gzdoom-gles/src/m_menu.cpp
Randy Heit bec0d3438f GCC fixes.
SVN r677 (trunk)
2008-01-08 01:48:33 +00:00

3553 lines
87 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// DOOM selection menu, options, episode etc.
// Sliders and icons. Kinda widget stuff.
//
//-----------------------------------------------------------------------------
// HEADER FILES ------------------------------------------------------------
#include <ctype.h>
#include <fcntl.h>
#include <stdlib.h>
#include <zlib.h>
#if defined(_WIN32)
#include <io.h>
#else
#include <unistd.h>
#include <sys/types.h>
#include <sys/stat.h>
#endif
#include "doomdef.h"
#include "gstrings.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "d_main.h"
#include "i_system.h"
#include "i_video.h"
#include "v_video.h"
#include "w_wad.h"
#include "r_local.h"
#include "hu_stuff.h"
#include "g_game.h"
#include "m_argv.h"
#include "m_swap.h"
#include "m_random.h"
#include "s_sound.h"
#include "doomstat.h"
#include "m_menu.h"
#include "v_text.h"
#include "st_stuff.h"
#include "d_gui.h"
#include "version.h"
#include "m_png.h"
#include "templates.h"
#include "lists.h"
#include "gi.h"
#include "p_tick.h"
#include "st_start.h"
#include "teaminfo.h"
#include "r_translate.h"
// MACROS ------------------------------------------------------------------
#define SKULLXOFF -32
#define SELECTOR_XOFFSET (-28)
#define SELECTOR_YOFFSET (-1)
// TYPES -------------------------------------------------------------------
struct FSaveGameNode : public Node
{
char Title[SAVESTRINGSIZE];
FString Filename;
bool bOldVersion;
bool bMissingWads;
};
struct FBackdropTexture : public FTexture
{
public:
FBackdropTexture();
const BYTE *GetColumn(unsigned int column, const Span **spans_out);
const BYTE *GetPixels();
void Unload();
bool CheckModified();
protected:
BYTE Pixels[144*160];
static const Span DummySpan[2];
int LastRenderTic;
angle_t time1, time2, time3, time4;
angle_t t1ang, t2ang, z1ang, z2ang;
void Render();
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void M_DrawSlider (int x, int y, float min, float max, float cur);
void R_GetPlayerTranslation (int color, FPlayerSkin *skin, FRemapTable *table);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
int M_StringHeight (const char *string);
void M_ClearMenus ();
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void M_NewGame (int choice);
static void M_Episode (int choice);
static void M_ChooseSkill (int choice);
static void M_LoadGame (int choice);
static void M_SaveGame (int choice);
static void M_Options (int choice);
static void M_EndGame (int choice);
static void M_ReadThis (int choice);
static void M_ReadThisMore (int choice);
static void M_QuitDOOM (int choice);
static void M_GameFiles (int choice);
static void M_ClearSaveStuff ();
static void SCClass (int choice);
static void M_ChooseClass (int choice);
static void M_FinishReadThis (int choice);
static void M_QuickSave ();
static void M_QuickLoad ();
static void M_LoadSelect (const FSaveGameNode *file);
static void M_SaveSelect (const FSaveGameNode *file);
static void M_ReadSaveStrings ();
static void M_UnloadSaveStrings ();
static FSaveGameNode *M_RemoveSaveSlot (FSaveGameNode *file);
static void M_ExtractSaveData (const FSaveGameNode *file);
static void M_UnloadSaveData ();
static void M_InsertSaveNode (FSaveGameNode *node);
static bool M_SaveLoadResponder (event_t *ev);
static void M_DeleteSaveResponse (int choice);
static void M_DrawMainMenu ();
static void M_DrawReadThis ();
static void M_DrawNewGame ();
static void M_DrawEpisode ();
static void M_DrawLoad ();
static void M_DrawSave ();
static void DrawClassMenu ();
static void DrawHexenSkillMenu ();
static void M_DrawClassMenu ();
static void M_DrawHereticMainMenu ();
static void M_DrawFiles ();
void M_DrawFrame (int x, int y, int width, int height);
static void M_DrawSaveLoadBorder (int x,int y, int len);
static void M_DrawSaveLoadCommon ();
static void M_SetupNextMenu (oldmenu_t *menudef);
static void M_StartMessage (const char *string, void(*routine)(int), bool input);
// [RH] For player setup menu.
void M_PlayerSetup ();
static void M_PlayerSetupTicker ();
static void M_PlayerSetupDrawer ();
static void M_RenderPlayerBackdrop ();
static void M_EditPlayerName (int choice);
static void M_ChangePlayerTeam (int choice);
static void M_PlayerNameChanged (FSaveGameNode *dummy);
static void M_PlayerNameNotChanged ();
static void M_SlidePlayerRed (int choice);
static void M_SlidePlayerGreen (int choice);
static void M_SlidePlayerBlue (int choice);
static void M_ChangeClass (int choice);
static void M_ChangeGender (int choice);
static void M_ChangeSkin (int choice);
static void M_ChangeAutoAim (int choice);
static void PickPlayerClass ();
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
EXTERN_CVAR (String, playerclass)
EXTERN_CVAR (String, name)
EXTERN_CVAR (Int, team)
extern bool sendpause;
extern int flagsvar;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
EMenuState menuactive;
menustack_t MenuStack[16];
int MenuStackDepth;
int skullAnimCounter; // skull animation counter
bool drawSkull; // [RH] don't always draw skull
bool M_DemoNoPlay;
bool OptionsActive;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static char tempstring[80];
static char underscore[2];
static FSaveGameNode *quickSaveSlot; // NULL = no quicksave slot picked!
static FSaveGameNode *lastSaveSlot; // Used for highlighting the most recently used slot in the menu
static int messageToPrint; // 1 = message to be printed
static const char *messageString; // ...and here is the message string!
static EMenuState messageLastMenuActive;
static bool messageNeedsInput; // timed message = no input from user
static void (*messageRoutine)(int response);
static int showSharewareMessage;
static int genStringEnter; // we are going to be entering a savegame string
static size_t genStringLen; // [RH] Max # of chars that can be entered
static void (*genStringEnd)(FSaveGameNode *);
static void (*genStringCancel)();
static int saveSlot; // which slot to save in
static size_t saveCharIndex; // which char we're editing
static int LINEHEIGHT;
static char savegamestring[SAVESTRINGSIZE];
static FString EndString;
static short itemOn; // menu item skull is on
static short whichSkull; // which skull to draw
static int MenuTime;
static int InfoType;
static int InfoTic;
static const char skullName[2][9] = {"M_SKULL1", "M_SKULL2"}; // graphic name of skulls
static const char cursName[8][8] = // graphic names of Strife menu selector
{
"M_CURS1", "M_CURS2", "M_CURS3", "M_CURS4", "M_CURS5", "M_CURS6", "M_CURS7", "M_CURS8"
};
static oldmenu_t *currentMenu; // current menudef
static oldmenu_t *TopLevelMenu; // The main menu everything hangs off of
static FBackdropTexture *FireTexture;
static FRemapTable FireRemap(256);
static const char *genders[3] = { "male", "female", "other" };
static FPlayerClass *PlayerClass;
static int PlayerSkin;
static FState *PlayerState;
static int PlayerTics;
static int PlayerRotation;
static FTexture *SavePic;
static FBrokenLines *SaveComment;
static List SaveGames;
static FSaveGameNode *TopSaveGame;
static FSaveGameNode *SelSaveGame;
static FSaveGameNode NewSaveNode;
static int epi; // Selected episode
// PRIVATE MENU DEFINITIONS ------------------------------------------------
//
// DOOM MENU
//
static oldmenuitem_t MainMenu[]=
{
{1,0,'n',"M_NGAME",M_NewGame, CR_UNTRANSLATED},
{1,0,'l',"M_LOADG",M_LoadGame, CR_UNTRANSLATED},
{1,0,'s',"M_SAVEG",M_SaveGame, CR_UNTRANSLATED},
{1,0,'o',"M_OPTION",M_Options, CR_UNTRANSLATED}, // [RH] Moved
{1,0,'r',"M_RDTHIS",M_ReadThis, CR_UNTRANSLATED}, // Another hickup with Special edition.
{1,0,'q',"M_QUITG",M_QuitDOOM, CR_UNTRANSLATED}
};
static oldmenu_t MainDef =
{
countof(MainMenu),
MainMenu,
M_DrawMainMenu,
97,64,
0
};
//
// HERETIC MENU
//
static oldmenuitem_t HereticMainMenu[] =
{
{1,1,'n',"MNU_NEWGAME",M_NewGame, CR_UNTRANSLATED},
{1,1,'o',"MNU_OPTIONS",M_Options, CR_UNTRANSLATED},
{1,1,'f',"MNU_GAMEFILES",M_GameFiles, CR_UNTRANSLATED},
{1,1,'i',"MNU_INFO",M_ReadThis, CR_UNTRANSLATED},
{1,1,'q',"MNU_QUITGAME",M_QuitDOOM, CR_UNTRANSLATED}
};
static oldmenu_t HereticMainDef =
{
countof(HereticMainMenu),
HereticMainMenu,
M_DrawHereticMainMenu,
110, 56,
0
};
//
// HEXEN "NEW GAME" MENU
//
static oldmenuitem_t ClassItems[] =
{
{ 1,1, 'f', "MNU_FIGHTER", SCClass, CR_UNTRANSLATED },
{ 1,1, 'c', "MNU_CLERIC", SCClass, CR_UNTRANSLATED },
{ 1,1, 'm', "MNU_MAGE", SCClass, CR_UNTRANSLATED },
{ 1,1, 'r', "MNU_RANDOM", SCClass, CR_UNTRANSLATED } // [RH]
};
static oldmenu_t ClassMenu =
{
4, ClassItems,
DrawClassMenu,
66, 58,
0
};
//
// [GRB] CLASS SELECT
//
oldmenuitem_t ClassMenuItems[8] =
{
{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
};
oldmenu_t ClassMenuDef =
{
0,
ClassMenuItems,
M_DrawClassMenu,
48,63,
0
};
//
// EPISODE SELECT
//
oldmenuitem_t EpisodeMenu[MAX_EPISODES] =
{
{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
};
char EpisodeMaps[MAX_EPISODES][8];
bool EpisodeNoSkill[MAX_EPISODES];
oldmenu_t EpiDef =
{
0,
EpisodeMenu, // oldmenuitem_t ->
M_DrawEpisode, // drawing routine ->
48,63, // x,y
0 // lastOn
};
//
// GAME FILES
//
static oldmenuitem_t FilesItems[] =
{
{1,1,'l',"MNU_LOADGAME",M_LoadGame, CR_UNTRANSLATED},
{1,1,'s',"MNU_SAVEGAME",M_SaveGame, CR_UNTRANSLATED}
};
static oldmenu_t FilesMenu =
{
countof(FilesItems),
FilesItems,
M_DrawFiles,
110,60,
0
};
//
// DOOM SKILL SELECT
//
static oldmenuitem_t SkillSelectMenu[]={
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
};
static oldmenu_t SkillDef =
{
0,
SkillSelectMenu, // oldmenuitem_t ->
M_DrawNewGame, // drawing routine ->
48,63, // x,y
2 // lastOn
};
static oldmenu_t HexenSkillMenu =
{
0,
SkillSelectMenu, // oldmenuitem_t ->
DrawHexenSkillMenu,
120, 44,
2
};
void M_StartupSkillMenu(const char *playerclass)
{
if (gameinfo.gametype & GAME_Raven)
{
SkillDef.x = 38;
SkillDef.y = 30;
if (gameinfo.gametype == GAME_Hexen)
{
HexenSkillMenu.x = 38;
if (playerclass != NULL)
{
if (!stricmp(playerclass, "fighter")) HexenSkillMenu.x = 120;
else if (!stricmp(playerclass, "cleric")) HexenSkillMenu.x = 116;
else if (!stricmp(playerclass, "mage")) HexenSkillMenu.x = 112;
}
}
}
SkillDef.numitems = HexenSkillMenu.numitems = 0;
for(unsigned int i=0;i<AllSkills.Size() && i<8;i++)
{
FSkillInfo &skill = AllSkills[i];
SkillSelectMenu[i].name = skill.MenuName;
SkillSelectMenu[i].fulltext = !skill.MenuNameIsLump;
SkillSelectMenu[i].alphaKey = skill.MenuNameIsLump? skill.Shortcut : tolower(SkillSelectMenu[i].name[0]);
SkillSelectMenu[i].textcolor = skill.GetTextColor();
SkillSelectMenu[i].alphaKey = skill.Shortcut;
if (playerclass != NULL)
{
FString * pmnm = skill.MenuNamesForPlayerClass.CheckKey(playerclass);
if (pmnm != NULL)
{
SkillSelectMenu[i].name = GStrings(*pmnm);
SkillSelectMenu[i].fulltext = true;
if (skill.Shortcut == 0)
SkillSelectMenu[i].alphaKey = tolower(SkillSelectMenu[i].name[0]);
}
}
SkillDef.numitems++;
HexenSkillMenu.numitems++;
}
// Hexen needs some manual coordinate adjustments based on player class
if (gameinfo.gametype == GAME_Hexen)
{
M_SetupNextMenu(&HexenSkillMenu);
}
else
M_SetupNextMenu(&SkillDef);
}
//
// [RH] Player Setup Menu
//
static oldmenuitem_t PlayerSetupMenu[] =
{
{ 1,0,'n',NULL,M_EditPlayerName, CR_UNTRANSLATED},
{ 2,0,'t',NULL,M_ChangePlayerTeam, CR_UNTRANSLATED},
{ 2,0,'r',NULL,M_SlidePlayerRed, CR_UNTRANSLATED},
{ 2,0,'g',NULL,M_SlidePlayerGreen, CR_UNTRANSLATED},
{ 2,0,'b',NULL,M_SlidePlayerBlue, CR_UNTRANSLATED},
{ 2,0,'c',NULL,M_ChangeClass, CR_UNTRANSLATED},
{ 2,0,'s',NULL,M_ChangeSkin, CR_UNTRANSLATED},
{ 2,0,'e',NULL,M_ChangeGender, CR_UNTRANSLATED},
{ 2,0,'a',NULL,M_ChangeAutoAim, CR_UNTRANSLATED}
};
static oldmenu_t PSetupDef =
{
countof(PlayerSetupMenu),
PlayerSetupMenu,
M_PlayerSetupDrawer,
48, 47,
0
};
//
// Read This! MENU 1 & 2
//
static oldmenuitem_t ReadMenu[] =
{
{1,0,0,NULL,M_ReadThisMore}
};
static oldmenu_t ReadDef =
{
1,
ReadMenu,
M_DrawReadThis,
280,185,
0
};
//
// LOAD GAME MENU
//
static oldmenuitem_t LoadMenu[]=
{
{1,0,'1',NULL, NULL, CR_UNTRANSLATED},
{1,0,'2',NULL, NULL, CR_UNTRANSLATED},
{1,0,'3',NULL, NULL, CR_UNTRANSLATED},
{1,0,'4',NULL, NULL, CR_UNTRANSLATED},
{1,0,'5',NULL, NULL, CR_UNTRANSLATED},
{1,0,'6',NULL, NULL, CR_UNTRANSLATED},
{1,0,'7',NULL, NULL, CR_UNTRANSLATED},
{1,0,'8',NULL, NULL, CR_UNTRANSLATED},
};
static oldmenu_t LoadDef =
{
countof(LoadMenu),
LoadMenu,
M_DrawLoad,
80,54,
0
};
//
// SAVE GAME MENU
//
static oldmenuitem_t SaveMenu[] =
{
{1,0,'1',NULL, NULL, CR_UNTRANSLATED},
{1,0,'2',NULL, NULL, CR_UNTRANSLATED},
{1,0,'3',NULL, NULL, CR_UNTRANSLATED},
{1,0,'4',NULL, NULL, CR_UNTRANSLATED},
{1,0,'5',NULL, NULL, CR_UNTRANSLATED},
{1,0,'6',NULL, NULL, CR_UNTRANSLATED},
{1,0,'7',NULL, NULL, CR_UNTRANSLATED},
{1,0,'8',NULL, NULL, CR_UNTRANSLATED},
};
static oldmenu_t SaveDef =
{
countof(LoadMenu),
SaveMenu,
M_DrawSave,
80,54,
0
};
// CODE --------------------------------------------------------------------
// [RH] Most menus can now be accessed directly
// through console commands.
CCMD (menu_main)
{
M_StartControlPanel (true);
M_SetupNextMenu (TopLevelMenu);
}
CCMD (menu_load)
{ // F3
M_StartControlPanel (true);
M_LoadGame (0);
}
CCMD (menu_save)
{ // F2
M_StartControlPanel (true);
M_SaveGame (0);
}
CCMD (menu_help)
{ // F1
M_StartControlPanel (true);
M_ReadThis (0);
}
CCMD (quicksave)
{ // F6
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE, "menu/activate", 1, ATTN_NONE);
M_QuickSave();
}
CCMD (quickload)
{ // F9
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE, "menu/activate", 1, ATTN_NONE);
M_QuickLoad();
}
CCMD (menu_endgame)
{ // F7
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE, "menu/activate", 1, ATTN_NONE);
M_EndGame(0);
}
CCMD (menu_quit)
{ // F10
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE, "menu/activate", 1, ATTN_NONE);
M_QuitDOOM(0);
}
CCMD (menu_game)
{
M_StartControlPanel (true);
M_NewGame(0);
}
CCMD (menu_options)
{
M_StartControlPanel (true);
M_Options(0);
}
CCMD (menu_player)
{
M_StartControlPanel (true);
M_PlayerSetup ();
}
CCMD (bumpgamma)
{
// [RH] Gamma correction tables are now generated
// on the fly for *any* gamma level.
// Q: What are reasonable limits to use here?
float newgamma = Gamma + 0.1;
if (newgamma > 3.0)
newgamma = 1.0;
Gamma = newgamma;
Printf ("Gamma correction level %g\n", *Gamma);
}
void M_ActivateMenuInput ()
{
ResetButtonStates ();
menuactive = MENU_On;
// Pause sound effects before we play the menu switch sound.
// That way, it won't be paused.
P_CheckTickerPaused ();
}
void M_DeactivateMenuInput ()
{
menuactive = MENU_Off;
}
void M_DrawFiles ()
{
}
void M_GameFiles (int choice)
{
M_SetupNextMenu (&FilesMenu);
}
//
// M_ReadSaveStrings
//
// Find savegames and read their titles
//
static void M_ReadSaveStrings ()
{
if (SaveGames.IsEmpty ())
{
void *filefirst;
findstate_t c_file;
FString filter;
atterm (M_UnloadSaveStrings);
filter = G_BuildSaveName ("*.zds", -1);
filefirst = I_FindFirst (filter.GetChars(), &c_file);
if (filefirst != ((void *)(-1)))
{
do
{
// I_FindName only returns the file's name and not its full path
FString filepath = G_BuildSaveName (I_FindName(&c_file), -1);
FILE *file = fopen (filepath, "rb");
if (file != NULL)
{
PNGHandle *png;
char sig[16];
char title[SAVESTRINGSIZE+1];
bool oldVer = true;
bool addIt = false;
bool missing = false;
// ZDoom 1.23 betas 21-33 have the savesig first.
// Earlier versions have the savesig second.
// Later versions have the savegame encapsulated inside a PNG.
//
// Old savegame versions are always added to the menu so
// the user can easily delete them if desired.
title[SAVESTRINGSIZE] = 0;
if (NULL != (png = M_VerifyPNG (file)))
{
char *ver = M_GetPNGText (png, "ZDoom Save Version");
char *engine = M_GetPNGText (png, "Engine");
if (ver != NULL)
{
if (!M_GetPNGText (png, "Title", title, SAVESTRINGSIZE))
{
strncpy (title, I_FindName(&c_file), SAVESTRINGSIZE);
}
if (strncmp (ver, SAVESIG, 9) == 0 &&
atoi (ver+9) >= MINSAVEVER &&
engine != NULL)
{
// Was saved with a compatible ZDoom version,
// so check if it's for the current game.
// If it is, add it. Otherwise, ignore it.
char *iwad = M_GetPNGText (png, "Game WAD");
if (iwad != NULL)
{
if (stricmp (iwad, Wads.GetWadName (FWadCollection::IWAD_FILENUM)) == 0)
{
addIt = true;
oldVer = false;
missing = !G_CheckSaveGameWads (png, false);
}
delete[] iwad;
}
}
else
{ // An old version
addIt = true;
}
delete[] ver;
}
if (engine != NULL)
{
delete[] engine;
}
delete png;
}
else
{
fseek (file, 0, SEEK_SET);
if (fread (sig, 1, 16, file) == 16)
{
if (strncmp (sig, "ZDOOMSAVE", 9) == 0)
{
if (fread (title, 1, SAVESTRINGSIZE, file) == SAVESTRINGSIZE)
{
addIt = true;
}
}
else
{
memcpy (title, sig, 16);
if (fread (title + 16, 1, SAVESTRINGSIZE-16, file) == SAVESTRINGSIZE-16 &&
fread (sig, 1, 16, file) == 16 &&
strncmp (sig, "ZDOOMSAVE", 9) == 0)
{
addIt = true;
}
}
}
}
if (addIt)
{
FSaveGameNode *node = new FSaveGameNode;
node->Filename = filepath;
node->bOldVersion = oldVer;
node->bMissingWads = missing;
memcpy (node->Title, title, SAVESTRINGSIZE);
M_InsertSaveNode (node);
}
fclose (file);
}
} while (I_FindNext (filefirst, &c_file) == 0);
I_FindClose (filefirst);
}
}
if (SelSaveGame == NULL || SelSaveGame->Succ == NULL)
{
SelSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
}
}
static void M_UnloadSaveStrings()
{
M_UnloadSaveData();
while (!SaveGames.IsEmpty())
{
M_RemoveSaveSlot (static_cast<FSaveGameNode *>(SaveGames.Head));
}
}
static FSaveGameNode *M_RemoveSaveSlot (FSaveGameNode *file)
{
FSaveGameNode *next = static_cast<FSaveGameNode *>(file->Succ);
if (file == TopSaveGame)
{
TopSaveGame = next;
}
if (quickSaveSlot == file)
{
quickSaveSlot = NULL;
}
if (lastSaveSlot == file)
{
lastSaveSlot = NULL;
}
file->Remove ();
delete file;
return next;
}
void M_InsertSaveNode (FSaveGameNode *node)
{
FSaveGameNode *probe;
if (SaveGames.IsEmpty ())
{
SaveGames.AddHead (node);
return;
}
if (node->bOldVersion)
{ // Add node at bottom of list
probe = static_cast<FSaveGameNode *>(SaveGames.TailPred);
while (probe->Pred != NULL && probe->bOldVersion &&
stricmp (node->Title, probe->Title) < 0)
{
probe = static_cast<FSaveGameNode *>(probe->Pred);
}
node->Insert (probe);
}
else
{ // Add node at top of list
probe = static_cast<FSaveGameNode *>(SaveGames.Head);
while (probe->Succ != NULL && !probe->bOldVersion &&
stricmp (node->Title, probe->Title) > 0)
{
probe = static_cast<FSaveGameNode *>(probe->Succ);
}
node->InsertBefore (probe);
}
}
void M_NotifyNewSave (const char *file, const char *title, bool okForQuicksave)
{
FSaveGameNode *node;
if (file == NULL)
return;
M_ReadSaveStrings ();
// See if the file is already in our list
for (node = static_cast<FSaveGameNode *>(SaveGames.Head);
node->Succ != NULL;
node = static_cast<FSaveGameNode *>(node->Succ))
{
#ifdef unix
if (node->Filename.Compare (file) == 0)
#else
if (node->Filename.CompareNoCase (file) == 0)
#endif
{
strcpy (node->Title, title);
node->bOldVersion = false;
node->bMissingWads = false;
break;
}
}
if (node->Succ == NULL)
{
node = new FSaveGameNode;
strcpy (node->Title, title);
node->Filename = file;
node->bOldVersion = false;
node->bMissingWads = false;
M_InsertSaveNode (node);
SelSaveGame = node;
}
if (okForQuicksave)
{
if (quickSaveSlot == NULL) quickSaveSlot = node;
lastSaveSlot = node;
}
}
//
// M_LoadGame & Cie.
//
void M_DrawLoad (void)
{
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
FTexture *title = TexMan["M_LOADG"];
screen->DrawTexture (title,
(SCREENWIDTH-title->GetWidth()*CleanXfac)/2, 20*CleanYfac,
DTA_CleanNoMove, true, TAG_DONE);
}
else
{
const char *loadgame = GStrings("MNU_LOADGAME");
screen->DrawText (CR_UNTRANSLATED,
(SCREENWIDTH - BigFont->StringWidth (loadgame)*CleanXfac)/2, 10*CleanYfac,
loadgame, DTA_CleanNoMove, true, TAG_DONE);
}
screen->SetFont (SmallFont);
M_DrawSaveLoadCommon ();
}
//
// Draw border for the savegame description
// [RH] Width of the border is variable
//
void M_DrawSaveLoadBorder (int x, int y, int len)
{
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
int i;
screen->DrawTexture (TexMan["M_LSLEFT"], x-8, y+7, DTA_Clean, true, TAG_DONE);
for (i = 0; i < len; i++)
{
screen->DrawTexture (TexMan["M_LSCNTR"], x, y+7, DTA_Clean, true, TAG_DONE);
x += 8;
}
screen->DrawTexture (TexMan["M_LSRGHT"], x, y+7, DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawTexture (TexMan["M_FSLOT"], x, y+1, DTA_Clean, true, TAG_DONE);
}
}
static void M_ExtractSaveData (const FSaveGameNode *node)
{
FILE *file;
PNGHandle *png;
M_UnloadSaveData ();
// When breaking comment strings below, be sure to get the spacing from
// the small font instead of some other font.
screen->SetFont (SmallFont);
if (node != NULL &&
node->Succ != NULL &&
!node->Filename.IsEmpty() &&
!node->bOldVersion &&
(file = fopen (node->Filename.GetChars(), "rb")) != NULL)
{
if (NULL != (png = M_VerifyPNG (file)))
{
char *time, *pcomment, *comment;
size_t commentlen, totallen, timelen;
// Extract comment
time = M_GetPNGText (png, "Creation Time");
pcomment = M_GetPNGText (png, "Comment");
if (pcomment != NULL)
{
commentlen = strlen (pcomment);
}
else
{
commentlen = 0;
}
if (time != NULL)
{
timelen = strlen (time);
totallen = timelen + commentlen + 3;
}
else
{
timelen = 0;
totallen = commentlen + 1;
}
if (totallen != 0)
{
comment = new char[totallen];
if (timelen)
{
memcpy (comment, time, timelen);
comment[timelen] = '\n';
comment[timelen+1] = '\n';
timelen += 2;
}
if (commentlen)
{
memcpy (comment + timelen, pcomment, commentlen);
}
comment[timelen+commentlen] = 0;
SaveComment = V_BreakLines (screen->Font, 216*screen->GetWidth()/640/CleanXfac, comment);
delete[] comment;
delete[] time;
delete[] pcomment;
}
// Extract pic
SavePic = FPNGTexture::CreateFromFile(png, node->Filename);
delete png;
}
fclose (file);
}
}
static void M_UnloadSaveData ()
{
if (SavePic != NULL)
{
delete SavePic;
}
if (SaveComment != NULL)
{
V_FreeBrokenLines (SaveComment);
}
SavePic = NULL;
SaveComment = NULL;
}
static void M_DrawSaveLoadCommon ()
{
const int savepicLeft = 10;
const int savepicTop = 54*CleanYfac;
const int savepicWidth = 216*screen->GetWidth()/640;
const int savepicHeight = 135*screen->GetHeight()/400;
const int rowHeight = (SmallFont->GetHeight() + 1) * CleanYfac;
const int listboxLeft = savepicLeft + savepicWidth + 14;
const int listboxTop = savepicTop;
const int listboxWidth = screen->GetWidth() - listboxLeft - 10;
const int listboxHeight1 = screen->GetHeight() - listboxTop - 10;
const int listboxRows = (listboxHeight1 - 1) / rowHeight;
const int listboxHeight = listboxRows * rowHeight + 1;
const int listboxRight = listboxLeft + listboxWidth;
const int listboxBottom = listboxTop + listboxHeight;
const int commentLeft = savepicLeft;
const int commentTop = savepicTop + savepicHeight + 16;
const int commentWidth = savepicWidth;
const int commentHeight = (51+(screen->GetHeight()>200?10:0))*CleanYfac;
const int commentRight = commentLeft + commentWidth;
const int commentBottom = commentTop + commentHeight;
FSaveGameNode *node;
int i;
bool didSeeSelected = false;
// Draw picture area
if (gameaction == ga_loadgame || gameaction == ga_savegame)
{
return;
}
M_DrawFrame (savepicLeft, savepicTop, savepicWidth, savepicHeight);
if (SavePic != NULL)
{
screen->DrawTexture(SavePic, savepicLeft, savepicTop,
DTA_DestWidth, savepicWidth,
DTA_DestHeight, savepicHeight,
DTA_Masked, false,
TAG_DONE);
}
else
{
screen->Clear (savepicLeft, savepicTop,
savepicLeft+savepicWidth, savepicTop+savepicHeight, 0, 0);
if (!SaveGames.IsEmpty ())
{
const char *text =
(SelSaveGame == NULL || !SelSaveGame->bOldVersion)
? GStrings("MNU_NOPICTURE") : GStrings("MNU_DIFFVERSION");
const int textlen = SmallFont->StringWidth (text)*CleanXfac;
screen->DrawText (CR_GOLD, savepicLeft+(savepicWidth-textlen)/2,
savepicTop+(savepicHeight-rowHeight)/2, text,
DTA_CleanNoMove, true, TAG_DONE);
}
}
// Draw comment area
M_DrawFrame (commentLeft, commentTop, commentWidth, commentHeight);
screen->Clear (commentLeft, commentTop, commentRight, commentBottom, 0, 0);
if (SaveComment != NULL)
{
// I'm not sure why SaveComment would go NULL in this loop, but I got
// a crash report where it was NULL when i reached 1, so now I check
// for that.
for (i = 0; SaveComment != NULL && SaveComment[i].Width >= 0 && i < 6; ++i)
{
screen->DrawText (CR_GOLD, commentLeft, commentTop
+ SmallFont->GetHeight()*i*CleanYfac, SaveComment[i].Text,
DTA_CleanNoMove, true, TAG_DONE);
}
}
// Draw file area
do
{
M_DrawFrame (listboxLeft, listboxTop, listboxWidth, listboxHeight);
screen->Clear (listboxLeft, listboxTop, listboxRight, listboxBottom, 0, 0);
if (SaveGames.IsEmpty ())
{
const char * text = GStrings("MNU_NOFILES");
const int textlen = SmallFont->StringWidth (text)*CleanXfac;
screen->DrawText (CR_GOLD, listboxLeft+(listboxWidth-textlen)/2,
listboxTop+(listboxHeight-rowHeight)/2, text,
DTA_CleanNoMove, true, TAG_DONE);
return;
}
for (i = 0, node = TopSaveGame;
i < listboxRows && node->Succ != NULL;
++i, node = static_cast<FSaveGameNode *>(node->Succ))
{
int color;
if (node->bOldVersion)
{
color = CR_BLUE;
}
else if (node->bMissingWads)
{
color = CR_ORANGE;
}
else if (node == SelSaveGame)
{
color = CR_WHITE;
}
else
{
color = CR_TAN;
}
if (node == SelSaveGame)
{
screen->Clear (listboxLeft, listboxTop+rowHeight*i,
listboxRight, listboxTop+rowHeight*(i+1), -1,
genStringEnter ? MAKEARGB(255,255,0,0) : MAKEARGB(255,0,0,255));
didSeeSelected = true;
if (!genStringEnter)
{
screen->DrawText (
color, listboxLeft+1,
listboxTop+rowHeight*i+CleanYfac, node->Title,
DTA_CleanNoMove, true, TAG_DONE);
}
else
{
screen->DrawText (CR_WHITE, listboxLeft+1,
listboxTop+rowHeight*i+CleanYfac, savegamestring,
DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText (CR_WHITE,
listboxLeft+1+SmallFont->StringWidth (savegamestring)*CleanXfac,
listboxTop+rowHeight*i+CleanYfac, underscore,
DTA_CleanNoMove, true, TAG_DONE);
}
}
else
{
screen->DrawText (
color, listboxLeft+1,
listboxTop+rowHeight*i+CleanYfac, node->Title,
DTA_CleanNoMove, true, TAG_DONE);
}
}
// This is dumb: If the selected node was not visible,
// scroll down and redraw. M_SaveLoadResponder()
// guarantees that if the node is not visible, it will
// always be below the visible list instead of above it.
// This should not really be done here, but I don't care.
if (!didSeeSelected)
{
for (i = 1; node->Succ != NULL && node != SelSaveGame; ++i)
{
node = static_cast<FSaveGameNode *>(node->Succ);
}
if (node->Succ == NULL)
{ // SelSaveGame is invalid
didSeeSelected = true;
}
else
{
do
{
TopSaveGame = static_cast<FSaveGameNode *>(TopSaveGame->Succ);
} while (--i);
}
}
} while (!didSeeSelected);
}
// Draw a frame around the specified area using the view border
// frame graphics. The border is drawn outside the area, not in it.
void M_DrawFrame (int left, int top, int width, int height)
{
FTexture *p1, *p2;
const gameborder_t *border = gameinfo.border;
int offset = border->offset;
int size = border->size;
int x, y;
// Draw top and bottom sides.
p1 = TexMan[border->t];
p2 = TexMan[border->b];
for (x = left; x < left + width; x += size)
{
if (x + size > left + width)
x = left + width - size;
screen->DrawTexture (p1, x, top - offset, TAG_DONE);
screen->DrawTexture (p2, x, top + height, TAG_DONE);
}
// Draw left and right sides.
p1 = TexMan[border->l];
p2 = TexMan[border->r];
for (y = top; y < top + height; y += size)
{
if (y + size > top + height)
y = top + height - size;
screen->DrawTexture (p1, left - offset, y, TAG_DONE);
screen->DrawTexture (p2, left + width, y, TAG_DONE);
}
// Draw beveled corners.
screen->DrawTexture (TexMan[border->tl], left-offset, top-offset, TAG_DONE);
screen->DrawTexture (TexMan[border->tr], left+width, top-offset, TAG_DONE);
screen->DrawTexture (TexMan[border->bl], left-offset, top+height, TAG_DONE);
screen->DrawTexture (TexMan[border->br], left+width, top+height, TAG_DONE);
}
//
// Selected from DOOM menu
//
void M_LoadGame (int choice)
{
if (netgame)
{
M_StartMessage (GStrings("LOADNET"), NULL, false);
return;
}
M_SetupNextMenu (&LoadDef);
drawSkull = false;
M_ReadSaveStrings ();
TopSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
M_ExtractSaveData (SelSaveGame);
}
//
// M_SaveGame & Cie.
//
void M_DrawSave()
{
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
FTexture *title = TexMan["M_SAVEG"];
screen->DrawTexture (title,
(SCREENWIDTH-title->GetWidth()*CleanXfac)/2, 20*CleanYfac,
DTA_CleanNoMove, true, TAG_DONE);
}
else
{
const char * text = GStrings("MNU_SAVEGAME");
screen->DrawText (CR_UNTRANSLATED,
(SCREENWIDTH - BigFont->StringWidth (text)*CleanXfac)/2, 10*CleanYfac,
text, DTA_CleanNoMove, true, TAG_DONE);
}
screen->SetFont (SmallFont);
M_DrawSaveLoadCommon ();
}
//
// M_Responder calls this when the user is finished
//
void M_DoSave (FSaveGameNode *node)
{
if (node != &NewSaveNode)
{
G_SaveGame (node->Filename.GetChars(), savegamestring);
}
else
{
// Find an unused filename and save as that
FString filename;
int i;
FILE *test;
for (i = 0;; ++i)
{
filename = G_BuildSaveName ("save", i);
test = fopen (filename, "rb");
if (test == NULL)
{
break;
}
fclose (test);
}
G_SaveGame (filename, savegamestring);
}
M_ClearMenus ();
BorderNeedRefresh = screen->GetPageCount ();
}
//
// Selected from DOOM menu
//
void M_SaveGame (int choice)
{
if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer))
{
M_StartMessage (GStrings("SAVEDEAD"), NULL, false);
return;
}
if (gamestate != GS_LEVEL)
return;
M_SetupNextMenu(&SaveDef);
drawSkull = false;
M_ReadSaveStrings();
SaveGames.AddHead (&NewSaveNode);
TopSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
if (lastSaveSlot == NULL)
{
SelSaveGame = &NewSaveNode;
}
else
{
SelSaveGame = lastSaveSlot;
}
M_ExtractSaveData (SelSaveGame);
}
//
// M_QuickSave
//
void M_QuickSaveResponse (int ch)
{
if (ch == 'y')
{
M_DoSave (quickSaveSlot);
S_Sound (CHAN_VOICE, "menu/dismiss", 1, ATTN_NONE);
}
}
void M_QuickSave ()
{
if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer))
{
S_Sound (CHAN_VOICE, "menu/invalid", 1, ATTN_NONE);
return;
}
if (gamestate != GS_LEVEL)
return;
if (quickSaveSlot == NULL)
{
M_StartControlPanel(false);
M_SaveGame (0);
return;
}
sprintf (tempstring, GStrings("QSPROMPT"), quickSaveSlot->Title);
strcpy (savegamestring, quickSaveSlot->Title);
M_StartMessage (tempstring, M_QuickSaveResponse, true);
}
//
// M_QuickLoad
//
void M_QuickLoadResponse (int ch)
{
if (ch == 'y')
{
M_LoadSelect (quickSaveSlot);
S_Sound (CHAN_VOICE, "menu/dismiss", 1, ATTN_NONE);
}
}
void M_QuickLoad ()
{
if (netgame)
{
M_StartMessage (GStrings("QLOADNET"), NULL, false);
return;
}
if (quickSaveSlot == NULL)
{
M_StartControlPanel(false);
// signal that whatever gets loaded should be the new quicksave
quickSaveSlot = (FSaveGameNode *)1;
M_LoadGame (0);
return;
}
sprintf (tempstring, GStrings("QLPROMPT"), quickSaveSlot->Title);
M_StartMessage (tempstring, M_QuickLoadResponse, true);
}
//
// Read This Menus
//
void M_DrawReadThis ()
{
FTexture *tex, *prevpic = NULL;
fixed_t alpha;
if (gameinfo.flags & GI_INFOINDEXED)
{
char name[9];
name[8] = 0;
Wads.GetLumpName (name, Wads.GetNumForName (gameinfo.info.indexed.basePage, ns_graphics) + InfoType);
tex = TexMan[name];
if (InfoType > 1)
{
Wads.GetLumpName (name, Wads.GetNumForName (gameinfo.info.indexed.basePage, ns_graphics) + InfoType - 1);
prevpic = TexMan[name];
}
}
else
{
tex = TexMan[gameinfo.info.infoPage[InfoType-1]];
// Did the mapper choose a custom help page via MAPINFO?
if((level.f1 != NULL) && (strcmp(level.f1, "") != 0)) {
if(TexMan.CheckForTexture(level.f1,0,0) == -1)
TexMan.AddPatch(level.f1); // Needs to be marked as a patch.
tex = TexMan[level.f1];
}
if (InfoType > 1)
{
prevpic = TexMan[gameinfo.info.infoPage[InfoType-2]];
}
}
alpha = MIN<fixed_t> (Scale (gametic - InfoTic, OPAQUE, TICRATE/3), OPAQUE);
if (alpha < OPAQUE && prevpic != NULL)
{
screen->DrawTexture (prevpic, 0, 0,
DTA_DestWidth, screen->GetWidth(),
DTA_DestHeight, screen->GetHeight(),
TAG_DONE);
}
screen->DrawTexture (tex, 0, 0,
DTA_DestWidth, screen->GetWidth(),
DTA_DestHeight, screen->GetHeight(),
DTA_Alpha, alpha,
TAG_DONE);
}
//
// M_DrawMainMenu
//
void M_DrawMainMenu (void)
{
if (gameinfo.gametype == GAME_Doom)
{
screen->DrawTexture (TexMan["M_DOOM"], 94, 2, DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawTexture (TexMan["M_STRIFE"], 84, 2, DTA_Clean, true, TAG_DONE);
}
}
void M_DrawHereticMainMenu ()
{
char name[9];
screen->DrawTexture (TexMan["M_HTIC"], 88, 0, DTA_Clean, true, TAG_DONE);
if (gameinfo.gametype == GAME_Hexen)
{
int frame = (MenuTime / 5) % 7;
sprintf (name, "FBUL%c0", (frame+2)%7 + 'A');
screen->DrawTexture (TexMan[name], 37, 80, DTA_Clean, true, TAG_DONE);
sprintf (name, "FBUL%c0", frame + 'A');
screen->DrawTexture (TexMan[name], 278, 80, DTA_Clean, true, TAG_DONE);
}
else
{
int frame = (MenuTime / 3) % 18;
sprintf (name, "M_SKL%.2d", 17 - frame);
screen->DrawTexture (TexMan[name], 40, 10, DTA_Clean, true, TAG_DONE);
sprintf (name, "M_SKL%.2d", frame);
screen->DrawTexture (TexMan[name], 232, 10, DTA_Clean, true, TAG_DONE);
}
}
//
// M_NewGame
//
void M_DrawNewGame(void)
{
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
screen->DrawTexture (TexMan[gameinfo.gametype == GAME_Doom ? "M_NEWG" : "M_NGAME"], 96, 14, DTA_Clean, true, TAG_DONE);
screen->DrawTexture (TexMan["M_SKILL"], 54, 38, DTA_Clean, true, TAG_DONE);
}
}
void M_NewGame(int choice)
{
if (netgame && !demoplayback)
{
M_StartMessage (GStrings("NEWGAME"), NULL, false);
return;
}
// Set up episode menu positioning
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
EpiDef.x = 48;
EpiDef.y = 63;
}
else
{
EpiDef.x = 80;
EpiDef.y = 50;
}
if (EpiDef.numitems > 4)
{
EpiDef.y -= LINEHEIGHT;
}
epi = 0;
if (gameinfo.gametype == GAME_Hexen && ClassMenuDef.numitems == 0)
{ // [RH] Make the default entry the last class the player used.
ClassMenu.lastOn = players[consoleplayer].userinfo.PlayerClass;
if (ClassMenu.lastOn < 0)
{
ClassMenu.lastOn = 3;
}
M_SetupNextMenu (&ClassMenu);
}
// [GRB] Class select
else if (ClassMenuDef.numitems > 1)
{
ClassMenuDef.lastOn = ClassMenuDef.numitems - 1;
if (players[consoleplayer].userinfo.PlayerClass >= 0)
{
int n = 0;
for (int i = 0; i < (int)PlayerClasses.Size () && n < 7; i++)
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
if (i == players[consoleplayer].userinfo.PlayerClass)
{
ClassMenuDef.lastOn = n;
break;
}
n++;
}
}
}
PickPlayerClass ();
PlayerState = GetDefaultByType (PlayerClass->Type)->SeeState;
PlayerTics = PlayerState->GetTics();
if (FireTexture == NULL)
{
FireTexture = new FBackdropTexture;
}
M_SetupNextMenu (&ClassMenuDef);
}
else if (EpiDef.numitems <= 1)
{
if (EpisodeNoSkill[0])
{
M_ChooseSkill(2);
}
else
{
M_StartupSkillMenu(NULL);
}
}
else
{
M_SetupNextMenu (&EpiDef);
}
}
//==========================================================================
//
// DrawClassMenu
//
//==========================================================================
static void DrawClassMenu(void)
{
char name[9];
int classnum;
static const char boxLumpName[3][7] =
{
"M_FBOX",
"M_CBOX",
"M_MBOX"
};
static const char walkLumpName[3][10] =
{
"M_FWALK%d",
"M_CWALK%d",
"M_MWALK%d"
};
const char * text = GStrings("MNU_CHOOSECLASS");
screen->DrawText (CR_UNTRANSLATED, 34, 24, text, DTA_Clean, true, TAG_DONE);
classnum = itemOn;
if (classnum > 2)
{
classnum = (MenuTime>>2) % 3;
}
screen->DrawTexture (TexMan[boxLumpName[classnum]], 174, 8, DTA_Clean, true, TAG_DONE);
sprintf (name, walkLumpName[classnum], ((MenuTime >> 3) & 3) + 1);
screen->DrawTexture (TexMan[name], 174+24, 8+12, DTA_Clean, true, TAG_DONE);
}
// [GRB] Class select drawer
static void M_DrawClassMenu ()
{
int tit_y = 15;
const char * text = GStrings("MNU_CHOOSECLASS");
if (ClassMenuDef.numitems > 4 && gameinfo.gametype & GAME_Raven)
tit_y = 2;
screen->DrawText (gameinfo.gametype == GAME_Doom ? CR_RED : CR_UNTRANSLATED,
160 - BigFont->StringWidth (text)/2,
tit_y,
text, DTA_Clean, true, TAG_DONE);
int x = (200-160)*CleanXfac+(SCREENWIDTH>>1);
int y = (ClassMenuDef.y-100)*CleanYfac+(SCREENHEIGHT>>1);
if (!FireTexture)
{
screen->Clear (x, y, x + 72 * CleanXfac, y + 80 * CleanYfac-1, 0, 0);
}
else
{
screen->DrawTexture (FireTexture, x, y - 1,
DTA_DestWidth, 72 * CleanXfac,
DTA_DestHeight, 80 * CleanYfac,
DTA_Translation, &FireRemap,
DTA_Masked, true,
TAG_DONE);
}
M_DrawFrame (x, y, 72*CleanXfac, 80*CleanYfac-1);
spriteframe_t *sprframe = &SpriteFrames[sprites[PlayerState->sprite.index].spriteframes + PlayerState->GetFrame()];
fixed_t scaleX = GetDefaultByType (PlayerClass->Type)->scaleX;
fixed_t scaleY = GetDefaultByType (PlayerClass->Type)->scaleY;
if (sprframe != NULL)
{
FTexture *tex = TexMan(sprframe->Texture[0]);
if (tex != NULL && tex->UseType != FTexture::TEX_Null)
{
screen->DrawTexture (tex,
x + 36*CleanXfac, y + 71*CleanYfac,
DTA_DestWidth, MulScale16 (tex->GetWidth() * CleanXfac, scaleX),
DTA_DestHeight, MulScale16 (tex->GetHeight() * CleanYfac, scaleY),
TAG_DONE);
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrawSkillMenu
//
//---------------------------------------------------------------------------
static void DrawHexenSkillMenu()
{
screen->DrawText (CR_UNTRANSLATED, 74, 16, GStrings("MNU_CHOOSESKILL"), DTA_Clean, true, TAG_DONE);
}
//
// M_Episode
//
void M_DrawEpisode ()
{
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
screen->DrawTexture (TexMan["M_EPISOD"], 54, 38, DTA_Clean, true, TAG_DONE);
}
}
static int confirmskill;
void M_VerifyNightmare (int ch)
{
if (ch != 'y')
return;
G_DeferedInitNew (EpisodeMaps[epi], confirmskill);
if (gamestate == GS_FULLCONSOLE)
{
gamestate = GS_HIDECONSOLE;
gameaction = ga_newgame;
}
M_ClearMenus ();
}
void M_ChooseSkill (int choice)
{
if (AllSkills[choice].MustConfirm)
{
const char *msg = AllSkills[choice].MustConfirmText;
if (*msg==0) msg = GStrings("NIGHTMARE");
if (*msg=='$') msg = GStrings(msg+1);
confirmskill = choice;
M_StartMessage (msg, M_VerifyNightmare, true);
return;
}
G_DeferedInitNew (EpisodeMaps[epi], choice);
if (gamestate == GS_FULLCONSOLE)
{
gamestate = GS_HIDECONSOLE;
gameaction = ga_newgame;
}
M_ClearMenus ();
}
void M_Episode (int choice)
{
if ((gameinfo.flags & GI_SHAREWARE) && choice)
{
if (gameinfo.gametype == GAME_Doom)
{
M_StartMessage(GStrings("SWSTRING"),NULL,false);
//M_SetupNextMenu(&ReadDef);
}
else
{
showSharewareMessage = 3*TICRATE;
}
return;
}
epi = choice;
if (EpisodeNoSkill[choice])
{
M_ChooseSkill(2);
return;
}
M_StartupSkillMenu(NULL);
}
//==========================================================================
//
// SCClass
//
//==========================================================================
static void SCClass (int option)
{
if (netgame)
{
M_StartMessage (GStrings("NEWGAME"), NULL, false);
return;
}
if (option == 3)
playerclass = "Random";
else
playerclass = PlayerClasses[option].Type->Meta.GetMetaString (APMETA_DisplayName);
if (EpiDef.numitems > 1)
{
M_SetupNextMenu (&EpiDef);
}
else if (!EpisodeNoSkill[0])
{
M_StartupSkillMenu(playerclass);
}
else
{
M_ChooseSkill(2);
}
}
// [GRB]
static void M_ChooseClass (int choice)
{
if (netgame)
{
M_StartMessage (GStrings("NEWGAME"), NULL, false);
return;
}
playerclass = (choice < ClassMenuDef.numitems-1) ? ClassMenuItems[choice].name : "Random";
if (EpiDef.numitems > 1)
{
M_SetupNextMenu (&EpiDef);
}
else if (EpisodeNoSkill[0])
{
M_ChooseSkill(2);
}
else
{
M_StartupSkillMenu(playerclass);
}
}
void M_Options (int choice)
{
OptionsActive = M_StartOptionsMenu ();
}
//
// M_EndGame
//
void M_EndGameResponse(int ch)
{
if (ch != 'y')
return;
currentMenu->lastOn = itemOn;
M_ClearMenus ();
D_StartTitle ();
}
void M_EndGame(int choice)
{
choice = 0;
if (!usergame)
{
S_Sound (CHAN_VOICE, "menu/invalid", 1, ATTN_NONE);
return;
}
if (netgame)
{
M_StartMessage(GStrings("NETEND"),NULL,false);
return;
}
M_StartMessage(GStrings("ENDGAME"),M_EndGameResponse,true);
}
//
// M_ReadThis
//
void M_ReadThis (int choice)
{
drawSkull = false;
InfoType = 1;
InfoTic = gametic;
M_SetupNextMenu (&ReadDef);
}
void M_ReadThisMore (int choice)
{
InfoType++;
InfoTic = gametic;
if (gameinfo.flags & GI_INFOINDEXED)
{
if (InfoType >= gameinfo.info.indexed.numPages)
{
M_FinishReadThis (0);
}
}
else if (InfoType > 2)
{
M_FinishReadThis (0);
}
}
void M_FinishReadThis (int choice)
{
drawSkull = true;
M_PopMenuStack ();
}
//
// M_QuitDOOM
//
void M_QuitResponse(int ch)
{
if (ch != 'y')
return;
if (!netgame)
{
if (gameinfo.quitSound)
{
S_Sound (CHAN_VOICE, gameinfo.quitSound, 1, ATTN_SURROUND);
I_WaitVBL (105);
}
}
ST_Endoom();
}
void M_QuitDOOM (int choice)
{
// We pick index 0 which is language sensitive,
// or one at random, between 1 and maximum number.
if (gameinfo.gametype == GAME_Doom)
{
int quitmsg = gametic % NUM_QUITMESSAGES;
if (quitmsg != 0)
{
EndString.Format("QUITMSG%d", quitmsg);
EndString.Format("%s\n\n%s", GStrings(EndString), GStrings("DOSY"));
}
else
{
EndString.Format("%s\n\n%s", GStrings("QUITMSG"), GStrings("DOSY"));
}
}
else
{
EndString = GStrings("RAVENQUITMSG");
}
M_StartMessage (EndString, M_QuitResponse, true);
}
//
// [RH] Player Setup Menu code
//
void M_PlayerSetup (void)
{
OptionsActive = false;
drawSkull = true;
strcpy (savegamestring, name);
M_DemoNoPlay = true;
if (demoplayback)
G_CheckDemoStatus ();
M_SetupNextMenu (&PSetupDef);
if (players[consoleplayer].mo != NULL)
{
PlayerClass = &PlayerClasses[players[consoleplayer].CurrentPlayerClass];
}
PlayerSkin = players[consoleplayer].userinfo.skin;
R_GetPlayerTranslation (players[consoleplayer].userinfo.color, &skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
PlayerState = GetDefaultByType (PlayerClass->Type)->SeeState;
PlayerTics = PlayerState->GetTics();
if (FireTexture == NULL)
{
FireTexture = new FBackdropTexture;
}
}
static void M_PlayerSetupTicker (void)
{
// Based on code in f_finale.c
FPlayerClass *oldclass = PlayerClass;
if (currentMenu == &ClassMenuDef)
{
int item;
if (itemOn < ClassMenuDef.numitems-1)
item = itemOn;
else
item = (MenuTime>>2) % (ClassMenuDef.numitems-1);
PlayerClass = &PlayerClasses[D_PlayerClassToInt (ClassMenuItems[item].name)];
}
else
{
PickPlayerClass ();
}
if (PlayerClass != oldclass)
{
PlayerState = GetDefaultByType (PlayerClass->Type)->SeeState;
PlayerTics = PlayerState->GetTics();
PlayerSkin = R_FindSkin (skins[PlayerSkin].name, PlayerClass - &PlayerClasses[0]);
R_GetPlayerTranslation (players[consoleplayer].userinfo.color,
&skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
}
if (PlayerState->GetTics () != -1 && PlayerState->GetNextState () != NULL)
{
if (--PlayerTics > 0)
return;
PlayerState = PlayerState->GetNextState();
PlayerTics = PlayerState->GetTics();
}
}
static void M_PlayerSetupDrawer ()
{
int x, xo, yo;
EColorRange label, value;
DWORD color;
if (!(gameinfo.gametype & (GAME_Doom|GAME_Strife)))
{
xo = 5;
yo = 5;
label = CR_GREEN;
value = CR_UNTRANSLATED;
}
else
{
xo = yo = 0;
label = CR_UNTRANSLATED;
value = CR_GREY;
}
// Draw title
const char * text = GStrings("MNU_PLAYERSETUP");
screen->DrawText (gameinfo.gametype == GAME_Doom ? CR_RED : CR_UNTRANSLATED,
160 - BigFont->StringWidth (text)/2,
15,
text, DTA_Clean, true, TAG_DONE);
screen->SetFont (SmallFont);
// Draw player name box
screen->DrawText (label, PSetupDef.x, PSetupDef.y+yo, "Name", DTA_Clean, true, TAG_DONE);
M_DrawSaveLoadBorder (PSetupDef.x + 56, PSetupDef.y, MAXPLAYERNAME+1);
screen->DrawText (CR_UNTRANSLATED, PSetupDef.x + 56 + xo, PSetupDef.y+yo, savegamestring,
DTA_Clean, true, TAG_DONE);
// Draw cursor for player name box
if (genStringEnter)
screen->DrawText (CR_UNTRANSLATED,
PSetupDef.x + SmallFont->StringWidth(savegamestring) + 56+xo,
PSetupDef.y + yo, underscore, DTA_Clean, true, TAG_DONE);
// Draw player team setting
x = SmallFont->StringWidth ("Team") + 8 + PSetupDef.x;
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT+yo, "Team",
DTA_Clean, true, TAG_DONE);
screen->DrawText (value, x, PSetupDef.y + LINEHEIGHT+yo,
!TEAMINFO_IsValidTeam (players[consoleplayer].userinfo.team) ? "None" :
teams[players[consoleplayer].userinfo.team].name,
DTA_Clean, true, TAG_DONE);
// Draw player character
{
int x = 320 - 88 - 32 + xo, y = PSetupDef.y + LINEHEIGHT*3 - 18 + yo;
x = (x-160)*CleanXfac+(SCREENWIDTH>>1);
y = (y-100)*CleanYfac+(SCREENHEIGHT>>1);
if (!FireTexture)
{
screen->Clear (x, y, x + 72 * CleanXfac, y + 80 * CleanYfac-1, 0, 0);
}
else
{
screen->DrawTexture (FireTexture, x, y - 1,
DTA_DestWidth, 72 * CleanXfac,
DTA_DestHeight, 80 * CleanYfac,
DTA_Translation, &FireRemap,
DTA_Masked, true,
TAG_DONE);
}
M_DrawFrame (x, y, 72*CleanXfac, 80*CleanYfac-1);
}
{
spriteframe_t *sprframe;
fixed_t Scale;
if (GetDefaultByType (PlayerClass->Type)->flags4 & MF4_NOSKIN ||
players[consoleplayer].userinfo.PlayerClass == -1 ||
PlayerState->sprite.index != GetDefaultByType (PlayerClass->Type)->SpawnState->sprite.index)
{
sprframe = &SpriteFrames[sprites[PlayerState->sprite.index].spriteframes + PlayerState->GetFrame()];
Scale = GetDefaultByType (PlayerClass->Type)->scaleX;
}
else
{
sprframe = &SpriteFrames[sprites[skins[PlayerSkin].sprite].spriteframes + PlayerState->GetFrame()];
Scale = skins[PlayerSkin].Scale;
}
if (sprframe != NULL)
{
FTexture *tex = TexMan(sprframe->Texture[0]);
if (tex != NULL && tex->UseType != FTexture::TEX_Null)
{
if (tex->Rotations != 0xFFFF)
{
tex = TexMan(SpriteFrames[tex->Rotations].Texture[PlayerRotation]);
}
screen->DrawTexture (tex,
(320 - 52 - 32 + xo - 160)*CleanXfac + (SCREENWIDTH)/2,
(PSetupDef.y + LINEHEIGHT*3 + 57 - 104)*CleanYfac + (SCREENHEIGHT/2),
DTA_DestWidth, MulScale16 (tex->GetWidth() * CleanXfac, Scale),
DTA_DestHeight, MulScale16 (tex->GetHeight() * CleanYfac, Scale),
DTA_Translation, translationtables[TRANSLATION_Players](MAXPLAYERS),
TAG_DONE);
}
}
const char *str = "PRESS " TEXTCOLOR_WHITE "SPACE";
screen->DrawText (CR_GOLD, 320 - 52 - 32 -
SmallFont->StringWidth (str)/2,
PSetupDef.y + LINEHEIGHT*3 + 76, str,
DTA_Clean, true, TAG_DONE);
str = PlayerRotation ? "TO SEE FRONT" : "TO SEE BACK";
screen->DrawText (CR_GOLD, 320 - 52 - 32 -
SmallFont->StringWidth (str)/2,
PSetupDef.y + LINEHEIGHT*3 + 76 + SmallFont->GetHeight (), str,
DTA_Clean, true, TAG_DONE);
}
// Draw player color sliders
//V_DrawTextCleanMove (CR_GREY, PSetupDef.x, PSetupDef.y + LINEHEIGHT, "Color");
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*2+yo, "Red", DTA_Clean, true, TAG_DONE);
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*3+yo, "Green", DTA_Clean, true, TAG_DONE);
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*4+yo, "Blue", DTA_Clean, true, TAG_DONE);
x = SmallFont->StringWidth ("Green") + 8 + PSetupDef.x;
color = players[consoleplayer].userinfo.color;
M_DrawSlider (x, PSetupDef.y + LINEHEIGHT*2+yo, 0.0f, 255.0f, RPART(color));
M_DrawSlider (x, PSetupDef.y + LINEHEIGHT*3+yo, 0.0f, 255.0f, GPART(color));
M_DrawSlider (x, PSetupDef.y + LINEHEIGHT*4+yo, 0.0f, 255.0f, BPART(color));
// [GRB] Draw class setting
int pclass = players[consoleplayer].userinfo.PlayerClass;
x = SmallFont->StringWidth ("Class") + 8 + PSetupDef.x;
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*5+yo, "Class", DTA_Clean, true, TAG_DONE);
screen->DrawText (value, x, PSetupDef.y + LINEHEIGHT*5+yo,
pclass == -1 ? "Random" : PlayerClasses[pclass].Type->Meta.GetMetaString (APMETA_DisplayName),
DTA_Clean, true, TAG_DONE);
// Draw skin setting
x = SmallFont->StringWidth ("Skin") + 8 + PSetupDef.x;
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*6+yo, "Skin", DTA_Clean, true, TAG_DONE);
if (GetDefaultByType (PlayerClass->Type)->flags4 & MF4_NOSKIN ||
players[consoleplayer].userinfo.PlayerClass == -1)
{
screen->DrawText (value, x, PSetupDef.y + LINEHEIGHT*6+yo, "Base", DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawText (value, x, PSetupDef.y + LINEHEIGHT*6+yo,
skins[PlayerSkin].name, DTA_Clean, true, TAG_DONE);
}
// Draw gender setting
x = SmallFont->StringWidth ("Gender") + 8 + PSetupDef.x;
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*7+yo, "Gender", DTA_Clean, true, TAG_DONE);
screen->DrawText (value, x, PSetupDef.y + LINEHEIGHT*7+yo,
genders[players[consoleplayer].userinfo.gender], DTA_Clean, true, TAG_DONE);
// Draw autoaim setting
x = SmallFont->StringWidth ("Autoaim") + 8 + PSetupDef.x;
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*8+yo, "Autoaim", DTA_Clean, true, TAG_DONE);
screen->DrawText (value, x, PSetupDef.y + LINEHEIGHT*8+yo,
autoaim == 0 ? "Never" :
autoaim <= 0.25 ? "Very Low" :
autoaim <= 0.5 ? "Low" :
autoaim <= 1 ? "Medium" :
autoaim <= 2 ? "High" :
autoaim <= 3 ? "Very High" : "Always",
DTA_Clean, true, TAG_DONE);
}
// A 32x32 cloud rendered with Photoshop, plus some other filters
static BYTE pattern1[1024] =
{
5, 9, 7,10, 9,15, 9, 7, 8,10, 5, 3, 5, 7, 9, 8,14, 8, 4, 7, 8, 9, 5, 7,14, 7, 0, 7,13,13, 9, 6,
2, 7, 9, 7, 7,10, 8, 8,11,10, 6, 7,10, 7, 5, 6, 6, 4, 7,13,15,16,11,15,11, 8, 0, 4,13,22,17,11,
5, 9, 9, 7, 9,10, 4, 3, 6, 7, 8, 6, 5, 4, 2, 2, 1, 4, 6,11,15,15,14,13,17, 9, 5, 9,11,12,17,20,
9,16, 9, 8,12,13, 7, 3, 7, 9, 5, 4, 2, 5, 5, 5, 7,11, 6, 7, 6,13,17,10,10, 9,12,17,14,12,16,15,
15,13, 5, 3, 9,10, 4,10,12,12, 7, 9, 8, 8, 8,10, 7, 6, 5, 5, 5, 6,11, 9, 3,13,16,18,21,16,23,18,
23,13, 0, 0, 0, 0, 0,12,18,14,15,16,13, 7, 7, 5, 9, 6, 6, 8, 4, 0, 0, 0, 0,14,19,17,14,20,21,25,
19,20,14,13, 7, 5,13,19,14,13,17,15,14, 7, 3, 5, 6,11, 7, 7, 8, 8,10, 9, 9,18,17,15,14,15,18,16,
16,29,24,23,18, 9,17,20,11, 5,12,15,15,12, 6, 3, 4, 6, 7,10,13,18,18,19,16,12,17,19,23,16,14,14,
9,18,20,26,19, 5,18,18,10, 5,12,15,14,17,11, 6,11, 9,10,13,10,20,24,20,21,20,14,18,15,22,20,19,
0, 6,16,18, 8, 7,15,18,10,13,17,17,13,11,15,11,19,12,13,10, 4,15,19,21,21,24,14, 9,17,20,24,17,
18,17, 7, 7,16,21,22,15, 5,14,20,14,13,21,13, 8,12,14, 7, 8,11,15,13,11,16,17, 7, 5,12,17,19,14,
25,23,17,16,23,18,15, 7, 0, 6,11, 6,11,15,11, 7,12, 7, 4,10,16,13, 7, 7,15,13, 9,15,21,14, 5, 0,
18,22,21,21,21,22,12, 6,14,20,15, 6,10,19,13, 8, 7, 3, 7,12,14,16, 9,12,22,15,12,18,24,19,17, 9,
0,15,18,21,17,25,14,13,19,21,21,11, 6,13,16,16,12,10,12,11,13,20,14,13,18,13, 9,15,16,25,31,20,
5,20,24,16, 7,14,14,11,18,19,19, 6, 0, 5,11,14,17,16,19,14,15,21,19,15,14,14, 8, 0, 7,24,18,16,
9,17,15, 7, 6,14,12, 7,14,16,11, 4, 7, 6,13,16,15,13,12,20,21,20,21,17,18,26,14, 0,13,23,21,11,
9,12,18,11,15,21,13, 8,13,13,10, 7,13, 8, 8,19,13, 7, 4,15,19,18,14,12,14,15, 8, 6,16,22,22,15,
9,17,14,19,15,14,15, 9,11, 9, 6, 8,14,13,13,12, 5, 0, 0, 6,12,13, 7, 7, 9, 7, 0,12,21,16,15,18,
15,16,18,11, 6, 8,15, 9, 2, 0, 5,10,10,16, 9, 0, 4,12,15, 9,12, 9, 7, 7,12, 7, 0, 6,12, 6, 9,13,
12,19,15,14,11, 7, 8, 9,12,10, 5, 5, 7,12,12,10,14,16,16,11, 8,12,10,12,10, 8,10,10,14,12,16,16,
16,17,20,22,12,15,12,14,19,11, 6, 5,10,13,17,17,21,19,15, 9, 6, 9,15,18,10,10,18,14,20,15,16,17,
11,19,19,18,19,14,17,13,12,12, 7,11,18,17,16,15,19,19,10, 2, 0, 8,15,12, 8,11,12,10,19,20,19,19,
6,14,18,13,13,16,16,12, 5, 8,10,12,10,13,18,12, 9,10, 7, 6, 5,11, 8, 6, 7,13,16,13,10,15,20,14,
0, 5,12,12, 4, 0, 9,16, 9,10,12, 8, 0, 9,13, 9, 0, 2, 4, 7,10, 6, 7, 3, 4,11,16,18,10,11,21,21,
16,13,11,15, 8, 0, 5, 9, 8, 7, 6, 3, 0, 9,17, 9, 0, 0, 0, 3, 5, 4, 3, 5, 7,15,16,16,17,14,22,22,
24,14,15,12, 9, 0, 5,10, 8, 4, 7,12,10,11,12, 7, 6, 8, 6, 5, 7, 8, 8,11,13,10,15,14,12,18,20,16,
16,17,17,18,12, 9,12,16,10, 5, 6,20,13,15, 8, 4, 8, 9, 8, 7, 9,11,12,17,16,16,11,10, 9,10, 5, 0,
0,14,18,18,15,16,14, 9,10, 9, 9,15,14,10, 4, 6,10, 8, 8, 7,10, 9,10,16,18,10, 0, 0, 7,12,10, 8,
0,14,19,14, 9,11,11, 8, 8,10,15, 9,10, 7, 4,10,13, 9, 7, 5, 5, 7, 7, 7,13,13, 5, 5,14,22,18,16,
0,10,14,10, 3, 6, 5, 6, 8, 9, 8, 9, 5, 9, 8, 9, 6, 8, 8, 8, 1, 0, 0, 0, 9,17,12,12,17,19,20,13,
6,11,17,11, 5, 5, 8,10, 6, 5, 6, 6, 3, 7, 9, 7, 6, 8,12,10, 4, 8, 6, 6,11,16,16,15,16,17,17,16,
11, 9,10,10, 5, 6,12,10, 5, 1, 6,10, 5, 3, 3, 5, 4, 7,15,10, 7,13, 7, 8,15,11,15,15,15, 8,11,15,
};
// Just a 32x32 cloud rendered with the standard Photoshop filter
static BYTE pattern2[1024] =
{
9, 9, 8, 8, 8, 8, 6, 6,13,13,11,21,19,21,23,18,23,24,19,19,24,17,18,12, 9,14, 8,12,12, 5, 8, 6,
11,10, 6, 7, 8, 8, 9,13,10,11,17,15,23,22,23,22,20,26,27,26,17,21,20,14,12, 8,11, 8,11, 7, 8, 7,
6, 9,13,13,10, 9,13, 7,12,13,16,19,16,20,22,25,22,25,27,22,21,23,15,10,14,14,15,13,12, 8,12, 6,
6, 7,12,12,12,16, 9,12,12,15,16,11,21,24,19,24,23,26,28,27,26,21,14,15, 7, 7,10,15,12,11,10, 9,
7,14,11,16,12,18,16,14,16,14,11,14,15,21,23,17,20,18,26,24,27,18,20,11,11,14,10,17,17,10, 6,10,
13, 9,14,10,13,11,14,15,18,15,15,12,19,19,20,18,22,20,19,22,19,19,19,20,17,15,15,11,16,14,10, 8,
13,16,12,16,17,19,17,18,15,19,14,18,15,14,15,17,21,19,23,18,23,22,18,18,17,15,15,16,12,12,15,10,
10,12,14,10,16,11,18,15,21,20,20,17,18,19,16,19,14,20,19,14,19,25,22,21,22,24,18,12, 9, 9, 8, 6,
10,10,13, 9,15,13,20,19,22,18,18,17,17,21,21,13,13,12,19,18,16,17,27,26,22,23,20,17,12,11, 8, 9,
7,13,14,15,11,13,18,22,19,23,23,20,22,24,21,14,12,16,17,19,18,18,22,18,24,23,19,17,16,14, 8, 7,
12,12, 8, 8,16,20,26,25,28,28,22,29,23,22,21,18,13,16,15,15,20,17,25,24,19,17,17,17,15,10, 8, 9,
7,12,15,11,17,20,25,25,25,29,30,31,28,26,18,16,17,18,20,21,22,20,23,19,18,19,10,16,16,11,11, 8,
5, 6, 8,14,14,17,17,21,27,23,27,31,27,22,23,21,19,19,21,19,20,19,17,22,13,17,12,15,10,10,12, 6,
8, 9, 8,14,15,16,15,18,27,26,23,25,23,22,18,21,20,17,19,20,20,16,20,14,15,13,12, 8, 8, 7,11,13,
7, 6,11,11,11,13,15,22,25,24,26,22,24,26,23,18,24,24,20,18,20,16,17,12,12,12,10, 8,11, 9, 6, 8,
9,10, 9, 6, 5,14,16,19,17,21,26,20,23,19,19,17,20,21,26,25,23,21,17,13,12, 5,13,11, 7,12,10,12,
6, 5, 4,10,11, 9,10,13,17,20,20,18,23,26,27,20,21,24,20,19,24,20,18,10,11, 3, 6,13, 9, 6, 8, 8,
1, 2, 2,11,13,13,11,16,16,16,19,21,20,23,22,28,21,20,19,18,23,16,18, 7, 5, 9, 7, 6, 5,10, 8, 8,
0, 0, 6, 9,11,15,12,12,19,18,19,26,22,24,26,30,23,22,22,16,20,19,12,12, 3, 4, 6, 5, 4, 7, 2, 4,
2, 0, 0, 7,11, 8,14,13,15,21,26,28,25,24,27,26,23,24,22,22,15,17,12, 8,10, 7, 7, 4, 0, 5, 0, 1,
1, 2, 0, 1, 9,14,13,10,19,24,22,29,30,28,30,30,31,23,24,19,17,14,13, 8, 8, 8, 1, 4, 0, 0, 0, 3,
5, 2, 4, 2, 9, 8, 8, 8,18,23,20,27,30,27,31,25,28,30,28,24,24,15,11,14,10, 3, 4, 3, 0, 0, 1, 3,
9, 3, 4, 3, 5, 6, 8,13,14,23,21,27,28,27,28,27,27,29,30,24,22,23,13,15, 8, 6, 2, 0, 4, 3, 4, 1,
6, 5, 5, 3, 9, 3, 6,14,13,16,23,26,28,23,30,31,28,29,26,27,21,20,15,15,13, 9, 1, 0, 2, 0, 5, 8,
8, 4, 3, 7, 2, 0,10, 7,10,14,21,21,29,28,25,27,30,28,25,24,27,22,19,13,10, 5, 0, 0, 0, 0, 0, 7,
7, 6, 7, 0, 2, 2, 5, 6,15,11,19,24,22,29,27,31,30,30,31,28,23,18,14,14, 7, 5, 0, 0, 1, 0, 1, 0,
5, 5, 5, 0, 0, 4, 5,11, 7,10,13,20,21,21,28,31,28,30,26,28,25,21, 9,12, 3, 3, 0, 2, 2, 2, 0, 1,
3, 3, 0, 2, 0, 3, 5, 3,11,11,16,19,19,27,26,26,30,27,28,26,23,22,16, 6, 2, 2, 3, 2, 0, 2, 4, 0,
0, 0, 0, 3, 3, 1, 0, 4, 5, 9,11,16,24,20,28,26,28,24,28,25,22,21,16, 5, 7, 5, 7, 3, 2, 3, 3, 6,
0, 0, 2, 0, 2, 0, 4, 3, 8,12, 9,17,16,23,23,27,27,22,26,22,21,21,13,14, 5, 3, 7, 3, 2, 4, 6, 1,
2, 5, 6, 4, 0, 1, 5, 8, 7, 6,15,17,22,20,24,28,23,25,20,21,18,16,13,15,13,10, 8, 5, 5, 9, 3, 7,
7, 7, 0, 5, 1, 6, 7, 9,12, 9,12,21,22,25,24,22,23,25,24,18,24,22,17,13,10, 9,10, 9, 6,11, 6, 5,
};
const FTexture::Span FBackdropTexture::DummySpan[2] = { { 0, 160 }, { 0, 0 } };
FBackdropTexture::FBackdropTexture()
{
Width = 144;
Height = 160;
WidthBits = 8;
HeightBits = 8;
WidthMask = 255;
LastRenderTic = 0;
time1 = ANGLE_1*180;
time2 = ANGLE_1*56;
time3 = ANGLE_1*99;
time4 = ANGLE_1*1;
t1ang = ANGLE_90;
t2ang = 0;
z1ang = 0;
z2ang = ANGLE_90/2;
}
bool FBackdropTexture::CheckModified()
{
return LastRenderTic != gametic;
}
void FBackdropTexture::Unload()
{
}
const BYTE *FBackdropTexture::GetColumn(unsigned int column, const Span **spans_out)
{
if (LastRenderTic != gametic)
{
Render();
}
column = clamp(column, 0u, 143u);
if (spans_out != NULL)
{
*spans_out = DummySpan;
}
return Pixels + column*160;
}
const BYTE *FBackdropTexture::GetPixels()
{
if (LastRenderTic != gametic)
{
Render();
}
return Pixels;
}
// This is one plasma and two rotozoomers. I think it turned out quite awesome.
void FBackdropTexture::Render()
{
BYTE *from;
int width, height, pitch;
width = 160;
height = 144;
pitch = width;
int x, y;
const angle_t a1add = ANGLE_1/2;
const angle_t a2add = ANGLE_MAX-ANGLE_1;
const angle_t a3add = ANGLE_1*5/7;
const angle_t a4add = ANGLE_MAX-ANGLE_1*4/3;
const angle_t t1add = ANGLE_MAX-ANGLE_1*2;
const angle_t t2add = ANGLE_MAX-ANGLE_1*3+ANGLE_1/6;
const angle_t t3add = ANGLE_1*16/7;
const angle_t t4add = ANGLE_MAX-ANGLE_1*2/3;
const angle_t x1add = 5<<ANGLETOFINESHIFT;
const angle_t x2add = ANGLE_MAX-(13<<ANGLETOFINESHIFT);
const angle_t z1add = 3<<ANGLETOFINESHIFT;
const angle_t z2add = 4<<ANGLETOFINESHIFT;
angle_t a1, a2, a3, a4;
fixed_t c1, c2, c3, c4;
DWORD tx, ty, tc, ts;
DWORD ux, uy, uc, us;
DWORD ltx, lty, lux, luy;
from = Pixels;
a3 = time3;
a4 = time4;
fixed_t z1 = (finecosine[z2ang>>ANGLETOFINESHIFT]>>2)+FRACUNIT/2;
fixed_t z2 = (finecosine[z1ang>>ANGLETOFINESHIFT]>>2)+FRACUNIT*3/4;
tc = MulScale5 (finecosine[t1ang>>ANGLETOFINESHIFT], z1);
ts = MulScale5 (finesine[t1ang>>ANGLETOFINESHIFT], z1);
uc = MulScale5 (finecosine[t2ang>>ANGLETOFINESHIFT], z2);
us = MulScale5 (finesine[t2ang>>ANGLETOFINESHIFT], z2);
ltx = -width/2*tc;
lty = -width/2*ts;
lux = -width/2*uc;
luy = -width/2*us;
for (y = 0; y < height; ++y)
{
a1 = time1;
a2 = time2;
c3 = finecosine[a3>>ANGLETOFINESHIFT];
c4 = finecosine[a4>>ANGLETOFINESHIFT];
tx = ltx - (y-height/2)*ts;
ty = lty + (y-height/2)*tc;
ux = lux - (y-height/2)*us;
uy = luy + (y-height/2)*uc;
for (x = 0; x < width; ++x)
{
c1 = finecosine[a1>>ANGLETOFINESHIFT];
c2 = finecosine[a2>>ANGLETOFINESHIFT];
from[x] = ((c1 + c2 + c3 + c4) >> (FRACBITS+3-7)) + 128 // plasma
+ pattern1[(tx>>27)+((ty>>22)&992)] // rotozoomer 1
+ pattern2[(ux>>27)+((uy>>22)&992)]; // rotozoomer 2
tx += tc;
ty += ts;
ux += uc;
uy += us;
a1 += a1add;
a2 += a2add;
}
a3 += a3add;
a4 += a4add;
from += pitch;
}
time1 += t1add;
time2 += t2add;
time3 += t3add;
time4 += t4add;
t1ang += x1add;
t2ang += x2add;
z1ang += z1add;
z2ang += z2add;
LastRenderTic = gametic;
}
static void M_ChangeClass (int choice)
{
if (PlayerClasses.Size () == 1)
{
return;
}
int type = players[consoleplayer].userinfo.PlayerClass;
if (!choice)
type = (type < 0) ? (int)PlayerClasses.Size () - 1 : type - 1;
else
type = (type < (int)PlayerClasses.Size () - 1) ? type + 1 : -1;
cvar_set ("playerclass", type < 0 ? "Random" :
PlayerClasses[type].Type->Meta.GetMetaString (APMETA_DisplayName));
}
static void M_ChangeSkin (int choice)
{
if (GetDefaultByType (PlayerClass->Type)->flags4 & MF4_NOSKIN ||
players[consoleplayer].userinfo.PlayerClass == -1)
{
return;
}
do
{
if (!choice)
PlayerSkin = (PlayerSkin == 0) ? (int)numskins - 1 : PlayerSkin - 1;
else
PlayerSkin = (PlayerSkin < (int)numskins - 1) ? PlayerSkin + 1 : 0;
} while (!PlayerClass->CheckSkin (PlayerSkin));
R_GetPlayerTranslation (players[consoleplayer].userinfo.color, &skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
cvar_set ("skin", skins[PlayerSkin].name);
}
static void M_ChangeGender (int choice)
{
int gender = players[consoleplayer].userinfo.gender;
if (!choice)
gender = (gender == 0) ? 2 : gender - 1;
else
gender = (gender == 2) ? 0 : gender + 1;
cvar_set ("gender", genders[gender]);
}
static void M_ChangeAutoAim (int choice)
{
static const float ranges[] = { 0, 0.25, 0.5, 1, 2, 3, 5000 };
float aim = autoaim;
int i;
if (!choice) {
// Select a lower autoaim
for (i = 6; i >= 1; i--)
{
if (aim >= ranges[i])
{
aim = ranges[i - 1];
break;
}
}
}
else
{
// Select a higher autoaim
for (i = 5; i >= 0; i--)
{
if (aim >= ranges[i])
{
aim = ranges[i + 1];
break;
}
}
}
autoaim = aim;
}
static void M_EditPlayerName (int choice)
{
// we are going to be intercepting all chars
genStringEnter = 2;
genStringEnd = M_PlayerNameChanged;
genStringCancel = M_PlayerNameNotChanged;
genStringLen = MAXPLAYERNAME;
saveSlot = 0;
saveCharIndex = strlen (savegamestring);
}
static void M_PlayerNameNotChanged ()
{
strcpy (savegamestring, name);
}
static void M_PlayerNameChanged (FSaveGameNode *dummy)
{
const char *p;
FString command("name \"");
// Escape any backslashes or quotation marks before sending the name to the console.
for (p = savegamestring; *p != '\0'; ++p)
{
if (*p == '"' || *p == '\\')
{
command << '\\';
}
command << *p;
}
command << '"';
C_DoCommand (command);
}
static void M_ChangePlayerTeam (int choice)
{
if (!choice)
{
if (team == 0)
{
team = TEAM_None;
}
else if (team == TEAM_None)
{
team = teams.Size () - 1;
}
else
{
team = team - 1;
}
}
else
{
if (team == int(teams.Size () - 1))
{
team = TEAM_None;
}
else if (team == TEAM_None)
{
team = 0;
}
else
{
team = team + 1;
}
}
}
static void SendNewColor (int red, int green, int blue)
{
char command[24];
sprintf (command, "color \"%02x %02x %02x\"", red, green, blue);
C_DoCommand (command);
R_GetPlayerTranslation (MAKERGB (red, green, blue), &skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
}
static void M_SlidePlayerRed (int choice)
{
int color = players[consoleplayer].userinfo.color;
int red = RPART(color);
if (choice == 0) {
red -= 16;
if (red < 0)
red = 0;
} else {
red += 16;
if (red > 255)
red = 255;
}
SendNewColor (red, GPART(color), BPART(color));
}
static void M_SlidePlayerGreen (int choice)
{
int color = players[consoleplayer].userinfo.color;
int green = GPART(color);
if (choice == 0) {
green -= 16;
if (green < 0)
green = 0;
} else {
green += 16;
if (green > 255)
green = 255;
}
SendNewColor (RPART(color), green, BPART(color));
}
static void M_SlidePlayerBlue (int choice)
{
int color = players[consoleplayer].userinfo.color;
int blue = BPART(color);
if (choice == 0) {
blue -= 16;
if (blue < 0)
blue = 0;
} else {
blue += 16;
if (blue > 255)
blue = 255;
}
SendNewColor (RPART(color), GPART(color), blue);
}
//
// Menu Functions
//
void M_StartMessage (const char *string, void (*routine)(int), bool input)
{
C_HideConsole ();
messageLastMenuActive = menuactive;
messageToPrint = 1;
messageString = string;
messageRoutine = routine;
messageNeedsInput = input;
if (menuactive == MENU_Off)
{
M_ActivateMenuInput ();
}
if (input)
{
S_StopSound ((AActor *)NULL, CHAN_VOICE);
S_Sound (CHAN_VOICE, "menu/prompt", 1, ATTN_NONE);
}
return;
}
//
// Find string height from hu_font chars
//
int M_StringHeight (const char *string)
{
int h;
int height = screen->Font->GetHeight ();
h = height;
while (*string)
{
if ((*string++) == '\n')
h += height;
}
return h;
}
//
// CONTROL PANEL
//
//
// M_Responder
//
bool M_Responder (event_t *ev)
{
int ch;
int i;
ch = -1;
if (menuactive == MENU_Off && ev->type == EV_KeyDown)
{
// Pop-up menu?
if (ev->data1 == KEY_ESCAPE)
{
M_StartControlPanel (true);
M_SetupNextMenu (TopLevelMenu);
return true;
}
// If devparm is set, pressing F1 always takes a screenshot no matter
// what it's bound to. (for those who don't bother to read the docs)
if (devparm && ev->data1 == KEY_F1)
{
G_ScreenShot (NULL);
return true;
}
}
else if (ev->type == EV_GUI_Event && menuactive == MENU_On && !chatmodeon)
{
if (ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyRepeat)
{
ch = ev->data1;
}
else if (ev->subtype == EV_GUI_Char && genStringEnter)
{
ch = ev->data1;
if (saveCharIndex < genStringLen &&
(genStringEnter==2 || (size_t)SmallFont->StringWidth (savegamestring) < (genStringLen-1)*8))
{
savegamestring[saveCharIndex] = ch;
savegamestring[++saveCharIndex] = 0;
}
return true;
}
else if (ev->subtype == EV_GUI_Char && messageToPrint && messageNeedsInput)
{
ch = ev->data1;
}
}
if (OptionsActive && !chatmodeon)
{
M_OptResponder (ev);
return true;
}
if (ch == -1)
return false;
// Save Game string input
// [RH] and Player Name string input
if (genStringEnter)
{
switch (ch)
{
case '\b':
if (saveCharIndex > 0)
{
saveCharIndex--;
savegamestring[saveCharIndex] = 0;
}
break;
case GK_ESCAPE:
genStringEnter = 0;
genStringCancel (); // [RH] Function to call when escape is pressed
break;
case '\r':
if (savegamestring[0])
{
genStringEnter = 0;
if (messageToPrint)
M_ClearMenus ();
genStringEnd (SelSaveGame); // [RH] Function to call when enter is pressed
}
break;
}
return true;
}
// Take care of any messages that need input
if (messageToPrint)
{
ch = tolower (ch);
if (messageNeedsInput)
{
// For each printable keystroke, both EV_GUI_KeyDown and
// EV_GUI_Char will be generated, in that order. If we close
// the menu after the first event arrives and the fullscreen
// console is up, the console will get the EV_GUI_Char event
// next. Therefore, the message input should only respond to
// EV_GUI_Char events (sans Escape, which only generates
// EV_GUI_KeyDown.)
if (ev->subtype != EV_GUI_Char && ch != GK_ESCAPE)
{
return false;
}
if (ch != ' ' && ch != 'n' && ch != 'y' && ch != GK_ESCAPE)
{
return false;
}
}
menuactive = messageLastMenuActive;
messageToPrint = 0;
if (messageRoutine)
messageRoutine (ch);
if (menuactive != MENU_Off)
{
M_DeactivateMenuInput ();
}
SB_state = screen->GetPageCount (); // refresh the statbar
BorderNeedRefresh = screen->GetPageCount ();
S_Sound (CHAN_VOICE, "menu/dismiss", 1, ATTN_NONE);
return true;
}
if (ch == GK_ESCAPE)
{
// [RH] Escape now moves back one menu instead of quitting
// the menu system. Thus, backspace is ignored.
currentMenu->lastOn = itemOn;
M_PopMenuStack ();
return true;
}
if (currentMenu == &SaveDef || currentMenu == &LoadDef)
{
return M_SaveLoadResponder (ev);
}
// Keys usable within menu
switch (ch)
{
case GK_DOWN:
do
{
if (itemOn+1 > currentMenu->numitems-1)
itemOn = 0;
else itemOn++;
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
} while(currentMenu->menuitems[itemOn].status==-1);
return true;
case GK_UP:
do
{
if (!itemOn)
itemOn = currentMenu->numitems-1;
else itemOn--;
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
} while(currentMenu->menuitems[itemOn].status==-1);
return true;
case GK_LEFT:
if (currentMenu->menuitems[itemOn].routine &&
currentMenu->menuitems[itemOn].status == 2)
{
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
currentMenu->menuitems[itemOn].routine(0);
}
return true;
case GK_RIGHT:
if (currentMenu->menuitems[itemOn].routine &&
currentMenu->menuitems[itemOn].status == 2)
{
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
currentMenu->menuitems[itemOn].routine(1);
}
return true;
case '\r':
if (currentMenu->menuitems[itemOn].routine &&
currentMenu->menuitems[itemOn].status)
{
currentMenu->lastOn = itemOn;
if (currentMenu->menuitems[itemOn].status == 2)
{
currentMenu->menuitems[itemOn].routine(1); // right arrow
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
}
else
{
currentMenu->menuitems[itemOn].routine(itemOn);
S_Sound (CHAN_VOICE, "menu/choose", 1, ATTN_NONE);
}
}
return true;
case ' ':
if (currentMenu == &PSetupDef)
{
PlayerRotation ^= 8;
break;
}
// intentional fall-through
default:
if (ch)
{
ch = tolower (ch);
for (i = (itemOn + 1) % currentMenu->numitems;
i != itemOn;
i = (i + 1) % currentMenu->numitems)
{
if (currentMenu->menuitems[i].alphaKey == ch)
{
break;
}
}
if (currentMenu->menuitems[i].alphaKey == ch)
{
itemOn = i;
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
return true;
}
}
break;
}
// [RH] Menu eats all keydown events while active
return (ev->subtype == EV_GUI_KeyDown);
}
bool M_SaveLoadResponder (event_t *ev)
{
char workbuf[512];
if (SelSaveGame != NULL && SelSaveGame->Succ != NULL)
{
switch (ev->data1)
{
case GK_F1:
if (!SelSaveGame->Filename.IsEmpty())
{
sprintf (workbuf, "File on disk:\n%s", SelSaveGame->Filename.GetChars());
if (SaveComment != NULL)
{
V_FreeBrokenLines (SaveComment);
}
SaveComment = V_BreakLines (screen->Font, 216*screen->GetWidth()/640/CleanXfac, workbuf);
}
break;
case GK_UP:
if (SelSaveGame != SaveGames.Head)
{
if (SelSaveGame == TopSaveGame)
{
TopSaveGame = static_cast<FSaveGameNode *>(TopSaveGame->Pred);
}
SelSaveGame = static_cast<FSaveGameNode *>(SelSaveGame->Pred);
}
else
{
SelSaveGame = static_cast<FSaveGameNode *>(SaveGames.TailPred);
}
M_UnloadSaveData ();
M_ExtractSaveData (SelSaveGame);
break;
case GK_DOWN:
if (SelSaveGame != SaveGames.TailPred)
{
SelSaveGame = static_cast<FSaveGameNode *>(SelSaveGame->Succ);
}
else
{
SelSaveGame = TopSaveGame =
static_cast<FSaveGameNode *>(SaveGames.Head);
}
M_UnloadSaveData ();
M_ExtractSaveData (SelSaveGame);
break;
case GK_DEL:
case '\b':
if (SelSaveGame != &NewSaveNode)
{
EndString.Format("%s" TEXTCOLOR_WHITE "%s" TEXTCOLOR_NORMAL "?\n\n%s",
GStrings("MNU_DELETESG"), SelSaveGame->Title, GStrings("PRESSYN"));
M_StartMessage (EndString, M_DeleteSaveResponse, true);
}
break;
case 'N':
if (currentMenu == &SaveDef)
{
SelSaveGame = TopSaveGame = &NewSaveNode;
M_UnloadSaveData ();
}
break;
case '\r':
if (currentMenu == &LoadDef)
{
M_LoadSelect (SelSaveGame);
}
else
{
M_SaveSelect (SelSaveGame);
}
}
}
return (ev->subtype == EV_GUI_KeyDown);
}
static void M_LoadSelect (const FSaveGameNode *file)
{
G_LoadGame (file->Filename.GetChars());
if (gamestate == GS_FULLCONSOLE)
{
gamestate = GS_HIDECONSOLE;
}
if (quickSaveSlot == (FSaveGameNode *)1)
{
quickSaveSlot = SelSaveGame;
}
M_ClearMenus ();
BorderNeedRefresh = screen->GetPageCount ();
}
//
// User wants to save. Start string input for M_Responder
//
static void M_SaveSelect (const FSaveGameNode *file)
{
// we are going to be intercepting all chars
genStringEnter = 1;
genStringEnd = M_DoSave;
genStringCancel = M_ClearMenus;
genStringLen = SAVESTRINGSIZE-1;
if (file != &NewSaveNode)
{
strcpy (savegamestring, file->Title);
}
else
{
savegamestring[0] = 0;
}
saveCharIndex = strlen (savegamestring);
}
static void M_DeleteSaveResponse (int choice)
{
M_ClearSaveStuff ();
if (choice == 'y')
{
FSaveGameNode *next = static_cast<FSaveGameNode *>(SelSaveGame->Succ);
if (next->Succ == NULL)
{
next = static_cast<FSaveGameNode *>(SelSaveGame->Pred);
if (next->Pred == NULL)
{
next = NULL;
}
}
remove (SelSaveGame->Filename.GetChars());
M_UnloadSaveData ();
SelSaveGame = M_RemoveSaveSlot (SelSaveGame);
M_ExtractSaveData (SelSaveGame);
}
}
//
// M_StartControlPanel
//
void M_StartControlPanel (bool makeSound)
{
// intro might call this repeatedly
if (menuactive == MENU_On)
return;
drawSkull = true;
MenuStackDepth = 0;
currentMenu = TopLevelMenu;
itemOn = currentMenu->lastOn;
C_HideConsole (); // [RH] Make sure console goes bye bye.
OptionsActive = false; // [RH] Make sure none of the options menus appear.
M_ActivateMenuInput ();
if (makeSound)
{
S_Sound (CHAN_VOICE, "menu/activate", 1, ATTN_NONE);
}
}
//
// M_Drawer
// Called after the view has been rendered,
// but before it has been blitted.
//
void M_Drawer ()
{
int i, x, y, max;
PalEntry fade = 0;
const player_t *player = &players[consoleplayer];
if (player->camera != NULL && (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL))
{
if (player->camera->player != NULL)
{
player = player->camera->player;
}
fade = PalEntry (BYTE(player->BlendA*255), BYTE(player->BlendR*255), BYTE(player->BlendG*255), BYTE(player->BlendB*255));
}
// Horiz. & Vertically center string and print it.
if (messageToPrint)
{
screen->Dim (fade);
BorderNeedRefresh = screen->GetPageCount ();
SB_state = screen->GetPageCount ();
FBrokenLines *lines = V_BreakLines (screen->Font, 320, messageString);
y = 100;
for (i = 0; lines[i].Width >= 0; i++)
y -= screen->Font->GetHeight () / 2;
for (i = 0; lines[i].Width >= 0; i++)
{
screen->DrawText (CR_UNTRANSLATED, 160 - lines[i].Width/2, y, lines[i].Text,
DTA_Clean, true, TAG_DONE);
y += screen->Font->GetHeight ();
}
V_FreeBrokenLines (lines);
}
else if (menuactive != MENU_Off)
{
if (InfoType == 0 && !OptionsActive)
{
screen->Dim (fade);
}
// For Heretic shareware message:
if (showSharewareMessage)
{
const char * text = GStrings("MNU_ONLYREGISTERED");
screen->DrawText (CR_WHITE, 160 - SmallFont->StringWidth(text)/2,
8, text, DTA_Clean, true, TAG_DONE);
}
BorderNeedRefresh = screen->GetPageCount ();
SB_state = screen->GetPageCount ();
if (OptionsActive)
{
M_OptDrawer ();
}
else
{
screen->SetFont (BigFont);
if (currentMenu->routine)
currentMenu->routine(); // call Draw routine
// DRAW MENU
x = currentMenu->x;
y = currentMenu->y;
max = currentMenu->numitems;
for (i = 0; i < max; i++)
{
if (currentMenu->menuitems[i].name)
{
if (currentMenu->menuitems[i].fulltext)
{
int color = currentMenu->menuitems[i].textcolor;
if (color == CR_UNTRANSLATED)
{
// The default DBIGFONT is white but Doom's default should be red.
if (gameinfo.gametype == GAME_Doom)
{
color = CR_RED;
}
}
screen->DrawText (color, x, y,
GStrings(currentMenu->menuitems[i].name),
DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawTexture (TexMan[currentMenu->menuitems[i].name], x, y,
DTA_Clean, true, TAG_DONE);
}
}
y += LINEHEIGHT;
}
screen->SetFont (SmallFont);
// DRAW CURSOR
if (drawSkull)
{
if (currentMenu == &PSetupDef)
{
// [RH] Use options menu cursor for the player setup menu.
if (skullAnimCounter < 6)
{
screen->SetFont (ConFont);
screen->DrawText (CR_RED, x - 16,
currentMenu->y + itemOn*LINEHEIGHT +
(!(gameinfo.gametype & (GAME_Doom|GAME_Strife)) ? 6 : -1), "\xd",
DTA_Clean, true, TAG_DONE);
screen->SetFont (SmallFont);
}
}
else if (gameinfo.gametype == GAME_Doom)
{
screen->DrawTexture (TexMan[skullName[whichSkull]],
x + SKULLXOFF, currentMenu->y - 5 + itemOn*LINEHEIGHT,
DTA_Clean, true, TAG_DONE);
}
else if (gameinfo.gametype == GAME_Strife)
{
screen->DrawTexture (TexMan[cursName[(MenuTime >> 2) & 7]],
x - 28, currentMenu->y - 5 + itemOn*LINEHEIGHT,
DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawTexture (TexMan[MenuTime & 16 ? "M_SLCTR1" : "M_SLCTR2"],
x + SELECTOR_XOFFSET,
currentMenu->y + itemOn*LINEHEIGHT + SELECTOR_YOFFSET,
DTA_Clean, true, TAG_DONE);
}
}
}
}
}
static void M_ClearSaveStuff ()
{
M_UnloadSaveData ();
if (SaveGames.Head == &NewSaveNode)
{
SaveGames.RemHead ();
if (SelSaveGame == &NewSaveNode)
{
SelSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
}
if (TopSaveGame == &NewSaveNode)
{
TopSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
}
}
if (quickSaveSlot == (FSaveGameNode *)1)
{
quickSaveSlot = NULL;
}
}
//
// M_ClearMenus
//
void M_ClearMenus ()
{
if (FireTexture)
{
delete FireTexture;
FireTexture = NULL;
}
M_ClearSaveStuff ();
M_DeactivateMenuInput ();
MenuStackDepth = 0;
OptionsActive = false;
InfoType = 0;
drawSkull = true;
M_DemoNoPlay = false;
BorderNeedRefresh = screen->GetPageCount ();
}
//
// M_SetupNextMenu
//
void M_SetupNextMenu (oldmenu_t *menudef)
{
MenuStack[MenuStackDepth].menu.old = menudef;
MenuStack[MenuStackDepth].isNewStyle = false;
MenuStack[MenuStackDepth].drawSkull = drawSkull;
MenuStackDepth++;
currentMenu = menudef;
itemOn = currentMenu->lastOn;
}
void M_PopMenuStack (void)
{
M_DemoNoPlay = false;
InfoType = 0;
M_ClearSaveStuff ();
flagsvar = 0;
if (MenuStackDepth > 1)
{
MenuStackDepth -= 2;
if (MenuStack[MenuStackDepth].isNewStyle)
{
OptionsActive = true;
CurrentMenu = MenuStack[MenuStackDepth].menu.newmenu;
CurrentItem = CurrentMenu->lastOn;
}
else
{
OptionsActive = false;
currentMenu = MenuStack[MenuStackDepth].menu.old;
itemOn = currentMenu->lastOn;
}
drawSkull = MenuStack[MenuStackDepth].drawSkull;
++MenuStackDepth;
S_Sound (CHAN_VOICE, "menu/backup", 1, ATTN_NONE);
}
else
{
M_ClearMenus ();
S_Sound (CHAN_VOICE, "menu/clear", 1, ATTN_NONE);
}
}
//
// M_Ticker
//
void M_Ticker (void)
{
if (showSharewareMessage)
{
--showSharewareMessage;
}
if (menuactive == MENU_Off)
{
return;
}
MenuTime++;
if (--skullAnimCounter <= 0)
{
whichSkull ^= 1;
skullAnimCounter = 8;
}
if (currentMenu == &PSetupDef || currentMenu == &ClassMenuDef)
M_PlayerSetupTicker ();
}
//
// M_Init
//
EXTERN_CVAR (Int, screenblocks)
void M_Init (void)
{
unsigned int i;
atterm (M_Deinit);
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
TopLevelMenu = currentMenu = &MainDef;
if (gameinfo.gametype == GAME_Strife)
{
MainDef.y = 45;
//NewDef.lastOn = 1;
}
}
else
{
TopLevelMenu = currentMenu = &HereticMainDef;
PSetupDef.y -= 7;
LoadDef.y -= 20;
SaveDef.y -= 20;
}
PickPlayerClass ();
OptionsActive = false;
menuactive = MENU_Off;
InfoType = 0;
itemOn = currentMenu->lastOn;
whichSkull = 0;
skullAnimCounter = 10;
drawSkull = true;
messageToPrint = 0;
messageString = NULL;
messageLastMenuActive = menuactive;
quickSaveSlot = NULL;
lastSaveSlot = NULL;
strcpy (NewSaveNode.Title, "<New Save Game>");
underscore[0] = (gameinfo.gametype & (GAME_Doom|GAME_Strife)) ? '_' : '[';
underscore[1] = '\0';
if (gameinfo.gametype == GAME_Doom)
{
LINEHEIGHT = 16;
}
else if (gameinfo.gametype == GAME_Strife)
{
LINEHEIGHT = 19;
}
else
{
LINEHEIGHT = 20;
}
switch (gameinfo.flags & GI_MENUHACK)
{
case GI_MENUHACK_COMMERCIAL:
MainMenu[MainDef.numitems-2] = MainMenu[MainDef.numitems-1];
MainDef.numitems--;
MainDef.y += 8;
ReadDef.routine = M_DrawReadThis;
ReadDef.x = 330;
ReadDef.y = 165;
ReadMenu[0].routine = M_FinishReadThis;
break;
default:
break;
}
M_OptInit ();
// [GRB] Set up player class menu
if (!(gameinfo.gametype == GAME_Hexen && PlayerClasses.Size () == 3 &&
PlayerClasses[0].Type->IsDescendantOf (PClass::FindClass (NAME_FighterPlayer)) &&
PlayerClasses[1].Type->IsDescendantOf (PClass::FindClass (NAME_ClericPlayer)) &&
PlayerClasses[2].Type->IsDescendantOf (PClass::FindClass (NAME_MagePlayer))))
{
int n = 0;
for (i = 0; i < PlayerClasses.Size () && n < 7; i++)
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
ClassMenuItems[n].name =
PlayerClasses[i].Type->Meta.GetMetaString (APMETA_DisplayName);
n++;
}
}
if (n > 1)
{
ClassMenuItems[n].name = "Random";
ClassMenuDef.numitems = n+1;
}
else
{
if (n == 0)
{
ClassMenuItems[0].name =
PlayerClasses[0].Type->Meta.GetMetaString (APMETA_DisplayName);
}
ClassMenuDef.numitems = 1;
}
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
ClassMenuDef.x = 48;
ClassMenuDef.y = 63;
}
else
{
ClassMenuDef.x = 80;
ClassMenuDef.y = 50;
}
if (ClassMenuDef.numitems > 4)
{
ClassMenuDef.y -= LINEHEIGHT;
}
}
// [RH] Build a palette translation table for the player setup effect
if (gameinfo.gametype != GAME_Hexen)
{
for (i = 0; i < 256; i++)
{
FireRemap.Remap[i] = ColorMatcher.Pick (i/2+32, 0, i/4);
FireRemap.Palette[i] = PalEntry(i/2+32, 0, i/4);
}
}
else
{ // The reddish color ramp above doesn't look too good with the
// Hexen palette, so Hexen gets a greenish one instead.
for (i = 0; i < 256; ++i)
{
FireRemap.Remap[i] = ColorMatcher.Pick (i/4, i*13/40+7, i/4);
FireRemap.Palette[i] = PalEntry(i/4, i*13/40+7, i/4);
}
}
}
static void PickPlayerClass ()
{
int pclass = 0;
// [GRB] Pick a class from player class list
if (PlayerClasses.Size () > 1)
{
pclass = players[consoleplayer].userinfo.PlayerClass;
if (pclass < 0)
{
pclass = (MenuTime>>7) % PlayerClasses.Size ();
}
}
PlayerClass = &PlayerClasses[pclass];
}