ();
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static menuitem_t ConfirmItems[] = {
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{ whitetext,NULL, {NULL}, {0}, {0}, {0}, {NULL} },
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{ redtext, "Do you really want to do this?", {NULL}, {0}, {0}, {0}, {NULL} },
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{ redtext, " ", {NULL}, {0}, {0}, {0}, {NULL} },
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{ rightmore,"Yes", {NULL}, {0}, {0}, {0}, {(value_t*)ConfirmIsAGo} },
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{ rightmore,"No", {NULL}, {0}, {0}, {0}, {(value_t*)M_PopMenuStack} },
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};
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static menu_t ConfirmMenu = {
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"PLEASE CONFIRM",
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3,
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- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
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countof(ConfirmItems),
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2006-02-24 04:48:15 +00:00
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140,
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ConfirmItems,
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};
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/*=======================================
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*
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* Options Menu
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*
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*=======================================*/
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static void CustomizeControls (void);
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static void GameplayOptions (void);
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static void CompatibilityOptions (void);
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static void VideoOptions (void);
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static void SoundOptions (void);
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static void MouseOptions (void);
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static void JoystickOptions (void);
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static void GoToConsole (void);
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void M_PlayerSetup (void);
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void Reset2Defaults (void);
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void Reset2Saved (void);
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static void SetVidMode (void);
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static menuitem_t OptionItems[] =
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{
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{ more, "Customize Controls", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)CustomizeControls} },
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{ more, "Mouse options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)MouseOptions} },
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{ more, "Joystick options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)JoystickOptions} },
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{ discrete, "Always Run", {&cl_run}, {2.0}, {0.0}, {0.0}, {OnOff} },
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{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
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{ more, "Player Setup", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)M_PlayerSetup} },
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{ more, "Gameplay Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)GameplayOptions} },
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{ more, "Compatibility Options",{NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)CompatibilityOptions} },
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{ more, "Sound Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)SoundOptions} },
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{ more, "Display Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)VideoOptions} },
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{ more, "Set video mode", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)SetVidMode} },
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{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
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{ safemore, "Reset to defaults", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)Reset2Defaults} },
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{ safemore, "Reset to last saved", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)Reset2Saved} },
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{ more, "Go to console", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)GoToConsole} },
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};
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menu_t OptionMenu =
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{
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"OPTIONS",
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0,
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- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
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countof(OptionItems),
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2006-02-24 04:48:15 +00:00
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0,
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OptionItems,
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};
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/*=======================================
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*
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* Mouse Menu
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*
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*=======================================*/
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EXTERN_CVAR (Bool, use_mouse)
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EXTERN_CVAR (Bool, m_filter)
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EXTERN_CVAR (Float, m_forward)
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EXTERN_CVAR (Float, m_pitch)
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EXTERN_CVAR (Float, m_side)
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EXTERN_CVAR (Float, m_yaw)
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EXTERN_CVAR (Bool, invertmouse)
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EXTERN_CVAR (Bool, lookspring)
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EXTERN_CVAR (Bool, lookstrafe)
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EXTERN_CVAR (Bool, m_noprescale)
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static menuitem_t MouseItems[] =
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{
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{ discrete, "Enable mouse", {&use_mouse}, {2.0}, {0.0}, {0.0}, {YesNo} },
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{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
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{ slider, "Overall sensitivity", {&mouse_sensitivity}, {0.5}, {2.5}, {0.1}, {NULL} },
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{ discrete, "Prescale mouse movement",{&m_noprescale}, {2.0}, {0.0}, {0.0}, {NoYes} },
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{ discrete, "Smooth mouse movement",{&m_filter}, {2.0}, {0.0}, {0.0}, {YesNo} },
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{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
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{ slider, "Turning speed", {&m_yaw}, {0.5}, {2.5}, {0.1}, {NULL} },
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|
|
{ slider, "Mouselook speed", {&m_pitch}, {0.5}, {2.5}, {0.1}, {NULL} },
|
|
|
|
{ slider, "Forward/Backward speed",{&m_forward}, {0.5}, {2.5}, {0.1}, {NULL} },
|
|
|
|
{ slider, "Strafing speed", {&m_side}, {0.5}, {2.5}, {0.1}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ discrete, "Always Mouselook", {&freelook}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ discrete, "Invert Mouse", {&invertmouse}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ discrete, "Lookspring", {&lookspring}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ discrete, "Lookstrafe", {&lookstrafe}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
};
|
|
|
|
|
|
|
|
menu_t MouseMenu =
|
|
|
|
{
|
|
|
|
"MOUSE OPTIONS",
|
|
|
|
0,
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
countof(MouseItems),
|
2006-02-24 04:48:15 +00:00
|
|
|
0,
|
|
|
|
MouseItems,
|
|
|
|
};
|
|
|
|
|
|
|
|
/*=======================================
|
|
|
|
*
|
|
|
|
* Joystick Menu
|
|
|
|
*
|
|
|
|
*=======================================*/
|
|
|
|
|
|
|
|
EXTERN_CVAR (Bool, use_joystick)
|
|
|
|
EXTERN_CVAR (Float, joy_speedmultiplier)
|
|
|
|
EXTERN_CVAR (Int, joy_xaxis)
|
|
|
|
EXTERN_CVAR (Int, joy_yaxis)
|
|
|
|
EXTERN_CVAR (Int, joy_zaxis)
|
|
|
|
EXTERN_CVAR (Int, joy_xrot)
|
|
|
|
EXTERN_CVAR (Int, joy_yrot)
|
|
|
|
EXTERN_CVAR (Int, joy_zrot)
|
|
|
|
EXTERN_CVAR (Int, joy_slider)
|
|
|
|
EXTERN_CVAR (Int, joy_dial)
|
|
|
|
EXTERN_CVAR (Float, joy_xthreshold)
|
|
|
|
EXTERN_CVAR (Float, joy_ythreshold)
|
|
|
|
EXTERN_CVAR (Float, joy_zthreshold)
|
|
|
|
EXTERN_CVAR (Float, joy_xrotthreshold)
|
|
|
|
EXTERN_CVAR (Float, joy_yrotthreshold)
|
|
|
|
EXTERN_CVAR (Float, joy_zrotthreshold)
|
|
|
|
EXTERN_CVAR (Float, joy_sliderthreshold)
|
|
|
|
EXTERN_CVAR (Float, joy_dialthreshold)
|
|
|
|
EXTERN_CVAR (Float, joy_yawspeed)
|
|
|
|
EXTERN_CVAR (Float, joy_pitchspeed)
|
|
|
|
EXTERN_CVAR (Float, joy_forwardspeed)
|
|
|
|
EXTERN_CVAR (Float, joy_sidespeed)
|
|
|
|
EXTERN_CVAR (Float, joy_upspeed)
|
|
|
|
EXTERN_CVAR (GUID, joy_guid)
|
|
|
|
|
|
|
|
static value_t JoyAxisMapNames[6] =
|
|
|
|
{
|
|
|
|
{ 0.0, "None" },
|
|
|
|
{ 1.0, "Turning" },
|
|
|
|
{ 2.0, "Looking Up/Down" },
|
|
|
|
{ 3.0, "Moving Forward" },
|
|
|
|
{ 4.0, "Strafing" },
|
|
|
|
{ 5.0, "Moving Up/Down" }
|
|
|
|
};
|
|
|
|
|
|
|
|
static value_t Inversion[2] =
|
|
|
|
{
|
|
|
|
{ 0.0, "Not Inverted" },
|
|
|
|
{ 1.0, "Inverted" }
|
|
|
|
};
|
|
|
|
|
|
|
|
static menuitem_t JoystickItems[] =
|
|
|
|
{
|
|
|
|
{ discrete, "Enable joystick", {&use_joystick}, {2.0}, {0.0}, {0.0}, {YesNo} },
|
|
|
|
{ discrete_guid,"Active joystick", {&joy_guid}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ slider, "Overall sensitivity", {&joy_speedmultiplier}, {0.9}, {2.0}, {0.2}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ whitetext,"Axis Assignments", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
};
|
|
|
|
|
|
|
|
menu_t JoystickMenu =
|
|
|
|
{
|
|
|
|
"JOYSTICK OPTIONS",
|
|
|
|
0,
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
countof(JoystickItems),
|
2006-02-24 04:48:15 +00:00
|
|
|
0,
|
|
|
|
JoystickItems,
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
/*=======================================
|
|
|
|
*
|
|
|
|
* Controls Menu
|
|
|
|
*
|
|
|
|
*=======================================*/
|
|
|
|
|
|
|
|
static menuitem_t ControlsItems[] =
|
|
|
|
{
|
|
|
|
{ redtext,"ENTER to change, BACKSPACE to clear", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ whitetext,"Controls", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ control, "Fire", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+attack"} },
|
|
|
|
{ control, "Secondary Fire", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+altattack"} },
|
|
|
|
{ control, "Use / Open", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+use"} },
|
|
|
|
{ control, "Move forward", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+forward"} },
|
|
|
|
{ control, "Move backward", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+back"} },
|
|
|
|
{ control, "Strafe left", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+moveleft"} },
|
|
|
|
{ control, "Strafe right", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+moveright"} },
|
|
|
|
{ control, "Turn left", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+left"} },
|
|
|
|
{ control, "Turn right", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+right"} },
|
|
|
|
{ control, "Jump", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+jump"} },
|
2006-05-14 14:30:13 +00:00
|
|
|
{ control, "Crouch", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+crouch"} },
|
|
|
|
{ control, "Crouch Toggle", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"crouch"} },
|
2006-02-24 04:48:15 +00:00
|
|
|
{ control, "Fly / Swim up", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+moveup"} },
|
|
|
|
{ control, "Fly / Swim down", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+movedown"} },
|
|
|
|
{ control, "Stop flying", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"land"} },
|
|
|
|
{ control, "Mouse look", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+mlook"} },
|
|
|
|
{ control, "Keyboard look", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+klook"} },
|
|
|
|
{ control, "Look up", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+lookup"} },
|
|
|
|
{ control, "Look down", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+lookdown"} },
|
|
|
|
{ control, "Center view", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"centerview"} },
|
|
|
|
{ control, "Run", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+speed"} },
|
|
|
|
{ control, "Strafe", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+strafe"} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ whitetext,"Chat", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ control, "Say", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"messagemode"} },
|
|
|
|
{ control, "Team say", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"messagemode2"} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ whitetext,"Weapons", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ control, "Next weapon", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"weapnext"} },
|
|
|
|
{ control, "Previous weapon", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"weapprev"} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ whitetext,"Inventory", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ control, "Activate item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invuse"} },
|
|
|
|
{ control, "Activate all items", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invuseall"} },
|
|
|
|
{ control, "Next item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invnext"} },
|
|
|
|
{ control, "Previous item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invprev"} },
|
|
|
|
{ control, "Drop item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invdrop"} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ whitetext,"Other", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ control, "Toggle automap", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"togglemap"} },
|
|
|
|
{ control, "Chasecam", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"chase"} },
|
|
|
|
{ control, "Add a bot", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"addbot"} },
|
|
|
|
{ control, "Coop spy", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"spynext"} },
|
|
|
|
{ control, "Screenshot", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"screenshot"} },
|
|
|
|
{ control, "Open console", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"toggleconsole"} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ whitetext,"Strife Popup Screens", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ control, "Mission objectives", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"showpop 1"} },
|
|
|
|
{ control, "Keys list", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"showpop 2"} },
|
|
|
|
{ control, "Weapons/ammo/stats", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"showpop 3"} },
|
|
|
|
};
|
|
|
|
|
|
|
|
static TArray<menuitem_t> CustomControlsItems (0);
|
|
|
|
|
|
|
|
menu_t ControlsMenu =
|
|
|
|
{
|
|
|
|
"CUSTOMIZE CONTROLS",
|
|
|
|
3,
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
countof(ControlsItems),
|
2006-02-24 04:48:15 +00:00
|
|
|
0,
|
|
|
|
ControlsItems,
|
|
|
|
2,
|
|
|
|
};
|
|
|
|
|
|
|
|
/*=======================================
|
|
|
|
*
|
|
|
|
* Display Options Menu
|
|
|
|
*
|
|
|
|
*=======================================*/
|
|
|
|
static void StartMessagesMenu (void);
|
|
|
|
static void StartAutomapMenu (void);
|
|
|
|
|
|
|
|
EXTERN_CVAR (Bool, st_scale)
|
|
|
|
EXTERN_CVAR (Int, r_detail)
|
|
|
|
EXTERN_CVAR (Bool, r_stretchsky)
|
|
|
|
EXTERN_CVAR (Int, r_columnmethod)
|
|
|
|
EXTERN_CVAR (Bool, r_drawfuzz)
|
|
|
|
EXTERN_CVAR (Int, cl_rockettrails)
|
|
|
|
EXTERN_CVAR (Int, cl_pufftype)
|
|
|
|
EXTERN_CVAR (Int, cl_bloodtype)
|
|
|
|
EXTERN_CVAR (Int, wipetype)
|
|
|
|
EXTERN_CVAR (Bool, vid_palettehack)
|
|
|
|
EXTERN_CVAR (Bool, vid_attachedsurfaces)
|
|
|
|
EXTERN_CVAR (Int, screenblocks)
|
|
|
|
|
|
|
|
static value_t Crosshairs[] =
|
|
|
|
{
|
|
|
|
{ 0.0, "None" },
|
|
|
|
{ 1.0, "Cross 1" },
|
|
|
|
{ 2.0, "Cross 2" },
|
|
|
|
{ 3.0, "X" },
|
|
|
|
{ 4.0, "Circle" },
|
|
|
|
{ 5.0, "Angle" },
|
|
|
|
{ 6.0, "Triangle" },
|
|
|
|
{ 7.0, "Dot" }
|
|
|
|
};
|
|
|
|
|
|
|
|
static value_t DetailModes[] =
|
|
|
|
{
|
|
|
|
{ 0.0, "Normal" },
|
|
|
|
{ 1.0, "Double Horizontally" },
|
|
|
|
{ 2.0, "Double Vertically" },
|
|
|
|
{ 3.0, "Double Horiz and Vert" }
|
|
|
|
};
|
|
|
|
|
|
|
|
static value_t ColumnMethods[] = {
|
|
|
|
{ 0.0, "Original" },
|
|
|
|
{ 1.0, "Optimized" }
|
|
|
|
};
|
|
|
|
|
|
|
|
static value_t BloodTypes[] = {
|
|
|
|
{ 0.0, "Sprites" },
|
2006-05-14 14:30:13 +00:00
|
|
|
{ 1.0, "Sprites & Particles" },
|
2006-02-24 04:48:15 +00:00
|
|
|
{ 2.0, "Particles" }
|
|
|
|
};
|
|
|
|
|
|
|
|
static value_t PuffTypes[] = {
|
|
|
|
{ 0.0, "Sprites" },
|
|
|
|
{ 1.0, "Particles" }
|
|
|
|
};
|
|
|
|
|
|
|
|
static value_t Wipes[] = {
|
|
|
|
{ 0.0, "None" },
|
|
|
|
{ 1.0, "Melt" },
|
|
|
|
{ 2.0, "Burn" },
|
|
|
|
{ 3.0, "Crossfade" }
|
|
|
|
};
|
|
|
|
|
2007-01-07 09:43:58 +00:00
|
|
|
static value_t Endoom[] = {
|
|
|
|
{ 0.0, "Off" },
|
|
|
|
{ 1.0, "On" },
|
|
|
|
{ 2.0, "Only modified" }
|
|
|
|
};
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
static menuitem_t VideoItems[] = {
|
|
|
|
{ more, "Message Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)StartMessagesMenu} },
|
|
|
|
{ more, "Automap Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)StartAutomapMenu} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ slider, "Screen size", {&screenblocks}, {3.0}, {12.0}, {1.0}, {NULL} },
|
|
|
|
{ slider, "Brightness", {&Gamma}, {1.0}, {3.0}, {0.1}, {NULL} },
|
|
|
|
{ discrete, "Crosshair", {&crosshair}, {8.0}, {0.0}, {0.0}, {Crosshairs} },
|
|
|
|
{ discrete, "Column render mode", {&r_columnmethod}, {2.0}, {0.0}, {0.0}, {ColumnMethods} },
|
|
|
|
{ discrete, "Detail mode", {&r_detail}, {4.0}, {0.0}, {0.0}, {DetailModes} },
|
|
|
|
{ discrete, "Stretch short skies", {&r_stretchsky}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ discrete, "Stretch status bar", {&st_scale}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ discrete, "Screen wipe style", {&wipetype}, {4.0}, {0.0}, {0.0}, {Wipes} },
|
|
|
|
#ifdef _WIN32
|
2007-01-07 09:43:58 +00:00
|
|
|
{ discrete, "Show ENDOOM screen", {&showendoom}, {3.0}, {0.0}, {0.0}, {Endoom} },
|
2006-02-24 04:48:15 +00:00
|
|
|
{ discrete, "DirectDraw palette hack", {&vid_palettehack}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ discrete, "Use attached surfaces", {&vid_attachedsurfaces},{2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
#endif
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ discrete, "Use fuzz effect", {&r_drawfuzz}, {2.0}, {0.0}, {0.0}, {YesNo} },
|
|
|
|
{ discrete, "Rocket Trails", {&cl_rockettrails}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ discrete, "Blood Type", {&cl_bloodtype}, {3.0}, {0.0}, {0.0}, {BloodTypes} },
|
|
|
|
{ discrete, "Bullet Puff Type", {&cl_pufftype}, {2.0}, {0.0}, {0.0}, {PuffTypes} },
|
|
|
|
};
|
|
|
|
|
|
|
|
menu_t VideoMenu =
|
|
|
|
{
|
|
|
|
"DISPLAY OPTIONS",
|
|
|
|
0,
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
countof(VideoItems),
|
2006-02-24 04:48:15 +00:00
|
|
|
0,
|
|
|
|
VideoItems,
|
|
|
|
};
|
|
|
|
|
|
|
|
/*=======================================
|
|
|
|
*
|
|
|
|
* Automap Menu
|
|
|
|
*
|
|
|
|
*=======================================*/
|
|
|
|
static void StartMapColorsMenu (void);
|
|
|
|
|
2006-05-10 03:24:32 +00:00
|
|
|
EXTERN_CVAR (Int, am_rotate)
|
2006-05-10 03:17:34 +00:00
|
|
|
EXTERN_CVAR (Int, am_overlay)
|
2006-02-24 04:48:15 +00:00
|
|
|
EXTERN_CVAR (Bool, am_usecustomcolors)
|
|
|
|
EXTERN_CVAR (Bool, am_showitems)
|
|
|
|
EXTERN_CVAR (Bool, am_showmonsters)
|
|
|
|
EXTERN_CVAR (Bool, am_showsecrets)
|
|
|
|
EXTERN_CVAR (Bool, am_showtime)
|
2006-04-11 16:27:41 +00:00
|
|
|
EXTERN_CVAR (Int, am_map_secrets)
|
|
|
|
EXTERN_CVAR (Bool, am_showtotaltime)
|
|
|
|
EXTERN_CVAR (Bool, am_drawmapback)
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
static value_t MapColorTypes[] = {
|
|
|
|
{ 1, "Custom" },
|
|
|
|
{ 0, "Traditional Doom" }
|
|
|
|
};
|
|
|
|
|
2006-04-11 16:27:41 +00:00
|
|
|
static value_t SecretTypes[] = {
|
|
|
|
{ 0, "Never" },
|
|
|
|
{ 1, "Only when found" },
|
|
|
|
{ 2, "Always" },
|
|
|
|
};
|
|
|
|
|
2006-05-10 03:24:32 +00:00
|
|
|
static value_t RotateTypes[] = {
|
2006-05-10 03:17:34 +00:00
|
|
|
{ 0, "Off" },
|
|
|
|
{ 1, "On" },
|
2006-05-10 03:24:32 +00:00
|
|
|
{ 2, "On for overlay only" }
|
|
|
|
};
|
|
|
|
|
|
|
|
static value_t OverlayTypes[] = {
|
|
|
|
{ 0, "Off" },
|
|
|
|
{ 1, "Overlay+Normal" },
|
|
|
|
{ 2, "Overlay Only" }
|
2006-05-10 03:17:34 +00:00
|
|
|
};
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
static menuitem_t AutomapItems[] = {
|
|
|
|
{ discrete, "Map color set", {&am_usecustomcolors}, {2.0}, {0.0}, {0.0}, {MapColorTypes} },
|
|
|
|
{ more, "Set custom colors", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t*)StartMapColorsMenu} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
2006-05-10 03:24:32 +00:00
|
|
|
{ discrete, "Rotate automap", {&am_rotate}, {3.0}, {0.0}, {0.0}, {RotateTypes} },
|
2006-05-10 03:17:34 +00:00
|
|
|
{ discrete, "Overlay automap", {&am_overlay}, {3.0}, {0.0}, {0.0}, {OverlayTypes} },
|
2006-02-24 04:48:15 +00:00
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ discrete, "Show item counts", {&am_showitems}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ discrete, "Show monster counts", {&am_showmonsters}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ discrete, "Show secret counts", {&am_showsecrets}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ discrete, "Show time elapsed", {&am_showtime}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
2006-04-11 16:27:41 +00:00
|
|
|
{ discrete, "Show total time elapsed", {&am_showtotaltime}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ discrete, "Show secrets on map", {&am_map_secrets}, {3.0}, {0.0}, {0.0}, {SecretTypes} },
|
2006-05-10 03:24:32 +00:00
|
|
|
{ discrete, "Draw map background", {&am_drawmapback}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
menu_t AutomapMenu =
|
|
|
|
{
|
|
|
|
"AUTOMAP OPTIONS",
|
|
|
|
0,
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
countof(AutomapItems),
|
2006-02-24 04:48:15 +00:00
|
|
|
0,
|
|
|
|
AutomapItems,
|
|
|
|
};
|
|
|
|
|
|
|
|
/*=======================================
|
|
|
|
*
|
|
|
|
* Map Colors Menu
|
|
|
|
*
|
|
|
|
*=======================================*/
|
|
|
|
static void DefaultCustomColors();
|
|
|
|
|
|
|
|
EXTERN_CVAR (Color, am_backcolor)
|
|
|
|
EXTERN_CVAR (Color, am_yourcolor)
|
|
|
|
EXTERN_CVAR (Color, am_wallcolor)
|
|
|
|
EXTERN_CVAR (Color, am_secretwallcolor)
|
|
|
|
EXTERN_CVAR (Color, am_tswallcolor)
|
|
|
|
EXTERN_CVAR (Color, am_fdwallcolor)
|
|
|
|
EXTERN_CVAR (Color, am_cdwallcolor)
|
|
|
|
EXTERN_CVAR (Color, am_thingcolor)
|
|
|
|
EXTERN_CVAR (Color, am_gridcolor)
|
|
|
|
EXTERN_CVAR (Color, am_xhaircolor)
|
|
|
|
EXTERN_CVAR (Color, am_notseencolor)
|
|
|
|
EXTERN_CVAR (Color, am_lockedcolor)
|
|
|
|
EXTERN_CVAR (Color, am_ovyourcolor)
|
|
|
|
EXTERN_CVAR (Color, am_ovwallcolor)
|
|
|
|
EXTERN_CVAR (Color, am_ovthingcolor)
|
|
|
|
EXTERN_CVAR (Color, am_ovotherwallscolor)
|
|
|
|
EXTERN_CVAR (Color, am_ovunseencolor)
|
|
|
|
EXTERN_CVAR (Color, am_ovtelecolor)
|
|
|
|
EXTERN_CVAR (Color, am_intralevelcolor)
|
|
|
|
EXTERN_CVAR (Color, am_interlevelcolor)
|
2006-04-11 16:27:41 +00:00
|
|
|
EXTERN_CVAR (Color, am_secretsectorcolor)
|
|
|
|
EXTERN_CVAR (Color, am_thingcolor_friend)
|
|
|
|
EXTERN_CVAR (Color, am_thingcolor_monster)
|
|
|
|
EXTERN_CVAR (Color, am_thingcolor_item)
|
|
|
|
EXTERN_CVAR (Color, am_ovthingcolor_friend)
|
|
|
|
EXTERN_CVAR (Color, am_ovthingcolor_monster)
|
|
|
|
EXTERN_CVAR (Color, am_ovthingcolor_item)
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
static menuitem_t MapColorsItems[] = {
|
|
|
|
{ rsafemore, "Restore default custom colors", {NULL}, {0}, {0}, {0}, {(value_t*)DefaultCustomColors} },
|
|
|
|
{ redtext, " ", {NULL}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "Background", {&am_backcolor}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "You", {&am_yourcolor}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "1-sided walls", {&am_wallcolor}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "2-sided walls with different floors", {&am_fdwallcolor}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "2-sided walls with different ceilings", {&am_cdwallcolor}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "Map grid", {&am_gridcolor}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "Center point", {&am_xhaircolor}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "Not-yet-seen walls", {&am_notseencolor}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "Locked doors", {&am_lockedcolor}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "Teleporter to the same map", {&am_intralevelcolor}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "Teleporter to a different map", {&am_interlevelcolor}, {0}, {0}, {0}, {0} },
|
2006-04-11 16:27:41 +00:00
|
|
|
{ colorpicker, "Secret sector", {&am_secretsectorcolor}, {0}, {0}, {0}, {0} },
|
2006-02-24 04:48:15 +00:00
|
|
|
{ redtext, " ", {NULL}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "Invisible 2-sided walls (for cheat)", {&am_tswallcolor}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "Secret walls (for cheat)", {&am_secretwallcolor}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "Actors (for cheat)", {&am_thingcolor}, {0}, {0}, {0}, {0} },
|
2006-04-11 16:27:41 +00:00
|
|
|
{ colorpicker, "Monsters (for cheat)", {&am_thingcolor_monster}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "Friends (for cheat)", {&am_thingcolor_friend}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "Items (for cheat)", {&am_thingcolor_item}, {0}, {0}, {0}, {0} },
|
2006-02-24 04:48:15 +00:00
|
|
|
{ redtext, " ", {NULL}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "You (overlay)", {&am_ovyourcolor}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "1-sided walls (overlay)", {&am_ovwallcolor}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "2-sided walls (overlay)", {&am_ovotherwallscolor},{0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "Not-yet-seen walls (overlay)", {&am_ovunseencolor}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "Teleporter (overlay)", {&am_ovtelecolor}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "Actors (overlay) (for cheat)", {&am_ovthingcolor}, {0}, {0}, {0}, {0} },
|
2006-04-11 16:27:41 +00:00
|
|
|
{ colorpicker, "Monsters (overlay) (for cheat)", {&am_ovthingcolor_monster}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "Friends (overlay) (for cheat)", {&am_ovthingcolor_friend}, {0}, {0}, {0}, {0} },
|
|
|
|
{ colorpicker, "Items (overlay) (for cheat)", {&am_ovthingcolor_item}, {0}, {0}, {0}, {0} },
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
menu_t MapColorsMenu =
|
|
|
|
{
|
|
|
|
"CUSTOMIZE MAP COLORS",
|
|
|
|
0,
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
countof(MapColorsItems),
|
2006-04-11 16:27:41 +00:00
|
|
|
48,
|
2006-02-24 04:48:15 +00:00
|
|
|
MapColorsItems,
|
|
|
|
};
|
|
|
|
|
|
|
|
/*=======================================
|
|
|
|
*
|
|
|
|
* Color Picker Sub-menu
|
|
|
|
*
|
|
|
|
*=======================================*/
|
2006-12-29 03:38:37 +00:00
|
|
|
static void StartColorPickerMenu (const char *colorname, FColorCVar *cvar);
|
2006-02-24 04:48:15 +00:00
|
|
|
static void ColorPickerReset ();
|
|
|
|
static int CurrColorIndex;
|
|
|
|
static int SelColorIndex;
|
|
|
|
static void UpdateSelColor (int index);
|
|
|
|
|
|
|
|
|
|
|
|
static menuitem_t ColorPickerItems[] = {
|
|
|
|
{ redtext, NULL, {NULL}, {0}, {0}, {0}, {0} },
|
|
|
|
{ redtext, " ", {NULL}, {0}, {0}, {0}, {0} },
|
|
|
|
{ intslider, "Red", {NULL}, {0}, {255}, {15}, {0} },
|
|
|
|
{ intslider, "Green", {NULL}, {0}, {255}, {15}, {0} },
|
|
|
|
{ intslider, "Blue", {NULL}, {0}, {255}, {15}, {0} },
|
|
|
|
{ redtext, " ", {NULL}, {0}, {0}, {0}, {0} },
|
|
|
|
{ more, "Undo changes", {NULL}, {0}, {0}, {0}, {(value_t*)ColorPickerReset} },
|
|
|
|
{ redtext, " ", {NULL}, {0}, {0}, {0}, {0} },
|
|
|
|
{ palettegrid, " ", {NULL}, {0}, {0}, {0}, {0} },
|
|
|
|
{ palettegrid, " ", {NULL}, {1}, {0}, {0}, {0} },
|
|
|
|
{ palettegrid, " ", {NULL}, {2}, {0}, {0}, {0} },
|
|
|
|
{ palettegrid, " ", {NULL}, {3}, {0}, {0}, {0} },
|
|
|
|
{ palettegrid, " ", {NULL}, {4}, {0}, {0}, {0} },
|
|
|
|
{ palettegrid, " ", {NULL}, {5}, {0}, {0}, {0} },
|
|
|
|
{ palettegrid, " ", {NULL}, {6}, {0}, {0}, {0} },
|
|
|
|
{ palettegrid, " ", {NULL}, {7}, {0}, {0}, {0} },
|
|
|
|
{ palettegrid, " ", {NULL}, {8}, {0}, {0}, {0} },
|
|
|
|
{ palettegrid, " ", {NULL}, {9}, {0}, {0}, {0} },
|
|
|
|
{ palettegrid, " ", {NULL}, {10}, {0}, {0}, {0} },
|
|
|
|
{ palettegrid, " ", {NULL}, {11}, {0}, {0}, {0} },
|
|
|
|
{ palettegrid, " ", {NULL}, {12}, {0}, {0}, {0} },
|
|
|
|
{ palettegrid, " ", {NULL}, {13}, {0}, {0}, {0} },
|
|
|
|
{ palettegrid, " ", {NULL}, {14}, {0}, {0}, {0} },
|
|
|
|
{ palettegrid, " ", {NULL}, {15}, {0}, {0}, {0} },
|
|
|
|
};
|
|
|
|
|
|
|
|
menu_t ColorPickerMenu =
|
|
|
|
{
|
|
|
|
"SELECT COLOR",
|
|
|
|
2,
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
countof(ColorPickerItems),
|
2006-02-24 04:48:15 +00:00
|
|
|
0,
|
|
|
|
ColorPickerItems,
|
|
|
|
};
|
|
|
|
|
|
|
|
/*=======================================
|
|
|
|
*
|
|
|
|
* Messages Menu
|
|
|
|
*
|
|
|
|
*=======================================*/
|
|
|
|
EXTERN_CVAR (Int, con_scaletext)
|
|
|
|
EXTERN_CVAR (Bool, con_centernotify)
|
|
|
|
EXTERN_CVAR (Int, msg0color)
|
|
|
|
EXTERN_CVAR (Int, msg1color)
|
|
|
|
EXTERN_CVAR (Int, msg2color)
|
|
|
|
EXTERN_CVAR (Int, msg3color)
|
|
|
|
EXTERN_CVAR (Int, msg4color)
|
|
|
|
EXTERN_CVAR (Int, msgmidcolor)
|
|
|
|
EXTERN_CVAR (Int, msglevel)
|
|
|
|
|
|
|
|
static value_t ScaleValues[] =
|
|
|
|
{
|
|
|
|
{ 0.0, "Off" },
|
|
|
|
{ 1.0, "On" },
|
|
|
|
{ 2.0, "Double" }
|
|
|
|
};
|
|
|
|
|
|
|
|
static value_t TextColors[] =
|
|
|
|
{
|
|
|
|
{ 0.0, "brick" },
|
|
|
|
{ 1.0, "tan" },
|
|
|
|
{ 2.0, "gray" },
|
|
|
|
{ 3.0, "green" },
|
|
|
|
{ 4.0, "brown" },
|
|
|
|
{ 5.0, "gold" },
|
|
|
|
{ 6.0, "red" },
|
|
|
|
{ 7.0, "blue" },
|
|
|
|
{ 8.0, "orange" },
|
|
|
|
{ 9.0, "white" },
|
- Added some hackery at the start of MouseRead_Win32() that prevents it from
yanking the mouse around if they keys haven't been read yet to combat the
same situation that causes the keyboard to return DIERR_NOTACQUIRED in
KeyRead(): The window is sort of in focus and sort of not. User.dll
considers it to be focused and it's drawn as such, but another focused
window is on top of it, and DirectInput doesn't see it as focused.
- Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it
handles DIERR_INPUTLOST errors. This can happen if our window had the
focus stolen away from it before we tried to acquire the keyboard in
DI_Init2(). Strangely, MouseRead_DI() already did this.
- When a stack overflow occurs, report.txt now only includes the first and
last 16KB of the stack to make it more manageable.
- Limited StreamEditBinary() to the first 64KB of the file to keep it from
taking too long on large dumps.
- And now I know why gathering crash information in the same process that
crashed can be bad: Stack overflows. You get one spare page to play with
when the stack overflows. MiniDumpWriteDump() needs more than that and
causes an access violation when it runs out of leftover stack, silently
terminating the application. Windows XP x64 offers SetThreadStackGuarantee()
to increase this, but that isn't available on anything older, including
32-bit XP. To get around this, a new thread is created to write the mini
dump when the stack overflows.
- Changed A_Burnination() to be closer to Strife's.
- Fixed: When playing back demos, DoAddBot() can be called without an
associated call to SpawnBot(). So if the bot can't spawn, botnum can
go negative, which will cause problems later in DCajunMaster::Main()
when it sees that wanted_botnum (0) is higher than botnum (-1).
- Fixed: Stopping demo recording in multiplayer games should not abruptly
drop the recorder out of the game without notifying the other players.
In fact, there's no reason why it should drop them out of multiplayer at
all.
- Fixed: Earthquakes were unreliable in multiplayer games because
P_PredictPlayer() did not preserve the player's xviewshift.
- Fixed: PlayerIsGone() needs to stop any scripts that belong to the player
who left, in addition to executing disconnect scripts.
- Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo
in case the player left but somebody still has a reference to their actor.
- Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior
and set Buffer to NULL.
- Improved feedback for network game initialization with the console ticker.
- Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source
directory. They are identical, so keeping two copies of them is bad.
- Fixed: (At least with Creative's driver's,) EAX settings are global and not
per-application. So if you play a multiplayer ZDoom game on one computer
(or even another EAX-using application), ZDoom needs to restore the
environment when it regains focus.
- Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently,
PacketGet can receive ECONNRESET from nodes that aren't in the game. It
should be safe to just ignore these packets.
- Fixed: PlayerIsGone() should set the gone player's camera to NULL in case
the player who left was player 0. This is because if a remaining player
receives a "recoverable" error, they will become player 0. Once that happens,
they game will try to update sounds through their camera and crash in
FMODSoundRenderer::UpdateListener() because the zones array is now NULL.
G_NewInit() should also clear all the player structures.
SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
|
|
|
{ 10.0, "yellow" },
|
- Added support for casting color names in ACS print-type statements. What that
means is that instead of writing this:
print (s:"\cDSome text");
You can write this:
print (r:CR_GREEN, s:"Some text");
- Added some new colors, based on the ones jimmy91 posted in the forum: cream,
light blue, black, olive, dark green, dark red, dark brown, purple, and dark
gray.
- Simplified FFont::BuildTranslations() and BuildTranslations2() to make adding
new colors easier.
SVN r306 (trunk)
2006-08-22 21:58:24 +00:00
|
|
|
{ 11.0, "default" },
|
|
|
|
{ 12.0, "black" },
|
|
|
|
{ 13.0, "light blue" },
|
|
|
|
{ 14.0, "cream" },
|
|
|
|
{ 15.0, "olive" },
|
|
|
|
{ 16.0, "dark green" },
|
|
|
|
{ 17.0, "dark red" },
|
|
|
|
{ 18.0, "dark brown" },
|
|
|
|
{ 19.0, "purple" },
|
|
|
|
{ 20.0, "dark gray" },
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
static value_t MessageLevels[] = {
|
|
|
|
{ 0.0, "Item Pickup" },
|
|
|
|
{ 1.0, "Obituaries" },
|
|
|
|
{ 2.0, "Critical Messages" }
|
|
|
|
};
|
|
|
|
|
|
|
|
static menuitem_t MessagesItems[] = {
|
2006-05-15 15:28:46 +00:00
|
|
|
{ discrete, "Show messages", {&show_messages}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ discrete, "Show obituaries", {&show_obituaries}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
2006-02-24 04:48:15 +00:00
|
|
|
{ discrete, "Scale text in high res", {&con_scaletext}, {3.0}, {0.0}, {0.0}, {ScaleValues} },
|
|
|
|
{ discrete, "Minimum message level", {&msglevel}, {3.0}, {0.0}, {0.0}, {MessageLevels} },
|
|
|
|
{ discrete, "Center messages", {&con_centernotify}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ whitetext, "Message Colors", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
- Added support for casting color names in ACS print-type statements. What that
means is that instead of writing this:
print (s:"\cDSome text");
You can write this:
print (r:CR_GREEN, s:"Some text");
- Added some new colors, based on the ones jimmy91 posted in the forum: cream,
light blue, black, olive, dark green, dark red, dark brown, purple, and dark
gray.
- Simplified FFont::BuildTranslations() and BuildTranslations2() to make adding
new colors easier.
SVN r306 (trunk)
2006-08-22 21:58:24 +00:00
|
|
|
{ cdiscrete, "Item Pickup", {&msg0color}, {21.0}, {0.0}, {0.0}, {TextColors} },
|
|
|
|
{ cdiscrete, "Obituaries", {&msg1color}, {21.0}, {0.0}, {0.0}, {TextColors} },
|
|
|
|
{ cdiscrete, "Critical Messages", {&msg2color}, {21.0}, {0.0}, {0.0}, {TextColors} },
|
|
|
|
{ cdiscrete, "Chat Messages", {&msg3color}, {21.0}, {0.0}, {0.0}, {TextColors} },
|
|
|
|
{ cdiscrete, "Team Messages", {&msg4color}, {21.0}, {0.0}, {0.0}, {TextColors} },
|
|
|
|
{ cdiscrete, "Centered Messages", {&msgmidcolor}, {21.0}, {0.0}, {0.0}, {TextColors} }
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
menu_t MessagesMenu =
|
|
|
|
{
|
|
|
|
"MESSAGES",
|
|
|
|
0,
|
|
|
|
12,
|
|
|
|
0,
|
|
|
|
MessagesItems,
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
/*=======================================
|
|
|
|
*
|
|
|
|
* Video Modes Menu
|
|
|
|
*
|
|
|
|
*=======================================*/
|
|
|
|
|
2006-09-14 00:02:31 +00:00
|
|
|
extern bool setmodeneeded;
|
2006-02-24 04:48:15 +00:00
|
|
|
extern int NewWidth, NewHeight, NewBits;
|
|
|
|
extern int DisplayBits;
|
|
|
|
|
|
|
|
int testingmode; // Holds time to revert to old mode
|
|
|
|
int OldWidth, OldHeight, OldBits;
|
|
|
|
|
2006-05-11 04:00:58 +00:00
|
|
|
void M_FreeModesList ();
|
2006-02-24 04:48:15 +00:00
|
|
|
static void BuildModesList (int hiwidth, int hiheight, int hi_id);
|
2006-09-14 00:02:31 +00:00
|
|
|
static bool GetSelectedSize (int line, int *width, int *height);
|
2006-02-24 04:48:15 +00:00
|
|
|
static void SetModesMenu (int w, int h, int bits);
|
|
|
|
|
|
|
|
EXTERN_CVAR (Int, vid_defwidth)
|
|
|
|
EXTERN_CVAR (Int, vid_defheight)
|
|
|
|
EXTERN_CVAR (Int, vid_defbits)
|
|
|
|
|
|
|
|
static FIntCVar DummyDepthCvar (NULL, 0, 0);
|
|
|
|
|
|
|
|
EXTERN_CVAR (Bool, fullscreen)
|
|
|
|
|
|
|
|
static value_t Depths[22];
|
|
|
|
|
|
|
|
EXTERN_CVAR (Bool, vid_tft) // Defined below
|
|
|
|
CUSTOM_CVAR (Int, menu_screenratios, 0, CVAR_ARCHIVE)
|
|
|
|
{
|
|
|
|
if (self < 0 || self > 4)
|
|
|
|
{
|
|
|
|
self = 3;
|
|
|
|
}
|
|
|
|
else if (self == 4 && !vid_tft)
|
|
|
|
{
|
|
|
|
self = 3;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
BuildModesList (SCREENWIDTH, SCREENHEIGHT, DisplayBits);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static value_t Ratios[] =
|
|
|
|
{
|
|
|
|
{ 0.0, "4:3" },
|
|
|
|
{ 1.0, "16:9" },
|
|
|
|
{ 2.0, "16:10" },
|
|
|
|
{ 3.0, "All" }
|
|
|
|
};
|
|
|
|
static value_t RatiosTFT[] =
|
|
|
|
{
|
|
|
|
{ 0.0, "4:3" },
|
|
|
|
{ 4.0, "5:4" },
|
|
|
|
{ 1.0, "16:9" },
|
|
|
|
{ 2.0, "16:10" },
|
|
|
|
{ 3.0, "All" }
|
|
|
|
};
|
|
|
|
|
|
|
|
static char VMEnterText[] = "Press ENTER to set mode";
|
|
|
|
static char VMTestText[] = "T to test mode for 5 seconds";
|
|
|
|
|
|
|
|
static menuitem_t ModesItems[] = {
|
|
|
|
// { discrete, "Screen mode", {&DummyDepthCvar}, {0.0}, {0.0}, {0.0}, {Depths} },
|
|
|
|
{ discrete, "Aspect ratio", {&menu_screenratios}, {4.0}, {0.0}, {0.0}, {Ratios} },
|
|
|
|
{ discrete, "Fullscreen", {&fullscreen}, {2.0}, {0.0}, {0.0}, {YesNo} },
|
|
|
|
{ discrete, "Enable 5:4 aspect ratio",{&vid_tft}, {2.0}, {0.0}, {0.0}, {YesNo} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
// { whitetext,"Note: Only 8 bpp modes are supported",{NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, VMEnterText, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ redtext, VMTestText, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
};
|
|
|
|
|
|
|
|
#define VM_DEPTHITEM 0
|
|
|
|
#define VM_ASPECTITEM 0
|
|
|
|
#define VM_RESSTART 4
|
|
|
|
#define VM_ENTERLINE 14
|
|
|
|
#define VM_TESTLINE 16
|
|
|
|
|
|
|
|
menu_t ModesMenu =
|
|
|
|
{
|
|
|
|
"VIDEO MODE",
|
|
|
|
2,
|
2006-04-21 16:32:49 +00:00
|
|
|
countof(ModesItems),
|
2006-02-24 04:48:15 +00:00
|
|
|
0,
|
|
|
|
ModesItems,
|
|
|
|
};
|
|
|
|
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
CUSTOM_CVAR (Bool, vid_tft, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
if (self)
|
|
|
|
{
|
|
|
|
ModesItems[VM_ASPECTITEM].b.numvalues = 5.f;
|
|
|
|
ModesItems[VM_ASPECTITEM].e.values = RatiosTFT;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ModesItems[VM_ASPECTITEM].b.numvalues = 4.f;
|
|
|
|
ModesItems[VM_ASPECTITEM].e.values = Ratios;
|
|
|
|
if (menu_screenratios == 4)
|
|
|
|
{
|
|
|
|
menu_screenratios = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*=======================================
|
|
|
|
*
|
|
|
|
* Gameplay Options (dmflags) Menu
|
|
|
|
*
|
|
|
|
*=======================================*/
|
2006-12-16 16:34:39 +00:00
|
|
|
value_t SmartAim[4] = {
|
2006-12-16 11:49:48 +00:00
|
|
|
{ 0.0, "Off" },
|
|
|
|
{ 1.0, "On" },
|
2006-12-16 16:34:39 +00:00
|
|
|
{ 2.0, "Never friends" },
|
|
|
|
{ 3.0, "Only monsters" }
|
2006-12-16 11:49:48 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
value_t FallingDM[4] = {
|
|
|
|
{ 0, "Off" },
|
|
|
|
{ DF_FORCE_FALLINGZD, "Old" },
|
|
|
|
{ DF_FORCE_FALLINGHX, "Hexen" },
|
|
|
|
{ DF_FORCE_FALLINGZD|DF_FORCE_FALLINGHX, "Strife" }
|
|
|
|
};
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
static menuitem_t DMFlagsItems[] = {
|
|
|
|
{ discrete, "Teamplay", {&teamplay}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ slider, "Team damage scalar", {&teamdamage}, {0.0}, {1.0}, {0.05},{NULL} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
2006-12-16 11:49:48 +00:00
|
|
|
{ discrete, "Smart Autoaim", {&sv_smartaim}, {3.0}, {0.0}, {0.0}, {SmartAim} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ bitmask, "Falling damage", {&dmflags}, {4.0}, {DF_FORCE_FALLINGZD|DF_FORCE_FALLINGHX}, {0}, {FallingDM} },
|
|
|
|
// { bitflag, "Falling damage (old)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_FALLINGZD} },
|
|
|
|
// { bitflag, "Falling damage (Hexen)",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_FALLINGHX} },
|
2006-06-18 04:10:47 +00:00
|
|
|
{ bitflag, "Drop weapon", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_WEAPONDROP} },
|
2006-02-24 04:48:15 +00:00
|
|
|
{ bitflag, "Infinite ammo", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_INFINITE_AMMO} },
|
|
|
|
{ bitflag, "No monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_NO_MONSTERS} },
|
|
|
|
{ bitflag, "Monsters respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_MONSTERS_RESPAWN} },
|
|
|
|
{ bitflag, "Items respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_ITEMS_RESPAWN} },
|
2006-12-16 11:49:48 +00:00
|
|
|
{ bitflag, "Big powerups respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_RESPAWN_SUPER} },
|
2006-02-24 04:48:15 +00:00
|
|
|
{ bitflag, "Fast monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FAST_MONSTERS} },
|
|
|
|
{ bitflag, "Allow jump", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_JUMP} },
|
2006-05-14 14:30:13 +00:00
|
|
|
{ bitflag, "Allow crouch", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_CROUCH} },
|
2006-02-24 04:48:15 +00:00
|
|
|
{ bitflag, "Allow freelook", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_FREELOOK} },
|
|
|
|
{ bitflag, "Allow FOV", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_FOV} },
|
2006-04-11 16:27:41 +00:00
|
|
|
{ bitflag, "Allow BFG aiming", {&dmflags2}, {1}, {0}, {0}, {(value_t *)DF2_NO_FREEAIMBFG} },
|
2006-06-18 04:10:47 +00:00
|
|
|
{ redtext, " ", {NULL}, {0}, {0}, {0}, {NULL} },
|
2006-12-16 11:49:48 +00:00
|
|
|
{ whitetext,"Deathmatch Settings", {NULL}, {0}, {0}, {0}, {NULL} },
|
|
|
|
{ bitflag, "Weapons stay", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_WEAPONS_STAY} },
|
|
|
|
{ bitflag, "Allow powerups", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_ITEMS} },
|
|
|
|
{ bitflag, "Allow health", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_HEALTH} },
|
|
|
|
{ bitflag, "Allow armor", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_ARMOR} },
|
|
|
|
{ bitflag, "Spawn farthest", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_SPAWN_FARTHEST} },
|
|
|
|
{ bitflag, "Same map", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_SAME_LEVEL} },
|
|
|
|
{ bitflag, "Force respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_RESPAWN} },
|
|
|
|
{ bitflag, "Allow exit", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_EXIT} },
|
|
|
|
{ bitflag, "Barrels respawn", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_BARRELS_RESPAWN} },
|
|
|
|
{ bitflag, "Respawn protection", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_INVUL} },
|
|
|
|
{ redtext, " ", {NULL}, {0}, {0}, {0}, {NULL} },
|
2006-06-18 04:10:47 +00:00
|
|
|
{ whitetext,"Cooperative Settings", {NULL}, {0}, {0}, {0}, {NULL} },
|
2006-06-22 02:19:43 +00:00
|
|
|
{ bitflag, "Spawn multi. weapons", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_COOP_WEAPON_SPAWN} },
|
2006-06-18 04:10:47 +00:00
|
|
|
{ bitflag, "Lose entire inventory",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_COOP_LOSE_INVENTORY} },
|
|
|
|
{ bitflag, "Keep keys", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_COOP_LOSE_KEYS} },
|
|
|
|
{ bitflag, "Keep weapons", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_COOP_LOSE_WEAPONS} },
|
|
|
|
{ bitflag, "Keep armor", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_COOP_LOSE_ARMOR} },
|
|
|
|
{ bitflag, "Keep powerups", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_COOP_LOSE_POWERUPS} },
|
|
|
|
{ bitflag, "Keep ammo", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_COOP_LOSE_AMMO} },
|
|
|
|
{ bitflag, "Lose half ammo", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_COOP_HALVE_AMMO} },
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
static menu_t DMFlagsMenu =
|
|
|
|
{
|
|
|
|
"GAMEPLAY OPTIONS",
|
|
|
|
0,
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
countof(DMFlagsItems),
|
2006-02-24 04:48:15 +00:00
|
|
|
0,
|
|
|
|
DMFlagsItems,
|
|
|
|
};
|
|
|
|
|
|
|
|
/*=======================================
|
|
|
|
*
|
|
|
|
* Compatibility Options Menu
|
|
|
|
*
|
|
|
|
*=======================================*/
|
|
|
|
|
|
|
|
static menuitem_t CompatibilityItems[] = {
|
|
|
|
{ bitflag, "Find shortest textures like Doom", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_SHORTTEX} },
|
|
|
|
{ bitflag, "Use buggier stair building", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_STAIRINDEX} },
|
|
|
|
{ bitflag, "Limit Pain Elementals' Lost Souls", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_LIMITPAIN} },
|
|
|
|
{ bitflag, "Don't let others hear your pickups", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_SILENTPICKUP} },
|
|
|
|
{ bitflag, "Actors are infinitely tall", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_NO_PASSMOBJ} },
|
|
|
|
{ bitflag, "Cripple sound for silent BFG trick", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_MAGICSILENCE} },
|
|
|
|
{ bitflag, "Enable wall running", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_WALLRUN} },
|
|
|
|
{ bitflag, "Spawn item drops on the floor", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_NOTOSSDROPS} },
|
|
|
|
{ bitflag, "All special lines can block <use>", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_USEBLOCKING} },
|
|
|
|
{ bitflag, "Disable BOOM door light effect", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_NODOORLIGHT} },
|
2006-04-11 16:27:41 +00:00
|
|
|
{ bitflag, "Raven scrollers use original speed", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_RAVENSCROLL} },
|
2006-04-20 14:21:27 +00:00
|
|
|
{ bitflag, "Use original sound target handling", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_SOUNDTARGET} },
|
|
|
|
{ bitflag, "DEH health settings like Doom2.exe", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_DEHHEALTH} },
|
2006-04-24 14:26:06 +00:00
|
|
|
{ bitflag, "Self ref. sectors don't block shots", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_TRACE} },
|
|
|
|
{ bitflag, "Monsters get stuck over dropoffs", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_DROPOFF} },
|
2007-05-12 11:14:09 +00:00
|
|
|
{ bitflag, "Monsters see invisible players", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_INVISIBILITY} },
|
2006-07-11 08:27:05 +00:00
|
|
|
{ bitflag, "Boom scrollers are additive", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_BOOMSCROLL} },
|
2006-04-24 14:26:06 +00:00
|
|
|
|
2006-04-11 16:27:41 +00:00
|
|
|
{ discrete, "Interpolate monster movement", {&nomonsterinterpolation}, {2.0}, {0.0}, {0.0}, {NoYes} },
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
static menu_t CompatibilityMenu =
|
|
|
|
{
|
|
|
|
"COMPATIBILITY OPTIONS",
|
|
|
|
0,
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
countof(CompatibilityItems),
|
2006-02-24 04:48:15 +00:00
|
|
|
0,
|
|
|
|
CompatibilityItems,
|
|
|
|
};
|
|
|
|
|
|
|
|
/*=======================================
|
|
|
|
*
|
|
|
|
* Sound Options Menu
|
|
|
|
*
|
|
|
|
*=======================================*/
|
|
|
|
|
|
|
|
#ifdef _WIN32
|
|
|
|
EXTERN_CVAR (Float, snd_midivolume)
|
|
|
|
EXTERN_CVAR (Float, snd_movievolume)
|
|
|
|
#endif
|
|
|
|
EXTERN_CVAR (Bool, snd_flipstereo)
|
|
|
|
EXTERN_CVAR (Bool, snd_pitched)
|
|
|
|
|
|
|
|
static void MakeSoundChanges ();
|
|
|
|
static void AdvSoundOptions ();
|
|
|
|
static void ChooseMIDI ();
|
|
|
|
|
|
|
|
static value_t SampleRates[] =
|
|
|
|
{
|
|
|
|
{ 4000.f, "4000 Hz" },
|
|
|
|
{ 8000.f, "8000 Hz" },
|
|
|
|
{ 11025.f, "11025 Hz" },
|
|
|
|
{ 22050.f, "22050 Hz" },
|
|
|
|
{ 32000.f, "32000 Hz" },
|
|
|
|
{ 44100.f, "44100 Hz" },
|
|
|
|
{ 48000.f, "48000 Hz" },
|
|
|
|
{ 65535.f, "65535 Hz" }
|
|
|
|
};
|
|
|
|
|
|
|
|
static value_t BufferSizes[] =
|
|
|
|
{
|
|
|
|
{ 0.f, "Default" },
|
|
|
|
{ 20.f, "20 ms" },
|
|
|
|
{ 40.f, "40 ms" },
|
|
|
|
{ 60.f, "60 ms" },
|
|
|
|
{ 80.f, "80 ms" },
|
|
|
|
{ 100.f, "100 ms" },
|
|
|
|
{ 120.f, "120 ms" },
|
|
|
|
{ 140.f, "140 ms" },
|
|
|
|
{ 160.f, "160 ms" },
|
|
|
|
{ 180.f, "180 ms" },
|
|
|
|
{ 200.f, "200 ms" },
|
|
|
|
};
|
|
|
|
|
|
|
|
static menuitem_t SoundItems[] =
|
|
|
|
{
|
|
|
|
{ slider, "Sound effects volume", {&snd_sfxvolume}, {0.0}, {1.0}, {0.05}, {NULL} },
|
|
|
|
#ifdef _WIN32
|
|
|
|
{ slider, "MIDI music volume", {&snd_midivolume}, {0.0}, {1.0}, {0.05}, {NULL} },
|
|
|
|
{ slider, "Other music volume", {&snd_musicvolume}, {0.0}, {1.0}, {0.05}, {NULL} },
|
|
|
|
{ slider, "Movie volume", {&snd_movievolume}, {0.0}, {1.0}, {0.05}, {NULL} },
|
|
|
|
#else
|
|
|
|
{ slider, "Music volume", {&snd_musicvolume}, {0.0}, {1.0}, {0.05}, {NULL} },
|
|
|
|
#endif
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ discrete, "Underwater EAX Reverb",{&snd_waterreverb}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ discrete, "Flip Stereo Channels", {&snd_flipstereo}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ discrete, "Random Pitch Variations", {&snd_pitched}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ more, "Activate below settings", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)MakeSoundChanges} },
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ discrete, "Sample Rate", {&snd_samplerate}, {8.0}, {0.0}, {0.0}, {SampleRates} },
|
|
|
|
{ discrete, "Buffer Size", {&snd_buffersize}, {11.0}, {0.0}, {0.0}, {BufferSizes} },
|
|
|
|
{ discrete, "3D Sound", {&snd_3d}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
|
|
|
|
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ more, "Advanced Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)AdvSoundOptions} },
|
|
|
|
#ifdef _WIN32
|
|
|
|
{ more, "Select MIDI Device", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)ChooseMIDI} },
|
|
|
|
#endif
|
|
|
|
};
|
|
|
|
|
|
|
|
static menu_t SoundMenu =
|
|
|
|
{
|
|
|
|
"SOUND OPTIONS",
|
|
|
|
0,
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
countof(SoundItems),
|
2006-02-24 04:48:15 +00:00
|
|
|
0,
|
|
|
|
SoundItems,
|
|
|
|
};
|
|
|
|
|
|
|
|
#ifdef _WIN32
|
|
|
|
/*=======================================
|
|
|
|
*
|
|
|
|
* MIDI Device Menu
|
|
|
|
*
|
|
|
|
*=======================================*/
|
|
|
|
|
|
|
|
EXTERN_CVAR (Int, snd_mididevice)
|
|
|
|
|
|
|
|
static menuitem_t MidiDeviceItems[] =
|
|
|
|
{
|
|
|
|
{ discrete, "Device", {&snd_mididevice}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
};
|
|
|
|
|
|
|
|
static menu_t MidiDeviceMenu =
|
|
|
|
{
|
|
|
|
"SELECT MIDI DEVICE",
|
|
|
|
0,
|
|
|
|
1,
|
|
|
|
0,
|
|
|
|
MidiDeviceItems,
|
|
|
|
};
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/*=======================================
|
|
|
|
*
|
|
|
|
* Advanced Sound Options Menu
|
|
|
|
*
|
|
|
|
*=======================================*/
|
|
|
|
|
|
|
|
EXTERN_CVAR (Bool, opl_enable)
|
|
|
|
EXTERN_CVAR (Int, opl_frequency)
|
|
|
|
EXTERN_CVAR (Bool, opl_onechip)
|
|
|
|
|
|
|
|
static value_t OPLSampleRates[] =
|
|
|
|
{
|
|
|
|
{ 4000.f, "4000 Hz" },
|
|
|
|
{ 6215.f, "6215 Hz" },
|
|
|
|
{ 12429.f, "12429 Hz" },
|
|
|
|
{ 24858.f, "24858 Hz" },
|
|
|
|
{ 49716.f, "49716 Hz" },
|
|
|
|
};
|
|
|
|
|
|
|
|
static menuitem_t AdvSoundItems[] =
|
|
|
|
{
|
|
|
|
{ whitetext,"OPL Synthesis", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
|
|
|
{ discrete, "Use FM Synth for MUS music",{&opl_enable}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ discrete, "Only emulate one OPL chip", {&opl_onechip}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
|
|
|
{ discrete, "OPL synth sample rate", {&opl_frequency}, {5.0}, {0.0}, {0.0}, {OPLSampleRates} },
|
|
|
|
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
static menu_t AdvSoundMenu =
|
|
|
|
{
|
|
|
|
"ADVANCED SOUND OPTIONS",
|
|
|
|
1,
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
countof(AdvSoundItems),
|
2006-02-24 04:48:15 +00:00
|
|
|
0,
|
|
|
|
AdvSoundItems,
|
|
|
|
};
|
|
|
|
|
2006-12-29 03:38:37 +00:00
|
|
|
static void ActivateConfirm (const char *text, void (*func)())
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
ConfirmItems[0].label = text;
|
|
|
|
ConfirmItems[0].e.mfunc = func;
|
|
|
|
ConfirmMenu.lastOn = 3;
|
|
|
|
M_SwitchMenu (&ConfirmMenu);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void ConfirmIsAGo ()
|
|
|
|
{
|
|
|
|
M_PopMenuStack ();
|
|
|
|
ConfirmItems[0].e.mfunc ();
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Set some stuff up for the video modes menu
|
|
|
|
//
|
2006-09-14 00:02:31 +00:00
|
|
|
static BYTE BitTranslate[16];
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
void M_OptInit (void)
|
Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
|
|
|
{
|
|
|
|
if (gameinfo.gametype == GAME_Doom)
|
|
|
|
{
|
|
|
|
LabelColor = CR_UNTRANSLATED;
|
|
|
|
ValueColor = CR_GRAY;
|
|
|
|
MoreColor = CR_GRAY;
|
|
|
|
}
|
|
|
|
else if (gameinfo.gametype == GAME_Heretic)
|
|
|
|
{
|
|
|
|
LabelColor = CR_GREEN;
|
|
|
|
ValueColor = CR_UNTRANSLATED;
|
|
|
|
MoreColor = CR_UNTRANSLATED;
|
|
|
|
}
|
|
|
|
else // Hexen
|
|
|
|
{
|
|
|
|
LabelColor = CR_RED;
|
|
|
|
ValueColor = CR_UNTRANSLATED;
|
|
|
|
MoreColor = CR_UNTRANSLATED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void M_InitVideoModesMenu ()
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-05-16 04:19:20 +00:00
|
|
|
int dummy1, dummy2;
|
|
|
|
size_t currval = 0;
|
2006-02-24 04:48:15 +00:00
|
|
|
char name[24];
|
|
|
|
|
Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
|
|
|
M_RefreshModesList();
|
|
|
|
|
2006-05-16 04:19:20 +00:00
|
|
|
for (unsigned int i = 1; i < 32 && currval < countof(Depths); i++)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
|
|
|
Video->StartModeIterator (i, screen->IsFullscreen());
|
|
|
|
if (Video->NextMode (&dummy1, &dummy2, NULL))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
Depths[currval].value = currval;
|
|
|
|
sprintf (name, "%d bit", i);
|
|
|
|
Depths[currval].name = copystring (name);
|
|
|
|
BitTranslate[currval] = i;
|
|
|
|
currval++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//ModesItems[VM_DEPTHITEM].b.min = (float)currval;
|
|
|
|
|
Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
|
|
|
switch (Video->GetDisplayType ())
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
case DISPLAY_FullscreenOnly:
|
|
|
|
ModesItems[2].type = nochoice;
|
|
|
|
ModesItems[2].b.min = 1.f;
|
|
|
|
break;
|
|
|
|
case DISPLAY_WindowOnly:
|
|
|
|
ModesItems[2].type = nochoice;
|
|
|
|
ModesItems[2].b.min = 0.f;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// Toggle messages on/off
|
|
|
|
//
|
|
|
|
void M_ChangeMessages ()
|
|
|
|
{
|
|
|
|
if (show_messages)
|
|
|
|
{
|
|
|
|
Printf (128, "%s\n", GStrings("MSGOFF"));
|
|
|
|
show_messages = false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Printf (128, "%s\n", GStrings("MSGON"));
|
|
|
|
show_messages = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (togglemessages)
|
|
|
|
{
|
|
|
|
M_ChangeMessages ();
|
|
|
|
}
|
|
|
|
|
|
|
|
void M_SizeDisplay (int diff)
|
|
|
|
{
|
|
|
|
// changing screenblocks automatically resizes the display
|
|
|
|
screenblocks = screenblocks + diff;
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (sizedown)
|
|
|
|
{
|
|
|
|
M_SizeDisplay (-1);
|
|
|
|
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (sizeup)
|
|
|
|
{
|
|
|
|
M_SizeDisplay (1);
|
|
|
|
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
|
|
|
|
}
|
|
|
|
|
|
|
|
void M_BuildKeyList (menuitem_t *item, int numitems)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i = 0; i < numitems; i++, item++)
|
|
|
|
{
|
|
|
|
if (item->type == control)
|
|
|
|
C_GetKeysForCommand (item->e.command, &item->b.key1, &item->c.key2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void CalcIndent (menu_t *menu)
|
|
|
|
{
|
|
|
|
int i, widest = 0, thiswidth;
|
|
|
|
menuitem_t *item;
|
|
|
|
|
|
|
|
for (i = 0; i < menu->numitems; i++)
|
|
|
|
{
|
|
|
|
item = menu->items + i;
|
|
|
|
if (item->type != whitetext && item->type != redtext && item->type != screenres)
|
|
|
|
{
|
|
|
|
thiswidth = SmallFont->StringWidth (item->label);
|
|
|
|
if (thiswidth > widest)
|
|
|
|
widest = thiswidth;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
menu->indent = widest + 4;
|
|
|
|
}
|
|
|
|
|
|
|
|
void M_SwitchMenu (menu_t *menu)
|
|
|
|
{
|
|
|
|
MenuStack[MenuStackDepth].menu.newmenu = menu;
|
|
|
|
MenuStack[MenuStackDepth].isNewStyle = true;
|
|
|
|
MenuStack[MenuStackDepth].drawSkull = false;
|
|
|
|
MenuStackDepth++;
|
|
|
|
|
|
|
|
CanScrollUp = false;
|
|
|
|
CanScrollDown = false;
|
|
|
|
CurrentMenu = menu;
|
|
|
|
CurrentItem = menu->lastOn;
|
|
|
|
|
|
|
|
if (!menu->indent)
|
|
|
|
{
|
|
|
|
CalcIndent (menu);
|
|
|
|
}
|
|
|
|
|
|
|
|
flagsvar = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool M_StartOptionsMenu (void)
|
|
|
|
{
|
|
|
|
M_SwitchMenu (&OptionMenu);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void M_DrawSlider (int x, int y, float min, float max, float cur)
|
|
|
|
{
|
|
|
|
float range;
|
|
|
|
|
|
|
|
range = max - min;
|
|
|
|
|
|
|
|
if (cur > max)
|
|
|
|
cur = max;
|
|
|
|
else if (cur < min)
|
|
|
|
cur = min;
|
|
|
|
|
|
|
|
cur -= min;
|
|
|
|
|
|
|
|
screen->SetFont (ConFont);
|
|
|
|
screen->DrawText (CR_WHITE, x, y, "\x10\x11\x11\x11\x11\x11\x11\x11\x11\x11\x11\x12", DTA_Clean, true, TAG_DONE);
|
|
|
|
screen->DrawText (CR_ORANGE, x + 5 + (int)((cur * 78.f) / range), y, "\x13", DTA_Clean, true, TAG_DONE);
|
|
|
|
screen->SetFont (SmallFont);
|
|
|
|
}
|
|
|
|
|
|
|
|
int M_FindCurVal (float cur, value_t *values, int numvals)
|
|
|
|
{
|
|
|
|
int v;
|
|
|
|
|
|
|
|
for (v = 0; v < numvals; v++)
|
|
|
|
if (values[v].value == cur)
|
|
|
|
break;
|
|
|
|
|
|
|
|
return v;
|
|
|
|
}
|
|
|
|
|
|
|
|
int M_FindCurGUID (const GUID &guid, GUIDName *values, int numvals)
|
|
|
|
{
|
|
|
|
int v;
|
|
|
|
|
|
|
|
for (v = 0; v < numvals; v++)
|
|
|
|
if (memcmp (&values[v].ID, &guid, sizeof(GUID)) == 0)
|
|
|
|
break;
|
|
|
|
|
|
|
|
return v;
|
|
|
|
}
|
|
|
|
|
|
|
|
void M_OptDrawer ()
|
|
|
|
{
|
|
|
|
EColorRange color;
|
|
|
|
int y, width, i, x, ytop, fontheight;
|
|
|
|
menuitem_t *item;
|
|
|
|
UCVarValue value;
|
|
|
|
int labelofs;
|
|
|
|
|
|
|
|
if (!CurrentMenu->DontDim)
|
|
|
|
{
|
|
|
|
screen->Dim ();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (CurrentMenu->PreDraw != NULL)
|
|
|
|
{
|
|
|
|
CurrentMenu->PreDraw ();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (CurrentMenu->y != 0)
|
|
|
|
{
|
|
|
|
y = CurrentMenu->y;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (BigFont && CurrentMenu->texttitle)
|
|
|
|
{
|
|
|
|
screen->SetFont (BigFont);
|
|
|
|
screen->DrawText (gameinfo.gametype == GAME_Doom ? CR_RED : CR_UNTRANSLATED,
|
|
|
|
160-BigFont->StringWidth (CurrentMenu->texttitle)/2, 10,
|
|
|
|
CurrentMenu->texttitle, DTA_Clean, true, TAG_DONE);
|
|
|
|
screen->SetFont (SmallFont);
|
|
|
|
y = 15 + BigFont->GetHeight ();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
y = 15;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (gameinfo.gametype & GAME_Raven)
|
|
|
|
{
|
|
|
|
labelofs = 2;
|
|
|
|
y -= 2;
|
|
|
|
fontheight = 9;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
labelofs = 0;
|
|
|
|
fontheight = 8;
|
|
|
|
}
|
|
|
|
ytop = y + CurrentMenu->scrolltop * 8;
|
|
|
|
|
|
|
|
for (i = 0; i < CurrentMenu->numitems && y <= 200 - SmallFont->GetHeight(); i++, y += fontheight)
|
|
|
|
{
|
|
|
|
if (i == CurrentMenu->scrolltop)
|
|
|
|
{
|
|
|
|
i += CurrentMenu->scrollpos;
|
|
|
|
}
|
|
|
|
|
|
|
|
item = CurrentMenu->items + i;
|
|
|
|
|
|
|
|
if (item->type != screenres)
|
|
|
|
{
|
|
|
|
width = SmallFont->StringWidth (item->label);
|
|
|
|
switch (item->type)
|
|
|
|
{
|
|
|
|
case more:
|
|
|
|
case safemore:
|
|
|
|
x = CurrentMenu->indent - width;
|
|
|
|
color = MoreColor;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case numberedmore:
|
|
|
|
case rsafemore:
|
|
|
|
case rightmore:
|
|
|
|
x = CurrentMenu->indent + 14;
|
|
|
|
color = item->type != rightmore ? CR_GREEN : MoreColor;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case redtext:
|
|
|
|
x = 160 - width / 2;
|
|
|
|
color = LabelColor;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case whitetext:
|
|
|
|
x = 160 - width / 2;
|
|
|
|
color = CR_GOLD;//ValueColor;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case listelement:
|
|
|
|
x = CurrentMenu->indent + 14;
|
|
|
|
color = LabelColor;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case colorpicker:
|
|
|
|
x = CurrentMenu->indent + 14;
|
|
|
|
color = MoreColor;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
x = CurrentMenu->indent - width;
|
|
|
|
color = (item->type == control && menuactive == MENU_WaitKey && i == CurrentItem)
|
|
|
|
? CR_YELLOW : LabelColor;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
screen->DrawText (color, x, y, item->label, DTA_Clean, true, TAG_DONE);
|
|
|
|
|
|
|
|
switch (item->type)
|
|
|
|
{
|
|
|
|
case numberedmore:
|
|
|
|
if (item->b.position != 0)
|
|
|
|
{
|
|
|
|
char tbuf[16];
|
|
|
|
|
|
|
|
sprintf (tbuf, "%d.", item->b.position);
|
|
|
|
x = CurrentMenu->indent - SmallFont->StringWidth (tbuf);
|
|
|
|
screen->DrawText (CR_GREY, x, y, tbuf, DTA_Clean, true, TAG_DONE);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2006-12-16 11:49:48 +00:00
|
|
|
case bitmask:
|
|
|
|
{
|
|
|
|
int v, vals;
|
|
|
|
|
|
|
|
value = item->a.cvar->GetGenericRep (CVAR_Int);
|
|
|
|
value.Float = value.Int & int(item->c.max);
|
|
|
|
vals = (int)item->b.numvalues;
|
|
|
|
|
|
|
|
v = M_FindCurVal (value.Float, item->e.values, vals);
|
|
|
|
|
|
|
|
if (v == vals)
|
|
|
|
{
|
|
|
|
screen->DrawText (ValueColor, CurrentMenu->indent + 14, y, "Unknown",
|
|
|
|
DTA_Clean, true, TAG_DONE);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
screen->DrawText (item->type == cdiscrete ? v : ValueColor,
|
|
|
|
CurrentMenu->indent + 14, y, item->e.values[v].name,
|
|
|
|
DTA_Clean, true, TAG_DONE);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case discrete:
|
|
|
|
case cdiscrete:
|
|
|
|
case inverter:
|
|
|
|
{
|
|
|
|
int v, vals;
|
|
|
|
|
|
|
|
value = item->a.cvar->GetGenericRep (CVAR_Float);
|
|
|
|
if (item->type == inverter)
|
|
|
|
{
|
|
|
|
value.Float = (value.Float < 0.f);
|
|
|
|
vals = 2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
vals = (int)item->b.numvalues;
|
|
|
|
}
|
|
|
|
v = M_FindCurVal (value.Float, item->e.values, vals);
|
|
|
|
|
|
|
|
if (v == vals)
|
|
|
|
{
|
|
|
|
screen->DrawText (ValueColor, CurrentMenu->indent + 14, y, "Unknown",
|
|
|
|
DTA_Clean, true, TAG_DONE);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
screen->DrawText (item->type == cdiscrete ? v : ValueColor,
|
|
|
|
CurrentMenu->indent + 14, y, item->e.values[v].name,
|
|
|
|
DTA_Clean, true, TAG_DONE);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case discrete_guid:
|
|
|
|
{
|
|
|
|
int v, vals;
|
|
|
|
|
|
|
|
vals = (int)item->b.numvalues;
|
|
|
|
v = M_FindCurGUID (*(item->a.guidcvar), item->e.guidvalues, vals);
|
|
|
|
|
|
|
|
if (v == vals)
|
|
|
|
{
|
|
|
|
UCVarValue val = item->a.guidcvar->GetGenericRep (CVAR_String);
|
|
|
|
screen->DrawText (ValueColor, CurrentMenu->indent + 14, y, val.String, DTA_Clean, true, TAG_DONE);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
screen->DrawText (ValueColor, CurrentMenu->indent + 14, y, item->e.guidvalues[v].Name,
|
|
|
|
DTA_Clean, true, TAG_DONE);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case nochoice:
|
|
|
|
screen->DrawText (CR_GOLD, CurrentMenu->indent + 14, y,
|
|
|
|
(item->e.values[(int)item->b.min]).name, DTA_Clean, true, TAG_DONE);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case slider:
|
|
|
|
value = item->a.cvar->GetGenericRep (CVAR_Float);
|
|
|
|
M_DrawSlider (CurrentMenu->indent + 14, y + labelofs, item->b.min, item->c.max, value.Float);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case absslider:
|
|
|
|
value = item->a.cvar->GetGenericRep (CVAR_Float);
|
|
|
|
M_DrawSlider (CurrentMenu->indent + 14, y + labelofs, item->b.min, item->c.max, fabs(value.Float));
|
|
|
|
break;
|
|
|
|
|
|
|
|
case intslider:
|
|
|
|
M_DrawSlider (CurrentMenu->indent + 14, y + labelofs, item->b.min, item->c.max, item->a.fval);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case control:
|
|
|
|
{
|
|
|
|
char description[64];
|
|
|
|
|
|
|
|
C_NameKeys (description, item->b.key1, item->c.key2);
|
|
|
|
screen->SetFont (ConFont);
|
|
|
|
screen->DrawText (CR_WHITE,
|
|
|
|
CurrentMenu->indent + 14, y-1+labelofs, description, DTA_Clean, true, TAG_DONE);
|
|
|
|
screen->SetFont (SmallFont);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case colorpicker:
|
|
|
|
{
|
|
|
|
int box_x, box_y;
|
|
|
|
box_x = (CurrentMenu->indent - 35 - 160) * CleanXfac + screen->GetWidth()/2;
|
|
|
|
box_y = (y - 98) * CleanYfac + screen->GetHeight()/2;
|
|
|
|
screen->Clear (box_x, box_y, box_x + 32*CleanXfac, box_y + (fontheight-1)*CleanYfac,
|
|
|
|
item->a.colorcvar->GetIndex());
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case palettegrid:
|
|
|
|
{
|
|
|
|
int box_x, box_y;
|
|
|
|
int x1, p;
|
|
|
|
const int w = fontheight*CleanXfac;
|
|
|
|
const int h = fontheight*CleanYfac;
|
|
|
|
|
|
|
|
box_y = (y - 98) * CleanYfac + screen->GetHeight()/2;
|
|
|
|
p = 0;
|
|
|
|
box_x = (CurrentMenu->indent - 32 - 160) * CleanXfac + screen->GetWidth()/2;
|
|
|
|
for (x1 = 0, p = int(item->b.min * 16); x1 < 16; ++p, ++x1)
|
|
|
|
{
|
|
|
|
screen->Clear (box_x, box_y, box_x + w, box_y + h, p);
|
|
|
|
if (p == CurrColorIndex || (i == CurrentItem && x1 == SelColorIndex))
|
|
|
|
{
|
|
|
|
int r, g, b, col;
|
|
|
|
double blinky;
|
|
|
|
if (i == CurrentItem && x1 == SelColorIndex)
|
|
|
|
{
|
|
|
|
r = 255, g = 128, b = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
r = 200, g = 200, b = 255;
|
|
|
|
}
|
|
|
|
// Make sure the cursors stand out against similar colors
|
|
|
|
// by pulsing them.
|
|
|
|
blinky = fabs(sin(I_MSTime()/1000.0)) * 0.5 + 0.5;
|
|
|
|
col = ColorMatcher.Pick (int(r*blinky), int(g*blinky), int(b*blinky));
|
|
|
|
|
|
|
|
screen->Clear (box_x, box_y, box_x + w, box_y + 1, col);
|
|
|
|
screen->Clear (box_x, box_y + h-1, box_x + w, box_y + h, col);
|
|
|
|
screen->Clear (box_x, box_y, box_x + 1, box_y + h, col);
|
|
|
|
screen->Clear (box_x + w - 1, box_y, box_x + w, box_y + h, col);
|
|
|
|
}
|
|
|
|
box_x += w;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case bitflag:
|
|
|
|
{
|
|
|
|
value_t *value;
|
2006-12-29 03:38:37 +00:00
|
|
|
const char *str;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
if (item->b.min)
|
|
|
|
value = NoYes;
|
|
|
|
else
|
|
|
|
value = YesNo;
|
|
|
|
|
|
|
|
if (item->a.cvar)
|
|
|
|
{
|
|
|
|
if ((*(item->a.intcvar)) & item->e.flagmask)
|
|
|
|
str = value[1].name;
|
|
|
|
else
|
|
|
|
str = value[0].name;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
str = "???";
|
|
|
|
}
|
|
|
|
|
|
|
|
screen->DrawText (ValueColor,
|
|
|
|
CurrentMenu->indent + 14, y, str, DTA_Clean, true, TAG_DONE);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (item->type != palettegrid && // Palette grids draw their own cursor
|
|
|
|
i == CurrentItem &&
|
|
|
|
(skullAnimCounter < 6 || menuactive == MENU_WaitKey))
|
|
|
|
{
|
|
|
|
screen->SetFont (ConFont);
|
|
|
|
screen->DrawText (CR_RED, CurrentMenu->indent + 3, y-1+labelofs, "\xd",
|
|
|
|
DTA_Clean, true, TAG_DONE);
|
|
|
|
screen->SetFont (SmallFont);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
char *str = NULL;
|
|
|
|
|
|
|
|
for (x = 0; x < 3; x++)
|
|
|
|
{
|
|
|
|
switch (x)
|
|
|
|
{
|
|
|
|
case 0: str = item->b.res1; break;
|
|
|
|
case 1: str = item->c.res2; break;
|
|
|
|
case 2: str = item->d.res3; break;
|
|
|
|
}
|
|
|
|
if (str)
|
|
|
|
{
|
|
|
|
if (x == item->e.highlight)
|
|
|
|
color = CR_GOLD; //ValueColor;
|
|
|
|
else
|
|
|
|
color = CR_BRICK; //LabelColor;
|
|
|
|
|
|
|
|
screen->DrawText (color, 104 * x + 20, y, str, DTA_Clean, true, TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (i == CurrentItem && ((item->a.selmode != -1 && (skullAnimCounter < 6 || menuactive == MENU_WaitKey)) || testingmode))
|
|
|
|
{
|
|
|
|
screen->SetFont (ConFont);
|
|
|
|
screen->DrawText (CR_RED, item->a.selmode * 104 + 8, y-1 + labelofs, "\xd",
|
|
|
|
DTA_Clean, true, TAG_DONE);
|
|
|
|
screen->SetFont (SmallFont);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CanScrollUp = (CurrentMenu->scrollpos > 0);
|
|
|
|
CanScrollDown = (i < CurrentMenu->numitems);
|
|
|
|
VisBottom = i - 1;
|
|
|
|
|
|
|
|
screen->SetFont (ConFont);
|
|
|
|
if (CanScrollUp)
|
|
|
|
{
|
|
|
|
screen->DrawText (CR_ORANGE, 3, ytop + labelofs, "\x1a", DTA_Clean, true, TAG_DONE);
|
|
|
|
}
|
|
|
|
if (CanScrollDown)
|
|
|
|
{
|
|
|
|
screen->DrawText (CR_ORANGE, 3, y - 8 + labelofs, "\x1b", DTA_Clean, true, TAG_DONE);
|
|
|
|
}
|
|
|
|
screen->SetFont (SmallFont);
|
|
|
|
|
|
|
|
if (flagsvar)
|
|
|
|
{
|
|
|
|
static const FIntCVar *const vars[3] = { &dmflags, &dmflags2, &compatflags };
|
|
|
|
char flagsblah[256];
|
|
|
|
char *fillptr = flagsblah;
|
|
|
|
bool printed = false;
|
|
|
|
|
|
|
|
for (int i = 0; i < 3; ++i)
|
|
|
|
{
|
|
|
|
if (flagsvar & (1 << i))
|
|
|
|
{
|
|
|
|
if (printed)
|
|
|
|
{
|
|
|
|
fillptr += sprintf (fillptr, " ");
|
|
|
|
}
|
|
|
|
printed = true;
|
|
|
|
fillptr += sprintf (fillptr, "%s = %d", vars[i]->GetName (), **vars[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
screen->DrawText (ValueColor,
|
|
|
|
160 - (SmallFont->StringWidth (flagsblah) >> 1), 0, flagsblah,
|
|
|
|
DTA_Clean, true, TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void M_OptResponder (event_t *ev)
|
|
|
|
{
|
|
|
|
menuitem_t *item;
|
|
|
|
int ch = tolower (ev->data1);
|
|
|
|
UCVarValue value;
|
|
|
|
|
|
|
|
item = CurrentMenu->items + CurrentItem;
|
|
|
|
|
|
|
|
if (menuactive == MENU_WaitKey && ev->type == EV_KeyDown)
|
|
|
|
{
|
|
|
|
if (ev->data1 != KEY_ESCAPE)
|
|
|
|
{
|
|
|
|
C_ChangeBinding (item->e.command, ev->data1);
|
|
|
|
M_BuildKeyList (CurrentMenu->items, CurrentMenu->numitems);
|
|
|
|
}
|
|
|
|
menuactive = MENU_On;
|
|
|
|
CurrentMenu->items[0].label = OldMessage;
|
|
|
|
CurrentMenu->items[0].type = OldType;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ev->subtype == EV_GUI_KeyRepeat)
|
|
|
|
{
|
|
|
|
if (ch != GK_LEFT && ch != GK_RIGHT && ch != GK_UP && ch != GK_DOWN)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (ev->subtype != EV_GUI_KeyDown)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (item->type == bitflag &&
|
|
|
|
(ch == GK_LEFT || ch == GK_RIGHT || ch == '\r')
|
|
|
|
&& !demoplayback)
|
|
|
|
{
|
|
|
|
*(item->a.intcvar) = (*(item->a.intcvar)) ^ item->e.flagmask;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (ch)
|
|
|
|
{
|
|
|
|
case GK_DOWN:
|
|
|
|
if (CurrentMenu->numitems > 1)
|
|
|
|
{
|
|
|
|
int modecol;
|
|
|
|
|
|
|
|
if (item->type == screenres)
|
|
|
|
{
|
|
|
|
modecol = item->a.selmode;
|
|
|
|
item->a.selmode = -1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
modecol = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
CurrentItem++;
|
|
|
|
if (CanScrollDown && CurrentItem == VisBottom)
|
|
|
|
{
|
|
|
|
CurrentMenu->scrollpos++;
|
|
|
|
VisBottom++;
|
|
|
|
}
|
|
|
|
if (CurrentItem == CurrentMenu->numitems)
|
|
|
|
{
|
|
|
|
CurrentMenu->scrollpos = 0;
|
|
|
|
CurrentItem = 0;
|
|
|
|
}
|
|
|
|
} while (CurrentMenu->items[CurrentItem].type == redtext ||
|
|
|
|
CurrentMenu->items[CurrentItem].type == whitetext ||
|
|
|
|
(CurrentMenu->items[CurrentItem].type == screenres &&
|
|
|
|
!CurrentMenu->items[CurrentItem].b.res1) ||
|
|
|
|
(CurrentMenu->items[CurrentItem].type == numberedmore &&
|
|
|
|
!CurrentMenu->items[CurrentItem].b.position));
|
|
|
|
|
|
|
|
if (CurrentMenu->items[CurrentItem].type == screenres)
|
|
|
|
{
|
|
|
|
item = &CurrentMenu->items[CurrentItem];
|
|
|
|
while ((modecol == 2 && !item->d.res3) || (modecol == 1 && !item->c.res2))
|
|
|
|
{
|
|
|
|
modecol--;
|
|
|
|
}
|
|
|
|
CurrentMenu->items[CurrentItem].a.selmode = modecol;
|
|
|
|
}
|
|
|
|
|
|
|
|
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GK_UP:
|
|
|
|
if (CurrentMenu->numitems > 1)
|
|
|
|
{
|
|
|
|
int modecol;
|
|
|
|
|
|
|
|
if (item->type == screenres)
|
|
|
|
{
|
|
|
|
modecol = item->a.selmode;
|
|
|
|
item->a.selmode = -1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
modecol = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
CurrentItem--;
|
|
|
|
if (CurrentMenu->scrollpos > 0 &&
|
|
|
|
CurrentItem == CurrentMenu->scrolltop + CurrentMenu->scrollpos)
|
|
|
|
{
|
|
|
|
CurrentMenu->scrollpos--;
|
|
|
|
}
|
|
|
|
if (CurrentItem < 0)
|
|
|
|
{
|
|
|
|
int maxitems, rowheight;
|
|
|
|
|
|
|
|
// Figure out how many lines of text fit on the menu
|
|
|
|
if (BigFont && CurrentMenu->texttitle)
|
|
|
|
{
|
|
|
|
maxitems = 15 + BigFont->GetHeight ();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
maxitems = 15;
|
|
|
|
}
|
|
|
|
if (gameinfo.gametype != GAME_Doom)
|
|
|
|
{
|
|
|
|
maxitems -= 2;
|
|
|
|
rowheight = 9;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
rowheight = 8;
|
|
|
|
}
|
|
|
|
maxitems = (200 - SmallFont->GetHeight () - maxitems) / rowheight + 1;
|
|
|
|
|
|
|
|
CurrentMenu->scrollpos = MAX (0,CurrentMenu->numitems - maxitems + CurrentMenu->scrolltop);
|
|
|
|
CurrentItem = CurrentMenu->numitems - 1;
|
|
|
|
}
|
|
|
|
} while (CurrentMenu->items[CurrentItem].type == redtext ||
|
|
|
|
CurrentMenu->items[CurrentItem].type == whitetext ||
|
|
|
|
(CurrentMenu->items[CurrentItem].type == screenres &&
|
|
|
|
!CurrentMenu->items[CurrentItem].b.res1) ||
|
|
|
|
(CurrentMenu->items[CurrentItem].type == numberedmore &&
|
|
|
|
!CurrentMenu->items[CurrentItem].b.position));
|
|
|
|
|
|
|
|
if (CurrentMenu->items[CurrentItem].type == screenres)
|
|
|
|
CurrentMenu->items[CurrentItem].a.selmode = modecol;
|
|
|
|
|
|
|
|
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GK_PGUP:
|
|
|
|
if (CurrentMenu->scrollpos > 0)
|
|
|
|
{
|
|
|
|
CurrentMenu->scrollpos -= VisBottom - CurrentMenu->scrollpos - CurrentMenu->scrolltop;
|
|
|
|
if (CurrentMenu->scrollpos < 0)
|
|
|
|
{
|
|
|
|
CurrentMenu->scrollpos = 0;
|
|
|
|
}
|
|
|
|
CurrentItem = CurrentMenu->scrolltop + CurrentMenu->scrollpos + 1;
|
|
|
|
while (CurrentMenu->items[CurrentItem].type == redtext ||
|
|
|
|
CurrentMenu->items[CurrentItem].type == whitetext ||
|
|
|
|
(CurrentMenu->items[CurrentItem].type == screenres &&
|
|
|
|
!CurrentMenu->items[CurrentItem].b.res1) ||
|
|
|
|
(CurrentMenu->items[CurrentItem].type == numberedmore &&
|
|
|
|
!CurrentMenu->items[CurrentItem].b.position))
|
|
|
|
{
|
|
|
|
++CurrentItem;
|
|
|
|
}
|
|
|
|
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GK_PGDN:
|
|
|
|
if (CanScrollDown)
|
|
|
|
{
|
|
|
|
int pagesize = VisBottom - CurrentMenu->scrollpos - CurrentMenu->scrolltop;
|
|
|
|
CurrentMenu->scrollpos += pagesize;
|
|
|
|
if (CurrentMenu->scrollpos + CurrentMenu->scrolltop + pagesize > CurrentMenu->numitems)
|
|
|
|
{
|
|
|
|
CurrentMenu->scrollpos = CurrentMenu->numitems - CurrentMenu->scrolltop - pagesize;
|
|
|
|
}
|
|
|
|
CurrentItem = CurrentMenu->scrolltop + CurrentMenu->scrollpos + 1;
|
|
|
|
while (CurrentMenu->items[CurrentItem].type == redtext ||
|
|
|
|
CurrentMenu->items[CurrentItem].type == whitetext ||
|
|
|
|
(CurrentMenu->items[CurrentItem].type == screenres &&
|
|
|
|
!CurrentMenu->items[CurrentItem].b.res1) ||
|
|
|
|
(CurrentMenu->items[CurrentItem].type == numberedmore &&
|
|
|
|
!CurrentMenu->items[CurrentItem].b.position))
|
|
|
|
{
|
|
|
|
++CurrentItem;
|
|
|
|
}
|
|
|
|
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GK_LEFT:
|
|
|
|
switch (item->type)
|
|
|
|
{
|
|
|
|
case slider:
|
|
|
|
case absslider:
|
|
|
|
case intslider:
|
|
|
|
{
|
|
|
|
UCVarValue newval;
|
|
|
|
bool reversed;
|
|
|
|
|
|
|
|
if (item->type == intslider)
|
|
|
|
value.Float = item->a.fval;
|
|
|
|
else
|
|
|
|
value = item->a.cvar->GetGenericRep (CVAR_Float);
|
|
|
|
reversed = item->type == absslider && value.Float < 0.f;
|
|
|
|
newval.Float = (reversed ? -value.Float : value.Float) - item->d.step;
|
|
|
|
|
|
|
|
if (newval.Float < item->b.min)
|
|
|
|
newval.Float = item->b.min;
|
|
|
|
else if (newval.Float > item->c.max)
|
|
|
|
newval.Float = item->c.max;
|
|
|
|
|
|
|
|
if (reversed)
|
|
|
|
{
|
|
|
|
newval.Float = -newval.Float;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (item->type == intslider)
|
|
|
|
item->a.fval = newval.Float;
|
|
|
|
else if (item->e.cfunc)
|
|
|
|
item->e.cfunc (item->a.cvar, newval.Float);
|
|
|
|
else
|
|
|
|
item->a.cvar->SetGenericRep (newval, CVAR_Float);
|
|
|
|
}
|
|
|
|
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case palettegrid:
|
|
|
|
SelColorIndex = (SelColorIndex - 1) & 15;
|
|
|
|
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case discrete:
|
|
|
|
case cdiscrete:
|
|
|
|
{
|
|
|
|
int cur;
|
|
|
|
int numvals;
|
|
|
|
|
|
|
|
numvals = (int)item->b.min;
|
|
|
|
value = item->a.cvar->GetGenericRep (CVAR_Float);
|
|
|
|
cur = M_FindCurVal (value.Float, item->e.values, numvals);
|
|
|
|
if (--cur < 0)
|
|
|
|
cur = numvals - 1;
|
|
|
|
|
|
|
|
value.Float = item->e.values[cur].value;
|
|
|
|
item->a.cvar->SetGenericRep (value, CVAR_Float);
|
|
|
|
|
|
|
|
// Hack hack. Rebuild list of resolutions
|
|
|
|
if (item->e.values == Depths)
|
|
|
|
BuildModesList (SCREENWIDTH, SCREENHEIGHT, DisplayBits);
|
|
|
|
}
|
|
|
|
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
|
|
|
|
break;
|
|
|
|
|
2006-12-16 11:49:48 +00:00
|
|
|
case bitmask:
|
|
|
|
{
|
|
|
|
int cur;
|
|
|
|
int numvals;
|
|
|
|
int bmask = int(item->c.max);
|
|
|
|
|
|
|
|
numvals = (int)item->b.min;
|
|
|
|
value = item->a.cvar->GetGenericRep (CVAR_Int);
|
|
|
|
|
|
|
|
cur = M_FindCurVal (value.Int & bmask, item->e.values, numvals);
|
|
|
|
if (--cur < 0)
|
|
|
|
cur = numvals - 1;
|
|
|
|
|
|
|
|
value.Int = (value.Int & ~bmask) | int(item->e.values[cur].value);
|
|
|
|
item->a.cvar->SetGenericRep (value, CVAR_Int);
|
|
|
|
}
|
|
|
|
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
|
|
|
|
break;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case discrete_guid:
|
|
|
|
{
|
|
|
|
int cur;
|
|
|
|
int numvals;
|
|
|
|
|
|
|
|
numvals = (int)item->b.numvalues;
|
|
|
|
cur = M_FindCurGUID (*(item->a.guidcvar), item->e.guidvalues, numvals);
|
|
|
|
if (--cur < 0)
|
|
|
|
cur = numvals - 1;
|
|
|
|
|
|
|
|
*(item->a.guidcvar) = item->e.guidvalues[cur].ID;
|
|
|
|
}
|
|
|
|
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case inverter:
|
|
|
|
value = item->a.cvar->GetGenericRep (CVAR_Float);
|
|
|
|
value.Float = -value.Float;
|
|
|
|
item->a.cvar->SetGenericRep (value, CVAR_Float);
|
|
|
|
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case screenres:
|
|
|
|
{
|
|
|
|
int col;
|
|
|
|
|
|
|
|
col = item->a.selmode - 1;
|
|
|
|
if (col < 0)
|
|
|
|
{
|
|
|
|
if (CurrentItem > 0)
|
|
|
|
{
|
|
|
|
if (CurrentMenu->items[CurrentItem - 1].type == screenres)
|
|
|
|
{
|
|
|
|
item->a.selmode = -1;
|
|
|
|
CurrentMenu->items[--CurrentItem].a.selmode = 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
item->a.selmode = col;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GK_RIGHT:
|
|
|
|
switch (item->type)
|
|
|
|
{
|
|
|
|
case slider:
|
|
|
|
case absslider:
|
|
|
|
case intslider:
|
|
|
|
{
|
|
|
|
UCVarValue newval;
|
|
|
|
bool reversed;
|
|
|
|
|
|
|
|
if (item->type == intslider)
|
|
|
|
value.Float = item->a.fval;
|
|
|
|
else
|
|
|
|
value = item->a.cvar->GetGenericRep (CVAR_Float);
|
|
|
|
reversed = item->type == absslider && value.Float < 0.f;
|
|
|
|
newval.Float = (reversed ? -value.Float : value.Float) + item->d.step;
|
|
|
|
|
|
|
|
if (newval.Float > item->c.max)
|
|
|
|
newval.Float = item->c.max;
|
|
|
|
else if (newval.Float < item->b.min)
|
|
|
|
newval.Float = item->b.min;
|
|
|
|
|
|
|
|
if (reversed)
|
|
|
|
{
|
|
|
|
newval.Float = -newval.Float;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (item->type == intslider)
|
|
|
|
item->a.fval = newval.Float;
|
|
|
|
else if (item->e.cfunc)
|
|
|
|
item->e.cfunc (item->a.cvar, newval.Float);
|
|
|
|
else
|
|
|
|
item->a.cvar->SetGenericRep (newval, CVAR_Float);
|
|
|
|
}
|
|
|
|
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case palettegrid:
|
|
|
|
SelColorIndex = (SelColorIndex + 1) & 15;
|
|
|
|
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case discrete:
|
|
|
|
case cdiscrete:
|
|
|
|
{
|
|
|
|
int cur;
|
|
|
|
int numvals;
|
|
|
|
|
|
|
|
numvals = (int)item->b.min;
|
|
|
|
value = item->a.cvar->GetGenericRep (CVAR_Float);
|
|
|
|
cur = M_FindCurVal (value.Float, item->e.values, numvals);
|
|
|
|
if (++cur >= numvals)
|
|
|
|
cur = 0;
|
|
|
|
|
|
|
|
value.Float = item->e.values[cur].value;
|
|
|
|
item->a.cvar->SetGenericRep (value, CVAR_Float);
|
|
|
|
|
|
|
|
// Hack hack. Rebuild list of resolutions
|
|
|
|
if (item->e.values == Depths)
|
|
|
|
BuildModesList (SCREENWIDTH, SCREENHEIGHT, DisplayBits);
|
|
|
|
}
|
|
|
|
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
|
|
|
|
break;
|
|
|
|
|
2006-12-16 11:49:48 +00:00
|
|
|
case bitmask:
|
|
|
|
{
|
|
|
|
int cur;
|
|
|
|
int numvals;
|
|
|
|
int bmask = int(item->c.max);
|
|
|
|
|
|
|
|
numvals = (int)item->b.min;
|
|
|
|
value = item->a.cvar->GetGenericRep (CVAR_Int);
|
|
|
|
|
|
|
|
cur = M_FindCurVal (value.Int & bmask, item->e.values, numvals);
|
|
|
|
if (++cur >= numvals)
|
|
|
|
cur = 0;
|
|
|
|
|
|
|
|
value.Int = (value.Int & ~bmask) | int(item->e.values[cur].value);
|
|
|
|
item->a.cvar->SetGenericRep (value, CVAR_Int);
|
|
|
|
}
|
|
|
|
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
|
|
|
|
break;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case discrete_guid:
|
|
|
|
{
|
|
|
|
int cur;
|
|
|
|
int numvals;
|
|
|
|
|
|
|
|
numvals = (int)item->b.numvalues;
|
|
|
|
cur = M_FindCurGUID (*(item->a.guidcvar), item->e.guidvalues, numvals);
|
|
|
|
if (++cur >= numvals)
|
|
|
|
cur = 0;
|
|
|
|
|
|
|
|
*(item->a.guidcvar) = item->e.guidvalues[cur].ID;
|
|
|
|
}
|
|
|
|
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case inverter:
|
|
|
|
value = item->a.cvar->GetGenericRep (CVAR_Float);
|
|
|
|
value.Float = -value.Float;
|
|
|
|
item->a.cvar->SetGenericRep (value, CVAR_Float);
|
|
|
|
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case screenres:
|
|
|
|
{
|
|
|
|
int col;
|
|
|
|
|
|
|
|
col = item->a.selmode + 1;
|
|
|
|
if ((col > 2) || (col == 2 && !item->d.res3) || (col == 1 && !item->c.res2))
|
|
|
|
{
|
|
|
|
if (CurrentMenu->numitems - 1 > CurrentItem)
|
|
|
|
{
|
|
|
|
if (CurrentMenu->items[CurrentItem + 1].type == screenres)
|
|
|
|
{
|
|
|
|
if (CurrentMenu->items[CurrentItem + 1].b.res1)
|
|
|
|
{
|
|
|
|
item->a.selmode = -1;
|
|
|
|
CurrentMenu->items[++CurrentItem].a.selmode = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
item->a.selmode = col;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case '\b':
|
|
|
|
if (item->type == control)
|
|
|
|
{
|
|
|
|
C_UnbindACommand (item->e.command);
|
|
|
|
item->b.key1 = item->c.key2 = 0;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case '0':
|
|
|
|
case '1':
|
|
|
|
case '2':
|
|
|
|
case '3':
|
|
|
|
case '4':
|
|
|
|
case '5':
|
|
|
|
case '6':
|
|
|
|
case '7':
|
|
|
|
case '8':
|
|
|
|
case '9':
|
|
|
|
{
|
|
|
|
int lookfor = ch == '0' ? 10 : ch - '0', i;
|
|
|
|
for (i = 0; i < CurrentMenu->numitems; ++i)
|
|
|
|
{
|
|
|
|
if (CurrentMenu->items[i].b.position == lookfor)
|
|
|
|
{
|
|
|
|
CurrentItem = i;
|
|
|
|
item = &CurrentMenu->items[i];
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (i == CurrentMenu->numitems)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
// Otherwise, fall through to '\r' below
|
|
|
|
}
|
|
|
|
|
|
|
|
case '\r':
|
|
|
|
if (CurrentMenu == &ModesMenu)
|
|
|
|
{
|
|
|
|
if (!(item->type == screenres && GetSelectedSize (CurrentItem, &NewWidth, &NewHeight)))
|
|
|
|
{
|
|
|
|
NewWidth = SCREENWIDTH;
|
|
|
|
NewHeight = SCREENHEIGHT;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
testingmode = 1;
|
|
|
|
setmodeneeded = true;
|
|
|
|
NewBits = BitTranslate[DummyDepthCvar];
|
|
|
|
}
|
|
|
|
S_Sound (CHAN_VOICE, "menu/choose", 1, ATTN_NONE);
|
|
|
|
SetModesMenu (NewWidth, NewHeight, NewBits);
|
|
|
|
}
|
|
|
|
else if ((item->type == more ||
|
|
|
|
item->type == numberedmore ||
|
|
|
|
item->type == rightmore ||
|
|
|
|
item->type == rsafemore ||
|
|
|
|
item->type == safemore)
|
|
|
|
&& item->e.mfunc)
|
|
|
|
{
|
|
|
|
CurrentMenu->lastOn = CurrentItem;
|
|
|
|
S_Sound (CHAN_VOICE, "menu/choose", 1, ATTN_NONE);
|
|
|
|
if (item->type == safemore || item->type == rsafemore)
|
|
|
|
{
|
|
|
|
ActivateConfirm (item->label, item->e.mfunc);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
item->e.mfunc();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (item->type == discrete || item->type == cdiscrete)
|
|
|
|
{
|
|
|
|
int cur;
|
|
|
|
int numvals;
|
|
|
|
|
|
|
|
numvals = (int)item->b.min;
|
|
|
|
value = item->a.cvar->GetGenericRep (CVAR_Float);
|
|
|
|
cur = M_FindCurVal (value.Float, item->e.values, numvals);
|
|
|
|
if (++cur >= numvals)
|
|
|
|
cur = 0;
|
|
|
|
|
|
|
|
value.Float = item->e.values[cur].value;
|
|
|
|
item->a.cvar->SetGenericRep (value, CVAR_Float);
|
|
|
|
|
|
|
|
// Hack hack. Rebuild list of resolutions
|
|
|
|
if (item->e.values == Depths)
|
|
|
|
BuildModesList (SCREENWIDTH, SCREENHEIGHT, DisplayBits);
|
|
|
|
|
|
|
|
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
|
|
|
|
}
|
|
|
|
else if (item->type == control)
|
|
|
|
{
|
|
|
|
menuactive = MENU_WaitKey;
|
|
|
|
OldMessage = CurrentMenu->items[0].label;
|
|
|
|
OldType = CurrentMenu->items[0].type;
|
|
|
|
CurrentMenu->items[0].label = "Press new key for control, ESC to cancel";
|
|
|
|
CurrentMenu->items[0].type = redtext;
|
|
|
|
}
|
|
|
|
else if (item->type == listelement)
|
|
|
|
{
|
|
|
|
CurrentMenu->lastOn = CurrentItem;
|
|
|
|
S_Sound (CHAN_VOICE, "menu/choose", 1, ATTN_NONE);
|
|
|
|
item->e.lfunc (CurrentItem);
|
|
|
|
}
|
|
|
|
else if (item->type == inverter)
|
|
|
|
{
|
|
|
|
value = item->a.cvar->GetGenericRep (CVAR_Float);
|
|
|
|
value.Float = -value.Float;
|
|
|
|
item->a.cvar->SetGenericRep (value, CVAR_Float);
|
|
|
|
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
|
|
|
|
}
|
|
|
|
else if (item->type == screenres)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
else if (item->type == colorpicker)
|
|
|
|
{
|
|
|
|
CurrentMenu->lastOn = CurrentItem;
|
|
|
|
S_Sound (CHAN_VOICE, "menu/choose", 1, ATTN_NONE);
|
|
|
|
StartColorPickerMenu (item->label, item->a.colorcvar);
|
|
|
|
}
|
|
|
|
else if (item->type == palettegrid)
|
|
|
|
{
|
|
|
|
UpdateSelColor (SelColorIndex + int(item->b.min * 16));
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GK_ESCAPE:
|
|
|
|
CurrentMenu->lastOn = CurrentItem;
|
|
|
|
if (CurrentMenu->EscapeHandler != NULL)
|
|
|
|
{
|
|
|
|
CurrentMenu->EscapeHandler ();
|
|
|
|
}
|
|
|
|
M_PopMenuStack ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
if (ch == 't')
|
|
|
|
{
|
|
|
|
// Test selected resolution
|
|
|
|
if (CurrentMenu == &ModesMenu)
|
|
|
|
{
|
|
|
|
if (!(item->type == screenres &&
|
|
|
|
GetSelectedSize (CurrentItem, &NewWidth, &NewHeight)))
|
|
|
|
{
|
|
|
|
NewWidth = SCREENWIDTH;
|
|
|
|
NewHeight = SCREENHEIGHT;
|
|
|
|
}
|
|
|
|
OldWidth = SCREENWIDTH;
|
|
|
|
OldHeight = SCREENHEIGHT;
|
|
|
|
OldBits = DisplayBits;
|
|
|
|
NewBits = BitTranslate[DummyDepthCvar];
|
|
|
|
setmodeneeded = true;
|
|
|
|
testingmode = I_GetTime(false) + 5 * TICRATE;
|
|
|
|
S_Sound (CHAN_VOICE, "menu/choose", 1, ATTN_NONE);
|
|
|
|
SetModesMenu (NewWidth, NewHeight, NewBits);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void GoToConsole (void)
|
|
|
|
{
|
|
|
|
M_ClearMenus ();
|
|
|
|
C_ToggleConsole ();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void UpdateStuff (void)
|
|
|
|
{
|
|
|
|
M_SizeDisplay (0);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Reset2Defaults (void)
|
|
|
|
{
|
|
|
|
C_SetDefaultBindings ();
|
|
|
|
C_SetCVarsToDefaults ();
|
|
|
|
UpdateStuff();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Reset2Saved (void)
|
|
|
|
{
|
|
|
|
GameConfig->DoGlobalSetup ();
|
|
|
|
GameConfig->DoGameSetup (GameNames[gameinfo.gametype]);
|
|
|
|
UpdateStuff();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void StartMessagesMenu (void)
|
|
|
|
{
|
|
|
|
M_SwitchMenu (&MessagesMenu);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void StartAutomapMenu (void)
|
|
|
|
{
|
|
|
|
M_SwitchMenu (&AutomapMenu);
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (menu_automap)
|
|
|
|
{
|
|
|
|
M_StartControlPanel (true);
|
|
|
|
OptionsActive = true;
|
|
|
|
StartAutomapMenu ();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void StartMapColorsMenu (void)
|
|
|
|
{
|
|
|
|
M_SwitchMenu (&MapColorsMenu);
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (menu_mapcolors)
|
|
|
|
{
|
|
|
|
M_StartControlPanel (true);
|
|
|
|
OptionsActive = true;
|
|
|
|
StartMapColorsMenu ();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void DefaultCustomColors ()
|
|
|
|
{
|
|
|
|
// Find the color cvars by scanning the MapColors menu.
|
|
|
|
for (int i = 0; i < MapColorsMenu.numitems; ++i)
|
|
|
|
{
|
|
|
|
if (MapColorsItems[i].type == colorpicker)
|
|
|
|
{
|
|
|
|
MapColorsItems[i].a.colorcvar->ResetToDefault ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void ColorPickerDrawer ()
|
|
|
|
{
|
|
|
|
int newColorIndex = ColorMatcher.Pick (
|
|
|
|
int(ColorPickerItems[2].a.fval),
|
|
|
|
int(ColorPickerItems[3].a.fval),
|
|
|
|
int(ColorPickerItems[4].a.fval));
|
|
|
|
int oldColorIndex = ColorPickerItems[0].a.colorcvar->GetIndex();
|
|
|
|
|
|
|
|
int x = screen->GetWidth()*2/3;
|
|
|
|
int y = (15 + BigFont->GetHeight() + SmallFont->GetHeight()*2 - 102) * CleanYfac + screen->GetHeight()/2;
|
|
|
|
|
|
|
|
screen->Clear (x, y, x + 48*CleanXfac, y + 48*CleanYfac, oldColorIndex);
|
|
|
|
screen->Clear (x + 48*CleanXfac, y, x + 48*2*CleanXfac, y + 48*CleanYfac, newColorIndex);
|
|
|
|
|
|
|
|
y += 49*CleanYfac;
|
|
|
|
screen->DrawText (CR_GRAY, x+(24-SmallFont->StringWidth("Old")/2)*CleanXfac, y,
|
|
|
|
"Old", DTA_CleanNoMove, true, TAG_DONE);
|
|
|
|
screen->DrawText (CR_WHITE, x+(48+24-SmallFont->StringWidth("New")/2)*CleanXfac, y,
|
|
|
|
"New", DTA_CleanNoMove, true, TAG_DONE);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void SetColorPickerSliders ()
|
|
|
|
{
|
|
|
|
FColorCVar *cvar = ColorPickerItems[0].a.colorcvar;
|
|
|
|
ColorPickerItems[2].a.fval = RPART(DWORD(*cvar));
|
|
|
|
ColorPickerItems[3].a.fval = GPART(DWORD(*cvar));
|
|
|
|
ColorPickerItems[4].a.fval = BPART(DWORD(*cvar));
|
|
|
|
CurrColorIndex = cvar->GetIndex();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void UpdateSelColor (int index)
|
|
|
|
{
|
|
|
|
ColorPickerItems[2].a.fval = GPalette.BaseColors[index].r;
|
|
|
|
ColorPickerItems[3].a.fval = GPalette.BaseColors[index].g;
|
|
|
|
ColorPickerItems[4].a.fval = GPalette.BaseColors[index].b;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void ColorPickerReset ()
|
|
|
|
{
|
|
|
|
SetColorPickerSliders ();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void ActivateColorChoice ()
|
|
|
|
{
|
|
|
|
UCVarValue val;
|
|
|
|
val.Int = MAKERGB
|
|
|
|
(int(ColorPickerItems[2].a.fval),
|
|
|
|
int(ColorPickerItems[3].a.fval),
|
|
|
|
int(ColorPickerItems[4].a.fval));
|
|
|
|
ColorPickerItems[0].a.colorcvar->SetGenericRep (val, CVAR_Int);
|
|
|
|
}
|
|
|
|
|
2006-12-29 03:38:37 +00:00
|
|
|
static void StartColorPickerMenu (const char *colorname, FColorCVar *cvar)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
ColorPickerMenu.PreDraw = ColorPickerDrawer;
|
|
|
|
ColorPickerMenu.EscapeHandler = ActivateColorChoice;
|
|
|
|
ColorPickerItems[0].label = colorname;
|
|
|
|
ColorPickerItems[0].a.colorcvar = cvar;
|
|
|
|
SetColorPickerSliders ();
|
|
|
|
M_SwitchMenu (&ColorPickerMenu);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void CustomizeControls (void)
|
|
|
|
{
|
|
|
|
M_BuildKeyList (ControlsMenu.items, ControlsMenu.numitems);
|
|
|
|
M_SwitchMenu (&ControlsMenu);
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (menu_keys)
|
|
|
|
{
|
|
|
|
M_StartControlPanel (true);
|
|
|
|
OptionsActive = true;
|
|
|
|
CustomizeControls ();
|
|
|
|
}
|
|
|
|
|
|
|
|
EXTERN_CVAR (Int, dmflags)
|
|
|
|
|
|
|
|
static void GameplayOptions (void)
|
|
|
|
{
|
|
|
|
M_SwitchMenu (&DMFlagsMenu);
|
|
|
|
flagsvar = SHOW_DMFlags | SHOW_DMFlags2;
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (menu_gameplay)
|
|
|
|
{
|
|
|
|
M_StartControlPanel (true);
|
|
|
|
OptionsActive = true;
|
|
|
|
GameplayOptions ();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void CompatibilityOptions (void)
|
|
|
|
{
|
|
|
|
M_SwitchMenu (&CompatibilityMenu);
|
|
|
|
flagsvar = SHOW_CompatFlags;
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (menu_compatibility)
|
|
|
|
{
|
|
|
|
M_StartControlPanel (true);
|
|
|
|
OptionsActive = true;
|
|
|
|
CompatibilityOptions ();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void MouseOptions ()
|
|
|
|
{
|
|
|
|
M_SwitchMenu (&MouseMenu);
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (menu_mouse)
|
|
|
|
{
|
|
|
|
M_StartControlPanel (true);
|
|
|
|
OptionsActive = true;
|
|
|
|
MouseOptions ();
|
|
|
|
}
|
|
|
|
|
|
|
|
void UpdateJoystickMenu ()
|
|
|
|
{
|
|
|
|
static FIntCVar * const cvars[8] =
|
|
|
|
{
|
|
|
|
&joy_xaxis, &joy_yaxis, &joy_zaxis,
|
|
|
|
&joy_xrot, &joy_yrot, &joy_zrot,
|
|
|
|
&joy_slider, &joy_dial
|
|
|
|
};
|
|
|
|
static FFloatCVar * const cvars2[5] =
|
|
|
|
{
|
|
|
|
&joy_yawspeed, &joy_pitchspeed, &joy_forwardspeed,
|
|
|
|
&joy_sidespeed, &joy_upspeed
|
|
|
|
};
|
|
|
|
static FFloatCVar * const cvars3[8] =
|
|
|
|
{
|
|
|
|
&joy_xthreshold, &joy_ythreshold, &joy_zthreshold,
|
|
|
|
&joy_xrotthreshold, &joy_yrotthreshold, &joy_zrotthreshold,
|
|
|
|
&joy_sliderthreshold, &joy_dialthreshold
|
|
|
|
};
|
|
|
|
|
|
|
|
int i, line;
|
|
|
|
|
|
|
|
if (JoystickNames.Size() == 0)
|
|
|
|
{
|
|
|
|
JoystickItems[0].type = redtext;
|
|
|
|
JoystickItems[0].label = "No joysticks connected";
|
|
|
|
line = 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
JoystickItems[0].type = discrete;
|
|
|
|
JoystickItems[0].label = "Enable joystick";
|
|
|
|
|
|
|
|
JoystickItems[1].b.numvalues = float(JoystickNames.Size());
|
|
|
|
JoystickItems[1].e.guidvalues = &JoystickNames[0];
|
|
|
|
|
|
|
|
line = 5;
|
|
|
|
|
|
|
|
for (i = 0; i < 8; ++i)
|
|
|
|
{
|
|
|
|
if (JoyAxisNames[i] != NULL)
|
|
|
|
{
|
|
|
|
JoystickItems[line].label = JoyAxisNames[i];
|
|
|
|
JoystickItems[line].type = discrete;
|
|
|
|
JoystickItems[line].a.intcvar = cvars[i];
|
|
|
|
JoystickItems[line].b.numvalues = 6.f;
|
|
|
|
JoystickItems[line].e.values = JoyAxisMapNames;
|
|
|
|
line++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
JoystickItems[line].type = redtext;
|
|
|
|
JoystickItems[line].label = " ";
|
|
|
|
line++;
|
|
|
|
|
|
|
|
JoystickItems[line].type = whitetext;
|
|
|
|
JoystickItems[line].label = "Axis Sensitivity";
|
|
|
|
line++;
|
|
|
|
|
|
|
|
for (i = 0; i < 5; ++i)
|
|
|
|
{
|
|
|
|
JoystickItems[line].type = absslider;
|
|
|
|
JoystickItems[line].label = JoyAxisMapNames[i+1].name;
|
|
|
|
JoystickItems[line].a.cvar = cvars2[i];
|
|
|
|
JoystickItems[line].b.min = 0.0;
|
|
|
|
JoystickItems[line].c.max = 4.0;
|
|
|
|
JoystickItems[line].d.step = 0.2;
|
|
|
|
line++;
|
|
|
|
|
|
|
|
JoystickItems[line].type = inverter;
|
|
|
|
JoystickItems[line].label = JoyAxisMapNames[i+1].name;
|
|
|
|
JoystickItems[line].a.cvar = cvars2[i];
|
|
|
|
JoystickItems[line].e.values = Inversion;
|
|
|
|
line++;
|
|
|
|
}
|
|
|
|
|
|
|
|
JoystickItems[line].type = redtext;
|
|
|
|
JoystickItems[line].label = " ";
|
|
|
|
line++;
|
|
|
|
|
|
|
|
JoystickItems[line].type = whitetext;
|
|
|
|
JoystickItems[line].label = "Axis Dead Zones";
|
|
|
|
line++;
|
|
|
|
|
|
|
|
for (i = 0; i < 8; ++i)
|
|
|
|
{
|
|
|
|
if (JoyAxisNames[i] != NULL)
|
|
|
|
{
|
|
|
|
JoystickItems[line].label = JoyAxisNames[i];
|
|
|
|
JoystickItems[line].type = slider;
|
|
|
|
JoystickItems[line].a.cvar = cvars3[i];
|
|
|
|
JoystickItems[line].b.min = 0.0;
|
|
|
|
JoystickItems[line].c.max = 0.9;
|
|
|
|
JoystickItems[line].d.step = 0.05;
|
|
|
|
line++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
JoystickMenu.numitems = line;
|
|
|
|
if (JoystickMenu.lastOn >= line)
|
|
|
|
{
|
|
|
|
JoystickMenu.lastOn = line - 1;
|
|
|
|
}
|
|
|
|
if (screen != NULL)
|
|
|
|
{
|
|
|
|
CalcIndent (&JoystickMenu);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void JoystickOptions ()
|
|
|
|
{
|
|
|
|
UpdateJoystickMenu ();
|
|
|
|
M_SwitchMenu (&JoystickMenu);
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (menu_joystick)
|
|
|
|
{
|
|
|
|
M_StartControlPanel (true);
|
|
|
|
OptionsActive = true;
|
|
|
|
JoystickOptions ();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void SoundOptions ()
|
|
|
|
{
|
|
|
|
M_SwitchMenu (&SoundMenu);
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (menu_sound)
|
|
|
|
{
|
|
|
|
M_StartControlPanel (true);
|
|
|
|
OptionsActive = true;
|
|
|
|
SoundOptions ();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void AdvSoundOptions ()
|
|
|
|
{
|
|
|
|
M_SwitchMenu (&AdvSoundMenu);
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (menu_advsound)
|
|
|
|
{
|
|
|
|
M_StartControlPanel (true);
|
|
|
|
OptionsActive = true;
|
|
|
|
AdvSoundOptions ();
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef _WIN32
|
|
|
|
static void ChooseMIDI ()
|
|
|
|
{
|
|
|
|
I_BuildMIDIMenuList (&MidiDeviceItems[0].e.values,
|
|
|
|
&MidiDeviceItems[0].b.min);
|
|
|
|
M_SwitchMenu (&MidiDeviceMenu);
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (menu_mididevice)
|
|
|
|
{
|
|
|
|
M_StartControlPanel (true);
|
|
|
|
OptionsActive = true;
|
|
|
|
ChooseMIDI ();
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
static void MakeSoundChanges (void)
|
2006-12-29 20:28:23 +00:00
|
|
|
{
|
2006-12-29 03:38:37 +00:00
|
|
|
static char snd_reset[] = "snd_reset";
|
|
|
|
AddCommandString (snd_reset);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static void VideoOptions (void)
|
|
|
|
{
|
|
|
|
M_SwitchMenu (&VideoMenu);
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (menu_display)
|
|
|
|
{
|
|
|
|
M_StartControlPanel (true);
|
|
|
|
OptionsActive = true;
|
|
|
|
M_SwitchMenu (&VideoMenu);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void BuildModesList (int hiwidth, int hiheight, int hi_bits)
|
|
|
|
{
|
|
|
|
char strtemp[32], **str;
|
|
|
|
int i, c;
|
|
|
|
int width, height, showbits;
|
2006-05-04 12:40:39 +00:00
|
|
|
bool letterbox=false;
|
2006-02-24 04:48:15 +00:00
|
|
|
int ratiomatch;
|
|
|
|
|
|
|
|
if (menu_screenratios >= 0 && menu_screenratios <= 4 && menu_screenratios != 3)
|
|
|
|
{
|
|
|
|
ratiomatch = menu_screenratios;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ratiomatch = -1;
|
|
|
|
}
|
|
|
|
showbits = BitTranslate[DummyDepthCvar];
|
|
|
|
|
Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
|
|
|
if (Video != NULL)
|
|
|
|
{
|
|
|
|
Video->StartModeIterator (showbits, screen->IsFullscreen());
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
for (i = VM_RESSTART; ModesItems[i].type == screenres; i++)
|
|
|
|
{
|
|
|
|
ModesItems[i].e.highlight = -1;
|
|
|
|
for (c = 0; c < 3; c++)
|
|
|
|
{
|
Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
|
|
|
bool haveMode = false;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
switch (c)
|
|
|
|
{
|
|
|
|
default: str = &ModesItems[i].b.res1; break;
|
|
|
|
case 1: str = &ModesItems[i].c.res2; break;
|
|
|
|
case 2: str = &ModesItems[i].d.res3; break;
|
|
|
|
}
|
Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
|
|
|
if (Video != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
|
|
|
while ((haveMode = Video->NextMode (&width, &height, &letterbox)) &&
|
|
|
|
(ratiomatch >= 0 && CheckRatio (width, height) != ratiomatch))
|
|
|
|
{
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (haveMode)
|
|
|
|
{
|
|
|
|
if (/* hi_bits == showbits && */ width == hiwidth && height == hiheight)
|
|
|
|
ModesItems[i].e.highlight = ModesItems[i].a.selmode = c;
|
|
|
|
|
|
|
|
sprintf (strtemp, "%dx%d%s", width, height, letterbox?TEXTCOLOR_BROWN" LB":"");
|
|
|
|
ReplaceString (str, strtemp);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (*str)
|
|
|
|
{
|
2006-05-11 04:00:58 +00:00
|
|
|
delete[] *str;
|
2006-02-24 04:48:15 +00:00
|
|
|
*str = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void M_RefreshModesList ()
|
|
|
|
{
|
|
|
|
BuildModesList (SCREENWIDTH, SCREENHEIGHT, DisplayBits);
|
|
|
|
}
|
|
|
|
|
2006-05-11 04:00:58 +00:00
|
|
|
void M_FreeModesList ()
|
|
|
|
{
|
|
|
|
for (int i = VM_RESSTART; ModesItems[i].type == screenres; ++i)
|
|
|
|
{
|
|
|
|
for (int c = 0; c < 3; ++c)
|
|
|
|
{
|
|
|
|
char **str;
|
|
|
|
|
|
|
|
switch (c)
|
|
|
|
{
|
|
|
|
default: str = &ModesItems[i].b.res1; break;
|
|
|
|
case 1: str = &ModesItems[i].c.res2; break;
|
|
|
|
case 2: str = &ModesItems[i].d.res3; break;
|
|
|
|
}
|
|
|
|
if (str != NULL)
|
|
|
|
{
|
|
|
|
delete[] *str;
|
|
|
|
*str = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-09-14 00:02:31 +00:00
|
|
|
static bool GetSelectedSize (int line, int *width, int *height)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
if (ModesItems[line].type != screenres)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
char *res, *breakpt;
|
|
|
|
long x, y;
|
|
|
|
|
|
|
|
switch (ModesItems[line].a.selmode)
|
|
|
|
{
|
|
|
|
default: res = ModesItems[line].b.res1; break;
|
|
|
|
case 1: res = ModesItems[line].c.res2; break;
|
|
|
|
case 2: res = ModesItems[line].d.res3; break;
|
|
|
|
}
|
|
|
|
x = strtol (res, &breakpt, 10);
|
|
|
|
y = strtol (breakpt+1, NULL, 10);
|
|
|
|
|
|
|
|
*width = x;
|
|
|
|
*height = y;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static int FindBits (int bits)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i = 0; i < 22; i++)
|
|
|
|
{
|
|
|
|
if (BitTranslate[i] == bits)
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void SetModesMenu (int w, int h, int bits)
|
|
|
|
{
|
|
|
|
DummyDepthCvar = FindBits (bits);
|
|
|
|
|
|
|
|
if (testingmode <= 1)
|
|
|
|
{
|
|
|
|
if (ModesItems[VM_ENTERLINE].label != VMEnterText)
|
2006-12-29 03:38:37 +00:00
|
|
|
free (const_cast<char *>(ModesItems[VM_ENTERLINE].label));
|
2006-02-24 04:48:15 +00:00
|
|
|
ModesItems[VM_ENTERLINE].label = VMEnterText;
|
|
|
|
ModesItems[VM_TESTLINE].label = VMTestText;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
char strtemp[64];
|
|
|
|
|
|
|
|
sprintf (strtemp, "TESTING %dx%dx%d", w, h, bits);
|
|
|
|
ModesItems[VM_ENTERLINE].label = copystring (strtemp);
|
|
|
|
ModesItems[VM_TESTLINE].label = "Please wait 5 seconds...";
|
|
|
|
}
|
|
|
|
|
|
|
|
BuildModesList (w, h, bits);
|
|
|
|
}
|
|
|
|
|
|
|
|
void M_RestoreMode ()
|
|
|
|
{
|
|
|
|
NewWidth = OldWidth;
|
|
|
|
NewHeight = OldHeight;
|
|
|
|
NewBits = OldBits;
|
|
|
|
setmodeneeded = true;
|
|
|
|
testingmode = 0;
|
|
|
|
SetModesMenu (OldWidth, OldHeight, OldBits);
|
|
|
|
}
|
|
|
|
|
|
|
|
void M_SetDefaultMode ()
|
|
|
|
{
|
|
|
|
// Make current resolution the default
|
|
|
|
vid_defwidth = SCREENWIDTH;
|
|
|
|
vid_defheight = SCREENHEIGHT;
|
|
|
|
vid_defbits = DisplayBits;
|
|
|
|
testingmode = 0;
|
|
|
|
SetModesMenu (SCREENWIDTH, SCREENHEIGHT, DisplayBits);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void SetVidMode ()
|
|
|
|
{
|
|
|
|
SetModesMenu (SCREENWIDTH, SCREENHEIGHT, DisplayBits);
|
|
|
|
if (ModesMenu.items[ModesMenu.lastOn].type == screenres)
|
|
|
|
{
|
|
|
|
if (ModesMenu.items[ModesMenu.lastOn].a.selmode == -1)
|
|
|
|
{
|
|
|
|
ModesMenu.items[ModesMenu.lastOn].a.selmode++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
M_SwitchMenu (&ModesMenu);
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (menu_video)
|
|
|
|
{
|
|
|
|
M_StartControlPanel (true);
|
|
|
|
OptionsActive = true;
|
|
|
|
SetVidMode ();
|
|
|
|
}
|
|
|
|
|
|
|
|
void M_LoadKeys (const char *modname, bool dbl)
|
|
|
|
{
|
|
|
|
char section[64];
|
|
|
|
|
|
|
|
if (GameNames[gameinfo.gametype] == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
sprintf (section, "%s.%s%sBindings", GameNames[gameinfo.gametype], modname,
|
|
|
|
dbl ? ".Double" : ".");
|
|
|
|
if (GameConfig->SetSection (section))
|
|
|
|
{
|
|
|
|
const char *key, *value;
|
|
|
|
while (GameConfig->NextInSection (key, value))
|
|
|
|
{
|
|
|
|
C_DoBind (key, value, dbl);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int M_DoSaveKeys (FConfigFile *config, char *section, int i, bool dbl)
|
|
|
|
{
|
|
|
|
int most = (int)CustomControlsItems.Size();
|
|
|
|
|
|
|
|
config->SetSection (section, true);
|
|
|
|
config->ClearCurrentSection ();
|
|
|
|
for (++i; i < most; ++i)
|
|
|
|
{
|
|
|
|
menuitem_t *item = &CustomControlsItems[i];
|
|
|
|
if (item->type == control)
|
|
|
|
{
|
|
|
|
C_ArchiveBindings (config, dbl, item->e.command);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
|
|
|
|
void M_SaveCustomKeys (FConfigFile *config, char *section, char *subsection)
|
|
|
|
{
|
|
|
|
if (ControlsMenu.items == ControlsItems)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Start after the normal controls
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
unsigned int i = countof(ControlsItems);
|
2006-02-24 04:48:15 +00:00
|
|
|
unsigned int most = CustomControlsItems.Size();
|
|
|
|
|
|
|
|
while (i < most)
|
|
|
|
{
|
|
|
|
menuitem_t *item = &CustomControlsItems[i];
|
|
|
|
|
|
|
|
if (item->type == whitetext)
|
|
|
|
{
|
2006-07-13 02:08:39 +00:00
|
|
|
assert (item->e.command != NULL);
|
2006-02-24 04:48:15 +00:00
|
|
|
sprintf (subsection, "%s.Bindings", item->e.command);
|
|
|
|
M_DoSaveKeys (config, section, (int)i, false);
|
|
|
|
sprintf (subsection, "%s.DoubleBindings", item->e.command);
|
|
|
|
i = M_DoSaveKeys (config, section, (int)i, true);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
i++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static int AddKeySpot;
|
|
|
|
|
2006-07-13 02:08:39 +00:00
|
|
|
void FreeKeySections()
|
2006-06-11 01:06:19 +00:00
|
|
|
{
|
|
|
|
const unsigned int numStdControls = countof(ControlsItems);
|
|
|
|
unsigned int i;
|
|
|
|
|
|
|
|
for (i = numStdControls; i < CustomControlsItems.Size(); ++i)
|
|
|
|
{
|
|
|
|
menuitem_t *item = &CustomControlsItems[i];
|
|
|
|
if (item->type == whitetext || item->type == control)
|
|
|
|
{
|
|
|
|
if (item->label != NULL)
|
|
|
|
{
|
|
|
|
delete[] item->label;
|
|
|
|
item->label = NULL;
|
|
|
|
}
|
|
|
|
if (item->e.command != NULL)
|
|
|
|
{
|
|
|
|
delete[] item->e.command;
|
|
|
|
item->e.command = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
CCMD (addkeysection)
|
|
|
|
{
|
|
|
|
if (argv.argc() != 3)
|
|
|
|
{
|
|
|
|
Printf ("Usage: addkeysection <menu section name> <ini name>\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
const int numStdControls = countof(ControlsItems);
|
2006-02-24 04:48:15 +00:00
|
|
|
int i;
|
|
|
|
|
|
|
|
if (ControlsMenu.items == ControlsItems)
|
|
|
|
{ // No custom controls have been defined yet.
|
|
|
|
for (i = 0; i < numStdControls; ++i)
|
|
|
|
{
|
|
|
|
CustomControlsItems.Push (ControlsItems[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// See if this section already exists
|
|
|
|
int last = (int)CustomControlsItems.Size();
|
|
|
|
for (i = numStdControls; i < last; ++i)
|
|
|
|
{
|
|
|
|
menuitem_t *item = &CustomControlsItems[i];
|
|
|
|
|
|
|
|
if (item->type == whitetext &&
|
|
|
|
stricmp (item->label, argv[1]) == 0)
|
|
|
|
{ // found it
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (i == last)
|
|
|
|
{ // Add the new section
|
|
|
|
// Limit the ini name to 32 chars
|
|
|
|
if (strlen (argv[2]) > 32)
|
|
|
|
argv[2][32] = 0;
|
|
|
|
|
|
|
|
menuitem_t tempItem = { redtext, " " };
|
|
|
|
|
|
|
|
// Add a blank line to the menu
|
|
|
|
CustomControlsItems.Push (tempItem);
|
|
|
|
|
|
|
|
// Add the section name to the menu
|
|
|
|
tempItem.type = whitetext;
|
|
|
|
tempItem.label = copystring (argv[1]);
|
|
|
|
tempItem.e.command = copystring (argv[2]); // Record ini section name in command field
|
|
|
|
CustomControlsItems.Push (tempItem);
|
|
|
|
ControlsMenu.items = &CustomControlsItems[0];
|
|
|
|
|
|
|
|
// Load bindings for this section from the ini
|
|
|
|
M_LoadKeys (argv[2], 0);
|
|
|
|
M_LoadKeys (argv[2], 1);
|
|
|
|
|
|
|
|
AddKeySpot = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // Add new keys to the end of this section
|
|
|
|
do
|
|
|
|
{
|
|
|
|
i++;
|
|
|
|
} while (i < last && CustomControlsItems[i].type == control);
|
|
|
|
if (i < last)
|
|
|
|
{
|
|
|
|
AddKeySpot = i;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
AddKeySpot = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (addmenukey)
|
|
|
|
{
|
|
|
|
if (argv.argc() != 3)
|
|
|
|
{
|
|
|
|
Printf ("Usage: addmenukey <description> <command>\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (ControlsMenu.items == ControlsItems)
|
|
|
|
{
|
|
|
|
Printf ("You must use addkeysection first.\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
menuitem_t newItem = { control, };
|
|
|
|
newItem.label = copystring (argv[1]);
|
|
|
|
newItem.e.command = copystring (argv[2]);
|
|
|
|
if (AddKeySpot == 0)
|
|
|
|
{ // Just add to the end of the menu
|
|
|
|
CustomControlsItems.Push (newItem);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // Add somewhere in the middle of the menu
|
|
|
|
size_t movecount = CustomControlsItems.Size() - AddKeySpot;
|
|
|
|
CustomControlsItems.Reserve (1);
|
|
|
|
memmove (&CustomControlsItems[AddKeySpot+1],
|
|
|
|
&CustomControlsItems[AddKeySpot],
|
|
|
|
sizeof(menuitem_t)*movecount);
|
|
|
|
CustomControlsItems[AddKeySpot++] = newItem;
|
|
|
|
}
|
|
|
|
ControlsMenu.items = &CustomControlsItems[0];
|
|
|
|
ControlsMenu.numitems = (int)CustomControlsItems.Size();
|
|
|
|
}
|
2006-05-12 03:14:40 +00:00
|
|
|
|
|
|
|
void M_Deinit ()
|
|
|
|
{
|
|
|
|
// Free bitdepth names for the modes menu.
|
2006-05-16 04:19:20 +00:00
|
|
|
for (size_t i = 0; i < countof(Depths); ++i)
|
2006-05-12 03:14:40 +00:00
|
|
|
{
|
|
|
|
if (Depths[i].name != NULL)
|
|
|
|
{
|
|
|
|
delete[] Depths[i].name;
|
|
|
|
Depths[i].name = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Free resolutions from the modes menu.
|
|
|
|
M_FreeModesList();
|
|
|
|
}
|
|
|
|
|